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manuals with HAVEREMOTEKEYMAP defined to build, regardless of whether tables have been edited for the specific remote keymap. The actual button can be added inside this opt. Change many IRIVER_RC_H100_PAD opts to the generic HAVEREMOTEKEYMAP git-svn-id: svn://svn.rockbox.org/rockbox/trunk@21997 a1c6a512-1295-4272-9138-f99709370657
265 lines
14 KiB
TeX
265 lines
14 KiB
TeX
\subsection{Goban}
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\screenshot{plugins/images/ss-goban}{Goban}{The Rockbox Goban plugin}
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Goban is a a plugin for playing, viewing and recording games of Go (also known
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as Weiqi, Baduk, Igo and Goe). It uses standard Smart Game Format (SGF) files
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for saving and loading games.
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You can find a short introduction to Go at
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\url{http://senseis.xmp.net/?WhatIsGo} and more information about SGF files
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can be read at \url{http://senseis.xmp.net/?SmartGameFormat} or the SGF
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specification at
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\url{http://www.red-bean.com/sgf/}.
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This plugin can load all modern SGF files (file format 3 or 4) with few problems.
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It attempts to preserve SGF properties which it doesn't understand, and most common
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SGF properties are handled fully. It is possible to view (and edit if you like)
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Kogo's Joseki Dictionary (\url{http://waterfire.us/joseki.htm}) with this plugin,
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although the load and save times can be on the order of a minute or two on
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particularly slow devices. Large SGF files may stop audio playback for the duration
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of the plugin's run in order to free up more memory and some very large SGF files will
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not even load on devices with little available memory.
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\emph{Note: } The plugin does \emph{NOT} support SGF files with multiple games in
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one file. These are rare, but if you have one don't even try it (the file will most
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likely be corrupted if you save over it). You have been warned.
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The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved
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changes in the most recently loaded game. This means that if you forget to save your
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changes, you should load \fname {"/sgf/gbn\_def.sgf"} immediately to offload the changes
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to another file. If you load another file first then your changes will be lost
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permanently. The \fname {"/sgf/gbn\_def.sgf"} file is also the file loaded if another
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is not selected.
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The information panel which displays the current move number may also contain
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these markers: \\
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\begin{tabularx}{\textwidth}{lX}\toprule
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\textbf{Mark} & \textbf{Meaning} \\ \midrule
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\emph{+ } & There are nodes after the current node in the SGF tree. \\
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\emph{* } & There are sibling variations which can be navigated to using the %
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\emph{Next Variation} menu option of the \emph{Context Menu}%
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\opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,%
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RECORDER_PAD,MROBE100_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,%
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IRIVER_H300_PAD}{ or the %
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\opt{SANSA_E200_PAD,SANSA_C200_PAD}{\ButtonRec}%
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\opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}%
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\opt{RECORDER_PAD}{\ButtonOn}%
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\opt{MROBE100_PAD}{\ButtonPower}%
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\opt{GIGABEAT_PAD}{\ButtonA}%
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\opt{GIGABEAT_S_PAD}{\ButtonPlay}%
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonRec} button}. \\
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\emph{C } & There is a comment at the current node. It can be viewed/edited using
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the \emph{Add/Edit Comment} menu option of the \emph{Context Menu}. \\
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\bottomrule
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\end{tabularx}
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\subsubsection{Controls}
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\begin{table}
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\begin{btnmap}{}{}
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
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GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,%
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IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonUp}%
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\opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}%
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\opt{IRIVER_H10_PAD}{\ButtonScrollUp}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Move cursor up \\
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
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GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,%
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IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonDown}%
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\opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}%
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\opt{IRIVER_H10_PAD}{\ButtonScrollDown}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Move cursor down \\
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,%
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IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,%
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IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,%
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ONDIO_PAD}{\ButtonLeft}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Move cursor left %
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\opt{ONDIO_PAD}{if in \emph{board} navigation mode, or %
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retreat one node in the game tree if in %
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\emph{tree} navigation mode} \\
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,%
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IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,%
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IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,%
