diff options
author | Marianne Arnold <pixelma@rockbox.org> | 2010-04-04 13:52:36 +0000 |
---|---|---|
committer | Marianne Arnold <pixelma@rockbox.org> | 2010-04-04 13:52:36 +0000 |
commit | 8fa6c881ec89c2d57c80aa4bc093ade9b540ef3e (patch) | |
tree | c8432554a5b57b8aaf31a93e178b966508f0cb51 | |
parent | 6d4d7361235ae25726a41f153550000b24e6b464 (diff) | |
download | rockbox-8fa6c881ec89c2d57c80aa4bc093ade9b540ef3e.tar.gz rockbox-8fa6c881ec89c2d57c80aa4bc093ade9b540ef3e.zip |
Cleanup goban.tex. My main goal was to get the button table code into a readable state - following the structure I suggested on ManualGuidelinesTalk. Put closing } on their own lines if they are around other (nested) opts or nopts, indented the same as the opening (n)opt. Also replacing the 'emph' used for the submenus with 'item' as well for consistency which also makes it possible to get rid of the forced linebreak.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@25467 a1c6a512-1295-4272-9138-f99709370657
-rw-r--r-- | manual/plugins/goban.tex | 376 |
1 files changed, 207 insertions, 169 deletions
diff --git a/manual/plugins/goban.tex b/manual/plugins/goban.tex index 262f14a832..a4a4544dca 100644 --- a/manual/plugins/goban.tex +++ b/manual/plugins/goban.tex | |||
@@ -18,7 +18,7 @@ not even load on devices with little available memory.\\ | |||
18 | 18 | ||
19 | \note{The plugin does \emph{NOT} support SGF files with multiple games in | 19 | \note{The plugin does \emph{NOT} support SGF files with multiple games in |
20 | one file. These are rare, but if you have one don't even try it (the file will most | 20 | one file. These are rare, but if you have one don't even try it (the file will most |
21 | likely be corrupted if you save over it). You have been warned.\\} | 21 | likely be corrupted if you save over it). You have been warned.\\} |
22 | 22 | ||
23 | The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved | 23 | The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved |
24 | changes in the most recently loaded game. This means that if you forget to save your | 24 | changes in the most recently loaded game. This means that if you forget to save your |
@@ -28,7 +28,7 @@ permanently. The \fname {"/sgf/gbn\_def.sgf"} file is also the file loaded if a | |||
28 | is not selected.\\ | 28 | is not selected.\\ |
29 | 29 | ||
30 | The information panel which displays the current move number may also contain | 30 | The information panel which displays the current move number may also contain |
31 | these markers: \\ | 31 | these markers: |
32 | 32 | ||
33 | \begin{table} | 33 | \begin{table} |
34 | \begin{rbtabular}{\textwidth}{lX}% | 34 | \begin{rbtabular}{\textwidth}{lX}% |
@@ -54,79 +54,101 @@ these markers: \\ | |||
54 | \subsubsection{Controls} | 54 | \subsubsection{Controls} |
55 | \begin{table} | 55 | \begin{table} |
56 | \begin{btnmap}{}{} | 56 | \begin{btnmap}{}{} |
57 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% | 57 | \nopt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,IRIVER_H10_PAD,COWON_D2_PAD}{ |
58 | GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,% | 58 | \ButtonUp}% |
59 | IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonUp}% | ||
60 | \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}% | 59 | \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}% |
61 | \opt{IRIVER_H10_PAD}{\ButtonScrollUp} | 60 | \opt{IRIVER_H10_PAD}{\ButtonScrollUp} |
62 | \opt{COWON_D2_PAD}{\TouchTopMiddle} | 61 | \opt{COWON_D2_PAD}{\TouchTopMiddle} |
63 | \opt{HAVEREMOTEKEYMAP}{& } | 62 | & |
64 | & Move cursor up \\ | 63 | \opt{HAVEREMOTEKEYMAP}{ |
65 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% | 64 | &} |
66 | GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,% | 65 | Move cursor up |
67 | IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonDown}% | 66 | \\ |
67 | |||
