Provided by: sgf2dg_4.252-1_amd64 bug

NAME

       Games::Go::Sgf2Dg::Diagram - Encapsulate a go diagram

SYNOPSIS

        use Games::Go::Sgf2Dg::Diagram

        my $diagram = Games::Go::Sgf2Dg::Diagram->new (options);
        $diagram->put($coords, 'white' | 'black', ? number ?);
        $diagram->mark($coords);
        $diagram->label($coords, 'a');
        $diagram->get($coords);
        my $new_diagram = $diagram->next;

DESCRIPTION

       A Games::Go::Sgf2Dg::Diagram object represents a diagram similar to those seen in go textbooks and
       magazines.  Most of the properties defined in SGF FF[4] are supported.

       The caller puts 'white' or 'black' stones (possibly numbered), on the intersection selected by $coords.
       The caller may mark and label intersections and stones.

       put, mark, label and property are 'actions'.  Actions are provisional until the node method is called.
       If any provisioanl actions cause a conflict, none of the actions associated with the node are applied,
       and the node method either calls a user-defined callback function, or returns an error.

       When a conflict occurs, the caller should dispose of the current Diagram by getting the information from
       each intersection and doing something (like printing it).  Then the caller converts the Diagram to the
       starting point of the next diagram by calling the clear method.  Alternatively, the caller may save the
       current Diagram and create the starting point for the next diagram by calling the next method.  clear and
       next may also be called at arbitrary times (for example, to launch a variation diagram).

       'coords' may be any unique identifier for the intersection.  For example:

           my $coords = 'qd';          # SGF format
           my $coords = 'a4';          # NNGS / IGS style coordinates
           my $coords = "$x,$y";       # real coordinates
           my $coords = 'George';      # as long as there's only one George

NEW

       my $diagram = Games::Go::Sgf2Dg::Diagram->new (?options?)

       A new Games::Go::Sgf2Dg::Diagram can take the following options:

       hoshi => ['coords', ...]
               A reference to a list of coordinates where the Diagram should place hoshi points.

       black => ['coords', ...]
               A  reference to a list of coordinates where the Diagram should start with black stones already in
               place.

       white => ['coords', ...]
               A reference to a list of coordinates where the Diagram should start with white stones already  in
               place.

       coord_style => 'normal' | 'sgf' | numeric
               Defines  the  coordinate  translation system.  Note that while Games::Go::Sgf2Dg::Diagram doesn't
               use this coordinate system directly, sgf2dg converters may call the coordinate translator methods
               xcoord and ycoord, which rely on coord_style and boardSizeX/Y (below).

               Legal values are:

               'normal'
                   This is the standard coordinate system used for drawing diagrams:  the  vertical  coordinates
                   start with 1 at the bottom and increase towards the top edge.  The horizontal coordinates are
                   letters starting with A on the left, and increasing towards the right, but skipping over 'I'.
                   This is the default coordinate style.

               'sgf'
                   Coordinates  within  SGF  files  are  single letters, lower case first, then upper case.  The
                   origin (aa) is the top left corner.  'A' follows 'z', so the point at (26, 27) translates  to
                   (zA).

               numeric: '++' | '+-' | '-+' | '--'
                   Number  coordinates  can  be either increasing or decreasing.  '++' starts with (0, 0) in the
                   upper left corner, '-+' has (0, 0) in the upper right corner, etc.

       boardSizeX => number
       boardSizeY => number
               boardSizeX/Y are used by the coordinate translation methods (xcoord and ycoord to  calculate  the
               appropriate coordinate string.

       callback => \&user_defined_callback
               A  reference  to a user defined callback function.  The user callback is called (with a reference
               to the Diagram as the only argument) when node is called after conflict is detected.

               The user callback should either save the current Diagram and call <next>, or  flush  the  Diagram
               (by printing for example) and call <clear>.

               If  the  user  callback  is  defined,  a  call  to node always returns non-zero (the current node
               number).

       enable_overstones => true | false
               If true (default), overstones are enabled and may be created by the Diagram during a call to  the
               put  method.  The user must be prepared to deal with overstones information in response to a call
               to the get method.

METHODS

       $diagram->clear
           Clears the Diagram.  All marks, labels, and numbers are removed from the  stones  and  intersections.
           All  captured  stones  are removed, and all overstones are deleted (at which point, the Diagram is in
           the same state as a new Diagram).  Pending actions that were not applied due  to  conflicts  are  now
           applied to the cleared Diagram.

