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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
This commit is contained in:
Marianne Arnold 2010-04-04 13:52:36 +00:00
parent 6d4d736123
commit 8fa6c881ec

View file

@ -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). \\
&
\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{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{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{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{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{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{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}