68 | \nopt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,IRIVER_H10_PAD,COWON_D2_PAD}{ | ||
69 | \ButtonDown}% | ||
68 | \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}% | 70 | \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}% |
69 | \opt{IRIVER_H10_PAD}{\ButtonScrollDown} | 71 | \opt{IRIVER_H10_PAD}{\ButtonScrollDown} |
70 | \opt{COWON_D2_PAD}{\TouchBottomMiddle} | 72 | \opt{COWON_D2_PAD}{\TouchBottomMiddle} |
71 | \opt{HAVEREMOTEKEYMAP}{& } | 73 | & |
72 | & Move cursor down \\ | 74 | \opt{HAVEREMOTEKEYMAP}{ |
73 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,% | 75 | &} |
74 | IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,% | 76 | Move cursor down |
75 | IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,% | 77 | \\ |
76 | ONDIO_PAD}{\ButtonLeft} | 78 | |
79 | \nopt{COWON_D2_PAD}{\ButtonLeft} | ||
77 | \opt{COWON_D2_PAD}{\TouchMidLeft} | 80 | \opt{COWON_D2_PAD}{\TouchMidLeft} |
78 | \opt{HAVEREMOTEKEYMAP}{& } | 81 | & |
79 | & Move cursor left % | 82 | \opt{HAVEREMOTEKEYMAP}{ |
80 | \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or % | 83 | &} |
81 | retreat one node in the game tree if in % | 84 | Move cursor left |
82 | \emph{tree} navigation mode} \\ | 85 | \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or retreat one |
83 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,% | 86 | node in the game tree if in \emph{tree} navigation mode} |
84 | IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,% | 87 | \\ |
85 | IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,% | 88 | |
86 | ONDIO_PAD}{\ButtonRight} | 89 | \nopt{COWON_D2_PAD}{\ButtonRight} |
87 | \opt{COWON_D2_PAD}{\TouchMidRight} | 90 | \opt{COWON_D2_PAD}{\TouchMidRight} |
88 | \opt{HAVEREMOTEKEYMAP}{& } | 91 | & |
89 | & Move cursor right | 92 | \opt{HAVEREMOTEKEYMAP}{ |
90 | \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or advance one node in | 93 | &} |
91 | the game tree if in \emph{tree} navigation mode} \\ | 94 | Move cursor right |
92 | \opt{ONDIO_PAD}{\ButtonOff & Toggle between \emph{board} and \emph{tree} | 95 | \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or advance one |
93 | navigation modes \\} | 96 | node in the game tree if in \emph{tree} navigation mode} |
94 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,% | 97 | \\ |
95 | SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,% | 98 | |
96 | MROBE100_PAD,IAUDIO_X5_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD}{\ButtonSelect}% | 99 | \opt{ONDIO_PAD}{ |
100 | \ButtonOff | ||
101 | & | ||
102 | Toggle between \emph{board} and \emph{tree} navigation modes | ||
103 | \\ | ||
104 | } | ||
105 | |||
106 | \nopt{IRIVER_H10_PAD,COWON_D2_PAD,ONDIO_PAD,RECORDER_PAD,IAUDIO_M3_PAD}{% | ||
107 | \ButtonSelect}% | ||
97 | \opt{IRIVER_H10_PAD,RECORDER_PAD}{\ButtonPlay}% | 108 | \opt{IRIVER_H10_PAD,RECORDER_PAD}{\ButtonPlay}% |
98 | \opt{ONDIO_PAD}{\ButtonMenu} | 109 | \opt{ONDIO_PAD}{\ButtonMenu} |
99 | \opt{COWON_D2_PAD}{\TouchCenter} | 110 | \opt{COWON_D2_PAD}{\TouchCenter} |
100 | \opt{HAVEREMOTEKEYMAP}{& } | 111 | & |
101 | & Play a move (or use a tool if play-mode has been changed). \\ | 112 | \opt{HAVEREMOTEKEYMAP}{ |
102 | \nopt{ONDIO_PAD}{ | 113 | &} |
103 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,% | 114 | Play a move (or use a tool if play-mode has been changed). |
104 | IPOD_4G_PAD}{\ButtonScrollBack}% | 115 | \\ |
105 | \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,% | 116 | |
106 | GIGABEAT_S_PAD}{\ButtonVolDown}% | 117 | \nopt{ONDIO_PAD}{ |
118 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD% | ||
119 | ,IPOD_4G_PAD}{\ButtonScrollBack}% | ||
120 | \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD% | ||
121 | ,GIGABEAT_S_PAD}{\ButtonVolDown}% | ||
107 | \opt{IRIVER_H10_PAD}{\ButtonFF}% | 122 | \opt{IRIVER_H10_PAD}{\ButtonFF}% |
