connect(key_delete, &QShortcut::activated, [this] { ui->delete_->animateClick(); });
connect(ui->delete_, &QPushButton::clicked, [this] { delete_current_event(); });
+ // Player list shortcuts.
+ connect(ui->get_current_players, &QPushButton::clicked, [this, players, events] {
+ uint64_t t = ui->video->get_position();
+ QItemSelection selection;
+ set<int> team = events->get_team_at(t);
+ for (int row = 0; row < players->rowCount(QModelIndex()); ++row) {
+ if (team.count(players->get_player_id(row))) {
+ selection.select(players->get_row_start_qt(row), players->get_row_end_qt(row));
+ }
+ }
+ ui->player_view->selectionModel()->select(selection, QItemSelectionModel::ClearAndSelect);
+ });
+ connect(ui->clear_player_list, &QPushButton::clicked, [this] {
+ ui->player_view->selectionModel()->clear();
+ });
+ connect(ui->player_view->selectionModel(), &QItemSelectionModel::selectionChanged, [this] {
+ update_gender_ratio(ui->video->get_position());
+ });
+ update_gender_ratio(0);
+
+ // The shortcuts take up so much space that we really need, so we sacrifice the header.
+ ui->player_view->horizontalHeader()->hide();
+
// Menus.
connect(ui->action_exit, &QAction::triggered, [this] { close(); });
connect(ui->action_export_json, &QAction::triggered, [db] { export_to_json(db, "ultimate.json"); });
});
connect(ui->action_gender_pull_rule, &QAction::toggled, [this, db, match_id] {
save_match_property(db, match_id, "gender_pull_rule", ui->action_gender_pull_rule->isChecked());
+ update_gender_ratio(ui->video->get_position());
});
}
update_status(t);
update_player_buttons(t);
update_action_buttons(t);
+ update_gender_ratio(t);
}
void MainWindow::update_status(uint64_t t)
ui->their_pull->setEnabled(false);
}
+vector<pair<string, int>> sort_gender(const map<string, int> &gender_count)
+{
+ vector<pair<string, int>> sorted_gender;
+ for (const auto &[gender, count] : gender_count) {
+ sorted_gender.emplace_back(gender, count);
+ }
+ sort(sorted_gender.begin(), sorted_gender.end(), [](const pair<string, int> &a, const pair<string, int> &b) {
+ if (a.second != b.second) {
+ return b.second < a.second;
+ }
+ return a.first < b.first;
+ });
+ return sorted_gender;
+}
+
+string format_gender_counts(const map<string, int> &gender_count)
+{
+ vector<pair<string, int>> sorted_gender = sort_gender(gender_count);
+
+ string str;
+ for (const auto &[gender, count] : sorted_gender) {
+ if (!str.empty()) {
+ str += ", ";
+ }
+ char buf[256];
+ snprintf(buf, sizeof(buf), "%d ", count);
+ str += buf;
+ str += gender;
+ }
+ return str;
+}
+
+string format_gender_counts(const map<string, int> &gender_count, const map<string, int> &reference_gender_count)
+{
+ vector<pair<string, int>> sorted_gender = sort_gender(reference_gender_count); // Less swapping around this way.
+
+ string str;
+ for (const auto &[gender, count] : sorted_gender) {
+ if (!str.empty()) {
+ str += ", ";
+ }
+ char buf[256];
+ snprintf(buf, sizeof(buf), "%d/%d ", gender_count.find(gender)->second, count);
+ str += buf;
+ str += gender;
+ }
+ return str;
+}
+
+void MainWindow::update_gender_ratio(uint64_t t)
+{
+ string str;
+ bool ok = true;
+
+ // Count the gender ratio in the current selection.
+ map<string, int> gender_count;
+ for (int i = 0; i < players->rowCount(QModelIndex()); ++i) {
+ string gender = players->get_player_gender(i);
+ gender_count[gender] = 0;
+ }
+ int num_players = 0;
+ QItemSelectionModel *select = ui->player_view->selectionModel();
+ for (QModelIndex row : select->selectedRows()) {
+ string gender = players->get_player_gender(row.row());
+ ++gender_count[gender];
+ ++num_players;
+ }
+
+ const bool gender_rule_a = ui->action_gender_rule_a->isChecked();
+ if (gender_rule_a) {
+ // This is tricky. We don't want to hard-code assumptions about gender,
+ // since there are so many possible variations (e.g. 5 players for indoors,
+ // or loose mixed). We can't get everything right, but our general
+ // strategy will be:
+ //
+ // - We assume ABBA pattern is followed throughout, ie., we switch
+ // on odd-numbered points. We use goals as reference for points.
