ui->event_view->setModel(events);
connect(ui->event_view->selectionModel(), &QItemSelectionModel::currentRowChanged,
[this, events](const QModelIndex ¤t, const QModelIndex &previous) {
- video->setPosition(events->get_time(current.row()));
+ uint64_t t = events->get_time(current.row());
+ if (t != video->position()) {
+ video->setPosition(events->get_time(current.row()));
+ } else {
+ // Selection could have changed, so we still need to update.
+ // (Just calling setPosition() would not give us the signal
+ // in this case.)
+ update_ui_from_time(t);
+ }
});
ui->player_view->setModel(players);
connect(ui->player_7, &QPushButton::clicked, [this]() { insert_event(7); });
// Offensive events
- // TODO: disable if nothing is selected
+ connect(ui->offense_label, &ClickableLabel::clicked, [this]() { insert_noplayer_event("set_offense"); });
connect(ui->catch_, &QPushButton::clicked, [this]() { set_current_event_type("catch"); });
connect(ui->throwaway, &QPushButton::clicked, [this]() { set_current_event_type("throwaway"); });
connect(ui->drop, &QPushButton::clicked, [this]() { set_current_event_type("drop"); });
connect(ui->offensive_soft_plus, &QPushButton::clicked, [this]() { set_current_event_type("offensive_soft_plus"); });
connect(ui->offensive_soft_minus, &QPushButton::clicked, [this]() { set_current_event_type("offensive_soft_minus"); });
connect(ui->pull, &QPushButton::clicked, [this]() { set_current_event_type("pull"); });
- connect(ui->pull_landed, &QPushButton::clicked, [this]() { set_current_event_type("pull_landed"); });
+ connect(ui->pull_landed, &QPushButton::clicked, [this]() { insert_noplayer_event("pull_landed"); });
// Defensive events (TODO add more)
+ connect(ui->defense_label, &ClickableLabel::clicked, [this]() { insert_noplayer_event("set_defense"); });
connect(ui->their_throwaway, &QPushButton::clicked, [this]() { insert_noplayer_event("their_throwaway"); });
connect(ui->their_goal, &QPushButton::clicked, [this]() { insert_noplayer_event("their_goal"); });
connect(ui->their_pull, &QPushButton::clicked, [this]() { insert_noplayer_event("their_pull"); });
- connect(ui->our_defense, &QPushButton::clicked, [this]() { set_current_event_type("defense"); }); // TODO: player-connected
- connect(ui->defensive_soft_plus, &QPushButton::clicked, [this]() { set_current_event_type("defensive_soft_plus"); }); // TODO: player-connected
- connect(ui->defensive_soft_minus, &QPushButton::clicked, [this]() { set_current_event_type("defensive_soft_minus"); }); // TODO: player-connected
+ connect(ui->our_defense, &QPushButton::clicked, [this]() { set_current_event_type("defense"); });
+ connect(ui->defensive_soft_plus, &QPushButton::clicked, [this]() { set_current_event_type("defensive_soft_plus"); });
+ connect(ui->defensive_soft_minus, &QPushButton::clicked, [this]() { set_current_event_type("defensive_soft_minus"); });
// Misc. events
connect(ui->substitution, &QPushButton::clicked, [this]() { make_substitution(); });
- connect(ui->stoppage, &QPushButton::clicked, [this]() { insert_noplayer_event("stoppage"); }); // FIXME needs a way to restart
+ connect(ui->stoppage, &QPushButton::clicked, [this, events]() {
+ EventsModel::Status s = events->get_status_at(video->position());
+ if (s.stoppage) {
+ insert_noplayer_event("restart");
+ } else {
+ insert_noplayer_event("stoppage");
+ }
+ });
connect(ui->unknown, &QPushButton::clicked, [this]() { insert_noplayer_event("unknown"); });
QShortcut *key_delete = new QShortcut(QKeySequence(Qt::Key_Delete), this);
if (!playing) {
video->pause(); // We only played to get a picture.
}
- update_status();
+ update_ui_from_time(pos);
}
void MainWindow::seek(int64_t delta_ms)
EventsModel::Status s = events->get_status_at(t);
ui->event_view->selectionModel()->blockSignals(true);
- if (s.offense) {
+ if (s.attack_state == EventsModel::Status::OFFENSE) {
// TODO: Perhaps not if that player already did the last catch?
ui->event_view->selectRow(events->insert_event(t, player_id, "catch"));
} else {
ui->event_view->selectRow(events->insert_event(t, player_id));
}
ui->event_view->selectionModel()->blockSignals(false);
+
+ update_ui_from_time(t);
}
void MainWindow::insert_noplayer_event(const string &type)
ui->event_view->selectionModel()->blockSignals(true);
ui->event_view->selectRow(events->insert_event(t, nullopt, type));
ui->event_view->selectionModel()->blockSignals(false);
+
+ update_ui_from_time(t);
}
void MainWindow::set_current_event_type(const string &type)
}
int row = select->selectedRows().front().row(); // Should only be one, due to our selection behavior.
events->set_event_type(row, type);
- update_status();
+ update_ui_from_time(video->position());
}
void MainWindow::delete_current_event()
ui->event_view->selectionModel()->blockSignals(true);
events->delete_event(row);
ui->event_view->selectionModel()->blockSignals(false);
- update_status();
+ update_ui_from_time(video->position());
}
void MainWindow::make_substitution()
{
QItemSelectionModel *select = ui->player_view->selectionModel();
-
- // FIXME: we should backdate t to start of point (last goal, or 0) if:
- // - no players we're removing have had actions yet
- // - there have been no other in/out events
- //
- // ...but if so, we might need to modify in/out events that are already there
- // (perhaps just overwrite them all?)
