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#!/bin/sh

# Scid (Shane's Chess Information Database)
#
# Copyright (C) 1999-2004  Shane Hudson. All rights reserved.
#
# This is freely redistributable software; see the file named "COPYING"
# or "copying.txt" that came with this program.
#

# Scid's current version is an enhanced version of the original Scid, the author of which is
# Shane Hudson. His email is sgh@users.sourceforge.net
# To contact the current maintainer of Scid, email to the Scid users
# list at scid-users@lists.sourceforge.net

#
# The following few comments are only for Unix versions of Scid:
#

# The "\" at the end of the comment line below is necessary! It means
#   that the "exec" line is a comment to Tcl/Tk, but not to /bin/sh.
# The next line restarts using tkscid: \
exec `dirname $0`/tkscid "$0" "$@"
# exec tkscid "$0" "$@"

# The above launches tkscid from the same directory that this startup
# script was launched from (which feels as a suitable default scenario).
# Alternatively, you can change the top line of this startup script
# to start tkscid directly from a specific location, e.g.:

# For the above to work, tkscid must be in a directory in your PATH.
# Alternatively, you can set the first line to start tkscid directly
# by specifying the full name of tkscid, eg:
# #!/home/myname/bin/tkscid

############################################################

# Alter the version if any patches have been made to the Tcl code only:
set scidVersion "4.5.1"
set scidVersionDate "May 2013"

package require Tcl 8.5
package require Tk  8.5
package require Ttk

# Determine operating system platform: unix, windows or macos
#
set windowsOS 0
if {$tcl_platform(platform) == "windows"} { set windowsOS 1 }
set unixOS 0
if {$tcl_platform(platform) == "unix"} { set unixOS 1 }
set macOS 0
if {![catch {tk windowingsystem} wsystem] && $wsystem == "aqua"} { set macOS 1 }

# A lot of code assumes tcl_platform is either windows or unix, so
# lotsa stuff may break if this is not the case.
#
if {(! $windowsOS)  &&  (! $unixOS)} {
  # What to do here? Warn the user...?
}


# Check that on Unix, the version of tkscid matches the version of this
# script or on Windows, that the scid.exe and scid.gui versions are identical.
#
if {[string compare [sc_info version] $scidVersion]} {
  wm withdraw .
  if {$windowsOS} {
    set msg "This is Scid version [sc_info version], but the scid.gui data\n"
    append msg "file has the version number $scidVersion.\n"
  } else {
    set msg "This program,\n\"$argv0\",\nis version $scidVersion,\nbut the "
    append msg "tkscid program \nit uses is version [sc_info version].\n"
    append msg "Check that the path to tkscid is correct."
  }
  tk_messageBox -type ok -icon error -title "Scid: Version Error" -message $msg
  exit 1
}

#############################################################
#
# NAMESPACES
#
# The main Tcl/Tk namespaces used in the Scid application are
# initialized here, so that default values can be set up and
# altered when the user options file is loaded.
#
foreach ns {
  ::splash
  ::utils
  ::utils::date ::utils::font ::utils::history ::utils::pane ::utils::string
  ::utils::sound ::utils::validate ::utils::win
  ::file
  ::file::finder ::file::maint ::maint
  ::bookmarks
  ::edit
  ::game
  ::gbrowser
  ::search
  ::search::filter ::search::board ::search::header ::search::material
  ::windows
  ::windows::gamelist ::windows::stats ::tree ::tree::mask ::windows::tree
  ::windows::switcher ::windows::eco ::crosstab ::pgn ::book
  ::tools
  ::tools::analysis ::tools::email
  ::tools::graphs
  ::tools::graphs::filter ::tools::graphs::absfilter ::tools::graphs::rating ::tools::graphs::score
  ::tb ::optable
  ::board ::move
  ::tacgame ::sergame ::opening ::tactics ::calvar ::uci ::fics ::reviewgame ::novag
  ::config ::docking
  ::pinfo
  ::commenteditor
} {
  namespace eval $ns {}
}

proc ::splash::add {text} {
#TODO: decide if it's better to remove all the spash messages or to write them to a start.log file
}

# moveOldConfigFiles
#   Moves configuration files from the old (3.4 and earlier) names
#   to the new file names used since Scid 3.5.
#
proc moveOldConfigFiles {} {
  global scidUserDir scidConfigDir

  # Since the options file used to be ".scid", rename it:
  if {[file isfile $scidUserDir]} {
    file rename -force $scidUserDir "$scidUserDir.old"
  }

  # Rename old "~/.scid_sent_emails" if necessary:
  if {[file isfile [file nativename "~/.scid_sent_emails"]]} {
    catch {file rename [file nativename "~/.scid_sent_emails"] $email(logfile)}
  }

  foreach {oldname newname} {
    scidrc options.dat
    scid.opt options.dat
    scid.bkm bookmarks.dat
    scid.rfl recentfiles.dat
    engines.lis engines.dat
  } {
    set oldpath [file nativename [file join $scidUserDir $oldname]]
    set newpath [file nativename [file join $scidConfigDir $newname]]
    if {[file readable $oldpath]  &&  ![file readable $newpath]} {
      if {[catch {file rename $oldpath $newpath} err]} {
        ::splash::add "Error moving $oldpath to $newpath: $err"
      } else {
        ::splash::add "Moved old config file $oldname to $newpath"
      }
    }
  }
}

proc InitDirs {} {
  global scidExeDir scidUserDir scidConfigDir scidDataDir scidLogDir scidShareDir scidImgDir
  global scidBooksDir scidBasesDir ecoFile

  # scidExeDir: contains the directory of the Scid executable program.
  # Used to determine the location of various relative data directories.
  set scidExecutable [info nameofexecutable]
  if {[file type $scidExecutable] == "link"} {
    set scidExeDir [file dirname [file readlink $scidExecutable]]
    if {[file pathtype $scidExeDir] == "relative"} {
      set scidExeDir [file dirname [file join [file dirname $scidExecutable]\
        [file readlink $scidExecutable]]]
    }
  } else {
    set scidExeDir [file dirname $scidExecutable]
 }

  # scidUserDir: location of user-specific Scid files.
  # This is "~/.scid" on Unix, and the Scid exectuable dir on Windows.
  if {$::windowsOS} {
    set scidUserDir $scidExeDir
  } else {
    set scidUserDir [file nativename "~/.scid"]
  }

  # scidConfigDir, scidDataDir, scidLogDir:
  #   Location of Scid configuration, data and log files.
  set scidConfigDir [file nativename [file join $scidUserDir "config"]]
  set scidDataDir [file nativename [file join $scidUserDir "data"]]
  set scidLogDir [file nativename [file join $scidUserDir "log"]]

  # scidShareDir, scidImgDir, scidBooksDir, scidBasesDir, ecoFile:
  # Location of Scid resources
  set scidShareDir [file normalize [file join $scidExeDir "../share/scid"]]
  if {! [file isdirectory $::scidShareDir]} {
    set scidShareDir $::scidExeDir
  }
  set scidImgDir [file nativename [file join $scidShareDir "img"]]
  if {! [file isdirectory $scidImgDir]} {
    set scidImgDir [file join $scidExeDir "../img"]
  }
  #Default values, can be overwritten by file option
  set scidBooksDir [file nativename [file join $scidShareDir "books"]]
  set scidBasesDir [file nativename [file join $scidShareDir "bases"]]
  set ecoFile [file nativename [file join $scidShareDir "scid.eco"]]

  moveOldConfigFiles

  # Create the config, data and log directories if they do not exist:
  proc makeScidDir {dir} {
    if {! [file isdirectory $dir]} {
      file mkdir $dir
    }
  }
  makeScidDir $scidUserDir
  makeScidDir $scidConfigDir
  makeScidDir $scidDataDir
  makeScidDir $scidLogDir
}

# Toolbar configuration:
proc InitToolbar {} {
  global toolbar
  foreach {tbicon status}  {
    new 1 open 1 save 1 close 1
    finder 1 bkm 1 gprev 1 gnext 1
    cut 0 copy 0 paste 0
    rfilter 1 bsearch 1 hsearch 1 msearch 1
    switcher 1 glist 1 pgn 1 tmt 1 maint 1 eco 1 tree 1 crosst 1 engine 1
  } {
    set toolbar($tbicon) $status
  }
}

proc InitWinsDefaultGeometry {} {
  global winX winY winWidth winHeight
  global winX_docked winY_docked winWidth_docked winHeight_docked

  # Default window locations:
  foreach i {. .pgnWin .helpWin .crosstabWin .treeWin .commentWin .glist
    .playerInfoWin .baseWin .treeBest .treeGraph .tourney .finder
    .ecograph .statsWin .glistWin .maintWin .nedit} {
    set winX($i) -1
    set winY($i) -1
  }

  for {set b 1} {$b <= [sc_base count total]} {incr b} {
    foreach i { .treeWin .treeBest .treeGraph } {
        set winX($i$b) -1
        set winY($i$b) -1
    }
  }

  # Default window size:
  set winWidth(.) 1024
  set winHeight(.) 570

  # Default PGN window size:
  set winWidth(.pgnWin)  65
  set winHeight(.pgnWin) 20

  # Default help window size:
  set winWidth(.helpWin)  50
  set winHeight(.helpWin) 32

  # Default stats window size:
  set winWidth(.statsWin) 60
  set winHeight(.statsWin) 13

  # Default crosstable window size:
  set winWidth(.crosstabWin)  65
  set winHeight(.crosstabWin) 15

  # Default tree window size:
  set winWidth(.treeWin)  58
  set winHeight(.treeWin) 20

  # Default comment editor size:
  set winWidth(.commentWin)  40
  set winHeight(.commentWin)  6

  # Default spellcheck results window size:
  set winWidth(.spellcheckWin)  55
  set winHeight(.spellcheckWin) 25

  # Default player info window size:
  set winWidth(.playerInfoWin)  45
  set winHeight(.playerInfoWin) 20

  # Default switcher window size:
  set winWidth(.baseWin) 310
  set winHeight(.baseWin) 110

  # Default Correspondence Chess window size:
  set winWidth(.ccWindow) 10
  set winHeight(.ccWindow) 20

  # Default size for input engine console:
  ###---### needs adjustment!
  set winWidth(.inputengineconsole) 10
  set winHeight(.inputengineconsole) 20

  # In docked mode, use same default geometry values
  foreach elt {winX winY winWidth winHeight} {
    foreach name [array names $elt] {
      set ${elt}_docked($name) [set ${elt}($name)]
    }
  }

  # List of saved layouts : 3 slots available
  set ::docking::layout_list(1) {{MainWindowGeometry 1024x542+0+26 zoomed} {{.pw vertical {}} {TPanedwindow {{.pw.pw0 horizontal {}} {TPanedwindow {{.pw.pw0.pw2 vertical 373} {TPanedwindow {{.pw.pw0.pw2.pw6 horizontal 413} {TNotebook .nb .fdockmain} {TPanedwindow {{.pw.pw0.pw2.pw6.pw8 vertical 202} {TNotebook .tb7 .fdockpgnWin} {TNotebook .tb9 .fdockanalysisWin1}}}}} {TPanedwindow {{.pw.pw0.pw2.pw4 horizontal {}} {TNotebook .tb3 .fdockglistWin}}}}}}}}}
  set ::docking::layout_list(2) {{.pw vertical} {TPanedwindow {{.pw.pw0 horizontal} {TNotebook .nb .fdockmain} {TNotebook .tb1 .fdockpgnWin}}}}
  set ::docking::layout_list(3) {}

}

proc InitStats {} {
  # Default stats window lines:
  array set ::windows::stats::display {
    r2600 1
    r2500 1
    r2400 1
    r2300 1
    r2200 0
    r2100 0
    r2000 0
    y1900 0
    y1950 0
    y1960 0
    y1970 0
    y1980 0
    y1990 0
    y1995 0
    y2000 1
    y2002 1
    y2004 1
    y2006 1
    y2007 1
    y2008 1
  }

  # Enable stats for subsequent years
  for { set year [clock format [clock seconds] -format {%Y}] } \
    { $year>2008 && ![info exists ::windows::stats::display([subst {y$year}])] } \
    { incr year -1 } {
    set ::windows::stats::display([subst {y$year}]) 1
  }
}

InitDirs
InitWinsDefaultGeometry
InitToolbar
InitStats



set ::tacgame::threshold 0.9
set ::tacgame::blunderwarning false
set ::tacgame::blunderwarningvalue 0.0
set ::tacgame::levelMin 1200
set ::tacgame::levelMax 2200
set ::tacgame::levelFixed 1500
set ::tacgame::randomLevel 0
set ::tacgame::isLimitedAnalysisTime 1
set ::tacgame::showblunder 1
set ::tacgame::showblundervalue 1
set ::tacgame::showblunderfound 1
set ::tacgame::showmovevalue 1
set ::tacgame::showevaluation 1
set ::tacgame::isLimitedAnalysisTime 1
set ::tacgame::analysisTime 10
set ::tacgame::openingType new
set ::tacgame::chosenOpening 0

set comp(timecontrol) pergame
set comp(seconds) 180
set comp(minutes) 1
set comp(incr) 0
set comp(timeout) 0 ;# disabled by default
set comp(name) "Engine tournament"
set comp(rounds) 2
set comp(showclock) 0
set comp(debug) 1 ; # print info to console
set comp(animate) 1
set comp(firstonly) 0
set comp(ponder) 0
set comp(usebook) 0
set comp(book) {}


### Tree/mask options:
set ::tree::mask::recentMask {}


# boardSizes: a list of the available board sizes.
set boardSizes [list 25 30 35 40 45 50 55 60 65 70 80]
set boardSizesOLD [list 21 25 29 33 37 40 45 49 54 58 64 72]

#load textures for lite and dark squares
set boardfile_dark "emptySquare"
set boardfile_lite "emptySquare"

#[file join $scidExeDir "bitmaps" "empty.gif"] ;# wsquare.gif

# boardSize: Default board size. See the available board sizes above.
set boardSize 40

# boardStyle: Default board piece set.
set boardStyle Merida1

# language for help pages and messages:
set language E
set oldLang X

# boardCoords: 1 to show board Coordinates, 0 to hide them.
set boardCoords 0

# boardSTM: 1 to show side-to-move icon, 0 to hide it.
set boardSTM 1

# Default values for fonts:
proc createFont {name} {
  set opts $::fontOptions($name)
  font create font_$name \
      -family [lindex $opts 0] -size [lindex $opts 1] \
      -weight [lindex $opts 2] -slant [lindex $opts 3]
}

proc configureFont {name} {
  set opts $::fontOptions($name)
  font configure font_$name \
      -family [lindex $opts 0] -size [lindex $opts 1] \
      -weight [lindex $opts 2] -slant [lindex $opts 3]
}

if {$windowsOS} {
  set fontOptions(Regular) [list system          10 normal roman]
  set fontOptions(Menu)    [list system           9 normal roman]
  set fontOptions(Small)   [list system           9 normal roman]
  set fontOptions(Tiny)    [list system           8 normal roman]
  set fontOptions(Fixed)   [list courier          9 normal roman]
} elseif {$macOS} {
  set fontOptions(Regular) [list system    11 normal roman]
  set fontOptions(Menu)    [list menu      14 normal roman]
  set fontOptions(Small)   [list system    10 normal roman]
  set fontOptions(Tiny)    [list system     9 normal roman]
  set fontOptions(Fixed)   [list Monaco    10 normal roman]
} else {
  set fontOptions(Regular) [list {DejaVu Sans}       10 normal roman]
  set fontOptions(Menu)    [list {DejaVu Sans}       10 normal roman]
  set fontOptions(Small)   [list {DejaVu Sans}        9 normal roman]
  set fontOptions(Tiny)    [list {DejaVu Sans}        8 normal roman]
  set fontOptions(Fixed)   [list {DejaVu Sans Mono}  10 normal roman]
}

createFont Regular
createFont Menu
createFont Small
createFont Tiny
createFont Fixed

### TODO
### Sample for figurine fonts see also htext.tcl
### Not yet working properly
### font create font_Figurine_ML  -family {FigurineSymbol T1} -size 10
### font create font_Figurine_Var -family {FigurineSymbol T1} -size 6


# Analysis command: to start chess analysis engine.
set analysisCommand ""
if {$windowsOS} {
  set analysisChoices {wcrafty.exe}
} else {
  set analysisChoices {crafty}
}

# Colors: dark and lite are square colors
#     whitecolor/blackcolor are piece colors
#     highcolor is the color when something is selected.
#     bestcolor is used to indicate a suggested move square.
# set dark        "\#70a070"
# set lite        "\#e0d070"
set lite "\#f3f3f3"
set dark "\#7389b6"
set whitecolor  "\#ffffff"
set blackcolor  "\#000000"
set whiteborder "\#000000"
set blackborder "\#ffffff"
set highcolor   "\#b0d0e0"
set bestcolor   "\#bebebe"
set buttoncolor "\#b0c0d0"
set borderwidth 0

set ::tactics::analysisTime 3
set ::tactics::findBestMoveRunning 0
array set ::tactics::findBestMove_History {}
    
# Defaults for the PGN window:
# if ::pgn::showColor is 1, the PGN text will be colorized.
set ::pgn::showColor 1
set ::pgn::indentVars 1
set ::pgn::indentComments 1
set ::pgn::symbolicNags 1
set ::pgn::moveNumberSpaces 0
set ::pgn::shortHeader 1
set ::pgn::boldMainLine 1
set ::pgn::columnFormat 0
set ::pgn::stripMarks 0
set pgnColor(Header) "\#00008b"
set pgnColor(Main) "\#000000"
set pgnColor(Var) "\#0000ee"
set pgnColor(Nag) "\#ee0000"
set pgnColor(Comment) "\#008b00"
set pgnColor(Current) lightSteelBlue
set pgnColor(Background) "\#ffffff"

# Defaults for FICS
set ::fics::use_timeseal 1
set ::fics::timeseal_exec "timeseal"
set ::fics::port_fics 5000
set ::fics::port_timeseal 5001
set ::fics::login ""
set ::fics::password ""
set ::fics::usedefaultvars 1
set ::fics::findopponent(initTime) 15
set ::fics::findopponent(incTime) 20
set ::fics::findopponent(rated) "rated"
set ::fics::findopponent(color) ""
set ::fics::findopponent(limitrating) 1
set ::fics::findopponent(rating1) 1500
set ::fics::findopponent(rating2) 3000
set ::fics::findopponent(manual) "auto"
set ::fics::findopponent(formula) ""
set ::fics::consolebg     black
set ::fics::consolefg     LimeGreen
set ::fics::consoleheight 10
set ::fics::consolewidth  40
set ::fics::colseeking     coral
set ::fics::colgame        grey70
set ::fics::colgameresult  SlateBlue1
set ::fics::colficspercent khaki1
set ::fics::colficshelpnext blue
set ::fics::server_ip "0.0.0.0"
set ::fics::premoveEnabled 1
set ::fics::playing 0

set ::commenteditor::showboard 1

# default resolvers for player info
set ::pinfo::wikipAPI      "http://de.wikipedia.org/w/api.php?action=query&format=xml"
# Appers PND resolver
set ::pinfo::wikipurl      "http://toolserver.org/~apper/pd/person/pnd-redirect"
# SeeAlso resolver for PND -> WikiPedia
set ::pinfo::SeeAlsoPND2WP "http://ws.gbv.de/seealso/pnd2wikipedia/?format=seealso&id="
# Deutsche NationalBibliothek
set ::pinfo::dnburl        "http://d-nb.info/gnd"
# all other ID resolvers come from [scidConfigFile resolvers]

# Defaults for Novag Citrine
set ::novag::referee "OFF"

# Defaults for serious game training
set ::sergame::isOpening 0
set ::sergame::chosenOpening 0
set ::sergame::chosenEngine 0
set ::sergame::useBook 1
set ::sergame::bookToUse ""
set ::sergame::startFromCurrent 0
set ::sergame::coachIsWatching 0
set ::sergame::timeMode "timebonus"
set ::sergame::depth 3
set ::sergame::movetime 0
set ::sergame::nodes 10000
set ::sergame::ponder 0
set ::uci::uciInfo(wtime3) [expr 5 * 60 * 1000 ]
set ::uci::uciInfo(winc3) [expr 10 * 1000 ]
set ::uci::uciInfo(btime3) [expr 5 * 60 * 1000 ]
set ::uci::uciInfo(binc3) [expr 10 * 1000 ]

# Defaults for initial directories:
set initialDir(base) "."
set initialDir(pgn) "."
set initialDir(book) "."
set initialDir(epd) "."
set initialDir(html) "."
set initialDir(tex)  "."
set initialDir(stm)  "."
set initialDir(report) "."
set initialDir(tablebase1) ""
set initialDir(tablebase2) ""
set initialDir(tablebase3) ""
set initialDir(tablebase4) ""

# glistSize: Number of games displayed in the game list window
set glistSize 15

# glexport: Format for saving Game List to text file.
set glexportDefault "g6: w13 W4  b13 B4  r3:m2 y4 s11 o4"
set glexport $glexportDefault

# glistSelectPly: The number of moves to display in a game list entry
# when that entry is selected with button-2 to shoe the first moves
# of a game. E.g., a value of 4 might give: "1.e4 e5 2.Nf3 Nc6".
set glistSelectPly 80


# Default PGN display options:
set pgnStyle(Tags) 1
set pgnStyle(Comments) 1
set pgnStyle(Vars) 1


# Default Tree sort method:
set tree(order) frequency

# Auto-save tree cache when closing tree window:
set tree(autoSave) 0

# Auto-save options when exiting:
set optionsAutoSave 1

#  Numeric locale: first char is decimal, second is thousands.
#  Example: ".," for "1,234.5" format; ",." for "1.234,5" format.
set locale(numeric) ".,"

# Ask for piece translations (first letter)
set translatePieces 1

# Hightlight the last move played
set arrowLastMove 0
set highlightLastMove 1
set highlightLastMoveWidth 2
set highlightLastMoveColor "grey"
set highlightLastMovePattern {} ; # this option is not saved

# Ask before replacing existing moves: on by default
set askToReplaceMoves 1

# Show suggested moves: on by default
set suggestMoves 1

# Show variations popup window
set showVarPopup 0
set showVarArrows 1

# Keyboard Move entry options:
set moveEntry(On) 1
set moveEntry(AutoExpand) 0
set moveEntry(Coord) 1

# Autoplay and animation delays in milliseconds:
set autoplayDelay 5000
set animateDelay 200

# Blunder Threshold
set blunderThreshold 1.0

# Geometry of windows:
array set geometry {}

# Default theme
set ::lookTheme "default"

# startup:
#   Stores which windows should be opened on startup.
set startup(pgn) 0
set startup(switcher) 0
set startup(tip) 1
set startup(tree) 0
set startup(finder) 0
set startup(crosstable) 0
set startup(gamelist) 0
set startup(stats) 0
set startup(book) 0

# myPlayerNames:
#   List of player name patterns for which the chessboard should be
#   flipped each time a game is loaded to show the board from that
#   players perspective.
#
set myPlayerNames {}


# Game information area options:
set gameInfo(photos) 1
set gameInfo(hideNextMove) 0
set gameInfo(showMaterial) 0
set gameInfo(showFEN) 0
set gameInfo(showMarks) 1
set gameInfo(wrap) 0
set gameInfo(fullComment) 0
set gameInfo(showTB) 0
if {[sc_info tb]} { set gameInfo(showTB) 2 }

# Twin deletion options:

array set twinSettings {
  players No
  colors  No
  event   No
  site    Yes
  round   Yes
  year    Yes
  month   Yes
  day     No
  result  No
  eco     No
  moves   Yes
  skipshort  Yes
  setfilter  Yes
  undelete   Yes
  comments   Yes
  variations Yes
  usefilter  No
  delete     Shorter
}
array set twinSettingsDefaults [array get twinSettings]

# Opening report options:
array set optable {
  Stats 1
  Oldest 5
  Newest 5
  Popular 1
  MostFrequent 6
  MostFrequentWhite 1
  MostFrequentBlack 1
  AvgPerf 1
  HighRating 8
  Results 1
  Shortest 5
  ShortestWhite 1
  ShortestBlack 1
  MoveOrders 8
  MovesFrom 1
  Themes 1
  Endgames 1
  MaxGames 500
  ExtraMoves 1
}
array set optableDefaults [array get optable]

# Player report options
array set preport {
  Stats 1
  Oldest 5
  Newest 5
  MostFrequentOpponents 6
  AvgPerf 1
  HighRating 8
  Results 1
  MostFrequentEcoCodes 6
  Themes 1
  Endgames 1
  MaxGames 500
  ExtraMoves 1
}
array set preportDefaults [array get preport]

# Analysis options (Informant values)
# The different threshold values for !? ?? += etc
array set informant {}
set informant("!?") 0.5
set informant("?") 1.5
set informant("??") 3.0
set informant("?!") 0.5
set informant("+=") 0.5
set informant("+/-") 1.5
set informant("+-") 3.0
set informant("++-") 5.5

# Export file options:
set exportFlags(comments) 1
set exportFlags(indentc) 0
set exportFlags(vars) 1
set exportFlags(indentv) 1
set exportFlags(column) 0
set exportFlags(append) 0
set exportFlags(symbols) 1
set exportFlags(htmldiag) 0
set exportFlags(stripMarks) 0
set exportFlags(convertNullMoves) 1
set default_exportStartFile(PGN) {}
set default_exportEndFile(PGN) {}

set default_exportStartFile(LaTeX) {\documentclass[10pt,twocolumn]{article}
  % This is a LaTeX file generated by Scid.
  % You must have the "chess12" package installed to typeset this file.
  
  \usepackage{times}
  \usepackage{a4wide}
  \usepackage{chess}
  \usepackage[T1]{fontenc}
  
  \setlength{\columnsep}{7mm}
  \setlength{\parindent}{0pt}
  
  % Macros for variations and diagrams:
  \newenvironment{variation}{\begin{quote}}{\end{quote}}
  \newenvironment{diagram}{\begin{nochess}}{$$\showboard$$\end{nochess}}
  
  \begin{document}
}
set default_exportEndFile(LaTeX) {\end{document}
}


set default_exportStartFile(HTML) {<html>
  <head><title>Scid export</title></head>
  <body bgcolor="#ffffff">
}
set default_exportEndFile(HTML) {</body>
  </html>
}

foreach type {PGN HTML LaTeX} {
  set exportStartFile($type) $default_exportStartFile($type)
  set exportEndFile($type) $default_exportEndFile($type)
}


# ::windows::switcher::vertical
#
#   If 1, Switcher frames are arranged vertically.
#
set ::windows::switcher::vertical 0
set ::windows::switcher::icons 1

# autoRaise: defines whether the "raise" command should be used to raise
# certain windows (like progress bars) when they become obscured.
# Some Unix window managers (e.g. some versions of Enlightenment and sawfish,
# so I have heard) have a bug where the Tcl/Tk "raise" command times out
# and takes a few seconds. Setting autoRaise to 0 will help avoid this.

set autoRaise 1

proc raiseWin {w} {
  global autoRaise
  if {$autoRaise} { raise $w }
  return
}

# autoIconify:
#   Specified whether Scid should iconify all other Scid windows when
#   the main window is iconified. Most people like this behaviour but
#   some window managers send an "UnMap" event when the user switches
#   to another virtual window without iconifying the Scid window so
#   users of such managers will probably want to turn this off.

set autoIconify 1

# windowsDock:
# if true, most of toplevel windows are dockable and embedded in a main window
# windows can be moves among tabs (drag and drop) or undocked (right-clicking on tab)
set windowsDock 1

# showGameInfo:
# The game info panel below the main board
set showGameInfo 0

# autoLoadLayout :
# Automatic loading of layout # 1 at startup (docked windows mode only)
set autoLoadLayout 1

# autoResizeBoard:
# resize the board to fit the container
set autoResizeBoard 1

################################################################################
# In docked mode, resize board automatically
################################################################################
proc resizeMainBoard {} {
  # puts "resizeMainBoard [clock clicks -milliseconds]"
  if { ! $::docking::USE_DOCKING } { return }
  
  bind .main <Configure> {}
  
  set w [winfo width .main]
  set h [winfo height .main]
  set bd .main.board
  
  # calculate available height
  set height_used 0
  incr height_used [ lindex [grid bbox .main 0 0] 3]
  incr height_used [ lindex [grid bbox .main 0 1] 3] ;# buttons
  # coordinates
  if { $::board::_coords($bd) == 2 || $::board::_coords($bd) == 0} {
    incr height_used [ lindex [ grid bbox $bd 0 9 ] 3 ]
  }
  if { $::board::_coords($bd) == 0 } {
    incr height_used [ lindex [ grid bbox $bd 0 0 ] 3 ]
  }

  # game info
  set min_game_info_height 6
  set game_info_line_height 6
  set min_game_info_lines 1
  if {$::showGameInfo} {
    set min_game_info_lines 6
    set game_info_lines [.main.gameInfo count -displaylines 1.0 end]
    if { $game_info_lines > 0 } {
      # probably not very correct, do you know any better way to get this information?
      set game_info_line_height [expr 1.0 * [.main.gameInfo count -ypixels 1.0 end] / $game_info_lines]
    } else {
      # utter approximation
      set game_info_line_height [expr [font configure font_Regular -size] * 1.5]
    }
    set min_game_info_height [expr int($min_game_info_lines * $game_info_line_height + 6)]
  }
  incr height_used $min_game_info_height
  
  # status bar
  incr height_used [ lindex [grid bbox .main 0 5] 3]
  
  set availh [expr $h - $height_used -10]
  
  # calculate available width
  set width_used 0
  if { $::board::_coords($bd) == 2 || $::board::_coords($bd) == 0} {
    incr width_used [ lindex [ grid bbox $bd 0 1 ] 2 ]
  }
  if { $::board::_coords($bd) == 0 } {
    incr width_used [ lindex [ grid bbox $bd 9 1 ] 2 ]
  }
  if {$::board::_stm($bd)} {
    incr width_used [ lindex [ grid bbox $bd 10 1 ] 2 ]
    incr width_used [ lindex [ grid bbox $bd 11 2 ] 2 ]
  }
  if {$::board::_showmat($bd)} {
    incr width_used [ lindex [ grid bbox $bd 12 1 ] 2 ]
  }
  set availw [expr $w - $width_used ]
  
  if {$availh < $availw} {
    set min $availh
  } else  {
    set min $availw
  }

  if { $::autoResizeBoard } {
    # find the closest available size
    for {set i 0} {$i < [llength $::boardSizes]} {incr i} {
      set newSize [lindex $::boardSizes $i]
      if { $newSize > [ expr $min / 8 ] } {
        if {$i > 0} {
          set newSize [lindex $::boardSizes [expr $i -1] ]
        }
        break
      }
    }
    # resize the board
    ::board::resize2 .main.board $newSize
    set ::boardSize $newSize
  }

  # adjust game info height
  set new_game_info_lines [expr int(($min_game_info_height+($availh-$::boardSize*8))/$game_info_line_height)]
  if { $new_game_info_lines > $min_game_info_lines } {
    set new_game_info_lines [expr $new_game_info_lines - 1]
  }
  .main.gameInfo configure -height $new_game_info_lines
  
  update idletasks
  bind .main <Configure> { ::docking::handleConfigureEvent ::resizeMainBoard }
}
################################################################################
# sets visibility of gameInfo panel at the bottom of main board
proc toggleGameInfo {} {
  if {$::showGameInfo} {
    grid .main.gameInfoFrame -row 3 -column 0 -sticky nsew
  } else  {
    grid forget .main.gameInfoFrame
  }
  updateGameInfo
  update idletasks
  resizeMainBoard
}
################################################################################

# Email configuration:
set email(logfile) [file join $scidLogDir "scidmail.log"]
set email(oldlogfile) [file join $scidUserDir "scidmail.log"]
set email(smtp) 1
set email(smproc) "/usr/lib/sendmail"
set email(server) localhost
set email(from) ""
set email(bcc) ""
# Rename old email log file if necessary:
if {[file readable $email(oldlogfile)]  &&  ![file readable $email(logfile)]} {
  catch {file rename $email(oldlogfile) $email(logfile)}
}


### Audio move announcement options:

set ::utils::sound::soundFolder "/usr/share/scid/sounds"
set ::utils::sound::announceNew 0
set ::utils::sound::announceForward 0
set ::utils::sound::announceBack 0

# Spell-checking file: default is "spelling.ssp".
if {$windowsOS} {
  set spellCheckFile [file join $scidDataDir "spelling.ssp"]
} else {
  set spellCheckFile "/usr/share/scid/data/spelling.ssp"
}

# book configuration
set ::book::lastBook "" ; # book name without extension (.bin)

# Engines list file: -- OLD NAMES, NO LONGER USED
#set engines(file) [file join $scidUserDir "engines.lis"]
#set engines(backup) [file join $scidUserDir "engines.bak"]

# Engines data:
set engines(list) {}
set engines(sort) Time
set engineCoach1 {}
set engineCoach2 {}


# Reversed mouse buttons in mac (::MB2 and ::MB3 are middle and right mouse buttons respectively.):
if { $macOS } {
  set ::MB2 3
  set ::MB3 2
} else {
  set ::MB2 2
  set ::MB3 3
}


# Opening files by drag & drop on Scid icon on Mac
if { $macOS } {
  # Drag & Drop
  set dndisbusy 0
  set isopenBaseready 0
  set dndargs 0
  
  proc dragndrop {args} {
    global dndisbusy
    global isopenBaseready
    global dndargs
    
    # Un-nest arguments:
    set args [join $args]
    
    # Wait for openBase to be ready, if needed.
    if {$isopenBaseready == 0} {
      if {$dndargs != 0} {
        tk_messageBox -type ok -icon info -title "Scid" -message \
            "Please, wait until Scid finish starting up."
        return
      } else {
        # Save file names for later use:
        set dndargs $args
      }
      return
    }
    
    # Are we busy opening files? if so, display message and do nothing
    if {$dndisbusy != 0} {
      tk_messageBox -type ok -icon info -title "Scid" -message \
          "Please, wait until the previou(s) database(s) are opened and try again."
      return
    }
    
    # Un-nest argumens again if Scid opened on drag & drop
    if {$isopenBaseready == 2} {
      # Un-nest arguments:
      set args [join $args]
      set isopenBaseready 1
    }
    
    set dndisbusy 1
    set errmsg ""
    foreach file $args {
      # Check for available slots:
      if {[sc_base count free] == 0} {
        tk_messageBox -type ok -icon info -title "Scid" \
            -message "Too many databases are open; close at least one \n\
            before opening more databases"
        #::splash::add "No slot available."
        return
      }
      # Email File:
      if {[file extension $file] == ".sem"} {
        #::tools::email
        continue
      }
      # SearchOptions file:
      if {[file extension $file] == ".sso"} {
        set ::fName $file
        if {[catch {uplevel "#0" {source $::fName}} errmsg]} {
          tk_messageBox -title "Scid: Error reading file" -type ok -icon warning \
              -message "Unable to open or read SearchOptions file: $file"
        } else {
          switch -- $::searchType {
            "Material" { ::search::material }
            "Header"   { ::search::header }
            default    { continue }
          }
        }
        continue
      }
      
      # Scid doesn't handle well .sg4 and .sn4 files.
      if {([file extension $file] == ".sg4") || \
            ([file extension $file] == ".sn4")} {
        set eName ".si4"
        set fName [file rootname $file]
        set file "$fName$eName"
      }
      # Scid doesn't handle well .sg3 and .sn3 files.
      if {([file extension $file] == ".sg3") || \
            ([file extension $file] == ".sn3")} {
        set eName ".si3"
        set fName [file rootname $file]
        set file "$fName$eName"
      }
      
      # Check if base is already opened
      if {[sc_base slot $file] != 0} {
        tk_messageBox -type ok -icon info -title "Scid" -message \
            "$file is already opened."
      } else  {
        # All seems good, let's open those files:
        catch {::file::Open $file} errmsg
      }
    }
    set dndisbusy 0
    set dndargs 0
  }
  proc tkOpenDocument {args} {
    after idle [list dragndrop $args]
  }
  rename tkOpenDocument ::tk::mac::OpenDocument
}



# scidConfigFile:
#   Returns the full path and name of a Scid configuration file,
#   given its configuration type.
#
proc scidConfigFile {type} {
  global scidConfigDir

  foreach {cfgtype fname} {
    options "options.dat"
    engines "engines.dat"
    engines.bak "engines.dat"
    recentfiles "recent.dat"
    history "history.dat"
    bookmarks "bookmarks.dat"
    reports "reports.dat"
    optrainer "optrainer.dat"
    resolvers "resolvers.dat"
    xfccstate "xfccstate.dat"
    correspondence "correspondence.dat"
    ExtHardware "hardware.dat"
    treecache "treecache.dat"
  } {
    if { $type == $cfgtype } {
      return [file nativename [file join $scidConfigDir $fname]]
    }
  }

  return -code error "No such config file type: $type"
}

set optionsFile [scidConfigFile options]

################################################################################
#  Load options file. All default values should be set before this point or new saved values will be overwritten by default ones
################################################################################
if {[catch {source $optionsFile} ]} {
  #::splash::add "Unable to find the options file: [file tail $optionsFile]"
} else {
  ::splash::add "Your options file \"[file tail $optionsFile]\" was found and loaded."
}

set ::docking::USE_DOCKING $windowsDock

# depending on the docking mode, change the definition of window "." (ie main window)
if {$::docking::USE_DOCKING} {
  set dot_w "."
} else  {
  set dot_w ".main"
}

# Now, if the options file was written by Scid 3.5 or older, it has a lot of
# yucky variable names in the global namespace. So convert them to the new
# namespace variables:
#
proc ConvertOldOptionVariables {} {
  
  set oldNewNames {
    switcherVertical ::windows::switcher::vertical
    doColorPgn ::pgn::showColor
    pgnIndentVars ::pgn::indentVars
    pgnIndentComments ::pgn::indentComments
    pgnShortHeader ::pgn::shortHeader
    pgnMoveFont ::pgn::boldMainLine
    pgnMoveNumSpace ::pgn::moveNumberSpaces
    pgnStripMarks ::pgn::stripMarks
    pgnSymbolicNags ::pgn::symbolicNags
    pgnColumn ::pgn::columnFormat
  }
  
  foreach {old new} $oldNewNames {
    if {[info exists ::$old]} {
      set $new [set ::$old]
    }
  }
}

ConvertOldOptionVariables


# Reconfigure fonts if necessary:
foreach i {Regular Menu Small Tiny Fixed} {
    configureFont $i
}

# Check board size is valid:
set newSize [lindex $boardSizes 0]
foreach sz $boardSizes {
  if {$boardSize >= $sz} { set newSize $sz }
}
set boardSize $newSize

# Load theme
ttk::style theme use $::lookTheme

# Use default font everywhere
ttk::style configure TLabel -font font_Regular
ttk::style configure TButton -font font_Regular
ttk::style configure TRadiobutton -font font_Regular
ttk::style configure TCheckbutton -font font_Regular
ttk::style configure TMenubutton -font font_Regular
ttk::style configure TCombobox -font font_Regular
ttk::style configure TEntry -font font_Regular

# Style definitions
ttk::style configure Bold.TCheckbutton -font font_Bold
ttk::style configure Small.TCheckbutton -font font_Small

ttk::style configure Small.TButton -font font_Small
ttk::style configure Bold.TButton -font font_Bold
ttk::style configure Pad0.Small.TButton -padding 0

ttk::style configure Small.TRadiobutton -font font_Small
ttk::style configure Regular.TRadiobutton -font font_Regular
ttk::style configure Bold.TRadiobutton -font font_Bold
ttk::style configure SmallBold.TRadiobutton -font font_SmallBold

ttk::style configure pad0.TMenubutton -padding 0 -indicatorwidth 0 -indicatorheight 0  -font font_Small

# Check for old (single-directory) tablebase option:
if {[info exists initialDir(tablebase)]} {
  set initialDir(tablebase1) $initialDir(tablebase)
}

# font_Regular is the default font for widgets:
option add *Font font_Regular

# Use font_Menu for menu entries:
option add *Menu*Font font_Menu
# option add *Menubutton*Font font_Menu

if {$unixOS} {
  option add Scrollbar*borderWidth 1
}

# Set the radiobutton and checkbutton background color if desired.
# I find the maroon color on Unix ugly!
if {$unixOS} {
  option add *Radiobutton*selectColor $buttoncolor
  option add *Checkbutton*selectColor $buttoncolor
  option add *Menu*selectColor $buttoncolor
}

set fontsize [font configure font_Regular -size]
set font [font configure font_Regular -family]

font create font_Bold -family $font -size $fontsize -weight bold
font create font_BoldItalic -family $font -size $fontsize -weight bold \
    -slant italic
font create font_Italic -family $font -size $fontsize -slant italic
font create font_H1 -family $font -size [expr {$fontsize + 8} ] -weight bold
font create font_H2 -family $font -size [expr {$fontsize + 6} ] -weight bold
font create font_H3 -family $font -size [expr {$fontsize + 4} ] -weight bold
font create font_H4 -family $font -size [expr {$fontsize + 2} ] -weight bold
font create font_H5 -family $font -size [expr {$fontsize + 0} ] -weight bold

set fontsize [font configure font_Small -size]
set font [font configure font_Small -family]
font create font_SmallBold -family $font -size $fontsize -weight bold
font create font_SmallItalic -family $font -size $fontsize -slant italic

# Start in the clipbase, if no database is loaded at startup.
sc_base switch clipbase

###
### End of file: start.tcl
# bitmaps.tcl:
# Chess piece bitmaps used by Scid.

# The piece images used here were generated from freeware chess
# fonts available in TrueType format at the En Passant website
# "Chess Fonts" page, http://www.enpassant.dk/chess/fonteng.htm

### chess set Fantasy. Dark pieces are in brown
# original Fantasy: based by Maurizio Monge <maurizio.monge@gmail.com>
#http://linuz.sns.it/~monge/wiki/index.php/Chess_pieces





set png_image_support 1
if { [catch { package require img::png } ] } {
  set png_image_support 0
  ::splash::add "Img package not found (tkimg). Some piece sets are disabled."
}



##########
# Size 20 is only used in Material search window, not for boards.
# It has two special extra images, wm20 and bm20, which contain a
# bishop and knight, for indicating a minor piece.
#

image create photo wm20 -data {
  R0lGODlhFAAUAMIAAH9/f7+/vz8/PwAAAP///////////////yH5BAEKAAcALAAAAAAUABQA
  AANweLp8cCG02cSwNB8RSACctgBAR3iDqJDd5wlidBLCHGb1CQzzx+yPDYAWyJ1gixpSwOLM
  CClFESSRup7RImF42zxP0Vpg0EE6SGjSCqxTKYxHN4RJ6sYETHxVNa3vM2gDQyBoGkNbhIdq
  FHRBZyAaCQA7}

image create photo bm20 -data {
  R0lGODlhFAAUAMIAAH9/f7+/vwAAAD8/P////////////////yH5BAEKAAcALAAAAAAUABQA
  AANneLp8cCG02YQYgupj+5CbEgyYAAQCuJHlNYZo1wHDo7VyOjSAebQxS69R25UCvVlmMXIp
  TrmhSGgB4S5LzoVQegK+YJtWwLWEFjnzGVL7ftYQMoGQggerZ3CrLealoxomXxJIX1kNCQA7
}

image create photo p20 -data {
  R0lGODlh8AAUAMIAAH9/fz8/P7+/vwAAAP///////////////yH5BAEKAAcALAAAAADwABQA
  AAP+eLrc/jDKSau9OOvNu/8VAIBkJAhl2ohqe5xuCgTBGL/oQaMwJew30KwWhAkGA0Vv8gvk
  LALRUxJ9BTSAk40qFXWzkKZWCmQit5Uo2GdDW4ZuiFQ9koZ33mxZAjhjBidJFDNIRBgBhRQD
  Q4t9NH0NP3o1BEgEYjNTDix/SIITfQOIcROIooOFpouekV6PlQMEQ2qaK6QSsZUholGit5GA
  BJeAuMIixgDCnwrJAbKLsMPNsiY0VxeeyxGhnoZm2cTb4OMrP88C0X3NVWF+2CLaELnCUTRm
  6CfDtQuUwv7G1xb8iHUkmSV1lZy0GpErSZR9DbJVUOULCUQl3VRdPDL+rtsKRM8MxuqDjlcr
  FBIflkomK+CdLP8I2Ivg5NIOmxIe5RnygOSzhDKlLGqg01LCGjMhUHQpj1AhmfEYmHIy8JSJ
  jlZXAHIUDWRBojWcFnK1zZk/bw9oBLt09lcuMcpA7eS0CU8WVyIeMTBHD9ARdMjkjPt14BhF
  QEkddDuhSm7MqIUrrgJ0ZhSDvJIr+7o14x9dB3z9zTtCE3A+nHxiUpNXsFKgXj+mHPN3pKa/
  z5cH48LqJJwDVWoT8enYDis4W9k4cjzjliWk0p5ZBn5QcKdvOardXqqXN1nJVjFpxMTNgJw4
  4zypj3V6kRlxecYl7g0+mZtewcLQ/vYMjTb+U6lh5fXfJtmVNcpOj/xnGzL/kHaeO/AZ1xtN
  AaY3nHk9dZOHKnH0th43M1D4T2KXzebEbKKVFcoMhDEz1y8cvUjIPo3AU2MmNI0zYGEU2eiJ
  a3JUqF9PFT6nnnd5GHMdRrScQMeSC3Q23oCdxXaEapAdMI+Sisy1I0YyQslMgOi48iU34AzY
  yxlQJTfUA1hRoJMXYmJkHESOLIXIl1v+A5mAMgE2IkS9qLUGdDH9gIt0fprAaHQRxHeHeIfV
  eEc2CuV0Z6TrNVYcVrdEodp0ZY36WVVsPrPYb/HxmVFykfrYyJfLddTeCx15MZ8ovJlEVHx1
  zoNillrWICgh2zxpeluLfbZVnllK9pefNiiaSopPWLrVD0BZoqnbboOhBexxEQF7bXxuGfdg
  rlTEJxt9YDh1n0Dj7rOmjhtVmmmG6E2ArlRpapGmYsDa6+2qlwYcxAWHyrHwwxAX1h47EVds
  8cUYZ6xxBwkAADs=
}

image create photo e20 -height 20 -width 20
set x 0
foreach p {wp wn wb wr wq wk bp bn bb br bq bk} {
  image create photo ${p}20 -width 20 -height 20
  ${p}20 copy p20 -from $x 0 [expr $x + 19] 19
  incr x 20
}

# setPieceFont:
#   Given a piece font name, resets all piece images in all
#   available board sizes to that font.
#
proc setPieceFont {font} {
	foreach size $::boardSizes {
		image create photo e$size -height $size -width $size
		set fname [file join $::scidImgDir pieces $font]
		set fpng [file join $fname $font\_$size.png]
		set fgif [file join $fname $font\_$size.gif]
		if {[catch {image create photo tmpPieces -file "$fpng"}]} {
			image create photo tmpPieces -file "$fgif"
		}
		set x 0
		foreach p {wp wn wb wr wq wk bp bn bb br bq bk} {
			image create photo $p$size -width $size -height $size
			$p$size copy tmpPieces -from $x 0 [expr $x + $size - 1] [expr $size - 1]
			incr x $size
		}
		image delete tmpPieces
	}
}

proc InitImg {} {
	global scidImgDir boardStyle boardStyles

	#Search available piece sets
	set boardStyles {}
	set dname [file join $scidImgDir "pieces"]
	foreach {piecetype} [glob -directory $dname *] {
		if {[file isdirectory $piecetype] == 1} {
			lappend boardStyles [file tail $piecetype]
		}
	}
	# Ensure the board style is valid:
	if {[lsearch -exact $boardStyles $boardStyle] == -1} {
		set boardStyle [lindex $boardStyles 0]
	}
	setPieceFont $boardStyle

	#Load all img/buttons/_filename_.png
	set dname [file join $::scidImgDir buttons]
	foreach {fname} [glob -directory $dname *.png] {
		set iname [string range [file tail $fname] 0 end-4]
		catch { image create photo $iname -file $fname }
	}

	set pngimages [image names];

	#Load all img/boards/_filename_.gif
	set textureSquare {}
	set dname [file join $::scidImgDir boards]
	foreach {fname} [glob -directory $dname *.gif] {
		set iname [string range [file tail $fname] 0 end-4]
		image create photo $iname -file $fname
		if {[string range $iname end-1 end] == "-l"} {
			lappend textureSquare [string range $iname 0 end-2]
		}
	}

	#Load all img/buttons/_filename_.gif
	set dname [file join $::scidImgDir buttons]
	foreach {fname} [glob -directory $dname *.gif] {
		set iname [string range [file tail $fname] 0 end-4]
		if { [lsearch -exact $pngimages $iname] == -1} {
			image create photo $iname -file $fname
		}
	}

	#Load all img/flags/_filename_.gif
	set dname [file join $::scidImgDir flags]
	foreach {fname} [glob -directory $dname *.gif] {
		set iname [string range [file tail $fname] 0 end-4]
		image create photo $iname -file $fname
	}
}

# Set up Scid icon
proc InitIcon {}  {
  global scidImgDir
  set scidIconFile [file nativename [file join $scidImgDir "scid.gif"]]
  if {[file readable $scidIconFile]} {
    wm iconphoto . -default [image create photo -file "$scidIconFile"]
  }
}


#TODO: group the start-up code into Init* funcs and move all the Init* calls to the end of end.tcl
InitImg
InitIcon
### lang.tcl: Support for multiple-language menus, buttons, etc.
### Part of Scid, which is Copyright 2001-2003 Shane Hudson.

array set langEncoding {}
set languages {}

if {[catch {encoding names}]} {
  set hasEncoding 0
} else {
  set hasEncoding 1
}
################################################################################
#  Translation of pieces
#  Note to adopt also tkscid.cpp to allow for a new langauge as well
#  as add transPieces to langPieces[] in game.cpp
################################################################################
array set transPieces {}

set transPieces(F)   { P P K R Q D R T B F N C }
set untransPieces(F) { P P R K D Q T R F B C N }
set transPieces(S)   { P P K R Q D R T B A N C }
set untransPieces(S) { P P R K D Q T R A B C N }
set transPieces(D)   { P B K K Q D R T B L N S }
set untransPieces(D) { B P K K D Q T R L B S N }
set transPieces(I)   { P P K R Q D R T B A N C }
set untransPieces(I) { P P R K D Q T R A B C N }
set transPieces(N)   { P p K K Q D R T B L N P }
set untransPieces(N) { p P K K D Q T R L B P N }
set transPieces(C)   { P P K K Q D R V B S N J }
set untransPieces(C) { P P K K D Q V R S B J N }
## TODO Put in the right letters for greek
set transPieces(G)   { P B K K Q D R T B L N S }
set untransPieces(G) { B P K K D Q T R L B S N }
set transPieces(H)   { P G K K Q V R B B F N H }
set untransPieces(H) { G P K K V Q B R F B H N }
set transPieces(O)   { P B K K Q D R T B L N S }
set untransPieces(O) { B P K K D Q T R L B S N }
set transPieces(W)   { P B K K Q D R T B L N S }
set untransPieces(W) { B P K K D Q T R L B S N }
set transPieces(K)   { P P K R Q D R T B A N C }
set untransPieces(K) { P P R K D Q T R A B C N }
set transPieces(U)   { P S K K Q D R T B L N R }
set untransPieces(U) { S P K K D Q T R L B R N }

################################################################################
proc trans { msg } {
  if { $::language == "E" || ! $::translatePieces || $msg == "\[end\]"} {
    return $msg
  }
  if { [ catch { set t [string map $::transPieces($::language) $msg ]} ] } {
    return $msg
  }
  return $t
}
################################################################################
proc untrans { msg } {
  if { $::language == "E"  || ! $::translatePieces || $msg == "\[end\]"} {
    return $msg
  }
  if { [ catch { set t [string map $::untransPieces($::language) $msg ]} ] } {
    return $msg
  }
  return $t
}
################################################################################
#
################################################################################
proc addLanguage {letter name underline {encodingSystem ""}} {
  global langEncoding languages
  .menu.options.language add radiobutton -label $name \
      -underline $underline -variable language -value $letter \
      -command setLanguage
  set ::langEncoding($letter) $encodingSystem
  lappend languages $letter
}
################################################################################
# menuText:
#    Assigns the menu name and help message for a menu entry and language.
################################################################################
proc menuText {lang tag label underline {helpMsg ""}} {
  global hasEncoding langEncoding
  if {$hasEncoding  &&  $langEncoding($lang) != ""  &&  $::tcl_version <= 8.3} {
    catch {set label [encoding convertfrom $langEncoding($lang) $label]}
    catch {set helpMsg [encoding convertfrom $langEncoding($lang) $helpMsg]}
  }
  
  set ::menuLabel($lang,$tag) $label
  set ::menuUnder($lang,$tag) $underline
  if {$helpMsg != ""} {
    set ::helpMessage($lang,$tag) $helpMsg
  }
}
################################################################################
# helpMsg:
#    Assigns the help message for a particular language for a button.
# ################################################################################
proc helpMsg {lang button message} {
  global hasEncoding langEncoding
  if {$hasEncoding  &&  $langEncoding($lang) != ""  &&  $::tcl_version <= 8.3} {
    catch {set message [encoding convertfrom $langEncoding($lang) $message]}
  }
  set ::helpMessage($lang,$button) $message
}

array set tr {}
array set translations {}
################################################################################
# translate:
#    Assigns a translation for future reference.
################################################################################
proc translate {lang tag label} {
  global menuLabel hasEncoding langEncoding
  regsub {\\n} $label "\n" label
  if {$hasEncoding  &&  $langEncoding($lang) != ""  &&  $::tcl_version <= 8.3} {
    catch {set label [encoding convertfrom $langEncoding($lang) $label]}
  }
  set ::translations($lang,$tag) $label
  set ::tr($tag) $label
  foreach extra {":" "..."} {
    set newtag "${tag}${extra}"
    set newlabel "${label}${extra}"
    set ::translations($lang,$newtag) $newlabel
    set ::tr($newtag) $newlabel
  }
}
################################################################################
# translateECO:
#    Given a pair list of ECO opening name phrase translations,
#    assigns the translations for future reference.
################################################################################
proc translateECO {lang pairList} {
  global hasEncoding langEncoding
  foreach {from to} $pairList {
    if {$hasEncoding  &&  $langEncoding($lang) != ""  &&  $::tcl_version <= 8.3} {
      catch {set to [encoding convertfrom $langEncoding($lang) $to]}
    }
    sc_eco translate $lang $from $to
  }
}
################################################################################
# tr:
#    Given a tag and language, returns the stored text for that tag.
################################################################################
proc tr {tag {lang ""}} {
  global menuLabel tr
  if {$lang == ""} {set lang $::language}
  if {$lang == "X"} {return $tag}
  # First, look for a menu label
  if {[info exists menuLabel($lang,$tag)]} {
    return $menuLabel($lang,$tag)
  }
  if {[info exists menuLabel(E,$tag)]} {
    return $menuLabel(E,$tag)
  }
  # Now look for a regular button/message translation
  if {[info exists tr($tag)]} {
    return $tr($tag)
  }
  # Finally, just give up and return the original tag
  return $tag
}
################################################################################
#
################################################################################
proc setLanguage {{lang ""}} {
  global menuLabel menuUnder oldLang hasEncoding langEncoding
  
  if {$lang == ""} {set lang $::language}
  
  if { $::translatePieces } {
    switch $lang {
      C {sc_info language cz}
      D {sc_info language de}
      F {sc_info language fr}
      G {sc_info language gr}
      H {sc_info language hu}
      I {sc_info language it}
      K {sc_info language ca}
      N {sc_info language ne}
      O {sc_info language no}
      S {sc_info language es}
      U {sc_info language fi}
      W {sc_info language sw}
      default {sc_info language en}
    }
  } else {
    sc_info language en
  }
  
  if {[catch {setLanguage_$lang} err]} { puts "Error: $err" }
  # TODO: Check this:
  if {$hasEncoding  &&  $langEncoding($lang) != ""} {
    # encoding system $langEncoding($lang)
  }
  
  # If using Tk, translate all menus:
  if {! [catch {winfo exists .}]} { setLanguageMenus $lang }
  # update notation window
  if {[winfo exists .pgnWin]} { ::pgn::Refresh 1 }
  
  foreach i [array names ::tr] {
    if {[info exists ::translations($lang,$i)]} {
      set ::tr($i) $::translations($lang,$i)
    } elseif {[info exists ::translations(E,$i)]} {
      set ::tr($i) $::translations(E,$i)
    }
  }
  set oldLang $lang
}
################################################################################
# Will switch language only for Scid backoffice, no UI
# Used to make callbacks use english by default
################################################################################
proc setLanguageTemp { lang } {
  switch $lang {
    C {sc_info language cz}
    D {sc_info language de}
    F {sc_info language fr}
    G {sc_info language gr}
    H {sc_info language hu}
    I {sc_info language it}
    K {sc_info language ca}
    N {sc_info language ne}
    O {sc_info language no}
    S {sc_info language es}
    U {sc_info language fi}
    W {sc_info language sw}
    default {sc_info language en}
  }
}

### End of file: lang.tcl



# thousands, percentFormat:
#   Functions to format integer numbers.
#   thousands inserts the thousands separator (usually "," or ".") for
#   every three digits before the decimal separator in the number.
#   percentFormat does the same as thousands, but also adds a percentage.
#   If "kilo" is true, numbers >= 100,000 are divided by 1000 and have
#   the unit "K" appended while values over 1 million appear as "1.00M"
#
proc ::utils::thousands {n {kilo 0}} {
  global locale
  set commaChar [string index $locale(numeric) 1]
  set unit ""
  if {$kilo} {
    if {$n >= 1000000} {
      set decimalChar [string index $locale(numeric) 0]
      set decimalPart [format "%02d" [expr {(int($n / 10000)) % 100}]]
      set n [expr {int($n) / 1000000}]
      set unit "${decimalChar}${decimalPart}M"
    } elseif {$n >= 100000} {
      set unit "K"
      set n [expr {int($n / 1000)} ]
    }
  }
  if {$commaChar == ""} { return "$n$unit" }
  while {[regsub {^([-+]?[0-9]+)([0-9][0-9][0-9])} $n "\\1$commaChar\\2" n]} {}
  return "$n$unit"
}

proc ::utils::percentFormat {num denom} {
  # Ensure denominator is not zero:
  if {$denom == 0} {set denom 1}
  return "[::utils::thousands $num] ([expr $num * 100 / $denom]%)"
}


namespace eval ::utils::date {}

# ::utils::date::today:
#   Returns todays date, in "yyyy.mm.dd" format.
#   The optional parameter "year", "month" or "day" can be used to
#   limit the returned value to just the year, month or day.
#
proc ::utils::date::today {{type all}} {
  set timeNow [clock seconds]
  set year [clock format $timeNow -format "%Y"]
  set month [clock format $timeNow -format "%m"]
  set day [clock format $timeNow -format "%d"]
  switch -- $type {
    "all"   { return [format "%s.%s.%s" $year $month $day] }
    "year"  { return $year }
    "month" { return $month }
    "day"   { return $day }
    default { error "Unrecognised parameter: $type" }
  }
}

# ::utils::date::chooser
#
#   Produce a date-selection dialog box.
#   Originally based on code from Effective Tcl/Tk Programming by
#   Mark Harrison, but with lots of changes and improvements.
#
proc ::utils::date::chooser {{date "now"}} {
  set time [clock seconds]
  if {$date != "now"} {
    catch {set time [clock scan $date]}
  }
  set ::utils::date::_time $time
  set ::utils::date::_selected [clock format $time -format "%Y-%m-%d"]

  set win .dateChooser
  toplevel $win
  canvas $win.cal -width 300 -height 220
  pack [frame $win.b] -side bottom -fill x
  button $win.b.ok -text "OK" -command "destroy $win"
  button $win.b.cancel -text $::tr(Cancel) -command "
    set ::utils::date::_selected {}
    destroy $win"
  pack $win.b.cancel $win.b.ok -side right -padx 5 -pady 5
  pack $win.cal -side top -expand yes -fill both

  button $win.cal.prevY -image tb_start -command "::utils::date::_month $win -12"
  button $win.cal.prev -image tb_prev -command "::utils::date::_month $win -1"
  button $win.cal.next -image tb_next -command "::utils::date::_month $win +1"
  button $win.cal.nextY -image tb_end -command "::utils::date::_month $win +12"
  bind $win.cal <Configure> "::utils::date::_redraw $win"
  bind $win.cal <Double-Button-1> "destroy $win"
  bind $win <Escape> "$win.b.cancel invoke"
  bind $win <Return> "$win.b.ok invoke"
  bind $win <Prior> "$win.cal.prev invoke"
  bind $win <Next> "$win.cal.next invoke"
  bind $win <Shift-Prior> "$win.cal.prevY invoke"
  bind $win <Shift-Next> "$win.cal.nextY invoke"
  bind $win <Up> "::utils::date::_day $win -7"
  bind $win <Down> "::utils::date::_day $win +7"
  bind $win <Left> "::utils::date::_day $win -1"
  bind $win <Right> "::utils::date::_day $win +1"

  wm minsize $win 250 200
  wm title $win "Scid: Choose Date"
  focus $win
  grab $win
  tkwait window $win
  if {$::utils::date::_selected == ""} { return {} }
  set time [clock scan $::utils::date::_selected]
  return [list \
          [clock format $time -format "%Y"] \
          [clock format $time -format "%m"] \
          [clock format $time -format "%d"] \
         ]
}

proc ::utils::date::_day {win delta} {
  set unit "day"
  if {$delta < 0} {set unit "day ago"}
  set time [clock scan "[expr abs($delta)] $unit" -base $::utils::date::_time]
  set day [string trimleft [clock format $time -format "%d"] 0]
  set month [string trimleft [clock format $time -format "%m"] 0]
  set year [clock format $time -format "%Y"]
  ::utils::date::_select $win "$year-$month-$day"
}

proc ::utils::date::_month {win delta} {
  set dir [expr {($delta > 0) ? 1 : -1} ]
  set day [string trimleft [clock format $::utils::date::_time -format "%d"] 0]
  set month [string trimleft [clock format $::utils::date::_time -format "%m"] 0]
  set year [clock format $::utils::date::_time -format "%Y"]

  for {set i 0} {$i < abs($delta)} {incr i} {
    incr month $dir
    if {$month < 1} {
      set month 12
      incr year -1
    } elseif {$month > 12} {
      set month 1
      incr year 1
    }
  }
  if {[catch {::date::_select $win "$year-$month-$day"}]} {
    ::utils::date::_select $win "$year-$month-28"
  }
}

proc ::utils::date::_redraw {win} {
  $win.cal delete all
  set time $::utils::date::_time
  set wmax [winfo width $win.cal]
  set hmax [winfo height $win.cal]

  $win.cal create window 3 3 -anchor nw -window $win.cal.prevY
  $win.cal create window 40 3 -anchor nw -window $win.cal.prev
  $win.cal create window [expr {$wmax-43} ] 3 -anchor ne -window $win.cal.next
  $win.cal create window [expr {$wmax-3} ] 3 -anchor ne -window $win.cal.nextY
  set bottom [lindex [$win.cal bbox all] 3]

  set month [string trimleft [clock format $time -format "%m"] 0]
  set year [clock format $time -format "%Y"]
  $win.cal create text [expr {$wmax/2} ] $bottom -anchor s -font font_Bold \
    -text "[lindex $::tr(Months) [expr $month - 1]] $year"

  incr bottom 3
  $win.cal create line 0 $bottom $wmax $bottom -width 2
  incr bottom 25

  set current ""

  set layout [::utils::date::_layout $time]
  set weeks [expr {[lindex $layout end]+1} ]

  for {set day 0} {$day < 7} {incr day} {
    set x0 [expr {$day*($wmax-7)/7+3} ]
    set x1 [expr {($day+1)*($wmax-7)/7+3} ]
    $win.cal create text [expr {($x1+$x0)/2} ] $bottom -anchor s \
      -text [lindex $::tr(Days) $day] -font font_Small
  }
  incr bottom 3

  foreach {day date dcol wrow} $layout {
    set x0 [expr {$dcol*($wmax-7)/7+3} ]
    set y0 [expr {$wrow*($hmax-$bottom-4)/$weeks+$bottom} ]
    set x1 [expr {($dcol+1)*($wmax-7)/7+3} ]
    set y1 [expr {($wrow+1)*($hmax-$bottom-4)/$weeks+$bottom} ]

    if {$date == $::utils::date::_selected} {set current $date}

    $win.cal create rectangle $x0 $y0 $x1 $y1 -outline black -fill white

    $win.cal create text [expr {$x0+4} ] [expr {$y0+2} ] -anchor nw -text "$day" \
      -fill black -font font_Small -tags [list $date-text all-text]

    $win.cal create rectangle $x0 $y0 $x1 $y1 \
      -outline "" -fill "" -tags [list $date-sensor all-sensor]

    $win.cal bind $date-sensor <ButtonPress-1> "::utils::date::_select $win $date"
  }

  if {$current != ""} {
    $win.cal itemconfigure $current-sensor -outline red -width 3
    $win.cal raise $current-sensor
  } elseif {$::utils::date::_selected == ""} {
    set date [clock format $time -format "%Y-%m-%d"]
    ::utils::date::_select $win $date
  }
}

proc ::utils::date::_layout {time} {
  set month [string trimleft [clock format $time -format "%m"] 0]
  set year  [clock format $time -format "%Y"]

  foreach lastday {31 30 29 28} {
    if {[catch {clock scan "$year-$month-$lastday"}] == 0} { break }
  }
  set seconds [clock scan "$year-$month-1"]
  set firstday [clock format $seconds -format %w]
  set weeks [expr {ceil(double($lastday+$firstday)/7)} ]

  set rlist ""
  for {set day 1} {$day <= $lastday} {incr day} {
    set seconds [clock scan "$year-$month-$day"]
    set date [clock format $seconds -format "%Y-%m-%d"]
    set daycol [clock format $seconds -format %w]
    set weekrow [expr {($firstday+$day-1)/7} ]
    lappend rlist $day $date $daycol $weekrow
  }
  return $rlist
}

proc ::utils::date::_select {win date} {
  set time [clock scan $date]
  set date [clock format $time -format "%Y-%m-%d"]

  set currentMonth [clock format $::utils::date::_time -format "%m %Y"]
  set selectedMonth [clock format $time -format "%m %Y"]
  set ::utils::date::_time $time
  set ::utils::date::_selected $date

  if {$currentMonth == $selectedMonth} {
    $win.cal itemconfigure all-sensor -outline "" -width 1
    $win.cal itemconfigure $date-sensor -outline red -width 3
    $win.cal raise $date-sensor
  } else {
    ::utils::date::_redraw $win
  }
}
########################################
### utils/font.tcl: part of Scid.
#
# The following procs implement a font selection dialog. I found the code
# at codearchive.com (I dont think there was an author listed for it) and
# simplified it for use with Scid.

# FontDialog:
#   Creates a font dialog to select a font.
#   Returns 1 if user chose a font, 0 otherwise.
#
proc FontDialog {font_name {options ""} {fixedOnly 0}} {
  global fd_family fd_style fd_size fd_close
  global fd_strikeout fd_underline

  set fd_family {}; set fd_style {}; set fd_size {}
  set fd_close  -1

  set unsorted_fam [font families]
  set families [lsort $unsorted_fam]
  if {$fixedOnly} {
    set fams $families
    set families {}
    foreach f $fams {
      if {[font metrics [list $f] -fixed] == 1} { lappend families $f }
    }
  }

  # Get current font's family and so on.
  if {[llength $options] == 4} {
    # Use provided font settings:
    set family [lindex $options 0]
    set size [lindex $options 1]
    set weight [lindex $options 2]
    set slant [lindex $options 3]
  } else {
    # Get options using [font actual]:
    set family [font actual $font_name -family]
    set size   [font actual $font_name -size]
    set weight    [font actual $font_name -weight]
    set slant     [font actual $font_name -slant]
  }

  # Default style.
  set fd_style "Regular"
  if { $slant == "italic" } {
    if { $weight == "bold" } {
      set fd_style "Bold Italic"
    } else {
      set fd_style "Italic"
    }
  } else {
    if { $weight == "bold" } {
      set fd_style "Bold"
    }
  }

  set fd_family $family
  set fd_size   $size

  # Create font dialog.
  set tl .fontdialog
  toplevel $tl
  set dlg $tl.f
  pack [ttk::frame $tl.f] -expand 1 -fill both
  wm protocol $tl WM_DELETE_WINDOW "set fd_close 0"
  wm title $tl Font

  ttk::label $dlg.family_lbl -text "Font:" -anchor w
  ttk::entry $dlg.family_ent -textvariable fd_family -background white
  bind  $dlg.family_ent <Key-Return> "FontDialogRegen $font_name"
  grid config $dlg.family_lbl -column 0 -row 0 -sticky w
  grid config $dlg.family_ent -column 0 -row 1 -sticky snew

  ttk::label $dlg.style_lbl  -text "Font Style:" -anchor w
  ttk::entry $dlg.style_ent  -textvariable fd_style -width 11 -background white
  bind  $dlg.style_ent  <Key-Return>  "FontDialogRegen $font_name"
  grid config $dlg.style_lbl  -column 1 -row 0 -sticky w
  grid config $dlg.style_ent  -column 1 -row 1 -sticky snew

  ttk::label $dlg.size_lbl   -text "Size:" -anchor w
  ttk::entry $dlg.size_ent   -textvariable fd_size -width 4 -background white
  bind  $dlg.size_ent   <Key-Return> "FontDialogRegen $font_name"
  grid config $dlg.size_lbl   -column 2 -row 0 -sticky w
  grid config $dlg.size_ent   -column 2 -row 1 -sticky snew

  # Font family listbox.
  set fr $dlg.family_list
  ttk::frame $fr
  listbox $fr.list -height 6 -selectmode single -width 30 -background white -yscrollcommand "$fr.scroll set"
  ttk::scrollbar $fr.scroll -command "$fr.list yview"

  foreach f $families {
    $fr.list insert end $f
  }

  bind $fr.list <Double-Button-1> "FontDialogFamily $fr.list $font_name $dlg.family_ent"

  pack $fr.scroll -side right -fill y
  pack $fr.list -side left
  grid config $fr -column 0 -row 2 -rowspan 16

  # Font style listbox.
  set fr $dlg.style_list
  ttk::frame $fr
  listbox $fr.list -height 6 -selectmode single -width 11 -background white -yscrollcommand "$fr.scroll set"
  ttk::scrollbar $fr.scroll -command "$fr.list yview"

  $fr.list insert end "Regular"
  $fr.list insert end "Bold"
  $fr.list insert end "Italic"
  $fr.list insert end "Bold Italic"

  bind $fr.list <Double-Button-1> "FontDialogStyle $fr.list $font_name $dlg.style_ent"

  pack $fr.scroll -side right -fill y
  pack $fr.list -side left
  grid config $fr -column 1 -row 2 -rowspan 16

  # Font size listbox.
  set fr $dlg.size_list
  ttk::frame $fr
  listbox $fr.list -height 6 -selectmode single -width 4 -background white -yscrollcommand "$fr.scroll set"
  ttk::scrollbar $fr.scroll -command "$fr.list yview"

  for {set i 7} {$i <= 20} {incr i} {
    $fr.list insert end $i
  }

  bind $fr.list <Double-Button-1> "FontDialogSize $fr.list $font_name $dlg.size_ent"

  pack $fr.scroll -side right -fill y
  pack $fr.list -side left
  grid config $fr -column 2 -row 2 -rowspan 16

  # OK/Cancel
  set fr $dlg.ok_cancel
  ttk::frame $fr

  ttk::button $fr.ok -text "OK" -command "set fd_close 1"
  ttk::button $fr.cancel  -text "Cancel" -command "set fd_close 0"
  pack $fr.ok -side top -fill x
  pack $fr.cancel -side top -fill x -pady 2
  ttk::button $fr.help -text "Help" -command "helpWindow Options"
  pack $fr.help -side top -fill x -pady 10
  grid config $fr -column 4 -row 1 -rowspan 2 -sticky snew -padx 12

  # Sample text
  set fr $dlg.sample
  ttk::frame $fr -borderwidth 3 -relief groove
  ttk::label $fr.l_sample -text "Sample" -anchor w

  ttk::label $fr.sample -font $font_name -relief sunken -text "This is some sample text\nAaBbCcDdEeFfGgHhIiJjKkLlMm\n 0123456789. +=-"

  pack  $fr.l_sample -side top -fill x -pady 4
  pack  $fr.sample -side top -pady 4 -ipadx 10 -ipady 10

  grid config $fr -column 0 -columnspan 3 -row 20 -rowspan 2 -sticky snew -pady 10 -padx 2

  # Make this a modal dialog.
  tkwait variable fd_close

  # Get rid of dialog and return value.
  destroy $tl

  # Restore old font characteristics on a cancel:
  if { $fd_close == 0 } {
    font configure $font_name -family $family -size $size -slant $slant -weight $weight
    return ""
  }

  return [list $fd_family $fd_size [FontWeight $fd_style] [FontSlant $fd_style]]
}


proc FontDialogFamily { listname font_name entrywidget } {
  # Get selected text from list.
  catch {
    set item_num [$listname curselection]
    set item [$listname get $item_num]

    # Set selected list item into entry for font family.
    $entrywidget delete 0 end
    $entrywidget insert end $item

    # Use this family in the font and regenerate font.
    FontDialogRegen $font_name
  }
}


proc FontDialogStyle { listname font_name entrywidget } {
  # Get selected text from list.
  catch {
    set item_num [$listname curselection]
    set item [$listname get $item_num]

    # Set selected list item into entry for font family.
    $entrywidget delete 0 end
    $entrywidget insert end $item

    # Use this family in the font and regenerate font.
    FontDialogRegen $font_name
  }
}


proc FontDialogSize { listname font_name entrywidget } {
  # Get selected text from list.
  catch {
    set item_num [$listname curselection]
    set item [$listname get $item_num]

    # Set selected list item into entry for font family.
    $entrywidget delete 0 end
    $entrywidget insert end $item

    # Use this family in the font and regenerate font.
    FontDialogRegen $font_name
  }
}

proc FontWeight {style} {
  if { $style == "Bold Italic" || $style == "Bold" } {
    return "bold"
  }
  return "normal"
}

proc FontSlant {style} {
  if { $style == "Bold Italic" || $style == "Italic" } {
    return "italic"
  }
  return "roman"
}

# FontDialogRegen: Regenerates font from attributes.
proc FontDialogRegen { font_name } {
  global fd_family fd_style fd_size

  set weight "normal"
  if { $fd_style == "Bold Italic" || $fd_style == "Bold" } {
    set weight "bold"
  }

  set slant "roman"
  if { $fd_style == "Bold Italic" || $fd_style == "Italic" } {
    set slant "italic"
  }

  # Change font to have new characteristics.
  font configure $font_name -family $fd_family -size $fd_size -slant $slant -weight $weight
}

## End of file: fontsel.tcl
# utils/graph.tcl: Graph plotting package for Scid.
#

namespace eval ::utils::graph {}

# Configuration options, specific to each graph:
#
#  -width:     width of graph in canvas units.
#  -height:    height of graph in canvas units.
#  -xtop:      x-coord of top-left graph corner in canvas.
#  -ytop:      y-coord of top-left graph corner in canvas.
#  -background: background color in graph.
#  -font:      font of axis text.
#  -textcolor: color of axis text.
#  -ticksize:  length of ticks on axes, in canvas units.
#  -tickcolor: color to draw x-axis and y-axis ticks.
#  -textgap:   distance from graph border to text, in canvas units.
#  -xtick:     distance between x-axis ticks, in graph units.
#  -ytick:     distance between y-axis ticks, in graph units.
#  -xlabels, -ylabels: lists of {value,label} pairs to print on each axis.
#              If a list has no pairs, values are printed at each tick.
#  -xmin, -xmax, -ymin, -ymax:  miminum/maximum graph units to plot.
#  -canvas:    canvas to plot the graph in.
#  -vline, -hline: list of vertical/horizontal lines to plot. Each
#              element is a list of four items: {color width type value}
#              where color is the line color, width is its width in
#              pixels, type is "each" or "at", and value is the value.
#  -brect: list of background rectangles. Each element is a list of 5 items:
#              the graph coordinates of a rectangle, and its color.
#
set ::utils::graph::_options(graph) {
  width height xtop ytop background font ticksize textgap xtick ytick
  xmin xmax ymin ymax canvas vline hline textcolor tickcolor
  xlabels ylabels brect
}
set ::utils::graph::_defaults(graph) \
  { -width 400 -height 300 -xtop 50 -ytop 30 -ticksize 5 -textgap 2 \
    -xtick 5 -ytick 5 -tickcolor black -font fixed -background white \
      -canvas {} -hline {} -vline {} -textcolor black \
      -xlabels {} -ylabels {} -brect {} }

# Data options, specific to each data set within a graph:
#
#   -points:  1 to display data points.
#   -lines:   1 to display data line.
#   -bars:    1 to display vertical bars.
#   -color:   color to display points, lines and bars in.
#   -outline: color for outline of bars or points. Not used for lines.
#   -radius:  radius of points in canvas units.
#   -linewidth: width of line in canvas units.
#   -barwidth:  width of bars -- in GRAPH units, NOT canvas units.
#   -key:     key name to print by line.
#   -coords:  actual data to plot; should be a list containing an
#             EVEN number of numeric values.
#
set ::utils::graph::_options(data) {
  points lines bars color outline radius linewidth barwidth coords key
}
set ::utils::graph::_defaults(data) \
  { -points 0 -lines 1 -bars 0 -color red -outline black -radius 2 \
    -linewidth 1 -barwidth 1.0 -key {} -coords {} }

set ::utils::graph::_graphs {}
array set ::utils::graph::_data {}


# create:
#    Create a new graph. Sets up the graph configuration and creates a
#    new proc (in the global namespace) with the same name as the graph.
#
proc ::utils::graph::create args {
  set graph [lindex $args 0]
  lappend ::utils::graph::_graphs $graph
  
  # Remove any existing data for this graph name:
  foreach key [array names ::utils::graph::_data] {
    if {[string match "$graph,*" $key]} { unset ::utils::graph::_data($key) }
  }
  set ::utils::graph::_data($graph,sets) {}

  set args [concat graph $graph $::utils::graph::_defaults(graph) [lrange $args 1 end]]
  set extraArgs [eval "::utils::graph::_configure $args"]
  if {$extraArgs != ""} {
    error "Unrecognised arguments: $extraArgs"
  }
  return $graph
}


# delete:
#    Removes all privately stored information about a graph.
#
proc ::utils::graph::delete {graph} {
  # Remove from the list of available graphs:
  set index [lindex $::utils::graph::_graphs $graph]
  if {$index < 0} { return }
  set ::utils::graph::_graphs [lreplace $::utils::graph::_graphs $index $index]
  # Remove all configuration data for the graph:
  foreach key [array names ::utils::graph::_data] {
    if {[string match "$graph,*" $key]} {
      unset ::utils::graph::_data($key)
    }
  }
}


# isgraph:
#    Returns true if the named graph exists.
#
proc ::utils::graph::isgraph {graph} {
  if {[lsearch $::utils::graph::_graphs $graph] >= 0} { return 1 }
  return 0
}


# data:
#    Adds a new data set to the graph, or modifies an existing one.
#
proc ::utils::graph::data args {
  variable _data
  variable _defaults
  set graph [lindex $args 0]
  set dataset [lindex $args 1]

  set args [concat data $graph,$dataset $_defaults(data) \
              [lrange $args 2 end]]

  set extraArgs [eval "::utils::graph::_configure $args"]
  if {$extraArgs != ""} {
    error "Unrecognised graph data options: $extraArgs"
  }

  set marklist $_data($graph,sets)
  if {[lsearch -exact $marklist $dataset] < 0} {
    lappend _data($graph,sets) $dataset
  }

  set datalength 0
  set ncoords [llength $_data($graph,$dataset,coords)]
  if {$ncoords % 2 != 0} {
    error "Error: coordinates list must have an even length"
  }

  # Redraw graph: do we want to do this here?
  #::utils::graph::redraw $graph
}


# cget:
#    Return a stored attribute of a graph.
#
proc ::utils::graph::cget {graph opt} {
  variable _data
  # Remove initial "-" if necessary:
  if {[string index $opt 0] == "-"} { set opt [string range $opt 1 end] }

  # If asking for axmin/axmax/aymin/aymax, set ranges first:
  if {[string match "a?m??" $opt]} { ::utils::graph::set_range $graph }

  if {! [info exists _data($graph,$opt)]} {
    error "No such graph option: $opt"
  }
  return $_data($graph,$opt)
}

# configure:
#    Modify stored attributes for a graph.
#
proc ::utils::graph::configure args {
  set newargs [concat "graph" [lindex $args 0] [lrange $args 1 end]]
  eval "::utils::graph::_configure $newargs"
}


# _configure:
#    Handle configuration of both the graph, and individual data sets.
#    The first arg (type) should be "graph" or "data". The second should
#    be a graph name for graph configuration, or a "graph,set" pair
#    for dataset configuration.
#
proc ::utils::graph::_configure args {
  variable _data
  set type [lindex $args 0]
  set dataset [lindex $args 1]
  set args [lrange $args 2 end]

  set optionList $::utils::graph::_options($type)
  set option {}

  if {[llength $args] % 2} { error "Error: odd-length options list: $args" }

  for {set i 0} {$i < [llength $args]} {incr i 2} {
    set option [lindex $args $i]
    if {[string index $option 0] != "-"} { return [lrange $args $i end] }
    set option [string range $option 1 end]
    if {[lsearch $optionList $option] >= 0} {
      set _data($dataset,$option) [lindex $args [expr {$i + 1}]]
    }
  }
}

# redraw:
#    Redraw the entire graph, axes and data.
#
proc ::utils::graph::redraw {graph} {
  if {! [::utils::graph::isgraph $graph]} { error "$graph: no such graph" }
  if {! [info exists ::utils::graph::_data($graph,canvas)]} { return }
  $::utils::graph::_data($graph,canvas) delete -withtag g$graph
  ::utils::graph::plot_axes $graph
  ::utils::graph::plot_data $graph
}

# plot_axes:
#    Replot the graph axes.
#
proc ::utils::graph::plot_axes {graph} {
  variable _data
  # Set ranges and scaling factors:
  ::utils::graph::set_range $graph
  ::utils::graph::rescale $graph

  set xmin $_data($graph,axmin)
  set xmax $_data($graph,axmax)
  set ymin $_data($graph,aymin)
  set ymax $_data($graph,aymax)

  set xminc [xmap $graph $xmin]
  set xmaxc [xmap $graph $xmax]
  set yminc [ymap $graph $ymin]
  set ymaxc [ymap $graph $ymax]
  #Klimmek: additional space for 6.and 7.number
  set fontsize [font configure font_Small -size]
  if { $ymax > 99999 } { set xminc [expr {$xminc + $fontsize}] }
  if { $ymax > 999999 } { set xminc [expr {$xminc + $fontsize}] }

  set canvas $_data($graph,canvas)
  set tag g$graph

  # Extract the graph attributes we will need to use:
  foreach attr {ticksize font textcolor tickcolor textgap \
                  xtick ytick xlabels ylabels} {
    set $attr $_data($graph,$attr)
  }

  $canvas create rectangle $xminc $yminc $xmaxc $ymaxc -outline $tickcolor \
    -fill $_data($graph,background) -tag $tag

  set brect $_data($graph,brect)
  for {set i 0} {$i < [llength $brect]} {incr i} {
    set item [lindex $brect $i]
    set x1 [xmap $graph [lindex $item 0]]
    set y1 [ymap $graph [lindex $item 1]]
    set x2 [xmap $graph [lindex $item 2]]
    set y2 [ymap $graph [lindex $item 3]]
    if {$x1 < $xminc} { set x1 $xminc }
    if {$x1 > $xmaxc} { set x1 $xmaxc }
    if {$x2 < $xminc} { set x2 $xminc }
    if {$x2 > $xmaxc} { set x2 $xmaxc }
    if {$y1 > $yminc} { set y1 $yminc }
    if {$y1 < $ymaxc} { set y1 $ymaxc }
    if {$y2 > $yminc} { set y2 $yminc }
    if {$y2 < $ymaxc} { set y2 $ymaxc }
    $canvas create rectangle $x1 $y1 $x2 $y2 -fill [lindex $item 4] -width 0 \
      -tag $tag
  }

  # Plot vertical guide lines:
  foreach vline $_data($graph,vline) {
    set color [lindex $vline 0]
    set width [lindex $vline 1]
    set type [lindex $vline 2]
    set inc [lindex $vline 3]
    set xminvalue [xmap $graph $xmin]
    set xmaxvalue [xmap $graph $xmax]
    if {$type == "at"} {
      # Plot just one line:
      set xvalue [xmap $graph $inc]
      if {$xvalue != $xminvalue  &&  $xvalue != $xmaxvalue} {
        $canvas create line $xvalue $yminc $xvalue $ymaxc -width $width \
          -fill $color -tag $tag
      }
    } elseif {$inc > 0} {
      # Plot a line at each multiple of "inc" units:
      set x [expr {int($xmin/$inc) * $inc + $inc}]
      while {$x < $xmax} {
        set xvalue [xmap $graph $x]
        if {$xvalue != $xminvalue  &&  $xvalue != $xmaxvalue} {
          $canvas create line $xvalue $yminc $xvalue $ymaxc -width $width \
            -fill $color -tag $tag
        }
        set x [expr {$x + $inc}]
      }
    }
  }

  # Plot horizontal guide lines:
  foreach hline $_data($graph,hline) {
    set color [lindex $hline 0]
    set width [lindex $hline 1]
    set type [lindex $hline 2]
    set inc [lindex $hline 3]
    set yminvalue [ymap $graph $ymin]
    set ymaxvalue [ymap $graph $ymax]
    if {$type == "at"} {
      set yvalue [ymap $graph $inc]
      if {$yvalue != $yminvalue  &&  $yvalue != $ymaxvalue} {
        $canvas create line $xminc $yvalue $xmaxc $yvalue -width $width \
          -fill $color -tag $tag
      }
    } elseif {$inc > 0} {
      set y [expr {int($ymin/$inc) * $inc + $inc}]
      while {$y < $ymax} {
        set yvalue [ymap $graph $y]
        if {$yvalue != $yminvalue  &&  $yvalue != $ymaxvalue} {
          $canvas create line $xminc $yvalue $xmaxc $yvalue -width $width \
            -fill $color -tag $tag
        }
        set y [expr {$y + $inc}]
      }
    }
  }

  # Plot x ticks and y ticks:
  set nxlabels [llength $xlabels]
  set nylabels [llength $ylabels]

  if {$xtick > 0} {
    set x [expr {int($xmin/$xtick) * $xtick}]
    while {$x < $xmin} { set x [expr {$x + $xtick}] }
    while {$x <= $xmax} {
      set xc [xmap $graph $x]
      $canvas create line $xc $yminc $xc [expr {$yminc - $ticksize}] \
        -tag $tag -fill $tickcolor
      $canvas create line $xc $ymaxc $xc [expr {$ymaxc + $ticksize}] \
        -tag $tag -fill $tickcolor
      if {$nxlabels == 0} {
        $canvas create text $xc [expr {$yminc + $textgap}] -font $font \
          -text [::utils::graph::round $x] -anchor n -tag $tag -fill $textcolor
      }
      set x [expr {$x + $xtick}]
    }
  }
  for {set i 0} {$i < $nxlabels} {incr i} {
    set label [lindex $xlabels $i]
    set x [lindex $label 0]
    set text [lindex $label 1]
    set xc [xmap $graph $x]
    $canvas create text $xc [expr {$yminc + $textgap}] -font $font \
      -text $text -anchor n -tag $tag -fill $textcolor -justify center
  }

  if {$ytick > 0} {
    set y [expr {int($ymin/$ytick) * $ytick}]
    while {$y < $ymin} { set y [expr {$y + $ytick}] }
    while {$y <= $ymax} {
      set yc [ymap $graph $y]
      $canvas create line $xminc $yc [expr {$xminc + $ticksize}] $yc \
        -tag $tag -fill $tickcolor
      $canvas create line [expr {$xmaxc - $ticksize}] $yc $xmaxc $yc \
        -tag $tag -fill $tickcolor
      if {$nylabels == 0} {
        $canvas create text [expr {$xminc - $textgap}] $yc -font $font \
          -text [::utils::graph::round $y] -anchor e -tag $tag -fill $textcolor
      }
      set y [expr {$y + $ytick}]
    }
  }
  for {set i 0} {$i < $nylabels} {incr i} {
    set label [lindex $ylabels $i]
    set y [lindex $label 0]
    set text [lindex $label 1]
    set yc [ymap $graph $y]
    $canvas create text [expr {$xminc - $textgap}] $yc -font $font \
      -text $text -anchor e -tag $tag -fill $textcolor
  }
}

# plot_data:
#    Plot the lines/points/bars for each data set in the graph.
#
proc ::utils::graph::plot_data {graph} {
  variable _data
  set canvas $_data($graph,canvas)

  foreach dataset $_data($graph,sets) {
    set color $_data($graph,$dataset,color)
    set outline $_data($graph,$dataset,outline)
    set tag g$graph
    set coords [scale_data $graph $_data($graph,$dataset,coords)]
    set ncoords [expr {[llength $coords] - 1}]

    # Draw key:
    if {$_data($graph,$dataset,key) != ""} {
      set key $_data($graph,$dataset,key)
      if {$ncoords >= 1} {
        set dy 3
        set anchor nw
        set x [expr {[lindex $coords 0] + 3}]
        set y [lindex $coords 1]
        if {$ncoords >= 3} {
          set nexty [lindex $coords 3]
          if {$nexty > $y} { set dy -3; set anchor sw }
        }
        incr y $dy
        catch {$canvas create text $x $y -fill $color -tag $tag \
                 -text $_data($graph,$dataset,key) \
                 -font $_data($graph,font) -anchor $anchor}
      }
    }

    # Plot line:
    if {$_data($graph,$dataset,lines)} {
      # Catch errors drawing line in case the data set contains no data:
      catch {eval "$canvas create line $coords -fill $color \
                   -width $_data($graph,$dataset,linewidth) -tag $tag"}
    }

    # Plot points:
    if {$_data($graph,$dataset,points)} {
      for {set i 0} {$i < $ncoords} {incr i 2} {
        set x [lindex $coords $i]
        set y [lindex $coords [expr {$i + 1}]]
        set p $_data($graph,$dataset,radius)
        $canvas create oval [expr {$x-$p}] [expr {$y-$p}] \
          [expr {$x+$p}] [expr {$y+$p}] \
          -fill $color -outline $outline -width 1 -tag $tag
      }
    }

    # Plot bars:
    if {$_data($graph,$dataset,bars)} {
      set base [ymap $graph $_data($graph,aymin)]
      set hwidth [xmap $graph $_data($graph,$dataset,barwidth)]
      set hwidth [expr {$hwidth - [xmap $graph 0]}]
      set hwidth [expr {$hwidth / 2}]
      if {$hwidth < 1} { set hwidth 1 }

      for {set i 0} {$i < $ncoords} {incr i 2} {
        set x [lindex $coords $i]
        set y [lindex $coords [expr {$i + 1}]]
        $canvas create rectangle \
          [expr {$x-$hwidth}] $y [expr {$x+$hwidth}] $base \
          -fill $color -outline $outline -tag $tag
      }
    }
  }
}


# round
#
#    Returns a value n rounded to the nearest integer if it is
#    within 0.1 of n, or to one decimal place otherwise.
#    Used to print axis values to a sensible precision.
#
proc ::utils::graph::round {n} {
  set intn [expr {int($n)}]
  if {[expr {$n - $intn}] < 0.1  &&  [expr {$intn - $n}] < 0.1} {
    return [expr {round($n)}]
  }
  return [expr {double(round($n * 10.0)) / 10.0}]
}


# point_visible
#
#    Returns true if a point (in graph coordinates) is visible given
#    the current display boundaries.
#
proc ::utils::graph::point_visible {graph x y} {
  variable data
  set xmin $_data($graph,xtop)
  set ymin $_data($graph,ytop)
  set xmax [expr {$xmin + $_data($graph,width)}]
  set ymax [expr {$ymin + $_data($graph,height)}]

  if {$x >= $xmin && $x <= $xmax && $y >= $ymin && $y <= $ymax} { return 1 }
  return 0
}


# rescale:
#    Sets the scaling factors used for mapping graph to canvas coordinates.
#
proc ::utils::graph::rescale {graph} {
  variable _data
  set width $_data($graph,width)
  set height $_data($graph,height)
  set xdelta [expr {double($_data($graph,axmax) - $_data($graph,axmin))}]
  set ydelta [expr {double($_data($graph,aymax) - $_data($graph,aymin))}]
  # Ensure deltas are not zero or too close to it:
  if {$xdelta < 0.0001} { set xdelta 0.0001 }
  if {$ydelta < 0.0001} { set ydelta 0.0001 }

  set _data($graph,xfac) [expr {double($width)/$xdelta}]
  set _data($graph,yfac) [expr {double($height)/$ydelta}]
}


# xmap:
#    Map a graph X coordinate to its canvas unit equivalent.
#
proc ::utils::graph::xmap {graph x} {
  variable _data
  return [expr {int(($x - $_data($graph,axmin)) * \
            $_data($graph,xfac) + $_data($graph,xtop))}]
}

# ymap:
#    Map a graph Y coordinate to its canvas unit equivalent.
#
proc ::utils::graph::ymap {graph y} {
  variable _data
if {$y == ""} { error "y is empty" }
  return [expr {int(($_data($graph,aymax) - $y) * \
            $_data($graph,yfac) + $_data($graph,ytop))}]
}

# Xunmap:
#    Transform a canvas unit to its graph X coordinate equivalent.
#
proc ::utils::graph::xunmap {graph cx} {
  variable _data
  return [expr {$_data($graph,axmin) + \
            double($cx - $_data($graph,xtop)) / \
            double($_data($graph,xfac))}]
}

# Yunmap:
#    Transform a canvas unit to its graph Y coordinate equivalent.
#
proc ::utils::graph::yunmap {graph cy} {
  variable _data
  return [expr {$_data($graph,aymax) - \
            double($cy - $_data($graph,ytop)) / \
            double($_data($graph,yfac))}]
}

# scale_data:
#    Transforms an even-sized list of graph coordinates to canvas units.
#
proc ::utils::graph::scale_data {graph coords} {
  set result {}
  for {set i 0} {$i < [llength $coords] - 1} {incr i 2} {
    lappend result [xmap $graph [lindex $coords $i]]
    lappend result [ymap $graph [lindex $coords [expr {$i + 1}]]]
  }
  return $result
}

# set_range:
#    Sets any range boundaries that are not already set for a graph.
#
proc ::utils::graph::set_range {graph} {
  variable _data

  set xmin 1000000000; set xmax -100000000
  set ymin 1000000000; set ymax -100000000

  foreach dataset $_data($graph,sets) {
    set coords $_data($graph,$dataset,coords)
    for {set i 0} {$i < [llength $coords] - 1} {incr i 2} {
      set x [lindex $coords $i]
      set y [lindex $coords [expr {$i + 1}]]

      if {$x < $xmin} { set xmin $x }
      if {$x > $xmax} { set xmax $x }
      if {$y < $ymin} { set ymin $y }
      if {$y > $ymax} { set ymax $y }
    }
  }

  # Set sane values if no data coordinates exist at all:
  if {$xmax < $xmin} { set xmin 0; set xmax 1 }
  if {$ymax < $ymin} { set ymin 0; set ymax 1 }

  set xtick $_data($graph,xtick)
  set ytick $_data($graph,ytick)
  set _data($graph,axmin) [expr {floor($xmin/$xtick) * $xtick}]
  set _data($graph,axmax) [expr {floor($xmax/$xtick) * $xtick + $xtick}]
  set _data($graph,aymin) [expr {floor($ymin/$ytick) * $ytick}]
  set _data($graph,aymax) [expr {floor($ymax/$ytick) * $ytick + $ytick}]

  # Explicitly set boundaries override the detected ranges:
  foreach coord {xmin xmax ymin ymax} {
    if {[info exists _data($graph,$coord)]} {
      set _data($graph,a$coord) $_data($graph,$coord)
    }
  }
}

### history.tcl
### Text entry history functions for Scid.
### Copyright (C) 2004 Shane Hudson.

namespace eval ::utils::history {}


set ::utils::history::defaultListLength 10
array set ::utils::history::listLength {}
array set ::utils::history::comboboxWidget {}

if {! [info exists ::utils::history::listData]} {
  array set ::utils::history::listData {}
}

# Load any history lists that were saved in the last session:
catch {source [scidConfigFile history]}


proc ::utils::history::SetList {key list} {
  set ::utils::history::listData($key) $list
}


proc ::utils::history::GetList {key} {
  variable listData
  if {[info exists listData($key)]} {
    return $listData($key)
  }
  return {}
}


#  ::utils::history::AddEntry
#
#   Inserts an entry at the top of the list of the specified key and
#   ensures that only one copy of the entry exists in the list.
#   The list is then pruned to the limit size is necessary.
#
proc ::utils::history::AddEntry {key entry} {
  variable listData
  # We do not add the empty string to a history list:
  if {$entry == "" } {
    return
  }
  
  if {[info exists listData($key)]} {
    # Take out this entry if it exists, so it will not appear twice:
    set index [lsearch -exact $listData($key) $entry]
    if {$index == 0} {
      # The entry is already at the start of the list; nothing to do
      return
    } elseif {$index > 0} {
      set listData($key) [lreplace $listData($key) $index $index]
    }
    set listData($key) [linsert $listData($key) 0 $entry]
    ::utils::history::PruneList $key
  } else {
    set listData($key) [list $entry]
  }
  RefillCombobox $key
  
  if { [llength [GetList $key]] > 0 } {
    set cb [ GetCombobox $key ]
    if { $cb != "" && [winfo exists $cb]} {
      $cb current 0
    }
  }
  
}


proc ::utils::history::SetLimit {key length} {
  set ::utils::history::listLength($key) $length
  ::utils::history::PruneList $key
}


proc ::utils::history::GetLimit {key} {
  variable listLength
  variable defaultListLength
  if {[info exists ::utils::history::listLength($key)]} {
    return $::utils::history::listLength($key)
  }
  return $defaultListLength
}


proc ::utils::history::PruneList {key {length -1}} {
  variable listData
  if {! [info exists listData($key)]} { return }
  if {$length < 0} {
    set length [::utils::history::GetLimit $key]
  }
  set listData($key) [lrange $listData($key) 0 [expr {$length - 1}]]
}



# ::utils::history::SetCombobox
#
#   Returns the combobox widget associated with this history key.
#
proc ::utils::history::GetCombobox {key} {
  variable comboboxWidget
  if {[info exists comboboxWidget($key)]} {
    return $comboboxWidget($key)
  }
  return ""
}


# ::utils::history::SetCombobox
#
#   Associates the specified widget (which must be a megawidget created
#   with ::combobox::combobox, see contrib/combobox.tcl) with the specifiec
#   history key. Whenever the list for this history key is modified, the
#   combobox widget will be updated.
#
proc ::utils::history::SetCombobox {key cbWidget} {
  set ::utils::history::comboboxWidget($key) $cbWidget
  RefillCombobox $key
}


# ::utils::history::SetCombobox
#
#   Refills the history list of the combobox associated with the specified
#   history key, if there is one.
#
proc ::utils::history::RefillCombobox {key} {
  variable comboboxWidget
  
  set cbWidget [GetCombobox $key]
  if {$cbWidget == ""} { return }
  
  # If the combobox widget is part of a dialog which is generated as needed,
  # it may not exist right now:
  if {! [winfo exists $cbWidget]} { return }
  
  $cbWidget delete 0 end
  set entries [GetList $key]
  $cbWidget configure -values $entries
}


# ::utils::history::Save
#   Saves the combobox history file, reporting any error in a message box
#   if reportError is true.
#
proc ::utils::history::Save {{reportError 0}} {
  variable listData
  
  set f {}
  set filename [scidConfigFile history]
  
  if  {[catch {open $filename w} f]} {
    if {$reportError} {
      tk_messageBox -title "Scid" -type ok -icon warning \
          -message "Unable to write file: $filename\n$f"
    }
    return
  }
  
  puts $f "# Scid [sc_info version] combobox history lists"
  puts $f ""
  foreach i [lsort [array names listData]] {
    puts $f "set ::utils::history::listData($i) [list $listData($i)]"
  }
  close $f
}

# The following paned window code is loosely based on code from the book:
#
#  Effective Tcl/Tk Programming
#     Mark Harrison, DSC Communications Corp.
#     Michael McLennan, Bell Labs Innovations for Lucent Technologies
#     Addison-Wesley Professional Computing Series
#  Copyright (c) 1996-1997  Lucent Technologies Inc. and Mark Harrison
#
# Many modifications and improvements for use in Scid have been made,
# including namespacing the code.

namespace eval ::utils::pane {}

array set ::utils::pane::_data {}

# Create
#
#   Create a paned window.
#
proc ::utils::pane::Create {win pane1 pane2 width height {ratio 0.5} {orient vert}} {
  variable _data
  set _data($win,1) $pane1
  set _data($win,2) $pane2
  set _data($win,drag) 1
  set vertical 1
  if {[string index $orient 0] == "h"} { set vertical 0 }
  set _data($win,vertical) $vertical
  # Default minimum size of each frame is 10%:
  set _data($win,min) 0.1
  set _data($win,max) 0.9

  frame $win -width $width -height $height
  frame $win.$pane1
  frame $win.$pane2
  if {$vertical} {
    place $win.$pane1 -relx 0.5 -rely 0 -anchor n -relwidth 1.0 -relheight 0.5
    place $win.$pane2 -relx 0.5 -rely 1 -anchor s -relwidth 1.0 -relheight 0.5

    frame $win.pane_sash -height 2 -borderwidth 2 -relief groove \
      -cursor sb_v_double_arrow ;# -background black
    place $win.pane_sash -relx 0.5 -rely 0.5 -relwidth 1.0 -anchor c

    frame $win.pane_grip -width 20 -height 7 -borderwidth 1 -relief solid \
      -cursor sb_v_double_arrow -background gray
    place $win.pane_grip -relx 0.95 -rely 0.5 -anchor c
  } else {
    place $win.$pane1 -relx 0 -rely 0.5 -anchor w -relwidth 0.5 -relheight 1.0
    place $win.$pane2 -relx 1 -rely 0.5 -anchor e -relwidth 0.5 -relheight 1.0

    frame $win.pane_sash -width 1 -borderwidth 1 -relief flat \
      -cursor sb_h_double_arrow -background black
    place $win.pane_sash -relx 0.5 -rely 0.5 -relheight 1.0 -anchor c

    frame $win.pane_grip -height 20 -width 7 -borderwidth 1 -relief solid \
      -cursor sb_h_double_arrow -background gray
    place $win.pane_grip -relx 0.5 -rely 0.95 -anchor c
  }

  #bind $win.pane_grip <Enter>           "::utils::pane::Enter $win"
  #bind $win.pane_grip <Leave>           "::utils::pane::Leave $win"
  #bind $win.pane_sash <Enter>           "::utils::pane::Enter $win"
  #bind $win.pane_sash <Leave>           "::utils::pane::Leave $win"

  if {$vertical} { set c "%Y" } else { set c "%X" }
  bind $win.pane_grip <ButtonPress-1>   "::utils::pane::Grab $win"
  bind $win.pane_grip <B1-Motion>       "::utils::pane::Drag $win $c"
  bind $win.pane_grip <ButtonRelease-1> "::utils::pane::Drop $win $c"
  bind $win.pane_sash <ButtonPress-1>   "::utils::pane::Grab $win"
  bind $win.pane_sash <B1-Motion>       "::utils::pane::Drag $win $c"
  bind $win.pane_sash <ButtonRelease-1> "::utils::pane::Drop $win $c"

  ::utils::pane::Divide $win $ratio
  return $win
}

proc ::utils::pane::SetDrag {win bool} {
  set ::utils::pane::_data($win,drag) $bool
}

proc ::utils::pane::SetRange {win min max} {
  set ::utils::pane::_data($win,min) $min
  set ::utils::pane::_data($win,max) $max
}

proc ::utils::pane::Enter {win} {
  $win.pane_sash configure -background yellow
  $win.pane_grip configure -background yellow
}

proc ::utils::pane::Leave {win} {
  $win.pane_sash configure -background black
  $win.pane_grip configure -background black
}

proc ::utils::pane::Grab {win} {
  $win.pane_sash configure -background red
  $win.pane_grip configure -background red
}

proc ::utils::pane::Drag {win y} {
  variable _data
  set vertical $_data($win,vertical)
  if {$vertical} {
    set realY [expr {$y-[winfo rooty $win]}]
    set Ymax  [winfo height $win]
  } else {
    set realY [expr {$y-[winfo rootx $win]}]
    set Ymax  [winfo width $win]
  }
  set frac [expr {double($realY) / $Ymax}]
  if {$frac < $_data($win,min)} {set frac $_data($win,min)}
  if {$frac > $_data($win,max)} {set frac $_data($win,max)}

  if {$_data($win,drag)} {
    ::utils::pane::Divide $win $frac
  } else {
    if {$vertical} {
      place $win.pane_sash -rely $frac
      place $win.pane_grip -rely $frac
    } else {
      place $win.pane_sash -relx $frac
      place $win.pane_grip -relx $frac
    }
  }
  return $frac
}

proc ::utils::pane::Drop {win y} {
  set frac [::utils::pane::Drag $win $y]
  ::utils::pane::Divide $win $frac
  $win.pane_sash configure -background black
  $win.pane_grip configure -background gray
}

proc ::utils::pane::Divide {win frac} {
  if {$::utils::pane::_data($win,vertical)} {
    place $win.pane_sash -rely $frac
    place $win.pane_grip -rely $frac
    place $win.$::utils::pane::_data($win,1) -relheight $frac
    place $win.$::utils::pane::_data($win,2) -relheight [expr {1.0 - $frac}]
  } else {
    place $win.pane_sash -relx $frac
    place $win.pane_grip -relx $frac
    place $win.$::utils::pane::_data($win,1) -relwidth $frac
    place $win.$::utils::pane::_data($win,2) -relwidth [expr {1.0 - $frac}]
  }
}
### sound.tcl
### Functions for playing sound files to announce moves.
### Part of Scid. Copyright (C) Shane Hudson 2004.
###
### Uses the free Tcl/Tk sound package "Snack", which comes with
### most Tcl distributions. See http://www.speech.kth.se/snack/

### when an other application uses the audio device, no sound can be played. Forces a reset of pending sounds after 5 seconds
### which limits the maximum length of a playable sound

namespace eval ::utils::sound {}

set ::utils::sound::hasSnackPackage 0
set ::utils::sound::isPlayingSound 0
set ::utils::sound::soundQueue {}
set ::utils::sound::soundFiles [list \
    King Queen Rook Bishop Knight CastleQ CastleK Back Mate Promote Check \
    a b c d e f g h x 1 2 3 4 5 6 7 8 move alert]

# soundMap
#
#   Maps characters in a move to sounds.
#   Before this map is used, "O-O-O" is converted to "q" and "O-O" to "k"
#   Also note that "U" (undo) is used for taking back a move.
#
array set ::utils::sound::soundMap {
  K King Q Queen R Rook B Bishop N Knight k CastleK q CastleQ
  x x U Back # Mate = Promote  + Check alert alert
  a a b b c c d d e e f f g g h h
  1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8
} 


# ::utils::sound::Setup
#
#   Called once at startup to load the Snack package and set up sounds.
#
proc ::utils::sound::Setup {} {
  variable hasSnackPackage
  variable soundFiles
  variable soundFolder
  
  ::splash::add "Setting up audio move announcement..."
  if {[catch {package require snack 2.0}]} {
    set hasSnackPackage 0
    ::splash::add "    Move speech disabled - Snack sound package not found"
    return
  }
  
  ::splash::add "    Move speech enabled - Snack sound package found"
  set hasSnackPackage 1
  
  # Set up sounds. Each sound will be empty until a WAV file for it is found.
  foreach soundFile $soundFiles {
    ::snack::sound sound_$soundFile
  }
  
  set numSounds [::utils::sound::ReadFolder]
  set numSought [llength $soundFiles]
  ::splash::add "Searching sounds folder for move announcement sounds..."
  ::splash::add "   Found $numSounds of $numSought sound files in $soundFolder"
}


# ::utils::sound::ReadFolder
#
#   Reads sound files from the specified directory.
#   Returns the number of Scid sound files found in that directory.
#
proc ::utils::sound::ReadFolder {{newFolder ""}} {
  variable soundFiles
  variable soundFolder
  
  if {$newFolder != ""} { set soundFolder "" }
  
  set count 0
  foreach soundFile $soundFiles {
    set f [file join $soundFolder $soundFile.wav]
    if {[file readable $f]} {
      sound_$soundFile configure -file $f
      incr count
    }
  }
  return $count
}



proc ::utils::sound::AnnounceMove {move} {
  variable hasSnackPackage
  variable soundMap
  
  if {! $hasSnackPackage} { return }
  
  if {[string range $move 0 4] == "O-O-O"} { set move q }
  if {[string range $move 0 2] == "O-O"} { set move k }
  set move [::untrans $move]
  set parts [split $move ""]
  set soundList {}
  foreach part $parts {
    if {[info exists soundMap($part)]} {
      lappend soundList sound_$soundMap($part)
    }
  }
  if {[llength $soundList] > 0} {
    CancelSounds
    foreach s $soundList {
      PlaySound $s
    }
  }
}


proc ::utils::sound::AnnounceNewMove {move} {
  if {$::utils::sound::announceNew} { AnnounceMove $move }
}


proc ::utils::sound::AnnounceForward {move} {
  if {$::utils::sound::announceForward} { AnnounceMove $move }
}


proc ::utils::sound::AnnounceBack {} {
  if {$::utils::sound::announceBack} { AnnounceMove U }
}


proc ::utils::sound::SoundFinished {} {
  after cancel ::utils::sound::CancelSounds
  set ::utils::sound::isPlayingSound 0
  CheckSoundQueue
}


proc ::utils::sound::CancelSounds {} {
  if {! $::utils::sound::hasSnackPackage} { return }
  
  snack::audio stop
  set ::utils::sound::soundQueue {}
  set ::utils::sound::isPlayingSound 0
}

################################################################################
#
################################################################################
proc ::utils::sound::PlaySound {sound} {
  if {! $::utils::sound::hasSnackPackage} { return }
  lappend ::utils::sound::soundQueue $sound
  after idle ::utils::sound::CheckSoundQueue
}

# ::utils::sound::CheckSoundQueue
#
#   Starts playing the next available sound, if there is one waiting
#   and no sound is currently playing. Called whenever a sound is
#   added to the queue or a sound has finished playing.
#
proc ::utils::sound::CheckSoundQueue {} {
  variable soundQueue
  variable isPlayingSound
  if {$isPlayingSound} { return }
  if {[llength $soundQueue] == 0} { return }
  
  set next [lindex $soundQueue 0]
  set soundQueue [lrange $soundQueue 1 end]
  set isPlayingSound 1
  catch { $next play -blocking 0 -command ::utils::sound::SoundFinished }
  after 5000 ::utils::sound::CancelSounds
}


# ::utils::sound::OptionsDialog
#
#   Dialog window for configuring move sounds.
#
#   TODO: language translations for this dialog.
#
proc ::utils::sound::OptionsDialog {} {
  set w .soundOptions
  
  foreach v {soundFolder announceNew announceForward announceBack} {
    set ::utils::sound::${v}_temp [set ::utils::sound::$v]
  }
  
  toplevel $w
  wm title $w "Scid: Sound Options"
  # wm transient $w .
  
  
  label $w.status -text ""
  if {! $::utils::sound::hasSnackPackage} {
    $w.status configure -text "Scid could not find the Snack audio package at startup; Sound is disabled."
    pack $w.status -side bottom
  }
  pack [frame $w.b] -side bottom -fill x -pady 2
  pack [frame $w.f -relief groove -borderwidth 2] \
      -side top -fill x -padx 5 -pady 5 -ipadx 4 -ipady 4
  
  set f $w.f
  set r 0
  
  label $f.ftitle -text $::tr(SoundsFolder) -font font_Bold
  grid $f.ftitle -row $r -column 0 -columnspan 3 -pady 4
  incr r
  
  entry $f.folderEntry -width 40 -textvariable ::utils::sound::soundFolder_temp
  grid $f.folderEntry -row $r -column 0 -columnspan 2 -sticky we
  button $f.folderBrowse -text " $::tr(Browse)... " \
      -command ::utils::sound::OptionsDialogChooseFolder
  grid $f.folderBrowse -row $r -column 2
  incr r
  
  label $f.folderHelp -text $::tr(SoundsFolderHelp)
  grid $f.folderHelp -row $r -column 0 -columnspan 3
  incr r
  
  grid [frame $f.gap$r -height 5] -row $r -column -0; incr r
  
  label $f.title -text $::tr(SoundsAnnounceOptions) -font font_Bold
  grid $f.title -row $r -column 0 -columnspan 3 -pady 4
  incr r
  
  checkbutton $f.announceNew -text $::tr(SoundsAnnounceNew) \
      -variable ::utils::sound::announceNew_temp
  grid $f.announceNew -row $r -column 0 -columnspan 2 -sticky w
  incr r
  
  grid [frame $f.gap$r -height 5] -row $r -column -0; incr r
  
  checkbutton $f.announceForward -text $::tr(SoundsAnnounceForward) \
      -variable ::utils::sound::announceForward_temp
  grid $f.announceForward -row $r -column 0 -columnspan 2 -sticky w
  incr r
  
  grid [frame $f.gap$r -height 5] -row $r -column -0; incr r
  
  checkbutton $f.announceBack -text $::tr(SoundsAnnounceBack) \
      -variable ::utils::sound::announceBack_temp
  grid $f.announceBack -row $r -column 0 -columnspan 2 -sticky w
  incr r
  
  dialogbutton $w.b.ok -text OK -command ::utils::sound::OptionsDialogOK
  dialogbutton $w.b.cancel -text $::tr(Cancel) -command [list destroy $w]
  packbuttons right $w.b.cancel $w.b.ok
  bind $w <Return> [list $w.b.ok invoke]
  bind $w <Escape> [list $w.b.cancel invoke]
  ::utils::win::Centre $w
  wm resizable $w 0 0
  raiseWin $w
  grab $w
  focus $w.f.folderEntry
}

proc ::utils::sound::OptionsDialogChooseFolder {} {
  set newFolder [tk_chooseDirectory \
      -initialdir $::utils::sound::soundFolder_temp \
      -parent .soundOptions \
      -title "Scid: $::tr(SoundsFolder)"]
  if {$newFolder != ""} {
    set ::utils::sound::soundFolder_temp [file nativename $newFolder]
  }
}

proc ::utils::sound::OptionsDialogOK {} {
  variable soundFolder
  
  # Destroy the Sounds options dialog
  set w .soundOptions
  catch {grab release $w}
  destroy $w
  
  set isNewSoundFolder 0
  if {$soundFolder != $::utils::sound::soundFolder_temp} {
    set isNewSoundFolder 1
  }
  
  # Update the user-settable sound variables:
  foreach v {soundFolder announceNew announceForward announceBack} {
    set ::utils::sound::$v [set ::utils::sound::${v}_temp]
  }
  
  # If the user selected a different folder to look in, read it
  # and tell the user how many sound files were found there.
  
  if {$isNewSoundFolder  &&  $soundFolder != ""} {
    set numSoundFiles [::utils::sound::ReadFolder]
    tk_messageBox -title "Scid: Sound Files" -type ok -icon info \
        -message "Found $numSoundFiles of [llength $::utils::sound::soundFiles] sound files in $::utils::sound::soundFolder"
  }
}


# Read the sound files at startup:

::utils::sound::Setup

# ::utils::string::Surname
#
#   Returns the surname of a player name.
#
proc ::utils::string::Surname {name} {
  set idx [string first "," $name]
  if {$idx > 0} { set name [string range $name 0 [expr {$idx - 1} ]] }
  return $name
}


proc ::utils::string::CityName {siteName} {
  regsub { [A-Z][A-Z][A-Z]$} $siteName "" siteName
  return [string trim [::utils::string::Surname $siteName]]
}


# ::utils::string::Capital
#
#    Returns a string with the first character capitalised.
#
proc ::utils::string::Capital {str} {
  set s [string toupper [string index $str 0]]
  append s [string range $str 1 end]
  return $s
}

# PadLeft
#
#   Given a string and a length, pads the string with padChar to have
#   the required length.
#
proc ::utils::string::PadLeft {str length {padChar " "}} {
  set s $str
  for {set actual [string length $s]} {$actual < $length} {incr actual} {
    append s $padChar
  }
  return $s
}

# Pad
#
#   Same as PadLeft.
#
proc ::utils::string::Pad {str length {padChar " "}} {
  return [::utils::string::PadLeft $str $length $padChar]
}

# PadRight
#
#   Like PadLeft, but adds the padding characters to the start of the string.
#
proc ::utils::string::PadRight {str length {padChar " "}} {
  set s $str
  for {set actual [string length $s]} {$actual < $length} {incr actual} {
    set s "$padChar$s"
  }
  return $s
}

# PadCenter
#
#   Like PadLeft and PadRight, but centers the specified string.
#
proc ::utils::string::PadCenter {str length {padChar " "}} {
  set pre 1
  set s $str
  for {set actual [string length $s]} {$actual < $length} {incr actual} {
    if {$pre} {
      set s "$padChar$s"
      set pre 0
    } else {
      append s $padChar
      set pre 1
    }
  }
  return $s
}

###
#
# ToolTips
#

namespace eval ::utils::tooltip {}

set ::utils::tooltip::showToolTips 1
set ::utils::tooltip::time 0
set ::utils::tooltip::enteredWidget {}
set ::utils::tooltip::tooltipDelay 400
set ::utils::tooltip::tooltipWidth 30

array set ::utils::tooltip::message {}

# Construct tooltip window:
#
toplevel .tooltip
label .tooltip.text -relief solid -borderwidth 1 -justify left \
    -background #f5f5f5 -padx 3 -pady 1 -font font_Tiny
pack .tooltip.text -side left
wm overrideredirect .tooltip 1
if { $macOS }  {
  ::tk::unsupported::MacWindowStyle style .tooltip help none
}
bind .tooltip <Button-1> { wm withdraw .tooltip }
wm withdraw .tooltip


# ::utils::tooltip::Set
#
#   Set the tooltip message for <button> to be <msg>
#
proc ::utils::tooltip::Set { button msg } {
  variable message
  set msg [string trim $msg]
  if {$msg == ""} { return }
  regsub {\\n} $msg "\n" msg
  set msg [::utils::tooltip::trimWidth $msg]
  set message($button) $msg
  bind $button <Any-Enter> +[list ::utils::tooltip::Enter $button]
  bind $button <Any-Leave> +[list ::utils::tooltip::Leave $button]
}

# ::utils::tooltip::SetTag
#
#   remove a tooltip message for a given button
#
proc ::utils::tooltip::UnSet { button } {
  variable message
  if { [info exists ::utils::tooltip::message($button)] } {
	  unset message($button)
	  bind $button <Any-Enter> ""
	  bind $button <Any-Leave> ""
  }
}

# ::utils::tooltip::SetTag
#
#   Set the tooltip message for a text with tag <tag> to be <msg>
#
proc ::utils::tooltip::SetTag { text_widget msg tag } {
  variable message
  set msg [string trim $msg]
  if {$msg == ""} { return }
  regsub {\\n} $msg "\n" msg
  set msg [::utils::tooltip::trimWidth $msg]
  set message(${tag}_$text_widget) $msg
  $text_widget tag bind $tag <Any-Enter> +[list ::utils::tooltip::Enter ${tag}_$text_widget]
  $text_widget tag bind $tag <Any-Leave> +[list ::utils::tooltip::Leave ${tag}_$text_widget]
}

# ::utils::tooltip::Enter
#
#   Handles the mouse entering a button which has a tooltip.
#
proc ::utils::tooltip::Enter {button} {
  variable showToolTips
  variable enteredWidget
  variable tooltipDelay
  
  if {! $showToolTips} { return }
  set enteredWidget $button
  after $tooltipDelay [list ::utils::tooltip::Check $button]
}


# ::utils::tooltip::Check
#
#   Called a set time after the mouse has entered a button with a
#   tooltip, to check if it is still there. If so, the tooltip
#   message is displayed.
#
proc ::utils::tooltip::Check {button} {
  variable enteredWidget
  
  if {$enteredWidget != $button} {
    # The mouse cursor has moved somewhere else; display no tooltip
    return
  }
  
  if {! [info exists ::utils::tooltip::message($button)]} { return }
  
  .tooltip.text configure -text [tr $::utils::tooltip::message($button)]
  set x [winfo pointerx .]
  set y [winfo pointery .]
  incr x 10
  incr y 4
  catch {wm transient .tooltip [winfo toplevel $button]}
  
  # make the tooltip visible
  set maxw [ winfo vrootwidth .]
  set maxh [ winfo vrootheight .]
  set w [winfo reqwidth .tooltip]
  set h [winfo reqheight .tooltip]
  if { [expr $x + $w] > $maxw } {
    set x [expr $maxw - $w]
  }
  if { [expr $y + $h] > $maxh } {
    set y [expr $maxh - $h]
  }
  
  catch {wm geometry .tooltip +$x+$y}
  wm deiconify .tooltip
  raise .tooltip
  
  # Automatically erase tooltip after a short delay
  after 15000 [ list ::utils::tooltip::Leave $button ]
}


# ::utils::tooltip::Leave
#
#   Handles the mouse leaving a button which has a tooltip.
#
proc ::utils::tooltip::Leave {button} {
  after cancel [ list ::utils::tooltip::Leave $button ]
  variable showToolTips
  if {! $showToolTips} { return }
  wm withdraw .tooltip
  after cancel [list ::utils::tooltip::Check $button]
}

# ::utils::tooltip::ToWidth
#
#   Returns the arg with CR every tooltipWidth chars at most
#
proc ::utils::tooltip::trimWidth { msg } {
  set ret ""
  foreach line [split $msg "\n"] {
    
    if {[string length $line] < $::utils::tooltip::tooltipWidth} {
      append ret "$line\n"
      continue
    } else  {
      # must split the line
      set words [split $line " "]
      
      while {[llength $words] > 0} {
        set tmp [lindex $words 0]
        set words [lreplace $words 0 0]
        while {[string length "$tmp [lindex $words 0]"] < $::utils::tooltip::tooltipWidth && [llength $words] > 0} {
          append tmp " " [lindex $words 0]
          set words [lreplace $words 0 0]
        }
        append ret $tmp "\n"
      }
      
    }
  }
  return [string trim $ret]
}


# ::utils::validate::Integer
#
#   Used to check the size of integers in entry boxes.
#
proc ::utils::validate::Integer {maxValue allowQuestionMarks name el op} {
  global $name ${name}_old
  if {[string comp {} $el]} {
    set old  ${name}_old\($el\)
    set name $name\($el\)
  } else {
    set old ${name}_old
  }

  if {$allowQuestionMarks > 0} {
    if {[regexp {^\?*$} [set $name]]} {
      # Accept this value:
      set $old [set $name]
      return
    }
  }

  # Only non-negative integers up to maxValue are allowed, unless the
  # value is negative:
  set allowNegatives 0
  if {$maxValue < 0} {
    set allowNegatives 1
    set maxValue [expr {0 - $maxValue}]
  }

  if {$allowNegatives} {
    if {![regexp {^[-+]?[0-9]*$} [set $name]]} {
      set $name [set $old]
      bell
      return
    }
  } else {
    if {![regexp {^[+]?[0-9]*$} [set $name]]} {
      set $name [set $old]
      bell
      return
    }
  }
  if {[set $name] > $maxValue} {
    set $name [set $old]
    bell
    return
  }
  #if {[expr {0 - [set $name]}] < [expr {0 - $maxValue}]} {
  #  set $name [set $old]
  #  bell
  #  return
  #}
  set $old [set $name]
}



# ::utils::validate::Date
#
#    Used to check the validity of a date string as it is entered.
#
proc ::utils::validate::Date {name el op} {
  global $name ${name}_old
  set old ${name}_old
  if {![sc_info validDate [set $name]]} {
    set $name [set $old]
    bell
    return
  }
  set $old [set $name]
}

# ::utils::validate::Result
#
#    Used to check the validity of a result entrybox value.
#    Result can be empty, "1", "0", "=", or "*".
#
proc ::utils::validate::Result {name el op} {
  global $name ${name}_old
  set old ${name}_old
  if {![regexp {^[1|0|=|\*]?$} [set $name]]} {
    set $name [set $old]
    bell
    return
  }
  set $old [set $name]
}

# ::utils::validate::Alpha
#
#    Used to check that an entrybox contains only letters.
#
proc ::utils::validate::Alpha {name el op} {
  global $name ${name}_old
  set old ${name}_old
  if {![regexp {^[A-Za-z]*$} [set $name]]} {
    set $name [set $old]
    bell
    return
  }
  set $old [set $name]

}

# ::utils::validate::Regexp
#
#    Used to check the validity of an entrybox given a regular expression.
#    Used to verify a file is "a-h", for example.
#
proc ::utils::validate::Regexp {expression name el op} {
  global $name ${name}_old
  set old ${name}_old
  if {![regexp $expression [set $name]]} {
    set $name [set $old]
    bell
    return
  }
  set $old [set $name]
}

# ::utils::validate::roundScale
# will round var to the next integer which is a multiple of tickinterval
# given its current value
proc ::utils::validate::roundScale { var tickinterval value } {
  set $var [expr int($value/$tickinterval ) * $tickinterval]
}

# ::utils::validate::floatScale
# returns a float value with 1 decimal
proc ::utils::validate::floatScale { var tickinterval value } {
  set $var [format "%.1f" [expr ($value/$tickinterval ) * $tickinterval] ]
}

# ::utils::win::Centre
#
#   Centres a window on the screen.
#
proc ::utils::win::Centre {w} {
  if { $::docking::USE_DOCKING } { return }
  wm withdraw $w
  update idletasks
  set x [expr {[winfo screenwidth $w]/2 - [winfo reqwidth $w]/2 \
        - [winfo vrootx .]}]
  set y [expr {[winfo screenheight $w]/2 - [winfo reqheight $w]/2 \
        - [winfo vrooty .]}]
  wm geom $w +$x+$y
  wm deiconify $w
}

################################################################################
#
#     DockingFramework
#
#     Code is inspired by
#     http://wiki.tcl.tk/21846
#     which is published under BSD license
#
################################################################################

namespace eval docking {
  # associates notebook to paned window
  variable tbs
  
  # keep tracks of active tab for each notebook
  array set activeTab {}
  # associates notebook with a boolean value indicating the tab has changed
  array set changedTab {}
  
  variable tbcnt 0
  array set notebook_name {}
  
  # redraw takes some time : skip some events
  variable lastConfigureEvent 0
  variable deltaConfigureEvent 400
  
  # set to 1 to inhibit autostart of engines when restoring the default layout at startup
  set restore_running 0
}

################################################################################
proc ::docking::handleConfigureEvent { cmd } {
  variable lastConfigureEvent
  variable deltaConfigureEvent
  
  after cancel "eval $cmd"
  set t [clock clicks -milliseconds]
  
  if {  [expr $t - $lastConfigureEvent ] < $deltaConfigureEvent } {
    after [ expr $deltaConfigureEvent + $lastConfigureEvent -$t ] "eval $cmd"
  } else  {
    set lastConfigureEvent $t
    eval $cmd
    # Necessary on MacOs to refresh user interface
    # update idletasks
  }
}
################################################################################
# find notebook, corresponding to path
proc ::docking::find_tbn {path} {
  variable tbs
  
  if {$path==""} { return $path }
  # already a managed notebook?
  if {[info exists tbs($path)]} {
    return $path
  }
  # managed notebooks have the form .toplevel.tbn#
  # pages within notebooks should also have the path .toplevel.page#
  set spath [split $path "."]
  if {[winfo toplevel $path]=="."} {
    set path [join [lrange $path 0 1] "."]
  } else {
    set path [join [lrange $path 0 2] "."]
  }
  
  # is it a managed notebook?
  if {[info exists tbs($path)]} {
    return $path
  }
  
  # try to find notebook that manages this page
  foreach tb [array names tbs] {
    if {[get_class $tb] != "TNotebook"} {
      continue
    }
    if {[lsearch -exact [$tb tabs] $path]>=0} {
      return $tb
    }
  }
  
  return {}
}

################################################################################
# added paned window of other direction, move a notebook there and create a new notebook
proc ::docking::embed_tbn {tbn anchor} {
  variable tbcnt
  variable tbs
  set pw $tbs($tbn)
  if {$anchor=="w" || $anchor=="e"} {
    set orient "horizontal"
  } else {
    set orient "vertical"
  }
  # create new paned window
  set npw [ttk::panedwindow $pw.pw$tbcnt -orient $orient  ]
  incr tbcnt
  # move old notebook
  set i [lsearch -exact [$pw panes] $tbn]
  $pw forget $tbn
  if {$i>=[llength [$pw panes]]} {
    $pw add $npw -weight 1
  } else {
    $pw insert $i $npw -weight 1
  }
  # add new notebook
  set ntb [ttk::notebook [winfo toplevel $pw].tb$tbcnt]
  incr tbcnt
  set tbs($tbn) $npw
  set tbs($ntb) $npw
  # make sure correct order
  if {$anchor=="n" || $anchor=="w"} {
    $npw add $ntb -weight 1
    $npw add $tbn -weight 1
  } else {
    $npw add $tbn -weight 1
    $npw add $ntb -weight 1
  }
  return $ntb
}

################################################################################
# add a new notebook to the side anchor of the notebook tbn
proc ::docking::add_tbn {tbn anchor} {
  variable tbcnt
  variable tbs
  
  set pw $tbs($tbn)
  set orient [$pw cget -orient]
  
  # if orientation of the uplevel panedwindow is consistent with anchor, just add the pane
  if {$orient=="horizontal" && ($anchor=="w" || $anchor=="e")} {
    set i [lsearch -exact [$pw panes] $tbn]
    if {$anchor=="e"} { incr i }
    set tbn [ttk::notebook [winfo toplevel $pw].tb$tbcnt]
    incr tbcnt
    set tbs($tbn) $pw
    if {$i>=[llength [$pw panes]]} {
      $pw add $tbn -weight 1
    } else {
      $pw insert $i $tbn -weight 1
    }
  } elseif {$orient=="vertical" && ($anchor=="n" || $anchor=="s")} {
    set i [lsearch -exact [$pw panes] $tbn]
    if {$anchor=="s"} { incr i}
    set tbn [ttk::notebook [winfo toplevel $pw].tb$tbcnt]
    incr tbcnt
    set tbs($tbn) $pw
    if {$i>=[llength [$pw panes]]} {
      $pw add $tbn -weight 1
    } else {
      $pw insert $i $tbn -weight 1
    }
  } else {
    # orientation of the uplevel panedwindow is opposite to the anchor
    # need to add new panedwindow
    set tbn [embed_tbn $tbn $anchor]
  }
  return $tbn
}

################################################################################
proc ::docking::get_class {path} {
  if {![winfo exists $path]} {
    return ""
  }
  return [lindex [bindtags $path] 1]
}

################################################################################
# always keep .pw paned window
proc ::docking::_cleanup_tabs {srctab} {
  variable tbs
  
  # if srctab is empty, then remove it
  if {[llength [$srctab tabs]]==0} {
    destroy $srctab
    set pw $tbs($srctab)
    unset tbs($srctab)
    
    while {[llength [$pw panes]]==0} {
      set parent [winfo parent $pw]
      
      if {$pw == ".pw"} {
        break
      }
      destroy $pw
      set pw $parent
    }
    
  }
}
################################################################################
# cleans up a window when it was closed without calling the notebook menu
proc ::docking::cleanup { w { origin "" } } {
  variable tbs
  
  if { ! $::docking::USE_DOCKING } { return }

  # if the destroy event came from a sub-widget, do nothing. Necessary because if a widget is destroyed, it sends a destroy event to
  # its containing window
  if { [ string last "." $origin ] > 0 } {
    return
  }
  
  set dockw ".fdock[string range $w 1 end]"
  
  catch {
    bind $w <Destroy> {}
    bind $dockw <Destroy> {}
  }
  
  # Maybe during Scid closing, some race conditions lead to exceptions ? In case, catch this by default
  catch {
    foreach nb [array names tbs] {
      if { [lsearch  [$nb tabs] $dockw ] != -1 } {
        $nb forget $dockw
        destroy $dockw
        ::docking::_cleanup_tabs $nb
        return
      }
    }
  }
  
  # Make sure the frame is destroyed
  if { [winfo exists $dockw]} {
    destroy $dockw
  }
  
  array unset ::docking::notebook_name $dockw
  
}
################################################################################
proc ::docking::isUndocked { w } {
  set w ".fdock[string range $w 1 end]"
  return [info exists ::docking::notebook_name($w)]
}
################################################################################
proc ::docking::move_tab {srctab dsttab} {
  variable tbs
  # move tab
  set f [$srctab select]
  set o [$srctab tab $f]
  $srctab forget $f
  eval $dsttab add $f $o
  raise $f
  $dsttab select $f
  _cleanup_tabs $srctab
}

variable ::docking::c_path {}

################################################################################
proc ::docking::start_motion {path} {
  variable c_path
  if {[winfo exists .ctxtMenu]} {
    destroy .ctxtMenu
  }
  if {$path!=$c_path} {
    set c_path [find_tbn $path]
  }
}
################################################################################
proc ::docking::motion {path} {
  variable c_path
  if {$c_path==""} { return }
  
  $c_path configure -cursor exchange
}
################################################################################
proc ::docking::end_motion {w x y} {
  variable c_path
  
  bind TNotebook <ButtonRelease-1> [namespace code {::docking::show_menu %W %X %Y}]
  
  if {$c_path==""} { return }
  set path [winfo containing $x $y]
  if {$path == ""} {
    return
  }
  $path configure -cursor {}
  
  set t [find_tbn $path]
  if {$t!=""} {
    if {$t==$c_path} {
      # we stayed on the same notebook, so display the menu
      show_menu $w $x $y
      
      if {[$c_path identify [expr $x-[winfo rootx $c_path]] [expr $y-[winfo rooty $c_path]]]!=""} {
        set c_path {}
        return
      }
    }
    if {$t!=$c_path} {
      move_tab $c_path $t
    }
  }
  set c_path {}
  
  setTabStatus
  
}
################################################################################
proc ::docking::show_menu { path x y} {
  variable c_path
  
  if {[winfo exists .ctxtMenu]} {
    destroy .ctxtMenu
  }
  
  if {$path!=$c_path} {
    set c_path [find_tbn $path]
  }
  
  # HACK ! Because notebooks may also be used inside internal windows
  if {! [info exists ::docking::changedTab($c_path)] } {
    return
  }
  
  # display window's menu (workaround for windows where the menu
  # of embedded toplevels is not displayed. The menu must be of the form $w.menu
  
  # if the tab has changed, don't display the menu at once (wait a second click)
  if { $::docking::changedTab($c_path) == 1 } {
    set ::docking::changedTab($c_path) 0
  } else  {
    # the tab was already active, show the menu
    set f [$c_path select]
    set m [getMenu $f]
    if { [winfo exists $m] } {
      tk_popup $m [winfo pointerx .] [winfo pointery .]
    }
  }
  
}
################################################################################
# returns the menu name of a toplevel window (must be in the form $w.menu)
# f is the frame embedding the toplevel (.fdock$w)
proc  ::docking::getMenu  {f} {
  if { [scan $f ".fdock%s" tl] != 1 || $f == ".fdockmain"} {
    return ""
  }
  return ".$tl.menu"
}
################################################################################
# Toggles menu visibility
# f is the frame embedding the toplevel (.fdock$w)
proc ::docking::setMenuVisibility  { f show } {
  
  if { [scan $f ".fdock%s" tl] != 1 || $f == ".fdockmain"} {
    return
  }
  set tl ".$tl"
  
  if { $show == "true" || $show == "1" } {
    $tl configure -menu "$tl.menu"
  } else  {
    $tl configure -menu {}
  }
  
}

################################################################################
proc  ::docking::tabChanged  {path} {
  update
  
  # HACK ! Because notebooks may also be used inside internal windows
  if { ! [ info exists ::docking::activeTab($path)] } {
    return
  }
  if { [$path select] != $::docking::activeTab($path)} {
    set ::docking::activeTab($path) [$path select]
    set ::docking::changedTab($path) 1
  }
}

################################################################################

bind TNotebook <ButtonRelease-1> {::docking::show_menu %W %X %Y}

bind TNotebook <ButtonPress-1> +[ list ::docking::start_motion %W ]

bind TNotebook <B1-Motion> {
  ::docking::motion %W
  bind TNotebook <ButtonRelease-1> {::docking::end_motion %W %X %Y}
}

bind TNotebook <Escape> {
  if {[winfo exists .ctxtMenu]} {
    destroy .ctxtMenu
  }
}

bind TNotebook <ButtonPress-$::MB3> {::docking::ctx_menu %W}
bind TNotebook <<NotebookTabChanged>> {::docking::tabChanged %W}

################################################################################
#
################################################################################
proc ::docking::ctx_cmd {path anchor} {
  variable c_path
  
  if {$path!=$c_path} {
    set c_path [find_tbn $path]
  }
  
  if {$c_path==""} {
    puts "WARNING c_path null in ctx_cmd"
    return
  }
  
  set tbn [add_tbn $path $anchor]
  move_tab $c_path $tbn
  
  set c_path {}
  
  setTabStatus
}
################################################################################
proc ::docking::ctx_menu {w} {
  
  # HACK ! Because notebooks may also be used inside internal windows
  if {! [info exists ::docking::changedTab($w)] } {
    return
  }
  
  update idletasks
  set mctxt .ctxtMenu
  if { [winfo exists $mctxt] } {
    destroy $mctxt
  }
  
  menu $mctxt -tearoff 0
  set state "normal"
  if { [llength [$w tabs]] == "1"} {
    set state "disabled"
  }
  $mctxt add command -label [ ::tr DockTop ] -state $state -command "::docking::ctx_cmd $w n"
  $mctxt add command -label [ ::tr DockBottom ] -state $state -command "::docking::ctx_cmd $w s"
  $mctxt add command -label [ ::tr DockLeft ] -state $state -command "::docking::ctx_cmd $w w"
  $mctxt add command -label [ ::tr DockRight ] -state $state -command "::docking::ctx_cmd $w e"
  $mctxt add separator
  # Main board can not be closed or undocked
  if { [$w select] != ".fdockmain" } {
    $mctxt add command -label [ ::tr Undock ] -command "::docking::undock $w"
    $mctxt add command -label [ ::tr Close ] -command " ::docking::close $w"
  } else {
    $mctxt add checkbutton -label [::tr "showGameInfo"] -variable ::showGameInfo -command ::toggleGameInfo
    $mctxt add checkbutton -label [::tr "autoResizeBoard"] -variable ::autoResizeBoard -command ::docking::toggleAutoResizeBoard
  }
  tk_popup $mctxt [winfo pointerx .] [winfo pointery .]
}
################################################################################
proc ::docking::toggleAutoResizeBoard {} {
  ::resizeMainBoard
  set m .menu.options.board
  
  if {$::autoResizeBoard} {
    $m entryconfigure 0 -state disabled
  } else  {
    $m entryconfigure 0 -state normal
  }
}
################################################################################
proc ::docking::close {w} {
  set tabid [$w select]
  $w forget $tabid
  
  destroy $tabid
  _cleanup_tabs $w
  setTabStatus
}
################################################################################
proc ::docking::undock {srctab} {
  variable tbs
  if {[llength [$srctab tabs]]==1 && [llength [array names tbs]]==1} { return }
  
  set f [$srctab select]
  
  set name [$srctab tab $f -text]
  set o [$srctab tab $f]
  
  $srctab forget $f
  _cleanup_tabs $srctab
  
  wm manage $f
  
  setMenuVisibility $f true
  
  wm title $f $name
  
  # Uncomment this code to dock windows that have been previously undocked
  # wm protocol $f WM_DELETE_WINDOW [namespace code [list __dock $f]]
  
  wm deiconify $f
  set ::docking::notebook_name($f) [list $srctab $o]
  setTabStatus
}

################################################################################
proc ::docking::__dock {wnd} {
  variable tbs
  
  setMenuVisibility $wnd false
  
  set name [wm title $wnd]
  wm withdraw $wnd
  wm forget $wnd
  
  set d  $::docking::notebook_name($wnd)
  
  set dsttab [lindex $d 0]
  set o [lindex $d 1]
  
  if {![winfo exists $dsttab]} {
    set dsttab [lindex [array names tbs] 0]
  }
  eval $dsttab add $wnd $o
  raise $wnd
  $dsttab select $wnd
}

################################################################################
proc ::docking::add_tab {path anchor args} {
  variable tbs
  
  if { $::docking::layout_dest_notebook == ""} {
    # scan all tabs to find the most suitable
    set dsttab {}
    
    foreach tb [array names tbs] {
      set x [winfo rootx $tb]
      set y [winfo rooty $tb]
      set w [winfo width $tb]
      set h [winfo height $tb]
      switch $anchor {
        n { set rel {$y < $_y} }
        w { set rel {$x < $_x} }
        s { set rel {$y > $_y} }
        e { set rel {$x > $_x} }
      }
      if {$dsttab==""} {
        set dsttab $tb
        set _x $x
        set _y $y
      } elseif { [expr $rel] } {
        set dsttab $tb
        set _x $x
        set _y $y
      }
    }
  } else  {
    set dsttab $::docking::layout_dest_notebook
  }
  
  set title $path
  eval [list $dsttab add $path] $args -text "$title"
  setMenuMark $dsttab $path
  $dsttab select $path
}
################################################################################
# display a blue triangle showing the tab has a menu associated
proc ::docking::setMenuMark { nb tab} {
  if { $tab == ".fdockpgnWin" || [string match "\.fdocktreeWin*" $tab] || $tab == ".fdockccWindow" || \
        $tab == ".fdockoprepWin" } {
    $nb tab $tab -image tb_menu -compound left
  }
}
################################################################################
# Layout management
################################################################################

set ::docking::layout_tbcnt 0

# associates pw -> notebook list
array set ::docking::layout_notebook {}

# associates notebook -> list of tabs
array set ::docking::layout_tabs {}

# the notebook into which to create a new tab
set ::docking::layout_dest_notebook ""

################################################################################
# saves layout (bail out if some windows cannot be restored like FICS)
proc ::docking::layout_save { slot } {
  if {[winfo exists .fics]} {
    tk_messageBox -title Scid -icon question -type ok -message "Cannot save layout with FICS opened"
    return
  }
  if {[winfo exists .oprepWin]} {
    tk_messageBox -title Scid -icon question -type ok -message "Cannot save layout with opening report opened"
    return
  }
  
  # on Windows the geometry is false if the window was maximized (x and y offsets are the ones before the maximization)
  set geometry [wm geometry .]
  set ::docking::layout_list($slot) [list [list "MainWindowGeometry" $geometry] ]
  if {[wm state .] == "zoomed"} {
    if { [scan $geometry "%dx%d+%d+%d" w h x y] == 4 } {
      set geometry "${w}x${h}+0+0"
      set ::docking::layout_list($slot) [list [list "MainWindowGeometry" $geometry "zoomed"] ]
    }
  }

  lappend ::docking::layout_list($slot) [ layout_save_pw .pw ]
}
################################################################################
proc ::docking::layout_save_pw {pw} {
  set ret {}
  
  # record sash position for each panes
  set sashpos {}
  for {set i 0} {$i < [ expr [llength [$pw panes]] -1]} {incr i} {
    lappend sashpos [$pw sashpos $i]
  }
  lappend ret [list $pw [$pw cget -orient ] $sashpos ]
  
  foreach p [$pw panes] {
    if {[get_class $p] == "TNotebook"} {
      lappend ret [list "TNotebook" $p [$p tabs] ]
    }
    if {[get_class $p] == "TPanedwindow"} {
      lappend ret [ list "TPanedwindow" [layout_save_pw $p] ]
    }
  }
  return $ret
}

################################################################################
# restores paned windows and internal notebooks
proc ::docking::layout_restore_pw { data } {
  
  foreach elt $data {
    update idletasks
    
    set type [lindex $elt 0]
    
    if {$type == "MainWindowGeometry"} {
      wm geometry . [lindex $elt 1]
      layout_restore_pw [lindex $data 1]
      if {[lindex $elt 2]  == "zoomed"} {
          if { $::windowsOS || $::macOS } {
              wm state . zoomed
          } else {
              wm attributes . -zoomed
          }
      }
      break
    } elseif {$type == "TPanedwindow"} {
      layout_restore_pw [lindex $elt 1]
      
    } elseif {$type == "TNotebook"} {
      set name [lindex $elt 1]
      set tabs [lindex $elt 2]
      ::docking::layout_restore_nb $pw $name $tabs
      
    } else {
      
      set pw [lindex $elt 0]
      set orient [lindex $elt 1]
      # we have sash geometry
      if {[llength $elt] > 2} {
        lappend ::docking::sashpos [ list $pw [lindex $elt 2] ]
      }
      if { $pw == ".pw"} { continue }
      # build a new pw
      ttk::panedwindow $pw -orient $orient
      
      set parent [string range $pw 0 [expr [string last "." $pw ]-1 ] ]
      $parent add $pw -weight 1
    }
    
  }
  
}
################################################################################
# Sash position
################################################################################
proc ::docking::restoreGeometry {} {
  foreach elt $::docking::sashpos {
    update idletasks
    set pw [lindex $elt 0]
    set sash [lindex $elt 1]
    set i 0
    foreach pos $sash {
      $pw sashpos $i $pos
      incr i
    }
  }
}
################################################################################
# restores a notebook in a pre-existing panedwindow
# panewindow -> pw
# widget name -> name
# data to make tabs -> data (list of names wich can be used to trigger the correct windows)
proc ::docking::layout_restore_nb { pw name tabs} {
  variable tbcnt
  variable tbs
  
  set nb [ttk::notebook $name]
  incr tbcnt
  if {[scan $name ".tb%d" tmp] == 1} {
    if {$tmp >= $tbcnt} {
      set tbcnt [ expr $tmp +1]
    }
  }
  
  set tbs($nb) $pw
  
  $pw add $nb -weight 1
  
  set ::docking::tbs($nb) $pw
  
  set ::docking::layout_dest_notebook $nb
  
  foreach d $tabs {
    
    if { $d == ".fdockmain" } {
      $nb add $d -text $::tr(Board)
      raise $d
    }
    if { $d == ".fdockpgnWin" } { ::pgn::OpenClose ; ::pgn::Refresh 1 }
    if { $d == ".fdockanalysisWin1" } { ::makeAnalysisWin 1 0 }
    if { $d == ".fdockanalysisWin2" } { ::makeAnalysisWin 2 0 }
    if { $d == ".fdockbaseWin" } {  ::windows::switcher::Open }
    if { $d == ".fdockbookWin" } {  ::book::open }
    if { $d == ".fdockecograph" } {  ::windows::eco::OpenClose }
    if { $d == ".fdocktbWin" } { ::tb::Open }
    if { $d == ".fdockcommentWin" } {  ::commenteditor::Open }
    if { $d == ".fdockglistWin" } {::windows::gamelist::Open}
    if { $d == ".fdockccWindow" } {::CorrespondenceChess::CCWindow}
    if { [ scan $d ".fdocktreeWin%d" base ] == 1 } { ::tree::make $base}
  }
  
  # force the selection of first tab
  $nb select [ lindex [ $nb tabs] 0 ]
  
  set ::docking::layout_dest_notebook ""
}

################################################################################
proc ::docking::layout_restore { slot } {
  variable tbcnt
  variable tbs
  bind TNotebook <<NotebookTabChanged>> {}
  
  # if no layout recorded, return
  if { $::docking::layout_list($slot) == {} } {
    return
  }
  
  closeAll {.pw}
  set tbcnt 0
  array set ::docking::notebook_name {}
  array set ::docking::tbs {}
  set ::docking::sashpos {}
  
  layout_restore_pw $::docking::layout_list($slot)
  restoreGeometry
  
  array set ::docking::activeTab {}
  setTabStatus
  
  bind TNotebook <<NotebookTabChanged>> {::docking::tabChanged %W}
  
}
################################################################################
# for every notebook, keeps track of the last selected tab to see if the local menu can be popped up or not
proc ::docking::setTabStatus { } {
  variable tbs
  array set ::docking::activeTab {}
  array set ::docking::changedTab {}
  
  foreach nb [array names tbs] {
    set ::docking::activeTab($nb) [$nb select]
    set ::docking::changedTab($nb) 0
  }
  
}
################################################################################
# erase all mapped windows, except .main
proc ::docking::closeAll {pw} {
  
  foreach p [$pw panes] {
    
    if {[get_class $p] == "TPanedwindow"} {
      ::docking::closeAll $p
    }
    
    if {[get_class $p] == "TNotebook"} {
      foreach tabid [$p tabs] {
        $p forget $tabid
        if {$tabid != ".fdockmain"} {
          destroy $tabid
        }
        _cleanup_tabs $p
      }
    }
  }
  
}

################################################################################
if {$::docking::USE_DOCKING} {
  pack [ttk::panedwindow .pw -orient vertical] -fill both -expand true
  .pw add [ttk::notebook .nb] -weight 1
  
  set docking::tbs(.nb) .pw
  
}

###
### misc.tcl: part of Scid.
### Copyright (C) 2001  Shane Hudson.
### Copyright (C) 2007  Pascal Georges
###
### Miscellaneous routines called by other Tcl functions

################################################################################
# vwait but will timeout after a delay. Var must be fully qualified (::)
################################################################################
proc vwaitTimed { var {delay 0} {warn "warnuser"} } {
  
  proc trigger {var warn} {
    if {$warn == "warnuser"} {
      tk_messageBox -type ok -icon error -parent . -title "Protocol error" -message "vwait timeout for $var"
    }
    set $var 1
  }
  
  if { $delay != 0 } {
    set timerId [after $delay "trigger $var $warn"]
  }
  
  vwait $var
  
  if [info exists timerId] { after cancel $timerId }
  
}

################################################################################
# bindFocusColors:
#   Configures a text or entry widget so it turns lightYellow when it
#   gets the focus, and turns white again when it loses focus.
#
# THIS IS CURRENTLY DISABLED since it works fine with regular entry widgets
# but causes problems with our combobox widgets, not sure why!
#
proc bindFocusColors {w {inColor lightYellow} {outColor white}} {
  $w configure -background $outColor
  #bind $w <FocusIn> "+$w configure -background $inColor"
  #bind $w <FocusOut> "+$w configure -background $outColor"
}


## FROM TK 8.5.9
## ttk::bindMouseWheel $bindtag $command...
#	Adds basic mousewheel support to $bindtag.
#	$command will be passed one additional argument
#	specifying the mousewheel direction (-1: up, +1: down).
#

proc ttk_bindMouseWheel {bindtag callback} {
    switch -- [tk windowingsystem] {
	x11 {
	    bind $bindtag <ButtonPress-4> "$callback -1; break"
	    bind $bindtag <ButtonPress-5> "$callback +1; break"
	}
	win32 {
	    bind $bindtag <MouseWheel> "[append callback { [expr {-(%D/120)}]}]; break"
	}
	aqua {
	    bind $bindtag <MouseWheel> "[append callback { [expr {-(%D)}]} ]; break"
	}
    }
}


# bindMouseWheel:
#   Given a window and a text frame within that window, binds
#   the mouse wheel to scroll the text frame vertically.
#
proc bindMouseWheel {win text} {
  bind $win <MouseWheel> \
      "$text yview scroll \[expr -(%D / 120)\] units"
  if {! $::windowsOS} {
    bind $win <Button-4> [list $text yview scroll -1 units]
    bind $win <Button-5> [list $text yview scroll  1 units]
  }
}

# dialogbuttonframe:
#   Creates a frame that will be shown at the bottom of a
#   dialog window. It takes two parameters: the frame widget
#   name to create, and a list of button args. Each element
#   should contain a widget name, and button arguments.
#
proc dialogbuttonframe {frame buttonlist} {
  ttk::frame $frame
  set bnames {}
  set maxlength 0
  foreach buttonargs $buttonlist {
    set bname $frame.[lindex $buttonargs 0]
    set bargs [lrange $buttonargs 1 end]
    eval ttk::button $bname $bargs
    set bnames [linsert $bnames 0 $bname]
    set length [string length [$bname cget -text]]
    if {$length > $maxlength} { set length $maxlength}
  }
  if {$maxlength < 7} { set maxlength 7 }
  foreach b $bnames {
    $b configure -width $maxlength -padx 4
    pack $b -side right -padx 4 -pady 4
  }
}

# packbuttons
#   Packs a row of dialog buttons to the left/right of their frame
#   with a standard amount of padding.
#
proc packbuttons {side args} {
  eval pack $args -side $side -padx 5 -pady 3
}

# dialogbutton:
#   Creates a button that will be shown in a dialog box, so it
#   is given a minumin width.
#
proc dialogbutton {w args} {
  set retval [eval ttk::button $w $args] ;# -style TButton
  set length [string length [$w cget -text]]
  if {$length < 7} { set length 7 }
  $w configure -width $length
  return retval
}

proc dialogbuttonsmall {w args {style "Small.TButton"} } {
  set retval [eval ttk::button $w -style $style $args]
  set length [string length [$w cget -text]]
  if {$length < 7} { set length 7 }
  $w configure -width $length
  return retval
}

# autoscrollframe
#   Creates and returns a frame containing a widget which is gridded
#   with scrollbars that automatically hide themselves when they are
#   not needed.
#   The frame and widget may already exist; they are created if needed.
#   FBF 2011.03.05:
#     $frame and $w aspects are not changed if they already exists
#     scrollbars are created on time 0, otherwise they are not hidden
#
#   Usage:
#      autoscrollframe [-bars none|x|y|both] frame type w args
#
proc autoscrollframe {args} {
  global _autoscroll
  set bars both
  if {[lindex $args 0] == "-bars"} {
    set bars [lindex $args 1]
    if {$bars != "x" && $bars != "y" && $bars != "none" && $bars != "both"} {
      return -code error "Invalid parameter: -bars $bars"
    }
    set args [lrange $args 2 end]
  }
  if {[llength $args] < 3} {
    return -code error "Insufficient number of parameters"
  }
  set frame [lindex $args 0]
  set type [lindex $args 1]
  set w [lindex $args 2]
  set args [lrange $args 3 end]
  
  set retval $frame
  if {! [winfo exists $frame]} {
    frame $frame
    $frame configure -relief sunken -borderwidth 2
  }
  if {! [winfo exists $w]} {
    $type $w
    if {[llength $args] > 0} {
      eval $w configure $args
    }
    $w configure -relief flat -borderwidth 0
  }
  grid $w -in $frame -row 0 -column 0 -sticky news
  set setgrid 0
  catch {set setgrid [$w cget -setgrid]}
  
  if {$bars == "y"  ||  $bars == "both"} {
    ttk::scrollbar $frame.ybar -command [list $w yview] -takefocus 0
    $w configure -yscrollcommand [list _autoscroll $frame.ybar]
    grid $frame.ybar -row 0 -column 1 -sticky ns
    set _autoscroll($frame.ybar) 1
    set _autoscroll(time:$frame.ybar) 0
    if {! $setgrid} {
      # bind $frame.ybar <Map> [list _autoscrollMap $frame]
    }
  }
  if {$bars == "x"  ||  $bars == "both"} {
    ttk::scrollbar $frame.xbar -command [list $w xview] -takefocus 0 -orient horizontal
    $w configure -xscrollcommand [list _autoscroll $frame.xbar]
    grid $frame.xbar -row 1 -column 0 -sticky we
    set _autoscroll($frame.xbar) 1
    set _autoscroll(time:$frame.xbar) 0
    if {! $setgrid} {
      # bind $frame.xbar <Map> [list _autoscrollMap $frame]
    }
  }
  grid rowconfigure $frame 0 -weight 1
  grid columnconfigure $frame 0 -weight 1
  grid rowconfigure $frame 1 -weight 0
  grid columnconfigure $frame 1 -weight 0
  return $retval
}

array set _autoscroll {}

# _autoscroll
#   This is the "set" command called for auto-scrollbars.
#   If the bar is shown but should not be, it is hidden.
#   If the bar is hidden but should be shown, it is redrawn.
#   Note that once a bar is shown, it will not be removed again for
#   at least a few milliseconds; this is to overcome problematic
#   interactions between the x and y scrollbars where hiding one
#   causes the other to be shown etc. This usually happens because
#   the stupid Tcl/Tk text widget doesn't handle scrollbars well.
#
proc _autoscroll {bar args} {
  global _autoscroll
  if {[llength $args] == 2} {
    set min [lindex $args 0]
    set max [lindex $args 1]
    if {$min > 0.0  ||  $max < 1.0} {
      if {! $_autoscroll($bar)} {
        grid configure $bar
        set _autoscroll($bar) 1
        set _autoscroll(time:$bar) [clock clicks -milli]
      }
    } else {
      if {[clock clicks -milli] > [expr {$_autoscroll(time:$bar) + 100}]} {
        grid remove $bar
        set _autoscroll($bar) 0
      }
    }
    # update idletasks
  }
  eval $bar set $args
}

proc _autoscrollMap {frame} {
  # wm geometry [winfo toplevel $frame] [wm geometry [winfo toplevel $frame]]
}


# busyCursor, unbusyCursor:
#   Sets all cursors to watch (indicating busy) or back to their normal
#   setting again.

array set scid_busycursor {}
set scid_busycursorState 0

proc doBusyCursor {w flag} {
  global scid_busycursor
  if {! [winfo exists $w]} { return }
  # The comment editor window "flashes" when its cursor is changed,
  # no idea why but skip over it:
  if {$w == ".commentWin"} { return }
  if {[winfo class $w] == "Menu"} { return }
  
  if {$flag} {
    if { [ catch { set scid_busycursor($w) [$w cget -cursor] } ] } {
      return
    }
    catch {$w configure -cursor watch}
  } else {
    catch {$w configure -cursor $scid_busycursor($w)} err
  }
  foreach i [winfo children $w] { doBusyCursor $i $flag }
}

proc busyCursor {w {flag 1}} {
  global scid_busycursor scid_busycursorState
  if {$scid_busycursorState == $flag} { return }
  set scid_busycursorState $flag
  doBusyCursor $w $flag
}

proc unbusyCursor {w} {busyCursor $w 0}


# addHorizontalRule, addVerticalRule
#   Add a horizontal/vertical rule frame to a window.
#   The optional parameters [x/y]padding and sunken allow the spacing and
#   appearance of the rule to be specified.
#
set horizRuleCounter 0
set vertRuleCounter 0

proc addHorizontalRule {w {ypadding 5} {relief sunken} {height 2} } {
  global horizRuleCounter
  
  ttk::separator $w.line$horizRuleCounter -orient horizontal
  pack $w.line$horizRuleCounter -fill x ;# -pady $ypadding
  
  # set f [ ttk::frame $w.line$horizRuleCounter -height $height -borderwidth 2 -relief $relief ]
  # pack $f -fill x -pady $ypadding
  incr horizRuleCounter
}

proc addVerticalRule {w {xpadding 5} {relief sunken}} {
  global vertRuleCounter
  
  ttk::separator $w.line$vertRuleCounter -orient vertical
  pack $w.line$vertRuleCounter -fill y -side left ;# -padx $xpadding
  
  # set f [ ttk::frame $w.line$vertRuleCounter -width 2 -borderwidth 2 -relief $relief ]
  # pack $f -fill y -padx $xpadding -side left
  incr vertRuleCounter
}

# progressWindow:
#   Creates a window with a label, progress bar, and (if specified),
#   a cancel button and cancellation command.
#
proc progressWindow {args} {
  set w .progressWin
  if {[winfo exists $w]} { return }
  toplevel $w
  pack [ttk::frame $w.f] -expand 1
  
  wm withdraw $w
  wm resizable $w 0 0
  if {[llength $args] == 2} {
    set title [lindex $args 0]
    set text [lindex $args 1]
    set b 0
  } elseif {[llength $args] == 4} {
    set title [lindex $args 0]
    set text [lindex $args 1]
    set button [lindex $args 2]
    set command [lindex $args 3]
    set b 1
  } else { return }
  wm title $w $title
  ttk::label $w.f.t -text $text
  pack $w.f.t -side top -expand 1 -fill both
  canvas $w.f.c -width 400 -height 20 -bg white -relief solid -border 1
  $w.f.c create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.f.c create text 395 10 -anchor e -font font_Regular -tags time -fill black -text "0:00 / 0:00"
  pack $w.f.c -side top -pady 10
  if {$b} {
    pack [ttk::frame $w.f.b] -side bottom -fill x
    ttk::button $w.f.b.cancel -text $button -command $command
    pack $w.f.b.cancel -side right -padx 5 -pady 2
  }
  # Set up geometry for middle of screen:
  set x [winfo screenwidth $w]
  set x [expr {$x - 400} ]
  set x [expr {$x / 2} ]
  set y [winfo screenheight $w]
  set y [expr {$y - 20} ]
  set y [expr {$y / 2} ]
  wm geometry $w +$x+$y
  sc_progressBar $w.f.c bar 401 21 time
  update idletasks
  wm deiconify $w
  raiseWin $w
  if {$b} {
    catch { grab $w.f.b.cancel }
  } else {
    grab $w
  }
  bind $w <Visibility> "raiseWin $w"
  set ::progressWin_time [clock seconds]
}

proc leftJustifyProgressWindow {} {
  set w .progressWin
  if {! [winfo exists $w]} { return }
  pack configure $w.f.t -fill x
  $w.f.t configure -width 1 -anchor w
}

proc changeProgressWindow {newtext} {
  set w .progressWin
  if {[winfo exists $w]} {
    $w.f.t configure -text $newtext
    update idletasks
  }
}

proc resetProgressWindow {} {
  set w .progressWin
  set ::progressWin_time [clock seconds]
  if {[winfo exists $w]} {
    $w.f.c coords bar 0 0 0 0
    $w.f.c itemconfigure time -text "0:00 / 0:00"
    update idletasks
  }
}

proc updateProgressWindow {done total} {
  set w .progressWin
  if {! [winfo exists $w]} { return }
  set elapsed [expr {[clock seconds] - $::progressWin_time}]
  set width 401
  if {$total > 0} {
    set width [expr {int(double($width) * double($done) / double($total))}]
  }
  $w.f.c coords bar 0 0 $width 21
  set estimated $elapsed
  if {$done != 0} {
    set estimated [expr {int(double($elapsed) * double($total) / double($done))}]
  }
  set t [format "%d:%02d / %d:%02d" \
      [expr {$elapsed / 60}] [expr {$elapsed % 60}] \
      [expr {$estimated / 60}] [expr {$estimated % 60}]]
  $w.f.c itemconfigure time -text $t
  update
}

proc closeProgressWindow {} {
  set w .progressWin
  if {! [winfo exists $w]} {
    # puts stderr "Hmm, no progress window -- bug?"
    return
  }
  grab release $w
  destroy $w
}
################################################################################
# clock widget
################################################################################
namespace eval gameclock {
  array set data {}
  ################################################################################
  proc new { parent n { size 100 } {showfall 0} } {
    global ::gameclock::data
    set data(showfallen$n) $showfall
    set data(id$n) $parent.clock$n
    canvas $data(id$n) -height $size -width $size
    pack $data(id$n) -side top -anchor center
    for {set i 1} {$i<13} {incr i} {
      set a [expr {$i/6.*acos(-1)}]
      set x [expr { ($size/2 + (($size-15)/2)*sin($a) ) }]
      set y [expr { ($size/2 - (($size-15)/2)*cos($a) ) }]
      $data(id$n) create text $x $y -text $i -tag clock$n
    }
    set data(fg$n) "black"
    set data(running$n) 0
    set data(digital$n) 1
    ::gameclock::reset $n
    ::gameclock::draw $n
    bind $data(id$n) <Button-1> "::gameclock::toggleClock $n"
  }
  ################################################################################
  proc draw { n } {
    global ::gameclock::data
    if {! [winfo exists $data(id$n)]} { return }
    $data(id$n) delete aig$n
    
    set w [$data(id$n) cget -width ]
    set h [$data(id$n) cget -height ]
    set cx [ expr $w / 2 ]
    set cy [ expr $h / 2 ]
    if {$w < $h} {
      set size [ expr $w - 15 ]
    } else  {
      set size [ expr $h - 15 ]
    }
    
    set sec $data(counter$n)
    if { $sec > 0 && $data(showfallen$n) } {
      set color "red"
    } else  {
      set color $::gameclock::data(fg$n)
    }
    
    if {$color == "white"} {set fg "black"} else {set fg "white"}
    
    foreach divisor {30 1800 21600} length "[expr $size/2 * 0.8] [expr $size/2 * 0.7] [expr $size/2 * 0.4]" \
        width {1 2 3} {
          set angle [expr {$sec * acos(-1) / $divisor}]
          set x [expr {$cx + $length * sin($angle)}]
          set y [expr {$cy - $length * cos($angle)}]
          $data(id$n) create line $cx $cy $x $y -width $width -tags aig$n -fill $color
        }
    # draw a digital clock
    if {$data(digital$n)} {
      set m [format "%02d" [expr abs($sec) / 60] ]
      set s [format "%02d" [expr abs($sec) % 60] ]
      $data(id$n) create text $cx [expr $cy + $size/4 ] -text "$m:$s" -anchor center -fill $color -tag aig$n
    }
  }
  ################################################################################
  proc every {ms body n} {
    incr ::gameclock::data(counter$n)
    eval $body
    if {[winfo exists $::gameclock::data(id$n)]} {
      after $ms [info level 0]
    }
  }
  ################################################################################
  proc getSec { n } {
    return [expr 0 - $::gameclock::data(counter$n)]
  }
  ################################################################################
  proc setSec { n value } {
    set ::gameclock::data(counter$n) $value
    ::gameclock::draw $n
  }
  ################################################################################
  proc add { n value } {
    set ::gameclock::data(counter$n) [ expr $::gameclock::data(counter$n) - $value ]
    ::gameclock::draw $n
  }
  
  ################################################################################
  proc reset { n } {
    ::gameclock::stop $n
    set ::gameclock::data(counter$n) 0
  }
  ################################################################################
  proc start { n } {
    if {$::gameclock::data(running$n)} { return }
    set ::gameclock::data(running$n) 1
    ::gameclock::every 1000 "draw $n" $n
  }
  ################################################################################
  proc stop { n } {
    if {! $::gameclock::data(running$n)} { return }
    set ::gameclock::data(running$n) 0
    after cancel "::gameclock::every 1000 \{draw $n\} $n"
  }
  ################################################################################
  proc toggleClock { n } {
    if { $::gameclock::data(running$n) } {
      stop $n
    } else  {
      start $n
    }
  }
  ################################################################################
  proc setColor { n color } {
    if {$color == "white"} {
      set fg "black"
      set bg "white"
    } else {
      set fg "white"
      set bg "black"
    }
    set ::gameclock::data(fg$n) $fg
    $::gameclock::data(id$n) configure -background $bg
    $::gameclock::data(id$n) itemconfigure clock$n -fill $fg
    $::gameclock::data(id$n) itemconfigure aig$n -fill $fg
  }
}
################################################################################
# html generation
################################################################################
namespace eval html {
  set data {}
  set idx 0
  
  ################################################################################
  proc exportCurrentFilter {} {
    # Check that we have some games to export:
    if {![sc_base inUse]} {
      tk_messageBox -title "Scid: Empty database" -type ok -icon info \
          -message "This is an empty database, there are no games to export."
      return
    }
    if {[sc_filter count] == 0} {
      tk_messageBox -title "Scid: Filter empty" -type ok -icon info \
          -message "The filter contains no games."
      return
    }
    set ftype {
      { "HTML files" {".html" ".htm"} }
      { "All files" {"*"} }
    }
    set idir $::initialDir(html)
    set fName [tk_getSaveFile -initialdir $idir -filetypes $ftype -defaultextension ".html" -title "Create an HTML file"]
    if {$fName == ""} { return }
    if {[file extension $fName] != ".html" } {
      append fName ".html"
    }
    set prefix [file rootname [file tail $fName] ]
    set dirtarget [file dirname $fName]
    set sourcedir [file join $::scidExeDir html]
    catch {file copy -force [file join $sourcedir bitmaps] $dirtarget}
    catch {file copy -force [file join $sourcedir scid.js] $dirtarget}
    catch {file copy -force [file join $sourcedir scid.css] $dirtarget}
    # writeIndex "[file join $dirtarget $prefix].html" $prefix
    progressWindow "Scid" "Exporting games..." $::tr(Cancel) "sc_progressBar"
    busyCursor .
    set savedGameNum [sc_game number]
    set gn [sc_filter first]
    set players {}
    set ::html::cancelHTML 0
    set total [sc_filter count]
    
    # build the list of matches
    set idx 1
    while {$gn != 0 && ! $::html::cancelHTML} {
      updateProgressWindow $idx $total
      sc_game load $gn
      set pl "[sc_game tags get White] - [sc_game tags get Black]"
      lappend players $pl
      set gn [sc_filter next]
      incr idx
    }
    
    set idx 1
    set gn [sc_filter first]
    while {$gn != 0 && ! $::html::cancelHTML} {
      updateProgressWindow $idx $total
      sc_game load $gn
      fillData
      set pl "[sc_game tags get White] - [sc_game tags get Black]"
      toHtml $::html::data $idx $dirtarget $prefix $players $pl [sc_game tags get "Event"] [sc_game tags get "ECO"] [sc_game info result] [sc_game tags get "Date"]
      set gn [sc_filter next]
      incr idx
    }
    
    closeProgressWindow
    unbusyCursor .
    exportPGN "[file join $dirtarget $prefix].pgn" "filter"
    sc_game load $savedGameNum
  }
  ################################################################################
  proc sc_progressBar {} {
    set ::html::cancelHTML 1
  }
  ################################################################################
  proc exportCurrentGame {} {
    
    set ftype {
      { "HTML files" {".html" ".htm"} }
      { "All files" {"*"} }
    }
    set idir $::initialDir(html)
    set fName [tk_getSaveFile -initialdir $idir -filetypes $ftype -defaultextension ".html" -title "Create an HTML file"]
    if {[file extension $fName] != ".html" && [file extension $fName] != ".htm" } {
      append fName ".html"
    }
    if {$fName == ""} { return }
    set prefix [file rootname [file tail $fName] ]
    set dirtarget [file dirname $fName]
    set sourcedir [file join $::scidExeDir html]
    catch { file copy -force [file join $sourcedir bitmaps] $dirtarget }
    catch { file copy -force [file join $sourcedir scid.js] $dirtarget }
    catch { file copy -force [file join $sourcedir scid.css] $dirtarget }
    
    fillData
    set players [list "[sc_game tags get White] - [sc_game tags get Black]"]
    toHtml $::html::data -1 $dirtarget $prefix $players [lindex $players 0] \
        [sc_game tags get "Event"] [sc_game tags get "ECO"] \
        [sc_game info result] [sc_game tags get "Date"]
    exportPGN "[file join $dirtarget $prefix].pgn" "current"
  }
  ################################################################################
  # Dictionary mapping from special characters to their entities. (from tcllib)
  variable entities {
    \xa0 &nbsp; \xa1 &iexcl; \xa2 &cent; \xa3 &pound; \xa4 &curren;
    \xa5 &yen; \xa6 &brvbar; \xa7 &sect; \xa8 &uml; \xa9 &copy;
    \xaa &ordf; \xab &laquo; \xac &not; \xad &shy; \xae &reg;
    \xaf &macr; \xb0 &deg; \xb1 &plusmn; \xb2 &sup2; \xb3 &sup3;
    \xb4 &acute; \xb5 &micro; \xb6 &para; \xb7 &middot; \xb8 &cedil;
    \xb9 &sup1; \xba &ordm; \xbb &raquo; \xbc &frac14; \xbd &frac12;
    \xbe &frac34; \xbf &iquest; \xc0 &Agrave; \xc1 &Aacute; \xc2 &Acirc;
    \xc3 &Atilde; \xc4 &Auml; \xc5 &Aring; \xc6 &AElig; \xc7 &Ccedil;
    \xc8 &Egrave; \xc9 &Eacute; \xca &Ecirc; \xcb &Euml; \xcc &Igrave;
    \xcd &Iacute; \xce &Icirc; \xcf &Iuml; \xd0 &ETH; \xd1 &Ntilde;
    \xd2 &Ograve; \xd3 &Oacute; \xd4 &Ocirc; \xd5 &Otilde; \xd6 &Ouml;
    \xd7 &times; \xd8 &Oslash; \xd9 &Ugrave; \xda &Uacute; \xdb &Ucirc;
    \xdc &Uuml; \xdd &Yacute; \xde &THORN; \xdf &szlig; \xe0 &agrave;
    \xe1 &aacute; \xe2 &acirc; \xe3 &atilde; \xe4 &auml; \xe5 &aring;
    \xe6 &aelig; \xe7 &ccedil; \xe8 &egrave; \xe9 &eacute; \xea &ecirc;
    \xeb &euml; \xec &igrave; \xed &iacute; \xee &icirc; \xef &iuml;
    \xf0 &eth; \xf1 &ntilde; \xf2 &ograve; \xf3 &oacute; \xf4 &ocirc;
    \xf5 &otilde; \xf6 &ouml; \xf7 &divide; \xf8 &oslash; \xf9 &ugrave;
    \xfa &uacute; \xfb &ucirc; \xfc &uuml; \xfd &yacute; \xfe &thorn;
    \xff &yuml; \u192 &fnof; \u391 &Alpha; \u392 &Beta; \u393 &Gamma;
    \u394 &Delta; \u395 &Epsilon; \u396 &Zeta; \u397 &Eta; \u398 &Theta;
    \u399 &Iota; \u39A &Kappa; \u39B &Lambda; \u39C &Mu; \u39D &Nu;
    \u39E &Xi; \u39F &Omicron; \u3A0 &Pi; \u3A1 &Rho; \u3A3 &Sigma;
    \u3A4 &Tau; \u3A5 &Upsilon; \u3A6 &Phi; \u3A7 &Chi; \u3A8 &Psi;
    \u3A9 &Omega; \u3B1 &alpha; \u3B2 &beta; \u3B3 &gamma; \u3B4 &delta;
    \u3B5 &epsilon; \u3B6 &zeta; \u3B7 &eta; \u3B8 &theta; \u3B9 &iota;
    \u3BA &kappa; \u3BB &lambda; \u3BC &mu; \u3BD &nu; \u3BE &xi;
    \u3BF &omicron; \u3C0 &pi; \u3C1 &rho; \u3C2 &sigmaf; \u3C3 &sigma;
    \u3C4 &tau; \u3C5 &upsilon; \u3C6 &phi; \u3C7 &chi; \u3C8 &psi;
    \u3C9 &omega; \u3D1 &thetasym; \u3D2 &upsih; \u3D6 &piv;
    \u2022 &bull; \u2026 &hellip; \u2032 &prime; \u2033 &Prime;
    \u203E &oline; \u2044 &frasl; \u2118 &weierp; \u2111 &image;
    \u211C &real; \u2122 &trade; \u2135 &alefsym; \u2190 &larr;
    \u2191 &uarr; \u2192 &rarr; \u2193 &darr; \u2194 &harr; \u21B5 &crarr;
    \u21D0 &lArr; \u21D1 &uArr; \u21D2 &rArr; \u21D3 &dArr; \u21D4 &hArr;
    \u2200 &forall; \u2202 &part; \u2203 &exist; \u2205 &empty;
    \u2207 &nabla; \u2208 &isin; \u2209 &notin; \u220B &ni; \u220F &prod;
    \u2211 &sum; \u2212 &minus; \u2217 &lowast; \u221A &radic;
    \u221D &prop; \u221E &infin; \u2220 &ang; \u2227 &and; \u2228 &or;
    \u2229 &cap; \u222A &cup; \u222B &int; \u2234 &there4; \u223C &sim;
    \u2245 &cong; \u2248 &asymp; \u2260 &ne; \u2261 &equiv; \u2264 &le;
    \u2265 &ge; \u2282 &sub; \u2283 &sup; \u2284 &nsub; \u2286 &sube;
    \u2287 &supe; \u2295 &oplus; \u2297 &otimes; \u22A5 &perp;
    \u22C5 &sdot; \u2308 &lceil; \u2309 &rceil; \u230A &lfloor;
    \u230B &rfloor; \u2329 &lang; \u232A &rang; \u25CA &loz;
    \u2660 &spades; \u2663 &clubs; \u2665 &hearts; \u2666 &diams;
    \x22 &quot; \x26 &amp; \x3C &lt; \x3E &gt; \u152 &OElig;
    \u153 &oelig; \u160 &Scaron; \u161 &scaron; \u178 &Yuml;
    \u2C6 &circ; \u2DC &tilde; \u2002 &ensp; \u2003 &emsp; \u2009 &thinsp;
    \u200C &zwnj; \u200D &zwj; \u200E &lrm; \u200F &rlm; \u2013 &ndash;
    \u2014 &mdash; \u2018 &lsquo; \u2019 &rsquo; \u201A &sbquo;
    \u201C &ldquo; \u201D &rdquo; \u201E &bdquo; \u2020 &dagger;
    \u2021 &Dagger; \u2030 &permil; \u2039 &lsaquo; \u203A &rsaquo;
    \u20AC &euro;
  }
  proc html_entities {s} {
    variable entities
    return [string map $entities $s]
  }
  ################################################################################
  proc toHtml { dt game dirtarget prefix {players ""} {this_players ""} {event ""} {eco "ECO"} {result "*"} {date ""} } {
    
    if { $game != -1 } {
      set f [open "[file join $dirtarget $prefix]_${game}.html" w]
    } else  {
      set f [open "[file join $dirtarget $prefix].html" w]
    }
    # header
    puts $f "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Strict//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd\">"
    puts $f "<html xmlns=\"http://www.w3.org/1999/xhtml\" xml:lang=\"en\" lang=\"en\">"
    puts $f "<head>"
    puts $f "<meta http-equiv=\"content-type\" content=\"text/html; charset=utf-8\" />"
    puts $f "<link rel=\"stylesheet\" type=\"text/css\" href=\"scid.css\" />"
    puts $f "<script src=\"scid.js\" type=\"text/javascript\"></script>"
    puts $f "<script type=\"text/javascript\">"
    puts $f "// <!\[CDATA\["
    puts $f "movesArray = new Array("
    for {set i 0} {$i<[llength $dt]} {incr i} {
      array set elt [lindex $dt $i]
      puts -nonewline $f "\"$elt(fen) $elt(prev) $elt(next)\""
      if {$i < [expr [llength $dt] -1]} { puts $f "," }
    }
    puts $f ");"
    puts $f "var current = 0;"
    puts $f "var prefix = \"$prefix\";"
    puts $f "// \]\]>"
    puts $f "</script>"
    puts $f "<title>Scid</title>"
    puts $f "<meta content=\"Scid\" name=\"author\" />"
    puts $f "</head>"
    puts $f "<body onload=\"doinit()\" onkeydown=\"handlekey(event)\">"
    puts $f "<div id=\"framecontent\">"
    puts $f "<div class=\"innertube\">"
    # diagram
    puts $f "<div id=\"diagram\"><!-- diagram goes here --></div>"
    # navigation
    puts $f "<div id=\"nav\" style=\"text-align: center\"><!-- navigation goes here -->"
    puts $f "<form action=\"#\">"
    puts $f "<p>"
    puts $f "<input type='button' value=' &darr;&uarr; ' onclick='rotate()' /> <input type='button' value=' |&lt; ' onclick='jump(0)' /> <input type='button' value=' &lt; ' onclick='moveForward(0)' /> <input type='button' value=' &gt; ' onclick='moveForward(1)' /> <input type='button' value=' &gt;| ' onclick='jump(1)' /> "
    puts $f "</p><p>"
    # other games navigation
    puts $f "<select name=\"gameselect\" id=\"gameselect\" size=\"1\" onchange=\"gotogame()\">"
    set i 1
    foreach l $players {
      if { $game == $i } {
        puts $f "<option  selected=\"selected\">$i. [html_entities $l]</option>"
      } else  {
        puts $f "<option>$i. [html_entities $l]</option>"
      }
      incr i
    }
    puts $f "</select>"
    puts $f "</p><p>"
    puts $f "<input type=\"button\" value=\"&lt;--\" onclick=\"gotoprevgame()\" /> &nbsp; <input type=\"button\" value=\"--&gt;\" onclick=\"gotonextgame()\" />"
    puts $f "</p><p>"
    puts $f "<a href=\"${prefix}.pgn\">${prefix}.pgn</a>"
    puts $f "</p>"
    puts $f "</form>"
    puts $f "</div>"
    puts $f "</div>"
    puts $f "</div>"
    puts $f "<div id=\"maincontent\">"
    puts $f "<div class=\"innertube\">"
    puts $f "<div id=\"moves\"><!-- moves go here -->"
    # game header
    puts $f "<span class=\"hPlayers\"> [html_entities $this_players]</span>"
    puts $f "<span class=\"hEvent\"><br /> [html_entities $event]</span>"
    puts $f "<span class=\"hEvent\"><br />\[$date\]</span>"
    puts $f "<span class=\"hAnnot\"><br />\[$eco\]</span>"
    puts $f "<p>"
    # link moves
    set prevdepth 0
    set prevvarnumber 0
    for {set i 0} {$i<[llength $dt]} {incr i} {
      array set elt [lindex $dt $i]
      if {$elt(depth) == 0} {
        set class "V0"
      } elseif {$elt(depth) == 1} {
        set class "V1"
      } else {
        set class "V2"
      }
      if { $prevdepth == $elt(depth) && $prevvarnumber != $elt(var) } {
        puts $f "<span class=\"VC\">\]</span></div>"
        puts $f "<div class=\"var\"><span class=\"VC\">\[</span>"
      } else {
        while { $prevdepth > $elt(depth) } {
            puts $f "<span class=\"VC\">\]</span></div>"
            set prevdepth [expr $prevdepth - 1]
        }
        while { $prevdepth < $elt(depth) } {
            puts $f "<div class=\"var\"><span class=\"VC\">\[</span>"
            set prevdepth [expr $prevdepth + 1]
        }
      }
      set prevvarnumber $elt(var)
      # id = "mv1" not "id=1" now
      set nag [html_entities $elt(nag)]
      set comment [html_entities $elt(comment)]
      puts $f "<a href=\"javascript:gotoMove($elt(idx))\" id=\"mv$elt(idx)\" class=\"$class\">$elt(move)$nag</a>"
      if {$elt(diag)} {
        insertMiniDiag $elt(fen) $f
      }
      if {$comment != ""} {
        puts $f "<span class=\"VC\">$comment</span>"
      }
    }
    while { $prevdepth > 0 } {
        puts $f "<span class=\"VC\">\]</span></div>"
        set prevdepth [expr $prevdepth - 1]
    }

    puts $f "<br /><span class=\"VH\">$result</span>"
    puts $f "<p>"
    puts $f "<a href=\"http://scid.sourceforge.net/\" style=\"font-size: 0.8em\">Created with Scid</a>"
    puts $f "</div>"
    puts $f "</div>"
    puts $f "</div>"
    puts $f "</body>"
    puts $f "</html>"
    close $f
  }
  ################################################################################
  proc colorSq {sq} {
    if { [expr $sq % 2] == 1 && [expr int($sq / 8) %2 ] == 0 || [expr $sq % 2] == 0 && [expr int($sq / 8) %2 ] == 1 } {
      return "bs"
    } else {
      return "ws"
    }
  }
  ################################################################################
  proc piece2gif {piece} {
    if {$piece == "K"} { return "wk" }
    if {$piece == "k"} { return "bk" }
    if {$piece == "Q"} { return "wq" }
    if {$piece == "q"} { return "bq" }
    if {$piece == "R"} { return "wr" }
    if {$piece == "r"} { return "br" }
    if {$piece == "B"} { return "wb" }
    if {$piece == "b"} { return "bb" }
    if {$piece == "N"} { return "wn" }
    if {$piece == "n"} { return "bn" }
    if {$piece == "P"} { return "wp" }
    if {$piece == "p"} { return "bp" }
    if {$piece == " "} { return "sq" }
  }
  ################################################################################
  proc insertMiniDiag {fen f} {
    
    set square 0
    set space " "
    puts $f "<table Border=0 CellSpacing=0 CellPadding=0><tr>"
    
    for {set i 0} {$i < [string length $fen]} {incr i} {
      set l [string range $fen $i $i ]
      set res [scan $l "%d" c]
      if {$res == 1} {
        if  { $c >= 1 && $c <= 8 } {
          for { set j 0} {$j < $c} {incr j} {
            puts $f "<td class=\"[colorSq $square]\"><img border=0 align=\"left\" src=\"bitmaps/mini/[piece2gif $space].gif\"></td>"
            incr square
          }
        }
      } elseif {$l == "/"}  {
        puts $f "</tr><tr>"
      } else  {
        puts $f "<td class=\"[colorSq $square]\"><img border=0 align=\"left\" src=\"bitmaps/mini/[piece2gif $l].gif\"></td>"
        incr square
      }
    }
    
    puts $f "</tr></table>"
  }
  
  ################################################################################
  # fill data with { idx FEN prev next move nag comment depth }
  proc fillData {} {
    set ::html::data {}
    set ::html::idx -1
    sc_move start
    parseGame
  }
  
  ################################################################################
  proc parseGame { {prev -2} } {
    global ::html::data ::html::idx
    
    set already_written 0
    
    set dots 0
    
    while {1} {
      if { ! $already_written } {
        recordElt $dots $prev
        set dots 0
        set prev -2
      } else {
        set dots 1
      }
      set already_written 0
      
      # handle variants
      if {[sc_var count]>0} {
        # First write the move in the current line for which variations exist
        #
        if { ![sc_pos isAt vend]} {
          sc_move forward
          recordElt $dots $prev
          sc_move back
          set lastIdx $idx
          set already_written 1
        }
        for {set v 0} {$v<[sc_var count]} {incr v} {
          sc_var enter $v
          # in order to get the comment before first move
          sc_move back
          parseGame -1
          sc_var exit
        }
        #update the "next" token
        array set elt [lindex $data $lastIdx]
        set elt(next) [expr $idx + 1]
        lset data $lastIdx [array get elt]
        #update the "previous" token
        set prev $lastIdx
      }
      
      if {[sc_pos isAt vend]} { break }
      sc_move forward
    }
  }
  ################################################################################
  proc recordElt { dots {prev -2} } {
    global ::html::data ::html::idx
    
    array set elt {}
    
    incr idx
    set elt(idx) $idx
    set elt(fen) [lindex [split [sc_pos fen]] 0]
    if {$prev != -2} {
      set elt(prev) $prev
    } else  {
      set elt(prev) [expr $idx-1]
    }
    
    set nag [sc_pos getNags]
    if {$nag == "0"} { set nag "" }
    if {[string match "*D *" $nag] || [string match "*# *" $nag]} {
      set elt(diag) 1
    } else  {
      set elt(diag) 0
    }
    set nag [regsub -all "D " $nag "" ]
    set nag [regsub -all "# " $nag "" ]
    set elt(nag) $nag
    set comment [sc_pos getComment]
    set comment [regsub -all "\[\x5B\]%draw (.)+\[\x5D\]" $comment ""]
    set elt(comment) $comment
    set elt(depth) [sc_var level]
    set elt(var) [sc_var number]
    if {![sc_pos isAt vend]} {
      set elt(next) [expr $idx +1 ]
    } else  {
      set elt(next) -1
    }
    
    set m [sc_game info previousMove]
    set mn [sc_pos moveNumber]
    
    set elt(move) ""
    if {[sc_pos side] == "black" && $m != ""} {
      set elt(move) "$mn.$m"
    } else {
      
      if {! [sc_pos isAt vstart] } {
        sc_move back
        set pnag [sc_pos getNags]
        if {$pnag == "0"} { set pnag "" }
        if {[string match "*D *" $pnag] || [string match "*# *" $pnag]} {
          set pdiag 1
        } else  {
          set pdiag 0
        }
        if {  [sc_pos isAt vstart] ||  [sc_pos getComment] != "" || $pdiag > 0 } {
          set dots 1
        }
        sc_move forward
      }
      
      if {$dots && $m != ""} {
        set elt(move) "[expr $mn -1]. ... $m"
      } else  {
        set elt(move) $m
      }
      
    }
    
    lappend ::html::data [array get elt]
    
  }
  
  ################################################################################
  # proc writeIndex {fn prefix} {
  # set f [open $fn w]
  # puts $f "<!DOCTYPE html PUBLIC \"-//W3C//DTD HTML 4.01 Transitional//EN\">"
  # puts $f "<html>"
  # puts $f "<head>"
  # puts $f "<meta content=\"text/html; charset=ISO-8859-1\" http-equiv=\"content-type\">"
  # puts $f "<title>Scid</title>"
  # puts $f "<meta content=\"Scid\" name=\"author\">"
  # puts $f "</head>"
  # puts $f "<frameset BORDER=\"0\" FRAMEBORDER=\"0\" FRAMESPACING=\"0\" COLS=\"380,*\">"
  # puts $f "<frameset BORDER=\"0\" FRAMEBORDER=\"0\" FRAMESPACING=\"0\" ROWS=\"380,*\">"
  # puts $f "<frame NAME=\"diagram\" SCROLLING=\"Auto\">"
  # puts $f "<frame NAME=\"nav\" SRC=\"${prefix}_nav.html\" SCROLLING=\"Auto\">"
  # puts $f "</frameset>"
  # puts $f "<frame NAME=\"moves\" SRC=\"${prefix}_1.html\" SCROLLING=\"Auto\">"
  # puts $f "</frameset>"
  # puts $f "</html>"
  # close $f
  # }
  ################################################################################
  proc exportPGN { fName selection } {
    if {$selection == "filter"} {
      progressWindow "Scid" "Exporting games..." $::tr(Cancel) "sc_progressBar"
    }
    busyCursor .
    sc_base export $selection "PGN" $fName -append 0 -starttext "" -endtext "" -comments 1 -variations 1 \
        -space 1 -symbols 1 -indentC 0 -indentV 0 -column 0 -noMarkCodes 1 -convertNullMoves 1
    unbusyCursor .
    if {$selection == "filter"} {
      closeProgressWindow
    }
  }
  
}
################################################################################
#
################################################################################

# end of misc.tcl
###################
# htext.tcl: Online help/hypertext display module for Scid
#
# The htext module implements html-like display in a text widget.
# It is used in Scid for the help and crosstable windows, and for
# the game information area.

namespace eval ::htext {}

set helpWin(Stack) {}
set helpWin(yStack) {}
set helpWin(Indent) 0

# help_PushStack and help_PopStack:
#   Implements the stack of help windows for the "Back" button.
#
proc help_PushStack {name {heading ""}} {
  global helpWin
  lappend helpWin(Stack) $name
  if {[llength $helpWin(Stack)] > 10} {
    set helpWin(Stack) [lrange $helpWin(Stack) 1 end]
  }
  if {[winfo exists .helpWin]} {
    set helpWin(yStack) [linsert $helpWin(yStack) 0 \
        [lindex [.helpWin.text yview] 0]]
    if {[llength $helpWin(yStack)] > 10} {
      set helpWin(yStack) [lrange $helpWin(yStack) 0 9]
    }
  }
}

set ::htext::headingColor "\#990000"
array set ::htext:updates {}

proc help_PopStack {} {
  global helpWin helpText
  set len [llength $helpWin(Stack)]
  if {$len < 1} { return }
  incr len -2
  set name [lindex $helpWin(Stack) $len]
  set helpWin(Stack) [lrange $helpWin(Stack) 0 $len]
  
  set ylen [llength $helpWin(yStack)]
  set yview 0.0
  if {$ylen >= 1} {
    set yview [lindex $helpWin(yStack) 0]
    set helpWin(yStack) [lrange $helpWin(yStack) 1 end]
  }
  updateHelpWindow $name
  .helpWin.text yview moveto $yview
}

proc helpWindow {name {heading ""}} {
  help_PushStack $name
  updateHelpWindow $name $heading
}

proc updateHelpWindow {name {heading ""}} {
  global helpWin helpText helpTitle windowsOS language
  set w .helpWin
  
  set slist [split $name " "]
  if {[llength $slist] > 1} {
    set name [lindex $slist 0]
    set heading [lindex $slist 1]
  }
  
  if {[info exists helpText($language,$name)] && [info exists helpTitle($language,$name)]} {
    set title $helpTitle($language,$name)
    set helptext $helpText($language,$name)
  } elseif {[info exists helpText($name)] && [info exists helpTitle($name)]} {
    set title $helpTitle($name)
    set helptext $helpText($name)
  } else {
    return
  }
  
  if {![winfo exists $w]} {
    toplevel $w
    # wm geometry $w -10+0
    setWinLocation $w
    setWinSize $w
    
    wm minsize $w 20 5
    text $w.text -setgrid yes -wrap word -width $::winWidth($w) -height $::winHeight($w) -relief sunken -border 0 -yscroll "$w.scroll set"
    ttk::scrollbar $w.scroll -command "$w.text yview"
    
    ttk::frame $w.b -relief raised -border 2
    pack $w.b -side bottom -fill x
    ttk::button $w.b.contents -textvar ::tr(Contents) -command { helpWindow Contents }
    ttk::button $w.b.index -textvar ::tr(Index) -command { helpWindow Index }
    ttk::button $w.b.back -textvar ::tr(Back) -command { help_PopStack }
    ttk::button $w.b.close -textvar ::tr(Close) -command {
      set ::helpWin(Stack) {}
      set ::helpWin(yStack) {}
      destroy .helpWin
    }
    
    pack $w.b.contents $w.b.index $w.b.back -side left -padx 1 -pady 2
    pack $w.b.close -side right -padx 5 -pady 2
    pack $w.scroll -side right -fill y -padx 2 -pady 2
    pack $w.text -fill both -expand 1 -padx 1
    
    $w.text configure -font font_Regular -foreground black -background white
    ::htext::init $w.text
    bind $w <Configure> "recordWinSize $w"
  }
  
  $w.text configure -cursor top_left_arrow
  $w.text configure -state normal
  $w.text delete 0.0 end
  
  $w.b.index configure -state normal
  if {$name == "Index"} { $w.b.index configure -state disabled }
  $w.b.contents configure -state normal
  if {$name == "Contents"} { $w.b.contents configure -state disabled }
  $w.b.back configure -state disabled
  if {[llength $helpWin(Stack)] >= 2} {
    $w.b.back configure -state normal
  }
  
  wm title $w "Scid Help: $title"
  wm iconname $w "Scid help"
  
  $w.text delete 0.0 end
  bind $w <Up> "$w.text yview scroll -1 units"
  bind $w <Down> "$w.text yview scroll 1 units"
  bind $w <Prior> "$w.text yview scroll -1 pages"
  bind $w <Next> "$w.text yview scroll 1 pages"
  bind $w <Key-Home> "$w.text yview moveto 0"
  bind $w <Key-End> "$w.text yview moveto 0.99"
  bind $w <Escape> "$w.b.close invoke"
  bind $w <Key-b> "$w.b.back invoke"
  bind $w <Left> "$w.b.back invoke"
  bind $w <Key-i> "$w.b.index invoke"
  
  ::htext::display $w.text $helptext $heading 0
  focus $w
}

proc ::htext::updateRate {w rate} {
  set ::htext::updates($w) $rate
}

proc ::htext::init {w} {
  set cyan "\#007000"
  set maroon "\#990000"
  set green "darkgreen"
  
  set ::htext::updates($w) 100
  $w tag configure black -foreground black
  $w tag configure white -foreground white
  $w tag configure red -foreground red
  $w tag configure blue -foreground blue
  $w tag configure darkblue -foreground darkBlue
  $w tag configure green -foreground $green
  $w tag configure cyan -foreground $cyan
  $w tag configure yellow -foreground yellow
  $w tag configure maroon -foreground $maroon
  $w tag configure gray -foreground gray20
  
  $w tag configure bgBlack -background black
  $w tag configure bgWhite -background white
  $w tag configure bgRed -background red
  $w tag configure bgBlue -background blue
  $w tag configure bgLightBlue -background lightBlue
  $w tag configure bgGreen -background $green
  $w tag configure bgCyan -background $cyan
  $w tag configure bgYellow -background yellow
  
  $w tag configure tab -lmargin2 50
  $w tag configure li -lmargin2 50
  $w tag configure center -justify center
  
  if {[$w cget -font] == "font_Small"} {
    $w tag configure b -font font_SmallBold
    $w tag configure i -font font_SmallItalic
  } else {
    $w tag configure b -font font_Bold
    $w tag configure i -font font_Italic
  }
  $w tag configure bi -font font_BoldItalic
  $w tag configure tt -font font_Fixed
  $w tag configure u -underline 1
  $w tag configure h1 -font font_H1 -foreground $::htext::headingColor \
      -justify center
  $w tag configure h2 -font font_H2 -foreground $::htext::headingColor
  $w tag configure h3 -font font_H3 -foreground $::htext::headingColor
  $w tag configure h4 -font font_H4 -foreground $::htext::headingColor
  $w tag configure h5 -font font_H5 -foreground $::htext::headingColor
  $w tag configure footer -font font_Small -justify center
  
  $w tag configure term -font font_BoldItalic -foreground $::htext::headingColor
  $w tag configure menu -font font_Bold -foreground $cyan
  
  # PGN-window-specific tags:
  $w tag configure tag -foreground $::pgnColor(Header)
  if { $::::pgn::boldMainLine } {
    $w tag configure nag -foreground $::pgnColor(Nag) -font font_Regular
    $w tag configure var -foreground $::pgnColor(Var) -font font_Regular
  } else {
    $w tag configure nag -foreground $::pgnColor(Nag)
    $w tag configure var -foreground $::pgnColor(Var)
	 ### TODO
    ### $w tag configure var -foreground $::pgnColor(Var) -font font_Figurine_Var

  }
  $w tag configure ip1 -lmargin1 25 -lmargin2 25
  $w tag configure ip2 -lmargin1 50 -lmargin2 50
  $w tag configure ip3 -lmargin1 75 -lmargin2 75
  $w tag configure ip4 -lmargin1 100 -lmargin2 100
}

proc ::htext::isStartTag {tagName} {
  return [expr {![strIsPrefix "/" $tagName]} ]
}

proc ::htext::isEndTag {tagName} {
  return [strIsPrefix "/" $tagName]
}

proc ::htext::isLinkTag {tagName} {
  return [strIsPrefix "a " $tagName]
}

proc ::htext::extractLinkName {tagName} {
  if {[::htext::isLinkTag $tagName]} {
    return [lindex [split [string range $tagName 2 end] " "] 0]
  }
  return ""
}

proc ::htext::extractSectionName {tagName} {
  if {[::htext::isLinkTag $tagName]} {
    return [lindex [split [string range $tagName 2 end] " "] 1]
  }
  return ""
}

set ::htext::interrupt 0

proc ::htext::display {w helptext {section ""} {fixed 1}} {
  global helpWin
  # set start [clock clicks -milli]
  set helpWin(Indent) 0
  set ::htext::interrupt 0
  $w mark set insert 0.0
  $w configure -state normal
  set linkName ""
  
  set count 0
  set str $helptext
  if {$fixed} {
    regsub -all "\n\n" $str "<p>" str
    regsub -all "\n" $str " " str
  } else {
    regsub -all "\[ \n\]+" $str " " str
    regsub -all ">\[ \n\]+" $str "> " str
    regsub -all "\[ \n\]+<" $str " <" str
  }
  set tagType ""
  set seePoint ""
  
  if {! [info exists ::htext::updates($w)]} {
    set ::htext::updates($w) 100
  }
  
  # Loop through the text finding the next formatting tag:
  
  while {1} {
    set startPos [string first "<" $str]
    if {$startPos < 0} { break }
    set endPos [string first ">" $str]
    if {$endPos < 1} { break }
    
    set tagName [string range $str [expr {$startPos + 1}] [expr {$endPos - 1}]]
    
    # Check if it is a starting tag (no "/" at the start):
    
    if {![strIsPrefix "/" $tagName]} {
      
      # Check if it is a link tag:
      if {[strIsPrefix "a " $tagName]} {
        set linkName [::htext::extractLinkName $tagName]
        set sectionName [::htext::extractSectionName $tagName]
        set linkTag "link ${linkName} ${sectionName}"
        set tagName "a"
        $w tag configure "$linkTag" -foreground blue -underline 1
        $w tag bind "$linkTag" <ButtonRelease-1> \
            "helpWindow $linkName $sectionName"
        $w tag bind $linkTag <Any-Enter> \
            "$w tag configure \"$linkTag\" -background yellow
        $w configure -cursor hand2"
        $w tag bind $linkTag <Any-Leave> \
            "$w tag configure \"$linkTag\" -background {}
        $w configure -cursor {}"
      } elseif {[strIsPrefix "url " $tagName]} {
        # Check if it is a URL tag:
        set urlName [string range $tagName 4 end]
        set urlTag "url $urlName"
        set tagName "url"
        $w tag configure "$urlTag" -foreground red -underline 1
        $w tag bind "$urlTag" <ButtonRelease-1> "openURL {$urlName}"
        $w tag bind $urlTag <Any-Enter> \
            "$w tag configure \"$urlTag\" -background yellow
        $w configure -cursor hand2"
        $w tag bind $urlTag <Any-Leave> \
            "$w tag configure \"$urlTag\" -background {}
        $w configure -cursor {}"
      } elseif {[strIsPrefix "run " $tagName]} {
        # Check if it is a Tcl command tag:
        set runName [string range $tagName 4 end]
        set runTag "run $runName"
        set tagName "run"
        $w tag bind "$runTag" <ButtonRelease-1> "catch {$runName}"
        $w tag bind $runTag <Any-Enter> \
            "$w tag configure \"$runTag\" -foreground yellow
        $w tag configure \"$runTag\" -background darkBlue
        $w configure -cursor hand2"
        $w tag bind $runTag <Any-Leave> \
            "$w tag configure \"$runTag\" -foreground {}
        $w tag configure \"$runTag\" -background {}
        $w configure -cursor {}"
      } elseif {[strIsPrefix "go " $tagName]} {
        # Check if it is a goto tag:
        set goName [string range $tagName 3 end]
        set goTag "go $goName"
        set tagName "go"
        $w tag bind "$goTag" <ButtonRelease-1> \
            "catch {$w see \[lindex \[$w tag nextrange $goName 1.0\] 0\]}"
        $w tag bind $goTag <Any-Enter> \
            "$w tag configure \"$goTag\" -foreground yellow
        $w tag configure \"$goTag\" -background maroon
        $w configure -cursor hand2"
        $w tag bind $goTag <Any-Leave> \
            "$w tag configure \"$goTag\" -foreground {}
        $w tag configure \"$goTag\" -background {}
        $w configure -cursor {}"
      } elseif {[strIsPrefix "pi " $tagName]} {
        # Check if it is a player info tag:
        set playerTag $tagName
        set playerName [string range $playerTag 3 end]
        set tagName "pi"
        $w tag configure "$playerTag" -foreground darkBlue
        $w tag bind "$playerTag" <ButtonRelease-1> "::pinfo::playerInfo \"$playerName\""
        $w tag bind $playerTag <Any-Enter> \
            "$w tag configure \"$playerTag\" -foreground yellow
        $w tag configure \"$playerTag\" -background darkBlue
        $w configure -cursor hand2"
        $w tag bind $playerTag <Any-Leave> \
            "$w tag configure \"$playerTag\" -foreground darkBlue
        $w tag configure \"$playerTag\" -background {}
        $w configure -cursor {}"
      } elseif {[strIsPrefix "g_" $tagName]} {
        # Check if it is a game-load tag:
        set gameTag $tagName
        set tagName "g"
        set gnum [string range $gameTag 2 end]
        set glCommand "::game::LoadMenu $w [sc_base current] $gnum %X %Y"
        $w tag bind $gameTag <ButtonPress-1> $glCommand
        $w tag bind $gameTag <ButtonPress-$::MB3> \
            "::gbrowser::new [sc_base current] $gnum"
        $w tag bind $gameTag <Any-Enter> \
            "$w tag configure $gameTag -foreground yellow
        $w tag configure $gameTag -background darkBlue
        $w configure -cursor hand2"
        $w tag bind $gameTag <Any-Leave> \
            "$w tag configure $gameTag -foreground {}
        $w tag configure $gameTag -background {}
        $w configure -cursor {}"
      } elseif {[strIsPrefix "m_" $tagName]} {
        # Check if it is a move tag:
        set moveTag $tagName
        set tagName "m"
		  ### TODO
		  ### Does not work for variations as the var-Tag appears before
		  ### the <m_ tags, therefore this overwrites font sizes
        ### $w tag configure $moveTag -font font_Figurine_ML
        $w tag bind $moveTag <ButtonRelease-1> "sc_move pgn [string range $moveTag 2 end]; updateBoard"
        # Bind middle button to popup a PGN board:
        $w tag bind $moveTag <ButtonPress-$::MB2> "::pgn::ShowBoard .pgnWin.text $moveTag %X %Y"
        # invoking contextual menu in PGN window
        $w tag bind $moveTag <ButtonPress-$::MB3> "sc_move pgn [string range $moveTag 2 end]; updateBoard"
        $w tag bind $moveTag <Any-Enter> "$w tag configure $moveTag -underline 1
        $w configure -cursor hand2"
        $w tag bind $moveTag <Any-Leave> "$w tag configure $moveTag -underline 0
        $w configure -cursor {}"
      } elseif {[strIsPrefix "c_" $tagName]} {
        # Check if it is a comment tag:
        set commentTag $tagName
        set tagName "c"
        if { $::pgn::boldMainLine } {
          $w tag configure $commentTag -foreground $::pgnColor(Comment) -font font_Regular
        } else {
          $w tag configure $commentTag -foreground $::pgnColor(Comment)
        }
        $w tag bind $commentTag <ButtonRelease-1> "sc_move pgn [string range $commentTag 2 end]; updateBoard; ::commenteditor::Open"
        $w tag bind $commentTag <Any-Enter> "$w tag configure $commentTag -underline 1
        $w configure -cursor hand2"
        $w tag bind $commentTag <Any-Leave> "$w tag configure $commentTag -underline 0
        $w configure -cursor {}"
      }
      
      if {$tagName == "h1"} {$w insert end "\n"}
      
    }
    
    # Now insert the text up to the formatting tag:
    $w insert end [string range $str 0 [expr {$startPos - 1}]]
    
    # Check if it is a name tag matching the section we want:
    if {$section != ""  &&  [strIsPrefix "name " $tagName]} {
      set sect [string range $tagName 5 end]
      if {$section == $sect} { set seePoint [$w index insert] }
    }
    
    if {[string index $tagName 0] == "/"} {
      # Get rid of initial "/" character:
      set tagName [string range $tagName 1 end]
      switch -- $tagName {
        h1 - h2 - h3 - h4 - h5  {$w insert end "\n"}
      }
      if {$tagName == "p"} {$w insert end "\n"}
      #if {$tagName == "h1"} {$w insert end "\n"}
      if {$tagName == "menu"} {$w insert end "\]"}
      if {$tagName == "ul"} {
        incr helpWin(Indent) -4
        $w insert end "\n"
      }
      if {[info exists startIndex($tagName)]} {
        switch -- $tagName {
          a {$w tag add $linkTag $startIndex($tagName) [$w index insert]}
          g  {$w tag add $gameTag $startIndex($tagName) [$w index insert]}
          c  {$w tag add $commentTag $startIndex($tagName) [$w index insert]}
          m  {$w tag add $moveTag $startIndex($tagName) [$w index insert]}
          pi {$w tag add $playerTag $startIndex($tagName) [$w index insert]}
          url {$w tag add $urlTag $startIndex($tagName) [$w index insert]}
          run {$w tag add $runTag $startIndex($tagName) [$w index insert]}
          go {$w tag add $goTag $startIndex($tagName) [$w index insert]}
          default {$w tag add $tagName $startIndex($tagName) [$w index insert]}
        }
        unset startIndex($tagName)
      }
    } else {
      switch -- $tagName {
        ul {incr helpWin(Indent) 4}
        li {
          $w insert end "\n"
          for {set space 0} {$space < $helpWin(Indent)} {incr space} {
            $w insert end " "
          }
        }
        p  {$w insert end "\n"}
        br {$w insert end "\n"}
        q  {$w insert end "\""}
        lt {$w insert end "<"}
        gt {$w insert end ">"}
        h2 - h3 - h4 - h5  {$w insert end "\n"}
      }
      #Set the start index for this type of tag:
      set startIndex($tagName) [$w index insert]
      if {$tagName == "menu"} {$w insert end "\["}
    }
    
    # Check if it is an image or button tag:
    if {[strIsPrefix "img " $tagName]} {
      set imgName [string range $tagName 4 end]
      set winName $w.$imgName
      while {[winfo exists $winName]} { append winName a }
      label $winName -image $imgName -relief flat -borderwidth 0 -background white
      $w window create end -window $winName
    }
    if {[strIsPrefix "button " $tagName]} {
      set idx [ string first "-command" $tagName]
      set cmd ""
      if {$idx == -1} {
        set imgName [string range $tagName 7 end]
      } else  {
        set imgName [string trim [string range $tagName 7 [expr $idx -1]]]
        set cmd [ string range $tagName [expr $idx +9] end ]
      }
      set winName $w.$imgName
      while {[winfo exists $winName]} { append winName a }
      button $winName -image $imgName -command $cmd
      $w window create end -window $winName
    }
    if {[strIsPrefix "window " $tagName]} {
      set winName [string range $tagName 7 end]
      $w window create end -window $winName
    }
    
    # Now eliminate the processed text from the string:
    set str [string range $str [expr {$endPos + 1}] end]
    incr count
    if {$count == $::htext::updates($w)} { update idletasks; set count 1 }
    if {$::htext::interrupt} {
      $w configure -state disabled
      return
    }
  }
  
  # Now add any remaining text:
  if {! $::htext::interrupt} { $w insert end $str }
  
  if {$seePoint != ""} { $w yview $seePoint }
  $w configure -state disabled
  # set elapsed [expr {[clock clicks -milli] - $start}]
}


# openURL:
#    Sends a command to the user's web browser to view a webpage given
#    its URL.
#
proc openURL {url} {
  global windowsOS
  busyCursor .
  if {$windowsOS} {
    # On Windows, use the "start" command:
    regsub -all " " $url "%20" url
    if {[string match $::tcl_platform(os) "Windows NT"]} {
      catch {exec $::env(COMSPEC) /c start $url &}
    } else {
      catch {exec start $url &}
    }
  } elseif {$::macOS} {
    # On Mac OS X use the "open" command:
    catch {exec open $url &}
  } else {
    # On Unix systems, there is no standard for invoking favorite
    # web browser, so just try starting Mozilla or Netscape.
    
    # First, check if Mozilla seems to be available:
    if {[file executable [auto_execok firefox]]} {
      # First, try -remote mode:
      if {[catch {exec /bin/sh -c "$::auto_execs(firefox) -remote 'openURL($url)'"}]} {
        # Now try a new Mozilla process:
        catch {exec /bin/sh -c "$::auto_execs(firefox) '$url'" &}
      }
    } elseif {[file executable [auto_execok iceweasel]]} {
      # First, try -remote mode:
      if {[catch {exec /bin/sh -c "$::auto_execs(iceweasel) -remote 'openURL($url)'"}]} {
        # Now try a new Mozilla process:
        catch {exec /bin/sh -c "$::auto_execs(iceweasel) '$url'" &}
      }
    } elseif {[file executable [auto_execok mozilla]]} {
      # First, try -remote mode:
      if {[catch {exec /bin/sh -c "$::auto_execs(mozilla) -remote 'openURL($url)'"}]} {
        # Now try a new Mozilla process:
        catch {exec /bin/sh -c "$::auto_execs(mozilla) '$url'" &}
      }
    } elseif {[file executable [auto_execok www-browser]]} {
      # Now try a new Mozilla process:
      catch {exec /bin/sh -c "$::auto_execs(www-browser) '$url'" &}
    } elseif {[file executable [auto_execok netscape]]} {
      # OK, no Mozilla (poor user) so try Netscape (yuck):
      # First, try -remote mode to avoid starting a new netscape process:
      if {[catch {exec /bin/sh -c "$::auto_execs(netscape) -raise -remote 'openURL($url)'"}]} {
        # Now just try starting a new netscape process:
        catch {exec /bin/sh -c "$::auto_execs(netscape) '$url'" &}
      }
    } else {
      foreach executable {iexplorer opera lynx w3m links epiphan galeon
        konqueror mosaic amaya browsex elinks} {
        set executable [auto_execok $executable]
        if [string length $executable] {
          # Is there any need to give options to these browsers? how?
          set command [list $executable $url &]
          catch {exec /bin/sh -c "$executable '$url'" &}
          break
        }
      }
    }
  }
  unbusyCursor .
}
# adds a checkbox to show hidden files
catch {tk_getOpenFile -with-invalid-argument}
namespace eval ::tk::dialog::file {
  variable showHiddenBtn 1
  variable showHiddenVar 0
}

# ::file::Exit
#
#    Prompt for confirmation then exit.
#
proc ::file::Exit {}  {
  # Check for altered game in all bases except the clipbase:
  set unsavedCount 0
  set savedBase [sc_base current]
  set msg ""
  set nbases [sc_base count total]
  for {set i 1} {$i < [sc_base count total]} {incr i} {
    sc_base switch $i
    if {[sc_base inUse] && [sc_game altered] && ![sc_base isReadOnly]} {
      if {$unsavedCount == 0} {
        append msg $::tr(ExitUnsaved)
        append msg "\n\n"
      }
      incr unsavedCount
      set fname [file tail [sc_base filename]]
      set g [sc_game number]
      append msg "   Base $i: $fname "
      append msg "($::tr(game) $g)"
      append msg "\n"
    }
  }
  # Switch back to original database:
  sc_base switch $savedBase
  
  # Check if a mask is opened and dirty
  ::tree::mask::close
  
  if {$msg != ""} {
    append msg "\n"
  }
  append msg $::tr(ExitDialog)
  
  # Only ask before exiting if there are unsaved changes:
  if {$unsavedCount > 0} {
    set answer [tk_messageBox -title "Scid: [tr FileExit]" \
        -message $msg -type yesno -icon question]
    if {$answer != "yes"} { return }
  }
  if {$::optionsAutoSave} {
    # restore askToReplaceMoves if necessary
    if {[winfo exists .tacticsWin]} {
      ::tactics::restoreAskToReplaceMoves
    }
    # restore options if findBestMove in progress
    ::tactics::findBestMoveExit
    .menu.options invoke [tr OptionsSave]
  }
  ::recentFiles::save
  ::utils::history::Save
  destroy .
}

proc ::file::ExitFast {} {
  if {$::optionsAutoSave} {
    # restore askToReplaceMoves if necessary
    if {[winfo exists .tacticsWin]} {
      ::tactics::restoreAskToReplaceMoves
    }
    .menu.options invoke [tr OptionsSave]
  }
  ::recentFiles::save
  destroy .
}

# ::file::New
#
#   Opens file-save dialog and creates a new database.
#
proc ::file::New {} {
  if {[sc_base count free] == 0} {
    tk_messageBox -title "Scid" -type ok -icon info \
        -message "Too many databases open; close one first"
    return
  }
  set ftype {
    { "Scid databases, EPD files" {".si4" ".epd"} }
    { "Scid databases" {".si4"} }
    { "EPD files" {".epd"} }
  }
  
  if { [ file exists $::initialDir(base) ] } {
    set fName [tk_getSaveFile -initialdir $::initialDir(base) -filetypes $ftype -title "Create a Scid database"]
  } else  {
    set fName [tk_getSaveFile -filetypes $ftype -title "Create a Scid database"]
  }
  
  if {$fName == ""} {
    # do nothing
  } elseif {[file extension $fName] == ".epd"} {
    newEpdWin create $fName
    return
  } else {
    set fName [file rootname $fName]
    if {[catch {sc_base create $fName} result]} {
      tk_messageBox -icon warning -type ok -parent . \
          -title "Scid: Unable to create base" -message $result
    }
  }
  set ::initialDir(base) [file dirname $fName]
  ::recentFiles::add "$fName.si4"
  ::notify::DatabaseChanged
  updateBoard -pgn
}

# ::file::Open
#
#    Opens file-open dialog and opens the selected Scid database.
#
proc ::file::Open {{fName ""}} {
  if {[sc_base count free] == 0} {
    tk_messageBox -type ok -icon info -title "Scid" \
        -message "Too many databases are open; close one first"
    return
  }
  
  if {[sc_info gzip]} {
    set ftype {
      { "All Scid files" {".si4" ".si3" ".pgn" ".pgn.gz" ".epd" ".epd.gz" ".sor"} }
      { "Scid databases, PGN files" {".si4" ".si3" ".pgn" ".PGN" ".pgn.gz"} }
      { "Scid databases" {".si4" ".si3"} }
      { "PGN files" {".pgn" ".PGN" ".pgn.gz"} }
      { "EPD files" {".epd" ".EPD" ".epd.gz"} }
      { "Repertoire files" {".sor"} }
    }
  } else {
    set ftype {
      { "All Scid files" {".si4" ".si3" ".pgn" ".epd" ".sor"} }
      { "Scid databases, PGN files" {".si4" ".si3" ".pgn" ".PGN"} }
      { "Scid databases" {".si4" ".si3"} }
      { "PGN files" {".pgn" ".PGN"} }
      { "EPD files" {".epd" ".EPD"} }
      { "Repertoire files" {".sor"} }
    }
  }
  
  if {$fName == ""} {
    set fName [tk_getOpenFile -initialdir $::initialDir(base) -filetypes $ftype -title "Open a Scid file"]
    if {$fName == ""} { return }
  }
  
  if {[file extension $fName] == ""} {
    set fName "$fName.si4"
  }
  
  if {[file extension $fName] == ".sor"} {
    if {[catch {::rep::OpenWithFile $fName} err]} {
      tk_messageBox -parent . -type ok -icon info -title "Scid" \
          -message "Unable to open \"$fName\": $err"
    }
    return
  }
  
  if {[file extension $fName] == ".si3"} {
    ::file::Upgrade [file rootname $fName]
    return
  }
  
  set err 0
  busyCursor .
  if {[file extension $fName] == ".si4"} {
    set fName [file rootname $fName]
    if {[catch {openBase $fName} result]} {
      set err 1
      tk_messageBox -icon warning -type ok -parent . \
          -title "Scid: Error opening file" -message $result
    } else {
      set ::initialDir(base) [file dirname $fName]
      ::recentFiles::add "$fName.si4"
    }
  } elseif {[string match "*.epd*" [string tolower $fName]]} {
    # EPD file:
    newEpdWin open $fName
  } else {
    # PGN file:
    set result "This file is not readable."
    if {(![file readable $fName])  || \
          [catch {sc_base create $fName true} result]} {
      set err 1
      tk_messageBox -icon warning -type ok -parent . \
          -title "Scid: Error opening file" -message $result
    } else {
      doPgnFileImport $fName "Opening [file tail $fName] read-only...\n"
      sc_base type [sc_base current] 3
      ::recentFiles::add $fName
    }
  }
  
  if {$err == 0} {
    catch {sc_game load auto}
    flipBoardForPlayerNames $::myPlayerNames
  }
  unbusyCursor .
  updateBoard -pgn
  updateGameInfoMenu
  ::notify::DatabaseChanged
}

# ::file::Upgrade
#
#   Upgrades an old (version 3) Scid database to version 4.
#
proc ::file::Upgrade {name} {
  if {[file readable "$name.si4"]} {
    set msg [string trim $::tr(ConfirmOpenNew)]
    set res [tk_messageBox -title "Scid" -type yesno -icon info -message $msg]
    if {$res == "no"} { return }
    ::file::Open "$name.si4"
    return
  }
  
  set msg [string trim $::tr(ConfirmUpgrade)]
  set res [tk_messageBox -title "Scid" -type yesno -icon info -message $msg]
  if {$res == "no"} { return }
  progressWindow "Scid" "$::tr(Upgrading): [file tail $name]..."\
      $::tr(Cancel) "sc_progressBar"
  busyCursor .
  update
  set err [catch {sc_base upgrade $name} res]
  unbusyCursor .
  closeProgressWindow
  if {$err} {
    tk_messageBox -title "Scid" -type ok -icon warning \
        -message "Unable to upgrade the database:\n$res"
    return
  } else  {
    # rename game and name files, delete old .si3
    file rename "$name.sg3"  "$name.sg4"
    file rename "$name.sn3"  "$name.sn4"
    file delete "$name.si3"
  }
  ::file::Open "$name.si4"
}

# openBase:
#    Opens a Scid database, showing a progress bar in a separate window
#    if the database is around 1 Mb or larger in size.
#   ::file::Open should be used if the base is not already in si4 format
proc openBase {name} {
  set bsize 0
  set gfile "[file rootname $name].sg4"
  if {! [catch {file size $gfile} err]} { set bsize $err }
  set showProgress 0
  if {$bsize > 1000000} { set showProgress 1 }
  if {$showProgress} {
    progressWindow "Scid" "$::tr(OpeningTheDatabase): [file tail $name]..."
  }
  set err [catch {sc_base open $name} result]
  if {$showProgress} { closeProgressWindow }
  if {$err} { return -code error $result }
  return $result
}


# ::file::Close:
#   Closes the active base.
#
proc ::file::Close {{base -1}} {
  # Remember the current base:
  set current [sc_base current]
  if {$base < 0} { set base $current }
  if {![sc_base inUse $base]} { return }
  # Switch to the base which will be closed, and check for changes:
  sc_base switch $base
  if {![::game::ConfirmDiscard]} {
    sc_base switch $current
    return
  }
  sc_base close
  ::game::HistoryRemoveDB $base
    
  # If base to close was the current one, reset to clipbase
  if { $current == $base } {
    setTrialMode 0
    set current 9
  }

  # Close Tree window whenever a base is closed/switched:
  if {[winfo exists .treeWin$base]} { destroy .treeWin$base }
  # Now switch back to the original base
  ::file::SwitchToBase $current
  updateBoard -pgn
  ::notify::DatabaseChanged
}


proc ::file::SwitchToBase {{b} {saveHistory 1}} {
  if {[sc_base current] == $b} { return }
  sc_base switch $b
  if {$saveHistory == 1} { ::game::HistoryDatabaseSwitch }
  # Close email window when a base is switched:
  if {[winfo exists .emailWin]} { destroy .emailWin }
  updateBoard -pgn
  ::notify::DatabaseChanged
}

################################################################################
proc ::file::openBaseAsTree { { fName "" } } {
  set current [sc_base current]
  
  if {[sc_base count free] == 0} {
    tk_messageBox -type ok -icon info -title "Scid" \
        -message "Too many databases are open; close one first"
    return
  }
  
  if {$fName == ""} {
    if {[sc_info gzip]} {
      set ftype {
        { "Scid databases, PGN files" {".si4" ".si3" ".pgn" ".PGN" ".pgn.gz"} }
        { "Scid databases" {".si4" ".si3"} }
        { "PGN files" {".pgn" ".PGN" ".pgn.gz"} }
      }
    } else {
      set ftype {
        { "Scid databases, PGN files" {".si4" ".si3" ".pgn" ".PGN"} }
        { "Scid databases" {".si4" ".si3"} }
        { "PGN files" {".pgn" ".PGN"} }
      }
    }
    set fName [tk_getOpenFile -initialdir $::initialDir(base) -filetypes $ftype -title "Open a Scid file"]
    if {$fName == ""} { return }
  }
  
  if {[file extension $fName] == ""} {
    set fName "$fName.si3"
  }
  
  if {[file extension $fName] == ".sor"} {
    if {[catch {::rep::OpenWithFile $fName} err]} {
      tk_messageBox -parent . -type ok -icon info -title "Scid" \
          -message "Unable to open \"$fName\": $err"
    }
    return
  }
  
  if {[file extension $fName] == ".si3"} {
    ::file::Upgrade [file rootname $fName]
    return
  }
  
  set err 0
  busyCursor .
  if {[file extension $fName] == ".si4"} {
    set fName [file rootname $fName]
    if {[catch {openBase $fName} result]} {
      unbusyCursor .
      set err 1
      tk_messageBox -icon warning -type ok -parent . -title "Scid: Error opening file" -message $result
      return
    } else {
      set ::initialDir(base) [file dirname $fName]
      ::recentFiles::add "$fName.si4"
    }
  } else {
    # PGN file:
    set result "This file is not readable."
    if {(![file readable $fName])  || \
          [catch {sc_base create $fName true} result]} {
      unbusyCursor .
      set err 1
      tk_messageBox -icon warning -type ok -parent . -title "Scid: Error opening file" -message $result
      return
    } else {
      doPgnFileImport $fName "Opening [file tail $fName] read-only...\n"
      sc_base type [sc_base current] 3
      ::recentFiles::add $fName
    }
  }
  
  unbusyCursor .
  set new_base [sc_base current]
  sc_base switch $current
  ::tree::make $new_base 1
}


####################
# File finder window

set ::file::finder::data(dir) [pwd]
set ::file::finder::data(sort) name
set ::file::finder::data(recurse) 0
set ::file::finder::data(stop) 0
set ::file::finder::data(Scid) 1
set ::file::finder::data(PGN) 1
set ::file::finder::data(Rep) 1
set ::file::finder::data(EPD) 1
set ::file::finder::data(Old) 1

proc ::file::finder::Open {} {
  set w .finder
  if {[winfo exists $w]} { return }
  
  toplevel $w
  wm title $w "Scid: $::tr(FileFinder)"
  bind $w <F1> {helpWindow Finder}
  setWinLocation $w
  bind $w <Configure> "recordWinSize $w"
  
  menu $w.menu
  $w configure -menu $w.menu
  
  $w.menu add cascade -label FinderFile -menu $w.menu.file
  menu $w.menu.file
  $w.menu.file add checkbutton -label FinderFileSubdirs \
      -variable ::file::finder::data(recurse) -onvalue 1 -offvalue 0 \
      -command ::file::finder::Refresh
  $w.menu.file add separator
  $w.menu.file add command -label FinderFileClose -command "destroy $w"
  
  $w.menu add cascade -label FinderSort -menu $w.menu.sort
  menu $w.menu.sort
  foreach {name value} {Type type Size size Mod mod Filename name Path path} {
    $w.menu.sort add radiobutton -label FinderSort$name \
        -variable ::file::finder::data(sort) -value $value \
        -command {::file::finder::Refresh -fast}
  }
  
  $w.menu add cascade -label FinderTypes -menu $w.menu.types
  menu $w.menu.types
  foreach type {Scid Old PGN Rep EPD} {
    $w.menu.types add checkbutton -label FinderTypes$type \
        -variable ::file::finder::data($type) -onvalue 1 -offvalue 0 \
        -command ::file::finder::Refresh
  }
  
  $w.menu add cascade -label FinderHelp -menu $w.menu.helpmenu
  menu $w.menu.helpmenu
  $w.menu.helpmenu add command -label FinderHelpFinder \
      -accelerator F1 -command {helpWindow Finder}
  $w.menu.helpmenu add command -label FinderHelpIndex -command {helpWindow Index}
  
  pack [frame $w.d] -side top -fill x
  label $w.d.label -text "$::tr(FinderDir):" -font font_Small
  set ::file::finder::data(menu) [tk_optionMenu $w.d.mb ::file::finder::data(dir) ""]
  $w.d.mb configure -font font_Small -width 1 -anchor e
  $::file::finder::data(menu) configure -font font_Small
  button $w.d.up -image tb_updir -command {::file::finder::Refresh ..}
  pack $w.d.label -side left -padx 5
  pack $w.d.up -side right -padx 5
  pack $w.d.mb -side left -fill x -expand yes
  
  frame $w.t
  frame $w.b
  text $w.t.text -width 65 -height 25 -font font_Small -wrap none \
      -fg black -bg white -yscrollcommand "$w.t.ybar set" -setgrid 1 \
      -cursor top_left_arrow
  scrollbar $w.t.ybar -command "$w.t.text yview" -width 12
  $w.t.text tag configure Dir -foreground brown
  $w.t.text tag configure Vol -foreground gray25
  $w.t.text tag configure PGN -foreground blue
  $w.t.text tag configure Scid -foreground red
  $w.t.text tag configure Old -foreground black
  $w.t.text tag configure Rep -foreground darkGreen
  $w.t.text tag configure EPD -foreground orange
  $w.t.text tag configure bold -font font_SmallBold
  $w.t.text tag configure center -justify center
  set xwidth [font measure [$w.t.text cget -font] "x"]
  set tablist {}
  foreach {tab justify} {15 r 30 r 32 l 50 l} {
    set tabwidth [expr {$xwidth * $tab} ]
    lappend tablist $tabwidth $justify
  }
  $w.t.text configure -tabs $tablist
  bindMouseWheel $w $w.t.text
  
  checkbutton $w.b.sub -text [tr FinderFileSubdirs] \
      -variable ::file::finder::data(recurse) -onvalue 1 -offvalue 0 \
      -command ::file::finder::Refresh
  dialogbutton $w.b.stop -textvar ::tr(Stop) -command {set finder(stop) 1 }
  dialogbutton $w.b.help -textvar ::tr(Help) -command {helpWindow Finder}
  dialogbutton $w.b.close -textvar ::tr(Close) -command "destroy $w"
  bind $w <Escape> {
    if {[winfo exists .finder.t.text.ctxtMenu]} {
      destroy .finder.t.text.ctxtMenu
      focus .finder
    } else {
      .finder.b.stop invoke
    }
  }
  # Bind left button to close ctxt menu:
  bind $w <ButtonPress-1> {
    if {[winfo exists .finder.t.text.ctxtMenu]} {
      destroy .finder.t.text.ctxtMenu
      focus .finder
    }
  }
  pack $w.b -side bottom -fill x
  packbuttons right $w.b.close $w.b.help $w.b.stop
  packbuttons left $w.b.sub
  pack $w.t -side top -fill both -expand yes
  pack $w.t.ybar -side right -fill y
  pack $w.t.text -side left -fill both -expand yes
  ::file::finder::ConfigMenus
  ::file::finder::Refresh
}

proc ::file::finder::Refresh {{newdir ""}} {
  variable data
  set w .finder
  if {! [winfo exists $w]} { return }
  set t $w.t.text
  
  # When parameter is "-fast", just re-sort the existing data:
  set fastmode 0
  if {$newdir == "-fast"} {
    set fastmode 1
    set newdir ""
  }
  if {$newdir == ".."} { set newdir [file dirname $data(dir)] }
  if {$newdir != ""} { set data(dir) $newdir }
  
  busyCursor .
  set data(stop) 0
  $w.b.close configure -state disabled
  $w.b.help configure -state disabled
  $w.b.sub configure -state disabled
  $w.b.stop configure -state normal
  catch {grab $w.b.stop}
  $t configure -state normal
  update
  
  if {$fastmode} {
    set flist $data(flist)
  } else {
    set flist [::file::finder::GetFiles $data(dir)]
    set data(flist) $flist
  }
  
  switch $data(sort) {
    "none" {}
    "type" { set flist [lsort -decreasing -index 1 $flist] }
    "size" { set flist [lsort -integer -decreasing -index 0 $flist] }
    "name" { set flist [lsort -dict -index 2 $flist] }
    "path" { set flist [lsort -dict -index 3 $flist] }
    "mod"  { set flist [lsort -integer -decreasing -index 4 $flist] }
  }
  
  set hc yellow
  $t delete 1.0 end
  set dcount 0
  $t insert end "$::tr(FinderDirs)\n" {center bold}
  set dlist {}
  
  # Insert drive letters, on Windows:
  if {$::windowsOS} {
    foreach drive [lsort -dictionary [file volume]] {
      $t insert end " $drive " [list Vol v$drive]
      $t insert end "    "
      $t tag bind v$drive <1> [list ::file::finder::Refresh $drive]
      $t tag bind v$drive <Any-Enter> \
          "$t tag configure [list v$drive] -background $hc"
      $t tag bind v$drive <Any-Leave> \
          "$t tag configure [list v$drive] -background {}"
    }
    $t insert end "\n"
  }
  
  # Insert parent directory entry:
  lappend dlist ..
  
  # Generate other directory entries:
  set dirlist [lsort -dictionary [glob -nocomplain [file join $data(dir) *]]]
  foreach dir $dirlist {
    if {[file isdir $dir]} {
      lappend dlist $dir
    }
  }
  foreach dir $dlist {
    if {$dcount != 0} {
      set sep "\n"
      if {$dcount % 2 != 0} { set sep "\t\t\t" }
      $t insert end $sep
    }
    incr dcount
    if {$dir == ".."} {
      set d ..
      $t insert end " .. ($::tr(FinderUpDir)) " [list Dir d..]
    } else {
      set d [file tail $dir]
      $t insert end " $d " [list Dir d$d]
    }
    $t tag bind d$d <1> [list ::file::finder::Refresh $dir]
    $t tag bind d$d <Any-Enter> \
        "$t tag configure [list d$d] -background $hc"
    $t tag bind d$d <Any-Leave> \
        "$t tag configure [list d$d] -background {}"
  }
  
  # Add File section headings:
  $t insert end "\n\n"
  if {[llength $flist] != 0} {
    foreach i {Type Size Mod Name Path} v {type size mod name path} {
      $t tag configure s$i -font font_SmallBold
      $t tag bind s$i <1> "set ::file::finder::data(sort) $v; ::file::finder::Refresh -fast"
      $t tag bind s$i <Any-Enter> "$t tag config s$i -foreground red"
      $t tag bind s$i <Any-Leave> "$t tag config s$i -foreground {}"
    }
    $t insert end "$::tr(FinderFiles)\n" {center bold}
    $t insert end " "
    $t insert end "[tr FinderSortType]" sType
    $t insert end "\t"
    $t insert end "[tr FinderSortSize]" sSize
    $t insert end "\t"
    $t insert end "[tr FinderSortMod]" sMod
    $t insert end "\t"
    $t insert end "[tr FinderSortName]" sName
    $t insert end "\t"
    $t insert end "[tr FinderSortPath]" sPath
    $t insert end "\n"
  }
  
  # Add each file:
  foreach i $flist {
    set size [lindex $i 0]
    set type [lindex $i 1]
    set fname [lindex $i 2]
    set path [lindex $i 3]
    set mtime [lindex $i 4]
    set est [lindex $i 5]
    $t insert end "\n "
    $t insert end $type [list $type f$path]
    set esize ""
    if {$est} { set esize "~" }
    append esize [::utils::thousands $size]
    $t insert end "\t$esize" f$path
    $t insert end "\t[clock format $mtime -format {%b %d %Y}]" f$path
    $t insert end "\t$fname\t" f$path
    set dir [file dirname $path]
    set tail [file tail $path]
    if {$dir == "."} {
      set fullpath $data(dir)/$tail
    } else  {
      set fullpath $data(dir)/$dir/$tail
    }
    
    $t tag bind f$path <ButtonPress-1> "::file::Open [list $fullpath]"
    # Bind right button to popup a contextual menu:
    $t tag bind f$path <ButtonPress-$::MB3> "::file::finder::contextMenu .finder.t.text [list $fullpath] %x %y %X %Y"
    
    $t tag bind f$path <Any-Enter> \
        "$t tag configure [list f$path] -background $hc"
    $t tag bind f$path <Any-Leave> \
        "$t tag configure [list f$path] -background {}"
    if {$dir == "."} {
      set fullpath "$data(dir)/$tail"
    } else {
      $t tag configure p$path -foreground darkblue
      $t insert end "$dir/" [list p$path f$path]
    }
    $t tag configure t$path -foreground blue
    $t insert end $tail [list t$path f$path]
  }
  $t configure -state disabled
  
  # Update directory menubutton:
  $data(menu) delete 0 end
  set mlist {}
  set d {}
  foreach subdir [file split $data(dir)] {
    set d [file join $d $subdir]
    lappend mlist $d
  }
  foreach m $mlist {
    $data(menu) add command -label $m -command "::file::finder::Refresh [list $m]"
  }
  
  catch {grab release $w.b.stop}
  $w.b.stop configure -state disabled
  $w.b.help configure -state normal
  $w.b.close configure -state normal
  $w.b.sub configure -state normal
  unbusyCursor .
  
}
################################################################################
#
################################################################################
proc ::file::finder::contextMenu {win fullPath x y xc yc} {
  
  update idletasks
  
  set mctxt $win.ctxtMenu
  
  if { [winfo exists $mctxt] } { destroy $mctxt }
  
  menu $mctxt
  $mctxt add command -label [tr FinderCtxOpen ] -command "::file::Open [list $fullPath]"
  $mctxt add command -label [tr FinderCtxBackup ] -command "::file::finder::backup [list $fullPath]"
  $mctxt add command -label [tr FinderCtxCopy ] -command "::file::finder::copy [list $fullPath]"
  $mctxt add command -label [tr FinderCtxMove ] -command "::file::finder::move [list $fullPath]"
  $mctxt add separator
  $mctxt add command -label [tr FinderCtxDelete ] -command "::file::finder::delete $fullPath"
  
  $mctxt post [winfo pointerx .] [winfo pointery .]
  
}
################################################################################
# will backup a base in the form name-date.ext
################################################################################
proc ::file::finder::backup { f } {
  set r [file rootname $f]
  set d [clock format [clock seconds] -format "-%Y.%m.%d-%H%M" ]
  set ext [string tolower [file extension $f]]
  if { $ext == ".si4" } {
    if { [catch { file copy "$r.sg4" "$r$d.sg4" ; file copy "$r.sn4" "$r$d.sn4" } err ] } {
      tk_messageBox -title Scid -icon error -type ok -message "File copy error $err"
      return
    }
    catch { file copy "$r.stc" "$r$d.stc" }
  }
  
  if { [catch { file copy "$r[file extension $f]" "$r$d[file extension $f]" } err ] } {
    tk_messageBox -title Scid -icon error -type ok -message "File copy error $err"
    return
  }
  
  ::file::finder::Refresh
}
################################################################################
#
################################################################################
proc ::file::finder::copy { f } {
  if {[sc_base slot $f] != 0} {
    tk_messageBox -title Scid -icon error -type ok -message "Close base first"
    return
  }
  set dir [tk_chooseDirectory -initialdir [file dirname $f] ]
  if {$dir != ""} {
    if { [string tolower [file extension $f]] == ".si4" } {
      if { [catch { file copy "[file rootname $f].sg4" "[file rootname $f].sn4" $dir } err ] } {
        tk_messageBox -title Scid -icon error -type ok -message "File copy error $err"
        return
      }
      
      catch { file copy "[file rootname $f].stc" $dir }
    }
    
    if { [catch { file copy $f $dir } err ] } {
      tk_messageBox -title Scid -icon error -type ok -message "File copy error $err"
      return
    }
    
  }
}
################################################################################
#
################################################################################
proc ::file::finder::move { f } {
  if {[sc_base slot $f] != 0} {
    tk_messageBox -title Scid -icon error -type ok -message "Close base first"
    return
  }
  set dir [tk_chooseDirectory -initialdir [file dirname $f] ]
  if {$dir != ""} {
    if { [string tolower [file extension $f]] == ".si4" } {
      
      if { [catch { file rename "[file rootname $f].sg4" "[file rootname $f].sn4" $dir } err ] } {
        tk_messageBox -title Scid -icon error -type ok -message "File rename error $err"
        return
      }
      catch { file rename "[file rootname $f].stc" $dir }
    }
    
    if { [catch { file rename $f $dir } err ] } {
      tk_messageBox -title Scid -icon error -type ok -message "File rename error $err"
      return
    }
  }
  ::file::finder::Refresh
}
################################################################################
#
################################################################################
proc ::file::finder::delete { f } {
  if {[sc_base slot $f] != 0} {
    tk_messageBox -title Scid -icon error -type ok -message "Close base first"
    return
  }
  set answer [tk_messageBox -title Scid -icon warning -type yesno -message "Are you sure you want to permanently delete $f ?"]
  if {$answer == "yes"} {
    if { [string tolower [file extension $f]] == ".si4" } {
      file delete "[file rootname $f].sg4" "[file rootname $f].sn4" "[file rootname $f].stc"
    }
    file delete $f
  }
  ::file::finder::Refresh
}
################################################################################
#
################################################################################
proc ::file::finder::ConfigMenus {{lang ""}} {
  if {! [winfo exists .finder]} { return }
  if {$lang == ""} { set lang $::language }
  set m .finder.menu
  foreach idx {0 1 2 3} tag {File Sort Types Help} {
    configMenuText $m $idx Finder$tag $lang
  }
  foreach idx {0 2} tag {Subdirs Close} {
    configMenuText $m.file $idx FinderFile$tag $lang
  }
  foreach idx {0 1 2 3 4} tag {Type Size Mod Name Path} {
    configMenuText $m.sort $idx FinderSort$tag $lang
  }
  foreach idx {0 1 2 3 4} tag {Scid Old PGN Rep EPD} {
    configMenuText $m.types $idx FinderTypes$tag $lang
  }
  foreach idx {0 1} tag {Finder Index} {
    configMenuText $m.helpmenu $idx FinderHelp$tag $lang
  }
}

proc ::file::finder::GetFiles {dir {len -1}} {
  variable data
  set dlist {}
  set flist {}
  if {$len < 0} {
    set len [expr {[string length $dir] + 1} ]
  }
  
  foreach f [glob -nocomplain [file join $dir *]] {
    if {[file isdir $f]} {
      lappend dlist $f
    } elseif {[file isfile $f]} {
      set ext [string tolower [file extension $f]]
      if {[catch {set mtime [file mtime $f]}]} { set mtime 0 }
      set showFile 0
      set rootname [file rootname $f]
      set type PGN
      if {$ext == ".si4"} {
        set showFile 1
        set type Scid
      } elseif {$ext == ".si3"} {
        set showFile 1
        set type Old
      } elseif {$ext == ".sor"} {
        set showFile 1
        set type Rep
      } elseif {$ext == ".epd"} {
        set type EPD
        set showFile 1
      } elseif {$ext == ".pgn"} {
        set showFile 1
      } elseif {$ext == ".gz"} {
        set rootname [file rootname $rootname]
        if {[regexp {\.epd\.gz} $f]} { set showFile 1; set type EPD }
        if {[regexp {\.pgn\.gz} $f]} { set showFile 1 }
      }
      if {$showFile  &&  [info exists data($type)]  &&  $data($type)} {
        set path [string range $f $len end]
        set est 0
        if {[catch {set size [sc_info fsize $f]}]} {
          # Could not determine file size, probably a PGN or EPD file
          # that the user does not have permission to read.
          set est 1
          set size 0
        }
        if {$size < 0} {
          set est 1
          set size [expr {0 - $size}]
        }
        if {[file dirname $path] == "."} { set path "./$path" }
        lappend flist [list $size $type [file tail $rootname] $path $mtime $est]
      }
    }
    update
    if {$data(stop)} { break }
  }
  if {$data(recurse)} {
    foreach f $dlist {
      foreach i [::file::finder::GetFiles $f $len] {
        lappend flist $i
        update
        if {$data(stop)} { break }
      }
    }
  }
  return $flist
}

# bookmark.tcl:
# Bookmarks list and Recently-used files list in Scid.

set bookmarks(data) {}
set bookmarks(subMenus) 0

# Read the bookmarks file if it exists:
catch {source [scidConfigFile bookmarks]}


namespace eval ::bookmarks {}

# ::bookmarks::PostMenu:
#   Posts the bookmarks toolbar menu.
#
proc ::bookmarks::PostMenu {} {
  .main.tb.bkm.menu post [winfo pointerx .] [winfo pointery .]
  if {[::bookmarks::CanAdd]} {
    .main.tb.bkm.menu activate 0
  } else {
    .main.tb.bkm.menu activate 2
  }
}

# ::bookmarks::Refresh:
#   Updates all bookmarks submenus.
#
proc ::bookmarks::Refresh {} {
  foreach menu {.menu.file.bookmarks .main.tb.bkm.menu} {
    ::bookmarks::RefreshMenu $menu
  }
}

proc ::bookmarks::RefreshMenu {menu} {
  global bookmarks helpMessage

  ::bookmarks::DeleteChildren $menu
  $menu delete 0 end
  # $menu configure -disabledforeground [$menu cget -foreground]
  set numBookmarkEntries [llength $bookmarks(data)]
  $menu add command -label FileBookmarksAdd -command ::bookmarks::AddCurrent
  set helpMessage($menu,0) FileBookmarksAdd
  $menu add cascade -label FileBookmarksFile -menu $menu.file
  menu $menu.file
  set helpMessage($menu,1) FileBookmarksFile
  if {! [::bookmarks::CanAdd]} {
    $menu entryconfigure 0 -state disabled
    $menu entryconfigure 1 -state disabled
  }
  $menu add command -label FileBookmarksEdit -command ::bookmarks::Edit
  set helpMessage($menu,2) FileBookmarksEdit
  if {$bookmarks(subMenus)} {
    set display List
    set newval 0
  } else {
    set display Sub
    set newval 1
  }
  $menu add command -label FileBookmarks$display \
    -command "set bookmarks(subMenus) $newval; ::bookmarks::Refresh"
  set helpMessage($menu,3) FileBookmarks$display
  foreach tag [list Add File Edit $display] {
    configMenuText $menu FileBookmarks$tag FileBookmarks$tag $::language
  }
  if {$numBookmarkEntries == 0} { return }
  $menu add separator

  # Add each bookmark entry:
  set current $menu
  set inSubMenu 0
  set nfolders 0
  foreach entry $bookmarks(data) {
    if {$entry == ""} { continue }
    set isfolder [::bookmarks::isfolder $entry]

    if {$isfolder} {
      incr nfolders
      $menu.file add command -label [::bookmarks::Text $entry] \
        -command "::bookmarks::AddCurrent $nfolders"
    }

    if {! $bookmarks(subMenus)} {
      if {$isfolder} {
        $current add command -label [::bookmarks::IndexText $entry]
      } elseif {!$isfolder} {
        $current add command -label [::bookmarks::IndexText $entry] \
          -command [list ::bookmarks::Go $entry]
      }
      continue
    }

    # Move out of submenu where necessary:
    if {$isfolder  &&  $inSubMenu} {
      set current [winfo parent $current]
    }

    if {$isfolder} {
      # Menu (folder) entry:
      set current [::bookmarks::NewSubMenu $current $entry]
      set inSubMenu 1
    } else {
      # Bookmark entry:
      $current add command -label [::bookmarks::Text $entry] \
        -command [list ::bookmarks::Go $entry]
    }
  }
}

# ::bookmarks::CanAdd:
#   Returns 1 if the current game can be added as a bookmark.
#   It must be in an open database, not a PGN file, and not game number 0.
#
proc ::bookmarks::CanAdd {} {
  if {! [sc_base inUse]} { return 0 }
  if {[sc_game number] == 0} { return 0 }
  if {[sc_base current] == [sc_info clipbase]} { return 0 }
  if {[file pathtype [sc_base filename]] != "absolute"} { return 0 }
  foreach suffix {.pgn .PGN .pgn.gz} {
    if {[string match "*$suffix" [sc_base filename]]} { return 0 }
  }
  return 1
}

# ::bookmarks::AddCurrent:
#   Adds the current game to the bookmarks list.
#
proc ::bookmarks::AddCurrent {{folder 0}} {
  global bookmarks
  if {! [sc_base inUse]} {
    return
  }
  set text [::bookmarks::New game]
  set len [llength $bookmarks(data)]
  set fcount 0
  for {set i 0} {$i < $len} {incr i} {
    if {[::bookmarks::isfolder [lindex $bookmarks(data) $i]]} {
      if {$fcount == $folder} { break }
      incr fcount
    }
  }
  set bookmarks(data) [linsert $bookmarks(data) $i $text]
  ::bookmarks::Save
  ::bookmarks::Refresh
}

# ::bookmarks::New:
#   Returns a bookmarks list entry for the current game or a new folder.
#
proc ::bookmarks::New {type} {
  if {$type == "folder"} { return [list "f" ""] }
  set text "[file tail [sc_base filename]]: [sc_game info result], "
  append text "[::utils::string::Surname [sc_game info white]] - "
  append text "[::utils::string::Surname [sc_game info black]], "
  append text "[::utils::string::CityName [sc_game info site]] "
  set round [sc_game info round]
  if {$round != ""  &&  $round != "?"} { append text "($round) " }
  append text "[sc_game info year]"
  set list [list "g" $text]
  sc_game pgn
  lappend list [sc_base filename] [sc_game number] [sc_pos pgnOffset]
  lappend list [sc_game info white] [sc_game info black]
  lappend list [sc_game info year] [sc_game info site]
  lappend list [sc_game info round] [sc_game info result]
  return $list
}

# ::bookmarks::Go
#
#   Jumps to a selected bookmark.
#
proc ::bookmarks::Go {entry} {
  if {[::bookmarks::isfolder $entry]} { return }
  set fname [lindex $entry 2]
  set gnum [lindex $entry 3]
  set ply [lindex $entry 4]
  set slot [sc_base slot $fname]
  if {$slot != 0} {
    sc_base switch $slot
  } else {
    busyCursor .
    if {[catch { ::file::Open $fname} result]} {
      unbusyCursor .
      tk_messageBox -icon warning -type ok -parent . \
        -title "Scid" -message "Unable to load the database:\n$fname\n\n$result"
      return
    }
    unbusyCursor .
    set ::glist 1
    ::recentFiles::add "[file rootname $fname].si4"
  }
  # Find and load the best database game matching the bookmark:
  set white [lindex $entry 5]
  set black [lindex $entry 6]
  set year  [lindex $entry 7]
  set site  [lindex $entry 8]
  set round [lindex $entry 9]
  set result [lindex $entry 10]

  set best [sc_game find $gnum $white $black $site $round $year $result]
  if {[catch {::game::Load $best}]} {
    tk_messageBox -icon warning -type ok -parent . \
      -title "Scid" -message "Unable to load game number: $best"
  } else {
    sc_move pgn $ply
    flipBoardForPlayerNames $::myPlayerNames
  }
  updateBoard -pgn
  ::notify::DatabaseChanged
}

# ::bookmarks::DeleteChildren
#
#   Deletes all submenus of a bookmark menu.
#
proc ::bookmarks::DeleteChildren {w} {
  foreach child [winfo children $w] {
    ::bookmarks::DeleteChildren $child
    destroy $child
  }
}

# ::bookmarks::NewSubMenu
#
#   Creates a new bookmark submenu.
#
proc ::bookmarks::NewSubMenu {w entry} {
  set i 1
  while {[winfo exists $w.m$i]} { incr i }
  $w add cascade -label [::bookmarks::Text $entry] -menu $w.m$i
  menu $w.m$i -tearoff 0
  return $w.m$i
}

# Globals used for bookmark editing:
#
set bookmarks(edit) ""
set bookmarks(ismenu) 0


# ::bookmarks::Edit
#
#   Creates the bookmark editing window.
#
proc ::bookmarks::Edit {} {
  global bookmarks
  set w .bmedit
  if {[winfo exists $w]} { return }
  set bookmarks(old) $bookmarks(data)
  toplevel $w
  wm title $w "Scid: [tr FileBookmarksEdit]"
  # wm transient $w .
  bind $w <F1> {helpWindow Bookmarks}
  entry $w.e -width 40 -foreground black -background white \
    -textvariable bookmarks(edit) -font font_Small -exportselection 0
  bind $w.e <FocusIn>  {.bmedit.e configure -background lightYellow}
  bind $w.e <FocusOut> {.bmedit.e configure -background white}

  trace variable bookmarks(edit) w ::bookmarks::EditRefresh
  pack $w.e -side top -fill x
  pack [frame $w.b2] -side bottom -fill x
  pack [frame $w.b1] -side bottom -fill x
  pack [frame $w.f] -side top -fill both -expand 1
  listbox $w.f.list -width 50 -height 10 -yscrollcommand "$w.f.ybar set" \
    -fg black -bg white -exportselection 0 -font font_Small -setgrid 1
  scrollbar $w.f.ybar -takefocus 0 -command "$w.f.list yview"
  bind $w.f.list <<ListboxSelect>>  ::bookmarks::EditSelect
  pack $w.f.ybar -side right -fill y
  pack $w.f.list -side left -fill x -expand 1
  foreach entry $bookmarks(data) {
    $w.f.list insert end [::bookmarks::IndexText $entry]
  }
  dialogbutton $w.b1.newFolder -text $::tr(NewSubmenu) \
    -command {::bookmarks::EditNew folder}
  dialogbutton $w.b1.newGame -text [tr FileBookmarksAdd] \
    -command {::bookmarks::EditNew game}
  if {! [::bookmarks::CanAdd]} { $w.b1.newGame configure -state disabled }
  dialogbutton $w.b1.delete -text $::tr(Delete)  -command ::bookmarks::EditDelete
  button $w.b2.up -image tb_up -command {::bookmarks::EditMove up}
  button $w.b2.down -image tb_down -command {::bookmarks::EditMove down}
  foreach i [list $w.b2.up $w.b2.down] {
    $i configure -padx 0 -pady 0 -borderwidth 1
  }
  dialogbutton $w.b2.ok -text "OK" -command ::bookmarks::EditDone
  dialogbutton $w.b2.cancel -text $::tr(Cancel) -command {
    set bookmarks(data) $bookmarks(old)
    catch {grab release .bmedit}
    destroy .bmedit
  }
  pack $w.b1.newFolder $w.b1.newGame $w.b1.delete -side left -padx 2 -pady 2
  pack $w.b2.up $w.b2.down -side left -padx 2 -pady 2
  pack $w.b2.cancel $w.b2.ok -side right -padx 2 -pady 2
  set bookmarks(edit) ""

  wm withdraw $w
  update idletasks
  set x [expr {[winfo screenwidth $w]/2 - [winfo reqwidth $w]/2 \
                 - [winfo vrootx .]}]
  set y [expr {[winfo screenheight $w]/2 - [winfo reqheight $w]/2 \
                 - [winfo vrooty .]}]
  wm geom $w +$x+$y
  wm deiconify $w
  update
  catch {grab .bmedit}
}

# ::bookmarks::EditDone
#
#    Updates the bookmarks and closes the bookmark editing window.
#
proc ::bookmarks::EditDone {} {
  catch {grab release .bmedit}
  destroy .bmedit
  ::bookmarks::Save
  ::bookmarks::Refresh
}

# ::bookmarks::EditRefresh
#
#   Updates the bookmarks whenever the contents of the bookmark
#   editing entry box are changed.
#
proc ::bookmarks::EditRefresh {args} {
  global bookmarks
  set list .bmedit.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} { return }
  set text $bookmarks(edit)
  set e [lindex $bookmarks(data) $sel]
  set e [::bookmarks::SetText $e $text]
  set text [::bookmarks::IndexText $e]
  set bookmarks(data) [lreplace $bookmarks(data) $sel $sel $e]
  $list insert $sel $text
  $list delete [expr {$sel + 1} ]
  $list selection clear 0 end
  $list selection set $sel
}

# ::bookmarks::EditSelect
#
#   Sets the bookmark editing entry box when a bookmark is selected.
#
proc ::bookmarks::EditSelect {{sel ""}} {
  global bookmarks
  set list .bmedit.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} {
    .bmedit.e delete 0 end
    return
  }
  if {$sel >= [llength $bookmarks(data)]} {
    $list selection clear 0 end
    set bookmarks(edit) ""
    return
  }
  set e [lindex $bookmarks(data) $sel]
  set bookmarks(ismenu) [::bookmarks::isfolder $e]
  set bookmarks(edit) [::bookmarks::Text $e]
}

# ::bookmarks::isfolder:
#   Returns 1 if this bookmark entry is a folder (submenu).
#
proc ::bookmarks::isfolder {entry} {
  if {[lindex $entry 0] == "f"} { return 1 }
  return 0
}

# ::bookmarks::Text:
#   Returns the entry text of a bookmark.
#
proc ::bookmarks::Text {entry} {
  return [lindex $entry 1]
}

proc ::bookmarks::IndexText {entry} {
  set text ""
  if {[lindex $entry 0] == "f"} {
    append text "\[[lindex $entry 1]\]"
  } else {
    append text "    [lindex $entry 1]"
  }
  return $text
}

proc ::bookmarks::SetText {entry text} {
  return [lreplace $entry 1 1 $text]
}

# ::bookmarks::EditMove
#
#   Moves the selected bookmark "up" or "down" one place.
#
proc ::bookmarks::EditMove {{dir "up"}} {
  global bookmarks
  set w .bmedit
  set list $w.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} { return }
  set e [lindex $bookmarks(data) $sel]
  set text [::bookmarks::IndexText $e]
  set newsel $sel
  if {$dir == "up"} {
    incr newsel -1
    if {$newsel < 0} { return }
  } else {
    incr newsel
    if {$newsel >= [$list index end]} { return }
  }
  set bookmarks(data) [lreplace $bookmarks(data) $sel $sel]
  set bookmarks(data) [linsert $bookmarks(data) $newsel $e]
  $list selection clear 0 end
  $list delete $sel
  $list insert $newsel $text
  $list selection set $newsel
}

# ::bookmarks::EditDelete
#
#   Deletes the selected bookmark.
#
proc ::bookmarks::EditDelete {} {
  global bookmarks
  set w .bmedit
  set list $w.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} { return }
  set bookmarks(data) [lreplace $bookmarks(data) $sel $sel]
  $list selection clear 0 end
  $list delete $sel
  set bookmarks(edit) ""
}

# ::bookmarks::EditNew
#
#   Inserts a new entry ("folder" for a submenu or "game" for the
#   current game) after the selected bookmark.
#
proc ::bookmarks::EditNew {{type "folder"}} {
  global bookmarks
  set w .bmedit
  set list $w.f.list
  set folder 0
  if {[string index $type 0] == "f"} {
    set folder 1
    set entry [::bookmarks::New folder]
  } else {
    set entry [::bookmarks::New game]
  }
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} {
    lappend bookmarks(data) $entry
    set sel [$list index end]
    $list insert end [::bookmarks::IndexText $entry]
    $list selection clear 0 end
    $list selection set $sel
    $list see $sel
    ::bookmarks::EditSelect
    return
  }
  incr sel
  set bookmarks(data) [linsert $bookmarks(data) $sel $entry]
  $list insert $sel [::bookmarks::IndexText $entry]
  $list selection clear 0 end
  $list selection set $sel
  $list see $sel
  ::bookmarks::EditSelect
}

# ::bookmarks::Save
#
#   Saves the bookmarks file, reporting any error in a message box if
#   reportError is true.
#
proc ::bookmarks::Save {{reportError 0}} {
  global bookmarks
  set f {}
  set filename [scidConfigFile bookmarks]
  if  {[catch {open $filename w} f]} {
    if {$reportError} {
      tk_messageBox -title "Scid" -type ok -icon warning \
        -message "Unable to write bookmarks file: $filename\n$f"
    }
    return
  }
  puts $f "# Scid [sc_info version] bookmarks file\n"
  foreach i {subMenus data} {
    puts $f "set bookmarks($i) [list [set bookmarks($i)]]"
    puts $f ""
  }
  close $f
}


# End of file: bookmark.tcl

####################
# Recent files list:

set recentFiles(limit) 10   ;# Maximum number of recent files to remember.
set recentFiles(menu)   5   ;# Maximum number of files to show in File menu.
set recentFiles(extra)  5   ;# Maximum number of files to show in extra menu.
set recentFiles(data)  {}   ;# List of recently used files.

catch {source [scidConfigFile recentfiles]}

namespace eval ::recentFiles {}

# ::recentFiles::save
#   Saves the recent-file-list file, reporting any error in a message box
#   if reportError is true.
#
proc ::recentFiles::save {{reportError 0}} {
  global recentFiles
  set f {}
  set filename [scidConfigFile recentfiles]
  if  {[catch {open $filename w} f]} {
    if {$reportError} {
      tk_messageBox -title "Scid" -type ok -icon warning \
          -message "Unable to write file: $filename\n$f"
    }
    return
  }
  puts $f "# Scid [sc_info version] recent files list"
  puts $f ""
  foreach i {limit menu extra data} {
    puts $f "set recentFiles($i) [list [set recentFiles($i)]]"
    puts $f ""
  }
  close $f
}

# ::recentFiles::add
#   Adds a file to the recent files list, or moves it to the front
#   if that file is already in the list.
#
proc ::recentFiles::add {fname} {
  global recentFiles
  
  if {$fname == "" } { return }
  
  set rlist $recentFiles(data)
  
  # Remove file ot be added from its current place in the
  # list, if it is there:
  while {1} {
    set idx [lsearch -exact $rlist $fname]
    if {$idx < 0} { break }
    set rlist [lreplace $rlist $idx $idx]
  }
  
  # Insert the current file at the start of the list:
  set rlist [linsert $rlist 0 $fname]
  
  # Trim the list if necessary:
  if {[llength $rlist] < $recentFiles(limit)} {
    set rlist [lrange $rlist 0 [expr {$recentFiles(limit) - 1} ]]
  }
  
  set recentFiles(data) $rlist
  # ::recentFiles::save
}

# ::recentFiles::load
#   Loads the selected recent file, or swtches to its database slot
#   if it is already open.
#
proc ::recentFiles::load {fname} {
  set rname $fname
  if {[file extension $rname] == ".si4"} {
    set rname [file rootname $rname]
  }
  for {set i 1} {$i <= [sc_base count total]} {incr i} {
    if {$rname == [sc_base filename $i]} {
      sc_base switch $i
      ::recentFiles::add $fname
      ::notify::DatabaseChanged
      updateBoard -pgn
      return
    }
  }
  ::file::Open $fname
}

#################################################################################
proc ::recentFiles::treeshow {menu} {
  global recentFiles
  set rlist $recentFiles(data)
  $menu delete 0 end
  set nfiles [llength $rlist]
  if {$nfiles > $recentFiles(limit)} { set nfiles $recentFiles(limit) }
  
  for {set i 0} {$i<$nfiles} {incr i} {
    set name [lindex $rlist $i]
    $menu add command -label "$name" -command [list ::file::openBaseAsTree $name]
  }
}

#################################################################################
# ::recentFiles::show
#   Adds the recent files to the end of the specified menu.
#   Returns the number of menu entries added.
#
proc ::recentFiles::show {menu} {
  global recentFiles
  set idx [$menu index end]
  incr idx
  set rlist $recentFiles(data)
  set nfiles [llength $rlist]
  set nExtraFiles [expr {$nfiles - $recentFiles(menu)} ]
  if {$nfiles > $recentFiles(menu)} { set nfiles $recentFiles(menu) }
  if {$nExtraFiles > $recentFiles(extra)} {
    set nExtraFiles $recentFiles(extra)
  }
  if {$nExtraFiles < 0} { set nExtraFiles 0 }
  
  # Add menu commands for the most recent files:
  
  for {set i 0} {$i < $nfiles} {incr i} {
    set fname [lindex $rlist $i]
    set mname [::recentFiles::menuname $fname]
    set text [file tail $fname]
    set num [expr {$i + 1} ]
    set underline -1
    if {$num <= 9} { set underline 0 }
    if {$num == 10} { set underline 1 }
    $menu add command -label "$num: $mname" -underline $underline \
        -command [list ::recentFiles::load $fname]
    set ::helpMessage($menu,$idx) "  [file nativename $fname]"
    incr idx
  }
  
  # If no extra submenu of recent files is needed, return now:
  if {$nExtraFiles <= 0} { return $nfiles }
  
  # Now add the extra submenu of files:
  catch {destroy $menu.recentFiles}
  menu $menu.recentFiles
  $menu add cascade -label "..." -underline 0 -menu $menu.recentFiles
  set i $nfiles
  for {set extra 0} {$extra < $nExtraFiles} {incr extra} {
    set fname [lindex $rlist $i]
    incr i
    set mname [::recentFiles::menuname $fname]
    set text [file tail $fname]
    set num [expr {$extra + 1} ]
    set underline -1
    if {$num <= 9} { set underline 0 }
    if {$num == 10} { set underline 1 }
    $menu.recentFiles add command -label "$num: $mname" -underline $underline \
        -command [list ::recentFiles::load $fname]
    set ::helpMessage($menu.recentFiles,$extra) "  $fname"
  }
  return [expr {$nfiles + 1} ]
}

# ::recentFiles::menuname
#   Given a full-path filename, returns a possibly shortened
#   version suitable for displaying in a menu, such as
#   "..../my/files/abc.pgn" instead of "/long/path/to/my/files/abc.pgn"
#
proc ::recentFiles::menuname {fname} {
  set mname $fname
  set mname [file nativename $mname]
  if {[file extension $mname] == [sc_info suffix index]} {
    set mname [file rootname $mname]
  }
  if {[string length $mname] < 25} { return $mname }
  
  # Generate a menu name " ..../path/filename" for the file:
  set dir [file dirname $fname]
  while {1} {
    set tail [file join [file tail $dir] $mname]
    set dir [file dirname $dir]
    if {[string length $tail] > 20} { break }
    set mname $tail
  }
  set mname [file join .... $mname]
  set mname [file nativename $mname]
  return $mname
}

# ::recentFiles::configure
#   Produces a dialog box for configuring the number of recent files
#   to display in the File menu and in a submenu.
#
proc ::recentFiles::configure {} {
  global recentFiles
  set recentFiles(temp_menu) $recentFiles(menu)
  set recentFiles(temp_extra) $recentFiles(extra)
  set w .recentFilesDlg
  toplevel $w
  wm title $w "Scid: [tr OptionsRecent]"
  label $w.lmenu -text $::tr(RecentFilesMenu)
  scale $w.menu -variable recentFiles(temp_menu) -from 0 -to 10 -length 250 \
      -orient horizontal -showvalue 0 -tickinterval 1 -font font_Small
  frame $w.sep -height 4
  label $w.lextra -text $::tr(RecentFilesExtra)
  scale $w.extra -variable recentFiles(temp_extra) -from 0 -to 10 -length 250 \
      -orient horizontal -showvalue 0 -tickinterval 1 -font font_Small
  pack $w.lmenu $w.menu $w.sep $w.lextra $w.extra -side top -padx 10
  addHorizontalRule $w
  pack [frame $w.b] -side bottom
  button $w.b.ok -text "OK" -command {
    set recentFiles(menu) $recentFiles(temp_menu)
    set recentFiles(extra) $recentFiles(temp_extra)
    catch {grab release .recentFilesDlg}
    destroy .recentFilesDlg
    ::recentFiles::save
    updateMenuStates
  }
  button $w.b.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 5
  catch {grab $w}
}

# epd.tcl: EPD editing windows for Scid.
# Copyright (C) 2000  Shane Hudson
# Copyright (C) 2007  Pascal Georges

set maxEpd [sc_info limit epd]
set delayEpd 5
array set epdTimer {}

################################################################################
#
################################################################################
proc storeEpdText {id} {
  sc_epd set $id [.epd$id.text get 1.0 "end-1c"]
}
################################################################################
#
################################################################################
proc updateEpdWin {id} {
  set w .epd$id
  $w.text delete 1.0 end
  $w.text insert end [sc_epd get $id]
  
  # Update the EPD window status bar:
  set str "  --  "
  if {[sc_epd readonly $id]} {
    set str "  %%  "
  } elseif {[sc_epd altered $id]} {
    set str "  XX  "
  }
  append str "[file tail [sc_epd name $id]]  [sc_epd size $id] positions"
  set moves [lsort -ascii [sc_epd moves $id]]
  set len [llength $moves]
  if {$len} {
    append str "  \[[llength $moves]: [join $moves " "]\]"
  } else {
    append str {  [No moves from this position]}
  }
  $w.status configure -text $str
  unset str
}
################################################################################
#
################################################################################
proc updateEpdWins {} {
  global maxEpd
  for {set i 1} {$i <= $maxEpd} {incr i} {
    if {[winfo exists .epd$i]} { updateEpdWin $i }
  }
}
################################################################################
#
################################################################################
proc closeEpdWin {id} {
  catch {sc_epd close $id}
}
################################################################################
#
################################################################################
proc confirmCloseEpd {id} {
  if {! [winfo exists .epd$id]} { return }
  storeEpdText $id
  if {[sc_epd altered $id]  &&  ! [sc_epd readonly $id]} {
    set result [tk_dialog .dialog "Save changes?" \
        "This file has been altered; do you want to save it?" \
        "" 0 "Save changes" "Close without saving" "Cancel"]
    if {$result == 2} { return }
    if {$result == 0} { sc_epd write $id }
  }
  sc_epd close $id
  focus .
  destroy .epd$id
  return
}
################################################################################
#
################################################################################
proc saveEpdWin {id} {
  set w .epd$id
  busyCursor . 1
  set temp_oldcursor [$w.text cget -cursor]
  $w.text configure -cursor watch
  update idletasks
  storeEpdText $id
  sc_epd write $id
  updateEpdWin $id
  $w.text configure -cursor $temp_oldcursor
  busyCursor . 0
}
################################################################################
#
################################################################################
proc epd_MoveToDeepestMatch {id} {
  if {! [winfo exists .epd$id]} { return }
  sc_move ply [sc_epd deepest $id]
  updateBoard
  return
}
################################################################################
#
################################################################################
proc newEpdWin {cmd {fname ""}} {
  global maxEpd
  set showErrors 1
  if {$cmd == "openSilent"} { set showErrors 0 }
  if {$fname == ""} { set showErrors 1 }
  if {[sc_epd available] < 1} {
    if {$showErrors} {
      tk_messageBox -type ok -icon info -title "Too many EPD files open" \
          -message "You already have $maxEpd EPD files open; close one first."
    }
    return 0
  }
  set new_types { {"EPD files" {".epd"} } }
  set open_types $new_types
  if {[sc_info gzip]} {
    set open_types { {"EPD files" {".epd" ".epd.gz"} } }
  }
  if {$fname == ""} {
    if {$cmd == "create"} {
      set fname [tk_getSaveFile -initialdir $::initialDir(epd) -filetypes $new_types -title "Create an EPD file"]
      if {[string compare [file extension $fname] ".epd"] != 0} {
        append fname ".epd"
      }
    } elseif {$cmd == "open"} {
      set fname [tk_getOpenFile -initialdir $::initialDir(epd) -filetypes $open_types -title "Open an EPD file"]
    } else { return 0 }
  }
  if {$fname == ""} { return 0 }
  
  busyCursor . 1
  if {[catch {sc_epd $cmd $fname} result]} {
    if {$showErrors} {
      busyCursor . 0
      tk_messageBox -type ok -icon error -title "Scid: EPD file error" \
          -message $result
    }
    return 0
  }
  busyCursor . 0
  set id $result
  set w .epd$id
  toplevel $w
  wm title $w "Scid EPD: [file tail $fname]"
  wm minsize $w 40 1
  bind $w <Destroy> "closeEpdWin $id"
  bind $w <F1> { helpWindow EPD }
  
  frame $w.grid
  text $w.text -background white -font font_Regular -width 60 -height 7 \
      -wrap none -setgrid 1 -yscrollcommand "$w.ybar set" \
      -xscrollcommand "$w.xbar set"
  bind $w.text <KeyRelease> "storeEpdText $id"
  scrollbar $w.ybar -takefocus 0 -command "$w.text yview"
  scrollbar $w.xbar -orient horizontal -takefocus 0 -command "$w.text xview"
  label $w.status -width 1 -anchor w -font font_Small -relief sunken
  listbox $w.lb -background white -font font_Regular -width 60 -height 7 -setgrid 1 -yscrollcommand "$w.ybar2 set" \
      -xscrollcommand "$w.xbar2 set" -selectmode single
  scrollbar $w.ybar2 -takefocus 0 -command "$w.lb yview"
  scrollbar $w.xbar2 -orient horizontal -takefocus 0 -command "$w.lb xview"
  
  frame $w.menu -borderwidth 3 -relief raised
  pack $w.menu  -side top -fill x
  menubutton $w.menu.file -text File -menu $w.menu.file.m -underline 0
  menubutton $w.menu.edit -text Edit -menu $w.menu.edit.m -underline 0
  menubutton $w.menu.tools -text Tools -menu $w.menu.tools.m -underline 0
  menubutton $w.menu.help -text Help -menu $w.menu.help.m -underline 0
  
  foreach i {file edit tools help} {
    menu $w.menu.$i.m -tearoff 0
    pack $w.menu.$i -side left
  }
  
  set m $w.menu.file.m
  $m add command -label "New" -acc "Ctrl+N" -underline 0 \
      -command {newEpdWin create}
  bind $w <Control-n> {newEpdWin create}
  $m add command -label "Open" -acc "Ctrl+O" -underline 0 \
      -command {newEpdWin open}
  bind $w <Control-o> {newEpdWin open}
  $m add command -label "Save" -acc "Ctrl+S" -underline 0 \
      -command "saveEpdWin $id"
  if {[sc_epd readonly $id]} {
    $m entryconfig "Save" -state disabled
  } else {
    bind $w <Control-s> "saveEpdWin $id; break"
  }
  $m add command -label "Close" -acc "Ctrl+Q" -underline 0 \
      -command "confirmCloseEpd $id"
  bind $w <Control-q> "confirmCloseEpd $id"
  
  set m $w.menu.edit.m
  $m add command -label "Cut" -acc "Ctrl+X" -underline 2 -command "tk_textCut $w.text"
  $m add command -label "Copy" -acc "Ctrl+C" -underline 0 -command "tk_textCopy $w.text"
  $m add command -label "Paste" -acc "Ctrl+V" -underline 0 -command "tk_textPaste $w.text"
  $m add command -label "Select All" -acc "Ctrl+A" -underline 7 \
      -command "$w.text tag add sel 1.0 end"
  bind $w <Control-a> "$w.text tag add sel 1.0 end; break"
  $m add separator
  $m add command -label "Revert" -acc "Ctrl+R" -underline 0 \
      -command "updateEpdWin $id"
  bind $w <Control-r> "updateEpdWin $id; break"
  $m add command -label "Sort lines" -accel "Ctrl+Shift+S" \
      -underline 0 -command "epd_sortLines $w.text"
  bind $w <Control-S> "epd_sortLines $w.text; break"
  
  set m $w.menu.tools.m
  $m add command -label "Find Deepest game position" \
      -underline 5 -command "epd_MoveToDeepestMatch $id"
  $m add separator
  $m add command -label "Next position in file" \
      -accelerator "Ctrl+DownArrow" -underline 0 \
      -command "sc_epd next $id; updateBoard -pgn"
  bind $w <Control-Down> "sc_epd next $id; updateBoard -pgn; break"
  $m add command -label "Previous position in file" \
      -accelerator "Ctrl+UpArrow" -underline 0 \
      -command "sc_epd prev $id; updateBoard -pgn"
  bind $w <Control-Up> "sc_epd prev $id; updateBoard -pgn; break"
  $m add separator
  $m add command -label "Paste analysis" -accelerator "Ctrl+Shift+A" \
      -underline 6 -command "epd_pasteAnalysis $w.text"
  bind $w <Control-A> "epd_pasteAnalysis $w.text; break"
  $m add command -label "Annotate positions" -command "epd_Analyse $w.text $id"
  $m add separator
  $m add command -label "Strip out EPD field" -underline 0 \
      -command "epd_chooseStripField $id"
  
  $w.menu.help.m add command -label "EPD files help" -underline 0 \
      -acc "F1" -command "helpWindow EPD"
  $w.menu.help.m add command -label "General index" -underline 0 \
      -command "helpWindow Index"
  
  pack $w.status -side bottom -fill x
  pack $w.grid -fill both -expand yes
  grid $w.text -in $w.grid -row 0 -column 0 -sticky news
  grid $w.ybar -in $w.grid -row 0 -column 1 -sticky news
  grid $w.xbar -in $w.grid -row 1 -column 0 -sticky news
  grid $w.lb -in $w.grid -row 2 -column 0 -sticky news
  grid $w.ybar2 -in $w.grid -row 2 -column 1 -sticky news
  grid $w.xbar2 -in $w.grid -row 3 -column 0 -sticky news
  
  grid rowconfig $w.grid 0 -weight 1 -minsize 0
  grid columnconfig $w.grid 0 -weight 1 -minsize 0
  
  # Right-mouse button cut/copy/paste menu:
  menu $w.text.edit -tearoff 0
  $w.text.edit add command -label "Cut"  -command "tk_textCut $w.text"
  $w.text.edit add command -label "Copy" -command "tk_textCopy $w.text"
  $w.text.edit add command -label "Paste" -command "tk_textPaste $w.text"
  bind $w.text <ButtonPress-$::MB3> "tk_popup $w.text.edit %X %Y"
  
  updateEpdWin $id
  
  loadEpdLines $id
  
  bind $w.lb <<ListboxSelect>> "refreshEpd $id"
  
  return 1
}
################################################################################
#
################################################################################
proc refreshEpd { id } {
  set w .epd$id
  set idx [ expr [$w.lb curselection] +1 ]
  sc_epd load $id $::selection($id) $idx
  set ::selection($id) $idx
  updateBoard -pgn
}
################################################################################
#
################################################################################
proc loadEpdLines { id } {
  set w .epd$id
  set size [sc_epd size $id ]
  for { set i 1 } { $i <= $size } { incr i } {
    sc_epd next $id
    set line [sc_epd get $id]
    set line [string map {"\n" "; "} $line]
    set fen [string range [sc_pos fen] 0 end-4]
    $w.lb insert end "$i $fen $line"
  }
  $w.lb selection set 0
  if {! [catch {sc_epd load $id $size 1} ]} {
    set ::selection($id) 1
    updateBoard -pgn
  }
}
################################################################################
#
################################################################################
proc epd_sortLines {textwidget} {
  if {! [winfo exists $textwidget]} { return }
  set text [$textwidget get 1.0 "end-1c"]
  set fieldlist [split $text "\n"]
  set sortedlist [lsort $fieldlist]
  while {[lindex $sortedlist 0] == ""} {
    set sortedlist [lrange $sortedlist 1 end]
  }
  set newtext [join $sortedlist "\n"]
  append newtext "\n"
  if {! [string compare $text $newtext]} { return }
  $textwidget delete 1.0 end
  $textwidget insert end "$newtext"
}
################################################################################
# epd_Analyse:
#    Pastes current chess engine analysis into this EPD file position.
################################################################################
proc epd_Analyse { textwidget id } {
  global analysis
  
  if {! [winfo exists $textwidget]} { return }
  
  # choose analysis time
  set y .epdDelay
  toplevel $y
  wm title $y "Scid EPD"
  label $y.label -text $::tr(AnnotateTime:)
  pack $y.label -side top -pady 5 -padx 5
  spinbox $y.spDelay -background white -width 8 -textvariable ::delayEpd -from 1 -to 300 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
  pack $y.spDelay -side top -pady 5
  button $y.ok -text "OK" -command "destroy $y ; epd_LaunchAnalysis $id $textwidget"
  pack $y.ok -side right -padx 5 -pady 5
  focus $y.spDelay
  update ; # or grab will fail
  grab $y
  
}
################################################################################
# strips all fields that will be pasted from analysis window
################################################################################
proc epd_clearEpdFields {id} {
  foreach field { "acd" "acn" "ce" "pv" } {
    set result [sc_epd strip $id $field]
    updateEpdWin $id
  }
}
################################################################################
#
################################################################################
proc epd_LaunchAnalysis {id textwidget} {
  if {! [winfo exists .analysisWin1]} {
    makeAnalysisWin
  }
  epd_clearEpdFields $id
  set w .epd$id
  set size [sc_epd size $id ]
  set ::epdTimer($id) 0
  for { set i 1 } { $i <= $size } { incr i } {
    $w.lb selection clear [expr $::selection($id) - 1]
    $w.lb selection set [expr $i -1]
    $w.lb see [expr $i -1]
    refreshEpd $id
    after [expr $::delayEpd * 1000 ] "set ::epdTimer($id) 1"
    vwait ::epdTimer($id)
    epd_pasteAnalysis $textwidget
    saveEpdWin $id
    if {! [winfo exists .analysisWin1]} {
      break
    }
  }
}

################################################################################
# epd_pasteAnalysis:
#    Pastes current chess engine analysis into this EPD file position.
################################################################################
proc epd_pasteAnalysis {textwidget} {
  global analysis
  if {! [winfo exists $textwidget]} { return }
  if {! [winfo exists .analysisWin1]} { return }
  $textwidget insert insert "acd $analysis(depth1)\n"
  $textwidget insert insert "acn $analysis(nodes1)\n"
  $textwidget insert insert "acs $analysis(time1)\n"
  set ce [expr {int($analysis(score1) * 100)} ]
  if {[sc_pos side] == "black"} { set ce [expr {0 - $ce} ] }
  $textwidget insert insert "ce $ce\n"
  if { $analysis(uci1) } {
      $textwidget insert insert "pv "
      set moves [::uci::formatPv $analysis(moves1) $analysis(fen1)]
      $textwidget insert insert [addMoveNumbers [::trans $moves]]
      $textwidget insert insert "\n"
  } else {
      $textwidget insert insert "pv $analysis(moves1)\n"
  }
}

set epd_stripField ""
################################################################################
#
################################################################################
proc epd_chooseStripField {id} {
  global epd_stripField
  if {! [winfo exists .epd$id]} { return }
  set w [toplevel .epdStrip]
  wm title $w "Scid: Strip EPD field"
  wm resizable $w false false
  label $w.label -text "Enter the name of the EPD field you want\n\
      removed from all positions in this file:"
  entry $w.e -width 10 -background white -textvariable epd_stripField
  pack $w.label $w.e -side top -pady 5 -padx 5
  addHorizontalRule $w
  set b [frame $w.buttons]
  pack $b -side bottom -pady 5
  button $b.ok -text "Strip EPD field" \
      -command "epd_stripEpdField $id \$epd_stripField"
  button $b.cancel -text "Cancel" -command "focus .epd$id; destroy $w"
  pack $b.ok $b.cancel -side left -padx 5
  bind $w <Return> "$b.ok invoke"
  bind $w <Escape> "$b.cancel invoke"
  focus .epdStrip.e
  grab .epdStrip
}
################################################################################
#
################################################################################
proc epd_stripEpdField {id field} {
  if {! [winfo exists .epdStrip]} { return }
  if {! [string compare $field ""]} { beep; return }
  set result [sc_epd strip $id $field]
  updateEpdWin $id
  tk_messageBox -type ok -icon info -title "Scid: EPD field stripped" \
      -message "Scid found and stripped an EPD field named \"$field\" from\
      $result positions."
  focus .epd$id
  destroy .epdStrip
}
################################################################################
#
################################################################################
### spellchk.tcl
### Part of Scid.
### Copyright (C) 2000-2003 Shane Hudson.

set spellcheckType Player

# Maximum nr of corrections to be scanned
# Set to zero to find them all
# Set to some positive number to limit
#
set spell_maxCorrections 0

set spellcheckSurnames 0
set spellcheckAmbiguous 1

# Remember what we are doing, being
# - "idle"       - nothing special
# - "scanning"   - finding corrections
# - "correcting" - making corrections
#
set spellstate idle

# readSpellCheckFile:
#    Presents a File Open dialog box for a Scid spellcheck file,
#    then tries to read the file. If the parameter "message" is true
#    (which is the default), a message box indicating the results
#    is displayed.
#
proc readSpellCheckFile {{message 1}} {
  global spellCheckFile
  set ftype { { "Scid Spellcheck files" {".ssp" ".ssp.gz"} } }
  set fullname [tk_getOpenFile -initialdir [pwd] -filetypes $ftype -title "Open Spellcheck file"]
  if {![string compare $fullname ""]} { return 0 }

  if {[catch {sc_name read $fullname} result]} {
      if {$message} {
        tk_messageBox -title "ERROR: Unable to read file" -type ok \
          -icon error -message "Scid could not correctly read the spellcheck file you selected:\n\n$result"
      }
    return 0
  }
  set spellCheckFile $fullname
  if {$message} {
    tk_messageBox -title "Spellcheck file loaded." -type ok -icon info \
      -message "Spellcheck file [file tail $fullname] loaded:\n[lindex $result 0] players, [lindex $result 1] events, [lindex $result 2] sites, [lindex $result 3] rounds.\n\nTo have this file automatically loaded every time you start Scid, select the \"Save Options\" from the Options menu before exiting."
  }
  return 1
}

# Set the environment when the correction scan starts
#
proc startScanning {} {
    global spellstate
    global spellcheckType
    
    # Remember that we are scanning
    #
    set spellstate scanning
    
    # Disable all buttons except the cancel button that we
    # transfer into a stop button
    #
    .spellcheckWin.buttons.ambig  configure -state disabled
    .spellcheckWin.buttons.ok     configure -state disabled
    .spellcheckWin.buttons.cancel configure -text "Stop"
    bind .spellcheckWin <Alt-s> ".spellcheckWin.buttons.cancel invoke; break"
    if {$spellcheckType == "Player"} {
        .spellcheckWin.buttons.surnames configure -state disabled
    }
}

# Set the environment when the correction scan stops
#
proc stopScanning {} {
    global spellstate
    global spellcheckType
    
    # Remember that we are not scanning
    #
    set spellstate idle
    
    # Enable all buttons and set the cancel button back
    #
    .spellcheckWin.buttons.ambig  configure -state enabled
    .spellcheckWin.buttons.ok     configure -state enabled
    .spellcheckWin.buttons.cancel configure -text "Cancel"
    bind .spellcheckWin <Alt-c> ".spellcheckWin.buttons.cancel invoke; break"
    if {$spellcheckType == "Player"} {
        .spellcheckWin.buttons.surnames configure -state enabled
    }
}


# Set the environment when correction starts
#
proc startCorrecting {} {
    global spellstate
    global spellcheckType
    
    # Remember that we are correcting
    #
    set spellstate correcting
    
    # Disable all buttons
    #
    .spellcheckWin.buttons.ambig  configure -state disabled
    .spellcheckWin.buttons.ok     configure -state disabled
    .spellcheckWin.buttons.cancel configure -state disabled

    if {$spellcheckType == "Player"} {
        .spellcheckWin.buttons.surnames configure -state disabled
    }
}


# Start the correction scan and dump the results into the
# text window. After this the user may edit the correction
# 'script' and actually make the corrections.
#
# While the scan is running, all buttons except a stop button
# are disabled.
#
proc updateSpellCheckWin {type} {
    global spellcheckType spell_maxCorrections spellcheckSurnames
    global spellcheckAmbiguous

    busyCursor .
    .spellcheckWin.text.text delete 1.0 end
    .spellcheckWin.text.text insert end "Scid is finding spelling corrections.\nPlease wait..."

    # Enable the progress bar
    #
    sc_progressBar .spellcheckWin.progress bar 451 21 time

    startScanning

    update idletasks
    if {[catch {sc_name spellcheck -max $spell_maxCorrections \
                                   -surnames $spellcheckSurnames \
                                   -ambiguous $spellcheckAmbiguous $type} result]} {
        stopScanning
        unbusyCursor .
        tk_messageBox -type ok -icon info -title "Scid: Spellcheck results" \
                      -parent $parent -message $result
        return
    }
    stopScanning

    .spellcheckWin.text.text delete 1.0 end
    .spellcheckWin.text.text insert end $result
    unbusyCursor .
}


# Create the spell checking window with its event handlers
# and start the initial correction scan
#
proc openSpellCheckWin {type {parent .}} {
    global spellcheckType spellcheckSurnames
    global spellcheckAmbiguous
    global spellstate

    set w .spellcheckWin

    if {[winfo exists $w]} {
        tk_messageBox -type ok -icon info -title "Scid: Spellcheck error" \
                      -parent $parent \
                      -message "The spellcheck window is already open; close it first."
        return
    }

    if {[lindex [sc_name read] 0] == 0} {
        # No spellcheck file loaded, so try to open one:
        if {![readSpellCheckFile]} {
            return
        }
    }
    set spellcheckType $type

    toplevel $w
    wm title $w "Scid: Spellcheck Results"
    wm minsize $w 50 10

    bind $w <F1> { helpWindow Maintenance }
    bind $w <Configure> "recordWinSize $w"

    # Create the button pad at the bottom of the window
    #
    set f [ttk::frame $w.buttons]
    pack $f -side bottom -ipady 1 -fill x
  
    # Draw a canvas ("progress") to hold the progress bar
    # and put it above the buttons at the bottom of the window
    #
    canvas $w.progress -width 450 -height 20 -bg white -relief solid -border 1
    $w.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
    $w.progress create text 445 10 -anchor e -font font_Regular -tags time \
                                   -fill black -text "0:00 / 0:00"
    pack $w.progress -side bottom

    # The ambiguous check mark
    # Hitting it starts a new correction scan
    ttk::checkbutton $f.ambig -variable spellcheckAmbiguous \
                              -text "Ambiguous" -command "updateSpellCheckWin $type"
    pack $f.ambig -side left -padx 2 -ipady 2 -ipadx 3

    # When correcting player names, we add a surnames option
    #
    if {$type == "Player"} {
        # The surnames check mark
        # Hitting it starts a new correction scan
        #
        ttk::checkbutton $f.surnames -variable spellcheckSurnames \
                                     -text "Surnames" -command "updateSpellCheckWin Player"
        pack $f.surnames -side left -padx 2 -ipady 2 -ipadx 3
    }

    # The button to start the correction making...
    #
    ttk::button $f.ok -text "Make Corrections" -underline 0 -command {
        busyCursor .
        set spelltext ""
        catch {set spelltext [.spellcheckWin.text.text get 1.0 end-1c]}
        .spellcheckWin.text.text delete 1.0 end
        .spellcheckWin.text.text insert end \
            "Scid is making the spelling corrections.\nPlease wait..."

        # Enable the progress bar
        #
        sc_progressBar .spellcheckWin.progress bar 451 21 time

        update idletasks
        set spell_result ""
        startCorrecting
        set result [catch {sc_name correct $spellcheckType $spelltext} spell_result]
        set messageIcon info
        if {$result} { set messageIcon error }
        tk_messageBox -type ok -parent .spellcheckWin -icon $messageIcon \
            -title "Scid: Spellcheck results" -message $spell_result
        unbusyCursor .
        focus .
        destroy .spellcheckWin
        sc_game tags reload
        updateBoard -pgn
        ::windows::gamelist::Refresh
    }
    bind $w <Alt-m> "$f.ok invoke; break"

    # The cancel button operates in an either/or context
    # While some process is running, it simply stops it
    # In other cases, spell checking is left
    #
    ttk::button $f.cancel -text "Cancel" -underline 0 -command {
        if {$spellstate == "scanning" || $spellstate == "correcting"} {
            sc_progressBar
        } else {
            focus .
            destroy .spellcheckWin
        }
    }
    bind $w <Alt-c> "$f.cancel invoke; break"
    pack $f.cancel $f.ok -side right -padx 5

    # Prepare the text pad
    #
    set f [ttk::frame $w.text]
    pack $w.text -expand yes -fill both
    ttk::scrollbar $f.ybar -command "$f.text yview"
    ttk::scrollbar $f.xbar -orient horizontal -command "$f.text xview"
    text $f.text -yscrollcommand "$f.ybar set" -xscrollcommand "$f.xbar set" \
                 -setgrid 1 -width $::winWidth($w) -height $::winHeight($w) \
                 -background white -wrap none
    $f.text configure -tabs \
        [font measure font_Regular  "xxxxxxxxxxxxxxxxxxxxxxxxx"]

    grid $f.text -row 0 -column 0 -sticky news
    grid $f.ybar -row 0 -column 1 -sticky news
    grid $f.xbar -row 1 -column 0 -sticky news

    grid rowconfig $w.text 0 -weight 1 -minsize 0
    grid columnconfig $w.text 0 -weight 1 -minsize 0
  
    focus $f.text

    # Start the initial search for spelling corrections
    #
    updateSpellCheckWin $type
}


# maint.tcl:   Maintenance-related functions
# Part of Scid.
# Copyright (C) 2000-2004 Shane Hudson.

namespace eval ::maint {}

### TODO: Move procedures and variables into the maint namespace.
### TODO: Make sub-namespaces (sort, compact, cleaner, etc)

################################################################################
# Equivalent to running scidt -N
################################################################################
proc ::maint::fixCorruptedBase {} {
  set ftype {
    { "Scid databases" {".si4"} }
  }
  set fName [tk_getOpenFile -initialdir $::initialDir(base) -filetypes $ftype -title "Open a Scid file"]
  if {$fName == ""} { return }
  set fName [file rootname $fName]
  
  if {[sc_base slot $fName] != 0} {
    tk_messageBox -type ok -icon info -title "Scid" -message "$fName is already opened.\nClose it first"
    return
  }
  
  progressWindow "Scid" [concat $::tr(CompactNames) "..."]
  busyCursor .
  set err [catch {sc_base fixCorrupted $fName} result]
  unbusyCursor .
  closeProgressWindow
  if {$err} {
    tk_messageBox -type ok -icon warning -title "Scid: Error compacting file" -message $result
  } else {
    tk_messageBox -type ok -icon info -title "Scid" -message "Base $fName was repaired"
  }
  
}

################################################################################
# ::maint::SetGameFlags
#
#   Updates a flag for the current game, all filtered games, or all games.
#   <type> should be "current", "filter" or "all".
#   <flag> should be "delete", "user", "endgame", etc.
#   <value> should be 0 or 1
#
proc ::maint::SetGameFlags {flag type value} {
  if {$flag == "mark"} { set flag $::maintFlag }
  switch -- $type {
    "current" {
      busyCursor .
      catch {sc_game flag $flag [sc_game number] $value}
      unbusyCursor .
    }
    "filter" -
    "all" {
      busyCursor .
      catch {sc_game flag $flag $type $value}
      unbusyCursor .
    }
    default { return }
  }
  updateBoard
  ::windows::gamelist::Refresh
  ::maint::Refresh
  ::windows::stats::Refresh
}

set maintFlag W
set maintFlaglist {W B M E N P T Q K ! ? U 1 2 3 4 5 6}
array set maintFlags {
  W WhiteOpFlag
  B BlackOpFlag
  M MiddlegameFlag
  E EndgameFlag
  N NoveltyFlag
  P PawnFlag
  T TacticsFlag
  Q QsideFlag
  K KsideFlag
  ! BrilliancyFlag
  ? BlunderFlag
  U UserFlag
  1 CustomFlag1
  2 CustomFlag2
  3 CustomFlag3
  4 CustomFlag4
  5 CustomFlag5
  6 CustomFlag6
}


set maintWin 0

# ::maint::OpenClose
#
#   Creates the database maintenance window.
#
proc ::maint::OpenClose {} {
  global maintWin maintFlag maintFlags maintFlaglist
  set w .maintWin
  if {[winfo exists $w]} {
    destroy $w
    set maintWin 0
    return
  }
  set maintWin 1
  set font font_Small
  set bold font_SmallBold
  toplevel $w
  wm title $w "Scid: [tr FileMaint]"
  wm resizable $w 0 0
  bind $w <F1> {helpWindow Maintenance}
  bind $w <Escape> "destroy $w; break"
  bind $w <Destroy> {set maintWin 0}
  foreach f {title delete mark spell db buttons} {
    ttk::frame $w.$f
  }
  foreach f {title delete mark spell db} {
    pack $w.$f -side top -fill x
    addHorizontalRule $w
  }
  pack $w.buttons -side top -fill x
  
  ttk::label $w.title.name -textvar ::tr(DatabaseName) -font font_Bold
  ttk::label $w.title.games -textvar ::tr(NumOfGames) -font font_SmallBold
  ttk::label $w.title.icon -textvar ::tr(TypeIcon)
  ttk::label $w.title.delete -textvar ::tr(NumDeletedGames) -font $font
  ttk::label $w.title.mark -font $font
  ttk::label $w.title.filter -textvar ::tr(NumFilterGames) -font $font
  ttk::label $w.title.dates -textvar ::tr(YearRange) -font $font
  ttk::label $w.title.ratings -textvar ::tr(RatingRange) -font $font
  ttk::button $w.title.vicon -command {changeBaseType [sc_base current]}
  
  ttk::frame $w.title.desc
  ttk::label $w.title.desc.lab -text $::tr(Description:) -font font_SmallBold
  ttk::label $w.title.desc.text -width 1 -font $font -relief sunken -anchor w
  ttk::button $w.title.desc.edit -text "[tr Edit]..." -style Small.TButton -command ::maint::ChangeBaseDescription
  pack $w.title.desc.lab -side left
  pack $w.title.desc.edit -side right -padx 2
  pack $w.title.desc.text -side left -fill x -expand yes
  
  # Custom flags
  ttk::frame $w.title.cust
  ttk::label $w.title.cust.lab -text "[::tr CustomFlags]:" -font font_SmallBold
  for {set i 1} { $i < 7} { incr i} {
    set desc [sc_game flag $i description]
    ttk::label $w.title.cust.text$i -width 8 -font $font -relief sunken -anchor w -text $desc
  }
  
  ttk::button $w.title.cust.edit -text "[tr Edit]..." -style Small.TButton -command ::maint::ChangeCustomDescription
  pack $w.title.cust.lab -side left
  pack $w.title.cust.edit -side right -padx 2
  for {set i 1} { $i < 7} { incr i} {
    pack $w.title.cust.text$i -side left -fill x -expand yes
  }
  foreach name {name games delete mark filter dates ratings} {
    ttk::label $w.title.v$name -text "0" -font $font
  }
  
  set row 0
  set col 0
  foreach name {name icon games filter delete mark dates ratings} {
    grid $w.title.$name -row $row -column $col -sticky w
    incr col
    grid $w.title.v$name -row $row -column $col -sticky e
    incr col
    if {$col == 2} { incr col }
    if {$col >= 5} { set col 0; incr row }
  }
  grid [ttk::label $w.title.space -text "   "] -row 0 -column 2
  $w.title.vname configure -font font_Bold
  $w.title.vgames configure -font font_SmallBold
  grid $w.title.desc -row $row -column 0 -columnspan 5 -sticky we
  incr row
  grid $w.title.cust -row $row -column 0 -columnspan 5 -sticky we
  
  foreach grid {title delete mark spell db} cols {5 3 3 4 3} {
    for {set i 0} {$i < $cols} {incr i} {
      grid columnconfigure $w.$grid $i -weight 1
    }
  }
  
  ttk::label $w.delete.title -textvar ::tr(DeleteFlag) -font $bold
  ttk::menubutton $w.mark.title -menu $w.mark.title.m ;# -indicatoron 1 -relief raised -font $bold
  menu $w.mark.title.m -font $font
  
  set i 0
  foreach flag $maintFlaglist  {
    if {$i < 12} {
      $w.mark.title.m add command -label "$::tr($maintFlags($flag)) ($flag)" -command "set maintFlag $flag; ::maint::Refresh"
    } else  {
      set tmp [sc_game flag $flag description]
      if {$tmp == "" } { set tmp $maintFlags($flag) }
      $w.mark.title.m add command -label "$tmp ($flag)" -command "set maintFlag $flag; ::maint::Refresh"
    }
    incr i
  }
  
  foreach flag {delete mark} on {Delete Mark} off {Undelete Unmark} {
    foreach b {Current Filter All} {
      ttk::button $w.$flag.on$b -textvar "::tr($on$b)" -style Small.TButton -command "::maint::SetGameFlags $flag [string tolower $b] 1"
      ttk::button $w.$flag.off$b -textvar "::tr($off$b)" -style Small.TButton -command "::maint::SetGameFlags $flag [string tolower $b] 0"
    }
    
    grid $w.$flag.title -columnspan 3 -row 0 -column 0 -sticky n
    grid $w.$flag.onCurrent -row 1 -column 0 -sticky we
    grid $w.$flag.offCurrent -row 2 -column 0 -sticky we
    grid $w.$flag.onFilter -row 1 -column 1 -sticky we
    grid $w.$flag.offFilter -row 2 -column 1 -sticky we
    grid $w.$flag.onAll -row 1 -column 2 -sticky we
    grid $w.$flag.offAll -row 2 -column 2 -sticky we
  }
  
  ttk::label $w.spell.title -textvar ::tr(Spellchecking) -font $bold
  grid $w.spell.title -columnspan 4 -row 0 -column 0 -sticky n
  ttk::button $w.spell.player -textvar ::tr(Players...) -style Small.TButton \
      -command "openSpellCheckWin Player $w"
  ttk::button $w.spell.event -textvar ::tr(Events...) -style Small.TButton \
      -command "openSpellCheckWin Event $w"
  ttk::button $w.spell.site -textvar ::tr(Sites...) -style Small.TButton \
      -command "openSpellCheckWin Site $w"
  ttk::button $w.spell.round -textvar ::tr(Rounds...) -style Small.TButton \
      -command "openSpellCheckWin Round $w"
  grid $w.spell.player -row 1 -column 0 -sticky we
  grid $w.spell.event -row 1 -column 1 -sticky we
  grid $w.spell.site -row 1 -column 2 -sticky we
  grid $w.spell.round -row 1 -column 3 -sticky we
  
  bind $w <Alt-p> "$w.spell.player invoke"
  bind $w <Alt-e> "$w.spell.event invoke"
  bind $w <Alt-s> "$w.spell.site invoke"
  bind $w <Alt-r> "$w.spell.round invoke"
  
  ttk::label $w.db.title -textvar ::tr(DatabaseOps) -font $bold
  grid $w.db.title -columnspan 3 -row 0 -column 0 -sticky n
  
  ttk::button $w.db.check -style Small.TButton -textvar ::tr(CheckGames...) -command checkAllGames
  ttk::button $w.db.eco -style Small.TButton -textvar ::tr(ReclassifyGames...) -command classifyAllGames
  ttk::button $w.db.compact -style Small.TButton -textvar ::tr(CompactDatabase...) -command makeCompactWin
  ttk::button $w.db.sort -style Small.TButton -textvar ::tr(SortDatabase...) -command makeSortWin
  ttk::button $w.db.elo -style Small.TButton -textvar ::tr(AddEloRatings...) -command allocateRatings
  ttk::button $w.db.dups -style Small.TButton -textvar ::tr(DeleteTwins...) -command "markTwins $w"
  ttk::button $w.db.cleaner -style Small.TButton -textvar ::tr(Cleaner...) -command cleanerWin
  ttk::button $w.db.autoload -style Small.TButton -textvar ::tr(AutoloadGame...) -command ::maint::SetAutoloadGame
  ttk::button $w.db.strip -style Small.TButton -textvar ::tr(StripTags...) -command stripTags
  
  foreach i {eco compact sort elo dups cleaner autoload strip} {
    $w.db.$i configure -style Small.TButton
  }
  bind $w <Alt-d> "$w.db.dups invoke"
  
  grid $w.db.eco -row 1 -column 0 -sticky we
  grid $w.db.compact -row 1 -column 1 -sticky we
  grid $w.db.sort -row 1 -column 2 -sticky we
  grid $w.db.elo -row 2 -column 0 -sticky we
  grid $w.db.dups -row 2 -column 1 -sticky we
  grid $w.db.cleaner -row 2 -column 2 -sticky we
  grid $w.db.autoload -row 3 -column 0 -sticky we
  grid $w.db.strip -row 3 -column 1 -sticky we
  grid $w.db.check -row 3 -column 2 -sticky we
  
  dialogbutton $w.buttons.help -textvar ::tr(Help) -command {helpWindow Maintenance}
  dialogbutton $w.buttons.close -textvar ::tr(Close) -command "destroy $w"
  packbuttons right $w.buttons.close $w.buttons.help
  
  bind $w <Alt-h> "$w.buttons.help invoke"
  bind $w <Alt-c> "destroy $w; break"
  standardShortcuts $w
  ::maint::Refresh
}

proc ::maint::ChangeBaseDescription {} {
  set w .bdesc
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid: $::tr(Description): [file tail [sc_base filename]]"
  set font font_Small
  ttk::entry $w.entry -width 50 ;# -relief sunken -background white
  $w.entry insert end [sc_base description]
  pack $w.entry -side top -pady 4
  ttk::frame $w.b
  ttk::button $w.b.ok -text OK -command {
    catch {sc_base description [.bdesc.entry get]}
    grab release .bdesc
    destroy .bdesc
    ::maint::Refresh
  }
  ttk::button $w.b.cancel -text $::tr(Cancel) -command "grab release $w; destroy $w"
  pack $w.b -side bottom -fill x
  pack $w.b.cancel $w.b.ok -side right -padx 2 -pady 2
  wm resizable $w 0 0
  catch {grab $w}
}
################################################################################
#  Change custom flags description
################################################################################
proc ::maint::ChangeCustomDescription {} {
  set w .bcustom
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid: $::tr(CustomFlags): [file tail [sc_base filename]]"
  ttk::frame $w.a
  ttk::label $w.a.lb -text [::tr CustomFlags]
  grid $w.a.lb -column 0 -row 0 -columnspan 12
  set col 0
  for {set i 1} {$i <7} {incr i} {
    ttk::label $w.a.lab$i -text "$i:"
    ttk::entry $w.a.e$i -width 8
    set desc [sc_game flag $i description]
    $w.a.e$i insert end $desc
    grid $w.a.lab$i -column $col -row 1
    incr col
    grid $w.a.e$i -column $col -row 1
    incr col
  }
  ttk::frame $w.b
  ttk::button $w.b.ok -text OK -command {
    for {set i 1} {$i <7} {incr i} {
      set desc [.bcustom.a.e$i get]
      sc_game flag $i setdescription $desc
    }
    grab release .bcustom
    destroy .bcustom
    
    # update the drop down menu of maint window and the menu of GameInfo window
    for {set idx 12} {$idx < 18} {incr idx} {
      set flag [ lindex $::maintFlaglist $idx]
      set tmp [sc_game flag $flag description]
      if {$tmp == "" } { set tmp $::maintFlags($flag) }
      .maintWin.mark.title.m entryconfigure $idx -label "$tmp ($flag)"
    }
    
    updateGameInfoMenu
    
    # update the custom flags labels
    for {set i 1} { $i < 7} { incr i} {
      set desc [sc_game flag $i description]
      .maintWin.title.cust.text$i configure -text $desc
    }
    # ::maint::Refresh
  }
  ttk::button $w.b.cancel -text $::tr(Cancel) -command "grab release $w; destroy $w"
  pack $w.a -side top -fill x
  pack $w.b -side bottom -fill x
  pack $w.b.cancel $w.b.ok -side right -padx 2 -pady 2
  wm resizable $w 0 0
  catch {grab $w}
}

proc ::maint::Refresh {} {
  global maintFlag maintFlags
  updateSortWin
  updateClassifyWin
  
  set w .maintWin
  if {![winfo exists $w]} { return }
  set ng [sc_base numGames]
  set deleted [sc_base stats flag:D]
  set marked [sc_base stats "flag:$maintFlag"]
  set flags [sc_base stats flags]
  set dates [sc_base stats date]
  set ratings [sc_base stats ratings]
  $w.title.vgames configure -text [::utils::thousands $ng]
  $w.title.vicon configure -image dbt[sc_base type [sc_base current]]
  $w.title.vname configure -text [file tail [sc_base filename]]
  $w.title.vdelete configure -text [::utils::percentFormat $deleted $ng]
  $w.title.vmark configure -text [::utils::percentFormat $marked $ng]
  $w.title.vfilter configure -text [::utils::percentFormat [sc_filter count] $ng]
  $w.title.vdates configure \
      -text "[lindex $dates 0]-[lindex $dates 1] ([lindex $dates 2])"
  $w.title.vratings configure \
      -text "[lindex $ratings 0]-[lindex $ratings 1] ([lindex $ratings 2])"
  
  if { [lsearch -exact { 1 2 3 4 5 6 } $maintFlag ] != -1 } {
    set tmp [sc_game flag $maintFlag description]
    if {$tmp == "" } { set tmp $maintFlags($maintFlag) }
  } else  {
    set tmp $::tr($maintFlags($maintFlag))
  }
  
  set flagname "$::tr(Flag): $tmp ($maintFlag)"
  
  $w.mark.title configure -text $flagname
  $w.title.mark configure -text $flagname
  $w.title.desc.text configure -text [sc_base description]
  
  # Disable buttons if current base is closed or read-only:
  set state disabled
  if {[sc_base inUse]  &&  ![sc_base isReadOnly]} {
    set state normal
  }
  foreach spell {player event site round} {
    $w.spell.$spell configure -state $state
  }
  foreach button {onCurrent offCurrent onAll offAll onFilter offFilter} {
    $w.delete.$button configure -state $state
    $w.mark.$button configure -state $state
  }
  $w.db.dups configure -state $state
  $w.title.vicon configure -state $state
  $w.title.desc.edit configure -state $state
  $w.db.elo configure -state $state
  $w.db.autoload configure -state $state
  
  set state disabled
  if {[sc_base inUse]} { set state normal }
  $w.db.eco configure -state $state
  $w.db.sort configure -state $state
  $w.db.strip configure -state $state
  
  set state disabled
  if {[baseIsCompactable]} {
    set state normal
  }
  $w.db.compact configure -state $state
  $w.db.cleaner configure -state $state
}


set autoloadGame 0
trace variable autoloadGame w {::utils::validate::Integer 9999999 0}

# ::maint::SetAutoloadGame
#
#   Creates a dialog for setting the autoload game number of the
#   current database.
#
proc ::maint::SetAutoloadGame {} {
  global autoloadGame
  set w .autoload
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid"
  set autoloadGame [sc_base autoload]
  
  pack [ttk::frame $w.f] -side top -fill x -expand 1
  ttk::label $w.f.label -text $::tr(AutoloadGame:)
  ttk::entry $w.f.entry -textvar autoloadGame -justify right -width 10 ;# -foreground black -background white
  pack $w.f.label $w.f.entry -side left
  
  pack [ttk::frame $w.set] -side top -fill x
  ttk::button $w.set.none -text $::tr(None) -command {set autoloadGame 0}
  ttk::button $w.set.first -text $::tr(First) -command {set autoloadGame 1}
  ttk::button $w.set.current -text $::tr(Current) \
      -command {set autoloadGame [sc_game number]}
  ttk::button $w.set.last -text $::tr(Last) -command {set autoloadGame 9999999}
  foreach i {none first current last} {$w.set.$i configure -style Small.TButton}
  pack $w.set.none $w.set.first $w.set.current $w.set.last \
      -side left -padx 1 -pady 2
  
  addHorizontalRule $w
  
  pack [ttk::frame $w.b] -side top -fill x
  ttk::button $w.b.ok -text OK -command \
      "sc_base autoload \$autoloadGame; catch {grab release $w}; destroy $w"
  ttk::button $w.b.cancel -text $::tr(Cancel) -command \
      "catch {grab release $w}; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 2
  
  bind $w.f.entry <Return> "$w.b.ok invoke"
  bind $w.f.entry <Escape> "$w.b.cancel invoke"
  wm resizable $w 0 0
  ::utils::win::Centre $w
  focus $w.f.entry
  grab $w
}

# markTwins:
#   Finds twin games and marks them for deletion.
#   Takes parent window as parameter since it can be the main window,
#   or the maintenance window.
#
proc markTwins {{parent .}} {
  global twinSettings
  if {! [sc_base inUse]} { return }
  if {[sc_base numGames] == 0} {
    tk_messageBox -type ok -icon info -title [concat "Scid: " $::tr(noGames)] \
        -message $::tr(TwinCheckNoDelete)
    return
  }
  
  set w .twinSettings
  if {! [winfo exists $w]} {
    toplevel $w
    wm resizable $w 0 0
    wm title $w "Scid: $::tr(DeleteTwins)"
    pack [ttk::frame $w.f]
    set small font_Small
    
    ttk::label $w.f.note -text $::tr(TwinsNote) -justify left -wraplength 500 -font $small
    pack $w.f.note -side top -anchor w -ipady 0 -pady 0
    addHorizontalRule $w.f
    ttk::label $w.f.tc -text $::tr(TwinsCriteria) -font font_Bold
    pack $w.f.tc -side top
    
    ttk::frame $w.f.g
    pack $w.f.g -side top
    set row 0
    set col 0
    foreach name {Colors Event Site Round Year Month Day Result ECO Moves} {
      set n [string tolower $name]
      ttk::checkbutton $w.f.g.b$n -text $::tr(Twins$name) \
          -variable twinSettings($n) -onvalue Yes -offvalue No
      grid $w.f.g.b$n -row $row -column $col -sticky w
      incr col
      if {$col >= 4} {
        incr row; set col 0
      } else {
        grid [ttk::label $w.f.g.space$n -text "   "] -row $row -column $col
        incr col
      }
    }
    ttk::frame $w.f.players
    ttk::label $w.f.players.label -text $::tr(TwinsPlayers) -font $small
    ttk::radiobutton $w.f.players.yes -variable twinSettings(players) -value Yes \
        -text $::tr(TwinsPlayersExact) -style Small.TRadiobutton
    ttk::radiobutton $w.f.players.no -variable twinSettings(players) -value No \
        -text $::tr(TwinsPlayersPrefix) -style Small.TRadiobutton
    
    pack $w.f.players -side top
    pack $w.f.players.label $w.f.players.yes $w.f.players.no -side left
  }
  
  
  addHorizontalRule $w.f
  ttk::label $w.f.twhich -text $::tr(TwinsWhich:) -font font_Bold
  pack $w.f.twhich -side top
  pack [ttk::frame $w.f.g2] -side top -fill x
  ttk::radiobutton $w.f.g2.exall -text $::tr(SelectAllGames) -style Small.TRadiobutton \
      -variable twinSettings(usefilter) -value No
  ttk::label $w.f.g2.space -text "    " -font $small
  ttk::radiobutton $w.f.g2.exfil -text $::tr(SelectFilterGames) -style Small.TRadiobutton \
      -variable twinSettings(usefilter) -value Yes
  grid $w.f.g2.exall -row 0 -column 0 -sticky e
  grid $w.f.g2.space -row 0 -column 1
  grid $w.f.g2.exfil -row 0 -column 2 -sticky w
  grid columnconfigure $w.f.g2 0 -weight 1
  grid columnconfigure $w.f.g2 2 -weight 1
  
  addHorizontalRule $w.f
  ttk::label $w.f.twhen -text $::tr(TwinsWhen:) -font font_Bold
  pack $w.f.twhen -side top
  pack [ttk::frame $w.f.g3] -side top
  set row 0
  set col 0
  foreach n {skipshort undelete setfilter comments variations} \
      name {SkipShort Undelete SetFilter Comments Vars} {
        ttk::checkbutton $w.f.g3.b$n -text $::tr(Twins$name) -variable twinSettings($n) -onvalue Yes -offvalue No
        grid $w.f.g3.b$n -row $row -column $col -sticky w
        incr col
        if {$col >= 2} {
          incr row; set col 0
        } else {
          grid [ttk::label $w.f.g3.space$n -text "   "] -row $row -column $col
          incr col
        }
      }
  incr row
  #$w.f.g3.lskipshort configure -text $::tr(TwinsSkipShort)
  #$w.f.g3.lundelete configure -text $::tr(TwinsUndelete)
  #$w.f.g3.lsetfilter configure -text $::tr(TwinsSetFilter)
  #$w.f.g3.lcomments configure -text $::tr(TwinsComments)
  #$w.f.g3.lvariations configure -text $::tr(TwinsVars)
  ttk::label $w.f.g3.ldelete -text $::tr(TwinsDeleteWhich) -font font_Bold
  grid $w.f.g3.ldelete -row $row -column 0 -sticky we -columnspan 3
  incr row
  ttk::frame $w.f.g3.vdelete
  foreach v {Shorter Older Newer} {
    ttk::radiobutton $w.f.g3.vdelete.v$v -text $::tr(TwinsDelete$v) \
        -variable twinSettings(delete) -value $v -style Small.TRadiobutton
    pack $w.f.g3.vdelete.v$v -side left -padx 5
  }
  grid $w.f.g3.vdelete -row $row -column 0 -columnspan 3
  
  #foreach g {g2 g3} {
  #  grid columnconfigure $w.f.$g 0 -weight 1
  #}
  
  addHorizontalRule $w.f
  ttk::frame $w.f.b
  dialogbutton $w.f.b.defaults -textvar ::tr(Defaults) -command {
    array set twinSettings [array get twinSettingsDefaults]
  }
  dialogbuttonsmall $w.f.b.help [ list -text $::tr(Help) -command "helpWindow Maintenance Twins; focus $w" ]
  dialogbuttonsmall $w.f.b.go [ list -text $::tr(TwinsDelete) -command {
    if {[twinCriteriaOK .twinSettings]} {
      grab release .twinSettings
      sc_progressBar .twinSettings.progress bar 301 21 time
      set result [doMarkDups .twinSettings]
      focus .
      destroy .twinSettings
      if {$result > 0} {
        set gn [sc_filter first]
        ::game::Load $gn
        updateTwinChecker
      }
    }
  } ]
  
  dialogbuttonsmall $w.f.b.cancel [ list -text $::tr(Cancel) -command "grab release $w; focus .; destroy $w" ]
  
  canvas $w.f.progress -width 300 -height 20 -bg white -relief solid -border 1
  $w.f.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.f.progress create text 295 10 -anchor e -font font_Regular -tags time \
      -fill black -text "0:00 / 0:00"
  
  pack $w.f.progress -side bottom -padx 2 -pady 2
  pack $w.f.b -side bottom -fill x
  packbuttons right  $w.f.b.cancel $w.f.b.go
  packbuttons left $w.f.b.defaults $w.f.b.help
  bind $w <F1> "$w.f.b.help invoke"
  bind $w <Escape> "$w.f.b.cancel invoke"
  bind $w <Return> "$w.f.b.go invoke"
  grab $w
  update idletasks
  $w.f.note configure -wraplength [winfo width $w]
  return
}

# twinCriteriaOK:
#   Check that the user specified at least three of the the same site,
#   same round, and same year settings, since otherwise it is quite
#   likely that actual games with simlar moves will be marked as twins:
#
proc twinCriteriaOK {{parent .}} {
  global twinSettings
  
  set msg $::tr(TwinCriteria1)
  
  # First, check that if same moves is off, then the same colors, event,
  # site, round, year and month flags should all be set:
  if {$twinSettings(moves) == "No"} {
    if {$twinSettings(colors) == "No"  ||  $twinSettings(event) == "No"  || \
          $twinSettings(site) == "No"  ||  $twinSettings(year) == "No"  || \
          $twinSettings(month) == "No"} {
      append msg $::tr(TwinCriteria2)
      set result [tk_messageBox -type yesno -parent $parent -icon warning \
          -title $::tr(TwinCriteriaConfirm) \
          -message $msg]
      if {$result == "no"} { return 0 } else { return 1 }
    }
  }
  
  # Now check that at least two of site, round, and year are set:
  set count 0
  if {$twinSettings(site) == "Yes"} { incr count }
  if {$twinSettings(round) == "Yes"} { incr count }
  if {$twinSettings(year) == "Yes"} { incr count }
  if {$count < 2} {
    append msg $::tr(TwinCriteria3)
    set result [tk_messageBox -type yesno -parent $parent -icon warning \
        -title $::tr(TwinCriteriaConfirm) \
        -message $msg]
    if {$result == "no"} { return 0 } else { return 1 }
  }
  return 1
}


proc doMarkDups {{parent .}} {
  global twinSettings
  
  busyCursor .
  if {$twinSettings(undelete) == "Yes"} {
    catch {sc_game flag delete all 0}
  }
  
  if {[catch {sc_base duplicates -colors $twinSettings(colors) \
          -event $twinSettings(event) -site $twinSettings(site) \
          -round $twinSettings(round) -year $twinSettings(year) \
          -month $twinSettings(month) -day $twinSettings(day) \
          -result $twinSettings(result) -eco $twinSettings(eco) \
          -moves $twinSettings(moves) -players $twinSettings(players) \
          -skipshort $twinSettings(skipshort) \
          -setfilter $twinSettings(setfilter) \
          -usefilter $twinSettings(usefilter) \
          -comments $twinSettings(comments) \
          -variations $twinSettings(variations) \
          -delete $twinSettings(delete)} result]} {
    unbusyCursor .
    tk_messageBox -type ok -parent $parent -icon info \
        -title "Scid" -message $result
    set result 0
  } else {
    unbusyCursor .
    set message [subst $::tr(TwinCheckFound1)]
    if {$result > 0} {append message $::tr(TwinCheckFound2)}
    append message "."
    tk_messageBox -type ok -parent $parent -icon info -title [concat "Scid: " $::tr(Result)] \
        -message $message
  }
  ::maint::Refresh
  return $result
}


set checkOption(AllGames) all

# CheckAllGames
#  Decodes all games and tries to find errors
proc checkAllGames {} {
  set w .checkGames
  if {[winfo exists $w]} {
    raiseWin $w
    return
  }
  toplevel $w
  wm title $w "Scid: [tr FileMaintClass]"
  
  pack [ttk::frame $w.f] -expand 1
  
  ttk::label $w.f.label -font font_Bold -textvar ::tr(CheckGamesWhich)
  ttk::frame $w.f.g
  ttk::radiobutton $w.f.g.all -textvar ::tr(CheckAll) -variable checkOption(AllGames) -value all
  ttk::radiobutton $w.f.g.filter -textvar ::tr(CheckSelectFilterGames) -variable checkOption(AllGames) -value filter
  set row 0
  foreach f {all filter} {
    grid $w.f.g.$f -row $row -column 0 -sticky w
    incr row
  }
  
  ttk::frame $w.f.b
  ttk::button $w.f.b.go -textvar ::tr(CheckGames) -command {
    busyCursor .
    .checkGames.f.b.cancel configure -command "sc_progressBar"
    .checkGames.f.b.cancel configure -textvar ::tr(Stop)
    sc_progressBar .checkGames.f.progress bar 301 21 time
    grab .checkGames.f.b.cancel
    if {[catch  {sc_base check $checkOption(AllGames)} result]} {
      grab release .checkGames.f.b.cancel
      unbusyCursor .
      tk_messageBox -parent .checkGames -type ok -icon info -title "Scid" -message $result
    } else {
      grab release .checkGames.f.b.cancel
      unbusyCursor .
    }
    .checkGames.f.b.cancel configure -command {focus .; destroy .checkGames}
    .checkGames.f.b.cancel configure -textvar ::tr(Close)
    ::windows::gamelist::Refresh
  }
  ttk::button $w.f.b.cancel -textvar ::tr(Close) -command "focus .; destroy $w"
  canvas $w.f.progress -width 300 -height 20 -bg white -relief solid -border 1
  $w.f.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.f.progress create text 295 10 -anchor e -font font_Regular -tags time \
      -fill black -text "0:00 / 0:00"
  
  pack $w.f.label $w.f.g -side top -pady 5
  addHorizontalRule $w.f
  pack $w.f.b -side top -pady 5 -fill x
  pack $w.f.progress -side bottom -padx 2 -pady 2
  pack $w.f.b.cancel $w.f.b.go -side right -pady 10 -padx 10
  wm resizable $w 0 0
  bind $w <F1> {helpWindow ECO}
  bind $w <Escape> "$w.b.cancel invoke"
  updateClassifyWin
}


set classifyOption(AllGames) all
set classifyOption(ExtendedCodes) 1

# ClassifyAllGames:
#   Reclassifies all games (recomputes the ECO code of each game).
#   User can choose to reclassify all games, or only those games that
#   currently have no ECO code assigned.
#
proc classifyAllGames {} {
  makeClassifyWin
}

proc makeClassifyWin {} {
  global classifyOption
  set w .classify
  if {[winfo exists $w]} {
    raiseWin $w
    return
  }
  toplevel $w
  wm title $w "Scid: [tr FileMaintClass]"
  
  pack [ttk::frame $w.f] -expand 1
  
  ttk::label $w.f.label -font font_Bold -textvar ::tr(ClassifyWhich)
  ttk::frame $w.f.g
  ttk::radiobutton $w.f.g.all -textvar ::tr(ClassifyAll) -variable classifyOption(AllGames) -value all
  ttk::radiobutton $w.f.g.filter -textvar ::tr(SelectFilterGames) -variable classifyOption(AllGames) -value filter
  set year [::utils::date::today year]
  set month [::utils::date::today month]
  set day [::utils::date::today day]
  ttk::radiobutton $w.f.g.year -textvar ::tr(ClassifyYear) -variable classifyOption(AllGames) \
      -value "date:[expr $year - 1].$month.$day"
  if {$month == "01"} {
    incr year -1
    set month 12
  } else {
    scan $month "%02u" month
    incr month -1
    set month [format "%02u" $month]
  }
  ttk::radiobutton $w.f.g.month -textvar ::tr(ClassifyMonth) -variable classifyOption(AllGames) \
      -value "date:$year.$month.$day"
  ttk::radiobutton $w.f.g.new -textvar ::tr(ClassifyNew) -variable classifyOption(AllGames) -value nocode
  set row 0
  foreach f {all filter year month new} {
    grid $w.f.g.$f -row $row -column 0 -sticky w
    incr row
  }
  ttk::label $w.f.codes -font font_Bold -textvar ::tr(ClassifyCodes:)
  ttk::radiobutton $w.f.extended -textvar ::tr(ClassifyBasic) -variable classifyOption(ExtendedCodes) -value 0
  ttk::radiobutton $w.f.basic -textvar ::tr(ClassifyExtended) -variable classifyOption(ExtendedCodes) -value 1
  
  ttk::frame $w.f.b
  ttk::button $w.f.b.go -textvar ::tr(Classify) -command {
    busyCursor .
    .classify.f.b.cancel configure -command "sc_progressBar"
    .classify.f.b.cancel configure -textvar ::tr(Stop)
    sc_progressBar .classify.f.progress bar 301 21 time
    grab .classify.f.b.cancel
    if {[catch  {sc_eco base $classifyOption(AllGames) $classifyOption(ExtendedCodes)} result]} {
      grab release .classify.f.b.cancel
      unbusyCursor .
      tk_messageBox -parent .classify -type ok -icon info -title "Scid" -message $result
    } else {
      grab release .classify.f.b.cancel
      unbusyCursor .
    }
    .classify.f.b.cancel configure -command {focus .; destroy .classify}
    .classify.f.b.cancel configure -textvar ::tr(Close)
    ::windows::gamelist::Refresh
  }
  ttk::button $w.f.b.cancel -textvar ::tr(Close) -command "focus .; destroy $w"
  canvas $w.f.progress -width 300 -height 20 -bg white -relief solid -border 1
  $w.f.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.f.progress create text 295 10 -anchor e -font font_Regular -tags time \
      -fill black -text "0:00 / 0:00"
  
  pack $w.f.label $w.f.g -side top -pady 5
  addHorizontalRule $w.f
  pack $w.f.codes $w.f.extended $w.f.basic -side top -pady 5
  addHorizontalRule $w.f
  pack $w.f.b -side top -pady 5 -fill x
  pack $w.f.progress -side bottom -padx 2 -pady 2
  pack $w.f.b.cancel $w.f.b.go -side right -pady 10 -padx 10
  wm resizable $w 0 0
  bind $w <F1> {helpWindow ECO}
  bind $w <Escape> "$w.b.cancel invoke"
  updateClassifyWin
}

proc updateClassifyWin {} {
  set w .classify
  if {! [winfo exists $w]} { return }
  set state disabled
  if {[sc_base inUse]} { set state normal }
  $w.f.b.go configure -state $state
}

# Twin checker window:
# Shows PGN of current game, and its twin.

set twincheck(left) 0
set twincheck(right) 0

proc updateTwinChecker {} {
  global twincheck
  set w .twinchecker
  if {![winfo exists $w]} {
    toplevel $w
    pack [ttk::frame $w.b] -side bottom -fill x
    pack [ttk::frame $w.f] -side top -fill both -expand yes
    ttk::frame $w.f.left
    pack $w.f.left -side left -fill y -expand yes
    ttk::frame $w.f.split -width 2 -borderwidth 2 -relief sunken
    pack $w.f.split -side left -fill y -padx 5
    ttk::frame $w.f.right
    pack $w.f.right -side left -fill y -expand yes
    foreach i {left right} {
      set f $w.f.$i
      pack [ttk::frame $f.title] -side top -fill x
      ttk::label $f.title.label -font font_Bold -text [concat $::tr(game) " 0: "]
      ttk::checkbutton $f.title.d -text $::tr(Deleted) -variable twincheck($i) -style Small.TCheckbutton
      ttk::label $f.title.note -font font_Small
      pack $f.title.label $f.title.d $f.title.note -side left
      ttk::label $f.tmt -font font_Small -text "" -anchor w -width 1 -relief sunken
      pack $f.tmt -side bottom -fill x
      autoscrollframe $f.t text $f.t.text \
          -height 16 -width 40 -background white \
          -takefocus 0 -wrap word
      $f.t.text tag configure h -background lightSteelBlue
      pack $f.t -side top -fill both -expand yes
    }
    $w.f.left.title.note configure -text [concat "(\"1\"" $::tr(TwinCheckUndelete)]
    $w.f.right.title.note configure -text  [concat "(\"2\"" $::tr(TwinCheckUndelete)]
    ttk::button $w.b.prev -text $::tr(TwinCheckprevPair) \
        -command {::game::LoadNextPrev previous}
    ttk::button $w.b.next -text $::tr(TwinChecknextPair) -underline 0 \
        -command {::game::LoadNextPrev next}
    ttk::button $w.b.share -text $::tr(TwinCheckTag) -underline 0
    ttk::button $w.b.delete -text $::tr(DeleteTwins) -underline 0 \
        -command "markTwins $w"
    ttk::button $w.b.help -text $::tr(Help) -command {helpWindow Maintenance Twins}
    ttk::button $w.b.close -text $::tr(Close) -command "focus .; destroy $w"
    pack $w.b.close $w.b.help $w.b.delete -side right -padx 5 -pady 2
    pack $w.b.prev $w.b.next $w.b.share -side left -padx 5 -pady 2
    bind $w <F1> "$w.b.help invoke"
    bind $w <Escape> "focus .; destroy $w"
    bind $w <Alt-p> {::game::LoadNextPrev previous}
    bind $w <KeyPress-p> {::game::LoadNextPrev previous}
    bind $w <Alt-n> {::game::LoadNextPrev next}
    bind $w <KeyPress-n> {::game::LoadNextPrev next}
    bind $w <Alt-d> "markTwins $w"
    bind $w <KeyPress-d> "markTwins $w"
    bind $w <KeyPress-1> "$w.f.left.title.d invoke"
    bind $w <KeyPress-$::MB2> "$w.f.right.title.d invoke"
    bind $w <KeyPress-s> "$w.b.share invoke"
    bind $w <KeyPress-u> {
      if {$twincheck(left)} {.twinchecker.f.left.title.d invoke}
      if {$twincheck(right)} {.twinchecker.f.right.title.d invoke}
    }
    bind $w <Alt-u> {
      if {$twincheck(left)} {.twinchecker.f.left.title.d invoke}
      if {$twincheck(right)} {.twinchecker.f.right.title.d invoke}
    }
    wm resizable $w 0 1
    wm title $w $::tr(TwinChecker)
  }
  
  set gn [sc_game number]
  set dup 0
  if {$gn > 0} {
    set dup [sc_game info duplicate]
  }
  set twincheck(left) 0
  set twincheck(right) 0
  
  $w.f.left.title.label configure -text [concat $::tr(game) " $gn:  "]
  
  if {$gn > 0} {
    set twincheck(left) [sc_game flag delete $gn]
    $w.f.left.title.d configure -command "sc_game flag delete $gn invert; updateBoard"
    $w.f.left.title.d configure -state normal
    set tmt [sc_game crosstable count +deleted]
    $w.f.left.tmt configure -text [concat $::tr(TwinCheckTournament) $tmt]
  } else {
    $w.f.left.title.d configure -state disabled
    $w.f.left.tmt configure -text ""
  }
  if {$dup > 0} {
    set twincheck(right) [sc_game flag delete $dup]
    $w.f.right.title.label configure -text [concat $::tr(game) " $dup:  "]
    $w.f.right.title.d configure -command "sc_game flag delete $dup invert; updateBoard"
    $w.f.right.title.d configure -state normal
    set tmt [sc_game crosstable count -game $dup +deleted]
    $w.f.right.tmt configure -text [concat $::tr(TwinCheckTournament) $tmt]
  } else {
    $w.f.right.title.label configure -text $::tr(TwinCheckNoTwin)
    $w.f.right.title.d configure -state disabled
    $w.f.right.tmt configure -text ""
  }
  
  $w.b.share configure -state disabled -command {}
  if {$gn > 0  &&  $dup > 0} {
    if {[llength [sc_game tags share check $gn $dup]] > 0} {
      $w.b.share configure -state normal -command "shareTwinTags $gn $dup $w"
    }
  }
  set t $w.f.left.t.text
  $t configure -state normal
  $t delete 1.0 end
  $t insert end [sc_game pgn]
  
  set t $w.f.right.t.text
  $t configure -state normal
  $t delete 1.0 end
  if {$dup > 0} {
    $t insert end [sc_game pgn -gameNumber $dup]
  } else {
    $t insert end $::tr(TwinCheckNoTwinfound)
  }
  
  # Now color the differences if appropriate:
  if {$dup > 0} {
    set rlen [$w.f.right.t.text index end-1c]
    set llen [$w.f.left.t.text index end-1c]
    
    for {set i 0} {$i < $rlen} {incr i} {
      set line [$w.f.right.t.text get $i.0 "$i.0 lineend"]
      set length [string length $line]
      set max 0
      for {set j 0} {$j < $llen} {incr j} {
        set otherLine [$w.f.left.t.text get $j.0 "$j.0 lineend"]
        set plen [strPrefixLen $line $otherLine]
        if {$plen > $max} { set max $plen }
      }
      if {$max < $length} {
        if {![string compare [string index $line 0] "\["]} { set max 0 }
        $w.f.right.t.text tag add h $i.$max "$i.0 lineend"
      }
    }
    
    for {set i 0} {$i < $llen} {incr i} {
      set line [$w.f.left.t.text get $i.0 "$i.0 lineend"]
      set length [string length $line]
      set max 0
      for {set j 0} {$j < $rlen} {incr j} {
        set otherLine [$w.f.right.t.text get $j.0 "$j.0 lineend"]
        set plen [strPrefixLen $line $otherLine]
        if {$plen > $max} { set max $plen }
      }
      if {$max < $length} {
        if {![string compare [string index $line 0] "\["]} { set max 0 }
        $w.f.left.t.text tag add h $i.$max "$i.0 lineend"
      }
    }
  }
  
  if {[sc_base inUse]} {
    $w.b.delete configure -state normal
  } else {
    $w.b.delete configure -state disabled
  }
  
  foreach side {left right} {
    $w.f.$side.t.text configure -state disabled
  }
  
}

# shareTwinTags:
#   Updates the tags of two twin games by sharing information,
#   filling in the date, round or ratings of each game based on
#   the other where possible.
#
proc shareTwinTags {g1 g2 {parent .}} {
  set sharelist [sc_game tags share check $g1 $g2]
  if {[llength $sharelist] == 0} { return }
  
  set msg $::tr(TwinChangeTag)
  foreach {gn tag old new} $sharelist {
    append msg [concat $::tr(game) " $gn: $tag: \"$old\" -> \"$new\""]
    append msg "\n"
  }
  set answer [tk_messageBox -parent $parent -title "Scid" \
      -type okcancel -default ok -icon question -message $msg]
  if {$answer != "ok"} { return }
  sc_game tags share update $g1 $g2
  sc_game tags reload
  updateBoard -pgn
  ::windows::gamelist::Refresh
}

# baseIsCompactable:
#   Returns true only if the current base is compactable.
#
proc baseIsCompactable {} {
  # Only a database that is in use, not read-only, and not the
  # clipbase, can be compacted:
  if {! [sc_base inUse]} { return 0 }
  if {[sc_base isReadOnly]} { return 0 }
  if {[sc_base current] == [sc_info clipbase]} { return 0 }
  return 1
}

# makeCompactWin:
# Opens the database compaction dialog box.
#
proc makeCompactWin {} {
  if {! [baseIsCompactable]} { return }
  set w .compactWin
  toplevel $w
  wm title $w "Scid: $::tr(CompactDatabase)"
  wm resizable $w 0 0
  foreach f {top names games buttons} { ttk::frame $w.$f }
  pack $w.top -side top -expand 1 -fill both
  pack $w.names -in $w.top -side left -fill x -anchor n
  addVerticalRule $w.top 12
  pack $w.games -in $w.top -side left -fill x -anchor n
  addHorizontalRule $w
  pack $w.buttons -side top -fill x
  
  for {set i 0} {$i < 3} {incr i} {
    grid columnconfigure $w.names $i -weight 1
    grid columnconfigure $w.games $i -weight 1
  }
  ttk::label $w.names.title -text $::tr(NameFile) -font font_Bold
  grid $w.names.title -columnspan 3 -row 0 -column 0 -sticky n
  ttk::label $w.names.nt -text "  $::tr(Names)"
  grid $w.names.nt -row 1 -column 1 -sticky e
  ttk::label $w.names.ut -text "  $::tr(Unused)"
  grid $w.names.ut -row 1 -column 2 -sticky e
  ttk::frame $w.names.h -height 1 -relief solid ;# -bg black
  grid $w.names.h -columnspan 3 -row 2 -column 0 -sticky we
  set row 3
  set ndata [sc_compact stats names]
  set idx 0
  foreach n {p e s r} name {Players Events Sites Rounds} {
    ttk::label $w.names.t$n -text "$::tr($name)  "
    ttk::label $w.names.n$n -text "  [::utils::thousands [lindex $ndata $idx]]"
    incr idx
    ttk::label $w.names.u$n -text "  [::utils::thousands [lindex $ndata $idx]]"
    incr idx
    grid $w.names.t$n -row $row -column 0 -sticky w
    grid $w.names.n$n -row $row -column 1 -sticky e
    grid $w.names.u$n -row $row -column 2 -sticky e
    incr row
  }
  
  ttk::label $w.games.title -text $::tr(GameFile) -font font_Bold
  grid $w.games.title -columnspan 3 -row 0 -column 0 -sticky n
  ttk::label $w.games.gt -text "  [::utils::string::Capital $::tr(games)]"
  grid $w.games.gt -row 1 -column 1 -sticky e
  ttk::label $w.games.st -text "  $::tr(SizeKb)"
  grid $w.games.st -row 1 -column 2 -sticky e
  ttk::frame $w.games.h -height 1 -relief solid ;# -bg black
  grid $w.games.h -columnspan 3 -row 2 -column 0 -sticky we
  set row 3
  set ndata [sc_compact stats games]
  set idx 0
  foreach g {current compact} name {CurrentState AfterCompaction} {
    ttk::label $w.games.t$g -text "$::tr($name)  "
    ttk::label $w.games.g$g -text "  [::utils::thousands [lindex $ndata $idx]]"
    incr idx
    set kbytes [expr {int(([lindex $ndata $idx] + 512) / 1024)} ]
    ttk::label $w.games.s$g -text "  [::utils::thousands $kbytes]"
    incr idx
    grid $w.games.t$g -row $row -column 0 -sticky w
    grid $w.games.g$g -row $row -column 1 -sticky e
    grid $w.games.s$g -row $row -column 2 -sticky e
    incr row
  }
  
  ttk::button $w.buttons.n -text $::tr(CompactNames) -command "compactNames; destroy $w"
  ttk::button $w.buttons.g -text $::tr(CompactGames) -command "compactGames; destroy $w"
  ttk::button $w.buttons.help -text $::tr(Help) -command {helpWindow Compact}
  ttk::button $w.buttons.cancel -text $::tr(Cancel) -command "focus .; grab release $w; destroy $w"
  pack $w.buttons.cancel $w.buttons.help -side right -padx 5 -pady 2
  pack $w.buttons.n $w.buttons.g -side left -padx 5 -pady 2
  grab $w
}

proc compactNames {{base -1}} {
  if {$base < 0} { set base [sc_base current] }
  set stats [sc_base compact $base stats names]
  if {[lindex $stats 1] == 0  &&  [lindex $stats 3] == 0  && \
        [lindex $stats 5] == 0  &&  [lindex $stats 7] == 0} {
    tk_messageBox -type ok -icon info -parent . -title [concat "Scid: " $::tr(CompactNames)] -message $::tr(NoUnusedNames)
    return
  }
  progressWindow "Scid" [concat $::tr(CompactNames) "..."]
  busyCursor .
  set err [catch {sc_base compact $base names} result]
  unbusyCursor .
  closeProgressWindow
  if {$err} {
    tk_messageBox -type ok -icon warning -parent . -title "Scid: Error compacting file" -message $result
  } else {
    tk_messageBox -type ok -icon info -parent . -title [concat "Scid: " $::tr(CompactNames)] -message [subst $::tr(NameFileCompacted)]
  }
  updateBoard -pgn
  ::notify::DatabaseChanged
}

proc compactGames {{base -1}} {
  if {$base < 0} { set base [sc_base current] }
  set stats [sc_base compact $base stats games]
  if {[lindex $stats 1] == [lindex $stats 3]  && \
        [lindex $stats 0] == [lindex $stats 2]} {
    tk_messageBox -type ok -icon info -parent . -title [concat "Scid: " $::tr(CompactGames)] -message $::tr(NoUnusedGames)
    return
  }
  progressWindow "Scid" [concat $::tr(CompactGames) "..."] \
      $::tr(Cancel) "sc_progressBar"
  busyCursor .
  set err [catch {sc_base compact $base games} result]
  unbusyCursor .
  closeProgressWindow
  if {$err} {
    tk_messageBox -type ok -icon warning -parent . \
        -title "Scid: Error compacting file" -message $result
  } else {
    tk_messageBox -type ok -icon info -parent . \
        -title [concat "Scid: " $::tr(CompactGames)] \
        -message [subst $::tr(GameFileCompacted)]
  }
  updateBoard -pgn
  ::notify::DatabaseChanged
}

set sortCriteria(real) ""
set sortCriteria(translated) ""

proc clearSortCriteria {} {
  set ::sortCriteria(real) ""
  set ::sortCriteria(translated) ""
  updateSortWin
}

proc addSortCriteria {args} {
  global sortCriteria
  foreach x $args {
    if {$sortCriteria(real) == ""} {
      set sortCriteria(real) $x
      set sortCriteria(translated) $::tr($x)
    } else {
      append sortCriteria(real) ", $x"
      append sortCriteria(translated) ", $::tr($x)"
    }
  }
  updateSortWin
}

proc makeSortWin {} {
  global sortCriteria
  set w .sortWin
  if {[winfo exists $w]} {
    raiseWin $w
    return
  }
  toplevel $w
  wm title $w "Scid: [tr FileMaintSort]"
  wm resizable $w 0 0
  pack [ttk::frame $w.f]
  
  ttk::label $w.f.torder -textvar ::tr(SortCriteria:) -font font_Bold
  pack $w.f.torder -side top
  ttk::label $w.f.order -textvar sortCriteria(translated) -width 40 -background white \
      -relief solid -anchor w
  pack $w.f.order -side top -fill x -pady 2 -padx 2
  addHorizontalRule $w.f
  ttk::label $w.f.tadd -textvar ::tr(AddCriteria:) -font font_Bold
  pack $w.f.tadd -side top
  pack [ttk::frame $w.f.add] -side top -fill x
  foreach b {Date Year Month Event Site Country Round Result Length
    White Black Rating ECO Deleted EventDate} {
    set n [string tolower $b]
    ttk::button $w.f.add.$n -textvar ::tr($b) -command "addSortCriteria $b"
  }
  grid $w.f.add.date -row 0 -column 0 -sticky we
  grid $w.f.add.year -row 0 -column 1 -sticky we
  grid $w.f.add.month -row 0 -column 2 -sticky we
  grid $w.f.add.event -row 1 -column 0 -sticky we
  grid $w.f.add.site -row 1 -column 1 -sticky we
  grid $w.f.add.country -row 1 -column 2 -sticky we
  grid $w.f.add.round -row 2 -column 0 -sticky we
  grid $w.f.add.result -row 2 -column 1 -sticky we
  grid $w.f.add.length -row 2 -column 2 -sticky we
  grid $w.f.add.white -row 3 -column 0 -sticky we
  grid $w.f.add.black -row 3 -column 1 -sticky we
  grid $w.f.add.rating -row 3 -column 2 -sticky we
  grid $w.f.add.eco -row 4 -column 0 -sticky we
  grid $w.f.add.deleted -row 4 -column 1 -sticky we
  grid $w.f.add.eventdate -row 4 -column 2 -sticky we
  
  for {set i 0} {$i < 3} {incr i} {
    grid columnconfigure $w.f.add $i -weight 1
  }
  
  addHorizontalRule $w.f
  
  ttk::label $w.f.tcommon -textvar ::tr(CommonSorts:) -font font_Bold
  pack $w.f.tcommon -side top
  pack [ttk::frame $w.f.tc] -side top -fill x
  ttk::button $w.f.tc.ymsedr -text "$::tr(Year), $::tr(Month), $::tr(Site), $::tr(Event), $::tr(Date), $::tr(Round)" -command {
    clearSortCriteria
    addSortCriteria Year Month Site Event Date Round
  }
  ttk::button $w.f.tc.yedr -text "$::tr(Year), $::tr(Event), $::tr(Date), $::tr(Round)" -command {
    clearSortCriteria
    addSortCriteria Year Event Date Round
  }
  ttk::button $w.f.tc.er -text "$::tr(ECO), $::tr(Rating)" -command {
    clearSortCriteria
    addSortCriteria ECO Rating
  }
  grid $w.f.tc.ymsedr -row 0 -column 0 -sticky we
  grid $w.f.tc.yedr -row 1 -column 0 -sticky we
  grid $w.f.tc.er -row 2 -column 0 -sticky we
  grid columnconfigure $w.f.tc 0 -weight 1
  addHorizontalRule $w.f
  pack [ttk::frame $w.f.b] -side bottom -fill x
  ttk::button $w.f.b.clear -textvar ::tr(Clear) -command clearSortCriteria
  ttk::button $w.f.b.help -textvar ::tr(Help) -command {helpWindow Sorting}
  ttk::button $w.f.b.sort -textvar ::tr(Sort) -command sortDatabase
  ttk::button $w.f.b.close -textvar ::tr(Close) \
      -command "focus .; destroy $w"
  pack $w.f.b.close $w.f.b.sort -side right -padx 5 -pady 2
  pack $w.f.b.clear $w.f.b.help -side left -padx 5 -pady 2
  bind $w <F1> {helpWindow Sorting}
  bind $w <Escape> "$w.f.b.close invoke"
  standardShortcuts $w
  updateSortWin
}

proc updateSortWin {} {
  global sortCriteria
  set w .sortWin
  if {! [winfo exists $w]} { return }
  set state disabled
  if {[sc_base inUse]  &&  $sortCriteria(real) != ""} { set state normal }
  $w.f.b.sort configure -state $state
}

proc sortDatabase {} {
  global sortCriteria
  set w .sortWin
  if {! [sc_base inUse]} {
    tk_messageBox -type ok -icon info -parent $w -title "Scid: Sort results" \
        -message "This is not an open database; there are no games to sort."
    return
  }
  progressWindow "Scid" "Sorting the database..."
  busyCursor .
  set err [catch {sc_base sort $sortCriteria(real) \
        {changeProgressWindow "Storing results..."} \
      } result]
  unbusyCursor .
  closeProgressWindow
  if {$err} {
    tk_messageBox -type ok -icon warning -parent $w \
        -title "Scid: Sort results" -message $result
  } else {
    tk_messageBox -type ok -icon info -parent $w \
        -title "Scid: Sort results" \
        -message "The database was successfully sorted."
  }
  updateBoard
  ::windows::gamelist::Refresh
  ::maint::Refresh
}

proc makeBaseReadOnly {} {
  if {! [sc_base inUse]} { return }
  if {[sc_base isReadOnly]} { return }
  set result [tk_dialog .roDialog "Scid: [tr FileReadOnly]" \
      $::tr(ReadOnlyDialog) "" 1 $::tr(Yes) $::tr(No)]
  if {$result == 0} {
    sc_base isReadOnly set
    updateMenuStates
  }
}


# allocateRatings:
#   Allocate player ratings to games based on the spellcheck file.
#
set addRatings(overwrite) 0
set addRatings(filter) 0

proc allocateRatings {} {
  if {[catch {sc_name ratings -test 1} result]} {
    tk_messageBox -type ok -icon info -parent . -title "Scid" -message $result
    return
  }
  set w .ardialog
  toplevel $w
  wm title $w "Scid"
  ttk::label $w.lab -wraplength 3i -justify center -text $::tr(AllocRatingDescription)
  pack $w.lab -side top -expand 1 -fill x -anchor center
  addHorizontalRule $w
  pack [ttk::frame $w.r] -side top
  ttk::label $w.r.lab -text $::tr(RatingOverride)
  ttk::radiobutton $w.r.yes -variable addRatings(overwrite) \
      -value 1 -text $::tr(Yes)
  ttk::radiobutton $w.r.no -variable addRatings(overwrite) \
      -value 0 -text $::tr(No)
  pack $w.r.lab $w.r.yes $w.r.no -side left
  addHorizontalRule $w
  pack [ttk::frame $w.g] -side top -expand 1 -fill x
  ttk::label $w.g.lab -text $::tr(AddRatings)
  ttk::radiobutton $w.g.all -variable addRatings(filter) \
      -value 0 -text $::tr(SelectAllGames)
  ttk::radiobutton $w.g.filter -variable addRatings(filter) \
      -value 1 -text $::tr(SelectFilterGames)
  pack $w.g.lab $w.g.all $w.g.filter -side top
  addHorizontalRule $w
  pack [ttk::frame $w.b] -side top -fill x
  ttk::button $w.b.ok -text "OK" \
      -command "catch {grab release $w}; destroy $w; doAllocateRatings"
  ttk::button $w.b.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 3 -pady 3
  catch {grab $w}
  focus $w.b.ok
}

proc doAllocateRatings {} {
  global addRatings
  if {[catch {sc_name ratings -test 1} result]} {
    tk_messageBox -type ok -icon info -parent . -title "Scid" -message $result
    return
  }
  progressWindow "Scid" "Adding Elo ratings..."
  busyCursor .
  if {[catch {sc_name ratings -change $addRatings(overwrite) -filter $addRatings(filter)} result]} {
    closeProgressWindow
    tk_messageBox -type ok -icon warning -parent . \
        -title "Scid" -message $result
  } else {
    closeProgressWindow
    set r [::utils::thousands [lindex $result 0]]
    set g [::utils::thousands [lindex $result 1]]
    tk_messageBox -type ok -icon info -parent . \
        -title "Scid" -message [subst $::tr(AddedRatings)]
  }
  unbusyCursor .
}


# stripTags:
#   Strip unwanted PGN tags from the current database.

array set stripTagCount {}

proc stripTags {} {
  global stripTagChoice stripTagCount
  set w .striptags
  if {[winfo exists $w]} {
    raise $w
    return
  }
  set stripTagList {}
  
  # Find extra PGN tags:
  set ::interrupt 0
  progressWindow "Scid" "Searching for extra PGN tags..." \
      $::tr(Cancel) "set ::interrupt 1; sc_progressBar"
  busyCursor .
  set err [catch {sc_base tag list} result]
  unbusyCursor .
  closeProgressWindow
  if {$::interrupt} { return }
  if {$err} {
    tk_messageBox -title "Scid" -icon warning -type ok -message $result
    return
  }
  
  # Make list of extra tags and their frequency:
  array unset stripTagCount
  set nTags 0
  foreach {tag count} $result {
    set stripTagCount($tag) $count
    incr nTags
  }
  
  if {$nTags == 0} {
    tk_messageBox -title "Scid" -icon info -type ok \
        -message "No extra tags were found."
    return
  }
  
  toplevel $w
  wm title $w "Scid: $::tr(StripTags)"
  ttk::label $w.title -text "Extra PGN tags:" -font font_Bold -anchor center
  pack $w.title -side top -fill x -anchor center
  pack [ttk::frame $w.f] -side top -fill x
  addHorizontalRule $w
  pack [ttk::frame $w.b] -side bottom -fill x
  
  set row 0
  foreach tag [lsort [array names stripTagCount]] {
    set count $stripTagCount($tag)
    ttk::radiobutton $w.f.t$tag -text "$tag  " -variable stripTagChoice -value $tag
    ttk::label $w.f.c$tag -text [::utils::thousands $count]
    if {$row == 0} { set stripTagChoice $tag }
    grid $w.f.t$tag -row $row -column 0 -sticky w
    grid $w.f.c$tag -row $row -column 1 -sticky e
    incr row
  }
  ttk::button $w.b.find -text $::tr(SetFilter) -command findStripTags
  ttk::button $w.b.strip -text $::tr(StripTag...) -command {
    set removed [doStripTags .striptags]
    set stripTagCount($stripTagChoice) \
        [expr {$stripTagCount($stripTagChoice) - $removed} ]
    .striptags.f.c$stripTagChoice configure -text \
        [::utils::thousands $stripTagCount($stripTagChoice)]
  }
  ttk::button $w.b.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  pack $w.b.cancel $w.b.strip $w.b.find -side right -padx 2 -pady 2
  wm resizable $w 0 0
  update
  catch {grab $w}
}

proc doStripTags {{parent .}} {
  global stripTagChoice
  set msg "Do you really want to remove all occurences of the PGN tag"
  append msg " \"$stripTagChoice\" from this database?"
  set result [tk_messageBox -title "Scid" -parent $parent \
      -icon question -type yesno -message $msg]
  if {$result == "no"} { return 0 }
  progressWindow "Scid" "Removing the PGN tag $stripTagChoice..." \
      $::tr(Cancel) "sc_progressBar"
  busyCursor .
  set err [catch {sc_base tag strip $stripTagChoice} result]
  unbusyCursor .
  closeProgressWindow
  set count 0
  if {! $err} {
    set count $result
    set result "Removed $result instances of \"$stripTagChoice\"."
    append result "\n\n"
    append result "To save space and maintain database efficiency, it is a "
    append result "good idea to compact the game file after removing tags."
  }
  tk_messageBox -title "Scid" -parent $parent -type ok -icon info \
      -message $result
  return $count
}

proc findStripTags {} {
  global stripTagChoice
  progressWindow "Scid" "Finding games with the PGN tag $stripTagChoice..." \
      $::tr(Cancel) "sc_progressBar"
  busyCursor .
  set err [catch {sc_base tag find $stripTagChoice} result]
  unbusyCursor .
  closeProgressWindow
  ::windows::stats::Refresh
}


# cleanerWin:
#   Open a dialog so the user can choose several maintenance tasks
#   in one action.

set cleaner(players) 1
set cleaner(events) 1
set cleaner(sites) 1
set cleaner(rounds) 1
set cleaner(eco) 1
set cleaner(elo) 1
set cleaner(twins) 1
set cleaner(cnames) 0
set cleaner(cgames) 0
set cleaner(tree) 0

proc cleanerWin {} {
  set w .mtoolWin
  if {[winfo exists $w]} { return }
  
  toplevel $w
  wm title $w "Scid: $::tr(Cleaner)"
  bind $w <F1> {helpWindow Maintenance Cleaner}
  pack [ttk::frame $w.f]
  
  pack [ttk::frame $w.f.help] -side top -fill x
  text $w.f.help.text -width 1 -height 8 -wrap word \
      -relief ridge -cursor top_left_arrow -yscrollcommand "$w.f.help.ybar set"
  ttk::scrollbar $w.f.help.ybar -orient vertical -command "$w.f.help.text yview" \
      -takefocus 0
  pack $w.f.help.ybar -side right -fill y
  pack $w.f.help.text -side left -fill x -expand yes
  $w.f.help.text insert end [string trim $::tr(CleanerHelp)]
  $w.f.help.text configure -state disabled
  
  pack [ttk::frame $w.f.f] -side top -padx 20
  foreach i {players events sites rounds} j {Players Events Sites Rounds} {
    ttk::label $w.f.f.$i -text "$::tr(Spellchecking): $::tr($j)"
  }
  ttk::label $w.f.f.eco -text $::tr(ReclassifyGames)
  ttk::label $w.f.f.elo -text $::tr(AddEloRatings)
  ttk::label $w.f.f.twins -text $::tr(DeleteTwins)
  ttk::label $w.f.f.cnames -text $::tr(CompactNames)
  ttk::label $w.f.f.cgames -text $::tr(CompactGames)
  ttk::label $w.f.f.tree -text [tr TreeFileFill]
  
  foreach i {players events sites rounds eco elo twins cnames cgames tree} {
    ttk::radiobutton $w.f.f.y$i -variable cleaner($i) -value 1 -text $::tr(Yes)
    ttk::radiobutton $w.f.f.n$i -variable cleaner($i) -value 0 -text $::tr(No)
  }
  set row 0
  foreach i {players events sites rounds eco elo twins cnames cgames tree} {
    grid $w.f.f.$i -row $row -column 0 -sticky w
    grid $w.f.f.y$i -row $row -column 1 -sticky w
    grid $w.f.f.n$i -row $row -column 2 -sticky w
    incr row
  }
  
  addHorizontalRule $w.f
  pack [ttk::frame $w.f.b] -side bottom -fill x
  ttk::button $w.f.b.ok -text "OK" -command "catch {grab release $w}; destroy $w; doCleaner"
  ttk::button $w.f.b.cancel -text $::tr(Cancel) -command "catch {grab release $w}; destroy $w"
  pack $w.f.b.cancel $w.f.b.ok -side right -padx 2 -pady 2
  wm resizable $w 0 0
  # Remove the scrollbar if it is not needed:
  update
  set yview [$w.f.help.text yview]
  if {[lindex $yview 0] <= 0.01  &&  [lindex $yview 1] >= 0.99} {
    pack forget $w.f.help.ybar
  }
  catch {grab $w}
}

# Maximum nr of corrections to be scanned
# Set to zero to find them all
# Set to some positive number to limit
#
set cleaner_maxSpellCorrections 0


proc doCleaner {} {
  global cleaner twinSettings
  global cleaner_maxSpellCorrections
  
  set answer [tk_dialog .mtoolDialog "Scid" \
      [string trim $::tr(CleanerConfirm)] "" \
      0 $::tr(Yes) $::tr(No)]
  if {$answer != 0} { return }
  
  set w .mtoolStatus
  if {! [winfo exists $w]} {
    toplevel $w
    wm title $w "Scid: $::tr(Cleaner)"
    pack [ttk::frame $w.f]
    pack [ttk::frame $w.f.b] -side bottom -fill x -expand yes
    pack [ttk::frame $w.f.t] -side top -fill both -expand yes
    text $w.f.t.text -width 60 -height 10 -wrap none -setgrid 1 \
        -cursor top_left_arrow -yscrollcommand "$w.f.t.ybar set"
    ttk::scrollbar $w.f.t.ybar -orient vertical -command "$w.f.t.text yview" -takefocus 0
    pack $w.f.t.ybar -side right -fill y
    pack $w.f.t.text -side left -fill both -expand yes
    ttk::button $w.f.b.close -text $::tr(Close) -command "catch {grab release $w}; destroy $w"
    pack $w.f.b.close -side right -padx 2 -pady 2
    wm minsize $w 20 5
  }
  
  busyCursor .
  catch {grab $w}
  set t $w.f.t.text
  $t delete 1.0 end
  $t insert end "$::tr(Cleaner)."
  $t insert end "  $::tr(Database): [file tail [sc_base filename]]\n"
  
  $w.f.b.close configure -state disabled
  
  set count 1
  
  foreach nameType {Player Event Site Round} {
    set names $nameType
    append names "s"
    set tag [string tolower $names]
    if {$cleaner($tag)} {
      mtoolAdd $t "$count: $::tr(Spellchecking): $::tr($names)..."
      incr count
      set result "0 $nameType names were corrected."
      if {! [catch {sc_name spellcheck -max $cleaner_maxSpellCorrections $nameType} corrections]} {
        update
        catch {sc_name correct $nameType $corrections} result
      }
      $t insert end "   $result\n"
      $t see end
    }
  }
  
  if {$cleaner(eco)} {
    mtoolAdd $t "$count: $::tr(ReclassifyGames)..."
    incr count
    catch {sc_eco base $::classifyOption(AllGames) \
          $::classifyOption(ExtendedCodes)} result
    $t insert end "   $result\n"
    $t see end
  }
  
  if {$cleaner(elo)} {
    mtoolAdd $t "$count: $::tr(AddEloRatings)..."
    incr count
    if {[catch {sc_name ratings} result]} {
      $t insert end "   $result\n"
    } else {
      set r [::utils::thousands [lindex $result 0]]
      set g [::utils::thousands [lindex $result 1]]
      $t insert end "   Scid added $r Elo ratings in $g games.\n"
    }
  }
  
  if {$cleaner(twins)} {
    mtoolAdd $t "$count: $::tr(DeleteTwins)..."
    incr count
    if {$twinSettings(undelete) == "Yes"} {
      catch {sc_game flag delete all 0}
      update
    }
    if {[catch {sc_base duplicates -colors $twinSettings(colors) \
            -event $twinSettings(event) -site $twinSettings(site) \
            -round $twinSettings(round) -year $twinSettings(year) \
            -month $twinSettings(month) -day $twinSettings(day) \
            -result $twinSettings(result) -eco $twinSettings(eco) \
            -moves $twinSettings(moves) -players $twinSettings(players) \
            -setfilter $twinSettings(setfilter) \
            -usefilter $twinSettings(usefilter) \
            -comments $twinSettings(comments) \
            -variations $twinSettings(variations) \
            -delete $twinSettings(delete)} result]} {
      set message $result
    } else {
      set message "Scid found $result twin games"
      if {$result > 0} {append message " and set their delete flags"}
    }
    $t insert end "   $message.\n"
  }
  
  if {$cleaner(cnames)} {
    mtoolAdd $t "$count: $::tr(CompactNames)..."
    incr count
    set stats [sc_compact stats names]
    if {[lindex $stats 1] == 0  &&  [lindex $stats 3] == 0  && \
          [lindex $stats 5] == 0  &&  [lindex $stats 7] == 0} {
      $t insert end "   Name file already compacted.\n"
    } else {
      set err [catch {sc_compact names} result]
      if {$err} {
        $t insert end "   $result\n"
      } else {
        $t insert end "   Done.\n"
      }
    }
    $t see end
  }
  
  if {$cleaner(cgames)} {
    mtoolAdd $t "$count: $::tr(CompactGames)..."
    incr count
    set stats [sc_compact stats games]
    if {[lindex $stats 1] == [lindex $stats 3]  && \
          [lindex $stats 0] == [lindex $stats 2]} {
      $t insert end "   Game file already compacted.\n"
    } else {
      set err [catch {sc_compact games} result]
      if {$err} {
        $t insert end "   $result\n"
      } else {
        $t insert end "   Done.\n"
      }
    }
    $t see end
  }
  
  if {$cleaner(tree)} {
    mtoolAdd $t "$count: [tr TreeFileFill]..."
    incr count
    sc_game push
    set base [sc_base current]
    set len [llength $::tree(standardLines)]
    foreach line $::tree(standardLines) {
      sc_game new
      if {[llength $line] > 0}  {
        foreach move $line {sc_move addSan $move}
      }
      sc_tree search -base $base
      update
    }
    catch {sc_tree write $base} result
    sc_game pop
    $t insert end "   Done.\n"
  }
  
  mtoolAdd $t "Done."
  updateBoard
  ::windows::gamelist::Refresh
  ::maint::Refresh
  $w.f.b.close configure -state normal
  catch {grab release $w}
  unbusyCursor .
}

proc mtoolAdd {tw title} {
  set time [clock format [clock seconds] -format "%H:%M:%S"]
  $tw insert end "\n\[$time\]\n"
  if {$title != ""} { $tw insert end "$title\n" }
  $tw see end
  update
}

proc fenErrorDialog {{msg {}}} {
  
  if {[winfo exists .setup]} {
    tk_messageBox -icon info -type ok -title "Scid: Invalid FEN" -message $msg -parent .setup
  } else {
    tk_messageBox -icon info -type ok -title "Scid: Invalid FEN" -message $msg
  }
  
}

# copyFEN
#
#   Copies the FEN of the current position to the text clipboard.
#
proc copyFEN {} {
  set fen [sc_pos fen]
  # Create a text widget to hold the fen so it can be the owner
  # of the current text selection:
  set w .tempFEN
  if {! [winfo exists $w]} { text $w }
  $w delete 1.0 end
  $w insert end $fen sel
  clipboard clear
  clipboard append $fen
  selection own $w
  selection get
}

# pasteFEN
#
#   Bypasses the board setup window and tries to paste the current
#   text selection as the setup position, producing a message box
#   if the selection does not appear to be a valid FEN string.
#
proc pasteFEN {} {
  set fenStr ""
  if {[catch {set fenStr [selection get -selection CLIPBOARD]} ]} {
    catch {set fenStr [selection get -selection PRIMARY]}
  }
  set fenStr [string trim $fenStr]
  
  set fenExplanation {FEN is the standard text representation of a chess position. As an example, the FEN representation of the standard starting position is:
    "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"}
  
  if {$fenStr == ""} {
    set msg "The current text selection is empty. To paste the start board, select some text that contains a position in FEN notation.\n\n$fenExplanation"
    fenErrorDialog $msg
    return
  }
  if {[catch {sc_game startBoard $fenStr}]} {
    if {[string length $fenStr] > 80} {
      set fenStr [string range $fenStr 0 80]
      append fenStr "..."
    }
    set msg "\"$fenStr\" is not a valid chess position in FEN notation.\n\n $fenExplanation"
    
    fenErrorDialog $msg
    return
  }
  updateBoard -pgn
}

proc setSetupBoardToFen {w setupFen} {
  # Called from ".setup.status" FEN combo S.A
  global setupboardSize setupBd toMove castling epFile moveNum
  
  sc_game push
  if {[catch {sc_game startBoard $setupFen} err]} {
    fenErrorDialog $err
  } else {
    set setupBd [sc_pos board]
    setBoard .setup.l.bd $setupBd $setupboardSize
    set toMove [lindex {White Black} [string equal [lindex $setupFen 1] b]]
    set castling [lindex $setupFen 2]
    set epFile [string index [lindex $setupFen 3] 0]
    set moveNum [lindex $setupFen 5]
  }
  sc_game pop
}

############################################################
### Board setup window:

set setupBd {}
set setupFen {}

# makeSetupFen:
#    Reconstructs the FEN string from the current settings in the
#    setupBoard dialog. Check to see if the position is
#    acceptable (a position can be unacceptable by not having exactly
#    one King per side, or by having more than 16 pieces per side).
#

proc makeSetupFen {} {
  global setupFen setupBd moveNum toMove castling epFile
  set fenStr ""
  set errorStr [validateSetup]
  if {$errorStr != ""} {
    set fenStr "Invalid board: "
    append fenStr $errorStr
    return $fenStr
  }
  for {set bRow 56} {$bRow >= 0} {incr bRow -8} {
    if {$bRow < 56} { append fenStr "/" }
    set emptyRun 0
    for {set bCol 0} {$bCol < 8} {incr bCol} {
      set sq [expr {$bRow + $bCol} ]
      set piece [string index $setupBd $sq]
      if {$piece == "."} {
        incr emptyRun
      } else {
        if {$emptyRun > 0} {
          append fenStr $emptyRun
          set emptyRun 0
        }
        append fenStr $piece
      }
    }
    if {$emptyRun > 0} { append fenStr $emptyRun }
  }
  append fenStr " " [string tolower [string index $toMove 0]] " "
  if {$castling == ""} {
    append fenStr "- "
  } else {
    append fenStr $castling " "
  }
  if {$epFile == ""  ||  $epFile == "-"} {
    append fenStr "-"
  } else {
    append fenStr $epFile
    if {$toMove == "White"} {
      append fenStr "6"
    } else {
      append fenStr "3"
    }
  }
  # We assume a halfmove clock of zero:
  append fenStr " 0 " $moveNum
  set setupFen $fenStr
  return $fenStr
}

# validateSetup:
#   Called by makeSetupFen to check that the board is sensible: that is,
#   that there is one king per side and there are at most 16 pieces per
#   side.
#
proc validateSetup {} {
  global setupBd
  set wkCount 0; set bkCount 0; set wCount 0; set bCount 0
  set wpCount 0; set bpCount 0
  for {set i 0} {$i < 64} {incr i} {
    set p [string index $setupBd $i]
    if {$p == "."} {
    } elseif {$p == "P"} { incr wCount; incr wpCount
    } elseif {$p == "p"} { incr bCount; incr bpCount
    } elseif {$p == "N" || $p == "B" || $p == "R" || $p == "Q"} {
      incr wCount
    } elseif {$p == "n" || $p == "b" || $p == "r" || $p == "q"} {
      incr bCount
    } elseif {$p == "K"} { incr wCount; incr wkCount
    } elseif {$p == "k"} { incr bCount; incr bkCount
    } else { return "Invalid piece: $p" }
  }
  if {$wkCount != 1} { return "There must be one white king"
  } elseif {$bkCount != 1} { return "There must be one black king"
  } elseif {$wCount > 16} { return "Too many white pieces"
  } elseif {$bCount > 16} { return "Too many black pieces"
  } elseif {$wpCount > 8} { return "Too many white pawns"
  } elseif {$bpCount > 8} { return "Too many black pawns" }
  return ""
}

# setupBoardPiece:
#    Called by setupBoard to set or clear a square when it is clicked on.
#    Sets that square to containing the active piece (stored in pastePiece)
#    unless it already contains that piece, in which case the square is
#    cleared to be empty.
#
proc setupBoardPiece { square } {
  global setupBd pastePiece setupboardSize setupFen
  set oldState $setupBd
  set setupBd {}
  set piece $pastePiece
  if {[string index $oldState $square] == $pastePiece} {
    set piece "."
  }
  if {$piece == "P"  ||  $piece == "p"} {
    if {$square < 8  ||  $square >= 56} {
      set setupBd $oldState
      unset oldState
      return
    }
  }
  append setupBd \
      [string range $oldState 0 [expr {$square - 1} ]] \
      $piece \
      [string range $oldState [expr {$square + 1} ] 63]
  unset oldState
  setBoard .setup.l.bd $setupBd $setupboardSize
  set setupFen [makeSetupFen]
}

# switchPastePiece:
#   Changes the active piece selection in the board setup dialog to the
#   next or previous piece in order.
#
proc switchPastePiece { switchType } {
  global pastePiece
  array set nextPiece { K Q Q R R B B N N P P k k q q r r b b n n p p K}
  array set prevPiece { K p Q K R Q B R N B P N k P q k r q b r n b p n}
  if {$switchType == "next"} {
    set pastePiece $nextPiece($pastePiece)
  } else {
    set pastePiece $prevPiece($pastePiece)
  }
}

proc exitSetupBoard {} {
  
  # called when "OK" button hit
  
  global setupFen
  
  # unbind cancel binding
  bind .setup <Destroy> {}
  
  undoFeature save
  if {[catch {sc_game startBoard $setupFen} err]} {
    fenErrorDialog $err
    bind .setup <Destroy> cancelSetupBoard
    
    # Ideally, "$err" should be more specific than "Invalid FEN", but
    # procedural flow is a little complicated S.A.
  } else {
    ::utils::history::AddEntry setupFen $setupFen
    destroy .setup
    updateBoard -pgn
  }
}

proc cancelSetupBoard {} {
  bind .setup <Destroy> {}
  destroy .setup
}

# Global variables for entry of the start position:
set epFile {}          ;# legal values are empty, or "a"-"h".
set moveNum 1          ;# legal values are 1-999.
set setupStatus {}     ;# stores the FEN string.
set castling KQkq      ;# will be empty or some combination of KQkq letters.
set toMove White       ;# side to move, "White" or "Black".
set pastePiece K       ;# Piece being pasted, "K", "k", "Q", "q", etc.