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ONDIO_PAD}{\ButtonRight}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Move cursor right
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\opt{ONDIO_PAD}{if in \emph{board} navigation mode, or advance one node in
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the game tree if in \emph{tree} navigation mode} \\
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\opt{ONDIO_PAD}{\ButtonOff & Toggle between \emph{board} and \emph{tree}
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navigation modes \\}
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,%
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SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,%
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MROBE100_PAD,IAUDIO_X5_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD}{\ButtonSelect}%
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\opt{IRIVER_H10_PAD,RECORDER_PAD}{\ButtonPlay}%
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\opt{ONDIO_PAD}{\ButtonMenu}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Play a move (or use a tool if play-mode has been changed). \\
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\nopt{ONDIO_PAD}{
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,%
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IPOD_4G_PAD}{\ButtonScrollBack}%
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\opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,%
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GIGABEAT_S_PAD}{\ButtonVolDown}%
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\opt{IRIVER_H10_PAD}{\ButtonFF}%
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}%
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\opt{MROBE100_PAD}{\ButtonMenu}%
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\opt{IAUDIO_X5_PAD}{\ButtonPlay}%
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\opt{RECORDER_PAD}{\ButtonFOne}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Retreat one node in the game tree \\
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,%
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IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonScrollFwd}%
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\opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,%
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GIGABEAT_S_PAD}{\ButtonVolUp}%
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\opt{IRIVER_H10_PAD}{\ButtonRew}%
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}%
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\opt{MROBE100_PAD}{\ButtonPlay}%
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\opt{IAUDIO_X5_PAD}{\ButtonRec}%
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\opt{RECORDER_PAD}{\ButtonFThree}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Advance one node in the game tree \\
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}
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
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IRIVER_H10_PAD,IAUDIO_X5_PAD}{\ButtonPower}%
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\opt{MROBE100_PAD}{\ButtonDisplay}%
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\opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{Long \ButtonSelect}%
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\opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonMenu}%
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonMode}%
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\opt{RECORDER_PAD}{\ButtonFTwo}%
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\opt{ONDIO_PAD}{Long \ButtonMenu}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Main Menu \\
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,%
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IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,%
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IRIVER_H10_PAD}{%
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\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
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GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,%
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IAUDIO_X5_PAD}{Long \ButtonSelect}%
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\opt{IRIVER_H10_PAD}{Long \ButtonPlay}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Context Menu \\ }
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\opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,RECORDER_PAD,MROBE100_PAD,%
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GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,SANSA_CLIP_PAD}{%
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\opt{SANSA_E200_PAD}{\ButtonRec}%
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\opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}%
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\opt{SANSA_C200_PAD}{\ButtonRec}%
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\opt{RECORDER_PAD}{\ButtonOn}%
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\opt{MROBE100_PAD}{\ButtonPower}%
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\opt{GIGABEAT_PAD}{\ButtonA}%
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\opt{GIGABEAT_S_PAD}{\ButtonPlay}%
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonRec}
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\opt{HAVEREMOTEKEYMAP}{& }
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& Go to the next variation when at the first node in a branch \\ }
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\end{btnmap}
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\end{table}
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\subsubsection{Menus}
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\begin {description}
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\item [Main Menu. ]
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The main menu for game setup and access to other menus.
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\emph {New. } Create a new game with your choice of board size and handicaps. \\
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\emph {Save. } Save the current state of the game. It will be saved to
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\fname {"/sgf/gbn\_def.sgf"} unless otherwise set. \\
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\emph {Save As. } Save to a specified file. \\
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\emph {Game Info. } View and modify the metadata of the current game. \\
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\emph {Playback Control. } Control the playback of the current playlist and
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modify the volume of your player. \\
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\emph {Zoom Level. } Zoom in or out on the board. If you set the zoom level, it
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will be saved and used again the next time you open this plugin. \\
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\emph {Options. } Open the Options Menu. \\
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\emph {Context Menu. } Open the Context Menu which allows you to set play modes
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and other tools. \\
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\emph {Quit. } Leave the plugin. Any unsaved changes are saved to
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\fname {"/sgf/gbn\_def.sgf"}. \\
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\item [Game Info. ]
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The menu for modifying game info (metadata) of the current game. This
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information will be saved to the SGF file and can be viewed in almost all
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SGF readers.