           The following options are preserved:

           •   node    (gets incremented)

           •   callback

           •   enable_overstones

       $diagram->force_conflict(? $msg ?)
           Set the conflict flag to force pending actions to be flushed and a new $diagram created.  It's a good
           idea to pass a short $msg explaining the conflict is being created.  $msg is printed in -verbose mode
           of sgf2dg.  If no $msg is defined, a generic (and probably not very helpful) message is produced.

       my $pending_count = $diagram->actions_pending
           Returns the number of actions that would be executed if node were called.

       my $done_count = $diagram->actions_done
           Returns the number of actions that have been done for the current $diagram.

       my $nextDiagram = $diagram->next
           Creates  a  new Diagram object starting from the current Diagram.  $nextDiagram is the starting point
           for the next Diagram in a series, or for a variation.

           As with the clear method, all captured stones are removed, and all overstones are  deleted.   Pending
           actions that were not applied due to conflicts are now applied to the next Diagram.

           The following options are preserved:

           •   node    (gets incremented)

           •   callback

           •   enable_overstones

           •

       $diagram->hoshi(@hoshi_coords)
           Adds  the coords listed in @hoshi_coords to any existing hoshi points.  In array context, returns the
           list of coords that are hoshi points.  In scalar context, returns a reference to the list.

       $diagram->node
           All actions (put, mark, label and property) are provisional until  node  is  called.   This  makes  a
           collection of actions atomic.  A Diagram node is analogous to a Smart Go Format (SGF) node.  If there
           are  no conflicts with the collected provisional actions, node incorporates them into the Diagram and
           returns non-zero (the current node number).

           If there is a conflict and a user callback is defined, node calls the callback with  a  reference  to
           the  Diagram  ($diagram) as the only argument.  The user callback should either flush the Diagram and
           call clear (to reuse the Diagram) or save the current Diagram, and  call  next  (to  generate  a  new
           Diagram).

           If there is a conflict and no user callback is defined, node returns 0.  The user should either:

           •   flush  the current Diagram and call $diagram->clear to continue working with the current Diagram,
               or:

           •   save the current Diagram (and call $diagram->next to create a new  Diagram  to  continue  working
               with)

           Calling  either next or clear causes the pending collection of conflicting actions to be incorporated
           into the resulting Diagram.

       $diagram->put ('coords', 'black' | 'white',  ? number ? )
           put a black or white stone on the Diagram at coords.  The stone color is must be 'black'  or  'white'
           (case  insensitive,  'b'  and  'w'  also  work).  Optional number is the number on the stone.  If not
           defined, the stone is un-numbered (which is probably a mistake except at the very start of a Diagram.

           putting can cause any of the following conflicts:

           •   stone is numbered and number is already used

           •   stone is numbered and the intersection is already labeled

           In certain situations, (notably ko and snapbacks but  also  some  other  capturing  situations),  put
           stones  may become overstones.  overstones are stones played on an intersection that contains a stone
           that has been captured, but not yet removed from the Diagram.  There are  two  kinds  of  overstones:
           normal and marked, depending on the state of the underlying (captured but not yet removed) stone.

           If  the underlying stone is numbered, B>mark>ed or labeled, the overstone is normal and there will be
           no conflicts (unless the number is already used!).

           If the underlying stone is un-numbered and un-labeled, the Diagram attempts  to  convert  it  into  a
           marked  stone.  If the conversion succeeds, the overstone becomes a marked overstone, and there is no
           conflict.

           The conversion of the underlying stone causes a conflict if:

           •   a stone of the same color as the underlying stone has already been  converted  elsewhere  in  the
               Diagram, or

           •   a mark of the same color as the underlying stone exists elsewhere in the Diagram.

           See the get method for details of how overstone information is returned.

       $diagram->renumber($coords, $color, $old_num, $new_num);
           Changes  the  number  of  a stone already on the board.  $color, and $old_num must match the existing
           color and number for the stone at $coords ($old_num or $new_num  may  be  undef  for  an  un-numbered
           stone).   Only  the  displayed  stone  is  compared  for  the match, overstones (game_stones) are not
           considered.

           Fails and returns 0 if:

           •   there is no diagram stone on the intersection, or

           •   $color or $old_num don't match, or

           •   $new_num is already used, or

           •   a property item exists for $old_num and $new_num is undef

           If none of the above, renumber sets the new number and returns 1.

       my $offset = $diagram->offset($new_offset);
           Set a new offset for the diagram if $new_offset is defined.  Returns the current value of the offset,
           or 0 if no offset has been set.