# Traces to keep entry values sensible:

trace variable moveNum w {::utils::validate::Integer 999 0}
trace variable epFile w {::utils::validate::Regexp {^(-|[a-h])?$}}
trace variable castling w {::utils::validate::Regexp {^(-|[KQkq]*)$}}


# setupBoard:
#   The main procedure for creating the dialog for setting the start board.
#   Calls switchPastePiece and makeSetupFen.
#   On "Setup" button press, calls sc_pos startBoard to try to set the
#   starting board.

#   todo: perhaps ensure all engines have stopped before doing this S.A.

proc setupBoard {} {
  global boardSizes boardSize setupboardSize lite dark setupBd pastePiece toMove epFile moveNum
  global origFen
  global setupStatus castling setupFen highcolor
  if {[winfo exists .setup]} { return }
  set setupBd [sc_pos board]
  set origFen [sc_pos fen]
  toplevel .setup
  wm title .setup "Scid: Setup Board"
  
  ### Status entrybox contains the current FEN string.
  
  ttk::frame .setup.statusbar
  pack .setup.statusbar -side bottom -expand yes -fill x
  
  ### The actual board is created here. Bindings: left mouse sets/clears
  ### a square, middle mouse selects previous piece, right mouse selects
  ### next piece.  I should also set shortcut keys, e.g. "Q" for Queen.
  
  # todo: drag and drop of pieces would be nice :>
  
  ttk::frame .setup.l
  ttk::frame .setup.r
  ttk::frame .setup.l.bd
  
  set sl .setup.l
  set sr .setup.r
  set sbd .setup.l.bd
  
  pack $sl -side left -expand yes -fill y
  pack $sr -side right -expand yes -fill y
  
  # make the setup board a couple of sizes smaller
  set index [lsearch -exact $boardSizes $boardSize]
  # incr index 0
  # incr index -2
  incr index -3
  if {$index < 0} {
    set index 0
  }
  set setupboardSize [lindex $boardSizes $index]
  
  for {set i 0} {$i < 64} {incr i} {
    ttk::label $sbd.$i -image e$setupboardSize
    set rank [expr {7 - int ($i / 8)} ]
    set fyle [expr {$i % 8} ]
    grid $sbd.$i -row $rank -column $fyle -sticky nesw
    if {[expr {($fyle % 2) == ($rank % 2)} ]} {
      $sbd.$i configure -background $lite
    } else {
      $sbd.$i configure -background $dark
    }
    bind $sbd.$i <ButtonPress-1> "setupBoardPiece $i"
    bind $sbd.$i <ButtonPress-$::MB2> "switchPastePiece prev"
    bind $sbd.$i <ButtonPress-$::MB3> "switchPastePiece next"
  }
  
  pack $sbd -padx 10 -pady 10 -expand 1
  pack [ttk::frame $sl.b] -side top -padx 8 -pady 8 ;# -expand yes -fill x
  # rearrange above two lines for different setup
  pack [ttk::frame $sl.w] -side bottom -padx 8 -pady 8 ;# -expand yes -fill x
  
  setBoard $sbd $setupBd $setupboardSize
  
  ### Piece Buttons
  
  # set pastePiece P
  
  foreach i {p n b r q k} {
    foreach color {w b} value "[string toupper $i] $i" {
      radiobutton $sl.$color.$i -image $color$i$setupboardSize -indicatoron 0 -variable pastePiece -value $value -activebackground $highcolor    
      # ttk::radiobutton $sl.$color.$i -image $color$i$setupboardSize -variable pastePiece -value $value
      pack $sl.$color.$i -side left ;# -expand yes -fill x -padx 5
    }
  }
  
  ### Side to move frame.
  
  set toMove [lindex {White Black} [string equal [lindex $origFen 1] b]]
  ttk::frame $sr.tomove
  ttk::label $sr.tomove.label -textvar ::tr(SideToMove:)
  ttk::frame $sr.tomove.buttons
  ttk::radiobutton $sr.tomove.buttons.w -text $::tr(White) -variable toMove -value White \
      -command {set setupFen [makeSetupFen]}
  ttk::radiobutton $sr.tomove.buttons.b -text $::tr(Black) -variable toMove -value Black \
      -command {set setupFen [makeSetupFen]}
  
  pack $sr.tomove -pady 7
  pack $sr.tomove.label -side top -pady 2
  pack $sr.tomove.buttons -side top
  pack $sr.tomove.buttons.w $sr.tomove.buttons.b -side left
  
  ### Entry boxes: Move number, Castling and En Passant file.
  
  pack [ttk::frame $sr.mid] -padx 5 -pady 5
  
  set moveNum [lindex $origFen 5]
  ttk::frame $sr.mid.movenum
  ttk::label $sr.mid.movenum.label -textvar ::tr(MoveNumber:)
  ttk::entry $sr.mid.movenum.e -width 3 -background white -textvariable moveNum
  
  pack $sr.mid.movenum -pady 10 -expand yes -fill x
  pack $sr.mid.movenum.label $sr.mid.movenum.e -side left -anchor w -expand yes -fill x
  
  set castling [lindex $origFen 2]
  ttk::frame $sr.mid.castle
  ttk::label $sr.mid.castle.label -textvar ::tr(Castling:)
  ttk::combobox $sr.mid.castle.e -width 5 -textvariable castling -values {KQkq K Q k q - KQ kq Kk Kq Kkq Qk Qq Qkq KQk KQq}

  pack $sr.mid.castle -pady 10 -expand yes -fill x
  pack $sr.mid.castle.label $sr.mid.castle.e -side left -anchor w -expand yes -fill x
  
  set epFile [string index [lindex $origFen 3] 0]
  ttk::frame $sr.mid.ep
  ttk::label $sr.mid.ep.label -textvar ::tr(EnPassantFile:)
  ttk::combobox $sr.mid.ep.e -width 2 -textvariable epFile -values {- a b c d e f g h}
  
  pack $sr.mid.ep -pady 10 -expand yes -fill x
  pack $sr.mid.ep.label $sr.mid.ep.e -side left -anchor w -expand yes -fill x
  
  # Set bindings so the Fen string is updated at any change. The "after idle"
  # is needed to ensure any keypress which causes a text edit is processed
  # before we regenerate the FEN text.
  
  foreach i "$sr.mid.ep.e $sr.mid.castle.e $sr.mid.movenum.e" {
    bind $i <Any-KeyPress> {after idle {set setupFen [makeSetupFen]}}
    bind $i <FocusOut> {
      after idle {set setupFen [makeSetupFen]}}
  }
  
  ### Buttons: Clear Board and Initial Board.
  
  ttk::frame $sr.b
  ttk::button $sr.b.clear -textvar ::tr(EmptyBoard) -command {
    set setupBd \
        "................................................................"
    setBoard .setup.l.bd $setupBd $setupboardSize
    set castling {}
    set setupFen [makeSetupFen]
  }
  ttk::button $sr.b.initial -textvar ::tr(InitialBoard) -command {
    set setupBd \
        "RNBQKBNRPPPPPPPP................................pppppppprnbqkbnr"
    setBoard .setup.l.bd $setupBd $setupboardSize
    set castling KQkq
    set setupFen [makeSetupFen]
  }
  pack $sr.b -side top -pady 15
  pack $sr.b.clear -side top -padx 5 -pady 10 -fill x
  pack $sr.b.initial -side bottom -padx 5 -pady 10 -fill x
  
  ### Buttons: Setup and Cancel.
  
  ttk::frame $sr.b2
  ttk::button $sr.b2.ok -text "OK" -width 7 -command exitSetupBoard
  ttk::button $sr.b2.cancel -textvar ::tr(Cancel) -width 7 -command cancelSetupBoard
  
  pack $sr.b2 -side bottom -pady 20 -anchor s
  pack $sr.b2.ok -side left -padx 5
  pack $sr.b2.cancel -side right -padx 5
  
  ttk::button .setup.paste -textvar ::tr(PasteFen) -command {
    if {[catch {set setupFen [selection get -selection CLIPBOARD]} ]} {
      catch {set setupFen [selection get -selection PRIMARY]}
      # PRIMARY is the X selection, unsure about CLIPBOARD
    }
  }
  ttk::button .setup.clear -textvar ::tr(ClearFen) -command {set setupFen ""}
  
  ttk::combobox .setup.status -textvariable setupFen -height 10
  bind .setup.status <<ComboboxSelected>> {setSetupBoardToFen %W $setupFen}
  ::utils::history::SetCombobox setupFen .setup.status
  ::utils::history::SetLimit setupFen 20
  
  update ; # necessary in case of quick-draw user interactions
  
  pack .setup.paste .setup.clear -in .setup.statusbar -side left
  pack .setup.status -in .setup.statusbar -side right -expand yes -fill x -anchor w
  #bind .setup.status <FocusIn>  { %W configure -background lightYellow }
  #bind .setup.status <FocusOut> { %W configure -background white }
  bind .setup <Escape> cancelSetupBoard
  bind .setup <Destroy> cancelSetupBoard
  
  set setupFen [makeSetupFen]
}


# ::game::ConfirmDiscard
#
#   Prompts the user if they want to discard the changes to the
#   current game. Returns 1 if they selected yes, 0 otherwise.
#
proc ::game::ConfirmDiscard {} {
  if {$::trialMode} { return 1 }
  if {[sc_base isReadOnly]} { return 1 }
  if {! [sc_game altered]} { return 1 }
  set answer [ tk_dialog .cgDialog "Scid: [tr GameNew]" \
      $::tr(ClearGameDialog) "" 0 $::tr(Yes) $::tr(No) ]
  if {$answer == 1} { return  0 }
  return 1
}

# ::game::ConfirmDiscard2
# Clearer buttons than ConfirmDiscard
#   Prompts the user if they want to discard the changes to the
#   current game. Returns :
# 0 -> saves then continue
# 1 -> discard changes and continue
# 2 -> cancel action
#
proc ::game::ConfirmDiscard2 {} {
  if {$::trialMode} { return 1 }
  if {[sc_base isReadOnly]} { return 1 }
  if {! [sc_game altered]} { return 1 }
  # set answer [ tk_dialog .cgDialog "Scid: [tr GameNew]" $::tr(ClearGameDialog) "" 2 \
  # $::tr(SaveAndContinue) $::tr(DiscardChangesAndContinue) $::tr(GoBack) ]
  
  set w .confirmDiscard
  toplevel $w
  wm title $w "Scid: [tr GameNew]"
  set ::game::answer 2
  frame $w.top
  frame $w.bottom
  label $w.top.txt -text $::tr(ClearGameDialog)
  pack $w.top.txt -expand 1 -fill both
  
  button $w.bottom.b1 -text $::tr(SaveAndContinue) -command {destroy .confirmDiscard ; set ::game::answer 0}
  button $w.bottom.b2 -text $::tr(DiscardChangesAndContinue) -command {destroy .confirmDiscard ; set ::game::answer 1}
  button $w.bottom.b3 -text $::tr(GoBack) -command {destroy .confirmDiscard ; set ::game::answer 2}
  pack $w.bottom.b1 $w.bottom.b2 $w.bottom.b3 -side left -expand 1 -fill both
  
  pack $w.top $w.bottom -expand 1 -fill both
  
  bind $w <Destroy> {set ::game::answer 2}
  
  # ceinture et bretelle pour le grab !
  update
  catch { grab $w }
  
  focus $w.bottom.b3
  vwait ::game::answer
  return $::game::answer
}

# ::game::Clear
#
#   Clears the active game, checking first if it is altered.
#   Updates any affected windows.
#
proc ::game::Clear {} {
  set confirm [::game::ConfirmDiscard2]
  if {$confirm == 2} { return }
  if {$confirm == 0} {
    sc_game save [sc_game number]
    # ::gameReplace
  }
  
  setTrialMode 0
  sc_game new
  updateBoard -pgn
  updateTitle
  updateMenuStates
}

# ::game::Strip
#
#   Strips all comments or variations from a game
#
proc ::game::Strip {type} {
  undoFeature save
  if {[catch {sc_game strip $type} result]} {
    tk_messageBox -parent . -type ok -icon info -title "Scid" -message $result
    return
  }
  updateBoard -pgn
  updateTitle
}

# ::game::TruncateBegin
#
proc ::game::TruncateBegin {} {
  undoFeature save
  if {[catch {sc_game truncate -start} result]} {
    tk_messageBox -parent . -type ok -icon info -title "Scid" -message $result
    return
  }
  updateBoard -pgn
  updateTitle
}

# ::game::Truncate
#
proc ::game::Truncate {} {
  undoFeature save
  if {[catch {sc_game truncate} result]} {
    tk_messageBox -parent . -type ok -icon info -title "Scid" -message $result
    return
  }
  updateBoard -pgn
  updateTitle
}

# game::LoadNextPrev
#
#   Loads the next or previous filtered game in the database.
#   The parameter <action> should be "previous" or "next".
#
proc ::game::LoadNextPrev {action} {
  global pgnWin statusBar
  if {![sc_base inUse]} {
    set statusBar "  There is no $action game: this is an empty database."
    return
  }
  set number [sc_filter $action]
  if {$number == 0} {
    set statusBar "  There is no $action game in the current filter."
    return
  }
  ::game::Load $number
}

# ::game::Reload
#
#   Reloads the current game.
#
proc ::game::Reload {} {
  if {![sc_base inUse]} { return }
  if {[sc_game number] < 1} { return }
  ::game::Load [sc_game number]
}

# ::game::LoadRandom
#
#   Loads a random game from the database.
#
proc ::game::LoadRandom {} {
  set ngames [sc_filter size]
  if {$ngames == 0} { return }
  set r [expr {(int (rand() * $ngames)) + 1} ]
  set gnumber [sc_filter index $r]
  ::game::Load $gnumber
}


# ::game::LoadNumber
#
#    Prompts for the number of the game to load.
#
set ::game::entryLoadNumber ""
trace variable ::game::entryLoadNumber w {::utils::validate::Regexp {^[0-9]*$}}

proc ::game::LoadNumber {} {
  set ::game::entryLoadNumber ""
  if {![sc_base inUse]} { return }
  
  set confirm [::game::ConfirmDiscard2]
  if {$confirm == 2} { return }
  if {$confirm == 0} {
    # ::gameReplace
    sc_game save [sc_game number]
  }
  
  if {[sc_base numGames] < 1} { return }
  set w [toplevel .glnumDialog]
  wm title $w "Scid: [tr GameNumber]"
  grab $w
  
  label $w.label -text $::tr(LoadGameNumber)
  pack $w.label -side top -pady 5 -padx 5
  
  entry $w.entry -background white -width 10 -textvariable ::game::entryLoadNumber
  bind $w.entry <Escape> { .glnumDialog.buttons.cancel invoke }
  bind $w.entry <Return> { .glnumDialog.buttons.load invoke }
  pack $w.entry -side top -pady 5
  
  set b [frame $w.buttons]
  pack $b -side top -fill x
  dialogbutton $b.load -text "OK" -command {
    grab release .glnumDialog
    if {[catch {sc_game load $::game::entryLoadNumber} result]} {
      tk_messageBox -type ok -icon info -title "Scid" -message $result
    }
    focus .
    destroy .glnumDialog
    flipBoardForPlayerNames $::myPlayerNames
    updateBoard -pgn
    ::windows::gamelist::Refresh
    updateTitle
  }
  dialogbutton $b.cancel -text $::tr(Cancel) -command {
    focus .
    grab release .glnumDialog
    destroy .glnumDialog
    focus .
  }
  packbuttons right $b.cancel $b.load
  
  set x [ expr {[winfo width .] / 4 + [winfo rootx .] }]
  set y [ expr {[winfo height .] / 4 + [winfo rooty .] }]
  wm geometry $w "+$x+$y"
  
  focus $w.entry
}


# History of viewed games
set hgame_i 0

proc ::game::HistoryRemoveDB {db} {
  set i 0
  while {[info exist ::hgame_game($i)]} {
    if {$::hgame_db($i) == $db} {
      set a $i; set b [expr $i +1]
      while {[info exist ::hgame_game($b)]} {
        set ::hgame_db($a) $::hgame_db($b)
        set ::hgame_game($a) $::hgame_game($b)
        set ::hgame_ply($a) $::hgame_ply($b)
        incr a; incr b
      }
      unset ::hgame_game($a)
      if {$i < $::hgame_i} { incr ::hgame_i -1 }
    } else {
      incr i
    }
  }
}

proc ::game::HistoryDatabaseSwitch {} {
  ::game::HistorySavePos_
  ::game::HistoryAdd_
}

proc ::game::Hprev_btnstate {} {
  if {$::hgame_i > 0} { return "normal" }
  return "disabled"
}

proc ::game::Hnext_btnstate {} {
  set i [expr "$::hgame_i + 1"]
  if {[info exist ::hgame_game($i)]} {return "normal"}
  return "disabled"
}

proc ::game::HistorySavePos_ {} {
  if {[info exist ::hgame_game($::hgame_i)]} {
    set cur_db [sc_base current]
    if {$cur_db != $::hgame_db($::hgame_i)} {
      sc_base switch $::hgame_db($::hgame_i)
      set ::hgame_ply($::hgame_i) [sc_pos location]
      sc_base switch $cur_db
    } else {
      set ::hgame_ply($::hgame_i) [sc_pos location]
    }
  }
}

proc ::game::HistoryAdd_ {} {
  if {[info exist ::hgame_game($::hgame_i)]} {
    if {$::hgame_db($::hgame_i) == [sc_base current] && \
        $::hgame_game($::hgame_i) == [sc_game number]} {
      return
    } else {
      incr ::hgame_i
    }
  }
  set i $::hgame_i
  while {[info exist ::hgame_game($i)]} {
    unset ::hgame_game($i)
    incr i
  }
  set ::hgame_db($::hgame_i) [sc_base current]
  set ::hgame_game($::hgame_i) [sc_game number]
  set ::hgame_ply($::hgame_i) [sc_pos location]
}

# ::game::Load
#
#   Loads a specified game from the active database.
#
proc ::game::Load { selection {ply ""} } {
  ::game::HistorySavePos_
  if {[::game::Load_ $selection $ply]} {
    ::game::HistoryAdd_
    ::notify::GameChanged
  }
}

proc ::game::LoadHistory {dir} {
  set check [expr $::hgame_i + $dir]
  if {$check < 0 || ![info exist ::hgame_game($check)]} {return}

  ::game::HistorySavePos_
  incr ::hgame_i $dir
  ::file::SwitchToBase $::hgame_db($::hgame_i) 0
  #If the game is still in memory avoid the ::game::ConfirmDiscard2 call
  if {$::hgame_game($::hgame_i) != [sc_game number]} {
    ::game::Load_ $::hgame_game($::hgame_i) $::hgame_ply($::hgame_i)
  }
  ::notify::GameChanged
}

proc ::game::Load_ { selection {ply ""} } {
  # If an invalid game number, just return:
  if {$selection < 1} { return 0}
  if {$selection > [sc_base numGames]} { return 0}
  set confirm [::game::ConfirmDiscard2]
  if {$confirm == 2} { return 0}
  if {$confirm == 0} {
    sc_game save [sc_game number]
    # ::gameReplace
  }
  setTrialMode 0
  sc_game load $selection
  if {$ply != ""} { sc_move ply $ply }
  return 1
}

# ::game::LoadMenu
#
#   Produces a popup dialog for loading a game or other actions
#   such as merging it into the current game.
#
proc ::game::LoadMenu {w base gnum x y} {
  set m $w.gLoadMenu
  if {! [winfo exists $m]} {
    menu $m
    $m add command -label $::tr(BrowseGame)
    $m add command -label $::tr(LoadGame)
    $m add command -label $::tr(MergeGame)
  }
  $m entryconfigure 0 -command "::gbrowser::new $base $gnum"
  $m entryconfigure 1 -command "::file::SwitchToBase $base 0; ::game::Load $gnum"
  $m entryconfigure 2 -command "mergeGame $base $gnum"
  event generate $w <ButtonRelease-1>
  $m post $x $y
  event generate $m <ButtonPress-1>
}


# ::game::moveEntryNumber
#
#   Entry variable for GotoMoveNumber dialog.
#
set ::game::moveEntryNumber ""
trace variable ::game::moveEntryNumber w {::utils::validate::Regexp {^[0-9]*$}}

# ::game::GotoMoveNumber
#
#    Prompts for the move number to go to in the current game.
#
proc ::game::GotoMoveNumber {} {
  set ::game::moveEntryNumber ""
  set w [toplevel .mnumDialog]
  wm title $w "Scid: [tr GameGotoMove]"
  grab $w
  
  label $w.label -text $::tr(GotoMoveNumber)
  pack $w.label -side top -pady 5 -padx 5
  
  entry $w.entry -background white -width 10 -textvariable ::game::moveEntryNumber
  bind $w.entry <Escape> { .mnumDialog.buttons.cancel invoke }
  bind $w.entry <Return> { .mnumDialog.buttons.load invoke }
  pack $w.entry -side top -pady 5
  
  set b [frame $w.buttons]
  pack $b -side top -fill x
  dialogbutton $b.load -text "OK" -command {
    grab release .mnumDialog
    if {$::game::moveEntryNumber > 0} {
      catch {sc_move ply [expr {($::game::moveEntryNumber - 1) * 2}]}
    }
    focus .
    destroy .mnumDialog
    updateBoard -pgn
  }
  dialogbutton $b.cancel -text $::tr(Cancel) -command {
    focus .
    grab release .mnumDialog
    destroy .mnumDialog
    focus .
  }
  packbuttons right $b.cancel $b.load
  
  set x [ expr {[winfo width .] / 4 + [winfo rootx .] } ]
  set y [ expr {[winfo height .] / 4 + [winfo rooty .] } ]
  wm geometry $w "+$x+$y"
  
  focus $w.entry
}

################################################################################
# merge game gnum in base srcBase in current game in base destBase
# then switch to destbase
# If game number is not provided, take current glNumber
################################################################################
proc ::game::mergeInBase { srcBase destBase { gnum -1 }} {
  if {$gnum == -1} {
    set gnum $::glNumber
  }
  ::file::SwitchToBase $destBase
  mergeGame $srcBase $gnum
}


# FBF: 2012/03/08
# Grouping intercommunication between windows
# When complete this should be moved to a new notify.tcl file
namespace eval ::notify {
  proc GameChanged {} {
    flipBoardForPlayerNames $::myPlayerNames
    updateBoard -pgn
    updateTitle
    ::windows::gamelist::Refresh 0
  }

  proc PosChanged {} {
    if {![sc_base inUse]  ||  $::trialMode  ||  [sc_base isReadOnly]} {
        .main.tb.save configure -state disabled
    } else {
        .main.tb.save configure -state normal
    }

    if {$::showGameInfo} { updateGameInfo }
    updateAnalysis 1
    updateAnalysis 2
    updateEpdWins
    ::commenteditor::Refresh
    ::tb::results
    updateMenuStates
    moveEntry_Clear
    updateStatusBar
    if {[winfo exists .twinchecker]} { updateTwinChecker }
    ::pgn::Refresh
    if {[winfo exists .bookWin]} { ::book::refresh }
    if {[winfo exists .bookTuningWin]} { ::book::refreshTuning }
    updateNoveltyWin
    ::tree::refresh
    ::windows::gamelist::PosChanged
  }

  proc DatabaseChanged {{moveUp 1}} {
    ::windows::gamelist::Refresh $moveUp
    ::windows::switcher::Refresh
    ::windows::stats::Refresh
    updateTitle
    updateStatusBar
    updateMenuStates
    set curr_base [sc_base current]
    set ::treeWin [winfo exists .treeWin$curr_base]
  }
}

####################
# Game Browser window

namespace eval ::gbrowser {}

proc ::gbrowser::new {base gnum {ply -1}} {
  if {! [info exists ::gbrowser::size] } { set ::gbrowser::size 65 }
  options.save ::gbrowser::size

  set n 0
  while {[winfo exists .gb$n]} { incr n }
  set w .gb$n
  toplevel $w
  if {$base < 1} { set base [sc_base current] }
  if {$gnum < 1} { set game [sc_game number] }
  set filename [file tail [sc_base filename $base]]
  wm title $w "Scid: $::tr(BrowseGame) ($filename: $gnum)"
  set header [sc_game summary -base $base -game $gnum header]
  set ::gbrowser::boards($n) [sc_game summary -base $base -game $gnum boards]
  set moves [sc_game summary -base $base -game $gnum moves]
  
  pack [frame $w.b] -side bottom -fill x
  ::board::new $w.bd $::gbrowser::size
  $w.bd configure -relief solid -borderwidth 1
  pack $w.bd -side left -padx 4 -pady 4
  
  #pack [frame $w.t] -side right -fill both -expand yes
  #text $w.t.text -foreground black -background white -wrap word \
  #  -width 45 -height 12 -font font_Small -yscrollcommand "$w.t.ybar set" \
  #  -setgrid 1
  #scrollbar $w.t.ybar -command "$w.t.text yview" -takefocus 0
  #pack $w.t.ybar -side right -fill y
  #pack $w.t.text -side left -fill both -expand yes
  autoscrollframe $w.t text $w.t.text \
      -foreground black -background white -wrap word \
      -width 45 -height 12 -font font_Small -setgrid 1
  pack $w.t -side right -fill both -expand yes
  
  set t $w.t.text
  event generate $t <ButtonRelease-1>
  $t tag configure header -foreground darkBlue
  $t tag configure next -foreground yellow -background darkBlue
  $t insert end "$header" header
  $t insert end "\n\n"
  set m 0
  
  foreach i $moves {
    set moveTag m$m
    $t insert end [::trans $i] $moveTag
    $t insert end " "
    $t tag bind $moveTag <ButtonRelease-1> "::gbrowser::update $n $m"
    $t tag bind $moveTag <Any-Enter> \
        "$t tag configure $moveTag -foreground red
    $t configure -cursor hand2"
    $t tag bind $moveTag <Any-Leave> \
        "$t tag configure $moveTag -foreground {}
    $t configure -cursor {}"
    incr m
  }
  bind $w <F1> {helpWindow GameList Browsing}
  bind $w <Escape> "destroy $w"
  bind $w <Home> "::gbrowser::update $n start"
  bind $w <End> "::gbrowser::update $n end"
  bind $w <Left> "::gbrowser::update $n -1"
  bind $w <Right> "::gbrowser::update $n +1"
  bind $w <Up> "::gbrowser::update $n -10"
  bind $w <Down> "::gbrowser::update $n +10"
  bind $w <minus> {set ::gbrowser::size [::board::resize2 %W.bd -1]}
  bind $w <Control-Shift-Left> {set ::gbrowser::size [::board::resize2 %W.bd -1]}
  bind $w <Control-Button-4> {set ::gbrowser::size [::board::resize2 %W.bd -1]}
  bind $w <plus> {set ::gbrowser::size [::board::resize2 %W.bd +1]}
  bind $w <Control-Shift-Right> {set ::gbrowser::size [::board::resize2 %W.bd +1]}
  bind $w <Control-Button-5> {set ::gbrowser::size [::board::resize2 %W.bd +1]}
  bind $w <Button-4> "::gbrowser::update $n -1"
  bind $w <Button-5> "::gbrowser::update $n +1"
  
  button $w.b.start -image tb_start -command "::gbrowser::update $n start"
  button $w.b.back -image tb_prev -command "::gbrowser::update $n -1"
  button $w.b.forward -image tb_next -command "::gbrowser::update $n +1"
  button $w.b.end -image tb_end -command "::gbrowser::update $n end"
  frame $w.b.gap -width 3
  button $w.b.autoplay -image tb_play -command "::gbrowser::autoplay $n"
  frame $w.b.gap2 -width 3
  button $w.b.flip -image tb_flip -command "::gbrowser::flip $n"
  
  pack $w.b.start $w.b.back $w.b.forward $w.b.end $w.b.gap \
      $w.b.autoplay $w.b.gap2 $w.b.flip -side left -padx 3 -pady 1
  
  set ::gbrowser::autoplay($n) 0
  
  if {$gnum > 0} {
    button $w.b.load -textvar ::tr(LoadGame) -command "sc_base switch $base; ::game::Load $gnum"
    button $w.b.merge -textvar ::tr(MergeGame) -command "mergeGame $base $gnum"
  }
  button $w.b.close -textvar ::tr(Close) -command "destroy $w"
  pack $w.b.close -side right -padx 1 -pady 1
  if {$gnum > 0} {
    pack $w.b.merge $w.b.load -side right -padx 1 -pady 1
  }
  
  wm resizable $w 1 0
  if {$ply < 0} {
    set ply 0
    #TODO: search if game gnum match the current board pos
  }
  ::gbrowser::update $n $ply
  
  if { [::board::isFlipped .main.board] } {
    ::gbrowser::flip $n
  }
}

proc ::gbrowser::flip {n} {
  ::board::flip .gb$n.bd
}

proc ::gbrowser::update {n ply} {
  set w .gb$n
  if {! [winfo exists $w]} { return }
  set oldply 0
  if {[info exists ::gbrowser::ply($n)]} { set oldply $::gbrowser::ply($n) }
  if {$ply == "forward"} { set ply [expr {$oldply + 1} ] }
  if {$ply == "back"} { set ply [expr {$oldply - 1} ] }
  if {$ply == "start"} { set ply 0 }
  if {$ply == "end"} { set ply 9999 }
  if {[string index $ply 0] == "-"  ||  [string index $ply 0] == "+"} {
    set ply [expr {$oldply + $ply} ]
  }
  if {$ply < 0} { set ply 0 }
  set max [expr {[llength $::gbrowser::boards($n)] - 1} ]
  if {$ply > $max} { set ply $max }
  set ::gbrowser::ply($n) $ply
  ::board::update $w.bd [lindex $::gbrowser::boards($n) $ply] 1
  
  set t $w.t.text
  $t configure -state normal
  set moveRange [$t tag nextrange m$ply 1.0]
  $t tag remove next 1.0 end
  set moveRange [$t tag nextrange m$ply 1.0]
  if {[llength $moveRange] == 2} {
    $t tag add next [lindex $moveRange 0] [lindex $moveRange 1]
    $t see [lindex $moveRange 0]
  }
  $t configure -state disabled
  
  if {$::gbrowser::autoplay($n)} {
    if {$ply >= $max} {
      ::gbrowser::autoplay $n
    } else {
      after cancel "::gbrowser::update $n +1"
      after $::autoplayDelay "::gbrowser::update $n +1"
    }
  }
}

proc ::gbrowser::autoplay {n} {
  if {$::gbrowser::autoplay($n)} {
    set ::gbrowser::autoplay($n) 0
    .gb$n.b.autoplay configure -image tb_play
    return
  } else {
    set ::gbrowser::autoplay($n) 1
    .gb$n.b.autoplay configure -image tb_stop
    ::gbrowser::update $n +1
  }
}
###
### windows.tcl: part of Scid.
### Copyright (C) 1999-2003  Shane Hudson.
###


namespace eval ::windows {
  
  # TODO
}

########################################################################
###  Optional windows: all off initially.

set treeWin 0
set pgnWin 0
set commentWin 0
set filterGraph 0

################################################################################
# Creates a toplevel window depending of the docking option
################################################################################
proc createToplevel { w } {
  set name [string range $w 1 end]
  set f .fdock$name

  # Raise window if already exist
  if { [winfo exists $w] } {
    if {! $::docking::USE_DOCKING } {
      tk::PlaceWindow $w
    } else {
      if { [::docking::isUndocked $w] } {
        tk::PlaceWindow $f
      } else {
        [::docking::find_tbn $f] select $f
      }
    }
    return "already_exists"
  }

  if { $::docking::USE_DOCKING && ! [ ::docking::isUndocked $w ] } {
    frame $f  -container 1
    toplevel .$name -use [ winfo id $f ]
    docking::add_tab $f e

    # auto focus exchange between docked windows
    bind .$name <Enter> {
      set atTop [lindex [wm stackorder . ] end]
      if { $atTop == "." && [focus] != ""} {
        set tl [winfo toplevel %W]
        if {! [ ::docking::isUndocked $tl ] } { focus -force $tl }
      }
    }

  } else  {
    toplevel $w
  }
}

################################################################################
# In the case of a window closed without the context menu in docked mode, arrange for the tabs to be cleaned up
# Alternative way : directly call ::docking::cleanup $w when closing window
################################################################################
proc createToplevelFinalize {w} {
  if { $::docking::USE_DOCKING } {
    bind $w <Destroy> +[ namespace code "::docking::cleanup $w %W"]
  }
}

################################################################################
# if undocked window : sets the title of the toplevel window
# if docked : sets the name of the tab
# w : name of the toplevel window
proc setTitle { w title } {
  if { $::docking::USE_DOCKING && ! [ ::docking::isUndocked $w ]} {
    set f .fdock[ string range $w 1 end ]
    if { [catch {set nb [ ::docking::find_tbn $f ]} ]} {
      set nb ""
    }

    if { $nb == "" } {
      wm title $w $title
    } else  {
      # in docked mode trim down title to spare space
      if { [ string range $title 0 5 ] == "Scid: " &&  [ string length $title ] > 6 } {
        set title [string range $title 6 end]
      }
      $nb tab $f -text $title
    }
  } else  {
    set wdock ".fdock[string range $w 1 end]"
    if { [winfo exists $wdock ] } { set w $wdock }
    wm title $w $title
  }

}

################################################################################
# Sets the menu for a new window : in docked mode the menu is displayed by clicking on the tab of the notebook
################################################################################
proc setMenu { w m} {
  if { ! $::docking::USE_DOCKING } {
    $w configure -menu $m
  }
}


# recordWinSize:
#   Records window width and height, for saving in options file.
#
proc recordWinSize {win} {
  global winWidth winHeight winX winY winX_docked winY_docked winWidth_docked winHeight_docked
  if {![winfo exists $win]} { return }
  set temp [wm geometry $win]
  
  if { $::docking::USE_DOCKING } {
    set suffix "_docked"
  } else  {
    set suffix ""
  }
  
  set n [scan $temp "%dx%d+%d+%d" width height x y]
  if {$n == 4} {
    set winWidth${suffix}($win) $width
    set winHeight${suffix}($win) $height
    set winX${suffix}($win) $x
    set winY${suffix}($win) $y
  }
}

proc setWinLocation {win} {
  global winX winY winX_docked winY_docked

if { $::docking::USE_DOCKING } {
    set suffix "_docked"
  } else  {
    set suffix ""
  }
  
  if {[info exists winX${suffix}($win)]  &&  [info exists winY${suffix}($win)]  && \
        [set winX${suffix}($win)] >= 0  &&  [set winY${suffix}($win)] >= 0} {
    catch [list wm geometry $win "+[set winX${suffix}($win)]+[set winY${suffix}($win)]"]
  }
}

proc setWinSize {win} {
  global winWidth winHeight winWidth_docked winHeight_docked
  
  if { $::docking::USE_DOCKING } {
    set suffix "_docked"
  } else  {
    set suffix ""
  }
  
  if {[info exists winWidth${suffix}($win)]  &&  [info exists winHeight${suffix}($win)]  &&  \
        [set winWidth${suffix}($win) ] > 0  &&  [set winHeight${suffix}($win) ] > 0 } {
    catch [list wm geometry $win "[set winWidth${suffix}($win) ]x[set winHeight${suffix}($win) ]"]
  }
}

createToplevel .main

###
### End of file: windows.tcl
###
########################################################################
### Games list window
# Copyright (C) 2011-2013 Fulvio Benini
#
# This file is part of Scid (Shane's Chess Information Database).
# Scid is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation.

proc ::windows::gamelist::Open {{w .glistWin} {title ""} {layout ""} {base 0} {filter "dbfilter"}} {
	if {[::createToplevel $w] == "already_exists"} {
		focus .
		destroy $w
		return
	}

	if {$title == ""} {
		set ::gamelistTitle($w) "[tr WindowsGList]:"
	} else {
		set ::gamelistTitle($w) $title
	}
	if {$layout != ""} { set ::glistLayout($w) $layout }
	set ::gamelistBase($w) $base
	set ::gamelistFilter($w) $filter
	set ::gamelistPosMask($w) 0
	set ::gamelistMenu($w) ""
	standardShortcuts $w
	if {$w == ".glistWin"} { ::windows::gamelist::createMenu_ $w }
	::windows::gamelist::createGList_ $w
	grid rowconfigure $w 0 -weight 1
	grid columnconfigure $w 0 -weight 0
	grid columnconfigure $w 1 -weight 0
	grid columnconfigure $w 2 -weight 1
	bind $w <Destroy> {
		set idx [lsearch $::windows::gamelist::wins %W]
		set ::windows::gamelist::wins [lreplace $::windows::gamelist::wins $idx $idx]
	}
	lappend ::windows::gamelist::wins $w
	createToplevelFinalize $w
	::windows::gamelist::Refresh
}

proc ::windows::gamelist::Refresh {{moveup 1} {wlist ""}} {
	if {$wlist == ""} { set wlist $::windows::gamelist::wins }
	foreach w $wlist {
		if {[winfo exists $w]} {
			if {$w == ".glistWin"} { #TODO: write better code for this
				catch {sc_filter posmask $::gamelistBase($w) dbfilter}
				set ::gamelistBase($w) [sc_base current]
				if {$::gamelistPosMask($w) == 0} {
					sc_filter posmask $::gamelistBase($w) dbfilter
				} else {
					sc_filter posmask $::gamelistBase($w) dbfilter FEN
				}
			}
			::windows::gamelist::update_ $w $moveup
		}
	}
}

proc ::windows::gamelist::PosChanged {{wlist ""}} {
	if {$wlist == ""} { set wlist $::windows::gamelist::wins }
	foreach w $wlist {
		#TODO: Write better code for this
		if {![winfo exists $w]} { continue }
		if {[winfo exists .treeWin$::gamelistBase($w)]} {
			::windows::gamelist::update_ $w 1
			continue
		}
		if { $::gamelistPosMask($w) != 0 } {
			catch { destroy $w.tmp }
			canvas $w.tmp
			sc_progressBar $w.tmp "..." 0 0
			$w.games.glist tag configure fsmall -foreground #ededed
			sc_tree search -base $::gamelistBase($w)
			$w.games.glist tag configure fsmall -foreground ""
			::notify::DatabaseChanged
		}
		#################
	}
}


#Private:
set ::windows::gamelist::wins {}

proc ::windows::gamelist::createMenu_ {w} {
	ttk::frame $w.buttons -padding {5 5 2 5}
	ttk::button $w.buttons.database -image tb_CC_book -command "::windows::gamelist::menu_ $w database"
	ttk::button $w.buttons.filter -image tb_search_on -command "::windows::gamelist::menu_ $w filter"
	ttk::button $w.buttons.layout -image tb_Layout -command "::windows::gamelist::menu_ $w layout"
	ttk::button $w.buttons.boardFilter -image tb_BoardMask -command "::windows::gamelist::searchpos_ $w"
	#TODO:
	#ttk::button $w.buttons.stats -image b_bargraph
	#TODO: translate
	::utils::tooltip::Set $w.buttons.database "Show/Hide databases"
	::utils::tooltip::Set $w.buttons.filter "Change filter"
	::utils::tooltip::Set $w.buttons.layout "Load/Save/Change sorting criteria and column layout"
	::utils::tooltip::Set $w.buttons.boardFilter "Show only games that matches the current board position"
	grid $w.buttons.database -row 0
	grid $w.buttons.filter  -row 1
	grid $w.buttons.layout  -row 2
	grid $w.buttons.boardFilter  -row 3
	#grid $w.buttons.stats -row 4
	grid $w.buttons -row 0 -column 0 -sticky news

	ttk::frame $w.database -padding {0 5 6 2}
	::windows::switcher::Create $w.database

	ttk::frame $w.filter -padding {0 5 6 2}
	ttk::frame $w.filter.b -borderwidth 2 -relief groove
	grid $w.filter.b -sticky news
	grid rowconfigure $w.filter 0 -weight 1
	grid columnconfigure $w.filter 0 -weight 1
	button $w.filter.b.rfilter -image tb_rfilter -command ::search::filter::reset -width 24 -height 24
	button $w.filter.b.bsearch -image tb_bsearch -command ::search::board -width 24 -height 24
	button $w.filter.b.hsearch -image tb_hsearch -command ::search::header -width 24 -height 24
	button $w.filter.b.msearch -image tb_msearch -command ::search::material -width 24 -height 24
	button $w.filter.b.tmt -image tb_tmt -command ::tourney::toggle -width 40 -height 24
	button $w.filter.b.crosst -image tb_crosst -command toggleCrosstabWin -width 40 -height 24
	grid $w.filter.b.rfilter $w.filter.b.bsearch $w.filter.b.hsearch $w.filter.b.msearch \
		$w.filter.b.tmt $w.filter.b.crosst
	#TODO: translate labels
	ttk::labelframe $w.filter.b.click -text "Double-click"
	set bgcolor [ttk::style lookup Button.label -background]
	radiobutton $w.filter.b.click.l -text $::tr(LoadGame) -font font_Tiny -background $bgcolor -variable ::glistClickOp($w.games.glist) -value 0
	radiobutton $w.filter.b.click.d -text "(Un)Delete Game" -font font_Tiny -background $bgcolor -variable ::glistClickOp($w.games.glist) -value 1
	radiobutton $w.filter.b.click.r -text "Remove from filter" -font font_Tiny -background $bgcolor -variable ::glistClickOp($w.games.glist) -value 2
	grid $w.filter.b.click.l -sticky w
	grid $w.filter.b.click.d -sticky w
	grid $w.filter.b.click.r -sticky w
	grid $w.filter.b.click -columnspan 6 -sticky news

	ttk::frame $w.layout -padding {0 5 6 2}
	ttk::frame $w.layout.b -borderwidth 2 -relief groove
	grid $w.layout.b -sticky news
	grid rowconfigure $w.layout 0 -weight 1
	grid columnconfigure $w.layout 0 -weight 1
	::glist_Ly::Create $w
}

proc ::windows::gamelist::createGList_ {{w}} {
	if {[winfo exists $w.games]} { destroy $w.games }
	ttk::frame $w.games -borderwidth 0 -padding {8 5 5 2}
	glist.create $w.games $::glistLayout($w)
	grid $w.games -row 0 -column 2 -sticky news
}

proc ::windows::gamelist::update_ {{w} {moveUp}} {
	set gameCount [sc_base numGames $::gamelistBase($w)]
	if {$gameCount == 0} {
		set fr $::tr(noGames)
	} else {
		set filterCount [sc_filter count $::gamelistBase($w) $::gamelistFilter($w)]
		set tmp [::utils::thousands $gameCount 100000]
		if {$gameCount == $filterCount} {
			set fr "$::tr(all) / $tmp"
		} else {
			set fr "[::utils::thousands $filterCount 100000] / $tmp"
		}
	}
	set fn [file tail [sc_base filename $::gamelistBase($w)]]
	::setTitle $w "$::gamelistTitle($w) $fn ($fr)"
	if {$moveUp} {
		#Reset double-click behavior
		set ::glistClickOp($w.games.glist) 0
	}
	glist.update $w.games $::gamelistBase($w) $::gamelistFilter($w) $moveUp
}

proc ::windows::gamelist::menu_ {{w} {button}} {
	if {$::gamelistMenu($w) != ""} {
		$w.buttons.$::gamelistMenu($w) state !pressed
		grid forget $w.$::gamelistMenu($w)
	}
	if {$::gamelistMenu($w) != $button} {
		$w.buttons.$button state pressed
		set ::gamelistMenu($w) $button
		grid $w.$button -row 0 -column 1 -sticky news
	} else {
		set ::gamelistMenu($w) ""
	}
}

proc ::windows::gamelist::searchpos_ {{w}} {
	if {$::gamelistPosMask($w) == 0} {
		set ::gamelistPosMask($w) 1
		$w.buttons.boardFilter state pressed
		sc_filter posmask $::gamelistBase($w) dbfilter FEN
		::windows::gamelist::PosChanged $w
	} else {
		set ::gamelistPosMask($w) 0
		$w.buttons.boardFilter state !pressed
		sc_filter posmask $::gamelistBase($w) dbfilter
		::notify::DatabaseChanged
	}
}

namespace eval ::glist_Ly {
	proc Create {w} {
		if {! [info exists ::glist_Layouts]} { set ::glist_Layouts [::glist_Ly::createName_] }

		if {! [info exists ::glistLayout($w)] || [lsearch -exact $::glist_Layouts $::glistLayout($w)] == -1 } {
			set ::glistLayout($w) [lindex $::glist_Layouts 0]
		}
		options.save ::glist_Layouts
		options.save ::glistLayout($w)
		set ::gamelistNewLayout($w) [::glist_Ly::createName_]

		set bgcolor [ttk::style lookup Button.label -background]
		autoscrollframe -bars y $w.layout.b canvas $w.layout.b.c -highlightthickness 0 -background $bgcolor
		bind $w.layout.b.c <Configure>  { ::glist_Ly::AdjScrollbar_ %W }
		::glist_Ly::Update_ $w
	}
	proc UpdateAll_ {} {
		foreach w $::windows::gamelist::wins {
		    if {[winfo exists $w]} { Update_ $w }
		}
	}
	proc Update_ {w} {
		if {[winfo exists $w.layout.b.c.f]} { destroy $w.layout.b.c.f}
		ttk::frame $w.layout.b.c.f -padding 5
		$w.layout.b.c create window 0 0 -window $w.layout.b.c.f -anchor nw
		tk::entry $w.layout.b.c.f.text_new -textvariable ::gamelistNewLayout($w) -font font_Small
		tk::button $w.layout.b.c.f.new -image tb_new -command "::glist_Ly::New_ $w"
		grid $w.layout.b.c.f.text_new $w.layout.b.c.f.new
		ttk::frame $w.layout.b.c.f.sep -padding { 0 4 0 4 }
		ttk::separator $w.layout.b.c.f.sep.line
		grid rowconfigure $w.layout.b.c.f.sep 0 -weight 1
		grid columnconfigure $w.layout.b.c.f.sep 0 -weight 1
		grid $w.layout.b.c.f.sep.line -sticky news
		grid $w.layout.b.c.f.sep -columnspan 2 -sticky we
		for {set i 0} {$i < [llength $::glist_Layouts]} {incr i} {
			set name [lindex $::glist_Layouts $i]
			tk::button $w.layout.b.c.f.layout$i -text $name -font font_Small -width 20 -command "::glist_Ly::Change_ $w $i"
			if {$name == $::glistLayout($w)} { $w.layout.b.c.f.layout$i configure -bg lightSteelBlue }
			tk::button $w.layout.b.c.f.layoutDel$i -image tb_CC_delete -command "::glist_Ly::Del_ $w $i"
			grid $w.layout.b.c.f.layout$i $w.layout.b.c.f.layoutDel$i -sticky we
		}
		after idle "::glist_Ly::AdjScrollbar_ $w.layout.b.c"
	}
	proc New_ {w} {
		#TODO: no nomi uguali
		set old_layout $::glistLayout($w)
		set ::glistLayout($w) $::gamelistNewLayout($w)
		lappend ::glist_Layouts $::gamelistNewLayout($w)
		set ::gamelistNewLayout($w) [::glist_Ly::createName_]
		set ::glist_ColOrder($::glistLayout($w)) $::glist_ColOrder($old_layout)
		set ::glist_ColWidth($::glistLayout($w)) $::glist_ColWidth($old_layout)
		set ::glist_ColAnchor($::glistLayout($w)) $::glist_ColAnchor($old_layout)
		set ::glist_Sort($::glistLayout($w)) $::glist_Sort($old_layout)
		set ::glist_FindBar($::glistLayout($w)) $::glist_FindBar($old_layout)
		::glist_Ly::UpdateAll_
		::windows::gamelist::createGList_ $w
		::windows::gamelist::update_ $w 1
	}
	proc Del_ {w idx} {
		set old_layout [lindex $::glist_Layouts $idx]
		options.save_cancel ::glist_ColOrder($old_layout)
		options.save_cancel ::glist_ColWidth($old_layout)
		options.save_cancel ::glist_ColAnchor($old_layout)
		options.save_cancel ::glist_Sort($old_layout)
		options.save_cancel ::glist_FindBar($old_layout)
  		set ::glist_Layouts [lreplace $::glist_Layouts $idx $idx]
		::glist_Ly::UpdateAll_
	}
	proc Change_ {w idx} {
		set ::glistLayout($w) [lindex $::glist_Layouts $idx]
		::glist_Ly::Update_ $w
		::windows::gamelist::createGList_ $w
		::windows::gamelist::update_ $w 1
	}
	proc createName_ {} {
		set i 1
		set prefix "Layout"
		if {! [info exists ::glist_Layouts] } { return "$prefix$i" }
		while {[lsearch $::glist_Layouts "$prefix$i"] != -1} { incr i }
		return "$prefix$i"
	}
	proc AdjScrollbar_ {w} {
		set l [winfo reqwidth $w.f]
		set h [winfo reqheight $w.f]
		$w configure -scrollregion [list 0 0 $l $h] -width $l
	}
}





##########################################################################
# June 2011: A new reusable and simplified gamelist widget
# glist.create
#   Create a gamelist widget
#   w: parent window of the gamelist widget
#   layout: a string name that will be assigned to columns layout.
#           layout will be saved and restored in successive glist.create calls.
proc glist.create {{w} {layout}} {
  # Default values
  if {! [info exists ::glist_ColOrder($layout)] } {
    set ::glist_ColOrder($layout) {{7} {1} {2} {3} {4} {5} {6} {23} {22} {8} {9} {10} {11} {12} {13} {14} {15} {16} {0}}
  }
  if {! [info exists ::glist_ColWidth($layout)] } {
    set ::glist_ColWidth($layout) {{50} {50} {50} {120} {40} {120} {40} {80} {200} {30} \
        {200} {30} {20} {20} {20} {20} {35} {50} {30} {100} {40} {40} {50} {140}}
  }
  if {! [info exists ::glist_ColAnchor($layout)] } {
    set ::glist_ColAnchor($layout) {{e} {c} {c} {w} {c} {w} {c} {w} {w} {e} \
        {w} {c} {c} {c} {c} {c} {c} {c} {c} {c} {c} {c} {c} {w}}
  }
  if {! [info exists ::glist_Sort($layout)] } {
    set ::glist_Sort($layout) { {22} {-} {7} {-} }
  }
  if {! [info exists ::glist_FindBar($layout)] } {
    set ::glist_FindBar($layout) 1
  }

  ttk::treeview $w.glist -columns $::glist_Headers -show headings -selectmode browse
  $w.glist tag configure current -background lightSteelBlue
  $w.glist tag configure fsmall -font font_Small
  $w.glist tag configure deleted -foreground #a5a2ac
  menu $w.glist.header_menu
  menu $w.glist.header_menu.addcol
  menu $w.glist.game_menu
  bind $w.glist <Configure> {
    after cancel glist.chkVisibleLn_ %W
    after 100 glist.chkVisibleLn_ %W
  }
  bind $w.glist <2> "glist.popupmenu_ %W %x %y %X %Y $layout"
  bind $w.glist <3> "glist.popupmenu_ %W %x %y %X %Y $layout"
  bind $w.glist <ButtonRelease-1> "glist.release_ %W %x %y $layout"
  bind $w.glist <Double-ButtonRelease-1> "glist.doubleclick_ %W %x %y $layout"
  bind $w.glist <KeyPress-Up> {glist.movesel_ %W prev -1 0; break}
  bind $w.glist <KeyPress-Down> {glist.movesel_ %W next +1 end; break}
  bind $w.glist <KeyPress-Right> {continue}
  bind $w.glist <KeyPress-Left> {continue}
  bind $w.glist <KeyPress-Prior> {glist.ybar_ %W scroll -1 pages; break}
  bind $w.glist <KeyPress-Next> {glist.ybar_ %W scroll 1 pages; break}
  bind $w.glist <KeyPress-Return> {
    foreach {idx ply} [split [%W selection] "_"] {}
    if {[info exist idx]} {
      ::file::SwitchToBase $::glistBase(%W) 0
      ::game::Load $idx $ply
    }
    break
  }
  bind $w.glist <Delete> {
    foreach {idx ply} [split [%W selection] "_"] {}
    if {[info exist idx]} {
      glist.delflag_ %W $idx
      glist.movesel_ %W next +1 end
    }
    break
  }
  bind $w.glist <Control-Delete> {
    foreach {idx ply} [split [%W selection] "_"] {}
    if {[info exist idx]} {
      glist.movesel_ %W next +1 end;
      sc_filter set $::glistBase(%W) $::glistFilter(%W) 0 $idx
      ::notify::DatabaseChanged 0
    }
    break
  }
  bind $w.glist <Destroy> "glist.destroy_ $w.glist"

  set i 0
  foreach col $::glist_Headers {
    $w.glist heading $col -text $::tr($col)
    $w.glist column $col -stretch 0 \
             -width [lindex $::glist_ColWidth($layout) $i]\
             -anchor [lindex $::glist_ColAnchor($layout) $i]
    incr i
  }
  $w.glist configure -displaycolumns $::glist_ColOrder($layout)

  autoscrollframe -bars both $w "" $w.glist
  set ::glistYScroll($w.glist) [$w.glist cget -yscrollcommand]
  $w.glist configure -yscrollcommand "glist.yscroll_ $w.glist"
  $w.ybar configure -command "glist.ybar_ $w.glist"
  bind $w.ybar <ButtonRelease-1> "+glist.ybar_ $w.glist buttonrelease"
  ttk_bindMouseWheel $w.glist "glist.ybar_ $w.glist"

  # Find widget
  ttk::frame $w.find
  ttk::button $w.find.hide -image tb_close
  bind $w.find.hide <ButtonPress-1> "set ::glist_FindBar($layout) 0; grid forget $w.find"
  ttk::frame $w.find.n
  ttk::label $w.find.t_gnum -text $::tr(GlistGameNumber:)
  entry $w.find.gnum -width 8 -bg white
  ttk::button $w.find.b_gnum -image tb_next -command "glist.findgame_ $w"
  bind $w.find.gnum <Return> "$w.find.b_gnum invoke"
  grid $w.find.t_gnum $w.find.gnum $w.find.b_gnum -in $w.find.n -padx 2
  ttk::frame $w.find.t
  ttk::label $w.find.t_text -text $::tr(GlistFindText:)
  entry $w.find.text -width 20 -bg white
  ttk::button $w.find.b1_text -image tb_next -command \
    "after cancel glist.findgame_ $w 1; after idle glist.findgame_ $w 1"
  bind $w.find.text <Return> "$w.find.b1_text invoke"
  ttk::button $w.find.b2_text -image tb_prev -command \
    "after cancel glist.findgame_ $w 0; after idle glist.findgame_ $w 0"
  #TODO: -from 0 -to 100
  #TODO: set scale position when normal ybar is used
  ttk::scale $w.find.scale -command "glist.ybar_ $w.glist moveto"
  grid $w.find.t_text $w.find.text $w.find.b2_text $w.find.b1_text -in $w.find.t -padx 2
  grid $w.find.hide
  grid $w.find.n -row 0 -column 1 -padx 10
  grid $w.find.t -row 0 -column 2 -padx 6
  grid $w.find.scale -row 0 -column 3 -sticky ew
  grid columnconfigure $w.find 3 -weight 1
  set ::glistFindBar($w.glist) $w.find
  glist.showfindbar_ $w.glist $layout

  # On exit save layout in options.dat
  options.save ::glist_ColOrder($layout)
  options.save ::glist_ColWidth($layout)
  options.save ::glist_ColAnchor($layout)
  options.save ::glist_Sort($layout)
  options.save ::glist_FindBar($layout)

  set ::glistLoaded($w.glist) 0.0
  set ::glistTotal($w.glist) 0.0
  set ::glistVisibleLn($w.glist) 20
  glist.sortInit_ $w.glist $layout
}

# glist.update
#   Retrieve values from database and update the widget
#   w: the parent windows of the widget that was passed to glist.create
#   base: the database from which retrieve values
#   filter: returns only values in the specified filter
#         - "dbfilter": only values that matches the user defined filters
#         - "tree": only games from which are calculated the stats in the tree window
#   moveUp: reset glist to show the first results
proc glist.update {{w} {base} {filter} {moveUp 1}} {
  set w $w.glist
  if {! [winfo exists $w]} { return }

  set ::glistFilter($w) $filter
  set ::glistTotal($w) [sc_filter count $base $filter]
  if {$moveUp == 1} { set ::glistFirst($w) 0.0 }

  glist.update_ $w $base
}


##########################################################################
#private:

set glist_Headers {"GlistNumber" "GlistResult" "GlistLength" "GlistWhite" "GlistWElo"
                   "GlistBlack" "GlistBElo"  "GlistDate" "GlistEvent" "GlistRound"
                   "GlistSite" "GlistAnnos" "GlistComments" "GlistVars" "GlistDeleted"
                   "GlistFlags" "GlistECO" "GlistEndMaterial" "GlistStart" "GlistEDate"
                   "GlistYear" "GlistAverageElo" "GlistRating" "GlistMoveField" }

set glist_SortShortcuts { "N" "r" "m" "w" "W"
                    "b" "B" "d" "e" "n"
                    "s" "A" "C" "V" "D"
                    "???" "o" "???" "???" "E"
                    "y" "R" "i" "???" }

proc glist.destroy_ {{w}} {
  if {[info exists ::glistSortCache($w)]} {
    catch { sc_base sortcache $::glistBase($w) release $::glistSortCache($w) }
    unset ::glistSortCache($w)
  }
  unset ::glistSortStr($w)
  if {[info exists ::glistBase($w)]} { unset ::glistBase($w) }
  if {[info exists ::glistFilter($w)]} { unset ::glistFilter($w) }
  if {[info exists ::glistFirst($w)]} { unset ::glistFirst($w) }
  if {[info exists ::glistClickOp($w)]} { unset ::glistClickOp($w) }
  unset ::glistVisibleLn($w)
  unset ::glistLoaded($w)
  unset ::glistTotal($w)
  unset ::glistYScroll($w)
  unset ::glistFindBar($w)
}

proc glist.update_ {{w} {base}} {
  if {! [info exists ::glistBase($w)] } {
    #Create a sortcache to speed up sorting
    sc_base sortcache $base create $::glistSortStr($w)
    set ::glistFirst($w) 0.0
  } elseif {$::glistBase($w) != $base || $::glistSortCache($w) != $::glistSortStr($w)} {
    #Create a new sortcache
    catch { sc_base sortcache $::glistBase($w) release $::glistSortCache($w) }
    sc_base sortcache $base create $::glistSortStr($w)
    set ::glistFirst($w) 0.0
  }
  set ::glistSortCache($w) $::glistSortStr($w)
  set ::glistBase($w) $base
  glist.loadvalues_ $w
  after cancel glist.chkVisibleLn_ $w
  after idle glist.chkVisibleLn_ $w
}

proc glist.loadvalues_ {{w}} {
  set sel [$w selection]
  $w delete [$w children {}]
  set base $::glistBase($w)
  if {$base == [sc_base current]} {
    set current_game [sc_game number]
  } else {
    set current_game -1
  }
  set i 0
  foreach {idx line} [sc_base gameslist $base $::glistFirst($w) [expr 1 + $::glistVisibleLn($w)]\
                                        $::glistFilter($w) $::glistSortStr($w)] {
    $w insert {} end -id $idx -values $line -tag fsmall
    foreach {n ply} [split $idx "_"] {
      if {[sc_base gameflag $base $n get del]} { $w item $idx -tag {fsmall deleted} }
      if {$n == $current_game} { $w item $idx -tag "[$w item $idx -tag] current" }
    }
    incr i
  }
  set ::glistLoaded($w) $i
  catch {$w selection set $sel}
}

proc glist.chkVisibleLn_ {w} {
  set i 0
  set nvisible 0
  foreach {idx} [$w children {}] {
    if {[$w bbox $idx] != ""} { incr nvisible }
	incr i
  }
  if {$nvisible != $i} {
    set ::glistVisibleLn($w) $nvisible
  } elseif {$::glistLoaded($w) != $::glistTotal($w)} {
    if {[expr $::glistFirst($w) + $::glistLoaded($w)] == $::glistTotal($w)} {
      #TODO: update ::glistVisibleLn windows when at the bottom of the list
      #set ::glistFirst($w) [expr $::glistFirst($w) -1.0]
      return
    }
    set ::glistVisibleLn($w) [expr 2* $i]
    glist.loadvalues_ $w
    after cancel glist.chkVisibleLn_ $w
    after idle glist.chkVisibleLn_ $w
  }
  after cancel glist.ybarupdate_ $w
  after idle glist.ybarupdate_ $w
}

proc glist.showfindbar_ {{w} {layout}} {
  if {$::glist_FindBar($layout) == 0} {
    grid forget $::glistFindBar($w)
  } else {
    grid $::glistFindBar($w) -row 2 -columnspan 2 -sticky news
  }
}

proc glist.findcurrentgame_ {{w} {gnum}} {
  set r [sc_base gamelocation $::glistBase($w) $::glistFilter($w) $::glistSortStr($w) $gnum]
  if {$r != ""} {
    set ::glistFirst($w) [expr $r -1]
    glist.ybar_ $w scroll
  }
}

proc glist.findgame_ {{w_parent} {dir ""}} {
  set w $w_parent.glist
  set w_entryN $w_parent.find.gnum
  set gnum [$w_entryN get]
  set w_entryT $w_parent.find.text
  set txt [$w_entryT get]
  $w_entryN configure -bg white
  $w_entryT configure -bg white
  if {($dir == "" && $gnum == "") || ($dir != "" && $txt == "")} { return }
  busyCursor .
  update idletasks

  if {$dir == ""} {
    set r [sc_base gamelocation $::glistBase($w) $::glistFilter($w) $::glistSortStr($w) $gnum]
  } else {
    set gstart [expr int($::glistFirst($w))]
    foreach {n ply} [split [$w selection] "_"] {
      if {$n != ""} {
        set n [sc_base gamelocation $::glistBase($w) $::glistFilter($w) $::glistSortStr($w) $n]
        set gstart [expr $n -1]
      }
    }
    if {$dir == "1"} { incr gstart }
    set r [sc_base gamelocation $::glistBase($w) $::glistFilter($w) $::glistSortStr($w) 0\
            $txt $gstart $dir]
  }
  if {$r == ""} {
    if {$dir == ""} {
      $w_entryN configure -bg red
    } else {
      $w_entryT configure -bg red
    }
  } else {
    if {[expr $::glistFirst($w) + $::glistVisibleLn($w)] <= $r} {
      set ::glistFirst($w) [expr $r -1]
      glist.ybar_ $w scroll
    }
    after idle glist.select_ $w $r
  }
  unbusyCursor .
}

proc glist.select_ {w {idx 0}} {
  if {$idx != "end" && $idx > 0} {
    set idx [expr int($idx - $::glistFirst($w) -1)]
  }
  $w selection set [lindex [$w children {}] $idx]
}

proc glist.movesel_ {{w} {cmd} {scroll} {select}} {
  set sel [$w selection]
  if {$sel == ""} { glist.select_ $w; return }
  set newsel [$w $cmd $sel]
  if {$newsel == "" || [$w bbox $newsel] == ""} {
    glist.ybar_ $w scroll $scroll
  }
  if {$newsel == ""} {
    after idle glist.select_ $w $select
  } else {
    $w selection set $newsel
  }
}

proc glist.delflag_ {{w} {idx}} {
  if {[sc_base gameflag $::glistBase($w) $idx get del]} {
    sc_base gameflag $::glistBase($w) $idx unset del
  } else {
    sc_base gameflag $::glistBase($w) $idx set del
  }
  ::notify::DatabaseChanged 0
}

proc glist.doubleclick_ {{w} {x} {y} {layout}} {
  lassign [$w identify $x $y] what
  if {$what == "heading"} {
    glist.sortClickHandle_ $w $x $y $layout 1
  } else {
    foreach {idx ply} [split [$w identify item $x $y] "_"] {}
    if {[info exists idx]} {
      if {[info exists ::glistClickOp($w)]} {
        if {$::glistClickOp($w) == 1} {
          glist.delflag_ $w $idx;
          $w selection set {};
          return
        }
        if {$::glistClickOp($w) == 2} {
          glist.removeFromFilter_ $w $idx
          return
        }
      }
      ::file::SwitchToBase $::glistBase($w) 0
      ::game::Load $idx $ply
    }
  }
}

proc glist.removeFromFilter_ {{w} {idx} {dir ""}} {
  if {$dir == ""} {
    sc_filter set $::glistBase($w) $::glistFilter($w) 0 $idx
    ::notify::DatabaseChanged 0
    return
  }
  set fc [sc_filter count $::glistBase($w) $::glistFilter($w)]
  sc_filter set $::glistBase($w) $::glistFilter($w) 0 $idx $dir$fc $::glistSortStr($w)
  ::notify::DatabaseChanged 1
  if {$dir == "+"} { glist.ybar_ $w moveto 1 }
}

proc glist.popupmenu_ {{w} {x} {y} {abs_x} {abs_y} {layout}} {
# identify region requires at least tk 8.5.9
# identify row have scrollbar problems
  if { 0 != [catch {set region [$w identify region $x $y] }] } {
    if {[$w identify row $x $y] == "" } {
      set region "heading"
    } else {
      set region ""
    }
  }
  if { $region != "heading" } {
# if {[$w identify region $x $y] != "heading" }
    event generate $w <ButtonPress-1> -x $x -y $y
    foreach {idx ply} [split [$w selection] "_"] {}
    if {[info exist idx]} {
      if { [winfo exist $w.game_menu.merge] } { destroy $w.game_menu.merge }
      if { [winfo exist $w.game_menu.copy] } { destroy $w.game_menu.copy }
      $w.game_menu delete 0 end
      #LOAD/BROWSE/MERGE GAME
      $w.game_menu add command -label $::tr(LoadGame) \
         -command "::file::SwitchToBase $::glistBase($w) 0; ::game::Load $idx $ply"
      $w.game_menu add command -label $::tr(BrowseGame) \
         -command "::gbrowser::new $::glistBase($w) $idx $ply"
      $w.game_menu add command -label $::tr(MergeGame) \
         -command "mergeGame $::glistBase($w) $idx"
      menu $w.game_menu.merge
      menu $w.game_menu.copy
      for {set i 1} {$i <= [sc_base count total]} {incr i} {
        if { $i == $::glistBase($w) || [sc_base isReadOnly] } { continue }
        if {[sc_base inUse $i]} {
          set fname [file tail [sc_base filename $i]]
          $w.game_menu.merge add command -label "$i $fname" -command "::game::mergeInBase $::glistBase($w) $i $idx"
          $w.game_menu.copy add command -label "$i $fname" \
              -command "sc_base copygames $::glistBase($w) $idx $i; ::notify::DatabaseChanged 0"
        }
      }
      $w.game_menu add cascade -label $::tr(GlistMergeGameInBase) -menu $w.game_menu.merge
      #TODO: translate label
      $w.game_menu add cascade -label "Copy Game to" -menu $w.game_menu.copy

      #GOTO GAME
      $w.game_menu add separator
      #TODO: translate label
      $w.game_menu add checkbutton -variable ::glist_FindBar($layout) \
                   -label "Find Bar" -command "glist.showfindbar_ $w $layout"
      if {$::glistBase($w) == [sc_base current] && [sc_game number] != 0} {
        #TODO: translate label
        $w.game_menu add command -label "Find current game" -command "glist.findcurrentgame_ $w [sc_game number]"
      } else {
        #TODO: translate label
        $w.game_menu add command -label "Find current game" -state disabled
      }
      $w.game_menu add separator
      $w.game_menu add command -label $::tr(GlistRemoveGameAndAboveFromFilter) \
        -command "glist.removeFromFilter_ $w $idx -"
      $w.game_menu add command -label $::tr(GlistRemoveThisGameFromFilter) \
        -command "glist.removeFromFilter_ $w $idx"
      $w.game_menu add command -label $::tr(GlistRemoveGameAndBelowFromFilter) \
        -command "glist.removeFromFilter_ $w $idx +"
      $w.game_menu add separator
      #TODO: translate labels
      set dellabel "Delete game"
      if {[sc_base gameflag $::glistBase($w) $idx get del]} { set dellabel "Undelete game" }
      $w.game_menu add command -label $dellabel -command "glist.delflag_ $w $idx; $w selection set {};"
      tk_popup $w.game_menu $abs_x $abs_y
    }
  } else {
    set col [$w identify column $x $y]
    set col_idx [lsearch -exact $::glist_Headers [$w column $col -id] ]
    $w.header_menu delete 0 end

    #CHANGE ALIGNMENT
    set cur_a [lindex $::glist_ColAnchor($layout) $col_idx]
    if {$cur_a != "w"} {
      $w.header_menu add command -label $::tr(GlistAlignL) \
                     -command "$w column $col -anchor w; lset ::glist_ColAnchor($layout) $col_idx w"
    }
    if {$cur_a != "e"} {
      $w.header_menu add command -label $::tr(GlistAlignR) \
                     -command "$w column $col -anchor e; lset ::glist_ColAnchor($layout) $col_idx e"
    }
    if {$cur_a != "c"} {
      $w.header_menu add command -label $::tr(GlistAlignC) \
                     -command "$w column $col -anchor c; lset ::glist_ColAnchor($layout) $col_idx c"
    }

    #ADD/REMOVE COLUMN
    $w.header_menu add separator
    $w.header_menu.addcol delete 0 end
    set empty disabled
    set i 0
    foreach h $::glist_Headers {
      if {[lsearch -exact $::glist_ColOrder($layout) $i] == -1} {
        set empty normal
        $w.header_menu.addcol add command -label $::tr($h) -command "glist.insertcol_ $w $layout $i $col"
      }
      incr i
    }
    $w.header_menu add cascade -label $::tr(GlistAddField) -menu $w.header_menu.addcol -state $empty
    $w.header_menu add command -label $::tr(GlistDeleteField) -command "glist.removecol_ $w $layout $col"

    #BARS
    $w.header_menu add separator
    #TODO: translate label
    $w.header_menu add checkbutton -variable ::glist_FindBar($layout) \
                   -label "Find Bar" -command "glist.showfindbar_ $w $layout"

    tk_popup $w.header_menu $abs_x $abs_y
  }
}

# Sorting
proc glist.sortInit_ {w {layout}} {
  set ::glistSortStr($w) ""
  set i 0
  foreach {c dir} $::glist_Sort($layout) {
    set arrow_idx [expr $i *2]
    if {$dir == "-"} { incr arrow_idx }
    $w heading $c -image ::glist_Arrows($arrow_idx)
    append ::glistSortStr($w) [lindex $::glist_SortShortcuts $c] $dir
    incr i
  }
}

proc glist.sortClickHandle_ {{w} {x} {y} {layout} {clear 0}} {
  set col [$w identify column $x $y]
  set col_idx [lsearch -exact $::glist_Headers [$w column $col -id] ]
  if {"???" == [lindex $::glist_SortShortcuts $col_idx]} {
    # TODO: notify the user that the column cannot be used for sorting
    return
  }
  if {$clear} {
    foreach {c dir} $::glist_Sort($layout) { $w heading $c -image "" }
    set ::glist_Sort($layout) {}
  }

  set exists [lsearch -exact $::glist_Sort($layout) $col_idx ]
  if {$exists == -1} {
    lappend ::glist_Sort($layout) $col_idx -
  } else {
    incr exists
    if {[lindex $::glist_Sort($layout) $exists ] == "+"} {
      lset ::glist_Sort($layout) $exists {-}
    } else {
      lset ::glist_Sort($layout) $exists {+}
    }
  }

  glist.sortInit_ $w $layout
  if {[info exist ::glistBase($w)]} { glist.update_ $w $::glistBase($w) }
}

# Scrollbar
proc glist.ybar_ {w cmd {n 0} {units ""}} {
  if { $cmd == "-1" || $cmd == "+1" } {
    #MouseWheel
    set n [expr $cmd * $::glistVisibleLn($w) * 0.25]
    set units "units"
    set cmd scroll
  }
  if { $cmd == "scroll" || $cmd == "moveto"} {
    if {$cmd == "moveto"} {
      set ::glistFirst($w) [expr ceil($n * $::glistTotal($w))]
    } else {
      if {$units == "pages"} {
        set ::glistFirst($w) [expr $::glistFirst($w) + $n * ($::glistVisibleLn($w) -1)]
      } else {
        set ::glistFirst($w) [expr $::glistFirst($w) + $n]
      }
    }

    set d [expr $::glistTotal($w) - $::glistVisibleLn($w) +1]
    if {$::glistFirst($w) > $d } { set ::glistFirst($w) $d }
    if { $::glistFirst($w) < 0.0 } { set ::glistFirst($w) 0.0 }

    after cancel glist.loadvalues_ $w
    after idle glist.loadvalues_ $w
    glist.ybarupdate_ $w
  }
}

proc glist.ybarupdate_ {w} {
  if { $::glistLoaded($w) != $::glistTotal($w) } {
    set first [expr double($::glistFirst($w)) / $::glistTotal($w)]
    set last [expr double($::glistFirst($w) + $::glistVisibleLn($w)) / $::glistTotal($w)]
    eval $::glistYScroll($w) $first $last
  }
}

proc glist.yscroll_ {w first last} {
  if { $::glistLoaded($w) == $::glistTotal($w) } {
    eval $::glistYScroll($w) $first $last
  }
}

#Drag and drop and changes in column's layout
proc glist.insertcol_ {{w} {layout} {col} {after}} {
  set b [expr [string trimleft $after {#}]]
  set ::glist_ColOrder($layout) [linsert $::glist_ColOrder($layout) $b $col]
  $w configure -displaycolumns $::glist_ColOrder($layout)
}

proc glist.removecol_ {{w} {layout} {col}} {
  set d [expr [string trimleft $col {#}] -1]
  set ::glist_ColOrder($layout) [lreplace $::glist_ColOrder($layout) $d $d]
  $w configure -displaycolumns $::glist_ColOrder($layout)
}

proc glist.release_ {{w} {x} {y} {layout}} {
  switch $::ttk::treeview::State(pressMode) {
    resize {
      set col_id [$w column $::ttk::treeview::State(resizeColumn) -id]
      set i [lsearch -exact $::glist_Headers $col_id]
      if {$i != -1} {
        lset ::glist_ColWidth($layout) $i [$w column $::ttk::treeview::State(resizeColumn) -width]
      }
    }
    heading {
      lassign [$w identify $x $y] what
      if {$what == "heading"} {
        set new_col [$w identify column $x $y]
        set from [expr [string trimleft $::ttk::treeview::State(heading) {#}] -1]
        set to [expr [string trimleft $new_col {#}] -1]
        set val [lindex $::glist_ColOrder($layout) $from]
        if {$from != $to} {
          set ::glist_ColOrder($layout) [lreplace $::glist_ColOrder($layout) $from $from]
          set ::glist_ColOrder($layout) [linsert $::glist_ColOrder($layout) $to $val]
          $w configure -displaycolumns $::glist_ColOrder($layout)
        } else {
          glist.sortClickHandle_ $w $x $y $layout
        }
      }
    }
  }
  ttk::treeview::Release $w $x $y
}

image create bitmap ::glist_Arrows(0) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x03, 0x00, 0x02, 0x00, 0x02, 0x00, 0x02, 0x10, 0x02,
       0x38, 0x07, 0x7c, 0x00, 0xfe, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(1) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x03, 0x00, 0x02, 0x00, 0x02, 0x00, 0x02, 0xfe, 0x02,
       0x7c, 0x07, 0x38, 0x00, 0x10, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(2) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x02, 0x08, 0x01,
       0x9c, 0x07, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(3) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x02, 0x7f, 0x01,
       0xbe, 0x07, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(4) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x03, 0x08, 0x04,
       0x9c, 0x07, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(5) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x03, 0x7f, 0x04,
       0xbe, 0x03, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(6) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x02, 0x00, 0x03, 0x00, 0x03, 0x80, 0x02, 0x88, 0x07,
       0x1c, 0x02, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(7) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x02, 0x00, 0x03, 0x00, 0x03, 0x80, 0x02, 0xff, 0x07,
       0x3e, 0x02, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(8) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x07, 0x80, 0x00, 0x80, 0x03, 0x00, 0x04, 0x08, 0x04,
       0x9c, 0x03, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(9) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x07, 0x80, 0x00, 0x80, 0x03, 0x00, 0x04, 0x7f, 0x04,
       0xbe, 0x03, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(10) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x07, 0x80, 0x00, 0x80, 0x00, 0x80, 0x03, 0x88, 0x04,
       0x1c, 0x07, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(11) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x07, 0x80, 0x01, 0x80, 0x00, 0x80, 0x07, 0xff, 0x04,
       0x3e, 0x03, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(12) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x07, 0x00, 0x04, 0x00, 0x02, 0x00, 0x02, 0x08, 0x02,
       0x1c, 0x01, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(13) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x80, 0x07, 0x00, 0x04, 0x00, 0x02, 0x00, 0x02, 0x7f, 0x02,
       0x3e, 0x01, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(14) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x03, 0x80, 0x04, 0x80, 0x04, 0x00, 0x03, 0x88, 0x04,
       0x9c, 0x07, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(15) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x03, 0x80, 0x04, 0x80, 0x04, 0x00, 0x03, 0xff, 0x04,
       0xbe, 0x07, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(16) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x03, 0x80, 0x04, 0x80, 0x07, 0x00, 0x04, 0x08, 0x06,
       0x9c, 0x03, 0x3e, 0x00, 0x7f, 0x00, 0x00, 0x00 };
}
image create bitmap ::glist_Arrows(17) -foreground blue -data {
    #define arrows_width 12
    #define arrows_height 10
    static unsigned char arrows_bits[] = {
       0x00, 0x00, 0x00, 0x03, 0x80, 0x04, 0x80, 0x07, 0x00, 0x04, 0x7f, 0x06,
       0xbe, 0x03, 0x1c, 0x00, 0x08, 0x00, 0x00, 0x00 };
}

##########################################################################
############################################################
### PGN window

namespace eval pgn {
  ################################################################################
  #
  ################################################################################
  proc ChooseColor {type name} {
    global pgnColor
    set x [tk_chooseColor -initialcolor $pgnColor($type) -title "PGN $name color"]
    if {$x != ""} { set pgnColor($type) $x; ::pgn::ResetColors }
  }
  ################################################################################
  #
  ################################################################################
  proc ConfigMenus {{lang ""}} {
    if {! [winfo exists .pgnWin]} { return }
    if {$lang == ""} { set lang $::language }
    set m .pgnWin.menu
    foreach idx {0 1 2 3} tag {File Opt Color Help} {
      configMenuText $m $idx Pgn$tag $lang
    }
    foreach idx {0 1 3} tag {Copy Print Close} {
      configMenuText $m.file $idx PgnFile$tag $lang
    }
    foreach idx {0 1 2 3 4 5 6 7 8} tag {
      Color Short Symbols IndentC IndentV Space Column StripMarks BoldMainLine
    } {
      configMenuText $m.opt $idx PgnOpt$tag $lang
    }
    foreach idx {0 1 2 3 4 5} tag {Header Anno Comments Vars Background Current} {
      configMenuText $m.color $idx PgnColor$tag $lang
    }
    foreach idx {0 1} tag {Pgn Index} {
      configMenuText $m.helpmenu $idx PgnHelp$tag $lang
    }
  }

  proc PgnClipboardCopy {} {
      setLanguageTemp E
      set pgnStr [sc_game pgn -width 75 -indentComments $::pgn::indentComments \
          -indentVariations $::pgn::indentVars -space $::pgn::moveNumberSpaces]
      setLanguageTemp $::language
      
      set wt .tempFEN
      
      if {! [winfo exists $wt]} { text $wt }
      $wt delete 1.0 end
      $wt insert end $pgnStr sel
      clipboard clear
      clipboard append $pgnStr
      selection own $wt
      selection get
  }

  ################################################################################
  #
  ################################################################################
  proc OpenClose {} {
    global pgnWin pgnHeight pgnWidth pgnColor
    if {[winfo exists .pgnWin]} {
      focus .
      destroy .pgnWin
      set pgnWin 0
      return
    }
    
    set w .pgnWin
    
    ::createToplevel $w
    
    setWinLocation $w
    setWinSize $w
    bind $w <Configure> "recordWinSize $w"
    
    menu $w.menu
    ::setMenu $w $w.menu
    
    $w.menu add cascade -label PgnFile -menu $w.menu.file -underline 0
    $w.menu add cascade -label PgnOpt -menu $w.menu.opt -underline 0
    $w.menu add cascade -label PgnColor -menu $w.menu.color -underline 0
    $w.menu add cascade -label PgnHelp -menu $w.menu.helpmenu -underline 0
    foreach i {file opt color helpmenu} {
      menu $w.menu.$i -tearoff 0
    }
    
    $w.menu.file add command -label PgnFileCopy -accelerator "Ctrl+C" -command {::pgn::PgnClipboardCopy }
    bind $w <Control-c> {::pgn::PgnClipboardCopy}
    bind $w <Control-Insert> {::pgn::PgnClipboardCopy}
    
    $w.menu.file add command -label PgnFilePrint -command {
      set ftype {
        { "PGN files"  {".pgn"} }
        { "Text files" {".txt"} }
        { "All files"  {"*"}    }
      }
      set fname [tk_getSaveFile -initialdir [pwd] -filetypes $ftype -title "Save PGN file"]
      if {$fname != ""} {
        if {[file extension $fname] != ".txt" && [file extension $fname] != ".pgn" } {
          append fname ".pgn"
        }
        if {[catch {set tempfile [open $fname w]}]} {
          tk_messageBox -title "Scid: Error saving file" -type ok -icon warning \
              -message "Unable to save the file: $fname\n\n"
        } else {
          puts $tempfile \
              [sc_game pgn -width 75 -symbols $::pgn::symbolicNags \
              -indentVar $::pgn::indentVars -indentCom $::pgn::indentComments \
              -space $::pgn::moveNumberSpaces -format plain -column $::pgn::columnFormat \
              -markCodes $::pgn::stripMarks]
          close $tempfile
        }
      }
    }
    $w.menu.file add separator
    $w.menu.file add command -label PgnFileClose -accelerator Esc \
        -command "focus .; destroy $w"
    
    $w.menu.opt add checkbutton -label PgnOptColor \
        -variable ::pgn::showColor -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptShort \
        -variable ::pgn::shortHeader -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptSymbols \
        -variable ::pgn::symbolicNags -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptIndentC \
        -variable ::pgn::indentComments -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptIndentV \
        -variable ::pgn::indentVars -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptSpace \
        -variable ::pgn::moveNumberSpaces -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptColumn \
        -variable ::pgn::columnFormat -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptStripMarks \
        -variable ::pgn::stripMarks -command {updateBoard -pgn}
    $w.menu.opt add checkbutton -label PgnOptBoldMainLine \
        -variable ::pgn::boldMainLine -command {updateBoard -pgn}
    
    $w.menu.color add command -label PgnColorHeader \
        -command {::pgn::ChooseColor Header "header text"}
    $w.menu.color add command -label PgnColorAnno \
        -command {::pgn::ChooseColor Nag annotation}
    $w.menu.color add command -label PgnColorComments \
        -command {::pgn::ChooseColor Comment comment}
    $w.menu.color add command -label PgnColorVars \
        -command {::pgn::ChooseColor Var variation}
    $w.menu.color add command -label PgnColorBackground \
        -command {::pgn::ChooseColor Background background}
    $w.menu.color add command -label PgnColorCurrent -command {::pgn::ChooseColor Current current}

    $w.menu.helpmenu add command -label PgnHelpPgn \
        -accelerator F1 -command {helpWindow PGN}
    $w.menu.helpmenu add command -label PgnHelpIndex -command {helpWindow Index}
    
    ::pgn::ConfigMenus
    
    text $w.text -width $::winWidth($w) -height $::winHeight($w) -wrap word \
        -background $pgnColor(Background) -cursor crosshair \
        -yscrollcommand "$w.scroll set" -setgrid 1 -tabs {1c right 2c 4c}
    if { $::pgn::boldMainLine } {
      $w.text configure -font font_Bold
    }
    
    ttk::scrollbar $w.scroll -command "$w.text yview" -takefocus 0
    pack [ttk::frame $w.buttons] -side bottom -fill x
    pack $w.scroll -side right -fill y
    pack $w.text -fill both -expand yes
    ttk::button $w.buttons.help -textvar ::tr(Help) -command { helpWindow PGN }
    ttk::button $w.buttons.close -textvar ::tr(Close) -command { focus .; destroy .pgnWin }
    #pack $w.buttons.close $w.buttons.help -side right -padx 5 -pady 2
    set pgnWin 1
    bind $w <Destroy> { set pgnWin 0 }
    
    # Bind left button to close ctxt menu:
    bind $w <ButtonPress-1> {
      if {[winfo exists .pgnWin.text.ctxtMenu]} { destroy .pgnWin.text.ctxtMenu; focus .pgnWin }
    }
    
    bind $w <ButtonRelease-$::MB2> ::pgn::HideBoard

    # Bind right button to popup a contextual menu:
    bind $w <ButtonPress-$::MB3> "::pgn::contextMenu .pgnWin.text 5 %x %y %X %Y"
    
    # set the same arrow key, etc bindings that the main window has:
    bind $w <F1> { helpWindow PGN }
    bind $w <Home>  ::move::Start
    bind $w <Up>    {::move::Back 10}
    bind $w <Left>  ::move::Back
    bind $w <Down>  {::move::Forward 10}
    bind $w <Right> ::move::Forward
    bind $w <End>   ::move::End
    bind $w <Escape> {
      if {[winfo exists .pgnWin.text.ctxtMenu]} {
        destroy .pgnWin.text.ctxtMenu
        focus .pgnWin
      } else {
        focus .
        destroy .pgnWin
      }
    }
    standardShortcuts $w
    bindMouseWheel $w $w.text
    
    # Add variation navigation bindings:
    bind $w <KeyPress-v> [bind $::dot_w <KeyPress-v>]
    bind $w <KeyPress-z> [bind $::dot_w <KeyPress-z>]
    
    $w.text tag add Current 0.0 0.0
    ::pgn::ResetColors
    
    ::createToplevelFinalize $w
  }
  
  ################################################################################
  #
  ################################################################################
  proc contextMenu {win startLine x y xc yc} {
    
    update idletasks
    
    set mctxt $win.ctxtMenu
    if { [winfo exists $mctxt] } { destroy $mctxt }
    if {[sc_var level] == 0} {
      set state disabled
    } else  {
      set state normal
    }
	
    menu $mctxt

    menu $mctxt.evals1
    $mctxt.evals1 add command -label "Clear" -command {sc_pos addNag X; ::pgn::Refresh 1}
    $mctxt.evals1 add command -label "!" -command {sc_pos addNag ! ; ::pgn::Refresh 1}
    $mctxt.evals1 add command -label "?" -command {sc_pos addNag ? ; ::pgn::Refresh 1}
    $mctxt.evals1 add command -label "!?" -command {sc_pos addNag !? ; ::pgn::Refresh 1}
    $mctxt.evals1 add command -label "?!" -command {sc_pos addNag ?! ; ::pgn::Refresh 1}
    $mctxt.evals1 add command -label "!!" -command {sc_pos addNag !! ; ::pgn::Refresh 1}
    $mctxt.evals1 add command -label "??" -command {sc_pos addNag ?? ; ::pgn::Refresh 1}

    menu $mctxt.evals2
    $mctxt.evals2 add command -label "Clear" -command {sc_pos addNag Y ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "=" -command {sc_pos addNag = ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "~" -command {sc_pos addNag ~ ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "+=" -command {sc_pos addNag += ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "=+" -command {sc_pos addNag =+ ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "+/-" -command {sc_pos addNag +/- ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "-/+" -command {sc_pos addNag -/+ ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "+-" -command {sc_pos addNag +- ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "-+" -command {sc_pos addNag -+ ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "+--" -command {sc_pos addNag +-- ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "--+" -command {sc_pos addNag --+ ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "N" -command {sc_pos addNag N ; ::pgn::Refresh 1}
    $mctxt.evals2 add command -label "D" -command {sc_pos addNag D ; ::pgn::Refresh 1}
	
    $mctxt add command -label [tr EditDelete] -state $state -command "::pgn::deleteVar [sc_var number]"
    $mctxt add command -label [tr EditFirst] -state $state -command "::pgn::firstVar [sc_var number]"
    $mctxt add command -label [tr EditMain] -state $state -command "::pgn::mainVar [sc_var number]"
    $mctxt add separator
    $mctxt add command -label "[tr EditStrip]:[tr EditStripBegin]" -command {::game::TruncateBegin}
    $mctxt add command -label "[tr EditStrip]:[tr EditStripEnd]" -command {::game::Truncate}
    $mctxt add separator
    $mctxt add command -label "[tr EditStrip]:[tr EditStripComments]" -command {::game::Strip comments}
    $mctxt add command -label "[tr EditStrip]:[tr EditStripVars]" -command {::game::Strip variations}
    $mctxt add separator
    $mctxt add cascade -label "!  ?  ..." -menu $mctxt.evals1
    $mctxt add cascade -label "+-  +/-  ..." -menu $mctxt.evals2
    $mctxt add command -label "[tr WindowsComment]" -command {makeCommentWin}
    
    $mctxt post [winfo pointerx .] [winfo pointery .]
    
  }

  proc deleteVar { var } {
    sc_var exit
    sc_var delete $var
    updateBoard -pgn
  }
  
  proc firstVar { var } {
    sc_var exit
    sc_var first $var
    updateBoard -pgn
  }
  
  proc mainVar { var } {
    sc_var exit
    sc_var promote $var
    updateBoard -pgn
  }
  ################################################################################
  # ::pgn::ShowBoard:
  #    Produces a popup window showing the board position in the
  #    game at the current mouse location in the PGN window.
  #
  ################################################################################
  proc ShowBoard {win moveTag xc yc} {
    set offSet [sc_pos pgnOffset]
    sc_move pgn [string range $moveTag 2 end]
    set bd [sc_pos board]
    if {[::board::isFlipped .main.board]} {set bd [string reverse [lindex $bd 0]]}
    sc_move pgn $offSet

    set w .pgnPopup
    set psize 30
    if {$psize > $::boardSize} { set psize $::boardSize }
    
    if {! [winfo exists $w]} {
      toplevel $w -relief solid -borderwidth 2
      wm withdraw $w
      wm overrideredirect $w 1
      ::board::new $w.bd $psize
      pack $w.bd -side top -padx 2 -pady 2
      wm withdraw $w
    }
    
    ::board::update $w.bd $bd
    
    # Make sure the popup window can fit on the screen:
    incr xc 5
    incr yc 5
    update idletasks
    set dx [winfo width $w]
    set dy [winfo height $w]
    if {($xc+$dx) > [winfo screenwidth $w]} {
      set xc [expr {[winfo screenwidth $w] - $dx}]
    }
    if {($yc+$dy) > [winfo screenheight $w]} {
      set yc [expr {[winfo screenheight $w] - $dy}]
    }
    wm geometry $w "+$xc+$yc"
    wm deiconify $w
    raiseWin $w
  }
  
  ################################################################################
  # ::pgn::HideBoard
  #
  #    Hides the window produced by ::pgn::ShowBoard.
  #
  ################################################################################
  proc HideBoard {} {
    if {[winfo exists .pgnPopup]} {wm withdraw .pgnPopup}
  }
  
  ################################################################################
  # # ::pgn::ResetColors
  #
  #    Reconfigures the pgn Colors, after a color is changed by the user
  #
  ################################################################################
  proc ResetColors {} {
    global pgnColor
    if {![winfo exists .pgnWin]} { return }
    .pgnWin.text configure -background $pgnColor(Background)
    .pgnWin.text tag configure Current -background $pgnColor(Current)
    ::htext::init .pgnWin.text
    ::htext::updateRate .pgnWin.text 0
    ::pgn::Refresh 1
  }
  ################################################################################
  # ::pgn::Refresh
  #
  #    Updates the PGN window. If $pgnNeedsUpdate == 0, then the
  #    window text is not regenerated; only the current and next move
  #    tags will be updated.
  ################################################################################
  proc Refresh { {pgnNeedsUpdate 0} } {
    if {![winfo exists .pgnWin]} { return }

    if {$pgnNeedsUpdate} {
      busyCursor .
      set format plain
      if {$::pgn::showColor} {set format color}
      set pgnStr [sc_game pgn -symbols $::pgn::symbolicNags \
          -indentVar $::pgn::indentVars -indentCom $::pgn::indentComments \
          -space $::pgn::moveNumberSpaces -format $format -column $::pgn::columnFormat \
          -short $::pgn::shortHeader -markCodes $::pgn::stripMarks]

      set windowTitle [format $::tr(PgnWindowTitle) [sc_game number]]
      ::setTitle .pgnWin "$windowTitle"
      .pgnWin.text configure -state normal
      .pgnWin.text delete 1.0 end
      
      # Hide all information after the first **** encountered in order to hide tactics to user
      # This has the drawback to also hide the first moves when there is several markers ****
      if { $::tactics::findBestMoveRunning } {
        set idx [ string first "****"  $pgnStr ]
        if { $idx != -1 } {
          set pgnStr "[ string range $pgnStr 0 [expr $idx + 3] ]</c>\n"
        }
      }

      if {$::pgn::showColor} {
        ::htext::display .pgnWin.text $pgnStr
      } else {
        .pgnWin.text insert 1.0 $pgnStr
      }
      .pgnWin.text configure -state disabled
      unbusyCursor .
    }

    if {$::pgn::showColor} {
      set offset [sc_pos pgnOffset]
      .pgnWin.text tag remove Current 1.0 end
      set moveRange [.pgnWin.text tag nextrange "m_$offset" 1.0]
      if {[llength $moveRange] == 2} {
        .pgnWin.text tag add Current [lindex $moveRange 0] [lindex $moveRange 1]
        .pgnWin.text see [lindex $moveRange 1]
      } else {
        .pgnWin.text yview moveto 0
      }
    }
  }
  ################################################################################
  #
  ################################################################################
  
}
###
### book.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
######################################################################
### Book window

namespace eval book {
  set isOpen 0
  set isReadonly 0
  set bookList ""
  set bookPath ""
  set currentBook "" ; # book in form abc.bin
  set currentTuningBook ""
  set bookMoves ""
  set cancelBookExport 0
  set exportCount 0
  set exportMax 3000
  set hashList ""
  set bookSlot 0
  set bookTuningSlot 2
  set oppMovesVisible 0
  
  
  ################################################################################
  # open a book, closing any previously opened one (called by annotation analysis)
  # arg name : gm2600.bin for example
  ################################################################################
  proc scBookOpen { name slot } {
    if {$slot == $::book::bookSlot} {
      if {$::book::currentBook != ""} {
        sc_book close $::book::bookSlot
      }
      set ::book::currentBook $name
    }
    if {$slot == $::book::bookTuningSlot} {
      if {$::book::currentTuningBook != ""} {
        sc_book close $::book::bookTuningSlot
      }
      set ::book::currentTuningBook $name
    }
    
    set bn [ file join $::scidBooksDir $name ]
    set ::book::isReadonly [sc_book load $bn $slot]
  }
  
  ################################################################################
  # Return a move in book for position fen. If there is no move in book, returns ""
  # Is used by engines, not book windows
  ################################################################################
  proc getMove { book fen slot} {
    set tprob 0
    ::book::scBookOpen $book $slot
    set bookmoves [sc_book moves $slot]
    if {[llength $bookmoves] == 0} {
      return ""
    }
    set r [expr {(int (rand() * 100))} ]
    for {set i 0} {$i<[llength $bookmoves]} {incr i 2} {
      set m [lindex $bookmoves $i]
      set prob [string range [lindex $bookmoves [expr $i + 1] ] 0 end-1 ]
      incr tprob $prob
      if { $tprob >= $r } {
        break
      }
    }
    sc_book close $slot
    return $m
  }
  
  ################################################################################
  #  Show moves leading to book positions
  ################################################################################
  proc togglePositionsDisplay {} {
    global ::book::oppMovesVisible
    if { $::book::oppMovesVisible == 0} {
      set ::book::oppMovesVisible 1
      pack .bookWin.f.text1 -expand yes -fill both
    } else {
      set ::book::oppMovesVisible 0
      pack forget .bookWin.f.text1
    }
  }
  
  ################################################################################
  #  Open a window to select book and display book moves
  # arg name : gm2600.bin for example
  ################################################################################
  proc open { {name ""} } {
    global ::book::bookList ::book::bookPath ::book::currentBook ::book::isOpen ::book::lastBook
    
    set w .bookWin
    
    if {[winfo exists $w]} { return }
    
    set ::book::isOpen 1
    
    ::createToplevel $w
    ::setTitle $w $::tr(Book)
    wm resizable $w 0 1
    
    setWinLocation $w
    bind $w <Configure> "recordWinSize $w"
    bind $w <F1> { helpWindow Book }
    
    ttk::frame $w.f
    
    # load book names
    if { $name == "" && $lastBook != "" } {
      set name $lastBook
    }
    set bookPath $::scidBooksDir
    set bookList [  lsort -dictionary [ glob -nocomplain -directory $bookPath *.bin ] ]
    
    # No book found
    if { [llength $bookList] == 0 } {
      tk_messageBox -title "Scid" -type ok -icon error -message "No books found. Check books directory"
      set ::book::isOpen 0
      set ::book::currentBook ""
      destroy $w
      ::docking::cleanup $w
      return
    }
    
    set i 0
    set idx 0
    set tmp {}
    foreach file  $bookList {
      set f [ file tail $file ]
      lappend tmp $f
      if {$name == $f} {
        set idx $i
      }
      incr i
    }
    ttk::combobox $w.f.combo -width 12 -values $tmp
    
    catch { $w.f.combo current $idx }
    pack $w.f.combo
    
    # text displaying book moves
    frame $w.f.fscroll
    autoscrollframe -bars y $w.f.fscroll text $w.f.text -wrap word -state disabled -width 12
    
    ttk::button $w.f.b -text $::tr(OtherBookMoves)  -command { ::book::togglePositionsDisplay }
    ::utils::tooltip::Set $w.f.b $::tr(OtherBookMovesTooltip)
    
    text $w.f.text1 -wrap word -state disabled -width 12
    
    pack $w.f.fscroll -expand yes -fill both
    pack $w.f.b
    pack $w.f.text1 -expand yes -fill both
    
    pack $w.f -expand 1 -fill both
    
    bind $w.f.combo <<ComboboxSelected>> ::book::bookSelect
    bind $w <Destroy> "::book::closeMainBook ; ::docking::cleanup $w"
    bind $w <Escape> { destroy  .bookWin }
    # we make a redundant check here, another one is done a few line above
    if { [catch {bookSelect} ] } {
      tk_messageBox -title "Scid" -type ok -icon error -message "No books found. Check books directory"
      set ::book::isOpen 0
      set ::book::currentBook ""
      destroy  .bookWin
    }
  }
  ################################################################################
  #
  ################################################################################
  proc closeMainBook {} {
    if { $::book::currentBook == "" } { return }
    focus .
    sc_book close $::book::bookSlot
    set ::book::isOpen 0
    set ::book::currentBook ""
  }
  ################################################################################
  #   updates book display when board changes
  ################################################################################
  proc refresh {} {
    global ::book::bookMoves
    
    foreach t [.bookWin.f.text tag names] {
      if { [string match "bookMove*" $t] } {
        .bookWin.f.text tag delete $t
      }
    }
    foreach t [.bookWin.f.text1 tag names] {
      if { [string match "bookMove*" $t] } {
        .bookWin.f.text1 tag delete $t
      }
    }
    set bookMoves [sc_book moves $::book::bookSlot]
    .bookWin.f.text configure -state normal
    .bookWin.f.text delete 1.0 end
    for {set i 0} {$i<[llength $bookMoves]} {incr i 2} {
      set line [expr $i /2 +1]
      set m ""
      append m [::trans [lindex $bookMoves $i]] "\t" [lindex $bookMoves [expr $i + 1] ] "\n"
      .bookWin.f.text insert end $m
      .bookWin.f.text tag add bookMove$line $line.0 $line.end
      .bookWin.f.text tag bind bookMove$line <ButtonPress-1> "::book::makeBookMove [lindex $bookMoves $i]"
    }
    .bookWin.f.text configure -state disabled -height [expr [llength $bookMoves] / 2 ]
    
    
    set oppBookMoves [sc_book positions $::book::bookSlot]
    .bookWin.f.text1 configure -state normal
    .bookWin.f.text1 delete 1.0 end
    for {set i 0} {$i<[llength $oppBookMoves]} {incr i 1} {
      set line [expr $i +1]
      set m ""
      append m [::trans [lindex $oppBookMoves $i]]  "\n"
      .bookWin.f.text1 insert end $m
      .bookWin.f.text1 tag add bookMove$line $line.0 $line.end
      .bookWin.f.text1 tag bind bookMove$line <ButtonPress-1> "::book::makeBookMove [lindex $oppBookMoves $i]"
    }
    .bookWin.f.text1 configure -state disabled -height [llength $oppBookMoves]
    if { $::book::oppMovesVisible == 0 } {
      pack forget .bookWin.f.text1
    }
  }
  ################################################################################
  #
  ################################################################################
  proc makeBookMove { move } {
    set action "replace"
    if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
    if {$action == "replace"} {
      sc_move addSan $move
    } elseif {$action == "var"} {
      sc_var create
      sc_move addSan $move
    } elseif {$action == "mainline"} {
      sc_var create
      sc_move addSan $move
      sc_var exit
      sc_var promote [expr {[sc_var count] - 1}]
      sc_move forward 1
    }
    updateBoard -pgn -animate
    ::utils::sound::AnnounceNewMove $move
    if {$action == "replace"} { ::tree::doTraining }
  }
  ################################################################################
  #
  ################################################################################
  proc bookSelect { { n "" }  { v  0} } {
    set ::book::lastBook [.bookWin.f.combo get]
    scBookOpen [.bookWin.f.combo get] $::book::bookSlot
    refresh
  }
  ################################################################################
  #
  ################################################################################
  proc tuning { {name ""} } {
    global ::book::bookList ::book::bookPath ::book::currentBook ::book::isOpen
    
    set w .bookTuningWin
    
    if {[winfo exists $w]} {
      return
    }
    
    ::createToplevel $w
    ::setTitle $w $::tr(Book)
    # wm resizable $w 0 0
    
    bind $w <F1> { helpWindow BookTuningWindow }
    setWinLocation $w
    
    ttk::frame $w.fcombo
    ttk::frame $w.f
    # load book names
    set bookPath $::scidBooksDir
    set bookList [  lsort -dictionary [ glob -nocomplain -directory $bookPath *.bin ] ]
    
    # No book found
    if { [llength $bookList] == 0 } {
      tk_messageBox -title "Scid" -type ok -icon error -message "No books found. Check books directory"
      set ::book::isOpen 0
      set ::book::currentBook ""
      destroy $w
      ::docking::cleanup $w
      return
    }
    
    set i 0
    set idx 0
    set tmp {}
    foreach file  $bookList {
      set f [ file tail $file ]
      lappend tmp $f
      if {$name == $f} {
        set idx $i
      }
      incr i
    }
    
    ttk::combobox $w.fcombo.combo -width 12 -values $tmp
    catch { $w.fcombo.combo current $idx }
    pack $w.fcombo.combo -expand yes -fill x
    
    ttk::frame $w.fbutton
    
    
    menubutton $w.fbutton.mbAdd -text $::tr(AddMove) -menu $w.fbutton.mbAdd.otherMoves
    menu $w.fbutton.mbAdd.otherMoves
    
    
    ttk::button $w.fbutton.bExport -text $::tr(Export) -command ::book::export
    ttk::button $w.fbutton.bSave -text $::tr(Save) -command ::book::save
    
    pack $w.fbutton.mbAdd $w.fbutton.bExport $w.fbutton.bSave -side top -fill x -expand yes
    
    
    pack $w.fcombo $w.f $w.fbutton -side top
    
    bind $w.fcombo.combo <<ComboboxSelected>> ::book::bookTuningSelect
    
    bind $w <Destroy> "::book::closeTuningBook  ; ::docking::cleanup $w"
    bind $w <Escape> { destroy  .bookTuningWin }
    bind $w <F1> { helpWindow BookTuning }
    
    bookTuningSelect
    
  }
  ################################################################################
  #
  ################################################################################
  proc closeTuningBook {} {
    if { $::book::currentTuningBook == "" } { return }
    focus .
    sc_book close $::book::bookTuningSlot
    set ::book::currentTuningBook ""
  }
  ################################################################################
  #
  ################################################################################
  proc bookTuningSelect { { n "" }  { v  0} } {
    set w .bookTuningWin
    scBookOpen [.bookTuningWin.fcombo.combo get] $::book::bookTuningSlot
    if { $::book::isReadonly > 0 } {
      $w.fbutton.bSave configure -state disabled
    } else {
      $w.fbutton.bSave configure -state normal
    }
    refreshTuning
  }
  ################################################################################
  #   add a move to displayed bookmoves
  ################################################################################
  proc addBookMove { move } {
    global ::book::bookTuningMoves
    
    if { $::book::isReadonly > 0 } { return }
    
    set w .bookTuningWin
    set children [winfo children $w.f]
    set count [expr [llength $children] / 2]
    ttk::label $w.f.m$count -text [::trans $move]
    bind $w.f.m$count <ButtonPress-1> " ::book::makeBookMove $move"
    spinbox $w.f.sp$count -from 0 -to 100 -width 3
    $w.f.sp$count set 0
    grid $w.f.m$count -row $count -column 0 -sticky w
    grid $w.f.sp$count -row $count -column 1 -sticky w
    $w.fbutton.mbAdd.otherMoves delete [::trans $move]
    lappend ::book::bookTuningMoves $move
  }
  ################################################################################
  #   updates book display when board changes
  ################################################################################
  proc refreshTuning {} {
    
    if { $::book::isReadonly > 0 } { return }
    
    #unfortunately we need this as the moves on the widgets are translated
    #and widgets have no clientdata in tcl/tk
    global ::book::bookTuningMoves
    set ::book::bookTuningMoves {}
    set moves [sc_book moves $::book::bookTuningSlot]
    
    set w .bookTuningWin
    bind $w <Destroy> "" ;# avoid the closing of the book
    # erase previous children
    set children [winfo children $w.f]
    foreach c $children {
      destroy $c
    }
    
    set row 0
    for {set i 0} {$i<[llength $moves]} {incr i 2} {
      lappend ::book::bookTuningMoves [lindex $moves $i]
      label $w.f.m$row -text [::trans [lindex $moves $i]]
      bind $w.f.m$row <ButtonPress-1> " ::book::makeBookMove [lindex $moves $i] "
      spinbox $w.f.sp$row -from 0 -to 100 -width 3
      set pct [lindex $moves [expr $i+1] ]
      set value [string replace $pct end end ""]
      $w.f.sp$row set $value
      grid $w.f.m$row -row $row -column 0 -sticky w
      grid $w.f.sp$row -row $row -column 1 -sticky w
      incr row
    }
    # load legal moves
    $w.fbutton.mbAdd.otherMoves delete 0 end
    $w.fbutton.mbAdd.otherMoves add command -label $::tr(None)
    set moveList [ sc_pos moves ]
    foreach move $moveList {
      if { [ lsearch  $moves $move ] == -1 } {
        $w.fbutton.mbAdd.otherMoves add command -label [::trans $move] -command "::book::addBookMove $move"
      }
    }
    bind $w <Destroy> "::book::closeTuningBook  ; ::docking::cleanup $w"
  }
  ################################################################################
  # sends to book the list of moves and probabilities.
  ################################################################################
  proc save {} {
    global ::book::bookTuningMoves
    if { $::book::isReadonly > 0 } { return }
    
    set prob {}
    set w .bookTuningWin
    set children [winfo children $w.f]
    set count [expr [llength $children] / 2]
    for {set row 0} {$row < $count} {incr row} {
      lappend prob [$w.f.sp$row get]
    }
    set tempfile [file join $::scidUserDir tempfile.[pid]]
    sc_book movesupdate $::book::bookTuningMoves $prob $::book::bookTuningSlot $tempfile
    file delete $tempfile
    if {  [ winfo exists .bookWin ] } {
      ::book::refresh
    }
  }
  ################################################################################
  #
  ################################################################################
  proc export {} {
    ::windows::gamelist::Refresh
    updateTitle
    progressWindow "Scid" "ExportingBook..." $::tr(Cancel) "::book::sc_progressBar"
    set ::book::cancelBookExport 0
    set ::book::exportCount 0
    ::book::book2pgn
    set ::book::hashList ""
    closeProgressWindow
    if { $::book::exportCount >= $::book::exportMax } {
      tk_messageBox -title "Scid" -type ok -icon info \
          -message "$::tr(Movesloaded)  $::book::exportCount\n$::tr(BookPartiallyLoaded)"
    } else  {
      tk_messageBox -title "Scid" -type ok -icon info -message "$::tr(Movesloaded)  $::book::exportCount"
    }
    updateBoard -pgn
  }
  
  ################################################################################
  #
  ################################################################################
  proc book2pgn { } {
    global ::book::hashList
    
    if {$::book::cancelBookExport} { return  }
    if { $::book::exportCount >= $::book::exportMax } {
      return
    }
    set hash [sc_pos hash]
    if {[lsearch -sorted -integer -exact $hashList $hash] != -1} {
      return
    } else  {
      lappend hashList $hash
      set hashList [lsort -integer -unique $hashList]
    }
    
    updateBoard -pgn
    
    set bookMoves [sc_book moves $::book::bookTuningSlot]
    incr ::book::exportCount
    if {[expr $::book::exportCount % 50] == 0} {
      updateProgressWindow $::book::exportCount $::book::exportMax
      update
    }
    if {[llength $bookMoves] == 0} { return }
    
    for {set i 0} {$i<[llength $bookMoves]} {incr i 2} {
      set move [lindex $bookMoves $i]
      if {$i == 0} {
        sc_move addSan $move
        book2pgn
        sc_move back
      } else  {
        sc_var create
        sc_move addSan $move
        book2pgn
        sc_var exit
      }
    }
    
  }
  ################################################################################
  # cancel book export
  ################################################################################
  proc sc_progressBar {} {
    set ::book::cancelBookExport 1
  }
}
###
### End of file: book.tcl
###
############################################################
### Comment Editor window

namespace eval ::commenteditor {
  
  namespace export open close update storeComment addNag
  
  # List of colors and types used to mark a square
  
  variable  colorList {}  markTypeList {}
  lappend   colorList red orange yellow   \
      green blue darkBlue \
      purple white black
  # Each list is a set of buttons in the dialog menu:
  lappend   markTypeList [list full circle disk x + - = ? !]
  lappend   markTypeList [list 1 2 3 4 5 6 7 8 9]
  
  # IO state of the comment editor
  variable  State
  array set State [list isOpen 0 \
      markColor red  markType full  text "" \
      pending ""]
  
  proc addMark {args} {eval ::board::mark::add $args}
  proc delMark {args} {eval ::board::mark::remove $args}
}

proc ::commenteditor::addNag {nag} {
  if {![winfo exists .commentWin]} { return }
  .commentWin.nf.tf.text insert end "$nag  "
  ::commenteditor::storeComment
  ::pgn::Refresh 1
}

proc makeCommentWin {} {
  if {[winfo exists .commentWin]} {
    # ::commenteditor::close
    focus .
    destroy .commentWin
  } else {
    ::commenteditor::Open
  }
}

proc ::commenteditor::toggleboard { } {
  if {$::commenteditor::showboard == 1} {
     pack forget .commentWin.markFrame 
	  set ::commenteditor::showboard 0
  } else { 
	  pack .commentWin.markFrame -fill both -expand 1 -padx 1 -anchor n -before .commentWin.nf -side left
	  set ::commenteditor::showboard 1
  }
}

# ::commenteditor::Open --
#
proc ::commenteditor::Open {} {
  global commentWin highcolor helpMessage
  variable colorList
  variable markTypeList
  variable State
  
  set commentWin 1
  set State(isOpen) 1
  if {[winfo exists .commentWin]} {
    focus .commentWin.cf.text
    return
  }
  set w .commentWin
  ::createToplevel $w
  setWinLocation $w
  
  set mark [ttk::frame $w.markFrame]
  if {$::commenteditor::showboard == 1} { pack $mark -side left -fill both -expand 1 -padx 1 -anchor n }
  
  # Comment frame:
  ttk::frame $w.cf
  text $w.cf.text -width $::winWidth($w) -height $::winHeight($w) -background white -wrap word -font font_Regular \
      -yscrollcommand ".commentWin.cf.scroll set" -setgrid 1
  ttk::scrollbar $w.cf.scroll -command ".commentWin.cf.text yview"
  ttk::label $w.cf.label -font font_Bold -textvar ::tr(Comment)
  bindFocusColors $w.cf.text
  bind $w.cf.text <Alt-KeyRelease-c> { .commentWin.b.close invoke }
  bind $w.cf.text <Alt-KeyRelease-s> { .commentWin.b.store invoke }

  bind $w.cf.text <FocusOut> { ::commenteditor::storeComment }
  bind $w <Control-a> {::commenteditor::storeComment; sc_var create; updateBoard -pgn}
  bind $w.cf.text <Alt-Left>  {::commenteditor::storeComment; ::move::Back}
  bind $w.cf.text <Alt-Right> {::commenteditor::storeComment; ::move::Forward}
  # switch to the NAG entry
  bind $w.cf.text <Alt-n> { focus .commentWin.nf.tf.text }

  bind $w.cf.text <Alt-b> { ::commenteditor::toggleboard }
  
  # NAG frame:
  ttk::frame $w.nf -width 100
  ttk::frame $w.nf.tf
  ttk::entry $w.nf.tf.text -width 20 -background white
  bindFocusColors $w.nf.tf.text
  bind $w.nf.tf.text <Alt-KeyRelease-c> { .commentWin.b.close invoke }
  # switch to the edit frame
  bind $w.nf.tf.text <Alt-n> { focus .commentWin.cf.text }
  
  set nagbox $w.nf.tf.text
  set nagbuttons $w.nf.b
  ttk::frame $w.nf.b
  set i 0
  set row 0
  set column 0
  foreach {nag description} {
    ! GoodMove
    ? PoorMove
    !! ExcellentMove
    ?? Blunder
    !? InterestingMove
    ?! DubiousMove
    +-- WhiteCrushing
    --+ BlackCrushing
    +- WhiteDecisiveAdvantage
    -+ BlackDecisiveAdvantage
    +/- WhiteClearAdvantage
    -/+ BlackClearAdvantage
    += WhiteSlightAdvantage
    =+ BlackSlightAdvantage
    = Equality
    ~ Unclear
    N Novelty
    D Diagram
  } {
    ttk::button $nagbuttons.b$i -takefocus 0 -text "$nag" -width 2 -command [namespace code [list addNag "$nag"]]
    # set helpMessage(E,$nagbuttons.b$i) $description
    ::utils::tooltip::Set $nagbuttons.b$i $description
    grid $nagbuttons.b$i -row [expr {$i % 2}] -column [expr {int($i / 2)}] -padx 2 -pady 2
    incr i
  }
  
  ttk::label $w.nf.label -font font_Bold -textvar ::tr(AnnotationSymbols)
  pack $w.nf -side top -pady 1 -expand 0 
  #addHorizontalRule $w
  
  ttk::button $w.nf.tf.clear -textvar ::tr(Clear) -command {
    .commentWin.nf.tf.text delete 0 end
    ::commenteditor::storeComment
    ::pgn::Refresh 1
    updateBoard
  }
  set helpMessage(E,$w.nf.tf.clear) {Clear all symbols for this move}
  pack $w.nf.label -side top -expand 0
  pack $w.nf.tf -side top
  pack $w.nf.tf.text -side left
  pack $w.nf.tf.clear -side right -padx 20 -pady 5
  pack $w.nf.b -side top
  
  ttk::frame $w.b
  pack $w.b -side bottom -ipady 4 -expand 0 -padx 1
  
  pack $w.cf -side top -expand 1 -fill both 
  pack $w.cf.label -side top -pady 2
  pack $w.cf.scroll -side right -fill y
  pack $w.cf.text -side right -expand 1 -fill both
  
  # Main buttons:

  ttk::button $w.b.showboard -image tb_coords -command { ::commenteditor::toggleboard }
  
  dialogbutton $w.b.clear -textvar ::tr(Clear) -command [namespace code [list ClearComments .commentWin]]
  set helpMessage(E,$w.b.clear) {Clear this comment}
  dialogbutton $w.b.revert -textvar ::tr(Revert) -command ::commenteditor::Refresh
  set helpMessage(E,$w.b.revert) {Revert to the stored comment}
  dialogbutton $w.b.store -textvar ::tr(Store) -command [namespace code {storeComment; ::pgn::Refresh 1; updateBoard}]
  set helpMessage(E,$w.b.store) {Store this comment in the game}
  ttk::frame $w.b.space -width 10
  dialogbutton $w.b.close -textvar ::tr(Close) -command { focus .; destroy .commentWin}
  set helpMessage(E,$w.b.close) {Close the comment editor window}
  
  pack $w.b.close $w.b.space $w.b.store $w.b.revert $w.b.clear $w.b.showboard -side right -padx 1
  
  ### Insert-mark frame
  
  ttk::label $mark.header -font font_Bold -text $::tr(InsertMark:)
  pack $mark.header -side top -ipady 1 -fill x -padx 1
  
  # pack [ttk::frame $mark.usage] -side bottom -pady 1 -expand true
  # pack [ttk::label $mark.usage.text -text [string trim $::tr(InsertMarkHelp)] -justify left]
  ::utils::tooltip::Set $mark.header [string trim $::tr(InsertMarkHelp)]
  
  # Subframes for insert board and two button rows:

  pack [ttk::frame [set colorButtons $mark.colorButtons]] -side top -pady 1 -anchor n
  pack [ttk::frame [set insertBoard $mark.insertBoard]] -side top -pady 1
  pack [ttk::frame [set typeButtons $mark.typeButtons]] -side top -pady 1 -anchor s

  # Left subframe: color (radio)buttons
  foreach color $colorList {
    image create photo markColor_$color -width 18 -height 18
    markColor_$color put $color -to 1 1 16 16
    radiobutton $colorButtons.c$color -image markColor_$color -variable [namespace current]::State(markColor) \
        -value $color -takefocus 0 -command [namespace code [list SetMarkColor $color]] -indicatoron 0
    pack $colorButtons.c$color -side left -padx 0 -pady 3
  }
  
  # Central subframe: a small board
  set board [::board::new $insertBoard.board 25]
  ::board::showMarks $board 1
  set ::board::_mark($board) $::board::_mark(.main.board)
  ::board::update $board
  pack $board -side top
  for {set square 0} {$square < 64} {incr square} {
    ::board::bind $board $square <ButtonPress-1> [namespace code [list InsertMark $board $square]]
    ::board::bind $board $square <ButtonRelease-1> [namespace code [list ButtonReleased $board %b %X %Y]]
    ::board::bind $board $square <ButtonPress-$::MB3> [namespace code [list InsertMark $board [expr {$square + 64}]]]
  }
  
  # Right subframe: type/shape (pseudo-radio)buttons
  set size 20	;# button/rectangle size
  pack [set types [ttk::frame $typeButtons.all]] -side left -padx 10
  set row 0
  foreach buttons $markTypeList {
    set column 0
    foreach shape $buttons {
      set color [::board::defaultColor [expr {($column + $row) % 2}]]
      # Create and draw a button:
      set button [ttk::frame $types.button_${shape} -class PseudoButton]
      grid $button -row $row -column $column -padx 1 -pady 1
      # The "board" is a 1x1 board, containing one single square.
      set board1x1 [canvas $button.bd -height $size -width $size -highlightthickness 0 -borderwidth 1 -relief raised]
      $board1x1 create rectangle 0 0 $size $size -fill $color -outline "" -tag [list sq0 button${shape}]
      ::board::mark::add $types.button_${shape} $shape 0 $State(markColor) "false"
      pack $board1x1
      bind $board1x1 <Button-1> [namespace code [list SetMarkType $board $shape]]
      incr column
    } ;# foreach shape
    incr row
  } ;# foreach button_line
  # "Press" button:
  SetMarkType $board $State(markType)

  # Add bindings at the end, especially <Configure>
  bind $w <F1> {helpWindow Comment}
  bind $w <Control-n> {helpWindow NAGs}
  bind $w <Destroy> [namespace code {set commentWin 0; set State(isOpen) 0}]
  bind $w <Configure> "recordWinSize $w"

  ### Start editing
  ::setTitle $w "Scid: [tr {Comment editor}]"
  wm iconname $w "Scid: [tr {Comment editor}]"
  ::commenteditor::Refresh
  focus $w.cf.text
  ::createToplevelFinalize $w
}

# ::commenteditor::SetMarkColor --
#
#	Called when a color is selected.
#
# Arguments:
#	color	The selected color.
# Results:
#	TODO
#
proc ::commenteditor::SetMarkColor {color} {
  variable   markTypeList
  variable   State
  set path   .commentWin.markFrame.typeButtons.all
  set square 0	;# square number of a 1x1-board
  foreach buttons $markTypeList {
    foreach shape $buttons {
      set button $path.button_${shape}
      if {$shape == "square"} {
        $button.bd itemconfigure sq$square \
            -fill $color -outline $color
      } else {
        $button.bd delete mark
        addMark $button $shape $square $color "false"
      }
    }
  }
  set State(markColor) $color
}

# ::commenteditor::SetMarkType --
#
# Arguments:
#	board	The frame variable of the board.
#	type	The selected type/shape, e.g. "circle", "1", etc.
# Results:
#	TODO
#
proc ::commenteditor::SetMarkType {board type} {
  variable State
  set cur_type $State(markType)
  set path .commentWin.markFrame.typeButtons.all
  $path.button_${cur_type}.bd configure -relief raised
  $path.button_${type}.bd configure -relief sunken
  set State(markType) $type
}

# ::commenteditor::InsertMark --
#
#	Called when a square is selected on the insert board.
#
# Arguments:
#	board	The frame variable of the board.
#	from	Number (0-63) of the selected square
#		(+64 if right mouse button used).
#	to	Number of destination square (0-63) if an
#		arrow is to be drawn (+64 if right mouse button).
# Results:
#	TODO
#
proc ::commenteditor::InsertMark {board square} {
  variable State
  set textwin .commentWin.cf.text
  if {![string length $State(pending)]} {
    set State(pending) $square
    return
  }
  # Right mouse click results in square-no + 64:
  set from [expr {$State(pending) % 64}]
  set to   [expr {$square         % 64}]
  
  set key $::board::mark::Command
  array set tag [list remove 0 value {}]
  if {$square == $State(pending)} {
    if {$square >= 64} { return }
    if {[lsearch [$textwin tag names] $square] >= 0} {
      array set tag [list remove 1 value $square]
      delMark $board $square
    } else {
      set tag(value) $square
      addMark $board $State(markType) $square $State(markColor)
      set to [::board::san $square]
      set State(text) "\[%$key $State(markType),$to,$State(markColor)\]"
    }
  } else {
    if {($square & 64) != ($State(pending) & 64)} {
      if {$square < 64} { set State(pending) $square }
      return
    }
    if {[lsearch [$textwin tag names] ${from}:${to}] >= 0} {
      set tag(remove) 1
      set tag(value)  [list ${from}:${to} ${to}:${from}]
      delMark $board $from $to
    } else {
      set tag(value) [list ${from}:${to} ${to}:${from}]
      addMark $board arrow $from $to $State(markColor)
      set from [::board::san $from]
      set to   [::board::san $to]
      set State(text) "\[%$key arrow,$from,$to,$State(markColor)\]"
    }
  }
  set State(pending) ""
  
  if {$tag(remove)} {
    set remove [lindex $tag(value) 0]
    if [llength [$textwin tag range $remove]] {
      $textwin delete $remove.first $remove.last
    }
    eval $textwin tag delete $tag(value)
  } else {
    $textwin insert insert $State(text) $tag(value)
  }
}

# ::commenteditor::ClearComments --
#
#	Called when the 'Clear' button is pressed.
#
# Arguments:
#	win	The window variable.
# Results:
#	Clears text area and chess board of the comment editor.
#
proc ::commenteditor::ClearComments {win} {
  ${win}.cf.text delete 0.0 end
  set board ${win}.markFrame.insertBoard.board
  ::board::setmarks $board ""
  ::board::update $board
}

# ::commenteditor::ButtonReleased --
#
#	Auxiliary routine:
#	Called when a button is released over a square.
#
# Arguments:
#	board	The frame variable of the board.
#	button	The number (%b) of the button that was released.
#	x_root	The x-coodinate (%X) from the event.
#	y_root	The y-coodinate (%Y) from the event.
# Results:
#
proc ::commenteditor::ButtonReleased {board button x_root y_root} {
  set square [::board::getSquare $board $x_root $y_root]
  if {$square < 0}  {
    set $State(pending) ""
    return
  }
  if {$button != 1} {set square [expr {$square + 64}]}
  InsertMark $board $square
}

# ::commenteditor::storeComment --
#
#	Set the comment of the current position to
#	the text of the commenteditor.
#
proc ::commenteditor::storeComment {} {
  if {![winfo exists .commentWin]} { return }
  set nag [sc_pos getNags]
  if {$nag == "0"} { set nag "" }
  if { $nag != [.commentWin.nf.tf.text get] } {
    sc_pos clearNags
    foreach i [split [.commentWin.nf.tf.text get] " "] {
      sc_pos addNag $i
    }
  }
  
  # The "end-1c" below is because Tk adds a newline to text contents:
  set newComment [.commentWin.cf.text get 1.0 end-1c]
  set oldComment [sc_pos getComment]
  if {[string compare $oldComment $newComment]} {
    sc_pos setComment $newComment
    updateStatusBar
    ::pgn::Refresh 1
    updateBoard
  }
}

# ::commenteditor::Refresh --
#
#	(Re)builds textwindow and board of the comment editor.
#
proc ::commenteditor::Refresh {} {
  if {![winfo exists .commentWin]} { return }
  
  set nag [sc_pos getNags]
  .commentWin.nf.tf.text configure -state normal
  .commentWin.nf.tf.text delete 0 end
  if {$nag != "0"} {
    .commentWin.nf.tf.text insert end $nag
  }
  
  # if at vstart, disable NAG codes
  if {[sc_pos isAt vstart]} {
    set state "disabled"
  } else  {
    set state "normal"
  }
  foreach c [winfo children .commentWin.nf.tf] {
    $c configure -state $state 
  }
  foreach c [winfo children .commentWin.nf.b] {
    $c configure -state $state
  }
  
  # Rewrite text window, tag embedded commands,
  # and draw marks according to text window commands.
  set text  .commentWin.cf.text
  set board .commentWin.markFrame.insertBoard.board
  set comment [sc_pos getComment]
  set offset  0
  ::board::setmarks $board $comment
  $text delete 1.0 end
  foreach {mark pos} [::board::mark::getEmbeddedCmds $comment] {
    foreach {type square arg color} $mark {begin end} $pos {break}  ;# set
    set square [::board::sq $square]
    regsub -all -- {[^[:alnum:]]} $color {_} _color
    switch -- $type {
      arrow   { set arg  [::board::sq $arg]
        set tags [list ${square}:${arg} ${arg}:${square} \
            ${square}:${arg}:$_color]
      }
      default { set tags [list $square ${square}:$type:$_color] }
    }
    $text insert insert [string range $comment $offset [expr {$begin-1}]]
    $text insert insert [string range $comment $begin $end] $tags
    set offset [expr {$end + 1}]
  }
  $text insert insert [string range $comment $offset end]
  ::board::update $board [sc_pos board]
}

### End of namespace ::commenteditor

####################
# ECO Browser window

set ::windows::eco::code ""
set ::windows::eco::count 0
set ::windows::eco::isOpen 0

proc ::windows::eco::OpenClose {} {
  if {[winfo exists .ecograph]} {
    destroy .ecograph
  } else {
    ::windows::eco::Refresh
  }
}

# ::windows::eco::Refresh
#
#    Updates the ECO Browser window, opening it if necessary.
#    If the ECO code "code" is "x", then the value of the
#    variable ::windows::eco::code is used instead.
#
proc ::windows::eco::Refresh {{code "x"}} {
  set w .ecograph
  set graph $w.pane.graph
  set text $w.pane.text
  if {$code != "x"} { set ::windows::eco::code $code }
  if {! [winfo exists $w]} {
    set ::windows::eco::isOpen 1
    ::createToplevel $w
    wm minsize $w 200 100
    setWinLocation $w
    bind $w <Escape> "destroy $w"
    bind $w <F1> {helpWindow ECO}
    bind $w <Destroy> {set ::windows::eco::isOpen 0}
    text $w.title -relief flat -height 1 -width 1 -wrap word -font font_Bold
    $w.title tag configure center -justify center
    $w.title configure -cursor top_left_arrow
    pack $w.title -side top -fill x
    ttk::frame $w.b
    pack $w.b -side bottom -fill x
    ttk::button $w.b.classify -textvar ::tr(ReclassifyGames) -command classifyAllGames
    dialogbutton $w.b.help -textvar ::tr(Help) -command {helpWindow ECO}
    dialogbutton $w.b.close -textvar ::tr(Close) -command "destroy $w"
    pack $w.b.classify -side left -padx 5 -pady 5
    packbuttons right $w.b.close $w.b.help
    set pane [::utils::pane::Create $w.pane graph text 500 400 0.5]
    ::utils::pane::SetRange $w.pane 0.3 0.7
    ::utils::pane::SetDrag $w.pane 0
    pack $pane -side top -expand true -fill both

    canvas $graph.c -width 500 -height 250
    pack $graph.c -side top -fill both -expand yes
    text $text.text -height 12 -width 75 -wrap word -font font_Regular \
      -background white -selectbackground lightBlue \
      -yscroll "$text.ybar set" -xscroll "$text.xbar set"
    $text.text tag configure bold -font font_Bold
    $text.text tag configure indent -lmargin2 20
    $text.text configure -cursor top_left_arrow
    ::htext::init $text.text
    ttk::scrollbar $text.ybar -command "$text.text yview"
    ttk::scrollbar $text.xbar -orient horizontal -command "$text.text xview"
    grid $text.text -row 0 -column 0 -sticky nesw
    grid $text.ybar -row 0 -column 1 -sticky nesw
    #grid $text.xbar -row 1 -column 0 -sticky nesw
    grid rowconfig $text 0 -weight 1 -minsize 0
    grid columnconfig $text 0 -weight 1 -minsize 0

    foreach i {0 1 2 3 4 5 6 7 8 9 A B C D E a b c d e f g h i j k l m n o p
               q r s t u v w x y z} {
      bind $w <KeyPress-$i> "::windows::eco::KeyPress $i"
    }

    foreach i {Left Delete less BackSpace} {
      bind $w <KeyPress-$i> {::windows::eco::KeyPress "<"}
    }

    bind $w <Home>  {.ecograph.pane.text.text yview moveto 0}
    bind $w <End>   {.ecograph.pane.text.text yview moveto 1.0}
    bind $w <Up>    {.ecograph.pane.text.text yview scroll -1 units}
    bind $w <Down>  {.ecograph.pane.text.text yview scroll 1 units}
    bind $w <Prior> {.ecograph.pane.text.text yview scroll -1 pages}
    bind $w <Next>  {.ecograph.pane.text.text yview scroll 1 pages}
    standardShortcuts $w
    bindMouseWheel $w $w.pane.text.text

    bind $graph.c <1> { ::windows::eco::Select %x }
    bind $graph.c <$::MB3> { ::windows::eco::KeyPress "<" }

    bind $graph <Configure> {
      ::utils::graph::configure eco -height [expr {[winfo height .ecograph.pane.graph.c] - 50} ]
      ::utils::graph::configure eco -width [expr {[winfo width .ecograph.pane.graph.c] - 60} ]
      ::utils::graph::redraw eco
    }
    bind $w <Configure> {
      ::utils::graph::configure eco -height [expr {[winfo height .ecograph.pane.graph.c] - 50} ]
      ::utils::graph::configure eco -width [expr {[winfo width .ecograph.pane.graph.c] - 60} ]
      ::utils::graph::redraw eco
    }
    ::setTitle $w "Scid: [tr WindowsECO]"
    ::utils::graph::create eco -width 1 -height 1 -xtop 50 -ytop 20 \
      -xmin 0.5 -xtick 1 -ytick 5 -font font_Small -canvas $graph.c
    update
    ::createToplevelFinalize $w
  }

  set height [expr {[winfo height $graph.c] - 50} ]
  set width [expr {[winfo width $graph.c] - 60} ]

  set code $::windows::eco::code
  # Collect data:
  set len [string length $code]
  set subcodes {}
  if {$len == 0} {
    set subcodes {A B C D E}
  } elseif {$len == 1  ||  $len == 2} {
    set subcodes {0 1 2 3 4 5 6 7 8 9}
  } elseif {$len == 3} {
    set subcodes {a b c d e f g h i j k l m n o p q r s t u v w x y z}
  }

  set xlabels {}
  set count 0
  set data {}
  set maxfreq 1
  set wins {}
  set draws {}

  foreach i $subcodes {
    set subcode "$code$i"
    set stats [sc_base ecoStats $subcode]
    set freq [lindex $stats 0]
    incr count
    lappend data $count
    lappend data $freq
    lappend wins $count
    lappend wins [lindex $stats 1]
    lappend draws $count
    lappend draws [expr {[lindex $stats 1] + [lindex $stats 2] + [lindex $stats 4]} ]
    if {$freq > $maxfreq} {set maxfreq $freq}
    if {$len == 3} {
      set subcode $i
    }
    lappend xlabels [list $count $subcode]
  }
  set hline 5
  if {$maxfreq >    20} { set hline    10 }
  if {$maxfreq >    50} { set hline    25 }
  if {$maxfreq >   100} { set hline    50 }
  if {$maxfreq >   200} { set hline   100 }
  if {$maxfreq >   500} { set hline   250 }
  if {$maxfreq >  1000} { set hline   500 }
  if {$maxfreq >  2000} { set hline  1000 }
  if {$maxfreq >  5000} { set hline  2500 }
  if {$maxfreq > 10000} { set hline  5000 }
  if {$maxfreq > 20000} { set hline 10000 }
  if {$maxfreq > 50000} { set hline 25000 }
  if {$maxfreq > 100000} { set hline 50000 }

  ::utils::graph::create eco -width $width -height $height -xtop 50 -ytop 20 \
    -xmin 0.5 -xtick 1 -ytick $hline -font font_Small -canvas $graph.c
  ::utils::graph::data eco data -color SteelBlue4 -points 0 -lines 0 -bars 1 \
    -barwidth 0.8 -outline black -coords $data
  ::utils::graph::data eco draws -color SteelBlue3 -points 0 -lines 0 -bars 1 \
    -barwidth 0.8 -outline black -coords $draws
  ::utils::graph::data eco wins -color SteelBlue1 -points 0 -lines 0 -bars 1 \
    -barwidth 0.8 -outline black -coords $wins
  ::utils::graph::data eco bounds -points 0 -lines 0 -bars 0 -coords {1 0 1 1}
  ::utils::graph::configure eco -ymin 0 -xmin 0.4 -xmax [expr {$count + 0.6} ] \
    -xlabels $xlabels -hline [list [list gray80 1 each $hline]]
  ::utils::graph::redraw eco
  $text.text configure -state normal
  $text.text delete 1.0 end
  set stats [sc_base eco $code]
  if {$len == 0} {
    set section $::tr(ECOAllSections)
  } elseif {$len < 3} {
    set section "$::tr(ECOSection) \"$code\""
  } else {
    set section "$::tr(ECOCode) \"$code\""
  }
  set header "<center><b>$::tr(ECOSummary) $section</b><br>"
  append header "[lindex $stats 0] $::tr(games): +[lindex $stats 1] =[lindex $stats 2] -[lindex $stats 3]  ([lindex $stats 5]%)</center>\n\n"
  ::htext::display $text.text "$header[sc_eco summary $code 1]"
  $text.text configure -state disabled
  $w.title configure -state normal
  $w.title delete 1.0 end
  $w.title insert end "$::tr(ECOFrequency) $section" center
  $w.title configure -state disabled
  set ::windows::eco::count $count
}

proc ::windows::eco::Select {xc} {
  variable count
  variable code

  set x [::utils::graph::xunmap eco $xc]
  set selection 0
  for {set i 1} {$i <= $count} {incr i} {
    if {$x >= [expr {$i - 0.4} ]  &&  $x <= [expr {$i + 0.4} ]} {
      set selection $i
    }
  }
  if {$selection == 0} { return }
  incr selection -1
  set len [string length $code]
  if {$len == 0} {
    set code [lindex {A B C D E} $selection]
  } elseif {$len == 1  ||  $len == 2} {
    append code $selection
  } elseif {$len == 3} {
    append code [lindex {a b c d e f g h i j k l m n o p q r s t u v w x y z} $selection]
  } else {
    return
  }
  ::windows::eco::Refresh
}

# ::windows::eco::KeyPress
#
#    Handles keyboard events in ECO browser window
#
proc ::windows::eco::KeyPress {key} {
  set code $::windows::eco::code
  set len [string length $code]
  if {$key == "<"} {
    set ::windows::eco::code [string range $code 0 [expr {$len - 2} ]]
    ::windows::eco::Refresh
    return
  }
  if {$key == "top"} {
    set ::windows::eco::code ""
    ::windows::eco::Refresh
    return
  }

  if {$len == 0} {
    set key [string toupper $key]
    switch $key {
      A - B - C - D - E {
        # nothing
      }
      default { set key "" }
    }
  } elseif {$len == 1 || $len == 2} {
    switch $key {
      0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 {
        # nothing
      }
      default { set key "" }
    }
  } elseif {$len == 3} {
    set key [string tolower $key]
    switch $key {
      a - b - c - d - e - f - g - h - i - j - k - l - m - n - o - p - q - r -
      s - t - u - v - w - x - y - z {
        # nothing
      }
      default { set key "" }
    }
  }

  if {$key != ""} {
    set ::windows::eco::code "$code$key"
    ::windows::eco::Refresh
  }
}

###
### windows/stats.tcl: Filter Statistics window for Scid
###

set ::windows::stats::isOpen 0

proc ::windows::stats::Open {} {
  set w .statsWin
  if {[winfo exists $w]} {
    focus .
    destroy $w
    set ::windows::stats::isOpen 0
    return
  }
  toplevel $w
  wm title $w "Scid: Filter Statistics"
  setWinLocation $w
  bind $w <Configure> "recordWinSize $w"

  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label StatsFile -menu $w.menu.file
  $w.menu add cascade -label StatsOpt -menu $w.menu.opt
  menu $w.menu.file
  $w.menu.file add command -label StatsFilePrint -command {
    set ftype {
      { "Text files" {".txt"} }
      { "All files"  {"*"}    }
    }
    set fname [tk_getSaveFile -initialdir [pwd] -filetypes $ftype -title "Save text file"]
    if {$fname != ""} {
      if {[catch {set tempfile [open $fname w]}]} {
        tk_messageBox -title "Scid: Error saving file" -type ok -icon warning \
          -message "Unable to save the file: $fname\n\n"
      } else {
        puts $tempfile [.statsWin.stats get 1.0 end-1c]
        close $tempfile
      }
    }
  }
  $w.menu.file add separator
  $w.menu.file add command -label StatsFileClose -accelerator Esc \
      -command "destroy $w"

  menu $w.menu.opt
  $w.menu.opt add cascade -label $::tr(OprepStatBoth) -menu $w.menu.opt.elo
  menu $w.menu.opt.elo
  foreach i [lsort -decreasing [array names ::windows::stats::display r*]] {
    set elo [string range $i 1 end]
    $w.menu.opt.elo add checkbutton -label "$::tr(OprepStatBoth) $elo+" \
      -variable ::windows::stats::display($i) -command ::windows::stats::Refresh
  }
  $w.menu.opt add separator
  $w.menu.opt add cascade -label $::tr(OprepStatSince) \
    -menu $w.menu.opt.year
  menu $w.menu.opt.year
  foreach i [lsort [array names ::windows::stats::display y*]] {
    set year [string range $i 1 end]
    $w.menu.opt.year add checkbutton \
      -label "$::tr(OprepStatSince) $year.01.01" \
      -variable ::windows::stats::display($i) -command ::windows::stats::Refresh
  }

#  text $w.stats -borderwidth 0 \
    -width $::winWidth($w) -height $::winHeight($w) -font font_Fixed \
    -foreground black -background white -cursor top_left_arrow -wrap none \
      -setgrid 1 -yscrollcommand {.statsWin.sb set } 
  autoscrollframe $w.statsasb text $w.stats -width 80 -height 40\
      -foreground black -background white -font font_Fixed\
       -wrap none 

  pack $w.statsasb -side top -fill both -expand yes
  set ::windows::stats::isOpen 1
  bind $w <Control-q> "destroy $w"
  bind $w <Escape> "destroy $w"
  bind $w <F1> { helpWindow Index }
  bind $w <Destroy> {
    set ::windows::stats::isOpen 0
  }
  standardShortcuts $w
#Klimmek: enable Resize vertical
  wm resizable $w 0 1
  ::windows::stats::ConfigMenus
  ::windows::stats::Refresh
}

proc ::windows::stats::Refresh {} {
  variable display
  if {[winfo exists .playerInfoWin]} { ::pinfo::playerInfo }
  ::maint::Refresh
  updateStatusBar
  ::tools::graphs::filter::Refresh
  #Klimmek. Update Absfilter window
  ::tools::graphs::absfilter::Refresh
  if {! [winfo exists .statsWin]} { return }

  # Set up variables for translated phrases:
  set all [::utils::string::Capital $::tr(allGames)]
  set both $::tr(OprepStatBoth)
  set since $::tr(OprepStatSince)
  set games [::utils::string::Capital $::tr(games)]
  set score [::utils::string::Capital $::tr(score)]

  # Find length of longest left-hand column:
  set alen [expr {[string length $all] + 1}]
  set blen [expr {[string length $both] + 7}]
  set slen [expr {[string length $since] + 14}]
  set len $alen
  if {$len < $blen} { set len $blen }
  if {$len < $slen} { set len $slen }

  set height 4
  set ratings 0
  set years 0
  set rlist [lsort -decreasing [array names display r*]]
  set ylist [lsort [array names display y*]]

  foreach i $rlist {
    if {$display($i)} { set ratings 1 }
  }
  foreach i $ylist {
    if {$display($i)} { set years 1 }
  }

  if {$ratings} { incr height }
  if {$years} { incr height }

  set s ""
  set sm "\n"  
  set stat ""
  append s " [::utils::string::Pad $stat [expr $len - 4]] [::utils::string::PadRight $games 10]"
  append s "     1-0     =-=     0-1 [::utils::string::PadRight $score 8]\n"
  append s "------------------------------------------------------------------------"
  append s "\n [::utils::string::Pad $all $len]" [sc_filter stats all]
#Klimmek: New Statistic: Count the games in intervalls "start elo  - end elo"
#         if elo is deselected in option menu, then enlarge the intervall to next selectet elo.
#Klimmek: New Statistic: Count the games in intervalls
  if {$ratings} {
    append s "\n"
    set j 0
    set k [lindex $rlist $j]
    while { $k!= "" && ! $display($k) } {
	incr j
	set k [lindex $ylist $j]
	if { $k == "" } { break }
    }
    set nelo [string range [lindex $rlist $j] 1 end]
    incr height
#first line searches all games greater 2600 Elo
    set stat "min. Elo $nelo-3500"
    append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats elo $nelo 9999]
    set stat "max. Elo $nelo-3500"
    append sm "\n [::utils::string::Pad $stat $len]"   [sc_filter stats elo $nelo -9999]
    set j 0
    foreach i $rlist {
      incr j  
      if {$display($i)} {
        incr height
        set elo [string range $i 1 end]
	set l $j
	set k [lindex $rlist $l]
        while { $k!= "" && ! $display($k) } {
	    incr l
	    set k [lindex $rlist $l]
	    if { $k == "" } { break }
	}
	set nelo [string range [lindex $rlist $l] 1 end]
	if { $nelo == "" } { set nelo 0 }  
#count all games where player whith lowest Elo is in the specific range      
        set stat "min. Elo $nelo-$elo"
        append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats elo $nelo $elo]
        set stat "max. Elo $nelo-$elo"
#count all games where player whith highest Elo is in the specific range      
# +10000 workaround to trigger max elo in filter function
	append sm "\n [::utils::string::Pad $stat $len]"   [sc_filter stats elo $nelo [expr {$elo + 10000}]]
      }
    }
  }
  append s $sm
#Klimmek: New Statistic: Count the games in intervalls "from year - to year"
#         if year is deselected in option menu, then enlarge the intervall to next selectet year.
  if {$years} {
    append s "\n"
    set j 0  
    foreach i $ylist {
      incr j  
      if {$display($i)} {
        incr height
        set year [string range $i 1 end]
	set l $j
	set k [lindex $ylist $l]
        while { $k!= "" && ! $display($k) } {
	    incr l
	    set k [lindex $ylist $l]
	    if { $k == "" } { break }
	}
	set nyear [string range $k 1 end]
	if { $nyear == "" } { set nyear 2099 }  
        set stat "$year - $nyear"
        append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats year $year $nyear]
      } 
    }
  }
#Old statistic: count the games from specific value to maximum value 
  set stat ""
  append s "\n\n"
  append s " [::utils::string::Pad $stat [expr $len - 4]] [::utils::string::PadRight $games 10]"
  append s "     1-0     =-=     0-1 [::utils::string::PadRight $score 8]\n"
  append s "------------------------------------------------------------------------"
  append s "\n [::utils::string::Pad $all $len]" [sc_filter stats all]

  if {$ratings} {
    append s "\n"
    foreach i $rlist {
      if {$display($i)} {
        incr height
        set elo [string range $i 1 end]
        set stat "$both $elo+"
        append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats elo $elo 0]
      }
    }
  }

  if {$years} {
    append s "\n"
    foreach i $ylist {
      if {$display($i)} {
        incr height
        set year [string range $i 1 end]
        set stat "$since $year.01.01"
        append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats year $year 0]
      }
    }
  }
  append s "\n"

  set w .statsWin.stats
  if { $height > 50  } { set height 50 }  
  $w configure -state normal
  $w delete 1.0 end
  $w insert end $s
  $w tag configure bgGray -background gray95
  # Shade every second line to help readability:
  set lastLineNum [expr {int([$w index end])}]
  for {set i 2} {$i <= $lastLineNum} {incr i 2} {
    $w tag add bgGray $i.0 "$i.0 lineend +1c"
  }
  $w tag configure blue -foreground darkBlue
  $w tag configure red -foreground red
  $w tag add blue 1.0 2.0
  $w tag add red 2.0 3.0
  $w configure -height $height
  $w configure -state disabled
}

proc ::windows::stats::ConfigMenus {{lang ""}} {
  if {! [winfo exists .statsWin]} { return }
  if {$lang == ""} { set lang $::language }
  set m .statsWin.menu
  foreach idx {0 1} tag {File Opt} {
    configMenuText $m $idx Stats$tag $lang
  }
  foreach idx {0 2} tag {Print Close} {
    configMenuText $m.file $idx StatsFile$tag $lang
  }
}

############################################################
### TREE window
### (C) 2007 Pascal Georges : multiple Tree windows support

namespace eval ::tree {
  set trainingBase 0
  array set cachesize {}
  set scoreHighlight_MinGames 15
  set scoreHighlight_WhiteExpectedScoreBonus 3.8 ; # on average white achieves a score of 53.8
  set scoreHighlight_Margin 3.0 ; # if +/- this value, something special happened
}
# ################################################################################
proc ::tree::doConfigMenus { baseNumber  { lang "" } } {
  if {! [winfo exists .treeWin$baseNumber]} { return }
  if {$lang == ""} { set lang $::language }
  set m .treeWin$baseNumber.menu
  foreach idx {0 1 2 3 4} tag {File Mask Sort Opt Help} {
    configMenuText $m $idx Tree$tag $lang
  }
  foreach idx {0 1 2 3 4 5 7 9 11} tag {Save Fill FillWithBase FillWithGame SetCacheSize CacheInfo Graph Copy Close} {
    configMenuText $m.file $idx TreeFile$tag $lang
  }
  foreach idx {0 1 2 3 4 5 6 7 8 9} tag {New Open OpenRecent Save Close FillWithGame FillWithBase Search Info Display} {
    configMenuText $m.mask $idx TreeMask$tag $lang
  }
  foreach idx {0 1 2 3} tag {Alpha ECO Freq Score } {
    configMenuText $m.sort $idx TreeSort$tag $lang
  }
  foreach idx {0 1 3} tag {Lock Training Autosave } {
    configMenuText $m.opt $idx TreeOpt$tag $lang
  }
  foreach idx {0 1} tag {Tree Index} {
    configMenuText $m.helpmenu $idx TreeHelp$tag $lang
  }
}

# ################################################################################
proc ::tree::ConfigMenus { { lang "" } } {
  for {set i 1 } {$i <= [sc_base count total]} {incr i} {
    ::tree::doConfigMenus $i $lang
  }
}
################################################################################
proc ::tree::menuCopyToSelection { baseNumber } {
  clipboard clear
  clipboard append [ .treeWin$baseNumber.f.tl get 1.0 end ]
}
################################################################################
proc ::tree::treeFileSave {base} {
  busyCursor .
  update
  if {[catch {sc_tree write $base} result]} {
    tk_messageBox -type ok -icon warning -title "Scid: Error writing file" -message $result
  }
  unbusyCursor .
}
################################################################################
proc ::tree::make { { baseNumber -1 } {locked 0} } {
  global tree highcolor geometry helpMessage
  
  if {$baseNumber == -1} {set baseNumber [sc_base current]}
  
  if {[winfo exists .treeWin$baseNumber]} {
    ::tree::closeTree $baseNumber
    return
  }

  if {$baseNumber == [sc_base current]} { set ::treeWin 1 }
  set w .treeWin$baseNumber
  
  ::createToplevel .treeWin$baseNumber
  setWinLocation $w
  setWinSize $w
  
  # Set the tree window title now:
  ::setTitle $w "Scid: [tr WindowsTree] $baseNumber [file tail [sc_base filename $baseNumber] ]"
  set ::treeWin$baseNumber 1
  set tree(training$baseNumber) 0
  set tree(autorefresh$baseNumber) 1
  set tree(locked$baseNumber) $locked
  set tree(base$baseNumber) $baseNumber
  set tree(status$baseNumber) ""
  set tree(order$baseNumber) "frequency"
  set tree(allgames$baseNumber) 1
  
  bind $w <Destroy> "::tree::closeTree $baseNumber"
  bind $w <F1> { helpWindow Tree } 
  bind $w <Escape> "::tree::hideCtxtMenu $baseNumber ; .treeWin$baseNumber.buttons.stop invoke "
  
  # Bind left button to close ctxt menu:
  bind $w <ButtonPress-1> "::tree::hideCtxtMenu $baseNumber"
  
  standardShortcuts $w
  
  menu $w.menu
  ::setMenu $w $w.menu
  $w.menu add cascade -label TreeFile -menu $w.menu.file
  $w.menu add cascade -label TreeMask -menu $w.menu.mask
  $w.menu add cascade -label TreeSort -menu $w.menu.sort
  $w.menu add cascade -label TreeOpt  -menu $w.menu.opt
  $w.menu add cascade -label TreeHelp -menu $w.menu.helpmenu
  foreach i {file mask sort opt helpmenu} {
    menu $w.menu.$i -tearoff 0
  }
  
  $w.menu.file add command -label TreeFileSave -command "::tree::treeFileSave $baseNumber"
  set helpMessage($w.menu.file,0) TreeFileSave
  $w.menu.file add command -label TreeFileFill -command "::tree::prime $baseNumber"
  set helpMessage($w.menu.file,1) TreeFileFill
  $w.menu.file add command -label TreeFileFillWithBase -command "::tree::primeWithBase"
  set helpMessage($w.menu.file,2) TreeFileFillWithBase
  $w.menu.file add command -label TreeFileFillWithGame -command "::tree::primeWithGame"
  set helpMessage($w.menu.file,3) TreeFileFillWithGame
  
  menu $w.menu.file.size
  foreach i { 250 500 1000 2000 5000 10000 } {
    $w.menu.file.size add radiobutton -label "$i" -value $i -variable ::tree::cachesize($baseNumber) -command "::tree::setCacheSize $baseNumber $i"
  }
  
  $w.menu.file add cascade -menu $w.menu.file.size -label TreeFileSetCacheSize
  set helpMessage($w.menu.file,4) TreeFileSetCacheSize
  
  $w.menu.file add command -label TreeFileCacheInfo -command "::tree::getCacheInfo $baseNumber"
  set helpMessage($w.menu.file,5) TreeFileCacheInfo
  
  $w.menu.file add separator
  $w.menu.file add command -label TreeFileGraph -command "::tree::graph $baseNumber 1"
  set helpMessage($w.menu.file,7) TreeFileGraph
  $w.menu.file add separator
  $w.menu.file add command -label TreeFileCopy -command "::tree::menuCopyToSelection $baseNumber"
  set helpMessage($w.menu.file,9) TreeFileCopy
  $w.menu.file add separator
  $w.menu.file add command -label TreeFileClose -command ".treeWin$baseNumber.buttons.close invoke"
  set helpMessage($w.menu.file,11) TreeFileClose
  
  $w.menu.mask add command -label TreeMaskNew -command "::tree::mask::new"
  set helpMessage($w.menu.mask,0) TreeMaskNew
  $w.menu.mask add command -label TreeMaskOpen -command "::tree::mask::open"
  set helpMessage($w.menu.mask,1) TreeMaskOpen
  
  menu $w.menu.mask.recent
  foreach f $::tree::mask::recentMask {
    $w.menu.mask.recent add command -label $f -command "::tree::mask::open $f"
  }
  $w.menu.mask add cascade -label TreeMaskOpenRecent -menu $w.menu.mask.recent
  set helpMessage($w.menu.mask,2) TreeMaskOpenRecent
  
  $w.menu.mask add command -label TreeMaskSave -command "::tree::mask::save"
  set helpMessage($w.menu.mask,3) TreeMaskSave
  $w.menu.mask add command -label TreeMaskClose -command "::tree::mask::close"
  set helpMessage($w.menu.mask,4) TreeMaskClose
  $w.menu.mask add command -label TreeMaskFillWithGame -command "::tree::mask::fillWithGame"
  set helpMessage($w.menu.mask,5) TreeMaskFillWithGame
  $w.menu.mask add command -label TreeMaskFillWithBase -command "::tree::mask::fillWithBase"
  set helpMessage($w.menu.mask,6) TreeMaskFillWithBase
  $w.menu.mask add command -label TreeMaskSearch -command "::tree::mask::searchMask $baseNumber"
  set helpMessage($w.menu.mask,7) TreeMaskSearch
  $w.menu.mask add command -label TreeMaskInfo -command "::tree::mask::infoMask"
  set helpMessage($w.menu.mask,8) TreeMaskInfo
  $w.menu.mask add command -label TreeMaskDisplay -command "::tree::mask::displayMask"
  set helpMessage($w.menu.mask,9) TreeMaskDisplay
  
  foreach label {Alpha ECO Freq Score} value {alpha eco frequency score} {
    $w.menu.sort add radiobutton -label TreeSort$label \
        -variable tree(order$baseNumber) -value $value -command " ::tree::refresh $baseNumber "
  }
  
  $w.menu.opt add checkbutton -label TreeOptLock -variable tree(locked$baseNumber) -command "::tree::toggleLock $baseNumber"
  set helpMessage($w.menu.opt,0) TreeOptLock
  
  $w.menu.opt add checkbutton -label TreeOptTraining -variable tree(training$baseNumber) -command "::tree::toggleTraining $baseNumber"
  set helpMessage($w.menu.opt,1) TreeOptTraining
  
  $w.menu.opt add separator
  $w.menu.opt add checkbutton -label TreeOptAutosave -variable tree(autoSave$baseNumber)
  set helpMessage($w.menu.opt,3) TreeOptAutosave

  $w.menu.helpmenu add command -label TreeHelpTree -accelerator F1 -command {helpWindow Tree}
  $w.menu.helpmenu add command -label TreeHelpIndex -command {helpWindow Index}
  
  ::tree::doConfigMenus $baseNumber
  
  autoscrollframe $w.f text $w.f.tl \
      -width $::winWidth(.treeWin) -height $::winHeight(.treeWin) -wrap none -selectbackground lightgrey -selectforeground black \
      -font font_Fixed -foreground black -background white -setgrid 1 -exportselection 1
  #define default tags
  $w.f.tl tag configure greybg -background gray95
  $w.f.tl tag configure whitebg -background white
  $w.f.tl tag configure bluefg -foreground blue
  $w.f.tl tag configure greenfg -foreground SeaGreen
  $w.f.tl tag configure redfg -foreground red
  
  selection handle $w.f.tl "::tree::copyToSelection $baseNumber"
  bindMouseWheel $w $w.f.tl

  bind $w <Configure> "recordWinSize $w"

  ttk::frame $w.statusframe
  pack $w.statusframe -side bottom -fill x
  grid rowconfigure $w.statusframe 0 -weight 1
  grid columnconfigure $w.statusframe 0 -weight 1
  ttk::label $w.status -anchor w -font font_Small \
      -relief sunken -textvar tree(status$baseNumber)
  grid $w.status -in $w.statusframe -column 0 -row 0 -sticky nsew
  canvas $w.progress -height 0 -bg white -relief solid -border 1
  $w.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar

  pack [ttk::frame $w.buttons -relief sunken] -side bottom -fill x
  pack $w.f -side top -expand 1 -fill both
  
  ttk::button $w.buttons.best -image tb_list -style Pad0.Small.TButton -command "::tree::best $baseNumber"
  ttk::button $w.buttons.graph -image tb_bargraph -style Pad0.Small.TButton -command "::tree::graph $baseNumber 1"
  # add a button to start/stop tree refresh
  ttk::button $w.buttons.bStartStop -image tb_search_on -style Pad0.Small.TButton -command "::tree::toggleRefresh $baseNumber" ;# -relief flat
  
  ttk::checkbutton $w.buttons.allgames -textvar ::tr(allGames) -variable tree(allgames$baseNumber) -command "::tree::refresh $baseNumber"
  ttk::checkbutton $w.buttons.training -textvar ::tr(Training) -variable tree(training$baseNumber) -command "::tree::toggleTraining $baseNumber"
  
  foreach {b t} { best TreeFileBest graph TreeFileGraph allgames TreeOptLock  training TreeOptTraining bStartStop TreeOptStartStop } {
    set helpMessage($w.buttons.$b) $t
  }
  
  dialogbutton $w.buttons.stop -textvar ::tr(Stop) -command { sc_progressBar }
  dialogbutton $w.buttons.close -textvar ::tr(Close) -command "::tree::closeTree $baseNumber"
  
  pack $w.buttons.best $w.buttons.graph $w.buttons.bStartStop $w.buttons.allgames $w.buttons.training \
      -side left -padx 3 -pady 2
  packbuttons right $w.buttons.close $w.buttons.stop
  $w.buttons.stop configure -state disabled
  
  wm minsize $w 40 5
  
  wm protocol $w WM_DELETE_WINDOW " .treeWin$baseNumber.buttons.close invoke "
  ::tree::refresh $baseNumber
  set ::tree::cachesize($baseNumber) [lindex [sc_tree cacheinfo $baseNumber] 1]
}
################################################################################
proc ::tree::hideCtxtMenu { baseNumber } {
  set w .treeWin$baseNumber.f.tl.ctxtMenu
  if {[winfo exists $w]} {
    destroy $w
    focus .treeWin$baseNumber
  }
}
################################################################################
proc ::tree::selectCallback { baseNumber move } {
  
  if { $::tree(refresh) } {
    return
  }
  
  if {$::tree(autorefresh$baseNumber)} {
    tree::select $move $baseNumber
  }
}

################################################################################
# close the corresponding base if it is flagged as locked
proc ::tree::closeTree {baseNumber} {
  global tree
  ::tree::mask::close
  
  ::tree::hideCtxtMenu $baseNumber
    #  .treeWin$baseNumber.buttons.stop invoke

  set ::geometry(treeWin$baseNumber) [wm geometry .treeWin$baseNumber]
  focus .
  
  if {$tree(autoSave$baseNumber)} {
    busyCursor .
    sc_tree write $tree(base$baseNumber)
    unbusyCursor .
  }
  
  if {[winfo exists .treeGraph$baseNumber]} { destroy .treeGraph$baseNumber }
  destroy .treeBest$baseNumber
  ::docking::cleanup .treeWin$baseNumber
  destroy .treeWin$baseNumber
  sc_tree clean $baseNumber
  if {$::tree(locked$baseNumber)} { ::file::Close $baseNumber }
  ::windows::stats::Refresh;
  set curr_base [sc_base current]
  set ::treeWin [winfo exists .treeWin$curr_base]
}
################################################################################
proc ::tree::toggleTraining { baseNumber } {
  global tree
  
  for {set i 1 } {$i <= [sc_base count total]} {incr i} {
    if {! [winfo exists .treeWin$baseNumber] || $i == $baseNumber } { continue }
    set tree(training$i) 0
  }
  
  if {$tree(training$baseNumber)} {
    set ::tree::trainingBase $baseNumber
    ::tree::doTraining
  } else {
    set ::tree::trainingBase 0
    ::tree::refresh $baseNumber
  }
}

################################################################################
proc ::tree::doTraining { { n 0 } } {
  global tree
  if {$n != 1  &&  [winfo exists .analysisWin1]  &&  $::analysis(automove1)} {
    automove 1
    return
  }
  if {$n != 2  &&  [winfo exists .analysisWin2]  &&  $::analysis(automove2)} {
    automove 2
    return
  }
  if {[::tb::isopen]  &&  $::tbTraining} {
    ::tb::move
    return
  }
  if {! [winfo exists .treeWin$::tree::trainingBase]} { return }
  if { $::tree::trainingBase == 0 } { return }
  
  # Before issuing a training move, annotate player's move
  if { $::tree::mask::maskFile != ""  } {
    set move_done [sc_game info previousMoveNT]
    if {$move_done != ""} {
      sc_move back
      set fen [ ::tree::mask::toShortFen [sc_pos fen] ]
      sc_move forward
      if { [info exists ::tree::mask::mask($fen)] } {
        set moves [ lindex $::tree::mask::mask($fen) 0 ]
        
        # if move out of Mask, and there exists moves in Mask, set a warning
        if { ! [ ::tree::mask::moveExists $move_done $fen ] } {
          if {[llength $moves] != 0} {
            set txt ""
            foreach elt $moves {
              append txt "[::trans [lindex $elt 0]][lindex $elt 1] "
            }
            sc_pos setComment "[sc_pos getComment] Mask : $txt"
          }
        }
        
        # if move was bad, set a warning
        set nag_played [::tree::mask::getNag $move_done $fen]
        set nag_order { "??" " ?" "?!" $::tree::mask::emptyNag "!?" " !" "!!"}
        set txt ""
        foreach elt $moves {
          set n [lindex $elt 1]
          if { [lsearch $nag_order $nag_played] < [lsearch $nag_order $n]} {
            append txt "[::trans [lindex $elt 0]][lindex $elt 1] "
          }
        }
        if {$txt != ""} {
          sc_pos addNag [string trim $nag_played]
          sc_pos setComment "[sc_pos getComment] Mask : $txt"
        }
        
        # if move was on an exclude line, set a warning (img = tb_cross)
        if { [::tree::mask::getImage $move_done 0] ==  "tb_cross" || \
              [::tree::mask::getImage $move_done 1] == "tb_cross"} {
          sc_pos setComment "[sc_pos getComment] Mask : excluded line"
        }
      }
    }
  }
  
  set move [sc_tree move $::tree::trainingBase random]
  addSanMove $move -animate -notraining
  updateBoard -pgn
}

################################################################################
proc ::tree::toggleLock { baseNumber } {
  ::tree::refresh $baseNumber
}

################################################################################
proc ::tree::select { move baseNumber } {
  global tree
  
  if {! [winfo exists .treeWin$baseNumber]} { return }
  
  catch { addSanMove $move -animate }
}

set tree(refresh) 0

################################################################################
proc ::tree::refresh { { baseNumber "" }} {
  set tree(refresh) 1
  if {$baseNumber == "" } {
    sc_tree search -cancel all
    for {set i [sc_base count total] } {$i > 0} {incr i -1} {
      if { [::tree::dorefresh $i] == "canceled" } { break }
    }
  } else {
    ::tree::dorefresh $baseNumber
  }
  set tree(refresh) 0
}

################################################################################
proc ::tree::dorefresh { baseNumber } {
  global tree treeWin
  set w .treeWin$baseNumber
  
  if {![winfo exists $w]} { return }
  if { ! $tree(autorefresh$baseNumber) } { return }

  grid $w.progress -in $w.statusframe -column 0 -row 0 -sticky nsew
  
  sc_progressBar $w.progress bar [$w.progress cget -width] 100
  foreach button {best graph training allgames close} {
    $w.buttons.$button configure -state disabled
  }
  $w.buttons.stop configure -state normal
  
  set base $baseNumber

  set filtered 0
  if { $tree(allgames$baseNumber) == 0 } {
    set filtered 1
  }
  
  set moves [sc_tree search -hide $tree(training$baseNumber) -sort $tree(order$baseNumber) -base $base -filtered $filtered]
  catch {$w.f.tl itemconfigure 0 -foreground darkBlue}

  foreach button {best graph training allgames close} {
    $w.buttons.$button configure -state normal
  }
  $w.buttons.stop configure -state disabled

  ::tree::status "" $baseNumber
  ::windows::stats::Refresh
  if {[winfo exists .treeGraph$baseNumber]} { ::tree::graph $baseNumber }
  updateTitle
  
  if { $moves == "canceled" } { return "canceled"}
  displayLines $baseNumber $moves  

  grid forget $w.progress
}

################################################################################
#
################################################################################
proc ::tree::displayLines { baseNumber moves } {
  global ::tree::mask::maskFile
  
  ::tree::mask::setCacheFenIndex
  
  set lMoves {}
  set w .treeWin$baseNumber
  
  $w.f.tl configure -state normal
  
  set moves [split $moves "\n"]
  
  # for the graph display
  set ::tree::treeData$baseNumber $moves
  
  set len [llength $moves]
  $w.f.tl delete 1.0 end
  
  foreach t [$w.f.tl tag names] {
    if { [ string match "tagclick*" $t ] || [ string match "tagtooltip*" $t ] } {
      $w.f.tl tag delete $t
    }
  }
  
  # Position comment
  set hasPositionComment 0
  if { $maskFile != "" } {
    set posComment [::tree::mask::getPositionComment]
    if {$posComment != ""} {
      set hasPositionComment 1
      set firstLine [ lindex [split $posComment "\n"] 0 ]
      $w.f.tl insert end "$firstLine\n" [ list bluefg tagtooltip_poscomment ]
      ::utils::tooltip::SetTag $w.f.tl $posComment tagtooltip_poscomment
      $w.f.tl tag bind tagtooltip_poscomment <Double-Button-1> "::tree::mask::addComment"
    }
  }
  
  # Display the first line
  if { $maskFile != "" } {
    $w.f.tl image create end -image tb_empty -align center
    $w.f.tl image create end -image tb_empty -align center
    $w.f.tl insert end "    "
    $w.f.tl tag bind tagclick0 <ButtonPress-$::MB3> "::tree::mask::contextMenu $w.f.tl dummy %x %y %X %Y ; break"
  }
  $w.f.tl insert end "[lindex $moves 0]\n" tagclick0
  
  for { set i 1 } { $i < [expr $len - 3 ] } { incr i } {
    set line [lindex $moves $i]
    if {$line == ""} { continue }
    set move [lindex $line 1]
    set move [::untrans $move]
    lappend lMoves $move
    set colorScore [::tree::getColorScore $line]
    if { $move == "\[end\]" } { set colorScore "" }
    
    set tagfg ""
    
    if { $maskFile != "" && $i > 0 && $i < [expr $len - 3] } {
      if { [::tree::mask::moveExists $move] } {
        set tagfg "bluefg"
      }
    }
    if { $maskFile != "" } {
      if { $i > 0 && $i < [expr $len - 3] && $move != "\[end\]" } {
        # images
        foreach j { 0 1 } {
          set img [::tree::mask::getImage $move $j]
          $w.f.tl image create end -image $img -align center
        }
        # color tag
        $w.f.tl tag configure color$i -background [::tree::mask::getColor $move]
        $w.f.tl insert end "  " color$i
        # NAG tag
        $w.f.tl insert end [::tree::mask::getNag $move]
      } else  {
        $w.f.tl image create end -image tb_empty -align center
        $w.f.tl image create end -image tb_empty -align center
        $w.f.tl insert end "    "
      }
    }
    
    # Move and stats
    if {[expr $i % 2] && $i < [expr $len -3] } {
      $w.f.tl insert end "$line" [list greybg $tagfg tagtooltip$i]
    } else  {
      $w.f.tl insert end "$line" [list whitebg $tagfg tagtooltip$i]
    }
    if {$colorScore != ""} {
      $w.f.tl tag add $colorScore end-30c end-26c
    }
    if {$move != "" && $move != "---" && $move != "\[end\]" && $i != [expr $len -2] && $i != 0} {
      $w.f.tl tag bind tagclick$i <Button-1> "[list ::tree::selectCallback $baseNumber $move ] ; break"
    }
    
    if { $maskFile != "" } {
      # Move comment
      set comment [::tree::mask::getComment $move]
      if {$comment != ""} {
        set firstLine [ lindex [split $comment "\n"] 0 ]
        $w.f.tl insert end " $firstLine" tagtooltip$i
        ::utils::tooltip::SetTag $w.f.tl $comment tagtooltip$i
        $w.f.tl tag bind tagtooltip$i <Double-Button-1> "::tree::mask::addComment $move"
      }
    }
    
    if { $maskFile != "" } {
      # Bind right button to popup a contextual menu:
      $w.f.tl tag bind tagclick$i <ButtonPress-$::MB3> "::tree::mask::contextMenu $w.f.tl $move %x %y %X %Y ; break"
    }
    $w.f.tl tag add tagclick$i [expr $i +1 + $hasPositionComment].0 [expr $i + 1 + $hasPositionComment].end
    
    $w.f.tl insert end "\n"
    
  } ;# end for loop
  
  # Display the last lines (total)
  for { set i [expr $len - 3 ] } { $i < [expr $len - 1 ] } { incr i } {
    if { $maskFile != "" } {
      $w.f.tl image create end -image tb_empty -align center
      $w.f.tl image create end -image tb_empty -align center
      $w.f.tl insert end "    "
    }
    $w.f.tl insert end "[lindex $moves $i]\n"
  }
  
  # Add moves present in Mask and not in Tree
  set idx $len
  if { $maskFile != "" } {
    set movesMask [::tree::mask::getAllMoves]
    foreach m $movesMask {
      if {  [ scan [$w.f.tl index end] "%d.%d" currentLine dummy] != 2 } {
        puts "ERROR scan index end [$w.f.tl index end]"
      }
      # move nag color move_anno
      if {[lsearch $lMoves [lindex $m 0]] != -1 || [lindex $m 0] == "null"} {
        continue
      }
      
      $w.f.tl tag bind tagclick$idx <Button-1> "[list ::tree::selectCallback $baseNumber [lindex $m 0] ] ; break"
      # images
      foreach j {4 5} {
        if {[lindex $m $j] == ""} {
          $w.f.tl image create end -image tb_empty -align center
        } else  {
          $w.f.tl image create end -image [lindex $m $j] -align center
        }
      }
      
      # color tag
      $w.f.tl tag configure color$idx -background [lindex $m 2]
      $w.f.tl insert end "  " color$idx
      # NAG tag
      $w.f.tl insert end [::tree::mask::getNag [lindex $m 0]]
      # move
      $w.f.tl insert end "[::trans [lindex $m 0] ]" bluefg
      # comment
      set comment [lindex $m 3]
      set firstLine [ lindex [split $comment "\n"] 0 ]
      $w.f.tl insert end " $firstLine\n" tagtooltip$idx
      ::utils::tooltip::SetTag $w.f.tl $comment tagtooltip$idx
      
      # Bind right button to popup a contextual menu:
      $w.f.tl tag bind tagclick$idx <ButtonPress-$::MB3> "::tree::mask::contextMenu $w.f.tl  [lindex $m 0] %x %y %X %Y ; break"
      $w.f.tl tag add tagclick$idx [ expr $currentLine -1].0 [ expr $currentLine -1].end
      incr idx
    }
  }
  
  $w.f.tl configure -state disabled
}
################################################################################
# returns a list with (ngames freq success eloavg perf) or
# {} if there was a problem during parsing
# 1: e4     B00     37752: 47.1%   54.7%  2474  2513  2002   37%
################################################################################
proc ::tree::getLineValues { l } {
  set ret {}
  if {[scan [string range $l 14 24] "%d:" ngames] != 1} {
    return {}
  } else  {
    lappend ret $ngames
  }
  
  if {[scan [string range $l 25 29] "%f%%" freq] != 1} {
    return {}
  } else  {
    lappend ret $freq
  }
  
  if {[scan [string range $l 33 37] "%f%%" success] != 1} {
    return {}
  } else  {
    lappend ret $success
  }
  
  if {[scan [string range $l 40 44] "%d" eloavg] != 1} {
    return {}
  } else  {
    lappend ret $eloavg
  }
  
  if {[scan [string range $l 46 50] "%d" perf] != 1} {
    return {}
  } else  {
    lappend ret $perf
  }
  
  return $ret
}
################################################################################
# returns the color to use for score (red, green) or ""
################################################################################
proc ::tree::getColorScore { line } {
  set data [::tree::getLineValues $line]
  if { $data == {} } { return "" }
  set ngames [lindex $data 0]
  set freq [lindex $data 1]
  set success [lindex $data 2]
  set eloavg [lindex $data 3]
  set perf [lindex $data 4]
  if { $ngames < $::tree::scoreHighlight_MinGames } {
    return ""
  }
  set wavg [ expr 50 + $::tree::scoreHighlight_WhiteExpectedScoreBonus ]
  set bavg [ expr 50 - $::tree::scoreHighlight_WhiteExpectedScoreBonus ]
  if { [sc_pos side] == "white" && $success > [ expr $wavg + $::tree::scoreHighlight_Margin ] || \
        [sc_pos side] == "black" && $success < [ expr $wavg - $::tree::scoreHighlight_Margin ] } {
    return greenfg
  }
  if { [sc_pos side] == "white" && $success < [ expr $wavg - $::tree::scoreHighlight_Margin ] || \
        [sc_pos side] == "black" && $success > [ expr $wavg + $::tree::scoreHighlight_Margin ] } {
    return redfg
  }
  return ""
}
################################################################################
proc ::tree::status { msg baseNumber } {
  
  global tree
  if {$msg != ""} {
    set tree(status$baseNumber) $msg
    return
  }
  set s "  $::tr(Database)"
  # set base [sc_base current]
  # if {$tree(locked$baseNumber)} { set base $tree(base$baseNumber) }
  set base $baseNumber
  set status "  $::tr(Database) $base: [file tail [sc_base filename $base]]"
  if {$tree(locked$baseNumber)} { append status " ($::tr(TreeLocked))" }
  if {! $tree(allgames$baseNumber)} {
    append status "   $::tr(Filter)"
    append status ": [filterText $base]"
  }
  set tree(status$baseNumber) $status
}

################################################################################
set tree(standardLines) {
  {}
  {1.c4}
  {1.c4 c5}
  {1.c4 c5 2.Nf3}
  {1.c4 e5}
  {1.c4 Nf6}
  {1.c4 Nf6 2.Nc3}
  {1.d4}
  {1.d4 d5}
  {1.d4 d5 2.c4}
  {1.d4 d5 2.c4 c6}
  {1.d4 d5 2.c4 c6 3.Nf3}
  {1.d4 d5 2.c4 c6 3.Nf3 Nf6}
  {1.d4 d5 2.c4 c6 3.Nf3 Nf6 4.Nc3}
  {1.d4 d5 2.c4 c6 3.Nf3 Nf6 4.Nc3 dxc4}
  {1.d4 d5 2.c4 c6 3.Nf3 Nf6 4.Nc3 e6}
  {1.d4 d5 2.c4 c6 3.Nf3 Nf6 4.Nc3 e6 5.e3}
  {1.d4 d5 2.c4 e6}
  {1.d4 d5 2.c4 e6 3.Nc3}
  {1.d4 d5 2.c4 e6 3.Nc3 Nf6}
  {1.d4 d5 2.c4 e6 3.Nf3}
  {1.d4 d5 2.c4 dxc4}
  {1.d4 d5 2.c4 dxc4 3.Nf3}
  {1.d4 d5 2.c4 dxc4 3.Nf3 Nf6}
  {1.d4 d5 2.Nf3}
  {1.d4 d5 2.Nf3 Nf6}
  {1.d4 d5 2.Nf3 Nf6 3.c4}
  {1.d4 d6}
  {1.d4 d6 2.c4}
  {1.d4 Nf6}
  {1.d4 Nf6 2.c4}
  {1.d4 Nf6 2.c4 c5}
  {1.d4 Nf6 2.c4 d6}
  {1.d4 Nf6 2.c4 e6}
  {1.d4 Nf6 2.c4 e6 3.Nc3}
  {1.d4 Nf6 2.c4 e6 3.Nc3 Bb4}
  {1.d4 Nf6 2.c4 e6 3.Nf3}
  {1.d4 Nf6 2.c4 g6}
  {1.d4 Nf6 2.c4 g6 3.Nc3}
  {1.d4 Nf6 2.c4 g6 3.Nc3 Bg7}
  {1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4}
  {1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6}
  {1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3}
  {1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 O-O}
  {1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 O-O 6.Be2}
  {1.d4 Nf6 2.c4 g6 3.Nf3}
  {1.d4 Nf6 2.Bg5}
  {1.d4 Nf6 2.Bg5 Ne4}
  {1.d4 Nf6 2.Nf3}
  {1.d4 Nf6 2.Nf3 e6}
  {1.d4 Nf6 2.Nf3 g6}
  {1.e4}
  {1.e4 c5}
  {1.e4 c5 2.c3}
  {1.e4 c5 2.c3 d5}
  {1.e4 c5 2.c3 Nf6}
  {1.e4 c5 2.Nc3}
  {1.e4 c5 2.Nc3 Nc6}
  {1.e4 c5 2.Nf3}
  {1.e4 c5 2.Nf3 d6}
  {1.e4 c5 2.Nf3 d6 3.d4}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 e6}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6}
  {1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 Nc6}
  {1.e4 c5 2.Nf3 d6 3.Bb5+}
  {1.e4 c5 2.Nf3 e6}
  {1.e4 c5 2.Nf3 Nc6}
  {1.e4 c5 2.Nf3 Nc6 3.d4}
  {1.e4 c5 2.Nf3 Nc6 3.Bb5}
  {1.e4 c6}
  {1.e4 c6 2.d4}
  {1.e4 c6 2.d4 d5}
  {1.e4 c6 2.d4 d5 3.e5}
  {1.e4 c6 2.d4 d5 3.Nc3}
  {1.e4 c6 2.d4 d5 3.Nd2}
  {1.e4 d5}
  {1.e4 d6}
  {1.e4 d6 2.d4}
  {1.e4 d6 2.d4 Nf6}
  {1.e4 d6 2.d4 Nf6 3.Nc3}
  {1.e4 e5}
  {1.e4 e5 2.Nf3}
  {1.e4 e5 2.Nf3 Nc6}
  {1.e4 e5 2.Nf3 Nc6 3.d4}
  {1.e4 e5 2.Nf3 Nc6 3.Bb5}
  {1.e4 e5 2.Nf3 Nc6 3.Bb5 a6}
  {1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4}
  {1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6}
  {1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.O-O}
  {1.e4 e5 2.Nf3 Nc6 3.Bc4}
  {1.e4 e5 2.Nf3 Nf6}
  {1.e4 e6}
  {1.e4 e6 2.d4}
  {1.e4 e6 2.d4 d5}
  {1.e4 e6 2.d4 d5 3.Nc3}
  {1.e4 e6 2.d4 d5 3.Nc3 Bb4}
  {1.e4 e6 2.d4 d5 3.Nc3 Nf6}
  {1.e4 e6 2.d4 d5 3.Nd2}
  {1.e4 e6 2.d4 d5 3.Nd2 c5}
  {1.e4 e6 2.d4 d5 3.Nd2 Nf6}
  {1.e4 Nf6}
  {1.e4 Nf6 2.e5}
  {1.e4 Nf6 2.e5 Nd5}
  {1.Nf3}
  {1.Nf3 Nf6}
}
# if there is a treecache file source it, otherwise use hard coded
# values above
catch {source [scidConfigFile treecache]}

################################################################################
# ::tree::prime
#   Primes the tree for this database, filling it with a number of
#   common opening positions.
#
proc ::tree::prime { baseNumber } {
  global tree
  if {! [winfo exists .treeWin$baseNumber]} { return }
  
  set base $baseNumber
  if {$tree(locked$baseNumber)} { set base $tree(base$baseNumber) }
  if {! [sc_base inUse]} { return }
  set fname [sc_base filename $base]
  if {[string index $fname 0] == "\["  ||  [file extension $fname] == ".pgn"} {
    tk_messageBox -parent .treeWin$baseNumber -icon info -type ok -title "Scid" \
        -message "Sorry, only Scid-format database files can have a tree cache file."
    return
  }
  
  set ::interrupt 0
  progressWindow "Scid: [tr TreeFileFill]" "" $::tr(Cancel) {set ::interrupt 1}
  resetProgressWindow
  leftJustifyProgressWindow
  busyCursor .
  sc_game push
  set i 1
  set len [llength $tree(standardLines)]
  foreach line $tree(standardLines) {
    sc_game new
    set text [format "%3d/\%3d" $i $len]
    if {[llength $line] > 0}  {
      sc_move addSan $line
      changeProgressWindow "$text: $line"
    } else {
      changeProgressWindow "$text: start position"
    }
    sc_tree search -base $base
    updateProgressWindow $i $len
    incr i
    if {$::interrupt} {
      closeProgressWindow
      set ::interrupt 0
      sc_game pop
      unbusyCursor .
      ::tree::refresh $baseNumber
      return
    }
  }
  closeProgressWindow
  if {[catch {sc_tree write $base} result]} {
    #tk_messageBox -type ok -icon warning -title "Scid: Error writing file" -message $result
  } else {
    #set a "$fname.stc: [sc_tree positions] positions, "
    #append a "$result bytes: "
    #set pergame [expr double($result) / double([sc_base numGames])]
    #append a [format "%.2f" $pergame]
    #append a " bytes per game"
    #tk_messageBox -type ok -parent .treeWin -title "Scid" -message $a
  }
  sc_game pop
  unbusyCursor .
  ::tree::refresh $baseNumber
}

################################################################################
# ::tree::best
#   Open/Close the window of best (highest-rated) tree games.
#
proc ::tree::best { baseNumber } {
  set w .treeBest$baseNumber
  if {[winfo exists $w]} {
    destroy $w
  } else {
    .treeWin$baseNumber.buttons.best state pressed
    ::windows::gamelist::Open $w "$::tr(TreeBestGames):" "best" $::tree(base$baseNumber) tree
    bind $w <Destroy> "+.treeWin$baseNumber.buttons.best state !pressed"
  }
}

################################################################################
# ::tree::graphRedraw
#   Redraws the tree graph window.
#
proc ::tree::graphRedraw { baseNumber } {
  .treeGraph$baseNumber.c itemconfigure text -width [expr {[winfo width .treeGraph$baseNumber.c] - 50}]
  .treeGraph$baseNumber.c coords text [expr {[winfo width .treeGraph$baseNumber.c] / 2}] 10
  ::utils::graph::configure tree$baseNumber -height [expr {[winfo height .treeGraph$baseNumber.c] - 100}]
  ::utils::graph::configure tree$baseNumber -width [expr {[winfo width .treeGraph$baseNumber.c] - 50}]
  ::utils::graph::redraw tree$baseNumber
}

################################################################################
# ::tree::graph
#   Updates the tree graph window, creating it if necessary.
#   bpress: the button/menu was selected => bring window to front
#
proc ::tree::graph { baseNumber {bpress 0}} {
  set w .treeGraph$baseNumber
  if {! [winfo exists .treeWin$baseNumber]} { return }
  if {! [winfo exists $w]} {
    toplevel $w
    setWinLocation $w
    bind $w <Escape> "destroy $w"
    bind $w <F1> {helpWindow Tree Graph}
    
    menu $w.menu
    $w configure -menu $w.menu
    $w.menu add cascade -label GraphFile -menu $w.menu.file
    menu $w.menu.file
    $w.menu.file add command -label GraphFileColor -command "::tools::graphs::Save color $w.c"
    $w.menu.file add command -label GraphFileGrey -command "::tools::graphs::Save gray $w.c"
    $w.menu.file add separator
    $w.menu.file add command -label GraphFileClose -command "destroy $w"
    
    canvas $w.c -width 500 -height 300
    pack $w.c -side top -fill both -expand yes
    $w.c create text 25 10 -tag text -justify center -width 1 -font font_Regular -anchor n
    update
    bind $w <Configure> "::tree::graphRedraw $baseNumber"
    bind $w.c <Button-1> "::tree::graph $baseNumber"
    ::setTitle $w "Scid: Tree Graph $baseNumber: [file tail [sc_base filename $baseNumber]]"
    # wm minsize $w 300 200
    standardShortcuts $w
    ::tree::configGraphMenus "" $baseNumber
  } elseif {$bpress == 1} {
    focus $w
    raise $w
  }

  $w.c itemconfigure text -width [expr {[winfo width $w.c] - 50}]
  $w.c coords text [expr {[winfo width $w.c] / 2}] 10
  set height [expr {[winfo height $w.c] - 100}]
  set width [expr {[winfo width $w.c] - 50}]
  ::utils::graph::create tree$baseNumber -width $width -height $height -xtop 25 -ytop 60 \
      -xmin 0.5 -xtick 1 -ytick 5 -font font_Small -canvas $w.c
  
  set data {}
  set xlabels {}
  set othersCount 0
  set numOthers 0
  set othersName "..."
  set count 0
  set othersScore 0.0
  set mean 50.0
  set totalGames 0
  set treeData [subst $[subst {::tree::treeData$baseNumber} ] ]
  # [.treeWin$baseNumber.f.tl get 0 end]
  
  set numTreeLines [llength $treeData]
  set totalLineIndex [expr $numTreeLines - 2]
  
  for {set i 0} {$i < [llength $treeData]} {incr i} {
    # Extract info from each line of the tree window:
    # Note we convert "," decimal char back to "." where necessary.
    set line [lindex $treeData $i]
    set mNum [string trim [string range $line  0  1]]
    set freq [string trim [string range $line 17 23]]
    set fpct [string trim [string range $line 25 29]]
    regsub -all {,} $fpct . fpct
    set move [string trim [string range $line  4 9]]
    set score [string trim [string range $line 33 37]]
    regsub -all {,} $score . score
    if {$score > 99.9} { set score 99.9 }
    # Check if this line is "TOTAL:" line:
    if {$i == $totalLineIndex} {
      set mean $score
      set totalGames $freq
    }
    # Add info for this move to the graph if necessary:
    if {[string index $line 2] == ":"  &&  [string compare "<end>" $move]} {
      if {$fpct < 1.0  ||  $freq < 5  ||  $i > 5} {
        incr othersCount $freq
        incr numOthers
        set othersScore [expr {$othersScore + (double($freq) * $score)}]
        set m $move
        if {$numOthers > 1} { set m "..." }
      } else {
        incr count
        lappend data $count
        lappend data $score
        lappend xlabels [list $count "$move ([expr round($score)]%)\n$freq: [expr round($fpct)]%"]
      }
    }
  }
  
  # Add extra bar for other moves if necessary:
  if {$numOthers > 0  &&  $totalGames > 0} {
    incr count
    set fpct [expr {double($othersCount) * 100.0 / double($totalGames)}]
    set sc [expr {round($othersScore / double($othersCount))}]
    set othersName "$m ($sc%)\n$othersCount: [expr round($fpct)]%"
    lappend data $count
    lappend data [expr {$othersScore / double($othersCount)}]
    lappend xlabels [list $count $othersName]
  }
  
  # Plot fake bounds data so graph at least shows range 40-65:
  ::utils::graph::data tree$baseNumber bounds -points 0 -lines 0 -bars 0 -coords {1 41 1 64}
  
  # Replot the graph:
  ::utils::graph::data tree$baseNumber data -color red -points 0 -lines 0 -bars 1 \
      -barwidth 0.75 -outline black -coords $data
  ::utils::graph::configure tree$baseNumber -xlabels $xlabels -xmax [expr {$count + 0.5}] \
      -hline [list {gray80 1 each 5} {gray50 1 each 10} {black 2 at 50} \
      {black 1 at 55} [list red 2 at $mean]] \
      -brect [list [list 0.5 55 [expr {$count + 0.5}] 50 LightSkyBlue1]]
  
  ::utils::graph::redraw tree$baseNumber
  set moves ""
  catch {set moves [sc_game firstMoves 0 -1]}
  if {[string length $moves] == 0} { set moves $::tr(StartPos) }
  set title "$moves ([::utils::thousands $totalGames] $::tr(games))"
  $w.c itemconfigure text -text $title
}

################################################################################
proc ::tree::configGraphMenus { lang baseNumber } {
  if {! [winfo exists .treeGraph$baseNumber]} { return }
  if {$lang == ""} { set lang $::language }
  set m .treeGraph$baseNumber.menu
  foreach idx {0} tag {File} {
    configMenuText $m $idx Graph$tag $lang
  }
  foreach idx {0 1 3} tag {Color Grey Close} {
    configMenuText $m.file $idx GraphFile$tag $lang
  }
}

# ################################################################################
proc ::tree::toggleRefresh { baseNumber } {
  global tree
  set b .treeWin$baseNumber.buttons.bStartStop
  
  if {$tree(autorefresh$baseNumber)} {
    $b configure -image tb_search_off
    set tree(autorefresh$baseNumber) 0
  } else  {
    $b configure -image tb_search_on
    set tree(autorefresh$baseNumber) 1
    ::tree::refresh $baseNumber
  }
}
################################################################################
#
################################################################################
proc ::tree::setCacheSize { base size } {
  sc_tree cachesize $base $size
}
################################################################################
#
################################################################################
proc ::tree::getCacheInfo { base } {
  set ci [sc_tree cacheinfo $base]
  tk_messageBox -title "Scid" -type ok -icon info \
      -message "Cache used : [lindex $ci 0] / [lindex $ci 1]"
  
}
################################################################################
# will go through all moves of all games of current base
################################################################################
set ::tree::cancelPrime 0

proc ::tree::primeWithBase {{ fillMask 0 }} {
  set ::tree::cancelPrime 0
  for {set g 1} { $g <= [sc_base numGames]} { incr g} {
    sc_game load $g
    ::tree::primeWithGame $fillMask
    if {$::tree::cancelPrime } { return }
  }
}
################################################################################
#
################################################################################
proc ::tree::primeWithGame { { fillMask 0 } } {
  set ::tree::totalMoves [countBaseMoves "singleGame" ]
  sc_move start
  if {$fillMask} { ::tree::mask::feedMask [ sc_pos fen ] }
  
  set ::tree::parsedMoves 0
  set ::tree::cancelPrime 0
  progressWindow "Scid: [tr TreeFileFill]" "$::tree::totalMoves moves" $::tr(Cancel) {
    set ::tree::cancelPrime 1
    for {set i 1 } {$i <= [sc_base count total]} {incr i} {
      catch { .treeWin$i.buttons.stop invoke }
    }
  }
  resetProgressWindow
  leftJustifyProgressWindow
  ::tree::parseGame $fillMask
  closeProgressWindow
  updateBoard -pgn
}

################################################################################
# parse one game and fill the list
################################################################################
proc ::tree::parseGame {{ fillMask 0 }} {
  if {$::tree::cancelPrime } { return  }
  ::tree::refresh
  if {$::tree::cancelPrime } { return }
  while {![sc_pos isAt vend]} {
    updateProgressWindow $::tree::parsedMoves $::tree::totalMoves
    
    # Go through all variants
    for {set v 0} {$v<[sc_var count]} {incr v} {
      # enter each var (beware the first move is played)
      set fen [ sc_pos fen ]
      sc_var enter $v
      if {$fillMask} { ::tree::mask::feedMask $fen }
      if {$::tree::cancelPrime } { return }
      if {$::tree::cancelPrime } { return }
      ::tree::parseVar $fillMask
      if {$::tree::cancelPrime } { return }
    }
    # now treat the main line
    set fen [ sc_pos fen ]
    sc_move forward
    if {$fillMask} { ::tree::mask::feedMask $fen }
    incr ::tree::parsedMoves
    if {$::tree::cancelPrime } { return }
    if {$::tree::cancelPrime } { return }
  }
}
################################################################################
# parse recursively variants.
################################################################################
proc ::tree::parseVar {{ fillMask 0 }} {
  while {![sc_pos isAt vend]} {
    # Go through all variants
    for {set v 0} {$v<[sc_var count]} {incr v} {
      set fen [ sc_pos fen ]
      sc_var enter $v
      if {$fillMask} { ::tree::mask::feedMask $fen }
      if {$::tree::cancelPrime } { return }
      if {$::tree::cancelPrime } { return }
      # we are at the start of a var, before the first move : start recursive calls
      parseVar $fillMask
      if {$::tree::cancelPrime } { return }
    }
    
    set fen [ sc_pos fen ]
    sc_move forward
    if {$fillMask} { ::tree::mask::feedMask $fen }
    incr ::tree::parsedMoves
    updateProgressWindow $::tree::parsedMoves $::tree::totalMoves
    if {$::tree::cancelPrime } { return }
    if {$::tree::cancelPrime } { return }
  }
  
  sc_var exit
}
################################################################################
# count moves that will fill the cache
################################################################################
proc ::tree::countBaseMoves { {args ""} } {
  set ::tree::total 0
  
  ################################################################################
  proc countParseGame {} {
    sc_move start
    
    while {![sc_pos isAt vend]} {
      for {set v 0} {$v<[sc_var count]} {incr v} {
        sc_var enter $v
        countParseVar
      }
      sc_move forward
      incr ::tree::total
    }
  }
  ################################################################################
  proc countParseVar {} {
    while {![sc_pos isAt vend]} {
      for {set v 0} {$v<[sc_var count]} {incr v} {
        sc_var enter $v
        countParseVar
        incr ::tree::total
      }
      sc_move forward
      incr ::tree::total
    }
    sc_var exit
  }
  
  if {$args == "singleGame"} {
    countParseGame
  } else {
    for {set g 1} { $g <= [sc_base numGames]} { incr g} {
      sc_game load $g
      countParseGame
    }
  }
  return $::tree::total
}

################################################################################
#
#                                 Mask namespace
#
#  All function calls with move in english
#  Images are 17x17
################################################################################
namespace eval ::tree::mask {
  
  # mask(fen) contains data for a position <fen> : ( moves, comment )
  # where moves is ( move nag color move_anno img1 img2 )
  array set mask {}
  set maskSerialized {}
  set maskFile ""
  set defaultColor white
  set emptyNag "  "
  set textComment ""
  set cacheFenIndex -1
  set dirty 0 ; # if Mask data has changed
  # Mask Search
  set searchMask_usenag 0
  set searchMask_usemarker0 0
  set searchMask_usemarker1 0
  set searchMask_usecolor 0
  set searchMask_usemovecomment 0
  set searchMask_useposcomment 0
  set displayMask_showNag 1
  set displayMask_showComment 1
  
  array set marker2image { Include tb_tick Exclude tb_cross MainLine tb_mainline Bookmark tb_bkm \
        White tb_white Black tb_black \
        NewLine tb_new ToBeVerified tb_rfilter ToTrain tb_msearch Dubious tb_help ToRemove tb_cut }
  set maxRecent 10
}
################################################################################
#
################################################################################
proc ::tree::mask::open { {filename ""} } {
  global ::tree::mask::maskSerialized ::tree::mask::mask ::tree::mask::recentMask
  
  if {$filename == ""} {
    set types {
      {{Tree Mask Files}       {.stm}        }
    }
    set filename [tk_getOpenFile -initialdir $::initialDir(stm) -filetypes $types -defaultextension ".stm"]
	 set ::initialDir(stm) [file dirname $filename]
  }
  
  if {$filename != ""} {
    ::tree::mask::askForSave
    array unset ::tree::mask::mask
    array set ::tree::mask::mask {}
    source $filename
    array set mask $maskSerialized
    set maskSerialized {}
    set ::tree::mask::maskFile $filename
    set ::tree::mask::dirty 0
    ::tree::refresh
    
    if { [lsearch $recentMask $filename ] == -1 } {
      set recentMask [ linsert $recentMask 0 $filename]
      if {[llength $recentMask] > $::tree::mask::maxRecent } {
        set recentMask [ lreplace $recentMask  [ expr $::tree::mask::maxRecent -1 ] end ]
      }
      
      # update recent masks menu entry
      for {set i 1} {$i <= [sc_base count total]} {incr i} {
        set w .treeWin$i
        if { [winfo exists $w] } {
          $w.menu.mask.recent delete 0 end
          foreach f $::tree::mask::recentMask {
            $w.menu.mask.recent add command -label $f -command "::tree::mask::open $f"
          }
        }
      }
      
    }
  }
  
}
################################################################################
#
################################################################################
proc ::tree::mask::askForSave {} {
  if {$::tree::mask::dirty} {
    set answer [tk_messageBox -title Scid -icon warning -type yesno \
        -message "[ tr DoYouWantToSaveFirst ]\n$::tree::mask::maskFile ?"]
    if {$answer == "yes"} {
      ::tree::mask::save
    }
  }
}
################################################################################
#
################################################################################
proc ::tree::mask::new {} {
  
  set types {
    {{Tree Mask Files}       {.stm}        }
  }
  set filename [tk_getSaveFile -filetypes $types -defaultextension ".stm"]
  
  if {$filename != ""} {
    if {[file extension $filename] != ".stm" } {
      append filename ".stm"
    }
    ::tree::mask::askForSave
    set ::tree::mask::dirty 0
    set ::tree::mask::maskFile $filename
    array unset ::tree::mask::mask
    array set ::tree::mask::mask {}
    ::tree::refresh
  }
}
################################################################################
#
################################################################################
proc ::tree::mask::close {} {
  if { $::tree::mask::maskFile == "" } {
    return
  }
  ::tree::mask::askForSave
  set ::tree::mask::dirty 0
  array unset ::tree::mask::mask
  array set ::tree::mask::mask {}
  set ::tree::mask::maskFile ""
  ::tree::refresh
}
################################################################################
#
################################################################################
proc ::tree::mask::save {} {
  set f [ ::open $::tree::mask::maskFile w ]
  puts $f "set ::tree::mask::maskSerialized [list [array get ::tree::mask::mask]]"
  ::close $f
  set ::tree::mask::dirty 0
}
################################################################################
#
################################################################################
proc ::tree::mask::contextMenu {win move x y xc yc} {
  update idletasks
  
  set mctxt $win.ctxtMenu
  if { [winfo exists $mctxt] } {
    destroy $mctxt
  }
  
  if {$move == "dummy"} {
    set state "disabled"
  } else  {
    set state "normal"
  }
  menu $mctxt
  $mctxt add command -label [tr AddToMask] -command "::tree::mask::addToMask $move" -state $state
  $mctxt add command -label [tr RemoveFromMask] -command "::tree::mask::removeFromMask $move" -state $state
  $mctxt add separator
  
  menu $mctxt.nag
  $mctxt add cascade -label [tr Nag] -menu $mctxt.nag -state $state
  
  foreach nag [ list "!!" " !" "!?" "?!" " ?" "??" " ~" [::tr "None"]  ] {
    $mctxt.nag add command -label $nag -command "::tree::mask::setNag [list $move $nag]" -state $state
  }
  
  foreach j { 0 1 } {
    menu $mctxt.image$j
    $mctxt add cascade -label "[tr Marker] [expr $j +1]" -menu $mctxt.image$j -state $state
    foreach e { Include Exclude MainLine Bookmark White Black NewLine ToBeVerified ToTrain Dubious ToRemove } {
      set i  $::tree::mask::marker2image($e)
      $mctxt.image$j add command -label [ tr $e ] -image $i -compound left -command "::tree::mask::setImage $move $i $j"
    }
    $mctxt.image$j add command -label [tr NoMarker] -command "::tree::mask::setImage $move {} $j"
  }
  menu $mctxt.color
  $mctxt add cascade -label [tr ColorMarker] -menu $mctxt.color  -state $state
  foreach c { "White" "Green" "Yellow" "Blue" "Red"} {
    $mctxt.color add command -label [ tr "${c}Mark" ] -background $c -command "::tree::mask::setColor $move $c"
  }
  
  $mctxt add separator
  $mctxt add command -label [ tr CommentMove] -command "::tree::mask::addComment $move" -state $state
  $mctxt add command -label [ tr CommentPosition] -command "::tree::mask::addComment"
  
  $mctxt add separator
  set lMatchMoves [sc_pos matchMoves ""]
  if {[llength $lMatchMoves ] > 16} {
    # split the moves in several menus
    for {set idxMenu 0} { $idxMenu <= [expr int([llength $lMatchMoves ] / 16) ]} {incr idxMenu} {
      menu $mctxt.matchmoves$idxMenu
      $mctxt add cascade -label "[ tr AddThisMoveToMask ] ([expr $idxMenu + 1 ])" -menu $mctxt.matchmoves$idxMenu
      for {set i 0} {$i < 16} {incr i} {
        if {[expr $i + $idxMenu * 16 +1] > [llength $lMatchMoves ] } {
          break
        }
        set m [lindex $lMatchMoves [expr $i + $idxMenu * 16]]
        if {$m == "OK"} { set m "O-O" }
        if {$m == "OQ"} { set m "O-O-O" }
        $mctxt.matchmoves$idxMenu add command -label [::trans $m] -command "::tree::mask::addToMask $m"
      }
    }
  } else  {
    menu $mctxt.matchmoves
    $mctxt add cascade -label [ tr AddThisMoveToMask ] -menu $mctxt.matchmoves
    foreach m [sc_pos matchMoves ""] {
      if {$m == "OK"} { set m "O-O" }
      if {$m == "OQ"} { set m "O-O-O" }
      $mctxt.matchmoves add command -label [::trans $m] -command "::tree::mask::addToMask $m"
    }
  }
  
  $mctxt post [winfo pointerx .] [winfo pointery .]
}
################################################################################
#
################################################################################
proc ::tree::mask::addToMask { move {fen ""} } {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)]} {
    set mask($fen) { {} {} }
  }
  set ::tree::mask::dirty 1
  set moves [ lindex $mask($fen) 0 ]
  if {[lsearch $moves $move] == -1} {
    lappend moves [list $move {} $::tree::mask::defaultColor {} {} {}]
    set newpos [lreplace $mask($fen) 0 0 $moves]
    set mask($fen) $newpos
    ::tree::refresh
  }
}
################################################################################
#
################################################################################
proc ::tree::mask::removeFromMask { move {fen ""} } {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)]} {
    return
  }
  set ::tree::mask::dirty 1
  
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm != -1} {
    set moves [lreplace $moves $idxm $idxm]
    lset mask($fen) 0 $moves
    ::tree::refresh
  }
  
  # if the position has no move left and no comment, unset it
  if { [llength [lindex $mask($fen) 0] ] == 0 && [lindex $mask($fen) 1] == "" } {
    array unset mask $fen
  }
}
################################################################################
# returns 1 if the move is already in mask
################################################################################
proc ::tree::mask::moveExists { move {fen ""} } {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)] || $move == "\[end\]" } {
    return 0
  }
  set moves [ lindex $mask($fen) 0 ]
  if {[lsearch -regexp $moves "^$move *"] == -1} {
    return 0
  }
  return 1
}
################################################################################
# return the list of moves with their data
################################################################################
proc ::tree::mask::getAllMoves {} {
  global ::tree::mask::mask
  if {![info exists mask($::tree::mask::cacheFenIndex)]} {
    return ""
  }
  set moves [ lindex $mask($::tree::mask::cacheFenIndex) 0 ]
  return $moves
}
################################################################################
#
################################################################################
proc ::tree::mask::getColor { move {fen ""}} {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)]} {
    return $::tree::mask::defaultColor
  }
  
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    return $::tree::mask::defaultColor
  }
  set col [ lindex $moves $idxm 2 ]
  
  return $col
}
################################################################################
#
################################################################################
proc ::tree::mask::setColor { move color {fen ""}} {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)]} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set ::tree::mask::dirty 1
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set newmove [lreplace [lindex $moves $idxm] 2 2 $color ]
  set moves [lreplace $moves $idxm $idxm $newmove ]
  set mask($fen) [ lreplace $mask($fen) 0 0 $moves ]
  ::tree::refresh
}
################################################################################
# defaults to "  " (2 spaces)
################################################################################
proc ::tree::mask::getNag { move { fen "" }} {
  global ::tree::mask::mask ::tree::mask::emptyNag
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)]} {
    return $emptyNag
  }
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    return $emptyNag
  }
  set nag [ lindex $moves $idxm 1 ]
  if {$nag == ""} {
    set nag $emptyNag
  }
  if { [string length $nag] == 1} { set nag " $nag" }
  return $nag
}
################################################################################
#
################################################################################
proc ::tree::mask::setNag { move nag {fen ""} } {
  global ::tree::mask::mask
  
  if { $nag == [::tr "None"] } {
    set nag ""
  }
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)]} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set ::tree::mask::dirty 1
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set newmove [lreplace [lindex $moves $idxm] 1 1 $nag ]
  set moves [lreplace $moves $idxm $idxm $newmove ]
  set mask($fen) [ lreplace $mask($fen) 0 0 $moves ]
  ::tree::refresh
}
################################################################################
#
################################################################################
proc ::tree::mask::getComment { move { fen "" } } {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if {![info exists mask($fen)] || $move == "" || $move == "\[end\]" } {
    return ""
  }
  
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    return ""
  }
  set comment [ lindex $moves $idxm 3 ]
  if {$comment == ""} {
    set comment "  "
  }
  return $comment
}
################################################################################
#
################################################################################
proc ::tree::mask::setComment { move comment { fen "" } } {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  set comment [string trim $comment]
  
  if {![info exists mask($fen)]} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set ::tree::mask::dirty 1
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set newmove [lreplace [lindex $moves $idxm] 3 3 $comment ]
  set moves [lreplace $moves $idxm $idxm $newmove ]
  set mask($fen) [ lreplace $mask($fen) 0 0 $moves ]
  ::tree::refresh
}
################################################################################
#
################################################################################
proc ::tree::mask::getPositionComment {{fen ""}} {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  
  if { ! [ info exists mask($fen) ] } {
    return ""
  }
  
  set comment [ lindex $mask($fen) 1 ]
  set comment [ string trim $comment ]
  
  return $comment
}
################################################################################
#
################################################################################
proc ::tree::mask::setPositionComment { comment {fen ""} } {
  global ::tree::mask::mask
  
  if {$fen == ""} { set fen $::tree::mask::cacheFenIndex }
  set comment [ string trim $comment ]
  set ::tree::mask::dirty 1
  # add position automatically
  if {![info exists mask($fen)]} {
    set mask($fen) { {} {} }
  }
  
  set newpos [ lreplace $mask($fen) 1 1 $comment ]
  set mask($fen) $newpos
  ::tree::refresh
}
################################################################################
#
################################################################################
proc ::tree::mask::setImage { move img nmr } {
  global ::tree::mask::mask
  set fen $::tree::mask::cacheFenIndex
  if {![info exists mask($fen)]} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set ::tree::mask::dirty 1
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
    return
  }
  set loc [expr 4 + $nmr]
  set newmove [lreplace [lindex $moves $idxm] $loc $loc $img ]
  set moves [lreplace $moves $idxm $idxm $newmove ]
  set mask($fen) [ lreplace $mask($fen) 0 0 $moves ]
  
  ::tree::refresh
}
################################################################################
# nmr = 0 or 1 (two images per line)
################################################################################
proc ::tree::mask::getImage { move nmr } {
  global ::tree::mask::mask
  
  set fen $::tree::mask::cacheFenIndex
  if {![info exists mask($fen)]} {
    return tb_empty
  }
  set moves [ lindex $mask($fen) 0 ]
  set idxm [lsearch -regexp $moves "^$move *"]
  if { $idxm == -1} {
    return tb_empty
  }
  set loc [expr 4 + $nmr]
  set img [lindex $moves $idxm $loc]
  if {$img == ""} { set img tb_empty }
  return $img
}

################################################################################
# if move is null, this is a position comment
################################################################################
proc ::tree::mask::addComment { { move "" } } {
  
  # first check the move is present in Mask
  if { $move != "" } {
    if { ![::tree::mask::moveExists $move] } {
      tk_messageBox -title "Scid" -type ok -icon warning -message [ tr AddMoveToMaskFirst ]
      return
    }
  }
  set w .treeMaskAddComment
  toplevel .treeMaskAddComment
  if {$move == ""} {
    set oldComment [::tree::mask::getPositionComment]
    ::setTitle $w [::tr CommentPosition]
  } else  {
    set oldComment [::tree::mask::getComment $move ]
    ::setTitle $w [::tr CommentMove]
  }
  set oldComment [ string trim $oldComment ]
  autoscrollframe $w.f text $w.f.e -width 40 -height 5 -wrap word -setgrid 1
  $w.f.e insert end $oldComment
  ttk::button $w.ok -text OK -command "::tree::mask::updateComment $move ; destroy $w ; ::tree::refresh"
  pack  $w.f  -side top -expand 1 -fill both
  pack  $w.ok -side bottom
  focus $w.f.e
}
################################################################################
#
################################################################################
proc ::tree::mask::updateComment { { move "" } } {
  set e .treeMaskAddComment.f.e
  set newComment [$e get 1.0 end]
  set newComment [ string trim $newComment ]
  set ::tree::mask::dirty 1
  if {$move == ""} {
    ::tree::mask::setPositionComment $newComment
  } else  {
    ::tree::mask::setComment $move $newComment
  }
}

################################################################################
#
################################################################################
proc ::tree::mask::fillWithGame {} {
  if {$::tree::mask::maskFile == ""} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr OpenAMaskFileFirst]
    return
  }
  ::tree::primeWithGame 1
  set ::tree::mask::dirty 1
}
################################################################################
#
################################################################################
proc ::tree::mask::fillWithBase {} {
  if {$::tree::mask::maskFile == ""} {
    tk_messageBox -title "Scid" -type ok -icon warning -message [ tr OpenAMaskFileFirst]
    return
  }
  ::tree::primeWithBase 1
  set ::tree::mask::dirty 1
}
################################################################################
# Take current position information and fill the mask (move, nag, comments, etc)
################################################################################
proc ::tree::mask::feedMask { fen } {
  set stdNags { "!!" "!" "!?" "?!" "??" "~"}
  set fen [toShortFen $fen]
  set move [sc_game info previousMoveNT]
  set comment [sc_pos getComment $fen ]
  
  if {$move == ""} {
    set move "null"
  }
  
  # add move if not in mask
  if { ![moveExists $move $fen]} {
    addToMask $move $fen
  }
  
  if {$move == "null"} {
    set comment "$comment [getPositionComment]"
    setPositionComment $comment $fen
    return
  }
  
  # NAG
  set nag [string trim [sc_pos getNags]]
  if {$nag == 0} { set nag "" }
  if {$nag != ""} {
    # append the NAGs to comment if not standard
    if {[lsearch $stdNags $nag ] == -1 } {
      set comment "$nag $comment"
      set nag ""
    } else  {
      set oldNag [getNag $move]
      if {$oldNag != $::tree::mask::emptyNag && $oldNag != $nag} {
        set comment "<$oldNag>(?!?) $comment"
      }
      setNag $move $nag $fen
    }
  }
  
  # append comment
  set oldComment [getComment $move $fen]
  if { $oldComment != "" && $oldComment != $comment } {
    set comment "$oldComment\n$comment"
  }
  setComment $move $comment $fen
  
}
################################################################################
#  trim the fen to keep position data only
################################################################################
proc ::tree::mask::toShortFen {fen} {
  set ret [lreplace $fen end-1 end]
  return $ret
}
################################################################################
#
################################################################################
proc ::tree::mask::setCacheFenIndex {} {
  set ::tree::mask::cacheFenIndex [ toShortFen [sc_pos fen] ]
}
################################################################################
#
################################################################################
proc ::tree::mask::infoMask {} {
  global ::tree::mask::mask
  
  set npos [array size mask]
  # set nmoves 0
  set nmoves [lindex [ split [array statistics mask] "\n" ] end ]
  # foreach pos $mask {
  # incr nmoves [llength [lindex $pos 1]]
  # }
  tk_messageBox -title "Mask info" -type ok -icon info -message "Mask : $::tree::mask::maskFile\n[tr Positions] : $npos\n[tr Moves] : $nmoves"
}
################################################################################
# Dumps mask content in a tree view widget
# The current position is the reference base
################################################################################
proc ::tree::mask::displayMask {} {
  global ::tree::mask::mask
  
  set w .displaymask
  if { [winfo exists $w] } {
    focus $w
    return
  }
  toplevel $w
  wm title $w [::tr DisplayMask]
  setWinLocation $w
  setWinSize $w
  
  ttk::button $w.bupdate -text [::tr "Update"] -command ::tree::mask::updateDisplayMask
  ttk::frame $w.f
  
  
  ttk::frame $w.fcb
  pack $w.fcb -fill x
  ttk::checkbutton $w.fcb.nag -text [::tr "Nag"] -variable ::tree::mask::displayMask_showNag -command ::tree::mask::updateDisplayMask
  ttk::checkbutton $w.fcb.comment -text [::tr "Comments"] -variable ::tree::mask::displayMask_showComment -command ::tree::mask::updateDisplayMask
  pack $w.fcb.nag $w.fcb.comment -side left
  
  pack $w.bupdate -fill x
  pack $w.f -fill both -expand 1
  
  ttk::treeview $w.f.tree -yscrollcommand "$w.f.ybar set" -xscrollcommand "$w.f.xbar set" -show tree -selectmode browse
  # workaround for a bug in treeview (xscrollbar does not get view size)
  $w.f.tree column #0 -minwidth 1200
  ttk::scrollbar $w.f.xbar -command "$w.f.tree xview" -orient horizontal
  ttk::scrollbar $w.f.ybar -command "$w.f.tree yview"
  
  pack $w.f.xbar -side bottom -fill x
  pack $w.f.ybar -side right -fill y
  pack $w.f.tree -side left -expand 1 -fill both
  
  updateDisplayMask
  
  bind $w <Escape> { destroy  .displaymask }
  bind $w <Configure>  {
    recordWinSize .displaymask
  }
  
  $w.f.tree tag bind dblClickTree <Double-Button-1> {::tree::mask::maskTreeUnfold }
}
################################################################################
#
################################################################################
proc ::tree::mask::updateDisplayMask {} {
  global ::tree::mask::mask
  
  set tree  .displaymask.f.tree
  $tree delete [ $tree children {} ]
  set fen [toShortFen [sc_pos fen] ]
  # use clipbase to enter a dummy game
  set currentbase [sc_base current]
  sc_base switch clipbase
  sc_game push copyfast
  
  if {[catch {sc_game startBoard $fen} err]} {
    puts "sc_game startBoard $fen => $err"
  }
  if { [info exists mask($fen) ] } {
    set moves [lindex $mask($fen) 0]
    ::tree::mask::populateDisplayMask $moves {} $fen {} [lindex $mask($fen) 1]
  }
  sc_game pop
  sc_base switch $currentbase
}
################################################################################
# creates a new image whose name is name1_name2, and concatenates two images.
# parameters are the markers, not the images names
################################################################################
proc ::tree::mask::createImage {marker1 marker2} {
  
  if {[lsearch [image names] "$marker1$marker2" ] != -1} {
    return
  }
  set img1 $::tree::mask::marker2image($marker1)
  set img2 $::tree::mask::marker2image($marker2)
  set w1 [image width $img1]
  set w2 [image width $img2]
  set h1 [image height $img1]
  set h2 [image height $img2]
  set margin 2
  image create photo $marker1$marker2 -height $h1 -width [expr $w1 + $w2 + $margin]
  $marker1$marker2 copy $img1 -from 0 0 -to 0 0
  $marker1$marker2 copy $img2 -from 0 0 -to [expr $w1 +$margin] 0
}
################################################################################
#
################################################################################
proc  ::tree::mask::maskTreeUnfold {} {
  set t .displaymask.f.tree
  
  proc unfold {id} {
    set t .displaymask.f.tree
    foreach c [$t children $id] {
      $t item $c -open true
      unfold $c
    }
  }
  
  set id [$t selection]
  unfold $id
}
################################################################################
# returns the first line of multi-line string (separated with \n)
################################################################################
proc ::tree::mask::trimToFirstLine {s} {
  set s [ lindex [ split $s "\n" ] 0 ]
  return $s
}
################################################################################
#
################################################################################
proc ::tree::mask::populateDisplayMask { moves parent fen fenSeen posComment} {
  global ::tree::mask::mask
  
  set posComment [ trimToFirstLine $posComment ]
  
  if { $posComment != ""} {
    set posComment "\[$posComment\] "
  }
  
  set tree .displaymask.f.tree
  
  foreach m $moves {
    set move [lindex $m 0]
    if {$move == "null"} { continue }
    set img ""
    if {[lindex $m 4] != "" && [lindex $m 5] == ""} {
      set img [lindex $m 4]
    }
    if {[lindex $m 4] == "" && [lindex $m 5] != ""} {
      set img [lindex $m 5]
    }
    if {[lindex $m 4] != "" && [lindex $m 5] != ""} {
      set l [array get ::tree::mask::marker2image]
      set idx [ lsearch $l [lindex $m 4] ]
      set mark1 [lindex $l [expr $idx -1 ] ]
      set idx [ lsearch $l [lindex $m 5] ]
      set mark2 [lindex $l [expr $idx -1 ] ]
      createImage $mark1 $mark2
      set img $mark1$mark2
    }
    
    set nag ""
    if { $::tree::mask::displayMask_showNag } {
      set nag [lindex $m 1]
    }
    
    if {[lindex $m 3] != "" && $::tree::mask::displayMask_showComment} {
      set move_comment " [lindex $m 3]"
      set move_comment [ trimToFirstLine $move_comment ]
    } else  {
      set move_comment ""
    }
    if { ! $::tree::mask::displayMask_showComment} {
      set posComment ""
    }
    set id [ $tree insert $parent end -text "$posComment[::trans $move][set nag]$move_comment" -image $img -tags dblClickTree ]
    if {[catch {sc_game startBoard $fen} err]} {
      puts "ERROR sc_game startBoard $fen => $err"
    }
    sc_move addSan $move
    
    set newfen [toShortFen [sc_pos fen] ]
    if {[lsearch $fenSeen $newfen] != -1} { return }
    if { [info exists mask($newfen) ] } {
      set newmoves [lindex $mask($newfen) 0]
      
      while { [llength $newmoves] == 1 } {
        lappend fenSeen $newfen
        sc_move addSan [ lindex $newmoves { 0 0 } ]
        set newfen [toShortFen [sc_pos fen] ]
        if {[lsearch $fenSeen $newfen] != -1} { return }
        lappend fenSeen $newfen
        if {[lindex $newmoves 0 3] != "" && $::tree::mask::displayMask_showComment } {
          set move_comment " [lindex $newmoves 0 3]"
          set move_comment [ trimToFirstLine $move_comment ]
        } else  {
          set move_comment ""
        }
        
        if {[lindex $newmoves 1] != "" && $::tree::mask::displayMask_showComment } {
          set pos_comment " \[[lindex $newmoves 1]\]"
          set pos_comment [ trimToFirstLine $pos_comment ]
        } else  {
          set pos_comment ""
        }
        set nag ""
        if { $::tree::mask::displayMask_showNag } {
          set nag [ lindex $newmoves { 0 1 }  ]
        }
        $tree item $id -text "[ $tree item $id -text ] $pos_comment[::trans [ lindex $newmoves { 0 0 }  ] ][ set nag  ]$move_comment"
        if { ! [info exists mask($newfen) ] } {
          break
        }
        set newmoves [lindex $mask($newfen) 0]
      }
      
      if { [info exists mask($newfen) ] } {
        set newmoves [lindex $mask($newfen) 0]
        ::tree::mask::populateDisplayMask $newmoves $id $newfen $fenSeen [lindex $mask($newfen) 1]
      }
    }
  }
  
}
################################################################################
#
################################################################################
proc ::tree::mask::searchMask { baseNumber } {
  
  set w .searchmask
  if { [winfo exists $w] } {
    focus $w
    return
  }
  toplevel $w
  wm title $w [::tr SearchMask]
  ttk::frame $w.f1
  ttk::frame $w.f2
  pack $w.f1 -side top -fill both -expand 1
  pack $w.f2 -side top -fill both -expand 1
  
  # NAG selection
  ttk::checkbutton $w.f1.nagl -text [tr Nag] -variable ::tree::mask::searchMask_usenag
  menu $w.f1.nagmenu
  ttk::menubutton $w.f1.nag -textvariable ::tree::mask::searchMask_nag -menu $w.f1.nagmenu -style pad0.TMenubutton
  set ::tree::mask::searchMask_nag  [::tr "None"]
  foreach nag [ list "!!" " !" "!?" "?!" " ?" "??" " ~" [::tr "None"]  ] {
    $w.f1.nagmenu add command -label $nag -command "set ::tree::mask::searchMask_nag $nag"
  }
  grid $w.f1.nagl -column 0 -row 0
  grid $w.f1.nag -column 0 -row 1
  
  # Markers 1 & 2
  foreach j { 0 1 } {
    ttk::checkbutton $w.f1.ml$j -text "[tr Marker] [expr $j +1]" -variable ::tree::mask::searchMask_usemarker$j
    menu $w.f1.menum$j
    ttk::menubutton $w.f1.m$j -textvariable ::tree::mask::searchMask_trm$j -menu $w.f1.menum$j -style pad0.TMenubutton
    set ::tree::mask::searchMask_trm$j [tr "Include"]
    set ::tree::mask::searchMask_m$j $::tree::mask::marker2image(Include)
    foreach e { Include Exclude MainLine Bookmark White Black NewLine ToBeVerified ToTrain Dubious ToRemove } {
      set i $::tree::mask::marker2image($e)
      $w.f1.menum$j add command -label [ tr $e ] -image $i -compound left \
          -command "set ::tree::mask::searchMask_trm$j \"[tr $e ]\" ; set ::tree::mask::searchMask_m$j $i"
    }
    grid $w.f1.ml$j -column [expr 1 + $j] -row 0
    grid $w.f1.m$j -column [expr 1 + $j] -row 1
  }
  
  # Color
  ttk::checkbutton $w.f1.colorl -text [tr ColorMarker] -variable ::tree::mask::searchMask_usecolor
  menu $w.f1.colormenu
  ttk::menubutton $w.f1.color -textvariable ::tree::mask::searchMask_trcolor -menu $w.f1.colormenu  -style pad0.TMenubutton
  set ::tree::mask::searchMask_trcolor  [::tr "White"]
  set ::tree::mask::searchMask_color "White"
  foreach c { "White" "Green" "Yellow" "Blue" "Red"} {
    $w.f1.colormenu add command -label [ tr "${c}Mark" ] \
        -command "set ::tree::mask::searchMask_trcolor [ tr ${c}Mark ] ; set ::tree::mask::searchMask_color $c"
  }
  grid $w.f1.colorl -column 3 -row 0
  grid $w.f1.color -column 3 -row 1
  
  # Move annotation
  ttk::checkbutton $w.f1.movecommentl -text "Move comment" -variable ::tree::mask::searchMask_usemovecomment
  ttk::entry $w.f1.movecomment -textvariable ::tree::mask::searchMask_movecomment -width 12
  grid $w.f1.movecommentl -column 4 -row 0
  grid $w.f1.movecomment -column 4 -row 1
  
  # Position annotation
  ttk::checkbutton $w.f1.poscommentl -text "Position comment" -variable ::tree::mask::searchMask_useposcomment
  ttk::entry $w.f1.poscomment -textvariable ::tree::mask::searchMask_poscomment -width 12
  grid $w.f1.poscommentl -column 5 -row 0
  grid $w.f1.poscomment -column 5 -row 1
  
  ttk::button $w.f1.search -text [tr "Search"] -command " ::tree::mask::perfomSearch $baseNumber "
  grid $w.f1.search -column 6 -row 0 -rowspan 2
  
  # display search result
  text $w.f2.text -yscrollcommand "$w.f2.ybar set" -height 50
  ttk::scrollbar $w.f2.ybar -command "$w.f2.text yview"
  pack $w.f2.ybar -side left -fill y
  pack $w.f2.text -side left -fill both -expand yes
  
  setWinLocation $w
  setWinSize $w
  
  bind $w.f2.text <ButtonPress-1> " ::tree::mask::searchClick %x %y %W $baseNumber "
  bind $w <Escape> { destroy  .searchmask }
  bind $w <Configure> "recordWinSize $w"
  
}
################################################################################
#
################################################################################
proc  ::tree::mask::perfomSearch  { baseNumber } {
  global ::tree::mask::mask
  set t .searchmask.f2.text
  # contains the search result (FEN)
  set res {}
  
  set pos_count 0
  set move_count 0
  set pos_total 0
  set move_total 0
  
  $t delete 1.0 end
  
  # Display FEN + moves and comments. Clicking on a line starts filtering current base
  foreach fen [array names mask] {
    incr pos_total
    
    # Position comment
    set poscomment [ lindex $mask($fen) 1 ]
    if { $::tree::mask::searchMask_useposcomment  } {
      if { [string match -nocase "*$::tree::mask::searchMask_poscomment*"  $poscomment] } {
        lappend res "$fen $poscomment"
        incr pos_count
      } else  {
        continue
      }
    }
    
    set moves [ lindex $mask($fen) 0 ]
    foreach m $moves {
      incr move_total
      
      # NAG
      if { $::tree::mask::searchMask_usenag } {
        set nag $::tree::mask::searchMask_nag
        if { $nag == [::tr "None"] } {  set nag ""  }
        if { [ string trim [lindex $m 1] ] != $nag } {
          continue
        }
      }
      
      # Markers 1 & 2
      if { $::tree::mask::searchMask_usemarker0 } {
        if { $::tree::mask::searchMask_m0 != [lindex $m 4] } {
          continue
        }
      }
      if { $::tree::mask::searchMask_usemarker1 } {
        if { $::tree::mask::searchMask_m1 != [lindex $m 5] } {
          continue
        }
      }
      
      # Color
      if { $::tree::mask::searchMask_usecolor } {
        if { [ string compare -nocase $::tree::mask::searchMask_color [lindex $m 2] ] != 0 } {
          continue
        }
      }
      
      # Move annotation
      set movecomment [lindex $m 3]
      if { $::tree::mask::searchMask_usemovecomment } {
        if {  ! [string match -nocase "*$::tree::mask::searchMask_movecomment*"  $movecomment]  } {
          continue
        }
      }
      
      lappend res "$fen [::trans [lindex $m 0]] $movecomment"
      incr move_count
    }
  }
  
  # output the result
  foreach l $res {
    $t insert end "$l\n"
  }
  wm title .searchmask "[::tr SearchMask] [::tr Positions] $pos_count / $pos_total - [::tr moves] $move_count / $move_total"
}
################################################################################
#
################################################################################
proc  ::tree::mask::searchClick {x y win baseNumber} {
  set idx [ $win index @$x,$y ]
  if { [ scan $idx "%d.%d" l c ] != 2 } {
    # should never happen
    return
  }
  set elt [$win get $l.0 $l.end]
  
  if {[llength $elt] < 4} {
    return
  }
  
  set fen [ lrange $elt 0 3 ]
  
  # load the position in a temporary game (in clipbase), update the Trees then switch to Tree's base
  sc_base switch clipbase
  sc_game push copyfast
  
  if {[catch {sc_game startBoard $fen} err]} {
    puts "sc_game startBoard $fen => $err"
  } else  {
    # TODO : call sc_search board maybe wiser ?
    ::tree::refresh
    # updateBoard -pgn
  }
  
  sc_game pop

  sc_base switch $baseNumber
  # ::file::SwitchToBase $baseNumber
  if {[sc_filter first != 0]} {
    ::game::Load [sc_filter first]
  } else  {
    updateBoard -pgn
  }
  
  # updateBoard -pgn
  
}
################################################################################
#
################################################################################

######################################################################
### Crosstable window

namespace eval ::crosstab {}

set crosstab(sort) score
set crosstab(type) auto
set crosstab(ages) "+ages"
set crosstab(colors) "+colors"
set crosstab(ratings) "+ratings"
set crosstab(countries) "+countries"
set crosstab(titles) "+titles"
set crosstab(groups) "-groups"
set crosstab(breaks) "-breaks"
set crosstab(deleted) "-deleted"
set crosstab(cnumbers) "-numcolumns"
set crosstab(text) hypertext

proc ::crosstab::ConfigMenus {{lang ""}} {
  if {! [winfo exists .crosstabWin]} { return }
  if {$lang == ""} { set lang $::language }
  set m .crosstabWin.menu
  foreach idx {0 1 2 3 4 5} tag {File Edit Opt Sort Color Help} {
    configMenuText $m $idx Crosstab$tag $lang
  }
  foreach idx {0 1 2 4} tag {Text Html LaTeX Close} {
    configMenuText $m.file $idx CrosstabFile$tag $lang
  }
  foreach idx {0 1 2} tag {Event Site Date} {
    configMenuText $m.edit $idx CrosstabEdit$tag $lang
  }
  foreach idx {0 1 2 3 5 6 7 8 9 10 12 13 15} tag {All Swiss Knockout Auto Ages Nats Ratings Titles Breaks Deleted Colors ColumnNumbers Group} {
    configMenuText $m.opt $idx CrosstabOpt$tag $lang
  }
  foreach idx {0 1 2} tag {Name Rating Score} {
    configMenuText $m.sort $idx CrosstabSort$tag $lang
  }
  foreach idx {0 1} tag {Plain Hyper} {
    configMenuText $m.color $idx CrosstabColor$tag $lang
  }
  foreach idx {0 1} tag {Cross Index} {
    configMenuText $m.helpmenu $idx CrosstabHelp$tag $lang
  }
}

proc toggleCrosstabWin {} {
  set w .crosstabWin
  if {[winfo exists $w]} {
    destroy $w
  } else {
    crosstabWin
  }
}

proc ::crosstab::RefreshIfOpen {} {
  set w .crosstabWin
  if {[winfo exists $w]} { crosstabWin }
}

proc ::crosstab::Open {} {
  global crosstab
  set w .crosstabWin
  if {[::createToplevel $w] == "already_exists"} {
    ::crosstab::Refresh
    return
  }

  ::setTitle $w "Scid: [tr ToolsCross]"
  wm minsize $w 50 5
  setWinLocation $w
  
  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label CrosstabFile -menu $w.menu.file
  $w.menu add cascade -label CrosstabEdit -menu $w.menu.edit
  $w.menu add cascade -label CrosstabOpt -menu $w.menu.opt
  $w.menu add cascade -label CrosstabSort -menu $w.menu.sort
  $w.menu add cascade -label CrosstabText -menu $w.menu.color
  $w.menu add cascade -label CrosstabHelp -menu $w.menu.helpmenu
  foreach i {file edit opt sort color helpmenu} {
    menu $w.menu.$i -tearoff 0
  }
  
  $w.menu.file add command -label CrosstabFileText -command {
    set ftype {
      { "Text files" {".txt"} }
      { "All files"  {"*"}    }
    }
    set fname [tk_getSaveFile -initialdir [pwd] -filetypes $ftype  -title "Save Crosstable"]
    if {$fname != ""} {
      if {[catch {set tempfile [open $fname w]}]} {
        tk_messageBox -title "Scid: Error saving file" -type ok -icon warning -message "Unable to save the file: $fname\n\n"
      } else {
        puts -nonewline $tempfile [.crosstabWin.f.text get 1.0 end]
        close $tempfile
      }
    }
  }
  $w.menu.file add command -label CrosstabFileHtml -command {
    set ftype {
      { "HTML files" {".html" ".htm"} }
      { "All files"  {"*"}    }
    }
    set fname [tk_getSaveFile -initialdir $::initialDir(html) -filetypes $ftype  -title "Save Crosstable as HTML"]
    if {$fname != ""} {
      if {[file extension $fname] != ".html" && [file extension $fname] != ".htm" } {
        append fname ".html"
      }
      if {[catch {set tempfile [open $fname w]}]} {
        tk_messageBox -title "Scid: Error saving file" -type ok -icon warning -message "Unable to save the file: $fname\n\n"
      } else {
        catch {sc_game crosstable html $crosstab(sort) $crosstab(type) \
              $crosstab(ratings) $crosstab(countries) $crosstab(titles) \
              $crosstab(colors) $crosstab(groups) $crosstab(ages) \
              $crosstab(breaks) $crosstab(cnumbers) $crosstab(deleted)} \
            result
        puts $tempfile $result
        close $tempfile
      }
    }
  }
  $w.menu.file add command -label CrosstabFileLaTeX -command {
    set ftype {
      { "LaTeX files" {".tex" ".ltx"} }
      { "All files"  {"*"}    }
    }
    set fname [tk_getSaveFile -initialdir $::initialDir(tex) -filetypes $ftype  -title "Save Crosstable as LaTeX"]
    if {$fname != ""} {
      if {[file extension $fname] != ".tex" && [file extension $fname] != ".ltx" } {
        append fname ".tex"
      }
      if {[catch {set tempfile [open $fname w]}]} {
        tk_messageBox -title "Scid: Error saving file" \
            -type ok -icon warning \
            -message "Unable to save the file: $fname\n\n"
      } else {
        catch {sc_game crosstable latex $crosstab(sort) $crosstab(type) \
              $crosstab(ratings) $crosstab(countries) $crosstab(titles) \
              $crosstab(colors) $crosstab(groups) $crosstab(ages) \
              $crosstab(breaks) $crosstab(cnumbers) $crosstab(deleted)} \
            result
        puts $tempfile $result
        close $tempfile
      }
    }
  }
  $w.menu.file add separator
  $w.menu.file add command -label CrosstabFileClose \
      -command { .crosstabWin.b.cancel invoke } -accelerator Esc
  
  $w.menu.edit add command -label CrosstabEditEvent -command {
    makeNameEditor
    setNameEditorType event
    set editName [sc_game info event]
    set editNameNew ""
    set editNameSelect crosstable
  }
  $w.menu.edit add command -label CrosstabEditSite -command {
    makeNameEditor
    setNameEditorType site
    set editName [sc_game info site]
    set editNameNew ""
    set editNameSelect crosstable
  }
  $w.menu.edit add command -label CrosstabEditDate -command {
    makeNameEditor
    setNameEditorType date
    set editNameNew " "
    set editDate [sc_game info date]
    set editDateNew [sc_game info date]
    set editNameSelect crosstable
  }
  
  $w.menu.opt add radiobutton -label CrosstabOptAll \
      -variable crosstab(type) -value allplay -command crosstabWin
  $w.menu.opt add radiobutton -label CrosstabOptSwiss \
      -variable crosstab(type) -value swiss -command crosstabWin
  $w.menu.opt add radiobutton -label CrosstabOptKnockout \
      -variable crosstab(type) -value knockout -command crosstabWin
  $w.menu.opt add radiobutton -label CrosstabOptAuto \
      -variable crosstab(type) -value auto -command crosstabWin
  $w.menu.opt add separator
  $w.menu.opt add checkbutton -label CrosstabOptAges \
      -variable crosstab(ages) -onvalue "+ages" \
      -offvalue "-ages" -command crosstabWin
  $w.menu.opt add checkbutton -label CrosstabOptNats \
      -variable crosstab(countries) -onvalue "+countries" \
      -offvalue "-countries" -command crosstabWin
  $w.menu.opt add checkbutton -label CrosstabOptRatings \
      -variable crosstab(ratings) -onvalue "+ratings" -offvalue "-ratings" \
      -command crosstabWin
  $w.menu.opt add checkbutton -label CrosstabOptTitles \
      -variable crosstab(titles) -onvalue "+titles" -offvalue "-titles" \
      -command crosstabWin
  $w.menu.opt add checkbutton -label CrosstabOptBreaks \
      -variable crosstab(breaks) -onvalue "+breaks" \
      -offvalue "-breaks" -command crosstabWin
  $w.menu.opt add checkbutton -label CrosstabOptDeleted \
      -variable crosstab(deleted) -onvalue "+deleted" \
      -offvalue "-deleted" -command crosstabWin
  $w.menu.opt add separator
  $w.menu.opt add checkbutton -label CrosstabOptColors \
      -underline 0 -variable crosstab(colors) \
      -onvalue "+colors" -offvalue "-colors" -command crosstabWin
  $w.menu.opt add checkbutton -label CrosstabOptColumnNumbers \
      -underline 0 -variable crosstab(cnumbers) \
      -onvalue "+numcolumns" -offvalue "-numcolumns" -command crosstabWin
  $w.menu.opt add separator
  $w.menu.opt add checkbutton -label CrosstabOptGroup \
      -underline 0 -variable crosstab(groups) \
      -onvalue "+groups" -offvalue "-groups" -command crosstabWin
  
  $w.menu.sort add radiobutton -label CrosstabSortName \
      -variable crosstab(sort) -value name -command crosstabWin
  $w.menu.sort add radiobutton -label CrosstabSortRating \
      -variable crosstab(sort) -value rating -command crosstabWin
  $w.menu.sort add radiobutton -label CrosstabSortScore \
      -variable crosstab(sort) -value score -command crosstabWin
  
  $w.menu.color add radiobutton -label CrosstabColorPlain \
      -variable crosstab(text) -value plain -command crosstabWin
  $w.menu.color add radiobutton -label CrosstabColorHyper \
      -variable crosstab(text) -value hypertext -command crosstabWin
  
  $w.menu.helpmenu add command -label CrosstabHelpCross \
      -accelerator F1 -command {helpWindow Crosstable}
  $w.menu.helpmenu add command -label CrosstabHelpIndex \
      -command {helpWindow Index}
  
  ::crosstab::ConfigMenus
  
  frame $w.b
  pack $w.b -side bottom -fill x
  frame $w.f
  pack $w.f -side top -fill both -expand true
  text $w.f.text -width $::winWidth($w) -height $::winHeight($w) \
      -wrap none -font font_Fixed \
      -background white -yscroll "$w.f.ybar set" \
      -xscroll "$w.f.xbar set" -setgrid 1 -cursor top_left_arrow
  ::htext::init $w.f.text
  $w.f.text tag configure bgGray -background gray95
  scrollbar $w.f.ybar -command "$w.f.text yview"
  scrollbar $w.f.xbar -orient horizontal -command "$w.f.text xview"
  grid $w.f.text -row 0 -column 0 -sticky nesw
  grid $w.f.ybar -row 0 -column 1 -sticky nesw
  grid $w.f.xbar -row 1 -column 0 -sticky nesw
  grid rowconfig $w.f 0 -weight 1 -minsize 0
  grid columnconfig $w.f 0 -weight 1 -minsize 0
  button $w.b.stop -textvar ::tr(Stop) -state disabled \
      -command { set ::htext::interrupt 1 }
  menubutton $w.b.type -text "" -menu $w.b.type.menu \
      -relief raised -bd 2 -indicatoron 1
  menu $w.b.type.menu
  $w.b.type.menu add radiobutton -label [tr CrosstabOptAll] \
      -variable crosstab(type) -value allplay -command crosstabWin
  $w.b.type.menu add radiobutton -label [tr CrosstabOptSwiss] \
      -variable crosstab(type) -value swiss -command crosstabWin
  $w.b.type.menu add radiobutton -label [tr CrosstabOptKnockout] \
      -variable crosstab(type) -value knockout -command crosstabWin
  $w.b.type.menu add radiobutton -label [tr CrosstabOptAuto] \
      -variable crosstab(type) -value auto -command crosstabWin
  button $w.b.update -textvar ::tr(Update) -command crosstabWin
  button $w.b.cancel -textvar ::tr(Close) -command {
    focus .
    destroy .crosstabWin
  }
  button $w.b.setfilter -textvar ::tr(SetFilter) -command {
    sc_filter reset
    sc_filter negate
    sc_game crosstable filter
    ::notify::DatabaseChanged
  }
  button $w.b.addfilter -textvar ::tr(AddToFilter) -command {
    sc_game crosstable filter
    ::notify::DatabaseChanged
  }
  pack $w.b.cancel $w.b.update $w.b.type \
      -side right -pady 3 -padx 5
  pack $w.b.setfilter $w.b.addfilter -side left -pady 3 -padx 5
  
  bind $w <Configure> "recordWinSize $w"
  bind $w <F1> { helpWindow Crosstable }
  bind $w <Return> { .crosstabWin.b.update invoke }
  bind $w <Escape> { .crosstabWin.b.cancel invoke }
  bind $w <Up> { .crosstabWin.f.text yview scroll -1 units }
  bind $w <Down> { .crosstabWin.f.text yview scroll 1 units }
  bind $w <Prior> { .crosstabWin.f.text yview scroll -1 pages }
  bind $w <Next> { .crosstabWin.f.text yview scroll 1 pages }
  bind $w <Left> { .crosstabWin.f.text xview scroll -1 units }
  bind $w <Right> { .crosstabWin.f.text xview scroll 1 units }
  bind $w <Key-Home> {
    .crosstabWin.f.text xview moveto 0
  }
  bind $w <Key-End> {
    .crosstabWin.f.text xview moveto 0.99
  }
  standardShortcuts $w
  
  # MouseWheel Bindings:
  bind $w <MouseWheel> { .crosstabWin.f.text yview scroll [expr {- (%D / 120)}] units}
  if {! $::windowsOS} {
    bind $w <Button-4> { .crosstabWin.f.text yview scroll -1 units }
    bind $w <Button-5> { .crosstabWin.f.text yview scroll  1 units }
  }
  
  ::createToplevelFinalize $w
  ::crosstab::Refresh
}

proc crosstabWin {} {
  ::crosstab::Open
}

proc ::crosstab::Refresh {} {
  global crosstab
  set w .crosstabWin
  if {! [winfo exists $w]} { return }
  
  switch $crosstab(type) {
    allplay  { $w.b.type configure -text [tr CrosstabOptAll] }
    swiss    { $w.b.type configure -text [tr CrosstabOptSwiss] }
    knockout { $w.b.type configure -text [tr CrosstabOptKnockout] }
    auto     { $w.b.type configure -text [tr CrosstabOptAuto] }
  }
  $w.f.text configure -state normal
  $w.f.text delete 1.0 end
  busyCursor .
  $w.f.text configure -state disabled
  update idle
  $w.b.stop configure -state normal
  foreach button {update cancel setfilter addfilter type} {
    $w.b.$button configure -state disabled
  }
  pack $w.b.stop -side right -padx 5 -pady 3
  catch {grab $w.b.stop}
  update
  catch {sc_game crosstable $crosstab(text) $crosstab(sort) $crosstab(type) \
        $crosstab(ratings) $crosstab(countries) $crosstab(titles) \
        $crosstab(colors) $crosstab(groups) $crosstab(ages) \
        $crosstab(breaks) $crosstab(cnumbers) $crosstab(deleted)} result
  $w.f.text configure -state normal
  if {$crosstab(text) == "plain"} {
    $w.f.text insert end $result
  } else {
    ::htext::display $w.f.text $result
  }
  # Shade every second line to help readability:
  set lastLineNum [expr {int([$w.f.text index end])}]
  for {set i 2} {$i <= $lastLineNum} {incr i 2} {
    $w.f.text tag add bgGray $i.0 "$i.0 lineend +1c"
  }
  unbusyCursor .
  catch {grab release $w.b.stop}
  $w.b.stop configure -state disabled
  pack forget $w.b.stop
  foreach button {update cancel setfilter addfilter type} {
    $w.b.$button configure -state normal
  }
  $w.f.text configure -state disabled
  raiseWin $w
}

### file pfinder.tcl: part of Scid.

####################
# Player List window

namespace eval ::plist {}

set plistWin 0

set ::plist::sort Name

proc ::plist::defaults {} {
  set ::plist::name ""
  set ::plist::minGames 0
  set ::plist::maxGames 9999
  set ::plist::minElo 0
  set ::plist::maxElo [sc_info limit elo]
  set ::plist::size 50
}

::plist::defaults

trace variable ::plist::minElo w [list ::utils::validate::Integer [sc_info limit elo] 0]
trace variable ::plist::maxElo w [list ::utils::validate::Integer [sc_info limit elo] 0]
trace variable ::plist::minGames w [list ::utils::validate::Integer 9999 0]
trace variable ::plist::maxGames w [list ::utils::validate::Integer 9999 0]

proc ::plist::toggle {} {
  set w .plist
  if {[winfo exists $w]} {
    destroy $w
  } else {
    ::plist::Open
  }
}

proc ::plist::Open {} {
  global plistWin
  set w .plist
  if {[winfo exists .plist]} { return }
  set plistWin 1

  toplevel $w
  wm title $w "Scid: [tr WindowsPList]"
  setWinLocation $w
  bind $w <Configure> "recordWinSize $w"

  bind $w <F1> {helpWindow PList}
  bind $w <Escape> "$w.b.close invoke"
  bind $w <Return> ::plist::refresh
  bind $w <Destroy> { set plistWin 0 }
  standardShortcuts $w
  bind $w <Up> "$w.t.text yview scroll -1 units"
  bind $w <Down> "$w.t.text yview scroll 1 units"
  bind $w <Prior> "$w.t.text yview scroll -1 pages"
  bind $w <Next> "$w.t.text yview scroll 1 pages"
  bind $w <Key-Home> "$w.t.text yview moveto 0"
  bind $w <Key-End> "$w.t.text yview moveto 0.99"
  #bindMouseWheel $w $w.t.text

  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label PListFile -menu $w.menu.file
  menu $w.menu.file
  $w.menu.file add command -label Update -command ::plist::refresh
  $w.menu.file add command -label Close -command "destroy $w"
  $w.menu add cascade -label PListSort -menu $w.menu.sort
  menu $w.menu.sort
  foreach name {Name Elo Games Oldest Newest} {
    $w.menu.sort add radiobutton -label $name -variable ::plist::sort \
      -value $name -command ::plist::refresh
  }

  foreach i {t o1 o2 o3 b} {frame $w.$i}
  $w.t configure -relief sunken -borderwidth 1
  text $w.t.text -width 55 -height 25 -font font_Small -wrap none \
    -fg black -bg white -yscrollcommand "$w.t.ybar set" -setgrid 1 \
    -cursor top_left_arrow -xscrollcommand "$w.t.xbar set" -borderwidth 0
  scrollbar $w.t.ybar -command "$w.t.text yview" -takefocus 0
  scrollbar $w.t.xbar -orient horiz -command "$w.t.text xview" -takefocus 0
  set xwidth [font measure [$w.t.text cget -font] "0"]
  set tablist {}
  foreach {tab justify} {4 r 10 r 18 r 24 r 32 r 35 l} {
    set tabwidth [expr {$xwidth * $tab} ]
    lappend tablist $tabwidth $justify
  }
  $w.t.text configure -tabs $tablist
  $w.t.text tag configure ng -foreground darkBlue
  $w.t.text tag configure date -foreground darkRed
  $w.t.text tag configure elo -foreground darkGreen
  $w.t.text tag configure name -foreground black
  $w.t.text tag configure title -background lightSteelBlue; #-font font_SmallBold

  set font font_Small
  set fbold font_SmallBold

  set f $w.o1
  label $f.nlabel -text $::tr(Player:) -font $fbold
  ttk::combobox $f.name -textvariable ::plist::name -width 20
  ::utils::history::SetCombobox ::plist::name $f.name
  bindFocusColors $f.name
  focus $f.name
  label $f.size -text $::tr(TmtLimit:) -font $fbold
  ttk::combobox $f.esize -width 4 -justify right -textvar ::plist::size -values {50 100 200 500 1000}
  trace variable ::plist::size w {::utils::validate::Integer 1000 0}
  bindFocusColors $f.esize
  # foreach n {50 100 200 500 1000} {
    # $f.esize list insert end $n
  # }
  pack $f.esize $f.size -side right
  pack $f.nlabel $f.name -side left

  set f $w.o2
  label $f.elo -text "[tr PListSortElo]:" -font $fbold
  entry $f.emin -textvariable ::plist::minElo
  label $f.eto -text "-"
  entry $f.emax -textvariable ::plist::maxElo
  label $f.games -text "[tr PListSortGames]:" -font $fbold
  entry $f.gmin -textvariable ::plist::minGames
  label $f.gto -text "-"
  entry $f.gmax -textvariable ::plist::maxGames

  foreach entry {emin emax} {
    $f.$entry configure -width 4 -justify right -font $font
    bindFocusColors $f.$entry
    bind $f.$entry <FocusOut> +::plist::check
  }

  foreach entry {gmin gmax} {
    $f.$entry configure -width 6 -justify right -font $font
    bindFocusColors $f.$entry
    bind $f.$entry <FocusOut> +::plist::check
  }
  
  pack $f.elo $f.emin $f.eto $f.emax -side left
  pack $f.gmax $f.gto $f.gmin $f.games -side right

  dialogbutton $w.b.defaults -text $::tr(Defaults) -command ::plist::defaults
  dialogbutton $w.b.update -text $::tr(Update) -command ::plist::refresh
  dialogbutton $w.b.close -text $::tr(Close) -command "destroy $w"
  packbuttons left $w.b.defaults
  packbuttons right $w.b.close $w.b.update

  pack $w.b -side bottom -fill x
  pack $w.o3 -side bottom -fill x -padx 2 -pady 2
  pack $w.o2 -side bottom -fill x -padx 2 -pady 2
  pack $w.o1 -side bottom -fill x -padx 2 -pady 2

  pack $w.t -side top -fill both -expand yes
  grid $w.t.text -row 0 -column 0 -sticky news
  grid $w.t.ybar -row 0 -column 1 -sticky news
  grid $w.t.xbar -row 1 -column 0 -sticky news
  grid rowconfig $w.t 0 -weight 1 -minsize 0
  grid columnconfig $w.t 0 -weight 1 -minsize 0

  ::plist::ConfigMenus
  ::plist::refresh
}

proc ::plist::ConfigMenus {{lang ""}} {
  set w .plist
  if {! [winfo exists $w]} { return }
  if {$lang == ""} { set lang $::language }
  set m $w.menu
  foreach idx {0 1} tag {File Sort} {
    configMenuText $m $idx PList$tag $lang
  }
  foreach idx {0 2} tag {Update Close} {
    configMenuText $m.file $idx PListFile$tag $lang
  }
  foreach idx {0 1 2 3 4} tag {Name Elo Games Oldest Newest } {
    configMenuText $m.sort $idx PListSort$tag $lang
  }
}

proc ::plist::refresh {} {
  set w .plist
  if {! [winfo exists $w]} { return }

  busyCursor .
  ::utils::history::AddEntry ::plist::name $::plist::name
  set t $w.t.text
  $t configure -state normal
  $t delete 1.0 end

  $t insert end "\t" title
  foreach i {Games Oldest Newest Elo Name} {
    $t tag configure s$i -font font_SmallBold
    $t tag bind s$i <1> "set ::plist::sort $i; ::plist::refresh"
    $t tag bind s$i <Any-Enter> "$t tag config s$i -foreground red"
    $t tag bind s$i <Any-Leave> "$t tag config s$i -foreground {}"
    $t insert end "\t" title
    $t insert end [tr PListSort$i] [list title s$i]
  }
  $t insert end "\n" title

  update
  set err [catch {sc_name plist -name $::plist::name -size $::plist::size \
            -minGames $::plist::minGames -maxGames $::plist::maxGames \
            -minElo $::plist::minElo -maxElo $::plist::maxElo \
                -sort [string tolower $::plist::sort]} pdata]
  if {$err} {
    $t insert end "\n$pdata\n"
    unbusyCursor .
    return
  }

  set hc yellow
  set count 0
  foreach player $pdata {
    incr count
    set ng [lindex $player 0]
    set oldest [lindex $player 1]
    set newest [lindex $player 2]
    set elo [lindex $player 3]
    set name [lindex $player 4]

    $t tag bind p$count <ButtonPress-1> [list ::pinfo::playerInfo $name]
    #$t tag bind p$count <ButtonPress-$::MB3> [list playerInfo $name]
    $t tag bind p$count <Any-Enter> \
      "$t tag configure p$count -background $hc"
    $t tag bind p$count <Any-Leave> \
      "$t tag configure p$count -background {}"
    $t insert end "\n"
    $t insert end "\t$count\t" p$count
    $t insert end $ng [list ng p$count]
    $t insert end "\t" p$count
    $t insert end $oldest [list date p$count]
    $t insert end "\t" p$count
    $t insert end "- $newest" [list date p$count]
    $t insert end "\t" p$count
    $t insert end $elo [list elo p$count]
    $t insert end "\t" p$count
    $t insert end $name [list name p$count]
  }
  $t insert end "\n"
  $t configure -state disabled
  unbusyCursor .
}

proc ::plist::check {} {
  if {$::plist::minGames > $::plist::maxGames} {
    set ::plist::maxGames $::plist::minGames
  }
  if {$::plist::minElo > $::plist::maxElo} {
    set ::plist::maxElo $::plist::minElo
  }
}
### End of file pfinder.tcl: part of Scid.

####################
# Tournament window

namespace eval ::tourney {}

foreach {n v} {start 0000.00.00 end 2047.12.31 minPlayers 2 maxPlayers 999 \
                 minGames 1 maxGames 9999 minElo 0 maxElo 4000 sort Date \
                 country "" site "" event "" player "" size 50} {
  set ::tourney::$n $v
}

trace variable ::tourney::start w ::utils::validate::Date
trace variable ::tourney::end w ::utils::validate::Date
foreach {n v} {minPlayers 999 maxPlayers 999 minGames 9999 maxGames 9999 \
                 minElo [sc_info limit elo] maxElo [sc_info limit elo]} {
  trace variable ::tourney::$n w [list ::utils::validate::Integer $v 0]
}

set tourneyWin 0

proc ::tourney::toggle {} {
  set w .tourney
  if {[winfo exists $w]} {
    destroy $w
  } else {
    ::tourney::Open
  }
}

proc ::tourney::Open {} {
  global tourneyWin
  set w .tourney
  if {[winfo exists $w]} { return }
  set tourneyWin 1

  if {! [info exists ::tourney::_defaults]} { ::tourney::defaults }

  toplevel $w
  wm title $w "Scid: [tr WindowsTmt]"
  setWinLocation $w
  bind $w <Configure> "recordWinSize $w"

  bind $w <F1> {helpWindow Tmt}
  bind $w <Escape> "$w.b.close invoke"
  bind $w <Return> ::tourney::refresh
  bind $w <Destroy> { set tourneyWin 0 }
  standardShortcuts $w
  bind $w <Up> "$w.t.text yview scroll -1 units"
  bind $w <Down> "$w.t.text yview scroll 1 units"
  bind $w <Prior> "$w.t.text yview scroll -1 pages"
  bind $w <Next> "$w.t.text yview scroll 1 pages"
  bind $w <Key-Home> "$w.t.text yview moveto 0"
  bind $w <Key-End> "$w.t.text yview moveto 0.99"
  bindMouseWheel $w $w.t.text

  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label TmtFile -menu $w.menu.file
  menu $w.menu.file
  $w.menu.file add command -label TmtFileUpdate -command ::tourney::refresh
  $w.menu.file add command -label TmtFileClose -command "destroy $w"
  $w.menu add cascade -label TmtSort -menu $w.menu.sort
  menu $w.menu.sort
  foreach name {Date Players Games Elo Site Event Winner} {
    $w.menu.sort add radiobutton -label TmtSor$name \
      -variable ::tourney::sort -value $name -command {::tourney::refresh -fast}
  }

  foreach i {t o1 o2 o3 b} {frame $w.$i}
  text $w.t.text -width 75 -height 22 -font font_Small -wrap none \
    -fg black -bg white -yscrollcommand "$w.t.ybar set" -setgrid 1 \
    -cursor top_left_arrow -xscrollcommand "$w.t.xbar set"
  scrollbar $w.t.ybar -command "$w.t.text yview" -width 12 -takefocus 0
  scrollbar $w.t.xbar -orient horiz -command "$w.t.text xview" -width 12 \
    -takefocus 0
  set xwidth [font measure [$w.t.text cget -font] "0"]
  set tablist {}
  foreach {tab justify} {3 r 4 l 18 r 23 r 30 r 32 l 55 l} {
    set tabwidth [expr {$xwidth * $tab} ]
    lappend tablist $tabwidth $justify
  }
  $w.t.text configure -tabs $tablist
  $w.t.text tag configure date -foreground darkRed
  $w.t.text tag configure np -foreground darkBlue
  $w.t.text tag configure elo -foreground darkGreen
  $w.t.text tag configure best -foreground steelBlue
  $w.t.text tag configure event -foreground darkRed
  $w.t.text tag configure title -font font_SmallBold

  set font font_Small
  set fbold font_SmallBold
  set f $w.o1
  label $f.from -text "[tr TmtSortDate]:" -font $fbold
  entry $f.efrom -textvariable ::tourney::start -width 10 -font $font
  bindFocusColors $f.efrom
  bind $f.efrom <FocusOut> +::tourney::check
  label $f.to -text "-" -font $font
  entry $f.eto -textvariable ::tourney::end -width 10 -font $font
  bindFocusColors $f.eto
  bind $f.eto <FocusOut> +::tourney::check
  pack $f.from $f.efrom $f.to $f.eto -side left

  label $f.cn -text "  $::tr(Country):" -font $fbold
  ttk::combobox $f.ecn -width 4 -textvar ::tourney::country -values {{} AUT CZE DEN ENG ESP FRA GER GRE HUN ITA NED POL RUS \
        SCG SUI SWE USA YUG}
  
  bindFocusColors $f.ecn
  bind $f.ecn <FocusOut> +::tourney::check
  pack $f.cn $f.ecn -side left

  label $f.size -text $::tr(TmtLimit:) -font $fbold
  ttk::combobox $f.esize -width 4 -justify right -textvar ::tourney::size -values {10 20 50 100 200 500 1000}
  trace variable ::tourney::size w {::utils::validate::Integer 1000 0}
  bindFocusColors $f.esize

  pack $f.esize $f.size -side right

  set f $w.o2
  label $f.players -text "[tr TmtSortPlayers]:" -font $fbold
  entry $f.pmin -textvariable ::tourney::minPlayers \
    -width 3 -justify right -font $font
  bindFocusColors $f.pmin
  bind $f.pmin <FocusOut> +::tourney::check
  label $f.pto -text "-"
  entry $f.pmax -textvariable ::tourney::maxPlayers \
    -width 3 -justify right -font $font
  bindFocusColors $f.pmax
  bind $f.pmax <FocusOut> +::tourney::check
  pack $f.players $f.pmin $f.pto $f.pmax -side left

  label $f.games -text "   [tr TmtSortGames]:" -font $fbold
  entry $f.gmin -textvariable ::tourney::minGames \
    -width 4 -justify right -font $font
  bindFocusColors $f.gmin
  bind $f.gmin <FocusOut> +::tourney::check
  label $f.gto -text "-" -font $font
  entry $f.gmax -textvariable ::tourney::maxGames \
    -width 4 -justify right -font $font
  bindFocusColors $f.gmax
  bind $f.gmax <FocusOut> +::tourney::check
  pack $f.games $f.gmin $f.gto $f.gmax -side left
  label $f.elolab -text "$::tr(TmtMeanElo):" -font $fbold
  entry $f.elomin -textvariable ::tourney::minElo \
    -width 5 -justify right -font $font
  bindFocusColors $f.elomin
  label $f.eto -text "-" -font $font
  entry $f.elomax -textvariable ::tourney::maxElo \
    -width 5 -justify right -font $font
  bindFocusColors $f.elomax
  pack $f.elomax $f.eto $f.elomin $f.elolab -side right

  set f $w.o3
  label $f.sitelab -text "$::tr(Site):" -font $fbold
  ttk::combobox $f.site -textvariable ::tourney::site -width 12
  ::utils::history::SetCombobox ::tourney::site $f.site
  bindFocusColors $f.site
  pack $f.sitelab $f.site -side left

  label $f.eventlab -text "   $::tr(Event):" -font $fbold
  ttk::combobox $f.event -textvariable ::tourney::event -width 12
  ::utils::history::SetCombobox ::tourney::event $f.event
  bindFocusColors $f.event
  pack $f.eventlab $f.event -side left

  label $f.playerlab -text "$::tr(Player):" -font $fbold
  ttk::combobox $f.player -textvariable ::tourney::player -width 12
  ::utils::history::SetCombobox ::tourney::player $f.player
  bindFocusColors $f.player
  pack $f.player $f.playerlab -side right
  focus $f.site

  dialogbutton $w.b.defaults -textvar ::tr(Defaults) -command ::tourney::defaults
  dialogbutton $w.b.help -textvar ::tr(Help) -command {helpWindow Tmt}
  dialogbutton $w.b.update -textvar ::tr(Update) -command ::tourney::refresh
  dialogbutton $w.b.close -textvar ::tr(Close) -command "destroy $w"
  pack $w.b -side bottom -fill x
  packbuttons right $w.b.close $w.b.update $w.b.help
  packbuttons left $w.b.defaults
  pack $w.o3 -side bottom -fill x -padx 2 -pady 2
  pack $w.o2 -side bottom -fill x -padx 2 -pady 2
  pack $w.o1 -side bottom -fill x -padx 2 -pady 2
  pack $w.t -side top -fill both -expand yes
  grid $w.t.text -row 0 -column 0 -sticky news
  grid $w.t.ybar -row 0 -column 1 -sticky news
  grid $w.t.xbar -row 1 -column 0 -sticky news
  grid rowconfig $w.t 0 -weight 1 -minsize 0
  grid columnconfig $w.t 0 -weight 1 -minsize 0

  ::tourney::ConfigMenus
  ::tourney::refresh
}

proc ::tourney::ConfigMenus {{lang ""}} {
  set w .tourney
  if {! [winfo exists $w]} { return }
  if {$lang == ""} { set lang $::language }
  set m $w.menu
  foreach idx {0 1} tag {File Sort} {
    configMenuText $m $idx Tmt$tag $lang
  }
  foreach idx {0 2} tag {Update Close} {
    configMenuText $m.file $idx TmtFile$tag $lang
  }
  foreach idx {0 1 2 3 4 5 6} tag {Date Players Games Elo Site Event Winner} {
    configMenuText $m.sort $idx TmtSort$tag $lang
  }
}

proc ::tourney::defaults {} {
  set ::tourney::_defaults 1
  set year [::utils::date::today year]
  #set ::tourney::start "$year.??.??"
  set ::tourney::start "1800.??.??"
  set ::tourney::end "$year.12.31"
  set ::tourney::size 50
  set ::tourney::minPlayers 2
  set ::tourney::maxPlayers 999
  set ::tourney::minGames 1
  set ::tourney::maxGames 9999
  set ::tourney::minElo 0
  set ::tourney::maxElo 4000
  set ::tourney::country ""
  set ::tourney::site ""
  set ::tourney::event ""
  set ::tourney::player ""
}

proc ::tourney::refresh {{option ""}} {
  set w .tourney
  if {! [winfo exists $w]} { return }

  busyCursor $w
  ::utils::history::AddEntry ::tourney::site $::tourney::site
  ::utils::history::AddEntry ::tourney::event $::tourney::event
  ::utils::history::AddEntry ::tourney::player $::tourney::player

  set t $w.t.text
  $t configure -state normal
  $t delete 1.0 end
  update
  set fastmode 0
  if {$option == "-fast"} { set fastmode 1 }

  if {$fastmode  &&  $::tourney::list != ""} {
    set tlist $::tourney::list
  } else {
    if {[catch {sc_base tournaments \
                  -start $::tourney::start \
                  -end $::tourney::end \
                  -size 2500 \
                  -minPlayers $::tourney::minPlayers \
                  -maxPlayers $::tourney::maxPlayers \
                  -minGames $::tourney::minGames \
                  -maxGames $::tourney::maxGames \
                  -minElo $::tourney::minElo \
                  -maxElo $::tourney::maxElo \
                  -country [string toupper $::tourney::country] \
                  -site $::tourney::site \
                  -event $::tourney::event \
                  -player $::tourney::player \
                } tlist]} {
      $t insert end $tlist
      $t configure -state disabled
      unbusyCursor .
      return
    }
    set ::tourney::list $tlist
  }
  switch $::tourney::sort {
    "None" {}
    "Date" { set tlist [lsort -decreasing -index 0 $tlist] }
    "Players" { set tlist [lsort -integer -decreasing -index 3 $tlist] }
    "Games" { set tlist [lsort -integer -decreasing -index 4 $tlist] }
    "Elo" { set tlist [lsort -integer -decreasing -index 5 $tlist] }
    "Site" { set tlist [lsort -dict -index 1 $tlist] }
    "Event" { set tlist [lsort -dict -index 2 $tlist] }
    "Winner" { set tlist [lsort -dict -index 7 $tlist] }
  }

  if {[llength $tlist] > 0} {
    foreach i {Date Players Games Elo Site Event Winner} {
      $t tag configure s$i -font font_SmallBold
      $t tag bind s$i <1> "set ::tourney::sort $i; ::tourney::refresh -fast"
      $t tag bind s$i <Any-Enter> "$t tag config s$i -foreground red"
      $t tag bind s$i <Any-Leave> "$t tag config s$i -foreground {}"
    }
    $t insert end "\t\t"
    $t insert end [tr TmtSortDate] sDate
    $t insert end "\t"
    $t insert end [tr TmtSortPlayers] sPlayers
    $t insert end "\t"
    $t insert end [tr TmtSortGames] sGames
    $t insert end "\t"
    $t insert end [tr TmtSortElo] sElo
    $t insert end "\t"
    $t insert end [tr TmtSortSite] sSite
    $t insert end ": "
    $t insert end [tr TmtSortEvent] sEvent
    $t insert end "\t"
    $t insert end [tr TmtSortWinner] sWinner
    $t insert end "\n"
  } else {
    $t insert end $::tr(TmtNone)
  }

  set hc yellow
  set count 0
  foreach tmt $tlist {
    incr count
    if {$count > $::tourney::size} { break }
    set date [lindex $tmt 0]
    set site [lindex $tmt 1]
    set event [lindex $tmt 2]
    set np [lindex $tmt 3]
    set ng [lindex $tmt 4]
    set elo [lindex $tmt 5]
    set g [lindex $tmt 6]
    set white [::utils::string::Surname [lindex $tmt 7]]
    set welo [lindex $tmt 8]
    set wscore [lindex $tmt 9]
    set black [::utils::string::Surname [lindex $tmt 10]]
    set belo [lindex $tmt 11]
    set bscore [lindex $tmt 12]
    if {$welo > 0} { append white "($welo)" }
    if {$belo > 0} { append black "($belo)" }
    append white " $wscore"
    append black " $bscore"
    set one "1."
    set two "2."
    if {$wscore == $bscore} {
      set one "1="; set two "1="
    }
    set best "$one $white, $two $black, ..."
    if {$np == 2} { set best "$one $white, $two $black" }

    $t tag bind g$count <ButtonPress-1> [list ::tourney::select $g]
    $t tag bind g$count <ButtonPress-$::MB3> [list ::tourney::select $g]
    $t tag bind g$count <Any-Enter> \
      "$t tag configure g$count -background $hc"
    $t tag bind g$count <Any-Leave> \
      "$t tag configure g$count -background {}"
    $t insert end "\n"
    $t insert end "\t$count\t" g$count
    $t insert end $date [list date g$count]
    $t insert end "\t" g$count
    $t insert end $np [list np g$count]
    $t insert end "\t" g$count
    $t insert end $ng [list ng g$count]
    $t insert end "\t" g$count
    $t insert end $elo [list elo g$count]
    $t insert end "\t" g$count
    $t insert end "$site: " [list site g$count]
    $t insert end "$event" [list event g$count]
    $t insert end "\t$best" [list best g$count]
  }
  $t insert end "\n"
  $t configure -state disabled
  unbusyCursor .
}

proc ::tourney::check {} {
  set start $::tourney::start
  set end $::tourney::end
  if {[string length $start] == 0} { set start "0000" }
  if {[string length $end] == 0} { set end [sc_info limit year]}
  if {[string length $start] == 4} { append start ".??.??" }
  if {[string length $end] == 4} { append end ".12.31" }
  if {[string length $start] == 7} { append start ".??" }
  if {[string length $end] == 7} { append end ".31" }
  set ::tourney::start $start
  set ::tourney::end $end
  if {$::tourney::minPlayers < 2} {set ::tourney::minPlayers 2}
  if {$::tourney::minPlayers > $::tourney::maxPlayers} {
    set ::tourney::maxPlayers $::tourney::minPlayers
  }
  set s $::tourney::country
  set s [string toupper [string trim $s]]
  if {[string length $s] > 3} { set s [string range $s 0 2] }
  set ::tourney::country $s
  if {$::tourney::country == "---"} {
    set ::tourney::country ""
  }
}

proc ::tourney::select {gnum} {
  if {[catch {::game::Load $gnum} result]} {
    tk_messageBox -type ok -icon info -title "Scid" -message $result
    return
  }
  flipBoardForPlayerNames $::myPlayerNames
  updateBoard -pgn
  updateTitle
  ::crosstab::Open
}

###
### windows/switcher.tcl: part of Scid
### Copyright (C) 2000-2004  Shane Hudson.

set icons {
{Unknown}
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}
  {Temporary database}
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  }
  {Clipbase}
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////////////////////////////////////////////////////////////
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  {PGN format file}
 {
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////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
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}
  {My games}
  {
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  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  /////////////////////yH5BAEKAP8ALAAAAAAgACAAAAj+AP8JHEiwoMGD
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  }
  {Large database}
  {
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  }
  {Correspondence chess}
  {
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  }
  {Computer chess}
  {
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  6+Hk4OPl4eTm4+Xn5Obo5efp5ujq5+nr6PL08fn7+Pr8+f7//P//////////////////////////
  ////////////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////yH+EUNyZWF0ZWQgd2l0aCBH
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  }
  {Sorted Index of games}
  {
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  }
  {Player collection}
  {
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  }
  {Tournament: All-play-all}
  {
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  }
  {Tournament: Swiss}
  {
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  }
  {Grandmaster games}
  {
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  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  /////////////////////yH5BAEKAP8ALAAAAAAgACAAAAj+AP8JHEiwoMGD
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  }
  {International Master games}
  {
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  z9LS0tTU1NbW1tra2t3d3eLi4uTk5Ojo6Orq6uzs7P//////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  /////////////////////yH5BAEKAP8ALAAAAAAgACAAAAj+AP8JHEiwoMGD
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  }
  {Blitz (fast) games}
  {
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  /////////////////////////////////////////////////////yH+EUNyZWF0ZWQgd2l0aCBH
  SU1QACH5BAEKAP8ALAAAAAAgACAAAAj+AP8JHEiwoMGDCBMqXMiwocOHCj95mkixoidQEAUeGsOx
  o8eOkTJO6sSJk5mTh0o6OqkGU0ZM5WIKmfkp5quZQtJkhBSuZ4+fnXqe+tlji5WjSJMmrSNQ0ban
  OaJiemoqao4oYLJq3bqV6b8nQ8LiGgsmrJWxuILYWGvjxyBKkh4xWpQIUBglAo/M2Aut75a9TvpC
  A7J3r5hz8NyxS/fN2B8cPQQGeUG5meUrlJdYbsaD8osiot6REwfOWrJCPl7oEEiFjGuPrzvKUKGC
  xZ125rxx0xbtEhPaNgSmOUbchPFAxDcZX24CCi91z6hJwxYqSwnjMwSCKcYdhPc+3C3+eR8Pw9A6
  Z8qWVVNVhsT4FwKxkJq/on6a+X466NfPZVq2X8Egc0scKezXgQoCraDBgrs0iMSCEC54gybo6JKL
  L70IMoccbrTxRQwnCIQCBiTaYqIRJKaIwQZvdDPONcwAk8swxAiTiRchYACCQCNI4KMsQAbh45AS
  ELGHHnnggcostNTiCh9TXOCjBwIZEciVLmSpgQNcdtnlA3CsAksso7CxQwNdciCQE6y0mcCbcMYJ
  5wd2pNJKJWeIIGcGAjVxyp8GBCrooILWgEgphGgxAaEGUCAQDVVESsCklFZKqRSN0JFEAZZOCoFA
  EQgg6qikljoAGmu0UCqpCgi0QAAtsMYq66wMdFHBrLMeIJAFAPTq66/ABissAgOhQNuxyCar7LIZ
  Nevss9BG21BAADs=
  }
  {Tactics}
  {
  R0lGODlhIAAgAOeKACAgICUlJSoqKi4uLjMzMzQ0NDY2Njg4ODo6Ojw8PD09
  PT8/P0A/P0BAQEJCQkREREZEREVFRUZGRkpKSkxLS05OTk9PT1VSUlNTU1RU
  VFZWVllVVVhYWF1aWltbW1xcXF1dXV9eXmBfX2JfX2BgYGFhYWNhYWRiYmVi
  YmVjY2RkZGhlZWZmZmllZWhnZ2hoaGtnZ2toaGxoaGpqam1qam9ra29sbHJt
  bW9vb3Jvb3Rvb3FxcXZxcXVycnR0dHdzc3Z2dnl2dnd3d3h4eH14eHp6ent7
  e3x8fH9/f4CAgIGBgYKCgoWFhYaGhoqKiouLi5KMjJCQkJGRkZKSkpiSkpSU
  lJmTk5WVlZqampycnJ2dnaObm56enqCgoKKioqWlpayjo6ykpKioqK+mpqmp
  qaurq7KpqaysrLGxsbKysrOzs7S0tLuxsbyzs7a2tri4uL+1tcG2trq6ury8
  vMO5ub29vcS6usa7u8e8vMDAwMi9vcfHx8nJyczMzM7Ozs/Pz9LS0tTU1NbW
  1tra2t3d3eLi4uTk5Ojo6Orq6uzs7P//////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////
  /////////////////////yH5BAEKAP8ALAAAAAAgACAAAAj+AP8JHEiwoMGD
  CBMqXMiwocOHECMqlEOxokU5Ev+J0cKxo8eOZyKqqTNnTpeTaEquOelFopxE
  MIfIzAPzj8whSyK6QcTTh886PPv49FElitGjSJFiEZjmkFMcUOU45QMVh5Ms
  WLNq1fpFYJMiYAWJzQJWilhBQ2aoXcuWbRKBR1jINUT3ilwmdA0Bkcu3r18f
  AoeUGFyosJTBSgoX2jG4sePHOAQ+4UK5suXKKj5o3syZ8wyBXQiJ5kC6jOg5
  pFPr0ROEg4stcO6woRKCNAuBWQbpxsBbjO43vIOv7iECjp4xVtroCcO7hMAp
  e6KTmN4lOpkK2LGvzgFFDxjsJ1bYp6gAQiCJCejPIkHPnv1qGzWImEBfYXWM
  CRwEeojAP5B/I/wFGOBqMggYwQ96xEFBBBkIpEEDEAIioRAQVljhaitYSAMd
  dsAAoQUCGXHGiNOdl8CJKJ64GgootoBHHB2gOIFXftR4wI045njjaiPgaIYe
  POQogUBL9GEkAUgmqSSSOugAQZI36MCAkg4I9MJRA2Sp5ZZcdrmlAgItIMCY
  ZJZp5mobkIlmmQcIhEAAcMYp55yrXRBnnXIWINAEAPTp55+ABiqoAQM9YOCh
  iCYaQUaMNuooRAEBADs=
  }
  {Endgames}
  {
  R0lGODdhIAAgAKEAAP///wAAAP/73wAAACwAAAAAIAAgAAAChYSPqcsZDWOYsa5ns5lYXwoE
  AsZ54TQ+orqCFToK6RynVsulONpBO6/L9Ro/Hkd4Kx6FQ2JLBpUZPbBltfmyWjeg0ql3jAY3
  wTJYuySLxec1tIs+OuJD0RpLRZsUdvbe4Yan0RclmEH49oeAKKV4wDjiyKUlCcNm6EPnMghZ
  iMmn6SXJUAAAOw==
  }
  {Openings for White}
  {
  R0lGODdhIAAgANMAAAAAAAAAqgCqAACqqqoAAKoAqqpVAKqqqlVVVVVV/1X/VVX///9VVf9V
  ////Vf///ywAAAAAIAAgAAAErvDJSau9F+jNu9cYMBxDaZ4oCoRj6rqgJZJvXQLHWs22jec6
  Ca/3+gWCjyExZUQqURLf4XCkPE2UWtPaSmWL0+rkWvrCws6u9yGlpmnQiRbNhWMrYHd9bVbR
  x2plF2d6gHYDGIRiQoGIg0x/jIdLN5FJjZQDW4aZfoWSnSeboKGVn5eTlKOopaaLSRqtmpY/
  H7YetD9Tu7y9vpawv8LCr0IbAcjJysvMSFa30BwSEQA7
  }
  {Openings for Black}
  {
  R0lGODdhIAAgANMAAAAAAAAAqgCqAACqqqoAAKoAqqpVAKqqqlVVVVVV/1X/VVX///9VVf9V
  ////Vf///ywAAAAAIAAgAAAErvDJSau9F+jNu9cYMBxDaZ4oCoRj6rqgJZJvXQLHWs22jec6
  Ca/3+gWCjyExZUQqVaJak/I0caSHw5HaYm6wWmcXqgFvJ1VrtJg9C8enKzvMpcU7c3cSfsPD
  2mJ2fR5/dGh8H2txgHVkfiqMh4JLVpFvk5QDU5KZkIaXnYufe5iUm6ChN5akqaqjX62nSVmJ
  tRyrGlm6u7y9u3pJP77DvcDBGgHJysvMzUhUttExEQA7
  }
  {Openings for either color}
  {
  R0lGODdhIAAgANMAAAAAAAAAqgCqAACqqqoAAKoAqqpVAKqqqlVVVVVV/1X/VVX///9VVf9V
  ////Vf///ywAAAAAIAAgAAAEuvDJSau9F+jNu9cYMBxDaZ4oCoRj6rqgJZKq+JrAsVZzrd2l
  nG4n6Z04wIEwQHwYcZvksvmEJpWHA5NSVUaBU24LiryFJ1UPOLtFj73q17n4/tgkKja1/hlQ
  jnpiNEB/OIFugzeFQYd0iYoPeVp7jy6LWJOCSRaGmYibFZ1tjoQXjJ6kkJyYo05vlqaslFdy
  ja6VtLJcP7mSrUJ2wRy2GlnGx8jJx61OQsrPyczNGgHV1tfY2U27wt07EQA7
  }
  {Theory: 1.c4}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACfYRvoauIzNyBSyYaLMDZcv15
  GDiKFHmaELqqkVvBXCN3UniXebq3/fuLBWlDmwN31CV5S18T+BRqokSqTSCYKB8lwWCQ3Wy1
  PCzZyU15wRdmerX+ZpHvCPY+H7fRZ2h9VvUX2CclaGTI4kc4uKfYWLh4GJkI+cgo5jZZo1EA
  ADs=  
  }
  {Theory: 1.d4}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACf4RvoauIzNyBSyYaLMDZcv15
  GDiKFHmaELqqkVvBXCN3UniXebq3/fuLBWlDmwN31CV5S18T+BRqokSq8aEQCKRYJlYwGGyv
  E2VXyy17y2Bxtet8tMNbFlSuzZMva35cPXMHKOhHuGE2mFaoeNjX+Lf4ligZufdoiASHiVip
  UQAAOw==
  }
  {Theory: 1.d4 d5}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACh4RvoauIzNyBSyYaLMDZcv15
  GDiKFHmaELqqkVvBXCN3UggIwlTepa67pHzDoLBFbAF3m57jswzinqPobvpwZocaKneL9Opi
  yZdPMBgIaGWyeM32hrNodRxsftbTa1b+YWUj98fzVThDeJTYZKjohvd4uIglGel4V4l5KQip
  yTiXyRnqZwlQAAA7
  }
  {Theory: QGD: 1.d4 d5 2.c4 e6}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACmYRvoauIzNyB6wgxaZBJm3t1
  FAdo24eJEGmiYelxLQjCo+zRYYvfksn7xYS+l23VQ9JUkWQTYAw6eMvjc5rTWSvOig4jfQyx
  PhIZSURHFRduuikYDFJsuaDRxUNTtrb+DGfXETf3JzZCKBiQWMiStbSoc/LmBlh5CHSFqZlR
  tnnZiWZpGMrJBHpKmjo5yvqpugUbVooa63pQAAA7
  }
  {Theory: Slav: 1.d4 d5 2.c4 c6}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACmIRvoauIzI4QBy5XbTBzJo19
  lkSJUAhoG9CVKvq23hvGcgrWOUbz6u7oBXceU0Q3YnWMF+SJU8IlfckWs+GMyCjCB2grfVLF
  wymqTPZOi9JJc3wUDAaugJyOhb/ZC3ceHTdXdyfwp3ZyJ5iSiAfzdWMns6JnmGF2+PMGqInJ
  aZn2eUQ5uVl5RdppGiZaihrqeep4+aradVAAADs=	  
  }
  {Theory: 1.d4 Nf6}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACioRvoauIKqJoLrFVrYwhg4tl
  wcZ5IFWNZCeeJiexqdtCZX29q0lXZNxznGTC4MN4GPJAyxyO0YQ+QzPmFFW0Vp1baZfqyXLF
  3iwHe9QWBYPBhJgep8/wJFLTfkfBD3bbXWeh1rdzFfhxhzg0aMcoKNcI+VgWRxlpOcl3qZmJ
  tunZeahkuAeqKAlQAAA7	  
  }
  {Theory: 1.e4}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACfYRvoauIzNyBSyYaLMDZcv15
  GDiKFHmaELqqkVvBXCN3UniXebq3/fuLBWlDmwN31CV5S18T+BRqokSq8aETCCZKbEowGGw3
  XS5Pa3Z6W2DxhbmOtMNbZLyizdfLb3V6JnVXJXj1F2g4iFjYB0XI0qj4eMg4SQYXWSOZaFAA
  ADs=
  }
  {Theory: Sicilian: 1.e4 c5}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAAChYRvoauIzNyBSyYaLMDZcv15
  GDiKFHmaELqqkVvBXCN30iII8V3yeU7jpYTAoCPk+xkfveNPyXrdnsDo7thkDjXYrbYlBOcm
  WXJKMBgILl6zeM0Gd1todVw6j9TTa2S+QtVXdnf1NVPohmeISLiUyLgxGNnWaPPnWGmFOSm3
  uOnnaRmqUQAAOw==
  }
  {Theory: Sicilian: 1.e4 c5 2.Nf3 d6 3.d4}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACo4RvoauIzNxZQiyZYMOq1i1p
  oENZ4yNiQOedU8p5rSoGtPzRcLiTdY/S6AIfV0bIIbZsSSRPeWlCdDLjCjjBWYbTGI757IYj
  UrJqHEVbS+nKy+kTDAYmg5x+FPugIHfeHDdXB3An8JdGcidoo4hXc/NFiHMFF6Rn+YOIGSVz
  uJbSaPhYRjFnKorlSURXSHn5BuFB6JjqatY6qsaoiFoJy6BVUQAAOw==
  }
  {Theory: Caro-Kann: 1.e4 c6}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACh4RvoauIzI4QBy5XbTBzJo19
  lkSJUAhoG9CVKvq23hvGcgrWOUbz6u7oBYEPYmakQ/qUQ2bReTwlpUtq0/rERiNTLqrqvYaz
  Xo9pvL2wBgOX8axmlXBQeGPdtq/AFwGbTSFE1ncjmHbH97MnFseI6Lg4+CgZeVipB/NGp4XZ
  1UiZWbeJ1olRAAA7
  }
  {Theory: French: 1.e4 e6}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACiIRvoauIzNyB6wgxaZBJm3t1
  FAdo24eJEGmiYelxLQjCo+zRYYvfksn7xYQ+R9A4RBYfSeYy81RFeivqlFjFXpVZ7pbk7Ia/
  0OzLJi5PBYNB6jiuoNRyrZztlta9FXwbA0fXoAPYJHhiB4TI12C1F9eYuAg5echiqBfJWJnJ
  iUbWeRn1+WjJUQAAOw==
  }
  {Theory: Open Games: 1.e4 e5}
  {
  R0lGODdhIAAgAKEAAP/739jGpgAAAP///ywAAAAAIAAgAAACh4RvoauIzNyBSyYaLMDZcv15
  GDiKFHmaELqqkVvBXCN3UngrghDnab7b0Xwtn3DowCUDQZ5t+Us2hazXbcqr9qBFDdf63T5K
  gN2EHKYJBgPBJTr+md/deGvdpoPtETzbrcRXgbWBJoh0OKOFeAbXWPe4Fyk2yahHeWlZ6Jj5
  lLjoWRnaCapRAAA7
  }
}

variable ::windows::switcher::base_types {}

# Initialise icons nicely

set i 0
foreach {icon data} $icons {
  lappend ::windows::switcher::base_types $icon
  image create photo dbt$i -format gif -data $data
  incr i
}

set numBaseTypeIcons [llength $::windows::switcher::base_types]

set temp_dbtype 0

proc selectBaseType {type} {
  global temp_dbtype
  set w .btypeWin
  if {![winfo exists $w]} { return }
  $w.t configure -state normal
  set temp_dbtype $type
  set linenum [expr $type + 1]
  $w.t tag remove sel 1.0 end
  $w.t tag remove selected 1.0 end
  $w.t tag add selected "${linenum}.2 linestart" "$linenum.2 lineend"
  $w.t see $linenum.2
  $w.t configure -state disabled
}

proc clickBaseType {x y} {
  set type [.btypeWin.t index "@$x,$y linestart"]
  set type [expr int($type) - 1]
  selectBaseType $type
}

proc changeBaseType {baseNum} {
  global temp_dbtype ::windows::switcher::base_types numBaseTypeIcons
  if {$baseNum > [sc_base count total]} { return }
  set temp_dbtype [sc_base type $baseNum]
  if {$temp_dbtype >= $numBaseTypeIcons} { set temp_dbtype 0 }
  toplevel .btypeWin
  set w .btypeWin
  wm title $w "Scid: Choose database icon"

  text $w.t -yscrollcommand "$w.yscroll set" -font font_Regular \
    -height 25 -width 40 -background white -wrap none \
    -cursor top_left_arrow
  $w.t tag configure selected -background lightSteelBlue

  scrollbar $w.yscroll -command "$w.t yview" -takefocus 0
  pack [frame $w.b] -side bottom -pady 5
  pack $w.yscroll -side right -fill y
  pack $w.t -side left -fill both -expand yes

  dialogbutton $w.b.set -text "OK" -command \
    "catch {sc_base type $baseNum \$temp_dbtype}; ::windows::switcher::Refresh; ::maint::Refresh;
     focus .; destroy $w"

  dialogbutton $w.b.cancel -text $::tr(Cancel) -command "focus .; destroy $w"
  pack $w.b.set $w.b.cancel -side left -padx 5

  set numtypes [llength $base_types]
  for {set i  0} {$i < $numtypes} {incr i} {
    if {$i > 0} { $w.t insert end "\n" }
    $w.t image create end -image dbt$i -pady 3 -padx 3
    $w.t insert end "   [lindex $base_types $i]  "
  } 

  bind $w.t <Double-ButtonRelease-1> "clickBaseType %x %y; $w.b.set invoke"
  bind $w.t <ButtonRelease-1> "clickBaseType %x %y"
  bind $w.t <Button1-Motion> "clickBaseType %x %y; break"

  bind $w <Up> {
    if {$temp_dbtype != 0} { selectBaseType [expr $temp_dbtype - 1] }
    break
  }

  bind $w <Down> {
    if {$temp_dbtype < [expr [llength $base_types] - 1]} {
      selectBaseType [expr $temp_dbtype + 1]
    }
    break
  }

  bind $w <Home> { selectBaseType 0 }
  bind $w <End> { selectBaseType [expr [llength $base_types] - 1] }
  bind $w <Escape> "$w.b.cancel invoke"
  bind $w <Return> "$w.b.set invoke"

  focus $w.t
  grab $w
  update
  selectBaseType $temp_dbtype
}



proc ::windows::switcher::pressMouseEvent {i {w .baseWin}} {
  if {! [winfo exists $w]} {return}
  foreach win {"" .img .name .ngames} {
    $w.c.f$i$win configure -cursor exchange
  }
}

proc ::windows::switcher::releaseMouseEvent {fromBase x y {w .baseWin}} {
  if {! [winfo exists $w]} {return}
  foreach win {"" .img .name .ngames} {
    $w.c.f$fromBase$win configure -cursor {}
  }
  set dropPoint [winfo containing $x $y]
  if {! [string match "$w.c.f*" $dropPoint]} {return}
  regexp -all {[0-9]} $dropPoint toBase
  if {$toBase == $fromBase} {
    ::file::SwitchToBase $toBase
  } else {
    copyFilter $fromBase $toBase
  }
}

set baseWin 0
set sw_nBases_ [sc_base count total]
set ::windows::switcher::wins {}

proc ::windows::switcher::Open {{w .baseWin}} {
  global baseWin
  if {[::createToplevel $w] == "already_exists"} {
    focus .
    destroy $w
    set baseWin 0
    return
  }
  
  setWinLocation $w
  ::setTitle $w "Scid: [tr WindowsSwitcher]"
  bind $w <Escape> "focus .; destroy $w"
  bind $w <Destroy> "+set baseWin 0"
  bind $w <F1> { helpWindow Switcher }
  standardShortcuts $w
  ::windows::switcher::Create $w
  label $w.status -width 1 -anchor w -relief sunken -borderwidth 1
  grid $w.status -columnspan 2 -sticky we
  bind $w <Configure> "+recordWinSize $w"
  setWinSize $w
  ::windows::switcher::Refresh
  ::createToplevelFinalize $w
}

proc ::windows::switcher::Create {{w}} {
  ttk::frame $w.border -borderwidth 2 -relief groove
  grid $w.border -sticky news
  grid rowconfigure $w 0 -weight 1
  grid columnconfigure $w 0 -weight 1
  autoscrollframe -bars y $w.border canvas $w.c -highlightthickness 0

  for {set i 1} {$i <= $::sw_nBases_} {incr i} {
    set f [frame $w.c.f$i -background white -borderwidth 1 -relief raised]
    $w.c create window 0 0 -window $w.c.f$i -anchor nw -tag tag$i

    set f $w.c.f$i
    label $f.img -image dbt0
    label $f.name -width 12 -anchor w -font font_Small
    label $f.ngames -text "0" -width 12 -anchor e -font font_Tiny
    grid $f.img -row 0 -column 0 -rowspan 2
    grid $f.name -row 0 -column 1 -sticky we
    grid $f.ngames -row 1 -column 1 -sticky we

    foreach win {"" .img .name .ngames} {
      bind $f$win <ButtonPress-1> [list ::windows::switcher::pressMouseEvent $i $w]
      bind $f$win <ButtonRelease-1> [list ::windows::switcher::releaseMouseEvent $i %X %Y $w]
    }

    menu $f.menu -tearoff 0
    $f.menu add command -label [tr SearchReset] \
      -command "::search::filter::reset $i"
    $f.menu add command -label [tr ChangeIcon] -command "changeBaseType $i"
    $f.menu add separator
    $f.menu add command -label [tr FileOpen] -command ::file::Open
    set closeLabel [tr FileClose]
    if {$i == [sc_info clipbase]} { set closeLabel [tr EditReset] }
    $f.menu add command -label $closeLabel \
      -command [list ::file::Close $i]
    #TODO: write a better dialog and remove [sc_base filename] from GameFileCompacted
    $f.menu add command -label $::tr(CompactDatabase) -command "compactGames $i; compactNames $i"
    $f.menu add separator
    $f.menu add checkbutton -label "Icons" -variable ::windows::switcher::icons \
      -command ::windows::switcher::Refresh
    foreach win {"" .img .name .ngames} {
      #TODO: disable CompactDatabase for clipbase, read-only bases, and bases already fully compacted
      #set err [catch {set stats [sc_base compact $base stats names]} msg]
      bind $f$win <ButtonPress-$::MB3> "tk_popup $f.menu %X %Y"
    }
  }
  bind $w <Configure> "+::windows::switcher::Update_ $w"
  bind $w <Destroy> { set idx [lsearch $::windows::switcher::wins %W]; set ::windows::switcher::wins [lreplace $::windows::switcher::wins $idx $idx] }
  lappend ::windows::switcher::wins $w

  after idle "::windows::switcher::Update_ $w"
}

proc ::windows::switcher::calcSpace {{w} {selected}} {
  global numBaseTypeIcons
  variable icons
  if {! [winfo exists $w]} { return }

  set n_bases 0
  set clipbase [sc_info clipbase]
  for {set i 1} {$i <= $::sw_nBases_} {incr i} {
    if {[sc_base inUse $i]} {
      incr n_bases
      set color white
      if {$i == $selected} { set color lightSteelBlue }

      $w.c.f$i configure -background $color
      if {$icons} {
        set dbtype [sc_base type $i]
        if {$dbtype >= $numBaseTypeIcons} { set dbtype 0 }
        $w.c.f$i.img configure -image dbt$dbtype -background $color
		grid $w.c.f$i.img -row 0 -column 0 -rowspan 2
      } else {
        grid forget $w.c.f$i.img
      }
      if {$i == $clipbase} {
        set name [sc_base filename $i]
      } else {
        set name "[file tail [sc_base filename $i]]"
      }
      $w.c.f$i.name configure -background $color -text $name
      $w.c.f$i.ngames configure -background $color -text "[filterText $i 100000]"
      $w.c itemconfigure tag$i -state normal
    } else {
      $w.c itemconfigure tag$i -state hidden
    }
  }

  set iconWidth [winfo width $w.c.f$clipbase]
  incr iconWidth 5
  set iconHeight [winfo height $w.c.f$clipbase]
  incr iconHeight 5

  return [list $n_bases $iconWidth $iconHeight]
}

proc ::windows::switcher::Draw {{w} {numColumns} {iconWidth} {iconHeight} } {
  set numRows 0
  set column 0
  set x 0
  set y 0
  for {set i 1} {$i <= $::sw_nBases_} {incr i} {
    if {[sc_base inUse $i]} {
      $w.c coords tag$i [expr $x + 2] [expr $y + 2]
      incr column
      if { $x == 0} { incr numRows }
      if {$column == $numColumns} {
        set column 0
        set x 0
        incr y $iconHeight
      } else {
        incr x $iconWidth
      }
    }
  }

  if {$numRows < 1} { set numRows 1 }
  set right [expr {$numColumns * $iconWidth}]
  set bottom [expr {$numRows * $iconHeight}]
  set bgcolor [ttk::style lookup Button.label -background]
  $w.c configure -scrollregion [list 0 0 $right $bottom] -borderwidth 4 -relief flat -background $bgcolor
}

proc ::windows::switcher::Refresh {} {
  foreach w $::windows::switcher::wins {
    if {[winfo exists $w]} { ::windows::switcher::Update_ $w }
  }
}

proc ::windows::switcher::Update_ {w} {
  set base [sc_base current]
  set space [::windows::switcher::calcSpace $w $base]
  set n_bases [lindex $space 0]
  set iconWidth [lindex $space 1]
  set iconHeight [lindex $space 2]

  #TODO: write better code to detect if this is the Switcher Window
  if {[winfo exists $w.status]} {
    set canvasWidth [winfo width $w.c]
    set numColumns [expr {int($canvasWidth / $iconWidth)}]
    if {$numColumns < 1} { set numColumns 1 }
    ::windows::switcher::Draw $w $numColumns $iconWidth $iconHeight
    set status [file nativename [sc_base filename [sc_base current] ] ]
    if {[sc_base isReadOnly]} { append status " ($::tr(readonly))" }
    $w.status configure -text $status
  } else {
    #TODO: if $w parent is too small do not use 2 columns
    if {[winfo height $w.c] < [expr $iconHeight * ($n_bases)]} {
      $w.c configure -width [expr $iconWidth * 2]
      ::windows::switcher::Draw $w 2 $iconWidth $iconHeight
    } else {
      $w.c configure -width $iconWidth
	  ::windows::switcher::Draw $w 1 $iconWidth $iconHeight
    }
  }
}
###
### search.tcl: Search routines for Scid.
###

namespace eval ::search {}

# searchType: set to Header or Material in a SearchOptions file
set searchType 0

set ::search::filter::operation 2


# TODO: Rename to ::search::filter::text
# filterText: returns text describing state of filter for specified
#   database, e.g. "no games" or "all / 400" or "1,043 / 2,057"
#
proc filterText {{base 0} {kilo 0}} {
  # Default to current base if no base specified:
  if {$base == 0} { set base [sc_base current] }
  set filterCount [sc_filter count $base]
  set gameCount [sc_base numGames $base]
  if {$gameCount == 0} { return $::tr(noGames) }
  if {$gameCount == $filterCount} {
    return "$::tr(all) / [::utils::thousands $gameCount $kilo]"
  }
  return "[::utils::thousands $filterCount $kilo] / [::utils::thousands $gameCount $kilo]"
}


# search::filter::reset
#   Resets the filter to contain all games. Calls sc_filter reset and
#   updates relevant windows.
#
proc ::search::filter::reset {{base 0}} {
  if {$base == 0} { set base [sc_base current] }
  sc_filter reset $base
  ::windows::gamelist::Refresh
  ::tree::refresh
  ::windows::stats::Refresh
  updateMenuStates
}

# ::search::filter::negate
#
#   Negates the filter, to include only excluded games.
#
proc ::search::filter::negate {} {
  sc_filter negate
  ::windows::gamelist::Refresh
  ::tree::refresh
  ::windows::stats::Refresh
  updateMenuStates
}



# ::search::addFilterOpFrame
#
#   Adds a search filter operation selection frame to the window.
#   Adds a frame of radiobuttons allowing the filter operation
#   (AND with current filter, OR with current filter, or RESET filter)
#   to be chosen.
#   The default value for the first search is RESET:
proc ::search::addFilterOpFrame {w {small 0}} {
  ttk::frame $w.filterop
  set f $w.filterop
  pack $f -side top -fill x
  
  set regular Regular.TRadiobutton
  set bold Bold.TRadiobutton
  if {$small} {
    set regular Small.TRadiobutton
    set bold SmallBold.TRadiobutton
  }
  
  ttk::label $f.title -font $bold -textvar ::tr(FilterOperation) -anchor center
  ttk::frame $f.b
  ttk::radiobutton $f.b.and -textvar ::tr(FilterAnd) -variable ::search::filter::operation -value 0 -style $regular 
  ttk::radiobutton $f.b.or -textvar ::tr(FilterOr) -variable ::search::filter::operation -value 1 -style $regular
  ttk::radiobutton $f.b.ignore -textvar ::tr(FilterIgnore) -variable ::search::filter::operation -value 2 -style $regular
  ## ttk::radiobutton $f.b.search -textvar ::tr(FilterIgnore) -variable ::search::filter::operation -value 3 -style $regular
  pack $f.title -side top
  pack $f.b -anchor center -side top
  pack $f.b.and $f.b.or $f.b.ignore -side left -pady 5 -padx 5
  ### pack $f.b.and $f.b.or $f.b.ignore $f.b.search -side left -pady 5 -padx 5
}


# ::search::Config
#
#   Sets state of Search button in Header, Board and Material windows
#
proc ::search::Config {{state ""}} {
  if {$state == ""} {
    set state disabled
    if {[sc_base inUse]} { set state normal }
  }
  catch {.sh.b.search configure -state $state }
  catch {.sb.b.search configure -state $state }
  catch {.sm.b3.search configure -state $state }
  catch {.spprep.b.search configure -state $state }
}


proc ::search::usefile {} {
  set ftype { { "Scid SearchOption files" {".sso"} } }
  set ::fName [tk_getOpenFile -initialdir $::initialDir(base) \
      -filetypes $ftype -title "Select a SearchOptions file"]
  if {$::fName == ""} { return }
  
  if {[catch {uplevel "#0" {source $::fName} } ]} {
    tk_messageBox -title "Scid: Error reading file" -type ok -icon warning \
        -message "Unable to open or read SearchOptions file: $fName"
  } else {
    switch -- $::searchType {
      "Material" { ::search::material }
      "Header"   { ::search::header }
      default    { return }
    }
  }
}

# will go to the first game found, except if the Tree of current base is opened (of there will be filter collision)
proc ::search::loadFirstGame {} {
  set w ".treeWin[sc_base current]"
  if {[winfo exists $w]} { return }
  ::game::Load [sc_filter first]
}
###
### search/board.tcl: Board Search routines for Scid.
###

set searchInVars 0
set sBoardIgnoreCols 0
set sBoardSearchType Exact
set sBoardSearchRefBase 0

# ::search::board
#   Opens the search window for the current board position.
#
proc ::search::board {} {
  global searchInVars sBoardType sBoardIgnoreCols
  
  set w .sb
  if {[winfo exists $w]} {
    wm deiconify $w
    raiseWin $w
    return
  }
  
  toplevel $w
  wm title $w "Scid: $::tr(BoardSearch)"
  
  bind $w <Escape> "$w.b.cancel invoke"
  bind $w <Return> "$w.b.search invoke"
  bind $w <F1> { helpWindow Searches Board }
  
  ttk::label $w.type -textvar ::tr(SearchType) -font font_Bold -anchor center
  pack $w.type -side top -expand 1 -fill x
  pack [ttk::frame $w.g] -side top -fill x
  ttk::radiobutton $w.g.exact -textvar ::tr(SearchBoardExact) -variable sBoardSearchType -value Exact
  ttk::radiobutton $w.g.pawns -textvar ::tr(SearchBoardPawns) -variable sBoardSearchType -value Pawns
  ttk::radiobutton $w.g.files -textvar ::tr(SearchBoardFiles) -variable sBoardSearchType -value Fyles
  ttk::radiobutton $w.g.material -textvar ::tr(SearchBoardAny) -variable sBoardSearchType -value Material
  set row 0
  foreach i {exact pawns files material} {
    grid $w.g.$i -row $row -column 0 -sticky w
    incr row
  }
  addHorizontalRule $w
  
  pack [ttk::frame $w.refdb] -side top -fill x
  ttk::checkbutton $w.refdb.cb -textvar ::tr(SearchInRefDatabase) -variable sBoardSearchRefBase
  set listbases {}
  # populate the combobox
  for {set i 1} {$i <= [sc_base count total]} {incr i} {
    if {[sc_base inUse $i]} {
      set fname [file tail [sc_base filename $i]]
      lappend listbases "$i $fname"
    }
  }
  ttk::combobox $w.refdb.lb -textvariable refDatabase -values $listbases
  $w.refdb.lb current 0
  
  pack $w.refdb.cb $w.refdb.lb -side left
  addHorizontalRule $w
  
  ::search::addFilterOpFrame $w
  addHorizontalRule $w
  
  ### Progress bar:
  
  ttk::frame $w.fprogress
  canvas $w.fprogress.progress -height 20 -width 300 -bg white -relief solid -border 1
  $w.fprogress.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.fprogress.progress create text 295 10 -anchor e -font font_Regular -tags time -fill black -text "0:00 / 0:00"
  pack $w.fprogress.progress -side top -anchor center -expand 1 -pady 2
  
  ttk::frame $w.b2
  pack $w.b2 -side top -fill x
  ttk::frame $w.b
  pack $w.b -side top -fill x
  ttk::checkbutton $w.b2.vars -textvar ::tr(LookInVars) -onvalue 1 -offvalue 0 -variable searchInVars
  ttk::checkbutton $w.b2.flip -textvar ::tr(IgnoreColors) -onvalue 1 -offvalue 0 -variable sBoardIgnoreCols
  
  dialogbutton $w.b.stop -textvar ::tr(Stop) -command sc_progressBar
  $w.b.stop configure -state disabled
  
  dialogbutton $w.b.search -textvar ::tr(Search) -command {
    busyCursor .
    .sb.b.stop configure -state normal
    grab .sb.b.stop
    sc_progressBar .sb.fprogress.progress bar 301 21 time
    
    set base ""
    if { $sBoardSearchRefBase } {
      set base [lindex $refDatabase 0]
      set str [sc_search board $::search::filter::operation $sBoardSearchType $searchInVars $sBoardIgnoreCols $base]
    } else  {
      set str [sc_search board $::search::filter::operation $sBoardSearchType $searchInVars $sBoardIgnoreCols ]
    }
    unbusyCursor .
    grab release .sb.b.stop
    .sb.b.stop configure -state disabled
    #tk_messageBox -type ok -title $::tr(SearchResults) -message $str
    .sb.status configure -text $str
    set gamesFound [lindex $str 0]
    if { $sBoardSearchRefBase && $gamesFound != 0} {
      ::file::SwitchToBase $base 0
      #TODO: "sc_filter first" result is unsorted (the lowest gamenumber)
      ::game::Load [sc_filter first]
    } else {
      ::notify::DatabaseChanged
    }
  }
  dialogbutton $w.b.cancel -textvar ::tr(Close) -command "focus .; destroy $w"
  pack $w.b2.vars $w.b2.flip -side left -pady 2 -padx 5
  packbuttons right $w.b.cancel .sb.b.search .sb.b.stop
  pack $w.fprogress -side top -fill x
  ttk::label $w.status -text "" -width 1 -font font_Small -relief sunken -anchor w
  pack $w.status -side bottom -fill x
  wm resizable $w 0 0
  # standardShortcuts $w
  ::search::Config
  focus $w.b.search
}
###
### search/header.tcl: Header Search routines for Scid.
###

namespace eval ::search::header {}

set sWhite "";  set sBlack "";  set sEvent ""; set sSite "";  set sRound ""; set sAnnotator ""; set sAnnotated 0;
set sWhiteEloMin 0; set sWhiteEloMax [sc_info limit elo]
set sBlackEloMin 0; set sBlackEloMax [sc_info limit elo]
set sEloDiffMin "-[sc_info limit elo]"; set sEloDiffMax "+[sc_info limit elo]"
set sTitleList [list gm im fm none wgm wim wfm w]
foreach i $sTitleList {
  set sTitles(w:$i) 1
  set sTitles(b:$i) 1
}
set sGlMin 0; set sGlMax 999
set sEcoMin "A00";  set sEcoMax "E99"; set sEco Yes
set sDateMin "0000.00.00"; set sDateMax "[sc_info limit year].12.31"
set sResWin 1; set sResLoss 1; set sResDraw 1; set sResOther 1
set sGnumMin 1; set sGnumMax -1
set sIgnoreCol No
set sSideToMove wb
set sHeaderFlagList {StdStart Promotions Comments Variations Annotations \
      DeleteFlag WhiteOpFlag BlackOpFlag MiddlegameFlag EndgameFlag \
      NoveltyFlag PawnFlag TacticsFlag KsideFlag QsideFlag \
      BrilliancyFlag BlunderFlag UserFlag }

set sHeaderCustomFlagList {  CustomFlag1 CustomFlag2 CustomFlag3 CustomFlag4 CustomFlag5 CustomFlag6 }

foreach i [ concat $sHeaderFlagList $sHeaderCustomFlagList ] {
  set sHeaderFlags($i) both
}
set sPgntext(1) ""
set sPgntext(2) ""
set sPgntext(3) ""

trace variable sDateMin w ::utils::validate::Date
trace variable sDateMax w ::utils::validate::Date

foreach i {sWhiteEloMin sWhiteEloMax sBlackEloMin sBlackEloMax} {
  trace variable $i w [list ::utils::validate::Integer [sc_info limit elo] 0]
}
trace variable sEloDiffMin w [list ::utils::validate::Integer "-[sc_info limit elo]" 0]
trace variable sEloDiffMax w [list ::utils::validate::Integer "-[sc_info limit elo]" 0]

trace variable sGlMin w {::utils::validate::Integer 9999 0}
trace variable sGlMax w {::utils::validate::Integer 9999 0}

trace variable sGnumMin w {::utils::validate::Integer -9999999 0}
trace variable sGnumMax w {::utils::validate::Integer -9999999 0}

# Forcing ECO entry to be valid ECO codes:
foreach i {sEcoMin sEcoMax} {
  trace variable $i w {::utils::validate::Regexp {^$|^[A-Ea-e]$|^[A-Ea-e][0-9]$|^[A-Ea-e][0-9][0-9]$|^[A-Ea-e][0-9][0-9][a-z]$|^[A-Ea-e][0-9][0-9][a-z][1-4]$}}
}

# checkDates:
#    Checks minimum/maximum search dates in header search window and
#    extends them if necessary.
proc checkDates {} {
  global sDateMin sDateMax
  if {[string length $sDateMin] == 0} { set sDateMin "0000" }
  if {[string length $sDateMax] == 0} { set sDateMax [sc_info limit year]}
  if {[string length $sDateMin] == 4} { append sDateMin ".??.??" }
  if {[string length $sDateMax] == 4} { append sDateMax ".12.31" }
  if {[string length $sDateMin] == 7} { append sDateMin ".??" }
  if {[string length $sDateMax] == 7} { append sDateMax ".31" }
}

proc ::search::header::defaults {} {
  global sWhite sBlack sEvent sSite sRound sAnnotator sAnnotated sDateMin sDateMax sIgnoreCol sSideToMove
  global sWhiteEloMin sWhiteEloMax sBlackEloMin sBlackEloMax
  global sEloDiffMin sEloDiffMax
  global sEco sEcoMin sEcoMax sHeaderFlags sGlMin sGlMax
  global sGnumMin sGnumMax
  global sResWin sResLoss sResDraw sResOther
  global sPgntext sTitles
  
  set sWhite "";  set sBlack ""
  set sEvent ""; set sSite "";  set sRound ""; set sAnnotator ""; set sAnnotated 0
  set sWhiteEloMin 0; set sWhiteEloMax [sc_info limit elo]
  set sBlackEloMin 0; set sBlackEloMax [sc_info limit elo]
  set sEloDiffMin "-[sc_info limit elo]"
  set sEloDiffMax "+[sc_info limit elo]"
  set sGlMin 0; set sGlMax 999
  set sEcoMin "A00";  set sEcoMax "E99"; set sEco Yes
  set sGnumMin 1; set sGnumMax -1
  set sDateMin "0000.00.00"; set sDateMax "[sc_info limit year].12.31"
  set sResWin 1; set sResLoss 1; set sResDraw 1; set sResOther 1
  set sIgnoreCol No
  set sSideToMove wb
  foreach flag  [ concat $::sHeaderFlagList $::sHeaderCustomFlagList ] { set sHeaderFlags($flag) both }
  foreach i [array names sPgntext] { set sPgntext($i) "" }
  foreach i $::sTitleList {
    set sTitles(w:$i) 1
    set sTitles(b:$i) 1
  }
}

::search::header::defaults

set sHeaderFlagFrame 0

# ::search::header
#
#   Opens the window for searching by header information.
#
proc search::header {} {
  global sWhite sBlack sEvent sSite sRound sAnnotator sAnnotated sDateMin sDateMax sIgnoreCol
  global sWhiteEloMin sWhiteEloMax sBlackEloMin sBlackEloMax
  global sEloDiffMin sEloDiffMax sSideToMove
  global sEco sEcoMin sEcoMax sHeaderFlags sGlMin sGlMax sTitleList sTitles
  global sResWin sResLoss sResDraw sResOther sPgntext
    
  set w .sh
  if {[winfo exists $w]} {
    wm deiconify $w
    raiseWin $w
    return
  }
  
  toplevel $w
  wm title $w "Scid: $::tr(HeaderSearch)"
  foreach frame {cWhite cBlack ignore tw tb eventsite dateround res ano gl ends eco} {
    ttk::frame $w.$frame
  }
  
  raise $w
  
  bind $w <F1> { helpWindow Searches Header }
  bind $w <Escape> "$w.b.cancel invoke"
  bind $w <Return> "$w.b.search invoke"
  
  set regular font_Small
  set bold font_SmallBold
  
  foreach color {White Black} {
    pack $w.c$color -side top -fill x
    ttk::label $w.c$color.lab -textvar ::tr($color:) -font $bold -width 9 -anchor w
    ttk::combobox $w.c$color.e -textvariable "s$color" -width 40
    ::utils::history::SetCombobox HeaderSearch$color $w.c$color.e
    bind $w.c$color.e <Return> { .sh.b.search invoke; break }
    
    ttk::label $w.c$color.space
    ttk::label $w.c$color.elo1 -textvar ::tr(Rating:) -font $bold
    ttk::entry $w.c$color.elomin -textvar s${color}EloMin -width 6 -justify right \
        -font $regular
    ttk::label $w.c$color.elo2 -text "-" -font $regular
    ttk::entry $w.c$color.elomax -textvar s${color}EloMax -width 6 -justify right \
        -font $regular
    bindFocusColors $w.c$color.e
    bindFocusColors $w.c$color.elomin
    bindFocusColors $w.c$color.elomax
    pack $w.c$color.lab $w.c$color.e $w.c$color.space -side left
    pack $w.c$color.elomax $w.c$color.elo2 $w.c$color.elomin $w.c$color.elo1 \
        -side right
  }
  
  pack $w.ignore -side top -fill x
  ttk::label $w.ignore.l -textvar ::tr(IgnoreColors:) -font $bold
  ttk::radiobutton $w.ignore.yes -variable sIgnoreCol -value Yes -textvar ::tr(Yes) -style Small.TRadiobutton
  ttk::radiobutton $w.ignore.no  -variable sIgnoreCol -value No -textvar ::tr(No) -style Small.TRadiobutton
  pack $w.ignore.l $w.ignore.yes $w.ignore.no -side left
  ttk::label $w.ignore.rdiff -textvar ::tr(RatingDiff:) -font $bold
  ttk::entry $w.ignore.rdmin -width 6 -textvar sEloDiffMin -justify right -font $regular
  ttk::label $w.ignore.rdto -text "-" -font $regular
  ttk::entry $w.ignore.rdmax -width 6 -textvar sEloDiffMax -justify right -font $regular
  bindFocusColors $w.ignore.rdmin
  bindFocusColors $w.ignore.rdmax
  pack $w.ignore.rdmax $w.ignore.rdto $w.ignore.rdmin $w.ignore.rdiff \
      -side right
  
  set spellstate normal
  if {[lindex [sc_name read] 0] == 0} { set spellstate disabled }
  foreach c {w b} name {White Black} {
    pack $w.t$c -side top -fill x
    ttk::label $w.t$c.label -text "$::tr($name) FIDE:" -font $bold -width 14 -anchor w
    pack $w.t$c.label -side left
    foreach i $sTitleList {
      set name [string toupper $i]
      if {$i == "none"} { set name "-" }
      ttk::checkbutton $w.t$c.b$i -text $name -width 5 -variable sTitles($c:$i) -offvalue 0 -onvalue 1 -state $spellstate
      pack $w.t$c.b$i -side left -padx 1
    }
  }
  
  addHorizontalRule $w
  
  set f $w.eventsite
  pack $f -side top -fill x
  foreach i {Event Site} {
    ttk::label $f.l$i -textvar ::tr(${i}:) -font $bold
    ttk::combobox $f.e$i -textvariable s$i -width 30
    bind $f.e$i <Return> { .sh.b.search invoke ; break }
    ::utils::history::SetCombobox HeaderSearch$i $f.e$i
    bindFocusColors $f.e$i
  }
  pack $f.lEvent $f.eEvent -side left
  pack $f.eSite $f.lSite -side right
  
  set f $w.dateround
  pack $f -side top -fill x
  ttk::label $f.l1 -textvar ::tr(Date:) -font $bold
  ttk::label $f.l2 -text "-" -font $regular
  ttk::label $f.l3 -text " " -font $regular
  ttk::entry $f.emin -textvariable sDateMin -width 10 -font $regular
  button $f.eminCal -image tb_calendar -padx 0 -pady 0 -command {
    regsub -all {[.]} $sDateMin "-" newdate
    set ndate [::utils::date::chooser $newdate]
    if {[llength $ndate] == 3} {
      set sDateMin "[lindex $ndate 0].[lindex $ndate 1].[lindex $ndate 2]"
    }
  }
  ttk::entry $f.emax -textvariable sDateMax -width 10 -font $regular
  button $f.emaxCal -image tb_calendar -padx 0 -pady 0 -command {
    regsub -all {[.]} $sDateMax "-" newdate
    set ndate [::utils::date::chooser $newdate]
    if {[llength $ndate] == 3} {
      set sDateMax "[lindex $ndate 0].[lindex $ndate 1].[lindex $ndate 2]"
    }
  }
  bindFocusColors $f.emin
  bindFocusColors $f.emax
  bind $f.emin <FocusOut> +checkDates
  bind $f.emax <FocusOut> +checkDates
  ttk::button $f.lyear -textvar ::tr(YearToToday) -style Pad0.Small.TButton -command {
    set sDateMin "[expr [::utils::date::today year]-1].[::utils::date::today month].[::utils::date::today day]"
    set sDateMax [::utils::date::today]
  }
  
  pack $f.l1 $f.emin $f.eminCal $f.l2 $f.emax $f.emaxCal $f.l3 $f.lyear -side left
  
  ttk::label $f.lRound -textvar ::tr(Round:) -font $bold
  ttk::entry $f.eRound -textvariable sRound -width 10 -font $regular
  bindFocusColors $f.eRound
  pack $f.eRound $f.lRound -side right
  
  addHorizontalRule $w
  
  pack .sh.res -side top -fill x
  ttk::label $w.res.l1 -textvar ::tr(Result:) -font $bold
  pack $w.res.l1 -side left
  foreach i {win draw loss other} \
      v {sResWin sResDraw sResLoss sResOther} \
      text {"1-0 "  "1/2-1/2 "  "0-1 "  "* "} {
        ttk::checkbutton $w.res.e$i -text $text -variable $v -offvalue 0 -onvalue 1
        pack $w.res.e$i -side left
      }
  
  ttk::label $w.gl.l1 -textvar ::tr(GameLength:) -font $bold
  ttk::label $w.gl.l2 -text "-" -font $regular
  ttk::label $w.gl.l3 -textvar ::tr(HalfMoves) -font $regular
  ttk::entry $w.gl.emin -textvariable sGlMin -justify right -width 4 -font $regular
  ttk::entry $w.gl.emax -textvariable sGlMax -justify right -width 4 -font $regular
  bindFocusColors $w.gl.emin
  bindFocusColors $w.gl.emax
  pack $w.gl -in $w.res -side right -fill x
  pack $w.gl.l1 $w.gl.emin $w.gl.l2 $w.gl.emax $w.gl.l3 -side left
  
  ttk::label $w.ends.label -textvar ::tr(EndSideToMove:) -font $bold
  ttk::frame $w.ends.sep1 -width 5
  ttk::frame $w.ends.sep2 -width 5
  ttk::radiobutton $w.ends.white -textvar ::tr(White) -variable sSideToMove -value w
  ttk::radiobutton $w.ends.black -textvar ::tr(Black) -variable sSideToMove -value b
  ttk::radiobutton $w.ends.both -textvar ::tr(Both) -variable sSideToMove -value wb
  pack $w.ends.label $w.ends.white $w.ends.sep1 $w.ends.black $w.ends.sep2 $w.ends.both -side left
  pack $w.ends -side top -fill x
  
  addHorizontalRule $w
  
  pack .sh.ano -side top -fill x
  ttk::label $w.ano.a1 -textvar ::tr(Annotations:) -font $bold
  ttk::label $w.ano.a2 -textvar ::tr(Annotator:) -font $bold
  ttk::checkbutton $w.ano.an -textvar ::tr(Cmnts:) -variable sAnnotated -offvalue 0 -onvalue 1
  ttk::entry $w.ano.aname -textvariable sAnnotator -width 20 -font $regular
  pack $w.ano.a1 $w.ano.an -side left
  pack $w.ano.aname $w.ano.a2 -side right

  addHorizontalRule $w
  
  ttk::label $w.eco.l1 -textvar ::tr(ECOCode:) -font $bold
  ttk::label $w.eco.l2 -text "-" -font $regular
  ttk::label $w.eco.l3 -text " " -font $regular
  ttk::label $w.eco.l4 -textvar ::tr(GamesWithNoECO:) -font $bold
  ttk::entry $w.eco.emin -textvariable sEcoMin -width 5 -font $regular
  ttk::entry $w.eco.emax -textvariable sEcoMax -width 5 -font $regular
  bindFocusColors $w.eco.emin
  bindFocusColors $w.eco.emax
  ttk::button $w.eco.range -text "..." -style  Pad0.Small.TButton -width 0 -command {
    set tempResult [chooseEcoRange]
    if {[scan $tempResult "%\[A-E0-9a-z\]-%\[A-E0-9a-z\]" sEcoMin_tmp sEcoMax_tmp] == 2} {
      set sEcoMin $sEcoMin_tmp
      set sEcoMax $sEcoMax_tmp
    }
    unset tempResult
  }
  ttk::radiobutton $w.eco.yes -variable sEco -value Yes -textvar ::tr(Yes) -style Small.TRadiobutton
  ttk::radiobutton $w.eco.no -variable sEco -value No -textvar ::tr(No) -style Small.TRadiobutton
  pack $w.eco -side top -fill x
  pack $w.eco.l1 $w.eco.emin $w.eco.l2 $w.eco.emax $w.eco.range $w.eco.l3 $w.eco.l4 $w.eco.yes $w.eco.no -side left
  
  set f [ttk::frame $w.gnum]
  pack $f -side top -fill x
  ttk::label $f.l1 -textvar ::tr(GlistGameNumber:) -font $bold
  ttk::entry $f.emin -textvariable sGnumMin -width 8 -justify right -font $regular
  ttk::label $f.l2 -text "-" -font $regular
  ttk::entry $f.emax -textvariable sGnumMax -width 8 -justify right -font $regular
  pack $f.l1 $f.emin $f.l2 $f.emax -side left
  bindFocusColors $f.emin
  bindFocusColors $f.emax
  ttk::label $f.l3 -text " " -font $regular
  ttk::button $f.all -text [::utils::string::Capital $::tr(all)] -style Pad0.Small.TButton -command {set sGnumMin 1; set sGnumMax -1}
  ttk::menubutton $f.first -style pad0.TMenubutton -textvar ::tr(First...) -menu $f.first.m
  ttk::menubutton $f.last -style pad0.TMenubutton -textvar ::tr(Last...) -menu $f.last.m
  menu $f.first.m -font $regular
  menu $f.last.m -font $regular
  foreach x {10 50 100 500 1000 5000 10000} {
    $f.first.m add command -label $x \
        -command "set sGnumMin 1; set sGnumMax $x"
    $f.last.m add command -label $x \
        -command "set sGnumMin -$x; set sGnumMax -1"
  }
  pack $f.l3 $f.all $f.first $f.last -side left -padx 2
  
  set f [ttk::frame $w.pgntext]
  pack $f -side top -fill x
  ttk::label $f.l1 -textvar ::tr(PgnContains:) -font $bold
  ttk::entry $f.e1 -textvariable sPgntext(1) -width 15 -font $regular
  ttk::label $f.l2 -text "+" -font $regular
  ttk::entry $f.e2 -textvariable sPgntext(2) -width 15 -font $regular
  ttk::label $f.l3 -text "+" -font $regular
  ttk::entry $f.e3 -textvariable sPgntext(3) -width 15 -font $regular
  bindFocusColors $f.e1
  bindFocusColors $f.e2
  bindFocusColors $f.e3
  pack $f.l1 $f.e1 $f.l2 $f.e2 $f.l3 $f.e3 -side left
  
  addHorizontalRule $w
  
  ttk::button $w.flagslabel -textvar ::tr(FindGamesWith:) -style Pad0.Small.TButton -image tb_menu -compound left -command {
    if {$sHeaderFlagFrame} {
      set sHeaderFlagFrame 0
      pack forget .sh.flags
    } else {
      set sHeaderFlagFrame 1
      pack .sh.flags -side top -after .sh.flagslabel
    }
  }
  pack $w.flagslabel -side top -fill x
  
  ttk::frame $w.flags
  if {$::sHeaderFlagFrame} {
    pack $w.flags -side top
  }
  
  set count 0
  set row 0
  set col 0
  foreach var $::sHeaderFlagList {   
    set lab [ttk::label $w.flags.l$var -text  [ ::tr $var ] -font font_Small]
    grid $lab -row $row -column $col -sticky e
    incr col
    grid [ttk::radiobutton $w.flags.yes$var -variable sHeaderFlags($var) -value yes -text $::tr(Yes)] -row $row -column $col
    incr col
    grid [ttk::radiobutton $w.flags.no$var -variable sHeaderFlags($var) -value no -text $::tr(No)] -row $row -column $col
    incr col
    grid [ttk::radiobutton $w.flags.both$var -variable sHeaderFlags($var) -value both -text $::tr(Both)] -row $row -column $col
    incr count
    incr col -3
    incr row
    if {$count == 6} { set col 5; set row 0 }
    if {$count == 12} { set col 10; set row 0 }
  }
  
  set count 1
  set col 0
  set row 7
  foreach var $::sHeaderCustomFlagList {
    
    set lb [sc_game flag $count description]
    if { $lb == ""  } {  set lb $var  }
    
    set lab [ttk::label $w.flags.l$var -text $lb -font font_Small]
    grid $lab -row $row -column $col -sticky e
    incr col
    grid [ttk::radiobutton $w.flags.yes$var -variable sHeaderFlags($var) -value yes -text $::tr(Yes)] -row $row -column $col
    incr col
    grid [ttk::radiobutton $w.flags.no$var -variable sHeaderFlags($var) -value no -text $::tr(No)] -row $row -column $col
    incr col
    grid [ttk::radiobutton $w.flags.both$var -variable sHeaderFlags($var) -value both -text $::tr(Both)] -row $row -column $col
    incr col 2
    incr count
    if {$count == 4} { set col 0; set row 8 }
  }
  
  grid [ttk::label $w.flags.space -text "" -font $regular] -row 0 -column 4
  grid [ttk::label $w.flags.space2 -text "" -font $regular] -row 0 -column 9
  
  addHorizontalRule $w
  ::search::addFilterOpFrame $w 1
  addHorizontalRule $w
  
  ### Header search: search/cancel buttons
  
  ttk::frame $w.b
  pack $w.b -side top -fill both
  ttk::button $w.b.defaults -textvar ::tr(Defaults) -command ::search::header::defaults ;# -padx 20
  ttk::button $w.b.save -textvar ::tr(Save...) -command ::search::header::save ;# -padx 20
  ttk::button $w.b.stop -textvar ::tr(Stop) -command sc_progressBar
  ttk::button $w.b.search -textvar ::tr(Search) -command {
    ::utils::history::AddEntry HeaderSearchWhite $sWhite
    ::utils::history::AddEntry HeaderSearchBlack $sBlack
    ::utils::history::AddEntry HeaderSearchEvent $sEvent
    ::utils::history::AddEntry HeaderSearchSite $sSite
    
    set sPgnlist {}
    foreach i {1 2 3} {
      set temp [string trim $sPgntext($i)]
      if {$temp != ""} { lappend sPgnlist $temp }
    }
    busyCursor .
    pack .sh.b.stop -side right -padx 5
    grab .sh.b.stop
    sc_progressBar .sh.fprogress.progress bar 301 21 time
    set wtitles {}
    set btitles {}
    foreach i $sTitleList {
      if $sTitles(w:$i) { lappend wtitles $i }
      if $sTitles(b:$i) { lappend btitles $i }
    }
    
    if {($sWhite == "!me") || ($sBlack == "!me")} {
      set i 0
      foreach name $::myPlayerNames {
        
        set filter 0
        
        if {$i == 0} {
          set filter 2
        } else {
          set filter 1
        }
        set i [expr {$i+1}]
        set wname $sWhite
        set bname $sBlack
        
        if {$sWhite == "!me"} {
          set wname $name
        }
        if {$sBlack == "!me"} {
          set bname $name
        }
        set str [sc_search header  \
            -white $wname           \
            -black $bname           \
            -toMove $sSideToMove \
            -results [list $sResWin $sResDraw $sResLoss $sResOther] \
            -event $sEvent -site $sSite -round $sRound \
            -date [list $sDateMin $sDateMax] \
            -welo [list $sWhiteEloMin $sWhiteEloMax] \
            -belo [list $sBlackEloMin $sBlackEloMax] \
            -delo [list $sEloDiffMin $sEloDiffMax] \
            -eco [list $sEcoMin $sEcoMax $sEco] \
            -length [list $sGlMin $sGlMax] \
            -gameNumber [list $sGnumMin $sGnumMax] \
            -flip $sIgnoreCol -filter $filter \
            -annotated $sAnnotated \
            -annotator $sAnnotator \
            -fStdStart $sHeaderFlags(StdStart) \
            -fPromotions $sHeaderFlags(Promotions) \
            -fComments $sHeaderFlags(Comments) \
            -fVariations $sHeaderFlags(Variations) \
            -fAnnotations $sHeaderFlags(Annotations) \
            -fDelete $sHeaderFlags(DeleteFlag) \
            -fWhiteOp $sHeaderFlags(WhiteOpFlag) \
            -fBlackOp $sHeaderFlags(BlackOpFlag) \
            -fMiddlegame $sHeaderFlags(MiddlegameFlag) \
            -fEndgame $sHeaderFlags(EndgameFlag) \
            -fNovelty $sHeaderFlags(NoveltyFlag) \
            -fPawnStruct $sHeaderFlags(PawnFlag) \
            -fTactics $sHeaderFlags(TacticsFlag) \
            -fKingside $sHeaderFlags(KsideFlag) \
            -fQueenside $sHeaderFlags(QsideFlag) \
            -fBrilliancy $sHeaderFlags(BrilliancyFlag) \
            -fBlunder $sHeaderFlags(BlunderFlag) \
            -fUser $sHeaderFlags(UserFlag) \
            -fCustom1 $sHeaderFlags(CustomFlag1) \
            -fCustom2 $sHeaderFlags(CustomFlag2) \
            -fCustom3 $sHeaderFlags(CustomFlag3) \
            -fCustom4 $sHeaderFlags(CustomFlag4) \
            -fCustom5 $sHeaderFlags(CustomFlag5) \
            -fCustom6 $sHeaderFlags(CustomFlag6) \
            -pgn $sPgnlist -wtitles $wtitles -btitles $btitles \
            ]
      }
    } elseif {($sWhite == "!mymove") || ($sBlack == "!mymove")} {
      set i 0
      foreach name $::myPlayerNames {
        
        set filter 0
        
        if {$i == 0} {
          set filter 2
        } else {
          set filter 1
        }
        
        set str [sc_search header  \
            -white $name            \
            -toMove w               \
            -results [list 0 0 0 1] \
            -event $sEvent -site $sSite -round $sRound \
            -date [list $sDateMin $sDateMax] \
            -welo [list $sWhiteEloMin $sWhiteEloMax] \
            -belo [list $sBlackEloMin $sBlackEloMax] \
            -delo [list $sEloDiffMin $sEloDiffMax] \
            -eco [list $sEcoMin $sEcoMax $sEco] \
            -length [list $sGlMin $sGlMax] \
            -gameNumber [list $sGnumMin $sGnumMax] \
            -flip $sIgnoreCol -filter $filter \
            -annotated $sAnnotated \
            -annotator $sAnnotator \
            -fStdStart $sHeaderFlags(StdStart) \
            -fPromotions $sHeaderFlags(Promotions) \
            -fComments $sHeaderFlags(Comments) \
            -fVariations $sHeaderFlags(Variations) \
            -fAnnotations $sHeaderFlags(Annotations) \
            -fDelete $sHeaderFlags(DeleteFlag) \
            -fWhiteOp $sHeaderFlags(WhiteOpFlag) \
            -fBlackOp $sHeaderFlags(BlackOpFlag) \
            -fMiddlegame $sHeaderFlags(MiddlegameFlag) \
            -fEndgame $sHeaderFlags(EndgameFlag) \
            -fNovelty $sHeaderFlags(NoveltyFlag) \
            -fPawnStruct $sHeaderFlags(PawnFlag) \
            -fTactics $sHeaderFlags(TacticsFlag) \
            -fKingside $sHeaderFlags(KsideFlag) \
            -fQueenside $sHeaderFlags(QsideFlag) \
            -fBrilliancy $sHeaderFlags(BrilliancyFlag) \
            -fBlunder $sHeaderFlags(BlunderFlag) \
            -fUser $sHeaderFlags(UserFlag) \
            -fCustom1 $sHeaderFlags(CustomFlag1) \
            -fCustom2 $sHeaderFlags(CustomFlag2) \
            -fCustom3 $sHeaderFlags(CustomFlag3) \
            -fCustom4 $sHeaderFlags(CustomFlag4) \
            -fCustom5 $sHeaderFlags(CustomFlag5) \
            -fCustom6 $sHeaderFlags(CustomFlag6) \
            -pgn $sPgnlist -wtitles $wtitles -btitles $btitles \
            ]
        
        set str [sc_search header  \
            -black $name            \
            -toMove b               \
            -results [list 0 0 0 1] \
            -event $sEvent -site $sSite -round $sRound \
            -date [list $sDateMin $sDateMax] \
            -welo [list $sWhiteEloMin $sWhiteEloMax] \
            -belo [list $sBlackEloMin $sBlackEloMax] \
            -delo [list $sEloDiffMin $sEloDiffMax] \
            -eco [list $sEcoMin $sEcoMax $sEco] \
            -length [list $sGlMin $sGlMax] \
            -gameNumber [list $sGnumMin $sGnumMax] \
            -flip $sIgnoreCol -filter $filter \
            -annotated $sAnnotated \
            -annotator $sAnnotator \
            -fStdStart $sHeaderFlags(StdStart) \
            -fPromotions $sHeaderFlags(Promotions) \
            -fComments $sHeaderFlags(Comments) \
            -fVariations $sHeaderFlags(Variations) \
            -fAnnotations $sHeaderFlags(Annotations) \
            -fDelete $sHeaderFlags(DeleteFlag) \
            -fWhiteOp $sHeaderFlags(WhiteOpFlag) \
            -fBlackOp $sHeaderFlags(BlackOpFlag) \
            -fMiddlegame $sHeaderFlags(MiddlegameFlag) \
            -fEndgame $sHeaderFlags(EndgameFlag) \
            -fNovelty $sHeaderFlags(NoveltyFlag) \
            -fPawnStruct $sHeaderFlags(PawnFlag) \
            -fTactics $sHeaderFlags(TacticsFlag) \
            -fKingside $sHeaderFlags(KsideFlag) \
            -fQueenside $sHeaderFlags(QsideFlag) \
            -fBrilliancy $sHeaderFlags(BrilliancyFlag) \
            -fBlunder $sHeaderFlags(BlunderFlag) \
            -fUser $sHeaderFlags(UserFlag) \
            -fCustom1 $sHeaderFlags(CustomFlag1) \
            -fCustom2 $sHeaderFlags(CustomFlag2) \
            -fCustom3 $sHeaderFlags(CustomFlag3) \
            -fCustom4 $sHeaderFlags(CustomFlag4) \
            -fCustom5 $sHeaderFlags(CustomFlag5) \
            -fCustom6 $sHeaderFlags(CustomFlag6) \
            -pgn $sPgnlist -wtitles $wtitles -btitles $btitles \
            ]
        
        set i [expr {$i+1}]
      }
    } else {
      set str [sc_search header -white $sWhite -black $sBlack \
          -event $sEvent -site $sSite -round $sRound \
          -date [list $sDateMin $sDateMax] \
          -results [list $sResWin $sResDraw $sResLoss $sResOther] \
          -welo [list $sWhiteEloMin $sWhiteEloMax] \
          -belo [list $sBlackEloMin $sBlackEloMax] \
          -delo [list $sEloDiffMin $sEloDiffMax] \
          -eco [list $sEcoMin $sEcoMax $sEco] \
          -length [list $sGlMin $sGlMax] \
          -toMove $sSideToMove \
          -gameNumber [list $sGnumMin $sGnumMax] \
          -flip $sIgnoreCol -filter $::search::filter::operation \
          -annotated $sAnnotated \
          -annotator $sAnnotator \
          -fStdStart $sHeaderFlags(StdStart) \
          -fPromotions $sHeaderFlags(Promotions) \
          -fComments $sHeaderFlags(Comments) \
          -fVariations $sHeaderFlags(Variations) \
          -fAnnotations $sHeaderFlags(Annotations) \
          -fDelete $sHeaderFlags(DeleteFlag) \
          -fWhiteOp $sHeaderFlags(WhiteOpFlag) \
          -fBlackOp $sHeaderFlags(BlackOpFlag) \
          -fMiddlegame $sHeaderFlags(MiddlegameFlag) \
          -fEndgame $sHeaderFlags(EndgameFlag) \
          -fNovelty $sHeaderFlags(NoveltyFlag) \
          -fPawnStruct $sHeaderFlags(PawnFlag) \
          -fTactics $sHeaderFlags(TacticsFlag) \
          -fKingside $sHeaderFlags(KsideFlag) \
          -fQueenside $sHeaderFlags(QsideFlag) \
          -fBrilliancy $sHeaderFlags(BrilliancyFlag) \
          -fBlunder $sHeaderFlags(BlunderFlag) \
          -fUser $sHeaderFlags(UserFlag) \
          -fCustom1 $sHeaderFlags(CustomFlag1) \
          -fCustom2 $sHeaderFlags(CustomFlag2) \
          -fCustom3 $sHeaderFlags(CustomFlag3) \
          -fCustom4 $sHeaderFlags(CustomFlag4) \
          -fCustom5 $sHeaderFlags(CustomFlag5) \
          -fCustom6 $sHeaderFlags(CustomFlag6) \
          -pgn $sPgnlist -wtitles $wtitles -btitles $btitles \
          ]
    }
    
    grab release .sh.b.stop
    pack forget .sh.b.stop
    unbusyCursor .
    
