Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
This is a major sdl1.3 update so it should be tested with care (working great on ios)
#include "themesmodel.h"
ThemesModel::ThemesModel(QStringList themes, QObject *parent) :
QAbstractListModel(parent)
{
#if QT_VERSION >= QT_VERSION_CHECK(4, 7, 0)
m_data.reserve(themes.size());
#endif
foreach(QString theme, themes)
{
m_data.append(QHash<int, QVariant>());
m_data.last().insert(Qt::DisplayRole, theme);
}
}
int ThemesModel::rowCount(const QModelIndex &parent) const
{
if(parent.isValid())
return 0;
else
return m_data.size();
}
QVariant ThemesModel::data(const QModelIndex &index, int role) const
{
if(index.column() > 0 || index.row() >= m_data.size())
return QVariant();
else
return m_data.at(index.row()).value(role);
}
bool ThemesModel::setData(const QModelIndex &index, const QVariant &value, int role)
{
if(index.column() > 0 || index.row() >= m_data.size())
return false;
else
{
m_data[index.row()].insert(role, value);
return true;
}
}