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) 2006-2011 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 <QGridLayout>
#include <QPushButton>
#include <QGroupBox>
#include <QComboBox>
#include <QLabel>
#include <QLineEdit>
#include <QMessageBox>
#include <QDataWidgetMapper>
#include <QSpinBox>
#include "ammoSchemeModel.h"
#include "pagescheme.h"
#include "misc.h"
PageScheme::PageScheme(QWidget* parent) :
AbstractPage(parent)
{
QGridLayout * pageLayout = new QGridLayout(this);
QGroupBox * gb = new QGroupBox(this);
QGridLayout * gl = new QGridLayout();
gb->setLayout(gl);
QSizePolicy sp;
sp.setVerticalPolicy(QSizePolicy::MinimumExpanding);
sp.setHorizontalPolicy(QSizePolicy::Expanding);
pageLayout->addWidget(gb, 1,0,13,5);
gbGameModes = new QGroupBox(QGroupBox::tr("Game Modifiers"), gb);
gbBasicSettings = new QGroupBox(QGroupBox::tr("Basic Settings"), gb);
gbGameModes->setStyleSheet(".QGroupBox {"
"background-color: #130f2c; background-image:url();"
"}");
gbBasicSettings->setStyleSheet(".QGroupBox {"
"background-color: #130f2c; background-image:url();"
"}");
gbGameModes->setSizePolicy(sp);
gbBasicSettings->setSizePolicy(sp);
gl->addWidget(gbGameModes,0,0,1,3,Qt::AlignTop);
gl->addWidget(gbBasicSettings,0,3,1,3,Qt::AlignTop);
QGridLayout * glGMLayout = new QGridLayout(gbGameModes);
QGridLayout * glBSLayout = new QGridLayout(gbBasicSettings);
gbGameModes->setLayout(glGMLayout);
gbBasicSettings->setLayout(glBSLayout);
// Left
TBW_mode_Forts = new ToggleButtonWidget(gbGameModes, ":/res/btnForts.png");
TBW_mode_Forts->setToolTip("<b>" + ToggleButtonWidget::tr("Fort Mode") + "</b>:<br />" + tr("Defend your fort and destroy the opponents, two team colours max!"));
glGMLayout->addWidget(TBW_mode_Forts,0,0,1,1);
TBW_teamsDivide = new ToggleButtonWidget(gbGameModes, ":/res/btnTeamsDivide.png");
TBW_teamsDivide->setToolTip("<b>" + ToggleButtonWidget::tr("Divide Teams") + "</b>:<br />" + tr("Teams will start on opposite sides of the terrain, two team colours max!"));
glGMLayout->addWidget(TBW_teamsDivide,0,1,1,1);
TBW_solid = new ToggleButtonWidget(gbGameModes, ":/res/btnSolid.png");
TBW_solid->setToolTip("<b>" + ToggleButtonWidget::tr("Solid Land") + "</b>:<br />" + tr("Land can not be destroyed!"));
glGMLayout->addWidget(TBW_solid,0,2,1,1);
TBW_border = new ToggleButtonWidget(gbGameModes, ":/res/btnBorder.png");
TBW_border->setToolTip("<b>" + ToggleButtonWidget::tr("Add Border") + "</b>:<br />" + tr("Add an indestructable border around the terrain"));
glGMLayout->addWidget(TBW_border,0,3,1,1);
TBW_lowGravity = new ToggleButtonWidget(gbGameModes, ":/res/btnLowGravity.png");
TBW_lowGravity->setToolTip("<b>" + ToggleButtonWidget::tr("Low Gravity") + "</b>:<br />" + tr("Lower gravity"));
glGMLayout->addWidget(TBW_lowGravity,0,4,1,1);
TBW_laserSight = new ToggleButtonWidget(gbGameModes, ":/res/btnLaserSight.png");
TBW_laserSight->setToolTip("<b>" + ToggleButtonWidget::tr("Laser Sight") + "</b>:<br />" + tr("Assisted aiming with laser sight"));
glGMLayout->addWidget(TBW_laserSight,1,0,1,1);
TBW_invulnerable = new ToggleButtonWidget(gbGameModes, ":/res/btnInvulnerable.png");
TBW_invulnerable->setToolTip("<b>" + ToggleButtonWidget::tr("Invulnerable") + "</b>:<br />" + tr("All hogs have a personal forcefield"));
glGMLayout->addWidget(TBW_invulnerable,1,1,1,1);
TBW_resethealth = new ToggleButtonWidget(gbGameModes, ":/res/btnResetHealth.png");
TBW_resethealth->setToolTip("<b>" + ToggleButtonWidget::tr("Reset Health") + "</b>:<br />" + tr("All (living) hedgehogs are fully restored at the end of turn"));