108 | \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}% | 123 | \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}% |
109 | \opt{MROBE100_PAD}{\ButtonMenu}% | 124 | \opt{MROBE100_PAD}{\ButtonMenu}% |
110 | \opt{IAUDIO_X5_PAD}{\ButtonPlay}% | 125 | \opt{IAUDIO_X5_PAD}{\ButtonPlay}% |
111 | \opt{RECORDER_PAD}{\ButtonFOne} | 126 | \opt{RECORDER_PAD}{\ButtonFOne} |
112 | \opt{COWON_D2_PAD}{\TouchBottomLeft} | 127 | \opt{COWON_D2_PAD}{\TouchBottomLeft} |
113 | \opt{HAVEREMOTEKEYMAP}{& } | 128 | & |
114 | & Retreat one node in the game tree \\ | 129 | \opt{HAVEREMOTEKEYMAP}{ |
115 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,% | 130 | &} |
116 | IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonScrollFwd}% | 131 | Retreat one node in the game tree |
117 | \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,% | 132 | \\ |
118 | GIGABEAT_S_PAD}{\ButtonVolUp}% | 133 | |
134 | \opt{scrollwheel}{\ButtonScrollFwd}% | ||
135 | \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD% | ||
136 | ,GIGABEAT_S_PAD}{\ButtonVolUp}% | ||
119 | \opt{IRIVER_H10_PAD}{\ButtonRew}% | 137 | \opt{IRIVER_H10_PAD}{\ButtonRew}% |
120 | \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}% | 138 | \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}% |
121 | \opt{MROBE100_PAD}{\ButtonPlay}% | 139 | \opt{MROBE100_PAD}{\ButtonPlay}% |
122 | \opt{IAUDIO_X5_PAD}{\ButtonRec}% | 140 | \opt{IAUDIO_X5_PAD}{\ButtonRec}% |
123 | \opt{RECORDER_PAD}{\ButtonFThree} | 141 | \opt{RECORDER_PAD}{\ButtonFThree} |
124 | \opt{COWON_D2_PAD}{\TouchBottomRight} | 142 | \opt{COWON_D2_PAD}{\TouchBottomRight} |
125 | \opt{HAVEREMOTEKEYMAP}{& } | 143 | & |
126 | & Advance one node in the game tree \\ | 144 | \opt{HAVEREMOTEKEYMAP}{ |
127 | } | 145 | &} |
128 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% | 146 | Advance one node in the game tree |
129 | IRIVER_H10_PAD,IAUDIO_X5_PAD}{\ButtonPower}% | 147 | \\ |
148 | } | ||
149 | |||
150 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD% | ||
151 | ,SANSA_C200_PAD,IRIVER_H10_PAD,IAUDIO_X5_PAD}{\ButtonPower}% | ||
130 | \opt{MROBE100_PAD}{\ButtonDisplay}% | 152 | \opt{MROBE100_PAD}{\ButtonDisplay}% |
131 | \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{Long \ButtonSelect}% | 153 | \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{Long \ButtonSelect}% |
132 | \opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonMenu}% | 154 | \opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonMenu}% |
@@ -134,31 +156,41 @@ these markers: \\ | |||
134 | \opt{RECORDER_PAD}{\ButtonFTwo}% | 156 | \opt{RECORDER_PAD}{\ButtonFTwo}% |
135 | \opt{ONDIO_PAD}{Long \ButtonMenu} | 157 | \opt{ONDIO_PAD}{Long \ButtonMenu} |
136 | \opt{COWON_D2_PAD}{\TouchTopLeft} | 158 | \opt{COWON_D2_PAD}{\TouchTopLeft} |
137 | \opt{HAVEREMOTEKEYMAP}{& } | 159 | & |
138 | & Main Menu \\ | 160 | \opt{HAVEREMOTEKEYMAP}{ |
139 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,% | 161 | &} |
140 | IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,% | 162 | Main Menu |
141 | IRIVER_H10_PAD}{% | 163 | \\ |
142 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% | 164 | |
143 | GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,% | 165 | % \nopt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,ONDIO_PAD,RECORDER_PAD}{% |
144 | IAUDIO_X5_PAD}{Long \ButtonSelect}% | 166 | \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD% |
167 | ,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,IRIVER_H10_PAD}{% | ||
168 | \nopt{IRIVER_H10_PAD,COWON_D2_PAD}{Long \ButtonSelect}% | ||
145 | \opt{IRIVER_H10_PAD}{Long \ButtonPlay} | 169 | \opt{IRIVER_H10_PAD}{Long \ButtonPlay} |
146 | \opt{COWON_D2_PAD}{Long \TouchCenter} | 170 | \opt{COWON_D2_PAD}{Long \TouchCenter} |
147 | \opt{HAVEREMOTEKEYMAP}{& } | 171 | & |
148 | & Context Menu \\ } | 172 | \opt{HAVEREMOTEKEYMAP}{ |