           Note that Diagram doesn't use the offset for anything, but external programs (like a  converter)  can
           use it to adjust the numbering.

       $diagram->label('coords', 'text');
           Place  a label on an intersection.  text may be any text, but notice that long strings may overflow a
           stone or intersection.  If 'text' is empty ('') any existing label is removed.

           The same label can be applied to several intersections only if they are all labeled within  a  single
           node.

           If  the  intersection  or stone is already labeled, or occupied by a marked, or numbered stone, or if
           the label has already been used outside the labeling group, label causes a conflict.

       $diagram->mark('coords', ? 'mark_type' ?);
           Place a mark on a stone or intersection.  The 'mark_type' can be any text, but  is  usually  the  SGF
           property:

           CR  circle
           MA  an X mark
           SQ  square
           TR  triangle

           If 'mark_type' is not supplied (or undef), MA is assumed.

           The mark raises a conflict if:

           •   the intersection is already labelled or numbered, or

           •   the  same  color and 'mark_type' already exists in the Diagram for a previous node (possibly from
               creating an understone).

       my $diagram->territory ($propID, $coords);
           $propID should be one of 'TB', 'TW', or undef.  territory marks the  intersection  $coords  as  being
           white or black territory (see 'TB', 'TW' in the get method below).  If $number is undef, any previous
           territory marking is removed.

       my $diagram->view ($coords);
           If  $coords  is  defined,  then the game-level VW property is set, and the intersection at $coords is
           marked as viewable (hash key is 'VW').  If $coords is '' or undef, then the game-level VW property is
           deleted, and the VW mark is removed from all intersections.

       my $nameListRef = $diagram->name (? name, ... ?)
           Adds name(s) to the current Diagram.  Names accumulate by getting pushed onto a list.

           In array context, name returns the current name list.  In scalar context, name returns a reference to
           the list of names.

       $diagram->property ($number, $propName, $propValue, ? $propValue... ?);
       my $prop_ref = $diagram->property ($number);
       my $all_props_ref = $diagram->property ();
           If $propName and $propVal are defined, pushes them onto the collection of properties associated  with
           move $number.

           Note that renumbering a move also renumbers the properties.

           If  $number and $propName are defined and $propValue is not ( or is empty), the $propName property is
           removed.

           If $number is defined and $propName/$propValue are not, property returns a reference to the (possibly
           empty) hash of property IDs and property Values associated with the move number:

               my $prop_ref = $diagram->property($number);
               my $prop_value = $prop_ref->{$propID}->[$idx];

           If $number is not defined, returns a reference to the (possibly empty) hash of properties  stored  in
           the  Diagram.  Hash keys are the move number, and each hash value is in turn a hash.  The keys of the
           property hashes are (short) property IDs and the hash values are lists of property  values  for  each
           property ID:

               my $all_prop_ref = $diagram->property();
               my $prop_value = $all_props_ref->{$moveNumber}->{$propID}->[$idx]

           property  (when  $propName  and $propValue are defined) is an action (it is provisional until node is
           called) because properties are associated with a node in the SGF.  However, property never  causes  a
           conflict.

           Note that sgf2dg stores the following properties:

