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.\\ \note{The plugin does \emph{NOT} support SGF files with multiple games in one file. These are rare, but if you have one don't even try it (the file will most -likely be corrupted if you save over it). You have been warned.\\} +likely be corrupted if you save over it). You have been warned.\\} The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved 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 is not selected.\\ The information panel which displays the current move number may also contain -these markers: \\ +these markers: \begin{table} \begin{rbtabular}{\textwidth}{lX}% @@ -54,79 +54,101 @@ these markers: \\ \subsubsection{Controls} \begin{table} \begin{btnmap}{}{} - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% - GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,% - IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonUp}% + \nopt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,IRIVER_H10_PAD,COWON_D2_PAD}{ + \ButtonUp}% \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}% \opt{IRIVER_H10_PAD}{\ButtonScrollUp} \opt{COWON_D2_PAD}{\TouchTopMiddle} - \opt{HAVEREMOTEKEYMAP}{& } - & Move cursor up \\ - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% - GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,% - IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonDown}% + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Move cursor up + \\ + + \nopt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,IRIVER_H10_PAD,COWON_D2_PAD}{ + \ButtonDown}% \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}% \opt{IRIVER_H10_PAD}{\ButtonScrollDown} \opt{COWON_D2_PAD}{\TouchBottomMiddle} - \opt{HAVEREMOTEKEYMAP}{& } - & Move cursor down \\ - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,% - IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,% - IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,% - ONDIO_PAD}{\ButtonLeft} + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Move cursor down + \\ + + \nopt{COWON_D2_PAD}{\ButtonLeft} \opt{COWON_D2_PAD}{\TouchMidLeft} - \opt{HAVEREMOTEKEYMAP}{& } - & Move cursor left % - \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or % - retreat one node in the game tree if in % - \emph{tree} navigation mode} \\ - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,% - IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,% - IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,% - ONDIO_PAD}{\ButtonRight} + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Move cursor left + \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or retreat one + node in the game tree if in \emph{tree} navigation mode} + \\ + + \nopt{COWON_D2_PAD}{\ButtonRight} \opt{COWON_D2_PAD}{\TouchMidRight} - \opt{HAVEREMOTEKEYMAP}{& } - & Move cursor right - \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or advance one node in - the game tree if in \emph{tree} navigation mode} \\ - \opt{ONDIO_PAD}{\ButtonOff & Toggle between \emph{board} and \emph{tree} - navigation modes \\} - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,% - SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,% - MROBE100_PAD,IAUDIO_X5_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD}{\ButtonSelect}% + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Move cursor right + \opt{ONDIO_PAD}{if in \emph{board} navigation mode, or advance one + node in the game tree if in \emph{tree} navigation mode} + \\ + + \opt{ONDIO_PAD}{ + \ButtonOff + & + Toggle between \emph{board} and \emph{tree} navigation modes + \\ + } + + \nopt{IRIVER_H10_PAD,COWON_D2_PAD,ONDIO_PAD,RECORDER_PAD,IAUDIO_M3_PAD}{% + \ButtonSelect}% \opt{IRIVER_H10_PAD,RECORDER_PAD}{\ButtonPlay}% \opt{ONDIO_PAD}{\ButtonMenu} \opt{COWON_D2_PAD}{\TouchCenter} - \opt{HAVEREMOTEKEYMAP}{& } - & Play a move (or use a tool if play-mode has been changed). \\ - \nopt{ONDIO_PAD}{ - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,% - IPOD_4G_PAD}{\ButtonScrollBack}% - \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,% - GIGABEAT_S_PAD}{\ButtonVolDown}% + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Play a move (or use a tool if play-mode has been changed). + \\ + + \nopt{ONDIO_PAD}{ + \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD% + ,IPOD_4G_PAD}{\ButtonScrollBack}% + \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD% + ,GIGABEAT_S_PAD}{\ButtonVolDown}% \opt{IRIVER_H10_PAD}{\ButtonFF}% \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}% \opt{MROBE100_PAD}{\ButtonMenu}% \opt{IAUDIO_X5_PAD}{\ButtonPlay}% \opt{RECORDER_PAD}{\ButtonFOne} \opt{COWON_D2_PAD}{\TouchBottomLeft} - \opt{HAVEREMOTEKEYMAP}{& } - & Retreat one node in the game tree \\ - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,% - IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonScrollFwd}% - \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,% - GIGABEAT_S_PAD}{\ButtonVolUp}% + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Retreat one node in the game tree + \\ + + \opt{scrollwheel}{\ButtonScrollFwd}% + \opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD% + ,GIGABEAT_S_PAD}{\ButtonVolUp}% \opt{IRIVER_H10_PAD}{\ButtonRew}% \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}% \opt{MROBE100_PAD}{\ButtonPlay}% \opt{IAUDIO_X5_PAD}{\ButtonRec}% \opt{RECORDER_PAD}{\ButtonFThree} \opt{COWON_D2_PAD}{\TouchBottomRight} - \opt{HAVEREMOTEKEYMAP}{& } - & Advance one node in the game tree \\ - } - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% - IRIVER_H10_PAD,IAUDIO_X5_PAD}{\ButtonPower}% + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Advance one node in the game tree + \\ + } + + \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD% + ,SANSA_C200_PAD,IRIVER_H10_PAD,IAUDIO_X5_PAD}{\ButtonPower}% \opt{MROBE100_PAD}{\ButtonDisplay}% \opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{Long \ButtonSelect}% \opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonMenu}% @@ -134,31 +156,41 @@ these markers: \\ \opt{RECORDER_PAD}{\ButtonFTwo}% \opt{ONDIO_PAD}{Long \ButtonMenu} \opt{COWON_D2_PAD}{\TouchTopLeft} - \opt{HAVEREMOTEKEYMAP}{& } - & Main Menu \\ - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,% - IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,% - IRIVER_H10_PAD}{% - \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,% - GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,% - IAUDIO_X5_PAD}{Long \ButtonSelect}% + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Main Menu + \\ + +% \nopt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,ONDIO_PAD,RECORDER_PAD}{% + \opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD% + ,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,IRIVER_H10_PAD}{% + \nopt{IRIVER_H10_PAD,COWON_D2_PAD}{Long \ButtonSelect}% \opt{IRIVER_H10_PAD}{Long \ButtonPlay} - \opt{COWON_D2_PAD}{Long \TouchCenter} - \opt{HAVEREMOTEKEYMAP}{& } - & Context Menu \\ } - \opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,RECORDER_PAD,MROBE100_PAD,% - GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,SANSA_CLIP_PAD}{% - \opt{SANSA_E200_PAD}{\ButtonRec}% - \opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}% - \opt{SANSA_C200_PAD}{\ButtonRec}% - \opt{RECORDER_PAD}{\ButtonOn}% - \opt{MROBE100_PAD}{\ButtonPower}% - \opt{GIGABEAT_PAD}{\ButtonA}% - \opt{GIGABEAT_S_PAD}{\ButtonPlay}% - \opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonRec} - \opt{COWON_D2_PAD}{\TouchTopRight} - \opt{HAVEREMOTEKEYMAP}{& } - & Go to the next variation when at the first node in a branch \\ } + \opt{COWON_D2_PAD}{Long \TouchCenter} + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Context Menu + \\ + } + + \opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,RECORDER_PAD,MROBE100_PAD% + ,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,SANSA_CLIP_PAD}{% + \opt{SANSA_E200_PAD,SANSA_C200_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{% + \ButtonRec}% + \opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}% + \opt{RECORDER_PAD}{\ButtonOn}% + \opt{MROBE100_PAD}{\ButtonPower}% + \opt{GIGABEAT_PAD}{\ButtonA}% + \opt{GIGABEAT_S_PAD}{\ButtonPlay}% + \opt{COWON_D2_PAD}{\TouchTopRight} + & + \opt{HAVEREMOTEKEYMAP}{ + &} + Go to the next variation when at the first node in a branch + \\ + } \end{btnmap} \end{table} @@ -166,109 +198,115 @@ these markers: \\ \begin {description} \item [Main Menu. ] The main menu for game setup and access to other menus. - - \emph {New. } Create a new game with your choice of board size and handicaps. \\ - \emph {Save. } Save the current state of the game. It will be saved to - \fname {"/sgf/gbn\_def.sgf"} unless otherwise set. \\ - \emph {Save As. } Save to a specified file. \\ - \emph {Game Info. } View and modify the metadata of the current game. \\ - \emph {Playback Control. } Control the playback of the current playlist and - modify the volume of your player. \\ - \emph {Zoom Level. } Zoom in or out on the board. If you set the zoom level, it - will be saved and used again the next time you open this plugin. \\ - \emph {Options. } Open the Options Menu. \\ - \emph {Context Menu. } Open the Context Menu which allows you to set play modes - and other tools. \\ - \emph {Quit. } Leave the plugin. Any unsaved changes are saved to - \fname {"/sgf/gbn\_def.sgf"}. \\ - + \begin{description} + \item[New.] Create a new game with your choice of board size and handicaps. + \item[Save.] Save the current state of the game. It will be saved to + \fname {"/sgf/gbn\_def.sgf"} unless otherwise set. + \item[Save As.] Save to a specified file. + \item[Game Info.] View and modify the metadata of the current game. + \item[Playback Control.] Control the playback of the current playlist + and modify the volume of your player. + \item[Zoom Level.] Zoom in or out on the board. If you set the zoom level, + it will be saved and used again the next time you open this plugin. + \item[Options.] Open the Options Menu. + \item[Context Menu.] Open the Context Menu which allows you to set play + modes and other tools. + \item[Quit.] Leave the plugin. Any unsaved changes are saved to + \fname {"/sgf/gbn\_def.sgf"}. + \end{description} \item [Game Info. ] The menu for modifying game info (metadata) of the current game. This information will be saved to the SGF file and can be viewed in almost all SGF readers. - - \emph {Basic Info. } Shows a quick view of the basic game metadata, if any - has been set (otherwise does nothing). This option does not allow editing. \\ - \emph {Time Limit. } The time limit of the current game. \\ - \emph {Overtime. } The overtime settings of the current game. \\ - \emph {Result. } The result of the current game. This text must follow the - format specified at \url{http://www.red-bean.com/sgf/properties.html#RE} to - be read by other SGF readers. Some examples are \emph {B+R} (Black wins by - resignation), \emph {B+5.5} (Black wins by 5.5 points), \emph {W+T} (White wins - on Time). \\ - \emph {Handicap. } The handicap of the current game. \\ - \emph {Komi. } The komi of the current game (compensation to the white - player for black having the first move). \\ - \emph {Ruleset. } The name of the ruleset in use for this game. The \emph{NZ} - and \emph{GOE} rulesets include suicide as a legal move (for multi-stone - suicide only); the rest do not. \\ - \emph {Black Player. } The name of the black player. \\ - \emph {Black Rank. } Black's rank, in dan or kyu. \\ - \emph {Black Team. } The name of black's team, if any. \\ - \emph {White Player. } The name of the white player. \\ - \emph {White Rank. } White's rank, in dan or kyu. \\ - \emph {White Team. } The name of white's team, if any. \\ - \emph {Date. } The date that this game took place. This text must follow the - format specified at \url{http://www.red-bean.com/sgf/properties.html#DT} to - be read by other SGF readers. \\ - \emph {Event. } The name of the event which this game was a part of, if any. - \\ - \emph {Place. } The place that this game took place. \\ - \emph {Round. } If part of a tournament, the round number for this game. \\ - \emph {Done. } Return to the previous menu. \\ + \begin{description} + \item[Basic Info.] Shows a quick view of the basic game metadata, if any + has been set (otherwise does nothing). This option does not allow + editing. + \item[Time Limit.] The time limit of the current game. + \item[Overtime.] The overtime settings of the current game. + \item[Result.] The result of the current game. This text must follow the + format specified at \url{http://www.red-bean.com/sgf/properties.html#RE} + to be read by other SGF readers. Some examples are + \emph {B+R} (Black wins by resignation), + \emph {B+5.5} (Black wins by 5.5 points), + \emph {W+T} (White wins on Time). + \item[Handicap.] The handicap of the current game. + \item[Komi.] The komi of the current game (compensation to the white + player for black having the first move). + \item[Ruleset.] The name of the ruleset in use for this game. + The \emph{NZ} and \emph{GOE} rulesets include suicide as a legal + move (for multi-stone suicide only); the rest do not. + \item[Black Player.] The name of the black player. + \item[Black Rank.] Black's rank, in dan or kyu. + \item[Black Team.] The name of black's team, if any. + \item[White Player.] The name of the white player. + \item[White Rank.] White's rank, in dan or kyu. + \item[White Team.] The name of white's team, if any. + \item[Date.] The date that this game took place. This text must follow + the format specified at \url{http://www.red-bean.com/sgf/properties.html#DT} + to be read by other SGF readers. + \item[Event.] The name of the event which this game was a part of, if any. + \item[Place.] The place that this game took place. + \item[Round.] If part of a tournament, the round number for this game. + \item[Done.] Return to the previous menu. + \end{description} \item [Options. ] Customize the behavior of the plugin in certain ways. - - \emph {Show Child Variations? } Enable this to mark child variations on the board - if there are more than one. Note: variations which don't start with a move are - not visible in this way. \\ - \emph {Disable Idle Poweroff? } Enable this if you do not want the \dap{} to turn - off after a certain period of inactivity (depends on your global Rockbox - settings). \\ - \emph {Idle Autosave Time. } Set the amount of idle time to wait before - automatically saving any unsaved changes. These autosaves go to the file - \fname {"/sgf/gbn\_def.sgf"} regardless of if you have loaded a game or used - \emph {Save As} to save the game before or not. Set to \emph {Off} to disable - this functionality completely. \\ - \emph {Automatically Show Comments? } If this is enabled and you navigate to a - node containing game comments, they will automatically be displayed. \\ + \begin{description} + \item[Show Child Variations?] Enable this to mark child variations on + he board if there are more than one. Note: variations which don't + start with a move are not visible in this way. + \item[Disable Idle Poweroff?] Enable this if you do not want the \dap{} + to turn off after a certain period of inactivity (depends on your + global Rockbox settings). + \item[Idle