If 2 or more resolutions are available, use the 2nd in the list. This should (usually) be smaller than the desktop resolution, which should reduce noob fail (not realising part of interface is obscured)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <QDebug>
#include <QModelIndex>
#include "ammoSchemeModel.h"
#include "hwconsts.h"
QList<QVariant> defaultScheme = QList<QVariant>()
<< QVariant("Default") // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(45) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(5) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(4) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(2) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
AmmoSchemeModel::AmmoSchemeModel(QObject* parent, const QString & fileName) :
QAbstractTableModel(parent),
fileConfig(fileName, QSettings::IniFormat)
{
predefSchemesNames = QStringList()
<< "Default"
<< "Pro Mode"
<< "Shoppa"
<< "Clean Slate"
<< "Minefield"
<< "Barrel Mayhem"
<< "Tunnel Hogs"
<< "Fort Mode"
<< "Timeless"
<< "Thinking with Portals"
<< "King Mode"
;
numberOfDefaultSchemes = predefSchemesNames.size();
spNames = QStringList()
<< "name" // 0
<< "fortsmode" // 1
<< "divteams" // 2
<< "solidland" // 3
<< "border" // 4
<< "lowgrav" // 5
<< "laser" // 6
<< "invulnerability" // 7
<< "resethealth" // 8
<< "vampiric" // 9
<< "karma" // 10
<< "artillery" // 11
<< "randomorder" // 12
<< "king" // 13
<< "placehog" // 14
<< "sharedammo" // 15
<< "disablegirders" // 16
<< "disablelandobjects" // 17
<< "aisurvival" // 18
<< "infattack" // 19
<< "resetweps" // 20
<< "perhogammo" // 21
<< "disablewind" // 22
<< "morewind" // 23
<< "tagteam" // 24
<< "damagefactor" // 25
<< "turntime" // 26
<< "health" // 27
<< "suddendeath" // 28
<< "caseprobability" // 29
<< "minestime" // 30
<< "minesnum" // 31
<< "minedudpct" // 32
<< "explosives" // 33
<< "healthprobability" // 34
<< "healthcaseamount" // 35
<< "waterrise" // 36
<< "healthdecrease" // 37
<< "ropepct" // 38
<< "getawaytime" // 39
;
QList<QVariant> proMode;
proMode
<< predefSchemesNames[1] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(15) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(0) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(0) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(2) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> shoppa;
shoppa
<< predefSchemesNames[2] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(true) // solid land 3
<< QVariant(true) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(true) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(30) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(50) // sudden death 28
<< QVariant(1) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(0) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(0) // explosives 33
<< QVariant(0) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> cleanslate;
cleanslate
<< predefSchemesNames[3] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(true) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(true) // inf. attack 19
<< QVariant(true) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(45) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(5) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(4) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(2) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> minefield;
minefield
<< predefSchemesNames[4] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(30) // turn time 26
<< QVariant(50) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(0) // case prob 29
<< QVariant(0) // mines time 30
<< QVariant(80) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(0) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> barrelmayhem;
barrelmayhem
<< predefSchemesNames[5] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(30) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(0) // case prob 29
<< QVariant(0) // mines time 30
<< QVariant(0) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(80) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> tunnelhogs;
tunnelhogs
<< predefSchemesNames[6] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(true) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(true) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(30) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(5) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(10) // mines number 31
<< QVariant(10) // mine dud pct 32
<< QVariant(10) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> forts;
forts
<< predefSchemesNames[7] // name 0
<< QVariant(true) // fortsmode 1
<< QVariant(true) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(true) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(45) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(5) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(0) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(0) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> timeless;
timeless
<< predefSchemesNames[8] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(true) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(9999) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(5) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(5) // mines number 31
<< QVariant(10) // mine dud pct 32
<< QVariant(2) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(30) // health case amt 35
