add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2010 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(100) // damage modfier 24
<< QVariant(45) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(5) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(4) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(2) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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
<< "damagefactor" // 24
<< "turntime" // 25
<< "health" // 26
<< "suddendeath" // 27
<< "caseprobability" // 28
<< "minestime" // 29
<< "minesnum" // 30
<< "minedudpct" // 31
<< "explosives" // 32
<< "healthprobability" // 33
<< "healthcaseamount" // 34
<< "waterrise" // 35
<< "healthdecrease" // 36
<< "ropepct" // 37
;
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(100) // damage modfier 24
<< QVariant(15) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(0) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(0) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(2) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(100) // damage modfier 24
<< QVariant(30) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(50) // sudden death 27
<< QVariant(1) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(0) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(0) // explosives 32
<< QVariant(0) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(45) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(5) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(4) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(2) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(150) // damage modfier 24
<< QVariant(30) // turn time 25
<< QVariant(50) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(0) // case prob 28
<< QVariant(0) // mines time 29
<< QVariant(80) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(0) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(30) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(0) // case prob 28
<< QVariant(0) // mines time 29
<< QVariant(0) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(80) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(30) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(5) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(10) // mines number 30
<< QVariant(10) // mine dud pct 31
<< QVariant(10) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(45) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(5) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(0) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(0) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(9999) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(5) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(5) // mines number 30
<< QVariant(10) // mine dud pct 31
<< QVariant(2) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(30) // health case amt 34
<< QVariant(0) // water rise amt 35
<< QVariant(0) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(45) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(2) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(5) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(5) // explosives 32
<< QVariant(25) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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(100) // damage modfier 24
<< QVariant(45) // turn time 25
<< QVariant(100) // init health 26
<< QVariant(15) // sudden death 27
<< QVariant(5) // case prob 28
<< QVariant(3) // mines time 29
<< QVariant(4) // mines number 30
<< QVariant(0) // mine dud pct 31
<< QVariant(2) // explosives 32
<< QVariant(35) // health case pct 33
<< QVariant(25) // health case amt 34
<< QVariant(47) // water rise amt 35
<< QVariant(5) // health dec amt 36
<< QVariant(100) // rope modfier 37
;
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();
}