This fit my purposes best, I think. The only thing my indexes containt is a pointer to a component in my scene. So it should be sufficuent to give this pointer as information... this was actually my first approach but I couldn't find how I was supposted to convert the pointer to a QByteArray and back.Originally Posted by wysota
But there is one problem with this approach. I need to be able to remove the old index when the user have dropped the object, since it should be executed as a move action. So I need to find that index, and then I suppose I need to know its row and parent, and the parent's row and parent etc... maybe it's simpler to have a pointer in my model class pointing to the index being dragged and use this information instead of a mime. Could this create problems somehow?
/pir




Reply With Quote

But if you implement the drop correctly, you won't have to worry about removing the item from its original place.
Bookmarks