This is straight-forward. If you are in the SGF editor, things work like in gGo or any other SGF editor. Left-click will play stones in alternating colors. You can switch into “Edit mode” by selecting one of the SGF marker icons in the Sidebar. Depending on which mark you have selected, a left-click will place a mark and a right-click remove an existing mark. If you select stone editing mode, left-click will add a black and right-click a white stone. To remove a stone, simple click on a placed stone and it will be gone. To return to “Play mode” again select either the white or black stone icon. You can also switch the turn with this icon, if you need to add for example two white moves.
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Mousewheel support is currently not yet available but planned. |
The keyboard is used to rotate, shift and zoom the 3D board and to navigate through the game. Navigation currently only supports moving forward and backward, variations are not yet supported.
The following table explains all supported key combinations.
Cursor right | Next move |
Cursor left | Previous move |
Cursor up | Next variation |
Cursor down | Previous variation |
Home | First move |
End | Last move |
Control+cursor right/left | Rotate the board on x axis |
Control+cursor up/down | Rotate the board on z axis |
Alt+cursor right/left | Rotate board on y axis |
Shift+cursor right/left/up/down | Move board right/left/up/down |
Numpad plus/minus | Zoom board in/out |
Plus/Minus | Change fovy angle |
Backspace | Reset view |
Note | |
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This table contains all keys for the OpenGL 3D board. The 2D boards have the same keys for navigation, but of course lack the rotating and zooming functions. |
You find the sounds in the share directory within the glGo installation. On Linux this is /opt/glGo/share, on Windows C:\Program Files\glGo\share (or whereever you installed glGo).
In this directory you find the sound files and a file data.dat which contains the default images to get rid of the cluttered share directory.
Using own sound files is pretty easy, just replace the existing sound files with your own. You need to use exactly the filenames. To replace the stone sound, you need to replace "stone.ogg", etc. The current sounds were taken from CGoban2 with the permission of the author. If you have a cool sound, please send it to me if you want to share it!
To use own images, you need to create a directory data/ within the share directory and drop the images there. glGo will first search real existing files, and if they are not found use the defaults in data.dat. The images must have a certain name, format and size:
The goban kaya background | kaya.jpg | 512x512 |
The 3D white stone texture | white_tex.jpg | 64x64 |
The white last-move marker | mark_white.jpg | 64x64 |
The black last-move marker | mark_black.jpg | 64x64 |
The SDL white stone | hyuga1.png - hyuga8.png | 49x49 |
The SDL black stone | blk.png | 49x49 |
The SDL table background | table.jpg | 100x100 |
Example: To replace the kaya goban background, copy an image file kaya.jpg of size 512x512 pixels into the following location:
Windows: C:\Program Files\glGo\share\data\kaya.jpg
Linux: /opt/glGo/share/data/kaya.jpg
If you use another image format or another size, it might work or not. Probably not. The OpenGL images *must* have a size of a power of two (SDL doesn't care).
You can also use an own font file for OpenGL board coordinates and text markers by replacing the coords_font.txf file in the share directory. If you want to create those font files yourself, have a look at the gentexfont program within the GLUT distribution which allows to convert a X-server font to a .txf file. I have no idea if there is a way to create these font files on Windows. You can find them on the net, the PLIB example code has a couple of those font files.