glGMLayout->addWidget(TBW_resethealth,1,2,1,1);
TBW_vampiric = new ToggleButtonWidget(gbGameModes, ":/res/btnVampiric.png");
TBW_vampiric->setToolTip("<b>" + ToggleButtonWidget::tr("Vampirism") + "</b>:<br />" + tr("Gain 80% of the damage you do back in health"));
glGMLayout->addWidget(TBW_vampiric,1,3,1,1);
TBW_karma = new ToggleButtonWidget(gbGameModes, ":/res/btnKarma.png");
TBW_karma->setToolTip("<b>" + ToggleButtonWidget::tr("Karma") + "</b>:<br />" + tr("Share your opponents pain, share their damage"));
glGMLayout->addWidget(TBW_karma,1,4,1,1);
TBW_artillery = new ToggleButtonWidget(gbGameModes, ":/res/btnArtillery.png");
TBW_artillery->setToolTip("<b>" + ToggleButtonWidget::tr("Artillery") + "</b>:<br />" + tr("Your hogs are unable to move, put your artillery skills to the test"));
glGMLayout->addWidget(TBW_artillery,2,0,1,1);
TBW_randomorder = new ToggleButtonWidget(gbGameModes, ":/res/btnRandomOrder.png");
TBW_randomorder->setToolTip("<b>" + ToggleButtonWidget::tr("Random Order") + "</b>:<br />" + tr("Order of play is random instead of in room order."));
glGMLayout->addWidget(TBW_randomorder,2,1,1,1);
TBW_king = new ToggleButtonWidget(gbGameModes, ":/res/btnKing.png");
TBW_king->setToolTip("<b>" + ToggleButtonWidget::tr("King") + "</b>:<br />" + tr("Play with a King. If he dies, your side dies."));
glGMLayout->addWidget(TBW_king,2,2,1,1);
TBW_placehog = new ToggleButtonWidget(gbGameModes, ":/res/btnPlaceHog.png");
TBW_placehog->setToolTip("<b>" + ToggleButtonWidget::tr("Place Hedgehogs") + "</b>:<br />" + tr("Take turns placing your hedgehogs before the start of play."));
glGMLayout->addWidget(TBW_placehog,2,3,1,1);
TBW_sharedammo = new ToggleButtonWidget(gbGameModes, ":/res/btnSharedAmmo.png");
TBW_sharedammo->setToolTip("<b>" + ToggleButtonWidget::tr("Clan Shares Ammo") + "</b>:<br />" + tr("Ammo is shared between all teams that share a colour."));
glGMLayout->addWidget(TBW_sharedammo,2,4,1,1);
TBW_disablegirders = new ToggleButtonWidget(gbGameModes, ":/res/btnDisableGirders.png");
TBW_disablegirders->setToolTip("<b>" + ToggleButtonWidget::tr("Disable Girders") + "</b>:<br />" + tr("Disable girders when generating random maps."));
glGMLayout->addWidget(TBW_disablegirders,3,0,1,1);
TBW_disablelandobjects = new ToggleButtonWidget(gbGameModes, ":/res/btnDisableLandObjects.png");
TBW_disablelandobjects->setToolTip("<b>" + ToggleButtonWidget::tr("Disable Land Objects") + "</b>:<br />" + tr("Disable land objects when generating random maps."));
glGMLayout->addWidget(TBW_disablelandobjects,3,1,1,1);
TBW_aisurvival = new ToggleButtonWidget(gbGameModes, ":/res/btnAISurvival.png");
TBW_aisurvival->setToolTip("<b>" + ToggleButtonWidget::tr("AI Survival Mode") + "</b>:<br />" + tr("AI respawns on death."));
glGMLayout->addWidget(TBW_aisurvival,3,2,1,1);
TBW_infattack = new ToggleButtonWidget(gbGameModes, ":/res/btnInfAttack.png");
TBW_infattack->setToolTip("<b>" + ToggleButtonWidget::tr("Unlimited Attacks") + "</b>:<br />" + tr("Attacking does not end your turn."));
glGMLayout->addWidget(TBW_infattack,3,3,1,1);
TBW_resetweps = new ToggleButtonWidget(gbGameModes, ":/res/btnResetWeps.png");
TBW_resetweps->setToolTip("<b>" + ToggleButtonWidget::tr("Reset Weapons") + "</b>:<br />" + tr("Weapons are reset to starting values each turn."));
glGMLayout->addWidget(TBW_resetweps,3,4,1,1);
TBW_perhogammo = new ToggleButtonWidget(gbGameModes, ":/res/btnPerHogAmmo.png");
TBW_perhogammo->setToolTip("<b>" + ToggleButtonWidget::tr("Per Hedgehog Ammo") + "</b>:<br />" + tr("Each hedgehog has its own ammo. It does not share with the team."));