    .sh.status configure -text $str
    ::windows::gamelist::Refresh
    ::search::loadFirstGame
    
	 # refresh the tree window, this includes Best Games
	 ::tree::refresh
    ::windows::stats::Refresh
  }
  
  ttk::button $w.b.cancel -textvar ::tr(Close) -command {focus .; destroy .sh} ;# -padx 20
  
  foreach i {defaults save cancel search stop} {
    $w.b.$i configure -style Small.TButton
    
    pack $w.b.defaults $w.b.save -side left -padx 5
    pack $w.b.cancel $w.b.search -side right -padx 5
  }
  
  pack [ ttk::frame $w.fprogress ] -fill both
  canvas $w.fprogress.progress -height 20 -width 300 -bg white -relief solid -border 1
  $w.fprogress.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.fprogress.progress create text 295 10 -anchor e -font font_Regular -tags time \
      -fill black -text "0:00 / 0:00"
  pack $w.fprogress.progress -side top -pady 2
  ttk::label $w.status -text "" -width 1 -font font_Small -relief sunken -anchor w
  pack $w.status -side bottom -fill x
  # update
  wm resizable $w 0 0
  # standardShortcuts $w
  ::search::Config
  focus $w.cWhite.e
}

proc ::search::header::save {} {
  global sWhite sBlack sEvent sSite sRound sAnnotator sAnnotated sDateMin sDateMax sIgnoreCol
  global sWhiteEloMin sWhiteEloMax sBlackEloMin sBlackEloMax
  global sEloDiffMin sEloDiffMax sGlMin sGlMax
  global sEco sEcoMin sEcoMax sHeaderFlags sSideToMove
  global sResWin sResLoss sResDraw sResOther sPgntext
  
  set ftype { { "Scid SearchOptions files" {".sso"} } }
  set fName [tk_getSaveFile -initialdir [pwd] -filetypes $ftype -title "Create a SearchOptions file"]
  if {$fName == ""} { return }
  
  if {[string compare [file extension $fName] ".sso"] != 0} {
    append fName ".sso"
  }
  
  if {[catch {set searchF [open [file nativename $fName] w]} ]} {
    tk_messageBox -title "Error: Unable to open file" -type ok -icon error \
        -message "Unable to create SearchOptions file: $fName"
    return
  }
  puts $searchF "\# SearchOptions File created by Scid [sc_info version]"
  puts $searchF "set searchType Header"
  
  # First write the regular variables:
  foreach i {sWhite sBlack sEvent sSite sRound sAnnotator sAnnotated sDateMin sDateMax sResWin
    sResLoss sResDraw sResOther sWhiteEloMin sWhiteEloMax sBlackEloMin
    sBlackEloMax sEcoMin sEcoMax sEloDiffMin sEloDiffMax
    sIgnoreCol sSideToMove sGlMin sGlMax ::search::filter::operation} {
    puts $searchF "set $i [list [set $i]]"
  }
  # Now write the array values:
  foreach i [array names sHeaderFlags] {
    puts $searchF "set sHeaderFlags($i) [list $sHeaderFlags($i)]"
  }
  foreach i [array names sPgntext] {
    puts $searchF "set sPgntext($i) [list $sPgntext($i)]"
  }
  
  tk_messageBox -type ok -icon info -title "Search Options saved" \
      -message "Header search options saved to: $fName"
  close $searchF
}

##############################
### Selecting common ECO ranges

set scid_ecoRangeChosen ""
set ecoCommonRanges {}
proc chooseEcoRange {} {
  global ecoCommonRanges scid_ecoRangeChosen
  set ecoCommonRanges [ list \
      "A04-A09  [tr Reti]: [trans 1.Nf3]" \
      "A10-A39  [tr English]: 1.c4" \
      "A40-A49  1.d4, [tr d4Nf6Miscellaneous]" \
      "A45l-A45z  [tr Trompowsky]: [trans [list 1.d4 Nf6 2.Bg5]]" \
      "A51-A52  [tr Budapest]: [trans [list 1.d4 Nf6 2.c4 e5]]" \
      "A53-A55  [tr OldIndian]: [trans [list 1.d4 Nf6 2.c4 d6]]" \
      "A57-A59  [tr BenkoGambit]: [trans [list 1.d4 Nf6 2.c4 c5 3.d5 b5]]" \
      "A60-A79  [tr ModernBenoni]: [trans [list 1.d4 Nf6 2.c4 c5 3.d5 e6]]" \
      "A80-A99  [tr DutchDefence]: 1.d4 f5" \
      "____________________________________________________________" \
      "B00-C99  1.e4" \
      "B01-B01     [tr Scandinavian]: 1.e4 d5" \
      "B02-B05     [tr AlekhineDefence]: [trans [list 1.e4 Nf6]]" \
      "B07-B09     [tr Pirc]: 1.e4 d6" \
      "B10-B19     [tr CaroKann]: 1.e4 c6" \
      "B12i-B12z      [tr CaroKannAdvance]: 1.e4 c6 2.d4 d5 3.e5" \
      "B20-B99  [tr Sicilian]: 1.e4 c5" \
      "B22-B22     [tr SicilianAlapin]: 1.e4 c5 2.c3" \
      "B23-B26     [tr SicilianClosed]: [trans [list 1.e4 c5 2.Nc3]]" \
      "B30-B39     [tr Sicilian]: [trans [list 1.e4 c5 2.Nf3 Nc6]]" \
      "B40-B49     [tr Sicilian]: [trans [list 1.e4 c5 2.Nf3 e6]]" \
      "B50-B59     [tr SicilianRauzer]: [trans [list 1.e4 c5 2.Nf3 d6 ... 5.Nc3 Nc6]]" \
      "B70-B79     [tr SicilianDragon]: [trans [list 1.e4 c5 2.Nf3 d6 ... 5.Nc3 g6]]" \
      "B80-B89     [tr SicilianScheveningen]: [trans [list 1.e4 c5 2.Nf3 d6 ... 5.Nc3 e6]]" \
      "B90-B99     [tr SicilianNajdorf]: [trans [list 1.e4 c5 2.Nf3 d6 ... 5.Nc3 a6]]" \
      "____________________________________________________________" \
      "C00-C19  [tr FrenchDefence]: 1.e4 e6" \
      "C02-C02     [tr FrenchAdvance]: 1.e4 e6 2.d4 d5 3.e5" \
      "C03-C09     [tr FrenchTarrasch]: [trans [list 1.e4 e6 2.d4 d5 3.Nd2]]" \
      "C15-C19     [tr FrenchWinawer]: [trans [list 1.e4 e6 2.d4 d5 3.Nc3 Bb4]]" \
      "C20-C99  [tr OpenGame]: 1.e4 e5" \
      "C25-C29     [tr Vienna]: [trans [list 1.e4 e5 2.Nc3]]" \
      "C30-C39     [tr KingsGambit]: 1.e4 e5 2.f4" \
      "C42-C43     [tr RussianGame]: [trans [list 1.e4 e5 2.Nf3 Nf6]]" \
      "C44-C49     [tr OpenGame]: [trans [list 1.e4 e5 2.Nf3 Nc6]]" \
      "C50-C59     [tr ItalianTwoKnights]: 1.e4 e5 2.Nf3 Nc6 3.Bc4]]" \
      "C60-C99  [tr Spanish]: [trans [list 1.e4 e5 2.Nf3 Nc6 3.Bb5]]" \
      "C68-C69      [tr SpanishExchange]: [trans [list 3.Bb5 a6 4.Bxc6]]" \
      "C80-C83      [tr SpanishOpen]: [trans [list 3.Bb5 a6 4.Ba4 Nf6 5.O-O Nxe4]]" \
      "C84-C99      [tr SpanishClosed]: [trans [list 3.Bb5 a6 4.Ba4 Nf6 5.O-O Be7]]" \
      "____________________________________________________________" \
      "D00-D99  [tr Queen's Pawn]: 1.d4 d5" \
      "D10-D19  [tr Slav]: 1.d4 d5 2.c4 c6" \
      "D20-D29  [tr QGA]: 1.d4 d5 2.c4 dxc4" \
      "D30-D69  [tr QGD]: 1.d4 d5 2.c4 e6" \
      "D35-D36     [tr QGDExchange]: 1.d4 d5 2.c4 e6 3.cxd5 exd5" \
      "D43-D49     [tr SemiSlav]: [trans [list 3.Nc3 Nf6 4.Nf3 c6]]" \
      "D50-D69     [tr QGDwithBg5]: [trans [list 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5]]" \
      "D60-D69     [tr QGDOrthodox]: [trans [list 4.Bg5 Be7 5.e3 O-O 6.Nf3 Nbd7]]" \
      "D70-D99  [tr Grunfeld]: [trans [list 1.d4 Nf6 2.c4 g6 with 3...d5]]" \
      "D85-D89     [tr GrunfeldExchange]: [trans [list 3.Nc3 d5 4.e4 Nxc3 5.bxc3]]" \
      "D96-D99     [tr GrunfeldRussian]: [trans [list 3.Nc3 d5 4.Nf3 Bg7 5.Qb3]]" \
      "____________________________________________________________" \
      "E00-E09  [tr Catalan]: [trans [list 1.d4 Nf6 2.c4 e6 3.g3/...]]" \
      "E02-E05     [tr CatalanOpen]: [trans [list 3.g3 d5 4.Bg2 dxc4]]" \
      "E06-E09     [tr CatalanClosed]: [trans [list 3.g3 d5 4.Bg2 Be7]]" \
      "E12-E19  [tr QueensIndian]: [trans [list 1.d4 Nf6 2.c4 e6 3.Nf3 b6]]" \
      "E20-E59  [tr NimzoIndian]: [trans [list 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4]]" \
      "E32-E39     [tr NimzoIndianClassical]: [trans [list 4.Qc2]]" \
      "E40-E59     [tr NimzoIndianRubinstein]: 4.e3" \
      "E60-E99  [tr KingsIndian]: [trans [list 1.d4 Nf6 2.c4 g6]]" \
      "E80-E89     [tr KingsIndianSamisch]: 4.e4 d6 5.f3" \
      "E90-E99     [tr KingsIndianMainLine]: [trans [list 4.e4 d6 5.Nf3]]" \
      ]
  
  if {[winfo exists .ecoRangeWin]} { return }
  set w .ecoRangeWin
  toplevel $w
  wm title $w "Scid: Choose ECO Range"
  wm minsize $w 30 5
  
  listbox $w.list -yscrollcommand "$w.ybar set" -height 20 -width 60 -background white -setgrid 1
  foreach i $ecoCommonRanges { $w.list insert end $i }
  ttk::scrollbar $w.ybar -command "$w.list yview" -takefocus 0
  pack [ttk::frame $w.b] -side bottom -fill x
  pack $w.ybar -side right -fill y
  pack $w.list -side left -fill both -expand yes
  
  ttk::button $w.b.ok -text "OK" -command {
    set sel [.ecoRangeWin.list curselection]
    if {[llength $sel] > 0} {
      set scid_ecoRangeChosen [lindex $ecoCommonRanges [lindex $sel 0]]
      set ::sEco No
    }
    focus .sh
    destroy .ecoRangeWin
  }
  ttk::button $w.b.cancel -text $::tr(Cancel) -command "focus .sh; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 2
  bind $w <Escape> "
  set scid_ecoRangeChosen {}
  grab release $w
  focus .
  destroy $w
  break"
  bind $w <Return> "$w.b.ok invoke; break"
  bind $w.list <Double-ButtonRelease-1> "$w.b.ok invoke; break"
  focus $w.list
  grab $w
  tkwait window $w
  return $scid_ecoRangeChosen
}


###
### End of file: search.tcl

###
### search/material.tcl: Material Search routine for Scid.
###

namespace eval ::search::material {}

set ignoreColors 0
set minMoveNum 1
set maxMoveNum 999
set minHalfMoves 1
set oppBishops "Either"
set minMatDiff -40
set maxMatDiff +40

trace variable minMoveNum w {::utils::validate::Integer 999 0}
trace variable maxMoveNum w {::utils::validate::Integer 999 0}
trace variable minHalfMoves w {::utils::validate::Integer 99 0}
trace variable minMatDiff w {::utils::validate::Integer -99 0}
trace variable maxMatDiff w {::utils::validate::Integer -99 0}

set nPatterns 10

array set pMin [list wq 0 bq 0 wr 0 br 0 wb 0 bb 0 wn 0 bn 0 wm 0 bm 0 wp 0 bp 0]
array set pMax [list wq 2 bq 2 wr 2 br 2 wb 2 bb 2 wn 2 bn 2 wm 4 bm 4 wp 8 bp 8]
for { set i 1 } { $i <= $nPatterns } { incr i } {
  set pattPiece($i) "?";  set pattFyle($i) "?";  set pattRank($i) "?"
}

proc checkPieceCounts {name el op} {
  global pMin pMax
  ::utils::validate::Integer 9 0 $name $el $op
  # Now make sure minor piece counts fit with bishop/knight counts:
  set wmMin [expr {$pMin(wn) + $pMin(wb)} ]
  set wmMax [expr {$pMax(wn) + $pMax(wb)} ]
  set bmMin [expr {$pMin(bn) + $pMin(bb)} ]
  set bmMax [expr {$pMax(bn) + $pMax(bb)} ]
  if {$pMin(wm) < $wmMin} { set pMin(wm) $wmMin }
  if {$pMax(wm) > $wmMax} { set pMax(wm) $wmMax }
  if {$pMin(bm) < $bmMin} { set pMin(bm) $bmMin }
  if {$pMax(bm) > $bmMax} { set pMax(bm) $bmMax }
  foreach p {wq wr wb wn wm wp bq br bb bn bm bp} {
    if {$pMax($p) != ""  &&  $pMax($p) < $pMin($p)} { set pMax($p) $pMin($p) }
  }
}

trace variable pMin w checkPieceCounts
trace variable pMax w checkPieceCounts


proc makeBoolMenu {w varName} {
  upvar #0 $varName var
  if {![info exists var]} { set var "Yes" }
  # ttk::menubutton $w -textvariable $varName -menu $w.menu -image "" -style pad0.TMenubutton ;# -relief raised -bd 2 -highlightthickness 2 -indicatoron 0 -anchor w
  menubutton $w -textvariable $varName -indicatoron 0 -menu $w.menu \
      -relief raised -bd 2 -highlightthickness 0 -anchor w -image ""
  
  menu $w.menu -tearoff 0
  $w.menu add radiobutton -label Yes -image tb_tick -variable $varName -value Yes \
      -command "$w configure -image tb_tick"  ;# -hidemargin 1
  $w.menu add radiobutton -label No -image tb_cross -variable $varName -value No \
      -command "$w configure -image tb_cross" ;# -hidemargin 1
  return $w.menu
}

proc makePieceMenu {w varName} {
  global dark
  upvar #0 $varName var
  if {![info exists var]} { set var "?" }
  # ttk::menubutton $w -textvariable $varName -menu $w.menu -image "" -style pad0.TMenubutton ;# -indicatoron 0 -relief raised -bd 2 -highlightthickness 2 -anchor w
  menubutton $w -textvariable $varName -indicatoron 0 -menu $w.menu \
      -relief raised -bd 2 -highlightthickness 0 -anchor w -image ""
  menu $w.menu -tearoff 0
  $w.menu add radiobutton -label " ? " -variable $varName -value "?" \
      -command "$w configure -image e20"  -hidemargin 1
  foreach i {wk wq wr wb wn wp bk bq br bb bn bp} {
    $w.menu add radiobutton -label $i -image ${i}20 -value $i \
        -variable $varName \
        -command "$w configure -image ${i}20"  -hidemargin 1
  }
  foreach i {" ? " wk bk} {
    $w.menu entryconfigure $i -columnbreak 1
  }
  return $w.menu
}

proc updatePatternImages {} {
  global pattPiece nPatterns pattBool
  if {! [winfo exists .sm]} { return }
  for {set i 1} {$i <= $nPatterns} {incr i} {
    if {$pattBool($i) == "Yes"} {
      .sm.mp.patt.grid.b$i configure -image tb_tick
    } else {
      .sm.mp.patt.grid.b$i configure -image tb_cross
    }
    if {$pattPiece($i) == "?"} {
      .sm.mp.patt.grid.p$i configure -image e20
    } else {
      .sm.mp.patt.grid.p$i configure -image "$pattPiece($i)20"
    }
  }
}

# ::search::material::zero
#
#   Called to clear all material minumum/maximum values to zero.
#
proc ::search::material::zero {} {
  global pMin pMax
  array set pMin {wq 0 bq 0 wr 0 br 0 wb 0 bb 0 wn 0 bn 0 wm 0 bm 0 wp 0 bp 0}
  array set pMax {wq 0 bq 0 wr 0 br 0 wb 0 bb 0 wn 0 bn 0 wm 0 bm 0 wp 0 bp 0}
}

proc ::search::material::any {} {
  global pMin pMax
  array set pMin {wq 0 bq 0 wr 0 br 0 wb 0 bb 0 wn 0 bn 0 wm 0 bm 0 wp 0 bp 0}
  array set pMax {wq 2 bq 2 wr 2 br 2 wb 2 bb 2 wn 2 bn 2 wm 4 bm 4 wp 8 bp 8}
  set ::minMatDiff -40
  set maxMatDiff +40
}

proc clearPatterns {} {
  global pattPiece pattFyle pattRank pattBool nPatterns
  
  for { set i 1 } { $i <= $nPatterns } { incr i } {
    set pattPiece($i) "?";  set pattFyle($i) "?";  set pattRank($i) "?"
    set pattBool($i) "Yes"
  }
  updatePatternImages
}

proc setPatterns {pattlist} {
  global pattPiece pattFyle pattRank pattBool nPatterns
  
  clearPatterns
  set count 1
  foreach patt $pattlist {
    if {$count <= $nPatterns  &&  [llength $patt] == 4} {
      set pattPiece($count) [lindex $patt 0]
      set pattFyle($count) [lindex $patt 1]
      set pattRank($count) [lindex $patt 2]
      set pattBool($count) [lindex $patt 3]
      incr count
    }
  }
  updatePatternImages
}

set smDisplayed(Material) 1
set smDisplayed(Patterns) 0


# ::search::material
#
#   Opens the window for searching by material or patterns.
#
proc ::search::material {} {
  global dark pMin pMax ignoreColors minMoveNum maxMoveNum
  global pattPiece pattFyle pattRank pattBool oppBishops nPatterns
  global minHalfMoves smDisplayed
  
  set w .sm
  if {[winfo exists $w]} {
    wm deiconify $w
    raiseWin $w
    return
  }
  set small font_Small
  
  toplevel $w
  wm title $w "Scid: $::tr(MaterialSearch)"
  #  button $w.piecelabel -font font_Bold -textvar ::tr(Material:) -command {
  #    if {$smDisplayed(Material)} {
  #      set smDisplayed(Material) 0
  #      pack forget .sm.q .sm.r .sm.b .sm.n .sm.m .sm.p .sm.b1 .sm.mdiff
  #    } else {
  #      set smDisplayed(Material) 1
  #      pack .sm.q .sm.r .sm.b .sm.n .sm.m .sm.p .sm.b1 .sm.mdiff \
  #        -after .sm.piecelabel
  #    }
  #  }
  
  bind $w <F1> { helpWindow Searches Material }
  bind $w <Escape> "$w.b3.cancel invoke"
  bind $w <Return> "$w.b3.search invoke"
  
  pack [ttk::frame $w.mp] -side top
  pack [ttk::frame $w.mp.material] -side left
  
  ttk::label $w.mp.material.title -font font_Bold -textvar ::tr(Material:)
  pack $w.mp.material.title -side top -pady 3
  
  foreach piece {q r b n m p} {
    ttk::frame $w.mp.material.$piece
    pack $w.mp.material.$piece -side top
  }
  
  foreach i {q r b n m p} {
    set f $w.mp.material.$i
    ttk::button $f.w0 -text "0" -command "set pMin(w$i) 0; set pMax(w$i) 0"
    ttk::button $f.w1 -text "1" -command "set pMin(w$i) 1; set pMax(w$i) 1"
    ttk::button $f.w2 -text "2" -command "set pMin(w$i) 2; set pMax(w$i) 2"
    ttk::button $f.wa -text "0+" -command "set pMin(w$i) 0; set pMax(w$i) 2"
    ttk::button $f.w1p -text "1+" -command "set pMin(w$i) 1; set pMax(w$i) 2"
    ttk::label $f.wi -image w${i}20 -font font_Small
    ttk::label $f.wto -text "-" -font font_Small -padding 0
    ttk::entry $f.wmin -width 2 -textvar pMin(w$i) -font font_Small -justify right ;#-relief sunken
    ttk::entry $f.wmax -width 2 -textvar pMax(w$i) -font font_Small -justify right ;#-relief sunken
    pack $f.w0 $f.w1 $f.w2 $f.wa $f.w1p $f.wi $f.wmin $f.wto $f.wmax -side left -pady 1
    
    pack [ttk::frame $f.space -width 20] -side left
    ttk::button $f.b0 -text "0" -command "set pMin(b$i) 0; set pMax(b$i) 0"
    ttk::button $f.b1 -text "1" -command "set pMin(b$i) 1; set pMax(b$i) 1"
    ttk::button $f.b2 -text "2" -command "set pMin(b$i) 2; set pMax(b$i) 2"
    ttk::button $f.ba -text "0+" -command "set pMin(b$i) 0; set pMax(b$i) 2"
    ttk::button $f.b1p -text "1+" -command "set pMin(b$i) 1; set pMax(b$i) 2"
    ttk::label $f.bi -image b${i}20 -font font_Small
    ttk::label $f.bto -text "-" -font font_Small
    ttk::entry $f.bmin -width 2 -textvar pMin(b$i) -font font_Small -justify right ;#-relief sunken
    ttk::entry $f.bmax -width 2 -textvar pMax(b$i) -font font_Small -justify right ;#-relief sunken
    pack $f.b0 $f.b1 $f.b2 $f.ba $f.b1p $f.bi $f.bmin $f.bto $f.bmax -side left -pady 1
    
    foreach b {0 1 2 a 1p} {
      $f.w$b configure -width 2 -takefocus 0 -style Pad0.Small.TButton ;# -font $small -pady 0 -padx 1
      $f.b$b configure -width 2 -takefocus 0 -style Pad0.Small.TButton ;# -font $small -pady 0 -padx 1
    }
    foreach widget {wmin wmax bmin bmax} {
      bindFocusColors $f.$widget
    }
    if {$i == "p"} {
      $f.w1p configure -command "set pMin(wp) 1; set pMax(wp) 8"
      $f.wa configure -command "set pMin(wp) 0; set pMax(wp) 8"
      $f.b1p configure -command "set pMin(bp) 1; set pMax(bp) 8"
      $f.ba configure -command "set pMin(bp) 0; set pMax(bp) 8"
    }
    if {$i == "m"} {
      $f.w1p configure -command "set pMin(wm) 1; set pMax(wm) 4"
      $f.wa configure -command "set pMin(wm) 0; set pMax(wm) 4"
      $f.b1p configure -command "set pMin(bm) 1; set pMax(bm) 4"
      $f.ba configure -command "set pMin(bm) 0; set pMax(bm) 4"
    }
  }
  
  # Buttons that manipulate material settings:
  set f $w.mp.material.b1
  pack [ttk::frame $f] -side top -ipady 2
  
  dialogbuttonsmall $f.zero [ list -textvar ::tr(Zero) -command ::search::material::zero] Pad0.Small.TButton
  dialogbuttonsmall $f.reset [ list -textvar ::tr(Any) -command ::search::material::any ] Pad0.Small.TButton
  dialogbuttonsmall $f.current [ list -textvar ::tr(CurrentBoard) -command {
    ::search::material::zero
    set bd [sc_pos board]
    for {set i 0} {$i < 64} {incr i} {
      set piece $::board::letterToPiece([ string index $bd $i ])
      if {$piece != "e"  &&  $piece != "wk"  &&  $piece != "bk"} {
        incr pMin($piece); set pMax($piece) $pMin($piece)
      }
    }
  } ] Pad0.Small.TButton
  
  ttk::menubutton $f.common -textvar ::tr(CommonEndings...) -menu $f.common.m -style pad0.TMenubutton ;# -font $small -relief raised
  menu $f.common.m -font $small
  set m $f.common.m
  $m add command -label [tr EndingPawns] -command {
    ::search::material::zero
    array set pMin {wp 1 bp 1}
    array set pMax {wp 8 bp 8}
  }
  $m add command -label [tr EndingRookVsPawns] -command {
    ::search::material::zero
    array set pMin {wr 1 bp 1}
    array set pMax {wr 1 bp 8}
  }
  $m add command -label [tr EndingRookPawnVsRook] -command {
    ::search::material::zero
    array set pMin {wr 1 br 1 wp 1}
    array set pMax {wr 1 br 1 wp 1}
  }
  $m add command -label [tr EndingRookPawnsVsRook] -command {
    ::search::material::zero
    array set pMin {wr 1 br 1 wp 1}
    array set pMax {wr 1 br 1 wp 8}
  }
  $m add command -label [tr EndingRooks] -command {
    ::search::material::zero
    array set pMin {wr 1 br 1}
    array set pMax {wr 1 br 1 wp 8 bp 8}
    set pMin(wr) 1; set pMax(wr) 1; set pMin(wp) 0; set mPax(wp) 8
    set pMin(br) 1; set pMax(br) 1; set pMin(bp) 0; set mPax(bp) 8
  }
  $m add command -label [tr EndingRooksPassedA] -command {
    ::search::material::zero
    array set pMin {wr 1 br 1 wp 1}
    array set pMax {wr 1 br 1 wp 8 bp 8}
    setPatterns {{wp a ? Yes} {bp a ? No} {bp b ? No}}
    set ignoreColors 1
  }
  $m add command -label [tr EndingRooksDouble] -command {
    ::search::material::zero
    array set pMin {wr 2 br 2}
    array set pMax {wr 2 br 2 wp 8 bp 8}
  }
  $m add command -label [tr EndingBishops] -command {
    ::search::material::zero
    array set pMin {wb 1 bb 1 wm 1 bm 1}
    array set pMax {wb 1 bb 1 wm 1 bm 1 wp 8 bp 8}
  }
  $m add command -label [tr EndingBishopVsKnight] -command {
    ::search::material::zero
    array set pMin {wb 1 bn 1 wm 1 bm 1}
    array set pMax {wb 1 bn 1 wm 1 bm 1 wp 8 bp 8}
  }
  $m add command -label [tr EndingKnights] -command {
    ::search::material::zero
    array set pMin {wn 1 bn 1 wm 1 bm 1}
    array set pMax {wn 1 bn 1 wm 1 bm 1 wp 8 bp 8}
  }
  $m add command -label [tr EndingQueens] -command {
    ::search::material::zero
    array set pMin {wq 1 bq 1}
    array set pMax {wq 1 bq 1 wp 8 bp 8}
  }
  $m add command -label [tr EndingQueenPawnVsQueen] -command {
    ::search::material::zero
    array set pMin {wq 1 bq 1 wp 1}
    array set pMax {wq 1 bq 1 wp 1}
  }
  $m add command -label [tr BishopPairVsKnightPair] -command {
    ::search::material::zero
    array set pMin {wb 2 bn 2 wm 2 bm 2}
    array set pMax {wq 1 bq 1 wr 2 br 2 wb 2 bn 2 wm 2 bm 2 wp 8 bp 8}
  }
  
  pack $f.zero $f.reset $f.current $f.common -side left -pady 5 -padx 10
  #if {! $smDisplayed(Material)} {
  #  pack forget .sm.q .sm.r .sm.b .sm.n .sm.m .sm.p .sm.b1 .sm.mdiff
  #}
  
  set f $w.mp.material.mdiff
  pack [ttk::frame $f] -side top
  ttk::label $f.label -font font_SmallBold -textvar ::tr(MaterialDiff:)
  ttk::entry $f.min -width 3 -textvar minMatDiff -font $small -justify right ;#-relief sunken
  bindFocusColors $f.min
  ttk::label $f.sep -text "-" -font $small
  ttk::entry $f.max -width 3 -textvar maxMatDiff -font $small -justify right ;#-relief sunken
  bindFocusColors $f.max
  ttk::label $f.sep2 -text " " -font $small
  ttk::button $f.any -textvar ::tr(Any) -style Pad0.Small.TButton -command {set minMatDiff -40; set maxMatDiff +40} -width 0
  ttk::button $f.w1 -text " + " -style Pad0.Small.TButton -command {set minMatDiff +1; set maxMatDiff +40}  -width 0
  ttk::button $f.equal -text " = " -style Pad0.Small.TButton -command {set minMatDiff 0; set maxMatDiff 0}  -width 0
  ttk::button $f.b1 -text " - " -style Pad0.Small.TButton -command {set minMatDiff -40; set maxMatDiff -1}  -width 0
  pack $f.label $f.min $f.sep $f.max -side left
  pack $f.sep2 $f.any $f.w1 $f.equal $f.b1 -side left -padx 1 -pady 1
  set f [ttk::frame $w.mp.material.mdiff2]
  pack $f -side top
  ttk::label $f.explan -font $small -text "($::tr(MaterialDiff) = $::tr(White) - $::tr(Black); Q=9 R=5 B=3 N=3 P=1)"
  pack $f.explan -side top
  
  addVerticalRule $w.mp
  
  set f [ttk::frame $w.mp.patt]
  pack $f -side top
  
  #dialogbutton $w.pattl -font font_Bold -textvar ::tr(Patterns:) -command {
  #  if {$smDisplayed(Patterns)} {
  #    set smDisplayed(Patterns) 0
  #    pack forget .sm.patt .sm.b2
  #  } else {
  #    set smDisplayed(Patterns) 1
  #    pack .sm.patt .sm.b2 -after .sm.pattl
  #  }
  #}
  ttk::label $w.mp.patt.title -textvar ::tr(Patterns:) -font font_Bold
  pack $w.mp.patt.title -side top -pady 3
  
  pack [ttk::frame $f.grid] -side top -fill both -expand 1
  for { set i 1 } { $i <= $nPatterns } { incr i } {
    makeBoolMenu $f.grid.b$i pattBool($i)
    set menuPiece1 [ makePieceMenu $f.grid.p$i pattPiece($i) ]
    tk_optionMenu $f.grid.f$i pattFyle($i) "?" a b c d e f g h
    tk_optionMenu $f.grid.r$i pattRank($i) "?" 1 2 3 4 5 6 7 8
    # $f.grid.b$i configure -style pad0.TMenubutton
    $f.grid.b$i configure -indicatoron 0 ;# -width 4
    
    $f.grid.f$i configure -width 1 -indicatoron 0 -pady 0
    $f.grid.r$i configure -width 1 -indicatoron 0 -pady 0
    set column [expr {5 * (($i - 1) / 5)} ]
    set row [expr {($i - 1) % 5} ]
    grid $f.grid.b$i -row $row -column $column -padx 0 -pady 0 ; incr column
    grid $f.grid.p$i -row $row -column $column -padx 0 -pady 0 ; incr column
    grid $f.grid.f$i -row $row -column $column -padx 0 -pady 0 ; incr column
    grid $f.grid.r$i -row $row -column $column -padx 0 -pady 0; incr column
    if {$column == 4  ||  $column == 9} {
      ttk::label $f.grid.sp_$i -text "  "
      grid $f.grid.sp_$i -row $row -column $column
    }
  }
  
  updatePatternImages
  
  ### Buttons that manipulate patterns:
  set f .sm.mp.patt.b2
  ttk::frame $f
  dialogbutton $f.clearPat -textvar ::tr(Clear) -command clearPatterns
  ttk::menubutton $f.common -textvar ::tr(CommonPatterns...) -menu $f.common.m
  menu $f.common.m -font $small
  $f.common.m add command -label [tr PatternWhiteIQP] -command {
    if {$pMin(wp) < 1} { set pMin(wp) 1 }
    setPatterns {{wp d ? Yes} {wp c ? No} {wp e ? No}}
  }
  $f.common.m add command -label [tr PatternWhiteIQPBreakE6] -command {
    if {$pMin(wp) < 1} { set pMin(wp) 1 }
    if {$pMin(bp) < 1} { set pMin(bp) 1 }
    setPatterns {{wp d 5 Yes} {wp c ? No} {wp e ? No} {wp d 4 No} \
          {bp e 6 Yes} {bp c ? No} {bp d ? No}}
  }
  $f.common.m add command -label [tr PatternWhiteIQPBreakC6] -command {
    if {$pMin(wp) < 1} { set pMin(wp) 1 }
    if {$pMin(bp) < 1} { set pMin(bp) 1 }
    setPatterns {{wp d 5 Yes} {wp c ? No} {wp e ? No} {wp d 4 No} \
          {bp c 6 Yes} {bp e ? No} {bp d ? No}}
  }
  $f.common.m add command -label [tr PatternBlackIQP] -command {
    if {$pMin(bp) < 1} { set pMin(bp) 1 }
    setPatterns {{bp d ? Yes} {bp c ? No} {bp e ? No}}
  }
  $f.common.m add command -label [tr PatternWhiteBlackIQP] -command {
    if {$pMin(wp) < 1} { set pMin(wp) 1 }
    if {$pMin(bp) < 1} { set pMin(bp) 1 }
    setPatterns {{wp d ? Yes} {wp c ? No} {wp e ? No} \
          {bp d ? Yes} {bp c ? No} {bp e ? No}}
  }
  $f.common.m add command -label [tr PatternCoupleC3D4] -command {
    set pMin(wp) 4; set pMax(wp) 6
    set pMin(bp) 4; set pMax(bp) 6
    setPatterns {{wp c 3 Yes} {wp d 4 Yes} {wp b ? No} {wp e ? No}
      {bp c ? No} {bp d ? No}}
  }
  $f.common.m add command -label [tr PatternHangingC5D5] -command {
    set pMin(bp) 4; set pMax(bp) 6
    set pMin(wp) 4; set pMax(wp) 6
    setPatterns {{bp c 5 Yes} {bp d 5 Yes} {bp b ? No} {bp e ? No}
      {wp c ? No} {wp d ? No}}
  }
  $f.common.m add command -label [tr PatternMaroczy] -command {
    if {$pMin(bp) < 1} { set pMin(bp) 1 }
    if {$pMax(bp) > 7} { set pMax(bp) 7 }
    if {$pMin(wp) < 2} { set pMin(wp) 2 }
    if {$pMax(wp) > 7} { set pMax(wp) 7 }
    setPatterns {{wp c 4 Yes} {wp e 4 Yes} {bp d ? Yes} {wp d ? No}
      {bp c ? No} {bp d 5 No}}
  }
  $f.common.m add command -label [tr PatternRookSacC3] -command {
    set pMin(br) 2; set pMax(br) 2
    set pMin(wr) 2; set pMax(wr) 2
    setPatterns { {br c 3 Yes} {wp b 2 Yes} }
  }
  $f.common.m add command -label [tr PatternKc1Kg8] -command {
    setPatterns { {wk c 1 Yes} {bk g 8 Yes} }
  }
  $f.common.m add command -label [tr PatternKg1Kc8] -command {
    setPatterns { {wk g 1 Yes} {bk c 8 Yes} }
  }
  $f.common.m add command -label [tr PatternLightFian] -command {
    set pMin(wb) 1; set pMin(bb) 1
    setPatterns { {wb g 2 Yes} {bb b 7 Yes} }
  }
  $f.common.m add command -label [tr PatternDarkFian] -command {
    set pMin(wb) 1; set pMin(bb) 1
    setPatterns { {wb b 2 Yes} {bb g 7 Yes} }
  }
  $f.common.m add command -label [tr PatternFourFian] -command {
    set pMin(wb) 2; set pMin(bb) 2
    setPatterns { {wb b 2 Yes} {wb g 2 Yes} {bb b 7 Yes} {bb g 7 Yes} }
  }
  
  pack $f -side top
  pack $f.clearPat $f.common -side left -pady 5 -padx 10
  #if {! $smDisplayed(Patterns)} {
  #  pack forget $w.patt $w.b2
  #}
  updatePatternImages
  
  addHorizontalRule $w
  
  ### Now the move counter:
  pack [ ttk::frame $w.fmc ] -side top -expand 1 -fill both
  
  set f $w.fmc.bishops
  pack [ttk::frame $f] -side top ;#-expand 1 -fill both
  ttk::label $f.t1 -text "1" -font font_Small
  ttk::label $f.t2 -image wb20
  ttk::label $f.t3 -text "- 1" -font font_Small -font font_Small
  ttk::label $f.t4 -image bb20
  ttk::label $f.t5 -textvar ::tr(squares:) -font font_Small
  ttk::radiobutton $f.same -textvar ::tr(SameColor) -variable oppBishops -value "Same" -style Small.TRadiobutton ;# -padx 5 -pady 4
  ttk::radiobutton $f.opp -textvar ::tr(OppColor) -variable oppBishops -value "Opposite" -style Small.TRadiobutton ;# -padx 5 -pady 4
  ttk::radiobutton $f.either -textvar ::tr(Either) -variable oppBishops -value "Either" -style Small.TRadiobutton ;# -padx 5 -pady 4
  foreach i {t1 t2 t3 t4 t5 same opp either} { pack $f.$i -side left }
  
  set f $w.fmc.move
  pack [ttk::frame $f] -side top -ipady 5 ;# -expand 1 -fill both
  ttk::label $f.fromlab -textvar ::tr(MoveNumberRange:) -font font_Small
  ttk::entry $f.from -width 4 -textvar minMoveNum -justify right -font font_Small
  ttk::label $f.tolab -text "-" -font font_Small
  ttk::entry $f.to -width 4 -textvar maxMoveNum -justify right -font font_Small
  ttk::label $f.space -text "  "
  ttk::label $f.label1 -textvar ::tr(MatchForAtLeast) -font font_Small
  ttk::entry $f.hmoves -width 3 -textvar minHalfMoves -justify right -font font_Small
  ttk::label $f.label2 -textvar ::tr(HalfMoves) -font font_Small
  bindFocusColors $f.from
  bindFocusColors $f.to
  bindFocusColors $f.hmoves
  pack $f.fromlab $f.from $f.tolab $f.to $f.space $f.label1 $f.hmoves $f.label2 -side left
  
  addHorizontalRule $w
  ::search::addFilterOpFrame $w 1
  addHorizontalRule $w
  
  ### Progress bar:
  ttk::frame $w.fprogress
  canvas $w.fprogress.progress -height 20 -width 300 -bg white -relief solid -border 1
  $w.fprogress.progress create rectangle 0 0 0 0 -outline blue -fill blue -tags bar
  $w.fprogress.progress create text 295 10 -anchor e -font font_Regular -tags time -fill black -text "0:00 / 0:00"
  
  ### Last of all, the buttons frame:
  
  set f $w.b3
  pack [ttk::frame $f] -side top -ipady 5 -fill x
  ttk::checkbutton $f.ignorecol -textvar ::tr(IgnoreColors) -variable ignoreColors ;# -padx 4
  
  dialogbutton $f.save -textvar ::tr(Save...) -command ::search::material::save
  
  dialogbutton $f.stop -textvar ::tr(Stop) -command sc_progressBar
  $f.stop configure -state disabled
  
  dialogbutton $f.search -textvar ::tr(Search) -command {
    busyCursor .
    .sm.b3.stop configure -state normal
    grab .sm.b3.stop
    sc_progressBar .sm.fprogress.progress bar 301 21 time
    set str [sc_search material \
        -wq [list $pMin(wq) $pMax(wq)] -bq [list $pMin(bq) $pMax(bq)] \
        -wr [list $pMin(wr) $pMax(wr)] -br [list $pMin(br) $pMax(br)] \
        -wb [list $pMin(wb) $pMax(wb)] -bb [list $pMin(bb) $pMax(bb)] \
        -wn [list $pMin(wn) $pMax(wn)] -bn [list $pMin(bn) $pMax(bn)] \
        -wm [list $pMin(wm) $pMax(wm)] -bm [list $pMin(bm) $pMax(bm)] \
        -wp [list $pMin(wp) $pMax(wp)] -bp [list $pMin(bp) $pMax(bp)] \
        -flip $ignoreColors -filter $::search::filter::operation \
        -range [list $minMoveNum $maxMoveNum] \
        -length $minHalfMoves -bishops $oppBishops \
        -diff [list $minMatDiff $maxMatDiff] \
        -patt "$pattBool(1) $pattPiece(1) $pattFyle(1) $pattRank(1)" \
        -patt "$pattBool(2) $pattPiece(2) $pattFyle(2) $pattRank(2)" \
        -patt "$pattBool(3) $pattPiece(3) $pattFyle(3) $pattRank(3)" \
        -patt "$pattBool(4) $pattPiece(4) $pattFyle(4) $pattRank(4)" \
        -patt "$pattBool(5) $pattPiece(5) $pattFyle(5) $pattRank(5)" \
        -patt "$pattBool(6) $pattPiece(6) $pattFyle(6) $pattRank(6)" \
        -patt "$pattBool(7) $pattPiece(7) $pattFyle(7) $pattRank(7)" \
        -patt "$pattBool(8) $pattPiece(8) $pattFyle(8) $pattRank(8)" \
        -patt "$pattBool(9) $pattPiece(9) $pattFyle(9) $pattRank(9)" \
        -patt "$pattBool(10) $pattPiece(10) $pattFyle(10) $pattRank(10)" ]
    grab release .sm.b3.stop
    .sm.b3.stop configure -state disabled
    unbusyCursor .
    #tk_messageBox -type ok -title $::tr(SearchResults) -message $str
    .sm.status configure -text $str
	 ::tree::refresh
    ::windows::gamelist::Refresh
    
    ::search::loadFirstGame
    
    ::windows::stats::Refresh
  }
  
  dialogbutton $f.cancel -textvar ::tr(Close) \
      -command { focus .; destroy .sm }
  
  pack $f.ignorecol $w.b3.save -side left -pady 5 -padx 5
  pack $w.b3.cancel $w.b3.search $w.b3.stop -side right -pady 5 -padx 5
  pack $w.fprogress.progress -side top -pady 2
  pack $w.fprogress -expand 1 -fill both
  
  label $w.status -text "" -width 1 -font font_Small -relief sunken -anchor w
  pack $w.status -side bottom -fill x
  
  # update
  wm resizable $w 0 0
  # standardShortcuts $w
  ::search::Config
  focus $f.search
}

proc ::search::material::save {} {
  global pMin pMax ignoreColors minMoveNum maxMoveNum minHalfMoves
  global pattPiece pattFyle pattRank pattBool oppBishops nPatterns
  
  set ftype { { "Scid SearchOptions files" {".sso"} } }
  set fName [tk_getSaveFile -initialdir [pwd] -filetypes $ftype -title "Create a SearchOptions file"]
  if {$fName == ""} { return }
  
  if {[string compare [file extension $fName] ".sso"] != 0} {
    append fName ".sso"
  }
  
  if {[catch {set searchF [open $fName w]}]} {
    tk_messageBox -title "Error: Unable to open file" -type ok -icon error \
        -message "Unable to create SearchOptions file: $fName"
    return
  }
  puts $searchF "\# SearchOptions File created by Scid [sc_info version]"
  puts $searchF "set searchType Material"
  # First write the material counts:
  foreach i {wq bq wr br wb bb wn bn wp bp} {
    puts $searchF "set pMin($i) $pMin($i)"
    puts $searchF "set pMax($i) $pMax($i)"
  }
  # Now write other numeric values:
  foreach i {
    ignoreColors minMoveNum maxMoveNum minHalfMoves oppBishops
    ::search::filter::operation
  } {
    puts $searchF "set $i [set $i]"
  }
  # Last, write the patterns:
  for {set i 1} {$i <= $nPatterns} {incr i} {
    puts $searchF "set pattPiece($i) $pattPiece($i)"
    puts $searchF "set pattFyle($i) $pattFyle($i)"
    puts $searchF "set pattRank($i) $pattRank($i)"
    puts $searchF "set pattBool($i) $pattBool($i)"
  }
  tk_messageBox -type ok -icon info -title "Search Options saved" \
      -message "Material/pattern search options saved to: $fName"
  close $searchF
}

# ezsmtp.tcl --
#
#	"Easy" SMTP-base mail sending library.  See the ezsmtp.html
#	file for documentation on using this package.
#
# Copyright (c) 1999-2000 by D. J. Hagberg and other parties
#
# See the file "license.txt" for information on usage and redistribution
# of this file, and for a DISCLAIMER OF ALL WARRANTIES.

package provide ezsmtp 1.0.0

namespace eval ::ezsmtp {
    global env tcl_platform
    variable mail

    # Make CVS version ID accessible.
    set mail(cvsid) \
            {$Id: ezsmtp.tcl,v 4.3 2011/02/13 18:12:01 arwagner Exp $}

    # Global variables that may be altered through ezsmtp::config.
    set mail(vars) [list verbose mailhost port from batchsize \
                         logproc strictaddr]
    set mail(verbose) 0                 ;# No logging output
    set mail(mailhost) localhost        ;# Host with smtp daemon
    set mail(port) 25                   ;# port for smtp daemon
    set mail(batchsize) 0               ;# no batching of RCPT TO's.
    set mail(logproc) {}		;# empty means log to stdout.
    set mail(strictaddr) 0		;# should we enforce RFC821 addresses?

    # Try to figure out a reasonable default FROM.
    # Tcl8.1 already has figured out the username for us.
    # Older versions are not so nice-- need to look in the environment
    if {[info exists tcl_platform(user)]} {set mail(from) $tcl_platform(user)}\
    elseif {[info exists env(LOGNAME)]}   {set mail(from) $env(LOGNAME)} \
    elseif {[info exists env(USERNAME)]}  {set mail(from) $env(USERNAME)} \
    elseif {[info exists env(USER)]}      {set mail(from) $env(USER)} \
    else   {set mail(from) {}}
    
    # Trim any leading/trailing spaces and add @ current host name
    set mail(from) [string trim $mail(from)]
    if {[string length $mail(from)] > 0} {
        append mail(from) @ [info hostname]
    }

    # Regular-expression for validating email addresses.
    set mail(hostre) {[A-Za-z]([A-Za-z0-9-]*[A-Za-z0-9])*|\#[0-9]+|}
    append mail(hostre) {\[[0-9]+\.[0-9]+\.[0-9]+\.[0-9]+\]}
    set mail(hostre) "($mail(hostre))(\\.($mail(hostre)))*"
    set mail(strictre) "^\[^\x01-\x20\x7F-\xFF<>@\]+@"
    append mail(strictre) $mail(hostre) {$}
    set mail(!strictre) {^[^@]+|[^@]+@[^@]+$}

    # Default character set/encoding settings
    set mail(tclcharset) ascii
    set mail(mimecharset) us-ascii

    # Package-wide header settings to be sent in the DATA section of the email.
    # Note each header variable is a list -- one element per line.
    set mail(x-mailer) "Tcl ezsmtp Mailer Package"
    if {[llength $mail(cvsid)] > 2} {
        append mail(x-mailer) " (build " [lindex $mail(cvsid) 3] ")"
    }
    set mail(x-mailer:)     [list $mail(x-mailer)]
    set mail(mime-version:) [list "1.0"]
}


#############################################################################
##
## PUBLICALLY-DOCUMENTED PROCS
##
#############################################################################


# ezsmtp::config --
#
#	See documentation for details.
#
# Arguments:
#	args		Options parsed by the procedure.
# Results:
#	See documentation
#
proc ::ezsmtp::config {args} {
    variable mail

    if {[llength $args] == 0} {
        set resl {}
        foreach v $mail(vars) {lappend resl "-$v" [set mail($v)]}
        return $resl
    }

    # Build up a list of valid switches.
    set swl {}
    foreach sw $mail(vars) {lappend swl "-$sw"}

    # If we got a single arg, return its associated variable value
    if {[llength $args] == 1} {
        set v [lindex $args 0]
        if {[lsearch $swl $v] == -1} {
            error "invalid config option, must be one of: $swl"
	}
        return $mail([string trimleft $v -])
    }

    # If we got multiple args, make sure we got an even number.
    set argc [llength $args]
    if {$argc % 2} {
        error "must have an even number of config -option value's."
    }

    # Try each -option/value
    foreach {sw v} $args {
        if {[lsearch $swl $sw] == -1} {
            error "invalid config option, must be one of $swl"
	}

        # Verify numeric & other config values.
        switch -regexp -- $sw {
            {^-(verbose|batchsize)} { 
                set v [expr {int($v)}]
                if {$v < 0} {
                    error "config value for $sw must be a number >= 0"
		}
	    }
            {^-strictaddr$} {
                set v [expr {$v ? 1 : 0}]
	    }
            {^-from$} {
                set v [private_valid_address $v -from]
	    }
            default { }
        }
        set mail([string trimleft $sw -]) $v
    }

    return 1
}


# ezsmtp::send --
#
#	See documentation for details.
#
# Arguments:
#	args		Options parsed by the procedure.
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::send {args} {
    global errorInfo errorCode
    variable mail

    # Set defaults for the current send based on global variables
    foreach v [list mailhost port from batchsize tclcharset mimecharset] {
        set cur($v) [set mail($v)]
    }

    # Start with an empty recipient list and return-receipt disabled
    set cur(rcpt) {}
    set cur(receipt) 0

    # process arguments to smtp::send.
    set validopts [list -subject -from -mailhost -port -channel -body \
            -batchsize]
    set argc [llength $args]
    for {set i 0} {$i < $argc} {incr i} {
        set arg [lindex $args $i]
        switch -regexp -- $arg {
            {^-headers$} {
                incr i; set arg [lindex $args $i]
                if {[llength $arg] % 2} {
                    error "Invalid -headers.  Must be a well-formatted list\
                            of even length with alternating keys/values."
                }
                foreach {k v} $arg { private_add_header cur $k $v }
            }
            {^-(to|cc|bcc|tolist|cclist|bcclist|replyto|replytolist)$} {
                incr i
                set recip [lindex $args $i]
                private_add_recip cur [string trimleft $arg -] $recip
            }
            {^-receipt$} {
                incr i
                private_return_receipt cur [lindex $args $i]
            }
            {^-charset$} {
                incr i
                private_set_charset cur [lindex $args $i]
            }
	    {^-} {
                if {[lsearch $validopts $arg] == -1} {
                    error "Unknown option: $arg.  Must be one of: -headers\
                            -to -cc -bcc -tolist -cclist -bcclist -replyto\
                            -replytolist $validopts"
		}
                incr i
                set cur([string trimleft $arg -]) [lindex $args $i]
            }
            default {
                break
            }
        }
    }

    # Throw an error on any remaining arguments.  Older versions (< 1.0)
    # allowed addresses to be specified after the last arg...
    if {$i < [llength $args]} {
        error "Unknown argument(s): [lrange $args $i [expr\
                {[llength $args]-1}]].  Please read the docs about\
                ezsmtp::send -to/-cc/-bcc/-tolist/-cclist/-bcclist."
    }

    # Make sure we have at least one recipient.
    if {[llength $cur(rcpt)] < 1} {
        error "Missing RECIPIENTs.  Must be: ...send ?options?\
                ?RECIPIENT? ?RECIPIENT...?"
    }

    # Make sure we have a from address and header configured
    set cur(from) [string trim $cur(from)]
    if {![string length $cur(from)]} {
        error "no from address has been specified (length=0)"
    }
    if {![info exists cur(from:)]} {private_add_header cur from $cur(from)}
    set cur(from) [private_valid_address $cur(from) -from]

    # Make sure we have either -channel or -body specified.
    if {[info exists cur(channel)] && [info exists cur(body)]} {
        error "Cannot specify both -channel and -body options."
    } elseif {!([info exists cur(channel)] || [info exists cur(body)])} {
        error "Must specify either -channel or -body option."
    }

    # Open a socket to the SMTP server and send the message, catching any
    # errors to ensure the socket gets closed.  Rethrow error after close.
    set s [socket $cur(mailhost) $cur(port)]
    if {[catch [list private_smtp_begin $s cur] msg]} {
        set tmp_EI $::errorInfo; set tmp_EC $::errorCode
        private_log 9 "errorCode=$tmp_EC errorInfo=$tmp_EI"
        catch [list close $s]
        error $msg $tmp_EI $tmp_EC
    }
    catch [list close $s]
    return $msg
}



#############################################################################
##
## PRIVATE PROCS - SUBJECT TO RADICAL CHANGE ON THE SLIGHTEST WHIM.
##
#############################################################################


# ezsmtp::private_add_header --
#
#	Validate and add a single header to the list of email headers to be 
#	sent before the message.
#
# Arguments:
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
#	key		An RFC822-compliant header name without the trailing
#			colon.  Example: Reply-To
#	value		Value to be sent for the above header name.  Multi-line
#			headers may be specified using newline (\n) separators.
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_add_header {var key value} {
    upvar 1 $var cur
    variable mail

    # Force the header name to lower case and ensure RFC compliance.
    set key [string tolower $key]
    if {[regexp "\[\x01-\x20\x7F-\xFF:\]" $key]} {
        error "Invalid header name ($key).  RFC 822 stipulates ASCII\
                Characters excluding CTRL characters, space, and `:'"
    }

    # split value into lines, trimming leading and trailing space.
    set vall {}
    foreach ln [split $value \n] {
        set ln [string trim $ln]
        if {[string length $ln] > 65} {
            private_log 2 "Header $key contains line longer than 65\
                    chars:\n$ln"
        }
        lappend vall $ln
    }
    
    # set in the current send session's array by appending colon to key.
    private_log 6 "Header $key=[join $vall "\n\t"]"
    set cur([set key]:) $vall
}


# ezsmtp::private_set_charset --
#
#	Validate and set the Tcl socket encoding and default MIME charset 
#	for this send.
#
# Arguments:
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
#	value		A Tcl list with either 1 or 2 elements, per the
#			docs for ezsmtp::send -charset
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_set_charset {var value} {
    upvar 1 $var cur
    global tcl_version

    if {$tcl_version < 8.1} {
        error "Cannot specify -charset running in Tcl versions < 8.1"
    }

    if {[llength $value] == 1} {
        set cstcl [string tolower [lindex $value 0]]
        if {[string compare $cstcl ascii] == 0} {
            set csmime us-ascii
	} else {
            set csmime $cstcl
	}
    } elseif {[llength $value] == 2} {
        set cstcl [string tolower [lindex $value 0]]
        set csmime [string tolower [lindex $value 1]]
    } else {
        error "-charset value must be a Tcl list with either one or two\
                elements"
    }
    if {[lsearch -exact [encoding names] $cstcl] == -1} {
        error "charset $cstcl is not a valid Tcl encoding"
    }
    set cur(mimecharset) $csmime
    set cur(tclcharset) $cstcl
}


# ezsmtp::private_add_recip --
#
#	Add a single or list of recipients/respondants as either `To:', 
#	`Cc:', Bcc, or `Reply-To:' addresses.
#
# Arguments:
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
#	type		One of to, cc, bcc, replyto, tolist, cclist, bcclist,
#			or replytolist.
#	value		If the `type' specified is one of tolist, cclist, 
#			bcclist, or replytolist this must be a well-formed Tcl
#			list of addresses.  If the `type' specified is one of
#			to, cc, bcc, or replyto this must be a single email 
#			address to add.
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_add_recip {var type value} {
    upvar 1 $var cur
    variable mail
    set rcpt_added 0
    set is_replyto 0
    set is_bcc 0

    # decide whether "value" is a list or a single-element address 
    # based on whether the type ends in "list".  If it ends in "list", 
    # strip that off the end.  If no recipients, return immediately.
    if {[string match *list $type]} {
        set reciplist $value
        regsub {list$} $type {} type
    } else {
        set reciplist [list $value]
    }
    if {[llength $reciplist] < 1} {
        return $rcpt_added
    }

    # At this point $type will be "bcc", "to", "cc", or "replyto".
    # Determine which header variable we will be affecting and make
    # sure it exists, skipping bcc.  "replyto" should be "reply-to" in
    # the headers, so we switch it here.
    if {[string compare $type bcc] == 0} {
        set is_bcc 1
    } elseif {[string compare $type replyto] == 0} {
        set is_replyto 1
        set type reply-to
    }
    if {!$is_bcc} {
        set headvar "cur([set type]:)"
        if {[info exists $headvar]} {
            set curlist [set $headvar]
        } else {
            set curlist {}
        }

        # If current stuff in header and we need to add more to the header,
        # make sure the last element ends with a comma (,).
        if {([llength $curlist] > 0) && ([llength $reciplist] > 0)} {
            set idxend [expr {[llength $curlist]-1}]
            set lastelem [lindex $curlist $idxend]
            append lastelem ","
            set curlist [lreplace $curlist $idxend $idxend $lastelem]
        }
    }

    # Loop through all the addresses passed to this proc
    foreach addr $reciplist {
        set addr [string trim $addr]
        if {![string length $addr]} {
            private_log 1 "WARNING: empty address ignored"
            continue
        }

        # Add the address to `To:', `Cc:', and `Reply-To:' headers verbatim.
        if {!$is_bcc} { lappend curlist "$addr," }

        # Do fussy-validation on the recipient address before adding to rcpt's
        set addr [private_valid_address $addr -$type]

        # Add all but Reply-To addresses to the recipient list
        if {!$is_replyto} {
            lappend cur(rcpt) $addr
	}

        incr rcpt_added
    }

    # Nuke any trailing comma in To:/Cc:/Reply-To: header var's, 
    # then and set header var.
    if {!$is_bcc} {
        if {[llength $curlist] > 0} {
            set idxend [expr {[llength $curlist]-1}]
            set lastelem [string trimright [lindex $curlist $idxend] ,]
            set curlist [lreplace $curlist $idxend $idxend $lastelem]
        }
        set $headvar $curlist
    }

    # Return number of addresses added
    set rcpt_added
}


# ezsmtp::private_return_receipt --
#
#	Sets the return-receipt behavior of this send.  See the docs
#	for ezsmtp::send -receipt to describe the arglist argument.
#
# Arguments:
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
#	arglist		May be either a single boolean element or a key/value
#			list of return-receipt settings, per the docs.
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_return_receipt {var arglist} {
    upvar 1 $var cur

    # List of valid keys for -receipt list options
    set validopts [list delivery delay nsmail returnfull envelopeid]

    # Set receipt off and array values to default settings.
    array set cur [list receipt 0 receipt,delivery 1 receipt,delay 1 \
            receipt,nsmail 0 receipt,returnfull 0 receipt,envelopeid {}]

    # Single-argument to -receipt should be a boolean on/off for defaults.
    if {[llength $arglist] == 1} {
        set cur(receipt) [expr {[lindex $arglist 0] ? 1 : 0}]
        return
    }

    # Otherwise, we have a list of arguments that must be validated & set.
    # First, make sure the argument list has a valid length...
    if {([llength $arglist] < 2) || ([llength $arglist] % 2)} {
        error "ERROR: keyvaluelist passed to ezsmtp::send -receipt must have\
                an even number of elements and a length of at least 2 elements"
    }

    # And validate each setting, setting appropriate current-send variable.
    foreach {k v} $arglist {
        switch -exact -- $k {
            envelopeid {
                if {[string length [set v [private_xtext $v]]] > 38} {
                    error "ERROR: encoded envelope ID ($v) is too long.  Must\
                            be < 38 chars encoded."
		}
                set cur(receipt,$k) $v
	    }
            default {
                if {[lsearch -exact $validopts $k] == -1} {
                    error "ERROR: bad setting for -receipt key.  Must be 1 of:\
                             [join $validopts { }]"
		}
                set cur(receipt,$k) [expr {$v ? 1 : 0}]
	    }
	}
    }
    set cur(receipt) 1
}


# ezsmtp::private_smtp_begin --
#
#	Start the send by trying EHLO/HELO greeting followed by one or more
#	SMTP conversations, optionally batching some number of recipients.
#
# Arguments:
#	s		Open socket to SMTP server.
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_smtp_begin {s var} {
    upvar 1 $var cur
    global tcl_version
    variable mail

    # Set up the socket for line-buffering/translation.  Only set encoding
    # if we're running in Tcl 8.1 or newer that supports encodings.
    if {$tcl_version < 8.1} {
        fconfigure $s -buffering line -blocking 1 -eofchar {} \
                -translation {auto crlf}
    } else {
        fconfigure $s -buffering line -blocking 1 -eofchar {} \
                -translation {auto crlf} -encoding $cur(tclcharset)
    }
    private_log 2 "Opened connection to SMTP server $cur(mailhost)"
    private_read_all $s 3 220

    # Try to set up for ESMTP conversation
    set cur(esmtp) 0
    private_send_line $s 3 "EHLO [info hostname]"
    set buf [private_read_all $s 3 {[0-9][0-9][0-9]}]
    if {[string match "250*" $buf]} {
        set cur(esmtp) 1
        set buf [split $buf \n]
        foreach ln [lrange $buf 1 [expr {[llength $buf]-1}]] {
            if {[regexp -nocase \
		    "^250\[ -\](\[A-Z0-9\]\[A-Z0-9-\]*) (\[^\x01-\x20\x7F\])"\
                    $ln nil ehlo_keyword ehlo_param]} {
                set ehlo_keyword [string tolower $ehlo_keyword]
                set ehlo_param [string tolower $ehlo_param]
                set cur(esmtp,$ehlo_keyword) $ehlo_param
	    } elseif {[regexp -nocase "^250\[ -\](\[A-Z0-9\]\[A-Z0-9-\]*)" \
                    $ln nil ehlo_keyword]} {
                set ehlo_keyword [string tolower $ehlo_keyword]
                set cur(esmtp,$ehlo_keyword) 1
	    }
	}
    } else {
        # Otherwise, set up for normal RFC-821 SMTP conversation.
        private_send_line $s 3 "HELO [info hostname]"
        private_read_all $s 3 250
    }

    # If user requested return-receipt but not supported by server, bail.
    if {$cur(receipt) && ![info exists cur(esmtp,dsn)]} {
        error "ERROR: Server does not support DSN for return receipt"
    }

    # If user requested 8bit charset but not supported by server, bail.
    if {([string compare $cur(tclcharset) ascii] != 0) && \
            ![info exists cur(esmtp,8bitmime)]} {
        error "Server does not support 8-bit characters"
    }

    # If we are not doing any batching, do a straightforward send
    set sentcnt 0
    set rcptlen [llength $cur(rcpt)]
    if {($cur(batchsize) <= 0) || ($rcptlen <= $cur(batchsize))} {
        private_log 1 "Starting mail send to [join $cur(rcpt) {, }]"
        private_smtp_batch $s cur 0 [expr {$rcptlen-1}]
        incr sentcnt $rcptlen
        private_log 1 "Mail sent OK"
        return $sentcnt
    }

    # If we are batching sends and reading message body from a channel,
    # find out what position we are in the channel if we are sending to
    # more addr's than our batch size, to allow multiple send batches.
    if {[info exists cur(channel)] && [info exists cur(batchsize)]} {
        set cur(channelpos) [tell $cur(channel)]
        if {($cur(channelpos) == -1) && ($cur(batchsize) > 0)} {
            error "Channel must be seek-able when a batch size has been\
                    specified."
	}
    }

    # Loop through the batches of recipients
    set i 0
    while {$i < $rcptlen} {
        set e [expr {$i+$cur(batchsize)-1}]
        if {$e >= $rcptlen} {
            set e [expr {$rcptlen-1}] 
        }
        private_log 1 "Starting mail send for recipients $i to $e:\n \
                [join [lrange $cur(rcpt) $i $e] "\n  "]"
        private_smtp_batch $s cur $i $e
        incr sentcnt [expr {$e-$i+1}]
        private_log 1 "Mail sent OK"

        # If we need to, send server a reset and rewind the channel position.
        if {($e < ($rcptlen-1)) && [info exists cur(channelpos)]} {
            seek $cur(channelpos)
        }

        set i [expr {$e + 1}]
    }

    # Return the count of unique recipients
    set sentcnt
}


# ezsmtp::private_smtp_batch --
#
#	Implement the SMTP conversation necessary to send the message
#	to a batch of recipients.  This proc works off a subset of the
#	cur(rcpt) array of recipient email addresses specified by the
#	rcptstart and rcptend arguments.
#
# Arguments:
#	s		Open socket to SMTP server.
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
#	rcptstart	index in the cur(rcpt) array to start
#	rcptend		index in the cur(rcpt) array to end
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_smtp_batch {s var rcptstart rcptend} {
    upvar 1 $var cur
    variable mail

    # Reset the SMTP server's state to begin a new conversation
    private_send_line $s 3 "RSET"
    private_read_all $s 3

    # Try to build a valid "MAIL FROM:" command, including return-receipt info
    set cmd "MAIL FROM:<$cur(from)>"
    if {$cur(receipt)} {
        if {$cur(receipt,returnfull)} {append cmd " RET=FULL"} \
        else {append cmd " RET=HDRS"}
        if {[string length $cur(receipt,envelopeid)]} {
            append cmd " ENVID=" $cur(receipt,envelopeid)
	}
    }
    private_send_line $s 3 $cmd
    private_read_all $s 3

    # Build up our `NOTIFY=' extension if necessary
    set notifystr {}
    if {$cur(receipt)} {
        set notifyl [list FAILURE]
        if {$cur(receipt,delivery)} { lappend notifyl SUCCESS }
        if {$cur(receipt,delay)}    { lappend notifyl DELAY }
        append notifystr " NOTIFY=" [join $notifyl ,]
    }

    # Each recipent may be specified as "emailaddr" or "Full Name <emailaddr>"
    set rcptlist [lrange $cur(rcpt) $rcptstart $rcptend]
    foreach r $rcptlist {
        if {$cur(receipt)} {
            set orcptstr " ORCPT=rfc822;[private_xtext $r]"
            private_send_line $s 3 "RCPT TO:<$r>${notifystr}${orcptstr}"
	} else {
            private_send_line $s 3 "RCPT TO:<$r>"
	}
        private_read_all $s 3 {25[01]}
    }

    private_send_line $s 3 "DATA"
    private_read_all $s 3 354

    # Send all the mail headers followed by a blank line
    private_send_mail_headers $s cur

    private_log 4 ">>\[message body\]"
    # If we were given a -body in the send command, split into lines and send,
    # ensuring that we strip any stray CR's.
    if {[info exists cur(body)]} {
        set linenum 0
        regsub -all "\r" $cur(body) {} cur(body)
        foreach line [split $cur(body) \n] {
            incr linenum

            # Force breaks at 998 chars to comply with RFC 821 limit.
            while {[string length $line] > 998} {
                private_log 1 "WARNING: >998 chars split at line $linenum"
                set first998 [string range $line 0 997]
                set line [string range 998 [expr \
                        {[string length $line]-1}]]
                if {[string match ".*" $first998]} {
                    set first998 ".$first998"
                }
                private_send_line $s 5 $first998
	    }

            # Send remainder <= 998 chars.
            if {[string match ".*" $line]} {          ;# Double up leading '.'
                set line ".$line"
            }
            private_send_line $s 5 $line
	}
    }

    # If we were given a -channel in the send command, read from the channel
    # one line at a time and send.  Assuming channel configured to strip CRs.
    if {[info exists cur(channel)]} {
        set linenum 0
        while {[gets $cur(channel) line] != -1} {
            incr linenum

            # Force breaks at 998 chars to comply with RFC 821 limit.
            while {[string length $line] > 998} {
                private_log 1 "WARNING: >998 chars split at line $linenum"
                set first998 [string range $line 0 997]
                set line [string range 998 [expr \
                        {[string length $line]-1}]]
                if {[string match ".*" $first998]} {
                    set first998 ".$first998"
                }
                private_send_line $s 5 $first998
	    }

            # Send remainder <= 998 chars.
            if {[string match ".*" $line]} {          ;# Double up leading '.'
                set line ".$line"
            }
            private_send_line $s 5 $line
        }
    }

    # Finally, send the message terminator and read any result.
    private_send_line $s 4 "."
    private_read_all $s 3
}


# ezsmtp::private_send_mail_headers --
#
#	Output all the available email headers at the beginning of the 
#	message, followed by a single empty line.
#
# Arguments:
#	s		Open socket to SMTP server.
#	var		Variable name for associative array in the calling 
#			proc containing the specification for this send.
# Results:
#	Throws an error if anything goes wrong.
#
proc ::ezsmtp::private_send_mail_headers {s var} {
    upvar 1 $var cur
    variable mail

    set doNotSend [list date: subject: from: bcc: content-type: \
            content-transfer-encoding:]

    # If user didn't force a custom date, use the current time in GMT.
    set frm "%a, %d %b %Y %H:%M:%S +0000"
    if {[info exists cur(date:)]} {
        private_send_header $s date: $cur(date:)
    } else {
        private_send_line $s 4 "Date: [clock format [clock seconds] -gmt 1 \
                -format $frm]"
    }

    # If user didn't specify a custom "From:" header, use the one specified
    # by -from parameter or system default.
    if {[info exists cur(from:)]} {
        private_send_header $s from: $cur(from:)
    } else {
        private_send_line $s 4 "From: $cur(from)"
    }

    # Send -subject parameter if specified, or from Subject: custom header.
    if {[info exists cur(subject)]} {
        private_send_line $s 4 "Subject: $cur(subject)"
    } elseif {[info exists cur(subject:)]} {
        private_send_header $s subject: $cur(subject:)
    }

    # Send the required MIME content-type and content-transfer-encoding.
    if {[info exists cur(content-type:)]} {
        private_send_header $s content-type: $cur(content-type:)
    } else {
        private_send_line $s 4 "Content-Type: text/plain;\
                charset=$cur(mimecharset)"
    }
    if {[info exists cur(content-transfer-encoding:)]} {
        private_send_header $s content-transfer-encoding: \
                $cur(content-transfer-encoding:)
    } elseif {[string compare $cur(tclcharset) ascii] == 0} {
        private_send_line $s 4 "Content-Transfer-Encoding: 7bit"
    } else {
        private_send_line $s 4 "Content-Transfer-Encoding: 8bit"
    }

    # Send the custom headers for this current session.
    foreach h [array names cur *:] {
        if {[lsearch $doNotSend $h] != -1} continue
        private_send_header $s $h $cur($h)
    }

    # Send our global headers IFF they are not excluded or custom to 
    # the current sending session.
    foreach h [array names mail *:] {
        if {[lsearch $doNotSend $h] != -1} continue
        if {[info exists cur($h)]} continue
        private_send_header $s $h $mail($h)
    }

    # Check to see if the user requested netscape-style return-receipt on open
    if {$cur(receipt)} {
        if {$cur(receipt,nsmail) && \
                ![info exists cur(disposition-notification-to:)]} {
            private_send_line $s 4 "Disposition-Notification-To: $cur(from)"
	}
    }

    private_send_line $s 4 ""
}


# ezsmtp::private_send_header --
#
#	Sends a header (possibly multi-line) to the SMTP server socket, 
#	formatting the header in proper-text and indenting subsequent
#	lines with a single tab.
#
# Arguments:
#	s		Open socket to SMTP server.
#	name		Name of the header being sent w/trailing colon,
#			like reply-to:
#	valuel		value of header as a list -- one line per list
#			element.
# Results:
#	Header is formatted and output.  Returns number of lines output.
#
proc ::ezsmtp::private_send_header {s name valuel} {
    set lines 0
    set first [lindex $valuel 0]
    set remain [lrange $valuel 1 [expr {[llength $valuel]-1}]]
    private_send_line $s 4 "[private_proper_header $name] $first"
    incr lines
    foreach ln $remain {
        private_send_line $s 4 "\t$ln"
        incr lines
    }
    set lines
}
       

# ezsmtp::private_send_line --
#
#	Sends a line of text to the SMTP server socket, logging at the
#	specified level.
#
# Arguments:
#	s		Open socket to SMTP server.
#	level		Log level between 0 and 9, where 0 is always,
#			1 is whenever -verbose is on, and 9 is the highest
#			debug level available.  Suggested: 4
#	line		Line of text to be sent to the SMTP server, minus
#			any trailing newline or carriage-return characters.
# Results:
#	Closes socket $s and un-sets buffer and status variables.
#
proc ::ezsmtp::private_send_line {s level line} {
    private_log $level "S: $line"
    puts $s $line
    flush $s
}


# ezsmtp::private_read_all --
#
#	Read all available data from the SMTP server socket, handling
#	multi-line responses if necessary, and checking  for a response 
#	code.
#
# Arguments:
#	s		Open socket to SMTP server.
#	level		log level for data read from the socket.
#	resp		glob-style expression to match against the start of
#			data received from the SMTP server.  If left un-
#			specified, the standard 250 (OK) is expected.
# Results:
#	Throws an error if anything goes wrong or an unexpected response 
#	is seen.  Otherwise, returns the data read from the server, with
#	multi-line responses separated by newline (\n) characters.
#
proc ::ezsmtp::private_read_all {s level {resp 250}} {
    variable mail

    # Read response from SMTP server.  Single line or last line of multi-line
    # response will have three digits followed by a space.  Other multi-line
    # responses will have three digits followed by a dash (RFC 821 appendix E).
    # Anything else, including eof, is an error.
    set buf {}
    while {1} {
        if {[eof $s]} {
            error "ERROR: unexpected EOF waiting for output from SMTP server"
        }
        set ln [gets $s]
        append buf $ln \n
        private_log $level "R: $ln"
        if {[string match {[0-9][0-9][0-9] *} $ln]} {
            break
	}
        if {![string match {[0-9][0-9][0-9]-*} $ln]} {
            error "ERROR: unexpected response from SMTP server.  Expected\
                    three digits followed by either a space or a dash (-)"
	}
    }

    # Validate the start of the response
    if {![string match "$resp*" $buf]} {
        error "ERROR: bad response `$buf', wanted: `$resp'"
    }

    # and return the contents of all lines read, separated by newlines.
    set buf
}


# ezsmtp::private_proper_header --
#
#	Proper-cases an RFC 822-style email header name.
#
# Arguments:
#	h		header name like reply-to
# Results:
#	Returns the header name capitalized as most email users 
#	expect: the first letter of each dash-separated word is 
#	capitalized and the remainder is lower-cased, thus the
#	result from above would be Reply-To
#
proc ::ezsmtp::private_proper_header {h} {
    set h [string tolower $h]
    set resl {}

    # RFC 1521 clearly specifies the exact case, verbatim, for mime-version.
    if {[regexp -nocase mime-version: $h]} {
        return "MIME-Version:"
    }

    # For other headers, we capitalize the leading letter of each dash-
    # separated word.
    foreach elem [split $h -] {
        set str [string toupper [string index $elem 0]]
        append str [string range $elem 1 [expr {[string length $elem]-1}]]
        lappend resl $str
    }
    join $resl -
}


# ezsmtp::private_xtext --
#
#	Encode a string as an RFC 1891-compliant xtext value.  Characters 
#	outside the range ! (33) to ~ (126) or the plus (+ (43)) or 
#	equals (= (61)) characters are coded as the plus sign (+) followed
#	by two upper-case hexadecimal digits representing the character code.
#
# Arguments:
#	str		string to be encoded
# Results:
#	xtext-encoded value of str, per the above spec.
#
proc ::ezsmtp::private_xtext {str} {
    set result {}
    foreach c [split $str {}] {
        scan $c %c x
        if {($x < 33) || ($x > 126) || ($x == 43) || ($x == 61)} {
            append result + [format %02X $x]
        } else {
            append result $c
	}
    }
    set result
}


# ezsmtp::private_valid_address --
#
#	Validate and return the essential part of an email address,
#	using the contents of <addr> inside a `Full Name <addr>' spec.
#
# Arguments:
#	addrspec	address spec like `user@a.com' or
#			`Full Name <user@b.com>'
#	setting		setting to be output in an error message, like
#			-from, -to, ...
# Results:
#	stripped-down email address, if valid.  If invalid, an error is 
#	thrown.
#
proc ::ezsmtp::private_valid_address {addrspec setting} {
    variable mail

    set addrspec [string trim $addrspec]
    if {[regexp {<([^>]*)>$} $addrspec nil inneraddr]} {
        set addrspec [string trim $inneraddr]
    }
    if {$mail(strictaddr)} {set re $mail(strictre)} \
    else {set re $mail(!strictre)}
    if {![regexp $re $addrspec]} {
        error "ERROR: $setting address specified ($addrspec) is not compliant.\
                Must be in a form like `user@a.domain' or `Full Name\
                <user@b.domain>'"
    }
    set addrspec
}


# ezsmtp::private_log --
#
#	Log a progress/debug message to stdout or to a user-customized 
#	procedure.
#
# Arguments:
#	level		numeric level at which to log, usu. between 0 (always)
#			and 9 (low-level full debug).
#	msg		message text to log
# Results:
#	xtext-encoded value of str, per the above spec.
#
proc ::ezsmtp::private_log {level msg} {
    variable mail

    if {$mail(verbose) >= $level} {
        if {[string length $mail(logproc)]} {
            uplevel #0 $mail(logproc) $msg
	} else {
            puts stdout "$msg"
            flush stdout
	}
    }
}
###
### tools/email.tcl: part of Scid.
### Copyright (C) 1999-2003  Shane Hudson.
###

# Email manager window: closed by default
set emailWin 0


# ::tools::email
#
#   Opens the email chess manager window, for sending moves to opponents.
#
proc ::tools::email {} {
  global emailWin emailData
  set w .emailWin
  if {[winfo exists $w]} {
    destroy .emailWin
    set emailWin 0
    return
  }
  set emailWin 1
  toplevel $w
  wm title $w "Scid: Email Manager"
  wm minsize $w 25 10

  bind $w <Destroy> { set .emailWin 0 }
  bind $w <F1> { helpWindow Email }

  frame $w.f
  frame $w.b
  pack $w.f -side left -fill y
  addVerticalRule $w
  pack $w.b -side right -fill y

  set f $w.f
  label $f.title -text "Opponent list" -font font_Bold
  listbox $f.list -height 16 -width 40 -exportselection false \
    -selectmode browse -selectbackground lightBlue -font font_Fixed \
    -yscrollcommand "$f.scroll set" -background white -setgrid 1
  scrollbar $f.scroll -command "$w.list yview" -takefocus 0
  pack $f -side left -expand true -fill both
  pack $f.title -side top
  pack $f.scroll -side right -fill y
  pack $f.list -side right -expand true -fill both

  bind $f.list <ButtonRelease-1> ::tools::email::refreshButtons
  bind $f.list <Enter> ::tools::email::refreshButtons
  bind $f.list <Key-Up> ::tools::email::refreshButtons
  bind $f.list <Key-Down> ::tools::email::refreshButtons

  bind $f.list <Key-a> {.emailWin.b.add invoke}
  bind $f.list <Key-e> {.emailWin.b.edit invoke}
  bind $f.list <Key-d> {.emailWin.b.delete invoke}
  bind $f.list <Key-l> {.emailWin.b.load invoke}
  bind $f.list <Key-s> {.emailWin.b.send invoke}
  bind $f.list <Key-t> {.emailWin.b.time.m post [winfo pointerx .] [winfo pointery .]}

  set b .emailWin.b

  button $b.add -text "Add..." -underline 0 -command {
    set idx [llength $emailData]
    lappend emailData [list "" "" "" "" ""]
    modifyEmailDetails $idx
    ::tools::email::refresh
  }

  button $b.edit -text "Edit..." -underline 0 -command ::tools::email::EditButton
  button $b.delete -text "Delete..." -underline 0 -command ::tools::email::DeleteButton
  button $b.load -text "Load game" -underline 0 -command ::tools::email::LoadButton
  button $b.send -text "Send email..." -underline 0 -command ::tools::email::SendButton
  menubutton $b.time -text "Time" -underline 0 -indicatoron 1 \
    -menu $b.time.m -relief raised
  menu $b.time.m
  $b.time.m add command -label "Received today" -underline 0 \
    -command {::tools::email::TimesButton r}
  $b.time.m add command -label "Sent today" -underline 0 \
    -command {::tools::email::TimesButton s}
  $b.time.m add command -label "Edit..." -underline 0 \
    -command {::tools::email::TimesButton e}

  button $b.config -text "Settings..." -command ::tools::email::config
  button $b.help -text $::tr(Help) -command { helpWindow Email }
  button $b.close -text $::tr(Close) -command { destroy .emailWin }

  foreach i {add edit delete load send time config help close} {
    $b.$i configure -font font_Small
  }
  pack $b.add $b.edit $b.delete $b.load $b.send $b.time \
    -side top -pady 1 -padx 5 -fill x
  pack $b.close $b.help $b.config -side bottom -pady 1 -padx 5  -fill x

  bind $w <Destroy> { set emailWin 0 }
  set emailData [::tools::email::readOpponentFile]
  focus $w.f.list
  ::tools::email::refresh
}

proc ::tools::email::config {} {
  global email
  set w .emailConfig
  toplevel $w
  wm title $w "Scid"
  label $w.use -text "Send email using:" -font font_Bold
  frame $w.smtp
  radiobutton $w.smtp.b -text "SMTP server:" -variable email(smtp) -value 1
  entry $w.smtp.s -width 30 -textvar email(server) -bg white
  frame $w.sm
  radiobutton $w.sm.b -text "sendmail process:" -variable email(smtp) -value 0
  entry $w.sm.s -width 30 -textvar email(smproc) -bg white
  pack $w.use -side top
  pack $w.smtp $w.sm -side top -fill x
  pack $w.smtp.s $w.smtp.b -side right
  pack $w.sm.s $w.sm.b -side right
  addHorizontalRule $w
  label $w.addr -text "Email address fields:" -font font_Bold
  frame $w.from
  label $w.from.lab -text "From:"
  entry $w.from.e -textvar email(from) -width 30 -bg white
  frame $w.bcc
  label $w.bcc.lab -text "Bcc:"
  entry $w.bcc.e -textvar email(bcc) -width 30 -bg white
  pack $w.addr $w.from $w.bcc -side top -fill x
  pack $w.from.e $w.from.lab -side right
  pack $w.bcc.e $w.bcc.lab -side right
  addHorizontalRule $w
  pack [frame $w.b] -side top -fill x
  button $w.b.ok -text [tr OptionsSave] -command {
    .menu.options invoke [tr OptionsSave]
    catch {grab release .emailConfig}
    destroy .emailConfig
  }
  button $w.b.cancel -text $::tr(Cancel) \
    -command "catch {grab release $w}; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 2 -pady 2
  wm resizable $w 1 0
  catch {grab $w}
}

proc ::tools::email::EditButton {} {
  global emailData
  set sel [.emailWin.f.list curselection]
  if {[llength $sel] == 1} {
    set idx [lindex $sel 0]
    if {[llength $emailData] > $idx} {
      modifyEmailDetails $idx
    }
  }
  ::tools::email::refresh
}

proc ::tools::email::DeleteButton {} {
  global emailData
  set sel [.emailWin.f.list curselection]
  if {[llength $sel] != 1} { return }
  set idx [lindex $sel 0]
  if {[llength $emailData] <= $idx} { return }
  set confirm [tk_messageBox -icon question -type yesno -default yes \
                 -parent .emailWin -title "Really delete opponent?" \
                 -message "Do you really want to delete this opponent?"]
  if {$confirm == "yes"} {
      set emailData [lreplace $emailData $idx $idx]
    ::tools::email::writeOpponentFile $emailData
    ::tools::email::refresh
  }
}

proc ::tools::email::LoadButton {} {
  global emailData
  set sel [.emailWin.f.list curselection]
  if {[llength $sel] != 1} { return }
  set idx [lindex $sel 0]
  if {[llength $emailData] <= $idx} { return }
  set details [lindex $emailData $idx]
  if {[llength [lindex $details 3]] > 0} {
    if {[catch {::game::Load [lindex [lindex $details 3] 0]} result]} {
      tk_messageBox -type ok -icon warning -title "Scid" -message $result
    } else {
      sc_move end
    }
  }
}

proc ::tools::email::SendButton {} {
  global emailData
  set sel [.emailWin.f.list curselection]
  if {[llength $sel] != 1} { return }
  set idx [lindex $sel 0]
  if {[llength $emailData] <= $idx} { return }
  set details [lindex $emailData $idx]
  emailMessageEditor $idx [lindex $details 0] [lindex $details 1] \
    [lindex $details 2] [lindex $details 3] [lindex $details 4]
}

set emailTimesIdx 0

proc ::tools::email::TimesButton {type} {
  global emailData emailTimesIdx
  set sel [.emailWin.f.list curselection]
  if {[llength $sel] != 1} { return }
  set idx [lindex $sel 0]
  if {[llength $emailData] <= $idx} { return }
  set details [lindex $emailData $idx]
  while {[llength $details] < 6} { lappend details {} }
  set timeList [lindex $details 5]
  set last [lindex $timeList end]

  if {$type == "r"  || $type == "s"} {
    ::tools::email::addSentReceived $idx $type
    return
  }

  set emailTimesIdx $idx
  set w .emailTimesWin
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid: Email Times"
  label $w.title -text "Email Times for [lindex $details 0]"
  frame $w.t
  text $w.t.text -height 15 -width 30 -font font_Fixed -setgrid 1 \
    -yscrollcommand "$w.t.ybar set" -bg white -fg black
  scrollbar $w.t.ybar -command "$w.t.text yview"
  frame $w.b
  button $w.b.ok -text "OK" -command {
    set details [lindex $emailData $emailTimesIdx]
    set timeList [split [string trim [.emailTimesWin.t.text get 1.0 end]] "\n"]
    set details [lreplace $details 5 5 $timeList]
    set emailData [lreplace $emailData $emailTimesIdx $emailTimesIdx $details]
    ::tools::email::writeOpponentFile $emailData
    grab release .emailTimesWin
    ::tools::email::refresh 0
    catch {focus .emailWin}
    destroy .emailTimesWin
  }
  button $w.b.cancel -text $::tr(Cancel) \
    -command "grab release $w; catch {focus .emailWin}; destroy $w"
  pack $w.title -side top -fill x
  pack $w.t -side top -fill both
  pack $w.t.ybar -side right -fill y
  pack $w.t.text -side left -fill both -expand yes
  pack $w.b -side bottom -fill x
  pack $w.b.cancel $w.b.ok -side right -padx 2 -pady 2
  foreach i $timeList {
    $w.t.text insert end "$i\n"
  }
  grab $w
}

proc ::tools::email::addSentReceived {idx type} {
  global emailData
  if {[llength $emailData] <= $idx} { return }
  set details [lindex $emailData $idx]
  while {[llength $details] < 6} { lappend details {} }
  set timeList [lindex $details 5]
  set last [lindex $timeList end]

  set new ""
  if {$type == "r"} { append new "Received " } else { append new "Sent     " }

  set oppGList [lindex $details 3]
  if {[llength $oppGList] > 0} {
    set oppGNum [lindex $oppGList 0]
    sc_game push
    set mnum "     "
    if {[catch {::game::Load $oppGNum}]} {
    } else {
      sc_move end
      set m [llength [split [sc_game moves coord list]]]
      if {$m > 0} {
        set m [expr int(($m+1)/2)]
        set mnum [format "%3d  " $m]
      }
    }
    sc_game pop
    append new $mnum
  }
  append new [::utils::date::today]
  if {! [string compare $last $new]} { return }
  lappend timeList $new
  set details [lreplace $details 5 5 $timeList]
  set emailData [lreplace $emailData $idx $idx $details]
  ::tools::email::writeOpponentFile $emailData
  ::tools::email::refresh 0
}

proc ::tools::email::refreshButtons {} {
  set sel [.emailWin.f.list curselection]
  if {[llength $sel] > 0} {
    .emailWin.b.edit configure -state normal
    .emailWin.b.delete configure -state normal
    .emailWin.b.load configure -state normal
    .emailWin.b.send configure -state normal
  } else {
    .emailWin.b.edit configure -state disabled
    .emailWin.b.delete configure -state disabled
    .emailWin.b.load configure -state disabled
    .emailWin.b.send configure -state disabled
  }
}

proc ::tools::email::refresh {{clearSelection 1}} {
  global emailWin emailData
  if {! [winfo exists .emailWin]} { return }
  if {$clearSelection} {
    set sel ""
    .emailWin.f.list selection clear 0 end
  } else {
    set sel [lindex [.emailWin.f.list curselection] 0]
  }
  .emailWin.f.list delete 0 end
  # set emailData [lsort -dictionary -index 0 $emailData]
  foreach i $emailData {
    set name [lindex $i 0]
    set time ""
    if {[llength $i] == 6} {
      set timeList [lindex $i 5]
      set time [lindex $timeList end]
    }
    .emailWin.f.list insert end [format "%-14s %s" $name $time]
  }
  if {$sel != ""} {
    .emailWin.f.list selection set $sel
  }
  ::tools::email::refreshButtons
}

#Initial values for globals:
set emailData {}
set emailData_index 0
set emailData_name ""
set emailData_addr ""
set emailData_subj ""
set emailData_glist ""
set emailData_dates ""
set emailData_helpBar {}
array set ::tools::email::helpBar ""

# Force the game numbers list to be digits and spaces only:
trace variable emailData_glist w {::utils::validate::Regexp {^[0-9\ ]*$}}


# emailCount: counter to give each email window a unique name.
set emailCount 0

# emailMessageEditor:
#    Contsructs the email message to the opponent and
#    creates the editor window for editing and sending the message.
#
proc emailMessageEditor {idx name addr subj gamelist sig} {
  global emailCount emailData email
  incr emailCount
  if {$emailCount >= 10000} { set emailCount 1 }

  set w ".emailMessageWin$emailCount"
  toplevel $w
  wm title $w "Send email to $name"
  set f [frame $w.fields]

  label $f.fromlab -text "From: "
  entry $f.from -background white
  $f.from insert end $email(from)

  label $f.tolab -text "To: "
  entry $f.to -background white
  $f.to insert end $addr

  label $f.subjlab -text "Subject: "
  entry $f.subj -background white
  $f.subj insert end $subj

  label $f.bcclab -text "Bcc: "
  entry $f.bcc -background white
  $f.bcc insert end $email(bcc)

  button $f.send -text "Send" -command "::tools::email::processMessage $w $idx"
  button $f.cancel -text "Cancel" -command "destroy $w"

  grid $f.send -row 0 -column 3 -rowspan 2 -sticky nesw
  grid $f.cancel -row 2 -column 3 -rowspan 2 -sticky nesw
  grid $f.fromlab -row 0 -column 0 -sticky e
  grid $f.from -row 0 -column 1 -sticky ew
  grid $f.tolab -row 1 -column 0 -sticky e
  grid $f.to -row 1 -column 1 -sticky ew
  grid $f.subjlab -row 2 -column 0 -sticky e
  grid $f.subj -row 2 -column 1 -sticky ew
  grid $f.bcclab -row 3 -column 0 -sticky e
  grid $f.bcc -row 3 -column 1 -sticky ew
  grid columnconfigure $f 1 -weight 1

  set f [frame $w.message]
  pack $w.fields -fill x -padx 4 -pady 4
  pack $w.message -expand yes -fill both -padx 4 -pady 4

  scrollbar $f.ybar -command "$f.text yview"
  scrollbar $f.xbar -orient horizontal -command "$f.text xview"
  text $f.text -yscrollcommand "$f.ybar set" -xscrollcommand "$f.xbar set" \
    -setgrid 1 -width 72 -height 20 -background white -wrap none

  grid $f.text -row 0 -column 0 -sticky news
  grid $f.ybar -row 0 -column 1 -sticky news
  grid $f.xbar -row 1 -column 0 -sticky news

  grid rowconfig $w.message 0 -weight 1 -minsize 0
  grid columnconfig $w.message 0 -weight 1 -minsize 0

  # Right-mouse button cut/copy/paste menu:
  menu $f.text.edit -tearoff 0
  $f.text.edit add command -label "Cut" -command "tk_textCut $f.text"
  $f.text.edit add command -label "Copy" -command "tk_textCopy $f.text"
  $f.text.edit add command -label "Paste" -command "tk_textPaste $f.text"
  bind $f.text <ButtonPress-$::MB3> "tk_popup $f.text.edit %X %Y"

  set text $w.message.text
  # $text insert end "Hi $name,\n\n"
  $text insert end "\n"
  foreach i $gamelist {
    catch {set gamePgn [sc_game pgn -gameNumber $i -width 70 -tags 0 \
                          -variations 0 -comments 0]}
    $text insert end "$gamePgn\n"
  }
  $text insert end $sig
  return
}

proc ::tools::email::processMessage {w idx} {
  global emailData
  set from [$w.fields.from get]
  set to [$w.fields.to get]
  set subj [$w.fields.subj get]
  set bcc [$w.fields.bcc get]
  set message [$w.message.text get 1.0 end]
  if {[string trim $to] == ""} {
    tk_messageBox -icon error -type ok -title "Empty email address" \
      -message "You must specify an email address."
    return
  }
  set cmd {::tools::email::sendMessage $from $to $subj $bcc $message}
  if {[catch $cmd result] != 0} {
    tk_messageBox -icon error -type ok -title "Error sending email" \
      -message "Error sending email: $result"
  } else {
    ::tools::email::addSentReceived $idx s
    tk_messageBox -icon info -type ok -title "Scid" -message $result
    destroy $w
  }
}

proc ::tools::email::sendMessage {from to subject bcc message} {
  global email

  ### Uncomment following line for testing, to avoid sending email:
  # return "Testing, no email was actually sent"

  set copy_id ""
  catch {set copy_id [open [file nativename $email(logfile)] "a+"]}
  if {$copy_id == ""} {
    return -code error "Unable to open $email(logfile)"
  }
  if {$email(smtp)} {
    set cmdargs "-to {$to} -subject {$subject} "
    if {$email(server) != ""} { ::ezsmtp::config -mailhost $email(server) }
    if {$email(from) != ""} {
      if {[catch {::ezsmtp::config -from $from} result]} {
        close $copy_id
        return -code error "Error configuring SMTP: $result"
      }
      append cmdargs "-from {$from} "
    }
    if {$email(bcc) != ""} {
      append cmdargs "-bcc {$bcc} "
    }
    if {[catch {eval "::ezsmtp::send $cmdargs -body {$message}"} result]} {
      close $copy_id
      return -code error "Error sending mail with SMTP: $result"
    }
  } else {
    if {[catch {open "| $email(smproc) -oi -t" "w"} ::tools::email::id]} {
      close $copy_id
      return -code error "Scid could not find the sendmail program: $email(smproc)"
    }
    if {[string trim $from] != ""} {
      puts $::tools::email::id "From: $from"
    }
    puts $::tools::email::id "To: $to"
    puts $::tools::email::id "Subject: $subject"
    if {[string trim $bcc] != ""} {
      puts $::tools::email::id "Bcc: $bcc"
    }
    puts $::tools::email::id ""
    puts $::tools::email::id $message
    close $::tools::email::id
  }
  puts $copy_id  "To: $to"
  puts $copy_id  "Subject: $subject"
  puts $copy_id  ""
  puts $copy_id $message
  close $copy_id
  return "The email message was sent; a copy was appended to $email(logfile)"
}

proc modifyEmailDetails {i} {
  global emailData emailData_name emailData_addr emailData_glist emailData_subj
  global emailData_sig emailData_index emailData_helpBar ::tools::email::helpBar

  toplevel .emailEditor
  set w .emailEditor
  bind $w <F1> { helpWindow Email }
  set emailData_index $i
  if {[lindex [lindex $emailData $i] 0] == ""} {
    wm title $w "Add opponent details"
  } else {
    wm title $w "Edit opponent details"
  }
  set f [frame $w.name]
  label $f.label -text "Name: "
  entry $f.entry -width 30 -background white -textvariable emailData_name
  set ::tools::email::helpBar(name) "Enter the opponent's name"

  set f [frame $w.addr]
  label $f.label -text "Email address: "
  entry $f.entry -width 30 -background white -textvariable emailData_addr
  set ::tools::email::helpBar(addr) "Enter the opponent's email address"

  set f [frame $w.subj]
  label $f.label -text "Subject: "
  entry $f.entry -width 30 -background white -textvariable emailData_subj
  set ::tools::email::helpBar(subj) "Enter the subject for each message"

  set f [frame $w.glist]
  label $f.label -text "Game Numbers: "
  entry $f.entry -width 30 -background white -textvariable emailData_glist
  set ::tools::email::helpBar(glist) \
    "Enter opponent's game numbers, separated by spaces"

  foreach f {name addr subj glist} {
    pack $w.$f -side top -fill x
    pack $w.$f.entry $w.$f.label -side right -anchor e
    set e $w.$f.entry
    bind $e <FocusIn> "$e configure -background lightYellow;
      set emailData_helpBar \$::tools::email::helpBar($f)"
    bind $e <FocusOut> "$e configure -background white"
  }

  addHorizontalRule $w

  set f [frame $w.sig]
  label $f.label -text "Signature: " -anchor n
  text $f.entry -width 30 -height 5 -background white
  bind $f.entry <FocusIn> "$f.entry configure -background lightYellow
    set emailData_helpBar {Enter the closing text for each message}"
  bind $f.entry <FocusOut> "$f.entry configure -background white"

  pack $f -side top -fill x
  pack $f.entry $f.label -side right -anchor n

  addHorizontalRule $w

  set f [frame $w.buttons]
  button $w.buttons.save -text "Save" -command {
    set gNumberErr [::tools::email::validGameNumbers $emailData_glist]
    if {$gNumberErr != -1} {
      tk_messageBox -icon error -type ok -title "Invalid data" \
        -message "The games list contains an invalid game number: $gNumberErr; there are only [sc_base numGames] games in this database."
    } else {
      set emailData [lreplace $emailData $emailData_index \
                       $emailData_index \
                       [list $emailData_name $emailData_addr $emailData_subj \
                          $emailData_glist \
                          [.emailEditor.sig.entry get 1.0 end-1c]]]
      ::tools::email::writeOpponentFile $emailData
      destroy .emailEditor
      ::tools::email::refresh
    }
  }
  button $f.cancel -text "Cancel" -command {
    set emailData [::tools::email::readOpponentFile]
    destroy .emailEditor
    ::tools::email::refresh
  }
  pack $f -side top
  pack $f.save $f.cancel -side left -padx 20 -pady 10

  label $w.helpBar -width 1 -textvariable emailData_helpBar -relief sunken \
    -font font_Small -anchor w
  pack $w.helpBar -side bottom -fill x

  # Set up the initial values in the entry boxes:
  set details [lindex $emailData $emailData_index]
  set emailData_name [lindex $details 0]
  set emailData_addr [lindex $details 1]
  set emailData_subj [lindex $details 2]
  set emailData_glist [lindex $details 3]
  $w.sig.entry insert 1.0 [lindex $details 4]
  grab .emailEditor
}

proc ::tools::email::validGameNumbers {numberList} {
  foreach i $numberList {
    if {$i < 1  ||  $i > [sc_base numGames]} { return $i }
  }
  return -1
}

proc ::tools::email::opponentFilename {} {
  set filename [sc_base filename]
  append filename ".sem"
  return $filename
}

proc ::tools::email::readOpponentFile {} {
  set filename [::tools::email::opponentFilename]
  if {[catch {set f [open $filename "r"]} ]} {
    # puts "Unable to open opponent file"
    return {}
  }
  set data [read -nonewline $f]
  close $f
  return $data
}

proc ::tools::email::writeOpponentFile {data} {
  set filename [::tools::email::opponentFilename]
  if {[catch {set f [open $filename "w"]} ]} {
    # puts "Unable to write opponent file"
    return {}
  }
  puts $f $data
  close $f
}

###
### import.tcl: part of Scid.
### Copyright (C) 2000  Shane Hudson.
###

### Import game window

proc importPgnGame {} {
  if {[winfo exists .importWin]} { return }
  set w [toplevel .importWin]
  wm title $w "Scid: Import PGN game"
  wm minsize $w 50 5
  frame $w.b
  pack $w.b -side bottom
  set pane [::utils::pane::Create $w.pane edit err 650 300 0.8]
  pack $pane -side top -expand true -fill both
  set edit $w.pane.edit
  text $edit.text -height 12 -width 80 -wrap none -background white \
      -yscroll "$edit.ybar set" -xscroll "$edit.xbar set"  -setgrid 1
  # Override tab-binding for this widget:
  bind $edit.text <Key-Tab> "[bind all <Key-Tab>]; break"
  scrollbar $edit.ybar -command "$edit.text yview" -takefocus 0
  scrollbar $edit.xbar -orient horizontal -command "$edit.text xview" -takefocus 0
  grid $edit.text -row 0 -column 0 -sticky nesw
  grid $edit.ybar -row 0 -column 1 -sticky nesw
  grid $edit.xbar -row 1 -column 0 -sticky nesw
  grid rowconfig $edit 0 -weight 1 -minsize 0
  grid columnconfig $edit 0 -weight 1 -minsize 0
  
  # Right-mouse button cut/copy/paste menu:
  menu $edit.text.rmenu -tearoff 0
  $edit.text.rmenu add command -label "Cut" -command "tk_textCut $edit.text"
  $edit.text.rmenu add command -label "Copy" -command "tk_textCopy $edit.text"
  $edit.text.rmenu add command -label "Paste" -command "tk_textPaste $edit.text"
  $edit.text.rmenu add command -label "Select all" -command "$edit.text tag add sel 1.0 end"
  bind $edit.text <ButtonPress-$::MB3> "tk_popup $edit.text.rmenu %X %Y"
  
  text $pane.err.text -height 4 -width 75 -wrap word -yscroll "$pane.err.scroll set"
  $pane.err.text insert end $::tr(ImportHelp1)
  $pane.err.text insert end "\n"
  $pane.err.text insert end $::tr(ImportHelp2)
  $pane.err.text configure -state disabled
  scrollbar $pane.err.scroll -command "$pane.err.text yview" -takefocus 0
  pack $pane.err.scroll -side right -fill y
  pack $pane.err.text -side left -expand true -fill both
  
  button $w.b.paste -text "$::tr(PasteCurrentGame) (Alt-P)" -command {
    .importWin.pane.edit.text delete 1.0 end
    .importWin.pane.edit.text insert end [sc_game pgn -width 70]
    .importWin.pane.err.text configure -state normal
    .importWin.pane.err.text delete 1.0 end
    .importWin.pane.err.text configure -state disabled
  }
  button $w.b.clear -text "$::tr(Clear) (Alt-C)" -command {
    .importWin.pane.edit.text delete 1.0 end
    .importWin.pane.err.text configure -state normal
    .importWin.pane.err.text delete 1.0 end
    .importWin.pane.err.text configure -state disabled
  }
  button $w.b.ok -text "$::tr(Import) (Alt-I)" -command {
    set err [catch {sc_game import \
          [.importWin.pane.edit.text get 1.0 end]} result]
    .importWin.pane.err.text configure -state normal
    .importWin.pane.err.text delete 1.0 end
    .importWin.pane.err.text insert end $result
    .importWin.pane.err.text configure -state disabled
    if {! $err} {
      updateBoard -pgn
      updateTitle
      ::windows::gamelist::Refresh
    }
  }
  button $w.b.cancel -textvar ::tr(Close) -command {
    destroy .importWin; focus .
  }
  frame $w.b.space -width 20
  pack $w.b.paste $w.b.clear $w.b.space -side left -padx 2 -pady 2
  pack $w.b.cancel $w.b.ok -side right -padx 10 -pady 5
  # Paste the current selected text automatically:
  # if {[catch {$w.pane.edit.text insert end [selection get]}]} {
  # ?
  # }
  # Select all of the pasted text:
  $w.pane.edit.text tag add sel 1.0 end
  
  bind $w <F1> { helpWindow Import }
  bind $w <Alt-i> { .importWin.b.ok invoke }
  bind $w <Alt-p> { .importWin.b.paste invoke }
  bind $w <Alt-c> { .importWin.b.clear invoke }
  bind $w <Escape> { .importWin.b.cancel invoke }
  # bind $w.pane.edit.text <Any-KeyRelease> { .importWin.b.ok invoke }
  focus $w.pane.edit.text
}


proc importClipboardGame {} {
  importPgnGame
  catch {event generate .importWin.pane.edit.text <<Paste>>}
  # Paste the current selected text automatically if no data was pasted from clipboard:
  if { [ .importWin.pane.edit.text get 1.0 end ] == "\n" } {
    catch { .importWin.pane.edit.text insert end [selection get] }
  }
}

proc importPgnLine {line} {
  importPgnGame
  set w .importWin.pane.edit.text
  $w delete 1.0 end
  $w insert end $line
  $w tag add sel 1.0 end
  focus $w
}

################################################################################
#
################################################################################
proc importMoveList {line} {
  sc_move start
  sc_move addSan $line
  updateBoard -pgn
}
################################################################################
#
################################################################################
proc importMoveListTrans {line} {
  
  set doImport 0
  
  if { $::askToReplaceMoves } {
    if {[llength [sc_game firstMoves 0 1]] == 0} {
      set doImport 1
    } elseif {[tk_messageBox -message [::tr "OverwriteExistingMoves"] -type yesno -icon question ] == yes} {
      set doImport 1
    }
  } else  {
    set doImport 1
  }
  if {$doImport} {
    set line [untrans $line]
    sc_move start
    sc_move addSan $line
    updateBoard -pgn
  }
  
}

set importPgnErrors ""

### Import file of Pgn games:

proc importPgnFile {} {
  global importPgnErrors
  
  set err ""
  if {[sc_base isReadOnly]} { set err "This database is read-only." }
  if {![sc_base inUse]} { set err "This is not an open database." }
  if {$err != ""} {
    tk_messageBox -type ok -icon error -title "Scid: Error" -message $err
    return
  }
  if {[sc_info gzip]} {
    set ftypes {
      { "Portable Game Notation files" {".pgn" ".PGN" ".pgn.gz"} }
      { "Text files" {".txt" ".TXT"} }
      { "All files" {"*"} }
    }
  } else {
    set ftypes {
      { "Portable Game Notation files" {".pgn" ".PGN"} }
      { "Text files" {".txt" ".TXT"} }
      { "All files" {"*"} }
    }
  }
  set fnames [tk_getOpenFile -multiple 1 -initialdir $::initialDir(pgn) -filetypes $ftypes -title "Import from PGN files" ]
  if {$fnames == ""} { return }
  
  set ::initialDir(pgn) [file dirname [lindex $fnames 0]]
  foreach fname $fnames {
    doPgnFileImport $fname "" 1
  }
  ::windows::gamelist::Refresh
}

proc doPgnFileImport {fname text {multiple 0} } {
  set w .ipgnWin
  if {[winfo exists $w] && ! $multiple } { destroy $w }
  if {! [winfo exists $w]} {
    toplevel $w
    wm title $w "Scid: Importing PGN file"
    canvas $w.progress -width 400 -height 20 -bg white -relief solid -border 1
    $w.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
    $w.progress create text 395 10 -anchor e -font font_Regular -tags time \
        -fill black -text "0:00 / 0:00"
    
    pack $w.progress -side bottom
    
    frame $w.buttons
    pack $w.buttons -side bottom -fill x
    button $w.buttons.stop -textvar ::tr(Stop) -command {sc_progressBar}
    button $w.buttons.close -textvar ::tr(Close) -command "focus .; destroy $w"
    pack $w.buttons.close $w.buttons.stop -side right -ipadx 5 -padx 5 -pady 2
    
    pack [frame $w.tf] -side top -expand yes -fill both
    text $w.text -height 8 -width 60 -background gray90 \
        -wrap none -cursor watch -setgrid 1 -yscrollcommand "$w.ybar set"
    scrollbar $w.ybar -command "$w.text yview"
    pack $w.ybar -in $w.tf -side right -fill y
    pack $w.text -in $w.tf -side left -fill both -expand yes
  }
  
  sc_progressBar $w.progress bar 401 21 time
  update
  busyCursor .
  catch {grab $w.buttons.stop}
  bind $w <Escape> "$w.buttons.stop invoke"
  $w.buttons.close configure -state disabled
  $w.text configure -state normal
  $w.text insert end $text
  $w.text insert end "Importing PGN games from [file tail $fname]...\n"
  $w.text configure -state disabled
  
  set importPgnErrors ""
  set err [catch {sc_base import file $fname} result]
  unbusyCursor .
  
  set warnings ""
  $w.text configure -state normal
  $w.text configure -cursor top_left_arrow
  if {$err} {
    $w.text insert end $result
  } else {
    set nImported [lindex $result 0]
    set warnings [lindex $result 1]
    set str "Imported $nImported "
    if {$nImported == 1} { append str "game" } else { append str "games" }
    if {$warnings == ""} {
      append str " with no PGN errors or warnings."
    } else {
      append str ".\nPGN errors/warnings:\n$warnings"
    }
    $w.text insert end "$str\n\n"
  }
  
  $w.text configure -state disabled
  $w.buttons.close configure -state normal
  $w.buttons.stop configure -state disabled
  catch {grab release $w.buttons.stop}
  bind $w <Escape> "$w.buttons.close invoke; break"
  
  # Auto-close import progress window if there were no errors/warnings?
  if {!$err  &&  $warnings == "" && ! $multiple} { destroy $w }
  updateTitle
  updateMenuStates
  ::windows::switcher::Refresh
  ::maint::Refresh
  update
}

###
### End of file: import.tcl
###

### optable.tcl: Opening report and theory table generation.
### Part of Scid. Copyright 2001-2003 Shane Hudson.

namespace eval ::optable {}
array set ::optable::_data {}

set ::optable::_data(exclude) "---"
set ::optable::_docStart(text) {}
set ::optable::_docEnd(text) {}
set ::optable::_docStart(ctext) {}
set ::optable::_docEnd(ctext) {}
set ::optable::_flip 0

set ::optable::_docStart(html) {<html>
  <head>
  <title>[OprepTitle]</title>
  <style type="text/css">
  <!--
  h1 { color:#990000 }
  h2 { color:#990000 }
  h3 { color:#990000 }
  .player {
    color:darkblue
  }
  .elo {
    color:green
    font-style:italic
  }
  sup {
    color:red
  }
  -->
  </style>
  </head>
  <body bgcolor="#ffffff">
}
set ::optable::_docEnd(html) {</body>
  </html>
}

set ::optable::_docStart(latex) {\documentclass[10pt,a4paper]{article}
  % This is a LaTeX file generated by Scid.
  % You must have the "chess12" package installed to typeset this file.
  
  \usepackage{times}
  \usepackage{a4wide}
  \usepackage{chess}
  \usepackage[T1]{fontenc}
  
  \setlength{\columnsep}{1cm}
  \setlength{\parindent}{0pt}
  \setlength{\parskip}{3pt}
  
  \font\F=chessf10
  \newcommand{\B}{{\F B}}
  \newcommand{\N}{{\F N}}
  \newcommand{\R}{{\F R}}
  \newcommand{\Q}{{\F Q}}
  \newcommand{\K}{{\F K}}
  \newcommand{\tspace}{{\vspace{0.08cm}}}
  \newcommand{\draw}{{\small$\frac{1}{2}$:$\frac{1}{2}$}}
  \newcommand{\loss}{\mbox{0:1}}
  \newcommand{\win}{\mbox{1:0}}
  \newcommand{\notenum}[1]{\hspace{-0.7cm}\makebox[0.55cm][r]{$^{ #1 }$ }\makebox[0.05cm]{}}
  
  %\font\Chess=chess10
  \begin{document}
  \raggedright
  \nochess
}
set ::optable::_docEnd(latex) {
  \end{document}
}

proc ::optable::ConfigMenus {{lang ""}} {
  if {! [winfo exists .oprepWin]} { return }
  if {$lang == ""} { set lang $::language }
  set m .oprepWin.menu
  foreach idx {0 1 2} tag {File Favorites Help} {
    configMenuText $m $idx Oprep$tag $lang
  }
  foreach idx {0 1 2 4 6} tag {Text Html LaTeX Options Close} {
    configMenuText $m.file $idx OprepFile$tag $lang
  }
  foreach idx {0 1 2} tag {Add Edit Generate} {
    configMenuText $m.favorites $idx OprepFavorites$tag $lang
  }
  foreach idx {0 1} tag {Report Index} {
    configMenuText $m.helpmenu $idx OprepHelp$tag $lang
  }
}

proc ::optable::makeReportWin {args} {
  if {! [sc_base inUse]} { return }
  set ::optable::opReportBase [sc_base current]
  set showProgress 1
  set args [linsert $args 0 "args"]
  if {[lsearch -exact $args "-noprogress"] >= 0} { set showProgress 0 }
  if {$showProgress} {
    set w .progress
    toplevel $w
    wm withdraw $w
    wm title $w "Scid: Generating Report"
    bind $w <Visibility> "raiseWin $w"
    
    pack [frame $w.b] -side bottom -fill x
    set ::optable::_interrupt 0
    button $w.b.cancel -text $::tr(Cancel) -command {
      set ::optable::_interrupt 1
      sc_progressBar
    }
    pack $w.b.cancel -side right -pady 5 -padx 2
    
    foreach i {1 2} name { "Searching database for report games" "Generating report information" } {
      label $w.text$i -text "$i. $name"
      pack $w.text$i -side top
      canvas $w.c$i -width 400 -height 20 -bg white -relief solid -border 1
      $w.c$i create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
      $w.c$i create text 395 10 -anchor e -font font_Regular -tags time \
          -fill black -text "0:00 / 0:00"
      pack $w.c$i -side top -pady 10
    }
    wm resizable $w 0 0
    # Set up geometry for middle of screen:
    set x [winfo screenwidth $w]; set x [expr $x - 400]; set x [expr $x / 2]
    set y [winfo screenheight $w]; set y [expr $y - 20]; set y [expr $y / 2]
    wm geometry $w +$x+$y
    wm deiconify $w
    grab $w.b.cancel
    sc_progressBar $w.c1 bar 401 21 time
    busyCursor .
  }
  set newTreeData [sc_tree search -time 0 -epd 0]
  if {$showProgress} {
    if {$::optable::_interrupt} {
      unbusyCursor .
      grab release $w.b.cancel
      destroy $w
      return
    }
    sc_progressBar $w.c2 bar 401 21 time
  }
  sc_report opening create $::optable(ExtraMoves) $::optable(MaxGames) $::optable::_data(exclude)
  if {$showProgress} {
    unbusyCursor .
    grab release $w.b.cancel
    destroy $w
    if {$::optable::_interrupt} { return }
  }
  
  set ::optable::_data(tree) $newTreeData
  ::optable::latexifyTree
  set ::optable::_data(bdLaTeX) [sc_pos tex]
  set ::optable::_data(bdHTML) [sc_pos html]
  set ::optable::_data(bdLaTeX_flip) [sc_pos tex flip]
  set ::optable::_data(bdHTML_flip) [sc_pos html -flip 1]
  
  ::optable::setupRatios
  
  set report [::optable::report ctext 1]
  
  if {[lsearch -exact $args "-nodisplay"] >= 0} { return }
  
  set w .oprepWin
  if {![winfo exists $w]} {
    ::createToplevel $w
    ::setTitle $w "[tr ToolsOpReport]"
    menu $w.menu
    ::setMenu $w $w.menu
    
    $w.menu add cascade -label OprepFile -menu $w.menu.file
    $w.menu add cascade -label OprepFavorites -menu $w.menu.favorites
    $w.menu add cascade -label OprepHelp -menu $w.menu.helpmenu
    foreach i {file favorites helpmenu} {
      menu $w.menu.$i -tearoff 0
    }
    
    $w.menu.file add command -label OprepFileText \
        -command {::optable::saveReport text}
    $w.menu.file add command -label OprepFileHtml \
        -command {::optable::saveReport html}
    $w.menu.file add command -label OprepFileLaTeX \
        -command {::optable::saveReport latex}
    $w.menu.file add separator
    $w.menu.file add command -label OprepFileOptions \
        -command ::optable::setOptions
    $w.menu.file add separator
    $w.menu.file add command -label OprepFileClose \
        -command "$w.b.close invoke"
    $w.menu.favorites add command -label OprepFavoritesAdd \
        -command ::optable::addFavoriteDlg
    $w.menu.favorites add command -label OprepFavoritesEdit \
        -command ::optable::editFavoritesDlg
    $w.menu.favorites add command -label OprepFavoritesGenerate \
        -command ::optable::generateFavoriteReports
    $w.menu.favorites add separator
    $w.menu.helpmenu add command -label OprepHelpReport \
        -accelerator F1 -command {helpWindow Reports Opening}
    $w.menu.helpmenu add command -label OprepHelpIndex \
        -command {helpWindow Index}
    
    ::optable::updateFavoritesMenu
    
    bind $w <F1> {helpWindow Reports Opening}
    bind $w <Escape> "$w.b.close invoke"
    bind $w <Up> "$w.text yview scroll -1 units"
    bind $w <Down> "$w.text yview scroll 1 units"
    bind $w <Prior> "$w.text yview scroll -1 pages"
    bind $w <Next> "$w.text yview scroll 1 pages"
    bind $w <Key-Home> "$w.text yview moveto 0"
    bind $w <Key-End> "$w.text yview moveto 0.99"
    bindMouseWheel $w $w.text
    
    text $w.text -height 30 -width 85 -font font_Small -setgrid 1 \
        -wrap word -bg white -foreground black -yscrollcommand "$w.ybar set" \
        -cursor top_left_arrow
    ::htext::init $w.text
    scrollbar $w.ybar -command "$w.text yview"
    frame $w.b
    button $w.b.previewLaTeX -textvar ::tr(OprepViewLaTeX) \
        -command ::optable::previewLaTeX
    button $w.b.previewHTML -textvar ::tr(OprepViewHTML) \
        -command ::optable::previewHTML
    button $w.b.opts -text [tr OprepFileOptions] -command ::optable::setOptions
    label $w.b.lexclude -text "Exclude:"
    menubutton $w.b.exclude -textvar ::optable::_data(exclude) \
        -indicatoron 1 -relief raised -bd 2 -menu $w.b.exclude.m -padx 1
    menu $w.b.exclude.m -tearoff 0
    button $w.b.update -textvar ::tr(Update) -command {
      set ::optable::_data(yview) [lindex [.oprepWin.text yview] 0]
      ::optable::makeReportWin
      .oprepWin.text yview moveto $::optable::_data(yview)
    }
    
    button $w.b.mergeGames -textvar ::tr(MergeGames) -command ::optable::mergeGames
    button $w.b.help -textvar ::tr(Help) -command {helpWindow Reports Opening}
    button $w.b.close -textvar ::tr(Close) -command "focus .; destroy $w"
    pack $w.b -side bottom -fill x
    pack $w.ybar -side right -fill y
    pack $w.text -side left -fill both -expand yes
    pack $w.b.close $w.b.update -side right -padx 1 -pady 2
    if {! $::windowsOS} {
      pack $w.b.previewLaTeX -side left -padx 1 -pady 2
    } else {
      pack $w.b.previewHTML -side left -padx 1 -pady 2
    }
    pack $w.b.opts $w.b.lexclude $w.b.exclude $w.b.mergeGames -side left -padx 1 -pady 2
    ::optable::ConfigMenus
    ::utils::win::Centre $w
    ::createToplevelFinalize $w
  }
  
  catch {destroy $w.text.bd}
  
  set old_showMaterial $::gameInfo(showMaterial)
  set ::gameInfo(showMaterial) 0
  ::board::new $w.text.bd 30
  
  if {$::optable::_flip} { ::board::flip $w.text.bd }
  $w.text.bd configure -relief solid -borderwidth 1
  for {set i 0} {$i < 63} {incr i} {
    ::board::bind $w.text.bd $i <ButtonPress-1> ::optable::flipBoard
    #::board::bind $w.text.bd $i <ButtonPress-$::MB3> ::optable::resizeBoard
  }
  ::board::update $w.text.bd [sc_pos board]
  $w.b.exclude.m delete 0 end
  $w.b.exclude.m add radiobutton -label "---" -variable ::optable::_data(exclude) -command "$w.b.update invoke"
  foreach move $::optable::_data(moves) {
    $w.b.exclude.m add radiobutton -label $move -variable ::optable::_data(exclude) -command "$w.b.update invoke"
  }
  if {[lsearch $::optable::_data(moves) $::optable::_data(exclude)] < 0} {
    set ::optable::_data(exclude) "---"
  }
  busyCursor .
  $w.text configure -state normal
  $w.text delete 1.0 end
  regsub -all "\n" $report "<br>" report
  ::htext::display $w.text $report
  $w.text configure -state disabled
  unbusyCursor .
  ::windows::gamelist::Refresh
  ::windows::stats::Refresh
  set ::gameInfo(showMaterial) $old_showMaterial
  
}
################################################################################
# merges the N best games up to P plies to current game
################################################################################
proc ::optable::mergeGames { {game_count 50} {ply 999} } {
  set base  $::optable::opReportBase
  set games [split [sc_report opening best a $game_count] "\n"]
  foreach g $games {
    if {$g == "" } { continue }
    set res [scan $g "%d:  <g_%d>" d1 game_number]
    if {$res != 2} {
      if {[info exists game_number]} {
        tk_messageBox -title "Scid: Error writing report" -type ok -icon warning -message "Error merging game $game_number"
      } else  {
        tk_messageBox -title "Scid: Error writing report" -type ok -icon warning -message "Error merging game"
      }
      break
    }
    set err [ catch { sc_game merge $base $game_number $ply } result ]
    if {$err} {
      tk_messageBox -title "Scid" -type ok -icon info -message "Unable to merge the selected game:\n$result"
      break
    }
  }
  updateBoard -pgn
}
################################################################################
#
################################################################################

proc ::optable::flipBoard {} {
  set old_showMaterial $::gameInfo(showMaterial)
  set ::gameInfo(showMaterial) 0
  ::board::flip .oprepWin.text.bd
  set ::optable::_flip [::board::isFlipped .oprepWin.text.bd]
  set ::gameInfo(showMaterial) $old_showMaterial
}

proc ::optable::resizeBoard {} {
  set bd .oprepWin.text.bd
  set size [::board::size $bd]
  if {$size >= 40} { set size 25 } else { incr size 5 }
  ::board::resize $bd $size
}

proc ::optable::setOptions {} {
  set w .oprepOptions
  if {[winfo exists $w]} { return }
  toplevel $w
  pack [frame $w.f] -side top -fill x -padx 5 -pady 5
  set row 0
  foreach i {Stats Popular AvgPerf Results MovesFrom Themes Endgames} {
    set yesno($i) 1
  }
  set left 0
  set right 1
  foreach i {Stats Oldest Newest Popular MostFrequent sep \
        AvgPerf HighRating sep \
        Results Shortest col \
        MoveOrders MovesFrom Themes Endgames gap sep \
        MaxGames ExtraMoves sep} {
    set from 0; set to 10; set tick 1; set res 1
    
    if {$i == "col"} {
      incr left 4
      frame $w.f.colsep$left -width 8
      grid $w.f.colsep$left -row 0 -column $left
      incr left
      set right [expr {$left + 1}]
      set row 0
    } elseif {$i == "gap"} {
      # nothing
    } elseif {$i == "sep"} {
      frame $w.f.fsep$row$left -height 2 -borderwidth 2 -relief sunken -bg white
      frame $w.f.tsep$row$left -height 2 -borderwidth 2 -relief sunken -bg white
      grid $w.f.fsep$row$left -row $row -column $left -sticky we -columnspan 4
    } elseif {[info exists yesno($i)]} {
      checkbutton $w.f.f$i -variable ::optable($i) -onvalue 1 -offvalue 0
      label $w.f.t$i -textvar ::tr(Oprep$i) -font font_Small
      grid $w.f.f$i -row $row -column $left -sticky n
      grid $w.f.t$i -row $row -column $right -sticky w -columnspan 3
    } else {
      
      # Pascal Georges : changed combobox to spinbox to widen choices
      if {$i == "MaxGames"} {
        spinbox $w.f.s$i -textvariable ::optable($i) -from 0 -to 5000 -increment 50 \
            -state readonly -width 5 -justify right -font font_Small
      } else  {
        set tmpcombo {}
        for {set x $from} {$x <= $to} {incr x $res} {
          lappend tmpcombo $x
        }
        ttk::combobox $w.f.s$i -textvariable ::optable($i) -width 2 -height 11 -values $tmpcombo
      }
      
      label $w.f.t$i -textvar ::tr(Oprep$i) -font font_Small
      grid $w.f.s$i -row $row -column $left ;# -sticky e
      if {$i == "MostFrequent"  ||  $i == "Shortest"} {
        checkbutton $w.f.w$i -text $::tr(White) -font font_Small \
            -variable ::optable(${i}White)
        checkbutton $w.f.b$i -text $::tr(Black) -font font_Small \
            -variable ::optable(${i}Black)
        grid $w.f.t$i -row $row -column $right -sticky w
        grid $w.f.w$i -row $row -column 2
        grid $w.f.b$i -row $row -column 3
      } else {
        grid $w.f.t$i -row $row -column $right -sticky w -columnspan 3
      }
    }
    grid rowconfigure $w.f $row -pad 2
    if {$i != "col"} { incr row }
  }
  addHorizontalRule $w
  pack [frame $w.b] -side bottom -fill x
  dialogbutton $w.b.defaults -textvar ::tr(Defaults) -command {
    array set ::optable [array get ::optableDefaults]
  }
  dialogbutton $w.b.ok -text "OK" -command {
    destroy .oprepOptions
    catch {set ::optable::_data(yview) [lindex [.oprepWin.text yview] 0]}
    ::optable::makeReportWin
    catch {.oprepWin.text yview moveto $::optable::_data(yview)}
  }
  dialogbutton $w.b.cancel -textvar ::tr(Cancel) -command {
    array set ::optable [array get ::optable::backup]
    destroy .oprepOptions
  }
  packbuttons left $w.b.defaults
  packbuttons right $w.b.cancel $w.b.ok
  array set ::optable::backup [array get ::optable]
  wm resizable $w 0 0
  wm title $w  "Scid: [tr ToolsOpReport]: [tr OprepFileOptions]"
  bind $w <Escape> "$w.b.cancel invoke"
}

# previewLaTeX:
#   Saves the report to a temporary file, runs latex on it, then
#   "dvips" to produce PostScript, and "ghostview" to display it.
#
proc ::optable::previewLaTeX {} {
  busyCursor .
  set tmpdir $::scidLogDir
  set tmpfile "TempOpeningReport"
  set fname [file join $tmpdir $tmpfile]
  catch {exec /bin/sh -c "rm $fname.*" }
  if {[catch {set tempfile [open $fname.tex w]}]} {
    tk_messageBox -title "Scid: Error writing report" -type ok -icon warning \
        -message "Unable to write the file: $fname.tex"
  }
  # Add the "batchmode" command to the top of the file to prevent latex
  # pausing for input on errors:
  puts $tempfile "\\batchmode"
  puts $tempfile [::optable::report latex 1 $::optable::_flip]
  close $tempfile
  if {! [catch {exec /bin/sh -c "cd $tmpdir; latex '$tmpfile.tex'" >& /dev/null}]} {
    if {[catch {exec /bin/sh -c "cd $tmpdir; dvips '$tmpfile.dvi'" >& /dev/null}]} {
      tk_messageBox -title "Scid" -icon warning -type ok \
          -message "Unable to run \"dvips\" to convert the report to PostScript."
    } else {
      if {[catch {exec /bin/sh -c "ghostview '$fname.ps'" >& /dev/null &}]} {
        tk_messageBox -title "Scid" -icon warning -type ok \
            -message "Unable to run \"xdvi\" to view the report."
      }
    }
  } else {
    tk_messageBox -title "Scid: Errors producing report" -type ok \
        -icon warning \
        -message "Errors running latex on the file: $fname.tex\n\nSee $fname.log for details."
  }
  unbusyCursor .
}

# previewHTML:
#   Saves the report to a temporary file, and invokes the user's web
#   browser to display it.
#
proc ::optable::previewHTML {} {
  busyCursor .
  set tmpdir $::scidLogDir
  set tmpfile "TempOpeningReport"
  set fname [file join $tmpdir $tmpfile]
  if {[catch {set tempfile [open $fname.html w]}]} {
    tk_messageBox -title "Scid: Error writing report" -type ok -icon warning \
        -message "Unable to write the file: $fname.html"
  }
  puts $tempfile [::optable::report html 1 $::optable::_flip]
  close $tempfile
  if {[string match $::tcl_platform(os) "Windows NT"]} {
    catch {exec $::env(COMSPEC) /c start $fname.html &}
  } else {
    catch {exec start $fname.html &}
  }
  unbusyCursor .
}

# saveReport:
#   Saves the current opening report to a file.
#   "fmt" is the format: text, html or latex.
#   "type" is the report type: report, table, or both.
#
proc ::optable::saveReport {fmt} {
  set t [tk_dialog .dialog "Scid: Select report type" \
      "Select the report type. You may save a full report (which includes the theory table), a compact report (with no theory table), or just the theory table by itself." \
      "" 0 "Full report" "Compact report" \
      "Theory table" "Cancel"]
  if {$t == 3} { return }
  set default ".txt"
  set ftype {
    { "Text files" {".txt"} }
    { "All files"  {"*"}    }
  }
  if {$fmt == "latex"} {
    set default ".tex"
    set ftype {
      { "LaTeX files" {".tex" ".ltx"} }
      { "All files"  {"*"}    }
    }
  } elseif {$fmt == "html"} {
    set default ".html"
    set ftype {
      { "HTML files" {".html" ".htm"} }
      { "All files"  {"*"}    }
    }
  }
  
  set fname [tk_getSaveFile -initialdir [pwd] -filetypes $ftype \
      -defaultextension $default -title "Scid: Save opening report"]
  if {$fname == ""} { return }
  
  busyCursor .
  if {[catch {set tempfile [open $fname w]}]} {
    tk_messageBox -title "Scid: Error writing report" -type ok -icon warning \
        -message "Unable to write the file: $fname\n\n"
  } else {
    if {$t == 2} {
      set report [::optable::table $fmt]
    } elseif {$t == 1} {
      set report [::optable::report $fmt 0 $::optable::_flip]
    } else {
      set report [::optable::report $fmt 1 $::optable::_flip]
    }
    if {$::hasEncoding  &&  $::langEncoding($::language) != ""} {
      catch {set report [encoding convertto $::langEncoding($::language) $report]}
    }
    puts $tempfile $report
    close $tempfile
  }
  unbusyCursor .
}

proc ::optable::create {} {
  set ::optable::_data(tree) [sc_tree search -time 0 -epd 0]
  ::optable::latexifyTree
  set ::optable::_data(bdLaTeX) [sc_pos tex]
  set ::optable::_data(bdHTML) [sc_pos html]
  set ::optable::_data(bdLaTeX_flip) [sc_pos tex flip]
  set ::optable::_data(bdHTML_flip) [sc_pos html -flip 1]
  sc_report opening create $::optable(ExtraMoves) $::optable(MaxGames)
  ::optable::setupRatios
}

# latexifyTree
#   Convert the plain text tree output used for text/html reports
#   to a table for LaTeX output.
#
proc ::optable::latexifyTree {} {
  set ::optable::_data(moves) {}
  if {! [info exists ::optable::_data(tree)]} { return }
  set tree [split $::optable::_data(tree) "\n"]
  set ltree "\\begin{tabular}{rllr@{:}rrrrrr}\n\\hline\n"
  append ltree " & Move & ECO & \\multicolumn{2}{c}{Frequency}"
  append ltree " & Score & \$\\mu\$Elo & Perf & \$\\mu\$Year & \\% Draws \\\\ \n"
  append ltree "\\hline\n"
  set len [llength $tree]
  set done 0
  for {set i 1} {$i < $len} {incr i} {
    set line [lindex $tree $i]
    if {[string index $line 0] == "_"} {
      append ltree "\\hline\n"
      continue
    }
    if {[string length $line] == 0} { continue }
    set num    [string range $line  0  1]
    set move   [string range $line  4  9]
    set eco    [string range $line 11 15]
    set freq   [string range $line 17 23]
    set fpct   [string range $line 25 29]
    set score  [string range $line 33 37]
    set avElo  [string range $line 41 44]
    set perf   [string range $line 47 50]
    set avYear [string range $line 53 56]
    set pctDraw [string range $line 59 61]
    set mv [string trim $move]
    regsub K $move {{\\K}} move
    regsub Q $move {{\\Q}} move
    regsub R $move {{\\R}} move
    regsub B $move {{\\B}} move
    regsub N $move {{\\N}} move
    if {[string index $line 0] == "T"} {
      append ltree "\\multicolumn{2}{l}{Total}"
    } else {
      append ltree " $num & $move "
      lappend ::optable::_data(moves) $mv
    }
    append ltree " & $eco & $freq & $fpct\\% & $score\\%"
    append ltree " & $avElo & $perf & $avYear & $pctDraw\\% \\\\ \n"
  }
  append ltree "\\hline\n"
  append ltree "\\end{tabular}\n"
  set ::optable::_data(latexTree) $ltree
}

proc ::optable::setupRatios {} {
  set r [sc_filter freq [sc_base current] tree date 0000.00.00]
  if {[lindex $r 0] == 0} {
    set ::optable::_data(ratioAll) 0
  } else {
    set ::optable::_data(ratioAll) \
        [expr {int(double([lindex $r 1]) / double([lindex $r 0]))} ]
  }
  foreach {start end} {1800 1899  1900 1949  1950 1969  1970 1979
    1980 1989 1990 1999 2000 2009} {
    set r [sc_filter freq [sc_base current] tree date $start.00.00 $end.12.31]
    set filter [lindex $r 0]
    set all [lindex $r 1]
    if {$filter == 0} {
      set ::optable::_data(range$start) "---"
    } else {
      set ::optable::_data(range$start) \
          [expr {int(double($all) / double($filter))} ]
    }
  }
  foreach y {1 5 10} {
    set year "[expr [::utils::date::today year]-$y]"
    append year ".[::utils::date::today month].[::utils::date::today day]"
    set r [sc_filter freq [sc_base current] tree date $year]
    set filter [lindex $r 0]
    set all [lindex $r 1]
    if {$filter == 0} {
      set ::optable::_data(ratio$y) 0
    } else {
      set ::optable::_data(ratio$y) \
          [expr {int(double($all) / double($filter))} ]
    }
    if {$::optable::_data(ratio$y) == 0} {
      set r 1.0
    } else {
      set r [expr {double($::optable::_data(ratioAll))} ]
      set r [expr {$r / double($::optable::_data(ratio$y))} ]
    }
    set ::optable::_data(delta$y) [expr {int(($r - 1.0) * 100.0 + 0.5)} ]
  }
}

proc ::optable::_percent {x fmt} {
  set p "%"
  if {$fmt == "latex"} { set p "\\%" }
  return "[expr $x / 10][sc_info decimal][expr $x % 10]$p"
}

proc ::optable::results {reportType fmt} {
  set s {}
  set n "\n"; set next " "; set p "%"
  set white "1-0"; set draw "=-="; set black "0-1"
  
  if {$fmt == "latex"} {
    set next " & "; set n "\\\\\n"; set p "\\%"
    set white "\\win"; set draw "\\draw"; set black "\\loss"
    append s "\\begin{tabular}{lccccccc}\n"
  }
  
  if {$fmt == "html"} { append s "<pre>\n" }
  if {$fmt == "ctext"} { append s "<tt>" }
  if {$fmt == "latex"} { append s "\\hline\n" }
  
  set lenReport [string length $::tr(OprepReportGames)]
  set lenAll [string length $::tr(OprepAllGames)]
  set len [expr {($lenReport > $lenAll) ? $lenReport : $lenAll} ]
  set score [::utils::string::Capital $::tr(score)]
  set slen [string length $score]
  if {$slen < 7} { set slen 7 }
  
  append s " [::utils::string::Pad {} $len] $next"
  append s "[::utils::string::PadRight $score $slen] $next"
  if {$fmt == "latex"} {
    append s "\\multicolumn{3}{c}{$::tr(OprepLength)} & "
    append s "\\multicolumn{3}{c}{$::tr(OprepFrequency)} $n "
  } else {
    append s "[::utils::string::PadCenter $::tr(OprepLength) 19] $next"
    append s "[::utils::string::PadCenter $::tr(OprepFrequency) 22] $n"
  }
  
  append s " [::utils::string::Pad {} $len] $next"
  append s "[::utils::string::PadRight {} $slen] $next"
  append s "[::utils::string::PadRight $white 5] $next"
  append s "[::utils::string::PadRight $draw  5] $next"
  append s "[::utils::string::PadRight $black 5] $next"
  append s "[::utils::string::PadRight $white 5]  $next"
  append s "[::utils::string::PadRight $draw  5]  $next"
  append s "[::utils::string::PadRight $black 5]  $n"
  if {$fmt == "latex"} { append s "\\hline\n" }
  
  set sc [sc_report $reportType score]
  set wlen [sc_report $reportType avgLength 1]
  set dlen [sc_report $reportType avgLength =]
  set blen [sc_report $reportType avgLength 0]
  set wf [sc_report $reportType freq 1]
  set df [sc_report $reportType freq =]
  set bf [sc_report $reportType freq 0]
  
  append s " [::utils::string::Pad $::tr(OprepReportGames) $len] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $sc 0] $fmt] $slen] $next"
  append s "[::utils::string::PadRight [lindex $wlen 0] 5] $next"
  append s "[::utils::string::PadRight [lindex $dlen 0] 5] $next"
  append s "[::utils::string::PadRight [lindex $blen 0] 5] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $wf 0] $fmt] 6] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $df 0] $fmt] 6] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $bf 0] $fmt] 6] $n"
  
  append s " [::utils::string::Pad $::tr(OprepAllGames) $len] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $sc 1] $fmt] $slen] $next"
  append s "[::utils::string::PadRight [lindex $wlen 1] 5] $next"
  append s "[::utils::string::PadRight [lindex $dlen 1] 5] $next"
  append s "[::utils::string::PadRight [lindex $blen 1] 5] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $wf 1] $fmt] 6] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $df 1] $fmt] 6] $next"
  append s "[::utils::string::PadRight [::optable::_percent [lindex $bf 1] $fmt] 6] $n"
  
  if {$fmt == "latex"} { append s "\\hline\n\\end{tabular}\n" }
  if {$fmt == "html"} { append s "</pre>\n" }
  if {$fmt == "ctext"} { append s "</tt>" }
  
  return $s
}

proc ::optable::stats {fmt} {
  global stats
  set s {}
  set all $::tr(OprepStatAll)
  set both $::tr(OprepStatBoth)
  set since $::tr(OprepStatSince)
  set games [::utils::string::Capital $::tr(games)]
  set score [::utils::string::Capital $::tr(score)]
  
  set alen [string length $all]
  set blen [expr {[string length $both] + 6} ]
  set slen [expr {[string length $since] + 11} ]
  set len $alen
  if {$len < $blen} { set len $blen }
  if {$len < $slen} { set len $slen }
  
  set ratings 0
  set years 0
  set rlist [lsort -decreasing [array names stats r*]]
  set ylist [lsort [array names stats y*]]
  foreach i $rlist { if {$stats($i)} { set ratings 1 } }
  foreach i $ylist { if {$stats($i)} { set years 1 } }
  
  if {$fmt == "latex"} {
    append s "\\begin{tabular}{l r r r r r @{.} l}\n\\hline\n"
    append s "       & $games & \\win & \\draw & \\loss & "
    append s "\\multicolumn{2}{c}{$score} \\tspace \\\\ \\hline \n"
    scan [sc_filter stats all] "%u%u%u%u%u%\[.,\]%u" g w d l p c x
    append s "$all & $g & $w & $d & $l & $p&$x\\% \\\\\n"
    
    if {$ratings} {
      append s "\\hline\n"
      foreach i $rlist {
        if {$stats($i)} {
          set elo [string range $i 1 end]
          scan [sc_filter stats elo $elo] "%u%u%u%u%u%\[.,\]%u" g w d l p c x
          append s "$both $elo+ & $g & $w & $d & $l & $p&$x\\% \\\\\n"
        }
      }
    }
    if {$years} {
      append s "\\hline\n"
      foreach i $ylist {
        if {$stats($i)} {
          set year [string range $i 1 end]
          scan [sc_filter stats year $year] "%u%u%u%u%u%\[.,\]%u" g w d l p c x
          append s "$since $year.01.01 & $g & $w & $d & $l & $p&$x\\% \\\\\n"
        }
      }
    }
    append s "\\hline\n\\end{tabular}\n"
    return $s
  }
  
  # For non-LaTeX format, just display in plain text:
  if {$fmt == "html"} { append s "<pre>\n" }
  if {$fmt == "ctext"} { append s "<tt>" }
  set stat ""
  append s " [::utils::string::Pad $stat [expr $len - 4]] [::utils::string::PadRight $games 10]"
  append s "     1-0     =-=     0-1 [::utils::string::PadRight $score 8]\n"
  append s "-----------------------------------------------------------"
  append s "\n [::utils::string::Pad $all $len]"     [sc_filter stats all]
  
  if {$ratings} {
    append s "\n"
    foreach i $rlist {
      if {$stats($i)} {
        set elo [string range $i 1 end]
        set stat "$both $elo+"
        append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats elo $elo]
      }
    }
  }
  if {$years} {
    append s "\n"
    foreach i $ylist {
      if {$stats($i)} {
        set year [string range $i 1 end]
        set stat "$since $year.01.01"
        append s "\n [::utils::string::Pad $stat $len]"   [sc_filter stats year $year]
      }
    }
  }
  append s "\n-----------------------------------------------------------\n"
  if {$fmt == "html"} { append s "</pre>\n" }
  if {$fmt == "ctext"} { append s "</tt>" }
  return $s
}

proc ::optable::_reset {} {
  set ::optable::_data(sec) 0
  set ::optable::_data(subsec) 0
}

proc ::optable::_title {} {
  set fmt $::optable::_data(fmt)
  set title $::tr(OprepTitle)
  if {$fmt == "latex"} {
    return "\\begin{center}{\\LARGE \\bf $title}\\end{center}\n\n"
  } elseif {$fmt == "html"} {
    return "<h1><center>$title</center></h1>\n\n"
  } elseif {$fmt == "ctext"} {
    return "<h1><center>$title</center></h1>\n\n"
  }
  set r    "--------------------------------------------------------------"
  append r "\n                        [string toupper $title]\n"
  append r "--------------------------------------------------------------"
  append r "\n\n"
  return $r
}

proc ::optable::_sec {text} {
  set fmt $::optable::_data(fmt)
  incr ::optable::_data(sec)
  set ::optable::_data(subsec) 0
  if {$fmt == "latex"} {
    return "\n\n\\section{$text}\n"
  } elseif {$fmt == "html"} {
    return "\n<h2>$::optable::_data(sec). $text</h2>\n"
  } elseif {$fmt == "ctext"} {
    return "<h4>$::optable::_data(sec). $text</h4>"
  }
  set line "$::optable::_data(sec). [string toupper $text]"
  set underline "-----------------------------------------------------"
  return "\n\n$line\n[string range $underline 1 [string length $line]]\n"
}

proc ::optable::_subsec {text} {
  set fmt $::optable::_data(fmt)
  incr ::optable::_data(subsec)
  if {$fmt == "latex"} {
    return "\n\\subsection{$text}\n\n"
  } elseif {$fmt == "html"} {
    return "\n<h3>$::optable::_data(sec).$::optable::_data(subsec) $text</h3>\n\n"
  } elseif {$fmt == "ctext"} {
    return "\n<maroon><b>$::optable::_data(sec).$::optable::_data(subsec) $text</b></maroon>\n\n"
  }
  return "\n$::optable::_data(sec).$::optable::_data(subsec)  $text\n\n"
}
################################################################################
# report:
#   Produces a report in the appropriate format. If "withTable" is true,
#   the theory table is also included.
################################################################################
proc ::optable::report {fmt withTable {flipPos 0}} {
  global tr
  sc_report opening format $fmt
  set fmt [string tolower $fmt]
  set ::optable::_data(fmt) $fmt
  ::optable::_reset
  
  # numRows: the number of rows to show in the theory table.
  # If it is zero, the number of rows if decided according to the
  # number of games in the report.
  set numRows 0
  
  # Specify whether a theory table is to be printed, so note numbers
  # can be generated and displayed if necessary:
  sc_report opening notes $withTable $numRows
  
  set n "\n"; set p "\n\n"; set preText ""; set postText ""
  set percent "%"; set bullet "  * "
  if {$fmt == "latex"} {
    set n "\\\\\n"; set p "\n\n"
    #set preText "{\\samepage\\begin{verbatim}\n"
    #set postText "\\end{verbatim}\n}\n"
    set percent "\\%"; set bullet "\\hspace{0.5cm}\$\\bullet\$"
  } elseif {$fmt == "html"} {
    set n "<br>\n"; set p "<p>\n\n"
    set preText "<pre>\n"; set postText "</pre>\n"
  } elseif {$fmt == "ctext"} {
    set preText "<tt>"; set postText "</tt>"
  }
  
  # Generate the report:
  set games $tr(games)
  set moves $tr(moves)
  set counts [sc_report opening count]
  set rgames [lindex $counts 0]
  set tgames [lindex $counts 1]
  
  set r {}
  append r $::optable::_docStart($fmt)
  set title $::tr(OprepTitle)
  set r [string map [list "\[OprepTitle\]" $title] $r]
  append r [::optable::_title]
  append r "$tr(Database): [file tail [sc_base filename]] "
  append r "([::utils::thousands [sc_base numGames]] $games)$n"
  append r "$tr(OprepReport): [::trans [sc_report opening line]] ("
  if {$fmt == "ctext"} {
    append r "<darkblue><run sc_report opening select all 0; ::windows::stats::Refresh>"
  }
  append r "$rgames"
  if {$fmt == "ctext"} { append r "</run></darkblue>"; }
  append r " $games)$n"
  set eco [sc_report opening eco]
  if {$eco != ""} {
    append r "$tr(ECO): $eco$n"
  }
  
  append r "$::tr(OprepGenerated) Scid [sc_info version], [::utils::date::today]\n"
  if {$fmt == "latex"} {
    if {$flipPos} {
      append r $::optable::_data(bdLaTeX_flip)
    } else {
      append r $::optable::_data(bdLaTeX)
    }
    append r {$$\showboard$$}
  } elseif {$fmt == "html"} {
    if {$flipPos} {
      append r $::optable::_data(bdHTML_flip)
    } else {
      append r $::optable::_data(bdHTML)
    }
  } elseif {$fmt == "ctext"} {
    append r "\n<center><window .oprepWin.text.bd></center>\n"
  }
  if {$rgames == 0} {
    append r $::optable::_docEnd($fmt)
    return $r
  }
  
  if {$::optable(Stats) > 0  ||
    $::optable(Oldest) > 0  ||
    $::optable(Newest) > 0  ||
    $::optable(Popular) > 0  ||
    ($::optable(MostFrequent) > 0 &&
    ($::optable(MostFrequentWhite) || $::optable(MostFrequentBlack)))} {
    append r [::optable::_sec $tr(OprepStatsHist)]
  }
  if {$::optable(Stats)} {
    append r [::optable::_subsec $tr(OprepStats)]
    append r [::optable::stats $fmt]
  }
  if {$::optable(Oldest) > 0} {
    append r [::optable::_subsec $tr(OprepOldest)]
    append r [sc_report opening best o $::optable(Oldest)]
  }
  if {$::optable(Newest) > 0} {
    append r [::optable::_subsec $tr(OprepNewest)]
    append r [sc_report opening best n $::optable(Newest)]
  }
  
  if {$::optable(Popular) > 0} {
    append r [::optable::_subsec $tr(OprepPopular)]
    set next ""
    if {$fmt == "latex"} { set next " & " }
    
    # A table showing popularity by year ranges:
    if {$fmt == "latex"} {
      append r "\\begin{tabular}{lccccccc}\n\\hline\n"
    } else {
      append r $preText
    }
    
    set sYear $tr(Year)
    set sEvery [::utils::string::Capital $tr(OprepEvery)]
    regsub "%u" $sEvery X sEvery
    set len [string length $sYear]
    if {[string length $sEvery] > $len} { set len [string length $sEvery] }
    append r [::utils::string::Pad $tr(Year) $len]
    foreach range {1800-99 1900-49 1950-69 1970-79 1980-89 1990-99 2000-09} {
      append r $next
      append r [::utils::string::PadCenter $range 8]
    }
    
    append r $n
    append r [::utils::string::Pad $sEvery $len]
    foreach y {1800 1900 1950 1970 1980 1990 2000} {
      append r $next
      append r [::utils::string::PadCenter $::optable::_data(range$y) 8]
    }
    append r $n
    if {$fmt == "latex"} {
      append r "\\hline\n\\end{tabular}\n"
    } else {
      append r $postText
    }
    
    append r "\n"
    
    # A table showing popularity in the last 1/5/10 years:
    if {$fmt == "latex"} {
      append r "\\begin{tabular}{lrr}\n"
    }
    
    foreach y {All 10 5 1} {
      if {$fmt == "ctext"} { append r "<tt>" }
      append r $tr(OprepFreq$y)
      if {$fmt == "ctext"} { append r "</tt>" }
      append r $next
      append r [format $tr(OprepEvery) $::optable::_data(ratio$y)]
      if {$y != "All"} {
        append r $next
        set d $::optable::_data(delta$y)
        if {$d > 0} {
          append r " ([format $tr(OprepUp) $d $percent])"
        } elseif {$d < 0} {
          append r " ([format $tr(OprepDown) [expr 0- $d] $percent])"
        } else {
          append r " ($tr(OprepSame))"
        }
      }
      append r "$n"
    }
    if {$fmt == "latex"} {
      append r "\\end{tabular}\n"
    }
  }
  
  if {$::optable(MostFrequent) > 0  &&  $::optable(MostFrequentWhite)} {
    append r [::optable::_subsec "$tr(OprepMostFrequent) ($tr(White))"]
    append r [sc_report opening players white $::optable(MostFrequent)]
  }
  if {$::optable(MostFrequent) > 0  &&  $::optable(MostFrequentBlack)} {
    append r [::optable::_subsec "$tr(OprepMostFrequent) ($tr(Black))"]
    append r [sc_report opening players black $::optable(MostFrequent)]
  }
  
  if {$::optable(AvgPerf)  ||  $::optable(HighRating)} {
    append r [::optable::_sec $tr(OprepRatingsPerf)]
  }
  if {$::optable(AvgPerf)} {
    append r [::optable::_subsec $tr(OprepAvgPerf)]
    set e [sc_report opening elo white]
    set welo [lindex $e 0]; set wng [lindex $e 1]
    set bpct [lindex $e 2]; set bperf [lindex $e 3]
    set e [sc_report opening elo black]
    set belo [lindex $e 0]; set bng [lindex $e 1]
    set wpct [lindex $e 2]; set wperf [lindex $e 3]
    append r "$tr(OprepWRating): $welo ($wng $games);  "
    append r "$tr(OprepWPerf): $wperf ($wpct$percent vs $belo)$n"
    append r "$tr(OprepBRating): $belo ($bng $games);  "
    append r "$tr(OprepBPerf): $bperf ($bpct$percent vs $welo)$n"
  }
  
  if {$::optable(HighRating) > 0} {
    append r [::optable::_subsec $tr(OprepHighRating)]
    append r [sc_report opening best a $::optable(HighRating)]
  }
  
  if {$::optable(Results)  ||
    ($::optable(Shortest) > 0  &&
    ($::optable(ShortestBlack) || $::optable(ShortestBlack)))} {
    append r [::optable::_sec $tr(OprepTrends)]
  }
  
  if {$::optable(Results)} {
    append r [::optable::_subsec $::tr(OprepResults)]
    append r [::optable::results opening $fmt]
  }
  
  if {$::optable(Shortest) > 0  &&  $::optable(ShortestWhite)} {
    append r [::optable::_subsec "$tr(OprepShortest) ($tr(White))"]
    append r [sc_report opening best w $::optable(Shortest)]
  }
  if {$::optable(Shortest) > 0  &&  $::optable(ShortestBlack)} {
    append r [::optable::_subsec "$tr(OprepShortest) ($tr(Black))"]
    append r [sc_report opening best b $::optable(Shortest)]
  }
  
  if {$::optable(MoveOrders) > 0  ||
    $::optable(MovesFrom) > 0  ||
    $::optable(Themes) > 0  ||
    $::optable(Endgames) > 0} {
    append r [::optable::_sec $tr(OprepMovesThemes)]
  }
  if {$::optable(MoveOrders) > 0} {
    append r [::optable::_subsec $tr(OprepMoveOrders)]
    set nOrders [sc_report opening moveOrders 0]
    set maxOrders $::optable(MoveOrders)
    if {$nOrders == 1} {
      append r $tr(OprepMoveOrdersOne)
    } elseif {$nOrders <= $maxOrders} {
      append r [format $tr(OprepMoveOrdersAll) $nOrders]
    } else {
      append r [format $tr(OprepMoveOrdersMany) $nOrders $maxOrders]
    }
    append r $n
    append r [::trans [sc_report opening moveOrders $maxOrders]]
  }
  if {$::optable(MovesFrom)} {
    append r [::optable::_subsec $tr(OprepMovesFrom)]
    if {$fmt == "latex"} {
      append r $::optable::_data(latexTree)
    } else {
      append r $preText
      append r $::optable::_data(tree)
      append r $postText
    }
  }
  
  if {$::optable(Themes) > 0} {
    append r [::optable::_subsec $tr(OprepThemes)]
    append r [sc_report opening themes $tr(OprepThemeDescription:) \
        $tr(OprepThemeSameCastling:) $tr(OprepThemeOppCastling:) \
        $tr(OprepThemeKPawnStorm:) $tr(OprepThemeQueenswap:) \
        $tr(OprepTheme1BishopPair:) \
        $tr(OprepThemeWIQP:) $tr(OprepThemeBIQP:) \
        $tr(OprepThemeWP567:) $tr(OprepThemeBP234:) \
        $tr(OprepThemeOpenCDE:) ]
  }
  
  if {$::optable(Endgames) > 0} {
    append r [::optable::_subsec $tr(OprepEndgames)]
    append r "$tr(OprepEndClass:)$n"
    append r [sc_report opening endmat]
  }
  
  if {$withTable  &&  $::optable(MaxGames) > 0} {
    set sec [::optable::_sec $tr(OprepTheoryTable)]
    set comment ""
    if {$tgames > $::optable(MaxGames)} {
      set comment [format $tr(OprepTableComment) $::optable(MaxGames)]
    }
    append r [sc_report opening print $numRows $sec $comment]
    # puts [sc_report opening print $numRows $sec $comment]
  }
  
  append r $::optable::_docEnd($fmt)
  
  # Eszet (ss) characters seem to be mishandled by LaTeX, even with
  # the font encoding package, so convert them explicitly:
  if {$fmt == "latex"} { regsub -all ß $r {{\\ss}} r }
  
  return $r
}

# table:
#   Produces only the ECO table, not any other part of the report.
#
proc ::optable::table {fmt} {
  sc_report opening format $fmt
  set ::optable::_data(fmt) $fmt
  set r {}
  append r $::optable::_docStart($fmt)
  set r [string map [list "\[OprepTitle\]" $::tr(OprepTitle)] $r]
  append r [sc_report opening print]
  append r $::optable::_docEnd($fmt)
  return $r
}


set reportFavorites {}

# updateFavoritesMenu
#   Update the Favorites menu in the report window, adding a
#   command for each favorite report position.
#
proc ::optable::updateFavoritesMenu {} {
  set m .oprepWin.menu.favorites
  $m delete 3 end
  $m add separator
  foreach entry $::reportFavorites {
    set name [lindex $entry 0]
    set moves [lindex $entry 1]
    $m add command -label $name \
        -command "importMoveList [list $moves]; ::optable::makeReportWin"
  }
  if {[llength $::reportFavorites] == 0} {
    $m entryconfigure 1 -state disabled
    $m entryconfigure 2 -state disabled
  } else {
    $m entryconfigure 1 -state normal
    $m entryconfigure 2 -state normal
  }
}

# favoriteReportNames
#   Return a list of the favorite report names.
#
proc ::optable::favoriteReportNames {} {
  set reportNames {}
  foreach entry $::reportFavorites {
    lappend reportNames [lindex $entry 0]
  }
  return $reportNames
}

# addFavoriteDlg
#   Adds the current position to the opening report favorites list.
#
proc ::optable::addFavoriteDlg {} {
  set w .addFavoriteDlg
  toplevel $w
  wm title $w "Scid: Add Opening Report Favorite"
  label $w.name -text "Enter a name for the opening report of this position:"
  pack $w.name -side top
  # label $w.name2 -text "(Use letters, digits, spaces and undercores only)"
  # pack $w.name2 -side top
  entry $w.e -width 40
  pack $w.e -side top -fill x -padx 2
  addHorizontalRule $w
  label $w.old -text "Existing favorite report names:"
  pack $w.old -side top
  pack [frame $w.existing] -side top -fill x -padx 2
  text $w.existing.list -width 30 -height 10 -background gray90 \
      -yscrollcommand [list $w.existing.ybar set]
  scrollbar $w.existing.ybar -command [list $w.existing.list yview]
  pack $w.existing.ybar -side right -fill y
  pack $w.existing.list -side left -fill both -expand yes
  foreach entry $::reportFavorites {
    $w.existing.list insert end "[lindex $entry 0]\n"
  }
  $w.existing.list configure -state disabled
  addHorizontalRule $w
  frame $w.b
  pack $w.b -side bottom -fill x
  button $w.b.ok -text OK -command ::optable::addFavoriteOK
  button $w.b.cancel -text $::tr(Cancel) -command "grab release $w; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 5
  focus $w.e
  grab $w
}

proc ::optable::addFavoriteOK {} {
  global reportFavorites
  set w .addFavoriteDlg
  set reportName [$w.e get]
  set err ""
  if {$reportName == ""} {
    set err "The report name must not be empty."
  } elseif {[lsearch -exact [::optable::favoriteReportNames] $reportName] >= 0} {
    set err "That name is already used for another favorite report position."
  } else {
    lappend reportFavorites [list $reportName [sc_game moves]]
    ::optable::saveFavorites
    ::optable::updateFavoritesMenu
    grab release $w
    destroy $w
    return
  }
  tk_messageBox -title Scid -icon info -type ok -message $err
}

set reportFavoritesName ""

# editFavoritesDlg
#   Open the dialog box for editing the list of opening report
#   favorite positions.
#
proc ::optable::editFavoritesDlg {} {
  global reportFavorites reportFavoritesTemp reportFavoritesName
  set w .editFavoritesDlg
  if {[winfo exists $w]} { return }
  
  set ::reportFavoritesTemp $::reportFavorites
  toplevel $w
  wm title $w "Scid: [tr OprepFavoritesEdit]"
  # wm transient $w .
  bind $w <F1> {helpWindow Reports Opening}
  entry $w.e -width 60 -foreground black -background white \
      -textvariable reportFavoritesName -font font_Small -exportselection 0
  bind $w.e <FocusIn>  "$w.e configure -background lightYellow"
  bind $w.e <FocusOut> "$w.e configure -background white"
  
  trace variable reportFavoritesName w ::optable::editFavoritesRefresh
  pack $w.e -side top -fill x
  pack [frame $w.b] -side bottom -fill x
  autoscrollframe $w.f listbox $w.f.list -width 50 -height 10 \
      -fg black -bg white -exportselection 0 -font font_Small -setgrid 1
  pack $w.f -side top -fill both -expand yes
  bind $w.f.list <<ListboxSelect>>  ::optable::editFavoritesSelect
  foreach entry $::reportFavoritesTemp {
    set name [lindex $entry 0]
    set moves [lindex $entry 1]
    $w.f.list insert end "$name \[$moves\]"
  }
  button $w.b.delete -text $::tr(Delete)  -command ::optable::editFavoritesDelete
  button $w.b.up -image tb_up -command {::optable::editFavoritesMove up}
  button $w.b.down -image tb_down -command {::optable::editFavoritesMove down}
  foreach i [list $w.b.up $w.b.down] {
    $i configure -padx 0 -pady 0 -borderwidth 1
  }
  button $w.b.ok -text "OK" -command ::optable::editFavoritesOK
  button $w.b.cancel -text "Cancel" -command {
    catch {grab release .editFavoritesDlg}
    destroy .editFavoritesDlg
  }
  pack $w.b.delete $w.b.up $w.b.down -side left -padx 2 -pady 2
  pack $w.b.cancel $w.b.ok -side right -padx 2 -pady 2
  set editFavoritesName ""
  
  wm withdraw $w
  update idletasks
  set x [expr {[winfo screenwidth $w]/2 - [winfo reqwidth $w]/2 \
        - [winfo vrootx .]}]
  set y [expr {[winfo screenheight $w]/2 - [winfo reqheight $w]/2 \
        - [winfo vrooty .]}]
  wm geom $w +$x+$y
  wm protocol $w WM_DELETE_WINDOW [list $w.b.cancel invoke]
  wm deiconify $w
  update
  catch {grab $w}
}

proc ::optable::editFavoritesRefresh {args} {
  global reportFavoritesTemp reportFavoritesName
  set list .editFavoritesDlg.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} { return }
  set name $reportFavoritesName
  set e [lindex $reportFavoritesTemp $sel]
  set moves [lindex $e 1]
  set e [lreplace $e 0 0 $name]
  set reportFavoritesTemp [lreplace $reportFavoritesTemp $sel $sel $e]
  $list insert $sel "$name \[$moves\]"
  $list delete [expr $sel + 1]
  $list selection clear 0 end
  $list selection set $sel
}

proc ::optable::editFavoritesSelect {} {
  set list .editFavoritesDlg.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} {
    set ::reportFavoritesName ""
    return
  }
  if {$sel >= [llength $::reportFavoritesTemp]} {
    $list selection clear 0 end
    set ::reportFavoritesName ""
    return
  }
  set e [lindex $::reportFavoritesTemp $sel]
  set ::reportFavoritesName [lindex $e 0]
}

proc ::optable::editFavoritesDelete {} {
  global reportFavoritesTemp
  set w .editFavoritesDlg
  set list $w.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} { return }
  set reportFavoritesTemp [lreplace $reportFavoritesTemp $sel $sel]
  $list selection clear 0 end
  $list delete $sel
  set ::reportFavoritesName ""
  
}

proc ::optable::editFavoritesMove {dir} {
  global reportFavoritesTemp
  set w .editFavoritesDlg
  set list $w.f.list
  set sel [lindex [$list curselection] 0]
  if {$sel == ""} { return }
  set e [lindex $reportFavoritesTemp $sel]
  set name [lindex $e 0]
  set moves [lindex $e 1]
  set text "$name \[$moves\]"
  
  set newsel $sel
  if {$dir == "up"} {
    incr newsel -1
    if {$newsel < 0} { return }
  } else {
    incr newsel
    if {$newsel >= [$list index end]} { return }
  }
  set reportFavoritesTemp [lreplace $reportFavoritesTemp $sel $sel]
  set reportFavoritesTemp [linsert $reportFavoritesTemp $newsel $e]
  $list selection clear 0 end
  $list delete $sel
  $list insert $newsel $text
  $list selection set $newsel
}

proc ::optable::editFavoritesOK {} {
  set w .editFavoritesDlg
  catch {grab release $w}
  destroy $w
  set ::reportFavorites $::reportFavoritesTemp
  ::optable::saveFavorites
  ::optable::updateFavoritesMenu
}

proc ::optable::favoritesFilename {} {
  return [scidConfigFile reports]
}

proc ::optable::saveFavorites {} {
  set fname [::optable::favoritesFilename]
  if {[catch {open $fname w} f]} {
    # tk_messageBox ...
    return
  }
  puts $f "# Scid opening report favorites file"
  puts $f ""
  puts $f "set reportFavorites [list $::reportFavorites]"
  close $f
}

proc ::optable::loadFavorites {} {
  global reportFavorites
  set fname [::optable::favoritesFilename]
  catch {source $fname}
}

::optable::loadFavorites

set reportFormat html
set reportType full

proc ::optable::generateFavoriteReports {} {
  global reportFavorites
  if {[llength $reportFavorites] == 0} {
    tk_messageBox -title "Scid" -type ok -icon info \
        -message "You have no favorite report positions."
    return
  }
  set ::reportDir $::initialDir(report)
  
  set w .reportFavoritesDlg
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid: Generate Reports..."
  pack [label $w.typelabel -text "Select the report type:" -font font_Bold] -side top
  pack [frame $w.type] -side top -padx 2
  radiobutton $w.type.full -text "Full" -variable reportType -value full
  radiobutton $w.type.compact -text "Compact (no theory table)" -variable reportType -value compact
  radiobutton $w.type.theory -text "Theory table only" -variable reportType -value theory
  pack $w.type.full $w.type.compact $w.type.theory -side left -padx 4
  addHorizontalRule $w
  pack [label $w.fmtlabel -text "Select the report file format:" -font font_Bold] -side top
  pack [frame $w.fmt] -side top -padx 2
  radiobutton $w.fmt.text -text "Plain text (.txt)" -variable reportFormat -value text
  radiobutton $w.fmt.html -text "HTML" -variable reportFormat -value html
  radiobutton $w.fmt.latex -text "LaTeX" -variable reportFormat -value latex
  pack $w.fmt.text $w.fmt.html $w.fmt.latex -side left -padx 4
  addHorizontalRule $w
  pack [frame $w.dir] -side top -padx 2 -pady 2
  label $w.dir.label -text "Save reports in the folder: " -font font_Bold
  entry $w.dir.entry -background white -textvariable ::reportDir
  button $w.dir.choose -text $::tr(Browse...) -command {
    set tmpdir [tk_chooseDirectory -parent .reportFavoritesDlg \
        -title "Scid: Choose Report Folder"]
    if {$tmpdir != ""} {
      set ::reportDir [file nativename $tmpdir]
    }
  }
  pack $w.dir.label -side left
  pack $w.dir.choose -side right
  pack $w.dir.entry -side left -fill x
  addHorizontalRule $w
  pack [frame $w.b] -side bottom -fill x
  button $w.b.ok -text "OK"\
      -command "::optable::reportFavoritesOK; grab release $w; destroy $w; ::optable::makeReportWin"
  button $w.b.cancel -text $::tr(Cancel) -command "grab release $w; destroy $w"
  pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 5
  grab $w
}

proc ::optable::reportFavoritesOK {} {
  global reportDir reportFormat reportType
  set ::initialDir(report) $reportDir
  set fmt $reportFormat
  switch $reportFormat {
    "html" { set suffix ".html" }
    "text" { set suffix ".txt" }
    "latex" { set suffix "tex" }
  }
  
  set w .reportsProgress
  toplevel $w
  wm withdraw $w
  wm title $w "Scid: Generating Reports"
  bind $w <Visibility> "raiseWin $w"
  pack [label $w.t -width 40 -text "Generating reports. Please wait..." -font font_Bold] -side top -pady 5
  pack [label $w.report] -side top -pady 5
  ::utils::win::Centre $w
  wm deiconify $w
  grab $w
  update
  
  set count 0
  set total [llength $::reportFavorites]
  foreach entry $::reportFavorites {
    set name [lindex $entry 0]
    set moves [lindex $entry 1]
    set fname [file join $reportDir "$name$suffix"]
    if {[catch {open $fname w} f]} {
      tk_messageBox -title "Scid" -icon warning -type ok \
          -message "Unable to write file: $fname\n$f"
      grab release $w
      destroy $w
      return
    }
    incr count
    $w.report configure -text "$count / $total: $name$suffix"
    update
    sc_game push
    sc_move addSan $moves
    ::optable::makeReportWin -nodisplay -noprogress
    if {$reportType == "theory"} {
      set report [::optable::table $fmt]
    } elseif {$reportType == "compact"} {
      set report [::optable::report $fmt 0 $::optable::_flip]
    } else {
      set report [::optable::report $fmt 1 $::optable::_flip]
    }
    if {$::hasEncoding  &&  $::langEncoding($::language) != ""} {
      catch {set report [encoding convertto $::langEncoding($::language) $report]}
    }
    sc_game pop
    puts $f $report
    close $f
  }
  grab release $w
  destroy $w
}

# end of optable.tcl
# preport.tcl: Player reports.
# Part of Scid. Copyright 2003 Shane Hudson

namespace eval ::preport {}
array set ::preport::_data {}

set preport(MaxGames) 400

set ::preport::_player ""
set ::preport::_color white
set ::preport::_pos start
set ::preport::_clipbase 0

# preportDlg
#   Present a dialog allowing the user to select the
#   player and color for which to generate a player report.
#
proc ::preport::preportDlg {args} {
  if {[sc_base numGames] == 0} {
    tk_messageBox -title "Scid" -type ok -icon warning -message "No games in current base"
    return
  }
  # Set default player and color if parameters are provided
  if {[llength $args] >= 1} {
    set ::preport::_player [lindex $args 0]
    if {$::preport::_player == [sc_game info white]} {
      set ::preport::_color white
    } elseif {$::preport::_player == [sc_game info black]} {
      set ::preport::_color black
    }
  }
  if {[llength $args] >= 2} {
    set ::preport::_color [lindex $args 1]
  }
  
  set w .preportDlg
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid: [tr ToolsPlayerReport]"
  wm resizable $w 0 0
  pack [label $w.plabel -text "Generate Player Report"]
  pack [frame $w.g] -side top -fill x -expand yes -padx 2
  label $w.g.where -text "Player:"
  grid $w.g.where -row 0 -column 0 -sticky w
  ttk::combobox $w.g.player -width 40 -textvariable ::preport::_player
  ::utils::history::SetCombobox ::preport::_player $w.g.player
  grid $w.g.player -row 0 -column 1 -sticky we
  label $w.g.has -text "Color:"
  grid $w.g.has -row 1 -column 0 -sticky w
  frame $w.g.color
  radiobutton $w.g.color.white -text $::tr(White) \
      -variable ::preport::_color -value white
  frame $w.g.color.gap -width 5
  radiobutton $w.g.color.black -text $::tr(Black) \
      -variable ::preport::_color -value black
  pack $w.g.color.white $w.g.color.gap $w.g.color.black -side left
  grid $w.g.color -row 1 -column 1 -sticky w
  label $w.g.pos -text "Start position:"
  grid $w.g.pos -row 2 -column 0
  frame $w.g.pselect
  radiobutton $w.g.pselect.start -text "Standard start position" \
      -variable ::preport::_pos -value start
  radiobutton $w.g.pselect.current -text "Current board position" \
      -variable ::preport::_pos -value current
  pack $w.g.pselect.start $w.g.pselect.current -side left
  grid $w.g.pselect -row 2 -column 1 -sticky w
  checkbutton $w.g.clipbase -text $::tr(PReportClipbase) \
      -variable ::preport::_clipbase
  grid $w.g.clipbase -row 3 -column 1 -sticky w
  addHorizontalRule $w
  pack [frame $w.b] -side bottom -fill x
  pack [frame $w.b2] -side bottom -fill x
  set whiteName [sc_game info white]
  set blackName [sc_game info black]
  dialogbutton $w.b2.white -text "$::tr(White) ($whiteName)" -command {
    set ::preport::_player [sc_game info white]
    set ::preport::_color white
  }
  dialogbutton $w.b2.black -text "$::tr(Black) ($blackName)" -command {
    set ::preport::_player [sc_game info black]
    set ::preport::_color black
  }
  if {$whiteName == ""  ||  $whiteName == "?"} {
    $w.b2.white configure -state disabled
  }
  if {$blackName == ""  ||  $blackName == "?"} {
    $w.b2.black configure -state disabled
  }
  
  dialogbutton $w.b.help -text $::tr(Help) \
      -command {helpWindow Reports Player}
  dialogbutton $w.b.ok -text OK \
      -command "catch {grab release $w}; destroy $w; ::preport::makeReportWin"
  dialogbutton $w.b.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  # foreach button {help ok cancel} {
  # $w.b.$button configure -font font_Small
  # }
  if {$whiteName != ""  &&  $whiteName != "?"} {
    packbuttons left $w.b2.white
  }
  if {$blackName != ""  &&  $blackName != "?"} {
    packbuttons right $w.b2.black
  }
  packbuttons right $w.b.cancel $w.b.ok
  packbuttons left $w.b.help
  if {[sc_base current] == [sc_info clipbase]} {
    $w.g.clipbase configure -state disabled
  }
  bind $w <Return> [list $w.b.ok invoke]
  bind $w <Escape> [list $w.b.cancel invoke]
  ::utils::win::Centre $w
  grab $w
  focus $w.g.player
}

proc ::preport::ConfigMenus {{lang ""}} {
  if {! [winfo exists .preportWin]} { return }
  if {$lang == ""} { set lang $::language }
  set m .preportWin.menu
  foreach idx {0 1} tag {File Help} {
    configMenuText $m $idx Oprep$tag $lang
  }
  foreach idx {0 1 2 4 6} tag {Text Html LaTeX Options Close} {
    configMenuText $m.file $idx OprepFile$tag $lang
  }
  foreach idx {0 1} tag {Report Index} {
    configMenuText $m.helpmenu $idx OprepHelp$tag $lang
  }
  
}

proc ::preport::makeReportWin {args} {
  if {! [sc_base inUse]} { return }
  set showProgress 1
  set args [linsert $args 0 "args"]
  if {[lsearch -exact $args "-noprogress"] >= 0} { set showProgress 0 }
  if {$showProgress} {
    set w .progress
    toplevel $w
    wm withdraw $w
    wm title $w "Scid: [tr ToolsPlayerReport]"
    bind $w <Visibility> "raiseWin $w"
    
    pack [frame $w.b] -side bottom -fill x
    set ::preport::_interrupt 0
    button $w.b.cancel -text $::tr(Cancel) -command {
      set ::preport::_interrupt 1
      sc_progressBar
    }
    pack $w.b.cancel -side right -pady 5 -padx 2
    
    foreach i {1 2} name {"Searching database for report games"
      "Generating report information"} {
      label $w.text$i -text "$i. $name"
      pack $w.text$i -side top
      canvas $w.c$i -width 400 -height 20 -bg white -relief solid -border 1
      $w.c$i create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
      $w.c$i create text 395 10 -anchor e -font font_Regular -tags time \
          -fill black -text "0:00 / 0:00"
      pack $w.c$i -side top -pady 10
    }
    wm resizable $w 0 0
    # Set up geometry for middle of screen:
    set x [winfo screenwidth $w]; set x [expr $x - 400]; set x [expr $x / 2]
    set y [winfo screenheight $w]; set y [expr $y - 20]; set y [expr $y / 2]
    wm geometry $w +$x+$y
    wm deiconify $w
    grab $w.b.cancel
    sc_progressBar $w.c1 bar 401 21 time
    busyCursor .
  }

  # if the report is to be done from the starting position, a full
  # search of the base has to be ensured. Remove all filters including
  # tree filters:
  if {$::preport::_pos == "start"} { sc_filter clear }

  set searchArgs {}
  lappend searchArgs -filter RESET
  lappend searchArgs "-$::preport::_color"
  lappend searchArgs "\"$::preport::_player\""
  eval sc_search header $searchArgs
  if {$showProgress} {
    if {$::preport::_interrupt} {
      unbusyCursor .
      catch {grab release $w.b.cancel}
      destroy $w
      return
    }
    sc_progressBar $w.c2 bar 401 21 time
  }
  
  ::utils::history::AddEntry ::preport::_player $::preport::_player
  
  if {$::preport::_pos == "start"} { sc_game push }
  sc_search board AND Exact false 0
  sc_report player create $::preport(ExtraMoves) $::preport(MaxGames)
  if {$::preport::_pos == "start"} { sc_game pop }
  if {$::preport::_clipbase} {
    if {[sc_base current] != [sc_info clipbase]} {
      sc_clipbase clear
      sc_filter copy [sc_base current] [sc_info clipbase]
    }
  }
  if {$showProgress} {
    unbusyCursor .
    catch {grab release $w.b.cancel}
    destroy $w
    if {$::preport::_interrupt} { return }
  }
  set report [::preport::report ctext 1]
  
  if {[lsearch -exact $args "-nodisplay"] >= 0} { return }
  
  set w .preportWin
  if {![winfo exists $w]} {
    toplevel $w
    wm title $w "Scid: $::tr(PReportTitle)"
    menu $w.menu
    $w configure -menu $w.menu
    $w.menu add cascade -label OprepFile -menu $w.menu.file
    $w.menu add cascade -label OprepHelp -menu $w.menu.helpmenu
    foreach i {file helpmenu} {
      menu $w.menu.$i -tearoff 0
    }
    $w.menu.file add command -label OprepFileText \
        -command {::preport::saveReport text}
    $w.menu.file add command -label OprepFileHtml \
        -command {::preport::saveReport html}
    $w.menu.file add command -label OprepFileLaTeX \
        -command {::preport::saveReport latex}
    $w.menu.file add separator
    $w.menu.file add command -label OprepFileOptions \
        -command ::preport::setOptions
    $w.menu.file add separator
    $w.menu.file add command -label Close \
        -command "$w.b.close invoke"
    $w.menu.helpmenu add command -label "Player Report Help" \
        -accelerator F1 -command {helpWindow Reports Player}
    $w.menu.helpmenu add command -label "Index" \
        -command {helpWindow Index}
    
    bind $w <F1> {helpWindow Reports Player}
    bind $w <Escape> "$w.b.close invoke"
    bind $w <Up> "$w.text yview scroll -1 units"
    bind $w <Down> "$w.text yview scroll 1 units"
    bind $w <Prior> "$w.text yview scroll -1 pages"
    bind $w <Next> "$w.text yview scroll 1 pages"
    bind $w <Key-Home> "$w.text yview moveto 0"
    bind $w <Key-End> "$w.text yview moveto 0.99"
    bindMouseWheel $w $w.text
    
    autoscrollframe -bars y $w.scroll text $w.text \
        -height 30 -width 85 -font font_Small -setgrid 1 -wrap word \
        -background white -foreground black -cursor top_left_arrow
    ::htext::init $w.text
    frame $w.b
    button $w.b.opts -text [tr OprepFileOptions] -command ::preport::setOptions
    button $w.b.help -textvar ::tr(Help) -command {helpWindow Reports Player}
    button $w.b.viewHTML -text $::tr(OprepViewHTML) \
        -command ::preport::previewHTML
    button $w.b.update -textvar ::tr(Update...) -command {
      ::preport::preportDlg
    }
    button $w.b.close -textvar ::tr(Close) -command "focus .; destroy $w"
    pack $w.b -side bottom -fill x
    pack $w.scroll -side top -fill both -expand yes
    pack $w.b.close $w.b.update -side right -padx 2 -pady 2
    if {$::windowsOS} {
      pack $w.b.viewHTML -side left -padx 2 -pady 2
    }
    pack $w.b.opts -side left -padx 2 -pady 2
    ::preport::ConfigMenus
    ::utils::win::Centre $w
  }
  
  busyCursor .
  $w.text configure -state normal
  $w.text delete 1.0 end
  regsub -all "\n" $report "<br>" report
  ::htext::display $w.text $report
  $w.text configure -state disabled
  unbusyCursor .
  ::windows::gamelist::Refresh
  ::windows::stats::Refresh
}


proc ::preport::setOptions {} {
  set w .preportOptions
  if {[winfo exists $w]} { return }
  toplevel $w
  pack [frame $w.f] -side top -fill x -padx 5 -pady 5
  set row 0
  foreach i {Stats AvgPerf Results MovesFrom Themes Endgames} {
    set yesno($i) 1
  }
  foreach i {Stats Oldest Newest MostFrequentOpponents Results sep \
        AvgPerf HighRating sep \
        MostFrequentEcoCodes Themes Endgames sep \
        MaxGames ExtraMoves} {
    set from 0; set to 10; set tick 1; set res 1
    if {$i == "MaxGames"} {
      set from 0; set to 500; set tick 100; set res 50
    }
    if {$i == "sep"} {
      frame $w.f.fsep$row -height 2 -borderwidth 2 -relief sunken -bg white
      frame $w.f.tsep$row -height 2 -borderwidth 2 -relief sunken -bg white
      grid $w.f.fsep$row -row $row -column 0 -sticky we -columnspan 4
      #grid $w.f.tsep$row -row $row -column 1 -sticky we -columnspan 2
    } elseif {[info exists yesno($i)]} {
      frame $w.f.f$i
      radiobutton $w.f.f$i.yes -variable ::preport($i) -value 1 \
          -text "$::tr(Yes)   " -font font_Small
      radiobutton $w.f.f$i.no -variable ::preport($i) -value 0 \
          -text "$::tr(No)   "  -font font_Small
      pack $w.f.f$i.yes -side left
      pack $w.f.f$i.no -side right
      label $w.f.t$i -textvar ::tr(Oprep$i) -font font_Small
      grid $w.f.f$i -row $row -column 0 -sticky n
      grid $w.f.t$i -row $row -column 1 -sticky w -columnspan 3
    } else {
      scale $w.f.s$i -variable ::preport($i) -from $from -to $to \
          -width 8 -length 200 -tickinterval $tick -orient horizontal \
          -font font_Small -resolution $res -showvalue 0
      label $w.f.t$i -textvar ::tr(Oprep$i) -font font_Small
      grid $w.f.s$i -row $row -column 0 -sticky we
      grid $w.f.t$i -row $row -column 1 -sticky w -columnspan 3
    }
    grid rowconfigure $w.f $row -pad 2
    incr row
  }
  addHorizontalRule $w
  pack [frame $w.b] -side bottom -fill x
  button $w.b.defaults -textvar ::tr(Defaults) -command {
    array set ::preport [array get ::preportDefaults]
  }
  button $w.b.ok -text "OK" -command {
    destroy .preportOptions
    catch {set ::preport::_data(yview) [lindex [.preportWin.text yview] 0]}
    ::preport::makeReportWin
    catch {.preportWin.text yview moveto $::preport::_data(yview)}
  }
  button $w.b.cancel -textvar ::tr(Cancel) -command {
    array set ::preport [array get ::preport::backup]
    destroy .preportOptions
  }
  pack $w.b.defaults -side left -padx 5 -pady 5
  pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 5
  array set ::preport::backup [array get ::preport]
  wm resizable $w 0 0
  wm title $w  "Scid: [tr ToolsPlayerReport]: [tr OprepFileOptions]"
  bind $w <Escape> "$w.b.cancel invoke"
}


# previewHTML:
#   Saves the report to a temporary file, and invokes the user's web
#   browser to display it.
#
proc ::preport::previewHTML {} {
  busyCursor .
  set tmpdir $::scidLogDir
  set tmpfile "TempPlayerReport"
  set fname [file join $tmpdir $tmpfile]
  if {[catch {set tempfile [open $fname.html w]}]} {
    tk_messageBox -title "Scid: Error writing report" -type ok -icon warning \
        -message "Unable to write the file: $fname.html"
  }
  puts $tempfile [::preport::report html 1]
  close $tempfile
  if {[string match $::tcl_platform(os) "Windows NT"]} {
    catch {exec $::env(COMSPEC) /c start $fname.html &}
  } else {
    catch {exec start $fname.html &}
  }
  unbusyCursor .
}

proc ::preport::saveReport {fmt} {
  set default ".txt"
  set ftype {
    { "Text files" {".txt"} }
    { "All files"  {"*"}    }
  }
  if {$fmt == "latex"} {
    set default ".tex"
    set ftype {
      { "LaTeX files" {".tex" ".ltx"} }
      { "All files"  {"*"}    }
    }
  } elseif {$fmt == "html"} {
    set default ".html"
    set ftype {
      { "HTML files" {".html" ".htm"} }
      { "All files"  {"*"}    }
    }
  }
  
  set fname [tk_getSaveFile -initialdir [pwd] -filetypes $ftype \
      -defaultextension $default -title "Scid: Save opening report"]
  if {$fname == ""} { return }
  
  busyCursor .
  if {[catch {set tempfile [open $fname w]}]} {
    tk_messageBox -title "Scid: Error writing report" -type ok -icon warning \
        -message "Unable to write the file: $fname\n\n"
  } else {
    set report [::preport::report $fmt 1]
    if {$::hasEncoding  &&  $::langEncoding($::language) != ""} {
      catch {set report [encoding convertto $::langEncoding($::language) $report]}
    }
    puts $tempfile $report
    close $tempfile
  }
  unbusyCursor .
}

proc ::preport::_reset {} {
  set ::preport::_data(sec) 0
  set ::preport::_data(subsec) 0
}

proc ::preport::_title {} {
  set fmt $::preport::_data(fmt)
  set title $::tr(PReportTitle)
  if {$fmt == "latex"} {
    return "\\begin{center}{\\LARGE \\bf $title}\\end{center}\n\n"
  } elseif {$fmt == "html"} {
    return "<h1><center>$title</center></h1>\n\n"
  } elseif {$fmt == "ctext"} {
    return "<h1><center>$title</center></h1>\n\n"
  }
  set r    "--------------------------------------------------------------"
  append r "\n                        [string toupper $title]\n"
  append r "--------------------------------------------------------------"
  append r "\n\n"
  return $r
}

proc ::preport::_sec {text} {
  set fmt $::preport::_data(fmt)
  incr ::preport::_data(sec)
  set ::preport::_data(subsec) 0
  if {$fmt == "latex"} {
    return "\n\n\\section{$text}\n"
  } elseif {$fmt == "html"} {
    return "\n<h2>$::preport::_data(sec). $text</h2>\n"
  } elseif {$fmt == "ctext"} {
    return "<h4>$::preport::_data(sec). $text</h4>"
  }
  set line "$::preport::_data(sec). [string toupper $text]"
  set underline "-----------------------------------------------------"
  return "\n\n$line\n[string range $underline 1 [string length $line]]\n"
}

proc ::preport::_subsec {text} {
  set fmt $::preport::_data(fmt)
  incr ::preport::_data(subsec)
  if {$fmt == "latex"} {
    return "\n\\subsection{$text}\n\n"
  } elseif {$fmt == "html"} {
    return "\n<h3>$::preport::_data(sec).$::preport::_data(subsec) $text</h3>\n\n"
  } elseif {$fmt == "ctext"} {
    return "\n<maroon><b>$::preport::_data(sec).$::preport::_data(subsec) $text</b></maroon>\n\n"
  }
  return "\n$::preport::_data(sec).$::preport::_data(subsec)  $text\n\n"
}


proc ::preport::report {fmt {withTable 1}} {
  global tr preport
  sc_report player format $fmt
  set fmt [string tolower $fmt]
  set ::preport::_data(fmt) $fmt
  ::preport::_reset
  
  # numRows: the number of rows to show in the theory table.
  # If it is zero, the number of rows if decided according to the
  # number of games in the report.
  set numRows 0
  
  # Specify whether a theory table is to be printed, so note numbers
  # can be generated and displayed if necessary:
  sc_report player notes $withTable $numRows
  
  set n "\n"; set p "\n\n"; set preText ""; set postText ""
  set percent "%"; set bullet "  * "
  if {$fmt == "latex"} {
    set n "\\\\\n"; set p "\n\n"
    #set preText "{\\samepage\\begin{verbatim}\n"
    #set postText "\\end{verbatim}\n}\n"
    set percent "\\%"; set bullet "\\hspace{0.5cm}\$\\bullet\$"
  } elseif {$fmt == "html"} {
    set n "<br>\n"; set p "<p>\n\n"
    set preText "<pre>\n"; set postText "</pre>\n"
  } elseif {$fmt == "ctext"} {
    set preText "<tt>"; set postText "</tt>"
  }
  
  # Generate the report:
  set games $tr(games)
  set moves $tr(moves)
  set counts [sc_report player count]
  set rgames [lindex $counts 0]
  set tgames [lindex $counts 1]
  
  set r {}
  append r $::optable::_docStart($fmt)
  set r [string map [list "\[OprepTitle\]" $tr(PReportTitle)] $r]
  append r [::preport::_title]
  append r "$tr(Player): \"$::preport::_player\""
  if {$::preport::_color == "white"} {
    append r " $tr(PReportColorWhite)"
  } else {
    append r " $tr(PReportColorBlack)"
  }
  set eco ""
  if {$::preport::_pos == "current"  &&  ![sc_pos isAt start]} {
    append r " [format $tr(PReportMoves) [sc_report player line]]"
    set eco [sc_report player eco]
  }
  append r " ("
  if {$fmt == "ctext"} {
    append r "<darkblue><run sc_report player select all 0; ::windows::stats::Refresh>"
  }
  append r "$rgames"
  if {$fmt == "ctext"} { append r "</run></darkblue>"; }
  append r " $games)$n"
  append r "$tr(Database): [file tail [sc_base filename]] "
  append r "([::utils::thousands [sc_base numGames]] $games)$n"
  if {$eco != ""} {
    append r "$tr(ECO): $eco$n"
  }
  append r "$::tr(OprepGenerated) Scid [sc_info version], [::utils::date::today]$n"
  
  if {$preport(Stats)  ||  $preport(Oldest) > 0  ||  $preport(Newest) > 0  ||
    $preport(MostFrequentOpponents) > 0  ||  $preport(Results)} {
    append r [::preport::_sec $tr(OprepStatsHist)]
  }
  if {$preport(Stats)} {
    append r [::preport::_subsec $tr(OprepStats)]
    append r [::optable::stats $fmt]
  }
  if {$preport(Oldest) > 0} {
    append r [::preport::_subsec $tr(OprepOldest)]
    append r [sc_report player best o $preport(Oldest)]
  }
  if {$preport(Newest) > 0} {
    append r [::preport::_subsec $tr(OprepNewest)]
    append r [sc_report player best n $preport(Newest)]
  }
  if {$preport(MostFrequentOpponents) > 0} {
    append r [::preport::_subsec "$tr(OprepMostFrequentOpponents)"]
    if {$::preport::_color == "white"} {
      append r [sc_report player players black $preport(MostFrequentOpponents)]
    } else {
      append r [sc_report player players white $preport(MostFrequentOpponents)]
    }
  }
  if {$preport(Results)} {
    append r [::preport::_subsec $::tr(OprepResults)]
    append r [::optable::results player $fmt]
  }
  
  if {$preport(AvgPerf)  ||  $preport(HighRating)} {
    append r [::preport::_sec $tr(OprepRatingsPerf)]
  }
  if {$preport(AvgPerf)} {
    append r [::preport::_subsec $tr(OprepAvgPerf)]
    set e [sc_report player elo white]
    set welo [lindex $e 0]; set wng [lindex $e 1]
    set bpct [lindex $e 2]; set bperf [lindex $e 3]
    set e [sc_report player elo black]
    set belo [lindex $e 0]; set bng [lindex $e 1]
    set wpct [lindex $e 2]; set wperf [lindex $e 3]
    append r "$tr(OprepWRating): $welo ($wng $games);  "
    append r "$tr(OprepWPerf): $wperf ($wpct$percent vs $belo)$n"
    append r "$tr(OprepBRating): $belo ($bng $games);  "
    append r "$tr(OprepBPerf): $bperf ($bpct$percent vs $welo)$n"
  }
  if {$preport(HighRating) > 0} {
    append r [::preport::_subsec $tr(OprepHighRating)]
    append r [sc_report player best a $preport(HighRating)]
  }
  
  if {$preport(Themes)  ||  $preport(MostFrequentEcoCodes) > 0  ||
    $preport(Endgames)} {
    append r [::preport::_sec $tr(OprepMovesThemes)]
  }
  if {$preport(MostFrequentEcoCodes) > 0} {
    append r [::preport::_subsec $tr(PReportOpenings)]
    append r [sc_report player eco $preport(MostFrequentEcoCodes)]
  }
  if {$preport(Themes)} {
    append r [::preport::_subsec $tr(OprepThemes)]
    append r [sc_report player themes $tr(OprepThemeDescription:) \
        $tr(OprepThemeSameCastling:) $tr(OprepThemeOppCastling:) \
        $tr(OprepThemeKPawnStorm:) $tr(OprepThemeQueenswap:) \
        $tr(OprepTheme1BishopPair:) \
        $tr(OprepThemeWIQP:) $tr(OprepThemeBIQP:) \
        $tr(OprepThemeWP567:) $tr(OprepThemeBP234:) \
        $tr(OprepThemeOpenCDE:) ]
  }
  if {$preport(Endgames)} {
    append r [::preport::_subsec $tr(OprepEndgames)]
    append r "$tr(OprepEndClass:)$n"
    append r [sc_report player endmat]
  }
  
  if {$withTable  &&  $::preport(MaxGames) > 0} {
    set sec [::preport::_sec $tr(OprepTheoryTable)]
    set comment ""
    if {$tgames > $::preport(MaxGames)} {
      set comment [format $tr(OprepTableComment) $::preport(MaxGames)]
    }
    append r [sc_report player print $numRows $sec $comment]
  }
  append r $::optable::_docEnd($fmt)
  
  # Eszet (ss) characters seem to be mishandled by LaTeX, even with
  # the font encoding package, so convert them explicitly:
  if {$fmt == "latex"} { regsub -all ß $r {{\\ss}} r }
  
  return $r
}

####################
# Player Info window

namespace eval pinfo {
set playerInfoName ""

# the following icons are used as buttons with PND as input, this has
# to be handled specially and they involve some technicallities. All
# other icons and link resolvers come from the config file
image create photo wikiplnk -data {
   R0lGODlhEAAQAIQQAAQCBBkYGSgoKDw6PEhHSFdYV2lqaXp7eoSDhJiYmKmoqbm6ucjHyNjZ2Ono
   6fz9/P///////////////////////////////////////////////////////////////yH+EUNy
   ZWF0ZWQgd2l0aCBHSU1QACH5BAEKABAALAAAAAAQABAAAAV24COOZGmeaDouBbE8CnE0z1E0jVE8
   iPA+BEHDgUg8HAZjI2BwPBIBBcMgQo4KAcajEUQoRIsvOIAQJQC7I+InIhBojQFB1DiUEIBv3Pc0
   lgQFDgoGA1QITncDBwp1AgllJgoCAl8Lk1onbjQPBgIpC5hbbConIQA7
}
image create photo dnblnk -data {
   R0lGODlhFAAUALMAAAAAAGZmZld/u8zMzP8AAP///wAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
   AAAAACH5BAEAAAQALAAAAAAUABQAAARkkMg5BaA4SxHs1RknjB5YdSQJfCGapismvjRLzDTM4vkI
   BB9e7ze4CHPEIsDT8wUGUAsHuKw9o8YAIUCFXQeWzbNQ4K4s37BkOSCTzWkb4dx2x0F0N9a0ZhfA
   ciZnanwYMSARAAA7
}
image create photo seealsolnk -data {
   R0lGODlhFQAVAMZ5AAAAAAEBAAICAQQGAhEXCSEtECMwESouJjw8PDJFGEJcH0xpJGFhYVRuMVV1
   KF6CLH2IbmuVM4+Pj5SUlHysO4imYYGwQYK0PaKiooa6QIe7QKioqIi8Qoq9RIq9RYu9R4y+SI2+
   SY2+SqysrI/ATZDAT62urK6urpHBUJLBUa+vr7GxsZXDVrKyspXEV5bEWJfEWrOzs7W1tZrGX7a2
   tre3t57IZbm5ubq6uru7u6TLbry8vL29vajOdanOdsDAwMHBwavQecLCwqzQe63QfMPDw8TExLDS
   gbDSgsXFxbHTg8bGxsfHx7LUhbTUh8jIyLXVicnJycrKyrfWjcvLy8zMzM3Nzc7OztDQ0L/bmdHR
   0dLS0sbfpNbW1s/ks9bovdbovtrqxNrqxdvqxd3syN3syeLv0ePv0ubx1+jy2urz3fL46vP47Pf3
   9/T57vb68Pn89vv7+/r8+Pz9+v3++/3+/P7+/f7+/v///v///////////////////////////yH+
   EUNyZWF0ZWQgd2l0aCBHSU1QACwAAAAAFQAVAAAH/oAjKi00Nzs/QEJFi4tAPzw3NC0qJy01O0BJ
   T1RWV55XVlVRS0A7NS0rNDt5rK15LxqxsrE7NDE3QHlsRCIcJTaws7JCODI8S3k+GmJzaEMvIXJ5
   cB+ySzw1P1J5HhpsrS9NrUeyUkA3RVZ5KRooUF5sL2R5aXljsldFOUtYeWHssTq4qENnhh06JGJp
   WbKDiRZWdc5wgaEBhD0NZfJMibWFScMtrvKs0eAhDxINSvKY4fjkYx4dYNyYOKAhCKs4NfLgYaFh
   S0uHeXq8sDCAgJM3XzQ4CAAhT5aeTPb1Y9UFAAMqVCpEiGAAwAQ1GhaiU8fqDgIAaNOmvaDhipFs
   TdtatcEgocGCuwUAJMigwZwxZCFfxXogYG+sa7dyBQ5GQQHfWMRSrVosTFatSqoyReH0CZQoUqZa
   CCJkCJEiRkUcQZKkYoPr17Bjyw4EADs=
}

proc setupDefaultResolvers { } {
   set optionF ""
   if {[catch {open [scidConfigFile resolvers] w} optionF]} {
      tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
         -message "Unable to write options file: [scidConfigFile resolvers]\n$optionF"
   } else {
      puts $optionF "# Scid resolver configuration"
      puts $optionF "# Version: $::scidVersion, $::scidVersionDate"
      puts $optionF "# This file contains commands in the Tcl language format."
      puts $optionF "# If you edit this file, you must preserve valid Tcl"
      puts $optionF "# format or it will not set your Scid options properly."
      puts $optionF "#"
      puts $optionF "# Define how to interpret IDs stored in ssp files. Each ID has to"
      puts $optionF "# have a unique page to link to. It is currently not possible to link"
      puts $optionF "# to more than one page by means of a single ID, or to get more"
      puts $optionF "# than one button by any ID. Therefore, PND is handled specially"
      puts $optionF "# and within pinfo.tcl"
      puts $optionF "#"
      puts $optionF "# Syntax of the following array's list entries:"
      puts $optionF "#"
      puts $optionF "# IDName: the tag to search for e.g. VIAF searches for"
      puts $optionF "#         %Bio VIAF-lines and so on"
      puts $optionF "# link target url: %ID% is replaced by the ID"
      puts $optionF "# icon name: the icons are specified below as base64 encoded images"
      puts $optionF "#            They must not live in ::pinfo-namespace!"
      puts $optionF "# Link text: what to display in pinfo window"
      puts $optionF "set ::pinfo::idlink(0) {{VIAF} {http://viaf.org/%ID%} {viaflnk} {VIAF}}"
      puts $optionF "set ::pinfo::idlink(1) {{FIDEID} {http://ratings.fide.com/card.phtml?event=%ID%} {fidelnk} {FIDE}}"
      puts $optionF "set ::pinfo::idlink(2) {{ICCFID} {http://www.iccf-webchess.com/PlayerDetails.aspx?id=%ID%} {iccflnk} {ICCF}}"
      puts $optionF "set ::pinfo::idlink(3) {{DSB} {http://www.schachbund.de/dwz/db/spieler.html?zps=%ID%} {dsblnk} {DSB}}"
      puts $optionF "set ::pinfo::idlink(4) {{BCF} {http://grading.bcfservices.org.uk/getref.php?ref=%ID%} {bcflnk} {BCF}}"
      puts $optionF "set ::pinfo::idlink(5) {{SchemingMind} {http://www.schemingmind.com/plyrprofile.aspx?profile_id=%ID%} {smlnk} {SchemingMind}}"
      puts $optionF "#"
      puts $optionF "# Icons for the icons defined here MUST NOT live in ::pinfo namespace"
      puts $optionF "#"
      puts $optionF "image create photo fidelnk -data {"
      puts $optionF "   R0lGODlhEAAQAOecACIxWSY0XSc2XSg2YCc3Xig3Xik3Xyk4Xyo4Xyo4YCo5Xyo5YCs5Xyo6Xys6"
      puts $optionF "   YCs6YSw6YCw6YSw7YSw7Yi07Yi48Yi48Yy88Yi89YzA+ZDE/ZDE/ZTI/ZTJAZTJBZjNBZTNBZjRB"
      puts $optionF "   ZjNCZTRCZjZEaDdEaThEaThGaTlGaTpIazxKbT1KbT9MbkBNb0NQc0VRc0ZScUZUdEhUdEdVdkhV"
      puts $optionF "   dElVdEpXdk1ZeE5ZeFRef1NgfVRgf1dgf1hhf11nhGFsh2JsiGFtiGJtiGNtiGZyi2lzjWt3kHB4"
      puts $optionF "   kHN+lnqEm36GnYCJnYmSo4qTpZWbrpWcq5eerZeer5qgrp6ltaGns6asuKesuqetvK60wrC1wLa6"
      puts $optionF "   xra8x7i9xLu/x7vAyb3CyMvO1MzP09DS2tDT2dHU2dHV2tLV2dPV29PX29fZ3tna3dna3tra3tzd"
      puts $optionF "   4d3d4dze4Nze4d3e4d3e4tzf4d3f4d3f497f4d7f5N/g4d7h497h5t/h5ODi5OHi5eHj5eLj5eLk"
      puts $optionF "   5uPl6OTm6efn6eXo6ejq6+rq6+rq7Orr7Ors6+vs7ezt7+3u7+/w8vDw8O/x8fDx8vHx8vHy9PHz"
      puts $optionF "   9PX19fb29vf39/j4+fr6+/v6+/z9/f39/v//////////////////////////////////////////"
      puts $optionF "   ////////////////////////////////////////////////////////////////////////////"
      puts $optionF "   ////////////////////////////////////////////////////////////////////////////"
      puts $optionF "   ////////////////////////////////////////////////////////////////////////////"
      puts $optionF "   ////////////////////////////////////////////////////////////////////////////"
      puts $optionF "   /////////////////////////////////////////////////////yH+EUNyZWF0ZWQgd2l0aCBH"
      puts $optionF "   SU1QACH5BAEKAP8ALAAAAAAQABAAAAjbAEEIHEiwoMGDBz1IGGDhhIkKBhx0IBhiAgUjWMSYiXRH"
      puts $optionF "   C5IPC0YIfLBji51KV1wESWPpT5chCUBggDGH06UsACYE0DFIEqdGPSBsKIMojxwgRFg84MGmzh5B"
      puts $optionF "   elbccATp0SNGVjgIWBKpUCJFjH7gcPOGDh8yFzAISGLID6A+f4SQCMQIzhovJVqouDFGTZtDk15Q"
      puts $optionF "   8EEI0yZKVGrIgCJJU6ZFRxiAQFAEDR4wVXLYkBImzhklCgY2ENEkChMuX55McYLiQMEOBSCkiEFj"
      puts $optionF "   RgQCGhCC6JCht+7fAwMCADs="
      puts $optionF "}"
      puts $optionF "image create photo iccflnk -data {"
      puts $optionF "   R0lGODlhEAAQAMZqAAAA/wEB/wMD/wQE/wUF/wYG/wcH/wgI/woK/wsL/wwM/xAQ/xER/xIS/xMT"
      puts $optionF "   /xQU/xYW/xcX/xgY/xkZ/xoa/xsb/x4e/yEh/yIi/yUl/yYm/ycn/ykp/zIy/zQ0/zY2/zc3/zo6"
      puts $optionF "   /zs7/zw8/z09/0ZG/0lJ/01N/1hY/1lZ/1pa/1tb/1xc/2Nj/2Vl/2lp/2pq/3R0/3V1/3Z2/3d3"
      puts $optionF "   /3h4/3t7/3x8/39//4SE/4WF/4uL/42N/4+P/5CQ/5KS/5OT/5SU/5WV/5aW/5eX/5iY/5ub/5+f"
      puts $optionF "   /6Cg/6Gh/6en/6mp/6qq/66u/6+v/7S0/7i4/7u7/729/7+//8DA/8LC/8PD/8rK/8zM/83N/87O"
      puts $optionF "   /9PT/9fX/9jY/+Pj/+Tk/+bm/+jo/+vr/+zs//Hx//Ly//T0//b2//j4//z8////////////////"
      puts $optionF "   /////////////////////////////////////////////////////////////////////////yH+"
      puts $optionF "   EUNyZWF0ZWQgd2l0aCBHSU1QACH5BAEKAH8ALAAAAAAQABAAAAfjgFJTaF86R2dpXjlIZ2JQUFIV"
      puts $optionF "   GGMnAAVFaCaWRlQKCRULE1cGBwIgWwQIASFSAAAMDBJKAC4XEEwALRcWTwAUKAwTQwA0GQs9ADIZ"
      puts $optionF "   Dk0ALGmhw8ULPAAzGgvNK2nBQtYjHNUxJBxOABw/3dZcW0YANl1bUa4eod40aWlHADf5rQAegkmT"
      puts $optionF "   8QIIgBozXvQqoUWgNWM7kmVg0EwFtAlFiE30kWxDA23cJiwBAAODBFwvdvXaFsvKgAcGQGQJEGGA"
      puts $optionF "   iFYsJYT5ACBAEDMdAAggMi9FGiVMzmhhcYNMGiwrcJQBk6RKmkAAOw=="
      puts $optionF "}"
      puts $optionF "image create photo viaflnk -data {"
      puts $optionF "   R0lGODlhEAAQAIQaAP8AAP8ICP8QEP8YGP8hIf8pKf8xMf85Of9CQv9SUv9aWv9jY/9zc/97e/+E"
      puts $optionF "   hP+MjP+UlP+cnP+lpf+trf+1tf/Gxv/Ozv/W1v/e3v/v7////////////////////////yH+EUNy"
      puts $optionF "   ZWF0ZWQgd2l0aCBHSU1QACH5BAEKAB8ALAAAAAAQABAAAAWDoCZm1lVp1ZVhqSWOSnBpEJNlynC+"
      puts $optionF "   tCA2LwODJ4IENI+M6AKYESWACuXlIBBFFADwVdgSK9bRBCC5ajBOTYYiNWumIguFPSdmledA42JJ"
      puts $optionF "   8DIHABhYghoqPAxZTgsEEQwTPBILDFEiAhBIeIYOhgBTd0QZCEpZEBcJA2lLFyolKayqGiEAOw=="
      puts $optionF "}"
      puts $optionF ""
      puts $optionF "image create photo smlnk -data {"
      puts $optionF "   R0lGODlhEAAQAOMNAAAAABgYITE5OVJSUmNja3Nzc4SEjJycpbW1tcbOztbW3ufn5+/39///////"
      puts $optionF "   /////yH+EUNyZWF0ZWQgd2l0aCBHSU1QACwAAAAAEAAQAAAEl7AVZEprawCSmkJLQy2HwCiFJgzK"
      puts $optionF "   1RyAUBBKMhjBEAgGchSFWOGAahACh8GNsEDkBhaPStA6SAA7gytRMHQ8GQFCYcWEMK4DsoNwoS+L"
      puts $optionF "   hIAwUnxA8Iv6N0gYBDkdDC5KCF0JCAQEgw0MIQxiBD0GTQRdUSETfQcHCAgCADEIjJwgY2N/VIw1"
      puts $optionF "   lJ0vnTEKISEGRAOeuAhfLhEAOw=="
      puts $optionF "}"
      puts $optionF ""
      puts $optionF "image create photo bcflnk -data {"
      puts $optionF "   R0lGODlhEAAQAIQRAAAAAAAAIAAAQAAgYCAgIDAwMABAgEBAQGBgYDBvbwCAgD9/fzCQkH9/f2Cg"
      puts $optionF "   oDCvr4/Pz////////////////////////////////////////////////////////////yH+EUNy"
      puts $optionF "   ZWF0ZWQgd2l0aCBHSU1QACwAAAAAEAAQAAAFWmCBjGRZEgixFE3kqqwbHUjCGK1r4zJdGINc5Bfs"
      puts $optionF "   IRrIpFJJkzUAUCcU0HQ9o9ZpNXIFSKE0mFBs3AnNRqJQbVy6k9uuE/IIxKdOh0Jwx3IDAlQEB4SF"
      puts $optionF "   hoYEIQA7"
      puts $optionF "}"
      puts $optionF ""
      puts $optionF "image create photo dsblnk -data {"
      puts $optionF "   R0lGODlhEAAQAMZMABIRERYVFDsQDUoTDyMiInUfGWclIDQzM3QmF4QiG0A3G0A3HU47OU49O0VE"
      puts $optionF "   RE9FI1BNTFFNTFFOTVFOTlJOTlJQT1JRUVJSUVNSUlRTU1VUVFZVVds5LMw+Mto7Kds7L80/NF1d"
      puts $optionF "   XNs9Mdo/K9s+Mts+M9pAK9xAM9xANNtBNW9iNtxDN9xDONpGLNxFOdlIK9lILH5tN9xQRXh3d458"
      puts $optionF "   P4iIiK2XTJmZmb2lU6qqqru7u9zAYszMzOzNZuzNZ+zOZ+zOaOzOae3Qbe3Qbu7Rce3Sc93d3e7u"
      puts $optionF "   7vn39/v5+fz6+v37+///////////////////////////////////////////////////////////"
      puts $optionF "   ////////////////////////////////////////////////////////////////////////////"
      puts $optionF "   /////////////////////////////////////////////////////////////////////////yH+"
      puts $optionF "   EUNyZWF0ZWQgd2l0aCBHSU1QACwAAAAAEAAQAAAHs4BMghAUIi5CPT2Ci4sVEgwpJkGJjI0SDSgv"
      puts $optionF "   lJWLExUiIj49RZyCGBMyJCk9Q6WCS0sCBSM7Kg41gg66OUxIIScGNDG4NTdMDkxHB0xKFxwgCjYb"
      puts $optionF "   N0aCBDUzM0xJEyIfCz1GNw7GBzo6DkZIqAkID9VHyMhMMzqwAQMdOAsOBzxMAHRp0xBhAosTQBS5"
      puts $optionF "   YmIhQoYTHn4odBUhgowSLSQuzDABwooTMIAAIeKKYzcUMnokZBQIADs="
      puts $optionF "}"
      close $optionF
   }
}

# Resolve Wikipedias language sites by means of the Wikipedia API
proc WikipNLS { LinkList } {

   # set WikiPediaAPI "http://de.wikipedia.org/w/api.php?action=query"

   set WikiPLL  "&prop=langlinks"
   set WikiPTI  "&titles="
   set lang     $::language
   set langlink [lindex $LinkList 3]

   # translate Scids internal single letter language representation by
   # a more common two letter one; the same is used by WP
   switch $lang {
      B {set wplanguage pt}
      C {set wplanguage cs}
      D {set wplanguage de}
      F {set wplanguage fr}
      G {set wplanguage gr}
      H {set wplanguage hu}
      I {set wplanguage it}
      K {set wplanguage ca}
      N {set wplanguage nl}
      O {set wplanguage no}
      P {set wplanguage pl}
      R {set wplanguage ru}
      S {set wplanguage es}
      W {set wplanguage sv}
      Y {set wplanguage sr}
      default {set wplanguage en}
   }

   set Title    [lindex $LinkList 3]
   regsub -all {.*/} $Title "" Title

   # Spaces etc in URLs are bad, especially for TCL.
   # Use poor mans urlencoding:
   regsub -all { } $Title "%20" Title

   # collect all languages in $fullresult, each page contains a
   # llcontinue item linking to the following languages
   set fullresult ""
   set llcontinue ""

   # start out here:
   set WPfetchURL "$::pinfo::wikipAPI$WikiPLL$WikiPTI$Title"

   set token     [::http::geturl $WPfetchURL]
   set xmlresult [::http::data $token]
   ::http::cleanup $token

   # avoid requirement of tDOM and use simple regexping here as the
   # XML structure returned is simple enough

   # for more than 10 translations, a continue url is returned.
   # Extract it
   regsub -all {.*<langlinks llcontinue=} $xmlresult  "" llcontinue
   regsub -all {/>.*}                     $llcontinue "" llcontinue
   regsub -all {\|} $llcontinue "%7C" llcontinue
   regsub -all {\"} $llcontinue "" llcontinue

   # check if more langlinks exist, if so set the watermark, otherwise
   # it has to be emptied.
   if {[string match "*llcontinue*" $xmlresult]} {
      # keep only the langlinks-section of the XML
      regsub -all {.*<langlinks>} $xmlresult "" xmlresult
      regsub -all {</langlinks>.*} $xmlresult "" xmlresult
      regsub -all {</ll>} $xmlresult "</ll>\n" xmlresult
   } else {
      set llcontinue ""
   }
   set fullresult $xmlresult

   while { $llcontinue != "" } {

      set WPfetchURL "$::pinfo::wikipAPI$WikiPLL$WikiPTI$Title&llcontinue=$llcontinue"
      regsub -all { } $WPfetchURL "" WPfetchURL

      set token     [::http::geturl $WPfetchURL]
      set xmlresult [::http::data $token]
      ::http::cleanup $token

      if {[string match "*llcontinue*" $xmlresult]} {
         regsub -all {.*<langlinks llcontinue=} $xmlresult  "" llcontinue
         regsub -all {/>.*}                     $llcontinue "" llcontinue
         regsub -all {\|} $llcontinue "%7C" llcontinue
         regsub -all {\"} $llcontinue "" llcontinue
      } else {
         set llcontinue ""
      }

      regsub -all {.*<langlinks>} $xmlresult "" xmlresult
      regsub -all {</langlinks>.*} $xmlresult "" xmlresult
      regsub -all {</ll>} $xmlresult "</ll>\n" xmlresult
      set fullresult "$fullresult$xmlresult"
   }

   set langlist [split $fullresult "\n"]

   foreach ll $langlist {
      # construct the NLS-enabled link to WP
      if { [string match "*lang=\"$wplanguage\"*" $ll] } {
         set baselink "http://$wplanguage.wikipedia.org/wiki/"
         regsub -all {.*preserve">} $ll       "" pagename
         regsub -all {<.*} $pagename "" pagename
         set langlink "$baselink$pagename"
      }
   }
   openURL $langlink
}

# Use the SeeAlso service hosted at Gemeinsamer Bibliotheks Verbund
# (Goettingen) to resolve the PND to german Wikipedia. SeeAlso might
# proove useful later for other services as they appear on SeeAlso
proc saPND2WP { pnd } {

   set SeeAlso "$::pinfo::SeeAlsoPND2WP$pnd"

   set token [::http::geturl $SeeAlso]

   set LinkList [::http::data $token]
   regsub -all {\[} $LinkList "" LinkList
   regsub -all {\]} $LinkList "" LinkList
   regsub -all {\"} $LinkList "" LinkList
   set LinkList [split $LinkList ,]

   WikipNLS $LinkList
}

# Replace the ID-Tags by proper links
proc ReplaceIDTags { pinfo } {
  # replace certain BIO lines by links to external media
  regsub -all ".*PND "    $pinfo "" pnd
  regsub -all {<br>.*}    $pnd  "" pnd

  set pnd   [string trim $pnd]

  switch $::language {
     B {set wplanguage pt}
     C {set wplanguage cs}
     D {set wplanguage de}
     F {set wplanguage fr}
     H {set wplanguage hu}
     I {set wplanguage it}
     K {set wplanguage ca}
     N {set wplanguage nl}
     O {set wplanguage no}
     P {set wplanguage pl}
     R {set wplanguage ru}
     S {set wplanguage es}
     W {set wplanguage sv}
     Y {set wplanguage sr}
     default {set wplanguage en}
  }


  # the following three resolvers hook up with PND and need special
  # treatment as additional functions need to be called
  set wikiplink  "<run openURL $::pinfo::wikipurl/$wplanguage/$pnd; ::windows::stats::Refresh><button wikiplnk -command openURL $::pinfo::wikipurl/$wplanguage/$pnd;><blue>WP</blue></run>"

  # As we have direct linkage to WikiPedia SeeAlso is currently
  # obsolete. It might become of interest again if it offerse other
  # services to connect to.
  ### set seealsolink  "<run ::pinfo::saPND2WP $pnd; ::windows::stats::Refresh><button seealsolnk -command ::pinfo::saPND2WP $pnd><blue>SeeAlso</blue></run>"
  set seealsolink ""

  set dnblink    "<run openURL $::pinfo::dnburl/$pnd; ::windows::stats::Refresh><button dnblnk -command openURL $::pinfo::dnburl/$pnd><blue>DNB</blue></run>"

  # Handle all id definitions and link resolvers from the config file
  foreach index [array names ::pinfo::idlink] {
     set federation $::pinfo::idlink($index)
     set searchterm [lindex $federation 0]
     set link       [lindex $federation 1]
     set icon       [lindex $federation 2]
     set str        [lindex $federation 3]

     # extract the ID
     regsub -all ".*$searchterm " $pinfo "" id
     regsub -all {<br>.*} $id "" id
     set id [string trim $id]

     if {$id != ""} {
        regsub -all "%ID%" $link $id link
        set btn "<run openURL $link; ::windows::stats::Refresh><button $icon -command openURL $link><blue>$str</blue></run>"
        regsub -all "$searchterm $id<br>" $pinfo $btn pinfo
     }
  }

  # Replace PND by all services linked to that ID
  regsub -all "PND $pnd<br>" $pinfo "$seealsolink $wikiplink $dnblink" pinfo
  regsub -all "</run>  <run" $pinfo "</run> <run" pinfo

  return $pinfo
}


proc playerInfo {{player ""}} {
  global playerInfoName
  global spffile
  if {$player == ""} { set player $playerInfoName }
  if {[catch {sc_name info -htext $player} pinfo]} { return }
  set playerInfoName $player
  set ::rgraph(player) $player
  set w .playerInfoWin
  if {! [winfo exists $w]} {
    toplevel $w
    setWinLocation $w
    wm title $w "Scid: [tr ToolsPInfo]"
    wm minsize $w 40 5
    pack [frame $w.b2] -side bottom -fill x
    pack [frame $w.b] -side bottom -fill x
    button $w.b.graph -text [tr ToolsRating] \
      -command {::tools::graphs::rating::Refresh player $playerInfoName}
    button $w.b.edit -text $::tr(PInfoEditRatings) -command {
      makeNameEditor
      setNameEditorType rating
      set editName $playerInfoName
      set editNameSelect crosstable
    }
    button $w.b2.report -text [tr ToolsPlayerReport] \
      -command {::preport::preportDlg $playerInfoName}
    dialogbutton $w.b2.help -textvar ::tr(Help) -command {helpWindow PInfo}
    dialogbutton $w.b2.update -textvar ::tr(Update) -command {::pinfo::playerInfo $playerInfoName}
    dialogbutton $w.b2.close -textvar ::tr(Close) -command "focus .; destroy $w"
    packbuttons right $w.b2.close $w.b2.update $w.b2.help
    packbuttons left $w.b.graph $w.b.edit
    packbuttons left $w.b2.report

    autoscrollframe $w.frame text $w.text -font font_Regular -background white \
      -width $::winWidth($w) -height $::winHeight($w) -setgrid 1 -wrap none
    #scrollbar $w.ybar -command "$w.text yview"
    #pack $w.ybar -side right -fill y
    #text $w.text -font font_Regular -background white \
    #  -width $::winWidth($w) -height $::winHeight($w) \
    #  -setgrid 1 -wrap none -yscrollcommand "$w.ybar set"
    label $w.photo -background white
    #pack $w.text -side top -fill both -expand yes
    pack $w.frame -side top -fill both -expand yes
    bind $w <Escape> "focus .; destroy $w"
    ::htext::init $w.text
    ::htext::updateRate $w.text 0
    bind $w <Escape> "focus .; destroy $w"
    bind $w <F1> {helpWindow PInfo}
    bind $w <Configure> "recordWinSize $w"
    standardShortcuts $w
  }
  set player [trimEngineName $player]
  if {[info exists spffile($player)]} {
    image create photo photoPInfo -data [getphoto $player]
    $w.photo configure -image photoPInfo -anchor ne
    place $w.photo -in $w.text -relx 1.0 -x -1 -rely 0.0 -y 1 -anchor ne
  } else {
    place forget $w.photo
  }
  $w.text configure -state normal
  $w.text delete 1.0 end

  set pinfo [::pinfo::ReplaceIDTags $pinfo]

  # Display the player info
  ::htext::display $w.text $pinfo

  $w.text configure -state disabled
  ::windows::gamelist::Refresh
  ::maint::Refresh
  #raiseWin $w
}

# Call in the idlink config file.
   if {[catch {source [scidConfigFile resolvers]} ]} {
     ::splash::add "No configuration for link resolvers found. Creating default..."
     ::pinfo::setupDefaultResolvers
      if {[catch {source [scidConfigFile resolvers]} ]} {
         ::splash::add "Oops there is something wrong with the resolvers file..."
      } else {
         ::splash::add "Default resolvers created and loaded."
      }
   } else {
     ::splash::add "ID resolvers found, extended player info available."
   }
}
###
### analysis.tcl: part of Scid.
### Copyright (C) 1999-2003  Shane Hudson.
### Copyright (C) 2007  Pascal Georges

######################################################################
### Analysis window: uses a chess engine to analyze the board.

# analysis(logMax):
#   The maximum number of log message lines to be saved in a log file.
set analysis(logMax) 5000

# analysis(log_stdout):
#   Set this to 1 if you want Scid-Engine communication log messages
#   to be echoed to stdout.
#
set analysis(log_stdout) 0

set useAnalysisBook 1
set analysisBookSlot 1
set useAnalysisBookName ""
set wentOutOfBook 0
# State variable: 1 <=> engine is making an initial
# assessment of the current position, before progressing
# into the game
set initialAnalysis 0

# State variable: 1 <=> We will not add a variation to
# this move, since this cannot be different from the
# (engine variation to the) main line
set atStartOfLine 0

set isBatch 0
set batchEnd 1
set isBatchOpening 0
set isBatchOpeningMoves 12
set stack ""

set markTacticalExercises 1

set isAnnotateVar 0
set isShortAnnotation 0
set addScoreToShortAnnotations 0
set addAnnotatorTag 0

################################################################################
#
################################################################################
# resetEngine:
#   Resets all engine-specific data.
#
proc resetEngine {n} {
    global analysis
    set analysis(pipe$n) ""             ;# Communication pipe file channel
    set analysis(seen$n) 0              ;# Seen any output from engine yet?
    set analysis(seenEval$n) 0          ;# Seen evaluation line yet?
    set analysis(score$n) 0             ;# Current score in centipawns
    set analysis(prevscore$n) 0         ;# Immediately previous score in centipawns
    set analysis(scoremate$n) 0         ;# Current mating distance (0 if infinite)
    set analysis(prevscoremate$n) 0     ;# Previous mating distance
    set analysis(prevmoves$n) ""        ;# Immediately previous best line out from engine
    set analysis(nodes$n) 0             ;# Number of (kilo)nodes searched
    set analysis(depth$n) 0             ;# Depth in ply
    set analysis(prev_depth$n) 0        ;# Previous depth
    set analysis(time$n) 0              ;# Time in centisec (or sec; see below)
    set analysis(moves$n) ""            ;# PV (best line) output from engine
    set analysis(seldepth$n) 0
    set analysis(currmove$n) ""         ;# current move output from engine
    set analysis(currmovenumber$n) 0    ;# current move number output from engine
    set analysis(hashfull$n) 0
    set analysis(nps$n) 0
    set analysis(tbhits$n) 0
    set analysis(sbhits$n) 0
    set analysis(cpuload$n) 0
    set analysis(movelist$n) {}         ;# Moves to reach current position
    set analysis(nonStdStart$n) 0       ;# Game has non-standard start
    set analysis(has_analyze$n) 0       ;# Engine has analyze command
    set analysis(has_setboard$n) 0      ;# Engine has setboard command
    set analysis(send_sigint$n) 0       ;# Engine wants INT signal
    set analysis(wants_usermove$n) 0    ;# Engine wants "usermove" before moves
    set analysis(isCrafty$n) 0          ;# Engine appears to be Crafty
    set analysis(wholeSeconds$n) 0      ;# Engine times in seconds not centisec
    set analysis(analyzeMode$n) 0       ;# Scid has started analyze mode
    set analysis(invertScore$n) 1       ;# Score is for side to move, not white
    set analysis(automove$n) 0
    set analysis(automoveThinking$n) 0
    set analysis(automoveTime$n) 4000
    set analysis(lastClicks$n) 0
    set analysis(after$n) ""
    set analysis(log$n) ""              ;# Log file channel
    set analysis(logCount$n) 0          ;# Number of lines sent to log file
    set analysis(wbEngineDetected$n) 0  ;# Is this a special Winboard engine?
    set analysis(priority$n) normal     ;# CPU priority: idle/normal
    set analysis(multiPV$n) {}          ;# multiPV list sorted : depth score moves
    set analysis(multiPVraw$n) {}       ;# same thing but with raw UCI moves
    set analysis(uci$n) 0               ;# UCI engine
    # UCI engine options in format ( name min max ). This is not engine config but its capabilities
    set analysis(uciOptions$n) {}
    # the number of lines in multiPV. If =1 then act the traditional way
    set analysis(multiPVCount$n) 4      ;# number of N-best lines
    set analysis(index$n) 0             ;# the index of engine in engine list
    set analysis(uciok$n) 0             ;# uciok sent by engine in response to uci command
    set analysis(name$n) ""             ;# engine name
    set analysis(processInput$n) 0      ;# the time of the last processed event
    set analysis(waitForBestMove$n) 0
    set analysis(waitForReadyOk$n) 0
    set analysis(waitForUciOk$n) 0
    set analysis(movesDisplay$n) 1      ;# if false, hide engine lines, only display scores
    set analysis(lastHistory$n) {}      ;# last best line
    set analysis(maxmovenumber$n) 0     ;# the number of moves in this position
    set analysis(lockEngine$n) 0        ;# the engine is locked to current position
    set analysis(fen$n) {}              ;# the position that engine is analyzing
}

resetEngine 1
resetEngine 2

set annotateMode 0
set annotateModeButtonValue 0 ; # feedback of annotate mode

set annotateMoves all
set annotateBlunders blundersonly
set scoreAllMoves 0

################################################################################
# calculateNodes:
#   Divides string-represented node count by 1000
################################################################################
proc calculateNodes {{n}} {
    set len [string length $n]
    if { $len < 4 } {
        return 0
    } else {
        set shortn [string range $n 0 [expr {$len - 4}]]
        scan $shortn "%d" nd
        return $nd
    }
}


# resetAnalysis:
#   Resets the analysis statistics: score, depth, etc.
#
proc resetAnalysis {{n 1}} {
    global analysis
    set analysis(score$n) 0
    set analysis(scoremate$n) 0
    set analysis(nodes$n) 0
    set analysis(prev_depth$n) 0
    set analysis(depth$n) 0
    set analysis(time$n) 0
    set analysis(moves$n) ""
    set analysis(multiPV$n) {}
    set analysis(multiPVraw$n) {}
    set analysis(lastHistory$n) {}
    set analysis(maxmovenumber$n) 0
}

namespace eval enginelist {}

set engines(list) {}

# engine:
#   Adds an engine to the engine list.
#   Calls to this function will be found in the user engines.lis
#   file, which is sourced below.
#
proc engine {arglist} {
    global engines
    array set newEngine {}
    foreach {attr value} $arglist {
        set newEngine($attr) $value
    }
    # Check that required attributes exist:
    if {! [info exists newEngine(Name)]} { return  0 }
    if {! [info exists newEngine(Cmd)]} { return  0 }
    if {! [info exists newEngine(Dir)]} { return  0 }
    # Fill in optional attributes:
    if {! [info exists newEngine(Args)]} { set newEngine(Args) "" }
    if {! [info exists newEngine(Elo)]} { set newEngine(Elo) 0 }
    if {! [info exists newEngine(Time)]} { set newEngine(Time) 0 }
    if {! [info exists newEngine(URL)]} { set newEngine(URL) "" }
    # puts this option here for compatibility with previous file format (?!)
    if {! [info exists newEngine(UCI)]} { set newEngine(UCI) 0 }
    if {! [info exists newEngine(UCIoptions)]} { set newEngine(UCIoptions) "" }
    
    lappend engines(list) [list $newEngine(Name) $newEngine(Cmd) \
            $newEngine(Args) $newEngine(Dir) \
            $newEngine(Elo) $newEngine(Time) \
            $newEngine(URL) $newEngine(UCI) $newEngine(UCIoptions)]
    return 1
}

# ::enginelist::read
#   Reads the user Engine list file.
#
proc ::enginelist::read {} {
    catch {source [scidConfigFile engines]}
}

# ::enginelist::write:
#   Writes the user Engine list file.
#
proc ::enginelist::write {} {
    global engines ::uci::newOptions
    
    set enginesFile [scidConfigFile engines]
    set enginesBackupFile [scidConfigFile engines.bak]
    # Try to rename old file to backup file and open new file:
    catch {file rename -force $enginesFile $enginesBackupFile}
    if {[catch {open $enginesFile w} f]} {
        catch {file rename $enginesBackupFile $enginesFile}
        return 0
    }
    
    puts $f "\# Analysis engines list file for Scid [sc_info version] with UCI support"
    puts $f ""
    foreach e $engines(list) {
        set name [lindex $e 0]
        set cmd [lindex $e 1]
        set args [lindex $e 2]
        set dir [lindex $e 3]
        set elo [lindex $e 4]
        set time [lindex $e 5]
        set url [lindex $e 6]
        set uci [lindex $e 7]
        set opt [lindex $e 8]
        puts $f "engine {"
            puts $f "  Name [list $name]"
            puts $f "  Cmd  [list $cmd]"
            puts $f "  Args [list $args]"
            puts $f "  Dir  [list $dir]"
            puts $f "  Elo  [list $elo]"
            puts $f "  Time [list $time]"
            puts $f "  URL  [list $url]"
            puts $f "  UCI [list $uci]"
            puts $f "  UCIoptions [list $opt]"
            puts $f "}"
        puts $f ""
    }
    close $f
    return 1
}

# Read the user Engine List file now:
#
catch { ::enginelist::read }
if {[llength $engines(list)] == 0} {
    # No engines, so set up a default engine list:
    set scidlet "scidlet"
    set phalanx "phalanx-scid"
    set togaII "togaII"
    if { $::windowsOS } {
        set scidlet "scidlet.exe"
        set phalanx "phalanx-scid.exe"
        set togaII "TogaII.exe"
    }
    set scidEngPaths [list $::scidExeDir [file join $::scidExeDir "engines" ] [file join $::scidShareDir "engines" ] \
            [ file join $::scidUserDir "engines" ]  [ file join usr local share scid engines ] \
            [ file join usr local bin ] [ file join  usr bin ] [ file join usr local games ] [ file join usr games ] \
            [file join $::scidExeDir "engines" "phalanx-scid" ] [file join $::scidExeDir "engines" "togaII1.2.1a" "src" ] ]
    
    # The next four lists should have the same length!
    set scidEngCmds [list $phalanx $togaII $scidlet ]
    set scidEngNames [list "Phalanx-Scid" "Toga II" "Scidlet" ]
    array set parentDirs "
    $phalanx { phalanx-scid Phalanx-XXII }
    $togaII  { togaII1.2.1a toga togaII [ file join togaII1.2.1a src ] }
    $scidlet { . }
    "
    
    set isUCI [list 0 1 0 ]
    
    # Let's search the engines:
    foreach cmd $scidEngCmds name $scidEngNames uci $isUCI {
        set leave 0
        foreach path $scidEngPaths {
            set c [ file join $path $cmd]
            if { [file executable $c ] && ! [ file isdirectory $c ] } {
                engine [list \
                        Name $name \
                        Cmd  $c \
                        Dir  . \
                        UCI  $uci \
                        UCIoptions {} \
                        ]
                set leave 1
            } else {
                foreach parent $parentDirs($cmd) {
                    set c [ file join $path $parent $cmd ]
                    if { [file executable $c] && ! [ file isdirectory $c ] } {
                        engine [list \
                                Name $name \
                                Cmd  $c \
                                Dir  . \
                                UCI  $uci \
                                UCIoptions {} \
                                ]
                        set leave 1
                        break
                    }
                }
            }
            if { $leave } { break }
        }
    }
}

# ::enginelist::date
#   Given a time in seconds since 1970, returns a
#   formatted date string.
proc ::enginelist::date {time} {
    return [clock format $time -format "%a %b %d %Y %H:%M"]
}

# ::enginelist::sort
#   Sort the engine list.
#   If the engine-open dialog is open, its list is updated.
#   The type defaults to the current engines(sort) value.
#
proc ::enginelist::sort {{type ""}} {
    global engines
    
    if {$type == ""} {
        set type $engines(sort)
    } else {
        set engines(sort) $type
    }
    switch $type {
        Name {
            set engines(list) [lsort -dictionary -index 0 $engines(list)]
        }
        Elo {
            set engines(list) [lsort -integer -decreasing -index 4 $engines(list)]
        }
        Time {
            set engines(list) [lsort -integer -decreasing -index 5 $engines(list)]
        }
    }
    
    # If the Engine-open dialog is open, update it:
    #
    set w .enginelist
    if {! [winfo exists $w]} { return }
    set f $w.list.list
    $f delete 0 end
    set count 0
    foreach engine $engines(list) {
        incr count
        set name [lindex $engine 0]
        set elo [lindex $engine 4]
        set time [lindex $engine 5]
        set uci [lindex $engine 7]
        set date [::enginelist::date $time]
        set text [format "%2u. %-21s " $count $name]
        set eloText "    "
        if {$elo > 0} { set eloText [format "%4u" $elo] }
        append text $eloText
        set timeText "  "
        if {$time > 0} { set timeText "   $date" }
        append text $timeText
        $f insert end $text
    }
    $f selection set 0
    
    # Show the sorted column heading in red text:
    $w.title configure -state normal
    foreach i {Name Elo Time} {
        $w.title tag configure $i -foreground {}
    }
    $w.title tag configure $engines(sort) -foreground red
    $w.title configure -state disabled
}
################################################################################
# ::enginelist::choose
#   Select an engine from the Engine List.
#   Returns an integer index into the engines(list) list variable.
#   If no engine is selected, returns the empty string.
################################################################################
proc ::enginelist::choose {} {
    global engines
    set w .enginelist
    if {[winfo exists $w]} {
        raise .enginelist
        return }
    toplevel $w
    ::setTitle $w "Scid: [tr ToolsAnalysis]"
    ttk::label $w.flabel -text $::tr(EngineList:) -font font_Bold -anchor center
    pack $w.flabel -side top -expand 1 -fill both
    
    pack [ttk::frame $w.buttons] -side bottom -fill x
    ttk::frame $w.rule -height 2 -borderwidth 2 -relief sunken
    pack $w.rule -side bottom -fill x
    
    # Set up title frame for sorting the list:
    text $w.title -width 55 -height 1 -font font_Fixed -relief flat \
            -cursor top_left_arrow
    $w.title insert end "    "
    $w.title insert end $::tr(EngineName) Name
    for {set i [string length $::tr(EngineName)]} {$i < 21} { incr i } {
        $w.title insert end " "
    }
    $w.title insert end "  "
    $w.title insert end $::tr(EngineElo) Elo
    for {set i [string length $::tr(EngineElo)]} {$i < 4} { incr i } {
        $w.title insert end " "
    }
    $w.title insert end "  "
    $w.title insert end $::tr(EngineTime) Time
    foreach i {Name Elo Time} {
        $w.title tag bind $i <Any-Enter> \
                "$w.title tag configure $i -background yellow"
        $w.title tag bind $i <Any-Leave> \
                "$w.title tag configure $i -background {}"
        $w.title tag bind $i <1> [list ::enginelist::sort $i]
    }
    $w.title configure -state disabled
    pack $w.title -side top -fill x
    
    # The list of choices:
    set f $w.list
    pack [ttk::frame $f] -side top -expand yes -fill both
    listbox $f.list -height 10 -width 55  -selectmode browse \
            -background white -setgrid 1 \
            -yscrollcommand "$f.ybar set" -font font_Fixed -exportselection 0
    bind $f.list <Double-ButtonRelease-1> "$w.buttons.ok invoke; break"
    ttk::scrollbar $f.ybar -command "$f.list yview"
    pack $f.ybar -side right -fill y
    pack $f.list -side top -fill both -expand yes
    $f.list selection set 0
    
    set f $w.buttons
    dialogbutton $f.add -text $::tr(EngineNew...) -command {::enginelist::edit -1}
    dialogbutton $f.edit -text $::tr(EngineEdit...) -command {
        ::enginelist::edit [lindex [.enginelist.list.list curselection] 0]
    }
    dialogbutton $f.delete -text $::tr(Delete...) -command {
        ::enginelist::delete [lindex [.enginelist.list.list curselection] 0]
    }
    ttk::label $f.sep -text "   "
    dialogbutton $f.ok -text "OK" -command {
        set engines(selection) [lindex [.enginelist.list.list curselection] 0]
        destroy .enginelist
    }
    dialogbutton $f.cancel -text $::tr(Cancel) -command {
        set engines(selection) ""
        destroy .enginelist
    }
    packbuttons right $f.cancel $f.ok
    pack $f.add $f.edit $f.delete -side left -padx 1
    
    ::enginelist::sort
    ::utils::win::Centre $w
    focus $w.list.list
    wm protocol $w WM_DELETE_WINDOW "destroy $w"
    bind $w <F1> { helpWindow Analysis List }
    bind $w <Escape> "destroy $w"
    bind $w.list.list <Return> "$w.buttons.ok invoke; break"
    set engines(selection) ""
    catch {grab $w}
    tkwait window $w
    return $engines(selection)
}

# ::enginelist::setTime
#   Sets the last-opened time of the engine specified by its
#   index in the engines(list) list variable.
#   The time should be in standard format (seconds since 1970)
#   and defaults to the current time.
#
proc ::enginelist::setTime {index {time -1}} {
    global engines
    set e [lindex $engines(list) $index]
    if {$time < 0} { set time [clock seconds] }
    set e [lreplace $e 5 5 $time]
    set engines(list) [lreplace $engines(list) $index $index $e]
}

trace variable engines(newElo) w [list ::utils::validate::Integer [sc_info limit elo] 0]

# ::enginelist::delete
#   Removes an engine from the list.
#
proc ::enginelist::delete {index} {
    global engines
    if {$index == ""  ||  $index < 0} { return }
    set e [lindex $engines(list) $index]
    set msg "Name: [lindex $e 0]\n"
    append msg "Command: [lindex $e 1]\n\n"
    append msg "Do you really want to remove this engine from the list?"
    set answer [tk_messageBox -title Scid -icon question -type yesno \
            -message $msg]
    if {$answer == "yes"} {
        set engines(list) [lreplace $engines(list) $index $index]
        ::enginelist::sort
        ::enginelist::write
    }
}

# ::enginelist::edit
#   Opens a dialog for editing an existing engine list entry (if
#   index >= 0), or adding a new entry (if index is -1).
#
proc ::enginelist::edit {index} {
    global engines
    if {$index == ""} { return }
    
    if {$index >= 0  ||  $index >= [llength $engines(list)]} {
        set e [lindex $engines(list) $index]
    } else {
        set e [list "" "" "" . 0 0 "" 1]
    }
    
    set engines(newIndex) $index
    set engines(newName) [lindex $e 0]
    set engines(newCmd) [lindex $e 1]
    set engines(newArgs) [lindex $e 2]
    set engines(newDir) [lindex $e 3]
    set engines(newElo) [lindex $e 4]
    set engines(newTime) [lindex $e 5]
    set engines(newURL) [lindex $e 6]
    set engines(newUCI) [lindex $e 7]
    set engines(newUCIoptions) [lindex $e 8]
    
    set engines(newDate) $::tr(None)
    if {$engines(newTime) > 0 } {
        set engines(newDate) [::enginelist::date $engines(newTime)]
    }
    
    set w .engineEdit
    toplevel $w
    ::setTitle $w Scid
    
    set f [ttk::frame $w.f]
    pack $f -side top -fill x -expand yes
    set row 0
    foreach i {Name Cmd Args Dir URL} {
        ttk::label $f.l$i -text $i
        if {[info exists ::tr(Engine$i)]} {
            $f.l$i configure -text $::tr(Engine$i)
        }
        ttk::entry $f.e$i -textvariable engines(new$i) -width 40
        bindFocusColors $f.e$i
        grid $f.l$i -row $row -column 0 -sticky w
        grid $f.e$i -row $row -column 1 -sticky we
        
        # Browse button for choosing an executable file:
        if {$i == "Cmd"} {
            ttk::button $f.b$i -text "..." -command {
                if {$::windowsOS} {
                    set scid_temp(filetype) {
                        {"Applications" {".bat" ".exe"} }
                        {"All files" {"*"} }
                    }
                } else {
                    set scid_temp(filetype) {
                        {"All files" {"*"} }
                    }
                }
                set scid_temp(cmd) [tk_getOpenFile -initialdir $engines(newDir) \
                        -title "Scid: [tr ToolsAnalysis]" -filetypes $scid_temp(filetype)]
                if {$scid_temp(cmd) != ""} {
                    set engines(newCmd) $scid_temp(cmd)
                    # if {[string first " " $scid_temp(cmd)] >= 0} {
                    # The command contains spaces, so put it in quotes:
                    # set engines(newCmd) "\"$scid_temp(cmd)\""
                    # }
                    # Set the directory from the executable path if possible:
                    set engines(newDir) [file dirname $scid_temp(cmd)]
                    if {$engines(newDir) == ""} [ set engines(newDir) .]
                }
            }
            grid $f.b$i -row $row -column 2 -sticky we
        }
        
        if {$i == "Dir"} {
            ttk::button $f.current -text " . " -command {
                set engines(newDir) .
            }
            ttk::button $f.user -text "~/.scid" -command {
                set engines(newDir) $scidUserDir
            }
            if {$::windowsOS} {
                $f.user configure -text "scid.exe dir"
            }
            grid $f.current -row $row -column 2 -sticky we
            grid $f.user -row $row -column 3 -sticky we
        }
        
        if {$i == "URL"} {
            ttk::button $f.bURL -text [tr FileOpen] -command {
                if {$engines(newURL) != ""} { openURL $engines(newURL) }
            }
            grid $f.bURL -row $row -column 2 -sticky we
        }
        
        incr row
    }
    
    grid columnconfigure $f 1 -weight 1
    
    ttk::checkbutton $f.cbUci -text UCI -variable engines(newUCI) -style Bold.TCheckbutton
    ttk::button $f.bConfigUCI -text $::tr(ConfigureUCIengine) -command {
        ::uci::uciConfig 2 [ toAbsPath $engines(newCmd) ] $engines(newArgs) \
                [ toAbsPath $engines(newDir) ] $engines(newUCIoptions)
    }
    # Mark required fields:
    $f.lName configure -font font_Bold
    $f.lCmd configure -font font_Bold
    $f.lDir configure -font font_Bold
    # $f.cbUci configure -font font_Bold
    
    ttk::label $f.lElo -text $::tr(EngineElo)
    ttk::entry $f.eElo -textvariable engines(newElo) -justify right -width 5
    bindFocusColors $f.eElo
    grid $f.lElo -row $row -column 0 -sticky w
    grid $f.eElo -row $row -column 1 -sticky w
    incr row
    grid $f.cbUci -row $row -column 0 -sticky w
    grid $f.bConfigUCI -row $row -column 1 -sticky w
    incr row
    
    ttk::label $f.lTime -text $::tr(EngineTime)
    ttk::label $f.eTime -textvariable engines(newDate) -anchor w -width 1
    grid $f.lTime -row $row -column 0 -sticky w
    grid $f.eTime -row $row -column 1 -sticky we
    ttk::button $f.clearTime -text $::tr(Clear) -command {
        set engines(newTime) 0
        set engines(newDate) $::tr(None)
    }
    ttk::button $f.nowTime -text $::tr(Update) -command {
        set engines(newTime) [clock seconds]
        set engines(newDate) [::enginelist::date $engines(newTime)]
    }
    grid $f.clearTime -row $row -column 2 -sticky we
    grid $f.nowTime -row $row -column 3 -sticky we
    
    addHorizontalRule $w
    
    set f [ttk::frame $w.buttons]
    ttk::button $f.ok -text OK -command {
        if {[string trim $engines(newName)] == ""  ||
            [string trim $engines(newCmd)] == ""  ||
            [string trim $engines(newDir)] == ""} {
            tk_messageBox -title Scid -icon info \
                    -message "The Name, Command and Directory fields must not be empty."
        } else {
            set newEntry [list $engines(newName) $engines(newCmd) \
                    $engines(newArgs) $engines(newDir) \
                    $engines(newElo) $engines(newTime) \
                    $engines(newURL) $engines(newUCI) $::uci::newOptions ]
            if {$engines(newIndex) < 0} {
                lappend engines(list) $newEntry
            } else {
                set engines(list) [lreplace $engines(list) \
                        $engines(newIndex) $engines(newIndex) $newEntry]
            }
            destroy .engineEdit
            ::enginelist::sort
            ::enginelist::write
            focus .enginelist
        }
    }
    ttk::button $f.cancel -text $::tr(Cancel) -command "destroy $w ; focus .enginelist"
    pack $f -side bottom -fill x
    pack $f.cancel $f.ok -side right -padx 2 -pady 2
    ttk::label $f.required -font font_Small -text $::tr(EngineRequired)
    pack $f.required -side left
    
    bind $w <Return> "$f.ok invoke"
    bind $w <Escape> "destroy $w ; focus .enginelist "
    bind $w <F1> { helpWindow Analysis List }
    focus $w.f.eName
    wm resizable $w 1 0
    catch {grab $w}
}
# ################################################################################
#
################################################################################
proc configAnnotation {} {
    global autoplayDelay tempdelay blunderThreshold annotateModeButtonValue
    
    set w .configAnnotation
    # Do not do anyting if the window exists
    #
    if { [winfo exists $w] } {
        raise $w
        focus $w
        return
    }
    
    # If the annotation button is pressed while annotation is
    # running, stop the annotation
    #
    if { ! $annotateModeButtonValue } {
        toggleAutoplay
        return
    }
    
    trace variable blunderThreshold w {::utils::validate::Regexp {^[0-9]*\.?[0-9]*$}}
    
    set tempdelay [expr {$autoplayDelay / 1000.0}]
    toplevel $w
    ::setTitle $w "Scid"
    wm resizable $w 0 0
    set f [ttk::frame $w.f]
    pack $f -expand 1
    ttk::label $f.label -text $::tr(AnnotateTime:)
    pack $f.label -side top
    spinbox $f.spDelay -background white -width 4 -textvariable tempdelay -from 1 -to 999 -increment 1
    pack $f.spDelay -side top -pady 5
    bind $w <Escape> { .configAnnotation.f.buttons.cancel invoke }
    bind $w <Return> { .configAnnotation.f.buttons.ok invoke }
    
    addHorizontalRule $f
    ttk::label        $f.avlabel -text $::tr(AnnotateWhich:)
    ttk::radiobutton  $f.all     -text $::tr(AnnotateAll)   -variable annotateMoves -value all
    ttk::radiobutton  $f.white   -text $::tr(AnnotateWhite) -variable annotateMoves -value white
    ttk::radiobutton  $f.black   -text $::tr(AnnotateBlack) -variable annotateMoves -value black
    pack $f.avlabel -side top
    pack $f.all $f.white $f.black -side top -fill x -anchor w

    addHorizontalRule $f
    
    ttk::radiobutton  $f.allmoves     -text $::tr(AnnotateAllMoves)     -variable annotateBlunders -value allmoves
    ttk::radiobutton  $f.blundersonly -text $::tr(AnnotateBlundersOnly) -variable annotateBlunders -value blundersonly
    pack $f.allmoves $f.blundersonly -side top -fill x -anchor w
    
    ttk::frame $f.blunderbox
    pack $f.blunderbox -side top -padx 5 -pady 5
    
    ttk::label $f.blunderbox.label -text $::tr(BlundersThreshold:)
    spinbox $f.blunderbox.spBlunder -background white -width 4 -textvariable blunderThreshold \
            -from 0.1 -to 3.0 -increment 0.1
    pack $f.blunderbox.label $f.blunderbox.spBlunder -side left -padx 5 -pady 5
    
    addHorizontalRule $f
    ttk::checkbutton  $f.cbAnnotateVar      -text $::tr(AnnotateVariations)         -variable ::isAnnotateVar
    ttk::checkbutton  $f.cbShortAnnotation  -text $::tr(ShortAnnotations)           -variable ::isShortAnnotation
    ttk::checkbutton  $f.cbAddScore         -text $::tr(AddScoreToShortAnnotations) -variable ::addScoreToShortAnnotations
    ttk::checkbutton  $f.cbAddAnnotatorTag  -text $::tr(addAnnotatorTag)            -variable ::addAnnotatorTag
    pack $f.cbAnnotateVar $f.cbShortAnnotation $f.cbAddScore $f.cbAddAnnotatorTag -fill x -anchor w

    addHorizontalRule $f

    # Checkmark to enable all-move-scoring
    #
    ttk::checkbutton  $f.scoreAll -text $::tr(ScoreAllMoves) -variable scoreAllMoves
    pack $f.scoreAll -fill x -anchor w
    
    # choose a book for analysis
    addHorizontalRule $f
    ttk::checkbutton $f.cbBook  -text $::tr(UseBook) -variable ::useAnalysisBook
    # load book names
    set bookPath $::scidBooksDir
    set bookList [  lsort -dictionary [ glob -nocomplain -directory $bookPath *.bin ] ]
    
    # No book found
    if { [llength $bookList] == 0 } {
        set ::useAnalysisBook 0
        $f.cbBook configure -state disabled
    }
    
    set tmp {}
    set idx 0
    set i 0
    foreach file  $bookList {
        lappend tmp [ file tail $file ]
        if {$::book::lastBook == [ file tail $file ] } {
            set idx $i
        }
        incr i
    }
    ttk::combobox $f.comboBooks -width 12 -values $tmp
    catch { $f.comboBooks current $idx }
    pack $f.cbBook $f.comboBooks -side top
    
    addHorizontalRule $f
    
    # batch annotation of consecutive games, and optional opening errors finder
    ttk::frame $f.batch
    pack $f.batch -side top -fill x
    set to [sc_base numGames]
    if {$to <1} { set to 1}
    ttk::checkbutton $f.batch.cbBatch -text $::tr(AnnotateSeveralGames) -variable ::isBatch
    spinbox $f.batch.spBatchEnd -background white -width 8 -textvariable ::batchEnd \
            -from 1 -to $to -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    ttk::checkbutton $f.batch.cbBatchOpening -text $::tr(FindOpeningErrors) -variable ::isBatchOpening
    spinbox $f.batch.spBatchOpening -background white -width 2 -textvariable ::isBatchOpeningMoves \
            -from 10 -to 20 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    ttk::label $f.batch.lBatchOpening -text $::tr(moves)
    # pack $w.batch.cbBatch $w.batch.spBatchEnd -side top -fill x
    # pack $w.batch.cbBatchOpening $w.batch.spBatchOpening $w.batch.lBatchOpening  -side left -fill x
    grid $f.batch.cbBatch -column 0 -row 0 -sticky w
    grid $f.batch.spBatchEnd -column 1 -row 0 -sticky w
    grid $f.batch.cbBatchOpening -column 0 -row 1 -sticky w
    grid $f.batch.spBatchOpening -column 1 -row 1 -sticky e
    grid $f.batch.lBatchOpening -column 2 -row 1 -sticky w
    set ::batchEnd $to
    
    ttk::checkbutton $f.batch.cbMarkTactics -text $::tr(MarkTacticalExercises) -variable ::markTacticalExercises
    grid $f.batch.cbMarkTactics -column 0 -row 2 -sticky w
    if {! $::analysis(uci1)} {
        set ::markTacticalExercises 0
        $f.batch.cbMarkTactics configure -state disabled
    }
    
    addHorizontalRule $f
    ttk::frame $f.buttons
    pack $f.buttons -side top -fill x
    ttk::button $f.buttons.cancel -text $::tr(Cancel) -command {
        destroy .configAnnotation
        set annotateModeButtonValue 0
    }
    ttk::button $f.buttons.ok -text "OK" -command {
        set ::useAnalysisBookName [.configAnnotation.f.comboBooks get]
        set ::book::lastBook $::useAnalysisBookName
        
        # tactical positions is selected, must be in multipv mode
        if {$::markTacticalExercises} {
            if { $::analysis(multiPVCount1) < 2} {
                # TODO: Why not put it at the (apparent) minimum of 2?
                #
                set ::analysis(multiPVCount1) 4
                changePVSize 1
            }
        }
        
        if {$tempdelay < 0.1} { set tempdelay 0.1 }
        set autoplayDelay [expr {int($tempdelay * 1000)}]
        destroy .configAnnotation
        cancelAutoplay
        set annotateModeButtonValue 1
        # Tell the analysis mode that we want an initial assessment of the
        # position. So: no comments yet, please!
        set ::initialAnalysis 1
        # And start the time slicer
        toggleAutoplay
    }
    pack $f.buttons.cancel $f.buttons.ok -side right -padx 5 -pady 5
    focus $f.spDelay
    bind $w <Destroy> { focus . }
}
################################################################################
# Part of annotation process : will check the moves if they are in te book, and add a comment
# when going out of it
################################################################################
proc bookAnnotation { {n 1} } {
    global analysis
    
    if {$::annotateMode && $::useAnalysisBook} {
        
        set prevbookmoves ""
        set bn [ file join $::scidBooksDir $::useAnalysisBookName ]
        sc_book load $bn $::analysisBookSlot
        
        set bookmoves [sc_book moves $::analysisBookSlot]
        while {[string length $bookmoves] != 0 && ![sc_pos isAt vend]} {
            # we are in book, so move immediately forward
            ::move::Forward
            set prevbookmoves $bookmoves
            set bookmoves [sc_book moves $::analysisBookSlot]
        }
        sc_book close $::analysisBookSlot
        set ::wentOutOfBook 1
        
        set verboseMoveOutOfBook " $::tr(MoveOutOfBook)"
        set verboseLastBookMove " $::tr(LastBookMove)"
        
        set theCatch 0
        if { [ string match -nocase "*[sc_game info previousMoveNT]*" $prevbookmoves ] != 1 } {
            if {$prevbookmoves != ""} {
                sc_pos setComment "[sc_pos getComment]$verboseMoveOutOfBook [::trans $prevbookmoves]"
            } else  {
                sc_pos setComment "[sc_pos getComment]$verboseMoveOutOfBook"
            }
            # last move was out of book: it needs to be analyzed, so take back
            #
            set theCatch [catch {sc_move back 1}]
        } else  {
            sc_pos setComment "[sc_pos getComment]$verboseLastBookMove"
        }
        
        if { ! $theCatch } {
            resetAnalysis
            updateBoard -pgn
        }
        set analysis(prevscore$n)     $analysis(score$n)
        set analysis(prevmoves$n)     $analysis(moves$n)
        set analysis(prevscoremate$n) $analysis(scoremate$n)
        set analysis(prevdepth$n)     $analysis(depth$n)
    }
}
################################################################################
# Will add **** to any position considered as a tactical shot
# returns 1 if an exercise was marked, 0 if for some reason it was not (obvious move for example)
################################################################################
proc markExercise { prevscore score nag} {
    
    sc_pos addNag $nag
    
    if {!$::markTacticalExercises} { return 0 }
    
    # check at which depth the tactical shot is found
    # this assumes analysis by an UCI engine
    if {! $::analysis(uci1)} { return 0 }
    
    set deltamove [expr {$score - $prevscore}]
    # filter tactics so only those with high gains are kept
    if { [expr abs($deltamove)] < $::informant("+/-") } { return 0 }
    # dismiss games where the result is already clear (high score,and we continue in the same way)
    if { [expr $prevscore * $score] >= 0} {
        if { [expr abs($prevscore) ] > $::informant("++-") } { return 0 }
        if { [expr abs($prevscore)] > $::informant("+-") && [expr abs($score) ] < [expr 2 * abs($prevscore)]} { return 0 }
    }
    
    # The best move is much better than others.
    if { [llength $::analysis(multiPV1)] < 2 } {
        puts "error, not enough PV"
        return 0
    }
    set sc2 [lindex [ lindex $::analysis(multiPV1) 1 ] 1]
    if { [expr abs( $score - $sc2 )] < 1.5 } { return 0 }
    
    # There is no other winning moves (the best move may not win, of course, but
    # I reject exercises when there are e.g. moves leading to +9, +7 and +5 scores)
    if { [expr $score * $sc2] > 0.0 && [expr abs($score)] > $::informant("+-") && [expr abs($sc2)] > $::informant("+-") } {
        return 0
    }
    
    # The best move does not lose position.
    if {[sc_pos side] == "white" && $score < [expr 0.0 - $::informant("+/-")] } { return 0 }
    if {[sc_pos side] == "black" && $score > $::informant("+/-") } { return 0}
    
    # Move is not obvious: check that it is not the first move guessed at low depths
    set pv [ lindex [ lindex $::analysis(multiPV1) 0 ] 2 ]
    set bm0 [lindex $pv 0]
    foreach depth {1 2 3} {
        set res [ sc_pos analyze -time 1000 -hashkb 32 -pawnkb 1 -searchdepth $depth ]
        set bm$depth [lindex $res 1]
    }
    if { $bm0 == $bm1 && $bm0 == $bm2 && $bm0 == $bm3 } {
        puts "obvious move"
        return 0
    }
    
    # find what time is needed to get the solution (use internal analyze function)
    set timer {1 2 5 10 50 100 200 1000}
    set movelist {}
    for {set t 0} {$t < [llength $timer]} { incr t} {
        set res [sc_pos analyze -time [lindex $timer $t] -hashkb 1 -pawnkb 1 -mindepth 0]
        set move_analyze [lindex $res 1]
        lappend movelist $move_analyze
    }
    
    # find at what timing the right move was reliably found
    # only the move is checked, not if the score is close to the expected one
    for {set t [expr [llength $timer] -1]} {$t >= 0} { incr t -1} {
        if { [lindex $movelist $t] != $bm0 } {
            break
        }
    }
    
    set difficulty [expr $t +2]
    
    puts "flag T pour [sc_game number] difficulty $difficulty"
    # If the base opened is read only, like a PGN file, avoids an exception
    catch { sc_game flag T [sc_game number] 1 }
    sc_pos setComment "****D${difficulty} [format %.1f $prevscore]->[format %.1f $score] [sc_pos getComment]"
    updateBoard
    
    return 1
}
################################################################################
#
################################################################################
proc addAnnotation { {n 1} } {
    global analysis annotateMoves annotateBlunders annotateMode blunderThreshold scoreAllMoves autoplayDelay
    
    # Check if we only need to register an initial
    # assessment of the position
    # If so, we do not generate any annotation yet
    #
    if { $::initialAnalysis } {
        set ::initialAnalysis 0
        
        if { $::isBatchOpening && ([sc_pos moveNumber] < $::isBatchOpeningMoves ) } {
            appendAnnotator "opBlunder [sc_pos moveNumber] ([sc_pos side])"
        }
        if { $::addAnnotatorTag } {
            appendAnnotator "$analysis(name1) ([expr {$autoplayDelay / 1000}] sec)"
        }
        
        set analysis(prevscore$n)     $analysis(score$n)
        set analysis(prevmoves$n)     $analysis(moves$n)
        set analysis(prevscoremate$n) $analysis(scoremate$n)
        set analysis(prevdepth$n)     $analysis(depth$n)
        
        return
    }
    
    # Check if we are at the start of a subline
    # If so, we will not include the engine line as a variation.
    # Rationale: this line cannot be different from the line for the
    # main move, that we will include anyway.
    #
    set skipEngineLine $::atStartOfLine
    set ::atStartOfLine 0
            
    # First look in the book selected
    # TODO: Is this dead code by now?
    # TODO: Seek for an opportunity to do book analysis on a move by
    #       move basis, thus allowing variations to be included
    #
    if { ! $::wentOutOfBook && $::useAnalysisBook } {
        bookAnnotation
        return
    }
    
    # Let's try to assess the situation:
    # We are here, now that the engine has analyzed the position reached by
    # our last move. Currently it is the opponent to move:
    #
    set tomove [sc_pos side]

    # And this is his best line:
    #
    set moves $analysis(moves$n)
    # For non-uci lines, trim space characters in <moveno>.[ *][...]<move> 
    set moves [regsub -all {\. *} $moves {.}]
    
    # The best line we could have followed, and the game move we just played instead, are here:
    #
    set prevmoves $analysis(prevmoves$n)
    # For non-uci lines, trim space characters in <moveno>.[ *][...]<move> 
    set prevmoves [regsub -all {\. *} $prevmoves {.}]

    set gamemove  [sc_game info previousMoveNT]
    
    # Bail out if we have a mate
    #
    if { [expr { [string index $gamemove end] == "#" }] } {
        set analysis(prevscore$n)     $analysis(score$n)
        set analysis(prevmoves$n)     $analysis(moves$n)
        set analysis(prevscoremate$n) $analysis(scoremate$n)
        set analysis(prevdepth$n)     $analysis(depth$n)
        return
    }
    
    # We will add a closing line at the end of variation or game
    #
    set addClosingLine 0
    if {  [sc_pos isAt vend] } {
        set addClosingLine 1
    }

    # We do not want to insert a best-line variation into the game
    # if we did play along that line. Even not when annotating all moves.
    # It simply makes no sense to do so (unless we are debugging the engine!)
    # Sooner or later the game will deviate anyway; a variation at that point will
    # do nicely and is probably more accurate as well.
    #
    set bestMovePlayed 0
    set bestMoveIsMate 0
    if { $prevmoves != "" } {
        # Following lines of code have only one goal:
        # Transform an engine move (e.g. "g1f3") into the short notation that we use
        # for moves in our games ("Nf3"), such that they can be (string) compared.
        # We create a scratch copy of the game, add the engine move and then ask
        # the game about the most recent move that was played.
        # This might not be the most subtle solution...
        sc_game push copyfast
        set bestmove [lindex $prevmoves 0]
        sc_move back 1
        sc_move_add $bestmove $n
        set bestmove [sc_game info previousMoveNT]
        sc_game pop
        
        if { $bestmove == $gamemove } {
            set bestMovePlayed 1
        }
        
        # Did we miss a mate in one?
        #
        set bestMoveIsMate [expr { [string index $bestmove end] == "#" }]
    }
    
    
    # As said, another reason not to include the engine line
    #
    set skipEngineLine [expr {$skipEngineLine + $bestMovePlayed}]

    # As to the engine evaluations
    # This is score the opponent will have if he plays his best move next
    #
    set score $analysis(score$n)
    
    # This is the score we could have had if we had played our best move
    #
    set prevscore $analysis(prevscore$n)
    
    # Let's help the engine a bit...
    # It makes no sense to criticise the players for moving insights at
    # engine end. So we upgrade the old score to the new score if the lines
    # start with the same move.
    #
    if { $bestMovePlayed } {
        set prevscore $score
    }
    
    # Note that the engine's judgement is in absolute terms, a negative score
    # being favorable to black, a positive score favorable to white
    # Looking primarily for blunders, we are interested in the score decay,
    # which, for white, is (previous-current)
    #
    set deltamove [expr {$prevscore - $score}]
    # and whether the game was already lost for us
    #
    set gameIsLost [expr {$prevscore < (0.0 - $::informant("++-"))}]
    
    # Invert this logic for black
    #
    if { $tomove == "white" } {
        set deltamove [expr {0.0 - $deltamove}]
        set gameIsLost [expr {$prevscore > $::informant("++-")}] 
    }
    
    # Note btw that if the score decay is - unexpectedly - negative, we played
    # a better move than the engine's best line!
    
    # Set an "isBlunder" filter.
    # Let's mark moves with a decay greater than the threshold.
    #
    set isBlunder 0
    if { $deltamove > $blunderThreshold } {
        set isBlunder 2
    } elseif { $deltamove > 0 } {
        set isBlunder 1
    }
    
    set absdeltamove [expr { abs($deltamove) } ]
    
    set exerciseMarked 0
    
    # to parse scores if the engine's name contains - or + chars (see sc_game_scores)
    #
    set engine_name  [string map {"-" " " "+" " "} $analysis(name$n)]
    
    # Prepare score strings for the opponent
    #
    if { $analysis(scoremate$n) != 0 } {
        set text [format "%d:M%d" $analysis(depth$n) $analysis(scoremate$n)]
    } else {
        set text [format "%d:%+.2f" $analysis(depth$n) $score]
    }
    # And for the my (missed?) chance
    #
    if { $analysis(prevscoremate$n) != 0 } {
        set prevtext [format "%d:M%d" $analysis(prevdepth$n) $analysis(prevscoremate$n)]
    } else {
        set prevtext [format "%d:%+.2f" $analysis(prevdepth$n) $prevscore]
    }
    
    # Must we annotate our own moves? If no, we bail out unless
    # - we must add a closing line
    #
    if { ( $annotateMoves == "white"  &&  $tomove == "white" ||
           $annotateMoves == "black"  &&  $tomove == "black"   ) && ! $addClosingLine } {
        set analysis(prevscore$n)     $analysis(score$n)
        set analysis(prevmoves$n)     $analysis(moves$n)
        set analysis(prevscoremate$n) $analysis(scoremate$n)
        set analysis(prevdepth$n)     $analysis(depth$n)
        
        # Add score for this position anyway if this is configured
        #
        if { $scoreAllMoves } {
            sc_pos setComment "[sc_pos getComment] $text"
        }

        # Update the board
        #
        updateBoard -pgn
    
        # Update score graph if it is open
        #
        if {[winfo exists .sgraph]} { ::tools::graphs::score::Refresh }
        return
    }
    

    # See if we have the threshold filter activated.
    # If so, take only bad moves and missed mates until the position is lost anyway
    #
    # Or that we must annotate all moves
    #
    if {  (  $annotateBlunders == "blundersonly"
          && ($isBlunder > 1 || ($isBlunder > 0 && [expr abs($score)] >= 327.0))
          && ! $gameIsLost)
       || ($annotateBlunders == "allmoves") } {
        if { $isBlunder > 0 } {
            # Add move score nag, and possibly an exercise
            #
            if {       $absdeltamove > $::informant("??") } {
                set exerciseMarked [ markExercise $prevscore $score "??" ]
            } elseif { $absdeltamove > $::informant("?")  } {
                set exerciseMarked [ markExercise $prevscore $score "?" ]
            } elseif { $absdeltamove > $::informant("?!") } {
                sc_pos addNag "?!"
            }
        } elseif { $absdeltamove > $::informant("!?") } {
            sc_pos addNag "!?"
        }
            
        # Add score comment and engine name if needed
        #
        if { ! $::isShortAnnotation } {
            sc_pos setComment "[sc_pos getComment] $engine_name: $text"
        } elseif { $::addScoreToShortAnnotations || $scoreAllMoves } {
            sc_pos setComment "[sc_pos getComment] $text"
        }
            
        # Add position score nag
        #
        sc_pos addNag [scoreToNag $score]
            
        # Add the variation
        #
        if { $skipEngineLine == 0 } {
            sc_move back
            if { $annotateBlunders == "blundersonly" } {
                # Add a diagram tag, but avoid doubles
                #
                if { [string first "D" "[sc_pos getNags]"] == -1 } {
                    sc_pos addNag "D"
                }
            }
            if { $prevmoves != ""} {
                sc_var create
                # Add the starting move
                sc_move_add [lrange $prevmoves 0 0] $n
                # Add its score
                if { ! $bestMoveIsMate } {
                    if { ! $::isShortAnnotation || $::addScoreToShortAnnotations } {
                        sc_pos setComment "$prevtext"
                    }
                }
                # Add remaining moves
                sc_move_add [lrange $prevmoves 1 end] $n
                # Add position NAG, unless the line ends in mate
                if { $analysis(prevscoremate$n) == 0 } {
                    sc_pos addNag [scoreToNag $prevscore]
                }
                sc_var exit
            }
            sc_move forward
        }
    } else {
        if { $isBlunder == 0 && $absdeltamove > $::informant("!?") } {
            sc_pos addNag "!?"
        }
        if { $scoreAllMoves } { 
            # Add a score mark anyway
            #
            sc_pos setComment "[sc_pos getComment] $text"
        }
    }
        
    if { $addClosingLine } {
        sc_move back
        sc_var create
        sc_move addSan $gamemove
        if { $analysis(scoremate$n) == 0 } {
            if { ! $::isShortAnnotation || $::addScoreToShortAnnotations } {
                sc_pos setComment "$text"
            }
        }
        sc_move_add $moves 1
        if { $analysis(scoremate$n) == 0 } {
            sc_pos addNag [scoreToNag $score]
        }
        sc_var exit
        # Now up to the end of the game
        ::move::Forward
    }
    
    set analysis(prevscore$n)     $analysis(score$n)
    set analysis(prevmoves$n)     $analysis(moves$n)
    set analysis(prevscoremate$n) $analysis(scoremate$n)
    set analysis(prevdepth$n)     $analysis(depth$n)

    # Update the board
    #
    updateBoard -pgn
    
    # Update score graph if it is open
    #
    if {[winfo exists .sgraph]} { ::tools::graphs::score::Refresh }
}

# Informant index strings
array set ana_informantList { 0 "+=" 1 "+/-" 2 "+-" 3 "++-" }
# Nags. Note the slight inconsistency for the "crushing" symbol (see game.cpp)
array set ana_nagList  { 0 "=" 1 "+=" 2 "+/-" 3 "+-" 4 "+--" 5 "=" 6 "=+" 7 "-/+" 8 "-+" 9 "--+" }
################################################################################
#
################################################################################
proc scoreToNag {score} {
    global ana_informantList ana_nagList
    # Find the score in the informant map
    set tmp [expr { abs( $score ) }]
    for { set i 0 } { $i < 4 } { incr i } {
        if { $tmp < $::informant("$ana_informantList($i)") } {
            break
        }
    }
    # Jump into negative counterpart
    if { $score < 0.0 } {
        set i [expr {$i + 5}]
    }
    return $ana_nagList($i)
}
################################################################################
# will append arg to current game Annotator tag
################################################################################
proc appendAnnotator { s } {
    # Get the current collection of extra tags
    set extra [sc_game tags get "Extra"]

    set annot 0
    set other ""
    set nExtra {}
    # Walk through the extra tags, just copying the crap we do not need
    # If we meet the existing annotator tag, add our name to the list
    foreach line $extra {
        if { $annot == 1 } {
            lappend nExtra "Annotator \"$line, $s\"\n"
            set annot 2
        } elseif { $other != "" } {
            lappend nExtra "$other \"$line\"\n"
            set other ""
        } elseif {[string match "Annotator" $line]} {
            set annot 1
        } else {
            set other $line
        }
    }
    
    # First annotator: Create a tag
    if { $annot == 0 } {
        lappend nExtra "Annotator \"$s\"\n"
    }
    # Put the extra tags back to the game
    sc_game tags set -extra $nExtra
}
################################################################################
#
################################################################################
proc pushAnalysisData { { lastVar } { n 1 } } {
    global analysis
    lappend ::stack [list $analysis(prevscore$n) $analysis(prevscoremate$n) $analysis(prevdepth$n) \
                          $analysis(score$n)     $analysis(scoremate$n)     $analysis(depth$n) \
                          $analysis(prevmoves$n) $analysis(moves$n) $lastVar ]
}
################################################################################
#
################################################################################
proc popAnalysisData { { n 1 } } {
    global analysis
    # the start of analysis is in the middle of a variation
    if {[llength $::stack] == 0} {
        set analysis(prevscore$n) 0
        set analysis(prevscoremate$n) 0
        set analysis(prevdepth$n) 0
        set analysis(score$n) 0
        set analysis(scoremate$n) 0
        set analysis(depth$n) 0
        set analysis(prevmoves$n) ""
        set analysis(moves$n) ""
        set lastVar 0
        return
    }
    set tmp [lindex $::stack end]
    set analysis(prevscore$n) [lindex $tmp 0]
    set analysis(prevscoremate$n) [lindex $tmp 1]
    set analysis(prevdepth$n) [lindex $tmp 2]
    set analysis(score$n) [lindex $tmp 3]
    set analysis(scoremate$n) [lindex $tmp 4]
    set analysis(depth$n) [lindex $tmp 5]
    set analysis(prevmoves$n) [lindex $tmp 6]
    set analysis(moves$n) [lindex $tmp 7]
    set lastVar [lindex $tmp 8]
    set ::stack [lreplace $::stack end end]
    return $lastVar
}

################################################################################
#
################################################################################
proc addAnalysisVariation {{n 1}} {
    global analysis
    
    if {! [winfo exists .analysisWin$n]} { return }
    
    # Cannot add a variation to an empty variation:
    if {[sc_pos isAt vstart]  &&  [sc_pos isAt vend]} { return }
    
    # if we are at the end of the game, we cannot add variation
    # so we add the analysis one move before and append the last game move at the beginning of the analysis
    set addAtEnd [sc_pos isAt vend]

    set moves $analysis(moves$n)
    if {$analysis(uci$n)} {
        set tmp_moves [ lindex [ lindex $analysis(multiPV$n) 0 ] 2 ]
        set text [format "\[%s\] %d:%s" $analysis(name$n) $analysis(depth$n) [scoreToMate $analysis(score$n) $tmp_moves $n]]
    } else  {
        set text [format "\[%s\] %d:%+.2f" $analysis(name$n) $analysis(depth$n) $analysis(score$n)]
    }
    
    if {$addAtEnd} {
        # get the last move of the game
        set lastMove [sc_game info previousMoveUCI]
        #back one move
        sc_move back
    }
    
    # Add the variation:
    sc_var create
    # Add the comment at the start of the variation:
    sc_pos setComment "[sc_pos getComment] $text"
    if {$addAtEnd} {
        # Add the last move of the game at the beginning of the analysis
        sc_move_add $lastMove $n
    }
    # Add as many moves as possible from the engine analysis:
    sc_move_add $moves $n
    sc_var exit
    
    if {$addAtEnd} {
        #forward to the last move
        sc_move forward
    }

    if {[winfo exists .pgnWin]} { ::pgn::Refresh 1 }
    
    # Update score graph if it is open:
    if {[winfo exists .sgraph]} { ::tools::graphs::score::Refresh }
}
################################################################################
#
################################################################################
proc addAllVariations {{n 1}} {
    global analysis
    
    if {! [winfo exists .analysisWin$n]} { return }
    
    # Cannot add a variation to an empty variation:
    if {[sc_pos isAt vstart]  &&  [sc_pos isAt vend]} { return }
    
    # if we are at the end of the game, we cannot add variation
    # so we add the analysis one move before and append the last game move at the beginning of the analysis
    set addAtEnd [sc_pos isAt vend]

    foreach i $analysis(multiPVraw$n) j $analysis(multiPV$n) {
        set moves [lindex $i 2]
        
        set tmp_moves [ lindex $j 2 ]
        set text [format "\[%s\] %d:%s" $analysis(name$n) [lindex $i 0] [scoreToMate [lindex $i 1] $tmp_moves $n]]
        
        if {$addAtEnd} {
            # get the last move of the game
            set lastMove [sc_game info previousMoveUCI]
            sc_move back
        }
        
        # Add the variation:
        sc_var create
        # Add the comment at the start of the variation:
        sc_pos setComment "[sc_pos getComment] $text"
        if {$addAtEnd} {
            # Add the last move of the game at the beginning of the analysis
            sc_move_add $lastMove $n
        }
        # Add as many moves as possible from the engine analysis:
        sc_move_add $moves $n
        sc_var exit
        
        if {$addAtEnd} {
            #forward to the last move
            sc_move forward
        }
        
    }

    if {[winfo exists .pgnWin]} { ::pgn::Refresh 1 }
    # Update score graph if it is open:
    if {[winfo exists .sgraph]} { ::tools::graphs::score::Refresh }
}
################################################################################
#
################################################################################
proc makeAnalysisMove {{n 1} {comment ""}} {
    set s $::analysis(moves$n)
    set res 1
    while {1} {
        if {[string length $s] == 0} { return 0 }
        set c [string index $s 0]
        switch -- $c {
            a - b - c - d - e - f - g - h -
            K - Q - R - B - N - O {
                break
            }
        }
        set s [string range $s 1 end]
    }
    if {[scan $s "%s" move] != 1} { set res 0 }
    set action "replace"
    if {! [sc_pos isAt vend]} {
        set action [confirmReplaceMove]
    }
    if {$action == "cancel"} { return }
    set ::analysis(automoveThinking$n) 0
    if {$action == "var"} { sc_var create }
    if { [sc_move_add $move $n] } { 
    	set res 0 
    } else {
    	sc_pos setComment $comment
    }
    
    updateBoard -pgn -animate
    ::utils::sound::AnnounceNewMove $move
    return $res
}
################################################################################
#
################################################################################

# destroyAnalysisWin:
#   Closes an engine, because its analysis window is being destroyed.
#
proc destroyAnalysisWin {{n 1}} {
    
    global windowsOS analysis annotateMode
    
    if {$::finishGameMode} { toggleFinishGame }
    
    if { $n == 1 && $annotateMode } {
        toggleAutoplay
    }

    # Cancel scheduled commands
    if {$analysis(after$n) != ""} {
        after cancel $analysis(after$n)
    }
    
    # Check the pipe is not already closed:
    if {$analysis(pipe$n) == ""} {
        set ::analysisWin$n 0
        return
    }
    
    # Send interrupt signal if the engine wants it:
    if {(!$windowsOS)  &&  $analysis(send_sigint$n)} {
        catch {exec -- kill -s INT [pid $analysis(pipe$n)]}
    }
    
    # Some engines in analyze mode may not react as expected to "quit"
    # so ensure the engine exits analyze mode first:
    if {$analysis(uci$n)} {
        sendToEngine $n "stop"
        sendToEngine $n "quit"
    } else  {
        sendToEngine $n "exit"
        sendToEngine $n "quit"
    }
    catch { flush $analysis(pipe$n) }
    
    # Uncomment the following line to turn on blocking mode before
    # closing the engine (but probably not a good idea!)
    #   fconfigure $analysis(pipe$n) -blocking 1
    
    # Close the engine, ignoring any errors since nothing can really
    # be done about them anyway -- maybe should alert the user with
    # a message box?
    catch {close $analysis(pipe$n)}
    
    if {$analysis(log$n) != ""} {
        catch {close $analysis(log$n)}
        set analysis(log$n) ""
    }
    resetEngine $n
    set ::analysisWin$n 0
}

# sendToEngine:
#   Send a command to a running analysis engine.
#
proc sendToEngine {n text} {
    # puts " -------- Scid>> $text"
    logEngine $n "Scid  : $text"
    catch {puts $::analysis(pipe$n) $text}
}

# sendMoveToEngine:
#   Sends a move to a running analysis engine, using sendToEngine.
#   If the engine has indicated (with "usermove=1" on a "feature" line)
#   that it wants it, send with "usermove " before the move.
#
proc sendMoveToEngine {n move} {
    # Convert "e7e8Q" into "e7e8q" since that is the XBoard/WinBoard
    # standard for sending moves in coordinate notation:
    set move [string tolower $move]
    if {$::analysis(uci$n)} {
        # should be position fen [sc_pos fen] moves ?
        sendToEngine $n "position fen [sc_pos fen] moves $move"
    } else  {
        if {$::analysis(wants_usermove$n)} {
            sendToEngine $n "usermove $move"
        } else {
            sendToEngine $n $move
        }
    }
}

# logEngine:
#   Log Scid-Engine communication.
#
proc logEngine {n text} {
    global analysis
    
    # Print the log message to stdout if applicable:
    if {$::analysis(log_stdout)} {
        puts stdout $text
    }
    
    if { [ info exists ::analysis(log$n)] && $::analysis(log$n) != ""} {
        puts $::analysis(log$n) $text
        catch { flush $::analysis(log$n) }
        
        # Close the log file if the limit is reached:
        incr analysis(logCount$n)
        if {$analysis(logCount$n) >= $analysis(logMax)} {
            puts $::analysis(log$n) \
                    "NOTE  : Log file size limit reached; closing log file."
            catch {close $analysis(log$n)}
            set analysis(log$n) ""
        }
    }
}

# logEngineNote:
#   Add a note to the engine comminucation log file.
#
proc logEngineNote {n text} {
    logEngine $n "NOTE  : $text"
}

################################################################################
#
# makeAnalysisWin:
#   Produces the engine list dialog box for choosing an engine,
#   then opens an analysis window and starts the engine.
################################################################################
proc makeAnalysisWin { {n 1} {index -1} } {
    global analysisWin$n font_Analysis analysisCommand analysis annotateModeButtonValue
    set w ".analysisWin$n"
    if {[winfo exists $w]} {
        focus .
        destroy $w
        return
    }

    resetEngine $n

    # Only update engine's time when it was chosen in the engines dialog box
    if { $index < 0 } {
        set index [::enginelist::choose]
        catch {
            ::enginelist::setTime $index
        }

        if {$index == "" ||  $index < 0} { return }
    } else {
        set index [expr {$n - 1}]
    }

    # Set the button in non-annotation state
    #
    if { $n == 1 } {
        set annotateModeButtonValue 0
    }


    ::createToplevel $w
    ::setTitle $w "Analysis: No engine"
    setWinLocation $w
    setWinSize $w
    ttk::frame $w.b1
    pack $w.b1 -side bottom -fill x
    ::createToplevelFinalize $w
    set analysisWin$n 1

    if {$index >= [llength $::engines(list)]} {
        button $w.b1.bStartStop -image tb_pause -command ""
        return
    }
    
    set analysis(index$n) $index
    set engineData [lindex $::engines(list) $index]
    set analysisName [lindex $engineData 0]
    set analysisCommand [ toAbsPath [lindex $engineData 1] ]
    set analysisArgs [lindex $engineData 2]
    set analysisDir [ toAbsPath [lindex $engineData 3] ]
    set analysis(uci$n) [ lindex $engineData 7 ]
    
    # If the analysis directory is not current dir, cd to it:
    set oldpwd ""
    if {$analysisDir != "."} {
        set oldpwd [pwd]
        catch {cd $analysisDir}
    }
    
    if {! $analysis(uci$n) } {
        set analysis(multiPVCount$n) 1
    }
    
    # Try to execute the analysis program:
    set open_err [catch {set analysis(pipe$n) [open "| [list $analysisCommand] $analysisArgs" "r+"]}]

    # Return to original dir if necessary:
    if {$oldpwd != ""} { catch {cd $oldpwd} }

    if {$open_err} {
        tk_messageBox -title "Scid: error starting analysis" \
                -icon warning -type ok \
                -message "Unable to start the program:\n$analysisCommand"
        resetEngine $n
        return
    }
    
    # Open log file if applicable:
    set analysis(log$n) ""
    if {$analysis(logMax) > 0} {
        if {! [catch {open [file join $::scidLogDir "engine$n.log"] w} log]} {
            set analysis(log$n) $log
            logEngine $n "Scid-Engine communication log file"
            logEngine $n "Engine: $analysisName"
            logEngine $n "Command: $analysisCommand"
            logEngine $n "Date: [clock format [clock seconds]]"
            logEngine $n ""
            logEngine $n "This file was automatically generated by Scid."
            logEngine $n "It is rewritten every time an engine is started in Scid."
            logEngine $n ""
        }
    }
    
    set analysis(name$n) $analysisName
    
    # Configure pipe for line buffering and non-blocking mode:
    fconfigure $analysis(pipe$n) -buffering line -blocking 0
    
    #
    # Set up the  analysis window:
    #

    if {$n == 1} {
        ::setTitle $w "Analysis: $analysisName"
    } else {
        ::setTitle $w "Analysis $n: $analysisName"
    }
    bind $w <F1> { helpWindow Analysis }
    standardShortcuts $w
    
    ::board::new $w.bd 25
    $w.bd configure -relief solid -borderwidth 1
    set analysis(showBoard$n) 0
    set analysis(showEngineInfo$n) 0
    
    
    checkbutton $w.b1.automove -image tb_training  -indicatoron false -height 24 -relief raised -command "toggleAutomove $n" -variable analysis(automove$n)
    ::utils::tooltip::Set $w.b1.automove $::tr(Training)
    
    checkbutton $w.b1.lockengine -image tb_lockengine -indicatoron false -height 24 -width 24 -variable analysis(lockEngine$n) -command "toggleLockEngine $n"
    ::utils::tooltip::Set $w.b1.lockengine $::tr(LockEngine)
    
    button $w.b1.line -image tb_addvar -height 24 -width 24 -command "addAnalysisVariation $n"
    ::utils::tooltip::Set $w.b1.line $::tr(AddVariation)
    
    button $w.b1.alllines -image tb_addallvars -height 24 -width 24 -command "addAllVariations $n"
    ::utils::tooltip::Set $w.b1.alllines $::tr(AddAllVariations)
    
    button $w.b1.move -image tb_addmove -command "makeAnalysisMove $n"
    ::utils::tooltip::Set $w.b1.move $::tr(AddMove)
    
    if {$analysis(uci$n)} {
        set state readonly
    } else  {
        set state disabled
    }
    
    spinbox $w.b1.multipv -from 1 -to 8 -increment 1 -textvariable analysis(multiPVCount$n) -state $state -width 2 \
            -command "changePVSize $n"
    ::utils::tooltip::Set $w.b1.multipv $::tr(Lines)
    
    # add a button to start/stop engine analysis
    button $w.b1.bStartStop -image tb_pause -command "toggleEngineAnalysis $n"
    ::utils::tooltip::Set $w.b1.bStartStop "$::tr(StopEngine) (F[expr 3 + $n])"
    
    if {$n == 1} {
        set ::finishGameMode 0
        button $w.b1.bFinishGame -image tb_finish_off -command "toggleFinishGame $n" -relief flat
        ::utils::tooltip::Set $w.b1.bFinishGame $::tr(FinishGame)
    }
    button $w.b1.showboard -image tb_coords -height 24 -width 24 -command "toggleAnalysisBoard $n"
    ::utils::tooltip::Set $w.b1.showboard $::tr(ShowAnalysisBoard)
    
    checkbutton $w.b1.showinfo -image tb_engineinfo -indicatoron false -height 24 -width 24 -variable analysis(showEngineInfo$n) -command "toggleEngineInfo $n"
    ::utils::tooltip::Set $w.b1.showinfo $::tr(ShowInfo)
    if {!$analysis(uci$n)} {
        $w.b1.showinfo configure -state disabled
        $w.b1.alllines configure -state disabled
    }
    
    if {$n == 1} {
        checkbutton $w.b1.annotate -image tb_annotate -indicatoron false -height 24 -variable annotateModeButtonValue -relief raised -command { configAnnotation }
        ::utils::tooltip::Set $w.b1.annotate $::tr(Annotate...)
    }
    checkbutton $w.b1.priority -image tb_cpu -indicatoron false -relief raised -variable analysis(priority$n) -onvalue idle -offvalue normal \
            -command "setAnalysisPriority $n"
    ::utils::tooltip::Set $w.b1.priority $::tr(LowPriority)
    
    if {$analysis(uci$n)} {
        set state disabled
    } else  {
        set state normal
    }
    
    button $w.b1.update -image tb_update -state $state -command "if {$analysis(uci$n)} {sendToEngine $n .}" ;# UCI does not support . command
    ::utils::tooltip::Set $w.b1.update $::tr(Update)
    
    button $w.b1.help -image tb_help -height 24 -width 24 -command { helpWindow Analysis }
    ::utils::tooltip::Set $w.b1.help $::tr(Help)
    
    if {$n ==1} {
        pack $w.b1.bStartStop $w.b1.lockengine $w.b1.move $w.b1.line $w.b1.alllines $w.b1.multipv $w.b1.annotate $w.b1.automove $w.b1.bFinishGame -side left
    } else  {
        pack $w.b1.bStartStop $w.b1.lockengine $w.b1.move $w.b1.line $w.b1.alllines $w.b1.multipv $w.b1.automove -side left
    }
    pack $w.b1.help $w.b1.priority $w.b1.update $w.b1.showboard $w.b1.showinfo -side right
    if {$analysis(uci$n)} {
        text $w.text -width 60 -height 1 -fg black -bg white -font font_Bold -wrap word -setgrid 1 ;# -spacing3 2
    } else {
        text $w.text -width 60 -height 4 -fg black -bg white -font font_Fixed -wrap word -setgrid 1
    }
    ttk::frame $w.hist
    text $w.hist.text -width 60 -height 8 -fg black -bg white -font font_Fixed \
            -wrap word -setgrid 1 -yscrollcommand "$w.hist.ybar set"
    $w.hist.text tag configure indent -lmargin2 [font measure font_Fixed "xxxxxxxxxxxx"]
    ttk::scrollbar $w.hist.ybar -command "$w.hist.text yview" -takefocus 0
    pack $w.text -side top -fill both
    pack $w.hist -side top -expand 1 -fill both
    pack $w.hist.ybar -side right -fill y
    pack $w.hist.text -side left -expand 1 -fill both
    
    bind $w.hist.text <ButtonPress-$::MB3> "toggleMovesDisplay $n"
    $w.text tag configure blue -foreground blue
    $w.text tag configure bold -font font_Bold
    $w.text tag configure small -font font_Small
    $w.hist.text tag configure blue -foreground blue -lmargin2 [font measure font_Fixed "xxxxxxxxxxxx"]
    $w.hist.text tag configure gray -foreground gray
    $w.text insert end "Please wait a few seconds for engine initialisation (with some engines, you will not see any analysis \
            until the board changes. So if you see this message, try changing the board \
            by moving backward or forward or making a new move.)" small
    $w.text configure -state disabled
    bind $w <Destroy> "destroyAnalysisWin $n"
    bind $w <Configure> "recordWinSize $w"
    bind $w <Escape> "focus .; destroy $w"
    bind $w <Key-a> "$w.b1.bStartStop invoke"
    wm minsize $w 25 0
    bindMouseWheel $w $w.hist.text
    
    if {$analysis(uci$n)} {
        fileevent $analysis(pipe$n) readable "::uci::processAnalysisInput $n"
    } else  {
        fileevent $analysis(pipe$n) readable "processAnalysisInput $n"
    }
    after 1000 "checkAnalysisStarted $n"
    
    # finish MultiPV spinbox configuration
    if {$analysis(uci$n)} {
        # find UCI engine MultiPV capability
        while { ! $analysis(uciok$n) } { ;# done after uciok
            update
            after 200
        }
        set hasMultiPV 0
        foreach opt $analysis(uciOptions$n) {
            if { [lindex $opt 0] == "MultiPV" } {
                set hasMultiPV 1
                set min [lindex $opt 1]
                set max [lindex $opt 2]
                if {$min == ""} { set min 1}
                if {$max == ""} { set max 8}
                break
            }
        }
        set current -1
        set options  [ lindex $engineData 8 ]
        foreach opt $options {
            if {[lindex $opt 0] == "MultiPV"} { set current [lindex $opt 1] ; break }
        }
        if {$current == -1} { set current 1 }
        set analysis(multiPVCount$n) $current
        #    changePVSize $n
        catch {
            if { $hasMultiPV } {
                $w.b1.multipv configure -from $min -to $max -state readonly
            } else  {
                $w.b1.multipv configure -from 1 -to 1 -state disabled
            }
        }
    } ;# end of MultiPV spinbox configuration
    
    # We hope the engine is correctly started at that point, so we can send the first analyze command
    # this problem only happens with winboard engine, as we don't know when they are ready
    if { !$analysis(uci$n) } {
        initialAnalysisStart $n
    }
    # necessary on windows because the UI sometimes starves, also keep latest priority setting
    if {$::windowsOS || $analysis(priority$n) == "idle"} {
        set analysis(priority$n) idle
        setAnalysisPriority $n
    }
    
    catch {
        ::enginelist::sort
        ::enginelist::write
    }
    
}
################################################################################
#
################################################################################
proc toggleMovesDisplay { {n 1} } {
    set ::analysis(movesDisplay$n) [expr 1 - $::analysis(movesDisplay$n)]
    set h .analysisWin$n.hist.text
    $h configure -state normal
    $h delete 1.0 end
    $h configure -state disabled
    updateAnalysisText $n
}

################################################################################
# will truncate PV list if necessary and tell the engine to send N best lines
################################################################################
proc changePVSize { n } {
    global analysis
    if { $analysis(multiPVCount$n) < [llength $analysis(multiPV$n)] } {
        set analysis(multiPV$n) {}
        set analysis(multiPVraw$n) {}
    }
    if {$analysis(multiPVCount$n) == 1} {
        set h .analysisWin$n.hist.text
        $h configure -state normal
        $h delete 0.0 end
        $h configure -state disabled
        set analysis(lastHistory$n) {}
    }
    if { ! $analysis(uci$n) } { return }

    # if the UCI engine was analysing, stop and restart
    if {$analysis(analyzeMode$n)} {
        stopAnalyzeMode $n
        set analysis(waitForReadyOk$n) 1
        sendToEngine $n "isready"
        set dont_stuck [ after 60000 "set ::analysis(waitForReadyOk$n) 0" ]
        vwait analysis(waitForReadyOk$n)
        after cancel $dont_stuck
        sendToEngine $n "setoption name MultiPV value $analysis(multiPVCount$n)"
        startAnalyzeMode $n
    } else {
        sendToEngine $n "setoption name MultiPV value $analysis(multiPVCount$n)"
    }
}
################################################################################
# setAnalysisPriority
#   Sets the priority class (in Windows) or nice level (in Unix)
#   of a running analysis engine.
################################################################################
proc setAnalysisPriority {n} {
    global analysis
    
    # Get the process ID of the analysis engine:
    if {$analysis(pipe$n) == ""} { return }
    set pidlist [pid $analysis(pipe$n)]
    if {[llength $pidlist] < 1} { return }
    set pid [lindex $pidlist 0]
    
    # Set the priority class (idle or normal):
    if {$::windowsOS} {
        catch {sc_info priority $pid $analysis(priority$n)}
    } else {
        set priority 0
        if {$analysis(priority$n) == "idle"} { set priority 15 }
        catch {sc_info priority $pid $priority}
    }
    
    # Re-read the priority class for confirmation:
    if {[catch {sc_info priority $pid} newpriority]} { return }
    if {$::windowsOS} {
        if {$newpriority == "idle"  ||  $newpriority == "normal"} {
            set analysis(priority$n) $newpriority
        }
    } else {
        set priority normal
        if {$newpriority > 0} { set priority idle }
        set analysis(priority$n) $priority
    }
}
################################################################################
# checkAnalysisStarted
#   Called a short time after an analysis engine was started
#   to send it commands if Scid has not seen any output from
#   it yet.
################################################################################
proc checkAnalysisStarted {n} {
    global analysis
    if {$analysis(seen$n)} { return }
    # Some Winboard engines do not issue any output when
    # they start up, so the fileevent above is never triggered.
    # Most, but not all, of these engines will respond in some
    # way once they have received input of some type.  This
    # proc will issue the same initialization commands as
    # those in processAnalysisInput below, but without the need
    # for a triggering fileevent to occur.
    
    logEngineNote $n {Quiet engine (still no output); sending it initial commands.}
    
    if {$analysis(uci$n)} {
        # in order to get options
        sendToEngine $n "uci"
        # egine should respond uciok
        sendToEngine $n "isready"
        set analysis(seen$n) 1
    } else  {
        sendToEngine $n "xboard"
        sendToEngine $n "protover 2"
        sendToEngine $n "ponder off"
        sendToEngine $n "post"
        # Prevent some engines from making an immediate "book"
        # reply move as black when position is sent later:
        sendToEngine $n "force"
    }
}
################################################################################
# with wb engines, we don't know when the startup phase is over and when the
# engine is ready : so wait for the end of initial output and take some margin
# to issue an analyze command
################################################################################
proc initialAnalysisStart {n} {
    global analysis
    
    update
    
    if { $analysis(processInput$n) == 0 } {
        after 500 initialAnalysisStart $n
        return
    }
    set cl [clock clicks -milliseconds]
    if {[expr $cl - $analysis(processInput$n)] < 1000} {
        after 200 initialAnalysisStart $n
        return
    }
    after 200 startAnalyzeMode $n 1
}
################################################################################
# processAnalysisInput (only for win/xboard engines)
#   Called from a fileevent whenever there is a line of input
#   from an analysis engine waiting to be processed.
################################################################################
proc processAnalysisInput {{n 1}} {
    global analysis
    
    # Get one line from the engine:
    set line [gets $analysis(pipe$n)]
    
    # this is only useful at startup but costs less than 10 microseconds
    set analysis(processInput$n) [clock clicks -milliseconds]
    
    logEngine $n "Engine: $line"
    
    if { ! [ checkEngineIsAlive $n ] } { return }
    
    if {! $analysis(seen$n)} {
        set analysis(seen$n) 1
        # First line of output from the program, so send initial commands:
        logEngineNote $n {First line from engine seen; sending it initial commands now.}
        sendToEngine $n "xboard"
        sendToEngine $n "protover 2"
        sendToEngine $n "ponder off"
        sendToEngine $n "post"
    }
    
    # Check for "feature" commands so we can determine if the engine
    # has the setboard and analyze commands:
    #
    if {! [string compare [string range $line 0 6] "feature"]} {
        if {[string match "*analyze=1*" $line]} { set analysis(has_analyze$n) 1 }
        if {[string match "*setboard=1*" $line]} { set analysis(has_setboard$n) 1 }
        if {[string match "*usermove=1*" $line]} { set analysis(wants_usermove$n) 1 }
        if {[string match "*sigint=1*" $line]} { set analysis(send_sigint$n) 1 }
        if {[string match "*myname=*" $line] } {
            if { !$analysis(wbEngineDetected$n) } { detectWBEngine $n $line  }
            if { [regexp "myname=\"(\[^\"\]*)\"" $line dummy name]} {
                if {$n == 1} {
                    catch {::setTitle .analysisWin$n "Analysis: $name"}
                } else {
                    catch {::setTitle .analysisWin$n "Analysis $n: $name"}
                }
            }
        }
        return
    }
    
    # Check for a line starting with "Crafty", so Scid can work well
    # with older Crafty versions that do not recognize "protover":
    #
    if {! [string compare [string range $line 0 5] "Crafty"]} {
        logEngineNote $n {Seen "Crafty"; assuming analyze and setboard commands.}
        set major 0
        if {[scan $line "Crafty v%d.%d" major minor] == 2  &&  $major >= 18} {
            logEngineNote $n {Crafty version is >= 18.0; assuming scores are from White perspective.}
            set analysis(invertScore$n) 0
        }
        # Turn off crafty logging, to reduce number of junk files:
        sendToEngine $n "log off"
        # Set a fairly low noise value so Crafty is responsive to board changes,
        # but not so low that we get lots of short-ply search data:
        sendToEngine $n "noise 1000"
        set analysis(isCrafty$n) 1
        set analysis(has_setboard$n) 1
        set analysis(has_analyze$n) 1
        return
    }
    
    # Scan the line from the engine for the analysis data:
    #
    set res [scan $line "%d%c %d %d %s %\[^\n\]\n" \
            temp_depth dummy temp_score \
            temp_time temp_nodes temp_moves]
    if {$res == 6} {
        if {$analysis(invertScore$n)  && (![string compare [sc_pos side] "black"])} {
            set temp_score [expr { 0.0 - $temp_score } ]
        }
        set analysis(depth$n) $temp_depth
        set analysis(score$n) $temp_score
        # Convert score to pawns from centipawns:
        set analysis(score$n) [expr {double($analysis(score$n)) / 100.0} ]
        set analysis(moves$n) [formatAnalysisMoves $temp_moves]
        set analysis(time$n) $temp_time
        set analysis(nodes$n) [calculateNodes $temp_nodes]
        
        # Convert time to seconds from centiseconds:
        if {! $analysis(wholeSeconds$n)} {
            set analysis(time$n) [expr {double($analysis(time$n)) / 100.0} ]
        }
        
        updateAnalysisText $n
        
        if {! $analysis(seenEval$n)} {
            # This is the first evaluation line seen, so send the current
            # position details to the engine:
            set analysis(seenEval$n) 1
        }
        
        return
    }
    
    # Check for a "stat01:" line, the reply to the "." command:
    #
    if {! [string compare [string range $line 0 6] "stat01:"]} {
        if {[scan $line "%s %d %s %d" \
                    dummy temp_time temp_nodes temp_depth] == 4} {
            set analysis(depth$n) $temp_depth
            set analysis(time$n) $temp_time
            set analysis(nodes$n) [calculateNodes $temp_nodes]
            # Convert time to seconds from centiseconds:
            if {! $analysis(wholeSeconds$n)} {
                set analysis(time$n) [expr {double($analysis(time$n)) / 100.0} ]
            }
            updateAnalysisText $n
        }
        return
    }
    
    # Check for other engine-specific lines:
    # The following checks are intended to make Scid work with
    # various WinBoard engines that are not properly configured
    # by the "feature" line checking code above.
    #
    # Many thanks to Allen Lake for testing Scid with many
    # WinBoard engines and providing this code and the detection
    # code in wbdetect.tcl
    if { !$analysis(wbEngineDetected$n) } {
        detectWBEngine $n $line
    }
    
}
################################################################################
# returns 0 if engine died abruptly or 1 otherwise
################################################################################
proc checkEngineIsAlive { {n 1} } {
    global analysis

    if {$analysis(pipe$n) == ""} { return 0 }
    
    if {[eof $analysis(pipe$n)]} {
        fileevent $analysis(pipe$n) readable {}
        set exit_status 0
        if {[catch {close $analysis(pipe$n)} standard_error] != 0} {
            global errorCode
            if {"CHILDSTATUS" == [lindex $errorCode 0]} {
                set exit_status [lindex $errorCode 2]
            }
        }
        set analysis(pipe$n) ""
        if { $exit_status != 0 } {
            logEngineNote $n {Engine terminated with exit code $exit_status: "\"$standard_error\""}
            tk_messageBox -type ok -icon info -parent . -title "Scid" \
                          -message "The analysis engine terminated with exit code $exit_status: \"$standard_error\""
        } else {
            logEngineNote $n {Engine terminated without exit code: "\"$standard_error\""}
            tk_messageBox -type ok -icon info -parent . -title "Scid" \
                          -message "The analysis engine terminated without exit code: \"$standard_error\""
        }
        catch {destroy .analysisWin$n}
        return 0
    }
    return 1
}
################################################################################
# formatAnalysisMoves:
#   Given the text at the end of a line of analysis data from an engine,
#   this proc tries to strip out some extra stuff engines add to make
#   the text more compatible for adding as a variation.
################################################################################
proc formatAnalysisMoves {text} {
    # Yace puts ".", "t", "t-" or "t+" at the start of its moves text,
    # unless directed not to in its .ini file. Get rid of it:
    if {[strIsPrefix ". " $text]} { set text [string range $text 2 end]}
    if {[strIsPrefix "t " $text]} { set text [string range $text 2 end]}
    if {[strIsPrefix "t- " $text]} { set text [string range $text 3 end]}
    if {[strIsPrefix "t+ " $text]} { set text [string range $text 3 end]}
    
    # Trim any initial or final whitespace:
    set text [string trim $text]
    
    # Yace often adds "H" after a move, e.g. "Bc4H". Remove them:
    regsub -all "H " $text " " text
    
    # Crafty adds "<HT>" for a hash table comment. Change it to "{HT}":
    regsub "<HT>" $text "{HT}" text
    
    return $text
}

set finishGameMode 0

################################################################################
# will ask engine(s) to play the game till the end
################################################################################
proc toggleFinishGame { { n 1 } } {
    global analysis
    set b ".analysisWin$n.b1.bFinishGame"
    if { $::annotateModeButtonValue || $::autoplayMode } { return }
    if { ! $analysis(uci$n) } {    
        if { !$analysis(analyzeMode$n) || ! [sc_pos isAt vend] } { return }
    
        if {!$::finishGameMode} {
    	    set ::finishGameMode 1
            $b configure -image tb_finish_on -relief flat
            after $::autoplayDelay autoplayFinishGame
    	} else  {
        	set ::finishGameMode 0
            $b configure -image tb_finish_off -relief flat
            after cancel autoplayFinishGame
    	}
    	return
    }

    # UCI engines
    # Default values
    if {! [info exists ::finishGameEng1] } { set ::finishGameEng1 1 }
    if {! [info exists ::finishGameEng2] } { set ::finishGameEng2 1 }
    if {! [info exists ::finishGameCmd1] } { set ::finishGameCmd1 "movetime" }
    if {! [info exists ::finishGameCmdVal1] } { set ::finishGameCmdVal1 5 }
    if {! [info exists ::finishGameCmd2] } { set ::finishGameCmd2 "movetime" }
    if {! [info exists ::finishGameCmdVal2] } { set ::finishGameCmdVal2 5 }
    if {! [info exists ::finishGameAnnotate] } { set ::finishGameAnnotate 1 }
    # On exit save values in options.dat
    options.save ::finishGameEng1
    options.save ::finishGameEng2
    options.save ::finishGameCmd1
    options.save ::finishGameCmdVal1
    options.save ::finishGameCmd2
    options.save ::finishGameCmdVal2
    options.save ::finishGameAnnotate
	
    if {$::finishGameMode} {
        set ::finishGameMode 0
        sendToEngine 1 "stop"
        set analysis(waitForReadyOk1) 0
        set analysis(waitForBestMove1) 0
        sendToEngine 2 "stop"
   		set analysis(waitForReadyOk2) 0
        set analysis(waitForBestMove2) 0   		
        $b configure -image tb_finish_off -relief flat
   		grab release .analysisWin$n
   		.analysisWin$n.b1.bStartStop configure -state normal
        .analysisWin$n.b1.move configure -state normal
        .analysisWin$n.b1.line configure -state normal
        .analysisWin$n.b1.alllines configure -state normal
        .analysisWin$n.b1.annotate configure -state normal
        .analysisWin$n.b1.automove configure -state normal
   		return
	}
		
	set w .configFinishGame			
	toplevel $w -class Dialog -bg [ttk::style lookup . -background]
	wm resizable $w 0 0
	::setTitle $w "Scid: $::tr(FinishGame)"
	    
	ttk::labelframe $w.wh_f -text "$::tr(White)" -padding 5
	grid $w.wh_f -column 0 -row 0 -columnspan 2 -sticky we -pady 8
	label $w.wh_f.p -image wk$::board::_size(.main.board)
    grid $w.wh_f.p -column 0 -row 0 -rowspan 3	
	ttk::radiobutton $w.wh_f.e1 -text $analysis(name1) -variable ::finishGameEng1 -value 1 
	if {[winfo exists .analysisWin2] } {
		ttk::radiobutton $w.wh_f.e2 -text $analysis(name2) -variable ::finishGameEng1 -value 2 	
	} else {
		set ::finishGameEng1 1
		ttk::radiobutton $w.wh_f.e2 -text $::tr(StartEngine) -variable ::finishGameEng1 -value 2 -state disabled
	}
	grid $w.wh_f.e1 -column 1 -row 0 -columnspan 3 -sticky w
	grid $w.wh_f.e2 -column 1 -row 1 -columnspan 3 -sticky w
	spinbox $w.wh_f.cv -width 4 -textvariable ::finishGameCmdVal1 -from 1 -to 999
	ttk::radiobutton $w.wh_f.c1 -text $::tr(seconds) -variable ::finishGameCmd1 -value "movetime"
	ttk::radiobutton $w.wh_f.c2 -text $::tr(FixedDepth) -variable ::finishGameCmd1 -value "depth"
	grid $w.wh_f.cv -column 1 -row 2 -sticky w
	grid $w.wh_f.c1 -column 2 -row 2 -sticky w
	grid $w.wh_f.c2 -column 3 -row 2 -sticky w 
	grid columnconfigure $w.wh_f 2 -weight 1	
		
	ttk::labelframe $w.bk_f -text "$::tr(Black)" -padding 5
	grid $w.bk_f -column 0 -row 1 -columnspan 2 -sticky we -pady 8
	label $w.bk_f.p -image bk$::board::_size(.main.board)
    grid $w.bk_f.p -column 0 -row 0 -rowspan 3	
	ttk::radiobutton $w.bk_f.e1 -text $analysis(name1) -variable ::finishGameEng2 -value 1 
	if {[winfo exists .analysisWin2] } {
		ttk::radiobutton $w.bk_f.e2 -text $analysis(name2) -variable ::finishGameEng2 -value 2 	
	} else {
		set ::finishGameEng2 1
		ttk::radiobutton $w.bk_f.e2 -text $::tr(StartEngine) -variable ::finishGameEng2 -value 2 -state disabled
	}
	grid $w.bk_f.e1 -column 1 -row 0 -columnspan 3 -sticky w
	grid $w.bk_f.e2 -column 1 -row 1 -columnspan 3 -sticky w
	spinbox $w.bk_f.cv -width 4 -textvariable ::finishGameCmdVal2 -from 1 -to 999
	ttk::radiobutton $w.bk_f.c1 -text $::tr(seconds) -variable ::finishGameCmd2 -value "movetime"
	ttk::radiobutton $w.bk_f.c2 -text $::tr(FixedDepth) -variable ::finishGameCmd2 -value "depth"
	grid $w.bk_f.cv -column 1 -row 2 -sticky w
	grid $w.bk_f.c1 -column 2 -row 2 -sticky w
	grid $w.bk_f.c2 -column 3 -row 2 -sticky w 
	grid columnconfigure $w.bk_f 2 -weight 1		

	ttk::checkbutton $w.annotate -text $::tr(Annotate) -variable ::finishGameAnnotate
	grid $w.annotate -column 0 -row 2 -columnspan 2 -sticky w -padx 5 -pady 8

	ttk::button $w.cancel -text $::tr(Cancel) -command { destroy .configFinishGame }
    grid $w.cancel -column 0 -row 3
    ttk::button $w.ok -text "OK" -command {
    	if {$::finishGameEng1 == $::finishGameEng2} {
   			set ::finishGameMode 1
   		} else {
   			set ::finishGameMode 2
   		}		      
	    destroy .configFinishGame		      	
    }
    grid $w.ok -column 1 -row 3
	focus $w.ok		
	bind $w <Escape> { .configFinishGame.cancel invoke }
    bind $w <Return> { .configFinishGame.ok invoke }
	bind $w <Destroy> { focus .analysisWin1 }
	::tk::PlaceWindow $w widget .analysisWin1
	grab $w
	bind $w <ButtonPress> { 
		set w .configFinishGame
		wm deiconify $w
		if {%x < 0 || %x > [winfo width $w] || %y < 0 || %y > [winfo height $w] } { ::tk::PlaceWindow $w pointer }
	}
	tkwait window $w
	if {!$::finishGameMode} { return }

	set gocmd(1) "go $::finishGameCmd1 $::finishGameCmdVal1"
	set gocmd(2) "go $::finishGameCmd2 $::finishGameCmdVal2"
	if {$::finishGameCmd1 == "movetime" } { append gocmd(1) "000" }
	if {$::finishGameCmd2 == "movetime" } { append gocmd(2) "000" }
	if {[sc_pos side] == "white"} {
		set current_cmd 1
		set current_engine $::finishGameEng1
	} else {
		set current_cmd 2
		set current_engine $::finishGameEng2
	}

    stopEngineAnalysis 1
    stopEngineAnalysis 2
	$b configure -image tb_finish_on -relief flat
	.analysisWin$n.b1.bStartStop configure -state disabled
	.analysisWin$n.b1.move configure -state disabled
	.analysisWin$n.b1.line configure -state disabled
	.analysisWin$n.b1.alllines configure -state disabled
	.analysisWin$n.b1.annotate configure -state disabled
	.analysisWin$n.b1.automove configure -state disabled
	grab .analysisWin$n
   	
	while { [string index [sc_game info previousMove] end] != "#"} {
		set analysis(waitForReadyOk$current_engine) 1
		sendToEngine $current_engine "isready"
		vwait analysis(waitForReadyOk$current_engine)
		if {!$::finishGameMode} { break }
		sendToEngine $current_engine "position fen [sc_pos fen]"
		sendToEngine $current_engine $gocmd($current_cmd)
		set analysis(fen$current_engine) [sc_pos fen]
		set analysis(maxmovenumber$current_engine) 0
		set analysis(waitForBestMove$current_engine) 1
		vwait analysis(waitForBestMove$current_engine)
		if {!$::finishGameMode} { break }

        if { ! [sc_pos isAt vend] } { sc_var create }
		if {$::finishGameAnnotate} {
			set moves [ lindex [ lindex $analysis(multiPV$current_engine) 0 ] 2 ]
			set text [format "%+.2f %s - %s  Depth: %d  Time:%6.2f s" \
    			$analysis(score$current_engine) \
    			[addMoveNumbers $current_engine [::trans $moves]] \
    			$analysis(name$current_engine) \
    			$analysis(depth$current_engine) \
    			$analysis(time$current_engine) ]
    		makeAnalysisMove $current_engine $text
    	} else {
            makeAnalysisMove $current_engine
        }		
 
 		incr current_cmd
 		if {$current_cmd > 2} { set current_cmd 1 } 
		if {$::finishGameMode == 2} { 
			incr current_engine 
   			if {$current_engine > 2 } { set current_engine 1 }
   		}
	}
	if {$::finishGameMode} { toggleFinishGame }
}
################################################################################
#
################################################################################
proc autoplayFinishGame { {n 1} } {
    if {!$::finishGameMode || ![winfo exists .analysisWin$n]} {return}
    .analysisWin$n.b1.move invoke
    if { [string index [sc_game info previousMove] end] == "#"} {
        toggleFinishGame $n
        return
    }
    after $::autoplayDelay autoplayFinishGame
}

################################################################################
#
################################################################################
proc startEngineAnalysis { {n 1} {force 0} } {
    global analysis
    
    if { !$analysis(analyzeMode$n) } {
        set b ".analysisWin$n.b1.bStartStop"
        
        startAnalyzeMode $n $force
        $b configure -image tb_pause
        ::utils::tooltip::Set $b "$::tr(StopEngine)(a)"
        # enable lock button
        .analysisWin$n.b1.lockengine configure -state normal
    }
}

################################################################################
#
################################################################################
proc stopEngineAnalysis { {n 1} } {
    global analysis
    
    if { $analysis(analyzeMode$n) } {
        set b ".analysisWin$n.b1.bStartStop"

        stopAnalyzeMode $n
        $b configure -image tb_play
        ::utils::tooltip::Set $b "$::tr(StartEngine)"
        # reset lock mode and disable lock button
        set analysis(lockEngine$n) 0
        toggleLockEngine $n
        .analysisWin$n.b1.lockengine configure -relief raised
        .analysisWin$n.b1.lockengine configure -state disabled
    }
}

################################################################################
#
################################################################################
proc toggleEngineAnalysis { { n 1 } { force 0 } } {
    global analysis
    
    if { $n == 1} {
        if { ($::annotateMode || $::finishGameMode) && ! $force } {
            return
        }
    }
    
    if {$analysis(analyzeMode$n)} {
        stopEngineAnalysis $n
    } else  {
        startEngineAnalysis $n $force
    }
}
################################################################################
# startAnalyzeMode:
#   Put the engine in analyze mode.
################################################################################
proc startAnalyzeMode {{n 1} {force 0}} {
    global analysis
    
    # don't start analysis mode when restoring the default layout in docked mode
    if { $::docking::USE_DOCKING && $::docking::restore_running } {
        set b ".analysisWin$n.b1.bStartStop"
        $b configure -image tb_play
        ::utils::tooltip::Set $b "$::tr(StartEngine)"
        # reset lock mode and disable lock button
        set analysis(lockEngine$n) 0
        toggleLockEngine $n
        .analysisWin$n.b1.lockengine configure -relief raised
        .analysisWin$n.b1.lockengine configure -state disabled
        set t .analysisWin$n.text
        $t configure -state normal
        $t delete 0.0 end
        return
    }
    
    # Check that the engine has not already had analyze mode started:
    if {$analysis(analyzeMode$n) && ! $force } { return }
    set analysis(analyzeMode$n) 1
    if { $analysis(uci$n) } {
        updateAnalysis $n
    } else  {
        if {$analysis(has_setboard$n)} {
            sendToEngine $n "setboard [sc_pos fen]"
        }
        if { $analysis(has_analyze$n) } {
            sendToEngine $n "analyze"
        } else  {
            updateAnalysis $n ;# in order to handle special cases (engines without setboard and analyse commands)
        }
    }
}
################################################################################
# stopAnalyzeMode
################################################################################
proc stopAnalyzeMode { {n 1} } {
    global analysis
    if {! $analysis(analyzeMode$n)} { return }
    set analysis(analyzeMode$n) 0
    if { $analysis(uci$n) } {
        if {$analysis(after$n) != ""} {
            after cancel $analysis(after$n)
            set analysis(after$n) ""
        }
        sendToEngine $n "stop"
        set analysis(waitForReadyOk$n) 1
        sendToEngine $n "isready"
    } else  {
        sendToEngine $n "exit"
    }
    set analysis(fen$n) {}
}
################################################################################
# toggleLockEngine
#   Toggle whether engine is locked to current position.
################################################################################
proc toggleLockEngine {n} {
    global analysis
    if { $analysis(lockEngine$n) } {
        set state disabled
        set analysis(lockN$n) [sc_pos moveNumber]
        set analysis(lockSide$n) [sc_pos side]
    } else {
        set state normal
    }
    set w ".analysisWin$n"
    $w.b1.move configure -state $state
    $w.b1.line configure -state $state
    if {$analysis(uci$n)} {
        $w.b1.multipv configure -state $state
    }
    $w.b1.alllines configure -state $state
    $w.b1.automove configure -state $state
    if { $n == 1 } {
        $w.b1.annotate configure -state $state
        $w.b1.bFinishGame configure -state $state
    }
    updateAnalysis $n
}
################################################################################
# updateAnalysisText
#   Update the text in an analysis window.
################################################################################
proc updateAnalysisText {{n 1}} {
    global analysis
    
    set nps 0
    if {$analysis(currmovenumber$n) > $analysis(maxmovenumber$n) } {
        set analysis(maxmovenumber$n) $analysis(currmovenumber$n)
    }
    if {$analysis(time$n) > 0.0} {
        set nps [expr {round($analysis(nodes$n) / $analysis(time$n))} ]
    }
    set score $analysis(score$n)
    
    set t .analysisWin$n.text
    set h .analysisWin$n.hist.text
    
    $t configure -state normal
    $t delete 0.0 end
    
    if { $analysis(uci$n) } {
        if { [expr abs($score)] >= 327.0 } {
            if { [catch { set tmp [format "M%d " $analysis(scoremate$n)]} ] } {
                set tmp [format "%+.1f " $score]
            }
        } else {
            set tmp [format "%+.1f " $score]
        }
        $t insert end $tmp
        
        $t insert end "[tr Depth]: "
        if {$analysis(showEngineInfo$n) && $analysis(seldepth$n) != 0} {
            $t insert end [ format "%2u/%u " $analysis(depth$n) $analysis(seldepth$n)] small
        } else {
            $t insert end [ format "%2u " $analysis(depth$n) ] small
        }
        $t insert end "[tr Nodes]: "
        $t insert end [ format "%6uK (%u kn/s) " $analysis(nodes$n) $nps ] small
        $t insert end "[tr Time]: "
        $t insert end [ format "%6.2f s" $analysis(time$n) ] small
        if {$analysis(showEngineInfo$n)} {
            $t insert end "\n" small
            $t insert end "[tr Current]: "
            $t insert end [ format "%s (%s/%s) " [::trans $analysis(currmove$n)] $analysis(currmovenumber$n) $analysis(maxmovenumber$n)] small
            $t insert end "TB Hits: "
            $t insert end [ format "%u " $analysis(tbhits$n)] small
            $t insert end "Nps: "
            $t insert end [ format "%u n/s " $analysis(nps$n)] small
            $t insert end "Hash Full: "
            set hashfull [expr {round($analysis(hashfull$n) / 10)}]
            $t insert end [ format "%u%% " $hashfull ] small
            $t insert end "CPU Load: "
            set cpuload [expr {round($analysis(cpuload$n) / 10)}]
            $t insert end [ format "%u%% " $cpuload ] small
            
            #$t insert end [ format "\nCurrent: %s (%s) - Hashfull: %u - nps: %u - TBhits: %u - CPUload: %u" $analysis(currmove$n) $analysis(currmovenumber$n) $analysis(hashfull$n) $analysis(nps$n) $analysis(tbhits$n) $analysis(cpuload$n) ]
        }
    } else {
        set newStr [format "Depth:   %6u      Nodes: %6uK (%u kn/s)\n" $analysis(depth$n) $analysis(nodes$n) $nps]
        append newStr [format "Score: %+8.2f      Time: %9.2f seconds\n" $score $analysis(time$n)]
        $t insert 1.0 $newStr small
    }
    
    
    if {$analysis(automove$n)} {
        if {$analysis(automoveThinking$n)} {
            set moves "   Thinking..... "
        } else {
            set moves "   Your move..... "
        }
        
        if { ! $analysis(uci$n) } {
            $t insert end $moves blue
        }
        $t configure -state disabled
        updateAnalysisBoard $n ""
        return
    }
    
    if {! $::analysis(movesDisplay$n)}  {
        $h configure -state normal
        $h delete 0.0 end
        $h insert end "     $::tr(ClickHereToSeeMoves)\n" blue
        updateAnalysisBoard $n ""
        $h configure -state disabled
        return
    }
    
    if { $analysis(uci$n) } {
        set moves [ lindex [ lindex $analysis(multiPV$n) 0 ] 2 ]
    } else  {
        set moves $analysis(moves$n)
    }
    
    $h configure -state normal
    set cleared 0
    if { $analysis(depth$n) < $analysis(prev_depth$n)  || $analysis(prev_depth$n) == 0 } {
        $h delete 1.0 end
        set cleared 1
    }
    
    ################################################################################
    if { $analysis(uci$n) } {
        if {$cleared} { set analysis(multiPV$n) {} ; set analysis(multiPVraw$n) {} }
        if {$analysis(multiPVCount$n) == 1} {
            set newhst [format "%2d %s %s" $analysis(depth$n) [scoreToMate $score $moves $n] [addMoveNumbers $n [::trans $moves]]]
            if {$newhst != $analysis(lastHistory$n) && $moves != ""} {
                $h insert end [format "%s (%.2f)\n" $newhst $analysis(time$n)] indent
                $h see end-1c
                set analysis(lastHistory$n) $newhst
            }
        } else {
            $h delete 1.0 end
            # First line
            set pv [lindex $analysis(multiPV$n) 0]
            if { $pv != "" } {
                catch { set newStr [format "%2d %s " [lindex $pv 0] [scoreToMate $score [lindex $pv 2] $n] ] }
            
                $h insert end "1 " gray
                append newStr "[addMoveNumbers $n [::trans [lindex $pv 2]]] [format (%.2f)\n [lindex $pv 4]]"
                $h insert end $newStr blue
            
                set lineNumber 1
                foreach pv $analysis(multiPV$n) {
                    if {$lineNumber == 1} { incr lineNumber ; continue }
                    $h insert end "$lineNumber " gray
                    set score [scoreToMate [lindex $pv 1] [lindex $pv 2] $n]
                    $h insert end [format "%2d %s %s (%.2f)\n" [lindex $pv 0] $score [addMoveNumbers $n [::trans [lindex $pv 2]]] [lindex $pv 4]] indent
                    incr lineNumber
                }
            }
        }
        ################################################################################
    } else  {
        # original Scid analysis display
        $h insert end [format "%2d %+5.2f %s (%.2f)\n" $analysis(depth$n) $score [::trans $moves] $analysis(time$n)] indent
        $h see end-1c
    }
    
    $h configure -state disabled
    set analysis(prev_depth$n) $analysis(depth$n)
    if { ! $analysis(uci$n) } {
        $t insert end [::trans $moves] blue
    }
    # $t tag add score 2.0 2.13
    $t configure -state disabled
    
    updateAnalysisBoard $n $analysis(moves$n)
}
################################################################################
# args = score, pv
# returns M X if mate detected (# or ++) or original score
################################################################################
proc scoreToMate { score pv n } {
    
    if {$::analysis(lockEngine$n)} {
        return [format "%+5.2f" $score]
    }
    
    if { [string index $pv end] == "#" || [string index $pv end] == "+" && [string index $pv end-1] == "+"} {
        set plies [llength $pv]
        
        set mate [expr $plies / 2 + 1 ]
        
        set sign ""
        if {[expr $plies % 2] == 0 && [sc_pos side] == "white" || [expr $plies % 2] == 1 && [sc_pos side] == "black"} {
            set sign "-"
        }
        if {[sc_pos side] == "white" } {
            if { $sign == "" } {
                set mate [expr $plies / 2 + 1 ]
            } else  {
                set mate [expr $plies / 2 ]
            }
        } else  {
            if { $sign == "" } {
                set mate [expr $plies / 2 ]
            } else  {
                set mate [expr $plies / 2 + 1 ]
            }
        }
        
        set ret "M$sign$mate"
    } else  {
        set ret [format "%+5.2f" $score]
    }
    
    return $ret
}
################################################################################
# returns the pv with move numbers added
# ::pgn::moveNumberSpaces controls space between number and move
################################################################################
proc addMoveNumbers { e pv } {
    global analysis

    if { $analysis(lockEngine$e) } {
      set n $analysis(lockN$e)
      set turn $analysis(lockSide$e)
    } else {
      set n [sc_pos moveNumber]
      set turn [sc_pos side]
    }

    if {$::pgn::moveNumberSpaces} {
      set spc { }
    } else {
      set spc {}
    }

    set ret ""
    set start 0
    if {$turn == "black"} {
        set ret "$n.$spc... [lindex $pv 0] "
        incr start
        incr n
    }
    for {set i $start} {$i < [llength $pv]} {incr i} {
        set m [lindex $pv $i]
        if { [expr $i % 2] == 0 && $start == 0 || [expr $i % 2] == 1 && $start == 1 } {
            append ret "$n.$spc$m "
        } else  {
            append ret "$m "
            incr n
        }
    }
    return $ret
}
################################################################################
# toggleAnalysisBoard
#   Toggle whether the small analysis board is shown.
################################################################################
proc toggleAnalysisBoard {n} {
    global analysis
    if { $analysis(showBoard$n) } {
        set analysis(showBoard$n) 0
        pack forget .analysisWin$n.bd
        setWinSize .analysisWin$n
        bind .analysisWin$n <Configure> "recordWinSize .analysisWin$n"
    } else {
        bind .analysisWin$n <Configure> ""
        set analysis(showBoard$n) 1
        pack .analysisWin$n.bd -side right -before .analysisWin$n.b1 -padx 4 -pady 4 -anchor n
        update
        .analysisWin$n.hist.text configure -setgrid 0
        .analysisWin$n.text configure -setgrid 0
        set x [winfo reqwidth .analysisWin$n]
        set y [winfo reqheight .analysisWin$n]
        wm geometry .analysisWin$n ${x}x${y}
        .analysisWin$n.hist.text configure -setgrid 1
        .analysisWin$n.text configure -setgrid 1
    }
}
################################################################################
# toggleEngineInfo
#   Toggle whether engine info are shown.
################################################################################
proc toggleEngineInfo {n} {
    global analysis
    if { $analysis(showEngineInfo$n) } {
        .analysisWin$n.text configure -height 2
    } else {
        .analysisWin$n.text configure -height 1
    }
    updateAnalysisText $n
}
################################################################################
#
################################################################################
# updateAnalysisBoard
#   Update the small analysis board in the analysis window,
#   showing the position after making the specified moves
#   from the current main board position.
#
proc updateAnalysisBoard {n moves} {
    global analysis
    # PG : this should not be commented
    if {! $analysis(showBoard$n)} { return }
    
    set bd .analysisWin$n.bd
    # Push a temporary copy of the current game:
    sc_game push copyfast
    
    # Make the engine moves and update the board:
    sc_move_add $moves $n
    ::board::update $bd [sc_pos board]
    
    # Pop the temporary game:
    sc_game pop
}

################################################################################
# sendFENtoEngineUCI
#   Wait for the engine to be ready then send position and go infinite
#   engine_n: number of the engine that will receive the commands
#   delay: delay the commands - INTERNAL - DON'T USE OUTSIDE sendFENtoEngineUCI
################################################################################
proc sendFENtoEngineUCI {engine_n  {delay 0}} {
    global analysis
    set analysis(after$engine_n) ""

    if {$analysis(waitForReadyOk$engine_n) } {
        #If too slow something is wrong: give up
        if {$delay > 250} { return }

        # Engine is not ready: process events, idle tasks and then call me back
        incr delay
        set cmd "set ::analysis(after$engine_n) "
        append cmd { [ } " after $delay sendFENtoEngineUCI $engine_n $delay " { ] }
        set analysis(after$engine_n) [eval [list after idle $cmd]]
    } else {
        sendToEngine $engine_n "position fen $analysis(fen$engine_n)"
        sendToEngine $engine_n "go infinite"
    }
}

################################################################################
# updateAnalysis
#   Update an analysis window by sending the current board
#   to the engine.
################################################################################
proc updateAnalysis {{n 1}} {
    global analysis
    if {$analysis(pipe$n) == ""} { return }
    # Just return if no output has been seen from the analysis program yet:
    if {! $analysis(seen$n)} { return }
    # No need to update if no analysis is running
    if { ! $analysis(analyzeMode$n) } { return }
    # No need to send current board if engine is locked
    if { $analysis(lockEngine$n) } { return }

    if { $analysis(uci$n) } {
        if {$analysis(after$n) == "" } {
            if { $analysis(fen$n) != "" } { sendToEngine $n "stop" }
            set analysis(waitForReadyOk$n) 1
            sendToEngine $n "isready"
            set analysis(after$n) [after idle "sendFENtoEngineUCI $n"]
        }
        set analysis(fen$n) [sc_pos fen]
        set analysis(maxmovenumber$n) 0
        set analysis(movelist$n) [sc_game moves coord list]
        set analysis(nonStdStart$n) [sc_game startBoard]
    } else {
        #TODO: remove 0.3s delay even for other engines

        global analysisWin windowsOS

        # If too close to the previous update, and no other future update is
        # pending, reschedule this update to occur in another 0.3 seconds:
        #
        if {[catch {set clicks [clock clicks -milliseconds]}]} {
            set clicks [clock clicks]
        }
        set diff [expr {$clicks - $analysis(lastClicks$n)} ]
        if {$diff < 300  &&  $diff >= 0} {
            if {$analysis(after$n) == ""} {
                set analysis(after$n) [after 300 updateAnalysis $n]
            }
            return
        }
        set analysis(lastClicks$n) $clicks
        set analysis(after$n) ""
        after cancel updateAnalysis $n

        set old_movelist $analysis(movelist$n)
        set movelist [sc_game moves coord list]
        set analysis(movelist$n) $movelist
        set nonStdStart [sc_game startBoard]
        set old_nonStdStart $analysis(nonStdStart$n)
        set analysis(nonStdStart$n) $nonStdStart

        # This section is for engines that support "analyze":
        if {$analysis(has_analyze$n)} {
            sendToEngine $n "exit"   ;# Get out of analyze mode, to send moves.
            
            # On Crafty, "force" command has different meaning when not in
            # XBoard mode, and some users have noticed Crafty not being in
            # that mode at this point -- although I cannot reproduce this.
            # So just re-send "xboard" to Crafty to make sure:
            if {$analysis(isCrafty$n)} { sendToEngine $n "xboard" }
            
            sendToEngine $n "force"  ;# Stop engine replying to moves.
            # Check if the setboard command must be used -- that is, if the
            # previous or current position arose from a non-standard start.
            
            #if {$analysis(has_setboard$n)  &&  ($old_nonStdStart  || $nonStdStart)}
            # We skip all code below if the engine has setboard capability : this is provides less error prone behavior
            if {$analysis(has_setboard$n)} {
                sendToEngine $n "setboard [sc_pos fen]"
                # Most engines with setboard do not recognize the crafty "mn"
                # command (it is not in the XBoard/WinBoard protocol), so only send it to crafty:
                if {$analysis(isCrafty$n)} { sendToEngine $n "mn [sc_pos moveNumber]" }
                sendToEngine $n "analyze"
                return
            }
            
            # If we need a non-standard start and the engine does not have
            # setboard, the user is out of luck:
            if {$nonStdStart} {
                set analysis(moves$n) "  Sorry, this game has a non-standard start position."
                updateAnalysisText $n
                return
            }
            
            # Here, the engine has the analyze command (and no setboard) but this game does
            # not have a non-standard start position.
            
            set oldlen [llength $old_movelist]
            set newlen [llength $movelist]
            
            # Check for optimization to minimize the commands to be sent:
            # Scid sends "undo" to backup wherever possible, and avoid "new" as
            # on many engines this would clear hash tables, causing poor
            # hash table performance.
            
            # Send just the new move if possible (if the new move list is exactly
            # the same as the previous move list, with one extra move):
            if {($newlen == $oldlen + 1) && ($old_movelist == [lrange $movelist 0 [expr {$oldlen - 1} ]])} {
                sendMoveToEngine $n [lindex $movelist $oldlen]
                
            } elseif {($newlen + 1 == $oldlen) && ($movelist == [lrange $old_movelist 0 [expr {$newlen - 1} ]])} {
                # Here the new move list is the same as the old list but with one
                # less move, just send one "undo":
                sendToEngine $n "undo"
                
            } elseif {$newlen == $oldlen  &&  $old_movelist == $movelist} {
                
                # Here the board has not changed, so send nothing
                
            } else {
                
                # Otherwise, undo and re-send all moves:
                for {set i 0} {$i < $oldlen} {incr i} {
                    sendToEngine $n "undo"
                }
                foreach m $movelist {
                    sendMoveToEngine $n $m
                }
                
            }
            
            sendToEngine $n "analyze"
            
        } else {
            
            # This section is for engines without the analyze command:
            # In this case, Scid just sends "new", "force" and a bunch
            # of moves, then sets a very long search time/depth and
            # sends "go". This is not ideal but it works OK for engines
            # without "analyze" that I have tried.
            
            # If Unix OS and engine wants it, send an INT signal:
            if {(!$windowsOS)  &&  $analysis(send_sigint$n)} {
                catch {exec -- kill -s INT [pid $analysis(pipe$n)]}
            }
            sendToEngine $n "new"
            sendToEngine $n "force"
            if { $nonStdStart && ! $analysis(has_setboard$n) } {
                set analysis(moves$n) "  Sorry, this game has a non-standard start position."
                updateAnalysisText $n
                return
            }
            if {$analysis(has_setboard$n)} {
                sendToEngine $n "setboard [sc_pos fen]"
            } else  {
                foreach m $movelist {
                    sendMoveToEngine $n $m
                }
            }
            # Set engine to be white or black:
            sendToEngine $n [sc_pos side]
            # Set search time and depth to something very large and start search:
            sendToEngine $n "st 120000"
            sendToEngine $n "sd 50"
            sendToEngine $n "post"
            sendToEngine $n "go"
        }
    }
}
################################################################################
#
################################################################################

set temptime 0
trace variable temptime w {::utils::validate::Regexp {^[0-9]*\.?[0-9]*$}}

proc setAutomoveTime {{n 1}} {
    global analysis temptime dialogResult
    set ::tempn $n
    set temptime [expr {$analysis(automoveTime$n) / 1000.0} ]
    set w .apdialog
    toplevel $w
    #wm transient $w .analysisWin
    ::setTitle $w "Scid: Engine thinking time"
    wm resizable $w 0 0
    ttk::label $w.label -text "Set the engine thinking time per move in seconds:"
    pack $w.label -side top -pady 5 -padx 5
    ttk::entry $w.entry -background white -width 10 -textvariable temptime
    pack $w.entry -side top -pady 5
    bind $w.entry <Escape> { .apdialog.buttons.cancel invoke }
    bind $w.entry <Return> { .apdialog.buttons.ok invoke }
    
    addHorizontalRule $w
    
    set dialogResult ""
    set b [ttk::frame $w.buttons]
    pack $b -side top -fill x
    ttk::button $b.cancel -text $::tr(Cancel) -command {
        focus .
        catch {grab release .apdialog}
        destroy .apdialog
        focus .
        set dialogResult Cancel
    }
    ttk::button $b.ok -text "OK" -command {
        catch {grab release .apdialog}
        if {$temptime < 0.1} { set temptime 0.1 }
        set analysis(automoveTime$tempn) [expr {int($temptime * 1000)} ]
        focus .
        catch {grab release .apdialog}
        destroy .apdialog
        focus .
        set dialogResult OK
    }
    pack $b.cancel $b.ok -side right -padx 5 -pady 5
    focus $w.entry
    update
    catch {grab .apdialog}
    tkwait window .apdialog
    if {$dialogResult != "OK"} {
        return 0
    }
    return 1
}

proc toggleAutomove {{n 1}} {
    global analysis
    if {! $analysis(automove$n)} {
        cancelAutomove $n
    } else {
        set analysis(automove$n) 0
        if {! [setAutomoveTime $n]} {
            return
        }
        set analysis(automove$n) 1
        automove $n
    }
}

proc cancelAutomove {{n 1}} {
    global analysis
    set analysis(automove$n) 0
    after cancel "automove $n"
    after cancel "automove_go $n"
}

proc automove {{n 1}} {
    global analysis autoplayDelay
    if {! $analysis(automove$n)} { return }
    after cancel "automove $n"
    set analysis(automoveThinking$n) 1
    after $analysis(automoveTime$n) "automove_go $n"
}

proc automove_go {{n 1}} {
    global analysis
    if {$analysis(automove$n)} {
        if {[makeAnalysisMove $n]} {
            set analysis(autoMoveThinking$n) 0
            updateBoard -pgn
            after cancel "automove $n"
            ::tree::doTraining $n
        } else {
            after 1000 "automove $n"
        }
    }
}
################################################################################
# If UCI engine, add move through a dedicated function in uci namespace
# returns the error caught by catch
################################################################################
proc sc_move_add { moves n } {
    if { $::analysis(uci$n) } {
        return [::uci::sc_move_add $moves]
    } else  {
        return [ catch { sc_move addSan $moves } ]
    }
}
################################################################################
# append scid directory if path starts with .
################################################################################
proc toAbsPath { path } {
    set new $path
    if {[string index $new 0] == "." } {
        set scidInstallDir [file dirname [info nameofexecutable] ]
        set new [ string replace $new 0 0  $scidInstallDir ]
    }
    return $new
}
################################################################################
#
################################################################################

###
### End of file: analysis.tcl
###
###
### Computer Tournament 
###
### comp.tcl: part of Scid.
### Copyright (C) 2010- Steven Atkinson

# Credit to Fulvio for a few lines of UCI code that enabled me
# to make this run nicely (without constantly reseting analysis),
# and gave me impetus for a decent control structure using
# semaphores/vwait instead of the often abused dig-deeper procedural flow 
# sometimes evident in tcl programs.

# Opening books are disabled for UCI engines... which makes doing a computer
# tournament Xboard openings will work if configured individually.

set comp(playing) 0
set comp(current) 0
set comp(games) {}
set comp(count) 2 ; # number of computer players
set comp(start) 0 ; # "Start at position" radiobutton
set comp(delta) 2000; # 2 seconds is the time
set comp(permoveleeway) 1.75 ;# 175% is the max allowed

### Non-transient options are set in start.tcl

proc compInit {} {
  global analysis comp engines

  set w .comp

  if {[winfo exists $w]} {
    raiseWin $w
    return
  }
  toplevel $w
  wm state $w withdrawn
  wm title $w "Configure Tournament"
  setWinLocation $w

  pack [frame $w.engines] -side top
  addHorizontalRule $w
  pack [frame $w.config] -fill x -expand 1
  addHorizontalRule $w
  pack [frame $w.buttons] -side bottom -pady 5 -padx 5

  ### Engines

  pack [frame $w.engines.top] -side top -expand 1 -fill x -pady 5
  grid [label $w.engines.top.label -text "Number of Engines"] -row 0 -column 0 -sticky w
  grid [spinbox $w.engines.top.count -textvariable comp(count) -from 2 -to [llength $engines(list)] -width 4 -highlightthickness 0] -row 0 -column 1  -padx 15
  dialogbutton $w.engines.top.update -text $::tr(Update) -command drawCombos
  grid $w.engines.top.update -row 0 -column 2 -sticky e

  set comp(countcombos) $comp(count)
  drawCombos

  ### Config widgets

  set row 0

  label $w.config.eventlabel -text {Event Name}
  entry $w.config.evententry -width 17 -textvariable comp(name) -borderwidth 1

  # 17 is magic number to pad the widget out to match the width
  # after the three adjudication buttons have been packed

  grid $w.config.eventlabel -row $row -column 0 -sticky w -padx 5 -pady 2
  grid $w.config.evententry -row $row -column 1 -sticky ew -padx 5 -pady 2

  incr row
  label $w.config.roundslabel -text {Number of Rounds}
  spinbox $w.config.roundsvalue -textvariable comp(rounds) -from 1 -to 10 -width 9

  grid $w.config.roundslabel -row $row -column 0 -sticky w -padx 5 -pady 2
  grid $w.config.roundsvalue -row $row -column 1 -sticky ew -padx 5 -pady 2

  incr row
  frame $w.config.control
  label $w.config.control.0 -text {Time Control is per}
  radiobutton $w.config.control.1 -variable comp(timecontrol) -value pergame -text Game -command checkTimeControl
  radiobutton $w.config.control.2 -variable comp(timecontrol) -value permove -text Move -command checkTimeControl

  pack $w.config.control.0 $w.config.control.1 $w.config.control.2 -side left -expand 1 -fill x
  grid $w.config.control  -row $row -column 0 -columnspan 2 -sticky ew -pady 2

  incr row
  frame $w.config.timesecs 
  label $w.config.timesecs.label -text {Time per Move}
  set tmp $comp(seconds)
  spinbox $w.config.timesecs.value -textvariable comp(seconds) -from 1 -to 3600 -width 4
  set comp(seconds) $tmp
  label $w.config.timesecs.label2 -text secs

  pack $w.config.timesecs.label -side left
  pack $w.config.timesecs.label2 $w.config.timesecs.value -side right
  grid $w.config.timesecs -row $row -column 0 -columnspan 2 -sticky ew -pady 2 -padx 5

  incr row
  frame $w.config.timegame 
    # hack to stop the spinbox from zeroing floating point values for minutes time
  set temp $comp(minutes)
  label $w.config.timegame.label -text {Time per game (base/incr)}
  spinbox $w.config.timegame.mins -textvariable comp(minutes) -from 0 -to 40 -width 4
  set comp(minutes) $temp

  set temp $comp(incr)
  label $w.config.timegame.label2 -text mins
  spinbox $w.config.timegame.incr -textvariable comp(incr) -from 0 -to 60 -width 4
  label $w.config.timegame.label3 -text secs
  set comp(incr) $temp

  pack $w.config.timegame.label -side left
  pack $w.config.timegame.label3 $w.config.timegame.incr $w.config.timegame.label2 $w.config.timegame.mins -side right
  grid $w.config.timegame -row $row -column 0 -columnspan 2 -sticky ew -pady 2 -padx 5

  incr row
  label $w.config.showclocklabel -text {Show Clocks}
  checkbutton $w.config.showclockvalue -variable comp(showclock) 

  grid $w.config.showclocklabel -row $row -column 0 -sticky w -padx 5 
  grid $w.config.showclockvalue -row $row -column 1 -padx 5 

  checkTimeControl

  incr row
  label $w.config.ponderlabel -text {Permanent Thinking}
  checkbutton $w.config.pondervalue -variable comp(ponder) 

  grid $w.config.ponderlabel -row $row -column 0 -sticky w -padx 5 
  grid $w.config.pondervalue -row $row -column 1 -padx 5 

  incr row
  label $w.config.animatelabel -text {Animate Moves}
  checkbutton $w.config.animatevalue -variable comp(animate) 

  grid $w.config.animatelabel -row $row -column 0 -sticky w -padx 5 
  grid $w.config.animatevalue -row $row -column 1 -padx 5 

  incr row
  label $w.config.verboselabel -text {Print info to Console}
  checkbutton $w.config.verbosevalue -variable comp(debug) 

  grid $w.config.verboselabel -row $row -column 0 -sticky w -padx 5 
  grid $w.config.verbosevalue -row $row -column 1 -padx 5 

  incr row
  label $w.config.loglabel -text {Log Engines}
  checkbutton $w.config.logvalue -variable analysis(logEngines)

  grid $w.config.loglabel -row $row -column 0 -sticky w -padx 5 
  grid $w.config.logvalue -row $row -column 1 -padx 5 

  incr row
  label $w.config.firstonlylabel -text {First engine plays others}
  checkbutton $w.config.firstonlyvalue -variable comp(firstonly) 

  grid $w.config.firstonlylabel -row $row -column 0 -sticky w -padx 5 
  grid $w.config.firstonlyvalue -row $row -column 1 -padx 5 

  incr row
  label $w.config.start1label -text {All games from start position}
  radiobutton $w.config.start1button -variable comp(start) -value 0
  grid $w.config.start1label -row $row -column 0 -sticky w -padx 5 
  grid $w.config.start1button -row $row -column 1 -padx 5 

  incr row
  label $w.config.start2label -text {First game from current position}
  radiobutton $w.config.start2button -variable comp(start) -value 1
  grid $w.config.start2label -row $row -column 0 -sticky w -padx 5 
  grid $w.config.start2button -row $row -column 1 -padx 5 

  incr row
  label $w.config.start3label -text {All games from current position}
  radiobutton $w.config.start3button -variable comp(start) -value 2
  grid $w.config.start3label -row $row -column 0 -sticky w -padx 5 
  grid $w.config.start3button -row $row -column 1 -padx 5 

  incr row
  frame $w.config.book
  label $w.config.book.label -textvar ::tr(UseBook) 
  checkbutton $w.config.book.value -variable comp(usebook)
  set bookPath $::scidBooksDir
  set bookList [ lsort -dictionary [ glob -nocomplain -directory $bookPath *.bin ] ]
  set tmp {}
  ttk::combobox $w.config.book.combo -width 12
  if { [llength $bookList] == 0 } {
    $w.config.book.value configure -state disabled
    set comp(usebook) 0
  } else {
    set i 0
    set idx 0
    foreach file  $bookList {
      lappend tmp [file tail $file]
      if { $comp(book) == [file tail $file]} {
	set idx $i
      }
      incr i
    }
    $w.config.book.combo configure -values $tmp
    $w.config.book.combo current $idx
  }
  grid $w.config.book -row $row -column 0 -columnspan 2 -sticky ew
  pack $w.config.book.label -side left -padx 10
  pack $w.config.book.combo $w.config.book.value -side right -padx 10

  ### OK, Cancel Buttons

  if {$::windowsOS} {
    # fixed width dialogbutton cuts text in winxp
    set button button
  } else {
    set button dialogbutton
  }

  $button $w.buttons.cancel -text $::tr(Cancel) -command compClose
  $button $w.buttons.ok -text Ok -command compOk
  $button $w.buttons.help -text $::tr(Help) -command {helpWindow Tourney}

  focus $w.buttons.ok
  pack $w.buttons.ok $w.buttons.help -side left -padx 5
  pack $w.buttons.cancel -side right -padx 5

  bind $w <Configure> "recordWinSize $w"
  wm protocol $w WM_DELETE_WINDOW compClose
  bind $w <Escape> compClose
  bind $w <F1> {helpWindow Tourney}
  update
  wm state $w normal
}

proc checkTimeControl {} {
  set w .comp
  if {$::comp(timecontrol) == "permove" } {
    foreach i [winfo children $w.config.timesecs] {
      $i configure -state normal
    }
    foreach i "[winfo children $w.config.timegame] $w.config.showclocklabel $w.config.showclockvalue" {
      $i configure -state disabled
    }
  } else {
    foreach i [winfo children $w.config.timesecs] {
      $i configure -state disabled
    }
    foreach i "[winfo children $w.config.timegame] $w.config.showclocklabel $w.config.showclockvalue" {
      $i configure -state normal
    }
  }
  update
}

proc compOk {} {
  global analysis comp engines

  set w .comp

  set comp(startfen) [sc_pos fen]

  # make sure decimals have a leading 0
  catch {
    set comp(incr) [expr $comp(incr)]
    set comp(minutes) [expr $comp(minutes)]
    set comp(seconds) [expr $comp(seconds)]
  }

  if {$comp(count) != $comp(countcombos)} {
    drawCombos
    return
  }

  if {[sc_base isReadOnly]} {
    set answer [tk_messageBox -title Tournanment -icon question -type okcancel \
	-message {Database is read only. Continue ?} -parent $w]
    if {$answer != "ok"} {return}
  }
  if {![sc_pos isAt end] && $comp(start) > 0} {
    set answer [tk_messageBox -title Tournanment -icon question -type okcancel \
	-message {Current game is not at end of game. Continue ?} -parent $w]
    if {$answer != "ok"} {return}
  }
    
  set players {}
  set comp(players) {} ;# to remember which engines are selected between widget restarts
  set names {}
  set comp(games) {}
  set comp(current) 0
  set comp(book) [.comp.config.book.combo get]

  if {$comp(timecontrol) == "permove"} {
    set comp(time) [expr {int($comp(seconds) * 1000)}]
    puts "Move delay is $comp(time) milliseconds"
  } 

  for {set i 0} {$i < $comp(count)} {incr i} {
    set j [$w.engines.list.$i.combo current]
    lappend comp(players) $j
    lappend players $j
    lappend names   [lindex [lindex $engines(list) $j] 0]
  }

  ### Check players are unique
  if {[llength [lsort -unique $players]] != $comp(count)} {
    tk_messageBox -type ok -parent $w -title {Scid: error} \
      -message {Duplicate engines not supported}
    return
  }
  foreach i $players j $names {
    puts "player $i is $j"
  }

  ### Reconfigure init widget for pausing

  for {set i 0} {$i < $comp(count)} {incr i} {
    $w.engines.list.$i.combo configure -state disabled ; # disable widgets too
    $w.engines.list.$i.configure configure -state disabled 
  }
  foreach j {.comp.config .comp.engines .comp.engines.top .comp.config.control .comp.config.timesecs .comp.config.timegame .comp.config.book} {
    foreach i [winfo children $j] {
      catch {$i configure -state disabled}
    }
  }
  $w.buttons.ok configure -text Pause -command compPause -state normal
  pack forget $w.buttons.help
  $w.buttons.cancel configure -text {End Comp} -command compAbort -state normal
  wm title $w "Engine Tournament"
  focus $w.buttons.ok

  ### Clocks

  if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
    frame $w.clocks
    pack $w.clocks -side top -expand yes -fill x -padx 20

    ::gameclock::new $w.clocks 1 80 1
    ::gameclock::new $w.clocks 2 80 1
    ::gameclock::setColor 1 white
    ::gameclock::setColor 2 black

  }

  ### Extra decision buttons

  frame $w.say
  pack $w.say -side bottom -pady 5 -padx 5

  if {$::windowsOS} {
    # fixed width dialogbutton cuts text in winxp
    set button button
  } else {
    set button dialogbutton
  }

  $button $w.say.white -text "$::tr(White) wins" -command {compGameEnd 1}
  $button $w.say.draw  -text "$::tr(Draw)" -command {compGameEnd =}
  $button $w.say.black -text "$::tr(Black) wins" -command {compGameEnd 0}

  pack $w.say.white $w.say.draw -side left -padx 5
  pack $w.say.black -side right -padx 5
  
  ### Place games in cue

  for {set i 0} {$i < $comp(count)} {incr i} {
    for {set j 0} {$j <= $i} {incr j} {
      if {$i != $j} {
	for {set k 1} {$k <= $comp(rounds)} {incr k} {
	  compCueGame [lindex $players $j] [lindex $players $i] [lindex $names $j] [lindex $names $i] $k
	  incr k
	  if {$k <= $comp(rounds)} {
	    compCueGame [lindex $players $i] [lindex $players $j] [lindex $names $i] [lindex $names $j] $k
	  }
	}
      }
      if {$comp(firstonly)} {break}
    }
  }

  # This is no longer reliable because of comp(firstonly) option
  # set num_games [expr {$comp(count) * ($comp(count)-1) * $comp(rounds) / 2}]
  set num_games [llength $comp(games)]
  puts "$num_games GAMES total: $comp(games)"

  ttk::progressbar $w.progress -mode determinate \
    -maximum $num_games -variable comp(current)
  pack $w.progress -side bottom -fill x -padx 10 -pady 5

  ### Play games

  set thisgame [lindex $comp(games) $comp(current)]

  while {$thisgame != {} } {
    puts_ "thisgame is \"$thisgame\", games are \"$comp(games)\""
    set n     [lindex $thisgame 0]
    set m     [lindex $thisgame 1]
    set name1 [lindex $thisgame 2]
    set name2 [lindex $thisgame 3]
    set k     [lindex $thisgame 4]
    if {$n != {} && $m != {}} {
      puts "Game [expr $comp(current) + 1]: $name1 vs. $name2"
      incr comp(current)
      compNM $n $m $k
    }
    set thisgame [lindex $comp(games) $comp(current)]
  } 

  ### Comp over

  puts {Comp finished}
  if {[winfo exists .comp]} {
    # voodoo that you do
    wm geometry .comp [wm geometry .comp]
    pack forget .comp.buttons.help

    # Hmm - if we leave this window open , and run F2 (say) the engines can sometimes stop working 
    # So better make sure this window gets closed

    .comp.buttons.ok configure -text [tr Restart] -command {
       compDestroy
       update
       compInit
    }
    .comp.buttons.cancel configure -text [tr Close] -command {
       compDestroy
    }
    foreach i [winfo children $w.say] {
      catch {$i configure -state disabled}
    }
    raiseWin .comp
  }
}

proc compNM {n m k} {
  global analysis comp ::uci::uciInfo

  set comp(result) {}

  if {$comp(timecontrol) == "pergame"} {
    # minutes does not have to be an integer
    set comp(wtime) [expr int($comp(minutes)*60*1000)]
    set comp(btime) [expr int($comp(minutes)*60*1000)]
    set total [expr int($comp(minutes) * 60)]
    set mins [expr $total/60]
    set secs [expr $total%60]
    if {$secs == 0} {
      set timecontrol $mins
    } else {
      if {$secs < 10} {
	set secs "0$secs"
      }
      set timecontrol $mins:$secs
    }

    if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
      ::gameclock::setSec 1 [ expr -int($comp(minutes)*60) ]
      ::gameclock::setSec 2 [ expr -int($comp(minutes)*60) ]
    }
  }

  sc_game new

  if {($comp(start) == 1 && $comp(current) == 1) || $comp(start) == 2} {
    sc_game startBoard $comp(startfen)
    set comp(startpos) "fen $comp(startfen)"
  } else {
    set comp(startpos) startpos 
  }

  set comp(playing) 1
  set comp(paused) 0
  set comp(white) $n
  set comp(fen) {}
  set incr [expr int($comp(incr) * 1000)]
  set comp(inbook) $comp(usebook)

  if {[winfo exists .analysisWin$n]} "destroy .analysisWin$n"
  if {[winfo exists .analysisWin$m]} "destroy .analysisWin$m"

  ### makeAnalysisWin creates a toplevel widget to run an engine but we don't really need a toplevel %<
  # The problem is that only UCI has a procedure for running an engine without a toplevel (uci::startEngine).
  # There is currently no equivalent for xboard engines

  makeAnalysisWin $n $n

  if {![winfo exists .analysisWin$n]} {
    puts_ ".analysisWin$n dead, exitting Tournament"
    set comp(games) {}
    return
  }
  toggleMovesDisplay $n

  makeAnalysisWin $m $m
  if {![winfo exists .analysisWin$m]} {
    puts_ ".analysisWin$m dead, exitting Tournament"
    set comp(games) {}
    return
  }
  toggleMovesDisplay $m

  # Stop all engines
  # (Is this necessary ? We are sending a "stop" straight away. &&&)
  if {$analysis(analyzeMode$n)} { toggleEngineAnalysis $n 1 }
  if {$analysis(analyzeMode$m)} { toggleEngineAnalysis $m 1 }
  
  puts_ "compNM : setting white $analysis(name$n) , black $analysis(name$m), round $k"
  sc_game tags set -white $analysis(name$n)
  sc_game tags set -black $analysis(name$m)
  sc_game tags set -event $comp(name)
  if {$comp(timecontrol) == "permove"} {
    sc_game tags set -date [::utils::date::today] -round $k -extra "{Movetime \"$comp(seconds)\"}"
  } else {
    sc_game tags set -date [::utils::date::today] -round $k -extra "{TimeControl \"$timecontrol/$comp(incr)\"}"
  }
  update idletasks
  updateBoard -pgn

  updateTitle
  update

  ### Thanks to HGM and Talkchess for help with UCI/Xboard protocols

  ### Initialisation

  puts_ "COMP Engine initialisation"
  foreach current_engine "$n $m" {
    ### don't display engine output
    set analysis(movesDisplay$current_engine) 2
    toggleMovesDisplay $current_engine

    if {$::analysis(uci$current_engine)} {
        ### UCI initialisation

        # fulvio issues isready every move ??
	set analysis(waitForReadyOk$current_engine) 1
	sendToEngine $current_engine ucinewgame
        if {$comp(ponder)} {
	  sendToEngine $current_engine "setoption name Ponder value true"
        } else {
	  sendToEngine $current_engine "setoption name Ponder value false"
        } 
	sendToEngine $current_engine "isready"
	vwait analysis(waitForReadyOk$current_engine)
	# if {!$comp(playing)} {break}
	# sendToEngine $current_engine {debug off}
    } else {
        ### xboard initialisation

	sendToEngine $current_engine xboard

        if {!$analysis(seen$current_engine)} {
          vwait analysis(seen$current_engine)
        }

	sendToEngine $current_engine "protover 2"
        if {$comp(ponder)} {
	  sendToEngine $current_engine "hard"
        } else {
	  sendToEngine $current_engine "easy"
        }
	sendToEngine $current_engine "bk off"

	# done later
	# sendToEngine $current_engine "st $comp(seconds)"

	### Hacks

	if {0} {
	  # Sjeng or Chen run too fast unless "hard" is issued
	  if {[regexp -nocase arasan $analysis(name$current_engine)]} {
	    puts_ {Hack: Arasan detected. Issuing "hard"}
	    sendToEngine $current_engine hard
	  }
	  if {[regexp -nocase sjeng $analysis(name$current_engine)]} {
	    puts_ {Hack: Sjeng detected. Issuing "hard"}
	    sendToEngine $current_engine hard
	  }
	  if {[regexp -nocase xchen $analysis(name$current_engine)] || \
	      [regexp -nocase chenard $analysis(name$current_engine)] } {
	    puts_ {Hack: Chenard detected. Issuing "hard"}
	    sendToEngine $current_engine hard
	  }
	}

        ### Setup initial position

	if {$comp(startpos) == "startpos"} {
	  if {$current_engine == $m} {
            # "new" command means "play black"
            sendToEngine $current_engine "new"
          }
        } else {
	  ## Don't test for setboard as Phalanx doest report this working feature
	  # if {$analysis(has_setboard$current_engine)}
	  sendToEngine $current_engine "setboard $comp(startfen)"
          # Without force, some engines try to play both side !?
	  sendToEngine $current_engine "force"
        }

        ### Send initial time control

        if {$comp(timecontrol) == "permove"} {
          sendToEngine $current_engine "st $comp(seconds)"
        } else {
          set secs [expr $comp(wtime)/1000]
          set seconds [expr $secs%60]
          if {$seconds < 10} {
            set seconds 0$seconds
          }
          set mins [expr $secs/60]:$seconds
          sendToEngine $current_engine "level 0 $mins $comp(incr)"
          ### set search depth.
          # "sd" is meant to be orthogonal to the "time" command, but the first engine i tested (zct) never came back
          # While spike needs it set to something reasonable, otherwise it never plays a move
          # but spike is uci too... hmmm
          # sendToEngine $current_engine "sd 12"
	}
    }
  }

  if {[sc_pos side] == "white"} {
    set current_engine $n
    set other_engine $m
  } else {
    set current_engine $m
    set other_engine $n
  }
  
  # Automatically set a timeout value &&&
  if {$comp(timecontrol) == "permove"} {
    # Automatically time-out comp in $movetime + 2 secs
    after [expr {$comp(time) + $comp(delta)}] compTimeout
  } else {
    after [expr {$comp(wtime) + $comp(delta)}] compTimeout
  }

  ### Main control loop
  # Thanks to Fulvio for inspiration to rewrite this properly :>

  while {$comp(playing)} {

    # hmm... promo pieces are shown in uppercase, but this crashes some engines
    # todo: make command "sc_game move uci"
    set movehistory [sc_game moves coord]

    if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
      if {$current_engine == $n} {
	::gameclock::start 1
      } else {
	::gameclock::start 2
      }
    }

    set comp(lasttime) [clock clicks -milli]
    set comp(move) $current_engine
    set comp(nextmove) $other_engine
    set lastmove [lindex $movehistory end]
    set comp(bookmove) {}

    if {$::analysis(uci$current_engine)} {
      ### UCI main loop
      if {$comp(inbook) && $comp(book) != ""} {
	set comp(bookmove) [::book::getMove $comp(book) [sc_pos fen] $::sergame::bookSlot]
        if {$comp(bookmove) == ""} {
          set comp(inbook) 0
        }
      }

      if {$comp(bookmove) == ""} {

	### position

	set hit 0

	if {$movehistory == {}} {
	  sendToEngine $current_engine "position $comp(startpos)"
	} elseif {!$comp(ponder)} {
	  sendToEngine $current_engine "position $comp(startpos) moves $movehistory"
	} else {
	  if {$uciInfo(ponder$current_engine) == $lastmove && $lastmove != {}} {
	    sendToEngine $current_engine "ponderhit"
	    set hit 1
	  } else {
	    if {[llength $movehistory] > 1 && $uciInfo(ponder$current_engine) != {}} {
	      sendToEngine $current_engine "stop"
	      set uciInfo(bestmove$current_engine) stop
	    }
	    sendToEngine $current_engine "position $comp(startpos) moves $movehistory"
	  }
	}

	### go

	if {$comp(timecontrol) == "permove"} {
	  if {!$hit} {
	    sendToEngine $current_engine "go movetime $comp(time)"
	  }
	} else {
	  if {!$hit} {
	    sendToEngine $current_engine "go wtime $comp(wtime) btime $comp(btime) winc $incr binc $incr"
	  }
	}

	# set analysis(fen$current_engine) [sc_pos fen]
	set analysis(maxmovenumber$current_engine) 0

	set analysis(waitForBestMove$current_engine) 1
	vwait analysis(waitForBestMove$current_engine)
      }

      if {!$comp(playing)} {break}

    } else {
      ### Xboard main loop
      # Setup times

      if {$comp(timecontrol) != "permove"} {
	# Should we only send time, otim if has "time" as a feature &&&
	if {$comp(white) == $current_engine} {
	  sendToEngine $current_engine "time [expr $comp(wtime)/10]"
	  sendToEngine $current_engine "otim [expr $comp(btime)/10]"
	} else {
	  sendToEngine $current_engine "time [expr $comp(btime)/10]"
	  sendToEngine $current_engine "otim [expr $comp(wtime)/10]"
	}
      } else {
	### permove time control doesn't need reissuing ?
	# sendToEngine $current_engine "st $comp(seconds)"
      }

      # Setup move

      set nummoves [llength $comp(fen)]
      if {$nummoves == 0 } {
        sendToEngine $current_engine "go"
      } elseif {$nummoves == 1 && $comp(startpos) != "startpos"} {
	sendToEngine $current_engine "setboard [sc_pos fen]"
	sendToEngine $current_engine "go"
      } else {
	### Send the previous move to engine
	# (protocol 2 can also use "usermove MOVE")
	if {$lastmove != {}} {
	  sendToEngine $current_engine $lastmove
	} ; # else "go" ?
      }

      vwait analysis(waitForBestMove$current_engine)

      if {!$comp(playing)} {break}
    }

    set expired [expr [clock clicks -milli] - $comp(lasttime)]
    puts_ "Time expired $expired"

    if {$::analysis(uci$other_engine) && $comp(ponder) && ($uciInfo(ponder$other_engine) != "")} {
      ### UCI other engine

      # position
      if {$movehistory != {}} {
        ### todo - does ponder work with non-standard starts ? S.A
	sendToEngine $other_engine "position startpos moves $movehistory $uciInfo(ponder$other_engine)"
      }

      # go
      if {$comp(timecontrol) == "permove"} {
	sendToEngine $other_engine "go ponder movetime $comp(time)"
      } else {
	sendToEngine $other_engine "go ponder wtime $comp(wtime) btime $comp(btime) winc $incr binc $incr"
      }

    }

    if {[makeCompMove $current_engine]} {
      ### Move success

      after cancel compTimeout

      if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
	if {$current_engine == $n} {
	  ::gameclock::stop 1
	} else {
	  ::gameclock::stop 2
	}
      } 
      # Note - No time slice enforcement for permove time control

      while {$comp(paused)} {
	puts_ "  PAUSED at [clock format [clock seconds]]"
	vwait comp(paused)
	puts_ "UNPAUSED at [clock format [clock seconds]]"
      }

      ### Check if game is over

      set score [sc_pos analyze -time 50]
      if { $score == {0 {}}} {
	### stalemate
	sc_game tags set -result =
	sc_pos setComment Stalemate
	puts_ Stalemate
	break
      } elseif { $score == {-32000 {}}} {
	### checkmate
	if {[sc_pos side] == {black}} {
	  sc_game tags set -result 1
	} else {
	  sc_game tags set -result 0
	}
	puts_ Checkmate
	break
      } else {
	set fen [sc_pos fen]
	set f [lindex $fen 0]
	lappend comp(fen) $f
	if {[llength [lsearch -all $comp(fen) $f]] > 2 || [lindex $fen 4] > 99} {
          if {[lindex $fen 4] > 99} {
	    sc_pos setComment "50 move rule"
          } else {
	    sc_pos setComment "3 fold repetition"
          }
	  sc_game tags set -result =
	  ### draw
	  puts_ Draw
	  break
	} 
      }

      ### Swap players

      if {$current_engine != $n} {
	if {$comp(timecontrol) == "pergame"} {
	  set comp(btime) [expr $comp(btime) - $expired]
          if {$comp(btime) < 0} {
            sc_game tags set -result 1
            puts_ {Black loses on time}
	    sc_pos setComment {Black loses on time}
            break
          }
          # add time increment
          incr comp(btime) $incr
	  if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
	    ::gameclock::setSec 2 [ expr -int($comp(btime)/1000) ]
	  }
          # In case white hangs, automatically time-out comp in $wtime + 2 secs
          after [expr {$comp(wtime) + $comp(delta)}] compTimeout
        } else {
          if {$expired > $comp(permoveleeway)*$comp(time)} {
            sc_game tags set -result 1
            puts_ "Black move takes $expired secs"
	    sc_pos setComment "Blacks move takes $expired secs"
            break
          }
          # Automatically time-out comp in $movetime + 2 secs
	  after [expr {$comp(time) + $comp(delta)}] compTimeout
        }
        # Now its whites turn
	set current_engine $n
	set other_engine $m
      } else {
	if {$comp(timecontrol) == "pergame"} {
	  set comp(wtime) [expr $comp(wtime) - $expired]
          if {$comp(wtime) < 0} {
            sc_game tags set -result 0
            puts_ {White loses on time}
	    sc_pos setComment {White loses on time}
            break
          }
          # add time increment
          incr comp(wtime) $incr
	  if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
	    ::gameclock::setSec 1 [ expr -int($comp(wtime)/1000) ]
	  }
          # In case black hangs, automatically time-out comp in $wtime + 2 secs
	  after [expr {$comp(btime) + $comp(delta)}] compTimeout
        } else {
          if {$expired > $comp(permoveleeway)*$comp(time)} {
            sc_game tags set -result 0
            puts_ "Whites move takes $expired secs"
	    sc_pos setComment "Whites move takes $expired secs"
            break
          }
          # Automatically time-out comp in $movetime + 2 secs
	  after [expr {$comp(time) + $comp(delta)}] compTimeout
        }
        # Now its blacks turn
	set current_engine $m
	set other_engine $n
      }

    } else {
      ### Move failed... don't swap players
      puts_ {Move FAIL}

      ### Unlikely, but could happen
      while {$comp(paused)} {
	after cancel compTimeout

	puts_ "  PAUSED at [clock format [clock seconds]]"
	vwait comp(paused)
	puts_ "UNPAUSED at [clock format [clock seconds]]"

	# todo - handle wtime/btime
	if {$comp(timecontrol) == "pergame"} {
	  after [expr {$comp(time) + $comp(delta)}] compTimeout
        }
      }
    }

  } ; # end main control loop

  ### This game is over

  after cancel compTimeout

  if {$comp(showclock) && $comp(timecontrol) == "pergame"} {
    ::gameclock::stop 1
    ::gameclock::stop 2
  }

  ### Save game

  # Perhaps game has been adjudicated by user ?
  if {$comp(result) != {}} {
    sc_game tags set -result $comp(result)
  }

  puts "Game $n - $m is over. Result [sc_game tags get Result]"

  if {$comp(timecontrol) == "pergame"} {
    set comment [sc_pos getComment]
    if {$comment == {}} {
      sc_pos setComment "wtime $comp(wtime), btime $comp(btime)"
    } else {
      sc_pos setComment "$comment.\nwtime $comp(wtime), btime $comp(btime)"
    }
  }

  if {![sc_base isReadOnly]} {
    sc_game save [sc_game number]
    ::windows::gamelist::Refresh
    ::crosstab::Refresh
  }
  # ::pgn::Refresh 1
  updateBoard -pgn

  catch {destroy .analysisWin$n}
  catch {destroy .analysisWin$m}
  set comp(playing) 0
}

proc makeCompMove {current_engine} {
  if {$::comp(bookmove) != {}} {
    sc_move addSan $::comp(bookmove)

    if {$::comp(animate)} {
      updateBoard -pgn -animate
    } else {
      updateBoard -pgn 
    }
    return 1
  } else {
    return [makeAnalysisMove $current_engine]
  }
}

proc compPause {} {
  global analysis comp engines
  set w .comp

  after cancel compTimeout
  $w.buttons.ok configure -text Resume -command compResume
  set comp(paused) 1
}

proc compResume {} {
  global analysis comp engines
  set w .comp

  $w.buttons.ok configure -text Pause -command compPause
  set comp(paused) 0
}

proc puts_ {message} {
  if {$::comp(debug) && $::comp(playing)} {
    puts "$message"
  }
}

proc drawCombos {} {
  global analysis comp engines

  # Check number of engines is sane
  if {![string is integer -strict $comp(count)]} {
    set comp(count) 2
    update
  }
  if {$comp(count) > [llength $engines(list)]} {
    set comp(count) [llength $engines(list)]
    update
  }

  set w .comp
  set l $w.engines.list

  if {[winfo exists $l]} {destroy $l}

  pack [frame $l] -side top -padx 5 -pady 2

  set values {}

  foreach e $engines(list) {
    lappend values [lindex $e 0]
  }

  for {set i 0} {$i < $comp(count)} {incr i} {

    frame $l.$i
    # Only pack so many
    if {$i < 10} {
      pack $l.$i -side top
    }

    ttk::combobox  $l.$i.combo -width 20 -state readonly -values $values

    button $l.$i.configure -image tb_uciEngine -command "
      ::uci::uciConfigN \[ $l.$i.combo current \] .comp
    "
    button $l.$i.log -image tb_annotate -command "
      engineShowLog  \[ $l.$i.combo current \]
    "

    pack $l.$i.log $l.$i.configure $l.$i.combo -side left -padx 7

    if {[info exists comp(players)]} {
      # Set the combo boxes to the previous players if we can
      set prev_player [lindex $comp(players) $i]
      if {[catch {$l.$i.combo current $prev_player}]} {
	$l.$i.combo current $i
      }
    } else {
      $l.$i.combo current $i
    }

  }
  set comp(countcombos) $comp(count)
  update
}

proc compCueGame {n m name1 name2 k} {
  global analysis comp
  lappend comp(games) [list $n $m $name1 $name2 $k]
}


proc compTimeout {} {
    global analysis comp

    puts "Timed out"

    set expired [expr [clock clicks -milli] - $comp(lasttime)]
    if {[sc_pos side] == "white"} {
      if {$comp(timecontrol) == "pergame"} {
	set comp(wtime) [expr $comp(wtime) - $expired]
        set comment {Timed out}
      } else {
        set comment "White movetime [expr $expired / 1000.0] secs"
      }
      set result 0
    } else {
      if {$comp(timecontrol) == "pergame"} {
	set comp(btime) [expr $comp(btime) - $expired]
        set comment {Timed out}
      } else {
        set comment "Black movetime [expr $expired / 1000.0] secs"
      }
      set result 1
    }

    compGameEnd $result $comment
}

proc compGameEnd {result {comment {Manual adjudication}}} {
    global analysis comp
 
    puts_ compGameEnd

    if {$comp(paused)} {
      compResume
    }
    set comp(playing) 0
    set comp(result) $result
    sc_pos setComment $comment

    set analysis(waitForReadyOk$comp(move)) 1
    set analysis(waitForBestMove$comp(move)) 1
}

proc compAbort {} {
    # Close all games, called when game is active
    global analysis comp

    puts_ compAbort

    if {$comp(paused)} {
      compResume
    }
    set comp(playing) 0
    set comp(games) {}

    catch {
      set analysis(waitForReadyOk$comp(move)) 1
      set analysis(waitForBestMove$comp(move)) 1
    }
}

proc compClose {} {
    global analysis comp
    if {[.comp.buttons.cancel cget -text] == {End Comp}} {
      # comp is running. Double check before exitting
      set msg {A Computer Tournament is running.}

      set answer [tk_dialog .unsaved "Scid: Confirm Quit" $msg question {} "   [tr FileExit]   " [tr Cancel]]
      if {$answer != 0} {
	return
      }
    }
    compDestroy
}

proc compDestroy {} {
    global comp

    ### there's some ttk bug when destroying widget, but havent found it yet
    # ttk::combobox seems to need destroying
    # for {set i 0} {$i < $comp(countcombos)} {incr i} {
    # must unbind .comp Destroy
    # destroy  .comp.engines.list.$i
    # }

    set comp(games) {}
    set comp(playing) 0
    update idletasks
    destroy .comp
}

###
### End of file: comp.tcl
###
###
### wbdetect.tcl: part of Scid.
### Copyright (C) 1999-2002  Shane Hudson.
#      Copyright (C) 2006-2007  Pascal Georges.
###

######################################################################
#
# Code to detect various Winboard engines being used as analysis
# engines in Scid.
#
# Thanks to Allen Lake for testing many WinBoard engines
# with Scid in Windows and providing this code.
#
# Most cases below are for engines that have analyze mode but
# do not let Scid know about it by sending a "feature" line
# with "analyze=1" in response to the "protover 2" command.
# Some cases also cover engines that report times in seconds
# instead of centiseconds.

proc detectWBEngine { {n 1} engineOutput } {
  
  global analysis
  
  # Check for a line containing "Amy version" to detect use of
  # the Amy 0.7 Winboard engine, which doesn't support the
  # "setboard" command, but does support the "analyze" command.
  if {[string match "*Amy version*" $engineOutput] } {
    logEngineNote $n {Seen "Amy"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Baron" to detect use of the
  # Baron 0.26, 0.26a, 0.27, or 0.28a Winboard engines.  These
  # engines display analysis time in whole seconds, rather than
  # in centiseconds, so I have added code to detect this.
  if {[string match "*Baron*" $engineOutput] } {
    logEngineNote $n {Seen "Baron"; assuming analyze, setboard, times in seconds.}
    set analysis(has_setboard$n) 1
    set analysis(has_analyze$n) 1
    set analysis(wholeSeconds$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "D U K E" to detect use of
  # the Duke 1.0 or 1.1 Winboard engines, which don't support the
  # "setboard" command, but do support the "analyze" command.
  if {[string match "*D U K E*" $engineOutput] } {
    logEngineNote $n {Seen "Duke"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "ESCbook.bin" to detect use of
  # the Esc 1.09 Winboard engine, which doesn't support the
  # "setboard" command, but does support the "analyze" command.
  if {[string match "*ESCbook.bin*" $engineOutput] } {
    logEngineNote $n {Seen "ESC"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "FORTRESS" to detect use of
  # the Fortress 1.62 Winboard engine, which doesn't support the
  # "setboard" command, but does support the "analyze" command.
  if {[string match "*FORTRESS*" $engineOutput] } {
    logEngineNote $n {Seen "Fortress"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing only "Chess", to detect the use of
  # GNU Chess 4, which issues time in whole seconds rather than in
  # centiseconds.
  #if {! [string compare $engineOutput "Chess"]} {
  #  logEngineNote $n {Seen "GNU Chess 4"; assuming times in seconds.}
  #  set analysis(wholeSeconds$n) 1
  #  set analysis(wbEngineDetected$n) 1
  #  return
  #}
  
  # Check for a line containing "GNU Chess v5" to detect use of
  # the GNU Chess 5.02 or 5.03 Winboard engine, which don't support the
  # "analyze" command, but do support the "setboard" command.
  if {[string match "*GNU Chess v5*" $engineOutput] } {
    logEngineNote $n {Seen "GNU Chess 5"; assuming setboard command.}
    set analysis(has_setboard$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Gromit3" to detect use of the
  # Gromit 3.00 or Gromit 3.8.2 Winboard engine, which don't
  # support the "setboard" command, but do support the
  # "analyze" command.
  if {[string match "*Gromit3*" $engineOutput]  ||  [string match "GROMIT" $engineOutput]} {
    logEngineNote $n {Seen "Gromit"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Jester" to detect use of the
  # Jester 0.82 Winboard engine.  This engine supports "analyze"
  # but does not support "setboard" or "protover".
  if {[string match "*Jester*" $engineOutput] } {
    logEngineNote $n {Seen "Jester"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Calzerano" to detect use of the
  # Leila 0.36 or Leila 0.41i Winboard engine, which don't
  # support the "setboard" command, but do support the
  # "analyze" command.
  if {[string match "*Calzerano*" $engineOutput] } {
    logEngineNote $n {Seen "Calzerano" (Leila); assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "LordKing" to detect use of the
  # LordKing 3.0, 3.1, or 3.2 Winboard engines.  These engines
  # have "analyze", but do not support "setboard" or "protover".
  if {[string match "*LordKing*" $engineOutput] } {
    logEngineNote $n {Seen "LordKing"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "NEJMET" to detect use of the
  # Nejmet 2.6.0 Winboard engine, which supports "setboard"
  # and "analyze", but not "protover".
  if {[string match "*NEJMET*" $engineOutput] } {
    logEngineNote $n {Seen "Nejmet"; assuming analyze and setboard commands.}
    set analysis(has_setboard$n) 1
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Nejmet" to detect use of the
  # Nejmet 3.0.1 and 3.0.2 Winboard engines, which send
  # "feature analyse=1" instead of "feature analyze=1".
  if {[string match "*Nejmet*" $engineOutput] } {
    logEngineNote $n {Seen "Nejmet"; assuming analyze and setboard commands.}
    set analysis(has_setboard$n) 1
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Pharaon" to detect use of the
  # Pharaon 2.50 or Pharaon 2.61 Winboard engines.  These
  # engines display analysis time in whole seconds, rather than
  # in centiseconds, so I have added code to detect this.
  # Performance of these engines has been somewhat uneven, with
  # occasional crashes of the engine, but more stable and
  # predictable with this code in place.
  if {[string match "*Pharaon*" $engineOutput] } {
    logEngineNote $n {Seen "Pharaon"; assuming analyze, setboard, times in seconds.}
    set analysis(has_setboard$n) 1
    set analysis(has_analyze$n) 1
    set analysis(wholeSeconds$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "Skaki" to detect use of the
  # Skaki 1.19 Winboard engine.  This engine has "analyze",
  # but does not support "setboard" or "protover".
  if {[string match "*Skaki*" $engineOutput] } {
    logEngineNote $n {Seen "Skaki"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "EngineControl-TCB" to detect use of the
  # TCB 0045 Winboard engine.  This engine has "analyze",
  # but does not support "setboard" or "protover".
  if {[string match "*EngineControl-TCB*" $engineOutput] } {
    logEngineNote $n {Seen "TCB"; assuming analyze and setboard commands.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "ZChess" to detect use of the
  # ZChess 2.22 Winboard engine.  ZChess is the predecessor
  # of the Pharaon series of Winboard engines and, as such,
  # displays analysis time in whole seconds, rather than
  # in centiseconds.
  if {[string match "*ZChess*" $engineOutput] } {
    logEngineNote $n {Seen "ZChess"; assuming analyze, setboard, times in seconds.}
    set analysis(has_analyze$n) 1
    set analysis(wholeSeconds$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "King of Kings" to detect use
  # of the King of Kings 2.02 Winboard engine.  KofK uses the
  # "protover" command, but seems to confuse previous code on
  # Win98SE. Setting analysis(has_setboard$n) and
  # analysis(has_analyze$n) explicitly seems to help.
  if {[string match "*King of Kings*" $engineOutput] } {
    logEngineNote $n {Seen "King of Kings"; assuming analyze and setboard commands.}
    set analysis(has_setboard$n) 1
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "EXchess" to detect use of the
  # EXchess 4.02 or 4.03 Winboard engine, which supports "setboard"
  # and "analyze", but not "protover".
  if {[string match "*EXchess*" $engineOutput] } {
    logEngineNote $n {Seen "EXchess"; assuming analyze and setboard commands.}
    set analysis(has_setboard$n) 1
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  # Check for a line containing "WildCat version 2.61" to detect use of the
  # WildCat 2.61 Winboard engine, which supports "analyze"
  # but not "setboard" or "protover".
  if {[string match "*WildCat version 2.61*" $engineOutput] } {
    logEngineNote $n {Seen "WildCat 2.61"; assuming analyze and setboard commands.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
  
  # Check for a line containing "Phalanx" to detect use of the
  # Phalanx Winboard engine, which supports "analyze"
  # but not "setboard" or "protover".
  if {[string match "*Phalanx*" $engineOutput] } {
    logEngineNote $n {Seen "Phalanx"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    set analysis(has_setboard$n) 1
    return
  }
  
  # Check for a line containing "Scorpio" , which supports "analyze"
  # and "setboard".
  if {[string match -nocase "*Scorpio*" $engineOutput] } {
    logEngineNote $n {Seen "Scorpio"; assuming analyze command.}
    set analysis(has_analyze$n) 1
    set analysis(wbEngineDetected$n) 1
    return
  }
  
}

###
### End of file: wbdetect.tcl
###
### reper.tcl:
### Repertoire editor functions for Scid.
### Copyright (C) 2001-2002 Shane Hudson.