                   propID          number  propVal          comment
                   ------          ------  -------
               Move properties
                   W[] or W[tt]    move    'pass'           white pass
                   B[] or B[tt]    move    'pass'           black pass
                   KO              move     ''              force move
                   PL[W|B]         move     'W' | 'B'       set player
               Node annotation properties
                   C[text]         move     text            move comment
                   DM[dbl]         move     0 | 1           Even position
                   GB[dbl]         move     0 | 1           Good for black
                   GW[dbl]         move     0 | 1           Good for white
                   HO[dbl]         move     0 | 1           Hotspot
                   UC[dbl]         move     0 | 1           Unclear
                   N[stxt]         move     simple_text     Name (node name)
                   V[real]         move     real            Value (estimated game score)
               Move annotation properties
                   BM[dbl]         move     0 | 1           Bad move
                   DO              move     ''              Doubtful move
                   IT              move     ''              Interesting move
                   TE[dbl]         move     0 | 1           Tesuji (good move)
               Markup properties
                   AR[c_pt]        move     'pt:pt'         Arrow
                   DD[elst]        move     'pt?'           Dim points: DD[] clears
                   LN[c_pt]        move     'pt:pt'         Line
                   SL[lst]         move     'pt'            Select points (markup unknown)
               Root properties
                   AP[stxt:stxt]   0        'stxt:stxt'     Application_name:version
                   CA[stxt]        0        'charset'       character set
                   FF[1-4]         0        0 - 4           FileFormat
                   GM[1-16]        0        0 - 16          Game
                   ST[0-3]         0        0 - 3           How to show variations (style?)
               Game info properties
                   AN[stxt]        0        simple_text     Annotater (name)
                   BT[stxt]        0        simple_text     Black team
                   WT[stxt]        0        simple_text     White team
                   CP[stxt]        0        simple_text     Copyright
                   ON[stxt]        0        simple_text     Opening information
                   OT[stxt]        0        simple_text     Overtime description (byo-yomi)
                   PC[stxt]        0        simple_text     Place game was played
                   RE[stxt]        0        simple_text     Result
                   RO[stxt]        0        simple_text     Round
                   RU[stxt]        0        simple_text     Rules
                   SO[stxt]        0        simple_text     Source
                   US[stxt]        0        simple_text     User/program who entered the game
                   GC[text]        0        text            Game comment
                   TM[real]        0        real_number     Time limits
               Timing properties
                   BL[real]        move     real_number     BlackLeft (time)
                   WL[real]        move     real_number     WhiteLeft (time)
                   OB[num]         move     number          Black moves left (after this move)
                   OW[num]         move     number          White moves left
               Go-specific properties
                   HA[num]         0        number          Handicap
                   KM[real]        0        real_number     Komi
               Misc. properties
                   PM[num]         move     number          Print mode - see FF4 spec
                   BS[stext]       move     stext           BlackSpecies (deprecated)
                   WS[stext]       move     stext           WhiteSpecies (deprecated)
                   FG[pt:stext]    move     bitmask:stext   Figure: see FF4 spec

       @title_lines = $diagram->gameProps_to_title (\&emph_sub)
           gameProps_to_title converts game (node 0) properties extracted from the SGF file.  The properties are
           scanned in the order listed here:

           GN GameName
           EV EVent
           RO ROund (joined to EVent)
           DT DaTe
           PC PlaCe
           PW PlayerWhite "White:"
           WR WhiteRank (joined to PW)
           PB PlayerBlack "Black"
           BR BlackRank (joined to PB)
           KM KoMi "Komi:"
           RU RUles "Rules:"
           TM TiMe "Time:"
           OT OverTime (byo-yomi) "Byo-yomi:"
           RE REsult "Result:"
           AN ANnotator "Annotated by:"
           SO Source "Source:"
           US USer "Entered by:"
           CP CoPyright
           GC GameComment

           For  each  property that is found, a line is added to the @title_lines return array.  If the property
           has a string in double-quotes in the list above, that string (plus one  space)  is  prefixed  to  the
           property  text.   In  addition,  if \&emph_sub is defined, the prefix is passed to &$emph_sub to make
           those portions appear emphasized in the title lines.  Example:

               my @title = $diagram->gameProps_to_title(sub { "{\\bf $_[0]}" });

           wraps portions of the title line in TeX's bold-face (bf) style.

       $diagram->capture ('coords')
           Captures the stone at the intersection.

           Note that capture has no visible affect on the diagram.  Rather, it marks the stone  so  that  it  is
           removed when creating the next Diagram.

           capture  is  not considered an action because it cannot cause a conflict or change the visible status
           of the board.

       $diagram->remove ('coords')
           Removes the stone at the intersection.

           Unlike capture, remove changes the visible status of the Diagram: the stone is  deleted,  along  with
           all marks and letters (only the 'hoshi', if any, is retained).

           remove  is typically used at the start of a variation to remove any stones that are improperly placed
           for the variation.  It is closely related to the AddEmpty (AE) SGF property.

       my $stone = $diagram->game_stone(coords | $intersection);
           Returns 'black' or 'white' if there is a stone currently on the coords or intersection  (a  reference
           to an intersection, such as is returned by $diagram->get) , otherwise returns undef.

           Note  that the return value is determined by the game perspective, not the diagram perspective.  If a
           stone is put and later captured, game_stone returns undef even though the diagram should  still  show
           the  original  stone.   If  a  white  stone is put and later captured, and then a black stone is put,
           game_stone returns 'black', and get indicates that a white stone should be displayed on the diagram.