glGMLayout->addWidget(TBW_perhogammo,4,0,1,1);
TBW_nowind = new ToggleButtonWidget(gbGameModes, ":/res/btnNoWind.png");
TBW_nowind->setToolTip("<b>" + ToggleButtonWidget::tr("Disable Wind") + "</b>:<br />" + tr("You will not have to worry about wind anymore."));
glGMLayout->addWidget(TBW_nowind,4,1,1,1);
TBW_morewind = new ToggleButtonWidget(gbGameModes, ":/res/btnMoreWind.png");
TBW_morewind->setToolTip("<b>" + ToggleButtonWidget::tr("More Wind") + "</b>:<br />" + tr("Wind will affect almost everything."));
glGMLayout->addWidget(TBW_morewind,4,2,1,1);
TBW_tagteam = new ToggleButtonWidget(gbGameModes, ":/res/btnTagTeam.png");
TBW_tagteam->setToolTip("<b>" + ToggleButtonWidget::tr("Tag Team") + "</b>:<br />" + tr("Teams in each clan take successive turns sharing their turn time."));
glGMLayout->addWidget(TBW_tagteam,4,3,1,1);
// Right
QLabel * l;
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Damage Modifier"));
l->setWordWrap(true);
glBSLayout->addWidget(l,0,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconDamage.png"));
glBSLayout->addWidget(l,0,1,1,1);
SB_DamageModifier = new QSpinBox(gbBasicSettings);
SB_DamageModifier->setRange(10, 300);
SB_DamageModifier->setValue(100);
SB_DamageModifier->setSingleStep(25);
glBSLayout->addWidget(SB_DamageModifier,0,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Turn Time"));
l->setWordWrap(true);
glBSLayout->addWidget(l,1,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconTime.png"));
glBSLayout->addWidget(l,1,1,1,1);
SB_TurnTime = new QSpinBox(gbBasicSettings);
SB_TurnTime->setRange(1, 9999);
SB_TurnTime->setValue(45);
SB_TurnTime->setSingleStep(15);
glBSLayout->addWidget(SB_TurnTime,1,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Initial Health"));
l->setWordWrap(true);
glBSLayout->addWidget(l,2,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconHealth.png"));
glBSLayout->addWidget(l,2,1,1,1);
SB_InitHealth = new QSpinBox(gbBasicSettings);
SB_InitHealth->setRange(50, 200);
SB_InitHealth->setValue(100);
SB_InitHealth->setSingleStep(25);
glBSLayout->addWidget(SB_InitHealth,2,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Sudden Death Timeout"));
l->setWordWrap(true);
glBSLayout->addWidget(l,3,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconSuddenDeath.png"));
glBSLayout->addWidget(l,3,1,1,1);
SB_SuddenDeath = new QSpinBox(gbBasicSettings);
SB_SuddenDeath->setRange(0, 50);
SB_SuddenDeath->setValue(15);
SB_SuddenDeath->setSingleStep(3);
glBSLayout->addWidget(SB_SuddenDeath,3,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Sudden Death Water Rise"));
l->setWordWrap(true);
glBSLayout->addWidget(l,4,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconSuddenDeath.png")); // TODO: icon
glBSLayout->addWidget(l,4,1,1,1);
SB_WaterRise = new QSpinBox(gbBasicSettings);
SB_WaterRise->setRange(0, 100);
SB_WaterRise->setValue(47);
SB_WaterRise->setSingleStep(5);
glBSLayout->addWidget(SB_WaterRise,4,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Sudden Death Health Decrease"));
l->setWordWrap(true);
glBSLayout->addWidget(l,5,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconSuddenDeath.png")); // TODO: icon
glBSLayout->addWidget(l,5,1,1,1);
SB_HealthDecrease = new QSpinBox(gbBasicSettings);
SB_HealthDecrease->setRange(0, 100);
SB_HealthDecrease->setValue(5);
SB_HealthDecrease->setSingleStep(1);
glBSLayout->addWidget(SB_HealthDecrease,5,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Rope Length"));