- uint64_t t = video->position();
-
- set<int> old_team = events->get_team_at(t);
set<int> new_team;
-
for (QModelIndex row : select->selectedRows()) {
new_team.insert(players->get_player_id(row.row()));
}
+ events->set_team_at(video->position(), new_team);
+}
- for (int player_id : old_team) {
- if (!new_team.count(player_id)) {
- events->insert_event(t, player_id, "out");
- }
- }
- for (int player_id : new_team) {
- if (!old_team.count(player_id)) {
- events->insert_event(t, player_id, "in");
- }
- }
+void MainWindow::update_ui_from_time(uint64_t t)
+{
+ update_status(t);
+ update_player_buttons(t);
+ update_action_buttons(t);
}
-void MainWindow::update_status()
+void MainWindow::update_status(uint64_t t)
{
- uint64_t t = video->position();
EventsModel::Status s = events->get_status_at(t);
char buf[256];
+ const char *offense = "not started";
+ if (s.attack_state == EventsModel::Status::OFFENSE) {
+ offense = "offense";
+ } else if (s.attack_state == EventsModel::Status::DEFENSE) {
+ offense = "defense";
+ }
+
snprintf(buf, sizeof(buf), "%d–%d | %s | %d passes, %d sec possession",
- s.our_score, s.their_score, s.offense ? "offense" : "defense", s.num_passes, s.possession_sec);
- ui->status->setText(buf);
+ s.our_score, s.their_score, offense, s.num_passes, s.possession_sec);
+ if (s.stoppage_sec > 0) {
+ char buf2[256];
+ snprintf(buf2, sizeof(buf2), "%s (plus %d sec stoppage)", buf, s.stoppage_sec);
+ ui->status->setText(buf2);
+ } else {
+ ui->status->setText(buf);
+ }
+}
+void MainWindow::update_player_buttons(uint64_t t)
+{
// FIXME: sort by number, instead of by internal ID
QPushButton *buttons[] = {
ui->player_1,
}
}
+void MainWindow::update_action_buttons(uint64_t t)
+{
+ EventsModel::Status s = events->get_status_at(t);
+
+ bool has_selection = false;
+ bool has_selection_with_player = false;
+
+ QItemSelectionModel *select = ui->event_view->selectionModel();
+ if (select->hasSelection()) {
+ has_selection = true;
+ int row = select->selectedRows().front().row(); // Should only be one, due to our selection behavior.
+ has_selection_with_player = events->get_player_id(row).has_value();
+ }
+ ui->delete_->setEnabled(has_selection);
+
+ if (s.stoppage) {
+ ui->stoppage->setText("Restart (&v)");
+ ui->stoppage->setShortcut(QCoreApplication::translate("MainWindow", "V", nullptr));
+ ui->catch_->setEnabled(false);
+ ui->throwaway->setEnabled(false);
+ ui->drop->setEnabled(false);
+ ui->goal->setEnabled(false);
+ ui->offensive_soft_plus->setEnabled(false);
+ ui->offensive_soft_minus->setEnabled(false);
+ ui->pull->setEnabled(false);
+ ui->pull_landed->setEnabled(false);
+ ui->interception->setEnabled(false);
+ ui->their_throwaway->setEnabled(false);
+ ui->our_defense->setEnabled(false);
+ ui->their_goal->setEnabled(false);
+ ui->defensive_soft_plus->setEnabled(false);
+ ui->defensive_soft_minus->setEnabled(false);
+ ui->their_pull->setEnabled(false);
+ ui->our_foul->setEnabled(false);
+ return;
+ } else {
+ ui->stoppage->setText("Stoppage (&v)");
+ ui->stoppage->setShortcut(QCoreApplication::translate("MainWindow", "V", nullptr));
+ }
+
+ ui->catch_->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && has_selection_with_player);
+ ui->throwaway->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && has_selection_with_player);
+ ui->drop->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && has_selection_with_player);
+ ui->goal->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && has_selection_with_player);
+ ui->offensive_soft_plus->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && has_selection_with_player);
+ ui->offensive_soft_minus->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && has_selection_with_player);
+
+ // TODO: be stricter
+ ui->pull->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && s.pull_state == EventsModel::Status::SHOULD_PULL && has_selection_with_player);
+ ui->pull_landed->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && has_selection_with_player);
+
+ ui->interception->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && has_selection_with_player);
+ ui->their_throwaway->setEnabled(s.attack_state == EventsModel::Status::DEFENSE);
+ ui->our_defense->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && has_selection_with_player);
+ ui->their_goal->setEnabled(s.attack_state == EventsModel::Status::DEFENSE);
+ ui->defensive_soft_plus->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && has_selection_with_player);
+ ui->defensive_soft_minus->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && has_selection_with_player);
+ ui->their_pull->setEnabled(s.attack_state == EventsModel::Status::OFFENSE && s.pull_state == EventsModel::Status::SHOULD_PULL);
+ ui->our_foul->setEnabled(s.attack_state == EventsModel::Status::DEFENSE && has_selection_with_player);
+}
+
sqlite3 *open_db(const char *filename)
{
sqlite3 *db;