}
int row = select->selectedRows().front().row(); // Should only be one, due to our selection behavior.
events->set_event_type(row, type);
}
int row = select->selectedRows().front().row(); // Should only be one, due to our selection behavior.
events->set_event_type(row, type);
ui->event_view->selectionModel()->blockSignals(true);
events->delete_event(row);
ui->event_view->selectionModel()->blockSignals(false);
ui->event_view->selectionModel()->blockSignals(true);
events->delete_event(row);
ui->event_view->selectionModel()->blockSignals(false);
EventsModel::Status s = events->get_status_at(t);
char buf[256];
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);
EventsModel::Status s = events->get_status_at(t);
char buf[256];
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);
// FIXME: sort by number, instead of by internal ID
QPushButton *buttons[] = {
ui->player_1,
// FIXME: sort by number, instead of by internal ID
QPushButton *buttons[] = {
ui->player_1,