# The heirarchical view used to display a repertoire in Scid was
# originally based on the  public domain Tcl/Tk tree widget written by
# D. Richard Hipp (available at: http://www.hwaci.com/sw/tk/tree.html)
# but the Scid code is completely rewritten and significantly improved.

namespace eval ::rep {}
array set ::rep::_data {}
set ::rep::Win 0

# ::rep::create
#   Create a new repertoire widget.  $args become the configuration
#   arguments to the canvas widget that is created.
#
proc ::rep::create {w args} {
  eval canvas $w -bg white -width 1 $args
  bind $w <Destroy> "catch {::rep::clear $w}"
  ::rep::_defaults $w /
  ::rep::_drawWhenIdle $w
  set ::rep::_data($w:selection) {}
  set ::rep::_data($w:selidx) {}
  set ::rep::_data($w:altered) 0
  set ::rep::_data($w:nlines) 0
  set ::rep::_data($w:ngroups) 0
  set ::rep::_data($w:filename) ""
  #set ::rep::_data($w:readonly) 0
}

# ::rep::_defaults
#   Used to initialize a new element of the tree.
#
proc ::rep::_defaults {w v} {
  set ::rep::_data($w:$v:children) {}
  set ::rep::_data($w:$v:shown) 1
  set ::rep::_data($w:$v:tags) {}
  set ::rep::_data($w:$v:comment) {}
  set ::rep::_data($w:$v:text) {}
  set ::rep::_data($w:$v:group) 0
  set ::rep::_data($w:$v:include) 1
}

# ::rep::_findGroup
#   Finds the parent group of a line or group that will be added.
#
proc ::rep::_findGroup {w v parent} {
  set p $parent
  if {$parent == ""} { set p "/" }
  foreach g $::rep::_data($w:$p:children) {
    set len [string length $g]
    set v2 [string range $v 0 [expr {$len - 1} ]]
    
    # If the next character in the line is a "-", it means we have a
    # situation with both the castling moves "O-O" and "O-O-O".
    # To avoid "O-O-O" looking like a child line of "O-O", we need to
    # deliberately ignore this possibility.
    if {[string length $v] > $len  &&  [string index $v $len] == "-"} { continue }
    
    regsub -all " " $v2 "," v2
    if {! [string compare $v2 $g]} {
      set v [string trim [string range $v $len end]]
      return [::rep::_findGroup $w $v $parent/$g]
    }
  }
  set v [string trim $v]
  regsub -all " " $v "," v
  return $parent/$v
}

# ::rep::AddCurrentBoard
#   Adds the line representing the current board position as a
#   group, included line or excluded line.
#
proc ::rep::AddCurrentBoard {w type} {
  switch -exact -- $type {
    group   { set grp 1; set inc 0; set cmd ::rep::newGroup }
    include { set grp 0; set inc 1; set cmd ::rep::newLine  }
    exclude { set grp 0; set inc 0; set cmd ::rep::newLine  }
    default { return }
  }
  # Verify that the current game began at the standard starting position:
  if {[sc_game startBoard]} {
    tk_messageBox -parent $w -type ok -icon info -title "Scid" \
        -message "The current game does not have the standard starting position, so its positions cannot be added to the repertoire."
    return
  }
  set moves [string trim [sc_game moves]]
  set err [catch {$cmd $w $moves -group $grp -include $inc} res]
  if {$err} {
    tk_messageBox -parent $w -type ok -icon info -title "Scid" -message $res
    return
  }
  ::rep::regroup $w
  ::rep::singleClick $w $res
}

# ::rep::newGroup
#   Adds a new group to the repertoire.
#
proc ::rep::newGroup {w v args} {
  if {$v == ""} {
    return -code error "The starting chess position cannot be a group."
  }
  set s [::rep::_findGroup $w $v ""]
  lappend args -group 1
  return [::rep::_newItem $w $s $args]
}

# ::rep::newLine
#   Adds a new group to the repertoire.
#
proc ::rep::newLine {w v args} {
  set s [::rep::_findGroup $w $v ""]
  lappend args -group 0
  return [::rep::_newItem $w "${s} ,LINE" $args]
}

# ::rep::_decode
#   Decodes a group or line path back to standard chess notation,
#   e.g. "/1.e4_c5/2.Nf3_d6" -> "1.e4 c5 2.Nf3 d6"
#
proc ::rep::_decode {m} {
  regsub -all "," $m " " moves
  regsub -all "/" $moves " " moves
  regsub "LINE" $moves "" moves
  set moves [string trim $moves]
  return $moves
}

# ::rep::_newItem
#   Called from newGroup or newLine to add a new element to the repertoire.
#
proc ::rep::_newItem {w v args} {
  regsub -all " " $v "," v
  set dir [file dirname $v]
  set n [file tail $v]
  if {[llength $args] == 1} {
    set args [lindex $args 0]
  }
  set image {}
  set tags {}
  set text {}
  set comment {}
  set group 0
  set include 1
  set shown 1
  
  foreach {op arg} $args {
    switch -exact -- $op {
      -image {set image $arg}
      -tags {set tags $arg}
      -text {set text $arg}
      -comment {set comment $arg}
      -group {set group $arg}
      -include {set include $arg}
      -shown {set shown $arg}
    }
  }
  if {![info exists ::rep::_data($w:$dir:shown)]} {
    return -code error "parent item \"$dir\" is missing"
  }
  set i [lsearch -exact $::rep::_data($w:$dir:children) $n]
  if {$i >= 0} {
    # Group or line already exists.
    if {! $group} {
      set ::rep::_data($w:$v:include) $include
      ::rep::updateStatus $w
    }
    return $v
    #set  type "line"
    #if {$group} { set type "group" }
    #return -code error "The $type \"[::rep::_decode $v]\" already exists in this repertoire."
  }
  if {$group} {
    incr ::rep::_data($w:ngroups)
  } else {
    incr ::rep::_data($w:nlines)
  }
  
  lappend ::rep::_data($w:$dir:children) $n
  set ::rep::_data($w:$dir:children) [lsort $::rep::_data($w:$dir:children)]
  ::rep::_defaults $w $v
  set ::rep::_data($w:$v:comment) $comment
  set ::rep::_data($w:$v:image) $image
  set ::rep::_data($w:$v:tags) $tags
  set ::rep::_data($w:$v:text) $text
  set ::rep::_data($w:$v:group) $group
  set ::rep::_data($w:$v:include) $include
  set ::rep::_data($w:$v:shown) $shown
  set ::rep::_data($w:altered) 1
  ::rep::updateStatus $w
  # ::rep::_drawWhenIdle $w
  return $v
}

# ::rep::updateStatus
#   Updates the status bar message for the repertoire window.
#
proc ::rep::updateStatus {w} {
  set s "  "
  if {$::rep::_data($w:altered)} { append s "XX" } else { append s "--" }
  append s "  "
  set f $::rep::_data($w:filename)
  if {$f == ""} {
    set f "(Untitled)"
  } else {
    set f [file tail $f]
  }
  append s "$f: $::rep::_data($w:nlines) lines"
  append s " in $::rep::_data($w:ngroups) groups"
  set ::rep::_data($w:status) $s
}

# ::rep::updateWinTitle
#   Updates the repertoire window title.
#
proc ::rep::updateWinTitle {w} {
  set f $::rep::_data($w:filename)
  if {$f == ""} {
    set f "(Untitled)"
  } else {
    set f [file tail $f]
  }
  wm title [winfo toplevel $w] "Scid: [tr WindowsRepertoire]: $f"
}

# ::rep::regroup
#   Calls ::rep::_extract to produce a set of commands for rebuilding
#   the repertoire heirarchy, then clears and rebuilds it.
#   Used to reorganise the repertoire whenever a group is added or
#   removed.
proc ::rep::regroup {w} {
  set list [::rep::_extract $w / {}]
  ::rep::clear $w
  foreach i $list {eval $i}
  ::rep::_drawWhenIdle $w
}

# ::rep::newFile
#   Clears the repertoire and reset the filename to be untitled.
#
proc ::rep::newFile {w} {
  ::rep::clear $w
  set ::rep::_data($w:filename) ""
  #set ::rep::_data($w:readonly) 0
  ::rep::updateWinTitle $w
  ::rep::_drawWhenIdle $w
}

# ::rep::clear
#   Clears the repertoire, but keeps its filename.
#
proc ::rep::clear {w} {
  set fname ""
  set fname $::rep::_data($w:filename)
  foreach t [array names ::rep::_data $w:*] {
    unset ::rep::_data($t)
  }
  set ::rep::_data($w:filename) $fname
  set ::rep::_data($w:selection) {}
  set ::rep::_data($w:selidx) {}
  set ::rep::_data($w:altered) 0
  set ::rep::_data($w:nlines) 0
  set ::rep::_data($w:ngroups) 0
  ::rep::_defaults $w /
}

# ::rep::deleteGroup
#   After verification from the user, this deletes the specified
#   group but keeps all subgroups and lines.
#
proc ::rep::deleteGroup {w v} {
  if {! [info exists ::rep::_data($w:$v:group)]} { return }
  if {! $::rep::_data($w:$v:group)} { return }
  set v2 [::rep::_decode $v]
  set msg "The group \"$v2\" contains [::rep::_numChildLines $w $v] lines "
  append msg "in [expr [::rep::_numChildGroups $w $v] - 1] subgroups.\n\n"
  append msg "Are you sure you want to delete this group, keeping all the groups and lines under it?"
  set answer [tk_messageBox -parent $w -title "Scid: Delete group?" \
      -type yesno -icon question -message $msg]
  if {$answer != "yes"} { return }
  set ::rep::_data($w:$v:delete) 1
  ::rep::regroup $w
}

# ::rep::pruneGroup
#   After verification from the user, this deletes the specified
#   group AND all its subgroups and lines.
#
proc ::rep::pruneGroup {w v} {
  if {! [info exists ::rep::_data($w:$v:group)]} { return }
  if {! $::rep::_data($w:$v:group)} { return }
  set v2 [::rep::_decode $v]
  set msg "The group \"$v2\" contains [::rep::_numChildLines $w $v] lines "
  append msg "in [expr [::rep::_numChildGroups $w $v] - 1] subgroups.\n\n"
  append msg "Are you sure you want to delete this group AND ALL the groups and lines under it?"
  set answer [tk_messageBox -parent $w -title "Scid: Delete group?" \
      -type yesno -icon question -message $msg]
  if {$answer != "yes"} { return }
  set ::rep::_data($w:$v:delete) 1
  set ::rep::_data($w:$v:prune) 1
  ::rep::regroup $w
}

# ::rep::deleteGroup
#   After verification from the user, this deletes the specified line.
#
proc ::rep::deleteLine {w v} {
  if {! [info exists ::rep::_data($w:$v:group)]} { return }
  if {$::rep::_data($w:$v:group)} { return }
  set v2 [::rep::_decode $v]
  set msg "Delete: $v2\n\n"
  append msg "Are you sure you want to delete this line?"
  set answer [tk_messageBox -parent $w -title "Scid: Delete line?" \
      -type yesno -icon question -message $msg]
  if {$answer != "yes"} { return }
  set ::rep::_data($w:$v:delete) 1
  ::rep::regroup $w
}

# ::rep::showAll
#   Expands the specified group and all its subgroups.
#
proc ::rep::showAll {w {v ""}} {
  foreach i [array names ::rep::_data $w:$v*:shown] {
    set ::rep::_data($i) 1
  }
  ::rep::_drawWhenIdle $w
}

# ::rep::hideAll
#   Collapses the specified group and all its subgroups.
#
proc ::rep::hideAll {w {v ""}} {
  foreach i [array names ::rep::_data $w:$v*:shown] {
    set ::rep::_data($i) 0
  }
  ::rep::_drawWhenIdle $w
}

# ::rep::setSelection
#   Changes the selection to the specified group or line.
#
proc ::rep::setSelection {w v} {
  set ::rep::_data($w:selection) $v
  ::rep::_drawSelection $w
  ::rep::updateStatus $w
}

# ::rep::getSelection
#   Retrieves the current selection.
#
proc ::rep::getSelection {w} {
  return $::rep::_data($w:selection)
}

# ::rep::_numChildGroups
#   Returns the number of (direct and indirect) subgroups of a group.
#
proc ::rep::_numChildGroups {w v} {
  if {! $::rep::_data($w:$v:group)} { return 0 }
  set count 1
  if {[info exists ::rep::_data($w:$v:children)]} {
    foreach child $::rep::_data($w:$v:children) {
      incr count [::rep::_numChildGroups $w $v/$child]
    }
  }
  return $count
}


# ::rep::_numChildLines
#   Returns the number of (direct and indirect) child lines of a group.
#
proc ::rep::_numChildLines {w v} {
  if {! $::rep::_data($w:$v:group)} { return 1 }
  set count 0
  if {[info exists ::rep::_data($w:$v:children)]} {
    foreach child $::rep::_data($w:$v:children) {
      incr count [::rep::_numChildLines $w $v/$child]
    }
  }
  return $count
}

# ::rep::_draw
#   Draws the repertoire heirarchy.
#
proc ::rep::_draw {w} {
  catch {unset ::rep::_data($w:drawPending)}
  $w delete all
  set ::rep::_data($w:y) 30
  ::rep::_drawLevel $w "/" 10
  $w config -scrollregion [$w bbox all]
  ::rep::_drawSelection $w
  ::rep::updateStatus $w
  $w xview moveto 0.0
}

# ::rep::_drawLevel
#   Draws a single level of the heirarchy, indented by $in pixels.
#
proc ::rep::_drawLevel {w v in} {
  set p $v
  if {$v == "/"} { set p "" }
  set start [expr {$::rep::_data($w:y)-10} ]
  set y 0
  if {[llength $::rep::_data($w:$v:children)] == 0} {
    set y $::rep::_data($w:y)
    incr ::rep::_data($w:y) 17
    $w create line $in $y [expr {$in+10} ] $y -fill gray50
    incr in 12
    $w create text $in $y -font font_Small -anchor w -text "(empty)"
    return
  }
  
  foreach c $::rep::_data($w:$v:children) {
    set y $::rep::_data($w:y)
    incr ::rep::_data($w:y) 17
    $w create line $in $y [expr {$in + 10} ] $y -fill gray50
    set group $::rep::_data($w:$p/$c:group)
    set icon $::rep::_data($w:$p/$c:image)
    set taglist x
    foreach tag $::rep::_data($w:$p/$c:tags) { lappend taglist $tag }
    if {$group} {
      set icon tb_closedgroup
      if {$::rep::_data($w:$p/$c:shown)} { set icon tb_opengroup }
    } else {
      set icon tb_cross
      if {$::rep::_data($w:$p/$c:include)} { set icon tb_tick }
    }
    set x [expr {$in + 12} ]
    
    if {$icon != ""} {
      set tag [$w create image $x $y -image $icon -anchor w -tags $taglist]
      incr x 20
      set ::rep::_data($w:tag:$tag) $p/$c
      if {$group} {
        set s [expr {1 - $::rep::_data($w:$p/$c:shown)} ]
        $w bind $tag <1> "set ::rep::_data($w:$p/$c:shown) $s; ::rep::_draw $w"
      }
      $w bind $tag <$::MB3> "::rep::_popupMenu $w $p/$c %X %Y"
    }
    set moves [::rep::_decode $c]
    if {$moves == ""} { set moves "..." }
    if {$group} {
      append moves " ([::rep::_numChildLines $w $p/$c])"
    }
    set tag [$w create text $x $y -text $moves -font font_Small \
        -anchor w -tags $taglist]
    set ::rep::_data($w:tag:$tag) $p/$c
    set ::rep::_data($w:$p/$c:tag) $tag
    $w bind $tag <$::MB3> "::rep::_popupMenu $w $p/$c %X %Y"
    set comment ""
    if {[string length $::rep::_data($w:$p/$c:text)] > 0} {
      set comment "** "
    }
    if {[string length $::rep::_data($w:$p/$c:comment)] > 0} {
      append comment "$::rep::_data($w:$p/$c:comment)"
    }
    if {$comment != ""} {
      incr x [expr {3 + [lindex [$w bbox $tag] 2] - [lindex [$w bbox $tag] 0]} ]
      set tag [$w create text $x $y -text $comment -font font_Small \
          -fill red3 -anchor w -tags $taglist]
      $w bind $tag <$::MB3> "::rep::_popupMenu $w $p/$c %X %Y"
      set ::rep::_data($w:tag:$tag) $p/$c
    }
    
    if {[llength $::rep::_data($w:$p/$c:children)] > 0} {
      if {$::rep::_data($w:$p/$c:shown)} {
        set tag [$w create image $in $y -image ::rep::_shown]
        $w bind $tag <1> "set ::rep::_data($w:$p/$c:shown) 0; ::rep::_draw $w"
        ::rep::_drawLevel $w $p/$c [expr {$in + 18} ]
      } else {
        set tag [$w create image $in $y -image ::rep::_hidden]
        $w bind $tag <1> "set ::rep::_data($w:$p/$c:shown) 1; ::rep::_draw $w"
      }
      $w bind $tag <$::MB3> "::rep::_popupMenu $w $p/$c %X %Y"
    }
  }
  set tag [$w create line $in $start $in [expr {$y+1} ] -fill gray50 ]
  $w lower $tag
}

# ::rep::showGroup
#   Expand a single group.
#
proc ::rep::showGroup {w v} {
  if {[info exists ::rep::_data($w:$v:shown)]
    &&  $::rep::_data($w:$v:shown) == 0
    &&  [info exists ::rep::_data($w:$v:children)]
    &&  [llength $::rep::_data($w:$v:children)] > 0} {
    set ::rep::_data($w:$v:shown) 1
    ::rep::_draw $w
  }
}

# ::rep::showGroup
#   Collapse a single group.
#
proc ::rep::hideGroup {w v} {
  if {[info exists ::rep::_data($w:$v:shown)]
    &&  $::rep::_data($w:$v:shown) == 1} {
    set ::rep::_data($w:$v:shown) 0
    ::rep::_draw $w
  }
}

# ::rep::toggleLineState
#   Change the state of a line (included vs excluded).
#
proc ::rep::toggleLineState {w v} {
  if {[info exists ::rep::_data($w:$v:group)]
    &&  $::rep::_data($w:$v:group) == 0} {
    set state $::rep::_data($w:$v:include)
    set state [expr {1 - $state} ]
    set ::rep::_data($w:$v:include) $state
    set ::rep::_data($w:altered) 1
    ::rep::_draw $w
  }
}

# ::rep::_drawSelection
#   Highlight the selected goupr or line.
#
proc ::rep::_drawSelection w {
  if {[string length $::rep::_data($w:selidx)]} {
    $w delete $::rep::_data($w:selidx)
  }
  set v $::rep::_data($w:selection)
  if {[string length $v]==0} { return }
  if {![info exists ::rep::_data($w:$v:tag)]} { return }
  set bbox [$w bbox $::rep::_data($w:$v:tag)]
  if {[llength $bbox]==4} {
    set i [eval $w create rectangle $bbox -fill yellow2 -outline {{}}]
    set ::rep::_data($w:selidx) $i
    $w lower $i
  } else {
    set ::rep::_data($w:selidx) {}
  }
}

# ::rep::_drawWhenIdle
#   Schedule a redraw event of the repertoire heirarchy.
#
proc ::rep::_drawWhenIdle w {
  if {![info exists ::rep::_data($w:drawPending)]} {
    set ::rep::_data($w:drawPending) 1
    after idle "::rep::_draw $w"
  }
}

# ::rep::labelAtXY
#   Return the group or line in the repertoire located at the
#   real coordinates ($x,$y).
#
proc ::rep::labelAtXY {w x y} {
  set x [$w canvasx $x]
  set y [$w canvasy $y]
  foreach m [$w find overlapping $x $y $x $y] {
    if {[info exists ::rep::_data($w:tag:$m)]} {
      return $::rep::_data($w:tag:$m)
    }
  }
  return ""
}

# ::rep::OpenCloseWindow
#   Open/close the repertoire editor.
#
proc ::rep::OpenCloseWindow {} {
  set w .repWin

  set DeprecatedTxt "The repertoir editor is deprecated and may be removed in a future version of Scid.\n\nWe feel, that Tree Masks offer much better functionality and versality and strongly encourage transition to them.\nIf you feel Masks can not cover all functions of the repertoir editor and you would like to have it kept, please subscribe to\n\nscid-users@lists.sourceforge.net\n\nfor an open discussion.\n\nDo you want to learn more about Masks?"


  if {[winfo exists $w]} {
    destroy $w
    return
  }
  set result [tk_dialog .roDialog "Scid: Function Deprecated" \
				$DeprecatedTxt "" 1 $::tr(No) $::tr(Yes)]

  if {$result ==0} {
     ::rep::makeWindow
  } else {
	  helpWindow TreeMasks
  }
}

# ::rep::closeWindow
#   Close the repertoire editor.
#
proc ::rep::closeWindow {} {
  set w .repWin
  if {! [winfo exists $w]} { return }
  if {$::rep::_data($w.f.w.rep:altered)} {
    set answer [tk_messageBox -parent .repWin \
        -type yesno -icon question \
        -title "Scid: [tr RepFileClose]" \
        -message $::tr(RepCloseDialog)]
    if {$answer != "yes"} { return }
  }
  destroy $w
  set ::rep::Win 0
}

# ::rep::OpenWithFile
#   Open the repertoire editor and losd the specified file.
#
proc ::rep::OpenWithFile {fname} {
  ::rep::makeWindow
  ::rep::readFile .repWin.f.w.rep $fname
}

# ::rep::ConfigMenus
#   Called to set the window menus to a specified language.
proc ::rep::ConfigMenus {w {lang ""}} {
  if {! [winfo exists $w]} { return }
  if {$lang == ""} { set lang $::language }
  set m $w.menu
  foreach idx {0 1 2 3 4} tag {File Edit View Search Help} {
    configMenuText $m $idx Rep$tag $lang
  }
  foreach idx {0 1 3 4 6} tag {New Open Save SaveAs Close} {
    configMenuText $m.file $idx RepFile$tag $lang
  }
  foreach idx {0 1 2} tag {Group Include Exclude} {
    configMenuText $m.edit $idx RepEdit$tag $lang
  }
  foreach idx {0 1} tag {Expand Collapse} {
    configMenuText $m.view $idx RepView$tag $lang
  }
  foreach idx {0 1} tag {All Displayed} {
    configMenuText $m.search $idx RepSearch$tag $lang
  }
  foreach idx {0 1} tag {Rep Index} {
    configMenuText $m.helpmenu $idx RepHelp$tag $lang
  }
}

# ::rep::makeWindow
#   Create the repertoire editor window.
#
proc ::rep::makeWindow {} {
  set w .repWin
  if {[winfo exists $w]} { return }
  set ::rep::Win 1
  toplevel $w
  
  standardShortcuts $w
  wm protocol $w WM_DELETE_WINDOW ::rep::closeWindow
  
  frame $w.m -bd 1 -relief raised
  pack $w.m -side top -fill x
  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label RepFile -menu $w.menu.file
  menu $w.menu.file
  $w.menu.file add command -label RepFileNew -accelerator "Ctrl+N" \
      -command "::rep::newFile $w.f.w.rep"
  bind $w <Control-n> "$w.menu.file invoke 0"
  $w.menu.file add command -label RepFileOpen -accelerator "Ctrl+O" \
      -command "::rep::OpenFile $w.f.w.rep"
  bind $w <Control-o> "$w.menu.file invoke 1"
  $w.menu.file add separator
  $w.menu.file add command -label RepFileSave -accelerator "Ctrl+S" \
      -command "::rep::saveFile $w.f.w.rep"
  bind $w <Control-s> "$w.menu.file invoke 3"
  $w.menu.file add command -label RepFileSaveAs \
      -command "::rep::saveFile $w.f.w.rep new"
  $w.menu.file add separator
  $w.menu.file add command -label RepFileClose -accelerator "Ctrl+Q" \
      -command "destroy $w"
  bind $w <Control-q> "destroy $w"
  
  $w.menu add cascade -label RepEdit -menu $w.menu.edit
  menu $w.menu.edit
  $w.menu.edit add command -label RepEditGroup -accelerator "Ctrl+G" \
      -command "::rep::AddCurrentBoard $w.f.w.rep group"
  bind $w <Control-g> "$w.menu.edit invoke 0"
  $w.menu.edit add command -label RepEditInclude -accelerator "Ctrl+I" \
      -command "::rep::AddCurrentBoard $w.f.w.rep include"
  bind $w <Control-i> "$w.menu.edit invoke 1"
  $w.menu.edit add command -label RepEditExclude -accelerator "Ctrl+X" \
      -command "::rep::AddCurrentBoard $w.f.w.rep exclude"
  bind $w <Control-x> "$w.menu.edit invoke 2"
  
  $w.menu add cascade -label RepView -menu $w.menu.view
  menu $w.menu.view
  $w.menu.view add command -label RepViewExpand \
      -command "::rep::showAll $w.f.w.rep"
  $w.menu.view add command -label RepViewCollapse \
      -command "::rep::hideAll $w.f.w.rep"
  
  $w.menu add cascade -label RepSearch -menu $w.menu.search
  menu $w.menu.search
  $w.menu.search add command -label RepSearchAll \
      -command "::rep::search $w.f.w.rep all"
  $w.menu.search add command -label RepSearchDisplayed \
      -command "::rep::search $w.f.w.rep displayed"
  
  $w.menu add cascade -label RepHelp -menu $w.menu.helpmenu
  menu $w.menu.helpmenu
  $w.menu.helpmenu add command -label RepHelpRep -command {helpWindow Repertoire}
  $w.menu.helpmenu add command -label RepHelpIndex -command {helpWindow Index}
  
  
  # Toolbar:
  set f [frame $w.toolbar -relief raised -border 1]
  pack $f -side top -fill x
  button $f.new -image tb_new -command "::rep::newFile $w.f.w.rep"
  button $f.open -image tb_open -command "::rep::OpenFile $w.f.w.rep"
  button $f.save -image tb_save -command "::rep::saveFile $w.f.w.rep"
  button $f.close -image tb_close -command "destroy $w"
  frame $f.space1 -width 12
  button $f.group -image tb_closedgroup \
      -command "::rep::AddCurrentBoard $w.f.w.rep group"
  button $f.include -image tb_tick \
      -command "::rep::AddCurrentBoard $w.f.w.rep include"
  button $f.exclude -image tb_cross \
      -command "::rep::AddCurrentBoard $w.f.w.rep exclude"
  
  foreach i {new open save close group include exclude} {
    $f.$i configure -relief flat -border 1 -highlightthickness 0 -anchor n \
        -takefocus 0
    bind $f.$i <Any-Enter> "+$f.$i configure -relief groove"
    bind $f.$i <Any-Leave> "+$f.$i configure -relief flat"
  }
  foreach {b m} {
    new RepFileNew open RepFileOpen save RepFileSave
    group RepEditGroup include RepEditInclude exclude RepEditExclude
  } {
    set ::helpMessage($f.$b) [tr $m]
  }
  pack $f.new $f.open $f.save $f.close $f.space1 \
      $f.group $f.include $f.exclude \
      -side left -padx 0 -ipadx 0 -pady 0 -ipady 0 -expand yes
  
  label $w.status -relief sunken -width 1 -anchor w -font font_Small
  pack $w.status -side bottom -anchor w -fill x -expand yes
  
  set pane [::utils::pane::Create $w.f w text 600 600 0.5 h] ;# 600 300
  ::utils::pane::SetRange $w.f 0.2 0.8
  #::pane::SetDrag $w.f 0
  pack $w.f -fill both -expand 1
  
  ::rep::create $w.f.w.rep -yscrollcommand "$w.f.w.sb set"
  scrollbar $w.f.w.sb -orient vertical -command "$w.f.w.rep yview"
  pack $w.f.w.sb -side right -fill y
  pack $w.f.w.rep -side left -fill both -expand 1 -padx 5 -pady 5
  text $w.f.text.moves -height 3 -fg darkBlue -bg white -font font_Small -state disabled -cursor top_left_arrow -wrap word
  entry $w.f.text.entry -width 1 -fg black -bg white -font font_Small
  text $w.f.text.note -width 40 -height 10 -fg black -bg white -font font_Small
  pack $w.f.text.moves -side top -fill x
  pack $w.f.text.entry -side top -fill x
  pack $w.f.text.note -side top -expand 1 -fill both
  $w.status configure -textvar ::rep::_data($w.f.w.rep:status)
  
  bind $w <F1> {helpWindow Repertoire}
  bind $w <Down> "$w.f.w.rep yview scroll +1 units"
  bind $w <Up> "$w.f.w.rep yview scroll -1 units"
  bind $w <Prior> "$w.f.w.rep yview scroll -1 pages"
  bind $w <Next> "$w.f.w.rep yview scroll +1 pages"
  bind $w <Home> "$w.f.w.rep yview moveto 0.0"
  bind $w <End> "$w.f.w.rep yview moveto 0.99"
  $w.f.w.rep xview moveto 0.0
  $w.f.w.rep yview moveto 0.0
  
  $w.f.w.rep bind x <1> \
      "::rep::singleClick $w.f.w.rep \[::rep::labelAtXY %W %x %y\]"
  $w.f.w.rep bind x <Double-Button-1> \
      "::rep::doubleClick $w.f.w.rep \[::rep::labelAtXY %W %x %y\]"
  
  bind $w.f.text.moves <1> "if {\[string length \[$w.f.text.moves get 1.0 end\]\] > 1} { importMoveList \[$w.f.text.moves get 1.0 end\] }"
  
  bind $w.f.text.entry <KeyPress> {
    after idle {
      set label [::rep::getSelection .repWin.f.w.rep]
      if {$label != ""} {
        set ::rep::_data(.repWin.f.w.rep:$label:comment) \
            [string trim [.repWin.f.text.entry get]]
        ::rep::_draw .repWin.f.w.rep
      }
    }
  }
  
  bind $w.f.text.note <KeyPress> {
    after idle {
      set label [::rep::getSelection .repWin.f.w.rep]
      if {$label != ""} {
        set ::rep::_data(.repWin.f.w.rep:$label:text) \
            [string trim [.repWin.f.text.note get 1.0 end]]
      }
    }
  }
  
  ::rep::ConfigMenus $w
  ::rep::updateWinTitle $w.f.w.rep
  wm geometry $w =500x400
}

# ::rep::singleClick
#   Updates the move list label, single-line comment entry widget
#   and multi-line comment text widget in the repertoire editor.
#   Called whenever the left mouse button is clicked on a group or
#   line in the repertoire.
#
proc ::rep::singleClick {w label} {
  ::rep::setSelection $w $label
  if {$label == ""} { return }
  set moves [::rep::_decode $label]
  set win [winfo toplevel $w]
  $win.f.text.moves configure -state normal
  $win.f.text.moves delete 1.0 end
  $win.f.text.moves insert end $moves
  $win.f.text.moves configure -state disabled
  set comment ""
  catch {set comment $::rep::_data($w:$label:comment)}
  $win.f.text.entry delete 0 end
  $win.f.text.entry insert end $comment
  set temptext ""
  catch {set temptext $::rep::_data($w:$label:text)}
  set temptext [string trim $temptext]
  $win.f.text.note delete 1.0 end
  $win.f.text.note insert end $temptext
}

# ::rep::doubleClick
#   Called whenever the left mouse button is double-clicked on a group or
#   line in the repertoire.
#
proc ::rep::doubleClick {w label} {
  ::rep::setSelection $w $label
  if {$label == ""} { return }
  set moves [::rep::_decode $label]
  catch {sc_game import $moves}
  updateBoard -pgn
}

# ::rep::_extract
#   Traverses the repertoire heirarchy, producing a list of
#   commands needed to reconstruct the entire repertoire.
#   If a line or group is marked deleted, it is not included in
#   the list. If a group is marked pruned, its children are not
#   included either.
#
proc ::rep::_extract {w v returnList} {
  set p $v
  if {$v == "/"} { set p "" }
  foreach c $::rep::_data($w:$v:children) {
    set text [string trim $::rep::_data($w:$p/$c:text)]
    set comment [string trim $::rep::_data($w:$p/$c:comment)]
    set moves [::rep::_decode $p/$c]
    
    set recurse 0
    if {$::rep::_data($w:$p/$c:group)} {
      if {! [info exists ::rep::_data($w:$p/$c:prune)]} { set recurse 1 }
      set cmd "::rep::newGroup $w [list $moves]"
      append cmd " -shown $::rep::_data($w:$p/$c:shown)"
    } else {
      set cmd "::rep::newLine $w [list $moves]"
      append cmd " -include $::rep::_data($w:$p/$c:include)"
    }
    append cmd " -comment [list $comment] -text [list $text]"
    if {! [info exists ::rep::_data($w:$p/$c:delete)]} {
      lappend returnList $cmd
    }
    
    if {$recurse  &&  [llength $::rep::_data($w:$p/$c:children)] > 0} {
      set returnList [::rep::_extract $w $p/$c $returnList]
    }
  }
  return $returnList
}

# ::rep::_searchLines
#   Traverses the repertoire heirarchy, producing a list of
#   lines to be searched. If type is "all", all lines in the
#   repertoire will appear. Otherwise, type should be "displayed"
#   and only currently displayed lines will appear.
#   Each include-line returned has "1 " prepended to its moves, and
#   each exclude-line returned has "0 " prepended to its moves.
#
proc ::rep::_searchLines {w type v returnList} {
  set p $v
  if {$v == "/"} { set p "" }
  foreach c $::rep::_data($w:$v:children) {
    set text [string trim $::rep::_data($w:$p/$c:text)]
    set comment [string trim $::rep::_data($w:$p/$c:comment)]
    set moves [::rep::_decode $p/$c]
    
    set recurse 0
    if {$::rep::_data($w:$p/$c:group)} {
      if {$type == "all"  ||  $::rep::_data($w:$p/$c:shown)} {
        set recurse 1
      }
    } else {
      lappend returnList "$::rep::_data($w:$p/$c:include) $moves"
    }
    
    if {$recurse  &&  [llength $::rep::_data($w:$p/$c:children)] > 0} {
      set returnList [::rep::_searchLines $w $type $p/$c $returnList]
    }
  }
  return $returnList
}

# ::rep::readFile
#   Reads the specified repertoire file.
#
proc ::rep::readFile {w fname} {
  #set readonly 0
  #if {[catch {open $fname r+} f]} {
  #  set readonly 1
  #} else {
  #  close $f
  #}
  
  if {[catch {open $fname r} f]} {
    return -code error "Unable to open the file: $fname"
  }
  ::rep::clear $w
  set ::rep::_data($w:altered) 1
  #set ::rep::_data($w:readonly) 1
  set text ""
  set count 0
  set groups {}
  while {1} {
    set line [string trim [gets $f]]
    if {[eof $f]} { break }
    incr count
    set sep [string first ";" $line]
    if {$sep < 0} {
      set moves $line
      set comment ""
    } else {
      set moves [string trim [string range $line 0 [expr {$sep - 1} ]]]
      set comment [string trim [string range $line [expr {$sep + 1} ] end]]
    }
    set c [string index $line 0]
    
    switch -exact -- $c {
      "\#" {
        set line [string trim [string range $line 1 end]]
        append text "$line\n"
      }
      "\[" {
        set group [string trim [string range $moves 1 end]]
        set m [join $groups]
        append m " $group"
        if {[catch {::rep::newGroup $w $m -comment $comment -text $text} err]} {
          return -code error "Error: $fname: line $count: $err"
        }
        lappend groups $group
        set text ""
      }
      "\]" {
        set len [llength $groups]
        if {$len == 0} {
          return -code error "Error: $fname: line $count: extra \"\]\" symbol."
        } elseif {$len == 1} {
          set groups {}
        } else {
          set groups [lrange $groups 0 [expr {$len - 2} ]]
        }
      }
      "-" {
        set m [join $groups]
        append m " "
        append m [string trim [string range $moves 1 end]]
        if {[catch {::rep::newLine $w $m -include 0 -comment $comment -text $text} err]} {
          return -code error "Error: $fname: line $count: $err"
        }
        set text ""
      }
      "+" {
        set m [join $groups]
        append m " "
        append m [string trim [string range $moves 1 end]]
        if {[catch {::rep::newLine $w $m -include 1 -comment $comment -text $text} err]} {
          return -code error "Error: $fname: line $count: $err"
        }
        set text ""
      }
      "" -
      "@" {
        # do nothing
      }
      default {
        return -code error "Error in $fname at line $count: unexpected character: \"$c\""
      }
    }
  }
  close $f
  set ::rep::_data($w:altered) 0
  set ::rep::_data($w:filename) $fname
  ::rep::_drawWhenIdle $w
  ::rep::updateWinTitle $w
  return
}

# ::rep::writeFile
#   Writes the repertoire to the specified file.
#
proc ::rep::writeFile {w fname} {
  if {[catch {open $fname w} f]} {
    return -code error "Unable to open the file \"$fname\""
  }
  puts $f "@ Scid opening repertoire file.  Updated: [::utils::date::today]."
  if {[catch {::rep::_writeFileLevel $w $f "/" 0} err]} {
    return -code error "Error writing the file \"$fname\": $err"
  }
  close $f
  set ::rep::_data($w:altered) 0
  set ::rep::_data($w:filename) $fname
  ::rep::updateStatus $w
  ::rep::updateWinTitle $w
  return
}

# ::rep::_writeFileLevel
#   Writes a single level of the repertoire to the open
#   file channel "f", indented "in" spaces.
#
proc ::rep::_writeFileLevel {w f v in} {
  set p $v
  if {$v == "/"} { set p "" }
  if {[llength $::rep::_data($w:$v:children)] == 0} { return }
  
  foreach c $::rep::_data($w:$v:children) {
    if {$in == 0} { puts $f "" }
    set text [split [string trim $::rep::_data($w:$p/$c:text)] "\n"]
    foreach line $text {
      for {set i 0} {$i < $in} {incr i} { puts -nonewline $f " " }
      puts -nonewline $f "\# "
      puts $f [string trim $line]
    }
    
    for {set i 0} {$i < $in} {incr i} { puts -nonewline $f " " }
    if {$::rep::_data($w:$p/$c:group)} {
      puts -nonewline $f "\[ "
    } else {
      if {$::rep::_data($w:$p/$c:include)} {
        puts -nonewline $f "+ "
      } else {
        puts -nonewline $f "- "
      }
    }
    set moves [::rep::_decode $c]
    if {[string length $::rep::_data($w:$p/$c:comment)] > 0} {
      append moves " ; $::rep::_data($w:$p/$c:comment)"
    }
    puts $f $moves
    if {[llength $::rep::_data($w:$p/$c:children)] > 0} {
      ::rep::_writeFileLevel $w $f $p/$c [expr {$in + 4} ]
    }
    if {$::rep::_data($w:$p/$c:group)} {
      for {set i 0} {$i < $in} {incr i} { puts -nonewline $f " " }
      puts $f "\]"
    }
  }
}

# ::rep::OpenFile
#   Prompts the user to select a repertoire file, and reads it.
#
proc ::rep::OpenFile {w} {
  set ftype { {"Scid repertoire files" {".sor"}} }
  set fname [tk_getOpenFile -filetypes $ftype -title "Open a repertoire file"]
  if {$fname == ""} { return }
  ::rep::readFile $w $fname
}

# ::rep::saveFile
#   Prompts the user to select a repertoire file name if the file is
#   untitled or if the user type is "new", and then writes the file.
#
proc ::rep::saveFile {w {type current}} {
  set fname $::rep::_data($w:filename)
  if {$type == "new"  ||  $fname == ""} {
    set ftype { {"Scid repertoire files" {".sor"}} }
    set fname [tk_getSaveFile -filetypes $ftype -defaultextension ".sor" -title "Create a repertoire file"]
  }
  if {$fname == ""} { return }
  if {[file extension $fname] != ".sor" } {
    append fname ".sor"
  }
  ::rep::writeFile $w $fname
}

# ::rep::_popupMenu
#   Creates and presents a right-mouse-button popup menu for a
#   group or line at the real coordinates ($x,$y).
#
proc ::rep::_popupMenu {w v x y} {
  if {! [info exists ::rep::_data($w:$v:group)]} { return }
  catch {destroy $w.popup}
  set group $::rep::_data($w:$v:group)
  menu $w.popup
  $w.popup add command -label "Paste moves as current game" \
      -command "catch {sc_game import \"[::rep::_decode $v]\"};
  updateBoard -pgn"
  $w.popup add separator
  if {$group} {
    $w.popup add command -label "Expand group and all subgroups" \
        -command "::rep::showAll $w $v"
    $w.popup add command -label "Collapse group and all subgroups" \
        -command "::rep::hideAll $w $v"
    $w.popup add separator
    $w.popup add command -label "Delete group, keeping subgroups..." \
        -command "::rep::deleteGroup $w $v"
    $w.popup add command -label "Delete group and subgroups..." \
        -command "::rep::pruneGroup $w $v"
  } else {
    $w.popup add command -label "Toggle included/excluded state" \
        -command "::rep::toggleLineState $w $v"
    $w.popup add separator
    $w.popup add command -label "Delete line..." \
        -command "::rep::deleteLine $w $v"
  }
  tk_popup $w.popup $x $y
}

# ::rep::search
#   Opens the repertoire search window. The parameter "type" should be
#   "all" or "displayed", indicating which lines to use in the search.
#
proc ::rep::search {repwin {type all}} {
  sc_search repertoire clear
  set lines [::rep::_searchLines $repwin $type / {}]
  set numIncluded 0
  set numExcluded 0
  foreach i $lines {
    set include [string index $i 0]
    set moves [string range $i 2 end]
    sc_game push
    if {[catch {eval "sc_move addSan $moves"} result]} {
      sc_game pop
      tk_messageBox -parent $repwin -type ok -icon warning -title "Scid" \
          -message "Error in line \"$moves\": $result"
      sc_search repertoire clear
      return
    }
    sc_search repertoire add $include
    sc_game pop
    if {$include} { incr numIncluded } else { incr numExcluded }
  }
  if {$numIncluded == 0} {
    tk_messageBox -parent $repwin -type ok -icon info -title "Scid" \
        -message "The repertoire you want to search for has no included lines, so it cannot possibly match any games."
    return
  }
  
  set w .searchRep
  toplevel $w
  wm title $w "Scid: $::tr(RepSearch)"
  bind $w <Escape> "$w.b.cancel invoke"
  bind $w <Return> "$w.b.search invoke"
  bind $w <F1> {helpWindow Repertoire Search}
  
  pack [label $w.l -anchor w] -side top -fill x
  set t "$::tr(RepSearch): $numIncluded $::tr(RepIncludedLines), "
  append t "$numExcluded $::tr(RepExcludedLines)"
  $w.l configure -text $t
  
  ::search::addFilterOpFrame $w
  addHorizontalRule $w
  
  canvas $w.progress -height 20 -width 300 -bg white -relief solid -border 1
  $w.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.progress create text 295 10 -anchor e -font font_Regular -tags time \
      -fill black -text "0:00 / 0:00"
  
  frame $w.b
  pack $w.b -side top -ipady 5 -fill x
  
  set ::_searchRep $repwin
  button $w.b.search -textvar ::tr(Search) -command {
    busyCursor .
    grab .searchRep.b.cancel
    sc_progressBar .searchRep.progress bar 301 21 time
    .searchRep.b.cancel configure -command sc_progressBar
    set err [catch {sc_search repertoire go $::search::filter::operation} result]
    sc_search repertoire clear
    unbusyCursor .
    grab release .searchRep.b.cancel
    grab release .searchRep
    focus .repWin
    destroy .searchRep
    if {$err} {
      tk_messageBox -parent $::_searchRep -type ok -icon info -title "Scid" \
          -message $result
    } else {
      set ::rep::_data($::_searchRep:status) "  $::tr(RepSearch): $result"
    }
    ::windows::gamelist::Refresh
    ::windows::stats::Refresh
  }
  button $w.b.cancel -textvar ::tr(Cancel) \
      -command "grab release $w; focus $repwin; destroy $w"
  pack $w.b.cancel $w.b.search -side right -pady 5 -padx 5
  pack $w.progress -side bottom
  wm resizable $w 0 0
  grab $w
}

set maskdata "#define solid_width 9\n#define solid_height 9"
append maskdata {
  static unsigned char solid_bits[] = {
    0xff, 0x01, 0xff, 0x01, 0xff, 0x01, 0xff, 0x01, 0xff, 0x01, 0xff, 0x01,
    0xff, 0x01, 0xff, 0x01, 0xff, 0x01
  };
}

set data "#define open_width 9\n#define open_height 9"
append data {
  static unsigned char open_bits[] = {
    0xff, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x7d, 0x01, 0x01, 0x01,
    0x01, 0x01, 0x01, 0x01, 0xff, 0x01
  };
}

image create bitmap ::rep::_shown -data $data -maskdata $maskdata \
    -foreground black -background white

set data "#define closed_width 9\n#define closed_height 9"
append data {
  static unsigned char closed_bits[] = {
    0xff, 0x01, 0x01, 0x01, 0x11, 0x01, 0x11, 0x01, 0x7d, 0x01, 0x11, 0x01,
    0x11, 0x01, 0x01, 0x01, 0xff, 0x01
  };
}

image create bitmap ::rep::_hidden -data $data -maskdata $maskdata \
    -foreground black -background white

###
### End of file: reper.tcl
###
### graph.tcl: part of Scid.

# ::tools::graphs::Save
#
#   Saves a graph (e.g. tree graph, filter graph, rating graph) to a
#   color or greyscale Postscript file.
#
#   The mode should be "color" or "gray".
#
proc ::tools::graphs::Save {mode w} {
  if {! [winfo exists $w]} { return }
  set ftypes {{"PostScript files" {.eps .ps}} {"All files" *}}
  set fname [tk_getSaveFile -filetypes $ftypes -parent $w -defaultextension ".eps" -title "Scid: Save Graph"]
  if {$fname == ""} { return }
  
  if {[file extension $fname] != ".eps" && [file extension $fname] != ".ps" } {
    append fname ".eps"
  }
  
  if {[catch {$w postscript -file $fname -colormode $mode} result]} {
    tk_messageBox -icon info -parent $w -title "Scid" -message $result
  }
}

########################################
# Configure Filter graph window

if { ! [info exists FilterMinElo] } {
  set FilterMinElo 2100
  set FilterMaxElo 2800
  set FilterStepElo 100
  set FilterGuessELO 1
  set FilterMaxYear [clock format [clock seconds] -format {%Y}]
  set FilterMinYear [expr {$FilterMaxYear - 12}]
  set FilterStepYear 1
  set FilterMinMoves 5
  set FilterMaxMoves 80
  set FilterStepMoves 1
}

#Check for illegal Values and set to default values
proc checkConfigFilterGraph {} {
  global FilterMaxMoves FilterMinMoves FilterStepMoves FilterMaxElo FilterMinElo FilterStepElo FilterMaxYear FilterMinYear FilterStepYear
  if { $FilterStepMoves < 1 } { set FilterStepMoves 1 }
  if { $FilterStepElo < 1 } { set FilterStepElo 100 }
  if { $FilterStepYear < 1 } { set FilterStepYear 1 }
  if { $FilterMinMoves < 1 } { set FilterMinMoves 5 }
  if { $FilterMinElo < 0 } { set FilterMinElo 2100 }
  if { $FilterMinYear < 1 } { set FilterMinYear [expr {$FilterMaxYear - 12}] }
  if { $FilterMaxMoves < 1 } { set FilterMaxMoves 80 }
  if { $FilterMaxElo < 1 } { set FilterMaxElo 2800 }
  if { $FilterMaxYear < 1 } { set FilterMaxYear [clock format [clock seconds] -format {%Y}] }
}

proc configureFilterGraph {} {
  global FilterMaxMoves FilterMinMoves FilterStepMoves FilterMaxElo FilterMinElo FilterStepElo FilterMaxYear FilterMinYear FilterStepYear FilterGuessELO
  
  set w .configFilterGraph
  if {[winfo exists $w]} {
    destroy $w
  }
  
  toplevel $w
  wm title $w $::tr(ConfigureFilter)
  setWinLocation $w
  bind $w <F1> {helpWindow Graphs Filter}
  frame $w.filter
  set col 0
  set row 0
  #Create input for each configurationvalue
  foreach { i n } { Year Year Elo Rating Moves moves} {
    label $w.filter.label$i -text $::tr($n): -font font_Bold
    grid $w.filter.label$i -row $row -column $col -sticky w
    incr col
    foreach {j k} { FilterMin "  " FilterMax " - " FilterStep "  Intervall:"} {
      label $w.filter.label$j$i -text $k
      entry $w.filter.i$j$i -textvariable $j$i -justify right -width 5 -validate all -vcmd { regexp {^[0-9]{0,4}$} %P }
      grid $w.filter.label$j$i -row $row -column $col -sticky w
      incr col
      grid $w.filter.i$j$i -row $row -column $col -sticky w
      incr col
    }
    if { $i == "Elo" } {
      checkbutton $w.filter.iEloGuess -text $::tr(FilterEstimate) -onvalue 1 -offvalue 0 -variable FilterGuessELO
      grid $w.filter.iEloGuess -row $row -column $col -sticky w
      #	  incr col
    }
    incr row
    set col 0
  }
  
  button $w.close -textvar ::tr(Close) -command {
    checkConfigFilterGraph; ::tools::graphs::filter::Refresh
    ::tools::graphs::absfilter::Refresh; destroy .configFilterGraph  }
  button $w.standard -textvar ::tr(Defaults) -command {
    set FilterMinElo 2100
    set FilterMaxElo 2800
    set FilterStepElo 100
    set FilterMaxYear [clock format [clock seconds] -format {%Y}]
    set FilterMinYear [expr {$FilterMaxYear - 12}]
    set FilterStepYear 1
    set FilterMinMoves 5
    set FilterMaxMoves 80
    set FilterStepMoves 1
    set FilterGuessELO 1
  }
  button $w.update -textvar ::tr(Update) -command { checkConfigFilterGraph
    ::tools::graphs::absfilter::Refresh;
    ::tools::graphs::filter::Refresh
  }
  
  pack $w.filter
  pack $w.close $w.update $w.standard -side right -padx 2 -pady 2
  focus $w.filter.iFilterMinYear
  bind $w <Configure> "recordWinSize $w"
}

#####################
# Filter graph window

# ::tools::graphs::filter::type
#   can be "decade", "year" or "elo" , "move"
#
set ::tools::graphs::filter::type year

proc tools::graphs::filter::Open {} {
  global filterGraph
  set w .fgraph
  if {[winfo exists $w]} {
    focus .
    destroy $w
    set filterGraph 0
    return
  }
  toplevel $w
  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label GraphFile -menu $w.menu.file
  configMenuText $w.menu 0 GraphFile $::language
  menu $w.menu.file
  $w.menu.file add command -label GraphFileColor -command "::tools::graphs::Save color $w.c"
  configMenuText $w.menu.file 0 GraphFileColor $::language
  $w.menu.file add command -label GraphFileGrey -command "::tools::graphs::Save gray $w.c"
  configMenuText $w.menu.file 1 GraphFileGrey $::language
  $w.menu.file add separator
  $w.menu.file add command -label GraphFileClose -command "destroy $w"
  configMenuText $w.menu.file 3 GraphFileClose $::language
  wm title $w $::tr(TitleFilterGraph)
  set filterGraph 1
  bind $w <Destroy> {set filterGraph 0}
  
  frame $w.b
  pack $w.b -side bottom -fill x
  label $w.b.status -width 1 -font font_Small -anchor w
  frame $w.sep -height 2 -borderwidth 2 -relief sunken -background white
  pack $w.sep -side bottom -fill x -pady 4
  
  canvas $w.c -width 600 -height 400
  $w.c create text 25 5 -tag title -justify center -width 1 \
      -font font_Small -anchor n
  $w.c create text 250 295 -tag type -justify center -width 1 \
      -font font_Small -anchor s
  pack $w.c -side top -expand yes -fill both
  ::utils::graph::create filter
  
  bind $w <F1> {helpWindow Graphs Filter}
  bind $w <Configure> {
    .fgraph.c itemconfigure title -width [expr {[winfo width .fgraph.c] - 50}]
    .fgraph.c coords title [expr {[winfo width .fgraph.c] / 2}] 10
    .fgraph.c itemconfigure type -width [expr {[winfo width .fgraph.c] - 50}]
    .fgraph.c coords type [expr {[winfo width .fgraph.c] / 2}] \
        [expr {[winfo height .fgraph.c] - 10}]
    ::utils::graph::configure filter -height [expr {[winfo height .fgraph.c] - 80}]
    ::utils::graph::configure filter -width [expr {[winfo width .fgraph.c] - 60}]
    ::utils::graph::redraw filter
  }
  bind $w.c <1> tools::graphs::filter::Switch
  bind $w.c <$::MB3> ::tools::graphs::filter::Refresh
  
  foreach {name text} {decade Decade year Year elo Rating move moves} {
    radiobutton $w.b.$name -padx 4 -pady 3 -text $::tr($text) \
        -variable ::tools::graphs::filter::type -value $name \
        -command ::tools::graphs::filter::Refresh
    pack $w.b.$name -side left -padx 1 -pady 2
  }
  button $w.b.setup -image tb_graph -command configureFilterGraph
  dialogbutton $w.b.close -text $::tr(Close) -command "destroy $w"
  pack $w.b.decade $w.b.elo -side left -padx 1 -pady 2
  pack $w.b.close $w.b.setup -side right -padx 2 -pady 2
  pack $w.b.status -side left -padx 2 -pady 2 -fill x -expand yes
  
  ::tools::graphs::filter::Refresh
}

proc tools::graphs::filter::Switch {} {
  variable type
  switch $type {
    "decade" { set type "year" }
    "year" { set type "elo" }
    "elo" { set type "move" }
    "move" { set type "decade" }
  }
  ::tools::graphs::filter::Refresh
}

proc ::tools::graphs::filter::Refresh {} {
  global FilterMaxMoves FilterMinMoves FilterStepMoves FilterMaxElo FilterMinElo FilterStepElo FilterMaxYear FilterMinYear FilterStepYear FilterGuessELO
  
  set w .fgraph
  if {! [winfo exists $w]} { return }
  
  $w.c itemconfigure title -width [expr {[winfo width $w.c] - 50}]
  $w.c coords title [expr {[winfo width $w.c] / 2}] 10
  $w.c itemconfigure type -width [expr {[winfo width $w.c] - 50}]
  $w.c coords type [expr {[winfo width $w.c] / 2}] \
      [expr {[winfo height $w.c] - 10}]
  set height [expr {[winfo height $w.c] - 80}]
  set width [expr {[winfo width $w.c] - 60}]
  set vlines {}
  if {$::tools::graphs::filter::type == "elo"} {
    # Vertical lines for Elo-range graph:
    for {set i 1} {$i <=  $FilterMaxElo- $FilterMinElo} { incr i } {
      lappend vlines [list gray80 1 at $i.5]
    }
  } elseif {$::tools::graphs::filter::type == "year"} {
    # Vertical lines for Year-range graph:
    for {set i 1} {$i <= $FilterMaxYear- $FilterMinYear} {incr i } {
      lappend vlines [list gray80 1 at $i.5]
    }
  } elseif {$::tools::graphs::filter::type == "decade"} {
    # Vertical lines for Decade graph: most are gray, but those
    # just before 1950s and 2000s are blue to make them stand out.
    for {set i 1} {$i < 10} {incr i} {
      set vlineColor gray80
      if {$i == 4  ||  $i == 9} { set vlineColor steelBlue }
      lappend vlines [list $vlineColor 1 at $i.5]
    }
  }
  
  ::utils::graph::create filter -width $width -height $height -xtop 40 -ytop 35 \
      -ytick 1 -xtick 1 -font font_Small -canvas $w.c -textcolor black \
      -vline $vlines -background lightYellow -tickcolor black -xmin 0 -xmax 1
  ::utils::graph::redraw filter
  busyCursor .
  update
  
  set count 0
  set dlist {}
  set xlabels {}
  set max 0.0
  
  # Generate plot values and labels:
  if {$::tools::graphs::filter::type == "decade"} {
    set ftype date
    set typeName $::tr(Decade)
    set rlist [list 0000 1919 -1919  1920 1929 20-29 \
        1930 1939 30-39  1940 1949 40-49  1950 1959 50-59 \
        1960 1969 60-69  1970 1979 70-79  1980 1989 80-89 \
        1990 1999 90-99  2000 2009 2000+]
  } elseif {$::tools::graphs::filter::type == "year"} {
    set ftype date
    set typeName $::tr(Year)
    set endYear $FilterMaxYear
    set startYear $FilterMinYear
    set rlist {}
    for {set i $startYear} {$i <= $endYear} {set i [expr {$i + $FilterStepYear}]} {
      lappend rlist $i
      lappend rlist [expr {$i+$FilterStepYear-1}]
      lappend rlist [expr {$i+$FilterStepYear/2}]
    }
  } elseif {$::tools::graphs::filter::type == "elo"} {
    set ftype elo
    set typeName $::tr(Rating)
    #    set rlist [list 0 1999 0-1999  2000 2099 20xx  2100 2199 21xx  \
    2200 2299 22xx  2300 2399 23xx  2400 2499 24xx  \
        2500 2599 25xx  2600 2699 26xx  2700 3999 2700+]
    set endElo $FilterMaxElo
    set startElo $FilterMinElo
    set rlist {}
    for {set i $startElo} {$i <= $endElo} {set i [expr {$i + $FilterStepElo}]} {
      lappend rlist $i
      lappend rlist [expr {$i+$FilterStepElo-1}]
      # shorten gap between 0 and "useful" ratings 1800
      set j $i
      if { $i < 100 } { set i [expr { 1800 - $FilterStepElo}] }
      lappend rlist [concat $j-[expr {$i+$FilterStepElo-1}]]
    }
  } else {
    set ftype move
    set typeName $::tr(moves)
    set startMove $FilterMinMoves
    set endMove  $FilterMaxMoves
    set rlist {}
    for {set i $startMove} {$i <= $endMove} {set i [expr {$i + $FilterStepMoves}]} {
      lappend rlist [expr {2*$i}]
      lappend rlist [expr {2*($i+$FilterStepMoves)-1}]
      if { $i % 5 == 0 } {
        lappend rlist $i
      } else {
        lappend rlist ""
      }
    }
  }
  
  foreach {start end label} $rlist {
    if {$ftype == "date"} { append end ".12.31" }
    set r [sc_filter freq [sc_base current] dbfilter $ftype $start $end $FilterGuessELO]
    set filter [lindex $r 0]
    set all [lindex $r 1]
    if {$all == 0} {
      set freq 0.0
    } else {
      set freq [expr {double($filter) * 1000.0 / double($all)}]
    }
    if {$freq >= 1000.0} { set freq 999.9 }
    incr count
    lappend dlist $count
    lappend dlist $freq
    if {$freq > $max} { set max $freq }
    lappend xlabels [list $count $label]
  }
  
  # Find a suitable spacing of y-axis labels:
  set ytick 0.1
  if {$max > 1.0} { set ytick 0.2 }
  if {$max > 2.5} { set ytick 0.5 }
  if {$max >   5} { set ytick   1 }
  if {$max >  10} { set ytick   2 }
  if {$max >  25} { set ytick   5 }
  if {$max >  50} { set ytick  10 }
  if {$max > 100} { set ytick  20 }
  if {$max > 250} { set ytick  50 }
  if {$max > 500} { set ytick 100 }
  set hlines [list [list gray80 1 each $ytick]]
  # Add mean horizontal line:
  set filter [sc_filter count]
  set all [sc_base numGames]
  if {$all > 0} {
    set mean [expr {double($filter) * 1000.0 / double($all)}]
    if {$mean >= 1000.0} { set mean 999.9 }
    lappend hlines [list red 1 at $mean]
  }
  
  # Create fake dataset with bounds so we see 0.0::
  #::utils::graph::data decade bounds -points 0 -lines 0 -bars 0 -coords {1 0.0 1 0.0}
  
  ::utils::graph::data filter data -color darkBlue -points 1 -lines 1 -bars 0 \
      -linewidth 2 -radius 4 -outline darkBlue -coords $dlist
  ::utils::graph::configure filter -xlabels $xlabels -ytick $ytick \
      -hline $hlines -ymin 0 -xmin 0.5 -xmax [expr {$count + 0.5}]
  ::utils::graph::redraw filter
  $w.c itemconfigure title -text $::tr(GraphFilterTitle)
  $w.c itemconfigure type -text $typeName
  $w.b.status configure -text "  $::tr(Filter): [filterText]"
  unbusyCursor .
  update
}

#Klimmek: Invert white/black Score in Score graph
set ::tools::graphs::score::White 0
set ::tools::graphs::score::Black 0

####################
# Game score graph

proc ::tools::graphs::score::Refresh {} {
  set linecolor red
  set linewidth 2
  set psize 2
  
  set w .sgraph
  
  if {! [winfo exists $w]} {
    toplevel $w
    menu $w.menu
    $w configure -menu $w.menu
    $w.menu add cascade -label GraphFile -menu $w.menu.file
    menu $w.menu.file
    $w.menu.file add command -label GraphFileColor \
        -command "::tools::graphs::Save color $w.c"
    $w.menu.file add command -label GraphFileGrey \
        -command "::tools::graphs::Save gray $w.c"
    $w.menu.file add separator
    $w.menu.file add command -label GraphFileClose -command "destroy $w"
    $w.menu add cascade -label GraphOptions -menu $w.menu.options
    #Checkbuttons for Invert white/black Score in Score graph
    menu $w.menu.options
    foreach i {White Black} {
      $w.menu.options add checkbutton -label GraphOptions$i \
          -variable ::tools::graphs::score::$i -offvalue "0" -onvalue "1" \
          -command "::tools::graphs::score::Refresh"
    }
    
    canvas $w.c -width 500 -height 300
    $w.c create text 25 5 -tag text -justify center -width 1 \
        -font font_Regular -anchor n
    pack $w.c -side top -expand yes -fill both
    bind $w <F1> {helpWindow Graphs Score}
    bind $w <Configure> {
      .sgraph.c itemconfigure text -width [expr {[winfo width .sgraph.c] - 50}]
      .sgraph.c coords text [expr {[winfo width .sgraph.c] / 2}] 10
      ::utils::graph::configure score -height [expr {[winfo height .sgraph.c] - 90}]
      ::utils::graph::configure score -width [expr {[winfo width .sgraph.c] - 100}]
      ::utils::graph::redraw score
    }
    bind $w.c <$::MB3> ::tools::graphs::score::Refresh
    bind $w.c <1> {::tools::graphs::score::Move %x}
    bind $w <Control-Z> ::tools::graphs::score::Refresh
    wm title $w "Scid: [tr ToolsScore]"
    ::tools::graphs::score::ConfigMenus
  }
  
  $w.c itemconfigure text -width [expr {[winfo width $w.c] - 50}]
  $w.c coords text [expr {[winfo width $w.c] / 2}] 10
  set height [expr {[winfo height $w.c] - 90} ]
  set width [expr {[winfo width $w.c] - 100} ]
  ::utils::graph::create score -width $width -height $height -xtop 50 -ytop 45 \
      -ytick 1 -xtick 5 -font font_Small -canvas $w.c -textcolor black \
      -hline {{gray80 1 each 1} {black 1 at 0}} \
      -vline {{gray80 1 each 1} {steelBlue 1 each 5}}
  
  # Create fake dataset with bounds so we see at least -1.0 to 1.0:
  ::utils::graph::data score bounds -points 0 -lines 0 -bars 0 -coords {1 -0.9 1 0.9}
  
  # Update the graph:
  set whiteelo [sc_game tag get WhiteElo]
  set blackelo [sc_game tag get BlackElo]
  if {$whiteelo == 0} {set whiteelo ""} else {set whiteelo "($whiteelo)"}
  if {$blackelo == 0} {set blackelo ""} else {set blackelo "($blackelo)"}
  $w.c itemconfigure text -text "[sc_game info white]$whiteelo - [sc_game info black]$blackelo\n[sc_game info site]  [sc_game info date]"
  busyCursor $w
  update
  #Klimmek: Invert white/black Score in Score graph
  catch {::utils::graph::data score data -color $linecolor -points 1 -lines 1 \
        -linewidth $linewidth -radius $psize -outline $linecolor \
        -coords [sc_game scores $::tools::graphs::score::White $::tools::graphs::score::Black]}
  ::utils::graph::redraw score
  unbusyCursor $w
  update
}

proc ::tools::graphs::score::ConfigMenus {{lang ""}} {
  if {! [winfo exists .sgraph]} { return }
  if {$lang == ""} { set lang $::language }
  set m .sgraph.menu
  foreach idx {0 1} tag {File Options} {
    configMenuText $m $idx Graph$tag $lang
  }
  foreach idx {0 1 3} tag {Color Grey Close} {
    configMenuText $m.file $idx GraphFile$tag $lang
  }
  #Klimmek: translate optionsmenu
  foreach idx {0 1} tag {White Black} {
    configMenuText $m.options $idx GraphOptions$tag $lang
  }
}

proc ::tools::graphs::score::Move {xc} {
  set x [expr {round([::utils::graph::xunmap score $xc] * 2)} ]
  sc_move start
  sc_move forward $x
  updateBoard
}


####################
# Rating graph

set ::tools::graphs::rating::year 1900
set ::tools::graphs::rating::type both
set ::tools::graphs::rating::player ""

proc ::tools::graphs::rating::Refresh {{type ""} {player ""}} {
  set white [sc_game info white]
  set black [sc_game info black]
  set whiteColor red
  set blackColor blue
  set lwidth 2
  set psize 2
  
  if {$type == ""} { set type $::tools::graphs::rating::type }
  if {$player == ""} { set player $::tools::graphs::rating::player }
  set ::tools::graphs::rating::type $type
  set ::tools::graphs::rating::player $player
  
  set w .rgraph
  
  if {! [winfo exists $w]} {
    toplevel $w
    menu $w.menu
    $w configure -menu $w.menu
    $w.menu add cascade -label GraphFile -menu $w.menu.file
    menu $w.menu.file
    $w.menu.file add command -label GraphFileColor \
        -command "::tools::graphs::Save color $w.c"
    $w.menu.file add command -label GraphFileGrey \
        -command "::tools::graphs::Save gray $w.c"
    $w.menu.file add separator
    $w.menu.file add command -label GraphFileClose -command "destroy $w"
    $w.menu add cascade -label GraphOptions -menu $w.menu.options
    menu $w.menu.options
    foreach i {White Black Both PInfo} j {white black both player} {
      $w.menu.options add radiobutton -label GraphOptions$i \
          -variable ::tools::graphs::rating::type -value $j \
          -command "::tools::graphs::rating::Refresh"
    }
    $w.menu.options add separator
    foreach i {1900 1980 1985 1990 1995 2000 2005 2010 2015 } {
      $w.menu.options add radiobutton -label "Since $i" \
          -variable ::tools::graphs::rating::year -value $i \
          -command "::tools::graphs::rating::Refresh"
    }
    
    canvas $w.c -width 500 -height 300
    $w.c create text 25 10 -tag text -justify center -width 1 \
        -font font_Regular -anchor n
    pack $w.c -side top -expand yes -fill both
    bind $w <F1> {helpWindow Graphs Rating}
    bind $w <Configure> {
      .rgraph.c itemconfigure text -width [expr {[winfo width .rgraph.c] - 50} ]
      .rgraph.c coords text [expr {[winfo width .rgraph.c] / 2} ] 10
      ::utils::graph::configure ratings -height [expr {[winfo height .rgraph.c] - 70} ]
      ::utils::graph::configure ratings -width [expr {[winfo width .rgraph.c] - 100} ]
      ::utils::graph::configure ratings -logy 10
      ::utils::graph::redraw ratings
    }
    bind $w.c <Button-1> "::tools::graphs::rating::Refresh"
    bind $w.c <Button-$::MB3> "::tools::graphs::rating::Refresh"
    wm title $w "Scid: [tr ToolsRating]"
    ::tools::graphs::rating::ConfigMenus
  }
  
  $w.c itemconfigure text -width [expr {[winfo width $w.c] - 50} ]
  $w.c coords text [expr {[winfo width $w.c] / 2} ] 10
  set height [expr {[winfo height $w.c] - 70} ]
  set width [expr {[winfo width $w.c] - 100} ]
  ::utils::graph::create ratings -width $width -height $height -xtop 50 -ytop 35 \
      -ytick 50 -xtick 1 -font font_Small -canvas $w.c -textcolor black \
      -hline {{gray80 1 each 25} {steelBlue 1 each 100}} \
      -vline {{gray80 1 each 1} {steelBlue 1 each 5}}
  ::utils::graph::redraw ratings
  busyCursor $w
  update
  
  set title "[tr ToolsRating]: "
  set year $::tools::graphs::rating::year
  if {$type == "player"} {
    append title $player
    catch {::utils::graph::data ratings d -color $whiteColor -points 1 -lines 1 \
          -linewidth $lwidth -radius $psize -outline $whiteColor \
          -coords [sc_name info -ratings:$year $player]}
  }
  if {$type == "white"  ||  $type == "both"} {
    set key ""
    if {$type == "both"} { set key [::utils::string::Surname $white] }
    append title $white
    catch {::utils::graph::data ratings d -color $whiteColor -points 1 -lines 1 \
          -linewidth $lwidth -radius $psize -outline $whiteColor \
          -key $key -coords [sc_name info -ratings:$year $white]}
  }
  if {$type == "both"} { append title " - " }
  if {$type == "black"  ||  $type == "both"} {
    set key ""
    if {$type == "both"} { set key [::utils::string::Surname $black] }
    append title $black
    catch {::utils::graph::data ratings d2 -color $blackColor -points 1 -lines 1 \
          -linewidth $lwidth -radius $psize -outline $blackColor \
          -key $key -coords [sc_name info -ratings:$year $black]}
  }
  set minYear [expr {int([::utils::graph::cget ratings axmin])} ]
  set maxYear [expr {int([::utils::graph::cget ratings axmax])} ]
  ::utils::graph::configure ratings -xtick 1
  if {[expr {$maxYear - $minYear} ] > 10} {::utils::graph::configure ratings -xtick 5}
  ::utils::graph::redraw ratings
  $w.c itemconfigure text -text $title
  unbusyCursor $w
}

proc ::tools::graphs::rating::ConfigMenus {{lang ""}} {
  if {! [winfo exists .rgraph]} { return }
  if {$lang == ""} { set lang $::language }
  set m .rgraph.menu
  foreach idx {0 1} tag {File Options} {
    configMenuText $m $idx Graph$tag $lang
  }
  foreach idx {0 1 3} tag {Color Grey Close} {
    configMenuText $m.file $idx GraphFile$tag $lang
  }
  foreach idx {0 1 2 3} tag {White Black Both PInfo} {
    configMenuText $m.options $idx GraphOptions$tag $lang
  }
}


########################################
# Filter graph window for absolut values

# ::tools::graphs::absfilter::type
#   can be "decade", "year" or "elo", "move"
#
set ::tools::graphs::absfilter::type year

proc tools::graphs::absfilter::Open {} {
  global absfilterGraph
  set w .afgraph
  if {[winfo exists $w]} {
    focus .
    destroy $w
    set absfilterGraph 0
    return
  }
  toplevel $w
  menu $w.menu
  $w configure -menu $w.menu
  $w.menu add cascade -label GraphFile -menu $w.menu.file
  configMenuText $w.menu 0 GraphFile $::language
  menu $w.menu.file
  $w.menu.file add command -label GraphFileColor -command "::tools::graphs::Save color $w.c"
  configMenuText $w.menu.file 0 GraphFileColor $::language
  $w.menu.file add command -label GraphFileGrey -command "::tools::graphs::Save gray $w.c"
  configMenuText $w.menu.file 1 GraphFileGrey $::language
  $w.menu.file add separator
  $w.menu.file add command -label GraphFileClose -command "destroy $w"
  configMenuText $w.menu.file 3 GraphFileClose $::language  
  wm title $w $::tr(TitleFilterGraph)
  set absfilterGraph 1
  bind $w <Destroy> {set absfilterGraph 0}
  
  frame $w.b
  pack $w.b -side bottom -fill x
  label $w.b.status -width 1 -font font_Small -anchor w
  frame $w.sep -height 2 -borderwidth 2 -relief sunken -background white
  pack $w.sep -side bottom -fill x -pady 4
  
  canvas $w.c -width 600 -height 400
  $w.c create text 25 5 -tag title -justify center -width 1 \
      -font font_Small -anchor n
  $w.c create text 250 295 -tag type -justify center -width 1 \
      -font font_Small -anchor s
  pack $w.c -side top -expand yes -fill both
  ::utils::graph::create absfilter
  
  bind $w <F1> {helpWindow Graphs Filter}
  bind $w <Configure> {
    .afgraph.c itemconfigure title -width [expr {[winfo width .afgraph.c] - 50}]
    .afgraph.c coords title [expr {[winfo width .afgraph.c] / 2}] 10
    .afgraph.c itemconfigure type -width [expr {[winfo width .afgraph.c] - 50}]
    .afgraph.c coords type [expr {[winfo width .afgraph.c] / 2}] \
        [expr {[winfo height .afgraph.c] - 10}]
    ::utils::graph::configure absfilter -height [expr {[winfo height .afgraph.c] - 80}]
    ::utils::graph::configure absfilter -width [expr {[winfo width .afgraph.c] - 60}]
    ::utils::graph::redraw absfilter
  }
  bind $w.c <1> tools::graphs::absfilter::Switch
  bind $w.c <$::MB3> ::tools::graphs::absfilter::Refresh
  foreach {name text} {decade Decade year Year elo Rating move moves} {
    radiobutton $w.b.$name -padx 4 -pady 3 -text $::tr($text) \
        -variable ::tools::graphs::absfilter::type -value $name \
        -command ::tools::graphs::absfilter::Refresh
    pack $w.b.$name -side left -padx 1 -pady 2
  }
  button $w.b.setup -image tb_graph -command configureFilterGraph
  dialogbutton $w.b.close -text $::tr(Close) -command "destroy $w"
  pack $w.b.decade $w.b.elo -side left -padx 1 -pady 2
  pack $w.b.close $w.b.setup -side right -padx 2 -pady 2
  pack $w.b.status -side left -padx 2 -pady 2 -fill x -expand yes
  
  ::tools::graphs::absfilter::Refresh
}

proc tools::graphs::absfilter::Switch {} {
  variable type
  switch $type {
    "decade" { set type "year" }
    "year" { set type "elo" }
    "elo" { set type "move" }
    "move" { set type "decade" }
  }
  ::tools::graphs::absfilter::Refresh
}

proc ::tools::graphs::absfilter::Refresh {} {
  global FilterMaxMoves FilterMinMoves FilterStepMoves FilterMaxElo FilterMinElo FilterStepElo FilterMaxYear FilterMinYear FilterStepYear FilterGuessELO
  
  set w .afgraph
  if {! [winfo exists $w]} { return }
  
  $w.c itemconfigure title -width [expr {[winfo width $w.c] - 50}]
  $w.c coords title [expr {[winfo width $w.c] / 2}] 10
  $w.c itemconfigure type -width [expr {[winfo width $w.c] - 50}]
  $w.c coords type [expr {[winfo width $w.c] / 2}] \
      [expr {[winfo height $w.c] - 10}]
  set height [expr {[winfo height $w.c] - 80}]
  set width [expr {[winfo width $w.c] - 60}]
  set vlines {}
  if {$::tools::graphs::absfilter::type == "elo"} {
    # Vertical lines for Elo-range graph:
    for {set i 1} {$i <=  $FilterMaxElo- $FilterMinElo} { incr i } {
      lappend vlines [list gray80 1 at $i.5]
    }
  } elseif {$::tools::graphs::absfilter::type == "year"} {
    # Vertical lines for Year-range graph:
    for {set i 1} {$i <= $FilterMaxYear- $FilterMinYear} {incr i } {
      lappend vlines [list gray80 1 at $i.5]
    }
  } elseif {$::tools::graphs::absfilter::type == "decade"} {
    # Vertical lines for Decade graph: most are gray, but those
    # just before 1950s and 2000s are blue to make them stand out.
    for {set i 1} {$i < 10} {incr i} {
      set vlineColor gray80
      if {$i == 4  ||  $i == 9} { set vlineColor steelBlue }
      lappend vlines [list $vlineColor 1 at $i.5]
    }
  }
  
  ::utils::graph::create absfilter -width $width -height $height -xtop 40 -ytop 35 \
      -ytick 1 -xtick 1 -font font_Small -canvas $w.c -textcolor black \
      -vline $vlines -background lightYellow -tickcolor black -xmin 0 -xmax 1
  ::utils::graph::redraw absfilter
  busyCursor .
  update
  
  set count 0
  set dlist {}
  set xlabels {}
  set max 0.0
  
  # Generate plot values and labels:
  if {$::tools::graphs::absfilter::type == "decade"} {
    set ftype date
    set typeName $::tr(Decade)
    set rlist [list 0000 1919 -1919  1920 1929 20-29 \
        1930 1939 30-39  1940 1949 40-49  1950 1959 50-59 \
        1960 1969 60-69  1970 1979 70-79  1980 1989 80-89 \
        1990 1999 90-99  2000 2009 2000+]
  } elseif {$::tools::graphs::absfilter::type == "year"} {
    set ftype date
    set typeName $::tr(Year)
    set endYear $FilterMaxYear
    set startYear $FilterMinYear
    set rlist {}
    for {set i $startYear} {$i <= $endYear} {set i [expr {$i + $FilterStepYear}]} {
      lappend rlist $i
      lappend rlist [expr {$i+$FilterStepYear-1}]
      lappend rlist [expr {$i+$FilterStepYear/2}]
    }
  } elseif {$::tools::graphs::absfilter::type == "elo"} {
    set ftype elo
    set typeName $::tr(Rating)
    #    set rlist [list 0 1999 0-1999  2000 2099 20xx  2100 2199 21xx  \
    2200 2299 22xx  2300 2399 23xx  2400 2499 24xx  \
        2500 2599 25xx  2600 2699 26xx  2700 3999 2700+]
    set endElo $FilterMaxElo
    set startElo $FilterMinElo
    set rlist {}
    for {set i $startElo} {$i <= $endElo} {set i [expr {$i + $FilterStepElo}]} {
      lappend rlist $i
      lappend rlist [expr {$i+$FilterStepElo-1}]
      # shorten gap between 0 and "useful" ratings 1800
      set j $i
      if { $i < 100 } { set i [expr { 1800 - $FilterStepElo}] }
      lappend rlist [concat $j-[expr {$i+$FilterStepElo-1}]]
    }
  } else {
    set ftype move
    set typeName $::tr(moves)
    set startMove $FilterMinMoves
    set endMove  $FilterMaxMoves
    set rlist {}
    for {set i $startMove} {$i <= $endMove} {set i [expr {$i + $FilterStepMoves}]} {
      lappend rlist [expr {2*$i}]
      lappend rlist [expr {2*($i+$FilterStepMoves)-1}]
      if { $i % 5 == 0 } {
        lappend rlist $i
      } else {
        lappend rlist ""
      }
    }
  }
  
  set mean 0
  foreach {start end label} $rlist {
    if {$ftype == "date"} { append end ".12.31" }
    set r [sc_filter freq [sc_base current] dbfilter $ftype $start $end $FilterGuessELO]
    set absfilter [lindex $r 0]
    set all [lindex $r 1]
    set freq $absfilter
    incr count
    set mean [expr { $mean + $absfilter }]
    lappend dlist $count
    lappend dlist $freq
    if {$freq > $max} { set max $freq }
    lappend xlabels [list $count $label]
  }
  
  # Find a suitable spacing of y-axis labels:
  set ytick 1
  if {$max >=  10} { set ytick   1 }
  if {$max >=  25} { set ytick   5 }
  #  if {$max >=  50} { set ytick   5 }
  if {$max >= 100} { set ytick  10 }
  if {$max >= 250} { set ytick  25 }
  if {$max >= 500} { set ytick  50 }
  if {$max >= 1000} { set ytick 100 }
  if {$max >= 2500} { set ytick 250 }
  if {$max >= 5000} { set ytick 500 }
  if {$max >= 10000} { set ytick  1000 }
  if {$max >= 25000} { set ytick  2500 }
  if {$max >= 50000} { set ytick  5000 }
  if {$max >= 100000} { set ytick 10000 }
  if {$max >= 250000} { set ytick 25000 }
  if {$max >= 500000} { set ytick 50000 }
  if {$max >= 1000000} { set ytick 100000 }
  set hlines [list [list gray80 1 each $ytick]]
  # Add mean horizontal line:
  set absfilter [sc_filter count]
  set all [sc_base numGames]
  if { $count != 0 } {set mean [expr { $mean / $count }] }
  if {$all > 0} {
    if {$mean > $max} { set max $mean }
    lappend hlines [list red 1 at $mean]
  }
  
  # Create fake dataset with bounds so we see 0.0::
  #::utils::graph::data decade bounds -points 0 -lines 0 -bars 0 -coords {1 0.0 1 0.0}
  
  ::utils::graph::data absfilter data -color darkBlue -points 1 -lines 1 -bars 0 \
      -linewidth 2 -radius 4 -outline darkBlue -coords $dlist
  ::utils::graph::configure absfilter -xlabels $xlabels -ytick $ytick \
      -hline $hlines -ymin 0 -xmin 0.5 -xmax [expr {$count + 0.5}]
  ::utils::graph::redraw absfilter
  $w.c itemconfigure title -text $::tr(GraphAbsFilterTitle)
  $w.c itemconfigure type -text $typeName
  $w.b.status configure -text "  $::tr(Filter): [filterText]"
  unbusyCursor .
  update
}
### End of file: graph.tcl
### tools/tablebase.tcl:
###   Tablebase display routines for Scid.

set ::tb::isOpen 0
set tbTraining 0
set tbBoard 0
set tbStatus ""

if { [catch {package require http} ] } {
  set ::tb::online_available 0
} else  {
  set ::tb::online_available 1
}

namespace eval ::tb {
  set url "http://k4it.de/egtb/fetch.php"
  # proxy configuration
  set proxyhost "127.0.0.1"
  set proxyport 3128
}

set tbInfo(section) 21
set tbInfo(material) "kpk"
set tbInfo(sections) [list 21 22 31 32 41]
foreach i $tbInfo(sections) { set tbInfo($i) [list] }

set tbInfo(21) [list kqk krk kbk knk kpk]

set tbInfo(22) [list \
    kqkq kqkr kqkb kqkn kqkp \
    -    krkr krkb krkn krkp \
    -    -    kbkb kbkn kbkp \
    -    -    -    knkn knkp \
    -    -    -    -    kpkp ]

set tbInfo(31) [list \
    kqqk kqrk kqbk kqnk kqpk \
    -    krrk krbk krnk krpk \
    -    -    kbbk kbnk kbpk \
    -    -    -    knnk knpk \
    -    -    -    -    kppk ]

set tbInfo(32) [list \
    kqqkq kqqkr kqqkb kqqkn kqqkp \
    kqrkq kqrkr kqrkb kqrkn kqrkp \
    kqbkq kqbkr kqbkb kqbkn kqbkp \
    kqnkq kqnkr kqnkb kqnkn kqnkp \
    kqpkq kqpkr kqpkb kqpkn kqpkp \
    -     -     -     -     -     \
    krrkq krrkr krrkb krrkn krrkp \
    krbkq krbkr krbkb krbkn krbkp \
    krnkq krnkr krnkb krnkn krnkp \
    krpkq krpkr krpkb krpkn krpkp \
    -     -     -     -     -     \
    kbbkq kbbkr kbbkb kbbkn kbbkp \
    kbnkq kbnkr kbnkb kbnkn kbnkp \
    kbpkq kbpkr kbpkb kbpkn kbpkp \
    -     -     -     -     -     \
    knnkq knnkr knnkb knnkn knnkp \
    knpkq knpkr knpkb knpkn knpkp \
    kppkq kppkr kppkb kppkn kppkp ]

set tbInfo(41) [list \
    kqqqk kqqrk kqqbk kqqnk kqqpk \
    -     kqrrk kqrbk kqrnk kqrpk \
    -     -     kqbbk kqbnk kqbpk \
    -     -     -     kqnnk kqnpk \
    -     -     -     -     kqppk \
    -     krrrk krrbk krrnk krrpk \
    -     -     krbbk krbnk krbpk \
    -     -     -     krnnk krnpk \
    -     -     -     -     krppk \
    -     -     kbbbk kbbnk kbbpk \
    -     -     -     kbnnk kbnpk \
    -     -     -     -     kbppk \
    -     -     -     knnnk knnpk \
    -     -     -     -     knppk \
    -     -     -     -     kpppk ]

set tbInfo(42) [list \
    kqqqkq kqqqkr kqqqkb kqqqkn kqqqkp \
    kqqrkq kqqrkr kqqrkb kqqrkn kqqrkp \
    kqqbkq kqqbkr kqqbkb kqqbkn kqqbkp \
    kqqnkq kqqnkr kqqnkb kqqnkn kqqnkp \
    kqqpkq kqqpkr kqqpkb kqqpkn kqqpkp \
    kqrrkq kqrrkr kqrrkb kqrrkn kqrrkp \
    kqrbkq kqrbkr kqrbkb kqrbkn kqrbkp \
    kqrnkq kqrnkr kqrnkb kqrnkn kqrnkp \
    kqrpkq kqrpkr kqrpkb kqrpkn kqrpkp \
    kqbbkq kqbbkr kqbbkb kqbbkn kqbbkp \
    kqbnkq kqbnkr kqbnkb kqbnkn kqbnkp \
    kqbpkq kqbpkr kqbpkb kqbpkn kqbpkp \
    kqnnkq kqnnkr kqnnkb kqnnkn kqnnkp \
    kqnpkq kqnpkr kqnpkb kqnpkn kqnpkp \
    kqppkq kqppkr kqppkb kqppkn kqppkp \
    krrrkq krrrkr krrrkb krrrkn krrrkp \
    krrbkq krrbkr krrbkb krrbkn krrbkp \
    krrnkq krrnkr krrnkb krrnkn krrnkp \
    krrpkq krrpkr krrpkb krrpkn krrpkp \
    krbbkq krbbkr krbbkb krbbkn krbbkp \
    krbnkq krbnkr krbnkb krbnkn krbnkp \
    krbpkq krbpkr krbpkb krbpkn krbpkp \
    krnnkq krnnkr krnnkb krnnkn krnnkp \
    krnpkq krnpkr krnpkb krnpkn krnpkp \
    krppkq krppkr krppkb krppkn krppkp \
    kbbbkq kbbbkr kbbbkb kbbbkn kbbbkp \
    kbbnkq kbbnkr kbbnkb kbbnkn kbbnkp \
    kbbpkq kbbpkr kbbpkb kbbpkn kbbpkp \
    kbnnkq kbnnkr kbnnkb kbnnkn kbnnkp \
    kbnpkq kbnpkr kbnpkb kbnpkn kbnpkp \
    kbppkq kbppkr kbppkb kbppkn kbppkp \
    knnnkq knnnkr knnnkb knnnkn knnnkp \
    knnpkq knnpkr knnpkb knnpkn knnpkp \
    knppkq knppkr knppkb knppkn knppkp \
    kpppkq kpppkr kpppkb kpppkn kpppkp ]

# ::tb::isopen
#   Returns boolean value of whether the tablebase window is open.
#
proc ::tb::isopen {} {
  return [winfo exists .tbWin]
}

# ::tb::Open
#   Open the tablebase window.
#
proc ::tb::Open {} {
  global tbInfo
  set w .tbWin
  if {[winfo exists $w]} { return }
  ::createToplevel $w
  setWinLocation $w
  ::setTitle $w "Scid: [tr WindowsTB]"
  pack [ttk::frame $w.b] -side bottom -fill x
  pack [ttk::frame $w.info] -side left -fill y
  addVerticalRule $w
  pack [ttk::frame $w.pos] -side right -fill both -expand yes
  
  # Left frame: tablebase browser and summary info
  
  set f $w.info
  pack [ttk::frame $f.sec] -side top -fill x
  foreach i $tbInfo(sections) {
    set name "[string index $i 0]-[string index $i 1]"
    ttk::radiobutton $f.sec.b$i -text " $name " -variable tbInfo(section) -value $i -command "::tb::section $i" ;# -indicatoron 0
    pack $f.sec.b$i -side left -pady 1 -padx 1
  }
  autoscrollframe $f.list text $f.list.text \
      -width 35 -height 7 -font font_Fixed -wrap none \
      -foreground black -background white -cursor top_left_arrow
  pack $f.list -side top
  pack [ttk::frame $f.separator -height 2]
  # addHorizontalRule $f
  
  autoscrollframe $f.data text $f.data.text \
      -width 35 -height 0 -font font_Fixed -wrap none \
      -foreground black -background white -cursor top_left_arrow
  pack $f.data -side top -fill y -expand yes
  
  $f.list.text tag configure avail -foreground blue
  $f.list.text tag configure unavail -foreground gray40
  $f.data.text tag configure fen -foreground blue
  
  # Right frame: tablebase results for current position
  
  set f $w.pos
  autoscrollframe $f text $f.text -width 30 -height 20 -font font_Small \
      -wrap word -foreground black -background white -setgrid 1
  $f.text tag configure indent -lmargin2 [font measure font_Fixed  "        "]
  
  ::board::new $f.board 25
  $f.board configure -relief solid -borderwidth 1
  for {set i 0} {$i < 64} {incr i} {
    ::board::bind $f.board $i <Button-1> [list ::tb::resultsBoard $i]
  }
  if {$::tbBoard} {
    grid $f.board -row 0 -column 2 -rowspan 2
  }
  
  ttk::checkbutton $w.b.training -text $::tr(Training) -variable tbTraining -command ::tb::training ;# -padx 4 -pady 5
  # button $w.b.online -text Online -command ::tb::updateOnline -relief raised -padx 4 -pady 5
  if { !$::tb::online_available } {
    catch { $w.b.online configure -state disabled }
  }
  ttk::button $w.b.random -text "Random" -command ::tb::random
  ttk::button $w.b.showboard -image tb_coords -command ::tb::showBoard
  dialogbutton $w.b.help -text $::tr(Help) -command { helpWindow TB }
  dialogbutton $w.b.close -text $::tr(Close) -command "destroy $w"
  ttk::label $w.b.status -width 1 -textvar tbStatus -font font_Small -relief flat -anchor w ;# -height 0
  packbuttons right $w.b.close $w.b.help
  pack $w.b.training -side left -padx 2 -pady 2
  catch { pack $w.b.online -side left -padx 2 -pady 2 }
  pack $w.b.random $w.b.showboard -side left -padx 2 -pady 2
  pack $w.b.status -side left -fill x -expand yes
  bind $w <Destroy> { set ::tb::isOpen 0; set tbTraining 0 }
  bind $w <F1> { helpWindow TB }
  bind $w <Configure> "recordWinSize $w"
  wm minsize $w 15 20
  ::createToplevelFinalize $w
  set ::tbTraining 0
  ::tb::section
  ::tb::summary
  ::tb::results
}

# ::tb::showBoard
#   Toggles the results board.
#
proc ::tb::showBoard {} {
  global tbBoard
  set f .tbWin.pos
  if {$tbBoard} {
    set tbBoard 0
    grid forget $f.board
  } else {
    set tbBoard 1
    grid $f.board -row 0 -column 2 -rowspan 2
  }
}

# ::tb::resultsBoard
#   Updates theresultsBoard board for a particular square.
#
proc ::tb::resultsBoard {sq} {
  set f .tbWin.pos
  set board [sc_pos board]
  # If selected square is empty, take no action:
  if {[string index $board $sq] == "."} { return }
  # Clear any previous results:
  ::board::clearText $f.board
  # Highlight the selected square:
  ::board::colorSquare $f.board $sq $::highcolor
  # Retrieve tablebase scores:
  busyCursor .
  set scores [sc_pos probe board $sq]
  set text(X) X; set color(X) red; set shadow(X) white
  set text(=) =; set color(=) blue; set shadow(=) white
  set text(?) "?"; set color(?) red; set shadow(?) white
  set text(+) "#"; set text(-) "#"
  if {[sc_pos side] == "white"} {
    set color(+) white; set color(-) black
    set shadow(+) black; set shadow(-) white
  } else {
    set color(+) black; set color(-) white
    set shadow(+) white; set shadow(-) black
  }
  for {set i 0} {$i < 64} {incr i} {
    # Skip squares that have a piece.
    if {[string index $board $i] != "."} { continue }
    # Draw the score on this square:
    set score [string index $scores $i]
    catch {::board::drawText $f.board $i $text($score) $color($score) 0 $shadow($score)}
  }
  unbusyCursor .
}

# ::tb::name
#   Converts a material string like "kqkr" or "KQKR" to "KQ-KR".
#
proc ::tb::name {s} {
  set s [string toupper $s]
  set idx [string last "K" $s]
  set new [string range $s 0 [expr $idx - 1]]
  append new "-"
  append new [string range $s $idx end]
  return $new
}

# ::tb::section
#   Updates the tablebase list for the specified section.
#
proc ::tb::section {{sec 0}} {
  global tbInfo
  set w .tbWin
  if {! [winfo exists $w]} { return }
  if {$sec == 0} { set sec $tbInfo(section)}
  set tbInfo(section) $sec
  if {! [info exists tbInfo($sec)]} { return }
  set t $w.info.list.text
  $t configure -state normal
  $t delete 1.0 end
  $t configure -height 10
  set count 0
  set linecount 1
  foreach tb $tbInfo($sec) {
    if {$tb == "-"} {
      $t insert end [format "%-7s" ""]
    } else {
      set avail [sc_info tb available $tb]
      if {$avail} {
        set taglist [list avail $tb]
      } else {
        set taglist [list unavail $tb]
      }
      $t insert end [format "%-6s" [::tb::name $tb]] $taglist
      $t insert end " "
      # Bind tags for enter/leave/buttonpress on this tb:
      $t tag bind $tb <Any-Enter> \
          [list $t tag configure $tb -foreground yellow -background darkBlue]
      $t tag bind $tb <Any-Leave> \
          [list $t tag configure $tb -foreground {} -background {}]
      $t tag bind $tb <ButtonPress-1> [list ::tb::summary $tb]
    }
    incr count
    if {$count == 5} { set count 0; incr linecount; $t insert end "\n" }
  }
  if {$linecount > 10} { set linecount 10 }
  $t configure -height $linecount
  $t configure -state disabled
}

# ::tb::summary
#   Shows the tablebase information for the specified tablebase.
#
proc ::tb::summary {{material ""}} {
  global tbInfo tbs
  set w .tbWin
  if {! [winfo exists $w]} { return }
  
  if {$material == ""} { set material $tbInfo(material) }
  set tbInfo(material) $material
  set t $w.info.data.text
  $t configure -state normal
  $t delete 1.0 end
  $t insert end [format "%-6s" [::tb::name $material]]
  if {! [info exists tbs($material)]} {
    $t insert end "\nNo summary for this tablebase."
    $t configure -state disabled
    return
  }
  set data $tbs($material)
  
  $t insert end [format "    %5u games per million\n\n" [lindex $data 0]]
  
  # Longest-mate and result-percentage stats:
  
  $t insert end "Side    Longest    %     %     %\n"
  $t insert end "to move   mate    Win  Draw  Loss\n"
  $t insert end "---------------------------------\n"
  
  # Stats for White:
  $t insert end "White     "
  set len [lindex $data 1]
  set fen [lindex $data 2]
  if {$len == "0"} { set len "-" }
  if {[string length $fen] > 2} {
    append fen " w"
    $t insert end [format "%3s" $len] [list fen $fen]
    $t tag bind $fen <Any-Enter> \
        [list $t tag configure $fen -foreground yellow -background darkBlue]
    $t tag bind $fen <Any-Leave> \
        [list $t tag configure $fen -foreground {} -background {}]
    $t tag bind $fen <ButtonPress-1> [list ::tb::setFEN $fen]
  } else {
    $t insert end [format "%3s" $len]
  }
  $t insert end "  "
  $t insert end [format " %5s" [lindex $data 5]]
  $t insert end [format " %5s" [lindex $data 6]]
  $t insert end [format " %5s" [lindex $data 7]]
  $t insert end "\n"
  
  # Stats for Black:
  $t insert end "Black     "
  set len [lindex $data 3]
  set fen [lindex $data 4]
  if {$len == "0"} { set len "-" }
  if {[string length $fen] > 2} {
    append fen " b"
    $t insert end [format "%3s" $len] [list fen $fen]
    $t tag bind $fen <Any-Enter> \
        [list $t tag configure $fen -foreground yellow -background darkBlue]
    $t tag bind $fen <Any-Leave> \
        [list $t tag configure $fen -foreground {} -background {}]
    $t tag bind $fen <ButtonPress-1> [list ::tb::setFEN $fen]
  } else {
    $t insert end [format "%3s" $len]
  }
  $t insert end "  "
  $t insert end [format " %5s" [lindex $data 8]]
  $t insert end [format " %5s" [lindex $data 9]]
  $t insert end [format " %5s" [lindex $data 10]]
  $t insert end "\n\n"
  
  set mzugs [lindex $data 11]
  $t insert end "Mutual zugzwangs: "
  if {$mzugs >= 0} { $t insert end "$mzugs\n" } else { $t insert end "?\n" }
  if {$mzugs <= 0} {
    $t configure -state disabled
    return
  }
  
  # Extra Zugzwang info:
  set nBtmLoses [lindex $data 12]
  set nWtmLoses [lindex $data 14]
  set nBothLose [lindex $data 16]
  set zugnames [list " White draws, Black loses: " \
      " Black draws, White loses: " \
      " Whoever moves loses:      "]
  if {$nBtmLoses > 0} {
    $t insert end [lindex $zugnames 0]
    $t insert end [format "%5d\n" $nBtmLoses]
  }
  if {$nWtmLoses > 0} {
    $t insert end [lindex $zugnames 1]
    $t insert end [format "%5d\n" $nWtmLoses]
  }
  if {$nBothLose > 0} {
    $t insert end [lindex $zugnames 2]
    $t insert end [format "%5d\n" $nBothLose]
  }
  
  # Selected zugzwang positions:
  set btmFens [lindex $data 13]
  set wtmFens [lindex $data 15]
  set bothFens [lindex $data 17]
  set nBtmFens [llength $btmFens]
  set nWtmFens [llength $wtmFens]
  set nBothFens [llength $bothFens]
  set nTotalFens [expr $nBtmFens + $nWtmFens + $nBothFens]
  if {$nTotalFens == 0} {
    $t configure -state disabled
    return
  }
  
  # Print the lists of selected zugzwang positions:
  $t insert end "\nSelected zugzwang positions:"
  foreach n [list $nBtmFens $nWtmFens $nBothFens] \
      fenlist [list $btmFens $wtmFens $bothFens] \
      name $zugnames tomove [list b w w] {
        if {$n == 0} { continue }
        $t insert end "\n [string trim $name]"
        set count 0
        for {set count 0} {$count < $n} {incr count} {
          set fen [lindex $fenlist $count]
          if {[expr $count % 10] == 0} {
            $t insert end "\n  "
          }
          $t insert end " "
          append fen " $tomove"
          $t insert end [format "%2d" [expr $count + 1]] [list fen $fen]
          $t tag bind $fen <Any-Enter> \
          [list $t tag configure $fen -foreground yellow -background darkBlue]
          $t tag bind $fen <Any-Leave> \
          [list $t tag configure $fen -foreground {} -background {}]
          $t tag bind $fen <ButtonPress-1> [list ::tb::setFEN $fen]
        }
      }
  
  $t configure -state disabled
}

# ::tb::results
#   Called when the main window board changes, to display tablebase
#   results for all moves from the current position.
#
proc ::tb::results {} {
  global tbTraining
  set w .tbWin
  if {! [winfo exists $w]} { return }
  
  # Reset results board:
  ::board::clearText $w.pos.board
  ::board::update $w.pos.board [sc_pos board]
  
  # Update results panel:
  set t $w.pos.text
  $t delete 1.0 end
  if {$tbTraining} {
    $t insert end "\n (Training mode; results are hidden)"
  } else {
    $t insert end [sc_pos probe report] indent
  }
}

################################################################################
#
################################################################################
proc ::tb::updateOnline {} {
  global tbTraining
  set w .tbWin
  if {! [winfo exists $w]} { return }
  
  # proxy configuration - needs UI
  # ::http::config -proxyhost $::tb::proxyhost -proxyport $::tb::proxyport
  
  set t $w.pos.text
  if { ! $tbTraining } {
    set query [ ::http::formatQuery hook null action egtb fen [sc_pos fen] ]
    ::http::geturl $::tb::url -timeout 5000 -query $query -command { ::tb::httpCallback }
  }
}
################################################################################
#
################################################################################
proc ::tb::httpCallback { token } {
  
  upvar #0 $token state
  
  set w .tbWin
  if {! [winfo exists $w]} { return }
  set t $w.pos.text
  
  # delete previous online output
  foreach tag {tagonline} {
    while {1} {
      set del [$t tag nextrange $tag 1.0]
      if {$del == ""} {break}
      catch {$t delete [lindex $del 0] [lindex $del 1]}
    }
  }
  
  if {$state(status) != "ok"} {
    $t insert end $state(status) tagonline
    return
  }
  
  set b $state(body)
  set result ""
  
  if {[sc_pos side] == "black"} {
    set tmp ""
    set found 0
    foreach line [split $b "\n" ] {
      if {$line == "NEXTCOLOR"} {
        set found 1
        continue
      }
      if {$found} {
        append tmp "$line\n"
      }
    }
    set b $tmp
  }
  
  foreach line [split $b "\n" ] {
    if {$line == "NEXTCOLOR"} {
      break
    }
    if { $line == "No information available" } {
      append result "$line\n"
    }
    if {[string match "hook|null|value|*" $line]} {
      append result "Online : [string range $line 16 end ]\n"
      continue
    }
    if {[scan $line "%d-%d:%s" sq1 sq2 tmp] == 3} {
      set p1 [ string toupper [string index [sc_pos board] $sq1 ] ]
      set p2 [string index [sc_pos board] $sq2 ]
      set take ""
      if {$p2 != "."} {
        set take "x"
      }
      append result "$p1[::board::san $sq1]$take[::board::san $sq2] [string range $line [string first : $line] end]\n"
    }
  }
  ::http::cleanup state
  $t insert end $result tagonline
}
################################################################################
#
################################################################################

# ::tb::random
#   Sets up a random position with the material of the tablebase
#   currently displayed in the info frame.
#
proc ::tb::random {} {
  global tbInfo
  if {[catch {sc_game startBoard "random:$tbInfo(material)"} err]} {
    tk_messageBox -title "Scid" -icon warning -type ok -message $err
    return
  }
  # The material is valid, so clear the game and regenerate a
  # random starting position:
  sc_game new
  sc_game startBoard "random:$tbInfo(material)"
  updateBoard -pgn
}

# ::tb::setFEN
#   Called when an item in the Tablebase info browser with an
#   associated FEN position is selected with the left mouse button,
#   causing the position to be set in the main window.
#
proc ::tb::setFEN {fen} {
  if {[catch {sc_game startBoard $fen} err]} {
    tk_messageBox -title "Scid" -icon info -type ok -message $err
    return
  }
  # The FEN is valid, so clear the game and reset the FEN:
  sc_game new
  sc_game startBoard $fen
  updateBoard -pgn
}

# ::tb::training
#   Toggle tablebase training mode.
#
proc ::tb::training {} {
  global tbTraining tbStatus gameInfo
  set w .tbWin
  set tbStatus ""
  if {$tbTraining} {
    set gameInfo(showTB_old) $gameInfo(showTB)
    set gameInfo(showTB) 0
  } else {
    if {$gameInfo(showTB) == 0} { set gameInfo(showTB) $gameInfo(showTB_old) }
  }
  updateBoard -pgn
  ::tb::results
}

# ::tb::move
#   Finds and executes the best move in the current position,
#   if one can be determined from the tablebases.
#
proc ::tb::move {} {
  global tbTraining tbStatus
  if {! $tbTraining} { return }
  set moves [split [sc_pos probe optimal]]
  set len [llength $moves]
  if {$len == 0} {
    set tbStatus "No optimal move was found."
    return
  }
  set i [expr int(rand() * $len)]
  set move [lindex $moves $i]
  if {[catch {sc_move addSan $move}]} {
    set tbStatus "Error playing $move."
  } else {
    set tbStatus "Played $move."
  }
  updateBoard -pgn
}


# tbs:
#   Summary data about tablebases.
#   Each list has the following elements:
#     (0) Frequency (per million games),
#     (1) Longest-wtm-mate length, (2) Longest-wtm-mate FEN,
#     (3) Longest-btm-mate length, (4) Longest-btm-mate FEN,
#     (5) wtm-win-%, (6) wtm-draw-%, (7) wtm-loss-%,
#     (8) btm-win-%, (9) btm-draw-%, (10) btm-loss-%,
#     (11) number of mutual zugzwangs (-1 if unknown).
#  The longest-mate FENs have a board field only; no side to move, etc.
#
#   There are three types of mutual zugzwang:
#     wtm draws / btm loses, wtm loses / btm draws, wtm loses / btm loses.
#   The first two are "half-point" zugzwangs, the last is "full-point".
#
#   If the number of mutual zugzwangs is known and nonzero,
#   six more items should follow in the list:
#     (12) number of wtm-draws-btm-loses zugzwangs,
#     (13) list of selected wtm-draws-btm-loses zugzwang FENs,
#     (14) number of wtm-loses-btm-draws zugzwangs,
#     (15) list of selected wtm-loses-btm-draws zugzwang FENs,
#     (16) number of whoever-moves-loses (full-point) zugzwangs,
#     (17) list of selected whoever-moves-loses zugzwang FENs.
#   These zugzwang FENs board field only; no side to move, etc.

set tbs(kqk) {
  257 10 {7K/6Q1/8/8/2k5/8/8/8} 0 -
  100.0 0.0 0.0 0.0 10.3 89.7
  0
}

set tbs(krk) {
  542 16 {8/8/2R5/3k4/8/8/8/1K6} 0 -
  100.0 0.0 0.0 0.0 9.9 90.1
  0
}

set tbs(kbk) {
  194 0 - 0 -
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(knk) {
  224 0 - 0 -
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(kpk) {
  2352 28 {8/8/8/1k6/8/8/K5P1/8} 0 -
  76.5 23.5 0.0 0.0 41.9 58.1
  80 80 {} 0 {} 0 {}
}

set tbs(kqkq) {
  222 13 {8/8/8/8/8/8/8/qk1K2Q1} 13 {8/8/8/8/8/8/8/QK1k2q1}
  41.7 57.8 0.5 41.7 57.8 0.5
  0
}

set tbs(kqkr) {
  400 35 {K3r3/8/5k2/Q7/8/8/8/8} 19 {k7/5r2/K7/8/8/8/1Q6/8}
  99.0 0.8 0.2 28.7 5.8 65.5
  0
}

set tbs(kqkb) {
  25 17 {K7/8/8/3k4/4b3/8/8/7Q} 0 -
  99.7 0.3 0.0 0.0 23.1 76.9
  0
}

set tbs(kqkn) {
  74 21 {8/KQ6/2n5/2k5/8/8/8/8} 0 -
  99.3 0.7 0.0 0.0 19.5 80.5
  0
}

set tbs(kqkp) {
  937 28 {3KQ3/8/8/8/8/8/3kp3/8} 29 {8/1p4k1/7Q/8/7K/8/8/8}
  99.4 0.6 0.0 7.7 12.1 80.2
  0
}

set tbs(krkr) {
  423 19 {8/3R4/8/8/5k2/6r1/7K/8} 19 {1k6/2R5/3K4/8/8/8/6r1/8}
  29.1 70.2 0.7 29.1 70.2 0.7
  0
}

set tbs(krkb) {
  322 29 {k7/8/b7/8/K7/R7/8/8} 0 -
  35.2 64.8 0.0 0.0 96.8 3.2
  5  5 {
    4R3/8/8/8/8/b1K5/8/3k4 8/5R2/7b/8/8/2K5/8/1k6 8/8/1b6/5R2/8/3K4/8/2k5
    8/8/8/8/8/1k6/b7/R1K5 8/8/8/8/8/2K5/4k3/R2b4
  } 0 {} 0 {}
}

set tbs(krkn) {
  397 40 {8/8/6R1/2K5/n7/8/8/3k4} 1 {8/8/8/8/1n6/k7/8/KR6}
  48.4 51.6 0.0 0.0 89.0 11.0
  18 18 {
    8/2n5/8/4R3/3K1k2/8/8/8 8/8/5k2/4R3/3K4/2n5/8/8 8/8/8/1k6/2R5/3K4/4n3/8
    8/8/8/2n5/3K4/4R3/5k2/8 8/8/8/3k4/2R5/3K4/n7/8 8/8/8/3k4/4R3/3K4/6n1/8
    8/8/8/4k3/3R4/2K5/1n6/8 8/8/8/5k2/4R3/3K4/2n5/8 8/8/8/6n1/3K4/4R3/3k4/8
    8/8/8/8/2R5/1k1K4/4n3/8 8/8/8/8/3K1k2/4R3/8/2n5 8/8/8/8/3R4/2K1k3/1n6/8
    8/8/8/8/4R3/3K1k2/2n5/8 8/8/8/8/6n1/3K4/4R3/3k4 8/8/8/8/8/2KR4/8/2k2n2
    8/8/8/8/8/2RK4/8/n2k4 8/8/8/8/8/3KR3/8/3k2n1 8/8/8/n7/3K4/2R5/3k4/8
  } 0 {} 0 {}
}

set tbs(krkp) {
  2146 26 {2K5/8/7p/6k1/8/8/R7/8} 43 {8/8/8/8/5R2/2pk4/5K2/8}
  91.4 8.4 0.2 16.4 17.5 66.1
  12 12 {
    8/8/8/8/8/1k6/p7/R1K5   8/8/8/8/8/2k5/1p6/1R1K4 8/8/8/8/8/4k3/5p2/3K1R2
    8/3K4/8/3k4/3p4/8/8/3R4 8/1K6/8/1k6/1p6/8/8/1R6 8/2K5/8/2k5/2p5/8/8/2R5
    8/2K5/8/2k5/3p4/8/8/3R4 8/3K4/8/3k4/4p3/8/8/4R3 8/1K6/8/1k6/2p5/8/8/2R5
    8/2K5/8/2k5/1p6/8/8/1R6 8/3K4/8/3k4/2p5/8/8/2R5 8/K7/8/k7/1p6/8/8/1R6
  } 0 {} 0 {}
}

set tbs(kbkb) {
  49 1 {8/8/8/8/8/K7/7B/kb6} 1 {6BK/8/6k1/8/8/b7/8/8}
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(kbkn) {
  87 1 {knB5/8/1K6/8/8/8/8/8} 1 {K1k1n3/B7/8/8/8/8/8/8}
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(kbkp) {
  387 1 {7k/7p/5K2/8/8/8/1B6/8} 29 {8/1p4k1/7B/8/8/7K/8/8}
  0.0 94.8 5.2 23.6 76.4 0.0
  1 0 {} 1 {8/8/8/8/8/8/1pK5/kB6} 0 {}
}

set tbs(knkn) {
  68 1 {k7/n1K5/8/3N4/8/8/8/8} 1 {8/8/8/8/1n6/1k6/8/KN6}
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(knkp) {
  497 7 {8/8/8/8/pN6/8/2K5/k7} 29 {8/1p6/6kN/8/8/7K/8/8}
  0.0 87.1 12.9 32.6 67.4 0.0
  29 22 {} 7 {} 0 {}
}

set tbs(kpkp) {
  2810 33 {2K5/k7/7p/8/8/8/6P1/8} 33 {8/2p1K3/8/8/8/4P3/8/3k4}
  43.4 33.3 23.2 43.4 33.3 23.2
  121 106 {} 106 {} 15 {
    8/8/8/1Kp5/2Pk4/8/8/8 8/8/8/2Kp4/3Pk3/8/8/8 8/8/8/8/1Kp5/2Pk4/8/8
    8/8/8/8/1pK5/kP6/8/8  8/8/8/8/2Kp4/3Pk3/8/8 8/8/8/8/2pK4/1kP5/8/8
    8/8/8/8/3Kp3/4Pk2/8/8 8/8/8/8/8/1Kp5/2Pk4/8 8/8/8/8/8/1pK5/kP6/8
    8/8/8/8/8/2Kp4/3Pk3/8 8/8/8/8/8/2pK4/1kP5/8 8/8/8/8/8/3Kp3/4Pk2/8
    8/8/8/8/8/Kp6/1Pk5/8  8/8/8/8/Kp6/1Pk5/8/8  8/8/8/Kp6/1Pk5/8/8/8
  }
}

set tbs(kqqk) {
  13 4 {8/8/8/4k3/8/8/1K6/QQ6} 0 -
  100.0 0.0 0.0 0.0 2.1 97.9
  0
}

set tbs(kqrk) {
  18 6 {7Q/8/8/8/4k3/8/8/1R5K} 0 -
  100.0 0.0 0.0 0.0 1.1 98.9
  0
}

set tbs(kqbk) {
  36 8 {8/Q4B2/5k2/8/8/8/8/K7} 0 -
  100.0 0.0 0.0 0.0 9.4 90.6
  0
}

set tbs(kqnk) {
  41 9 {K7/N7/8/8/8/5k2/Q7/8} 0 -
  100.0 0.0 0.0 0.0 9.7 90.3
  0
}

set tbs(kqpk) {
  156 10 {8/8/8/2k5/8/8/4P1Q1/7K} 0 -
  100.0 0.0 0.0 0.0 2.8 97.2
  0
}

set tbs(krrk) {
  8 7 {4R3/3k4/8/8/5R1K/8/8/8} 0 -
  100.0 0.0 0.0 0.0 0.3 99.7
  0
}

set tbs(krbk) {
  46 16 {8/8/3R4/4k3/4B3/8/8/K7} 0 -
  100.0 0.0 0.0 0.0 8.8 91.2
  0
}

set tbs(krnk) {
  15 16 {K7/2R5/3k4/3N4/8/8/8/8} 0 -
  100.0 0.0 0.0 0.0 9.2 90.8
  0
}

set tbs(krpk) {
  333 16 {K7/8/3R4/4kP2/8/8/8/8} 0 -
  100.0 0.0 0.0 0.0 2.5 97.5
  0
}

set tbs(kbbk) {
  31 19 {K7/8/3B4/3k4/8/8/4B3/8} 0 -
  49.3 50.7 0.0 0.0 58.8 41.2
  0
}

set tbs(kbnk) {
  206 33 {7K/4B3/4k3/8/8/8/8/2N5} 0 -
  99.5 0.5 0.0 0.0 18.1 81.9
  0
}

set tbs(kbpk) {
  453 31 {8/3P4/KBk5/8/8/8/8/8} 0 -
  96.0 4.0 0.0 0.0 16.8 83.2
  6 6 {
    1B1K4/8/8/k7/8/P7/8/8 1B6/3K4/8/1k6/8/P7/8/8 1BK5/8/1k6/8/8/P7/8/8
    8/B1k5/K7/P7/8/8/8/8 kB6/8/1PK5/8/8/8/8/8 kB6/8/KP6/8/8/8/8/8
  } 0 {} 0 {}
}

set tbs(knnk) {
  20 1 {k7/3N4/K1N5/8/8/8/8/8} 0 -
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(knpk) {
  426 27 {1N6/8/8/8/8/2k3P1/8/2K5} 0 -
  96.3 3.7 0.0 0.0 18.5 81.5
  75 75 {} 0 {} 0 {}
}

set tbs(kppk) {
  563 32 {8/8/8/8/2k5/6P1/K5P1/8} 0 -
  98.4 1.6 0.0 0.0 7.9 92.1
  43 43 {} 0 {} 0 {}
}

set tbs(kqqkq) {
  51 30 {2K5/8/1k6/5q2/8/8/6Q1/7Q} 13 {7Q/7K/8/6Qk/8/8/7q/8}
  99.1 0.8 0.1 0.6 32.8 66.6
  0
}

set tbs(kqqkr) {
  0 35 {Kr6/8/8/8/8/3Q4/4Q3/2k5} 19 {6Q1/8/8/8/8/7K/2r4Q/7k}
  100.0 0.0 0.0 0.1 0.2 99.7
  0
}

set tbs(kqqkb) {
  0 15 {8/8/7Q/5k1K/7Q/5b2/8/8} 0 -
  100.0 0.0 0.0 0.0 0.1 99.9
  0
}

set tbs(kqqkn) {
  0 19 {5K2/3n4/4k3/2Q5/8/8/8/1Q6} 0 -
  100.0 0.0 0.0 0.0 0.1 99.9
  0
}

set tbs(kqqkp) {
  7 22 {8/8/8/3Q4/7Q/2k5/1p6/K7} 13 ?
  100.0 0.0 0.0 0.0 0.7 99.3
  0
}

set tbs(kqrkq) {
  36 67 {8/8/8/8/q7/6k1/8/KR5Q} 38 {8/8/q7/8/8/6R1/2K4Q/k7}
  97.0 2.8 0.2 24.4 21.2 54.4
  1 1 {8/8/8/8/1R6/k4q2/8/1K2Q3} 0 {} 0 {}
}

set tbs(kqrkr) {
  132 34 {1K2Q3/8/3k4/1r2R3/8/8/8/8} 20 {6rQ/8/8/8/8/7K/5R2/6k1}
  99.8 0.1 0.0 0.3 17.1 82.1
  0
}

set tbs(kqrkb) {
  12 29 {2k5/5b2/8/8/2K5/8/Q7/6R1} 0 -
  100.0 0.0 0.0 0.0 11.6 88.4
  0
}

set tbs(kqrkn) {
  2 40 ? 1 {8/8/8/8/1n6/k7/8/KR5Q}
  99.9 0.1 0.0 0.0 7.7 92.3
  0
}

set tbs(kqrkp) {
  25 40 ? 43 ?
  100.0 0.0 0.0 0.3 1.4 98.3
  0
}

set tbs(kqbkq) {
  28 33 {5q2/8/8/5B2/k1K4Q/8/8/8} 24 {6KQ/8/1B6/6k1/8/6q1/8/8}
  55.7 44.0 0.3 30.5 62.3 7.2
  25 25 {} 0 {} 0 {}
}

set tbs(kqbkr) {
  21 40 ? 30 ?
  99.3 0.6 0.0 0.7 27.5 71.8
  0
}

set tbs(kqbkb) {
  2 17 ? 2 ?
  99.7 0.3 0.0 0.0 19.8 80.2
  0
}

set tbs(kqbkn) {
  2 21 ? 1 ?
  99.5 0.5 0.0 0.0 16.7 83.3
  0
}

set tbs(kqbkp) {
  25 32 ? 24 ?
  100.0 0.0 0.0 1.0 14.1 84.9
  0
}

set tbs(kqnkq) {
  74 41 {8/7q/8/k7/2K5/2N5/8/4Q3} 24 {7K/8/1N6/Q5k1/8/8/6q1/8}
  50.1 49.6 0.3 33.5 62.2 4.3
  38 38 {} 0 {} 0 {}
}

set tbs(kqnkr) {
  12 38 ? 41 ?
  99.2 0.7 0.0 3.0 27.2 69.8
  0
}

set tbs(kqnkb) {
  7 17 ? 1 ?
  99.8 0.2 0.0 0.0 20.9 79.1
  0
}

set tbs(kqnkn) {
  13 21 ? 1 ?
  99.4 0.6 0.0 0.0 17.8 82.2
  0
}

set tbs(kqnkp) {
  46 30 ? 29 ?
  99.9 0.1 0.0 1.9 15.0 83.1
  0
}

set tbs(kqpkq) {
  1179 124 {4q3/K7/8/8/8/4P3/6Q1/k7} 29 {8/7q/3PK3/8/8/8/Q7/3k4}
  68.4 31.2 0.4 35.2 51.2 13.6
  640 640 {} 0 {} 0 {}
}

set tbs(kqpkr) {
  216 38 ? 33 ?
  99.6 0.3 0.1 19.7 6.1 74.1
  1 1 {k7/8/KQ1r4/P7/8/8/8/8} 0 {} 0 {}
}

set tbs(kqpkb) {
  16 28 ? 2 ?
  99.9 0.1 0.0 0.0 16.7 83.3
  0
}

set tbs(kqpkn) {
  41 30 ? 8 ?
  99.7 0.3 0.0 0.0 12.5 87.5
  0
}

set tbs(kqpkp) {
  622 105 {8/8/8/8/3P2Q1/8/1p6/K1k5} 34 ?
  100.0 0.0 0.0 3.3 7.3 89.4
  0
}

set tbs(krrkq) {
  8 29 {3R4/1R6/8/8/q7/7K/8/k7} 49 {7R/1q6/3K4/8/k7/8/2R5/8}
  58.2 36.8 5.1 52.0 37.0 11.0
  10 10 {
    6R1/8/8/8/6R1/7q/1K5k/8 6R1/8/8/8/8/6R1/7q/K6k  8/6R1/8/8/8/3K2R1/7q/7k
    8/6R1/8/8/8/6R1/7q/1K5k 8/8/1R6/8/8/1R1K4/q7/k7 8/8/6R1/8/8/6R1/7q/2K4k
    8/8/8/3R4/8/k7/2KR4/4q3 8/8/8/6R1/8/6R1/7q/3K3k 8/8/8/8/1R6/1R6/q7/k2K4
    8/8/8/8/8/2K5/2R1R3/kq6
  } 0 {} 0 {}
}

set tbs(krrkr) {
  38 31 {8/1R6/8/8/8/5r1K/4R3/k7} 20 {1k6/2R5/7r/3K3R/8/8/8/8}
  99.2 0.7 0.0 0.4 33.4 66.2
  0
}

set tbs(krrkb) {
  8 29 {8/8/8/2b5/8/4KR2/1k6/6R1} 0 -
  99.3 0.7 0.0 0.0 22.4 77.6
  1 1 {8/8/8/8/8/b1k5/1R6/1RK5} 0 {} 0 {}
}

set tbs(krrkn) {
  8 40 {4k3/6R1/8/7n/5K2/1R6/8/8} 1 {8/8/8/8/1n6/k7/8/KR1R4}
  99.7 0.3 0.0 0.0 15.0 85.0
  0
}

set tbs(krrkp) {
  3 33 ? 50 ?
  100.0 0.0 0.0 1.0 5.7 93.3
  0
}

set tbs(krbkq) {
  23 21 ? 70 ?
  38.7 48.0 13.4 71.2 25.6 3.2
  372 0 {} 372 {3Kn3/8/8/8/8/4r3/7Q/3k4} 0 {}
}

set tbs(krbkr) {
  649 65 {k7/7r/3K4/8/6B1/8/4R3/8} 30 {8/4R2K/8/5k2/8/8/7B/4r3}
  41.3 58.7 0.0 0.8 94.1 5.1
  17 17 {
    8/8/8/8/8/1R1K4/2B5/r1k5 8/8/8/8/8/2KB4/2R5/kr6   8/8/8/8/7B/4r3/5R2/2K1k3
    8/8/8/8/rB6/8/1R6/1K1k4  7k/6R1/7r/8/8/8/1B6/1K6  8/8/8/8/8/2K4B/6R1/3r1k2
    8/8/8/8/4R3/k7/2K1B3/4r3 8/8/8/8/8/2R3Br/k1K5/8   8/8/8/3B1r2/3K4/8/6R1/3k4
    8/8/8/8/8/R2K4/5B2/1r1k4 8/8/8/8/8/3K2R1/8/4k1Br  8/8/8/2B5/8/6r1/k1K4R/8
    8/5r2/8/8/1R4B1/8/3K4/k7 8/8/3B4/1r6/8/2K5/4R3/1k6 8/8/8/8/3KB2r/8/5R2/k7
    8/8/3B4/8/8/5r2/k1K1R3/8 5R2/8/8/8/8/3K4/5Br1/2k5
  } 0 {} 0 {}
}

set tbs(krbkb) {
  20 30 ? 2 ?
  98.2 1.8 0.0 0.0 31.1 68.9
  0
}

set tbs(krbkn) {
  5 40 ? 1 ?
  98.9 1.1 0.0 0.0 24.0 76.0
  0
}

set tbs(krbkp) {
  33 28 ? 70 ?
  99.1 0.9 0.0 2.4 17.1 80.5
  1 1 {1k1K4/7R/8/8/8/8/6p1/7B} 0 {} 0 {}
}

set tbs(krnkq) {
  15 20 ? 69 ?
  35.4 41.1 23.4 78.2 19.7 2.1
  455 0 {} 455 {} 0 {}
}

set tbs(krnkr) {
  430 37 {2k1r3/8/R7/N2K4/8/8/8/8} 41 {4K3/8/1r6/8/5k2/1R4N1/8/8}
  36.7 63.3 0.1 3.2 93.6 3.2
  10 10 {
    2R5/8/8/8/8/k2K4/8/r1N5  8/8/8/8/3N4/1R1K4/8/r1k5 8/8/8/8/3N4/2KR4/8/2k1r3
    8/8/8/8/4N3/7R/k1K5/5r2  8/8/8/8/8/2KRN3/8/2k1r3  8/8/8/8/8/3KN3/3R4/2k1r3
    8/8/8/8/8/5RN1/8/2K1k1r1 8/8/8/8/8/6RN/8/3K1k1r   8/8/8/8/8/NR1K4/8/r1k5
    8/8/8/8/r1N5/2R5/k1K5/8
  } 0 {} 0 {}
}

set tbs(krnkb) {
  7 31 ? 1 ?
  97.7 2.3 0.0 0.0 32.4 67.6
  0
}

set tbs(krnkn) {
  12 37 ? 1 ?
  99.0 1.0 0.0 0.0 24.6 75.4
  3 3 {
    8/8/8/8/4n3/1k6/N7/R1K5 8/8/8/8/8/3n4/N2k4/RK6 8/8/8/8/8/n7/1k6/N1RK4
  } 0 {} 0 {}
}

set tbs(krnkp) {
  32 29 ? 68 ?
  98.5 1.5 0.0 4.5 17.1 78.4
  0
}

set tbs(krpkq) {
  367 68 ? 104 ?
  37.7 11.8 50.5 91.0 7.1 1.8
  243 2 {} 241 {} 0 {}
}

set tbs(krpkr) {
  9184 74 {8/1k6/4R3/8/8/8/6Pr/4K3} 33 {8/1P6/2k5/8/K7/8/8/1r5R}
  66.6 33.0 0.4 20.1 54.4 25.5
  209 209 {} 0 {} 0 {}
}

set tbs(krpkb) {
  626 73 ? 2 ?
  96.4 3.6 0.0 0.0 32.6 67.4
  225 225 {} 0 {} 0 {}
}

set tbs(krpkn) {
  397 54 ? 8 ?
  97.5 2.5 0.0 0.0 24.7 75.3
  413 413 {} 0 {} 0 {} 0 {}
}

set tbs(krpkp) {
  1092 56 ? 103 ?
  99.4 0.4 0.3 10.0 6.6 83.5
  3 0 {} 2 {
    8/8/8/8/8/1p6/kP6/1RK5 8/8/8/8/8/k7/Pp6/RK6
  } 1 {8/8/8/8/8/2p5/1kP5/2RK4}
}

set tbs(kbbkq) {
  3 21 ? 81 ?
  15.3 20.2 64.5 96.5 2.9 0.6
  1 0 {} 1 {8/8/8/8/q7/2BB4/1K6/3k4} 0 {}
}

set tbs(kbbkr) {
  13 23 {4r3/8/8/8/8/4B3/8/k1K4B} 31 {1K4B1/8/3k4/8/B5r1/8/8/8}
  16.5 83.4 0.1 1.3 97.2 1.5
  3 3 {
    8/8/8/8/8/3K1k2/6r1/4B2B 8/8/8/8/8/5k2/6r1/3KB2B 8/8/8/B7/8/3k4/2r5/KB6
  } 0 {} 0 {}
}

set tbs(kbbkb) {
  35 22 {6B1/8/7B/8/b7/2K5/8/k7} 2 {1B5K/5k1B/8/8/8/4b3/8/8}
  15.6 84.3 0.0 0.0 98.6 1.4
  0
}

set tbs(kbbkn) {
  28 78 {8/K7/8/8/8/5k2/6n1/2B4B} 1 ?
  48.2 51.8 0.0 0.0 66.1 33.9
  1 1 {8/8/8/8/8/6n1/2K4B/kB6} 0 {} 0 {}
}

set tbs(kbbkp) {
  23 74 ? 83 ?
  48.0 50.2 1.8 11.4 54.1 34.5
  1 1 {B1k5/1pB5/3K4/8/8/8/8/8} 0 {} 0 {}
}

set tbs(kbnkq) {
  13 36 ? 53 ?
  25.0 6.4 68.6 97.6 1.7 0.7
  1 0 {} 1 {8/8/q7/8/3K4/2N5/8/k1B5} 0 {}
}

set tbs(kbnkr) {
  64 36 {8/8/8/2N5/8/8/B6K/5kr1} 41 {8/8/1B4N1/5k2/8/1r6/8/4K3}
  26.0 73.8 0.2 3.8 94.6 1.6
  8 6 {
    3r4/8/2B5/8/1N6/8/8/k1K5 8/8/8/8/8/2k5/1r6/B1NK4  8/8/8/8/8/2k5/3r4/1KN1B3
    8/8/8/8/8/3k4/4r3/2KN1B2 8/8/8/8/8/4k3/5r2/3KN1B1 8/8/8/8/B7/1r6/N1k5/K7
  } 2 {8/8/8/8/8/1k3r2/8/1KB4N 8/r7/8/B7/8/8/N1k5/K7} 0 {}
}

set tbs(kbnkb) {
  54 39 {8/7B/8/8/6N1/8/3k4/1Kb5} 2 {KB6/8/k4N2/8/6b1/8/8/8}
  25.5 74.5 0.0 0.0 98.8 1.2
  45 45 {} 0 {} 0 {}
}

set tbs(kbnkn) {
  36 107 {6Bk/8/8/7N/8/7K/6n1/8} 1 {8/8/3N4/8/3n4/8/B7/K1k5}
  32.2 67.8 0.0 0.0 96.1 3.9
  922 922 {} 0 {} 0 {}
}

set tbs(kbnkp) {
  165 104 ? 55 ?
  91.4 5.5 3.2 14.7 23.0 62.4
  62 61 {} 1 {8/8/8/1N6/3K4/B7/5p2/k7} 0 {}
}

set tbs(kbpkq) {
  117 35 ? 50 ?
  21.3 11.5 67.2 96.8 2.8 0.4
  16 0 {} 16 {
    3K4/2P5/B3qk2/8/8/8/8/8   8/1KP1q3/1B1k4/8/8/8/8/8 8/qPK5/8/3k4/1B6/8/8/8
    2q5/2B2P2/3K4/1k6/8/8/8/8 8/2P5/4q3/KB6/8/k7/8/8   8/3P4/5q2/1KB5/8/1k6/8/8
    8/1KP1q3/4k3/B7/8/8/8/8   3K4/q1P5/B4k2/8/8/8/8/8  8/5P2/3K4/8/4k2B/7q/8/8
    8/4P3/6q1/k1K5/2B5/8/8/8  3k4/KP1q4/3B4/8/8/8/8/8  8/3K1P2/1k2Bq2/8/8/8/8/8
    3K4/2P5/2B2k2/8/1q6/8/8/8 8/1P1K4/1qB2k2/8/8/8/8/8 1k6/3K1P2/4Bq2/8/8/8/8/8
    5k2/1P1K4/1qB5/8/8/8/8/8
  } 0 {}
}

set tbs(kbpkr) {
  451 45 ? 39 ?
  30.9 67.3 1.8 23.4 73.1 3.5
  306 4 {} 302 {} 0 {}
}

set tbs(kbpkb) {
  570 51 ? 3 ?
  41.3 58.7 0.0 0.0 86.9 13.1
  160 160 {} 0 {} 0 {}
}

set tbs(kbpkn) {
  497 105 ? 8 ?
  53.7 46.3 0.0 0.0 76.4 23.6
  2125 2112 {} 13 {} 0 {}
}

set tbs(kbpkp) {
  1443 67 ? 51 ?
  86.4 9.5 4.1 16.7 24.1 59.2
  406 403 {} 2 {} 1 {8/8/8/8/8/k1p5/2P5/1BK5}
}

set tbs(knnkq) {
  5 1 {k1N5/2K5/8/3N4/8/5q2/8/8} 72 ?
  0.0 42.8 57.1 94.0 6.0 0.0
  229 0 {} 229 {} 0 {}
}

set tbs(knnkr) {
  15 3 {5r1k/8/7K/4N3/5N2/8/8/8} 41 {8/8/1r4N1/4kN2/8/8/8/4K3}
  0.0 99.6 0.4 6.3 93.7 0.0
  25 0 {} 25 {} 0 {}
}

set tbs(knnkb) {
  2 4 {7k/5K2/8/8/5NN1/8/8/2b5} 1 {8/8/8/8/8/8/N1k5/K1b4N}
  0.0 100.0 0.0 0.0 100.0 0.0
  0
}

set tbs(knnkn) {
  8 7 {7n/8/8/8/1N1KN3/8/8/k7} 1 {K7/N1k5/8/3n4/3N4/8/8/8}
  0.1 99.9 0.0 0.0 100.0 0.0
  362 362 {} 0 {} 0 {}
}

set tbs(knnkp) {
  71 115 ? 74 ?
  31.3 66.4 2.3 12.8 73.6 13.6
  3143 3124 {} 19 {} 0 {}
}

set tbs(knpkq) {
  130 41 ? 55 ?
  17.9 11.9 70.2 97.2 2.3 0.5
  52 0 {} 52 {} 0 {}
}

set tbs(knpkr) {
  433 44 ? 67 ?
  26.7 69.3 4.0 29.3 68.5 2.2
  1181 23 {} 1158 {} 0 {}
}

set tbs(knpkb) {
  728 43 ? 9 ?
  38.8 61.2 0.0 0.0 88.1 11.9
  642 640 {} 2 {} 0 {}
}

set tbs(knpkn) {
  781 97 ? 7 ?
  49.2 50.8 0.0 0.0 77.2 22.8
  4191 4128 {} 63 {} 0 {}
}

set tbs(knpkp) {
  1410 57 ? 58 ?
  78.3 13.6 8.1 21.8 27.6 50.6
  2303 2281 {} 14 {} 8 {
    8/8/8/8/3K4/NkpP4/8/8   8/8/8/8/3K4/3PpkN1/8/8 8/8/8/8/8/1k2p3/4P3/KN6
    8/8/8/8/8/2K5/2PpkN2/8  8/8/8/8/8/3K4/3PpkN1/8 8/8/8/8/8/3K4/NkpP4/8
    8/8/8/8/1p6/1P6/K7/N1k5 8/8/8/8/8/1K6/1PpkN3/8
  }
}

set tbs(kppkq) {
  726 124 {8/5P2/8/8/3K4/3P3q/7k/8} 41 {8/2KP2q1/8/2P5/5k2/8/8/8}
  16.0 12.6 71.4 98.4 1.5 0.1
  2 0 {} 2 {8/2KP3q/2P2k2/8/8/8/8/8 8/2KP3q/8/2P3k1/8/8/8/8} 0 {}
}

set tbs(kppkr) {
  1652 54 {3K4/8/8/4P3/8/2r5/5P2/2k5} 40 {8/8/8/7K/5P2/3Pr3/8/2k5}
  35.4 20.1 44.5 75.2 18.2 6.6
  119 18 {} 99 {} 2 {1r1k4/1P6/1PK5/8/8/8/8/8 8/8/8/8/k7/r1P5/1KP5/8}
}

set tbs(kppkb) {
  519 43 {8/6P1/7k/8/6P1/1K6/8/1b6} 4 {K5b1/P7/1k6/8/8/8/2P5/8}
  54.4 45.6 0.0 0.0 75.4 24.6
  212 211 {} 1 {8/8/8/8/8/b2k4/P2P4/1K6} 0 {}
}

set tbs(kppkn) {
  705 50 {3n4/5P2/8/8/3K2P1/8/k7/8} 17 {7K/8/4k2P/8/8/8/5P2/5n2}
  64.7 35.3 0.0 0.0 62.4 37.6
  1077 920 {} 157 {} 0 {}
}

set tbs(kppkp) {
  5080 127 {8/8/8/8/1p2P3/1k1KP3/8/8} 43 {7K/8/4P3/5P2/3k4/7p/8/8}
  77.1 10.3 12.6 27.7 19.1 53.2
  4237 4179 {} 52 {} 6 {
    8/8/8/8/2k5/K1p5/P3P3/8   8/8/8/8/3k4/1K1p4/1P3P2/8
    8/8/8/8/4k3/2K1p3/2P3P1/8 8/8/8/2k5/K1p5/P3P3/8/8
    8/8/8/8/5k2/3K1p2/3P3P/8  8/8/8/k7/p1K5/2P5/2P5/8
  }
}

set tbs(kqqqk) {
  0 3 ? 0 -
  100.0 0.0 0.0 0.0 4.0 96.0
  0
}

set tbs(kqqrk) {
  0 4 ? 0 -
  100.0 0.0 0.0 0.0 3.1 96.9
  0
}

set tbs(kqqbk) {
  3 4 ? 0 -
  100.0 0.0 0.0 0.0 2.7 97.3
  0
}

set tbs(kqqnk) {
  2 4 ? 0 -
  100.0 0.0 0.0 0.0 2.4 97.6
  0
}

set tbs(kqqpk) {
  12 4 ? 0 -
  100.0 0.0 0.0 0.0 2.1 97.9
  0
}

set tbs(kqrrk) {
  0 4 ? 0 -
  100.0 0.0 0.0 0.0 2.0 98.0
  0
}

set tbs(kqrbk) {
  3 5 ? 0 -
  100.0 0.0 0.0 0.0 1.7 98.3
  0
}

set tbs(kqrnk) {
  3 5 ? 0 -
  100.0 0.0 0.0 0.0 1.4 98.6
  0
}

set tbs(kqrpk) {
  26 7 ? 0 -
  100.0 0.0 0.0 0.0 1.1 98.9
  0
}

set tbs(kqbbk) {
  3 6 ? 0 -
  100.0 0.0 0.0 0.0 5.0 95.0
  0
}

set tbs(kqbnk) {
  5 7 ? 0 -
  100.0 0.0 0.0 0.0 1.1 98.9
  0
}

set tbs(kqbpk) {
  31 9 ? 0 -
  100.0 0.0 0.0 0.0 1.2 98.8
  0
}

set tbs(kqnnk) {
  0 8 ? 0 -
  100.0 0.0 0.0 0.0 9.1 90.9
  0
}

set tbs(kqnpk) {
  10 9 ? 0 -
  100.0 0.0 0.0 0.0 1.0 99.0
  0
}

set tbs(kqppk) {
  64 9 ? 0 -
  100.0 0.0 0.0 0.0 0.7 99.3
}

set tbs(krrrk) {
  2 5 ? 0 -
  100.0 0.0 0.0 0.0 0.9 99.1
  0
}

set tbs(krrbk) {
  0 10 ? 0 -
  100.0 0.0 0.0 0.0 0.8 99.2
  0
}

set tbs(krrnk) {
  0 10 ? 0 -
  100.0 0.0 0.0 0.0 0.6 99.4
  0
}

set tbs(krrpk) {
  7 14 ? 0 -
  100.0 0.0 0.0 0.0 0.3 99.7
  0
}

set tbs(krbbk) {
  0 12 ? 0 -
  100.0 0.0 0.0 0.0 4.3 95.7
  0
}

set tbs(krbnk) {
  3 29 ? 0 -
  100.0 0.0 0.0 0.0 0.5 99.5
  0
}

set tbs(krbpk) {
  23 16 ? 0 -
  100.0 0.0 0.0 0.0 0.6 99.4
  0
}

set tbs(krnnk) {
  0 15 ? 0 -
  100.0 0.0 0.0 0.0 8.5 91.5
  0
}

set tbs(krnpk) {
  16 17 ? 0 -
  100.0 0.0 0.0 0.0 0.5 99.5
  0
}

set tbs(krppk) {
  119 15 {8/8/4k3/8/8/3P4/3P4/5R1K} 0 -
  100.0 0.0 0.0 0.0 0.2 98.8
  0
}

set tbs(kbbbk) {
  0 16 ? 0 -
  74.0 26.0 0.0 0.0 31.6 68.4
  0
}

set tbs(kbbnk) {
  3 33 ? 0 -
  100.0 0.0 0.0 0.0 4.1 95.9
  0
}

set tbs(kbbpk) {
  5 30 ? 0 -
  98.3 1.7 0.0 0.0 6.8 93.2
  0
}

set tbs(kbnnk) {
  0 34 ? 0 -
  100.0 0.0 0.0 0.0 8.4 91.6
  0
}

set tbs(kbnpk) {
  26 33 ? 0 -
  100.0 0.0 0.0 0.0 0.8 99.2
  0
}

set tbs(kbppk) {
  100 25 ? 0 -
  99.8 0.2 0.0 0.0 1.3 98.7
  6 6 {
    8/B1k5/K7/P7/P7/8/8/8 K7/8/1k6/1P6/BP6/8/8/8 K7/8/Bk6/1P6/1P6/8/8/8
    KBk5/P1P5/8/8/8/8/8/8 kB6/8/1PK5/1P6/8/8/8/8 kB6/8/KP6/1P6/8/8/8/8
  } 0 {} 0 {}
}

set tbs(knnnk) {
  0 21 ? 0 -
  98.7 1.3 0.0 0.0 25.0 75.0
  0
}

set tbs(knnpk) {
  7 28 ? 0 -
  98.4 1.6 0.0 0.0 12.0 88.0
  0
}

set tbs(knppk) {
  96 32 ? 0 -
  100.0 0.0 0.0 0.0 1.0 99.0
  93 93 {} 0 {} 0 {}
}

set tbs(kpppk) {
  97 33 {7K/5k2/8/8/1P6/1P6/1P6/8} 0 -
  99.9 0.1 0.0 0.0 0.6 99.4
  11 11 {
    1k6/1P6/K7/P7/P7/8/8/8  1k6/1P6/K7/PP6/8/8/8/8  2k5/2P5/3K4/P7/P7/8/8/8
    8/1k6/1P6/KP6/1P6/8/8/8 8/8/1k6/1P6/KP6/1P6/8/8 8/8/8/1k1P4/8/PK6/P7/8
    8/8/8/1k6/1P6/KP6/1P6/8 8/K1k5/P1P5/P7/8/8/8/8  K1k5/2P5/P1P5/8/8/8/8/8
    K1k5/8/P1P5/P7/8/8/8/8  k7/8/KP6/PP6/8/8/8/8
  } 0 {} 0 {}
}

# End of file: tb.tcl


####################
# Piece tracker window

namespace eval ::ptrack {}

set ::ptrack::psize 35
set ::ptrack::select d1
set ::ptrack::moves(start) 1
set ::ptrack::moves(end) 20
set ::ptrack::mode "-games"
set ::ptrack::color blue
set ::ptrack::colors [list black red yellow cyan blue xblack xred xyellow xcyan xblue]

trace variable ::ptrack::moves(start) w {::utils::validate::Integer 999 0}
trace variable ::ptrack::moves(end) w {::utils::validate::Integer 999 0}

# ::ptrack::sq
#   Given a square number (0=a1 to 63=h8), returns the square name.
#
proc ::ptrack::sq {n} {
  set sq [lindex [list a b c d e f g h] [expr {$n % 8} ]]
  append sq [expr {int($n/8) + 1} ]
  return $sq
}

# ::ptrack::unselect
#   Unselects all pieces in the Piece Tracker window.
#
proc ::ptrack::unselect {} {
  set w .ptracker
  set ::ptrack::select {}
  foreach i {a1 c1 e1 g1 b2 d2 f2 h2 a7 c7 e7 g7 b8 d8 f8 h8} {
    $w.bd.p$i configure -background $::dark
  }
  foreach i {b1 d1 f1 h1 a2 c2 e2 g2 b7 d7 f7 h7 a8 c8 e8 g8} {
    $w.bd.p$i configure -background $::lite
  }
}

# ::ptrack::select
#   Selects all the listed pieces the Piece Tracker window.
#
proc ::ptrack::select {plist} {
  ::ptrack::unselect
  foreach p $plist {
    lappend ::ptrack::select $p
    .ptracker.bd.p$p configure -background $::highcolor
  }
}

# ::ptrack::status
#   Sets the Piece Tracker window status bar.
#
proc ::ptrack::status {{text ""}} {
  set t .ptracker.status
  if {$text == ""} {
    $t configure -text "$::tr(Filter): [filterText]"
  } else {
    $t configure -text $text
  }
}

# ::ptrack::recolor
#   Changes the color scheme for track values.
#
proc ::ptrack::recolor {color} {
  set ::ptrack::color $color
  .ptracker.t.color.b configure -image ptrack_$::ptrack::color
  ::ptrack::refresh color
}

# ::ptrack::color
#   Given a real value between 0.0 and 100.0, returns
#   the corresponding Piece Tracker color value.
#
proc ::ptrack::color {pct {col ""}} {
  if {$col == ""} {
    set col $::ptrack::color
  }
  set x $pct
  if {$x > 100.0} { set x 100.0}
  if {$x < 0.01} { set x 0.01 }
  set y [expr {255 - round($x * 0.5 + 10 * log($x))} ]
  set yb [expr {255 - round($x * 2.0 + 10 * log($x))} ]
  if {$y > 255} { set y 255}
  if {$yb > 255} { set yb 255}
  if {$yb < 0} { set yb 0}
  if {$y < 0} { set y 0}
  if {$pct > 0.0  &&  $y == 0} { set y 1 }
  if {$pct > 0.0  &&  $yb == 0} { set yb 1 }
  set xy [expr {255 - $y} ]
  set xyb [expr {255 - $yb} ]
  switch $col {
    black   { set color [format "\#%02X%02X%02X" $yb $yb $yb] }
    red     { set color [format "\#%02X%02X%02X" $y $yb $yb] }
    yellow  { set color [format "\#%02X%02X%02X" $y $y $yb] }
    cyan    { set color [format "\#%02X%02X%02X" $yb $y $y] }
    blue    { set color [format "\#%02X%02X%02X" $yb $yb $y] }
    xblack  { set color [format "\#%02X%02X%02X" $xyb $xyb $xyb] }
    xred    { set color [format "\#%02X%02X%02X" $xyb $xy $xy] }
    xyellow { set color [format "\#%02X%02X%02X" $xyb $xyb $xy] }
    xcyan   { set color [format "\#%02X%02X%02X" $xy $xyb $xyb] }
    xblue   { set color [format "\#%02X%02X%02X" $xy $xy $xyb] }
  }
  return $color
}

# ::ptrack::make
#   Creates the Piece Tracker window
#
proc ::ptrack::make {} {
  set w .ptracker
  if {[winfo exists $w]} { return }

  toplevel $w
  wm title $w "Scid: [tr ToolsTracker]"
  setWinLocation $w
  bind $w <Escape> "destroy $w"
  bind $w <F1> {helpWindow PTracker}
  image create photo ptrack -width $::ptrack::psize -height $::ptrack::psize
  label $w.status -width 1 -anchor w -relief sunken -font font_Small
  pack $w.status -side bottom -fill x

  canvas $w.progress -height 20 -width 400 -bg white -relief solid -border 1
  $w.progress create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.progress create text 395 10 -anchor e -font font_Regular -tags time \
    -fill black -text "0:00 / 0:00"
  pack $w.progress -side bottom -pady 2

  frame $w.bd
  pack $w.bd -side left -padx 2 -pady 4

  frame $w.t
  pack $w.t -side right -fill y -expand yes
  pack [frame $w.gap -width 5] -side left

  frame $w.t.color
  frame $w.t.mode
  frame $w.t.moves
  frame $w.t.buttons
  pack $w.t.buttons -side bottom -fill x
  pack $w.t.moves -side bottom
  pack $w.t.mode -side bottom
  pack $w.t.color -side bottom

  set ::ptrack::shade {}
  for {set i 0} {$i < 64} {incr i} {
    label $w.bd.sq$i -image ptrack -background white -border 1 -relief raised
    set rank [expr {$i / 8}]
    set file [expr {$i % 8} ]
    grid $w.bd.sq$i -row [expr {7 - $rank} ] -column [expr {$file + 1} ]
    lappend ::ptrack::shade 0.0
  }

  foreach rank {1 2 3 4 5 6 7 8} {
    label $w.bd.r$rank -text $rank -width 2
    grid $w.bd.r$rank -column 0 -row [expr {8 - $rank} ]
  }

  foreach column {1 2 3 4 5 6 7 8} file {a b c d e f g h} {
    label $w.bd.f$file -text $file
    grid $w.bd.f$file -row 8 -column $column
  }

  grid [frame $w.bd.gap1 -height 5] -row 9 -column 0

  foreach file {a b c d e f g h} c {1 2 3 4 5 6 7 8} p {r n b q k b n r} {
    set sq ${file}8
    set b $w.bd.p$sq
    label $b -image b$p$::ptrack::psize -border 1 -relief raised
    grid $b -row 10 -column $c
    bind $b <1> "::ptrack::select $sq"
  }
  foreach file {a b c d e f g h} c {1 2 3 4 5 6 7 8} p {p p p p p p p p} {
    set sq ${file}7
    set b $w.bd.p$sq
    label $b -image b$p$::ptrack::psize -border 1 -relief raised
    grid $b -row 11 -column $c
    bind $b <1> "::ptrack::select $sq"
    bind $b <$::MB3> "::ptrack::select {a7 b7 c7 d7 e7 f7 g7 h7}"
  }
  grid [frame $w.bd.gap2 -height 5] -row 12 -column 0
  foreach file {a b c d e f g h} c {1 2 3 4 5 6 7 8} p {p p p p p p p p} {
    set sq ${file}2
    set b $w.bd.p$sq
    label $b -image w$p$::ptrack::psize -border 1 -relief raised
    grid $b -row 13 -column $c
    bind $b <ButtonPress-1> "::ptrack::select $sq"
    bind $b <$::MB3> "::ptrack::select {a2 b2 c2 d2 e2 f2 g2 h2}"
  }
  foreach file {a b c d e f g h} c {1 2 3 4 5 6 7 8} p {r n b q k b n r} {
    set sq ${file}1
    set b $w.bd.p$sq
    label $b -image w$p$::ptrack::psize -border 1 -relief raised
    grid $b -row 14 -column $c
    bind $b <Button-1> "::ptrack::select $sq"
  }

  # Both-piece bindings:
  foreach sq {d1 e1 d8 e8} {
    bind $w.bd.p$sq <$::MB3> [list ::ptrack::select $sq]
  }
  foreach left {a b c} right {h g f} {
    set cmd [list ::ptrack::select [list ${left}1 ${right}1]]
    bind $w.bd.p${left}1 <ButtonPress-$::MB3> $cmd
    bind $w.bd.p${right}1 <ButtonPress-$::MB3> $cmd
    set cmd [list ::ptrack::select [list ${left}8 ${right}8]]
    bind $w.bd.p${left}8 <ButtonPress-$::MB3> $cmd
    bind $w.bd.p${right}8 <ButtonPress-$::MB3> $cmd
  }

  # Status-bar help:
  foreach sq {d1 e1 d8 e8} {
    bind $w.bd.p$sq <Any-Enter> {
      ::ptrack::status $::tr(TrackerSelectSingle)
    }
    bind $w.bd.p$sq <Any-Leave> ::ptrack::status
  }

  foreach sq {a1 b1 c1 f1 g1 h1 a8 b8 c8 f8 g8 h8} {
    bind $w.bd.p$sq <Any-Enter> {
      ::ptrack::status $::tr(TrackerSelectPair)
    }
    bind $w.bd.p$sq <Any-Leave> ::ptrack::status
  }
  foreach sq {a2 b2 c2 d2 e2 f2 g2 h2 a7 b7 c7 d7 e7 f7 g7 h7} {
    bind $w.bd.p$sq <Any-Enter> {
      ::ptrack::status $::tr(TrackerSelectPawn)
    }
    bind $w.bd.p$sq <Any-Leave> ::ptrack::status
  }
  set plist $::ptrack::select
  ::ptrack::unselect
  ::ptrack::select $plist

  set f $w.t.text
  pack [frame $f] -side top -fill both -expand yes -padx 2 -pady 2
  text $f.text -width 28 -height 1 -foreground black -background white \
    -yscrollcommand "$f.ybar set" -relief sunken -takefocus 0 \
    -wrap none -font font_Small
  set xwidth [font measure [$f.text cget -font] "x"]
  foreach {tab justify} {3 r 5 l 19 r 29 r} {
    set tabwidth [expr {$xwidth * $tab} ]
    lappend tablist $tabwidth $justify
  }
  $f.text configure -tabs $tablist
  scrollbar $f.ybar -takefocus 0 -command "$f.text yview"
  pack $f.ybar -side right -fill y
  pack $f.text -side left -fill y -expand yes

  set f $w.t.color

  menubutton $f.b -menu $f.b.menu -indicatoron 0 -relief raised
  menu $f.b.menu
  foreach col $::ptrack::colors {
    image create photo ptrack_$col -width 101 -height 20
    for {set i 0} {$i <= 100} {incr i} {
      set color [::ptrack::color $i $col]
      ptrack_$col put $color -to $i 0 [expr {$i+1} ] 19
    }
    $f.b.menu add command -image ptrack_$col \
      -command "::ptrack::recolor $col"
  }
  $f.b configure -image ptrack_$::ptrack::color
  label $f.label -text $::tr(GlistColor:) -font font_Bold
  pack $f.label $f.b -side left -pady 5

  set f $w.t.mode
  label $f.mode -text $::tr(TrackerStat:) -font font_Bold
  grid $f.mode -row 0 -column 0
  radiobutton $f.games -text $::tr(TrackerGames) -anchor w \
    -variable ::ptrack::mode -value "-games"
  radiobutton $f.time -text $::tr(TrackerTime) -anchor w \
    -variable ::ptrack::mode -value "-time"
  grid $f.games -row 1 -column 0 -sticky we
  grid $f.time -row 2 -column 0 -sticky we

  set f $w.t.moves
  label $f.lfrom -text $::tr(TrackerMoves:) -font font_Bold
  entry $f.from -width 3 -justify right -textvariable ::ptrack::moves(start)
  label $f.lto -text "-"
  entry $f.to -width 3 -justify right -textvariable ::ptrack::moves(end)
  pack $f.lfrom $f.from $f.lto $f.to -side left -pady 5
  bindFocusColors $f.from
  bindFocusColors $f.to
  bind $f.from <FocusIn> [list +::ptrack::status $::tr(TrackerMovesStart)]
  bind $f.from <FocusOut> +::ptrack::status
  bind $f.to <FocusIn> [list +::ptrack::status $::tr(TrackerMovesStop)]
  bind $f.to <FocusOut> +::ptrack::status

  set f $w.t.buttons
  button $f.stop -text $::tr(Stop) -command sc_progressBar -state disabled
  button $f.update -text $::tr(Update) -command ::ptrack::refresh
  button $f.close -text $::tr(Close) -command "destroy $w"
  pack $f.close $f.update $f.stop -side right -padx 3 -pady 5
  ::ptrack::status
  bind $w <Configure> "recordWinSize $w"
  wm resizable $w 0 0
  focus $w.t.buttons.update
}

# ::ptrack::refresh
#   Regenerates Piece Tracker statistics and updates the window
#
proc ::ptrack::refresh {{type "all"}} {
  set w .ptracker
  if {! [winfo exists $w]} { return }

  # Check if only the color needs refreshing:
  if {$type == "color"} {
    for {set i 0} {$i < 64} {incr i} {
      set x [lindex $::ptrack::shade $i]
      $w.bd.sq$i configure -background [::ptrack::color $x]
    }
    return
  }

  busyCursor .
  $w.t.buttons.update configure -state disabled
  $w.t.buttons.close configure -state disabled
  $w.t.buttons.stop configure -state normal
  catch {grab $w.t.buttons.stop}

  if {$::ptrack::moves(end) < $::ptrack::moves(start)} {
    set ::ptrack::moves(end) $::ptrack::moves(start)
  }

  set timeMode 0
  if {$::ptrack::mode == "-time"} { set timeMode 1 }

  sc_progressBar $w.progress bar 401 21 time
  set data [eval sc_base piecetrack $::ptrack::mode \
              $::ptrack::moves(start) $::ptrack::moves(end) \
              $::ptrack::select]
  set ::ptrack::data $data

  catch {grab release $w.t.buttons.stop}
  $w.t.buttons.stop configure -state disabled
  $w.t.buttons.update configure -state normal
  $w.t.buttons.close configure -state normal
  unbusyCursor .

  set dfilter [sc_filter count]
  if {$timeMode} {
    set nmoves [expr {$::ptrack::moves(end) + 1 - $::ptrack::moves(start)} ]
    set dfilter [expr {$dfilter * $nmoves} ]
  }
  if {$dfilter == 0} { set dfilter 1 } ;# to avoid divide-by-zero

  set max 1
  for {set i 0} {$i < 64} {incr i} {
    set freq [lindex $data $i]
    if {$freq > $max} {set max $freq}
  }

  set ::ptrack::shade {}
  for {set i 0} {$i < 64} {incr i} {
    set freq [lindex $data $i]
    set x [expr {$freq * 100.0 / $max} ]
    set color [::ptrack::color $x]
    lappend ::ptrack::shade $x
    $w.bd.sq$i configure -background $color
  }

  # Update text frame:
  set text $w.t.text.text
  $text delete 1.0 end
  array set printed {}
  for {set top 1} {$top <= 64} {incr top} {
    set best -1
    set idx -1
    for {set i 0} {$i < 64} {incr i} {
      set n [lindex $data $i]
      if {$n > $best  &&  ![info exists printed($i)]} {
        set idx $i
        set best $n
      }
    }

    set printed($idx) 1
    set pct [expr {round(double($best) * 10000.0 / double($dfilter)) / 100.0} ]
    set line [format "\t%2d.\t%s\t%7s\t%6.2f %%" $top \
                [::ptrack::sq $idx] [::utils::thousands $best] $pct]
    $text insert end "$line\n"
    set status "  [::ptrack::sq $idx]: [::utils::thousands $best] ($pct%%)  $top/64"
    bind $w.bd.sq$idx <Any-Enter> [list ::ptrack::status $status]
    bind $w.bd.sq$idx <Any-Leave> ::ptrack::status
  }
}
### help.tcl: Help pages for Scid.
### This file uses UTF-8
#################################################

set helpTitle(Contents) "Contents"
set helpText(Contents) {<h1>Scid Help Contents</h1>
  
  <h4>Starting out and general help</h4>
  <ul>
  <li><a Guide><b>Quick Guide</b> to using Scid</a> <red>(Read this first)</red></li>
  <li><a Hints><b>Hints</b> for getting more out of Scid</a></li>
  <li><a MainWindow>The Scid <b>main window</b></a></li>
  <li><a Menus>Scid <b>menus</b></a></li>
  <li><a Moves>Entering <b>chess moves</b></a></li>
  <li><a Searches><b>Searches</b> in Scid</a></li>
  <li><a Clipbase>Using the <b>Clipbase</b> database</a></li>
  <li><a Annotating><b>Annotating games</b></a></li>
  </ul>
  
  <h4>Other Scid windows</h4>
  <ul>
  <li><a Analysis><b>Analysis</b> window</a></li>
  <li><a Book><b>Book</b> window</a></li>
  <li><a CalVar><b>Calculation of variations</b> window</a></li>
  <li><a Comment><b>Comment editor</b> window</a></li>
  <li><a Crosstable><b>Crosstable</b> window</a></li>
  <li><a Switcher><b>Database Switcher</b> window</a></li>
  <li><a Email><b>Email</b> chess manager window</a></li>
  <li><a Finder><b>File Finder</b> window</a></li>
  <li><a GameList><b>Game List</b> window</a></li>
  <li><a Import><b>Import game</b> window</a></li>
  <li><a OpeningTrainer><b>Opening Trainer</b> window </a></li>
  <li><a Reports><b>Reports</b></a> <red>(updated!)</red></li>
  <li><a PGN><b>PGN</b> (game text) window</a></li>
  <li><a PTracker><b>Piece Tracker</b></a></li>
  <li><a PList><b>Player Finder</b> window</a></li>
  <li><a PInfo><b>Player Info</b> window</a></li>
  <li><a Repertoire><b>Repertoire editor</b> window</a></li>
  <li><a TacticalGame><b>Tactical game</b> window</a></li>
  <li><a Tmt><b>Tournament Finder</b> window</a></li>
  <li><a Tree><b>Tree</b> window</a></li>
  <li><a Graphs><b>Graph</b> windows</a></li>
  <li><a TB>Using <b>Tablebases</b> in Scid</a></li>
  </ul>
  
  <h4>Other utilities and information</h4>
  <ul>
  <li><a Bookmarks><b>Bookmarks</b></a></li>
  <li><a Cmdline>Command-line options</a></li>
  <li><a Compact><b>Compacting</b> a database</a></li>
  <li><a Correspondence>Correspondence Chess</a></li>
  <li><a Maintenance><b>Database maintenance</b> tools</a></li>
  <li><a ECO><b>ECO</b> openings classification</a></li>
  <li><a EPD><b>EPD</b> files</a></li>
  <li><a Export><b>Exporting</b> games to text files</a></li>
  <li><a Flags>Game <b>Flags</b></a></li>
  <li><a LaTeX>Using <b>LaTeX</b> with Scid</a></li>
  <li><a Options><b>Options</b> and preferences</a></li>
  <li><a Sorting><b>Sorting</b> a database</a></li>
  <li><a Pgnscid><b>Pgnscid</b>: converting <a PGN>PGN</a> files</a></li>
  <li><a NAGs>Standard <b>NAG</b> annotation values</a></li>
  <li><a Formats>Scid database <b>file formats</b></a></li>
  <li><a Author>Contact information</a></li>
  </ul>
  
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}

###############
### Topic Index

set helpTitle(Index) "Scid Help Topic Index"
set helpText(Index) {<h1>Scid Help Topic Index</h1>
  
  <h3>A</h3>
  <ul>
  <li><a Analysis>Analysis</a> window</li>
  <li><a Annotating>Annotating games</a></li>
  <li><a NAGs>Annotation symbols</a></li>
  <li><a Author>Author, contacting</a></li>
  <li><a MainWindow Autoplay>Autoplay mode</a></li>
  </ul>
  
  <h3>B</h3>
  <ul>
  <li><a Tree Best>Best games</a> window</li>
  <li><a Searches Board>Board searches</a></li>
  <li><a Book>Book</a> window</li>
  <li><a BookTuning>Book</a> tuning</li>
  <li><a Bookmarks>Bookmarks</a></li>
  <li><a GameList Browsing>Browsing games</a></li>
  </ul>
  
  <h3>C</h3>
  <ul>
  <li><a Maintenance Cleaner>Cleaner</a></li>
  <li><a Clipbase>Clipbase</a></li>
  <li><a Cmdline>Command-line options</a></li>
  <li><a Comment>Comment editor</a></li>
  <li><a Compact>Compacting a database</a></li>
  <li><a Correspondence>Correspondence Chess</a></li>
  <li><a CCIcons>Correspondence Chess Icons</a></li>
  <li><a Author>Contact information</a></li>
  <li><a Contents>Contents</a></li>
  <li><a Crosstable>Crosstable</a> window</li>
  </ul>
  
  <h3>D</h3>
  <ul>
  <li><a Compact>Database compaction</a></li>
  <li><a Formats>Database file formats</a></li>
  <li><a Metadata>Database information (Metadata)</a></li>
  <li><a Maintenance>Database maintenance</a></li>
  <li><a Sorting>Database sorting</a></li>
  <li><a Switcher>Database switcher</a> window</li>
  <li><a Maintenance Twins>Deleting twin games</a></li>
  <li><a HardwareConfig>DGT Electronic Chess Board</a></li>
  <li><a InputEngine>DGT usage</a></li>
  <li><a Metadata>Dublin Core Metadata</a></li>
  </ul>
  
  <h3>E</h3>
  <ul>
  <li><a ECO Browser>ECO Browser</a> window</li>
  <li><a ECO Codes>ECO code system</a></li>
  <li><a ECO>ECO openings classification</a></li>
  <li><a Menus Edit>Edit menu</a></li>
  <li><a Email>Email manager</a> window</li>
  <li><a CCeMailChess>Email Chess</a></li>
  <li><a Analysis List>Engines list</a></li>
  <li><a Moves>Entering chess moves</a></li>
  <li><a EPD>EPD files</a></li>
  <li><a Export>Exporting games to text files</a></li>
  <li><a HardwareConfig>External Hardware (Novag, DGT...)</a></li>
  </ul>
  
  <h3>F</h3>
  <ul>
  <li><a FICSLogin>FICS Login</a></li>
  <li><a FICSfindOpp>FICS Find opponent</a></li>
  <li><a FICS>Play on the Internet (FICS)</a></li>
  <li><a FICS Training>FICS lectures</a></li>
  <li><a Finder>File Finder</a></li>
  <li><a FindBestMove>Training: Find best move</a></li>
  <li><a Formats>File formats</a></li>
  <li><a Menus File>File menu</a></li>
  <li><a Searches Filter>Filter</a></li>
  <li><a Export>Filter, exporting</a></li>
  <li><a Graphs Filter>Filter graph</a></li>
  <li><a Flags>Flags</a></li>
  <li><a Options Fonts>Fonts</a></li>
  </ul>
  
  <h3>G</h3>
  <ul>
  <li><a Flags>Game flags</a></li>
  <li><a GameList>Game List</a> window</li>
  <li><a Menus Game>Game menu</a></li>
  <li><a Graphs>Graph windows</a></li>
  </ul>
  
  <h3>H</h3>
  <ul>
  <li><a Searches Header>Header searches</a></li>
  <li><a Menus Help>Help menu</a></li>
  <li><a Hints>Hints</a></li>
  <li><a HardwareConfig>Using Hardware (Novag, DGT)</a></li>
  </ul>
  
  <h3>I</h3>
  <ul>
  <li><a CCIcons>Icons for Correspondence Chess</a></li>
  <li><a Import>Import</a> window</li>
  <li><a Moves Informant>Informant Symbols</a></li>
  <li><a InputEngine>Input Engine drivers</a></li>
  </ul>
  
  <h3>L</h3>
  <ul>
  <li><a LaTeX>LaTeX</a> output format</li>
  </ul>
  
  <h3>M</h3>
  <ul>
  <li><a MainWindow>Main Window</a></li>
  <li><a Maintenance>Maintenance tools</a></li>
  <li><a TreeMasks>Masks for Trees</a></li>
  <li><a Searches Material>Material/pattern searches</a></li>
  <li><a Menus>Menus</a></li>
  <li><a GameList Browsing>Merging games</a></li>
  <li><a Metadata>Metadata</a></li>
  <li><a Moves>Move entry</a></li>
  </ul>
  
  <h3>N</h3>
  <ul>
  <li><a Maintenance Editing>Names, editing</a></li>
  <li><a Maintenance Spellcheck>Names, spellchecking</a></li>
  <li><a NAGs>NAG annotation values</a></li>
  <li><a Annotating Null>Null moves</a></li>
  <li><a HardwareConfig>Novag Citrine Electronic Chess Board</a></li>
  <li><a Novag>Novag Citrine usage</a></li>
  </ul>
  
  <h3>O</h3>
  <ul>
  <li><a ECO>Opening classification (ECO)</a></li>
  <li><a Repertoire>Opening repertoires</a></li>
  <li><a Reports Opening>Opening report</a> window</li>
  <li><a OpeningTrainer>Training: Openings</a></li>
  <li><a Options>Options</a></li>
  </ul>
  
  <h3>P</h3>
  <ul>
  <li><a PGN>PGN</a> window</li>
  <li><a Pgnscid>Pgnscid</a></li>
  <li><a FICS>Play on the Internet (FICS)</a></li>
  <li><a PTracker>Piece Tracker</a> window</li>
  <li><a PList>Player Finder</a> window</li>
  <li><a PInfo>Player Info</a> window</li>
  <li><a Reports Player>Player report</a> window</li>
  <li><a TacticalGame>Play tactical game</a></li>
  <li><a SeriousGame>Play serious game</a></li>
  </ul>
  
  <h3>Q</h3>
  <ul>
  <li><a Guide>Quick guide to using Scid</a></li>
  </ul>
  
  <h3>R</h3>
  <ul>
  <li><a Graphs Rating>Rating graph</a></li>
  <li><a Repertoire>Repertoire editor</a></li>
  </ul>
  
  <h3>S</h3>
  <ul>
  <li><a Searches Filter>Search filter</a></li>
  <li><a Menus Search>Search menu</a></li>
  <li><a Searches>Searches</a></li>
  <li><a SeriousGame>Play serious game</a></li>
  <li><a Sorting>Sorting a database</a></li>
  <li><a Maintenance Spellcheck>Spellchecking names</a></li>
  <li><a Switcher>Switcher</a> window</li>
  </ul>
  
  <h3>T</h3>
  <ul>
  <li><a TB>Tablebases</a></li>
  <li><a TacticalGame>Tactical game</a></li>
  <li><a Menus Tools>Tools menu</a></li>
  <li><a Tmt>Tournament finder</a></li>
  <li><a FindBestMove>Training: Find best move</a></li>
  <li><a OpeningTrainer>Training: Openings</a></li>
  <li><a TacticsTrainer>Training: Tactics</a></li>
  <li><a FICS Training>Training: FICS lectures</a></li>
  <li><a Tree>Tree window</a></li>
  <li><a TreeMasks>Masks for Trees</a></li>
  <li><a Moves Trial>Trial mode</a></li>
  <li><a Maintenance Twins>Twin (duplicate) games</a></li>
  </ul>
  
  <h3>V</h3>
  <ul>
  <li><a Annotating Vars>Variations</a></li>
  </ul>
  
  <h3>W</h3>
  <ul>
  <li><a Menus Windows>Windows menu</a></li>
  </ul>

  <h3>X</h3>
  <ul>
  <li><a CCXfcc>Xfcc support</a></li>
  </ul>

  <p><footer>(Updated: Scid 3.6.23, March 2008)</footer></p>
}


####################
### Quick Guide help:

set helpTitle(Guide) "Quick Guide to using Scid"
set helpText(Guide) {<h1>Quick Guide to using Scid</h1>
  <p>
  Scid is a chess database application; with it you can browse
  databases of chess games, edit games and <a Searches>search</a>
  for games by various criteria.
  </p>
  <p>
  Scid uses its own special three-file <a Formats>database format</a>
  which is very compact and fast, but it can convert to and from
  the standard <a PGN>PGN</a> (Portable Game Notation) format.
  Scids <a PGN>PGN window</a> displays the text of the current game in
  <a PGN>PGN</a> format.
  </p>
  <p>
  You can use Scid to add chess games to a database, using the keyboard or
  mouse to enter moves. See the help page on <a Moves>entering chess moves</a>
  for more details.
  </p>
  <p>
  You can also use Scid as a <a PGN>PGN</a> file browser, by pasting
  <a PGN>PGN</a> text into Scids <a Import>Import</a> window or by
  opening a <a PGN>PGN</a> file in Scid.  However, <a PGN>PGN</a>
  files cannot be edited by Scid (it opens them read-only) and they
  use more memory and are slower to load, so for large <a PGN>PGN</a>
  files it is recommended that you create a Scid database from them
  first with the <a Pgnscid>pgnscid</a> utility.
  </p>
  <p>
  Windows can be used in docked mode or as independant windows (see
  flag in the options menu).  In docked mode, the most important
  windows are embedded into a main one. The windows can be reordered
  by right-clicking on the tab (where the title of the window is) and
  by dragging tabs from one notebook to another. The menu for each
  window that has one (marked with a triangle at the left of the tab)
  is opened by left cliking on the tab.
  </p>
  <p>
  The <a MainWindow>main window</a>
  of Scid (with the graphical chess board) shows details of
  the active game and database. At any time, you can have up to nine
  databases open (five including the <a Clipbase>clipbase</a>),
  and each will have its own active game.
  (A game numbered 0 indicates a scratch game that is not part of the
  actual database).
  You can switch between the open databases with the
  <a Menus File>File menu</a>.
  </p>
  <p>
  For more information, please read the other help pages listed in the
  <a Index>Help Index</a>.
  </p>
  <p>
  See the <a Author>contact information</a> page if you need to contact the
  author of Scid.
  </p>
  
  <p><footer>(Updated: Scid 3.6.7, December 2008)</footer></p>
}


####################
### Hints page:
set helpTitle(Hints) "Scid Hints"
set helpText(Hints) {<h1>Scid Hints</h1>
  <p>
  This page contains useful hints in question and answer format to
  help you use Scid better. If you are new to Scid, please read the <a
  Guide>quick guide</a> first.  Most of the information on this page
  is available in more detail on the other help pages listed in the <a
  Index>index</a>.  If you think of a useful hint to add to this page,
  please send it to the <a Author>author of Scid</a>.
  </p>
  
  <h4>Can I get Scid to load a database when it starts?</h4>
  <p>
  Yes, you can add databases, <a PGN>PGN</a> files or <a EPD>EPD files</a>
  to the command line. For example:
  <ul>
  <li> <b>scid  mybase  games.pgn.gz</b> </li>
  </ul>
  will load the Scid database <b>mybase</b> and also load the
  Gzip-compressed <a PGN>PGN</a> file <b>games.pgn.gz</b>.
  </p>
  
  <h4>Is there an easier way to change the board size than using the
  options menu?</h4>
  <p>
  Yes, you can use the shortcut keys <b>Control+Shift+LeftArrow</b> and
  <b>Control+Shift+RightArrow</b> to decrease or increase the board size.
  </p>
  
  <h4>I am training by playing through a game, so I do not want Scid to
  print the next move in the game information area below the chessboard.
  Can I hide it?</h4>
  <p>
  You can hide the next move by pressing the <b>right</b> mouse button in the
  game information area, and selecting <b>Hide next move</b> from the
  menu that appears.
  </p>
  
  <h4>How can I see the ECO opening code for the current position?</h4>
  <p>
  The ECO code is displayed on the bottom line of the game
  information box, below the chessboard in the <a MainWindow>main window</a>,
  if you have the ECO classification file (<b>scid.eco</b>) loaded. <br>
  The <a ECO>ECO codes</a> help page explains how to load the ECO classification
  file and save options so it will be loaded every time you start Scid.
  </p>
  
  <h4>I am entering a game, and I am up to move 30, but just saw that move
  10 was wrong. How can I correct it and keep all the moves after it?</h4>
  <p>
  You can use the <a Import>Import</a> window; see the
  <a Moves Mistakes>entering moves</a> help page for more information.
  </p>
  
  <h4>How do I copy games from one database to another?</h4>
  <p>
  Use the <a Switcher>database switcher window</a>: drag from the source
  database to the target database to copy all games in the source database
  <a Searches Filter>filter</a>.
  </p>
  
  <h4>Every time I enter a move where one already exists, I get a
  "Replace move?" dialog box. How do I avoid that?</h4>
  <p>
  Turn it off with the <b>Ask before replacing moves</b> option in the
  <menu>Options: Moves</menu> menu.
  Or, get into the habit of taking back moves using the right-mouse button,
  which actually removes the move from the game if you are at the last move of
  the game.
  </p>
  
  <h4>How do I change column widths in the Game List window?</h4>
  <p>
  Click the left or right mouse button on each column title.
  </p>
  
  <h4>How can I use the tree window on a selection of games, not my whole
  database?</h4>
  <p>
  Use the <a Clipbase>clipbase</a>. Set your database filter to contain the
  games you want to use the tree on, then copy them to the clipbase using the
  <a Switcher>database switcher</a>. Then, just open the tree window in the
  clipbase.
  </p>
  
  <h4>The Tree is slow for large databases. How do I speed it up?</h4>
  <p>
  Save the Tree cache often, to save tree results for future use.
  See the caching section of the <a Tree>Tree</a> help page for details.
  </p>
  
  <h4>How can I edit the <a PGN>PGN</a> representation of the game directly?</h4>
  <p>
  You cannot use the <a PGN>PGN</a> window to edit the current game, but you can
  still edit its <a PGN>PGN</a> representation using the <a Import>Import game</a> window.
  Just open it (shortcut key: <b>Control+Shift+I</b>) and then press the
  <b>Paste current game</b> button, then edit the game, then press <b>Import</b>.
  </p>
  
  <h4>My database has several spellings for some player names. How do I
  correct them all?</h4>
  <p>
  You can edit individual names or spellcheck all the names in a database
  with the commands in the <menu>File: Maintenance</menu> menu.
  See the <a Maintenance Editing>maintenance</a> page.
  </p>
  
  <h4>I have two databases open: one with my own games, and a large database of
  grandmaster games. How do I compare one of my games to those in the large
  database?</h4>
  <p>
  Just open the <a Tree>Tree</a> window for the reference database and
  switch back to the game to compare by means of the database
  switcher. Alternatively, a base can directly be opened as tree via
  the <term>File</term> menu.
  </p>
  
  <p><footer>(Updated: Scid 3.6.28, December 2008)</footer></p>
}


####################
### Main window help:

set helpTitle(MainWindow) "Scid main window"
set helpText(MainWindow) {<h1>Scid main window</h1>
  <p>
  The main window in Scid displays the current board position of the
  active game and information about the current game and database.
  Separate help pages describe the <a Menus>menus</a> and ways to
  <a Moves>enter chess moves</a>.
  </p>
  
  <h3>Game navigation buttons</h3>
  <p>
  The navigation buttons above the board have the following meanings, from
  left to right:
  <ul>
  <li> <button tb_start> Move to the start of the game. [Home] </li>
  <li> <button tb_prev> Move back one move. [Left] </li>
  <li> <button tb_next> Move forward one move. [Right] </li>
  <li> <button tb_end> Move to the end of the game. [End] </li>
  <li> <button tb_invar> Move into a variation. [v] </li>
  <li> <button tb_outvar> Move out of the current variation. [z] </li>
  <li> <button tb_addvar> Add a new variation. [Ctrl-A]</li>
  <li> <button tb_comment_avail> Signifies that the current move has a
  textual comment attached. This comment is displayed in a tooltip
  upon mouse hovering on the button. Pressing the button also opens up
  the <a Comment>Comment editor</a></li>
  <li> <button tb_play> Start/stop autoplay mode (see below).  [Ctrl-Z] </li>
  <li> <button tb_trial> Start/stop <a Moves Trial>trial mode</a>.
  [Ctrl-Space] </li>
  <li> <button tb_flip> Rotate the board 180 degrees. [.]</li>
  <li> <button tb_coords> Show/hide board coordinates. [0]</li>
  </ul>
  Keyboard shortcuts are given in square brackets.
  
  <h4><name Autoplay>Autoplay mode</name></h4>
  <p>
  In autoplay mode, Scid automatically plays the moves in the current game,
  moving forward until the end of the game. The time delay between moves can
  be set from the <menu>Options: Moves</menu> menu, and is saved to your
  options file when you save options.
  </p>
  <p>
  The shortcut key <b>Control+Z</b> starts or stops autoplay mode, and
  you can also exit autoplay mode by pressing the <b>Escape</b> key.
  </p>
  <p>
  If you start autoplay mode when the <a Analysis>analysis window</a> is open,
  the game is <term>annotated</term>: the score and analysis for each position
  are added to the game as a new variation just before each move is made.
  See the <a Analysis>analysis window</a> help page for details.
  </p>
  
  <h3>The game information area</h3>
  <p>
  The area below the chessboard showing information about the game is
  called the <term>game information area</term>.  Its first three
  lines show information such as the players, their country, result,
  date, and site.  This information is drawn from the games PGN
  header. To show country information the fields
  WhiteCountry/BlackCountry need to be available. The fourth line
  indicates the current position in the game, and what the next move
  is.
  </p>
  <p>
  Additionally, flags set for a given game are shown. Here, custom
  flags only show up by their respecitve number while the standard
  flags also show their textual meaning.
  </p>
  <p>
  Next to the flags a link called <term>Bib</term> may show up in case the
  PGN header contains a bibliographic link, ie. a link to the chess
  literature. This link is to be placed in a special header field
  called <term>Bib</term> and links the game to a BibTeX database containing
  the bibliographic information. This linking is done by almost
  standard LaTeX structure, that is the <term>Bib</term> field
  contains first the BibTeX key. Additinal information (e.g. page,
  game number...) may be added by <b>, addinfo</b>. To give more than
  one bibliogrpahic link several of this entries may be separated by
  <b> ; </b> (ie. space semicolon space). To resolve the bibliographic
  reference, Scid first searches a .bib-file named like the database
  in the database directory. If it can not find such a file it resorts
  to <b>~/.scid/data/Bookshelf.bib</b>.
  </p>
  <p>
  The fifth line shows the <a ECO>ECO</a> (Encyclopedia of Chess
  Openings) code for the current position, if the position appears in
  the ECO file being used.
  </p>
  <p>
  If Scid can find a suitable photo file (either in ~/.scid or Scids
  share directory within the photos folder) and photos for the players
  exist, also these photos show up in the information area. (Suitable
  photo files can be downloaded from the <url
  http://scid.sourceforge.net/>Scid website</url>; a documentation of
  their format is contained within these files.) However, the player
  photos tend to hide some text in the information area.  Therefore,
  they can be minimised temporarily by clicking on them.
  </p>
  <p>
  The game information area has a menu activated with the right mouse button,
  with options to hide the next move (useful if you are training using a game
  and want to guess each move) and to delete or undelete the current game.
  You can also activate this menu without using the mouse, by pressing the
  <b>[F9]</b> function key.
  </p>
  <p>
  On the right hand side of the board the material balance can be
  displayed by small piece symbols. E.g. if white has captured a
  bishop while black has captured a knight, a white bishop and a black
  knight show up.
  </p>
  
  <h4>Tablebases</h4>
  <p>
  The game information area also displays tablebase results whenever the
  displayed position reaches a material configuration found in a
  tablebase file. See the <a TB>tablebases</a> help page for details.
  </p>
  
  <h3>The status bar</h3>
  <p>
  The status bar shows information about the current database.
  The first field indicates the game status: <b>XX</b> means it has been
  altered and not yet saved, while <b>--</b> means it is unchanged,
  and <b>%%</b> indicates the database is read-only (not alterable).
  </p>
  <p>
  If you want a database to be opened read-only, just set the permissions
  of its Scid files, or at least its index file, for example:
  <b>chmod a-w myfile.si3</b>
  as a shell command, and it will be opened read-only by Scid.
  </p>
  <p>
  The status bar also shows how many games are currently in the
  <a Searches Filter>filter</a>.
  </p>
  
  <p><footer>(Updated: Scid 4.3, October 2011)</footer></p>
}


####################
### Menus help screen:

set helpTitle(Menus) "Menus"
set helpText(Menus) {<h1>Scid menus</h1>
  
  <h3><name File>File</name></h3>
  <ul>
  <li><menu>New</menu>: Creates a new empty Scid database.</li>
  <li><menu>Open</menu>: Opens an existing Scid database.</li>
  <li><menu>Close</menu>: Closes the current Scid database.</li>
  <li><menu>Finder</menu>: Opens the <a Finder>File Finder</a>.</li>
  <li><menu>Bookmarks</menu>: <a Bookmarks>Bookmarks</a> and bookmark
  functions.</li>
  <br>
  <li><menu>Open base as tree</menu>: Opens the tree window for a
  selected database</li>
  <li><menu>Open recent base as tree</menu>: Offers a list of recently
  opened bases to get their tree window.</li>
  <br>
  <li><menu>Maintenance</menu>: Database <a Maintenance>maintenance</a>
  functions.</li>
  <ul>
  <li><menu>Maintenance window</menu>: Opens/closes the database maintenance
  window.</li>
  <li><menu>Delete twin games</menu>: Finds <a Maintenance Twins>twin</a>
  games in the database.</li>
  <li><menu>ECO-Classify games</menu>: Recomputes the
  <a ECO>ECO code</a> for all games in the database. </li>
  <li><menu>Name editor</menu>: Replaces all occurrences of a player,
  event site or round name.</li>
  </ul>
  <li><menu>Read-Only</menu>: Makes the current database read-only.</li>
  <br>
  <li><menu>Switch to Database</menu>: These commands let you switch between
  the 8 available database slots and the <a Clipbase>clipbase</a>
  database.</li>
  <li>1/2/3/4/5/...</li> Offers a list of recently used databases for
  easy recall.</li>
  <li><menu>Exit</menu>: Exits Scid. </li>
  </ul>
  
  <h3><name Edit>Edit</name></h3>
  <ul>
  <li><menu>Add Variation</menu>: Adds a new empty variation for the
  next move, or for the previous move if there is no next move yet.</li>
  <li><menu>Delete Variation</menu>: Provides a submenu of variations for
  the current move, so one can be deleted.</li>
  <li><menu>Make First Variation</menu>: Promotes a variation to be the
  first variation of the current move.</li>
  <li><menu>Promote Variation to Main line</menu>: Promotes a variation
  to be the main line, swapping it with its parent.</li>
  <li><menu>Try Variation</menu>: Enters <a Moves Trial>trial mode</a> for
  testing a temporary variation without altering the current game.</li>
  <li><menu>Strip</menu>: Strips all comments or variations from the current
  game.</li>
  <li><menu>Undo</menu>: Allows to undo up to 10 recent changes.</li>
  <br>
  <li><menu>Empty Clipbase</menu>: Empties the <a Clipbase>clipbase</a>
  so it contains no games.</li>
  <li><menu>Copy this game to clipbase</menu>: Copies the current game
  to the <a Clipbase>clipbase</a> database. Additionally, the games
  curent <term>PGN notation</term> is added to the system clipboard.</li>
  <li><menu>Paste last clipbase game</menu>: Pastes the active game of
  the <a Clipbase>clipbase</a> to be the active game of the current
  database.</li>
  <br>
  <li><menu>Setup start board</menu>: Sets the starting position for the
  current game.</li>
  <li><menu>Copy position</menu>: Copies the current position as
  <term>FEN notation</term> to the system clipboard.</li>
  <li><menu>Paste start board</menu>: Sets the start board from the current
  text selection (clipboard). This selection has to be a valid
  <term>FEN</term> notation.</li>
  </ul>
  
  <h3><name Game>Game</name></h3>
  <ul>
  <li><menu>New Game</menu>: Resets the active game to an empty state,
  discarding any unsaved changes.</li>
  <li><menu>Load First/Previous/Next/Last Game</menu>: These load the first,
  previous, next or last game in the <a Searches Filter>filter</a>.</li>
  <li><menu>Reload this game</menu>: Reloads the current game, discarding
  any changes made.</li>
  <li><menu>Load Game Number</menu>: Loads the game given its game number
  in the current database.</li>
  <br>
  <li><menu>Save: Replace game</menu>: Saves the current game, replacing
  its original version in the database.</li>
  <li><menu>Save: Add new game</menu>: Saves the current game as a new
  game, appending to the end of the database.</li>
  <br>
  <li><menu>Identify opening</menu>: Finds the deepest
  position in the current game that is in the ECO file.</li>
  <li><menu>Goto move number</menu>: Goes to the specified move number in
  the current game.</li>
  <li><menu>Find novelty</menu>: Finds the first move of the current game
  that has not been played before in the current base.</li>
  </ul>
  
  <h3><name Search>Search</name></h3>
  <ul>
  <li><menu>Reset Filter</menu>: Resets the <a Searches Filter>filter</a>
  so all games are included. This does not affect a filter created by
  an eventually opened <a Tree>tree window</a>.</li>
  <li><menu>Negate filter</menu>: Inverts the filter criteria that are
  not set by an eventually opened <a Tree>tree window</a>.</li>
  <br>
  <li><menu>Current board</menu>: Searches for the
  <a Searches Board>current board</a> position.</li>
  <li><menu>Header</menu>: Searches by <a Searches Header>header</a>
  information such as player names. This filter is cummulative to
  an fiter eventually set by an open <a Tree>tree window</a>.</li>
  <li><menu>Material/Pattern</menu>: Searches by
  <a Searches Material>material</a> or chessboard patterns</a>. This
  filter is cummulative to an fiter eventually set by an open <a
  Tree>tree window</a>.</li>
  <br>
  <li><menu>Using search file</menu>: Searches using
  <a Searches Settings>settings</a> from a SearchOptions file. This
  filter is cummulative to an fiter eventually set by an open <a
  Tree>tree window</a>.</li>
  </ul>
  
  <h3><name Windows>Windows</name></h3>
  <ul>
  <li><menu>Comment Editor</menu>: Opens/closes the
  <a Comment>Comment Editor</a> window.</li>
  <li><menu>Game List window</menu>: Opens/closes the
  <a GameList>Game List window</a>.</li>
  <li><menu>PGN window</menu>: Opens/closes the
  <a PGN>PGN window</a>.</li>
  <li><menu>Tournament Finder</menu>: Opens/closes the
  <a Tmt>Tournament Finder</a> window.</li>
  <br>
  <li><menu>Database switcher</menu>: Opens/closes the
  <a Switcher>Database Switcher</a> window, which lets you switch to
  another database or copy games between databases easily.</li>
  <li><menu>Maintenance window</menu>: Opens/closes the database
  <a Maintenance>maintenance</a> window.</li>
  <br>
  <li><menu>ECO Browser</menu>: Opens/closes the
  <a ECO browser>ECO Browser</a> window.</li>
  <li><menu>Repertoire editor</menu>: Opens/closes the
  <a Repertoire>repertoire editor</a>. Note: since Scid 4.3 this
  function is deprecated in favour for <a TreeMasks>Tree Masks</a>.
  </li>
  <li><menu>Statistics window</menu>: Opens/closes the
  <term>Filter statistics window</term> which gives a win/loss summary
  of the games in the <a Searches Filter>filter.</a></li>
  <li><menu>Tree window</menu>: Opens/closes the <a Tree>tree window</a>.</li>
  <li><menu>Endgame Tablebase window</menu>: Opens/closes the window that
  displays <a TB>tablebase</a> information.</li>
  <li><menu>Correspondence window</menu>: Opens/closes the window for
  for handling correspondence chess games.</li>
  </ul>

  <h3><name Play>Play</name></h3>
  <ul>
  <li><menu>Serious game</menu>: Allows to play an installed
  <term>UCI</term> chess engine in a serious game, ie. in tournament
  conditions.</li>
  <li><menu>Tactical game</menu>: Allows to play the Phalanx chess
  engine at an adjustable level.</li>
  <li><menu>Play on FICS</menu>: Gives access to the Free Internet
  Chess Server (FICS) to play games of chess against human opponents
  or chess engines, observe games, or take part in trainings
  sessions.</li>
  <li><menu>Training</menu>: access various trainings modes available
  in Scid.</li>
  <li><menu>Correspondence Chess</menu>: access the functions for
  <a CCSetupDialog>correspondence chess configuration</a> and <a
  Correspondence>game play</a></li>
  <ul>
	  <li><menu>Configure</menu>: allows <a
	  CCSetupDialog>configuration</a> of the <a
	  Correspondence>correspondence chess</a> subsystem.
	  </li>
	  <li><menu>Observe games</menu>: allows to observe games by
	  fetching them from a website.
	  </li>
	  <li><menu>Open database</menu>: opens the default correspondence
	  chess database (cf. <a CCSetupDialog>configuration</a>)
	  </li>
	  <li><menu>Retrieve games</menu>: Fetch games form a server using
	  the <a CCXfcc>Xfcc</a> protocol.
	  </li>
	  <li><menu>Process inbox</menu>: Processes the correspondence
	  chess <a CCWorkflow>inbox to work in new games and moves</a> into
	  the current database. 
	  </li>
	  <li><menu>Send move</menu>: Transmitts to a server a move using
	  the <a CCXfcc>Xfcc</a> protocol.
	  </li>
	  <li><menu>Resign</menu>: resigns the current game (requires <a
	  CCXfcc>Xfcc</a>.)
	  </li>
	  <li><menu>Claim draw</menu>: claim a draw in the current game (requires <a
	  CCXfcc>Xfcc</a>.)
	  </li>
	  <li><menu>Offer draw</menu>: offer a draw in the current game
	  (requires <a CCXfcc>Xfcc</a>.)
	  </li>
	  <li><menu>Accept draw</menu>: accept the draw offer from the
	  opponent (requires <a CCXfcc>Xfcc</a>.)
	  </li>
	  <li><menu>Game page</menu>: opens the web page associated with a
	  <a CCXfcc>Xfcc</a> game.
	  </li>
	  <li><menu>New eMail Game</menu>: starts a new eMail based game.
	  </li>
	  <li><menu>Mail move</menu>: mails the move to the oponent in an
	  email based game.
	  </li>
  </ul>
  </ul>
  
  <h3><name Tools>Tools</name></h3>
  <ul>
  <li><menu>Analysis engine</menu>: Displays a list of all installed
  chess engines available for analysis to select and start one of
  them as analysis engine 1.</li>
  <li><menu>Analysis engine #2</menu>: Displays a list of all installed
  chess engines available for analysis to select and start one of
  them as analysis engine 2.
  </li>
  <li><menu>Start engine 1</menu>: Starts/stops the chess analysis
  engine, displaying the evaluation of the current position
  in the <a Analysis>analysis window</a>.</li>
  <li><menu>Start engine #2</menu>: Starts/stops a second analysis
  engine.</li>
  <li><menu>Crosstable</menu>: Constructs a tournament
  <a Crosstable>crosstable</a> for the current game. </li>
  <li><menu>Email manager</menu>: Opens/closes the <a Email>email manager</a>
  window, for managing email correspondence games.</li>
  <br>
  <li><menu>Rel. filter graph</menu>: Generates a <a
  FilterGraph>relative filter graph</a> e.g. to investigate popularity
  of the current opening by comparison of the current position against
  the whole database.
  </li>
  <li><menu>Abs. filter graph</menu>:  Generates a <a
  FilterGraph>absolute filter graph</a>
  </li>
  <li><menu>Opening report</menu>: Generates an
  <a Reports Opening>opening report</a> for the current position.</li>
  <li><menu>Piece Tracker</menu>: Opens the <a PTracker>piece tracker</a>
  window.</li>
  <li><menu>Book tuning</menu>: allows to adjust the probability
  values of a moved played in a selectable <a Book>opening book</a>).
  </li>
  <li><menu>Connect hardware</menu>: Allows external hardware to be
  used to enter moves. (E.g.  DGT electronic chessboard, Novag
  Citrine) 
  <ul>
		<li><menu>Configure</menu>: allows  <a HardwareConfig>basic
		parameters</a> to be set for usage of external hardware
		</li>
		<li><menu>Connect Input Engine</menu>: hooks up with hardware
		that supplies an Input Engine compatible driver (e.g. <url
		http://dgtdrv.sourceforge.net>dgtdrv website</url>.)
		</li>
		<li><menu>Connect Novag Citrine</menu>: hooks up with a Novag
		Citrine board.
		</li>
  </ul>
  </li>
  <br>
  <li><menu>Player information</menu>: Displays <a PInfo>player information</a>
  for one of the two players of the current game.</li>
  <ul>
	<li><menu>White</menu>: use the White player of the current game.</li>
	<li><menu>Black</menu>: use the Black player of the current game.</li>
  </ul>
  <li><menu>Player report</menu>: generates a <a Reports Player>player
  report</a>
  <li><menu>Rating graph</menu>: Displays the
  <a Graphs Rating>rating graph</a>.</li>
  <li><menu>Score graph</menu>: Displays the
  <a Graphs Score>score graph</a>.</li>
  <br>
  <li><menu>Export current game</menu>: Saves the current game to a text
  file in PGN, HTML or LaTeX format. See the <a Export>export</a> help
  page.</li>
  <li><menu>Export all filter games</menu>: Saves all games in the
  search <a Searches Filter>filter</a> to a text file in PGN, HTML or
  LaTeX format. See the <a Export>export</a> help page.</li>
  <br>
  <li><menu>Import <a PGN>PGN</a> game</menu>: Opens the <a Import>Import window</a>
  for entering a game by typing or pasting its text in
  <a PGN>PGN format</a>.</li>
  <li><menu>Import file of <a PGN>PGN</a> games</menu>: Imports a whole file containing
  games in <a PGN>PGN</a> format to the current database. Note, that several PGN
  files can be selected in this dialogue at once.</li>
  </ul>
  
  <h3><name Options>Options</name></h3>
  <p>
  This menu provides entries for setting most of Scid's configurable
  options.
  The <menu>Save options</menu> entry saves the current options to the
  file "<b>~/.scid/config/options.dat</b>" (or "<b>options.dat</b>" in the
  sub directory "<b>config</b>" of the Scid executable programs for Windows
  users); this file is loaded each time you start up Scid.
  </p>
  
  <h3><name Help>Help</name></h3>
  <p>
  This menu contains help functions, and access to the tip of the day
  window or the startup window which provides information about the
  files Scid loaded when it started.
  </p>
  
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}


####################
### Entering moves help:

set helpTitle(Moves) "Entering moves"
set helpText(Moves) {<h1>Entering chess moves</h1>
  <p>
  In Scid, you can enter the moves for a game using the
  mouse or the keyboard. As you move the mouse over a square,
  it and one other square will change color if there is a legal
  move to or from that square. This is the <term>suggested move</term>.
  To make this move simply click the <term>left</term> mouse button.
  You can turn off move suggestion using the Options menu if it annoys you.
  </p>
  <p>
  To make any move other than the suggested move, you can use
  the <term>left</term> mouse button: just press the button over one square,
  and release it over the other square.
  </p>
  <p>
  If you want to enter a variation without being asked for a
  confirmation, use the middle mouse button of the mouse to enter the
  move.
  </p>
  <p>
  Depending on <menu>Options / Moves / Highlight last moves</menu> and
  the settings made there, Scid will mark the last move by a coloured
  frame around the involved fields.
  </p>
  
  <h4>Retracting a move</h4>
  <p>
  To take back a move, press the right mouse button, Control + Delete
  or Control + Backspace. This goes back one move, and deletes the
  move if it is the last in the game or variation.
  </p>
  
  <h4>Replacing old moves</h4>
  <p>
  When you enter a move at a point in the game where a move already exists,
  Scid will present a dialog box asking if you really want to replace the
  old move (the old move and all moves after it will be lost), or want
  to add the new move as a variation instead. Some people may find this
  dialog box annoying and always want to replace old moves, so it can be
  turned off with the <menu>Options: Moves</menu> menu option
  "<i>Ask before replacing moves</i>".
  </p>

  <h4>Marking fields and directions</h4>
  <p>
  colored squares and arrows can be entered directly on the board
  without the use of the <a Comment>Comment editor</a> by using the mouse
  buttons. For colored squares one can Shift-click on the square in
  question. Shift-Left button markes the square in green, the middle
  button in yellow, the right button in red. To draw arrows one can
  Ctrl-click on the source and target squares. The left mouse button
  again results in a green, the middle in a yellow and the right mouse
  button in a red arrow.
  </p>
  
  <h4><name Trial>Trial mode</name></h4>
  <p>
  If you are studying a game and reach a position where you want to try
  an alternative variation on the board without altering the game, select
  <b>Try variation</b> from the <menu>Edit</menu> menu to enter trial
  mode. In this mode, you can make temporary moves and changes to the
  game, then return to the original position when you exit trial mode.
  </p>
  
  <h3><name Mistakes>Correcting mistakes</name></h3>
  <p>
  If you are entering a game and suddenly see an incorrect move several
  moves earlier, it is possible to correct it without losing the extra
  moves you have added. The only way is to edit the <a PGN>PGN</a> representation
  of the game: open the <a Import>Import</a> window, select "Paste current
  game", correct the incorrect move, then select "Import".
  </p>
  
  <h3>Keyboard move entry</h3>
  <p>
  To enter moves at the keyboard, simply press letter and digit
  keys. Note that accepted moves should be in <term>SAN notation</term>,
  <i>without</i> the capture symbol (x) or the promotion symbol (=).
  Moves are matched case-insensitively, so you can type
  [n][f][3] instead of Nf3, for example -- but see the note below
  about conflicts with pawn moves.
  </p>
  <p>
  To ensure that no move is a prefix of any other move, the notation
  for kingside and queenside castling is [O][K] and
  [O][Q] respectively, instead of the usual O-O and O-O-O.
  </p>
  <p>
  As you enter a move, the status bar will show the list of matching moves.
  You can press the [space] bar at any time to choose the first
  matching move in the list and add it to the game.
  To delete a character, press [Backspace] or [Delete].
  </p>
  <p>
  <b>Note</b> that a lower-case letter matches to a pawn first, so a
  [b] can match to a pawn or Bishop, but if there is a conflict
  you must use a capital [B] for the Bishop move.
  </p>
  
  <h4>Auto-Completion</h4>
  <p>
  In the Options menu, you can turn on or off <term>Auto-Completion</term>
  of moves.
  With auto-completion, a move is made as soon as you have typed enough
  to distinguish it from any other legal move. For example, with
  auto-completion, you would only need to type [n][f] instead
  of [n][f][3] for <b>Nf3</b> in the starting position.
  </p>
  
  <h3><name Null>Entering null moves</name></h3>
  <p>
  <a Annotating Null>Null</a> (empty) moves can be useful in variations, where
  you want to skip a move for one side. You can enter a null move with the
  mouse by capturing one king with the other king, or with the keyboard by
  typing "<b>--</b>" (that is, pressing the minus key twice).
  </p>
  
  <h3><name Informant>Entering common annotation symbols</h3>
  <p>
  You can also add common <a NAGs>annotation symbols</a> using the keyboard
  in the main window, without needing to use the <a Comment>comment editor</a>
  window. The following list shows which symbols you can add, and their
  keyboard shortcuts:
  <ul>
  <li> !  : [!][Return] </li>
  <li> ?  : [?][Return] </li>
  <li> !? : [!][?][Return] </li>
  <li> ?! : [?][!][Return] </li>
  <li> !! : [!][!][Return] </li>
  <li> ?? : [?][?][Return] </li>
  <li> </li>
  <li> +- : [+][-] </li>
  <li> +/-: [+][/] </li>
  <li> += : [+][=] </li>
  <li> =  : [=][Return] </li>
  <li> -+ : [-][+] </li>
  <li> -/+: [-][/] </li>
  <li> =+ : [=][+] </li>
  </ul>
  <b>Note</b> Scid uses some of these symbols for automatic
  annotations, also. To this end, these symbols have to be associated
  with a certain pawn value. These pawn values can be set via Options
  / Game information / Configure Informant values. Note that since
  Scid 4.0 many NAGs can be displayed symbolically if your system
  suports UTF-8 properly. The connection between a NAGs numeric value
  and its symbolic representation within Scid is given on the page <a
  NAGs>Standard NAG values</a> which can be accessed e.g. by Ctrl-N
  from the <a Comment>Comment editor</a>
  
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}


########################################
### Searches help screen:

set helpTitle(Searches) "Searches"
set helpText(Searches) {<h1>Searches in Scid</h1>
  <p>
  Scid can perform many different types of search on a database.
  The three main types of search are:
  <ul>
  <li><b>1)</b> for the current board, </li>
  <li><b>2)</b> for specified material and piece patterns, and </li>
  <li><b>3)</b> by header information such as players, result, date. </li>
  </ul>
  <p>
  In addition to these, there is also an automatic search mode called the
  <a Tree>Tree window</a> which is explained separately.
  </p>
  
  <h3><name Filter>The Search Filter</name></h3>
  <p>
  Searches in Scid are based on the concept of a <term>filter</term>.
  The filter represents a subset of the current database; at any time,
  each game is either included in or excluded from the filter.
  </p>
  <p>
  With each type of search, you can choose to restrict the existing
  filter, add to it, or ignore it and search the whole database.
  This choice permits complex searches to be built up incrementally.
  </p>
  <p>
  You can also copy all games in the filter of one database to another,
  using the <a Switcher>database switcher</a> window.
  </p>
  <p>
  With exact position, <a Tree>tree</a> or material/pattern searches, the
  move number of the first matching position of each matching game is
  remembered, so when you load each game it will show the matching position
  automatically.
  </p>
  <p>
  <b>Note</b> that searches only apply to the main line moves of a game,
  not to any moves in variations.
  </p>
  
  <h3><name Board>Search: Current Board</name></h3>
  <p>
  This search finds games that contain the current displayed position,
  ignoring castling and <i>en passant</i> rights.
  </p>
  <p>
  There are four board search types available. All four require a position
  to have the same exact material and side to move for a match.
  The types are:
  <ul>
  <li> [1] exact (the two positions must match on every square), </li>
  <li> [2] pawns (the pawn structure must match exactly, but other pieces
  can be anywhere), </li>
  <li> [3] files (the number of white and black pawns on each file must match
  exactly, but other pieces can be anywhere), and </li>
  <li> [4] material (pawns and pieces can be anywhere). </li>
  </ul>
  <p>
  The pawns search is useful for studying openings by pawn structure, and
  the files and material searches are useful for finding similar positions
  in an endgame.
  </p>
  <p>
  To search for an arbitrary position, you can set the position first
  (from the <menu>Edit: Setup Start Board</menu> menu) and then
  start the search.
  </p>
  <p>
  You can request that the search look in variations (instead of only
  examining actual game moves) by selecting the <b>Look in variations</b>
  checkbox, but this may make the search much slower if your database
  is large and has many games with variations.
  </p>
  
  <h3><name Material>Search: Material/Pattern</name></h3>
  <p>
  This search is useful for finding endgame or middlegame themes.
  You can specify minimum and maximum amounts of each type of material,
  and find patterns such as a Bishop on f7, or a pawn on the f-file.
  </p>
  <p>
  A number of common material and pattern settings are provided, such
  as Rook vs. Pawn endings, or isolated Queens pawns.
  </p>
  <p>
  <b>Hints:</b><br>
  The speed of pattern searches can vary widely. You can reduce the time
  needed for a search by setting restrictions intelligently. For example,
  if you set the minimum move number to 20 for an ending, all games that
  end in under 20 moves can be skipped.
  </p>
  
  <h3><name Header>Search: Header</name></h3>
  <p>
  This search can be used to find aspects of the game that are stored
  in the header (such as date, result, names, flags and ratings), so
  it does not require any moves to be decoded.
  </p>
  <p>
  For a game to match a Header search, <b>all</b> fields that you
  specify must match.
  </p>
  <p>
  The name fields (White, Black, Event, Site and Round) match on any text
  inside the name, case-insensitive and ignoring spaces.
  </p>
  <p>
  You can do case-sensitive wildcard searches for the White, Black, Event,
  Site and Round fields (with <b>?</b> representing one character and
  <b>*</b> representing zero or more characters) by putting the
  search text in double quotes. For example a search for the site <b>USA</b>
  will find American cities and also <b>Lausanne SUI</b>, which is probably
  not what you wanted! A search for the site <b>"*USA"</b> (remember to
  use the double-quotes) will only match cities in the United States.
  </p>
  <p>
  If you are searching for a particular player (or pair of opponents) as White
  or Black and it does not matter what color they played, select the
  <b>Ignore Colors</b> option.
  </p>
  <p>
  Additionally, an Annotator may be searched case insensitively. Note
  that this function requires the <b>Annotator</b> header field to be
  set properly. The checkbox <menu>annotated games only</menu> acts as
  a logical OR filter for the flags <b>Comments, Variations,
  Anotations</b>, that is can be used to select only those games that
  got any type of annotations.
  </p>
  <p>
  Finally, the Header search can be used to find any text
  (case-sensitive and without wildcards) in the <a PGN>PGN</a> representation of
  each game.  You may enter up to three text phrases, and they must
  all appear in a game for it to be a match.  This search is very
  useful for searching in the comments or extra tags of a game (such
  as <b>lost on time</b> or <b>Annotator</b>), or for a move sequence
  like <b>Bxh7+</b> and <b>Kxh7</b> for a bishop sacrifice on h7 that
  was accepted.  However, this type of search can be <i>very</i> slow
  since all the games that match other criteria must be decoded and
  scanned for the text phrases.  So it is a good idea to limit these
  searches as much as possible.  Here are some examples.  To find
  games with under-promotions to a rook, search for <b>=R</b> and also
  set the <b>Promotions</b> flag to Yes.  When searching for text that
  would appear in comments, set the <b>Comments</b> flag to Yes.  If
  you are searching for the moves <b>Bxh7+</b> and <b>Kxh7</b>, you
  may want to restrict the search to games with a 1-0 result and at
  least 40 half-moves, for example, or do a material/pattern search
  first to find games where a white bishop moves to h7.
  </p>
  <p>
  <b>Note</b> If a search by <a ECO>ECO</a> code is performed, games
  that have no ECO code attached are ignored.
  </p>
  
  <h3><name Settings>Saving search settings</name></h3>
  <p>
  The Material/Pattern and Header search windows provide a
  <term>Save settings</term> button. This lets you save the current
  search settings for later use, to a <term>SearchOptions</term> file
  (suffix .sso).
  To search using a previously saved SearchOptions (.sso) file, select
  <menu>Open</menu> from the <menu>Search</menu> menu.
  </p>
  
  <h3>Search times and skipped games</h3>
  <p>
  Most searches produce a message indicating the time taken and the number
  of games that were <term>skipped</term>. A skipped game is one that can
  be excluded from the search without decoding any of its moves, based on
  information stored in the index. See the help page on
  <a Formats>file formats</a> for more information.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}


#################
### Clipbase help:

set helpTitle(Clipbase) "The Clipbase"
set helpText(Clipbase) {<h1>The Clipbase database</h1>
  <p>
  In addition to the databases you have open, Scid provides
  a <term>clipbase</term> database, which is just like any other database
  except that it exists in memory only and has no files for permanent storage.
  </p>
  <p>
  The clipbase is useful as a temporary database, for merging
  the results of searches on more than one database or for treating the
  results of a search as a separate database.
  </p>
  <p>
  For example, assume you want to prepare for an opponent and have searched
  a database so the <a Searches Filter>filter</a> contains only games where
  the opponent played White.
  You can copy these games to the clipbase (by dragging from their database
  to the clipbase in the <a Switcher>database switcher</a> window),
  switch to the clipbase database, and then open
  the <a Tree>Tree window</a> to examine that players repertoire.
  </p>
  <p>
  Note that you can copy games in the filter of one database directly to another
  opened database (without needing the clipbase as an intermediary
  location) using the <a Switcher>database switcher</a> window.
  </p>
  <p>
  Note that the clipbase <i>cannot</i> be closed; selecting the
  <menu>File: Close</menu> command while in the clipbase is equivalent
  to <menu>Edit: Reset Clipbase</menu> which empties the clipbase.
  </p>
  <p>
  The clipbase has a limit of 100,000 games at any time, since it exists in
  memory only.
  </p>
  
  <p><footer>(Updated: Scid 3.6.8,March  2007)</footer></p>
}

#################################
### Variations and comments help:

set helpTitle(Annotating) "Annotating games"
set helpText(Annotating) {<h1>Annotating games</h1>
  <p>
  Scid lets you add notes to games. There are three types of
  annotation you can add after a move: symbols, a comment, and
  variations. This section describes manual annotations, see the <a
  Analysis Annotating>Analyis</a> for engine supported analysis.
  </p>
  
  <h3>Symbols and comments</h3>
  <p>
  Symbols are used to indicate an evaluation of the position (such as
  "+-" or "=") or point out good ("!") and bad ("?") moves, while
  comments can be any text. To add symbols and comments to a game, use
  the <a Comment>Comment editor</a> window.
  There is also a help page listing <a NAGs>standard symbol values</a>.
  </p>
  <p>
  Note that each move can have more than one annotation symbol, but only
  one comment. A comment before the first move of the game is printed as text
  before the start of the game.
  </p>
  
  <h3><name Vars>Variations</name></h3>
  <p>
  A <term>variation</term> of a move is an alternative sequence of
  moves at a particular point in a game. Variations can contain
  comments and even recursively have sub-variations. The buttons
  above the board with a "<b>V</b>" symbol, and commands in the
  <menu>Edit</menu> menu, can be used to create, navigate and edit
  variations.
  </p>
  
  <h4>Keyboard shortcuts</h4>
  <p>
  When a move has variations, they are shown in the game information
  area. The first will be named <b>v1</b>, the second <b>v2</b>, etc.
  You can click on a variation to enter it, or press "<b>v</b>". In
  the latter case the <term>Variation</term> window will pop up
  allowing to select a variation using the cursor keys. Setting
  Options / Moves / Show variation window will pop up this window
  automatically every time a move with a variation is found while
  navigating through the game using the cursor keys. In the variation
  window one can enter the variation by selecting it with the up/down
  cursor keys and hitting enter or clicking on it with the mouse. This
  allows for navigation through the game with the cursor keys only.
  To leave a variation, you can use the "<b>z</b>" shortcut key. At
  the beginning of the variation, the up arrow can be used
  alternatively.
  </p>
  <p>
  Note that in case a game has variations you can also enter the
  variation by just playing the move of the variation in question. To
  explicitly add a new variation starting with the same move (e.g. to
  simplify deeply nested variation trees) press Ctrl-A to explicitly
  add a variation and only then play the move.
  </p>
  <p>
  Setting Options / Moves / Show arrows for variations may be set to
  display the existing variations on the main board. This can be
  especially helpful on computers with small displays (Netbooks)
  and/or in conjuction with disabling both PGN window and game
  informaion area (Options / Windows / Show game information).
  </p>
  
  <h3><name Null>Null moves</name></h3>
  <p>
  Sometimes, you may find it useful in a variation to skip over a move
  for one side. For example, you may want to add the move 14.Bd3 to
  a variation and point out that it threatens 15.Bxh7+ Kxh7 16.Ng5+
  with an attack. You can do this by making a <term>null move</term>
  between 14.Bd3 and 15.Bxh7+, in the above example. A null move is
  displayed as "<b>--</b>" and can be inserted using the mouse by making
  an illegal move of capturing one king with the other, or from the
  keyboard by typing "<b>--</b>" (two minus signs).
  </p>
  <p>
  Note that null moves are not a part of the <a PGN>PGN</a> standard, so if you
  export games with null moves to a <a PGN>PGN</a> file, Scid will provide (among
  other export options) an option to preserve null moves or convert them
  to comments for compatibility with other software.
  See the <a Export>Exporting</a> help page for more details.
  </p>
  <p>
  Also note, that Scid is capable of handling the move <term>Z0</term>
  as a null move, a notation that is common in some commercial chess
  applications.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

###############################
### Comment editor window help:

set helpTitle(Comment) "Comment Editor window"
set helpText(Comment) {<h1>The Comment Editor window</h1>
  <p>
  The Comment Editor window lets you add or edit comments and symbolic
  annotation symbols for moves in the active chess game.
  </p>
  
  <h3>Annotation symbols</h3>
  <p>
  Scid uses the <a Author Related>PGN standard</a> for annotation
  symbols, accepting <a NAGs>NAG (numeric annotation glyph)</a> values
  for annotations.  Some of the most common symbols (such as "!" or
  "+-") are displayed as symbols, and have a button in the comment
  editor window for fast entry. For other symbols, you can enter the
  appropriate numeric NAG value which is a number from 1 to 255.  For
  example, the NAG value 36 means "White has the initiative" and will
  be displayed as "$36" in the <a PGN>PGN text</a> of the game. If
  your system properly supports UTF-8 character sets many of the NAG
  symbols can be displayed by their <a NAGs>glphys</a>. 
  </p>
  <p>
  See the help page of <a NAGs>NAG values</a> for NAG values defined
  by the <a PGN>PGN</a> standard. This page can be accessed from the
  Comment editor by pressing Ctrl-N.
  </p>
  <p>
  <b>Hint:</b> You can add the common move evaluation symbols (!, ?,
  !!, ??, !? and ?!) while in the main window, without needing to use
  the comment editor window, by typing the symbol followed by the
  [Return] key.  This is especially useful if you are <a
  Moves>entering chess moves</a> using the keyboard. Also note that
  the <a PGN>PGN window's</a> context menu offers many of the most
  common symbols for direct annotation.
  </p>
  
  <h3>Comments</h3>
  <p>
  You can edit comments by typing in the text area provided and using
  the Clear, Revert and Store buttons. You do not need to press the
  Store button to update a comment; it is automatically updated
  whenever you leave the comment editor window e.g. by activating
  another window or tab.
  </p>
  <p>
  You can move through the moves of a game directly from within the
  comment editor by pressing Alt and the left/right cursor keys. To
  jump from the NAG entry and the free text entry Alt-N may be used
  for speedy navigation.
  </p>
  <p>
  <b>Hint:</b> To add a comment before the first move in a variation,
  go to the first move and hit the left arrow key once and then insert
  the comment. Also note that by pressing Ctrl-A a variation can be
  added right from within the comment editor. This eases creation
  of a pre move comment for the first move of a variation.
  </p>
  
  <h3>Coloring squares</h3>
  <p>
  Colored markers may be added to the chess board by drawing them on
  the little helper board that can be exapanded left of the comment
  window. The display of this board is toggled by <button tb_coords>.
  Scid will remember the state of this board if options are saved.
  Once the little helper board is expanded, select the marker to use
  from the buttons below the board, and the color from the color
  palette above and just click on the square to mark.
  </p>
  <p>
  A square may also be colored by using a special embedded command
  which can appear anywhere in a comment. The command format is:
  </p>
  <ul>
  <li><b>[%draw marker,square,color]</b><li>
  </ul>
  <p>
  where <b>square</b> is a square name like d4 and <b>color</b> is any
  recognized color name (such as red, blue4, darkGreen, lightSteelBlue, etc)
  or RGB code (a <b>#</b> followed by six hexadecimal digits, such as #a0b0c8).
  If the color is omitted, it defaults to <red>red</red>.
  <b>marker</b< may be full,circle,disk,x,+,-,?,!,= or the numbers
  1..9.
  </p>
  <p>
  A comment may contain any number of color commands, but each must have
  in its own <b>[%draw...]</b> tag.
  For example, the comment text</p>
  <p>
  Now d6 [%draw full,d6,red] is weak and the knight can attack it
  from b5. [%draw circle,b5,#000070]
  </p>
  <p>
  will color d6 <red>red</red> and b5 with the dark-blue color
  <darkblue>#000070</darkblue>.
  </p>
  
  <h3>Drawing arrows</h3>
  <p>
  You can draw an arrow from one square to another using a special
  comment command similar to the for coloring squares described above.
  The format is:
  </p>
  <ul>
  <li><b>[%arrow fromSquare toSquare color]</b><li>
  </ul>
  <p>
  where <b>fromSquare</b> and <b>toSquare</b> are square names like d4
  and <b>color</b> is any recognized color name (such as red, blue4, etc)
  or RGB code (like #a0b0c0).
  If the color is omitted, it defaults to <red>red</red>.
  </p>
  <p>
  For example, the comment text
  </p>
  <p>
  The c3-knight and c4-bishop control the weak d5 square.
  [%arrow c3 d5 red] [%arrow c4 d5 blue]
  </p>
  <p>
  will draw a red arrow from c3 to d5 and a blue one from c4 to d5.
  </p>

  <p>
  <b>Note</b>
  Colored squares and arrows can be entered directly on the board
  without the use of the Comment editor by using the mouse
  buttons. For colored squares one can Shift-click on the square in
  question. Shift-Left button markes the square in green, the middle
  button in yellow, the right button in red. To draw arrows one can
  Ctrl-click on the source and target squares. The left mouse button
  again results in a green, the middle in a yellow and the right mouse
  button in a red arrow.
  </p>
  
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}

####################
### Crosstable window help:

set helpTitle(Crosstable) "Crosstable window"
set helpText(Crosstable) {<h1>The Crosstable window</h1>
  <p>
  The crosstable window shows the tournament crosstable for the
  current game. Each time you refresh the crosstable window (by
  pressing its Refresh button, by pressing the <b>Return</b> key in the
  crosstable window, or by typing <b>Control+Shift+X</b> in the
  <a MainWindow>main</a> or <a GameList>game list</a> windows), Scid
  searches for all games in the same tournament as the current game.
  </p>
  <p>
  Any game played up to <b>twelve months before or after</b> the current game,
  with the <b>exact same Event and Site tags</b>, is considered to be in
  the tournament.
  </p>
  <p>
  A single left-mouse button click on any result in the crosstable
  loads the corresponding game.
  You can add all the games in the tournament to the
  <a Searches Filter>filter</a>
  with the <b>Add to filter</b> button in the crosstable window.
  </p>
  
  <h4>Crosstable window menus</h4>
  <p>
  The <menu>File</menu> menu lets you print the current table to a file
  in plain text, LaTeX or HTML table format.
  </p>
  <p>
  The <menu>Display</menu> menu allows you to choose the table format:
  <b>All-play-all</b>, <b>Swiss</b> or <b>Knockout</b> or <b>Auto</b>.
  </p>
  <p>
  The all-play-all format (for round-robin-type events) has a limit of 30
  players, but the Swiss format (for tournaments with many players) can
  display up to 200 players and up to 20 rounds. <b>Auto</b>, which chooses
  the best format automatically for each tournament, is the default.
  </p>
  <p>
  Note that Scid uses the <b>Round</b> tag of each game to produce a Swiss
  crosstable, so you will not see any games in the Swiss table for a tournament
  if its games do not have numeric round values: 1, 2, 3, etc.
  </p>
  <p>
  The Display menu also lets you customize the data presented to
  include or exclude ratings, countries and player titles. You can also
  choose whether color allocations in Swiss tables are displayed.
  </p>
  <p>
  The <b>Separate score groups</b> option only affects the layout of the table
  when the players are sorted by score: it causes a blank line to be inserted
  between each group of players with the same score.
  </p>
  <p>
  The <menu>Sort</menu> menu allows you to sort the players by name, rating
  or score; by score is the default.
  </p>
  <p>
  The <menu>Color</menu> menu lets you turn color (hypertext) display on or off.
  Since it can take a long time to format and display large crosstables in
  hypertext, selecting <b>Plain text</b> for large events will save a
  lot of time.
  However, in plain text mode you cannot click on players or games.
  </p>
  
  <h4>Duplicate games in crosstables</h4>
  <p>
  To get good results with the crosstable, you should mark duplicate games
  for deletion and your games should have consistent spelling of player,
  site and event names.
  See the <a Maintenance>database maintenance</a> page for help on
  deleting duplicate games and editing (or spellchecking)
  player/event/site names.
  </p>
  
  <p><footer>(Updated: Scid 3.6.15, May 2007)</footer></p>
}


####################
### Database switcher help:

set helpTitle(Switcher) "Database Switcher"
set helpText(Switcher) {<h1>The Database Switcher window</h1>
  <p>
  The Database Switcher window provides a view which makes it easy to
  switch between databases or copy games between databases.
  The name, <a Searches Filter>filter</a> state and graphic type icon
  of each database is displayed, and the active database is highlighted
  with a yellow background.
  </p>
  <p>
  You can open the database switcher window from the <menu>Windows</menu> menu,
  or by its shortcut key: <b>Control+D</b>.
  </p>
  <p>
  To copy all the filtered games in one database to another, drag with the
  left mouse button from the source base to the target base. You will then
  see a confirmation dialog (if the target database is not the
  <a Clipbase>clipbase</a>) if the games can be copied, or an error message
  if the games cannot be copied (for example, if a selected database is not
  open).
  </p>
  <p>
  Pressing right mouse button over a database produces a popup menu applying
  to that database, from which you can change the database type icon or
  reset its <a Searches Filter>filter</a>. You can also use this menu to
  change the orientation of the window (to arrange the database slots
  vertically or horizontally) which is useful for smaller screens.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}


####################
### File Finder window help:

set helpTitle(Finder) "File Finder window"
set helpText(Finder) {<h1>The File Finder window</h1>
  <p>
  The <term>File Finder</term> helps you find files of any type you can
  use in Scid: databases, <a PGN>PGN</a> files, <a EPD>EPD</a> files,
  and <a Repertoire>repertoire</a> files.
  </p>
  <p>
  The Finder shows useful information about each file, such as its size
  (see below) and date of last modification. You can open any displayed
  file by selecting it with a single left mouse button click.
  </p>
  
  <h3>Looking in subdirectories</h3>
  <p>
  When you want to find all files in all subdirectories of the current
  directory, turn on the <b>Look in subdirectories</b> checkbox. This
  will make Scid recursively examine every subdirectory for files that
  can be opened in Scid. This can take a long time if there are many
  subdirectories, so you may not want to do it for a directory near the
  root of the file system. You can interrupt the file search by pressing
  the <b>Stop</b> button.
  </p>
  
  <h3>File sizes</h3>
  <p>
  The meaning of a file size displayed by the Finder depends on the file
  type. For Scid databases and <a PGN>PGN</a> files, it is the number of games. For
  EPD files, it is the number of positions. For repertoire files, it is
  the number of (include or exclude) lines.
  </p>
  <p>
  For all file types except Scid databases, the file size is an estimate
  taken by examining only the first 64 kilobytes of the file, so the size
  may not be correct for files larger than 64 kb. Estimate sizes are shown
  with a tilde (~) to show they are not exact.
  </p>

  <p>
  For easy manipulation of Scid databases, the Finder offers a context
  menu. From this menu, accessible by a right mouse click as usual,
  the following functions can be performed
  <ul>
      <li><term>Open</term> will open the file in question, this is
      the same as just clicking on the file with the left mouse
      button.</li>
      <li><term>Backup</term> copies the file to its original name
      appended by the current date and time.</li>
      <li><term>Copy</term> copies the selected database to a new
      location.</li>
      <li><term>Move</term> moves the selected database to a new
      location.</li>
      <li><term>Delete</term> deletes the selected database.</li>
   </ul>
   These functions are especially helpful for Scid databases as these
   consist of several files.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Tournament Finder window help:

set helpTitle(Tmt) "Tournament Finder window"
set helpText(Tmt) {<h1>The Tournament Finder window</h1>
  <p>
  The <term>Tournament Finder</term> lets you find tournaments in the
  current database. It scans all the database games and collates data
  about the tournaments found. Note that two games are considered to
  be in the same tournament if they have the same Event tag, same Site
  tag and were played within three months of each other.
  </p>
  <p>
  You can limit the list of tournaments by the number of players and
  games, date, mean Elo rating and country, by editing the fields below
  the tournament list and then pressing the <b>Update</b> button.
  </p>
  <p>
  The displayed list can be sorted by date, number of players, number
  of games, mean Elo rating, site, event or the surname of the winner.
  Select the category from the <menu>Sort</menu> menu or click on a
  column title to change the sort field.
  </p>
  <p>
  To load the first game of any displayed tournament, just click the
  left mouse button when its line is highlighted. This will also
  update the <a Crosstable>Crosstable</a> window if it is open.
  If you press the right mouse button instead, the game will be loaded
  and the Crosstable window will be opened even if it is closed.
  </p>
  <p>
  To speed up the tournament searching process, it is a good idea to
  set a fairly small date range (like a few years at most) or select
  a particular country (by its three-letter standard code). Doing
  these will greatly reduce the number of games Scid has to consider
  when trying to form tournaments out of the games in the database.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### GameList window help:

set helpTitle(GameList) "Game List window"
set helpText(GameList) {<h1>The Game List window</h1>
  <p>
  The Game List window displays a one-line summary for each game included
  in the current <term>filter</term>.
  </p>
  
  <h3>Navigating the game list</h3>
  <p>
  You can scroll the game list using the slider bar or the four
  buttons under the list.
  You can also use the [Home], [End],
  [Page Up], [Page Down] and arrow keys to scroll
  using the keyboard.
  </p>
  <p>
  You can find the next game in the list which has certain text in its
  White, Black, Event or Site field, using the <b>Find text</b> box.
  </p>
  
  <h3>Actions on games in the list</h3>
  <p>
  To load a game from the game list, double-click the left mouse button
  on the game.
  Clicking the middle mouse button shows the initial moves of a game;
  this can be useful for checking a games opening before loading it.
  </p>
  <p>
  The right mouse button produces a menu for the selected game, in which
  you can browse or merge the game (see below), delete (or undelete) the
  game, or exclude it from the filter.
  Note that deleting a game only turns on its delete flag; it will remain in
  the database until you <a Compact>compact</a> it.
  </p>
  
  <h3>Configuring the game list</h3>
  <p>
  Click the left or right mouse button on a column title to configure the
  game list. You can alter widths, add or remove columns, and change
  the color for each column.
  </p>
  <p>
  If you only want to change the width of a column, there is a shortcut:
  while pressing the <b>Control</b> (or <b>Shift</b>) key, pressing
  the left mouse button on the column title will make it narrower
  and pressing the right mouse button will make it wider.
  </p>
  
  <h3>Altering the size of the game list</h3>
  <p>
  The size of the game list window is stored in the options file
  whenever you save options.
  So if you want the game list to show 10 games by default, just resize
  the game list window and then select <menu>Save options</menu>
  from the <menu>Options</menu> menu.
  </p>
  
  <h3><name Browsing>Browsing and merging games</name></h3>
  <p>
  The game list right-mouse menu (and some other windows, such as the
  <a Reports Opening>opening report</a> window and the
  <a Tree Best>best games list</a> of the <a Tree>tree</a> window)
  provide the choice of loading, browsing or merging a game.
  </p>
  <p>
  When <term>Browse game</term> is selected, the moves of the selected
  game (without comments or variations) will be displayed in a separate
  window. This is a useful way of previewing another game without
  affecting the currently loaded game. The size of this window may be
  changes by +/- keys or Ctrl-Mousewheel.
  </p>
  <p>
  The <term>Merge game</term> feature provides a way to include the
  selected game as a variation of the current game. Scid finds the
  deepest point where the selected game differs from the current
  game (taking transpositions into account) and adds a variation
  for the selected game at that position. The selected game can also be merged
  with the current game of another opened base (this base must not be set read only).
  You can change the number
  of moves of the selected game to be shown, depending on whether you
  are interested in adding the whole game or just its opening phase.
  </p>
  
  <p><footer>(Updated: Scid 3.7.2, april 2009)</footer></p>
}


####################
### Import window help:

set helpTitle(Import) "Import window"
set helpText(Import) {<h1>The Import window</h1>
  <p>
  Scids Import window provides an easy way for you to paste a game
  in <a PGN>PGN format</a> into Scid from some other application or window.
  </p>
  <p>
  The large white frame in the window is where you type or paste
  the text of the game in <a PGN>PGN</a> format, and the gray frame below it
  provides feedback of any errors or warnings.
  </p>
  
  <h3>Editing the current game with the Import window</h3>
  <p>
  The Import window also doubles as a convenient way to make a few changes
  to the current game: you can paste the current game into the
  Import window (with the <b>Paste current game</b> button), edit the
  text, and click <b>Import</b> when done.
  </p>
  
  <h3>PGN tags in the Import window</h3>
  <p>
  Scid expects to see <a PGN>PGN</a> header tags such as
  <ul>
  <li> <b>[Result "*"]</b> </li>
  </ul>
  before any moves, but you can just paste in a game fragment like
  <ul>
  <li> <b>1.e4 e5 2.Bc4 Bc5 3.Qh5?! Nf6?? 4.Qxf7# 1-0</b> </li>
  </ul>
  without any header tags and Scid will import it.
  </p>
  
  <h3>Using <a PGN>PGN</a> files in Scid</h3>
  <p>
  If you want to use a <a PGN>PGN</a> format file in Scid but do not
  want to convert it with <a Pgnscid>pgnscid</a> first, there are two
  possible ways.
  </p>
  <p>
  First, you can import the games in the file to an existing database
  with the <menu>Tools: Import file of <a PGN>PGN</a> games...</menu> menu command.
  </p>
  <p>
  The alternative is to open the <a PGN>PGN</a> file directly in Scid. However, PGN
  format files are opened read-only and consume more memory than a
  comparable Scid database, so this is only recommended for relatively
  small <a PGN>PGN</a> files.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Exporting help:

set helpTitle(Export) "Exporting games"
set helpText(Export) {<h1>Exporting games</h1>
  <p>
  You can use commands under the <menu>Tools</menu> menu to export the
  current game or all games in the current filter to a text file.
  </p>
  <p>
  Four text file formats are available: <a PGN>PGN</a> (portable game
  notation), HTML (for web pages), HTML and JavaScript (for
  interactive web pages) and LaTeX (a popular typesetting system).
  </p>
  <p>
  When exporting, you can choose to create a new file, or add the
  games to an existing file of games exported by Scid.
  </p>
  
  <h3>Diagrams</h3>
  <p>
  When exporting in HTML or LaTeX format, Scid will automatically add
  a diagram wherever a diagram <a NAGs>nag</a> ("D") or a <a
  Comment>comment</a> that starts with the character "#" appears in
  the game.
  </p>
  
  <h3><name Null>Null moves in <a PGN>PGN</a> Export</name></h3>
  <p>
  Scid allows <a Annotating Null>null (empty) moves</a> to be stored
  in games, as they can be helpful when annotating games using
  variations.  However, the <a PGN>PGN</a> standard has no null move concept. So
  if you export Scid games with null moves to a <a PGN>PGN</a> file, other
  PGN-reading software will not be able to read the null moves.
  </p>
  <p>
  To solve this problem, Scid provides an extra option,
  <b>Convert null moves to comments</b>, when exporting games in <a PGN>PGN</a> format.
  If you want to create a <a PGN>PGN</a> file that other software can use, turn this
  option on and variations containing null moves will be converted to
  comments. However, if you want to create a <a PGN>PGN</a> file that can be imported
  back into Scid later with null moves preserved, leave the option off.
  </p>
  
  <h3>HTML Export</h3>
  <p>
  Scid can export games to an HTML file. For diagrams to appear, you
  will need the diagram images (distributed with Scid in the directory
  "<b>bitmaps/</b>") to be in a subdirectory <b>bitmaps/</b> under the
  directory the HTML file is in.
  </p>

  <h3>HTML with JavaScript Export</h3>
  <p>
  While the HTML export generates a static file that may contain
  static board diagrams, this format offers dynamic HTML, that allows
  to move through the game interactively with the mouse.
  </p>
  <p>
  This format consists of several files that need to be stored in a
  specific structure. Therefore, it is advisable to first generate a
  empty folder that will contain these files. The name of the main
  file can be specified and it will get the extension html (e.g.
  mygame.html). This file should be loaded by the web browser. The
  other files are required to exist in exactly the position the export
  filter places them. However, the whole folder can easily be uploaded
  to some web server.
  </p>
  
  <h3>LaTeX Export</h3>
  <p>
  Scid can export games to a LaTeX file.  Games be printed two columns
  to a page and moves are in figurine algebraic notation with proper
  translation of the NAG symbols. Diagrams are added whenever a
  <term>D</term> comment is found.
  </p>
  <p>
  See the <a LaTeX>Using LaTeX with Scid</a> help page for more information.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### LaTeX help:

set helpTitle(LaTeX) "Scid and LaTeX"
set helpText(LaTeX) {<h1>Using LaTeX with Scid</h1>
  <p>
  Scid can save games and opening reports to files in LaTeX format.
  LaTeX is an extension to TeX, a popular typesetting system.
  </p>
  <p>
  To typeset the LaTeX files produced by Scid, you must have
  LaTeX (of course) and have the "chess12" chess font package installed.
  This font package is usually not part of standard LaTeX installations,
  so even if you have LaTeX, you may not have the chess font.
  </p>
  <p>
  For information about downloading and installing the LaTeX chess font,
  visit the
  <url http://scid.sourceforge.net/latex.html>Using LaTeX with Scid</url>
  page at the <url http://scid.sourceforge.net/>Scid website</url>.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### <a PGN>PGN</a> window help:

set helpTitle(PGN) "PGN window"
set helpText(PGN) {<h1>The <a PGN>PGN</a> window</h1>
  <p>
  Scids <a PGN>PGN</a> window displays the contents of the current game in
  standard <a PGN>PGN</a> representation. In the move text, comments appear {in
     braces} and variations appear (in parentheses).
  </p>
  
  <h3>PGN format</h3>
  <p>
  <a PGN>PGN</a> (Portable Game Notation) is a common standard for transferring
  chess games between computer programs.  A <a PGN>PGN</a> game consists of two
  sections. The first is the header, which contains tags such as
  <b>[White "Kasparov, Gary"]</b>
  and
  <b>[Result "1/2-1/2"]</b>.
  </p>
  <p>
  The second section contains the actual moves of the game, in
  standard algebraic notation (SAN) along with any variations,
  <a NAGs>annotation symbols</a> and <a Comment>comments</a>.
  </p>
  
  <h3>Actions in the <a PGN>PGN</a> window</h3>
  <p>
  You can use the <a PGN>PGN</a> window to navigate around the game: clicking the
  left mouse button on a move will jump to that move. Click the left
  mouse button on a comment will edit it.  The arrow keys and
  (<b>v</b> and <b>z</b> keys for entering or leaving variations) work
  for game navigation just as in the main window.  As in the main
  window, hitting v will cause the <term>Variation</term> window to
  pop up allowing to select a variation using the cursor keys. Setting
  Options / Moves / Show variation window will pop up this window
  automatically every time a move with a variation is found while
  navigating through the game using the cursor keys. In the variation
  window one can enter the variation by selecting it with the up/down
  cursor keys and hitting enter or clicking on it with the mouse. This
  allows for navigation through the game with the cursor keys only.
  Clicking on a move with middle mouse button will display a small
  board. Clicking on right mouse button will popup a contextual menu.
  </p>
  <p>
  From the context menu the following functions are available
  <ul>
     <li><term>Delete Variation:</term>
     Deletes the current variation
     </li>
     <li><term>Make First Variation:</term>
     Moves the current variation to the first position of all
     variations on that level
     </li>
     <li><term>Promote Variation to Mainline</term>
     Promotes the current variation to the mainline and demotes the
     current mainline to a variation.
     </li>
     <li><term>Strip:Moves from the beginning</term>
     </li>
     <li><term>Strip:Moves to the End</term>
     </li>
     <li><term>Strip:Comments</term>
     Removes all comments
     </li>
     <li><term>Strip:Variations</term>
     Removes all variations
     </li>
  </ul>
  </p>

  <h3>PGN display options</h3>
  <p>
  The <a PGN>PGN</a> window menus contain options that affect the <a PGN>PGN</a> window display.
  Scid can display the game in color or plain text -- see the
  <menu>Display</menu> menu in the <a PGN>PGN</a> window.
  The color display is easier to read, and allows you to select moves and
  comments using the mouse, but it is much slower to update. For very long
  games, you may want to select plain text display.
  </p>
  <p>
  You can also alter the format of comments and variations, choosing
  to display them indented on a separate line for greater visibility.
  </p>
  <p>
  The <a PGN>PGN</a> display options, and the size of the <a PGN>PGN</a> window, are saved to the
  options file whenever you <b>Save Options</b> from the <menu>Options</menu>
  menu of the main window.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}


####################
### Piece Tracker help:

set helpTitle(PTracker) "Piece tracker"
set helpText(PTracker) {<h1>The Piece Tracker window</h1>
  <p>
  The <term>Piece Tracker</term> is a tool that tracks the movements
  of a particular piece in all games in the current filter, and
  generates a "footprint" showing how often each square has been
  visited by the piece.
  </p>
  <p>
  To use the Piece Tracker, first make sure the filter contains the
  games you are interested in, such as games reaching a particular
  opening position or all games where a certain player had the white pieces.
  Then, select the piece to track and set other tracking options; these are
  explained below. Then press the <b>Update</b> button.
  </p>
  <p>
  The tracked piece movement information is displayed in two ways: a
  graphical "footprint", and a text list with one line of data per square.
  </p>
  
  <h3>Selecting the tracked piece</h3>
  <p>
  The chess pieces are displayed as in the standard chess starting position
  below the footprint chart. A single piece (such as the White b1 knight or
  the Black d7 pawn) can be selected with the left mouse button, and all
  pieces of the same type and color (such as all White pawns or both Black
  rooks) can be selected using the right mouse button.
  </p>
  
  <h3>Other piece tracker settings</h3>
  <p>
  The move number range controls when tracking should start and stop in
  each game. The default range of 1-20 (meaning tracking should stop after
  Black's 20th move) is appropriate for examining opening themes, but (for
  example) a range like 15-35 would be better when looking for middlegame
  trends.
  </p>
  <p>
  There are two types of statistic the tracker can generate:
  <ul>
  <li> <b>% games with move to square</b>: shows what proportion of filter
  games contain a move by the tracked piece to each square. This is
  the default setting and usually the most suitable choice.
  <li> <b>% time in each square</b>: shows the proportion of time the
  tracked piece has spent on each square.
  </ul>
  </p>
  
  <h3>Hints</h3>
  <p>
  There are (at least) three good uses for the Piece Tracker: opening
  preparation, middlegame themes, and player preparation.
  </p>
  <p>
  For opening preparation, use the piece tracker with the <a Tree>Tree</a>
  opened. By tracking pieces you can see trends in the current opening
  such as common pawn pushes, knight outposts, and where the bishops are
  most often placed. You may find it useful to set the move number range
  to start after the current move in the game, so the moves made to reach
  the current position are not included in the statistics.
  </p>
  <p>
  For middlegame themes, the piece tracker can be useful when the filter
  has been set to contain a certain ECO range (using a
  <a Searches Header>Header search</a>) or perhaps a pattern such as a
  White IQP (using a <a Searches Material>Material/pattern search</a>).
  Set the move range to something suitable (such as 20-40), and track
  pieces to see pawn pushes in the late middlegame or early endgame,
  for example.
  </p>
  <p>
  For player preparation, use a <a Searches Header>Header search</a> or
  the <a PInfo>Player information</a> window to find all games by a
  certain player with one color. The Piece Tracker can then be used to
  discover how likely the player is to fianchetto bishops, castle
  queenside, or set up a d5 or e5 pawn wedge, for example.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}


####################
### Repertoire editor help:

set helpTitle(Repertoire) "Repertoire editor"
set helpText(Repertoire) {<h1>The Repertoire editor window</h1>
  <p>
  The Repertoire editor lets you create, view, edit and <term>repertoire</term>
  files. A repertoire (.sor) file is a list of the opening positions you want to
  reach or try to avoid, and you can use it to manage your chess opening
  preferences and also to search databases in Scid.
  </p>
  
  <h3>Repertoire groups and lines</h3>
  <p>
  A repertoire contains two types of elements: <term>groups</term> and
  <term>lines</term>. Groups are not actually part of your repertoire; they
  are only used to structure it the same way directories give structure to the
  files on a computer disk.
  </p>
  <p>
  Lines in a repertoire come in two types: <term>include</term> lines which
  represent opening positions you are interested in and try to reach,
  and <term>exclude</term> lines which are those you have no interest in
  playing and try to avoid.
  For example, if you play the QGA (1.d4 d5 2.c4 dxc4) as Black and you play
  all moves after 3.e4 <i>except</i> 3...Nf6, you would have
  1.d4 d5 2.c4 dxc4 3.e4 as an include line and 1.d4 d5 2.c4 dxc4 3.e4 Nf6 as
  an exclude line.
  </p>
  
  <h3>Comments and notes</h3>
  <p>
  Each group or line can have comments attached to it. There are two types:
  short (single-line) comments appear (in red) in the repertoire hierarchy
  next to the moves of a group or line, while a long (multiple-line) comment
  is only shown when the group or line is selected.
  </p>
  
  <h3>Using the repertoire editor window</h3>
  <p>
  The <b>left</b> side of the window shows the repertoire hierarchy. You can
  click on folder icons to expand and collapse groups, and click on the
  moves of a group or line to select it and see its comments.
  Include lines are shown with a blue tick icon, and exclude lines have
  a red cross.
  </p>
  <p>
  If a line or group has a short comment, it is shown after the moves. If it
  has a long comment, this is indicated with <b><red>**</red></b> after the
  moves. Groups have a number in parentheses after their moves showing the
  number of (include and exclude) lines they contain.
  </p>
  <p>
  Clicking the right mouse button on a group or line produces a menu
  of functions for it, such as deleting it or changing its state.
  </p>
  <p>
  The <b>right</b> side of the window contains three frames. The first frame
  is a list of the moves in the currently selected line or group. You can click
  the left mouse button on this to paste the moves in the
  <a Import>Import</a> window, which is useful for setting the current game
  to start with a line in the repertoire.
  The second frame contains the short comment for the line or group, and
  the third frame contains its long comment.
  </p>
  
  <h3>Adding groups and lines to the repertoire</h3>
  <p>
  To add a line or group to the window, just make its moves on the
  chessboard in the main window, then use the <menu>Edit</menu> menu
  in the repertoire editor to add it as a group, include line or exclude line.
  </p>
  <p>
  To delete a group or line, click the right mouse button on it and select
  the appropriate command from the menu that appears.
  </p>
  
  <h3><name Search>Searching databases using repertoire files</name></h3>
  <p>
  The repertoire editor <menu>Search</menu> menu lets you search the
  current database using the repertoire. Each game will be searched for
  the positions in the repertoire and will only match the search if
  the <i>deepest</i> repertoire position found is for an <i>include</i> line.
  </p>
  <p>
  You can choose to search using the whole repertoire, or just the displayed
  lines. Searching by displayed lines only is useful when you only want to
  use some of the repertoire. For example, a repertoire might have two main
  groups at the top level, one for 1.e4 and one for 1.d4. If you are only
  interested in the 1.e4 lines, simply collapse the 1.d4 group and then
  search by displayed lines only.
  </p>
  
  <h3>Extra hints</h3>
  <p>
  A repertoire file is great for finding new games in your opening systems.
  For example, each time you get a new <a PGN>PGN</a> file to add to your main database
  (such as the excellent weekly <a PGN>PGN</a> file from
  <url http://www.chesscenter.com/twic/>The Week In Chess</url>),
  just open the <a PGN>PGN</a> file in Scid and do a repertoire search. Then you
  can browse the filtered games to see all the games played that are
  in your repertoire.
  </p>
  <p>
  You may want to keep two repertoire files: one for Black and one for
  White, so you can search with each file separately.
  </p>
  <p>
  A repertoire file can be opened from the command line, for example: <br>
  <b>scid mybase white.sor</b>
  </p>
  <p>
  You can edit a repertoire (.sor) file in any text editor, but be careful
  to preserve its format or it may not be loadable or searchable in Scid.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Tree window help:

set helpTitle(Tree) "Tree window"
set helpText(Tree) {<h1>The Tree window</h1>
  <p>
  The <term>Tree</term> window displays information on all the
  moves made from the current position in games in the database.
  In tree mode, the tree window is updated automatically whenever the
  main windows board changes. This can be slow for large databases and
  can therefore be disabled using the <button tb_search_on>. To visualise
  that a tree is not automatically refreshed this button changes to
  <button tb_search_off>.
  </p>
  <p>To open the <term>Tree</term> window one can either first open a
  database and then choose Windows / Tree Window (Ctrl-T) from the
  menu, or open the base as tree right from the file menu.
  <p>
  Note that whenever the tree window is updated, the <a Searches
  Filter>filter</a> is reset and only the games that contain the
  current position will be included. This is also the case if e.g. a
  header search was done: once the next move is entered, the tree
  window updates and the filter is set to the games matching the tree
  window.
  </p>
  <p>
  Clicking the left mouse button on a move in the tree window adds
  that move to the game.
  </p>
  <h3>Tree window contents</h3>
  <p>
  The tree window shows the <a ECO>ECO code</a> (if any), frequency
  (both as number of games, and a percentage) and score of each move.
  The <term>score</term> is always computed from the <b>White</b>
  perspective, so 100% means all White wins and 0% means all Black
  wins. Scores are highlighted for moves that have good (green) or bad
  (red) results. On average a move should score 53.8% for white,
  highlighting appears if a move scores more than 3% better or worse
  than this average and if at least 15 games are contained in the
  database. The <term>AvElo</term> (average Elo) corresponds to the
  player's on move and <term>Perf</term> (performance) represents the
  opponent's strength. Additionally, <term>AvYear</term> shows the
  average year of games played in this move and <term>%Draws</term>
  gives the percentage of draws for the line displayed. All these
  values are calculated for the database displayed in the tree, and
  therefore depend of course on the games in this database.
  </p>
  <p>
  Additional information is displayed if a <term>Mask</term> has been
  opened. For the use of <term>Masks</term> see below.
  <p>
  The moves in the tree window can be sorted by move (alphabetically),
  ECO code, frequency, or score. You can change the sort method using
  the <menu>Sort</menu> menu.
  </p>

  <h3><name Best>Best games window</name></h3>
  <p>
  The tree window has a File menu command and button for opening the
  <term>Best games</term> window, which shows a list of the
  highest-rated games in the currently displayed tree branch.
  (Equivalently, one can use the <button tb_list> button).  The games
  are listed in order of average rating, and you can restrict the list
  to show games with a particular result and also limit the number of
  games shown in this list. Additionally, up to 4 flags of the games
  in the list show up in the best games list. The special flag
  <b>A</b> marks a game as <b>Annotated</a>, ie. these games contain
  either comments, variations or NAGs (or any combination of those).
  Note that if a header search was ran against the database, the best
  games list is restricted to the results of this header search.
  </p>
  
  <h3><name Graph>Tree graph window</name></h3>
  <p>
  The tree window buttons include a button marked <term>Graph</term>
  (<button tb_bargraph>) which produces a graphical display of the
  relative performance of each move from the current position.  All
  moves that have been played at least 1% of the time, and at least 5
  times, are displayed.  Percentage scores are always from White's
  perspective even when it is Black to move. The graphs can be saved
  in PostScript format via the file menu.
  </p>
  <p>
  In the tree graph, a red line is plotted showing the mean over all games
  from the current position, and the area between 50 and 55% (where most
  standard openings are expected to score) is colored blue
  to assist comparison of moves. Note that white usually scores around 55%
  in master level chess.
  </p>
  
  <h3><name Lock>Locking the tree window</name></h3>
  <p>
  Each tree window is associated with a specific base, that is, if
  several bases are opened simultaneously, several tree windows may
  exist. If the <term>Lock</term> button in the tree window is
  enabled, closing the tree window will also close the database
  associated with this specific tree. Additionally, this also closes
  associated graph or best games windows. If the <term>Lock</term>
  button is not checked closing the tree will leave all these windows
  opened and just close the tree view of the base.
  </p>
  <p>
  Note that opening a base as tree from the file menu will
  automatically lock the database by default.
  </p>
  
  <h3><name Training>Training</name></h3>
  <p>
  When the <term>Training</term> checkbox in the tree window is selected,
  Scid will randomly make a move every time you add a move to the game.
  The move Scid chooses depends on database statistics, so a move played
  in 80% of database games will be chosen by Scid with 80% probability.
  Turning on this feature, then hiding (or iconifying) the Tree window and
  playing openings against a large database, is a great way to test your
  knowledge of your opening repertoire. Another option to train an
  opening offers <a OpeningTrainer>Training / Openings</a>.
  </p>

  
  <h3>Caching for faster results</h3>
  <p>
  Scid maintains a cache of tree search results for the positions with the
  most matching games. If you move forward and back in a game in tree mode,
  you will see the tree window update almost instantly when the position
  being searched for is in the cache.
  </p>
  <p>
  The tree window has a file menu command named <term>Save Cache</term>.
  When you select this, the current contents of the tree cache in memory
  are written to a file (with the suffix <b>.stc</b>) to speed up future
  use of Tree mode with this database.
  </p>
  <p>
  The <term>Fill cache file</term> command in the file menu of the tree
  window fills the cache file with data for many opening positions.
  It does a tree search for about 100 of the most common opening positions,
  then saves the cache file.
  </p>
  <p>
  The maximum number of lines in the Cache can be configured by File /
  Cache size. The default are up to 1000 lines.
  </p>
  <p>
  Alternatively, one can fill the cache also with the content of a
  base or a game by choosing File / Fill Cache with base and File /
  Fill Cache with game, respectively. The cache will be filled with
  the contents of these including all variations. This is most helpful
  if one has one or more repertoire bases that can serve as input. (See
  also <a OpeningTrainer> about this type of bases.)
  <p>
  Tree refresh can be dramatically enhanced if the database is sorted
  by ECO code then compacted (see the <a Maintenance>maintenance</a>
  window). Once this is achieved (the whole process can last several
  hours), turn on the option <term>Fast mode</term>. The refresh of
  the Tree window will be 20 times faster in average at the cost of
  some inaccuracies (games not in current filter will not be taken
  into account). By turning off the <term>Fast mode</term> option you
  will see the difference in the number of games when all the
  transpositions are taken into account.  If you want to get a preview
  of statistics then get a precise Tree, use the option <term>Fast and
  slow mode</term> 
  </p>
  <p>
  Note that a tree cache (.stc) file is completely redundant; you can remove
  it without affecting the database, and in fact it is removed by Scid
  whenever an action occurs that could leave it out of date -- for example,
  adding or replacing a game, or sorting the database.
  </p>
  
  <p><footer>(Updated: Scid 4.3, November 2010)</footer></p>
}

set helpTitle(TreeMasks) "Masks for Trees"
set helpText(TreeMasks) {<h1>Masks for Trees</h1>
  <h3>Basics</h3>
  <p>
  The <term>Tree</term> window displays information on all the moves
  made from the current position in games in the database. See also <a
  Tree>The Tree window</a>  for more details.
  </p>
  <p>
  To add additional informations beyond pure statistical data a
  <term>Mask</term> can be defined. One can imagine a
  <term>Mask</term> as a transparet layer above the current tree, that
  holds additional data e.g. commentaries for moves or positions, own
  evaluations and ones own opening repertoir. <term>Masks</term> are
  stored in a Mask file (.stm) and thus are independent of the
  databases to be used with. That is, one can define a
  <term>Mask</term> once and use it with various databases by just
  loading it from the <term>Tree</term> windows menu.
  </p>
  <p>
  As soon as a <term>Mask</term> file is opened, the displays of
  the <term>Tree</term> window change. First of all, all moves from
  the current position that are present in the mask are highlighted.
  Additionally, NAGs and markers may show up in front of a move or
  commentaries concerning the move will show up at the end of its
  line. Finally, the current postition may also hold a comment.
  </p>
  <p>
  <b>Note</b>: The indepencence of <term>Masks</term> from a database
  make them a very powerfull tool to handle opening repertoirs.
  Contrary to the traditional way of opening lines, <term>Masks</term>
  have the advantage to handle transpositions transparently, simply
  cause they are based on the current positions instead of a line
  leading to it.
  </p>
  <h3>Using a Masks</h3>
  <p>
  As <term>Masks</term> operate on the tree view of a given database,
  first of all the tree view has to be opened either by <menu>Window /
  Tree window</menu> or the shortcut <b>ctrl-t</b>. For starting out
  it makes sense to open a larger reference database as this
  simplifies the addition of moves to a <term>Mask</term>. However,
  Masks work with every database, even the <term>Clipbase</term>, that
  is one could also import a collection of games from a <a PGN>PGN</a> file to
  the Clipbase to set up a <term>Mask</term>.
  </p>
  <p>
  Now, a mask file has to be created or loaded. These files use the
  extension .stm. To create a new mask file select <menu>Mask /
  New</menu> from the <term>Tree</term> windows menu. Similarly, an
  existing mask can be opened using <menu>Mask / Open</menu>. Finally,
  <menu>Mask / Open recent</menu> is a shortcut to the recently used
  <term>Mask</term> files. 
  </p>
  <p>
  Once a Mask file is opened new commentary can be added to this
  specific mask. Note again, that the Mask is independent of database
  used for its creation. It can later applied to any database of ones
  liking. For an opening repertoir it might thus make sense to
  generate two masks, one for the White and one for the Black
  openings.
  </p>
  <p>
  To add markers or comments to moves, first add the move
  to the mask by choosing <term>Add to mask</term> from the context
  menu available by clicking on the line with the right mouse button.
  After a line was added, it is highlighted in <blue>blue</blue>
  within the tree window. Similarly, a move can be removed from the
  mask by <menu>Remove from mask</menu> from the context menu.
  </p>
  <p>
  <b>Note</b>: If the move to be added is not displayed in the tree
  window Scid offers a list of all possible moves by means of the
  context menu. As this might be quite a bunch of moves, they are
  split into several context menu items at the end of the available
  choices. All are labled by <menu>Add this move to mask</menu> and in
  case necessary numbered. Just select a move from one of those lists
  if it does not show up in the tree anyway.
  <p>
  After a move was added to the <term>Mask</term> and one can select
  the following markers from the context menu. These markers will show
  up left to the move annotated:
  <ul>
  <li><term>NAG</term> symbols are the simplest annotation symbol. The
  menu displays only those nags sensible for a move (not a position)
  which results in the following symbols possible <term>!!, !, !?, ?!,
  ?, ??, ~</term>
  </li>
  <li>By selecting <menu>Marker 1</menu> and <menu>Marker 2</menu> up
  to two additional graphical markers can be attached to a move. They
  are mainly meant to handle opening repertoirs. The available options
  are:
     <ul>
     <li> <img tb_tick> Include line in repertoire</li>
     <li> <img tb_cross> Exclude line from repertoire</li>
     <li> <img tb_mainline> Main Line</li>
     <li> <img tb_bkm> Bookmark</li>
     <li> <img tb_white> White</li>
     <li> <img tb_black> Black</li>
     <li> <img tb_new> New line</li>
     <li> <img tb_rfilter> To be verified by further analysis</li>
     <li> <img tb_msearch> To train</li>
     <li> <img tb_help> Dubious line</li>
     <li> <img tb_cut> To remove</li>
     </ul>
	  To remove a marker just select the item <menu>No marker</menu>.
  </li>
  <li><term>Color</term> Allows to add a little colored square in
  front of the move for ones own highlighting. To remove it again
  select <menu>White</menu></li>
  <li><term>Comment move</term> allows to add a textual comment for
  the line. This comment is shown  right to the line it is
  associated. Note that only a part of the first line shows up there
  to give some visual feedback that commentary exists. The whole
  comment shows up in a tooltip once the mouse is moved over the line
  in question.
  </li>
  <li><term>Comment position</term> can be used to add a comment for the
  current position. This comment is shown on top of <term>Tree</term>
  window once the commented position is reached. Note that Scid
  displays only the first line of the comment to save space in the
  <term>Tree</term> window. However, if the mouse is moved over that
  line the whole commentary shows up in a tooltip.
  </li>
  </ul>
  Don't forget to save the Mask! You will be prompted to do it
  if you close a Mask that has been modified or if a <term>Tree</term>
  window is closed.
  </p>
  <p>
  To search for commentary, symbols etc. use <menu>Masks /
  Search</menu>. Here one can select various check boxes that use the
  selected search option as criterion. After selecting
  <button>Search</button> a list of all positions found is displayed
  in <term>FEN</term> notation followed by the move in question and
  the commentary if any.
  </p>
  <p>
  <menu>Display mask</menu> will display the current Mask in a line
  style. Stating at the current position all subsequent moves are
  sorted into some unfoldable tree to give an overview of the current
  lines of play similar to what is found in many repertoir books.
  Note that not all information are displayed (e.g. comments are
  shorted to fit the display). Additionally, as <term>Masks</term>
  work on positions rather than move sequences they may contain loops
  (ie. transpositions) which can not be unfolded in a line wise
  display perfectly. That is, this display may be cut at a certain
  point.
  </p>
  <h3>Conversion to Masks</h3>
  <p>
  Setting up a mask can be a tendious taks especially for complex
  opening repertoirs. However, if such a repertoir is available as a
  Scid database or a number of <a PGN>PGN</a> games, or lines stored in usual
  chess games, Scid can use that information to set up suitable
  <term>Masks</term> automatically.
  </p>
  <p>
  First of all one has to load the information into a Scid database.
  In case the information is already available as a Scid database this
  is as easy as opening it. In case a <a PGN>PGN</a> file is use it should be
  either imported into a Scid database or one can use the
  <term>Clipbase</term> to import it temporarily. In that case one
  should make sure that the <term>Clipbase</term> is empty before
  importing. (<menu>Edit / Empty Clipbase</menu>).
  </p>
  <p>
  The next step is to open the tree for the just opened Scid database.
  Then a new <term>Mask</term> should be created or an existing one
  opened. <b>Note</b> that this function may be used to consolidate
  serveral bases into a single <term>Mask</term>.
  </p>
  <p>
  Now, the <term>Mask</term> can be filled automatically with the game
  content of the database. In this process, comments within the games
  will be converted to move comments (appending to those existing
  eventually) in the <term>Mask</term>. <term>NAG</term> symbols will
  be added as well. To initiate this process one can chose either
  <menu>Masks / Fill with game</menu> to fill the <term>Mask</term>
  with the contents of a single game, or <menu>Fill with
  Database</menu> to loop over all games in the database.
  </p>
  <p>
  <b>Note</b>: especially filling a <term>Mask</term> with an entire
  base can be quite time consuming.
  </p>
  <p>
  <b>Note</b>: The <term>mask</term> is filled with all moves till the
  end of the game including all variations within a game. Therefore,
  it is sensible to use only bases for this procedure that end the
  games as soon as the middle game is reached.
  </p>

  <p><footer>(Updated: Scid 4.3, November 2010)</footer></p>
}

####################
### Compaction help:

set helpTitle(Compact) "Database compaction"
set helpText(Compact) {<h1>Database compaction</h1>
  <p>
  Database <term>compaction</term> is a specific type of
  <a Maintenance>maintenance</a> that keeps a database as small and
  efficient as possible.
  Compacting a database means removing any unused space in its files.
  There are two types: name file and game file compaction.
  </p>
  
  <h3>Name file compaction</h3>
  <p>
  Over time, you may find a database starts to contain a number of player,
  event, site or round names that are no longer used in any game. This will
  often happen after you spellcheck names. The unused names waste space in
  the name file, and can slow down name searches.
  Name file compaction removes all names that are not used in any games.
  </p>
  
  <h3>Game file compaction</h3>
  <p>
  Whenever a game is replaced or deleted, wasted space is left in the game
  file (the largest of the three files in a Scid database). Game file
  compaction removes all wasted space, leaving no deleted games in the
  database. Note that this operation is irreversible: after compaction,
  the deleted games are gone forever!
  </p>
  <p>
  Game file compaction is also recommended after <a Sorting>sorting</a> a
  database, to keep the order of the game file consistent with the sorted
  index file.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}


####################
### Database maintenance tools help:

set helpTitle(Maintenance) "Database maintenance"
set helpText(Maintenance) {<h1>Database maintenance</h1>
  <p>
  Scid provides a number of tools for maintaining databases,
  available from the Scid <a Menus File>File</a> menu. The
  database <a Compact>compaction</a> and <a Sorting>sorting</a>
  functions are explained in separate help pages.
  </p>
  
  <h3>Maintenance window</h3>
  <p>
  Most Scid database maintenance can be done from the Maintenance
  window, which can be opened from the <menu>File: Maintenance</menu>
  or <menu>Windows</menu> menus or the shortcut key <b>Ctrl+M</b>.
  </p>
  <p>
  You can use this window to maintain <a Flags>game flags</a>,
  spellcheck names, <a Compact>compact</a> or <a Sorting>sort</a>
  a database. Note that any operations that are not available
  for the current database (for example, because it may be read-only
  or a <a PGN>PGN</a> file) will be grayed out.
  </p>
  
  <h3><name Twins>Deleting twin games</name></h3>
  <p>
  The <menu>File: Maintenance</menu> menu has a command
  <menu>Delete twin games...</menu> for detecting extra copies
  (twins) of games in the database.
  This command finds all pairs of games that are twins and, for each pair,
  flags the shorter game deleted leaving the longer game undeleted.
  Two games are considered to be twins if their players
  (and any other tags that you can optionally specify) match exactly.
  </p>
  <p>
  If you specify the "same moves" option, each pair of games must have the
  same actual moves up to the length of the shorter game (or up to move 60,
  whichever comes first) to be twins.
  </p>
  <p>
  When you have deleted twins, it is a good idea to check that each
  game deleted really is a copy of another game.
  You can do this easily if you selected the
  "<b>Set filter to all deleted games</b>" option in the
  delete twins dialog box. The filter will now contain all deleted games.
  You can browse through them (using the <b>p</b> and <b>n</b> keys) with
  the <term>twins checker</term> window (available from the maintenance
  menu, or the shortcut key <b>Ctrl+Shift+T</b>) to verify that each game is
  deleted because it actually is a twin of another game.
  </p>
  
  <h3><name Editing>Editing player, event, site and round names</name></h3>
  <p>
  You may find mis-spelt names in your databases and want to correct them.
  You can do this in Scid with the <term>Name editor</term> window
  (shortcut key: <b>Control+Shift+N</b>),
  available from the <menu>File: Maintenance</menu> submenu.
  </p>
  <p>
  Each unique name is only stored once in the name file, so changing a name
  actually changes all occurrences of it.
  </p>
  
  <h3><name Spellcheck>Spellchecking names</name></h3>
  <p>
  Scid comes with a <term>spellcheck</term> file named <b>spelling.ssp</b>,
  for correction of player, event, site and round names.
  Scid will try to load the spellcheck file whenever it starts up; if it
  does not load, you can load it from the <menu>Options</menu> menu.
  </p>
  <p>
  Once the spellcheck file is loaded, you can use it on a
  a Scid database using the spellcheck commands in the
  <menu>File: Maintenance</menu> menu, or from the maintenance window.
  </p>
  <p>
  When you spellcheck a database, Scid produces a list of corrections that you
  can edit before actually making any corrections, so you can remove any
  corrections you do not want to make.
  </p>
  <p>
  Spellchecking is especially useful for standardizing a database so all
  instances of a particular player are spelt the same way.
  For example, with the standard spellcheck file, the names "Kramnik,V.",
  "Vladimir Kramnik", and "V. Kramnik" would all be corrected
  to "Kramnik, Vladimir".
  </p>
  <p>
  The spellcheck file has one
  additional use: when it is loaded, its player data is
  used to enhance the <a PInfo>player information</a> window and the
  <a Crosstable>crosstable</a> window:
  you will see FIDE master title
  (<b>gm</b> = International Grandmaster, <b>im</b> = International Master, etc)
  and country information for any player that is
  listed in the spellcheck file. Over 6500 strong players of the past and
  present are listed in the <b>spelling.ssp</b> file that comes with Scid.
  </p>
  
  <h3><name Ratings>Adding Elo ratings to games</name></h3>
  <p>
  The "Add Elo ratings..." button in the Maintenance window causes Scid
  to search the current database for games where a player does not have
  a rating, but the spellcheck file has an Elo rating listed for that
  player at the date of the game. Scid will add all such ratings
  automatically. This is very useful for a database of master-level games
  which has few ratings.
  </p>
  <p>
  The spellcheck file "spelling.ssp" that comes with Scid does not contain
  the Elo rating information needed for this function, but a larger version
  of it called "ratings.ssp" is available from the <url
  http://scid.sourceforge.net/>Scid website</url>.
  </p>
  
  <h3><name Cleaner>The Cleaner</name></h3>
  <p>
  The Scid <term>Cleaner</term> (available from the Maintenance window) is
  a tool for doing a number of maintenance tasks on a database in one
  action. You can choose which tasks you want to do, and Scid will
  perform them on the current database without requiring user interaction.
  This is especially useful for maintenance of large databases.
  </p>
  
  <h3>Setting the database autoload game</h3>
  <p>
  The <term>autoload</term> game of a database is the game automatically
  loaded whenever that database is opened. To change the autoload game of
  a database, use the "Autoload game number..." button. If you always want
  the last game of a database to be opened (regardless of the actual number
  of games in the database), just set it to a very high number such as
  9999999.
  </p>
  
  <h3>Repair a base</h3>
  <p>
  In the rare cases that a Scid database is corrupted one might try to
  repair it using File / Maintanance / Repair base. For this to work,
  the base in question must not be opened (which is not possible in
  most cases anyway). Scid will then try its best to get the database
  back in a consistent and usable state.
  </p>

  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Sorting help:

set helpTitle(Sorting) "Sorting a database"
set helpText(Sorting) {<h1>Sorting a database</h1>
  <p>
  The <term>sorting</term> function sorts all games in a database.
  You can select a number of sort criteria.
  When two games are equal according to the the first criteria, they
  are sorted using the second criteria, and so on.
  </p>
  
  <h3>Sort criteria</h3>
  <p>
  The available sorting criteria are:
  </p>
  <ul>
  <li> Date (oldest games first)
  <li> Year (same as date, but using the year only)
  <li> Event name
  <li> Site name
  <li> Country (last 3 letters of Site name)
  <li> Round name
  <li> White name
  <li> Rating (average of White and Black ratings, highest first)
  <li> Black name
  <li> Result (White wins, then draws, then Black wins)
  <li> Length (number of full moves in the game)
  <li> ECO (the <a ECO>Encyclopedia of Chess Openings code</a>)
  </ul>
  
  <h3>Sort results</h3>
  <p>
  When you sort a Scid database that is not read-only, the sort
  results are saved so the order of games in the database is
  permanently changed.  If you want to the sort results to be
  temporary, make the database read-only first using the <b>File:
  Read-only</b> menu command.
  </p>
  <p>
  When you sort a database that is read-only or is actually a PGN
  file, the sort results cannot be saved so the sorted order of games
  will be lost when the file is closed.
  </p>
  <p>
  Note that sorting a database resets the <a Searches Filter>search
  filter</a> to contain all games.
  </p>
  
  <h3>Important note about sorting databases:</h3>
  <p>
  When a database is sorted, the index file is altered but the game file
  is not changed. This means sorting a database will leave the game file
  records in a scrambled order relative to the index file. This can
  really <b>slow down</b> <a Tree>tree</a>, position and material/pattern
  <a Searches>searches</a>, so you should reorder the game file by
  <a Compact>compacting</a> it after sorting the database to maintain
  good search performance.
  </p>
  <p>
  Note that only a database sorted by <a ECO>ECO</a> codes can use the fast
  tree search modes. This however, also requires to compact the
  database after the sort procedure!
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Flags help:

set helpTitle(Flags) "Game Flags"
set helpText(Flags) {<h1>Game Flags</h1>
  
  <p>
  A <term>flag</term> is an indicator of some chess characteristic
  that can be turned on or off for each game in the database.
  There are 13 user-settable flags that you can directly set for
  each game. Of these, only the Delete flag has any special
  significance: games with the Delete flag turned on are marked
  for deletion and will removed when the database is
  <a Compact>compacted</a>.
  </p>
  <p>
  The other 12 user-settable flags and their symbols are:
  </p>
  
  <ul>
  <li>White opening (W)</li>
  <li>Black opening (B)</li>
  <li>Middlegame (M)</li>
  <li>Endgame (E)</li>
  <li>Novelty (N)</li>
  <li>Pawn structure (P)</li>
  <li>Tactics (T)</li>
  <li>Queenside play (Q)</li>
  <li>Kingside play (K)</li>
  <li>Brilliancy (!)</li>
  <li>Blunder (?)</li>
  <li>User-defined (U)</li>
  </ul>

  <p>
  Since Scid 4.0 additional 6 custom flags are available for
  individual use.  These flags are specific for each base and their
  textual descriptoin can be set via the <a Maintenance>maintenance
  window</a>. In the games list, game info area and so on they display
  as the numbers (1) .. (6). For <a Searches Header>header
  searches</a> they behave exactly like the predefined flags above.
  </p>
  
  <p>
  A flag can be set for the current game, all filter games, or all
  database games using the <a Maintenance>maintenance</a> window.
  </p>
  <p>
  You can use a <a Searches Header>header search</a> to find all
  games in a database that have a particular flag turned on or off,
  or use flags as part of more complex searches.
  </p>
  <p>
  Since all the user-settable flags (except the Delete flag) have
  no significance to Scid, you can use them for any purpose that
  suits your needs. For example, you could use the Kingside (K)
  flag for kingside pawn storms, or kingside heavy piece attacks,
  or even for endgames with all pawns on the kingside. Depending on
  usage, however a custom flag might be more suitable.
  </p>
  <p>
  Note, that sensible handling of flags can speed up searches
  significantly!
  </p>
  <p>
  The following functions of Scid set or require flags:
  <ul>
     <li><a OpeningTrainer>Opening Trainer</a>: can evaluate the (B) and (W) flags
     <li><a Analysis Annotate>Find best move</a>: evaluates the (T) flag
     <li><a Analysis Annotate>Find tactical exercise</a>: sets the (T) flag
  </ul>
  
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}

####################
### Analysis window help:

set helpTitle(Analysis) "Analysis window"
set helpText(Analysis) {<h1>The Analysis window</h1>
  <p>
  The Scid analysis window shows the analysis by a chess program
  (known as an <term>engine</term>) of the current board position.
  Whenever the board changes, Scid sends the new position to the
  engine and it shows its assessment of that position.
  Currently, up to two engines can be run simultaneously. To start the
  first analysis engine, the short cut <term>F2</term> can be used,
  for the second engine <term>F3</term>. To quickly close the engine
  window just hit <term>ESC</term>.
  </p>
  <p>
  The principle informations of the current analysis are shown on
  top of the window. The first number signifies the evaluation value
  in pawn units.  The score shown in the analysis window is always
  from the perspective of White, so a negative score indicates Black
  is better. <b>Depth:</b> shows the search depth already reached by
  the engines calculations in half moves. The number after
  <b>Nodes:</b> gives the number of positions analysed for the current
  result while the number of positions per second (kn/s) is shown in
  brackets.  <b>Time:</b> finally shows the amount of time spent for
  the current analysis.
  </p>
  <p>
  Additional information can be accessed using the <button
  tb_engineinfo> button. A new line will be added to the status area
  showing the current move analysed, the number of tablebase hits, a
  more exact number of nodes analysed per second, the watermark of the
  engines hash and the current cpu load. Usually, this information is
  hidden to save space for the analysis.
  </p>
  <p>
  If the engine only analyses the line it considers the main
  continuation, the lower frame in the window (with the scrollbar)
  shows the history of evaluations produced by the engine for the
  current position, so you can see how the assessment has changed.
  </p>
  <p>
  Many recent <term>UCI</term> engines however allow to analyse
  several lines at once. Using this <term>Multi-PV</term> feature, the
  user can also see what the engine thinks is the second or third best
  continuation.  The best line is always on top and highlighted to
  ease reading.  If an engine allows for <term>Multi-PV
  analysis</term>, the spin box below the analysis lines can be used
  to set the number of principal variations that should be calculated
  and shown. In this case, instead of the calculation history, only
  the resulting principal lines are shown. However, if the number of
  principal lines is set to 1, one can again observe the evaluation
  history. The spin box is disabled, if an engine does offer this
  feature.
  </p>
  <p>
  <b>Note</b> the output of the current analysis can be hidden/shown
  by clicking with the right mouse button into the analysis window. In
  this mode only the current evaluation is shown in the status line.
  <p>
  To add the best move chosen by the engine as a new move in the current
  game, press the <b>Add move</b> button <button tb_addmove>. If the
  whole main line of the engine should be added just use the <b>Add
  Variation</b> button <button tb_addvar>. In case an engine offers
  the <term>Multi-PV</term> mode, using the <b>Add all Variations</b>
  button (<button tb_addallvars>) can be used to add all principal
  variations to the game. The insertion of variations from the
  analysis window will also add the name of the engine as a comment to
  the game.
  </p>
  <p>
  To temporarily interrupt the calculation process one can use the
  stop engine button (<button tb_pause>). Once pressed, this button
  changes to the start engine button (<button tb_play>) which will
  restart the engines analysis. Note, however, that most engines will
  restart the whole analysis again, forgetting all results that where
  achieved in an earlier run. Only few engines are able to reuse the
  results they have calculated till the analysis was stopped. For the
  first analysis engine toggeling start/stop engine is mapped to the
  hotkey <term>F4</term> while for the second engine <term>F5</term>
  can be used.
  </p>
  <p>
  To set an engine to analyse a position in the background while
  other functions of Scid are used one can <term>lock the
  position</term> using the <button tb_lockengine> button. Scid now
  stops to send any changes of the main board to the engine, and the
  engine stays calculating the position.
  </p>
  <p>
  To finish the current game by the engine ("shoot out" or "demo" mode)
  one can use the finish game button <button tb_finish_off>. To indicate
  the shootout mode this button turns to <button tb_finish_on>. This
  function is only available for the first analysis engine.
  </p>

  <h3><name List>The Analysis Engines List</name></h3>
  <p>
  Scid maintains a list of the engines you have used, along with an
  estimated Elo rating (if you guess one; additionally some pages on
  the Internet offer these values as results from large engine-engine
  tournaments) and the date when each engine was last used. You can
  sort the engine list by name, Elo rating, or date.
  Select the <b>New</b> or <b>Edit</b> buttons to add a new engine to
  the list or edit the details for an existing entry.
  </p>
  <h3><name Start>Engine commands and directories</name></h3>
  <p>
  For each engine, you must specify the executable file to run and
  which directory Scid should run it in.
  </p>
  <p>
  The most likely cause of engine starting problems is the choice of
  which directory the engine should run in. Some engines require an
  initialization or opening book file in their start directory to run
  properly.  Other engines (like Crafty) write log files to the
  directory they start in, so you will need to run them in a directory
  where you have write access.  If the directory setting for an engine
  is ".", Scid will just start the engine in the current directory.
  </p>
  <p>
  So if an engine that should work fine in Scid does not start, try
  changing its directory setting. To avoid engines creating log files
  in many different directories, I recommend starting engines in
  the directory of the Scid User files (this is where the <b>scid.exe</b>
  file is located on Windows, or <b>~/.scid/</b> on Unix); there is a
  button in the dialog box for editing engine details marked
  <b>scid.exe dir</b> on Windows or <b>~/.scid</b> on Unix that lets
  you set the engine to start in this directory.
  </p>
  <p>
  If an engine needs additional parameters for startup (e.g. a
  specific opening book) they can be specified in the
  <term>Parameters</term> field. Please refer to the engines
  documentation about the parameters required, if any.
  </p>
  <p><term>URL</term> allows you to set the engines homepage. This
  comes in handy to check for updates e.g. or to have a look at recent
  developments. Pressing the <term>Open...</term> button will open
  this page in the web browser.
  </p>
  <p>
  If the engine uses the <term>UCI</term> protocol please mark the
  associated checkbox. Generally, there are two major engine protocols
  available today: xboard sometimes referred to as winboard (UCI must
  not be checked) which many, especially older engines use, and the
  UCI protocol that can be found in most of the modern chess engines.
  The main advantage of an <term>UCI</term> engine is, that this
  protocol allows the user to configure the engines parameters from
  within his preferred chess GUI like Scid, while for the other
  engines usually configuration files are used that have to be edited.
  Therefore, if the engine is an <term>UCI</term> engine, pressing the
  <term>Configure UCI engine</term> button offers a graphical dialogue
  where all engine parameters can be tuned to the users liking. This
  dialogue will look different for each engine as each engine has
  other parameters that can be set. Most of them will influence the
  playing style of the engine. Please refer to the engines
  documentation.
  </p>

  
  <h3>Training</h3>
  <p>
  With the <b>Training</b> button, you can play moves against the analysis
  engine. The time for each move is fixed, and the analysis results are
  not shown when training mode is on.
  </p>
  
  <h3><a Annotate>Annotating a game</h3>
  <p>
  The <b>Add variation</b> button (<button tb_addvar> or <button
  tb_addallvars>)in the analysis window adds the current score and
  best line of play as a new variation in the game.
  </p>
  <p>
  You can do this automatically for a number of moves (annotating the
  game) by pressing the <b>Annotate</b> button, <button tb_annotate>.
  Besides, the engines best lines also <a Moves Informant>Informant</a>
  style evaluation symbols are added in this process.  First, the
  parameters for automatic annotations have to be set:
  <ul>
     <li><term>Set the time between moves in seconds:</term> this
     gives the time, the engine can spend on analysis before moving on
     to the next move.</li>
     <li><term>Add variations</term>: here, one has the choice if
     moves for both sides or only one color should be added, if all
     moves should get an annotation or only if the game move is not
     the best move according to the engines evaluation. Additionally,
     one can add an annotation only if the game move is a blunder. The
     threshold defines the drop of the evaluation necessary to signify
     a blunder, the number is given in units of pawns (i.e. 0.2 means
     that if the evaluation drops by more than 2 centi pawns, the game
     move is a blunder).
     </li>
     <li><term>Annotate variations</term> will include variations
     within the game in the analysis by the engine.</li>
     <li><term>Short annotations<term> will only add minimal
     annotations, that is the pure lines and NAG codes without the
     engines names and usually without the current scores.</li>
     <li><term>Add score to annotations</term> will add the engines
     evaluation in pawn units to the annotations. This information can
     be used later on to draw a <a Score>Score Graph</a> of the game
     as a visualisation of the positions reached.
     </li>
     <li><term>Add annotator tag</term> will add an "Annotator" tag to
     the game header. This is meant for the <term>Short
     annotations</term> mode which does not signify which engine was
     used to gain the current evaluations and lines.
     </li>
     <li><term>Use book</term> allows the specification of an opening
     book. Moves that are contained in this opening book are skipped
     in the annotation process, that is the annotation starts
     automatically in the middle game.</li>
     <li><term>Annotate several games</term>  Scid will first annotate
     the current game with the settings specified, store the results,
     then automatically load the next game and annotate that as well.
     This is repeated till the game loaded reaches the number given in
     the spin box. By this procedure, many games can be annotated
     automatically without any user intervention.
     </li>
     <li><term>Find opening errors</term> will check the opening phase
     up to the move specified for blunders. Additionally, the
     Annotator-tag gets an entry "opBlunder X" where X is the move the
     blunder occurred.
     </li>
     <li><term>Mark tactical exercises</term> This can be used to
     generate exercises for the training function <a FindBestMove>Find
     best move</a>. This option is only available for <term>UCI</term>
     engines.
     </li>
  </ul>
  After pressing the Ok button,  autoplay mode is enabled and the
  engine starts to analyse the game.  When autoplay mode is used and
  the analysis window is open, a variation containing the score and
  best line of play is automatically added for each position as
  autoplay mode moves through the game.  Only positions from the
  current position until the end of the game (or until you exit
  autoplay mode) are annotated, so you can skip annotation of opening
  moves by moving to a middlegame position before starting autoplay.
  </p>
  <p>
  To cancel annotation at any time, just turn off autoplay mode, for example by
  pressing the <b>Escape</b> key in the main window.
  </p>
  <p>
  Note that for simplicity, the <b>Annotate</b> button is only available
  in the window opened as analysis engine 1. If you open an engine as
  analysis engine 2, you cannot use it to annotate the game.
  </p>
  
  <h3>Analysis board</h3>
  <p>
  Pressing the button <button tb_coords> in an analysis window will
  show or hide the analysis board, which shows the position at the end
  of the current best line of play found by the engine. This works for
  most Scid-compatible engines but may not work for all; it depends on
  the move notation an engine uses.
  </p>
  
  <h3>Engine priority</h3>
  <p>
  If an engine is using too much CPU time and affecting the use of Scid
  or other applications, turning on the <b>Low CPU priority</b> button
  <button tb_cpu> may help; it gives the engine a low priority for CPU
  scheduling. On Windows, engines are run on low priority by default.
  </p>
  <p>
  <b>Note</b> that on Unix systems the engines priority can not be set
  back to normal.
  </p>

  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Calvar window help:

set helpTitle(CalVar) "Calculation of variation"
set helpText(CalVar) {<h1>The calculation of variation window</h1>
  <p>
   This training exercise is also known as the Stoyko exercise.  Its
   purpose is to analyse a complex position and evaluate as many sound
   lines as possible, and give a correct evaluation for each of them.
  </p> 
  <h3>Configuration</h3></p>
  <p>
  Three parameters are set :
  <ul>
     <li>The UCI engine that will analyse various lines</li>
     <li>The time, in seconds, the engine will use to analyse the position</li>
     <li>The time, in seconds, the engine will use to analyse each line entered by the user</li>
  </ul>
  </p>

  <h3>Entering lines</h3></p>
  <p>
  Moves are entered as usual with mouse clicks on the board but they
  will not be displayed. At the end of a line the user needs to provide
  an evaluation by clicking on one of the buttons with NAG codes.
  </p>

  <h3>Evaluation verification</h3>
  <p>
  Each time an evaluation is given to a line the engine calculates its
  value and append the line and score just below the user ones.
  </p>

  <h3>Done with position</h3>
  <p>
   When  the user thinks he found all best lines, pressing <term>Done with
   position</term> will append to the game (with the comment <term>Missed
   line</term>), the lines that have a score higher than the best line
   entered by the user.
  </p>

  <p><footer>(Updated: Scid 3.6.21, December 2007)</footer></p>
}


####################
### EPD files help:

set helpTitle(EPD) "EPD files"
set helpText(EPD) {<h1>EPD files</h1>
  <p>
  An EPD (extended position description) file is a collection of positions,
  where each position has some associated text. Like <a PGN>PGN</a>, it
  is a common standard for chess information.
  </p>
  <p>
  An EPD file has a number of defined <term>opcodes</term> (fields)
  which are stored separated by semicolons (<b>;</b>) in the file
  but are shown on separate lines in a Scid EPD window to make editing easier.
  A semicolon within an EPD field is stored as "<b>\s</b>" by Scid to
  distinguish it from an end-of-field marker.
  Each position and its associated opcodes are stored on one single line
  in the EPD file.
  </p>
  <p>
  Standard EPD opcodes include:
  <ul>
  <li> <b>acd</b> Analysis count: depth searched.</li>
  <li> <b>acn</b> Analysis count: number of nodes searched.</li>
  <li> <b>acs</b> Analysis count: search time in seconds.</li>
  <li> <b>bm</b> Best moves: move(s) judged best for some reason.</li>
  <li> <b>ce</b> Centipawn evaluation: evaluation in hundredths of a
  pawn from the perspective of the <b>side to move</b> -- note this
  differs from the Analysis window which shows evaluations in pawns from
  Whites perspective. </li>
  <li> <b>cX</b> Comment (where <b>X</b> is a digit, 0-9).</li>
  <li> <b>eco</b> <a ECO>ECO</a> system opening code.</li>
  <li> <b>id</b> Unique Identification for this position.</li>
  <li> <b>nic</b> <i>New In Chess</i> system opening code.</li>
  <li> <b>pm</b> Predicted move: the first move of the PV.</li>
  <li> <b>pv</b> Predicted variation: the line of best play.</li>
  </ul>
  
  <p>
  EPD files have a number of uses: Scid uses an EPD file to classify
  games according to the <a ECO>Encyclopedia of Chess Openings</a> (ECO)
  system, and you can create an EPD file for your opening repertoire,
  adding comments for positions you regularly reach in games.
  </p>
  <p>
  You can create a new EPD file or open an existing one, from the
  <menu>New</menu> and <menu>Open</menu> commands of the
  <menu>File</menu> menu. At most four EPD files can be open at any time.
  </p>
  
  <h3>EPD windows</h3>
  <p>
  For each open EPD file, you will see a window which shows the text for
  the current position. You do not have to press the Store button to store
  any changes you make to a positions text; the text will be stored whenever
  you move to a different position in the game.
  </p>
  
  <h3>Navigating EPD files</h3>
  <p>
  To browse through the positions in a EPD file, use the
  <menu>Next position</menu> and <menu>Previous position</menu> commands
  from the EPD window <menu>Tools</menu> menu, or use the shortcut
  keys <b>Ctrl+DownArrow</b> and <b>Ctrl+UpArrow</b>.
  These commands move to the next/previous position in the file, clearing
  the current game and setting its start position.
  </p>

  <h3>Annotating</h3>
  <p>
  EPD-files can be automatically annotated by selecting Tools /
  Annotate position. The upcoming dialogue asks for the time that
  should be used for the analysis, then the <a Analysis List>engine
  list</a> is opened for selection of an engine to be used. <b>Note</b> If an
  analysis window is already opened, the analysis is done using this
  engine without asking the user beforehand. Then the engine is
  started and the result added to the EPD. The EPD tags used are :
  acd, acn, ce and pv.
  </p>
  <p>

  <h3>Stripping out EPD fields</h3>
  <p>
  EPD files you find on the Internet may contain fields that do not
  interest you, and they can waste a lot of space in the file.
  For example, an EPD file of computer evaluations might have ce, acd,
  acn, pm, pv and id fields but you may only need the ce and pv fields.
  </p>
  <p>
  You can strip out an EPD opcode from all positions in the EPD file using
  the <menu>Strip out EPD field</menu> from the EPD window <menu>Tools</menu>
  menu.
  </p>

  <h3>The EPD window status bar</h3>
  <p>
  The status bar of each EPD window shows:
  <ul>
  <li>- the file status (<b>--</b> means unchanged, <b>XX</b> means
  changed, and <b>%%</b> means read-only); </li>
  <li>- the file name; </li>
  <li>- the number of positions in the file; </li>
  <li>- legal moves from the current position reach another position
  in this EPD file.</li>
  </ul>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Email window help:

set helpTitle(Email) "Email window"
set helpText(Email) {<h1>The Email window</h1>
  <p>
  Scids email manager window provides a way for you to manage correspondence
  chess games played by email.
  If you do not play email chess, this will be of no interest to you.
  But if you play correspondence chess by email, you can send your email
  messages directly from Scid!
  </p>
  <p>
  To use the email manager:
  <ul>
  <li><b>1)</b> Create the game(s) for your opponent in the
  database. </li>
  <li><b>2)</b> In the email manager window, select <b>Add</b> and enter
  your opponents details: name, email address, and the game numbers in the
  database. </li>
  <li><b>3)</b> Select <b>Send email</b> in the email window each time you
  have added moves to the game(s) and want to send a message. </li>
  </ul>
  
  <p>
  When you send an email message, Scid generates the message with the games
  in <a PGN>PGN</a> format <b>without</b> any comments, annotations or variations, since
  you would not usually want your opponent to see your analysis.
  You can edit the message before sending it to add conditional moves or
  other text.
  </p>
  <p>
  For each opponent, you may have any number of games; one or two is most
  common. Note that Scid does not check if game numbers change, so after
  setting up the details of your opponents, be careful to avoid deleting games
  or sorting your database of email games, since this will rearrange games
  and the game numbers for each opponent will be incorrect.
  </p>
  
  <h3>Limitations</h3>
  <p>
  Scid does not have any capability to check your email folder yet, so you
  still need to add your opponents moves to the games manually.
  </p>
  
  <h3>Configuration</h3>
  <p>
  A copy of each email message sent by Scid is stored in the file
  <b>~/.scid/scidmail.log</b>. If you want them to be stored
  in a different file, you will need to edit the file <b>tcl/start.tcl</b>
  and recompile Scid.
  </p>
  <p>
  Scid can send email messages using an SMTP server or sendmail.
  User the <b>Settings</b> button in the Email Manager to specify which
  you want to use.
  </p>
  <p>
  Scid stores the opponent details for a database in a file
  with the same name as the database and the suffix "<b>.sem</b>".
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Reports help:

set helpTitle(Reports) "Reports"
set helpText(Reports) {<h1>Reports</h1>
  <p>
  A <term>Report</term> in Scid is a document containing information about
  a particular position and/or player. There are two types of report Scid can
  generate: Opening Reports and Player Reports.
  </p>
  
  <h3><name Opening>Opening Reports</name></h3>
  <p>
  Scid can produce an <term>opening report</term> that displays interesting
  facts about an opening position. To generate an opening report, first make
  sure the displayed position is the one you want a report for, then select
  <b>Opening Report</b> from the <b>Tools</b> menu.
  </p>
  <p>
  The <term>Opening Report</term> window displays the results of the report
  Scid generated. The <b>File</b> menu has commands to save the report
  to a file in plain text, HTML or <a LaTeX>LaTeX</a> format.
  </p>
  <p>
  The first sections of the report present information on the games that
  reach the report position, and moves played from the position. You can
  see if the opening is becoming more popular, if it has many short draws,
  and what move orders (transpositions) are used to reach it.
  </p>
  <p>
  The Positional Themes section reports the frequency of certain common
  positional themes in the report games. For this, the first 20 moves of
  each game (hence the first 40 positions of each game after the starting
  position) are examined. To be counted as containing a theme, a game must
  contain that particular theme in at least 4 positions of its first 20
  moves. This avoids the brief occurrence of a theme (such as an isolated
  Queen pawn which is quickly captured) distorting results.
  </p>
  <p>
  The final and largest part of the report is the theory table. When saving
  the report to a file, you can choose to save just the theory table, a compact
  report without the theory table, or the whole report.
  </p>
  <p>
  Almost all the report sections can be turned on or off or adjusted in
  the opening report options, so you can customize a report to only show
  the information that interests you.
  </p>
  <p>
  Most items of information in the report window that are shown in color,
  invoke some action when selected with the left mouse button. For example,
  you can click on a game reference to load that game, or click on a
  positional theme to set the filter to contain only the report games where
  that theme occurred.
  </p>
  <p>
  Choosing <term>Merge Games</term> will merge the games from the
  opening report into the currently displayed game. This merges in
  the whole games as variations to the game, including the full
  reference.
  </p>
  
  <h4>Favorites</h4>
  <p>
  The <menu>Favorites</menu> menu in the report window lets you maintain a
  collection of favorite opening report positions and generate the opening
  reports for all those positions easily. Selecting "Add Report..." from
  the Favorites menu will add the current position as a favorite report
  position; you will be prompted to enter a name that will be used as
  the filename when favorite reports are generated.
  </p>
  <p>
  Select "Generate Reports..." from the Favorites menu to generate a report
  for each of your favorite reports using the current database. A dialog
  box will appear allowing you to specify the report type and format, and
  a directory where report files will be saved. A suitable suffix for the
  format you selected (e.g. ".html" for HTML format) will be added to each
  report file name.
  </p>
  
  <h3><name Player>Player Reports</name></h3>
  <p>
  A <term>Player Report</term> is very similar to an opening report, but it
  contains information about the games of a single player with the white or
  black pieces. You can generate a player report from the Tools menu, or from
  the <a PInfo>Player Info</a> window.
  </p>
  <p>
  A player report can be generated either for all games by the specified player
  with the specified pieces, or for only the subset of those games which reach
  the current position on the main window chessboard.
  </p>
  
  <h3>Limits</h3>
  <p>
  There is a limit of 2000 games for most data generated by reports, so
  if the report position occurs in more than 2000 games, some results may
  be slightly incorrect.
  </p>
  <p>
  Also, there is a limit of 500 games for the theory table. If the report
  position occurs in more than 500 games, only the 500 games with the highest
  average Elo rating are used to generate the theory table. You can adjust the
  number of games used to generate the theory table in the Report options.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}


####################
### Player List help:

set helpTitle(PList) "Player Finder window"
set helpText(PList) {<h1>The Player Finder window</h1>
  <p>
  The <term>Player Finder</term> window displays a list of names of
  players in the current database. Selecting a player will open the
  <a PInfo>Player Info</a> window to display more detailed information
  about that player.
  </p>
  <p>
  Five columns are displayed showing each player's name, peak Elo
  rating, number of games played and the year of their oldest and
  newest game.
  Click on any column title at the top of the list to sort the
  list by that column.
  </p>
  <p>
  The controls below the list allow you to filter the list contents.
  You can alter the maximum list size, enter a case-insensitive player
  name prefix (such as "ada" to search for "Adams"), and restrict the
  ranges of Elo rating and number of games played.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Player Info help:

set helpTitle(PInfo) "Player Info window"
set helpText(PInfo) {<h1>The Player Info window</h1>
  <p>
  
  The <term>Player Information</term> window is produced or updated whenever
  you click the left mouse button on a player name in the game information
  area (below the chessboard) or in the <a Crosstable>crosstable</a> window.
  </p>
  <p>
  It displays (hopefully) useful information about the player, including their
  success with White and Black, favorite openings (by <a ECO>ECO code</a>),
  and rating history.
  </p>
  <p>
  All percentages displayed are an expected score (success rate), from the
  player's perspective -- so higher is always better for the player, whether they
  are White or Black.
  </p>
  <p>
  You can see the player's rating history in a graph by pressing the
  <a Graphs Rating>Rating graph</a> button.
  </p>
  <p>
  Any number printed in red can be clicked with the left mouse button to set
  the <a Searches Filter>filter</a> to the games it represents.
  </p>
  <p>
  If a current verison of the ratings file (cf. <url
  http://scid.sourceforge.net/>Scid website</url>) is online links to
  additional ressources may be present that will be accessible by the
  users web browser provided Internet access is available. These infos
  can be accessed by the following symbols in the player information
  window (note that not all symbols may be present!):
  <ul>
  <li><button fidelnk> Go to the players FIDE profile page</li>
  <li><button iccflnk> Go to the players ICCF profile page</li>
  <li><button dsblnk> Go to the players profile at the Deutscher
  Schachbund.</li>
  <li><button bcflnk> Go to the players profile at the British Chess
  Federation.</li>
  <li><button smlnk> Go to te players profile at SchemingMind.</li>
  <li><button wikiplnk> Call up the players Wikipedia profile page.
  Scid will try to use the language set for Scid itself. If no page is
  available, it will resort to German (for pure technical reasons).</li>
  <li><button dnblnk> Call up the German national library for books by
  or about the player.</li>
  <li><button seealsolnk> An alternative way to access Wikipedia.</li>
  <li><button viaflnk> Call up player information at the Virtual
  Autority File (VIAF). This could be used to call up books of/by this
  player in the contributing national libraries.</li>
  </ul>
  
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}

####################
### Graphs help:

set helpTitle(Graphs) "Graph windows"
set helpText(Graphs) {<h1>Graph windows</h1>
  <p>
  Scid has a number of windows which display information graphically.
  They are explained below.
  </p>
  
  <h3><name FilterGraph>Relative and absolute Filter Graph windows</name></h3>
  <p>
  The <term>relative Filter Graph</term> window shows trends by date or by
  Elo rating for the games in the current filter, compared to the
  entire database. For example, it is useful when the <a Tree>tree</a>
  is open as a tool showing how the current opening position has changed
  in popularity in recent years or decades, or whether it is especially
  popular among higher-rated players such as grandmasters.
  Each point on the graph represents the number of games in the filter
  per 1000 games in the entire database, for a particular date or Elo
  rating range.
  </p>
  <p>
  The second Filter graph window is the <term>absolute Filter
  Graph</term> window. This graph shows the absolute quantity of games
  in the filter according the selecte criteria. It is possible to select
  the criteria: Decade, Year, Rating and Moves.<br>
  The small button near the Close-Button opens the dialog to configure
  the graph. You can select the range (from, to) and the size of
  intervall for the x-axes. The "decade"-criteria can't be configured,
  use Year insteed. If "Estimate" selected a missing rating will be
  estimate like described below. In other case no estimation is done
  and missing ratings are count as zero. This matches the Min. Elo
  evaluation in the statistic-window. Use "Update" to start a new
  evaluation with the actual value without closing the dialog.
  </p>
  <p>
  Please note: The calculation can be need some time on large ranges and
  small intervalls, in addition the readability degreases. 
  </p>
  <p>
  When plotting the Filter graph by rating, Scid uses the average (mean)
  rating for each game. Estimate ratings (such as those in the spelling file)
  are not used. If one player in a game has a rating but the opponent
  does not, the opponent is presumed to have the same up to a limit of 2200.
  For example, if one player is rated 2500 and the opponent has no rating,
  the mean rating is (2500+2200)/2=2350.
  </p>
  
  <h3><name Rating>Rating Graph window</name></h3>
  <p>
  The <term>Rating Graph</term> window shows the rating history of one
  player or the two players of the current game.
  You can produce the graph for a single player by pressing the
  <b>Rating graph</b> button in the <a PInfo>player information</a>
  window, or produce it for the two players of the current game by
  selecting <b>Rating graph</b> from the <menu>Tools</menu> menu.
  </p>
  
  <h3><name Score>Score Graph window</name></h3>
  <p>
  The <term>Score Graph</term> window shows the numeric evaluations (scores)
  stored in the comments of the current game as a graph.
  You can click the left mouse button anywhere in the score graph to go to the
  corresponding position in the game.
  </p>
  <p>
  Two types of evaluation comment are recognized: those produced by
  the Scid <a Analysis>analysis</a> window (which have the format
  <ul>
  <li><b>1.e4 {"+0.25 ...."}</b></li>
  </ul>
  and are always scores from White's perspective) and those produced
  by the Crafty annotate command (which have the format
  <ul>
  <li><b>1.e4 ({9:+0.25} ....)</b></li>
  </ul>
  and are also scores from White's perspective).
  </p>
  <p>
  In case the scores are not given from whites perspective, one can
  choose the perspective to use from the options menu to correct for
  this.
  ###--- Checking both ??? ---###
  </p>
  
  <h3><name Tree>Tree Graph window</name></h3>
  <p>
  The <term>Tree Graph</term> window is available from the tree
  window. It shows the performance of the most popular moves from the
  current position. More information is available from the
  <a Tree Graph>Tree</a> help page.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Tablebases help:

set helpTitle(TB) "Tablebases"
set helpText(TB) {<h1>Tablebases</h1>
  
  <p>
  A <term>tablebase</term> is a file containing the perfect result
  information about all positions of a particular material setup,
  such as King and Rook versus King and Pawn. Tablebases for all
  material situations up to five men (including the Kings) have been
  generated, and some simple 6-men tablebases are also available.
  </p>
  <p>
  Scid can use Nalimov-format tablebases that are used by many modern
  chess engines. These often end with the file suffix <b>.nbw.emd</b>
  or <b>.nbb.emd</b>. All 3-, 4- and 5-men Nalimov tablebases can be
  used in Scid.
  </p>
  
  <h3>Using tablebases in Scid</h3>
  <p>
  To use tablebase files in Scid, simply set their directories by
  selecting <b>Tablebase directory...</b> from the <menu>Options</menu> menu.
  You can select up to 4 directories where your tablebase files are stored.
  You can press a <b>...</b> button to the right of an entry to choose a
  file, to specify that the directory of that file should be used.
  </p>
  <p>
  When a position found in a tablebase file is reached, the game information
  area (below the chessboard) will show tablebase information. You can
  configure the amount of information shown by clicking the right-mouse
  button in that area or selecting <b>Game information</b> from the
  <menu>Options</menu> menu. Selecting the "result and best moves" option
  gives the most useful information, but is much often slower than
  the "result only" option.
  </p>
  
  <h3>The Tablebase window</h3>
  <p>
  You can get even more tablebase information about the current position
  by opening the <term>Tablebase window</term> (<menu>Windows</menu> menu,
  shortcut: Ctrl+Shift+=). This window shows the result with perfect play
  of all legal moves from the current position.
  </p>
  <p>
  The window has two main parts. The summary frame (on the left) shows
  which tablebases Scid found on your computer and a summary for each
  tablebase. The results frame (on the right) shows optimal results for
  all moves from the current position displayed in the main window.
  </p>
  
  <h4>The summary frame</h4>
  <p>
  The top part of the summary frame lets you select a particular
  tablebase. Those you have available are shown in blue and unavailable
  tablebases are shown in gray, but you can select any tablebase.
  The lower part of the summary frame shows summary information for the
  selected tablebase. (Not all tablebases have a summary recorded in
  Scid yet.)
  </p>
  <p>
  The summary includes the frequency (how many games per million reach a
  position with this material, computed from a database of more than
  600,000 master-level games), a longest mate for either side, and the
  number of mutual (or "reciprocal") zugzwangs. A mutual zugwang is a
  position where white to move draws and black to move loses, or where
  white to move loses and black to move draws, or where whoever moves
  loses.
  </p>
  <p>
  For some tablebases with mutual zugzwangs, the summary also includes
  a list of all of the zugwang positions or a selection of them. A full
  list for every tablebase is not feasible since some tablebases have
  thousands of mutual zugzwangs.
  </p>
  <p>
  You can set up a random position from the selected tablebase by pressing
  the <b>Random</b> button.
  </p>
  
  <h4>The results frame</h4>
  <p>
  The results frame is updated whenever the chessboard in the main window
  changes. The first line shows how many moves win (+), draw (=), lose (-),
  or have an unknown result (?). The rest of the frame gives a more detailed
  list of results, ranking them from shortest to longest mates, then draws,
  then longest to shortest losses. All distances are to checkmate.
  </p>
  
  <h4>The results board</h4>
  <p>
  In a tablebase position, it is often useful what the tablebase results
  would be if all the pieces in the current position were on their
  current squares but one particular piece was moved somewhere else.
  For example, you may want to determine how close a king has to be to
  a passed pawn to win or draw a particular position. In endgame books
  this information is often called the <i>winning zone</i> or
  <i>drawing zone</i> of a piece in a position.
  </p>
  <p>
  You can find this information in Scid by pressing the button with an
  image of a chessboard, to show the <term>results board</term> in the
  tablebase window.
  When you press the left mouse button on any piece in this board, a
  symbol is drawn in each empty square showing what the tablebase result
  would be (with the same side to move as the current main window position)
  if the selected piece was on that square.
  </p>
  <p>
  There are five different symbols a square can have:
  a white <b>#</b> means White wins;
  a black <b>#</b> means Black wins;
  a blue <b>=</b> means the position is drawn;
  a red <b>X</b> means the position is illegal (because the kings are
  adjacent or the side to move is giving check); and
  a red <b>?</b> means the result is unknown because the necessary
  tablebase file is not available.
  </p>
  
  <h3>Obtaining Tablebase files</h3>
  <p>
  See the <a Author Related>related links</a> section for help on finding
  tablebase files on the Internet.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Bookmarks help:

set helpTitle(Bookmarks) "Bookmarks"
set helpText(Bookmarks) {<h1>Bookmarks</h1>
  <p>
  Scid allows you to <term>bookmark</term> important games for easy
  future reference. The bookmarks menu is available from the
  <menu>File</menu> menu, the toolbar, or the <B>Ctrl+B</b> shortcut key.
  </p>
  <p>
  When you select a bookmarked game from the Bookmarks menu, Scid will
  open its database if necessary, find that game, and move to the game
  position at which it was bookmarked.
  </p>
  <p>
  Only games in a Scid format database (not a <a PGN>PGN</a> file or the clipbase)
  can be bookmarked.
  </p>
  <p>
  If the database of a bookmarked game is sorted or compacted, the bookmark
  details may become out of date. When that happens, Scid will search the
  database for the best matching game (comparing player names, site, etc)
  when the bookmark is selected, so the bookmarked game should still be
  loaded. However, if details of the bookmarked game change, it is possible
  that a different game will match the bookmark details better and be
  loaded instead. So it is a good idea to re-bookmark a game if you edit
  its players, site, result, round or year.
  </p>
  
  <h3>Editing bookmarks</h3>
  <p>
  With the bookmark editor, you can change the menu text displayed for
  each bookmarked game and add folders to categorize bookmarks.
  </p>
  
  <h3>Hints</h3>
  <p>
  You can use bookmarks for fast access to databases you use often
  by bookmarking a game from each database. Another good use for
  bookmarks is to add important games you find when studying a
  particular chess opening.
  </p>
  <p>
  The bookmarks menu contains an entry for controlling the display of
  bookmark folders: they can be shown as submenus (useful when there are
  many bookmarks), or as a single list.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Command-line options help:

set helpTitle(Cmdline) "Command-line options"
set helpText(Cmdline) {<h1>Command-line options</h1>
  <p>
  When you start Scid from a shell or console, there are command-line
  options you can specify. Scid-format databases (with or without a
  file suffix such as ".si3") and <a PGN>PGN</a> files to be opened can be given,
  for example:
  <ul>
  <li>scid mybase newgames.pgn</li>
  </ul>
  will start Scid and open the Scid database called mybase and the
  <a PGN>PGN</a> file named newgames.pgn.
  </p>
  <p>
  There are also optional arguments to control which files Scid should
  search for and use when it starts. You can turn off the use of
  <a TB>tablebases</a> with the <b>-xtb</b> (or <b>-xt</b>) option,
  avoid loading the <a ECO>ECO openings classification</a> file with
  <b>-xeco</b> or <b>-xe</b>, and avoid loading the
  <a Maintenance Spellcheck>spelling</a> file
  with <b>-xspell</b> or <b>-xs</b>. Also, the option <b>-fast</b>
  or <b>-f</b> does all three, so <b>scid -f</b> is equivalent
  to <b>scid -xeco -xspell -xtb</b>.
  </p>

  <p>
  Additionally, a filter file (.sso) can be used on the command line.
  <ul>
  <li>scid mybase myfilter</li>
  </ul>
  will open mybase and run myfilter immediately against it to select a
  set of games. This can e.g. be used to select a list of unfinished
  games in a pgn file.
  </p>
  
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Pgnscid help:

set helpTitle(Pgnscid) "Pgnscid"
set helpText(Pgnscid) {<h1>Pgnscid</h1>
  <p>
  <term>Pgnscid</term> is the separate program that you need to use to
  convert <a PGN>PGN</a> (portable game notation) files into Scid databases.
  </p>
  <p>
  To convert a file named <i>myfile.pgn</i>, simply type:
  <ul>
  <li> <b>pgnscid myfile.pgn</b> </li>
  </ul>
  and the scid database (consisting of <i>myfile.si3</i>, <i>myfile.sg3</i>
  and <i>myfile.sn3</i>) will be created.
  Any errors or warnings will be written to the file <i>myfile.err</i>.
  </p>
  <p>
  If you want the database to be created in a different directory or have
  a different name, you can add the database name to the command line,
  for example:
  <ul>
  <li> <b>pgnscid myfile.pgn mybase</b> </li>
  </ul>
  will create a database consisting of the files <i>mybase.si3</i>,
  <i>mybase.sg3</i> and <i>mybase.sn3</i>.
  </p>
  <p>
  Note that pgnscid (and scid) can read Gzipped <a PGN>PGN</a> files
  (e.g. <b>mybase.pgn.gz</b>)
  directly, so if you have a large <a PGN>PGN</a> file compressed with Gzip to save
  disk space, you do not have to un-gzip it first.
  </p>
  
  <h3>Options</h3>
  <p>
  There are two optional arguments pgnscid can accept before the filename:
  <b>-f</b> and <b>-x</b>.
  </p>
  <p>
  The <b>-f</b> option forces overwriting of an existing database; by
  default, pgnscid will not convert to a database that already exists.
  </p>
  <p>
  The <b>-x</b> option causes pgnscid to ignore all text between games.
  By default, text between games is stored as a pre-game comment of the
  game that follows. This option only affects text between games; standard
  comments inside each game are still converted and stored.
  </p>
  
  <h3>Formatting player names</h3>
  <p>
  To reduce the number of multiple spellings of names that refer to the
  same player, some basic formatting of player names is done by pgnscid.
  For example, the number of spaces after each comma is standardized to one,
  any spaces at the start and end of a name are removed, and a dot at the
  end of a name is removed.
  Dutch prefixes such as "van den" and "Van Der" are also normalized to have
  a capital V and small d.
  </p>
  <p>
  You can edit (and even spellcheck) player, event, site and round names in
  Scid; see the <a Maintenance Editing>Maintenance</a> help page for details.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}


####################
### File formats help:

set helpTitle(Formats) "File Formats"
set helpText(Formats) {<h1>Scid File Formats</h1>
  <p>
  Scid databases consist of three essential files: an Index file, a Name
  file and a Game file. All have a three-letter suffix starting with "s":
  ".si3" for index files, ".sn3" for name files, and ".sg3" for game files.
  </p>
  
  <h3>The Index (.si3) file</h3>
  <p>
  This file contains a description for the database and a small fixed-size
  entry for each game. The current size is 41 bytes per game.
  Of this, about 28 bytes is essential information such as the result,
  date, player/event/site name ID numbers (the actual names are in the
  Name file), etc.
  </p>
  <p>
  The remaining 13 bytes contain redundant but useful information about the
  game that is used to speed up position, material and pattern searches.
  See the section <a Formats Fast>Fast searches</a> below for more information.
  </p>
  
  <h3>The Name (.sn3) file</h3>
  <p>
  This file contains all player, event, site and round names used in the
  database. Each name is stored only once even if it occurs in many games.
  The name file is usually the smallest of the three essential files in a
  database.
  </p>

  <h3>The Game (.sg3) file</h3>
  <p>
  This file contains the actual moves, variations and comments of each game.
  The move encoding format is very compact: most moves take only one byte
  of storage.
  </p>
  <p>
  When a game is replaced, its new version is saved to the <i>end</i> of
  the game file, so wasted space can accumulate over time. You can restore
  a database to its minimal size by <a Compact>compacting</a> it.
  </p>
  
  <h3>Other Scid files</h3>
  <p>
  An <a EPD>EPD</a> file (suffix: ".epd")
  contains a number of chess positions, each with a text comment.
  The EPD file format is described in the <a Author Related>PGN standard</a>.
  </p>
  <p>
  An email (suffix: ".sem") file for a database stores details of the opponents
  you send email messages to.
  </p>
  <p>
  A SearchOptions (suffix: ".sso") file contains Scid
  <a Searches Header>header</a> or
  <a Searches Material>material/pattern</a> search settings.
  </p>
  
  <h3><name Fast>Fast searches in Scid</name></h3>
  <p>
  As mentioned above, the index file stores some redundant but useful
  information about each game to speed up position or material searches.
  </p>
  <p>
  For example, the material of the final position is stored. If you search
  for rook and pawn endings, then all games that end with a queen, bishop
  or knight on the board (and have no pawn promotions) will be quickly
  skipped over.
  </p>
  <p>
  Another useful piece of information stored is the order in which pawns
  leave their home squares (by moving, or by being captured). This is used
  to speed up tree or exact position searches, especially for opening
  positions. For example, when searching for the starting position of the
  French defence (1.e4 e6), every game starts with 1.e4 c5, or 1.d4, etc, will
  be skipped, but games starting with 1.e4 e5 will still need to be searched.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### Options and Fonts help:

set helpTitle(Options) "Options"
set helpText(Options) {<h1>Options and preferences</h1>
  <p>
  Many Scid options and preferences (such as the board size, colors, fonts,
  and default settings) are adjustable from the <menu>Options</menu> menu.
  All these (and more, such as the last directory you loaded a database from
  and the sizes of some windows) are saved to an options file when
  you select <b>Save Options</b> from the Options menu.
  The options file is loaded whenever you start Scid.
  </p>
  <p>
  If you use Windows, the options file is <b>scid.opt</b> in the directory
  where the Scid program file <b>scid.exe</b> is located. For users of Unix
  operating systems (such as Solaris or Linux) the file
  is <b>~/.scid/scidrc</b>.
  </p>
  
  <h3><name MyPlayerNames>Setting your player names</name></h3>
  <p>
  There may be a player name (or several names) for whom, whenever a game
  is loaded, you would like the main window chessboard to be displayed from
  the perspective of that player. You can configure a list of such names
  using <b>My Player Names...</b> from the <menu>Options/Chessboard</menu>
  menu. In the dialog box that appears, enter one player name on each line.
  Wildcard characters ("<b>?</b>" for exactly one character and "<b>*</b>"
  for a sequence of zero or more characters) can be used.
  </p>
  
  <h3><name Fonts>Setting Fonts</name></h3>
  <p>
  Scid has three basic fonts it uses in most of its windows, and you can
  customize all of them. They are called <b>regular</b>, <b>small</b> and
  <b>fixed</b>.
  </p>
  <p>
  The fixed font should be a fixed-width (not proportional) font. It is used
  for the <a Tree>tree</a> and <a Crosstable>crosstable</a> windows.
  </p>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

####################
### NAG values help:

set helpTitle(NAGs) "NAG values"
set helpText(NAGs) {<h1>Standard NAG values</h1>
  <p>
  Standard NAG (Numeric Annotation Symbol) values defined in the
  <a Author Related>PGN standard</a> are:
  </p>
  <cyan>
  <ul>
  <li>  1     Good move                                                      : !       </li>
  <li>  2     Poor move                                                      : ?       </li>
  <li>  3     Excellent move                                                 : !!      </li>
  <li>  4     Blunder                                                        : ??      </li>
  <li>  5     Interesting move                                               : !?      </li>
  <li>  6     Dubious move                                                   : ?!      </li>
  <li>  7     Forced move                                                    : forced  </li>
  <li>  8     Singular move; no reasonable alternatives                      : □       </li>
  <li>  9     Worst move                                                     : worst   </li>
  <li> 10     Drawish position                                               : =       </li>
  <li> 11     Equal chances, quiet position                                  : =, quiet</li>
  <li> 12     Equal chances, active position                                 : ↹       </li>
  <li> 13     Unclear position                                               : ~       </li>
  <li> 14     White has a slight advantage                                   : +=      </li>
  <li> 15     Black has a slight advantage                                   : =+      </li>
  <li> 16     White has a moderate advantage                                 : +/-     </li>
  <li> 17     Black has a moderate advantage                                 : -/+     </li>
  <li> 18     White has a decisive advantage                                 : +-      </li>
  <li> 19     Black has a decisive advantage                                 : -+      </li>
  <li> 20     White has a crushing advantage                                 : +--     </li>
  <li> 21     Black has a crushing advantage                                 : --+     </li>
  <li> 22     White is in zugzwang                                           :  ⊙      </li>
  <li> 23     Black is in zugzwang                                           :  ⊙      </li>
  <li> 24     White has a slight space advantage                             :  ◯      </li>
  <li> 25     Black has a slight space advantage                             :  ◯      </li>
  <li> 26     White has a moderate space advantage                           :  ◯◯     </li>
  <li> 27     Black has a moderate space advantage                           :  ◯◯     </li>
  <li> 28     White has a decisive space advantage                           :  ◯◯◯    </li>
  <li> 29     Black has a decisive space advantage                           :  ◯◯◯    </li>
  <li> 30     White has a slight time (development) advantage                :  ↻      </li>
  <li> 31     Black has a slight time (development) advantage                :  ↺      </li>
  <li> 32     White has a moderate time (development) advantage              :  ↻↻     </li>
  <li> 33     Black has a moderate time (development) advantage              :  ↺↺     </li>
  <li> 34     White has a decisive time (development) advantage              :  ↻↻↻    </li>
  <li> 35     Black has a decisive time (development) advantage              :  ↺↺↺    </li>
  <li> 36     White has the initiative                                       :  ↑      </li>
  <li> 37     Black has the initiative                                       :  ↓      </li>
  <li> 38     White has a lasting initiative                                 :  ⇑      </li>
  <li> 39     Black has a lasting initiative                                 :  ⇓      </li>
  <li> 40     White has the attack                                           :  →      </li>
  <li> 41     Black has the attack                                           :  ←      </li>
  <li> 42     White has insufficient compensation for material deficit       :  &/-    </li>
  <li> 43     Black has insufficient compensation for material deficit       :  &/+    </li>
  <li> 44     White has sufficient compensation for material deficit         :  =/&    </li>
  <li> 45     Black has sufficient compensation for material deficit         :  =/&    </li>
  <li> 46     White has more than adequate compensation for material deficit :  +/&    </li>
  <li> 47     Black has more than adequate compensation for material deficit :  -/&    </li>
  <li> 48     White has a slight center control advantage                    :  ⊞      </li>
  <li> 49     Black has a slight center control advantage                    :  ⊞      </li>
  <li> 50     White has a moderate center control advantage                  :  ⊞⊞     </li>
  <li> 51     Black has a moderate center control advantage                  :  ⊞⊞     </li>
  <li> 52     White has a decisive center control advantage                  :  ⊞⊞⊞    </li>
  <li> 53     Black has a decisive center control advantage                  :  ⊞⊞⊞    </li>
  <li> 54     White has a slight kingside control advantage                  :  ⟩      </li>
  <li> 55     Black has a slight kingside control advantage                  :  ⟩      </li>
  <li> 56     White has a moderate kingside control advantage                :  ⟫      </li>
  <li> 57     Black has a moderate kingside control advantage                :  ⟫      </li>
  <li> 58     White has a decisive kingside control advantage                :  ⋙      </li>
  <li> 59     Black has a decisive kingside control advantage                :  ⋙      </li>
  <li> 60     White has a slight queenside control advantage                 :  ⟨      </li>
  <li> 61     Black has a slight queenside control advantage                 :  ⟨      </li>
  <li> 62     White has a moderate queenside control advantage               :  ⟪      </li>
  <li> 63     Black has a moderate queenside control advantage               :  ⟪      </li>
  <li> 64     White has a decisive queenside control advantage               :  ⋘      </li>
  <li> 65     Black has a decisive queenside control advantage               :  ⋘      </li>
  <li> 66     White has a vulnerable first rank                              :         </li>
  <li> 67     Black has a vulnerable first rank                              :         </li>
  <li> 68     White has a well protected first rank                          :         </li>
  <li> 69     Black has a well protected first rank                          :         </li>
  <li> 70     White has a poorly protected king                              :         </li>
  <li> 71     Black has a poorly protected king                              :         </li>
  <li> 72     White has a well protected king                                :         </li>
  <li> 73     Black has a well protected king                                :         </li>
  <li> 74     White has a poorly placed king                                 :         </li>
  <li> 75     Black has a poorly placed king                                 :         </li>
  <li> 76     White has a well placed king                                   :         </li>
  <li> 77     Black has a well placed king                                   :         </li>
  <li> 78     White has a very weak pawn structure                           :         </li>
  <li> 79     Black has a very weak pawn structure                           :         </li>
  <li> 80     White has a moderately weak pawn structure                     :         </li>
  <li> 81     Black has a moderately weak pawn structure                     :         </li>
  <li> 82     White has a moderately strong pawn structure                   :         </li>
  <li> 83     Black has a moderately strong pawn structure                   :         </li>
  <li> 84     White has a very strong pawn structure                         :         </li>
  <li> 85     Black has a very strong pawn structure                         :         </li>
  <li> 86     White has poor knight placement                                :         </li>
  <li> 87     Black has poor knight placement                                :         </li>
  <li> 88     White has good knight placement                                :         </li>
  <li> 89     Black has good knight placement                                :         </li>
  <li> 90     White has poor bishop placement                                :         </li>
  <li> 91     Black has poor bishop placement                                :         </li>
  <li> 92     White has good bishop placement                                :  ↗      </li>
  <li> 93     Black has good bishop placement                                :  ↖      </li>
  <li> 94     White has poor rook placement                                  :         </li>
  <li> 95     Black has poor rook placement                                  :         </li>
  <li> 96     White has good rook placement                                  :  ⇈      </li>
  <li> 97     Black has good rook placement                                  :  ⇊      </li>
  <li> 98     White has poor queen placement                                 :         </li>
  <li> 99     Black has poor queen placement                                 :         </li>
  <li>100     White has good queen placement                                 :         </li>
  <li>101     Black has good queen placement                                 :         </li>
  <li>102     White has poor piece coordination                              :         </li>
  <li>103     Black has poor piece coordination                              :         </li>
  <li>104     White has good piece coordination                              :         </li>
  <li>105     Black has good piece coordination                              :         </li>
  <li>106     White has played the opening very poorly                       :         </li>
  <li>107     Black has played the opening very poorly                       :         </li>
  <li>108     White has played the opening poorly                            :         </li>
  <li>109     Black has played the opening poorly                            :         </li>
  <li>110     White has played the opening well                              :         </li>
  <li>111     Black has played the opening well                              :         </li>
  <li>112     White has played the opening very well                         :         </li>
  <li>113     Black has played the opening very well                         :         </li>
  <li>114     White has played the middlegame very poorly                    :         </li>
  <li>115     Black has played the middlegame very poorly                    :         </li>
  <li>116     White has played the middlegame poorly                         :         </li>
  <li>117     Black has played the middlegame poorly                         :         </li>
  <li>118     White has played the middlegame well                           :         </li>
  <li>119     Black has played the middlegame well                           :         </li>
  <li>120     White has played the middlegame very well                      :         </li>
  <li>121     Black has played the middlegame very well                      :         </li>
  <li>122     White has played the ending very poorly                        :         </li>
  <li>123     Black has played the ending very poorly                        :         </li>
  <li>124     White has played the ending poorly                             :         </li>
  <li>125     Black has played the ending poorly                             :         </li>
  <li>126     White has played the ending well                               :         </li>
  <li>127     Black has played the ending well                               :         </li>
  <li>128     White has played the ending very well                          :         </li>
  <li>129     Black has played the ending very well                          :         </li>
  <li>130     White has slight counterplay                                   :  ⇄      </li>
  <li>131     Black has slight counterplay                                   :  ⇆      </li>
  <li>132     White has moderate counterplay                                 :  ⇄⇄     </li>
  <li>133     Black has moderate counterplay                                 :  ⇆⇆     </li>
  <li>134     White has decisive counterplay                                 :  ⇄⇄⇄    </li>
  <li>135     Black has decisive counterplay                                 :  ⇆⇆⇆    </li>
  <li>136     White has moderate time control pressure                       :  ⊕      </li>
  <li>137     Black has moderate time control pressure                       :  ⊖      </li>
  <li>138     White has severe time control pressure                         :  ⊕⊕     </li>
  <li>139     Black has severe time control pressure                         :  ⊖⊖     </li>
  </ul>
  </cyan>
  
  <p>
  Other proposed NAG values for Chess Informant publication symbols include:
  </p>
  <cyan>
  <ul>
  <li>140     With the idea ...           : △  </li>
  <li>141     Aimed against ...           :    </li>
  <li>142     Better move                 : ⌓  </li>
  <li>143     Worse move                  :    </li>
  <li>144     Equivalent move             : R  </li>
  <li>145     Editor's Remark             : RR </li>
  <li>146     Novelty                     : N  </li>
  <li>147     Weak point                  : ×  </li>
  <li>148     Endgame                     : ⊥  </li>
  <li>149     Line                        : ⟺  </li>
  <li>150     Diagonal                    : ⇗  </li>
  <li>151     White has a pair of Bishops : ◫  </li>
  <li>152     Black has a pair of Bishops :    </li>
  <li>153     Bishops of opposite color   : ◨  </li>
  <li>154     Bishops of same color       : ⊶  </li>
  </ul>
  </cyan>
  
  <p>
  Other suggested values are:
  </p>
  <cyan>
  <ul>
  <li>190     Etc.            : ǁ </li>
  <li>191     Doubled pawns   : ⡁ </li>
  <li>192     Isolated pawn   : ⚯ </li>
  <li>193     Connected pawns : ⚮ </li>
  <li>194     Hanging pawns   :   </li>
  <li>195     Backwards pawn  :   </li>
  </ul>
  </cyan>
  
  <p>
  Symbols defined by Scid for its own use are:
  </p>
  <cyan>
  <ul>
  <li>201   Diagram        : D or #</li>
  <li>210   see            : —     </li>
  <li>211   mate           : #     </li>
  <li>212   passed pawn    : ⚨     </li>
  <li>213   more pawns     :       </li>
  <li>214   with           : ⌊     </li>
  <li>215   without        : ⌋     </li>
  </ul>
  </cyan>
  
  <p><footer>(Updated: Scid 4.2.2, January 2010)</footer></p>
}


set helpTitle(ECO) "ECO guide"
set helpText(ECO) {<h1>ECO openings classification</h1>
  <p>
  Scid can classify chess games according to the <b>ECO</b>
  (Encyclopedia of Chess Openings) chess openings classification.
  An standard ECO code consists of a letter (A..E) followed by two
  digits, so there are 500 distinct standard ECO codes.
  </p>
  
  <h3>Scid extensions to the ECO system</h3>
  <p>
  The ECO system is very limited and not sufficient for modern games:
  some of the 500 codes are almost never seen any more, while some
  are seen very often. To improve this situation, Scid allows an optional
  extension to the basic ECO codes: each code can be extended with a
  letter (a..z), with a further extension (another digit, 1..4) being
  possible but not used in the standard Scid ECO file yet.
  So an extended Scid ECO code looks like "<b>A41e</b>" or "<b>E99b2</b>".
  Many of the most common ECO codes found in modern master-level games have
  extensions defined in the Scid ECO file.
  </p>
  
  <h3><name Browser>The ECO Browser window</name></h3>
  <p>
  The <term>ECO Browser</term> window shows you the positions that are
  used to classify each ECO code, and the frequency and performance of
  ECO codes in the current database.
  </p>
  <p>
  The upper pane shows the frequency of each ECO code in the current
  database. The bars in the graph have three sections: the lowest
  (lightest color) is the number of White wins, the middle is the
  number of draws, and the highest (darkest) is the number of Black wins.
  This lets you see at a glance the characteristics of an opening: for
  example, if White is scoring very well, or if draws are very common.
  </p>
  <p>
  To go to a deeper ECO level, click the left mouse button
  on a bar in the graph (or type the
  letter or digit it corresponds to). To go back to the higher level,
  click the right mouse button anywhere in the graph, or press the left
  arrow (or delete or backspace) key.
  </p>
  <p>
  The lower pane shows the positions that comprise a particular ECO code,
  according to the ECO file you have loaded.
  </p>
  
  <h3>Loading the Scid ECO file</h3>
  <p>
  The ECO file that comes with Scid is called <b>scid.eco</b>,
  and Scid tries to load this when it starts up.
  If Scid cannot find it, you will need to do the following to enable ECO
  classification:
  <ul>
  <li>(a) In Scid, use the menu command
  <menu>Options: Load ECO file</menu>
  and select the file <b>scid.eco</b>. </li>
  <li>(b) Save options (from the <menu>Options</menu> menu). </li>
  </ul>
  After you do this, the ECO file will be loaded every time you start Scid.
  </p>
  
  <h3><name Codes>ECO code system</name></h3>
  <p>
  The basic structure of the ECO system is:
  </p>
  <p>
  <b><blue><run ::windows::eco::Refresh A>A</run></blue></b>
  1.d4 Nf6 2...;  1.d4 ...;  1.c4;  1.various
  <ul>
  <li>  <b>A0</b>  1.<i>various</i>
  (<b>A02-A03</b> 1.f4: <i>Bird's Opening</i>,
  <b>A04-A09</b>  1.Nf3: <i>Reti, King's Indian Attack</i>) </li>
  <li>  <b>A1</b>  1.c4 ...: <i>English</i> </li>
  <li>  <b>A2</b>  1.c4 e5: <i>King's English</i> </li>
  <li>  <b>A3</b>  1.c4 c5: <i>English, Symmetrical </i> </li>
  <li>  <b>A4</b>  1.d4 ...: <i>Queen's Pawn</i> </li>
  <li>  <b>A5</b>  1.d4 Nf6 2.c4 ..: <i>Indian Defence </i> </li>
  <li>  <b>A6</b>  1.d4 Nf6 2.c4 c5 3.d5 e6: <i>Modern Benoni</i> </li>
  <li>  <b>A7</b>  A6 + 4.Nc3 exd5 5.cxd5 d6 6.e4 g6 7.Nf3 </li>
  <li>  <b>A8</b>  1.d4 f5: <i>Dutch Defence</i> </li>
  <li>  <b>A9</b>  1.d4 f5 2.c4 e6: <i>Dutch Defence</i> </li>
  </ul>
  
  <p>
  <b><blue><run ::windows::eco::Refresh B>B</run></blue></b>
  1.e4 c5;  1.e4 c6;  1.e4 d6;  1.e4 <i>various</i>
  <ul>
  <li>  <b>B0</b>  1.e4 ...
  (<b>B02-B05</b>  1.e4 Nf6: <i>Alekhine Defence</i>;
  <b>B07-B09</b>  1.e4 d6: <i>Pirc</i>) </li>
  <li>  <b>B1</b>  1.e4 c6: <i>Caro-Kann</i> </li>
  <li>  <b>B2</b>  1.e4 c5: <i>Sicilian Defence </i> </li>
  <li>  <b>B3</b>  1.e4 c5 2.Nf3 Nc6: <i>Sicilian</i> </li>
  <li>  <b>B4</b>  1.e4 c5 2.Nf3 e6: <i>Sicilian</i> </li>
  <li>  <b>B5</b>  1.e4 c5 2.Nf3 d6: <i>Sicilian</i> </li>
  <li>  <b>B6</b>  B5 + 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 Nc6 </li>
  <li>  <b>B7</b>  B5 + 4.Nxd4 Nf6 5.Nc3 g6: <i>Sicilian Dragon</i> </li>
  <li>  <b>B8</b>  B5 + 4.Nxd4 Nf6 5.Nc3 e6: <i>Sicilian Scheveningen</i> </li>
  <li>  <b>B9</b>  B5 + 4.Nxd4 Nf6 5.Nc3 a6: <i>Sicilian Najdorf</i> </li>
  </ul>
  
  <p>
  <b><blue><run ::windows::eco::Refresh C>C</run></blue></b>
  1.e4 e5;  1.e4 e6
  <ul>
  <li>  <b>C0</b>  1.e4 e6: <i>French Defence</i> </li>
  <li>  <b>C1</b>  1.e4 e6 2.d4 d5 3.Nc3: <i>French, Winawer/Classical</i> </li>
  <li>  <b>C2</b>  1.e4 e5: <i>Open Game</i> </li>
  <li>  <b>C3</b>  1.e4 e5 2.f4: <i>King's Gambit</i> </li>
  <li>  <b>C4</b>  1.e4 e5 2.Nf3: <i>Open Game</i> </li>
  <li>  <b>C5</b>  1.e4 e5 2.Nf3 Nc6 3.Bc4: <i>Italian; Two Knights</i> </li>
  <li>  <b>C6</b>  1.e4 e5 2.Nf3 Nc6 3.Bb5: <i>Spanish (Ruy Lopez)</i> </li>
  <li>  <b>C7</b>  1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4: <i>Spanish</i> </li>
  <li>  <b>C8</b>  C7 + 4...Nf6 5.O-O: <i>Spanish, Closed and Open</i>
  (<b>C80-C83</b>  5.O-O Nxe4: <i>Spanish, Open System</i>;
  <b>C84-C89</b>  5.O-O Be7: <i>Spanish, Closed System</i>) </li>
  <li>  <b>C9</b>  C8 + 5...Be7 6.Re1 b5 7.Bb3 d6: <i>Spanish, Closed</i> </li>
  </ul>
  
  <p>
  <b><blue><run ::windows::eco::Refresh D>D</run></blue></b>
  1.d4 d5; 1.d4 Nf6 2.c4 g6 with 3...d5
  <ul>
  <li>  <b>D0</b>   1.d4 d5: <i>Queen's Pawn</i> </li>
  <li>  <b>D1</b>   1.d4 d5 2.c4 c6: <i>Slav Defence</i> </li>
  <li>  <b>D2</b>  1.d4 d5 2.c4 dxc4: <i>Queen's Gambit Accepted (QGA)</i> </li>
  <li>  <b>D3</b>  1.d4 d5 2.c4 e6: <i>Queen's Gambit Declined (QGD)</i> </li>
  <li>  <b>D4</b>  D3 + 3.Nc3 Nf6 4.Nf3 c5/c6: <i>Semi-Tarrasch; Semi-Slav</i> </li>
  <li>  <b>D5</b>  D3 + 3.Nc3 Nf6 4.Bg5: <i>QGD Classical</i> </li>
  <li>  <b>D6</b>  D5 + 4...Be7 5.e3 O-O 6.Nf3 Nbd7: <i>QGD Orthodox</i> </li>
  <li>  <b>D7</b>  1.d4 Nf6 2.c4 g6 with 3...d5: <i>Grunfeld</i> </li>
  <li>  <b>D8</b>  1.d4 Nf6 2.c4 g6 3.Nc3 d5: <i>Grunfeld</i> </li>
  <li>  <b>D9</b>  1.d4 Nf6 2.c4 g6 3.Nc3 d5 4.Nf3: <i>Grunfeld</i> </li>
  </ul>
  
  <p>
  <b><blue><run ::windows::eco::Refresh E>E</run></blue></b>
  1.d4 Nf6 2.c4 e6; 1.d4 Nf6 2.c4 g6 </li>
  <ul>
  <li>  <b>E0</b>  1.d4 Nf6 2.c4 e6: <i>Catalan, etc</i> </li>
  <li>  <b>E1</b>  1.d4 Nf6 2.c4 e6 3.Nf3 (b6): <i>Queen's Indian, etc</i> </li>
  <li>  <b>E2</b>  1.d4 Nf6 2.c4 e6 3.Nc3 (Bb4): <i>Nimzo-Indian, etc</i> </li>
  <li>  <b>E3</b>  E2 + 4.Bg5 or 4.Qc2: <i>Nimzo-Indian</i> </li>
  <li>  <b>E4</b>  E2 + 4.e3: <i>Nimzo-Indian, Rubinstein</i> </li>
  <li>  <b>E5</b>  E4 + 4...O-O 5.Nf3: <i>Nimzo-Indian, main line</i> </li>
  <li>  <b>E6</b>  1.d4 Nf6 2.c4 g6: <i>King's Indian</i> </li>
  <li>  <b>E7</b>  1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4: <i>King's Indian</i> </li>
  <li>  <b>E8</b>  E7 + 4...d6 5.f3: <i>King's Indian, Samisch</i> </li>
  <li>  <b>E9</b>  E7 + 4...d6 5.Nf3: <i>King's Indian, main lines</i> </li>
  </ul>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}


set helpTitle(Author) "Contact information"
set helpText(Author) {<h1>Contact Information</h1>
  <p>
  The Scid web page is located at: <br>
  <b><url http://scid.sourceforge.net/>http://scid.sourceforge.net/</url></b>
  </p>
  <p>
  It has downloads of the latest version of Scid and any extra
  files that are available.
  </p>
  <p>
  Please send any comments, questions, suggestions or bug reports to
  the Scid mailinglist <b>scid-users@lists.sourceforge.net</b>.
  </p>
  
  <h3><name Related>Related Links</name></h3>
  <p>
  If you enjoy using Scid, you may find the following websites interesting:
  </p>
  <ul>
  <li><url http://scid.sourceforge.net/>http://scid.sourceforge.net</url>--
  The program upon which Scid is heavily based. Scid was written by
  Shane Hudson, with help from others.</li>
  <li><url http://www.tim-mann.org/chess.html>http://www.tim_mann.org/chess.html</url> --
  Home page of Tim Mann's <b>xboard & winboard</b> program which is a PGN
  reader and an interface for Internet chess servers. His site also has
  good information on Crafty, GNUchess and other free chess programs.</li>
  
  <li><url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url> --
  the strong chess-playing program Crafty.
  The subdirectory there named <b>TB</b> has many Nalimov-format tablebase
  files that you can use in several chess programs and in Scid.</li>
  
  <li><url http://www.chesscenter.com/twic/>http://www.chesscenter.com/twic/</url> --
  TWIC (the week in chess), an excellent weekly bulletin of international
  chess games in available in <a PGN>PGN</a> format.</li>
  
  <li><url http://scid.sourceforge.net/doc/standard.txt>http://scid.sourceforge.net/doc/standard.txt</url> --
  the <b>PGN Standard</b>, created by Steven J. Edwards in 1994.
  This text file explains the <a PGN>PGN</a> and EPD formats in detail.</li>
  </ul>
  
  <p><footer>(Updated: Scid 3.6.2, December 2006)</footer></p>
}

# Book window help
set helpTitle(Book) "Book Window"
set helpText(Book) {<h1>Book window</h1>
  <p>
  A list of all book files present in Scid's books directory is
  presented in the drop down list on top of the window. To specify the
  directory where Scid should search for opening books select Options /
  Books directory from the menu. The active book can be selected
  easily from that list.
  </p>
  <p>
  The format of books is the one used by Polyglot and the engines like
  Fruit and Toga, their usual extension is .bin. Currently, to build
  new books one has to use <term>polyglot</term> on the command line.
  Please refer to polyglots documentation about how to create a book.
  </p>
  <p>
  For each position, the book window displays all possible moves it
  contains and their relative weights in percent. When a move is
  entered, the book window is updated. Clicking on a move in the book
  window will play that move in current position.
  </p>
  <p>
  At the bottom of the book window, the button <i>Other moves</i> displays the moves
  that are not present in the book but part of lines that are present later on in the book.
  This allows an engine to play the best moves, and to have book replies available in the 
  book if the opponent chooses moves that are not in the book. The display of those <i>Other moves</i>
  shows where there are holes in a book.
  </p>
  <p>
  The book in use can be selected from the drop down list in the
  book window.
  </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# Tactical game window help
set helpTitle(TacticalGame) "Tactical Game Window"
set helpText(TacticalGame) {<h1>Tactical game window</h1>
  <p>
  Play a tactical game against an engine simulating an opponent with a
  given ELO rating.  The opponent is played by Phalanx and the coach
  by Toga II. The right engines are automatically selected by their
  names, and should be correctly configured (this is the default when
  Scid is installed).
  </p>
  <p>
  <b>Note</b> that a special version of the Phalanx engine is
  required. This special version comes with the Scid package.
  </p>
  <p>
  The following parameters must be configured :
  <ul>
  <li><term>Fixed level</term>: sets a fixed ELO rating for the opponent</li>
  <li><term>Random level</term>: chooses a random level between the
  minimum and maximum level specified by the left and right slider
  respectively.
  </li>
  <li><term>Opening:</term>
  <ul>
     <li><term>Start new game</term>: starts a new game choosing a
     random opening.</li>
     <li><term>Start from current position</term>: let the game begin
     with the current board position.</li>
     <li><term>Specific opening</term>: the opponent will play a
     specific opening, that can be chosen from the list below. This is
     useful for opening training.</li>
  </ul>
  <li><term>Limit engine analysis time</term> allows to limit the time used by the
  coach to check the players moves for errors. If this time is not
  limited the coach is allowed to think in the background.</li>
  </ul>
  <p>To start a tactical game press <term>Play</term></p> 

  <p><b>Note</b> a similar function can be achieved by playing a
  <a SeriousGame>serious game</a> against any UCI engine that allows
  for limiting its strength.
  </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# Opening Trainer window help
set helpTitle(OpeningTrainer) "Opening Trainer"
set helpText(OpeningTrainer) {<h1>Opening Trainer</h1>
  <p>
  A Scid database can be used as a repertoire, each game representing
  an opening line. The games can contain variations and may also
  contain NAG values to specify values for each line, and thus
  allowing to mark preferred or dubious lines. To be a valid database
  for the opening trainer it is also required to be of proper type.
  That is, if openings for white are to be trained, the database has
  to be of type <term>Openings for White</term> (similar for Black and
  both colors). The type can be set via the <a Maintenance>Maintenance
  window</a> by selecting the icon or via the database switchers
  context menu.
  </p>
  <p>
  <h2>Creating a repertoir base</h2>
  Before running the opening trainer, please be aware that the entire
  repertoire database will be loaded into the trainer. For this
  reason, it is good to use a smaller database. It is a good idea to
  first assemble a large database of quality games, then filter the
  database for a specific opening (e.g. the Ruy Lopez). These filtered
  games could then be copied to a new database for that specific
  opening you had in mind (please name it intelligently, so you can
  easily understand which opening it is for). Then instead of an
  entire 2 million or so game database, you have a much smaller
  repertoire database that will be loaded quickly into the opening
  trainer.
  </p>
  <p>
  You could also buy or download special databases that cover
  particular openings, although we cannot point you in the direction
  of any possible sources in this help file.
  </p>
  <p>
  Once you have a smaller database aimed at just the opening you
  require, set the type as mentioned using the <a
  Maintenance>Maintenance window</a>.  You will need to restart Scid
  to use the opening trainer with this new repertoire database.
  </p>
  <p>
  If you choose, for the opening trainer to work better, you may flag
  certain games as "White opening" or "Black opening". An exhaustive
  way of doing this would be to go through the entire database 'by
  hand' and assign the flags individually. A quicker way, may be to
  filter your database for white openings, then set the flag for all
  those filtered games, and similarly for black openings. Remember you
  can have a repertoire for both white and black in the same database.
  You can set the flags in this way via the <a Maintenance>Maintenance
  window</a>. How you choose to filter the games for flagging is
  entirely up to the user. One possible way is to filter 1-0 games for
  white openings, and 0-1 for black openings. This way is not the best
  however, and it is left to the user to find the system they feel
  most comfortable with.
  </p>
  <p>
  Finally, to work best, the Opening Trainer can use NAG values to understand 
  how a move in the opening is to be rated. Please refer to the <a NAGs>NAG 
  annotation help</a> for more information.
  </p>
  <p>
  <h2>Using the opening trainer</h2>
  To use the opening trainer first of all open the repertoire database you
  created, or one of the proper type. Then choose Play / Training / Opening Trainer.
  The upcoming dialogue offers some choices about the next training
  session
  <ul>
      <li><term>white</term>/<term>black</term>/<term>both</term> is
      used to select the side of the opening to train
      </li>
      <li><term>Allow only best moves</term> will treat lower rated moves
      as error. The rating of a line is given by NAG values.</li>
      <li><term>Opponent plays best moves</term> Scid will always play
      the best continuation according to the repertoire database. If
      unchecked Scid is allowed to choose also lower rated
      continuations. This is helpful to learn the refutations as well.
      </li>
      <li><term>Only flagged lines</term> Scid will only play lines
      from games flagged as <term>Opening for White</term> or
      <term>Opening for Black</term>.
      </li>
      <li><term>Reset statistics</term> will reset the statistics
      before the training session.</li>
  </ul>
  Press the <term>Continue</term> button to proceed with the training.
  </p>
  <p>
  The actual opening trainer will show up. Here one can display
  possible candidate moves (hidden by default) and also display their
  values by just enabling these functions. If <term>Show
  statistics</term> is enabled, the current statistics is shown in the
  color coded fields below the checkbox. Otherwise the overall
  statistics can be accessed by the button <term>Show report</term>
  
  <h3>Opening trainer statistics</h3>
  <p>
  Four numbers are displayed showing statistics for current position:
  <ul>
  <li><term>Green</term> the number of moves played by the user that
  are good moves</li>
  <li><term>Yellow</term> the number of dubious moves played that are
  in the repertoire</li>
  <li><term>Red</term> the number of moves played that are not in the
  repertoire</li>
  <li><term>White</term> the number of times the position was
  encountered</li>
  </ul>
  </p>
  
  <h3>The report</h3>
  <p>
  The report shows statistics for the whole repertoire and gives
  information about user's knowledge :
  <ul>
  <li><term>Positions in repertoire</term> the total number of
  positions in the repertoire (all lines in database)</li>
  <li><term>Positions not played</term> the positions that were never
  encountered</li>
  <li><term>Positions played</term> the positions that were played and
  the sum of the number of times they were encountered. Note that this
  figure represents the sum of occurrences of a position in all
  opening lines: this number can quickly become big for positions
  that are close to the start position</li>
  <li><term>Success</term> the number of good moves made by the player</li>
  <li><term>Dubious moves</term> the number of weak moves made by the
  player</li>
  <li><term>Out of repertoire</term> the number of moves made by the
  player that were not in repertoire</li>
  </ul>
  </p> 
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

####################
### Correspondence Chess help:
set helpTitle(Correspondence) "Correspondence Chess"
set helpText(Correspondence) {<h1>Correspondence Chess</h1>

<p>
Scid offers currently two main functionalities for correspondence
chess.
</p>
<ul>
   <li><b>eMail Chess</b> proceeds by sending the current game via eMail
   to your opponet once you made your move. To this end an eMail message
   is created in your prefered email program with the current game
   attached to it in <a PGN>PGN</a> format. Of course all comments and
   variations are stripped off before.
   </li>
   <li><b>Correspondence Chess Servers</b> are supported by means of the
   Xfcc protocol. Here external tools are used to fetch the games from
   your account(s) and deliver them to Scid for synchronisation. After
   you made your move this move is sent to your opponent also by means of
   Xfcc. The fetch and send tool are implemented as external tools for
   easy extension if other protocols arise.
   </li>
   <li><b>Postal play</b>: Scid allos support for postal play by
	adding a PGN file with the proper header information to it's Inbox
	directory. If the addtionaly header field <b>Mode</b> is set to
	<b>Postal</b> those games get their proper icon displayed. Note
	that also the header fields <b>CmailGamename</b> and <b>Gameid</b>
	should be present. 
	---TODO---: Printing of postcards is on the todo, this function
	will require the additional header fields WhiteAddress/BlackAddress
	to contain the postal adress of both players.
   </li>
   <li><b>Observation of games</b> is supported by just adding the URL
   for the <a PGN>PGN</a> file to the list offered by <menu>Play / Correspondence
   Chess / Observe Game</menu>. For this fucntion to work a connector
	for the site in question is required. (See below)
   </li>
</ul>
<p>
If any of the correspondence chess functions are accessed from the
menu a new window opens up. It can be opened manually from the window
menu or one can use the keyboard shortcut F12. There are two
additional shortcuts:
</p>
<ul>
   <li><b>Ctrl-F12</b>
      This will open the correspondence chess window and the default
      database. It will also process your current Inbox.
   </li>
   <li><b>Alt-F12</b>
      This will open the correspondence chess window, the default
      database and also initiate the fetch of Xfcc games in one go.
   </li
</ul>
<p>
Please see below for further details.
</p>

<p>
This window contains the neccessary buttons to navigate through
ongoing games, shortcut keys to fetch games by means of the Xfcc
protocol and sync in eMail based games as well as a console stating
which messages where sent or retrieved. Additionally this window
conatins a list of ongoing games retrieved from your Inbox directory.
</p>

<p>
To use the correspondence chess features a database of the type
"Correspondence chess" has to be opened before calling any
correspondence chess functions. If you do not have such a database
yet, just create a new database and set its type to "Correspondence
chess" by means of the <a Maintenance>Maintenance</a> function.
Setting the type is important as Scid will recognise the database for
synchronisation by this type. As this database is empty after the
creation Scid will treat all correspondence chess games it receives at
first synchronisation as new games and append them to this database.
</p>

<p>
If no database of the type "Correspondence chess" is currently opened
Scid will remid you of doing so. However, do not open more than one
database of this type as Scid then can not recognise the one to use.
</p>

<h3><name CCWorkflow>Basic functionality</name></h3>

<p>
If everything is set up correctly the usage of the correspondence
chess functions can easily accessed by the following buttons:
<ul>
   <li><button tb_CC_Retrieve> Retrieve the correspondence chess games.
   To this end the external fetch tool is called and all games retrieved
   via that way as well as all other games that are stored in Scids Inbox
   (see below) are synchronised into the current correspondence chess
   database.
   </li>
   <li><button tb_CC_Send> Sends your move to the opponent by either
   creating a new eMail message in your prefered mail program or by
   sending the move to a chess server in case of Xfcc.
   </li>
   <li><button tb_CC_delete> empties your In- and Outbox directories.
   </li>
   <li><img tb_CC_online> is shown if the game list was refreshed
   from the server within the current Scid session. The tool tip for
   this icon shows date and time of the last refresh.
   </li>
   <li><img tb_CC_offline> indicates, that Xfcc status icons are
   restored from saved results. No update has taken place in the
   current Scid session. The tool tip for this icon shows date and
   time of the last refresh.
   </li>
   <li><img tb_CC_pluginactive> indicates, that Correpsondence Chess
   plugin(s) were loaded and activated upon startup.
   </li>
</ul>
</p>
<p>
See also the list of <a CCIcons>Icons and Status Indicators</a>.
</p>

<h3>Configuration</h3>

<p>
Correspondence Chess within Scid is based upon a normal Scid
database that holds the games and some helpers external to Scid that
handle the "non-chess-parts". These tools and parameters must be set
up once, and are stored afterwards for future use.
</p>

<p>
To access the configuration dialog choose <menu>Play</menu>
<menu>Correspondence Chess</menu><menu>Configure</menu> from the
menu. The details are described in <a CCSetupDialog>Correspondence
Chess Setup</a>. Quitting this dialog by the <b>[Ok]</b> button will
automatically store your options.
</p>

<h3>Retrieving the games</h3>
<p>
Depending wether you play correspondence chess via eMail or via a
chess server the actual retrieval process differs slightly. Generally
it results in a set of games in <a PGN>PGN</a> format located in Scids Inbox
directory. This offers also the possibility of automatic retrieval via
external software.
</p>
<p>
Once the games are in Scids Inbox invoking <menu>Process Inbox</menu>
from the menu will work though the Inbox and add new moves to the
games already in the database. Additionally it will add games not
found in the current correspondence chess database as new games.
</p>

<p><a CCeMailChess>Correspondence Chess via eMail</a> describes the
details for the usage of eMail, while in <a CCXfcc>Correspondence
Chess via Chess Servers</a> describes the same for correspondence
chess servers.
</p>

<h3>Stepping through games</h3>
<p>
After games are retrieved they are loaded to Scids clipboard database
and new moves are added and stored in the correspondence chess
database opened. The difference to
the functions from the <menu>Games</menu> menu is, that these two
buttons scroll only between the games in Scids Inbox which are
supposed to be your actually ongoing games. Of course the
Correspondence Chess database might contain much more games, but
normally you do not want to go through all these to find out what your
opponent moved in a current game.
</p>
<p>
Note that a header search is required incorporating some fields that
are not indexed by Scid. Hence, storing your correspondence chess
games in a huge reference database might not be advisable as the
search times may be quite long. If you play a lot and your own
database gets quite large, search times can be reduced by moving
finished games to an archive database, or by just createing a new
database for the ongoing games. Scid will treat all games not existing
in the correspondence chess database already as new games and add them
automatically. Hence, it is sufficient to open an empty database of
type "Correspondence chess" and call <menu>Process Inbox</menu> to
import all currently ongoing games.
</p>
<p>
Equivalent to the two buttons mentinoned are the items <menu>Previous
Game</menu> and <menu>Next Game</menu> from the <menu>Correpondence
Chess</menu> menu.
</p>
<p>
An alternate way to jump to a specific game is by double clicking on
it within the game list.
</p>
<p>
Note that if you set up your player names correctly (by means of
<menu>My Player Names</menu>) Scid will rotate the board for you to
play always upwards. You can have multiple player names. See also <a
Options MyPlayerNames>My Player Names</a> for details.
</p>

<h3>Analyse and make a move</h3>
<p>
All analysis features can be used for correspondence chess games.
Variations, annotations etc. can be added just like in normal game
analysis. Once finished, Scid will take the last half move added to
the game and treat it as the current move to send. No checking wether
only one half a move was added or which side to move is done here,
hence, only one half move to the mainline must be added!  In case a
chess server is used Scid also sends the last comment added to the
server which might be usefull for communication with the opponent. In
eMail chess this can be done by the normal mail message, so there all
commments are stripped off.
</p>
<p>
Pressing the Send button <button tb_CC_Send> will have Scid to
determine the type of the correspondence chess game displayed (eMail or
a server game) and call either your eMail program or the external send
tool to submit your move. Calling <menu>Send move</menu> is equivalent
to this button. Alternatively, <menu>Mail move</menu> can be used to
send the current game via eMail. In case of an eMail game this
function is equivalent to <menu>Send move</menu>. In case of a server
based game an eMail message is generated. Note however, that it will
not necessarily contain a proper recipient as eMail addresses are not
exchanged in server based correspondence chess.
</p>

<h3>Observing Correspondence Games</h3>
Observing a game of correspondence chess is technically done by
retrieving the games <a PGN>PGN</a> notation from the webserver.
These games are then fead into the usual workflow of the
Correspondence Chess funtions and show up thre as usual games. For
this function to work a file named "connector.xml" has to be available
in ~/.scid/data. If this file does not exist Scid will try to generate
one suitable for observation of games from ICCF Webchess. Additional
servers can be added to this file by apending additional
server-blocks.	

To observe a game on ICCF Webchess point your web browser to the page
where the notation an the chess board gets displayed. Copy the URL of
that page to the clipboard and add it to the list displayed by
choosing <menu>Play / Correspondence Chess / Observe Game</menu>. Use
a new line for each game to be observed.

Close the dialogue by selecting Ok and refetch the correspondence
chess games. Now the newly added observed games should show up in the
Correspondence Chess games list.