149 | \opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,RECORDER_PAD,MROBE100_PAD,% | 173 | &} |
150 | GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,SANSA_CLIP_PAD}{% | 174 | Context Menu |
151 | \opt{SANSA_E200_PAD}{\ButtonRec}% | 175 | \\ |
152 | \opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}% | 176 | } |
153 | \opt{SANSA_C200_PAD}{\ButtonRec}% | 177 | |
154 | \opt{RECORDER_PAD}{\ButtonOn}% | 178 | \opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,RECORDER_PAD,MROBE100_PAD% |
155 | \opt{MROBE100_PAD}{\ButtonPower}% | 179 | ,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,SANSA_CLIP_PAD}{% |
156 | \opt{GIGABEAT_PAD}{\ButtonA}% | 180 | \opt{SANSA_E200_PAD,SANSA_C200_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{% |
157 | \opt{GIGABEAT_S_PAD}{\ButtonPlay}% | 181 | \ButtonRec}% |
158 | \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonRec} | 182 | \opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}% |
159 | \opt{COWON_D2_PAD}{\TouchTopRight} | 183 | \opt{RECORDER_PAD}{\ButtonOn}% |
160 | \opt{HAVEREMOTEKEYMAP}{& } | 184 | \opt{MROBE100_PAD}{\ButtonPower}% |
161 | & Go to the next variation when at the first node in a branch \\ } | 185 | \opt{GIGABEAT_PAD}{\ButtonA}% |
186 | \opt{GIGABEAT_S_PAD}{\ButtonPlay}% | ||
187 | \opt{COWON_D2_PAD}{\TouchTopRight} | ||
188 | & | ||
189 | \opt{HAVEREMOTEKEYMAP}{ | ||
190 | &} | ||
191 | Go to the next variation when at the first node in a branch | ||
192 | \\ | ||
193 | } | ||
162 | \end{btnmap} | 194 | \end{btnmap} |
163 | \end{table} | 195 | \end{table} |
164 | 196 | ||
@@ -166,109 +198,115 @@ these markers: \\ | |||
166 | \begin {description} | 198 | \begin {description} |
167 | \item [Main Menu. ] | 199 | \item [Main Menu. ] |
168 | The main menu for game setup and access to other menus. | 200 | The main menu for game setup and access to other menus. |
169 | 201 | \begin{description} | |
170 | \emph {New. } Create a new game with your choice of board size and handicaps. \\ | 202 | \item[New.] Create a new game with your choice of board size and handicaps. |
171 | \emph {Save. } Save the current state of the game. It will be saved to | 203 | \item[Save.] Save the current state of the game. It will be saved to |
172 | \fname {"/sgf/gbn\_def.sgf"} unless otherwise set. \\ | 204 | \fname {"/sgf/gbn\_def.sgf"} unless otherwise set. |
173 | \emph {Save As. } Save to a specified file. \\ | 205 | \item[Save As.] Save to a specified file. |
174 | \emph {Game Info. } View and modify the metadata of the current game. \\ | 206 | \item[Game Info.] View and modify the metadata of the current game. |
175 | \emph {Playback Control. } Control the playback of the current playlist and | 207 | \item[Playback Control.] Control the playback of the current playlist |
176 | modify the volume of your player. \\ | 208 | and modify the volume of your player. |
177 | \emph {Zoom Level. } Zoom in or out on the board. If you set the zoom level, it | 209 | \item[Zoom Level.] Zoom in or out on the board. If you set the zoom level, |
178 | will be saved and used again the next time you open this plugin. \\ | 210 | it will be saved and used again the next time you open this plugin. |
179 | \emph {Options. } Open the Options Menu. \\ | 211 | \item[Options.] Open the Options Menu. |
180 | \emph {Context Menu. } Open the Context Menu which allows you to set play modes | 212 | \item[Context Menu.] Open the Context Menu which allows you to set play |
181 | and other tools. \\ | 213 | modes and other tools. |
182 | \emph {Quit. } Leave the plugin. Any unsaved changes are saved to | 214 | \item[Quit.] Leave the plugin. Any unsaved changes are saved to |
183 | \fname {"/sgf/gbn\_def.sgf"}. \\ | 215 | \fname {"/sgf/gbn\_def.sgf"}. |
184 | 216 | \end{description} | |
185 | \item [Game Info. ] | 217 | \item [Game Info. ] |
