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authorMarianne Arnold <pixelma@rockbox.org>2010-04-04 13:52:36 +0000
committerMarianne Arnold <pixelma@rockbox.org>2010-04-04 13:52:36 +0000
commit8fa6c881ec89c2d57c80aa4bc093ade9b540ef3e (patch)
treec8432554a5b57b8aaf31a93e178b966508f0cb51 /manual/plugins/goban.tex
parent6d4d7361235ae25726a41f153550000b24e6b464 (diff)
downloadrockbox-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
Diffstat (limited to 'manual/plugins/goban.tex')
-rw-r--r--manual/plugins/goban.tex376
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
20one file. These are rare, but if you have one don't even try it (the file will most 20one file. These are rare, but if you have one don't even try it (the file will most
21likely be corrupted if you save over it). You have been warned.\\} 21likely be corrupted if you save over it). You have been warned.\\}
22 22
23The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved 23The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved
24changes in the most recently loaded game. This means that if you forget to save your 24changes 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
28is not selected.\\ 28is not selected.\\
29 29
30The information panel which displays the current move number may also contain 30The information panel which displays the current move number may also contain
31these markers: \\ 31these 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