<h3>Additional features of the Correspondence Chess Window</h3>
<p>
The Correspondence Chess window offers additional functions by means
of its own menu, which is identical to Play / Correspondence Chess. It
is also possible to use the usual scrolling features of Scid, like
jumping to the next (previous) game by Ctrl-Down (Ctrl-Up). Hovering
with the mouse over certain fields in the game list will also give
additional informations as far as they are provided by the server. If
you want to copy the current game list to the clipboard one can use
the usual shortcuts Ctrl-Ins (or Ctrl-C).
</p>

<p><footer>(Updated: Scid 4.3, Jan 2011)</footer></p>
}

set helpTitle(CCIcons) "Correspondence Chess Icons and Status Indicators"
set helpText(CCIcons) {
<h1>Icons and Status Indicators</h1>
<p>
To shorten the display, a set of icons is used in the game list. Some
of them are only present in certain circumstances, some are only valid
for Xfcc based games, some for eMail based games. These indicators are
stored internally and are restored to the last update from the server
if no interet connection is available.
</p>
<ul>
   <li><img tb_CC_online> is shown if the game list was refreshed
   from the server within the current Scid session. The tool tip for
   this icon shows date and time of the last refresh.
   </li>
   <li><img tb_CC_offline> indicates, that Xfcc status icons are
   restored from saved results. No update has taken place in the
   current Scid session. The tool tip for this icon shows date and
   time of the last refresh.
   </li>
   <li><img tb_CC_pluginactive> indicates, that Correpsondence Chess
   plugin(s) were loaded and activated upon startup.
   </li>
   <li><img tb_CC_envelope> This is an eMail based game. In those
   games many of the status flags used in Xfcc-based games are not
   available due to the limitation of the medium.
   </li>
   <li><img tb_CC_relay> This is a observed game, ie. you're just
   fetching it and you will not make any move in those games.
   </li>
   <li><img tb_CC_postal> The mode of this game is set to
   <i>postal</i> (ie. real classical correspondence play via postal
   service). Scid will show those games but ignore them in the update
   process as no <a PGN>PGN</a> game file will exist in postal play.
   </li>
   <li><img tb_CC_yourmove>
   Its your move.<br>
   <b>Note 1:</b> this status is only updated if you
   synchronise your games with the server, that is, it always refers
   to the servers status at last syncronisation.
   <br>
   <b>Note 2:</b>Hovering over this icon with the mouse will display
   the opponents last move.
   </li>
   <li><img tb_CC_oppmove>
   Its the opponents move. Note: this status is only updated if you
   synchronise your games with the server, that is, it always refers
   to the servers status at last syncronisation.
   </li>
   <li><img tb_CC_draw>
   Peace was agreed by a draw.
   </li>
   <li><img tb_CC_book>
   The use of opening books is allowed for this game.
   </li>
   <li><img tb_CC_database>
   The use of databases is allowed for this game.
   </li>
   <li><img tb_CC_tablebase>
   The use of endgame tablebases (e.g. Nalimov tablebases etc.) is
   allowed for this game.
   </li>
   <li><img tb_CC_engine>
   Chess Engines are allowed for this game. Sometimes these games are
   also refered to as "Advanced Chess".
   </li>
   <li><img tb_CC_outoftime>
   Your opponent ran out of time. You may claim a win on time.
   </li>
   <li><img tb_CC_message>
   Your oppenent sent a message along with his last move. Check the
   game notation.
   </li>
</ul>
<p>
<b>Note 1:</b> If an event (e.g. a tournament) has not yet started, but
the setup was already retrieved via Xfcc the id, event and site
columns text show up in <gray><b>dark gray</b></gray>.
</p>
<p>
<b>Note 2:</b> Hovering over the site comlumn will show the whole site
tag, hovering over the event column will show the whole event tag and
the time control if it was sent along with the game. If no time
control was sent, Scid will denote it as <i>10 / 50d (?)</i>, that is,
guessing ICCFs official default timing of 10 moves in 50 days. (The
ICCF server itself never sends any timings.)
</p>

<p>
In Xfcc games, each opponents country may be displayed by the
associated flag, if the server provides that information. For eMail
based games this can be achieved by adding additional <a PGN>PGN</a> tags for
<i>whiteCountry</i> and <i>blackCountry</i>, each followed by the
international three letter country code according to ISO 3166-1
(e.g. "EUR" <img flag_eur>, "USA" <img flag_usa>, "GBR" <img
flag_gbr>, "FRA" <img flag_fra>, "RUS" <img flag_rus>, "CHN"
<img flag_chn>...).
</p>
<p>
To show country flags for other types of games (postal, observed) just
add WhiteCountry/BlackCountry headers ot the games in your database.
Note that the header values in the Scid database overwrite the values
supplied in the games of Scids Inbox. That is even for Xfcc games that
one can add country flags or overwrite the games mode. (The latter is
required e.g. for mixed games on ICCF where ICCFs Xfcc interface
also supplies games even if they are played by post.)
</p>

<p>
See also the chapter <a Correspondence>Correspondence Chess</a> for
general information.
</p>


<p><footer>(Updated: Scid 4.3, Jun 2010)</footer></p>
}



set helpTitle(CCXfcc) "Correspondence Chess Servers"
set helpText(CCXfcc) {<h1>Correspondence Chess Servers</h1>

<p>
There exist several correspondence chess servers throughout the
internet. Generally, they are used by means of a web browser, so no
specific software is required. However many of them also offer an
interface to specialised chess software via a protocoll called Xfcc.
The integration of Xfcc is done in Scid via external helper tools set
in the <a CCSetupDialog>Configuration</a> dialog for correspondence
chess.
</p>

<h3>Start a new game</h3>
<p>
Xfcc does not allow to start a new game itself. Searching for an
opponent and starting a game is instead handled by the chess server
on their web site. Once the game is started however, Scid can be used to
retrieve the moves of the opponent, add them to the internal database,
analyse them and so on. All features of Scid are to the users disposal
though certain modes of play may not allow them (e.g.  normal games
usually do not permit the usage of chess engines for analysis).
</p>

<h3>Retrieve games</h3>
<p>
Open a database that holds correspondence chess games. This database
has to be of type "Correspondence chess". 
</p>

Notes: 
<ul>
   <li>If Scid does not find a correspondence chess database it will
   inform you to open one.
   </li>
   <li>If the database does not hold the games that are fetchted from
   the server they are treated as new games and added to the database
   automatically.
   </li>
   <li>Scid will use the first database of type "Correspondence Chess"
   that is currently open. For this reason only one such DB should be
   opened at a time.
   </li>
</ul>
<p>
Xfcc always retrieves all games hosted on a specified server for your
user ID at once. To retrieve the games just press the <button
tb_CC_Retrieve> icon or select <menu>Retrieve Games</menu> from the
<menu>Correspondence Chess</menu> menu. As a server connection is
required to fetch new games be sure that the system has network
access. Scid will call the fetch tool configured in the <a
CCSetupDialog>Configuration</a> dialog which will place the games in
PGN format in Scids inbox. It may take some time to retrieve the
answer, so be patient. After the games are retrieved the
correspondence chess database is updated accordingly.
</p>

<p>
<b>Note</b>By using the <button tb_CC_delete> you can empty your whole
In- and Outbox directories.
</p>

<p>
Once the games are retrieved their counterpart is searched within the
correspondence chess db and new moves are added accordingly. As Xfcc
servers may offer various ways to insert moves (via web or mobile or
other programs...) it might well be that Scid will have to add half of
the game to the db. This poses no problem. Scid will add all moves
returned in the game from the server. Scid will however not replace
the game from the beginning as then all your analysis may be lost.
Hence it is <b>important to note</b> that you must not insert moves to
the main line beyond your own last move! To add continuations please
use variations!
</p>
<p>
Xfcc base games offer extensive status display within the games list.
This information, however, is only available if Scids internal Xfcc
support is used.  The following icon are for visual display:
<ul>
   <li><img tb_CC_draw> A draw was agreed with the last move.
   </li>
   <li><img tb_CC_yourmove> You're on the move.
   </li>
   <li><img tb_CC_oppmove> Your opponent is on the move.
   </li>
   <li><img tb_CC_book> This game allows the use of opening books.
   </li>
   <li><img tb_CC_database> This game allows the use of databases.
   </li>
   <li><img tb_CC_tablebase> This game allows the use of tablebases.
   </li>
   <li><img tb_CC_engine> This game allows the use of chess engines.
   </li>
</ul>
<p>
Additonally Scid will display the clock for both parties <b>at the
time of sync</b> as well as the chess variant played. Note however
that Scid currently only supports standard chess.
</p>
<p>
Note: only if the proper icon (book, database, tablebase, engine)
is dispalyed, the useage of these tools is allowed. It is forbidden
otherwise. Be fair and respect these rules.
</p>
<p>
Note: if other sources have placed games in your inbox (e.g. from
your eMail correspondence chess) they are also synchronised in the
retrieval step into the database as the whole Inbox is worked through.
This allows for adding eMail games to the Inbox, then switch to Scid,
hit <button tb_CC_Retrieve> and all games are up to date.  Games that are not
yet found in the database are treated as new games and appended to the
database.
</p>
<p>
<b>Note</b>By using the <button tb_CC_delete> you can empty your whole
In- and Outbox directories.
</p>
<p>
<b>Note for programmers</b>: the fetch tool is called with the Inbox path as
parameter. It is thought to work through all server accounts and place
properly formatted <a PGN>PGN</a> files in the path passed to it. These files
should contain additional header fields as they are known by the cmail
tool. (See <a CCeMailChess>Correspondence Chess via eMail</a> for
information about the fields required.)
</p>

<p><footer>(Updated: Scid 3.6.23, March 2008)</footer></p>
}

#############
# eMail Chess:
set helpTitle(CCeMailChess) "Correspondence Chess via eMail"
set helpText(CCeMailChess) {<h1>Correspondence Chess via eMail</h1>

<p>
eMail offers a very convenient way ot play correspondence chess. The
standard application in the Un*x world for this till today is xboard
together with its cmail helper. As it allows for almost automatic
handling of correspondence chess eMails and additonally does not add
anything not conforming to <a PGN>PGN</a> it is also the model for Scid to handle
eMail chess. By just preserving the whole <a PGN>PGN</a> header such games can be
played with any opponent who has a tool to handle PGN.
</p>

<h3>eMail Chess</h3>
<p>
Scid can handle eMail correspondence chess games almost automatically.
The way how this is done is kept compatible to the cmail utility that
comes with xboard on Un*x systems. (Having said this implies that you
can play against an opponent using cmail/xboard.) It works by sending
the games as whole <a PGN>PGN</a> files too and fro as mail attachements, while
the header contains certain tags that allows them to be recognised and
sorted together. For this reason the user has to be careful with
editing of the header fields.  Note that fields with explicit values have
to be set to exactly this value for eMail chess. Starting a game with
Scid will do this automatically, but you <b>must not</b> overwrite
or delete them!
</p>
<p>
Essential header fields are:
</p>
<ul>
   <li><term>Event</term>: by default "Email correspondence game"
   </li>
   <li><term>Site</term>: has to be "NET"
   </li>
   <li><term>Mode</term>: has to be "EM"
   </li>
   <li><term>WhiteNA</term>: contains the eMail address of the white player. Note
   that only the bare address is stored there in the form
   <term>user@host.org</term>.
   </li>
   <li><term>BlackNA</term>: contains the eMail address of the black player
   similar to WhiteNA.
   </li>
   <li><term>CmailGameName</term>: Contains a <b>unique</b> identifier for
   the game. This is used to sort the games together.
   <p>
   While Scid could use some database index this is not possible for
   non-DB-based tools like cmail. For this reason the
   <term>CmailGameName</term> parameter is user suppied. It must be
   unique! The easiest way is something of the form
   <term>xx-yy-yyyymmdd</term> where xx is a shortcut for the white
   player, yy one for the black player, and yyyymmdd the current date.
   </p>
   <p>For Xfcc-based games this field has also to be set to a unique
   identifier but there the server name and the unique game number on
   this server can be used, that is this identifier is of the form
   <term>MyXfccServer-12345</term>.
   </p>
   </li>
</ul>
<p>
eMail based chess does not contain that extended status codes as Xfcc.
These games show the <img tb_CC_envelope> icon to notify them as
eMail based. The same applies to observed games, denoted by <img
tb_CC_relay> and postal games which show the <img tb_CC_postal> icon.
</p>

<h3>Start a new game</h3>
<p>
This opens a dialog for the input of the own and the opponents name as
they should appear in the header as well as the eMail addresses of
both parties. Additionally a <b>unique</b> game ID has to be inserted.
The easiest way for this ID is something of the form
<term>xx-yy-yyyymmdd</term> where xx is a shortcut for the white
player, yy one for the black player, and yyyymmdd the current date.
This id is a text and it is important to identify the games uniquely.
Users of cmail will also know this ID as <i>game name</i>. It must
only contain letters and numbers, the minus sign and the underscore.
Please avoid other characters.
</p>
<p>
After the dialog is quit by pressing the <b>[Ok]</b> button a new
game is appended to the currently loaded correspondence chess database
and the <a PGN>PGN</a> header is set properly. Just make your move and send it as
mentioned below.
</p>

<h3>Retrieve games</h3>

<p>
Scid does not handle your mailbox automatically. This would,
considering the wide range of possible mail setups these days, involve
a huge amount of code. For this reason Scid relies on your normal
eMail program which is far more suitable for this purpose than Scid
can ever be. To get a game into Scid just save the attached <a PGN>PGN</a> file
to Scid's inbox and process the inbox by either <menu>Retrieve
Games</menu> or the <button tb_CC_Retrieve> button or
<menu>Process Inbox</menu>. The difference between the two is that
the first one will also fetch and populate the Inbox additionally with
games from another source (say Xfcc) by either the internal Xfcc
support or an external fetch tool called. Hence <button
tb_CC_Retrieve> is the most convenient way if you use both types of
correspondence chess games.
</p>
<p>
<b>Note</b> The <menu>Retrieve Games</menu> menu or the <button
tb_CC_Retrieve> button do <b>not</b> fetch your eMail messages! You
have to save your <a PGN>PGN</a> files to Scids Inbox by hand. Probably this can
be automatised by your eMail program (on Un*x systems setting up a
mime handler is easy enough by means of <term>.mailcap</term>).
</p>
<p>
<b>Note</b>By using the <button tb_CC_delete> you can empty your whole
In- and Outbox directories.
</p>

<h3>Send the response</h3>

<p>
After making your move send it by either the <menu>Mail Move</menu>
item from the menu via <menu>Send move</menu> which is equivalent to
<button tb_CC_Send>. The latter will Scid have to recognise the game
as eMail correspondence and send it by mail while the former method
will force Scid to generate an eMail message.
</p>
<p>
Of course Scid strips the the game bare of any comments and variations
before attaching it to the outgoing eMail as you probably do not want to send
your analysis along.
</p>
<p>
If a GUI-mailer is used, its usual compose window is opened. The
address of your opponent is filled in as well as a generic subject
containing the game id for easy filtering and the bcc address if
specified in the <a CCSetupDialog>Configuration</a> dialog. The mail
body is set to contain the <term>FEN</term> of the final position and
the list of moves made so far. This way the opponent can quickly look
up your move. Finally, Scid attaches the current game including your
move in <a PGN>PGN</a> format to the mail message.
</p>
<p>
When using a mailx compatible tool no window is opened and the mail is
sent invisibly by invoking the tool specified in the background. In
this case the generated mail contains the <a PGN>PGN</a> also in the mail body.
</p>
<p>
Note that as eMail chess works by sending the whole <a PGN>PGN</a> file you must
not add more than your half move. Scid does not check here wether
more than one half move was added to the mainline, simply as Scid does
not know which move it was, when you sent yours.
</p>
<p><footer>(Updated: Scid 3.6.23, March 2008)</footer></p>
}

#############
# Correspondence Chess setup dialog help:
set helpTitle(CCSetupDialog) "Correspondence Chess Setup"
set helpText(CCSetupDialog) {<h1>Correspondence Chess Setup</h1>

<p>
The entries in the configuration dialog are preset to some default
parameters but those must not match the reality on your system, so
adoption will surely be necessary. All parameters are stored in the
configuration file automatically once the dialog is closed via the
<b>[Ok]</b> button. The parameters are effective immediately.
</p>

<p><b>Note</b> that Scid will use the defaults until this setup dialog
is called and quit by selecting the <term>OK</term> button. The
default values are never stored in Scids internal config file until
then. Additionally, if Scid can not find a valid config, it will try
to set up the correspondence chess functions automatically. By default
it will store all data in the <term>data</term> subdir of Scids
configuration. Here also a valid DB as well as the necessary
In/Outboxes are created.
</p>

<p>
<b>Default Database</b>:
This defines the default database for
correspondence chess games. It can be accessed easily via
<menu>Open Database</menu> in the <menu>Correspondence Chess</menu>
menu. The advantage of this method is, that this database does not
show up in the <i>recent databases</i> lists and that you can have a
specific file for this. This database <b>has to be</b> of type
"Correspondence chess". Opening a database of this type by any other
means is also ok, so probably you may want to ignore this setting
(e.g. if you call Scid with your correspondence chess database on
startup.)
</p>

<p>
<b>Inbox (path)</b>:
In this directory Scid will look for correspondence chess games stored
in <a PGN>PGN</a> format. These games are used for the synchronisation of the
correspondence chess database. Generally, Scid does not care how the
games come to this directory. It will just work through all <a PGN>PGN</a> files
located there. This offers the possibility to use some external tools
to fetch games to this location. Additionally, in eMail chess one
should just save the <a PGN>PGN</a> files received from the opponent in this
directory.
</p>
<p>
Scid will not read a mailbox of whatever sort, it just handles
all <a PGN>PGN</a> files placed in that directory. Also note, that it will
synchronise games with the current database. However, if a game
from this directory does not yet exist in the database it is
treated as new game and appended to the database.
</p>
<p>
For the synchronisation process to work the <a PGN>PGN</a> files must contain
some additional header information that are in perfect agreement with
the <a PGN>PGN</a> standard. Please have a look at <a CCeMailChess>Correspondence
Chess via eMail</a> if you want to create your own tool or if you are
migrating data from some other system.
</p>

<p>
<b>Outbox (path)</b>:
The inverse of the <i>Inbox</i>. Scid places here <a PGN>PGN</a> files of the
outgoing games. For eMail chess this is essential as the <a PGN>PGN</a> files have
to be attached to an eMail message.  For Xfcc, where only the move is
sent, this would not be necessary, however the Outbox directory offers
a convenient way to link up to your PDA or for any other usage as the
PGN files contained in the Outbox will also contain your last move.
</p>

<p>
<b>Use internal Xfcc support</b>:
If checked Scid will not use the external tools specified as external
protocol handlers but use its internal Xfcc support to fetch games and
send moves. This will be the most convenient way to access an Xfcc
server and should be used as default.
</p>
<p>
This feature requires http and tDOM support for TCL to be installed.
Usually, these modules are distributed with your TCL installation,
however, on some systems they have to be installed explicitly. If
either one is not found this function is disabled.
</p>
<p>
<b>Xfcc Configuration</b>:
Give the path and filename of the config file for the xfcc protocol
handler. This path is also passed on to the external protocol handlers
to be used by them.
</p>

<p>
<b>Fetch Tool</b>:
This program is called to retrieve correspondence chess
games from a correspondence chess server. This helper just has to
fetch the games from whatever source it likes, generate a proper PGN
file containing the necessary <a PGN>PGN</a> header. Tools for fetching games
from Xfcc-servers exist as external programs and these are the natural
tools to set up here. For future protocols one could easily generate
an external fetch tool that handles this protocol. Also automatisation
is possible if this functionality is done externally.
</p>
<p>
Note: This tool is <b>not</b> called for retrieval of eMail chess
messages!
</p>

<p>
<b>Send Tool</b>: 
This is the inverse of the fetch tool, primarily also ment for Xfcc
support or any future protocol that might come up. The send tool,
however, is called from Scid with several parameters where the call
looks like:
<term>
SendTool Outbox Name GameID MoveCount Move "Comment" resign claimDraw offerDraw acceptDraw
</term>
</p>

<p>
<b>Confirm moves</b>: Opens a confirmation dialogue after pressing the
send button for each move that is send to the server.
</p>

<p>
<b>Only games I have the move</b>: Checking this setting will shorten
the games listed in the Correspondence Chess window to only those
games where the player is to move.
</p>

<p>
<b>Sorting</b>: Allows to sort games by various criteria. This sorting
takes effect upon the next update of the games list, e.g. by reopening
the Correspondence Chess window, fetching games or processing the
Inbox.
</p>

<p>
The meaning of the parameters is as follows:
   <ul>
      <li><term>Outbox</term>: The Outbox path set in this dialog. The
      send tool is meant to generate a correctly formatted <a PGN>PGN</a> file
      there.
      </li>
      <li><term>Name</term>: The name of the player to move as stated
      in the <a PGN>PGN</a> header. For Xfcc this would be the login name. It is
      identical to the player name in the <a PGN>PGN</a> header.
      </li>
      <li><term>MoveCount</term>: The move number to send.
      </li>
      <li><term>Move</term>: The actual move in SAN.
      </li>
      <li><term>"Comment"</term>: A comment sent to the opponent. Scid
      inserts the last comment of the game. That is these comments are
      treated as comments to the opponent. Note that the comment is
      quoted, so multiline comments should be possible.
      </li>
      <li><term>resign</term>: 0 or 1, specifying wether the user
      wants to resign. Set to 1 if the user invokes
      <menu>Resign</menu> from the <menu>Correspondence Chess</menu>
      menu.
      </li>
      <li><term>claimDraw</term>: 0 or 1, specifying wether the user
      wants to claim a draw. Set to 1 if the user invokes
      <menu>Claim Draw</menu> from the <menu>Correspondence Chess</menu>
      menu.
      </li>
      <li><term>offerDraw</term>: 0 or 1, specifying wether the user
      wants to offer a draw. Set to 1 if the user invokes <menu>Offer
      Draw</menu> from the <menu>Correspondence Chess</menu> menu.
      </li>
      <li><term>acceptDraw</term>: 0 or 1, specifying wether the user
      wants to accept a draw offered by the opponent. Set to 1 if the
      user invokes <menu>Accept Draw</menu> from the
      <menu>Correspondence Chess</menu>
      menu.
      </li>
   </ul>
</p>
<p>
Note: This tool is <b>not</b> called for eMail chess!
</p>

<p>
<b>Mail program</b>:
This gives the path to your prefered eMail program. This program is
called for eMail chess to compose the message to the opponent.
</p>

<p>
<b>(B)CC Address</b>:
A copy of the outgoing message is sent to this address as blind copy.
Note however, that if a GUI mailer is used it has normally its own
outgoing mail handling. Hence, setting this address might duplicate
messages. It can be used to transfer a game to another address though.
</p>

<p>
<b>Mode</b>:
Unfortunately there exists a wide range of mail clients and they use
very different calling conventions. Some common conventions, and
examples of programs that use them, are listed here. The mailprogram
will be called with the convention selected. In case it is not known
which convention is used one of those offered might match and do the
trick. Note however that quite a number of mail programs are not
capable of sending attachements when called from another program. In
this case you will have to either change your mail client or add the
attachement placed in Scids Outbox by hand.
</p>
<p>Hint: mailx or one of its many clones should be available as a
command line application on almost any platform as an easy to set up
tool. In case none of the conventions work with your preferred
client or this client can not handle mails with attachements by calls
from the command line, installing mailx would be an option.
</p>
<p>Hint: mutt uses the systems mail transport (aka
sendmail/exim/postfix). To hook up with those (arguably) not easy to
set up tools mutt is a perfect option. On a decent Un*x with a proper
setup it should be the most painless way to handle eMail chess.
(Though not many properly set up systems exist, especially in the
Linux world.)
</p>
<p>
<b>Attachement parameter</b>: 
This parameter is used to specify an attachement. It is <b>only</b>
used in <term>mailx</term> mode.
</p>
<p>
<b>Subject parameter</b>:
This parameter is used to specify the subject of the mail message. It
is <b>only</b> used in <term>mailx</term> mode.
</p>
<p><footer>(Updated: Scid 3.6.24, March 2008)</footer></p>
}

#############
# Correspondence Chess setup dialog help:
set helpTitle(CCXfccSetupDialog) "Xfcc Server Setup"
set helpText(CCXfccSetupDialog) {<h1>Xfcc Server Setup</h1>
<p>
The Xfcc Server Setup dialog reads in the currently specified xfcc
configuration and displays all servers specified in the config file.
The dialog is separated in two parts: the upper half lists all server
names defined, while the lower part lists all currently set
configuration values for these files.
</p>
<h2>Necessary entries</h2>
<ul>
<li><term>Server name</term>: This specifies the name used for this specific
server and to generate unique game IDs. The name should consist of a
single word containing only characters (a-z and A-Z), numbers and the
characters "-" and "_". It is treated case sensitive.
</li>
<li><term>Login name</term>: specifies the name used to log into a
specific server. It is a wise custom to use only characters, numbers
and "-" as well as "_" in this name.
</li>
<li><term>Password</term>: defines the password used for login. The
same rules apply as for the Login name. <b>Note</b> Scid currently
stores your passwords on the hardisc in unencrypted form. For this
reason keep the directory safe.
</li>
<li><term>URL</term>: This is the base URL for the Xfcc interface of the
correspondence chess server. It can be found at the servers homepage.
Some examples for common servers are:
<ul>
	<li>SchemingMind: <url
	http://www.schemingmind.com/xfcc/xfccbasic.asmx>
	http://www.schemingmind.com/xfcc/xfccbasic.asmx</url>
	</li>
	<li>ICCF: 
	<url http://www.iccf-webchess.com/XfccBasic.asmx>
	http://www.iccf-webchess.com/XfccBasic.asmx</url>
	</li>
	<li>MeinSchach.de / MyChess.de:
	<url http://www.myChess.de/xfcc/xfccbasic.php4>
	http://www.myChess.de/xfcc/xfccbasic.php4</url>
	</li>
</ul>
</li>
</ul>
<p>
To switch between the individual server settings just select the
server to change from the upper listbox. Its current values will then
be displayed in the entry fields and can be adopted. Clicking on
another server in the list will activate the new settings.
</p>
<p>
To add a new server, just hit the <term>Add</term> button. A new entry
will be created that is prefilled with some text to replace. Please
keep in mind that the server name has to be unique in your setup.
</p>
<p>
To delete a server select it from the list and press the
<term>Delete</term> button. All values for this specific server will
be prepended by a hash mark (#) marking this entry as deleted.
Therefore, if a server was deleted by accident, just remove the hash
marks in front of the entries.
</p>
<p>
Hitting <term>OK</term> will Scid have to store your current setup. At
this point all servers marked as deleted are deleted, all new servers
are added to the setup. By pressing <term>Cancel</term> all changes
are lost, the old setup stays in place.
</p>

<p><footer>(Updated: Scid 3.6.24, May 2008)</footer></p>
}

# Serious game window help
set helpTitle(SeriousGame) "Serious Game Window"
set helpText(SeriousGame) {<h1>Serious game window</h1>
  <p>
  Serious games can be played against any <term>UCI</term> engine set
  up for the usage with Scid. A list of all possible opponents is
  given on top of the <term>Game configuration</term> window. The
  button <term>Configure UCI engine</term> additionally gives access
  to the engines parameters. By default, they are set such as in the
  <a Analysis List>engine configuration</a>.
  </p>
  <p>
  Next, the book that should be used can be chosen from those opening
  books available to Scid. Unchecking the <term>Use book</term> box
  will disable the use of an opening book and the engine will start
  calculating moves right from the beginning.
  </p>
  <p>
  The section <term>Time mode</term> allows to set the timing used for
  the engine. Various settings are possible here:
  <ul>
     <li><term>Time + bonus</term> specifies the time for the whole
     game and a possible increment per move (Fisher clock). The
     default is set to 5 minutes per game and 10 seconds increment per
     move which is a usual setting for Blitz games. Note, that the
     times for Black and White can be set independently. This allows
     to set a short amount of time for the engine and give a longer
     time of thinking to the player, and thus strengthening the
     players analysing possibilities while weakening the engines
     abilities in case of <term>Permanent thinking</term> is off (see
     below).
     </li>

     <li><term>Fixed depth</term> does not set the time per game but
     the depth the engine will calculate in half moves. As this
     disables the ability to calculate deeper if necessary, the
     computer will not see certain mates and combinations, the engine
     may play weaker and thus offer a better partner for training
     purposes.
     <p>
     <b>Note</b>: some, especially commercial, engines also offer to
     weaken their strength in ELO units. Most likely this will offer a
     more suitable algorithm than limiting the search depth. In Scid,
     such games are also offered as <a TacticalGame>Tactical games</a>
     against the free Phalanx engine.
     </p>
     </li>

     <li><term>Nodes</term> is similar to limiting the search depth,
     but here the engine has to move after the evaluation of a certain
     number of positions. (The default is 10,000.)
     </li>

     <li><term>Seconds per move</term> allows the engine to spend a
     certain amount of time at maximum for a given position. Some
     engines will move faster in certain circumstances, but they will
     not exceed the time limit set here. As <term>Fixed depth</term>
     and <term>Nodes</term> this also limits the engines playing
     strength, but also gives a pretty responsive game play.
     </li>
  </ul>
  </p>
  <p>
  Serious games can start from the current board position if the box
  <term>Start from current position</term> is checked. This allows
  e.g. to play out defined middle game positions that arise from an
  opening.
  </p>
  <p>
  <term>Permanent thinking</term> (sometimes also called ponder)
  allows the engine to calculate on the players time. If unchecked, the
  engine will stop analysing the position if the player has the move.
  If the game is set for a fixed time per move, this will weaken the
  engine. On the other hand, the engine might move immediately, if the
  player made the move it was analysing on the players time.
  </p>
  <p>
  <term>Coach is watching</term> will open a dialogue offering to take
  back a move if the player made a blunder (due to the engines
  evaluation of his last move).
  </p>
  <p>
  For training of openings <term>Specific opening</term> can be
  checked. In the list below one can choose the opening to play. The
  player then should follow the line chosen, otherwise Scid will ask
  if the move should be taken back.
  </p>

  <p>
  After setting all parameters of the game and hitting the Play
  button, Scid will set up the opponent engine show the clocks and
  start the game. The player must not make a move till the clocks
  appear. Note that it might take some time for the chess engine to
  start up and initialise properly.
  </p>

  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# Tactics Trainer
set helpTitle(TacticsTrainer) "Training: Tactics"
set helpText(TacticsTrainer) {<h1>Training: Tactics</h1>
  <p>
  Scid offers the possibility to solve chess puzzles. For this feature
  special databases containing the puzzles are required. These
  databases are searched in the <term>Bases</term> directory, that can
  be specified via the menu Options / Bases directory. Unlike other
  bases these bases usually do not contain full games but just a
  starting position as is well known from the usual tactics puzzle
  books. In fact, every puzzle book can easily be converted to such a
  training base by just setting up the positions and storing them in
  the <term>Bases</term> directory. Additionally, one has to set the
  type of the base to <term>Tactics</term> by means of the <a
  Maintenance>Maintenance</a> window.
  </p>
  <p>
  After choosing Play / Training / Tactics a dialogue pops up that
  allows to choose a training base. There, the name of the base is
  displayed, followed by the number of solved puzzles and the total
  number of puzzles in the base in brackets. That is, Scid stores the
  puzzles the user already solved with the base. Choosing a base an
  clicking the <term>Reset scores</term> button will reset this
  information marking all puzzles as unsolved.
  </p>
  <p>
  <b>Note</b> it is advisable to close the <a PGN>PGN</a> window and check
  <term>hide next move</term> in the context menu of the information
  area of Scids main window. Otherwise cheating is pretty simple.
  <p>
  To get a solution for the puzzles in a base the positions are
  analysed by the Toga chess engine (included with Scid). The
  <term>Limit engine analysis time</term> slider allows to limit the
  time the engine has to solve the position. Several seconds should be
  enough for most cases as usually tactical puzzles contain a
  forced continuation which will be found very quickly by almost all
  chess engines.
  </p>
  <p>
  Clicking the <term>Continue</term> button will start the exercise,
  displaying the first unsolved puzzle. That is, it is possible to
  continue to work through a base. Also if some puzzle was skipped in
  the first session or unsolved, it will be redisplayed. A new window
  will pop up containing a clock and several buttons. The clock is
  only for the user to check how long he thought about the position at
  hand. No evaluation is done on the time required to solve a problem.
  </p>
  <p>
  Some tactical exercises do not end in a mate, but the correct
  solution gives a clear advantage. If one wants to play out these
  scenarios and only count the exercise solved in case of a win, just
  check the <term>Win won game</term> option. (This option has no
  meaning in case of a clear mate solution.)
  </p>
  <p>
  If a problem can not be solved, one can check the 
  <term>Show solution</term> checkbox. The solution is then displayed
  underneath in the dark gray field.
  </p>
  <p>
  Clicking the <term>Next</term> button allows the user to skip a
  puzzle and move on, the <term>Abort</term> button will end tactical
  training and close the database. Besides the <term>Next</term>
  button, the user can choose an exercise by whatever means one can
  select a game within a database in Scid, e.g. by choosing a random
  game via Ctrl-? or jumping to some bookmark or simply by the <a
  GameList>game list</a>.
  </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# Find best move 
set helpTitle(FindBestMove) "Training: Find best move"
set helpText(FindBestMove) {<h1>Training: Find best move</h1>
  <p>
  When annotating games with a chess engine, the engine can search for
  tactical opportunities within a game. This can be achieve by setting
  <term>Mark Tactical Exercise</term> in the <a
  Analysis>Annotation</a> window accessible from analysis. In case a
  tactical opportunity is found, Scid will then flag the game with the
  <term>T</term> flag (Tactics) and add a special comment that is
  evaluated in this exercise.
  </p>
  <p>
  To use this training method, a properly prepared database is
  required. This can be achieved by batch annotating a set of games or
  one can just download them from the <url
  http://scid.sourceforge.net/>Scid website</url>.
  After opening a properly prepared database, just select Play /
  Training / Find best move. Scid will then jump to the next location
  of a tactical blow from the current game position. If necessary a
  suitable new game will be loaded and Scid will display the critical
  position. The user is now required to find the best continuation.
  To jump to the next tactical position one can just right click on
  the goto end of game button.
  </p>
  <p>
  For this exercise it is advisable to close the <a PGN>PGN</a> window and set
  <term>Hide next move</term> from the status areas context menu.
  </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# FICS Login
set helpTitle(FICSLogin) "FICS Login"
set helpText(FICSLogin) {<h1>FICS Login</h1>
  <p>
  The Free Internet Chess Server (FICS) is a good place to play chess
  online with people all over the world at various playing strengths.
  One of the great advantages is, that one can play human opponents.
  Additionally, FICS offers a rating system that allows to test the
  own strength and monitor the own progress. Furthermore, FICS relays
  international tournaments which can be observed and discussed life
  on the server and there exist several training options. For a
  detailed description of the services offered, on how to become a
  member of FICS etc. please refer to the FICS homepage at
  http://www.freechess.org.
  </p>
  <p>
  Though in principle FICS can be used with a plain telnet program
  playing with a real chess program offers several advantages.
  Therefore, Scid offers an interface to this server. To establish a
  connection to the server one has to log in first and several
  parameters are required:
  <ul>
      <li><term>Login:</term> This is your login name on the FICS
      server. Its value is stored in Scids configuration for later
      reuse.</li>
      <li><term>Password:</term> specifies your password for login.
      <b>Note</b> that this password is displayed when you type,
      allowing everybody to read it. Additionally, this password is
      stored in plain text within Scids configuration. If you are
      using a publicly accessible system please make sure to assign
      proper rights to Scids config directory.
      </li>
      <li><term>Time seal</term> if checked, all connections to the
      FICS server are routed through the <term>timeseal</term>
      program. The purpose of <term>timeseal</term> is to cope with
      network lags and keeping the clocks in correct order, that means
      that you should not loose a game on time simply cause you are on
      a very slow network connection. The suitable
      <term>timeseal</term> program for your operating system has to
      be selected in the next input line. It is available for free,
      but required to be downloaded separately from
      http://www.freechess.org.
      </li>
      <li><term>Server port</term> specifies the port on the server.
      The default is 5000 and should be ok for almost all needs.</li>
      <li><term>Timeseal port</term> specifies the port where the
      <term>timeseal</term> program is listening. The default is 5001
      and should be ok for almost all needs.</li>
   </ul>
   All these settings are stored with Scids configuration and
   therefore have to be entered only once.
   </p>
  <p>
  After checking the settings you can connect to the FICS server by
  clicking the <term>Connect</term> button. Alternatively, Sicd offers
  an anonymous login by choosing <term>Login as guest</term>. In this
  mode you can try all functions of FICS play there anonymously, but
  you will not be able to play rated games or obtain a rating
  yourself. For the difference between Guest account and usual account
  please refer to the documentation at the FICS homepage.
  </p>
  <p>
  <b>Note</b> Besides standard chess FICS also offers a bunch of chess
  variants like bughouse or crazyhouse etc. Scid does not support any
  of these variations, so you can not play them using Scid. If you
  want to play variations you may wish to check out other interfaces.
  FICS offers a bunch of graphical interfaces for download on its
  homepage.
  </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# FICS Find Opponent
set helpTitle(FICSfindOpp) "FICS Find Opponent"
set helpText(FICSfindOpp) {<h1>FICS Find Opponent</h1>
  <p>
  This dialogue offers a convenient way to challenge other players for
  a game, in FICS speak to <term>place a seek</term>. For this several
  parameters have to be set:
  <ul>
      <li><term>Initial time (min)</term> sets the initial time for
      the game in minutes.</li>
      <li><term>Increment (sec)</term> sets the increment per move,
      this is equivalent to a <term>Fisher Clock</term>. Setting it to
      0 will cause the game to last <term>Initial time</term> minutes.
      </li>
      <li><term>Rated game</term> If checked, the game will be rated,
      uncheck it to play a leisure game.</li>
      <li><term>color</term> If set to automatic, its up to the
      opponent to choose the color he wants to play, you will accept
      either he choses. If you want to play black or white explicitly,
      mark either of those choices.
      </li>
      <li><term>Limit rating between</term> allows you to offer a game
      to players in the given rating interval. Using this option can
      assure you to play opponents in your rating range and thus
      having a good game.
      </li>
      <li><term>Confirm manually</term> allows you to confirm or deny
      the game, once another player accepted your challenge.</li>
      <li><term>Filter with formula</term> On FICS every player can
      set a formula that describes what challenges will be denied
      automatically. This formula can be enabled by checking this box.
      </li>
   </ul>
   Clicking the <term>Issue seek</term> button will place your
   offer on the server.
  </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# FICS
set helpTitle(FICS) "FICS: Play on the Internet"
set helpText(FICS) {<h1>FICS: Play on the Internet</h1>
  <p>
  The window is split horizontally in tow main parts. On top the
  console window is shown. Here all messages sent to the server or
  retrieved from the server show up. Normal messages are written in
  green, game offers form other players show up in red, commands sent
  to the server are prepended by a prompt.
  </p>
  <p>
  Interaction with FICS is command driven. Therefore, below the
  console window is the command line. Here the user can enter commands
  sent to the server by either hitting enter or the <term>send</term>
  button. Describing all commands of FICS is beyond the scope of this
  document, however FICS offers an extensive online help system. To
  see a list of possible commands one can issue <term>help
  commands</term>. To see the detailed documentation of a specific
  command just prepend its name by <term>help</term>. Note, that a
  command may have several help pages. To scroll down issue the
  <term>next</term> command.
  </p>
  <p>
  Below the command line, the dialogue is split in two parts. On the
  left hand side the clocks show up, one for white and one for black.
  Clicking into a clock will halt it, inside the analogue clocks a
  digital representation is shown.
  </p>
  <p>
  On the right hand side of the clocks appear the command buttons:
  <ul>
    <li><term>Silence</term> will filter out most of the messages on
    FICS that are not explicitly directed to the user. It is
    equivalent to sending the FICS commands 
    <ul>
    <li>set gin 0</li>
    <li>set seek 0</li>
    <li>set silence 0</li>
    <li>set chanoff 1</li>
    </ul>
    </li>
    <li><term>Offers</term> will show a graphical display of the
    current game offers. The y-axis shows the ELO rating of the
    opponent (the higher his level, the further up the offer appears),
    while x-axis of the graph shows the timing of of the games (the
    further to the right, the slower the game). The first red line
    marks standard <term>Blitz</term> timing (5 min., no increment)
    while the second red line marks the standard <term>Rapid</term>
    timing (15 min., no increment). Additionally, the offers use the
    following coding:
    <ul>
       <li><green>Green</green>: offers from human opponents</li>
       <li><blue>Blue</blue>: offers from computer opponents</li>
       <li><red>Red</red>: games with a total time of more than 1 hour</li>
       <li><gray>Gray</gray>: anonymous offers, i.e. offers from guest logins</li>
       <li>Boxes: unrated games</li>
       <li>Circles: rated games</li>
    </ul>
    Hovering the mouse over a specific offer shows the full details in
    a textual form:
    <ul>
       <li>the game number</li>
       <li>the players login handle</li>
       <li>the rating of the player in brackets</li>
       <li>the initial time / the time increment</li>
       <li>the word "rated" or "unrated" depending on the offer</li>
       <li>the word "[white]" or "[black]" if the opponent wants to
       play the specified color only</li>
    </ul>
    To accept an offer just click on the symbol.
  <li><term>Find opponent</term> opens a  <a FICSfindOpp>dialogue</a>
  that allows to place an offer.</li>
  <li><term>Draw</term> offers a draw in the ongoing game</li>
  <li><term>Abort</term> aborts the ongoing game</li>
  <li>term>Resign</term> resigns the ongoing game</li>
  <li><term>Takeback</term> takes back a half move, useful in
  analysis</li>
  <li><term>Takback 2</term> takes back a full move, useful in
  analysis</li>
  <li><term>Games</li> gives a list of ongoing games on the server.
  Note that FICS console is considered to be 80 chars wide, therefore,
  to get a nice table it would be necessary to resize the FICS window.
  </li>
  <li>
  <li><term>Close</term> closes the connection to FICS</li>
  </ul>
  </p>

  <h3><name Training>FICS Lectures</h3>
  <p>
  FICS offers several options for chess training. One of the more
  prominent once are the lecture bots <term>LectureBot</term> and
  <term>WesBot</term>. They run all the time on FICS and offer various
  training sessions that can be visited using Scid. The start of each
  session is announced on <term>Channel 67</term> of FICS. Therefore,
  to see these announcements one should first add this channel to the
  personal observation list. This can be done by <term>+channel
  67</term> (it can be removed again by <term>-channel 67</term>).
  Once e.g. LectureBot announces a training session, one can take part
  by issuing <term>observe lecturebot</term>. Please refer to the
  online documentation of FICS for additional features of the Bots and
  also other bots available.
  </p>

  <h3><name Observe>Observe games on FICS</h3>
  <p>
  From time to time FICS <term>relays</term> major events in
  international chess. In these cases one can observe the games life
  on the server and discuss them with other users on FICS. To find out
  what games are currently relayed (if any) one can ask the relay for
  a list by <term>relay listgames</term>. As FICS expects the terminal
  to have 80 chars width it might be necessary to resize Scids FICS
  window to get a nice table. The entries in the table are, first the
  game number, colon, than the opponents, the result of the game (*
  signifying an ongoing game as usual) and the <a ECO>ECO code</a> of
  the opening. To observe a specific game one can just <term>observe
  gamenumber</term>. Scid will then display the current board
  position, the clocks will display the proper values sent by the
  relay and it will fetch all moves of the game so far plus the usual
  <a PGN>PGN</a> header fields. If a player moves this move is performed in Scid
  as usual. For discussing the game with other observers,
  <term>whisper</term> and <term>kibitz</term> can be used. Please
  refer to the online help of these commands. All these conversations
  can be read in the console.
  </p>
  <p>
  Note that only one game can be observed within Scid.
  </p>

  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# Book tuning
set helpTitle(BookTuning) "Book tuning"
set helpText(BookTuning) {<h1>Book tuning</h1>
   <p>
   For each book move a percentage is given stating the probability
   that Scid will use this move. Using <term>Book tuning</term> one
   can adjust these values. First, the position where the lines should
   be adopted has to be set up. After calling Tools / Book tuning one
   gets a small window stating the moves in book and their percentage
   in a spin box. Note, that only integer values are shown, therefore
   a 0 may appear signifying that this move has a probability of "less
   than 1%". (Most likely this happens in automatically generated
   books from game collections.) All numbers add up to 100% of course.
   </p>
   <p>
   To navigate through the branches of the book one can just click on
   the line in the book tuning window or move around the game as usual
   in Scid.
   </p>
   <p>
   To adjust the probability, e.g. rise the probability of a certain
   variation, one can just increase its value. Though the other values
   stay the same, Scid will recalculate once <term>Save</term> is
   pressed.
   </p>
   <p>
   Choosing <term>Export</term> will export a branch of the book from
   the current position onwards into a single game. The continuation
   with the highest probability will make up the main line while all
   others are stored in variations. This allows for semi manually
   selecting lines to be included in a new book to be created. Note,
   that Scid can handle 3000 moves in a single game, therefore it will
   most likely not be possible (nor will it be very sensible) to
   export a whole opening book into one game. Also note that export
   can be done incrementally. That is, new lines are added to already
   existing ones. This also allows to merge several books.
   </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

# Novag Citrine
set helpTitle(Novag) "Connecting the Novag Citrine Chess board"
set helpText(Novag) {<h1>Connecting the Novag Citrine Chess board</h1>
   <p>
   The Novag Citrine is a wooden chess board that can be interfaced
   from a PC by means of a serial connection. It can be used with Scid
   to enter games, play against a computer opponent or on FICS
   offering a "natural" chess interface.
   </p>
   <p>
   <b>Note</b>: Before the board can be used, one has to <a
   HardwareConfig>configure the port to use.</a>
   </p>
   <p>
   Once the proper port is set, choose Tools / Connect Hardware /
   Connect Novag Citrine to hook up the board, or just click the
   hardware connection button <button tb_eng_disconnected>. This
   button also shows the <a HardwareStatus> status of the
   connection.</a>

   ###--- Detailed description needed ---###
   </p>
  <p><footer>(Updated: Scid 3.6.26, October 2008)</footer></p>
}

set helpTitle(HardwareConfig) "Connecting External Hardware"
set helpText(HardwareConfig) {<h1>Connecting External Hardware</h1>
  There are two types of hardware that can be used with Scid to play
  or input games. Select from the <term>Hardware</term> list the one
  you wish to use:
  <ul>
    <li><term>Novag Citrine</term> (and compatible boards) use an
    internal driver that was developed specifically for the Novag
    Citrine board, however there may exist other boards that support
    this protocol.  This driver allows to enter moves, but the boards
    logic does not recognise the position set up on the board nor the
    pieces as such.
    </li>
    <li><term>Input Engine</term> drivers are meant to be a free,
    open interface to hook up any hardware to some GUI like Scid. It
    is modeled after the usual style of a chess engine. The
    specifications of the protocol as well as a driver suitable for
    the DGT Electronic Chess boards can be found at the <url
    http://dgtdrv.sourceforge.net>dgtdrv website</url>.  Depending on
    the hardware the board may know the positions set up and the
    pieces by their move. This is e.g. the case for the DGT boards.
    </li>
  </ul>
  <p>
  <b>Note</b> Scid does not include any input engine by default. Input
  engines are meant to be independent programs that can be used with a
  variety of GUIs.
  </p>
  <p>
  After selecting the hardware to use at least the port, this hardware
  is connected to, has to be specified. Depending on the operating
  system and the board to use this port varies. However, usually
  external hardware is hooked up by a serial, USB or BlueTooth
  connection, where the latter two are just derivatives of serial
  connections. Depending on the platform usual names for the port in
  question are:
  </p>
  <ul>
    <li><term>Unix</term> (incl. <term>Linux</term>): usually a file
    in the <term>/dev</term> directory is used. For serial ports the
    common naming is <term>/dev/ttyS0</term>, for the first serial
    port, <term>/dev/ttyS1</term>, for the second and so on. For
    serial USB devices common names include <term>/dev/ttyUSB0</term>
    for the first, <term>/dev/ttyUSB1</term> for the second and so on.
    Other less common names are <term>/dev/usb/tts/*</term> or
    <term>/dev/usbdev*</term> (where the asterisk * stands for some
    additional name). BlueTooth devices commonly show up as
    <term>/dev/rfcomm0</term> for the first, <term>/dev/rfcomm1</term>
    for the second and so on.
    </li>
    <li><term>MacOS</term>:
    ###--- details for naming on Mac OS X required ---###
    </li>
    <li><term>Windows</term> follows the usual DOS convention, where
    the serial ports are labeled <term>COM1:</term>,
    <term>COM2:</term> and so on. This naming also applies to
    converters, however they sometimes get numbers beyond 4.
    </li>
    <li><term>Show button</term> will enable the <a
    HardwareStatus>hardware connect button</a> in the toolbar if
    checked. If unchecked the button will not show up to save space.
    Removal of the button needs to restart Scid.
    </li>
  </ul>
  <p>
  <b>Note</b>: if a board is connected by means of an USB to serial or
  BlueTooth to serial converter, these adaptors usually show up in the
  above scheme as well.
  </p>
  <p>
  If an Input Engine compatible driver should be used, the following
  fields need to be filled in (for the Novag driver they are
  disabled):
  </p>
  <ul>
     <li><term>Engine command</term>: The name of the program that is
     to be used as a driver engine. A fully qualified name may be
     required, like in the configuration of a <name Analysis
     List>chess engine</a>. (E.g. the DGT driver engine on a Linux
     system is usually called <term>dgtdrv2.i686</term>.)
     </li>
     <li><term>Engine parameter</term>: The text given in this field
     is passed along as parameters to the driver engine. The values
     required here depend on the driver and should be given in its
     documentation. (E.g. the DGT driver engine needs a two letter
     code specifying the board orientation and the moves that should
     be send to the GUI. The first letter may be <term>l</term> or
     <term>r</term> depending on the clock sitting to Whites left or
     right, the second letter may be <term>a</term>, <term>b</term> or
     <term>w</term> depending whether all, only black or only whites
     moves should be sent.)
     </li>
  </ul>
  <p>
  Hitting <term>OK</term> will store the setup in Scids configuration
  and immediately start the driver selected.
  </p>
  <p>
  The status of the external board can be monitored by the <a
  HardwareStatus>Hardware status</a> button. This button can also be
  used to hook up already configured hardware immediately without
  calling the <term>Configuration</term> dialogue.
  </p>


  <p><footer>(Updated: Scid 3.6.27, October 2008)</footer></p>
}

set helpTitle(HardwareStatus) "Status of External Hardware"
set helpText(HardwareStatus) {<h1>Status of External Hardware</h1>
   <p>
   This button is located on the right of Scids toolbar. Depending on
   the status of the external hardware it shows different icons:
   </p>
   <ul>
   <li><button tb_eng_disconnected>
   This is the normal state after program startup and shows that no
   external hardware is active at the moment. Pressing the button will
   hook up the configured hardware.
   </li>
   <li><button tb_eng_connecting>
   Scid started the communication with the external hardware,
   initialisation is in progress. Depending on the driver and hardware
   connected, it may take some seconds for things to settle.
   </li>
   <li><button tb_eng_error>
   While communicating withe the external hardware some error
   occurred. Usual sources of problems are e.g. another program
   accessing the external hardware, the hardware is not connected to
   the PC or simply is not switched on. In rare cases an external
   hardware may also behave unexpected. Trying to connect again might
   cure the problem as the hardware is usually reset upon disconnect.
   Also unplugging and/or switching off the device is an option in
   this case. Pressing the button will try again to hook up the
   configured hardware.
   </li>
   <li><button tb_eng_ok>
   The communication is established, the device is ready and can be
   used for move input. Pressing the button will disconnect the
   external hardware.
   </li>
   <li><button tb_eng_dgt>
   In case a DGT Electronic Chess board is connected and ready, this
   button shows up. Pressing the button will disconnect the
   external hardware.
   </li>
   <li><button tb_eng_query>
   The <a HardwareConfig</a> dialogue is open. Finish configuration
   before hooking up the hardware.
   </li>
   </ul>

  <p><footer>(Updated: Scid 3.6.27, October 2008)</footer></p>
}

set helpTitle(InputEngine) "Input Engine driver console"
set helpText(InputEngine) {<h1>Input Engine driver console</h1>
   <p>
   On top of this window, a console shows up that monitors the
   communication between Scid and the driver engine. Usually, this is
   of no interest to the user, but it may provide helpful hints in
   case of malfunction. All commands sent by Scid are prepended by an
   arrow to the right, all answers retrieved from the driver engine by
   an arrow to the left.  Below the console, the actual invokation of
   the driver by Scid shows up for information.
   </p>
   <p>
   <term>Moves sent for</term> allows to limit the moves sent by the
   external hardware. For game input the board should of course send
   the moves for both sides. For actually playing a game however, the
   moves made by the opponent should be ingnored, as Scid would
   otherwise notify them as "illegal moves".
   </p>
   <p>
   The small board on the right shows the current position.
   </p>
   <p>
   If a move is made, in the area between the buttons and the small
   board the move performed (<term>move area</term>) on the external
   board is shown in figurine long algebraic notation. Valid moves
   show up on a <green>green</green> background while illegal moves
   show up on a <red>red</red> background. Additionally, illegal moves
   are announced by the alert sound, if Scid has sound enabled.
   Depending on the settings, the moves are additionally announced.
   </p>
   <p>
   The <term>Info</term> button calls up information from the driver
   engine. The extend of this information depends on the engine, but
   it should usually give as much as is available about the external
   hardware and the driver itself. Additionally, the external driver
   will return the current position on the external board as <term>FEN</term> which
   is then compared to Scids internal representation. Discrepancies
   show up in the console and issue an alert.
   </p>
   <p>
   In case Scid and the external board got out of sync, the
   <term>Synchronise</term> button can be used. A new game is set up
   and the start position is set to the position on the external
   board.  </p>
   <p>
   The <term>Close</term> button finally disconnects the external
   hardware and closes the console.
   </p>

   <h2>Special Features</h2>
   <p>
   The following features depend on the driver engine and hardware
   that is used. Their description is based on the functions available
   with the <url http://www.dgt-projects.com>DGT Electronic Chess
   Board</url> and specified in the
   <url http://dgtdrv.sourceforge.net>Input Engine Protocol</url>
   description. Some of these functions however rely on the fact that
   the hardware is able to recognise the pieces on the board and their
   current placement.
   </p>

   <h3>Position setup</h3>
   <p>
   The position setup mode is invoked by removing both kings from the
   board. In this mode the <term>move area</term> is colored yellow
   and shows the White king and the string <b>Setup</b>.
   </p>
   <p>
   In setup mode any valid position can be set up on the external
   board, however Scids internal representation is not updated till
   finished.
   </p>
   <p>
   To end the setup mode both kings are set back to the board. Note,
   that the king of the side to move is set back <b>last</b>, that is
   if white should be on the move first set back the black king, then
   the white king. Now, the <term>move area</term> shows the black
   Queen and the string <b>OK</b>.
   </p>

   <h3>End a game</h3>
   <p>
   In game input or game play one can end the current game by setting
   both kings into the center squares of the board. The result is
   given as follows:
   </p>
   <ul>
      <li><term>1-0</term> (White win): Set both kings to the squares
      e4 and d5 in any order, ie. to the white centre squares.
      The move area is colored in white, showing the white king and
      the result.
      </li>
      <li><term>0-1</term> (Black win): Set both kings to the squares
      e5 and d4 in any order, ie. to the black centre squares.
      The move area is colored in gray, showing the black king and
      the result.
      </li>
      <li><term>1/2-1/2</term> (Draw): Set one king on a white and one
      on a black centre square in any order.
      The move area is colored in black and white, showing the result.
      </li>
   </ul>
   <p>
   In either case the <term>Save / Add game</term> dialogue shows up
   to allow filling in the game tags and to store the game in the
   current database.
   </p>

   <h3>Start a new game</h3>
   <p>
   A new game can be stared by entering setup mode (ie. removing both
   kings) and setting up the start position. To notify, that Scid has
   recognised the call for a new game the <term>move area</term> is
   colored in blue showing the white king and the string
   <term>OK</term>.
   </p>


  <p><footer>(Updated: Scid 3.6.27, October 2008)</footer></p>
}

set helpTitle(ReviewGame) "Game Review"
set helpText(ReviewGame) {<h1>Reviewing a game</h1>
   <p>
	This feature is designed to study a game, which means you should
	try to guess the moves played during the match. So you first open a
	game from any Scid's base, and enter this function with the command
	<b>Review game</b> in the <b>Play</b> menu.  As usually, to play
	with Black, flip board first (you always play from the bottom of
	the board).
   </p>
	<p>
	For an effective training the following settings should be
	disabled:
	<ul>
		<li>Show last move (Options / Moves / Hightlight last move)</li>
		<li>Show next move (Options / Game information / Hide next move)</li>
		<li>PGN window</li>
	</p>
The process is the following :
<ul>
<li>- engines ponders on the move played during the game</li>
<li>- engine ponders on the position and finds the best move</li>
<li>- user is then allowed to enter his move</li>
<li>- engine ponders on the move played by the user</li>
</ul>
If the move played by the user is either the move actually played
during the game or the move chosen by the engine or a move whose score
is close to the best move found by the engine (using the margin error
defined by the user), then the move is considered as a good one. If
the user disagrees with the engine he can use the <b>extended time</b>
button to get a confirmation of engine's analysis.
<p>
<b>Notes:</b> 
<ul>
<li>- The side must be chosen before game reviewing </li>
<li>- The user always plays from the bottom of the board</li>
</ul>
</p>
  <p><footer>(Updated: Scid 4.3, January 2011)</footer></p>
}

set helpTitle(Metadata) "Dublin Core Metadata"
set helpText(Metadata) {<h1>Dublin Core Metadata</h1>
   <p>
   The <url "http://dublincore.org">Dublin Core</a> metadata element
   defines a standardised and widelay used way to exchange
   informations about electronic ressources (metadata, ie. data about
   data). Dublin Core was defined in 2003 by ISO Standard 15836, and
   NISO Standard Z39.85-2007.
   </p>
   <p>
   Some databases that are used with Scid may contain additional
   metadata information. Such information may refer to the License of
   a database, the source of the database (in case it is published on
   the Web), the date of a database and so on.
   </p>
   <p>
   These informations can be viewed or appended to a database by
   choosing <term>Database information</term>. A new window will open
   up that shows the individual Dublin Core items and allows to edit
   them.
   </p>
   <p>
   Internally, metadata are stored in <term>sme</term> files that may
   come with a database. In case no <term>sme</term> file exists
   opening the <term>Database information</term> dialogue  will set
   default values based on the current database. This is signified by
   the labels showing up in <blue>blue</blue>.
   </p>
   <p>
   After choosing <term>OK</term> Scid stores the metadata to the
   <term>sme</term> file for usage with Scid. Additionally, an
   <term>XML</term> file is genereated containing exactly the same
   metadata, but in XML format for easy data exchange.
   </p>
   <p>
   <b>Note</b>: Scid does not care about the XML file itself. It uses
   only the <term>sme</term> file for its internal procedures.
   However, other applications may well prefer the XML structure.
   </p>

  <p><footer>(Updated: Scid 3.6.27, October 2008)</footer></p>
}


namespace eval ::tip {}

proc ::tip::show {{n -1}} {
  global tips language
  set w .tipsWin

  if {! [winfo exists .tipsWin]} {
    toplevel $w
    wm title $w "Scid: [tr HelpTip]"
    pack [ttk::frame $w.b] -side bottom -fill x
    text $w.text -background gray95 -foreground black \
      -cursor top_left_arrow -width 40 -height 8 -setgrid 1 \
      -yscrollcommand "$w.ybar set" -wrap word
    ::htext::init $w.text
    ttk::scrollbar $w.ybar -command "$w.text yview"
    pack $w.ybar -side right -fill y
    pack $w.text -side left -fill both -expand 1
    ttk::checkbutton $w.b.start -textvar ::tr(TipAtStartup) -variable startup(tip) -style Small.TCheckbutton
    dialogbuttonsmall $w.b.prev [list -text "<" ]
    dialogbuttonsmall $w.b.next [list -text ">" ]
    dialogbuttonsmall $w.b.close [list -textvar ::tr(Close) -command "destroy $w" ]
    pack $w.b.start -side left -padx 2
    packbuttons right $w.b.close $w.b.next $w.b.prev

    bind $w <Up> "$w.text yview scroll -1 units"
    bind $w <Down> "$w.text yview scroll 1 units"
    bind $w <Prior> "$w.text yview scroll -1 pages"
    bind $w <Next> "$w.text yview scroll 1 pages"
    bind $w <Key-Home> "$w.text yview moveto 0"
    bind $w <Key-End> "$w.text yview moveto 0.99"
    bind $w <Escape> "$w.b.close invoke"
    ::utils::win::Centre $w
    raiseWin $w
    focus $w
  }
  $w.text configure -state normal
  $w.text delete 1.0 end
  if {[info exists tips($language)]} {
    set tiplist $tips($language)
  } else {
    set tiplist $tips(E)
  }

  set ntips [llength $tiplist]
  if {$n < 0} {
    set n [expr int(double($ntips) * rand())]
  }
  set prev [expr $n - 1]
  if {$prev < 0} {set prev [expr $ntips - 1]}
  set next [expr ($n + 1) % $ntips]
  $w.b.prev configure -command "::tip::show $prev"
  $w.b.next configure -command "::tip::show $next"
  set tip "<center><b>$::tr(Tip) [expr $n + 1]:</b></center><br><br>"
  append tip [string trim [lindex $tiplist $n]]
  ::htext::display $w.text $tip "" 0
}

set tips(E) {
  {
    Scid has over 30 <a Index>help pages</a>, and in most Scid windows
    pressing the <b>F1</b> key will produce the help page about that
    window.
  }
  {
    Some Scid windows (e.g. the game information area, database
    <a Switcher>switcher</a>) have a right-mouse button menu. Try
    pressing the right mouse button in each window to see if it has
    one and what functions are available.
  }
  {
    Scid offers you more than one way to enter chess moves, letting
    you choose which suits you best. You can use the mouse
    (with or without move suggestion) or the keyboard
    (with or without move completion). Read the
    <a Moves>entering chess moves</a> help page for details.
  }
  {
    If you have a few databases that you open often, add a
    <a Bookmarks>bookmark</a> for each one, and then you will be able
    to open them faster using the bookmarks menu.
  }
  {
    You can see all the moves of the current game
    (with any variations and comments) using the <a PGN>PGN window</a>.
    In the PGN window, you can go to any move by clicking
    the left mouse button on it, or use the middle or right mouse button
    to see a preview of that position.
  }
  {
    You can copy games from one database to another using drag and drop
    with the left mouse button in the <a Switcher>database switcher</a> window.
  }
  {
    Scid can open PGN files, even if they are compressed with Gzip
    (with a .gz filename suffix). PGN files are opened read-only, so
    if you want to edit a PGN file in Scid, create a new Scid database
    and copy the PGN file games to it using the
    <a Switcher>database switcher</a>.
  }
  {
    If you have a large database you use with the <a Tree>tree</a> window
    often, it is worth selecting <b>Fill cache file</b> from the tree
    window File menu. This will remember tree statistics for many common
    opening positions, making tree access faster for the database.
  }
  {
    The <a Tree>tree</a> window can show you all moves played from the
    current position, but if you also want to see all the move orders
    that reached this position, you can find them by generating
    an <a OpReport>opening report</a>.
  }
  {
    In the <a GameList>game list</a> window, press the left or right mouse
    button on the heading of each column to adjust its width.
  }
  {
    With the <a PInfo>player information</a> window (just click on either
    player name in the game info area below the main window chessboard
    to open it), you can easily set the <a Searches Filter>filter</a> to
    contain all games by a certain player with a certain result by
    clicking on any value that is displayed <red>in red text</red>.
  }
  {
    When studying an opening, it can be very useful to do a
    <a Searches Board>board search</a> with the <b>Pawns</b> or
    <b>Files</b> option on an important opening position, as this may
    reveal other openings that reach the same pawn structure.
  }
  {
    In the game information area (below the chessboard), you can press
    the right mouse button to produce a menu for customising it. For
    example, you can make Scid hide the next move which is useful for
    training by playing though a game guessing the moves.
  }
  {
    If you often do a lot of database <a Maintenance>maintenance</a> on
    a large database, you can do several maintenance jobs at once using
    the <a Maintenance Cleaner>cleaner</a>.
  }
  {
    If you have a large database where most games have an EventDate and
    you want the games in date order, consider <a Sorting>sorting</a> it
    by EventDate then Event instead of Date then Event, as this will
    help to keep games in the same tournament with different dates
    together (assuming they all have the same EventDate, of course).
  }
  {
    Before <a Maintenance Twins>deleting twin games</a>, it is a good idea
    to <a Maintenance Spellcheck>spellcheck</a> your database since this
    will enable to Scid find more twins and mark them for deletion.
  }
  {
    <a Flags>Flags</a> are useful for marking database games with
    characteristics you may want to search for at a later time, such
    as pawn structure, tactics, etc. You can search by flags with a
    <a Searches Header>header search</a>.
  }
  {
    If you are playing through a game and want to try out some moves
    without altering the game, simply turn on Trial mode (with the
    <b>Ctrl+space</b> shortcut or from the toolbar icon), then turn it off
    again to return to the original game when you are done.
  }
  {
    To find the most prominent games (with high-rated opponents)
    reaching a particular position, open the <a Tree>tree</a> window
    and from there, open the best games list. You can even restrict
    the best games list to show only games with a particular result.
  }
  {
    A great way to study an opening using a large database of games is
    to turn on training mode in the <a Tree>tree</a> window, then play
    against the database to see which lines occur often.
  }
  {
    If you have two databases open, and want to see <a Tree>tree</a>
    statistics of the first database while examining a game from the
    second database, just press the <b>Lock</b> button in the tree
    window to lock it to the first database and then switch to the
    second base.
  }
  {
    The <a Tmt>tournament finder</a> is not only useful for finding
    a particular tournament, but can also be used to see what tournaments
    a certain player has competed in recently or browse the top
    tournaments played in a particular country.
  }
  {
    There are a number of common patterns defined in the
    <a Searches Material>Material/Pattern</a> search window that you
    may find useful for openings or middlegame study.
  }
  {
    When searching for a particular material situation in the
    <a Searches Material>Material/Pattern</a> search window, it is
    often useful to restrict the search to games that match for at
    least a few half-moves to eliminate games where the searched-for
    situation only occurred briefly.
  }
  {
    If you have an important database you do not want to accidentally
    alter, select <b>Read-only...</b> from the <b>File</b> menu after
    opening it, or change its file permissions to be read-only.
  }
  {
    If you use XBoard or WinBoard (or some other chess program that
    can copy a chess position in standard FEN notation to the clipboard)
    and want to copy its current chess position to Scid, the fastest and
    easiest way is to select <b>Copy Position</b> from the File menu in
    XBoard/WinBoard, then <b>Paste start board</b> from the Edit menu
    in Scid.
  }
  {
    In a <a Searches Header>header search</a>, player/event/site/round
    names are case-insensitive and match anywhere in a name. You can choose
    to do a case-sensitive wildcard search instead
    (where "?" = any single character and "*" = zero or more characters)
    by entering the search text "in quotes". For example, type "*BEL"
    (with the quote characters) in the site field to find all games played
    in Belgium but not Belgrade.
  }
  {
    If you want to correct a move in a game without losing all the moves
    played after it, open the <a Import>Import</a> window, press the
    <b>Paste current game</b> button, edit the incorrect move and then
    press <b>Import</b>.
  }
  {
    If you have an ECO classification file loaded, you can go to the
    deepest classified position in the current game with
    <b>Identify opening</b> in the <b>Game</b> menu
    (shortcut: Ctrl+Shift+D).
  }
  {
    If you want to check the size of a file or its date of last modification
    before opening it, use the <a Finder>file finder</a> to open it.
  }
  {
    A <a Repertoire>repertoire</a> file is a great way to keep track of
    your favourite opening lines, and also find games where those lines
    were played. Once you have your openings stored in a repertoire file,
    you can do a repertoire search every time you get a new file of
    games and browse the games that feature your favourite openings.
  }
  {
    An <a OpReport>opening report</a> is great for learning more about
    a particular position. You can see how well it scores, whether it
    leads to frequent short draws, and common positional themes.
  }
  {
    You can add the most common annotation symbols (!, !?, +=, etc) to the
    current move or position with keyboard shortcuts without needing to
    use the <a Comment>comment editor<a> -- for example, type "!" then
    the Return key to add a "!" annotation symbol. See the
    <a Moves>Entering chess moves</a> help page for details.
  }
  {
    If you are browsing openings in a database with the <a Tree>tree</a>,
    you can see a useful overview of how well the current opening is
    scoring recently and between high-rated players by opening the
    Statistics window (shortcut: Ctrl+I).
  }
  {
    You can change the main window board size by holding down the <b>Ctrl</b>
    and <b>Shift</b> keys, and pressing the <b>Left</b> or <b>Right</b>
    arrow key.
  }
  {
    After a <a Searches>search</a>, you can easily browse through all
    the matching games by holding down <b>Ctrl</b> and pressing the
    <b>Up</b> or <b>Down</b> key to load the previous or next
    <a Searches Filter>filter</a> game.
  }
  {
    Windows can be docked by checking the relevant entry in the option menu.
    Tabs can be dragged and dropped from one notebook to another and layed out
    by right clicking on the tab widget.
  }
}

### Menus.tcl: part of Scid.
### Copyright (C) 2001-2003 Shane Hudson.

############################################################
###  Status bar help for menu items, buttons, etc:

array set helpMessage {}
set showHelp 1
set oldStatus ""

# statusBarHelp:
#   Called when a button or menu entry is entered to display
#   a status bar help message if applicable.
#
proc statusBarHelp {window {item {}}} {
  global showHelp helpMessage statusBar language
  
  set status ""
  if {! $showHelp} { return }
  
  # Tcl/Tk seems to generate strange window names for menus that
  # are configured to be a toplevel window main menu, e.g.
  # .menu.file get reported as ".#menu.#menu#file" and
  # .menu.file.utils is ".#menu.#menu#file.#menu#file#utils"
  # I have no idea why it does this, but to avoid it we
  # convert a window paths with hashes to its true value:
  
  if {[string first {.#} $window] != -1} {
    set idx [string last . $window]
    set window [string range $window [expr {$idx+1} ] end]
    regsub -all "\#" $window . window
  }
  
  # Look for a status bar help message for the current button
  # or menu entry, in the current language or English:
  
  if {$item == ""} { set index $window } else { set index "$window,$item" }
  if {[info exists helpMessage($language,$index)]} {
    set status "  $helpMessage($language,$index)"
  } elseif {[info exists helpMessage(E,$index)]} {
    set status "  $helpMessage(E,$index)"
  } elseif {[info exists helpMessage($index)]} {
    set tag $helpMessage($index)
    if {[info exists helpMessage($language,$tag)]} {
      set status "  $helpMessage($language,$tag)"
    } elseif {[info exists helpMessage(E,$tag)]} {
      set status "  $helpMessage(E,$tag)"
    } else { set status $tag }
  }
  
  if {$status == ""} { statusBarRestore $window; return }
  
  if {[string range $window 0 7] == ".treeWin"} {
    set bn ""
    catch { scan $window .treeWin%d.%s bn dummy}
    ::tree::status $status $bn
  } else {
    set statusBar $status
  }
}

# statusBarRestore:
#   Updates a status bar that was displaying a help message.
#
proc statusBarRestore {window} {
  global showHelp statusBar
  
  if {! $showHelp} { return }
  if {[string range $window 0 7] == ".treeWin"} {
    set bn ""
    catch { scan $window .treeWin%d.%s bn dummy}
    ::tree::status "" $bn
  } else {
    updateStatusBar
  }
}

# bind Menu <Any-Enter> "+statusBarHelp %W \[%W index @%y \]"
# bind Menu <Any-Motion> "+statusBarHelp %W \[%W index @%y \]"
# bind Menu <Any-Leave> "+statusBarRestore %W"

bind Menu <<MenuSelect>> {+
  if {[catch {%W index active} tempMenuIndex]} {
    statusBarRestore %W
  } else {
    statusBarHelp %W $tempMenuIndex
  }
}

bind Menubutton <Any-Enter> "+statusBarHelp %W"
bind Menubutton <Any-Leave> "+statusBarRestore %W"
bind Button <Any-Enter> "+statusBarHelp %W"
bind Button <Any-Leave> "+statusBarRestore %W"
bind Label <Any-Enter> "+statusBarHelp %W"
bind Label <Any-Leave> "+statusBarRestore %W"

bind TMenubutton <Any-Enter> "+statusBarHelp %W"
bind TMenubutton <Any-Leave> "+statusBarRestore %W"
bind TButton <Any-Enter> "+statusBarHelp %W"
bind TButton <Any-Leave> "+statusBarRestore %W"
bind TLabel <Any-Enter> "+statusBarHelp %W"
bind TLabel <Any-Leave> "+statusBarRestore %W"

############################################################
### Main window menus:

option add *Menu*TearOff 0

menu .menu

## Mac Application menu has to be before any call to configure.
if { $macOS } {
  # Application menu:
  .menu add cascade -label Scid -menu .menu.apple
  menu .menu.apple
  
  set menuindex -1
  set m .menu.apple
  
  $m add command -label HelpAbout -command helpAbout
  set helpMessage($m,[incr menuindex]) HelpAbout
  
  $m add separator
  incr menuindex
  
  # To Quit
  bind all <Command-q> "exit"
  bind all <Command-Q> "exit"
  
  ## To get Help
  bind all <Command-?> {helpWindow Contents}
  bind all <Help> {helpWindow Contents}

  # Fix Quitting on MacOS X, now it will save options on quit:
  proc exit {}  {
    ::file::Exit
  }

}

if { $::docking::USE_DOCKING } {
  . configure -menu .menu
} else  {
  .main configure -menu .menu
}

.menu add cascade -label File -menu .menu.file
.menu add cascade -label Edit -menu .menu.edit
.menu add cascade -label Game -menu .menu.game
.menu add cascade -label Search -menu .menu.search
.menu add cascade -label Windows -menu .menu.windows
.menu add cascade -label Play -menu .menu.play
.menu add cascade -label Tools -menu .menu.tools
.menu add cascade -label Options -menu .menu.options
.menu add cascade -label Help -menu .menu.helpmenu

foreach menuname { file edit game search windows play tools options helpmenu } {
  menu .menu.$menuname
}

### File menu:

set menuindex -1
set m .menu.file
$m add command -label FileNew -acc "Ctrl+N" -command ::file::New
bind $dot_w <Control-n> ::file::New
set helpMessage($m,[incr menuindex]) FileNew

$m add command -label FileOpen -acc "Ctrl+O" -command ::file::Open
bind $dot_w <Control-o> ::file::Open
set helpMessage($m,[incr menuindex]) FileOpen

$m add command -label FileClose -acc "Ctrl+W" -command ::file::Close
bind $dot_w <Control-w> ::file::Close
set helpMessage($m,[incr menuindex]) FileClose

$m add command -label FileFinder -acc "Ctrl+/" -command ::file::finder::Open
bind $dot_w <Control-slash> ::file::finder::Open
set helpMessage($m,[incr menuindex]) FileFinder

$m add cascade -label FileBookmarks -accelerator "Ctrl+B" -menu $m.bookmarks
set helpMessage($m,[incr menuindex]) FileBookmarks
menu $m.bookmarks

$m add separator
incr menuindex

# naming is weird because the menus are moved from Tools to File menus

$m add command -label ToolsOpenBaseAsTree -command ::file::openBaseAsTree
set helpMessage($m,[incr menuindex]) ToolsOpenBaseAsTree

menu $m.recenttrees
$m add cascade -label ToolsOpenRecentBaseAsTree -menu $m.recenttrees
set helpMessage($m,[incr menuindex]) ToolsOpenRecentBaseAsTree

$m add separator
incr menuindex

menu $m.utils
$m add cascade -label FileMaint -menu .menu.file.utils
set helpMessage($m,[incr menuindex]) FileMaint

$m.utils add checkbutton -label FileMaintWin -accelerator "Ctrl+M" -variable maintWin -command ::maint::OpenClose
bind $dot_w <Control-m> ::maint::OpenClose
set helpMessage($m.utils,0) FileMaintWin

$m.utils add command -label FileMaintCompact -command makeCompactWin
set helpMessage($m.utils,1) FileMaintCompact

$m.utils add command -label FileMaintClass -command classifyAllGames
set helpMessage($m.utils,2) FileMaintClass

$m.utils add command -label FileMaintSort -command makeSortWin
set helpMessage($m.utils,3) FileMaintSort

$m.utils add separator

$m.utils add command -label FileMaintDelete -state disabled -command markTwins
set helpMessage($m.utils,5) FileMaintDelete

$m.utils add command -label FileMaintTwin -command updateTwinChecker
set helpMessage($m.utils,6) FileMaintTwin

$m.utils add separator

menu $m.utils.name
$m.utils add cascade -label FileMaintName -menu .menu.file.utils.name
set helpMessage($m.utils,8) FileMaintName

$m.utils.name add checkbutton -label FileMaintNameEditor -command nameEditor -variable nameEditorWin -accelerator "Ctrl+Shift+N"
bind $dot_w <Control-N> nameEditor
set helpMessage($m.utils.name,0) FileMaintNameEditor

$m.utils.name add command -label FileMaintNamePlayer -command {openSpellCheckWin Player}
set helpMessage($m.utils.name,1) FileMaintNamePlayer

$m.utils.name add command -label FileMaintNameEvent -command {openSpellCheckWin Event}
set helpMessage($m.utils.name,2) FileMaintNameEvent

$m.utils.name add command -label FileMaintNameSite -command {openSpellCheckWin Site}
set helpMessage($m.utils.name,3) FileMaintNameSite

$m.utils.name add command -label FileMaintNameRound -command {openSpellCheckWin Round}
set helpMessage($m.utils.name,4) FileMaintNameRound

$m.utils add separator
$m.utils add command -label FileMaintFixBase -command ::maint::fixCorruptedBase
set helpMessage($m.utils,10) FileMaintFixBase

bind $dot_w <Control-d> ::windows::switcher::Open

$m add command -label FileReadOnly -command makeBaseReadOnly
set helpMessage($m,[incr menuindex]) FileReadOnly

$m add cascade -label FileSwitch -menu $m.switch
set helpMessage($m,[incr menuindex]) FileSwitch
menu $m.switch

set totalBaseSlots [sc_base count total]
set clipbaseSlot [sc_info clipbase]
set currentSlot [sc_base current]

for {set i 1} { $i <= $totalBaseSlots} {incr i} {
  $m.switch add radiobutton -variable currentSlot -value $i \
      -label "Base $i: <none>" \
      -underline 5 -accelerator "Ctrl+$i" -command [list ::file::SwitchToBase $i]
  set helpMessage($m.switch,[expr {$i - 1} ]) "Switch to base slot $i"
  if {$i == $clipbaseSlot} {
    set helpMessage($m.switch,[expr {$i - 1} ]) "Switch to the clipbase database"
  }
  bind $dot_w "<Control-Key-$i>" [list ::file::SwitchToBase $i]
}

$m add separator
incr menuindex

$m add command -label FileExit -accelerator "Ctrl+Q" -command ::file::Exit
bind $dot_w <Control-q> ::file::Exit
set helpMessage($m,[incr menuindex]) FileExit


### Edit menu:
set menuindex -1
set m .menu.edit
$m add command -label EditAdd -accel "Ctrl+A" -command {sc_var create; updateBoard -pgn}
set helpMessage($m,[incr menuindex]) EditAdd

menu $m.del
$m add cascade -label EditDelete -menu $m.del
set helpMessage($m,[incr menuindex]) EditDelete

menu $m.first
$m add cascade -label EditFirst -menu $m.first
set helpMessage($m,[incr menuindex]) EditFirst

menu $m.main
$m add cascade -label EditMain -menu $m.main
set helpMessage($m,[incr menuindex]) EditMain

$m add checkbutton -label EditTrial -variable trialMode -accelerator "Ctrl+space" -command {setTrialMode update}
bind $dot_w <Control-space> { setTrialMode toggle }
set helpMessage($m,[incr menuindex]) EditTrial

$m add cascade -label EditStrip -menu $m.strip
set helpMessage($m,[incr menuindex]) EditStrip

$m add command -label EditUndo -accelerator "Ctrl+z" -command { undoFeature undo }
set helpMessage($m,[incr menuindex]) EditUndo

$m add command -label EditRedo -accelerator "Ctrl+y" -command { undoFeature redo }
set helpMessage($m,[incr menuindex]) EditRedo

menu $m.strip
$m.strip add command -label EditStripComments -command {::game::Strip comments}
set helpMessage($m.strip,0) EditStripComments
$m.strip add command -label EditStripVars -command {::game::Strip variations}
set helpMessage($m.strip,1) EditStripVars
$m.strip add command -label EditStripBegin -command {::game::TruncateBegin}
set helpMessage($m.strip,2) EditStripBegin
$m.strip add command -label EditStripEnd -command {::game::Truncate}
set helpMessage($m.strip,3) EditStripEnd

$m add separator
incr menuindex

$m add command -label EditReset -command {
  sc_clipbase clear
  updateBoard -pgn
  ::windows::gamelist::Refresh
  updateTitle
}
set helpMessage($m,[incr menuindex]) EditReset

$m add command -label EditCopy -accelerator "Ctrl+C" -command {
  catch {sc_clipbase copy}
  updateBoard
 ::pgn::PgnClipboardCopy
}
bind $dot_w <Control-c> {catch {sc_clipbase copy}; updateBoard; ::pgn::PgnClipboardCopy}
bind $dot_w <Control-Insert> {catch {sc_clipbase copy}; updateBoard; ::pgn::PgnClipboardCopy}
set helpMessage($m,[incr menuindex]) EditCopy

$m add command -label EditPaste -accelerator "Ctrl+V" -command {
  sc_clipbase paste
  updateBoard -pgn
}
bind $dot_w <Control-v> {catch {sc_clipbase paste}; updateBoard -pgn}
bind $dot_w <Shift-Insert> {catch {sc_clipbase paste}; updateBoard -pgn}
set helpMessage($m,[incr menuindex]) EditPaste

$m add command -label EditPastePGN -command importClipboardGame
set helpMessage($m,[incr menuindex]) EditPastePGN

$m add separator
incr menuindex

$m add command -label EditSetup -accelerator "Ctrl+Shift+S" -command setupBoard
bind $dot_w <Control-S> setupBoard
set helpMessage($m,[incr menuindex]) EditSetup

$m add command -label EditCopyBoard -accelerator "Ctrl+Shift+C" -command copyFEN
bind $dot_w <Control-C> copyFEN
set helpMessage($m,[incr menuindex]) EditCopyBoard

$m add command -label EditPasteBoard -accelerator "Ctrl+Shift+V" -command pasteFEN
bind $dot_w <Control-V> pasteFEN
set helpMessage($m,[incr menuindex]) EditPasteBoard


### Game menu:
set menuindex -1
set m .menu.game
$m add command -label GameNew -accelerator "Ctrl+X" -command ::game::Clear
bind $dot_w <Control-x> ::game::Clear
set helpMessage($m,[incr menuindex]) GameNew

$m add command -label GameFirst -accelerator "Ctrl+Shift+Up" -command {::game::LoadNextPrev first}
bind $dot_w <Control-Shift-Up> {::game::LoadNextPrev first}
set helpMessage($m,[incr menuindex]) GameFirst

$m add command -label GamePrev -accelerator "Ctrl+Up" -command {::game::LoadNextPrev previous}
bind $dot_w <Control-Up> {::game::LoadNextPrev previous}
set helpMessage($m,[incr menuindex]) GamePrev

$m add command -label GameReload -command ::game::Reload -accelerator "Ctrl+Shift+L"
bind $dot_w <Control-L> ::game::Reload
set helpMessage($m,[incr menuindex]) GameReload

$m add command -label GameNext -accelerator "Ctrl+Down" -command {::game::LoadNextPrev next}
bind $dot_w <Control-Down> {::game::LoadNextPrev next}
set helpMessage($m,[incr menuindex]) GameNext

$m add command -label GameLast -accelerator "Ctrl+Shift+Down" -command {::game::LoadNextPrev last}
bind $dot_w <Control-Shift-Down> {::game::LoadNextPrev last}
set helpMessage($m,[incr menuindex]) GameLast

$m add command -label GameRandom -command ::game::LoadRandom -accelerator "Ctrl+?"
bind $dot_w <Control-question> ::game::LoadRandom
set helpMessage($m,[incr menuindex]) GameRandom

$m add command -label GameNumber -command ::game::LoadNumber -accelerator "Ctrl+G"
bind $dot_w <Control-g> ::game::LoadNumber
set helpMessage($m,[incr menuindex]) GameNumber

$m add separator
incr menuindex

$m add command -label GameReplace -command gameReplace -accelerator "Ctrl+R"
bind $dot_w <Control-r> { .menu.game invoke [tr GameReplace] }
set helpMessage($m,[incr menuindex]) GameReplace

$m  add command -label GameAdd -command gameAdd  -accelerator "Ctrl+S"
bind $dot_w <Control-s> gameAdd
set helpMessage($m,[incr menuindex]) GameAdd

$m add separator
incr menuindex

$m add command -label GameDeepest -accelerator "Ctrl+Shift+D" -command {
  sc_move ply [sc_eco game ply]
  updateBoard
}
bind $dot_w <Control-D> {sc_move ply [sc_eco game ply]; updateBoard}
set helpMessage($m,[incr menuindex]) GameDeepest

$m add command -label GameGotoMove -accelerator "Ctrl+U" -command ::game::GotoMoveNumber
set helpMessage($m,[incr menuindex]) GameGotoMove
bind $dot_w <Control-u> ::game::GotoMoveNumber

$m add command -label GameNovelty -accelerator "Ctrl+Shift+Y" -command findNovelty
bind $dot_w <Control-Y> findNovelty
set helpMessage($m,[incr menuindex]) GameNovelty


### Search menu:
set menuindex -1
set m .menu.search
$m  add command -label SearchReset -acc "Ctrl+F" -command ::search::filter::reset
bind $dot_w <Control-f> search::filter::reset
set helpMessage($m,[incr menuindex]) SearchReset

$m  add command -label SearchNegate -acc "Ctrl+Shift+F" -command ::search::filter::negate
bind $dot_w <Control-F> ::search::filter::negate
set helpMessage($m,[incr menuindex]) SearchNegate

$m  add separator
incr menuindex

$m  add command -label SearchCurrent -command ::search::board -accelerator "Ctrl+Shift+B"
bind $dot_w <Control-B> ::search::board
set helpMessage($m,[incr menuindex]) SearchCurrent

$m  add command -label SearchHeader -command ::search::header -accelerator "Ctrl+Shift+H"
bind $dot_w <Control-H> ::search::header
set helpMessage($m,[incr menuindex]) SearchHeader

$m  add command -label SearchMaterial -command ::search::material -accelerator "Ctrl+Shift+M"
bind $dot_w <Control-M> ::search::material
set helpMessage($m,[incr menuindex]) SearchMaterial

$m  add separator
incr menuindex

$m add command -label SearchUsing -accel "Ctrl+Shift+U" -command ::search::usefile
bind $dot_w <Control-KeyPress-U> ::search::usefile
set helpMessage($m,[incr menuindex]) SearchUsing

### Play menu:
set menuindex -1
set m .menu.play

$m add command -label ToolsSeriousGame -command ::sergame::config
set helpMessage($m,[incr menuindex]) ToolsSeriousGame
$m add command -label ToolsTacticalGame -command ::tacgame::config
set helpMessage($m,[incr menuindex]) ToolsTacticalGame
$m add command -label ToolsTrainFics -command ::fics::config
set helpMessage($m,[incr menuindex]) ToolsTrainFics
$m add command -label ToolsEngineTournament -command ::compInit
set helpMessage($m,[incr menuindex]) ToolsEngineTournament
$m add separator
incr menuindex

# sub-menu for training
menu $m.training
$m add cascade -label ToolsTraining -menu $m.training
set helpMessage($m,[incr menuindex]) ToolsTraining
$m.training add command -label ToolsTrainOpenings -command ::opening::config
set helpMessage($m.training,0) ToolsTrainOpenings
$m.training add command -label ToolsTrainTactics -command ::tactics::config
set helpMessage($m.training,1) ToolsTrainTactics
$m.training add command -label ToolsTrainReviewGame -command ::reviewgame::start
set helpMessage($m.training,2) ToolsTrainReviewGame
$m.training add command -label ToolsTrainCalvar -command ::calvar::config
set helpMessage($m.training,3) ToolsTrainCalvar
$m.training add checkbutton -label ToolsTrainFindBestMove -variable ::tactics::findBestMoveRunning -command ::tactics::findBestMoveStart
set helpMessage($m.training,4) ToolsTrainFindBestMove

$m add separator
incr menuindex

# Add support for Correspondence Chess by means of Xfcc and cmail
menu $m.correspondence
$m add cascade -label CorrespondenceChess -menu $m.correspondence
set helpMessage($m,[incr menuindex]) CorrespondenceChess

$m.correspondence add command -label CCConfigure   -command {::CorrespondenceChess::config}
set helpMessage($m.correspondence,0) CCConfigure
$m.correspondence add command -label CCConfigRelay   -command {::CorrespondenceChess::ConfigureRelay}
set helpMessage($m.correspondence,1) CCConfigRelay

$m.correspondence add separator
$m.correspondence add command -label CCOpenDB      -command {::CorrespondenceChess::OpenCorrespondenceDB; ::CorrespondenceChess::ReadInbox} \
    -accelerator "Ctrl+F12"
bind $dot_w <Control-F12> {::CorrespondenceChess::OpenCorrespondenceDB; ::CorrespondenceChess::ReadInbox}
set helpMessage($m.correspondence,3) CCOpenDB

$m.correspondence add separator
$m.correspondence add command -label CCRetrieve    -command { ::CorrespondenceChess::FetchGames }
set helpMessage($m.correspondence,5) CCRetrieve

$m.correspondence add command -label CCInbox       -command { ::CorrespondenceChess::ReadInbox }
set helpMessage($m.correspondence,6) CCInbox

$m.correspondence add separator
$m.correspondence add command -label CCSend        -command {::CorrespondenceChess::SendMove 0 0 0 0}
set helpMessage($m.correspondence,8) CCSend
$m.correspondence add command -label CCResign      -command {::CorrespondenceChess::SendMove 1 0 0 0}
set helpMessage($m.correspondence,9) CCResign
$m.correspondence add command -label CCClaimDraw   -command {::CorrespondenceChess::SendMove 0 1 0 0}
set helpMessage($m.correspondence,10) CCClaimDraw
$m.correspondence add command -label CCOfferDraw   -command {::CorrespondenceChess::SendMove 0 0 1 0}
set helpMessage($m.correspondence,11) CCOfferDraw
$m.correspondence add command -label CCAcceptDraw  -command {::CorrespondenceChess::SendMove 0 0 0 1}
set helpMessage($m.correspondence,12) CCAcceptDraw
$m.correspondence add command -label CCGamePage    -command {::CorrespondenceChess::CallWWWGame}
set helpMessage($m.correspondence,13) CCGamePage
$m.correspondence add separator
$m.correspondence add command -label CCNewMailGame -command {::CorrespondenceChess::newEMailGame}
set helpMessage($m.correspondence,15) CCNewMailGame
$m.correspondence add command -label CCMailMove    -command {::CorrespondenceChess::eMailMove}
set helpMessage($m.correspondence,16) CCMailMove


### Windows menu:
set menuindex -1
set m .menu.windows
$m  add checkbutton -label WindowsComment -var commentWin -command makeCommentWin -accelerator "Ctrl+E"

bind $dot_w <Control-e> makeCommentWin
set helpMessage($m,[incr menuindex]) WindowsComment

$m  add checkbutton -label WindowsGList \
    -variable ::windows::gamelist::isOpen -command ::windows::gamelist::Open  -accelerator "Ctrl+L"
bind $dot_w <Control-l> ::windows::gamelist::Open
set helpMessage($m,[incr menuindex]) WindowsGList

$m  add checkbutton -label WindowsPGN -variable pgnWin -command ::pgn::OpenClose  -accelerator "Ctrl+P"
bind $dot_w <Control-p> ::pgn::OpenClose
set helpMessage($m,[incr menuindex]) WindowsPGN

$m add checkbutton -label WindowsPList -variable plistWin -command ::plist::toggle -accelerator "Ctrl+Shift+P"
bind $dot_w <Control-P> ::plist::toggle
set helpMessage($m,[incr menuindex]) WindowsPList

$m add checkbutton -label WindowsTmt -variable tourneyWin -command ::tourney::toggle -accelerator "Ctrl+Shift+T"
bind $dot_w <Control-T> ::tourney::toggle
set helpMessage($m,[incr menuindex]) WindowsTmt

$m add separator
incr menuindex

$m add checkbutton -label WindowsSwitcher -variable baseWin -accelerator "Ctrl+D" -command ::windows::switcher::Open
set helpMessage($m,[incr menuindex]) WindowsSwitcher

$m add checkbutton -label WindowsMaint -accelerator "Ctrl+M" -variable maintWin -command ::maint::OpenClose
bind $dot_w <Control-m> ::maint::OpenClose
set helpMessage($m,[incr menuindex]) WindowsMaint

$m add separator
incr menuindex

$m add checkbutton -label WindowsECO -accelerator "Ctrl+Y" -variable ::windows::eco::isOpen -command {::windows::eco::OpenClose}
bind $dot_w <Control-y> ::windows::eco::OpenClose
set helpMessage($m,[incr menuindex]) WindowsECO

$m add checkbutton -label WindowsRepertoire -variable ::rep::Win -accelerator "Ctrl+Shift+R" -command ::rep::OpenCloseWindow
bind $dot_w <Control-R> ::rep::OpenCloseWindow
set helpMessage($m,[incr menuindex]) WindowsRepertoire

$m add checkbutton -label WindowsStats -variable ::windows::stats::isOpen -accelerator "Ctrl+I" -command ::windows::stats::Open
bind $dot_w <Control-i> ::windows::stats::Open
set helpMessage($m,[incr menuindex]) WindowsStats

$m add checkbutton -label WindowsTree -variable treeWin -command ::tree::make -accelerator "Ctrl+T"
bind $dot_w <Control-t> { .menu.windows invoke [tr WindowsTree] }
set helpMessage($m,[incr menuindex]) WindowsTree

$m add checkbutton -label WindowsTB -variable ::tb::isOpen -command ::tb::Open -accelerator "Ctrl+="
bind $dot_w <Control-equal> ::tb::Open
set helpMessage($m,[incr menuindex]) WindowsTB

$m add checkbutton -label WindowsBook -variable ::book::isOpen -command ::book::open -accelerator "F6"
set helpMessage($m,[incr menuindex]) WindowsBook
bind $dot_w <F6>  ::book::open

$m add checkbutton -label WindowsCorrChess -variable ::CorrespondenceChess::isOpen \
    -command ::CorrespondenceChess::CCWindow -accelerator "F12"
set helpMessage($m,[incr menuindex]) WindowsCorrChess
bind $dot_w <F12> ::CorrespondenceChess::CCWindow

### Tools menu:

set menuindex -1
set m .menu.tools
$m  add command -label ToolsAnalysis \
    -command makeAnalysisWin -accelerator "Ctrl+Shift+A"
bind $dot_w <Control-A> makeAnalysisWin
set helpMessage($m,[incr menuindex]) ToolsAnalysis

$m  add command -label ToolsAnalysis2 \
    -command "makeAnalysisWin 2" -accelerator "Ctrl+Shift+2"
bind $dot_w <Control-at> "makeAnalysisWin 2"
set helpMessage($m,[incr menuindex]) ToolsAnalysis2

#Add Menu for Start Engine 1 and Engine 2
$m  add checkbutton -label ToolsStartEngine1 -variable analysisWin1 \
    -command "makeAnalysisWin 1 0" -accelerator "F2"
bind $dot_w <F2> "makeAnalysisWin 1 0"
set helpMessage($m,[incr menuindex]) ToolsStartEngine1

$m  add checkbutton -label ToolsStartEngine2 -variable analysisWin2 \
    -command "makeAnalysisWin 2 0" -accelerator "F3"
bind $dot_w <F3> "makeAnalysisWin 2 0"
set helpMessage($m,[incr menuindex]) ToolsStartEngine2

$m add separator
incr menuindex

$m add command -label ToolsCross \
    -accelerator "Ctrl+Shift+X" -command crosstabWin
bind $dot_w <Control-X> crosstabWin
set helpMessage($m,[incr menuindex]) ToolsCross

$m add checkbutton -label ToolsEmail \
    -accelerator "Ctrl+Shift+E" -variable emailWin -command ::tools::email
bind $dot_w <Control-E> ::tools::email
set helpMessage($m,[incr menuindex]) ToolsEmail

$m add checkbutton -label ToolsFilterGraph \
    -accelerator "Ctrl+Shift+G" -variable filterGraph -command tools::graphs::filter::Open
bind $dot_w <Control-G> tools::graphs::filter::Open
set helpMessage($m,[incr menuindex]) ToolsFilterGraph

$m add checkbutton -label ToolsAbsFilterGraph \
    -accelerator "Ctrl+Shift+J" -variable absfilterGraph -command tools::graphs::absfilter::Open
bind $dot_w <Control-J> tools::graphs::absfilter::Open
set helpMessage($m,[incr menuindex]) ToolsAbsFilterGraph

$m add command -label ToolsOpReport \
    -accelerator "Ctrl+Shift+O" -command ::optable::makeReportWin
bind $dot_w <Control-O> ::optable::makeReportWin
set helpMessage($m,[incr menuindex]) ToolsOpReport

$m add command -label ToolsTracker \
    -accelerator "Ctrl+Shift+K" -command ::ptrack::make
bind $dot_w <Control-K> ::ptrack::make
set helpMessage($m,[incr menuindex]) ToolsTracker

# book tuning
$m add command -label ToolsBookTuning -command ::book::tuning
set helpMessage($m,[incr menuindex]) ToolsBookTuning

# Connect Hardware
menu $m.hardware
$m add cascade -label ToolsConnectHardware -menu $m.hardware
set helpMessage($m,[incr menuindex]) ToolsConnectHardware
$m.hardware add command -label ToolsConnectHardwareConfigure -command ::ExtHardware::config
set helpMessage($m.hardware,0) ToolsConnectHardwareConfigure
$m.hardware add command -label ToolsConnectHardwareInputEngineConnect -command ::inputengine::connectdisconnect
set helpMessage($m.hardware,1) ToolsConnectHardwareInputEngineConnect
$m.hardware add command -label ToolsConnectHardwareNovagCitrineConnect -command ::novag::connect
set helpMessage($m.hardware,2) ToolsConnectHardwareNovagCitrineConnect

$m add separator
incr menuindex

menu $m.pinfo
$m add cascade -label ToolsPInfo -menu $m.pinfo
set helpMessage($m,[incr menuindex]) ToolsPInfo
$m.pinfo add command -label White -underline 0 -command {
  ::pinfo::playerInfo [sc_game info white]
}
$m.pinfo add command -label Black -underline 0 -command {
  ::pinfo::playerInfo [sc_game info black]
}

$m add command -label ToolsPlayerReport -command ::preport::preportDlg -state disabled
set helpMessage($m,[incr menuindex]) ToolsPlayerReport

$m add command -label ToolsRating -command {::tools::graphs::rating::Refresh both}
# bind $dot_w <Control-R> {::tools::graphs::rating::Refresh both}
set helpMessage($m,[incr menuindex]) ToolsRating

$m add command -label ToolsScore -command ::tools::graphs::score::Refresh ;# -accelerator "Ctrl+Shift+Z"
# bind $dot_w <Control-Z> ::tools::graphs::score::Refresh
set helpMessage($m,[incr menuindex]) ToolsScore

$m add separator
incr menuindex

menu $m.exportcurrent

$m add cascade -label ToolsExpCurrent -menu $m.exportcurrent
set helpMessage($m,[incr menuindex]) ToolsExpCurrent

$m.exportcurrent add command -label ToolsExpCurrentPGN \
    -command {exportGames current PGN}
set helpMessage($m.exportcurrent,0) ToolsExpCurrentPGN

$m.exportcurrent add command -label ToolsExpCurrentHTML \
    -command {exportGames current HTML}
set helpMessage($m.exportcurrent,1) ToolsExpCurrentHTML

$m.exportcurrent add command -label ToolsExpCurrentHTMLJS \
    -command {::html::exportCurrentGame}
set helpMessage($m.exportcurrent,2) ToolsExpCurrentHTMLJS

$m.exportcurrent add command -label ToolsExpCurrentLaTeX \
    -command {exportGames current LaTeX}
set helpMessage($m.exportcurrent,3) ToolsExpCurrentLaTeX

menu $m.exportfilter

$m add cascade -label ToolsExpFilter -menu $m.exportfilter
set helpMessage($m,[incr menuindex]) ToolsExpFilter

$m.exportfilter add command -label ToolsExpFilterPGN \
    -command {exportGames filter PGN}
set helpMessage($m.exportfilter,0) ToolsExpFilterPGN

$m.exportfilter add command -label ToolsExpFilterHTML \
    -command {exportGames filter HTML}
set helpMessage($m.exportfilter,1) ToolsExpFilterHTML

$m.exportfilter add command -label ToolsExpFilterHTMLJS \
    -command {::html::exportCurrentFilter}
set helpMessage($m.exportfilter,2) ToolsExpFilterHTMLJS

$m.exportfilter add command -label ToolsExpFilterLaTeX \
    -command {exportGames filter LaTeX}
set helpMessage($m.exportfilter,3) ToolsExpFilterLaTeX

$m add separator
incr menuindex

$m add command -label ToolsImportOne \
    -accelerator "Ctrl+Shift+I" -command importPgnGame
bind $dot_w <Control-I> importPgnGame
set helpMessage($m,[incr menuindex]) ToolsImportOne

$m add command -label ToolsImportFile -command importPgnFile
set helpMessage($m,[incr menuindex]) ToolsImportFile

$m add separator
incr menuindex

#### needs to be fixed (at least for Linux)
$m add command -label ToolsCaptureBoard \
     -command { boardToFile "" "" }
set helpMessage($m,[incr menuindex]) ToolsCaptureBoard

### Options menu:

set m .menu.options
set optMenus {board export fonts ginfo language entry numbers startup windows theme}
set optLabels {Board Export Fonts GInfo Language Moves Numbers Startup Windows Theme}
set menuindex -1
foreach menu $optMenus label $optLabels {
  $m add cascade -label Options$label -menu $m.$menu
  set helpMessage($m,[incr menuindex]) Options$label
}

$m add command -label OptionsSounds -command ::utils::sound::OptionsDialog
set helpMessage($m,[incr menuindex]) OptionsSounds

$m add command -label OptionsToolbar -command configToolbar
set helpMessage($m,[incr menuindex]) OptionsToolbar

$m add separator
incr menuindex

$m add command -label OptionsECO -command {
  set ftype { { "Scid ECO files" {".eco"} } }
  if {[sc_info gzip]} {
    set ftype { { "Scid ECO files" {".eco" ".eco.gz"} } }
  }
  set fullname [tk_getOpenFile -initialdir [pwd] -filetypes $ftype -title "Load ECO file"]
  if {[string compare $fullname ""]} {
    if {[catch {sc_eco read $fullname} result]} {
      tk_messageBox -title "Scid" -type ok \
          -icon warning -message $result
    } else {
      set ecoFile $fullname
      tk_messageBox -title "Scid: ECO file loaded." -type ok -icon info \
          -message "ECO file $fullname loaded: $result positions.\n\nTo have this file automatically loaded when you start Scid, select \"Save Options\" from the Options menu before exiting."
    }
  }
}
set helpMessage($m,[incr menuindex]) OptionsECO

$m add command -label OptionsSpell -command readSpellCheckFile
set helpMessage($m,[incr menuindex]) OptionsSpell

$m add command -label OptionsTable -command setTableBaseDir
set helpMessage($m,[incr menuindex]) OptionsTable
if {![sc_info tb]} { $m entryconfigure 15 -state disabled }

# setTableBaseDir:
#    Prompt user to select a tablebase file; all the files in its
#    directory will be used.
#
proc setTableBaseDir {} {
  global initialDir tempDir
  set ftype { { "Tablebase files" {".emd" ".nbw" ".nbb"} } }
  
  set w .tbDialog
  toplevel $w
  ::setTitle $w Scid
  label $w.title -text "Select up to 4 table base directories:"
  pack $w.title -side top
  foreach i {1 2 3 4} {
    set tempDir(tablebase$i) $initialDir(tablebase$i)
    pack [frame $w.f$i] -side top -pady 3 -fill x -expand yes
    entry $w.f$i.e -width 30 -textvariable tempDir(tablebase$i)
    bindFocusColors $w.f$i.e
    button $w.f$i.b -text "..." -pady 2 -command [list chooseTableBaseDir $i]
    pack $w.f$i.b -side right -padx 2
    pack $w.f$i.e -side left -padx 2 -fill x -expand yes
  }
  addHorizontalRule $w
  pack [frame $w.b] -side top -fill x
  button $w.b.ok -text "OK" \
      -command "catch {grab release $w; destroy $w}; openTableBaseDirs"
  button $w.b.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w; destroy $w}"
  pack $w.b.cancel $w.b.ok -side right -padx 2
  bind $w <Escape> "$w.b.cancel invoke"
  wm resizable $w 1 0
  grab $w
}

proc openTableBaseDirs {} {
  global initialDir tempDir
  set tableBaseDirs ""
  foreach i {1 2 3 4} {
    set tbDir [string trim $tempDir(tablebase$i)]
    if {$tbDir != ""} {
      if {$tableBaseDirs != ""} { append tableBaseDirs ";" }
      append tableBaseDirs [file nativename $tbDir]
    }
  }
  
  set npieces [sc_info tb $tableBaseDirs]
  foreach i {1 2 3 4} {
    set initialDir(tablebase$i) $tempDir(tablebase$i)
  }
  if {$npieces == 0} {
    set msg "No tablebases were found."
  } else {
    set msg "Tablebases with up to $npieces pieces were found.\n\n"
    append msg "If you want these tablebases be used whenever\n"
    append msg "you start Scid, select \"Save Options\" from the\n"
    append msg "Options menu before you exit Scid."
  }
  tk_messageBox -type ok -icon info -title "Scid: Tablebase results" \
      -message $msg
  
}
proc chooseTableBaseDir {i} {
  global tempDir

  set idir $tempDir(tablebase$i)
  if {$idir == ""} { set idir [pwd] }
  
  set fullname [tk_chooseDirectory -initialdir $idir -mustexist 1 \
      -title "Scid: Select a Tablebase directory"]
  if {$fullname == ""} { return }
  
  set tempDir(tablebase$i) $fullname
}

$m add command -label OptionsRecent -command ::recentFiles::configure
set helpMessage($m,[incr menuindex]) OptionsRecent

$m add command -label OptionsBooksDir -command setBooksDir
set helpMessage($m,[incr menuindex]) OptionsBooksDir

$m add command -label OptionsTacticsBasesDir -command setTacticsBasesDir
set helpMessage($m,[incr menuindex]) OptionsTacticsBasesDir

proc setBooksDir {} {
  global scidBooksDir
  set dir [tk_chooseDirectory -initialdir $scidBooksDir -mustexist 1]
  if {$dir == ""} {
    return
  } else {
    set scidBooksDir $dir
  }
}

proc setTacticsBasesDir {} {
  global scidBasesDir
  set dir [tk_chooseDirectory -initialdir $scidBasesDir -mustexist 1]
  if {$dir == ""} {
    return
  } else {
    set scidBasesDir $dir
  }
}

proc options.save {varname} {
  if {![info exist ::autosave_opt] || [lsearch -exact $::autosave_opt $varname] == -1} {
    lappend ::autosave_opt $varname
  }
}

proc options.save_cancel {varname} {
  set idx [lsearch -exact $::autosave_opt $varname]
  if {$idx != -1} {
    set ::autosave_opt [lreplace $::autosave_opt $idx $idx]
  }
}

$m add separator
incr menuindex

$m add command -label OptionsSave -command {
  set optionF ""
  if {[catch {open [scidConfigFile options] w} optionF]} {
    tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
        -message "Unable to write options file: [scidConfigFile options]\n$optionF"
  } else {
    puts $optionF "# Scid options file"
    puts $optionF "# Version: $scidVersion"
    puts $optionF "# This file contains commands in the Tcl language format."
    puts $optionF "# If you edit this file, you must preserve valid its Tcl"
    puts $optionF "# format or it will not set your Scid options properly."
    puts $optionF ""
    foreach i {boardSize boardStyle language ::pgn::showColor \
          ::pgn::indentVars ::pgn::indentComments \
          ::pgn::shortHeader ::pgn::boldMainLine ::pgn::stripMarks \
          ::pgn::symbolicNags ::pgn::moveNumberSpaces ::pgn::columnFormat myPlayerNames \
          tree(order) tree(autoSave) optionsAutoSave ::tree::mask::recentMask \
          ecoFile suggestMoves showVarPopup showVarArrows glistSize glexport \
          blunderThreshold autoplayDelay animateDelay boardCoords boardSTM \
          moveEntry(AutoExpand) moveEntry(Coord) \
          translatePieces arrowLastMove highlightLastMove highlightLastMoveWidth highlightLastMoveColor \
          askToReplaceMoves ::windows::switcher::vertical locale(numeric) \
          spellCheckFile autoRaise autoIconify windowsDock showGameInfo autoLoadLayout \
          exportFlags(comments) exportFlags(vars) \
          exportFlags(indentc) exportFlags(indentv) \
          exportFlags(column) exportFlags(symbols) \
          exportFlags(htmldiag) exportFlags(convertNullMoves) \
          email(smtp) email(smproc) email(server) \
          email(from) email(bcc) \
          gameInfo(photos) gameInfo(hideNextMove) gameInfo(wrap) \
          gameInfo(fullComment) gameInfo(showMarks) \
          gameInfo(showMaterial) gameInfo(showFEN) gameInfo(showTB) \
          engineCoach1 engineCoach2 scidBooksDir scidBasesDir ::book::lastBook \
          ::utils::sound::soundFolder ::utils::sound::announceNew \
          ::utils::sound::announceForward ::utils::sound::announceBack \
          ::tacgame::threshold ::tacgame::blunderwarning ::tacgame::blunderwarningvalue \
          ::tacgame::levelMin  ::tacgame::levelMax  ::tacgame::levelFixed ::tacgame::randomLevel \
          ::tacgame::isLimitedAnalysisTime ::tacgame::showblunder ::tacgame::showblundervalue \
          ::tacgame::showblunderfound ::tacgame::showmovevalue ::tacgame::showevaluation \
          ::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime ::tacgame::openingType ::tacgame::chosenOpening \
          ::sergame::chosenOpening ::sergame::chosenEngine ::sergame::useBook ::sergame::bookToUse \
          ::sergame::startFromCurrent ::sergame::coachIsWatching ::sergame::timeMode \
          ::sergame::depth ::sergame::movetime ::sergame::nodes ::sergame::ponder ::sergame::isOpening \
          ::uci::uciInfo(wtime3) ::uci::uciInfo(winc3) ::uci::uciInfo(btime3) ::uci::uciInfo(binc3) \
			 ::commenteditor::showboard \
          boardfile_lite boardfile_dark \
          FilterMaxMoves FilterMinMoves FilterStepMoves FilterMaxElo FilterMinElo FilterStepElo \
          FilterMaxYear FilterMinYear FilterStepYear FilterGuessELO lookTheme autoResizeBoard } {
      puts $optionF "set $i [list [set $i]]"
    }
    
    puts $optionF ""
    foreach i [lsort [array names winWidth]] {
      puts $optionF "set winWidth($i)  [expr $winWidth($i)]"
      puts $optionF "set winHeight($i) [expr $winHeight($i)]"
    }
    puts $optionF ""
    foreach i [lsort [array names winX]] {
      puts $optionF "set winX($i)  [expr $winX($i)]"
      puts $optionF "set winY($i)  [expr $winY($i)]"
    }
    puts $optionF ""
    foreach i [lsort [array names winWidth_docked]] {
      puts $optionF "set winWidth_docked($i)  [expr $winWidth_docked($i)]"
      puts $optionF "set winHeight_docked($i) [expr $winHeight_docked($i)]"
    }
    puts $optionF ""
    foreach i [lsort [array names winX_docked]] {
      puts $optionF "set winX_docked($i)  [expr $winX_docked($i)]"
      puts $optionF "set winY_docked($i)  [expr $winY_docked($i)]"
    }
    puts $optionF ""
    puts $optionF "set analysisCommand [list $analysisCommand]"
    puts $optionF "set analysisChoices [list $analysisChoices]"
    puts $optionF ""
    foreach i {lite dark whitecolor blackcolor highcolor bestcolor \
          whiteborder blackborder borderwidth \
          pgnColor(Header) pgnColor(Main) pgnColor(Var) \
          pgnColor(Nag) pgnColor(Comment) pgnColor(Background) \
          pgnColor(Current) } {
      puts $optionF "set $i [list [set $i]]"
    }
    puts $optionF ""
    foreach i [lsort [array names optable]] {
      puts $optionF "set optable($i) [list $optable($i)]"
    }
    foreach i [lsort [array names ::windows::stats::display]] {
      puts $optionF "set ::windows::stats::display($i) [list $::windows::stats::display($i)]"
    }
    foreach i [lsort [array names startup]] {
      puts $optionF "set startup($i) [list $startup($i)]"
    }
    foreach i [lsort [array names toolbar]] {
      puts $optionF "set toolbar($i) [list $toolbar($i)]"
    }
    foreach i [lsort [array names twinSettings]] {
      puts $optionF "set twinSettings($i) [list $twinSettings($i)]"
    }
    puts $optionF ""
    foreach i {Regular Menu Small Tiny Fixed} {
      puts $optionF "set fontOptions($i) [list $fontOptions($i)]"
    }
    puts $optionF ""
    foreach type {base book html tex epd stm pgn report tablebase1 tablebase2 tablebase3 tablebase4} {
      puts $optionF "set initialDir($type) [list $initialDir($type)]"
    }
    puts $optionF ""
    foreach type {PGN HTML LaTeX} {
      puts $optionF "set exportStartFile($type) [list $exportStartFile($type)]"
      puts $optionF "set exportEndFile($type) [list $exportEndFile($type)]"
    }
    puts $optionF ""
    foreach i [lsort [array names informant]] {
      puts $optionF "set informant($i) [list $informant($i)]"
    }
    puts $optionF ""
    
    # save FICS config
    foreach i { use_timeseal timeseal_exec port_fics port_timeseal login password usedefaultvars premoveEnabled \
          consolebg consolefg consoleheight consolewidth colseeking colgame colgameresult colficspercent server_ip } {
      puts $optionF "set ::fics::$i [list [set ::fics::$i]]"
    }
    foreach i [lsort [array names ::fics::profileVars]] {
      puts $optionF "set ::fics::profileVars($i) [list $::fics::profileVars($i)]"
    }

    # save pinfo config
    foreach i { wikipurl dnburl SeeAlsoPND2WP wikipAPI} {
      puts $optionF "set ::pinfo::$i [list [set ::pinfo::$i]]"
    }
    
    # save NOVAG config
    foreach i { referee } {
      puts $optionF "set ::novag::$i [list [set ::novag::$i]]"
    }
    
    # Save layouts
    foreach slot {1 2 3} {
      puts $optionF "set ::docking::layout_list($slot) [list $::docking::layout_list($slot)]"
    }
    
    # Save tactics (find best move history)
    foreach i [lsort [array names ::tactics::findBestMove_History]] {
        puts $optionF "set ::tactics::findBestMove_History($i) [list $::tactics::findBestMove_History($i)]"
    }

    # Save var that was added with options.save()
    if {[info exist ::autosave_opt]} {
      puts $optionF ""
      puts $optionF "set ::autosave_opt [list $::autosave_opt]"
      foreach {var} $::autosave_opt {
        upvar #0 $var a
        puts $optionF "set $var [list $a]"
      }
    }
    
    close $optionF
    set ::statusBar "Options were saved to: [scidConfigFile options]"
  }
}
set helpMessage($m,[incr menuindex]) OptionsSave

$m add checkbutton -label OptionsAutoSave -variable optionsAutoSave
set helpMessage($m,[incr menuindex]) OptionsAutoSave

menu $m.ginfo
$m.ginfo add checkbutton -label GInfoHideNext \
    -variable gameInfo(hideNextMove) -offvalue 0 -onvalue 1 -command updateBoard
$m.ginfo add checkbutton -label GInfoMaterial \
    -variable gameInfo(showMaterial) -offvalue 0 -onvalue 1 -command toggleShowMaterial
$m.ginfo add checkbutton -label GInfoFEN \
    -variable gameInfo(showFEN) -offvalue 0 -onvalue 1 -command updateBoard
$m.ginfo add checkbutton -label GInfoMarks \
    -variable gameInfo(showMarks) -offvalue 0 -onvalue 1 -command updateBoard
$m.ginfo add checkbutton -label GInfoWrap \
    -variable gameInfo(wrap) -offvalue 0 -onvalue 1 -command updateBoard
$m.ginfo add checkbutton -label GInfoFullComment \
    -variable gameInfo(fullComment) -offvalue 0 -onvalue 1 -command updateBoard
$m.ginfo add checkbutton -label GInfoPhotos \
    -variable gameInfo(photos) -offvalue 0 -onvalue 1 \
    -command {updatePlayerPhotos -force}
$m.ginfo add separator
$m.ginfo add radiobutton -label GInfoTBNothing \
    -variable gameInfo(showTB) -value 0 -command updateBoard
$m.ginfo add radiobutton -label GInfoTBResult \
    -variable gameInfo(showTB) -value 1 -command updateBoard
$m.ginfo add radiobutton -label GInfoTBAll \
    -variable gameInfo(showTB) -value 2 -command updateBoard
$m.ginfo add separator
$m.ginfo add command -label GInfoInformant -command configInformant

menu $m.entry
$m.entry add checkbutton -label OptionsMovesAsk \
    -variable askToReplaceMoves -offvalue 0 -onvalue 1
set helpMessage($m.entry,0) OptionsMovesAsk \
    
$m.entry add cascade -label OptionsMovesAnimate -menu $m.entry.animate
menu $m.entry.animate
foreach i {0 100 150 200 250 300 400 500 600 800 1000} {
  $m.entry.animate add radiobutton -label "$i ms" \
      -variable animateDelay -value $i
}
set helpMessage($m.entry,1) OptionsMovesAnimate

$m.entry add command -label OptionsMovesDelay -command setAutoplayDelay
set helpMessage($m.entry,2) OptionsMovesDelay

$m.entry add checkbutton -label OptionsMovesCoord \
    -variable moveEntry(Coord) -offvalue 0 -onvalue 1
set helpMessage($m.entry,3) OptionsMovesCoord

$m.entry add checkbutton -label OptionsMovesKey \
    -variable moveEntry(AutoExpand) -offvalue 0 -onvalue 1
set helpMessage($m.entry,4) OptionsMovesKey

$m.entry add checkbutton -label OptionsMovesSuggest \
    -variable suggestMoves -offvalue 0 -onvalue 1
set helpMessage($m.entry,5) OptionsMovesSuggest

$m.entry add checkbutton -label OptionsShowVarPopup \
    -variable showVarPopup -offvalue 0 -onvalue 1
set helpMessage($m.entry,6) OptionsShowVarPopup

$m.entry add checkbutton -label OptionsMovesSpace \
    -variable ::pgn::moveNumberSpaces -offvalue 0 -onvalue 1
set helpMessage($m.entry,7) OptionsMovesSpace

$m.entry add checkbutton -label OptionsMovesTranslatePieces \
    -variable ::translatePieces -offvalue 0 -onvalue 1 -command setLanguage
set helpMessage($m.entry,8) OptionsMovesTranslatePieces

menu $m.entry.highlightlastmove
$m.entry add cascade -label OptionsMovesHighlightLastMove -menu  $m.entry.highlightlastmove
$m.entry.highlightlastmove add checkbutton -label OptionsMovesHighlightLastMoveDisplay -variable ::highlightLastMove -command updateBoard
set helpMessage($m.entry.highlightlastmove,0) OptionsMovesHighlightLastMoveDisplay
menu $m.entry.highlightlastmove.width
$m.entry.highlightlastmove add cascade -label OptionsMovesHighlightLastMoveWidth -menu $m.entry.highlightlastmove.width
set helpMessage($m.entry.highlightlastmove,1) OptionsMovesHighlightLastMoveWidth
foreach i {1 2 3 4 5} {
  $m.entry.highlightlastmove.width add radiobutton -label $i -value $i -variable ::highlightLastMoveWidth -command updateBoard
}
# menu $m.entry.highlightlastmove.pattern
# $m.entry.highlightlastmove add cascade -label OptionsMovesHighlightLastMovePattern -menu $m.entry.highlightlastmove.pattern
# foreach i {"plain" "." "-" "-." "-.." ". " "," ".  "} j { "" "." "-" "-." "-.." ". " "," ".  "} {
# $m.entry.highlightlastmove.pattern add radiobutton -label $i -value $j -variable ::highlightLastMovePattern -command updateBoard
# }
$m.entry.highlightlastmove add command -label OptionsMovesHighlightLastMoveColor -command {
  set col [ tk_chooseColor -initialcolor $::highlightLastMoveColor -title "Scid"]
  if { $col != "" } {
    set ::highlightLastMoveColor $col
    updateBoard
  }
}
set helpMessage($m.entry.highlightlastmove,2) OptionsMovesHighlightLastMoveColor
$m.entry.highlightlastmove add checkbutton -label OptionsMovesHighlightLastMoveArrow -variable ::arrowLastMove -command updateBoard
set helpMessage($m.entry.highlightlastmove,3) OptionsMovesHighlightLastMoveArrow
set helpMessage($m.entry,9) OptionsMovesHighlightLastMove

$m.entry add checkbutton -label OptionsMovesShowVarArrows \
    -variable showVarArrows -offvalue 0 -onvalue 1
set helpMessage($m.entry,10) OptionsMovesShowVarArrows

proc updateLocale {} {
  global locale
  sc_info decimal $locale(numeric)
  ::windows::gamelist::Refresh
  updateTitle
}

set m .menu.options.numbers
menu $m
foreach numeric {".,"   ". "   "."   ",."   ", "   ","} \
    underline {  0     1      2     4      5      6} {
      set decimal [string index $numeric 0]
      set thousands [string index $numeric 1]
      $m add radiobutton -label "12${thousands}345${decimal}67" \
      -underline $underline \
      -variable locale(numeric) -value $numeric -command updateLocale
    }

set m .menu.options.export
menu $m
foreach format {PGN HTML LaTeX} {
  $m add command -label "$format file text" -underline 0 \
      -command "setExportText $format"
}

set m .menu.options.windows
menu $m
$m add checkbutton -label OptionsWindowsIconify -variable autoIconify
set helpMessage($m,0) OptionsWindowsIconify
$m add checkbutton -label OptionsWindowsRaise -variable autoRaise
set helpMessage($m,1) OptionsWindowsRaise
$m add checkbutton -label OptionsWindowsDock -variable windowsDock
set helpMessage($m,2) OptionsWindowsDock
$m add checkbutton -label OptionsWindowsShowGameInfo -variable showGameInfo -command ::toggleGameInfo
set helpMessage($m,3) OptionsShowGameInfo

if { $::docking::USE_DOCKING } {
  set state "normal"
} else  {
  set state "disabled"
}
$m add checkbutton -label OptionsWindowsAutoLoadLayout -variable autoLoadLayout -state $state
set helpMessage($m,4) OptionsWindowsAutoLoadLayout

if {$::docking::USE_DOCKING} {
  menu $m.savelayout
  menu $m.restorelayout
  foreach i {"1 (default)" "2" "3"} slot {1 2 3} {
    $m.savelayout add command -label $i -command "::docking::layout_save $slot"
    $m.restorelayout add command -label $i -command "::docking::layout_restore $slot"
  }
  $m add cascade -label OptionsWindowsSaveLayout -menu $m.savelayout
  set helpMessage($m,5) OptionsWindowsSaveLayout
  $m add cascade -label OptionsWindowsRestoreLayout -menu $m.restorelayout
  set helpMessage($m,6) OptionsWindowsRestoreLayout
}

set m .menu.options.theme
menu $m
foreach i [ttk::style theme names] {
  $m add radiobutton -label "$i" -value $i -variable ::lookTheme -command {ttk::style theme use $::lookTheme}
}

menu .menu.options.language

set m .menu.options.fonts
menu $m

$m add command -label OptionsFontsRegular -underline 0 -command {
  set fontOptions(temp) [FontDialog font_Regular $fontOptions(Regular)]
  if {$fontOptions(temp) != ""} { set fontOptions(Regular) $fontOptions(temp) }
  set font [font configure font_Regular -family]
  set fontsize [font configure font_Regular -size]
  font configure font_Bold -family $font -size $fontsize
  font configure font_Italic -family $font -size $fontsize
  font configure font_BoldItalic -family $font -size $fontsize
  font configure font_H1 -family $font -size [expr {$fontsize + 8} ]
  font configure font_H2 -family $font -size [expr {$fontsize + 6} ]
  font configure font_H3 -family $font -size [expr {$fontsize + 4} ]
  font configure font_H4 -family $font -size [expr {$fontsize + 2} ]
  font configure font_H5 -family $font -size [expr {$fontsize + 0} ]
}
set helpMessage($m,0) OptionsFontsRegular

$m add command -label OptionsFontsMenu -underline 0 -command {
  set fontOptions(temp) [FontDialog font_Menu $fontOptions(Menu)]
  if {$fontOptions(temp) != ""} { set fontOptions(Menu) $fontOptions(temp) }
}
set helpMessage($m,1) OptionsFontsMenu

$m add command -label OptionsFontsSmall -underline 0 -command {
  set fontOptions(temp) [FontDialog font_Small $fontOptions(Small)]
  if {$fontOptions(temp) != ""} { set fontOptions(Small) $fontOptions(temp) }
  set font [font configure font_Small -family]
  set fontsize [font configure font_Small -size]
  font configure font_SmallBold -family $font -size $fontsize
  font configure font_SmallItalic -family $font -size $fontsize
}
set helpMessage($m,2) OptionsFontsSmall

$m add command -label OptionsFontsTiny -underline 0 -command {
  set fontOptions(temp) [FontDialog font_Tiny $fontOptions(Tiny) 1]
  if {$fontOptions(temp) != ""} { set fontOptions(Tiny) $fontOptions(temp) }
}
set helpMessage($m,3) OptionsFontsTiny

$m add command -label OptionsFontsFixed -underline 0 -command {
  set fontOptions(temp) [FontDialog font_Fixed $fontOptions(Fixed) 1]
  if {$fontOptions(temp) != ""} { set fontOptions(Fixed) $fontOptions(temp) }
}
set helpMessage($m,4) OptionsFontsFixed

# The windows that are not dockable are always configurable for auto start
set m .menu.options.startup
menu $m
if { $::docking::USE_DOCKING } {
  set state "disabled"
} else  {
  set state "normal"
}
$m add checkbutton -label HelpTip -variable startup(tip)
$m add checkbutton -label ToolsCross -variable startup(crosstable)
$m add checkbutton -label WindowsSwitcher -variable startup(switcher) -state $state
$m add checkbutton -label FileFinder -variable startup(finder)
$m add checkbutton -label WindowsGList -variable startup(gamelist) -state $state
$m add checkbutton -label WindowsPGN -variable startup(pgn) -state $state
$m add checkbutton -label WindowsStats -variable startup(stats)
$m add checkbutton -label WindowsTree -variable startup(tree) -state $state
$m add checkbutton -label WindowsBook -variable startup(book) -state $state

set m .menu.options.board
menu $m

# Menu for changing board size:
$m add cascade -label OptionsBoardSize -menu $m.bdsize
set helpMessage($m,0) OptionsBoardSize

$m add cascade -label OptionsBoardPieces -menu $m.pieces
set helpMessage($m,1) OptionsBoardPieces

$m add command -label OptionsBoardColors -command chooseBoardColors
set helpMessage($m,2) OptionsBoardColors

#Klimmek: Menu for selecting chessboard textures
# $m add command -label OptionsBoardGraphics -command chooseBoardTextures
# set helpMessage($m,3) OptionsBoardGraphics

$m add separator

$m add command -label OptionsBoardNames -command editMyPlayerNames
set helpMessage($m,4) OptionsBoardNames

menu $m.bdsize
set count 0

foreach i $boardSizes {
  incr count
  set underline -1
  if {$count < 10} {set underline 0}
  if {$count == 10} {set underline 1}
  # PG : dirty workaround !
  $m.bdsize add radio -label $count -variable boardSize -value $i -underline $underline -command "::board::resize2 .main.board $i "
  unset underline
}

# Shortcut keys for changing board size:

bind $dot_w <Control-Shift-Left>  decreaseBoardSize
bind $dot_w <Control-Shift-Right> increaseBoardSize

proc decreaseBoardSize {} {
  global boardSize
  set boardSize [::board::resize2 .main.board -1]
}

proc increaseBoardSize {} {
  global boardSize
  set boardSize [::board::resize2 .main.board +1]
}

# Menu for changing Piece set:
menu $m.pieces -tearoff 1
foreach i $boardStyles {
  $m.pieces add radio -label $i \
      -variable boardStyle -value $i \
      -underline 0 -command "setPieceFont $i"
}

### Help menu:
set menuindex -1
set m .menu.helpmenu
# On Mac use accelerator "Command-?" for Help:
if { $macOS } {
  $m add command -label HelpContents -command {helpWindow Contents} -accelerator "Command-?"
  
} else {
  $m add command -label HelpContents -command {helpWindow Contents} -accelerator "F1"
}
set helpMessage($m,[incr menuindex]) HelpContents
$m add command -label HelpIndex -command {helpWindow Index}
set helpMessage($m,[incr menuindex]) HelpIndex
$m add command -label HelpGuide -command {helpWindow Guide}
set helpMessage($m,[incr menuindex]) HelpGuide
$m add command -label HelpHints -command {helpWindow Hints}
set helpMessage($m,[incr menuindex]) HelpHints
$m add command -label HelpContact -command {helpWindow Author}
set helpMessage($m,[incr menuindex]) HelpContact
$m add separator
incr menuindex
$m add command -label HelpTip -command ::tip::show
set helpMessage($m,[incr menuindex]) HelpTip

$m add separator
incr menuindex

$m  add command -label HelpAbout -command helpAbout
set helpMessage($m,[incr menuindex]) HelpAbout

bind $dot_w <F1> {helpWindow Contents}

##################################################

# updateMenuStates:
#   Update all the menus, rechecking which state each item should be in.
#
proc updateMenuStates {} {
  global totalBaseSlots windowsOS
  set ::currentSlot [sc_base current]
  set lang $::language
  set m .menu
  for {set i 1} { $i <= $totalBaseSlots } { incr i } {
    set fname [file tail [sc_base filename $i]]
    $m.file.switch entryconfig [expr {$i - 1} ] -label "Base $i: $fname"
  }
  foreach i {Compact Delete} {
    $m.file.utils entryconfig [tr FileMaint$i] -state disabled
  }
  foreach i {Player Event Site Round} {
    $m.file.utils.name entryconfig [tr FileMaintName$i] -state disabled
  }
  
  $m.file entryconfig [tr FileReadOnly] -state disabled
  
  # update recent Tree list (open base as Tree)
  set ntreerecent [::recentFiles::treeshow .menu.file.recenttrees]
  
  # Remove and reinsert the Recent files list and Exit command:
  set idx 13
  $m.file delete $idx end
  set nrecent [::recentFiles::show $m.file]
  if {$nrecent > 0} {
    $m.file add separator
  }
  set idx [$m.file index end]
  incr idx
  $m.file add command -label [tr FileExit] -accelerator "Ctrl+Q" \
      -command ::file::Exit
  set helpMessage($m.file,$idx) FileExit
  
  # Configure File menu entry states::
  if {[sc_base inUse]} {
    set isReadOnly [sc_base isReadOnly]
    $m.file entryconfig [tr FileClose] -state normal
    if {! $isReadOnly} {
      $m.file.utils entryconfig [tr FileMaintDelete] -state normal
      $m.file.utils entryconfig [tr FileMaintName] -state normal
      foreach i {Player Event Site Round} {
        $m.file.utils.name entryconfig [tr FileMaintName$i] -state normal
      }
      $m.file entryconfig [tr FileReadOnly] -state normal
    }
    
    # Load first/last/random/game number buttons:
    set filtercount [sc_filter count]
    if {$filtercount == 0} {set state disabled} else {set state normal}
    $m.game entryconfig [tr GameFirst] -state $state
    $m.game entryconfig [tr GameLast] -state $state
    $m.game entryconfig [tr GameRandom] -state $state
    $m.game entryconfig [tr GameNumber] -state $state
    
    # Load previous button:
    if {[sc_filter previous]} {set state normal} else {set state disabled}
    $m.game entryconfig [tr GamePrev] -state $state
    .main.tb.gprev configure -state $state
    
    # Reload button:
    if {[sc_game number]} {set state normal} else {set state disabled}
    $m.game entryconfig [tr GameReload] -state $state
    
    # Load next button:
    if {[sc_filter next]} {set state normal} else {set state disabled}
    $m.game entryconfig [tr GameNext] -state $state
    .main.tb.gnext configure -state $state
    
    # Save add button:
    set state normal
    if {$isReadOnly  ||  $::trialMode} {set state disabled}
    $m.game entryconfig [tr GameAdd] -state $state
    
    # Save replace button:
    set state normal
    if {[sc_game number] == 0  ||  $isReadOnly  ||  $::trialMode} {
      set state disabled
    }
    $m.game entryconfig [tr GameReplace] -state $state
    
    # Searching:
    foreach i {Reset Negate} {
      $m.search entryconfig [tr Search$i] -state normal
    }
    #$m.windows entryconfig [tr WindowsTree] -state normal
    
    # Tools:
    $m.tools entryconfig [tr ToolsEmail] -state normal
    $m.tools entryconfig [tr ToolsOpReport] -state normal
    $m.tools entryconfig [tr ToolsPlayerReport] -state normal
    
  } else {
    # Base is not in use:
    $m.file entryconfig [tr FileClose] -state disabled
    
    foreach i {First Prev Reload Next Last Random Number Replace Add} {
      $m.game entryconfig [tr Game$i] -state disabled
    }
    .main.tb.gprev configure -state disabled
    .main.tb.gnext configure -state disabled
    
    # search:
    foreach i {Reset Negate} {
      $m.search entryconfig [tr Search$i] -state disabled
    }
    #$m.windows entryconfig [tr WindowsTree] -state disabled
    
    # tools:
    $m.tools entryconfig [tr ToolsEmail] -state disabled
    $m.tools entryconfig [tr ToolsOpReport] -state disabled
    $m.tools entryconfig [tr ToolsPlayerReport] -state disabled
  }
  
  if {[sc_base numGames] == 0} {
    $m.tools entryconfig [tr ToolsExpFilter] -state disabled
  } else {
    $m.tools entryconfig [tr ToolsExpFilter] -state normal
  }
  
  set state disabled
  if {[baseIsCompactable]} { set state normal }
  $m.file.utils entryconfig [tr FileMaintCompact] -state $state
  
  ::search::Config
  ::windows::switcher::Refresh
  ::maint::Refresh
  ::bookmarks::Refresh
}


##############################
#
# Multiple-language menu support functions.

# configMenuText:
#    Reconfigures the main window menus. Called when the language is changed.
#
proc configMenuText {menu entry tag lang} {
  global menuLabel menuUnder
  if {[info exists menuLabel($lang,$tag)] && [info exists menuUnder($lang,$tag)]} {
    $menu entryconfig $entry -label $menuLabel($lang,$tag) -underline $menuUnder($lang,$tag)
  } else {
    $menu entryconfig $entry -label $menuLabel(E,$tag) -underline $menuUnder(E,$tag)
  }
}

proc setLanguageMenus {{lang ""}} {
  global menuLabel menuUnder oldLang
  
  if {$lang == ""} {set lang $::language}
  
  foreach tag { ToolsSeriousGame CorrespondenceChess ToolsTraining ToolsTacticalGame ToolsTrainFics ToolsEngineTournament} {
    configMenuText .menu.play [tr $tag $oldLang] $tag $lang
  }
  
  foreach tag {TrainOpenings TrainTactics TrainCalvar TrainFindBestMove TrainReviewGame } {
    configMenuText .menu.play.training [tr Tools$tag $oldLang] Tools$tag $lang
  }
  
  foreach tag { CCConfigure CCConfigRelay CCOpenDB CCRetrieve CCInbox \
        CCSend CCResign CCClaimDraw CCOfferDraw CCAcceptDraw   \
        CCNewMailGame CCMailMove CCGamePage } {
    configMenuText .menu.play.correspondence [tr $tag $oldLang] $tag $lang
  }
  
  foreach tag {File Edit Game Search Play Windows Tools Options Help} {
    configMenuText .menu [tr $tag $oldLang] $tag $lang
  }
  
  foreach tag {New Open Close Finder Bookmarks Maint ReadOnly Switch Exit} {
    configMenuText .menu.file [tr File$tag $oldLang] File$tag $lang
  }
  
  # open base as tree was moved from tools to file menus
  foreach tag { ToolsOpenBaseAsTree ToolsOpenRecentBaseAsTree } {
    configMenuText .menu.file [tr $tag $oldLang] $tag $lang
  }
  
  foreach tag {Win Compact Delete Twin Class Sort Name FixBase} {
    configMenuText .menu.file.utils [tr FileMaint$tag $oldLang] \
        FileMaint$tag $lang
  }
  foreach tag {Editor Player Event Site Round} {
    configMenuText .menu.file.utils.name [tr FileMaintName$tag $oldLang] \
        FileMaintName$tag $lang
  }
  foreach tag {Add Delete First Main Trial Strip Reset Copy Paste PastePGN Setup Undo
    Redo CopyBoard PasteBoard} {
    configMenuText .menu.edit [tr Edit$tag $oldLang] Edit$tag $lang
  }
  foreach tag {Comments Vars Begin End} {
    configMenuText .menu.edit.strip [tr EditStrip$tag $oldLang] \
        EditStrip$tag $lang
  }
  foreach tag {New First Prev Reload Next Last Random Number
    Replace Add Deepest GotoMove Novelty} {
    configMenuText .menu.game [tr Game$tag $oldLang] Game$tag $lang
  }
  foreach tag {Reset Negate Material Current Header Using} {
    configMenuText .menu.search [tr Search$tag $oldLang] Search$tag $lang
  }
  
  foreach tag {Comment GList PGN PList Tmt Switcher Maint ECO Repertoire Stats Tree TB Book CorrChess } {
    configMenuText .menu.windows [tr Windows$tag $oldLang] Windows$tag $lang
  }
  
  foreach tag {Analysis Analysis2 Cross Email FilterGraph AbsFilterGraph OpReport Tracker
    Rating Score ExpCurrent ExpFilter ImportOne ImportFile StartEngine1 StartEngine2 BookTuning
    PInfo PlayerReport ConnectHardware CaptureBoard} {
    configMenuText .menu.tools [tr Tools$tag $oldLang] Tools$tag $lang
  }
  
  .menu.tools.pinfo entryconfigure 0 -label $::tr(White)
  .menu.tools.pinfo entryconfigure 1 -label $::tr(Black)
  foreach tag {ToolsExpCurrentPGN ToolsExpCurrentHTML ToolsExpCurrentHTMLJS ToolsExpCurrentLaTeX} {
    configMenuText .menu.tools.exportcurrent [tr $tag $oldLang] $tag $lang
  }
  foreach tag {ToolsExpFilterPGN ToolsExpFilterHTML ToolsExpFilterHTMLJS ToolsExpFilterLaTeX} {
    configMenuText .menu.tools.exportfilter [tr $tag $oldLang] $tag $lang
  }
  foreach tag {Board Export Fonts GInfo Language Moves Numbers
    Startup Sounds Toolbar Windows Theme ECO Spell Table BooksDir TacticsBasesDir Recent Save AutoSave} {
    configMenuText .menu.options [tr Options$tag $oldLang] Options$tag $lang
  }
  
  foreach tag { Configure NovagCitrineConnect InputEngineConnect  } {
    configMenuText .menu.tools.hardware [tr ToolsConnectHardware$tag $oldLang] ToolsConnectHardware$tag $lang
  }
  
  foreach tag {Regular Menu Small Tiny Fixed} {
    configMenuText .menu.options.fonts [tr OptionsFonts$tag $oldLang] \
        OptionsFonts$tag $lang
  }
  foreach tag {Size Pieces Colors Names} {
    configMenuText .menu.options.board [tr OptionsBoard$tag $oldLang] \
        OptionsBoard$tag $lang
  }
  foreach tag {HideNext Material FEN Marks Wrap FullComment Photos \
        TBNothing TBResult TBAll Informant} {
    configMenuText .menu.options.ginfo [tr GInfo$tag $oldLang] \
        GInfo$tag $lang
  }
  configMenuText .menu.options.entry [tr OptionsShowVarPopup $oldLang] OptionsShowVarPopup $lang
  foreach tag {Ask Animate Delay Suggest Key Coord Space TranslatePieces HighlightLastMove ShowVarArrows } {
    configMenuText .menu.options.entry [tr OptionsMoves$tag $oldLang] \
        OptionsMoves$tag $lang
  }
  
  foreach tag { Color Width Display Arrow } {
    configMenuText .menu.options.entry.highlightlastmove [tr OptionsMovesHighlightLastMove$tag $oldLang] OptionsMovesHighlightLastMove$tag $lang
  }
  
  foreach tag {HelpTip WindowsSwitcher WindowsPGN WindowsTree FileFinder \
        ToolsCross WindowsGList WindowsStats WindowsBook} {
    configMenuText .menu.options.startup [tr $tag $oldLang] $tag $lang
  }
  
  foreach tag {Iconify Raise Dock ShowGameInfo AutoLoadLayout} {
    configMenuText .menu.options.windows [tr OptionsWindows$tag $oldLang] \
        OptionsWindows$tag $lang
  }
  if {$::docking::USE_DOCKING} {
    foreach tag {SaveLayout RestoreLayout} {
      configMenuText .menu.options.windows [tr OptionsWindows$tag $oldLang] \
          OptionsWindows$tag $lang
    }
  }
  foreach tag {Contents Index Guide Hints Contact Tip About} {
    configMenuText .menu.helpmenu [tr Help$tag $oldLang] Help$tag $lang
  }
  
  if { $::macOS } {
    foreach tag {About} {
      configMenuText .menu.apple [tr Help$tag $oldLang] Help$tag $lang
    }
  }
  
  
  foreach tag {HideNext Material FEN Marks Wrap FullComment Photos \
        TBNothing TBResult TBAll Delete Mark} {
    configMenuText .main.gameInfo.menu [tr GInfo$tag $oldLang] GInfo$tag $lang
  }
  
  updateGameInfoMenu
  
  ::pgn::ConfigMenus
  ::windows::stats::ConfigMenus
  ::tree::ConfigMenus
  ::crosstab::ConfigMenus
  ::optable::ConfigMenus
  ::preport::ConfigMenus
  ::tourney::ConfigMenus
  
  # Check for duplicate menu underline characters in this language:
  # set ::verifyMenus 1
  if {[info exists ::verifyMenus] && $::verifyMenus} {
    foreach m {file edit game search windows tools options help} {
      set list [checkMenuUnderline .menu.$m]
      if {[llength $list] > 0} {
        puts stderr "Menu $m has duplicate underline letters: $list"
      }
    }
  }
}
################################################################################
# updates the contextual game info menu.
# used when custom flags description change
################################################################################
proc updateGameInfoMenu {} {
  set i 0
  foreach flag $::maintFlaglist {
    if {$i < 12} {
      .main.gameInfo.menu.mark entryconfigure $i -label "$::tr($::maintFlags($flag)) ($flag)"
    } else  {
      set tmp [sc_game flag $flag description]
      if {$tmp == "" } { set tmp $::maintFlags($flag) }
      .main.gameInfo.menu.mark entryconfigure $i -label "$tmp ($flag)"
    }
    incr i
  }
}
################################################################################
# checkMenuUnderline:
#  Given a menu widget, returns a list of all the underline
#  characters that appear more than once.
################################################################################
proc checkMenuUnderline {menu} {
  array set found {}
  set duplicates {}
  set last [$menu index last]
  for {set i [$menu cget -tearoff]} {$i <= $last} {incr i} {
    if {[string equal [$menu type $i] "separator"]} {
      continue
    }
    set char [string index [$menu entrycget $i -label] \
        [$menu entrycget $i -underline]]
    set char [string tolower $char]
    if {$char == ""} {
      continue
    }
    if {[info exists found($char)]} {
      lappend duplicates $char
    }
    set found($char) 1
  }
  return $duplicates
}

# standardShortcuts:
#    Sets up a number of standard shortcut keys for the specified window.
#
proc standardShortcuts {w} {
  if {! [winfo exists $w]} { return }
  
  # Global shortcuts for docked mode
  if { $::docking::USE_DOCKING } {
    bind $w <F1> {helpWindow Contents}
    bind $w <period> {if {!$tree(refresh)} {toggleRotateBoard}}
    bind $w <Control-N> nameEditor
    bind $w <Control-a> {sc_var create; updateBoard -pgn}
    bind $w <Control-space> { setTrialMode toggle }
    bind $w <Control-D> {sc_move ply [sc_eco game ply]; updateBoard}
    bind $w <Control-u> ::game::GotoMoveNumber
    bind $w <Control-Y> findNovelty
    bind $w <Control-F> ::search::filter::negate
    bind $w <Control-p> ::pgn::OpenClose
    bind $w <Control-P> ::plist::toggle
    bind $w <Control-T> ::tourney::toggle
    bind $w <Control-y> ::windows::eco::OpenClose
    bind $w <Control-equal> ::tb::Open
    bind $w <Control-G> tools::graphs::filter::Open
    bind $w <Control-J> tools::graphs::absfilter::Open
    bind $w <Control-O> ::optable::makeReportWin
    bind $w <Control-K> ::ptrack::make
    bind $w <F11> { if {[wm attributes . -fullscreen]} { wm attributes . -fullscreen 0} else { wm attributes . -fullscreen 1} }
  }

  bind $w <Control-z> { undoFeature undo }
  bind $w <Control-y> { undoFeature redo }
  bind $w <exclam><Return> "sc_pos addNag !; updateBoard -pgn"
  bind $w <exclam><exclam><Return> "sc_pos addNag !!; updateBoard -pgn"
  bind $w <exclam><question><Return> "sc_pos addNag !?; updateBoard -pgn"
  bind $w <question><Return> "sc_pos addNag ?; updateBoard -pgn"
  bind $w <question><question><Return> "sc_pos addNag ??; updateBoard -pgn"
  bind $w <question><exclam><Return> "sc_pos addNag ?!; updateBoard -pgn"
  
  bind $w <plus><minus> "sc_pos addNag +-; updateBoard -pgn"
  bind $w <plus><slash> "sc_pos addNag +/-; updateBoard -pgn"
  bind $w <plus><equal> "sc_pos addNag +=; updateBoard -pgn"
  bind $w <equal><Return> "sc_pos addNag =; updateBoard -pgn"
  bind $w <minus><plus> "sc_pos addNag -+; updateBoard -pgn"
  bind $w <minus><slash> "sc_pos addNag -/+; updateBoard -pgn"
  bind $w <equal><plus> "sc_pos addNag =+; updateBoard -pgn"
  bind $w <asciitilde><Return> "sc_pos addNag ~; updateBoard -pgn"
  bind $w <asciitilde><equal><Return> "sc_pos addNag ~=; updateBoard -pgn"
  bind $w <minus><minus> "addMove null null"

  bind $w <Control-c> {catch {sc_clipbase copy}; ::updateBoard}
  bind $w <Control-d> ::windows::switcher::Open
  bind $w <Control-e> makeCommentWin
  bind $w <Control-f> ::search::filter::reset
  bind $w <Control-g> ::game::LoadNumber
  bind $w <Control-i> ::windows::stats::Open
  bind $w <Control-l> ::windows::gamelist::Open
  bind $w <Control-m> ::maint::OpenClose
  bind $w <Control-n> ::file::New
  bind $w <Control-o> ::file::Open
  bind $w <Control-p> ::pgn::OpenClose
  bind $w <Control-q> ::file::Exit
  bind $w <Control-r> ::gameReplace
  bind $w <Control-s> ::gameAdd
  bind $w <Control-t> ::tree::make
  bind $w <Control-v> {catch {sc_clipbase paste}; ::updateBoard -pgn}
  bind $w <Control-w> ::file::Close
  bind $w <Control-x> ::game::Clear
  
  bind $w <Control-A> makeAnalysisWin
  bind $w <Control-Shift-2>  "makeAnalysisWin 2"
  bind $w <Control-B> ::search::board
  bind $w <Control-C> ::copyFEN
  bind $w <Control-E> ::tools::email
  bind $w <Control-H> ::search::header
  bind $w <Control-I> importPgnGame
  bind $w <Control-L> ::game::Reload
  bind $w <Control-M> ::search::material
  bind $w <Control-O> ::optable::makeReportWin
  bind $w <Control-R> ::rep::OpenCloseWindow
  bind $w <Control-S> ::setupBoard
  bind $w <Control-T> ::tourney::toggle
  bind $w <Control-V> ::pasteFEN
  bind $w <Control-KeyPress-U> ::search:::usefile
  bind $w <Control-X> crosstabWin
  bind $w <Control-Z> ::toggleAutoplay ;#::tools::graphs::score::Refresh
  
  bind $w <Control-slash> ::file::finder::Open
  bind $w <Control-Shift-Up> {::game::LoadNextPrev first}
  bind $w <Control-Shift-Down> {::game::LoadNextPrev last}
  bind $w <Control-Up> {::game::LoadNextPrev previous}
  bind $w <Control-Down> {::game::LoadNextPrev next}
  bind $w <Control-question> ::game::LoadRandom
  
  bind $w <KeyPress-v> { ::showVars }
  bind $w <KeyPress-z> {.main.fbutton.button.exitVar invoke}
  
  for {set i 1} { $i <= $::totalBaseSlots} {incr i} {
    bind $w "<Control-Key-$i>" "::file::SwitchToBase $i"
  }
  
  bind $w <Home>  ::move::Start
  bind $w <Up> {
    if {[sc_pos isAt vstart]} {
      .main.fbutton.button.exitVar invoke
    } else  {
      ::move::Back 10
    }
  }
  bind $w <Left>  { ::move::Back }
  bind $w <Down>  {::move::Forward 10}
  bind $w <Right> ::move::Forward
  bind $w <End>   ::move::End
  bind $w <F2> "::makeAnalysisWin 1 0"
  bind $w <F3> "::makeAnalysisWin 2 0"
  bind $w <F4> { if {[winfo exists .analysisWin1]} { .analysisWin1.b1.bStartStop invoke } }
  bind $w <F5> { if {[winfo exists .analysisWin2]} { .analysisWin2.b1.bStartStop invoke } }
  bind $w <F6>  ::book::open
  bind $w <F12> ::CorrespondenceChess::CCWindow
  bind $w <Control-F12> {::CorrespondenceChess::OpenCorrespondenceDB; ::CorrespondenceChess::ReadInbox}
  bind $w <Alt-F12> {::CorrespondenceChess::OpenCorrespondenceDB;  ::CorrespondenceChess::FetchGames}
}
################################################################################
#
################################################################################
proc configInformant {} {
  global informant
  
  set w .configInformant
  if {[winfo exists $w]} {
    destroy $w
  }
  
  toplevel $w
  ::setTitle $w $::tr(ConfigureInformant)
  setWinLocation $w
  frame $w.spinF
  set idx 0
  set row 0
  
  foreach i [lsort [array names informant]] {
    label $w.spinF.labelExpl$idx -text [ ::tr "Informant[ string trim $i "\""]" ]
    label $w.spinF.label$idx -text $i
	 # Allow the configuration of "won game" up to "Mate found"
	 if {$i == "\"++-\""} {
		 spinbox $w.spinF.sp$idx -textvariable informant($i) -width 5 -from 0.0 -to 328.0 -increment 1.0 -validate all -vcmd { regexp {^[0-9]\.[0-9]$} %P }
	 } else {
		 puts stderr 9
		 spinbox $w.spinF.sp$idx -textvariable informant($i) -width 5 -from 0.0 -to 9.9 -increment 0.1 -validate all -vcmd { regexp {^[0-9]\.[0-9]$} %P }
	 }
    grid $w.spinF.labelExpl$idx -row $row -column 0 -sticky w
    incr row
    grid $w.spinF.label$idx -row $row -column 0 -sticky w
    grid $w.spinF.sp$idx -row $row -column 1 -sticky w
    incr row
    incr idx
  }
  
  button $w.close -textvar ::tr(Close) -command "destroy $w"
  pack $w.spinF $w.close
  bind $w <Configure> "recordWinSize $w"
}

### End of file: menus.tcl

# board.tcl: part of Scid
# Copyright (C) 2001-2003 Shane Hudson. All rights reserved.

# letterToPiece
#    Array that maps piece letters to their two-character value.
#
array set ::board::letterToPiece [list \
    "R" wr "r" br "N" wn "n" bn "B" wb "b" bb \
    "Q" wq "q" bq "K" wk "k" bk "P" wp "p" bp "." e \
    ]

# List of color schemes: each sublist contains a reference name (not used),
# then lite, dark, highcolor, bestcolor, white, black, w border, b border.
#
set colorSchemes {
  { "Blue-white" "#f3f3f3" "#7389b6" "#f3f484" "#b8cbf8" "#ffffff" "#000000" "#000000" "#ffffff" }
  { "Green-Yellow" "#e0d070" "#70a070" "#b0d0e0" "#bebebe" }
  { "Brown" "#d0c0a0" "#a08050" "#b0d0e0" "#bebebe" }
  { "Blue-ish" "#d0e0d0" "#80a0a0" "#b0d0e0" "#f0f0a0" }
  { "M. Thomas" "#e0d8b8" "#047c24" "#1c80e0" "#fe0000" }
  { "KM. Skontorp" "#ffdb86" "#ffa200" "#b0d0e0" "#bebebe" }
}
array set newColors {}

proc SetBoardTextures {} {
  global boardfile_dark boardfile_lite
  # handle cases of old configuration files
  image create photo bgl20 -height 20 -width 20
  image create photo bgd20 -height 20 -width 20
  if { [ catch { bgl20 copy $boardfile_lite -from 0 0 20 20 ; bgd20 copy $boardfile_dark -from 0 0 20 20 } ] } {
    set boardfile_dark emptySquare
    set boardfile_lite emptySquare
    bgl20 copy $boardfile_lite -from 0 0 20 20
    bgd20 copy $boardfile_dark -from 0 0 20 20
  }
  
  foreach size $::boardSizes {
    # create lite and dark squares
    image create photo bgl$size -width $size -height $size
    image create photo bgd$size -width $size -height $size
    bgl$size copy $boardfile_lite -from 0 0 $size $size
    bgd$size copy $boardfile_dark -from 0 0 $size $size
  }
}

SetBoardTextures

# chooseBoardTextures:
#   Dialog for selecting board textures.
#
proc chooseBoardTextures {i} {
  global boardfile_dark boardfile_lite
  
  set prefix [lindex $::textureSquare $i]
  set boardfile_dark ${prefix}-d
  set boardfile_lite ${prefix}-l
  SetBoardTextures
  
}

# chooseBoardColors:
#   Dialog for selecting board colors.
#
proc chooseBoardColors {{choice -1}} {
  global lite dark highcolor bestcolor
  global colorSchemes newColors
  
  set colors {lite dark highcolor bestcolor}
  
  set w .boardColorDialog
  
  if {[winfo exists $w]} {
    # Just update the dialog box colors and return:
    if {$choice >= 0} {
      set list [lindex $colorSchemes $choice]
      set newColors(lite) [lindex $list 1]
      set newColors(dark) [lindex $list 2]
      set newColors(highcolor) [lindex $list 3]
      set newColors(bestcolor) [lindex $list 4]
    }
    set nlite $newColors(lite)
    set ndark $newColors(dark)
    
    foreach i {wr bn wb bq wk bp} {
      $w.bd.$i configure -background $ndark
    }
    foreach i {br wn bb wq bk wp} {
      $w.bd.$i configure -background $nlite
    }
    $w.bd.bb configure -background $newColors(highcolor)
    $w.bd.wk configure -background $newColors(bestcolor)
    foreach i $colors {
      $w.select.b$i configure -background $newColors($i)
    }
    
    foreach i {0 1 2 3} {
      set c $w.border.c$i
      $c itemconfigure dark -fill $dark -outline $dark
      $c itemconfigure lite -fill $lite -outline $lite
    }
    
    return
  }
  
  toplevel $w
  wm title $w "Scid: [tr OptionsBoardColors]"
  
  foreach i $colors { set newColors($i) [set $i] }
  set bd $w.bd
  pack [ttk::frame $bd] -side top -expand 1
  addHorizontalRule $w
  pack [ttk::frame $w.select] -side top -fill x
  addHorizontalRule $w
  pack [ttk::frame $w.preset] -side top -fill x
  pack [ttk::frame $w.texture] -side top -fill x
  addHorizontalRule $w
  pack [ttk::frame $w.border] -side top
  addHorizontalRule $w
  pack [ttk::frame $w.buttons] -side top -fill x
  
  set column 0
  foreach j {r n b q k p} {
    ttk::label $bd.w$j -image w${j}40
    ttk::label $bd.b$j -image b${j}40
    grid $bd.b$j -row 0 -column $column
    grid $bd.w$j -row 1 -column $column
    incr column
  }
  
  set f $w.select
  foreach row {0 1 0 1} column {0 0 2 2} c {
    lite dark highcolor bestcolor
  } n {
    LightSquares DarkSquares SelectedSquares SuggestedSquares
  } {
    button $f.b$c -image e20 -background [set $c] -command "
    set x \[ tk_chooseColor -initialcolor \$newColors($c) -title Scid \]
    if {\$x != \"\"} { set newColors($c) \$x; chooseBoardColors }
    "
    ttk::label $f.l$c -text "$::tr($n)  "
    grid $f.b$c -row $row -column $column
    grid $f.l$c -row $row -column [expr {$column + 1} ] -sticky w
  }
  
  # Border width option:
  set f $w.border
  foreach i {0 1 2 3} {
    if {$i != 0} { pack [ttk::frame $f.gap$i -width 20] -side left -padx 1 }
    set b $f.b$i
    ttk::radiobutton $b -text "$i:" -variable newborderwidth -value $i
    set c $f.c$i
    canvas $c -height 40 -width 40 -background black
    $c create rectangle 0 0 [expr {20 - $i}] [expr {20 - $i}] -tag dark
    $c create rectangle [expr {20 + $i}] [expr {20 + $i}] 40 40 -tag dark
    $c create rectangle 0 [expr {20 + $i}] [expr 20 - $i] 40 -tag lite
    $c create rectangle [expr {20 + $i}] 0 40 [expr {20 - $i}] -tag lite
    pack $b $c -side left -padx 1
    bind $c <Button-1> "set newborderwidth $i"
  }
  set ::newborderwidth $::borderwidth
  
  set count 0
  set psize 40
  foreach list $colorSchemes {
    set f $w.preset.p$count
    pack [ttk::frame $f] -side left -padx 5
    ttk::label $f.blite -image bp40 -background [lindex $list 1]
    ttk::label $f.bdark -image bp40 -background [lindex $list 2]
    ttk::label $f.wlite -image wp40 -background [lindex $list 1]
    ttk::label $f.wdark -image wp40 -background [lindex $list 2]
    ttk::button $f.select -text [expr {$count + 1}] -command "chooseBoardColors $count ; \
        set ::boardfile_dark emptySquare ; \
        set ::boardfile_lite emptySquare ; \
        ::SetBoardTextures "
    foreach i {blite bdark wlite wdark} {
      bind $f.$i <1> "chooseBoardColors $count ; \
          set ::boardfile_dark emptySquare ; \
          set ::boardfile_lite emptySquare ; \
          ::SetBoardTextures "
    }
    grid $f.blite -row 0 -column 0 -sticky e
    grid $f.bdark -row 0 -column 1 -sticky w
    grid $f.wlite -row 1 -column 1 -sticky w
    grid $f.wdark -row 1 -column 0 -sticky e
    grid $f.select -row 2 -column 0 -columnspan 2 ; # -sticky we
    incr count
  }
  
  #########################################################
  set f $w.texture
  set count 0
  set row 0
  set col 0
  set psize 40
  foreach tex $::textureSquare {
    set f $w.texture.p$count
    grid [ ttk::frame $f ] -row $row -column $col -padx 5
    canvas $f.c -width [expr $psize*2] -height [expr $psize*2] -background red
    $f.c create image 0 0 -image ${tex}-l -anchor nw
    $f.c create image $psize 0 -image ${tex}-d -anchor nw
    $f.c create image 0 $psize -image ${tex}-d -anchor nw
    $f.c create image $psize $psize -image ${tex}-l -anchor nw
    
    $f.c create image 0 0 -image bp40 -anchor nw
    $f.c create image $psize 0 -image wp40 -anchor nw
    $f.c create image 0 $psize -image wp40 -anchor nw
    $f.c create image $psize $psize -image bp40 -anchor nw
    ttk::button $f.select -text [expr {$count + 1}] -command "chooseBoardTextures $count"
    bind $f.c <1> "chooseBoardTextures $count"
    pack $f.c $f.select -side top
    
    incr count
    incr col
    if {$col > 4} { set col 0 ; incr row }
  }
  
  dialogbutton $w.buttons.ok -text "OK" -command "
  foreach i {lite dark highcolor bestcolor} {
    set \$i \$newColors(\$i)
  }
  set borderwidth \$newborderwidth
  ::board::border .main.board \$borderwidth
  grab release $w
  destroy $w
  "
  dialogbutton $w.buttons.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  bind $w <Escape> "catch {grab release $w}; destroy $w"
  packbuttons right $w.buttons.cancel $w.buttons.ok
  chooseBoardColors
  wm resizable $w 0 0
  catch {grab $w}
}

set tb .main.tb
ttk::frame $tb -relief raised -border 1
button $tb.new -image tb_new -command ::file::New
button .main.tb.open -image tb_open -command ::file::Open
button .main.tb.save -image tb_save -command {
  if {[sc_game number] != 0} {
    #busyCursor .
    gameReplace
    # catch {.save.buttons.save invoke}
    #unbusyCursor .
  } else {
    gameAdd
  }
}
button .main.tb.close -image tb_close -command ::file::Close
button .main.tb.finder -image tb_finder -command ::file::finder::Open
menubutton .main.tb.bkm -image tb_bkm -menu .main.tb.bkm.menu
menu .main.tb.bkm.menu
bind $dot_w <Control-b> ::bookmarks::PostMenu
bind .main.tb.bkm <ButtonPress-1> "+.main.tb.bkm configure -relief flat"


ttk::frame .main.tb.space1 -width 12
button .main.tb.cut -image tb_cut -command ::game::Clear
button .main.tb.copy -image tb_copy \
    -command {catch {sc_clipbase copy}; updateBoard}
button .main.tb.paste -image tb_paste \
    -command {catch {sc_clipbase paste}; updateBoard -pgn}
ttk::frame .main.tb.space2 -width 12
button .main.tb.gprev -image tb_gprev -command {::game::LoadNextPrev previous}
button .main.tb.gnext -image tb_gnext -command {::game::LoadNextPrev next}
ttk::frame .main.tb.space3 -width 12
button .main.tb.rfilter -image tb_rfilter -command ::search::filter::reset
button .main.tb.bsearch -image tb_bsearch -command ::search::board
button .main.tb.hsearch -image tb_hsearch -command ::search::header
button .main.tb.msearch -image tb_msearch -command ::search::material
ttk::frame .main.tb.space4 -width 12
button .main.tb.switcher -image tb_switcher -command ::windows::switcher::Open
button .main.tb.glist -image tb_glist -command ::windows::gamelist::Open
button .main.tb.pgn -image tb_pgn -command ::pgn::OpenClose
button .main.tb.tmt -image tb_tmt -command ::tourney::toggle
button .main.tb.maint -image tb_maint -command ::maint::OpenClose
button .main.tb.eco -image tb_eco -command ::windows::eco::OpenClose
button .main.tb.tree -image tb_tree -command ::tree::make
button .main.tb.crosst -image tb_crosst -command toggleCrosstabWin
button .main.tb.engine -image tb_engine -command makeAnalysisWin
button .main.tb.help -image tb_help -command {helpWindow Index}

foreach i {new open save close finder bkm cut copy paste gprev gnext \
      rfilter bsearch hsearch msearch \
      switcher glist pgn tmt maint eco tree crosst engine help} {
  .main.tb.$i configure -takefocus 0 -relief flat -border 1 -anchor n -highlightthickness 0
  bind .main.tb.$i <Any-Enter> "+.main.tb.$i configure -relief groove"
  bind .main.tb.$i <Any-Leave> "+.main.tb.$i configure -relief flat; statusBarRestore %W; break"
}

#pack .main.tb -side top -fill x -before .button

proc configToolbar {} {
  set w .tbconfig
  toplevel $w
  wm title $w "Scid: [tr OptionsToolbar]"
  
  array set ::toolbar_temp [array get ::toolbar]
  pack [ttk::frame $w.f1] -side top -fill x
  foreach i {new open save close finder bkm} {
    checkbutton $w.f1.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
        -variable toolbar_temp($i) -relief solid -borderwidth 1
    pack $w.f1.$i -side left -ipadx 2 -ipady 2
  }
  pack [ttk::frame $w.f2] -side top -fill x
  foreach i {gprev gnext} {
    checkbutton $w.f2.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
        -variable toolbar_temp($i) -relief solid -borderwidth 1
    pack $w.f2.$i -side left -ipadx 1 -ipady 1
  }
  pack [ttk::frame $w.f3] -side top -fill x
  foreach i {cut copy paste} {
    checkbutton $w.f3.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
        -variable toolbar_temp($i) -relief solid -borderwidth 1
    pack $w.f3.$i -side left -ipadx 1 -ipady 1
  }
  pack [ttk::frame $w.f4] -side top -fill x
  foreach i {rfilter bsearch hsearch msearch} {
    checkbutton $w.f4.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
        -variable toolbar_temp($i) -relief solid -borderwidth 1
    pack $w.f4.$i -side left -ipadx 1 -ipady 1
  }
  pack [ttk::frame $w.f5] -side top -fill x
  foreach i {switcher glist pgn tmt maint eco tree crosst engine} {
    checkbutton $w.f5.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
        -variable toolbar_temp($i) -relief solid -borderwidth 1
    pack $w.f5.$i -side left -ipadx 1 -ipady 1
  }
  
  addHorizontalRule $w
  pack [ttk::frame $w.b] -side bottom -fill x
  button $w.on -text "+ [::utils::string::Capital $::tr(all)]" -command {
    foreach i [array names toolbar_temp] { set toolbar_temp($i) 1 }
  }
  button $w.off -text "- [::utils::string::Capital $::tr(all)]" -command {
    foreach i [array names toolbar_temp] { set toolbar_temp($i) 0 }
  }
  ttk::button $w.ok -text "OK" -command {
    array set toolbar [array get toolbar_temp]
    catch {grab release .tbconfig}
    destroy .tbconfig
    redrawToolbar
  }
  ttk::button $w.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  pack $w.cancel $w.ok -side right -padx 2
  pack $w.on $w.off -side left -padx 2
  catch {grab $w}
}

proc redrawToolbar {} {
  global toolbar
  foreach i [winfo children .main.tb] { pack forget $i }
  set seenAny 0
  set seen 0
  foreach i {new open save close finder bkm} {
    if {$toolbar($i)} {
      set seen 1; set seenAny 1
      pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
    }
  }
  if {$seen} { pack .main.tb.space1 -side left }
  set seen 0
  foreach i {gprev gnext} {
    if {$toolbar($i)} {
      set seen 1; set seenAny 1
      pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
    }
  }
  if {$seen} { pack .main.tb.space2 -side left }
  set seen 0
  foreach i {cut copy paste} {
    if {$toolbar($i)} {
      set seen 1; set seenAny 1
      pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
    }
  }
  if {$seen} { pack .main.tb.space3 -side left }
  set seen 0
  foreach i {rfilter bsearch hsearch msearch} {
    if {$toolbar($i)} {
      set seen 1; set seenAny 1
      pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
    }
  }
  if {$seen} { pack .main.tb.space4 -side left }
  set seen 0
  foreach i {switcher glist pgn tmt maint eco tree crosst engine} {
    if {$toolbar($i)} {
      set seen 1; set seenAny 1
      pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
    }
  }
  if {$seenAny} {
    grid .main.tb -row 0 -column 0 -columnspan 3 -sticky we
  } else {
    grid forget .main.tb
  }
}

proc setToolbar {x} {
  if {$x} {
    grid .main.tb -row 0 -column 0 -columnspan 3 -sticky we
  } else {
    grid forget .main.tb
  }
}

# Set toolbar help status messages:
foreach {b m} {
  new FileNew open FileOpen finder FileFinder
  save GameReplace close FileClose bkm FileBookmarks
  gprev GamePrev gnext GameNext
  cut GameNew copy EditCopy paste EditPaste
  rfilter SearchReset bsearch SearchCurrent
  hsearch SearchHeader msearch SearchMaterial
  switcher WindowsSwitcher glist WindowsGList pgn WindowsPGN tmt WindowsTmt
  maint WindowsMaint eco WindowsECO tree WindowsTree crosst ToolsCross
  engine ToolsAnalysis
} {
  set helpMessage(.main.tb.$b) $m
  # ::utils::tooltip::Set $tb.$b $m
}
set helpMessage(.main.fbutton.button.addVar) EditAdd
set helpMessage(.main.fbutton.button.trial) EditTrial

ttk::frame .main.fbutton
ttk::frame .main.fbutton.button -relief raised -border 1
button .main.fbutton.button.start -image tb_start -command ::move::Start
button .main.fbutton.button.back -image tb_prev -command ::move::Back
button .main.fbutton.button.forward -image tb_next -command ::move::Forward
button .main.fbutton.button.end -image tb_end -command ::move::End
bind .main.fbutton.button.end <Button-$::MB3> ::tactics::findBestMove
ttk::frame .main.fbutton.button.space -width 15

# The go-into-variation button is a menubutton:
menubutton .main.fbutton.button.intoVar -image tb_invar -menu .main.fbutton.button.intoVar.menu -relief raised
menu .main.fbutton.button.intoVar.menu -tearoff 0 -font font_Regular

button .main.fbutton.button.exitVar -image tb_outvar \
    -command {::move::ExitVar }
button .main.fbutton.button.addVar -image tb_addvar \
    -command {sc_var create; updateBoard -pgn -animate}
ttk::frame .main.fbutton.button.space2 -width 15


##############################

namespace eval ::board {
  
  namespace export sq
  
  # List of square names in order; used by sq procedure.
  variable squareIndex [list a1 b1 c1 d1 e1 f1 g1 h1 a2 b2 c2 d2 e2 f2 g2 h2 \
      a3 b3 c3 d3 e3 f3 g3 h3 a4 b4 c4 d4 e4 f4 g4 h4 \
      a5 b5 c5 d5 e5 f5 g5 h5 a6 b6 c6 d6 e6 f6 g6 h6 \
      a7 b7 c7 d7 e7 f7 g7 h7 a8 b8 c8 d8 e8 f8 g8 h8]
}

# ::board::sq:
#    Given a square name, returns its index as used in board
#    representations, or -1 if the square name is invalid.
#    Examples: [sq h8] == 63; [sq a1] = 0; [sq notASquare] = -1.
#
proc ::board::sq {sqname} {
  variable squareIndex
  return [lsearch -exact $squareIndex $sqname]
}

# ::board::san --
#
#	Convert a square number (0-63) used in board representations
#	to the SAN square name (a1, a2, ..., h8).
#
# Arguments:
#	sqno	square number 0-63.
# Results:
#	Returns square name "a1"-"h8".
#
proc ::board::san {sqno} {
  if {($sqno < 0) || ($sqno > 63)} { return }
  return [format %c%c \
      [expr {($sqno % 8) + [scan a %c]}] \
      [expr {($sqno / 8) + [scan 1 %c]}]]
  
}

# ::board::new
#   Creates a new board in the specified frame.
#   The psize option should be a piece bitmap size supported
#   in Scid (see the boardSizes variable in start.tcl).
#   The showmat parameter adds a frame to display material balance
#
proc ::board::new {w {psize 40} {showmat "nomat"} } {
  if {[winfo exists $w]} { return }
  
  set ::board::_size($w) $psize
  set ::board::_border($w) $::borderwidth
  set ::board::_coords($w) 0
  set ::board::_flip($w) 0
  set ::board::_data($w) [sc_pos board]
  set ::board::_stm($w) 1
  set ::board::_showMarks($w) 0
  set ::board::_mark($w) {}
  set ::board::_drag($w) -1
  set ::board::_showmat($w) 0
  
  if { $showmat != "nomat"} { set ::board::_showmat($w) 1 }
  
  set border $::board::_border($w)
  set bsize [expr {$psize * 8 + $border * 9} ]
  
  
  ttk::frame $w -class Board
  canvas $w.bd -width $bsize -height $bsize -cursor crosshair -background black -borderwidth 0 -highlightthickness 0
  if {[info tclversion] == 8.5} {
    grid anchor $w center
  }
  
  grid $w.bd -row 1 -column 3 -rowspan 8 -columnspan 8
  set bd $w.bd
  
  
  # Create empty board:
  for {set i 0} {$i < 64} {incr i} {
    set xi [expr {$i % 8} ]
    set yi [expr {int($i/8)} ]
    set x1 [expr {$xi * ($psize + $border) + $border +1 } ]
    set y1 [expr {(7 - $yi) * ($psize + $border) + $border +1 } ]
    set x2 [expr {$x1 + $psize }]
    set y2 [expr {$y1 + $psize }]
    
    $bd create rectangle $x1 $y1 $x2 $y2 -tag sq$i -outline ""
  }
  
  # Set up coordinate labels:
  for {set i 1} {$i <= 8} {incr i} {
    ttk::label $w.lrank$i -text [expr {9 - $i}]
    grid $w.lrank$i -row $i -column 2 -sticky e
    ttk::label $w.rrank$i -text [expr {9 - $i}]
    grid $w.rrank$i -row $i -column 11 -sticky w
  }
  foreach i {1 2 3 4 5 6 7 8} file {a b c d e f g h} {
    ttk::label $w.tfile$file -text $file
    grid $w.tfile$file -row 0 -column [expr $i + 2] -sticky s
    ttk::label $w.bfile$file -text $file
    grid $w.bfile$file -row 9 -column [expr $i + 2] -sticky n
  }
  
  # Set up side-to-move icons:
  ttk::frame $w.stmgap -width 3
  ttk::frame $w.stm
  frame $w.wtm -relief solid -borderwidth 1 -background white
  frame $w.btm -relief solid -borderwidth 1 -background black
  grid $w.stmgap -row 1 -column 1
  grid $w.stm -row 2 -column 0 -rowspan 5 -padx 2
  if {$::board::_showmat($w)} {
    canvas $w.mat -width 20 -highlightthickness 0
  }
  
  grid $w.wtm -row 8 -column 0
  grid $w.btm -row 1 -column 0
  if {$::board::_showmat($w)} {
    grid $w.mat -row 1 -column 12 -rowspan 8 -pady 5
  }
  
  ::board::stm $w
  ::board::coords $w
  ::board::resize $w redraw
  if {$::board::_showmat($w)} {
    ::board::material $w
  }
  ::board::update $w
  return $w
}

# ::board::defaultColor
#   Returns the color (the value of the global
#   variable "lite" or "dark") depending on whether the
#   specified square number (0=a1, 1=b1, ..., 63=h8) is
#   a light or dark square.
#
proc ::board::defaultColor {sq} {
  return [expr {($sq + ($sq / 8)) % 2 ? "$::lite" : "$::dark"}]
}

# ::board::size
#   Returns the current board size.
#
proc ::board::size {w} {
  return $::board::_size($w)
}

################################################################################
# Pascal Georges :
# an alias resize function to handle the bug (flip + resize) : when the board was flipped, and the board resized
# its state was incoherent. As this did not occur when the board is not flipped, unflip the board before the
# resizing : should be fixed !
################################################################################
proc ::board::resize2 {w psize} {
  if {$psize == $::board::_size($w)} { return $psize }
  if { ! [ ::board::isFlipped $w ] } {
    ::board::resize $w $psize
  }  else {
    ::board::flip $w
    ::board::resize $w $psize
    ::board::flip $w
  }
}

# ::board::resize
#   Resizes the board. Takes a numeric piece size (which should
#   be in the global boardSizes list variable), or "-1" or "+1".
#   If the size argument is "redraw", the board is redrawn.
#   Returns the new size of the board.
#
proc ::board::resize {w psize} {
  global boardSizes
  
  set oldsize $::board::_size($w)
  if {$psize == $oldsize} { return $oldsize }
  if {$psize == "redraw"} { set psize $oldsize }
  if {$psize == "-1"} {
    set index [lsearch -exact $boardSizes $oldsize]
    if {$index == 0} { return $oldsize }
    incr index -1
    set psize [lindex $boardSizes $index]
  } elseif {$psize == "+1"} {
    set index [lsearch -exact $boardSizes $oldsize]
    incr index
    if {$index == [llength $boardSizes]} { return $oldsize }
    set psize [lindex $boardSizes $index]
  }
  
  # Verify that we have a valid size:
  if {[lsearch -exact $boardSizes $psize] < 0} { return $oldsize }
  
  set border $::board::_border($w)
  set bsize [expr {$psize * 8 + $border * 9} ]
  
  $w.bd configure -width $bsize -height $bsize
  set ::board::_size($w) $psize
  
  # Resize each square:
  for {set i 0} {$i < 64} {incr i} {
    set xi [expr {$i % 8}]
    set yi [expr {int($i/8)}]
    set x1 [expr {$xi * ($psize + $border) + $border }]
    set y1 [expr {(7 - $yi) * ($psize + $border) + $border }]
    set x2 [expr {$x1 + $psize }]
    set y2 [expr {$y1 + $psize }]
    $w.bd coords sq$i $x1 $y1 $x2 $y2
  }
  
  # Resize the side-to-move icons:
  set stmsize [expr {round($psize / 4) + 5}]
  $w.stm configure -width $stmsize
  $w.wtm configure -height $stmsize -width $stmsize
  $w.btm configure -height $stmsize -width $stmsize
  
  # resize the material canvas
  if {$::board::_showmat($w)} {
    $w.mat configure -height [expr $psize * 8]
    $w.mat configure -width 20
    ::board::material $w
  }
  
  ::board::update $w
  
  return $psize
}

# ::board::border
#   Get or set the border width.
#   If the optional argument is missing or the empty string, returns
#   the width of the board.
#   Otherwise, the board sqyare borders are set to the specified width.
#
proc ::board::border {w {border ""}} {
  if {$border == ""} {
    return $::board::_border($w)
  } else {
    set ::board::_border($w) $border
    ::board::resize2 $w redraw
  }
}

# ::board::getSquare
#   Given a board frame and root-window X and Y screen coordinates,
#   returns the square number (0-63) containing that screen location,
#   or -1 if the location is outside the board.
#
proc ::board::getSquare {w x y} {
  if {[winfo containing $x $y] != "$w.bd"} {
    return -1
  }
  set x [expr {$x - [winfo rootx $w.bd]}]
  set y [expr {$y - [winfo rooty $w.bd]}]
  set psize $::board::_size($w)
  set border $::board::_border($w)
  set x [expr {int($x / ($psize+$border))}]
  set y [expr {int($y / ($psize+$border))}]
  
  if {$x < 0  ||  $y < 0  ||  $x > 7  ||  $y > 7} {
    set sq -1
  } else {
    set sq [expr {(7-$y)*8 + $x}]
    if {$::board::_flip($w)} { set sq [expr {63 - $sq}] }
  }
  return $sq
}

# ::board::showMarks
#   Turns on/off the showing of marks (colored squares).
#
proc ::board::showMarks {w value} {
  set ::board::_showMarks($w) $value
}

# ::board::colorSquare
#   Colors the specified square (0-63) of the board.
#   If the color is the empty string, the appropriate
#   color for the square (light or dark) is used.
#
proc ::board::colorSquare {w i {color ""}} {
  if {$i < 0  ||  $i > 63} { return }
  if {$color != ""} {
    $w.bd itemconfigure br$i -state hidden
  } else {
    set color [::board::defaultColor $i]
    set brstate "normal"
    foreach mark $::board::_mark($w) {
      if {[lindex $mark 1] == $i && [lindex $mark 0] == "full"} {
        set color [lindex $mark 3]
        set brstate "hidden"        
      }
    }
    $w.bd itemconfigure br$i -state $brstate
  }
  $w.bd itemconfigure sq$i -fill $color -outline ""  
}

# ::board::midSquare
#   Given a board and square number, returns the canvas X/Y
#   coordinates of the midpoint of that square.
#
proc ::board::midSquare {w sq} {
  set c [$w.bd coords sq$sq]
  #Klimmek: calculation change, because some sizes are odd and then some squares are shifted by 1 pixel
  # set x [expr {([lindex $c 0] + [lindex $c 2]) / 2} ]
  # set y [expr {([lindex $c 1] + [lindex $c 3]) / 2} ]
  set psize $::board::_size($w)
  if { $psize % 2 } { set psize [expr {$psize - 1}] }
  set x [expr {[lindex $c 0] + $psize/2} ]
  set y [expr {[lindex $c 1] + $psize/2} ]
  return [list $x $y]
}


# ::board::setmarks --
#
#	Set the marks for the board:
#	colored squares, arrows, circles, etc.
#
# Arguments:
#	w	A frame containing a board '$win.bd'.
#       cmds    Commands to draw the marks
# Results:
#	Sets ::board::_mark($w) with all the right formatted commands.
#       Marks will be drawn by ::board::update
#	Returns nothing.
#
proc ::board::setmarks {w cmds} {
  set ::board::_mark($w) {}
  foreach {cmd discard} [mark::getEmbeddedCmds $cmds] {
    lset cmd 1 [::board::sq [lindex $cmd 1]]
    set dest [::board::sq [lindex $cmd 2]]
    if {$dest != -1} {lset cmd 2 $dest}
    lappend ::board::_mark($w) $cmd
  }
}

### Namespace ::board::mark

namespace eval ::board::mark {
  namespace import [namespace parent]::sq
  
  # Regular expression constants for
  # matching Scid's embedded commands in PGN files.
  
  variable StartTag {\[%}
  variable ScidKey  {mark|arrow}
  variable Command  {draw}
  variable Type     {full|square|arrow|circle|disk|tux}
  variable Text     {[-+=?!A-Za-z0-9]}
  variable Square   {[a-h][1-8]\M}
  variable Color    {[\w#][^]]*\M}	;# FIXME: too lax for #nnnnnn!
  variable EndTag   {\]}
  
  # Current (non-standard) version:
  variable ScidCmdRegex \
      "$StartTag              # leading tag
  ($ScidKey)\\\ +        # (old) command name + space chars
  ($Square)              # mandatory square (e.g. 'a4')
  (?:\\ +($Square))?     # optional: another (destination) square
  (?:\\ *($Color))?      # optional: color name
  $EndTag                # closing tag
  "
  # Proposed new version, according to the
  # PGN Specification and Implementation Guide (Supplement):
  variable StdCmdRegex \
      "${StartTag}            # leading tag
  ${Command}             # command name
  \\                     # a space character
  (?:(${Type}|$Text),)?  # keyword, e.g. 'arrow' (may be omitted)
  # or single char (indicating type 'text')
  ($Square)              # mandatory square (e.g. 'a4')
  (?:,($Square))?        # optional: (destination) square
  (?:,($Color))?         # optional: color name
  $EndTag                # closing tag
  "

  # ChessBase' syntax for markers and arrows
  variable CBSquare    {csl}
  variable CBarrow     {cal}
  variable CBColor     {[GRY]}
  variable Square      {[a-h][1-8]\M}
  variable sqintern    {[a-h][1-8]}

  variable CBSquareRegex \
     "$StartTag
     ($CBSquare)\\\ +
     ($CBColor)
     ($Square)
     (?:,($CBColor)($Square))?
     $EndTag
     "

  variable CBArrowRegex \
     "$StartTag
     ($CBarrow)\\\ +
     ($CBColor)
     ($sqintern)
     ($sqintern)
     $EndTag
     "
}

# ::board::mark::getEmbeddedCmds --
#
#	Scans a game comment string and extracts embedded commands
#	used by Scid to mark squares or draw arrows.
#
# Arguments:
#	comment     The game comment string, containing
#	            embedded commands, e.g.:
#	            	[%mark e4 green],
#	            	[%arrow c4 f7],
#	            	[%draw e4],
#	            	[%draw circle,f7,blue].
# Results:
#	Returns a list of embedded Scid commands,
#		{command indices ?command indices...?},
#	where 'command' is a list representing the embedded command:
#		'{type square ?arg? color}',
#		e.g. '{circle f7 red}' or '{arrow c4 f7 green}',
#	and 'indices' is a list containing start and end position
#	of the command string within the comment.
#
proc ::board::mark::getEmbeddedCmds {comment} {
  if {$comment == ""} {return}
  variable ScidCmdRegex
  variable StdCmdRegex
  variable CBSquareRegex
  variable CBArrowRegex
  set result {}
  
  # Build regex and search script for embedded commands:
  set regex  ""
  foreach r [list $ScidCmdRegex $StdCmdRegex $CBSquareRegex $CBArrowRegex] {
    if {[string equal $regex ""]} {set regex $r} else {append regex "|$r"}
  }
  set locateScript  {regexp -expanded -indices -start $start \
        $regex $comment indices}
  
  # Loop over all embedded commands contained in comment string:
  
  for {set start 0} {[eval $locateScript]} {incr start} {
    foreach {first last} $indices {}	;# just a multi-assign
    foreach re [list $ScidCmdRegex $StdCmdRegex $CBSquareRegex $CBArrowRegex] {
      # Assing matching subexpressions to variables:
      if {![regexp -expanded $re [string range $comment $first $last] \
            match type arg1 arg2 color]} {
        continue
      }
      # CB uses rotated arguments. Bring them in order
      if {[string equal $type "csl"] || [string equal $type "cal"]} {
         set dummy1 $arg1
         set dummy2 $arg2
         set dummy3 $color
         set color $dummy1
         set arg1  $dummy2
         set arg2  $dummy3
         if {[string equal $type "csl"]} {set type  "full"  }
         if {[string equal $type "cal"]} {set type  "arrow" }
         if {[string equal $color "R"]}  {set color "red"   }
         if {[string equal $color "G"]}  {set color "green" }
         if {[string equal $color "Y"]}  {set color "yellow"}
      }
      # Settings of (default) type and arguments:
      if {[string equal $color ""]}   { set color "red" }
      switch -glob -- $type {
        ""   {set type [expr {[string length $arg2] ? "arrow" : "full"}]}
        mark {set type "fu"	;# new syntax}
        ?    {if {[string length $arg2]} break else {
            set arg2 $type; set type "text"}
        }
      }
      # Construct result list:
      lappend result [list $type $arg1 $arg2 $color]
      lappend result $indices
      set start $last	;# +1 by for-loop
    }
  }
  return $result
}

# ::board::mark::remove --
#
#	Removes a specified mark.
#
# Arguments:
#	win	A frame containing a board '$win.bd'.
#	args	List of one or two squares.
# Results:
#	Appends a dummy mark to the bord's list of marks
#	which causes the add routine to delete all marks for
#	the specified square(s).
#
proc ::board::mark::remove {win args} {
  if {[llength $args] == 2} {
    eval add $win arrow $args nocolor 1
  } else {
    add $win DEL [lindex $args 0] "" nocolor 1
  }
}

# ::board::mark::add --
#
#	Draws arrow or mark on the specified square(s).
#
# Arguments:
#	win		A frame containing a board 'win.bd'.
#	args		What kind of mark:
#	  type  	  Either type id (e.g., square, circle) or
#			    a single character, which is of type 'text'.
#	  square	  Square number 0-63 (0=a1, 1=a2, ...).
#	  ?arg2?	  Optional: additional type-specific parameter.
#	  color 	  Color to use for marking the square (mandatory).
#	  ?new? 	  Optional: whether or not this mark should be
#			    added to the list of marks; defaults to 'true'.
# Results:
#	For a given square, mark type, color, and optional (type-specific)
#	destination arguments, creates the proper canvas object.
#
proc ::board::mark::add {win args} {
  # Rearrange list if "type" is simple character:
  if {[string length [lindex $args 0]] == 1} {
    # ... e.g.,  {c e4 red} --> {text e4 c red}
    set args [linsert $args 1 "text"]
    set args [linsert [lrange $args 1 end] 2 [lindex $args 0]]
  }
  # Add default arguments:
  if {![regexp true|false|1|0 [lindex $args end]]} {
    lappend args "true"
  }
  if {[llength $args] == 4} { set args [linsert $args 2 ""]}
  
  # Here we (should) have: args == <type> <square> ?<arg>? <color> <new>
  foreach {type square dest color new} $args {break}	;# assign
  if {[llength $args] != 5 } { return }
  
  set board $win.bd
  set type  [lindex $args 0]
  
  # Remove existing marks:
  if {$type == "arrow"} {
    $board delete "mark${square}:${dest}" "mark${dest}:${square}"
    if {[string equal $color "nocolor"]} { set type DEL }
  } else {
    $board delete "mark${square}"
    #not needed anymore
    #    ::board::colorSquare $win $square [::board::defaultColor $square]
  }
  
  switch -- $type {
    full    { ::board::colorSquare $win $square $color }
    DEL     { set new 1 }
    default {
      # Find a subroutine to draw the canvas object:
      set drawingScript "Draw[string totitle $type]"
      if {![llength [info procs $drawingScript]]} { return }
      
      # ... and try it:
      if {[catch {eval $drawingScript $board $square $dest $color}]} {
        return
      }
    }
  }
  if {$new} { lappend ::board::_mark($win) [lrange $args 0 end-1] }
}

# ::board::mark::DrawXxxxx --
#
#	Draws specified canvas object,
#	where "Xxxxx" is some required type, e.g. "Circle".
#
# Arguments:
#	pathName	Name of the canvas widget.
#	args		Type-specific arguments, e.g.
#				<square> <color>,
#				<square> <square> <color>,
#				<square> <char> <color>.
# Results:
#	Constructs and evaluates the proper canvas command
#	    "pathName create type coordinates options"
#	for the specified object.
#

# ::board::mark::DrawCircle --
#
proc ::board::mark::DrawCircle {pathName square color} {
  # Some "constants":
  set size 0.6	;# inner (enclosing) box size, 0.0 <  $size < 1.0
  set width 0.1	;# outline around circle, 0.0 < $width < 1.0
  
  set box [GetBox $pathName $square $size]
  lappend pathName create oval [lrange $box 0 3] \
      -tag [list mark circle mark$square p$square]
  if {$width > 0.5} {
    ;# too thick, draw a disk instead
    lappend pathName -fill $color
  } else {
    set width [expr {[lindex $box 4] * $width}]
    if {$width <= 0.0} {set width 1.0}
    lappend pathName -fill "" -outline $color -width $width
  }
  eval $pathName
}

# ::board::mark::DrawDisk --
#
proc ::board::mark::DrawDisk {pathName square color} {
  # Size of the inner (enclosing) box within the square:
  set size 0.6	;# 0.0 <  $size < 1.0 = size of rectangle

  set box [GetBox $pathName $square $size]
  eval $pathName \
      {create oval [lrange $box 0 3]} \
      -fill $color \
      {-tag [list mark disk mark$square p$square]}
}

# ::board::mark::DrawText --
# Pascal Georges : if shadow!="", try to make the text visible even if fg and bg colors are close
proc ::board::mark::DrawText {pathName square char color {size 0} {shadowColor ""}} {
  set box [GetBox $pathName $square 0.8]
  set len [expr {($size > 0) ? $size : int([lindex $box 4])}]
  set x   [lindex $box 5]
  set y   [lindex $box 6]
  $pathName delete text$square mark$square
  if {$shadowColor!=""} {
    eval $pathName \
        create text [expr $x+1] [expr $y+1] -fill $shadowColor \
        {-font [list helvetica $len bold]} \
        {-text [string index $char 0]}     \
        {-anchor c} \
        {-tag  [list mark text text$square mark$square p$square]}
    
  }
  eval $pathName \
      create text $x $y -fill $color     \
      {-font [list helvetica $len bold]} \
      {-text [string index $char 0]}     \
      {-anchor c} \
      {-tag  [list mark text text$square mark$square p$square]}
}

# ::board::mark::DrawArrow --
#
proc ::board::mark::DrawArrow {pathName from to color} {
  if {$from < 0  ||  $from > 63} { return }
  if {$to   < 0  ||  $to   > 63} { return }
  set coord [GetArrowCoords $pathName $from $to]
  eval $pathName \
      {create line $coord} \
      -fill $color -arrow last -width 2 \
      {-tag [list mark arrows "mark${from}:${to}"]}
}

# ::board::mark::DrawRectangle --
# Draws a rectangle surrounding the square
proc ::board::mark::DrawRectangle { pathName square color pattern } {
  if {$square < 0  ||  $square > 63} { puts "error square = $square" ; return }
  set box [::board::mark::GetBox $pathName $square]
  $pathName create rectangle [lindex $box 0] [lindex $box 1] [lindex $box 2] [lindex $box 3] \
      -outline $color -width $::highlightLastMoveWidth -dash $pattern -tag highlightLastMove
}

# ::board::mark::DrawTux --
#
image create photo tux16x16 -data \
    {R0lGODlhEAAQAPUyAAAAABQVFiIcBi0tLTc0Kj4+PkQ3CU9ADVVFD1hJFV1X
      P2pXFWJUKHttLnttOERERVVWWWRjYWlqcYNsGJR5GrSUIK6fXsKdGMCdI8er
      ItCuNtm2KuS6KebAKufBOvjJIfnNM/3TLP/aMP/lM+/We//lQ//jfoGAgJaU
      jpiYmqKipczBmv/wk97e3v//3Ojo6f/96P7+/v///wAAAAAAAAAAAAAAAAAA
      AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACH5BAEBADIALAAAAAAQABAAAAbm
      QJlMJpMBAAAAQCaTyWQymUwmAwQAAQAAIJPJZDKZTCYDQCInCQAgk8lkMplM
      JgMwOBoHACCTyYAymUwmkwEao5IFAADIZDKZTCaTAVQu2GsAAMhkMplMJgMU
      YrFY7AQAAGQymUwmA6RisVjsFQAAATKZTCYDBF6xWCwWewAAAJlMJjMoYrFY
      LBaDAAAAmUwW+oBWsVgsxlokFgCZTBYChS6oWCxmAn5CHYNMJhOJQiFS7JXS
      iEQjCkAmw3BCow0hAMiMNggAQCYDAAyTAwAASEwEAABAJpPJAAAAAACUAQAA
      gEwmCwIAOw==}
set ::board::mark::tux16x16 tux16x16

image create photo tux32x32 -data \
    {R0lGODlhIAAgAPU0AAAAABANAxERESAaBiwkCDAnCSQkJEM2DEA3GVBBDllJ
      EFNKLG5aFHBbFHpkFnZoMkBAQFBQUGBgYHBwcIBpF4xyGZ+DHZ+GKqmKHq+T
      Lb+hNsynJNSuJtu0J9+6NeW8Kc+wQPnMLPTJMP7QLv/UO//aVf/dYv/ifIiI
      hp+fn6+vr7+/v//lif/ol//rpM/Pz9/f3//22O/u6v/55f///////wAAAAAA
      AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACH5BAEBADUALAAAAAAgACAAAAb+
      wFqtVqvVarVarQYAAAAAAABQq9VqtVqtVqvVarVarVar1Wq1Wg0AAAAAAAAA
      AKjVarVarVar1YC1Wq1Wq9VqtVqtBgAAAAAAAAAAAGq1Wq1Wq9VqtVqtVqvV
      arVaDQAAAAAAAAAAAABqtVqtVqsBa7VarVar1Wq1Wq0GMMgighdtAgAAALVa
      rVar1Wq1Wq1Wq9VqtVqtBphEUpCUQQUAAAC1Wq1WA9ZqtVqtVqvVarVarVYD
      RBYejwahAgAAgFqtVqvVarVarVar1Wq1Wq1WAxRIIdFolAEAAABArQas1Wq1
      Wq1Wq9VqtVqtVqvVGqPRaDTSAAAAAKBWq9VqtVr+rVar1Wq1Wq1Wq9UMp9Fo
      xJIJAAAAAFir1Wq1Wq1Wq9VqtVqtVqvVABGaqzWj0SYAAAAAqNVqtVqtVqvV
      arVarVarAQQyGo1Go9FgAAAQAAAAarVarVar1Wq1Wq1WqwEAExqNRqPRaDSD
      AAAAAGq1Wq1Wq9VqtVqtVqsBAC8ajUaj0Wg0oAoAAAAAgFqtVqvVarVarVar
      AQACGo1Go9FoNBpNAAAAAIBarVar1Wq1Wq1WqwEAKhqNRqPRaEAajYYCAAAA
      AKBWq9VqtVqtVqvVAAIajUaj0Wg0Go22AgAAAACgVqvVarVarVarAQARGo1G
      o9GANBqNRpMBAAAAAAD+qNVqtVqtVqvVAAAUjUaj0Wg0Go1GowkAAAAAAKjV
      arVarVar1QgUFI1GowFpNBqNRqPRDAZDAAAA1Gq1Wq1Wq9VGo1HpRaPRaDQa
      jUY7iQAAwUMBANRqtVqtVhuFRqPR6LIC0mg0Go1Go5lGiYBlVAEAarVarVar
      jUaj0Wg0KqRoNBqNRqOZRqPRaPQBAGq1Wq1Wq41Go9FoBBxtADIajUaj0Uyj
      0Wg0Gn0YgFqtVqvVRqPRaDQajVw0Go1Go6VGo9FoNBqNOABArVar1Uaj0Qg4
      Go1GoxiNRntFBqPRaDQajT4KAKBWq9Vqo9FoNBqNRiOHASIAAAqj0Wg0CmGW
      AAAAoFar1WoYDlAUGo1Go1FFAAAAAInRaDT6EAAAAABQq9VqNQAAAHB0QqNO
      AQAAAACA0Gi0AQAAAECtVqvVajUgAAAAAAAAAAAAAAAAAAAAAAAAAIBarVar
      1Wq1Wq1WqwEAAAAAAKjVarUaAAAAAAC1Wq1Wq9VqwFqtVqvVarVarVar1Wq1
      Wq1Wq9VqtVqtVqvVarUgADs=
    }
set ::board::mark::tux32x32 tux32x32

proc ::board::mark::DrawTux {pathName square discard} {
  variable tux16x16
  variable tux32x32
  set box [::board::mark::GetBox $pathName $square]
  for {set len [expr {int([lindex $box 4])}]} {$len > 0} {incr len -1} {
    if {[info exists tux${len}x${len}]} break
  }
  if {!$len} return
  $pathName create image [lrange $box 5 6] \
      -image tux${len}x${len} \
      -tag [list mark "mark$square" tux]
}

# ::board::mark::GetArrowCoords --
#
#	Auxiliary function:
#	Similar to '::board::midSquare', but this function returns
#	coordinates of two (optional adjusted) squares.
#
# Arguments:
#	board	A board canvas ('win.bd' for a frame 'win').
#	from	Source square number (0-63).
#	to	Destination square number (0-63).
#	shrink	Optional shrink factor (0.0 - 1.0):
#		  0.0 = no shrink, i.e. just return midpoint coordinates,
#		  1.0 = start and end at edge (unless adjacent squares).
# Results:
#	Returns a list of coodinates {x1 y1 x2 y2} for drawing
#	an arrow "from" --> "to".
#
proc ::board::mark::GetArrowCoords {board from to {shrink 0.6}} {
  if {$shrink < 0.0} {set shrink 0.0}
  if {$shrink > 1.0} {set shrink 1.0}
  
  # Get left, top, right, bottom, length, midpoint_x, midpoint_y:
  set fromXY [GetBox $board $from]
  set toXY   [GetBox $board $to]
  # Get vector (dX,dY) = to(x,y) - from(x,y)
  # (yes, misusing the foreach multiple features)
  foreach {x0 y0} [lrange $fromXY 5 6] {x1 y1} [lrange $toXY 5 6] {break}
  set dX [expr {$x1 - $x0}]
  set dY [expr {$y1 - $y0}]
  
  # Check if we have good coordinates and shrink factor:
  if {($shrink == 0.0) || ($dX == 0.0 && $dY == 0.0)} {
    return [list $x0 $y0 $x1 $y1]
  }
  
  # Solve equation: "midpoint + (lamda * vector) = edge point":
  if {abs($dX) > abs($dY)} {
    set edge [expr {($dX > 0) ? [lindex $fromXY 2] : [lindex $fromXY 0]}]
    set lambda [expr {($edge - $x0) / $dX}]
  } else {
    set edge [expr {($dY > 0) ? [lindex $fromXY 3] : [lindex $fromXY 1]}]
    set lambda [expr {($edge - $y0) / $dY}]
  }
  
  # Check and adjust shrink factor for adjacent squares
  # (i.e. don't make arrows too short):
  set maxShrinkForAdjacent 0.667
  if {$shrink > $maxShrinkForAdjacent} {
    set dFile [expr {($to % 8) - ($from % 8)}]
    set dRank [expr {($from / 8) - ($to / 8)}]
    if {(abs($dFile) <= 1) && (abs($dRank) <= 1)} {
      set shrink $maxShrinkForAdjacent
    }
  }
  
  # Return shrinked line coordinates {x0', y0', x1', y1'}:
  set shrink [expr {$shrink * $lambda}]
  return [list [expr {$x0 + $shrink * $dX}] [expr {$y0 + $shrink * $dY}]\
      [expr {$x1 - $shrink * $dX}] [expr {$y1 - $shrink * $dY}]]
}

# ::board::mark::GetBox --
#
#	Auxiliary function:
#	Get coordinates of an inner box for a specified square.
#
# Arguments:
#	pathName	Name of a canvas widget containing squares.
#	square		Square number (0..63).
#	portion		Portion (length inner box) / (length square)
#			(1.0 means: box == square).
# Results:
#	Returns a list whose elements are upper left and lower right
#	corners, length, and midpoint (x,y) of the inner box.
#
proc ::board::mark::GetBox {pathName square {portion 1.0}} {
  set coord [$pathName coords sq$square]
  set len [expr {[lindex $coord 2] - [lindex $coord 0]}]
  if {$portion < 1.0} {
    set dif [expr {$len * (1.0 -$portion) * 0.5}]
    foreach i {0 1} { lappend box [expr {[lindex $coord $i] + $dif}] }
    foreach i {2 3} { lappend box [expr {[lindex $coord $i] - $dif}] }
  } else {
    set box $coord
  }
  lappend box [expr { [lindex $box 2] - [lindex $box 0]     }]
  lappend box [expr {([lindex $box 0] + [lindex $box 2]) / 2}]
  lappend box [expr {([lindex $box 1] + [lindex $box 3]) / 2}]
  return $box
}

### End of namespace ::board::mark

# ::board::piece {w sq}
#   Given a board and square number, returns the piece type
#   (e for empty, wp for White Pawn, etc) of the square.
proc ::board::piece {w sq} {
  set p [string index $::board::_data($w) $sq]
  return $::board::letterToPiece($p)
}

# ::board::setDragSquare
#   Sets the square from whose piece should be dragged.
#   To drag nothing, the square value should be -1.
#   If the previous value is a valid square (0-63), the
#   piece being dragged is returned to its home square first.
#
proc ::board::setDragSquare {w sq} {
  set oldSq $::board::_drag($w)
  if {$oldSq >= 0  &&  $oldSq <= 63} {
    ::board::drawPiece $w $oldSq [string index $::board::_data($w) $oldSq]
    $w.bd raise arrows
  }
  set ::board::_drag($w) $sq
}

# ::board::dragPiece
#   Drags the piece of the drag-square (as set above) to
#   the specified global (root-window) screen cooordinates.
#
proc ::board::dragPiece {w x y} {
  set sq $::board::_drag($w)
  if {$sq < 0} { return }
  set x [expr {$x - [winfo rootx $w.bd]} ]
  set y [expr {$y - [winfo rooty $w.bd]} ]
  $w.bd coords p$sq $x $y
  $w.bd raise p$sq
}

# ::board::bind
#   Binds the given event on the given square number to
#   the specified action.
#
proc ::board::bind {w sq event action} {
  if {$sq == "all"} {
    for {set i 0} {$i < 64} {incr i} {
      $w.bd bind p$i $event $action
    }
  } else {
    $w.bd bind p$sq $event $action
  }
}

# ::board::drawPiece
#   Draws a piece on a specified square.
#
proc ::board::drawPiece {w sq piece} {
  set psize $::board::_size($w)
  set flip $::board::_flip($w)
  # Compute the XY coordinates for the centre of the square:
  set midpoint [::board::midSquare $w $sq]
  set xc [lindex $midpoint 0]
  set yc [lindex $midpoint 1]
  # Delete any old image for this square, and add the new one:
  $w.bd delete p$sq
  $w.bd create image $xc $yc -image $::board::letterToPiece($piece)$psize -tag p$sq
}

# ::board::clearText
#   Remove all text annotations from the board.
#
proc ::board::clearText {w} {
  $w.bd delete texts
}

# ::board::drawText
#   Draws the specified text on the specified square.
#   Additional arguments are treated as canvas text parameters.
#
proc ::board::drawText {w sq text color args {shadow ""} } {
  mark::DrawText ${w}.bd $sq $text $color \
      [expr {[catch {font actual font_Bold -size} size] ? 11 : $size}] \
      $shadow
  #if {[llength $args] > 0} {
  #  catch {eval $w.bd itemconfigure text$sq $args}
  #}
}

# Highlight last move played by drawing a red rectangle around the two squares
proc  ::board::lastMoveHighlight {w} {
  $w.bd delete highlightLastMove
  if { ! $::highlightLastMove } {return}
  set moveuci [ sc_game info previousMoveUCI ]
  if {[string length $moveuci] >= 4} {
    set moveuci [ string range $moveuci 0 3 ]
    set square1 [ ::board::sq [string range $moveuci 0 1 ] ]
    set square2 [ ::board::sq [string range $moveuci 2 3 ] ]
    ::board::mark::DrawRectangle $w.bd $square1 $::highlightLastMoveColor $::highlightLastMovePattern
    ::board::mark::DrawRectangle $w.bd $square2 $::highlightLastMoveColor $::highlightLastMovePattern
    if { ! $::arrowLastMove } {return} 
    ::board::mark::DrawArrow $w.bd $square1 $square2 $::highlightLastMoveColor
  }
}

# ::board::update
#   Update the board given a 64-character board string as returned
#   by the "sc_pos board" command. If the board string is empty, it
#   defaults to the previous value for this board.
#   If the optional paramater "animate" is 1 and the changes from
#   the previous board state appear to be a valid chess move, the
#   move is animated.
#
proc ::board::update {w {board ""} {animate 0}} {  
  set oldboard $::board::_data($w)
  if {$board == ""} {
    set board $::board::_data($w)
  } else {
    set ::board::_data($w) $board
  }
  set psize $::board::_size($w)
  set flip $::board::_flip($w)
  
  # Cancel any current animation:
  after cancel "::board::_animate $w"
  
  # Remove all marks (incl. arrows) from the board:
  $w.bd delete mark
  
  # Draw each square:
  for {set sq 0} { $sq < 64 } { incr sq } {
    set piece [string index $board $sq]
    # Compute the XY coordinates for the centre of the square:
    set midpoint [::board::midSquare $w $sq]
    set xc [lindex $midpoint 0]
    set yc [lindex $midpoint 1]
    #update every square with color and texture
    set color [::board::defaultColor $sq]
    $w.bd itemconfigure sq$sq -fill $color -outline "" ; #-outline $color
    
    set boc bgd$psize
    if { ($sq + ($sq / 8)) % 2 } { set boc bgl$psize }
    $w.bd delete br$sq
    $w.bd create image $xc $yc -image $boc -tag br$sq
    
    # Delete any old image for this square, and add the new one:
    $w.bd delete p$sq
    $w.bd create image $xc $yc -image $::board::letterToPiece($piece)$psize -tag p$sq
  }
  
  # Update side-to-move icon:
  grid remove $w.wtm $w.btm
  if {$::board::_stm($w)} {
    set side [string index $::board::_data($w) 65]
    if {$side == "w"} { grid configure $w.wtm }
    if {$side == "b"} { grid configure $w.btm }
  }
  
  # Redraw marks and arrows if required:
  if {$::board::_showMarks($w)} {
    foreach mark $::board::_mark($w) {
      set type  [lindex $mark 0]
      if {$type == "full"}    { 
        ::board::colorSquare $w [lindex $mark 1] [lindex $mark 3]
      } else {
        # Find a subroutine to draw the canvas object:
        set drawingScript "mark::Draw[string totitle $type]"
        if {[llength [info procs $drawingScript]]} {
          catch {eval $drawingScript $w.bd [join [lrange $mark 1 3]]}  
        }
      }
    } 
  }
  
  # Redraw last move highlight if mainboard
  if { $w == ".main.board"} {
    ::board::lastMoveHighlight $w
  }
  
  # Redraw material values
  if {$::board::_showmat($w)} {
    # grid remove $w.mat
    if {$::gameInfo(showMaterial)} {
      # grid configure $w.mat
      ::board::material $w
    }
  }
  
  # Animate board changes if requested:
  if {$animate  &&  $board != $oldboard} {
    ::board::animate $w $oldboard $board
  }
}

proc ::board::isFlipped {w} {
  return $::board::_flip($w)
}

# ::board::flip
#   Rotate the board 180 degrees.
#
proc ::board::flip {w {newstate -1}} {
  if {! [info exists ::board::_flip($w)]} { return }
  if {$newstate == $::board::_flip($w)} { return }
  set flip [expr {1 - $::board::_flip($w)} ]
  set ::board::_flip($w) $flip
  
  # Swap squares:
  for {set i 0} {$i < 32} {incr i} {
    set swap [expr {63 - $i}]
    set coords(South) [$w.bd coords sq$i]
    set coords(North) [$w.bd coords sq$swap]
    $w.bd coords sq$i    $coords(North)
    $w.bd coords sq$swap $coords(South)
  }
  
  # Change coordinate labels:
  for {set i 1} {$i <= 8} {incr i} {
    set value [expr {9 - [$w.lrank$i cget -text]} ]
    $w.lrank$i configure -text $value
    $w.rrank$i configure -text $value
  }
  if {$flip} {
    foreach file {a b c d e f g h} newvalue {h g f e d c b a} {
      $w.tfile$file configure -text $newvalue
      $w.bfile$file configure -text $newvalue
      grid configure $w.wtm -row 1
      grid configure $w.btm -row 8
    }
  } else {
    foreach file {a b c d e f g h} {
      $w.tfile$file configure -text $file
      $w.bfile$file configure -text $file
      grid configure $w.wtm -row 8
      grid configure $w.btm -row 1
    }
  }
  ::board::update $w
  return $w
}
################################################################################
# ::board::material
# displays material balance
################################################################################
proc ::board::material {w} {
  set f $w.mat
  
  $f delete material
  
  if {! $::gameInfo(showMaterial)} { return }
  set fen [lindex [sc_pos fen] 0]
  set p 0
  set n 0
  set b 0
  set r 0
  set q 0
  for {set i 0} {$i < [string length $fen]} {incr i} {
    set ch [string index $fen $i]
    switch -- $ch {
      p {incr p -1}
      P {incr p}
      n {incr n -1}
      N {incr n}
      b {incr b -1}
      B {incr b}
      r {incr r -1}
      R {incr r}
      q {incr q -1}
      Q {incr q}
    }
  }
  set sum [expr abs($p) + abs($n) +abs($b) +abs($r) +abs($q) ]
  set rank 0
  addMaterial $q "q" $f $rank $sum
  incr rank [expr abs($q) ]
  addMaterial $r "r" $f $rank $sum
  incr rank [expr abs($r) ]
  addMaterial $b "b" $f $rank $sum
  incr rank [expr abs($b) ]
  addMaterial $n "n" $f $rank $sum
  incr rank [expr abs($n) ]
  addMaterial $p "p" $f $rank $sum
}
################################################################################
#
################################################################################
proc ::board::addMaterial {count piece parent rank sum} {
  if {$count == 0} {return}
  if {$count <0} {
    set col "b"
    set count [expr 0 - $count ]
  } else  {
    set col "w"
  }
  set w [$parent cget -width]
  set h [$parent cget -height]
  set offset [expr ($h - ($sum * 20)) / 2]
  if {$offset <0} { set offset 0 }
  set x [expr $w / 2]
  for {set i 0} {$i<$count} {incr i} {
    set y [expr $rank * 20 +10 + $offset + $i * 20]
    $parent create image $x $y -image $col${piece}20 -tag material
  }
}

################################################################################
#
################################################################################

# ::board::stm
#   Add or remove the side-to-move icon.
#
proc ::board::stm {w} {
  set stm [expr {1 - $::board::_stm($w)} ]
  set ::board::_stm($w) $stm
  if {$stm} {
    grid configure $w.stmgap
    grid configure $w.stm
  } else {
    grid remove $w.stmgap $w.stm $w.wtm $w.btm
  }
  ::board::update $w
}

# ::board::coords
#   Add or remove coordinates around the edge of the board.
# Toggle between 0,1,2.
proc ::board::coords {w} {
  set coords [expr {1 + $::board::_coords($w)} ]
  if { $coords > 2 } { set coords 0 }
  set ::board::_coords($w) $coords
  
  if {$coords == 0 } {
    for {set i 1} {$i <= 8} {incr i} {
      grid configure $w.lrank$i
      grid configure $w.rrank$i
    }
    foreach i {a b c d e f g h} {
      grid configure $w.tfile$i
      grid configure $w.bfile$i
    }
  } elseif {$coords == 1 } {
    for {set i 1} {$i <= 8} {incr i} {
      grid remove $w.lrank$i
      grid remove $w.rrank$i
    }
    foreach i {a b c d e f g h} {
      grid remove $w.tfile$i
      grid remove $w.bfile$i
    }
  } else { #Klimmek: coords == 2 then show left and bottom
    for {set i 1} {$i <= 8} {incr i} {
      grid configure $w.lrank$i
      grid remove $w.rrank$i
    }
    foreach i {a b c d e f g h} {
      grid remove $w.tfile$i
      grid configure $w.bfile$i
    }
  }
}

# ::board::animate
#   Check for board changes that appear to be a valid chess move,
#   and start animating the move if applicable.
#
proc ::board::animate {w oldboard newboard} {
  global animateDelay
  if {$animateDelay <= 0} { return }
  
  # Find which squares differ between the old and new boards:
  set diffcount 0
  set difflist [list]
  for {set i 0} {$i < 64} {incr i} {
    if {[string index $oldboard $i] != [string index $newboard $i]} {
      incr diffcount
      lappend difflist $i
    }
  }
  
  # Check the number of differences could mean a valid move:
  if {$diffcount < 2  ||  $diffcount > 4} { return }
  
  for {set i 0} {$i < $diffcount} {incr i} {
    set sq($i) [lindex $difflist $i]
    set old($i) [string index $oldboard $sq($i)]
    set new($i) [string index $newboard $sq($i)]
  }
  
  set from -1
  set to -1
  set captured -1
  set capturedPiece "."
  
  if {$diffcount == 4} {
    # Check for making/unmaking a castling move:
    set castlingList [list [sq e1] [sq g1] [sq h1] [sq f1] \
        [sq e8] [sq g8] [sq h8] [sq f8] \
        [sq e1] [sq c1] [sq a1] [sq d1] \
        [sq e8] [sq c8] [sq a8] [sq d8]]
    
    foreach {kfrom kto rfrom rto} $castlingList {
      if {[lsort $difflist] == [lsort [list $kfrom $kto $rfrom $rto]]} {
        if {[string tolower [string index $oldboard $kfrom]] == "k"  &&
          [string tolower [string index $oldboard $rfrom]] == "r"  &&
          [string tolower [string index $newboard $kto]] == "k"  &&
          [string tolower [string index $newboard $rto]] == "r"} {
          # A castling move animation.
          # Move the rook back to initial square until animation is complete:
          # TODO: It may look nicer if the rook was animated as well...
          eval $w.bd coords p$rto [::board::midSquare $w $rfrom]
          set from $kfrom
          set to $kto
        } elseif {[string tolower [string index $newboard $kfrom]] == "k"  &&
          [string tolower [string index $newboard $rfrom]] == "r"  &&
          [string tolower [string index $oldboard $kto]] == "k"  &&
          [string tolower [string index $oldboard $rto]] == "r"} {
          # An undo-castling animation. No need to move the rook.
          set from $kto
          set to $kfrom
        }
      }
    }
  }
  
  if {$diffcount == 3} {
    # Three squares are different, so check for an En Passant capture:
    foreach i {0 1 2} {
      foreach j {0 1 2} {
        foreach k {0 1 2} {
          if {$i == $j  ||  $i == $k  ||  $j == $k} { continue }
          # Check for an en passant capture from i to j with the enemy
          # pawn on k:
          if {$old($i) == $new($j) && $old($j) == "." && $new($k) == "."  &&
            (($old($i) == "p" && $old($k) == "P") ||
            ($old($i) == "P" && $old($k) == "p"))} {
            set from $sq($i)
            set to $sq($j)
          }
          # Check for undoing an en-passant capture from j to i with
          # the enemy pawn on k:
          if {$old($i) == $new($j) && $old($k) == "." && $new($i) == "."  &&
            (($old($i) == "p" && $new($k) == "P") ||
            ($old($i) == "P" && $new($k) == "p"))} {
            set from $sq($i)
            set to $sq($j)
            set captured $sq($k)
            set capturedPiece $new($k)
          }
        }
      }
    }
  }
  
  if {$diffcount == 2} {
    # Check for a regular move or capture: one old square should have the
    # same (non-empty) piece as the other new square, and at least one
    # of the old or new squares should be empty.
    
    if {$old(0) != "." && $old(1) != "." && $new(0) != "." && $new(1) != "."} {
      return
    }
    
    foreach i {0 1} {
      foreach j {0 1} {
        if {$i == $j} { continue }
        if {$old($i) == $new($j)  &&  $old($i) != "."} {
          set from $sq($i)
          set to $sq($j)
          set captured $sq($j)
          set capturedPiece $old($j)
        }
        
        # Check for a (white or black) pawn promotion from i to j:
        if {($old($i) == "P"  &&  [string is upper $new($j)]  &&
          $sq($j) >= [sq a8]  &&  $sq($j) <= [sq h8])  ||
          ($old($i) == "p"  &&  [string is lower $new($j)]  &&
          $sq($j) >= [sq a1]  &&  $sq($j) <= [sq h1])} {
          set from $sq($i)
          set to $sq($j)
        }
        
        # Check for undoing a pawn promotion from j to i:
        if {($new($j) == "P"  &&  [string is upper $old($i)]  &&
          $sq($i) >= [sq a8]  &&  $sq($i) <= [sq h8])  ||
          ($new($j) == "p"  &&  [string is lower $old($i)]  &&
          $sq($i) >= [sq a1]  &&  $sq($i) <= [sq h1])} {
          set from $sq($i)
          set to $sq($j)
          set captured $sq($j)
          set capturedPiece $old($j)
        }
      }
    }
  }
  
  # Check that we found a valid-looking move to animate:
  if {$from < 0  ||  $to < 0} { return }
  
  # Redraw the captured piece during the animation if necessary:
  if {$capturedPiece != "."  &&  $captured >= 0} {
    ::board::drawPiece $w $from $capturedPiece
    eval $w.bd coords p$from [::board::midSquare $w $captured]
  }
  
  # Move the animated piece back to its starting point:
  eval $w.bd coords p$to [::board::midSquare $w $from]
  $w.bd raise p$to
  
  # Remove side-to-move icon while animating:
  grid remove $w.wtm $w.btm
  
  # Start the animation:
  set start [clock clicks -milli]
  set ::board::_animate($w,start) $start
  set ::board::_animate($w,end) [expr {$start + $::animateDelay} ]
  set ::board::_animate($w,from) $from
  set ::board::_animate($w,to) $to
  ::board::_animate $w
}

# ::board::_animate
#   Internal procedure for updating a board move animation.
#
proc ::board::_animate {w} {
  if {! [winfo exists $w]} { return }
  set from $::board::_animate($w,from)
  set to $::board::_animate($w,to)
  set start $::board::_animate($w,start)
  set end $::board::_animate($w,end)
  set now [clock clicks -milli]
  if {$now > $end} {
    ::board::update $w
    return
  }
  
  # Compute where the moving piece should be displayed and move it:
  set ratio [expr {double($now - $start) / double($end - $start)} ]
  set fromMid [::board::midSquare $w $from]
  set toMid [::board::midSquare $w $to]
  set fromX [lindex $fromMid 0]
  set fromY [lindex $fromMid 1]
  set toX [lindex $toMid 0]
  set toY [lindex $toMid 1]
  set x [expr {$fromX + round(($toX - $fromX) * $ratio)} ]
  set y [expr {$fromY + round(($toY - $fromY) * $ratio)} ]
  $w.bd coords p$to $x $y
  $w.bd raise p$to
  
  # Schedule another animation update in a few milliseconds:
  after 5 "::board::_animate $w"
}

# Capture board screenshot.
# Based on code from David Easton:
# http://wiki.tcl.tk/9127

set window_image_support 1
if { [catch {package require img::window}] } {
  set window_image_support 0
}

if {!$png_image_support || !$window_image_support} {
  .menu.tools entryconfig [tr ToolsCaptureBoard] -state disabled
  ::splash::add "Capture Current Board is disabled."
}

proc captureWidget { widget image px py } {

  if {![winfo ismapped $widget]} {
    return
  }

  regexp {([0-9]*)x([0-9]*)\+([0-9]*)\+([0-9]*)} [winfo geometry $widget] - w h x y

  incr px $x
  incr py $y

  # Make an image from this widget
  set tempImage [image create photo -format window -data $widget]

  # Copy this image into place on the main image
  $image copy $tempImage -to $px $py
  image delete $tempImage

  foreach child [winfo children $widget] {
    captureWidget $child $image $px $py
  }
}

proc boardToFile { format filepath } {

  set w .main.board
  set board $w.bd

  if { $format == "" } {
    set format png
  }
  set filename $filepath

  # Make the base image based on the board
  ::board::update $w
  update idletask
  set image [image create photo -format window -data $board]

  if { $filename == "" } {
    # set types {{"Image Files" {.$format}}}
    set types {{"All Files" {*}}}
    set filename [tk_getSaveFile -filetypes $types \
                                 -initialfile current_board.$format \
                                 -defaultextension .$format \
                                 -title "Scid: Save Current Board:"]
  }

  if {[llength $filename]} {
    if {[catch {$image write -format $format $filename} result ]} {
      tk_messageBox -type ok -icon error -title "Scid" -message $result
    }
  }
  image delete $image
}


###
### End of file: board.tcl
###
# This file is part of Scid (Shane's Chess Information Database).
#
# Scid is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation.
#
# Scid is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Scid.  If not, see <http://www.gnu.org/licenses/>.

### move.tcl
### Functions for moving within a game.

namespace eval ::move {}

proc ::move::drawVarArrows {} {
  if {! $::showVarArrows || $::autoplayMode} { return 0 }
	if {[winfo exists .coachWin]} { return 0 }
	if {[winfo exists .serGameWin]} { return 0 }
	
	set bDrawArrow 0
  set varList [sc_var list UCI]

	if {$varList != ""} {		
		set move [sc_game info nextMoveUCI]
		if {$move != ""} { set varList [linsert $varList 0 $move] }		
		foreach { move } $varList {
			set bDrawn 0			
			set sq_start [ ::board::sq [ string range $move 0 1 ] ]
			set sq_end [ ::board::sq [ string range $move 2 3 ] ]
		    foreach mark $::board::_mark(.main.board) {
		    	if { [lindex $mark 0] == "arrow" } {
					if {[lindex $mark 1] == $sq_start && [lindex $mark 2] == $sq_end} { 
						set bDrawn 1
						break
					}
				}
			}
			if {! $bDrawn } { set bDrawArrow 1; break }
		}
  }
  
	return $bDrawArrow
}

proc ::move::showVarArrows {} {
   	set move [sc_game info nextMoveUCI]
  	if {$move != ""} {
  		set sq_start [ ::board::sq [ string range $move 0 1 ] ]
		set sq_end [ ::board::sq [ string range $move 2 3 ] ]
	    ::board::mark::add ".main.board" "arrow" $sq_start $sq_end "green"  		
	}
	set varList [sc_var list UCI]  
	foreach { move } $varList {
		set sq_start [ ::board::sq [ string range $move 0 1 ] ]
		set sq_end [ ::board::sq [ string range $move 2 3 ] ]
	    ::board::mark::add ".main.board" "arrow" $sq_start $sq_end "blue"
	}
}

proc ::move::Start {} {
  if {[winfo exists .coachWin]} {
    set ::tacgame::analysisCoach(paused) 1
    .coachWin.fbuttons.resume configure -state normal
  }
  
  sc_move start
  updateBoard
  if {[::move::drawVarArrows]} { ::move::showVarArrows }
}

proc ::move::End {} { 
  sc_move end
  updateBoard
  if {[::move::drawVarArrows]} { ::move::showVarArrows }
}

proc ::move::ExitVar {} {
  sc_var exit; 
  updateBoard -animate; 
  if {[::move::drawVarArrows]} { ::move::showVarArrows }
}

proc ::move::Back {{count 1}} {
  if {[sc_pos isAt start]} { return } 
  if {[sc_pos isAt vstart]} { ::move::ExitVar; return }
  
  ### todo: if playing, remove this move from hash array S.A ??
  
  if {[winfo exists .coachWin]} {
    set ::tacgame::analysisCoach(paused) 1
    .coachWin.fbuttons.resume configure -state normal
    # mess with game clocks ???
  }
  
  sc_move back $count
  
  if {$count == 1} {
    # Do animation and speech:
    updateBoard -animate
    ::utils::sound::AnnounceBack
  } else {
    updateBoard
  }

  if {[::move::drawVarArrows]} { ::move::showVarArrows }
}
################################################################################
# 
################################################################################
proc ::move::Forward {{count 1}} {
  global autoplayMode
  
  if {[sc_pos isAt end]  ||  [sc_pos isAt vend]} { return }
  
  set bArrows [::move::drawVarArrows]
  
  set move [sc_game info next]
  if {$count == 1} {
    if {[sc_var count] != 0 && ! $autoplayMode && $::showVarPopup} {
      ::commenteditor::storeComment
      showVars
      set bArrows $::showVarArrows 
    } else {    
      if {! $bArrows} { sc_move forward }
    }    
    
    # Animate and speak this move:
    updateBoard -animate
    ::utils::sound::AnnounceForward $move
  } else {
    if {! $bArrows} { sc_move forward $count }
    updateBoard
  }
  if {$bArrows} { ::move::showVarArrows }
}

###
###
### main.tcl: Routines for creating and updating the main window.
###

############################################################
# Keyboard move entry:
#   Handles letters, digits and BackSpace/Delete keys.
#   Note that king- and queen-side castling moves are denoted
#   "OK" and "OQ" respectively.
#   The letters n, r, q, k, o and l are promoted to uppercase
#   automatically. A "b" can match to a b-pawn or Bishop move,
#   so in some rare cases, a capital B may be needed for the
#   Bishop move to distinguish it from the pawn move.

set moveEntry(Text) ""
set moveEntry(List) {}

# Bind Alt+letter key to nothing, to stop Alt+letter from
# matching the move entry bindings, so Alt+letter ONLY invokes
# the menus:
foreach key {a b c d e f g h i j k l m n o p q r s t u v w x y z} {
    bind $dot_w <Alt-$key> {
        # nothing
    }
}

proc moveEntry_Clear {} {
    global moveEntry
    set moveEntry(Text) ""
    set moveEntry(List) {}
}

proc moveEntry_Complete {} {
    global moveEntry
    
    if { ! [::fics::playerCanMove] || ! [::reviewgame::playerCanMove] } { ;# not player's turn
        moveEntry_Clear
        return
    }
    
    set len [llength $moveEntry(List)]
    if {$len > 0} {
        if {$moveEntry(AutoExpand)} {
            # Play a bell sound to let the user know the move was accepted already,
            # but only if move announcement is off?
            # bell
        }
        set move [lindex $moveEntry(List) 0]
        if {$move == "OK"} { set move "O-O" }
        if {$move == "OQ"} { set move "O-O-O" }
        set action "replace"
        if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
        if {$action == "replace"} {
            undoFeature save
            sc_move addSan $move
        } elseif {$action == "var"} {
            undoFeature save
            sc_var create
            sc_move addSan $move
        } elseif {$action == "mainline"} {
            undoFeature save
            sc_var create
            sc_move addSan $move
            sc_var exit
            sc_var promote [expr {[sc_var count] - 1}]
            sc_move forward 1
        }
        
        # Now send the move done to FICS and NOVAG Citrine
        set promoletter ""
        set moveuci [sc_game info previousMoveUCI]
        if { [ string length $moveuci ] == 5 } {
            set promoletter [ string tolower [ string index $moveuci end ] ]
        }
        if { [winfo exists .fics] } {
            if { [::fics::playerCanMove] } {
                if { $promoletter != "" } {
                    ::fics::writechan "promote $promoLetter"
                }
                ::fics::writechan [ string range $moveuci 0 3 ]
            }
        }
        
        if {$::novag::connected} {
            ::novag::addMove "[ string range $moveuci 0 3 ]$promoLetter"
        }
        
        moveEntry_Clear
        updateBoard -pgn -animate
        ::utils::sound::AnnounceNewMove $move
        if {$action == "replace"} { ::tree::doTraining }
    }
}

proc moveEntry_Backspace {} {
    global moveEntry
    set moveEntry(Text) [string range $moveEntry(Text) 0 \
            [expr {[string length $moveEntry(Text)] - 2}]]
    set moveEntry(List) [sc_pos matchMoves $moveEntry(Text) $moveEntry(Coord)]
    updateStatusBar
}

proc moveEntry_Char {ch} {
    global moveEntry
    set oldMoveText $moveEntry(Text)
    set oldMoveList $moveEntry(List)
    append moveEntry(Text) $ch
    set moveEntry(List) [sc_pos matchMoves $moveEntry(Text) $moveEntry(Coord)]
    set len [llength $moveEntry(List)]
    if {$len == 0} {
        # No matching moves, so do not accept this character as input:
        set moveEntry(Text) $oldMoveText
        set moveEntry(List) $oldMoveList
    } elseif {$len == 1} {
        # Exactly one matching move, so make it if AutoExpand is on,
        # or if it equals the move entered. Note the comparison is
        # case insensitive to allow for 'b' to match both pawn and
        # Bishop moves.
        set move [string tolower [lindex $moveEntry(List) 0]]
        
        if {$moveEntry(AutoExpand) > 0  ||
            ![string compare [string tolower $moveEntry(Text)] $move]} {
            moveEntry_Complete
        }
    } elseif {$len == 2} {
        # Check for the special case where the user has entered a b-pawn
        # capture that clashes with a Bishop move (e.g. bxc4 and Bxc4):
        set first [string tolower [lindex $moveEntry(List) 0]]
        set second [string tolower [lindex $moveEntry(List) 1]]
        if {[string equal $first $second]} {
            set moveEntry(List) [list $moveEntry(Text)]
            moveEntry_Complete
        }
    }
    updateStatusBar
}

# updateTitle:
#   Updates the main Scid window title.
#
proc updateTitle {} {
    set title "Scid - "
    set fname [sc_base filename]
    set fname [file tail $fname]
    append title "$fname ($::tr(game) "
    append title "[::utils::thousands [sc_game number]] / "
    append title "[::utils::thousands [sc_base numGames]])"
    ::setTitle . $title
    set white [sc_game info white]
    set black [sc_game info black]
    if {[string length $white] > 2 &&  [string length $black] > 2} {
        if {$fname == {[clipbase]} } { set fname clipbase }
        ::setTitle .main "($fname): $white -- $black"
    } else {
        ::setTitle .main $title
    }
}

# updateStatusBar:
#   Updates the main Scid window status bar.
#
proc updateStatusBar {} {
    global statusBar moveEntry
    set statusBar "  "
    
    if {$moveEntry(Text) != ""} {
        append statusBar "Enter move: \[" $moveEntry(Text) "\]  "
        foreach thisMove $moveEntry(List) {
            append statusBar $thisMove " "
        }
        return
    }
    
    # Check if translations have not been set up yet:
    if {! [info exists ::tr(Database)]} { return }
    
    # Show "%%" if base is read-only, "XX" if game altered, "--" otherwise:
    if {[sc_base isReadOnly]} {
        append statusBar "%%"
    } elseif {[sc_game altered]} {
        append statusBar "XX"
    } else {
        append statusBar "--"
    }
    
    set current [sc_base current]
    append statusBar "  $::tr(Database)"
    if {$current != [sc_info clipbase]} {
        append statusBar " $current"
    }
    append statusBar ": "
    set fname [sc_base filename]
    set fname [file tail $fname]
    if {$fname == ""} { set fname "<none>" }
    append statusBar $fname
}


proc toggleRotateBoard {} {
    ::board::flip .main.board
}

proc toggleCoords {} {
    global boardCoords
    set coords [expr {1 + $boardCoords} ]
    if { $coords > 2 } { set coords 0 }
    set boardCoords $coords
    ::board::coords .main.board
}

ttk::frame .main.fbutton.button.space3 -width 15
button .main.fbutton.button.flip -image tb_flip -takefocus 0 \
        -command "::board::flip .main.board"

button .main.fbutton.button.coords -image tb_coords -takefocus 0 -command toggleCoords
bind $dot_w <KeyPress-0> toggleCoords

button .main.fbutton.button.stm -image tb_stm -takefocus 0 -command toggleSTM

proc toggleSTM {} {
    global boardSTM
    set boardSTM [expr {1 - $boardSTM} ]
    ::board::stm .main.board
}

button .main.fbutton.button.comment -image tb_comment_unavail -command {makeCommentWin}
button .main.fbutton.button.autoplay -image tb_play -command toggleAutoplay
button .main.fbutton.button.trial -image tb_trial -command {setTrialMode toggle}
button .main.fbutton.button.hgame_prev -image tb_hgame_prev -command {::game::LoadHistory -1}
button .main.fbutton.button.hgame_next -image tb_hgame_next -command {::game::LoadHistory 1}

foreach i {start back forward end exitVar addVar comment autoplay flip coords stm trial intoVar hgame_prev hgame_next} {
    .main.fbutton.button.$i configure -takefocus 0 -relief flat -border 1 -highlightthickness 0 -anchor n
    bind .main.fbutton.button.$i <Any-Enter> "+.main.fbutton.button.$i configure -relief groove"
    bind .main.fbutton.button.$i <Any-Leave> "+.main.fbutton.button.$i configure -relief flat; statusBarRestore %W; break"
}

pack .main.fbutton.button.start .main.fbutton.button.back .main.fbutton.button.forward .main.fbutton.button.end \
        .main.fbutton.button.space .main.fbutton.button.intoVar .main.fbutton.button.exitVar .main.fbutton.button.addVar .main.fbutton.button.comment .main.fbutton.button.space2 \
        .main.fbutton.button.autoplay .main.fbutton.button.trial .main.fbutton.button.space3 .main.fbutton.button.flip .main.fbutton.button.coords \
        .main.fbutton.button.stm .main.fbutton.button.hgame_prev .main.fbutton.button.hgame_next -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0


############################################################
### The board:

proc toggleShowMaterial {} {
    if { $::gameInfo(showMaterial) } {
        grid configure .main.board.mat
    } else  {
        grid remove .main.board.mat
    }
    updateBoard
}

::board::new .main.board $boardSize "showmat"

#.main.board.bd configure -relief solid -border 2
::board::showMarks .main.board 1
if {$boardCoords} {
    ::board::coords .main.board
}
if {$boardSTM} {
    ::board::stm .main.board
}

if { ! $::gameInfo(showMaterial) } {
    grid remove .main.board.mat
}

# .gameInfo is the game information widget:
#
autoscrollframe .main.gameInfoFrame text .main.gameInfo
.main.gameInfo configure -width 20 -height 6 -fg black -bg white -wrap none -state disabled -cursor top_left_arrow -setgrid 1
::htext::init .main.gameInfo

# Right-mouse button menu for gameInfo frame:
menu .main.gameInfo.menu -tearoff 0

.main.gameInfo.menu add checkbutton -label GInfoHideNext \
        -variable gameInfo(hideNextMove) -offvalue 0 -onvalue 1 -command updateBoard

.main.gameInfo.menu add checkbutton -label GInfoMaterial -variable gameInfo(showMaterial) -offvalue 0 -onvalue 1 \
        -command { toggleShowMaterial }

.main.gameInfo.menu add checkbutton -label GInfoFEN \
        -variable gameInfo(showFEN) -offvalue 0 -onvalue 1 -command updateBoard

.main.gameInfo.menu add checkbutton -label GInfoMarks \
        -variable gameInfo(showMarks) -offvalue 0 -onvalue 1 -command updateBoard

.main.gameInfo.menu add checkbutton -label GInfoWrap \
        -variable gameInfo(wrap) -offvalue 0 -onvalue 1 -command updateBoard

.main.gameInfo.menu add checkbutton -label GInfoFullComment \
        -variable gameInfo(fullComment) -offvalue 0 -onvalue 1 -command updateBoard

.main.gameInfo.menu add checkbutton -label GInfoPhotos \
        -variable gameInfo(photos) -offvalue 0 -onvalue 1 \
        -command {updatePlayerPhotos -force}

.main.gameInfo.menu add separator

.main.gameInfo.menu add radiobutton -label GInfoTBNothing \
        -variable gameInfo(showTB) -value 0 -command updateBoard

.main.gameInfo.menu add radiobutton -label GInfoTBResult \
        -variable gameInfo(showTB) -value 1 -command updateBoard

.main.gameInfo.menu add radiobutton -label GInfoTBAll \
        -variable gameInfo(showTB) -value 2 -command updateBoard

.main.gameInfo.menu add separator

.main.gameInfo.menu add command -label GInfoDelete -command {
    catch {sc_game flag delete [sc_game number] invert}
    updateBoard
    ::windows::gamelist::Refresh
}

.main.gameInfo.menu add cascade -label GInfoMark -menu .main.gameInfo.menu.mark
menu .main.gameInfo.menu.mark
foreach flag $maintFlaglist {
    .main.gameInfo.menu.mark add command -label "" -command "
    catch {sc_game flag $flag \[sc_game number\] invert}
    updateBoard
    ::windows::gamelist::Refresh
    "
}

bind .main.gameInfo <ButtonPress-$::MB3> "tk_popup .main.gameInfo.menu %X %Y"
# alternate code that may work better on MacOS ?
# bind .main.gameInfo <ButtonPress-$::MB3> ".main.gameInfo.menu post %X %Y"
bind $dot_w <F9> "tk_popup .main.gameInfo.menu %X %Y"


# setBoard:
#   Resets the squares of the board according to the board string
#   "boardStr" and the piece bitmap size "psize".
#
proc setBoard {board boardStr psize {rotated 0}} {
    for {set i 0} { $i < 64 } { incr i } {
        if {$rotated > 0} {
            set piece [string index $boardStr [expr {63 - $i}]]
        } else {
            set piece [ string index $boardStr $i ]
        }
        $board.$i configure -image $::board::letterToPiece($piece)$psize
    }
}

# updateVarMenus:
#   Updates the menus for moving into or deleting an existing variation.
#   Calls sc_var list and sc_var count to get the list of variations.
#
proc updateVarMenus {} {
    set varList [sc_var list]
    set numVars [sc_var count]
    .main.fbutton.button.intoVar.menu delete 0 end
    .menu.edit.del delete 0 end
    .menu.edit.first delete 0 end
    .menu.edit.main delete 0 end
    # PG: add the move of main line
    if {$numVars > 0} {
        set move [sc_game info nextMove]
        if {$move == ""} { set move "($::tr(empty))" }
        .main.fbutton.button.intoVar.menu add command -label "0: $move" -command "sc_move forward; updateBoard" -underline 0
    }
    for {set i 0} {$i < $numVars} {incr i} {
        set move [lindex $varList $i]
        set state normal
        if {$move == ""} {
            set move "($::tr(empty))"
            set state disabled
        }
        set str "[expr {$i + 1}]: $move"
        set commandStr "sc_var moveInto $i; updateBoard"
        if {$i < 9} {
            .main.fbutton.button.intoVar.menu add command -label $str -command $commandStr \
                    -underline 0
        } else {
            .main.fbutton.button.intoVar.menu add command -label $str -command $commandStr
        }
        set commandStr "sc_var delete $i; updateBoard -pgn"
        .menu.edit.del add command -label $str -command $commandStr
        set commandStr "sc_var first $i; updateBoard -pgn"
        .menu.edit.first add command -label $str -command $commandStr
        set commandStr "sc_var promote $i; updateBoard -pgn"
        .menu.edit.main add command -label $str -command $commandStr \
                -state $state
    }
}
################################################################################
# added by Pascal Georges
# returns a list of num moves from main line following current position
################################################################################
proc getNextMoves { {num 4} } {
    set tmp ""
    set count 0
    while { [sc_game info nextMove] != "" && $count < $num} {
        append tmp " [sc_game info nextMove]"
        sc_move forward
        incr count
    }
    sc_move back $count
    return $tmp
}
################################################################################
# displays a box with main line and variations for easy selection with keyboard
################################################################################
proc showVars {} {
    if {$::autoplayMode == 1} { return }
    
    # No need to display an empty menu
    if {[sc_var count] == 0} {
        return
    }
    
    if {[sc_var count] == 1 &&  [sc_game info nextMove] == ""} {
        # There is only one variation and no main line, so enter it
        sc_var moveInto 0
        updateBoard
        return
    }

    set w .variations
    if {[winfo exists $w]} { return }
    
    set varList [sc_var list]
    set numVars [sc_var count]
    
    # Present a menu of the possible variations
    toplevel $w
    ::setTitle $w $::tr(Variations)
    setWinLocation $w
    set h [expr $numVars + 1]
    if { $h> 19} { set h 19 }
    listbox $w.lbVar -selectmode browse -height $h -width 20
    pack $w.lbVar -expand yes -fill both -side top
    
    #insert main line
    set move [sc_game info nextMove]
    if {$move == ""} {
        set move "($::tr(empty))"
    } else  {
        $w.lbVar insert end "0: [getNextMoves 5]"
    }
    
    # insert variations
    for {set i 0} {$i < $numVars} {incr i} {
        set move [::trans [lindex $varList $i]]
        if {$move == ""} {
            set move "($::tr(empty))"
        } else  {
            sc_var moveInto $i
            append move [getNextMoves 5]
            sc_var exit
        }
        set str "[expr {$i + 1}]: $move"
        $w.lbVar insert end $str
    }
    $w.lbVar selection set 0
    # bindings
    bind $w <Configure> "recordWinSize $w"
    bind .variations <Return> {catch { event generate .variations <Right> } }
    bind .variations <ButtonRelease-1> {catch { event generate .variations <Right> } }
    bind .variations <Right> {
        set cur [.variations.lbVar curselection]
        destroy .variations
        if {$cur == 0} {
            sc_move forward; updateBoard -animate
        } else  {
            sc_var moveInto [expr $cur - 1]; updateBoard -animate
        }
    }
    bind .variations <Up> { set cur [.variations.lbVar curselection] ; .variations.lbVar selection clear $cur
        set sel [expr $cur - 1]
        if {$sel < 0} { set sel 0 }
        .variations.lbVar selection set $sel ; .variations.lbVar see $sel}
    bind .variations <Down> { set cur [.variations.lbVar curselection] ; .variations.lbVar selection clear $cur
        set sel [expr $cur + 1]
        if {$sel >= [.variations.lbVar index end]} { set sel end }
        .variations.lbVar selection set $sel ; .variations.lbVar see $sel}
    bind .variations <Left> { destroy .variations }
    bind .variations <Escape> { catch { event generate .variations <Destroy> } }
    # in order to have the window always on top : this does not really work ...
    bind .variations <Visibility> {
        if { "%s" != "VisibilityUnobscured" } {
            focus .variations
            raise .variations
        }
    }
    bind .variations <FocusOut> {
        focus .variations
        raise .variations
    }
    
    # Needed or the main window loses the focus
    if { $::docking::USE_DOCKING } {
        bind .variations <Destroy> { focus -force .main }
    }

    catch { focus .variations }
    catch { grab $w }
    update
}
################################################################################
#
################################################################################
# V and Z key bindings: move into/out of a variation.
#
bind $dot_w <KeyPress-v> { showVars }
bind $dot_w <KeyPress-z> {.main.fbutton.button.exitVar invoke}

# editMyPlayerNames
#   Present the dialog box for editing the list of player
#   names from whose perspective the board should be shown
#   whenever a game is loaded.
#
proc editMyPlayerNames {} {
    global myPlayerNames
    set w .editMyPlayerNames
    if {[winfo exists $w]} { return }
    toplevel $w
    ::setTitle $w "Scid: [tr OptionsBoardNames]"
    pack [frame $w.b] -side bottom -fill x
    
    autoscrollframe $w.desc text $w.desc.text \
            -foreground black -background gray90 \
            -width 50 -height 8 -wrap word -cursor top_left_arrow
    $w.desc.text insert end [string trim $::tr(MyPlayerNamesDescription)]
    $w.desc.text configure -state disabled
    pack $w.desc -side top -fill x
    autoscrollframe $w.f text $w.f.text \
            -background white -width 50 -height 10 -wrap none
    foreach name $myPlayerNames {
        $w.f.text insert end "\n\"$name\""
    }
    pack $w.f -side top -fill both -expand yes
    button $w.b.white -text $::tr(White) -command {
        .editMyPlayerNames.f.text insert end "\"[sc_game info white]\"\n"
    }
    button $w.b.black -text $::tr(Black) -command {
        .editMyPlayerNames.f.text insert end "\"[sc_game info black]\"\n"
    }
    button $w.b.help -text $::tr(Help) \
            -command {helpWindow Options MyPlayerNames}
    button $w.b.ok -text OK -command editMyPlayerNamesOK
    button $w.b.cancel -text $::tr(Cancel) -command "grab release $w; destroy $w"
    pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 5
    pack $w.b.white $w.b.black $w.b.help -side left -padx 5 -pady 5
    grab $w
}

proc editMyPlayerNamesOK {} {
    global myPlayerNames
    set w .editMyPlayerNames
    set text [string trim [$w.f.text get 1.0 end]]
    set myPlayerNames {}
    foreach name [split $text "\n"] {
        set name [string trim $name]
        if {[string match "\"*\"" $name]} {
            set name [string trim $name "\""]
        }
        if {$name != ""} { lappend myPlayerNames $name }
    }
    grab release $w
    destroy $w
}

# flipBoardForPlayerNames
#   Check if either player in the current game has a name that matches
#   a pattern in the specified list and if so, flip the board if
#   necessary to show from that players perspective.
#
proc flipBoardForPlayerNames {namelist {board .main.board}} {
    set white [sc_game info white]
    set black [sc_game info black]
    foreach pattern $namelist {
        if {[string match $pattern $white]} {
            ::board::flip $board 0
            return
        }
        if {[string match $pattern $black]} {
            ::board::flip $board 1
            return
        }
    }
}

# updateBoard:
#    Updates the main board. Also updates the navigation buttons, disabling
#    those that have no effect at this point in the game.
#    Also ensure all menu settings are up to date.
#    If a parameter "-pgn" is specified, the PGN text is also regenerated.
#    If a parameter "-animate" is specified, board changes are animated.
#
proc updateBoard {args} {
    set pgnNeedsUpdate 0
    set animate 0
    foreach arg $args {
        if {! [string compare $arg "-pgn"]} { set pgnNeedsUpdate 1 }
        if {! [string compare $arg "-animate"]} { set animate 1 }
    }

    if {$pgnNeedsUpdate} { ::pgn::Refresh $pgnNeedsUpdate }

    ::board::resize .main.board $::boardSize
    ::board::setmarks .main.board [sc_pos getComment]
    ::board::update .main.board [sc_pos board] $animate

    after cancel updateNavButtons
    after cancel ::notify::PosChanged

    update idletasks

    after idle updateNavButtons
    after idle ::notify::PosChanged
}

# updateNavButtons:
#    Update the status of each navigation button
#
proc updateNavButtons {} {
    global trialMode
    if {[sc_pos isAt start]} {
        .main.fbutton.button.start configure -state disabled
    } else { .main.fbutton.button.start configure -state normal }
    if {[sc_pos isAt end]} {
        .main.fbutton.button.end configure -state disabled
    } else { .main.fbutton.button.end configure -state normal }
    if {[sc_pos isAt vstart]} {
        .main.fbutton.button.back configure -state disabled
    } else { .main.fbutton.button.back configure -state normal }
    if {[sc_pos isAt vend]} {
        .main.fbutton.button.forward configure -state disabled
    } else { .main.fbutton.button.forward configure -state normal }
    # Cannot add a variation to an empty line:
    if {[sc_pos isAt vstart]  &&  [sc_pos isAt vend]} {
        .menu.edit entryconfig [tr EditAdd] -state disabled
        .main.fbutton.button.addVar configure -state disabled
        bind $::dot_w <Control-a> {}
    } else {
        .menu.edit entryconfig [tr EditAdd] -state normal
        .main.fbutton.button.addVar configure -state normal
        bind $::dot_w <Control-a> {sc_var create; updateBoard -pgn}
    }
    if {[sc_var count] == 0} {
        .main.fbutton.button.intoVar configure -state disabled
        .menu.edit entryconfig [tr EditDelete] -state disabled
        .menu.edit entryconfig [tr EditFirst] -state disabled
        .menu.edit entryconfig [tr EditMain] -state disabled
    } else {
        .main.fbutton.button.intoVar configure -state normal
        .menu.edit entryconfig [tr EditDelete] -state normal
        .menu.edit entryconfig [tr EditFirst] -state normal
        .menu.edit entryconfig [tr EditMain] -state normal
    }
    if {$trialMode} {
        .menu.edit entryconfig [tr EditUndo] -state disabled
        .menu.edit entryconfig [tr EditRedo] -state disabled
    } else {
        .menu.edit entryconfig [tr EditUndo] -state normal
        .menu.edit entryconfig [tr EditRedo] -state normal
    }
    updateVarMenus
    if {[sc_var level] == 0} {
        .main.fbutton.button.exitVar configure -state disabled
    } else {
        .main.fbutton.button.exitVar configure -state normal
    }

    wm withdraw .tooltip
    set comment [sc_pos getComment]
    # remove technical comments, notify only human readable ones
    regsub -all {\[%.*\]} $comment {} comment
    if {$comment != ""} {
         .main.fbutton.button.comment configure -image tb_comment_avail -relief flat
         ::utils::tooltip::Set .main.fbutton.button.comment $comment
    } else {
         .main.fbutton.button.comment configure -image tb_comment_unavail -relief flat
         ::utils::tooltip::UnSet .main.fbutton.button.comment
    }
   .main.fbutton.button.hgame_prev configure -state [::game::Hprev_btnstate]
   .main.fbutton.button.hgame_next configure -state [::game::Hnext_btnstate]
}

# updateGameInfo:
#    Update the game status window .main.gameInfo
#
proc updateGameInfo {} {
    global gameInfo

    .main.gameInfo configure -state normal
    .main.gameInfo delete 0.0 end
    ::htext::display .main.gameInfo [sc_game info -hide $gameInfo(hideNextMove) \
            -material $gameInfo(showMaterial) \
            -cfull $gameInfo(fullComment) \
            -fen $gameInfo(showFEN) -tb $gameInfo(showTB)]
    if {$gameInfo(wrap)} {
        .main.gameInfo configure -wrap word
        .main.gameInfo tag configure wrap -lmargin2 10
        .main.gameInfo tag add wrap 1.0 end
    } else {
        .main.gameInfo configure -wrap none
    }
    .main.gameInfo configure -state disabled
    updatePlayerPhotos
}

# Set up player photos:

image create photo photoW
image create photo photoB
label .main.photoW -background white -image photoW -anchor ne
label .main.photoB -background white -image photoB -anchor ne

# readPhotoFile executed once at startup for each SPF file. Loads SPI file if it exists.
# Otherwise it generates index information and tries to write SPI file to disk (if it can be done)
proc readPhotoFile {fname} {
    global photobegin
    global photosize
    global spffile
    set count 0
    set writespi 0
    
    if {! [regsub {\.spf$} $fname {.spi} spi]} {
        # How does it happend?
        return
    }
    
    # If SPI file was found then just source it and exit
    if { [file readable $spi]} {
        set count [array size spffile]
        source $spi
        set newcount [array size spffile]
        if {[expr $newcount - $count] > 0} {
            ::splash::add "Found [expr $newcount - $count] player photos in [file tail $fname]"
            ::splash::add "Loading information from index file [file tail $spi]"
            return
        }
    }
    
    # Check for the absence of the SPI file and check for the write permissions
    if { ![file exists $spi] && ![catch {open $spi w} fd_spi]} {
        # SPI file will be written to disk by scid
        set writespi 1
    }
    
    if {! [file readable $fname]} { return }
    
    set fd [open $fname]
    while {[gets $fd line] >= 0} {
        # search for the string      photo "Player Name"
        if { [regexp {^photo \"(.*)\" \{$} $line -> name] } {
            set count [expr $count + 1 ]
            set begin [tell $fd]
            # skip data block
            while {1} {
                set end [tell $fd]
                gets $fd line
                if {[regexp {.*\}.*} $line ]} {break}
            }
            set trimname [trimString $name]
            set size [expr $end - $begin ]
            set photobegin($trimname) $begin
            set photosize($trimname) $size
            set spffile($trimname) $fname
            if { $writespi } {
                # writing SPI file to disk
                puts $fd_spi "set \"photobegin($trimname)\" $begin"
                puts $fd_spi "set \"photosize($trimname)\" $size"
                puts $fd_spi "set \"spffile($trimname)\" \"\$fname\""
            }
        }
    }
    if {$count > 0 && $writespi} {
        ::splash::add "Found $count player photos in [file tail $fname]"
        ::splash::add "Index file [file tail $spi] was generated succesfully"
    }
    if {$count > 0 && !$writespi} {
        ::splash::add "Found $count player photos in [file tail $fname]"
        ::splash::add "Could not generate index file [file tail $spi]"
        ::splash::add "Use spf2spi script to generate [file tail $spi] file "
    }
    
    if { $writespi } { close $fd_spi }
    close $fd
}


#convert $data string tolower case and strip the first two blanks.
proc trimString {data} {
    set data [string tolower $data]
    set strindex [string first "\ " $data]
    set data [string replace $data $strindex $strindex]
    set strindex [string first "\ " $data]
    set data [string replace $data $strindex $strindex]
    return $data
}


# retrieve photo from the SPF file using index information
proc getphoto {name} {
    global photobegin
    global photosize
    global spffile
    set data ""
    if {[info exists spffile($name)]} {
        set fd [open $spffile($name)]
        seek $fd $photobegin($name) start
        set data [read $fd $photosize($name) ]
        close $fd
    }
    return $data
}

proc addPhotoAlias {aliasname name} {
    global photobegin
    global photosize
    global spffile
    global droppedaliases
    if {[info exists spffile([trimString $name])]} {
        set photobegin([trimString $aliasname]) $photobegin([trimString $name])
        set photosize([trimString $aliasname]) $photosize([trimString $name])
        set spffile([trimString $aliasname]) $spffile([trimString $name])
    } else {
        set droppedaliases [expr $droppedaliases + 1 ]
    }
}

# photobegin($name) - file offset of the photo for the player $name
# photobegin($name) - size (in bytes) of the photo for the player $name
# spffile($name) - location of the SPF file where photo for the player $name is stored
array set photobegin {}
array set photosize {}
array set spffile {}

# variable droppedaliases counts the number of the dropped aliases.
# Alias is dropped if the player hasn't photo.
set droppedaliases 0

# Directories where Scid searches for the photo files
set photodirs [list $scidDataDir $scidUserDir $scidConfigDir [file join $scidShareDir "photos"]]

# Read all Scid photo (*.spf) files in the Scid data/user/config directories:
foreach dir $photodirs {
    foreach photofile [glob -nocomplain -directory $dir "*.spf"] {
        readPhotoFile $photofile
    }
}

# Read all Scid photo aliases (*.spa)
foreach dir $photodirs {
    foreach spa [glob -nocomplain -directory $dir "*.spa"] {
        if {! [file readable $spa]} { return }
        set count [array size spffile]
        set droppedcount $droppedaliases
        source $spa
        set newcount [array size spffile]
        set newdroppedcount $droppedaliases
        if {[expr $newcount - $count] > 0} {
            ::splash::add "Found [expr $newcount - $count] player aliases in [file tail $spa]"
        }
        if {[expr $newdroppedcount - $droppedcount] > 0} {
            ::splash::add "Dropped [expr $newdroppedcount - $droppedcount] player aliases in [file tail $spa]"
        }
    }
}


set photo(oldWhite) {}
set photo(oldBlack) {}

# Try to change the engine name: ignore version number, try to ignore blanks
proc trimEngineName { engine } {
    global spffile
    set engine [sc_name retrievename $engine]
    
    set engine [string tolower $engine]
    
    if { [string first "deep " $engine] == 0 } {
        # strip "deep "
        set engine [string range $engine 5 end]
    }
    # delete two first blank to make "The King" same as "TheKing"
    # or "Green Light Chess" as "Greenlightchess"
    set strindex [string first "\ " $engine]
    set engine [string replace $engine $strindex $strindex]
    set strindex [string first "\ " $engine]
    set engine [string replace $engine $strindex $strindex]
    set strindex [string first "," $engine]
    set slen [string len $engine]
    if { $strindex == -1 && $slen > 2 } {
        #seems to be a engine name:
        # search until longest name matches an engine name
        set slen [string len $engine]
        for { set strindex $slen} {![info exists spffile([string range $engine 0 $strindex])]\
                    && $strindex > 2 } {set strindex [expr {$strindex - 1}] } { }
        set engine [string range $engine 0 $strindex]
    }
    return $engine
}

# updatePlayerPhotos
#   Updates the player photos in the game information area
#   for the two players of the current game.
#
proc updatePlayerPhotos {{force ""}} {
    global photo
    global spffile
    if {$force == "-force"} {
        # Force update even if it seems unnecessary. This is done
        # when the user selects to show or hide the photos.
        set photo(oldWhite) {}
        set photo(oldBlack) {}
        place forget .main.photoW
        place forget .main.photoB
    }
    if {! $::gameInfo(photos)} { return }
    #get photo from player
    set white [sc_game info white]
    set black [sc_game info black]
    
    catch { set white [trimEngineName $white] }
    catch { set black [trimEngineName $black] }
    
    if {$black != $photo(oldBlack)} {
        set photo(oldBlack) $black
        place forget .main.photoB
        if {[info exists spffile($black)]} {
            image create photo photoB -data [getphoto $black ]
            .main.photoB configure -image photoB -anchor ne
            place .main.photoB -in .main.gameInfo -x -1 -relx 1.0 -anchor ne
            # force to update white, black size could be changed
            set photo(oldWhite) {}
        }
    }
    set distance [expr {[image width photoB] + 2}]
    if { $distance < 10 } { set distance 82 }
    if {$white != $photo(oldWhite)} {
        set photo(oldWhite) $white
        place forget .main.photoW
        if {[info exists spffile($white)]} {
            image create photo photoW -data [getphoto $white ]
            .main.photoW configure -image photoW -anchor ne
            place .main.photoW -in .main.gameInfo -x -$distance -relx 1.0 -anchor ne
        }
    }
    bind .main.photoW <ButtonPress-1> "togglePhotosSize"
    bind .main.photoB <ButtonPress-1> "togglePhotosSize"
    set ::photosMinimized 0
}
################################################################################
# Toggles photo sizes
################################################################################
set photosMinimized 0
proc togglePhotosSize {} {
    set distance [expr {[image width photoB] + 2}]
    if { $distance < 10 } { set distance 82 }
    
    if {$::photosMinimized} {
        set ::photosMinimized 0
        if { [winfo ismapped .main.photoW] } {
            place .main.photoW -in .main.gameInfo -x -$distance -relx 1.0 -relheight 1 -width [image width photoW] -anchor ne
        }
        if { [winfo ismapped .main.photoB] } {
            place .main.photoB -in .main.gameInfo -x -1 -relx 1.0 -relheight 1 -width [image width photoB] -anchor ne
        }
    } else  {
        set ::photosMinimized 1
        if { [winfo ismapped .main.photoW] } {
            place .main.photoW -in .main.gameInfo -x -17 -relx 1.0 -relheight 0.15 -width 15 -anchor ne
        }
        if { [winfo ismapped .main.photoB] } {
            place .main.photoB -in .main.gameInfo -x -1 -relx 1.0  -relheight 0.15 -width 15 -anchor ne
        }
    }
    
}
#########################################################
### Chess move input

# Globals for mouse-based move input:

set selectedSq -1
set bestSq -1

set EMPTY 0
set KING 1
set QUEEN 2
set ROOK 3
set BISHOP 4
set KNIGHT 5
set PAWN 6

################################################################################
#
################################################################################
proc getPromoPiece {} {
    set w .promoWin
    set ::result 2
    toplevel $w
    # wm transient $w .main
    ::setTitle $w "Scid"
    wm resizable $w 0 0
    set col "w"
    if { [sc_pos side] == "black" } { set col "b" }
    ttk::button $w.bq -image ${col}q45 -command "set ::result 2 ; destroy $w"
    ttk::button $w.br -image ${col}r45 -command "set ::result 3 ; destroy $w"
    ttk::button $w.bb -image ${col}b45 -command "set ::result 4 ; destroy $w"
    ttk::button $w.bn -image ${col}n45 -command "set ::result 5 ; destroy $w"
    pack $w.bq $w.br $w.bb $w.bn -side left
    bind $w <Escape> "set ::result 2 ; destroy $w"
    bind $w <Return> "set ::result 2 ; destroy $w"
    update
    catch { grab $w }
    tkwait window $w
    return $::result
}

# confirmReplaceMove:
#   Asks the user what to do when adding a move when a move already
#   exists.
#   Returns a string value:
#      "replace" to replace the move, truncating the game.
#      "var" to add the move as a new variation.
#      "cancel" to do nothing.
#
set addVariationWithoutAsking 0

proc confirmReplaceMove {} {
    global askToReplaceMoves trialMode
    
    # If reviewing a game, enter a var automatically
    if {[winfo exists $::reviewgame::window]} {
        return "var"
    }
    
    if {$::addVariationWithoutAsking} { return "var" }
    
    if {! $askToReplaceMoves} { return "replace" }
    if {$trialMode} { return "replace" }
    
    option add *Dialog.msg.wrapLength 4i interactive
    catch {tk_dialog .dialog "Scid: $::tr(ReplaceMove)?" \
                $::tr(ReplaceMoveMessage) "" 0 \
                $::tr(ReplaceMove) $::tr(NewMainLine) \
                $::tr(AddNewVar) [tr EditTrial] \
                $::tr(Cancel)} answer
    option add *Dialog.msg.wrapLength 3i interactive
    if {$answer == 0} { return "replace" }
    if {$answer == 1} { return "mainline" }
    if {$answer == 2} { return "var" }
    if {$answer == 3} { setTrialMode 1; return "replace" }
    return "cancel"
}

proc addNullMove {} {
    addMove null null
}

# addMove:
#   Adds the move indicated by sq1 and sq2 if it is legal. If the move
#   is a promotion, getPromoPiece will be called to get the promotion
#   piece from the user.
#   If the optional parameter is "-animate", the move will be animated.
#
proc addMove { sq1 sq2 {animate ""}} {
    if { [::fics::setPremove $sq1 $sq2] || ! [::fics::playerCanMove] || ! [::reviewgame::playerCanMove]} { return } ;# not player's turn
    
    global EMPTY
    set nullmove 0
    if {$sq1 == "null"  &&  $sq2 == "null"} { set nullmove 1 }
    if {!$nullmove  &&  [sc_pos isLegal $sq1 $sq2] == 0} {
        # Illegal move, but if it is King takes king then treat it as
        # entering a null move:
        set board [sc_pos board]
        set k1 [string tolower [string index $board $sq1]]
        set k2 [string tolower [string index $board $sq2]]
        if {$k1 == "k"  &&  $k2 == "k"} { set nullmove 1 } else { return }
    }
    set promo $EMPTY
    if {[sc_pos isPromotion $sq1 $sq2] == 1} {
        # sometimes, addMove is triggered twice
        if { [winfo exists .promoWin] } { return }
        set promo [getPromoPiece]
    }
    
    set promoLetter ""
    switch -- $promo {
        2 { set promoLetter "q"}
        3 { set promoLetter "r"}
        4 { set promoLetter "b"}
        5 { set promoLetter "n"}
        default {set promoLetter ""}
    }
    
    # Autmatically follow the main line if the next move is the same or enter the relevant variation if it exists
    if {! $::annotateMode} {
        set moveUCI [::board::san $sq2][::board::san $sq1]$promoLetter
        set move [sc_game info nextMoveUCI]
        if { [ string compare -nocase $moveUCI $move] == 0 } {
            sc_move forward
            updateBoard
            return
        }
        set varList [sc_var list UCI]
        set i 0
        foreach { move } $varList {
            if { [ string compare -nocase $moveUCI $move] == 0 } {
                sc_var moveInto $i
                updateBoard
                return
            }
            incr i
        }
    }
    
    undoFeature save
    
    set action "replace"
    if {![sc_pos isAt vend]} {
        set action [confirmReplaceMove]
    }
    if {$action == "replace"} {
        # nothing
    } elseif {$action == "mainline" || $action == "var"} {
        if {[winfo exists .commentWin]} {
            ::commenteditor::storeComment
            .commentWin.cf.text delete 0.0 end
        }
        sc_var create
    } else {
        # Do not add the move at all:
        return
    }
    
    if {$nullmove} {
        sc_move addSan null
    } else {
        set ::sergame::lastPlayerMoveUci ""
        if {[winfo exists ".serGameWin"]} {
            set ::sergame::lastPlayerMoveUci "[::board::san $sq2][::board::san $sq1]$promoLetter"
        }
        sc_move add $sq1 $sq2 $promo
        set san [sc_game info previous]
        if {$action == "mainline"} {
            sc_var exit
            sc_var promote [expr {[sc_var count] - 1}]
            sc_move forward 1
        }
        after idle [list ::utils::sound::AnnounceNewMove $san]
        
        if {[winfo exists .commentWin]} { .commentWin.cf.text delete 0.0 end }
    }
    
    if {[winfo exists .fics]} {
        
        if { [::fics::playerCanMove] } {
            if { $promo != $EMPTY } {
                ::fics::writechan "promote $promoLetter"
            }
            ::fics::writechan [ string range [sc_game info previousMoveUCI] 0 3 ]
        }
    }
    
    if {$::novag::connected} {
        ::novag::addMove "[::board::san $sq2][::board::san $sq1]$promoLetter"
    }
    
    moveEntry_Clear
    updateBoard -pgn $animate
    
    ::tree::doTraining
    
}

# addSanMove
#   Like addMove above, but takes the move in SAN notation instead of
#   a pair of squares.
#
proc addSanMove {san {animate ""} {noTraining ""}} {
    
    if {! $::annotateMode} {
        set move [sc_game info nextMoveNT]
        if { [ string compare -nocase $san $move] == 0 } {
            sc_move forward
            updateBoard
            return
        }
        set varList [sc_var list]
        set i 0
        foreach { move } $varList {
            if { [ string compare -nocase $san $move] == 0 } {
                sc_var moveInto $i
                updateBoard
                return
            }
            incr i
        }
    }
    
    set action "replace"
    if {![sc_pos isAt vend]} {
        set action [confirmReplaceMove]
    }
    if {$action == "replace"} {
        # nothing
    } elseif {$action == "var" || $action == "mainline"} {
        sc_var create
    } else {
        # Do not add the move at all:
        return
    }
    # if {[winfo exists .commentWin]} { .commentWin.cf.text delete 0.0 end }
    undoFeature save
    sc_move addSan $san
    if {$action == "mainline"} {
        sc_var exit
        sc_var promote [expr {[sc_var count] - 1}]
    }
    moveEntry_Clear
    updateBoard -pgn $animate
    ::utils::sound::AnnounceNewMove $san
    if {$noTraining != "-notraining"} {
        ::tree::doTraining
    }
}

# enterSquare:
#   Called when the mouse pointer enters a board square.
#   Finds the best matching square for a move (if there is a
#   legal move to or from this square), and colors the squares
#   to indicate the suggested move.
#
proc enterSquare { square } {	
    global bestSq bestcolor selectedSq suggestMoves
    if {$selectedSq == -1} {
        set bestSq -1
        if {$suggestMoves && [expr {abs($::fics::playing) != 1}]} {
            set bestSq [sc_pos bestSquare $square]
            if {$bestSq != -1} {
                ::board::colorSquare .main.board $square $bestcolor
                ::board::colorSquare .main.board $bestSq $bestcolor        
            }
        }
    }
}

# leaveSquare:
#    Called when the mouse pointer leaves a board square.
#    Recolors squares to normal (lite/dark) color.
#
proc leaveSquare { square } {
    global selectedSq bestSq
    if {$selectedSq == -1} {
        ::board::colorSquare .main.board $bestSq
        ::board::colorSquare .main.board $square  
    }
}

# pressSquare:
#    Called when the left mouse button is pressed on a square. Sets
#    that square to be the selected square.
#
proc pressSquare { square } {
    global selectedSq highcolor
    
    if { ![::fics::playerCanMove] || ![::reviewgame::playerCanMove] } { return } ;# not player's turn
    
    # if training with calculations of var is on, just log the event
    if { [winfo exists .calvarWin] } {
        ::calvar::pressSquare $square
        return
    }
    
    if {$selectedSq == -1} {
        set selectedSq $square
        ::board::colorSquare .main.board $square $highcolor
        # Drag this piece if it is the same color as the side to move:
        set c [string index [sc_pos side] 0]  ;# will be "w" or "b"
        set p [string index [::board::piece .main.board $square] 0] ;# "w", "b" or "e"
        if {$c == $p} {
            ::board::setDragSquare .main.board $square
        }
    } else {
        ::board::setDragSquare .main.board -1
        ::board::colorSquare .main.board $selectedSq
        ::board::colorSquare .main.board $square
        if {$square != $selectedSq} {
            addMove $square $selectedSq -animate
        }
        set selectedSq -1
        enterSquare $square
    }
}

# releaseSquare:
#   Called when the left mouse button is released over a square.
#   If the square is different to that the button was pressed on, it
#   is a dragged move; otherwise it is just selecting this square as
#   part of a move.
#
proc releaseSquare { w x y } {
    
    if { [winfo exists .calvarWin] } { return }
    
    global selectedSq bestSq
    
    ::board::setDragSquare $w -1
    set square [::board::getSquare $w $x $y]
    if {$square < 0} {
        set selectedSq -1
        return
    }
    
    if {$square == $selectedSq} {
        if {$::suggestMoves} {
            # User pressed and released on same square, so make the
            # suggested move if there is one:
            set selectedSq -1
            ::board::colorSquare $w $bestSq
            ::board::colorSquare $w $square
            addMove $square $bestSq -animate
            enterSquare $square
        } else {
            # Current square is the square user pressed the button on,
            # so we do nothing.
        }
    } else {
        # User has dragged to another square, so try to add this as a move:
        addMove $square $selectedSq
        ::board::colorSquare $w $selectedSq
        set selectedSq -1
        ::board::colorSquare $w $square
    }
}


# backSquare:
#    Handles the retracting of a move (when the right mouse button is
#    clicked on a square). Recolors squares to normal color also.
#    If the move is the last in the game or variation, is is removed
#    by truncating the game after retracting the move.
#
proc backSquare {} {
    global selectedSq bestSq
    set lastMoveInLine 0
    if {[sc_pos isAt vend]} {
        set lastMoveInLine 1
    }
    sc_move back
    
    # RMB used to delete the move if it was the last in a line. Removed it as there is no undo.
    # if {[sc_pos isAt vstart] && [sc_var level] != 0} {
    # ::pgn::deleteVar [sc_var number]
    # } elseif {$lastMoveInLine} {
    # sc_game truncate
    # }
    
    set selectedSq -1
    set bestSq -1
    # update the board without -pgn option because of poor performance with long games
    updateBoard -animate
    ::utils::sound::AnnounceBack
}


##
## Auto-playing of moves:
##
set autoplayMode 0

set tempdelay 0
trace variable tempdelay w {::utils::validate::Regexp {^[0-9]*\.?[0-9]*$}}
# ################################################################################
# Set the delay between moves in options menu
################################################################################
proc setAutoplayDelay {} {
    global autoplayDelay tempdelay
    set tempdelay [expr {$autoplayDelay / 1000.0}]
    set w .apdialog
    if { [winfo exists $w] } { focus $w ; return }
    toplevel $w
    ::setTitle $w "Scid"
    wm resizable $w 0 0
    ttk::label $w.label -text $::tr(AnnotateTime:)
    pack $w.label -side top -pady 5 -padx 5
    spinbox $w.spDelay -background white -width 4 -textvariable tempdelay -from 1 -to 300 -increment 1
    pack $w.spDelay -side top -pady 5
    
    set b [ttk::frame $w.buttons]
    pack $b -side top -fill x
    ttk::button $b.cancel -text $::tr(Cancel) -command {
        destroy .apdialog
        focus .
    }
    ttk::button $b.ok -text "OK" -command {
        if {$tempdelay < 0.1} { set tempdelay 0.1 }
        set autoplayDelay [expr {int($tempdelay * 1000)}]
        destroy .apdialog
        focus .
    }
    pack $b.cancel $b.ok -side right -padx 5 -pady 5
    bind $w <Escape> { .apdialog.buttons.cancel invoke }
    bind $w <Return> { .apdialog.buttons.ok invoke }
    focus $w.spDelay
}
################################################################################
#
################################################################################
proc toggleAutoplay { } {
    global autoplayMode autoplayDelay
    if {$autoplayMode == 0} {
        set autoplayMode 1
        # Change the autoplay icon in the main window
        #
        .main.fbutton.button.autoplay configure -image tb_stop -relief sunken
        # Start with some delay
        # Only to spawn the autoplay on a new thread
        #
        after 500 autoplay
    } else {
        cancelAutoplay
    }
}

################################################################################
#
################################################################################
proc autoplay {} {
    global autoplayDelay autoplayMode annotateMode analysis
    
    # Was autoplay stopped by the user since the last time the timer ran out?
    # If so, silently exit this handler
    #
    if { $autoplayMode == 0 } {
        return
    }
    
    # Add annotation if needed
    #
    if { $annotateMode } {
        addAnnotation
    }
    
    if { $::initialAnalysis } {
        # Stop analyis if it is running
        # We do not want initial super-accuracy
        #
        stopEngineAnalysis 1
        set annotateMode 1
        # First do the book analysis (if this is configured)
        # The latter condition is handled by the operation itself
        set ::wentOutOfBook 0
        bookAnnotation 1
        # Start the engine
        startEngineAnalysis 1 1
    
    # Autoplay comes in two flavours:
    # + It can run through a game, with or witout annotation
    # + It can be annotating just opening sections of games
    # See if such streak ends here and now
    #
    } elseif { [sc_pos isAt end] || ($annotateMode && $::isBatchOpening && ([sc_pos moveNumber] > $::isBatchOpeningMoves)) } {
        
        # Stop the engine
        #
        stopEngineAnalysis 1
        
        # Are we running a batch analysis?
        #
        if { $annotateMode && $::isBatch } {
            # First replace the game we just finished
            #
            set gameNo [sc_game number]
            if { $gameNo != 0 } {
                sc_game save $gameNo
            }
            
            # See if we must advance to the next game
            #
            if { $gameNo < $::batchEnd } {
                incr gameNo
                sc_game load $gameNo
                updateMenuStates
                updateStatusBar
                updateTitle
                updateBoard -pgn
                # First do book analysis
                #
                set ::wentOutOfBook 0
                bookAnnotation 1
                # Start with initial assessment of the position
                #
                set ::initialAnalysis 1
                # Start the engine
                #
                startEngineAnalysis 1 1
            } else {
                # End of batch, stop
                #
                cancelAutoplay
                return
            }
        } else {
            # Not in a batch, just stop
            #
            cancelAutoplay
            return
        }
    } elseif { $annotateMode && $::isAnnotateVar } {
        # A construction to prune empty variations here and now
        # It makes no sense to discover only after some engine
        # time that we entered a dead end.
        #
        set emptyVar 1
        while { $emptyVar } {
            set emptyVar 0
            # Are we at the end of a variation?
            # If so, pop back into the parent
            #
            if { [sc_pos isAt vend] } {
                sc_var exit
                set lastVar [::popAnalysisData]
            } else {
                set lastVar [sc_var count]
            }
            # Is there a subvariation here?
            # If so, enter it after pushing where we are
            #
            if { $lastVar > 0 } {
                incr lastVar -1
                sc_var enter $lastVar
                ::pushAnalysisData $lastVar
                # Check if this line is empty
                # If so, we will pop back immediately in the next run
                #
                if { [sc_pos isAt vstart] && [sc_pos isAt vend] } {
                    set emptyVar 1
                } else {
                    # We are in a new line!
                    # Tell the annotator (he might be interested)
                    #
                    updateBoard -pgn
                    set ::atStartOfLine 1
                }
            } else {
                # Just move ahead following the current line
                #
                ::move::Forward
            }
        }
    } else {
        # Just move ahead following the main line
        #
        ::move::Forward
    }
    
    # Respawn
    #
    after $autoplayDelay autoplay
}
################################################################################
#
################################################################################
proc cancelAutoplay {} {
    global autoplayMode annotateMode annotateModeButtonValue
    set autoplayMode 0
    set annotateMode 0
    set annotateModeButtonValue 0
    after cancel autoplay
    .main.fbutton.button.autoplay configure -image tb_play -relief flat
}
################################################################################
#
################################################################################

bind $dot_w <Return> {
    if {[winfo exists .analysisWin1] && $analysis(analyzeMode1)} {
        .analysisWin1.b1.move invoke
    }
}

bind $dot_w <Escape> cancelAutoplay

set trialMode 0

proc setTrialMode {mode} {
    global trialMode
    if {$mode == "toggle"} {
        set mode [expr {1 - $trialMode}]
    }
    if {$mode == $trialMode} { return }
    if {$mode == "update"} { set mode $trialMode }
    
    if {$mode == 1} {
        set trialMode 1
        sc_game push copy
        .main.fbutton.button.trial configure -image tb_trial_on
    } else {
        set trialMode 0
        sc_game pop
        .main.fbutton.button.trial configure -image tb_trial
    }
    updateBoard -pgn
}

proc undoFeature {action} {
    global trialMode
    if {! $trialMode} {
        if {$action == "save"} {
            sc_game undoPoint
        } elseif {$action == "undo"} {
            sc_game undo
            updateBoard -pgn
        } elseif {$action == "redo"} {
            sc_game redo
            updateBoard -pgn
        }
    }
}
###
### Correspondence.tcl: part of Scid.
### Copyright (C) 2008 Alexander Wagner
###
### $Id: correspondence.tcl,v 4.3 2011/02/13 18:12:02 arwagner Exp $
###
### Last change: <Sat, 2012/05/19 18:39:49 arwagner agamemnon>
###
### Add correspondence chess via eMail or external protocol to scid
###
#======================================================================

# http and tdom are required for the Xfcc protocol

#======================================================================
#
# Xfcc interface for scid
#
#======================================================================
namespace eval Xfcc {

	#----------------------------------------------------------------------
	# Header and footer of the SOAP-messages. Linebreaking is imporant
	#
	set SOAPstart {<?xml version="1.0" encoding="utf-8"?>
	<soap:Envelope xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:soap="http://schemas.xmlsoap.org/soap/envelope/">
	<soap:Body>
	}

	set SOAPend {</soap:Body>
	</soap:Envelope>}
	#
	#----------------------------------------------------------------------

	set xfccrc     ""
	set xfccstate  {}

	# list of server names for config dialog
	set lsrvname   {}

	# when was the last update was retrieved online?
	set lastupdate 0
	set update     0

	array unset xfccsrv
	# entry values for config dialog
	set Oldnum     0
	set Server     ""
	set Username   ""
	set Password   ""
	set URI        ""

	# To pass on directories on windows with a backslash
	set xfccrcfile ""

	# Set up a proper user agent
	# Something like 
	#    Scid/3.7 (x11; Linux i686; rv:Devel 2009) Tcl/Tk 8.5.2
	set useragent "Scid/$::scidVersion ([tk windowingsystem]; $::tcl_platform(os) $::tcl_platform(machine); rv:$scidVersionDate) Tcl/Tk [info patchlevel]"
	
	#----------------------------------------------------------------------
	# Replace XML entities by their normal characters
	#----------------------------------------------------------------------
	proc xmldecrypt {chdata} {

		foreach from {{\&amp;} {\&lt;} {\&gt;} {\&quot;} {\&apos;}}   \
			to {{\&} < > {"} {'}} {                                     ;# '"
				regsub -all $from $chdata $to chdata
		 }   
		 return $chdata
	}

	#----------------------------------------------------------------------
	# Replace normal characters by their XML entities
	#----------------------------------------------------------------------
	proc xmlencrypt {chdata} {

		foreach from {{\&} < > {"} {'}} \
				to {{\&amp;} {\&lt;} {\&gt;} {\&quot;} {\&apos;}} {    ;# '"
				regsub -all $from $chdata $to chdata
		 }   
		 return $chdata
	}


	#----------------------------------------------------------------------
	# Configure Xfcc by means of rewriting the .xfccrc in xml
	#----------------------------------------------------------------------
	proc SaveXfcc {} {
		global ::Xfcc::xfccrc ::Xfcc::xfccrcfile
		# file delete $xfccrcfile
		if {[catch {open $xfccrcfile w} optionF]} {
			puts stderr "$xfccrcfile can not be created"
		} else {
			# devide by 4 as the size function returns all subarray entries
			set size [expr [ array size ::Xfcc::xfccsrv ] / 4]

			puts $optionF "<?xml version=\"1.0\" encoding=\"utf-8\"?>"
			puts $optionF "<xfcc>"
			for {set i 0} {$i < $size } {incr i} {
				if { [regexp {^# } $::Xfcc::xfccsrv($i,0)] && \
					  [regexp {^# } $::Xfcc::xfccsrv($i,1)] && \
					  [regexp {^# } $::Xfcc::xfccsrv($i,2)] && \
					  [regexp {^# } $::Xfcc::xfccsrv($i,3)] } {
					if {$size == 1} {
						puts $optionF "\t<server>"
						puts $optionF "\t\t<name>Server</name>"
						puts $optionF "\t\t<uri>http://</uri>"
						puts $optionF "\t\t<user>User_Name</user>"
						puts $optionF "\t\t<pass>Password</pass>"
						puts $optionF "\t\t<rating>Rating</rating>"
						puts $optionF "\t</server>"
					}
				} else {
					set ::Xfcc::xfccsrv($i,0) [::Xfcc::xmlencrypt $::Xfcc::xfccsrv($i,0) ]
					set ::Xfcc::xfccsrv($i,1) [::Xfcc::xmlencrypt $::Xfcc::xfccsrv($i,1) ]
					set ::Xfcc::xfccsrv($i,2) [::Xfcc::xmlencrypt $::Xfcc::xfccsrv($i,2) ]
					set ::Xfcc::xfccsrv($i,3) [::Xfcc::xmlencrypt $::Xfcc::xfccsrv($i,3) ]
					set ::Xfcc::xfccsrv($i,4) [::Xfcc::xmlencrypt $::Xfcc::xfccsrv($i,4) ]
					puts $optionF "\t<server>"
					puts $optionF "\t\t<name>$::Xfcc::xfccsrv($i,0)</name>"
					puts $optionF "\t\t<uri>$::Xfcc::xfccsrv($i,1)</uri>"
					puts $optionF "\t\t<user>$::Xfcc::xfccsrv($i,2)</user>"
					puts $optionF "\t\t<pass>$::Xfcc::xfccsrv($i,3)</pass>"
					puts $optionF "\t\t<rating>$::Xfcc::xfccsrv($i,4)</rating>"
					puts $optionF "\t</server>"
				}
			}
			puts $optionF "</xfcc>"
			close $optionF
			::Xfcc::ReadConfig $xfccrcfile
		}
	}
	
	#----------------------------------------------------------------------
	# Delete the currently selected server entry
	#----------------------------------------------------------------------
	proc DeleteServer {} {
		# mark a deleted server by # allows the user to manually
		# undelete by removing the # again before hitting ok.
		set ::Xfcc::Server   "# $::Xfcc::xfccsrv($::Xfcc::Oldnum,0)"
		set ::Xfcc::Username "# $::Xfcc::xfccsrv($::Xfcc::Oldnum,2)"
		set ::Xfcc::Password "# $::Xfcc::xfccsrv($::Xfcc::Oldnum,3)"
		set ::Xfcc::Rating   "# $::Xfcc::xfccsrv($::Xfcc::Oldnum,4)"
		set ::Xfcc::URI      "# $::Xfcc::xfccsrv($::Xfcc::Oldnum,1)"
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum) $::Xfcc::Server
		}

	#----------------------------------------------------------------------
	# Add a new, empty server entry to xfccsrv array
	#----------------------------------------------------------------------
	proc AddServer {} {

		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,0) $::Xfcc::Server
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,2) $::Xfcc::Username
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,3) $::Xfcc::Password
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,1) $::Xfcc::URI
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,4) $::Xfcc::Rating

 		set size [expr [ array size ::Xfcc::xfccsrv ] / 4]

		# increement the list box with a new server entry
		.configXfccSrv.xfccSrvList configure -height [expr $size+2]

 		set ::Xfcc::xfccsrv($size,0) "Unique_ServerName"
 		set ::Xfcc::xfccsrv($size,2) "Your_Login"
 		set ::Xfcc::xfccsrv($size,3) "SeCrEt!"
 		set ::Xfcc::xfccsrv($size,4) "Rating"
 		set ::Xfcc::xfccsrv($size,1) "http://"
 
 		set ::Xfcc::Server    $::Xfcc::xfccsrv($size,0)
 		set ::Xfcc::Username  $::Xfcc::xfccsrv($size,2)
 		set ::Xfcc::Password  $::Xfcc::xfccsrv($size,3)
 		set ::Xfcc::Rating    $::Xfcc::xfccsrv($size,4)
 		set ::Xfcc::URI       $::Xfcc::xfccsrv($size,1)
 
 		lappend ::Xfcc::lsrvname [list $::Xfcc::xfccsrv($size,0)]
 
 		set ::Xfcc::Oldnum    $size
	}

	#----------------------------------------------------------------------
	# Store the current values to the xfccsrv-array
	#----------------------------------------------------------------------
	proc xfccsrvstore {} {

		set number [ .configXfccSrv.xfccSrvList curselection ]
		if {!($number > 0)} {
			set number 0
		}
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,0) $::Xfcc::Server
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,2) $::Xfcc::Username
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,3) $::Xfcc::Password
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,4) $::Xfcc::Rating
		set ::Xfcc::xfccsrv($::Xfcc::Oldnum,1) $::Xfcc::URI

		set ::Xfcc::Server    $::Xfcc::xfccsrv($number,0)
		set ::Xfcc::Username  $::Xfcc::xfccsrv($number,2)
		set ::Xfcc::Password  $::Xfcc::xfccsrv($number,3)
		set ::Xfcc::Rating    $::Xfcc::xfccsrv($number,4)
		set ::Xfcc::URI       $::Xfcc::xfccsrv($number,1)

		set ::Xfcc::Oldnum    $number
		.configXfccSrv.xfccSrvList selection set $number
	}

	#----------------------------------------------------------------------
	# Configure Xfcc by means of rewriting the .xfccrc in xml
	#----------------------------------------------------------------------
	proc config {configfile} {
		global ::Xfcc::xfccrc ::Xfcc::xfccrcfile

		set xfccrcfile $configfile

		::Xfcc::ReadConfig $xfccrcfile
		set size [expr [array size ::Xfcc::xfccsrv ] / 4]

		set w ".configXfccSrv"
		if {[winfo exists $w]} {
			focus $w
			return
		}

		set number            1
		set ::Xfcc::Oldnum    0
		set ::Xfcc::Server    $::Xfcc::xfccsrv($::Xfcc::Oldnum,0)
		set ::Xfcc::Username  $::Xfcc::xfccsrv($::Xfcc::Oldnum,2)
		set ::Xfcc::Password  $::Xfcc::xfccsrv($::Xfcc::Oldnum,3)
		set ::Xfcc::Rating    $::Xfcc::xfccsrv($::Xfcc::Oldnum,4)
		set ::Xfcc::URI       $::Xfcc::xfccsrv($::Xfcc::Oldnum,1)

		# create the window and buttons
		toplevel $w
		wm title $w "\[$xfccrcfile\]"
		ttk::button $w.bOk     -text OK -command "::Xfcc::xfccsrvstore; ::Xfcc::SaveXfcc; destroy .configXfccSrv"
		ttk::button $w.bAdd    -text  [::tr "GlistAddField"] -command {
			::Xfcc::AddServer
		}

		ttk::button $w.bDelete -text [::tr "GlistDeleteField"] -command {
			::Xfcc::DeleteServer
		}
		ttk::button $w.bCancel -text [::tr "Cancel"] -command "destroy $w"

		listbox $w.xfccSrvList -height [expr [ array size ::Xfcc::xfccsrv ] / 4 + 1] -width 60 -selectmode single -list ::Xfcc::lsrvname
		# select the first entry
		$w.xfccSrvList selection set $::Xfcc::Oldnum

		ttk::label  $w.lxfccSrv   -text [::tr CCDlgServerName]
		ttk::label  $w.lxfccUid   -text [::tr CCDlgLoginName]
		ttk::label  $w.lxfccPas   -text [::tr CCDlgPassword]
		ttk::label  $w.lxfccURI   -text [::tr CCDlgURL]
		ttk::label  $w.lxfccrtype -text [::tr CCDlgRatingType]

		ttk::entry  .configXfccSrv.xfccSrv  -width 60 -textvariable ::Xfcc::Server
		ttk::entry  .configXfccSrv.xfccUid  -width 60 -textvariable ::Xfcc::Username
		ttk::entry  .configXfccSrv.xfccPas  -width 60 -textvariable ::Xfcc::Password
		ttk::entry  .configXfccSrv.xfccURI  -width 60 -textvariable ::Xfcc::URI

		if {$::tcl_version >= 8.5} {
			ttk::combobox .configXfccSrv.xfccrtype -values [sc_info ratings] -width 7 -textvariable ::Xfcc::Rating
		} else {
			eval tk_optionMenu .configXfccSrv.xfccrtype ::Xfcc::Rating [sc_info ratings]
			.configXfccSrv.xfccrtype configure -indicatoron 0 -width 7 -takefocus 1
		}

		# Bind the change of selection to a proper update of variables
		# and internal representation
		bind .configXfccSrv.xfccSrvList <<ListboxSelect>> {
			::Xfcc::xfccsrvstore
		}

		grid $w.xfccSrvList  -sticky e -columnspan 6 -column  0 -row 0 -rowspan $number

		grid $w.lxfccSrv     -sticky e -columnspan 2 -column  0 -row [expr {$number + 1}]
		grid $w.lxfccUid     -sticky e -columnspan 2 -column  0 -row [expr {$number + 2}]
		grid $w.lxfccPas     -sticky e -columnspan 2 -column  0 -row [expr {$number + 3}]
		grid $w.lxfccURI     -sticky e -columnspan 2 -column  0 -row [expr {$number + 4}]
		grid $w.lxfccrtype   -sticky e -columnspan 2 -column  0 -row [expr {$number + 5}]

		grid $w.xfccSrv      -sticky w -columnspan 4 -column  2 -row [expr {$number + 1}]
		grid $w.xfccUid      -sticky w -columnspan 4 -column  2 -row [expr {$number + 2}]
		grid $w.xfccPas      -sticky w -columnspan 4 -column  2 -row [expr {$number + 3}]
		grid $w.xfccURI      -sticky w -columnspan 4 -column  2 -row [expr {$number + 4}]
		grid $w.xfccrtype    -sticky w -columnspan 4 -column  2 -row [expr {$number + 5}]

		# Add the buttons to the window
		grid $w.bOk     -column 2 -row [expr {$number + 6}]
		grid $w.bAdd    -column 3 -row [expr {$number + 6}]
		grid $w.bDelete -column 4 -row [expr {$number + 6}]
		grid $w.bCancel -column 5 -row [expr {$number + 6}]

		bind $w <Escape> "$w.bCancel invoke"
		bind $w <F1> { helpWindow CCXfccSetupDialog}
	}

	#----------------------------------------------------------------------
	# Read xfccrcfile (xml) config file and stores the xml structure as
	# is to the global $xfccrc
	#----------------------------------------------------------------------
	proc ReadConfig {xfccrcfile} {
		global xfccrc

		::CorrespondenceChess::updateConsole "info This is Scids internal Xfcc-interface"
		::CorrespondenceChess::updateConsole "info Using $xfccrcfile..."
		if {[catch {open $xfccrcfile r} optionF]} {
			::CorrespondenceChess::updateConsole "info ERROR: Unable ot open config file $xfccrcfile";
		} else {
			set xfccrc [read $optionF]

			set dom [dom parse $xfccrc]
			set doc [$dom documentElement]
			set aNodes [$doc selectNodes {/xfcc/server}]
			set number   0

			# reset the servernames before reading them in again
			set ::Xfcc::lsrvname {}

			foreach srv $aNodes {
				set name     [$srv selectNodes {string(name)}]
				set uri      [$srv selectNodes {string(uri)}]
				set username [$srv selectNodes {string(user)}]
				set password [$srv selectNodes {string(pass)}]
				set rating   [$srv selectNodes {string(rating)}]

				set ::Xfcc::xfccsrv($number,0) $name
				set ::Xfcc::xfccsrv($number,1) $uri
				set ::Xfcc::xfccsrv($number,2) $username
				set ::Xfcc::xfccsrv($number,3) $password
				set ::Xfcc::xfccsrv($number,4) $rating

				lappend ::Xfcc::lsrvname [list $name ]

				incr number
			}
			close $optionF
		}
	}

	#----------------------------------------------------------------------
	# SOAPError: parses $xml and searches for error messages from the
	# server to report them to the user.
	#----------------------------------------------------------------------
	proc SOAPError {server xml} {
		# Remove the SOAP-Envelope and make all server responses to a
		# common XML format as they use the same error messages anyway.
		regsub -all {.*<soap:Fault>} $xml {<error>} xml
		regsub -all {</soap:Fault>.*} $xml {</error>} xml

		regsub -all {.*<MakeAMoveResponse.*\">} $xml {<error>} xml
		regsub -all {</MakeAMoveResponse>.*} $xml {</error>} xml
		regsub -all {<MakeAMoveResult>} $xml {<faultstring>} xml
		regsub -all {</MakeAMoveResult>} $xml {</faultstring>} xml

		set dom [dom parse $xml]
		set doc [$dom documentElement]

		set aNodes [$doc selectNodes //error]
		foreach game $aNodes {
			set fcode   [$game selectNodes {string(faultcode)}]
			set fstring [$game selectNodes {string(faultstring)}]
			switch -regexp -- $fstring \
			"Success" {
				::CorrespondenceChess::updateConsole "info Processing successfull!"
			} \
			"ServerError" {
				::CorrespondenceChess::updateConsole "info Server Error!"
				set Title "Scid Error"
				set Error "$server reported an unknown error."
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
			} \
			"FeatureUnavailable" {
				::CorrespondenceChess::updateConsole "info Feature unavailable!"
			} \
			"AuthenticationFailed" {
				::CorrespondenceChess::updateConsole "info Authentication failed!"
				set Title "Scid Authentication Failure!"
				set Error "Could not authenticate to the Xfcc-Server.\nPlease check Username and Password for $server."
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
			} \
			"InvalidGameID" {
				::CorrespondenceChess::updateConsole "info Invalid Game-ID!"
			} \
			"NotYourGame" {
				::CorrespondenceChess::updateConsole "info Not your game!"
			} \
			"NotYourTurn" {
				::CorrespondenceChess::updateConsole "info Not your turn!"
			} \
			"InvalidMove" {
				::CorrespondenceChess::updateConsole "info Invalid move!"
			} \
			"InvalidMoveNumber" {
				::CorrespondenceChess::updateConsole "info Invalid move number!"
			} \
			"NoDrawWasOffered" {
				::CorrespondenceChess::updateConsole "info No draw was offered!"
			} \
			"LostOnTime" {
				::CorrespondenceChess::updateConsole "info Lost on time!"
			} \
			"YouAreOnLeave" {
				::CorrespondenceChess::updateConsole "info You are on leave!"
			} \
			"MoveIsAmbigous" {
				::CorrespondenceChess::updateConsole "info Move is ambigous!"
			}
		}
	}

	#----------------------------------------------------------------------
	# Process all servers found in the global xfccrc and store the
	# games in path/.
	#----------------------------------------------------------------------
	proc ProcessAll {path} {
		global xfccrc

		# empty the state array
		set ::Xfcc::xfccstate {}

		set dom [dom parse $xfccrc]
		set doc [$dom documentElement]

		set aNodes [$doc selectNodes {/xfcc/server}]

		foreach srv $aNodes {
			set name     [::Xfcc::xmlencrypt [$srv selectNodes {string(name)}]]
			set uri      [::Xfcc::xmlencrypt [$srv selectNodes {string(uri)} ]]
			set username [::Xfcc::xmlencrypt [$srv selectNodes {string(user)}]]
			set password [::Xfcc::xmlencrypt [$srv selectNodes {string(pass)}]]
			set rating   [$srv selectNodes {string(rating)}]

			if {$rating == ""} {
				set rating "ICCF"
			}

			::CorrespondenceChess::updateConsole "info Processing $username\@$name..."
			set xml [::Xfcc::Receive $uri $username $password]
			::Xfcc::SOAPError $name $xml
			::Xfcc::WritePGN $path $name $rating $xml
			::Xfcc::PrintStatus $path $name $xml
		}
	}

	#----------------------------------------------------------------------
	# Recieve games via XFCC from the web service at uri using username
	# and password provided
	#----------------------------------------------------------------------
	proc Receive {uri username password} {
		# construct the SOAP-message for Xfcc Webservice
		set xmlmessage $::Xfcc::SOAPstart
			# generate the "Get my Games" call
			append xmlmessage {<GetMyGames xmlns="http://www.bennedik.com/webservices/XfccBasic">}
			append xmlmessage "<username>$username</username>"
			append xmlmessage "<password>$password</password>"
			append xmlmessage "</GetMyGames>"
		append xmlmessage $::Xfcc::SOAPend

		# send it to the web service note the space before the charset
		set token [::http::geturl $uri \
						-type "text/xml; charset=\"utf-8\"" \
						-query $xmlmessage]

		# retrieve result
		set xmlresult [::http::data $token]
		::http::cleanup $token

		###---###
		# if {[catch {open "/tmp/xfcc.xml" w} dbg]} {
		# 	::CorrespondenceChess::updateConsole "info ERROR: Unable ot open debug file";
		# } else {
		# 	puts $dbg $xmlresult
		# }
		# close $dbg
		###---###

		return $xmlresult
	}

	#----------------------------------------------------------------------
	# Send move via XFCC to the web service at uri using username
	# and password provided. Gameid is the unique id on the server,
	# move count the current move number, move the move to send in SAN,
	# comment the comment sent to the opponent. The other variables are
	# flags that might be true/false.
	#----------------------------------------------------------------------
	proc SendMove {uri username password gameid movecount move comment \
						resign acceptdraw offerdraw claimdraw} {

		# Encrypt textual entities to conform to XML
		set uri      [::Xfcc::xmlencrypt $uri]
		set username [::Xfcc::xmlencrypt $username]
		set password [::Xfcc::xmlencrypt $password]
		set comment  [::Xfcc::xmlencrypt $comment]

		set xmlmessage $::Xfcc::SOAPstart
			append xmlmessage {<MakeAMove xmlns="http://www.bennedik.com/webservices/XfccBasic">}
			append xmlmessage "<username>$username</username>"
			append xmlmessage "<password>$password</password>"
			append xmlmessage "<gameId>$gameid</gameId>"
			append xmlmessage "<resign>$resign</resign>"
			append xmlmessage "<acceptDraw>$acceptdraw</acceptDraw>"
			append xmlmessage "<movecount>$movecount</movecount>"
			append xmlmessage "<myMove>$move</myMove>"
			append xmlmessage "<offerDraw>$offerdraw</offerDraw>"
			append xmlmessage "<claimDraw>$claimdraw</claimDraw>"
			append xmlmessage "<myMessage>$comment</myMessage>"
			append xmlmessage "</MakeAMove>"
		append xmlmessage $::Xfcc::SOAPend

		# if {[catch {open "/tmp/send.xml" w} debug]} {
		# 	::CorrespondenceChess::updateConsole "info unable to open debug file..."
		# } else {
		# 	puts $debug $xmlmessage
		# }
		# close $debug

		# send it to the web service note the space before the charset
		set token [::http::geturl $uri \
						-type "text/xml; charset=\"utf-8\"" \
						-query $xmlmessage]

		# retrieve result
		set xmlresult [::http::data $token]
		::http::cleanup $token
		return $xmlresult
	}

	#----------------------------------------------------------------------
	# Send move to server, extracting login data first from config file
	#----------------------------------------------------------------------
	proc Send {name gameid movecount move comment \
				  resign acceptdraw offerdraw claimdraw} {
		global xfccrc

		set dom [dom parse $xfccrc]
		set doc [$dom documentElement]

		set aNodes [$doc selectNodes {/xfcc/server}]

		foreach srv $aNodes {
			set server   [$srv selectNodes {string(name)}]
			set uri      [$srv selectNodes {string(uri)}] 
			set username [$srv selectNodes {string(user)}]
			set password [$srv selectNodes {string(pass)}]
			
			if {$name == $server} {
				::CorrespondenceChess::updateConsole "info Processing $gameid for $username\@$name..."
				::CorrespondenceChess::updateConsole "info Sending $movecount\. $move \{$comment\}"

				if {$resign == "true"} {
					::CorrespondenceChess::updateConsole "info Resigning..."
				}
				if {$acceptdraw == "true"} {
					::CorrespondenceChess::updateConsole "info Accepting draw..."
				}
				if {$claimdraw == "true"} {
					::CorrespondenceChess::updateConsole "info Claiming draw..."
				}
				if {$offerdraw == "true"} {
					::CorrespondenceChess::updateConsole "info Offering draw..."
				}

				set xml [::Xfcc::SendMove $uri $username $password \
							$gameid $movecount $move $comment \
							$resign $acceptdraw $offerdraw $claimdraw]
				::Xfcc::SOAPError $name $xml

				# if {[catch {open "/tmp/answer.xml" w} debug]} {
				# 	::CorrespondenceChess::updateConsole "info unable to open debug file..."
				# } else {
				# 	puts $debug $xml
				# }
				# close $debug
			}
		}
	}

	#----------------------------------------------------------------------
	# Given the name of the Xfcc-Server and the XML-result from the web
	# server a PGN file with a single game is written. name is the name
	# of the server used for generation of the CmailGameID, xml is the
	# result from the web service. rating contains the string that
	# should be used to specify the rating system. It could be
	# something like Rating, Elo, ICCF, USCF, BCF etc. like usual in
	# Scid
	#----------------------------------------------------------------------
	proc WritePGN {path name rating xml} {

		# The following removes the SOAP-Envelope. tDOM does not seem to
		# like it for whatever reason, but it's not needed anyway.
		regsub -all {.*<GetMyGamesResult>} $xml {<GetMyGamesResult>} xml
		regsub -all {</GetMyGamesResult>.*} $xml {</GetMyGamesResult>} xml

		set dom [dom parse $xml]
		set doc [$dom documentElement]

		set aNodes [$doc selectNodes //XfccGame]
		foreach game $aNodes {

			set id           [::Xfcc::xmldecrypt [$game selectNodes {string(id)}]]
			set Event        [::Xfcc::xmldecrypt [$game selectNodes {string(event)}]]
			set Site         [::Xfcc::xmldecrypt [$game selectNodes {string(site)}]]
			set Date         [::Xfcc::xmldecrypt [$game selectNodes {string(eventDate)}]]
			set White        [::Xfcc::xmldecrypt [$game selectNodes {string(white)}]]
			set Black        [::Xfcc::xmldecrypt [$game selectNodes {string(black)}]]
			set WhiteElo     [::Xfcc::xmldecrypt [$game selectNodes {string(whiteElo)}]]
			set BlackElo     [::Xfcc::xmldecrypt [$game selectNodes {string(blackElo)}]]
			set TimeControl  [::Xfcc::xmldecrypt [$game selectNodes {string(timeControl)}]]
			set GameId       [::Xfcc::xmldecrypt [$game selectNodes {string(id)}]]
			set Source       [::Xfcc::xmldecrypt [$game selectNodes {string(gameLink)}]]
			set Round        [::Xfcc::xmldecrypt [$game selectNodes {string(round)}]]
			set Result       [::Xfcc::xmldecrypt [$game selectNodes {string(result)}]]
			set drawOffered  [::Xfcc::xmldecrypt [$game selectNodes {string(drawOffered)}]]
			set setup        [::Xfcc::xmldecrypt [$game selectNodes {string(setup)}]]
			set fen          [::Xfcc::xmldecrypt [$game selectNodes {string(fen)}]]
			set myTurn       [$game selectNodes {string(myTurn)}]
			set moves        [::Xfcc::xmldecrypt [$game selectNodes {string(moves)}]]
			set mess         [::Xfcc::xmldecrypt [$game selectNodes {string(message)}]]

			# These values may not be set, they were first introduced by
			# SchemingMind as extension to Xfcc.  If uppercase settings
			# (usual default) exist: use them and they should take
			# precedence. Note that the PNG header should use upper case
			# by convention
			set whiteCountry [::Xfcc::xmldecrypt [$game selectNodes {string(WhiteCountry)}]]
			set blackCountry [::Xfcc::xmldecrypt [$game selectNodes {string(BlackCountry)}]]
			set whiteIccfID  [::Xfcc::xmldecrypt [$game selectNodes {string(WhiteIccfID)}]]
			set blackIccfID  [::Xfcc::xmldecrypt [$game selectNodes {string(BlackIccfID)}]]
			set whiteFideID  [::Xfcc::xmldecrypt [$game selectNodes {string(WhiteFideID)}]]
			set blackFideID  [::Xfcc::xmldecrypt [$game selectNodes {string(BlackFideID)}]]
			set WhiteNA      [::Xfcc::xmldecrypt [$game selectNodes {string(WhiteNA)}]]
			set BlackNA      [::Xfcc::xmldecrypt [$game selectNodes {string(BlackNA)}]]

			if {$whiteCountry == ""} {
				set whiteCountry [::Xfcc::xmldecrypt [$game selectNodes {string(whiteCountry)}]]
			}
			if {$whiteIccfID == ""} {
				set whiteIccfID  [::Xfcc::xmldecrypt [$game selectNodes {string(whiteIccfID)}]]
			}
			if {$whiteFideID == ""} {
				set whiteFideID  [::Xfcc::xmldecrypt [$game selectNodes {string(whiteFideID)}]]
			}
			if {$blackCountry == ""} {
				set blackCountry [::Xfcc::xmldecrypt [$game selectNodes {string(blackCountry)}]]
			}
			if {$blackIccfID == ""} {
				set blackIccfID  [::Xfcc::xmldecrypt [$game selectNodes {string(blackIccfID)}]]
			}
			if {$blackFideID == ""} {
				set blackFideID  [::Xfcc::xmldecrypt [$game selectNodes {string(blackFideID)}]]
			}
			# White/BlackNA are normally left blank but if the user
			# allwos contain the mail addresses of the player
			if {$WhiteNA == ""} {
				set WhiteNA      [::Xfcc::xmldecrypt [$game selectNodes {string(whiteNA)}]]
			}
			if {$BlackNA == ""} {
				set BlackNA      [::Xfcc::xmldecrypt [$game selectNodes {string(blackNA)}]]
			}
			if {$WhiteNA == ""} {
				set WhiteNA "white@unknown.org"
			}
			if {$BlackNA == ""} {
				set BlackNA "black@unknown.org"
			}


			# get the variant as scid can not handle many of them.
			# a list of all possible tags can be found here:
			# http://wiki.schemingmind.com/PGNVariantValues
			# http://wiki.schemingmind.com/Variants
			set variant         [$game selectNodes {string(variant)}]

			set filename [file nativename [file join $path "$name-$id.pgn"]]
			file delete $filename

			# Drop games that are not "normal" chess as scid can not
			# handle variants. Note that the ICCF does not set the
			# variant flag. Additionally, it is enough to drop variant
			# games from the inbox to get proper playlists.
			if { ($Result == "Cancelled") } {
					::CorrespondenceChess::updateConsole "info $name-$id was cancelled...";
			} elseif {($variant == "chess") || ($variant == "") || ($variant == "randompieces") || ($variant == "upsidedown") || ($variant == "loosers") ||  ($variant == "nocastle")} {
				### --- Istvan --- ###
				### Racing Kings is not possible due to unambigious moves
				### that are ambigious if check is allowed
				### ($variant == "racingkings") ||
				### --- Istvan --- ###

				if {[catch {open $filename w} pgnF]} {
					::CorrespondenceChess::updateConsole "info ERROR: Unable to open config file $filename";
				} else {
					::CorrespondenceChess::updateConsole "info $name-$id..."
					puts $pgnF "\[Event \"$Event\"\]";
					puts $pgnF "\[Site \"$Site\"\]";
					puts $pgnF "\[Date \"$Date\"\]";
					puts $pgnF "\[Round \"$Round\"\]";
					puts $pgnF "\[White \"$White\"\]";
					puts $pgnF "\[Black \"$Black\"\]";
					puts $pgnF "\[White$rating \"$WhiteElo\"\]";
					puts $pgnF "\[Black$rating \"$BlackElo\"\]";
					puts $pgnF "\[TimeControl \"$TimeControl\"\]";
					puts $pgnF "\[GameId \"$GameId\"\]";
					puts $pgnF "\[Source \"$Source\"\]";
					puts $pgnF "\[WhiteNA \"$WhiteNA\"]";
					puts $pgnF "\[BlackNA \"$BlackNA\"]";
					puts $pgnF "\[Mode \"XFCC\"\]";
					puts $pgnF "\[CmailGameName \"$name-$id\"\]";

					if {$whiteCountry != ""} {
						puts $pgnF "\[WhiteCountry \"$whiteCountry\"\]";
					}
					if {$blackCountry != ""} {
						puts $pgnF "\[BlackCountry \"$blackCountry\"\]";
					}
					if {$whiteIccfID > 0} {
						puts $pgnF "\[WhiteIccfID \"$whiteIccfID\"\]";
					}
					if {$blackIccfID > 0} {
						puts $pgnF "\[BlackIccfID \"$blackIccfID\"\]";
					}
					if {$whiteFideID  > 0} {
						puts $pgnF "\[WhiteFideID \"$whiteFideID\"\]";
					}
					if {$blackFideID > 0} {
						puts $pgnF "\[BlackFideID \"$blackFideID\"\]";
					}
					if {$setup == "true"} {
						puts $pgnF "\[FEN \"$fen\"\]";
					}

					# add result to the header
					# Adjudication is handled like normal game results, that
					# is WhiteWins == WhiteWinAdjudicated etc.
					switch -regexp -- $Result \
					"Ongoing" {
						puts $pgnF "\[Result \"*\"\]\n";
					} \
					"AdjudicationPending" {
						puts $pgnF "\[Result \"*\"\]\n";
					} \
					"WhiteWin*" {
						puts $pgnF "\[Result \"1-0\"\]\n";
					} \
					"BlackWin*" {
						puts $pgnF "\[Result \"0-1\"\]\n";
					} \
					"Draw*" {
						puts $pgnF "\[Result \"1/2-1/2\"\]\n";
					} \
					"WhiteDefaulted" {
						puts $pgnF "\[Result \"0-1\"\]\n";
					} \
					"BlackDefaulted" {
						puts $pgnF "\[Result \"1-0\"\]\n";
					} \
					"BothDefaulted" {
						puts $pgnF "\[Result \"1/2-1/2\"\]\n";
					} \
					default {
						puts $pgnF "\[Result \"$Result\"\]\n";
					}

					# Add the game-id as comment before starting the game.
					# This might be helpfull on certain mobile devices, that
					# can not deal with extensive header information, e.g.
					# OpenChess on PalmOS.
					puts $pgnF "{$name-$id}"
					puts $pgnF $moves

					# If the PGN already ends with a comment, do not place
					# the message string afterwards as scid will then
					# discard the comment in the movelist.
					if {[string range $moves end end] != "\}"} {
						if {($myTurn == "true") && ($mess != "")} {
							puts -nonewline $pgnF "\{"
							puts -nonewline $pgnF $mess
							puts $pgnF "\}"
						}
					}
					# If a game has finished and a message is sent allways
					# add it here.
					if {($Result != "Ongoing") && ($mess != "")} {
						puts -nonewline $pgnF "\{"
						puts -nonewline $pgnF $mess
						puts $pgnF "\}"
					}

					# add result at the end
					switch -regexp -- $Result \
					"Ongoing" {
						puts $pgnF "*";
					} \
					"AdjudicationPending" {
						puts $pgnF "*";
					} \
					"WhiteWin*" {
						puts $pgnF "1-0\n";
					}\
					"BlackWin*" {
						puts $pgnF "0-1\n";
					}\
					"Draw*" {
						puts $pgnF "1/2-1/2\n";
					} \
					"WhiteDefaulted" {
						puts $pgnF "\{White Defaultet\} 0-1\n";
					}\
					"BlackDefaulted" {
						puts $pgnF "\{Black Defaultet\} 1-0\n";
					}\
					"BothDefaulted" {
						puts $pgnF "\{Both Defaultet\} 1/2-1/2\n";
					}
					close $pgnF
				}
			}
		}
	}

	#----------------------------------------------------------------------
	# Prints all status flags of the games in xml for server name.
	#----------------------------------------------------------------------
	proc PrintStatus {path name xml} {
		regsub -all {.*<GetMyGamesResult>} $xml {<GetMyGamesResult>} xml
		regsub -all {</GetMyGamesResult>.*} $xml {</GetMyGamesResult>} xml

		set dom [dom parse $xml]
		set doc [$dom documentElement]

		set aNodes [$doc selectNodes //XfccGame]
		foreach game $aNodes {
			set id              [$game selectNodes {string(id)}]
			set myTurn          [$game selectNodes {string(myTurn)}]
			set daysPlayer      [$game selectNodes {string(daysPlayer)}]
			set hoursPlayer     [$game selectNodes {string(hoursPlayer)}]
			set minutesPlayer   [$game selectNodes {string(minutesPlayer)}]
			set daysOpponent    [$game selectNodes {string(daysOpponent)}]
			set hoursOpponent   [$game selectNodes {string(hoursOpponent)}]
			set minutesOpponent [$game selectNodes {string(minutesOpponent)}]
			set drawOffered     [$game selectNodes {string(drawOffered)}]
			set setup           [$game selectNodes {string(setup)}]
			set fen             [$game selectNodes {string(fen)}]
			set variant         [$game selectNodes {string(variant)}]
			set noOpeningBooks  [$game selectNodes {string(noOpeningBooks)}]
			set noDatabases     [$game selectNodes {string(noDatabases)}]
			set noTablebases    [$game selectNodes {string(noTablebases)}]
			set noEngines       [$game selectNodes {string(noEngines)}]
			set Result          [$game selectNodes {string(result)}]
			set TimeControl     [$game selectNodes {string(timeControl)}]
			set mess            [::Xfcc::xmldecrypt [$game selectNodes {string(message)}]]
			set serverinfo      [::Xfcc::xmldecrypt [$game selectNodes {string(serverInfo)}]]

			# Set to official ICCF timing by default
			# as ICCF does not send TimeControl
			set TC "10/50d (?)"
			if { [regexp {\+} $TimeControl] } {
				set TC [split $TimeControl "+"]
				set gametime  [ expr {[lindex $TC 0] / 86400} ]
				set increment [ expr {[lindex $TC 1] / 86400} ]

				set TC $gametime
				append TC "d + "
				append TC $increment
				append TC "d (Fischer)"
			} elseif { [regexp {\/} $TimeControl] } {
				set TC [split $TimeControl "/"]
				set moves   [ expr {[lindex $TC 0]} ]
				set days    [ expr {[lindex $TC 1] / 86400 }]
				set TC $moves
				append TC " / "
				append TC $days
				append TC "d"
				# 10/50 is the official timing for ICCF
				if { ($moves == 10) && ($days == 50) } {
					set TC "$TC (ICCF)"
				}
			}

			set mytime  [expr $daysPlayer*24*60+$hoursPlayer*60+$minutesPlayer]
			set opptime [expr $daysOpponent*24*60+$hoursOpponent*60+$minutesOpponent]

			if {[$game selectNodes {string(hasWhite)}] == "true"} {
				set clockW [format "%2ud %2u:%2u" $daysPlayer $hoursPlayer $minutesPlayer]
				set clockB [format "%2ud %2u:%2u" $daysOpponent $hoursOpponent $minutesOpponent]
			} else {
				set clockB [format "%2ud %2u:%2u" $daysPlayer $hoursPlayer $minutesPlayer]
				set clockW [format "%2ud %2u:%2u" $daysOpponent $hoursOpponent $minutesOpponent]
			}
			lappend ::Xfcc::xfccstate [list \
				"$name-$id" \
				[list "myTurn" $myTurn] \
				[list "clockW" $clockW] \
				[list "clockB" $clockB] \
				[list "drawOffered"  $drawOffered ]\
				[list "setup" $setup] \
				[list "fen" $fen] \
				[list "variant" $variant] \
				[list "noOpeningBooks" $noOpeningBooks] \
				[list "noTablebases" $noTablebases] \
				[list "noDatabases" $noDatabases] \
				[list "noEngines" $noEngines] \
				[list "result" $Result] \
				[list "TimeControl" $TC] \
				[list "message" $mess] \
				[list "mytime" $mytime] \
				[list "opptime" $opptime] \
				[list "serverInfo" $serverinfo] ]
		}

		set filename [scidConfigFile xfccstate]
		file delete $filename

		if {[catch {open $filename w} stateF]} {
			::CorrespondenceChess::updateConsole "info ERROR: Unable to open state file $filename";
		} else {
			puts $stateF "# Scid options file"
			puts $stateF "# State file for correspondence chess"
			puts $stateF "# Version: $::scidVersion, $::scidVersionDate"
			puts $stateF "# This file is generated automatically. Do NOT edit."

			set ::Xfcc::update 1
			set ::Xfcc::lastupdate [clock seconds]
			set curtime [clock format $::Xfcc::lastupdate]
			puts $stateF "#"
			puts $stateF "# Last Update: $curtime"
			puts $stateF "#"
			foreach i { ::Xfcc::lastupdate     \
							::Xfcc::xfccstate } {
				puts $stateF "set $i [list [set $i]]"
			}
		}
		close $stateF

	}

	#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	# source the options file to overwrite the above setup
	if {[catch {source [scidConfigFile xfccstate]} ]} {
	} else {
	  ::splash::add "Xfcc state found and restored."
	}

}

#======================================================================
#
# Correspondence chess menues, dialogs and functions
#
#======================================================================






















#----------------------------------------------------------------------
# Correspnodence Chess functions
namespace eval CorrespondenceChess {

	# wether the console is already open or not
	set isOpen   0
	
	# default Database
	set CorrBase        [file nativename [file join $scidDataDir "Correspondence.si4"]]

	# incoming PGN files
	set Inbox           [file nativename [file join $scidDataDir "Inbox"]]
	# outgoing PGN files
	set Outbox          [file nativename [file join $scidDataDir "Outbox"]]

	# Connector config for game relay
	set Connector       [file nativename [file join $scidDataDir "connector.xml"]]

	# use internal xfcc-support
	set XfccInternal     1
	set xfccrcfile      [file nativename [file join $scidConfigDir "xfccrc"]]

	# Path for additional functions that should be available in the CC
	# window only. All files from here are sourced once the CC window
	# starts up.
	set PluginPath      [file nativename [file join $scidDataDir "Plugins/Correspondence"]]

	# external fetch  tool (eg. Xfcc)
	set XfccFetchcmd     "./Xfcc-Receive.pl"
	# external send tool (eg. Xfcc)
	set XfccSendcmd      "./Xfcc-Send.pl"

	# confirm before sending moves?
	set XfccConfirm          1

	# Relay games from ICCF: this list contains all MakeAMove-URLs for
	# the games to be relayed
	set RelayGames           {}

	# Show only games where the player has the move?
	set ListOnlyOwnMove      0
	# set sortoptlist        [list "Site, Event, Round, Result, White, Black" "My Time" "Time per Move" "Opponent Time"]
	
	# Sort criteria to use
	set CCOrderClassic       0
	set CCOrderMyTime        1
	set CCOrderTimePerMove   2
	set CCOrderStartDate     3
	set CCOrderOppTime       4

	# Which to use
	set ListOrder          $CCOrderClassic

	# email-programm capable of SMTP auth and attachements
	set mailer           "/usr/bin/nail"
	# mail a bcc of the outgoing mails to this address
	set bccaddr          ""
	# mailermode might be: mailx, mozilla, claws or mailurl
	set mailermode       "mailx"
	# parameter for attaching a file
	set attache          "-a"
	# parameter for the subject line
	set subject          "-s"

	set CorrSlot         -1

	# current number in game list
	set num              0

	# Content of CC windows games list
	set clipboardText    ""

	set glccstart        1
	set glgames          0


	#----------------------------------------------------------------------
	# Fetch a file via http
	#----------------------------------------------------------------------
	proc getPage { url } {
		set token [::http::geturl $url]
		set data [::http::data $token]
		::http::cleanup $token
		return $data
	}

	#----------------------------------------------------------------------
	# Open a File select dialog and returns the file selected
	# $i: title text after "Scid Correspondence Chess: Select "
	# $filespecs: the specs of the file (currently ignored)
	#----------------------------------------------------------------------
	proc chooseFile {i filespecs} {
		set idir [pwd]

		set fullname [tk_getOpenFile -initialdir $idir -title "Scid Correspondence Chess: Select $i"]
		if {$fullname == ""} { return }
	  
		return $fullname
	}

	#----------------------------------------------------------------------
	# Set the default correspondence base to the file selected.
	# Open Database works on that file, but in principle every other
	# DB of the type "Correspondence" can be used by just loading by
	# hand before using the CC features.
	#----------------------------------------------------------------------
	proc chooseCorrBase {} {
		global ::CorrespondenceChess::CorrBase

		set filetype { "Scid databases" {".si4" ".si"} }
		set CorrBase [chooseFile "default correspondence chess DB..." $filetype]
	}

	#----------------------------------------------------------------------
	# Choose the path where to fetch Xfcc-games to. All pgn-files in
	# this path are used as input so this offers a way to incorporate
	# cmail games as well.
	#----------------------------------------------------------------------
	proc chooseInbox    {} {
		global ::CorrespondenceChess::Inbox

		set filetype { "All files" {".*"} }
		set Inbox [file dirname [chooseFile "default correspondence chess Inbox..." $filetype]]
	}

	#----------------------------------------------------------------------
	# In Outbox a pgn-version of the game after the users move is
	# stored. This includes all variations and comments! For
	# incorporation of cmail they need to be stripped.
	#----------------------------------------------------------------------
	proc chooseOutbox   {} {
		global ::CorrespondenceChess::Outbox               \

		set filetype { "All files" {".*"} }
		set Outbox [file dirname [chooseFile "default correspondence chess Outbox..." $filetype]]
	}

	#----------------------------------------------------------------------
	# Xfcc fetching is done by an external utility, currently perl as
	# this eases up XML parsing a lot. Having it natively would be
	# desireable though. On the other hand an external utility could
	# also fetch cmail games or whatever other source as it will be
	# transparent to scid. It just has to write the CmailGameName extra
	# tag within the header to a unique ID.
	#----------------------------------------------------------------------
	proc chooseFetch    {} {
		global ::CorrespondenceChess::XfccFetchcmd

		set filetype { "All files" {".*"} }
		set XfccFetchcmd [chooseFile "default correspondence chess Fetch Tool..." $filetype]
	}

	#----------------------------------------------------------------------
	# Xfcc send utility. Similar to fetch but just the other way round
	# ;)
	#----------------------------------------------------------------------
	proc chooseSend     {} {
		global ::CorrespondenceChess::XfccSendcmd

		set filetype { "All files" {".*"} }
		set XfccSendcmd [chooseFile "default correspondence chess Send Tool..." $filetype]
	}

	#----------------------------------------------------------------------
	# Check for xfccrc
	#----------------------------------------------------------------------
	proc checkXfccrc {} {
		global ::CorrespondenceChess::xfccrcfile

		if {![file exists $xfccrcfile]} {
			if {[catch {open $xfccrcfile w} optionF]} {
				tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
					-message "Unable to write options file: $xfccrcfile\n$optionF"
			} else {
				puts $optionF "<?xml version=\"1.0\" encoding=\"utf-8\"?>"
				puts $optionF "<xfcc>"
				puts $optionF "<server>"
				puts $optionF "   <name>ServerName</name>"
				puts $optionF "   <uri>http://</uri>"
				puts $optionF "   <user>UserName</user>"
				puts $optionF "   <pass>PassWord</pass>"
				puts $optionF "</server>"
				puts $optionF "</xfcc>"
				close $optionF
			}
		}
	}
	
	#----------------------------------------------------------------------
	# Check for the default DB, create it if it does not exist.
	#----------------------------------------------------------------------
	proc checkCorrBase {} {
		global ::CorrespondenceChess::CorrBase

		if {![file exists $CorrBase]} {
			set currbase [sc_base current]
			set fName [file rootname $CorrBase]
			if {[catch {sc_base create $fName} result]} {
					tk_messageBox -icon warning -type ok -parent . \
						-title "Scid: Unable to create base" -message $result
			}
			# Type 6 == Correspondence chess
			sc_base type [sc_base current] 6
			sc_base close
			sc_base switch $currbase
		}
	}

	#----------------------------------------------------------------------
	# Check for In-/Outbox directories and create them if not avaiable
	#----------------------------------------------------------------------
	proc checkInOutbox {} {
		global scidDataDir ::CorrespondenceChess::Inbox ::CorrespondenceChess::Outbox

		if {[file exists $Inbox]} {
			if {[file isfile $Inbox]} {
				file rename -force $Inbox "$Inbox.bak"
				file mkdir $Inbox
			}
		} else {
			if {[catch { file mkdir "$Inbox" } result]} {
				set ::CorrespondenceChess::Inbox [file nativename [file join $scidDataDir "Inbox"]]
				file mkdir $Inbox
			}
		}

		if {[file exists $Outbox]} {
			if {[file isfile $Outbox]} {
				file rename -force $Outbox "$Outbox.bak"
				file mkdir $Outbox
			}
		} else {
			if {[catch { file mkdir "$Outbox" } result]} {
				set ::CorrespondenceChess::Inbox [file nativename [file join $scidDataDir "Outbox"]]
				file mkdir $Outbox
			}
		}
	}

	#----------------------------------------------------------------------
	# Save the Correspondence Chess options
	#----------------------------------------------------------------------
	proc saveCCoptions {} {
		set optionF ""
		if {[catch {open [scidConfigFile correspondence] w} optionF]} {
			tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
				-message "Unable to write options file: [scidConfigFile correspondence]\n$optionF"
		} else {
			# Check all paths etc. exist and contain valid data
			::CorrespondenceChess::checkInOutbox
			::CorrespondenceChess::checkXfccrc
			::CorrespondenceChess::checkCorrBase

			puts $optionF "# Scid options file"
			puts $optionF "# Version: $::scidVersion, $::scidVersionDate"
			puts $optionF "# This file contains commands in the Tcl language format."
			puts $optionF "# If you edit this file, you must preserve valid Tcl"
			puts $optionF "# format or it will not set your Scid options properly."
			puts $optionF ""

			foreach i { ::CorrespondenceChess::CorrBase       \
							::CorrespondenceChess::Inbox          \
							::CorrespondenceChess::Outbox         \
							::CorrespondenceChess::XfccFetchcmd   \
							::CorrespondenceChess::XfccSendcmd    \
							::CorrespondenceChess::mailer         \
							::CorrespondenceChess::bccaddr        \
							::CorrespondenceChess::mailermode     \
							::CorrespondenceChess::attache        \
							::CorrespondenceChess::subject        \
							::CorrespondenceChess::PluginPath     \
							::CorrespondenceChess::Connector      \
							::CorrespondenceChess::RelayGames     \
							::CorrespondenceChess::ListOrder  } {
				set path [set $i]

				puts $optionF "set $i [list [set $i]]"

				# If possible replace absolute path by a relative one to
				# $scidDataDir

				# first get rid of windows path separators as they get
				# interpreted by TCL
				# regsub -all {\\} $::scidDataDir "/" sdd
				# regsub -all {\\}  $path "/" pd

				# if { [regexp $sdd $pd] } {
				#	regsub -all $sdd $pd "scidDataDir" path
				#	# now convert back to nativename
				#	set path [file nativename $path]
				#	puts $optionF "set $i \$$path"
				#} else {
				#	puts $optionF "set $i [list [set $i]]"
				#}

			}
			foreach i { ::CorrespondenceChess::xfccrcfile     \
			} {
				puts $optionF "set $i [list [set $i]]"

				# set path [set $i]
				# regsub -all {\\} $::scidConfigDir "/" sdd
				# regsub -all {\\} $path "/" pd
				# if { [regexp $sdd $pd] } {
				#	regsub -all $sdd $pd "scidDataDir" path
				#	set path [file nativename $path]
				#	puts $optionF "set $i \$$path"
				#} else {
				#	puts $optionF "set $i [list [set $i]]"
				#}

			}
			if {$::CorrespondenceChess::XfccInternal < 0}  {
				puts $optionF {set ::CorrespondenceChess::XfccInternal 0}
			} else {
				puts $optionF "set ::CorrespondenceChess::XfccInternal $::CorrespondenceChess::XfccInternal"
			}
			if {$::CorrespondenceChess::XfccConfirm < 0}  {
				puts $optionF {set ::CorrespondenceChess::XfccConfirm 0}
			} else {
				puts $optionF "set ::CorrespondenceChess::XfccConfirm $::CorrespondenceChess::XfccConfirm"
			}
			if {$::CorrespondenceChess::ListOnlyOwnMove < 0}  {
				puts $optionF {set ::CorrespondenceChess::ListOnlyOwnMove 0}
			} else {
				puts $optionF "set ::CorrespondenceChess::ListOnlyOwnMove $::CorrespondenceChess::ListOnlyOwnMove"
			}

		}
		close $optionF
		set ::statusBar "Correspondence chess options were saved to: [scidConfigFile correspondence]"
	}

	#----------------------------------------------------------------------
	# yset / yview: enable synchronous scrolling of the CC game list, ie.
	# all text widgets involved scroll simultaneously by the same ammount
	# in the vertial direction.
	#----------------------------------------------------------------------
	proc yset {args} {
		set w .ccWindow
		eval [linsert $args 0 $w.bottom.ysc set]
		yview moveto [lindex [$w.bottom.ysc get] 0]
	}

	proc yview {args} {
		set w .ccWindow
		eval [linsert $args 0 $w.bottom.id      yview]
		eval [linsert $args 0 $w.bottom.toMove  yview]
		eval [linsert $args 0 $w.bottom.event   yview]
		eval [linsert $args 0 $w.bottom.site    yview]
		eval [linsert $args 0 $w.bottom.white   yview]
		eval [linsert $args 0 $w.bottom.black   yview]
		eval [linsert $args 0 $w.bottom.clockW  yview]
		eval [linsert $args 0 $w.bottom.clockB  yview]
		eval [linsert $args 0 $w.bottom.var     yview]
		eval [linsert $args 0 $w.bottom.feature yview]
	}

	#----------------------------------------------------------------------
	# Translate the local menu
	#----------------------------------------------------------------------
	proc doConfigMenus { } {
		set lang $::language

		if {! [winfo exists .ccWindow]} { 
			raiseWin .ccWindow
			return
		}

		set m .ccWindow.menu

		foreach idx {0 1} tag {CorrespondenceChess Edit} {
			configMenuText $m $idx $tag $lang
		}
		foreach idx {0 1 3 4 6 7 8 9 10 11 13 14} tag {CCConfigure CCConfigRelay CCRetrieve  CCInbox  CCSend  CCResign  CCClaimDraw CCOfferDraw CCAcceptDraw CCGamePage  CCNewMailGame CCMailMove } {
			configMenuText $m.correspondence $idx $tag $lang
		}
		foreach idx {0 } tag { CCEditCopy } {
			configMenuText $m.edit $idx $tag $lang
		}
	}

	#----------------------------------------------------------------------
	# Call the web page of the game. The URL is extracted from the
	# Source tag that is stored with each game.
	#----------------------------------------------------------------------
	proc CallWWWGame {} {
		::CorrespondenceChess::updateConsole "Calling web page..."
		set Extra  [sc_game tags get Extra]
		set extraTagsList [split $Extra "\n"]
		set source ""
		foreach i $extraTagsList {
			if { [string equal -nocase [lindex $i 0] "Source" ] } {
				set source [string range $i 8 end-1]
				openURL $source
			}
		}
	}

	#----------------------------------------------------------------------
	# Store the relays list, but only those URLs that match
	# iccf-webchess' games page.
	#----------------------------------------------------------------------
	proc RelaysOK { } {
		global ::CorrespondenceChess::RelayGames

		set w .editCCRelays

		if {[catch {open $::CorrespondenceChess::Connector r} connectF]} {
				set Title "Error"
				append Error "$::CorrespondenceChess::Connector\n"
				append Error [::tr CCErrDirNotUsable]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
				return
		} else {
			set connectxml [read $connectF]

			set dom [dom parse $connectxml]
			set doc [$dom documentElement]
			set aNodes [$doc selectNodes {/connector/server}]
			set number   0
			foreach srv $aNodes {
				set stripforid   [$srv selectNodes {string(stripforid)}]

				set text [string trim [$w.f.text get 1.0 end]]
				set ::CorrespondenceChess::RelayGames {}
				foreach game [split $text "\n"] {
					set game [string trim $game]
					if {[string match "*$stripforid*" $game]} {
						lappend ::CorrespondenceChess::RelayGames $game
					}
				} 
			}
			close $connectF
		}

		::CorrespondenceChess::saveCCoptions
		destroy .editCCRelays
	}

	#----------------------------------------------------------------------
	# Configure the games to be relayed from ICCF Webchess
	#----------------------------------------------------------------------
	proc ConfigureRelay { } {
		global ::CorrespondenceChess::RelayGames

		puts stderr $::CorrespondenceChess::Connector
		if {![file exists $::CorrespondenceChess::Connector]} {
				if {[catch {open $::CorrespondenceChess::Connector w} connectF]} {

				} else {
					puts $connectF "<?xml version=\"1.0\" encoding=\"utf-8\"?>"
					puts $connectF "<connector>";
					puts $connectF "\t<server>";
					puts $connectF "\t\t<name>ICCF</name>";
					puts $connectF "\t\t<stripforid>http://www.iccf-webchess.com/MakeAMove.aspx\?id=</stripforid>";
					puts $connectF "\t\t<pgnbaseurl>http://www.iccf-webchess.com/GetPGN.aspx?id=</pgnbaseurl>";
					puts $connectF "\t\t<cmailprefix>game</cmailprefix>";
					puts $connectF "\t</server>";
					puts $connectF "</connector>";
					close $connectF
				}
		}

		if {[catch {open $::CorrespondenceChess::Connector r} connectF]} {
				set Title "Error"
				append Error "$::CorrespondenceChess::Connector\n"
				append Error [::tr CCErrDirNotUsable]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
				return
		} else {
			close $connectF
			set w .editCCRelays
			set oldRelays $::CorrespondenceChess::RelayGames

			if {[winfo exists $w]} { return }
			toplevel $w
			::setTitle $w [::tr "CCDlgConfigRelay"]

			autoscrollframe $w.desc text $w.desc.text \
					-background gray90 -foreground black \
					-width 60 -height 7 -wrap word -cursor top_left_arrow
			$w.desc.text insert end [::tr "CCDlgConfigRelayHelp"]
			$w.desc.text configure -state disabled
			pack $w.desc -side top -fill x

			pack [ttk::frame $w.b] -side bottom -fill x
			autoscrollframe $w.f text $w.f.text -width 60 -height 10 -wrap none

			foreach g $::CorrespondenceChess::RelayGames {
				$w.f.text insert end "$g\n"
			}
			pack $w.f -side top -fill both -expand yes

			ttk::button $w.b.ok -text OK -command {
					::CorrespondenceChess::RelaysOK
			}
			ttk::button $w.b.cancel -text $::tr(Cancel) -command "grab release $w; destroy $w"
			pack $w.b.cancel $w.b.ok -side right -padx 5 -pady 5
		}
	}

	#----------------------------------------------------------------------
	# Fetch PGN file of games to be relayed and put them with the
	# proper header tags into Scids inbox for display
	# As parameter use the MakeAMove-URL from ICCF.
	# Currently only relaying from ICCF is supported.
	#----------------------------------------------------------------------
	proc RelayGames { gameurl } {
		global ::CorrespondenceChess::Inbox

		if {[catch {open $::CorrespondenceChess::Connector r} connectF]} {
			::CorrespondenceChess::updateConsole "info ERROR: Unable ot open connector $::CorrespondenceChess::Connector";
		} else {

			set connectxml [read $connectF]

			set dom [dom parse $connectxml]
			set doc [$dom documentElement]
			set aNodes [$doc selectNodes {/connector/server}]
			set number   0
			foreach srv $aNodes {
				set name         [$srv selectNodes {string(name)}]
				set stripforid   [$srv selectNodes {string(stripforid)}]
				set pgnbaseurl   [$srv selectNodes {string(pgnbaseurl)}]
				set cmailprefix  [$srv selectNodes {string(cmailprefix)}]

				if {[regexp "$stripforid" $gameurl]} {

					regsub -all "$stripforid" $gameurl {} gameid

					::CorrespondenceChess::updateConsole "info Fetching $gameid from $name";
					set cmailgamename   "$cmailprefix$gameid"
					set pgnurl          "$pgnbaseurl$gameid"

					# convert from latin-1 to utf-8
					set pgn [encoding convertfrom iso8859-1 [::CorrespondenceChess::getPage $pgnurl ]]

					# split by line endings for insertion of necessary header tags
					set gamelist [split $pgn {
}]

					set filename [file nativename [file join $::CorrespondenceChess::Inbox "$cmailgamename.pgn"]]

					if {[catch {open $filename w} pgnF]} {
						::CorrespondenceChess::updateConsole "info ERROR: Unable to open $filename";
					} else {
						foreach line $gamelist {
							if {[string match "*Result *" $line]} {
								puts $pgnF $line
								puts $pgnF "\[CmailGameName \"$cmailgamename\"\]"
								puts $pgnF "\[Source \"$gameurl\"\]"
								puts $pgnF "\[Mode \"Relay\"\]"
							} else {
								puts $pgnF $line
							}
						}
						close $pgnF
					}
				}

			}
		}
		close $connectF
	}

	#----------------------------------------------------------------------
	# Resize the console window
	#----------------------------------------------------------------------
	proc ConsoleResize {} {
		set w .ccWindow

		# unbind configure event
		bind $w <Configure> {}

		# get old window width and height
		set oldheight $::winHeight($w)
		set oldwidth  $::winWidth($w)

		# get the new window width and height
		set temp [wm geometry $w]
		set n [scan $temp "%dx%d+%d+%d" width height x y]

		if {$height > 0 && $width > 0} {
			if {$height != $oldheight} {
				# resize the table of games
				foreach col {id toMove event site white black clockW clockB var feature} {
					$w.bottom.$col  configure -height $height
				}
				# record the new size
				recordWinSize $w
				# set the windows size to this new size explicitly to
				# avoid flicker
				setWinSize $w
			}
		}
		recordWinSize $w
		# rebind the configure event
		bind $w <Configure> { ::CorrespondenceChess::ConsoleResize }
	}

	#----------------------------------------------------------------------
	# Allow to disable engine analysis in case engines are not allowed
	# for the ongoing game.
	#----------------------------------------------------------------------
	proc EnableEngineAnalysis {on} {
	
		if {$on == 0} {
			set m .menu.tools
			$m entryconfigure 0 -state disabled
			$m entryconfigure 1 -state disabled
			$m entryconfigure 2 -state disabled
			$m entryconfigure 3 -state disabled

			# disable hotkeys, needs to be done for each window
			foreach w { .maintWin .sortWin .playerInfoWin .repWin \
							.fics .metadataWindow .crosstabWin .ecograph \
							.glistWin .plist .statsWin .baseWin .tourney \
							.pgnWin .main .nedit .ccWindow } {
			
				if {[winfo exists $w]} {
					bind $w <Control-A> {}
					bind $w <Control-Shift-2> {}
					bind $w <F2> {}
					bind $w <F3> {}
				}
			}
		} else {
			set m .menu.tools
			$m entryconfigure 0 -state normal
			$m entryconfigure 1 -state normal
			$m entryconfigure 2 -state normal
			$m entryconfigure 3 -state normal

			# disable hotkeys, needs to be done for each window
			foreach w { .maintWin .sortWin .playerInfoWin .repWin \
							.fics .metadataWindow .crosstabWin .ecograph \
							.glistWin .plist .statsWin .baseWin .tourney \
							.pgnWin .main .nedit .ccWindow } {
			
				if {[winfo exists $w]} {
					bind $w <Control-A> makeAnalysisWin
					bind $w <Control-Shift-2> "makeAnalysisWin 2"
					bind $w <F2> "::makeAnalysisWin 1 0"
					bind $w <F3> "::makeAnalysisWin 2 0"
				}
			}
		}
	}

	#----------------------------------------------------------------------
	# Copy the games list as CSV (tab separated) to the clipboard
	#----------------------------------------------------------------------
	proc List2Clipboard {} {
		clipboard clear
		clipboard append $::CorrespondenceChess::clipboardText
	}

	#----------------------------------------------------------------------
	# Generate the Correspondence Chess Window. This Window offers a
	# console displaying whats going on and which game is displayed
	# plus a gmae list containing current games synced in and their
	# status. Xfcc offers quite some information here whereas eMail
	# relies mostly on the user.
	# Additionally this window contains the buttons for easy navigation
	# and in case of Xfcc the special moves availabe (resign etc.)
	#----------------------------------------------------------------------
	proc CCWindow {} {
		global scidDataDir helpMessage

		set w .ccWindow
		if {[winfo exists .ccWindow]} {
			focus .
			destroy .ccWindow
			set ::CorrespondenceChess::isOpen 0
			return
		}
		set ::CorrespondenceChess::isOpen 1

		::createToplevel $w
		::setTitle $w [::tr "CorrespondenceChess"]

		# hook up with scids geometry manager
		setWinLocation $w
		setWinSize $w

		# enable the standard shortcuts
		standardShortcuts $w

		::CorrespondenceChess::EnableEngineAnalysis 0

		# create the menu and add default CC menu items here as well
		menu $w.menu
		::setMenu $w $w.menu
		set m $w.menu
		$w.menu add cascade -label CorrespondenceChess -menu $w.menu.correspondence
		$w.menu add cascade -label Edit                -menu $w.menu.edit
		foreach i {correspondence edit} {
			menu $w.menu.$i -tearoff 0
		}

		$m.correspondence add command -label CCConfigure   -command {::CorrespondenceChess::config}
		set helpMessage($m.correspondence,0) CCConfigure
		$m.correspondence add command -label CCConfigRelay -command {::CorrespondenceChess::ConfigureRelay}
		set helpMessage($m.correspondence,1) CCConfigRelay

		$m.correspondence add separator
		$m.correspondence add command -label CCRetrieve    -command { ::CorrespondenceChess::FetchGames }
		set helpMessage($m.correspondence,3) CCRetrieve

		$m.correspondence add command -label CCInbox       -command { ::CorrespondenceChess::ReadInbox }
		set helpMessage($m.correspondence,4) CCInbox

		$m.correspondence add separator
		$m.correspondence add command -label CCSend        -command {::CorrespondenceChess::SendMove 0 0 0 0}
		set helpMessage($m.correspondence,6) CCSend
		$m.correspondence add command -label CCResign      -command {::CorrespondenceChess::SendMove 1 0 0 0}
		set helpMessage($m.correspondence,7) CCResign
		$m.correspondence add command -label CCClaimDraw   -command {::CorrespondenceChess::SendMove 0 1 0 0}
		set helpMessage($m.correspondence,8) CCClaimDraw
		$m.correspondence add command -label CCOfferDraw   -command {::CorrespondenceChess::SendMove 0 0 1 0}
		set helpMessage($m.correspondence,9) CCOfferDraw
		$m.correspondence add command -label CCAcceptDraw  -command {::CorrespondenceChess::SendMove 0 0 0 1}
		set helpMessage($m.correspondence,10) CCAcceptDraw
		$m.correspondence add command -label CCGamePage    -command {::CorrespondenceChess::CallWWWGame}
		set helpMessage($m.correspondence,11) CCGamePage
		$m.correspondence add separator
		$m.correspondence add command -label CCNewMailGame -command {::CorrespondenceChess::newEMailGame}
		set helpMessage($m.correspondence,13) CCNewMailGame
		$m.correspondence add command -label CCMailMove    -command {::CorrespondenceChess::eMailMove}
		set helpMessage($m.correspondence,14) CCMailMove

		$m.edit add command -label CCEditCopy -accelerator "Ctrl+C" -command { ::CorrespondenceChess::List2Clipboard }

		# Translate the menu
		::CorrespondenceChess::doConfigMenus

		ttk::frame $w.top
		ttk::frame $w.bottom

		pack $w.top -anchor w -expand no
		pack $w.bottom -fill both -expand yes

		ttk::scrollbar $w.top.ysc        -command { .ccWindow.top.console yview }
		text      $w.top.console    -height 3 -width 80 -wrap word -yscrollcommand "$w.top.ysc set"
		ttk::button    $w.top.retrieveCC -image tb_CC_Retrieve        -command {::CorrespondenceChess::FetchGames}
		ttk::button    $w.top.sendCC     -image tb_CC_Send            -command {::CorrespondenceChess::SendMove 0 0 0 0}
		ttk::button    $w.top.delinbox   -image tb_CC_delete          -command {::CorrespondenceChess::EmptyInOutbox}

		ttk::button    $w.top.openDB     -text  [::tr "CCOpenDB"]     -command {::CorrespondenceChess::OpenCorrespondenceDB}
		ttk::button    $w.top.inbox      -text  [::tr "CCInbox"]      -command {::CorrespondenceChess::ReadInbox}

		ttk::button    $w.top.resign     -text  [::tr "CCResign"]     -state disabled -command {::CorrespondenceChess::SendMove 1 0 0 0}
		ttk::button    $w.top.claimDraw  -text  [::tr "CCClaimDraw"]  -state disabled -command {::CorrespondenceChess::SendMove 0 1 0 0}
		ttk::button    $w.top.offerDraw  -text  [::tr "CCOfferDraw"]  -state disabled -command {::CorrespondenceChess::SendMove 0 0 1 0}
		ttk::button    $w.top.acceptDraw -text  [::tr "CCAcceptDraw"] -state disabled -command {::CorrespondenceChess::SendMove 0 0 0 1}

		ttk::button    $w.top.help       -image tb_help -width 24 -command { helpWindow CCIcons }

		ttk::label $w.top.plugins    -image tb_CC_spacer  -takefocus 0
		ttk::label $w.top.onoffline  -image tb_CC_offline -takefocus 0


		::utils::tooltip::Set $w.top.retrieveCC [::tr "CCFetchBtn"]
		::utils::tooltip::Set $w.top.sendCC     [::tr "CCSendBtn"]
		::utils::tooltip::Set $w.top.delinbox   [::tr "CCEmptyBtn"]
		::utils::tooltip::Set $w.top.help       [::tr "CCHelpBtn"]
		::utils::tooltip::Set $w.top.onoffline  [clock format $::Xfcc::lastupdate]

 		grid $w.top.retrieveCC  -stick ewns  -column  0 -row 0
 		grid $w.top.openDB      -stick ew    -column  0 -row 1 -columnspan 2
 		grid $w.top.inbox       -stick ew    -column  0 -row 2 -columnspan 2
 
 		grid $w.top.sendCC      -stick ewns  -column  1 -row 0

		grid $w.top.console                  -column  4 -row 0 -columnspan 8
		grid $w.top.ysc         -stick ns    -column 13 -row 0 
		grid $w.top.help        -stick nsew  -column 14 -row 0 -columnspan 2

		grid $w.top.delinbox    -stick ewns  -column  5 -row 1 -rowspan 2
		grid $w.top.onoffline                -column  6 -row 1
		grid $w.top.plugins                  -column  6 -row 2

		grid $w.top.resign      -stick ew    -column  7 -row 1

		grid $w.top.claimDraw   -stick ew    -column  7 -row 2
		grid $w.top.offerDraw   -stick ew    -column  8 -row 2
		grid $w.top.acceptDraw  -stick ew    -column  9 -row 2

		# build the table in the bottom frame. This table of text widgets has to
		# scroll syncronously!
		ttk::scrollbar $w.bottom.ysc      -command ::CorrespondenceChess::yview

		set height $::winHeight($w)
		set width  $::winWidth($w)

		text $w.bottom.id       -cursor top_left_arrow -font font_Small -height $height -width 15 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.toMove   -cursor top_left_arrow -font font_Small -height $height -width 4  -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.event    -cursor top_left_arrow -font font_Small -height $height -width 10 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.site     -cursor top_left_arrow -font font_Small -height $height -width 10 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.white    -cursor top_left_arrow -font font_Small -height $height -width 15 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.black    -cursor top_left_arrow -font font_Small -height $height -width 15 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.clockW   -cursor top_left_arrow -font font_Small -height $height -width 10 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.clockB   -cursor top_left_arrow -font font_Small -height $height -width 10 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.var      -cursor top_left_arrow -font font_Small -height $height -width 3  -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset
		text $w.bottom.feature  -cursor top_left_arrow -font font_Small -height $height -width 16 -setgrid 1 -relief flat -wrap none -yscrollcommand ::CorrespondenceChess::yset

		grid $w.bottom.id       -column  0 -row 1
		grid $w.bottom.toMove   -column  1 -row 1
		grid $w.bottom.event    -column  2 -row 1
		grid $w.bottom.site     -column  3 -row 1
		grid $w.bottom.white    -column  4 -row 1
		grid $w.bottom.black    -column  5 -row 1
		grid $w.bottom.clockW   -column 15 -row 1
		grid $w.bottom.clockB   -column 16 -row 1
		grid $w.bottom.var      -column 17 -row 1
		grid $w.bottom.feature  -column 18 -row 1
		grid $w.bottom.ysc      -column 19 -row 1 -stick ns

		# Copy games list to clipboard
		bind $w <Control-Insert> { ::CorrespondenceChess::List2Clipboard }
		bind $w <Control-c>      { ::CorrespondenceChess::List2Clipboard }

		# Handle scrolling in the games list by keyboard
		bind $w <Control-Up>     { ::CorrespondenceChess::PrevGame}
		bind $w <Control-Down>   { ::CorrespondenceChess::NextGame}
		bind $w <Up>         { ::CorrespondenceChess::yview scroll -1 units}
		bind $w <Down>       { ::CorrespondenceChess::yview scroll  1 units}
		bind $w <Prior>      { ::CorrespondenceChess::yview scroll -1 pages}
		bind $w <Next>       { ::CorrespondenceChess::yview scroll  1 pages}
		bind $w <MouseWheel> { ::CorrespondenceChess::yview scroll [expr {- (%D / 120)}] units}

		# Help
		bind $w <F1>        { helpWindow Correspondence}
		bind $w "?"         { helpWindow CCIcons}

		bind $w <Configure> { ::CorrespondenceChess::ConsoleResize }
		bind $w <Destroy>   { ::CorrespondenceChess::EnableEngineAnalysis 1
			set ::CorrespondenceChess::isOpen 0 }

		foreach f [glob -nocomplain [file join "$CorrespondenceChess::PluginPath" *]] {
			$w.top.plugins    configure -image tb_CC_pluginactive
			source $f
		}

		::createToplevelFinalize $w
	}

	#--------------------------------------------------------------------------
	# Updates the game list with another event and all data available.
	# This just adds another line at the end of the current list, hence
	# the list has to be emptied if all games are resynced in.
	#--------------------------------------------------------------------------
	proc updateGamelist {id toMove event site date white black clockW \
								clockB var db books tb engines wc bc mess TC \
								lastmove drawoffer } {
		global ::CorrespondenceChess::num
		global ::CorrespondenceChess::clipboardText

		set w .ccWindow

		#----------------------------------------------------------------------
		# Layout for the gamelist: Xfcc offers more information about
		# the ongoing game then eMail, hence more is presented to the
		# user. ToMove and featrues use icons for easy reading.
		# Xfcc:
		# ID | ToMove? | White | Black | Event | Site | ClockW | ClockB # | Var | features
		# eMail:
		# ID |         | White | Black | Event | Site |        |         |     |

		foreach tag {id toMove event site white black clockW clockB var feature} {
			# enable additions
			$w.bottom.$tag      configure -state normal
			# make each line high enough for the icons to be placed
			$w.bottom.$tag      image create end -align center -image tb_CC_spacer
		}

		# Calculate the TimeDiff between the event date and the current
		# date. This diff is used to mark event that have not yet
		# started.
		set TimeDiff [expr [clock seconds] - [clock scan $date -format "%Y.%m.%d"] ]

		if { $::Xfcc::update > 0 } {
			$w.top.onoffline  configure -image tb_CC_online
			::utils::tooltip::Set $w.top.onoffline  [clock format $::Xfcc::lastupdate]
		}

		if {$mess != ""} {
			set curpos [$w.bottom.id index insert]
			$w.bottom.id image create end -align center -image tb_CC_message
			set endpos [$w.bottom.id index insert]

			$w.bottom.id tag add idmsg$id $curpos $endpos
			::utils::tooltip::SetTag $w.bottom.id "$mess" idmsg$id
		}
		# add the game id. Note the \n at the end is necessary!
		set curpos [$w.bottom.id index insert]
		$w.bottom.id      insert end "$id\n"
		set endpos [$w.bottom.id index insert]
		$w.bottom.id tag add id$id $curpos $endpos
		::utils::tooltip::SetTag $w.bottom.id "$id" id$id

		# ToMove may contain a mixture of text for game results plus
		# several icons displayin the current game status.
		if { (($clockW == " 0d  0: 0") || ($clockB == " 0d  0: 0")) && (($toMove == "yes") || ($toMove == "no")) } {
				$w.bottom.toMove image create end -align center -image tb_CC_outoftime
		}

		set text ""
		switch -regexp -- $toMove \
		"1-0" {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image $::board::letterToPiece(K)25
			$w.bottom.toMove  insert end " $toMove"
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove ($toMove)"
		} \
		"0-1" {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image $::board::letterToPiece(k)25
			$w.bottom.toMove  insert end " $toMove"
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove ($toMove)"
		} \
		" = " {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image tb_CC_draw
			$w.bottom.toMove  insert end "$toMove"
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove ($toMove)"
		} \
		"yes" {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image tb_CC_yourmove
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove"
		} \
		"no"  {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image tb_CC_oppmove
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove"
		} \
		" ? " {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove  insert end "$toMove"
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove"
		} \
		"POS" {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image tb_CC_postal
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove"
		} \
		"EML" {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image tb_CC_envelope
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove"
		} \
		"REL" {
			set curpos [$w.bottom.toMove index insert]
			$w.bottom.toMove image create end -align center -image tb_CC_relay
			set endpos [$w.bottom.toMove index insert]
			set text "$lastmove"
		}
		$w.bottom.toMove tag add toMove$id $curpos $endpos
		::utils::tooltip::SetTag $w.bottom.toMove "$text" toMove$id
		$w.bottom.toMove insert end "\n"


		# Add textual information to the edit fields
		set curpos [$w.bottom.event index insert]
		$w.bottom.event   insert end "$event\n"
		set endpos [$w.bottom.event index insert]
		$w.bottom.event tag add event$id $curpos $endpos


		set curpos [$w.bottom.site index insert]
		$w.bottom.site    insert end "$site\n"
		set endpos [$w.bottom.site index insert]
		$w.bottom.site tag add site$id $curpos $endpos
		::utils::tooltip::SetTag $w.bottom.site "$site" site$id

		if {$wc != ""} {
			if {[lsearch [image names] $wc] > -1} {
				$w.bottom.white   image create end -align center -image $wc
				$w.bottom.white   insert end " "
			} else {
				puts stderr "$wc does not exist"
			}
		}
		$w.bottom.white   insert end "$white\n"

		if {$bc != ""} {
			if {[lsearch [image names] $bc] > -1} {
				$w.bottom.black   image create end -align center -image $bc
				$w.bottom.black   insert end " "
			} else {
				puts stderr "$bc does not exist"
			}
		}
		$w.bottom.black   insert end "$black\n"

		$w.bottom.clockW  insert end "$clockW\n"
		$w.bottom.clockB  insert end "$clockB\n"
		$w.bottom.var     insert end "$var\n"

		# Xfcc defines noDB, noTablebase no etc.pp. Hence check for
		# false to display the icons for allowed features.
		if {$db == "false"} {
			$w.bottom.feature image create end -align center -image tb_CC_database
		}
		if {$books == "false"} {
			$w.bottom.feature image create end -align center -image tb_CC_book
		}
		if {$tb == "false"} {
			$w.bottom.feature image create end -align center -image tb_CC_tablebase
		}
		if {!($engines == "true")} {
			$w.bottom.feature image create end -align center -image tb_CC_engine
		}

		$w.bottom.feature insert end "\n"

		# Link the click on each field to jump to this specific game
		# easily, then lock the entry field from changes by the user.
		# SetSelection just sets the global $num to the actual row the
		# user clicked. This has to be a global variable and it has to
		# be passed to the ProcessServerResult mascaraded to prevent
		# from interpretation. See also Scids gamelist.
		foreach tag {id toMove event site white black clockW clockB var feature} {
			bind $w.bottom.$tag <Button-1> {
				::CorrespondenceChess::SetSelection %x %y
				::CorrespondenceChess::ProcessServerResult $::CorrespondenceChess::num
				break }
			# lock the area from changes
			$w.bottom.$tag configure -state disable
		}

		if {$TimeDiff < -1} {
			foreach col {id toMove event site} {
				$w.bottom.$col tag configure $col$id -foreground DarkGray -font font_Bold
			}
			::utils::tooltip::SetTag $w.bottom.event "$event\nTime: $TC\n\nStart: $date" event$id
		} else {
			::utils::tooltip::SetTag $w.bottom.event "$event\nTime: $TC" event$id
		}

		regsub -all "flag_"  $wc "" wc1
		regsub -all "flag_"  $bc "" bc1

		set wc1 [string toupper $wc1]
		set bc1 [string toupper $bc1]

		set ::CorrespondenceChess::clipboardText "$::CorrespondenceChess::clipboardText\n$id\t $event\t$site\t$date\t$white\t$black\t$wc1\t$bc1\t$clockW\t$clockB\t$toMove\t$mess\t$lastmove\t$var\t$db\t$books\t$tb\t$engines\t$TC"
	}

	#----------------------------------------------------------------------
	# Visually highlight line $::CorrespondenceChess::num
	#----------------------------------------------------------------------
	proc SetHighlightedLine {} {
		global ::CorrespondenceChess::num 
		set gamecount $::CorrespondenceChess::glgames

		# remove old highlighting
		foreach col {id toMove event site white black clockW clockB var feature} {
			.ccWindow.bottom.$col tag remove highlight 1.0 end
		}

		# highlight current games line
		foreach col {id toMove event site white black clockW clockB var feature} {
			.ccWindow.bottom.$col tag add highlight $num.0 [expr {$num+1}].0 
			.ccWindow.bottom.$col tag configure highlight -background lightYellow2 -font font_Bold
		}
		updateConsole "info: switched to game $num/$gamecount"
	}

	#----------------------------------------------------------------------
	# Set the global $num to the row the user clicked upon
	#----------------------------------------------------------------------
	proc SetSelection {xcoord ycoord} {
		global ::CorrespondenceChess::num 
		set gamecount $::CorrespondenceChess::glgames

		set num [expr {int([.ccWindow.bottom.id index @$xcoord,$ycoord]) + $::CorrespondenceChess::glccstart - 1 }]

		# Prevent clicking beyond the last game
		if { $num > $gamecount } {
				set num $gamecount
		}

		SetHighlightedLine
	}

	#----------------------------------------------------------------------
	# Empties the gamelist and reset global $num. This should be done
	# once the games are (re)synchronised.
	#----------------------------------------------------------------------
	proc emptyGamelist {} {
		set w .ccWindow
		foreach tag {id toMove event site white black clockW clockB var feature} {
			# unlock the list
			$w.bottom.$tag      configure -state normal
			# delete it
			$w.bottom.$tag      delete 1.0 end
		}
		# reset the number of processed games
		set ::CorrespondenceChess::num 0
		set ::CorrespondenceChess::clipboardText ""

	}

	#----------------------------------------------------------------------
	# Add a line to the status console
	#----------------------------------------------------------------------
	proc updateConsole {line} {
		set t .ccWindow.top.console
		if { [winfo exists $t] } {
			$t insert end "$line\n"
			$t yview moveto 1
		}
	}

	#----------------------------------------------------------------------
	# Opens a config dialog to set the default parameters. Currently
	# they are not stored to scids setup though.
	#----------------------------------------------------------------------
	proc config {} {
		set w .correspondenceChessConfig
		if { [winfo exists $w]} { 
			raiseWin $w
			return
		}
		toplevel $w
		wm title $w [::tr "CCDlgConfigureWindowTitle"]

		set ::CorrespondenceChess::sortoptlist [list \
			[::tr "CCOrderClassicTxt"] \
			[::tr "CCOrderMyTimeTxt"] \
			[::tr "CCOrderTimePerMoveTxt"] \
			[::tr "CCOrderStartDate"] \
			[::tr "CCOrderOppTimeTxt"] \
		]


		ttk::button $w.bOk     -text OK -command {
				::CorrespondenceChess::saveCCoptions
				destroy .correspondenceChessConfig
		}
		ttk::button $w.bCancel -text [::tr "Cancel"] -command "destroy $w"

		ttk::label  $w.lgeneral -text [::tr "CCDlgCGeneraloptions"]
		ttk::label  $w.ldb      -text [::tr "CCDlgDefaultDB"]
		ttk::label  $w.linbox   -text [::tr "CCDlgInbox"]
		ttk::label  $w.loutbox  -text [::tr "CCDlgOutbox"]

		ttk::label  $w.lxfccrc  -text [::tr "CCDlgXfcc"]

		ttk::label  $w.lxfcc    -text [::tr "CCDlgExternalProtocol"]
		ttk::label  $w.lfetch   -text [::tr "CCDlgFetchTool"]
		ttk::label  $w.lsend    -text [::tr "CCDlgSendTool"]
		ttk::label  $w.lsortopt -text [::tr "CCDlgSortOption"]

		ttk::label  $w.lemail   -text [::tr "CCDlgEmailCommunication"]
		ttk::label  $w.lmailx   -text [::tr "CCDlgMailPrg"]
		ttk::label  $w.lbccaddr -text [::tr "CCDlgBCCAddr"]

		ttk::label  $w.lmoderb  -text [::tr "CCDlgMailerMode"]
		ttk::label  $w.lmoderb1 -text [::tr "CCDlgThunderbirdEg"]
		ttk::label  $w.lmoderb2 -text [::tr "CCDlgMailUrlEg"]
		ttk::label  $w.lmoderb3 -text [::tr "CCDlgClawsEg"]
		ttk::label  $w.lmoderb4 -text [::tr "CCDlgmailxEg"]

		ttk::label  $w.lattache -text [::tr "CCDlgAttachementPar"]
		ttk::label  $w.lsubject -text [::tr "CCDlgSubjectPar"]

		ttk::checkbutton $w.internalXfcc -text [::tr "CCDlgInternalXfcc"] \
			-variable ::CorrespondenceChess::XfccInternal

		ttk::checkbutton $w.confirmXfcc -text [::tr "CCDlgConfirmXfcc"] \
			-variable ::CorrespondenceChess::XfccConfirm

		ttk::checkbutton $w.onlyOwnMove -text [::tr "CCDlgListOnlyOwnMove"] \
			-variable ::CorrespondenceChess::ListOnlyOwnMove

		ttk::scrollbar $w.ysc    -command { .correspondenceChessConfig.sortopt yview }
		listbox   $w.sortopt -height 3 -width 60 -exportselection 0 -selectmode single -list ::CorrespondenceChess::sortoptlist -yscrollcommand "$w.ysc set"
		$w.sortopt selection set $::CorrespondenceChess::ListOrder
		bind .correspondenceChessConfig.sortopt <<ListboxSelect>> {
			set ::CorrespondenceChess::ListOrder [ .correspondenceChessConfig.sortopt curselection ]
		}

		ttk::button $w.xfconf  -text [::tr CCConfigure] -command { ::CorrespondenceChess::checkXfccrc
			::Xfcc::config $::CorrespondenceChess::xfccrcfile}

		if {$::CorrespondenceChess::XfccInternal < 0} {
			$w.internalXfcc configure -state disabled
			$w.xfconf       configure -state disabled
		}

		ttk::entry  $w.db      -width 60 -textvariable ::CorrespondenceChess::CorrBase
		ttk::entry  $w.inbox   -width 60 -textvariable ::CorrespondenceChess::Inbox
		ttk::entry  $w.outbox  -width 60 -textvariable ::CorrespondenceChess::Outbox

		ttk::entry  $w.xfccrc  -width 60 -textvariable ::CorrespondenceChess::xfccrcfile
		ttk::entry  $w.fetch   -width 60 -textvariable ::CorrespondenceChess::XfccFetchcmd
		ttk::entry  $w.send    -width 60 -textvariable ::CorrespondenceChess::XfccSendcmd

		ttk::entry  $w.mailx   -width 60 -textvariable ::CorrespondenceChess::mailer
		ttk::entry  $w.bccaddr -width 60 -textvariable ::CorrespondenceChess::bccaddr
		ttk::entry  $w.attache -width 30 -textvariable ::CorrespondenceChess::attache
		ttk::entry  $w.subject -width 30 -textvariable ::CorrespondenceChess::subject

		ttk::radiobutton $w.moderb1 -text "Mozilla"  -value "mozilla" -variable ::CorrespondenceChess::mailermode
		ttk::radiobutton $w.moderb2 -text "Mail-URL" -value "mailurl" -variable ::CorrespondenceChess::mailermode
		ttk::radiobutton $w.moderb3 -text "Claws"    -value "claws"   -variable ::CorrespondenceChess::mailermode
		ttk::radiobutton $w.moderb4 -text "mailx"    -value "mailx"   -variable ::CorrespondenceChess::mailermode

		ttk::button $w.bdb     -text "..." -command {::CorrespondenceChess::chooseCorrBase }
		ttk::button $w.binbox  -text "..." -command {::CorrespondenceChess::chooseInbox    }
		ttk::button $w.boutbox -text "..." -command {::CorrespondenceChess::chooseOutbox   }
		ttk::button $w.bfetch  -text "..." -command {::CorrespondenceChess::chooseFetch    }
		ttk::button $w.bsend   -text "..." -command {::CorrespondenceChess::chooseSend     }

		grid $w.lgeneral                  -column 0 -row  0 -columnspan 3 -pady 10

		grid $w.ldb          -sticky e    -column 0 -row  1
		grid $w.db           -sticky w    -column 1 -row  1 -columnspan 2
		grid $w.bdb          -sticky w    -column 3 -row  1
		grid $w.linbox       -sticky e    -column 0 -row  2
		grid $w.inbox        -sticky w    -column 1 -row  2 -columnspan 2
		grid $w.binbox       -sticky w    -column 3 -row  2
		grid $w.loutbox      -sticky e    -column 0 -row  3
		grid $w.outbox       -sticky w    -column 1 -row  3 -columnspan 2
		grid $w.boutbox      -sticky w    -column 3 -row  3

		grid $w.internalXfcc -sticky w    -column 1 -row  4 -pady 10
		grid $w.xfconf                    -column 2 -row  4 -columnspan 2
		grid $w.lxfccrc      -sticky e    -column 0 -row  4
		grid $w.lxfcc                     -column 0 -row  5 -columnspan 3 -pady 10
		grid $w.xfccrc       -sticky w    -column 1 -row  5 -columnspan 2

		grid $w.lfetch       -sticky e    -column 0 -row  6
		grid $w.fetch        -sticky w    -column 1 -row  6 -columnspan 2
		grid $w.bfetch       -sticky w    -column 3 -row  6
		grid $w.lsend        -sticky e    -column 0 -row  7
		grid $w.send         -sticky w    -column 1 -row  7 -columnspan 2
		grid $w.bsend        -sticky w    -column 3 -row  7


		grid $w.confirmXfcc  -sticky w    -column 1 -row  8
		grid $w.onlyOwnMove  -sticky w    -column 2 -row  8
		grid $w.lsortopt     -sticky e    -column 0 -row  9
		grid $w.sortopt      -sticky w    -column 1 -row  9 -columnspan 2
		grid $w.ysc          -sticky wns  -column 3 -row 9

		grid $w.lemail                    -column 0 -row 10 -columnspan 3 -pady 10

		grid $w.lmailx       -sticky e    -column 0 -row 11
		grid $w.mailx        -sticky w    -column 1 -row 11 -columnspan 2
		grid $w.lbccaddr     -sticky e    -column 0 -row 12
		grid $w.bccaddr      -sticky w    -column 1 -row 12 -columnspan 2

		grid $w.lmoderb      -sticky e    -column 0 -row 13
		grid $w.lmoderb1     -sticky w    -column 2 -row 13 -columnspan 2
		grid $w.lmoderb2     -sticky w    -column 2 -row 14 -columnspan 2
		grid $w.lmoderb3     -sticky w    -column 2 -row 15 -columnspan 2
		grid $w.lmoderb4     -sticky w    -column 2 -row 16 -columnspan 2
		grid $w.moderb1      -sticky w    -column 1 -row 13
		grid $w.moderb2      -sticky w    -column 1 -row 14
		grid $w.moderb3      -sticky w    -column 1 -row 15
		grid $w.moderb4      -sticky w    -column 1 -row 16

		grid $w.lattache     -sticky e    -column 0 -row 18
		grid $w.attache      -sticky w    -column 1 -row 18 -columnspan 2

		grid $w.lsubject     -sticky e    -column 0 -row 19
		grid $w.subject      -sticky w    -column 1 -row 19 -columnspan 2


		# Buttons and ESC-key
		grid $w.bOk          -column 0    -row 20 -pady 10 -columnspan 2
		grid $w.bCancel      -column 1    -row 20 -pady 10
		bind $w <Escape> "$w.bCancel invoke"

		bind $w <F1> { helpWindow CCSetupDialog}
	}

	#----------------------------------------------------------------------
	# startEmailGame: create an empty new game and set the header for
	# to a cmail compatible format with the parameters entered by the
	# user (own and opponent names and mail addresses and unique id)
	#----------------------------------------------------------------------
	proc startEmailGame {ownname ownmail oppname oppmail gameid} {
		global ::CorrespondenceChess::Inbox

		# the following header tags have to be in this form for cmail to
		# recognise the mail as an eMail correspondence game.
		# Additonally scid searched for some of them to retrieve mail
		# addresses automagically and also to recognise this game as
		# eMail and not Xfcc.
		set Event         "Email correspondence game"
		set Site          "NET"
		set Round         "-"
		set CmailGameName "CmailGameName \"$gameid\""
		set WhiteNA       "WhiteNA \"$ownmail\""
		set BlackNA       "BlackNA \"$oppmail\""
		set whiteCountry  "WhiteCountry \"EUR\""
		set blackCountry  "BlackCountry \"EUR\""

		set Mode          "Mode \"EM\""

		set year          [::utils::date::today year]
		set month         [::utils::date::today month]
		set day           [::utils::date::today day]
		set today         "$year.$month.$day"

		# add a new game
		::game::Clear

		# set the header tags
		sc_game tags set -event     $Event
		sc_game tags set -site      $Site
		sc_game tags set -round     $Round
		sc_game tags set -white     $ownname
		sc_game tags set -black     $oppname
		sc_game tags set -date      $today
		sc_game tags set -eventdate $today

		# add cmails extra header tags
		sc_game tags set -extra [list $CmailGameName $WhiteNA $BlackNA $whiteCountry $blackCountry $Mode]

		updateBoard -pgn
		updateTitle
		updateMenuStates

		# Call gameSave with argument 0 to append to the current
		# database. This also gives the Save-dialog for additional user
		# values.
		gameSave 0

		# construct a PGN in Inbox for CC gamelist to work
		set pgnfile "[file join $Inbox $gameid].pgn"
		sc_base export "current" "PGN" $pgnfile -append 0 -comments 0 -variations 0 \
					-space 1 -symbols 0 -indentC 0 -indentV 0 -column 0 -noMarkCodes 0 -convertNullMoves 1

		::CorrespondenceChess::ReadInbox
	}

	#----------------------------------------------------------------------
	# Generate a new email correspondence game in the style of cmail,
	# but with a friendly dialog presented to the user instead of
	# somewhat cryptic command line parameters.
	# This procedure adds a new game to the Correspondence DB and fills
	# in the header appropriately.
	#----------------------------------------------------------------------
	proc newEMailGame {} {
		global ::CorrespondenceChess::CorrSlot

		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB
		# Only proceed if a correspondence DB is already loaded
		if {$CorrSlot > -1} {
			set w .wnewEMailGame
			if { [winfo exists $w]} { return }
			toplevel $w
			wm title $w [::tr "CCDlgStartEmail"]

			set ownemail   ::CorrespondenceChess::bccaddr
			set ownname    ""
			set oppemail   ""
			set oppname    ""
			set gameid     ""

			ttk::label  $w.lownname -text [::tr CCDlgYourName]
			ttk::label  $w.lownmail -text [::tr CCDlgYourMail]
			ttk::label  $w.loppname -text [::tr CCDlgOpponentName]
			ttk::label  $w.loppmail -text [::tr CCDlgOpponentMail]
			ttk::label  $w.lgameid  -text [::tr CCDlgGameID]

			ttk::entry  $w.ownname -width 40 -textvariable ownname
			ttk::entry  $w.ownmail -width 40 -textvariable $ownemail
			ttk::entry  $w.oppname -width 40 -textvariable oppname
			ttk::entry  $w.oppmail -width 40 -textvariable oppemail
			ttk::entry  $w.gameid  -width 40 -textvariable gameid

			ttk::button $w.bOk     -text OK -command {
				::CorrespondenceChess::startEmailGame \
						[.wnewEMailGame.ownname get] \
						[.wnewEMailGame.ownmail get] \
						[.wnewEMailGame.oppname get] \
						[.wnewEMailGame.oppmail get] \
						[.wnewEMailGame.gameid  get]
				destroy .wnewEMailGame
			}
			ttk::button $w.bCancel -text [::tr "Cancel"] -command "destroy $w"

			grid $w.lownname   -sticky e -column 0 -row 0
			grid $w.lownmail   -sticky e -column 0 -row 1
			grid $w.loppname   -sticky e -column 0 -row 2
			grid $w.loppmail   -sticky e -column 0 -row 3
			grid $w.lgameid    -sticky e -column 0 -row 4

			grid $w.ownname    -sticky w -column 1 -row 0 -columnspan 2
			grid $w.ownmail    -sticky w -column 1 -row 1 -columnspan 2
			grid $w.oppname    -sticky w -column 1 -row 2 -columnspan 2
			grid $w.oppmail    -sticky w -column 1 -row 3 -columnspan 2
			grid $w.gameid     -sticky w -column 1 -row 4 -columnspan 2

			# Buttons and ESC-key
			grid $w.bOk       -column 1 -row  5 -pady 10
			grid $w.bCancel   -column 2 -row  5 -pady 10
			bind $w <Escape> "$w.bCancel invoke"
			bind $w <F1> { helpWindow CCeMailChess}
		}
	}

	#----------------------------------------------------------------------
	# Call an external program via a proper shell
	# open and exec call the external without a shell environment
	# For Windows make sure that the executable uses its short name
	#     catch {set mailer [file attributes $mailer -shortname]}
	# or it resides in a path without spaces
	# For Windows quoting is not possible as usual, < and > are not allowed
	# as textual arguments even if quoted properly.
	#----------------------------------------------------------------------
	proc CallExternal {callstring {param ""}} {
		global windowsOS

		if {$windowsOS} {
			# On Windows, use the "start" command:
			if {[string match $::tcl_platform(os) "Windows NT"]} {
				catch {exec $::env(COMSPEC) /c "$callstring $param" &}
			} else {
				catch {exec start "$callstring $param" &}
			}
		} else {
			# On Unix just call the shell with the converter tool
			catch {exec /bin/sh -c "$callstring $param" &}
		}
	}

	#----------------------------------------------------------------------
	# Check wether a Correspondence Database is loaded. Note that the
	# first one found is used as reference DB for game processing.
	#----------------------------------------------------------------------
	proc CheckForCorrDB {} {
		global ::windows::switcher::base_types
		global ::CorrespondenceChess::Inbox ::CorrespondenceChess::Outbox
		global ::CorrespondenceChess::CorrSlot

		set CorrSlot -1
		if {$CorrSlot < 0} {
			# check for the status window to exist, if not open it
			if {![winfo exists .ccWindow]} {
				::CorrespondenceChess::CCWindow
			}

			# check for In/Outbox to exist and be accessible
			if { [file exists $Inbox] == 0  && ([file isdirectory $Inbox] == 0) } {
				set Title [::tr CCDlgTitNoInbox]
				set Error [::tr CCErrInboxDir]
				append Error "\n   $Inbox\n"
				append Error [::tr CCErrDirNotUsable]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
				return
			}
			if { ([file exists $Outbox] == 0) && ([file isdirectory $Outbox] == 0) } {
				set Title [::tr CCDlgTitNoOutbox]
				set Error [::tr CCErrOutboxDir]
				append Error "\n   $Outbox\n"
				append Error [::tr CCErrDirNotUsable]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
				return
			}

			set typeCorr [lsearch $base_types {Correspondence chess} ]
			for {set x 1} {$x <= [ expr [sc_base count]-1 ]} {incr x} {
					set type [sc_base type $x]
					if {$type == $typeCorr} {
						.ccWindow.top.openDB configure -state disabled
						set CorrSlot $x
						break
					}
			}
			if {$CorrSlot < 0} {
				set Title [::tr CCDlgTitNoCCDB]
				set Error [::tr CCErrNoCCDB]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
			}
		}
	}

	#----------------------------------------------------------------------
	# Opens the DB holding the correspondence games
	#----------------------------------------------------------------------
	proc OpenCorrespondenceDB {} {
		global ::CorrespondenceChess::CorrBase

		## set fName [file rootname $CorrBase]
		set fName $CorrBase

		if {[catch {::file::Open $fName} result]} {
			set err 1
			tk_messageBox -icon warning -type ok -parent . \
				-title "Scid: Error opening file" -message $result
		} else {
			if {[file extension $fName] == ".si3"} {
				# file has been converted to si4
				set CorrBase "[file rootname $CorrBase].si4"
				::CorrespondenceChess::saveCCoptions
			}
			set ::initialDir(base) [file dirname $fName]
		}
		::windows::gamelist::Refresh
		::tree::refresh
		::windows::stats::Refresh
		updateMenuStates
		updateBoard -pgn
		updateTitle
		updateStatusBar

		::CorrespondenceChess::CheckForCorrDB
	}

	#----------------------------------------------------------------------
	# Search for a game by Event, Site, White, Black and CmailGameName
	# This has to result in only one game matching the criteria. 
	# No problem with cmail and Xfcc as GameIDs are unique.
	#----------------------------------------------------------------------
	proc SearchGame {Event Site White Black CmailGameName result refresh} {
		global ::CorrespondenceChess::CorrSlot

		# switch to the Correspondence Games DB
		sc_base switch $CorrSlot
		set move ""

		set sPgnlist {}
		lappend sPgnlist [string trim $CmailGameName]


		# Clear really all filters including potential Tree filters
		# based on current position.  It is imperative to search the
		# whole DB regardless of context to find the game that needs to
		# be updated. Otherwise dupes and unpredictable behaviour will
		# result.
		sc_filter clear

		# Search the header for the game retrieved. Use as much info as
		# possible to get a unique result. In principle $sPgnList should
		# be enough. However searching indexed fields speeds up things
		# a lot in case of large DBs. Also: disregard deleted games,
		# this avoids the necessity to compact a db in case of
		# accidential duplication of a game.
		# -filter 2: Ignore previous searches
		set str [sc_search header \
					-event $Event    \
					-site $Site      \
					-white $White    \
					-black $Black    \
					-pgn $sPgnlist   \
					-fDelete no      \
					-filter 2        \
					-gameNumber [list 1 -1] \
					]

		CorrespondenceChess::updateConsole "info: search [sc_filter count]"

		# There should be only one result. If so, load it and place the
		# game pointer to the end of the game ::game::Load also handles
		# board rotation if Player Names are set up correctly.
		if {[sc_filter count] == 1} {
			set filternum [sc_filter first]

			# Refresh windows only if necessary
			if {$refresh == 1} {
				# ::game::Load  also checks the dirty flag and asks to
				# save the game in case necessary.
				::game::Load $filternum
			} else {
				sc_game load $filternum
			}

			set Mode [::CorrespondenceChess::CheckMode]

			sc_move end
			# Number of moves in the current DB game
			set mnCorr [expr {[sc_pos moveNumber]-1}]
			set side   [sc_pos side]

			# Number of moves in the new game in Clipbase
			sc_base switch "clipbase"
			sc_move end
			set mnClip [sc_pos moveNumber]

			if {$side == "white"} {
				set plyStart [expr {$mnCorr*2-1}]
			} else {
				set plyStart [expr {$mnCorr*2}]
			}

			set side   [sc_pos side]
			if {$side == "white"} {
				set plyEnd [expr {$mnClip*2-1}]
			} else {
				set plyEnd [expr {$mnClip*2}]
			}

			# Check if the games mainline in DB contains more ply than
			# the game in the clipbase. If so inform the user.
			if {($plyEnd-$plyStart < 2) && ($Mode == "XFCC") && ($result == "*")} {
				set Title [::tr CCDlgDBGameToLong]
				set Error [::tr CCDlgDBGameToLongError]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message "$Error $mnClip (= ply $plyEnd)"
			}

			# Add moves from the relayed games if the mode is not Postal.
			# On mixed ICCF Events also the ICCF server deliveres an
			# empty game via Xfcc, therefore this check is required
			if {$Mode != "Postal"} {

				# Add moves from clipbase to the DB game. This keeps
				# comments, but requires that tries are inserted as variants
				# as it is always appended to the end of the game
				for {set x $plyStart} {$x < $plyEnd} {incr x} {
					set basecomment  ""
					set comment      ""

					sc_base switch "clipbase"

					# move to the beginning of the new part
					sc_move start
					sc_move forward [expr {$x+1}]

					# Get the move in _untranslated_ form...
					set move [sc_game info nextMoveNT]
					# ... move on one ply ...
					sc_move forward
					# ... and get the comment
					set comment [sc_pos getComment]

					# switch to Correspondence DB and add the move and comment
					sc_base switch     $CorrSlot
					sc_move addSan     $move

					# Get the comment stored in the base for comparison
					set basecomment [sc_pos getComment]

					# Some servers keep old comments within the game
					# (SchemingMind) some don't (ICCF). Try to preserve
					# comments inserted by the user as well as add new
					# responses properly.
					set sbasecomment ""
					set scomment     ""

					# Strip of [%ccsnt...] like comments (SchemingMind time stamps)
					regsub -all {\[.*\]} $basecomment   "" sbasecomment
					regsub -all {^\s*}   $sbasecomment  "" sbasecomment
					# Strip of "Name: " to compare original text entered by
					# the user only.
					regsub -all "$White:" $sbasecomment "" sbasecomment
					regsub -all "$Black:" $sbasecomment "" sbasecomment

					# Same for the game delivered by Xfcc
					regsub -all {\[.*\]}  $comment      "" scomment
					regsub -all {^\s*}    $scomment     "" scomment
					regsub -all "$White:" $scomment     "" scomment
					regsub -all "$Black:" $scomment     "" scomment

					# Check what to preserve and which comment to set.
					if { [string length $sbasecomment] == 0} {
						sc_pos setComment "$comment"
					} elseif { [string length $scomment] < [string length $sbasecomment ]} {
						# base contains more text than the one retrieved
						if { [string first $scomment $sbasecomment] < 0 } {
							sc_pos  setComment "$basecomment $comment"
						}
					} else {
						# retrieved game contains more text than the stored
						if { [string first $sbasecomment $scomment] < 0 } {
							sc_pos setComment "$basecomment $comment"
						} else {
							sc_pos setComment "$comment"
						}
					}
				}
				sc_game tags set -result $result
				sc_base switch $CorrSlot
				sc_game save $filternum

				# Only refresh when SearchGame was triggered by the user,
				# otherwise just reload the game but leave the window in
				# state to save considerable amount of time
				if {$refresh == 1} {
					::game::Load $filternum
				} else {
					sc_game load $filternum
				}
			} else {
				# only switch to base for postal games
				sc_base switch $CorrSlot
			}
		} elseif {[sc_filter count] == 0} {
			# No matching game found, add it as a new one
			# Clear the current game first, then just paste the clipboard
			# game as it is. No need to do something as complex as for
			# already existing games above.
			game::Clear
			sc_clipbase paste
			# append the current game without asking and the header
			# supplied
			# gameAdd gets confused here with with an altered game opeing
			# another dialogue besides the save game
			sc_game save 0

			CorrespondenceChess::updateConsole "info: new game added"
		} else {
			if {[winfo exists .glistWin]} {
				raise .glistWin
			} else {
				::windows::gamelist::Open
			}
			set Title [::tr CCDlgDuplicateGame]
			set Error [::tr CCDlgDuplicateGameError]
			tk_messageBox -icon warning -type ok -parent . \
				-title $Title -message $Error
		}
		::notify::DatabaseChanged
	}

	#----------------------------------------------------------------------
	# If a Correspondence DB is loaded, switch to the clipbase and
	# use the game with the given id to find headers. 
	# PGN file and jump to the game number given. Then extract the
	# header tags and call "SearchGame" to display the game in question
	# to the user.
	#----------------------------------------------------------------------
	proc ProcessServerResult {game} {
		global ::CorrespondenceChess::CorrSlot
		global emailData

		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB
		# Only proceed if a correspondence DB is already loaded
		if {$CorrSlot > -1} {
			sc_base switch "clipbase"
			sc_game load $game

			# get the header
			set Event  [sc_game tags get Event]
			set Site   [sc_game tags get Site ]
			set White  [sc_game tags get White]
			set Black  [sc_game tags get Black]
			set Extra  [sc_game tags get Extra]
			set result [sc_game tags get Result]
			# CmailGameName is an extra header :(
			set extraTagsList [split $Extra "\n"]

			# ... extract it as it contains the unique ID
			foreach i $extraTagsList {
				if { [string equal -nocase [lindex $i 0] "CmailGameName" ] } {
					set CmailGameName [string range $i 15 end-1]
				}
			}

			# set these variables for email games where they get no
			# values otherwise
			set noENG     "false"
			set drawoffer "false"
			# Search the game in the correspondence DB and display it
			foreach xfccextra $::Xfcc::xfccstate {
				if { [string equal -nocase [lindex $xfccextra 0] "$CmailGameName" ] } {
					foreach i $xfccextra {
						if { [string equal -nocase [lindex $i 0] "noEngines" ] } {
							set noENG [string range $i 10 end]
						}
						if { [string equal -nocase [lindex $i 0] "drawOffered" ] } {
							set drawoffer [string range $i 12 end]
						}
					}
				}
			}
			if {$noENG == "true"} {
				::CorrespondenceChess::EnableEngineAnalysis 0
			} else {
				::CorrespondenceChess::EnableEngineAnalysis 1
			}

			# After this search the windows need to be refreshed to show
			# the current state
			SearchGame $Event $Site $White $Black $CmailGameName $result 1

			set Mode [::CorrespondenceChess::CheckMode]

			# hook up with the old email manager: this implements the
			# manual timestamping required
			if {($Mode == "EM") || ($Mode == "Relay") || ($Mode == "Postal")} {
				set emailData [::tools::email::readOpponentFile]
				set done 0
				set idx  0
				# search through the whole list and check if the current
				# game was already defined to be an email game.
				foreach dataset $emailData {
					if { [lindex $dataset 0] == $CmailGameName} {
						set done 1
						# add the received flag and date
						::tools::email::addSentReceived $idx r
					}
					incr idx
				}
				if {$done < 1} {
					set idx [llength $emailData]
					lappend emailData [list "" "" "" "" ""]
					set emailData [lreplace $emailData $idx $idx \
									  [list "$CmailGameName" "somewhere@somehost.org" "scid game" [sc_filter first] "-- " ]]
					::tools::email::writeOpponentFile $emailData
					::tools::email::refresh
					# add the received flag and date
					::tools::email::addSentReceived $idx r
				}
			}
			# Jump to the end of the game and update the display
			::move::End
			if {$drawoffer == "true"} {
				.ccWindow.top.acceptDraw configure -state normal
				set comment   [sc_pos getComment]
				set drwstr    "- [::tr Draw] -"
				if { [regexp "$drwstr" $comment] } {
				} else {
					sc_pos setComment "$comment $drwstr"
					updateBoard -pgn
				}
			} else {
				.ccWindow.top.acceptDraw configure -state disabled
			}


			# Set some basic info also to the button tooltips
			::utils::tooltip::Set .ccWindow.top.resign     "$CmailGameName: $Event\n$Site\n\n$White - $Black"
			::utils::tooltip::Set .ccWindow.top.claimDraw  "$CmailGameName: $Event\n$Site\n\n$White - $Black"
			::utils::tooltip::Set .ccWindow.top.acceptDraw "$CmailGameName: $Event\n$Site\n\n$White - $Black"
			::utils::tooltip::Set .ccWindow.top.offerDraw  "$CmailGameName: $Event\n$Site\n\n$White - $Black"
		}
	}

	#----------------------------------------------------------------------
	# Checks the mode of the current game and return it (EM or XFCC).
	# Additionally update the button status in the Console window
	# accordingly and update the console itself with $Event, Mode and
	# $Site.
	#----------------------------------------------------------------------
	proc CheckMode {} {
		set Event [sc_game tags get Event]
		set Site  [sc_game tags get Site]
		set Extra [sc_game tags get Extra]
		# CmailGameName is an extra header :(
		set extraTagsList [split $Extra "\n"]

		# ... extract it as it contains the unique ID
		foreach i $extraTagsList {
			if { [string equal -nocase [lindex $i 0] "Mode" ] } {
				set Mode [string range $i 6 end-1]
			}
		}

		set m .menu.play.correspondence

		# do not set state of top.acceptDraw as this is set dynamically
		if {($Mode == "EM") || ($Mode == "Relay") || ($Mode == "Postal")} {
			if {$Mode == "EM"} {
				::CorrespondenceChess::updateConsole "info Event: $Event (eMail-based)"
			} elseif {$Mode == "Relay"} {
				::CorrespondenceChess::updateConsole "info Event: $Event (observed)"
			} elseif {$Mode == "Postal"} {
				::CorrespondenceChess::updateConsole "info Event: $Event (postal)"
			}

			# eMail/postal games: manual handling for resign and draw is
			# needed, no standard way/protocol exists => disable the
			# buttons and menue entries accordingly
			.ccWindow.top.resign     configure -state disabled
			.ccWindow.top.claimDraw  configure -state disabled
			.ccWindow.top.offerDraw  configure -state disabled
			# .ccWindow.top.acceptDraw configure -state disabled

			$m entryconfigure 8 -state disabled
			$m entryconfigure 9 -state disabled
			$m entryconfigure 10 -state disabled
			$m entryconfigure 11 -state disabled
		} else {
			.ccWindow.top.resign     configure -state normal
			.ccWindow.top.claimDraw  configure -state normal
			.ccWindow.top.offerDraw  configure -state normal
			# .ccWindow.top.acceptDraw configure -state normal
			::CorrespondenceChess::updateConsole "info Event: $Event (Xfcc-based)"

			$m entryconfigure 8 -state normal
			$m entryconfigure 9 -state normal
			$m entryconfigure 10 -state normal
			$m entryconfigure 11 -state normal
		}
		::CorrespondenceChess::updateConsole "info Site: $Site"

		return $Mode
	}

	#----------------------------------------------------------------------
	# Search the previous game from the input file in the correspondence DB
	# If at last game already nothing happens
	#----------------------------------------------------------------------
	proc PrevGame {} {
		global ::CorrespondenceChess::CorrSlot ::CorrespondenceChess::num
		set gamecount $::CorrespondenceChess::glgames

		busyCursor .
		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB
		if {$CorrSlot > -1} {
			if {$num > 1} {
				set num [expr {$num - 1}]
				SetHighlightedLine
				::CorrespondenceChess::ProcessServerResult $::CorrespondenceChess::num
			}
		}
		unbusyCursor .
	}

	#----------------------------------------------------------------------
	# Search the next game from the input file in the correspondence DB
	# If at last game already nothing happens
	#----------------------------------------------------------------------
	proc NextGame {} {
		global ::CorrespondenceChess::CorrSlot ::CorrespondenceChess::num
		set gamecount $::CorrespondenceChess::glgames

		busyCursor .
		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB
		if {$CorrSlot > -1} {
			if {$num < $gamecount} {
				set num [expr {$num + 1}]
				SetHighlightedLine
				::CorrespondenceChess::ProcessServerResult $::CorrespondenceChess::num
			}
		}
		unbusyCursor .
	}

	#----------------------------------------------------------------------
	# FetchGames: retrieve games via Xfcc
	#----------------------------------------------------------------------
	proc FetchGames {} {
		global ::CorrespondenceChess::Inbox ::CorrespondenceChess::XfccFetchcmd ::CorrespondenceChess::CorrSlot
		busyCursor .

