Don't activate switch if player only has 1 hog
Demo's mine is set explicity at 5s and not at scheme settings.
/*
* 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();
}