📄 weaponmodel.cpp
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#include <QtGui>
#include "weaponmodel.h"
WeaponModel::WeaponModel(QObject *parent)
: QAbstractTableModel(parent)
{
armyMap[1] = tr("空军");
armyMap[2] = tr("海军");
armyMap[3] = tr("陆军");
armyMap[4] = tr("海军陆战队");
weaponMap[1] = tr("轰炸机");
weaponMap[2] = tr("战斗机");
weaponMap[3] = tr("航空母舰");
weaponMap[4] = tr("驱逐舰");
weaponMap[5] = tr("直升机");
weaponMap[6] = tr("坦克");
weaponMap[7] = tr("两栖攻击舰");
weaponMap[8] = tr("两栖战车");
populateModel();
}
void WeaponModel::populateModel()
{
header << tr("军种") << tr("种类") << tr("武器");
army << 1 << 2 << 3 << 4 << 2 << 4 << 3 << 1;
weapon << 1 << 3 << 5 << 7 << 4 << 8 << 6 << 2;
type << tr("B-2") << tr("尼米兹级") << tr("阿帕奇") << tr("黄蜂级")
<< tr("阿利伯克级") << tr("AAAV") << tr("M1A1") << tr("F-22") ;
}
int WeaponModel::columnCount(const QModelIndex& parent) const
{
return 3;
}
int WeaponModel::rowCount(const QModelIndex& parent) const
{
return army.size();
}
QVariant WeaponModel::data(const QModelIndex &index, int role) const
{
if(!index.isValid())
return QVariant();
qDebug() << index;
if(role == Qt::DisplayRole)
{
switch(index.column())
{
case 0:
return armyMap[army[index.row()]];
break;
case 1:
return weaponMap[weapon[index.row()]];
break;
case 2:
return type[index.row()];
default:
return QVariant();
}
}
return QVariant();
}
QVariant WeaponModel::headerData(int section, Qt::Orientation orientation, int role) const
{
if(role == Qt::DisplayRole && orientation == Qt::Horizontal)
return header[section];
return QAbstractTableModel::headerData(section, orientation, role);
}
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