		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB
		# Only proceed if a correspondence DB is already loaded
		if {$CorrSlot > -1} {
			if {$::CorrespondenceChess::XfccInternal == 1} {
				# use internal Xfcc-handling
				::Xfcc::ReadConfig $::CorrespondenceChess::xfccrcfile
				::Xfcc::ProcessAll $::CorrespondenceChess::Inbox
			} else {
				# call external protocol handler
				if {[file executable "$XfccFetchcmd"]} {
					::CorrespondenceChess::updateConsole "info Calling external fetch tool $XfccFetchcmd..."
					CallExternal "$XfccFetchcmd $Inbox"
				}
			}
			# Fetch games that should be relayed from the ICCF Server
			::CorrespondenceChess::updateConsole "info Fetching relayed games from ICCF..."
			foreach g $::CorrespondenceChess::RelayGames {
				::CorrespondenceChess::RelayGames $g
			}
			# process what was just retrieved
			::CorrespondenceChess::ReadInbox 
		}
		unbusyCursor .
	}

	#----------------------------------------------------------------------
	# EmptyInOutbox: remove all pgn files currently stored in in- and
	# outbox directories to get a fresh fetch
	#----------------------------------------------------------------------
	proc EmptyInOutbox {} {
		global ::CorrespondenceChess::Inbox ::CorrespondenceChess::Outbox
		global windowsOS

		if {$windowsOS} {
			set inpath  "$Inbox\\"
			set outpath "$Outbox\\"
		} else {
			set inpath  "$Inbox/"
			set outpath "$Outbox/"
		}
		set result [tk_dialog .roDialog "Scid: [tr CCDlgDeleteBoxes]" \
				$::tr(CCDlgDeleteBoxesText) "" 1 $::tr(Yes) $::tr(No)]
		if {$result == 0} {
			foreach f [glob -nocomplain [file join $inpath *]] {
				file delete $f
			}
			foreach f [glob -nocomplain [file join $outpath *]] {
				file delete $f
			}
			set filename [scidConfigFile xfccstate]
			file delete $filename

			# clean also status information as they're now invalid!
			set ::Xfcc::xfccstate {}

			::CorrespondenceChess::emptyGamelist
		}

	}

	#----------------------------------------------------------------------
	# ReadInbox: process the inbox game per game by adding them one by
	# one to the clipboard.
	#----------------------------------------------------------------------
	proc ReadInbox {} {
		global ::CorrespondenceChess::Inbox ::CorrespondenceChess::CorrSlot
		global ::CorrespondenceChess::glccstart ::CorrespondenceChess::glgames windowsOS
		global ::Xfcc::lastupdate ::Xfcc::xfccstate

		set pgnopen 0

		busyCursor .

		if {$windowsOS} {
			set inpath  "$Inbox\\"
		} else {
			set inpath  "$Inbox/"
		}

		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB

		set games 0
		if {$CorrSlot > -1} {

			# extract the number of the last move using Scids internal
			# PGN parser as comments etc. might appear, and this number
			# is not given via Xfcc. Similar for the event date.
			sc_clipbase clear
			sc_base switch "clipbase"
			set game 0
			set gamemoves {}
			foreach f [glob -nocomplain [file join $inpath *]] {
				catch {sc_base import file $f}
				set game [expr {$game + 1}]
				sc_game load $game
				sc_move end
				set number [sc_pos moveNumber]
				set Date   [sc_game tags get Date ]
				set Extra  [sc_game tags get Extra]
				set extraTagsList [split $Extra "\n"]
				foreach i $extraTagsList {
					if { [string equal -nocase [lindex $i 0] "CmailGameName" ] } {
						set CmailGameName [string range $i 15 end-1]
					}
				}
				lappend gamemoves [list $CmailGameName $number $Date]
			}

			# generate a list of games retrieved by Xfcc. Add game-ID and
			# timing to two lists: one holds all games and one holds
			# those the user does not have the move (they may be skipped
			# in display)
			set xfcclist {}
			set filelist {}
			set skiplist {}
			set sortmode "-ascii"

			foreach xfccextra $::Xfcc::xfccstate {
				set CmailGameName [lindex $xfccextra 0]
				set criterion     0
				set timepermove   0
				set mytime        0
				set opptime       0
				set movestoTC     1
				set tincrement    0
				set moves         0
				set myTurn        "false"
				set TimeControl   "10/50"
				set idx           [lsearch -exact -index 0 $gamemoves $CmailGameName]
				set number        [lindex [lindex $gamemoves $idx] 1]
				set Date          [lindex [lindex $gamemoves $idx] 2]
				regsub -all {\.} $Date "" Date

				foreach i $xfccextra {
					if { [string equal -nocase [lindex $i 0] "myTurn" ] } {
						set myTurn [string range $i 7 end]
					}
					if { [string equal -nocase [lindex $i 0] "mytime" ] } {
						set mytime [string range $i 7 end]
					}
					if { [string equal -nocase [lindex $i 0] "opptime" ] } {
						set opptime [string range $i 8 end]
					}
					if { [string equal -nocase [lindex $i 0] "TimeControl" ] } {
						set TCstr [string range $i 13 end]
						# Calculate the moves to the next time control.
						# Makes sense only if no Fischer Clock is used.
						if { [regexp {/} $TCstr ]} {
							set TC [split $TCstr "/"]
							set moves      [ lindex $TC 0]
							set tincrement [ lindex $TC 1]
							regsub -all "d.*" $tincrement "" tincrement
							set movestoTC [ expr {$moves - ($number % $moves)}]
						} else {
							# Fischer Clock
							set moves 1
						}
					}
				}
				set mytime  [expr {int($mytime / 60.0 / 24.0)}]

				# Calculate the time per move till next TC: include also
				# the next time control periode in this calculation
				set timepermove1 [expr {($mytime+$tincrement) / ($movestoTC+$moves)}]
				set timepermove2 [expr {$mytime / $movestoTC}]

				# Time per move is the minimum of the two above
				set timepermove [expr min($timepermove1, $timepermove2)]

				# Define criteria to be added to the list to sort. Classic
				# mode is handled below by resorting the clipbase
				switch -regexp -- $::CorrespondenceChess::ListOrder \
					"$::CorrespondenceChess::CCOrderMyTime" {
						set criterion $mytime
						set sortmode "-integer"
					} \
					"$::CorrespondenceChess::CCOrderOppTime" {
						set criterion $opptime
						set sortmode "-integer"
					} \
					"$::CorrespondenceChess::CCOrderTimePerMove" {
						set criterion $timepermove
						set sortmode "-real"
					} \
					"$::CorrespondenceChess::CCOrderStartDate" {
						set criterion $Date
						set sortmode "-integer"
					}

				if {($myTurn == "false") && ($::CorrespondenceChess::ListOnlyOwnMove == 1) } {
					lappend skiplist [list $CmailGameName $criterion]
				} else {
					lappend filelist [list $CmailGameName $criterion]
				}
					lappend xfcclist [list $CmailGameName]
			}

			# sort file list by mytime, ascending
			set filelist [lsort -index 1 "$sortmode" $filelist]
			set skiplist [lsort -index 1 "$sortmode" $skiplist]

			::CorrespondenceChess::emptyGamelist
			sc_clipbase clear
			sc_base switch "clipbase"

			# Loop over all files and add all game files that are not
			# Xfcc (ie. eMail chess)
			foreach f [glob -nocomplain [file join $inpath *]] {
				set id [file tail $f]
				regsub -all ".pgn" $id "" id
				if { [lsearch $xfcclist "$id"] < 0 } {
					set filelist [concat $id $filelist]
				}
			}

			# import the games on basis of the sorted list created above
			foreach f $filelist {
				set filename "[file join $inpath [lindex $f 0]].pgn"
				if {[catch {sc_base import file $filename} result]} {
					::CorrespondenceChess::updateConsole "info Error retrieving server response from $filename"
				} else {
					# count the games processed successfully
					set games [expr {$games+1}]
				}
			}

			set glgames $games

			# For Classic sorting: sort the clipbase, this is easier
			# to implement than individual sorting upon import.
			if {$::CorrespondenceChess::ListOrder == $::CorrespondenceChess::CCOrderClassic} {
				set sortCriteria "Site, Event, Round, Result, White, Black"
				progressWindow "Scid" "Sorting the database..."
				set err [catch {sc_base sort $sortCriteria \
										{changeProgressWindow "Sorting..."} \
									 } result]
				closeProgressWindow
			}


			if {$glgames > 0} {
				# work through all games processed and fill in the gamelist 
				# in the console window

				for {set game $glccstart} {$game < [expr {$games+1}]} {incr game} {

					set clockW "no update"; set clockB "no update";
					set var "";             set noDB "";
					set noBK "";            set noTB ""; 
					set noENG "";           set mess ""
					set TC "";              set drawoffer "false";
					set wc "";              set bc "";
					set YM " ? ";

					sc_base switch "clipbase"
					sc_game load $game
					# get the header
					set Event  [sc_game tags get Event]
					set Site   [sc_game tags get Site ]
					set Date   [sc_game tags get Date ]
					set White  [sc_game tags get White]
					set Black  [sc_game tags get Black]
					set Result [sc_game tags get Result]
					set Extra  [sc_game tags get Extra]
					# CmailGameName is an extra header :(
					set extraTagsList [split $Extra "\n"]
					foreach i $extraTagsList {
						if { [string equal -nocase [lindex $i 0] "CmailGameName" ] } {
							set CmailGameName [string range $i 15 end-1]
						}
					}
					#
					# Switch to the real database to retrieve locally
					# stored additions like addresses, countries etc.
					# Disable refresh for SearchGame to speed up the list
					# building considerably
					SearchGame $Event $Site $White $Black $CmailGameName $result 0
					sc_base switch $CorrSlot
					set Extra  [sc_game tags get Extra]
					set extraTagsList [split $Extra "\n"]

					# ... extract it as it contains the unique ID
					foreach i $extraTagsList {
						if { [string equal -nocase [lindex $i 0] "CmailGameName" ] } {
							set CmailGameName [string range $i 15 end-1]
						}
						if { [string equal -nocase [lindex $i 0] "Mode" ] } {
							set Mode [string range $i 6 end-1]
						}
						if { [string equal -nocase [lindex $i 0] "whiteCountry" ] } {
							set wc [string range $i 14 end-1]
							set wc [string tolower $wc]
							set wc "flag_$wc"
						}
						if { [string equal -nocase [lindex $i 0] "blackCountry" ] } {
							set bc [string range $i 14 end-1]
							set bc [string tolower $bc]
							set bc "flag_$bc"
						}
						if { [string equal -nocase [lindex $i 0] "WhiteCountry" ] } {
							set wc [string range $i 14 end-1]
							set wc [string tolower $wc]
							set wc "flag_$wc"
						}
						if { [string equal -nocase [lindex $i 0] "BlackCountry" ] } {
							set bc [string range $i 14 end-1]
							set bc [string tolower $bc]
							set bc "flag_$bc"
						}
						if { [string equal -nocase [lindex $i 0] "TimeControl" ] } {
							set TC [string range $i 13 end-1]
						}
					}
					sc_move end
					set number [sc_pos moveNumber]
					set move   [sc_game info previousMoveNT]
					set side   [sc_pos side]

					if {$side == "white"} {
						set number [expr {$number-1}]
						set lastmove "$number...$move"
					} else {
						set lastmove "$number. $move"
					}
					::CorrespondenceChess::updateConsole "info TC (base): $TC..."

					if {$Mode == "EM"} {
						::CorrespondenceChess::updateGamelist $CmailGameName "EML" \
								$Event $Site $Date $White $Black "" "" "" "" $TC "" "" \
								$wc $bc "" "" $lastmove "false"
					} elseif {$Mode == "Relay"} {
						::CorrespondenceChess::updateGamelist $CmailGameName "REL" \
								$Event $Site $Date $White $Black "" "" "" "" $TC "" "" \
								$wc $bc "" "" $lastmove "false"
					} elseif {$Mode == "Postal"} {
						::CorrespondenceChess::updateGamelist $CmailGameName "POS" \
								$Event $Site $Date $White $Black "" "" "" "" $TC "" "" \
								$wc $bc "" "" $lastmove "false"
					} else {
						# actually check the $xfccstate list for the current
						# values. If it is not set (e.g. only inbox processed
						# buy no current retrieval) set some default values.
							foreach xfccextra $::Xfcc::xfccstate {
							if { [string equal -nocase [lindex $xfccextra 0] "$CmailGameName" ] } {
								foreach i $xfccextra {
									if { [string equal -nocase [lindex $i 0] "myTurn" ] } {
										if {[string range $i 7 end] == "true"} {
											set YM "yes"
										} else {
											set YM "no"
										}
									}
									if { [string equal -nocase [lindex $i 0] "clockW" ] } {
										set clockW [string range $i 7 end]
										regsub -all "\{" $clockW "" clockW
										regsub -all "\}" $clockW "" clockW
									}
									if { [string equal -nocase [lindex $i 0] "clockB" ] } {
										set clockB [string range $i 7 end]
										regsub -all "\{" $clockB "" clockB
										regsub -all "\}" $clockB "" clockB
									}
									if { [string equal -nocase [lindex $i 0] "drawOffered" ] } {
										set drawoffer [string range $i 12 end]
									}
									if { [string equal -nocase [lindex $i 0] "variant" ] } {
										set var [string range $i 8 end]
									}
									if { [string equal -nocase [lindex $i 0] "noDatabases" ] } {
										set noDB [string range $i 12 end]
									}
									if { [string equal -nocase [lindex $i 0] "noOpeningBooks" ] } {
										set noBK [string range $i 15 end]
									}
									if { [string equal -nocase [lindex $i 0] "noTablebases" ] } {
										set noTB [string range $i 13 end]
									}
									if { [string equal -nocase [lindex $i 0] "noEngines" ] } {
										set noENG [string range $i 10 end]
									}
									if { [string equal -nocase [lindex $i 0] "TimeControl" ] } {
										set TC [string range $i 13 end-1]
									}
									if { [string equal -nocase [lindex $i 0] "message" ] } {
										set mess [string range $i 9 end-1]
									}
								}
							}
						}
						if {$Result == "1"} {
							set YM "1-0"
						} elseif {$Result == "0"} {
							set YM "0-1"
						} elseif {$Result == "="} {
							set YM " = "
						}
						::CorrespondenceChess::updateConsole "info TC (xfcc): $TC..."
						::CorrespondenceChess::updateGamelist $CmailGameName $YM \
								$Event $Site $Date $White $Black $clockW $clockB $var \
								$noDB $noBK $noTB $noENG $wc $bc $mess $TC $lastmove $drawoffer
					}
				}
				# ::CorrespondenceChess::num is the game currently shown
				set ::CorrespondenceChess::num 0
				# current game is game 0 -> go to game 1 in the list
				::CorrespondenceChess::NextGame
			} else {
				set Title [::tr CCDlgTitNoGames]
				set Error [::tr CCErrInboxDir]
				append Error "\n   $Inbox\n"
				append Error [::tr CCErrNoGames]
				tk_messageBox -icon warning -type ok -parent . \
					-title $Title -message $Error
			}
		}
		unbusyCursor .
	}

	#----------------------------------------------------------------------
	# Send the move to the opponent via eMail
	# This requires an external MTA that is capable of sending a pgn file
	# as attachement (content-type: application/x-chess-pgn). This can be
	# accomplished by nail with proper /etc/mime.types (default on debian).
	# Additionally the program has to handle SMTP-Auth in all its flavours
	# to be of any use in present days.
	# A stripped version of the game is placed in outbox and sent to the
	# opponent. As nail does not handle empty bodies it is sent as text
	# within the body and once attached for easy extraction with mail
	# programs that do not know a thing about piping.
	# After the mail is sent a full featured version of the pgn is placed
	#----------------------------------------------------------------------
	proc eMailMove { } {
		global ::CorrespondenceChess::Outbox \
			::CorrespondenceChess::mailer  ::CorrespondenceChess::mailermode \
			::CorrespondenceChess::attache ::CorrespondenceChess::subject \
			::CorrespondenceChess::bccaddr ::CorrespondenceChess::CorrSlot
		global emailData
		global windowsOS

		busyCursor .

		# Regardless how the user opend this DB, find it! ;)
		::CorrespondenceChess::CheckForCorrDB

		if {$CorrSlot > -1} {
			# move to end to show the location to send AND to get the right
			# side to move, ie. for the extraction of the correct To: address
			::move::End
			set Event  [sc_game tags get Event]
			set Site   [sc_game tags get Site ]
			set Date   [sc_game tags get Date]
			set Round  [sc_game tags get Round]
			set Result [sc_game tags get Result]
			set White  [sc_game tags get White]
			set Black  [sc_game tags get Black]
			set Extra  [sc_game tags get Extra]
			set Extra  [sc_game tags get Extra]
			set extraTagsList [split $Extra "\n"]

			foreach i $extraTagsList {
				if { [string equal -nocase [lindex $i 0] "CmailGameName" ] } {
					set CmailGameName [string range $i 15 end-1]
				}
				if { [string equal -nocase [lindex $i 0] "WhiteNA" ] } {
					set WhiteNA [string range $i 9 end-1]
				}
				if { [string equal -nocase [lindex $i 0] "BlackNA" ] } {
					set BlackNA [string range $i 9 end-1]
				}
			}

			# construct a PGN in Outbox, stripped bare of comments and variations
			set pgnfile "[file join $Outbox $CmailGameName].pgn"

			sc_base export "current" "PGN" $pgnfile -append 0 -comments 0 -variations 0 \
						-space 1 -symbols 0 -indentC 0 -indentV 0 -column 0 -noMarkCodes 0 -convertNullMoves 1

			# sc_game pgn -gameNumber $i -width 70 -tags 0 -variations 0 -comments 0]

			# try to handle some obscure problem that the file is not
			# existent yet when calling the mailer
			while {! [file exists $pgnfile]} {
				after 1500 puts "waiting..."
			}
			# send the game to the side to move
			set toMove  [sc_pos side]

			if {$toMove == "white"} {
				set to   $WhiteNA
				set from $BlackNA
			} else {
				set from $WhiteNA
				set to   $BlackNA
			}

			# get rid of spaces in names by using Windows internal real names
			if {$windowsOS} {
				catch {set mailer [file attributes $mailer -shortname]}
			}

			set title   "scid mail 1 game ($CmailGameName)"
			set body    "Final FEN: "
			append body [sc_pos fen]
			append body "\n\n"
			append body "Move List: "
			append body [sc_game moves]
			append body "\n\n"

			# Check what calling convention to use:
			# - mailx  : something like mailx, mutt, nail or whatever via
			#            commandline. This sends the mail without further
			#            intervention by the user
			# - mozilla: call a mozilla or descendent like icedove or
			#            thunderbird. This syntax is found somewhere in the
			#            developers docs and almost entirely undocumented
			# - mailurl: the same syntax as for mailto:-links in webpages
			#            (rfc 2368). This calling convention is supported by
			#            evolution
			# -claws   : Claws mailer, seems to be almost mailurl, but needs
			#            a parameter for attachements
			switch -regexp -- $::CorrespondenceChess::mailermode \
			"mailx" {
				set callstring "$mailer $subject \"$title\" -b $bccaddr $attache \"$pgnfile\" $to <\"$pgnfile\""
			} \
			"mozilla" {
				if {$windowsOS} {
					set callstring "$mailer -compose subject='$title',bcc=$bccaddr,attachment='file:///$pgnfile',to=$to,body=$body"
				} else {
					set callstring "$mailer -compose subject='$title',bcc=$bccaddr,attachment='file://$pgnfile',to='$to',body='$body'"
				}
			} \
			"mailurl" {
				set callstring "$mailer \'mailto:\<$to\>?bcc=$bccaddr\&subject=$title\&attach=$pgnfile\&body=$body\'"
			} \
			"claws" {
				set callstring "$mailer --compose \'mailto:$to?subject=$title&cc=$bccaddr&body=$body\' --attach \"$pgnfile\""
			}
			::CorrespondenceChess::updateConsole "info Calling eMail program: $mailer..."
			CallExternal $callstring

			# Save the game once the move is sent
			set num [sc_game number]
			sc_game save $num

			# Hook up with email manager: search the game in its internal
			# list and add the send flag automatically.
			set done 0
			set idx  0
			foreach dataset $emailData {
				if { [lindex $dataset 0] == $CmailGameName} {
					set done 1
					# add the sent flag and date
					::tools::email::addSentReceived $idx s
				}
				incr idx
			}
		}

		unbusyCursor .
	}

	#----------------------------------------------------------------------
	# Send the move to the opponent via XFCC or eMail
	#----------------------------------------------------------------------
	proc SendMove {resign claimDraw offerDraw acceptDraw } {
		global ::CorrespondenceChess::Outbox
		global ::CorrespondenceChess::XfccSendcmd
		global ::CorrespondenceChess::CorrSlot
		global ::CorrespondenceChess::XfccConfirm 
		global ::CorrespondenceChess::num

		busyCursor .

		::CorrespondenceChess::CheckForCorrDB
		if {$CorrSlot > -1} {
			sc_move end

			set Extra [sc_game tags get Extra]
			set extraTagsList [split $Extra "\n"]

			# ... extract it as it contains the unique ID
			foreach i $extraTagsList {
				if { [string equal -nocase [lindex $i 0] "CmailGameName" ] } {
					set CmailGameName [string range $i 15 end-1]
				}
				if { [string equal -nocase [lindex $i 0] "WhiteAddress" ] } {
					set WhiteAdr [split [string range $i 14 end-1] ";"]
					set WhiteAdr [split [string range $i 14 end-1] ";"]
				}
				if { [string equal -nocase [lindex $i 0] "BlackAddress" ] } {
					set BlackAdr [string range $i 14 end-1]
					set BlackAdr [split [string range $i 14 end-1] ";"]
				}
			}

			set pgnfile "[file join $Outbox $CmailGameName].pgn"

			set IdList    [split $CmailGameName "-"]
			set name      [lindex $IdList 0]
			set gameid    [lindex $IdList 1]
			set movecount [sc_pos moveNumber]
			set ply       [sc_pos location]
			set move      [sc_game info previousMoveNT]
			set comment   [sc_pos getComment]
			set Event     [sc_game tags get Event]

			# Throw away everything in [] as often as it exists
			# This matches [%ccsnt] as well as scid marker codes
			regsub -all {\[[^\]]*\]} $comment {} comment

			# moveNumber gives the number of the next full move. This is
			# one to high in case of playing black. Note that for this
			# ply it is _white_ to move!
			if {[sc_pos side] == "white"} {
					set movecount [expr {$movecount-1}]
			}

			# Mark the ID background:
			# yellow while sending in progress,
			# green if the move was sent in the
			# current session (ie. without update)
			.ccWindow.bottom.id tag add hlsent$CmailGameName $num.0 [expr {$num+1}].0 
			.ccWindow.bottom.id tag configure hlsent$CmailGameName -background yellow -font font_Bold

			set DlgBoxText "[::tr CCDlgConfirmMoveText]\n\n$name-$gameid:\n\t$movecount. $move\n\t{$comment}"
			if {$resign == 1} {
				set DlgBoxText "$DlgBoxText\n\n[::tr CCResign]"
				# When resigning usually no move is made before.
				# Therefore, we have to increase the ply by one (faking a
				# move) and recalculate the resulting move number if White
				# is to move.
				# This gives:
				# 1. e4 <resign> => ply 2 => no ply increment => move
				# number = 1, move number to send = 1
				# 1. e4 e5 <resign> => increment ply => ply = 3 => move
				# number = 1, move number to send = 2
				if {[sc_pos side] == "white"} {
					set movecount [expr {$ply / 2 + 1}]	
					::CorrespondenceChess::updateConsole "info Increment ply $movecount"
				}
			} elseif {$acceptDraw == 1} {
				set DlgBoxText "$DlgBoxText\n\n[::tr CCAcceptDraw]"
			} elseif {$offerDraw  == 1} {
				set DlgBoxText "$DlgBoxText\n\n[::tr CCofferDraw]"
			} elseif {$claimDraw  == 1} {
				set DlgBoxText "$DlgBoxText\n\n[::tr CCClaimDraw]"
			}

			set result 0
			if {$::CorrespondenceChess::XfccConfirm == 1} {
				set result [tk_dialog .roDialog "Scid: [tr CCDlgConfirmMove]" \
						$DlgBoxText "" 1 $::tr(Yes) $::tr(No)]
			}
			if {$result == 0} {
				# Go to the last move is important to send the comment for
				# the last move only not the comment for the current game
				# position!

				# If Event = "Email correspondence game"
				# treat it as cmail game that is send by mail, otherwise it is
				# Xfcc and sent accordingly
				set Mode [::CorrespondenceChess::CheckMode]
				if {$Mode == "EM"} {
					eMailMove
				} elseif {$Mode == "XFCC"} {

					if {$::CorrespondenceChess::XfccInternal == 1} {
						# use internal Xfcc-handling
						::Xfcc::ReadConfig $::CorrespondenceChess::xfccrcfile
						::Xfcc::Send $name $gameid $movecount $move $comment \
								$resign $acceptDraw $offerDraw $claimDraw
					} else {
						if {[file executable "$XfccSendcmd"]} {
							set callstring "$XfccSendcmd $Outbox $name $gameid $movecount $move \"$comment\" $resign $claimDraw $offerDraw $acceptDraw &"

							::CorrespondenceChess::updateConsole "info Spawning external send tool $XfccSendcmd..."
							CallExternal $callstring
						}
					}
				} elseif {$Mode == "Postal"} {
					# produce a postcard
				}

				# Save the game once the move is sent
				sc_game save [sc_game number]

				# setting "noMarkCodes" to 1 would drop the timing comments
				# inserted e.g. by SchemingMind. Do not overwrite eMail based
				# games as the mailer might not have sent them and most
				# mailers load the file right before transmission.
				if {!(($Mode == "EM") || ($Mode == "Relay"))} {
					sc_base export "current" "PGN" $pgnfile -append 0 -comments 1 -variations 1 \
								-space 1 -symbols 1 -indentC 0 -indentV 0 -column 0 -noMarkCodes 0 -convertNullMoves 1
				}

				# Everything done, set background to green
				.ccWindow.bottom.id tag configure hlsent$CmailGameName -background green -font font_Bold
			} else {
				# mark games with unconfirmed moves in gray:
				.ccWindow.bottom.id tag configure hlsent$CmailGameName -background gray -font font_Small
			}
		}
		unbusyCursor .
	}

	#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
	# source the options file to overwrite the above setup
	if {[catch {source [scidConfigFile correspondence]} ]} {
	  #::splash::add "Unable to find the options file: [file tail $optionsFile]"
	} else {
	  ::splash::add "Correspondence Chess configuration was found and loaded."
	}

	if {[catch { package require http }]} {
	  ::splash::add "http package not found, disabling internal Xfcc support"
		set XfccInternal -1
	} else {
		::http::config -useragent $::Xfcc::useragent
	}

	if {[catch {package require tdom}]} {
		::splash::add "tDOM package not found, disabling internal Xfcc support"
		set XfccInternal -1
	}

	::CorrespondenceChess::checkInOutbox
	::CorrespondenceChess::checkXfccrc
	::CorrespondenceChess::checkCorrBase
	#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
}


###
### End of file: Correspondence.tcl
###

# Text for menu names and status bar help messages in English.
# Part of Scid (Shane's Chess Information Database).
#
# Instructions for adding a new language:
#
# (1) Choose a letter code for the language. Currently assigned codes are:
#      E=English, D=Deutsch, F=Francais, S=Spanish, B=Brasil Portuguese,
#      P=Polish, N=Nederlands, W=Swedish, O=Norsk, C=Czech, H=Hungarian,
#      Y=Serbian.
#
# (2) Edit the code below that has the lines "addLanguage ..." and add your
#     new language. The final digit in each line is the index of the
#     letter to underline in the menu, counting from 0 as the first letter.
#
# (3) Copy the section of English menu and help message details below (all
#     the commands that start "menuText E ..." or "helpMsg E ..." or
#     "translate E ...") and change all the "E" letters to the letter you
#     assigned for the new language.
#
# (4) Write the translations. This involves changing anything "in quotes"
#     or {in braces} for the menuText, helpMsg and translate commands.
#
#     A menu command has the format:
#         menuText L tag "Name..." underline {HelpMessage...}
#
#     A status bar help message for a button has the format:
#         helpMsg L tag {HelpMessage...}
#
#     A general word or message translation has the format:
#         translate L tag {message...}
#
#     where "L" is the language letter, "tag" is the name of the menu entry
#     or the button widget name, and "underline" is the index of the letter
#     to underline, counting from zero as the first letter. Two menu entries
#     that appear in the same menu should have a different underlined letter.
#     If in doubt, just make them all "0" and I'll assign sensible underlined
#     letters when your translations are incorporated into Scid.
#
# Additions, corrections? Email: sgh@users.sourceforge.net


addLanguage E English 0

proc setLanguage_E {} {

# File menu:
menuText E File "File" 0
menuText E FileNew "New..." 0 {Create a new Scid database}
menuText E FileOpen "Open..." 0 {Open an existing Scid database}
menuText E FileClose "Close" 0 {Close the active Scid database}
menuText E FileFinder "Finder" 0 {Open the File Finder window}
menuText E FileBookmarks "Bookmarks" 0 {Bookmarks menu (shortcut: Ctrl+B)}
menuText E FileBookmarksAdd "Add Bookmark" 0 \
  {Bookmark the current database game and position}
menuText E FileBookmarksFile "File Bookmark" 0 \
  {File a bookmark for the current game and position}
menuText E FileBookmarksEdit "Edit Bookmarks..." 0 \
  {Edit the bookmarks menus}
menuText E FileBookmarksList "Display Folders as Single List" 0 \
  {Display bookmark folders as a single list, not submenus}
menuText E FileBookmarksSub "Display Folders as Submenus" 0 \
  {Display bookmark folders as submenus, not a single list}
menuText E FileMaint "Maintenance" 0 {Scid database maintenance tools}
menuText E FileMaintWin "Maintenance Window" 0 \
  {Open/close the Scid database maintenance window}
menuText E FileMaintCompact "Compact Database..." 0 \
  {Compact database files, removing deleted games and unused names}
menuText E FileMaintClass "ECO-Classify Games..." 2 \
  {Recompute the ECO code of all games}
menuText E FileMaintSort "Sort Database..." 0 \
  {Sort all games in the database}
menuText E FileMaintDelete "Delete Twin Games..." 0 \
  {Find twin games and set them to be deleted}
menuText E FileMaintTwin "Twin Checker Window" 0 \
  {Open/update the Twin checker window}
menuText E FileMaintName "Name Spelling" 0 {Name editing and spelling tools}
menuText E FileMaintNameEditor "Name Editor" 0 \
  {Open/close the name editor window}
menuText E FileMaintNamePlayer "Spellcheck Player Names..." 11 \
  {Spellcheck player names using the spellcheck file}
menuText E FileMaintNameEvent "Spellcheck Event Names..." 11 \
  {Spellcheck event names using the spellcheck file}
menuText E FileMaintNameSite "Spellcheck Site Names..." 11 \
  {Spellcheck site names using the spellcheck file}
menuText E FileMaintNameRound "Spellcheck Round Names..." 11 \
  {Spellcheck round names using the spellcheck file}
menuText E FileReadOnly "Read-only..." 0 \
  {Treat the current database as read-only, preventing changes}
menuText E FileSwitch "Switch to Database" 0 \
  {Switch to a different opened database}
menuText E FileExit "Exit" 1 {Exit Scid}
menuText E FileMaintFixBase "Repair base" 0 {Try to repair a corrupted base}
  
# Edit menu:
menuText E Edit "Edit" 0
menuText E EditAdd "Add Variation" 0 {Add a variation at this move in the game}
menuText E EditDelete "Delete Variation" 0 {Delete a variation for this move}
menuText E EditFirst "Make First Variation" 5 \
  {Promote a variation to be first in the list}
menuText E EditMain "Promote Variation to Main Line" 21 \
  {Promote a variation to be the main line}
menuText E EditTrial "Try Variation" 0 \
  {Start/stop trial mode, for testing an idea on the board}
menuText E EditStrip "Strip" 2 {Strip comments or variations from this game}
menuText E EditUndo "Undo" 0 {Undo last game change}
menuText E EditRedo "Redo" 0 {Redo last game change}
menuText E EditStripComments "Comments" 0 \
  {Strip all comments and annotations from this game}
menuText E EditStripVars "Variations" 0 {Strip all variations from this game}
menuText E EditStripBegin "Moves from the beginning" 1 \
  {Strip moves from the beginning of the game}
menuText E EditStripEnd "Moves to the end" 0 \
  {Strip moves to the end of the game}
menuText E EditReset "Empty Clipbase" 0 \
  {Reset the clipbase to be completely empty}
menuText E EditCopy "Copy This Game to Clipbase" 0 \
  {Copy this game to the Clipbase database}
menuText E EditPaste "Paste Last Clipbase Game" 0 \
  {Paste the active Clipbase game here}
menuText E EditPastePGN "Paste Clipboard text as PGN game..." 18 \
  {Interpret the clipboard text as a game in PGN notation and paste it here}
menuText E EditSetup "Setup Start Board..." 0 \
  {Set the start position for this game}
menuText E EditCopyBoard "Copy Position" 6 \
  {Copy the current board in FEN notation to the text selection (clipboard)}
menuText E EditPasteBoard "Paste Start Board" 12 \
  {Set the start board from the current text selection (clipboard)}

# Game menu:
menuText E Game "Game" 0
menuText E GameNew "New Game" 0 \
  {Reset to an empty game, discarding any changes}
menuText E GameFirst "Load First Game" 5 {Load the first filtered game}
menuText E GamePrev "Load Previous Game" 5 {Load the previous filtered game}
menuText E GameReload "Re-Load Current Game" 3 \
  {Reload this game, discarding any changes made}
menuText E GameNext "Load Next Game" 7 {Load the next filtered game}
menuText E GameLast "Load Last Game" 8 {Load the last filtered game}
menuText E GameRandom "Load Random Game" 8 {Load a random filtered game}
menuText E GameNumber "Load Game Number..." 5 \
  {Load a game by entering its number}
menuText E GameReplace "Save: Replace game..." 6 \
  {Save this game, replacing the old version}
menuText E GameAdd "Save: Add New Game..." 6 \
  {Save this game as a new game in the database}
menuText E GameDeepest "Identify Opening" 0 \
  {Goto the deepest game position listed in the ECO book}
menuText E GameGotoMove "Goto Move Number..." 5 \
  {Go to a specified move number in the current game}
menuText E GameNovelty "Find Novelty..." 7 \
  {Find the first move of this game that has not played before}

# Search Menu:
menuText E Search "Search" 0
menuText E SearchReset "Reset Filter" 0 {Reset the filter so all games are included}
menuText E SearchNegate "Negate Filter" 0 {Negate the filter to only include excluded games}
menuText E SearchCurrent "Current Board..." 0 {Search for the current board position}
menuText E SearchHeader "Header..." 0 {Search by Header (player, event, etc) information}
menuText E SearchMaterial "Material/Pattern..." 0 {Search for material or board patterns}
menuText E SearchUsing "Using Search File..." 0 {Search using a SearchOptions file}

# Windows menu:
menuText E Windows "Windows" 0
menuText E WindowsComment "Comment Editor" 0 {Open/close the comment editor}
menuText E WindowsGList "Game List" 0 {Open/close the game list window}
menuText E WindowsPGN "PGN Window" 0 \
  {Open/close the PGN (game notation) window}
menuText E WindowsPList "Player Finder" 2 {Open/close the player finder}
menuText E WindowsTmt "Tournament Finder" 2 {Open/close the tournament finder}
menuText E WindowsSwitcher "Database switcher" 0 \
  {Open/close the Database Switcher window}
menuText E WindowsMaint "Maintenance Window" 0 \
  {Open/close the Maintenance window}
menuText E WindowsECO "ECO Browser" 0 {Open/close the ECO Browser window}
menuText E WindowsRepertoire "Repertoire Editor" 0 \
  {Open/close the opening repertoire editor}
menuText E WindowsStats "Statistics Window" 0 \
  {Open/close the filter statistics window}
menuText E WindowsTree "Tree Window" 0 {Open/close the Tree window}
menuText E WindowsTB "Endgame Tablebase Window" 1 {Open/close the Tablebase window}
menuText E WindowsBook "Book Window" 0 {Open/close the Book window}
menuText E WindowsCorrChess "Correspondence Window" 0 {Open/close the Correspondence window}

# Tools menu:
menuText E Tools "Tools" 0
menuText E ToolsAnalysis "Analysis Engine..." 0 \
  {Start/stop a chess analysis engine}
menuText E ToolsAnalysis2 "Analysis Engine #2..." 17 \
  {Start/stop the 2nd chess analysis engine}
menuText E ToolsCross "Crosstable" 0 {Show tournament crosstable for this game}
menuText E ToolsEmail "Email Manager" 0 {Open/close the email chess manager window}
menuText E ToolsFilterGraph "Rel. Filter Graph" 12 {Open/close the filter graph window for relative values}
menuText E ToolsAbsFilterGraph "Abs. Filter Graph" 7 {Open/close the filter graph window for absolute values}
menuText E ToolsOpReport "Opening Report" 0 {Generate an opening report for the current position}
menuText E ToolsOpenBaseAsTree "Open base as tree..." 0   {Open a base and use it in Tree window}
menuText E ToolsOpenRecentBaseAsTree "Open recent base as tree" 0   {Open a recent base and use it in Tree window}
menuText E ToolsTracker "Piece Tracker"  6 {Open the Piece Tracker window}
menuText E ToolsTraining "Training"  0 {Training tools (tactics, openings,...) }
menuText E ToolsTacticalGame "Tactical game"  0 {Play a game with tactics}
menuText E ToolsSeriousGame "Serious game"  0 {Play a serious game}
menuText E ToolsTrainOpenings "Openings"  0 {Train with a repertoire}
menuText E ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
menuText E ToolsTrainTactics "Tactics"  0 {Solve tactics}
menuText E ToolsTrainCalvar "Calculation of variations"  0 {Calculation of variations training}
menuText E ToolsTrainFindBestMove "Find best move"  0 {Find best move}
menuText E ToolsTrainFics "Play on FICS"  0 {Play on freechess.org}
menuText E ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText E ToolsBookTuning "Book tuning" 0 {Book tuning}
menuText E ToolsConnectHardware "Connect Hardware" 8 {Connect external hardware}
menuText E ToolsConnectHardwareConfigure "Configure..." 0 {Configure external hardware and connection}
menuText E ToolsConnectHardwareNovagCitrineConnect "Connect Novag Citrine" 8 {Connect Novag Citrine with Scid}
menuText E ToolsConnectHardwareInputEngineConnect "Connect Input Engine" 8 {Connect Input Engine (e.g. DGT board) with Scid}

menuText E ToolsPInfo "Player Information"  0 \
  {Open/update the Player Information window}
menuText E ToolsPlayerReport "Player Report..." 3 \
  {Generate a player report}
menuText E ToolsRating "Rating Graph" 0 \
  {Graph the rating history of the current game players}
menuText E ToolsScore "Score Graph" 0 {Show the score graph window}
menuText E ToolsExpCurrent "Export Current Game" 8 \
  {Write current game to a text file}
menuText E ToolsExpCurrentPGN "Export Game to PGN File..." 15 \
  {Write current game to a PGN file}
menuText E ToolsExpCurrentHTML "Export Game to HTML File..." 15 \
  {Write current game to a HTML file}
menuText E ToolsExpCurrentHTMLJS "Export Game to HTML and JavaScript File..." 15 {Write current game to a HTML and JavaScript file}  
menuText E ToolsExpCurrentLaTeX "Export Game to LaTeX File..." 15 \
  {Write current game to a LaTeX file}
menuText E ToolsExpFilter "Export All Filter Games" 1 \
  {Write all filtered games to a text file}
menuText E ToolsExpFilterPGN "Export Filter to PGN File..." 17 \
  {Write all filtered games to a PGN file}
menuText E ToolsExpFilterHTML "Export Filter to HTML File..." 17 \
  {Write all filtered games to a HTML file}
menuText E ToolsExpFilterHTMLJS "Export Filter to HTML and JavaScript File..." 17 {Write all filtered games to a HTML and JavaScript file}  
menuText E ToolsExpFilterLaTeX "Export Filter to LaTeX File..." 17 \
  {Write all filtered games to a LaTeX file}
menuText E ToolsImportOne "Import One PGN Game..." 0 \
  {Import a game from PGN text}
menuText E ToolsImportFile "Import File(s) of PGN Games..." 7 {Import games from PGN file(s)}
menuText E ToolsStartEngine1 "Start engine 1" 13  {Start engine 1}
menuText E ToolsStartEngine2 "Start engine 2" 13  {Start engine 2}
menuText E ToolsCaptureBoard "Capture Current Board..." 5  {Save the current board as an image.}

# Play menue
menuText E Play "Play" 0

# --- Correspondence Chess
menuText E CorrespondenceChess "Correspondence Chess" 0 {Functions for eMail and Xfcc based correspondence chess}
menuText E CCConfigure "Configure..." 0 {Configure external tools and general setup}
menuText E CCConfigRelay "Observe games..." 10 {Configure games to be observed}
menuText E CCOpenDB "Open Database..." 0 {Open the default Correspondence database}
menuText E CCRetrieve "Retrieve Games" 0 {Retrieve games via external (Xfcc-)helper}
menuText E CCInbox "Process Inbox" 8 {Process all files in scids Inbox}
menuText E CCSend "Send Move" 0 {Send your move via eMail or external (Xfcc-)helper}

menuText E CCResign "Resign" 1 {Resign (not via eMail)}
menuText E CCClaimDraw "Claim Draw" 6 {Send move and claim a draw (not via eMail)}
menuText E CCOfferDraw "Offer Draw" 1 {Send move and offer a draw (not via eMail)}
menuText E CCAcceptDraw "Accept Draw" 0 {Accept a draw offer (not via eMail)}

menuText E CCNewMailGame "New eMail Game..." 2 {Start a new eMail game}
menuText E CCMailMove "Mail Move..." 0 {Send the move via eMail to the opponent}
menuText E CCGamePage "Game Page..." 0 {Call up the game via the web browser}

# menu in cc window:
menuText E CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

#  B    GHiJKL    Q  TUV XYZ

# Options menu:
menuText E Options "Options" 0
menuText E OptionsBoard "Chessboard" 0 {Chess board appearance options}
menuText E OptionsBoardSize "Size" 0 {Change the board size}
menuText E OptionsBoardPieces "Piece Style" 6 {Change the board piece style}
menuText E OptionsBoardColors "Colors..." 0 {Change board colors}
#Klimmek
menuText E OptionsBoardGraphics "Squares..." 0 {Select textures for squares}
translate E OptionsBGW {Select texture for squares}
translate E OptionsBoardGraphicsText {Select graphic files for white and black squares:}
menuText E OptionsBoardNames "My Player Names..." 0 {Edit my player names}
menuText E OptionsExport "Exporting" 0 {Change text export options}
menuText E OptionsFonts "Fonts" 0 {Change fonts}
menuText E OptionsFontsRegular "Regular" 0 {Change the regular font}
menuText E OptionsFontsMenu "Menu" 0 {Change the menu font}
menuText E OptionsFontsSmall "Small" 0 {Change the small font}
menuText E OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText E OptionsFontsFixed "Fixed" 0 {Change the fixed-width font}
menuText E OptionsGInfo "Game Information" 0 {Game information options}
menuText E OptionsLanguage "Language" 0 {Select menu language}
menuText E OptionsMovesTranslatePieces "Translate pieces" 0 {Translate first letter of pieces}
menuText E OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
menuText E OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
menuText E OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
menuText E OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
menuText E OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText E OptionsMoves "Moves" 0 {Move entry options}
menuText E OptionsMovesAsk "Ask Before Replacing Moves" 0 \
  {Ask before overwriting any existing moves}
menuText E OptionsMovesAnimate "Animation Time" 1 \
  {Set the amount of time used to animate moves}
menuText E OptionsMovesDelay "Autoplay Time Delay..." 1 \
  {Set the time delay for autoplay mode}
menuText E OptionsMovesCoord "Coordinate Move Entry" 0 \
  {Accept coordinate-style move entry (e.g. "g1f3")}
menuText E OptionsMovesSuggest "Show Suggested Moves" 0 \
  {Turn on/off move suggestion}
menuText E OptionsShowVarPopup "Show variations window" 0 {Turn on/off the display of a variations window}  
menuText E OptionsMovesSpace "Add spaces after move number" 0 {Add spaces after move number}  
menuText E OptionsMovesKey "Keyboard Completion" 0 \
  {Turn on/off keyboard move auto-completion}
menuText E OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText E OptionsNumbers "Number Format" 0 {Select the number format}
menuText E OptionsStartup "Startup" 3 {Select windows to open at startup}
menuText E OptionsTheme "Theme" 0 {Change look of interface}
menuText E OptionsWindows "Windows" 0 {Window options}
menuText E OptionsWindowsIconify "Auto-Iconify" 5 \
  {Iconify all windows when the main window is iconified}
menuText E OptionsWindowsRaise "Auto-Raise" 5 \
  {Raise certain windows (e.g. progress bars) whenever they are obscured}
menuText E OptionsSounds "Sounds..." 2 {Configure move announcement sounds}
menuText E OptionsWindowsDock "Dock windows" 0 {Dock windows (needs restart)}
menuText E OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
menuText E OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
menuText E OptionsWindowsShowGameInfo "Show game info" 0 {Show game info}
menuText E OptionsWindowsAutoLoadLayout "Auto load first layout" 0 {Auto load first layout at startup}
menuText E OptionsToolbar "Toolbar..." 0 {Configure the main window toolbar}
menuText E OptionsECO "Load ECO File..." 7 {Load the ECO classification file}
menuText E OptionsSpell "Load Spellcheck File..." 11 \
  {Load the Scid spellcheck file}
menuText E OptionsTable "Tablebase Directory..." 10 \
  {Select a tablebase file; all tablebases in its directory will be used}
menuText E OptionsRecent "Recent Files..." 0 {Change the number of recent files displayed in the File menu}
menuText E OptionsBooksDir "Books directory..." 0 {Sets the opening books directory}
menuText E OptionsTacticsBasesDir "Bases directory..." 0 {Sets the tactics (training) bases directory}
menuText E OptionsSave "Save Options" 0 "Save all settable options to the file $::optionsFile"
menuText E OptionsAutoSave "Auto-Save Options on Exit" 0 \
  {Auto-save all options when exiting Scid}

# Help menu:
menuText E Help "Help" 0
menuText E HelpContents "Contents" 0 {Show the help contents page}
menuText E HelpIndex "Index" 0 {Show the help index page}
menuText E HelpGuide "Quick Guide" 0 {Show the quick guide help page}
menuText E HelpHints "Hints" 0 {Show the hints help page}
menuText E HelpContact "Contact Info" 1 {Show the contact information help page}
menuText E HelpTip "Tip of the Day" 0 {Show a useful Scid tip}
menuText E HelpStartup "Startup Window" 0 {Show the startup window}
menuText E HelpAbout "About Scid" 0 {Information about Scid}

# Game info box popup menu:
menuText E GInfoHideNext "Hide Next Move" 0
menuText E GInfoMaterial "Show Material Values" 0
menuText E GInfoFEN "Show FEN" 5
menuText E GInfoMarks "Show Colored Squares and Arrows" 5
menuText E GInfoWrap "Wrap Long Lines" 0
menuText E GInfoFullComment "Show Full Comment" 10
menuText E GInfoPhotos "Show Photos" 5
menuText E GInfoTBNothing "Tablebases: Nothing" 12
menuText E GInfoTBResult "Tablebases: Result Only" 12
menuText E GInfoTBAll "Tablebases: Result and Best Moves" 19
menuText E GInfoDelete "(Un)Delete This Game" 4
menuText E GInfoMark "(Un)Mark This Game" 4
menuText E GInfoInformant "Configure informant values" 0

# Main window buttons:
helpMsg E .main.fbutton.button.start {Go to start of game  (key: Home)}
helpMsg E .main.fbutton.button.end {Go to end of game  (key: End)}
helpMsg E .main.fbutton.button.back {Go back one move  (key: LeftArrow)}
helpMsg E .main.fbutton.button.forward {Go forward one move  (key: RightArrow)}
helpMsg E .main.fbutton.button.intoVar {Move into a variation  (key: v)}
helpMsg E .main.fbutton.button.exitVar {Leave the current variation  (key: z)}
helpMsg E .main.fbutton.button.flip {Rotate board  (key: .)}
helpMsg E .main.fbutton.button.coords {Turn board coordinates on or off  (key: 0)}
helpMsg E .main.fbutton.button.stm {Turn the side-to-move icon on or off}
helpMsg E .main.fbutton.button.autoplay {Autoplay moves  (key: Ctrl+Z)}
helpMsg E .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
helpMsg E .main.fbutton.button.hgame_prev {Go back to previous viewed game}
helpMsg E .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate E Back {Back}
translate E Browse {Browse}
translate E Cancel {Cancel}
translate E Continue {Continue}
translate E Clear {Clear}
translate E Close {Close}
translate E Contents {Contents}
translate E Defaults {Defaults}
translate E Delete {Delete}
translate E Graph {Graph}
translate E Help {Help}
translate E Import {Import}
translate E Index {Index}
translate E LoadGame {Load Game}
translate E BrowseGame {Browse Game}
translate E MergeGame {Merge Game}
translate E MergeGames {Merge Games}
translate E Preview {Preview}
translate E Revert {Revert}
translate E Save {Save}
translate E Search {Search}
translate E Stop {Stop}
translate E Store {Store}
translate E Update {Update}
translate E ChangeOrient {Change window orientation}
translate E ShowIcons {Show Icons}
translate E None {None}
translate E First {First}
translate E Current {Current}
translate E Last {Last}

# General messages:
translate E game {game}
translate E games {games}
translate E move {move}
translate E moves {moves}
translate E all {all}
translate E Yes {Yes}
translate E No {No}
translate E Both {Both}
translate E King {King}
translate E Queen {Queen}
translate E Rook {Rook}
translate E Bishop {Bishop}
translate E Knight {Knight}
translate E Pawn {Pawn}
translate E White {White}
translate E Black {Black}
translate E Player {Player}
translate E Rating {Rating}
translate E RatingDiff {Rating difference (White - Black)}
translate E AverageRating {Average Rating}
translate E Event {Event}
translate E Site {Site}
translate E Country {Country}
translate E IgnoreColors {Ignore colors}
translate E Date {Date}
translate E EventDate {Event date}
translate E Decade {Decade}
translate E Year {Year}
translate E Month {Month}
translate E Months {January February March April May June July August September October November December}
translate E Days {Sun Mon Tue Wed Thu Fri Sat}
translate E YearToToday {Year to today}
translate E Result {Result}
translate E Round {Round}
translate E Length {Length}
translate E ECOCode {ECO code}
translate E ECO {ECO}
translate E Deleted {Deleted}
translate E SearchResults {Search Results}
translate E OpeningTheDatabase {Opening database}
translate E Database {Database}
translate E Filter {Filter}
translate E noGames {no games}
translate E allGames {all games}
translate E empty {empty}
translate E clipbase {clipbase}
translate E score {score}
translate E StartPos {Start position}
translate E Total {Total}
translate E readonly {read-only}

# Standard error messages:
translate E ErrNotOpen {This is not an open database.}
translate E ErrReadOnly {This database is read-only; it cannot be altered.}
translate E ErrSearchInterrupted {Search was interrupted; results are incomplete.}

# Game information:
translate E twin {twin}
translate E deleted {deleted}
translate E comment {comment}
translate E hidden {hidden}
translate E LastMove {Last move}
translate E NextMove {Next}
translate E GameStart {Start of game}
translate E LineStart {Start of line}
translate E GameEnd {End of game}
translate E LineEnd {End of line}

# Player information:
translate E PInfoAll {Results for <b>all</b> games}
translate E PInfoFilter {Results for <b>filter</b> games}
translate E PInfoAgainst {Results against}
translate E PInfoMostWhite {Most common openings as White}
translate E PInfoMostBlack {Most common openings as Black}
translate E PInfoRating {Rating history}
translate E PInfoBio {Biography}
translate E PInfoEditRatings {Edit Ratings}

# Tablebase information:
translate E Draw {Draw}
translate E stalemate {stalemate}
translate E withAllMoves {with all moves}
translate E withAllButOneMove {with all but one move}
translate E with {with}
translate E only {only}
translate E lose {lose}
translate E loses {loses}
translate E allOthersLose {all others lose}
translate E matesIn {mates in}
translate E hasCheckmated {has checkmated}
translate E longest {longest}
translate E WinningMoves {Winning moves}
translate E DrawingMoves {Drawing moves}
translate E LosingMoves {Losing moves}
translate E UnknownMoves {Unknown-result moves}

# Tip of the day:
translate E Tip {Tip}
translate E TipAtStartup {Tip at startup}

# Tree window menus:
menuText E TreeFile "File" 0
menuText E TreeFileFillWithBase "Fill Cache with base" 0 {Fill the cache file with all games in current base}
menuText E TreeFileFillWithGame "Fill Cache with game" 0 {Fill the cache file with current game in current base}
menuText E TreeFileSetCacheSize "Cache size" 0 {Set the cache size}
menuText E TreeFileCacheInfo "Cache info" 0 {Get info on cache usage}
menuText E TreeFileSave "Save Cache File" 0 {Save the tree cache (.stc) file}
menuText E TreeFileFill "Fill Cache File" 0 \
  {Fill the cache file with common opening positions}
menuText E TreeFileBest "Best Games List" 0 {Show the best tree games list}
menuText E TreeFileGraph "Graph Window" 0 {Show the graph for this tree branch}
menuText E TreeFileCopy "Copy Tree Text to Clipboard" 1 \
  {Copy the tree statisctics to the clipboard}
menuText E TreeFileClose "Close Tree Window" 0 {Close the tree window}
menuText E TreeMask "Mask" 0
menuText E TreeMaskNew "New" 0 {New mask}
menuText E TreeMaskOpen "Open" 0 {Open mask}
menuText E TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
menuText E TreeMaskSave "Save" 0 {Save mask}
menuText E TreeMaskClose "Close" 0 {Close mask}
menuText E TreeMaskFillWithGame "Fill with game" 0 {Fill mask with game}
menuText E TreeMaskFillWithBase "Fill with base" 0 {Fill mask with all games in base}
menuText E TreeMaskInfo "Info" 0 {Show statistics for current mask}
menuText E TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
menuText E TreeMaskSearch "Search" 0 {Search in current mask}
menuText E TreeSort "Sort" 0
menuText E TreeSortAlpha "Alphabetical" 0
menuText E TreeSortECO "ECO Code" 0
menuText E TreeSortFreq "Frequency" 0
menuText E TreeSortScore "Score" 0
menuText E TreeOpt "Options" 0
menuText E TreeOptSlowmode "slow mode" 0 {Slow mode for updates (high accuracy)}
menuText E TreeOptFastmode "Fast mode" 0 {Fast mode for updates (no move transposition)}
menuText E TreeOptFastAndSlowmode "Fast and slow mode" 0 {Fast mode then slow mode for updates}
menuText E TreeOptStartStop "Auto refreshing" 0 {Toggles automatic refreshing of the tree window}
menuText E TreeOptLock "Lock" 0 {Lock/unlock the tree to the current database}
menuText E TreeOptTraining "Training" 0 {Turn on/off tree training mode}
menuText E TreeOptAutosave "Auto-Save Cache File" 0 \
  {Auto-save the cache file when closing the tree window}
menuText E TreeHelp "Help" 0
menuText E TreeHelpTree "Tree Help" 0
menuText E TreeHelpIndex "Help Index" 0
translate E SaveCache {Save Cache}
translate E Training {Training}
translate E LockTree {Lock}
translate E TreeLocked {locked}
translate E TreeBest {Best}
translate E TreeBestGames {Best Tree Games}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate E TreeTitleRow \
  {    Move   ECO       Frequency    Score  AvElo Perf AvYear %Draws}
translate E TreeTotal {TOTAL}
translate E DoYouWantToSaveFirst {Do you want to save first}
translate E AddToMask {Add to Mask}
translate E RemoveFromMask {Remove from Mask}
translate E AddThisMoveToMask {Add this move to Mask}
translate E SearchMask {Search in Mask}
translate E DisplayMask {Display Mask}
translate E Nag {Nag code}
translate E Marker {Marker}
translate E Include {Include}
translate E Exclude {Exclude}
translate E MainLine {Main line}
translate E Bookmark {Bookmark}
translate E NewLine {New line}
translate E ToBeVerified {To be verified}
translate E ToTrain {To train}
translate E Dubious {Dubious}
translate E ToRemove {To remove}
translate E NoMarker {No marker}
translate E ColorMarker {Color}
translate E WhiteMark {White}
translate E GreenMark {Green}
translate E YellowMark {Yellow}
translate E BlueMark {Blue}
translate E RedMark {Red}
translate E CommentMove {Comment move}
translate E CommentPosition {Comment position}
translate E AddMoveToMaskFirst {Add move to mask first}
translate E OpenAMaskFileFirst {Open a mask file first}
translate E Positions {Positions}
translate E Moves {Moves}

# Finder window:
menuText E FinderFile "File" 0
menuText E FinderFileSubdirs "Look in Subdirectories" 0
menuText E FinderFileClose "Close File Finder" 0
menuText E FinderSort "Sort" 0
menuText E FinderSortType "Type" 0
menuText E FinderSortSize "Size" 0
menuText E FinderSortMod "Modified" 0
menuText E FinderSortName "Name" 0
menuText E FinderSortPath "Path" 0
menuText E FinderTypes "Types" 0
menuText E FinderTypesScid "Scid Databases" 0
menuText E FinderTypesOld "Old-Format Scid Databases" 0
menuText E FinderTypesPGN "PGN Files" 0
menuText E FinderTypesEPD "EPD Files" 0
menuText E FinderTypesRep "Repertoire Files" 0
menuText E FinderHelp "Help" 0
menuText E FinderHelpFinder "File Finder Help" 0
menuText E FinderHelpIndex "Help Index" 0
translate E FileFinder {File Finder}
translate E FinderDir {Directory}
translate E FinderDirs {Directories}
translate E FinderFiles {Files}
translate E FinderUpDir {up}
translate E FinderCtxOpen {Open}
translate E FinderCtxBackup {Backup}
translate E FinderCtxCopy {Copy}
translate E FinderCtxMove {Move}
translate E FinderCtxDelete {Delete}
 
# Player finder:
menuText E PListFile "File" 0
menuText E PListFileUpdate "Update" 0
menuText E PListFileClose "Close Player Finder" 0
menuText E PListSort "Sort" 0
menuText E PListSortName "Name" 0
menuText E PListSortElo "Elo" 0
menuText E PListSortGames "Games" 0
menuText E PListSortOldest "Oldest" 0
menuText E PListSortNewest "Newest" 2

# Tournament finder:
menuText E TmtFile "File" 0
menuText E TmtFileUpdate "Update" 0
menuText E TmtFileClose "Close Tournament Finder" 0
menuText E TmtSort "Sort" 0
menuText E TmtSortDate "Date" 0
menuText E TmtSortPlayers "Players" 0
menuText E TmtSortGames "Games" 0
menuText E TmtSortElo "Elo" 0
menuText E TmtSortSite "Site" 0
menuText E TmtSortEvent "Event" 1
menuText E TmtSortWinner "Winner" 0
translate E TmtLimit "List Limit"
translate E TmtMeanElo "Mean Elo"
translate E TmtNone "No matching tournaments were found."

# Graph windows:
menuText E GraphFile "File" 0
menuText E GraphFileColor "Save as Color PostScript..." 8
menuText E GraphFileGrey "Save as Greyscale PostScript..." 8
menuText E GraphFileClose "Close Window" 6
menuText E GraphOptions "Options" 0
menuText E GraphOptionsWhite "White" 0
menuText E GraphOptionsBlack "Black" 0
menuText E GraphOptionsBoth "Both" 1
menuText E GraphOptionsPInfo "Player Info player" 0
translate E GraphFilterTitle "Filter Graph: frequency per 1000 games"
translate E GraphAbsFilterTitle "Filter Graph: frequency of the games"
translate E ConfigureFilter "Configure X-Axes for Year, Rating and Moves"
translate E FilterEstimate "Estimate"
translate E TitleFilterGraph "Scid: Filter Graph"

# Analysis window:
translate E AddVariation {Add Variation}
translate E AddAllVariations {Add All Variations}
translate E AddMove {Add Move}
translate E Annotate {Annotate}
translate E ShowAnalysisBoard {Show analysis board}
translate E ShowInfo {Show engine info}
translate E FinishGame {Finish game}
translate E StopEngine {Stop engine}
translate E StartEngine {Start engine}
translate E LockEngine {Lock engine to current position}
translate E AnalysisCommand {Analysis Command}
translate E PreviousChoices {Previous Choices}
translate E AnnotateTime {Set the time between moves in seconds}
translate E AnnotateWhich {Add variations}
translate E AnnotateAll {For moves by both sides}
translate E AnnotateAllMoves {Annotate all moves}
translate E AnnotateWhite {For White moves only}
translate E AnnotateBlack {For Black moves only}
translate E AnnotateBlundersOnly {When game move is a blunder}
translate E AnnotateBlundersOnlyScoreChange {Analysis reports blunder, with score change from/to: }
translate E BlundersThreshold {Threshold}
translate E ScoreAllMoves {Score all moves}
translate E LowPriority {Low CPU Priority}
translate E ClickHereToSeeMoves {Click here to see moves}
translate E ConfigureInformant {Configure Informant}
translate E Informant!? {Interesting move}
translate E Informant? {Poor move}
translate E Informant?? {Blunder}
translate E Informant?! {Dubious move}
translate E Informant+= {White has a slight advantage}
translate E Informant+/- {White has a moderate advantage}
translate E Informant+- {White has a decisive advantage}
translate E Informant++- {The game is considered won}
  
# Book window
translate E Book {Book}
translate E OtherBookMoves {Opponent's book}
translate E OtherBookMovesTooltip {Moves to which the opponent has a reply}

# Analysis Engine open dialog:
translate E EngineList {Analysis Engine List}
translate E EngineName {Name}
translate E EngineCmd {Command}
translate E EngineArgs {Parameters}
translate E EngineDir {Directory}
translate E EngineElo {Elo}
translate E EngineTime {Date}
translate E EngineNew {New}
translate E EngineEdit {Edit}
translate E EngineRequired {Fields in bold are required; others are optional}

# Stats window menus:
menuText E StatsFile "File" 0
menuText E StatsFilePrint "Print to File..." 0
menuText E StatsFileClose "Close Window" 0
menuText E StatsOpt "Options" 0

# PGN window menus:
menuText E PgnFile "File" 0
menuText E PgnFileCopy "Copy Game to Clipboard" 0
menuText E PgnFilePrint "Print to File..." 0
menuText E PgnFileClose "Close PGN Window" 10
menuText E PgnOpt "Display" 0
menuText E PgnOptColor "Color Display" 0
menuText E PgnOptShort "Short (3-line) Header" 0
menuText E PgnOptSymbols "Symbolic Annotations" 1
menuText E PgnOptIndentC "Indent Comments" 0
menuText E PgnOptIndentV "Indent Variations" 7
menuText E PgnOptColumn "Column Style (one move per line)" 1
menuText E PgnOptSpace "Space after Move Numbers" 1
menuText E PgnOptStripMarks "Strip out Colored Square/Arrow Codes" 1
menuText E PgnOptBoldMainLine "Use Bold Text for Main Line Moves" 4
menuText E PgnColor "Colors" 0
menuText E PgnColorHeader "Header..." 0
menuText E PgnColorAnno "Annotations..." 0
menuText E PgnColorComments "Comments..." 0
menuText E PgnColorVars "Variations..." 0
menuText E PgnColorBackground "Background..." 0
menuText E PgnColorMain "Main line..." 0
menuText E PgnColorCurrent "Current move background..." 1
menuText E PgnHelp "Help" 0
menuText E PgnHelpPgn "PGN Help" 0
menuText E PgnHelpIndex "Index" 0
translate E PgnWindowTitle {Notation - game %u}

# Crosstable window menus:
menuText E CrosstabFile "File" 0
menuText E CrosstabFileText "Print to Text File..." 9
menuText E CrosstabFileHtml "Print to HTML File..." 9
menuText E CrosstabFileLaTeX "Print to LaTeX File..." 9
menuText E CrosstabFileClose "Close Crosstable Window" 0
menuText E CrosstabEdit "Edit" 0
menuText E CrosstabEditEvent "Event" 0
menuText E CrosstabEditSite "Site" 0
menuText E CrosstabEditDate "Date" 0
menuText E CrosstabOpt "Display" 0
menuText E CrosstabOptAll "All-play-all" 0
menuText E CrosstabOptSwiss "Swiss" 0
menuText E CrosstabOptKnockout "Knockout" 0
menuText E CrosstabOptAuto "Auto" 1
menuText E CrosstabOptAges "Ages in Years" 8
menuText E CrosstabOptNats "Nationalities" 0
menuText E CrosstabOptRatings "Ratings" 0
menuText E CrosstabOptTitles "Titles" 0
menuText E CrosstabOptBreaks "Tie-Break Scores" 4
menuText E CrosstabOptDeleted "Include Deleted Games" 8
menuText E CrosstabOptColors "Colors (Swiss table only)" 0
menuText E CrosstabOptColumnNumbers "Numbered Columns (All-play-all table only)" 2
menuText E CrosstabOptGroup "Group Scores" 0
menuText E CrosstabSort "Sort" 0
menuText E CrosstabSortName "Name" 0
menuText E CrosstabSortRating "Rating" 0
menuText E CrosstabSortScore "Score" 0
menuText E CrosstabColor "Color" 0
menuText E CrosstabColorPlain "Plain Text" 0
menuText E CrosstabColorHyper "Hypertext" 0
menuText E CrosstabHelp "Help" 0
menuText E CrosstabHelpCross "Crosstable Help" 0
menuText E CrosstabHelpIndex "Help Index" 0
translate E SetFilter {Set Filter}
translate E AddToFilter {Add to Filter}
translate E Swiss {Swiss}
translate E Category {Category}

# Opening report window menus:
menuText E OprepFile "File" 0
menuText E OprepFileText "Print to Text File..." 9
menuText E OprepFileHtml "Print to HTML File..." 9
menuText E OprepFileLaTeX "Print to LaTeX File..." 9
menuText E OprepFileOptions "Options..." 0
menuText E OprepFileClose "Close Report Window" 0
menuText E OprepFavorites "Favorites" 1
menuText E OprepFavoritesAdd "Add Report..." 0
menuText E OprepFavoritesEdit "Edit Report Favorites..." 0
menuText E OprepFavoritesGenerate "Generate Reports..." 0
menuText E OprepHelp "Help" 0
menuText E OprepHelpReport "Opening Report Help" 0
menuText E OprepHelpIndex "Help Index" 0

# Repertoire editor:
menuText E RepFile "File" 0
menuText E RepFileNew "New" 0
menuText E RepFileOpen "Open..." 0
menuText E RepFileSave "Save..." 0
menuText E RepFileSaveAs "Save As..." 5
menuText E RepFileClose "Close Window" 0
menuText E RepEdit "Edit" 0
menuText E RepEditGroup "Add Group" 4
menuText E RepEditInclude "Add Include Line" 4
menuText E RepEditExclude "Add Exclude Line" 4
menuText E RepView "View" 0
menuText E RepViewExpand "Expand All Groups" 0
menuText E RepViewCollapse "Collapse All Groups" 0
menuText E RepSearch "Search" 0
menuText E RepSearchAll "All of Repertoire..." 0
menuText E RepSearchDisplayed "Displayed Lines Only..." 0
menuText E RepHelp "Help" 0
menuText E RepHelpRep "Repertoire Help" 0
menuText E RepHelpIndex "Help Index" 0
translate E RepSearch "Repertoire Search"
translate E RepIncludedLines "included lines"
translate E RepExcludedLines "excluded lines"
translate E RepCloseDialog {This repertoire has unsaved changes.

Do you really want to continue and discard the changes you have made?
}

# Header search:
translate E HeaderSearch {Header Search}
translate E EndSideToMove {Side to move at end of game}
translate E GamesWithNoECO {Games with no ECO?}
translate E GameLength {Game length}
translate E FindGamesWith {Find games with flags}
translate E StdStart {Non-standard start}
translate E Promotions {Promotions}
translate E Comments {Comments}
translate E Variations {Variations}
translate E Annotations {Annotations}
translate E DeleteFlag {Delete flag}
translate E WhiteOpFlag {White opening}
translate E BlackOpFlag {Black opening}
translate E MiddlegameFlag {Middlegame}
translate E EndgameFlag {Endgame}
translate E NoveltyFlag {Novelty}
translate E PawnFlag {Pawn structure}
translate E TacticsFlag {Tactics}
translate E QsideFlag {Queenside play}
translate E KsideFlag {Kingside play}
translate E BrilliancyFlag {Brilliancy}
translate E BlunderFlag {Blunder}
translate E UserFlag {User}
translate E PgnContains {PGN contains text}
translate E Annotator {Annotator}
translate E Cmnts {Annotated games only}

# Game list window:
translate E GlistNumber {Number}
translate E GlistWhite {White}
translate E GlistBlack {Black}
translate E GlistWElo {W-Elo}
translate E GlistBElo {B-Elo}
translate E GlistEvent {Event}
translate E GlistSite {Site}
translate E GlistRound {Round}
translate E GlistDate {Date}
translate E GlistYear {Year}
translate E GlistEDate {EventDate}
translate E GlistResult {Result}
translate E GlistLength {Length}
translate E GlistCountry {Country}
translate E GlistECO {ECO}
translate E GlistOpening {Opening}
translate E GlistEndMaterial {End-Material}
translate E GlistDeleted {Deleted}
translate E GlistFlags {Flags}
translate E GlistVars {Variations}
translate E GlistComments {Comments}
translate E GlistAnnos {Annotations}
translate E GlistStart {Start}
translate E GlistGameNumber {Game number}
translate E GlistAverageElo {Average Elo}
translate E GlistRating {Rating}
translate E GlistFindText {Find text}
translate E GlistMoveField {Move}
translate E GlistEditField {Configure}
translate E GlistAddField {Add}
translate E GlistDeleteField {Remove}
translate E GlistWidth {Width}
translate E GlistAlign {Align}
translate E GlistAlignL {Align: left}
translate E GlistAlignR {Align: right}
translate E GlistAlignC {Align: center}
translate E GlistColor {Color}
translate E GlistSep {Separator}
translate E GlistCurrentSep {-- Current --}
translate E GlistNewSort {New}
translate E GlistAddToSort {Add}


# base sorting
translate E GsortSort {Sort...}
translate E GsortDate {Date}
translate E GsortYear {Year}
translate E GsortEvent {Event}
translate E GsortSite {Site}
translate E GsortRound {Round}
translate E GsortWhiteName {White Name}
translate E GsortBlackName {Black Name}
translate E GsortECO {ECO}
translate E GsortResult {Result}
translate E GsortMoveCount {Move Count}
translate E GsortAverageElo {Average Elo}
translate E GsortCountry {Country}
translate E GsortDeleted {Deleted}
translate E GsortEventDate {Event Date}
translate E GsortWhiteElo {White Elo}
translate E GsortBlackElo {Black Elo}
translate E GsortComments {Comments}
translate E GsortVariations {Variations}
translate E GsortNAGs {NAGs}
translate E GsortAscending {Ascending}
translate E GsortDescending {Descending}
translate E GsortAdd {Add}
translate E GsortStore {Store}
translate E GsortLoad {Load}

# menu shown with right mouse button down on game list. 
translate E GlistRemoveThisGameFromFilter  {Remove this game from Filter}
translate E GlistRemoveGameAndAboveFromFilter  {Remove game (and all above it) from Filter}
translate E GlistRemoveGameAndBelowFromFilter  {Remove game (and all below it) from Filter}
translate E GlistDeleteGame {(Un)Delete this game} 
translate E GlistDeleteAllGames {Delete all games in filter} 
translate E GlistUndeleteAllGames {Undelete all games in filter}  
translate E GlistMergeGameInBase {Merge Game in other database}

# Maintenance window:
translate E DatabaseName {Database Name:}
translate E TypeIcon {Type Icon:}
translate E NumOfGames {Games:}
translate E NumDeletedGames {Deleted games:}
translate E NumFilterGames {Games in filter:}
translate E YearRange {Year range:}
translate E RatingRange {Rating range:}
translate E Description {Description}
translate E Flag {Flag}
translate E CustomFlags {Custom flags}
translate E DeleteCurrent {Delete current game}
translate E DeleteFilter {Delete filter games}
translate E DeleteAll {Delete all games}
translate E UndeleteCurrent {Undelete current game}
translate E UndeleteFilter {Undelete filter games}
translate E UndeleteAll {Undelete all games}
translate E DeleteTwins {Delete twin games}
translate E MarkCurrent {Mark current game}
translate E MarkFilter {Mark filter games}
translate E MarkAll {Mark all games}
translate E UnmarkCurrent {Unmark current game}
translate E UnmarkFilter {Unmark filter games}
translate E UnmarkAll {Unmark all games}
translate E Spellchecking {Spell-checking}
translate E Players {Players}
translate E Events {Events}
translate E Sites {Sites}
translate E Rounds {Rounds}
translate E DatabaseOps {Database operations}
translate E ReclassifyGames {ECO-classify games}
translate E CompactDatabase {Compact database}
translate E SortDatabase {Sort database}
translate E AddEloRatings {Add Elo ratings}
translate E AutoloadGame {Autoload game number}
translate E StripTags {Strip PGN tags}
translate E StripTag {Strip tag}
translate E Cleaner {Cleaner}
translate E CleanerHelp {
The Scid Cleaner will perform all the maintenance actions you select from the list below, on the current database.

Current settings in the ECO classification and twin deletion dialogs will apply if you select those functions.
}
translate E CleanerConfirm {
Once Cleaner maintenance is started, it cannot be interrupted!

This may take a long time on a large database, depending on the functions you have selected and their current settings.

Are you sure you want to commence the maintenance functions you selected?
}
# Twinchecker
translate E TwinCheckUndelete {to flip; "u" undeletes both)}
translate E TwinCheckprevPair {Previous pair}
translate E TwinChecknextPair {Next pair}
translate E TwinChecker {Scid: Twin game checker}
translate E TwinCheckTournament {Games in tournament:}
translate E TwinCheckNoTwin {No twin  }
translate E TwinCheckNoTwinfound {No twin was detected for this game.\nTo show twins using this window, you must first use the "Delete twin games..." function. }
translate E TwinCheckTag {Share tags...}
translate E TwinCheckFound1 {Scid found $result twin games}
translate E TwinCheckFound2 { and set their delete flags}
translate E TwinCheckNoDelete {There are no games in this database to delete.}
translate E TwinCriteria1 { Your settings for finding twin games are potentially likely to\ncause non-twin games with similar moves to be marked as twins.}
translate E TwinCriteria2 {It is recommended that if you select "No" for "same moves", you should select "Yes" for the colors, event, site, round, year and month settings.\nDo you want to continue and delete twins anyway? }
translate E TwinCriteria3 {It is recommended that you specify "Yes" for at least two of the "same site", "same round" and "same year" settings.\nDo you want to continue and delete twins anyway?}
translate E TwinCriteriaConfirm {Scid: Confirm twin settings}
translate E TwinChangeTag "Change the following game tags:\n\n"
translate E AllocRatingDescription "This command will use the current spellcheck file to add Elo ratings to games in this database. Wherever a player has no current rating but his/her rating at the time of the game is listed in the spellcheck file, that rating will be added."
translate E RatingOverride "Overwrite existing non-zero ratings?"
translate E AddRatings "Add ratings to:"
translate E AddedRatings {Scid added $r Elo ratings in $g games.}

#Bookmark editor
translate E NewSubmenu "New submenu"

# Comment editor:
translate E AnnotationSymbols  {Annotation Symbols:}
translate E Comment {Comment:}
translate E InsertMark {Insert mark}
translate E InsertMarkHelp {
Insert/remove mark: Select color, type, square.
Insert/remove arrow: Right-click two squares.
}

# Nag buttons in comment editor:
translate E GoodMove {Good move}
translate E PoorMove {Poor move}
translate E ExcellentMove {Excellent move}
translate E Blunder {Blunder}
translate E InterestingMove {Interesting move}
translate E DubiousMove {Dubious move}
translate E WhiteDecisiveAdvantage {White has a decisive advantage}
translate E BlackDecisiveAdvantage {Black has a decisive advantage}
translate E WhiteClearAdvantage {White has a clear advantage}
translate E BlackClearAdvantage {Black has a clear advantage}
translate E WhiteSlightAdvantage {White has a slight advantage}
translate E BlackSlightAdvantage {Black has a slight advantage}
translate E Equality {Equality}
translate E Unclear {Unclear}
translate E Diagram {Diagram}

# Board search:
translate E BoardSearch {Board Search}
translate E FilterOperation {Operation on current filter:}
translate E FilterAnd {AND (Restrict filter)}
translate E FilterOr {OR (Add to filter)}
translate E FilterIgnore {IGNORE (Reset filter)}
translate E SearchType {Search type:}
translate E SearchBoardExact {Exact position (all pieces on same squares)}
translate E SearchBoardPawns {Pawns (same material, all pawns on same squares)}
translate E SearchBoardFiles {Files (same material, all pawns on same files)}
translate E SearchBoardAny {Any (same material, pawns and pieces anywhere)}
translate E SearchInRefDatabase { Search in reference database }
translate E LookInVars {Look in variations}

# Material search:
translate E MaterialSearch {Material Search}
translate E Material {Material}
translate E Patterns {Patterns}
translate E Zero {Zero}
translate E Any {Any}
translate E CurrentBoard {Current Board}
translate E CommonEndings {Common Endings}
translate E CommonPatterns {Common Patterns}
translate E MaterialDiff {Material difference}
translate E squares {squares}
translate E SameColor {Same color}
translate E OppColor {Opposite color}
translate E Either {Either}
translate E MoveNumberRange {Move number range}
translate E MatchForAtLeast {Match for at least}
translate E HalfMoves {half-moves}

# Common endings in material search:
translate E EndingPawns {Pawn endings}
translate E EndingRookVsPawns {Rook vs. Pawn(s)}
translate E EndingRookPawnVsRook {Rook and 1 Pawn vs. Rook}
translate E EndingRookPawnsVsRook {Rook and Pawn(s) vs. Rook}
translate E EndingRooks {Rook vs. Rook endings}
translate E EndingRooksPassedA {Rook vs. Rook endings with a passed a-pawn}
translate E EndingRooksDouble {Double Rook endings}
translate E EndingBishops {Bishop vs. Bishop endings}
translate E EndingBishopVsKnight {Bishop vs. Knight endings}
translate E EndingKnights {Knight vs. Knight endings}
translate E EndingQueens {Queen vs. Queen endings}
translate E EndingQueenPawnVsQueen {Queen and 1 Pawn vs. Queen}
translate E BishopPairVsKnightPair {Two Bishops vs. Two Knights middlegame}

# Common patterns in material search:
translate E PatternWhiteIQP {White IQP}
translate E PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6}
translate E PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6}
translate E PatternBlackIQP {Black IQP}
translate E PatternWhiteBlackIQP {White IQP vs. Black IQP}
translate E PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple}
translate E PatternHangingC5D5 {Black Hanging Pawns on c5 and d5}
translate E PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)}
translate E PatternRookSacC3 {Rook Sacrifice on c3}
translate E PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)}
translate E PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)}
translate E PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)}
translate E PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)}
translate E PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)}

# Game saving:
translate E Today {Today}
translate E ClassifyGame {Classify game}

# Setup position:
translate E EmptyBoard {Empty board}
translate E InitialBoard {Initial board}
translate E SideToMove {Side to move}
translate E MoveNumber {Move number}
translate E Castling {Castling}
translate E EnPassantFile {En Passant file}
translate E ClearFen {Clear FEN}
translate E PasteFen {Paste FEN}

translate E SaveAndContinue {Save and continue}
translate E DiscardChangesAndContinue {Discard changes\nand continue}
translate E GoBack {Go back}

# Replace move dialog:
translate E ReplaceMove {Replace move}
translate E AddNewVar {Add new variation}
translate E NewMainLine {New Main Line}
translate E ReplaceMoveMessage {A move already exists here.

You can replace it, discarding all moves after it, or add your move as a new variation.

(You can avoid seeing this message in future by turning off the "Ask before replacing moves" option in the Options:Moves menu.)}

# Make database read-only dialog:
translate E ReadOnlyDialog {If you make this database read-only, no changes will be permitted.
No games can be saved or replaced, and no delete flags can be altered.
Any sorting or ECO-classification results will be temporary.

You can easily make the database writable again, by closing and reopening it.

Do you really want to make this database read-only?}

# Clear game dialog:
translate E ClearGameDialog {This game has been altered.

Do you really want to continue and discard the changes made to it?
}

# Exit dialog:
translate E ExitDialog {Do you really want to exit Scid?}
translate E ExitUnsaved {The following databases have unsaved game changes. If you exit now, these changes will be lost.}

# Import window:
translate E PasteCurrentGame {Paste current game}
translate E ImportHelp1 {Enter or paste a PGN-format game in the frame above.}
translate E ImportHelp2 {Any errors importing the game will be displayed here.}
translate E OverwriteExistingMoves {Overwrite existing moves ?}

# ECO Browser:
translate E ECOAllSections {all ECO sections}
translate E ECOSection {ECO section}
translate E ECOSummary {Summary for}
translate E ECOFrequency {Frequency of subcodes for}

# Opening Report:
translate E OprepTitle {Opening Report}
translate E OprepReport {Report}
translate E OprepGenerated {Generated by}
translate E OprepStatsHist {Statistics and History}
translate E OprepStats {Statistics}
translate E OprepStatAll {All report games}
translate E OprepStatBoth {Both rated}
translate E OprepStatSince {Since}
translate E OprepOldest {Oldest games}
translate E OprepNewest {Newest games}
translate E OprepPopular {Current popularity}
translate E OprepFreqAll {Frequency in all years:   }
translate E OprepFreq1   {In the  1 year  to today: }
translate E OprepFreq5   {In the  5 years to today: }
translate E OprepFreq10  {In the 10 years to today: }
translate E OprepEvery {once every %u games}
translate E OprepUp {up %u%s from all years}
translate E OprepDown {down %u%s from all years}
translate E OprepSame {no change from all years}
translate E OprepMostFrequent {Most frequent players}
translate E OprepMostFrequentOpponents {Most frequent opponents}
translate E OprepRatingsPerf {Ratings and Performance}
translate E OprepAvgPerf {Average ratings and performance}
translate E OprepWRating {White rating}
translate E OprepBRating {Black rating}
translate E OprepWPerf {White performance}
translate E OprepBPerf {Black performance}
translate E OprepHighRating {Games with highest average rating}
translate E OprepTrends {Result Trends}
translate E OprepResults {Result lengths and frequencies}
translate E OprepLength {Game length}
translate E OprepFrequency {Frequency}
translate E OprepWWins {White wins: }
translate E OprepBWins {Black wins: }
translate E OprepDraws {Draws:      }
translate E OprepWholeDB {whole database}
translate E OprepShortest {Shortest wins}
translate E OprepMovesThemes {Moves and Themes}
translate E OprepMoveOrders {Move orders reaching the report position}
translate E OprepMoveOrdersOne \
  {There was only one move order reaching this position:}
translate E OprepMoveOrdersAll \
  {There were %u move orders reaching this position:}
translate E OprepMoveOrdersMany \
  {There were %u move orders reaching this position. The top %u are:}
translate E OprepMovesFrom {Moves from the report position}
translate E OprepMostFrequentEcoCodes {Most frequent ECO codes}
translate E OprepThemes {Positional Themes}
translate E OprepThemeDescription {Frequency of themes in the first %u moves of each game}
translate E OprepThemeSameCastling {Same-side castling}
translate E OprepThemeOppCastling {Opposite castling}
translate E OprepThemeNoCastling {Both Kings uncastled}
translate E OprepThemeKPawnStorm {Kingside pawn storm}
translate E OprepThemeQueenswap {Queens exchanged}
translate E OprepThemeWIQP {White Isolated Queen Pawn}
translate E OprepThemeBIQP {Black Isolated Queen Pawn}
translate E OprepThemeWP567 {White Pawn on 5/6/7th rank}
translate E OprepThemeBP234 {Black Pawn on 2/3/4th rank}
translate E OprepThemeOpenCDE {Open c/d/e file}
translate E OprepTheme1BishopPair {Only one side has Bishop pair}
translate E OprepEndgames {Endgames}
translate E OprepReportGames {Report games}
translate E OprepAllGames    {All games}
translate E OprepEndClass {Material at the end of each game}
translate E OprepTheoryTable {Theory Table}
translate E OprepTableComment {Generated from the %u highest-rated games.}
translate E OprepExtraMoves {Extra note moves in theory table}
translate E OprepMaxGames {Maximum games in theory table}
translate E OprepViewHTML {View HTML}
translate E OprepViewLaTeX {View LaTeX}

# Player Report:
translate E PReportTitle {Player Report}
translate E PReportColorWhite {with the White pieces}
translate E PReportColorBlack {with the Black pieces}
translate E PReportMoves {after %s}
translate E PReportOpenings {Openings}
translate E PReportClipbase {Empty clipbase and copy matching games to it}

# Piece Tracker window:
translate E TrackerSelectSingle {Left mouse button selects this piece.}
translate E TrackerSelectPair {Left mouse button selects this piece; right button also selects its sibling.}
translate E TrackerSelectPawn {Left mouse button selects this pawn; right button selects all 8 pawns.}
translate E TrackerStat {Statistic}
translate E TrackerGames {% games with move to square}
translate E TrackerTime {% time on each square}
translate E TrackerMoves {Moves}
translate E TrackerMovesStart {Enter the move number where tracking should begin.}
translate E TrackerMovesStop {Enter the move number where tracking should stop.}

# Game selection dialogs:
translate E SelectAllGames {All games in the database}
translate E SelectFilterGames {Only games in the filter}
translate E SelectTournamentGames {Only games in the current tournament}
translate E SelectOlderGames {Only older games}

# Delete Twins window:
translate E TwinsNote {To be twins, two games must at least have the same two players, and criteria you can set below. When a pair of twins is found, the shorter game is deleted. Hint: it is best to spellcheck the database before deleting twins, since it improves twin detection. }
translate E TwinsCriteria {Criteria: Twin games must have...}
translate E TwinsWhich {Examine which games}
translate E TwinsColors {Same player colors?}
translate E TwinsEvent {Same event?}
translate E TwinsSite {Same site?}
translate E TwinsRound {Same round?}
translate E TwinsYear {Same year?}
translate E TwinsMonth {Same month?}
translate E TwinsDay {Same day?}
translate E TwinsResult {Same result?}
translate E TwinsECO {Same ECO code?}
translate E TwinsMoves {Same moves?}
translate E TwinsPlayers {Comparing player names:}
translate E TwinsPlayersExact {Exact match}
translate E TwinsPlayersPrefix {First 4 letters only}
translate E TwinsWhen {When deleting twin games}
translate E TwinsSkipShort {Ignore all games under 5 moves long?}
translate E TwinsUndelete {Undelete all games first?}
translate E TwinsSetFilter {Set filter to all deleted twin games?}
translate E TwinsComments {Always keep games with comments?}
translate E TwinsVars {Always keep games with variations?}
translate E TwinsDeleteWhich {Delete which game:}
translate E TwinsDeleteShorter {Shorter game}
translate E TwinsDeleteOlder {Smaller game number}
translate E TwinsDeleteNewer {Larger game number}
translate E TwinsDelete {Delete games}

# Name editor window:
translate E NameEditType {Type of name to edit}
translate E NameEditSelect {Games to edit}
translate E NameEditReplace {Replace}
translate E NameEditWith {with}
translate E NameEditMatches {Matches: Press Ctrl+1 to Ctrl+9 to select}

# Check games window:
translate E CheckGames {Check games}
translate E CheckGamesWhich {Check games}
translate E CheckAll {All games}
translate E CheckSelectFilterGames {Only games in filter}

# Classify window:
translate E Classify {Classify}
translate E ClassifyWhich {ECO-Classify which games}
translate E ClassifyAll {All games (overwrite old ECO codes)}
translate E ClassifyYear {All games played in the last year}
translate E ClassifyMonth {All games played in the last month}
translate E ClassifyNew {Only games with no ECO code yet}
translate E ClassifyCodes {ECO Codes to use}
translate E ClassifyBasic {Basic codes only ("B12", ...)}
translate E ClassifyExtended {Scid extensions ("B12j", ...)}

# Compaction:
translate E NameFile {Name file}
translate E GameFile {Game file}
translate E Names {Names}
translate E Unused {Unused}
translate E SizeKb {Size (kb)}
translate E CurrentState {Current State}
translate E AfterCompaction {After compaction}
translate E CompactNames {Compact name file}
translate E CompactGames {Compact game file}
translate E NoUnusedNames "There are no unused names, so the name file is already fully compacted."
translate E NoUnusedGames "The game file is already fully compacted."
translate E NameFileCompacted {The name file for the database "[file tail [sc_base filename]]" was compacted.}
translate E GameFileCompacted {The game file for the database "[file tail [sc_base filename]]" was compacted.}

# Sorting:
translate E SortCriteria {Criteria}
translate E AddCriteria {Add criteria}
translate E CommonSorts {Common sorts}
translate E Sort {Sort}

# Exporting:
translate E AddToExistingFile {Add games to an existing file?}
translate E ExportComments {Export comments?}
translate E ExportVariations {Export variations?}
translate E IndentComments {Indent comments?}
translate E IndentVariations {Indent variations?}
translate E ExportColumnStyle {Column style (one move per line)?}
translate E ExportSymbolStyle {Symbolic annotation style:}
translate E ExportStripMarks {Strip square/arrow mark codes from comments?}

# Goto game/move dialogs:
translate E LoadGameNumber {Enter the game number to load:}
translate E GotoMoveNumber {Goto move number:}

# Copy games dialog:
translate E CopyGames {Copy games}
translate E CopyConfirm {
 Do you really want to copy
 the [::utils::thousands $nGamesToCopy] filtered games
 in the database "$fromName"
 to the database "$targetName"?
}
translate E CopyErr {Cannot copy games}
translate E CopyErrSource {the source database}
translate E CopyErrTarget {the target database}
translate E CopyErrNoGames {has no games in its filter}
translate E CopyErrReadOnly {is read-only}
translate E CopyErrNotOpen {is not open}

# Colors:
translate E LightSquares {Light squares}
translate E DarkSquares {Dark squares}
translate E SelectedSquares {Selected squares}
translate E SuggestedSquares {Suggested move squares}
translate E WhitePieces {White pieces}
translate E BlackPieces {Black pieces}
translate E WhiteBorder {White border}
translate E BlackBorder {Black border}

# Novelty window:
translate E FindNovelty {Find Novelty}
translate E Novelty {Novelty}
translate E NoveltyInterrupt {Novelty search interrupted}
translate E NoveltyNone {No novelty was found for this game}
translate E NoveltyHelp {
Scid will find the first move of the current game that reaches a position not found in the selected database or in the ECO openings book.
}

# Sounds configuration:
translate E SoundsFolder {Sound Files Folder}
translate E SoundsFolderHelp {The folder should contain the files King.wav, a.wav, 1.wav, etc}
translate E SoundsAnnounceOptions {Move Announcement Options}
translate E SoundsAnnounceNew {Announce new moves as they are made}
translate E SoundsAnnounceForward {Announce moves when moving forward one move}
translate E SoundsAnnounceBack {Announce when retracting or moving back one move}

# Upgrading databases:
translate E Upgrading {Upgrading}
translate E ConfirmOpenNew {
This is an old-format (Scid 3) database that cannot be opened in Scid 4, but a new-format (Scid 4) version has already been created.

Do you want to open the new-format version of the database?
}
translate E ConfirmUpgrade {
This is an old-format (Scid 3) database. A new-format version of the database must be created before it can be used in Scid 4.

Upgrading will create a new version of the database and after that remove the original files.

This may take a while, but it only needs to be done one time. You can cancel if it takes too long.

Do you want to upgrade this database now?
}

# Recent files options:
translate E RecentFilesMenu {Number of recent files in File menu}
translate E RecentFilesExtra {Number of recent files in extra submenu}

# My Player Names options:
translate E MyPlayerNamesDescription {
Enter a list of preferred player names below, one name per line. Wildcards (e.g. "?" for any single character, "*" for any sequence of characters) are permitted.

Every time a game with a player in the list is loaded, the main window chessboard will be rotated if necessary to show the game from that players perspective.
}

#Coach
translate E showblunderexists {show blunder exists}
translate E showblundervalue {show blunder value}
translate E showscore {show score}
translate E coachgame {coach game}
translate E configurecoachgame {Configure tactical game}
translate E configuregame {Game configuration}
translate E Phalanxengine {Phalanx engine}
translate E Coachengine {Coach engine}
translate E difficulty {difficulty}
translate E hard {hard}
translate E easy {easy}
translate E Playwith {Play with}
translate E white {white}
translate E black {black}
translate E both {both}
translate E Play {Play}
translate E Noblunder {No blunder}
translate E blunder {blunder}
translate E Noinfo {-- No info --}
translate E PhalanxOrTogaMissing {Phalanx or Toga not found}
translate E moveblunderthreshold {move is a blunder if loss is greater than}
translate E limitanalysis {limit engine analysis time}
translate E seconds {seconds}
translate E Abort {Abort}
translate E Resume {Resume}
translate E OutOfOpening {Out of opening}
translate E NotFollowedLine {You did not follow the line}
translate E DoYouWantContinue {Do you want yo continue ?}
translate E CoachIsWatching {Coach is watching}
translate E Ponder {Permanent thinking}
translate E LimitELO {Limit ELO strength}
translate E DubiousMovePlayedTakeBack {Dubious move played, do you want to take back ?}
translate E WeakMovePlayedTakeBack {Weak move played, do you want to take back ?}
translate E BadMovePlayedTakeBack {Bad move played, do you want to take back ?}
translate E Iresign {I resign}
translate E yourmoveisnotgood {your move is not good}
translate E EndOfVar {End of variation}
translate E Openingtrainer {Opening trainer}
translate E DisplayCM {Display candidate moves}
translate E DisplayCMValue {Display candidate moves value}
translate E DisplayOpeningStats {Show statistics}
translate E ShowReport {Show report}
translate E NumberOfGoodMovesPlayed {good moves played}
translate E NumberOfDubiousMovesPlayed {dubious moves played}
translate E NumberOfMovesPlayedNotInRepertoire {moves played not in repertoire}
translate E NumberOfTimesPositionEncountered {times position encountered}
translate E PlayerBestMove  {Allow only best moves}
translate E OpponentBestMove {Opponent plays best moves}
translate E OnlyFlaggedLines {Only flagged lines}
translate E resetStats {Reset statistics}
translate E Repertoiretrainingconfiguration {Repertoire training configuration}
translate E Loadingrepertoire {Loading repertoire}
translate E Movesloaded {Moves loaded}
translate E Repertoirenotfound {Repertoire not found}
translate E Openfirstrepertoirewithtype {Open first a repertoire database with icon/type set to the right side}
translate E Movenotinrepertoire {Move not in repertoire}
translate E PositionsInRepertoire {Positions in repertoire}
translate E PositionsNotPlayed {Positions not played}
translate E PositionsPlayed {Positions played}
translate E Success {Success}
translate E DubiousMoves {Dubious moves}
translate E OutOfRepertoire {OutOfRepertoire}
translate E ConfigureTactics {Configure tactics}
translate E ResetScores {Reset scores}
translate E LoadingBase {Loading base}
translate E Tactics {Tactics}
translate E ShowSolution {Show solution}
translate E NextExercise {Next exercise}
translate E PrevExercise {Previous exercise}
translate E StopTraining {Stop training}
translate E Next {Next}
translate E ResettingScore {Resetting score}
translate E LoadingGame {Loading game}
translate E MateFound {Mate found}
translate E BestSolutionNotFound {Best solution NOT found !}
translate E MateNotFound {Mate not found}
translate E ShorterMateExists {Shorter mate exists}
translate E ScorePlayed {Score played}
translate E Expected {expected}
translate E ChooseTrainingBase {Choose training base}
translate E Thinking {Thinking}
translate E AnalyzeDone {Analyze done}
translate E WinWonGame {Win won game}
translate E Lines {Lines}
translate E ConfigureUCIengine {Configure UCI engine}
translate E SpecificOpening {Specific opening}
translate E StartNewGame {Start new game}
translate E FixedLevel {Fixed level}
translate E Opening {Opening}
translate E RandomLevel {Random level}
translate E StartFromCurrentPosition {Start from current position}
translate E FixedDepth {Fixed depth}
translate E Nodes {Nodes}
translate E Depth {Depth}
translate E Time {Time} 
translate E SecondsPerMove {Seconds per move}
translate E Engine {Engine}
translate E TimeMode {Time mode}
translate E TimeBonus {Time + bonus}
translate E TimeMin {min}
translate E TimeSec {sec}
translate E AllExercisesDone {All exercises done}
translate E MoveOutOfBook {Move out of book}
translate E LastBookMove {Last book move}
translate E AnnotateSeveralGames {Annotate several games\nfrom current to :}
translate E FindOpeningErrors {Find opening errors}
translate E MarkTacticalExercises {Mark tactical exercises}
translate E UseBook {Use book}
translate E MultiPV {Multiple variations}
translate E Hash {Hash memory}
translate E OwnBook {Use engine book}
translate E BookFile {Opening book}
translate E AnnotateVariations {Annotate variations}
translate E ShortAnnotations {Short annotations}
translate E addAnnotatorTag {Add annotator tag}
translate E AddScoreToShortAnnotations {Add score to annotations}
translate E Export {Export}
translate E BookPartiallyLoaded {Book partially loaded}
translate E Calvar {Calculation of variations}
translate E ConfigureCalvar {Configuration}
# Opening names used in tacgame.tcl
translate E Reti {Reti}
translate E English {English}
translate E d4Nf6Miscellaneous {1.d4 Nf6 Miscellaneous}
translate E Trompowsky {Trompowsky}
translate E Budapest {Budapest}
translate E OldIndian {Old Indian}
translate E BenkoGambit {Benko Gambit}
translate E ModernBenoni {Modern Benoni}
translate E DutchDefence {Dutch Defence}
translate E Scandinavian {Scandinavian}
translate E AlekhineDefence {Alekhine Defence}
translate E Pirc {Pirc}
translate E CaroKann {Caro-Kann}
translate E CaroKannAdvance {Caro-Kann Advance}
translate E Sicilian {Sicilian}
translate E SicilianAlapin {Sicilian Alapin}
translate E SicilianClosed {Sicilian Closed}
translate E SicilianRauzer {Sicilian Rauzer}
translate E SicilianDragon {Sicilian Dragon}
translate E SicilianScheveningen {Sicilian Scheveningen}
translate E SicilianNajdorf {Sicilian Najdorf}
translate E OpenGame {Open Game}
translate E Vienna {Vienna}
translate E KingsGambit {King's Gambit}
translate E RussianGame {Russian Game}
translate E ItalianTwoKnights {Italian/Two Knights}
translate E Spanish {Spanish}
translate E SpanishExchange {Spanish Exchange}
translate E SpanishOpen {Spanish Open}
translate E SpanishClosed {Spanish Closed}
translate E FrenchDefence {French Defence}
translate E FrenchAdvance {French Advance}
translate E FrenchTarrasch {French Tarrasch}
translate E FrenchWinawer {French Winawer}
translate E FrenchExchange {French Exchange}
translate E QueensPawn {Queen's Pawn}
translate E Slav {Slav}
translate E QGA {QGA}
translate E QGD {QGD}
translate E QGDExchange {QGD Exchange}
translate E SemiSlav {Semi-Slav}
translate E QGDwithBg5 {QGD with Bg5}
translate E QGDOrthodox {QGD Orthodox}
translate E Grunfeld {Grünfeld}
translate E GrunfeldExchange {Grünfeld Exchange}
translate E GrunfeldRussian {Grünfeld Russian}
translate E Catalan {Catalan}
translate E CatalanOpen {Catalan Open}
translate E CatalanClosed {Catalan Closed}
translate E QueensIndian {Queen's Indian}
translate E NimzoIndian {Nimzo-Indian}
translate E NimzoIndianClassical {Nimzo-Indian Classical}
translate E NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
translate E KingsIndian {King's Indian}
translate E KingsIndianSamisch {King's Indian Sämisch}
translate E KingsIndianMainLine {King's Indian Main Line}

# FICS
translate E ConfigureFics {Configure FICS}
translate E FICSGuest {Login as Guest}
translate E FICSServerPort {Server port}
translate E FICSServerAddress {IP Address}
translate E FICSRefresh {Refresh}
translate E FICSTimesealPort {Timeseal port}
translate E FICSSilence {Console filter}
translate E FICSOffers {Offers}
translate E FICSConsole {Console}
translate E FICSGames {Games}
translate E FICSUnobserve {Stop observing game}
translate E FICSProfile {Display your history and profile}
translate E FICSRelayedGames {Relayed games}
translate E FICSFindOpponent {Find opponent}
translate E FICSTakeback {Takeback}
translate E FICSTakeback2 {Takeback 2}
translate E FICSInitTime {Initial time (min)}
translate E FICSIncrement {Increment (sec)}
translate E FICSRatedGame {Rated Game}
translate E FICSAutoColour {automatic}
translate E FICSManualConfirm {confirm manually}
translate E FICSFilterFormula {Filter with formula}
translate E FICSIssueSeek {Issue seek}
translate E FICSChallenge {Challenge}
translate E FICSAccept {accept}
translate E FICSDecline {decline}
translate E FICSColour {Colour}
translate E FICSSend {send}
translate E FICSConnect {Connect}
translate E FICSdefaultuservars {Use default variables}
translate E FICSObserveconfirm {Do you want to observe game}
translate E FICSpremove {Enable premove}

# Game review
translate E GameReview {Game review}
translate E GameReviewTimeExtended {Time extended}
translate E GameReviewMargin {Error margin}
translate E GameReviewAutoContinue {Auto continue when move is correct}
translate E GameReviewReCalculate {Use extended time}
translate E GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
translate E GameReviewAnalyzingThePosition {Analyzing the position}
translate E GameReviewEnterYourMove {Enter your move}
translate E GameReviewCheckingYourMove {Checking your move}
translate E GameReviewYourMoveWasAnalyzed {Your move was analyzed}
translate E GameReviewYouPlayedSameMove {You played the same move as in match}
translate E GameReviewScoreOfYourMove {Score of your move}
translate E GameReviewGameMoveScore {Game move's score}
translate E GameReviewEngineScore {Engine's score}
translate E GameReviewYouPlayedLikeTheEngine {You played as good as engine's}
translate E GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
translate E GameReviewMoveNotGood {This move is not good, score is}
translate E GameReviewMovesPlayedLike {Moves played like}
translate E GameReviewMovesPlayedEngine {Moves played like engine}

# Correspondence Chess Dialogs:
translate E CCDlgConfigureWindowTitle {Configure Correspondence Chess}
translate E CCDlgCGeneraloptions {General Options}
translate E CCDlgDefaultDB {Default Database:}
translate E CCDlgInbox {Inbox (path):}
translate E CCDlgOutbox {Outbox (path):}
translate E CCDlgXfcc {Xfcc Configuration:}
translate E CCDlgExternalProtocol {External Protocol Handler (e.g. Xfcc)}
translate E CCDlgFetchTool {Fetch Tool:}
translate E CCDlgSendTool {Send Tool:}
translate E CCDlgEmailCommunication {eMail Communication}
translate E CCDlgMailPrg {Mail program:}
translate E CCDlgBCCAddr {(B)CC Address:}
translate E CCDlgMailerMode {Mode:}
translate E CCDlgThunderbirdEg {e.g. Thunderbird, Mozilla Mail, Icedove...}
translate E CCDlgMailUrlEg {e.g. Evolution}
translate E CCDlgClawsEg {e.g Sylpheed Claws}
translate E CCDlgmailxEg {e.g. mailx, mutt, nail...}
translate E CCDlgAttachementPar {Attachment parameter:}
translate E CCDlgInternalXfcc {Use internal Xfcc support}
translate E CCDlgConfirmXfcc {Confirm moves}
translate E CCDlgSubjectPar {Subject parameter:}
translate E CCDlgDeleteBoxes {Empty In-/Outbox}
translate E CCDlgDeleteBoxesText {Do you really want to empty your In- and Outbox folders for Correspondence Chess?\nThis requires a new sync to show the last state of your games.}
translate E CCDlgConfirmMove {Confirm move}
translate E CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
translate E CCDlgDBGameToLong {Inconsistent Mainline}
translate E CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.

In this case please shorten the mainline to (at max) move
}


translate E CCDlgStartEmail {Start new eMail game}
translate E CCDlgYourName {Your Name:}
translate E CCDlgYourMail {Your eMail Address:}
translate E CCDlgOpponentName {Opponents Name:}
translate E CCDlgOpponentMail {Opponents eMail Address:}
translate E CCDlgGameID {Game ID (unique):}

translate E CCDlgTitNoOutbox {Scid: Correspondence Chess Outbox}
translate E CCDlgTitNoInbox {Scid: Correspondence Chess Inbox}
translate E CCDlgTitNoGames {Scid: No Correspondence Chess Games}
translate E CCErrInboxDir {Correspondence Chess inbox directory:}
translate E CCErrOutboxDir {Correspondence Chess outbox directory:}
translate E CCErrDirNotUsable {does not exist or is not accessible!\nPlease check and correct the settings.}
translate E CCErrNoGames {does not contain any games!\nPlease fetch them first.}

translate E CCDlgTitNoCCDB {Scid: No Correspondence Database}
translate E CCErrNoCCDB {No Database of type 'Correspondence' is opened. Please open one before using correspondence chess functions.}

translate E CCFetchBtn {Fetch games from the server and process the Inbox}
translate E CCPrevBtn {Goto previous game}
translate E CCNextBtn {Goto next game}
translate E CCSendBtn {Send move}
translate E CCEmptyBtn {Empty In- and Outbox}
translate E CCHelpBtn {Help on icons and status indicators.\nFor general Help press F1!}

translate E CCDlgServerName {Server Name:}
translate E CCDlgLoginName  {Login Name:}
translate E CCDlgPassword   {Password:}
translate E CCDlgURL        {Xfcc-URL:}
translate E CCDlgRatingType {Rating Type:}

translate E CCDlgDuplicateGame {Non-unique game ID}
translate E CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}

translate E CCDlgSortOption {Sorting:}
translate E CCDlgListOnlyOwnMove {Only games I have the move}
translate E CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
translate E CCOrderMyTimeTxt {My Clock}
translate E CCOrderTimePerMoveTxt {Time per move till next time control}
translate E CCOrderStartDate {Start date}
translate E CCOrderOppTimeTxt {Opponents Clock}

translate E CCDlgConfigRelay {Observe games}
translate E CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}

# Connect Hardware dialogs
translate E ExtHWConfigConnection {Configure external hardware}
translate E ExtHWPort {Port}
translate E ExtHWEngineCmd {Engine command}
translate E ExtHWEngineParam {Engine parameter}
translate E ExtHWShowButton {Show button}
translate E ExtHWHardware {Hardware}
translate E ExtHWNovag {Novag Citrine}
translate E ExtHWInputEngine {Input Engine}
translate E ExtHWNoBoard {No board}
translate E NovagReferee {Referee}

# Input Engine dialogs
translate E IEConsole {Input Engine Console}
translate E IESending {Moves sent for}
translate E IESynchronise {Synchronise}
translate E IERotate  {Rotate}
translate E IEUnableToStart {Unable to start Input Engine:}


# Calculation of Variations
translate E DoneWithPosition {Done with position}

translate E Board {Board}
translate E showGameInfo {Show game info}
translate E autoResizeBoard {Automatic resize of board}
translate E DockTop {Move to top}
translate E DockBottom {Move to bottom}
translate E DockLeft {Move to left}
translate E DockRight {Move to right}
translate E Undock {Undock}

# Switcher window
translate E ChangeIcon {Change icon...}

}
# end of english.tcl
# catalan.tcl:
# Catalan translation for Scid
# Contributed by Natalia Pares Vives (natalia%paresvives.net)
# Date: 2009-04-07
# Version: 1


addLanguage K Catal� 2 

proc setLanguage_K {} {

# File menu:
menuText K File "Arxiu" 0
menuText K FileNew "Nova..." 0 {Crea una nova base de dades Scid buida}
menuText K FileOpen "Obrir..." 1 {Obre una base de dades Scid existent}
menuText K FileClose "Tancar" 0 {Tanca la base de dades Scid activa}
menuText K FileFinder "Visor..." 0 {Obre la finestra del visor d'arxius}
menuText K FileBookmarks "Partides preferides" 0 {Seleccionar partides preferides (Ctrl+B)}
menuText K FileBookmarksAdd "Afegir" 0 \
  {Marca la partida i posici� actual de la base de dades}
menuText K FileBookmarksFile "Arxivar" 8 \
  {Arxiva un marcador de la partida i posici� actuals}
menuText K FileBookmarksEdit "Editar partides preferides..." 0 \
  {Edita els men�s de les partides preferides}
menuText K FileBookmarksList "Mostrar partides preferides" 0 \
  {Mostra les carpetes preferides a una sola llista, sense submen�s}
menuText K FileBookmarksSub "Mostrar partides marcades amb submen�s" 0 \
  {Mostrar les carpetes preferides com submen�s, no a una sola llista}
menuText K FileMaint "Manteniment" 0 \
  {Eines de manteniment de bases de dades Scid}
menuText K FileMaintWin "Finestra de manteniment" 0 \
  {Obre/tanca la finestra de manteniment de bases de dades Scid}
menuText K FileMaintCompact "Compactar base de dades..." 0 \
  {Compacta els arxius de la base de dades, treient-hi partides esborrades i noms sense utilitzar}
menuText K FileMaintClass "Classificar partides per ECO..." 24 \
  {Recalcula el codi ECO de totes les partides}
menuText K FileMaintSort "Ordenar base de dades..." 0 \
  {Ordena totes les partides de la base de dades}
menuText K FileMaintDelete "Esborrar partides duplicades..." 0 \
  {Cerca partides duplicades i les marca per ser esborrades}
menuText K FileMaintTwin "Finestra d'inspecci� de duplicades" 11 \
  {Obre/actualiza la finestra d'inspecci� de duplicades}
menuText K FileMaintName "Ortografia de noms" 0 {Eines d'ortografia i edici� de noms}
menuText K FileMaintNameEditor "Finestra d'edici� de noms" 22 \
  {Obre/tanca la finestra d'edici� de noms}
menuText K FileMaintNamePlayer "Comprovaci� ortogr�fica de noms de jugadors..." 39 \
  {Comprovaci� ortogr�fica de jugadors fent servir un arxiu de comprovaci� ortogr�fica}
menuText K FileMaintNameEvent "Comprovaci� ortogr�fica de noms de torneigs..." 39 \
  {Comprovaci� ortogr�fica de torneigs fent servir l'arxiu de comprovaci� ortogr�fica}
menuText K FileMaintNameSite "Comprovaci� ortogr�fica de noms de llocs..." 39 \
  {Comprovaci� ortogr�fica de llocs fent servir l'arxiu de comprovaci� ortogr�fica}
menuText K FileMaintNameRound "Comprovaci� ortogr�fica de rondes..." 28 \
  {Comprovaci� ortogr�fica de rondes fent servir l'arxiu de comprovaci� ortogr�fica}
menuText K FileReadOnly "Nom�s de lectura..." 5 \
  {Tracta la actual base de dades com nom�s de lectura, prevenint canvis}
menuText K FileSwitch "Canviar de base de dades" 0 \
  {Canvia a una base de dades oberta diferent}
menuText K FileExit "Sortir" 0 {Sortir de Scid}
menuText K FileMaintFixBase "Arreglar base corrupta" 0 {Intenta arreglar una base corrupta}

# Edit menu:
menuText K Edit "Editar" 0
menuText K EditAdd "Afegir variant" 0 \
  {Afegeix una variant amb aquesta jugada a la partida}
menuText K EditDelete "Esborrar variant" 0 {Esborra la variant d'aquesta jugada}
menuText K EditFirst "Convertir a primera variant" 0 \
  {Fa que una variant sigui la primera a la llista}
menuText K EditMain "Variant a l�nia principal" 0 \
   {Promou una variant per a que sigui la l�nia principal}
menuText K EditTrial "Provar variant" 1 \
  {Inicia/Atura el mode de prova, per a verificar una idea a l'escaquer}
menuText K EditStrip "Eliminar" 2 \
  {Eliminar comentaris o variants d'aquesta partida}
# ====== TODO To be translated ======
menuText K EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText K EditRedo "Redo" 0 {Redo last game change}
menuText K EditStripComments "Comentaris" 0 \
  {Treu tots els comentaris i variants d'aquesta partida}
menuText K EditStripVars "Variants" 0 {Treu totes les variants d'aquesta partida}
menuText K EditStripBegin "Jugades des del comen�ament" 1 \
  {Treu els moviments des del comen�ament de la partida}
menuText K EditStripEnd "Jugades fins el final" 0 \
  {Treu els moviments fins el final de la partida}
menuText K EditReset "Posa a zero la base de treball" 0 \
  {Posa a zero la base de treball (clipbase) per deixar-la completament bu�da}
menuText K EditCopy "Copiar aquesta partida a la base de treball" 1 \
  {Copia aquesta partida a la base de treball (clipbase)}
menuText K EditPaste "Pegar l'�ltima partida de la base de treball" 2 \
  {Pega al final de la base actual la partida activa de la base de treball (clipbase)}
menuText K EditPastePGN "Pega el text del Clipboard com una partida PGN..." 10 \
  {Interpreta el text de la base de treball (clipbase) com una partida en notaci� PGN i la pega}
menuText K EditSetup "Iniciar posici� a l'escaquer..." 26 \
  {Inicia una posici� a l'escaquer amb la posici� de la partida}
menuText K EditCopyBoard "Copiar posici�" 8 \
  {Copia l'escaquer actual en notaci� FEN a la selecci� de text (clipboard)}
menuText K EditPasteBoard "Pegar escaquer inicial" 6 \
  {Posa l'escaquer inicial des de la selecci� de text actual (clipboard)}

# Game menu:
menuText K Game "Partida" 0
menuText K GameNew "Nova partida" 0 \
  {Nova partida, descarta canvis de la partida actual}
menuText K GameFirst "Cargar primera partida" 7 {Carga la primera partida filtrada}
menuText K GamePrev "Cargar partida anterior" 16 {Carga la anterior partida filtrada}
menuText K GameReload "Recargar partida actual" 0 \
  {Torna a carregar aquesta partida, descartant qualsevol canvi introdu�t}
menuText K GameNext "Carga seguent partida " 7 {Carga la seguent partida filtrada}
menuText K GameLast "Cargar �ltima partida" 9 {Carga la �ltima partida filtrada}
menuText K GameRandom "Cargar partida aleat�ria" 16 {Carga aleat�riamente una partida filtrada}
menuText K GameNumber "Cargar partida n�mero..." 3 \
  {Carga una partida possant el seu n�mero}
menuText K GameReplace "Salvar: Reempla�a la partida..." 10 \
  {Salva aquesta partida, reempla�ant la versi� anterior}
menuText K GameAdd "Salvar: Afegir nova partida..." 9 \
  {Enregistra aquesta partida com una nova partida a la base de dades}
menuText K GameDeepest "Identificar obertura" 1 \
  {Va a la posici� m�s avan�ada de la partida d'acord amb el llibre ECO}
menuText K GameGotoMove "Anar a la jugada n�mero..." 6 \
  {Anar al n�mero de jugada especificat dins la partida actual}
menuText K GameNovelty "Trovar Novetat..." 12 \
  {Cerca la primera jugada d'aquesta partida que no s'ha jugat abans}

# Search Menu:
menuText K Search "Cercar" 0
menuText K SearchReset "Posar a zero el filtre" 0 \
  {Posa a zero el filtre per incloure-hi totes les partides}
menuText K SearchNegate "Invertir filtre" 0 \
  {Inverteix el filtre per incloure nom�s les partides pr�viament excloses}
menuText K SearchCurrent "Escaquer actual..." 0 \
  {Cerca per la posici� actual de l'escaquer}
menuText K SearchHeader "Encap�alament..." 0 \
  {Cerca per la informaci� de l'encap�alament (jugador, torneig, etc)}
menuText K SearchMaterial "Material/Patr�..." 0 \
  {Cerca a l'escaquer per material o patr�}
menuText K SearchUsing "Fer servir arxiu de recerca..." 0 \
  {Cerca fent servir un arxiu d'opcions de recerca}

# Windows menu:
menuText K Windows "Finestres" 0
menuText K WindowsComment "Editor de comentaris" 0 \
  {Obre/tanca l'editor de comentaris}
menuText K WindowsGList "Llistat de partides" 0 \
  {Obre/tanca la  finestra de llistat de partides}
menuText K WindowsPGN "Finestra PGN" 8 \
  {Obre/tanca la finestra PGN (notaci� de partida)}
menuText K WindowsPList "Cercador de jugadors" 2 {Obre/tanca el cercador de jugadors}
menuText K WindowsTmt "Visor de Torneigs" 9 {Obre/tanca el visor de torneigs}
menuText K WindowsSwitcher "Bescanviador de bases de dades" 0 \
  {Obre/tanca la finestra del bescanviador de bases de dades}
menuText K WindowsMaint "Finestra de manteniment" 11 \
  {Obre/tanca la finestra de manteniment}
menuText K WindowsECO "Cercador ECO" 0 {Obre/tanca la finestra del cercador ECO}
menuText K WindowsRepertoire "Editor del repertori" 10 \
  {Obrir/tancar l'editor del repertori d'obertures}
menuText K WindowsStats "Finestra d'estad�stiques" 12 \
  {Obre/tanca la finestra d'estad�stiques del filtre}
menuText K WindowsTree "Finestra de l'�rbre d'Obertures" 6 {Obre/tanca la finestra de l'�rbre d'Obertures (Book)}
menuText K WindowsTB "Finestra de Taules de Finals (TBs)" 8 \
  {Obre/tanca la finestra de TBs}
menuText K WindowsBook "Finestra de Llibres d'Obertures" 0 {Obrir/Tancar la finestra de Llibres d'Obertures (Book)}
menuText K WindowsCorrChess "Finestra d'Escacs Postal" 0 {Obrir/Tancar la Finestra d'Escacs Postal}

# Tools menu:
menuText K Tools "Eines" 0
menuText K ToolsAnalysis "Motor d'an�lisi..." 0 \
  {Inicia/Atura un motor d'an�lisi d'escacs}
menuText K ToolsAnalysis2 "Motor d'an�lisi #2..." 18 \
  {Inicia/Atura el segon motor d'an�lisi d'escacs}
menuText K ToolsCross "Quadre" 0 {Mostra el Quadre del torneig per aquesta partida}
menuText K ToolsEmail "Gestor d'Emails" 0 \
  {Obre/tanca la finestra del Gestor d'Emails}
menuText K ToolsFilterGraph "Filtre Gr�fic Rel." 7 \
  {Obre/tanca la finestra del filtre gr�fic per valors relatius}
menuText K ToolsAbsFilterGraph "Filtre gr�fic Abs." 7 {Obrir/Tancar la finestra de filtre gr�fic per valors absoluts}
menuText K ToolsOpReport "Informe d'obertura" 1 \
  {Crea un informe de l'obertura per la posici� actual}
menuText K ToolsOpenBaseAsTree "Obrir base com arbre" 0   {Obrir una base i utilitzar-la a la Finestre Arbre (Tree)}
menuText K ToolsOpenRecentBaseAsTree "Obrir base recent com arbre" 0   {Obre una base recent i la utilitza a la Finestra Arbre (Tree)} 
menuText K ToolsTracker "Rastrejadorr de peces"  14 {Obre la finestra del rastrejador de peces}
menuText K ToolsTraining "Entrenament"  0 {Entrenament (t�ctica, obertures,...}
menuText K ToolsTacticalGame "Partida T�ctica"  0 {Jugar una partida t�ctica}
menuText K ToolsSeriousGame "Partida seriosa"  0 {Jugar una partida seriosa}
menuText K ToolsTrainOpenings "Obertures"  0 {Entrenament amb un repertori}
# ====== TODO To be translated ======
menuText K ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
menuText K ToolsTrainTactics "T�ctica"  0 {Resoldre problemes de t�ctica}
menuText K ToolsTrainCalvar "C�lcul de variants"  0 {C�lcul de variants}
menuText K ToolsTrainFindBestMove "Trobar la millor jugada"  0 {Cerca la millor jugada}
menuText K ToolsTrainFics "Jugar a Internet"  0 {Jugar a freechess.org}
# ====== TODO To be translated ======
menuText K ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText K ToolsBookTuning "Ajustar Llibre d'obertures" 0 {Ajustar Llibre (Book)}
menuText K ToolsConnectHardware "Connectar maquinari" 0 {Connectar maquinari extern}
menuText K ToolsConnectHardwareConfigure "Configuraci�" 1 {Configuraci�}
menuText K ToolsConnectHardwareNovagCitrineConnect "Connectar Novag" 0 {Connectar Novag}
menuText K ToolsConnectHardwareInputEngineConnect "Connectar dispositiu d'entrada" 0 {Connectar dispositiu d'entrada (com el de DGT) a Scid}
menuText K ToolsPInfo "Informaci� del Jugador" 16 \
  {Obrir/actualitzar la finestra d'Informaci� del Jugador}
menuText K ToolsPlayerReport "Informe del jugador..." 3 \
  {Crea un informe sobre un jugador}
menuText K ToolsRating "Gr�fic de l'Elo" 0 \
  {Gr�fic del historial Elo dels jugadors de la partida actual}
menuText K ToolsScore "Gr�fic de puntuaci�" 1 \
  {Mostra la finestra del gr�fic de puntuaci�}
menuText K ToolsExpCurrent "Exportar la partida actual" 0 \
  {Escriu la partida actual a un arxiu de text}
menuText K ToolsExpCurrentPGN "Exportar la partida a un arxiu PGN..." 33 \
  {Escriu la partida actual a un arxiu PGN}
menuText K ToolsExpCurrentHTML "Exportar la partida a un arxiu HTML..." 33 \
  {Escriu la partida actual a un arxiu HTML}
menuText K ToolsExpCurrentHTMLJS "Exportar la partida a un arxiu HTML i JavaScript..." 15 {Escriu la partida actual a un arxiu HTML i JavaScript} 
menuText K ToolsExpCurrentLaTeX "Exportar la partida a un arxiu LaTeX..." 33 \
  {Escriu la partida actual a un arxiu LaTeX}
menuText K ToolsExpFilter "Exportar totes les partides filtrades" 1 \
  {Escriu totes les partides filtrades a un arxiu de text}
menuText K ToolsExpFilterPGN "Exportar filtre a un arxiu PGN..." 29 \
  {Escriu totes les partides filtrades a un arxiu PGN}
menuText K ToolsExpFilterHTML "Exportar filtre a un arxiu HTML..." 29 \
  {Escriu totes les partides filtrades a un arxiu HTML}
menuText K ToolsExpFilterHTMLJS "Exportar filtre a un arxiu HTML i JavaScript..." 17 {Escriu totes les partides filtrades a un arxiu HTML i JavaScript}  
menuText K ToolsExpFilterLaTeX "Exportar filtre a un arxiu LaTeX..." 29 \
  {Escriu totes les partides filtrades a un arxiu LaTeX}
menuText K ToolsImportOne "Importar una partida PGN..." 0 \
  {Importa una partida de un text PGN}
menuText K ToolsImportFile "Importar un arxiu de partides PGN..." 2 \
  {Importa partides de un arxiu PGN}
menuText K ToolsStartEngine1 "Iniciar motor 1" 0  {Iniciar motor 1}
menuText K ToolsStartEngine2 "Iniciar motor 2" 0  {Iniciar Motor 2}
# ====== TODO To be translated ======
menuText K ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
menuText K Play "Jugar" 0
menuText K CorrespondenceChess "Escacs Postal" 0 {Funcions d'Escacs Postal per a eMail i Xfcc}
menuText K CCConfigure "Configurar..." 0 {Configurar eines externes i Par�metres Generals}
# ====== TODO To be translated ======
menuText K CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
menuText K CCOpenDB "Obrir base de dades..." 0 {Obrir la base per defecte d'Escac Postal}
menuText K CCRetrieve "Recuperar partides" 0 {Recuperar partides via programari extern (Xfcc)}
menuText K CCInbox "Processa B�stia D'Entrada" 0 {Processar tots els registres de la b�stia d'entrada (Inbox) d'Scid }
menuText K CCSend "Enviar jugada" 0 {Envia la teva jugada via EMail o amb programari extern (Xfcc)}
menuText K CCResign "Abandonar" 0 {Abandonar}
menuText K CCClaimDraw "Reclamar taules" 0 {Enviar un jugada i reclamar taules}
menuText K CCOfferDraw "Oferir taules" 0 {Enviar un jugada i oferir taules}
menuText K CCAcceptDraw "Acceptar taules" 0 {Acceptar un oferiment de taules}
menuText K CCNewMailGame "Nova partida per email..." 0 {Iniciar una nova partida eMail}
menuText K CCMailMove "Enviar jugada via email..." 0 {Envia la jugada via EMail al contrari}
menuText K CCGamePage "P�gina de la partida..." 0 {Obrir la partida al navegador}
# ====== TODO To be translated ======
menuText K CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText K Options "Opcions" 0
menuText K OptionsBoard "Escaquer" 0 {Opcions sobre l'aspecte de l'escaquer}
menuText K OptionsBoardSize "Tamany de l'escaquer" 0 {Canvia el tamany de l'escaquer}
menuText K OptionsBoardPieces "Estil de peces" 10 \
  {Canvia l'estil de les peces de l'escaquer}
menuText K OptionsBoardColors "Colors..." 0 {Canvia els colors de l'escaquer}
menuText K OptionsBoardGraphics "Casselles..." 0 {Escollir textures per les casselles}
translate K OptionsBGW {Escollir textura per les casselles}
translate K OptionsBoardGraphicsText {Escollir arxiu gr�fic per casselles blanques i negres}
menuText K OptionsBoardNames "Els meus noms..." 0 {Edita els noms en que pot apar�ixer un jugador}
menuText K OptionsExport "Exportaci�" 0 {Canvia les opciones d'exportaci� de text}
menuText K OptionsFonts "Fonts" 0 {Canvia les fonts}
menuText K OptionsFontsRegular "Habitual" 0 {Canvia la font habitual}
menuText K OptionsFontsMenu "Men�" 0 {Canvia la font del men�}
menuText K OptionsFontsSmall "Petita" 0 {Canvia la font petita}
# ====== TODO To be translated ======
menuText K OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText K OptionsFontsFixed "Fixa" 0 {Canvia la amplada de la font a fixa}
menuText K OptionsGInfo "Informaci� de la partida" 0 {Informaci� de la partida}
menuText K OptionsLanguage "Llenguatge" 0 {Selecciona el llenguatge del programa}
menuText K OptionsMovesTranslatePieces "Tradueix peces" 0 {Tradueix la primera lletra de les peces}
# ====== TODO To be translated ======
menuText K OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText K OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText K OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText K OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText K OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText K OptionsMoves "Jugades" 0 {Opcions d'entrada de jugades}
menuText K OptionsMovesAsk "Preguntar abans de substituir jugades" 0 \
  {Pregunta abans de sobreescriure qualsevol jugada existent}
menuText K OptionsMovesAnimate "Velocitat d'animaci�" 1 \
  {Posa el temps d'animaci� entre jugades}
menuText K OptionsMovesDelay "Retard de la jugada autom�tica..." 0 \
  {Posa el temps de retard per la modalitat de autojugada}
menuText K OptionsMovesCoord "Entrada de jugades per coordenades" 0 \
  {Accepta entrada de jugades pel sistema de "coordenades" ("g1f3")}
menuText K OptionsMovesSuggest "Mostrar suggeriments" 20 \
  {Activa/desactiva el suggeriment de jugades}
menuText K OptionsShowVarPopup "Mostrar finestra de variants" 0 {Activar/Desactivar la finestra de variants}
menuText K OptionsMovesSpace "Afegir espai despr�s del n�mero de jugada" 0 {Afegir espai despr�s del n�mero de jugada}  
menuText K OptionsMovesKey "Teclat Intel�ligent" 0 \
{Activa/desactiva la funci� d'autocompletat intel�ligent de jugades amb teclat}
# ====== TODO To be translated ======
menuText K OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText K OptionsNumbers "Format de n�meros" 11 {Selecciona el format de n�meros}
menuText K OptionsStartup "Inici" 3 {Seleccionar les finestres que s'obren al comen�ar}
menuText K OptionsTheme "Tema" 0 {Canviar l'aspecte del programari}
menuText K OptionsWindows "Finestres" 0 {Opcions de finestra}
menuText K OptionsWindowsIconify "Autominimitzar" 4 \
  {Minimitza totes les finestres quan la finestra principal es minimitzada}
menuText K OptionsWindowsRaise "Posar autom�ticamente en primer pla" 0 \
  {Fa visibles algunes finestres (ex. barres de progr�s) quan estiguin cobertes}
menuText K OptionsSounds "Sons..." 2 {Configura el so d'anunci de les jugades}
menuText K OptionsWindowsDock "Bloqueja finestres" 0 {Bloqueja i agrupa finestres}
menuText K OptionsWindowsSaveLayout "Salvar disposici�" 0 {Salvar disposici�}
menuText K OptionsWindowsRestoreLayout "Restaurar disposici�" 0 {Restaurar disposici�}
menuText K OptionsWindowsShowGameInfo "Mostrar informaci� de la partida" 0 {Mostrar informaci� de la partida}
menuText K OptionsWindowsAutoLoadLayout "Auto cargar primera disposici�" 0 {Autocargar primera disposici� en comen�ar}
menuText K OptionsToolbar "Barra d'eines de la finestra principal" 9 \
  {Mostra/amaga la barra d'eines de la finestra principal}
menuText K OptionsECO "Cargar arxiu ECO..." 7 \
  {Cargar l'arxiu de clasificaci� ECO}
menuText K OptionsSpell "Cargar arxiu de comprovaci� ortogr�fica..." 2 \
  {Carga l'arxiu de comprovaci� ortogr�fica Scid}
menuText K OptionsTable "Directori de les TB...(Taules de finals)" 19 \
  {Selecciona el directori de finals; s'utilitzaran totes les TB d'aquest directori}
menuText K OptionsRecent "Arxius recents..." 9 \
  {Canvia el nombre d'arxius recentes que es mostren al men� Arxiu}
menuText K OptionsBooksDir "Carpeta de llibres d'obertures..." 0 {Fixa la carpeta d'els llibres d'obertures (Books)}
menuText K OptionsTacticsBasesDir "Carpeta de bases de dades..." 0 {Fixa la carpeta de la base d'entrenament t�ctic}
menuText K OptionsSave "Salvar opcions" 0 \
  {Salva totes les opcions a l'arxiu $::optionsFile}
menuText K OptionsAutoSave "Autoguardar opcions en sortir" 0 \
  {Guarda autom�ticament totes les opcions quan es surt de Scid}

# Help menu:
menuText K Help "Ajut" 1
menuText K HelpContents "Continguts" 0 {Mostra la p�gina de continguts de l'ajut}
menuText K HelpIndex "Index" 0 {Mostra la p�gina �ndex de l'ajut}
menuText K HelpGuide "Guia r�pida" 0 {Mostra la p�gina guia r�pida de l'ajut}
menuText K HelpHints "Suggeriments" 1 {Mostra la p�gina de suggeriments de l'ajut}
menuText K HelpContact "Informaci� de contacte" 15 \
  {Mostra la p�gina d'informaci� de contacte de l'ajut}
menuText K HelpTip "Suggeriment del dia" 0 {Mostra un pr�ctic suggerimentent de Scid}
menuText K HelpStartup "Finestra d'inici" 0 {Mostra la finestra d'inici}
menuText K HelpAbout "Al voltant de Scid" 10 {Informaci� al voltant de Scid}

# Game info box popup menu:
menuText K GInfoHideNext "Ocultar seg�ent jugada" 0
menuText K GInfoMaterial "Mostrar valor del material" 0
menuText K GInfoFEN "Mostrar FEN" 8
menuText K GInfoMarks "Mostrar casselles i fletxes de colors" 29
menuText K GInfoWrap "Dividir l�nies llargues" 0
menuText K GInfoFullComment "Mostrar comentaris complets" 8
menuText K GInfoPhotos "Mostrar fotografies" 5
menuText K GInfoTBNothing "TBs: res" 5
menuText K GInfoTBResult  "TBs: nom�s resultat" 10
menuText K GInfoTBAll "TBs: resultat i millor jugada" 23
menuText K GInfoDelete "(No)Esborrar aquesta partida" 4
menuText K GInfoMark "(No)Marcar aquesta partida" 4
menuText K GInfoInformant "Configurar valors d'informaci�" 0

# Main window buttons:
helpMsg K .main.fbutton.button.start {Anar al comen�ament de la partida  (Tecla: Inici)}
helpMsg K .main.fbutton.button.end {Anar al final de la partida  (Tecla: Fi)}
helpMsg K .main.fbutton.button.back {Anar enrera una jugada  (Tecla: Fletxa esquerra)}
helpMsg K .main.fbutton.button.forward {Anar endavant una jugada  (Tecla: Fletxa dreta)}
helpMsg K .main.fbutton.button.intoVar {Moure's a dins d'una variant  (Tecla r�pida: v)}
helpMsg K .main.fbutton.button.exitVar {Sortir de la variant actual  (Tecla r�pida: z)}
helpMsg K .main.fbutton.button.flip {Girar escaquer  (Tecla r�pida: .)}
helpMsg K .main.fbutton.button.coords {Posar/treure les coordenades de l'escaquer  (Tecla r�pida: 0)}
helpMsg K .main.fbutton.button.stm {Activa/Desactiva la icona de Torn de Joc}
helpMsg K .main.fbutton.button.autoplay {Autojugada dels moviments  (Tecla: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg K .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg K .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg K .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate K Back {Enrera}
translate K Browse {Mirar}
translate K Cancel {Cancel�lar}
translate K Continue {Continuar}
translate K Clear {Netejar}
translate K Close {Tancar}
translate K Contents {Continguts}
translate K Defaults {Per defecte}
translate K Delete {Esborrar}
translate K Graph {Gr�fic}
translate K Help {Ajut}
translate K Import {Importar}
translate K Index {�ndex}
translate K LoadGame {Cargar partida}
translate K BrowseGame {Mirar partida}
translate K MergeGame {Incorporar partida}
translate K MergeGames {Barrejar o fusionar partides}
translate K Preview {Vista pr�via}
translate K Revert {Retrocedir}
translate K Save {Salvar}
translate K Search {Cercar}
translate K Stop {Aturar}
translate K Store {Enregistrar}
translate K Update {Actualitzar}
translate K ChangeOrient {Canviar l'orientaci� de la finestra}
translate K ShowIcons {Mostra Icones} 
translate K None {Cap}
translate K First {Primera}
translate K Current {Actual}
translate K Last {�ltima}

# General messages:
translate K game {partida}
translate K games {partides}
translate K move {jugada}
translate K moves {jugades}
translate K all {tod}
translate K Yes {S�}
translate K No {No}
translate K Both {Ambdos}
translate K King {Rei}
translate K Queen {Dama}
translate K Rook {Torre}
translate K Bishop {Alfil}
translate K Knight {Cavall}
translate K Pawn {Pe�}
translate K White {Blanques}
translate K Black {Negres}
translate K Player {Jugador}
translate K Rating {Elo}
translate K RatingDiff {Difer�ncia d'Elo (Blanques - Negres)}
translate K AverageRating {Elo promig}
translate K Event {Torneig}
translate K Site {Lloc}
translate K Country {Pais}
translate K IgnoreColors {Ignorar colors}
translate K Date {Data}
translate K EventDate {Data del torneig}
translate K Decade {D�cada}
translate K Year {Any}
translate K Month {Mes}
translate K Months {gener febrer mar� abril maig juny juliol agost setembre octubre novembre desembre}
translate K Days {diu dil dim dic dij div dis}
translate K YearToToday {Any fins avui}
translate K Result {Resultat}
translate K Round {Ronda}
translate K Length {Longitut}
translate K ECOCode {Codi ECO}
translate K ECO {ECO}
translate K Deleted {Esborrar}
translate K SearchResults {Cercar resultats}
translate K OpeningTheDatabase {Obrint base de dades}
translate K Database {Base de dades}
translate K Filter {Filtre}
translate K noGames {no hi ha partides}
translate K allGames {totes les partides}
translate K empty {buida}
translate K clipbase {clipbase}
translate K score {puntuaci�}
translate K StartPos {Posici� inicial}
translate K Total {Total}
translate K readonly {nom�s de lectura}

# Standard error messages:
translate K ErrNotOpen {La base de dades no est� oberta.}
translate K ErrReadOnly {Aquesta base de dades es nom�s de lectura; no pot ser modificada.}
translate K ErrSearchInterrupted {Recerca aturada; els resultats den ser incomplets.}

# Game information:
translate K twin {doble}
translate K deleted {esborrades}
translate K comment {comentari}
translate K hidden {ocult}
translate K LastMove {�ltima jugada}
translate K NextMove {Seguent}
translate K GameStart {Inici de partida}
translate K LineStart {Inici de l�nia}
translate K GameEnd {Final de partida}
translate K LineEnd {Final de l�nia}

# Player information:
translate K PInfoAll {Resultats per <b>totes</b> les partides}
translate K PInfoFilter {Resultats per les partides <b>filtrades</b>}
translate K PInfoAgainst {Resultats en contra}
translate K PInfoMostWhite {Obertures m�s comuns amb Blanques}
translate K PInfoMostBlack {Obertures m�s comuns amb Negres}
translate K PInfoRating {Historial de classificaci�}
translate K PInfoBio {Biografia}
translate K PInfoEditRatings {Editar elos}

# Tablebase information:
translate K Draw {Taules}
translate K stalemate {Ofegat}
translate K withAllMoves {amb totes les jugades}
translate K withAllButOneMove {amb totes les jugades menys una}
translate K with {amb}
translate K only {nom�s}
translate K lose {maneres de perdre}
translate K loses {fa perdre}
translate K allOthersLose {tots les dem�s perden}
translate K matesIn {mat a}
translate K hasCheckmated {escac i mat}
translate K longest {el mat m�s llarg}
translate K WinningMoves {Jugades guanyadores}
translate K DrawingMoves {Jugades per taules}
translate K LosingMoves {Jugades perdedores}
translate K UnknownMoves {Jugades de resultat desconegut}

# Tip of the day:
translate K Tip {Suggeriment}
translate K TipAtStartup {Suggeriment en comen�ar}

# Tree window men�s:
menuText K TreeFile "Arxiu" 0
menuText K TreeFileFillWithBase "Omplir mem�ria cau amb base" 0 {Omplir la mem�ria cau amb totes les partides de la base actual}
menuText K TreeFileFillWithGame "Omplir mem�ria cau amb partida" 0 {Omple la mem�ria cau amb la partida actual de la base actual}
menuText K TreeFileSetCacheSize "Tamany de mem�ria cau" 0 {Estableix el tamany del mem�ria cau}
menuText K TreeFileCacheInfo "Informaci� de mem�ria cau" 0 {Informaci� i �s de la mem�ria cau}
menuText K TreeFileSave "Salvar arxiu mem�ria cau" 0 \
  {Salva l'arxiu mem�ria cau de l'arbre (.stc)}
menuText K TreeFileFill "Construir arbre a la mem�ria cau" 2 \
  {Construir arxiu mem�ria cau amb posiciones d'obertura comunes}
menuText K TreeFileBest "Llista de millors partides" 9 {Mostra la llista de l'arbre amb les millors partides}
menuText K TreeFileGraph "Finestra gr�fica de l'arbre" 0 \
  {Mostra un gr�fic per aquesta branca de l'arbre}
menuText K TreeFileCopy "Copiar text de l'arbre al clipboard" 1 \
  {Copiar text de l'arbre al clipboard}
menuText K TreeFileClose "Tancar finestra de l'arbre" 0 \
  {Tancar finestra de l'arbre}
menuText K TreeMask "M�scara" 0
menuText K TreeMaskNew "Nova" 0 {Nova m�scara}
menuText K TreeMaskOpen "Obrir" 0 {Obrir m�scara}
# ====== TODO To be translated ======
menuText K TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
menuText K TreeMaskSave "Salvar" 0 {Salvar m�scara}
menuText K TreeMaskClose "Tancar" 0 {Tancar m�scara}
menuText K TreeMaskFillWithGame "Omplir amb partida" 0 {Omple la m�scara amb la partida}
menuText K TreeMaskFillWithBase "Omplir amb base" 0 {Omple la m�scara amb totes les partides de la base}
menuText K TreeMaskInfo "Info" 0 {Mostra estad�stiques per la m�scara actual}
# ====== TODO To be translated ======
menuText K TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText K TreeMaskSearch "Search" 0 {Search in current mask}
menuText K TreeSort "Ordenar" 0
menuText K TreeSortAlpha "Alfab�ticament" 0
menuText K TreeSortECO "Per codi ECO" 11
menuText K TreeSortFreq "Per freq�encia" 4
menuText K TreeSortScore "Per puntuaci�" 4
menuText K TreeOpt "Opcions" 1
menuText K TreeOptSlowmode "Mode Lent" 0 {Jugada lenta per actualitzacions (Alta qualitat)}
menuText K TreeOptFastmode "Mode R�pid" 0 {Jugada r�pida per actualitzacions (no trasllada jugades)}
menuText K TreeOptFastAndSlowmode "Mode R�pid i Lent" 0 {Jugada r�pida i mode lent per actualitzacions}
menuText K TreeOptStartStop "Auto actualitzat" 0 {Actualizat autom�tic de la finestra de l'arbre}
menuText K TreeOptLock "Bloquejar" 1 {Bloqueja/desbloqueja l'arbre de la base de dades actual}
menuText K TreeOptTraining "Entrenament" 2 {Activa/desactiva el mode d'entrenament de l'arbre}
menuText K TreeOptAutosave "Autoguardar arxiu mem�ria cau" 0 \
  {Salvar autom�ticamente l'arxiu mem�ria cau quan es tanca la finestra de l'arbre}
menuText K TreeHelp "Ajut" 1
menuText K TreeHelpTree "Ajut de l'arbre" 4
menuText K TreeHelpIndex "�ndex de l'ajut" 0
translate K SaveCache {Salvar mem�ria cau}
translate K Training {Entrenament}
translate K LockTree {Bloquejar}
translate K TreeLocked {Bloquejat}
translate K TreeBest {Millor}
translate K TreeBestGames {Millors partides de l'arbre}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate K TreeTitleRow \
  {    Movim. ECO       Freq�encia   Puntu. EloPm Perf AnyPm %Taules}
translate K TreeTotal {TOTAL}
translate K DoYouWantToSaveFirst {Vols salvar-ho abans}
translate K AddToMask {Afegir a m�scara}
translate K RemoveFromMask {Elimina des de la m�scara}
translate K AddThisMoveToMask {Afegir aquesta jugada a la M�scara}
# ====== TODO To be translated ======
translate K SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate K DisplayMask {Display Mask}
translate K Nag {Codi Nag}
translate K Marker {Marcador}
translate K Include {Incloure}
translate K Exclude {Excloure}
translate K MainLine {L�nia principal}
translate K Bookmark {Preferida}
translate K NewLine {L�nia nova}
translate K ToBeVerified {Per a verificar}
translate K ToTrain {Per a entrenar}
translate K Dubious {Dubt�s}
translate K ToRemove {Per a treure}
translate K NoMarker {Sense marcador}
translate K ColorMarker {Color}
translate K WhiteMark {Blanc}
translate K GreenMark {Verd}
translate K YellowMark {Groc}
translate K BlueMark {Blau}
translate K RedMark {Vermell}
translate K CommentMove {Comentar jugada}
translate K CommentPosition {Comentar posici�}
translate K AddMoveToMaskFirst {Afegir primer la jugada a la m�scara}
translate K OpenAMaskFileFirst {Obrir primer un arxiu de m�scara}
translate K Positions {Posicions}
translate K Moves {Jugades}

# Finder window:
menuText K FinderFile "Arxiu" 0
menuText K FinderFileSubdirs "Mirar als subdirectoris" 0
menuText K FinderFileClose "Tanca el visor d'Arxius" 0
menuText K FinderSort "Ordenar" 0
menuText K FinderSortType "Tipus" 0
menuText K FinderSortSize "Tamany" 0
menuText K FinderSortMod "Modificat" 0
menuText K FinderSortName "Nom" 0
menuText K FinderSortPath "Cam�" 0
menuText K FinderTypes "Tipus" 0
menuText K FinderTypesScid "Bases de dades Scid" 0
menuText K FinderTypesOld "Bases de dades Scid en format antic" 12
menuText K FinderTypesPGN "Arxius PGN" 9
menuText K FinderTypesEPD "Arxius EPD (llibre)" 0
menuText K FinderTypesRep "Arxius de Repertori" 12
menuText K FinderHelp "Ajut" 1
menuText K FinderHelpFinder "Ajut del visor d'Arxius" 0
menuText K FinderHelpIndex "�ndex de l'ajut" 0
translate K FileFinder {Visor d'Arxius}
translate K FinderDir {Directori}
translate K FinderDirs {Directoris}
translate K FinderFiles {Arxius}
translate K FinderUpDir {amunt}
translate K FinderCtxOpen {Obrir}
translate K FinderCtxBackup {C�pia de seguretat (Backup)}
translate K FinderCtxCopy {C�pia}
translate K FinderCtxMove {Jugada}
translate K FinderCtxDelete {Esborrar}

# Player finder:
menuText K PListFile "Arxiu" 0
menuText K PListFileUpdate "Actualitzar" 0
menuText K PListFileClose "Tanca el Cercador de Jugadors" 0
menuText K PListSort "Ordenar" 0
menuText K PListSortName "Nom" 0
menuText K PListSortElo "Elo" 0
menuText K PListSortGames "Partides" 0
menuText K PListSortOldest "M�s antiga" 10
menuText K PListSortNewest "M�s nova" 4

# Tournament finder:
menuText K TmtFile "Arxiu" 0
menuText K TmtFileUpdate "Actualitzar" 0
menuText K TmtFileClose "Tanca el Visor de Torneigs" 0
menuText K TmtSort "Ordenar" 0
menuText K TmtSortDate "Data" 0
menuText K TmtSortPlayers "Jugadors" 0
menuText K TmtSortGames "Partides" 0
menuText K TmtSortElo "Elo" 0
menuText K TmtSortSite "Lloc" 0
menuText K TmtSortEvent "Torneig" 1
menuText K TmtSortWinner "Guanyador" 0
translate K TmtLimit "L�mit de llista"
translate K TmtMeanElo "Promig d'Elo inferior"
translate K TmtNone "No s'han trovat torneig que coincideixin."

# Graph windows:
menuText K GraphFile "Arxiu" 0
menuText K GraphFileColor "Guardar com Postscript Color..." 24
menuText K GraphFileGrey "Guardar com Postscript escala de grisos..." 34
menuText K GraphFileClose "Tancar finestra" 7
menuText K GraphOptions "Opcions" 0
menuText K GraphOptionsWhite "Blanques" 0
menuText K GraphOptionsBlack "Negres" 0
menuText K GraphOptionsBoth "Ambdos" 0
menuText K GraphOptionsPInfo "Opcions informaci� jugador" 0
translate K GraphFilterTitle "Filtre gr�fic: freq�encia per 1000 partides"
translate K GraphAbsFilterTitle "Filtre gr�fic: freq�encia de les partides"
translate K ConfigureFilter {Configurar Eix-X per Any, Rating i Jugades}
translate K FilterEstimate "Estimar"
translate K TitleFilterGraph "Scid: Filtre Gr�fic"

# Analysis window:
translate K AddVariation {Afegir variant}
translate K AddAllVariations {Afegir totes les variants}
translate K AddMove {Afegir jugada}
translate K Annotate {Anotar}
translate K ShowAnalysisBoard {Mostrar escaquer d'an�lisi}
translate K ShowInfo {Mostra info del motor}
translate K FinishGame {Finalitzar partida}
translate K StopEngine {Parar motor}
translate K StartEngine {Iniciar motor}
translate K LockEngine {Bloqueja motor en la posici� actual}
translate K AnalysisCommand {Direcci� d'an�lisi}
translate K PreviousChoices {Eleccions pr�vies}
translate K AnnotateTime {Posar el temps entre jugades a segons}
translate K AnnotateWhich {Afegir variants}
translate K AnnotateAll {Per a jugades dels dos b�ndols}
translate K AnnotateAllMoves {Anotar totes les jugades}
translate K AnnotateWhite {Nom�s per jugades de les Blanques}
translate K AnnotateBlack {Nom�s per jugades de les Negres}
translate K AnnotateBlundersOnly {Quan la jugada de la partida es un error}
translate K AnnotateBlundersOnlyScoreChange {An�lisi informant d'errors, amb canvi de puntuaci� des de: }
translate K BlundersThreshold {Marge d'error }
# TODO: Translate
translate K ScoreAllMoves {Score all moves}
translate K LowPriority {Baixa prioritat del processador}
translate K ClickHereToSeeMoves {Clic aqu� per veure les jugades}
translate K ConfigureInformant {Configurar informacions}
translate K Informant!? {Jugada interesant}
translate K Informant? {Jugada dolenta}
translate K Informant?? {Desastrosa}
translate K Informant?! {Jugada dubtosa}
translate K Informant+= {Les Blanques tenen un lleuger avantatge}
translate K Informant+/- {Les Blanques tenen avantatge}
translate K Informant+- {Les Blanques tenen un avantatge decisiu}
translate K Informant++- {La partida es considerada com guanyada}
translate K Book {Llibre}
translate K OtherBookMoves {Altres jugades del llibre}
translate K OtherBookMovesTooltip {Jugades a les que el contrari te una respuesta}

# Analysis Engine open dialog:
translate K EngineList {Llista de Motors d'An�lisi}
translate K EngineName {Nom}
translate K EngineCmd {Ordre}
translate K EngineArgs {Par�metres}
translate K EngineDir {Directori}
translate K EngineElo {Elo}
translate K EngineTime {Data}
translate K EngineNew {Nova}
translate K EngineEdit {Editar}
translate K EngineRequired {Els camps en negreta son obligatoris; la resta opcionals}

# Stats window men�s:
menuText K StatsFile "Arxiu" 0
menuText K StatsFilePrint "Imprimir a arxiu..." 0
menuText K StatsFileClose "Tancar finestra" 0
menuText K StatsOpt "Opcions" 0

# PGN window men�s:
menuText K PgnFile "Arxiu" 0
menuText K PgnFileCopy "Copiar partida al portapapers" 0
menuText K PgnFilePrint "Imprimir a arxiu..." 0
menuText K PgnFileClose "Tancar finestra PGN" 0
menuText K PgnOpt "Presentaci�" 0
menuText K PgnOptColor "Color de la presentaci�" 0
menuText K PgnOptShort "Encap�alament petit (3 l�nies)" 13
menuText K PgnOptSymbols "Anotacions simb�liques" 0
menuText K PgnOptIndentC "Sangria a comentaris" 0
menuText K PgnOptIndentV "Sangria a variants" 11
menuText K PgnOptColumn "Estil de columna (un jugada per l�nia)" 1
menuText K PgnOptSpace "Espai despr�s del n�mero del jugada" 0
menuText K PgnOptStripMarks "Treure codis de color a cassella/fletxa" 3
menuText K PgnOptBoldMainLine "Utilitzar text en negreta per les jugades principals" 4
menuText K PgnColor "Colors" 1
menuText K PgnColorHeader "Encap�alament..." 0
menuText K PgnColorAnno "Annotacions..." 0
menuText K PgnColorComments "Comentaris..." 0
menuText K PgnColorVars "Variants..." 0
menuText K PgnColorBackground "Fons..." 0
menuText K PgnColorMain "L�nia principal..." 0
menuText K PgnColorCurrent "Color de fons de l'�ltima jugada..." 1
menuText K PgnHelp "Ajut" 1
menuText K PgnHelpPgn "Ajut de PGN" 9
menuText K PgnHelpIndex "�ndex de l'ajut" 0
translate K PgnWindowTitle {Planilla - partida %u}

# Crosstable window men�s:
menuText K CrosstabFile "Arxiu" 0
menuText K CrosstabFileText "Imprimir a arxiu text..." 20
menuText K CrosstabFileHtml "Imprimir a arxiu HTML..." 20
menuText K CrosstabFileLaTeX "Imprimir a arxiu LaTeX..." 20
menuText K CrosstabFileClose "Tancar finestra de graella" 0
menuText K CrosstabEdit "Editar" 0
menuText K CrosstabEditEvent "Torneig" 0
menuText K CrosstabEditSite "Lloc" 0
menuText K CrosstabEditDate "Data" 0
menuText K CrosstabOpt "Presentaci�" 0
menuText K CrosstabOptAll "Tots contra tots" 0
menuText K CrosstabOptSwiss "Su�s" 0
menuText K CrosstabOptKnockout "Eliminat�ria directa" 0
menuText K CrosstabOptAuto "Auto" 0
menuText K CrosstabOptAges "Edat en anys" 1
menuText K CrosstabOptNats "Nacionalitats" 0
menuText K CrosstabOptRatings "Elo" 0
menuText K CrosstabOptTitles "T�tols" 0
menuText K CrosstabOptBreaks "Puntuacions de desempat" 0
menuText K CrosstabOptDeleted "Incluore partides esborrades" 17
menuText K CrosstabOptColors "Colors (nom�s a la taula d'un Su�s)" 0
menuText K CrosstabOptColumnNumbers "Columnes numerades (Nom�s en la taula tots contra tots)" 11
menuText K CrosstabOptGroup "Grups de classificaci�" 0
menuText K CrosstabSort "Ordenar" 0
menuText K CrosstabSortName "Per nom" 4
menuText K CrosstabSortRating "Per Elo" 4
menuText K CrosstabSortScore "Per puntuaci�" 4
menuText K CrosstabColor "Color" 2
menuText K CrosstabColorPlain "Text simple" 0
menuText K CrosstabColorHyper "Hipertext" 0
menuText K CrosstabHelp "Ajut" 1
menuText K CrosstabHelpCross "Ajut de Classificaci�" 9
menuText K CrosstabHelpIndex "�ndex de l'ajut" 0
translate K SetFilter {Posar filtre}
translate K AddToFilter {Afegir al filtre}
translate K Swiss {Su�s}
translate K Category {Categor�a}

# Opening report window men�s:
menuText K OprepFile "Arxiu" 0
menuText K OprepFileText "Imprimir a arxiu text..." 20
menuText K OprepFileHtml "Imprimir a arxiu HTML..." 20
menuText K OprepFileLaTeX "Imprimir a arxiu LaTeX..." 20
menuText K OprepFileOptions "Opcions..." 0
menuText K OprepFileClose "Tancar finestra de l'informe d'obertura" 0
menuText K OprepFavorites "Preferits" 1
menuText K OprepFavoritesAdd "Afegir informe..." 0
menuText K OprepFavoritesEdit "Editar informe preferit..." 0
menuText K OprepFavoritesGenerate "Generar informe..." 0
menuText K OprepHelp "Ajut" 1
menuText K OprepHelpReport "Ajut de l'informe de l'obertura" 11
menuText K OprepHelpIndex "�ndex de l'ajut" 0

# Repertoire editor:
menuText K RepFile "Arxiu" 0
menuText K RepFileNew "Nova" 0
menuText K RepFileOpen "Obrir..." 0
menuText K RepFileSave "Salvar..." 0
menuText K RepFileSaveAs "Salvar com..." 1
menuText K RepFileClose "Tancar finestra" 0
menuText K RepEdit "Editar" 0
menuText K RepEditGroup "Afegir grup" 7
menuText K RepEditInclude "Afegir l�nia inclossa" 13
menuText K RepEditExclude "Afegir l�nia exclossa" 13
menuText K RepView "Veure" 0
menuText K RepViewExpand "Expandir tots els grups" 0
menuText K RepViewCollapse "Collapsar tots els grups" 0
menuText K RepSearch "Cercar" 0
menuText K RepSearchAll "Tot el repertori..." 0
menuText K RepSearchDisplayed "Nom�s les l�nies mostrades..." 16
menuText K RepHelp "Ajut" 1
menuText K RepHelpRep "Ajut del repertori" 10
menuText K RepHelpIndex "�ndex de l'ajut" 0
translate K RepSearch "Recerca del repertori"
translate K RepIncludedLines "L�nies inclosses"
translate K RepExcludedLines "L�nies exclosses"
translate K RepCloseDialog {Aquest repertori te canvis no enregistrats.

�Realment vols continuar i descartar els canvis que has fet?
}

# Header search:
translate K HeaderSearch {Recerca per encap�alament}
translate K EndSideToMove {B�ndol a moure ver al final de la partida}
translate K GamesWithNoECO {Partides sense ECO?}
translate K GameLength {Duraci�:}
translate K FindGamesWith {Trobar partides amb}
translate K StdStart {Inici estandar}
translate K Promotions {Promocions}
translate K Comments {Comentaris}
translate K Variations {Variants}
translate K Annotations {Annotacions}
translate K DeleteFlag {Marques d'esborrat}
translate K WhiteOpFlag {Obertura de les blanques}
translate K BlackOpFlag {Obertura de les negres}
translate K MiddlegameFlag {Mig joc}
translate K EndgameFlag {Finals}
translate K NoveltyFlag {Novetat}
translate K PawnFlag {Estructura de peons}
translate K TacticsFlag {T�ctiques}
translate K QsideFlag {Joc de flanc de dama}
translate K KsideFlag {Joc de flanc de rei}
translate K BrilliancyFlag {Genialitat}
translate K BlunderFlag {Error}
translate K UserFlag {Usuari}
translate K PgnContains {PGN cont� text}
# ====== TODO To be translated ======
translate K Annotator {Annotator}
# ====== TODO To be translated ======
translate K Cmnts {Annotated games only}

# Game list window:
translate K GlistNumber {N�mero}
translate K GlistWhite {Blanques}
translate K GlistBlack {Negres}
translate K GlistWElo {Elo-B}
translate K GlistBElo {Elo-N}
translate K GlistEvent {Torneig}
translate K GlistSite {Lloc}
translate K GlistRound {Ronda}
translate K GlistDate {Data}
translate K GlistYear {Any}
translate K GlistEDate {Torneig-Data}
translate K GlistResult {Resultat}
translate K GlistLength {Longitud}
translate K GlistCountry {Pais}
translate K GlistECO {ECO}
translate K GlistOpening {Obertura}
translate K GlistEndMaterial {Material final}
translate K GlistDeleted {Esborrat}
translate K GlistFlags {Senyal}
translate K GlistVars {Variants}
translate K GlistComments {Comentaris}
translate K GlistAnnos {Annotacions}
translate K GlistStart {Inici}
translate K GlistGameNumber {N�mero de partida}
# ====== TODO To be translated ======
translate K GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate K GlistRating {Rating}
translate K GlistFindText {Trovar text}
translate K GlistMoveField {Jugada}
translate K GlistEditField {Configurar}
translate K GlistAddField {Afegir}
translate K GlistDeleteField {Treure}
translate K GlistWidth {Amplada}
translate K GlistAlign {Alinear}
# ====== TODO To be translated ======
translate K GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate K GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate K GlistAlignC {Align: center}
translate K GlistColor {Color}
translate K GlistSep {Separador}
# ====== TODO To be translated ======
translate K GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate K GlistNewSort {New}
# ====== TODO To be translated ======
translate K GlistAddToSort {Add}
# ====== TODO To be translated ======
translate K GsortSort {Sort...}
# ====== TODO To be translated ======
translate K GsortDate {Date}
# ====== TODO To be translated ======
translate K GsortYear {Year}
# ====== TODO To be translated ======
translate K GsortEvent {Event}
# ====== TODO To be translated ======
translate K GsortSite {Site}
# ====== TODO To be translated ======
translate K GsortRound {Round}
# ====== TODO To be translated ======
translate K GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate K GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate K GsortECO {ECO}
# ====== TODO To be translated ======
translate K GsortResult {Result}
# ====== TODO To be translated ======
translate K GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate K GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate K GsortCountry {Country}
# ====== TODO To be translated ======
translate K GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate K GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate K GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate K GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate K GsortComments {Comments}
# ====== TODO To be translated ======
translate K GsortVariations {Variations}
# ====== TODO To be translated ======
translate K GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate K GsortAscending {Ascending}
# ====== TODO To be translated ======
translate K GsortDescending {Descending}
# ====== TODO To be translated ======
translate K GsortAdd {Add}
# ====== TODO To be translated ======
translate K GsortStore {Store}
# ====== TODO To be translated ======
translate K GsortLoad {Load}
translate K GlistRemoveThisGameFromFilter  {Treu aquesta partida del Filtre}
translate K GlistRemoveGameAndAboveFromFilter  {Treu aquesta partida i totes les de sobre del Filtre}
translate K GlistRemoveGameAndBelowFromFilter  {Treu aquesta partida i totes les de sota del Filtre}
translate K GlistDeleteGame {Elimina/Recupera aquesta partida de la base} 
translate K GlistDeleteAllGames {Elimina totes les partides de la base que hi son al Filtre} 
translate K GlistUndeleteAllGames {Recupera totes les partides esborrades de la base que hi son al filtre} 
translate K GlistMergeGameInBase {Barreja la partida a una altra base} 

# Maintenance window:
translate K DatabaseName {Nom de la base:}
translate K TypeIcon {Tipus d'icona:}
translate K NumOfGames {Partides:}
translate K NumDeletedGames {Partides esborrades:}
translate K NumFilterGames {Partides al filtre:}
translate K YearRange {Rang d'anys:}
translate K RatingRange {Rang d'Elo:}
translate K Description {Descripci�}
translate K Flag {Marca}
# ====== TODO To be translated ======
translate K CustomFlags {Custom flags}
translate K DeleteCurrent {Esborrar partida actual}
translate K DeleteFilter {Esborrar partides filtrades}
translate K DeleteAll {Esborrar totes les partides}
translate K UndeleteCurrent {No esborrar partida actual}
translate K UndeleteFilter {No esborrar partides filtrades}
translate K UndeleteAll {No esborrar totes les partides}
translate K DeleteTwins {Esborrar partides duplicades}
translate K MarkCurrent {Marcar partida actual}
translate K MarkFilter {Marcar partides filtrades}
translate K MarkAll {Marcar totes les partides}
translate K UnmarkCurrent {No marcar partida actual}
translate K UnmarkFilter {No marcar partides filtrades}
translate K UnmarkAll {No marcar totes les partides}
translate K Spellchecking {Revisi� ortogr�fica}
translate K Players {Jugadors}
translate K Events {Torneigs}
translate K Sites {Llocs}
translate K Rounds {Rondes}
translate K DatabaseOps {Operacions amb la base de dades}
translate K ReclassifyGames {Reclassificar partides per ECO...}
translate K CompactDatabase {Compactar base de dades}
translate K SortDatabase {Ordenar base de dades}
translate K AddEloRatings {Afegir classificaci� Elo}
translate K AutoloadGame {Autocargar n�mero de partida}
translate K StripTags {Treure etiquetes PGN}
translate K StripTag {Treure etiquetes}
translate K Cleaner {MultiEines}
translate K CleanerHelp {
Scid executar�, a l'actual base de dades, totes les accions de manteniment
que seleccionis de la seg�ent llista.

S'aplicar� l'estat actual a la classificaci� ECO i al di�leg d'esborrat de
duplicades si selecciones aquestes funcions.
}
translate K CleanerConfirm {
Un cop la MultiEina de manteniment comen�a no pot ser aturada!

En una base de dades gran pot trigar molt de temps, depenent de les funcions que s'hagi seleccionat i el seu estat actual.

N'est�s segur/a de voler comen�ar les funcions de manteniment que has escollit?
}
translate K TwinCheckUndelete {Prem "u" per no esborrar-ne cap (undelete)}
translate K TwinCheckprevPair {Parella previa}
translate K TwinChecknextPair {Pr�xima Parella}
translate K TwinChecker {Scid: Verificar partides duplicades}
translate K TwinCheckTournament {Partides d'un torneig:}
translate K TwinCheckNoTwin {No duplicada  }
translate K TwinCheckNoTwinfound {No s'han trovat duplicades per aquesta partida.\nper mostrar duplicades amb aquesta finestra fes servir la funci� "Esborrar partides duplicades..." }
translate K TwinCheckTag {Compartir etiquetes...}
translate K TwinCheckFound1 {Scid ha trobat $result partides duplicades}
translate K TwinCheckFound2 {i les marca com esborrades}
translate K TwinCheckNoDelete {No hi ha partides en aquesta base per esborrar.}
translate K TwinCriteria1 {Els teus par�metres per cercar duplicades potencialment poden fer que partides diferents amb jugades similars siguin marcades com a duplicades.}
translate K TwinCriteria2 {Es recomenable que escolleixis "No" per "algunes jugades", hauries d'escollir "S�"  pels par�metres colors, torneigs, lloc, ronda, any i mes.\nVols continuar, malgrat aix�, i esborrar les partides duplicades?}
translate K TwinCriteria3 {Es recomenable que especifiquis "S�" per al menys dos par�metres de "mateix lloc", "mateixa ronda" i "mateix any".\nVols continuar, malgrat aix�, i esborrar duplicades?}
translate K TwinCriteriaConfirm {Scid: Confirmar par�metres per partides duplicades}
translate K TwinChangeTag "Canviar les sig�ents etiquetes de les:\n\n partides"
translate K AllocRatingDescription "Aquesta ordre far� servir l'arxiu actual SpellCheck per afegir puntuacions ELO i partides a la base. On un jugador no tingui Elo per� si el tingui al llistat d'Spellcheck, se li afegir� l'Elo."
translate K RatingOverride "Sobre-escriure Elos existents no buits?"
translate K AddRatings "Afegir Elos a:"
translate K AddedRatings {Scid ha afegit $r ratings Elo a $g partides.}
translate K NewSubmenu "Nou submen�"

# Comment editor:
translate K AnnotationSymbols  {S�mbols d'annotaci�:}
translate K Comment {Comentari:}
translate K InsertMark {Insertar marca}
translate K InsertMarkHelp {
Insertar/treure marca: Selecciona color, tipus, cassella.
Insertar/treure fletxa: Bot� dret sobre dos casselles.
}

# Nag buttons in comment editor:
translate K GoodMove {Bona jugada}
translate K PoorMove {Mala jugada}
translate K ExcellentMove {Jugada excelent}
translate K Blunder {Error}
translate K InterestingMove {Jugada interessant}
translate K DubiousMove {Jugada dubtosa}
translate K WhiteDecisiveAdvantage {Les blanque tenen avantatge decisiu}
translate K BlackDecisiveAdvantage {Les negres tenen avantatge decisiu}
translate K WhiteClearAdvantage {Les blanques tenen clar avantatge}
translate K BlackClearAdvantage {Les negres tenen clar avantatge}
translate K WhiteSlightAdvantage {Les blanques tenen lleuger avantatge}
translate K BlackSlightAdvantage {Les negres tenen lleuger avantatge}
translate K Equality {Igualtat}
translate K Unclear {Poc clar}
translate K Diagram {Diagrama}

# Board search:
translate K BoardSearch {Escaquer de recerca}
translate K FilterOperation {Operaci� al filtre actual:}
translate K FilterAnd {Y (Restringir filtre)}
translate K FilterOr {O (Afegir al filtre)}
translate K FilterIgnore {IGNORAR (Posar a zero el filtre)}
translate K SearchType {Tipus de recerca:}
translate K SearchBoardExact {Posici� exacta (totes les peces a les mateixes casselles)}
translate K SearchBoardPawns {Peons (igual material, tots els peons a les mateixes casselles)}
translate K SearchBoardFiles {Columnes (igual material, tots els peons a les mateixes columnes)}
translate K SearchBoardAny {Qualsevol (igual material, peons i peces a qualsevol lloc)}
translate K SearchInRefDatabase { Cerca a la base }
translate K LookInVars {Mirar a les variants}

# Material search:
translate K MaterialSearch {Cerca per Material}
translate K Material {Material}
translate K Patterns {Patrons}
translate K Zero {Zero}
translate K Any {Qualsevol}
translate K CurrentBoard {Escaquer Actual}
translate K CommonEndings {Finals comuns}
translate K CommonPatterns {Patrons comuns}
translate K MaterialDiff {Diferencia de material}
translate K squares {casselles}
translate K SameColor {Igual color}
translate K OppColor {Color contrari}
translate K Either {Qualsevol}
translate K MoveNumberRange {Rang de nombre de jugades}
translate K MatchForAtLeast {Coincideix quan menys}
translate K HalfMoves {mitges jugades}

# Common endings in material search:
translate K EndingPawns {Finals de peons}
translate K EndingRookVsPawns {Torre vs. pe�(ns)}
translate K EndingRookPawnVsRook {Torre i 1 pe� vs. torre}
translate K EndingRookPawnsVsRook {Torre i pe�(ns) vs. torre}
translate K EndingRooks {Finals de torre vs. torre}
translate K EndingRooksPassedA {Finals de torre vs. torre amb pe� passat}
translate K EndingRooksDouble {Finals de dues torres}
translate K EndingBishops {Finals d'alfil vs. alfil}
translate K EndingBishopVsKnight {Finals d'alfil vs. cavall}
translate K EndingKnights {Finals de cavall vs. cavall}
translate K EndingQueens {Finals de dama vs. dama}
translate K EndingQueenPawnVsQueen {Dama i 1 pe� vs. dama}
translate K BishopPairVsKnightPair {Mig joc de dos alfils vs. dos cavalls}

# Common patterns in material search:
translate K PatternWhiteIQP {PDA blanc}
translate K PatternWhiteIQPBreakE6 {PDA blanc: d4-d5 ruptura vs. e6}
translate K PatternWhiteIQPBreakC6 {PDA blanc: d4-d5 ruptura vs. c6}
translate K PatternBlackIQP {PDA negre}
translate K PatternWhiteBlackIQP {PDA blanc vs. PDA negre}
translate K PatternCoupleC3D4 {Parella de peons a�llats blancs c3+d4}
translate K PatternHangingC5D5 {Peons suspessos negres a c5 i d5}
translate K PatternMaroczy {Centre Maroczy (amb peons a c4 i e4)}
translate K PatternRookSacC3 {Sacrifici de torre a c3}
translate K PatternKc1Kg8 {O-O-O vs. O-O (Rc1 vs. Rg8)}
translate K PatternKg1Kc8 {O-O vs. O-O-O (Rg1 vs. Rc8)}
translate K PatternLightFian {Fianchettos de casselles blanques (Alfil-g2 vs. Alfil-b7)}
translate K PatternDarkFian {Fianchettos de casselles negres (Alfil-b2 vs. Alfil-g7)}
translate K PatternFourFian {Quatre Fianchettos (Alfils a b2,g2,b7,g7)}

# Game saving:
translate K Today {Avui}
translate K ClassifyGame {Classificar partida}

# Setup position:
translate K EmptyBoard {Escaquer buit}
translate K InitialBoard {Escaquer inicial}
translate K SideToMove {B�ndol que mou}
translate K MoveNumber {Jugada n�mero}
translate K Castling {Enroc}
translate K EnPassantFile {Columna al pas}
translate K ClearFen {Treure FEN}
translate K PasteFen {Pegar FEN}
translate K SaveAndContinue {Salvar (enregistrar) i continuar}
translate K DiscardChangesAndContinue {Descartar \n canvis i continuar}
translate K GoBack {Tornar enrera}

# Replace move dialog:
translate K ReplaceMove {Substituir jugada}
translate K AddNewVar {Afegir nova variant}
translate K NewMainLine {Nova L�nia Principal}
translate K ReplaceMoveMessage {Ja existeix una jugada.

Pots substituir-la, descartant totes les jugades posteriors, o afegir-la com una nova variant.

(Pots evitar seguir veient aquest missatge en el futur desactivant l'opci� "Preguntar abans de substituir moviments" al men� Opcions: Jugades.)}

# Make database read-only dialog:
translate K ReadOnlyDialog {Si fas que aquesta base de dades sigui nom�s de lectura no es permetran fer canvis. No es podran salvar o substituir partides, i no es podra alterar les senyals d'esborrat. Qualsevol ordenaci� o classificaci� per ECO ser� temporal.

Pots altra cop fer de forma f�cil la base de dades d'escriptura tancant-la i obrint-la.

Realment vols fer que aquesta base de dades sigui nom�s de lectura?}

# Clear game dialog:
translate K ClearGameDialog {Aquesta partida ha estat modificada.

Realment vols continuar i eliminar els canvis fets?
}

# Exit dialog:
translate K ExitDialog {Vols sortir d'Scid?}
translate K ExitUnsaved {La seguent base de dades te canvis a partides no salvades. Si surts ara es perdran aquests canvis.}

# Import window:
translate K PasteCurrentGame {Pegar partida actual}
translate K ImportHelp1 \
  {Introduir o pegar una partida en format PGN al marc superior.}
translate K ImportHelp2 \
  {Qualsevol error important la partida es mostrar� aqu�.}
translate K OverwriteExistingMoves {SobreEscriure jugades existents?}

# ECO Browser:
translate K ECOAllSections {totes les divisions ECO}
translate K ECOSection {divisi� ECO}
translate K ECOSummary {Resum de}
translate K ECOFrequency {Freq�encia dels subcodis per}

# Opening Report:
translate K OprepTitle {Informe de l'obertura}
translate K OprepReport {Informe}
translate K OprepGenerated {Generat per}
translate K OprepStatsHist {Estad�stiques e Historia}
translate K OprepStats {Estad�stiques}
translate K OprepStatAll {Totes les partides referides}
translate K OprepStatBoth {Ambdues amb Elo}
translate K OprepStatSince {Des de}
translate K OprepOldest {Partides m�s antigues}
translate K OprepNewest {Partides m�s noves}
translate K OprepPopular {Popularitat actual}
translate K OprepFreqAll {Freq�encia a tots els anys: }
translate K OprepFreq1   {Des de l'�ltim any fins avui:     }
translate K OprepFreq5   {En els �ltims 5 anys fins avui:   }
translate K OprepFreq10  {En els �ltimos 10 anys fins avui:  }
translate K OprepEvery {un cop cada %u partides}
translate K OprepUp {puja un %u%s respecte al total d'anys}
translate K OprepDown {baixa un %u%s respecte al total d'anys}
translate K OprepSame {no hi han canvis respecte al total d'anys}
translate K OprepMostFrequent {Jugadors m�s freq�ents}
translate K OprepMostFrequentOpponents {Rivals m�s freq�entes}
translate K OprepRatingsPerf {Elo i Rendiment}
translate K OprepAvgPerf {Promig Elo i rendiment}
translate K OprepWRating {Elo de les blanques}
translate K OprepBRating {Elo de les negres}
translate K OprepWPerf {Rendiment de les blanques}
translate K OprepBPerf {Rendiment de les negres}
translate K OprepHighRating {Partida amb el promig d'Elo m�s gran}
translate K OprepTrends {Tendencies de Resultats}
translate K OprepResults {Resultat de duracions i freq�encies}
translate K OprepLength {Duraci� de la partida}
translate K OprepFrequency {Freq�encia}
translate K OprepWWins {Blanques guanyen: }
translate K OprepBWins {Negres guanyen:  }
translate K OprepDraws {Taules:        }
translate K OprepWholeDB {al conjunt de la base de dades}
translate K OprepShortest {Vict�ries m�s curtes}
translate K OprepMovesThemes {Jugades i temes}
translate K OprepMoveOrders {L�nies de jugades que arriben a la posici� de l'informe}
translate K OprepMoveOrdersOne \
  {Nom�s hi ha una l�nia de jugades que arriba fins aquesta posici�:}
translate K OprepMoveOrdersAll \
  {Hi han %u l�nies que arriben a aquesta posici�:}
translate K OprepMoveOrdersMany \
  {Hi han %u l�nies que arriben a aquesta posici�. Les %u m�s comuns son:}
translate K OprepMovesFrom {Jugades des de la posici� de l'informe}
translate K OprepMostFrequentEcoCodes {Obertures m�s freq�ents}
translate K OprepThemes {Temes Posicionals}
translate K OprepThemeDescription {Freq�encia dels temes a les primeres %u jugades de cada partida}
translate K OprepThemeSameCastling {Enroc al mateix flanc}
translate K OprepThemeOppCastling {Enrocs a flancs diferents}
translate K OprepThemeNoCastling {El dos Reis sense enrocar}
translate K OprepThemeKPawnStorm {Avalantxa dels peons del Rei}
translate K OprepThemeQueenswap {Canvi de Dames}
translate K OprepThemeWIQP {Pe� de dama a�llat de les blanques}
translate K OprepThemeBIQP {Pe�n de dama a�llat de les negres}
translate K OprepThemeWP567 {Peons blancs a 5/6/7� fila}
translate K OprepThemeBP234 {Peons negres a 2/3/4� fila}
translate K OprepThemeOpenCDE {Columnes c/d/e obertes}
translate K OprepTheme1BishopPair {Un b�ndol te parella d'alfils}
translate K OprepEndgames {Finals}
translate K OprepReportGames {Informe de partides}
translate K OprepAllGames {Totes les partides}
translate K OprepEndClass {Tipus de finales d'acord a l'�ltima posici� de les partides}
translate K OprepTheoryTable {Taula de Teoria}
translate K OprepTableComment {Generada a partir de les %u partides amb millor Elo.}
translate K OprepExtraMoves {Annotaci� extra de moviments a la taula de teoria}
translate K OprepMaxGames {M�xim de partides a la taula de teoria}
translate K OprepViewHTML {Veure HTML}
translate K OprepViewLaTeX {Veure LaTeX}

# Player Report:
translate K PReportTitle {Informe del jugador}
translate K PReportColorWhite {amb les peces blanques}
translate K PReportColorBlack {amb les peces negres}
translate K PReportMoves {%s despr�s}
translate K PReportOpenings {Obertures}
translate K PReportClipbase {Buidar el portapapers i copiar les partides}

# Piece Tracker window:
translate K TrackerSelectSingle {El bot� esquerra selecciona la pe�a.}
translate K TrackerSelectPair {El bot� esquerra selecciona la pe�a; el bot�n dret tamb� selecciona la germana.}
translate K TrackerSelectPawn {El bot� esquerra selecciona el pe�; el bot� dret selecciona els 8 peons.}
translate K TrackerStat {Estad�stica}
translate K TrackerGames {% de partides amb jugada a aquesta cassella}
translate K TrackerTime {% de temps cap aquesta cassella}
translate K TrackerMoves {Jugades}
translate K TrackerMovesStart {Escriu el n�mero de la jugada des d'on comen�ar la recerca.}
translate K TrackerMovesStop {Escriu el n�mero de la jugada on s'ha d'aturar la recerca.}

# Game selection dialogs:
translate K SelectAllGames {Totes les partides de la base de dades}
translate K SelectFilterGames {Nom�s les partides filtrades}
translate K SelectTournamentGames {Nom�s les partides de l'actual torneig}
translate K SelectOlderGames {Nom�s partides antigues}

# Delete Twins window:
translate K TwinsNote {Per a ser duplicades, dos partides han de tenir quan menys els mateixos dos jugadors i els criteris que fixis a sota. Quan es troba un parell de duplicades, es borra la partida m�s curta. Suggeriment: es millor fer la correcci� ortogr�fica de la base de dades abans d'iniciar l'esborrat de duplicades, per que millora la seva detecci�.}
translate K TwinsCriteria {Criteris: Les partides duplicades han de tenir...}
translate K TwinsWhich {Partides a examinar}
translate K TwinsColors {Jugadors amb igual color?}
translate K TwinsEvent {Mateix torneig?}
translate K TwinsSite {Mateix lloc?}
translate K TwinsRound {Mateixa ronda?}
translate K TwinsYear {Mateix any?}
translate K TwinsMonth {Mateix mes?}
translate K TwinsDay {Mateix d�a?}
translate K TwinsResult {Mateix resultat?}
translate K TwinsECO {Mateix codi ECO?}
translate K TwinsMoves {Mateixes jugades?}
translate K TwinsPlayers {Comparant noms de jugadors:}
translate K TwinsPlayersExact {Trobo exactes}
translate K TwinsPlayersPrefix {Nom�s les primeres 4 lletres}
translate K TwinsWhen {Quan es borren partides duplicades}
translate K TwinsSkipShort {Ignorar totes les partides amb menys de 5 jugades?}
translate K TwinsUndelete {Treure en primer lloc marques d'esborrat?}
translate K TwinsSetFilter {Posar al filtre totes les partides esborrades?}
translate K TwinsComments {Saltar sempre partides amb comentaris?}
translate K TwinsVars {Saltar sempre partides amb variants?}
translate K TwinsDeleteWhich {Quina partida esborrar:}
translate K TwinsDeleteShorter {Partida m�s curta}
translate K TwinsDeleteOlder {N�mero de partida m�s petit}
translate K TwinsDeleteNewer {N�mero de partida m�s gran}
translate K TwinsDelete {Esborrar partides}

# Name editor window:
translate K NameEditType {Tipus de dada a editar}
translate K NameEditSelect {Partides a editar}
translate K NameEditReplace {Reempla�ar}
translate K NameEditWith {amb}
translate K NameEditMatches {Ja hi son: Presionar Ctrl+1 a Ctrl+9 per seleccionar-ne}
# ====== TODO To be translated ======
translate K CheckGames {Check games}
# ====== TODO To be translated ======
translate K CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate K CheckAll {All games}
# ====== TODO To be translated ======
translate K CheckSelectFilterGames {Only games in filter}

# Classify window:
translate K Classify {Classificar}
translate K ClassifyWhich {Classificar per codi ECO}
translate K ClassifyAll {Totes les partides (sobreescriure codi ECO)}
translate K ClassifyYear {Totes les partides jugades a l'�ltim any}
translate K ClassifyMonth {Totes les partides jugades a l'�ltim mes}
translate K ClassifyNew {Nom�s les partides sense codi ECO}
translate K ClassifyCodes {Codi ECO a utilitzar}
translate K ClassifyBasic {Nom�s codi b�sic ("B12", ...)}
translate K ClassifyExtended {Extensions Scid ("B12j", ...)}

# Compaction:
translate K NameFile {Arxiu de noms}
translate K GameFile {Arxiu de partides}
translate K Names {Noms}
translate K Unused {No utilitzat}
translate K SizeKb {Tamany (kb)}
translate K CurrentState {Estat actual}
translate K AfterCompaction {Despr�s de la compactaci�}
translate K CompactNames {Compactar arxiu de noms}
translate K CompactGames {Compactar arxiu de partides}
translate K NoUnusedNames "No hi han noms sense utilitzar, per tant l'arxiu de noms ja est� compactat."
translate K NoUnusedGames "L'arxiu ja est� totalment compactat."
translate K NameFileCompacted {L'arxiu de noms per la base de dades "[file tail [sc_base filename]]" ha estat compactat.}
translate K GameFileCompacted {L'arxiu de partides de la base de dades "[file tail [sc_base filename]]" ha estat compactada.}

# Sorting:
translate K SortCriteria {Criteri}
translate K AddCriteria {Afegir criteri}
translate K CommonSorts {Ordenacions habituals}
translate K Sort {Ordenar}

# Exporting:
translate K AddToExistingFile {Afegir partides a un arxiu existent?}
translate K ExportComments {Exportar comentaris?}
translate K ExportVariations {Exportar variants?}
translate K IndentComments {Sangrar comentaris?}
translate K IndentVariations {Sangrar variants?}
translate K ExportColumnStyle {Estil de columna (una jugada per l�nia)?}
translate K ExportSymbolStyle {Estil d'anotaci� simb�lica:}
translate K ExportStripMarks {Treure marca de codis de cassella/fletxa dels comentaris?}

# Goto game/move dialogs:
translate K LoadGameNumber {Entra el n�mero de la partida a carregar:}
translate K GotoMoveNumber {Anar a la jugada n�mero:}

# Copy games dialog:
translate K CopyGames {Copiar partides}
translate K CopyConfirm {
 Realment vols copiar les [::utils::thousands $nGamesToCopy] partides fitrades
 de la base de dades "$fromName"
 a la base de dades "$targetName"?
}
translate K CopyErr {No es poden copiar les partides}
translate K CopyErrSource {la base de dades font}
translate K CopyErrTarget {la base de dades de desti}
translate K CopyErrNoGames {no te partides al filtre}
translate K CopyErrReadOnly {es de nom�s lectura}
translate K CopyErrNotOpen {no est� oberta}

# Colors:
translate K LightSquares {Casselles blanques}
translate K DarkSquares {Casselles negres}
translate K SelectedSquares {Casselles seleccionades}
translate K SuggestedSquares {Casselles de jugada suggerida}
translate K WhitePieces {Peces blanques}
translate K BlackPieces {Peces negres}
translate K WhiteBorder {Vora blanques}
translate K BlackBorder {Vora negres}

# Novelty window:
translate K FindNovelty {Trobar Novetat}
translate K Novelty {Novetat}
translate K NoveltyInterrupt {Recerca de novetat interrompuda}
translate K NoveltyNone {Cap novetat trobada en aquesta partida}
translate K NoveltyHelp {
Scid trobar� la primera jugada de l'actual partida que representi una posici� no existent a la base de dades seleccionada o al llibre d'obertures ECO.
}

# Sounds configuration:
translate K SoundsFolder {Directori d'arxius de so}
translate K SoundsFolderHelp {El directori ha de tenir els arxius King.wav, a.wav, 1.wav, etc}
translate K SoundsAnnounceOptions {Opcions d'anunci de jugades}
translate K SoundsAnnounceNew {Anunciar noves jugades quan estiguin fetes}
translate K SoundsAnnounceForward {Anunciar jugades quan avancem una jugada}
translate K SoundsAnnounceBack {Anunciar jugada quan rectifiquem o retrocedim una jugada}

# Upgrading databases:
translate K Upgrading {Actualitzaci�}
translate K ConfirmOpenNew {
Aquest es un format de base de dades antico (Scid 3) que no es pot obrir amb Scid 4, pero ja s'ha creat una versi�n en el format nou (Scid 4).

Vols abrir la versi� de format nou de la base de dades?
}
translate K ConfirmUpgrade {
Aquesta es una base de dades en un format antic (Scid 3). S'ha de crear una versi� amb el nou format abans de poder utilitzar-la a Scid 4.

L'actualitzaci� crear� una nova versi� de la base de dades.

Pot trigar temps, pero nom�s cal fer-ho un cop. Pots cancelar si triga massa temps.

Vols actualitzar aquesta base de dades ara?
}

# Recent files options:
translate K RecentFilesMenu {Nombre d'arxius recents al men� Arxiu}
translate K RecentFilesExtra {Nombre d'arxius recents al submen� extra}

# My Player Names options:
translate K MyPlayerNamesDescription {
Escriu una llista de noms alternatius per jugador, un nom per cada l�nia. Es permeten comodins (per exemple "?" per un caracter, "*" per varis caracters).

Cada cop que es carregui una partida amb un jugador de la llista es girar� l'escaquer, si fos necessari, per veure la partida des de la perspectiva del jugador.
}
translate K showblunderexists {Mostrar ficada de pota}
translate K showblundervalue {Mostrar valor de la ficada de pota}
translate K showscore {Mostrar marcador}
translate K coachgame {Entrenador}
translate K configurecoachgame {Configurar entrenador}
translate K configuregame {Configuraci� de partida}
translate K Phalanxengine {Motor Phalanx}
translate K Coachengine {Motor entrenador}
translate K difficulty {Dificultat}
translate K hard {Dur}
translate K easy {F�cil}
translate K Playwith {Juga amb}
translate K white {blanques}
translate K black {negres}
translate K both {ambdos}
translate K Play {Jugar}
translate K Noblunder {Sense errors}
translate K blunder {Ficades de pota}
translate K Noinfo {-- Sense informaci� --}
translate K PhalanxOrTogaMissing {No es troben ni Phalanx ni Toga}
translate K moveblunderthreshold {La jugada es un error si la p�rdua de puntuaci� es m�s gran que }
translate K limitanalysis {Temps l�mit per l'an�lisi del motor}
translate K seconds {segons}
translate K Abort {Abortar}
translate K Resume {Reanudar}
translate K OutOfOpening {Fora de l'obertura}
translate K NotFollowedLine {No segueixes la l�nia}
translate K DoYouWantContinue {Vols continuar?}
translate K CoachIsWatching {Entrenador}
translate K Ponder {Pensar sempre (motor)}
translate K LimitELO {Limitar for�a ELO}
translate K DubiousMovePlayedTakeBack {Jugada dubtosa, vols rectificar?}
translate K WeakMovePlayedTakeBack {Jugada fluixa, vols rectificar?}
translate K BadMovePlayedTakeBack {Jugada dolenta, vols rectificar?}
translate K Iresign {Abandono}
translate K yourmoveisnotgood {la teva jugada es dolenta}
translate K EndOfVar {Fi de la variant}
translate K Openingtrainer {Entrenador d'obertures}
translate K DisplayCM {Mostra jugades possibles}
translate K DisplayCMValue {Mostra valor de les jugades possibles}
translate K DisplayOpeningStats {Mostra estad�stiques}
translate K ShowReport {Mostra informe}
translate K NumberOfGoodMovesPlayed {jugades bones fetes}
translate K NumberOfDubiousMovesPlayed {jugades dubtoses fetes}
translate K NumberOfMovesPlayedNotInRepertoire {jugades fetes fora del repertori}
translate K NumberOfTimesPositionEncountered {vegades trobada la posici�}
translate K PlayerBestMove  {Permet �nicament les millors jugades}
translate K OpponentBestMove {El contrari juga les millors jugades}
translate K OnlyFlaggedLines {Nom�s l�nies marcades}
translate K resetStats {Reinicia estad�stiques}
translate K Repertoiretrainingconfiguration {Configuraci� del repertori d'entrenament}
translate K Loadingrepertoire {Carregant repertori}
translate K Movesloaded {Jugades carregades}
translate K Repertoirenotfound {Repertori no trobat}
translate K Openfirstrepertoirewithtype {Obrir primer una base amb una icona/tipus de repertori al costat dret}
translate K Movenotinrepertoire {La jugada no est� al repertori}
translate K PositionsInRepertoire {Posicions al repertori}
translate K PositionsNotPlayed {Posicions no jugades}
translate K PositionsPlayed {Posicions jugades}
translate K Success {Exits}
translate K DubiousMoves {Jugades dubtoses}
translate K OutOfRepertoire {Fora de repertori}
translate K ConfigureTactics {Configurar t�ctica}
translate K ResetScores {Reiniciar marcadors (puntuacions)}
translate K LoadingBase {Cargant base}
translate K Tactics {T�ctica}
translate K ShowSolution {Mostrar resposta}
# ====== TODO To be translated ======
translate K NextExercise {Next exercise}
# ====== TODO To be translated ======
translate K PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate K StopTraining {Stop training}
translate K Next {Seg�ent}
translate K ResettingScore {Reiniciant marcador}
translate K LoadingGame {Cargant partida}
translate K MateFound {Trobat mat}
translate K BestSolutionNotFound { NO s'ha trobat la millor resposta!}
translate K MateNotFound {Mat no trobat}
translate K ShorterMateExists {Existeix un mat m�s curt}
translate K ScorePlayed {Marcador jugat}
translate K Expected {Esperat}
translate K ChooseTrainingBase {Escollir base d'entrenament}
translate K Thinking {Pensant}
translate K AnalyzeDone {An�lisi fet}
translate K WinWonGame {Guanya la partida guanyada}
translate K Lines {L�nies}
translate K ConfigureUCIengine {Configurar motor UCI}
translate K SpecificOpening {Obertura espec�fica}
translate K StartNewGame {Iniciar nova partida}
translate K FixedLevel {Nivell fix}
translate K Opening {Obrint}
translate K RandomLevel {Nivell aleatori}
translate K StartFromCurrentPosition {Iniciar des de la posici� actual}
translate K FixedDepth {Profunditat fixe}
translate K Nodes {Nodes} 
translate K Depth {Profunditat}
translate K Time {Temps} 
translate K SecondsPerMove {Segons per jugada}
translate K Engine {Motor}
translate K TimeMode {Mode de temps}
translate K TimeBonus {Temps + bonus}
translate K TimeMin {min}
translate K TimeSec {seg}
translate K AllExercisesDone {Tots els exercicis fets}
translate K MoveOutOfBook {Jugada fora del llibre}
translate K LastBookMove {�ltima jugada del llibre}
translate K AnnotateSeveralGames {Anotar les partides\ndes de l'actual fins la partida: }
translate K FindOpeningErrors {Trobar errors als primers }
translate K MarkTacticalExercises {Marca exercicis t�ctics}
translate K UseBook {Utilitzar llibre d'obertures}
translate K MultiPV {M�ltiples Variants}
translate K Hash {Mem�ria Hash}
translate K OwnBook {Utilitzar el llibre del motor}
translate K BookFile {Llibre d'obertures}
translate K AnnotateVariations {Anotar variants}
translate K ShortAnnotations {Anotacions curtes}
translate K addAnnotatorTag {Afegir etiqueta d'anotador}
translate K AddScoreToShortAnnotations {Afegir puntuaci� per anotaciones curtes}
translate K Export {Exportar}
translate K BookPartiallyLoaded {Llibre carregat parcialment}
translate K Calvar {C�lcul de variants}
translate K ConfigureCalvar {Configuraci�}
translate K Reti {Obertura Reti}
translate K English {Obertura anglesa}
translate K d4Nf6Miscellaneous {1.d4 Cf6 varis}
translate K Trompowsky {Obertura Trompowsky}
translate K Budapest {Gambit Budapest}
translate K OldIndian {Defensa India Antiga}
translate K BenkoGambit {Gambit Benko}
translate K ModernBenoni {Defensa Benoni Moderna}
translate K DutchDefence {Defensa Holandesa}
translate K Scandinavian {Defensa Escandinava}
translate K AlekhineDefence {Defensa Alekhine}
translate K Pirc {Defensa Pirc}
translate K CaroKann {Defensa Caro-Kann}
translate K CaroKannAdvance {Defensa Caro-Kann, Variant de l'avan�ament}
translate K Sicilian {Defensa Siciliana}
translate K SicilianAlapin {Defensa Siciliana, Variant Alapin}
translate K SicilianClosed {Defensa Siciliana, Variant Tancada}
translate K SicilianRauzer {Defensa Siciliana, Variant Rauzer}
translate K SicilianDragon {Defensa Siciliana, Variant del Drag�}
translate K SicilianScheveningen {Defensa Siciliana, Variant Scheveningen}
translate K SicilianNajdorf {Defensa Siciliana, Variant Najdorf}
translate K OpenGame {Obertura Oberta}
translate K Vienna {Obertura Vienesa}
translate K KingsGambit {Gambit de Rei}
translate K RussianGame {Partida Rusa}
translate K ItalianTwoKnights {Obertura Italiana, Variant dels Dos Cavalls}
translate K Spanish {Obertura Espanyola}
translate K SpanishExchange {Obertura Espanyola, Variant del canvi}
translate K SpanishOpen {Obertura Espanyola}
translate K SpanishClosed {Obertura Espanyola, Variant tancada}
translate K FrenchDefence {Defensa Francesa}
translate K FrenchAdvance {Defensa Francesa, Variant de l'Avan�ament}
translate K FrenchTarrasch {Defensa Francesa, Variant Tarrasch}
translate K FrenchWinawer {Defensa Francesa, Variant Winawer}
translate K FrenchExchange {Defensa Francesa, Variant del canvi}
translate K QueensPawn {Obertura de Pe� de Dama}
translate K Slav {Defensa Eslava}
translate K QGA {Gambit de Dama Acceptat}
translate K QGD {Gambit de Dama Declinat}
translate K QGDExchange {Gambit de Dama Declinat, Variant del Canvi}
translate K SemiSlav {Defensa Semi-Eslava del Gambit de Dama Declinat}
translate K QGDwithBg5 {Gambit de Dama Declinat amb Ag5}
translate K QGDOrthodox {Gambit de Dama Declinat,  Defensa Ortodoxa}
translate K Grunfeld {Defensa Gr�nfeld}
translate K GrunfeldExchange {Variant del canvi de la Defensa Gr�nfeld }
translate K GrunfeldRussian {Variant Rusa de la Defensa Gr�nfeld}
translate K Catalan {Catalana}
translate K CatalanOpen {Obertura Catalana}
translate K CatalanClosed {Obertura Catalana, Variant Tancada}
translate K QueensIndian {Defensa India de Dama}
translate K NimzoIndian {Obertura Nimzo-India}
translate K NimzoIndianClassical {Obertura Nimzo-India Cl�ssica}
translate K NimzoIndianRubinstein {Variante Rubinstein de la Nimzo-India}
translate K KingsIndian {India de Rei}
translate K KingsIndianSamisch {Atac S�mish de la India de Reiy}
translate K KingsIndianMainLine {Linia Principal India de Rei}
translate K ConfigureFics {Configurar FICS}
translate K FICSGuest {Autentificaci� com convidat}
translate K FICSServerPort {Port del servidor}
# ====== TODO To be translated ======
translate K FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate K FICSRefresh {Refresh}
translate K FICSTimesealPort {Port Timeseal}
translate K FICSSilence {Silenci}
translate K FICSOffers {Ofertes}
translate K FICSConsole {Consola}
translate K FICSGames {Partides}
translate K FICSUnobserve {Atura l'observaci� d'una partida}
translate K FICSProfile {Mostra la teva hist�ria i perfil}
translate K FICSRelayedGames {Partides ajornades}
translate K FICSFindOpponent {Cercar contrari}
translate K FICSTakeback {Retrocedeix}
translate K FICSTakeback2 {Retrocedeix 2}
translate K FICSInitTime {Temps inicial (min)}
translate K FICSIncrement {Increment (seg)}
translate K FICSRatedGame {Partida amb rating}
translate K FICSAutoColour {autom�tic}
translate K FICSManualConfirm {confirma manualment}
translate K FICSFilterFormula {Filtrar amb f�rmula}
translate K FICSIssueSeek {Panell de desafiaments}
translate K FICSChallenge {Desafiar}
translate K FICSAccept {acceptar}
translate K FICSDecline {refusar}
translate K FICSColour {Color}
translate K FICSSend {enviar}
translate K FICSConnect {Connectar}
translate K FICSdefaultuservars {Utilitza valors per defecte}
translate K FICSObserveconfirm {Vols observar la partida}
# ====== TODO To be translated ======
translate K FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate K GameReview {Game review}
# ====== TODO To be translated ======
translate K GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate K GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate K GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate K GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate K GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate K GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate K GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate K GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate K GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate K GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate K GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate K GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate K GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate K GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate K GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate K GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate K GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate K GameReviewMovesPlayedEngine {Moves played like engine}
translate K CCDlgConfigureWindowTitle {Configurar Escacs Postals}
translate K CCDlgCGeneraloptions {Opcions Generals}
translate K CCDlgDefaultDB {Base per defecte:}
translate K CCDlgInbox {Entrant (Carpeta):}
translate K CCDlgOutbox {Sortint (carpeta):}
translate K CCDlgXfcc {Configuraci� Xfcc:}
translate K CCDlgExternalProtocol {Protocol Extern de proc�s (ex. Xfcc)}
translate K CCDlgFetchTool {Eina de recuperaci�:}
translate K CCDlgSendTool {Eina de tramessa:}
translate K CCDlgEmailCommunication {Comunicaci� Email}
translate K CCDlgMailPrg {Programa de correu:}
translate K CCDlgBCCAddr {(B)CC Adre�a:}
translate K CCDlgMailerMode {Mode:}
translate K CCDlgThunderbirdEg {p.ex. Thunderbird, Mozilla Mail, Icedove...}
translate K CCDlgMailUrlEg {p.ex. Evolution}
translate K CCDlgClawsEg {p.ex. Sylpheed Claws}
translate K CCDlgmailxEg {p.ex. mailx, mutt, nail...}
translate K CCDlgAttachementPar {Adjunt:}
translate K CCDlgInternalXfcc {Utilitzar suport intern Xfcc}
# ====== TODO To be translated ======
translate K CCDlgConfirmXfcc {Confirma jugades}
translate K CCDlgSubjectPar {Assumpte:}
# ====== TODO To be translated ======
translate K CCDlgDeleteBoxes {Buida Entrant/Sortint}
# ====== TODO To be translated ======
translate K CCDlgDeleteBoxesText {Realment vols buidar les teves carpetes d'Entrada i Sortida d'Escacs per Correspond�ncia? Aix� requereix una nova sincronitzaci� per mostrar l'estat actual de les teves partides}
# ====== TODO To be translated ======
translate K CCDlgConfirmMove {Confirma jugada}
# ====== TODO To be translated ======
translate K CCDlgConfirmMoveText {Si ho confirmes, la propera jugada i comentari ser� enviada al servidor:}
# ====== TODO To be translated ======
translate K CCDlgDBGameToLong {L�nia principal inconsistent}
# ====== TODO To be translated ======
translate K CCDlgDBGameToLongError {la l�nia principal a la teva base es m�s llarga que la de la partida de la B�stia d'Entrada. Si la B�tia d'Entrada cont� partides actuals, p.ex. despr�s d'una sincronitzaci�, vol dir que s'han afegit jugades a la base err�niament.\nEn aquest cas escur�a la l�nia principal fins a (max) jugada\n}
translate K CCDlgStartEmail {Iniciar nova partida Email}
translate K CCDlgYourName {El teu nom:}
translate K CCDlgYourMail {La teva adre�a Email:}
translate K CCDlgOpponentName {Nom del Contrari:}
translate K CCDlgOpponentMail {Direcci� Email del Contrari:}
translate K CCDlgGameID {Partida ID (�nica):}
translate K CCDlgTitNoOutbox {Scid: Sortida del Correu d'Escacs}
translate K CCDlgTitNoInbox {Scid: Entrada del Correu d'Escacs}
translate K CCDlgTitNoGames {Scid: No hi han Partides d'Escacs Postal}
translate K CCErrInboxDir {Carpeta d'entrada del Correu d'Escacs (Entrant):}
translate K CCErrOutboxDir {Carpeta de sortida del Correu d'Escacs (Sortint):}
translate K CCErrDirNotUsable {No existeix o no es accessible!\nSi-us-plau, verifica els par�metres.}
translate K CCErrNoGames {No cont� cap partida!\nSi-us-plau, posa'n primer.}
translate K CCDlgTitNoCCDB {Scid: No es una Base d'Escacs Postals}
translate K CCErrNoCCDB {No hi ha una Base de tipus 'Correu' oberta. Si-us-plau, obre'n una abans d'utilitzar funcions d'escacs postals.}
translate K CCFetchBtn {Baixar partides des del servidor i processar correu entrant}
translate K CCPrevBtn {Anar a partida anterior}
translate K CCNextBtn {Anar a partida seg�ent }
translate K CCSendBtn {Enviar jugada}
translate K CCEmptyBtn {Correus entrants i sortints buits}
translate K CCHelpBtn {Ajut a icones e indicadors d'estatus. \n Per ajut general pr�mer F1!}
translate K CCDlgServerName {Nom del servidor:}
translate K CCDlgLoginName  {Nom de registre:}
translate K CCDlgPassword   {Contrasenya:}
translate K CCDlgURL        {Xfcc-URL:}
translate K CCDlgRatingType {Tipus de puntuaci� (Rating):}
translate K CCDlgDuplicateGame {ID de partida no �nic}
translate K CCDlgDuplicateGameError {Aquesta partida existeix m�s d'un cop a la base. Si-us-plau esborra totes les duplicades i compacta el fitxer de partides (Arxiu/Manteniment/Compactar Base).}
# ====== TODO To be translated ======
translate K CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate K CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate K CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate K CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate K CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate K CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate K CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate K CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate K CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate K ExtHWConfigConnection {Configurar maquinari extern}
translate K ExtHWPort {Port}
translate K ExtHWEngineCmd {L�nia d'ordres del motor}
translate K ExtHWEngineParam {Par�metre del motor}
translate K ExtHWShowButton {Mostrar bot�}
translate K ExtHWHardware {Maquinari}
translate K ExtHWNovag {Novag Citrine}
translate K ExtHWInputEngine {Motor d'entrada}
translate K ExtHWNoBoard {Sense escaquer}
translate K NovagReferee {�rbitre}

# Input Engine dialogs
translate K IEConsole {Consola d'entrada del motor}
translate K IESending {Jugades enviades per}
translate K IESynchronise {Sincronitzar}
translate K IERotate  {Rotar}
translate K IEUnableToStart {Impossible comen�ar amb el motor d'entrada:}
translate K DoneWithPosition {Fet amb la posici�}
translate K Board {Escaquer}
translate K showGameInfo {Mostrar informaci� de la partida}
translate K autoResizeBoard {Tamany autom�tic de l'escaquer}
translate K DockTop {Moure amunt}
translate K DockBottom {Moure abaix}
translate K DockLeft {Moure a l'esquerra}
translate K DockRight {Moure a la dreta}
translate K Undock {Finestra flotant}
# ====== TODO To be translated ======
translate K ChangeIcon {Change icon...}

}
# end of catalan.tcl
# czech.tcl: Czech menus and help for Scid.
# Contributed by Pavel Han�k, Vlastimil Babula and Milan Zamazal.
# Untranslated messages are marked with a "***" comment.

addLanguage C Czech 0 iso-8859-2

proc setLanguage_C {} {

# File menu:
menuText C File "Soubor" 0
menuText C FileNew "Nov�..." 0 {Vytvo�it novou Scid datab�zi}
menuText C FileOpen "Otev��t..." 0 {Otev��t existuj�c� Scid datab�zi}
menuText C FileClose "Zav��t" 0 {Zav��t aktivn� Scid datab�zi}
menuText C FileFinder "Vyhled�va�" 2 {Otev��t okno vyhled�va�e soubor�}
menuText C FileBookmarks "Z�lo�ky" 2 {Menu z�lo�ek (kl�vesa: Ctrl+B)}
menuText C FileBookmarksAdd "P�idat z�lo�ku" 0 \
  {Z�lo�ka aktu�ln� pozice a partie z datab�ze}
menuText C FileBookmarksFile "Za�adit z�lo�ku" 0 \
  {Za�adit z�lo�ku pro aktu�ln� partii a pozici}
menuText C FileBookmarksEdit "Editovat z�lo�ky..." 0 \
  {Editovat menu z�lo�ek}
menuText C FileBookmarksList "Zobrazit slo�ky jako jedin� seznam" 0 \
  {Zobrazit slo�ky se z�lo�kami jako jedin� seznam, bez podnab�dek}
menuText C FileBookmarksSub "Zobrazit slo�ky jako podnab�dky" 9 \
  {Zobrazit z�lo�kov� slo�ky jako podnab�dky, ne jako jedin� seznam}
menuText C FileMaint "�dr�ba" 2 {N�stroje pro �dr�bu datab�ze Scidu}
menuText C FileMaintWin "Okno �dr�by" 0 \
  {Otev��t/zav��t okno pro �dr�bu Scid datab�ze}
menuText C FileMaintCompact "Zhutn�n� datab�ze..." 13 \
  {Zhutn�n� datab�zov�ch soubor�, odstran�n� vymazan�ch parti� a nepou��van�ch jmen}
menuText C FileMaintClass "ECO klasifikace parti�..." 0 \
  {P�epo��t�n� ECO k�d� v�ech parti�}
menuText C FileMaintSort "Set��dit datab�zi..." 0 \
  {Set��dit v�echny partie v datab�zi}
menuText C FileMaintDelete "Vymaz�n� zdvojen�ch parti�..." 0 \
  {Hledat zdvojen� partie a ozna�it je pro vymaz�n�}
menuText C FileMaintTwin "Kontrola zdvojen�ch parti�" 0 \
  {Otev��t/aktualizovat okno pro kontrolu zdvojen�ch parti�}
menuText C FileMaintName "Jm�na" 0 {Editace jmen a kontrola pravopisu}
menuText C FileMaintNameEditor "Editor jmen" 0 \
  {Otev��t/zav��t editor jmen}
menuText C FileMaintNamePlayer "Kontrola pravopisu hr���..." 19 \
  {Kontrola pravopisu jmen hr��� s vyu�it�m souboru pro kontrolu pravopisu}
menuText C FileMaintNameEvent "Kontrola pravopisu turnaj�..." 19 \
  {Kontrola pravopisu n�zv� turnaj� s vyu�it�m souboru pro kontrolu pravopisu}
menuText C FileMaintNameSite "Kontrola pravopisu m�st..." 19 \
  {Kontrola pravopisu m�st turnaj� s vyu�it�m souboru pro kontrolu pravopisu}
menuText C FileMaintNameRound "Kontrola pravopisu kol..." 19 \
  {Kontrola pravopisu kol s vyu�it�m souboru pro kontrolu pravopisu}
menuText C FileReadOnly "Pouze pro �ten�..." 0 \
  {Nastavit aktu�ln� datab�zi jako jen ke �ten�, a zabr�nit tak zm�n�m}
menuText C FileSwitch "P�epnout se do datab�ze" 15 \
  {P�epnout se do jin� otev�en� datab�ze}
menuText C FileExit "Ukon�it" 0 {Ukon�it Scid}
menuText C FileMaintFixBase "Opravit po�kozenou datab�zi" 0 {Pokusit se opravit po�kozenou datab�zi}

# Edit menu:
menuText C Edit "Editace" 0
menuText C EditAdd "P�idat variantu" 0 {P�idat variantu k tomuto tahu v partii}
menuText C EditDelete "Vymazat variantu" 0 {Vymazat variantu k tomuto tahu}
menuText C EditFirst "Za�adit jako prvn� variantu" 0 \
  {Za�adit variantu na prvn� m�sto v seznamu variant}
menuText C EditMain "Pov��it st�vaj�c� variantu na hlavn�" 30 \
  {Pov��it st�vaj�c� variantu na hlavn� variantu}
menuText C EditTrial "Zkusit variantu" 1 \
    {Spustit/Ukon�it zku�ebn� m�d pro testov�n� my�lenky na �achovnici}
menuText C EditStrip "Odstranit" 0 {Odstranit koment��e nebo varianty z t�to partie}
menuText C EditUndo "Vz�t zp�t" 0 {Vz�t zp�t posledn� zm�nu v partii}
# ====== TODO To be translated ======
menuText C EditRedo "Redo" 0 {Redo last game change}
menuText C EditStripComments "Koment��e" 0 \
  {Odstranit v�echny pozn�mky a anotace z t�to partie}
menuText C EditStripVars "Varianty" 0 {Odstranit v�echny varianty z t�to partie}
menuText C EditStripBegin "Tahy ze za��tku" 5 \
  {Odstranit tahy ze za��tku partie}
menuText C EditStripEnd "Tahy do konce" 5 \
  {Odstranit tahy do konce partie}
menuText C EditReset "Vypr�zdnit schr�nku" 11 \
  {Kompletn� vypr�zdn�n� datab�ze schr�nka}
menuText C EditCopy "Zkop�rovat tuto partii do schr�nky" 23 \
  {Zkop�rovat tuto parti� do datab�ze schr�nka}
menuText C EditPaste "Vlo�it posledn� partii ze schr�nky" 24 \
  {Vlo�it aktivn� partii z datab�ze schr�nka}
menuText C EditPastePGN "Vlo�it text ze schr�nky jako PGN..." 10 \
  {Interpretovat text schr�nky jako partii v PGN notaci a vlo�it ji sem}
menuText C EditSetup "Nastavit v�choz� pozici..." 0 \
  {Nastavit v�choz� pozici pro tuto partii}
menuText C EditCopyBoard "Kop�rovat pozici" 4 \
  {Kop�rovat aktu�ln� pozici ve FEN notaci do textov�ho v�b�ru (do clipboardu)}
menuText C EditPasteBoard "Vlo�it po��te�n� pozici" 1 \
  {Nastavit po��te�n� pozici z aktu�ln�ho textov�ho v�b�ru (z clipboardu)}

# Game menu:
menuText C Game "Partie" 0
menuText C GameNew "Nov� partie" 0 \
  {Nastavit novou partii, v�echny proveden� zm�ny budou ztraceny}
menuText C GameFirst "Nat�hnout prvn� partii" 10 {Nat�hnout prvn� partii z filtrovan�ch parti�}
menuText C GamePrev "Nat�hnout p�edchoz� partii" 13 {Nat�hnout p�edchoz� partii z filtrovan�ch parti�}
menuText C GameReload "Znovunat�hnout aktu�ln� partii" 0 \
  {Znovunata�en� aktu�ln� partie, v�echny doposud proveden� zm�ny budou ztraceny}
menuText C GameNext "Nat�hnout n�sleduj�c� partii" 14 {Nat�hnout n�sleduj�c� partii z filtrovan�ch parti�}
menuText C GameLast "Nat�hnout posledn� partii" 11 {Nat�hnout posledn� partii z filtrovan�ch parti�}
menuText C GameRandom "Nat�hnout partii n�hodn�" 1 {Nat�hnout n�hodn� vybranou partii z filtru}
menuText C GameNumber "Nat�hnout partii ��slo..." 19 \
  {Nat�hnout partii ��slo...}
menuText C GameReplace "Ulo�it: p�eps�n� partie..." 0 \
  {Ulo�it tuto partii - p�ep��e p�vodn� verzi}
menuText C GameAdd "Ulo�it: p�id�n� nov� partie..." 1 \
  {Ulo�it tuto partii jako novou partii v datab�zi}
menuText C GameDeepest "Identifikace zah�jen�" 0 \
  {P�ej�t na koncovou pozici z ECO knihovny, kter� odpov�d� zvolen�mu zah�jen�}
menuText C GameGotoMove "P�ej�t na tah ��slo..." 10 \
  {P�ej�t v aktu�ln� partii do pozice udan� ��slem tahu}
menuText C GameNovelty "Hledat novinku..." 0 \
  {Hledat prvn� tah t�to partie, kter� doposud nebyl hr�n}

# Search Menu:
menuText C Search "Hledat" 0
menuText C SearchReset "Vy�istit filtr" 0 {Vy�istit filtr - vybr�ny budou v�echny partie}
menuText C SearchNegate "Negace filtru" 0 {Negace filtru -  vybr�ny budou pouze partie vy�at� p�edch�zej�c�m filtrem}
menuText C SearchCurrent "Aktu�ln� pozice..." 0 {Hledat aktu�ln� pozici}
menuText C SearchHeader "Hlavi�ka..." 0 {Hledat podle hlavi�ky partie (hr��, turnaj apod.)}
menuText C SearchMaterial "Materi�l/Vzor..." 0 {Hledat podle materi�lu nebo podle vzoru}
menuText C SearchUsing "Hledat pomoc� souboru voleb..." 14 {Hledat s pou�it�m voleb zapsan�ch v souboru}

# Windows menu:
menuText C Windows "Okna" 0
menuText C WindowsComment "Editor koment���" 0 {Otev��t/zav��t editor koment���}
menuText C WindowsGList "Seznam parti�" 2 {Otev��t/zav��t okno se seznamem parti�}
menuText C WindowsPGN "Okno PGN" 5 {Otev��t/zav��t okno PGN}
menuText C WindowsPList "Vyhled�va� hr���" 11 {Otev��t/zav��t okno vyhled�va�e hr���}
menuText C WindowsTmt "Vyhled�va� turnaj�" 11 {Otev��t/zav��t okno vyhled�va�e turnaj�}
menuText C WindowsSwitcher "V�b�r datab�ze" 0 {Otev��t/zav��t okno pro v�b�r datab�z�}
menuText C WindowsMaint "Okno �dr�by" 6 {Otev��t/zav��t okno �dr�by}
menuText C WindowsECO "ECO prohl��e�" 1 {Otev��t/zav��t okno ECO prohl��e�e}
menuText C WindowsRepertoire "Editor reperto�ru" 7 {Otev��t/zav��t editor reperto�ru zah�jen�}
menuText C WindowsStats "Statistick� okno" 0 {Otev��t/zav��t statistick� okno filtru}
menuText C WindowsTree "Stromov� okno" 4 {Otev��t/zav��t stromov� okno}
menuText C WindowsTB "Okno tabulky koncovek" 13 {Otev��t/zav��t okno tabulek koncovek}
menuText C WindowsBook "Okno knihovny zah�jen�" 0 {Otev��t/zav��t okno knihovny zah�jen�}
menuText C WindowsCorrChess "Koresponden�n� okno" 0 {Otev��t/zav��t okno knihovny zah�jen�}

# Tools menu:
menuText C Tools "N�stroje" 3
menuText C ToolsAnalysis "Program pro anal�zu..." 0 \
  {Spustit/zastavit �achov� program pro anal�zu pozice}
menuText C ToolsAnalysis2 "Program pro anal�zu #2..." 20 \
  {Spustit/zastavit druh� �achov� program pro anal�zu pozice}
menuText C ToolsCross "Turnajov� tabulka" 0 {Uk�zat turnajovou tabulku pro tuto partii}
menuText C ToolsEmail "Email mana�er" 1 \
  {Otev��t/zav��t okno emailov�ho mana�era}
menuText C ToolsFilterGraph "Graf filtru" 0 \
  {Otev��t/zav��t okno grafu filtru}
menuText C ToolsAbsFilterGraph "Abs. graf filtru" 7 {Otev��t/zav��t okno grafu filtru s absolutn�mi hodnotami}
menuText C ToolsOpReport "Profil zah�jen�" 7 \
  {Generovat profil zah�jen� pro aktu�ln� pozic�}
menuText C ToolsOpenBaseAsTree "Otev��t datab�zi jako strom" 0   {Otev��t datab�zi a pou��t ji ve stromov�m okn�}
menuText C ToolsOpenRecentBaseAsTree "Otev��t ned�vnou datab�zi jako strom" 0   {Otev��t ned�vnou datab�zi a pou��t ji ve stromov�m okn�}
menuText C ToolsTracker "Stopa� figur"  0 {Otev��t okno stopa�e figur}
menuText C ToolsTraining "Tr�nink"  0 {Tr�ninkov� n�stroje (taktika, zah�jen�,...) }
menuText C ToolsTacticalGame "Taktick� partie"  0 {Hr�t partii s taktick�m zam��en�m}
menuText C ToolsSeriousGame "V�n� partie"  0 {Hr�t v�nou partii}
menuText C ToolsTrainOpenings "Zah�jen�"  0 {Tr�novat s reperto�rem zah�jen�}
menuText C ToolsTrainReviewGame "Proj�t partii"  0 {H�dat tahy sehran� v partii}
menuText C ToolsTrainTactics "Taktika"  0 {�e�it taktick� �koly}
menuText C ToolsTrainCalvar "Propo�et variant"  0 {Tr�nink propo�tu variant}
menuText C ToolsTrainFindBestMove "Nal�zt nejlep�� tah"  0 {Nal�zt nejlep�� tah}
menuText C ToolsTrainFics "Hr�t na internetu"  0 {Hr�t na freechess.org}
# ====== TODO To be translated ======
menuText C ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText C ToolsBookTuning "Lad�n� knihovny zah�jen�" 0 {Lad�n� knihovny zah�jen�}
menuText C ToolsConnectHardware "P�ipojit hardware" 0 {P�ipojit extern� hardware}
menuText C ToolsConnectHardwareConfigure "Konfigurovat..." 0 {Konfigurovat extern� hardware a p�ipojen�}
menuText C ToolsConnectHardwareNovagCitrineConnect "P�ipojit Novag Citrine" 0 {P�ipojit Novag Citrine}
menuText C ToolsConnectHardwareInputEngineConnect "P�ipojit vstupn� p��stroj" 0 {P�ipojit vstupn� p��stroj (nap�. DGT)}
menuText C ToolsPInfo "Informace o hr���ch"  0 \
  {Otev��t/aktualizovat okno s informacemi o hr���ch}
menuText C ToolsPlayerReport "Profil hr��e..." 7 \
  {Generovat profil hr��e}
menuText C ToolsRating "Graf ratingu" 5 \
  {Zobrazit graf v�voje ratingu hr��� aktu�ln� partie}
menuText C ToolsScore "Graf sk�re" 6  {Zobrazit okno grafu sk�re}
menuText C ToolsExpCurrent "Export aktu�ln� partie" 7 \
  {Zapsat aktu�ln� partii do textov�ho souboru}
menuText C ToolsExpCurrentPGN "Export partie do PGN souboru..." 17 \
  {Zapsat aktu�ln� partii do PGN souboru}
menuText C ToolsExpCurrentHTML "Export partie do HTML souboru..." 17 \
  {Zapsat aktu�ln� partii do HTML souboru}
menuText C ToolsExpCurrentHTMLJS "Exportovat partii do souboru HTML s JavaScriptem..." 15 {Ulo�it aktu�ln� partii do souboru s HTML a JavaScriptem}  
menuText C ToolsExpCurrentLaTeX "Export partie do LaTeX souboru..." 17 \
  {Zapsat aktu�ln� partii do LaTeX souboru}
menuText C ToolsExpFilter "Export filtrovan�ch parti�" 7 \
  {Zapsat v�echny filtrovan� partie do textov�ho souboru}
menuText C ToolsExpFilterPGN "Export filtrovan�ch parti� do PGN souboru..." 30 \
  {Zapsat v�echny filtrovan� partie do PGN souboru}
menuText C ToolsExpFilterHTML "Export filtrovan�ch parti� do HTML souboru..." 30 \
  {Zapsat v�echny filtrovan� partie do HTML souboru}
menuText C ToolsExpFilterHTMLJS "Exportovat filtr do souboru HTML s JavaScriptem..." 17 {Ulo�it v�echny vyfiltrovan� partie do souboru HTML s JavaScriptem}  
menuText C ToolsExpFilterLaTeX "Export filtrovan�ch parti� do LaTeX souboru..." 30 \
  {Zapsat v�echny filtrovan� partie do LaTeX souboru}
menuText C ToolsImportOne "Import jedn� PGN partie..." 7 \
  {Importovat partii z PGN z�pisu}
menuText C ToolsImportFile "Import souboru PGN parti�..." 10 \
  {Importovat partie z PGN souboru}
menuText C ToolsStartEngine1 "Spustit hern� program 1" 0  {Spustit hern� program 1}
menuText C ToolsStartEngine2 "Spustit hern� program 2" 0  {Spustit hern� program 2}
menuText C ToolsCaptureBoard "Ulo�it aktu�ln� �achovnici..." 0  {Ulo�it aktu�ln� �achovnici jako obr�zek.}
menuText C Play "Hra" 0
menuText C CorrespondenceChess "Koresponden�n� �ach" 0 {Funkce pro koresponden�n� �ach zalo�en� na e-mailu a Xfcc}
menuText C CCConfigure "Konfigurovat..." 0 {Konfigurovat extern� n�stroje a obecn� nastaven�}
menuText C CCConfigRelay "Konfigurovat sledov�n�..." 10 {Konfigurovat partie ke sledov�n�}
menuText C CCOpenDB "Otev��t datab�zi..." 0 {Otev��t v�choz� koresponden�n� datab�zi}
menuText C CCRetrieve "St�hnout partie" 0 {St�hnout partie s pomoc� extern�ho (Xfcc-)n�stroje}
menuText C CCInbox "Zpracovat p��choz� schr�nku" 0 {Zpracovat v�echny soubory v p��choz� schr�nce scidu}
menuText C CCSend "Poslat tah" 0 {Poslat tah prost�ednictv�m e-mailu nebo extern�ho (Xfcc-)n�stroje}
menuText C CCResign "Vzd�t" 0 {Vzd�t (nikoliv prost�ednictv�m e-mailu)}
menuText C CCClaimDraw "Reklamovat rem�zu" 0 {Poslat tah a reklamovat rem�zu (nikoliv prost�ednictv�m e-mailu)}
menuText C CCOfferDraw "Nab�dnout rem�zu" 0 {Odeslat tah a nab�dnout rem�zu (nikoliv prost�ednictv�m e-mailu)}
menuText C CCAcceptDraw "P�ijmout rem�zu" 0 {P�ijmout nab�dku rem�zy (nikoliv prost�ednictv�m e-mailu)}
menuText C CCNewMailGame "Nov� e-mailov� partie..." 0 {Za��t novou e-mailovou partii}
menuText C CCMailMove "Mailovat tah..." 0 {Odeslat tah soupe�i prost�ednictv�m e-mailu}
menuText C CCGamePage "Str�nka partie..." 0 {Vyvolat partii pomoc� webov�ho prohl��e�e}
menuText C CCEditCopy "Zkop�rovat seznam parti� do schr�nky" 0 {Zkop�rovat partie jako CVS seznam do schr�nky}

# Options menu:
menuText C Options "Volby" 0
menuText C OptionsBoard "�achovnice" 1 {Volby zobrazen� �achovnice}
menuText C OptionsBoardSize "Velikost �achovnice" 0 {Zm�nit velikost �achovnice}
menuText C OptionsBoardPieces "Styl figur" 0 \
  {Zm�nit styl zobrazen� figur}
menuText C OptionsBoardColors "Barvy..." 0 {Zm�nit barvy �achovnice}
menuText C OptionsBoardGraphics "Pole..." 0 {Vybrat vzorek pro pole}
translate C OptionsBGW {Vybrat vzorek pro pole}
translate C OptionsBoardGraphicsText {Vybrat grafick� soubory pro b�l� a �ern� pole:}
menuText C OptionsBoardNames "Jm�na m�ch hr���..." 0 {Editovat jm�na m�ch hr���}
menuText C OptionsExport "Volby exportu" 7 {Zm�nit volby pro textov� export}
menuText C OptionsFonts "Fonty" 2 {Zm�nit fonty}
menuText C OptionsFontsRegular "Z�kladn�" 0 {Zm�nit z�kladn� font}
menuText C OptionsFontsMenu "Menu" 1 {Zm�nit font pro menu}
menuText C OptionsFontsSmall "Mal�" 0 {Zm�nit mal� font}
# ====== TODO To be translated ======
menuText C OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText C OptionsFontsFixed "Fixn�" 0 {Zm�nit font fixn� ���ky}
menuText C OptionsGInfo "Informace o partii" 0 {Volby pro informace o partii}
menuText C OptionsLanguage "Jazyk" 0 {Vybrat jazyk menu}
menuText C OptionsMovesTranslatePieces "P�ekl�dat figury" 0 {P�ekl�dat prvn� p�smena figur}
menuText C OptionsMovesHighlightLastMove "Zv�raz�ovat posledn� tah" 0 {Zv�raz�ovat posledn� tah}
menuText C OptionsMovesHighlightLastMoveDisplay "Uk�zat" 0 {Zobrazit zv�razn�n� posledn� tah}
menuText C OptionsMovesHighlightLastMoveWidth "���ka" 0 {Tlou��ka ��ry}
menuText C OptionsMovesHighlightLastMoveColor "Barva" 0 {Barva ��ry}
# ====== TODO To be translated ======
menuText C OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText C OptionsMoves "Tahy" 0 {Volby pro zad�v�n� tah�}
menuText C OptionsMovesAsk "Pt�t se p�ed nahrazen�m tah�" 0 \
  {Pt�t se v�dy p�ed p�eps�n�m existuj�c�ho tahu}
menuText C OptionsMovesAnimate "�as animace" 4 \
  {Nastavit �as pou�it� na animaci tah�}
menuText C OptionsMovesDelay "Prodleva p�i automatick�m p�ehr�v�n�..." 1 \
  {Nastavit �asovou prodlevu p�i automatick�m p�ehr�v�n�}
menuText C OptionsMovesCoord "Sou�adnicov� zad�v�n� tah�" 0 \
  {Povolit zad�v�n� tah� pomoc� sou�adnic (nap�. "g1f3")}
menuText C OptionsMovesSuggest "Uk�zat navrhovan� tahy" 0 \
  {Zapnout/vypnout zobrazov�n� navrhovan�ch tah�}
menuText C OptionsShowVarPopup "Zobrazit okno variant" 0 {Zapnout/vypnout zobrazen� okna variant}  
menuText C OptionsMovesSpace "P�idat mezeru za ��slo tahu" 0 {P�idat mezeru za ��slo tahu}  
menuText C OptionsMovesKey "Kl�vesnicov� dopl�ov�n�" 13 \
  {Zapnout/vypnout automatick� dopl�ov�n� tah� zad�van�ch kl�vesnic�}
menuText C OptionsMovesShowVarArrows "Zobrazit �ipky pro varianty" 0 {Zapnout/vypnout zobrazov�n� �ipek ukazuj�c�ch tahy variant}
menuText C OptionsNumbers "Form�t ��sel" 0 {Zvolit form�t ��sel}
menuText C OptionsStartup "P�i spu�t�n�" 4 {Zvolit okna, kter� se otev�ou p�i spu�t�n�}
menuText C OptionsTheme "T�ma" 0 {Zm�nit vzhled u�ivatelsk�ho rozhran�}
menuText C OptionsWindows "Okna" 0 {Volby oken}
menuText C OptionsWindowsIconify "Automatick� minimalizace" 12 \
   {Minimalizovat v�echna okna p�i minimalizov�n� hlavn�ho okna}
menuText C OptionsWindowsRaise "Automaticky do pop�ed�" 15 \
  {D�t do pop�ed� jist� okna, jsou-li zakryt�}
menuText C OptionsSounds "Zvuky..." 2 {Konfigurovat zvuky oznamuj�c� tah}
menuText C OptionsWindowsDock "Zaparkovat okna" 0 {Zaparkovat okna}
menuText C OptionsWindowsSaveLayout "Ulo�it rozlo�en�" 0 {Ulo�it rozlo�en�}
menuText C OptionsWindowsRestoreLayout "Obnovit rozlo�en�" 0 {Obnovit rozlo�en�}
menuText C OptionsWindowsShowGameInfo "Uk�zat informace o partii" 0 {Uk�zat informace o partii}
menuText C OptionsWindowsAutoLoadLayout "Automaticky nat�hnout prvn� rozlo�en�" 0 {Automaticky na za��tku nat�hnout prvn� rozlo�en�}
menuText C OptionsToolbar "N�strojov� li�ta..." 11 \
  {Konfigurovat n�strojovou li�tu hlavn�ho okna}
menuText C OptionsECO "Nat�hnout ECO soubor..." 10 {Nat�hnout soubor s klasifikac� ECO}
menuText C OptionsSpell "Nat�hnout soubor pro kontrolu pravopisu..." 21 \
  {Nat�hnout soubor Scidu pro kontrolu pravopisu}
menuText C OptionsTable "Adres�� pro tabulky koncovek..." 14 \
  {Vybrat soubor s tabulkami koncovek; v�echny tabulky koncovek v jeho adres��i budou pou�ity}
menuText C OptionsRecent "Ned�vn� soubory..." 0 \
  {Zm�nit po�et ned�vn�ch soubor� zobrazovan�ch v menu Soubor}
menuText C OptionsBooksDir "Adres�� knihoven zah�jen�..." 0 {Nastaven� adres��e knihoven zah�jen�}
menuText C OptionsTacticsBasesDir "Adres�� datab�z�..." 0 {Nastaven� adres��� taktick�ch (tr�ninkov�ch) datab�z�}
menuText C OptionsSave "Ulo�it volby" 0 \
  "Ulo�it v�echny nastaviteln� volby do souboru $::optionsFile"
menuText C OptionsAutoSave "Automaticky ukl�dat volby p�i ukon�en�" 20 \
  {Automaticky ukl�dat v�echny volby p�i ukon�en� Scidu}

# Help menu:
menuText C Help "N�pov�da" 0
menuText C HelpContents "Obsah" 0 {Zobrazit str�nku n�pov�dy s obsahem}
menuText C HelpIndex "Index" 0 {Zobrazit str�nku n�pov�dy s indexem}
menuText C HelpGuide "Rychl� pr�vodce" 7 {Zobrazit str�nku n�pov�dy s rychl�m pr�vodcem}
menuText C HelpHints "Rady" 0 {Zobrazit str�nku n�pov�dy s radami}
menuText C HelpContact "Kontakt" 0 {Zobrazit str�nku n�pov�dy s kontaktn�mi informacemi}
menuText C HelpTip "Tip dne" 4 {Zobrazit u�ite�n� tip Scidu}
menuText C HelpStartup "Startovac� okno" 0 {Zobrazit startovac� okno}
menuText C HelpAbout "O aplikaci Scid" 2 {Informace o aplikaci Scid}

# Game info box popup menu:
menuText C GInfoHideNext "Skr�t n�sleduj�c� tah" 0
menuText C GInfoMaterial "Uk�zat hodnoty materi�lu" 15
menuText C GInfoFEN "Uk�zat FEN" 7
menuText C GInfoMarks "Zobrazovat barevn� pole a �ipky" 11
menuText C GInfoWrap "Zalamovat dlouh� ��dky" 0
menuText C GInfoFullComment "Zobrazit �pln� koment��" 15
menuText C GInfoPhotos "Zobrazit fotky" 10
menuText C GInfoTBNothing "Tabulky koncovek: nic" 19
menuText C GInfoTBResult "Tabulky koncovek: jen v�sledek" 23
menuText C GInfoTBAll "Tabulky koncovek: v�sledek a nejlep�� tahy" 39
menuText C GInfoDelete "Vymazat/Nemazat tuto partii" 0
menuText C GInfoMark "Ozna�it/Odzna�it tuto partii" 0
menuText C GInfoInformant "Konfigurovat inform�torov� hodnoty" 0

# Main window buttons:
helpMsg C .main.fbutton.button.start {Jdi na za��tek partie  (kl�vesa: Home)}
helpMsg C .main.fbutton.button.end {Jdi na konec partie  (kl�vesa: End)}
helpMsg C .main.fbutton.button.back {Jdi o jeden tah nazp�t  (kl�vesa: �ipkaVlevo)}
helpMsg C .main.fbutton.button.forward {Jdi o jeden tah dop�edu  (kl�vesa: �ipkaVpravo)}
helpMsg C .main.fbutton.button.intoVar {Sko� do varianty  (kl�vesov� zkratka: v)}
helpMsg C .main.fbutton.button.exitVar {Opus� aktu�ln� variantu  (kl�vesov� zkratka: z)}
helpMsg C .main.fbutton.button.flip {Oto� �achovnici  (kl�vesov� zkratka: .)}
helpMsg C .main.fbutton.button.coords {Zapnout/Vypnout zobrazov�n� sou�adnic �achovnice  (kl�vesov� zkratka: 0)}
helpMsg C .main.fbutton.button.stm {Zapnout/Vypnout zobrazov�n� ikony strany, kter� je na tahu}
helpMsg C .main.fbutton.button.autoplay {Automatick� p�ehr�v�n� tah�  (kl�vesa: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg C .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg C .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg C .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate C Back {Zp�t}
translate C Browse {Prohl��et}
translate C Cancel {Zru�it}
translate C Continue {Pokra�ovat}
translate C Clear {Vy�istit}
translate C Close {Zav��t}
translate C Contents {Obsah}
translate C Defaults {P�edvolen�}
translate C Delete {Vymazat}
translate C Graph {Graf}
translate C Help {N�pov�da}
translate C Import {Import}
translate C Index {Index}
translate C LoadGame {Nat�hnout partii}
translate C BrowseGame {Prohl�dnout partii}
translate C MergeGame {P�ipojit partii}
translate C MergeGames {P�ipojit partie}
translate C Preview {N�hled}
translate C Revert {Vr�tit se}
translate C Save {Ulo�it}
translate C Search {Hledat}
translate C Stop {Stop}
translate C Store {Uschovat}
translate C Update {Aktualizovat}
translate C ChangeOrient {Zm�nit orientaci okna}
translate C ShowIcons {Zobrazit ikony}
translate C None {Nic}
translate C First {Prvn�}
translate C Current {Aktu�ln�}
translate C Last {Posledn�}

# General messages:
translate C game {partie}
translate C games {partie}
translate C move {tah}
translate C moves {tahy}
translate C all {v�e}
translate C Yes {Ano}
translate C No {Ne}
translate C Both {Oba}
translate C King {Kr�l}
translate C Queen {D�ma}
translate C Rook {V�}
translate C Bishop {St�elec}
translate C Knight {Jezdec}
translate C Pawn {P�ec}
translate C White {B�l�}
translate C Black {�ern�}
translate C Player {Hr��}
translate C Rating {Rating}
translate C RatingDiff {Rozd�l v ratingu (B�l� - �ern�)}
translate C AverageRating {Pr�m�rn� rating}
translate C Event {Turnaj}
translate C Site {M�sto}
translate C Country {Zem�}
translate C IgnoreColors {Ignorovat barvy}
translate C Date {Datum}
translate C EventDate {Datum turnaje}
translate C Decade {Dek�da}
translate C Year {Rok}
translate C Month {M�s�c}
translate C Months {Leden �nor B�ezen Duben Kv�ten �erven �ervenec Srpen Z��� ��jen Listopad Prosinec}
translate C Days {Ned Pon �te St� �tv P�t Sob}
translate C YearToToday {Rok zp�t}
translate C Result {V�sledek}
translate C Round {Kolo}
translate C Length {D�lka}
translate C ECOCode {ECO k�d}
translate C ECO {ECO}
translate C Deleted {Vymaz�n(a)}
translate C SearchResults {Hledat v�sledky}
translate C OpeningTheDatabase {Datab�ze zah�jen�}
translate C Database {Datab�ze}
translate C Filter {Filtr}
translate C noGames {��dn� partie}
translate C allGames {v�echny partie}
translate C empty {pr�zdn�}
translate C clipbase {schr�nka}
translate C score {sk�re}
translate C StartPos {Po��te�n� pozice}
translate C Total {Celkem}
translate C readonly {jen ke �ten�}

# Standard error messages:
translate C ErrNotOpen {To nen� otev�en� datab�ze.}
translate C ErrReadOnly {Tato datab�ze je jen ke �ten�; nem��e b�t zm�n�na.}
translate C ErrSearchInterrupted {Hled�n� bylo p�eru�eno; v�sledky nejsou kompletn�.}

# Game information:
translate C twin {zdvojen�}
translate C deleted {vymazan�}
translate C comment {koment��}
translate C hidden {skryt�}
translate C LastMove {Posledn� tah}
translate C NextMove {N�sleduj�c� tah}
translate C GameStart {Za��tek partie}
translate C LineStart {Za��tek s�rie tah�}
translate C GameEnd {Konec partie}
translate C LineEnd {Konec s�rie tah�}

# Player information:
translate C PInfoAll {V�sledky <b>v�ech</b> parti�}
translate C PInfoFilter {V�sledky <b>filtrovan�ch</b> parti�}
translate C PInfoAgainst {V�sledky proti}
translate C PInfoMostWhite {Nej�ast�j�� zah�jen� za b�l�}
translate C PInfoMostBlack {Nej�ast�j�� zah�jen� za �ern�}
translate C PInfoRating {Historie ratingu}
translate C PInfoBio {Biografie}
translate C PInfoEditRatings {Editovat ratingy}

# Tablebase information:
translate C Draw {Rem�za}
translate C stalemate {pat}
translate C withAllMoves {se v�emi tahy}
translate C withAllButOneMove {se v�emi tahy krom� posledn�ho}
translate C with {s}
translate C only {jen}
translate C lose {prohr�t}
translate C loses {prohr�v�}
translate C allOthersLose {v�echny ostatn� prohr�vaj�}
translate C matesIn {matuje b�hem}
translate C hasCheckmated {zmatoval}
translate C longest {nejdel��}
translate C WinningMoves {vyhr�vaj�c� tahy}
translate C DrawingMoves {remizuj�c� tahy}
translate C LosingMoves {prohr�vaj�c� tahy}
translate C UnknownMoves {tahy s nezn�m�m v�sledkem}

# Tip of the day:
translate C Tip {Tip}
translate C TipAtStartup {Tip p�i spu�t�n�}

# Tree window menus:
menuText C TreeFile "Soubor" 0
menuText C TreeFileFillWithBase "Naplnit cache z datab�ze" 0 {Naplnit cachovac� soubor v�emi partiemi z aktu�ln� datab�ze}
menuText C TreeFileFillWithGame "Naplnit cache parti�" 0 {Naplnit cachovac� soubor aktu�ln� parti� z aktu�ln� datab�ze}
menuText C TreeFileSetCacheSize "Velikost cache" 0 {Nastavit velikost cache}
menuText C TreeFileCacheInfo "Informace o cache" 0 {Z�skat informaci o vyu�it� cache}
menuText C TreeFileSave "Ulo�it cache soubor" 0 \
  {Ulo�it stromov� cache (.stc) soubor}
menuText C TreeFileFill "Naplnit cache soubor" 0 \
  {Naplnit cache soubor nejb�n�j��mi pozicemi zah�jen�}
menuText C TreeFileBest "Seznam nejlep��ch parti�" 0 {Zobrazit seznam nejlep��ch parti�  stromu}
menuText C TreeFileGraph "Okno grafu" 0 {Zobrazit graf pro tuto v�tev stromu}
menuText C TreeFileCopy "Kop�rovat text stromu do clipboardu" 0 \
  {Kop�rovat stromov� statistiky do textov�ho v�b�ru}
menuText C TreeFileClose "Zav��t stromov� okno" 0 {Zav��t stromov� okno}
menuText C TreeMask "Maska" 0
menuText C TreeMaskNew "Nov�" 0 {Nov� maska}
menuText C TreeMaskOpen "Otev��t" 0 {Otev��t masku}
menuText C TreeMaskOpenRecent "Otev��t ned�vnou" 0 {Otev��t ned�vnou masku}
menuText C TreeMaskSave "Ulo�it" 0 {Ulo�it masku}
menuText C TreeMaskClose "Zav��t" 0 {Uzav��t masku}
menuText C TreeMaskFillWithGame "Naplnit parti�" 0 {Naplnit masku parti�}
menuText C TreeMaskFillWithBase "Naplnit datab�z�" 0 {Naplnit masku v�emi partiemi z datab�ze}
menuText C TreeMaskInfo "Informace" 0 {Uk�zat statistiku aktu�ln� masky}
menuText C TreeMaskDisplay "Uk�zat mapu masky" 0 {Uk�zat data masky ve form� stromu}
menuText C TreeMaskSearch "Hledat" 0 {Hledat v aktu�ln� masce}
menuText C TreeSort "�adit" 2
menuText C TreeSortAlpha "Abecedn�" 0
menuText C TreeSortECO "ECO k�d" 0
menuText C TreeSortFreq "Frekvence" 0
menuText C TreeSortScore "Sk�re" 0
menuText C TreeOpt "Volby" 0
menuText C TreeOptSlowmode "Pomal� re�im" 0 {Pomal� re�im aktualizace (vysok� p�esnost)}
menuText C TreeOptFastmode "Rychl� re�im" 0 {Rychl� re�im aktualizace (beze zm�ny po�ad� tah�)}
menuText C TreeOptFastAndSlowmode "Rychl� a pomal� re�im" 0 {Rychl� re�im a potom pomal� re�im aktualizace}
menuText C TreeOptStartStop "Automatick� aktualizace" 0 {P�epnout automatick� aktualizace stromov�ho okna}
menuText C TreeOptLock "Zamknout" 0 {Zamknout/Odemknout strom k aktu�ln� datab�zi}
menuText C TreeOptTraining "Tr�nink" 0 {Zapnout/Vypnout stromov� tr�ninkov� m�d}
menuText C TreeOptAutosave "Automatick� ukl�d�n� cache souboru" 0 \
  {Automatick� ukl�d�n� cache souboru p�i uzav�en� stromov�ho okna}
menuText C TreeHelp "N�pov�da" 0
menuText C TreeHelpTree "N�pov�da - Strom" 11
menuText C TreeHelpIndex "Index n�pov�dy" 0
translate C SaveCache {Ulo�it cache}
translate C Training {Tr�nink}
translate C LockTree {Zamknout}
translate C TreeLocked {Zamknuto}
translate C TreeBest {Nejlep��}
translate C TreeBestGames {Nejlep�� partie stromu}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate C TreeTitleRow \
  {    Tah    ECO       Frekvence    Sk�re  PrElo Perf  PrRok %rem�z}
translate C TreeTotal {CELKEM}
translate C DoYouWantToSaveFirst {Chcete nejprve ulo�it}
translate C AddToMask {P�idat do masky}
translate C RemoveFromMask {Odstranit z masky}
translate C AddThisMoveToMask {P�idat tento tah do masky}
translate C SearchMask {Hledat v masce}
translate C DisplayMask {Zobrazit masku}
translate C Nag {Nag k�d}
translate C Marker {Zna�ka}
translate C Include {Zahrnout}
translate C Exclude {Vylou�it}
translate C MainLine {Hlavn� varianta}
translate C Bookmark {Z�lo�ka}
translate C NewLine {Nov� varianta}
translate C ToBeVerified {K prov��en�}
translate C ToTrain {Tr�novat}
translate C Dubious {Pochybn�}
translate C ToRemove {Odstranit}
translate C NoMarker {��dn� zna�ka}
translate C ColorMarker {Barva}
translate C WhiteMark {B�l�}
translate C GreenMark {Zelen�}
translate C YellowMark {�lut�}
translate C BlueMark {Modr�}
translate C RedMark {�erven�}
translate C CommentMove {Okomentovat tah}
translate C CommentPosition {Okomentovat pozici}
translate C AddMoveToMaskFirst {Nejprve p�idejte tah do masky}
translate C OpenAMaskFileFirst {Nejprve otev�ete soubor masky}
translate C Positions {Pozice}
translate C Moves {Tahy}

# Finder window:
menuText C FinderFile "Soubor" 0
menuText C FinderFileSubdirs "Hledat v podadres���ch" 0
menuText C FinderFileClose "Zav��t vyhled�va� soubor�" 0
menuText C FinderSort "�adit" 2
menuText C FinderSortType "Typ" 0
menuText C FinderSortSize "Velikost" 0
menuText C FinderSortMod "Zm�n�no" 0
menuText C FinderSortName "Jm�no" 0
menuText C FinderSortPath "Cesta" 0
menuText C FinderTypes "Typy" 0
menuText C FinderTypesScid "Datab�ze Scidu" 0
menuText C FinderTypesOld "Datab�ze Scidu star�ho form�tu" 15
menuText C FinderTypesPGN "PGN soubory" 0
menuText C FinderTypesEPD "EPD soubory" 0
menuText C FinderTypesRep "Reperto�rov� soubory" 0
menuText C FinderHelp "N�pov�da" 0
menuText C FinderHelpFinder "N�pov�da - Vyhled�va� soubor�" 11
menuText C FinderHelpIndex "Index n�pov�dy" 0
translate C FileFinder {Vyhled�va� soubor�}
translate C FinderDir {Adres��}
translate C FinderDirs {Adres��e}
translate C FinderFiles {Soubory}
translate C FinderUpDir {nahoru}
translate C FinderCtxOpen {Otev��t}
translate C FinderCtxBackup {Z�lohovat}
translate C FinderCtxCopy {Kop�rovat}
translate C FinderCtxMove {P�esunout}
translate C FinderCtxDelete {Smazat}

# Player finder:
menuText C PListFile "Soubor" 0
menuText C PListFileUpdate "Aktualizovat" 0
menuText C PListFileClose "Zav��t vyhled�va� hr���" 0
menuText C PListSort "�adit" 2
menuText C PListSortName "Jm�no" 0
menuText C PListSortElo "ELO" 0
menuText C PListSortGames "Partie" 0
menuText C PListSortOldest "Nejstar��" 3
menuText C PListSortNewest "Nejnov�j��" 3

# Tournament finder:
menuText C TmtFile "Soubor" 0
menuText C TmtFileUpdate "Aktualizovat" 0
menuText C TmtFileClose "Zav��t vyhled�va� soubor�" 0
menuText C TmtSort "�adit" 2
menuText C TmtSortDate "Datum" 0
menuText C TmtSortPlayers "Hr��i" 0
menuText C TmtSortGames "Partie" 0
menuText C TmtSortElo "ELO" 0
menuText C TmtSortSite "M�sto" 0
menuText C TmtSortEvent "Turnaj" 0
menuText C TmtSortWinner "V�t�z" 0
translate C TmtLimit "Limit seznamu"
translate C TmtMeanElo "Pr�m�rn� ELO"
translate C TmtNone "��dn� odpov�daj�c� turnaje nebyly nalezeny."

# Graph windows:
menuText C GraphFile "Soubor" 0
menuText C GraphFileColor "Ulo�it jako barevn� Postscript..." 12
menuText C GraphFileGrey "Ulo�it jako �ernob�l� Postscript..." 13
menuText C GraphFileClose "Zav��t okno" 0
menuText C GraphOptions "Volby" 0
menuText C GraphOptionsWhite "B�l�" 0
menuText C GraphOptionsBlack "�ern�" 1
menuText C GraphOptionsBoth "Oba" 0
menuText C GraphOptionsPInfo "Informace o hr��i" 0
translate C GraphFilterTitle "Graf filtru: �etnost na 1000 parti�"
translate C GraphAbsFilterTitle "Graf filtru: �etnost parti�"
translate C ConfigureFilter {Konfigurovat x-sou�adnici pro rok, rating a tahy}
translate C FilterEstimate "Odhadnout"
translate C TitleFilterGraph "Scid: Graf filtru"

# Analysis window:
translate C AddVariation {P�idat variantu}
translate C AddAllVariations {P�idat v�echny varianty}
translate C AddMove {P�idat tah}
translate C Annotate {Anotace}
translate C ShowAnalysisBoard {Uk�zat �achovnici anal�zy}
translate C ShowInfo {Uk�zat informaci o hern�m programu}
translate C FinishGame {Ukon�it partii}
translate C StopEngine {Zastavit hern� program}
translate C StartEngine {Spustit hern� program}
translate C LockEngine {Uzam��t hern� program v aktu�ln� pozici}
translate C AnalysisCommand {Program pro anal�zu}
translate C PreviousChoices {P�edchoz� vybran� programy}
translate C AnnotateTime {Nastavit �as mezi tahy v sekund�ch}
translate C AnnotateWhich {P�idat varianty}
translate C AnnotateAll {Pro tahy obou stran}
translate C AnnotateAllMoves {Anotovat v�echny tahy}
translate C AnnotateWhite {Pouze pro tahy b�l�ho}
translate C AnnotateBlack {Pouze pro tahy �ern�ho}
translate C AnnotateBlundersOnly {Jestli�e tah v partii je evidentn� hrub� chyba}
translate C AnnotateBlundersOnlyScoreChange {Anal�za ukazuje hrubou chybu, jestli�e se sk�re zm�n� z/na: }
translate C BlundersThreshold {Hranice}
# TODO: Translate
translate C ScoreAllMoves {Score all moves}
translate C LowPriority {N�zk� priorita procesoru}
translate C ClickHereToSeeMoves {Klikn�te sem pro zobrazen� tah�}
translate C ConfigureInformant {Konfigurovat inform�tor}
translate C Informant!? {Zaj�mav� tah}
translate C Informant? {Slab� tah}
translate C Informant?? {Hrub� chyba}
translate C Informant?! {Pochybn� tah}
translate C Informant+= {B�l� m� malou v�hodu}
translate C Informant+/- {B�l� m� st�edn� v�hodu}
translate C Informant+- {B�l� m� rozhoduj�c� v�hodu}
translate C Informant++- {Partie je pova�ov�na za vyhranou}
translate C Book {Knihovna zah�jen�}
translate C OtherBookMoves {Soupe�ova knihovna zah�jen�}
translate C OtherBookMovesTooltip {Tahy, na kter� m� soupe� odpov��}
# Analysis Engine open dialog:
translate C EngineList {Seznam hern�ch program� pro anal�zu}
translate C EngineName {Jm�no}
translate C EngineCmd {P��kaz}
translate C EngineArgs {Parametry}
translate C EngineDir {Adres��}
translate C EngineElo {ELO}
translate C EngineTime {Datum}
translate C EngineNew {Nov�}
translate C EngineEdit {Editace}
translate C EngineRequired {Tu�n� vyzna�en� polo�ky jsou povinn�; ostatn� jsou voliteln�}

# Stats window menus:
menuText C StatsFile "Soubor" 0
menuText C StatsFilePrint "Vytisknout do souboru..." 0
menuText C StatsFileClose "Zav��t okno" 0
menuText C StatsOpt "Volby" 0

# PGN window menus:
menuText C PgnFile "Soubor" 0
menuText C PgnFileCopy "Kop�rovat partii do clipboardu" 0
menuText C PgnFilePrint "Vytisknout do souboru..." 0
menuText C PgnFileClose "Zav��t okno PGN" 0
menuText C PgnOpt "Zobrazit" 0
menuText C PgnOptColor "Barevn� zobrazen�" 0
menuText C PgnOptShort "Kr�tk� (t����dkov�) hlavi�ka" 20
menuText C PgnOptSymbols "Symbolick� anotace" 0
menuText C PgnOptIndentC "Odsazovat koment��e" 10
menuText C PgnOptIndentV "Odsazovat varianty" 10
menuText C PgnOptColumn "Sloupcov� styl (jeden tah na ��dek)" 1
menuText C PgnOptSpace "Mezera za ��slem tahu" 0
menuText C PgnOptStripMarks "Odstranit k�dy barevn�ch pol� a �ipek" 0
menuText C PgnOptBoldMainLine "Pou��t tu�n� text pro tahy hlavn� varianty" 4
menuText C PgnColor "Barvy" 0
menuText C PgnColorHeader "Hlavi�ka..." 0
menuText C PgnColorAnno "Anotace..." 0
menuText C PgnColorComments "Koment��e..." 0
menuText C PgnColorVars "Varianty..." 0
menuText C PgnColorBackground "Pozad�..." 0
menuText C PgnColorMain "Hlavn� varianta..." 0
menuText C PgnColorCurrent "Pozad� aktu�ln�ho tahu..." 1
menuText C PgnHelp "N�pov�da" 0
menuText C PgnHelpPgn "N�pov�da - Okno PGN " 16
menuText C PgnHelpIndex "Index n�pov�dy" 0
translate C PgnWindowTitle {Z�pis partie - partie %u}

# Crosstable window menus:
menuText C CrosstabFile "Soubor" 0
menuText C CrosstabFileText "Vytisknout do textov�ho souboru..." 14
menuText C CrosstabFileHtml "Vytisknout do HTML souboru..." 14
menuText C CrosstabFileLaTeX "Vytisknout do LaTeX souboru..." 14
menuText C CrosstabFileClose "Zav��t okno turnajov� tabulky" 0
menuText C CrosstabEdit "Editovat" 0
menuText C CrosstabEditEvent "Turnaj" 0
menuText C CrosstabEditSite "M�sto" 0
menuText C CrosstabEditDate "Datum" 0
menuText C CrosstabOpt "Zobrazit" 0
menuText C CrosstabOptAll "Ka�d� s ka�d�m" 0
menuText C CrosstabOptSwiss "�v�carsk� syst�m" 3
menuText C CrosstabOptKnockout "Vy�azovac�" 4
menuText C CrosstabOptAuto "Auto" 0
menuText C CrosstabOptAges "V�k" 0
menuText C CrosstabOptNats "N�rodnost" 0
menuText C CrosstabOptRatings "Rating" 0
menuText C CrosstabOptTitles "Titul" 0
menuText C CrosstabOptBreaks "V�sledky tie-breaku" 10
menuText C CrosstabOptDeleted "V�etn� vymazan�ch parti�" 9
menuText C CrosstabOptColors "Barvy (jen pro �v�carsk� syst�m)" 0
menuText C CrosstabOptColumnNumbers "��slovan� sloupce (jen v tabulk�ch 'ka�d� s ka�d�m')" 3
menuText C CrosstabOptGroup "Skupiny podle sk�re" 0
menuText C CrosstabSort "�adit" 2
menuText C CrosstabSortName "Jm�no" 0
menuText C CrosstabSortRating "Rating" 0
menuText C CrosstabSortScore "Sk�re" 0
menuText C CrosstabColor "Barvy" 0
menuText C CrosstabColorPlain "Prost� text" 0
menuText C CrosstabColorHyper "Hypertext" 0
menuText C CrosstabHelp "N�pov�da" 0
menuText C CrosstabHelpCross "N�pov�da - Turnajovou tabulku" 11
menuText C CrosstabHelpIndex "Index n�pov�dy" 0
translate C SetFilter {Nastavit filtr}
translate C AddToFilter {P�idat do filtru}
translate C Swiss {�v�carsk� syst�m}
translate C Category {Kategorie}

# Opening report window menus:
menuText C OprepFile "Soubor" 0
menuText C OprepFileText "Vytisknout do textov�ho souboru..." 14
menuText C OprepFileHtml "Vytisknout do HTML souboru..." 14
menuText C OprepFileLaTeX "Vytisknout do LaTeX souboru..." 14
menuText C OprepFileOptions "Volby" 0
menuText C OprepFileClose "Zav��t okno s profilem" 0
menuText C OprepFavorites "Obl�ben�" 0
menuText C OprepFavoritesAdd "P�idat profil..." 0
menuText C OprepFavoritesEdit "Editovat obl�ben� profily..." 0
menuText C OprepFavoritesGenerate "Generovat profil..." 0
menuText C OprepHelp "N�pov�da" 0
menuText C OprepHelpReport "N�pov�da - Profil zah�jen�" 11
menuText C OprepHelpIndex "Index n�pov�dy" 11

# Repertoire editor:
menuText C RepFile "Soubor" 0
menuText C RepFileNew "Nov�" 0
menuText C RepFileOpen "Otev��t..." 0
menuText C RepFileSave "Ulo�it..." 0
menuText C RepFileSaveAs "Ulo�it jako..." 7
menuText C RepFileClose "Zav��t okno" 0
menuText C RepEdit "Editace" 0
menuText C RepEditGroup "P�idat skupinu" 0
menuText C RepEditInclude "Zahrnout variantu" 0
menuText C RepEditExclude "Vylou�it variantu" 0
menuText C RepView "Zobrazit" 0
menuText C RepViewExpand "Rozbalit v�echny skupiny" 0
menuText C RepViewCollapse "Sbalit v�echny skupiny" 0
menuText C RepSearch "Hledat" 0
menuText C RepSearchAll "Ve�ker� reperto�r..." 0
menuText C RepSearchDisplayed "Pouze zobrazen� varianty..." 0
menuText C RepHelp "N�pov�da" 0
menuText C RepHelpRep "N�pov�da - Reperto�r" 11
menuText C RepHelpIndex "Index n�pov�dy" 0
translate C RepSearch "Reperto�rov� vyhled�v�n�"
translate C RepIncludedLines "zahrnut� varianty"
translate C RepExcludedLines "vylou�en� varianty"
translate C RepCloseDialog {Tento reperto�r obsahuje neulo�en� zm�ny.

Opravdu chcete pokra�ovat a zru�it v�echny zm�ny, kter� jste u�inili?
}

# Header search:
translate C HeaderSearch {Hledat podle hlavi�ky}
translate C EndSideToMove {Strana na tahu na konci hry}
translate C GamesWithNoECO {Partie bez ECO?}
translate C GameLength {D�lka Partie}
translate C FindGamesWith {Naj�t partie s p��znaky}
translate C StdStart {Nestandardn� start}
translate C Promotions {Prom�ny}
translate C Comments {Koment��e}
translate C Variations {Varianty}
translate C Annotations {Anotace}
translate C DeleteFlag {Mazac� p��znak}
translate C WhiteOpFlag {Zah�jen� b�l�ho}
translate C BlackOpFlag {Zah�jen� �ern�ho}
translate C MiddlegameFlag {St�edn� hra}
translate C EndgameFlag {Koncovka}
translate C NoveltyFlag {Novinka}
translate C PawnFlag {P�cov� struktura}
translate C TacticsFlag {Taktika}
translate C QsideFlag {Hra na d�msk�m k��dle}
translate C KsideFlag {Hra na kr�lovsk�m k��dle}
translate C BrilliancyFlag {Velmi siln� tah}
translate C BlunderFlag {Hrub� chyba}
translate C UserFlag {U�ivatel}
translate C PgnContains {PGN obsahuje text}
# ====== TODO To be translated ======
translate C Annotator {Annotator}
# ====== TODO To be translated ======
translate C Cmnts {Annotated games only}

# Game list window:
translate C GlistNumber {��slo}
translate C GlistWhite {B�l�}
translate C GlistBlack {�ern�}
translate C GlistWElo {B-ELO}
translate C GlistBElo {�-ELO}
translate C GlistEvent {Turnaj}
translate C GlistSite {M�sto}
translate C GlistRound {Kolo}
translate C GlistDate {Datum}
translate C GlistYear {Rok}
translate C GlistEDate {Datum turnaje}
translate C GlistResult {V�sledek}
translate C GlistLength {D�lka}
translate C GlistCountry {Zem�}
translate C GlistECO {ECO}
translate C GlistOpening {Zah�jen�}
translate C GlistEndMaterial {Materi�l na konci}
translate C GlistDeleted {Vymaz�n(a)}
translate C GlistFlags {P��znak}
translate C GlistVars {Varianty}
translate C GlistComments {Koment��e}
translate C GlistAnnos {Anotace}
translate C GlistStart {Po��te�n� pozice}
translate C GlistGameNumber {��slo partie}
# ====== TODO To be translated ======
translate C GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate C GlistRating {Rating}
translate C GlistFindText {Hledat text}
translate C GlistMoveField {P�esunout}
translate C GlistEditField {Konfigurovat}
translate C GlistAddField {P�idat}
translate C GlistDeleteField {Odebrat}
translate C GlistWidth {���ka}
translate C GlistAlign {Zarovnat}
# ====== TODO To be translated ======
translate C GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate C GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate C GlistAlignC {Align: center}
translate C GlistColor {Barva}
translate C GlistSep {Odd�lova�}
# ====== TODO To be translated ======
translate C GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate C GlistNewSort {New}
# ====== TODO To be translated ======
translate C GlistAddToSort {Add}
# ====== TODO To be translated ======
translate C GsortSort {Sort...}
# ====== TODO To be translated ======
translate C GsortDate {Date}
# ====== TODO To be translated ======
translate C GsortYear {Year}
# ====== TODO To be translated ======
translate C GsortEvent {Event}
# ====== TODO To be translated ======
translate C GsortSite {Site}
# ====== TODO To be translated ======
translate C GsortRound {Round}
# ====== TODO To be translated ======
translate C GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate C GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate C GsortECO {ECO}
# ====== TODO To be translated ======
translate C GsortResult {Result}
# ====== TODO To be translated ======
translate C GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate C GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate C GsortCountry {Country}
# ====== TODO To be translated ======
translate C GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate C GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate C GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate C GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate C GsortComments {Comments}
# ====== TODO To be translated ======
translate C GsortVariations {Variations}
# ====== TODO To be translated ======
translate C GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate C GsortAscending {Ascending}
# ====== TODO To be translated ======
translate C GsortDescending {Descending}
# ====== TODO To be translated ======
translate C GsortAdd {Add}
# ====== TODO To be translated ======
translate C GsortStore {Store}
# ====== TODO To be translated ======
translate C GsortLoad {Load}
translate C GlistRemoveThisGameFromFilter  {Odstranit tuto partii z filtru}
translate C GlistRemoveGameAndAboveFromFilter  {Odstranit partii (a v�echny nad n�) z filtru}
translate C GlistRemoveGameAndBelowFromFilter  {Odstranit partii (a v�echny pod n�) z filtru}
translate C GlistDeleteGame {Smazat/obnovit tuto partii} 
translate C GlistDeleteAllGames {Smazat v�echny partii obsa�en� ve filtru} 
translate C GlistUndeleteAllGames {Obnovit v�echny smazan� partie obsa�en� ve filtru} 
translate C GlistMergeGameInBase {P�ipojit partii z jin� datab�ze} 

# Maintenance window:
translate C DatabaseName {Jm�no datab�ze:}
translate C TypeIcon {Symbol:}
translate C NumOfGames {Partie:}
translate C NumDeletedGames {Vymazan� partie:}
translate C NumFilterGames {Partie ve filtru:}
translate C YearRange {Rozsah rok�:}
translate C RatingRange {Rozsah ratingu:}
translate C Description {Popis}
translate C Flag {P��znak}
translate C CustomFlags {U�ivatelsk� p��znaky}
translate C DeleteCurrent {Vymazat aktu�ln� partii}
translate C DeleteFilter {Vymazat filtrovan� partie}
translate C DeleteAll {Vymazat v�echny partie}
translate C UndeleteCurrent {Obnovit aktu�ln� partie po vymaz�n�}
translate C UndeleteFilter {Obnovit filtrovan� partie po vymaz�n�}
translate C UndeleteAll {Obnovit v�echny partie po vymaz�n�}
translate C DeleteTwins {Vymazat zdvojen� partie}
translate C MarkCurrent {Ozna�it aktivn� partii}
translate C MarkFilter {Ozna�it filtrovan� partie}
translate C MarkAll {Ozna�it v�echny partie}
translate C UnmarkCurrent {Odzna�it aktu�ln� partii}
translate C UnmarkFilter {Odzna�it filtrovan� partie}
translate C UnmarkAll {Odzna�it v�echny partie}
translate C Spellchecking {Kontrola pravopisu}
translate C Players {Hr��i}
translate C Events {Turnaje}
translate C Sites {M�sta}
translate C Rounds {Kola}
translate C DatabaseOps {Datab�zov� operace}
translate C ReclassifyGames {ECO klasifikace parti�}
translate C CompactDatabase {Zhutnit datab�zi}
translate C SortDatabase {�adit datab�zi}
translate C AddEloRatings {P�idat ELO rating}
translate C AutoloadGame {Automaticky otev�rat partii �.}
translate C StripTags {Odstranit PGN zna�ky}
translate C StripTag {Odstranit zna�ku}
translate C Cleaner {�i�t�n� datab�ze}
translate C CleanerHelp {
    �i�t�n�m datab�ze Scid provede u aktu�ln� datab�ze v�echny �dr�b��sk� akce, kter� zvol�te v seznamu.

    Pokud zvol�te ECO klasifikaci a maz�n� zdvojen�ch parti� pou�ij� se aktu�ln� nastaven� z p��slu�n�ch dialog�.
}
translate C CleanerConfirm {
Jakmile je �i�t�n� jednou spu�t�no, nem��e ji� b�t p�eru�eno!

Tato akce m��e pro velk� datab�ze trvat dlouhou dobu v z�vislosti na funkc�ch, kter� jste zvolili, a v z�vislosti na jejich st�vaj�c�m nastaven�.

Jste si jisti, �e chcete za��t s �dr�b��sk�mi funkcemi, kter� jste zvolili?
}
# ====== TODO To be translated ======
translate C TwinCheckUndelete {to flip; "u" undeletes both)}
translate C TwinCheckprevPair {P�edchoz� dvojice}
translate C TwinChecknextPair {N�sleduj�c� dvojice}
translate C TwinChecker {Scid: Kontrola zdvojen�ch parti�}
translate C TwinCheckTournament {Partie turnaje:}
translate C TwinCheckNoTwin {��dn� duplicita  }
translate C TwinCheckNoTwinfound {Pro tuto partii nebyla nalezena ��dn� zdvojen� partie.\nPro zobrazen� zdvojen�ch parti� v tomto okn� mus�te nejprve pou��t funkci "Smazat zdvojen� partie...". }
translate C TwinCheckTag {Sd�let zna�ky...}
translate C TwinCheckFound1 {Scid na�el $result zdvojen�ch parti�}
translate C TwinCheckFound2 { a nastavil jim p��znak smaz�n�}
translate C TwinCheckNoDelete {V t�to datab�zi nejsou ��dn� partie ke smaz�n�.}
translate C TwinCriteria1 { Va�e nastaven� pro hled�n� zdvojen�ch parti� mohou zp�sobit ozna�en�\nnezdvojen�ch parti� s podobn�mi tahy jako zdvojen� partie.}
translate C TwinCriteria2 {Pokud pro "stejn� tahy" uvedete "Ne", doporu�uje se uv�st "Ano" pro barvu, ud�lost, m�sto, kolo, rok a m�s�c.\Chcete p�esto pokra�ovat a smazat zdvojen� partie? }
translate C TwinCriteria3 {Doporu�uje se uv�st "Ano" pro alespo� dv� z nastaven� "stejn� m�sto", "stejn� kolo" a "stejn� rok".\nChcete p�esto pokra�ovat a smazat zdvojen� partie?}
translate C TwinCriteriaConfirm {Scid: Potvrdit nastaven� dvojic}
translate C TwinChangeTag "Zm�nit n�sleduj�c� tagy partie:\n\n"
translate C AllocRatingDescription "Tento p��kaz pou�ije aktu�ln� soubor kontroly p�eklep� pro p�id�n� Elo rating� do parti� v t�to datab�zi. Pokud n�jak� hr�� nem� aktu�ln� rating, ale jeho rating z doby sehr�n� partie je uveden v souboru kontroly p�eklep�, bude tento jeho rating p�id�n."
translate C RatingOverride "P�epsat st�vaj�c� nenulov� ratingy?"
translate C AddRatings "P�idat ratingy do:"
translate C AddedRatings {Scid p�idal $r Elo rating� v $g parti�ch.}
translate C NewSubmenu "Nov� podmenu"

# Comment editor:
translate C AnnotationSymbols  {Anota�n� symboly:}
translate C Comment {Koment��:}
translate C InsertMark {Vlo�it zna�ku}
translate C InsertMarkHelp {
Vlo�it/odstranit zna�ky: Vyberte barvu, typ, pole.
Vlo�it/odstranit �ipku: Klikn�te prav�m tla��tkem na dv� pole.
}

# Nag buttons in comment editor:
translate C GoodMove {Dobr� tah}
translate C PoorMove {Slab� tah}
translate C ExcellentMove {V�born� tah}
translate C Blunder {Hrub� chyba}
translate C InterestingMove {Zaj�mav� tah}
translate C DubiousMove {Pochybn� tah}
translate C WhiteDecisiveAdvantage {B�l� m� rozhoduj�c� v�hodu}
translate C BlackDecisiveAdvantage {�ern� m� rozhoduj�c� v�hodu}
translate C WhiteClearAdvantage {B�l� m� jasnou v�hodu}
translate C BlackClearAdvantage {�ern� m� jasnou v�hodu}
translate C WhiteSlightAdvantage {B�l� m� malou v�hodu}
translate C BlackSlightAdvantage {�ern� m� malou v�hodu}
translate C Equality {Rovn� �ance}
translate C Unclear {Nejasn� pozice}
translate C Diagram {Diagram}

# Board search:
translate C BoardSearch {Hledat pozici}
translate C FilterOperation {Operace s aktu�ln�m filtrem:}
translate C FilterAnd {A (Omezit filtr)}
translate C FilterOr {NEBO (P�idat k filtru)}
translate C FilterIgnore {IGNOROVAT (Ignoruj filtr)}
translate C SearchType {Typ hled�n�:}
translate C SearchBoardExact {P�esn� pozice (v�echny figury na stejn�ch pol�ch)}
translate C SearchBoardPawns {P�ci (tent�� materi�l, v�ichni p�ci na stejn�ch pol�ch)}
translate C SearchBoardFiles {Sloupce (tent�� materi�l, v�ichni p�ci na stejn�ch sloupc�ch)}
translate C SearchBoardAny {Jak�koliv (tent�� materi�l, p�ci a figury kdekoliv)}
translate C SearchInRefDatabase { Hledat v datab�zi }
translate C LookInVars {D�vat se do variant}

# Material search:
translate C MaterialSearch {Hledat materi�l}
translate C Material {Materi�l}
translate C Patterns {Vzory}
translate C Zero {Nic}
translate C Any {Cokoliv}
translate C CurrentBoard {Aktu�ln� pozice}
translate C CommonEndings {Typick� koncovky}
translate C CommonPatterns {Typick� vzory}
translate C MaterialDiff {Rozd�l v materi�lu}
translate C squares {pole}
translate C SameColor {Stejnobarevn�}
translate C OppColor {Nestejnobarevn�}
translate C Either {Oboj�}
translate C MoveNumberRange {Rozsah tah�}
translate C MatchForAtLeast {Shoda pro minim�ln�}
translate C HalfMoves {p�ltah�}

# Common endings in material search:
translate C EndingPawns {P�cov� koncovky}
translate C EndingRookVsPawns {V� proti p�c�m}
translate C EndingRookPawnVsRook {V� a 1 p�ec proti v�i}
translate C EndingRookPawnsVsRook {V� a p�ci proti v�i}
translate C EndingRooks {V�ov� koncovky}
translate C EndingRooksPassedA {V�ov� koncovky s voln�m a-p�cem}
translate C EndingRooksDouble {�ty�v�ov� koncovky}
translate C EndingBishops {St�elcov� koncovky}
translate C EndingBishopVsKnight {Koncovky st�elce proti jezdci}
translate C EndingKnights {Jezdcov� koncovky}
translate C EndingQueens {D�msk� koncovky}
translate C EndingQueenPawnVsQueen {D�ma a 1 p�ec proti d�m�}
translate C BishopPairVsKnightPair {Dvojice st�elc� proti dvojici jezdc� ve st�edn� h�e}

# Common patterns in material search:
translate C PatternWhiteIQP {B�l� d�msk� izolovan� p�ec}
translate C PatternWhiteIQPBreakE6 {B�l� d�msk� izolovan� p�ec: pr�lom d4-d5 proti e6}
translate C PatternWhiteIQPBreakC6 {B�l� d�msk� izolovan� p�ec: pr�lom d4-d5 proti c6}
translate C PatternBlackIQP {�ern� d�msk� izolovan� p�ec}
translate C PatternWhiteBlackIQP {B�l� d�msk� izolovan� p�ec proti �ern�mu d�msk�mu izolovan�mu p�ci}
translate C PatternCoupleC3D4 {P�r b�l�ch izolovan�ch p�c� c3+d4}
translate C PatternHangingC5D5 {�ern� vis�c� p�ci na c5 a d5}
translate C PatternMaroczy {Maroczyho centrum (s p�ci na c4 a e4)}
translate C PatternRookSacC3 {Ob� v�e na c3}
translate C PatternKc1Kg8 {O-O-O proti O-O (Kc1 proti Kg8)}
translate C PatternKg1Kc8 {O-O proti O-O-O (Kg1 proti Kc8)}
translate C PatternLightFian {Fianchetta na b�l�ch pol�ch (st�elec g2 proti st�elci b7)}
translate C PatternDarkFian {Fianchetta na �ern�ch pol�ch (st�elec b2 proti st�elci g7)}
translate C PatternFourFian {�ty�i fianchetta (st�elci na b2,g2,b7,g7)}

# Game saving:
translate C Today {Dnes}
translate C ClassifyGame {Klasifikovat partii}

# Setup position:
translate C EmptyBoard {Vypr�zdnit �achovnici}
translate C InitialBoard {V�choz� pozice}
translate C SideToMove {Na tahu je}
translate C MoveNumber {��slo tahu}
translate C Castling {Ro��da}
translate C EnPassantFile {En Passant sloupec}
translate C ClearFen {Vy�istit FEN}
translate C PasteFen {Vlo�it FEN}
translate C SaveAndContinue {Ulo�it a pokra�ovat}
translate C DiscardChangesAndContinue {Zru�it zm�ny\na pokra�ovat}
translate C GoBack {J�t zp�t}

# Replace move dialog:
translate C ReplaceMove {Nahradit tah}
translate C AddNewVar {P�idat novou variantu}
translate C NewMainLine {Nov� hlavn� varianta}
translate C ReplaceMoveMessage {Zde ji� existuje tah.

M��ete ho nahradit, a zru�it tak i v�echny n�sleduj�c� tahy, nebo m��ete v� tah p�idat jako novou variantu.

(Zobrazen� t�to zpr�vy m��ete v budoucnu potla�it p�epnut�m volby "Pt�t se p�ed nahrazen�m tah�" v menu Volby:Tahy.)}

# Make database read-only dialog:
translate C ReadOnlyDialog {Pokud datab�zi nastav�te jako jen ke �ten�, nebudou povoleny ��dn� zm�ny.
��dn� partie nebude mo�no ulo�it ani p�epsat a ��dn� mazac� p��znak nebude mo�no zm�nit.
V�echny v�sledky operace �azen� �i ECO klasifikace budou pouze do�asn�.

Datab�zi m��ete u�init op�t zapisovatelnou pomoc� jej�ho zav�en� a op�tovn�ho otev�en�.

P�ejete si skute�n� nastavit tuto datab�zi jako jen ke �ten�?}

# Clear game dialog:
translate C ClearGameDialog {Tato partie byla zm�n�na.

Skute�n� chcete pokra�ovat a zru�it zm�ny, kter� jste v n� u�inili?
}

# Exit dialog:
translate C ExitDialog {Opravdu si p�ejete ukon�it Scid?}
translate C ExitUnsaved {N�sleduj�c� datab�ze obsahuj� partie s neulo�en�mi zm�nami. Pokud nyn� skon��te, budou tyto zm�ny ztraceny.}

# Import window:
translate C PasteCurrentGame {Vlo�it aktu�ln� partii}
translate C ImportHelp1 {Zapsat nebo vlo�it partii ve form�tu PGN do r�mce naho�e.}
translate C ImportHelp2 {Jak�koli chyby p�i importu partie budou zobrazeny zde.}
translate C OverwriteExistingMoves {P�epsat st�vaj�c� tahy?}

# ECO Browser:
translate C ECOAllSections {v�echny ECO sekce}
translate C ECOSection {ECO sekce}
translate C ECOSummary {Souhrn pro}
translate C ECOFrequency {Frekvence subk�d� pro}

# Opening Report:
translate C OprepTitle {Profil zah�jen�}
translate C OprepReport {Profil}
translate C OprepGenerated {Generov�n}
translate C OprepStatsHist {Statistika a historie}
translate C OprepStats {Statistika}
translate C OprepStatAll {V�echny partie profilu}
translate C OprepStatBoth {Oba ratingovan�}
translate C OprepStatSince {Od}
translate C OprepOldest {Nejstar�� partie}
translate C OprepNewest {Nejnov�j�� partie}
translate C OprepPopular {St�vaj�c� popularita}
translate C OprepFreqAll {Frekvence za v�echny roky: }
translate C OprepFreq1   {B�hem posledn�ho roku:     }
translate C OprepFreq5   {B�hem posledn�ch 5 let:    }
translate C OprepFreq10  {B�hem posledn�ch 10 let:   }
translate C OprepEvery {jednou z %u parti�}
translate C OprepUp {v�ce o %u%s v porovn�n� se v�emi roky}
translate C OprepDown {m�n� o %u%s v porovn�n� se v�emi roky}
translate C OprepSame {��dn� zm�na p�i porovn�n� se v�emi roky}
translate C OprepMostFrequent {Nej�ast�j�� hr��i}
translate C OprepMostFrequentOpponents {Nej�ast�j�� soupe�i}
translate C OprepRatingsPerf {Ratingy a performance}
translate C OprepAvgPerf {Pr�m�rn� ratingy a performance}
translate C OprepWRating {Rating b�l�}
translate C OprepBRating {Rating �ern�}
translate C OprepWPerf {Performance b�l�}
translate C OprepBPerf {Performance �ern�}
translate C OprepHighRating {Partie s nejvy���m pr�m�rn�m ratingem}
translate C OprepTrends {V�sledkov� trend}
translate C OprepResults {D�lka parti� a frekvence}
translate C OprepLength {D�lka parti�}
translate C OprepFrequency {Frekvence}
translate C OprepWWins {V�hry b�l�: }
translate C OprepBWins {V�hry �ern�: }
translate C OprepDraws {Rem�zy:      }
translate C OprepWholeDB {cel� datab�ze}
translate C OprepShortest {Nejkrat�� v�hry}
translate C OprepMovesThemes {Tahy a t�mata}
translate C OprepMoveOrders {Posloupnosti tah� vedouc� k profilovan� pozici}
translate C OprepMoveOrdersOne \
  {Nalezena pouze jedna posloupnost tah� vedouc�ch k t�to pozici:}
translate C OprepMoveOrdersAll \
  {Nalezeno %u posloupnost� tah� vedouc�ch k t�to pozici:}
translate C OprepMoveOrdersMany \
  {Nalezeno %u posloupnost� tah� vedouc�ch k t�to pozici. Prvn�ch %u jsou:}
translate C OprepMovesFrom {Tahy z profilovan� pozice}
translate C OprepMostFrequentEcoCodes {Nej�ast�j�� ECO k�dy}
translate C OprepThemes {Pozi�n� t�mata}
translate C OprepThemeDescription {Frekvence t�mat v prvn�ch %u taz�ch ka�d� partie}
translate C OprepThemeSameCastling {Ro��dy na stejnou stranu}
translate C OprepThemeOppCastling {Ro��dy na r�zn� strany}
translate C OprepThemeNoCastling {Ob� strany bez ro��dy}
translate C OprepThemeKPawnStorm {P�cov� �tok na kr�lovsk�m k��dle}
translate C OprepThemeQueenswap {Vym�n�n� d�my}
translate C OprepThemeWIQP {B�l� izolovan� d�msk� p�ec}
translate C OprepThemeBIQP {�ern� izolovan� d�msk� p�ec}
translate C OprepThemeWP567 {B�l� p�ec na 5., 6. nebo 7. �ad�}
translate C OprepThemeBP234 {�ern� p�ec na 2., 3. nebo 4. �ad�}
translate C OprepThemeOpenCDE {Otev�en� sloupec C, D nebo E}
translate C OprepTheme1BishopPair {Jedna strana m� dvojici st�elc�}
translate C OprepEndgames {Koncovky}
translate C OprepReportGames {Profilovan� partie}
translate C OprepAllGames {V�echny partie}
translate C OprepEndClass {Materi�lu na konci ka�d� partie}
translate C OprepTheoryTable {Tabulka teorie}
translate C OprepTableComment {Generov�no z %u parti� s nejvy���m pr�m�rn�m ratingem.}
translate C OprepExtraMoves {Extra pozn�mkov� tahy v tabulce teorie}
translate C OprepMaxGames {Maximum tah� v tabulce teorie}
translate C OprepViewHTML {Zobrazit HTML}
translate C OprepViewLaTeX {Zobrazit LaTeX}

# Player Report:
translate C PReportTitle {Profil hr��e}
translate C PReportColorWhite {b�l�mi figurami}
translate C PReportColorBlack {�ern�mi figurami}
translate C PReportMoves {po %s}
translate C PReportOpenings {Zah�jen�}
translate C PReportClipbase {Vypr�zdnit schr�nku a zkop�rovat do n� odpov�daj�c� partie}

# Piece Tracker window:
translate C TrackerSelectSingle {Lev�m tla��tkem my�i se tato figura vybere.}
translate C TrackerSelectPair {Lev�m tla��tkem se tato figura vybere; prav�m se vyberou ob� stejn� figury.}
translate C TrackerSelectPawn {Lev�m tla��tkem se vybere tento p�ec; prav�m se vybere v�ech 8 p�c�.}
translate C TrackerStat {Statistika}
translate C TrackerGames {% parti� s tahem na pole}
translate C TrackerTime {% �asu na ka�d�m poli}
translate C TrackerMoves {Tahy}
translate C TrackerMovesStart {Vlo�te ��slo tahu, kter�m m� stopov�n� za��t.}
translate C TrackerMovesStop {Vlo�te ��slo tahu, kter�m m� stopov�n� skon�it.}

# Game selection dialogs:
translate C SelectAllGames {V�echny partie v datab�zi}
translate C SelectFilterGames {Jen filtrovan� partie}
translate C SelectTournamentGames {Jen partie z aktu�ln�ho turnaje}
translate C SelectOlderGames {Jen star�� partie}

# Delete Twins window:
translate C TwinsNote {Aby byly dv� partie vyhodnoceny jako zdvojen�, mus� b�t hr�ny t�mi� dv�ma hr��i a d�le mus� spl�ovat krit�ria, kter� nastav�te n��e. Pokud jsou nalezeny zdvojen� partie, pak je krat�� z nich vymaz�na. Rada: je vhodn� prov�st p�ed vymaz�n�m zdvojen�ch parti� kontrolu pravopisu, nebo� to zdokonal� detekci zdvojen�ch parti�.}
translate C TwinsCriteria {Krit�ria: Zdvojen� partie mus� m�t...}
translate C TwinsWhich {Jak� partie prozkoumat}
translate C TwinsColors {Tyt� barvy u hr���?}
translate C TwinsEvent {Tent�� turnaj?}
translate C TwinsSite {Tot� m�sto?}
translate C TwinsRound {Tot� kolo?}
translate C TwinsYear {Tent�� rok?}
translate C TwinsMonth {Tent�� m�s�c?}
translate C TwinsDay {Tent�� den?}
translate C TwinsResult {Tent�� v�sledek?}
translate C TwinsECO {Tent�� ECO k�d?}
translate C TwinsMoves {Tyt� tahy?}
translate C TwinsPlayers {Porovn�n� jmen:}
translate C TwinsPlayersExact {P�esn� shoda}
translate C TwinsPlayersPrefix {Jen prvn� 4 znaky}
translate C TwinsWhen {Pokud se budou mazat zdvojen� partie}
translate C TwinsSkipShort {Ignorovat v�echny partie krat�� ne� 5 tah�?}
translate C TwinsUndelete {Obnovit nejprve v�echny partie?}
translate C TwinsSetFilter {Nastavit filtr na v�echny vymazan� zdvojen� partie?}
translate C TwinsComments {V�dy zachovat partie s koment��i?}
translate C TwinsVars {V�dy zachovat partie s variantami?}
translate C TwinsDeleteWhich {Kterou partii vymazat:}
translate C TwinsDeleteShorter {Krat�� partii}
translate C TwinsDeleteOlder {Partii s ni���m ��slem}
translate C TwinsDeleteNewer {Partii s vy���m ��slem}
translate C TwinsDelete {Vymazat partie}

# Name editor window:
translate C NameEditType {Typ jm�na pro editaci}
translate C NameEditSelect {Partie k editaci}
translate C NameEditReplace {Nahradit}
translate C NameEditWith {}
translate C NameEditMatches {Shoduje se: Stiskni Ctrl+1 a� Ctrl+9 pro v�b�r}
# ====== TODO To be translated ======
translate C CheckGames {Check games}
# ====== TODO To be translated ======
translate C CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate C CheckAll {All games}
# ====== TODO To be translated ======
translate C CheckSelectFilterGames {Only games in filter}

# Classify window:
translate C Classify {Klasifikace}
translate C ClassifyWhich {ECO klasifikace kter�ch parti�}
translate C ClassifyAll {V�echny partie (p�epsat star� ECO k�dy)}
translate C ClassifyYear {V�echny partie hran� za posledn� rok}
translate C ClassifyMonth {V�echny partie hran� za posledn� m�s�c}
translate C ClassifyNew {Jen partie, kter� jsou zat�m bez ECO k�du}
translate C ClassifyCodes {Pou��t tyto ECO k�dy}
translate C ClassifyBasic {Jen z�kladn� k�dy ("B12", ...)}
translate C ClassifyExtended {Roz���en� Scidu  ("B12j", ...)}

# Compaction:
translate C NameFile {Jmenn� soubor}
translate C GameFile {Partiov� soubor}
translate C Names {Jm�na}
translate C Unused {Nepou�ito}
translate C SizeKb {Velikost (kb)}
translate C CurrentState {Aktu�ln� stav}
translate C AfterCompaction {Po zhu�t�n�}
translate C CompactNames {Zhustit jmenn� soubor}
translate C CompactGames {Zhustit partiov� soubor}
translate C NoUnusedNames "Nejsou ��dn� nevyu�it� jm�na, tak�e jmenn� soubor je ji� pln� zhu�t�n."
translate C NoUnusedGames "Partiov� soubor je ji� pln� zhu�t�n."
translate C NameFileCompacted {Jmenn� soubor pro datab�zi "[file tail [sc_base filename]]" byl zhu�t�n.}
translate C GameFileCompacted {Partiov� soubor pro datab�zi "[file tail [sc_base filename]]" byl zhu�t�n.}

# Sorting:
translate C SortCriteria {Krit�ria}
translate C AddCriteria {P�idat krit�ria}
translate C CommonSorts {B�n� �azen�}
translate C Sort {Set��dit}

# Exporting:
translate C AddToExistingFile {P�idat partie do existuj�c�ho souboru?}
translate C ExportComments {Exportovat koment��e?}
translate C ExportVariations {Exportovat varianty?}
translate C IndentComments {Odsazovat koment��e?}
translate C IndentVariations {Odsazovat varianty?}
translate C ExportColumnStyle {Sloupcov� styl (jeden tah na ��dek)?}
translate C ExportSymbolStyle {Styl pro symbolick� anotace:}
translate C ExportStripMarks {Odstranit k�dov� zna�ky pol�/�ipek z koment���?}

# Goto game/move dialogs:
translate C LoadGameNumber {Vlo�te ��slo partie:}
translate C GotoMoveNumber {P�ej�t na tah ��slo:}

# Copy games dialog:
translate C CopyGames {Kop�rovat partie}
translate C CopyConfirm {
 Skute�n� chcete kop�rovat
 [::utils::thousands $nGamesToCopy] filtrovan�ch parti�
 z datab�ze "$fromName"
 do datab�ze "$targetName"?
}
translate C CopyErr {Nelze zkop�rovat partie}
translate C CopyErrSource {zdrojov� datab�ze}
translate C CopyErrTarget {c�lov� datab�ze}
translate C CopyErrNoGames {nem� ��dn� partie ve filtru}
translate C CopyErrReadOnly {je pouze ke �ten�}
translate C CopyErrNotOpen {nen� otev�ena}

# Colors:
translate C LightSquares {B�l� pole}
translate C DarkSquares {�ern� pole}
translate C SelectedSquares {Vybran� pole}
translate C SuggestedSquares {Pole navrhovan�ch tah�}
translate C WhitePieces {B�l� figury}
translate C BlackPieces {�ern� figury}
translate C WhiteBorder {Obrys b�l�ch figur}
translate C BlackBorder {Obrys �ern�ch figur}

# Novelty window:
translate C FindNovelty {Hledat novinku}
translate C Novelty {Novinka}
translate C NoveltyInterrupt {Hled�n� novinky p�eru�eno}
translate C NoveltyNone {V t�to partii nebyla nalezena ��dn� novinka}
translate C NoveltyHelp {
Scid bude hledat prvn� tah aktu�ln� partie, kter� dos�hne pozice, kter� se nevyskytla ve vybran� datab�zi ani v knihovn� zah�jen� ECO.
}

# Sounds configuration:
translate C SoundsFolder {Adres�� se zvukov�mi soubory}
translate C SoundsFolderHelp {Adres�� by m�l obsahovat soubory King.wav, a.wav, 1.wav, atd.}
translate C SoundsAnnounceOptions {Volby oznamov�n� tahu}
translate C SoundsAnnounceNew {Oznamovat tahy p�i jejich proveden�}
translate C SoundsAnnounceForward {Oznamovat tahy p�i posunu o tah vp�ed}
translate C SoundsAnnounceBack {Oznamovat p�i vzet� tahu zp�t nebo posunu o tah zp�t}

# Upgrading databases:
translate C Upgrading {Upgrade}
translate C ConfirmOpenNew {
Toto je star� form�t (Scid 3) datab�ze, jen� nen� mo�no otev��t ve Scidu 4. Verze s nov�m form�tem (Scid 4) p�itom ji� byla vytvo�ena.

Chcete otev��t verzi s nov�m form�tem dat�b�ze?
}
translate C ConfirmUpgrade {
Toto je star� form�t (Scid 3) datab�ze. K otev�en� ve Scidu 4 je nutno datab�zi nejprve zkonvertovat do nov�ho form�tu.

Upgrade vytvo�� novou verzi datab�ze.

Tento �kon m��e zabrat trochu �asu, ale je t�eba jej prov�st pouze jednou. M��ete ho p�eru�it, pokud bude trvat p��li� dlouho.

Chcete tuto datab�zi upgradovat nyn�?
}

# Recent files options:
translate C RecentFilesMenu {Po�et ned�vn�ch soubor� v menu Soubor}
translate C RecentFilesExtra {Po�et ned�vn�ch soubor� v extra podmenu}

# My Player Names options:
translate C MyPlayerNamesDescription {
Otev�e seznam se jm�ny preferovan�ch hr���, ka�d� jm�no na jeden ��dek. Z�stupn� znaky (tj. "?" pro jak�koliv jeden znak, "*" pro jakoukoliv sekvenci znak�) jsou povoleny.

