Re: Sabaki SGF editor
Posted: Fri Jan 20, 2017 11:43 pm
I should add, overall, I think you've done a very good job. I like the editor.
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Kirby wrote:Re: #2.) Whether I visually see linebreaks depends on where I paste it. If I paste the diagram code into the editor here, I also see the lines wrap visually as you do. But if I post into Windows notepad, the linebreaks don't show up. My assumption was that this was due to notepad in Windows using \r\n for linebreaks, instead of just \n. However, when I paste into another editor like notepad++ and show the linebreaks, it looks like both linebreak and carriage return are present...
So #2 isn't a big deal, I guess. It's just a bit different in behavior when I copy diagrams from Sabaki into Windows notepad vs. when I copy a diagram from L19 into notepad. In the former case, notepad doesn't show the breaks, whereas in the latter, the breaks can be seen.
It's probably notepad's fault, as other editors don't have this issue.![]()
Anyway, if you want to reproduce it, try to paste into Windows notepad.
ewan1971 wrote:2) A minor issue regarding the game tree visualization. For example, let's say move 23 has an alternate placement, call it 23A. Shouldn't the line be connecting 23 and 23A directly? As it stands right now, 23A is connected visually to 22, which I personally find odd.
dfan wrote:ewan1971 wrote:2) A minor issue regarding the game tree visualization. For example, let's say move 23 has an alternate placement, call it 23A. Shouldn't the line be connecting 23 and 23A directly? As it stands right now, 23A is connected visually to 22, which I personally find odd.
Maybe I am misunderstanding the scenario, but the lines in the tree connect consecutive moves in a single "history". In the history expressed by the variation, the next move after White plays 22 is Black playing 23A.
ewan1971 wrote:2) A minor issue regarding the game tree visualization. For example, let's say move 23 has an alternate placement, call it 23A. Shouldn't the line be connecting 23 and 23A directly? As it stands right now, 23A is connected visually to 22, which I personally find odd.
ewan1971 wrote:That's one way of looking at it conceptually, but visually this could get messy because in an SGF file with many variations, the tree quickly gets out of control, with diagonal lines running all over the place, making it difficult to trace the branches.
ewan1971 wrote:Oh, one more thing, fuzzy-stone-placement animation isn't available when replaying a game. I'd love for it to be made available in replay mode. Thanks.
ewan1971 wrote:An additional thought, I think it'd be better if the current/active variation is highlighted more prominently (with a different line color and/or thicker line width), and the inactive branches are more grayed out. This will also help reduce fatigue.
I tend to agree. For narrow paths, lines connecting the previous moves make sense.yishn wrote:Actually, I find that quite unintuitive... Clearly, lines should connect the precedent move with the next move? Otherwise, if a game has only one variation, there wouldn't be any lines at all?
Perhaps if all sibling moves are:yishn wrote:ewan1971 wrote:That's one way of looking at it conceptually, but visually this could get messy because in an SGF file with many variations, the tree quickly gets out of control, with diagonal lines running all over the place, making it difficult to trace the branches.
I'm not sure how horizontal lines would make it any easier?
hyperpape wrote:I tend to agree. For narrow paths, lines connecting the previous moves make sense.yishn wrote:Actually, I find that quite unintuitive... Clearly, lines should connect the precedent move with the next move? Otherwise, if a game has only one variation, there wouldn't be any lines at all?Perhaps if all sibling moves are:yishn wrote:ewan1971 wrote:That's one way of looking at it conceptually, but visually this could get messy because in an SGF file with many sub-variations, the tree quickly gets out of control, with diagonal lines running all over the place, making it difficult to trace the branches.
I'm not sure how horizontal lines would make it any easier?
X
|
Y - Y1 - Y2 - Y3
that might be a little more legible than a bunch of diagonal lines that are hard to follow.
hyperpape wrote:I tend to agree. For narrow paths, lines connecting the previous moves make sense.yishn wrote:Actually, I find that quite unintuitive... Clearly, lines should connect the precedent move with the next move? Otherwise, if a game has only one variation, there wouldn't be any lines at all?Perhaps if all sibling moves are:yishn wrote:ewan1971 wrote:That's one way of looking at it conceptually, but visually this could get messy because in an SGF file with many variations, the tree quickly gets out of control, with diagonal lines running all over the place, making it difficult to trace the branches.
I'm not sure how horizontal lines would make it any easier?
X
|
Y - Y1 - Y2 - Y3
that might be a little more legible than a bunch of diagonal lines that are hard to follow.

ez4u wrote:Personally the only problem I have with the current tree is the spacing is too wide. In a heavily commented game, too much of the time I just see a set of horizontal lines running off the screen to the right. Is it possible to add an option to adjust the spacing between nodes?
quanloh wrote:ez4u wrote:Personally the only problem I have with the current tree is the spacing is too wide. In a heavily commented game, too much of the time I just see a set of horizontal lines running off the screen to the right. Is it possible to add an option to adjust the spacing between nodes?
or a collapsible tree?