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NVUI Round Additions #7772
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NVUI Round Additions #7772
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…ning or end of piece lists
…sounds from Emacspeak
…some piece styles
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Interesting. I'd like visually impaired players to weight on this.
Writing new features is fun, but maintaining them for years and years to come is not. And I'll very probably be the one doing it. So for every feature I must be very sure that they're worth the cost, and that enough people use them.
I developed the current NVUI in collaboration with visually impaired players, and they never mentioned something like this.
Where do the sounds come from?
.vscode/settings.json
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@@ -0,0 +1,5 @@ | |||
{ |
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please ignore these filenames with global gitiginore in ~/.gitconfig
ui/build
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@@ -56,7 +56,7 @@ if [ $mode == "css" ]; then | |||
else | |||
if type -p parallel; then # parallel execution! | |||
if [ -z "$P_OPTS" -a ! -e ~/.parallel/config ]; then | |||
P_OPTS="-j+4 --halt 2" | |||
P_OPTS="-j+12 --halt 2" |
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no, please don't commit that
ui/round/src/sound.ts
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@@ -6,3 +6,7 @@ export const move = throttled('move'); | |||
export const capture = throttled('capture'); | |||
export const check = throttled('check'); | |||
export const explode = throttled('explosion'); | |||
export const select = throttled('select'); |
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keep these in the nvui files to avoid tainting the main gameplay code
The sounds come from a GPLv2 project: Emacspeak. An Emacs extention for speech output. I added this for the casual low-vision user. Someone who is not good at chess, or even doesn't know the rules very well. I have heard from a few of my friends with screenreaders that being able to navigate around a board is more intuitive when learning something new. That's also why I left the already implemented nvui the way it is. Sorry about committing those settings files and compile options. Should be fixed right away. |
…e squares in the visual version)
Hmm I'm getting compilation errors:
Also I see changes in Finally, the opponent legal moves aren't sent to save (a lot of) bandwidth. That won't change. If you need them, you could add a dependency to chessops to generate them on client side. |
The event listeners on the rendered nvui board for analysis are different from the ones for playing an actual game. You pointed out that the analysis board was broken; I fixed it by not initializing an event listener which is compatible with RoundData only, and not AnalyseData. Hopefully that makes sense. Working on compile errors now. |
…ns. Currently auto-queen.
The selectionHandler and pieceJumpingHandler depend on functionality from the other to properly handle choosing a piece for promotion. EDIT: Any suggestions on how to make this better? I feel like coupling two handlers like that isn't the right way. |
If I merge this, do you plan on maintaining it? |
Yes, sir! |
console.log(uci); | ||
console.log(uci.slice(0, -1)); | ||
console.log(promotion); | ||
console.log(legalSans); |
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this debug should probably be removed now
alright then, here goes nothin! |
Feel free to join our dev discord server: https://discord.gg/pw6Efvk Could be useful to discuss follow-up on this feature. |
the changes are online |
Awesome!, i tried this morning the site and what a wonderful work!.
Where do i find the list of all changes to notify our big blind group?
2021-01-14 4:54 GMT-06:00, Thibault Duplessis <notifications@github.com>:
… the changes are online
--
You are receiving this because you were mentioned.
Reply to this email directly or view it on GitHub:
#7772 (comment)
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Even though pawn promotion is not mentioned in the list of commands, it does work. However, it overrides the "piece jumping" functionality for the destination. To give an example: normally n/b/r/q/k will take you to the next knight/bishop/rook/queen/king, but when you move a pawn from let's say a7 to a8, now a8 will not jump around with those letters, but rather those letters become the piece you want to promote to. You may still use piece jumping by going left or right from the pawn promotion destination tile and continue browsing the board. But that destination square, a8, is whwre your focus must be if you want to promote your pawn. Hope that makes sense. |
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-->Hi Tait, I have tried already the new board, the only thing is when we want to enter a move under the board, is confuse, the way we use in the world is: nf4 or a6 or re1, but this does not work under the new board. Enviado desde Correo para Windows 10 De: Tait HoyemEnviado: viernes, 15 de enero de 2021 08:13 a. m.Para: ornicar/lilaCC: montalvonet; MentionAsunto: Re: [ornicar/lila] NVUI Round Additions (#7772) @montalvonetMake the board navigable by specialized keyboard commands. Make sure to disable browse mode to use this. The keys must be passed through to the browser directly. Go under the level 2 header "board" to use these features.There are 4 settings as to how the board should be rendered, check them out under the "board settings" level 3 header.Finally, under the level 2 header "board commands" there is a list of all the keys that may be used with the new additions.Even though pawn promotion is not mentioned in the list of commands, it does work. However, it overrides the "piece jumping" functionality for the destination.To give an example: normally n/b/r/q/k will take you to the next knight/bishop/rook/queen/king, but when you move a pawn from let's say a7 to a8, now a8 will not jump around with those letters, but rather those letters become the piece you want to promote to. You may still use piece jumping by going left or right from the pawn promotion destination tile and continue browsing the board. But that destination square, a8, is whwre your cursor must be if you want to promote your pawn.Hope that makes sense.—You are receiving this because you were mentioned.Reply to this email directly, view it on GitHub, or unsubscribe.
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@montalvonet That is correct. To submit a move using standard notation, you must move back to the "your move" input box and submit your move there. If you would like a key which can move you to the input box automatically, please make an issue for it with descriptions about which key should bring you to the input box, and which key should bring you back. The more detail I have from you, the easier it is for me to make a patch. Please make a new issue if you wish to discuss this further. |
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-->Well I think there are only a few details: Something like “Ctrl+EscEnviado desde Correo para Windows 10 De: Tait HoyemEnviado: viernes, 15 de enero de 2021 04:31 p. m.Para: ornicar/lilaCC: montalvonet; MentionAsunto: Re: [ornicar/lila] NVUI Round Additions (#7772) @montalvonet That is correct. To submit a move using standard notation, you must move back to the "your move" input box and submit your move there.If you would like a key which can move you to the input box automatically, please make an issue for it with descriptions about which key should bring you to the input box, and which key should bring you back. The more detail I have from you, the easier it is for me to make a patch.Please make a new issue if you wish to discuss this further.—You are receiving this because you were mentioned.Reply to this email directly, view it on GitHub, or unsubscribe.
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Change board in NVUI interface to be navigable on its own.
It does not implement all features of the text input box interface, yet. But I'm working on that. If I could have anyone using a screen reader, or anyone on the accessibility threads test these changes, that would be fantastic.
A live version of this branch is available on https://chess.tait.tech/
Also looking at analysis board and the ability to get information about pieces which can attack/protect certain squares. A sighted player will see their rook is being attacked on the long diagonal, but a novice visually impaired player who does not play in their head will likely not see that. Looking into server-side changes to allow this information to be sent to the client.
Thanks for the great site!
I will ping a few issues and users who seem to care about this.
#7084 #6401
@kraktus @montalvonet