Controls - rollerderby/scoreboard GitHub Wiki

This is a description of all the elements on the main operator panel, moving from top to bottom, and left to right.

Options buttons

controls-options

  • Edit Key Control - Used for Configuring Hotkeys
  • Auto End Jams - When active the running jam will automatically be ended as soon as the jam clock reaches 0. It is recommended to disable this. Unlike the other settings in this bar this setting is not stored per user.
  • Sudden Scoring - When active, JRDA sudden scoring rules are used. This button is only visible when the corresponding rule is enabled and the halftime clock has run down or period two has been started.
  • Enable Replace on Undo - When active, pressing the "Undo" button will allow you to replace your button press with a different one at the same time. Very useful when an assumed jam start whistle turns out to actually be a timeout whistle. There is an option to replace with "No Action" which gives normal undo behaviour.
  • Use Score Adjustments - Enables the score adjustments section described below.
  • Show Tab Bar - Allows hiding the tab bar above. Can be useful on small screens.
  • Start New Game - Opens the "Start New Game" dialog.
  • End of Period Controls - Displays controls to be used at the end of the period. Will turn orange to remind you at the end of the period.

End of Period Controls

end-of-period

  • (Un)official Score - When activated marks the game as finished and the score as final.
  • Timeout Before Period End - Returns the scoreboard from "Unofficial Score"/"Intermission" to a timeout with time left on the period clock. (A popup will come up allowing you to set that time.)
  • Overtime - Brings up a dialog box to set the lineup time leading to an overtime jam.
  • Show Clock during Final Score - When enabled the intermission clock will be displayed underneath the "Final Score" label. This can be used to indicate the time to the next game while still showing the previous result.

Clock Controls

operator-clock-controls

These buttons change their text based on the current function. When they are inactive the text will be "---"

  • Start Jam - Starts a jam.
  • Continuation Upcoming (only visible if the Jam.InjuryContinuation rule is enabled and the prior jam is marked as having been called for injury) - marks the next jam as an injury continuation jam as defined in the JRDA rules.
  • Stop Jam/End Timeout/Lineup - Ends the current jam or timeout (if any) and starts the lineup clock.
  • Timeout/New Timeout - Starts a (new) timeout.
  • Un-... - Pressing this will undo the last press of a clock control button. (See "Enable Replace on Undo" above for modifying the bahaviour of this button.)

Team Controls

operator-teams

Each team has a set of controls and displays for that team. They are identical except for being mirror images.