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\emph {Basic Info. } Shows a quick view of the basic game metadata, if any
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has been set (otherwise does nothing). This option does not allow editing. \\
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\emph {Time Limit. } The time limit of the current game. \\
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\emph {Overtime. } The overtime settings of the current game. \\
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\emph {Result. } The result of the current game. This text must follow the
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format specified at \url{http://www.red-bean.com/sgf/properties.html#RE} to
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be read by other SGF readers. Some examples are \emph {B+R} (Black wins by
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resignation), \emph {B+5.5} (Black wins by 5.5 points), \emph {W+T} (White wins
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on Time). \\
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\emph {Handicap. } The handicap of the current game. \\
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\emph {Komi. } The komi of the current game (compensation to the white
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player for black having the first move). \\
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\emph {Ruleset. } The name of the ruleset in use for this game. The \emph{NZ}
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and \emph{GOE} rulesets include suicide as a legal move (for multi-stone
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suicide only); the rest do not. \\
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\emph {Black Player. } The name of the black player. \\
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\emph {Black Rank. } Black's rank, in dan or kyu. \\
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\emph {Black Team. } The name of black's team, if any. \\
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\emph {White Player. } The name of the white player. \\
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\emph {White Rank. } White's rank, in dan or kyu. \\
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\emph {White Team. } The name of white's team, if any. \\
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\emph {Date. } The date that this game took place. This text must follow the
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format specified at \url{http://www.red-bean.com/sgf/properties.html#DT} to
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be read by other SGF readers. \\
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\emph {Event. } The name of the event which this game was a part of, if any.
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\\
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\emph {Place. } The place that this game took place. \\
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\emph {Round. } If part of a tournament, the round number for this game. \\
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\emph {Done. } Return to the previous menu. \\
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\item [Options. ]
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Customize the behavior of the plugin in certain ways.
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\emph {Show Child Variations? } Enable this to mark child variations on the board
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if there are more than one. Note: variations which don't start with a move are
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not visible in this way. \\
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\emph {Disable Idle Poweroff? } Enable this if you do not want the \dap{} to turn
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off after a certain period of inactivity (depends on your global Rockbox
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settings). \\
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\emph {Idle Autosave Time. } Set the amount of idle time to wait before
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automatically saving any unsaved changes. These autosaves go to the file
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\fname {"/sgf/gbn\_def.sgf"} regardless of if you have loaded a game or used
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\emph {Save As} to save the game before or not. Set to \emph {Off} to disable
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this functionality completely. \\
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\emph {Automatically Show Comments? } If this is enabled and you navigate to a
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node containing game comments, they will automatically be displayed. \\
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\item [Context Menu. ]
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The menu for choosing different play modes and tools, adding or editing
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comments, adding pass moves, or switching between sibling variations.
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\emph {Play Mode. } Play moves normally on the board. If there are
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child moves from the current node, this mode will let you follow variations
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by simply playing the first move in the sequence. Unless it is following a
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variation, this mode will not allow you to play illegal moves. This is the
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default mode before another is set after loading a game or creating a new
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one. \\
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\emph {Add Black Mode. } Add black stones to the board as desired. These
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stones are not moves and do not perform captures or count as ko threats. \\
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\emph {Add White Mode. } Add white stones to the board as desired. These
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stones are not moves and do not perform captures or count as ko threats. \\
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\emph {Erase Stone Mode. } Remove stones from the board as desired. These
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removed stones are not counted as captured, they are simply removed. \\
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\emph {Pass. } Play a single pass move. This does not change the mode of
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play. \\
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\emph {Next Variation. } If the game is at the first move in a variation,
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this will navigate to the next variation after the current one. This is
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the only way to reach variations which start with adding or removing
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stones, as you cannot follow them by "playing" the same move. \\
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\emph {Force Play Mode. } The same as Play Mode except that this mode will
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allow you to play illegal moves such as retaking a ko immediately without a
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ko threat, suicide on rulesets which don't allow it (including single stone
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suicide), and playing a move where there is already a stone. \\
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\emph {Mark Mode. } Add generic marks to the board, or remove them. \\
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\emph {Circle Mode. } Add circle marks to the board, or remove them. \\
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\emph {Square Mode. } Add square marks to the board, or remove them. \\
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\emph {Triangle Mode. } Add triangle marks to the board, or remove them. \\
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\emph {Label Mode. } Add one character labels to the board. Each label
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starts at the letter 'a' and each subsequent application of a label will
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increment the letter. To remove a label, click on it until it cycles
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through the allowed letters and disappears. \\
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\emph {Add/Edit Comment. } Add or edit a comment at the current node. \\
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\emph {Done. } Go back to the previous screen. \\
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\end{description}
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