2009/11/5, [email protected] <[email protected]>:
>>
>> > So what others think about this : when the user enters a move, if the
>> > move already exists in the main line or in a variation, the move is not
>> >
>> > duplicated but we simply move forward (no need to display the dialog box
>> >
>> > asking for adding a variation, a main line, etc.) ? Personaly I find it
>> >
>> > the best thing to do.
>>
>> This would, as far as I get your discussion, break my annotation at the
>> end of the game, which is indeed vitally important in CC gameplay.
>> Actually, I'm always at the end of the game ;)
>>
>> --
>
> There are different ways to enter into variations with scid:
> 1) Using the variations popup window: probabily the best way if one use
> keyboard arrows to navigate in games, but it's annoing to always have to
> confirm that you just want to stay in the main line.
> 2) Using the pgn window: can't be easy if there are many variations; you
> need to always have the pgn window opened
> 3) Using the enter variations button: main drawback is to move the cursor
> over the button and the SAN notation.
>
> My preferred way to go through a game is with the mouse wheel: very simple.
> The problem are variations, so my proposal is to add a new (in my opinion
> simpler and intuitive) way to enter into a variation: just make the move on
> the board.
>
> This new way of entering into variations implies that in order to create
> multiple variations all starting with the same move, you can no longer just
> make the move, you need first to manually create a new variation (with
> ctrl-a or with menu edit -> add variation) and then make the move.
>
> Can this be acceptable?

This is a good solution for me. I will commit the code you sent to me
in CVS in the next days. At worst, this behavior may be made
switchable via an option menu, and we will see if this is really
required (I don't believe so).

Pascal

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