Autosave Time.] Set the amount of idle time to wait before + automatically saving any unsaved changes. These autosaves go to + the file \fname {"/sgf/gbn\_def.sgf"} regardless of if you have + loaded a game or used \setting{Save As} to save the game before or + not. Set to \setting{Off} to disable this functionality completely. + \item[Automatically Show Comments?] If this is enabled and you navigate + to a node containing game comments, they will automatically be + displayed. + \end{description} \item [Context Menu. ] The menu for choosing different play modes and tools, adding or editing comments, adding pass moves, or switching between sibling variations. - - \emph {Play Mode. } Play moves normally on the board. If there are - child moves from the current node, this mode will let you follow variations - by simply playing the first move in the sequence. Unless it is following a - variation, this mode will not allow you to play illegal moves. This is the - default mode before another is set after loading a game or creating a new - one. \\ - \emph {Add Black Mode. } Add black stones to the board as desired. These - stones are not moves and do not perform captures or count as ko threats. \\ - \emph {Add White Mode. } Add white stones to the board as desired. These - stones are not moves and do not perform captures or count as ko threats. \\ - \emph {Erase Stone Mode. } Remove stones from the board as desired. These - removed stones are not counted as captured, they are simply removed. \\ - \emph {Pass. } Play a single pass move. This does not change the mode of - play. \\ - \emph {Next Variation. } If the game is at the first move in a variation, - this will navigate to the next variation after the current one. This is - the only way to reach variations which start with adding or removing - stones, as you cannot follow them by "playing" the same move. \\ - \emph {Force Play Mode. } The same as Play Mode except that this mode will - allow you to play illegal moves such as retaking a ko immediately without a - ko threat, suicide on rulesets which don't allow it (including single stone - suicide), and playing a move where there is already a stone. \\ - \emph {Mark Mode. } Add generic marks to the board, or remove them. \\ - \emph {Circle Mode. } Add circle marks to the board, or remove them. \\ - \emph {Square Mode. } Add square marks to the board, or remove them. \\ - \emph {Triangle Mode. } Add triangle marks to the board, or remove them. \\ - \emph {Label Mode. } Add one character labels to the board. Each label - starts at the letter 'a' and each subsequent application of a label will - increment the letter. To remove a label, click on it until it cycles - through the allowed letters and disappears. \\ - \emph {Add/Edit Comment. } Add or edit a comment at the current node. \\ - \emph {Done. } Go back to the previous screen. \\ + \begin{description} + \item[Play Mode.] Play moves normally on the board. If there are child + moves from the current node, this mode will let you follow + variations by simply playing the first move in the sequence. + Unless it is following a variation, this mode will not allow you to + play illegal moves. This is the default mode before another is set + after loading a game or creating a new one. + \item[Add Black Mode.] Add black stones to the board as desired. These + stones are not moves and do not perform captures or count as ko threats. + \item[Add White Mode.] Add white stones to the board as desired. These + stones are not moves and do not perform captures or count as ko threats. + \item[Erase Stone Mode.] Remove stones from the board as desired. These + removed stones are not counted as captured, they are simply removed. + \item[Pass.] Play a single pass move. This does not change the mode of + play. + \item[Next Variation.] If the game is at the first move in a variation, + this will navigate to the next variation after the current one. This + is the only way to reach variations which start with adding or + removing stones, as you cannot follow them by "playing" the same move. + \item[Force Play Mode.] The same as Play Mode except that this mode will + allow you to play illegal moves such as retaking a ko immediately + without a ko threat, suicide on rulesets which don't allow it + (including single stone suicide), and playing a move where there + is already a stone. + \item[Mark Mode.] Add generic marks to the board, or remove them. + \item[Circle Mode.] Add circle marks to the board, or remove them. + \item[Square Mode.] Add square marks to the board, or remove them. + \item[Triangle Mode.] Add triangle marks to the board, or remove them. + \item[Label Mode.] Add one character labels to the board. Each label + starts at the letter 'a' and each subsequent application of a label + will increment the letter. To remove a label, click on it until it + cycles through the allowed letters and disappears. + \item[Add/Edit Comment.] Add or edit a comment at the current node. + \item[Done.] Go back to the previous screen. + \end{description} \end{description}