suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
#ifndef THEMESMODEL_H
#define THEMESMODEL_H
#include <QAbstractListModel>
#include <QStringList>
#include <QHash>
class ThemesModel : public QAbstractListModel
{
Q_OBJECT
public:
explicit ThemesModel(QStringList themes, QObject *parent = 0);
int rowCount(const QModelIndex &parent = QModelIndex()) const;
QVariant data(const QModelIndex &index, int role) const;
bool setData(const QModelIndex &index, const QVariant &value,
int role = Qt::EditRole);
signals:
public slots:
private:
QList<QHash<int, QVariant> > m_data;
};
#endif // THEMESMODEL_H