186 | The menu for modifying game info (metadata) of the current game. This | 218 | The menu for modifying game info (metadata) of the current game. This |
187 | information will be saved to the SGF file and can be viewed in almost all | 219 | information will be saved to the SGF file and can be viewed in almost all |
188 | SGF readers. | 220 | SGF readers. |
189 | 221 | \begin{description} | |
190 | \emph {Basic Info. } Shows a quick view of the basic game metadata, if any | 222 | \item[Basic Info.] Shows a quick view of the basic game metadata, if any |
191 | has been set (otherwise does nothing). This option does not allow editing. \\ | 223 | has been set (otherwise does nothing). This option does not allow |
192 | \emph {Time Limit. } The time limit of the current game. \\ | 224 | editing. |
193 | \emph {Overtime. } The overtime settings of the current game. \\ | 225 | \item[Time Limit.] The time limit of the current game. |
194 | \emph {Result. } The result of the current game. This text must follow the | 226 | \item[Overtime.] The overtime settings of the current game. |
195 | format specified at \url{http://www.red-bean.com/sgf/properties.html#RE} to | 227 | \item[Result.] The result of the current game. This text must follow the |
196 | be read by other SGF readers. Some examples are \emph {B+R} (Black wins by | 228 | format specified at \url{http://www.red-bean.com/sgf/properties.html#RE} |
197 | resignation), \emph {B+5.5} (Black wins by 5.5 points), \emph {W+T} (White wins | 229 | to be read by other SGF readers. Some examples are |
198 | on Time). \\ | 230 | \emph {B+R} (Black wins by resignation), |
199 | \emph {Handicap. } The handicap of the current game. \\ | 231 | \emph {B+5.5} (Black wins by 5.5 points), |
200 | \emph {Komi. } The komi of the current game (compensation to the white | 232 | \emph {W+T} (White wins on Time). |
201 | player for black having the first move). \\ | 233 | \item[Handicap.] The handicap of the current game. |
202 | \emph {Ruleset. } The name of the ruleset in use for this game. The \emph{NZ} | 234 | \item[Komi.] The komi of the current game (compensation to the white |
203 | and \emph{GOE} rulesets include suicide as a legal move (for multi-stone | 235 | player for black having the first move). |
204 | suicide only); the rest do not. \\ | 236 | \item[Ruleset.] The name of the ruleset in use for this game. |
205 | \emph {Black Player. } The name of the black player. \\ | 237 | The \emph{NZ} and \emph{GOE} rulesets include suicide as a legal |
206 | \emph {Black Rank. } Black's rank, in dan or kyu. \\ | 238 | move (for multi-stone suicide only); the rest do not. |
207 | \emph {Black Team. } The name of black's team, if any. \\ | 239 | \item[Black Player.] The name of the black player. |
208 | \emph {White Player. } The name of the white player. \\ | 240 | \item[Black Rank.] Black's rank, in dan or kyu. |
209 | \emph {White Rank. } White's rank, in dan or kyu. \\ | 241 | \item[Black Team.] The name of black's team, if any. |
210 | \emph {White Team. } The name of white's team, if any. \\ | 242 | \item[White Player.] The name of the white player. |
211 | \emph {Date. } The date that this game took place. This text must follow the | 243 | \item[White Rank.] White's rank, in dan or kyu. |
212 | format specified at \url{http://www.red-bean.com/sgf/properties.html#DT} to | 244 | \item[White Team.] The name of white's team, if any. |
213 | be read by other SGF readers. \\ | 245 | \item[Date.] The date that this game took place. This text must follow |
214 | \emph {Event. } The name of the event which this game was a part of, if any. | 246 | the format specified at \url{http://www.red-bean.com/sgf/properties.html#DT} |
215 | \\ | 247 | to be read by other SGF readers. |
216 | \emph {Place. } The place that this game took place. \\ | 248 | \item[Event.] The name of the event which this game was a part of, if any. |
