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-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 262f14a..a4a4544 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}