<< QVariant(0) // water rise amt 36
<< QVariant(0) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> thinkingportals;
thinkingportals
<< predefSchemesNames[9] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(true) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(45) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(2) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(5) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(5) // explosives 33
<< QVariant(25) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
QList<QVariant> kingmode;
kingmode
<< predefSchemesNames[10] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(true) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(100) // damage modfier 25
<< QVariant(45) // turn time 26
<< QVariant(100) // init health 27
<< QVariant(15) // sudden death 28
<< QVariant(5) // case prob 29
<< QVariant(3) // mines time 30
<< QVariant(4) // mines number 31
<< QVariant(0) // mine dud pct 32
<< QVariant(2) // explosives 33
<< QVariant(35) // health case pct 34
<< QVariant(25) // health case amt 35
<< QVariant(47) // water rise amt 36
<< QVariant(5) // health dec amt 37
<< QVariant(100) // rope modfier 38
<< QVariant(100) // get away time 39
;
schemes.append(defaultScheme);
schemes.append(proMode);
schemes.append(shoppa);
schemes.append(cleanslate);
schemes.append(minefield);
schemes.append(barrelmayhem);
schemes.append(tunnelhogs);
schemes.append(forts);
schemes.append(timeless);
schemes.append(thinkingportals);
schemes.append(kingmode);
int size = fileConfig.beginReadArray("schemes");
for (int i = 0; i < size; ++i) {
fileConfig.setArrayIndex(i);
if (!predefSchemesNames.contains(fileConfig.value(spNames[0]).toString()))
{
QList<QVariant> scheme;
for (int k = 0; k < spNames.size(); ++k)
scheme << fileConfig.value(spNames[k], defaultScheme[k]);
schemes.append(scheme);
}
}
fileConfig.endArray();
}
QVariant AmmoSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
Q_UNUSED(section);
Q_UNUSED(orientation);
Q_UNUSED(role);
return QVariant();
}
int AmmoSchemeModel::rowCount(const QModelIndex &parent) const
{
if (parent.isValid())
return 0;
else
return schemes.size();
}
int AmmoSchemeModel::columnCount(const QModelIndex & parent) const
{
if (parent.isValid())
return 0;
else
return defaultScheme.size();
}
Qt::ItemFlags AmmoSchemeModel::flags(const QModelIndex & index) const
{
Q_UNUSED(index);
return
Qt::ItemIsEnabled
| Qt::ItemIsSelectable
| Qt::ItemIsEditable;
}
bool AmmoSchemeModel::setData(const QModelIndex & index, const QVariant & value, int role)
{
if (!index.isValid() || index.row() < numberOfDefaultSchemes
|| index.row() >= schemes.size()
|| index.column() >= defaultScheme.size()
|| role != Qt::EditRole)
return false;
schemes[index.row()][index.column()] = value;
emit dataChanged(index, index);
return true;
}
bool AmmoSchemeModel::insertRows(int row, int count, const QModelIndex & parent)
{
Q_UNUSED(count);
beginInsertRows(parent, schemes.size(), schemes.size());
if (row == -1)
{
QList<QVariant> newScheme = defaultScheme;
newScheme[0] = QVariant(tr("new"));
schemes.insert(schemes.size(), newScheme);
}
else
{
QList<QVariant> newScheme = schemes[row];
newScheme[0] = QVariant(tr("copy of") + " " + newScheme[0].toString());
schemes.insert(schemes.size(), newScheme);
}
endInsertRows();
return true;
}
bool AmmoSchemeModel::removeRows(int row, int count, const QModelIndex & parent)
{
if(count != 1
|| row < numberOfDefaultSchemes
|| row >= schemes.size())
return false;
beginRemoveRows(parent, row, row);
schemes.removeAt(row);
endRemoveRows();
return true;
}
QVariant AmmoSchemeModel::data(const QModelIndex &index, int role) const
{
if (!index.isValid() || index.row() < 0
|| index.row() >= schemes.size()
|| index.column() >= defaultScheme.size()
|| (role != Qt::EditRole && role != Qt::DisplayRole)
)
return QVariant();
return schemes[index.row()][index.column()];
}
void AmmoSchemeModel::Save()
{
fileConfig.beginWriteArray("schemes", schemes.size() - numberOfDefaultSchemes);
for (int i = 0; i < schemes.size() - numberOfDefaultSchemes; ++i) {
fileConfig.setArrayIndex(i);
QList<QVariant> scheme = schemes[i + numberOfDefaultSchemes];
for (int k = 0; k < scheme.size(); ++k)
fileConfig.setValue(spNames[k], scheme[k]);
}
fileConfig.endArray();
}
NetAmmoSchemeModel::NetAmmoSchemeModel(QObject * parent) :
QAbstractTableModel(parent)
{
netScheme = defaultScheme;
}
QVariant NetAmmoSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
Q_UNUSED(section);
Q_UNUSED(orientation);
Q_UNUSED(role);
return QVariant();
}
int NetAmmoSchemeModel::rowCount(const QModelIndex & parent) const
{
if (parent.isValid())
return 0;
else
return 1;
}
int NetAmmoSchemeModel::columnCount(const QModelIndex & parent) const
{
if (parent.isValid())
return 0;
else
return defaultScheme.size();
}
QVariant NetAmmoSchemeModel::data(const QModelIndex &index, int role) const
{
if (!index.isValid() || index.row() < 0
|| index.row() > 1
|| index.column() >= defaultScheme.size()
|| (role != Qt::EditRole && role != Qt::DisplayRole)
)
return QVariant();
return netScheme[index.column()];
}
void NetAmmoSchemeModel::setNetSchemeConfig(QStringList & cfg)
{
if(cfg.size() != netScheme.size())
{
qWarning("Incorrect scheme cfg size");
return;
}
for(int i = 0; i < cfg.size(); ++i)
netScheme[i] = QVariant(cfg[i]);
reset();
}