V�dy, kdy� se nat�hne partie hr��e uveden�ho v seznamu, �achovnice v hlavn�m okn� se oto��, jestli�e je to nutn� k zobrazen� partie z perspektivy tohoto hr��e.
}
translate C showblunderexists {uk�zat p��tomnost hrub� chyby}
translate C showblundervalue {uk�zat hodnotu hrub� chyby}
translate C showscore {uk�zat sk�re}
translate C coachgame {kou�ovac� partie}
translate C configurecoachgame {konfigurovat kou�ovac� partii}
translate C configuregame {Konfigurace partie}
translate C Phalanxengine {Hern� program phalanx}
translate C Coachengine {Kou�ovac� hern� program}
translate C difficulty {obt��nost}
translate C hard {n�ro�n�}
translate C easy {snadn�}
translate C Playwith {Hr�t s}
translate C white {b�l�}
translate C black {�ern�}
translate C both {oba}
translate C Play {Hr�t}
translate C Noblunder {��dn� hrub� chyba}
translate C blunder {hrub� chyba}
translate C Noinfo {-- ��dn� informace --}
translate C PhalanxOrTogaMissing {Phalanx nebo Toga nenalezen}
translate C moveblunderthreshold {chyba je hrub�, jestli�e ztr�ta je v�t�� ne�}
translate C limitanalysis {omezit �as anal�zy hern�ho programu}
translate C seconds {sekund}
translate C Abort {P�eru�it}
translate C Resume {Pokra�ovat}
# ====== TODO To be translated ======
translate C OutOfOpening {Out of opening}
translate C NotFollowedLine {Nen�sledoval jste variantu}
translate C DoYouWantContinue {Chcete pokra�ovat?}
translate C CoachIsWatching {Kou� sleduje}
translate C Ponder {Neust�l� p�em��len�}
translate C LimitELO {Omezit s�lu ELO}
translate C DubiousMovePlayedTakeBack {Byl zahr�n pochybn� tah, chcete ho vr�tit?}
translate C WeakMovePlayedTakeBack {Byl zahr�n slab� tah, chcete ho vr�tit?}
translate C BadMovePlayedTakeBack {Byl zahr�n �patn� tah, chcete ho vr�tit?}
translate C Iresign {Vzd�v�m}
translate C yourmoveisnotgood {v� tah nen� dobr�}
translate C EndOfVar {Konec varianty}
translate C Openingtrainer {Tren�r zah�jen�}
translate C DisplayCM {Zobrazit mo�n� vhodn� tahy}
translate C DisplayCMValue {Zobrazit hodnut mo�n�ch vhodn�ch tah�}
translate C DisplayOpeningStats {Uk�zat statistiku}
translate C ShowReport {Uk�zat report}
translate C NumberOfGoodMovesPlayed {dobr�ch odehran�ch tah�}
translate C NumberOfDubiousMovesPlayed {pochybn�ch odehran�ch tah�}
translate C NumberOfMovesPlayedNotInRepertoire {odehran�ch tah�, kter� nejsou v reperto�ru}
translate C NumberOfTimesPositionEncountered {v�skyt� pozice}
translate C PlayerBestMove  {Dovolit pouze nejlep�� tahy}
translate C OpponentBestMove {Soupe� hraje nejlep�� tahy}
translate C OnlyFlaggedLines {Pouze ozna�en� varianty}
translate C resetStats {Smazat statistiku}
translate C Repertoiretrainingconfiguration {Konfigurace tr�ninku reperto�ru}
translate C Loadingrepertoire {Natahuji reperto�r}
translate C Movesloaded {Tahy nata�eny}
translate C Repertoirenotfound {Reperto�r nenalezen}
translate C Openfirstrepertoirewithtype {Otev��t prvn� datab�zi reperto�ru s ikonou/typem nastavenou pro spr�vnou stranu}
translate C Movenotinrepertoire {Tah nen� v reperto�ru}
translate C PositionsInRepertoire {Pozice v reperto�ru}
translate C PositionsNotPlayed {Nehran� pozice}
translate C PositionsPlayed {Hran� pozice}
translate C Success {�sp�ch}
translate C DubiousMoves {Pochybn� tahy}
translate C OutOfRepertoire {Mimo reperto�r}
translate C ConfigureTactics {Konfigurovat taktiku}
translate C ResetScores {Smazat sk�re}
translate C LoadingBase {Natahuji datab�zi}
translate C Tactics {Taktika}
translate C ShowSolution {Uk�zat �e�en�}
translate C NextExercise {Dal�� cvi�en�}
translate C PrevExercise {p�edchoz� cvi�en�}
translate C StopTraining {Ukon�it tr�nink}
translate C Next {Dal��}
translate C ResettingScore {Ma�u sk�re}
translate C LoadingGame {Natahuji partii}
translate C MateFound {Mat nalezen}
translate C BestSolutionNotFound {Nejlep�� �e�en� nenalezeno!}
translate C MateNotFound {Mat nenalezen}
translate C ShorterMateExists {Existuje rychlej�� mat}
translate C ScorePlayed {Odehran� sk�re}
# ====== TODO To be translated ======
translate C Expected {expected}
translate C ChooseTrainingBase {Vybrat tr�ninkovou datab�zi}
translate C Thinking {P�em��l�m}
translate C AnalyzeDone {Anal�za hotova}
translate C WinWonGame {Vyhr�t vyhranou partii}
translate C Lines {Varianty}
translate C ConfigureUCIengine {Konfigurovat n�stroj UCI}
translate C SpecificOpening {Vybran� zah�jen�}
translate C StartNewGame {Za��t novou hru}
translate C FixedLevel {Pevn� �rove�}
translate C Opening {Zah�jen�}
translate C RandomLevel {N�hodn� �rove�}
translate C StartFromCurrentPosition {Za��t z aktu�ln� pozice}
translate C FixedDepth {Pevn� hloubka}
translate C Nodes {Uzly} 
translate C Depth {Hloubka}
translate C Time {�as} 
translate C SecondsPerMove {Sekund na tah}
translate C Engine {Hern� program}
translate C TimeMode {Re�im �asu}
translate C TimeBonus {�as + bonus}
translate C TimeMin {min}
translate C TimeSec {s}
translate C AllExercisesDone {V�echna cvi�en� hotova}
translate C MoveOutOfBook {Tah mimo knihovnu zah�jen�}
translate C LastBookMove {Posledn� tah z knihovny zah�jen�}
translate C AnnotateSeveralGames {Anotovat n�kolik parti�\od aktu�ln� do:}
translate C FindOpeningErrors {Naj�t chyby v zah�jen�}
translate C MarkTacticalExercises {Ozna�it taktick� cvi�en�}
translate C UseBook {Pou��vat knihovnu zah�jen�}
translate C MultiPV {N�kolik variant}
translate C Hash {Hashovac� pam�}
translate C OwnBook {Pou��t knihovnu zah�jen� hern�ho programu}
translate C BookFile {Knihovna zah�jen�}
translate C AnnotateVariations {Anotovat varianty}
translate C ShortAnnotations {Kr�tk� anotace}
translate C addAnnotatorTag {P�idat zna�ku anot�tora}
translate C AddScoreToShortAnnotations {P�idat sk�re ke kr�tk�m anotac�m}
translate C Export {Export}
translate C BookPartiallyLoaded {Knihovna zah�jen� ��ste�n� nata�ena}
translate C Calvar {Propo�et variant}
translate C ConfigureCalvar {Konfigurace}
translate C Reti {R�tiho}
translate C English {Anglick�}
translate C d4Nf6Miscellaneous {1.d4 Nf6 r�zn�}
translate C Trompowsky {Opo�ensk�ho hra}
translate C Budapest {Budape��sk� gambit}
translate C OldIndian {Staroindick�}
translate C BenkoGambit {Vol�sk� gambit}
translate C ModernBenoni {Modern� Benoni}
translate C DutchDefence {Holandsk�}
translate C Scandinavian {Skandin�vsk�}
translate C AlekhineDefence {Aljechinova}
translate C Pirc {Pircova}
translate C CaroKann {Caro-Kann}
translate C CaroKannAdvance {Caro-Kann, zav�en� syst�m}
translate C Sicilian {Sicilsk�}
translate C SicilianAlapin {Sicilsk�, Alapinova varianta}
translate C SicilianClosed {Zav�en� sicilsk�}
translate C SicilianRauzer {Sicilsk�, Rauzer�v �tok}
translate C SicilianDragon {Sicilsk�, dra�� varianta}
translate C SicilianScheveningen {Sicilsk�, scheveningsk� varianta}
translate C SicilianNajdorf {Sicilsk�, Najdorfova varianta}
translate C OpenGame {Otev�en� hra}
translate C Vienna {V�de�sk�}
translate C KingsGambit {Kr�lovsk� gambit}
translate C RussianGame {Rusk�}
translate C ItalianTwoKnights {Italsk�/Hra dvou jezdc� v obran�}
translate C Spanish {�pan�lsk�}
translate C SpanishExchange {V�m�nn� �pan�lsk�}
translate C SpanishOpen {Otev�en� �pan�lsk�}
translate C SpanishClosed {Zav�en� �pan�lsk�}
translate C FrenchDefence {Francouzsk�}
translate C FrenchAdvance {Francouzsk�, Steinitz�v syst�m}
translate C FrenchTarrasch {Francouzsk�, Tarrasch�v syst�m}
translate C FrenchWinawer {Francouzsk�, Nimcovi��v syst�m}
translate C FrenchExchange {Francouzsk�, v�m�nn� varianta}
translate C QueensPawn {D�msk�m p�cem}
translate C Slav {Slovansk�}
translate C QGA {P�ijat� d�msk� gambit}
translate C QGD {Odm�tnut� d�msk� gambit}
translate C QGDExchange {V�m�nn� d�msk� gambit}
translate C SemiSlav {Poloslovansk�}
translate C QGDwithBg5 {D�msk� gambit se Sg5}
translate C QGDOrthodox {Ortodoxn� d�msk� gambit}
translate C Grunfeld {Gr�nfeldova indick�}
# ====== TODO To be translated ======
translate C GrunfeldExchange {Gr�nfeld Exchange}
# ====== TODO To be translated ======
translate C GrunfeldRussian {Gr�nfeld Russian}
translate C Catalan {Katal�nsk�}
# ====== TODO To be translated ======
translate C CatalanOpen {Catalan Open}
# ====== TODO To be translated ======
translate C CatalanClosed {Catalan Closed}
translate C QueensIndian {D�msk� indick�}
translate C NimzoIndian {Nimcovi�ova indick�}
translate C NimzoIndianClassical {Nimcovi�ova indick�, klasick� syst�m}
translate C NimzoIndianRubinstein {Nimcovi�ova indick�, Rubinstein�v syst�m}
translate C KingsIndian {Kr�lovsk� indick�}
translate C KingsIndianSamisch {Kr�lovsk� indick�, S�misch�v �tok}
translate C KingsIndianMainLine {Kr�lovsk� indick�, hlavn� varianta}
translate C ConfigureFics {Konfigurovat FICS}
translate C FICSGuest {P�ihl�sit jako host}
translate C FICSServerPort {Port serveru}
translate C FICSServerAddress {IP adresa}
translate C FICSRefresh {Obnovit}
translate C FICSTimesealPort {Port timesealu}
translate C FICSSilence {Ticho}
translate C FICSOffers {Nab�dky}
translate C FICSConsole {Konzola}
translate C FICSGames {Hry}
translate C FICSUnobserve {Ukon�it sledov�n� partie}
translate C FICSProfile {Zobrazit va�i historii a profil}
# ====== TODO To be translated ======
translate C FICSRelayedGames {Relayed games}
translate C FICSFindOpponent {Naj�t soupe�e}
translate C FICSTakeback {Vr�tit tah}
translate C FICSTakeback2 {Vr�tit tah 2}
translate C FICSInitTime {Po��te�n� �as (min)}
translate C FICSIncrement {Inkrement (s)}
translate C FICSRatedGame {Partie zapo��tan� do ratingu}
translate C FICSAutoColour {automatick�}
translate C FICSManualConfirm {potvrdit ru�n�}
translate C FICSFilterFormula {Filtrovat formul�}
# ====== TODO To be translated ======
translate C FICSIssueSeek {Issue seek}
# ====== TODO To be translated ======
translate C FICSChallenge {Challenge}
# ====== TODO To be translated ======
translate C FICSAccept {accept}
# ====== TODO To be translated ======
translate C FICSDecline {decline}
translate C FICSColour {Barva}
# ====== TODO To be translated ======
translate C FICSSend {send}
translate C FICSConnect {P�ipojit}
translate C FICSdefaultuservars {Pou��t v�choz� prom�nn�}
translate C FICSObserveconfirm {Chcete sledovat partii}
# ====== TODO To be translated ======
translate C FICSpremove {Enable premove}
translate C GameReview {Prohl��en� partie}
translate C GameReviewTimeExtended {�as prodlou�en}
# ====== TODO To be translated ======
translate C GameReviewMargin {Error margin}
translate C GameReviewAutoContinue {Automaticky pokra�ovat, je-li tah spr�vn�}
# ====== TODO To be translated ======
translate C GameReviewReCalculate {Use extended time}
translate C GameReviewAnalyzingMovePlayedDuringTheGame {Analyzuji tahy sehran� v partii}
translate C GameReviewAnalyzingThePosition {Analyzuji pozici}
translate C GameReviewEnterYourMove {Zadejte v� tah}
translate C GameReviewCheckingYourMove {Kontroluji v� tah}
translate C GameReviewYourMoveWasAnalyzed {V� tah by zanalyzov�n}
translate C GameReviewYouPlayedSameMove {Hr�l jste ten sam� tah jako v partii}
translate C GameReviewScoreOfYourMove {Sk�re va�ho tahu}
translate C GameReviewGameMoveScore {Sk�re tahu v partii}
translate C GameReviewEngineScore {Sk�re hern�ho programu}
translate C GameReviewYouPlayedLikeTheEngine {Hr�l jste jako hern� program}
translate C GameReviewNotEngineMoveButGoodMove {Nen� to tah hern�ho programu, ale je to tak� dobr� tah}
translate C GameReviewMoveNotGood {Tento tah nen� dobr�, sk�re je}
translate C GameReviewMovesPlayedLike {Tahy hran� jako}
translate C GameReviewMovesPlayedEngine {Tahy hran� jako hern�m programem}
translate C CCDlgConfigureWindowTitle {Konfigurovat koresponden�n� �ach}
translate C CCDlgCGeneraloptions {Obecn� nastaven�}
translate C CCDlgDefaultDB {V�choz� datab�ze:}
translate C CCDlgInbox {P��choz� schr�nka (cesta):}
translate C CCDlgOutbox {Odchoz� schr�nka (cesta):}
translate C CCDlgXfcc {Konfigurace Xfcc:}
translate C CCDlgExternalProtocol {Extern� n�stroj pro protokoly (nap�. Xfcc)}
translate C CCDlgFetchTool {Stahovac� n�stroj:}
translate C CCDlgSendTool {Odes�lac� n�stroj:}
translate C CCDlgEmailCommunication {E-mailov� komunikace}
translate C CCDlgMailPrg {E-mailov� program:}
translate C CCDlgBCCAddr {(B)CC adresa:}
translate C CCDlgMailerMode {Re�im:}
translate C CCDlgThunderbirdEg {nap�. Thunderbird, Mozilla Mail, Icedove...}
translate C CCDlgMailUrlEg {nap�. Evolution}
translate C CCDlgClawsEg {nap�. Sylpheed Claws}
translate C CCDlgmailxEg {nap�. mailx, mutt, nail...}
translate C CCDlgAttachementPar {Parametr p��lohy:}
translate C CCDlgInternalXfcc {Pou��t vystav�nou podporu Xfcc}
translate C CCDlgConfirmXfcc {Potvrdit tahy}
translate C CCDlgSubjectPar {P�edm�t:}
translate C CCDlgDeleteBoxes {Pr�zdn� p��choz�/odchoz� schr�nka}
translate C CCDlgDeleteBoxesText {Opravdu chcete vypr�zdnit p��choz� a odchoz� schr�nky pro koresponde�n� �ach? To vy�aduje novou synchronizaci, aby mohl b�t zobrazen posledn� stav va�ich parti�.}
translate C CCDlgConfirmMove {Potvrdit tah}
translate C CCDlgConfirmMoveText {Pokud potvrd�te, n�sleduj�c� tah a koment�� bude zasl�n na server:}
translate C CCDlgDBGameToLong {Nekonzistentn� hlavn� varianta}
translate C CCDlgDBGameToLongError {Hlavn� varianta v datab�zi je del�� ne� partie v p��choz� schr�nce. Jestli�e p��choz� schr�nka obsahuje aktu�ln� partie, tj. �erstv� po synchronizaci, n�kter� tahy byly do hlavn� varianty v datab�zi p�id�ny chybn�.\nV takov�m p��pad� pros�m zkra�te hlavn� variantu do (max.) tahu\n}
translate C CCDlgStartEmail {Za��t novou e-mailovou partii}
translate C CCDlgYourName {Va�e jm�na:}
translate C CCDlgYourMail {Va�e e-mailov� adresa:}
translate C CCDlgOpponentName {Jm�no soupe�e:}
translate C CCDlgOpponentMail {E-mailov� adresa soupe�e:}
translate C CCDlgGameID {Identifik�tor partie (jednozna�n�):}
translate C CCDlgTitNoOutbox {Scid: Odchoz� schr�nka koresponden�n�ho �achu}
translate C CCDlgTitNoInbox {Scid: P��choz� schr�nka koresponden�n�ho �achu}
translate C CCDlgTitNoGames {Scid: ��dn� koresponden�n� partie}
translate C CCErrInboxDir {Adres�� p��choz� schr�nky koresponden�n�ho �achu:}
translate C CCErrOutboxDir {Adres�� odchoz� schr�nky koresponden�n�ho �achu:}
translate C CCErrDirNotUsable {neexistuje nebo nen� p��stupn�!\nPros�m zkontrolujte a opravte nastaven�.}
translate C CCErrNoGames {neobsahuje ��dn� partie!\nNejprve je pros�m st�hn�te.}
translate C CCDlgTitNoCCDB {Scid: ��dn� koresponden�n� datab�ze.}
translate C CCErrNoCCDB {��dn� koresponden�n� datab�ze nen� otev�ena. Pros�m otev�ete n�jakou ne� budete pou��vat funkce koresponden�n�ho �achu.}
translate C CCFetchBtn {St�hnout partie ze serveru a zpracovat p��choz� schr�nku}
translate C CCPrevBtn {J�t na p�edchoz� partii}
translate C CCNextBtn {J�t na n�sleduj�c� partii}
translate C CCSendBtn {Poslat tah}
translate C CCEmptyBtn {Vypr�zdnit p��choz� a odchoz� schr�nku}
translate C CCHelpBtn {N�pov�da k ikon�m a stavov�m indik�tor�m.\nPro obecnou n�pov�du stiskn�te F1!}
translate C CCDlgServerName {Jm�no serveru:}
translate C CCDlgLoginName  {P�ihla�ovac� jm�no:}
translate C CCDlgPassword   {Heslo:}
translate C CCDlgURL        {URL Xfcc:}
translate C CCDlgRatingType {Typ ratingu:}
translate C CCDlgDuplicateGame {Nejednozna�n� identifik�tor partie}
translate C CCDlgDuplicateGameError {Tato partie se v datab�zi vyskytuje v�ce ne� jednou. Pros�m sma�te v�echny duplik�ty a soubor parti� zhutn�te (Soubor/�dr�ba/Zhutnit datab�zi).}
translate C CCDlgSortOption {T��d�n�:}
# ====== TODO To be translated ======
translate C CCDlgListOnlyOwnMove {Only games I have the move}
translate C CCOrderClassicTxt {M�sto, ud�lost, kolo, v�sledek, b�l�, �ern�}
translate C CCOrderMyTimeTxt {M� hodiny}
translate C CCOrderTimePerMoveTxt {�as na ka�d� tah do p���t� �asov� kontroly}
translate C CCOrderStartDate {Po��te�n� datum}
translate C CCOrderOppTimeTxt {Soupe�ovy hodiny}
translate C CCDlgConfigRelay {Konfigurovat sledov�n� ICCF}
translate C CCDlgConfigRelayHelp {B�te na str�nku parti� na http://www.iccf-webchess.com a zobrazte partii, kter� m� b�t sledov�na. Pokud vid�te �achovnici, zkop�rujte URL z prohl��e�e do seznamu n��e. Pouze jedin� URL na ka�d�m ��dku!\nP��klad: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate C ExtHWConfigConnection {Konfigurovat extern� hardware}
translate C ExtHWPort {Port}
translate C ExtHWEngineCmd {P��kaz hern�ho programu}
translate C ExtHWEngineParam {Parametr hern�ho programu}
translate C ExtHWShowButton {Uk�zat tla��tko}
translate C ExtHWHardware {Hardware}
translate C ExtHWNovag {Novag Citrine}
translate C ExtHWInputEngine {Vstupn� p��stroj}
translate C ExtHWNoBoard {��dn� �achovnice}
# ====== TODO To be translated ======
translate C NovagReferee {Referee}
translate C IEConsole {Konzola vstupn�ho p��stroje}
# ====== TODO To be translated ======
translate C IESending {Moves sent for}
translate C IESynchronise {Synchronizovat}
translate C IERotate  {Oto�it}
translate C IEUnableToStart {Nemohu spustit vstupn� p��stroj:}
# ====== TODO To be translated ======
translate C DoneWithPosition {Done with position}
translate C Board {�achovnice}
translate C showGameInfo {Uk�zat informace o partii}
translate C autoResizeBoard {Automatick� zm�na velikosti �achovnice}
translate C DockTop {P�esunout nahoru}
translate C DockBottom {P�esunout dol�}
translate C DockLeft {P�esunout doleva}
translate C DockRight {P�esunout doprava}
# ====== TODO To be translated ======
translate C Undock {Undock}
translate C ChangeIcon {Zm�nit ikonu...}
}


############################################################
#
# Czech help pages:


#############
### Contents:

set helpTitle(C,Contents) "Obsah"
set helpText(C,Contents) {<h1>Obsah n�pov�dy Scidu</h1>

<h4>Start a v�eobecn� n�pov�da</h4>
<ul>
<li><a Guide><b>Rychl� pr�vodce</b> pou��v�n�m Scidu</a> <red>(�t�te
 nejprve)</red></li>
<li><a Hints><b>Rady</b> na zefektivn�n� pr�ce se Scidem</a></li>
<li><a MainWindow><b>Hlavn� okno</b> Scidu</a></li>
<li><a Menus><b>Menu</b> Scidu</a> <red>(aktualizov�no!)</red></li>
<li><a Moves>Zad�v�n� <b>tah�</b></a></li>
<li><a Searches><b>Vyhled�v�n�</b> Scidem</a></li>
<li><a Clipbase>Pou�it� datab�ze <b>schr�nka</b></a></li>
<li><a Annotating><b>Anotace parti�</b></a></li>
</ul>

<h4>Ostatn� okna Scidu</h4>
<ul>
<li><a Analysis><b>Analytick�</b> okno</a></li>
<li><a Comment>Okno <b>editoru koment���</b></a></li>
<li><a Crosstable>Okno <b>turnajov� tabulky</b></a></li>
<li><a Switcher>Okno <b>v�b�ru datab�ze</b></a></li>
<li><a Email>Okno <b>emailov�ho</b> mana�era</a></li>
<li><a Finder>Okno <b>vyhled�va�e soubor�</b></a></li>
<li><a GameList>Okno <b>seznamu parti�</b></a></li>
<li><a Import>Okno <b>importu parti�</b></a></li>
<li><a Reports><b>Profily</b></a> <red>(aktualizov�no!)</red></li>
<li><a PGN>Okno <b>PGN</b> (text partie)</a></li>
<li><a PTracker><b>Stopa� figur</b></a></li>
<li><a PList>Okno <b>vyhled�va�e hr���</b></a></li>
<li><a PInfo>Okno <b>informac� o hr��i</b></a></li>
<li><a Repertoire>Okno <b>editoru reperto�ru</b></a></li>
<li><a Tmt>Okno <b>vyhled�va�e turnaj�</b></a></li>
<li><a Tree><b>Stromov�</b> okno</a></li>
<li><a Graphs>Okno <b>graf�</b></a></li>
<li><a TB>Pou�it� <b>tabulek koncovek</b></a>
 <red>(aktualizov�no!)</red></li>
</ul>

<h4>Ostatn� pomocn� programy a informace</h4>
<ul>
<li><a Bookmarks><b>Z�lo�ky</b></a></li>
<li><a Cmdline>Volby z p��kazov�ho ��dku</a></li>
<li><a Compact><b>Zhutn�n�</b> datab�ze</a></li>
<li><a Maintenance>N�stroje <b>�dr�by datab�ze</b></a></li>
<li><a ECO>Klasifikace zah�jen� <b>ECO</b></a></li>
<li><a EPD>Soubory <b>EPD</b></a></li>
<li><a Export><b>Export</b> parti� do textov�ch soubor�</a>
 <red>(aktualizov�no!)</red></li>
<li><a Flags><b>P��znaky</b> u parti�</a></li>
<li><a LaTeX>Pou�it� <b>LaTeXu</b> se Scidem</a></li>
<li><a Options><b>Volby</b> a preference</a> <red>(aktualizov�no!)</red></li>
<li><a Sorting><b>T��d�n�</b> datab�ze</a></li>
<li><a Pgnscid><b>Pgnscid</b>: konverze soubor� PGN</a></li>
<li><a NAGs>Standardn� <b>NAG</b> numerick� hodnocen�</a></li>
<li><a Formats><b>Form�t soubor�</b> Scidu</a></li>
<li><a Author>Kontaktn� informace</a></li>
</ul>

<p><footer>(Aktualizov�no: Scid 3.5, Prosinec 2003)</footer></p>
}


###############
### Topic Index

set helpTitle(C,Index) "Index n�pov�dy Scidu"
set helpText(C,Index) {<h1>Index n�pov�dy Scidu</h1>

<h3>A</h3>
<ul>
<li><a Analysis>Analytick�</a> okno</li>
<li><a Annotating>Anotace parti�</a></li>
<li><a NAGs>Anota�n� symboly</a></li>
<li><a MainWindow Autoplay>Automatick� p�ehr�v�n�</a></li>
<li><a Author>Autor, kontaktov�n�</a></li>
</ul>

<h3>�</h3>
<ul>
<li><a Maintenance Cleaner>�i�t�n�</a></li>
</ul>

<h3>D</h3>
<ul>
<li><a Compact>Datab�ze, zhutn�n�</a></li>
<li><a Formats>Datab�ze, form�ty soubor�</a></li>
<li><a Maintenance>Datab�ze, �dr�ba</a></li>
<li><a Sorting>Datab�ze, t��d�n�</a></li>
<li><a Switcher>Datab�ze</a>, okno v�b�ru</li>
</ul>

<h3>E</h3>
<ul>
<li><a ECO Browser>ECO prohl��e�</a>, okno</li>
<li><a ECO Codes>ECO, syst�m k�d� </a></li>
<li><a ECO>ECO, klasifikace zah�jen� </a></li>
<li><a Menus Edit>Editace, menu</a></li>
<li><a Email>Emailov� mana�er</a>, okno</li>
<li><a EPD>EPD soubory</a></li>
<li><a Export>Export parti� do textov�ch soubor�</a></li>
</ul>

<h3>F</h3>
<ul>
<li><a Searches Filtr>Filtr</a></li>
<li><a Export>Filtr, exportov�n�</a></li>
<li><a Graphs Filtr>Filtr, graf</a></li>
<li><a Options Fonts>Fonty</a></li>
</ul>

<h3>G</h3>
<ul>
<li><a Graphs>Graf, okna</a></li>
</ul>

<h3>H</h3>
<ul>
<li><a Searches Header>Hlavi�ka, vyhled�v�n�</a></li>
<li><a MainWindow>Hlavn� okno</a></li>
<li><a Menus Search>Hledat, menu</a></li>
<li><a PList>Hr��</a>, okno vyhled�va�e</li>
<li><a PInfo>Hr��</a>, okno informac�</li>
<li><a Reports Player>Hr��</a>, okno profilu</li>
</ul>

<h3>I</h3>
<ul>
<li><a Import>Import</a>, okno</li>
</ul>

<h3>J</h3>
<ul>
<li><a Maintenance Editing>Jm�na, editace</a></li>
<li><a Maintenance Spellcheck>Jm�na, kontrola pravopisu</a></li>
</ul>

<h3>K</h3>
<ul>
<li><a Comment>Koment���</a>, okno editoru</li>
<li><a Compact>Zhutn�n� datab�ze</a></li>
<li><a Author>Kontaktn� informace</a></li>
</ul>

<h3>L</h3>
<ul>
<li><a LaTeX>LaTeX</a>, v�stupn� form�t</li>
</ul>

<h3>M</h3>
<ul>
<li><a Maintenance Twins>Maz�n� zdvojen�ch parti�</a></li>
<li><a Analysis List>Motory</a>, seznam</li>
<li><a Searches Material>Materi�l/vzor, vyhled�v�n�</a></li>
<li><a Menus>Menu</a></li>
</ul>

<h3>N</h3>
<ul>
<li><a Menus Help>N�pov�da, menu</a></li>
<li><a Menus Tools>N�stroje, menu</a></li>
<li><a Tree Best>Nejlep�� partie</a>, okno</li>
<li><a NAGs>NAG anota�n� hodnoty</a></li>
<li><a Annotating Null>Nulov� tahy</a></li>
</ul>

<h3>O</h3>
<ul>
<li><a Contents>Obsah</a></li>
<li><a Menus Windows>Okna, menu</a></li>
</ul>

<h3>P</h3>
<ul>
<li><a Menus Game>Partie, menu</a></li>
<li><a GameList>Partie</a>, okno seznamu</li>
<li><a Flags>Partie, p��znaky</a></li>
<li><a Searches Board>Pozice, vyhled�v�n�</a></li>
<li><a Maintenance Spellcheck>Pravopis jmen, kontrola</a></li>
<li><a GameList Browsing>Prohl��en� parti�</a></li>
<li><a Cmdline>P��kazov� ��dek, volby</a></li>
<li><a GameList Browsing>P�ipojov�n� parti�</a></li>
<li><a Flags>P��znaky</a></li>
<li><a PGN>PGN</a>, okno</li>
<li><a Pgnscid>Pgnscid</a></li>
</ul>

<h3>R</h3>
<ul>
<li><a Hints>Rady</a></li>
<li><a Guide>Rychl� pr�vodce pou��v�n�m Scidu</a></li>
<li><a Graphs Rating>Rating, graf</a></li>
<li><a Repertoire>Reperto�r, editor</a></li>
</ul>

<h3>S</h3>
<ul>
<li><a Clipbase>Schr�nka</a></li>
<li><a Formats>Soubor, form�ty</a></li>
<li><a Menus File>Soubor, menu</a></li>
<li><a Finder>Soubor, vyhled�va�</a></li>
<li><a PTracker>Stopa� figur</a>, okno</li>
<li><a Tree>Stromov� okno</a></li>
</ul>

<h3>T</h3>
<ul>
<li><a TB>Tabulky koncovek</a></li>
<li><a Moves>Tahy, zad�v�n�</a></li>
<li><a Sorting>T��d�n� datab�ze</a></li>
<li><a Crosstable>Turnajov� tabulka</a>, okno</li>
<li><a Tmt>Turnaj, vyhled�va�</a></li>
</ul>

<h3>U</h3>
<ul>
<li><a Maintenance>�dr�ba, n�stroje</a></li>
</ul>

<h3>V</h3>
<ul>
<li><a Options>Volby</a></li>
<li><a Switcher>V�b�r datab�ze</a>, okno</li>
<li><a Searches Filter>Vyhled�vac� filtr</a></li>
<li><a Searches>Vyhled�v�n�</a></li>
<li><a Annotating Vars>Varianty</a></li>
</ul>

<h3>Z</h3>
<ul>
<li><a Moves>Zad�v�n� tah�</a></li>
<li><a ECO>Zah�jen�, klasifikace (ECO)</a></li>
<li><a Reports Opening>Zah�jen�</a>, okno profilu</a>
<li><a Repertoire>Zah�jen�, reperto�ry</a></li>
<li><a Bookmarks>Z�lo�ky</a></li>
<li><a Maintenance Twins>Zdvojen� (duplicitn�) partie</a></li>
<li><a Moves Trial>Zku�ebn� m�d</a></li>
</ul>

<p><footer>(Aktualizov�no: Scid 3.5, �nor 2003)</footer></p>
}


################
### Quick guide:

set helpTitle(C,Guide) "Rychl� pr�vodce pou��v�n�m Scidu"
set helpText(C,Guide) {<h1>Rychl� pr�vodce pou��v�n�m Scidu</h1>
<p>
Scid je �achov� datab�zov� aplikace; m��ete s n� prohl��et datab�ze �achov�ch
parti�, partie editovat a pou�it�m r�zn�ch krit�ri� partie <a Searches>vyhled�vat</a>.
</p>
<p>
Scid pou��v� sv�j vlastn� <a Formats>form�t dat</a>, sest�vaj�c� ze t�� soubor�,
kter� je velmi kompaktn� a rychl�, ale m��e b�t obousm�rn� konvertov�n mezi
standardn�m PGN (Portable Game Notation) form�tem.
<a PGN>Okno PGN</a> Scidu zobrazuje z�pis aktu�ln� partie v PGN form�tu.
</p>
<p>
Scid m��ete pou��t k p�id�n� partie do datab�ze, tahy lze zad�vat kl�vesnic� i
my��. Pro dal�� informace se pod�vejte na str�nky n�pov�dy o
<a Moves>zad�v�n� tah�</a>.
</p>
<p>
Scid m��ete tak� pou��t jako prohl��e� <a PGN>PGN</a> soubor�, bu� vlo�en�m PGN
notace do okna <a Import>Importu</a> Scidu nebo otev�en�m PGN souboru ve Scidu.
Av�ak PGN soubory nemohou b�t ve Scidu editov�ny (jsou otev�eny jen ke �ten�),
jsou n�ro�n� na pam� a pomaleji se otev�raj�. Z t�chto d�vod� se doporu�uje
velk� PGN soubory nejprve zkonvertovat do form�tu Scidu pou�it�m pomocn�ho
programu <a Pgnscid>pgnscid</a>.
</p>
<p>
<a MainWindow>Hlavn� okno</a> Scidu (s grafickou �achovnic�) zobrazuje detaily
aktu�ln� partie a datab�ze. Kdykoliv m��ete m�t otev�eny a� �ty�i datab�ze
sou�asn� (s <a Clipbase>datab�z� schr�nka</a> p�t) a ka�d� z nich bude m�t svou
aktu�ln� partii.
(Partie ��slo 0 indikuje zad�v�n� partie, kter� nen� sou��st�
aktu�ln� datab�ze).
Mezi otev�en�mi datab�zemi lze p�ep�nat v
<a Menus File>menu Soubor</a>.
</p>
<p>
Pro v�ce informac� si pros�m p�e�t�te ostatn� str�nky n�pov�dy v 
<a Index>indexu n�pov�dy</a>.
</p>
<p>
Jestli�e chcete kontaktovat autora Scidu, jd�te na str�nku s
<a Author>kontaktn�mi informacemi</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Prosinec 2001)</footer></p>
}


###############
### Hints page:

set helpTitle(C,Hints) "Rady k pou��v�n�"
set helpText(C,Hints) {<h1>Rady k pou��v�n�</h1>
<p>
Tato str�nka obsahuje ve form� ot�zek a odpov�d� u�ite�n� rady, kter� v�m
pomohou Scid l�pe pou��vat. Jestli�e s programem Scid teprve za��n�te, p�e�t�te
si pros�m nejd��ve <a Guide>rychl�ho pr�vodce</a>.
V�t�ina informac� na t�to str�nce je probr�na detailn� na dal��ch str�nk�ch
n�pov�dy, viz <a Index>index</a>.
Jestli�e chcete p�isp�t na tuto st�nku n�jakou svoj� u�ite�nou radou, po�lete ji
<a  Author>autorovi Scidu</a>. </p>

<h4>Mohu spustit Scid p��mo se zvolenou datab�z�?</h4>
<p>
Ano, na p��kazov� ��dek sta�� p�idat datab�ze, PGN soubory nebo
<a EPD>EPD soubory</a>. Nap�.
<ul>
<li> <b>scid  mybase  games.pgn.gz</b> </li>
</ul>
otev�e datab�zi ve form�tu Scidu <b>mybase</b> a rovn� PGN soubor komprimovan�
Gzipem <b>games.pgn.gz</b>.
</p>

<h4>Existuje jednodu��� mo�nost jak zm�nit velikost �achovnice ne� pou�it�m menu
Volby?</h4>
<p>
Ano, pou�ijte kl�vesovou zkratku <b>Control+Shift+�ipkaVlevo</b> pro zmen�en� �achovnice
a <b>Control+Shift+�ipkaVpravo</b> pro zv�t�en�.
</p>

<h4>P�i tr�ninku si p�ehr�v�m partii, a t�m p�dem nechci, aby Scid zobrazoval
n�sleduj�c� tah v informa�n� z�n� partie pod �achovnic�. Je mo�n� ho
skr�t?</h4>
<p>
N�sleduj�c� tah lze skr�t tak, �e v informa�n� z�n� partie stiskn�te
<b>prav�</b> tla��tko my�i a z menu, kter� se objev�, vyberete
<b>Skr�t n�sleduj�c� tah</b>.
</p>

<h4>Jak mohu vid�t ECO k�d zah�jen� pro aktu�ln� pozici?</h4>
<p>
Jestli�e byl nahr�n klasifika�n� soubor ECO (<b>scid.eco</b>), ECO k�d je
zobrazen na posledn�m ��dku informa�n� z�ny, pod �achovnic� v
<a MainWindow>hlavn�m okn�</a>. <br>
Str�nka n�pov�dy <a ECO>ECO k�du</a> vysv�tluje, jak nahr�t
klasifika�n� soubor ECO a ulo�it nastaven� tak, aby se nahr�l  p�i ka�d�m
spu�t�n� Scidu. </p>

<h4>Zad�v�m partii a jsem okolo 30. tahu, ale najednou zjist�m, �e 10. tah jsem
zadal �patn�. Jak ho mohu opravit, abych neztratil n�sleduj�c� tahy?</h4>
<p>
M��ete pou��t okno <a Import>importu</a>; pro dal�� informace se pod�vejte na
str�nku n�pov�dy o <a Moves Mistakes>zad�v�n� tah�</a>.
</p>

<h4>Jak zkop�ruji partie z jedn� datab�ze do druh�?</h4>
<p>
Pou�ijte <a Switcher>okno v�b�ru datab�ze</a>; p�eta�en�m ze zdrojov� datab�ze
do c�lov� datab�ze zkop�rujete v�echny partie z <a Searches Filter>filtru</a>
zdrojov� datab�ze.
</p>

<h4>Kdykoliv kdy� zad�v�m tah, kde u� n�jak� existuje, objev� se dialogov� okno
"Nahradit tah?". Jak tomu mohu zabr�nit?</h4>
<p>
Vypn�te volbu <b>Pt�t se p�ed nahrazen�m tah�</b> v menu
<menu>Volby: Tahy</menu>. Nebo si zvykn�te na vr�cen� tahu zp�tky pou��vat
prav� tla��tko my�i, tak vlastn� dojde k odstran�n� tahu z partie, je-li to jej�
posledn� tah.
</p>

<h4>Jak zm�n�m v Okn� seznamu parti� ���ku sloupc�?</h4>
<p>
Klikn�te lev�m nebo prav�m tla��tkem my�i na ka�d� titulek sloupce.
</p>

<h4>Jak mohu pou��t okno stromu s v�b�rem parti�, ne s celou datab�z�?</h4>
<p>
Pou�ijte <a Clipbase>datab�zi schr�nka</a>. Nastavte filtr datab�ze tak, aby
obsahoval partie, kter� chcete pou��t pro strom, a zkop�rujte je pomoc� okna
<a Switcher>v�b�ru datab�ze</a> do datab�ze schr�nka.  Pak v datab�zi schr�nka
otev�ete okno stromu.
</p>

<h4>Pro velk� datab�ze je strom pomal�. Jak ho urychl�m?</h4>
<p>
Pro pro dal�� pou�it� �daj� stromu �asto ukl�dejte cache stromu. Dal��
detaily najdete na str�nk�ch n�pov�dy <a Tree>stromu</a>, v sekci o cache.
</p>

<h4>Jak mohu p��mo editovat PGN z�pis partie?</h4>
<p>
K editaci aktu�ln� partie nem��ete pou��t okno <a PGN>PGN</a>, ale m��ete
editovat jej� PGN z�pis pou�it�m okna <a Import>importu partie</a>.  Otev�ete ho
(kl�vesov� zkratka <b>Control+Shift+I</b>) a zvolte
<b>Vlo�it aktu�ln� partii</b>, pak m��ete partii editovat a nakonec zvolte
<b>Import</b>.
</p>

<h4>Moje datab�ze obsahuje r�zn� tvary jmen n�kter�ch hr���. Jak je mohu v�echny
opravit?</h4>
<p>
Pou�it�m p��kaz� v menu <menu>Soubor: �dr�ba</menu> m��ete editovat
individu�ln� jm�na hr��� nebo opravit v�echna jm�na v datab�zi. �t�te str�nku
<a Maintenance Editing>�dr�ba</a>.
</p>

<h4>M�m otev�eny dv� datab�ze: prvn� s m�mi vlastn�mi partiemi a druhou velkou s
velmistrovsk�mi partiemi. Jak porovn�m jednu z m�ch parti� s t�mi ve velk�
datab�zi?</h4>
<p>
Ve velk� datab�zi si otev�ete <a Tree>okno stromu</a> a zvolte
<term>Zamknout</term>, aby jste zamknuli strom k t�to datab�zi. Potom se
p�epn�te do druh� datab�ze a strom bude d�le pokra�ovat v zobrazov�n� �daj� pro
velkou datab�zi.
</p>

<p><footer>(Aktualizov�no: Scid 2.6, Srpen 2001)</footer></p>
}


################
### Main window:

set helpTitle(C,MainWindow) "Hlavn� okno Scidu"
set helpText(C,MainWindow) {<h1>Hlavn� okno Scidu</h1>
<p>
Hlavn� okno Scidu zobrazuje �achovnici s aktu�ln� pozic� aktivn� partie a
informace o t�to partii a o otev�en� datab�zi. Jednotliv� str�nky n�pov�dy
popisuj� <a Menus>menu</a> hlavn�ho okna a <a Moves>zp�soby zad�v�n� tah�</a>.
</p>

<h3>Tla��tka navigace v partii</h3>
<p>
Naviga�n� tla��tka nad �achovnic� maj� tyto v�znamy, zleva doprava:
<ul>
<li> <button tb_start> Jdi na za��tek partie. </li>
<li> <button tb_prev> Jdi o jeden tah nazp�t. </li>
<li> <button tb_next> Jdi o jeden tah dop�edu. </li>
<li> <button tb_end> Jdi na konec partie. </li>
<li> <button tb_invar> Sko� do varianty. </li>
<li> <button tb_outvar> Opus� aktu�ln� variantu. </li>
<li> <button tb_addvar> P�idej variantu k tomuto tahu v partii. </li>
<li> <button tb_play> Spus�/Ukon�i automatick� p�ehr�v�n� tah� (viz
 n��e). </li>
<li> <button tb_trial> Spus�/Ukon�i <a Moves Trial>zku�ebn� m�d</a>. </li>
<li> <button tb_flip> Oto� �achovnici. </li>
<li> <button tb_coords>  Zapni/Vypni zobrazov�n� sou�adnic �achovnice. </li>
</ul>

<h4><name Autoplay>Automatick� p�ehr�v�n�</name></h4>
<p>
V re�imu automatick�ho p�ehr�v�n� Scid automaticky p�ehr�v� sm�rem dop�edu
aktu�ln� partii, dokud nedojde na jej� konec. �asov� interval mezi tahy lze
nastavit z menu <menu>Volby: Tahy</menu>, p�i ulo�en� voleb je ulo�en do
va�eho souboru voleb.
</p>
<p>
Re�im automatick�ho p�ehr�v�n� spou�t� nebo ukon�uje kl�vesov� zkratka
<b>Control+Z</b>, ukon�it ho lze rovn� kl�vesou <b>Escape</b>.
</p>
<p>
Jestli�e spust�te re�im automatick�ho p�ehr�v�n� p�i otev�en�m
<a Analysis>analytick�m okn�</a>, partie se bude
<term>komentovat</term>: p�ed proveden�m ka�d�ho tahu bude jako nov� varianta
p�id�na anal�za programu a jeho hodnocen�. Podrobnosti se do�tete na str�nce
n�pov�dy o <a Analysis>analytick�m okn�</a>.
</p>

<h3>Informa�n� z�na partie</h3>
<p>
Oblast pod �achovnic� zobrazuj�c� informace o partii se naz�v�
<term>informa�n� z�na partie</term>.
Jej� prvn� t�i ��dky zobrazuj� jm�na hr���,
v�sledek, datum a m�sto.
�tvrt� ��dek indikuje sou�asnou pozici partie a
n�sleduj�c� tah.
</p>
<p>
P�t� ��dek zobrazuje <a ECO>ECO</a> (Encyclopedia of Chess Openings, tj.
Encyklopedie �achov�ch zah�jen�) k�d aktu�ln� pozice, jestli�e se tato pozice
nal�z� v pou��van�m ECO souboru.
</p>
<p>
Prav�m tla��tkem m��ete v informa�n� z�n� partie aktivovat menu, kde lze nap�.
skr�t n�sleduj�c� tah (u�ite�n� p�i tr�ninku, kdy� h�d�te jednotliv� tahy
partie) a smazat nebo obnovit aktu�ln� partii. Toto menu lze aktivovat i bez
my�i stisknut�m funk�n� kl�vesy <b>[F9]</b>.
</p>

<h4>Tabulky koncovek (tablebases)</h4>
<p>
Kdykoliv aktu�ln� pozice dos�hne materi�ln� konfiguraci nalezenou v datab�zov�m
souboru tabulek koncovek, informa�n� z�na partie rovn� zobrazuje jej�
hodnocen� podle t�to tabulky. Detaily hledejte na str�nce n�pov�dy o
<a TB>tabulk�ch koncovek</a>.
</p>

<h3>Stavov� li�ta</h3>
<p>
Stavov� li�ta zobrazuje informace o aktu�ln� datab�zi. Prvn� pole indikuje stav
partie: <b>XX</b> znamen�, �e partie byla zm�n�na, ale je�t� neulo�ena, zat�mco
<b>--</b> znamen�, �e zm�n�na nebyla, a <b>%%</b> indikuje, �e datab�ze je jen
ke �ten� (ned� se zm�nit).
</p>
<p>
Jestli�e chcete, aby datab�ze byla otev�ena jen ke �ten�, nastavte
adekv�tn� p��stupov� pr�va k jej�m soubor�m, minim�ln� aspo� k jej�mu indexov�mu
souboru, nap�. na p��kazov�m ��dku zadejte
<b>chmod a-w myfile.si3</b>
a tato datab�ze pak bude Scidem otev�ena jen ke �ten�.
</p>
<p>
Stavov� li�ta rovn� zobrazuje, kolik parti� je aktu�ln� ve
<a Searches Filter>filtru</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Prosinec 2001)</footer></p>
}


######################
### Menus help screen:

set helpTitle(C,Menus) "Menu"
set helpText(C,Menus) {<h1>Menu Scidu</h1>

<h3><name File>Soubor</name></h3>
<ul>
<li><menu>Nov�</menu>: Vytvo�� novou datab�zi.</li>
<li><menu>Otev��t</menu>: Otev�e existuj�c� datab�zi.</li>
<li><menu>Zav��t</menu>: Zav�e aktu�ln� datab�zi.</li>
<li><menu>Vyhled�va�</menu>: Otev�e <a Finder>Vyhled�va� soubor�</a>.</li>
<li><menu>Z�lo�ky</menu>: <a Bookmarks>Z�lo�ky</a> a jejich funkce.</li>
<li><menu>�dr�ba</menu>: Funkce <a Maintenance>�dr�by</a> datab�ze.</li>
<ul>
  <li><menu>Okno �dr�by</menu>: Otev�r�/Zav�r� okno �dr�by datab�ze.</li>
  <li><menu>Vymaz�n� zdvojen�ch parti�</menu>: Nalezne v datab�zi
      <a Maintenance Twins>zdvojen�</a> partie.</li>
  <li><menu>ECO klasifikace partie</menu>: P�epo��t�
      <a ECO>ECO k�dy</a> v�ech parti� v datab�zi.</li>
  <li><menu>Editor jmen</menu>: Nahrad� v�echny v�skyty jm�na hr��e, m�sta
      turnaje a kola.</li>
</ul>
<li><menu>Pouze pro �ten�</menu>: Nastav� aktu�ln� datab�zi jen ke �ten�.</li>
<li><menu>Base 1/2/3/4/5</menu>: T�mito p��kazy lze p�ep�nat a� mezi �ty�mi
    aktivn�mi datab�zemi a <a Clipbase>datab�z� schr�nka</a>.</li>
<li><menu>Ukon�it</menu>: Ukon�� program Scid.</li>
</ul>

<h3><name Edit>Editace</name></h3>
<ul>
<li><menu>P�idat variantu</menu>: P�id� novou pr�zdnou variantu k n�sleduj�c�mu
    tahu nebo k posledn�mu, jestli�e za n�m u� ��dn� jin� tah nen�sleduje.</li>
<li><menu>Vymazat variantu</menu>: Zobraz� submenu variant k aktu�ln�mu (tj.
    n�sleduj�c�mu) tahu, kter� lze vymazat.</li>
<li><menu>Za�adit jako prvn� variantu</menu>: Za�ad� vybranou variantu k
    aktu�ln�mu tahu na prvn� m�sto.</li>
<li><menu>Pov��it st�vaj�c� variantu na hlavn�</menu>: Pov��� vybranou variantu
    na hlavn� v�m�nou se sou�asnou hlavn� variantou.</li>
<li><menu>Zkusit variantu</menu>: Spust� <a Moves Trial>zku�ebn� m�d</a> pro
    testov�n� varianty bez z�sahu do aktu�ln� partie.</li>
<li><menu>Odstranit</menu>: Odstran� z aktu�ln� partie v�echny koment��e nebo
    varianty.</li>
<br>
<li><menu>Vypr�zdnit schr�nku</menu>: Vypr�zdn�
    <a Clipbase>datab�zi schr�nka</a>, tak�e neobsahuje ��dn� partie.</li>
<li><menu>Zkop�rovat tuto partii do schr�nky</menu>: Zkop�ruje aktu�ln� partii
    do <a Clipbase>datab�ze schr�nka</a>.</li>
<li><menu>Vlo�it posledn� partii ze schr�nky</menu>: Vlo�� aktivn� partii z
    <a Clipbase>datab�ze schr�nka</a> do aktu�ln� datab�ze.</li>
<br>
<li><menu>Nastavit v�choz� pozici</menu>: Nastav� v�choz� pozici aktu�ln�
    partie.</li>
<li><menu>Vlo�it po��te�n� pozici</menu>: Vlo�� po��te�n� pozici z
    aktu�ln�ho vybran�ho textu (v clipboardu).</li>
</ul>

<h3><name Game>Partie</name></h3>
<ul>
<li><menu>Nov� partie</menu>: Nastav� aktu�ln� partii do po��te�n� pozice a
    zru�� v�echny jej� neulo�en� zm�ny.</li>
<li><menu>Nat�hnout prvn�/p�edchoz�/n�sleduj�c�/posledn� partii</menu>: Nat�hne
    prvn�/p�edchoz�/n�sleduj�c�/posledn� partii do
    <a Searches Filter>filtru</a>.</li>
<li><menu>Znovunat�hnout aktu�ln� partii</menu>: Znovunat�hne aktu�ln� partii a
    zru�� v�echny jej� neulo�en� zm�ny.</li>
<li><menu>Nat�hnout partii ��slo</menu>: Nat�hne z aktu�ln� datab�ze partii
    dan�ho ��sla.</li>
<br>
<li><menu>Ulo�it: p�eps�n� partie</menu>: Ulo�� aktu�ln� partii p�eps�n�m jej�
    origin�ln� verze v datab�zi</li>
<li><menu>Ulo�it: p�id�n� nov� partie</menu>: Ulo�� aktu�ln� partii jako novou
    partii p�id�n�m na konec datab�ze.</li>
<br>
<li><menu>Identifikace zah�jen�</menu>: Najde nejhlub�� pozici z aktu�ln�
    partie, kter� se je�t� nach�z� v ECO souboru.</li>
<li><menu>P�ej�t na tah ��slo</menu>: P�ejde na specifikovan� tah aktu�ln�
    partie.</li>
<li><menu>Hledat novinku</menu>: Najde prvn� tah aktu�ln� partie, kter� se je�t�
    p�edt�m nehr�l. </li>
</ul>

<h3><name Search>Hledat</name></h3>
<ul>
<li><menu>Vy�istit filter</menu>: Vy�ist� <a Searches Filter>filter</a>,
    tak�e obsahuje v�echny partie.</li>
<li><menu>Negace filtru</menu>: Invertuje filtr tak, �e obsahuje jen partie,
    kter� neobsahoval.</li>
<br>
<li><menu>Aktu�ln� pozice</menu>: Vyhled�v�
    <a Searches Board>aktu�ln� pozici</a> na �achovnici.</li>
<li><menu>Hlavi�ka: Vyhled�v� podle informac� v
    <a Searches Header>hlavi�ce</a>, nap�. podle jmen hr���.</li>
<li><menu>Materi�l/Vzor</menu>: Vyhled�v� podle
    <a Searches Material>materi�lu</a> nebo vzor�.</li>
<br>
<li><menu>Hledat pomoc� souboru voleb</menu>: Vyhled�v� pou�it�m
    <a Searches Settings>nastaven�</a> ze souboru vyhled�vac�ch voleb.</li>
</ul>

<h3><name Windows>Okna</name></h3>
<ul>
<li><menu>Editor koment���</menu>: Otev�r�/Zav�r� okno
    <a Comment>editoru koment���</a>.</li>
<li><menu>Seznam parti�</menu>: Otev�r�/Zav�r�
    <a GameList>okno seznamu parti�</a>.</li>
<li><menu>Okno PGN</menu>: Otev�r�/Zav�r�
    <a PGN>okno PGN</a>.</li>
<li><menu>Vyhled�va� turnaj�</menu>: Otev�r�/Zav�r� okno
    <a Tmt>vyhled�va�e turnaj�</a>.</li>
<br>
<li><menu>V�b�r datab�ze</menu>: Otev�r�/Zav�r� okno
    <a Switcher>v�b�ru datab�ze</a>, kde se lze p�epnout do jin� datab�ze nebo
    jednodu�e kop�rovat partie mezi datab�zemi.</li>
<li><menu>Okno �dr�by</menu>: Otev�r�/Zav�r� okno
    <a Maintenance>�dr�by</a> datab�ze.</li>
<br>
<li><menu>ECO prohl��e�</menu>: Otev�r�/Zav�r� okno
    <a ECO browser>ECO prohl��e�e</a>.</li>
<li><menu>Editor reperto�ru</menu>: Otev�r�/Zav�r�
    <a Repertoire>editor reperto�ru</a>.</li>
<li><menu>Statistick� okno</menu>: Otev�r�/Zav�r�
    <term>Statistick� okno filtru</term>, kter� zobrazuje p�ehled v�her/proher
    parti� ve <a Searches Filter>filtru</a>.</li>
<li><menu>Stromov� okno</menu>: Otev�r�/Zav�r�
    <a Tree>stromov� okno</a>.</li>
<li><menu>Okno tabulky koncovek</menu>: Otev�r�/Zav�r� okno, kter� zobrazuje
    informace z <a TB>tabulek koncovek</a>.</li>
</ul>

<h3><name Tools>N�stroje</name></h3>
<ul>
<li><menu>Program pro anal�zu</menu>: Spou�t�/Zastavuje �achov� program pro
    anal�zu pozice, kter� zobrazuje v
    <a Analysis>analytick�m okn�</a> hodnocen� sou�asn� pozice.</li>
<li><menu>Program pro anal�zu #2</menu>: Spou�t�/Zastavuje druh� �achov� program
    pro anal�zu pozice.</li>
<li><menu>Turnajov� tabulka</menu>: Zkonstruuje a zobraz�
    <a Crosstable>turnajovou tabulku</a> pro aktu�ln� partii.</li>
<li><menu>Email mana�er</menu>: Otev�r�/Zav�r� okno
    <a Email>emailov�ho mana�era</a> pro spr�vu koresponden�n�ch parti� hran�ch
    emailem.</li>
<br>
<li><menu>Profil zah�jen�</menu>: Generuje
    <a Reports Opening>profil zah�jen�</a> pro aktu�ln� pozic�.</li>
<li><menu>Stopa� figur</menu>: Otev�r� okno
    <a PTracker>stopa�e figur</a>.</li>
<br>
<li><menu>Informace o hr���ch</menu>: Zobraz�
    <a PInfo>informace o hr���ch</a> aktu�ln� partie.</li>
<li><menu>Graf ratingu </menu>: Zobraz�
    <a Graphs Rating>graf ratingu</a>.</li>
<li><menu>Graf sk�re</menu>: Zobraz�
    <a Graphs Score>graf sk�re</a>.</li>
<br>
<li><menu>Export aktu�ln� partie</menu>: Zap��e aktu�ln� partii do textov�ho
    souboru ve form�tu PGN, HTML nebo LaTeX. �t�te str�nku n�pov�dy o
    <a Export>exportu</a>.</li>
<li><menu>Export filtrovan�ch parti�</menu>: Zap��e v�echny partie ve
    vyhled�vac�m <a Searches Filter>filtru</a> do textov�ho souboru ve form�tu
    PGN, HTML nebo LaTeX. �t�te str�nku n�pov�dy o <a Export>exportu</a>.</li>
<br>
<li><menu>Import jedn� PGN partie</menu>: Otev�e <a Import>okno Importu</a> pro
    zad�v�n� partie nebo jej� vlo�en� v <a PGN>PGN form�tu</a>.</li>
<li><menu>Import souboru PGN parti�</menu>: Importuje cel� soubor parti�
    v PGN form�tu do aktu�ln� datab�ze.</li>
</ul>

<h3><name Options>Volby</name></h3>
<p>
Toto menu poskytuje p��kazy pro nastaven� tak�ka v�ech konfigurovateln�ch voleb
Scidu. P��kaz <menu>Ulo�it volby</menu> ulo�� aktu�ln� nastaven� voleb do
souboru "<b>~/.scid/scidrc</b>" (nebo <b>scid.opt</b> v adres��i Scidu pro
u�ivatele Windows); tento soubor se na��t� p�i ka�d�m startu Scidu.
</p>

<h3><name Help>N�pov�da</name></h3>
<p>
Toto menu obsahuje funkce n�pov�dy a p��stup k oknu tip� dne nebo k startovac�mu
oknu, kter� poskytuje informace o souborech, kter� Scid na�etl p�i startu.
</p>

<p><footer>(Aktualizov�no: Scid 3.5, �nor 2003)</footer></p>
}


########################
### Entering moves help:

set helpTitle(C,Moves) "Zad�v�n� tah�"
set helpText(C,Moves) {<h1>Zad�v�n� tah�</h1>
<p>
Ve Scidu m��ete zad�vat tahy partie pou�it�m my�i nebo kl�vesnice. Kdy� pohnete
my�� na n�jak� pole �achovnice, toto pole spolu s dal��m zm�n� barvu, jestli�e
existuje z tohoto nebo na toto pole mo�n� tah. Jedn� se o
<term>navrhovan� tah</term>. Chcete-li zadat tento tah, jednodu�e klikn�te
<term>lev�m</term> tla��tkem my�i. Jestli�e v�s navrhov�n� tah� ru��, m��ete ho
vypnout v menu Volby.
</p>
<p>
Jestli�e chcete zadat jin� tah ne� navrhovan�, m��ete pou��t <term>lev�</term>
tla��tko my�i; stiskn�te tla��tko na jednom poli a uvoln�te na druh�m.
</p>
<p>
Jestli�e up�ednost�ujete zad�vat tahy dv�ma kliknut�m my�i p�ed jej�m ta�en�m
se stisknut�m tla��tkem, m��ete pou��t <term>prost�edn�</term> tla��tko;
klikn�te na jedno pole a pak na druh�.
</p>

<h4>Vr�cen� tahu zp�t</h4>
<p>
Chcete-li vr�tit posledn� tah zp�t, klikn�te prav�m tla��tkem my�i. Vr�t�te se
tak jeden tah nazp�t a tah se sma�e, jestli�e byl posledn� v partii nebo ve
variant�.
</p>

<h4>N�hrada p�vodn�ch tah�</h4>
<p>
Kdy� zad�te tah v takov�m m�st� partie, kde u� n�jak� tah existuje, Scid zobraz�
dialogov� okno, zda opravdu chcete nahradit p�vodn� tah (p�vodn� tah a v�echny
tahy za n�m budou ztraceny) nebo chcete p�idat nov� tah jako variantu. N�kter�m
lidem m��e toto dialogov� okno vadit, proto�e v�dy cht�j� nahradit p�vodn� tahy,
z tohoto d�vodu to lze v menu <menu>Volby: Tahy</menu> volbou
"<i>Pt�t se p�ed nahrazen�m tah�</i>" vypnout.
</p>

<h4><name Trial>Zku�ebn� m�d</name></h4>
<p>
Jestli�e studujete partii a dojdete do pozice, kde chcete zkusit alternativn�
variantu beze zm�ny partie, vyberte z menu <menu>Editace</menu> p��kaz
<b>Zkusit variantu</b> pro spu�t�n� zku�ebn�ho m�du. V tomto m�du m��ete zad�vat
tahy a jinak do�asn� m�nit partii, po ukon�en� zku�ebn�ho m�du se pak vr�t�te do
pozice, kde jste tento m�d spustili.</p>

<h3><name Mistakes>Oprava chyb</name></h3>
<p>
Kdy� zad�v�te partii a najednou uvid�te chybn� tah n�kolik tah� d��v, je mo�n�
chybu opravit bez ztr�ty n�sleduj�c�ch, ji� zadan�ch tah�. Jedin�m zp�sobem je
editace PGN reprezentace partie: otev�ete okno <a Import>Importu</a>, zadejte
"Vlo�it aktu�ln� partii", opravte chybn� tah a zadejte "Import".
</p>

<h3>Zad�v�n� tah� z kl�vesnice</h3>
<p>
Pro zad�v�n� tah� z kl�vesnice jednodu�e stiskn�te odpov�daj�c� kl�vesy p�smene
a ��slice. V�imn�te si, �e akceptovateln� tahy mus� b�t v
<term>SAN notaci</term>, <i>bez</i> symbol� bran� (x) a prom�ny (=). P�i zad�v�n�
se nerozli�uje velikost p�smen, tak�e nap�. m�sto Nf3 m��ete zadat [n][f][3] --
p�e�t�te si ale pozn�mku n��e o konfliktech u p�cov�ch tah�.
</p>
<p>
Aby nedoch�zelo k probl�m�m, notace pro kr�tkou a dlouhou ro��du je [O][K] resp.
[O][Q] m�sto b�n�ch ozna�en� O-O a O-O-O.
</p>
<p>
P�i zad�v�n� tah� stavov� li�ta ukazuje adekv�tn� mo�n� tahy. Kdykoliv m��ete
stiskem [space] vybrat ze seznamu prvn� tah a p�idat ho tak do partie. Chcete-li
smazat n�jak� znak, stiskn�te [Backspace] nebo [Delete].
</p>
<p>
<b>V�imn�te si</b>, �e p�i mal�ch p�smenech se nejprve navrhuj� tahy p�ci,
tak�e [b] m��e odpov�dat p�ci nebo st�elci (Bishop), ale v p��pad� konfliktu
mus�te pro tah st�elcem pou��t velk� p�smeno [B].</p>

<h4>Dopl�ov�n� tah�</h4>
<p>
V menu Volby m��ete zapnout nebo vypnout automatick�
<term>dopl�ov�n� tah�</term>. P�i zapnut�m dopl�ov�n� tah� je tah zahr�n,
jakmile jste zadali dostatek informac� pro jeho rozezn�n� mezi ostatn�mi mo�n�mi
tahmi. Nap�. p�i zapnut�m dopl�ov�n� sta�� pro tah <b>Jf3</b> v po��te�n� pozici
zadat [n][f] m�sto [n][f][3].</p>

<h3><name Null>Zad�v�n� nulov�ch tah�</name></h3>
<p>
<a Annotating Null>Nulov�</a> (pr�zdn�) tahy mohou b�t u�ite�n� ve variant�ch,
 kde
chcete p�esko�it tah jedn� strany. Nulov� tah m��ete zadat my�� vzet�m jednoho
kr�le druh�m kr�lem nebo kl�vesnic� zad�n�m "<b>--</b>" (tj. dvakr�t stisknout
tla��tko m�nus).</p>

<h3>Zad�v�n� b�n�ch anota�n�ch symbol�</h3>
<p>
Rovn� m��ete v hlavn�m okn� s pomoc� kl�vesnice zad�vat b�n�
<a NAGs>anota�n� symboly</a>, bez nutnosti pou��t okno
<a Comment>editoru koment���</a>. N�sleduj�c� seznam ukazuje,kter� symboly m��ete
zadat a jejich kl�vesov� zkratky:
<ul>
<li> !  : [!][Return]</li>
<li> ?  : [?][Return] </li>
<li> !? : [!][?][Return] </li>
<li> ?! : [?][!][Return] </li>
<li> !! : [!][!][Return] </li>
<li> ?? : [?][?][Return] </li>
<li> </li>
<li> +- : [+][-] </li>
<li> +/-: [+][/] </li>
<li> += : [+][=] </li>
<li> =  : [=][Return] </li>
<li> -+ : [-][+] </li>
<li> -/+: [-][/] </li>
<li> =+ : [=][+] </li>
</ul>

<p><footer>(Aktualizov�no: Scid 3.4, �ervenec 2002)</footer></p>
}


#########################
### Searches help screen:

set helpTitle(C,Searches) "Vyhled�v�n�"
set helpText(C,Searches) {<h1>Vyhled�v�n� Scidem</h1>
<p>
Scid m��e v datab�zi vyhled�vat podle r�zn�ch typ�. T�i hlavn� typy vyhled�v�n�
 jsou:
<ul>
<li><b>1)</b> podle aktu�ln� pozice na �achovnici, </li>
<li><b>2)</b> podle specifikovan�ch vzor� materi�lu nebo figur, a </li>
<li><b>3)</b> podle informac� v hlavi�ce jako nap�. hr��i, v�sledek, datum.
 </li>
</ul>
<p>
K t�mto t�em typ�m vyhled�v�n� nav�c existuje automatick� vyhled�vac� m�d zvan�
<a Tree>Okno stromu</a>, kter� je objasn�n zvlṻ.
</p>

<h3><name Filter>Vyhled�vac� filtr</name></h3>
<p>
Vyhled�v�n� ve Scidu jsou zalo�eny na pojmu <term>filtr</term>. Filtr
reprezentuje podmno�inu aktu�ln� datab�ze: v ka�d�m okam�iku je ka�d� partie bu�
ve filtru obsa�ena nebo z filtru vy�ata.
</p>
<p>
U ka�d�ho typu vyhled�v�n� m��ete vyhled�v�n� omezit na existuj�c� filtr, p�idat
k existuj�c�mu filtru nebo filtr ignorovat a prohledat tak celou datab�zi.
</p>
<p>
M��ete rovn� v�echny partie jedn� datab�ze obsa�en� ve filtru zkop�rovat do
jin� datab�ze pou�it�m okna <a Switcher>v�b�ru datab�ze</a>.
</p>
<p>
P�i vyhled�v�n� podle pozice, podle materi�lu/vzoru nebo p�i
<a Tree>stromov�ch</a> vyhled�v�n�ch se ��slo tahu prvn� odpov�daj�c� pozice
ka�d� odpov�daj�c� partie zapamatuje, tak�e p�i nahr�n� ka�d� partie bude
automaticky zobrazena odpov�daj�c� pozice.
</p>
<p>
<b>V�imn�te si</b>, �e vyhled�v�n� prob�h� jen v hlavn� variant� ka�d� partie, ne
v ostatn�ch variant�ch. </p>

<h3><name Board>Vyhled�v�n� podle aktu�ln� pozice</name></h3>
<p>
Tento zp�sob vyhled�v�n� nalezne partie, kter� obsahuj� aktu�ln� zobrazenou
pozici, p�i ignorov�n� pr�v ro��dy a bran� mimochodem (<i>en passant</i>).
</p>
<p>
Existuj� �ty�i typy vyhled�v�n� podle pozice. V�echny �ty�i vy�aduj� tent��
materi�l a shodu u strany, kter� m� b�t na tahu. Tyto typy jsou:
<ul>
<li> [1] p�esn� pozice (v�echny figury na stejn�ch pol�ch), </li>
<li> [2] p�ci (v�ichni p�ci na stejn�ch pol�ch, figury mohou b�t kdekoliv),
     </li>
<li> [3] sloupce (v�ichni p�ci na stejn�ch sloupc�ch, figury mohou b�t
     kdekoliv), a </li>
<li> [4] materi�l (p�ci a figury mohou b�t kdekoliv). </li>
</ul>
<p>
Vyhled�v�n� podle p�c� je u�ite�n� p�i studiu zah�jen� podle p�cov� struktury,
vyhled�v�n� podle �ad a materi�lu je zase u�ite�n� pro nalezen� podobn�ch pozic
v koncovce.
</p>
<p>
Chcete-li hledat libovolnou pozici, m��ete si pozici nejprve nastavit na
�achovnici (z menu <menu>Editace: Nastavit v�choz� pozici</menu>) a potom
spustit jej� vyhled�v�n�. </p>
<p>
V�b�rem <b>D�vat se do variant</b> m��ete po�adovat vyhled�v�n� i ve variant�ch
(m�sto jen v hlavn� variant� partie), ale to m��e vyhled�v�n� zna�n� zpomalit,
je-li datab�ze velk� a obsahuje mnoho parti� s variantami.
</p>

<h3><name Material>Vyhled�v�n� podle materi�lu/vzoru</name></h3>
<p>
Tento zp�sob vyhled�v�n� je vhodn� pro hled�n� t�mat z koncovek a st�edn� hry.
M��ete specifikovat minim�ln� a maxim�ln� po�et jednotliv�ch kamen� a hledat
vzory jako nap�. st�elec na f7 nebo p�ec na f sloupci.
</p>
<p>
Je p�eddefinov�no mno�stv� b�n�ch materi�ln�ch sestav a vzor�, jako nap�.
koncovky v� proti p�ci nebo d�msk� izolovan� p�ec.
</p>
<p>
<b>Rada:</b><br>
Rychlost vyhled�v�n� podle vzoru se m��e �iroce li�it. Nastaven�m inteligentn�ch
omezen� m��ete vyhled�vac� �as redukovat. Nap�. jestli�e p�i hled�n� koncovky
nastav�te minim�ln� ��slo tahu na 20, v�echny partie kon��c� pod 20 tah� mohou
b�t p�esko�eny.
</p>

<h3><name Header>Vyhled�v�n� podle hlavi�ky</name></h3>
<p>
Tento zp�sob vyhled�v�n� m��e b�t pou�it na hled�n� takov�ch aspekt� partie,
kter� jsou ulo�eny v jej� hlavi�ce (jako datum, v�sledek, jm�na, p��znaky a
ratingy), tak�e nevy�aduje ��dn� dek�dov�n� tah�.
</p>
<p>
Aby partie vyhovovala vyhled�v�n� podle hlavi�ky, mus� vyhovovat <b>v�echna</b>
pole, kter� jste specifikovali.
</p>
<p>
P�i vyhled�v�n� podle pol� jmen (B�l�, �ern�, Turnaj, M�sto a Kolo) vyhovuje
jak�koliv text obsahuj�c� zadan� jm�no, p�itom se nerozli�uje velikost p�smen a
ignoruj� se mezery. </p>
<p>
Pro tato pole jmen m��ete pou��vat b�n� z�stupn� znaky (<b>?</b> reprezentuj�c�
jeden jak�koliv znak a <b>*</b> reprezentuj�c� nulu nebo v�ce znak�) a prov�d�t
vyhled�v�n� s rozli�ov�n�m velikosti p�smen uzav�en�m hledan�ho textu do
uvozovek.  Nap�. vyhled�v�n� M�sto <b>USA</b> najde americk� m�sta a tak�
<b>Lausanne SUI</b>, co� pravd�podobn� nen� to, �eho jste cht�li dos�hnout! Ale
vyhled�v�n� M�sto <b>"*USA"</b> (nezapome�te pou��t uvozovky) opravdu najde jen
m�sta ve Spojen�ch St�tech. </p>
<p>
Jestli�e hled�te jednotliv�ho hr��e (nebo dvojici soupe��) jako B�l� nebo �ern�
a nez�le�� na tom, jak�mi barvami hr�li, zvolte <b>Ignorovat barvy</b>.
</p>
<p>
Kone�n�, vyhled�v�n� podle hlavi�ky m��e b�t pou�ito na nalezen� jak�hokoliv
textu (p�i rozli�ov�n� velikosti p�smen a bez pou�it� z�stupn�ch znak�)v PGN
reprezentaci ka�d� partie. M��ete zadat a� t�i textov� �et�zce, kter� se v�echny
mus� objevit v partii, aby partie vyhovovala.
Tento zp�sob vyhled�v�n� je velmi u�ite�n� pro hled�n� v koment���ch nebo
zvl�tn�ch pozn�mek (jako nap�. <b>prohra na �as</b> nebo <b>Koment�tor</b>),
nebo pro sekvenci tah� jako <b>Sxh7+</b> a <b>Kxh7</b> pro p�ijatou ob� st�elce
na h7.
Av�ak tento typ vyhled�v�n� m��e b�t <i>velmi</i> pomal�, proto�e v�echny
partie, vyhovuj�c� ostatn�m krit�rium, mus� b�t dek�dov�ny a prohled�ny na
v�skyt t�chto textov�ch �et�zc�.
Proto je dobrou ideou tato vyhled�v�n� co nejv�c omezit.
Zde jsou n�jak� p��klady.
Hled�te-li partie s prom�nou p�ce na v�, zadejte <b>=V</b> a rovn� nastavte
p��znak <b>Prom�ny</b> na Ano. Hled�te-li text, kter� by se mohl objevit v
koment���ch, nastavte p��znak <b>Koment��e</b> na Ano.
Hled�te-li tahy <b>Sxh7+</b> a <b>Kxh7</b>, budete mo�n� nap�. cht�t vyhled�v�n�
omezit na partie s v�sledkem 1-0 a nejm�n� s 40 p�ltahy, nebo nejprve prov�st
vyhled�v�n� podle materi�lu/vzoru, kde b�l� st�elec t�hnul na h7.
</p>

<h3><name Settings>Ulo�en� vyhled�vac�ch nastaven�</name></h3>
<p>
Okna vyhled�v�n� podle materi�lu/vzoru a podle hlavi�ky poskytuj� tla��tko
<term>Ulo�it</term>. To v�m dovoluje ulo�it svoje aktu�ln� nastaven� vyhled�v�n�
pro pozd�j�� pou�it�, kter� se ulo�� do <term>souboru vyhled�vac�ch voleb</term>
(SearchOption, p��pona .sso).
Chcete-li prov�d�t vyhled�v�n� pou�it�m d��ve ulo�en�ho souboru vyhled�vac�ch
voleb (.sso), z menu <menu>Hledat</menu> vyberte <menu>Hledat pomoc� souboru
voleb</menu>.
</p>

<h3>Vyhled�vac� �asy a p�esko�en� partie</h3>
<p>
V�t�ina vyhled�v�n� produkuje zpr�vu indikuj�c� spot�ebovan� �as a po�et parti�,
kter� byly <term>p�esko�eny</term>. P�esko�en� partie je takov� partie, kter�
m��e b�t z vyhled�v�n� vy�ata na z�klad� informac� ulo�en�ch v indexu, bez
dek�dov�n� jak�hokoliv jej�ho tahu. Pro v�ce informac� se pod�vejte na str�nku
n�pov�dy o <a Formats>form�tech soubor�</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.0, Listopad 2001)</footer></p>
}


##################
### Clipbase help:

set helpTitle(C,Clipbase) "Schr�nka"
set helpText(C,Clipbase) {<h1>Datab�ze schr�nka</h1>
<p>
K datab�z�m, kter� m�te otev�en�, Scid nav�c poskytuje datab�zi
<term>schr�nka</term>, kter� je stejn� jako ostatn� datab�ze krom� toho, �e
existuje jen v pam�ti a nem� ��dn� soubory pro trval� ulo�en�.
</p>
<p>
Tato schr�nka je u�ite�n� jako do�asn� datab�ze, pro sjednocov�n� v�sledk�
vyhled�v�n� ve v�ce ne� jedn� datab�zi nebo jako samostatn� datab�ze pro
zpracov�n� v�sledk� vyhled�v�n�.
</p>
<p>
P�edpokl�dejme nap�., �e se chcete p�ipravit na soupe�e a prohledali jste
datab�zi, tak�e <a Searches Filter>filtr</a> obsahuje jen partie, kde soupe�
hr�l b�l�ma.
Tyto partie m��ete zkop�rovat do schr�nky (ta�en�m z jejich datab�ze do schr�nky
v okn� <a Switcher>v�b�ru datab�ze</a>), p�epnout se do datab�ze schr�nka a
otev�en�m <a Tree>okna stromu</a> prozkoumat reperto�r tohoto hr��e. </p>
<p>
V�imn�te si, �e partie ve filtru z jedn� datab�ze m��ete p��mo zkop�rovat do
jin� otev�en� datab�ze (bez pou�it� schr�nky jako zprost�edkuj�c�ho m�sta)
pou�it�m okna <a Switcher>v�b�ru datab�ze</a>.
</p>
<p>
V�imn�te si, �e schr�nka <i>nem��e</i> b�t zav�ena; nach�z�te-li se ve schr�nce,
p��kaz <menu>Soubor: Zav��t</menu> je ekvivalentn� p��kazu
<menu>Editace: Vypr�zdnit schr�nku</menu>, kter� vypr�zdn� schr�nku.
</p>
<p>
Velikost schr�nky je trvale omezena 20,000 partiemi, proto�e existuje jen v
pam�ti.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

#################################
### Variations and comments help:

set helpTitle(C,Annotating) "Anotace parti�"
set helpText(C,Annotating) {<h1>Anotace parti�</h1>
<p>
Scid v�m umo��uje k partii p�idat pozn�mky. Jsou t�i typy anotac�, kter� m��ete
p�idat za tah: symboly, koment�� a varianty.
</p>

<h3>Symboly a koment��e</h3>
<p>
Symboly se pou��vaj� pro indikaci hodnocen� pozice (jako nap�. "+-" nebo "=")
nebo k ozna�en� dobr�ch ("!") a �patn�ch ("?") tah�, zat�mco koment�� m��e b�t
libovoln� text. Chcete-li k partii p�idat symboly, pou�ijte okno
<a Comment>Editoru koment���</a>.
Je zde tak� str�nka n�pov�dy se seznamem
<a NAGs>standardn�ch symbolick�ch hodnot</a>. </p>
<p>
Uv�domte si, �e ka�d� tah m��e m�t v�ce ne� jeden anota�n� symbol, ale pouze
jeden koment��. Koment�� p�ed prvn�m tahem partie je zobrazen jako text p�ed
za��tkem partie.
</p>

<h3><name Vars>Varianty</name></h3>
<p>
<term>Varianta</term> tahu je alternativn� posloupnost tah� v ur�it�m m�st�
partie. Varianty mohou obsahovat koment��e a dokonce rekurzivn� mohou m�t
podvarianty. Pro vytvo�en�, navigaci a editaci variant lze pou��t tla��tka nad
�achovnic� se symbolem "<b>V</b>" a p��kazy v menu <menu>Edit</menu>.
</p>

<h4>Kl�vesov� zkratky</h4>
<p>
Kdy� m� tah varianty, jsou zobrazeny v informa�n� z�n� partie. Prvn� bude
ozna�ena <b>v1</b>, druh� <b>v2</b> atd.
Kliknut�m na variantu m��ete do n� sko�it nebo stiskn�te "<b>v</b>" n�sledovan�
��slem varianty. (Jestli�e k tahu existuje jen jedna varianta, jednoduch� stisk
<b>v</b> do n� sko��.)
Chcete-li variantu opustit, m��ete pou��t kl�vesovou zkratku "<b>z</b>".
</p>

<h3><name Null>Nulov� tahy</name></h3>
<p>
N�kdy m��ete shledat u�ite�n�m ve variant� p�esko�it tah jedn� strany. Nap�.
m��ete cht�t p�idat do varianty tah 14.Sd3 a pouk�zat, �e hroz� 15.Sxh7+ Kxh7
16.Jg5+ s �tokem. To m��ete ud�lat proveden�m <term>nulov�ho tahu</term>, v
p��kladu v��e mezi 14.Sd3 a 15.Sxh7+. Nulov� tah je zobrazen jako  "<b>--</b>"
a m��e b�t zad�n pou�it�m my�i proveden�m nemo�n�ho tahu vzet� jednoho kr�le
druh�m nebo z kl�vesnice zad�n�m "<b>--</b>" (dv� znam�nka m�nus).
</p>
<p>
Uv�domte si, �e nulov� tahy nejsou sou��st� PGN standardu, tak�e jestli�e
exportujete partie s nulov�mi tahy do PGN souboru, Scid poskytne (krom� jin�ch
voleb exportu) volbu uchovat nulov� tahy nebo je zkonvertovat na koment��e pro
kompatibilitu s jin�m softwarem.
Pro v�ce detail� �t�te str�nku n�pov�dy o <a Export>exportov�n�</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.4, �ervenec 2002)</footer></p>
}

###############################
### Comment editor window help:

set helpTitle(C,Comment) "Okno editoru koment���"
set helpText(C,Comment) {<h1>Okno editoru koment���</h1>
<p>
Okno editoru koment��� umo��uje p�id�vat nebo editovat koment��e a symbolick�
anota�n� znaky k tah�m aktivn� partie.
</p>

<h3>Anota�n� symboly</h3>
<p>
Scid pou��v� pro anota�n� symboly <a Author Related>PGN standard</a> spolu s
<a NAGs>NAG (numeric annotation glyph)</a> anota�n�mi hodnotami. N�kter� z v�t�iny
b�n�ch znak� (jako "!" nebo "+-") jsou zobrazeny jako znaky a pro rychl� pou�it�
je pro n� v okn� editoru koment��� tla��tko. Pro ostatn� symboly m��ete zadat
odpov�daj�c�  numerickou NAG hodnotu, kter� je ��slo od 1 do 255.
Nap�. NAG hodnota 36 znamen�  "B�l� m� iniciativu" a bude v
<a PGN>PGN z�pisu</a> partie zobrazena jako "$36".
</p>
<p>
P�e�t�te si str�nku n�pov�dy o <a NAGs>NAG hodnot�ch</a> definovan�ch
PGN standardem.
</p>
<p>
<b>Rada:</b> B�n� hodnot�c� symboly k tah�m (!, ?, !!, ??, !? and ?!)
m��ete zadat v hlavn�m okn�, bez pou�it� okna editoru koment���, stiskem
odpov�daj�c�ho znaku n�sledovan�ho kl�vesou [Return].
To je velmi u�ite�n�, zvl�t� p�i <a Moves>zad�v�n� tah�</a> z kl�vesnice.
</p>

<h3>Koment��e</h3>
<p>
Koment��e m��ete editovat z�pisem v poskytovan� textov� oblasti a pou�it�m
tla��tek Vy�istit, Vr�tit se a Uschovat.
K �schov� koment��e nen� pot�eba neust�le pou��vat tla��tko Uschovat; koment��
je automaticky uschov�n, kdykoliv p�ejdete k jin� pozici partie.</p>

<h3>Barevn� zna�en� pol�</h3>
<p>
Pou�it�m speci�ln�ho vlo�en�ho p��kazu, kter� se m��e objevit kdekoliv v
koment��i, m��ete libovolnou barvou barevn� ozna�it libovoln� pole �achovnice.
Form�t tohoto p��kazu je:
</p>
<ul>
<li><b>[%mark square color]</b><li>
</ul>
<p>
kde <b>square</b> (tj. pole) je ozna�en� pole jako nap�. d4 a <b>color</b> (tj.
barva) je libovoln� zn�m� jm�no barvy (jako nap�. red, blue4, darkGreen,
lightSteelBlue atd.) nebo RGB k�d (znak <b>#</b> n�sledovan� �estic�
hexadecim�ln�ch ��slic, jako nap�. #a0b0c8). Jestli�e color je vynech�no,
pou�ije se implicitn� <red>red</red>.
</p>
<p>
Koment�� m��e obsahovat libovoln� po�et t�chto p��kaz�, ale ka�d� mus� m�t sv�
vlastn� <b>[%mark ...]</b> ozna�en�. Nap�. text koment��e
</p>
<p>
  Nyn� je d6 [%mark d6] slab� a m��e b�t napadeno jezdcem z b5.
  [%mark b5 #000070]
</p>
<p>
ozna�� d6 <red>�erven�</red> a b5 tmavomodrou barvou
<darkblue>#000070</darkblue>.
</p>

<h3>Kreslen� �ipek</h3>
<p>
Pou�it�m speci�ln�ho komentovac�ho p��kazu podobn�mu p�edchoz�mu m��ete
nakreslit �ipku z jednoho pole k druh�mu. Form�t tohoto p��kazu je:
</p>
<ul>
<li><b>[%arrow fromSquare toSquare color]</b><li>
</ul>
<p>
kde <b>fromSquare</b> (tj. z pole) a <b>toSquare</b> (tj. na pole) jsou ozna�en�
pol� jako nap�. d4 a <b>color</b> (tj. barva) je libovoln� zn�m� jm�no barvy
(nap�. red, blue4 atd.) nebo RGB k�d (nap�. #a0b0c8). Jestli�e color je
vynech�no, pou�ije se implicitn� <red>red</red>.
</p>
<p>
Nap�. text koment��e
</p>
<p>
  Jezdec c3 a st�elec c4 kontroluj� slab� pole d5.
  [%arrow c3 d5 red] [%arrow c4 d5 blue]
</p>
<p>
nakresl� �ervenou �ipku z c3 na d5 a modrou z c4 na d5.
</p>

<p><footer>(Aktualizov�no: Scid 3.2, �nor 2002)</footer></p>
}

###########################
### Crosstable window help:

set helpTitle(C,Crosstable) "Okno turnajov� tabulky"
set helpText(C,Crosstable) {<h1>Okno turnajov� tabulky</h1>
<p>
Okno turnajov� tabulky zobrazuje turnajovou tabulku pro aktu�ln� partii.
Kdykoliv zvol�te aktualizaci tohoto okna (stiskem tla��tka Aktualizovat nebo
stiskem kl�vesy <b>Return</b> v okn� turnajov� tabulky nebo kl�vesovou zkratkou
<b>Control+Shift+X</b> v <a MainWindow>hlavn�m okn�</a> nebo v
<a GameList>okn� seznamu parti�</a>), Scid vyhled� v�echny partie toho turnaje,
z kter�ho je aktu�ln� partie.
</p>
<p>
Partie se pova�uje ze stejn�ho turnaje jako je aktu�ln� partie, jestli�e se
hr�la v <b>�asov�m intervalu maxim�ln� t�� m�s�c�</b> od aktu�ln� partie a m�
<b>p�esn� stejn� speci�ln� ozna�en� Event</b> (turnaj) a <b>Site</b> (m�sto).
</p>
<p>
Kliknut�m lev�m tla��tkem my�i na kter�koliv v�sledek v tabulce lze nat�hnout
odpov�daj�c� partii.
Pomoc� tla��tka <b>P�idat do filtru</b> v okn� turnajov� tabulky m��ete v�echny
partie turnaje p�idat do <a Searches Filter>filtru</a>.
</p>

<h4>Menu okna turnajov� tabulky</h4>
<p>
Menu <menu>Soubor</menu> umo��uje tisk aktu�ln� tabulky do textov�ho, LaTeX
nebo HTML souboru.
</p>
<p>
Menu <menu>Zobrazit</menu> umo��uje vybrat form�t tabulky:
<b>Ka�d� s ka�d�m</b>, <b>�v�carsk� syst�m</b> nebo <b>Vy�azovac�</b> nebo
<b>Auto</b>.
</p>
<p>
Form�t ka�d� s ka�d�m (pro kruhov� turnaje) je omezen po�tem 30 hr���, ale
�v�carsk� syst�m (pro turnaje s mnoha hr��i) m��e zobrazit a� 200 hr��� a a� 20
kol. Form�t <b>auto</b>, kter� pro ka�d� turnaj automaticky vybere nejlep��
form�t, je nastaven implicitn�.
</p>
<p>
Uv�domte si, �e Scid pou��v� k p��prav� tabulky �v�carsk�ho syst�mu speci�ln�
ozna�en� <b>Round</b> (Kolo) ka�d� partie, tak�e v turnajov� tabulce �v�carsk�ho
syst�mu neuvid�te ��dn� partie, jestli�e jeho partie nebudou m�t numerick�
ozna�en� kol: 1, 2, 3, atd.
</p>
<p>
Menu Zobrazit v�m rovn� umo��uje p�izp�sobit si prezentovan� �daje p�id�n�m
nebo odebr�n�m rating�, zem� a titul� hr���. M��ete rovn� zvolit, zda maj� b�t
v tabulce indikov�ny barvy (jen pro �v�carsk� syst�m).
</p>
<p>
Volba <b>Skupiny podle sk�re</b> ovliv�uje zobrazen� tabulky jen tehdy, kdy�
jsou hr��i se�azeni podle bod�: mezi skupiny hr��� se stejn�m po�tem bod� je pro
lep�� p�ehlednost vlo�en pr�zdn� ��dek.
</p>
<p>
Menu <menu>�adit</menu> umo��uje se�adit hr��e podle jm�na, ratingu nebo podle
sk�re; implicitn� jsou �azeni podle sk�re.
</p>
<p>
Menu <menu>Barvy</menu> umo��uje zapnout nebo vypnout barevn� (hypertextov�)
zobrazov�n�. Proto�e v�ak form�tov�n� a zobrazen� velk� tabulky v hypertextu
m��e trvat velmi dlouho, volbou <b>Prost� text</b> pro velk� turnaje u�et��te
spoustu �asu.
Av�ak v textov�m m�du nelze klikat na hr��e �i partie.
</p>

<h4>Duplicitn� partie v tabulce</h4>
<p>
Abyste dostali v turnajov� tabulce spr�vn� v�sledky, je pot�eba ozna�it k
v�mazu duplicitn� partie a partie mus� m�t shodn� tvary jmen hr���, turnaj� a
m�st.
Pro dal�� n�pov�du o maz�n� duplicitn�ch parti� a editaci (nebo kontrole
pravopisu) jmen hr���, turnaj�, m�st �t�te str�nku
<a Maintenance>�dr�by datab�ze</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Prosinec 2001)</footer></p>
}


###########################
### Database switcher help:

set helpTitle(C,Switcher) "V�b�r datab�ze"
set helpText(C,Switcher) {<h1>Okno v�b�ru datab�ze</h1>
<p>
Okno v�b�ru datab�ze poskytuje pohled, kter� umo��uje jednodu�e se p�ep�nat a
kop�rovat partie mezi datab�zemi.
Je zobrazeno jm�no, stav <a Searches Filter>filtru</a> a graficky typ ikony
ka�d� datab�ze, aktivn� datab�ze je zv�razn�na �lut�m pozad�m.
</p>
<p>
Okno v�b�ru datab�ze m��ete otev��t z menu <menu>Okna</menu> nebo jeho
kl�vesovou zkratkou: <b>Control+D</b>.
</p>
<p>
Chcete-li zkop�rovat v�echny filtrovan� partie jedn� datab�ze do druh�,
t�hn�te stisknut�m lev�m tla��tkem my�i od zdrojov� datab�ze do c�lov�. Jestli�e
partie mohou b�t zkop�rov�ny, uvid�te potvrzovac� dialog (jestli�e c�lov�
datab�ze nen� <a Clipbase>schr�nka</a>), jestli�e partie nemohou b�t
zkop�rov�ny, uvid�te chybovou zpr�vu.
</p>
<p>
Stisk prav�ho tla��tka my�i nad datab�z� vyvol� vyskakovac� menu
t�kaj�c� se t�to datab�ze, z kter�ho lze zm�nit typ ikony datab�ze nebo
resetovat jej� <a Searches Filter>filtr</a>. Toto menu lze rovn� pou��t ke
zm�n� orientace okna (vertik�ln� nebo horizont�ln�), co� je u�ite�n� pro
men�� obrazovky.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Prosinec 2001)</footer></p>
}


############################
### File Finder window help:

set helpTitle(C,Finder) "Okno vyhled�va�e soubor�"
set helpText(C,Finder) {<h1>Okno vyhled�va�e soubor�</h1>
<p>
<term>Vyhled�va� soubor�</term> v�m pom�h� p�i hled�n� soubor� v�ech typ�, kter�
lze ve Scidu pou��t: datab�z�, <a PGN>PGN</a> soubor�, <a EPD>EPD</a> soubor� a
<a Repertoire>reperto�rov�ch</a> soubor�.
</p>
<p>
Vyhled�va� zobrazuje o ka�d�m souboru u�ite�n� informace jako jeho velikost
(�t�te n��e) a datum posledn� modifikace. Kter�koliv zobrazen� soubor lze
otev��t jeho vybr�n�m jednoduch�m kliknut�m lev�m tla��tkem my�i.
</p>

<h3>Hled�n� v podadres���ch</h3>
<p>
Jestli�e chcete nal�zt v�echny soubory ve v�ech podadres���ch sou�asn�ho
adres��e, zapn�te volbu <b>Hledat v podadres���ch</b>. Takto bude Scid
rekurzivn� hledat ve v�ech podadres���ch soubory, kter� lze ve Scidu otev��t.
Pro mnoho podadres��� to m��e trvat velmi dlouho, tak�e nen� vhodn� to prov�d�t
pro adres�� bl�zko ko�enov�ho adres��e souborov�ho syst�mu. Vyhled�v�n� soubor�
lze zastavit tla��tkem <b>Stop</b>.
</p>

<h3>Velikost souboru</h3>
<p>
V�znam velikosti souboru zobrazen� vyhled�va�em z�vis� na typu souboru. Pro
datab�ze Scidu a PGN soubory znamen� po�et parti�. Pro EPD soubory znamen� po�et
pozic. Pro reperto�rov� soubory znamen� po�et (zahrnut�m nebo vylou�en�ch)
variant.
</p>
<p>
Pro v�echny typy soubor� krom� datab�zi Scidu je velikost souboru
odhad vytvo�en� prohl�dnut�m jen prvn�ch 64 kilobyt� souboru, tak�e velikost
soubor� v�t��ch ne� 64 kb nemus� b�t spr�vn�. Odhadnut� velikosti jsou zobrazeny
se znakem tilda (~), indikuj�c tak, �e nejsou p�esn�.
</p>

<p><footer>(Aktualizov�no: Scid 2.7, Z��� 2001)</footer></p>
}

##################################
### Tournament Finder window help:

set helpTitle(C,Tmt) "Okno vyhled�va�e turnaj�"
set helpText(C,Tmt) {<h1>Okno vyhled�va�e turnaj�</h1>
<p>
<term>Vyhled�va� turnaj�</term> v�m umo��uje naj�t turnaje v aktu�ln� datab�zi.
Proch�z� v�echny partie datab�ze a ov��uje �daje o nalezen�ch turnaj�ch.
V�imn�te si, �e dv� partie se pova�uj� za partie ze stejn�ho turnaje, jestli�e
maj� stejn� speci�ln� ozna�en� Event (Turnaj), stejn� speci�ln� ozna�en� Site
(M�sto) a hr�ly se v �asov�m intervalu maxim�ln� t�� m�s�c� od sebe.
</p>
<p>
Editac� pol� pod seznamem turnaj� a n�sledn�m stiskem tla��tka
<b>Aktualizovat</b> m��ete seznam omezit po�tem hr��� a parti�, datumem,
pr�m�rn�m Elo ratingem a zem�.
</p>
<p>
Zobrazen� seznam m��e b�t set��d�n podle data, po�tem hr���, po�tem parti�,
pr�m�rn�m Elo ratingem, m�stem, turnajem nebo p��jmen�m v�t�ze. Kategorii
vyberte z menu <menu>�adit</menu> nebo klikn�te na titulek po�adovan�ho sloupce.
</p>
<p>
Chcete-li nat�hnout prvn� partii libovoln�ho zobrazen�ho turnaje, sta�� kliknout
lev�m tla��tkem my�i, kdy� je ��dek po�adovan�ho turnaje zv�razn�n. Tak dojde
rovn� k aktualizaci okna <a Crosstable>turnajov� tabulky</a>, je-li otev�eno.
Jestli�e m�sto toho kliknete prav�m tla��tkem my�i, partie se nat�hne a okno
turnajov� tabulky se otev�e, i kdy� bylo zav�eno.
</p>
<p>
Pro urychlen� procesu vyhled�v�n� turnaj� je dobrou ideou nastavit docela mal�
�asov� rozsah (jako nanejv��e n�kolik let) nebo vybrat ur�itou zemi (jej�m
t��znakov�m standardn�m k�dem). To zna�n� zredukuje po�et parti�, kter� Scid
mus� vz�t do �vahy p�i zformov�n� turnaj� z parti� v datab�zi.
</p>

<p><footer>(Aktualizov�no: Scid 3.3, Duben 2002)</footer></p>
}

#########################
### GameList window help:

set helpTitle(C,GameList) "Okno seznamu parti�"
set helpText(C,GameList) {<h1>Okno seznamu parti�</h1>
<p>
Okno seznamu parti� zobrazuje jedno��dkov� souhrn informac� pro ka�dou partii
obsa�enou v aktu�ln�m <term>filtru</term>.
</p>

<h3>Navigace v seznamu parti�</h3>
<p>
V seznamu parti� se m��ete pohybovat pomoc� posuvn� li�ty nebo pou�it�m �ty�
tla��tek pod seznamem. V seznamu se lze pohybovat rovn� pomoc� kl�vesnice, a to
kl�vesami [Home], [End], [Page Up], [Page Down] a �ipkami.
</p>
<p>
Pou�it�m ok�nka <b>Hledat text</b> lze vyhled�vat n�sleduj�c� partii v seznamu,
kter� obsahuje v poli B�l�, �ern�, Turnaj nebo M�sto jist� text.
</p>

<h3>Akce s partiemi v seznamu</h3>
<p>
Nat�hnout partii ze seznamu lze dvojklikem lev�ho tla��tka na partii.
Kliknut�m prost�edn�ho tla��tka my�i se zobraz� po��te�n� tahy partie; to m��e
b�t u�ite�n� na kontrolu zah�jen� partie p�ed jej�m nata�en�m.
</p>
<p>
Prav� tla��tko my�i vyvol� pro vybranou partii menu, v kter�m m��ete prohl�dnout
nebo p�ipojit partii (viz n��e), smazat (nebo obnovit) partii nebo ji vyjmout z
filtru.
Uv�domte si, �e smazan� partie jen zapne jej� mazac� p��znak; partie z�stane a�
do <a Compact>zhutn�n�</a> v datab�zi.
</p>

<h3>Konfigurace seznamu parti�</h3>
<p>
Ke konfiguraci seznamu parti� klikn�te lev�m nebo prav�m tla��tkem my�i na
titulku sloupce. M��ete tak zm�nit ���ku sloupce, p�idat nebo odebrat sloupce a
zm�nit bravu pro ka�d� sloupec.
</p>
<p>
Chcete-li jen zm�nit velikost sloupce, lze pou��t kl�vesovou zkratku; p�idr�en�m
kl�vesy <b>Control</b> (nebo <b>Shift</b>) a sou�asn�m stiskem lev�ho tla��tka
my�i na titulku sloupce ho z���te a stiskem prav�ho tla��tka roz����te.
</p>

<h3>Zm�na velikosti seznamu parti�</h3>
<p>
Velikost okna seznamu parti� se zap��e do souboru voleb p�i ka�d�m ulo�en�
voleb.
Tak�e chcete-li, aby seznam parti� zobrazoval implicitn� 10 parti�, zm��te
velikost okna seznamu parti� a zadejte p��kaz <menu>Ulo�it volby</menu> z menu
<menu>Volby</menu>.
</p>

<h3><name Browsing>Prohl��en� a p�ipojov�n� parti�</name></h3>
<p>
Menu vyvolan� prav�m tla��tkem my�i v seznamu parti� (a tak� jin� okna jako
okno <a Reports Opening>profilu zah�jen�</a> a
<a Tree Best>seznam nejlep��ch parti�</a> v okn� <a Tree>stromu</a>) poskytuje
v�b�r nata�en�, prohl�dnut� a p�ipojen� partie.
</p>
<p>
P�i volb� <term>Prohl�dnout partii</term> jsou tahy vybran� partie (bez
koment��� nebo variant) zobrazov�ny v samostatn�m okn�. To je u�ite�n� cesta k
prohl�dnut� jin� partie bez ovlivn�n� aktu�ln� nata�en� partie.
</p>
<p>
Volba <term>P�ipojit partii</term> poskytuje zp�sob k p�ipojen� vybran� partie
jako varianty k aktu�ln� partii. Scid nalezne nejhlub�� m�sto, kde se vybran�
partie li�� od aktu�ln� partie (p�ehozen� tah� se berou v �vahu), a v t�to
pozici p�id� vybranou partii jako variantu. M��ete rovn� zm�nit po�et p�idan�ch
tah� vybran� partie podle toho, jestli chcete p�ipojit celou partii nebo jen
jej� zah�jen�.
</p>

<p><footer>(Aktualizov�no: Scid 3.2, �nor 2002)</footer></p>
}


#######################
### Import window help:

set helpTitle(C,Import) "Okno importu parti�"
set helpText(C,Import) {<h1>Okno importu parti�</h1>
<p>
Okno importu Scidu v�m poskytuje jednoduch� zp�sob ke vkl�d�n� partie v
<a PGN>PGN form�tu</a> z jin� aplikace nebo okna do Scidu.
</p>
<p>
Velk� b�l� r�mec v okn� je m�sto, kam zap��ete nebo vlo��te text partie v PGN
form�tu, �ed� r�mec pod poskytuje zp�tnou vazbu v�ech chyb a varov�n�.
</p>

<h3>Editace aktu�ln� partie prost�ednictv�m okna importu</h3>
<p>
Okno importu lze rovn� pou��t jako �ikovn� prost�edek k proveden� n�kolika m�lo
zm�n v aktu�ln� partii: m��ete vlo�it aktu�ln� partii do okna importu (pou�it�m
tla��tka <b>Vlo�it aktu�ln� partii</b>), editovat jej� text a po skon�en�
kliknout <b>Import</b>.
</p>

<h3>Speci�ln� ozna�en� PGN v okn� importu</h3>
<p>
Scid o�ek�v� p�ed v�emi tahmi speci�ln� hlavi�kov� ozna�en� PGN jako nap�.
<ul>
<li> <b>[Result "*"]</b>, </li>
</ul>
ale klidn� m��ete vlo�it partii jako
<ul>
<li> <b>1.e4 e5 2.Sc4 Sc5 3.Dh5?! Jf6?? 4.Dxf7# 1-0</b> </li>
</ul>
bez v�ech speci�ln�ch hlavi�kov�ch ozna�en� a Scid ji importuje.
</p>

<h3>Pou��v�n� PGN soubor� ve Scidu</h3>
<p>
Jestli�e chcete ve Scidu pou��vat form�t soubor� PGN, ale nechcete ho nejprve
zkonvertovat pou�it�m <a Pgnscid>pgnscid</a>, existuj� zde dv� cesty.
</p>
<p>
Za prv� m��ete importovat partie v souboru do existuj�c� datab�ze pou�it�m
p��kazu menu <menu>N�stroje: Import souboru PGN parti�...</menu>.
</p>
<p>
Alternativou je otev�en� PGN souboru p��mo ve Scidu. Av�ak soubory form�tu PGN
jsou otev�eny pouze ke �ten� a spot�ebov�vaj� v�ce pam�ti ne� porovnateln�
datab�ze Scidu, tak�e to lze doporu�it jen pro relativn� mal� PGN soubory.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

###################
### Exporting help:

set helpTitle(C,Export) "Export parti�"
set helpText(C,Export) {<h1>Export parti�</h1>
<p>
K exportu aktu�ln� partie nebo v�ech parti� v aktu�ln�m filtru do textov�ho
souboru m��ete pou��t p��kazy v menu <menu>N�stroje</menu>.
</p>
<p>
Textov� soubor je k dispozici ve t�ech form�tech: <a PGN>PGN</a> (portable game
notation), HTML (pro webov� str�nky) a LaTeX (popul�rn� s�zec� syst�m).
</p>
<p>
P�i exportov�n� si m��ete vybrat, zda-li chcete vytvo�it nov� soubor nebo p�idat
partie k existuj�c�mu souboru parti� exportovan�ch Scidem.
</p>

<h3>Diagramy</h3>
<p>
P�i exportu v HTML nebo LaTeX form�tu Scid automaticky p�id� diagram, kdykoliv
se v partii objev� diagramov� <a NAGs>nag</a> ("D") nebo <a Comment>koment��</a>
za��naj�c� znakem "#".
</p>

<h3><name Null>Nulov� tahy v PGN exportu</name></h3>
<p>
Scid umo��uje ukl�dat do partie <a Annotating Null>nulov� (pr�zdn�) tahy</a>,
proto�e mohou b�t u�ite�n� p�i anotaci parti� variantami.
Av�ak  PGN standard pojem nulov� tah neobsahuje. Tak�e exportujete-li partie
Scidu s nulov�mi tahy do PGN souboru, ostatn� PGN �tec� software nebude schopen
nulov� tahy p�e��st.
</p>
<p>
K �e�en� tohoto probl�mu Scid poskytuje p�i exportu parti� do PGN form�tu nav�c
volbu <b>Convert null moves to comments</b>.
Chcete-li vytvo�it PGN soubor, kter� m��e pou��t jin� software, tuto volbu
zapn�te a varianty obsahuj�c� nulov� tah budou konvertov�ny na koment��e. Av�ak
chcete-li vytvo�it PGN soubor, kter� m��e b�t pozd�ji importov�n zp�t do Scidu
se zachovan�mi nulov�mi tahmi, ponechte tuto volbu vypnutou.
</p>

<h3>HTML export</h3>
<p>
Scid m��e exportovat partie do HTML souboru. Aby se zobrazily diagramy, je
pot�ebovat, aby obr�zky diagram� (distribuovan� spole�n� se Scidem v adres��i
"<b>bitmaps/</b>") byly v podadres��i <b>bitmaps/</b> pod adres��em, kde se
nach�z� HTML soubor.
</p>

<h3>LaTeX export</h3>
<p>
Scid m��e exportovat partie do LaTeX souboru.
Partie jsou s�zeny ve dvou sloupc�ch na stranu a tahy jsou v symbolick�
algebraick� notaci.
</p>
<p>
Pro v�ce informac� �t�te str�nku n�pov�dy <a LaTeX>Pou�it� LaTeXu se Scidem</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.4, �ervenec 2002)</footer></p>
}

###############
### LaTeX help:

set helpTitle(C,LaTeX) "Scid a LaTeX"
set helpText(C,LaTeX) {<h1>Pou�it� LaTeXu se Scidem</h1>
<p>
Scid m��e partie a profily zah�jen� ukl�dat do soubor� v LaTeX form�tu. LaTeX
je roz���en� TeXu, popul�rn�ho s�zec�ho syst�mu.
</p>
<p>
Chcete-li s�zet LaTeX soubory vytvo�en� Scidem, mus�te m�t (samoz�ejm�) LaTeX a
mus�te m�t nainstalovan� bal�k �achov�ch font� "chess12". Tento bal�k font�
obvykle nen� sou��st� standardn� instalace LaTeXu, tak�e klidn� m��ete m�t LaTeX
a nemus�te m�t �achov� fonty.
</p>
<p>
Pro informace o sta�en� a instalaci �achov�ch font� nav�tivte str�nku
<url http://scid.sourceforge.net/latex.html>Pou�it� LaTeXu se Scidem</url>
na <url http://scid.sourceforge.net/>webov� str�nce Scidu</url>.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

####################
### PGN window help:

set helpTitle(C,PGN) "Okno PGN"
set helpText(C,PGN) {<h1>Okno PGN</h1>
<p>
Okno PGN Scidu zobrazuje obsah aktu�ln� partie ve standardn� PGN reprezentaci. V
z�pisu tah� jsou koment��e {ve slo�en�ch z�vork�ch} a varianty (v z�vork�ch).
</p>

<h3>PGN form�t</h3>
<p>
PGN (Portable Game Notation) je obecn� standard pro p�enos �achov�ch parti� mezi
po��ta�ov�mi programy.
PGN partie se skl�d� ze dvou sekc�. Prvn� je hlavi�ka, kter� obsahuje speci�ln�
ozna�en� jako nap�.
<b>[White "Kasparov, Gary"]</b>
a
<b>[Result "1/2-1/2"]</b>.
</p>
<p>
Druh� sekce obsahuje skute�n� tahy partie ve standardn� algebraick� notaci
(standard algebraic notation, SAN) spole�n� se v�emi variantami,
<a NAGs>anota�n�mi symboly</a> a <a Comment>koment��i</a>.
</p>

<h3>Akce v okn� PGN</h3>
<p>
Okno PGN m��ete pou��t k navigaci v partii: kliknut�m lev�m tla��tkem my�i na
tah sko��te do pozice po tomto tahu. Kliknut�m lev�m tla��tkem my�i na koment��
spust�te jeho editaci.
Naviga�n� kl�vesy (tj. �ipky) (a kl�vesy <b>v</b> a <b>z</b> pro skok do a z
varianty) umo��uj� navigaci v partii jako v hlavn�m okn�.
</p>

<h3>Volby zobrazen� PGN</h3>
<p>
Menu okna PGN obsahuj� volby, kter� ovliv�uj� vzhled okna PGN. Scid m��e
zobrazit partii barevn� nebo jako oby�ejn� text -- viz menu
<menu>Zobrazit</menu> v okn� PGN.
Barevn� zobrazen� se snadn�ji �te a dovoluje v�m v�b�r tah� a koment��� pou�it�m
my�i, ale je mnohem pomalej�� na aktualizaci. Pro velmi dlouh� partie budete
mo�n� cht�t zvolit zobrazen� jako oby�ejn� text.
</p>
<p>
Pro v�t�� �itelnost m��ete rovn� zm�nit form�t koment��� a
variant volbou jejich odsazov�n� na nov� ��dek.
</p>
<p>
Volby zobrazen� PGN a velikost okna PGN se ulo�� do souboru voleb v�dy, kdy�
zad�te p��kaz <b>Ulo�it volby</b> z menu <menu>Volby</menu> v hlavn�m okn�.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Prosinec 2001)</footer></p>
}


#######################
### Piece Tracker help:

set helpTitle(C,PTracker) "Stopa� figur"
set helpText(C,PTracker) {<h1>Okno stopa�e figur</h1>
<p>
<term>Stopa� figur</term> je n�stroj, kter� zaznamen�v� pohyb jednotliv� figury
ve v�ech parti�ch v aktu�ln�m filtru a generuje "stopu", kter� zobrazuje, jak
�asto bylo ka�d� pole figurou nav�t�veno.
</p>
<p>
Chcete-li pou��t stopa�e figur, nejprve se ujist�te, �e filtr obsahuje ty
partie, o kter� m�te z�jem, jako nap�. partie, ve kter�ch se vyskytla ur�it�
pozice zah�jen�, nebo v�echny partie jist�ho hr��e b�l�mi figurami. Potom
vyberte figuru, kterou chcete stopovat a nastavte dal�� stopovac� volby; jsou
vysv�tleny n��e. Pak stiskn�te tla��tko <b>Aktualizovat</b>.
</p>
<p>
Informace o pohybu stopovan� figury jsou zobrazeny dv�ma zp�soby: grafickou
"stopou" a textov�m seznamem s jedn�m ��dkem �daj� pro jednotliv� pole.
</p>

<h3>V�b�r stopovan� figury</h3>
<p>
�achov� figury jsou zobrazeny pod grafem stopy na sv�ch po��te�n�m pozic�ch.
Jednotlivou figuru (jako nap�. b�l�ho jezdce b1 nebo �ern�ho p�ce d7) lze
vybrat lev�m tla��tkem my�i a v�echny figury stejn�ho typu a barvy (jako nap�.
v�echny b�l� p�ce nebo ob� �ern� v�e) lze vybrat prav�m tla��tkem my�i.
</p>

<h3>Ostatn� volby stopa�e figur</h3>
<p>
Rozsah tah� ur�uje, odkud m� za��t a kde m� skon�it stopov�n� v ka�d� partii.
Implicitn� rozsah 1-20 (znamenaj�c� konec stopov�n� po 20. tahu �ern�ho) je
vhodn� pro studium motiv� zah�jen�, ale (nap�.) rozsah jako 15-35 bude lep�� pro
sledov�n� trend� st�edn� hry.
</p>
<p>
Stopa�em lze generovat dva typy statistik:
<ul>
<li> <b>% games with move to square</b>: zobrazuje pod�l parti� ve filtru, kter�
 obsahuj�
     tah stopovan� figury na ka�d� pole. To je implicitn� a v�t�inou
     nejvhodn�j�� volba.
<li> <b>% time in each square</b>: zobrazuje pod�l �asu, kter� stopovan�
     figura str�vila na ka�d�m poli.
</ul>
</p>

<h3>Rady</h3>
<p>
Existuj� (aspo�) t�i dobr� pou�it� pro stopa�e figur: p��prava zah�jen�, motivy
st�edn� hry a p��prava na hr��e.
</p>
<p>
Pro p��pravu zah�jen� pou��vejte stopa�e figur spole�n� s otev�en�m
<a Tree>stromem</a>. Stopov�n�m figur m��ete zjistit trendy v aktu�ln�m zah�jen�
jako nap�. obvykl� postupy p�c�, p�edsunut� jezdcov� posty a kam se nej�ast�ji
rozmis�uj� st�elci. M��ete shledat u�ite�n�m nastavit rozsah tah� tak, aby
za��nal aktu�ln�m tahem partie, tak�e tahy k dosa�en� aktu�ln� pozice nebudou ve
statistice zahrnuty.
</p>
<p>
Pro motivy st�edn� hry m��e b�t stopa� figur u�ite�n� tehdy, kdy� filtr byl
nastaven tak, �e obsahuje ur�it� rozsah ECO (pou�it�m
<a Searches Header>Vyhled�v�n� podle hlavi�ky</a>) nebo i vzor jako nap�. b�l�
izolovan� d�msk� p�ec (White IQP) (pou�it�m
<a Searches Material>Vyhled�v�n� podle materi�lu/vzoru</a>). Nastavte n�jak
vhodn� (nap�. 20-40) rozsah tah� a ze "stopy" figur m��ete vid�t nap�. postupy
p�c� v pozdn� st�edn� h�e nebo ran� koncovce.
</p>
<p>
Pro p��pravu na hr��e pou�ijte <a Searches Header>Vyhled�v�n� podle hlavi�ky</a>
nebo <a PInfo>Okno informac� o hr��i</a>, abyste na�li v�echny partie jist�ho
hr��e jednou barvou. Pak m��e b�t stopa� figur u�ite�n� k vyp�tr�n� nap�. toho,
jak pravd�podobn� soupe� fianchetuje st�elce, ro�uje nadlouho nebo stav� p�cov�
kl�n d5 nebo e5.
</p>

<p><footer>(Aktualizov�no: Scid 3.3, Duben 2002)</footer></p>
}


###########################
### Repertoire editor help:

set helpTitle(C,Repertoire) "Editor reperto�ru"
set helpText(C,Repertoire) {<h1>Okno editoru reperto�ru</h1>
<p>
Editor reperto�ru v�m umo��uje vytvo�it, prohl��et a editovat
<term>reperto�rov�</term> soubory. Reperto�rov� soubor (.sor) je seznam pozic
zah�jen�, kter�ch chcete dos�hnout nebo kter�m se chcete vyhnout, a lze ho
pou��t ke spr�v� va�ich preferovan�ch pozic zah�jen� a tak� k vyhled�v�n� v
datab�z�ch ve Scidu.
</p>

<h3>Reperto�rov� skupiny a varianty</h3>
<p>
Reperto�r obsahuje dva typy element�: <term>skupiny</term> a
<term>varianty</term>. Skupiny vlastn� nejsou ��st� va�eho reperto�ru; pou��vaj�
se jen k jeho uspo��d�n� stejn� jako adres��e k uspo��d�n� soubor� na disku
po��ta�e.
</p>
<p>
Varianty v reperto�ru jsou dvou typ�: <term>zahrnut�</term> varianty, kter�
reprezentuj� pozice zah�jen�, kter� v�s zaj�maj� a kter�ch chcete dos�hnout, a
<term>vylou�en�</term> varianty, kter� nem�te z�jem hr�t a chcete se jim
vyhnout.
Nap�. hrajete-li �ern�ma p�ijat� d�msk� gambit (1.d4 d5 2.c4 dxc4) a po 3.e4
hrajete v�echny tahy krom� 3...Jf6, budete m�t 1.d4 d5 2.c4 dxc4 3.e4 jako
zahrnutou variantu a 1.d4 d5 2.c4 dxc4 3.e4 Nf6 jako vylou�enou variantu.
</p>

<h3>Koment��e a pozn�mky</h3>
<p>
Ka�d� skupina nebo varianta m��e m�t k sob� p�ipojen� koment��. Existuj� dva
typy: kr�tk� (jedno��dkov�) koment��e jsou zobrazeny (�erven�) v hierarchii
reperto�ru vedle tah� skupiny nebo varianty, zat�mco dlouh� (v�ce��dkov�)
koment�� se zobraz�, jen kdy� je skupina nebo varianta vybr�na.
</p>

<h3>Pou�it� okna editoru reperto�ru</h3>
<p>
<b>Lev�</b> strana okna zobrazuje hierarchii reperto�ru. Kliknut�m na ikonu
slo�ky m��ete rozbalit nebo sbalit skupinu a kliknut�m na tahy skupiny nebo
varianty ji vybrat a prohl�dnout si jej� koment��.
Zahrnut� varianty jsou ozna�eny modrou za�krt�vac� ikonou a vylou�en� varianty
maj� �erven� k���ek.
</p>
<p>
Jestli�e m� varianta nebo skupina kr�tk� koment��, je zobrazen za tahmi.
Jestli�e m� dlouh� koment��, je indikov�n <b><red>**</red></b> za tahmi. Skupiny
maj� za sv�mi tahmi v z�vork�ch ��slo, kter� ur�uje po�et variant (zahrnut�ch
nebo vylou�en�ch), kter� skupiny obsahuj�.
</p>
<p>
Kliknut� prav�m tla��tkem my�i na skupinu nebo variantu vyvol� pro ni menu
funkc�, jako nap�. jej� v�maz nebo zm�nu jej�ho stavu (zahrnut�/vylou�en�).
</p>
<p>
<b>Prav�</b> strana okna obsahuje t�i r�mce. Prvn� r�mec je seznam tah� aktu�ln�
vybran� varianty nebo skupiny. Kliknut�m lev�ho tla��tka my�i na n�j m��ete
vlo�it tyto tahy do okna <a Import>importu</a>, co� je u�ite�n� k nastaven�
aktu�ln� partie tak, aby za��nala touto variantou reperto�ru.
Druh� r�mec obsahuje kr�tk� koment�� k variant� nebo skupin� a t�et� r�mec
obsahuje jej� dlouh� koment��.
</p>

<h3>P�id�v�n� skupin a variant do reperto�ru</h3>
<p>
Chcete-li do okna p�idat variantu nebo skupinu, ud�lejte na �achovnici v hlavn�m
okn� jej� tahy a pak pou�it�m menu <menu>Editace</menu> v editoru reperto�ru ji
p�idejte jako skupinu, zahrnutou variantu nebo vylou�enou variantu.
</p>
<p>
Chcete-li smazat skupinu nebo variantu, klikn�te na ni prav�m tla��tkem my�i a z
menu, kter� se objev�, vyberte po�adovan� p��kaz.
</p>

<h3><name Search>Vyhled�v�n� v datab�z�ch pou�it�m reperto�rov�ch
 soubor�</name></h3>
<p>
Menu <menu>Hledat</menu> v editoru reperto�ru v�m umo��uje vyhled�vat v aktu�ln�
datab�zi pou�it�m reperto�ru. V ka�d� partii se budou vyhled�vat pozice z
reperto�ru a partie bude vyhovovat, jen kdy� nalezen� <i>nejhlub��</i>
reperto�rov� pozice je v <i>zahrnut�</i> variant�.
</p>
<p>
M��ete si zvolit mezi vyhled�v�n�m pou�it�m cel�ho reperto�ru nebo pouze
pou�it�m zobrazen�ch variant. Vyhled�v�n� pou�it�m pouze zobrazen�ch variant je
u�ite�n�, kdy� chcete pou��t jen ��st reperto�ru. Nap�. reperto�r m��e m�t na
nejvy��� �rovni dv� hlavn� skupiny, jednu pro 1.e4 a druhou pro 1.d4. Jestli�e
v�s zaj�maj� jen varianty po 1.e4, jednodu�e sbalte v�tev 1.d4 a potom
vyhled�vejte pouze pou�it�m zobrazen�ch variant.
</p>

<h3>Rady nav�c</h3>
<p>
Reperto�rov� soubor je skv�l� pro nalezen� nov�ch parti� pro v� syst�m
zah�jen�. Nap�. kdykoliv z�sk�te nov� PGN soubor pro p�ipojen� k va�� hlavn�
datab�zi (jako nap�. vynikaj�c� t�denn� PGN soubor z
<url http://www.chesscenter.com/twic/>The Week In Chess</url>),
otev�ete tento PGN soubor ve Scidu a prove�te reperto�rov� vyhled�v�n�.
Prohl�dnut�m filtrovan�ch parti� pak zjist�te v�echny nov� partie, kter� jsou ve
va�em reperto�ru.
</p>
<p>
Mo�n� budete cht�t m�t dva reperto�rov� soubory: jeden pro �ern� a
druh� pro b�l�, tak�e budete moct vyhled�vat pou�it�m ka�d�ho souboru zvlṻ.
</p>
<p>
Reperto�rov� soubor lze otev��t z p��kazov� ��dky, nap�.: <br>
<b>scid mybase white.sor</b>
</p>
<p>
Reperto�rov� soubor(.sor) m��ete editovat v libovoln�m textov�m editoru, bu�te
v�ak opatrn�, abyste zachovali jeho form�t nebo jinak ho nebude mo�n� nat�hnout
nebo pou��t k vyhled�v�n�.
</p>

<p><footer>(Aktualizov�no: Scid 2.6, Srpen 2001)</footer></p>
}

#####################
### Tree window help:

set helpTitle(C,Tree) "Stromov� okno"
set helpText(C,Tree) {<h1>Stromov� okno</h1>
<p>
<term>Stromov�</term> okno zobrazuje informace o v�ech taz�ch zahran�ch v
aktu�ln� pozici v parti�ch datab�ze. Ve stromov�m m�du je okno stromu
aktualizov�no automaticky, kdykoliv se v hlavn�m okn� zm�n� pozice na
�achovnici. Pro velk� datab�ze to m��e b�t pomal�.
</p>
<p>
V�imn�te si, �e kdykoliv je stromov� okno aktualizov�no,
<a Searches Filter>filtr</a> je znovu nastaven tak, �e zahrnuje jen partie,
kter� obsahuj� aktu�ln� pozici.
</p>
<p>
Kliknut� lev�m tla��tkem my�i na tah ve stromov�m okn� p�id� tento tah do
partie.
</p>

<h3>Obsah stromov�ho okna</h3>
<p>
Stromov� okno zobrazuje <a ECO>ECO k�d</a> (je-li n�jak�), frekvenci (jednak
 jako po�et
parti�, jednak procento) a sk�re ka�d�ho tahu.
<term>Sk�re</term> je v�dy po��t�no z perspektivy <b>b�l�ho</b>, tak�e 100%
znamen� sam� v�hry b�l�ho a 0% znamen� sam� v�hry �ern�ho.
</p>
<p>
Tahy v okn� stromu mohou b�t �azeny podle tahu (abecedn�), ECO k�du, frekvence
nebo sk�re. Pou�it�m menu <menu>�adit</menu> m��ete metodu �azen� zm�nit.
</p>

<h3><name Best>Okno nejlep��ch parti�</name></h3>
<p>
Stromov� okno m� tla��tko a v souborov�m menu p��kaz pro otev�en� okna
<term>nejlep��ch parti�</term>, kter� zobrazuje seznam nejcenn�j��ch parti� v
aktu�ln� zobrazen� v�tvi stromu.
Partie jsou �azeny podle pr�m�rn�ho ratingu a tento seznam m��ete omezit tak,
aby zobrazoval jen partie s ur�it�m v�sledkem.
</p>

<h3><name Graph>Okno grafu stromu</name></h3>
<p>
Tla��tka stromov�ho okna zahrnuj� tla��tko ozna�en� <term>Graf</term>, kter�
vyvol�v� grafick� zobrazen� relativn� �sp�nosti ka�d�ho tahu hran�ho v aktu�ln�
pozici.
Zobrazeny jsou v�echny tahy, kter� se hr�ly nejm�n� v 1% parti� a
nejm�n� 5 kr�t.
Procentn� sk�re jsou v�dy z perspektivy b�l�ho, i kdy� je na
tahu �ern�.
</p>
<p>
V grafu stromu je nakreslena �erven� ��ra zobrazuj�c� pr�m�rnou �sp�nost ze
v�ech parti� obsahuj�c� aktu�ln� pozici a oblast mezi 50 a 55% (kde le��
o�ek�van� �sp�nost standardn�ch zah�jen�) je kv�li snadn�j��mu porovn�n� tah�
zobrazena mod�e. V�imn�te si, �e na mistrovsk� �rovni b�l� oby�ejn� dosahuj�
�sp�nosti okolo 55%.
</p>

<h3><name Lock>Zamknut� okna stromu</name></h3>
<p>
Tla��tko <term>Zamknout</term> ve stromov�m okn� m��e b�t pou�ito k zamknut�
stromu k aktu�ln� datab�zi. To znamen�, �e strom bude nad�le pou��vat tuto
datab�zi, i kdy� se p�epnete do jin� otev�en� datab�ze. To je u�ite�n�, kdy�
chcete pou��t velkou datab�zi jako referen�n� p�i p�ehr�v�n� partie z jin�
datab�ze: jednodu�e otev�ete strom pro referen�n� datab�zi, zamkn�te ho a potom
se p�epn�te do druh� datab�ze.
</p>

<h3><name Training>Tr�nink</name></h3>
<p>
Kdy� aktivujete tla��tko <term>Tr�nink</term>, v�dy, kdy� zahrajete sv�j
tah, Scid n�hodn� provede tah.
Tah, kter� Scid zvol�, z�vis� na datab�zov� statistice tak, �e tah zahran� v 80%
parti� datab�ze bude Scidem zvolen s 80% pravd�podobnost�.
Dobr�m zp�sobem, jak si otestovat znalosti sv�ho reperto�ru zah�jen�, je zapnout
tuto funkci, potom skr�t (nebo minimalizovat) stromov� okno a hr�t zah�jen�
proti velk� datab�zi.
</p>

<h3>Pou�it� stromu s otev�en�mi EPD soubory</h3>
<p>
Pro ka�d� otev�en� <a EPD>EPD soubor</a> stromov� okno obsahuje jeden sloupec
 nav�c, kter�
zobrazuje kr�tk� (p�tiznakov�) souhrn obsahu EPD souboru pro ka�dou pozici,
dosa�enou tahy v seznamu.
</p>
<p>
Souhrn m��e b�t hodnocen�, k�d zah�jen� nebo navr�en� tah; bude to obsah prvn�ho
EPD pole nalezen�ho v n�sleduj�c�m seznamu: <b>ce, eco, nic, pv, pm, bm, id</b>
nebo jen prvn� EPD pole, jestli�e v�echny z uveden�ch chyb�.
</p>
<p>
Pro popis EPD pol� si p�e�t�te str�nku n�pov�dy o <a EPD>EPD souborech</a>.
V�imn�te si, �e jestli�e je souhrn z <b>ce</b> pole, je zobrazen z d�vodu lep�� 
�itelnosti jako hodnocen� v p�c�ch z perspektivy b�l�ho (rad�ji ne� sk�re 
v setin�ch p�c� z perspektivy strany, kter� je na tahu, jako je jeho vlastn� 
form�t ulo�en� v EPD souboru).
</p>

<h3>Pou��v�n� cache pro rychlej�� v�sledky</h3>
<p>
Scid pou��v� cache pro stromov� vyhled�vac� v�sledky pro pozice, kter�m odpov�d�
nejv�ce parti�. Jestli�e se ve stromov�m m�du posunete v partii o tah dop�edu a
zp�t, aktualizace okna stromu se provede t�m�� okam�it�, jestli�e vyhled�van�
pozice je v cache.
</p>
<p>
Okno stromu obsahuje v souborov�m menu p��kaz <term>Ulo�it cache soubor</term>.
Kdy� ho zad�te, aktu�ln� obsah stromov� cache v pam�ti se zap��e do souboru (s
p��ponou <b>.stc</b>) a dojde tak ke zrychlen� budouc�ho pou�it� t�to datab�ze
ve stromov�m m�du.
</p>
<p>
P��kaz <term>Naplnit cache soubor</term> v souborov�m menu okna
stromu napln� cache soubor �daji pro mnoho pozic zah�jen�.
Provede se stromov� vyhled�v�n� pro asi 100 nejb�n�j��ch pozic zah�jen� a pot�
se ulo�� cache soubor.
</p>
<p>
Uv�domte si, �e stromov� cache (.stc) soubor je cel� nadbyte�n�; m��ete
ho smazat bez toho, aby jste ovlivnili danou datab�zi, a ve skute�nosti je
Scidem smaz�n v�dy, kdy� se objev� operace, po kter� by z�stal neaktu�ln� --
nap�. p�id�n� nebo nahrazen� partie nebo t��d�n� datab�ze.
</p>

<p><footer>(Aktualizov�no: Scid 3.0, Listopad 2001)</footer></p>
}



####################
### Compaction help:

set helpTitle(C,Compact) "Zhutn�n� datab�ze"
set helpText(C,Compact) {<h1>Zhutn�n� datab�ze</h1>
<p>
<term>Zhutn�n�</term> datab�ze je specifick� typ <a Maintenance>�dr�by</a>,
kter�m se datab�ze uchov�v� co mo�n� nejmen�� a nejv�konn�j��.
Zhutn�n� datab�ze znamen� odstran�n� v�echno nevyu�it�ho prostoru v jej�ch
souborech.
Existuj� dva druhy zhutn�n�: jmenn�ho souboru a partiov�ho
souboru.
</p>

<h3>Zhutn�n� jmenn�ho souboru</h3>
<p>
�asem mo�n� zjist�te, �e datab�ze za��n� obsahovat mno�stv� jmen hr���, turnaj�,
m�st a kol, kter� u� nejsou v ��dn� partii pou�ita. To se �asto stane po
kontrole pravopisu jmen. Nepou�it� jm�na v jmenn�m souboru zbyte�n� zab�raj�
m�sto a mohou zpomalit vyhled�v�n� podle jmen.
Zhutn�n� jmenn�ho souboru odstran� v�echny jm�na, kter� nejsou pou�ita v
��dn� partii.
</p>

<h3>Zhutn�n� partiov�ho souboru</h3>
<p>
Kdykoliv je partie nahrazena nebo smaz�na, z�stane v partiov�m souboru
(nejv�t�� ze t�� soubor� tvo��c� datab�zi Scidu) zbyte�n� voln� m�sto.
Zhutn�n� partiov�ho souboru odstran� v�echno zbyte�n� voln� m�sto, nesmazan�
partie ponech� v datab�zi. Uv�domte si, �e tato operace je nevratn�: po
zhutn�n� jsou smazan� partie nav�dy pry�!
</p>
<p>
Zhutn�n� partiov�ho souboru se doporu�uje tak� po <a Sorting>t��d�n�</a>
datab�ze, aby se udr�el stav partiov�ho souboru konzistentn� se set��d�n�m
indexov�m souborem.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}


####################################
### Database maintenance tools help:

set helpTitle(C,Maintenance) "�dr�ba datab�ze"
set helpText(C,Maintenance) {<h1>�dr�ba datab�ze</h1>
<p>
Scid poskytuje mno�stv� n�stroj� pro �dr�bu datab�ze, jsou dostupn� z menu Scidu
<a Menus File>Soubor</a>. <a Compact>Zhutn�n�</a> datab�ze a
<a Sorting>t��d�c�</a> funkce jsou vysv�tleny na samostatn�ch str�nk�ch
n�pov�dy.
</p>

<h3>Okno �dr�by</h3>
<p>
V�t�inu �dr�by datab�ze ve form�tu Scidu lze prov�st z okna �dr�by, kter� m��ete
otev��t z menu <menu>Soubor: �dr�ba</menu> nebo z menu <menu>Okna</menu> nebo
pou�it�m kl�vesov� zkratky <b>Ctrl+M</b>.
</p>
<p>
Toto okno m��ete pou��t k �dr�b� <a Flags>p��znak� parti�</a>, kontrole
pravopisu jmen, <a Compact>zhutn�n�</a> nebo <a Sorting>t��d�n�</a>
datab�ze. V�imn�te si, �e v�echny operace, kter� nejsou pro aktu�ln� datab�zi
dostupn� (nap�. proto�e je jen ke �ten� nebo je PGN soubor), budou zobrazeny
�edou barvou.
</p>

<h3><name Twins>Maz�n� zdvojen�ch parti�</name></h3>
<p>
Menu <menu>Soubor: �dr�ba</menu> obsahuje p��kaz
<menu>Vymaz�n� zdvojen�ch parti�...</menu> pro detekci dal��ch kopi� (dvojn�k�)
parti� v datab�zi.
Tento p��kaz nalezne v�echny p�ry parti�, kter� jsou dvojn�ky, a pro ka�d� p�r
nastav� p��znak krat�� partie na smazan� a p��znak del�� partie ponech� na
nesmazan�.
Dv� partie jsou pokl�d�ny za dvojn�ky, jestli�e se jejich hr��i (a libovoln�
jin� speci�ln� ozna�en�, kter� m��ete voliteln� specifikovat) p�esn� shoduj�.
</p>
<p>
Jestli�e specifikujete volbu "tyt� tahy", ka�d� p�r parti� mus� m�t stejn�
aktu�ln� tahy a� do d�lky krat�� partie (nebo do 60. tahu kter�koliv), aby byli
partie pokl�d�ny za dvojn�ky.
</p>
<p>
Jestli�e jste provedli maz�n� dvojn�k�, je dobrou my�lenkou ov��it si, jestli�e
ka�d� smazan� partie je opravdu kopi� druh� partie.
To m��ete jednodu�e prov�st, jestli�e v dialogov�m okn� maz�n� zdvojen�ch parti�
vyberete volbu "<b>Nastavit filtr na v�echny vymazan� zdvojen� partie</b>".
Filtr budu potom obsahovat v�echny smazan� partie.
M��ete si je prohl�dnout (pou�it�m kl�ves <b>p</b> a <b>n</b>) pou�it�m okna
<term>kontroly zdvojen�ch parti�</term> (dostupn� z menu �dr�by nebo pou�it�m
kl�vesov� zkratky <b>Ctrl+Shift+T</b>) a ov��it si, �e partie jsou smazan�,
proto�e jsou skute�n� dvojn�ky jin� partie.
</p>

<h3><name Editing>Editace jmen hr���, turnaj�, m�st a kol</name></h3>
<p>
Ve va�� datab�zi m��ete naj�t �patn� napsan� jm�na a chcete je opravit.
To m��ete prov�st ve Scidu pou�it�m okna <term>editoru jmen</term> (kl�vesov�
zkratka: <b>Control+Shift+N</b>), dostupn�ho z podmenu
<menu>Soubor: �dr�ba</menu>.
</p>
<p>
Ka�d� jedine�n� jm�no je ulo�eno v jmenn�m souboru jen jednou,
tak�e jeho zm�na vlastn� zm�n� v�echny jeho v�skyty.
</p>

<h3><name Spellcheck>Kontrola pravopisu jmen</name></h3>
<p>
Scid se distribuuje spole�n� se souborem <term>pro kontrolu pravopisu</term>
pojmenovan�m <b>spelling.ssp</b>, pou��van�m pro opravu jmen hr���, turnaj�,
m�st a kol.
Scid se pokou�� nahr�t soubor pro kontrolu pravopisu p�i ka�d�m startu; jestli�e
se nenat�hne, m��ete ho nat�hnout z menu <menu>Volby</menu>.
</p>
<p>
Kdy� u� je soubor pro kontrolu pravopisu nata�en, m��ete ho pou��t pro datab�ze
ve form�tu Scidu prost�ednictv�m p��kaz� pro kontrolu pravopisu v menu
<menu>Soubor: �dr�ba</menu> nebo z okna �dr�by.
</p>
<p>
Kdy� kontrolujete pravopis jmen datab�ze, Scid produkuje seznam korekc�, kter�
m��ete p�ed jejich vlastn�m proveden�m editovat, tak�e m��ete odstranit v�echny
korekce, kter� prov�st nechcete.
</p>
<p>
Kontrola pravopisu je zvlṻ u�ite�n� pro standardizaci datab�ze, aby v�echny
p��klady jednotliv�ho jm�na m�li stejn� tvar.
Nap�. se standardn�m souborem pro kontrolu pravopisu by byla jm�na "Kramnik,V.",
"Vladimir Kramnik", and "V. Kramnik" opravena na "Kramnik, Vladimir".
</p>
<p>
Soubor pro kontrolu pravopisu m� jedno pou�it� nav�c: kdy� je nata�en, jeho
�daje o hr���ch jsou pou�ity k roz���en� okna <a PInfo>informac� o hr��i</a> a
 okna
<a Crosstable>turnajov� tabulky</a>: pro ka�d�ho hr��e obsa�en�ho v souboru pro
kontrolu pravopisu uvid�te jeho mistrovsk� titul FIDE (<b>gm</b> = mezin�rodn�
velmistr, <b>im</b> = mezin�rodn� mistr atd.) a jeho zemi. Soubor
<b>spelling.ssp</b>, distribuovan� spole�n� se Scidem, obsahuje p�es 6500
siln�ch hr��� minulosti a p��tomnosti.
</p>

<h3><name Ratings>P�id�n� Elo rating� do parti�</name></h3>
<p>
Tla��tko "P�idat Elo ratingy..." v okn� �dr�by zp�sob�, �e Scid vyhled� v
aktu�ln� datab�zi partie, v kter�ch hr�� nem� rating, ale soubor pro kontrolu
pravopisu jeho rating k datu partie obsahuje. Scid v�echny takov� ratingy
automaticky p�id�. To je velmi u�ite�n� pro datab�ze mistrovsk�ch parti�, kter�
maj� m�lo rating�.
</p>
<p>
Soubor pro kontrolu pravopisu "spelling.ssp", dod�van� spole�n� se Scidem,
neobsahuje informace o Elo rating�ch pot�ebn�ch pro tuto funkci, ale jeho v�t��
verze s n�zvem "ratings.ssp" je dostupn� na <a Author>webov� str�nce Scidu</a>.
</p>

<h3><name Cleaner>�i�t�n� datab�ze</name></h3>
<p>
<term>�i�t�n� datab�ze</term> (dostupn� z okna �dr�by) je n�stroj pro vykon�v�n�
v�ce operac� �dr�by datab�ze nar�z. M��ete si vybrat, kter� operace chcete
prov�st, a Scid je s aktu�ln� datab�z� provede bez nutnosti u�ivatelsk�ho
z�sahu. To je zvlṻ u�ite�n� pro �dr�bu velk�ch datab�z�.
</p>

<h3>V�b�r automaticky otev�ran� partie</h3>
<p>
<term>Automaticky otev�ran�</term> partie datab�ze je partie, kter� se
automaticky nat�hne p�i ka�d�m otev�en� datab�ze. Chcete-li zm�nit automaticky
otev�ranou partii datab�ze, pou�ijte tla��tko  "Automaticky otev�rat partii
��slo...". Jestli�e chcete, aby se nat�hla v�dy posledn� partie datab�ze (bez
ohledu na skute�n� po�et parti� v datab�zi), nastavte ji na velmi vysok� ��slo
nap�. 9999999.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Prosinec 2001)</footer></p>
}

#################
### Sorting help:

set helpTitle(C,Sorting) "T��d�n� datab�ze"
set helpText(C,Sorting) {<h1>T��d�n� datab�ze</h1>
<p>
<term>T��d�c�</term> funkce t��d� v�echny partie v datab�zi. M��ete si vybrat
mno�stv� t��d�c�ch krit�ri�.
Kdy� jsou dv� partie rovnocenn� podle prvn�ho krit�ria, jsou set��d�ny podle
druh�ho krit�ria atd. </p>

<h3>T��d�c� krit�ria</h3>
<p>
Dostupn� t��d�c� krit�ria jsou:
</p>
<ul>
<li> Datum (nejstar�� partie prvn�)
<li> Rok (stejn� jako datum, ale pou�ije se jen rok)
<li> Jm�no turnaje
<li> Jm�no m�sta
<li> Zem� (posledn� 3 p�smena jm�na m�sta)
<li> Jm�no kola
<li> Jm�no b�l�ho
<li> Rating (pr�m�r ratingu b�l�ho a �ern�ho, nejvy��� prvn�)
<li> Jm�no �ern�ho
<li> V�sledek (v�hry b�l�ho, rem�zy a pak v�hry �ern�ho)
<li> D�lka (po�et kompletn�ch tah� v partii)
<li> ECO (<a ECO>k�d Encyklopedie �achov�ch zah�jen�</a>)
</ul>

<h3>V�sledky t��d�n�</h3>
<p>
Kdy� t��d�te datab�zi Scidu, kter� nen� jen ke �ten�, v�sledky t��d�n� jsou
ulo�eny, tak�e po�ad� parti� v datab�zi je trvale zm�n�no. Jestli�e chcete, aby
set��d�n� bylo jen do�asn�, pou�it�m p��kazu menu <b>Soubor: Pouze pro �ten�</b>
nastavte nejprve datab�zi jen ke �ten�.
</p>
<p>
Kdy� t��d�te datab�zi, kter� je jen ke �ten� nebo je skute�n� PGN soubor,
v�sledky t��d�n� nemohou b�t ulo�eny, tak�e po zav�en� souboru bude set��d�n�
po�ad� parti� ztraceno.
</p>
<p>
V�imn�te si, �e t��d�n� datab�ze znovu nastav�
<a Searches Filter>vyhled�vac� filtr</a> tak, �e obsahuje v�echny partie.
</p>

<h3>D�le�it� pozn�mka k t��d�n� datab�z�:</h3>
<p>
P�i t��d�n� datab�ze je zm�n�n indexov� soubor, ale partiov� soubor nikoliv. To
znamen�, �e t��d�n� datab�ze zanech� z�znamy v partiov�m souboru pom�chan�
vzhledem k indexov�mu souboru. To m��e v�znamn� <b>zpomalit</b> <a
 Tree>stromov�</a>
vyhled�v�n�, <a Searches>vyhled�v�n�</a> podle pozice a podle materi�lu/vzoru,
 tak�e abyste
udr�eli dobr� vyhled�vac� v�sledky, m�li byste po set��d�n� datab�ze
reorganizovat partiov� soubor jeho <a Compact>zhutn�n�m</a>.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

###############
### Flags help:

set helpTitle(C,Flags) "P��znaky partie"
set helpText(C,Flags) {<h1>P��znaky partie</h1>
<p>
<term>P��znak</term> je indik�tor n�jak�ch �achov�ch charakteristik, kter� m��e
b�t zapnut� nebo vypnut� pro ka�dou partii v datab�zi.
Ve Scidu existuje 13 u�ivatel nastaviteln�ch p��znak�, kter� m��ete p��mo
nastavit pro ka�dou partii. Z nich jen mazac� p��znak m� speci�ln� v�znam:
partie se zapnut�m mazac�m p��znakem jsou ozna�eny k v�mazu a p�i
<a Compact>zhutn�n�</a> datab�ze budou odstran�ny.
</p>
<p>
12 ostatn�ch u�ivatelem nastaviteln�ch p��znak� a jejich symboly jsou:
</p>

<ul>
<li>Zah�jen� b�l�ho (W)</li>
<li>Zah�jen� �ern�ho (B)</li>
<li>St�edn� hra (M)</li>
<li>Koncovka (E)</li>
<li>Novinka (N)</li>
<li>P�cov� struktura (P)</li>
<li>Taktika (T)</li>
<li>Hra na d�msk�m k��dle (Q)</li>
<li>Hra na kr�lovsk� k��dle (K)</li>
<li>Velmi siln� tah (!)</li>
<li>Hrub� chyba (?)</li>
<li>U�ivatel (U)</li>
</ul>

<p>
P��znak m��e b�t nastaven pro aktu�ln� partii, pro v�echny partie filtru nebo
pro v�echny partie datab�ze pou�it�m okna <a Maintenance>�dr�by</a>.
</p>
<p>
M��ete pou��t <a Searches Header>vyhled�v�n� podle hlavi�ky</a> pro nalezen�
v�ech parti� v datab�zi, kter� maj� konkr�tn� p��znak zapnut� nebo vypnut�, nebo
pou��t p��znaky jako ��st komplexn�j��ch vyhled�v�n�.
</p>
<p>
Proto�e v�echny u�ivatelem nastaviteln� p��znaky (krom� mazac�ho p��znaku)
nemaj� pro Scid ��dn� v�znam, m��ete je pou��vat pro jak�koliv ��el, vhodn� pro
va�e pot�eby. Nap�. m��ete pou��t p��znak hry na kr�lovsk�m k��dle (K) pro
p�cov� �toky na kr�lovsk� k��dle nebo pro �tok na kr�lovsk�m k��dle t�k�mi
figurami nebo dokonce pro koncovky se v�emi p�ci na kr�lovsk�m k��dle.
</p>

<p><footer>(Aktualizov�no: Scid 3.0, Listopad 2001)</footer></p>
}

#########################
### Analysis window help:

set helpTitle(C,Analysis) "Analytick� okno"
set helpText(C,Analysis) {<h1>Analytick� okno</h1>
<p>
Analytick� okno ve Scidu zobrazuje anal�zu �achov�ho programu
(ozna�ovan�ho jako <term>motor</term>) sou�asn� pozice na �achovnici. P�i ka�d�
zm�n� na �achovnici pos�l� Scid motoru novou pozici a zobrazuje jeho hodnocen�
t�to pozice.
</p>
<p>
Sk�re zobrazen� v tomto analytick�m okn� je v�dy z perspektivy
b�l�ho, tak�e negativn� sk�re indikuje lep�� pozici �ern�ho.
Spodn� r�mec v tomto okn� (s posuvn�kem) zobrazuje historii hodnocen� t�to
pozice produkovan� motorem, tak�e si m��ete prohl�dnout, jak se hodnocen�
m�nila.
</p>
<p>
Chcete-li p�idat nejlep�� tah vybran� motorem jako nov� tah aktu�ln� partie,
stiskn�te tla��tko <b>P�idat tah</b>.
</p>

<h3><name List>Seznam analytick�ch motor�</name></h3>
<p>
Scid si udr�uje seznam pou��van�ch motor�, spolu s odhadem jejich Elo ratingu
(jestli n�jak� m�te) a datem jejich posledn�ho pou�it�. Seznam motor� lze
set��dit podle jm�na, Elo ratingu nebo data.
Chcete-li do seznamu p�idat nov� motor nebo editovat detaily existuj�c�ho
motoru, stiskn�te tla��tko <b>Nov�</b> nebo <b>Editace</b>.
</p>

<h3><name Start>P��kazy a adres��e motor�</name></h3>
<p>
Pro ka�d� motor mus�te specifikovat jeho spustiteln� soubor a adres��, kde m�
b�t Scidem spu�t�n.
</p>
<p>
D�vodem v�t�iny probl�m� se startem motor� je v�b�r adres��e, v kter�m m� b�t
motor spu�t�n. N�kter� motory vy�aduj� ke sv�mu ��dn�mu startu ve sv�m
startovac�m adres��i existenci inicializa�n�ho souboru nebo souboru knihoven
zah�jen�.
Jin� motory (jako Crafty) zapisuj� do adres��e, kde byly spu�t�ny, tzv. logovac�
soubory, tak�e je nutn� je spustit v takov�ch adres���ch, kde m�te p��stupov�
pr�vo z�pisu.
Jestli�e nastaven� adres��e pro motor je ".", Scid nastartuje tento motor v
aktu�ln�m adres��i.
</p>
<p>
Tak�e jestli�e n�jak� motor, kter� by m�l ve Scidu skv�le pracovat, nelze
nastartovat, zkuste zm�nit nastaven� jeho adres��e. Chcete-li zabr�nit vzniku
logovac�ch soubor� v mnoha r�zn�ch adres���ch, doporu�uji v�m spou�t�t motory v
adres��i u�ivatelsk�ch soubor� Scidu (tj. tam, kde se nach�z� soubor
<b>scid.exe</b> pro Windows nebo v adres��i <b>~/.scid/</b> pro Unix); v
dialogov�m okn� pro editaci detail� motoru je tla��tko ozna�en�
<b>scid.exe dir</b> pro Windows nebo <b>~/.scid</b> pro Unix, kter�m m��ete
nastavit spou�t�n� motoru v tomto adres��i.
</p>

<h3>Tr�nink</h3>
<p>
Tla��tkem <b>Tr�nink</b> m��ete proti analytick�mu motoru hr�t. �as na ka�d� tah
je pevn� dan� a v tr�ninkov�m m�du nejsou zobrazeny v�sledky anal�zy.
</p>

<h3>Anotace partie</h3>
<p>
Tla��tko <b>P�idat variantu</b> v analytick�m okn� p�id� do partie aktu�ln�
sk�re a nejlep�� pokra�ov�n� za ob� strany jako novou variantu.
</p>
<p>
Anotaci s�rie tah� (i cel� partie) m��ete prov�st automaticky stiskem tla��tka
<b>Anotace</b>. Budete dot�z�ni na ur�it� nastaven� anotace a potom se spust�
re�im automatick�ho p�ehr�v�n�.
V re�imu automatick�ho p�ehr�v�n� p�i otev�en�m analytick�m okn� je pro ka�dou
pozici (p�ehranou v automatick�m re�imu) samo�inn� p�id�na varianta obsahuj�c�
sk�re a nejlep�� pokra�ov�n� za ob� strany.
Anotov�ny jsou pouze pozice od aktu�ln� pozice do konce partie (nebo dokud
neukon��te re�im automatick�ho p�ehr�v�n�), tak�e p�esunem do pozice ze st�edn�
hry p�ed spu�t�n�m re�imu automatick�ho p�ehr�v�n� m��ete p�esko�it anotaci
zah�jen�.
</p>
<p>
Chcete-li kdykoliv anotaci ukon�it, sta�� jen ukon�it re�im automatick�ho
p�ehr�v�n�, nap�. stiskem kl�vesy <b>Escape</b> v hlavn�m okn�.
</p>
<p>
V�imn�te si, �e pro zjednodu�en� je tla��tko <b>Anotace</b> p��stupn� jen v okn�
analytick�ho motoru 1. Jestli�e spust�te motor jako analytick� motor 2, nebudete
ho moci pou��t k anotaci partie.
</p>

<h3>Analytick� �achovnice</h3>
<p>
Stisk tla��tka ikony �achovnice v analytick�m okn� zobraz� nebo skryje
analytickou �achovnici, kter� zobrazuje pozici na konci aktu�ln� nejlep��
varianty hry nalezenou motorem. Funguje to pro v�t�inu motor� kompatibiln�ch se
Scidem, ale nemus� pro v�echny; z�le�� to na tom, jakou notaci tah� motor
pou��v�.
</p>

<h3>Priorita motoru</h3>
<p>
Jestli�e motor vyu��v� p��li� mnoho �asu CPU (tj. procesoru) a negativn�
tak ovliv�uje pou��v�n� Scidu nebo jin�ch aplikac�, m��e pomoct zapnut�
tla��tka <b>N�zk� CPU priorita</b>; t�m d�te motoru n�zkou prioritu p�i
pl�nov�n� CPU. </p>

<h3>Detaily rozhran�</h3>
<p>
Abyste mohli pou��vat analytick� okno, budete pot�ebovat �achov� program, kter�
podporuje <term>WinBoard/Xboard</term> protokol.
</p>
<p>
Scid pos�l� motoru p�i jeho startu p��kazy <b>xboard</b>, <b>post</b> a
<b>protover 2</b> a jestli�e motor svou odpov�d� indikuje, �e je podporuje, Scid
pou�ije pro efektivn�j�� komunikaci s motorem p��kazy <b>setboard</b> a
<b>analyze</b>.
Jestli�e motor nepodporuje p��kaz <b>setboard</b>, nebude schopen poskytovat
anal�zu ��dn� partie, kter� za��n� s nestandardn� po��te�n� pozic�.
</p>
<p>
Program�m, kter� nepodporuj� p��kaz <b>analyze</b>, Scid p�i ka�d� zm�n� pozice
pos�l� n�sleduj�c� p��kazy: <b>new</b> a <b>force</b>, t�m se p�esune do partie
do aktu�ln� pozice a pak <b>go</b>.
</p>
<p>
J� pou��v�m a doporu�uji pro analytick� okno Scidu znamenit� �achov� freeware
program <term>Crafty</term> od Boba Hyatta, ale se Scidem bylo �sp�n� pou�ito
mnoho dal��ch WinBoard nebo XBoard kompatibiln�ch program�. N��e je seznam
webov�ch str�nek pro sta�en� n�kolika motor�.
</p>
<p>
Crafty:
<url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url>
</p>
<p>
Yace:
<url http://home1.stofanet.dk/moq/>http://home1.stofanet.dk/moq/</url>
</p>
<p>
Phalanx:
<url
 ftp://ftp.math.muni.cz/pub/math/people/Dobes/>ftp://ftp.math.muni.cz/pub/math/people/Dobes/</url>
</p>
<p>
Comet:
<url
 http://members.aol.com/utuerke/comet/>http://members.aol.com/utuerke/comet/</url>
</p>
<p>
Gnuchess:
<url
 http://www.gnu.org/software/chess/chess.html>http://www.gnu.org/software/chess/chess.html</url>
</p>
<p>
The Crazy Bishop:
<url http://remi.coulom.free.fr/>http://remi.coulom.free.fr/</url>
</p>

<p><footer>(Aktualizov�no: Scid 3.4, Z��� 2002)</footer></p>
}

###################
### EPD files help:

set helpTitle(C,EPD) "EPD soubory"
set helpText(C,EPD) {<h1>EPD soubory</h1>
<p>
EPD (extended position description, tj. roz���en� popisova� pozice) soubor je
kolekce pozic, kde ka�d� pozice m� n�jak� doprovodn� text. Jako <a PGN>PGN</a>,
je to obecn� standard pro �achov� informace.
</p>
<p>
EPD soubor m� po�et definovan�ch <term>opk�d� (opcodes)</term> (pol�), kter�
jsou ulo�eny v souboru odd�leny st�edn�kem(<b>;</b>), ale v okn� EPD Scidu jsou
kv�li jednodu�� editaci zobrazeny na samostatn�ch ��dc�ch.
St�edn�k uvnit� EPD pole je ulo�en Scidem jako "<b>\s</b>", aby byl odli�en od
znaku konce pole.
Ka�d� pozice a k n� asociovan� opk�dy jsou ulo�eny na jedn� ��dce v EPD
souboru.
</p>
<p>
Standardn� EPD opk�dy zahrnuj�:
<ul>
<li> <b>acd</b> analytick� po�et: hloubka vyhled�v�n�.</li>
<li> <b>acn</b> analytick� po�et: po�et uzl� (nodes) vyhled�v�n�.</li>
<li> <b>acs</b> analytick� po�et: doba vyhled�v�n� v sekund�ch.</li>
<li> <b>bm</b> nejlep�� tahy: tah(y) ocen�n�(�) nejl�pe z n�jak�ho d�vodu.</li>
<li> <b>ce</b> setinop�cov� hodnocen�: hodnocen� v setin�ch p�c� z perspektivy
     <b>strany, kter� je na tahu</b> -- v�imn�te si rozd�lu proti oknu anal�zy,
     kter� zobrazuje hodnocen� v p�c�ch z perspektivy b�l�ho.</li>
<li> <b>cX</b> koment�� (kde <b>X</b> je ��slo, 0-9).</li>
<li> <b>eco</b> k�d zah�jen� podle <a ECO>ECO</a> syst�mu.</li>
<li> <b>id</b> jedine�n� identifikace pro tuto pozici.</li>
<li> <b>nic</b> k�d zah�jen� podle <i>New In Chess</i> syst�mu.</li>
<li> <b>pm</b> p�edpokl�dan� tah: prvn� tah PV.</li>
<li> <b>pv</b> p�edpokl�dan� varianta: varianta nejlep�� hry.</li>
</ul>

<p>
EPD soubory maj� mnoho pou�it�: Scid pou��v� EPD soubor ke klasifikaci parti�
podle syst�mu <a ECO>Encyklopedie �achov�ch zah�jen�</a> (Encyclopedia of Chess
Openings, ECO) a vy sami si m��ete vytvo�it EPD soubor pro v� reperto�r
zah�jen� p�id�n�m koment��� k pozic�m, kter� se ve va�ich parti�ch pravideln�
vyskytuj�.
</p>
<p>
Vytvo�it nov� EPD soubor nebo otev��t u� existuj�c� m��ete p��kazy
<menu>Nov�</menu> a <menu>Otev��t</menu> z menu <menu>Soubor</menu>. Kdykoliv
m��e b�t otev�eno nejv��e �ty�i EPD soubory.
</p>

<h3>EPD okna</h3>
<p>
Pro ka�d� otev�en� EPD soubor uvid�te jedno okno, kter� zobrazuje text k
aktu�ln� pozici. Chcete-li ulo�it zm�ny v textu k pozici, nen� pot�eba
stisknout tla��tko Ulo�it; text bude ulo�en v�dy, kdy� se p�esunete k jin�
pozici v partii.
</p>

<h3>Navigace v EPD souborech</h3>
<p>
Chcete-li si prohl�dnout pozice v EPD souboru, pou�ijte p��kazy
<menu>Next position</menu> a <menu>Previous position</menu> z menu
<menu>Tools</menu> v EPD okn� nebo pou�ijte kl�vesov� zkratky
<b>Ctrl+�ipkaDol�</b> a <b>Ctrl+�ipkaNahoru</b>.
Tyto p��kazy zp�sob� p�esun na n�sleduj�c�/p�edch�zej�c� pozici v souboru spolu
s odstran�n�m aktu�ln� partie a nastaven�m jej� po��te�n� pozice.
</p>

<h3>Odstran�n� EPD pol�</h3>
<p>
EPD soubory, kter� naleznete na Internetu, mohou obsahovat pole, kter� v�s
nezaj�maj� a mohou tak zbyte�n� zab�rat mnoho m�sta v souboru.
Nap�. EPD soubor hodnocen� �achov�ho programu m��e m�t pole ce, acd, acn, pm, pv
a id, ale mo�n� budete pot�ebovat jen pole ce a pv.
</p>
<p>
EPD opk�d m��ete odstranit ze v�ech pozic v EPD souboru pou�it�m p��kazu
<menu>Strip out EPD field</menu> z menu <menu>Tools</menu> v EPD okn�.
</p>

<h3>Stavov� li�ta EPD okna</h3>
<p>
Stavov� li�ta ka�d�ho EPD okna ukazuje:
<ul>
<li>- status souboru (<b>--</b> znamen� nezm�n�n, <b>XX</b> znamen� zm�n�n
      a <b>%%</b> znamen� jen ke �ten�); </li>
<li>- jm�no souboru; </li>
<li>- po�et pozic v souboru; </li>
<li>- leg�ln� tahy z aktu�ln� pozici vedouc� do jin� pozice v tomto EPD
      souboru.</li>
</ul>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

######################
### Email window help:

set helpTitle(C,Email) "Emailov� okno"
set helpText(C,Email) {<h1>Emailov� okno</h1>
<p>
Okno emailov�ho mana�era Scidu v�m poskytuje prost�edky ke spr�v�
koresponden�n�ch parti� hran�ch emailem.
Jestli�e nehrajete �achy p�es email, nebude v�s to zaj�mat.
Ale jestli�e hrajete koresponden�n� partie p�es email, m��ete emailov� zpr�vy
pos�lat p��mo ze Scidu!
</p>
<p>
Pou�it� emailov�ho mana�era:
<ul>
<li><b>1)</b> Vytvo�te v datab�zi partii(e) pro va�eho soupe�e. </li>
<li><b>2)</b> V okn� emailov�ho mana�era zvolte <b>Add</b> a zadejte �daje o
va�em soupe�i: jm�no, emailov� adresa a ��sla parti� v datab�zi. </li>
<li><b>3)</b> V emailov�m okn� zvolte <b>Send email</b> v�dy, kdy� jste p�idali
tahy do partie(�) a chcete odeslat zpr�vu. </li>
</ul>

<p>
P�i odesl�n� emailov� zpr�vy Scid vygeneruje zpr�vu s parti� v PGN form�tu
<b>bez</b> jak�chkoliv koment���, anotac� a variant, proto�e obvykle nebudete
cht�t, aby soupe� vid�l va�e anal�zy.
P�ed odesl�n�m m��ete zpr�vu editovat p�id�n�m podm�n�n�ch tah� nebo jin�ho
textu.
</p>
<p>
Pro ka�d�ho soupe�e m��ete m�t libovoln� po�et parti�; nej�ast�ji jednu nebo
dv�. Uv�domte si, �e Scid nekontroluje zm�ny ��sel parti�, tak�e po zadan� �daj�
o va�em soupe�i d�vejte pozor, abyste datab�zi va�ich emailov�ch parti�
net��dili ani v n� nemazali ��dn� partie, proto�e tak by do�lo k p�euspo��d�n�
parti� a ��sla parti� pro ka�d�ho soupe�e by byla �patn�.
</p>

<h3>Omezen�</h3>
<p>
Scid dosud nedisponuje ��dnou funkc� kontroly va�ich emailov�ch po�ada��, tak�e
je st�le nutn� p�id�vat tahy va�eho soupe�e do partie manu�ln�.</p>

<h3>Konfigurace</h3>
<p>
Kopie v�ech emailov�ch zpr�v odeslan�ch Scidem je ulo�ena v souboru
<b>~/.scid/scidmail.log</b>. Jestli�e chcete, aby byly ulo�eny v jin�m souboru,
budete muset editovat soubor <b>tcl/start.tcl</b> a rekompilovat Scid.
</p>
<p>
Scid m��e pos�lat zpr�vy pou�it�m SMTP serveru nebo p��kazu sendmail. Ke
specifikaci va�� volby pou�ijte tla��tko <b>Settings</b> v okn� emailov�ho
mana�era.
</p>
<p>
Scid ukl�d� �daje o soupe��ch z datab�ze va�ich emailov�ch parti� v
souboru se stejn�m jm�nem jako tato datab�ze a p��ponou "<b>.sem</b>".
</p>

<p><footer>(Aktualizov�no: Scid 3.0, Listopad 2001)</footer></p>
}

########################
### Reports help:

set helpTitle(C,Reports) "Profily"
set helpText(C,Reports) {<h1>Profily</h1>
<p>
<term>Profil</term> ve Scidu je dokument obsahuj�c� informace o ur�it� pozici nebo ur�it�m hr��i. Existuj� dva typy profil�, kter� m��e Scid generovat: profil zah�jen� a profil hr��e.
</p>

<h3><name Opening>Profily zah�jen�</name></h3>
<p>
Scid m��e vytvo�it <term>profil zah�jen�</term>, kter� zobrazuje zaj�mav�
informace o pozici zah�jen�. Chcete-li vytvo�it profil zah�jen�, nejprve se
ujist�te, �e zobrazen� pozice je ta, pro kterou profil chcete, a potom zvolte
<b>Profil zah�jen�</b> z menu <b>N�stroje</b>.
</p>
<p>
Okno <term>profilu zah�jen�</term> zobrazuje v�sledek profilu vygenerovan�ho
Scidem. Menu <b>Soubor</b> obsahuje p��kazy pro ulo�en� (vyti�t�n�) profilu do
textov�ho souboru, do HTML souboru nebo <a LaTeX>LaTeX</a> souboru.
</p>
<p>
Prvn� sekce profilu prezentuj� informace na parti�ch, kter� dos�hly pozice
profilu, a na taz�ch hran�ch od t�to pozice. Lze zde vid�t, jestli se zah�jen�
st�v� v�ce popul�rn�m, jestli m� mnoho kr�tk�ch rem�z a jak� po�ad� tah�
(transpozice) se pou��vaj� k jej� dosa�en�.
</p>
<p>
Sekce pozi�n�ch t�mat zobrazuje  frekvenci ur�it�ch b�n�ch pozi�n�ch t�mat v profilovan�ch parti�ch. K tomu se pou�ije prvn�ch 20 tah� ka�d� partie (tedy prvn�ch 40 pozic� ka�d� partie po po��te�n� pozici). Partie se zapo�te jako partie obsahuj�c� ur�it� t�ma, jestli�e obsahuje dan� t�ma alespo� ve 4 pozic�ch v prvn�ch 20 taz�ch partie. Tak se zabr�n� ovlivn�n� v�sledku kr�tk�m v�skytem t�mat (jako nap�. izolovan� d�msk� p�ec, kter� je okam�it� vzat�).
</p>
<p>
Posledn� a nejv�t�� ��st� profilu je tabulka teorie. P�i ukl�d�n� profilu do
souboru si m��ete vybrat mezi ulo�en�m jen tabulky teorie, kompaktn�m profilem
bez tabulky teorie nebo cel�m profilem.
</p>
<p>
Skoro v�echny sekce profilu mohou b�t zapnuty nebo vypnuty nebo upraveny
prost�ednictv�m voleb profilu zah�jen�, tak�e si m��ete profil p�izp�sobit
tak, aby zobrazoval jen informace, kter� v�s zaj�maj�.
</p>
<p>
V�t�ina informac� v profilu zah�jen�, kter� jsou zobrazeny barevn�, vyvolaj�
p�i v�b�ru lev�m tla��tkem my�i n�jakou akci. Nap��klad p�i kliknut� na
referenci partie dojde k jej� nata�en�, p�i kliknut� na pozi�n� motiv dojde k
nastaven� filtru tak, �e bude obsahovat jen partie profilu, ve kter�ch se tento
motiv vyskytl.
</p>

<h4>Obl�ben�</h4>
<p>
Menu <menu>Obl�ben�</menu> v okn� profilu umo��uje udr�ovat sb�rku obl�ben�ch pozic profilu zah�jen� a jednodu�e generovat profil zah�jen� pro v�echny tyto pozice. V�b�rem "Add Report..." z menu Obl�ben� p�id�te aktu�ln� pozici jako obl�benou profilovanou pozici; budete vyzv�ni k zad�n� jm�na, kter� bude pou�ito jako jm�no souboru p�i generov�n� obl�ben�ch profil�.
</p>
<p>
Chcete-li generovat profil pro ka�d� obl�ben� profil p�i pou�it� aktu�ln� datab�ze, zvolte z menu Obl�ben� "Generovat profil...". Objev� se dialogov� okno, kter� V�m umo�n� specifikovat typ a form�t profilu a adres��, kde budou ulo�eny soubory profil�. Podle form�tu, kter� jste zvolili, bude ke ka�d�mu souboru profilu p�id�na vhodn� p��pona (nap�. ".html" pro HTML form�t).
</p>

<h3><name Player>Profily hr���</name></h3>
<p>
<term>Profil hr��e</term> je velmi podobn� profilu zah�jen�, ale obsahuje informace o parti�ch jednoho hr��e b�l�mi nebo �ern�mi figurami. Profil hr��e m��ete generovat z menu N�stroje nebo z okna <a PInfo>Informac� o hr��i</a>.
</p>
<p>
Profil hr��e m��e b�t generov�n bu� pro v�echny partie dan�ho hr��e dan�mi figurami nebo jen pro podmno�inu t�ch parti�, kter� dos�hly aktu�ln� pozici na �achovnici v hlavn�m okn�.
</p>


<h3>Omezen�</h3>
<p>
Pro v�t�inu dat generovan�ch profilem existuje limit 2000 parti�, tak�e
jestli�e se pozice profilu vyskytuje ve v�ce ne� 2000 parti�ch, n�jak� v�sledky
mohou b�t trochu nespr�vn�.
</p>
<p>
Rovn� pro tabulku teorie existuje limit 500 parti�. Jestli�e se pozice profilu
vyskytuje ve v�ce ne� 500 parti�ch, jen 500 parti� s nejvy���m pr�m�rn�m Elo
ratingem se pou�ije ke generov�n� tabulky teorie. Po�et parti� pou�it�ch ke
generov�n� tabulky teorie m��ete upravit ve volb�ch Profilu zah�jen�.
</p>

<p><footer>(Aktualizov�no: Scid 3.5, �nor 2003)</footer></p>
}


#####################
### Player List help:

set helpTitle(C,PList) "Okno vyhled�va�e hr���"
set helpText(C,PList) {<h1>Okno vyhled�va�e hr���</h1>
<p>
Okno <term> vyhled�va�e hr���</term> zobrazuje seznam jmen
hr��� v aktu�ln� datab�zi. V�b�rem hr��e se otev�e okno
<a PInfo>informac� o hr��i</a> s podrobn�j��mi informacemi o tomto hr��i.
</p>
<p>
Zobrazuje se p�t sloupc�, kter� zobrazuj� jm�no ka�d�ho hr��e, jeho nejvy���
rating, po�et jeho parti� a rok jeho nejstar�� a nejnov�j�� partie.
Chcete-li set��dit seznam podle n�kter�ho sloupce, klikn�te na jeho titulek
naho�e v seznamu.
</p>
<p>
Obsah seznamu m��ete filtrovat pomoc� ovl�d�n� dole pod seznamem. M��ete zm�nit
limit seznamu, zadat bez ohledu na velikost p�smen p�edponu jm�na hr��e (jako
t�eba "ada" pro vyhled�n� "Adams") a omezit rozsah Elo ratingu a po�tu parti�.
</p>

<p><footer>(Aktualizov�no: Scid 3.4, �ervenec 2002)</footer></p>
}

#####################
### Player Info help:

set helpTitle(C,PInfo) "Okno informac� o hr��i"
set helpText(C,PInfo) {<h1>Okno informac� o hr��i</h1>
<p>
Okno <term>informac� o hr��i</term> se otev�e nebo aktualizuje v�dy, kdy�
kliknete lev�m tla��tkem my�i na jm�no hr��e v informa�n� z�n� partie (pod
�achovnic�) nebo v okn� <a Crosstable>turnajov� tabulky</a>.
</p>
<p>
Okno zobrazuje (douf�m) u�ite�n� informace o hr��i, zejm�na jejich �sp�nost
b�l�ma a �ern�ma, obl�ben� zah�jen� (podle <a ECO>k�du ECO</a>) a historii
ratingu.
</p>
<p>
V�echna zobrazen� procenta jsou o�ek�van� v�sledek (m�ra �sp�nosti) z
perspektivy hr��e -- tak�e vy��� procento je v�dy lep�� pro hr��e, nez�visle na
tom, je-li b�l� �i �ern�.
</p>
<p>
Stiskem tla��tka <a Graphs Rating>Graf ratingu</a> m��ete vid�t graf historie
ratingu hr��e.
</p>
<p>
Kliknut�m lev�m tla��tkem my�i na libovoln� �erven� ��slo nastav�te
<a Searches Filter>filtr</a> na ty partie, kter� dan� ��slo reprezentuje.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

################
### Graphs help:

set helpTitle(C,Graphs) "Okna graf�"
set helpText(C,Graphs) {<h1>Okna graf�</h1>
<p>
Scid m� n�kolik oken, kter� zobrazuj� informace graficky.
Jsou vysv�tleny n��e.
</p>

<h3><name Filter>Okno grafu filtru</name></h3>
<p>
Okno <term>grafu filtru</term> zobrazuje trendy parti� v aktu�ln�m filtru ve
srovn�n� s celou datab�z�, a to podle podle data nebo podle Elo ratingu. Nap�.
kdy� m�te otev�en� <a Tree>strom</a>, okno grafu je u�ite�n� jako n�stroj
zobrazuj�c�, jak se m�nila popularita aktu�ln� pozice zah�jen� v posledn�ch
letech nebo dek�d�ch nebo jestli je zvl�t� obl�ben� mezi hr��i s v�t��m
ratingem jako velmistry.
Ka�d� bod grafu reprezentuje pro jednotliv� rozsah data nebo Elo ratingu po�et
parti� ve filtru na 1000 parti� v cel� datab�zi.
</p>
<p>
P�i kreslen� grafu filtru podle ratingu, Scid pou��v� pro ka�dou partii pr�m�rn�
(st�edn�) rating. Odhady rating� (jako nap�. ty z pravopisn�ho souboru) se
nepou�ij�. Jestli�e jeden hr�� partie rating m�, ale jeho soupe� nikoliv, pak se
a� do hranice 2200 Elo p�edpokl�d�, �e soupe� m� stejn� rating.
Nap�. jestli�e jeden hr�� m� 2500 Elo a soupe� nem� ��dn� rating, st�edn� rating
je (2500+2200)/2=2350.
</p>

<h3><name Rating>Okno grafu ratingu</name></h3>
<p>
Okno <term>grafu ratingu</term> zobrazuje historii ratingu jednoho nebo obou
hr��� aktu�ln� partie.
Pro jednoho hr��e m��ete graf vyvolat stiskem tla��tka <b>Graf ratingu</b> v
okn� <a PInfo>informac� o hr��i</a> nebo pro oba hr��e aktu�ln� partie v�b�rem
<b>Graf ratingu</b> z menu <menu>N�stroje</menu>.
</p>

<h3><name Score>Okno grafu sk�re</name></h3>
<p>
Okno <term>grafu sk�re</term> zobrazuje numerick� hodnocen� (sk�re) ulo�en� v
koment���ch aktu�ln� partie jako graf.
Kliknut�m lev�m tla��tkem my�i kdekoliv v grafu sk�re se m��ete dostat do
koresponduj�c� pozice partie.
</p>
<p>
Jsou rozezn�v�ny dva druhy hodnot�c�ch koment���: ty, kter� produkuje
<a Analysis>analytick�</a> okno Scidu (kter� maj� form�t
<ul>
<li><b>1.e4 {"+0.25 ...."}</b></li>
</ul>
a jsou br�ny v�dy z perspektivy b�l�ho) a ty, kter� jsou produkov�ny Craftyho
anota�n�m p��kazem (kter� maj� form�t
<ul>
<li><b>1.e4 ({9:+0.25} ....)</b></li>
</ul>
a jsou rovn� br�ny v�dy z perspektivy b�l�ho).
</p>

<h3><name Tree>Okno grafu stromu</name></h3>
<p>
Okno <term>grafu stromu</term> je dostupn� ze stromov�ho okna. Zobrazuje
�sp�nost nejpopul�rn�j��ch tah� v aktu�ln� pozici. V�ce informac� naleznete na
str�nce n�pov�dy <a Tree Graph>stromu</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.3, Duben 2002)</footer></p>
}

####################
### Tablebases help:

set helpTitle(C,TB) "Tabulky koncovek"
set helpText(C,TB) {<h1>Tabulky koncovek</h1>

<p>
<term>Tabulka koncovek</term> (tablebase) je soubor obsahuj�c�  p�esn� informace
o v�sledku v�ech pozic s ur�it�m materi�lem, jako nap�. kr�l a v� proti kr�li a
p�ci. Byly generov�ny tabulky v�ech koncovek s materi�lem a� do p�ti kamen�
(br�no i s kr�li) a jsou rovn� k dispozici i n�kter� �estikamenov� tabulky
koncovek.
</p>
<p>
Scid m��e pou��vat tabulky koncovek v Nalimovov� form�tu, kter� vyu��vaj� mnoh�
modern�ch �achov� motory. Tyto tabulky v�t�inou kon�� p��ponou <b>.nbw.emd</b>
nebo <b>.nbb.emd</b>. Ve Scidu mohou b�t pou�ity v�echny 3, 4 a 5 kamenov�
Nalimovovy tabulky koncovek.
</p>

<h3>Pou�it� tabulek koncovek ve Scidu</h3>
<p>
Chcete-li pou��vat ve Scidu tabulky koncovek, sta�� nastavit jejich adres��
v�b�rem <b>Adres�� pro tabulky koncovek ...</b> z menu <menu>Volby</menu>.
M��ete vybrat a� 4 adres��e, kde jsou va�e tabulky koncovek ulo�eny.
Stiskem tla��tka <b>...</b> napravo m��ete vybrat soubor a t�m ur�it, �e m� b�t
pou�it adres�� tohoto souboru.
</p>
<p>
Kdy� dos�hnete pozice, kter� je nalezen� v souboru tabulky koncovek, informa�n�
z�na partie (pod �achovnic�) zobraz� informace z tabulky. Mno�stv� zobrazen�ch
informac� m��ete konfigurovat kliknut�m prav�ho tla��tka my�i v t�to z�n� nebo
v�b�rem <b>Informace o partii</b> z menu <menu>Volby</menu>. Volba "v�sledek a
nejlep�� tahy" d�v� neju�ite�n�j�� informace, ale je velmi �asto pomalej�� ne�
volba "jen v�sledek".
</p>

<h3>Okno tabulky koncovek</h3>
<p>
Z tabulky koncovek m��ete z�skat je�t� v�ce informac� o aktu�ln� pozici
otev�en�m <term>okna tabulky koncovek</term> (menu <menu>Okna</menu>, kl�vesov�
zkratka: Ctrl+=). Toto okno zobrazuje v�sledek s precizn� hrou na v�echny mo�n�
tahy v aktu�ln� pozici.
</p>
<p>
Toto okno m� dv� hlavn� ��sti. Souhrnn� r�mec (nalevo) zobrazuje, kter� tabulky
koncovek Scid nalezl na va�em po��ta�i a p�ehled pro ka�dou tabulku. V�sledkov�
r�mec (napravo) zobrazuje optim�ln� v�sledky pro v�echny tahy v aktu�ln� pozici
v hlavn�m okn�.
</p>

<h4>Souhrnn� r�mec</h4>
<p>
Horn� ��st souhrnn�ho r�mce v�m umo��uje v�b�r konkr�tn� tabulky koncovek.
Tabulky, kter� m�te k dispozici, jsou zobrazeny mod�e a ty, kter� jsou
nedostupn�, jsou zobrazeny �ed�, ale m��ete vybrat libovolnou tabulku.
Doln� ��st souhrnn�ho r�mce zobrazuje p�ehled informac� pro zvolenou tabulku
koncovek. (Je�t� ne v�echny tabulky maj� ve Scidu ulo�en p�ehled).
</p>
<p>
P�ehled zahrnuje frekvenci (po�et parti� na mili�n, kter� dos�hly pozice s t�mto
materi�lem, spo�teno z datab�ze t�m�� 600,000 mistrovsk�ch parti�), nejdel�� mat
za ob� strany a po�et vz�jemn�ch (nebo "recipro�n�ch") zugzwang�. Vz�jemn�
zugwang je takov� pozice, kde b�l� p�i sv�m tahu remizuje a �ern� p�i sv�m tahu
prohraje nebo kde ta strana, kter� je na tahu, prohr�v�.
</p>
<p>
Pro n�kter� tabulky koncovek se vz�jemn�mi zugzwangy p�ehled zahrnuje tak� v��et
v�ech zugzwangov�ch pozic nebo jejich v�b�r. �pln� v��et pro ka�dou tabulku
koncovek nen� provediteln�, proto�e n�kter� tabulky maj� tis�ce vz�jemn�ch
zugzwang�.
</p>
<p>
Stiskem tla��tka <b>Random</b> m��ete nastavit n�hodnou pozici ze zvolen�
tabulky koncovek.
</p>

<h4>V�sledkov� r�mec</h4>
<p>
V�sledkov� r�mec je aktualizov�n kdykoliv se zm�n� pozice na �achovnici v
hlavn�m okn�. Prvn� ��dek ukazuje kolik tah� vyhr�v� (+), remizuje (=), prohr�v�
(-) nebo m� nezn�m� v�sledek(?). Zbytek r�mce ud�v� podrobn�j�� seznam v�sledk�,
v po�ad� od nejkrat��ch k nejdel��m v�hr�m, potom rem�zy a  nakonec od
nejdel��ch k nejkrat��m prohr�m. V�echny vzd�lenosti jsou po��t�ny k matu.
</p>

<h4>V�sledkov� �achovnice</h4>
<p>
V pozici obsa�en� v tabulk�ch koncovek je �asto u�ite�n�, jak� by byl v�sledek,
kdyby v�echny kameny v aktu�ln� pozici byly na sv�ch sou�asn�ch m�stech, ale
pozice jedn� ur�it� figury by byla jin�.
Nap�. m��ete cht�t rozhodnout, jak bl�zko mus� b�t kr�l k voln�mu p�ci, aby
ur�it� pozice byla vyhran� nebo rem�zov�. V knih�ch koncovek je tato informace
�asto naz�v�na jako <i>v�t�zn� z�na</i> nebo <i>rem�zov� z�na</i> figury v
pozici.
</p>
<p>
Tuto informaci m��ete zjistit ve Scidu stiskem tla��tka s obr�zkem
�achovnice, v okn� tabulky koncovek se pot� zobraz�
<term>v�sledkov� �achovnice</term>.
Stisknete-li lev� tla��tko my�i na kter�koliv figu�e na t�to �achovnici, na
ka�d�m pr�zdn�m poli se nakresl� symbol ur�uj�c� jak� by byl v�sledek (p�i tahu
stejn� strany jako v pozici v hlavn�m okn�), kdyby vybran� figura byla na
takov�m poli.
</p>
<p>
Je p�t druh� symbol�, kter� pole m��e m�t:
b�l� <b>#</b> znamen� v�hru b�l�ho;
�ern� <b>#</b> znamen� v�hru �ern�ho;
modr� <b>=</b> znamen�, �e pozice je rem�zov�;
�erven� <b>X</b> znamen�, �e pozice je ileg�ln� (kv�li soused�c�m kr�l�m nebo
proto�e strana na tahu d�v� �ach); a
�erven� <b>?</b> znamen�, �e v�sledek nen� zn�m, proto�e pot�ebn� soubor tabulek
koncovek nen� k dispozici.
</p>

<h3>Obstar�n� soubor� tabulek koncovek</h3>
<p>
Pro pomoc ohledn� vyhled�n� soubor� tabulek koncovek na internetu �t�te
<a Author Related>p��buzn� odkazy</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.4, Z��� 2002)</footer></p>
}

###################
### Bookmarks help:

set helpTitle(C,Bookmarks) "Z�lo�ky"
set helpText(C,Bookmarks) {<h1>Z�lo�ky</h1>
<p>
Scid v�m umo��uje pro snadn� budouc� p��stup pou��t pro d�le�it� partie
<term>z�lo�ky</term>. Menu z�lo�ek je dostupn� z menu <menu>Soubor</menu>, z
n�strojov� li�ty nebo prost�ednictv�m kl�vesov� zkratky <B>Ctrl+B</b>.
</p>
<p>
Kdy� z menu Z�lo�ky vyberete zalo�enou partii, Scid, jestli�e je to nutn�,
otev�e jej� datab�zi, nalezne tuto partii a p�esune se do t� pozice v partii, v
kter� byla zalo�ena.
</p>
<p>
Z�lo�ky mohou b�t pou�ity jen pro datab�ze ve form�tu Scidu (ne pro PGN soubory
nebo pro datab�zi schr�nka).
</p>
<p>
P�i t��d�n� nebo zhutn�n� datab�ze obsahuj�c� zalo�enou partii se detaily
z�lo�ky mohou st�t zastaral�mi. Kdy� se tak stane, p�i v�b�ru takov� z�lo�ky
Scid vyhled� v datab�zi nejl�pe odpov�daj�c� partii (srovn�n�m jmen hr���,
m�sta, atd.), tak�e zalo�en� partie by m�la i tak b�t nata�ena. Av�ak jestli�e
se zm�n� detaily zalo�en� partie, je mo�n�, �e detail�m z�lo�ky bude l�pe
odpov�dat jin� partie a bude nata�ena m�sto n�. Tak�e je dobrou my�lenkou znovu
zalo�it partii, jestli�e edituje jej� hr��e, m�sto, v�sledek, kolo nebo rok.
</p>

<h3>Editace z�lo�ek</h3>
<p>
Pomoc� editoru z�lo�ek m��ete zm�nit text menu zobrazen� pro ka�dou zalo�enou
partii a p�idat slo�ku ke kategorizaci z�lo�ek.
</p>

<h3>Rady</h3>
<p>
Z�lo�ky m��ete pou��vat pro rychl� p��stup k datab�z�m, kter� �asto pou��v�te, a
to tak, �e z ka�d� datab�ze si zalo��te partii. Dal��m dobr�m pou�it�m z�lo�ek
je p�id�v�n� d�le�it�ch parti� p�i studiu jednotliv�ch �achov�ch zah�jen�.
</p>
<p>
Menu z�lo�ek obsahuje polo�ku pro kontrolu zobrazov�n� slo�ek z�lo�ek: mohou b�t
zobrazov�ny jako podmenu (u�ite�n� p�i velk�m po�tu z�lo�ek) nebo jako jedin�
seznam.
</p>

<p><footer>(Aktualizov�no: Scid 3.0, Listopad 2001)</footer></p>
}

##############################
### Command-line options help:

set helpTitle(C,Cmdline) "Volby p��kazov�ho ��dku"
set helpText(C,Cmdline) {<h1>Volby p��kazov�ho ��dku</h1>
<p>
Kdy� spou�t�te Scid z shellu nebo z konsole, m��ete specifikovat r�zn� volby
p��kazov�ho ��dku. M��ete zadat datab�zi ve form�tu Scidu (s nebo bez p��pony
souboru jako nap�. ".si3") a PGN soubor, kter� se maj� otev��t, nap�. p��kaz:
<ul>
<li>scid mybase newgames.pgn</li>
</ul>
spust� Scid a otev�e datab�zi Scidu pojmenovanou mybase a PGN soubor pojmenovan�
newgames.pgn.
</p>
<p>
Jsou zde tak� voliteln� argumenty slou��c� ke kontrole soubor�, kter� m� Scid
prohledat a pou��t p�i sv�m startu. Volbou <b>-xtb</b> (nebo <b>-xt</b>) m��ete
vypnout pou��v�n� <a TB>tabulek koncovek</a>, volbou <b>-xeco</b> nebo
<b>-xe</b> m��ete zru�it natahov�n� souboru
<a ECO>klasifikace zah�jen� ECO</a> a volbou <b>-xspell</b> nebo <b>-xs</b>
m��ete zru�it natahov�n� <a Maintenance Spellcheck>pravopisn�ho souboru</a>.
Z�rove� existuje volba <b>-fast</b> nebo <b>-f</b>, kter� d�l� v�echno, co t�i
p�edchoz� volby dohromady, tak�e p��kaz <b>scid -f</b> je ekvivalentn� p��kazu
<b>scid -xeco -xspell -xtb</b>.
</p>

<p><footer>(Aktualizov�no: Scid 3.1, Listopad 2001)</footer></p>
}

#################
### Pgnscid help:

set helpTitle(C,Pgnscid) "Pgnscid"
set helpText(C,Pgnscid) {<h1>Pgnscid</h1>
<p>
<term>Pgnscid</term> je separ�tn� program, kter� je pot�eba ke konverzi PGN
(portable game notation) soubor� na datab�ze Scidu.
</p>
<p>
Chcete-li zkonvertovat soubor pojmenovan� <i>myfile.pgn</i>, jednodu�e zadejte:
<ul>
<li> <b>pgnscid myfile.pgn</b> </li>
</ul>
a datab�ze Scidu (skl�daj�c� se z <i>myfile.si3</i>, <i>myfile.sg3</i>
a <i>myfile.sn3</i>) bude vytvo�ena.
Ve�ker� chyby a varov�n� budou zaps�ny do souboru <i>myfile.err</i>.
</p>
<p>
Chcete-li, aby datab�ze byla vytvo�ena v jin�m adres��i nebo m�la jin� jm�no,
m��ete jm�no datab�ze p�idat do p��kazov�ho ��dku, nap�.:
<ul>
<li> <b>pgnscid myfile.pgn mybase</b> </li>
</ul>
vytvo�� datab�zi skl�daj�c� se ze soubor� <i>mybase.si3</i>,
<i>mybase.sg3</i> a <i>mybase.sn3</i>.
</p>
<p>
V�imn�te si, �e pgnscid (a scid) m��e ��st PGN soubory komprimovan� Gzipem
(t.j. <b>mybase.pgn.gz</b>) p��mo, tak�e m�te-li velk� PGN soubor k u�et�en�
m�sta komprimovan� Gzipem, nen� pot�eba ho nejprve dekomprimovat.
</p>

<h3>Volby</h3>
<p>
Pgnscid akceptuje p�ed jm�nem souboru dva voliteln� parametry: <b>-f</b> a
<b>-x</b>.
</p>
<p>
Pou�it�m parametru <b>-f</b> dojde k n�siln�mu p�epsan� existuj�c� datab�ze;
implicitn� pgnscid neprovede konverzi na datab�zi, kter� u� existuje.
</p>
<p>
Parametr <b>-x</b> zp�sob�, �e pgnscid bude ignorovat v�echen text mezi
partiemi.
Implicitn� je text mezi partiemi ulo�en jako p�edpartiov� koment�� k partii,
kter� n�sleduje. Tato volba ovliv�uje jen text mezi partiemi; standardn�
koment��e uvnit� ka�d� partie jsou i tak zkonvertov�ny a ulo�eny.
</p>

<h3>Form�tov�n� jmen hr���</h3>
<p>
Aby se zredukoval po�et v�cen�sobn�ho pravopisu jmen, kter� odkazuj� na stejn�ho
hr��e, pgnscid prov�d� n�kter� z�kladn� form�tov�n� jmen hr���. Nap�. po�et
mezer za ka�dou ��rkou je standardizov�n na jednu, v�echny mezery na za��tku a
na konci jm�na jsou odstran�ny a te�ka na konci jm�na je odstran�na.
Holandsk� p�edpony jako "van den" a "Van Der" jsou rovn� normalizov�ny tak, �e
maj� velk� p�smeno V a mal� d.
</p>
<p>
Jm�na hr���, turnaj�, m�st a kol lze ve Scidu editovat (a dokonce kontrolovat
jejich pravopis); detaily najdete na str�nce n�pov�dy
<a Maintenance Editing>�dr�ba</a>.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}


######################
### File formats help:

set helpTitle(C,Formats) "Form�ty soubor�"
set helpText(C,Formats) {<h1>Form�ty soubor� Scidu</h1>
<p>
Datab�ze Scidu se skl�daj� ze t�� z�kladn�ch soubor�: Indexov� soubor, Jmenn�
soubor a Partiov� soubor. V�echny maj� dvoup�smennou p��ponu za��naj�c� na "s":
".si" pro indexov� (index) soubory, ".sn" pro jmenn� (name) soubory a ".sg" pro
partiov� (game) soubory.
</p>

<h3>Indexov� (.si) soubor</h3>
<p>
Tento soubor obsahuje popis datab�ze a mal� z�znam pevn� velikosti pro ka�dou
partii. Sou�asn� velikost je 41 byt� na partii. 28 byt� z t�to velikosti jsou
z�kladn� informace jako nap�. v�sledek, datum, identifika�n� ��sla jmen hr���,
turnaje, m�sta (skute�n� jm�na jsou v Jmenn�m souboru), atd.
</p>
<p>
Zb�vaj�c�ch 13 byt� obsahuje nadbyte�n�, ale u�ite�n� informace o partii, kter�
se pou��vaj� k urychlen� vyhled�v�n� podle pozice, materi�lu a vzoru. Pro v�ce
informac� �t�te n��e sekci <a Formats Fast>Rychl� vyhled�v�n�</a>.
</p>

<h3>Jmenn� (.sn) soubor</h3>
<p>
Tento soubor obsahuje v�echny jm�na hr���, turnaj�, m�st a kol pou�it�ch v
datab�zi. Ka�d� jm�no je ulo�eno jen jednou, i kdy� se vyskytuje ve v�ce
parti�ch. Jmenn� soubor je obvykle nejmen�� ze t�� z�kladn�ch soubor� v
datab�zi.
</p>

<h3>Partiov� (.sg) soubor</h3>
<p>
Tento soubor obsahuje skute�n� tahy, varianty a koment��e ka�d� partie.
Form�t k�dov�n� tah� je velmi �sporn�: v�t�ina tah� zab�r� pouze jeden byte
m�sta.
</p>
<p>
Kdy� je partie nahrazena, je jej� nov� verze ulo�ena na <i>konec</i> partiov�ho
souboru, tak�e �asem m��e doj�t k nahromad�n� zbyte�n� nepou�it�ho m�sta.
Datab�zi m��ete navr�tit do jej� minim�ln� velikosti jej�m
<a Compact>zhutn�n�m</a>.
</p>

<h3>Ostatn� soubory Scidu</h3>
<p>
<a EPD>EPD</a> soubor (p��pona: ".epd") obsahuje mno�stv� �achov�ch pozic�,
ka�dou s textov�m koment��em.
Form�t EPD souboru je pops�n v <a Author Related>PGN standardu</a>.
</p>
<p>
V emailov�m (p��pona: ".sem") souboru pro datab�zi jsou ulo�eny detaily
oponent�, kter�m pos�l�te emailov� zpr�vy.
</p>
<p>
Soubor vyhled�vac�ch voleb (p��pona: ".sso") obsahuje nastaven� pro vyhled�v�n�
podle <a Searches Header>hlavi�ky</a> nebo podle
<a Searches Material>materi�lu/vzoru</a>.
</p>

<h3><name Fast>Rychl� vyhled�v�n� ve Scidu</name></h3>
<p>
Jak bylo �e�eno v��e, indexov� soubor uchov�v� n�kter� nadbyte�n�, ale u�ite�n�
informace o ka�d� partii za ��elem urychlen� vyhled�v�n� podle pozice nebo podle
materi�lu.
</p>
<p>
Nap�. je ulo�en materi�l kone�n� pozice. Jestli�e hled�te v�ov� a p�cov�
koncovky, pak v�echny partie, kter� kon�� s d�mou, st�elcem nebo jezdcem na
�achovnici (a nemaj� ��dn� prom�ny p�c�) budou rychle p�esko�eny.
</p>
<p>
Dal�� u�ite�n� informace, kter� je ulo�ena, je po�ad�, s jakou p�ci opou�t�j�
sv� po��te�n� postaven� (bu� sv�m tahem nebo vzet�m). To se pou�ije k urychlen�
stromov�ch vyhled�v�n� nebo vyhled�v�n� podle p�esn� pozice, zvl�t� pak pro
pozice zah�jen�. Nap�. hled�te-li po��te�n� pozici francouzsk� obrany (1.e4 e6),
ka�d� partie za��naj�c� 1.e4 c5 nebo 1.d4 atd. bude p�esko�ena, ale partie
za��naj�c� 1.e4 e5 bude t�eba je�t� prohledat.
</p>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

###########################
### Options and Fonts help:

set helpTitle(C,Options) "Volby"
set helpText(C,Options) {<h1>Volby a preference</h1>
<p>
Mnoho voleb a preferenc� Scidu (jako nap�. velikost �achovnice, barvy, fonty a
implicitn� nastaven�) m��ete nastavit v menu <menu>Volby</menu>.
Kdy� z menu Volby zvol�te <b>Ulo�it volby</b>, tato nastaven� (a je�t� dal��,
jako nap�. posledn� adres��, z kter�ho se nat�hla datab�ze a velikosti n�kter�ch
oken) jsou ulo�eny do souboru voleb.
Tento soubor voleb se na�te p�i ka�d�m spu�t�n� Scidu.
</p>
<p>
Jestli�e pou��v�te Windows, soubor voleb je <b>scid.opt</b> v adres��i, kde se
nach�z� spustiteln� soubor Scidu <b>scid.exe</b>. Pro u�ivatele unixov�ch
opera�n�ch  syst�m� (jako nap�. Solaris nebo Linux) je soubor voleb
<b>~/.scid/scidrc</b>.
</p>

<h3><name MyPlayerNames>Nastaven� jmen va�ich hr���</name></h3>
<p>
M��e b�t takov� jm�no hr��e (nebo n�kolik jmen), pro kter� byste cht�li, aby kdykoliv se nat�hne jeho partie, �achovnice v hlavn�m okn� byla zobrazena z perspektivy tohoto hr��e. Pou�it�m <b>Jm�na m�ch hr���...</b> z menu <menu>Volby/�achovnice</menu> m��ete konfigurovat seznam takov�ch jmen. V dialogov�m okn�, kter� se objev�, zadejte na ka�d� ��dek jedno jm�no hr��e. Z�stupn� znaky ("<b>?</b>" pro p�esn� jeden znak a "<b>*</b>" pro sekvenci nula nebo v�ce znak�) mohou b�t pou�ity.
</p>

<h3><name Fonts>Nastaven� font�</name></h3>
<p>
Scid m� t�i z�kladn� fonty, kter� pou��v� ve v�t�in� sv�ch oken, a v�echny z
nich si m��ete p�izp�sobit. Naz�vaj� se <b>z�kladn�</b>, <b>mal�</b> a
<b>fixn�</b>.
</p>
<p>
Fixn� font mus� m�t pevnou ���ku fontu (neproporcion�ln�). Pou��v� se pro okna
<a Tree>stromu</a> a <a Crosstable>turnajov� tabulky</a>.
</p>

<p><footer>(Aktualizov�no: Scid 3.5, �nor 2003)</footer></p>
}

####################
### NAG values help:

set helpTitle(C,NAGs) "NAG hodnoty"
set helpText(C,NAGs) {<h1>Standardn� NAG hodnoty</h1>
<p>
Standardn� NAG (Numeric Annotation Glyph, tj. numerick� anota�n� piktograf)
hodnoty definovan� v <a Author Related>PGN standardu</a> jsou:
</p>
<cyan>
<ul>
<li>  1   siln� tah (!) </li>
<li>  2   �patn� tah (?) </li>
<li>  3   velmi siln� tah (!!) </li>
<li>  4   hrub� chyba (??) </li>
<li>  5   zaj�mav� tah (!?) </li>
<li>  6   pochybn� tah (?!) </li>
<li>  7   vynucen� tah </li>
<li>  8   jedin� tah; ��dn� rozumn� alternativy </li>
<li>  9   nejhor�� tah </li>
<li> 10   rem�zov� pozice (=) </li>
<li> 11   vyrovnan� �ance, klidn� pozice (=) </li>
<li> 12   vyrovnan� �ance, �iv� pozice (=) </li>
<li> 13   nejasn� pozice (~) </li>
<li> 14   b�l� m� malou v�hodu (+=) </li>
<li> 15   �ern� m� malou v�hodu (=+) </li>
<li> 16   b�l� m� v�hodu (+/-) </li>
<li> 17   �ern� m� v�hodu (-/+) </li>
<li> 18   b�l� m� rozhoduj�c� v�hodu (+-) </li>
<li> 19   �ern� m� rozhoduj�c� v�hodu (-+) </li>
<li> 20   b�l� m� drtivou v�hodu (+-) </li>
<li> 21   �ern� m� drtivou v�hodu (-+) </li>
<li> 22   b�l� je v nev�hod� tahu (zugzwang) </li>
<li> 23   �ern� je v nev�hod� tahu (zugzwang) </li>
<li> 24   b�l� m� malou prostorovou p�evahu </li>
<li> 25   �ern� m� malou prostorovou p�evahu </li>
<li> 26   b�l� m� prostorovou p�evahu </li>
<li> 27   �ern� m� prostorovou p�evahu </li>
<li> 28   b�l� m� rozhoduj�c� prostorovou p�evahu </li>
<li> 29   �ern� m� rozhoduj�c� prostorovou p�evahu </li>
<li> 30   b�l� m� mal� n�skok ve v�vinu </li>
<li> 31   �ern� m� mal� n�skok ve v�vinu </li>
<li> 32   b�l� m� n�skok ve v�vinu </li>
<li> 33   �ern� m� n�skok ve v�vinu </li>
<li> 34   b�l� m� rozhoduj�c� n�skok ve v�vinu </li>
<li> 35   �ern� m� rozhoduj�c� n�skok ve v�vinu </li>
<li> 36   b�l� m� iniciativu </li>
<li> 37   �ern� m� iniciativu </li>
<li> 38   b�l� m� trvalou iniciativu </li>
<li> 39   �ern� m� trvalou iniciativu </li>
<li> 40   b�l� m� �tok </li>
<li> 41   �ern� m� �tok </li>
<li> 42   b�l� m� nedostate�nou kompenzaci za materi�ln� �jmu </li>
<li> 43   �ern� m� nedostate�nou kompenzaci za materi�ln� �jmu </li>
<li> 44   b�l� m� dostate�nou kompenzaci za materi�ln� �jmu </li>
<li> 45   �ern� m� dostate�nou kompenzaci za materi�ln� �jmu </li>
<li> 46   b�l� m� v�ce ne� adekv�tn� kompenzaci za materi�ln� �jmu </li>
<li> 47   �ern� m� v�ce ne� adekv�tn� kompenzaci za materi�ln� �jmu </li>
<li> 48   b�l� s malou v�hodou kontroluje centrum </li>
<li> 49   �ern� s malou v�hodou kontroluje centrum </li>
<li> 50   b�l� s v�hodou kontroluje centrum </li>
<li> 51   �ern� s v�hodou kontroluje centrum </li>
<li> 52   b�l� s rozhoduj�c� v�hodou kontroluje centrum </li>
<li> 53   �ern� s rozhoduj�c� v�hodou kontroluje centrum </li>
<li> 54   b�l� s malou v�hodou kontroluje kr�lovsk� k��dlo </li>
<li> 55   �ern� s malou v�hodou kontroluje kr�lovsk� k��dlo </li>
<li> 56   b�l� s v�hodou kontroluje kr�lovsk� k��dlo </li>
<li> 57   �ern� s v�hodou kontroluje kr�lovsk� k��dlo </li>
<li> 58   b�l� s rozhoduj�c� v�hodou kontroluje kr�lovsk� k��dlo </li>
<li> 59   �ern� s rozhoduj�c� v�hodou kontroluje kr�lovsk� k��dlo </li>
<li> 60   b�l� s malou v�hodou kontroluje d�msk� k��dlo </li>
<li> 61   �ern� s malou v�hodou kontroluje d�msk� k��dlo </li>
<li> 62   b�l� s v�hodou kontroluje d�msk� k��dlo </li>
<li> 63   �ern� s v�hodou kontroluje d�msk� k��dlo </li>
<li> 64   b�l� s rozhoduj�c� v�hodou kontroluje d�msk� k��dlo </li>
<li> 65   �ern� s rozhoduj�c� v�hodou kontroluje d�msk� k��dlo </li>
<li> 66   b�l� m� slabou prvn� �adu </li>
<li> 67   �ern� m� slabou prvn� �adu </li>
<li> 68   b�l� m� dob�e chr�n�nou prvn� �adu </li>
<li> 69   �ern� m� dob�e chr�n�nou prvn� �adu </li>
<li> 70   b�l� m� �patn� chr�n�n�ho kr�le </li>
<li> 71   �ern� m� �patn� chr�n�n�ho kr�le </li>
<li> 72   b�l� m� dob�e chr�n�n�ho kr�le </li>
<li> 73   �ern� m� dob�e chr�n�n�ho kr�le </li>
<li> 74   b�l� m� �patn� postaven�ho kr�le </li>
<li> 75   �ern� m� slab� postaven�ho kr�le </li>
<li> 76   b�l� m� dob�e postaven�ho kr�le </li>
<li> 77   �ern� m� dob�e postaven�ho kr�le </li>
<li> 78   b�l� m� velmi �patnou p�covou strukturu </li>
<li> 79   �ern� m� velmi �patnou p�covou strukturu </li>
<li> 80   b�l� m� �patnou p�covou strukturu </li>
<li> 81   �ern� m� �patnou p�covou strukturu </li>
<li> 82   b�l� m� dobrou p�covou strukturu </li>
<li> 83   �ern� m� dobrou p�covou strukturu </li>
<li> 84   b�l� m� velmi dobrou p�covou strukturu </li>
<li> 85   �ern� m� velmi dobrou p�covou strukturu </li>
<li> 86   b�l� m� �patn� postaven�ho jezdce </li>
<li> 87   �ern� m� �patn� postaven�ho jezdce </li>
<li> 88   b�l� m� dob�e postaven�ho jezdce </li>
<li> 89   �ern� m� dob�e postaven�ho jezdce </li>
<li> 90   b�l� m� �patn� postaven�ho st�elce </li>
<li> 91   �ern� m� �patn� postaven�ho st�elce </li>
<li> 92   b�l� m� dob�e postaven�ho st�elce </li>
<li> 93   �ern� m� dob�e postaven�ho st�elce </li>
<li> 94   b�l� m� �patn� postavenou v� </li>
<li> 95   �ern� m� �patn� postavenou v� </li>
<li> 96   b�l� m� dob�e postavenou v� </li>
<li> 97   �ern� m� dob�e postavenou v� </li>
<li> 98   b�l� m� �patn� postavenou d�mu </li>
<li> 99   �ern� m� �patn� postavenou d�mu </li>
<li>100   b�l� m� dob�e postavenou d�mu </li>
<li>101   �ern� m� dob�e postavenou d�mu </li>
<li>102   b�l� m� �patnou souhru figur </li>
<li>103   �ern� m� �patnou souhru figur </li>
<li>104   b�l� m� dobrou souhru figur </li>
<li>105   �ern� m� dobrou souhru figur </li>
<li>106   b�l� sehr�l zah�jen� velmi slab� </li>
<li>107   �ern� sehr�l zah�jen� velmi slab� </li>
<li>108   b�l� sehr�l zah�jen� slab� </li>
<li>109   �ern� sehr�l zah�jen� slab� </li>
<li>110   b�l� sehr�l zah�jen� dob�e </li>
<li>111   �ern� sehr�l zah�jen� dob�e </li>
<li>112   b�l� sehr�l zah�jen� velmi dob�e </li>
<li>113   �ern� sehr�l zah�jen� velmi dob�e </li>
<li>114   b�l� sehr�l st�edn� hru velmi slab� </li>
<li>115   �ern� sehr�l st�edn� hru velmi slab� </li>
<li>116   b�l� sehr�l st�edn� hru slab� </li>
<li>117   �ern� sehr�l st�edn� hru slab� </li>
<li>118   b�l� sehr�l st�edn� hru dob�e </li>
<li>119   �ern� sehr�l st�edn� hru dob�e </li>
<li>120   b�l� sehr�l st�edn� hru velmi dob�e </li>
<li>121   �ern� sehr�l st�edn� hru velmi dob�e </li>
<li>122   b�l� sehr�l koncovku velmi slab� </li>
<li>123   �ern� sehr�l koncovku velmi slab� </li>
<li>124   b�l� sehr�l koncovku slab� </li>
<li>125   �ern� sehr�l koncovku slab� </li>
<li>126   b�l� sehr�l koncovku dob�e </li>
<li>127   �ern� sehr�l koncovku dob�e </li>
<li>128   b�l� sehr�l koncovku velmi dob�e </li>
<li>129   �ern� sehr�l koncovku velmi dob�e </li>
<li>130   b�l� m� m�rnou protihru </li>
<li>131   �ern� m� m�rnou protihru </li>
<li>132   b�l� m� protihru </li>
<li>133   �ern� m� protihru </li>
<li>134   b�l� m� rozhoduj�c� protihru </li>
<li>135   �ern� m� rozhoduj�c� protihru </li>
<li>136   b�l� m� �asovou t�se� </li>
<li>137   �ern� m� �asovou t�se� </li>
<li>138   b�l� m� obrovskou �asovou t�se� </li>
<li>139   �ern� m� obrovskou �asovou t�se� </li>
</ul>
</cyan>

<p>
Ostatn� p�edlo�en� NAG hodnoty pro symboly publikac� �achov�ho Inform�toru
(Chess Informant) obsahuj�:
</p>
<cyan>
<ul>
<li>140   s my�lenkou ... </li>
<li>141   nam��eno proti ... </li>
<li>142   lep�� tah </li>
<li>143   hor�� tah </li>
<li>144   rovnocenn� tah </li>
<li>145   pozn�mka redakce ("RR") </li>
<li>146   novinka ("N") </li>
<li>147   slab� bod </li>
<li>148   koncovka </li>
<li>149   sloupec; �ada </li>
<li>150   diagon�la </li>
<li>151   b�l� m� dvojici st�elc� </li>
<li>152   �ern� m� dvojici st�elc� </li>
<li>153   r�znobarevn� st�elci </li>
<li>154   stejnobarevn� st�elci </li>
</ul>
</cyan>

<p>
Ostatn� navr�en� hodnoty jsou:
</p>
<cyan>
<ul>
<li>190   atd. </li>
<li>191   zdvojen� p�ci </li>
<li>192   izolovan� p�ci </li>
<li>193   spojen� p�ci </li>
<li>194   vis�c� p�ci </li>
<li>195   opo�d�n� p�ec </li>
</ul>
</cyan>

<p>
Symboly definovan� Scidem pro jeho vlastn� pou�it� jsou:
</p>
<cyan>
<ul>
<li>201   Diagram ("D", n�kdy ozna�ovan� "#") </li>
</ul>
</cyan>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

##############
### ECO guide:

set helpTitle(C,ECO) "ECO pr�vodce"
set helpText(C,ECO) {<h1>Klasifikace zah�jen� ECO</h1>
<p>
Scid m��e klasifikovat �achov� partie podle klasifikace �achov�ch zah�jen�
<b>ECO</b> (Encyclopedia of Chess Openings, tj. Encyklopedie �achov�ch
zah�jen�).
Standardn� ECO k�d se skl�d� z p�smene (A..E) n�sledovan�ho dv�ma ��slicemi,
tak�e existuje 500 rozd�ln�ch standardn�ch ECO k�d�.
</p>

<h3>Roz���en� ECO syst�mu podporovan� Scidem</h3>
<p>
ECO syst�m je velmi omezen� a nedostate�n� pro modern� partie: n�kter� z 500
k�d� se skoro v�bec nevyskytuj�, zat�mco n�kter� se vyskytuj� velmi �asto. Pro
zlep�en� t�to situace Scid umo��uje voliteln� roz���en� z�kladn�ch ECO k�d�:
ka�d� k�d m��e b�t roz���en p�smenem (a..z), dal�� roz���en� (��slic�, 1..4)
jsou mo�n�, ale je�t� nejsou pou�ity ve standardn�m ECO souboru Scidu.
Tak�e roz���en� ECO k�d Scidu vypad� asi jako "<b>A41e</b>" nebo "<b>E99b2</b>".
Mnoho nejb�n�j��ch ECO k�d� z modern�ch mistrovsk�ch parti� maj� roz���en�
definovan� v ECO souboru Scidu.
</p>

<h3><name Browser>Okno ECO prohl��e�e</name></h3>
<p>
Okno <term>ECO prohl��e�e</term> v�m zobrazuje pozice, kter� jsou pou��v�ny ke
klasifikaci ka�d�ho ECO k�du a �etnost a �sp�nost ECO k�d� v aktu�ln� datab�zi.
</p>
<p>
Horn� pole zobrazuje �etnost ka�d�ho ECO k�du v aktu�ln� datab�zi. Li�ta v grafu
m� t�i �seky: nejni��� (nejsv�tlej�� barva) je po�et v�her b�l�ho, prost�edn� je
po�et rem�z a nejvy��� (nejtmav��) je po�et v�her �ern�ho. To v�m umo��uje
rychle zjistit charakteristiky zah�jen�: nap�. jestli b�l� sk�ruj� velmi dob�e
nebo jestli jsou velmi �ast� rem�zy.
</p>
<p>
Chcete-li j�t do hlub�� ECO �rovn�, klikn�te lev�m tla��tkem my�i na li�tu v
grafu (nebo zadejte koresponduj�c� p�smeno nebo ��slici). Chcete-li j�t zp�t do
vy��� �rovn�, klikn�te prav�m tla��tkem my�i kamkoliv v grafu nebo stiskn�te
kl�vesu lev� �ipky (nebo Delete nebo Backspace).
</p>
<p>
Doln� pole zobrazuje pozice, kter� obsahuje jednotliv� ECO k�d, podle ECO
souboru, kter� jste nat�hli.
</p>

<h3>Nata�en� ECO souboru Scidu</h3>
<p>
ECO soubor distribuovan� spole�n� se Scidem se jmenuje <b>scid.eco</b> a Scid se
ho pokou�� p�i sv�m startu nat�hnout.
Jestli�e ho Scid nem��e naj�t, bude pot�eba, aby byla mo�n� ECO klasifikace,
ud�lat n�sleduj�c�:
<ul>
<li>(a) Ve Scidu, pou�ijte p��kaz menu
        <menu>Volby: Nat�hnout ECO
        soubor...</menu> a vyberte soubor <b>scid.eco</b>. </li>
<li>(b) Ulo�te volby (z menu <menu>Volby</menu>). </li>
</ul>
Pot�, co to provedete, ECO soubor bude nata�en p�i ka�d�m spu�t�n� Scidu.
</p>

<h3><name Codes>Syst�m k�d� ECO</name></h3>
<p>
Z�kladn� struktura ECO syst�mu je:
</p>
<p>
<b><blue><run updateEcoWin A>A</run></blue></b>
   1.d4 Jf6 2...;  1.d4 ...;  1.c4;  1.r�zn�
<ul>
<li>  <b>A0</b>  1.<i>r�zn�</i>
      (<b>A02-A03</b> 1.f4: <i>Birdovo zah�jen�</i>,
      <b>A04-A09</b>  1.Jf3: <i>R�tiho, Kr�lovsk� indick� �tok</i>) </li>
<li>  <b>A1</b>  1.c4 ...: <i>Anglick�</i> </li>
<li>  <b>A2</b>  1.c4 e5: <i>Anglick� kr�lovsk�</i> </li>
<li>  <b>A3</b>  1.c4 c5: <i>Anglick� symetrick�</i> </li>
<li>  <b>A4</b>  1.d4 ...: <i>D�msk�m p�cem</i> </li>
<li>  <b>A5</b>  1.d4 Jf6 2.c4 ..: <i>Indick� obrana</i> </li>
<li>  <b>A6</b>  1.d4 Nf6 2.c4 c5 3.d5 e6: <i>Modern� Benoni</i> </li>
<li>  <b>A7</b>  A6 + 4.Jc3 exd5 5.cxd5 d6 6.e4 g6 7.Jf3 </li>
<li>  <b>A8</b>  1.d4 f5: <i>Holandsk� obrana</i> </li>
<li>  <b>A9</b>  1.d4 f5 2.c4 e6: <i>Holandsk� obrana</i> </li>
</ul>

<p>
<b><blue><run updateEcoWin B>B</run></blue></b>
   1.e4 c5;  1.e4 c6;  1.e4 d6;  1.e4 <i>r�zn�</i>
<ul>
<li>  <b>B0</b>  1.e4 ...
      (<b>B02-B05</b>  1.e4 Jf6: <i>Alechinova obrana</i>;
      <b>B07-B09</b>  1.e4 d6: <i>Pircova</i>) </li>
<li>  <b>B1</b>  1.e4 c6: <i>Caro-Kann</i> </li>
<li>  <b>B2</b>  1.e4 c5: <i>Sicilsk� obrana</i> </li>
<li>  <b>B3</b>  1.e4 c5 2.Jf3 Jc6: <i>Sicilsk�</i> </li>
<li>  <b>B4</b>  1.e4 c5 2.Jf3 e6: <i>Sicilsk�</i> </li>
<li>  <b>B5</b>  1.e4 c5 2.Jf3 d6: <i>Sicilsk�</i> </li>
<li>  <b>B6</b>  B5 + 3.d4 cxd4 4.Jxd4 Jf6 5.Jc3 Jc6 </li>
<li>  <b>B7</b>  B5 + 4.Jxd4 Jf6 5.Jc3 g6: <i>Sicilsk� dra��</i> </li>
<li>  <b>B8</b>  B5 + 4.Nxd4 Nf6 5.Nc3 e6: <i>Sicilsk� Scheveningen</i> </li>
<li>  <b>B9</b>  B5 + 4.Nxd4 Nf6 5.Nc3 a6: <i>Sicilsk� Najdorf</i> </li>
</ul>

<p>
<b><blue><run updateEcoWin C>C</run></blue></b>
   1.e4 e5;  1.e4 e6
<ul>
<li>  <b>C0</b>  1.e4 e6: <i>Francouzsk� obrana</i> </li>
<li>  <b>C1</b>  1.e4 e6 2.d4 d5 3.Jc3: <i>Francouzsk�, Winawer/klasick�</i>
  </li>
<li>  <b>C2</b>  1.e4 e5: <i>Otev�en� hra</i> </li>
<li>  <b>C3</b>  1.e4 e5 2.f4: <i>Kr�lovsk� gambit</i> </li>
<li>  <b>C4</b>  1.e4 e5 2.Jf3: <i>Otev�en� hra</i> </li>
<li>  <b>C5</b>  1.e4 e5 2.Jf3 Jc6 3.Sc4: <i>Italsk�; Hra dvou jezdc�</i> </li>
<li>  <b>C6</b>  1.e4 e5 2.Jf3 Jc6 3.Sb5: <i>�pan�lsk�</i> </li>
<li>  <b>C7</b>  1.e4 e5 2.Jf3 Jc6 3.Sb5 a6 4.Sa4: <i>�pan�lsk�</i> </li>
<li>  <b>C8</b>  C7 + 4...Jf6 5.O-O: <i>�pan�lsk�, zav�en� a otev�en�</i>
      (<b>C80-C83</b>  5.O-O Jxe4: <i>�pan�lsk�, otev�en� syst�m</i>;
      <b>C84-C89</b>  5.O-O Se7: <i>�pan�lsk�, zav�en� syst�m</i>) </li>
<li>  <b>C9</b>  C8 + 5...Se7 6.Ve1 b5 7.Sb3 d6: <i>�pan�lsk�, zav�en�</i> </li>
</ul>

<p>
<b><blue><run updateEcoWin D>D</run></blue></b>
   1.d4 d5; 1.d4 Jf6 2.c4 g6 s 3...d5
<ul>
<li>  <b>D0</b>  1.d4 d5: <i>D�msk�m p�cem</i> </li>
<li>  <b>D1</b>  1.d4 d5 2.c4 c6: <i>Slovansk� obrana</i> </li>
<li>  <b>D2</b>  1.d4 d5 2.c4 dxc4: <i>D�msk� gambit p�ijat�</i> </li>
<li>  <b>D3</b>  1.d4 d5 2.c4 e6: <i>D�msk� gambit odm�tnut�</i> </li>
<li>  <b>D4</b>  D3 + 3.Jc3 Jf6 4.Jf3 c5/c6: <i>Semi-Tarraschova;
  Poloslovansk�</i>  </li>
<li>  <b>D5</b>  D3 + 3.Jc3 Jf6 4.Sg5: <i>D�msk� gambit odm�tnut� klasick�</i>
 </li>
<li>  <b>D6</b>  D5 + 4...Se7 5.e3 O-O 6.Jf3 Jbd7: <i>D�msk� gambit
 odm�tnut�  ortodoxn�</i> </li>
<li>  <b>D7</b>  1.d4 Jf6 2.c4 g6 s 3...d5: <i>Grunfeldova obrana</i> </li>
<li>  <b>D8</b>  1.d4 Jf6 2.c4 g6 3.Jc3 d5: <i>Grunfeldova</i> </li>
<li>  <b>D9</b>  1.d4 Jf6 2.c4 g6 3.Jc3 d5 4.Jf3: <i>Grunfeldova</i> </li>
</ul>

<p>
<b><blue><run updateEcoWin E>E</run></blue></b>
   1.d4 Jf6 2.c4 e6; 1.d4 Jf6 2.c4 g6 </li>
<ul>
<li>  <b>E0</b>  1.d4 Jf6 2.c4 e6: <i>Katal�nsk�, atd.</i> </li>
<li>  <b>E1</b>  1.d4 Jf6 2.c4 e6 3.Jf3 (b6): <i>D�msk� indick�, atd.</i> </li>
<li>  <b>E2</b>  1.d4 Jf6 2.c4 e6 3.Jc3 (Sb4): <i>Nimcovi�ova indick�, atd.</i>
 </li>
<li>  <b>E3</b>  E2 + 4.Sg5 nebo 4.Dc2: <i>Nimcovi�ova indick�</i> </li>
<li>  <b>E4</b>  E2 + 4.e3: <i>Nimcovi�ova indick�, Rubinstein</i> </li>
<li>  <b>E5</b>  E4 + 4...O-O 5.Jf3: <i>Nimcovi�ova indick�, hlavn� varianta</i>
 </li>
<li>  <b>E6</b>  1.d4 Jf6 2.c4 g6: <i>Kr�lovsk� indick�</i> </li>
<li>  <b>E7</b>  1.d4 Jf6 2.c4 g6 3.Jc3 Sg7 4.e4: <i>Kr�lovsk� indick�</i> </li>
<li>  <b>E8</b>  E7 + 4...d6 5.f3: <i>Kr�lovsk� indick�, Samisch</i> </li>
<li>  <b>E9</b>  E7 + 4...d6 5.Jf3: <i>Kr�lovsk� indick�, hlavn�
 varianty</i> </li>
</ul>

<p><footer>(Aktualizov�no: Scid 2.5, �erven 2001)</footer></p>
}

#################
### Contact info:


set helpTitle(C,Author) "Kontaktn� informace"
set helpText(C,Author) {<h1>Kontaktn� informace</h1>
<p>
Webov� str�nka Scidu je: <br>
<b><url http://scid.sourceforge.net/>http://scid.sourceforge.net/</url></b>
</p>
<p>
M��ete si tam st�hnout posledn� verzi Scidu a k dispozici jsou i jin� soubory.
</p>
<p>
Ve�ker� koment��e, dotazy, n�vrhy a informace o chyb�ch pos�lejte pros�m autorovi
Scidu, Shaneovi Hudsonovi, na emailovou adresu:<br>
<b>sgh@users.sourceforge.net</b>
</p>

<h3><name Related>P��buzn� odkazy</name></h3>
<p>
Jestli�e se v�m Scid l�b�, mo�n� v�s budou zaj�mat n�sleduj�c� webov� str�nky:
</p>
<ul>
<li><url http://www.tim-mann.org/chess.html>http://www.tim_mann.org/chess.html</url> --
Domovsk� str�nka programu Tima Manna <b>xboard & winboard</b>, kter� lze pou��t ke
�ten� PGN a jako rozhran� pro internetov� �achov� servery. Jeho str�nka obsahuje
rovn� dobr� informace o Crafty, GNUchess a dal��ch voln� �i�iteln�ch �achov�ch
programech. </li>

<li><url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url> --
siln� �achy hraj�c� program Crafty. Podadres�� pojmenovan� <b>TB</b> obsahuje mnoho
soubor� tabulek koncovek (tablebase) v Nalimovov� form�tu, kter� lze pou��t v
n�kolika �achov�ch programech a rovn� ve Scidu.</li>

<li><url http://www.chesscenter.com/twic/>http://www.chesscenter.com/twic/</url> --
TWIC (the week in chess), znamenit� t�denn� zpravodaj mezin�rodn�ch �achov�ch
parti� dostupn� v PGN form�tu.</li>

<li><url http://scid.sourceforge.net/doc/standard.txt>http://scid.sourceforge.net/doc/standard.txt</url> --
<b>PGN Standard</b>, vytvo�en� Stevenem J. Edwardsem v roce 1994. Tento text
vysv�tluje detailn� form�ty PGN a EPD.</li> </ul>

<p><footer>(Aktualizov�no: Scid 2.6, Srpen 2001)</footer></p>
}

# end of czech.tcl
### deutsch.tcl:
#  German language support for Scid.
#  Contributors: Bernhard Bialas, J�rgen Clos et al.
#  Untranslated messages are marked with a "***" comment.
#
#  Hinweis (aus tcl/lang/english.tcl):
#
# (4) [...]
#
#     A menu command has the format:
#         menuText L tag "Name..." underline {HelpMessage...}
#
#     [...]
#
#     where "L" is the language letter, "tag" is the name of the menu entry
#     or the button widget name, and "underline" is the index of the letter
#     to underline, counting from zero as the first letter. Two menu entries
#     that appear in the same menu should have a different underlined letter.

addLanguage D Deutsch 0 iso8859-1

proc setLanguage_D {} {

# File menu:
menuText D File "Datei" 0
menuText D FileNew "Neu..." 0 {Neue Scid-Datenbank anlegen}
menuText D FileOpen "�ffnen..." 0 {Existierende Scid-Datenbank �ffnen}
menuText D FileClose "Schlie�en" 0 {Aktive Scid-Datenbank schlie�en}
menuText D FileFinder "Finder" 0 {Dateifinderfenster �ffnen}
menuText D FileBookmarks "Lesezeichen" 0 {Lesezeichenmen� (Tasten: Strg+B)}
menuText D FileBookmarksAdd "Lesezeichen zur Liste hinzuf�gen" 0 \
  {Lesezeichen f�r die aktuelle Partie und Datenbank}
menuText D FileBookmarksFile "Lesezeichen hinzuf�gen in Verzeichnis" 26 \
  {Lesezeichen f�r die aktuelle Stellung und Partie zum Verzeichnis hinzuf�gen}
menuText D FileBookmarksEdit "Lesezeichen editieren..." 12 \
  {Lesezeichen bearbeiten}
menuText D FileBookmarksList "Listenansicht" 1 \
  {Lesezeichen als Liste zeigen, ohne Unterverzeichnisse}
menuText D FileBookmarksSub "Verzeichnisansicht" 3 \
  {Lesezeichen in Verzeichnissen zeigen, nicht als Gesamtliste}
menuText D FileMaint "Wartung" 0 {Das Scid-Datenbankwartungsfenster}
menuText D FileMaintWin "Wartungfenster" 0 \
  {Datenbank-Wartungsfenster �ffnen/schlie�en}
menuText D FileMaintCompact "Datenbank komprimieren..." 10 \
  {Datenbank komprimieren, gel�schte Spiele und unbenutzte Namen entfernen}
menuText D FileMaintClass "Partien ECO-klassifizieren..." 8 \
{Neuklassifizierung aller Partien nach dem ECO-Code}
menuText D FileMaintSort "Sortieren..." 0 \
  {Alle Partien in der aktuellen Datenbank sortieren}
menuText D FileMaintDelete "Dubletten l�schen..." 0 \
  {Dubletten finden und L�schkennzeichen setzen}
menuText D FileMaintTwin "Dubletten pr�fen" 10 \
  {Dublettenfenster �ffnen/erneuern}
menuText D FileMaintName "Namen" 0 \
  {Namenseditor und Rechtschreibpr�fung}
menuText D FileMaintNameEditor "Namenseditor" 0 \
  {Namenseditorfenster �ffnen/schlie�en}
menuText D FileMaintNamePlayer "Schreibkorrektur Spieler..." 17 \
  {Schreibkorrektur der Spielernamen mit Hilfe der .ssp-Datei}
menuText D FileMaintNameEvent "Schreibkorrektur Ereignis..." 17 \
  {Schreibkorrektur der Ereignisse mit Hilfe der .ssp-Datei}
menuText D FileMaintNameSite "Schreibkorrektur Ort..." 17 \
  {Schreibkorrektur der Orte mit Hilfe der .ssp-Datei}
menuText D FileMaintNameRound "Schreibkorrektur Runde..." 17 \
  {Schreibkorrektur der Runden mit Hilfe der .ssp-Datei}
menuText D FileReadOnly "Schreibschutz..." 3 \
  {Datenbank als schreibgesch�tzt behandeln, �nderungen verhindern}
menuText D FileSwitch "Datenbank wechseln" 0 \
  {Zu einer anderen ge�ffneten Datenbank umschalten}
menuText D FileExit "Ende" 0 {Scid beenden}
menuText D FileMaintFixBase "Inkonsistenzen beseitigen" 0 {Versuche eine inkonsistente Datenbank zu reparieren}

# Edit menu:
menuText D Edit "Bearbeiten" 0
menuText D EditAdd "Variante hinzuf�gen" 0 \
  {F�ge zu diesem Zug eine Variante hinzu}
menuText D EditDelete "Variante l�schen" 9 \
  {L�sche eine Variante zu diesen Zug}
menuText D EditFirst "Als erste Variante setzen" 4 \
  {Variante an erste Stelle in der Liste setzten}
menuText D EditMain "Variante als Partiefortsetzung" 13 \
  {Variante zur Partiefolge machen (und umgekehrt)}
menuText D EditTrial "Variante testen" 9 \
  {Testmodus starten/stoppen, um eine Idee am Brett auszuprobieren}
menuText D EditStrip "Entfernen" 1 \
   {Kommentare oder Varianten aus der Partie entfernen}
menuText D EditUndo "R�ckg�ngig" 0 {Macht die letzte �nderung r�ckg�ngig}
# ====== TODO To be translated ======
menuText D EditRedo "Redo" 0 {Redo last game change}
menuText D EditStripComments "Kommentare" 0 \
  {Alle Kommentare und Kommentarzeichen aus dieser Partie entfernen}
menuText D EditStripVars "Varianten" 0 \
  {Alle Varianten aus der Partie entfernen}
menuText D EditStripBegin "Z�ge ab Anfang" 8 \
  {Entferne Z�ge ab Partieanfang}
menuText D EditStripEnd "Z�ge bis Ende" 9 \
  {Entferne Z�ge bis Partieende}
menuText D EditReset "Ablage leeren" 0 \
   {Inhalt der Ablage-Datenbank l�schen}
menuText D EditCopy "Partie in Ablage kopieren" 17 \
  {Diese Partie in die Ablage-Datenbank kopieren}
menuText D EditPaste "Partie aus Ablage einf�gen" 19 \
  {Aktive Partie aus der Ablage hier einf�gen}
menuText D EditPastePGN "PGN-Partie aus Ablage einf�gen..." 1 \
  {Interpretiere den Inhalt der Zwischenablage als PGN-Notation und f�ge ihn hier ein}
menuText D EditSetup "Stellungseingabe..." 0 \
  {Neue Stellung eingeben (FEN oder manuell)}
menuText D EditCopyBoard "Stellung kopieren" 10 \
  {Aktuelle Brettposition in die Zwischenablage kopieren (im FEN-Format)}
menuText D EditPasteBoard "Stellung einf�gen" 12 \
  {Stellung aus der Zwischenablage (im FEN-Format) einf�gen}

# Game menu:
menuText D Game "Partie" 0
menuText D GameNew "Neue Partie" 5 \
  {Neue Partie beginnen, dabei alle �nderungen verwerfen}
menuText D GameFirst "Erste Partie laden" 0 {Erste Partie im Filter laden}
menuText D GamePrev "Vorherige Partie laden" 0 \
  {Vorherige Partie im Filter laden}
menuText D GameReload "Partie wiederladen" 7 \
  {Diese Partie erneut laden, dabei alle �nderungen verwerfen}
menuText D GameNext "N�chste Partie laden" 0 {N�chste Partie im Filter laden}
menuText D GameLast "Letzte Partie laden" 0 {Letzte Partie im Filter laden}
menuText D GameRandom "Zuf�llige Partie laden" 1 \
  {Zuf�llig ausgew�hlte Partie im Filter laden}
menuText D GameNumber "Lade Partie Nummer..." 14 \
  {Partie durch Angabe der Nummer laden}
menuText D GameReplace "Partie ersetzen..." 8 \
  {Diese Partie sichern, dabei alte Version �berschreiben}
menuText D GameAdd "Partie speichern..." 7 \
  {Diese Partie als neue Partie in der Datenbank sichern}
menuText D GameDeepest "Er�ffnung identifizieren" 10 \
  {Zur Position der l�ngstm�glichen Zugfolge nach ECO-Klassifikation gehen}
menuText D GameGotoMove "Zugnummer..." 0 \
  {Zur angegebenen Zugnummer in der aktuellen Partie gehen}
menuText D GameNovelty "Finde Neuerung..." 0 \
  {Ersten Zug dieser Partie finden, der vorher noch nie gespielt wurde}

# Search menu:
menuText D Search "Suchen" 0
menuText D SearchReset "Filter zur�cksetzen" 0 \
  {Alle Partien in den Filter einschlie�en}
menuText D SearchNegate "Filter invertieren" 7 \
  {Alle ausgeschlossenen Partien in den Filter nehmen}
menuText D SearchCurrent "Brett..." 0 \
  {Aktuelle Brettposition suchen}
menuText D SearchHeader "Partiedaten..." 0 \
  {Partiedaten (Spieler, Turnier etc.) suchen}
menuText D SearchMaterial "Material/Muster..." 0 \
  {Nach Material- oder Stellungsmustern suchen}
menuText D SearchUsing "Mit Suchoptionsdatei..." 4 \
  {Mit Suchoptionsdatei suchen}

# Windows menu:
menuText D Windows "Fenster" 0
menuText D WindowsComment "Kommentareditor" 0 {Kommentareditor �ffnen/schlie�en}
menuText D WindowsGList "Partieliste" 6 {Partieliste �ffnen/schlie�en}
menuText D WindowsPGN "PGN-Fenster" 0 {PGN-Fenster (Partienotation) �ffnen/schlie�en}
menuText D WindowsPList "Spielersuche" 0 {Spielerfinder �ffnen/schlie�en}
menuText D WindowsTmt "Turniersuche" 0 {Turnierfinder �ffnen/schlie�en}
menuText D WindowsSwitcher "Datenbank-Umschalter" 0 \
  {Datenbank-Umschalter �ffnen/schlie�en}
menuText D WindowsMaint "Wartungsfenster" 0 {(Datenbank-)Wartungsfenster �ffnen/schlie�en}
menuText D WindowsECO "ECO-Auswertung" 0 {ECO-Auswertung �ffnen/schlie�en}
menuText D WindowsRepertoire "Repertoire-Editor" 0 {Er�ffnungsrepertoire-Editor �ffnen/schlie�en}
menuText D WindowsStats "Statistik" 4 {Filterstatistik �ffnen/schlie�en}
menuText D WindowsTree "Zugbaum" 0 {Zugbaum �ffnen/schlie�en}
menuText D WindowsTB "Endspieltabellen..." 1 {Endspieltabellen �ffnen/schlie�en}
menuText D WindowsBook "Buchfenster" 0 {Buchfenster �ffnen/schlie�en}
menuText D WindowsCorrChess "Fernschachfenster" 0 {�ffnet/schlie�t das Fernschachfenster}

# Tools menu:
menuText D Tools "Werkzeuge" 0
menuText D ToolsAnalysis "Analyse-Engine..." 0 \
  {Schachanalyse-Programm starten/beenden}
menuText D ToolsAnalysis2 "Analyse-Engine #2..." 16 \
  {Schachanalyse-Programm Nr.2 starten/beenden}
menuText D ToolsCross "Kreuztabelle" 0 {Kreuztabelle f�r diese Partie anzeigen}
menuText D ToolsEmail "E-Mail-Manager" 7 \
  {E-Mail-Manager �ffnen/schlie�en}
menuText D ToolsFilterGraph "Rel. Filtergrafik" 0 \
  {Filtergrafik mit relativen Werten �ffnen/schlie�en}
menuText D ToolsAbsFilterGraph "Abs. Filtergrafik" 11 \
  {Filtergrafik mit absoluten Werten �ffnen/schlie�en}
menuText D ToolsOpReport "Er�ffnungsbericht" 0 \
  {Ausf�hrliche Er�ffnungs�bersicht f�r die aktuelle Position erstellen}
menuText D ToolsOpenBaseAsTree "�ffne DB als Baum" 0   {�ffne DB und verwende sie im Zugbaum-Fenster}
menuText D ToolsOpenRecentBaseAsTree "Letzte DB als Baum" 0   {�ffne zuletzt verwendete DB im Zugbaum-Fenster}
menuText D ToolsTracker "Figurenverteilung"  7 \
  {Figurenverteilungsfenster �ffnen}
menuText D ToolsTraining "Training"  0 {Trainingswerkzeuge (Taktik, Er�ffnungen,...) }
menuText D ToolsTacticalGame "Trainingspartie"  0 {Trainingspartie spielen}
menuText D ToolsSeriousGame "Ernste Partie"  0 {Ernste Partie spielen}
menuText D ToolsTrainOpenings "Er�ffnungen"  0 {Er�ffnungsrepertoire trainieren}
menuText D ToolsTrainReviewGame "Partie nachspielen"  0 {Finden von Z�gen wie in vorgegebener Partie}
menuText D ToolsTrainTactics "Taktik"  0 {Taktische Stellungen l�sen}
menuText D ToolsTrainCalvar "Varianten berechnen"  0 {Training zum Berechnen von Varianten}
menuText D ToolsTrainFindBestMove "Besten Zug finden"  0 {Find best move}
menuText D ToolsTrainFics "Internetpartie (FICS)"  0 {Internetpartie auf freechess.org}
# ====== TODO To be translated ======
menuText D ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText D ToolsBookTuning "Buch abstimmen" 0 {Buch abstimmen}
menuText D ToolsConnectHardware "Hardware verbinden" 0 {Externe Hardware mit Scid verbinden}
menuText D ToolsConnectHardwareConfigure "Konfigurieren..." 0 {Hardware und Verbindung konfigurieren}
menuText D ToolsConnectHardwareNovagCitrineConnect "Novag Citrine verbinden" 0 {Novag Citrine mit Scid verbinden}
menuText D ToolsConnectHardwareInputEngineConnect "Input Engine verbinden" 0 {Input Engine (z.B. DGT Brett) mit Scid verbinden}
menuText D ToolsPInfo "Spielerinformation"  0 \
  {Spielerinformation �ffnen/schlie�en}
menuText D ToolsPlayerReport "Spielerbericht..." 7 \
  {Erzeuge einen Spielerbericht}
menuText D ToolsRating "ELO-Zahl-Verlauf" 4 \
  {Wertungsverlauf beider Spieler grafisch darstellen}
menuText D ToolsScore "Partiebewertungsgraph" 0 {Partie-Bewertungsgraph zeigen}
menuText D ToolsExpCurrent "Partie exportieren" 8 \
  {Aktuelle Partie in eine Textdatei schreiben}
menuText D ToolsExpCurrentPGN "Partie in PGN-Datei exportieren..." 10 \
  {Aktuelle Partie in eine PGN-Datei schreiben}
menuText D ToolsExpCurrentHTML "Partie in HTML-Datei exportieren..." 10 \
  {Aktuelle Partie in eine HTML-Datei schreiben}
menuText D ToolsExpCurrentHTMLJS "Partie in HTML/JavaScript-Datei exportieren..." 15 {Aktuelle Partie wird in eine HTML und JavaScript Datei exportiert.}  
menuText D ToolsExpCurrentLaTeX "Partie in LaTeX-Datei exportieren..." 10 \
  {Aktuelle Partie in eine LaTeX-Datei schreiben}
menuText D ToolsExpFilter "Alles im Filter exportieren" 16 \
  {Alle Partien im Filter in eine Textdatei schreiben}
menuText D ToolsExpFilterPGN "Filter in PGN-Datei exportieren..." 10 \
  {Alle Partien im Filter in eine PGN-Datei schreiben}
menuText D ToolsExpFilterHTML "Filter in HTML-Datei exportieren..." 10 \
  {Alle Partien im Filter in eine HTML-Datei schreiben}
menuText D ToolsExpFilterHTMLJS "Filter in HTML/JavaScript exportieren..." 17 {Alle Partien im Filter werden in eine HTML und JavaScript Datei exportiert.}  
menuText D ToolsExpFilterLaTeX "Filter in LaTeX-Datei exportieren..." 10 \
  {Alle Partien im Filter in eine LaTeX-Datei schreiben}
menuText D ToolsImportOne "Eine PGN-Partie importieren..." 16 \
  {Eine Partie im PGN-Format eingeben oder einf�gen}
menuText D ToolsImportFile "PGN-Partien importieren..." 0 \
  {Partien aus einer PGN-Datei lesen}
menuText D ToolsStartEngine1 "Starte Engine1" 0  {Starte Analyse von Analyse-Engine1}
menuText D ToolsStartEngine2 "Starte Engine2" 0  {Starte Analyse von Analyse-Engine2}
menuText D ToolsCaptureBoard "Brettfoto..." 0  {Aktuelles Brett als Bild speichern.}
#-----AW------
###  BC   GHIJKL  O Q  TUV XY 
menuText D Play "Spielen" 0 {Partien spielen}
menuText D CorrespondenceChess "Fernschach" 0 {Funktionen f�r eMail und Xfcc basiertes Fernschach}
menuText D CCConfigure "Einstellungen..." 0 {Generelle Einstellungen und externe Werkzeuge}
menuText D CCConfigRelay "Beobachtete Partien..." 10 {Configure games to be observed}
menuText D CCOpenDB "Datenbank �ffnen..." 0 {�ffnet die Standarddatenbank f�r Fernschachpartien}
menuText D CCRetrieve "Partien synchronisieren" 0 {Synchronisiert Partien mit dem Posteingang und mittels (Xfcc-)Hilfsprogramm}
menuText D CCInbox "Posteingang synchronisieren" 12 {Synchronisiert alle Partien im Posteingang}
menuText D CCSend "Zug senden" 0 {Verschickt den letzten Zug via eMail oder exterem (Xfcc-)Hilfsprogramm}
menuText D CCResign "Aufgeben" 0 {Partie aufgeben (funktioniert nicht via eMail)}
menuText D CCClaimDraw "Remis erkl�ren" 1 {Zug senden und Partie Remis erkl�ren (funktioniert nicht via eMail)}
menuText D CCOfferDraw "Remis anbieten" 0 {Zug senden und Remis anbieten (funktioniert nicht via eMail)}
menuText D CCAcceptDraw "Remis annehmen" 10 {Remis annehmen (funktioniert nicht via eMail)}
menuText D CCNewMailGame "Neue eMail Partie..." 0 {Beginnt eine neue Partie via eMail}
menuText D CCMailMove "Zug per eMail senden..." 9 {Verschickt den letzten Zug per eMail}
menuText D CCGamePage "Partieseite (WWW)..." 13 {Ruft die Webseite der Partie auf}
menuText D CCEditCopy "Partieliste in Ablage" 0 {Kopiert die Parieliste als CSV in die Zwischenablage}
#-----AW------

# Options menu:
menuText D Options "Optionen" 0
menuText D OptionsBoard "Schachbrett" 6 {Schachbrettoptionen}
menuText D OptionsBoardSize "Brettgr��e" 0 {Brettgr��e �ndern}
menuText D OptionsBoardPieces "Figurensatz" 2 {Figurensatz wechseln}
menuText D OptionsBoardColors "Farben..." 0 {Brettfarben �ndern}
#Klimmek
menuText D OptionsBoardGraphics "Brettfelder..." 3 {Grafik f�r Brettfelder ausw�hlen}
translate D OptionsBGW {Grafikdatei f�r Felder ausw�hlen}
translate D OptionsBoardGraphicsText {Grafikdateien f�r helle und dunkle Felder ausw�hlen:}
menuText D OptionsBoardNames "Meine Spielernamen..." 0 {Editiere meine Spielernamen}
menuText D OptionsExport "Export" 1 {Textausgabeoptionen �ndern}
menuText D OptionsFonts "Schriftarten" 3 {Schriftart wechseln}
menuText D OptionsFontsRegular "Normal" 0 {Standardzeichensatz}
menuText D OptionsFontsMenu "Men�" 0 {Schriftart f�r Men�s}
menuText D OptionsFontsSmall "Klein" 0 {Kleine Zeichen}
menuText D OptionsFontsTiny "Winzig" 0 {Kleinster Font}
menuText D OptionsFontsFixed "Fest" 0 {Schriftart mit fester Breite (nicht-proportional)}
menuText D OptionsGInfo "Partieinformation" 0 {Optionen f�r Informationsbereich}
menuText D OptionsLanguage "Sprache" 0 {Sprache w�hlen}
menuText D OptionsMovesTranslatePieces "Figurennamen �bersetzen" 0 {�bersetze den ersten Buchstaben der Figurenbezeichnung}
menuText D OptionsMovesHighlightLastMove "Letzen Zug hervorheben" 0 {Rahmt Start- und Zielfeld des letzten Zuges farbig ein}
menuText D OptionsMovesHighlightLastMoveDisplay "Anzeigen" 0 {Hervorhebung des letzen Zuges anzeigen}
menuText D OptionsMovesHighlightLastMoveWidth "Dicke" 0 {Dicke der Linie}
menuText D OptionsMovesHighlightLastMoveColor "Farbe" 0 {Farbe der Linie}
# ====== TODO To be translated ======
menuText D OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText D OptionsMoves "Z�ge" 0 {Zugeingabeoptionen}
menuText D OptionsMovesAsk "Fragen vor Ersetzen" 0 \
  {Vor �berschreiben existierender Z�ge nachfragen}
menuText D OptionsMovesAnimate "Animation" 0 \
  {Zeit f�r Zuganimation einstellen}
menuText D OptionsMovesDelay "Autom. Vorspielen..." 7 \
  {Zeit f�r automatisches Vorspielen einstellen}
menuText D OptionsMovesCoord "Tastatureingabe" 0 \
  {Zugeingabe �ber Koordinaten ("g1f3") akzeptieren}
menuText D OptionsMovesSuggest "Zugvorschlag zeigen" 0 \
  {Zugvorschlag ein-/ausschalten}
menuText D OptionsShowVarPopup "Variantenfenster zeigen" 0 { Anzeige des Variantenauswahlfensters ein/ausschalten}  
menuText D OptionsMovesSpace "Leerzeichen nach Zugnummer einf�gen" 0 {Leerzeichen nach Zugnummer einf�gen}  
menuText D OptionsMovesKey "Autom. Zugerg�nzung" 10 \
  {Automatische Zugerg�nzung ein-/ausschalten}
menuText D OptionsMovesShowVarArrows "Pfeile f�r Varianten anzeigen" 0 {Zeige Pfeile in Varianten an: ja/nein}
menuText D OptionsNumbers "Zahlenformat" 5 {Zahlenformat w�hlen}
menuText D OptionsStartup "Autostart" 1 {Fenster zum �ffnen bei Start ausw�hlen}
menuText D OptionsTheme "Design" 0 {Ver�ndert das Aussehen der Oberfl�che}
menuText D OptionsWindows "Fenster" 6 {Fenster-Optionen}
menuText D OptionsWindowsIconify "Autom. minimieren" 7 \
  {Alle Fenster mit dem Hauptfenster minimieren}
menuText D OptionsWindowsRaise "Autom. Verwaltung" 7 \
  {Bestimmte Fenster (z.B. Zustandsleiste) bei Bedarf �ffnen}
menuText D OptionsSounds "T�ne..." 0 {T�ne f�r Zugank�ndigung einstellen} ;# *** Hmm, :-|
menuText D OptionsWindowsDock "Fenster docken" 0 {Fenster docken}
menuText D OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
menuText D OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
menuText D OptionsWindowsShowGameInfo "Partieinformationen" 0 {Partieinformation anzeigen}
menuText D OptionsWindowsAutoLoadLayout "Automatisch laden: 1. Layout" 0 {L�dt das erste definierte Layout automatisch beim Programmstart}
menuText D OptionsToolbar "Werkzeugleiste" 0 {Werkzeug- bzw. Symbolleiste Ein/Aus}
menuText D OptionsECO "ECO-Datei laden..." 0 {ECO-Klassifikationsdatei laden}
menuText D OptionsSpell "Schreibkorrekturdatei laden..." 7 \
  {Datei f�r Scid-Rechtschreibpr�fung laden}
menuText D OptionsTable "Endspieltabellenverzeichnis..." 16 \
  {Eine Endspieltabellendatei w�hlen (und damit alle Tabellen in diesem Verzeichnis)}
menuText D OptionsRecent "Aktuelle Dateien..." 9 \
  {Anzahl der aktuellen Dateien im Dateimen� �ndern}
menuText D OptionsBooksDir "Buchverzeichnis..." 0 {Er�ffnungsbuchverzeichnis einstellen}
menuText D OptionsTacticsBasesDir "Bases Verzeichnis..." 0 {Verzeichnis f�r taktische Trainingsdatenbanken einstellen}
menuText D OptionsSave "Optionen speichern" 0 \
  "Alle einstellbaren Optionen in der Datei $::optionsFile sichern"
menuText D OptionsAutoSave "Autom. speichern bei Beenden" 0 \
  {Alle Optionen beim Beenden von Scid automatisch speichern}

# Help menu:
menuText D Help "Hilfe" 0
menuText D HelpContents "Inhalt" 0 {Gehe zum Inhaltsverzeichnis}
menuText D HelpIndex "Index" 4 {Gehe zum Hilfeindex}
menuText D HelpGuide "Kurzanleitung" 4 {Ein Scid-Schnelldurchgang}
menuText D HelpHints "Hinweise" 0 {Die Scid-Kurztips}
menuText D HelpContact "Kontaktinformation" 0 {Hilfe zur Kontaktinformation}
menuText D HelpTip "Tagestip" 0 {Zeigt einen n�tzlichen Tip an}
menuText D HelpStartup "Startfenster" 0 {Startfenster zeigen}
menuText D HelpAbout "�ber Scid" 0 {Informationen zu Scid}

# Game info box popup menu:
menuText D GInfoHideNext "N�chsten Zug verstecken" 13
menuText D GInfoMaterial "Materialwerte zeigen" 0
menuText D GInfoFEN "FEN zeigen" 0
menuText D GInfoMarks "Gef�rbte Felder und Pfeile zeigen" 0
menuText D GInfoWrap "Umbruch bei langen Zeilen" 0
menuText D GInfoFullComment "Vollst�ndigen Kommentar zeigen" 14
menuText D GInfoPhotos "Fotos zeigen" 1
menuText D GInfoTBNothing "Endspieltabellen: nichts" 18
menuText D GInfoTBResult "Endspieltabellen: nur Ergebnis" 22
menuText D GInfoTBAll "Endspieltabellen: Ergebnis und bester Zug" 31
menuText D GInfoDelete "(Ent)L�sche diese Partie" 5
menuText D GInfoMark "(Un)Markiere diese Partie" 4
menuText D GInfoInformant "Informatorwerte konfigurieren" 0

# Main window buttons:
helpMsg D .main.fbutton.button.start {Gehe zum Partieanfang  (Taste: Pos 1)}
helpMsg D .main.fbutton.button.end {Gehe zum Partieende  (Taste: Ende)}
helpMsg D .main.fbutton.button.back {Gehe einen Zug zur�ck  (Taste: LinksPfeil)}
helpMsg D .main.fbutton.button.forward {Gehe einen Zug vor  (Taste: RechtsPfeil)}
helpMsg D .main.fbutton.button.intoVar {Gehe in Variante  (Taste: v)}
helpMsg D .main.fbutton.button.exitVar {Verlasse Variante  (Taste: z)}
helpMsg D .main.fbutton.button.flip {Brett drehen  (Taste: .)}
helpMsg D .main.fbutton.button.coords {Brettkoordinaten AN oder AUS  (Taste: 0)}
helpMsg D .main.fbutton.button.stm {Anzeige "Wer ist am Zug" an oder aus}
helpMsg D .main.fbutton.button.autoplay {Automatisches Vorspielen  (Taste: Strg+Z)}
# ====== TODO To be translated ======
helpMsg D .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg D .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg D .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate D Back {Zur�ck}
translate D Browse {Bl�ttern}
translate D Cancel {Abbrechen}
translate D Continue {Weiter}
translate D Clear {Leeren}
translate D Close {Schlie�en}
translate D Contents {Inhalt}
translate D Defaults {Standard}
translate D Delete {L�sche}
translate D Graph {Grafik}
translate D Help {Hilfe}
translate D Import {Importieren}
translate D Index {Index}
translate D LoadGame {Partie laden}
translate D BrowseGame {Partie betrachten}
translate D MergeGame {Partie zusammenf�gen}
translate D MergeGames {Partien kombinieren}
translate D Preview {Vorschau} ;# Voransicht!? (KDE)
translate D Revert {Umkehren}
translate D Save {Speichern}
translate D Search {Suchen}
translate D Stop {Halt}
translate D Store {Speichern}
translate D Update {Aktualisieren}
translate D ChangeOrient {Fensterausrichtung �ndern}
translate D ShowIcons {Symbole anzeigen}
translate D None {Keine}
translate D First {Erste}
translate D Current {Aktuelle}
translate D Last {Letzte}

# General messages:
translate D game {Partie}
translate D games {Partien}
translate D move {Zug}
translate D moves {Z�ge}
translate D all {Alle}
translate D Yes {Ja}
translate D No {Nein}
translate D Both {Beide}
translate D King {K�nig}
translate D Queen {Dame}
translate D Rook {Turm}
translate D Bishop {L�ufer}
translate D Knight {Springer}
translate D Pawn {Bauer}
translate D White {Wei�}
translate D Black {Schwarz}
translate D Player {Spieler}
translate D Rating {Elo}
translate D RatingDiff {Elo-Differenz (Wei� - Schwarz)}
translate D AverageRating {Elo-Durchschnitt}
translate D Event {Turnier}
translate D Site {Ort}
translate D Country {Land}
translate D IgnoreColors {Farben ignorieren}
translate D Date {Datum}
translate D EventDate {Turnierdatum}
translate D Decade {Dekade}
translate D Year {Jahr}
translate D Month {Monat}
translate D Months {Januar Februar M�rz April Mai Juni Juli August September Oktober November Dezember}
translate D Days {Son Mon Die Mit Don Fre Sam}
translate D YearToToday {Ein Jahr zur�ck}
translate D Result {Ergebnis}
translate D Round {Runde}
translate D Length {L�nge}
translate D ECOCode {ECO-Code}
translate D ECO {ECO}
translate D Deleted {Gel�scht}
translate D SearchResults {Suchergebnisse}
translate D OpeningTheDatabase {Datenbank �ffnen}
translate D Database {Datenbank}
translate D Filter {Filter}
translate D noGames {keine Partien}
translate D allGames {alle Partien}
translate D empty {leer}
translate D clipbase {Ablage}
translate D score {Punkte}
translate D StartPos {Stellung}
translate D Total {Summe}
translate D readonly {schreibgesch�tzt}

# Standard error messages:
translate D ErrNotOpen {Dies ist keine ge�ffnete Datenbank.}
translate D ErrReadOnly \
  {Diese Datenbank ist schreibgesch�tzt; sie kann nicht ge�ndert werden.}
translate D ErrSearchInterrupted \
  {Suche wurde unterbrochen; Ergebnisse sind unvollst�ndig.}

# Game information:
translate D twin {Dublette}
translate D deleted {gel�scht}
translate D comment {Kommentar}
translate D hidden {versteckt}
translate D LastMove {letzter Zug}
translate D NextMove {n�chster Zug}
translate D GameStart {Partieanfang}
translate D LineStart {Beginn der Zugfolge}
translate D GameEnd {Partieende}
translate D LineEnd {Ende der Zugfolge}

# Player information:
translate D PInfoAll {Ergebnisse f�r <b>alle</b> Spiele}
translate D PInfoFilter {Ergebnisse f�r <b>Filter</b>-Spiele}
translate D PInfoAgainst {Ergebnisse gegen}
translate D PInfoMostWhite {H�ufigste Er�ffnungen als Wei�er}
translate D PInfoMostBlack {H�ufigste Er�ffnungen als Schwarzer}
translate D PInfoRating {ELO-Historie}
translate D PInfoBio {Biographie}
translate D PInfoEditRatings {Editiere Ratings}

# Tablebase information:
translate D Draw {Remis}
translate D stalemate {Patt}
translate D withAllMoves {mit allen Z�gen}
translate D withAllButOneMove {mit allen au�er einem Zug}
translate D with {mit}
translate D only {nur}
translate D lose {verlieren}
translate D loses {verliert}
translate D allOthersLose {alle anderen verlieren}
translate D matesIn {setzt Matt in}
translate D hasCheckmated {hat Matt gesetzt}
translate D longest {l�ngste}
translate D WinningMoves {Gewinnz�ge}
translate D DrawingMoves {Remisz�ge}
translate D LosingMoves {Verlustz�ge}
translate D UnknownMoves {Z�ge mit unbekanntem Resultat}

# Tip of the day:
translate D Tip {Tip}
translate D TipAtStartup {Tip beim Starten}

# Tree window menus:
menuText D TreeFile "Datei" 0
menuText D TreeFileFillWithBase "Cache mit Datenbank f�llen" 0 {Die Cache-Datei wird mit allen Partien der aktuellen Datenbank bef�llt.}
menuText D TreeFileFillWithGame "Cache mit Partie f�llen" 0 {Die Cache-Datei wird mit der aktuellen Partien bef�llt.}
menuText D TreeFileSetCacheSize "Cache Gr��e" 0 {Cachegr��e ausw�hlen.}
menuText D TreeFileCacheInfo "Cache info" 0 {Info �ber Cachenutzung anzeigen.}
menuText D TreeFileSave "Cache-Datei sichern" 12 \
  {Speichere die Zugbaum-Cache-Datei (.stc)}
menuText D TreeFileFill "Cache-Datei f�llen" 12 \
  {F�lle die Cache-Datei mit h�ufigen Er�ffnungspositionen}
menuText D TreeFileBest "Beste Partien" 0 \
  {Zeige die Liste bester Partien im Baum}
menuText D TreeFileGraph "Grafikfenster" 0 \
  {Zeige die Grafik f�r diesen Ast}
menuText D TreeFileCopy "Kopiere Baumfenster in Zwischenablage" 0 \
  {Kopiere die Zugbaum-Statistik in die Zwischenablage}
menuText D TreeFileClose "Baumfenster schlie�en" 12 {Schlie�e Zugbaum}
menuText D TreeMask "Maskieren" 0
menuText D TreeMaskNew "Neu" 0 {Neue Maske anlegen}
menuText D TreeMaskOpen "�ffnen" 0 {Maske �ffnen}
menuText D TreeMaskOpenRecent "Aktuelle Masken" 0 {Zuletzt ge�ffnete Masken erneut laden}
menuText D TreeMaskSave "Speichern" 0 {Maske speichern}
menuText D TreeMaskClose "Schlie�en" 0 {Maske schlie�en}
menuText D TreeMaskFillWithGame "Mit aktueller Partie f�llen" 0 {Maske mit der aktuellen Partie f�llen}
menuText D TreeMaskFillWithBase "Mit Datenbank f�llen" 0 {Maske mit Datenbankpartien f�llen}
menuText D TreeMaskInfo "Info" 0 {Statistik f�r die aktuelle Maske anzeigen}
menuText D TreeMaskDisplay "Maske als Baum" 0 {Zeigt den Inhalt der aktuellen Maske als Zugbaum}
menuText D TreeMaskSearch "Suchen" 0 {Suchen innerhalb der aktuellen Maske}
menuText D TreeSort "Sortieren" 0
menuText D TreeSortAlpha "Alphabetisch" 0
menuText D TreeSortECO "ECO-Code" 0
menuText D TreeSortFreq "H�ufigkeit" 0
menuText D TreeSortScore "Punkte" 0
menuText D TreeOpt "Optionen" 0
menuText D TreeOptSlowmode "Gr�ndliche Suche" 0 {Update mit hoher Genauigkeit, langsamer}
menuText D TreeOptFastmode "Schneller Modus" 0 {Schnelles Update (ignoriert Zugumstellungen)}
menuText D TreeOptFastAndSlowmode "Gr�ndlicher und Schneller Modus" 0 {Zun�chst schneller Updatemodus, dann nacharbeit im gr�ndlichen Modus}
menuText D TreeOptStartStop "Automatisch aktualisieren" 0 {Schaltet das automatische aktualisieren ein/aus}
menuText D TreeOptLock "Anbinden" 0 \
  {Zugbaum an aktive Datenbank anbinden(/l�sen)}
menuText D TreeOptTraining "Training" 0 {Trainingsmodus ein-/ausschalten}
menuText D TreeOptAutosave "Autom. Cache-Datei sichern" 4 \
  {Beim Schlie�en des Zugbaums automatisch Cache-Datei sichern}
menuText D TreeHelp "Hilfe" 0
menuText D TreeHelpTree "Zugbaumhilfe" 0
menuText D TreeHelpIndex "Index" 0
translate D SaveCache {Cache sichern}
translate D Training {Training}
translate D LockTree {Anbinden}
translate D TreeLocked {angebunden}
translate D TreeBest {Beste}
translate D TreeBestGames {Beste Zugbaumpartien}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate D TreeTitleRow \
  {    Zug    ECO       H�ufigkeit    Pkte   Elo  Erflg Jahr %Remis}
translate D TreeTotal {SUMME}
translate D DoYouWantToSaveFirst {Soll zuerst gespeichert werden}
translate D AddToMask {Zur Maske hinzuf�gen}
translate D RemoveFromMask {Entferne von Maske}
translate D AddThisMoveToMask {Diesen Zug zur Maske hinzuf�gen}
translate D SearchMask {Suche in einer Maske}
translate D DisplayMask {Maske als Zugbaum}
translate D Nag {NAG Code}
translate D Marker {Marker}
translate D Include {Einbezogene Variante}
translate D Exclude {Ausgeschlossene Variante}
translate D MainLine {Hauptvariante}
translate D Bookmark {Lesezeichen}
translate D NewLine {Neue Variante}
translate D ToBeVerified {�berpr�fen}
translate D ToTrain {Trainieren}
translate D Dubious {Zweifelhaft}
translate D ToRemove {Entfernen}
translate D NoMarker {Keine Markierung}
translate D ColorMarker {Farbe}
translate D WhiteMark {Wei�}
translate D GreenMark {Gr�n}
translate D YellowMark {Gelb}
translate D BlueMark {Blau}
translate D RedMark {Rot}
translate D CommentMove {Zug kommentieren}
translate D CommentPosition {Position kommentieren}
translate D AddMoveToMaskFirst {Zug zuerst zur Maske hinzuf�ngen}
translate D OpenAMaskFileFirst {Zun�chst Maske �ffnen}
translate D Positions {Positionen}
translate D Moves {Z�ge}

# Finder window:
menuText D FinderFile "Datei" 0
menuText D FinderFileSubdirs "Unterverzeichnisse beachten" 0
menuText D FinderFileClose "Dateifinder schlie�en" 0
menuText D FinderSort "Sortieren" 0
menuText D FinderSortType "Typ" 0
menuText D FinderSortSize "Gr��e" 0
menuText D FinderSortMod "Modifiziert" 0
menuText D FinderSortName "Namen" 0
menuText D FinderSortPath "Pfad" 0
menuText D FinderTypes "Typen" 0
menuText D FinderTypesScid "Scid-Datenbanken" 0
menuText D FinderTypesOld "Datenbanken im alten Format" 0
menuText D FinderTypesPGN "PGN-Dateien" 0
menuText D FinderTypesEPD "EPD-Dateien" 0
menuText D FinderTypesRep "Repertoiredateien" 0
menuText D FinderHelp "Hilfe" 0
menuText D FinderHelpFinder "Dateifinderhilfe" 0
menuText D FinderHelpIndex "Index" 0
translate D FileFinder {Dateifinder}
translate D FinderDir {Verzeichnis}
translate D FinderDirs {Verzeichnisse}
translate D FinderFiles {Dateien}
translate D FinderUpDir {hoch}
translate D FinderCtxOpen {�ffnen}
translate D FinderCtxBackup {Sicherungskopie}
translate D FinderCtxCopy {Kopieren}
translate D FinderCtxMove {Verschieben}
translate D FinderCtxDelete {L�schen}

# Player finder:
menuText D PListFile "Datei" 0
menuText D PListFileUpdate "Aktualisieren" 0
menuText D PListFileClose "Spielerfinder schlie�en" 7
menuText D PListSort "Sortieren" 0
menuText D PListSortName "Name" 0
menuText D PListSortElo "Elo" 0
menuText D PListSortGames "Partien" 0
menuText D PListSortOldest "�lteste" 0
menuText D PListSortNewest "Neueste" 0

# Tournament finder:
menuText D TmtFile "Datei" 0
menuText D TmtFileUpdate "Aktualisieren" 0
menuText D TmtFileClose "Turnierfinder schlie�en" 0
menuText D TmtSort "Sortieren" 0
menuText D TmtSortDate "Datum" 0
menuText D TmtSortPlayers "Spieler" 0
menuText D TmtSortGames "Partien" 0
menuText D TmtSortElo "Elo" 0
menuText D TmtSortSite "Ort" 0
menuText D TmtSortEvent "Turnier" 1
menuText D TmtSortWinner "Gewinner" 0
translate D TmtLimit "Listengrenze"
translate D TmtMeanElo "Unterster Elo-Durchschnitt"
translate D TmtNone "Keine zutreffenden Turniere gefunden."

# Graph windows:
menuText D GraphFile "Datei" 0
menuText D GraphFileColor "Als Farb-Postscript speichern..." 4
menuText D GraphFileGrey "Als Graustufen-Postscript speichern..." 4
menuText D GraphFileClose "Fenster schlie�en" 0
menuText D GraphOptions "Optionen" 0
menuText D GraphOptionsWhite "Wei�" 0
menuText D GraphOptionsBlack "Schwarz" 0
menuText D GraphOptionsBoth "Beide" 0
menuText D GraphOptionsPInfo "Spielerinfo Spieler" 1
translate D GraphFilterTitle "Filtergrafik: H�ufigkeit pro 1000 Partien"
translate D GraphAbsFilterTitle "Filtergrafik: H�ufigkeit der Partien"
translate D ConfigureFilter "X-Achse f�r Jahr, Elo und Z�ge konfigurieren"
translate D FilterEstimate "Sch�tzen"
translate D TitleFilterGraph "Scid: Filtergrafik"

# Analysis window:
translate D AddVariation {Variante hinzuf�gen}
translate D AddAllVariations {Alle Varianten hinzuf�gen}
translate D AddMove {Zug hinzuf�gen}
translate D Annotate {Autom. kommentieren}
translate D ShowAnalysisBoard {Analysebrett anzeigen}
translate D ShowInfo {Engine-Information anzeigen}
translate D FinishGame {Partie beenden}
translate D StopEngine {Engine anhalten}
translate D StartEngine {Engine starten}
translate D LockEngine {Anbinden an aktuelle Position}
translate D AnalysisCommand {Analysebefehl}
translate D PreviousChoices {Vorherige Wahl}
translate D AnnotateTime {Zeit zwischen den Z�gen (in Sek.) einstellen}
translate D AnnotateWhich {Varianten hinzuf�gen}
translate D AnnotateAll {F�r Z�ge beider Seiten}
translate D AnnotateAllMoves {Alle Z�ge kommentieren}
translate D AnnotateWhite {Nur f�r Z�ge von Wei�}
translate D AnnotateBlack {Nur f�r Z�ge von Schwarz}
translate D AnnotateBlundersOnly {Wenn der Partiezug ein offensichtlicher Fehler ist}
translate D AnnotateBlundersOnlyScoreChange {Analyse berichtet Fehler, Bewertungs�nderung von/nach: }
translate D BlundersThreshold {Grenze}
translate D ScoreAllMoves {Alle Z�ge validieren}
translate D LowPriority {Niedrige CPU-Priorit�t}
translate D ClickHereToSeeMoves {Hier klicken um Z�ge anzuzeigen}
translate D ConfigureInformant {Informator konfigurieren}
translate D Informant!? {Interessanter Zug}
translate D Informant? {Schwacher Zug}
translate D Informant?? {Fehler}
translate D Informant?! {Zweifelhafter Zug}
translate D Informant+= {Wei� hat leichten Vorteil}
translate D Informant+/- {Wei� hat m��igen Vorteil}
translate D Informant+- {Wei� hat gro�en Vorteil}
translate D Informant++- {Partie wird gewonnen}
translate D Book {Buch}
translate D OtherBookMoves {Er�ffnungsbuch des Gegners}
translate D OtherBookMovesTooltip {Z�ge, f�r die der Gegner eine Antwort kennt}

# Analysis Engine open dialog:
translate D EngineList {Analyse-Engines}
translate D EngineName {Name}
translate D EngineCmd {Befehl}
translate D EngineArgs {Parameter}
translate D EngineDir {Verzeichnis}
translate D EngineElo {Elo}
translate D EngineTime {Datum}
translate D EngineNew {Neu}
translate D EngineEdit {Bearbeiten}
translate D EngineRequired {Fettgedruckte Parameter obligatorisch, andere optional}


# Stats window menus:
menuText D StatsFile "Datei" 0
menuText D StatsFilePrint "Drucken in Datei..." 0
menuText D StatsFileClose "Fenster schlie�en" 0
menuText D StatsOpt "Optionen" 0

# PGN window menus:
menuText D PgnFile "Datei" 0
menuText D PgnFileCopy "Kopiere Spiel in Zwischenablage" 0
menuText D PgnFilePrint "Drucken in Datei..." 0
menuText D PgnFileClose "PGN-Fenster schlie�en" 0
menuText D PgnOpt "Ausgabe" 0
menuText D PgnOptColor "Farbige Darstellung" 0
menuText D PgnOptShort "Kurzer (3-Zeilen) Vorspann (Header)" 8
menuText D PgnOptSymbols "Symbolische Darstellung" 0
menuText D PgnOptIndentC "Kommentare einr�cken" 0
menuText D PgnOptIndentV "Varianten einr�cken" 0
menuText D PgnOptColumn "Tabellarisch (ein Zug pro Zeile)" 0
menuText D PgnOptSpace "Leerzeichen nach Zugnummer" 0
menuText D PgnOptStripMarks "Farbfelder-/Pfeile-Zeichen entfernen" 27
menuText D PgnOptBoldMainLine "Partiez�ge in Fettdruck" 0
menuText D PgnColor "Farben" 0
menuText D PgnColorHeader "Vorspann..." 0
menuText D PgnColorAnno "Anmerkungen..." 0
menuText D PgnColorComments "Kommentare..." 0
menuText D PgnColorVars "Varianten..." 0
menuText D PgnColorBackground "Hintergrund..." 0
menuText D PgnColorMain "Partieverlauf..." 0
menuText D PgnColorCurrent "Hintergrund aktueller Zug..." 1
menuText D PgnHelp "Hilfe" 0
menuText D PgnHelpPgn "PGN-Hilfe" 0
menuText D PgnHelpIndex "Index" 0
translate D PgnWindowTitle {Partienotation - Partie %u}

# Crosstable window menus:
menuText D CrosstabFile "Datei" 0
menuText D CrosstabFileText "Ausgabe in Textdatei..." 11
menuText D CrosstabFileHtml "Ausgabe in HTML-Datei..." 11
menuText D CrosstabFileLaTeX "Ausgabe in LaTeX-Datei..." 11
menuText D CrosstabFileClose "Kreuztabelle schlie�en" 0
menuText D CrosstabEdit "Bearbeiten" 0
menuText D CrosstabEditEvent "Ereignis" 0
menuText D CrosstabEditSite "Ort" 0
menuText D CrosstabEditDate "Datum" 0
menuText D CrosstabOpt "Ausgabe" 0
menuText D CrosstabOptAll "Jeder gegen jeden" 0
menuText D CrosstabOptSwiss "Schweizer System" 0
menuText D CrosstabOptKnockout "K.o.-System" 0
menuText D CrosstabOptAuto "Automatisch" 1
menuText D CrosstabOptAges "Alter in Jahren" 0
menuText D CrosstabOptNats "Nationalit�t" 0
menuText D CrosstabOptRatings "Elo" 0
menuText D CrosstabOptTitles "Titel" 0
menuText D CrosstabOptBreaks "Stichkampfpunkte" 10
menuText D CrosstabOptDeleted "Inklusive gel�schte Partien" 10
menuText D CrosstabOptColors "Farben (nur Schweizer System)" 0
menuText D CrosstabOptColumnNumbers "Numerierte Spalten (Nur jeder-gegen-jeden-Tabelle)" 2
menuText D CrosstabOptGroup "Punktgruppen" 5
menuText D CrosstabSort "Sortieren" 0
menuText D CrosstabSortName "Name" 0
menuText D CrosstabSortRating "Elo" 0
menuText D CrosstabSortScore "Punkte" 0
menuText D CrosstabColor "Farben" 0
menuText D CrosstabColorPlain "Text" 0
menuText D CrosstabColorHyper "Hypertext" 0
menuText D CrosstabHelp "Hilfe" 0
menuText D CrosstabHelpCross "Kreuztabelle-Hilfe" 0
menuText D CrosstabHelpIndex "Index" 0
translate D SetFilter {Filter setzen}
translate D AddToFilter {Zum Filter hinzuf�gen}
translate D Swiss {Schweizer}
translate D Category {Kategorie}

# Opening report window menus:
menuText D OprepFile "Datei" 0
menuText D OprepFileText "Ausgabe in Textdatei..." 11
menuText D OprepFileHtml "Ausgabe in HTML-Datei..." 11
menuText D OprepFileLaTeX "Ausgabe in LaTeX-Datei..." 11
menuText D OprepFileOptions "Optionen..." 0
menuText D OprepFileClose "Berichtsfenster schlie�en" 0
menuText D OprepFavorites "Favoriten" 0
menuText D OprepFavoritesAdd "Bericht hinzuf�gen..." 8
menuText D OprepFavoritesEdit "Favoritenbericht editieren..." 0
menuText D OprepFavoritesGenerate "Berichte erzeugen..." 9

menuText D OprepHelp "Hilfe" 0
menuText D OprepHelpReport "Er�ffnungsbericht-Hilfe" 0
menuText D OprepHelpIndex "Index" 0

# Repertoire editor:
menuText D RepFile "Datei" 0
menuText D RepFileNew "Neu" 0
menuText D RepFileOpen "�ffnen..." 0
menuText D RepFileSave "Speichern..." 0
menuText D RepFileSaveAs "Speichern unter..." 10
menuText D RepFileClose "Schlie�en" 1
menuText D RepEdit "Bearbeiten" 0
menuText D RepEditGroup "Gruppe hinzuf�gen" 0
menuText D RepEditInclude "Variante einschlie�en" 9
menuText D RepEditExclude "Variante ausschlie�en" 9
menuText D RepView "Ansicht" 0
menuText D RepViewExpand "Alle Gruppen aufklappen" 13
menuText D RepViewCollapse "Alle Gruppen zuklappen" 13
menuText D RepSearch "Suchen" 0
menuText D RepSearchAll "Im gesamten Repertoire..." 0
menuText D RepSearchDisplayed "Nur in der aktuellen Variante..." 0
menuText D RepHelp "Hilfe" 0
menuText D RepHelpRep "Repertoire Hilfe" 0
menuText D RepHelpIndex "Index" 0
translate D RepSearch "Repertoire Suche"
translate D RepIncludedLines "Eingeschlossene Varianten"
translate D RepExcludedLines "Ausgeschlossene Varianten"
translate D RepCloseDialog {Dieses Repertoire hat ungesicherte �nderungen.

Wollen Sie wirklich fortfahren und die �nderungen verwerfen?
}

# Header search:
translate D HeaderSearch {Partiedatensuche}
translate D EndSideToMove {Wer ist beim Partieende am Zug?}
translate D GamesWithNoECO {Partien ohne ECO?}
translate D GameLength {Partiel�nge}
translate D FindGamesWith {Finde Partien mit den Markierungen (Flags)}
translate D StdStart {Standardausgangsposition}
translate D Promotions {Umwandlung}
translate D Comments {Kommentare}
translate D Variations {Varianten}
translate D Annotations {Anmerkungen}
translate D DeleteFlag {L�schkennzeichen}
translate D WhiteOpFlag {Er�ffnung Wei�}
translate D BlackOpFlag {Er�ffnung Schwarz}
translate D MiddlegameFlag {Mittelspiel}
translate D EndgameFlag {Endspiel}
translate D NoveltyFlag {Neuerung}
translate D PawnFlag {Bauernstruktur}
translate D TacticsFlag {Taktik}
translate D QsideFlag {Damenfl�gel}
translate D KsideFlag {K�nigsfl�gel}
translate D BrilliancyFlag {Gl�nzend}
translate D BlunderFlag {Grober Fehler}
translate D UserFlag {Benutzer}
translate D PgnContains {PGN enth�lt Text}
translate D Annotator {Kommentator}
translate D Cmnts {Kommentare}

# Game list window:
translate D GlistNumber {Nummer}
translate D GlistWhite {Wei�}
translate D GlistBlack {Schwarz}
translate D GlistWElo {W-Elo}
translate D GlistBElo {S-Elo}
translate D GlistEvent {Turnier}
translate D GlistSite {Ort}
translate D GlistRound {Runde}
translate D GlistDate {Datum}
translate D GlistYear {Jahr}
translate D GlistEDate {Turnierdatum}
translate D GlistResult {Ergebnis}
translate D GlistLength {L�nge}
translate D GlistCountry {Land}
translate D GlistECO {ECO}
translate D GlistOpening {Er�ffnung}
translate D GlistEndMaterial {Endmaterial}
translate D GlistDeleted {Gel�scht}
translate D GlistFlags {Markierungen}
translate D GlistVars {Varianten}
translate D GlistComments {Kommentare}
translate D GlistAnnos {Anmerkungen}
translate D GlistStart {Stellung}
translate D GlistGameNumber {Partie Nummer:}
translate D GlistAverageElo {ELO Durchschnitt}
translate D GlistRating {Wertungszahl}
translate D GlistFindText {Text finden}
translate D GlistMoveField {Verschieben}
translate D GlistEditField {Konfigurieren}
translate D GlistAddField {Hinzuf�gen}
translate D GlistDeleteField {L�schen}
translate D GlistWidth {Breite}
translate D GlistAlign {Ausrichtung}
translate D GlistAlignL {Ausrichtung: links}
translate D GlistAlignR {Ausrichtung: rechts}
translate D GlistAlignC {Ausrichtung: zentriert}
translate D GlistColor {Farbe}
translate D GlistSep {Trennlinie}
translate D GlistCurrentSep {-- Aktuell --}
translate D GlistNewSort {Neu}
translate D GlistAddToSort {Hinzuf�gen}

# base sorting
translate D GsortSort {Sortieren...}
translate D GsortDate {Datum}
translate D GsortYear {Jahr}
translate D GsortEvent {Event}
translate D GsortSite {Ort}
translate D GsortRound {Runde}
translate D GsortWhiteName {Name Wei�}
translate D GsortBlackName {Name Schwarz}
translate D GsortECO {ECO}
translate D GsortResult {Ergebnis}
translate D GsortMoveCount {Zahl der Z�ge}
translate D GsortAverageElo {Eloschnitt}
translate D GsortCountry {Land}
translate D GsortDeleted {Gel�scht}
translate D GsortEventDate {Event Datum}
translate D GsortWhiteElo {ELO Wei�}
translate D GsortBlackElo {ELO Schwarz}
translate D GsortComments {Kommentare}
translate D GsortVariations {Varianten}
translate D GsortNAGs {NAGs}
translate D GsortAscending {Aufsteigend}
translate D GsortDescending {Fallend}
translate D GsortAdd {Hinzuf�gen}
translate D GsortStore {Speichern}
translate D GsortLoad {Laden}

# menu shown with right mouse button down on game list.
translate D GlistRemoveThisGameFromFilter  {Partie aus Filter entfernen}
translate D GlistRemoveGameAndAboveFromFilter  {Partie (und alle oberhalb) aus Filter entfernen}
translate D GlistRemoveGameAndBelowFromFilter  {Partie (und alle darunter) aus Filter entfernen}
translate D GlistDeleteGame {(Ent)Loesche Partie}
translate D GlistDeleteAllGames {L�sche alle Partien im Filter} 
translate D GlistUndeleteAllGames {Entl�sche alle Partien im Filter} 
translate D GlistMergeGameInBase {Mit Partie in anderer Datebank zusammenf�hren} 

# Maintenance window:
translate D DatabaseName {Datenbankname:}
translate D TypeIcon {Symbol:}
translate D NumOfGames {Partien:}
translate D NumDeletedGames {Gel�schte Partien:}
translate D NumFilterGames {Partien im Filter:}
translate D YearRange {Jahr-Spanne:}
translate D RatingRange {Elo-Spanne:}
translate D Description {Beschreibung}
translate D Flag {Markierung}
translate D CustomFlags {Benutzerdefinierte Markierungen}
translate D DeleteCurrent {L�sche aktuelle Partie}
translate D DeleteFilter {L�sche Partien im Filter}
translate D DeleteAll {L�sche alle Partien}
translate D UndeleteCurrent {Aktuelle Partie wiederherstellen}
translate D UndeleteFilter {Partien im Filter wiederherstellen}
translate D UndeleteAll {Alle Partien wiederherstellen}
translate D DeleteTwins {L�sche Dubletten}
translate D MarkCurrent {Markiere aktuelle Partie}
translate D MarkFilter {Markiere Partien im Filter}
translate D MarkAll {Markiere alle Partien}
translate D UnmarkCurrent {Entmarkiere aktuelle Partie}
translate D UnmarkFilter {Entmarkiere Partien im Filter}
translate D UnmarkAll {Entmarkiere alle Partien}
translate D Spellchecking {Schreibkorrektur}
translate D Players {Spieler}
translate D Events {Ereignis}
translate D Sites {Ort}
translate D Rounds {Runde}
translate D DatabaseOps {Datenbankoperationen}
translate D ReclassifyGames {Partien ECO-klassifizieren}
translate D CompactDatabase {Datenbank komprimieren}
translate D SortDatabase {Datenbank sortieren}
translate D AddEloRatings {ELO-Zahlen hinzuf�gen}
translate D AutoloadGame {Automatisch Partie Nr. laden}
translate D StripTags {PGN-Markierungen entfernen}
translate D StripTag {Markierung entfernen}
translate D Cleaner {Bereiniger}
translate D CleanerHelp {
Der Scid-Bereiniger wird f�r die aktuelle Datenbank alle
Wartungsarbeiten ausf�hren, welche aus der unten stehenden
Liste ausgew�hlt werden.

Aktuelle Einstellungen in den Men�s "ECO-Klassifikation" und "Dubletten l�schen"
werden angewendet, falls diese Funktionen ausgew�hlt sind.}
translate D CleanerConfirm {
Ist der Bereiniger einmal gestartet, kann er nicht mehr unterbrochen werden!

Dies kann lange dauern, speziell bei gro�en Datenbanken, abh�ngig von den
ausgew�hlten Funktionen und deren Einstellungen.

Sind Sie sicher, da� Sie die ausgew�hlten Wartungsarbeiten starten m�chten?
}
# Twinchecker
translate D TwinCheckUndelete { umdrehen; "u" beide entl�schen)}
translate D TwinCheckprevPair {Vorheriges Paar}
translate D TwinChecknextPair {N�chstes Paar}
translate D TwinChecker {Scid: Dublettenpr�fer}
translate D TwinCheckTournament {Partien im Turnier:}
translate D TwinCheckNoTwin {Keine Dublette}
translate D TwinCheckNoTwinfound {Kein Dublette f�r diese Partie gefunden.

Um Dubletten anzuzeigen, bitte zuerst die Funktion "L�sche Dubletten" benutzen.}
translate D TwinCheckTag {Nutze Tag...}
translate D TwinCheckFound1 {Scid hat $result Dubletten gefunden}
translate D TwinCheckFound2 { und das Gel�scht-Flag gesetzt}
translate D TwinCheckNoDelete {In dieser Datenbank sind keine Partien zu l�schen.}
translate D TwinCriteria1 {Ihre Auswahlkriterien der Dublettensuche haben eine hohe Wahrscheinlichkeit auch Partien mit �hnlichen Z�gen als Dubletten zu erkennen.
}
translate D TwinCriteria2 {Es wird empfohlen, dass bei der Auswahl "Nein" f�r "gleiche Z�ge" die Auswahl "Ja" f�r Farbe, Ereignis, Ort, Runde, Jahr und Monat ausgew�hlt wird.

Wollen Sie fortsetzen und mit dieser Auswahl die Dubletten l�schen? }
translate D TwinCriteria3 {Es wird empfohlen, dass bei der Auswahl "Ja" f�r mindestens 2 der Parameter "gleicher Ort", "gleiche Runde" und "gleiches Jahr" gesetzt werden.
    
Wollen Sie fortsetzen und mit dieser Auswahl die Dubletten l�schen?}
translate D TwinCriteriaConfirm {Scid: Best�tigen der Dublettensuchparameter}
translate D TwinChangeTag "�ndern der folgenden Partie-Tags:\n\n"
translate D AllocRatingDescription "Mit dieser Funktion werden die ELO-Werte aus der Schreibkorrekturdatei den Partien hinzugef�gt. Der Wert wird hinzugef�gt, wenn ein/e Spieler/in keinen aktuellen Wert in der Partie besitzt, aber in der Korrekturdatei ein Wert f�r den Zeitraum der Partie vorhanden ist."
translate D RatingOverride "Existierende ELO-Werte �berschreiben?"
translate D AddRatings "Elo-Werte hinzuf�gen:"
translate D AddedRatings {Scid hat $r Elo-Werte in $g Partien hinzugef�gt.}

#Bookmark editor
translate D NewSubmenu "Neues Untermen�"

# Comment editor:
translate D AnnotationSymbols  {Kommentarzeichen:}
translate D Comment {Kommentar:}
translate D InsertMark {Markierung einf�gen}
translate D InsertMarkHelp {
Markierung einf�gen/l�schen: Farbe, Typ, Feld w�hlen.
Pfeil einf�gen/l�schen: Rechtsklick auf zwei Felder.
}

# Nag buttons in comment editor:
translate D GoodMove {Guter Zug}
translate D PoorMove {Schwacher Zug}
translate D ExcellentMove {Ausgezeichneter Zug}
translate D Blunder {Grober Fehler}
translate D InterestingMove {Interessanter Zug}
translate D DubiousMove {Zweifelhafter Zug}
translate D WhiteDecisiveAdvantage {Wei� hat Vorteil}
translate D BlackDecisiveAdvantage {Schwarz hat Vorteil}
translate D WhiteClearAdvantage {Wei� hat klaren Vorteil}
translate D BlackClearAdvantage {Schwarz hat klaren Vorteil}
translate D WhiteSlightAdvantage {Wei� hat leichten Vorteil}
translate D BlackSlightAdvantage {Schwarz hat leichten Vorteil}
translate D Equality {Gleiche Chancen}
translate D Unclear {Unklar}
translate D Diagram {Diagramm}

# Board search:
translate D BoardSearch {Brettsuchen}
translate D FilterOperation {Durchf�hrung am aktuellen Filter:}
translate D FilterAnd {UND (Beschr�nke Filter)}
translate D FilterOr {ODER (Zum Filter hinzuf�gen)}
translate D FilterIgnore {IGNORIERE (Filter zur�cksetzen)}
translate D SearchType {Suche nach Typ:}
translate D SearchBoardExact {Exakte Position (alle Steine auf gleichen Feldern)}
translate D SearchBoardPawns {Bauern (gleiche Figuren, alle Bauern auf gleichen Feldern)}
translate D SearchBoardFiles {Linien (gleiches Material, alle Bauern auf gleichen Linien)}
translate D SearchBoardAny {Material (gleiches Material, Bauern und Figuren beliebig)}
translate D SearchInRefDatabase { In folgender Datenbank suchen }
translate D LookInVars {Schaue in Varianten}

# Material search:
translate D MaterialSearch {Materialsuchen}
translate D Material {Material}
translate D Patterns {Muster}
translate D Zero {Null}
translate D Any {Irgendeine}
translate D CurrentBoard {Aktuelle Stellung}
translate D CommonEndings {Endspiele}
translate D CommonPatterns {Gleiche Muster}
translate D MaterialDiff {Materialdifferenz}
translate D squares {Felder}
translate D SameColor {Gleichfarbige}
translate D OppColor {Ungleichfarbige}
translate D Either {Beides}
translate D MoveNumberRange {Zugnummernbereich}
translate D MatchForAtLeast {Zutreffend f�r mindestens}
translate D HalfMoves {Halbz�ge}

# Common endings in material search:
translate D EndingPawns {Bauernendspiele}
translate D EndingRookVsPawns {Turm gegen Bauer(n)}
translate D EndingRookPawnVsRook {Turm und 1 Bauer gegen Turm}
translate D EndingRookPawnsVsRook {Turm und Bauer(n) gegen Turm}
translate D EndingRooks {Turm gegen Turm}
translate D EndingRooksPassedA {Turm gegen Turm mit Freibauer}
translate D EndingRooksDouble {Doppelturm-Endspiele}
translate D EndingBishops {L�ufer gegen L�ufer}
translate D EndingBishopVsKnight {L�ufer gegen Springer}
translate D EndingKnights {Springer gegen Springer}
translate D EndingQueens {Dame gegen Dame} ;# *** Damenendspiele !?
translate D EndingQueenPawnVsQueen {Dame und 1 Bauer gegen Dame}
translate D BishopPairVsKnightPair {Zwei L�ufer gegen zwei Springer im Mittelspiel}

# Common patterns in material search:
translate D PatternWhiteIQP {Wei�er isolierter Damenbauer}
translate D PatternWhiteIQPBreakE6 {Wei�er Isolani: Durchbruch d4-d5 gegen e6}
translate D PatternWhiteIQPBreakC6 {Wei�er Isolani: Durchbruch d4-d5 gegen c6}
translate D PatternBlackIQP {Schwarzer isolierter Damenbauer}
translate D PatternWhiteBlackIQP {Wei�er gegen schwarzer Damenbauerisolani}
translate D PatternCoupleC3D4 {Isoliertes Bauernpaar c3+d4}
translate D PatternHangingC5D5 {H�ngende Bauern c5 und d5 von Schwarz}
translate D PatternMaroczy {Maroczy-Zentrum (mit Bauern auf c4 und e4)}
translate D PatternRookSacC3 {Turmopfer auf c3}
translate D PatternKc1Kg8 {0-0-0 gegen 0-0 (Kc1 gegen Kg8)}
translate D PatternKg1Kc8 {0-0 gegen 0-0-0 (Kg1 gegen Kc8)}
translate D PatternLightFian {Wei�feldrige Fianchettos (L�ufer g2 gegen L�ufer b7)}
translate D PatternDarkFian {Schwarzfeldrige Fianchettos (L�ufer b2 gegen L�ufer g7)}
translate D PatternFourFian {Beiderseitiges Doppelfianchetto (L�ufer auf b2,g2,b7,g7)}

# Game saving:
translate D Today {Heute}
translate D ClassifyGame {Partie klassifizieren}

# Setup position:
translate D EmptyBoard {Brett leeren}
translate D InitialBoard {Initialisiere Brett}
translate D SideToMove {Zugrecht}
translate D MoveNumber {Zugnummer}
translate D Castling {Rochade}
translate D EnPassantFile {EnPassant-Linie}
translate D ClearFen {FEN l�schen}
translate D PasteFen {FEN einf�gen}
translate D SaveAndContinue {Speichern und Weiter}
translate D DiscardChangesAndContinue {Verwerfen und weiter}
translate D GoBack {Zur�ck}

# Replace move dialog:
translate D ReplaceMove {Zug ersetzen}
translate D AddNewVar {Neue Variante}
translate D NewMainLine {Neue Hauptvariante}
translate D ReplaceMoveMessage {Hier existiert bereits ein Zug.

Sie k�nnen diesen Zug ersetzen - unter Verlust aller nachfolgender Z�ge - oder mit dem Zug eine neue Variante hinzuf�gen.

(Sie k�nnen diese Anzeige vermeiden, indem Sie die Option "Fragen vor Ersetzen" im Men� Optionen:Z�ge deaktivieren)}

# Make database read-only dialog:
translate D ReadOnlyDialog {Wenn Sie diese Datenbank mit Schreibschutz
versehen, sind keine �nderungen m�glich. Es k�nnen keine Partien gespeichert
oder ersetzt und keine L�schkennzeichen ge�ndert werden. Alle Sortierungen oder
ECO-Klassifikationsergebnisse sind nur tempor�r.

Sie k�nnen den Schreibschutz einfach entfernen, indem Sie die Datenbank
schlie�en und wieder �ffnen.
Wollen Sie diese Datenbank wirklich schreibsch�tzen?}

# Clear game dialog:
translate D ClearGameDialog {Diese Partie wurde ge�ndert.

Wollen Sie wirklich fortsetzen und die �nderungen verwerfen?
}

# Exit dialog:
translate D ExitDialog {M�chten Sie Scid beenden?}
translate D ExitUnsaved {Die folgenden Datenbanken haben ungesicherte Partie�nderungen. Wenn Sie jetzt beenden, gehen diese �nderungen verloren.}

# Import window:
translate D PasteCurrentGame {Aktuelle Partie einf�gen}
translate D ImportHelp1 {Eingeben oder Einf�gen einer Partie im PGN-Format in den oberen Rahmen.}
translate D ImportHelp2 {Hier werden Fehler beim Importieren angezeigt.}
translate D OverwriteExistingMoves {Bestehende Z�ge �berschreiben?}

# ECO Browser:
translate D ECOAllSections {alle ECO-Gruppen}
translate D ECOSection {ECO-Gruppe}
translate D ECOSummary {Zusammenfassung f�r}
translate D ECOFrequency {H�ufigkeit der Untercodes f�r}

# Opening Report:
translate D OprepTitle {Er�ffnungsbericht}
translate D OprepReport {Bericht}
translate D OprepGenerated {Erzeugt durch}
translate D OprepStatsHist {Statistiken und Geschichte}
translate D OprepStats {Statistiken}
translate D OprepStatAll {Alle Berichtspartien}
translate D OprepStatBoth {Beide Spieler}
translate D OprepStatSince {Nach}
translate D OprepOldest {�lteste Partien}
translate D OprepNewest {Neueste Partien}
translate D OprepPopular {Popularit�t}
translate D OprepFreqAll {H�ufigkeit in allen Jahren: }
translate D OprepFreq1   {im letzten Jahr:            }
translate D OprepFreq5   {der letzten  5 Jahre:       }
translate D OprepFreq10  {der letzten 10 Jahre:       }
translate D OprepEvery {Eine pro %u Partien}
translate D OprepUp {mehr als %u%s von allen Jahren}
translate D OprepDown {weniger als %u%s von allen Jahren}
translate D OprepSame {keine �nderung in allen Jahren}
translate D OprepMostFrequent {H�ufigste Spieler}
translate D OprepMostFrequentOpponents {H�ufigste Gegner}
translate D OprepRatingsPerf {ELO und Performance}
translate D OprepAvgPerf {Durchschnitts-ELO und Performance}
translate D OprepWRating {ELO Wei�}
translate D OprepBRating {ELO Schwarz}
translate D OprepWPerf {Performance Wei�}
translate D OprepBPerf {Performance Schwarz}
translate D OprepHighRating {Spiele mit dem h�chsten ELO-Durchschnitt}
translate D OprepTrends {Ergebnistrend}
translate D OprepResults {Ergebnis nach L�ngen und H�ufigkeiten}
translate D OprepLength {Partiel�nge}
translate D OprepFrequency {H�ufigkeit}
translate D OprepWWins {Wei�siege:    }
translate D OprepBWins {Schwarzsiege: }
translate D OprepDraws {Remis:        }
translate D OprepWholeDB {ganze Datenbank}
translate D OprepShortest {K�rzester Sieg}
translate D OprepMovesThemes {Z�ge und Themen}
translate D OprepMoveOrders {Zugfolgen zum Erreichen der Berichtsposition}
translate D OprepMoveOrdersOne \
  {Es gab nur eine Zugfolge zur erreichten Position:}
translate D OprepMoveOrdersAll \
  {Es gab %u Zugfolgen zur erreichten Position:}
translate D OprepMoveOrdersMany \
  {Es gab  %u Zugfolgen zur erreichten Position. Die ersten %u sind:}
translate D OprepMovesFrom {Z�ge ab der Berichtsposition}
translate D OprepMostFrequentEcoCodes {H�ufigste ECO-Codes}
translate D OprepThemes {Themen}
translate D OprepThemeDescription {H�ufigkeit der Themen in den ersten %u Z�gen jeder Partie}
translate D OprepThemeSameCastling {Gleichseitige Rochaden}
translate D OprepThemeOppCastling {Verschiedenseitige Rochaden}
translate D OprepThemeNoCastling {Beide Seiten unrochiert}
translate D OprepThemeKPawnStorm {Bauernsturm auf K�nig}
translate D OprepThemeQueenswap {Damen getauscht}
translate D OprepThemeWIQP {Wei�er isolierter Damenbauer}
translate D OprepThemeBIQP {Schwarzer isolierter Damenbauer}
translate D OprepThemeWP567 {Wei�er Bauer auf Reihe 5/6/7}
translate D OprepThemeBP234 {Schwarzer Bauer auf Reihe 2/3/4}
translate D OprepThemeOpenCDE {Offene c/d/e-Linie}
translate D OprepTheme1BishopPair {Eine Seite hat L�uferpaar}
translate D OprepEndgames {Endspiele}
translate D OprepReportGames {Berichtspartien}
translate D OprepAllGames {Alle Partien}
translate D OprepEndClass {Materialklassifikation von Endspielstellungen}
translate D OprepTheoryTable {Theorietabelle}
translate D OprepTableComment {Erzeugt aus %u Partien mit h�chster ELO-Zahl.}
translate D OprepExtraMoves {Zus�tzliche Z�ge in Anmerkungen zur Theorietabelle}
translate D OprepMaxGames {Maximum an Partien in Theorietabelle}
translate D OprepViewHTML {Zeige HTML}
translate D OprepViewLaTeX {Zeige LaTeX}

# Player Report:
translate D PReportTitle {Spielerbericht}
translate D PReportColorWhite {mit den wei�en Steinen}
translate D PReportColorBlack {mit den schwarzen Steinen}
translate D PReportMoves {nach %s}
translate D PReportOpenings {Er�ffnungen}
translate D PReportClipbase {Leere Zwischenablage und kopiere gefundene Spiele}

# Piece Tracker window:
translate D TrackerSelectSingle {Linke Maustaste w�hlt diese Figur.}
translate D TrackerSelectPair \
  {Linke Maustaste w�hlt diese Figur; rechte Maustaste w�hlt das Figurenpaar.}
translate D TrackerSelectPawn \
  {Linke Maustaste w�hlt diesen Bauern; rechte Maustaste w�hlt alle 8 Bauern.}
translate D TrackerStat {Statistik}
translate D TrackerGames {% der Partien mit Zug auf das Feld}
translate D TrackerTime {% der Zeit auf jedem Feld}
translate D TrackerMoves {Z�ge}
translate D TrackerMovesStart \
  {Zugnummer, ab der die Verteilungsberechnung beginnen soll.}
translate D TrackerMovesStop \
  {Zugnummer, wo die Verteilungsberechnung enden soll.}

# Game selection dialogs:
translate D SelectAllGames {Alle Spiele in der Datenbank}
translate D SelectFilterGames {Nur Spiele im Filter}
translate D SelectTournamentGames {Nur Spiele des aktuellen Turniers}
translate D SelectOlderGames {Nur �ltere Spiele}

# Delete Twins window:
translate D TwinsNote {Damit zwei Spiele Dubletten sind, m�ssen diese mindestens die beiden selben Spieler haben und die folgenden Kriterien, die Sie ausw�hlen k�nnen, erf�llen. Wenn zwei Dubletten gefunden werden, so wird die k�rzere der beiden Spiele gel�scht. Tip: am besten f�hrt man erst eine Schreibkorrektur durch, da dadurch das Finden von Dubletten verbessert wird.}
translate D TwinsCriteria {Kriterium: Dubletten m�ssen haben ...}
translate D TwinsWhich {�berpr�fe, welche Spiele}
translate D TwinsColors {die gleichen Spielerfarben?}
translate D TwinsEvent {das gleich Ereignis?}
translate D TwinsSite {den gleichen Ort?}
translate D TwinsRound {die gleiche Runde?}
translate D TwinsYear {das gleiche Jahr?}
translate D TwinsMonth {den gleichen Monat?}
translate D TwinsDay {den gleichen Tag?}
translate D TwinsResult {das gleiche Ergebnis?}
translate D TwinsECO {den gleichen ECO-Code?}
translate D TwinsMoves {die gleichen Z�ge?}
translate D TwinsPlayers {Vergleich Spielernamen}
translate D TwinsPlayersExact {Exakte Treffer}
translate D TwinsPlayersPrefix {Nur erste 4 Buchstaben}
translate D TwinsWhen {Beim L�schen der Dubletten}
translate D TwinsSkipShort {Partien unter 5 Z�gen ignorieren?}
translate D TwinsUndelete {Zuerst alle Partien entl�schen?}
translate D TwinsSetFilter {Filter auf Dubletten setzen?}
translate D TwinsComments {Spiele mit Kommentar immer behalten?}
translate D TwinsVars {Spiele mit Varianten immer behalten?}
translate D TwinsDeleteWhich {Welche Partie l�schen:}
translate D TwinsDeleteShorter {K�rzere Partie}
translate D TwinsDeleteOlder {Kleinere Partienummer}
translate D TwinsDeleteNewer {Gr��ere Partienummer}
translate D TwinsDelete {L�sche Spiele}

# Name editor window:
translate D NameEditType {Namen �ndern von}
translate D NameEditSelect {Welche Spiele sollen ge�ndert werden?}
translate D NameEditReplace {Ersetze}
translate D NameEditWith {durch}
translate D NameEditMatches {Entsprechungen: Dr�cke Strg+1 bis Strg+9 zum Ausw�hlen}
translate D CheckGames {Konsistenzpr�fung}
translate D CheckGamesWhich {Konsistenzpr�fung}
translate D CheckAll {Alle Partien}
translate D CheckSelectFilterGames {Partien im Filter}

# Classify window:
translate D Classify {Klassifiziere}
translate D ClassifyWhich {ECO-klassifizieren}
translate D ClassifyAll {Alle Spiele (�berschreibe alte ECO-Codes)}
translate D ClassifyYear {Alle Spiele  aus dem letzten Jahr}
translate D ClassifyMonth {Alle Spiele aus dem letzten Monat}
translate D ClassifyNew {Nur Spiele ohne ECO-Code}
translate D ClassifyCodes {Verwende}
translate D ClassifyBasic {Normale ECO-Codes ("B12", ...)}
translate D ClassifyExtended {ECO-Codes mit Scid-Erweiterung ("B12j", ...)}

# Compaction:
translate D NameFile {Namendatenbank}
translate D GameFile {Partiendatenbank}
translate D Names {Namen}
translate D Unused {Unbenutzt}
translate D SizeKb {Gr��e (kB)}
translate D CurrentState {Momentaner Stand}
translate D AfterCompaction {nach Kompression}
translate D CompactNames {Komprimiere Namen}
translate D CompactGames {Komprimiere Partien}
translate D NoUnusedNames "Es gibt keine unbenutzen Namen, die Namensdatei ist vollst�ndig komprimiert."
translate D NoUnusedGames "Die Partiedatei ist vollst�ndig komprimiert."
translate D NameFileCompacted {Die Namesdatei der Datenbank "[file tail [sc_base filename]]" wurde komprimiert.}
translate D GameFileCompacted {Die Partiedatei der Datenbank "[file tail [sc_base filename]]" wurde komprimiert.}

# Sorting:
translate D SortCriteria {Kriterium}
translate D AddCriteria {F�ge Sortierkriterium hinzu}
translate D CommonSorts {�bliche Sortierkriterien}
translate D Sort {Sortiere}

# Exporting:
translate D AddToExistingFile {Anh�ngen an eine bestehende Datei?}
translate D ExportComments {Kommentare exportieren?}
translate D ExportVariations {Varianten exportieren?}
translate D IndentComments {Kommentare einr�cken?}
translate D IndentVariations {Varianten einr�cken?}
translate D ExportColumnStyle {Tabellarisch (ein Zug pro Zeile)?}
translate D ExportSymbolStyle {Symbolische Notation:}
translate D ExportStripMarks \
  {Felder-/Pfeilemarkierzeichen aus den Kommentaren entfernen?}

# Goto game/move dialogs:
translate D LoadGameNumber {Geben Sie die zu ladende Spielnr. ein:}
translate D GotoMoveNumber {Gehe zu Zugnr.:}

# Copy games dialog:
translate D CopyGames {Kopiere Spiele}
translate D CopyConfirm {
 M�chten sie wirklich die [::utils::thousands $nGamesToCopy]
 Spiele aus dem Filter
 in der Datenbank "$fromName"
 in die Datenbank "$targetName"
 kopieren?
}
translate D CopyErr {Kann Spiele nicht kopieren}
translate D CopyErrSource {Die Quelldatenbank}
translate D CopyErrTarget {Die Zieldatenbank}
translate D CopyErrNoGames {hat keine Spiele im Filter}
translate D CopyErrReadOnly {ist schreibgesch�tzt}
translate D CopyErrNotOpen {ist nicht ge�ffnet}

# Colors:
translate D LightSquares {Helle Felder}
translate D DarkSquares {Dunkle Felder}
translate D SelectedSquares {Ausgew�hlte Felder}
translate D SuggestedSquares {Zugvorschlagsfelder}
translate D WhitePieces {Wei�e Steine}
translate D BlackPieces {Schwarze Steine}
translate D WhiteBorder {Wei�e Umrandung}
translate D BlackBorder {Schwarze Umrandung}

# Novelty window:
translate D FindNovelty {Finde Neuerung}
translate D Novelty {Neuerung}
translate D NoveltyInterrupt {Neuerungensuche abgebrochen}
translate D NoveltyNone {In dieser Partie wurde keine Neuerung gefunden}
translate D NoveltyHelp {
Scid wird den ersten Zug aus der aktuellen Partie finden, welcher zu einer Position f�hrt, die nicht in der gew�hlten Datenbank oder in dem ECO-Er�ffnungsbuch enthalten ist.
}

# Sounds configuration:
translate D SoundsFolder {Sounddateien-Verzeichnis}
translate D SoundsFolderHelp {Das Verzeichnis sollte enthalten: King.wav, a.wav, 1.wav etc.}
translate D SoundsAnnounceOptions {Optionen f�r Zugank�ndigung}
	# *** Ist das so gemeint? Ich kann's nicht ausprobieren (keine Soundkarte...).
translate D SoundsAnnounceNew {K�ndige neue Z�ge an, wenn sie ausgef�hrt werden}
translate D SoundsAnnounceForward {K�nde Zug an beim Vorw�rtspielen}
translate D SoundsAnnounceBack {K�ndige Zug an beim Zur�ckgehen}

# Upgrading databases:
translate D Upgrading {Upgrading}
translate D ConfirmOpenNew {
Dies ist eine Datenbank im alten (Scid 3.x) Format, die nicht in Scid 4.x
ge�ffnet werden kann. Aber eine Version im neuen Format wurde schon erstellt.

Wollen Sie die Version der Datenbank im neuen Format �ffnen?
}
translate D ConfirmUpgrade {
Dies ist eine Datenbank im alten (Scid 3.x) Format. Vor der Verwendung in
Scid 4 mu� eine Version im neuen Format der Datenbank erstellt werden.

Beim Erstellen der neuen Version der Datenbank bleiben die Dateien der alten Version erhalten.

Dieser Vorgang kann eine Zeitlang dauern, mu� aber nur einmal durchgef�hrt
werden. Sie k�nnen jederzeit abbrechen, wenn es Ihnen zu lange dauert.

Soll das Erstellen der Datenbank im neuen Format jetzt durchgef�hrt werden?
}

# Recent files options:
translate D RecentFilesMenu {Anzahl der aktuellen Dateien im Dateimen�}
translate D RecentFilesExtra {Anzahl der aktuellen Dateien im zus�tzlichen Untermen�}

# My Player Names options:
translate D MyPlayerNamesDescription {
Geben Sie unten eine Liste der bevorzugten Spielernamen ein, ein Name pro Zeile. Platzhalterzeichen (z.B. "?" f�r ein beliebiges einzelnes Zeichen, "*" f�r jede beliebige Folge von Zeichen) sind erlaubt.

Jedesmal, wenn ein Spiel mit einem aufgelisteten Spielernamen geladen wird, wird das Schachbrett im Hauptfenster erforderlichenfalls gedreht, um das Spiel aus der Sicht des betreffenden Spielers zu zeigen.
}
translate D showblunderexists {Enginefehler anzeigen}
translate D showblundervalue {Fehlerwert anzeigen}
translate D showscore {Wert anzeigen}
translate D coachgame {Coach Partie}
translate D configurecoachgame {Trainingspartie konfigurieren}
translate D configuregame {Spiel konfigurieren}
translate D Phalanxengine {Phalanx engine}
translate D Coachengine {Coach Engine}
translate D difficulty {Schwierigkeit}
translate D hard {schwer}
translate D easy {leicht}
translate D Playwith {Spiel mit}
translate D white {Wei�}
translate D black {Schwarz}
translate D both {beide}
translate D Play {Spielen}
translate D Noblunder {Kein Fehler}
translate D blunder {Fehler}
translate D Noinfo {-- Keine Info --}
translate D PhalanxOrTogaMissing {Phalanx oder Toga nicht gefunden!}
translate D moveblunderthreshold {fehlerhafter Zug, wenn Verlust gr��er als}
translate D limitanalysis {Analysezeit der Engine begrenzen}
translate D seconds {Sekunden}
translate D Abort {Abbrechen}
translate D Resume {Fortfahren}
translate D OutOfOpening {Ende der Er�ffnung}
translate D NotFollowedLine {You did not follow the line}
translate D DoYouWantContinue {M�chten sie fortfahren?}
translate D CoachIsWatching {Coach schaut zu}
translate D Ponder {Berechnen im Hintergrund}
translate D LimitELO {St�rke begrenzen (ELO)}
translate D DubiousMovePlayedTakeBack {Zweifelhafter Zug gespielt, wollen Sie ihn zur�cknehmen?}
translate D WeakMovePlayedTakeBack {Schacher Zug gespielt, wollen Sie ihn zur�cknehmen?}
translate D BadMovePlayedTakeBack {Schlechter Zug gespielt, wollen Sie ihn zur�cknehmen?}
translate D Iresign {Ich gebe auf}
translate D yourmoveisnotgood {Ihr Zug ist nicht gut}
translate D EndOfVar {Variantenende}
translate D Openingtrainer {Er�ffnungstrainer}
translate D DisplayCM {Kandidatenz�ge anzeigen}
translate D DisplayCMValue {Wert der Kandidatenz�ge anzeigen}
translate D DisplayOpeningStats {Statistik anzeigen}
translate D ShowReport {Bericht anzeigen}
translate D NumberOfGoodMovesPlayed {gute Z�ge gespielt}
translate D NumberOfDubiousMovesPlayed {zweischneidige Z�ge gespielt}
translate D NumberOfMovesPlayedNotInRepertoire {Z�ge au�erhalb des Repertoirs gespielt}
translate D NumberOfTimesPositionEncountered {Wiederholungen der Position}
translate D PlayerBestMove  {Nur beste Z�ge erlauben}
translate D OpponentBestMove {Gegner spielt besten Zug}
translate D OnlyFlaggedLines {Nur markierte Linien}
translate D resetStats {Statistik zur�cksetzen}
translate D Repertoiretrainingconfiguration {Konfiguration Trainingsrepertoire}
translate D Loadingrepertoire {Lade Repertoire}
translate D Movesloaded {Z�ge geladen}
translate D Repertoirenotfound {Repertoire nicht gefunden}
translate D Openfirstrepertoirewithtype {Zuerst eine Er�ffnungsdatenbank mit entsprechendem Type/Icon �ffnen.}
translate D Movenotinrepertoire {Zug nicht im Repertoire}
translate D PositionsInRepertoire {Positionen im Repertoire}
translate D PositionsNotPlayed {nicht gespielte Positionen}
translate D PositionsPlayed {gespielte Positionen}
translate D Success {Erfolgreich}
translate D DubiousMoves {Zweifelhafte Z�ge}
translate D OutOfRepertoire {Nicht im Repertoire}
translate D ConfigureTactics {Taktik konfigurieren}
translate D ResetScores {Punkte zur�cksetzten}
translate D LoadingBase {Lade Datenbank}
translate D Tactics {Taktik}
translate D ShowSolution {L�sung zeigen}
translate D NextExercise {N�chste Aufgabe}
translate D PrevExercise {Vorherige Aufgabe}
translate D StopTraining {Training beenden}
translate D Next {N�chste}
translate D ResettingScore {Punkte zur�cksetzen}
translate D LoadingGame {Lade Partie}
translate D MateFound {Matt gefunden}
translate D BestSolutionNotFound {Beste L�sung NICHT gefunden!}
translate D MateNotFound {Matt nicht gefunden}
translate D ShorterMateExists {K�rzeres Matt existiert}
translate D ScorePlayed {Bewertung gepielt}
translate D Expected {erwarted}
translate D ChooseTrainingBase {Trainingsdatenbank ausw�hlen}
translate D Thinking {Denke...}
translate D AnalyzeDone {Analyse beendet}
translate D WinWonGame {Gewinne gewonnene Partie}
translate D Lines {Variantenzahl}
translate D ConfigureUCIengine {UCI Engine konfigurieren}
translate D SpecificOpening {Ausgew�hlte Er�ffnung}
translate D StartNewGame {Neue Partie}
translate D FixedLevel {Festgelegte St�rke}
translate D Opening {Er�ffnung}
translate D RandomLevel {Zufallsniveau}
translate D StartFromCurrentPosition {Von aktueller Position starten}
translate D FixedDepth {Feste Tiefe}
translate D Nodes {Knoten} 
translate D Depth {Tiefe}
translate D Time {Zeit} 
translate D SecondsPerMove {Sekunden pro Zug}
translate D Engine {Engine}
translate D TimeMode {Zeitmodus}
translate D TimeBonus {Zeit + Bonus}
translate D TimeMin {min}
translate D TimeSec {s}
translate D AllExercisesDone {Alle �bungen gemacht}
translate D MoveOutOfBook {Zug nicht mehr im Buch}
translate D LastBookMove {Letzter Buchzug}
translate D AnnotateSeveralGames {Kommentiere mehrere Partien\nvon aktueller bis:}
translate D FindOpeningErrors {Er�ffnungsfehler finden}
translate D MarkTacticalExercises {Taktische �bungen markieren}
translate D UseBook {Buch benutzen}
translate D MultiPV {Multivariantenmodus}
translate D Hash {Hash Speicher}
translate D OwnBook {Engine Buch verwenden}
translate D BookFile {Er�ffnungsbuch}
translate D AnnotateVariations {Varianten kommentieren}
translate D ShortAnnotations {Kurze Kommentare}
translate D addAnnotatorTag {Kommentar Tag hinzuf�gen}
translate D AddScoreToShortAnnotations {Bewertung hinzuf�gen}
translate D Export {Export}
translate D BookPartiallyLoaded {Buch teilweise geladen}
translate D Calvar {Training: Variantenberechnung}
translate D ConfigureCalvar {Konfiguration}
translate D Reti {Reti}
translate D English {Englische Er�ffnung}
translate D d4Nf6Miscellaneous {1.d4 Nf6 Verschiedene}
translate D Trompowsky {Trompowsky}
translate D Budapest {Budapest}
translate D OldIndian {Altindische Verteidigung}
translate D BenkoGambit {Benko Gambit}
translate D ModernBenoni {Moderne/Benoni-Verteidigung}
translate D DutchDefence {Holl�ndische Verteidigung}
translate D Scandinavian {Skandinavische Verteidigung}
translate D AlekhineDefence {Aljechin Verteidigung}
translate D Pirc {Pirc-Verteidigung}
translate D CaroKann {Caro-Kann}
translate D CaroKannAdvance {Caro-Kann Vorsto�variante}
translate D Sicilian {Sizilianisch}
translate D SicilianAlapin {Sizilianisch, Alapin Variante}
translate D SicilianClosed {Geschlossene Sizilianische Verteidigung}
translate D SicilianRauzer {Sizilianisch, Rauzer Angriff}
translate D SicilianDragon {Sizilianisch, Drachenvariante}
translate D SicilianScheveningen {Sizilianisch, Scheveningen}
translate D SicilianNajdorf {Sizilianisch, Najdorf}
translate D OpenGame {Offene Spiele}
translate D Vienna {Wiener Verteidigung}
translate D KingsGambit {K�nigsgambit}
translate D RussianGame {Russische Verteidigung}
translate D ItalianTwoKnights {Italienische Er�ffnung}
translate D Spanish {Spanisch Partie}
translate D SpanishExchange {Spanisch, Abtauschvariante}
translate D SpanishOpen {Spanisch, offene Systeme}
translate D SpanishClosed {Spanisch, geschlossene Systeme}
translate D FrenchDefence {Franz�sische Verteidigung}
translate D FrenchAdvance {Franz�sisch, Vorsto�variante}
translate D FrenchTarrasch {Franz�sisch, Tarrasch}
translate D FrenchWinawer {Franz�sisch, Winawer}
translate D FrenchExchange {Franz�sisch, Abtauschvariante}
translate D QueensPawn {Damenbauernspiel}
translate D Slav {Slavisch}
translate D QGA {Angenommenes Damengambit}
translate D QGD {Abgelehntes Damengambit}
translate D QGDExchange {Abgelehntes Damengambit, Abtauschvariante}
translate D SemiSlav {Semi-Slawisch}
translate D QGDwithBg5 {Abgelehntes Damengambit mit Lg5}
translate D QGDOrthodox {Abgelehntes Damengambit, Orthodoxe Variante}
translate D Grunfeld {Gr�nfeld-Verteidigung}
translate D GrunfeldExchange {Gr�nfeld, Abtauschvariante}
translate D GrunfeldRussian {Gr�nfeld-Verteidigung, Russische Variante}
translate D Catalan {Katalanische Verteidigung}
translate D CatalanOpen {Katalanisch, offen}
translate D CatalanClosed {Katalanisch, geschlossen}
translate D QueensIndian {Dameninsche Verteidigung}
translate D NimzoIndian {Nimzoindische Verteidigung}
translate D NimzoIndianClassical {Nimzoindisch, Klassische Variante}
translate D NimzoIndianRubinstein {Nimzoinsisch, Rubinstein}
translate D KingsIndian {K�nigsindische Verteidigung}
translate D KingsIndianSamisch {K�nigsinsisch, S�misch}
translate D KingsIndianMainLine {K�nigsinsisch, Hauptvariante}
translate D ConfigureFics {FICS Konfigurieren}
translate D FICSGuest {Gastlogin}
translate D FICSServerPort {Serverport}
translate D FICSServerAddress {IP Adresse}
translate D FICSRefresh {Aktualisieren}
translate D FICSTimesealPort {Timeseal Port}
translate D FICSSilence {Konsolenfilter}
translate D FICSOffers {Herausforderungen}
translate D FICSConsole {Konsole}
translate D FICSGames {laufende Partien}
translate D FICSUnobserve {Beobachtung abbrechen}
translate D FICSProfile {Eigenes Profil ausgeben}
translate D FICSRelayedGames {�bertragene Partien}
translate D FICSFindOpponent {Gegner suchen}
translate D FICSTakeback {Zur�cknehmen}
translate D FICSTakeback2 {2 zur�cknehmen}
translate D FICSInitTime {Zeit (min)}
translate D FICSIncrement {Inkrement (s)}
translate D FICSRatedGame {Wertungspartie}
translate D FICSAutoColour {automatisch}
translate D FICSManualConfirm {manuell best�tigen}
translate D FICSFilterFormula {Filterformel anwenden}
translate D FICSIssueSeek {Partie anbieten}
translate D FICSChallenge {Herausfordern}
translate D FICSAccept {Annehmen}
translate D FICSDecline {Ablehnen}
translate D FICSColour {Seite w�hlen:}
translate D FICSSend {senden}
translate D FICSConnect {Verbinden}
translate D FICSdefaultuservars {Standardvariablen verwenden}
translate D FICSObserveconfirm {Best�tige Beobachtung der Partie}
# ====== TODO To be translated ======
translate D FICSpremove {Enable premove}
translate D GameReview {Partieanalyse}
translate D GameReviewTimeExtended {Lange Bedenkzeit}
translate D GameReviewMargin {Fehlergrenze}
translate D GameReviewAutoContinue {Bei korrektem Zug Automatisch weiter}
translate D GameReviewReCalculate {Verwende lange Bedenkzeit}
translate D GameReviewAnalyzingMovePlayedDuringTheGame {Analysiere den Partiezug}
translate D GameReviewAnalyzingThePosition {Analysiere Stellung}
translate D GameReviewEnterYourMove {Zug eingeben}
translate D GameReviewCheckingYourMove {�berpr�fe Antwort}
translate D GameReviewYourMoveWasAnalyzed {Antwort wurde analysiert}
translate D GameReviewYouPlayedSameMove {Identischer Zug zur Partie}
translate D GameReviewScoreOfYourMove {Wertung des Antwortzuges}
translate D GameReviewGameMoveScore {Wertung des Partiezuges}
translate D GameReviewEngineScore {Bewertung der Engine}
translate D GameReviewYouPlayedLikeTheEngine {Antworzug wie Engine}
translate D GameReviewNotEngineMoveButGoodMove {Nicht der Computerzug, aber ebenfalls ein guter Zug!}
translate D GameReviewMoveNotGood {Dieser Zug ist nicht gut. Bewertung:}
translate D GameReviewMovesPlayedLike {Z�ge gespielt wie Partie}
translate D GameReviewMovesPlayedEngine {Z�ge wie Computer gespielt}

# Correspondence Chess Dialogs:
translate D CCDlgConfigureWindowTitle {Einstellungen f�r Fernschach}
translate D CCDlgCGeneraloptions {Allgemeine Einstellungen}
translate D CCDlgDefaultDB {Standarddatenbank:}
translate D CCDlgInbox {Posteingang (Pfad):}
translate D CCDlgOutbox {Postausgang (Pfad):}
translate D CCDlgXfcc {Xfcc Einstellungen:}
translate D CCDlgExternalProtocol {Externe Protokolle (Xfcc)}
translate D CCDlgFetchTool {Hilfsprogramm zum Abholen:}
translate D CCDlgSendTool {Hilfsprogramm zum Senden:}
translate D CCDlgEmailCommunication {eMail Kommunikation}
translate D CCDlgMailPrg {eMail Programm:}
translate D CCDlgBCCAddr {Adresse f�r Ausgangskopie:}
translate D CCDlgMailerMode {Modus:}
translate D CCDlgThunderbirdEg {z. B. Thunderbird, Mozilla Mail, Icedove...}
translate D CCDlgMailUrlEg {z. B. Evolution}
translate D CCDlgClawsEg {z. B. Sylpheed Claws}
translate D CCDlgmailxEg {z. B. mailx, mutt, nail...}
translate D CCDlgAttachementPar {Parameter f�r Anhang:}
translate D CCDlgInternalXfcc {Interne Xfcc-Unterst�tzung verwenden}
translate D CCDlgConfirmXfcc {Z�ge best�tigen}
translate D CCDlgSubjectPar {Parameter f�r Betreff:}
translate D CCDlgDeleteBoxes {Leeren des Postein- und Ausgangs}
translate D CCDlgDeleteBoxesText {Wollen Sie wirklich Ihren Postein- und Ausgang leeren?\nDies erfordert ein erneutes Synchronisieren zum den aktuellen Zustand Ihrer Partien anzuzeigen.}
translate D CCDlgConfirmMove {Zug best�tigen}
translate D CCDlgConfirmMoveText {Durch best�tigen wird folgender Zug und Kommentar an den Server �bertragen:}
translate D CCDlgDBGameToLong {Inkonsistente Hauptvariante}
translate D CCDlgDBGameToLongError {Die Hauptvariante dieser Partie in der Datenbank enth�lt mehr Z�ge als in der Partie tats�chlich gespielt. Sofern die Partie im Posteingang vollst�ndig und aktuell ist (z. B. direkt nach einer Synchronisation) mu� die Hauptvariante in der Datenbank ensprechend gek�rzt werden. Der letzte Zug in der Partie ist Nr. \n}
translate D CCDlgStartEmail {Neue eMail Partie}
translate D CCDlgYourName {Ihr Name:}
translate D CCDlgYourMail {Ihre eMail Adresse:}
translate D CCDlgOpponentName {Name des Gegners:}
translate D CCDlgOpponentMail {eMail Adresse des Gegners:}
translate D CCDlgGameID {Partiekennung (eineindeutig):}
translate D CCDlgTitNoOutbox {Scid: Fernschach Postausgang}
translate D CCDlgTitNoInbox {Scid: Fernschach Posteingang}
translate D CCDlgTitNoGames {Scid: Keine Fernschachpartien}
translate D CCErrInboxDir {Der Posteingang f�r Fernschachpartien unter:}
translate D CCErrOutboxDir {Der Postausgang f�r Fernschachpartien unter:}
translate D CCErrDirNotUsable {existiert nicht oder ist nicht benutzbar!\nBitte �berpr�fen und die Einstellungen korrigieren.}
translate D CCErrNoGames {enth�lt keine Partien!\nBitte sychronisieren Sie zun�chst.}

translate D CCDlgTitNoCCDB {Scid: Keine Fernschach-Datenbank}
translate D CCErrNoCCDB {Es wurde keine Datenbank vom Typ 'Fernschach' ge�ffnet. Bitte �ffen Sie eine solche bevor Sie Funktionen des Fernschachmoduls benutzen.}
translate D CCFetchBtn {Partien vom Server abholen\nund Inbox bearbeiten}
translate D CCPrevBtn {Vorhergehende Partie}
translate D CCNextBtn {N�chste Partie}
translate D CCSendBtn {Zug versenden}
translate D CCEmptyBtn {Postein- und ausgang leeren}
translate D CCHelpBtn {Hilfe zu den Icons und Statusindikatoren\nF�r allgemeine Hilfe bitte F1!}
translate D CCDlgServerName {Server Name:}
translate D CCDlgLoginName  {Login Name:}
translate D CCDlgPassword   {Pa�wort:}
translate D CCDlgURL        {Xfcc-URL:}
translate D CCDlgRatingType {Wertungszahl:}
translate D CCDlgDuplicateGame {Nichteindeutige Partie}
translate D CCDlgDuplicateGameError {Diese Partie existiert mehr als einmal in der Datenbank. Bitte l�schen Sie alle Doubletten und komprimieren Sie die Datenbank (Datei/Wartung/Datenbank komprimieren).}
translate D CCDlgSortOption {Sortierung:}
translate D CCDlgListOnlyOwnMove {Partien mit anh�ngigen Z�gen}
translate D CCOrderClassicTxt {Ort, Turnier, Runde, Ergebnis, Wei�, Schwarz}
translate D CCOrderMyTimeTxt {Eigene Bedenkzeit}
translate D CCOrderTimePerMoveTxt {Zeit pro Zug bis zur n�chsten Zeitkontrolle}
translate D CCOrderStartDate {Startdatum}
translate D CCOrderOppTimeTxt {Gegnerische Bedenkzeit}
translate D CCDlgConfigRelay {Partien auf iccf-webchess beobachten}
translate D CCDlgConfigRelayHelp {Besuchen Sie http://www.iccf-webchess.com und lassen Sie die Partie anzeigen, die Sie beobachten wollen. Wenn das Brett sichtbar ist bitte die Adresse aus dem Browser in untenstehende Liste kopieren. Nur eine URL pro Zeile!\nBeispiel: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate D ExtHWConfigConnection {Hardware Konfigurieren}
translate D ExtHWPort {Schnittstelle}
translate D ExtHWEngineCmd {Engine Kommando}
translate D ExtHWEngineParam {Engine Parameter}
translate D ExtHWShowButton {Knopf in Werzeugleiste anzeigen}
translate D ExtHWHardware {Hardware}
translate D ExtHWNovag {Novag Citrine}
translate D ExtHWInputEngine {Input Engine}
translate D ExtHWNoBoard {Kein Brett verbunden}
translate D NovagReferee {Nur Z�ge aufzeichnen}
translate D IEConsole {Input Engine Konsole}
translate D IESending {Sende Z�ge f�r}
translate D IESynchronise {Synchronisieren}
translate D IERotate  {Brett drehen}
translate D IEUnableToStart {Input Engine konnte nicht gestartet werden:}
translate D DoneWithPosition {Positionsbearbeitung beendet}
translate D Board {Brett}
translate D showGameInfo {Partieinformation anzeigen}
translate D autoResizeBoard {Brettgr��e automatisch berechnen}
translate D DockTop {Nach oben}
translate D DockBottom {Nach unten}
translate D DockLeft {Nach links}
translate D DockRight {Nach rechts}
translate D Undock {Fenster befreien}
translate D ChangeIcon {Symbol �ndern...}
}

##########
#
# ECO Opening name translations:

translateECO D {
  Accelerated {, Beschleunigt}
  {: Accelerated} Beschleunigt
  Accepted {, Angenommen}
  {: Accepted} Angenommen
  Advance Vorsto�
  {as Black} {mit Schwarz}
  Attack Angriff
  Bishop L�ufer
  Bishop's L�ufer
  Classical Klassisch
  Closed Geschlossen
  {Closed System} {Geschlossenes System}
  Counterattack Gegenangriff
  Countergambit Gegengambit
  Declined {, Abgelehnt}
  Defence Verteidigung
  deferred verz�gert
  Deferred {, verz�gert}
  Early Fr�he
  Exchange Abtausch
  Game Partie
  Improved verbessert
  King's K�nigs
  Knight Springer
  Line Variante
  {Main Line} Hauptvariante
  Open Offen
  Opening Er�ffnung
  Queen's Damen
  Queenswap Damentausch
  Symmetrical Symmetrisch
  Variation Variante
  Wing Fl�gel
  with mit
  without ohne

  Alekhine Aljechin
  Averbakh Awerbach
  Botvinnik Botwinnik
  Chigorin Tschigorin
  Polugaevsky Polugajewski
  Rauzer Rauser
  Sveshnikov Sweschnikow

  Austrian �sterreichisch
  Berlin Berliner
  Bremen Bremer
  Catalan Katalanisch
  Czech Tschechisch
  Dutch Holl�ndisch
  English Englisch
  French Franz�sisch
  Hungarian Ungarisch
  Indian Indisch
  Italian Italienisch
  Latvian Lettisch
  Meran Meraner
  Moscow Moskau
  Polish Polnisch
  Prague Prager
  Russian Russisch
  Scandinavian Skandinavisch
  Scheveningen Scheveninger
  Scotch Schottisch
  Sicilian Sizilianisch
  Slav Slawisch
  Spanish Spanisch
  Swedish Schwedisch
  Swiss Schweizer
  Vienna Wiener
  Yugoslav Jugoslawisch

  {Accelerated Fianchetto} {Beschleunigtes Fianchetto}
  {Accelerated Pterodactyl} {Beschleunigter Pterodactylus}
  {Alekhine Defence} Aljechin-Verteidigung
  {Alekhine Variation} Aljechin-Variante
  {Alekhine: S�misch Attack} {Aljechin: Wiener System (S�misch-Angriff)}
  {Anderssen Opening} Anderssen-Er�ffnung
  {Anti-King's Indian} Anti-K�nigsindisch
  {Austrian Attack} {�sterreichischer Angriff}
  {Benko Gambit} Wolga-Gambit
  {Benko Opening} Benk�-Er�ffnung
  {Berlin Defence} {Berliner Verteidigung}
  Chameleon Cham�leon
  Chelyabinsk Tscheljabinsk
  {Classical Defence} {Klassische Verteidigung}
  {Spanish: Classical Defence} {Spanisch: Klassische (Cordel-) Verteidigung}
  {Classical Exchange} {Klassischer Abtausch}
  {Classical Variation} {Klassische Variante}
  {Closed Berlin} {Geschlossener Berliner}
  {Open Berlin} {Offener Berliner}
  {Bird's,} {Bird,}
  {Bird's Defence} Bird-Verteidigung
  {Bird's Deferred} {Verz�gerte Bird}
  {Bishop's Opening} L�uferspiel
  {Botvinnik System} Botwinnik-System
  {Central Variation} Zentralvariante
  {Centre Attack} Zentrumsangriff
  {Centre Game} Mittelgambit
  {Danish Gambit} {Nordisches Gambit}
  Dragon Drachen
  {Dutch Variation} {Holl�ndische Variante}
  {Early Exchange} {Fr�her Abtausch}
  {Early Queenswap} {Fr�her Damentausch}
  {English Attack} {Englischer Angriff}
  {English: King's} {Englisch: K�nigsbauer}
  {English Variation} {Englische Variante}
  {Englund Gambit} Englund-Gambit
  {Exchange Variation} Abtauschvariante
  {Fianchetto Variation} Fianchettovariante
  {Flohr Variation} Flohr-Variante
  {Four Knights} Vierspringer
  {Four Knights Game} Vierspringerspiel
  {Four Pawns} Vierbauern
  {Four Pawns Attack} Vierbauernangriff
  {French Variation} {Franz�sische Variante}
  {From Gambit} {Froms Gambit}
  {Goring Gambit} {G�ring-Gambit}
  {Grob Gambit} {Grobs Gambit}
  {Hungarian Defence} {Ungarische Verteidigung}
  {Indian Variation} {Indische Variante}
  {Italian Game} {Italienische Partie}
  KGD {Abgel. K�nigsgambit}
  {Classical KGD} {Klassisches abgelehntes K�nigsgambit}
  {Keres Variation} Keres-Variante
  KGA {Angen. K�nigsgambit}
  {KGA: Bishop's Gambit} K�nigsl�ufergambit
  {KGA: King's Knight Gambit} K�nigsspringergambit
  {King's Gambit} K�nigsgambit
  {King's Gambit Accepted} {Angen. K�nigsgambit}
  {King's Gambit Accepted (KGA)} {Angen. K�nigsgambit}
  {King's Indian} K�nigsindisch
  KIA {K�nigsindischer Angriff}
  {King's Knight Gambit} K�nigsspringergambit
  {King's Pawn} K�nigsbauer
  {Lasker Variation} {Lasker-Variante}
  {Latvian Gambit} {Lettisches Gambit}
  {Maroczy Bind} {Maroczy-Aufbau}
  {Marshall Variation} Marshall-Variante
  {Modern Attack} {Moderner Angriff}
  {Modern Steinitz} {Moderne Steinitz}
  {Modern Variation} {Moderne Variante}
  {Moscow Variation} {Moskauer Variante}
  Nimzo-Indian Nimzoindisch
  {Old Benoni} {Klassisches Benoni}
  {Old Indian} Altindisch
  {Old Indian Attack} {Altindisch i.A.}
  {Old Steinitz} Steinitz-Verteidigung
  {Open Game} {Offene Partie}
  {Poisoned Pawn} {Vergifteter Bauer}
  {Polish Variation} {Polnische Variante}
  {Polugaevsky Variation} {Polugajewski-Variante}
  {Queen's Gambit} Damengambit
  {Queen's Gambit Accepted} {Angen. Damengambit}
  QGA {Angen. Damengambit}
  {Queen's Gambit Accepted (QGA)} {Angenommenes Damengambit}
  {Reversed QGA} {Angen. Damengambit i.A.}
  QGD {Abgel. Damengambit}
  {Queen's Gambit Declined (QGD)} {Abgelehntes Damengambit}
  {Reversed QGD} {Abgel. Damengambit i.A.}
  {Queen's Indian} Damenindisch
  {Queen's Pawn} Damenbauer
  {Queen's Pawn Game} Damenbauerspiel
  {Reversed Slav} {Slawisch i.A.}
  {Rubinstein Variation} Rubinstein-Variante
  {Russian Game} {Russische Partie}
  {Russian Game (Petroff Defence)} {Russische Partie}
  {Russian-Three Knights Game} {Russisches Dreispringerspiel}
  {Scandinavian (Centre Counter)} Skandinavisch
  Schliemann J�nisch
  {Schliemann (J�nisch)} {J�nisch-Gambit (Schliemann)}
  {Scotch Opening} {Schottische Er�ffnung}
  {Sicilian Defence} {Sizilianische Verteidigung}
  {Sicilian Variation} {Sizilianische Variante}
  {Slav Defence} {Slawische Verteidigung}
  Smith-Morra Morra
  {Smith-Morra Accepted} {Angenommenes Morra-Gambit}
  {Smith-Morra Gambit} Morra-Gambit
  {Spanish (Ruy Lopez)} {Spanische Partie}
  {Start position} Ausgangsstellung
  {Steinitz Deferred} Rubinstein-Aufbau
  {Swedish Variation} {Schwedische Variante}
  {Swiss Variation} {Schweizer Variante}
  {Tarrasch's Gambit} {Tarrasch-Gambit}
  {Three Knights} Dreispringer
  {3 Knights} Dreispringer
  {Three Knights Game} Dreispringerspiel
  {Three Pawns Attack} Dreibauernangriff
  {Two Knights} Zweispringer
  {Two Knights Defence} Zweispringer-Verteidigung
  {Two Knights Variation} Zweispringer-Variante
  {Two Pawns} Zweibauern
  {Two Pawns Attack} Zweibauernangriff
  {Wing Gambit} Fl�gel-Gambit
  {Yugoslav Attack} {Jugoslawischer Angriff}
}


############################################################
#
# German help pages:


##########
# Contents
#
set helpTitle(D,Contents) "Inhaltsverzeichnis"
set helpText(D,Contents) {<h1>Inhaltsverzeichnis Scid-Hilfe</h1>


<h4>Start und allgemeine Hilfe</h4>
<ul>
<li><a Guide><b>Kurzanleitung</b> Benutzung von Scid</a> <red>(Zuerst lesen!)</red></li>
<li><a Hints><b>Hinweise</b> zum effizienteren Arbeiten mit Scid</a></li>
<li><a MainWindow>Das Scid-<b>Hauptfenster</b></a></li>
<li><a Menus>Die Scid-<b>Men�s</b></a><red>(Aktualisiert!)</red></li>
<li><a Moves><b>Z�ge</b> eingeben</a></li>
<li><a Searches><b>Suchen</b> in Scid</a></li>
<li><a Clipbase>Die <b>Ablage</b>-Datenbank</a></li>
<li><a Annotating>Partien <b>kommentieren</b></a> </li>
</ul>

<h4>Andere Scid-Fenster</h4>
<ul>
<li><a Analysis><b>Analyse</b>-Fenster</a></li>
<li><a Reports><b>Berichte</b></a> </li>
<li><a Book><b>Buch</b>-Fenster</a><red>(Neu!)</red></li>
<li><a Finder><b>Dateifinder</b>-Fenster</a></li>
<li><a Switcher><b>Datenbank-Umschalter</b></a></li>
<li><a Email><b>E-Mail</b>-Schach-Manager</a></li>
<li><a TB><b>Endspieltabellen</b> in Scid verwenden</a> </li>
<li><a PTracker><b>Figurenverteilung</b></a></li>
<li><a Graphs><b>Grafik</b>-Fenster</a><red>(Aktualisiert!)</red></li>
<li><a Comment><b>Kommentareditor</b></a></li>
<li><a Crosstable><b>Kreuztabellen</b>-Fenster</a></li>
<li><a GameList><b>Partieliste</b>-Fenster</a></li>
<li><a Import><b>Partie-Import</b>-Fenster</a></li>
<li><a PGN><b>PGN</b> (Partietext)-Fenster</a></li>
<li><a Repertoire><b>Repertoire-Editor</b></a></li>
<li><a PList><b>Spielerfinder</b></a></li>
<li><a PInfo><b>Spieler-Information</b></a></li>
<li><a TacticalGame><b>Trainingspartie</b>-Fenster</a><red>(Neu!)</red></li>
<li><a CalVar><b>Training Varianten berechnen</b>-Fenster</a><red>(Neu!)</red></li>
<li><a OpeningTrainer><b>Er�ffnungstrainer</b>-Fenster</a><red>(Neu!)</red></li>
<li><a Tmt><b>Turnierfinder</b></a></li>
<li><a Tree><b>Zugbaum</b>-Fenster</a></red></li>
</ul>

<h4>Weitere Hilfsprogramme und Informationen</h4>
<ul>
<li><a Maintenance><b>Datenbank-Wartung</b></a></li>
<li><a Sorting>Datenbank<b> sortieren</b></a></li>
<li><a Compact>Datenbank<b> komprimieren</b></a></li>
<li><a ECO><b>ECO</b>-Er�ffnungsklassifikation</a></li>
<li><a EPD><b>EPD</b>-Dateien</a></li>
<li><a Correspondence><b>Fernschach</b></a></li>
<li><a Export>Partien in Textdateien <b>exportieren</b></a></li>
<li><a Cmdline><b>Kommandozeilen</b>-Optionen</a></li>
<li><a LaTeX>Scid und <b>LaTeX</b></a> </li>
<li><a Bookmarks><b>Lesezeichen</b></a></li>
<li><a Flags>Partie-<b>Markierungen</b> (Flags)</a></red></li>
<li><a Options><b>Optionen</b> und Pr�ferenzen</a></li>
<li><a Pgnscid><b>Pgnscid</b>: PGN-Dateien konvertieren</a></li>
<li><a NAGs><b>NAG</b>-Standard-Kommentarwerte</a></li>
<li><a Formats>Scids Datenbank-<b>Dateiformate</b></a></li>
<li><a Author>Kontakt-Information</a></li>
</ul>

<p><footer>(Aktualisiert: Scid 3.6.23, M�rz 2008)</footer></p>
}


###############
### Topic Index

set helpTitle(D,Index) "Hilfe-Index"
set helpText(D,Index) {<h1>Scid: Hilfe-Index</h1>

<h3>A</h3>
<ul>
<li><a Clipbase>Ablage-Datenbank</a></li>
<li><a Analysis List>Analyse-Engines, Liste der</a></li>
<li><a Analysis>Analysefenster</a></li>
<li><a MainWindow Autoplay>Automatisches Vorspielen</a></li>
<li><a Author>Autor, Kontaktaufnahme</a></li>
</ul>

<h3>B</h3>
<ul>
<li><a Menus Edit>Bearbeiten-Men�</a></li>
<li><a Maintenance Cleaner>Bereiniger</a></li>
<li><a Tree Best>Beste Partien</a></li>
<li><a Graphs Rating>Bewertungsgraph</a></li>
<li><a GameList Browsing>Bl�ttern in Partien</a></li>
<li><a Searches Board>Brettsuche</a></li>
</ul>

<h3>D</h3>
<ul>
<li><a Finder>Dateifinder</a></li>
<li><a Formats>Dateiformate</a></li>
<li><a Menus File>Datei-Men�</a></li>
<li><a Formats>Datenbank-Dateiformate</a></li>
<li><a Compact>Datenbank-Komprimierung</a></li>
<li><a Sorting>Datenbank sortieren</a></li>
<li><a Switcher>Datenbank-Umschalter</a></li>
<li><a Maintenance>Datenbank-Wartung</a></li>
<li><a Maintenance Twins>Dubletten (doppelte Partien)</a></li>
</ul>

<h3>E</h3>
<ul>
<li><a ECO Browser>ECO-Auswertung</a></li>
<li><a ECO Codes>ECO-Codesystem</a></li>
<li><a ECO>ECO-Er�ffnungsklassifikation</a></li>
<li><a Email>E-Mail</a></li>
<li><a CCeMailChess>Email Schach</li>
<li><a TB>Endspieltabellen</a></li>
<li><a EPD>EPD-Dateien</a></li>
<li><a Reports Opening>Er�ffnungsbericht</a></li>
<li><a ECO>Er�ffnungsklassifizierung (ECO)</a></li>
<li><a Repertoire>Er�ffnungsrepertoire</a></li>
<li><a Export>Exportieren, Partien in Textdateien</a></li>
</ul>

<h3>F</h3>
<ul>
<li><a Menus Windows>Fenster-Men�</a></li>
<li><a Correspondence><b>Fernschach</b></a></li>
<li><a CCIcons><b>Fernschach Statusanzeigen</b></a></li>
<li><a PTracker>Figurenverteilungs-Fenster</a></li>
<li><a Searches Filter>Filter</a></li>
<li><a Export>Filter, exportieren</a></li>
<li><a Graphs Filter>Filtergrafik</a></li>
</ul>

<h3>G</h3>
<ul>
<li><a Graphs>Grafikfenster</a></li>
</ul>

<h3>H</h3>
<ul>
<li><a MainWindow>Hauptfenster</a></li>
<li><a Menus Help>Hilfe-Men�</a></li>
<li><a Hints>Hinweise</a></li>
</ul>

<h3>I</h3>
<ul>
<li><a Import>Importieren</a></li>
<li><a Contents>Inhaltsverzeichnis</a></li>
</ul>

<h3>K</h3>
<ul>
<li><a Cmdline>Kommandozeilen-Optionen</a></li>
<li><a Comment>Kommentareditor</a></li>
<li><a NAGs>Kommentarzeichen</a></li>
<li><a Annotating>Kommentieren</a></li>
<li><a Compact>Komprimieren (Datenbank)</a></li>
<li><a Author>Kontaktinformation</a></li>
<li><a Crosstable>Kreuztabellen</a></li>
<li><a Guide>Kurzanleitung f�r Scid</a></li>
</ul>

<h3>L</h3>
<ul>
<li><a LaTeX>LaTeX</a>-Ausgabeformat</li>
<li><a Bookmarks>Lesezeichen</a></li>
<li><a Maintenance Twins>L�schen, Dubletten</a></li>
</ul>

<h3>M</h3>
<ul>
<li><a Flags>Markierungen</a></li>
<li><a Searches Material>Material-/Muster-Suche</a></li>
<li><a Menus>Men�s</a></li>
</ul>

<h3>N</h3>
<ul>
<li><a NAGs>NAG-Kommentarwerte</a></li>
<li><a Maintenance Editing>Namen bearbeiten</a></li>
<li><a Maintenance Spellcheck>Namen, Schreibweisen</a></li>
<li><a Annotating Null>Nullz�ge</a></li>
</ul>

<h3>O</h3>
<ul>
<li><a Options>Optionen</a></li>
</ul>

<h3>P</h3>
<ul>
<li><a Searches Header>Partiedaten-Suche</a></li>
<li><a GameList>Partielisten</a></li>
<li><a Flags>Partie-Markierungen</a></li>
<li><a Menus Game>Partie-Men�</a></li>
<li><a PGN>PGN-Fenster</a></li>
<li><a Pgnscid>Pgnscid</a></li>
</ul>

<h3>R</h3>
<ul>
<li><a Repertoire>Repertoire-Editor</a></li>
</ul>

<h3>S</h3>
<ul>
<li><a Moves>Schachz�ge eingeben</a></li>
<li><a Maintenance Spellcheck>Schreibkorrektur von Namen</a></li>
<li><a Sorting>Sortieren einer Datenbank</a></li>
<li><a Reports Player>Spielerbericht</a></li>
<li><a PInfo>Spielerinformation</a></li>
<li><a PList>Spielersuche</a></li>
<li><a CCIcons><b>Statusanzeigen im Fernschachfenster</b></a></li>
<li><a Searches>Suchen</a></li>
<li><a Menus Search>Suchen-Men�</a></li>
<li><a Searches Filter>Such-Filter</a></li>
</ul>

<h3>T</h3>
<ul>
<li><a Moves Trial>Testmodus</a></li>
<li><a Tmt>Turnierfinder</a></li>
<li>Training</li>
<ul>
<li><a OpeningTrainer>Er�ffnungstrainer</a></li>
<li><a CalVar>Varianten berechnen</a></li>
</ul>
</ul>

<h3>V</h3>
<ul>
<li><a Annotating Vars>Varianten</a></li>
</ul>

<h3>W</h3>
<ul>
<li><a Maintenance>Wartung</a></li>
<li><a Menus Tools>Werkzeug-Men�</a></li>
</ul>

<h3>X</h3>
<ul>
<li><a CCXfcc>Xfcc-Unterst�tzung</a></li>
</ul>

<h3>Z</h3>
<ul>
<li><a Options Fonts>Zeichens�tze</a></li>
<li><a Tree>Zugbaumfenster</a></li>
<li><a Moves>Z�ge eingeben</a></li>
<li><a GameList Browsing>Zusammenf�hren, Partien</a></li>
</ul>

<p><footer>(Aktualisiert: Scid 3.6.23, M�rz 2008)</footer></p>
}


###############
### Quick guide

set helpTitle(D,Guide) "Kurzanleitung zur Benutzung von Scid"
set helpText(D,Guide) {<h1>Kurzanleitung zur Benutzung von Scid</h1>
<p>
Scid ist eine Schachdatenbank, mit welcher man Partiesammlungen
nach einer Vielzahl von Kriterien durchsuchen kann, Partien editieren
und mit Hilfe von Xboard/Winboard-kompatiblen Schachprogrammen
analysieren kann.
</p>
<p>
Scid benutzt ein eigenes, spezielles Drei-Dateien-Datenbankformat,
welches sehr schnell und kompakt ist, aber es kann auch das PGN-
(Portable Game Notation) Format lesen und schreiben. Scids
<a PGN>PGN-Fenster</a> zeigt die Notation der aktuellen Partie im
PGN-Format.
</p>
<p>
Man kann in Scid Partien zur Datenbank hinzuf�gen, mit Hilfe
der Tastatur oder der Maus. Mehr Details unter der Hilfeseite f�r
<a Moves>Zugeingabe</a>.
</p>
<p>
Man kann mit Scid auch <a PGN>PGN</a> - Partiesammlungen bearbeiten:
durch Import der PGN-Datei in Scids - <a Import>Import</a> Fenster
oder direkt durch �ffnen von PGN-Dateien in Scid. Jedoch: PGN - Dateien
k�nnen nicht in Scid bearbeitet werden (sie werden schreibgesch�tzt
ge�ffnet), und au�erdem benutzen sie mehr Speicher und
werden langsamer geladen. F�r gro�e PGN - Partiesammlungen
wird empfohlen, sie mit Hilfe des Scid-Programms <a Pgnscid>pgnscid</a>
in eine Scid-Datenbank umzuwandeln (dabei bleibt die PGN-Datei erhalten).
</p>
<p>
Das <a MainWindow>Hauptfenster</a> von Scid (mit dem grafischen
Schachbrett) zeigt Details der aktuellen Partie und Datenbank. Man
kann zu gleicher Zeit bis zu vier Datenbanken ge�ffnet haben (f�nf
inklusive der <a Clipbase>Ablage-Datenbank</a>), und jede hat eine
eigene aktuelle Partie. (Die Partie mit der Nr. 0 dient zu Eingabe
einer neuen Partie und ist nicht Bestandteil der Datenbank).
Man kann zwischen den offenen Datenbanken im
<a Menus File>Datei-Men�</a> umschalten.
</p>
<p>
F�r zus�tzliche Information lesen Sie bitte die anderen
Hilfe-Seiten, die im <a Index>Index</a> aufgef�hrt sind.
</p>
<p>
<a Author>Kontaktinformationen �ber den Autor von Scid</a> findet man in
der entsprechenden Hilfeseite.
</p>

<p><footer>(Aktualisiert: Scid 3.1, Dezember 2001)</footer></p>
}


###############
### Hints page:

set helpTitle(D,Hints) "Scid Hinweise"
set helpText(D,Hints) {<h1>Scid Hinweise</h1>
<p>
Diese Seite enth�lt einige n�tzliche Hinweise in Form von Fragen und
Antworten, um Ihnen zu helfen, Scids F�higkeiten besser zu nutzen.
Wenn Sie das erste Mal mit Scid arbeiten, lesen Sie bitte zuerst die
<a Guide>Kurzanleitung</a> zur Benutzung von Scid.
Die meisten Informationen auf dieser Seite finden Sie detailliert auf
den anderen Hilfeseiten, die im <a Index>Hilfe-Index</a>
aufgef�hrt sind.
Falls Sie einen n�tzlichen Hinweis haben, der dieser Seite hinzugef�gt
werden sollte, senden Sie ihn bitte (in Englisch) an den
<a Author>Autor von Scid</a>.
</p>

<h4>Kann Scid eine Datenbank automatisch beim Start laden?</h4>
<p>
Ja, Sie k�nnen Datenbanken, PGN-Dateien oder <a EPD>EPD-Dateien</a>
in der Kommandozeile angeben. Beispiel:
<ul>
<li> <b>scid  datenbank  partien.pgn.gz</b></li>
</ul>
l�dt die Scid-Datenbank <b>datenbank</b> und gleichzeitig
die mit gzip komprimierte PGN-Datei <b>partien.pgn.gz</b>.
</p>

<h4>Gibt es eine leichtere M�glichkeit, die Brettgr��e
zu �ndern, als �ber das Optionen-Men�?</h4>
<p>
Ja, Sie k�nnen mit den Tastenkombinationen <b>Control+Shift+LeftArrow</b>
und <b>Control+Shift+RightArrow</b> das Brett verkleinern bzw. vergr��ern.
</p>

<h4>Wenn ich trainiere, indem ich eine Partie nachspiele, m�chte ich
nicht, da� Scid den n�chsten Zug im Informationsbereich anzeigt.
Kann ich ihn verstecken?</h4>
<p>
Sie k�nnen den n�chsten Zug verstecken, indem Sie die <b>rechte</b>
Maustaste im Informationsbereich dr�cken und im darauf erscheinenden
Men� <b>Verstecke n�chsten Zug</b> ausw�hlen.
</p>

<h4>Wie kann ich den ECO-Er�ffnungsschl�ssel der aktuellen Position
ermitteln?</h4>
<p>
Der ECO-Schl�ssel wird in der letzten Zeile des Informationsbereichs
angezeigt, unterhalb des Schachbretts im <a MainWindow>Hauptfenster</a>,
wenn Sie die ECO-Datei (<b>scid.eco</b>) geladen haben.<br>
Auf der <a ECO>ECO-Code</a> Hilfeseite wird erkl�rt, wie man die ECO-Datei
l�dt und die Optionen so einstellt, da� sie jedesmal beim Programmstart
geladen wird.
</p>

<h4>Beim Eingeben einer Partie bin ich gerade beim 30. Zug, als ich
bemerke, da� der 10. Zug falsch eingegeben wurde. Wie kann ich ihn
korrigieren und dabei alle nachfolgenden Z�ge erhalten?</h4>
<p>
Sie k�nnen das im <a Import>Import</a>-Fenster tun; siehe die Hilfeseite
<a Moves Mistakes>Zugeingabe</a> f�r weitere Informationen.
</p>

<h4>Wie kopiere ich Partien von einer Datenbank in die andere?</h4>
<p>
Im <a Switcher>Datenbank-Umschalterfenster</a>: kopieren Sie alle
Dateien im Datenbank-<a Searches Filter>Filter</a>, indem Sie sie mit
der Maus von einer Datenbank in die andere ziehen.
</p>

<h4>Jedesmal, wenn ich einen bereits vorhandenen Zug eingebe, erhalte
ich ein "Zug ersetzen?"-Dialogfenster. Wie kann ich das verhindern?</h4>
<p>
Schalten Sie es aus mit der Option <b>Fragen vor Ersetzen</b> im Men�
<menu>Optionen: Z�ge</menu>.
Oder gew�hnen Sie sich an, Z�ge mit der rechten Maustaste zur�ckzunehmen,
die jeweils den letzen Zug der Partie entfernt, wenn Sie sich
am Partiende befinden.
</p>

<h4>Wie �ndere ich die Spaltenbreite im Partielistenfenster?</h4>
<p>
Klicken Sie die jeweilige Spalten�berschrift mit der linken oder
rechten Maustaste an und w�hlen Sie <b>Konfigurieren</b>.
</p>

<h4>Wie kann ich das Zugbaumfenster statt f�r die ganze Datenbank nur
f�r eine Auswahl von Partien nutzen?</h4>
<p>
Nutzen Sie die <a Clipbase>Ablage-Datenbank</a>. W�hlen Sie den
Datenbank-Filter so, da� er die von Ihnen gew�nschten Partien enth�lt,
dann kopieren Sie diese �ber den <a Switcher>Datenbank-Umschalter</a>
in die Ablage-Datenbank. Danach brauchen Sie nur noch das Zugbaumfenster
in der Ablage-Datenbank zu �ffnen.
</p>

<h4>Der Zugbaum ist bei gro�en Datenbanken zu langsam. Wie kann ich
ihn beschleunigen?</h4>
<p>
Sichern Sie die Cache-Datei h�ufig, um die Zugbaum-Resultate zum
sp�teren Gebrauch zu bewahren. Zu den Details siehe den Abschnitt
<b>Caching</b> auf der <a Tree>Zugbaum</a>-Hilfeseite.
</p>

<h4>Wie kann ich direkt die PGN-Notation der Datei bearbeiten?</h4>
<p>
Im <a PGN>PGN</a>-Fenster k�nnen sie die aktuelle Partie nicht bearbeiten,
aber Sie k�nnen immer noch die PGN-Notation editieren, indem Sie das
Fenster <a Import>Partie importieren</a> verwenden.
�ffnen Sie es (mit <b>Control+Shift+I</b>) und w�hlen Sie
<b>Aktuelle Partie einf�gen</b>, dann bearbeiten Sie die Partie
und klicken danach <b>Importieren</b> an.