217 | \emph {Round. } If part of a tournament, the round number for this game. \\ | 249 | \item[Place.] The place that this game took place. |
218 | \emph {Done. } Return to the previous menu. \\ | 250 | \item[Round.] If part of a tournament, the round number for this game. |
251 | \item[Done.] Return to the previous menu. | ||
252 | \end{description} | ||
219 | 253 | ||
220 | \item [Options. ] | 254 | \item [Options. ] |
221 | Customize the behavior of the plugin in certain ways. | 255 | Customize the behavior of the plugin in certain ways. |
222 | 256 | \begin{description} | |
223 | \emph {Show Child Variations? } Enable this to mark child variations on the board | 257 | \item[Show Child Variations?] Enable this to mark child variations on |
224 | if there are more than one. Note: variations which don't start with a move are | 258 | he board if there are more than one. Note: variations which don't |
225 | not visible in this way. \\ | 259 | start with a move are not visible in this way. |
226 | \emph {Disable Idle Poweroff? } Enable this if you do not want the \dap{} to turn | 260 | \item[Disable Idle Poweroff?] Enable this if you do not want the \dap{} |
227 | off after a certain period of inactivity (depends on your global Rockbox | 261 | to turn off after a certain period of inactivity (depends on your |
228 | settings). \\ | 262 | global Rockbox settings). |
229 | \emph {Idle Autosave Time. } Set the amount of idle time to wait before | 263 | \item[Idle Autosave Time.] Set the amount of idle time to wait before |
230 | automatically saving any unsaved changes. These autosaves go to the file | 264 | automatically saving any unsaved changes. These autosaves go to |
231 | \fname {"/sgf/gbn\_def.sgf"} regardless of if you have loaded a game or used | 265 | the file \fname {"/sgf/gbn\_def.sgf"} regardless of if you have |
232 | \emph {Save As} to save the game before or not. Set to \emph {Off} to disable | 266 | loaded a game or used \setting{Save As} to save the game before or |
233 | this functionality completely. \\ | 267 | not. Set to \setting{Off} to disable this functionality completely. |
234 | \emph {Automatically Show Comments? } If this is enabled and you navigate to a | 268 | \item[Automatically Show Comments?] If this is enabled and you navigate |
235 | node containing game comments, they will automatically be displayed. \\ | 269 | to a node containing game comments, they will automatically be |
270 | displayed. | ||
271 | \end{description} | ||
236 | 272 | ||
237 | \item [Context Menu. ] | 273 | \item [Context Menu. ] |
238 | The menu for choosing different play modes and tools, adding or editing | 274 | The menu for choosing different play modes and tools, adding or editing |
239 | comments, adding pass moves, or switching between sibling variations. | 275 | comments, adding pass moves, or switching between sibling variations. |
240 | 276 | \begin{description} | |
241 | \emph {Play Mode. } Play moves normally on the board. If there are | 277 | \item[Play Mode.] Play moves normally on the board. If there are child |
242 | child moves from the current node, this mode will let you follow variations | 278 | moves from the current node, this mode will let you follow |
243 | by simply playing the first move in the sequence. Unless it is following a | 279 | variations by simply playing the first move in the sequence. |
244 | variation, this mode will not allow you to play illegal moves. This is the | 280 | Unless it is following a variation, this mode will not allow you to |
245 | default mode before another is set after loading a game or creating a new | 281 | play illegal moves. This is the default mode before another is set |
246 | one. \\ | 282 | after loading a game or creating a new one. |
247 | \emph {Add Black Mode. } Add black stones to the board as desired. These | 283 | \item[Add Black Mode.] Add black stones to the board as desired. These |