l->setWordWrap(true);
glBSLayout->addWidget(l,6,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconRope.png"));
glBSLayout->addWidget(l,6,1,1,1);
SB_RopeModifier = new QSpinBox(gbBasicSettings);
SB_RopeModifier->setRange(25, 999);
SB_RopeModifier->setValue(100);
SB_RopeModifier->setSingleStep(25);
glBSLayout->addWidget(SB_RopeModifier,6,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Crate Drops"));
l->setWordWrap(true);
glBSLayout->addWidget(l,7,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconBox.png"));
glBSLayout->addWidget(l,7,1,1,1);
SB_CaseProb = new FreqSpinBox(gbBasicSettings);
SB_CaseProb->setRange(0, 9);
SB_CaseProb->setValue(5);
glBSLayout->addWidget(SB_CaseProb,7,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Health Crates"));
l->setWordWrap(true);
glBSLayout->addWidget(l,8,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconHealth.png")); // TODO: icon
glBSLayout->addWidget(l,8,1,1,1);
SB_HealthCrates = new QSpinBox(gbBasicSettings);
SB_HealthCrates->setRange(0, 100);
SB_HealthCrates->setValue(35);
SB_HealthCrates->setSingleStep(5);
glBSLayout->addWidget(SB_HealthCrates,8,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Health in Crates"));
l->setWordWrap(true);
glBSLayout->addWidget(l,9,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconHealth.png")); // TODO: icon
glBSLayout->addWidget(l,9,1,1,1);
SB_CrateHealth = new QSpinBox(gbBasicSettings);
SB_CrateHealth->setRange(0, 200);
SB_CrateHealth->setValue(25);
SB_CrateHealth->setSingleStep(5);
glBSLayout->addWidget(SB_CrateHealth,9,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Mines Time"));
l->setWordWrap(true);
glBSLayout->addWidget(l,10,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconTime.png")); // TODO: icon
glBSLayout->addWidget(l,10,1,1,1);
SB_MinesTime = new QSpinBox(gbBasicSettings);
SB_MinesTime->setRange(-1, 5);
SB_MinesTime->setValue(3);
SB_MinesTime->setSingleStep(1);
SB_MinesTime->setSpecialValueText(tr("Random"));
SB_MinesTime->setSuffix(" "+ tr("Seconds"));
glBSLayout->addWidget(SB_MinesTime,10,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Mines"));
l->setWordWrap(true);
glBSLayout->addWidget(l,11,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconMine.png")); // TODO: icon
glBSLayout->addWidget(l,11,1,1,1);
SB_Mines = new QSpinBox(gbBasicSettings);
SB_Mines->setRange(0, 80);
SB_Mines->setValue(0);
SB_Mines->setSingleStep(5);
glBSLayout->addWidget(SB_Mines,11,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Dud Mines"));
l->setWordWrap(true);
glBSLayout->addWidget(l,12,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconDud.png"));
glBSLayout->addWidget(l,12,1,1,1);
SB_MineDuds = new QSpinBox(gbBasicSettings);
SB_MineDuds->setRange(0, 100);
SB_MineDuds->setValue(0);
SB_MineDuds->setSingleStep(5);
glBSLayout->addWidget(SB_MineDuds,12,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Explosives"));
l->setWordWrap(true);
glBSLayout->addWidget(l,13,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconDamage.png"));
glBSLayout->addWidget(l,13,1,1,1);
SB_Explosives = new QSpinBox(gbBasicSettings);
SB_Explosives->setRange(0, 40);
SB_Explosives->setValue(0);
SB_Explosives->setSingleStep(1);
glBSLayout->addWidget(SB_Explosives,13,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Get Away Time"));
l->setWordWrap(true);
glBSLayout->addWidget(l,14,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconTime.png"));
glBSLayout->addWidget(l,14,1,1,1);
SB_GetAwayTime = new QSpinBox(gbBasicSettings);
SB_GetAwayTime->setRange(0, 999);