           Note also that since put is provisional until node is called.  If you use  game_stone  to  check  for
           liberties and captures, it must be done after the call to node that realizes the put.

       $diagram->get ('coords')
           Return  the  current  status  of the intersection.  Status is returned as a reference to a hash.  The
           keys of the hash indicate the items of interest, and the values of the hash are the indices where the
           item was applied, except where noted below.

           Only keys that have been applied are returned - an empty hash means an empty intersection.

           The hash keys can be any of:

           'hoshi'
               This intersection is a hoshi point.  Note that since hoshi points are determined at new time, the
               value of this hash entry is always 0.  This key is returned even if a stone has  been  placed  on
               the intersection.

           'white'
               The color of a stone at this intersection.

           'black'
               The color of a stone at this intersection.

           'number'
               The  hash  value  is  the  number  on  the stone.  The node for number is found in the 'black' or
               'white' hash value.

           'capture'
               The stone on this intersection has been captured, the intersection is currently  empty  from  the
               perspective of the game.

           'mark'
               The  intersection  or  stone  is  marked.   The value indicates the type of mark, usually the SGF
               property:

               CR  circle
               MA  an X mark
               SQ  square
               TR  triangle
           'label'
               The intersection has been labeled.  The value indicates the text of the label.

           'overstones'
               If this hash entry exists it means that one or more stones were overlayed on the  stone  that  is
               currently displayed on this intersection of the Diagram.

               The  hash  value  is  a reference to an array of color/number pairs.  The colors and numbers were
               passed to the put method which decided to convert the stone into an overstone.

               This is typically seen as notes to the side of the diagram saying something like  "black  33  was
               played  at  the  marked white stone".  In this example. the information returned by get describes
               'the marked white stone', while 'black' will be the first item in  the  'overstones'  array,  and
               '33' will be the second:

                   $diagram->get($coords) == {white => node_number,
                                              overstones => ['black', 33],
                                              ...}

           'TB' or 'TW'
               Intersection has been marked as black or white territory with a TB or TW property.

           'view'
               Set when the intersection is marked with a VW view property.  Relates to the VW game property:

                   if ((not $diagram->property(0)->VW) or      # no game-level VieW property
                        $intersection->{view}) {               # this intersection is viewable
                      # display this intersection
                   }

           The  hash reference returned by get points to the data in the Diagram object - don't change it unless
           you know what you are doing.

       my $coord_string = $diagram->xcoord($x)
       my $coord_string = $diagram->ycoord($y)
           Returns a string to display for a given $x or $y coordinate.  The string returned depends not only on
           the $x or $y value, but also on the coords_style and boardSizeX/Y configuration options,

       my $first_number = $diagram->first_number
           Returns the lowest number put on the Diagram, or 0 if no numbered stones have been put.

       my $last_number = $diagram->last_number
           Returns the highest number put on the Diagram, or 0 if no numbered stones have been put.

       my $parentDiagram = $diagram->parent (? $parent ?)
           If $parent is defined, sets the parent for this diagram.

           Always returns the current value of parent (possibly undef).

       my $move_number = $diagram->var_on_move (? $new_number ?)
           If $new_number is defined, sets the var_on_move for this diagram.  This is intended  to  be  used  in
           conjunction with the <Bparent> information to title diagrams such as

               my $title = "Variation 2 on move " .
                           $diagram->var_on_move .
                           " in " .
                           $diagram->parent->name;

           Always returns the current value of var_on_move (possibly undef).

       my $overListRef = $diagram->getoverlist
           Returns  a  reference  to  the  list of intersections with overstones.  The list members are the same
           intersection hash references returned by the get method.

           The list is sorted by the order the intersections first had an overstone put on.   If  there  are  no
           intersections with overstones, returns a reference to an empty list.

       my $user = $diagram->user ( ? $new_user ? )
           If  $new_user is defined, sets the user value for the Diagram.  Note that the user is not used within
           Diagram, but can be used by external code for any purpose.  Most useful is probably if $new_user is a
           reference to a hash of user-defined items of interest.

           Returns the current user value (default is undef).

SEE ALSO

       sgf2dg(1)
           Script to convert SGF format files to Go diagrams

BUGS

       With the current architecture, conflicts within a node are not detected.  I think this would probably  be
       malformed  SGF.  This deficiency could be fixed by adding a 'shadow' diagram to which provisional actions
       are applied.

perl v5.30.0                                       2019-10-27                    Games::Go::Sgf2Dg::Diagram(3pm)