  • Logo Dropdown - Allows you to change the logo for team on the scoreboard. Logos must be located in /html/images/teamlogo/
  • Team Name - If you click on the team name, you can edit/enter an alternate name for the team that is displayed on this screen as well as the PT and LT screen.
  • Points +1 / Points -1 - Raises or lowers the score in the current scoring trip by one point. If you need to change the score for a previous trip, this is most easily done on the SK sheet.
  • Add Trip / Remove Trip - Adds a new scoring trip or removes the current scoring trip and returns to the previous one. (Note that removing a trip will remove any points already entered for that trip.)
  • 0 / 1 / 2 / 3 / 4 - Sets the score for the current scoring trip to the given value. Particularly useful if defined as hotkeys.
  • Team TO - Declares a team timeout. While you can press this to stop the period clock, it's generally easier to use the larger timeout button at the top to do so, then press this button to indicate that the stoppage is a team timeout for this team. This button will be highlighted if we are currently in a team timeout for this team.
  • <number of timeouts> - This is the number of timeouts a team retains. By clicking it you will get a popup that allows you to edit the set of timeouts. (Explained below in the clock controls section.)
  • Off Review - Declares an official review. Everything above about a team timeout applies.
  • <number of official reviews> - Opens the same popup as the timeout number.
  • Retained - Indicates an official review has been retained. (Note: If a team wins two ORs in the same period you can mark both as retained and the software will still determine that the team has no review left.)
  • Star Pass - Transfers jammer status from the selected jammer to the selected pivot, if both were entered previously. Note that the selected numbers in the button rows will not change. If you are using a third party video overlay, verify ahead of time that this button functions properly with your overlay.
  • No Pivot - Indicates that the skater selected at the pivot buttons is actually a 4th blocker and no Star Pass is possible. (The software will ignore any attempt to set one.) If lineups are tracked via CRG, this will be controlled by the LTs inputs. If they aren't, you can optionally mark this yourself.
  • Lost/Lead/Call/Inj/NI match the check boxes on the SK sheet for the current jam.
    • Lead - Indicates that the jammer has gotten lead. Setting this will also advance out of the initial trip. Use "Remove Trip" if the Jammer didn't make it out of the Engagement zone after getting Lead. (If the initial trip is already marked as completed, e.g. because lead is awarded late this button will not affect the trip.)
    • Lost - Indicates that the jammer has lost lead or the eligibility to get lead. This will be set automatically if a Jammer penalty, star pass, or trip advancement is entered while lead is still open.
    • Call - Indicates that the jammer has called off the jam. Is automatically marked if a jam ends after less than 2 minutes and the jammer was lead. If you press this during a jam, the jam will be stopped.
    • Inj - Indicates that the jam was called for injury. This is synced between both teams and will unset "Call" (and vice versa). In the rare event that a lead jammer calloff and an injury calloff happened at the same time, you can mark both boxes in the SK-sheet. If you press this during a jam, the jam will be stopped.
    • NI - Indicates that the jammer is still on their initial trip (or never completed it if the jam is over). When active pressing it has the same effect as "Add Trip". During the first scoring trip it has the same effect as "Remove Trip". During later trips, pressing it has no effect.
  • <Jammer Number Buttons> - Used to select the jammer. Skaters that have been a Jammer in this game are marked with a dark background.
  • Box (Jammer) (Not available when lineup tracking is used) - Indicates the jammer has gone to the box. Press again to rescind box status. If the jammer is still in the box at the end of the jam, their number will be retained for the next jam.
  • <Pivot Number Buttons> - Used to select the pivot. Skaters that have been Pivot in this game are marked with a dark background.
  • Box (Pivot) (Not available when lineup tracking is used) - Indicates the original pivot has gone to the box. (Use this button for the pivot-turned-jammer after a star pass.) Press again to rescind box status. If the pivot is still in the box at the end of the jam, their number will be retained for the next jam. If the jam ends with the original pivot in the box after a star pass, this will transfer their number to the "jammer" box.

Clock Details

operator-clock-details

There are five individual clocks - Period, Jam, Lineup, Timeout, and Intermission. In most circumstances, you will not manually adjust the controls for any of these clocks. The one exception is the period clock during timeouts, which you will adjust as directed by the jam timer. As the controls are the same for each clock, they will be described here once only, from top to bottom.

  • <Clock Name> - Self explanatory

  • <counter> - This gives the number associated with each clock. The period and jam numbers have their usual meanings. Note that the jam number displayed between jams is the number for the previous jam. The lineup number is essentially meaningless. The timeout number is the total number of timeouts in the game. The Intermission number follows the period number. Clicking the number of periods, jams, or timeouts will open a popup that allows editing, adding, or removing the respective type of element.

  • Start / Stop - manually starts and stops the clock. As this is not the intended way to start and stop the clocks, it is strongly discouraged that the scoreboard operator use these buttons except for testing. They are not guaranteed to work as desired in a game situation at present, or in the future. (These buttons are only visible if enabled with the corresponding control at the top.)

  • -1 / <clock> /+1 - The -/+ keys decrement and increment the time on the clock. Note that in most cases, clocks should not be adjusted while they are running unless specifically envisioned in the procedures for your game or tournament. Clicking the clock will bring up a sub window:

    • Time
      • Start / Reset Time / Stop - Start and stop are identical to the buttons on the main page. Reset Time returns the clock to zero.
      • -sec / +sec - Like the +/- 1 buttons on the main page.
      • Set - Sets the clock to the value entered in the box.
    • Maximum Time - Use these controls to set the maximum value to which this clock can be set. (Note that for the Intermission clock this value will usually be adjusted automatically when you start the clock.)
  • Periods & Jams Popup Displays a list of all periods/jams on record with some information on them. jam-popup