248 | stones are not moves and do not perform captures or count as ko threats. \\ | 284 | stones are not moves and do not perform captures or count as ko threats. |
249 | \emph {Add White Mode. } Add white stones to the board as desired. These | 285 | \item[Add White Mode.] Add white stones to the board as desired. These |
250 | stones are not moves and do not perform captures or count as ko threats. \\ | 286 | stones are not moves and do not perform captures or count as ko threats. |
251 | \emph {Erase Stone Mode. } Remove stones from the board as desired. These | 287 | \item[Erase Stone Mode.] Remove stones from the board as desired. These |
252 | removed stones are not counted as captured, they are simply removed. \\ | 288 | removed stones are not counted as captured, they are simply removed. |
253 | \emph {Pass. } Play a single pass move. This does not change the mode of | 289 | \item[Pass.] Play a single pass move. This does not change the mode of |
254 | play. \\ | 290 | play. |
255 | \emph {Next Variation. } If the game is at the first move in a variation, | 291 | \item[Next Variation.] If the game is at the first move in a variation, |
256 | this will navigate to the next variation after the current one. This is | 292 | this will navigate to the next variation after the current one. This |
257 | the only way to reach variations which start with adding or removing | 293 | is the only way to reach variations which start with adding or |
258 | stones, as you cannot follow them by "playing" the same move. \\ | 294 | removing stones, as you cannot follow them by "playing" the same move. |
259 | \emph {Force Play Mode. } The same as Play Mode except that this mode will | 295 | \item[Force Play Mode.] The same as Play Mode except that this mode will |
260 | allow you to play illegal moves such as retaking a ko immediately without a | 296 | allow you to play illegal moves such as retaking a ko immediately |
261 | ko threat, suicide on rulesets which don't allow it (including single stone | 297 | without a ko threat, suicide on rulesets which don't allow it |
262 | suicide), and playing a move where there is already a stone. \\ | 298 | (including single stone suicide), and playing a move where there |
263 | \emph {Mark Mode. } Add generic marks to the board, or remove them. \\ | 299 | is already a stone. |
264 | \emph {Circle Mode. } Add circle marks to the board, or remove them. \\ | 300 | \item[Mark Mode.] Add generic marks to the board, or remove them. |
265 | \emph {Square Mode. } Add square marks to the board, or remove them. \\ | 301 | \item[Circle Mode.] Add circle marks to the board, or remove them. |
266 | \emph {Triangle Mode. } Add triangle marks to the board, or remove them. \\ | 302 | \item[Square Mode.] Add square marks to the board, or remove them. |
267 | \emph {Label Mode. } Add one character labels to the board. Each label | 303 | \item[Triangle Mode.] Add triangle marks to the board, or remove them. |
268 | starts at the letter 'a' and each subsequent application of a label will | 304 | \item[Label Mode.] Add one character labels to the board. Each label |
269 | increment the letter. To remove a label, click on it until it cycles | 305 | starts at the letter 'a' and each subsequent application of a label |
270 | through the allowed letters and disappears. \\ | 306 | will increment the letter. To remove a label, click on it until it |
271 | \emph {Add/Edit Comment. } Add or edit a comment at the current node. \\ | 307 | cycles through the allowed letters and disappears. |
272 | \emph {Done. } Go back to the previous screen. \\ | 308 | \item[Add/Edit Comment.] Add or edit a comment at the current node. |
309 | \item[Done.] Go back to the previous screen. | ||
310 | \end{description} | ||
273 | \end{description} | 311 | \end{description} |
274 | 312 | ||