+ // - We always use the two or three latest points as reference;
+ // this means an issue with the first point won't persist forever.
+ // - When we don't switch, we expect the identical number as last time.
+ // - When we _do_ switch, we copy the variation from two points ago
+ // if we have it; if not, we simply expect it to be different.
+ // - We should always have the same number of people as last point.
+ //
+ // The viewer's warnings also checks that things are correct across
+ // stoppages, which we don't yet.
+ map<string, int> current_gender_count;
+ for (int i = 0; i < players->rowCount(QModelIndex()); ++i) {
+ string gender = players->get_player_gender(i);
+ current_gender_count[gender] = 0;
+ }
+ vector<map<string, int>> historical_gender_counts;
+ for (int row = 0; row < events->rowCount(QModelIndex()); ++row) {
+ if (events->get_time(row) > t) {
+ break;
+ }
+ EventType type = events->get_event_type(row);
+ if (type == EventType::GOAL || type == EventType::THEIR_GOAL) {
+ historical_gender_counts.push_back(current_gender_count);
+ } else if (type == EventType::IN) {
+ string gender = players->get_player_gender_by_id(*events->get_player_id(row));
+ ++current_gender_count[gender];
+ } else if (type == EventType::OUT) {
+ string gender = players->get_player_gender_by_id(*events->get_player_id(row));
+ --current_gender_count[gender];
+ }
+ }
+
+ ok = true;
+ if (historical_gender_counts.empty()) {
+ // We don't have any points yet. Just output the ratio.
+ str = format_gender_counts(gender_count);
+ } else if (historical_gender_counts.size() == 1) {
+ // We have one, so this one must be different, but we don't know what it must be.
+ // It must have the same number of players, though.
+ str = format_gender_counts(gender_count);
+ ok = (gender_count != historical_gender_counts.back());
+ int old_sum = 0, new_sum = 0;
+ for (const auto &[gender, count] : historical_gender_counts.back()) {
+ old_sum += count;
+ }
+ for (const auto &[gender, count] : gender_count) {
+ new_sum += count;
+ }
+ if (old_sum != new_sum) {
+ ok = false;
+ }
+ } else if (historical_gender_counts.size() % 2 == 0) {
+ // Must be same as previous.
+ str = format_gender_counts(gender_count, historical_gender_counts.back());
+ ok = (gender_count == historical_gender_counts.back());
+ } else {
+ // Must be same as two points ago.
+ const auto &ref = historical_gender_counts[historical_gender_counts.size() - 3];
+ str = format_gender_counts(gender_count, ref);
+ ok = (gender_count == ref);
+ }
+ } else if (gender_count.size() == 1) {
+ // Everybody is either of the same gender or nobody has gender noted,
+ // so just count the number of players. We don't make red here.
+ char buf[256];
+ snprintf(buf, sizeof(buf), "%d selected", num_players);
+ str = buf;
+ } else {
+ // We don't have gender rule A, but we have gender counts,
+ // so show that. We don't make red here.
+ string str = format_gender_counts(gender_count);
+ }
+
+ // Seemingly this setting this every frame is very costly, so we diff.
+ if (QString::fromUtf8(str) != ui->selected_gender_ratio->text()) {
+ ui->selected_gender_ratio->setText(QString::fromUtf8(str));
+ }
+ bool current_ok = ui->selected_gender_ratio->styleSheet().isEmpty();
+ if (ok && !current_ok) {
+ ui->selected_gender_ratio->setStyleSheet("");
+ } else if (!ok && current_ok) {
+ ui->selected_gender_ratio->setStyleSheet("QLabel { color: red }");
+ }
+}
+
void MainWindow::formation_double_clicked(bool offense, unsigned row)
{
FormationsModel *formations = offense ? offensive_formations : defensive_formations;