QTfrontend/ammoSchemeModel.cpp
author koda
Sun, 19 Jun 2011 12:34:54 +0200
changeset 5257 0bbdd47522b9
parent 5180 a881cd3d3163
child 5717 6d513913b7a9
permissions -rw-r--r--
passing by reference... my darkest enemy actual reason below: In your case (without reference) the compiler generates a temporary object (int) for the first argument of your MyApplication constructor. You pass this temporary int to QApplication’s constructor (with int reference), which saves the address of this reference. Once your MyApplication constructor is done the temporary int is destroyed but QApplication still has its address.

/*
 * 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();
}