SB_GetAwayTime->setValue(100);
SB_GetAwayTime->setSingleStep(25);
glBSLayout->addWidget(SB_GetAwayTime,14,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Scheme Name:"));
LE_name = new QLineEdit(this);
gl->addWidget(LE_name,15,1,1,5);
gl->addWidget(l,15,0,1,1);
mapper = new QDataWidgetMapper(this);
BtnBack = addButton(":/res/Exit.png", pageLayout, 16, 0, true);
BtnCopy = addButton(tr("Copy"), pageLayout, 16, 2);
BtnNew = addButton(tr("New"), pageLayout, 16, 3);
BtnDelete = addButton(tr("Delete"), pageLayout, 16, 4);
selectScheme = new QComboBox(this);
pageLayout->addWidget(selectScheme, 16, 1);
connect(BtnCopy, SIGNAL(clicked()), this, SLOT(copyRow()));
connect(BtnNew, SIGNAL(clicked()), this, SLOT(newRow()));
connect(BtnDelete, SIGNAL(clicked()), this, SLOT(deleteRow()));
connect(selectScheme, SIGNAL(currentIndexChanged(int)), mapper, SLOT(setCurrentIndex(int)));
connect(selectScheme, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeSelected(int)));
}
void PageScheme::setModel(QAbstractItemModel * model)
{
mapper->setModel(model);
selectScheme->setModel(model);
mapper->addMapping(LE_name, 0);
mapper->addMapping(TBW_mode_Forts, 1);
mapper->addMapping(TBW_teamsDivide, 2);
mapper->addMapping(TBW_solid, 3);
mapper->addMapping(TBW_border, 4);
mapper->addMapping(TBW_lowGravity, 5);
mapper->addMapping(TBW_laserSight, 6);
mapper->addMapping(TBW_invulnerable, 7);
mapper->addMapping(TBW_resethealth, 8);
mapper->addMapping(TBW_vampiric, 9);
mapper->addMapping(TBW_karma, 10);
mapper->addMapping(TBW_artillery, 11);
mapper->addMapping(TBW_randomorder, 12);
mapper->addMapping(TBW_king, 13);
mapper->addMapping(TBW_placehog, 14);
mapper->addMapping(TBW_sharedammo, 15);
mapper->addMapping(TBW_disablegirders, 16);
mapper->addMapping(TBW_disablelandobjects, 17);
mapper->addMapping(TBW_aisurvival, 18);
mapper->addMapping(TBW_infattack, 19);
mapper->addMapping(TBW_resetweps, 20);
mapper->addMapping(TBW_perhogammo, 21);
mapper->addMapping(TBW_nowind, 22);
mapper->addMapping(TBW_morewind, 23);
mapper->addMapping(TBW_tagteam, 24);
mapper->addMapping(SB_DamageModifier, 25);
mapper->addMapping(SB_TurnTime, 26);
mapper->addMapping(SB_InitHealth, 27);
mapper->addMapping(SB_SuddenDeath, 28);
mapper->addMapping(SB_CaseProb, 29);
mapper->addMapping(SB_MinesTime, 30);
mapper->addMapping(SB_Mines, 31);
mapper->addMapping(SB_MineDuds, 32);
mapper->addMapping(SB_Explosives, 33);
mapper->addMapping(SB_HealthCrates, 34);
mapper->addMapping(SB_CrateHealth, 35);
mapper->addMapping(SB_WaterRise, 36);
mapper->addMapping(SB_HealthDecrease, 37);
mapper->addMapping(SB_RopeModifier, 38);
mapper->addMapping(SB_GetAwayTime, 39);
mapper->toFirst();
}
void PageScheme::newRow()
{
QAbstractItemModel * model = mapper->model();
model->insertRow(-1);
selectScheme->setCurrentIndex(model->rowCount() - 1);
}
void PageScheme::copyRow()
{
QAbstractItemModel * model = mapper->model();
model->insertRow(selectScheme->currentIndex());
selectScheme->setCurrentIndex(model->rowCount() - 1);
}
void PageScheme::deleteRow()
{
QMessageBox reallyDelete(QMessageBox::Question, QMessageBox::tr("Schemes"), QMessageBox::tr("Really delete this game scheme?"), QMessageBox::Ok | QMessageBox::Cancel);
if (reallyDelete.exec() == QMessageBox::Ok) {
QAbstractItemModel * model = mapper->model();
model->removeRow(selectScheme->currentIndex());
}
}
void PageScheme::schemeSelected(int n)
{
int c = ((AmmoSchemeModel*)mapper->model())->numberOfDefaultSchemes;
gbGameModes->setEnabled(n >= c);
gbBasicSettings->setEnabled(n >= c);
LE_name->setEnabled(n >= c);
}