    • Nr - The number of the period/jam
    • Jams (Period only) - The number of jams in the period
    • Points (Jam only) - How many points each team scored in the jam
    • Duration - How long the period/jam lasted. In the case of a period, this includes time for clock stoppages.
    • Delete - Delete this period/jam. Jams with points and/or a star pass cannot be deleted. You have to remove the points/SP first. Attention! Deleting a period will delete all points recorded for that period. Use with care.
    • Insert Before - insert an extra period/jam before this one.
  • Timeouts Popup Displays a list of all timeouts recorded. timeout-popup

    • Period - The period during which the timeout happened.
    • After Jam - The jam that directly preceded the timeout.
    • Duration - The value on the timeout clock when "End Timeout" was pressed.
    • Period Clock - The value on the period clock at the end of the timeout (i.e. taking clock adjustments during the timeout into account).
    • Type - The type of timeout.
    • Retained (OR only) - Indicates if the OR was retained.
    • Delete - Delete this timeout.
    • Add Timeout - Add a timeout to the selected period. You can edit jam and type afterwards.

Score Adjustments

score-adjustments

This section is only visible if enabled in the options at the top. It is intended to give the ability to record score adjustments for earlier scoring trips with hotkeys to be applied to a the scoring trip when the operator is comfortable taking their eyes off the track. (Usually at the end of the jam.)

  • +1 / -1 - Change the active score adjustment.
  • Stash - Stash the active score adjustment and start a new one. The adjustment is also stashed 4 seconds after the last edit or when the jam ends.

Below are all the stashed adjustments that have not been applied yet. For each of them you can select a trip to apply them to or discard them.

SK sheets

sk-sheets

The SK sheets use the same layout as the corresponding sheets from the WFTDA statsbook except that the rows are reversed so the most recent jam is at the top and older jams scroll out of view and there are extra rows for timeouts inserted at the corresponding points.

You can toggle/edit most elements by clicking on them. The columns are from left to right:

  • Edit Button - turns the row into edit mode. This adds a number of buttons that allow you to edit the corresponding jam/timeout. sk-edit-mode

    • Add SP (only when there is no SP recorded for the team this jam) - Adds a star pass for this team to the jam.
    • SP on Initial (only when team made an SP) - toggles if the star pass happened during the initial trip or a scoring trip.
    • Insert Timeout - Add a timeout after this Jam.
    • + / - - Edits the points for this trip.
    • X - Removes this trip.
    • <arrows> (only when team made an SP) - Move this scoring trip into this row.
    • Add - Add another scoring trip at the end.
    • Remove Jam - Remove this Jam.
    • Insert Jam - Insert another Jam before this one.
  • Jam Number - The number of the jam, SP, or SP*. Note that due to reversal SP rows belong to the jam number below them.

  • Jammer - The number of the jammer. Clicking on it opens a popup in which you can select the jammer.

  • Lead/Lost/Call/Inj - Checkboxes that can be toggled by clicking on them. Note that Inj is synced between teams.

  • NI - Click on this to get a popup that allows editing the initial trip.

  • Scoring Trips - Clicking on them opens a popup that allows editing the corresponding trip

    trip-popup

    • Points - Edit the points for the trip. (If empty when closing the popup, the trip will be deleted - make sure to set to "0" for a 0 point trip.)
    • After SP - Was this trip completed after an SP? When you want to add an SP to a jam or move it to an earlier trip, select this for the first trip that should go in the SP row. All later trips will be moved there as well. In order to move an SP to a later trip, unselect this in the latest trip that should be on the original jam row. All earler trips will be moved there as well.
    • Remove Trip - Remove this trip. All following trips (if any) will move left by one box.
    • Insert Trip - Insert a new trip and move this and all follwoing trips one box to the right. In CRG 4.1 and after this will switch to editing the newly inserted trip.
    • Notes - Allows you to store arbitrary annotations.
    • Prev/Next - Edit the previous/next trip.
  • Jam Score/Total Score - The sum of points for all trips in/up to this row. These can not be directly edited.

    • Clicking on the Jam Score will open a popup in which you can edit an OS offset value and reason for the jam.