</p>

<h4>In meiner Datenbank sind einige Spielernamen unterschiedlich
geschrieben. Wie kann ich sie korrigieren?</h4>
<p>
Mit den Kommandos im Men� <menu>Datei: Wartung</menu> k�nnen Sie einzelne
Namen editieren oder auch Schreibweisen aller Namen �berpr�fen.
Siehe die Seite <a Maintenance Editing>Wartung</a>.
</p>

<h4>Ich habe zwei Datenbanken ge�ffnet: eine mit meinen eigenen Partien
und eine gro�e Datenbank mit Gro�meisterpartien. Wie kann ich eine
meiner Partien mit denen in der gro�en Datenbank vergleichen?</h4>
<p>
�ffnen Sie das <a Tree>Zugbaumfenster</a> in der gro�en Datenbank und
und wechseln Sie mit Hilfe des Datenbankwechslers in die zu
vergleichende Datenbank.
</p>

<p><footer>(Aktualisiert: Scid 3.6.28, August 2008)</footer></p>
}


###############
### Main window

set helpTitle(D,MainWindow) "Scid Hauptfenster"
set helpText(D,MainWindow) {<h1>Scid Hauptfenster</h1>
<p>
Das Hauptfenster in Scid zeigt die aktuelle Stellung der jeweiligen
Partie und Information �ber diese Partie und die Datenbank.
Separate Hilfeseiten beschreiben die <a Menus>Men�s</a> und die
<a Moves>Zugeingabe</a>.
</p>

<h3>Symbolleiste: Navigieren durch die Partie</h3>
<p>
Die direkt �ber dem Schachbrett angebracht Symbole haben die
folgende Bedeutung (von links nach rechts):
<ul>
<li> <button tb_start> Gehe zum Beginn der Partie. </li>
<li> <button tb_prev> Gehe einen Zug zur�ck. </li>
<li> <button tb_next> Gehe einen Zug vor. </li>
<li> <button tb_end> Gehe zum Ende der Partie. </li>
<li> <button tb_invar> Gehe in Variante. </li>
<li> <button tb_outvar> Verlasse die Variante. </li>
<li> <button tb_addvar> Neue Variante hinzuf�gen. </li>
<li> <button tb_play> Starte/beende automatisches Vorspielen (siehe unten). </li>
<li> <button tb_trial> Starte/beende <a Moves Trial>Testmodus</a>. </li>
<li> <button tb_flip> Brett drehen. </li>
<li> <button tb_coords> Zeige/Verdecke/Zeige unten und links/ die Brettkoordinaten. </li>
</ul>

<h4><name Autoplay>Automatisches Vorspielen</name></h4>
<p>
Im diesem Modus spielt Scid automatisch die Z�ge in der
aktuellen Partie vor, bis zum Spielende. Die Zeit zwischen den Z�gen
kann im Men� <menu>Optionen: Z�ge</menu> eingestellt werden und wird
mit "Optionen speichern" gesichert.
</p>
<p>
Die Tastenkombination <b>Strg+Z</b> startet oder stoppt das autom.
Vorspielen, zus�tzlich kann das autom. Vorpielen auch durch
Dr�cken der <b>Esc</b>-Taste beendet werden.
</p>
<p>
Wenn der Modus "Automatisches Vorspielen" beim ge�ffneten
<a Analysis>Analysefenster</a> (Engine 1) gestartet wird, so wird
die von der Engine berechnte jeweilige Fortsetzung als Variante jedem Zug
hinzugef�gt <term>Autom. Kommentieren</term>. Siehe auch die
Hilfeseite zum <a Analysis>Analysefenster</a>.
</p>

<h3>Der Informationsbereich</h3>
<p>
Der Bereich unter dem Schachbrett, mit Informationen �ber die
Partie, wird <term>Informationsbereich</term> genannt. Die ersten 3
Zeilen zeigen Information zu den Spielern, Ergebnis, ECO-Code, Datum,
Ort und Ereignis. Die vierte Zeile zeigt die Informationen zur
aktuellen Stellung sowie den n�chsten Zug.
</p>
<p>
Die f�nfte Zeile zeigt den <a ECO>ECO-Code</a> der aktuelle Stellung,
falls enthalten in der gerade benutzen ECO-Datei.
</p>
<p>
Der Informationsbereich hat ein Men�, welches man mit der
rechten Maustaste aktivieren kann. Hier�ber kann man bestimmte
Informationen zum Spiel zeigen oder verstecken sowie Markierungen
f�r die aktuelle Partie setzten und l�schen. Man kann das
Men� auch �ber die <b>[F9]</b> Funktionstaste erreichen.
</p>

<h4>Endspieltabellen</h4>
<p>
Der Informationsbereich zeigt auch Ergebnisse aus den
Endspieltabellen zur aktuellen Stellung, wenn diese darin enthalten
ist. Mehr dazu in den Hilfeseiten zu <a TB>Endspieltabellen</a>.
</p>

<h3>Die Statusanzeige</h3>
<p>
Die Statusanzeige zeigt Information �ber die aktuelle
Datenbank. Das erste Feld zeigt den Partiestatus an: <b>XX</b>
bedeutet, die Partie wurde ge�ndert, aber noch nicht
gespeichert, w�hrend <b>--</b> bedeutet, es gibt keine
�nderungen, und <b>%%</b> zeigt an, da� die Datenbank
schreibgesch�tzt ge�ffnet wurde.
</p>
<p>
Wenn man eine Datenbank immer schreibgesch�tzt �ffen will,
kann man auch die Rechte f�r die entsprechenden Scid-Dateien
setzen, oder zumindestens die der Indexdatei; z.B. (unter Linux) durch
den Befehl: <b>chmod a-w datenbank1.si3</b>.
Danach �ffnet Scid die entsprechende Datenbank immer
schreibgesch�tzt.
</p>
<p>
Die Statusanzeige zeigt auch, wieviel Spiele im aktuellen
<a Searches Filter>Filter</a>
sind.
</p>

<p><footer>(Aktualisiert: Scid 3.1, Dezember 2001)</footer></p>
}


######################
### Menus help screen:

set helpTitle(D,Menus) "Men�s"
set helpText(D,Menus) {<h1>Die Scid-Men�s</h1>

<h3><name File>Datei</name></h3>
<ul>
<li><menu>Neu</menu>: Legt eine neue, leere Scid-Datenbank an.</li>
<li><menu>�ffnen</menu>: �ffnet eine existierende Scid-Datenbank.</li>
<li><menu>Schlie�en</menu>: Schlie�t die aktive Scid-Datenbank.</li>
<li><menu>Finder</menu>: �ffnet das <a Finder>Dateifinder</a>-Fenster.</li>
<li><menu>Lesezeichen</menu>: Das <a Bookmarks>Lesezeichen</a>-Men� mit
     einigen Lesezeichen-Funktionen.</li>
<li><menu>Wartung</menu>: Datenbank-<a Maintenance>Wartungs</a>-Funktionen.
    </li>
<ul>
  <li><menu>Wartungsfenster</menu>: �ffnet/schlie�t das
      Datenbank-Wartungsfenster.</li>
  <li><menu>Partien ECO-klassifizieren</menu>: Bestimmt den
      <a ECO>ECO-Code</a> f�r alle Partien der Datenbank neu.</li>
  <li><menu>Dubletten l�schen</menu>: Findet <a Maintenance Twins>Dubletten</a>
      in der Datenbank.</li>
  <li><menu>Namen</menu>: Ersetzt alle Vorkommen eines Spieler-,
      Ereignis-, Ort- oder Rundeneintrags.</li>
</ul>
<li><menu>Schreibschutz</menu>: Markiert die aktive Datenbank als schreibgesch�tzt.</li>
<li><menu>Datenbank 1/2/3/4/5</menu>: Mit diesen Kommandos k�nnen Sie
    zwischen den vier verf�gbaren Datenbanken und der
    <a Clipbase>Ablage-Datenbank</a> wechseln.</li>
<li><menu>Ende</menu>: Beendet Scid. </li>
</ul>

<h3><name Edit>Bearbeiten</name></h3>
<ul>
<li><menu>Variante hinzuf�gen</menu>: F�gt eine neue, leere Variante zum n�chsten
    Zug hinzu bzw. zum vorherigen, falls es noch keinen n�chsten Zug gibt.</li>
<li><menu>Variante l�schen</menu>: �ffnet ein Varianten-Untermen� f�r
    den aktuellen Zug, um eine Variante zu l�schen.</li>
<li><menu>Als erste Variante setzen</menu>: Macht eine Variante zur
    ersten Variante des aktuellen Zuges.</li>
<li><menu>Variante als Hauptvariante setzen</menu>: Tauscht eine Variante
    mit der Partiefolge aus.</li>
<li><menu>Variante testen</menu>: Schaltet in den <a Moves Trial>Testmodus</a>,
    um eine Variante auszuprobieren, ohne die aktuelle Partie zu ver�ndern.</li>
<li><menu>Entfernen</menu>: Entfernt alle Kommentare oder Varianten
    aus der aktuellen Partie.</li>
<br>
<li><menu>Ablage leeren</menu>: Leert die
    <a Clipbase>Ablage</a>-Datenbank.</li>
<li><menu>Partie in Ablage kopieren</menu>: Kopiert die aktuelle Partie
    in die <a Clipbase>Ablage</a>-Datenbank.</li>
<li><menu>Partie aus Ablage einf�gen</menu>: F�gt die aktive Partie der
    <a Clipbase>Ablage</a> als aktive Partie in die aktuelle Datenbank
    ein.</li>
<br>
<li><menu>Stellungseingabe</menu>: Legt die Ausgangsstellung f�r die
    aktuelle Partie fest.</li>
<li><menu>Stellung einf�gen</menu>: F�gt den markierten Text
    (Zwischenablage) als Ausgangsstellung ein.</li>
</ul>

<h3><name Game>Partie</name></h3>
<ul>
<li><menu>Neue Partie</menu>: Verwirft alle nicht gesicherten �nderungen
     und beginnt eine neue Partie ab der Grundstellung.</li>
<li><menu>Lade Erste/Vorherige/N�chste/Letzte Partie</menu>: Diese Men�punkte
    laden die erste, vorherige, n�chste bzw. letzte Partie im <a Searches Filter>Filter</a>.</li>
<li><menu>Partie wiederladen</menu>: L�dt die aktuelle Partie erneut, wobei
    alle bisherigen �nderungen verworfen werden.</li>
<li><menu>Lade Partie Nummer</menu>: L�dt die Partie mit der angegebenen
    Nummer in die aktuelle Datenbank.</li>
<br>
<li><menu>Partie ersetzen</menu>: Sichert die aktuelle Partie, wobei sie
    die Originalversion in der Datenbank ersetzt.</li>
<li><menu>Partie speichern</menu>: Sichert die aktuelle Partie als neue
    Partie, die ans Ende der Datenbank angeh�ngt wird.</li>
<br>
<li><menu>Er�ffnung identifizieren</menu>: Findet die letztm�gliche
    Position der aktuellen Partie in der ECO-Datei.</li>
<li><menu>Zugnummer</menu>: Geht zu der angegebenen Zugnummer in
    der aktuellen Partie.</li>
<li><menu>Finde Neuerung</menu>: Findet den ersten Zug der aktuellen Partie,
    der vorher noch nie gespielt wurde.</li>
</ul>

<h3><name Search>Suchen</name></h3>
<ul>
<li><menu>Filter zur�cksetzen</menu>: Setzt den <a Searches Filter>Filter</a>
    zur�ck, so da� er alle Partien enth�lt.</li>
<li><menu>Filter negieren</menu>: Invertiert den Filter, so da� er alle
    vorher ausgeschlossenen Partien enth�lt.</li>
<br>
<li><menu>Brett</menu>: Sucht die
    <a Searches Board>aktuelle Brettposition</a>.</li>
<li><menu>Partiedaten</menu>: Sucht nach <a Searches Header>Partiedaten</a>
    wie z.B. Spielernamen.</li>
<li><menu>Material/Muster</menu>: Sucht nach
    <a Searches Material>Material</a> oder Stellungsmustern</a>.</li>
<br>
<li><menu>Mit Suchoptionsdatei</menu>: Sucht mit Hilfe von
    <a Searches Settings>Einstellungen</a> aus einer Suchoptionsdatei.</li>
</ul>

<h3><name Windows>Fenster</name></h3>
<ul>
<li><menu>Kommentareditor</menu>: �ffnet/schlie�t das
    <a Comment>Kommentareditor</a>-Fenster.</li>
<li><menu>Partieliste</menu>: �ffnet/schlie�t das
    <a GameList>Partielistenfenster</a>.</li>
<li><menu>PGN-Fenster</menu>: �ffnet/schlie�t das
    <a PGN>PGN-Fenster</a>.</li>
<li><menu>Turnierfinder</menu>: �ffnet/schlie�t den
    <a Tmt>Turnierfinder</a>.</li>
<br>
<li><menu>Datenbank-Umschalter</menu>: �ffnet/schlie�t den
    <a Switcher>Datenbank-Umschalter</a>, mit dem man auf einfache Weise zu einer
    anderen Datenbank wechseln oder Partien zwischen Datenbanken kopieren kann.</li>
<li><menu>Wartungsfenster</menu>: �ffnet/schlie�t das
    Datenbank-<a Maintenance>Wartungs</a>-Fenster.</li>
<br>
<li><menu>ECO-Auswertung</menu>: �ffnet/schlie�t das Fenster
    <a ECO browser>ECO-Auswertung</a>.</li>
<li><menu>Repertoire-Editor</menu>: �ffnet/schlie�t den
    <a Repertoire>Repertoire-Editor</a>.</li>
<li><menu>Statistik</menu>: �ffnet/schlie�t das
    <term>Filter-Statistikfenster</term>, welches eine Gewinn/Verlust-Zusammenstellung
    aller Partien im <a Searches Filter>Filter</a> liefert.</li>
<li><menu>Zugbaum</menu>: �ffnet/schlie�t das <a Tree>Zugbaumfenster</a>.</li>
<li><menu>Endspieltabellen</menu>: �ffnet/schlie�t das Fenster, das
    die <a TB>Endspieltabellen</a>-Informationen ausgibt.</li>
</ul>

<h3><name Tools>Werkzeuge</name></h3>
<ul>
<li><menu>Analyse-Engine</menu>: Startet/beendet die "Schachanalyse-Engine",
    die die Auswertung der aktuellen Position
    im <a Analysis>Analysefenster</a> darstellt.</li>
<li><menu>Analyse-Engine #2</menu>: Startet/beendet eine zweite
    "Schachanlyse-Engine".</li>
<li><menu>Kreuztabelle</menu>: Erstellt eine
    Turnier-<a Crosstable>Kreuztabelle</a> f�r die aktuelle Partie. </li>
<li><menu>E-Mail-Manager</menu>: �ffnet/schlie�t den <a Email>E-Mail-Manager</a>
    f�r Fernschachpartien.</li>
<br>
<li><menu>Rel. Filtergrafik</menu>: �ffnet das <a Graphs>Fenster f�r die Relative Filtergrafik</a></li>
<li><menu>Abs. Filtergrafik</menu>: �ffnet das <a Graphs>Fenster f�r die Absolute Filtergrafik</a></li>
<li><menu>Er�ffnungsbericht</menu>: Erstellt einen <a Reports Opening>Er�ffnungsbericht</a>
    zur aktuellen Position.</li>
<li><menu>Figurenverteilung</menu>: �ffnet das Fenster <a PTracker>Figurenverteilung</a>.
    </li>
<li><menu>Spieler-Information</menu>: Gibt <a PInfo>Spieler-Informationen</a>
    f�r einen Spieler der aktuellen Partie aus.</li>
<li><menu>ELO-Zahl-Verlauf</menu>: gibt den
    <a Graphs Rating>ELO-Zahl-Verlauf</a> aus.</li>
<li><menu>Partie-Bewertungsgraph</menu>: Gibt den
    <a Graphs Score>Partie-Bewertungsgraph</a> aus.</li>
<br>
<li><menu>Partie exportieren</menu>: Schreibt die aktuelle Partie in eine
    Textdatei im PGN-, HTML- oder LaTeX-Format. Siehe die
    <a Export>Export</a>-Hilfeseite.</li>
<li><menu>Alle Partien im Filter exportieren</menu>: Schreibt alle Partien
    im Such-<a Searches Filter>Filter</a> in eine Textdatei im PGN-, HTML-
    oder LaTeX-Format. Siehe die <a Export>Export</a>-Hilfeseite.</li>
<br>
<li><menu>Eine PGN-Partie importieren</menu>: �ffnet das <a Import>Importfenster</a>,
    um den Inhalt einer Partie im <a PGN>PGN-Format</a> direkt
    einzutippen oder einzuf�gen.</li>
<li><menu>Datei mit PGN-Partien importieren</menu>: Importiert eine ganze
    Datei mit Partien im PGN-Format in die aktuelle Datenbank.</li>
<br>    
<li><menu>Starte Engine1</menu>: Starte direkt die letzte ausgew�hlte Engine1 im Analysemodus</li>  
<li><menu>Starte Engine2</menu>: Starte direkt die letzte ausgew�hlte Engine2 im Analysemodus</li>  
</ul>

<h3><name Options>Optionen</name></h3>
<p>
Dieses Men� stellt einige Eintr�ge bereit, um die meisten konfigurierbaren
Optionen von Scid einzustellen.
Der Men�punkt <menu>Autom. speichern bei Beenden</menu> sichert die aktuellen
Optionen  in der Datei "<b>~/.scid/scidrc</b>" (bzw.
<b>scid.opt</b> im Verzeichnis des ausf�hrbaren Scid-Programms f�r Windows-User);
diese Datei wird bei jedem Programmstart von Scid geladen.
</p>

<h3>Hilfe</h3>
<p>
Dieses Men� enth�lt die Hilfe-Funktionen sowie Zugriff auf das
"Tip-des-Tages"-Fenster oder das Startfenster, welches Informationen
�ber die Dateien liefert, die Scid beim Programmstart geladen hat.
</p>

<p><footer>(Aktualisiert: Scid 3.6.21, Dezember 2007)</footer></p>
}


########################
### Entering moves help:

set helpTitle(D,Moves) "Z�ge eingeben"
set helpText(D,Moves) {<h1>Schachz�ge eingeben</h1>
<p>
In Scid k�nnen Sie die Partiez�ge mit der Maus oder �ber die
Tastatur eingeben. Wenn Sie den Mauszeiger auf ein Feld bewegen,
wird dieses und ein weiteres Feld seine Farbe �ndern, falls es
einen legalen Zug auf dieses bzw. von diesem Feld gibt. Das ist
der <term>Zugvorschlag</term>. Sie k�nnen diesen Zug einfach durch
Klicken der <term>linken</term> Maustaste ausf�hren. Falls Sie der
Zugvorschlag st�rt, k�nnen Sie ihn im Optionsmen� abschalten.
</p>
<p>
Um einen anderen als den vorgeschlagenen Zug auszuf�hren, k�nnen Sie
die <term>linke</term> Maustaste verwenden: Dr�cken Sie einfach die
Taste �ber einem Feld und lassen Sie sie �ber einem anderen Feld los.
</p>
<p>
Wenn Sie es vorziehen, Z�ge mit zwei Mausklicks auszuf�hren statt mit
gedr�ckter Maustaste, k�nnen Sie die <term>mittlere</term> Taste
verwenden: Klicken Sie erst das eine Feld an, danach das andere.
</p>

<h4>Einen Zug zur�cknehmen</h4>
<p>
Um einen Zug zur�ckzunehmen, dr�cken Sie die rechte Maustaste. Damit gehen
Sie einen Zug zur�ck; gleichzeitig l�schen Sie diesen Zug, falls es der
letzte Zug der Partie oder einer Variante war.
</p>

<h4>Alte Z�ge ersetzen</h4>
<p>
Wenn Sie einen Zug an einer Stelle in der Partie eingeben, wo bereits
ein Zug existiert, wird Scid Sie in einem Dialogfenster fragen, ob Sie
wirklich den alten Zug ersetzen wollen (der alte Zug und alle nachfolgenden
sind dann verloren) oder statt dessen den neuen Zug als Variante eingeben
wollen. Manche Leute m�gen dieses Dialogfenster als st�rend empfinden
und wollen alte Z�ge immer ersetzen. Sie k�nnen es daher im Men�
<menu>Optionen: Z�ge</menu> mit der Option "<i>Vor Ersetzen nachfragen</i>"
abschalten.
</p>

<h4><name Trial>Der Testmodus</name></h4>
<p>
Wenn Sie eine Partie nachspielen und eine Position erreichen, wo Sie
eine alternative Variante am Brett ausprobieren wollen, ohne die Partie
zu ver�ndern, w�hlen Sie <b>Variante testen</b> im Men� <menu>Bearbeiten</menu>,
um den Testmodus einzuschalten. In diesem Modus k�nnen Sie Z�ge eingeben
und die Partie zeitweilig ver�ndern; sobald Sie den Testmodus verlassen,
kehren Sie zur Ausgangsposition zur�ck.
</p>

<h3><name Mistakes>Fehler korrigieren</name></h3>
<p>
Wenn Sie eine Partie eingeben und pl�tzlich einige Z�ge vorher einen
falschen Zug bemerken, k�nnen Sie diesen korrigieren, ohne die
nachfolgenden Z�ge zu verlieren. Der einzige Weg besteht darin, die
PGN-Darstellung der Datei zu bearbeiten: �ffnen Sie das
<a Import>Import</a>-Fenster, w�hlen Sie "Aktuelle Partie einf�gen",
korrigieren Sie den falschen Zug, und w�hlen Sie dann "Importieren".
</p>

<h3>Zugeingabe �ber die Tastatur</h3>
<p>
Um Z�ge �ber die Tastatur einzugeben, dr�cken Sie einfach die jeweiligen
Buchstaben- und Zahlentasten. Die Z�ge sollten in <term>SAN-Notation</term>
<i>ohne</i> die Symbole f�r Schlagen (x) oder Umwandeln (=) eingegeben
werden. Gro�- und Kleinschreibung wird ignoriert, Sie k�nnen also
beispielsweise [n][f][3] anstelle von Nf3 eingeben  -- beachten Sie
aber die Anmerkung weiter unten zu den Konflikten bei Bauernz�gen.
</p>
<p>
Um sicherzustellen, da� kein Zug in einem anderen enthalten ist,
lautet die Eingabe f�r die kurze und lange Rochade [0][K] resp. [0][Q]
anstelle der �blichen Notation 0-0 bzw. 0-0-0.
</p>
<p>
Wenn Sie einen Zug eingeben, zeigt die Statusleiste die Liste der
m�glichen Z�ge an. Sie k�nnen jederzeit die [Leertaste] dr�cken, um
den ersten m�glichen Zug der Liste als Eingabe auszuw�hlen.
Um ein Zeichen zu l�schen, dr�cken Sie [R�ck] oder [Entf].
</p>
<p>
<b>Beachten</b> Sie, da� ein Kleinbuchstabe zuerst als Bauer
interpretiert wird; mit [b] kann also ein Bauer oder L�ufer ("Bishop")
gemeint sein, im Zweifelsfall m�ssen Sie daher ein gro�es [B] f�r den
L�ufer verwenden.
</p>

<h4>Automatische Zugerg�nzung</h4>
<p>
Im Options-Men� k�nnen Sie die <term>Automatische Zugerg�nzung</term>
ein- oder ausschalten.
Mit Zugerg�nzung wird ein Zug ausgef�hrt, sobald er durch Ihre Eingabe
von jedem anderen m�glichen Zug unterschieden werden kann. Beispielsweise
m��ten Sie mit automatischer Zugerg�nzung in der Ausgangsstellung nur
[n][f] statt <b>Nf3</b> eintippen.
</p>

<h3><name Null>Nullz�ge eingeben</name></h3>
<p>
<a Annotating Null>Null</a>- (leere) Z�ge k�nnen in Varianten n�tzlich
sein, wenn Sie den Zug einer Seite auslassen wollen. Sie k�nnen einen
Nullzug mit der Maus eingeben, indem Sie einen K�nig mit dem anderen
schlagen, oder mit der Tastatur, indem Sie "<b>--</b>" eingeben (d.h.
die Minustaste zweimal dr�cken).
</p>

<h3>Standard-Kommentarzeichen eingeben</h3>
<p>
Sie k�nnen die �blichen <a NAGs>Kommentarzeichen</a> im Hauptfenster auch
�ber die Tastatur ohne den <a Comment>Kommentar-Editor</a> hinzuf�gen.
Die folgende Liste zeigt Ihnen, welche Zeichen Sie mit welchen Tasten
eingeben k�nnen:
<ul>
<li> !  : [!][Eingabe] </li>
<li> ?  : [?][Eingabe] </li>
<li> !? : [!][?][Eingabe] </li>
<li> ?! : [?][!][Eingabe] </li>
<li> !! : [!][!][Eingabe] </li>
<li> ?? : [?][?][Eingabe] </li>
<li> </li>
<li> +- : [+][-] </li>
<li> +/-: [+][/] </li>
<li> += : [+][=] </li>
<li> =  : [=][Eingabe] </li>
<li> -+ : [-][+] </li>
<li> -/+: [-][/] </li>
<li> =+ : [=][+] </li>
</ul>

<p><footer>(Aktualisiert: Scid 3.4, Juli 2002)</footer></p>
}


#########################
### Searches help screen:

set helpTitle(D,Searches) "Suchen"
set helpText(D,Searches) {<h1>Suchen in Scid</h1>
<p>
Scid kann auf viele verschiedene Weisen in einer Datenbank suchen.
Die drei wichtigsten Arten zu suchen sind:
<ul>
<li><b>1)</b> nach der aktuellen Brettposition, </li>
<li><b>2)</b> nach angegebenem Material und Stellungsmustern, </li>
<li><b>3)</b> nach Partiedaten-Informationen wie Spieler, Ergebnis, Datum. </li>
</ul>
<p>
Au�erdem gibt es noch einen automatischen Suchmodus, den sog.
<a Tree>Zugbaum</a>, der an anderer Stelle erkl�rt wird.
</p>

<h3><name Filter>Der Such-Filter</name></h3>
<p>
Suchen basiert bei Scid auf dem Konzept eines <term>Filters</term>.
Der Filter repr�sentiert eine Teilmenge der aktuellen Datenbank;
eine Partie ist immer entweder im Filter enthalten oder vom
Filter ausgeschlossen.
</p>
<p>
Bei jeder Art der Suche k�nnen Sie w�hlen, den vorhandenen Filter
weiter einzugrenzen, zu diesem hinzuzuf�gen oder ihn zu ignorieren
und die gesamte Datenbank zu durchsuchen. Diese Auswahl erlaubt es,
komplexe Suchvorg�nge nacheinander aufzubauen.
</p>
<p>
Sie k�nnen auch mit dem <a Switcher>Datenbank-Umschalter</a> alle Partien
im Filter einer Datenbank in eine andere Datenbank kopieren.
</p>
<p>
Bei der Suche nach einer exakten Postion, der <a Tree>Zugbaum</a>- oder
Material/Muster-Suche wird die Zugnummer der ersten passenden Position
jeder passenden Partie gespeichert; wenn Sie also jede dieser Partien
laden, wird automatisch die passende Stellung angezeigt.
</p>
<p>
<b>Beachten</b> Sie, da� beim Suchen nur mit den Partiez�gen
verglichen wird, nicht mit den Z�gen der Varianten.
</p>

<h3><name Board>Suchen: Brett...</name></h3>
<p>
Hier finden Sie Partien, die die gerade dargestellte Position enthalten,
ohne Ber�cksichtigung der Rochade- und <i>en-passant</i>-Rechte.
</p>
<p>
Vier Suchtypen stehen zur Verf�gung. Alle vier verlangen von einer
passenden Stellung exakt gleiches Material und die gleiche Seite am Zug.
Die Typen sind:
<ul>
<li> [1] exakt (die beiden Stellungen m�ssen auf jedem Feld �bereinstimmen),
     </li>
<li> [2] Bauern (die Bauernstruktur mu� �bereinstimmen, aber andere Figuren
     k�nnen irgenwo stehen), </li>
<li> [3] Linien (die Anzahl wei�er und schwarzer Bauern auf jeder Linie mu�
     �bereinstimmen, aber andere Figuren k�nnen irgendwo stehen), and </li>
<li> [4] Material (Bauern und Figuren k�nnen irgendwo stehen). </li>
</ul>
<p>
Die Bauernsuche ist hilfreich, um Er�ffnungen nach Bauernstrukuren zu
studieren, und Linien- und Materialsuche helfen beim Auffinden �hnlicher
Endspielstellungen.
</p>
<p>
Um nach einer beliebigen Stellung zu suchen, k�nnen Sie zuerst
die Position aufbauen (im Men� <menu>Bearbeiten: Stellungseingabe</menu>)
und dann die Suche starten.
</p>
<p>
Sie k�nnen Varianten (statt nur die jeweiligen Partiez�ge) durchsuchen,
indem Sie den Schalter <b>Schaue in Varianten</b> w�hlen; das kann
aber die Suche stark verlangsamen, falls die Datenbank sehr gro� ist
und viele Partien mit Varianten enth�lt.
</p>

<h3><name Material>Suchen: Material/Muster</name></h3>
<p>
Diese Suche ist n�tzlich, um End- oder Mittelspielthemen zu finden. Sie
k�nnen eine minimale und maximale Anzahl von Figuren jeden Typs angeben,
und Sie k�nnen Stellungsmuster wie L�ufer auf f7 oder f-Bauer finden.
</p>
<p>
Eine Reihe von h�ufigen Materialkonstellationen und Stellungsmustern
sind schon bereitgestellt, wie etwa "Endspiel Turm gegen Bauern" oder
"isolierter Damenbauer".
</p>
<p>
<b>Hinweise:</b><br>
Die Geschwindigkeit der Suche nach Stellungsmustern kann stark variieren.
Sie k�nnen aber durch eine geschickte Wahl der Bedingungen die ben�tigte
Zeit reduzieren. Wenn Sie beispielsweise f�r ein Endspiel die Mindestzahl
von Z�gen auf 20 setzen, werden alle Partien, die vor dem 20. Zug enden,
�bersprungen.
</p>

<h3><name Header>Suchen: Partiedaten</name></h3>
<p>
Mit dieser Suche k�nnen Sie Partiedaten finden, die im Vorspann ("Header")
gespeichert sind (wie z.B. Datum, Ergebnis, Namen und Wertungszahlen),
es m�ssen daher keine Partiez�ge dekodiert werden.
</p>
<p>
Um bei der Suche nach Partiedaten eine passende Partie zu finden,
m�ssen <b>alle</b> von Ihnen angegebenen Felder �bereinstimmen.
</p>
<p>
Die Namensfelder (Wei�, Schwarz, Turnier, Ort und Runde) passen auf
jeden Text im Namen, ohne Ber�cksichtigung von Gro�- und Kleinschreibung
oder Leerzeichen.
</p>
<p>
Sie k�nnen f�r das Wei�-, Schwarz-, Turnier-, Ort- und Rundenfeld mit
Unterscheidung von Gro�- und Kleinschreibung und mit "Wildcards" suchen
(mit <b>?</b> f�r ein und <b>*</b> f�r null oder mehr Zeichen), indem
Sie den Suchtext in Anf�hrungszeichen setzen. Eine Suche mit der Ortsangabe
<b>USA</b> wird beispielsweise amerikanische St�dte finden, aber auch
<b>Lausanne SUI</b>, was vermutlich nicht von Ihnen beabsichtigt war! Eine
Suche mit dem Ort <b>"*USA"</b> (denken Sie an die Anf�hrungszeichen)
liefert dagegen nur St�dte in den USA.
</p>
<p>
Wenn Sie einen bestimmten Spieler (oder zwei bestimmte Kontrahenten) als
Wei� oder Schwarz suchen und die jeweilige Farbe keine Rolle spielt,
w�hlen Sie die Option <b>Farben ignorieren</b>.
</p>
<p>
Schlie�lich kann die Suche nach Partiedaten auch verwendet werden, um
irgendeinen Text (mit Ber�cksichtigung von Gro�- und Kleinschreibung,
ohne "Wildcards") in der PGN-Darstellung dieser Partie zu finden. Sie
k�nnen bis zu drei Textteile eingeben, und sie m�ssen alle in einer
passenden Partie vorkommen.
Diese Methode ist sehr hilfreich, um in den Kommentaren oder zus�tzlichen
Daten einer Partie zu suchen (wie <b>Zeit�berschreitung</b> oder
<b>Kommentator</b>), oder nach einer Zugfolge wie <b>Bxh7+</b> und
<b>Kxh7</b> f�r ein angenommenes L�uferopfer auf h7.
Allerdings kann diese Art zu suchen <i>sehr</i> langsam sein, da alle
Partien, auf die andere Kriterien zutreffen, dekodiert und auf diese
Texte durchsucht werden m�ssen.
Es ist daher eine gute Idee, diese Suchen so weit wie m�glich einzugrenzen.
Hier sind einige Beispiele:
Um Partien mit einer Unterverwandlung in einen Turm zu finden,
suchen Sie nach <b>=R</b> und setzen gleichzeitig die Markierung
<b>Umwandlung</b> auf Ja.
Wenn Sie nach Text in Kommentaren suchen, setzen Sie die Markierung
<b>Kommentare</b> auf Ja.
Falls Sie nach den Z�gen <b>Bxh7+</b> und <b>Kxh7</b> suchen, m�chten
Sie z.B. die Suche m�glicherweise auf Partien mit dem Ergebnis 1-0 und
mit mindestens 40 Halbz�gen beschr�nken, oder Sie suchen zuerst nach
Material oder Stellungsmustern, um Partien mit einem wei�en L�uferzug
nach h7 zu finden.
</p>

<h3><name Settings>Sucheinstellungen sichern</name></h3>
<p>
Die Suchfenster Material/Mustern und Partiedaten besitzen einen Schalter
zum <term>Speichern</term>. Das erm�glicht Ihnen, die aktuellen
Sucheinstellungen zur sp�teren Verwendung in einer
<term>Suchoptions</term>-Datei zu speichern (Endung .sso).
Um mit Hilfe einer vorher gespeicherten Suchoptionsdatei (.sso) zu
suchen, w�hlen Sie <menu>�ffnen</menu> im Men� <menu>Suchen</menu>.
</p>

<h3>Suchdauer und �bergangene Dateien</h3>
<p>
Die meisten Suchen liefern eine Nachricht, die die ben�tigte Zeit und
die Anzahl der <term>�bergangenen</term> Partien angibt. Eine �bergangene
Partie ist eine, die aufgrund der im Index gespeicherten Informationen
von der Suche ausgeschlossen werden kann, ohne da� ihre Z�ge dekodiert
werden m�ssen. Siehe die Hilfeseite �ber
<a Formats>Dateiformate</a> f�r weitergehende Informationen.
</p>

<p><footer>(Aktualisiert: Scid 3.0, November 2001)</footer></p>
}


############
### Clipbase

set helpTitle(D,Clipbase) "Die Ablage-Datenbank"
set helpText(D,Clipbase) {<h1>Die Ablage-Datenbank</h1>
<p>
Zus�tzlich zu den ge�ffneten Datenbanken stellt Scid eine
<term>Ablage-Datenbank</term> (als Datenbank 5) zur Verf�gung, welche
sich wie eine normale Datenbank verh�lt, mit der Ausnahme, da� sie
nur im RAM-Speicher existiert und keine Dateien zur Speicherung auf
der Festplatte besitzt.
</p>
<p>
Die Ablage-Datenbank (kurz: Ablage) ist n�tzlich als eine tempor�re
Datenbank, zum Zusammenf�hren von Suchergebnissen aus Suche in
mehreren Datenbanken oder zur Behandlung der Suchergebnisse als eine
eigenst�ndige Datenbank.
</p>
<p>
Angenommen, zum Beispiel, man will sich auf einen Gegner vorbereiten, und
hat eine Datenbank auf alle Partien des Gegners mit Wei� durchsucht,
so da� diese Partien im <a Searches Filter>Filter</a> sind.
Man kann nun diese Partien in die Ablage kopieren (durch Ziehen mit der
rechten Maustaste von der Originaldatenbank zur Ablage, im Fenster
<a Switcher>Datenbank-Umschalter</a>), danach im Datei-Men� die Ablage
als aktive Datenbank ausw�hlen, und dann kann man sich im
<a Tree>Zugbaumfenster</a> das Er�ffnungsrepertoire des Gegners
ansehen.
</p>
<p>
Sind 2 Datenbanken ge�ffnet, und hat man im Filter Partien, die man
von der einen Datenbank in die andere kopieren m�chte, kann man dies
direkt (ohne Umweg �ber die Ablage) tun. Dazu benutzt man wiederum das
Fenster <a Switcher>Datenbank-Umschalter</a>.
</p>
<p>
Die Ablage kann nicht geschlossen werden: mit dem Befehl
<menu>Ablage leeren</menu> aus dem Men� <menu>Bearbeiten</menu> wird
der Inhalt der Ablage gel�scht.
</p>
<p>
Die Ablage-Datenbank ist begrenzt auf 10.000 Partien zur gleichen Zeit,
da sie nur im Speicher existiert.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


#################################
### Variations and comments help:

set helpTitle(D,Annotating) "Partien kommentieren"
set helpText(D,Annotating) {<h1>Partien kommentieren</h1>
<p>
Mit Scid k�nnen Sie den Partien Anmerkungen hinzuf�gen. Es gibt
drei Arten von Anmerkungen, die Sie nach einem Zug eingeben k�nnen:
Symbole, ein Kommentar und Varianten.
</p>

<h3>Symbole und Kommentare</h3>
<p>
Symbole verwendet man, um eine Stellungsbeurteilung anzuzeigen
(etwa "+-" or "=") oder um auf gute ("!") und schlechte ("?")
Z�ge hinzuweisen, w�hrend ein Kommentar ein beliebiger Text sein
kann. Zur Eingabe von Symbolen und Kommentaren benutzen Sie den
<a Comment>Kommentar-Editor</a>. Es gibt auch eine Hilfeseite, in
der die <a NAGs>Standard-Symbolwerte</a> aufgelistet sind.
</p>
<p>
Beachten Sie, da� jeder Zug mehr als ein Anmerkungssymbol haben kann,
aber nur einen Kommentar. Ein Kommentar vor dem ersten Partiezug wird
als Text vor dem Beginn der Partie ausgegeben.
</p>

<h3><name Vars>Varianten</name></h3>
<p>
Eine <term>Variante</term> eines Zuges ist eine alternative Zugfolge
an einem bestimmten Punkt der Partie. Varianten k�nnen Kommentare
enthalten und sogar rekursiv Untervarianten. Mit den Schaltern oberhalb
des Schachbretts mit einem "<b>V</b>"-Symbol sowie den Kommandos im
Men� <menu>Bearbeiten</menu> kann man Varianten erstellen, editieren
und sich darin bewegen.
</p>

<h4>Tastatureingaben</h4>
<p>
Wenn es zu einem Zug Varianten gibt, werden sie im Informationsbereich
angezeigt. Die erste wird mit <b>v1</b> bezeichnet, die zweite mit
<b>v2</b> etc. Um in eine Variante zu gehen, k�nnen Sie sie anklicken
oder "<b>v</b>" gefolgt von der Variantennummer eingeben. (Falls es
nur eine Variante gibt, gen�gt die Eingabe von <b>v</b>.)
Mit der Taste "<b>z</b>" verlassen Sie die Variante wieder.
</p>

<h3><name Null>Nullz�ge</name></h3>
<p>
Gelegentlich kann es in einer Variante n�tzlich sein, den Zug einer
Seite auszulassen. Beispiel: Sie wollen den Zug 14.Ld3 als Variante
hinzuf�gen und m�chten darauf hinweisen, da� er 15.Lxh7+ Kxh7 16.Sg5+
mit Angriff droht. Das k�nnen Sie erreichen, indem Sie im obigen
Beispiel einen <term>Nullzug</term> zwischen 14.Ld3 und 15.Bxh7+
ausf�hren. Ein Nullzug wird als "<b>--</b>" dargestellt und kann
eingef�gt werden, indem Sie mit der Maus den illegalen Zug "K�nig
schl�gt K�nig" ausf�hren oder mit der Tastatur "<b>--</b>" (zwei
Minuszeichen) eingeben.
</p>
<p>
Beachten Sie, da� Nullz�ge nicht zum PGN-Standard geh�ren, wenn Sie
also Partien mit Nullz�gen in eine PGN-Datei exportieren, wird Scid
(neben einigen anderen Exportoptionen) eine Option anbieten,
Nullz�ge zu erhalten oder sie in Kommentare umzuwandeln, damit
Kompatibilit�t zu anderen Programmen gewahrt bleibt.
Siehe auch die <a Export>Export</a>-Hilfeseite.
</p>

<p><footer>(Aktualisiert: Scid 3.4, Juli 2002)</footer></p>
}


####################
### Analysis window:

set helpTitle(D,Analysis) "Analysefenster"
set helpText(D,Analysis) {<h1>Das Analysefenster</h1>
<p>
Scids Analysefenster zeigt die Analyse der aktuellen Brettstellung
durch ein Schachprogramm (eine sog. <term>Engine</term>).
Immer, wenn sich die Brettstellung �ndert, �bermittelt Scid die neue
Position an die Engine, und die zeigt ihre Einsch�tzung dieser Stellung.
</p>
<p>
Die Bewertung im Analysefenster erfolgt immer aus der Perspektive
von Wei�, eine negative Bewertung hei�t also, da� Schwarz besser steht.
Der untere Fensterbereich (mit dem Rollbalken) zeigt den Verlauf der
Auswertungen der aktuellen Stellung durch die Engine, Sie k�nnen also
sehen, wie sich die Einsch�tzung ver�ndert hat.
</p>
<p>
Um den von der Engine ausgew�hlten besten Zug als neuen Zug der
aktuellen Partie zu nehmen, klicken Sie einfach auf den Schalter
<b>Zug hinzuf�gen</b>.
</p>
<p>
Tip: �ber die Tasten F2 und F3 k�nnen direkt die letzten beiden Analyse-Engines gestartet werden, ohne dies nochmal ausw�hlen zu m�ssen.
</p>

<h3><name List>Die Liste der Analyse-Engines</name></h3>
<p>
Scid beh�lt eine Liste der von Ihnen benutzen Engines mit einer
gesch�tzten Elo-Zahl (wenn Sie eine Sch�tzung machen) und dem Datum
der letzten Benutzung. Sie k�nnen diese Liste nach Namen, Elo-Zahl
oder Datum sortieren.
W�hlen Sie <b>Neu</b> oder <b>Bearbeiten</b>, um eine neue Engine
zur Liste hinzuzuf�gen oder Details eines bestehenden Eintrags zu
bearbeiten.
</p>

<h3><name Start>Engine-Kommandos und Verzeichnisse</name></h3>
<p>
F�r jede Engine m�ssen Sie die aufzurufende Programmdatei angeben
und das Verzeichnis, in dem Scid sie starten soll.
</p>
<p>
Die h�ufigste Ursache von Problemen beim Start einer Engine ist die Wahl
des Verzeichnisses, in dem die Engine laufen soll. Einige Engines
ben�tigen eine Initialisierung oder eine Er�ffnungsbuchdatei in ihrem
Startverzeichnis, um ordnungsgem�� zu laufen.
Andere Engines (so wie Crafty) schreiben Logdateien in dem Verzeichnis,
in dem sie gestartet wurden, Sie m�ssen sie also in einem Verzeichnis
aufrufen, f�r das Sie Schreibrecht haben.
Wenn f�r das Verzeichnis einer Engine "." angegeben ist, wird Scid sie
einfach im aktuellen Verzeichnis starten.
</p>
<p>
Wenn also eine Engine, die in Scid laufen sollte, nicht startet,
versuchen Sie es mit anderen Verzeichniseinstellungen. Um zu vermeiden,
da� Engines Logdateien in vielen verschiedenen Verzeichnissen erstellen,
empfehle ich, Engines im Verzeichnis der Scid-Benutzerdateien zu starten
(da, wo sich die Datei <b>scid.exe</b> bei Windows befindet bzw.
<b>~/.scid/</b> bei Unix); in der Dialogbox f�r die Engine-Einstellungen
gibt es einen Schalter <b>scid.exe dir</b> f�r Windows bzw. <b>~/.scid</b>
f�r Unix, mit dem Sie die Engine in diesem Verzeichnis starten lassen
k�nnen.
</p>

<h3>Training</h3>
<p>
Mit dem Schalter <b>Training</b> k�nnen Sie gegen die Analyse-Engine
spielen. Die Bedenkzeit f�r jeden Zug ist fest vorgegeben und die
Analyse-Ergebnisse werden nicht angezeigt, wenn der Trainingsmodus
eingeschaltet ist.
</p>

<h3>Partie kommentieren</h3>
<p>
Der Schalter <b>Variante hinzuf�gen</b> im Analysefenster f�gt die
laufende Bewertung und beste Variante als neue Variante der Partie hinzu.
</p>
<p>
Man kann das f�r mehrere Z�ge mit dem Schalter <b>Kommentieren</b>
automatisieren. Sie werden zur Eingabe einiger Kommentar-Optionen
aufgefordert, dann wird in den Autoplay-Modus geschaltet.
Wenn der Autoplay-Modus aktiviert und das Analysefenster ge�ffnet ist,
wird die beste Variante mit Stellungsbewertung zu jeder Position
hinzugef�gt, da sich der Autoplay-Modus durch die Partie bewegt.
Nur Stellungen von der aktuellen Stellung bis zum Partieende (oder bis
zum Abbruch des Autoplay-Modus) werden kommentiert, so da� Sie Kommentare
zu Er�ffungsz�gen unterdr�cken k�nnen, indem Sie vor Aktivierung des
Autoplay-Modus zu einer Mittelspielstellung gehen.
</p>
<p>
Die automatische Kommentierung kann jederzeit durch Ausschalten des
Autoplayer-Modus abgebrochen werden, z.B. durch Dr�cken der
<b>Esc</b>-Taste im Hauptfenster.
</p>
<p>
Zur Vereinfachung steht der <b>Kommentar</b>-Schalter nur in dem Fenster
zur Verf�gung, das als erste Analyse-Engine ge�ffnet wurde. Wenn Sie
eine Engine als Analyse-Engine Nr.2 �ffnen, k�nnen Sie sie nicht zur
Partiekommentierung nutzen.
</p>

<h3>Das Analysebrett</h3>
<p>
Anklicken des Schachbrett-Icons in einem Analysefenster zeigt oder
versteckt das Analysebrett, welches die Position nach der aktuell
besten Variante der Engine zeigt. Das funktioniert f�r die meisten
Scid-kompatiblen Engines, aber nicht unbedingt f�r alle; es h�ngt
ganz davon ab, welche Zugnotation eine Engine verwendet.
</p>

<h3>Engine-Priorit�t</h3>
<p>
Falls eine Engine zu viel CPU-Zeit verbraucht und die Benutzung von
Scid oder anderen Applikationen beeintr�chtigt, kann das Einschalten
der Checkbox <b>Niedrige CPU-Priorit�t</b> helfen; es weist der
Engine eine geringe Priorit�t f�rs Proze�-Scheduling zu.
</p>

<h3>Schnittstellen-Details</h3>
<p>
F�r die Benutzung des Analysefensters ben�tigen Sie ein Schachprogramm,
welches das <term>UCI</term> oder <term>WinBoard/Xboard</term>-Protokoll unterst�tzt.
</p>
<p>
Bei Winboard-Engines sendet Scid beim Programmstart die Befehle <b>xboard</b>, <b>post</b> und
<b>protover 2</b> zur Engine, und nutzt die Befehle <b>setboard</b>
und <b>analyze</b> zur effizienteren Kommunikation, wenn die Engine in
ihrer Antwort anzeigt, da� sie diese unterst�tzt.
Wenn die Engine den Befehl <b>setboard</b> nicht unterst�tzt, wird sie
f�r Partien, die nicht mit der Standard-Ausgangsstellung beginnen, keine
Analysen liefern k�nnen.
</p>
<p>
Programmen, die den Befehl <b>analyze</b> nicht unterst�tzen, sendet
Scid nach jeder �nderung der Stellung folgende Kommandos: <b>new</b>
und <b>force</b>, dann die Partiez�ge zur aktuellen Position, danach
<b>go</b>.
</p>
<p>
Bob Hyatt's exzellentes frei verf�gbares Schachprogramm <term>Crafty</term>
benutze und empfehle ich zur Analyse mit Scid. Aber auch andere WinBoard-
oder XBoard-kompatible Programme sind erfolgreich getestet worden.
Ein paar Websites zum Herunterladen einiger Engines sind nachfolgend
aufgef�hrt.
</p>
<p>
Crafty:
<url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url>
</p>
<p>
wbec-ridderkerk.nl (mit vielen Links auf aktuelle Schach-Engines):
<url http://wbec-ridderkerk.nl/html/lastupdates.htm>http://wbec-ridderkerk.nl/html/lastupdates.htm</url>
</p>
<p>
Gnuchess:
<url http://www.gnu.org/software/chess/chess.html>http://www.gnu.org/software/chess/chess.html</url>
</p>
<p>
The Crazy Bishop:
<url http://remi.coulom.free.fr/>http://remi.coulom.free.fr/</url>
</p>

<p><footer>(Aktualisiert: Scid 3.6.21, Dezember 2007)</footer></p>
}


###############################
### Comment editor window help:

set helpTitle(D,Comment) "Kommentareditor"
set helpText(D,Comment) {<h1>Der Kommentareditor</h1>
<p>
Mit dem Kommentareditor k�nnen Sie den Z�gen der aktuellen Partie
Kommentare und symbolische Kommentarzeichen hinzuf�gen.
</p>

<h3>Kommentarzeichen</h3>
<p>
Scid verwendet den <a Author Related>PGN-Standard</a> f�r
Kommentarzeichen und akzeptiert <a NAGs>NAG</a>-Werte f�r Anmerkungen
(NAG = numeric annotation glyph, "numerisches Anmerkungszeichen").
Einige der meistgebr�uchlichen Symbole (wie "!" oder "+-") werden als
solche ausgegeben und haben zur schnelleren Eingabe einen Schalter im
Kommentareditor. F�r andere Symbole k�nnen Sie den jeweiligen numerischen
NAG-Wert, eine Zahl von 1 bis 255, eingeben. Zum Beispiel bedeutet
der NAG-Wert 36 "Wei� besitzt die Initiative" und wird im
<a PGN>PGN-Text</a> der Partie als "$36" ausgegeben.
</p>
<p>
Zu den NAG-Werten, die durch den PGN-Standard definiert werden,
siehe auch die Hilfeseite <a NAGs>NAG-Werte</a>.
</p>
<p>
<b>Hinweis:</b> Sie k�nnen die �blichen Bewertungssymbole f�r Schachz�ge
(!, ?, !!, ??, !? und ?!) direkt im Haupfenster eingeben, ohne den
Kommentareditor zu verwenden, indem Sie das jeweilige Symbol gefolgt
von der [Eingabe]-Taste eintippen.
Das ist besonders n�tzlich beim <a Moves>Schachz�ge eingeben</a>
�ber die Tastatur.
</p>

<h3>Kommentare</h3>
<p>
Sie k�nnen Kommentare im bereitgestellten Textbereich editieren und
dabei die Leeren-, Umkehren- und Speichern-Schalter verwenden.
Sie brauchen den Schalter "Speichern" nicht anzuklicken, um einen Kommentar
zu aktualisieren; dies geschieht automatisch, wann immer Sie zu einer
anderen Partiestellung gehen.
</p>

<h3>Felder einf�rben</h3>
<p>
Sie k�nnen jedes Feld mit einer beliebigen Farbe einf�rben, indem Sie
ein besonderes, an irgendeiner Stelle im Kommentar eingebettetes
Kommando verwenden. Das Format dieses Kommandos ist:
</p>
<ul>
<li><b>[%mark feld farbe]</b> ,<li>
</ul>
<p>
wobei <b>feld</b> ein Feldname wie d4 ist und <b>farbe</b> irgendeine
bekannte Farbbezeichnung (wie etwa red, blue4, darkGreen,
lightSteelBlue, etc.) oder ein RGB-Code (ein <b>#</b> gefolgt von 6
Hexadezimalziffern, wie z.B. #a0b0c8). Die Standardfarbe,
falls die Farbangabe weggelassen wird, ist <red>Rot</red>.
</p>
<p>
Ein Kommentar kann eine beliebige Anzahl von Farbkommandos enthalten,
aber jedes mu� ein eigenes <b>[%mark ...]</b>-Tag-Feld haben.
Beispielsweise wird der Kommentartext</p>
<p>
  "Jetzt ist d6 [%mark d6] geschw�cht und kann vom Springer auf
  b5 [%mark b5 #000070] angegriffen werden."
</p>
<p>
das Feld d6 <red>rot</red> und das Feld b5 in der dunkelblauen Farbe
<darkblue>#000070</darkblue> einf�rben.
</p>

<h3>Pfeile einzeichnen</h3>
<p>
Sie k�nnen mit einem speziellen Kommentar-Kommando, �hnlich dem oben
beschriebenen zum F�rben von Feldern, einen Pfeil von einem Feld zum
anderen zeichnen.
Das Format ist:
</p>
<ul>
<li><b>[%arrow vonFeld nachFeld farbe]</b><li>
</ul>
<p>
wobei <b>vonFeld</b> und <b>nachFeld</b> Feldbezeichnungen wie d4
sind und <b>farbe</b> ein bekannter Farbname (wie z.B. red, blue4, etc.)
oder RGB-Code (wie #a0b0c0) ist.
Ohne Farbangabe wird standardm��ig <red>Rot</red> genommen.
</p>
<p>
Beispiel: Der Kommentartext
</p>
<p>
"Springer auf c3 und L�ufer auf c4 kontrollieren das schwache Feld d5.
 [%arrow c3 d5 red] [%arrow c4 d5 blue]"
</p>
<p>
zeichnet einen roten Pfeil von c3 nach d5 und einen blauen von c4 nach d5.
</p>

<p><footer>(Aktualisiert: Scid 3.2, Februar 2002)</footer></p>
}


###########################
### Crosstable window help:

set helpTitle(D,Crosstable) "Kreuztabelle"
set helpText(D,Crosstable) {<h1>Das Kreuztabellenfenster</h1>
<p>
Das Kreuztabellenfenster zeigt die Turnierkreuztabelle zur aktuellen
Partie. Jedesmal, wenn sie das Fenster aktualisieren (indem Sie den
"Aktualisieren"-Schalter anklicken, im Kreuztabellenfenster die
[Eingabe]-Taste dr�cken oder im <a MainWindow>Haupt</a>- oder
<a GameList>Partielisten</a>-Fenster die Tastenkombination
<b>[Strg]-[Umschalt]-X</b> bet�tigen), sucht Scid alle Partien
vom selben Turnier wie die aktuelle Partie.
</p>
<p>
Jede Partie, die bis zu <b>drei Monate vor oder nach</b> der aktuellen
Partie gespielt wurde und <b>exakt dieselben Turnier- und Ortsangaben</b>
enth�lt, wird als Partie dieses Turniers betrachtet.
</p>
<p>
Ein Einfachklick mit der linken Maustaste auf irgendein Ergebnis in der
Kreuztabelle l�dt die entsprechende Partie.
Sie k�nnen alle Partien des Turniers mit dem Schalter
<b>Zum Filter addieren</b> des Kreuztabellenfensters zum
<a Searches Filter>Filter</a> hinzuf�gen.
</p>

<h4>Men�s des Kreuztabellenfensters</h4>
<p>
Im <menu>Datei</menu>-Men� k�nnen Sie die aktuelle Tabelle im Text-,
LaTeX- oder HTML-Format in eine Datei ausgeben.
</p>
<p>
Das <menu>Ausgabe</menu>-Men� erlaubt Ihnen, das Tabellenformat
auszuw�hlen: <b>Jeder gegen jeden</b>, <b>Schweizer System</b>,
<b>K.o.-System</b> oder <b>Automatisch</b>.
</p>
<p>
Das Format "Jeder gegen jeden" (f�r Rundenturniere) ist auf 30 Spieler
limitiert, aber "Schweizer System" (f�r Turniere mit vielen Spielern)
kann bis zu 200 Spieler und 20 Runden ausgeben. Die Standardeinstellung
ist <b>Automatisch</b>, was f�r jedes Turnier das beste Format ausw�hlt.
</p>
<p>
Beachten Sie, da� Scid den <b>Runden</b>-Eintrag jeder Partie verwendet,
um eine Kreuztabelle nach Schweizer System zu erstellen, Sie werden daher
keine Partien in der Schweizer-System-Tabelle sehen, wenn sie keine
numerischen Runden-Angaben haben:  1, 2, 3, etc.
</p>
<p>
Im Ausgabe-Men� k�nnen Sie auch das Format der Datenausgabe nach Ihren
W�nschen einstellen, um Wertungszahlen, L�nder oder Titel ein- oder
auzublenden. Sie k�nnen auch w�hlen, ob beim Schweizer System die
Farbzuteilung angezeigt werden soll.
</p>
<p>
Die Option <b>Punktgruppen</b> wirkt sich nur dann auf das Aussehen der
Tabelle aus, wenn die Spieler nach Punkten sortiert werden: sie bewirkt
das Einf�gen einer Leerzeile zwischen Spielergruppen mit gleicher Punktzahl.
</p>
<p>
Das Men� <menu>Sortieren</menu> erlaubt es Ihnen, die Spieler nach
Namen, Elo-Zahlen oder Punkten zu sortieren; Standardeinstellung ist
nach Punkten.
</p>
<p>
Das <menu>Farben</menu>-Men� erm�glicht es Ihnen, Farbausgabe (Hypertext)
ein- oder auszuschalten. Da es sehr zeitaufwendig ist, gro�e Kreuztabellen
in HTML zu formatieren und auszugeben, wird Ihnen die Option <b>Text</b>
bei gro�en Turnieren eine Menge Zeit einsparen.
Allerdings k�nnen Sie im Text-Modus keine Spieler oder Partien anklicken.
</p>

<h4>Dubletten in Kreuztabellen</h4>
<p>
Um sinnvolle Resultate mit der Kreuztabelle zu erzielen, sollten Sie
Dubletten zum L�schen markieren, und Ihre Partien sollten eine
einheitliche Schreibweise f�r Spieler-, Orts- und Turniernamen haben.
Zu Hilfen beim L�schen der Dubletten und Editieren (oder �berpr�fen
der Schreibweisen) von Spieler-, Turnier-, Ortsnamen siehe die Seite
<a Maintenance>Datenbank-Wartung</a>.
</p>

<p><footer>(Aktualisiert: Scid 3.1, Dezember 2001)</footer></p>
}


###########################
### Database switcher help:

set helpTitle(D,Switcher) "Datenbank-Umschalter"
set helpText(D,Switcher) {<h1>Der Datenbank-Umschalter</h1>
<p>
Der Datenbank-Umschalter bietet eine Darstellung, die es besonders
einfach macht, zwischen Datenbanken zu wechseln oder Dateien zu kopieren.
Der Name, <a Searches Filter>Filter</a>-Status und Icon jeder Datenbank
werden angezeigt, und die aktive Datenbank ist durch einen gelben
Hintergrund hervorgehoben.
</p>
<p>
Sie k�nnen den Datenbank-Umschalter aus dem <menu>Fenster</menu>-Men�
starten oder durch die Tastenkombination <b>Strg+D</b>.
</p>
<p>
Um alle ausgew�hlten (gefilterten) Dateien einer Datenbank in eine andere
zu kopieren, ziehen Sie sie mit gedr�ckter linker Maustaste in das Zielfeld.
Sie sehen dann eine Nachfrage (falls die Zieldatenbank nicht die
<a Clipbase>Ablage</a> ist), ob die Dateien kopiert werden sollen, oder
eine Fehlermeldung, falls die Dateien nicht kopiert werden k�nnen
(z.B. wenn die gew�hlte Datenbank nicht ge�ffnet ist).
</p>
<p>
Dr�cken Sie die rechten Maustaste �ber einer Datenbank, erscheint ein
Kontextmen� zu dieser Datenbank, mit dem Sie das Datenbank-Icon �ndern oder
den <a Searches Filter>Filter</a> zur�cksetzen k�nnen.
In diesem Men� k�nnen Sie auch die Fensterausrichtung �ndern (um die
Datenbankfelder vertikal oder horizontal anzuordnen), was f�r kleinere
Bildschirme recht n�tzlich ist.
</p>

<p><footer>(Aktualisiert: Scid 3.1, Dezember 2001)</footer></p>
}


######################
### Email window help:

set helpTitle(D,Email) "Email-Fenster"
set helpText(D,Email) {<h1>Das Email-Fenster</h1>
<p>
Scids Email-Manager erm�glicht es Ihnen, Ihre Email-Fernschachkorrespondenz
zu verwalten.
Wenn Sie kein Email-Schach  spielen, ist dies f�r Sie nicht von
Interesse. Aber wenn Sie Fernschach per Email spielen, k�nnen Sie
Ihre Email-Nachrichten direkt von Scid aus versenden!
</p>
<p>
Um den Email-Manager zu benutzen:
<ul>
<li><b>1)</b> Erstellen Sie die Partie(en) f�r Ihren Gegner
    in der Datenbank. </li>
<li><b>2)</b> W�hlen Sie <b>Hinzuf�gen</b> im Email-Manager und geben
    Sie die Daten Ihrer Gegner ein: Name, Email-Adresse und die Zahl
    der Partien in der Datenbank. </li>
<li><b>3)</b> W�hlen Sie <b>Email versenden</b> im Email-Fenster, wenn
    Sie Partiez�ge ausgef�hrt haben und eine Nachricht versenden wollen. </li>
</ul>

<p>
Wenn Sie eine E-Mail verschicken, erstellt Scid die Nachricht mit den
Partien im PGN-Format <b>ohne</b> jegliche Kommentare, Anmerkungen oder
Varianten, denn Sie wollen Ihrem Gegner in der Regel nicht Ihre Analysen
zeigen.  Bevor Sie die Nachricht verschicken, k�nnen Sie sie noch
editieren, um bedingte Z�ge oder sonstigen Text hinzuzuf�gen.
</p>
<p>
F�r jeden Gegner k�nnen Sie eine beliebige Anzahl von Partien haben;
meistens sind es eine oder zwei. Beachten Sie, da� Scid nicht �berpr�ft,
ob sich die Zahl der Partien ge�ndert hat. Passen Sie also auf, da� Sie
nicht Partien l�schen oder die Datenbank sortieren, nachdem Sie die Daten
Ihrer Gegner eingegeben haben, denn das w�rde die Partien umstellen und
die Partienummern f�r Ihre Gegner w�ren nicht mehr korrekt.
</p>

<h3>Einschr�nkungen</h3>
<p>
Scid besitzt noch nicht die F�higkeit, Ihren E-Mail-Ordner zu �berpr�fen,
Sie m�ssen daher die Z�ge Ihrer Kontrahenten manuell eingeben.
</p>

<h3>Konfiguration</h3>
<p>
Eine Kopie jeder von Scid gesendeten E-Mail wird in der Datei
<b>~/.scid/scidmail.log</b> gespeichert. Wenn
Sie sie in einer anderen Datei speichern m�chten, m�ssen Sie die Datei
<b>tcl/start.tcl</b> bearbeiten und Scid neu erstellen ("make scid").
</p>
<p>
Scid kann E-Mails �ber einen SMTP-Server oder mit sendmail versenden.
Mit dem Schalter <b>Einstellungen</b> im E-Mail-Manager k�nnen Sie
ausw�hlen, welche M�glichkeit Sie verwenden wollen.
</p>
<p>
Scid speichert die Daten Ihrer Gegner f�r eine Datenbank in einer Datei
mit demselben Namen wie die Datenbank und der Endung "<b>.sem</b>".
</p>

<p><footer>(Aktualisiert: Scid 3.0, November 2001)</footer></p>
}


############################
### File Finder window help:

set helpTitle(D,Finder) "Dateifinder"
set helpText(D,Finder) {<h1>Das Dateifinderfenster</h1>
<p>
Der <term>Dateifinder</term> hilft Ihnen, Dateien jedes von Scid
benutzten Typs zu finden:  Datenbanken, <a PGN>PGN</a>-Dateien,
<a EPD>EPD</a>-Dateien und <a Repertoire>Repertoire</a>-Dateien.
</p>
<p>
Der Finder zeigt Ihnen n�tzliche Informationen zu jeder Datei, wie
etwa ihre Gr��e (siehe unten) und Datum der letzten Modifikation.
Sie k�nnen jede angezeigte Datei durch einen linken Mausklick �ffnen.
</p>

<h3>In Unterverzeichnissen nachsehen</h3>
<p>
Wenn Sie alle Dateien in allen Unterverzeichnissen des aktuellen
Verzeichnisses finden wollen, schalten Sie <b>Unterverzeichnisse
beachten</b> ein. Dann durchsucht Scid rekursiv jedes Unterverzeichnis
nach Dateien, die Scid �ffnen kann. Wenn viele Unterverzeichnisse
vorhanden sind, kann dies eine Weile dauern, Sie sollten das also
nicht f�r ein Verzeichnis nahe dem Hauptverzeichnis des Dateisystems
tun. Sie k�nnen die Dateisuche mit dem <b>Stop</b>-Schalter unterbrechen.
</p>

<h3>Dateigr��en</h3>
<p>
Die Bedeutung der vom Finder angegebenen Dateigr��e h�ngt vom Typ der
Datei ab. F�r Scid-Datenbanken und -PGN-Dateien ist es die Anzahl der
Partien. F�r EPD-Dateien ist es die Anzahl der Positionen. F�r
Repertoiredateien ist es die Anzahl der (gew�hlten oder ausgeschlossenen)
Varianten.
</p>
<p>
F�r alle Dateitypen mit Ausnahme von Scid-Datenbanken ist die Dateigr��e
eine Sch�tzung durch Auswertung lediglich der ersten 64 Kilobytes der
Datei, die Gr��e ist daher f�r Dateien gr��er als 64 Kilobytes
m�glicherweise nicht korrekt. Gesch�tzte Gr��en werden mit einer Tilde
(~) angezeigt zum Zeichen daf�r, da� sie nicht exakt sind.
</p>

<p><footer>(Aktualisiert: Scid 2.7, September 2001)</footer></p>
}


#########################
### GameList window help:

set helpTitle(D,GameList) "Partieliste"
set helpText(D,GameList) {<h1>Das Partielistenfenster</h1>
<p>
Das Partielistenfenster gibt eine einzeilige Zusammenfassung jeder
Partie im aktuellen <term>Filter</term> aus.
</p>

<h3>Navigation in der Partieliste</h3>
<p>
Sie k�nnen in der Partieliste mit dem Schieberegler oder den vier
Schaltern unterhalb der Liste bl�ttern.
Sie k�nnen auch die Tasten [Pos1], [End], [Bild auf], [Bild ab] sowie
die Cursortasten verwenden, um mit der Tastatur zu scrollen.
</p>
<p>
Sie k�nnen die n�chste Partie in der Liste, die einen bestimmten
Text im Wei�-, Schwarz-, Turnier- oder Ortsfeld enth�lt, mit dem
<b>Text finden</b>-Eingabefeld finden.
</p>

<h3>Aktionen mit Partien in der Liste</h3>
<p>
Um eine Datei aus der Liste zu laden, klicken Sie sie doppelt mit
der linken Maustaste an.
Ein Klick mit der mittleren Maustaste zeigt die Anfangsz�ge der Partie;
das ist n�tzlich, wenn man vor dem Laden einer Partie die Er�ffnung
nachsehen will.
</p>
<p>
Die rechte Maustaste produziert ein Men� f�r die ausgew�hlte Partie,
in dem Sie die Partie l�schen (oder "entl�schen") oder aus dem Filter
ausschlie�en k�nnen. Beachten Sie, da� das L�schen einer Datei lediglich
ihre L�schmarkierung setzt; sie verbleibt solange in der Datenbank,
bis Sie diese <a Compact>komprimieren</a>.
</p>

<h3>Die Partieliste konfigurieren</h3>
<p>
Um die Partieliste zu konfigurieren, klicken Sie mit der linken oder
rechten Maustaste auf eine Spalten�berschrift. Sie k�nnen die Breite
ver�ndern, Spalten hinzuf�gen oder entfernen und die Farbe jeder
Spalte ver�ndern.
</p>
<p>
Wenn Sie nur die Spaltenbreite �ndern wollen, daf�r gibt es eine
Tastenkombination: klicken Sie bei gedr�ckter <b>[Strg]</b>- (oder
<b>[Umschalt]</b>)-Taste mit der linken Maustaste auf die
Spalten�berschrift, wird die Spalte kleiner, mit der rechten
Maustaste, wird sie breiter.
</p>

<h3>Gr��e der Partieliste �ndern</h3>
<p>
Die Gr��e der Partieliste wird jedesmal in der Optionsdatei gespeichert,
wenn Sie Ihre Einstellungen sichern.
Wenn Sie also wollen, da� die Dateiliste standardm��ig 10 Partien anzeigt,
ver�ndern Sie einfach die Gr��e des Partielistenfensters und w�hlen
dann <b>Optionen speichern</b> im <menu>Optionen</menu>-Men�.
</p>

<h3><name Browsing>Partien betrachten und mischen</name></h3>
<p>
Das Kontextmen� der Partieliste (und einiger andere Fenster, wie etwa
des <a Reports Opening>Er�ffnungsbericht</a>-Fensters und der Liste der
<a Tree Best>beste(n) Partien</a> des <a Tree>Zugbaum</a>-Fensters)
erlauben die Auswahl, eine Partie zu laden, zu betrachten oder zu
mischen.
</p>
<p>
Wenn <term>Partie betrachten</term> ausgew�hlt wird, werden die Z�ge
der ausgew�hlten Partie (ohne Kommentare oder Varianten) in einem
separaten Fenster ausgegeben. Das ist eine n�tzliche Methode, um eine
andere Partie im voraus anzuschauen, ohne die aktuell geladene Partie
zu ber�hren.
</p>
<p>
Die Funktion <term>Partie mischen</term> erm�glicht es, die ausgew�hlte
Partie als Variante der aktuellen Partie einzuf�gen. Scid findet den
letztm�glichen Zeitpunkt, wo die gew�hlte Partie von der aktuellen
abweicht (unter Ber�cksichtigung von Zugumstellungen), und f�gt an
dieser Position eine Variante ein. Sie k�nnen die Zahl der angezeigten
Z�ge der gew�hlten Partie �ndern, je nachdem, ob Sie die ganze Partie
oder nur die Er�ffnungsphase hinzuf�gen wollen.
</p>

<p><footer>(Aktualisiert: Scid 3.2, Februar 2002)</footer></p>
}


#######################
### Import window help:

set helpTitle(D,Import) "Importfenster"
set helpText(D,Import) {<h1>Das Importfenster</h1>
<p>
Scids Importfenster erm�glicht es Ihnen, auf einfache Weise eine
Partie im <a PGN>PGN-Format</a> aus einer anderen Anwendung oder
einem anderen Fenster in Scid einzuf�gen.
</p>
<p>
In den gro�en Fensterbereich tippen oder f�gen Sie den Partietext im
PGN-Format ein, und im grauen Bereich darunter erscheinen
Fehlermeldungen oder Warnungen.
</p>

<h3>Die aktuelle Partie im Importfenster bearbeiten</h3>
<p>
Das Importfenster bietet auch eine weitere, bequeme M�glichkeit f�r
�nderungen an der aktuellen Partie: Sie k�nnen die aktuelle Partie in
das Importfenster einf�gen (mit dem Schalter <b>Aktuelle Partie
einf�gen</b>), den Text editieren und danach auf <b>Import</b> klicken.
</p>

<h3>PGN-Tags im Importfenster</h3>
<p>
Scid erwartet PGN-Eintr�ge ("header tags") wie
<ul>
<li> <b>[Result "*"]</b> </li>
</ul>
vor den Z�gen, aber Sie k�nnen auch ein Partiefragment wie
<ul>
<li> <b>1.e4 e5 2.Bc4 Bc5 3.Qh5?! Nf6?? 4.Qxf7# 1-0</b> </li>
</ul>
ohne PGN-Tags einf�gen, und Scid wird es importieren.
</p>

<h3>PGN-Dateien in Scid verwenden</h3>
<p>
Wenn Sie eine PGN-Datei in Scid verwenden wollen, ohne sie vorher mit
<a Pgnscid>pgnscid</a> zu konvertieren, gibt es zwei M�glichkeiten.
</p>
<p>
Zum einen k�nnen Sie die Partien der Datei mit der Men�-Option
<menu>Werkzeuge: Datei mit PGN-Partien importieren ...</menu> importieren.
</p>
<p>
Die Alternative w�re, die PGN-Datei direkt in Scid zu �ffnen. Allerdings
werden PGN-Dateien nur zum Lesen ge�ffnet und ben�tigen mehr Speicher als
eine vergleichbare Scid-Datenbank, diese M�glichkeit ist also nur f�r
relativ kleine PGN-Dateien zu empfehlen.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


########################
### Reports help:

set helpTitle(D,Reports) "Berichte"
set helpText(D,Reports) {<h1>Berichte</h1>
<p>
Bei Scid ist ein <term>Bericht</term> ein Dokument, das Informationen �ber
eine bestimmte Position und/oder einen bestimmten Spieler enth�lt. Scid
kann zwei Berichtstypen erstellen: Er�ffnungsberichte und Spielerberichte.
</p>

<h3><name Opening>Er�ffnungsberichte</name></h3>
<p>
Scid kann einen <term>Er�ffnungsbericht</term> erstellen, der interessante
Informationen �ber die aktuelle Er�ffnungsposition ausgibt. Um den
Er�ffnungsbericht zu erstellen, vergewissern Sie sich als erstes, da� die
dargestellte Position auch die ist, f�r die Sie den Bericht haben wollen,
dann w�hlen Sie <b>Er�ffnungsbericht</b> im Men� <menu>Werkzeuge</menu>.
</p>
<p>
Das <term>Er�ffnungsberichts</term>-Fenster gibt die Ergebnisse des von
Scid erstellten Berichts aus. Das <b>Datei</b>-Men� enth�lt Optionen,
um den Bericht in einer Datei zu speichern, im Text-, HTML- oder
<a LaTeX>LaTeX</a>-Format.
</p>
<p>
Die ersten Abschnitte des Berichts pr�sentieren Informationen zu den
Partien, die die Berichtsposition erreicht haben, und zu den Z�gen, die
in dieser Stellung gespielt wurden. Sie k�nnen erkennen, ob die Er�ffnung
popul�rer wird, ob sie zu vielen Kurzremisen f�hrt und mit welchen
Zugfolgen (Zugumstellungen) sie erreicht wird.
</p>
<p>
Der Abschnitt �ber positionelle Themen informiert �ber die H�ufigkeit
bestimmter typischer Themen der Berichtspartien. Zu diesem Zweck werden
die ersten 20 Z�ge (also die ersten 40 Positionen ab Ausgangsstellung)
jeder Partie untersucht. Um als eine Partie eingestuft zu werden, die
ein bestimmtes Thema enth�lt, mu� dieses Thema mindestens viermal
innerhalb der ersten 20 Z�ge der Partie vorkommen. Damit wird vermieden,
da� durch kurzzeitiges Auftreten eines Themas (wie etwa ein isolierter
Damenbauer, der sofort geschlagen wird) die Ergebnisse verf�lscht werden.
</p>
<p>
Der letzte und l�ngste Teil des Berichts ist die Theorie-Tabelle. Wenn Sie
den Bericht in einer Datei sichern, k�nnen Sie w�hlen, ob Sie nur die
Theorie-Tabelle, einen kompakten Bericht ohne die Theorie-Tabelle oder
den gesamten Bericht sichern wollen.
</p>
<p>
Fast alle Abschnitte des Berichts k�nnen mit den Er�ffnungsberichts-Optionen
eingestellt oder ein- und ausgeschaltet werden, Sie k�nnen also den
Bericht so anpassen, da� er nur die f�r Sie interesanten Informationen
enth�lt.
</p>
<p>
Bei den meisten Informationen im Berichtsfenster, die farbig dargestellt
sind, f�hrt ein linker Mausklick zu einer Aktion. Zum Beispiel k�nnen Sie
eine angef�hrte Partie durch Anklicken laden oder den Filter durch
Klicken auf ein Positionsthema so einstellen, da� er nur die
Berichtspartien mit diesem Thema enth�lt.
</p>

<h4>Favoriten</h4>
<p>
Mit dem <menu>Favoriten</menu>-Men� des Berichtsfensters haben Sie die
M�glichkeit, eine Liste bevorzugter Er�ffnungsbericht-Positionen zu
verwalten und sehr einfach Berichte f�r genau diese Positionen zu
erstellen. Wenn Sie "Bericht hinzuf�gen..." im Favoriten-Men�
w�hlen, wird die aktuelle Stellung als besondere Berichtsposition
aufgenommen. Sie werden aufgefordert, einen Namen anzugeben, der dann
als Dateiname verwendet wird, wenn Favoritenberichte erstellt werden.
</p>
<p>
W�hlen Sie "Berichte erzeugen..." im Favoriten-Men�, um einen Bericht
f�r jede Ihrer bevorzugten Positionen aus der aktuellen Datenbank zu
erstellen. In einem Dialogfenster k�nnen Sie dann Typ und Format der
Berichte angeben sowie ein Verzeichnis, wo die Berichtsdateien
gespeichert werden sollen. Die passende Dateiendung f�r das gew�hlte
Ausgabeformat wird dann automatisch erg�nzt (z.B. ".html" f�r das
HTML-Format).
</p>

<h3><name Player>Spielerberichte</name></h3>
<p>
Ein <term>Spielerbericht</term> �hnelt sehr stark einem Er�ffnungsbericht,
enth�lt aber Informationen �ber Partien eines einzelnen Spielers mit
Wei� oder mit Schwarz. Sie k�nnen einen Spielerbericht �ber das
Werkzeuge-Men� oder aus dem <a PInfo>Spielerinformations</a>-Fenster
heraus erzeugen.
</p>
<p>
Ein Spielerbericht kann entweder f�r alle Partien eines bestimmten Spielers
mit einer bestimmten Farbe erstellt werden oder nur f�r die Partien, die
die aktuelle Stellung des Hauptfenster-Bretts erreicht haben.
</p>

<h3>Beschr�nkungen</h3>
<p>
F�r die meisten Berichtsdaten gibt es eine Beschr�nkung auf 2000 Partien,
wenn die Berichtsposition also mehr als 2000 Partien enth�lt, k�nnen
einige Resultate etwas ungenau sein.
</p>
<p>
Au�erdem gibt es ein Limit von 500 Partien f�r die Theorie-Tabelle. Wenn
die Berichtsposition in mehr als 500 Partien vorkommt, werden zur
Erstellung der Theorie-Tabelle nur die 500 Partien mit den h�chsten
durchschnittlichen Elo-Zahlen herangezogen. Die Anzahl der Partien zum
Aufbau der Theorie-Tabelle ist einstellbar.
</p>

<p><footer>(Aktualisiert: Scid 3.5, Februar 2003)</footer></p>
}


####################
### PGN window help:

set helpTitle(D,PGN) "PGN-Fenster"
set helpText(D,PGN) {<h1>Das PGN-Fenster</h1>
<p>
Scids PGN-Fenster gibt den Inhalt der aktuellen Partie in der
Standard-PGN-Darstellung aus. Im Partietext erscheinen Kommentare in
{geschweiften} und Varianten in (runden) Klammern.
</p>

<h3>PGN-Format</h3>
<p>
PGN (Portable Game Notation) ist ein verbreiteter Standard zum Transfer
von Schachpartien zwischen Computerprogrammen. Eine PGN-Partie besteht
aus zwei Abschnitten.
Der erste Teil ist der Vorspann ("Header"), der Eintragungen ("tags") wie
z.B.
<b>[White "Kasparov, Gary"]</b>
und
<b>[Result "1/2-1/2"]</b> enth�lt.
</p>
<p>
Der zweite Abschnitt enth�lt die eigentlichen Partiez�ge in
algebraischer Standardnotation (SAN) zusammen mit eventuellen Varianten,
<a NAGs>Kommentarsymbolen</a> und <a Comment>Kommentaren</a>.
</p>

<h3>Aktionen im PGN-Fenster</h3>
<p>
Sie k�nnen mit dem PGN-Fenster innerhalb der Partie navigieren: Mit
einem Linksklick auf einen Zug gehen Sie zu diesem Zug, mit einem
Linksklick auf einen Kommentar k�nnen Sie diesen editieren.
Die Cursortasten (sowie die Tasten <b>v</b> und <b>z</b> f�r
Variante beginnen bzw. verlassen) funktionieren zum Navigieren in der
Partie genau wie im Hauptfenster.
</p>

<h3>Einstellungen f�r PGN-Ausgabe</h3>
<p>
Das Men� des PGN-Fensters enth�lt Optionen, die die Ausgabe des Fensters
betreffen. Scid kann die Partie farbig oder als reinen Text darstellen
-- siehe das <menu>Ausgabe</menu>-Men� im PGN-Fenster.
Die farbige Darstellung ist leichter zu lesen und erlaubt Ihnen, Z�ge und
Kommentare mit der Maus auszuw�hlen, aber sie ist viel langsamer zu
aktualisieren. F�r sehr lange Partien sollten Sie vielleicht die
einfache Textausgabe w�hlen.
</p>
<p>
Auch das Format der Kommentare und Varianten k�nnen Sie ver�ndern,
indem Sie sie zwecks besserer �bersichtlichkeit einger�ckt oder in
separaten Zeilen ausgeben lassen.
</p>
<p>
Die PGN-Ausgabe-Optionen und die Gr��e des PGN-Fensters werden, wann
immer Sie <b>Optionen speichern</b> im <menu>Optionen</menu>-Men� w�hlen,
in der Konfigurationsdatei gesichert.
</p>

<p><footer>(Aktualisiert: Scid 3.1, Dezember 2001)</footer></p>
}


#######################
### Piece Tracker help:

set helpTitle(D,PTracker) "Figurenverteilung"
set helpText(D,PTracker) {<h1>Das Figurenverteilungsfenster</h1>
<p>
Die <term>Figurenverteilung </term> bzw. das Figurenverteilungsfenster
ist ein Werkzeug, um die Bewegungen bestimmter Figuren in allen Partien
des aktuellen Filters nachzuvollziehen und ein Bewegungsmuster (eine
"Fu�spur") zu erstellen, das aufzeigt, wie oft jedes Feld von dieser
Figur besetzt wurde.
</p>
<p>
Um die Figurenverteilung zu benutzen, vergewissern Sie sich zuerst, da�
der Filter die Partien enth�lt, die Sie interessieren, z.B. Partien mit
einer bestimmten Er�ffnungsposition oder alle Wei�-Partien eines
bestimmten Spielers. Dann w�hlen Sie die Figur, deren Bewegung Sie
nachvollziehen wollen, und w�hlen die unten im Text erl�uterten Optionen.
Danach klicken Sie auf den Schalter <b>Aktualisieren</b>.
</p>
<p>
Die Information �ber die Figurenbewegungen wird auf zwei Arten dargestellt:
eine grafische "Fu�spur" und eine Liste mit einer Textzeile pro Feld.
</p>

<h3>Auswahl der Figur</h3>
<p>
Die Schachfiguren sind unterhalb der "Karte" f�r die "Fu�spur" gem�� der
Ausgangsstellung angeordnet. Eine einzelne Figur (wie etwa der wei�e
Springer b1 oder der schwarze Bauer d7) kann mit der linken Maustaste
ausgew�hlt werden, alle Figuren von gleichem Typ und gleicher Farbe
(wie z.B. alle wei�en Bauern oder beide schwarzen T�rme) mit der
rechten Maustaste.
</p>

<h3>Weitere Einstellungen</h3>
<p>
Der Zugnummer-Bereich kontrolliert, wann die Figurenverfolgung anfangen
und enden soll. Die Standardeinstellung 1-20 (d.h. die Verfolgung endet
nach dem 20. Zug von Schwarz) ist gut geeignet zur Untersuchung von
Er�ffnungsthemen, aber (z.B.) ein Bereich von 15-35 w�re besser, wenn
man Entwicklungen im Mittelspiel betrachten will.
</p>
<p>
Es k�nnen zwei Arten von Statistiken erstellt werden:
<ul>
<li> <b>% der Partien mit Zug auf das Feld</b>: zeigt, welcher Anteil
     an Filterpartien einen Zug der zu beobachtenden Figur auf jedes
     Feld enth�lt. Das ist die Standardeinstellung und normalerweise
     die beste Wahl.
<li> <b>% der Zeit auf jedem Feld</b>: zeigt den Anteil der
     Verweildauer der zu beobachtenden Figur auf jedem Feld.
</ul>
</p>

<h3>Hinweise</h3>
<p>
Es gibt (mindestens) drei gute Verwendungsm�glichkeiten f�r die
Figurenverteilung: Er�ffnungsvorbereitung, Mittelspielthemen und
Spielervorbereitung.
</p>
<p>
F�r die Er�ffnungsvorbereitung verwenden Sie die Figurenverteilung
zusammen mit dem <a Tree>Zugbaum</a>. Indem Sie die Bewegungen von
Figuren nachvollziehen, k�nnen Sie Entwicklungen in der aktuellen
Er�ffnung erkennen, beispielsweise �bliche Bauernvorst��e,
Springervorposten und die h�ufigsten L�uferplazierungen. Dabei ist es
hilfreich, den Zugbereich nach dem aktuellen Partiezug beginnen zu
lassen, so da� die Z�ge, die zur aktuellen Stellung f�hrten, nicht in
die Statistik einflie�en.
</p>
<p>
F�r Mittelspielthemen kann die Figurenverteilung n�tzlich sein, wenn
der Filter einen bestimmten Elo-Bereich enth�lt (mit der
<a Searches Header>Partiedaten-Suche</a>) oder vielleicht ein Muster
wie "Isolierter Damenbauer von Wei�"
(mit der <a Searches Material>Material/Muster-Suche</a>).
Stellen Sie den Zugbereich auf einen sinnvollen Wert ein (z.B. 20-40)
und verfolgen Sie Figuren, um beispielsweise Bauernvorst��e im sp�ten
Mittelspiel oder fr�hen Endspiel zu erkennen
</p>
<p>
Zur Spielervorbereitung verwenden Sie die
<a Searches Header>Partiedaten-Suche</a> oder die
<a PInfo>Spieler-Information</a>, um alle Partien einer Farbe eines
bestimmten Spielers zu finden. Die Figurenverteilung kann dann genutzt
werden um z.B. festzustellen, wie gern der Spieler L�ufer fianchettiert,
lang rochiert oder einen Bauernkeil bis d5 oder e5 treibt.
</p>

<p><footer>(Aktualisiert: Scid 3.3, April 2002)</footer></p>
}

#####################
### Player List help:

set helpTitle(D,PList) "Spielersuche"
set helpText(D,PList) {<h1>Der Spielerfinder</h1>
<p>
Der <term>Spielerfinder</term> gibt eine Namensliste von Spielern
aus der aktuellen Datenbank aus. Die Auswahl eines Spielers �ffnet
das <a PInfo>Spieler-Informations</a>-Fenster mit detaillierteren
Informationen �ber diesen Spieler.
</p>
<p>
Es werden 5 Spalten ausgegeben, die jeweils den Namen, die h�chste
Elo-Zahl, Anzahl der gespielten Partien sowie das Jahr der
�ltesten und neueste Partie anzeigen.
Ein Klick auf eine Spalten-�berschrift sortiert die Liste nach
dieser Spalte.
</p>
<p>
Die Kontrollschalter unterhalb der Liste erm�glichen Ihnen, den
Inhalt der Liste zu filtern. Sie k�nnen die maximale Listengr��e
�ndern, einen Spielernamen-Anfang eingeben (Gro�-/Kleinschreibung
wird ignoriert, z.B. sucht "ada" nach "Adams") sowie den
Elozahlen-Bereich oder die Anzahl der gespielten Partien eingrenzen.
</p>

<p><footer>(Aktualisiert: Scid 3.4, August 2002)</footer></p>
}

#####################
### Player Info help:

set helpTitle(D,PInfo) "Spielerinformation"
set helpText(D,PInfo) {<h1>Die Spieler-Information</h1>
<p>
Das Fenster <term>Spieler-Information</term> wird jedesmal aufgebaut
oder aktualisiert, wenn Sie im Informationsbereich (unterhalb des
Schachbretts) oder im <a Crosstable>Kreuztabellen</a>-Fenster mit der
linken Maustaste auf einen Spielernamen klicken.
</p>
<p>
Es gibt (hoffentlich) n�tzliche Informationen �ber die Spieler aus,
einschlie�lich ihrer Erfolgsrate mit Wei� und Schwarz, ihrer bevorzugten
Er�ffnungen (nach <a ECO>ECO-Code</a>) und ihrer Elo-Entwicklung.
</p>
<p>
Jede Prozentangabe ist das Ergebnis, das man aus Sicht des Spielers
erwartet (Erfolgsrate) -- d.h. ein h�herer Wert ist f�r die Spieler
immer besser, ob als Wei� oder Schwarz.
</p>
<p>
Sie k�nnen die ELO-Entwicklung des Spielers grafisch dargestellt
sehen, wenn Sie die Taste <a Graphs Rating>ELO-Zahl-Verlauf</a> anklicken.
</p>
<p>
Jede rot dargestellte Zahl k�nnen Sie mit der linken Maustaste anklicken,
um den <a Searches Filter>Filter</a> so einzustellen, da� er die
entsprechenden Partien enth�lt.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


###########################
### Repertoire editor help:

set helpTitle(D,Repertoire) "Repertoire-Editor"
set helpText(D,Repertoire) {<h1>Der Repertoire-Editor</h1>
<p>
Mit dem Repertoire-Editor k�nnen Sie <term>Repertoire</term>-Dateien
erstellen, lesen oder bearbeiten. Eine Repertoiredatei ist eine Liste
der Er�ffnungspositionen, die Sie erreichen wollen oder zu vermeiden
suchen; Sie k�nnen sie zur Organisation Ihrer Er�ffnungspr�ferenzen
und zur Datenbanksuche in Scid verwenden.
</p>

<h3>Repertoire-Gruppen und -Varianten</h3>
<p>
Ein Repertoire enth�lt zwei Elementtypen: <term>Gruppen</term> und
<term>Varianten</term>. Gruppen sind nicht tats�chlich Teil Ihres
Repertoires; sie werden nur zur Strukturierung verwendet, so wie
Verzeichnisse Dateien auf einem Datentr�ger strukturieren.
</p>
<p>
In einem Repertoire gibt es in zwei Arten von Varianten:
<term>eingeschlossene</term> Varianten repr�sentieren Er�ffnungspositionen,
an denen Sie interessiert sind und die Sie erreichen wollen, und
<term>ausgeschlossene</term> Varianten, die Sie nicht spielen wollen
und zu vermeiden suchen.
Wenn Sie z.B. Angenommenes Damengambit (1.d4 d5 2.c4 dxc4) mit Schwarz
spielen und nach 3.e4 alle Z�ge <i>au�er </i> 3...Sf6 spielen, h�tten
Sie 1.d4 d5 2.c4 dxc4 3.e4 als eingeschlossene Variante und 1.d4 d5 2.c4
dxc4 3.e4 Sf6 als ausgeschlossene Variante.
</p>

<h3>Kommentare und Anmerkungen</h3>
<p>
Jede Gruppe oder Variante kann Kommentare enthalten. Es gibt zwei Typen:
kurze (einzeilige) Kommentare erscheinen (in Rot) in der
Repertoire-Hierarchie neben den Z�gen der Gruppe oder Variante, w�hrend
ein langer (mehrzeiliger) Kommentar nur angezeigt wird, wenn die Gruppe
oder Variante ausgew�hlt wird.
</p>

<h3>Das Fenster des Repertoire-Editors</h3>
<p>
Die <b>linke</b> Seite des Fensters zeigt die Repertoire-Hierarchie.
Sie k�nnen die Gruppendarstellung mit einem Klick auf den Ordner auf-
bzw. zuklappen, und mit einem Klick auf die Z�ge der Gruppen oder
Varianten w�hlen Sie diese aus und sehen ihre Kommentare.
Eingeschlossene Varianten werden mit einem blauen Haken angezeigt,
ausgeschlossene Varianten haben ein rotes Kreuz.
</p>
<p>
Wenn eine Variante oder Gruppe einen Kurzkommentar hat, wird er hinter
den Z�gen angezeigt. Wenn sie einen langen Kommentar hat, wird dies mit
<b><red>**</red></b> nach den Z�gen angezeigt. Bei den Gruppen steht
nach den Z�gen eine Zahl in Klammern, die die Anzahl der (ein- und
ausgeschlossenen) Varianten anzeigt, die sie jeweils enthalten.
</p>
<p>
Nach einem Rechtsklick auf eine Gruppe oder Variante erscheint ein Men�
mit den verf�gbaren Funktionen wie L�schen oder Status�nderung.
</p>
<p>
Die <b>rechte</b> Seite des Fensters besteht aus drei Bereichen. Der
erste enth�lt die Z�ge der gerade ausgew�hlten Variante oder Gruppe. Sie
k�nnen ihn mit der linken Maustaste anklicken, womit Sie die Z�ge in das
<a Import>Import</a>-Fenster einf�gen, was recht n�tzlich ist, um die
aktuelle Partie mit einer Variante des Repertoires beginnen zu lassen.
Der zweite Bereich enth�lt den Kurzkommentar der Variante oder Gruppe,
der dritte Bereich ihren langen Kommentar.
</p>

<h3>Gruppen und Varianten dem Repertoire hinzuf�gen</h3>
<p>
Um eine Variante oder Gruppe hinzuzuf�gen, f�hren Sie einfach ihre Z�ge
auf dem Schachbrett im Hauptfenster aus, w�hlen dann das Men�
<menu>Bearbeiten</menu> im Repertoire-Editor und f�gen sie als Gruppe,
eingeschlossene Variante oder ausgeschlossene Variante hinzu.
</p>
<p>
Um eine Gruppe oder Variante zu l�schen, klicken Sie sie mit der rechten
Maustaste an und w�hlen im erschienenen Men� das entsprechende Kommando.
</p>

<h3><name Search>Datenbanksuche mit Repertoire-Dateien</name></h3>
<p>
Das Men� <menu>Suchen</menu> des Repertoire-Editors erm�glicht es Ihnen,
mit dem Repertoire in der aktuellen Datenbank zu suchen. Jede Partie
wird mit den Positionen im Repertoire verglichen und nur dann erkannt,
wenn die <i>weitestverzweigte</i> Repertoire-Position f�r eine
<i>eingeschlossene</i> Variante gefunden wurde.
</p>
<p>
Sie k�nnen w�hlen, ob Sie nach dem gesamten Repertoire oder nur nach den
ausgegebenen Varianten suchen wollen. Die Suche nach den ausgegebenen
Varianten ist nur dann sinnvoll, wenn Sie nur nach einigen Varianten
des Repertoires suchen. Beispiel: Ein Repertoire habe zwei Hauptgruppen
auf der obersten Ebene, eine f�r 1.e4 und eine f�r 1.d4. Wenn Sie nur
an den e4-Varianten interessiert sind, klappen Sie einfach die Gruppe
1.d4 zu und suchen dann nur nach den ausgegebenen Varianten.
</p>

<h3>Weitere Hinweise</h3>
<p>
Eine Repertoire-Datei eignet sich sehr gut zum Finden neuer Partien in
Ihrem Er�ffnungssystem. Beispiel: Jedesmal, wenn Sie eine PGN-Datei
erhalten und sie Ihrer Haupt-Datenbank hinzuf�gen (wie etwa
die ausgezeichneten w�chentlichen PGN-Dateien von
<url http://www.chesscenter.com/twic/>The Week In Chess</url>),
�ffnen Sie einfach die PGN-Datei in Scid und f�hren eine Repertoire-Suche
durch. Dann k�nnen Sie die gefilterten Partien betrachten und haben
alle Partien, die in Ihrem Repertoire enthalten sind.
</p>
<p>
Sie sollten vielleicht zwei Repertoire-Dateien anlegen: eine f�r Schwarz
und eine f�r Wei�, so da� Sie mit jeder Datei getrennt suchen k�nnen.
</p>
<p>
Eine Repertoire-Datei kann von der Kommanozeile aus ge�ffnet werden,
zum Beispiel:<br>
<b>scid datenbank weiss.sor</b>
</p>
<p>
Sie k�nnen eine Repertoire-Datei (.sor) mit jedem Editor bearbeiten,
aber passen Sie auf, da� Sie nicht ihr Format ver�ndern, sonst kann
sie von Scid nicht geladen oder gesucht werden.
</p>

<p><footer>(Aktualisiert: Scid 2.6, August 2001)</footer></p>
}


##################################
### Tournament Finder window help:

set helpTitle(D,Tmt) "Turnierfinder"
set helpText(D,Tmt) {<h1>Der Turnierfinder</h1>
<p>
Der <term>Turnierfinder</term> erm�glicht es Ihnen, Turniere in der
aktuellen Datenbank zu finden. Er untersucht alle Datenbankpartien und
vergleicht Daten mit den gefundenen Turnieren. Es wird angenommen, da�
zwei Partien zum selben Turnier geh�ren, wenn sie denselben Turnier-
und Ortseintrag haben und innerhalb von drei Monaten gespielt wurden.
</p>
<p>
Sie k�nnen die Liste der Turniere durch die Anzahl der Spieler und
Partien, das Datum, die durchschnittliche Elo-Zahl und das Land
einschr�nken, wenn Sie die Felder unterhalb der Turnierliste ausf�llen
und dann auf <b>Aktualisieren</b> klicken.
</p>
<p>
Die ausgegebene Liste kann nach Datum, Spielerzahl, Partienzahl,
durchschnittliche Elo-Zahl, Ort, Turnier oder Nachname des Gewinners
sortiert werden. W�hlen Sie die Kategorie im
<menu>Sortieren</menu>-Men� oder klicken Sie auf die Spalten�berschrift,
um das Sortierkriterium zu �ndern.
</p>
<p>
Um die erste Partie eines der aufgef�hrten Turniere zu laden, klicken
Sie einfach mit der linken Maustaste, wenn die entsprechende Zeile
hervorgehoben ist. Damit wird auch das
<a Crosstable>Kreuztabellen</a>-Fenster aktualisiert, falls es ge�ffnet
ist.
Wenn Sie statt dessen die rechte Maustaste dr�cken, wird die Partie
geladen und das Kreuztabellenfenster ge�ffnet, auch wenn es vorher
geschlossen war.
</p>
<p>
Es ist eine gute Idee, zur Beschleunigung des Suchprozesses den
Datenbereich angemessen einzuschr�nken (z.B. h�chstens einige Jahre)
oder ein einzelnes Land auszuw�hlen (mit dem 3stelligen
Standard-L�ndercode). Damit wird die Zahl der Partien, die Scid bei
der Konstruktion von Turnieren aus den Partien ber�cksichtigen mu�,
au�erordentlich verringert.
</p>

<p><footer>(Aktualisiert: Scid 3.3, April 2002)</footer></p>
}


####################
### Tree window help:

set helpTitle(D,Tree) "Zugbaum"
set helpText(D,Tree) {<h1>Das Zugbaumfenster</h1>
<p>
Das <term>Zugbaum</term>-Fenster liefert Informationen �ber alle Z�ge,
die in der aktuellen Position in den Datenbankpartien gespielt wurden.
Im Zugbaum-Modus wird das Fenster automatisch aktualisiert, sowie sich
die Stellung im Hauptfenster �ndert. F�r gro�e Datenbanken ist das
evtl. etwas langsam.
</p>
<p>
Jedesmal, wenn das Zugbaumfenster aktualisiert wird, wird der
<a Searches Filter>Filter</a> zur�ckgesetzt, und nur die Partien, die
die die aktuelle Position enthalten, sind erfa�t.
</p>
<p>
Ein Klick mit der linken Maustaste auf einen Zug im Zugbaumfenster
f�gt diesen Zug der Partie hinzu.
</p>

<h3>Inhalt des Zugbaumfensters</h3>
<p>
Das Zugbaumfenster zeigt den <a ECO>ECO-Code</a> (falls vorhanden),
die H�ufigkeit (als Anzahl der Partien und in Prozent) und die
Punkte jedes Zuges an. Die <term>Punkte</term> werden immer aus
der Sicht von <b>Wei�</b> berechnet, 100% bedeutet also, alle
Wei�spieler gewinnen, und 0% hei�t nur Schwarzsiege.
</p>
<p>
Die Z�ge im Zugbaumfenster k�nnen nach Z�gen (alphabetisch), ECO-Code,
H�ufigkeit oder Punkten sortiert werden. Sie k�nnen die Sortiermethode
im Men� <menu>Sortieren</menu> �ndern.
</p>

<h3><name Best>Das Fenster "Beste Partien"</name></h3>
<p>
Das Zugbaumfenster besitzt ein Dateimen�-Kommando und einen Schalter,
um das Fenster <term>Beste Partien</term> zu �ffnen, welches eine Liste
der am h�chsten bewerteten Partien des aktuell gezeigten Astes ausgibt.
Die Partien sind nach durchschnittlicher Elo-Zahl sortiert, und Sie
k�nnen die Liste auf Partien mit einem bestimmten Ergebnis beschr�nken.
</p>

<h3><name Graph>Zugbaumgrafik</name></h3>
<p>
Das Zugbaumfenster enth�lt einen mit <term>Grafik</term> bezeichneten
Schalter, der eine grafische Darstellung der relativen Erfolgsrate
jedes Zuges in der aktuellen Stellung liefert.
Alle Z�ge, die in mindestens 1% der Partien und mindestens 5mal
gespielt wurden, werden dargestellt.
Die prozentualen Ergebnisse werden immer aus der Perspektive von
Wei� gesehen, auch wenn Schwarz am Zug ist.
</p>
<p>
In der Zugbaumgrafik ist eine rote Linie eingezeichnet, die den
Durchschnitt aller Partien in der aktuellen Position anzeigt, und der
Bereich zwischen 50 und 55% (wo der Erwartungswert der meisten
Standarder�ffnungen liegt) ist blau gef�rbt. In Meisterpartien erreicht
Wei� �blicherweise etwa 55%.
</p>

<h3><name Lock>Das Zugbaumfenster anbinden</name></h3>
<p>
Jedes Zugbaumfenster ist mit einer geladenen Datenbank verbunden, so
dass, sollten mehre Datenbanken ge�ffnet sein, auch mehrere
Zugbaumfenster parallel existieren k�nnen, je eines f�r jede
Datenbank.
Mit dem Schalter <term>Anbinden</term> im Zugbaumfenster kann man nun
erreichen, dass eine Datenbank automatisch geschlossen wird, sobald
das zugeh�rige Zugbaumfenster geschlossen wird. Weiterhin werden dann
auch alle anderen, mit dem Zugbaumfenster verbundenen Fenster "Beste
Partien" oder eine Zugbaumgrafik automatisch mit geschlossen.
</p>

<h3><name Training>Training</name></h3>
<p>
Wenn der <term>Trainings</term>-Schalter im Zugbaumfenster aktiviert
ist, wird Scid jedesmal, wenn Sie einen Zug in der Partie ausf�hren,
einen zuf�llig ausgew�hlten Zug erwidern. Der Zug, den Scid ausw�hlt,
h�ngt von der Datenbankstatistik ab, d.h. ein Zug, der in 80% der
Datenbankpartien gespielt wurde, wird von Scid mit 80%iger
Wahrscheinlichkeit ausgew�hlt. Diese Funktion einschalten und dann das
Zugbaumfenster verstecken (oder minimieren) und Er�ffnungen gegen eine
gro�e Datenbank spielen ist eine ausgezeichnete Methode, Ihre Kenntnisse
Ihres Er�ffnungsrepertoires zu testen.
</p>

<h3>Den Zugbaum in ge�ffneten EPD-Dateien verwenden</h3>
<p>
F�r jede ge�ffnete <a EPD>EPD-Datei</a> enth�lt das Zugbaumfenster
eine weitere Spalte, die f�r jede Position, die mit den angegebenen
Z�gen erreicht wird, eine kurze (f�nf Zeichen) Zusammenfassung des
Dateiinhalts anzeigt.
</p>
<p>
Die Zusammenfassung k�nnte eine Bewertung, ein Er�ffnungscode oder ein
Zugvorschlag sein; sie wird der Inhalt des ersten gefundenen EPD-Feldes
aus der folgenden Liste sein: <b>ce, eco, nic, pv, pm, bm, id</b>, oder
einfach des ersten EPD-Feldes, falls keines der obigen vorhanden ist.
</p>
<p>
F�r eine Beschreibung der EPD-Felder siehe die Hilfeseite
<a EPD>EPD-Dateien</a>. Wenn die Zusammenfassung das <b>ce</b>-Feld
ist, wird sie zur besseren Lesbarkeit als Bewertung in Bauern aus der
Sicht von Wei� angezeigt (anstatt als Bewertung in Hundertstel Bauern
aus der Sicht der am Zug befindlichen Seite, wie sie in der EPD-Datei
gespeichert ist).
</p>

<h3>Masken zur Konfiguration der Darstellung</h3>
<p>
Benutzerdefinierte Maskendateien (.stm) k�nnen angelegt werden, um die
Anzeige der Statistik im Zugabaumfenster zu erweitern. Hiermit k�nnen
einerseits farbige Markierungen, NAG-Codes oder Kommentare f�r eine
bestimmte Stellung hinzugef�gt werden, um beispielsweise kritische
Positionen zu markieren.
</p>
<p>
Um Markierungen anzulegen bewegt man sich zun�chst in einer
bestehenden Partie zur entsprechenden Position und klickt dann mit der
Maus die entsprechene Variante mit der rechten Taste an. Sodann k�nnen
aus dem sich �ffnenden Kontextmenue entsprechende Markierungen
ausgew�hlt oder Kommentare eingegeben werden. Nach dem Hinzuf�gen
entsprechender Annotationen mu� die Maske mit dem Punkt
<term>Speichern</term> gesichert werden.
</p>
<p>
Masken k�nnen auch aus bestehenden Partien, welche Kommentare und
Varianten enthalten gef�llt werden. Hierzu dient der Punkt <term>Mit
aktueller Partie f�llen</term> bzw. <term>Mit Datenbank F�llen</term>
</p>

<h3>Schnellere Ergebnisse durch Zwischenspeichern</h3>
<p>
Scid nutzt f�r die am h�ufigsten vorkommenden Positionen einen
Cachespeicher f�r die Ergebnisse der Zugbaumsuche. Wenn Sie sich im
Zugbaum-Modus in einer Partie vorw�rts und r�ckw�rts bewegen, werden
Sie bemerken, da� das Zugbaumfenster praktisch sofort aktualisiert
wird, wenn die gesuchte Stellung im Cachespeicher ist.
</p>
<p>
Das Zugbaumfenster hat ein Dateimen�-Kommando <term>Cache-Datei
sichern</term>. Wenn Sie das ausw�hlen, wird der aktuelle Inhalt des
Zugbaum-Zwischenspeichers in eine Datei geschrieben (mit der Endung
<b>.stc</b>), um sp�tere Anwendungen des Zugbaum-Modus mit dieser
Datenbank zu beschleunigen.
</p>
<p>
Die Option <term>Cache-Datei f�llen</term> im Dateimen� des
Zugbaumfensters f�llt die Cache-Datei mit Daten f�r viele
Er�ffnungspositionen. Es werden etwa 100 der h�ufigsten
Er�ffnungsstellungen gesucht, dann wird die Cache-Datei geschrieben.
</p>
<p>
Das neue aufbauen des Zugbaumfensters kann erheblich beschleunigt
werden, wenn eine Datenbank nach ECO-Codes sortiert abgespeichert
wird. (Zum sortieren von Datenbanken siehe das <a
Maintenance>Wartungsfenster</a>.) Dieses Sortieren kann allerdings
viele Stunden in Anspruch nehmen. Danach kann durch einschalten der
Option <term>Schneller Modus</term> die Suche um bis zu einen Faktor
20 beschleunigt werden, wobei allerdings kleinere Ungenauigkeiten in
Kauf genommen werden m�ssen. Um eine schnelle Voranzeige der Statistik
zu erreichen aber trotzdem ein genaues ergenbis zu erziehlen dient die
Option <term>Schneller und Gr�ndlicher Modus</term>
</p>
<p>
Beachten Sie, da� eine Zugbaum-Cache-Datei (.stc) v�llig redundant ist;
Sie k�nnen sie ohne Auswirkungen auf die Datenbank l�schen, und
tats�chlich wird sie jedesmal von Scid gel�scht, wenn sie nach
irgendeiner Aktion veraltet sein k�nnte -- zum Beispiel nach Hinzuf�gen
oder Ersetzen einer Partie, oder nach Sortieren der Datenbank.
</p>

<p><footer>(Aktualisiert: Scid 3.6.26, Oktober 2008)</footer></p>
}


################
### Graphs help:

set helpTitle(D,Graphs) "Grafikfenster"
set helpText(D,Graphs) {<h1>Grafikfenster</h1>
<p>
Scid hat einige Fenster, die Informationen grafisch darstellen.
Diese werden im nachfolgenden erkl�rt.
</p>

<h3><name Filter>Relative und absolute Filtergrafik</name></h3>
<p>
Das Fenster <term>relative Filtergrafik</term> zeigt Entwicklungen nach Datum
oder Elo-Zahl f�r die aktuellen Filterpartien im Vergleich zur gesamten
Datenbank. Das ist beispielsweise im <a Tree>Zugbaum</a>-Fenster eine
n�tzliche Hilfe um zu zeigen, wie sich die Popularit�t der aktuellen
Er�ffnungsposition in den letzten Jahren oder Jahrzehnten ge�ndert hat
oder ob sie bei hochrangigen Spielern, etwa bei Gro�meistern, besonders
beliebt ist. Jeder Punkt in der Grafik repr�sentiert f�r ein bestimmtes
Datum oder einen bestimmten Elo-Bereich die Anzahl der Partien im Filter
pro 1000 Partien der gesamten Datenbank.
<br><br>
Neben der relative Filtergrafik gibt es eine <term>absolute Filtergrafik</term>, die die
Partien im Filter nach der absoluten Anzahl der Partien darstellt. Es kann nach
Jahr, Elo-Zahl und Zugzahl der Partie ausgewertet werden.<br>
Mit dem kleinen Grafik-Knopf kann ein Dialog ge�ffnet werden. Hier kann f�r jede der drei
Auswertungen der Bereich (von, bis) und die Intervallgr��e der X-Achse
eingestellt werden. Wird "Sch�tzen" ausgew�hlt, so wird der ELO-Wert
gesch�tzt (s.u.), ansonst wird ein fehlender ELO-Wert eines Spielers
mit 0 bewertet. "Sch�tzen aus" entspricht dabei der
min. Elo-Auswertung im Statistik-Fenster. Die Decaden sind fest eingestellt, bitte hier die Jahres-Option benutzen.
Mit dem "Aktualisieren"-Knopf kann man sofort eine neue Auswertung erstellen, ohne den Dialog verlassen zu m�ssen.
<br>
Bitte beachten: Bei kleinen Intervallen und gro�em Bereich, kann die Auswertung etwas l�nger dauern und die �bersichtlichkeit geht verloren.
</p>
<p>

Wenn die Filtergrafik nach Elo-Zahl ausgegeben wird, verwendet Scid
f�r jede Partie die durchschnittliche (mittlere) Wertung. Gesch�tzte
Elo-Zahlen (wie z.B. aus der Schreibkorrekturdatei) werden nicht verwendet.
Falls in einer Partie nur einer der beiden Spieler eine Elo-Zahl hat,
wird angenommen, da� der Gegner die gleiche Elo-Zahl besitzt bis zu
einer H�chstgrenze von 2200. Wenn also beispielsweise ein Spieler eine
Elo-Zahl von 2500 hat und sein Gegner keine Elo-Zahl, ist die mittlere
Wertungszahl (2500+2200)/2 = 2350.
</p>

<h3><name Rating>ELO-Zahl-Verlauf</name></h3>
<p>
Das Fenster <term>ELO-Zahl-Verlauf</term> zeigt die Entwicklung der
Elo-Zahl(en) eines Spieler oder beider Spieler der aktuellen Partie.
Sie k�nnen den Graphen f�r einen einzelnen Spieler mit dem Schalter
<term>ELO-Zahl-Verlauf</term> im Fenster <a PInfo>Spielerinformation</a>
erzeugen oder f�r beide Spieler der aktuellen Partie, indem Sie
<term>ELO-Zahl-Verlauf</term> im <menu>Werkzeuge</menu>-Men� ausw�hlen.
</p>

<h3><name Score>Partie-Bewertungsgraph</name></h3>
<p>
Das Fenster <term>Partie-Bewertungsgraph</term> zeigt die numerische
Bewertung (Stand) der aktuellen Partie, wie sie in den Kommentaren
gespeichert ist, als Graphen.
Sie k�nnen mit der linken Maustaste irgendwo auf den Graphen klicken,
um zu der korrespondierenden Partiestellung zu gelangen.
</p>
<p>
Zwei Typen von Bewertungs-Kommentaren werden erkannt: die von Scids
<a Analysis>Analyse</a>-Fenster erstellten (welche das Format
<ul>
<li><b>1.e4 {"+0.25 ...."}</b></li>
</ul>
haben und immer aus der Sicht von Wei� bewerten) und die vom
Crafty-Kommando "Kommentieren" erstellten (die das Format
<ul>
<li><b>1.e4 ({9:+0.25} ....)</b></li>
</ul>
haben und ebenfalls aus der Perspektive von Wei� bewerten).
</p>

<h3><name Tree>Zugbaumgrafik</name></h3>
<p>
Das Fenster <term>Zugbaumgrafik</term> ist aus dem Zugbaumfenster
zu erreichen. Es zeigt die Erfolgsrate der h�ufigsten Z�ge in der
aktuellen Position. Weitere Informationen finden Sie auf der
<a Tree Graph>Zugbaum</a>-Hilfeseite.
</p>

<p><footer>(Aktualisiert: Scid 3.6.21, Nov 2007)</footer></p>
}


####################
### Tablebases help:

set helpTitle(D,TB) "Endspieltabellen"
set helpText(D,TB) {<h1>Endspieltabellen</h1>

<p>
Eine <term>Endspieltabelle</term> ist eine Datei, die die vollst�ndige
Ergebnisinformation �ber alle Positionen einer bestimmten
Materialkonstellation enth�lt, wie z.B. K�nig und Turm gegen K�nig und
Bauer. Es gibt Endspieltabellen f�r alle Materialkonstellation mit bis
zu 5 Steinen (inkl. K�nige), und einige einfache 6-Steine-Tabellen
sind ebenfalls verf�gbar.
</p>
<p>
Scid kann Endspieltabellen im Nalimov-Format verwenden, die von vielen
modernen Schachprogrammen genutzt werden. Sie haben oftmals die
Dateiendung <b>.nbw.emd</b>  oder <b>.nbb.emd</b>.
</p>

<h3>Endspieltabellen in Scid verwenden</h3>
<p>
Um die Endspieltabellendateien in Scid zu verwenden, bestimmen Sie
einfach ihre Verzeichnisse mit <b>Endspieltabellen-Verzeichnis...</b>
im <menu>Optionen</menu>-Men�. Sie k�nnen bis zu 4 Verzeichnisse
angeben, wo Ihre Endspieltabellendateien gespeichert sind. Mit dem
Schalter <b>...</b> rechts nebem dem Datei-Eingabefeld k�nnen Sie
eine Datei suchen, deren Verzeichnis verwendet werden soll.
</p>
<p>
Wenn eine in der Endspieltabelle gefundene Stellung erreicht wurde, zeigt
der Informationsbereich (unterhalb des Schachbretts)
Endspieltabellen-Informationen an. Sie k�nnen den Umfang der angezeigten
Information konfigurieren, indem Sie mit der rechten Maustaste diesen
Bereich anklicken oder im <menu>Optionen</menu>-Men� den Men�punkt
<b>Partieinformation</b> w�hlen. Die Option "Ergebnis und bester Zug"
liefert die n�tzlichste Information, ist aber oftmals sehr viel
langsamer als die Option "nur Ergebnis".
</p>

<h3>Das Endspieltabellenfenster</h3>
<p>
Sie k�nnen sogar noch mehr Endspieltabellen-Informationen zur aktuellen
Position erhalten, indem Sie das <term>Endspieltabellenfenster</term>
�ffnen (<menu>Fenster</menu>-Men�, Tastenkombination Strg+Umschalt+[=]).
Dieses Fenster zeigt das Ergebnis jedes zul�ssigen Zuges in der aktuellen
Stellung bei perfektem Spiel.
</p>
<p>
Das Fenster enth�lt zwei Bereiche. Der �bersichtsbereich (links) zeigt
die Endspieltabellen, die Scid auf Ihrem Rechner gefunden hat, mit einer
Inhaltsangabe jeder Tabelle. Der Ergebnisbereich (rechts) zeigt die
optimalen Ergebnisse aller Z�ge in der aktuellen, im Haupfenster
dargestellten Position.
</p>

<h4>Der �bersichtsbereich</h4>
<p>
Im oberen Teil des �bersichtsbereichs k�nnen Sie eine bestimmte
Endspieltabelle ausw�hlen. Die verf�gbaren Tabellen werden blau
angezeigt, die �brigen grau, aber Sie k�nnen jede Tabelle ausw�hlen.
Der untere Teil des �bersichtsbereichs zeigt eine Inhaltsangabe
der Informationen der ausgew�hlten Endspieltabelle. (Noch haben nicht
alle Endspieltabellen einen entsprechenden Datensatz in Scid.)
</p>
<p>
Diese Inhaltsangabe enth�lt die H�ufigkeit (wie viele Partien von
einer Million haben eine Stellung mit diesem Material erreicht,
errechnet anhand einer Datenbank mit �ber 600.000 Meisterpartien),
das sp�teste Matt einer Seite sowie Anzahl wechselseitiger ("umgekehrter")
Zugzwangpositionen. Eine wechselseitige Zugzwangposition liegt dann vor,
wenn Wei� am Zug zum Remis f�hrt und Schwarz am Zug verliert, wenn
Wei� am Zug verliert und Schwarz am Zug Remis ergibt oder wenn derjenige
am Zug verliert.
</p>
<p>
Bei einigen Tabellen mit wechselseitigem Zugzwang enth�lt die �bersicht
eine Liste aller Zugzwangpositionen oder eine Auswahl davon. Eine
vollst�ndige Liste f�r jede Endspieltabelle ist nicht machbar, da einige
Tabellen tausende von Zugzwangstellungen enthalten.
</p>
<p>
Mit dem Schalter <b>Random</b> k�nnen Sie eine zuf�llige Position aus
der ausgew�hlten Endspieltabelle aufbauen.
</p>

<h4>Der Ergebnisbereich</h4>
<p>
Der Ergebnisbereich wird immer dann aktualisiert, wenn sich die
Brettstellung im Hauptfenster �ndert. Die erste Zeile zeigt an, wie viele
Z�ge gewinnen (+), zum Remis f�hren (=), verlieren (-) oder ein nicht
bekanntes Ergebnis (?) haben. Der �brige Teil liefert Ihnen eine
detailliertere Ergebnisliste, mit der Reihenfolge k�rzeste bis l�ngste
Matts, danach Remis, dann l�ngste bis k�rzeste Verluste. L�nge jeweils
bis zum Matt.
</p>

<h4>Das Ergebnisbrett</h4>
<p>
In einer Endspieltabellenstellung ist es oft n�tzlich zu wissen,
wie die Ergebnisse auss�hen, wenn alle Steine in ihrer gegenw�rtigen
blieben, aber ein bestimmter Stein woanders st�nde. Zum Beispiel
wenn Sie feststellen m�chten, wie nah ein K�nig einem Freibauern sein
mu�, um eine bestimmte Stellung zu gewinnen oder Remis zu machen.
In Endspielb�chern wird diese Information oft die <i>Gewinnzone</i>
bzw. <i>Remiszone</i> eines Steins in einer bestimmten Stellung
genannt.
</p>
<p>
Mit Hilfe von Scid k�nnen Sie diese Information erhalten, wenn Sie
den Schalter mit dem Schachbrett anklicken, um das
<term>Ergebnisbrett</term> im Endspieltabellenfenster zu zeigen.
Wenn Sie mit der linken Maustaste irgendeinen Stein auf dem Brett
anklicken, erscheint auf jedem freien Feld ein Symbol mit dem Resultat
der Endspieltabelle, wenn der Stein auf diesem Feld st�nde (mit derselben
Seite am Zug wie in der aktuellen Position des Hauptfensters).
</p>
<p>
Ein Feld kann f�nf m�gliche Symbole haben:
ein wei�es "<b>#</b>" bedeutet, Wei� gewinnt;
ein schwarzes "<b>#</b>" bedeutet, Schwarz gewinnt;
ein blaues "<b>=</b>" bedeutet, die Stellung ist remis;
ein rotes "<b>X</b>" bedeutet, die Position ist illegal (weil die K�nige
nebeneinander stehen oder die Seite am Zug Schach bietet); und
ein rotes "<b>?</b>" hei�t, das Result ist unbekannt, weil die n�tige
Endspieltabellendatei nicht zur Verf�gung steht.
</p>

<h3>Endspieltabellen-Quellen</h3>
<p>
Zur Hilfe beim Auffinden von Endspieltabellendateien im Internet
siehe die entsprechenden <a Author Related>Links</a>.
</p>

<p><footer>(Aktualisiert: Scid 3.4, September 2002)</footer></p>
}


###################
### Bookmarks help:

set helpTitle(D,Bookmarks) "Lesezeichen"
set helpText(D,Bookmarks) {<h1>Lesezeichen</h1>
<p>
Scid erlaubt Ihnen, wichtige Partien f�r einen leichten sp�teren Zugriff
mit <term>Lesezeichen</term> zu markieren. Das Lesezeichen-Men� ist aus
dem <menu>Datei</menu>-Men�, der Werkzeugleiste oder mit der
Tastenkombination <B>Strg+B</b> zu erreichen.
</p>
<p>
Wenn Sie eine markierte Partie aus dem Lesezeichen-Men� w�hlen, �ffnet
Scid falls n�tig die Datenbank, findet die Partie und geht zu der
Partiestellung, die mit dem Lesezeichen versehen wurde.
</p>
<p>
Nur Partien in Datenbanken im Scid-Format (keine PGN-Datei, nicht die
Ablage-Datenbank) k�nnen mit einem Lesezeichen markiert werden.
</p>
<p>
Wenn die Datenbank einer markierten Partie sortiert oder komprimiert
wurde, sind die Lesezeichendaten m�glicherweise veraltet. Falls das
passiert, durchsucht Scid die Datenbank nach der passendsten Partie
(vergleicht Spielernamen, Ort etc.), wenn das Lesezeichen ausgew�hlt
wird, die markierte Datei sollte also immer noch geladen werden. Wenn
sich allerdings Daten der markierten Partie �ndern, ist es m�glich,
da� eine andere Partie besser auf die Lesezeichendaten pa�t und statt
dessen geladen wird. Es ist also eine gute Idee, eine Partie erneut zu
markieren, wenn Sie ihre Spieler-, Orts-, Ergebnis-, Runden- oder
Jahresdaten bearbeiten.
</p>

<h3>Lesezeichen bearbeiten</h3>
<p>
Mit dem Lesezeichen-Editor k�nnen Sie den f�r jede markierte Partie
ausgegebenen Men�text �ndern und Verzeichnisse erstellen, um die
Lesezeichen zu kategorisieren.
</p>

<h3>Hinweise</h3>
<p>
Sie k�nnen Lesezeichen zum schnellen Zugriff auf Datenbanken verwenden,
die Sie oft benutzen, indem Sie eine Partie jeder Datenbank markieren.
Eine weitere gute Verwendungsm�glichkeit f�r Lesezeichen ist es,
wichtige Partien hinzuzuf�gen, die Sie beim Studieren einer bestimmten
Schacher�ffnung finden.
</p>
<p>
Das Lesezeichen-Men� enth�lt einen Eintrag zur Kontrolle der
Verzeichnisdarstellung: sie k�nnen als Untermen�s angezeigt werden
(n�tzlich bei sehr vielen Lesezeichen) oder als einzelne Liste.
</p>

<p><footer>(Aktualisiert: Scid 3.0, November 2001)</footer></p>
}


##############################
### Command-line options help:

set helpTitle(D,Cmdline) "Kommandozeilen-Optionen"
set helpText(D,Cmdline) {<h1>Kommandozeilen-Optionen</h1>
<p>
Wenn Sie Scid von der Shell oder Konsole starten, k�nnen Sie
Kommandozeilen-Optionen spezifizieren. Datenbanken im Scid-Format (mit
oder ohne Dateiendung wie z.B. ".si3") und PGN-Dateien, die ge�ffnet
werden sollen, k�nnen angegeben werden. Beispiel:
<ul>
<li> <b> scid datenbank partien.pgn</b></li>
</ul>
startet Scid und und �ffnet die Scid-Datenbank "datenbank" und die
PGN-Datei "partien.pgn".
</p>
<p>
Au�erdem gibt es optionale Argumente, die kontrollieren, welche Dateien
Scid suchen und beim Start verwenden soll. Sie k�nnen die Benutzung
von <a TB>Endspieltabellen</a>  mit der Option <b>-xtb</b> (oder
<b>-xt</b>) ausschalten, das Laden der Datei zur
<a ECO>ECO-Er�ffnungsklassifikation</a> mit <b>-xeco</b> oder
<b>-xe</b> verhindern und mit <b>-xspell</b> oder <b>-xs</b> vermeiden,
da� die Datei zur <a Maintenance Spellcheck>Schreibkorrektur</a>
geladen wird. Die Option <b>-fast</b> oder <b>-f</b> bewirkt das in
einem, d.h. <b>scid -f</b> ist �quivalent zu
<b>scid -xeco -xspell -xtb</b>.
</p>

<p><footer>(Aktualisiert: Scid 3.1, November 2001)</footer></p>
}


####################
### Compaction help:

set helpTitle(D,Compact) "Datenbank komprimieren"
set helpText(D,Compact) {<h1>Datenbank komprimieren</h1>
<p>
Datenbank-<term>Komprimierung</term> ist ein besonderer Teil der
<a Maintenance>Wartung</a>, der die Datenbank so klein und effizient
wie m�glich h�lt.
Eine Datenbank komprimieren hei�t, jeden ungenutzten Bereich in ihren
Dateien zu l�schen.
Es gibt zwei Arten: Namens- und Partiendatenbank-Komprimierung.
</p>

<h3>Namendatenbank-Komprimierung</h3>
<p>
Nach einer gewissen Zeit werden Sie evtl. feststellen, da� die Datenbank
eine Reihe von Spieler-, Turnier- oder Rundennamen enth�lt, die in keiner
Partie mehr verwendet werden. Das wird regelm��ig nach Namenskorrekturen
der Fall sein. Die unbenutzten Namen verschwenden Speicherplatz in der
Namendatei und k�nnen die Suche nach Namen verlangsamen.
Namendatenbank-Komprimierung l�scht alle Namen, die nicht in irgendeiner
Partie verwendet werden.
</p>

<h3>Partiendatenbank-Komprimierung</h3>
<p>
Immer, wenn eine Partie ersetzt oder gel�scht wird, verbleibt
ungenutzter Platz in der Partiendatei (die gr��te der drei Dateien
einer Scid-Datenbank). Partiendatenbank-Komprimierung l�scht jeden
ungenutzten Speicher, keine gel�schte Datei bleibt in der Datenbank.
Beachten Sie, da� diese Operation unumkehrbar ist: nach der
Komprimierung sind die gel�schten Dateien f�r immer verschwunden!
</p>
<p>
Partiendatenbank-Komprimierung ist auch empfehlenswert nach dem
<a Sorting>Sortieren</a> einer Datenbank, um die Reihenfolge
innerhalb der Partiendatei mit der sortierten Indexdatei synchron
zu halten.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


####################################
### Database maintenance tools help:

set helpTitle(D,Maintenance) "Datenbank-Wartung"
set helpText(D,Maintenance) {<h1>Datenbank-Wartung</h1>
<p>
Scid stellt einige Funktionen zur Datenbank-Wartung zur Verf�gung,
die aus dem <a Menus File>Datei</a>-Men� zu erreichen sind. Die
Datenbank-<a Compact>Komprimierung</a> und -<a Sorting>Sortierung</a>
werden in separaten Hilfeseiten erkl�rt.
</p>

<h3>Das Wartungsfenster</h3>
<p>
Die meisten Datenbank-Wartungsarbeiten in Scid k�nnen aus dem
Wartungsfenster erledigt werden, welches man mit dem Men�
<menu>Datei: Wartungsfenster</menu> oder <menu>Fenster</menu>
oder der Tastenkombination <b>Strg+M</b> �ffnen kann.
</p>
<p>
Sie k�nnen in diesem Fenster <a Flags>Partie-Markierungen</a>
bearbeiten, Schreibkorrekturen durchf�hren, eine Datenbank
<a Compact>komprimieren</a> oder <a Sorting>sortieren</a>.
Alle Operationen, die f�r die aktuelle Datenbank nicht zur Verf�gung
stehen (z.B., weil sie schreibgesch�tzt oder eine PGN-Datei ist),
werden durch graue Schrift angezeigt.
</p>

<h3><name Twins>Dubletten l�schen</name></h3>
<p>
Das Men� <menu>Datei: Wartung</menu> hat ein Kommando <menu>Dubletten
l�schen...</menu>, um Kopien von Partien (Dubletten) in der Datenbank
zu entdecken. Dieses Kommando findet alle Paare von doppelten Partien
und markiert die k�rzere Partie als gel�scht, w�hrend die l�ngere Partie
erhalten bleibt. Zwei Partien werden als gleich angesehen, wenn ihre
Spieler (und alle anderen optionalen Partieeintr�ge) exakt �bereinstimmen.
</p>
<p>
Wenn Sie die Option "gleiche Z�ge" angeben, m�ssen zwei Partien die
gleichen Partiez�ge bis zur L�nge der k�rzeren Partie haben (oder bis
zum 60. Zug, je nachdem, was zuerst eintritt), um Dubletten zu sein.
</p>
<p>
Wenn Sie Dubletten gel�scht haben, ist es eine gute Idee zu �berpr�fen,
ob jede gel�schte Partie tats�chlich Kopie einer anderen Partie ist.
Das k�nnen Sie ganz einfach machen, wenn Sie die Option "<b>Filter auf
Dubletten setzen</b>" im Dialogfenster "Dubletten l�schen" gew�hlt
haben. Der Filter wird dann alle gel�schten Partien enthalten. Sie k�nnen
sie mit dem <term>Dublettenpr�fer</term> (erreichbar aus dem
Wartungsmen� oder mit der Tastenkombination <b>Strg+Umsch+T</b>)
betrachten (bl�ttern mit den Tasten <b>p</b> und <b>n</b>), um zu
verifizieren, da� jede Partie deshalb gel�scht wurde, weil sie
tats�chlich die Dublette einer anderen Partie ist.
</p>

<h3><name Editing>Spieler, Turniere, Orte und Runden editieren</name></h3>
<p>
Sie haben vielleicht falsch geschriebene Namen in Iher Datenbank und
wollen sie korrigieren. Sie k�nnen das in Scid mit dem
<term>Namenseditor</term> (Tastenkombination: <b>Strg+Umsch+N</b>), den
Sie aus dem Untermen� <menu>Datei: Wartung</menu> erreichen.
</p>
<p>
Jeder eindeutige Name ist nur einmal in der Namendatei gespeichert,
mit einer Namens�nderung werden daher tats�chlich alle Vorkommen
ge�ndert.
</p>

<h3><name Spellcheck>Schreibkorrektur</name></h3>
<p>
Zu Scid geh�rt eine <term>Schreibkorrektur</term>-Datei namens
<b>spelling.ssp</b>, um Namen von Spielern, Turnieren, Orten und Runden
zu korrigieren.
Scid versucht die Datei beim Programmstart zu laden; wenn Scid sie
nicht laden kann, k�nnen Sie sie aus dem <menu>Optionen</menu>-Men�
laden.
</p>
<p>
Wenn die Korrekturdatei erst einmal geladen ist, k�nnen Sie sie mit
den Schreibkorrektur-Befehlen im Men� <menu>Datei: Wartung</menu>  oder
aus dem Wartungsfenster auf eine Datenbank anwenden.
</p>
<p>
Wenn Sie f�r eine Datenbank eine Schreibkorrektur durchf�hren, erzeugt
Scid eine Liste mit Korrekturen, die Sie editieren k�nnen, bevor die
Korrekturen tats�chlich ausgef�hrt werden. Sie k�nnen also jede
nicht gewollte Korrektur l�schen.
</p>
<p>
Schreibkorrekturen sind insbesondere n�tzlich, um eine Datenbank zu
standardisieren, damit alle Vorkommen eines bestimmten Spielers gleich
geschrieben werden.
Beispielsweise w�rden mit der Standarddatei die Namen"Kramnik,V.",
"Vladimir Kramnik" und "V. Kramnik" alle zu "Kramnik, Vladimir"
berichtigt.
</p>
<p>
Die Schreibkorrekturdatei hat einen weiteren Nutzen: wenn sie geladen
ist, werden ihre Spielerdaten genutzt, um die Fenster
<a PInfo>Spielerinformation</a> und <a Crosstable>Kreuztabelle</a>
zu erweitern: Sie sehen dann die FIDE-Titel (<b>gm</b> = Internationaler
Gro�meister, <b>im</b> = Internationaler Meister etc.) und
L�nderinformationen zu jedem Spieler, der in der Datei enthalten ist.
�ber 6500 starke Spieler der Vergangenheit und Gegenwart sind in der
zu Scid geh�renden Datei <b>spelling.ssp</b> enthalten.
</p>

<h3><name Ratings>Elo-Zahlen zu den Partien hinzuf�gen</name></h3>
<p>
Der Schalter "Elo-Zahlen hinzuf�gen..." im Wartungsfenster veranla�t
Scid, die aktuelle Datenbank nach Spielern, zu durchsuchen, die keine
Elo-Zahl haben, f�r die die Schreibkorrekturdatei aber eine Elo-Zahl
des jeweiligen Spielers zum Zeitpunkt der Partie enth�lt. Scid erg�nzt
alle diese Elo-Zahlen automatisch. Das ist sehr n�tzlich f�r eine
Datenbank mit Meisterpartien, die nur wenige Elo-Angaben enth�lt.
</p>
<p>
Die mit Scid gelieferte Datei "spelling.ssp" enth�lt die f�r diese
Funktion ben�tigten Elo-Zahlen nicht, aber eine gr��ere Version von
ihr namens "ratings.ssp" steht auf der  <a Author>Scid-Website</a>
zur Verf�gung.
</p>

<h3><name Cleaner>Der Bereiniger</name></h3>
<p>
Der <term>Bereiniger</term> von Scid (vom Wartungsfenster zu erreichen)
ist ein Werkzeug, um eine Reihe von Wartungsarbeiten f�r eine Datenbank
in einem durchzuf�hren. Sie k�nnen w�hlen, welche Aufgaben Sie erledigen
wollen, und Scid f�hrt sie f�r die Datenbank aus, ohne weitere Eingaben
des Benutzers zu ben�tigen. Das ist besonders bei der Wartung sehr
gro�er Datenbanken hilfreich.
</p>

<h3>Partien automatisch laden</h3>
<p>
Der <term>Automatische Lader</term> l�dt jedesmal, wenn Sie die
Datenbank �ffnen, eine Partie automatisch. Um die Partie, die geladen
wird, zu �ndern, w�hlen Sie den Schalter "Automatisch Partie Nr.
laden..." Wenn Sie jedesmal die letzte Partie der Datenbank ge�ffnet
haben wollen (unabh�ngig von der Anzahl der Partien in der Datenbank),
w�hlen Sie einfach eine besonders gro�e Zahl wie 9999999.
</p>

<p><footer>(Aktualisiert: Scid 3.1, Dezember 2001)</footer></p>
}


##############
### ECO guide:

set helpTitle(D,ECO) "ECO-F�hrer"
set helpText(D,ECO) {<h1>ECO-Er�ffnungsklassifikation</h1>
<p>
Scid kann Schachpartien gem�� der <b>ECO</b>- (Enzyklop�die der
Schacher�ffnungen) -Er�ffnungsklassifikation einordnen. Ein
Standard-ECO-Code besteht aus einem Buchstaben (A..E) gefolgt von
zwei Ziffern, so da� es 500 verschiedene Standard-ECO-Codes gibt.
</p>

<h3>Scids Erweiterung des ECO-Systems</h3>
<p>
Das ECO-System ist sehr limitiert und f�r moderne Partien nicht
ausreichend: einige der 500 Codes sieht man praktisch �berhaupt nicht
mehr, w�hrend einige andere sehr h�ufig vorkommen. Um diese Situation
zu verbessern, erlaubt Scid eine optionale Erweiterung der
ECO-Basiscodes: jeder Code kann um einen Buchstaben (a..z) erweitert
werden, wobei eine weitere Erg�nzung (noch eine Ziffer, 1..4) m�glich
ist, aber noch nicht in Scids Standard-ECO-Datei benutzt wird.
Ein erweiterter Scid-ECO-Code sieht also etwa aus wie "<b>A41e</b>"
oder "<b>E99b2</b>". Viele der in modernen Meisterpartien vorkommenden
�blichen ECO-Codes haben eine in Scids ECO-Datei definierte
Erweiterung.
</p>

<h3><name Browser>Die ECO-Auswertung</name></h3>
<p>
Das Fenster <term>ECO-Auswertung</term> zeigt Ihnen die Positionen,
die zur Klassifizierung jedes ECO-Codes verwendet werden, sowie die
H�ufigkeit und Erfolgsrate der ECO-Codes in der der aktuellen Datenbank.
</p>
<p>
Der obere Teil zeigt die H�ufigkeit jedes ECO-Codes in der aktuellen
Datenbank. Die Balken in der Grafik haben drei Bereiche: der unterste
(hellste Farbe) steht f�r die Anzahl der Wei�siege, der mittlere f�r
die Zahl der Remis und der oberste (dunkelste) f�r die Anzahl der
Schwarzsiege. Damit k�nnen Sie auf einen Blick die Charakteristik einer
Er�ffnung erkennen: z.B., ob Wei� sehr erfolgreich ist oder ob Remis
h�ufig vorkommen.
</p>
<p>
Um zu einem tieferen ECO-Niveau zu gehen, klicken Sie mit der linken
Maustaste auf einen Balken in der Grafik (oder tippen Sie den
korrespondierenden Buchstaben (bzw. Ziffer) ein). Um auf ein h�heres
Niveau zur�ckzugehen, klicken Sie mit der rechten Maustaste irgendwo
auf die Grafik oder dr�cken Sie die linke Cursortaste (oder [Entf]
oder [R�ck]).
</p>
<p>
Der untere Teil zeigt die Positionen, die ein bestimmter ECO-Code
enth�lt, und zwar entsprechend der von Ihnen geladenen ECO-Datei.
</p>

<h3>Die ECO-Datei laden</h3>
<p>
Die zu Scid geh�rende ECO-Datei hei�t <b>scid.eco</b>, und Scid
versucht sie beim Programmstart zu laden.
Falls Scid sie nicht findet, m�ssen Sie folgendes tun, um die
ECO-Klassifikation zu erm�glichen:
<ul>
<li>(a) Mit dem Men�punkt <menu>Optionen: ECO-Datei laden</menu>
        w�hlen Sie die Datei <b>scid.eco</b>. </li>
<li>(b) Speichern Sie die Optionen (im <menu>Optionen</menu>-Men�). </li>
</ul>
Nachdem Sie das getan haben, wird die ECO-Datei jedesmal geladen, wenn
Sie Scid starten.
</p>

<h3>Das ECO-Code-System</h3>
<p>
Die Basisstruktur des ECO-Systems ist folgende:
</p>
<p>
<b><blue><run ::windows::eco::Refresh A>A</run></blue></b>
    1.d4 Sf6 2...;  1.d4 ...;  1.c4;  1.Verschiedenes
<ul>
<li>  <b>A0</b>  1.<i>Verschiedenes</i>
      (<b>A02-A03</b> 1.f4: <i>Bird-Er�ffnung</i>,
      <b>A04-A09</b>  1.Sf3: <i>Reti, K�nigsindischer Angriff</i>) </li>
<li>  <b>A1</b>  1.c4 ...: <i>Englisch</i> </li>
<li>  <b>A2</b>  1.c4 e5: <i>Englisch, K�nigsbauer</i> </li>
<li>  <b>A3</b>  1.c4 c5: <i>Englisch, Symmetrisch</i> </li>
<li>  <b>A4</b>  1.d4 ...: <i>Damenbauer</i> </li>
<li>  <b>A5</b>  1.d4 Sf6 2.c4 ..: <i>Indische Verteidigung </i> </li>
<li>  <b>A6</b>  1.d4 Sf6 2.c4 c5 3.d5 e6: <i>Modernes Benoni </i> </li>
<li>  <b>A7</b>  A6 + 4.Sc3 exd5 5.cxd5 d6 6.e4 g6 7.Sf3 </li>
<li>  <b>A8</b>  1.d4 f5: <i>Holl�ndische Verteidigung</i> </li>
<li>  <b>A9</b>  1.d4 f5 2.c4 e6: <i>Holl�ndische Verteidigung</i> </li>
</ul>

<p>
<b><blue><run ::windows::eco::Refresh B>B</run></blue></b>   1.e4 c5;  1.e4 c6;  1.e4 d6;  1.e4 <i>Verschidenes</i>
<ul>
<li>  <b>B0</b>  1.e4 ...
      (<b>B02-B05</b>  1.e4 Sf6: <i>Aljechin-Verteidigung</i>;
      <b>B07-B09</b>  1.e4 d6: <i>Pirc</i>) </li>
<li>  <b>B1</b>  1.e4 c6: <i>Caro-Kann</i> </li>
<li>  <b>B2</b>  1.e4 c5: <i>Sizilianische Verteidigung</i> </li>
<li>  <b>B3</b>  1.e4 c5 2.Sf3 Nc6: <i>Sizilianisch</i> </li>
<li>  <b>B4</b>  1.e4 c5 2.Sf3 e6: <i>Sizilianisch</i> </li>
<li>  <b>B5</b>  1.e4 c5 2.Sf3 d6: <i>Sizilianisch</i> </li>
<li>  <b>B6</b>  B5 + 3.d4 cxd4 4.Sxd4 Sf6 5.Sc3 Sc6 </li>
<li>  <b>B7</b>  B5 + 4.Sxd4 Sf6 5.Sc3 g6: <i>Sizilianisch, Drachen</i> </li>
<li>  <b>B8</b>  B5 + 4.Sxd4 Sf6 5.Sc3 e6: <i>Sizilianisch, Scheveninger</i> </li>
<li>  <b>B9</b>  B5 + 4.Sxd4 Sf6 5.Sc3 a6: <i>Sizilianisch, Najdorf</i> </li>
</ul>

<p>
<b><blue><run ::windows::eco::Refresh C>C</run></blue></b>   1.e4 e5;  1.e4 e6
<ul>
<li>  <b>C0</b>  1.e4 e6: <i>Franz�sische Verteidigung</i> </li>
<li>  <b>C1</b>  1.e4 e6 2.d4 d5 3.Sc3: <i>Franz�sisch, Winawer/Klassisch</i> </li>
<li>  <b>C2</b>  1.e4 e5: <i>Offene Partie</i> </li>
<li>  <b>C3</b>  1.e4 e5 2.f4: <i>K�nigsgambit</i> </li>
<li>  <b>C4</b>  1.e4 e5 2.Sf3: <i>Offene Partie</i> </li>
<li>  <b>C5</b>  1.e4 e5 2.Sf3 Sc6 3.Lc4: <i>Italienisch; Zweispringerspiel</i> </li>
<li>  <b>C6</b>  1.e4 e5 2.Sf3 Sc6 3.Lb5: <i>Spanische Partie</i> </li>
<li>  <b>C7</b>  1.e4 e5 2.Sf3 Sc6 3.Lb5 a6 4.La4: <i>Spanisch</i> </li>
<li>  <b>C8</b>  C7 + 4...Sf6 5.0-0: <i>Spanisch, Geschlossen und Offen</i>
      (<b>C80-C83</b>  5.0-0 Sxe4: <i>Spanisch, Offenes System</i>;
      <b>C84-C89</b>  5.0-0 Le7: <i>Spanisch, Geschlossenes System</i>) </li>
<li>  <b>C9</b>  C8 + 5...Le7 6.Te1 b5 7.Lb3 d6: <i>Spanisch, Geschlossen</i> </li>
</ul>

<p>
<b><blue><run ::windows::eco::Refresh D>D</run></blue></b>   1.d4 d5; 1.d4 Sf6 2.c4 g6 with 3...d5
<ul>
<li>  <b>D0</b>   1.d4 d5: <i>Damenbauernspiele</i> </li>
<li>  <b>D1</b>   1.d4 d5 2.c4 c6: <i>Slawisch</i> </li>
<li>  <b>D2</b>  1.d4 d5 2.c4 dxc4: <i>Angenommenes Damengambit</i> </li>
<li>  <b>D3</b>  1.d4 d5 2.c4 e6: <i>Abgelehntes Damengambit</i> </li>
<li>  <b>D4</b>  D3 + 3.Sc3 Sf6 4.Sf3 c5/c6: <i>Semi-Tarrasch; Semi-Slawisch</i> </li>
<li>  <b>D5</b>  D3 + 3.Sc3 Sf6 4.Lg5: <i>Klassisches Damengambit</i> </li>
<li>  <b>D6</b>  D5 + 4...Le7 5.e3 0-0 6.Sf3 Sbd7: <i>Orthodoxes Damengambit</i> </li>
<li>  <b>D7</b>  1.d4 Sf6 2.c4 g6 with 3...d5: <i>Gr�nfeld-Indisch</i> </li>
<li>  <b>D8</b>  1.d4 Sf6 2.c4 g6 3.Sc3 d5: <i>Gr�nfeld-Indisch</i> </li>
<li>  <b>D9</b>  1.d4 Sf6 2.c4 g6 3.Sc3 d5 4.Sf3: <i>Gr�nfeld-Indisch</i> </li>
</ul>

<p>
<b><blue><run ::windows::eco::Refresh E>E</run></blue></b>   1.d4 Sf6 2.c4 e6; 1.d4 Sf6 2.c4 g6 </li>
<ul>
<li>  <b>E0</b>  1.d4 Sf6 2.c4 e6: <i>Katalanisch etc.</i> </li>
<li>  <b>E1</b>  1.d4 Sf6 2.c4 e6 3.Sf3 (b6): <i>Damenindisch etc.</i> </li>
<li>  <b>E2</b>  1.d4 Sf6 2.c4 e6 3.Sc3 (Lb4): <i>Nimzo-Indisch etc.</i> </li>
<li>  <b>E3</b>  E2 + 4.Lg5 or 4.Dc2: <i>Nimzo-Indisch</i> </li>
<li>  <b>E4</b>  E2 + 4.e3: <i>Nimzo-Indisch, Rubinstein</i> </li>
<li>  <b>E5</b>  E4 + 4...0-0 5.Sf3: <i>Nimzo-Indisch, Hauptvariante</i> </li>
<li>  <b>E6</b>  1.d4 Sf6 2.c4 g6: <i>K�nigsindisch</i> </li>
<li>  <b>E7</b>  1.d4 Sf6 2.c4 g6 3.Sc3 Lg7 4.e4: <i>K�nigsindisch</i> </li>
<li>  <b>E8</b>  E7 + 4...d6 5.f3: <i>K�nigsindisch, S�misch</i> </li>
<li>  <b>E9</b>  E7 + 4...d6 5.Sf3: <i>K�nigsindisch, Hauptvarianten</i> </li>
</ul>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}

####################
### Calvar window help:

set helpTitle(D,CalVar) "Varianten berechnen"
set helpText(D,CalVar) {<h1>Das Varianten-berechnen-Fenster</h1>
  <p>
Dieses Training ist auch als Stoyko-�bung bekannt. 
Das Ziel dieser �bung ist die Analyse einer komplexen Stellung und daraus so viele wie m�gliche plausible Varianten zu ermitteln. Jeder Variante wird mit einer Bewertung versehen. 
  </p> 
<p><h3>Konfiguration</h3></p>
Drei Parameter werden eingestellt:
<ul>
<li>Die zur Analyse der verschiedenen Varianten eingesetze UCI-Engine</li>
<li>Zeit, in Sekunden, die zur Analyse der Stellung von der Engine verwendet wird.</li>
<li>Zeit, in Sekunden, die zur Analyse der vom Anwender eingegebenen Variante durch die Engine verwendet wird.</li>
</ul>
<p><h3>Eingabe der Varianten</h3></p>
Die Zugeingabe erfolgt durch Mausklicks auf die Felder des Brettes, allerdings wird auf dem Brett nichts angezeigt. Die angeklickten Felder erscheinen im Varianten-berechnen-Fenster. Jeder Variante wird am Ende mit einer Bewertung abgeschlossen: Es wird einer der Kn�pfe mit den NAG-Codes gedr�ckt.
  <p><h3>Auswertung der Bewertung</h3></p>
Wurde eine Variante mit einer NAG-Code-Bewertung abgeschlossen, berechnet die Engine ihre Bewertung der Variante und h�ngt ihre Variante und Bewertung direkt an die Benutzer-Variante an. 
  <p><h3>Fertig mit der Stellung</h3></p>
Ist der Anwender der Meinung alle besten Varianten gefunden zu haben, dr�ckt er <b>Fertig mit Stellung</b>. Es werden dann noch alle Varianten (mit dem Kommentar <b>Fehlende Varianten</b>) mit einer h�heren Bewertung als die beste Variante des Anwenders hinzugef�gt. 
  
  <p><footer>(Aktualisiert: Scid 3.6.21, Dezember 2007)</footer></p>
}

####################
### EPD files help:

set helpTitle(D,EPD) "EPD-Dateien"
set helpText(D,EPD) {<h1>EPD-Dateien</h1>
<p>
Eine EPD-Datei (extended position description = erweiterte
Stellungsbeschreibung) ist eine Sammlung von Positionen, wobei jeder
Position ein Text zugeordnet ist. Wie <a PGN>PGN</a> ist EPD ein
verbreiteter Standard f�r Schachinformationen.
</p>
<p>
Eine EPD-Datei hat eine Reihe definierter "<term>Opcodes</term>"(-Felder),
die in der Datei durch Semikolons (<b>;</b>) getrennt gespeichert sind,
in einem EPD-Fenster von Scid aber in separaten Zeilen dargestellt
werden, um das Bearbeiten zu erleichtern. Ein Semikolon innerhalb eines
EPD-Feldes wird von Scid als "<b>\s</b>" gespeichert, um es von den
Feldende-Markierungen zu unterscheiden.
Jede Position und ihre zugeh�riger Opcode wird in der EPD-Datei in
einer einzelnen Zeile gespeichert.
</p>
<p>
Standard-EPD-Opcodes sind u.a.:
<ul>
<li> <b>acd</b> Analyse-Z�hler: Suchtiefe.</li>
<li> <b>acn</b> Analyse-Z�hler: Anzahl der durchsuchten Knoten.</li>
<li> <b>acs</b> Analyse-Z�hler: Suchzeit in Sekunden.</li>
<li> <b>bm</b> Beste Z�ge: aus irgendeinem Grund als beste
eingestufte Z�ge.</li>
<li> <b>ce</b> Stellungsbeurteilung: Beurteilung in Hundertstel Bauern
[ce = "centipawn evaluation"] aus Sicht der <b>am Zug</b>
befindlichen Seite -- beachten Sie, da� sich dies vom Analysefenster
unterscheidet, welches die Einsch�tzung in Bauerneinheiten aus der
Sicht von Wei� zeigt. </li>
<li> <b>cX</b> Kommentar (wobei <b>X</b> eine Ziffer ist, 0-9).</li>
<li> <b>eco</b> Er�ffnungscode des <a ECO>ECO</a>-Systems.</li>
<li> <b>id</b> Eindeutige Identifizierung dieser Stellung.</li>
<li> <b>nic</b> Er�ffnungscode des <i>New-In-Chess</i>-Systems.</li>
<li> <b>pm</b> Vorhergesagter Zug: der erste Zug der PV.</li>
<li> <b>pv</b> Vorhergesagte Variante: die beste Variante.</li>
</ul>
</p>
<p>
EPD-Dateien haben einen vielfachen Nutzen: Scid verwendet EPD-Dateien,
um Partien nach dem System der <a ECO>Enzyklop�die der
Schacher�ffnungen</a> (ECO) zu klassifizieren, und Sie k�nnen eine
EPD-Datei f�r Ihr Er�ffnungsrepertoire erstellen, mit Kommentaren
zu Stellungen, die Sie regelm��ig auf dem Brett haben.
</p>
<p>
Mit den Optionen <menu>Neu</menu> und <menu>�ffnen</menu>
im <menu>Datei</menu>-Men� k�nnen Sie eine neue EPD-Datei erstellen
bzw. eine bestehende �ffnen. Maximal vier EPD-Dateien k�nnen
gleichzeitig ge�ffnet sein.
</p>

<h3>EPD-Fenster</h3>
<p>
F�r jede ge�ffnete EPD-Datei sehen Sie ein Fenster, welches den Text zur
aktuellen Stellung zeigt. Sie m�ssen nicht den Schalter "Speichern"
bet�tigen, um �nderungen des Textes zu sichern; der Text wird jedesmal
gespeichert, wenn Sie zu einer anderen Partiestellung gehen.
</p>

<h3>In EPD-Dateien navigieren</h3>
<p>
Um sich durch die Stellungen in einer EPD-Datei zu bewegen, verwenden
Sie die Kommandos <menu>N�chste Position</menu> und <menu>Vorherige
Position</menu> im <menu>Werkzeuge</menu>-Men� des EPD-Fensters oder
die Tastenkombinationen <b>Strg+Ab</b> and <b>Strg+Auf</b>.
Diese Befehle gehen zur n�chsten/vorherigen Position in der Datei,
wobei sie die aktuelle Partie l�schen und die Ausgangsposition
herstellen.
</p>

<h3>EPD-Felder entfernen</h3>
<p>
EPD-Dateien, die Sie im Internet finden, enthalten m�glicherweise
Felder, die Sie nicht interessieren und die eine Menge Speicherplatz
in der Datei verschwenden.
Beispielsweise k�nnte eine EPD-Datei mit Computerauswertungen die Felder
ce, acd, acn, pm, pv und id enthalten, Sie brauchen aber vielleicht
nur das ce- und pv-Feld.
</p>
<p>
Sie k�nnen einen EPD-Opcode mit dem Men�punkt <menu>EPD-Feld
entfernen</menu> im <menu>Werkzeuge</menu>-Men� des EPD-Fensters
aus allen Stellungen in der EPD-Datei entfernen.
</p>

<h3>Die Statusanzeige des EPD-Fensters</h3>
<p>
Die Statuszeile jedes EPD-Fensters zeigt:
<ul>
<li>- den Dateistatus (<b>--</b> hei�t unver�ndert, <b>XX</b> hei�t
      ver�ndert und <b>%%</b> hei�t schreibgesch�tzt); </li>
<li>- den Dateinamen; </li>
<li>- die Anzahl der Positionen in der Datei; </li>
<li>- zul�ssige Z�ge in der aktuellen Stellung, die eine andere
Stellung in der EPD-Datei erreichen .</li>
</ul>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


###################
### Exporting help:

set helpTitle(D,Export) "Partien exportieren"
set helpText(D,Export) {<h1>Partien exportieren</h1>
<p>
Sie k�nnen die Kommandos im <menu>Werkzeuge</menu>-Men� benutzen, um die
aktuelle Partie oder alle Partien im aktuellen Filter in eine Textdatei
zu exportieren.
</p>
<p>
Drei Textdatei-Formate stehen zur Verf�gung: <a PGN>PGN</a> (portable
game notation), HTML (f�r Webseiten) und LaTeX (ein popul�res
Textsatzsystem).
</p>
<p>
Beim Exportieren k�nnen Sie w�hlen, eine neue Datei zu erstellen
oder die Partien einer existierenden Partiendatei hinzuzuf�gen.
</p>

<h3>Diagramme</h3>
<p>
Wenn Sie im HTML- oder LaTeX-Format exportieren, f�gt Scid automatisch
�berall dort ein Diagramm ein, wo ein Diagramm-<a NAGs>NAG</a> ("D")
oder ein mit dem Zeichen "#" beginnender <a Comment>Kommentar</a>
in der Partie vorkommt.
</p>

<h3><name Null>Nullz�ge beim PGN-Export</name></h3>
<p>
Scid erlaubt es, in einer Partie <a Annotating Null>Null- (leere)
Z�ge</a> zu speichern, da diese beim Kommentieren mit Varianten
hilfreich sein k�nnen. Allerdings gibt es im PGN-Standard keine
Nullz�ge. Wenn Sie also Scid-Partien mit Nullz�gen in eine PGN-Datei
exportieren, werden andere Programme zum PGN-Lesen nicht in der Lage
sein, die Nullz�ge zu lesen.
</p>
<p>
Um dieses Problem zu l�sen, stellt Scid eine weitere Option bereit,
<b>Nullz�ge in Kommentare umwandeln</b>, wenn Partien in PGN-Format
exportiert werden. Wenn Sie eine PGN-Datei erstellen wollen, die von
anderer Software verwendet werden kann, schalten Sie diese Option ein,
und Varianten, die Nullz�ge enthalten, werden in Kommentare umgewandelt.
Wenn Sie jedoch eine PGN-Dateie erstellen wollen, die sp�ter wieder
unter Beibehaltung der Nullz�ge von Scid importiert werden kann,
lassen Sie diese Option aus.
</p>

<h3>HTML-Export</h3>
<p>
Scid kann Partien in eine HTML-Datei exportieren. Um Diagramme einzuf�gen,
m�ssen die Diagrammbilder (im Verzeichnis "<b>bitmaps/</b>" mitgeliefert)
in einem Unterverzeichnis "<b>bitmaps/</b>" unterhalb des Verzeichnisses
sein, wo sich die HTML-Datei befindet.
</p>

<h3>LaTeX-Export</h3>
<p>
Scid kann Partien in eine LaTeX-Datei exportieren. Partien werden in
zwei Spalten pro Seite gedruckt und Z�ge in figuriner algebraischer
Notation.
</p>
<p>
F�r weitere Informationen siehe die Hilfeseite <a LaTeX>Scid und LaTeX</a>.
</p>

<p><footer>(Aktualisiert: Scid 3.4, Juli 2002)</footer></p>
}


####################
### Flags help:

set helpTitle(D,Flags) "Partie-Markierungen"
set helpText(D,Flags) {<h1>Partie-Markierungen</h1>

<p>
Eine <term>Markierung</term> ("flag") ist ein Kennzeichen irgendeiner
Schach-Charakteristik, die f�r jede Partie der Datenbank ein- oder
ausgeschaltet werden kann. Es gibt 13 vom Benutzer einstellbare
Markierungen, die Sie direkt f�r jede Partie setzen k�nnen. Von diesen
hat nur die L�sch-Markierung eine besondere Bedeutung: Partien, bei
denen die L�sch-Markierung eingeschaltet ist, sind zur L�schung
vorgemerkt und werden entfernt, wenn die Datenbank
<a Compact>komprimiert</a> wird.
</p>
<p>
Die anderen 12 vom Benutzer einstellbaren Markierungen und ihre
Symbole sind:
</p>

<ul>
<li>Er�ffnung Wei� (W)</li>
<li>Er�ffnung Schwarz (B)</li>
<li>Mittelspiel (M)</li>
<li>Endspiel (E)</li>
<li>Neuerung (N)</li>
<li>Bauernstruktur (P)</li>
<li>Taktik (T)</li>
<li>Spiel auf dem Damenfl�gel (Q)</li>
<li>Spiel auf dem K�ngsfl�gel (K)</li>
<li>Brilliant (!)</li>
<li>Patzer (?)</li>
<li>Benutzer-definiert (U)</li>
</ul>

<p>
Eine Markierung kann f�r die aktuelle Partie, f�r alle Partien im
Filter oder f�r alle Partien der Datenbank im
<a Maintenance>Wartungs</a>-Fenster gesetzt werden.
</p>
<p>
Sie k�nnen die <a Searches Header>Suche nach Partiedaten</a> benutzen,
um alle Datenbankpartien zu finden, die eine bestimmte Markierung ein-
oder ausgeschaltet haben, oder die Markierungen als Teil einer
komplexeren Suche verwenden.
</p>
<p>
Da alle vom Benutzer einstellbaren Markierungen keine Bedeutung f�r
Scid haben (mit Ausnahme der L�sch-Markierung), k�nnen Sie sie f�r
Ihre eigenen Bed�rfnisse  verwenden. Zum Beispiel k�nnten Sie die
Markierung "Spiel auf dem K�ngsfl�gel" (K) f�r Bauernst�rme auf den
K�nig verwenden, f�r Figurenangriffe auf den K�nig oder auch f�r
Endspiele mit allen Bauern auf dem K�nigsfl�gel.
</p>

<p><footer>(Aktualisiert: Scid 3.0, November 2001)</footer></p>
}


###############
### LaTeX help:

set helpTitle(D,LaTeX) "Scid und LaTeX"
set helpText(D,LaTeX) {<h1>Scid und LaTeX</h1>
<p>
Scid kann Partien und Er�ffnungsberichte im LaTeX-Format in Dateien
sichern. LaTeX ist eine Erweiterung von TeX, einem popul�ren Textsatzsystem.
</p>
<p>
Um die von Scid erzeugten LaTeX-Dateien darzustellen, m�ssen Sie
(nat�rlich) LaTeX haben und das Schachzeichensatz-Paket "chess12"
installiert haben. Dieses Paket ist normalerweise nicht Teil der
LaTeX-Standardinstallation, d.h selbst wenn Sie LaTeX haben, haben
Sie vielleicht nicht den Schachzeichensatz.
</p>
<p>
Informationen zum Herunterladen und Installieren des
LaTeX-Schachzeichensatzes finden Sie auf der Seite
<url http://scid.sourceforge.net/latex.html>Using LaTeX with Scid</url>
der <url http://scid.sourceforge.net/>Scid-Website</url>.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


###########################
### Options and Fonts help:

set helpTitle(D,Options) "Options"
set helpText(D,Options) {<h1>Optionen und Pr�ferenzen</h1>
<p>
Viele Optionen und Pr�ferenzen in Scid (z.B. die Brettgr��e, Farben, Schachbrettmuster,
Zeichens�tze und Standardwerte) kann man im <menu>Optionen</menu>-Men�
ver�ndern. Alle diese (und mehr, wie etwa das letzte Verzeichnis, aus
dem Sie eine Datenbank gelesen haben, und die Gr��e einiger Fenster)
werden in einer Optionendatei gesichert, wenn Sie im Optionen-Men�
<b>Optionen speichern</b> w�hlen.
Jedesmal, wenn Sie Scid starten, wird die Optionendatei geladen.
</p>
<p>
Wenn Sie mit Windows arbeiten, ist die Optionendatei <b>options.dat</b>
im Unterverzeichnis "config" der Scids Programmdatei abgelegt. F�r Benutzer von
Unix-Betriebssystemen (wie Solaris oder Linux) ist die Datei
<b>~/.scid/scidrc</b>.
</p>

<h3><name MyPlayerNames>Ihre Spielernamen festlegen</name></h3>
<p>
Es kann sein, da� Sie f�r einen (oder mehrere) Spieler das Brett im
Haupfenster aus der Sicht dieses Spielers aufgestellt haben m�chten,
wenn eine seiner Partien geladen wird. Sie k�nnen eine Liste solcher
Namen mit <b>Meine Spielernamen...</b> im Men� <menu>Optionen/Schachbrett</menu>
anlegen. In dem Dialogfenster geben Sie dann einen Spielernamen pro Zeile
ein. Jokerzeichen ("<b>?</b>" f�r genau ein beliebiges Zeichen, "<b>*</b>"
f�r eine Zeichenkette von null oder mehr Zeichen) sind erlaubt.
</p>

<h3><name Fonts>Zeichens�tze einstellen</name></h3>
<p>
Scid hat drei Basis-Zeichens�tze, die in den meisten Fenstern verwendet
werden, und Sie k�nnen alle drei individuell anpassen. Sie hei�en
<b>normal</b>, <b>klein</b> und <b>fest</b>.
</p>
<p>
Der feste Zeichensatz sollte ein Zeichensatz mit fester Breite
(nicht-proportional) sein. Er wird f�r den <a Tree>Zugbaum</a> und die
<a Crosstable>Kreuztabelle</a> verwendet.
</p>

<p><footer>(Aktualisiert: Scid 3.6.21, November 2007)</footer></p>
}


####################
### Pgnscid help:

set helpTitle(D,Pgnscid) "Pgnscid"
set helpText(D,Pgnscid) {<h1>Pgnscid</h1>
<p>
<term>Pgnscid</term> ist ein separates Program, das Sie zur
Konvertierung von PGN-Dateien ("portable game notation") nach
Scid-Datenbanken ben�tigen.
</p>
<p>
Um eine Datei namens <i>partien.pgn</i> umzuwandeln, tippen Sie
einfach
<ul>
<li> <b>pgnscid partien.pgn</b> </li>
</ul>
ein, und die Scid-Datenbank (bestehend aus den Dateien
<i>partien.si3</i>, <i>partien.sg3</i> und <i>partien.sn3</i>) wird
erstellt.
Fehlermeldungen oder Warnungen werden in die Datei <i>partien.err</i>
geschrieben.
</p>
<p>
Wenn Sie wollen, da� die Datenbank in einem anderen Verzeichnis oder
mit einem anderen Namen erstellt wird, k�nnen Sie den Datenbanknamen
in der Kommandozeile mit angeben, zum Beispiel erstellt
<ul>
<li> <b>pgnscid partien.pgn datenbank</b> </li>
</ul>
eine Datenbank bestehend aus den Dateien <i>datenbank.si3</i>,
<i>datenbank.sg3</i> und <i>datenbank.sn3</i>.
</p>
<p>
Beachten Sie, da� pgnscid (und auch scid) mit gzip komprimierte
PGN-Dateien (z.B. <b>datenbank.pgn.gz</b>) direkt lesen kann, wenn Sie
also eine gro�e PGN-Datei mit gzip komprimiert haben, um Speicherplatz
zu sparen, m�ssen Sie sie nicht zuerst dekomprimieren.
</p>

<h3>Optionen</h3>
<p>
Pgnscid akzeptiert zwei optionale Argumente vor dem Dateinamen:
<b>-f</b> und <b>-x</b>.
</p>
<p>
Die Option <b>-f</b> erzwingt das �berschreiben einer existierenden
Datenbank; standardm��ig wandelt pgnscid nicht in eine bereits
bestehende Datenbank um.
</p>
<p>
Die Option <b>-x</b> veranla�t pgnscid, Text zwischen den Partien zu
ignorieren. Gem�� Voreinstellung wird Text zwischen Partien als
Kommentar vor der folgenden Partie gespeichert. Diese Option betrifft
nur Text zwischen Partien; Standardkommentare innerhalb der Partien
werden weiterhin konvertiert und gespeichert.
</p>

<h3>Spielernamen formatieren</h3>
<p>
Um die Anzahl verschiedener Namensschreibweisen desselben Spielers
zu reduzieren, werden von pgnscid einige Grundformatierungen
durchgef�hrt. Zum Beispiel wird die Anzahl der Leerzeichen nach einem
Komma auf eins gesetzt, Leerzeichen am Anfang oder Ende eines Namens
werden ebenso wie ein Punkt am Namensende entfernt.
Holl�ndische Namenszus�tze wie "van den" und "Van Der" werden ebenfalls
normalisiert, so da� sie ein gro�es "V" und kleines "d" haben.
</p>
<p>
Sie k�nnen Spieler-, Turnier-, Orts- und Rundenbezeichnungen in Scid
bearbeiten (und sogar automatische Schreibkorrekturen durchf�hren);
zu den Details siehe die Hilfeseite <a Maintenance Editing>Wartung</a>.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


#################
### Sorting help:

set helpTitle(D,Sorting) "Datenbank sortieren"
set helpText(D,Sorting) {<h1>Eine Datenbank sortieren</h1>
<p>
Die <term>Sortier</term>-Funktionen sortieren alle Partien einer
Datenbank. Sie k�nnen mehrere Sortierkriterien ausw�hlen.
Wenn zwei Partien nach einem Kriterium gleichrangig sind, werden
sie nach dem zweiten Kriterium sortiert, und so weiter.
</p>

<h3>Sortierkriterien</h3>
<p>
Die verf�gbaren Sortierkriterien sind:
</p>
<ul>
<li> Datum (�lteste Partien zuerst)
<li> Jahr (wie Datum, aber nur das Jahr wird verwendet)
<li> Turnier (Ereignis)
<li> Ort
<li> Land (die letzten 3 Buchstaben des Ortes)
<li> Runde
<li> Wei�
<li> Elo-Zahl (Durchschnitt von Wei� und Schwarz, h�here zuerst)
<li> Schwarz
<li> Ergebnis (Wei� gewinnt, danach Remis, danach Schwarz gewinnt)
<li> L�nge (Anzahl ganzer Z�ge in der Partie)
<li> ECO (Code der <a ECO>Enzyklop�die der Schacher�ffnungen</a>)
</ul>

<h3>Sortierergebnis</h3>
<p>
Wenn Sie eine nicht schreibgesch�tzte Scid-Datenbank sortieren, wird das
Sortierergebnis gesichert, so da� die Reihenfolge der Datenbankpartien
dauerhaft ge�ndert ist. Falls Sie nur eine tempor�re Sortierung wollen,
sch�tzen Sie die Datenbank zuerst gegen �berschreiben mit dem Men�punkt
<menu>Datei: Schreibschutz</menu>.
</p>
<p>
Wenn Sie eine Datenbank sortieren, die schreibgesch�tzt ist oder aus
einer PGN-Datei besteht, kann das Sortierergebnis nicht gesichert werden,
so da� die sortierte Partiereihenfolge verloren geht, wenn die Datei
geschlossen wird.
</p>
<p>
Beachten Sie, da� das Sortieren einer Datenbank den
<a Searches Filter>Suchfilter</a> zur�cksetzt auf alle Partien.
</p>

<h3>Wichtiger Hinweis zum Datenbank sortieren:</h3>
<p>
Wenn eine Datenbank sortiert wurde, ist die Indexdatei ge�ndert, die
Partiendatei aber unver�ndert. Das hei�t, das Sortieren einer Datenbank
hinterl��t die Partiedatens�tze der Datei in einer zuf�lligen
Reihenfolge relativ zur Indexdatei. Das kann die <a Tree>Zugbaum</a>-,
Positions- und Material/Muster-<a Searches>Suche</a> merklich
<b>verlangsamen</b>, Sie sollten daher nach dem Datenbank sortieren
die Partiendatei durch <a Compact>Komprimieren</a> neuorganisieren,
um gute Suchleistungen zu erhalten.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


####################
### NAG values help:

set helpTitle(D,NAGs) "NAG-Werte"
set helpText(D,NAGs) {<h1>Standard-NAG-Werte</h1>
<p>
Standard-NAG-Werte (Numeric Annotation Glyph = "numerisches
Anmerkungszeichen"), im <a Author Related>PGN-Standard</a> definiert,
sind:
</p>
<cyan>
<ul>
<li>  1   Guter Zug (!) </li>
<li>  2   Schwacher Zug (?) </li>
<li>  3   Ausgezeichneter Zug (!!) </li>
<li>  4   Patzer / Grober Fehler (??) </li>
<li>  5   Interessanter Zug (!?) </li>
<li>  6   Zweifelhafter Zug (?!) </li>
<li>  7   Erzwungener Zug </li>
<li>  8   Der einzige Zug; keine vern�nftige Alternative </li>
<li>  9   Schlechtester Zug </li>
<li> 10   Ausgeglichene Position (=) </li>
<li> 11   Gleiche Chancen, ruhige Stellung (=) </li>
<li> 12   Gleiche Chancen, aktive Stellung (=) </li>
<li> 13   Unklare Stellung (~) </li>
<li> 14   Wei� hat leichten Vorteil, steht etwas besser (+=) </li>
<li> 15   Schwarz hat leichten Vorteil, steht etwas besser (=+) </li>
<li> 16   Wei� hat Vorteil, steht besser (+/-) </li>
<li> 17   Schwarz hat Vorteil, steht besser (-/+) </li>
<li> 18   Wei� hat entscheidenden Vorteil (+-) </li>
<li> 19   Schwarz hat entscheidenden Vorteil (-+) </li>
<li> 20   Wei� hat �berw�ltigenden Vorteil (+-) </li>
<li> 21   Schwarz hat �berw�ltigenden Vorteil (-+) </li>
<li> 22   Wei� ist in Zugzwang </li>
<li> 23   Schwarz ist in Zugzwang </li>
<li> 24   Wei� hat leichten Raumvorteil </li>
<li> 25   Schwarz hat leichten Raumvorteil </li>
<li> 26   Wei� hat Raumvorteil </li>
<li> 27   Schwarz hat Raumvorteil </li>
<li> 28   Wei� hat entscheidenden Raumvorteil </li>
<li> 29   Schwarz hat entscheidenden Raumvorteil </li>
<li> 30   Wei� hat leichten Zeit-(Entwicklungs)vorsprung </li>
<li> 31   Schwarz hat leichten Zeit-(Entwicklungs)vorsprung </li>
<li> 32   Wei� hat Zeit-(Entwicklungs)vorsprung </li>
<li> 33   Schwarz hat Zeit-(Entwicklungs)vorsprung </li>
<li> 34   Wei� hat entscheidenden Zeit-(Entwicklungs)vorsprung </li>
<li> 35   Schwarz hat entscheidenden Zeit-(Entwicklungs)vorsprung </li>
<li> 36   Wei� hat die Initiative </li>
<li> 37   Schwarz hat die Initiative </li>
<li> 38   Wei� hat andauernde Initiative </li>
<li> 39   Schwarz hat andauernde Initiative </li>
<li> 40   Wei� hat Angriff </li>
<li> 41   Schwarz hat Angriff </li>
<li> 42   Wei� hat keine ausreichende Kompensation f�r das Material </li>
<li> 43   Schwarz hat keine ausreichende Kompensation f�r das Material </li>
<li> 44   Wei� hat ausreichende Kompensation f�r das Material </li>
<li> 45   Schwarz hat ausreichende Kompensation f�r das Material </li>
<li> 46   Wei� hat mehr als ausreichende Kompensation f�r das Material </li>
<li> 47   Schwarz hat mehr als ausreichende Kompensation f�r das Material </li>
<li> 48   Wei� hat leichtes �bergewicht im Zentrum </li>
<li> 49   Schwarz hat leichtes �bergewicht im Zentrum </li>
<li> 50   Wei� hat �bergewicht im Zentrum </li>
<li> 51   Schwarz hat �bergewicht im Zentrum </li>
<li> 52   Wei� hat entscheidendes �bergewicht im Zentrum </li>
<li> 53   Schwarz hat entscheidendes �bergewicht im Zentrum </li>
<li> 54   Wei� hat leichtes �bergewicht am K�nigsfl�gel </li>
<li> 55   Schwarz hat leichtes �bergewicht am K�nigsfl�gel </li>
<li> 56   Wei� hat �bergewicht am K�nigsfl�gel </li>
<li> 57   Schwarz hat �bergewicht am K�nigsfl�gel </li>
<li> 58   Wei� hat entscheidendes �bergewicht am K�nigsfl�gel </li>
<li> 59   Schwarz hat entscheidendes �bergewicht am K�nigsfl�gel </li>
<li> 60   Wei� hat leichtes �bergewicht am Damenfl�gel </li>
<li> 61   Schwarz hat leichtes �bergewicht am Damenfl�gel </li>
<li> 62   Wei� hat �bergewicht am Damenfl�gel </li>
<li> 63   Schwarz hat �bergewicht am Damenfl�gel </li>
<li> 64   Wei� hat entscheidendes �bergewicht am Damenfl�gel </li>
<li> 65   Schwarz hat entscheidendes �bergewicht am Damenfl�gel </li>
<li> 66   Wei� hat eine schwache Grundreihe </li>
<li> 67   Schwarz hat eine schwache Grundreihe </li>
<li> 68   Wei� hat eine gut gesicherte Grundreihe </li>
<li> 69   Schwarz hat eine gut gesicherte Grundreihe </li>
<li> 70   Wei� hat einen schlecht gesicherten K�nig </li>
<li> 71   Schwarz hat einen schlecht gesicherten K�nig </li>
<li> 72   Wei� hat einen gut gesicherten K�nig </li>
<li> 73   Schwarz hat einen gut gesicherten K�nig </li>
<li> 74   Der wei�e K�nig steht schlecht </li>
<li> 75   Der schwarze K�nig steht schlecht </li>
<li> 76   Der wei�e K�nig steht gut </li>
<li> 77   Der schwarze K�nig steht gut </li>
<li> 78   Wei� hat eine sehr schwache Bauernstruktur </li>
<li> 79   Schwarz hat eine sehr schwache Bauernstruktur </li>
<li> 80   Wei� hat eine schwache Bauernstruktur </li>
<li> 81   Schwarz hat eine schwache Bauernstruktur </li>
<li> 82   Wei� hat eine starke Bauernstruktur </li>
<li> 83   Schwarz hat eine starke Bauernstruktur </li>
<li> 84   Wei� hat eine sehr starke Bauernstruktur </li>
<li> 85   Schwarz hat eine sehr starke Bauernstruktur </li>
<li> 86   Der wei�e Springer steht schlecht </li>
<li> 87   Der schwarze Springer steht schlecht </li>
<li> 88   Der wei�e Springer steht gut </li>
<li> 89   Der schwarze Springer steht gut </li>
<li> 90   Der wei�e L�ufer steht schlecht </li>
<li> 91   Der schwarze L�ufer steht schlecht </li>
<li> 92   Der wei�e L�ufer steht gut </li>
<li> 93   Der schwarze L�ufer steht gut </li>
<li> 94   Der wei�e Turm steht schlecht </li>
<li> 95   Der schwarze Turm steht schlecht </li>
<li> 96   Der wei�e Turm steht gut </li>
<li> 97   Der schwarze Turm steht gut </li>
<li> 98   Die wei�e Dame steht schlecht </li>
<li> 99   Die schwarze Dame steht schlecht </li>
<li>100   Die wei�e Dame steht gut </li>
<li>101   Die schwarze Dame steht gut </li>
<li>102   Die wei�en Figuren sind schlecht koordiniert </li>
<li>103   Die schwarzen Figuren sind schlecht koordiniert </li>
<li>104   Die wei�en Figuren sind gut koordiniert </li>
<li>105   Die schwarzen Figuren sind gut koordiniert </li>
<li>106   Wei� hat die Er�ffnung sehr schwach behandelt </li>
<li>107   Schwarz hat die Er�ffnung sehr schwach behandelt </li>
<li>108   Wei� hat die Er�ffnung schwach behandelt </li>
<li>109   Schwarz hat die Er�ffnung schwach behandelt </li>
<li>110   Wei� hat die Er�ffnung gut behandelt </li>
<li>111   Schwarz hat die Er�ffnung gut behandelt </li>
<li>112   Wei� hat die Er�ffnung sehr gut behandelt </li>
<li>113   Schwarz hat die Er�ffnung sehr gut behandelt </li>
<li>114   Wei� hat das Mittelspiel sehr schwach behandelt </li>
<li>115   Schwarz hat das Mittelspiel sehr schwach behandelt </li>
<li>116   Wei� hat das Mittelspiel schwach behandelt </li>
<li>117   Schwarz hat das Mittelspiel schwach behandelt </li>
<li>118   Wei� hat das Mittelspiel gut behandelt </li>
<li>119   Schwarz hat das Mittelspiel gut behandelt </li>
<li>120   Wei� hat das Mittelspiel sehr gut behandelt </li>
<li>121   Schwarz hat das Mittelspiel sehr gut behandelt </li>
<li>122   Wei� hat das Endspiel sehr schwach behandelt </li>
<li>123   Schwarz hat das Endspiel sehr schwach behandelt </li>
<li>124   Wei� hat das Endspiel schwach behandelt </li>
<li>125   Schwarz hat das Endspiel schwach behandelt </li>
<li>126   Wei� hat das Endspiel gut behandelt </li>
<li>127   Schwarz hat das Endspiel gut behandelt </li>
<li>128   Wei� hat das Endspiel sehr gut behandelt </li>
<li>129   Schwarz hat das Endspiel sehr gut behandelt </li>
<li>130   Wei� hat etwas Gegenspiel </li>
<li>131   Schwarz hat etwas Gegenspiel </li>
<li>132   Wei� hat Gegenspiel </li>
<li>133   Schwarz hat Gegenspiel </li>
<li>134   Wei� hat entscheidendes Gegenspiel </li>
<li>135   Schwarz hat entscheidendes Gegenspiel </li>
<li>136   Wei� ist in leichter Zeitnot </li>
<li>137   Schwarz ist in leichter Zeitnot </li>
<li>138   Wei� ist in erheblicher Zeitnot </li>
<li>139   Schwarz ist in erheblicher Zeitnot </li>
</ul>
</cyan>

<p>
Weitere vorgeschlagene NAG-Werte f�r Schachinformator-Symbole sind u.a.:
</p>
<cyan>
<ul>
<li>140   Mit der Idee ... </li>
<li>141   Gerichtet gegen ... </li>
<li>142   Besser ist </li>
<li>143   Schlechter ist </li>
<li>144   Gleichwertig ist </li>
<li>145   Anmerkung des Herausgebers ("RR") </li>
<li>146   Neuerung ("N") </li>
<li>147   Schwacher Punkt </li>
<li>148   Endspiel </li>
<li>149   Linie </li>
<li>150   Diagonale </li>
<li>151   Wei� hat das L�uferpaar </li>
<li>152   Schwarz hat das L�uferpaar </li>
<li>153   Verschiedenfarbige L�ufer </li>
<li>154   Gleichfarbige L�ufer </li>
</ul>
</cyan>

<p>
Andere Vorschl�ge sind:
</p>
<cyan>
<ul>
<li>190   Etc. </li>
<li>191   Doppelbauern </li>
<li>192   Isolierte Bauern </li>
<li>193   Verbundene Bauern </li>
<li>194   H�ngende Bauern </li>
<li>195   R�ckst�ndiger Bauer </li>
</ul>
</cyan>

<p>
Von Scid definierte Symbole zum internen Gebrauch:
</p>
<cyan>
<ul>
<li>201   Diagramm ("D", manchmal auch "#") </li>
</ul>
</cyan>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


######################
### File formats help:

set helpTitle(D,Formats) "Datei-Formate"
set helpText(D,Formats) {<h1>Scids Datei-Formate</h1>
<p>
Scid-Datenbanken bestehen aus drei essentiellen Dateien: eine
Indexdatei, eine Namendatei und eine Partiendatei. Alle haben eine
zweibuchstabige Dateiendung, beginnend mit "s": ".si" f�r Indexdateien,
".sn" f�r Namendateien und ".sg" f�r Partiendateien.
</p>

<h3>Die Indexdatei (.si)</h3>
<p>
Diese Datei enth�lt eine Beschreibung der Datenbank und f�r jede Partie
einen kleinen Eintrag fester L�nge. Die aktuelle Gr��e ist 41 Bytes
pro Partie. Von diesen sind 28 Bytes wesentliche Informationen wie
Ergebnis, Datum, Indizes f�r Spieler-, Turnier-, Ortsnamen (die
tats�chlichen Namen befinden sich in der Namendatei) etc.
</p>
<p>
Die verbleibenden 13 Bytes enthalten redundante, aber n�tzliche
Informationen zur Partie, die zur Beschleunigung der Positions-,
Material- und Mustersuche genutzt werden. Siehe den Abschnitt
<a Formats Fast>Schnelles Suchen</a> weiter unten f�r weitere
Informationen.
</p>

<h3>Die Namendatei (.sn)</h3>
<p>
Diese Datei enth�lt alle Spieler-, Turnier-, Orts- und Rundennamen, die
in der Datenbank verwendet werden. Jeder Name ist nur einmal gespeichert,
auch wenn er in vielen Partien vorkommt. Die Namendatei ist �blicherweise
die kleinste der drei essentiellen Datenbankdateien.
</p>

<h3>Die Partiendatei (.sg)</h3>
<p>
Diese Datei enth�lt die aktuellen Z�ge, Varianten und Kommentare jeder
Partie. Die Zugkodierung ist sehr kompakt: die meisten Z�ge ben�tigen
nur ein Byte.
</p>
<p>
Wenn eine Partie ersetzt wird, wird ihre neue Version am <i>Ende</i>
der Datei gespeichert, so da� sich �ber die Zeit nicht genutzter
Speicherplatz ansammelt. Sie k�nnen durch <a Compact>Komprimieren</a>
die minimale Gr��e einer Datenbank wiederherstellen.
</p>

<h3>Andere Scid-Dateien</h3>
<p>
Eine <a EPD>EPD</a>-Datei (Dateiendung: ".epd") enth�lt eine Reihe von
Schachpositionen, jede mit einem Textkommentar.
Das EDP-Dateiformat ist beim <a Author Related>PGN-Standard</a>
beschrieben.
</p>
<p>
Eine E-Mail-Datei (Dateiendung: ".sem") einer Datenbank speichert
Daten der Gegner, denen Sie E-Mails senden.
</p>
<p>
Eine Suchoptionsdatei (Dateiendung: ".sso") enth�lt Einstellungen f�r
eine <a Searches Header>Partiedaten</a>- oder
<a Searches Material>Material/Muster</a>-Suche.
</p>

<h3><name Fast>Schnelles Suchen in Scid</name></h3>
<p>
Wie oben erw�hnt, enth�lt die Indexdatei einige redundante, aber
n�tzliche Informationen �ber jede Partie, um Positions- oder
Materialsuchen zu beschleunigen.
</p>
<p>
Beispielsweise ist das Material der Schlu�stellung gespeichert. Wenn Sie
nach Turm- und Bauernendspielen suchen, werden alle Partien, die mit
einer Dame, einem L�ufer oder einem Springer auf dem Brett enden,
schnell �bergangen.
</p>
<p>
Eine andere n�tzliche Teilinformation ist in der Reihenfolge gespeichert,
in der Bauern ihre Ausgangsstellung verlassen haben (durch Ziehen oder
Geschlagenwerden). Dies wird zur Beschleunigung von Zugbaum- oder exakten
Suchen verwendet, insbesondere nach Er�ffnungspositionen. Beispielsweise
wird bei der Suche nach der Ausgangsstellung der Franz�sischen
Verteidigung (1.e4 e6) jede Partie, die mit 1.e4 c5 oder 1.d4 etc.
beginnt, ausgelassen, Partien, die mit 1.e4 e5 anfangen, m�ssen aber
immer noch durchsucht werden.
</p>

<p><footer>(Aktualisiert: Scid 2.5, Juni 2001)</footer></p>
}


################
### Contact info

set helpTitle(D,Author) "Kontakt-Information"
set helpText(D,Author) {<h1>Kontakt-Information</h1>
<p>
Die Scid Internet - Seite ist erreichbar unter: <br>
<b><url http://scid.sourceforge.net/>http://scid.sourceforge.net/</url></b>
</p>
<p>
Sie bietet Downloads der neuesten Versionen von Scid und einigen anderen
zus�tzlichen und n�tzlichen Dateien.
</p>
<p>
Bitte senden Sie Ihre Kommentare, Fragen, Vorschl�ge oder Fehlerberichte
an den Autor von Scid, Shane Hudson, an folgende E-Mail-Adresse: <br>
<b>sgh@users.sourceforge.net</b>
</p>

<h3><name Related>Links</name></h3>
<p>
Falls Sie Freude an Scid haben, k�nnten Sie die folgenden
Internetseiten interessieren:
</p>
<ul>
<li><url http://www.tim-mann.org/chess.html>http://www.tim_mann.org/chess.html</url> --
Homepage von Tim Mann's <b>xboard & winboard</b> Programm: eine grafische
Oberfl�che f�r Schachprogramme und Schnittstelle f�r Internet Schach
Server. Sie hat auch gute Informationen �ber Crafty, GNUchess und
andere Schachprogramme.</li>

<li><url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url> --
das starke Schachprogram Crafty. Das <b>TB</b> -
Unterverzeichnis beinhaltet fast alle Nalimov-Endspieltabellen, welche
von einigen Schachprogrammen und auch von Scid benutzt werden.</li>

<li><url http://www.chesscenter.com/twic/>http://www.chesscenter.com/twic/</url> --
TWIC (the week in chess), ein hervorragendes Wochenmagazin f�r
internationale Schachpartien, verf�gbar im PGN-Format. </li>

<li><url http://scid.sourceforge.net/standard.txt>http://scid.sourceforge.net/standard.txt</url> --
der <b>PGN-Standard</b>, geschaffen von Steven J. Edwards im Jahre 1994.
Die Textdatei erkl�rt das PGN- und EPD-Format im Detail.</li>
</ul>

<p><footer>(Aktualisiert: Scid 2.6, August 2001)</footer></p>
}

# Book window help
set helpTitle(D,Book) "Buch-Fenster"
set helpText(D,Book) {<h1>Buch-Fenster</h1>
  <p>
 Das Buch-Fenster zeigt eine Liste aller im Buch-Verzeichnis von Scid verf�gbaren Buch-Datenbanken an. Das Format der B�cher entspricht dem Format, welches von Polygot und den Engines Fruit und Toga verwendet wird.
  </p>
  <p>
 Das Buch-Fenster zeigt (aus dem ausgew�hlten Buch) f�r die aktuelle Position alle m�glichen Z�ge, die im Buch enthalten sind und deren relativen Gewichtungen in Prozent an. Bei jedem Zug wird das Buch-Fenster aktualisiert. Beim Anklicken eines Zuges im Buch-Fenster wird dieser Zug in die aktuelle Stellung �bernommen.
  </p>
  <p>
Zwischen den B�chern kann schnell gewechselt werden, in dem man in der oberen Liste ein anderes Buch ausw�hlt.
  </p>
  <p><footer>(Aktualisiert: Scid 3.6.21, Dezember 2007)</footer></p>
}

# Tactical game window help
set helpTitle(D,TacticalGame) "Trainingspartie-Fenster"
set helpText(D,TacticalGame) {<h1>Trainingspartie-Fenster</h1>
  <p>
  Hier kann eine Trainingspartie gegene eine Engine gespielt werden, die einen Gegner mit einer bestimmten ELO-Zahl simuliert.  
  Der Gegner wird von Phalanx gespielt, als Coach wird Crafty eingesetzt. Diese Engines werden automatisch �ber ihre Namen ausgew�hlt und sollten korrekt konfiguriert sein. Standardm��ig werden diese Engines bei der Installation von Scid eingerichtet. 
  </p>
  <p>
  Folgende Parameter sind einzustellen:
  <ul>
  <li>Schwierigkeit : ELO-Zahl des Gegners</li>
  <li>Auswahl der Er�ffnung : Der Gegner wird die ausgew�hlte Er�ffnung spielen (n�tzlich f�r das Training von Er�ffnungen).</li>
  <li>Analysezeit der Engine: Die Z�ge des Spielers werden duch eine Coach-Engine �berpr�ft. Die Zeit zur �berpr�fung des Zuges um zu Bewerten, ob der Zug gut oder schlecht war, kann eingestellt werden.</li>
  </ul>
  <p>Zum Starten der Partie "Spielen" dr�cken.</p> 
  <p><footer>(Aktualisiert: Scid 3.6.21, Dezember 2007)</footer></p>
}

# Opening Trainer window help
set helpTitle(D,OpeningTrainer) "Er�ffnungstrainer"
set helpText(D,OpeningTrainer) {<h1>Er�ffnungstrainer</h1>
  <p>
  Eine Scid Datenbank kann als Repertoire genutzt werden, wenn sie mit dem entsprechenden Typ/Icon markiert wurde. Die Datenbank muss einer der folgenen Typen sein:
  <li>Openings for White</li>
  <li>Openings for Black</li>
  <li>Openings for either Color</li> <br>
  Der Typ muss mit der Auswahl "Konfiguration Trainingsrepertoire" (Wei�, Schwarz, Beide) �bereinstimmen. Jede Partie repr�sentiert eine Er�ffnungsvariante. 
  </p>
  
  <h3>Er�ffnungstrainer Statistik</h3>
  <p>
   Vier Zahlen zeigen die Statistik f�r die aktuelle Stellung:
  <ul>
  <li>Gr�n : Anzahl bereits korrekt gespielten Z�ge.</li>
  <li>Gelb : Anzahl zweifelhafter gespielter Z�ge im Repertoire</li>
  <li>Rot : Anzahl der Z�ge, die nicht im Repertoire enthalten sind.</li>
  <li>Wei� : H�ufigkeit der Stellung</li>
  </ul>
  </p>
  
  <h3>Der Bericht</h3>
  <p>
  Der Bericht zeigt f�r das ganze Repertoire Statistiken und gibt Informationen �ber das Wissen des Anwenders:  
  <ul>
  <li>Positionen im Repertoire: Anzahl der Positione im Repertoire (alle Varianten in der Datenbank)</li>
  <li>nicht gespielte Positionen : Anzahl der Stellungen, die bisher nie gespielt wurden</li>
  <li>gespielte Positionen : gespielte Stellungen und die Summe wie h�ufig sie ausgespielt wurden. Anmerkung: Diese Zahl repr�sentiert das Vorkommen der Stellung in allen Er�ffnungsvarianten: Diese Zahl kann f�r Stellungen nahe der Startaufstellung schnell sehr gro� werden.</li>
  <li>Erfolgreich : Anzahl der guten Z�ge durch den Spieler</li>
  <li>Zweifelhafte Z�ge : Anzahl der schwachen/schlechten Z�ge durch den Spieler</li>
  <li>Nicht im Repertoire : Anzahl der Z�ge des Spieler, die nicht im Repertoire enthalten sind.</li>
  </ul>
  </p> 
  <p><footer>(Aktualisiert: Scid 3.6.21, Dezember 2007)</footer></p>
}


############################################################
#
# German tip of the day

set tips(D) {
  {
    Scid hat mehr als 30 <a Index>Hilfeseiten</a> und in den meisten
    Scid-Fenstern liefert die <b>F1</b>-Taste die Hilfeseite zu diesem
    Fenster.
  }
  {
    Einige Scid-Fenster (z.B. Informationsbereich und
    Datenbank-<a Switcher>Umschalter</a>) haben ein Kontextmenu.
    Dr�cken Sie einfach die rechte Maustaste in jedem Fenster, um zu
    sehen, ob es ein Men� hat und welche Funktionen zur Verf�gung
    stehen.
  }
  {
    Scid bietet Ihnen mehr als eine M�glichkeit, Schachz�ge einzugeben,
    und l��t Ihnen die Wahl, welche Ihnen am meisten zusagt. Sie k�nnen
    die Maus verwenden (mit oder ohne Zugvorschlag) oder die Tastatur
    (mit oder ohne Zugerg�nzung). F�r Details lesen Sie die Hilfeseite
    <a Moves>Z�ge eingeben</a>.
  }
  {
    Wenn Sie einige Datenbanken h�ufig �ffnen, f�gen Sie zu jeder ein
    <a Bookmarks>Lesezeichen</a> hinzu, dann k�nnen Sie sie schneller
    mit dem Lesezeichen-Men� �ffnen.
  }
  {
    Sie k�nnen alle Z�ge einer Partie (mit allen Varianten und
    Kommentaren) mit dem <a PGN>PGN-Fenster</a> betrachten. Im
    PGN-Fenster k�nnen Sie zu jedem beliebigen Zug gehen, indem Sie
    ihn mit der linken Maustaste anklicken oder mit der mittleren
    Maustaste eine Voransicht dieser Stellung erhalten.
  }
  {
    Sie k�nnen Partien mit der linken Maustaste per "Drag & Drop" im
    <a Switcher>Datenbank-Umschalter</a> von einer Datenbank in eine
    andere kopieren.
  }
  {
    Scid kann PGN-Dateien selbst dann �ffnen, wenn sie mit Gzip
    komprimiert wurden (Dateiname mit Erweiterung .gz). PGN-Dateien
    werden schreibgesch�tzt ge�ffnet. Wenn Sie also eine PGN-Datei
    editieren wollen, erstellen Sie eine neue Scid-Datenbank und
    kopieren die PGN-Datei mit dem <a Switcher>Datenbank-Umschalter</a>
    dorthin.
  }
  {
    Wenn Sie eine gro�e Datenbank haben, die Sie oftmals mit dem
    <a Tree>Zugbaumfenster</a> nutzen, lohnt es sich,
    <b>Cache-Datei f�llen</b> im Dateimen� des Zugbaumfensters zu
    w�hlen. Damit merken Sie sich Zugbaum-Statistiken f�r viele
    h�ufige Er�ffnungspositionen und beschleunigen den Zugriff auf
    den Zugbaum f�r die Datenbank.
  }
  {
    Das <a Tree>Zugbaum</a>-Fenster kann Ihnen alle Z�ge zeigen, die
    in der aktuellen Position gespielt wurden, aber wenn Sie auch alle
    Zugfolgen sehen wollen, mit denen diese Stellung erreicht wurde,
    finden Sie diese, wenn Sie einen <a Reports Opening>Er�ffnungsbericht</a>
    erstellen.
  }
  {
    Klicken Sie mit der linken oder rechten Maustaste auf die �berschrift
    einer Spalte im <a GameList>Partieliste</a>-Fenster , um ihre
    Breite anzupassen.
  }
  {
    Mit dem Fenster <a PInfo>Spielerinformation</a> (um es zu �ffnen,
    klicken Sie einfach auf einen Spielernamen im Informationsbereich
    unter dem Hauptfenster-Schachbrett) k�nnen Sie auf einfache Weise
    den <a Searches Filter>Filter</a> so einstellen, da� er alle Partien
    eines bestimmten Spielers mit einem bestimmten Ergebnis enth�lt,
    indem Sie auf irgendeinen <red>in Rot</red> dargestellten Wert
    klicken.
  }
  {
    Beim Er�ffnungsstudium kann es sehr hilfreich sein, f�r eine wichtige
    Position eine <a Searches Board>Brettsuche</a> mit der <b>Bauern</b>-
    oder <b>Linien</b>-Option durchzuf�hren, was andere Er�ffnungen
    entdecken k�nnte, die zur selben Bauernstruktur f�hren.
  }
  {
    Im Informationsbereich (unterhalb des Schachbretts) k�nnen Sie mit
    der rechten Maustaste ein Men� zur Gestaltung der Ausgabe aktivieren.
    Zum Beispiel k�nnen Sie Scid veranlassen, den n�chsten Zug zu
    verstecken, was n�tzlich ist, wenn man zum Trainieren eine Partie
    nachspielt und die Z�ge zu erraten versucht.
  }
  {
    Wenn Sie f�r eine gro�e Datenbank oftmals eine umfangreiche
    Datenbank-<a Maintenance>Wartung</a> durchf�hren, k�nnen Sie
    mehrere Wartungsarbeiten gleichzeitig mit dem
    <a Maintenance Cleaner>Bereiniger</a> ausf�hren.
  }
  {
    Wenn Sie eine gro�e Datenbank haben, wo die meisten Partien einen
    Turniereintrag besitzen und Sie wollen die Partien nach Datum
    sortiert haben, erw�gen Sie ein <a Sorting>Sortieren</a> nach
    Turnierdatum und Turnier anstatt nach Datum und Turnier, da
    Ihnen das hilft, Partien desselben Turniers mit unterschiedlichen
    Daten zusammen zu halten (nat�rlich unter der Voraussetzung, da�
    sie alle dasselbe Turnierdatum haben).
  }
  {
    Es ist eine gute Idee, vor einem <a Maintenance Twins>Dubletten
    l�schen</a> eine <a Maintenance Spellcheck>Schreibkorrektur</a>
    Ihrer Datenbank durchzuf�hren, da es dies Scid erm�glicht, mehr
    Dubletten zu finden und zum L�schen vorzumerken.
  }
  {
    <a Flags>Markierungen</a> sind n�tzlich, um Datenbankpartien mit
    Charakteristiken zu versehen, nach denen Sie zu einem sp�teren
    Zeitpunkt vielleicht suchen wollen, wie etwa Bauernstruktur, Taktik
    etc. Sie k�nnen mit der <a Searches Header>Partiedaten-Suche</a>
    nach Markierungen suchen.
  }
  {
    Wenn Sie eine Partie nachspielen und einige Z�ge ausprobieren
    wollen, ohne die Partie zu ver�ndern, schalten Sie einfach den
    Testmodus ein (mit der Tastenkombination <b>Strg+Leerzeichen</b>
    oder mit dem Symbol aus der Werkzeugleiste), und wenn Sie fertig
    sind, schalten Sie ihn wieder aus, um zur urspr�nglichen Partie
    zur�ckzukommen.
  }
  {
    Um die prominentesten Partien (Spieler mit hohen Elo-Zahlen)
    zu finden, die eine bestimmte Position erreicht haben, �ffnen
    Sie das <a Tree>Zugbaum</a>-Fenster und dort die Liste der
    besten Partien. Sie k�nnen sogar die Liste der besten Partien
    auf Partien mit einem bestimmten Ergebnis begrenzen.
  }
  {
    Eine ausgezeichnete Methode, eine Er�ffnung mit Hilfe einer gro�en
    Datenbank zu studieren, ist, den Trainingsmodus im
    <a Tree>Zugbaum</a>-Fenster zu aktivieren und dann gegen die
    Datenbank zu spielen, um zu sehen, welche Z�ge h�ufig vorkommen.
  }
  {
    Wenn Sie zwei Datenbanken ge�ffnet haben und die
    <a Tree>Zugbaum</a>-Statistik der ersten Datenbank sehen wollen,
    w�hrend Sie eine Partie der zweiten Datenbank untersuchen, dr�cken
    Sie einfach den Schalter <b>Anbinden</b> im Zugbaumfenster, um die
    Partie an die erste Datenbank zu binden, und wechseln dann zur
    zweiten Datenbank.
  }
  {
    Der <a Tmt>Turnierfinder</a> ist nicht nur zum Auffinden eines
    bestimmten Turniers n�tzlich, sondern auch um zu sehen, an welchen
    Turnieren ein bestimmter Spieler vor kurzem teilgenommen hat,
    oder um die Spitzenturniere in einem bestimmten Land zu betrachten.
  }
  {
    Es gibt eine Reihe h�ufiger Stellungsmuster, die im Fenster
    <a Searches Material>Material/Muster</a>-Suche definiert sind und
    die Ihnen beim Er�ffnungs- oder Mittelspielstudium n�tzlich sein
    k�nnen.
  }
  {
    Wenn Sie im Fenster <a Searches Material>Material/Muster</a>-Suche
    nach einer bestimmten Materialkonstellation suchen, ist es oftmals
    hilfreich, die Suche auf Partien zu beschr�nken, die mindestens f�r
    einige Halbz�ge auf das Suchmuster passen, um Partien auszusondern,
    wo die gesuchte Konstellation nur kurz vorkam.
  }
  {
    Wenn Sie eine wichtige Datenbank haben, die Sie nicht versehentlich
    ver�ndern wollen, w�hlen Sie <b>Schreibschutz...</b> im
    <b>Datei</b>-Men�, nachdem Sie sie ge�ffnet haben, oder �ndern Sie
    ihre Dateizugriffsrechte auf "nur Lesen".
  }
  {
    Wenn Sie XBoard oder WinBoard benutzen (oder ein anderes
    Schachprogramm, das Schachpositionen in FEN-Standardnotation in die
    Zwischenablage kopieren kann) und wollen dessen aktuelle
    Schachposition nach Scid kopieren, ist der schnellste und einfachste
    Weg, <b>Position sichern</b> im Dateimen� von XBoard/Winboard zu
    w�hlen, danach <b>Stellung einf�gen</b> in Scids Men� "Bearbeiten".
  }
  {
    Die <a Searches Header>Partiedaten-Suche</a> ignoriert bei
    Spieler/Turnier/Ort/Runden-Namen Gro�- und Kleinschreibung.  Sie
    k�nnen sie aber ber�cksichtigen und gleichzeitig
    Platzhalterzeichen verwenden (mit "?" = irgendein einzelnes
    Zeichen und "*" = null oder mehr Zeichen), wenn Sie den Suchtext
    in Anf�hrungszeichen ("...")  eingeben. Beispielsweise geben Sie
    "*BEL" (mit den Anf�hrungszeichen) im Ortsfeld ein, um alle in
    Belgien, nicht aber in Belgrad gespielten Partien zu finden.
  }
  {
    Wenn Sie einen Partiezug korrigieren wollen, ohne die danach
    gespielten Z�ge zu verlieren, �ffnen Sie das
    <a Import>Import</a>-Fenster, klicken auf <b>Aktuelle Partie
    einf�gen</b>, editieren den falschen Zug und w�hlen dann
    <b>Importieren</b>.
  }
  {
    Wenn Sie eine ECO-Klassifikationsdatei geladen haben, k�nnen Sie
    zur am weitest klassifizierten Position der aktuellen Partie mit
    <b>Er�ffnung identifizieren</b> im <b>Partie</b>-Men� gehen
    (Tastenkombination: Strg+Umsch+D).
  }
  {
    Wenn Sie vor dem �ffnen einer Datei ihre Gr��e oder das Datum ihrer
    letzten Modifikation �berpr�fen wollen, �ffnen Sie sie mit dem
    <a Finder>Dateifinder</a>.
  }
  {
    Eine <a Repertoire>Repertoire</a>-Datei ist eine ausgezeichnete
    Methode, Ihre favorisierten Er�ffnungsvarianten im Auge zu behalten
    und die Partien zu finden, wo diese Varianten gespielt wurden.
    Wenn Sie erst einmal Ihre Er�ffnungen in einer Repertoire-Datei
    gespeichert haben, k�nnen Sie jedesmal, wenn Sie eine neue Datei
    mit Partien haben, eine Repertoire-Suche durchf�hren und die Partien
    mit Ihren favorisierten Er�ffnungen betrachten.
  }
  {
    Mit einem <a Reports Opening>Er�ffnungsbericht</a> kann man sehr gut
    mehr �ber eine bestimmte Position lernen. Sie k�nnen die Erfolgsrate
    sehen, ob sie zu vielen Kurzremis f�hrt und die typischen
    positionellen Themen.
  }
  {
    Sie k�nnen die gebr�uchlichsten Kommentarsymbole (!, !?, += etc.)
    dem aktuellen Zug oder der aktuellen Stellung mit Tastenkombinationen
    hinzuf�gen, ohne den Kommentareditor benutzen zu m�ssen -- um
    beispielsweise ein "!" hinzuzuf�gen, tippen Sie "!" und danach die
    Eingabetaste. Zu den Details siehe die Hilfeseite <a Moves>Z�ge
    eingeben</a>.
  }
  {
    Wenn Sie Er�ffnungen in einer Datenbank mit dem <a Tree>Zugbaum</a>
    betrachten, k�nnen Sie eine n�tzlichen �bersicht erhalten, welche
    Erfolge mit der aktuellen Er�ffnung in der letzten Zeit und zwischen
    Spitzenspielern erzielt wurden, indem Sie das Statistikfenster
    �ffnen (Tastenkombination: Strg-I).
  }
  {
    Sie k�nnen die Gr��e des Hauptfensters �ndern, indem Sie die
    <b>Strg</b>-Taste gedr�ckt halten und dann die Cursortaste
    <b>Links</b> oder <b>Rechts</b> dr�cken.
  }
  {
    Nach einer <a Searches>Suche</a> k�nnen Sie leicht durch alle
    passenden Partien bl�ttern, indem Sie die <b>Strg</b>-Taste gedr�ckt
    halten und dann die Cursortaste <b>Auf</b> oder <b>Ab</b> dr�cken,
    um die vorherige bzw. n�chste Partie im <a Searches Filter>Filter</a>
    zu laden.
  }
  {
    �ber die Tasten <b>F2</b> und <b>F3</b> k�nnen direkt die letzten beiden Analyse-Engines gestartet werden, ohne dies nochmal ausw�hlen zu m�ssen. 
  }
}

############################################################
#
# German Correspondence Chess, thanks to Jochen Jansen for translation
set helpTitle(D,Correspondence) "Fernschach"
set helpText(D,Correspondence) {<h1>Fernschach</h1>

<p>
Derzeit bietet Scid zwei Wege an, um Fernschach 
zu spielen.
</p>
<ul>
   <li><b>Email Schach</b> verschickt die aktuelle Partie per Email an
   Ihren Gegner, sobald Sie Ihren Zug gemacht haben.  Zu diesem Zweck
   wird eine Email in dem von Ihnen bevorzugten Email-Programm
   generiert.  Diese Email enth�lt eine PGN-Datei mit der aktuellen
   Partie als Anhang.  Von Ihnen evtl. eingef�gte Kommentare oder
   Varianten werden selbstverst�ndlich vorher entfernt.
   </li>
   <li><b>Fernschach-Server</b> werden unter Verwendung des sog.
   Xfcc-Protokolls unterst�tzt. Sofern Sie bei einem solchen Server
   einen Account besitzen, holt ein externes Tool dort Ihre Partien ab
   und synchronisiert Scid entsprechend.  Sobald Sie dann ihren Zug
   gemacht haben, wird auf dem gleichen Wege wieder Ihr Zug vermittels
   Xfcc an Ihren Gegner gesendet. Das Holen und Senden wurde hier
   bewu�t �ber ein externes Tool realisiert, da so sp�ter einfachere
   Anpassung m�glich sind, falls noch andere Protokolle erscheinen.
   </li>
</ul>
<p>
Sobald eine der Fernschachfunktionen aus dem Menue aufgerufen werden
�ffnet sich das Fernschachfenster. Dieses Fenster kann auch aus dem
Fenster-Menue aus ge�ffnet werden. Das Fernschachfenster enth�lt die
n�tigen Kn�pfe zur Navigation durch laufende Partien, um Partien via
Xfcc abzuholen und eMail-Partien zu synchronisieren. Au�erdem bietet
es eine einfache Konsole zur Anzeige der gesendeten und Empfangenen
Nachrichten sowie eine Liste aller laufenden Partien aus Scids
Posteingang.
</p>

<p>
Bevor Sie irgendwelche Fernschachfunktionen nutzen k�nnen, m�ssen Sie
zuerst eine Datenbank vom Typ "Fernschach" anlegen! Erstellen Sie also
ggf. eine neue Datenbank ("Datei-> Neu..." oder Strg-C) und setzen Sie
dann im <a Maintenance>Wartungsfenster</a> den Typ der Datenbank auf
"Correspondence Chess" (Briefkastensymbol). Das Setzen dieses
Datenbanktyps ist unabdingbar, da Scid am Typ erkennt, mit welcher DB
es die empfangenen Z�ge abgleichen soll. Wenn wie im beschriebenen
Fall die Datenbank nach Erstellung ja noch leer ist, behandelt Scid
die empfangenen Partien automatisch als neue Partien und f�gt diese an
die Datenbank an.
</p>

<p>
Falls Sie zu diesem Zeitpunkt noch keine Datenbank vom Typ
"Correspondence Chess" ge�ffnet haben, wird Scid Sie daran erinnern.
Beachten Sie aber, nie mehr als eine Datenbank diesen Typs zu �ffnen,
da Scid sonst nicht wei�, welche der Datenbanken es verwenden soll.
</p>

<h3>Grundfunktionen</h3>

<p>
Wenn Sie alles korrekt eingerichtet haben, k�nnen Sie die
Fernschachfunktionen ganz einfach �ber die folgenden Buttons erreichen
<ul>
   <li><button tb_CC_Retrieve> Abholen der Fernschach-Partien.  Ein
   externes Tool wird aufgerufen, das die Partien abholt, und alle so
   abgeholten Partien werden ebenso wie alle Partien, die sich zu
   diesem Zeitpunkt in Scids Posteingang (siehe unten)  mit der aktuell
   ge�ffneten Fernschachdatenbank synchronisiert.
   </li>
   <li><button tb_CC_Send> Schickt Ihren Zug an Ihren Gegner, in dem
   es entweder eine Email in dem von Ihnen bevorzugten Emailprogramm
   erstellt oder den Zug vermittels des Xfcc-Protokolls an einen
   Fernschachserver sendet.
   </li>
   <li><button tb_CC_delete> leert das Posteingangs- und das
   Postausgangsverzeichnis.
   </li>
   <li><button tb_CC_online> zeigt an, dass die Partienliste in der
   aktuellen Scid-Sitzung online aktualisiert wurde. Der zugeh�rige
   Infotip zeit das Datum und die Uhrzeit der letzten Aktualisierung.
   </li>
   <li><button tb_CC_offline> zeigt an, dass der Xfcc-Status ohne
   Aktualisierung aus den gespeicherten Werten hergestellt wurde und
   somit nicht aktuell sein mu�. Der zugeh�rige Infotip zeit das Datum
   und die Uhrzeit der letzten Aktualisierung.
   </li>
</ul>
</p>

<p>
Bitte beachten Sie auch die Liste der <a CCIcons>Icons und Statusindikatoren</a>.
</p>

<h3>Konfiguration</h3>

<p>
Fernschach mit Scid funktioniert �ber eine normale Scid-Datenbank, die
Ihre Fernschachpartien enth�lt, und einigen externen Tools, die f�r
Scid den "nichtschachlichen-Teil" abwickeln. Diese Tools und einige
Parameters m�ssen einmalig eingerichtet werden, die Einstellungen
werden f�r die sp�tere Nutzung gespeichert.
</p>

<p>
Sie erreichen den Konfigurationsdialog aus dem Men� �ber
<menu>Spielen</menu> <menu>Fernschach</menu><menu>Einrichten</menu>.
Einzelheiten finden Sie unter <a CCSetupDialog>Fernschach
einrichten</a>. Das Verlassen dieses Dialogs mittels des <b>[Ok]</b>
Buttons speichert automatisch die von Ihnen getroffenen Einstellungen
ab.
</p>

<h3>Partien empfangen</h3>
<p>
Je nach dem, ob Sie per Email oder �ber einen Fernschachserver
spielen, ist der Empfangsprozess geringf�gig verschieden. Wichtig ist,
dass am Ende Ihre Partie(n) als Datei(en) im PGN-Format in Scids Posteingang
Verzeichnis liegen, ganz gleich, auf welchem Weg Sie dies (evtl. durch
externe Programme) erreicht haben.
</p>
<p>
Sobald die Partien in der Posteingang liegen, w�hlen Sie im Men�
<menu>Posteingang bearbeiten</menu> und Scid arbeitet sich durch die
Posteingang, wobei es die neuen Z�ge automatisch an bereits bestehende
Partien in Ihrer Datenbank anh�ngt. Neue Partien, die noch nicht in
der Datenbank erfasst sind, werden automatisch der Datenbank
hinzugef�gt.
</p>

<p><a CCeMailChess>Fernschach per Email</a> beschreibt detailliert
Fernschach via Email, w�hrend in <a CCXfcc>Fernschach via Schachserver
</a> Fernschach �ber entsprechende Fernschach-Server beschrieben wird.
</p>

<h3>Partien durchgehen</h3>
<p>
Nach dem Abholen werden Partien in Scids "clipboard" Datenbank geladen
und neue Partien und Z�ge werden der zuvor ge�ffneten
Fernschachdatenbank hinzu gef�gt. Im Unterschied zur Funktion aus dem
<menu>Partie</menu> Men� bl�ttern Sie mit diesen Kn�pfen nicht durch
die gesamte Datenbank, sondern nur durch die Partien aus Scids Posteingang,
also nur durch die gerade von ihnen gespielten Partien. Die Datenbank
kann ja sehr viele Partien mehr enthalten, und Sie werden
wahrscheinlich nicht erst durch alle diese Partien bl�ttern, nur um
irgendwann die Partie mit dem tats�chlich neuen Zug zu finden.
</p>
<p>
Beachten Sie bitte, dass hierbei Daten aus den Kopfzeilen ausgewertet
werden, die nicht von Scid indiziert wurden. Bei einer extrem gro�en
Fernschachdatenbank w�rden die Suchzeiten empfindlich ansteigen.
Sollten Sie sehr viel Fernschach spielen und Ihre Datenbank dadurch
sehr gro� werden, so empfiehlt es sich, bereits beendete Partien in
einer Archivdatenbank zu speichern, um so den Suchzugriff auf die
aktuellen Partien zu beschleunigen.  Alternativ k�nnen Sie auch
einfach eine neue Datenbank erstellen, da Scid neue Partien dieser ja
dann automatisch hinzuf�gt. �ffnen Sie einfach diese neue und leere
Datenbank (Typ "Correspondence Chess" nicht vergessen) und w�hlen Sie
im Men� <menu>Posteingang bearbeiten</menu>, und schon werden alle noch
laufenden Partien importiert.
</p>
<p>
Vergleichbar mit den genannten Kn�pfen sind die Men�punkte
<menu>Vorherige Partie</menu> und <menu>N�chste Partie<menu> aus dem
<menu>Fernschach</menue> Men�.
</p>
<p>
Ein alternativer Weg um eine bestimmte Partie anzuw�hlen ist ein
Doppelklick auf diese in der Partienliste des Fernschachfensters.
</p>
<p>
Beachten Sie, dass bei korrekt eingegebenen Namen (unter <menu>Meine
Spielernamen</menu>) Scid das Schachbrett immer so drehen wird, dass
Sie "richtig herum", also von unten nach oben, spielen. Sie k�nnen
verschiedene Spielernamen verwenden. Einzelheiten finden Sie unter <a
Options MyPlayerNames>Meine Spielernamen</a>.
</p>

<h3>Analyse und Ziehen</h3>
<p>
F�r das Fernschach k�nnen alle Analysefunktionen verwendet werden.
Varianten, Kommentare etc. k�nnen wie gewohnt hinzu gef�gt werden.
Scid wird aber immer den letzten Halbzug nehmen und ihn wie den zu
sendenden Zug behandeln. Es wird nicht gepr�ft, ob nur ein Halbzug
oder auf welcher Seite dieser Zug hinzu gef�gt wurde! Wenn Sie �ber
einen Fernschachserver spielen, �bertr�gt Scid auch den letzten
Kommentar, damit Sie auf diese Weise ihrem Gegner etwas mitteilen
k�nnen. Wenn Sie via Email spielen, k�nnen Sie ja Kommentare oder
Gr��e einfach in die Emailnachricht schreiben. Daher werden bei dieser
Variante alle Kommentare entfernt.
</p>
<p>
Nach dem Dr�cken des Verschicken-Knopfes <button tb_CC_Send> wird Scid
zun�chst bestimmen, welche Art von Fernschachpartie vorliegt (Email
oder Fernschachserver) und entweder Ihr Email-Programm aufrufen oder
Ihren Zug �ber ein externes Tool an den Fernschachserver �bertragen.
Der Men�punkt <menu>Zug versenden</menu> erf�llt den gleichen Zweck.
Alternativ k�nnen Sie die aktuelle Partie auch �ber den Men�punkt
<menu>per Email versenden</menu> per Email versenden. Wie beschrieben
erf�llt <menu>Zug versenden</menu> den gleichen Zweck. Auch bei
Vorliegen eines Serverspiels kann so eine Email erzeugt werden. Diese
wird aber wohl keinen Adressaten enthalten, da Fernschachserver diese
Information gew�hnlich nicht �bertragen.
</p>

<p><footer>(Updated: Scid 3.6.25, August 2008)</footer></p>
}

set helpTitle(D,CCIcons) "Fernschach: Icons und Statusindikatoren"
set helpText(D,CCIcons) {
<h1>Icons und Statusindikatoren</h1>
<p>
Um die Anzeige in der Partienliste abzuk�rzen werden einige Symbole
verwendet. Manche von ihnen sind nur unter bestimmten Umst�nden
sichtbar, andere nur f�r Xfcc- bzw. eMail-basierte Partien. Diese
Indikatoren werden intern gespeichert und k�nnen so auch ohne
Internetverbindung mit dem Status der letzten Aktualisierung angezeigt
werden.
</p>
<ul>
   <li><button tb_CC_online> zeigt an, dass die Partienliste in der
   aktuellen Scid-Sitzung online aktualisiert wurde. Der zugeh�rige
   Infotip zeit das Datum und die Uhrzeit der letzten Aktualisierung.
   </li>
   <li><button tb_CC_offline> zeigt an, dass der Xfcc-Status ohne
   Aktualisierung aus den gespeicherten Werten hergestellt wurde und
   somit nicht aktuell sein mu�. Der zugeh�rige Infotip zeit das Datum
   und die Uhrzeit der letzten Aktualisierung.
   </li>
   <li><button tb_CC_envelope> zeigt eine eMail-basierte Partie an.
   Durch die Limitationen dieses Mediums sind kaum zus�tzliche
   Statusangaben verf�gbar.
   </li>
   <li><button tb_CC_yourmove>
   Sie sind am Zug!
   <br>
   <b>Hinweis 1:</b> Dieser Status wird nur aktualisiert, wenn
   mit dem Fernschachserver synchronisiert wird, d. h. er gibt immer
   den Zustand des Servers bei der letzten Synchronisation wieder.
   <br>
   <b>Hinweis 2:</b> F�hrt man mit der Maus �ber dieses Symbol wird
   der letzte Zug des Gegners angezeigt.
   </li>
   <li><button tb_CC_oppmove>
   Der Gegner ist am Zug. Hinweis: Dieser Status wird nur aktualisiert, wenn
   mit dem Fernschachserver synchronisiert wird, d. h. er gibt immer
   den Zustand des Servers bei der letzten Synchronisation wieder.
   </li>
   <li><button tb_CC_draw>
   Es wurde ein Remis vereinbart.
   </li>
   <li><button tb_CC_book>
   Er�ffnungsb�cher sind f�r diese Partie erlaubt.
   </li>
   <li><button tb_CC_database>
   Datenbanken sind f�r diese Partie erlaubt.
   </li>
   <li><button tb_CC_tablebase>
   Endspieltabellen (z. B. Nalimov-Tabellen) sind f�r diese Partie
   erlaubt.
   </li>
   <li><button tb_CC_engine>
   Schachengines sind f�r diese Partie erlaubt. Solche Partien werden
   bisweilen als "Advanced Chess" bezeichnet.
   </li>
   <li><button tb_CC_outoftime>
   Der Gegner hat seine Bedenkzeit �berschritten. Es kann ein Gewinn
   wegen Zeit�berschreitung beantragt werden.
   </li>
   <li><button tb_CC_message>
   Der Gegner �bermittelte mit dem Letzten Zug enie Nachricht. Diese
   wurde zur Partienotation als Kommentar hinzugef�gt.
   </li>
</ul>
<b>Hinweis 1:</b> Wenn ein Tournier noch nicht offiziell begonnen hat,
aber die Aufstellung bereits bekannt gegeben wurde werden die Texte in
den Spalten id, Event und Site in <gray><b>grau</b></gray>
dargestellt.
<br>
<b>Hinweis 2:</b> F�hrt man mit der Maus �ber die Site-Spalte, wird
der komplette Sitetag angezeigt. F�hrt man �ber die Event-Spalte wird
ebenfalls der komplette Event-Tag angezeigt, sowie die Zeitkontrollen
der jeweiligen Partie, sofern diese vom Server �bermittelt wurden.
Wurden keine Zeitkontrollen �bermittelt zeigt Scid <i>10 / 50d (?)</i>
an, d. h. vermutet die offiziellen ICCF-Zeitkontrollen. (Der
ICCF-Server selbst sendet niemals die Zeitvorgaben.)
</p>

<p>
F�r Xfcc-basierte Partien wird f�r jeden Gegner die jeweilige
Landesflagge angezeigt, wenn der Server die n�tigen
L�nderinformationen �bermittelt. F�r eMail basierte Partien kann dies
erreicht werden, wenn im PGN-Kopf zwei zust�tzliche Zeilen
<i>whiteCountry</i> bzw. <i>blackCountry</i> eingef�gt werden, die den
internationalen, dreistelligen L�ndercode nach ISO 3166-1 enthalten
(z. B. "EUR" <button flag_eur>, "USA" <button flag_usa>, "GBR" <button
flag_gbr>, "FRA" <button flag_fra>, "RUS" <button flag_rus>, "CHN"
<button flag_chn>...).
</p>

<p>
Beachten Sie auch das Kapitel <a Correspondence>Fernschach</a> f�r
allgemeine Informationen.
</p>


<p><footer>(Updated: Scid 3.7b4, February 2009)</footer></p>
}

set helpTitle(D,CCXfcc) "Fernschach-Server"
set helpText(D,CCXfcc) {<h1>Fernschach-Server</h1>

<p>
Es gibt diverse Fernschachserver im Internet. �blicherweise spielt
man auf ihnen ganz einfach mit einem Webbrowser, also ohne
irgendwelche spezielle Software. Dennoch bieten viele dieser Server
die M�glichkeit, ein externes (Schach-) Programm zu benutzen. Dies
geschieht durch die Verwendung des Xfcc-Protokolls.  Dieses
Xfcc-Protokoll wird bei Scid durch externe Tools unterst�tzt, die man
im <a CCSetupDialog>Einstellungen</a> Dialog konfiguriert.
</p>

<h3>Eine neue Partie beginnen</h3>
<p>
Xfcc selbst erlaubt es nicht, wie bei Email eine neue Partie zu
beginnen, in dem man einfach den ersten Zug an einen Gegner sendet.
Die Suche nach einem Gegner sowie das Beginnen von Partien geschieht
grunds�tzlich auf der Webseite der Fernschachserver. Hat man denn dort
eine Partie einmal begonnen, kann man Scid dann im Weiteren benutzen,
um die neuen Z�ge der Gegner ab zu holen, sie zur eigenen Datenbank
hinzu zu f�gen, sie zu analysieren, zu beantworten, usw.. Alle
Funktionen von Scid stehen dem Benutzer zur geneigten Verwendung zur
Verf�gung. Kl�ren Sie ggf. vorher im Rahmen der sportlichen Fairness
ab, ob und welche der zahlreichen Hilfsmittel Sie �berhaupt verwenden
d�rfen.
</p>

<h3>Partien abholen</h3>
<p>
�ffnen Sie die Datenbank, die ihre Fernschachpartien enth�lt oder
erstellen sie diesselbe neu. Diese Datenbank muss zwingend vom Typ
"Correspondence chess" sein. 
</p>

Anmerkungen: 
<ul>
   <li>Findet Scid keine ge�ffnete passende Datenbank, so fordert es
   Sie auf, eine solche zu �ffnen.
   </li>
   <li>Enth�lt die Datenbank keine der Partien aus der Posteingang, so
   werden diese automatisch der Datenbank als neue Partien
   hinzugef�gt.
   </li>
   <li>Scid wird die erste ge�ffnete Datenbank vom Typ "Correspondence
   Chess" benutzen. Es wird empfohlen, nur eine Datenbank dieses Typs
   ge�ffnet zu halten.
   </li>
</ul>
<p>
Xfcc holt immer alle laufenden Partien vom Server, die dort unter
Ihrer Benutzer-ID registriert sind. Zum Abholen dr�cken Sie einfach
auf das <button tb_CC_Retrieve> Symbol oder w�hlen <menu>Partien
abholen </menu> aus dem <menu>Fernschach</menu> Men�. Stellen Sie
sicher, dass Ihr System eine funktionierende Netzwerkverbindung hat,
da Scid selbst keine Verbindung herstellt sondern lediglich eine
bestehende nutzt, um sich mit dem Server zu verbinden. Scid holt die
Partien gem�� Ihren Einstellung aus dem <a
CCSetupDialog>Einstellungen</a> Dialog ab und legt die Partien im
PGN-Format in der Scid-Posteingang ab. Dies kann etwas dauern.  Nach
dem Abholen der Partien wird ihre zuvor ge�ffnete Fernschachdatenbank
entsprechend mit diesen Partien automatisch aktualisiert.
</p>
<p>
<b>Hinweis</b> Mit <button tb_CC_delete> kann das Posteingangs- und
Postausgangsverzeichnis geleert werden.
</p>
<p>
Sobald Ihre Partien abgeholt wurden, sucht Scid in Ihrer ge�ffneten
Fernschachdatendank nach den entsprechenden Gegenst�cken und f�gt die
neuen Z�ge dort automatisch diesen Partien hinzu. W�hrend bei einer
Email-Partie gew�hnlich Halbzug f�r Halbzug via Email und somit
vermutlich auch via Scid �bermittelt wird, kann man Xfcc-Server auf
verschiedene Art erreichen (Web, Mobiltelefon, usw.). Es ist also
denkbar, dass Sie und Ihr Gegner vielleicht einige Z�ge von
Unterwegs aus ausgef�hrt haben: Via Mobiltelefon aus der U-Bahn etwa,
und sp�ter via Web vom B�rorechner aus, und in der Mittagspause gab es
einen Zug vom PDA aus. Wenn Sie jetzt am Abend diese Partie mit Scid
abholen, hat Scid diese Z�ge ja alle bis jetzt noch nicht gesehen. Es
wird also alle notwendigen Z�ge bis zum aktuellen an diese Partie in
Ihrer Datenbank anf�gen. Wie gesehen, kann dies eine ganze Anzahl von
Z�gen sein. Aus diesem Grunde sollten Sie Anmerkungen und Kommentare
nie in die Hauptpartie schreiben, sondern stets Varianten daf�r
verwenden, da es ja wie gesehen sein kann, dass Scid etliche Z�ge in
Ihrer Datenbank erg�nzen muss. Scid wird hierbei immer nur am Ende der
Partie in ihrer Datenbank erg�nzen, so dass �nderungen in der
Hauptvariante sehr wahrscheinlich dazu f�hren, dass eine
Synchronisation unm�glich wird.
</p>
F�r Xfcc-basierte Partien kann Scid den status dieser sehr genau
angeben. Diese Informationen stehen aber nur zur Verf�gung wenn die
interne Xfcc-Unterst�tzung verwendet wird.  Folgende Symbole werden
hierzu benutzt:
<ul>
   <li><button tb_CC_draw> Im letzten Zug wurde ein Remis verinbart.
   </li>
   <li><button tb_CC_yourmove> Sie sind am Zug.
   </li>
   <li><button tb_CC_oppmove> Ihr Gegner ist am Zug.
   </li>
   <li><button tb_CC_book> In dieser Partie sind Er�ffnungsb�cher erlaubt.
   </li>
   <li><button tb_CC_database> In dieser Partie ist die Nutzung von Datenbanken erlaubt.
   </li>
   <li><button tb_CC_tablebase> In dieser Partie ist die Nutzung von Endspieltabellen erlaubt.
   </li>
   <li><button tb_CC_engine> In dieser Partie ist die Nutzung von Schachprogrammen zur Analyse erlaubt.
   </li>
</ul>
<p>
Au�erdem zeigt Scid den Stand der Uhren beider Parteien <p>zum
Zeitpunkt der Synchronisation</b> an sowie die Schachvariante.
Allerdings erlaubt Scid derzeit nur Standard Schach.
</p>
<p>
Hinweis: Nur wenn die entsprechenden Symbole (Buch, Datenbank,
Tabelle, Schachprogramm) angezeigt werden d�rfen diese Hilfsmittel
verwendet werden. Andernfalls sind sie verboten! Bitte beachten Sie
diese Regeln!
</p>

<p>
<b>NOTABENE:</b> Wenn Sie Z�ge anders als mit Scid hinzu f�gen, etwa
mit einem Texteditor oder einem Emailprogramm, dann achten Sie aus den
genannten Gr�nden genauestens darauf, nur den einen, von Ihnen
beabsichtigten Zug in die Hauptpartie zu schreiben! Scid wei� zu
keinem Zeitpunkt, an welcher Stelle der Partie sie "eigentlich" dran
waren! F�r Scid ist dies <b>immer</b> der letzte Zug in der
"Hauptlinie" der Partie! Wenn Sie also eine mutma�liche Fortf�hrung
der Partie notieren wollen (was ja an sich als Ged�chtnisst�tze sehr
sinnvoll ist), so tun Sie dies <b>immer</b> in einer Variante, und
<b>nie</b> in der Hauptpartie! Ihr Gegner w�rde diese von Ihnen als
Ged�chtnisst�tze f�r Ihren Plan notierten Z�ge sonst �bermittelt
bekommen - und Sie wollten sicher nicht Ihren Pl�ne an Ihren Gegner
senden!
</p>
<p>
<b>Beispiel:</b> Sie spielen ohne Scid, und schreiben die Antwortz�ge
im B�ro einfach von Hand mit dem Texteditor des B�rorechners hinter
die von Ihrem Gegner geschickten Z�ge, und wollen diese (wenn der Chef
weg ist) dann sp�ter mit Scid versenden. Ihr Gegner schickt Ihnen zum
Auftakt ein 1.e4 * zu. Sie �berlegen sich, mit 1...e6 die Partie zu
antworten, und ferner, die Partie wie folgt fort zu setzen: 2. d4 d5
3. Nf3 Nf6 4. Nc3 * . Diese Fortsetzung wollen Sie sich als
Ged�chtnisst�tze notieren.  Schreiben Sie nun auf keinen Fall "1...e6
2. d4 d5 3. Nf3 Nf6 4. Nc3"!  Scid �bertr�gt 4.Nc3 an den
Schachserver. Dieser Zug ist beim Derzeitigen Stand der Partie
ung�ltig und wird abgelehnt werden. Der Zug ist hierbei aus mehreren
Gr�nden Ung�ltig. Zu�nchst erwartet der Schachserver den 2. Halbzug
von Schwarz im ersten Zug. Statt dessen wird aber der 1. Halbzug von
Wei� aus dem 4. Zug gesendet.
</p>
<p>
Notieren Sie stattdessen Ihren Plan als Variante: 
1.e4 e6 (1...e6 2. d4 d5 3. Nf3 Nf6 4. Nc3 )
So wird nur das 1....e6 an Ihren Gegner �bermittelt, da dies der
letzte Zug der Hauptvariante ist. Dieser ist g�ltig und wird
akzeptiert werden.
</p>
<p>
Beachten Sie, dass s�mtliche Partien in Scids Posteingang, ganz
gleich, wo diese herstammen, w�hrend des Abholprozesses von Scid
verarbeitet werden!  Auf diese Weise k�nnen Sie auch Partien, die Sie
auf anderem Weg erhalten haben, auf einfachste Art bearbeiten: Einfach
die Partie (im PGN-Format!) in die Posteingang legen, und wenn Sie in
Scid dann den Knopf <button tb_CC_Retrieve> dr�cken, wird die Partie
mit bearbeitet.  Scid arbeitet einfach alles ab, was sich in seinem
Posteingang befindet. Wie gewohnt: Bei Partien, die sich schon in
Ihrer ge�ffneten Fernschachdatenbank befinden, werden die neuen Z�ge
hinzu gef�gt, w�hrend unbekannte Partien ganz einfach als neue Partien
an Ihre Datenbank angehangen werden.
</p>
<p>
<b>Hinweis</b> Mit <button tb_CC_delete> kann das Posteingangs- und
Postausgangsverzeichnis geleert werden.
</p>
<p>
<b>Hinweis f�r Programmierer</b>: Dem Fetch-Tool wird beim Aufruf der
Pfad zur Posteingang als Parameter mit gegeben. Es sollte dann alle
Server-Accounts durchgehen und ordentlich formatierte PGN-Files in den
�bergebenen Pfad ablegen. Diese Dateien sollten zus�tzliche Felder im
Header enthalten, wie sie von cmail her bekannt sind. (Siehe <a
CCeMailChess>Correspondence Chess via eMail</a> f�r weitere
Informationen �ber die ben�tigten Felder.) </p>

<p><footer>(Updated: Scid 3.6.23, February 2008)</footer></p>
}

#############
# eMail Chess:
set helpTitle(D,CCeMailChess) "Fernschach via Email"
set helpText(D,CCeMailChess) {<h1>Fernschach via Email</h1>

<p>
Das Medium Email bietet eine einfache und bequeme M�glichkeit zum
Fernschach-Spielen.  Die Standard-Anwendung f�r Un*x-aritge
Betriebssysteme ist bis heute die Kombination xboard/cmail. Man kann
damit recht bequem seine Fernschachpartien abwickeln. Da cmail dabei
nichts anderes produziert als sauberes PGN, ist es das Vorbild f�r
Scids Email-Funktion. Sofern man die vollst�ndigen PGN-Kopfdaten
erh�lt, kann man damit mit jedem beliebigen Gegner spielen, der in der
Lage ist, irgendwie PGN-Dateien zu bearbeiten. Es ist also nicht
notwendig, dass beide Spieler einer Partie die gleiche Software
benutzen.
</p>

<h3>Email-Schach</h3>
<p>
Scid kann Ihre Fernschachpartien via Email fast vollautomatisch
verarbeiten.  Dabei bleibt die Kompatibilit�t mit cmail/xboard aus der
Un*x Welt gewahrt (Sie k�nnen also auch gegen Benutzer dieser
Programme spielen). Das Ganze funktioniert �ber das Versenden von
vollst�ndigen PGN-Dateien als Email-Anhang, wobei die PGN-Kopfdaten
bestimmte wichtige Daten enthalten, die f�r das Verwalten der Daten
unabdingbar sind. Aus diesem Grunde sollten Sie Kopfdaten nur �ndern,
wenn Sie wirklich wissen, was Sie tun. Im Zweifel lassen Sie es
besser, denn einige Felder m�ssen bestimmte Werte in ganz exakter Form
enthalten. Diese Felder werden von Scid automatisch und korrekt
ausgef�llt, wenn Sie eine Partie mit Scid beginnen. Obacht: Sie d�rfen
diese Felder <b>auf keinen Fall</b> l�schen, �ndern oder
�berschreiben!
</p>
<p>
Dies sind unabdingbare Kopfzeilen-Felder:
</p>
<ul>
   <li><term>Event</term>: Standardm��ig "Email correspondence game"
   </li>
   <li><term>Site</term>: muss auf "NET" lauten
   </li>
   <li><term>Mode</term>: muss auf "EM" lauten
   </li>
   <li><term>WhiteNA</term>: enth�lt die Email-Addresse des wei�en
   Spielers. Beachten Sie bitte, dass hier nur die "reine" Adresse
   stehen darf in der Form <term>user@host.org</term>.
   </li>
   <li><term>BlackNA</term>: enth�lt die Email-Address des schwarzen
   Spielers analog zu WhiteNA.
   </li>
   <li><term>CmailGameName</term>: Enth�lt eine <b>eindeutige</b>
   Bezeichnung (ID) f�r die Partie. Diese Bezeichnung muss nicht nur
   eindeutig, sondern auch ein Unikat sein, denn �ber diese ID werden
   die Partien einander zugeordnet.
   <p>
   Scid k�nnte bei Datenbank auf Indices zur�ckgreifen. Das geht aber
   nicht bei "nicht-Datenbank-Daten" wie den cmail-Daten. Dewegen wird
   auf den <term>CmailGameName</term>-Parameter zur�ck gegriffen, den
   der Anwender vergeben muss.  Dieser Parameter muss <b>eindeutig</>
   sein! Eine einfache und praktible Art ist bspw.
   <term>aa-bb-yyyymmdd</term>, mit aa als Abk�rzung des Namens des
   wei�en Spielers und bb analog f�r Schwarz, sowie yyyymmdd f�r das
   aktuelle Datum.
   </p>
   <p>Bei Xfcc-basierten Partien muss dieses Feld ebnfalls eine
   eindeutige ID enthalten, aber in diesem Fall nimmt man den
   Servernamem und die eindeutige Partienummer auf diesen Server als
   ID, also in der Form <term>MeinXfccServer-12345</term>.
   </p>
   </li>
</ul>
<p>
eMail basierte Partien enthalten nicht so ausf�hrliche
Statusinformationen wie Xfcc-basierte Partien. Allerdings werden diese
Partien mit dem <button tb_CC_envelope> Symbol gekennzeichnet um sie
leicht von anderen unterscheiden zu k�nnen.
</p>

<h3>Eine neue Partie beginnen</h3>
<p>
Hier �ffnet sich ein Dialog, in welchem man den eigenen und den Namen
des Gegners so eingibt, wie er sp�ter in den Kopfzeilen erscheinen
soll sowie in den Emailaddressen beider Parteien. Zus�tzlich muss eine
<b>eindeutige</b> Partie-ID vergeben werden.  Eine bew�hrte L�sung f�r
ist eine ID in der Form <term>aa-bb-yyyymmdd</term>, mit aa als
Abk�rzung des Namens des wei�en Spielers und bb analog f�r Schwarz,
sowie yyyymmdd f�r das aktuelle Datum.  Diese ID im Text-Format ist
unabdingbar f�r das Zuordnen der Partien.  Die Nutzer von cmail kennen
diese ID als <i>game name</i>. Sie darf nur Buchstaben, Zahlen, das
Minus-Zeichen und Unterstrichen enthalten.  Vermeiden Sie also alle
anderen (Sonder-) Zeichen.
</p>
<p>
Nachdem Sie durch Dr�cken des <b>[Ok]</b> Knopfes diesen Dialog
verlassen haben, wird eine neue Partie an die ge�ffnete
Fernschachdatenbank angehangen, und die PGN-Kopfzeilen sind ordentlich
ausgef�llt. Machen Sie also einfach Ihren Zug und senden sie ihn ab.
</p>

<h3>Partien empfangen</h3>

<p>
Scid bearbeitet nicht Ihr Email-Postfach. Der Programmieraufwand hierf�r
w�re angedenk der unz�hligen M�glichkeiten von Email-Zug�ngen viel zu
gro�. Au�erdem muss man das Rad ja nicht neu erfinden: Ihr gewohntes
Email-Programm kann ja genau das, und deswegen verwendet Scid auch
einfach Ihr gewohntes Email-Programm. Um nun eine so empfangene Partie
in Scid hinein zu bekommen, speichern Sie einfach das an der Email
angehangene PGN-File in Scids Posteingang ab (viele Emailprogramme
erlauben es auch, dies automatisch erledigen zu lassen. Lesen Sie dazu
das Handbuch Ihres Emailprogrammes). W�hlen Sie dann einfach
<menu>Partien synchronisieren</menu> (bzw. dr�cken den <button tb_CC_Retrieve>
Knopf) oder w�hlen Sie <menu>Posteingang synchronisieren</menu>. Der
Unterschied zwischen beiden M�glichkeiten ist der, dass
<menu>Posteingang synchronisieren</menu> nur die Dateien verarbeitet,
die zu diesem Zeitpunkt im Posteingang liegen, w�hrend der erstere
Weg zus�tzlich �ber in externes Programm zun�chst weitere Partien (z.B.
via Xfcc) abholt, diese in der Posteingang speichert und dann
s�mtliche Dateien, die sich dann in der Posteingang befinden,
bearbeitet.  Wenn Sie also sowohl per Email wie auch �ber Xfcc-Server
spielen, d�rfte der bequemste Weg der sein,  zun�chst die per Email
empfangenen Partien in der Posteingang zu speichern und dann <button
tb_CC_Retrieve> zu bet�tigen.
</p>
<p>
<b>Hinweis</b> Mit <button tb_CC_delete> kann das Posteingangs- und
Postausgangsverzeichnis geleert werden.
</p>
<p>
<b>Notabene:</b> <menu>Partien synchronisieren</menu> bzw. der <button
tb_CC_Retrieve> Knopf haben keine Funktion zum <b>Abholen</b> von
Emails! Sie m�ssen die Email mit Ihrem Emailprogramm abholen und "von
Hand" in Scids Posteingang speichern. Viele Emailprogramm erm�glichen
das Automatisieren dieses Arbeitsschrittes (auf Un*x-artigen Systemen
k�nnten Sie leicht die n�tigen "mime handler" in Ihrer
<term>.mailcap</term> anpassen, oder Mailfilter f�r die automatische
Verarbeitung einsetzen.).
</p>

<h3>Antwortz�ge verschicken</h3>

<p>
Wenn Sie Ihren Zug gemacht haben, k�nnen Sie ihn entweder �ber den
Men�punkt <menu>Zug per eMail senden</menu> und <menu>Zug
senden</menu> oder <button tb_CC_Send>. Letzteres w�hlt die Art des
Versandes in Abh�ngigkeit der vorliegenden Partie, also wahlweise per
Email oder das Xfcc-Protokoll, w�hrend ersteres <b>immer</b> eine
Email mit angehangenem PGN erzeugt.
</p>
<p>
Selbstverst�ndlich versendet Scid nur die reinen Z�ge. S�mtliche Arten
von Kommentaren und Varianten werden vorher entfernt, da Sie Ihre
Analysen und Pl�ne ganz sicher nicht Ihrem Gegner �bermitteln wollen.
</p>
<p>
Sofern Sie eins der �blichen grafischen Email-Programme benutzen (wie
Thunderbird, Evolution, usw.), dann �ffnet sich dort das Fenster zum
Verfassen einer Email. Die Adresse Ihres Gegners ist bereits
ausgef�llt, ebenso wie die Betreffzeile, in der die ID der Partie
eingetragen ist, damit Sie ggf. die Spiele nach Betreff filtern oder
sortieren k�nnen. Falls Sie unter <a CCSetupDialog>Einstellungen</a>
eine Adresse f�r eine Blindkopie angegeben haben, ist auch das
bcc-Feld der Email ausgef�llt (etwa, wenn bei Fernschachturnieren
jeder Zug in Kopie an einen Spielleiter geht). Der eigentlich
Email-Text enth�lt die aktuelle Stellung als FEN sowie eine Liste der
bis dahin gemachten Z�ge. Das erm�glich Ihrem Gegner einen "schnellen
Blick" auf die Partie, ohne dass er besondere Fernschachprogramme
einsetzen muss. Und schlie�lich ist bereits die bis dahin gespielte
Partie vollst�ndig als PGN-Datei an die Email angehangen.
</p>
<p>
Falls Sie ein mailx-kompatibles Programm verwenden, so sehen Sie
nichts vom Sendevorgang, alles l�uft im Hintergrund ab. In diesem Fall
wird die PGN-Datei im Textk�rper der Nachricht wiederholt.
</p>
<p>
Beachten Sie, dass Sie bei Email-Partien auf keinen Fall mehr als nur
einen Halbzug vor dem Versenden anh�ngen d�rfen! Scid �berpr�ft nicht,
ob und wie viele Z�ge angehangen wurden. Aus diesem Grund sollten Sie
Analysen und Kommentare <b>nie</b> in die Hauptzeile der Partei
schreiben, sondern immer nur als Variante. Letztere werden automatisch
entfernt, so dass Sie bei so nie Gefahr laufen, Ihrem Gegner Ihre
Pl�ne zu �bermitteln.
</p>
<p><footer>(Updated: Scid 3.6.23, February 2008)</footer></p>
}

#############
# Correspondence Chess setup dialog help:
set helpTitle(D,CCSetupDialog) "Fernschach Setup"
set helpText(D,CCSetupDialog) {<h1>Fernschach Setup</h1>

<p>
Im Einstellungsdialog sind bei bereits einige Standardwerte
eingetragen, die aber nicht notwendigerweise den Begebenheiten auf
Ihren System entsprechen. Sie m�ssen also einige Anpassungen
vornehmen. Alle getroffenen Einstellungen werden automatisch in der
Konfigurationsdatei gespeichert, sobald Sie den Dialog mit dem
<b>[Ok]</b> Button verlassen. Die Einstellung sind sofort g�ltig.
</p>

<p><b>Hinweis</b> Scid wird seine Standardeinstellungen so lange
verwenden bis der Einstellungsdialog mit <term>OK</term> best�tigt
wurde. Bis dies geschehen ist verwendet Scid die internen Standards
und wird diese nicht abspeichern. Standardm��ig wird Scid au�erdem
versuchen alle Einstellungen automatisch vorzunehmen und die n�tigen
Daten im <term>data</term>-Unterverzeichnis seiner Einstellungen zu
speichern. Hier wird auch eine g�ltige Datenbank f�r Fernschach
angelegt sowie die Posteingangs- und Postausgangsverzeichnisse
angelegt.
</p>

<p>
<b>Standarddatenbank</b>:
Hier stellen Sie die Datenbank ein, die Sie als Standard f�r Ihr
Fernschach verwenden wollen, leicht erreichbar �ber <menu>Datenbank
�ffnen</menu> im <menu>Fernschach</menu> Men�.  (Sie k�nnen diese
Datei aber auch auf jede andere Art �ffnen, die Scid bietet.) Der
Vorteil bei dieser Vorgehensweise ist, dass diese Datenbank nicht in
der Liste k�rzlich ge�ffneten Datenbanken erscheint. Sie k�nnen also
eine Datei nur f�r das Fernschach verwenden.  Diese Datenbank <b>muss
zwingend</b> von Typ "Correspondence chess" sein!
</p>

<p>
<b>Posteingang (Pfad)</b>:
In diesem Verzeichnis schaut Scid nach Partien im PGN-Format. Diese
Partien werden mit Ihrer ge�ffneten Fernschachdatenbank
synchronisiert. Dabei ist es f�r Scid v�llig egal, wie diese Partien
dorthon gekommen sind. Es arbeitet sich einfach durch alle Dateien
durch, die es dort vorfindet. So k�nnen Sie (oder andere Entwickler)
beliebige andere Werkzeuge und Programme verwenden, um Partien abzuholen
und dort zu platzieren. Beispielsweise k�nnen Sie aus einem beliebigen
Emailprogramm heraus die empfangene PGN-Datei einfach dort
abspeichern, und Scid wird sie verarbeiten.
</p>
<p>
Scid wird keine Email-Postf�cher kontaktieren, sondern einfach alle
PGN-Dateien verarbeiten, die es im Posteingang-Verzeichnis vorfindet.
Beachten Sie, dass dabei dann alle gefundenen Partie mit der zu diesem
Zeitpunkt ge�ffneten (Fernschach-) Datenbank abgeglichen werden.
Sofern eine Partie aus diesem Verzeichnis nicht in der Datenbank
enthalten sein sollte, wird sie dort automatisch als neue Partie
angehangen.
</p>
<p>
Damit der Abgleich der Partien aus der Posteingang mit der Datenbank
funktioniert, m�ssen die PGN-Dateien eine Kopfzeilen enthalten, die
peinlich genau dem PGN-Standard entsprechen m�ssen! Werfen Sie einen
Blick in das Kapitel <a CCeMailChess>Fernschach via
eMail</a> falls Sie diese mit einem eigenen Tool erstellen wollen oder
Sie von einem anderen System migrieren.
</p>

<p>
<b>Postausgang (Pfad)</b>:
Das Gegenst�ck zur <i>Posteingang</i>. Scid speichert hier die
PGN-Dateien der ausgehenden Dateien. Das ist beim Email-Schach
wichtig, weil dabei diese Dateien an die Emails angehangen werden.
Bei Xfcc, wo nur der aktuelle Zug versendet wird, ist dies zwar
eigentlich nicht n�tig, aber die Outbox ist sehr praktisch, falls Sie
bspw. einen PDA mit allen aktuell gespielten Partien abgleichen
wollen.
</p>

<p>
<b>Interne Xfcc-Unterst�tzung verwenden</b>:
Wenn angew�hlt werden nicht die beiden exterenn Hilfsprogramme
verwendet um Partien via Xfcc abzuholen oder Z�ge zu verschicken
sondern statt dessen Scids interne Unterst�tzung f�r dieses Protokoll.
Dies ist der einfachste Weg und sollte �blicherweise gew�hlt werden.
</p>
<p>
Hinweis: Diese Option kann nur gew�hlt werden wenn die beiden Module
http und tDOM f�r TCL installiert sind. Diese befinden sich
normalerweise im Lieferumfang der TCL-Installation, m�ssen aber bei
einigen Systemen explizit installiert werden. Wird eines dieser Pakete
nicht gefunden wird diese Funktion ausgeschaltet
</p>
<p>
<b>Xfcc Einstellungen</b>:
Hier wird der Pfad und Dateiname der Xfcc-Konfigurationsdatei
angegeben. Dieser Parameter wird ggf. auch an die externen
Hilfsprogramme weitergegeben, sollten diese benutzt werden.
</p>

<p>
<b>Hilfsprogramm zum Abholen</b>:
Dieses Hilfsprogramm holt Ihre Partien von einem Fernschachserver ab,
und erzeugt aus den empfangenen Daten ein ordentliches PGN-File mit
korrektem Header. Zur Kommunikation mit Xfcc-Servern sind externe
Werkzeuge die erste Wahl. Sollten sich das Protokoll einmal �ndern,
kann man diese �nderungen so einfacher umsetzen. Auch k�nnen so
weitere Programme auf dieses Hilfsprogramm zugreifen, wodurch dem
Benutzer beliebig viele M�glichkeiten (z.B. zur Automatisierung)
offenstehen.
</p>
<p>
Beachten Sie: Dieses Hilfsprogramm dient <b>nicht</b> dem Empfang von
Email-Partien!
</p>

<p>
<b>Hilfsprogramm zum Senden</b>: 
Das Gegenst�ck zum Empfangsprogramms, ebenfalls im Wesentlichen f�r
das Xfcc-Protokoll gedacht. Dieses Hilfsprogramm wird von Scid mit
folgenden Parametern aufgerufen:
<term>
SendTool Outbox Name GameID MoveCount Move "Comment" resign claimDraw offerDraw acceptDraw
</term>
</p>

<p>
Das verbirgt sich hinter diesen Parametern:
   <ul>
      <li><term>Outbox</term>: Hier wird der Outbox-Pfad gesetzt, wo
      das Versandprogramm ein PGN-File erzeugen soll.
      </li>
      <li><term>Name</term>: Der Spielername und gleichzeitig das
      Xfcc-Login, der identisch ist mit dem Spielernamen im
      PGN-Header.
      </li>
      <li><term>MoveCount</term>: Die Nummer des zu versendenden
      Zuges.
      </li>
      <li><term>Move</term>: Der aktuelle Zug in vereinfachter
      algebraischer Notation (SAN).
      </li>
      <li><term>"Comment"</term>: Ein kommentar, der an den Gegner
      gesendet wird. Scid verwendet hierzu den letzten Kommentar, der
      in der aktuellen Partie enthalten ist, d. h. der letzte
      Kommentar der Partie wird als "f�r den Gegner bestimmt"
      behandelt. Dieser Kommentar wird in Anf�hrungszeichen �bergeben,
      so dass mehrzeilige Kommentare m�glich sein sollten.
      </li>
      <li><term>resign</term>: 0 oder 1, gibt an, ob Sie aufgeben. 1
      bedeutet Aufgabe und wird in <menu>Aufgeben</menu> aus dem
      <menu>Fernschach</menu> Men� gesetzt.
      </li>
      <li><term>claimDraw</term>: 0 oder 1, zeigt an, dass Sie Remis
      fordern. Wird 1, falls Sie <menu>Remis erkl�ren</menu> aus dem
      Men� <menu>Fernschach</menu> w�hlen.
      </li>
      <li><term>offerDraw</term>: 0 oder 1, entspricht Ihrem Wunsch
      nach Remis.  Wird 1, wenn Sie <menu>Remis anbieten</menu> aus
      dem Men� <menu>Fernschach</menu> w�hlen.
      </li>
      <li><term>acceptDraw</term>: 0 oder 1, wenn Sie Remis annehmen
      wollen.  Wird 1, wenn Sie <menu>Remis annehmen</menu> aus dem
      Men� <menu>Fernschach</menu> w�hlen.
      </li>
   </ul>
</p>
<p>
Anmerkung: Dieses Hilfsprogramm wird <b>nicht</b> f�r eMail-Schach verwendet!
</p>

<p>
<b>Mail-Programm</b>:
Gibt den Pfad zu Ihrem bevorzugten Email-Programm an. Dieses Programm
wird dann f�r das Erstellen und Versenden von Email-Schachpartien
aufgerufen. 
</p>
<p>
<b>(B)CC Address</b>:
Hiermit wird eine Blindkopie der Email an die hier angegebene Adresse
geschickt.  Das macht man z.B., falls man ein Email-Turnier spielt,
bei dem alle Z�ge in Kopie an einen Spiel- oder Turnierleiter gehen.
</p>

<p>
<b>Modus</b>:
Ungl�cklicherweiser gibt es unz�hlige verschiedene Mailprogramme, die
auch noch alle unterschiedlich aufgerufen werden m�ssen. Einige der
gebr�uchlichsten Programme und ihre Aufrufparameter sind hier
gelistet. Falls Sie nicht wissen, wie Sie ihr Mailprogramm aufrufen
m�ssen, versuchen Sie die Einstellungen aus dieser Liste. Leider
k�nnen aber nicht alle Mailprogramme Mails mit Dateianh�nge erzeugen,
wenn man sie aus einem anderen Programm heraus aufruft. Dann bleibt
Ihnen leider nur, entweder ein anderes Emailprogramm zu verwenden oder
die Postversand von Hand zu organisieren.
</p>
<p>Hinweis: mailx oder eines seiner Derivate sollten als
Kommandozeilenapplikation in der Lage sein, von eigentlich jeder
Plattform aus wie gew�nscht zu funktionieren. Die Einrichtung ist
nicht sehr schwierig, so dass es sie es einmal versuchen sollten,
falls Ihr Mailprogramm nicht funktioniert
</p>
<p>Hinweis: mutt nutzt das systemsinterne Mailsystem (aka
sendmail/exim/postfix). Falls sie dieses (angeblich) recht schwierig
zu konfigurierende Mailsystem korrekt eingerichtet haben, ist mutt ein
prima Alternative. Auf einem "decent Unix" arbeitet es v�llig
problemlos, allerdings stellt das einzurichtende Mailsystem eine
gewisse H�rde dar, da immer mehr Linuxsystem eben kein korrekt
eingerichtetes Mailsystem ausliefern.
</p>
<p>
<b>Attachement-Parameter</b>: 
Dieser Parameter gibt die anzuh�ngende Datei an. Er wird <b>nur</b> im
<term>mailx</term> Modus verwendet.
</p>
<p>
<b>Betreff-Parameter</b>:
Dieser Parameter gibt den Betreff einer Email an. Er wird <b>nur</b>
im <term>mailx</term> Modus verwendet.  </p>
<p><footer>(Updated: Scid 3.6.23, February 2008)</footer></p>
}

#############
# Correspondence Chess setup dialog help:
set helpTitle(D,CCXfccSetupDialog) "Xfcc Servereinstellungen"
set helpText(D,CCXfccSetupDialog) {<h1>Xfcc Servereinstellungen</h1>
<p>
Dieser Dialog liest das aktuell Verwendete Xfcc-Setup aus der
Konfigurationsdatei ein und zeigt alle Server an. Das Dialogfenster
selbst ist in zwei Teile geteilt: im oberen Bereich findet sich eine
Liste aller Servernamen, im unteren Bereich die f�r diesen Server
aktuell geltenden Parameter.
</p>
<h2>Notwendige Eintr�ge</h2>
<ul>
<li><term>Servername</term>: Hier wird der von Scid verwendete
Servername angegeben. Er wird z. B. verwendet um eindeutige IDs f�r
die einzelnen Fernschachpartien zu vergeben. Deshalb mu� er aus einem
Wort bestehen, darf nur die Buchstaben (a-z und A-Z), Zahlen und die
beiden Zeichen "-" und "_" enthalten. Ferner mu� dieser Name eindeutig
sein (Gro�/Kleinschreibung wird beachtet).
</li>
<li><term>Loginname</term>: Mit diesem Namen meldet sich Scid beim
ausgew�hlten Server an. Es ist hilfreich und vermeidet Probleme auch
hier nur Buchstaben, Zahlen und "-" sowie "_" zu verwenden.
</li>
<li><term>Passwort</term>: Gibt das f�r das Login verwendete Passwort
an. Hier gilt ebenfalls das zum Loginnamen gesagte. <b>Hinweis</b>
Scid speichert die Passworte unverschl�sselt.
</li>
<li><term>URL</term>: Hier wird die Zugangsadresse f�r den
Xfcc-Service definiert. Diese erf�hrt man beim jeweiligen
Diensteanbieter. Einige bekannte Server:
<ul>
	<li>SchemingMind: <url
	http://www.schemingmind.com/xfcc/xfccbasic.asmx>
	http://www.schemingmind.com/xfcc/xfccbasic.asmx</url>
	</li>
	<li>ICCF: 
	<url http://www.iccf-webchess.com/XfccBasic.asmx>
	http://www.iccf-webchess.com/XfccBasic.asmx</url>
	</li>
	<li>MeinSchach.de / MyChess.de:
	<url http://www.myChess.de/xfcc/xfccbasic.php4>
	http://www.myChess.de/xfcc/xfccbasic.php4</url>
	</li>
</ul>
</li>
</ul>
<p>
Um die Einstellungen eines Servers zu �ndern w�hlt man diesen einfach
aus der Liste aus. Die zugeh�rigen Werte werden dann in den
Eingabefeldern angezeigt und k�nnen editiert wreden. Das Ausw�hlen
eines anderen Servers aktiviert diese Einstellungen.
</p>
<p>
Um einen neuen Server zu addieren w�hlt man den <term>Neu</term>
Knopf. Es wird ein neuer Eintrag erzeugt in dem die entsprechenden
Felder ausgef�llt werden k�nnen.
</p>
<p>
Um einen Server zu l�schen w�hlt man ihn aus der Liste aus und dr�ckt
den <term>L�schen</term> Knopf. Allen Werte des entsprechenden Servers
wird nun ein Hash (#) vorangestellt. Hat man also versehentlich einen
Server gel�scht entfernt man einfach das # vor jedem Eintrag.
</p>
<p>
Durch dr�cken von <term>OK</term> speichert Scid die Einstellungen ab.
Hier werden dann auch die als gel�scht markierten Server endg�ltig
entfernt und alle neu angelegten hinzugef�gt. Durch dr�cken von
<term>Abbruch</term> bleibt alles beim alten.
</p>

<p><footer>(Updated: Scid 3.6.24, May 2008)</footer></p>
}




### End of file: deutsch.tcl
### francais.tcl:
#
# French language support for Scid.
# Translations contributed by:
# Gilles Maire, Vincent Serisier, Joel Rivat, and Pascal Heisel.

addLanguage F Francais 0 iso8859-1

proc setLanguage_F {} {

# File menu:
menuText F File "Fichier" 0
menuText F FileNew "Nouvelle..." 0 {Cr�er une nouvelle base de donn�es Scid}
menuText F FileOpen "Ouvrir..." 0 {Ouvrir une base de donn�es Scid existante}
menuText F FileClose "Fermer" 0 {Fermer la base de donn�es Scid active}
menuText F FileFinder "Trouver" 0 {Ouvrir la fen�tre de recherche de fichier}
menuText F FileBookmarks "Signets" 0 {Menu des signets (raccourci: Ctrl+B)}
menuText F FileBookmarksAdd "Ajouter un signet" 0 \
  {Poser un signet pour la position et partie courante}
menuText F FileBookmarksFile "Classer un signet" 0 \
  {Classer un signet pour la position et partie courante}
menuText F FileBookmarksEdit "Modifier les signets..." 0 \
  {Modifier les menus de signets}
menuText F FileBookmarksList "Afficher les dossiers comme une simple liste" 0 \
  {Afficher les dossiers comme une simple liste et non comme des sous-menus}
menuText F FileBookmarksSub "Afficher les dossiers comme des sous-menus" 0 \
  {Afficher les dossiers comme des sous-menus et non comme une simple liste}
menuText F FileMaint "Maintenance" 0 {Maintenance de la base}
menuText F FileMaintWin "Fen�tre de maintenance" 0 \
  {Ouvrir/Fermer la fen�tre de maintenance}
menuText F FileMaintCompact "Compacter la base..." 0 \
  {Compacter la base: supprimer les parties effac�es et les noms non utilis�s}
menuText F FileMaintClass "Classer les parties suivant ECO" 2 \
  {Recalculer le code ECO de toutes les parties}
menuText F FileMaintSort "Trier la base..." 0 {Trier toutes les parties de la base}
menuText F FileMaintDelete "Purger les doublons..." 0 \
  {Trouver les parties en doublons et les marquer pour l'effacement}
menuText F FileMaintTwin "Trouver les doublons" 0 \
  {Ouvrir/Actualiser la fen�tre de recherche de doublons}
menuText F FileMaintName "Orthographie des noms" 0 {�dition des noms et outils orthographiques}
menuText F FileMaintNameEditor "�diteur de noms" 11 {Ouvrir/Fermer l'�diteur de noms}
menuText F FileMaintNamePlayer "Corriger les noms de joueurs..." 21 \
  {V�rifier l'orthographe des noms de joueurs}
menuText F FileMaintNameEvent "Corriger les �v�nements..." 14 \
  {V�rifier l'orthographe des noms d'�v�nements}
menuText F FileMaintNameSite "Corriger les noms de lieux.." 21 \
  {V�rifier l'orthographe des noms de lieux}
menuText F FileMaintNameRound "Corriger les noms des rondes..." 22 \
  {V�rifier l'orthographe des noms de rondes}
menuText F FileReadOnly "Lecture seule..." 0 \
  {Traiter la base courante en lecture seule, en emp�chant les changements}
menuText F FileSwitch "Changer de base" 0 \
  {Changer vers une base ouverte diff�rente}
menuText F FileExit "Quitter" 0 {Quitter Scid}
menuText F FileMaintFixBase "R�parer base" 0 {Essaie de r�parer une base corrompue}

# Edit menu:
menuText F Edit "�diter" 0
menuText F EditAdd "Ajouter variante" 0 {Ajouter une variante}
menuText F EditDelete "Effacer variante" 0 {Effacer cette variante}
menuText F EditFirst "D�placer en t�te" 0 \
  {D�placer cette variante en t�te de liste}
menuText F EditMain "Variante vers ligne principale" 13 \
   {Promouvoir une variante en ligne principale}
menuText F EditTrial "Essayer une variante" 0 \
  {D�marrer/Stopper mode d'essai, pour tester une id�e sur l'�chiquier}
menuText F EditStrip "�purer" 2 {�purer les commentaires ou les variantes de cette partie}
menuText F EditUndo "Annuler" 0 {Annuler la derni�re modification de la partie}
# ====== TODO To be translated ======
menuText F EditRedo "Redo" 0 {Redo last game change}
menuText F EditStripComments "Commentaires" 0 \
  {�purer cette partie de tous les commentaires et annotations}
menuText F EditStripVars "Variantes" 0 {�purer cette partie des variantes}
menuText F EditStripBegin "Coups depuis le d�but" 1 \
  {�purer cette partie des coups depuis le d�but}
menuText F EditStripEnd "Coups jusqu'� la fin" 0 \
  {�purer cette partie des coups jusqu'� la fin}
menuText F EditReset "Vider le presse-papier" 0 {Vider le presse-papier}
menuText F EditCopy "Copier dans la base presse-papier" 0 \
  {Copier la partie en cours dans la base clipbase (9)}
menuText F EditPaste "Coller depuis la base presse-papier" 1 \
  {Copier la partie contenue dans la base clipbase (9) � cet emplacement}
menuText F EditPastePGN "Coller le presse-papier comme partie PGN..." 10 \
  {Interpr�ter le texte du presse-papiers comme de la notation PGN et le coller ici}
menuText F EditSetup "Position de d�part" 0 \
  {Choisir une position de d�part pour cette partie}
menuText F EditCopyBoard "Copier la position" 6 \
  {Copier la position en cours en notation FEN vers la s�lection de texte (presse-papier)}
menuText F EditPasteBoard "Coller la position de d�part" 12 \
  {Initialiser la position de d�part � partir de la s�lection de texte courante(presse-papier)}

# Game menu:
menuText F Game "Partie" 0
menuText F GameNew "Nouvelle partie" 2 \
  {Remettre � z�ro la partie}
menuText F GameFirst "Charger la premi�re partie" 5 {Charger la premi�re partie du filtre}
menuText F GamePrev "Partie pr�c�dente" 7 \
  {Charger la partie pr�c�dente du filtre}
menuText F GameReload "Recharger la partie" 2 \
  {Recharger la partie (les modifications ne seront pas sauvegard�es)}
menuText F GameNext "Partie suivante" 7 {Charger la partie suivante du filtre}
menuText F GameLast "Charger la derni�re partie" 5 {Charger la derni�re partie du filtre}
menuText F GameRandom "Charger une partie au hasard" 8 {Charger au hasard une partie du filtre}
menuText F GameNumber "Partie num�ro..." 9 \
  {Charger une partie en donnant son num�ro}
menuText F GameReplace "Enregistrer: Remplacer la partie..." 13 \
  {Enregistrer cette partie, en �crasant l'ancienne version}
menuText F GameAdd "Enregistrer: Ajouter nouvelle partie..." 13 \
  {Enregistrer cette partie en tant que nouvelle partie dans la base}
menuText F GameDeepest "Identifier ouverture" 11 \
  {Trouver la partie la plus proche dans la nomenclature ECO}
menuText F GameGotoMove "Coup num�ro..." 6 \
  {Aller au coup sp�cifi� dans la partie en cours}
menuText F GameNovelty "Trouver la nouveaut�..." 7 \
  {Trouver le premier coup de la partie qui n'a pas �t� jou� auparavant}

# Search menu:
menuText F Search "Rechercher" 0
menuText F SearchReset "R�initialiser le filtre" 0 \
  {Remettre � z�ro le filtre (inclusion de toutes les parties)}
menuText F SearchNegate "Inverser le filtre" 0 \
  {Inverser le filtre}
menuText F SearchCurrent "Position..." 0 \
  {Rechercher la position en cours}
menuText F SearchHeader "Ent�te..." 0 \
  {Rechercher par ent�te (joueur, tournoi, etc) information}
menuText F SearchMaterial "Motifs" 0 \
  {Rechercher des motifs ou un mat�riel particulier sur l'�chiquier}
menuText F SearchUsing "En utilisant un fichier d'options..." 0 \
  {Rechercher en utilisant un fichier d'options de recherche}

# Windows menu:
menuText F Windows "Fen�tres" 2
menuText F WindowsComment "�diteur de commentaires" 0 \
  {Ouvrir/fermer l'�diteur de commentaires}
menuText F WindowsGList "Liste des parties" 0 \
  {Ouvrir/fermer la liste des parties}
menuText F WindowsPGN "Fen�tre PGN" 8 {Ouvrir/fermer la fen�tre PGN}
menuText F WindowsPList "Chercher un joueur" 2 {Ouvrir/fermer la recherche de joueur}
menuText F WindowsTmt "Recherche de tournois" 0 {Ouvrir/fermer la recherche de tournois}
menuText F WindowsSwitcher "Changer de base" 0 \
  {Ouvrir/Fermer l'outil de changement de base}
menuText F WindowsMaint "Fen�tre de Maintenance" 0 \
  {Ouvrir/Fermer la fen�tre de maintenance}
menuText F WindowsECO "Navigateur ECO" 0 {Ouvrir/fermer le navigateur ECO}
menuText F WindowsRepertoire "�diteur de r�pertoire" 0 {Ouvrir/Fermer l'�diteur de r�pertoire}
menuText F WindowsStats "Fen�tre de statistique" 11 \
  {Ouvrir/Fermer le filtre de statistiques}
menuText F WindowsTree "Fen�tre d'arbre" 10 \
  {Ouvrir/Fermer la fen�tre d'arbre}
menuText F WindowsTB "Fen�tre de tables de finales" 8 \
  {Ouvrir/Fermer la fen�tre de tables de finales}
menuText F WindowsBook "Biblioth�que d'ouvertures" 0 {Ouvrir/Fermer la biblioth�que d'ouverture}
menuText F WindowsCorrChess "Jeu par correspondance" 0 {Ouvrir/Fermer la fen�tre de jeu par correspondance}

# Tools menu:
menuText F Tools "Outils" 2
menuText F ToolsAnalysis "Moteur d'analyse..." 9 \
  {D�marrer/Arr�ter un moteur d'analyses}
menuText F ToolsAnalysis2 "Moteur d'analyse #2..." 18 \
  {D�marrer/Arr�ter un moteur d'analyses}
menuText F ToolsCross "Classement du tournoi" 0 \
  {Montrer le classement du tournoi}
menuText F ToolsEmail "Gestion des messages" 0 \
  {Ouvrir/Fermer la fen�tre de gestion des messages �lectroniques}
menuText F ToolsFilterGraph "Graphique de filtre" 7 {Ouvrir/Fermer la fen�tre du graphique de filtre}
menuText F ToolsAbsFilterGraph "Graphique de filtre absolu" 7 {Ouvrir/Fermer la fen�tre du graphique de filtre absolu}
menuText F ToolsOpReport "Rapport d'ouverture" 0 {G�n�rer un rapport d'ouvertures � partir de la position courante}
menuText F ToolsOpenBaseAsTree "Ouvrir base dans arbre" 0   {Ouvrir une base dans la fen�tre d'arbre}
menuText F ToolsOpenRecentBaseAsTree "Ouvrir base r�cente dans arbre" 0   {Ouvrir une base r�cente dans la fen�tre d'arbre}
menuText F ToolsTracker "Suivi de pi�ce"  0 {Ouvrir la fen�tre de suivi de pi�ce}
menuText F ToolsTraining "Entrainement"  0 {Entrainement (tactique, ouvertures, ...) }
menuText F ToolsTacticalGame "Partie tactique"  0 {Jouer une partie tactique}
menuText F ToolsSeriousGame "Partie s�rieuse"  0 {Jouer une partie sans handicap}
menuText F ToolsTrainOpenings "Ouvertures"  0 {Entrainement sur un r�pertoire}
menuText F ToolsTrainReviewGame "Revoir partie"  0 {Deviner les coups jou�s dans la partie}
menuText F ToolsTrainTactics "Tactique"  0 {R�soudre des probl�mes tactiques}
menuText F ToolsTrainCalvar "Calcul de variantes"  0 {Entrainement au calcul de variantes}
menuText F ToolsTrainFindBestMove "Trouver le meilleur coup"  0 {Trouver le meilleur coup}
menuText F ToolsTrainFics "Jouer sur internet"  0 {Jouer sur freechess.org}
# ====== TODO To be translated ======
menuText F ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText F ToolsBookTuning "Config. biblioth�que" 0 {Configuration fine d'une biblioth�que}
menuText F ToolsConnectHardware "Connecter mat�riel" 0 {Connecter un �chiquier externe}
menuText F ToolsConnectHardwareConfigure "Configurer..." 0 {Configurer un �chiquier externe et connection}
menuText F ToolsConnectHardwareNovagCitrineConnect "Connecter Novag Citrine" 0 {Connecter Novag Citrine}
menuText F ToolsConnectHardwareInputEngineConnect "Connecter entr�e" 0 {Connecter un moteur en entr�e (p.e. DGT)}
menuText F ToolsPInfo "Information sur les joueurs"  0 \
  {Ouvrir/Mettre � jour la fen�tre d'information sur les joueurs}
menuText F ToolsPlayerReport "Rapport pour le joueur..." 3 \
  {G�n�rer un rapport pour le joueur}
menuText F ToolsRating "Elo graphique" 0 \
  {Tracer un graphique du classement Elo des joueurs de cette partie}
menuText F ToolsScore "Score graphique" 0 {Montrer le graphique des scores}
menuText F ToolsExpCurrent "�crire la partie en cours" 22 \
  {�crire la partie en cours dans un fichier texte}
menuText F ToolsExpCurrentPGN "Dans un fichier PGN..." 16 \
  {�crire la partie en cours dans un fichier PGN}
menuText F ToolsExpCurrentHTML "Dans un fichier HTML..." 16 \
  {�crire la partie en cours dans un fichier HTML}
menuText F ToolsExpCurrentHTMLJS "Dans un fichier HTML et JavaScript..." 16 {�crire la partie en cours dans un fichier HTML et JavaScript}  
menuText F ToolsExpCurrentLaTeX "Dans un fichier LaTeX..." 16 \
  {�crire la partie en cours dans un fichier LaTeX}
menuText F ToolsExpFilter "�crire le filtre " 2 \
  {�crire le filtre dans un fichier texte}
menuText F ToolsExpFilterPGN "Dans un fichier PGN..." 16 \
  {�crire le filtre dans un fichier PGN}
menuText F ToolsExpFilterHTML "Dans un fichier HTML..." 16 \
  {�crire le filtre dans un fichier HTML}
menuText F ToolsExpFilterHTMLJS "Dans un fichier HTML et JavaScript..." 16 {�crire le filtre dans un fichier HTML et JavaScript}  
menuText F ToolsExpFilterLaTeX "Dans un fichier LaTeX..." 16 \
  {�crire le filtre dans un fichier LaTeX}
menuText F ToolsImportOne "Importer une partie en PGN..." 0 \
  {Importer une partie � partir d'un texte PGN}
menuText F ToolsImportFile "Importer un fichier en PGN..." 12 \
  {Importer des parties � partir d'un fichier PGN}
menuText F ToolsStartEngine1 "D�marrer moteur 1" 0  {D�marrer moteur 1}
menuText F ToolsStartEngine2 "D�marrer moteur 2" 0  {D�marrer moteur 2}
# ====== TODO To be translated ======
menuText F ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
menuText F Play "Jouer" 0
menuText F CorrespondenceChess "Echecs par correspondance" 0 {eMail et Xfcc �checs par correspondance}
menuText F CCConfigure "Configurer..." 0 {Configurer outils externes et config g�n�rale}
# ====== TODO To be translated ======
menuText F CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
menuText F CCOpenDB "Ouvrir base..." 0 {Ouvrir la base de jeu par correspondance par d�faut}
menuText F CCRetrieve "R�cup�rer parties" 0 {R�cup�rer les parties via Xfcc}
menuText F CCInbox "Analyser bo�te" 0 {Analyser tous les fichiers dans la bo�te de r�ception de Scid}
menuText F CCSend "Envoyer coup" 0 {Envoyer votre coup via eMail ou outil externe (Xfcc)}
menuText F CCResign "Abandonner" 0 {Abandonner (pas par eMail)}
menuText F CCClaimDraw "R�clamer la nulle" 0 {Envoyer coup et r�clamer nulle (pas par eMail)}
menuText F CCOfferDraw "Proposer la nulle" 0 {Envoyer coup et proposer nulle (pas par eMail)}
menuText F CCAcceptDraw "Accepter la nulle" 0 {Accepter la nulle (pas par eMail)}
menuText F CCNewMailGame "Nouvelle partie eMail..." 0 {Commencer une nouvelle partie par eMail}
menuText F CCMailMove "eMailer le coup..." 0 {Envoyer le coup par eMail � l'adversaire}
menuText F CCGamePage "Page partie..." 0 {Ouvrir la partie dans navigateur web}
menuText F CCEditCopy "Copier parties dans Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText F Options "Options" 0
menuText F OptionsBoard "Echiquier" 0 {Options d'aspect de l'�chiquier}
menuText F OptionsBoardSize "Taille �chiquier" 0 {Changer la taille de l'�chiquier}
menuText F OptionsBoardPieces "Style des pi�ces" 6 {Changer le style des pi�ces}
menuText F OptionsBoardColors "Couleurs..." 0 {Changer les couleurs}
menuText F OptionsBoardGraphics "Images de cases..." 0 {Select textures for squares}
translate F OptionsBGW {S�lectionner les textures des cases}
translate F OptionsBoardGraphicsText {S�lection des images pour les cases blanches et noires:}
menuText F OptionsBoardNames "Mes noms de joueurs..." 0 {Editer mes noms de joueurs}
menuText F OptionsExport "Exportation" 0 {Changer les options d'exportation}
menuText F OptionsFonts "Polices" 0 {Changer les polices}
menuText F OptionsFontsRegular "Normales" 0 {Changer les polices normales}
menuText F OptionsFontsMenu "Menu" 0 {Changer la police des menus}
menuText F OptionsFontsSmall "Petites" 0 {Changer les petites polices}
# ====== TODO To be translated ======
menuText F OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText F OptionsFontsFixed "Fixe" 0 {Changer les polices de chasse fixe}
menuText F OptionsGInfo "Informations de la partie" 7 {Options d'information de la partie}
menuText F OptionsLanguage "Langue" 0 {S�lectionner le menu de choix des langues}
menuText F OptionsMovesTranslatePieces "Traduction des pi�ces" 0 {Convertit la premi�re lettre des pi�ces}
menuText F OptionsMovesHighlightLastMove "Surbrillance dernier coup" 0 {Surbrillance du dernier coup}
menuText F OptionsMovesHighlightLastMoveDisplay "Afficher" 0 {Afficher la surbrillance du dernier coup}
menuText F OptionsMovesHighlightLastMoveWidth "Epaisseur" 0 {Epaisseur de la ligne}
menuText F OptionsMovesHighlightLastMoveColor "Couleur" 0 {Couleur de la ligne}
# ====== TODO To be translated ======
menuText F OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText F OptionsMoves "Coups" 2 {Gestion des coups}
menuText F OptionsMovesAsk "Demander avant d'�craser les coups" 0 \
  {Demander avant d'�craser un coup existant}
menuText F OptionsMovesAnimate "Temps d'animation" 1 \
  {Fixe le temps utilis� pour l'animation des coups}
menuText F OptionsMovesDelay "D�lai entre les coups" 3 \
  {Positionner le d�lai entre deux coups en mode automatique}
menuText F OptionsMovesCoord "Coordonn�es entre les coups" 0 \
  {Accepter l'entr�e des coups par coordonn�es ("g1f3")}
menuText F OptionsMovesSuggest "Montrer les coups sugg�r�s" 0 \
  {Activer/D�sactiver le mode de suggestion de coup}
menuText F OptionsShowVarPopup "Montrer fen�tre des variantes" 0 {Affichage automatique des variantes}  
menuText F OptionsMovesSpace "Ajouter un espace apr�s le num�ro du coup" 0 {Espace apr�s num�ro du coup}  
menuText F OptionsMovesKey "Compl�tion clavier" 0 \
  {Activer/D�sactiver le mode de compl�tion du clavier}
menuText F OptionsMovesShowVarArrows "Montrer fl�ches pour les variations" 0 {Montrer des fl�ches pour les variations existantes}
menuText F OptionsNumbers "Format num�rique" 7 {S�lectionner le format des nombres}
menuText F OptionsStartup "D�marrage" 3 {S�lectionner les fen�tres � ouvrir au d�marrage}
menuText F OptionsTheme "Apparence" 0 {Change l'apparence de l'interface}
menuText F OptionsWindows "Fen�tres" 0 {Options des fen�tres}
menuText F OptionsWindowsIconify "Mise en icone automatique" 5 \
  {Mettre toutes les fen�tres en icones quand la fen�tre principale est mise en icone}
menuText F OptionsWindowsRaise "Apparition automatique" 0 \
  {Faire appara�tre certaines fen�tres (i.e. barres de progression) � chaque fois qu'elles sont obscurcies}
menuText F OptionsSounds "Sons..." 2 {Configurer l'annonce des sonore des coups}
menuText F OptionsWindowsDock "Fen�tres group�es" 0 {Fen�tres group�es (n�cessite un red�marrage)}
menuText F OptionsWindowsSaveLayout "Enregistrer disposition" 0 {Enregistrer disposition}
menuText F OptionsWindowsRestoreLayout "Remettre disposition" 0 {Remettre disposition}
menuText F OptionsWindowsShowGameInfo "Montrer le panneau d'info" 0 {Montrer le panneau d'info}
menuText F OptionsWindowsAutoLoadLayout "Chargement auto 1�re disposition" 0 {Chargement auto de la premi�re disposition au d�marrage}
menuText F OptionsToolbar "Barre d'outils de la fen�tre principale" 12 \
  {Montrer/Cacher dans la barre d'outils de la fen�tre principale}
menuText F OptionsECO "Charger le fichier ECO..." 20 \
  {Charger un fichier au format ECO}
menuText F OptionsSpell "Charger le fichier d'orthographe..." 25 \
  {Charger un fichier de correction orthographique scid}
menuText F OptionsTable "R�pertoire des tables de finales TB..." 0 \
  {S�lectionner un r�pertoire de fichiers TB, tous les fichiers de ce r�pertoire seront utilis�s}
menuText F OptionsRecent "Fichiers r�cents..." 0 \
  {Changer le nombre de fichiers r�cents affich�s dans le menu Fichier}
menuText F OptionsBooksDir "R�pertoire des biblioth�ques..." 0 {R�pertoire des biblioth�ques d'ouverture}
menuText F OptionsTacticsBasesDir "R�pertoire des bases d'entrainement..." 0 {R�pertoire des bases pour l'entrainement tactique}
menuText F OptionsSave "Sauver les options" 0 "Sauver les options dans le fichier $::optionsFile"
menuText F OptionsAutoSave "Sauvegarde automatique des options" 0 \
  {Sauvegarder automatiquement toutes les options en quittant Scid}

# Help menu:
menuText F Help "Aide" 0
menuText F HelpContents "Contenu" 0 {Montrer la page du contenu de l'aide}
menuText F HelpIndex "Index" 0 {Afficher la table des mati�res}
menuText F HelpGuide "Aide Rapide" 5 {Montrer la page d'aide rapide}
menuText F HelpHints "Astuces" 0 {Afficher les trucs et astuces}
menuText F HelpContact "Contact" 0 {Afficher les noms des contacts}
menuText F HelpTip "Astuce du jour" 0 {Afficher une astuce Scid}
menuText F HelpStartup "Fen�tre de d�marrage" 0 {Afficher la fen�tre de d�marrage}
menuText F HelpAbout "A propos de Scid" 2 {Information au sujet de Scid}

# Game info box popup menu:
menuText F GInfoHideNext "Cacher le coup suivant" 0
menuText F GInfoMaterial "Montrer les valeurs de mat�riel" 0
menuText F GInfoFEN "Montrer la notation FEN" 5
menuText F GInfoMarks "Montrer les cases color�es et les fl�ches" 5
menuText F GInfoWrap "D�couper les longues lignes" 0
menuText F GInfoFullComment "Montrer tous les commentaires" 10
menuText F GInfoPhotos "Montrer les Photos" 5
menuText F GInfoTBNothing "Tables de finales: Rien" 12
menuText F GInfoTBResult "Tables de finales: Seulement le r�sultat" 12
menuText F GInfoTBAll "Tables de finales: r�sultat et meilleurs coups" 19
menuText F GInfoDelete "(R�cup�rer)Effacer cette partie" 4
menuText F GInfoMark "(D�)Marquer cette partie" 4
menuText F GInfoInformant "Configurer les valeurs de notation" 0

# Main window buttons:
helpMsg F .main.fbutton.button.start {Aller au d�but de la partie  (Raccourci clavier: Home)}
helpMsg F .main.fbutton.button.end {Aller � la fin de la partie  (Raccourci clavier: Fin)}
helpMsg F .main.fbutton.button.back {Reculer d'un coup  (Raccourci clavier: Fl�che gauche)}
helpMsg F .main.fbutton.button.forward {Avancer d'un coup  (Raccourci clavier: Fl�che droite)}
helpMsg F .main.fbutton.button.intoVar {Entrer dans une variante  (Raccourci clavier: v)}
helpMsg F .main.fbutton.button.exitVar {Quitter la variante en cours  (Raccourci clavier: z)}
helpMsg F .main.fbutton.button.flip {Retourner l'�chiquier  (Raccourci clavier: .)}
helpMsg F .main.fbutton.button.coords {Afficher/Enlever les coordonn�es  (Raccourci clavier: 0)}
helpMsg F .main.fbutton.button.stm {Afficher/Enlever l'icone du joueur ayant le trait}
helpMsg F .main.fbutton.button.autoplay {Jeu automatique  (Raccourci clavier: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg F .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg F .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg F .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate F Back {Retour}
translate F Browse {Parcourir}
translate F Cancel {Annuler}
translate F Continue {Continuer}
translate F Clear {Effacer}
translate F Close {Fermer}
translate F Contents {Contenu}
translate F Defaults {Par d�faut}
translate F Delete {�liminer}
translate F Graph {Graphique}
translate F Help {Aide}
translate F Import {Importer}
translate F Index {Index}
translate F LoadGame {Charger partie}
translate F BrowseGame {Explorer la partie dans une fen�tre s�par�e}
translate F MergeGame {Fusionner la partie comme variante}
translate F MergeGames {Fusionner les parties}
translate F Preview {Pr�visualiser}
translate F Revert {Revenir}
translate F Save {Enregistrer}
translate F Search {Rechercher}
translate F Stop {Arr�ter}
translate F Store {Enregistrer}
translate F Update {Mettre � jour}
translate F ChangeOrient {Changer l'orientation de la fen�tre}
translate F ShowIcons {Montrer les icones}
translate F None {Aucun}
translate F First {Premier}
translate F Current {En cours}
translate F Last {Dernier}

# General messages:
translate F game {partie}
translate F games {parties}
translate F move {coup}
translate F moves {coups}
translate F all {tout}
translate F Yes {Oui}
translate F No {Non}
translate F Both {Les deux}
translate F King {Roi}
translate F Queen {Dame}
translate F Rook {Tour}
translate F Bishop {Fou}
translate F Knight {Cavalier}
translate F Pawn {Pion}
translate F White {Blancs}
translate F Black {Noirs}
translate F Player {Joueur}
translate F Rating {Classement ELO}
translate F RatingDiff {Diff�rence de classement ELO (Blancs - Noirs)}
translate F AverageRating {Classement moyen}
translate F Event {�v�nement}
translate F Site {Lieux}
translate F Country {Pays}
translate F IgnoreColors {Ignorer les couleurs}
translate F Date {Date}
translate F EventDate {�v�nement date}
translate F Decade {D�cennie}
translate F Year {Ann�e}
translate F Month {Mois}
translate F Months {Janvier F�vrier Mars Avril Mai Juin Juillet Ao�t Septembre Octobre Novembre D�cembre}
translate F Days {Dim Lun Mar Mer Jeu Ven Sam}
translate F YearToToday {Ann�e jusqu'� aujourd'hui}
translate F Result {R�sultat}
translate F Round {Ronde}
translate F Length {Longueur}
translate F ECOCode {code ECO}
translate F ECO {ECO}
translate F Deleted {�limin�}
translate F SearchResults {R�sultats de la recherche}
translate F OpeningTheDatabase {Ouverture de la base}
translate F Database {Base}
translate F Filter {Filtre}
translate F noGames {pas de parties}
translate F allGames {toutes les parties}
translate F empty {vide}
translate F clipbase {presse-papier}
translate F score {score}
translate F StartPos {Position de d�part}
translate F Total {Total}
translate F readonly {lecture seule}

# Standard error messages:
translate F ErrNotOpen {Ceci n'est pas une base ouverte.}
translate F ErrReadOnly {Cette base est en lecture seule; elle ne peut �tre modifi�e.}
translate F ErrSearchInterrupted {La recherche a �t� interrompue; les r�sultats sont incomplets.}

# Game information:
translate F twin {doublon}
translate F deleted {�limin�}
translate F comment {commentaire}
translate F hidden {cach�}
translate F LastMove {Dernier coup}
translate F NextMove {Coup suivant}
translate F GameStart {D�but de partie}
translate F LineStart {D�but de ligne}
translate F GameEnd {Fin de partie}
translate F LineEnd {Fin de ligne}

# Player information:
translate F PInfoAll {R�sultats pour <b>toutes</b> les parties}
translate F PInfoFilter {R�sultats pour les parties <b>filtr�es</b>}
translate F PInfoAgainst {R�sultats contre}
translate F PInfoMostWhite {Ouvertures les plus fr�quentes avec les blancs}
translate F PInfoMostBlack {Ouvertures les plus fr�quentes avec les noirs}
translate F PInfoRating {Historique du classement}
translate F PInfoBio {Biographie}
translate F PInfoEditRatings {Editer les Classements}

# Tablebase information:
translate F Draw {Nulle}
translate F stalemate {pat}
translate F withAllMoves {avec tous les coups}
translate F withAllButOneMove {avec tous les coups sauf le dernier}
translate F with {avec}
translate F only {seulement}
translate F lose {perte}
translate F loses {pertes}
translate F allOthersLose {toutes les autres pertes}
translate F matesIn {mat en}
translate F hasCheckmated {a mat�}
translate F longest {le plus long}
translate F WinningMoves {Coups gagnants}
translate F DrawingMoves {Coups faisant nulle}
translate F LosingMoves {Coups perdants}
translate F UnknownMoves {Coups dont le r�sultat est inconnu}

# Tip of the day:
translate F Tip {Conseil}
translate F TipAtStartup {Conseil au d�marrage}

# Tree window menus:
menuText F TreeFile "Fichier" 0
menuText F TreeFileFillWithBase "Remplir cache avec base" 0 {Remplir le cache avec toutes les parties de la base courante}
menuText F TreeFileFillWithGame "Remplir cache avec partie" 0 {Remplir le cache avec la partie de la base courante}
menuText F TreeFileSetCacheSize "Taille du cache" 0 {Taille du cache}
menuText F TreeFileCacheInfo "Info cache" 0 {Afficher information sur l'utilisation du cache}
menuText F TreeFileSave "Sauver le cache" 0
menuText F TreeFileFill "Remplir le cache" 0
menuText F TreeFileBest "Liste des meilleures parties" 0 {Montrer la liste des meilleures parties}
menuText F TreeFileGraph "Graphique" 0 {Graphique de l'arbre}
menuText F TreeFileCopy "Copier l'arbre dans le presse-papiers" 0
menuText F TreeFileClose "Fermer la fen�tre d'arbre" 0
menuText F TreeMask "Masque" 0
menuText F TreeMaskNew "Nouveau" 0 {Nouveau masque}
menuText F TreeMaskOpen "Ouvrir" 0 {Ouvrir masque}
menuText F TreeMaskOpenRecent "Ouvrir r�cent" 0 {Ouvrir un masque r�cent}
menuText F TreeMaskSave "Sauver" 0 {Sauver masque}
menuText F TreeMaskClose "Fermer" 0 {Fermer masque}
menuText F TreeMaskFillWithGame "Remplir avec partie" 0 {Remplir le masque avec partie}
menuText F TreeMaskFillWithBase "Remplir avec base" 0 {Remplir le masque avec les parties de la base}
menuText F TreeMaskInfo "Info" 0 {Statistiques du masque}
menuText F TreeMaskDisplay "Afficher l'arbre" 0 {Affichage des donn�es du masque sous la forme d'un arbre}
menuText F TreeMaskSearch "Chercher" 0 {Chercher dans le masque courant}
menuText F TreeSort "Trier" 0
menuText F TreeSortAlpha "Alphab�tique" 0
menuText F TreeSortECO "code ECO" 0
menuText F TreeSortFreq "Fr�quence" 0
menuText F TreeSortScore "Score" 0
menuText F TreeOpt "Options" 0
menuText F TreeOptSlowmode "Mode lent" 0 {Mode lent pour rafraichissement (pr�cis)}
menuText F TreeOptFastmode "Mode rapide" 0 {Mode rapide pour rafraichissement (pas de transpositions)}
menuText F TreeOptFastAndSlowmode "Mode rapide puis lent" 0 {Mode rapide puis lent pour rafraichissement}
menuText F TreeOptStartStop "Rafra�chissement auto" 0 {Rafra�chissement automatique de la fen�tre}
menuText F TreeOptLock "Verrouille" 0 {D�/verrouiller l'arbre � la base en cours}
menuText F TreeOptTraining "Entra�nement" 0 {D�marrer/Arr�ter l'arbre du mode d'entra�nement}
menuText F TreeOptAutosave "Sauver le cache automatiquement" 0
menuText F TreeHelp "Aide" 0
menuText F TreeHelpTree "Aide Arbre" 0
menuText F TreeHelpIndex "Index" 0
translate F SaveCache {Sauver le cache}
translate F Training {Entra�nement}
translate F LockTree {Verrouiller}
translate F TreeLocked {verrouill�}
translate F TreeBest {Meilleur}
translate F TreeBestGames {Arbre des meilleures parties}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate F TreeTitleRow \
  {    Coup   ECO        Fr�quence   Score EloMoy Perf Ann�eMoy %Nulle}
translate F TreeTotal {TOTAL}
translate F DoYouWantToSaveFirst {voulez-vous d'abord sauvegarder}
translate F AddToMask {Ajouter au masque}
translate F RemoveFromMask {Enlever du masque}
translate F AddThisMoveToMask {Ajouter ce coup au masque}
translate F SearchMask {Recherche dans masque}
translate F DisplayMask {Affichage du masque}
translate F Nag {Code Nag}
translate F Marker {Marqueur}
translate F Include {Inclure}
translate F Exclude {Exclure}
translate F MainLine {Ligne principale}
translate F Bookmark {Signet}
translate F NewLine {Nouvelle ligne}
translate F ToBeVerified {A v�rifier}
translate F ToTrain {S'entrainer}
translate F Dubious {Douteux}
translate F ToRemove {A supprimer}
translate F NoMarker {Aucun marqueur}
translate F ColorMarker {Couleur}
translate F WhiteMark {Blanc}
translate F GreenMark {Vert}
translate F YellowMark {Jaune}
translate F BlueMark {Bleu}
translate F RedMark {Rouge}
translate F CommentMove {Annoter coup}
translate F CommentPosition {Annoter position}
translate F AddMoveToMaskFirst {Ajoutez d'abord le coup au masque}
translate F OpenAMaskFileFirst {Ouvrez d'abord un masque}
translate F Positions {Positions}
translate F Moves {Coups}

# Finder window:
menuText F FinderFile "Fichier" 0
menuText F FinderFileSubdirs "Rechercher dans les sous r�pertoires" 0
menuText F FinderFileClose "Fermer l'explorateur de fichiers" 0
menuText F FinderSort "Trier" 0
menuText F FinderSortType "Type" 0
menuText F FinderSortSize "Taille" 0
menuText F FinderSortMod "Modifi�" 0
menuText F FinderSortName "Nom" 0
menuText F FinderSortPath "Chemin" 0
menuText F FinderTypes "Types" 0
menuText F FinderTypesScid "Bases Scid" 0
menuText F FinderTypesOld "Bases Scid � l'ancien format" 0
menuText F FinderTypesPGN "fichiers PGN" 0
menuText F FinderTypesEPD "fichiers EPD (th�orie)" 0
menuText F FinderTypesRep "fichiers des r�pertoires" 0
menuText F FinderHelp "Aide" 0
menuText F FinderHelpFinder "Aide de l'explorateur de fichiers" 0
menuText F FinderHelpIndex "Index" 0
translate F FileFinder {Explorateur de fichiers}
translate F FinderDir {R�pertoire}
translate F FinderDirs {R�pertoires}
translate F FinderFiles {Fichiers}
translate F FinderUpDir {r�pertoire pr�c�dent}
translate F FinderCtxOpen {Ouvrir}
translate F FinderCtxBackup {Sauvegarder}
translate F FinderCtxCopy {Copier}
translate F FinderCtxMove {D�placer}
translate F FinderCtxDelete {Supprimer}

# Player finder:
menuText F PListFile "Fichier" 0
menuText F PListFileUpdate "Mettre � jour" 0
menuText F PListFileClose "Fermer la recherche de joueur" 0
menuText F PListSort "Trier" 0
menuText F PListSortName "Nom" 0
menuText F PListSortElo "Elo" 0
menuText F PListSortGames "Parties" 0
menuText F PListSortOldest "Les plus vieux" 0
menuText F PListSortNewest "Les plus r�cents" 0

# Tournament finder:
menuText F TmtFile "Fichier" 0
menuText F TmtFileUpdate "Mettre � jour" 0
menuText F TmtFileClose "Fermer l'explorateur de tournois" 0
menuText F TmtSort "Trier" 0
menuText F TmtSortDate "Date" 0
menuText F TmtSortPlayers "Joueurs" 0
menuText F TmtSortGames "Parties" 0
menuText F TmtSortElo "Elo" 0
menuText F TmtSortSite "Lieux" 0
menuText F TmtSortEvent "�v�nement" 1
menuText F TmtSortWinner "Vainqueur" 0
translate F TmtLimit "Limite de liste"
translate F TmtMeanElo "Moyenne ELO la plus basse"
translate F TmtNone "Aucun tournoi correspondant n'a �t� trouv�."

# Graph windows:
menuText F GraphFile "Fichier" 0
menuText F GraphFileColor "Sauver comme Postscript en couleurs..." 27
menuText F GraphFileGrey "Sauver comme Postscript en niveaux de gris..." 27
menuText F GraphFileClose "Fermer la fen�tre" 0
menuText F GraphOptions "Options" 0
menuText F GraphOptionsWhite "Blancs" 0
menuText F GraphOptionsBlack "Noirs" 0
menuText F GraphOptionsBoth "Les deux" 4
menuText F GraphOptionsPInfo "Informations joueurs" 0
translate F GraphFilterTitle "Graphique de filtre: fr�quence pour 1000 parties"
translate F GraphAbsFilterTitle "Graphique de filtre: fr�quence des parties"
translate F ConfigureFilter {Configurer l'axe des X par ann�e, classement et coups}
translate F FilterEstimate "Estimer"
translate F TitleFilterGraph "Scid: Graphe de filtre"

# Analysis window:
translate F AddVariation {Ajouter une variante}
translate F AddAllVariations {Ajouter toutes les variantes}
translate F AddMove {Ajouter le coup}
translate F Annotate {Annotation}
translate F ShowAnalysisBoard {Montrer �chiquier d'analyse}
translate F ShowInfo {Montrer infos moteur}
translate F FinishGame {Continuer la partie}
translate F StopEngine {Arr�ter le moteur}
translate F StartEngine {D�marrer le moteur}
translate F LockEngine {Verrouiller moteur � la position actuelle}
translate F AnalysisCommand {Commande d'analyse}
translate F PreviousChoices {Choix pr�c�dents}
translate F AnnotateTime {Fixer le temps en secondes entre deux coups}
translate F AnnotateWhich {Ajouter des variantes}
translate F AnnotateAll {Pour les coups des deux cot�s}
translate F AnnotateAllMoves {Annoter tous les coups}
translate F AnnotateWhite {Pour les coups des blancs seulement}
translate F AnnotateBlack {Pour les coups des noirs seulement}
translate F AnnotateBlundersOnly {Quand le coup est une erreur}
translate F AnnotateBlundersOnlyScoreChange {Coup faible, le score varie de/�: }
translate F BlundersThreshold {Seuil de l'erreur}
# TODO: Translate
translate F ScoreAllMoves {Valider tous les coups}
translate F LowPriority {Priorit� processeur basse}
translate F ClickHereToSeeMoves {Cliquer ici pour afficher les coups}
translate F ConfigureInformant {Configurer les valeurs des notations}
translate F Informant!? {Coup int�ressant}
translate F Informant? {Coup faible}
translate F Informant?? {Mauvais coup}
translate F Informant?! {Coup douteux}
translate F Informant+= {Les blancs ont un l�ger avantage}
translate F Informant+/- {Les blancs ont l'avantage}
translate F Informant+- {Les blancs ont un avantage d�cisif}
translate F Informant++- {La partie est gagn�e}

# Book window
translate F Book {Biblioth�que}
translate F OtherBookMoves {Biblioth�que de l'adversaire}
translate F OtherBookMovesTooltip {Coups pour lesquels l'adversaire a une r�ponse}

# Analysis Engine open dialog:
translate F EngineList {Liste des moteurs d'analyse}
translate F EngineName {Nom}
translate F EngineCmd {Commande}
translate F EngineArgs {Param�tres}
translate F EngineDir {R�pertoire}
translate F EngineElo {Elo}
translate F EngineTime {Date}
translate F EngineNew {Nouvelle}
translate F EngineEdit {�diter}
translate F EngineRequired {Les champs en gras sont requis; les autres sont optionnels}

# Stats window menus:
menuText F StatsFile "Fichier" 0
menuText F StatsFilePrint "�crire dans fichier..." 0
menuText F StatsFileClose "Fermer la fen�tre" 0
menuText F StatsOpt "Options" 0

# PGN window menus:
menuText F PgnFile "Fichier" 0
menuText F PgnFileCopy "Copier la partie dans le Presse-papier" 0
menuText F PgnFilePrint "�crire dans fichier..." 0
menuText F PgnFileClose "Fermer la fen�tre PGN" 0
menuText F PgnOpt "Affichage" 0
menuText F PgnOptColor "Couleur d'affichage" 0
menuText F PgnOptShort "Ent�te court (3-lignes)" 0
menuText F PgnOptSymbols "Annotations symboliques" 0
menuText F PgnOptIndentC "Indentation des commentaires" 0
menuText F PgnOptIndentV "Indentation des variantes" 16
menuText F PgnOptColumn "Style en colonne (un coup par ligne)" 1
menuText F PgnOptSpace "Espace apr�s num�ro des coups" 0
menuText F PgnOptStripMarks "Enlever les codes de fl�ches et de coloration de cases" 1
menuText F PgnOptBoldMainLine "Mettre en gras les coups de la ligne principale" 4
menuText F PgnColor "Couleur" 0
menuText F PgnColorHeader "Ent�te..." 0
menuText F PgnColorAnno "Annotations..." 0
menuText F PgnColorComments "Commentaires..." 0
menuText F PgnColorVars "Variantes..." 0
menuText F PgnColorBackground "Couleur du fond..." 11
menuText F PgnColorMain "Main line..." 0
menuText F PgnColorCurrent "Dernier coup..." 1
menuText F PgnHelp "Aide" 0
menuText F PgnHelpPgn "Aide PGN" 0
menuText F PgnHelpIndex "Index" 0
translate F PgnWindowTitle {Notation - partie %u}

# Crosstable window menus:
menuText F CrosstabFile "Fichier" 0
menuText F CrosstabFileText "�crire dans un fichier texte..." 23
menuText F CrosstabFileHtml "�crire dans un fichier HTML..." 23
menuText F CrosstabFileLaTeX "�crire dans un fichier LaTeX..." 23
menuText F CrosstabFileClose "Fermer fen�tre tableau" 0
menuText F CrosstabEdit "�diter" 0
menuText F CrosstabEditEvent "�v�nement" 0
menuText F CrosstabEditSite "Lieux" 0
menuText F CrosstabEditDate "Date" 0
menuText F CrosstabOpt "Affichage" 0
menuText F CrosstabOptAll "Toutes rondes" 0
menuText F CrosstabOptSwiss "Suisse" 0
menuText F CrosstabOptKnockout "KO" 0
menuText F CrosstabOptAuto "Auto" 0
menuText F CrosstabOptAges "Ages en ann�es" 8
menuText F CrosstabOptNats "Nationalit�s" 0
menuText F CrosstabOptRatings "Classements" 0
menuText F CrosstabOptTitles "Titres" 0
menuText F CrosstabOptBreaks "Scores du d�partage" 4
menuText F CrosstabOptDeleted "Inclure les parties effac�es" 8
menuText F CrosstabOptColors "Couleurs (syst�me suisse uniquement)" 1
menuText F CrosstabOptColumnNumbers "Colonnes num�rot�es (Toutes rondes seulement)" 2
menuText F CrosstabOptGroup "Scores du groupe" 0
menuText F CrosstabSort "Trier" 0
menuText F CrosstabSortName "Nom" 0
menuText F CrosstabSortRating "Elo" 0
menuText F CrosstabSortScore "Score" 0
menuText F CrosstabColor "Couleur" 0
menuText F CrosstabColorPlain "Texte normal" 0
menuText F CrosstabColorHyper "Hypertexte" 0
menuText F CrosstabHelp "Aide" 0
menuText F CrosstabHelpCross "Aide tableau" 0
menuText F CrosstabHelpIndex "Index" 0
translate F SetFilter {Activer le filtre}
translate F AddToFilter {Ajouter au filtre}
translate F Swiss {Suisse}
translate F Category {Cat�gorie}

# Opening report window menus:
menuText F OprepFile "Fichier" 0
menuText F OprepFileText "�crire dans un fichier texte..." 23
menuText F OprepFileHtml "�crire dans un fichier HTML..." 23
menuText F OprepFileLaTeX "�crire dans un fichier LaTeX..." 23
menuText F OprepFileOptions "Options..." 0
menuText F OprepFileClose "Fermer la fen�tre du rapport" 0
menuText F OprepFavorites "Favoris" 1
menuText F OprepFavoritesAdd "Ajouter au rapport..." 0
menuText F OprepFavoritesEdit "Editer les favoris de rapport..." 0
menuText F OprepFavoritesGenerate "G�n�rer les rapports..." 0

menuText F OprepHelp "Aide" 0
menuText F OprepHelpReport "Aide du rapport" 0
menuText F OprepHelpIndex "Index" 0

# Repertoire editor:
menuText F RepFile "Fichier" 0
menuText F RepFileNew "Nouvelle" 0
menuText F RepFileOpen "Ouvrir..." 0
menuText F RepFileSave "Sauver..." 0
menuText F RepFileSaveAs "Sauver sous..." 5
menuText F RepFileClose "Fermer" 0
menuText F RepEdit "�diter" 0
menuText F RepEditGroup "Ajouter Groupe" 4
menuText F RepEditInclude "Ajouter Inclure ligne" 4
menuText F RepEditExclude "Ajouter Exclure ligne" 4
menuText F RepView "Voir" 0
menuText F RepViewExpand "�tends tous les groupes" 0
menuText F RepViewCollapse "Fermer tous les groupes" 0
menuText F RepSearch "Rechercher" 0
menuText F RepSearchAll "Tout le r�pertoire..." 0
menuText F RepSearchDisplayed "Afficher seulement les lignes..." 0
menuText F RepHelp "Aide" 0
menuText F RepHelpRep "Aide sur le r�pertoire" 0
menuText F RepHelpIndex "Index" 0
translate F RepSearch "Rechercher dans le r�pertoire"
translate F RepIncludedLines "lignes inclues"
translate F RepExcludedLines "lignes exclues"
translate F RepCloseDialog {Ce r�pertoire a des modifications non enregistr�es.

Voulez vous r�ellement continuer et ne pas tenir compte des changements que vous avez effectu�?
}

# Header search:
translate F HeaderSearch {Rechercher Ent�te}
translate F EndSideToMove {C�t� devant jouer � la fin de la partie}
translate F GamesWithNoECO {Partie sans code ECO?}
translate F GameLength {Longueur de la partie}
translate F FindGamesWith {Chercher les parties avec}
translate F StdStart {Pos. d�part non standard}
translate F Promotions {Promotions}
translate F Comments {Commentaires}
translate F Variations {Variantes}
translate F Annotations {Annotations}
translate F DeleteFlag {Marqu�es supprim�es}
translate F WhiteOpFlag {Ouverture des blancs}
translate F BlackOpFlag {Ouverture des noirs}
translate F MiddlegameFlag {Milieu de partie}
translate F EndgameFlag {Finale}
translate F NoveltyFlag {Nouveaut�}
translate F PawnFlag {Structure de pions}
translate F TacticsFlag {Tactiques}
translate F QsideFlag {Jeu � l'aile dame}
translate F KsideFlag {Jeu � l'aile roi}
translate F BrilliancyFlag {Spectaculaire}
translate F BlunderFlag {Gaffe}
translate F UserFlag {Utilisateur}
translate F PgnContains {PGN contenant du texte}
# ====== TODO To be translated ======
translate F Annotator {Annotator}
# ====== TODO To be translated ======
translate F Cmnts {Annotated games only}

# Game list window:
translate F GlistNumber {Num�ro}
translate F GlistWhite {Blancs}
translate F GlistBlack {Noirs}
translate F GlistWElo {B-Elo}
translate F GlistBElo {N-Elo}
translate F GlistEvent {�v�nement}
translate F GlistSite {Lieux}
translate F GlistRound {Ronde}
translate F GlistDate {Date}
translate F GlistYear {Ann�e}
translate F GlistEDate {�v�nement-Date}
translate F GlistResult {R�sultat}
translate F GlistLength {Longueur}
translate F GlistCountry {Pays}
translate F GlistECO {ECO}
translate F GlistOpening {Ouverture}
translate F GlistEndMaterial {Mat�riel final}
translate F GlistDeleted {Effac�}
translate F GlistFlags {Drapeaux}
translate F GlistVars {Variantes}
translate F GlistComments {Commentaires}
translate F GlistAnnos {Annotations}
translate F GlistStart {D�part}
translate F GlistGameNumber {Partie num�ro}
# ====== TODO To be translated ======
translate F GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate F GlistRating {Rating}
translate F GlistFindText {Rechercher texte}
translate F GlistMoveField {Coup}
translate F GlistEditField {Configurer}
translate F GlistAddField {Ajouter}
translate F GlistDeleteField {Enlever}
translate F GlistWidth {Largeur}
translate F GlistAlign {Aligner}
# ====== TODO To be translated ======
translate F GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate F GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate F GlistAlignC {Align: center}
translate F GlistColor {Couleur}
translate F GlistSep {S�parateur}
# ====== TODO To be translated ======
translate F GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate F GlistNewSort {New}
# ====== TODO To be translated ======
translate F GlistAddToSort {Add}
# ====== TODO To be translated ======
translate F GsortSort {Sort...}
# ====== TODO To be translated ======
translate F GsortDate {Date}
# ====== TODO To be translated ======
translate F GsortYear {Year}
# ====== TODO To be translated ======
translate F GsortEvent {Event}
# ====== TODO To be translated ======
translate F GsortSite {Site}
# ====== TODO To be translated ======
translate F GsortRound {Round}
# ====== TODO To be translated ======
translate F GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate F GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate F GsortECO {ECO}
# ====== TODO To be translated ======
translate F GsortResult {Result}
# ====== TODO To be translated ======
translate F GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate F GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate F GsortCountry {Country}
# ====== TODO To be translated ======
translate F GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate F GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate F GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate F GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate F GsortComments {Comments}
# ====== TODO To be translated ======
translate F GsortVariations {Variations}
# ====== TODO To be translated ======
translate F GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate F GsortAscending {Ascending}
# ====== TODO To be translated ======
translate F GsortDescending {Descending}
# ====== TODO To be translated ======
translate F GsortAdd {Add}
# ====== TODO To be translated ======
translate F GsortStore {Store}
# ====== TODO To be translated ======
translate F GsortLoad {Load}

# menu shown with right mouse button down on game list.
translate F GlistRemoveThisGameFromFilter  {Enlever cette partie du filtre}
translate F GlistRemoveGameAndAboveFromFilter  {Enlever cette partie (et celles au-dessus) du filtre}
translate F GlistRemoveGameAndBelowFromFilter  {Enlever cette partie (et celles en-dessous) du filtre}
translate F GlistDeleteGame {(D�s-)effacer cette partie} 
translate F GlistDeleteAllGames {Effacer toutes les parties du filtre} 
translate F GlistUndeleteAllGames {D�s-effacer toutes les parties du filtre} 
translate F GlistMergeGameInBase {Fusionner la partie dans une autre base} 

# Maintenance window:
translate F DatabaseName {Nom de base:}
translate F TypeIcon {Type ic�ne:}
translate F NumOfGames {Parties:}
translate F NumDeletedGames {Parties supprim�es:}
translate F NumFilterGames {Parties dans le filtre:}
translate F YearRange {Ann�es:}
translate F RatingRange {Classements:}
translate F Description {Description}
translate F Flag {Drapeau}
# ====== TODO To be translated ======
translate F CustomFlags {Custom flags}
translate F DeleteCurrent {Effacer la partie courante}
translate F DeleteFilter {Effacer le filtre de parties}
translate F DeleteAll {Effacer toutes les parties}
translate F UndeleteCurrent {R�cup�rer la partie en cours}
translate F UndeleteFilter {R�cup�rer les parties filtr�es}
translate F UndeleteAll {R�cup�rer toutes les parties}
translate F DeleteTwins {Effacer les parties en doublon}
translate F MarkCurrent {S�lectionner la partie en cours}
translate F MarkFilter {S�lectionner les parties filtr�es}
translate F MarkAll {S�lectionner toutes les parties}
translate F UnmarkCurrent {D�s�lectionner la partie en cours}
translate F UnmarkFilter {D�s�lectionner les parties filtr�es}
translate F UnmarkAll {D�s�lectionner toutes les parties}
translate F Spellchecking {V�rification orthographique}
translate F Players {Joueurs}
translate F Events {�v�nements}
translate F Sites {Lieux}
translate F Rounds {Rondes}
translate F DatabaseOps {Op�rations sur la base}
translate F ReclassifyGames {ECO-Classifier les parties...}
translate F CompactDatabase {Compacter la base}
translate F SortDatabase {Trier la base}
translate F AddEloRatings {Ajouter les classements Elo}
translate F AutoloadGame {Chargement automatique du num�ro de partie}
translate F StripTags {Enlever les marqueurs PGN}
translate F StripTag {Enlever les marqueurs}
translate F Cleaner {Nettoyer}
translate F CleanerHelp {
Le Nettoyeur Scid va r�aliser pour la base en cours toutes les actions de maintenance que vous avez s�lectionn� � partir de la liste ci-dessous.

Les r�glages en cours de la classification ECO et les dialogues d'effacement des jumeaux vont s'appliquer si vous avez s�lectionn� ces fonctions.
}
translate F CleanerConfirm {
Une fois que le nettoyage est commenc�, il ne peut �tre interrompu!

Cela peut prendre beaucoup de temps sur une grande base, suivant les fonctions que vous avez s�lectionn� et leurs r�glages en cours.

Etes vous s�r que vous voulez commencer les fonctions de maintenance que vous avez s�lectionn�?
}

translate F TwinCheckUndelete {pour permuter; "u" pour annuler l'effacement des deux}
translate F TwinCheckprevPair {Paire pr�c�dente}
translate F TwinChecknextPair {Paire suivante}
translate F TwinChecker {Scid: v�rificateur de doublon}
translate F TwinCheckTournament {Parties dans le tournoi:}
translate F TwinCheckNoTwin {Pas de doublon  }
translate F TwinCheckNoTwinfound {No twin was detected for this game.\nTo show twins using this window, you must first use the "Delete twin games..." function. }
translate F TwinCheckTag {Partager tags...}
translate F TwinCheckFound1 {Scid a trouv� $result doublons}
translate F TwinCheckFound2 { et positionn� le marquer de suppression}
translate F TwinCheckNoDelete {Il n'y a pas de parties dans cette base � effacer.}
translate F TwinCriteria1 { Les param�tres pour trouver des doublons risquent de\nfaire que des parties diff�rentes avec des coups similaires soient marqu�es comme des doublons.}
translate F TwinCriteria2 {Il est recommand� de s�lectionner "Non" pour "m�mes coups", vous devriez s�lectionner "Oui" pour les couleurs, �v�nement, site, ronde, ann�e et mois.\nVoulez-vous continuer et effacer les doublons quand m�me ? }
translate F TwinCriteria3 {Il est recommand� de s�lectionner "Oui" pour au moins deux des param�tres "m�me site", "m�me ronde" et "m�me ann�e".\nVoulez-vous continuer et effacer les doublons quand m�me ?}
translate F TwinCriteriaConfirm {Scid: Confirmer les param�tres de doublons}
translate F TwinChangeTag "Changer les tags de partie suivants:\n\n"
translate F AllocRatingDescription "Cette commande va utiliser les fichiers de v�rification de noms et de classement ELO pour les parties de cette base. Chaque fois qu'un joueur n'a pas de classement mais que son classement est list� dans le fichier de v�rification de noms � la date de la partie, ce classement est pris en compte."
translate F RatingOverride "Remplacer le classement non nul existant ?"
translate F AddRatings "ajouter classement �:"
translate F AddedRatings {Scid a ajout� $r classements Elo dans $g parties.}
translate F NewSubmenu "Nouveau sous-menu"

# Comment editor:
translate F AnnotationSymbols {Symboles d'annotation:}
translate F Comment {Commentaire:}
translate F InsertMark {Ins�re une marque}
translate F InsertMarkHelp {
Ins�rer/enlever marque: S�lectionner la couleur, le type et la case.
Ins�rer/enlever fl�che: Clic droit sur deux cases.
}

# Nag buttons in comment editor:
translate F GoodMove {Bon coup}
translate F PoorMove {Coup faible}
translate F ExcellentMove {Excellent coup}
translate F Blunder {Gaffe}
translate F InterestingMove {Coup int�ressant}
translate F DubiousMove {coup douteux}
translate F WhiteDecisiveAdvantage {Les blancs ont un avantage d�cisif}
translate F BlackDecisiveAdvantage {Les noirs ont un avantage d�cisif}
translate F WhiteClearAdvantage {Les blancs ont l'avantage}
translate F BlackClearAdvantage {Les noirs ont l'avantage}
translate F WhiteSlightAdvantage {Les blancs ont un l�ger avantage}
translate F BlackSlightAdvantage {Les noirs ont un l�ger avantage}
translate F Equality {Egalit�}
translate F Unclear {Peu clair}
translate F Diagram {Diagramme}

# Board search:
translate F BoardSearch {Rechercher Position}
translate F FilterOperation {Op�ration sur le filtre en cours:}
translate F FilterAnd {ET (Restreint le filtre)}
translate F FilterOr {OU (Ajouter au filtre)}
translate F FilterIgnore {IGNORER (Restaure le filtre initial)}
translate F SearchType {Type de recherche:}
translate F SearchBoardExact {Position exacte (m�mes pi�ces sur les m�mes cases)}
translate F SearchBoardPawns {Pions (m�me mat�riel, tous les pions sur les m�mes cases)}
translate F SearchBoardFiles {Colonnes (m�me mat�riel, tous les pions sur m�mes colonnes)}
translate F SearchBoardAny {Tous (m�me mat�riel, pions et pi�ces n'importe o�)}
translate F SearchInRefDatabase { Dans la base de r�f�rence }
translate F LookInVars {Chercher dans les variantes}

# Material search:
translate F MaterialSearch {Rechercher Motifs}
translate F Material {Mat�riel}
translate F Patterns {Motifs}
translate F Zero {Z�ro}
translate F Any {Tout}
translate F CurrentBoard {Position en cours}
translate F CommonEndings {Finales}
translate F CommonPatterns {Motifs}
translate F MaterialDiff {Diff�rence en mat�riel}
translate F squares {cases}
translate F SameColor {M�mes couleur}
translate F OppColor {Couleurs oppos�es}
translate F Either {Les deux}
translate F MoveNumberRange {D�placer de X coups}
translate F MatchForAtLeast {Correspond � la derni�re}
translate F HalfMoves {demi-coups}

# Common endings in material search:
translate F EndingPawns {Finales de pions}
translate F EndingRookVsPawns {Tour contre pion(s)}
translate F EndingRookPawnVsRook {Tour et 1 pion contre Tour}
translate F EndingRookPawnsVsRook {Tour et pion(s) contre Tour}
translate F EndingRooks {Finales Tour contre Tour}
translate F EndingRooksPassedA {Finales de Tour contre Tour avec un pion a pass�}
translate F EndingRooksDouble {Finales 2 tours}
translate F EndingBishops {Finales Fou contre Fou}
translate F EndingBishopVsKnight {Finales Fou contre Cavalier}
translate F EndingKnights {Finales Cavalier contre Cavalier}
translate F EndingQueens {Finales Dame contre Dame}
translate F EndingQueenPawnVsQueen {Dame et 1 pion contre Dame}
translate F BishopPairVsKnightPair {Milieu de jeu 2 Fous contre 2 Cavaliers}

# Common patterns in material search:
translate F PatternWhiteIQP {White IQP} ;# ***
translate F PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6} ;# ***
translate F PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6} ;# ***
translate F PatternBlackIQP {Black IQP} ;# ***
translate F PatternWhiteBlackIQP {White IQP vs. Black IQP} ;# ***
translate F PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple} ;# ***
translate F PatternHangingC5D5 {Black Hanging Pawns on c5 and d5} ;# ***
translate F PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)} ;# ***
translate F PatternRookSacC3 {Rook Sacrifice on c3} ;# ***
translate F PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)} ;# ***
translate F PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)} ;# ***
translate F PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)} ;# ***
translate F PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)} ;# ***
translate F PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)} ;# ***

# Game saving:
translate F Today {Aujourd'hui}
translate F ClassifyGame {Classer la partie}

# Setup position:
translate F EmptyBoard {Vider l'�chiquier}
translate F InitialBoard {R�-initialiser l'�chiquier}
translate F SideToMove {Cot� qui a le trait}
translate F MoveNumber {Coup num�ro}
translate F Castling {Roque}
translate F EnPassantFile {Prise en passant}
translate F ClearFen {Effacer FEN}
translate F PasteFen {Coller FEN}
translate F SaveAndContinue {Enregistrer et continuer}
translate F DiscardChangesAndContinue {Ignorer changements\net continuer}
translate F GoBack {Revenir}

# Replace move dialog:
translate F ReplaceMove {Remplacer le coup}
translate F AddNewVar {Ajouter variante}
translate F NewMainLine {Ligne principale}
translate F ReplaceMoveMessage {Un coup existe d�j�.

Vous pouvez le remplacer, ou bien d�truire tous les coups apr�s ce coup ou ajouter une nouvelle variante.

(Vous pouvez demander � ne plus voir ce message � l'avenir, en d�s�lectionnant l'option "Demander avant de remplacer le coup" dans le menu des options)}

# Make database read-only dialog:
translate F ReadOnlyDialog {Si vous mettez cette base en lecture seule, aucun changement ne sera permis.
Aucune partie ne peut �tre sauv�e ou remplac�e, et aucun drapeau d'effacement ne peut �tre alt�r�.
Tout les tris ou les r�sultats de classification ECO seront temporaires.

Vous pouvez facilement rendre la base � nouveau accessible en �criture, en la fermant et en l'ouvrant � nouveau.

Voulez vous vraiment passer cette base en lecture seule?}

# Clear game dialog:
translate F ClearGameDialog {Cette partie a �t� modifi�e.

Voulez vous vraiment continuer et ignorer les changements effectu�s?
}

# Exit dialog:
translate F ExitDialog {Voulez vous r�ellement quitter Scid?}
translate F ExitUnsaved {Les bases de donn�es suivantes ont des parties modifi�es non sauvegard�es. Si vous quittez maintenant, ces modifications seront perdues.}

# Import window:
translate F PasteCurrentGame {Coller la partie courante}
translate F ImportHelp1 {Entrer ou coller une partie au format PGN dans le cadre ci-dessus.}
translate F ImportHelp2 {Toutes les erreurs durant l'import de la partie seront affich�es ici.}
translate F OverwriteExistingMoves {Effacer les coups existants ?}

# ECO Browser:
translate F ECOAllSections {toutes les sections ECO}
translate F ECOSection {section ECO}
translate F ECOSummary {R�sum� pour}
translate F ECOFrequency {Fr�quence des sous-codes pour}

# Opening Report:
translate F OprepTitle {Rapport sur l'ouverture}
translate F OprepReport {Rapport}
translate F OprepGenerated {G�n�r� par}
translate F OprepStatsHist {Statistiques et Historique}
translate F OprepStats {Statistiques}
translate F OprepStatAll {Toutes les parties du rapport}
translate F OprepStatBoth {Les deux joueurs class�s}
translate F OprepStatSince {Depuis}
translate F OprepOldest {Les parties les plus anciennes}
translate F OprepNewest {Les parties les plus r�centes}
translate F OprepPopular {Popularit� courante}
translate F OprepFreqAll {Fr�quence pour toutes les ann�es: }
translate F OprepFreq1   {Depuis 1 an jusqu'� ce jour:      }
translate F OprepFreq5   {Depuis 5 ans jusqu'� ce jour:     }
translate F OprepFreq10  {Depuis 10 ans jusqu'� ce jour:    }
translate F OprepEvery {une fois toutes les %u parties}
translate F OprepUp {%u%s rencontr� pour l'ensemble des ann�es}
translate F OprepDown {%u%s non rencontr� l'ensemble des ann�es}
translate F OprepSame {sans changement par rapport � l'ensemble des ann�es}
translate F OprepMostFrequent {Joueurs les plus fr�quents}
translate F OprepMostFrequentOpponents {Adversaires les plus fr�quents}
translate F OprepRatingsPerf {Classements et performance}
translate F OprepAvgPerf {Classements moyens et performance}
translate F OprepWRating {Classement des blancs}
translate F OprepBRating {Classement des noirs}
translate F OprepWPerf {Performance des blancs}
translate F OprepBPerf {Performance des noirs}
translate F OprepHighRating {Parties avec le classement moyen le plus �lev�}
translate F OprepTrends {Tendances de r�sultat}
translate F OprepResults {R�sultats longueurs et fr�quences}
translate F OprepLength {Longueur de partie}
translate F OprepFrequency {Fr�quence}
translate F OprepWWins {Gains blancs: }
translate F OprepBWins {Gains noirs:  }
translate F OprepDraws {Nulles:       }
translate F OprepWholeDB {base compl�te}
translate F OprepShortest {Gains les plus rapides}
translate F OprepMovesThemes {Coups et Th�mes}
translate F OprepMoveOrders {Ordres de coups atteignant la position du rapport}
translate F OprepMoveOrdersOne \
  {Il n'y a qu'un seul ordre de coups pour atteindre cette position:}
translate F OprepMoveOrdersAll \
  {Il y a %u ordres de coups pour atteindre cette position:}
translate F OprepMoveOrdersMany \
  {Il y a %u ordres de coups pour atteindre cette position. Les %u premiers sont:}
translate F OprepMovesFrom {Coups depuis la position du rapport}
translate F OprepMostFrequentEcoCodes {Codes ECO les plus fr�quents}
translate F OprepThemes {Th�mes positionnels}
translate F OprepThemeDescription {Fr�quence des th�mes dans les premiers %u coups de chaque partie}
translate F OprepThemeSameCastling {Roques du m�me c�t�}
translate F OprepThemeOppCastling {Roques du c�t� oppos�}
translate F OprepThemeNoCastling {Aucun roque}
translate F OprepThemeKPawnStorm {Avalanche de pions � l'aile roi}
translate F OprepThemeQueenswap {Dames �chang�es}
translate F OprepThemeWIQP {Pion Dame blanc isol�}
translate F OprepThemeBIQP {Pion Dame noir isol�}
translate F OprepThemeWP567 {Pion blanc sur la 5/6/7e rang�e}
translate F OprepThemeBP234 {Pion noir sur la 2/3/4e rang�e}
translate F OprepThemeOpenCDE {Colonne c/d/e ouverte}
translate F OprepTheme1BishopPair {Paire de fous}
translate F OprepEndgames {Finales}
translate F OprepReportGames {Les parties du rapport}
translate F OprepAllGames {Toutes les parties}
translate F OprepEndClass {Classification du mat�riel des positions finales}
translate F OprepTheoryTable {Table de Th�orie}
translate F OprepTableComment {G�n�r� � partir des %u parties au classement le plus �lev�.}
translate F OprepExtraMoves {Nombre de coups additionnels dans la table de th�orie}
translate F OprepMaxGames {Nombre maximum de parties dans la table de th�orie}
translate F OprepViewHTML {Voir en HTML}
translate F OprepViewLaTeX {Voir en LaTeX}

# Player Report:
translate F PReportTitle {Rapport du joueur}
translate F PReportColorWhite {avec les Blancs pi�ces}
translate F PReportColorBlack {avec les Noirs pi�ces}
translate F PReportMoves {apr�s %s}
translate F PReportOpenings {Ouvertures}
translate F PReportClipbase {Vider le presse-papier et copier dedans toutes les parties qui correspondent}

# Piece Tracker window:
translate F TrackerSelectSingle {Le bouton gauche de la souris s�lectionne cette pi�ce.}
translate F TrackerSelectPair {Le bouton gauche de la souris s�lectionne cette pi�ce; le bouton droit s�lectionne aussi son pendant.}
translate F TrackerSelectPawn {Le bouton gauche de la souris s�lectionne ce pion ; le bouton droit s�lectionne les 8 pions.}
translate F TrackerStat {Statistiques}
translate F TrackerGames {% parties avec d�placement sur la case}
translate F TrackerTime {% fois sur chaque case}
translate F TrackerMoves {Coups}
translate F TrackerMovesStart {Entrer le num�ro du coups � partir duquel la recherche doit commencer.}
translate F TrackerMovesStop {Entrer le num�ro du coups auquel la recherche doit s'arr�ter.}

# Game selection dialogs:
translate F SelectAllGames {Toutes les parties de la base}
translate F SelectFilterGames {Seulement les parties du filtre}
translate F SelectTournamentGames {Seulement les parties du tournoi courant}
translate F SelectOlderGames {Seulement les parties plus anciennes}

# Delete Twins window:
translate F TwinsNote {Pour �tre consid�r�es comme doublons, deux parties doivent au moins avoir les deux m�mes joueurs, et avoir les crit�res que vous pouvez fixer ci-dessous satisfaits. Quand une paire de doublons est trouv�e, la partie la plus courte est effac�e. Conseil: il est pr�f�rable de v�rifier l'orthographe dans la base avant d'effacer les doublons, car cela am�liore la d�tection des doublons. }
translate F TwinsCriteria {Crit�re: Les doublons doivent avoir...}
translate F TwinsWhich {Parties � examiner}
translate F TwinsColors {M�me couleurs de joueurs?}
translate F TwinsEvent {M�me �v�nement?}
translate F TwinsSite {M�me lieu?}
translate F TwinsRound {M�me ronde?}
translate F TwinsYear {M�me ann�e?}
translate F TwinsMonth {M�me mois?}
translate F TwinsDay {M�me jour?}
translate F TwinsResult {M�me r�sultat?}
translate F TwinsECO {M�me code ECO?}
translate F TwinsMoves {M�mes coups?}
translate F TwinsPlayers {Comparaison des noms des joueurs:}
translate F TwinsPlayersExact {Correspondance exacte}
translate F TwinsPlayersPrefix {Les 4 premi�res lettres seules}
translate F TwinsWhen {En effacant les doublons}
translate F TwinsSkipShort {Ignorer toutes les parties de moins de cinq coups?}
translate F TwinsUndelete {R�cup�rer toutes les parties d'abord?}
translate F TwinsSetFilter {Appliquer le filtre � tous les doublons �limin�s?}
translate F TwinsComments {Toujours garder les parties qui comportent des commentaires?}
translate F TwinsVars {Toujours garder les parties qui comportent des variantes?}
translate F TwinsDeleteWhich {Partie � effacer:}
translate F TwinsDeleteShorter {La partie la plus courte}
translate F TwinsDeleteOlder {La partie avec le plus petit num�ro}
translate F TwinsDeleteNewer {La partie avec le plus grand num�ro}
translate F TwinsDelete {Effacer les parties}

# Name editor window:
translate F NameEditType {Taper le nom � �diter}
translate F NameEditSelect {Parties � �diter}
translate F NameEditReplace {Remplacer}
translate F NameEditWith {avec}
translate F NameEditMatches {Correspondances: Presser Alt+1 � Alt+9 pour s�lectionner}
# ====== TODO To be translated ======
translate F CheckGames {Check games}
# ====== TODO To be translated ======
translate F CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate F CheckAll {All games}
# ====== TODO To be translated ======
translate F CheckSelectFilterGames {Only games in filter}

# Classify window:
translate F Classify {Classer}
translate F ClassifyWhich {Choix des parties � classer suivant ECO}
translate F ClassifyAll {Toutes les parties (�crase les anciens codes ECO)}
translate F ClassifyYear {Toutes les parties jou�es la derni�re ann�e}
translate F ClassifyMonth {Toutes les parties jou�es le dernier mois}
translate F ClassifyNew {Seulement les parties qui ne poss�dent pas encore de code ECO}
translate F ClassifyCodes {Codes ECO � utiliser}
translate F ClassifyBasic {Codes de base seulement ("B12", ...)}
translate F ClassifyExtended {Extensions de Scid ("B12j", ...)}

# Compaction:
translate F NameFile {Fichier de noms}
translate F GameFile {Fichier de parties}
translate F Names {Noms}
translate F Unused {Non utilis�}
translate F SizeKb {Taille (kb)}
translate F CurrentState {�tat courant}
translate F AfterCompaction {Apr�s compactage}
translate F CompactNames {Compacter le fichier de noms}
translate F CompactGames {Compacter le fichier de parties}
translate F NoUnusedNames "Il n'y a pas de noms inutilis�s, le fichier de noms est donc d�j� compact�."
translate F NoUnusedGames "Le fichier des parties est d�j� compact�."
translate F NameFileCompacted {Le fichier de noms de la base "[file tail [sc_base filename]]" a �t� compact�.}
translate F GameFileCompacted {Le fichier de parties de la base "[file tail [sc_base filename]]" a �t� compact�.}

# Sorting:
translate F SortCriteria {Crit�re}
translate F AddCriteria {Ajouter un crit�re}
translate F CommonSorts {Tris courants}
translate F Sort {Tri}

# Exporting:
translate F AddToExistingFile {Ajouter les parties � un fichier existant?}
translate F ExportComments {Exporter les commentaires?}
translate F ExportVariations {Exporter les variantes?}
translate F IndentComments {Indenter les commentaires?}
translate F IndentVariations {Indenter les variantes?}
translate F ExportColumnStyle {Style en colonne (un coup par ligne)?}
translate F ExportSymbolStyle {Style d'annotation symbolique:}
translate F ExportStripMarks {Enlever les codes de marquages de fl�ches et de coloration de cases des commentaires?}

# Goto game/move dialogs:
translate F LoadGameNumber {Entrer le num�ro de la partie � charger:}
translate F GotoMoveNumber {Aller au coup num�ro:}

# Copy games dialog:
translate F CopyGames {Copier les parties}
translate F CopyConfirm {
 Voulez vous vraiment copier
 les [::utils::thousands $nGamesToCopy] parties filtr�es
 depuis la base "$fromName"
 vers la base "$targetName"?
}
translate F CopyErr {Ne peut copier les parties}
translate F CopyErrSource {la base source}
translate F CopyErrTarget {la base destination}
translate F CopyErrNoGames {n'a pas de parties dans son filtre}
translate F CopyErrReadOnly {est en lecture seule}
translate F CopyErrNotOpen {n'est pas ouverte}

# Colors:
translate F LightSquares {Cases blanches}
translate F DarkSquares {Cases noires}
translate F SelectedSquares {Cases s�lectionn�es}
translate F SuggestedSquares {Cases des coups sugg�r�s}
translate F WhitePieces {Pi�ces blanches}
translate F BlackPieces {Pi�ces noires}
translate F WhiteBorder {Bordure des pi�ces blanches}
translate F BlackBorder {Bordure des pi�ces noires}

# Novelty window:
translate F FindNovelty {Trouver la nouveaut�}
translate F Novelty {Nouveaut�}
translate F NoveltyInterrupt {Recherche de nouveaut� interrompue}
translate F NoveltyNone {Aucune nouveaut� n'a �t� trouv�e pour cette partie}
translate F NoveltyHelp {
Scid va trouver le premier coup de la partie en cours qui atteint une position qui ne figure ni dans la base s�lectionn�e ni dans le r�pertoire d'ouvertures ECO.
}

# Sounds configuration:
translate F SoundsFolder {R�pertoire des fichiers sonores}
translate F SoundsFolderHelp {Le r�pertoire devrait contenir les fichiers King.wav, a.wav, 1.wav, etc}
translate F SoundsAnnounceOptions {Options d'annonce des coups}
translate F SoundsAnnounceNew {Annoncer les coups jou�s}
translate F SoundsAnnounceForward {Annoncer les coups quand avance d'un coup}
translate F SoundsAnnounceBack {Annoncer quand retour arri�re d'un coup}

# Upgrading databases:
translate F Upgrading {Mise � jour}
translate F ConfirmOpenNew {
Ceci est une base de donn�es � l'ancien format (Scid 3) qui ne peut �tre ouverte dans Scid 4, mais une version au nouveau format (Scid 4) a d�j� �t� cr�e.

Voulez vous ouvrir le nouveau format de la base de donn�es?
}
translate F ConfirmUpgrade {
Ceci est une base de donn�es � l'ancien format (Scid 3). Une version de la base de donn�es au nouveau format doit �tre cr��e avant de pouvoir �tre utilis�e dans Scid 4.

Mettre � jour va cr�er une nouvelle version de la base de donn�es; les fichiers originaux seront effac�s.

Cela peut prendre un peu de temps, mais il n'est n�cessaire de le faire qu'une fois. Vous pouvez abandonner si cela dure trop longtemps.

Voulez vous mettre � jour cette base de donn�es maintenant?
}

# Recent files options:
translate F RecentFilesMenu {Nombre de fichiers r�cents dans le menu Fichier}
translate F RecentFilesExtra {Nombre de fichiers r�cents dans le sous-menu compl�mentaire}

# My Player Names options:
translate F MyPlayerNamesDescription {
Entrer ci-dessous une liste des noms des joueurs pr�f�r�s, un nom par ligne. Les caract�res sp�ciaux (i.e. "?" pour un seul caract�re, "*" pour n'importe quelle suite de caract�res) sont autoris�s.

Chaque fois qu'une partie avec un joueur de la liste est charg�e, l'�chiquier de la fen�tre principale sera tourn� si n�cessaire de fa�on � montrer la partie selon le point de vue du joueur.
}
#Coach
translate F showblunderexists {Montrer si erreur}
translate F showblundervalue {Montrer la valeur de l'erreur}
translate F showscore {Montrer score}
translate F coachgame {Entrainement}
translate F configurecoachgame {Configurer une partie avec entraineur}
translate F configuregame {Configuration de partie}
translate F Phalanxengine {moteur Phalanx}
translate F Coachengine {entraineur}
translate F difficulty {difficult�}
translate F hard {difficile}
translate F easy {facile}
translate F Playwith {Jouer avec}
translate F white {blanc}
translate F black {noir}
translate F both {les deux}
translate F Play {Jouer}
translate F Noblunder {Pas d'erreur}
translate F blunder {erreur}
translate F Noinfo {-- Pas d'info --}
translate F PhalanxOrTogaMissing {Phalanx ou Toga non trouv�}
translate F moveblunderthreshold {le coup est une erreur si les pertes sont sup�rieures �}
translate F limitanalysis {limiter le temps d'analyse}
translate F seconds {secondes}
translate F Abort {Arr�ter}
translate F Resume {Reprendre}
translate F OutOfOpening {Hors de l'ouverture}
translate F NotFollowedLine {Vous n'avez pas suivi la ligne}
translate F DoYouWantContinue {Voulez-vous continuer ?}
translate F CoachIsWatching {L'entraineur regarde}
translate F Ponder {R�flexion permanente}
translate F LimitELO {Limiter force ELO}
translate F DubiousMovePlayedTakeBack {Coup douteux jou�, voulez-vous reprendre le coup ?}
translate F WeakMovePlayedTakeBack {Coup faible jou�, voulez-vous reprendre le coup ?}
translate F BadMovePlayedTakeBack {Mauvais coup jou�, voulez-vous reprendre le coup ?}
translate F Iresign {J'abandonne}
translate F yourmoveisnotgood {Votre coup n'est pas bon}
translate F EndOfVar {Fin de variante}
translate F Openingtrainer {Entrainement aux ouvertures}
translate F DisplayCM {Afficher les coups candidats}
translate F DisplayCMValue {Afficher la valeur des coups candidats}
translate F DisplayOpeningStats {Montrer statistiques}
translate F ShowReport {Montrer rapport}
translate F NumberOfGoodMovesPlayed {bons coups jou�s}
translate F NumberOfDubiousMovesPlayed {coups douteux jou�s}
translate F NumberOfMovesPlayedNotInRepertoire {coups jou�s absents du r�pertoire}
translate F NumberOfTimesPositionEncountered {nombre de fois position rencontr�e}
translate F PlayerBestMove  {N'autoriser que les meilleurs coups}
translate F OpponentBestMove {Ne jouer que les meilleurs coups}
translate F OnlyFlaggedLines {Seulement les lignes marqu�es}
translate F resetStats {Remettre � z�ro les scores}
translate F Repertoiretrainingconfiguration {Configuration entrainement r�pertoire}
translate F Loadingrepertoire {Chargement du r�pertoire}
translate F Movesloaded {Coups lus}
translate F Repertoirenotfound {R�pertoire introuvable}
translate F Openfirstrepertoirewithtype {Ouvrez d'abord une base avec le bon type/ic�ne sur le c�t� droit}
translate F Movenotinrepertoire {Coup absent du r�pertoire}
translate F PositionsInRepertoire {Positions dans le r�pertoire}
translate F PositionsNotPlayed {Positions non jou�es}
translate F PositionsPlayed {Positions jou�es}
translate F Success {Succ�s}
translate F DubiousMoves {Coups douteux}
translate F OutOfRepertoire {Hors du r�pertoire}
translate F ConfigureTactics {Configurer exercices tactiques}
translate F ResetScores {Remise � z�ro des scores}
translate F LoadingBase {Chargement de la base}
translate F Tactics {Tactique}
translate F ShowSolution {Montrer la solution}
translate F NextExercise {Exercice suivant}
translate F PrevExercise {Exercice pr�c�dent}
translate F StopTraining {Arr�ter l'entrainement}
translate F Next {Suivant}
translate F ResettingScore {Remise � z�ro des scores}
translate F LoadingGame {Chargement partie}
translate F MateFound {Mat trouv�}
translate F BestSolutionNotFound {Meilleur coup non trouv� !}
translate F MateNotFound {Mat non trouv�}
translate F ShorterMateExists {Un mat plus rapide existe}
translate F ScorePlayed {score coup jou�}
translate F Expected {attendu}
translate F ChooseTrainingBase {Choisir la base d'exercices}
translate F Thinking {Calcul en cours}
translate F AnalyzeDone {Analyse termin�e}
translate F WinWonGame {Terminer partie gagn�e}
translate F Lines {Lignes}
translate F ConfigureUCIengine {Configurer moteur UCI}
translate F SpecificOpening {Ouverture sp�cifique}
translate F StartNewGame {Nouvelle partie}
translate F FixedLevel {Niveau fixe}
translate F Opening {Ouverture}
translate F RandomLevel {Niveau al�atoire}
translate F StartFromCurrentPosition {Jouer depuis la position actuelle}
translate F FixedDepth {Profondeur fixe}
translate F Nodes {Noeuds} 
translate F Depth {Profondeur}
translate F Time {Temps} 
translate F SecondsPerMove {Secondes par coup}
translate F Engine {Moteur}
translate F TimeMode {Mode de r�flexion}
translate F TimeBonus {Temps + bonus}
translate F TimeMin {min}
translate F TimeSec {sec}
translate F AllExercisesDone {Tous les exercices sont faits}
translate F MoveOutOfBook {Coup hors biblioth�que d'ouverture}
translate F LastBookMove {Dernier coup de la biblioth�que d'ouverture}
translate F AnnotateSeveralGames {Annotater plusieurs parties\ndepuis l'actuelle jusqu'� :}
translate F FindOpeningErrors {Chercher les erreurs d'ouverture}
translate F MarkTacticalExercises {Marquer exercices tactiques}
translate F UseBook {Utiliser biblioth�que}
translate F MultiPV {Nombre de variantes}
translate F Hash {M�moire}
translate F OwnBook {Utiliser biblioth�que propre}
translate F BookFile {Biblioth�que d'ouverture}
translate F AnnotateVariations {Annotater les variantes}
translate F ShortAnnotations {Annotations courtes}
translate F addAnnotatorTag {Ajouter Annotateur}
translate F AddScoreToShortAnnotations {Ajouter score aux annotations courtes}
translate F Export {Exporter}
translate F BookPartiallyLoaded {Biblioth�que charg�e en partie}
translate F Calvar {Calcul de variantes}
translate F ConfigureCalvar {Configuration}
# Opening names used in tacgame.tcl
translate F Reti {Reti}
translate F English {Anglaise}
translate F d4Nf6Miscellaneous {1.d4 Cf6 divers}
translate F Trompowsky {Trompowsky}
translate F Budapest {Budapest}
translate F OldIndian {Vieille Indienne}
translate F BenkoGambit {Gambit Benko}
translate F ModernBenoni {Benoni Moderne}
translate F DutchDefence {D�fense hollandaise}
translate F Scandinavian {Scandinave}
translate F AlekhineDefence {D�fense Alekhine}
translate F Pirc {Pirc}
translate F CaroKann {Caro-Kann}
translate F CaroKannAdvance {Caro-Kann Avance}
translate F Sicilian {Sicilienne}
translate F SicilianAlapin {Sicilienne Alapin}
translate F SicilianClosed {Sicilienne ferm�e}
translate F SicilianRauzer {Sicilienne Rauzer}
translate F SicilianDragon {Sicilienne Dragon}
translate F SicilianScheveningen {Sicilienne Scheveningen}
translate F SicilianNajdorf {Sicilienne Najdorf}
translate F OpenGame {Partie ouverte}
translate F Vienna {Viennoise}
translate F KingsGambit {Gambit Roi}
translate F RussianGame {Petroff}
translate F ItalianTwoKnights {Italienne/Deux cavaliers}
translate F Spanish {Espagnole}
translate F SpanishExchange {Espagnole �change}
translate F SpanishOpen {Espagnole ouverte}
translate F SpanishClosed {Espagnole ferm�e}
translate F FrenchDefence {D�fense fran�aise}
translate F FrenchAdvance {D�fense fran�aise Avance}
translate F FrenchTarrasch {D�fense fran�aise Tarrasch}
translate F FrenchWinawer {D�fense fran�aise Winawer}
translate F FrenchExchange {D�fense fran�aise Echange}
translate F QueensPawn {Pion Dame}
translate F Slav {Slave}
translate F QGA {GD Accept�}
translate F QGD {GD D�clin�}
translate F QGDExchange {GD Echange}
translate F SemiSlav {Semi-Slave}
translate F QGDwithBg5 {GD d�clin� avec Fg5}
translate F QGDOrthodox {GD d�clin� Orthodoxe}
translate F Grunfeld {Gr�nfeld}
translate F GrunfeldExchange {Gr�nfeld Echange}
translate F GrunfeldRussian {Gr�nfeld Russe}
translate F Catalan {Catalane}
translate F CatalanOpen {Catalane Ouverte}
translate F CatalanClosed {Catalane Ferm�e}
translate F QueensIndian {Ouest indienne}
translate F NimzoIndian {Nimzo-Indienne}
translate F NimzoIndianClassical {Nimzo-Indienne Classique}
translate F NimzoIndianRubinstein {Nimzo-Indienne Rubinstein}
translate F KingsIndian {Est-indienne}
translate F KingsIndianSamisch {Est-indienne S�misch}
translate F KingsIndianMainLine {Est-indienne ligne principale}
translate F ConfigureFics {Configurer FICS}
translate F FICSGuest {Login comme invit�}
translate F FICSServerPort {Port du serveur}
translate F FICSServerAddress {Adresse IP}
translate F FICSRefresh {Rafra�chir}
translate F FICSTimesealPort {Port Timeseal}
translate F FICSSilence {Silence}
translate F FICSOffers {Offres}
translate F FICSConsole {Console}
translate F FICSGames {Parties}
translate F FICSUnobserve {Arr�ter de suivre la partie}
translate F FICSProfile {Afficher mon historique et mes donn�es}
translate F FICSRelayedGames {Parties retransmises}
translate F FICSFindOpponent {Trouver adversaire}
translate F FICSTakeback {Reprendre un coup}
translate F FICSTakeback2 {Rependre deux coups}
translate F FICSInitTime {Temps initial (min)}
translate F FICSIncrement {Incr�ment (sec)}
translate F FICSRatedGame {Partie class�e}
translate F FICSAutoColour {automatique}
translate F FICSManualConfirm {accepter manuellement}
translate F FICSFilterFormula {Filtrer avec formule}
translate F FICSIssueSeek {Envoyer seek}
translate F FICSChallenge {Challenge}
translate F FICSAccept {accepter}
translate F FICSDecline {refuser}
translate F FICSColour {Couleur}
translate F FICSSend {envoyer}
translate F FICSConnect {Connecter}
translate F FICSdefaultuservars {Variables par d�faut}
translate F FICSObserveconfirm {Voulez-vous suivre la partie}
# ====== TODO To be translated ======
translate F FICSpremove {Enable premove}
translate F GameReview {Revue de partie}
translate F GameReviewTimeExtended {Temps �tendu}
translate F GameReviewMargin {Marge d'erreur}
translate F GameReviewAutoContinue {Continuer quand le coup est correct}
translate F GameReviewReCalculate {Utiliser temps �tendu}
translate F GameReviewAnalyzingMovePlayedDuringTheGame {Analyse du coup jou� pendant la partie}
translate F GameReviewAnalyzingThePosition {Analyse de la position}
translate F GameReviewEnterYourMove {Jouez votre coup}
translate F GameReviewCheckingYourMove {V�rification de votre coup}
translate F GameReviewYourMoveWasAnalyzed {Votre coup a �t� analys�}
translate F GameReviewYouPlayedSameMove {Vous avez jou� le m�me coup que dans la partie}
translate F GameReviewScoreOfYourMove {Score de votre coup}
translate F GameReviewGameMoveScore {Score du coup de la partie}
translate F GameReviewEngineScore {Score du moteur}
translate F GameReviewYouPlayedLikeTheEngine {Vous avez jou� un coup aussi bon que le moteur}
translate F GameReviewNotEngineMoveButGoodMove {Pas le coup du moteur, mais un coup jouable}
translate F GameReviewMoveNotGood {Ce coup n'est pas bon, le score est}
translate F GameReviewMovesPlayedLike {Coups jou�s comme}
translate F GameReviewMovesPlayedEngine {coups jou�s comme le moteur}
translate F CCDlgConfigureWindowTitle {Configurer �checs par correspondance}
translate F CCDlgCGeneraloptions {Options g�n�rales}
translate F CCDlgDefaultDB {Base par d�faut:}
translate F CCDlgInbox {R�ception (chemin):}
translate F CCDlgOutbox {Envoi (chemin):}
translate F CCDlgXfcc {Configuration Xfcc:}
translate F CCDlgExternalProtocol {Protocole externe (p.e. Xfcc)}
translate F CCDlgFetchTool {Outil de r�ception:}
translate F CCDlgSendTool {Outil d'envoi:}
translate F CCDlgEmailCommunication {Communication eMail}
translate F CCDlgMailPrg {Programme de mail:}
translate F CCDlgBCCAddr {Addresse de copie:}
translate F CCDlgMailerMode {Mode:}
translate F CCDlgThunderbirdEg {p.e. Thunderbird, Mozilla Mail, Icedove...}
translate F CCDlgMailUrlEg {p.e. Evolution}
translate F CCDlgClawsEg {p.e Sylpheed Claws}
translate F CCDlgmailxEg {p.e. mailx, mutt, nail...}
translate F CCDlgAttachementPar {Attachement:}
translate F CCDlgInternalXfcc {Utiliser Xfcc interne}
translate F CCDlgConfirmXfcc {Confirmer coups}
translate F CCDlgSubjectPar {Objet:}
translate F CCDlgDeleteBoxes {Vider bo�tes}
translate F CCDlgDeleteBoxesText {Voulez-vous r�ellement vider les bo�tes entrantes et sortantes pour les �checs par correspondance ? Cela n�cessite une nouvelle synchronisation pour afficher le dernier �tat de vos parties}
translate F CCDlgConfirmMove {Confirmer coup}
translate F CCDlgConfirmMoveText {Si vous confirmez, le coup ci-dessous et le commentaire sont envoy�s au serveur:}
translate F CCDlgDBGameToLong {Ligne principale incoh�rente}
translate F CCDlgDBGameToLongError {La ligne principale dans votre base de donn�es est plus longue que la partie dans votre bo�te de r�ception. Si la bo�te de r�ception contient les parties en cours, c'est-�-dire juste apr�s une synchronisation, certains coups ont �t� ajout�s � tort � la ligne principale dans la base de donn�es.\nDans ce cas veuillez raccourcir la ligne principale � au plus coup\n}
translate F CCDlgStartEmail {Commencer nouvelle partie par eMail}
translate F CCDlgYourName {Votre nom:}
translate F CCDlgYourMail {Votre adresse mail:}
translate F CCDlgOpponentName {Nom adversaire:}
translate F CCDlgOpponentMail {Adresse eMail adversaire:}
translate F CCDlgGameID {Identifiant Partie (unique):}
translate F CCDlgTitNoOutbox {Scid: Bo�te d'envoi}
translate F CCDlgTitNoInbox {Scid: Bo�te de r�ception}
translate F CCDlgTitNoGames {Scid: Pas de parties par correspondence}
translate F CCErrInboxDir {R�pertoire de la bo�te de r�ception:}
translate F CCErrOutboxDir {R�pertoire de la bo�te d'envoi:}
translate F CCErrDirNotUsable {n'existe pas ou inaccessible!\nVeuillez v�rifier les param�tres.}
translate F CCErrNoGames {ne contient pas de parties!\nVeuillez d'abord les r�cup�rer.}
translate F CCDlgTitNoCCDB {Scid: pas de base par correspondance}
translate F CCErrNoCCDB {Aucune base du type 'Correspondance' n'est ouverte. Ouvrez-en une avant d'utiliser les fonctions par correspondance.}
translate F CCFetchBtn {R�cup�rer les parties sur le serveur et les analyser dans la bo�te de r�ception}
translate F CCPrevBtn {Aller � la partie pr�c�dente}
translate F CCNextBtn {Aller � la partie suivante}
translate F CCSendBtn {Envoyer coup}
translate F CCEmptyBtn {Vider les bo�tes d'envoi et de r�ception}
translate F CCHelpBtn {Aide sur les ic�nes et indicateurs.\nPour plus d'aide appuyer sur F1!}
translate F CCDlgServerName {Nom serveur:}
translate F CCDlgLoginName  {Login:}
translate F CCDlgPassword   {Mot de passe:}
translate F CCDlgURL        {Xfcc-URL:}
translate F CCDlgRatingType {Type classement:}
translate F CCDlgDuplicateGame {Identifiant de partie non-unique}
translate F CCDlgDuplicateGameError {Cette partie existe � plusieurs exemplaires dans la base de donn�es. Veuillez effacer tous les doublons et compacter votre fichier de parties (Fichier/Maintenance/Compacter base).}
translate F CCDlgSortOption {Tri:}
translate F CCDlgListOnlyOwnMove {Parties o� c'est mon tour}
translate F CCOrderClassicTxt {Site, Ev�nement, Ronde, R�sultat, Blancs, Noirs}
translate F CCOrderMyTimeTxt {Ma pendule}
translate F CCOrderTimePerMoveTxt {Temps par coup jusqu'au prochain contr�lede temps}
translate F CCOrderStartDate {Date de d�part}
translate F CCOrderOppTimeTxt {Pendule adversaire}
# ====== TODO To be translated ======
translate F CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate F CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate F ExtHWConfigConnection {Configure external hardware}
translate F ExtHWPort {Port}
translate F ExtHWEngineCmd {Commande moteur}
translate F ExtHWEngineParam {Param�tre moteur}
translate F ExtHWShowButton {Montrer bouton}
translate F ExtHWHardware {Mat�riel}
translate F ExtHWNovag {Novag Citrine}
translate F ExtHWInputEngine {Moteur en entr�e}
translate F ExtHWNoBoard {Pas d'�chiquier}
translate F NovagReferee {Arbitre}
translate F IEConsole {Console du moteur en entr�e}
translate F IESending {Coups envoy�s pour}
translate F IESynchronise {Synchronizer}
translate F IERotate  {Tourner}
translate F IEUnableToStart {Impossible de d�marrer le moteur en entr�e:}
translate F DoneWithPosition {Position termin�e}
translate F Board {Echiquier}
translate F showGameInfo {Montrer le panneau d'info}
translate F autoResizeBoard {Redimensionnement automatique}
translate F DockTop {D�placer en haut}
translate F DockBottom {D�placer en bas}
translate F DockLeft {D�placer � gauche}
translate F DockRight {D�placer � droite}
translate F Undock {D�tacher}
translate F ChangeIcon {Changer icone...}

##########
#
# ECO Opening name translations:

# translateECO F {
  # Accelerated {, Acc�l�r�}
  # {: Accelerated} Acc�l�r�
  # Accepted {, accept�}
  # {: Accepted} Accept�
  # Advance Avance
  # {as Black} {avec les Noirs}
  # Attack Attaque
  # Bishop Fou
  # Bishop's Fou
  # Classical Classique
  # Closed Ferm�
  # {Closed System} {Syst�me ferm�}
  # Counterattack Contre-Attaque
  # Countergambit Contre-Gambit
  # Declined {, D�clin�}
  # Defence D�fense
  # deferred diff�r�
  # Deferred {, Diff�r�}
  # Early T�t
  # Exchange Echange
  # Game Partie
  # Improved am�lior�
  # King's Roi
  # Knight Cavalier
  # Line Ligne
  # {Main Line} Ligne principale
  # Open Ouvert
  # Opening Ouverture
  # Queen's Dame
  # Queenswap Permutation de dame
  # Symmetrical Sym�trique
  # Variation Variante
  # Wing Aile
  # with avec
  # without sans
  # 
  # Alekhine Alekhine
  # Averbakh Averbakh
  # Botvinnik Botvinnik
  # Chigorin Tchigorine
  # Polugaevsky Polugaevsky
  # Rauzer Rauzer
  # Sveshnikov Sveshnikov
  # 
  # Austrian Autrichien
  # Berlin Berlinois
  # Bremen Breme
  # Catalan Catalane
  # Czech Tch�que
  # Dutch Hollandaise
  # English Anglaise
  # French Fran�aise
  # Hungarian Hongroise
  # Indian Indienne
  # Italian Italienne
  # Latvian Letton
  # Meran Meran
  # Moscow Moscou
  # Polish Polonais
  # Prague Prague
  # Russian Russe
  # Scandinavian Scandinave
  # Scheveningen Scheveningen
  # Scotch Ecossaise
  # Sicilian Sicilienne
  # Slav Slave
  # Spanish Espagnole
  # Swedish Su�dois
  # Swiss Suisse
  # Vienna Viennois
  # Yugoslav Yougoslave
  # 
  # {Accelerated Fianchetto} {Fianchetto Acc�l�r�}
  # {Accelerated Pterodactyl} {Pterodactyle Acc�l�r�}
  # {Alekhine Defence} D�fense-Alekhine
  # {Alekhine Variation} Variante-Alekhine
  # {Alekhine: S�misch Attack} {Alekhine: Syst�me viennois (Attaque S�misch)}
  # {Anderssen Opening} Ouverture-Anderssen
  # {Anti-King's Indian} Anti-Est-Indienne
  # {Austrian Attack} {Attaque Autrichienne}
  # {Benko Gambit} {Gambit Benko}
  # {Benko Opening} {Ouverture Benk�}
  # {Berlin Defence} {D�fense Berlinoise}
  # Chameleon Cameleon
  # Chelyabinsk Chelyabinsk
  # {Classical Defence} {D�fense Classique}
  # {Spanish: Classical Defence} {Espagnole: D�fense Classique}
  # {Classical Exchange} {Echange Classique}
  # {Classical Variation} {Variante Classique}
  # {Closed Berlin} {Berlinoise Ferm�e}
  # {Open Berlin} {Berlinoise Ouverte}
  # {Bird's,} {Bird,}
  # {Bird's Defence} {D�fense Bird}
  # {Bird's Deferred} {Bird Diff�r�e}
  # {Bishop's Opening} {Ouverture du Fou}
  # {Botvinnik System} {Syst�me Botvinnik}
  # {Central Variation} {Variante du centre}
  # {Centre Attack} {Attaque du centre}
  # {Centre Game} {Ouverture du centre}
  # {Danish Gambit} {Gambit Danois}
  # Dragon Dragon
  # {Dutch Variation} {Variante Hollandaise}
  # {Early Exchange} {Echange rapide}
  # {Early Queenswap} {Echange de Dames rapide}
  # {English Attack} {Attaque Anglaise}
  # {English: King's} {Anglaise: Roi}
  # {English Variation} {Variante Anglaise}
  # {Englund Gambit} {Gambit Englund}
  # {Exchange Variation} {Variante d'�change}
  # {Fianchetto Variation} {Variante du Fianchetto}
  # {Flohr Variation} {Variante Flohr}
  # {Four Knights} {Quatre Cavaliers}
  # {Four Knights Game} {Partie des Quatre Cavaliers}
  # {Four Pawns} {Quatre Pions}
  # {Four Pawns Attack} {Attaque des Quatre Pions}
  # {French Variation} {Variante Fran�aise}
  # {From Gambit} {Gambit From}
  # {Goring Gambit} {Gambit G�ring}
  # {Grob Gambit} {Gambit Grob}
  # {Hungarian Defence} {D�fense Hongroise}
  # {Indian Variation} {Variante Indienne}
  # {Italian Game} {Partie Italienne}
  # KGD {Gambit Roi D�clin�}
  # {Classical KGD} {Gambit Roi D�clin� Classique}
  # {Keres Variation} {Variante Keres}
  # KGA {Gambit Roi Accept�}
  # {KGA: Bishop's Gambit} {Gambit Roi Accept�: Gambit du Fou}
  # {KGA: King's Knight Gambit} {Gambit Roi Accept�: Gambit du Cavalier}
  # {King's Gambit} {Gambit Roi}
  # {King's Gambit Accepted} {Gambit Roi Accept�}
  # {King's Gambit Accepted (KGA)} {Gambit Roi Accept�}
  # {King's Indian} Est-Indienne
  # KIA {Attaque Est-Indienne}
  # {King's Knight Gambit} {Gambit du Cavalier Roi}
  # {King's Pawn} {Pion Roi}
  # {Lasker Variation} {Variante Lasker}
  # {Latvian Gambit} {Gambit Letton}
  # {Maroczy Bind} {Maroczy}
  # {Marshall Variation} {Variante Marshall}
  # {Modern Attack} {Attaque Moderne}
  # {Modern Steinitz} {Steinitz Moderne}
  # {Modern Variation} {Variante Moderne}
  # {Moscow Variation} {Variante de Moscou}
  # Nimzo-Indian Nimzo-Indienne
  # {Old Benoni} {Vieille Benoni}
  # {Old Indian} {Vieille Indienne}
  # {Old Indian Attack} {Attaque Vieille Indienne}
  # {Old Steinitz} {Vieille Steinitz}
  # {Open Game} {Partie Ouverte}
  # {Poisoned Pawn} {Pion empoisonn�}
  # {Polish Variation} {Variante Polonaise}
  # {Polugaevsky Variation} {Variante Polugajewski}
  # {Queen's Gambit} {Gambit Dame}
  # {Queen's Gambit Accepted} {Gambit Dame accept�}
  # QGA {GDA}
  # {Queen's Gambit Accepted (QGA)} {Gambit Dame accept� (GDA)}
  # {Reversed QGA} {GDA invers�}
  # QGD {Gambit Dame D�clin�}
  # {Queen's Gambit Declined (QGD)} {Gambit Dame D�clin� (GDD)}
  # {Reversed QGD} {GDD invers�}
  # {Queen's Indian} Ouest-Indienne
  # {Queen's Pawn} {Pion Dame}
  # {Queen's Pawn Game} {Partie du Pion Dame}
  # {Reversed Slav} {Slave Invers�e}
  # {Rubinstein Variation} {Variante Rubinstein}
  # {Russian Game} {Partie Russe}
  # {Russian Game (Petroff Defence)} {Partie Russe (D�fense Petrov)}
  # {Russian-Three Knights Game} {Partie Russe: Trois Cavaliers}
  # {Scandinavian (Centre Counter)} {Scandinave (Centre)}
  # Schliemann J�nisch
  # {Schliemann (J�nisch)} {Gambit J�nisch (Schliemann)}
  # {Scotch Opening} {Ouverture Ecossaise}
  # {Sicilian Defence} {D�fense Sicilienne}
  # {Sicilian Variation} {Variante Sicilienne}
  # {Slav Defence} {D�fense Slave}
  # Smith-Morra Morra
  # {Smith-Morra Accepted} {Gambit Morra Accept�}
  # {Smith-Morra Gambit} {Gambit Morra}
  # {Spanish (Ruy Lopez)} {Partie Espagnole}
  # {Start position} {Position de d�part}
  # {Steinitz Deferred} {Rubinstein retard�e}
  # {Swedish Variation} {Variante su�doise}
  # {Swiss Variation} {Variante Suisse}
  # {Tarrasch's Gambit} {Gambit Tarrasch}
  # {Three Knights} {Trois Cavaliers}
  # {3 Knights} {Trois Cavaliers}
  # {Three Knights Game} {Partie des Trois Cavaliers}
  # {Three Pawns Attack} {Attaque des Trois Pions}
  # {Two Knights} {Deux Cavaliers}
  # {Two Knights Defence} {D�fense des Deux Cavaliers}
  # {Two Knights Variation} {Variante des Deux Cavaliers}
  # {Two Pawns} {Deux Pions}
  # {Two Pawns Attack} {Attaque des Deux Pions}
  # {Wing Gambit} {Gambit de l'aile}
  # {Yugoslav Attack} {Attaque Yougoslave}
# }


}

# end of francais.tcl

# Κείμενο για ονόματα των μενού και των μηνυμάτων βοήθειας της γραμμής κατάστασης στα Ελληνικά.
# Τμήμα του Scid (Shane's Chess Information Database).
#
# Οδηγίες προσθήκης νέας γλώσσας:
#
# (4) Γράψτε την μετάφραση. Κάτι προϋποθέτει την αλλαγή ο,τιδήποτε "μέσα σε εισαγωγικά"
#     ή σε {μύστακες} για τις εντολές menuText, helpMsg και translate.
#
#     Μια εντολή μενού έχει την μορφή:
#         menuText L tag "Name..." underline {ΜήνυμαΒοήθειας...}
#
#     Ένα μήνυμα βοήθειας στην γραμμή κατάστασης έχει την μορφή:
#         helpMsg L tag {ΜήνυμαΒοήθειας...}
#
#     Η μετάφραση μιας γενικής λέξης ή μηνύματος έχει την μορφή:
#         translate L tag {μήνυμα...}
#
#     όπου "L" το σύμβολο για την γλώσα, "tag" το όνομα του μενού
#     ή το όνομα του κουμπιού της εφαρμογής, και "underline" είναι ο 
#     δείκτης του υπογραμμισμένου γράμματος μετρώντας από το μηδέν ως πρώτο γράμμα. Τα μενού
#     που εμφανίζονται στο ίδιο μενού πρέπει να έχουν διαφορετικό υπογραμμισμένο γράμμα.
#     Αν έχετε αμφιβιλίες, βάλτε σε όλους τους δείκτες "0" και θα τα αντιστοιχίσω με με υπογραμμισμένα
#     γράμματα όταν οι μεταφράσεις ενσωματωθούν στο Scid.
#
# Έχετε να προσθέσετε ή να διορθώσετε; Email: sgh@users.sourceforge.net
#
# Αυτή είναι μια πρώτη μετάφραση του παρόντος αρχείου. Οι συμβουλευτικές προτάσεις και
# διορθώσεις όσων χρησιμοποιούν το Scid είναι απαραίτητες, καθώς πολλά μηνύματα βοήθειας
# έχουν αποδοθεί αρκετά ελεύθερα ή, αντιθέτα, κυριολεκτικά! Είναι άμεση ανάγκη για την βελτίωση
# του Scid και της μετάφρασής του στα Ελληνικά, να επικοινωνήσετε με τον μεταφραστή του παρόντος
# κειμένου στη διεύθυνση tripalatos@gmail.com για κάθε σφάλμα ή παράλειψη!


addLanguage G Greek 0 utf-8

proc setLanguage_G {} {

# File menu:
menuText G File "Αρχείο" 0
menuText G FileNew "Νέα..." 0 {Δημιουργείστε μια νέα βάση δεδομένων Scid}
menuText G FileOpen "Άνοιγμα..." 0 {Ανοίξτε μια υπάρχουσα βάση δεδομένων Scid}
menuText G FileClose "Κλείσμο" 0 {Κλείστε την ενεργή βάση δεδομένων Scid}
menuText G FileFinder "Αναζήτηση" 0 {Ανοίγει το παράθυρο Αναζήτησης Αρχείου}
menuText G FileBookmarks "Σελιδοδείκτες" 0 {Μενού σελιδοδεικτών (συντόμευση: Ctrl+B)}
menuText G FileBookmarksAdd "Προσθήκη σελιδοδείκτου" 0 \
  {Θέστε σελιδοδείκτη στην τρέχουσα βάση δεδομένων παρτίδων και στην θέση}
menuText G FileBookmarksFile "Αρχειοθέτηση σελιδοδείκτου" 0 \
  {Αρχειοθετήστε έναν σελιδοδείκτη για την τρέχουσα παρτίδα και θέση}
menuText G FileBookmarksEdit "Επεξεργασία σελιδοδεικτών..." 0 \
  {Επεξεργαστείτε τα μενού των σελιδοδεικτών}
menuText G FileBookmarksList "Εμφάνιση των καταλόγων ως απλή λίστα" 0 \
  {Εμφάνιση των καταλόγων των σελιδοδεικτών ως απλής λίστα και όχι ως υπομενού}
menuText G FileBookmarksSub "Εμφάνιση των καταλόγων ως υπομενού" 0 \
  {Εμφάνιση των καταλόγων των σελιδοδεικτών ως υπομενού και όχι ως απλή λίστα}
menuText G FileMaint "Συντήρηση" 0 {Εργαλείο συντήρησης βάσεων δεδομένων Scid}
menuText G FileMaintWin "Παράθυρο συντήρησης" 0 \
  {Ανοίξτε/Κλείστε το παράθυρο συντήρησης βάσης δεδομένων Scid}
menuText G FileMaintCompact "Συμπίεση βάσης δεδομένων..." 0 \
  {Συμπιέστε τα αρχεία βάσης δεδομένων απομακρύνοντας διαγραμμένες παρτίδες και μη χρησιμοποιημένα ονόματα}
menuText G FileMaintClass "Παρτίδες ταξινομημένες κατά ECO..." 2 \
  {Επανυπολογισμός των κωδικών ECO για όλες τις παρτίδες}
menuText G FileMaintSort "Ταξινόμηση βάσης δεδομένων..." 0 \
  {Ταξινομήστε όλες τις παρτίδες της βάσης δεδομένων}
menuText G FileMaintDelete "Διαγραφή δίδυμων παρτίδων..." 0 \
  {Βρήτε τις δίδυμες παρτίδες και προσδιορίστε τα για διαγραφή}
menuText G FileMaintTwin "Παράθυρο ελέγχου δίδυμων παρτίδων" 0 \
  {Άνοιγμα/ενημέρωση του παραθύρου ελέγχου δίδυμων παρτίδων}
menuText G FileMaintName "Ορθογραφία ονομάτων" 0 {Εργαλείο επεξεργασίας και ορθογραφίας ονομάτων}
menuText G FileMaintNameEditor "Επεξεργαστής ονομάτων" 0 \
  {Άνοιγμα/κλείσιμο του παραθύρου επεξεργαστή ονομάτων}
menuText G FileMaintNamePlayer "Έλεγχος ορθογραφίας των ονομάτων των παικτών..." 11 \
  {Ελέγξτε την ορθογραφία των ονομάτων των παικτών με την χρήση του αρχείου ελέγχου οθρογραφίας}
menuText G FileMaintNameEvent "Έλεγχος ορθογραφίας των ονομάτων των διοργανώσεων..." 11 \
  {Ελέγξτε την ορθογραφία των ονομάτων των διοργανώσεων με τη χρήση του αρχείου ελέγχου ορθογραφίας}
menuText G FileMaintNameSite "Έλεγχος ορθογραφίας των ονομάτων των τοποθεσιών..." 11 \
  {Ελέγξτε την ορθογραφία των ονομάτων των τοποθεσιών με την χρήση του αρχείου ελέγχου ορθογραφίας}
menuText G FileMaintNameRound "Έλεγχος οθρογραφίας των ονομάτων των περιόδων..." 11 \
  {Έλεγχος των ονομάτων των περιόδων του αγώνα με την χρήση του αρχείου ελέγχου ορθογραφίας}
menuText G FileReadOnly "Μόνο για ανάγνωση (Read-only)..." 0 \
  {Επεξεργαστείτε την τρέχουσα βάση δεδομένων ως μόνον για ανάγνωση, εμποδίζοντας τις αλλαγές}
menuText G FileSwitch "Μετάβαση στην βάση δεδομένων" 0 \
  {Μεταβείτε σε μια διαφορετική ανοιγμένη βάση δεδομένων}
menuText G FileExit "Έξοδος" 1 {Έξοδος από το Scid}
menuText G FileMaintFixBase "Διόρθωση βάσης" 0 {Προσπαθείστε να επισκευάσετε μια χαλασμένη βάση}
  
# Edit menu:
menuText G Edit "Επεξεργασία" 0
menuText G EditAdd "Προσθήκη βαριάντας" 0 {Προσθέστε την βαριάντα μιας κίνησης της παρτίδας}
menuText G EditDelete "Διαγραφή βαριάντας" 0 {Διαγράψτε την βαριάντα για αυτή την κίνηση}
menuText G EditFirst "Πρώτη βαριάντα" 5 \
  {Προαγωγή μιας βαριάντας στην πρώτη θέση της λίστας}
menuText G EditMain "Προαγωγή βαριάντας σε κύρια γραμμή" 21 \
  {Προαγωγή μιας βαριάντας ως κύρια γραμμή}
menuText G EditTrial "Έλεγχος βαριάντας" 0 \
  {Έναρξη/διακοπή της λειτουργίας ελέγχου μιας ιδέας στην σκακιέρα}
menuText G EditStrip "Απομάκρυνση" 2 {Απομακρύνετε τα σχόλια ή τις βαριάντες από αυτή τη παρτίδα}
menuText G EditUndo "Επαναφορά" 0 {Επαναφέρετε την τελευταία αλλαγή στην παρτίδα}
# ====== TODO To be translated ======
menuText G EditRedo "Redo" 0 {Redo last game change}
menuText G EditStripComments "Σχόλια" 0 \
  {Απομακρύνετε όλα τα σχόλια και τον υπομνηματισμό από αυτή τη παρτίδα}
menuText G EditStripVars "Βαριάντες" 0 {Απομακρύνετε όλες τις βαριάντες από αυτή τη παρτίδα}
menuText G EditStripBegin "Κινήσεις από την έναρξη" 1 \
  {Απομακρύνετε τις κινήσεις από την έναρξη της παρτίδας}
menuText G EditStripEnd "Κινήσεις από το φινάλε" 0 \
  {Απομακρύνετε τις κινήσεις φινάλε της παρτίδας}
menuText G EditReset "Άδειασμα της προσωρινής βάσης (Clipbase)" 0 \
  {Μηδενίστε την προσωρινή βάση δεδομένων (Clipbase) ώστε να αδειάσει πλήρως}
menuText G EditCopy "Αντιγραφή της παρτίδας στην προσωρινή βάση" 0 \
  {Αντιγραφή αυτής της παρτίδας στην προσωρινή βάση δεδομένων}
menuText G EditPaste "Επικόλληση της τελευταίας παρτίδας της προσωρινής βάσης (Clipbase)" 0 \
  {Επικολλήστε εδώ την ενεργή παρτίδα της προσωρινής βάσης}
menuText G EditPastePGN "Επικόλληση του κειμένου της προσωρινής μνήμης ως παρτίδας PGN..." 18 \
  {Μετατρέψτε το κείμενο της προσωρινής μνήμης ως παρτίδας με σχολιασμό PGN και επικολλήστε την εδώ}
menuText G EditSetup "Στήσιμο αρχικής σκακιέρας..." 0 \
  {Καθορίστε την θέση έναρξης αυτής της παρτίδας}
menuText G EditCopyBoard "Αντιγραφή θέσης" 6 \
  {Αντιγράψτε την τρέχουσα σκακιέρα στην προσωρινή μνήμη με σχολιασμό FEN}
menuText G EditPasteBoard "Επικόλληση σκακιέρας έναρξης" 12 \
  {Καθορίστε την σκακιέρα από την προσωρινή μνήμη}

# Game menu:
menuText G Game "Παρτίδα" 0
menuText G GameNew "Νέα παρτίδα" 0 \
  {Επαναφορά σε κενή παρτίδα, αναιρώντας κάθε αλλαγή}
menuText G GameFirst "Φόρτωση πρώτης παρτίδας" 5 {Φορτώστε την πρώτη φιλτραρισμένη παρτίδα}
menuText G GamePrev "Φόρτωση προηγούμενης παρτίδας" 5 {Φορτώστε την προηγούμενη φιλτραρισμένη παρτίδα}
menuText G GameReload "Επαναφόρτωση τρέχουσας παρτίδας" 3 \
  {Επαναφορτώστε την παρτίδα αυτή, αναιρώντας κάθε αλλαγή}
menuText G GameNext "Φόρτωση επόμενης παρτίδας" 7 {Φορτώστε την επόμενη φιλτραρισμένη παρτίδα}
menuText G GameLast "Φόρτωση τελευταίας παρτίδας" 8 {Φορτώστε την τελευταία φιλτραρισμένη παρτίδα}
menuText G GameRandom "Φόρτωση τυχαίας παρτίδας" 8 {Φορτώστε μια παρτίδα τυχαίου φιλτραρίσματος}
menuText G GameNumber "Φόρτωση αριθμού παρτίδας..." 5 \
  {Φορτώστε μια παρτίδα εισάγοντας τον αριθμό της}
menuText G GameReplace "Αποθήκευση: Αντικατάσταση παρτίδας..." 6 \
  {Αποθηκεύστε αυτή τη παρτίδα αντικαθιστώντας την παλαιότερη εκδοχή της}
menuText G GameAdd "Αποθήκευση: Προσθήκη νέας παρτίδας..." 6 \
  {Αποθηκεύστε αυτή τη παρτίδα ως νέα παρτίδα στην βάση δεδομένων}
menuText G GameDeepest "Αναγνώριση ανοίγματος" 0 \
  {Μετάβαση στην πιο προχωρημένη θέση της παρτίδας που αναφέρεται στην ECO}
menuText G GameGotoMove "Μετάβαση στην κίνηση με αριθμό..." 5 \
  {Μετάβαση στην κίνηση με συγκεκριμένο αριθμό στην τρέχουσα παρτίδα}
menuText G GameNovelty "Αναζήτηση νεοτερισμού..." 7 \
  {Βρείτε την πρώτη κίνηση αυτής της παρτίδας που δεν έχει παιχθεί ποτέ}

# Search Menu:
menuText G Search "Αναζήτηση" 0
menuText G SearchReset "Μηδενισμός φίλτρων" 0 {Μηδενίστε τα φίλτρα ώστε να συμπεριληφθούν όλες οι παρτίδες}
menuText G SearchNegate "Αναίρεση φίλτρου" 0 {Αναιρέστε το φίλτρο ώστε να συμπεριληφθούν μόνο εξαιρεταίες παρτίδες}
menuText G SearchCurrent "Τρέχουσα σκακιέρα..." 0 {Αναζητήστε την τρέχουσα θέση της σκακιέρας}
menuText G SearchHeader "Κεφαλίδα..." 0 {Αναζήτηση βάσει των πληροφοριών κεφαλίδας (παίκτης, διοργάωνση, κλπ)}
menuText G SearchMaterial "Υλικό/Διάταξη..." 0 {Αναζήτηση για υλικό ή διάταξη σκακιέρας}
menuText G SearchUsing "Με χρήση αρχείου αναζήτησης..." 0 {Αναζήτηση με την χρήση ενός αρχείου SearchOptions}

# Windows menu:
menuText G Windows "Παράθυρα" 0
menuText G WindowsComment "Συντάκτης σχολίων" 0 {Ανοίξτε/κλείστε τον συντάκτη σχολίων}
menuText G WindowsGList "Λίστα παρτίδων" 0 {Ανοίξτε/κλείστε το παράθυρο με την λίστα των παρτίδων}
menuText G WindowsPGN "Παράθυρο PGN" 0 \
  {Ανοίξτε/κλείστε το παράθυρο PGN (σχολιασμός παρτίδας)}
menuText G WindowsPList "Αναζήτηση παίκτου" 2 {Ανοίξτε/κλείστε την εύρεση παίκτου}
menuText G WindowsTmt "Αναζήτηση προκριματικών" 2 {Άνοιγμα/κλείσιμο της αναζήτησης τουρνουά}
menuText G WindowsSwitcher "Εναλλαγή βάσης δεδομένωνDatabase switcher" 0 \
  {Άνοιγμα/κλείσιμο του παραθύρου εναλλαγής βάσης δεδομένων}
menuText G WindowsMaint "Παράθυρο συντήρησης" 0 \
  {Άνοιγμα/κλείσιμο του παραθύρου συντήρησης}
menuText G WindowsECO "Φυλλομετρητής ECO" 0 {Άνοιγμα/κλείσιμο του παραθύρου του φυλλομετρητή ECO}
menuText G WindowsRepertoire "Συντάκτης ρεπερτορίου" 0 \
  {Άνοιγμα κλείσιμο του συντάκτη ρεπερτορίου}
menuText G WindowsStats "Παράθυρο στατιστικών" 0 \
  {Άνοιγμα/κλείσιμο του παραθύρου φιλτραρίσματος στατιστικών}
menuText G WindowsTree "Παράθυρο δένδρου" 0 {Άνοιγμα/κλείσιμο του παραθύρου δένδρου}
menuText G WindowsTB "Παράθυρο βάσης δεδομένων φινάλε" 1 {Άνοιγμα/κλείσιμο του παραθύρου βάσης δεδομένων φινάλε}
menuText G WindowsBook "Παράθυρο βιβλίου" 0 {Άνοιγμα/κλείσιμο του παραθύρου του βιβλίου}
menuText G WindowsCorrChess "Παράθυρο αλληλογραφίας" 0 {Άνοιγμα/κλείσιμο του παραθύρου αλληλογραφίας}

# Tools menu:
menuText G Tools "Εργαλεία" 0
menuText G ToolsAnalysis "Μηχανή ανάλυσης..." 0 \
  {Εκκίνηση/διακοπή της σκακιστικής μηχανής ανάλυσης}
menuText G ToolsAnalysis2 "Μηχανής ανάλυσης #2..." 17 \
  {Εκκίνηση/διακοπή της δεύτερης σκακιστικής μηχανής ανάλυσης}
menuText G ToolsCross "Συγκριτικός πίνακας" 0 {Εμφανήστε τον συγκριτικό πίνακα προκριματικών γι' αυτή τη παρτίδα}
menuText G ToolsEmail "Διαχείριση ηλ. αλληλογραφίας" 0 {Άνοιγμα/κλείσιμο του παραθύρου διαχείρισης σκακιστικής ηλ. αλληλογραφίας}
menuText G ToolsFilterGraph "Γράφημα σχετικού φίλτρου" 12 {Άνοιγμα/κλείσιμο του παραθύρου των φίλτρων γραφημάτων σχετικών τιμών}
menuText G ToolsAbsFilterGraph "Γράφημα απόλυτου φίλτρου" 7 {Άνοιγμα/κλείσιμο του παραθύρου των φίλτρων γραφημάτων απολύτων τιμών}
menuText G ToolsOpReport "Αναφορά ανοίγματος" 0 {Δημιουργήστε μια αναφορά για το άνοιγμα της τρέχουσας θέσης}
menuText G ToolsOpenBaseAsTree "Άνοιγμα βάσης ως δένδρου..." 0   {Ανοίξτε μια βάση και χρησιμοποιείστε την στο παράθυρο δένδρου}
menuText G ToolsOpenRecentBaseAsTree "Άνοιγμα πρόσφατης βάσης ως δένδρου" 0   {Ανοίξτε μια πρόσφατη βάση και χρησιμοποιήστε την μέσα από το παράθυρο του δένδρου}
menuText G ToolsTracker "Ανιχνευτής κομματιού"  6 {Ανοίξτε το παράθυρο του ανιχνευτή κομματιού}
menuText G ToolsTraining "Προπόνηση"  0 {Προπονητικά εργαλεία (τακτικές, ανοίγματα...)}
menuText G ToolsTacticalGame "Παρτίδα τακτικής"  0 {Παίξτε μια παρτίδα τακτικής}
menuText G ToolsSeriousGame "Σοβαρή παρτίδα"  0 {Παίξτε μια σοβαρή παρτίδα}
menuText G ToolsTrainOpenings "Ανοίγματα"  0 {Προπονηθείτε με ένα ρεπερτόριο}
menuText G ToolsTrainReviewGame "Επισκόπηση παρτίδας"  0 {Μαντέψτε τις κινήσεις που έγιναν σε μια παρτίδα}
menuText G ToolsTrainTactics "Τακτικές"  0 {Επιλύστε τακτικές}
menuText G ToolsTrainCalvar "Υπολογισμός βαριαντών"  0 {Προπόνηση στον υπολογισμό βαριαντών}
menuText G ToolsTrainFindBestMove "Εύρεση καλύτερης κίνησης"  0 {Βρείτε την καλύτερη κίνηση}
menuText G ToolsTrainFics "Παιχνίδι στον FICS"  0 {Παίξτε στο freechess.org}
# ====== TODO To be translated ======
menuText G ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText G ToolsBookTuning "Συντονισμός βιβλίου" 0 {Συντονισμός βιβλίου}
menuText G ToolsConnectHardware "Σύνδεση περιφερειακού" 8 {Συνδέστε εξωτερικό περιφερειακό}
menuText G ToolsConnectHardwareConfigure "Ρύθμιση..." 0 {Ρυθμίστε εξωτερικό περιφερειακό και συνδέσεις}
menuText G ToolsConnectHardwareNovagCitrineConnect "Σύνδεση με Novag Citrine" 8 {Συνδέστε Novag Citrine με το Scid}
menuText G ToolsConnectHardwareInputEngineConnect "Σύνδεση μηχανής εισόδου δεδομένων" 8 {Συνδέστε μηχανή εισόδου (π.χ. DGT board) με το Scid}

menuText G ToolsPInfo "Πληροφορίες παίκτη"  0 \
  {Άνοιγμα/ενημέρωση του παραθύρου πληροφοριών παίκτη}
menuText G ToolsPlayerReport "Δελτίο παίκτη..." 3 \
  {Δημιουργήστε δελτίο για έναν παίκτη}
menuText G ToolsRating "Γράφημα βαθμολόγησης" 0 \
  {Δημιουργήστε γράφημα του ιστορικού βαθμολόγησης των παικτών της τρέχουσας παρτίδας}
menuText G ToolsScore "Γράφημα επιδόσεων" 0 {Εμφανίστε το παράθυρο γραφήματος των σκορ}
menuText G ToolsExpCurrent "Εξαγωγή τρέχουσας παρτίδας" 8 \
  {Γράψτε την τρέχουσα παρτίδα σε ένα αρχείο κειμένου}
menuText G ToolsExpCurrentPGN "Εξαγωγή παρτίδας σε ένα αρχείο PGN..." 15 \
  {Γράψτε την τρέχουσα παρτίδα σε ένα αρχείο PGN}
menuText G ToolsExpCurrentHTML "Εξαγωγή παρτίδας σε αρχείο HTML..." 15 \
  {Γράψτε την τρέχουσα παρτίδα σε ένα αρχείο HTML}
menuText G ToolsExpCurrentHTMLJS "Εξαγωγή παρτίδας σε αρχεία HTML και JavaScript..." 15 {Γράψτε την τρέχουσα παρτίδα σε αρχεία HTML και JavaScript}  
menuText G ToolsExpCurrentLaTeX "Εξαγωγή παρτίδας σε αρχείο LaTeX..." 15 \
  {Γράψτε την τρέχουσα παρτίδα σε ένα αρχείο LaTeX}
menuText G ToolsExpFilter "Εξαγωγή όλων των φιλτραρισμένων παρτίδων" 1 \
  {Γράψτε όλες τις φιλτραρισμένες παρτίδες σε ένα αρχείο κειμένου}
menuText G ToolsExpFilterPGN "Εξαγωγή φίλτρου σε αρχείο PGN..." 17 \
  {Γράψτε όλες τις φιλτραρισμένες παρτίδες σε ένα αρχείο PGN}
menuText G ToolsExpFilterHTML "Εξαγωγή φίλτρου σε αρχείο HTML..." 17 \
  {Γράψτε όλες τις φιλτραρισμένες παρτίδες σε ένα αρχείο HTML}
menuText G ToolsExpFilterHTMLJS "Εξαγωγή φίλτρου σε αρχεία HTML και JavaScript..." 17 {Γράψτε όλες τις φιλτραρισμένες παρτίδες σε αρχεία HTML και JavaScript}  
menuText G ToolsExpFilterLaTeX "Εξαγωγή φίλτρου σε αρχείο LaTeX..." 17 \
  {Γράψτε όλες τις φιλτραρισμένες παρτίδες σε ένα αρχείο LaTeX}
menuText G ToolsImportOne "Εισαγωγή παρτίδας PGN..." 0 \
  {Εισάγετε μια παρτίδα από ένα κείμενο PGN}
menuText G ToolsImportFile "Εισαγωγή αρχείου παρτίδων PGN..." 7 {Εισάγετε παρτίδες από ένα αρχείο PGN}
menuText G ToolsStartEngine1 "Εκκίνηση μηχανής 1" 13  {Εκκινήστε την μηχανή 1}
menuText G ToolsStartEngine2 "Εκκίνηση μηχανής 2" 13  {Εκκινήστε την μηχανή 2}
menuText G ToolsCaptureBoard "Σύλληψη τρέχουσας σκακιέρας..." 5  {Αποθηκεύστε την τρέχουσα σκακιέρα ως εικόνα.}

# Play menue
menuText G Play "Παιχνίδι" 0

# --- Correspondence Chess
menuText G CorrespondenceChess "Σκάκι δι' αλληλογραφίας" 0 {Λειτουργίες σκακιού δι' αλληλογραφίας βάσει eMail και Xfcc}
menuText G CCConfigure "Ρυθμίσεις..." 0 {Προσαρμογή εξωτερικών εργαλείων και γενικές ρυθμίσεις}
menuText G CCConfigRelay "Παρακολούθηση παρτίδων..." 10 {Ρυθμίστε τις παρτίδες προς παρακολούθηση}
menuText G CCOpenDB "Άνοιγμα βάσης δεδομένων..." 0 {Ανοίξτε την προκαθορισμένη βάση δεδομένων αλληλογραφίας}
menuText G CCRetrieve "Ανάκτηση παρτίδων" 0 {Ανακτήστε παρτίδες μέσω εξωτερικής εφαρμογής (Xfcc-)helper}
menuText G CCInbox "Επεξεργασία εισερχομένων" 8 {Επεξεργαστείτε όλα τα αρχεία στα εισερχόμενα του Scid}
menuText G CCSend "Αποστολή κίνησης" 0 {Στείλτε την κίνησή σας μέσω eMail ή εξωτερικής εφαρμογής (Xfcc-)helper}

menuText G CCResign "Παραίτηση" 1 {Παραιτηθείτε (όχι μέσω eMail)}
menuText G CCClaimDraw "Αίτηση ισοπαλίας" 6 {Στείλτε την κίνησή σας και ζητήστε ισοπαλία (όχι μέσω eMail)}
menuText G CCOfferDraw "Παραχώρηση ισοπαλίας" 1 {Στείλτε την κίνησή σας και παραχωρήστε ισοπαλία (όχι μέσω eMail)}
menuText G CCAcceptDraw "Αποδοχή ισοπαλίας" 0 {Δεχθείτε μια παραχώρηση ισοπαλίας (όχι μέσω eMail)}

menuText G CCNewMailGame "Νέα παρτίδα eMail..." 2 {Ξεκινήστε μια νέα παρτίδα μέσω eMail}
menuText G CCMailMove "Αποστολή κίνησης..." 0 {Ταχυδρομήστε την κίνησή σας μέσω eMail προς τον αντίπαλο}
menuText G CCGamePage "Σελίδα παρτίδας..." 0 {Εμφανήστε την παρτίδα μέσα από τον περιηγητή ιστού}

# menu in cc window:
menuText G CCEditCopy "Αντιγραφή λίστας παρτίδων στην προσωρινή μνήμη (Clipbase)" 0 {Αντιγράψτε τις παρτίδες ως λίστα CSV στην μνήμη clipbase}

#  B    GHiJKL    Q  TUV XYZ

# Options menu:
menuText G Options "Επιλογές" 0
menuText G OptionsBoard "Σκακιέρα" 0 {Επιλογές εμφάνισης σκακιέρας}
menuText G OptionsBoardSize "Μέγεθος" 0 {Αλλάξτε το μέγεθος της σκακιέρας}
menuText G OptionsBoardPieces "Είδος κομματιών" 6 {Αλλάξτε το είδος των κομματιών της σκακιέρας}
menuText G OptionsBoardColors "Χρώματα..." 0 {Αλλάξτε τα χρώματα της σκακιέρας}
#Klimmek
menuText G OptionsBoardGraphics "Τετράγωνα..." 0 {Επιλέξτε την υφή των τετραγώνων}
translate G OptionsBGW {Επιλέξτε την υφή των τετραγώνων}
translate G OptionsBoardGraphicsText {Επιλέξτε το αρχείο γραφικών για τα λευκά και τα μαύρα τετράγωνα:}
menuText G OptionsBoardNames "Τα ονόματά μου..." 0 {Επεξεργαστείτε τα ονόματά σας στις παρτίδες}
menuText G OptionsExport "Εξαγωγές" 0 {Αλλάξτε τις επιλογές εξαγωγής κειμένου}
menuText G OptionsFonts "Γραμματοσειρές" 0 {Αλλάξτε τις γραμματοσειρές}
menuText G OptionsFontsRegular "Συνήθης" 0 {Αλλάξτε την τακτική γραμματοσειρά}
menuText G OptionsFontsMenu "Μενού" 0 {Αλλάξτε την γραμματοσειρά των μενού}
menuText G OptionsFontsSmall "Μικρή" 0 {Αλλάξτε την μικρή γραμματοσειρά}
menuText G OptionsFontsTiny "Πολύ μικρή" 0 {Αλλάξτε την πολύ μικρή γραμματοσειρά}
menuText G OptionsFontsFixed "Σταθερή" 0 {Αλλάξτε την γραμματοσειρά σταθερού πλάτους}
menuText G OptionsGInfo "Πληροφορίες παρτίδας" 0 {Επιλογές πληροφοριών παρτίδας}
menuText G OptionsLanguage "Γλώσσα" 0 {Επιλέξτε την γλώσσα των μενού}
menuText G OptionsMovesTranslatePieces "Μετάφραση κομματιών" 0 {Μεταφράστε το πρώτο γράμμα των κομματιών}
menuText G OptionsMovesHighlightLastMove "Ανάδειξη τελευταίας κίνησης" 0 {Αναδείξτε την τελευταία κίνηση}
menuText G OptionsMovesHighlightLastMoveDisplay "Εμφάνιση" 0 {Προβολή της τελευταίας κίνησης με ανάδειξη}
menuText G OptionsMovesHighlightLastMoveWidth "Πλάτος" 0 {Το πάχος της γραμμής}
menuText G OptionsMovesHighlightLastMoveColor "Χρώμα" 0 {Το χρώμα τηςη γραμμής}
# ====== TODO To be translated ======
menuText G OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText G OptionsMoves "Κινήσεις" 0 {Επιλογές εισαγωγής κίνησης}
menuText G OptionsMovesAsk "Ερώτηση πριν την αντικατάσταση κινήσεων" 0 \
  {Να ερωτάστε πριν την αντικατάσταση κάθε κίνησης που έγινε}
menuText G OptionsMovesAnimate "Χρόνος απεικόνισης κίνησης" 1 \
  {Καθορίστε την διάρκεια απεικόνισης της κίνησης}
menuText G OptionsMovesDelay "Χρονική καθυστέρηση αυτόματου παιχνιδιού..." 1 \
  {Καθορίστε την διάρκεια της χρονικής καθυστέρησης για την λειτουργία αυτόματου παιξίματος}
menuText G OptionsMovesCoord "Εισαγωγή συντεταγμένης κίνησης" 0 \
  {Αποδοχή εισαγωγής κίνησης σε στυλ συντεταγμένων (π.χ. "g1f3")}
menuText G OptionsMovesSuggest "Εμφάνιση προτεινόμενων κινήσεων" 0 \
  {Ενεργοποίηση/απενεργοποίηση προτεινόμενης κίνησης}
menuText G OptionsShowVarPopup "Εμφάνιση παραθύρου βαριαντών" 0 {Ενεργοποίηση/απενεργοποίηση την εμφάνιση του παραθύρου βαριαντών}  
menuText G OptionsMovesSpace "Προσθήκη διαστημάτων μετά τον αριθμό της κίνησης" 0 {Προσθήκη διαστήματος μετά τον αριθμό της κίνησης}  
menuText G OptionsMovesKey "Ολοκλήρωση πληκτρολογίου" 0 \
  {Ενεργοποίηση/απενεργοποίηση της αυτόματης ολοκλήρωσης κινήσεων μέσω πληκτρολογίου}
menuText G OptionsMovesShowVarArrows "Εμφάνιση βέλους για βαριάντα" 0 {Ενεργοποίηση/απενεργοποίηση του βέλους που δείχνει τις κινήσεις των βαριαντών}
menuText G OptionsNumbers "Μορφή αριθμών" 0 {Επιλέξτε τη μορφή των αριθμών}
menuText G OptionsStartup "Εκκίνηση" 3 {Επιλέξτε τα παράθυρα που θα ανοίγουν κατά την εκκίνηση του Scid}
menuText G OptionsTheme "Θέμα" 0 {Αλλάξτε την όψη του προγράμματος}
menuText G OptionsWindows "Παράθυρα" 0 {Επιλογές παραθύρων}
menuText G OptionsWindowsIconify "Αυτόματο εικονίδιο" 5 \
  {Μετατροπή όλων των παραθύρων σε εικονίδια όταν το κυρίως παράθυρο έχει γίνει εικονίδιο}
menuText G OptionsWindowsRaise "Αυτόματη μεγέθυνση" 5 \
  {Μεγέθυνση συγκεκριμένων παραθύρων (π.χ. των γραμμών προόδου) κάθε φορά που αποκρύπτονται}
menuText G OptionsSounds "Ήχοι..." 2 {Ρυθμίστε τους ήχους αναγγελίας κίνησης}
menuText G OptionsWindowsDock "Προσκόληση παραθύρων" 0 {Προσκολήστε τα παράθυρα (χρειάζεται επανεκκίνηση)}
menuText G OptionsWindowsSaveLayout "Αποθήκευση διάταξης" 0 {Αποθηκεύστε την διάταξη των παραθύρων}
menuText G OptionsWindowsRestoreLayout "Αποκατάσταση διάταξης" 0 {Αποκαταστήστε προηγούμενη διάταξη παραθύρων}
menuText G OptionsWindowsShowGameInfo "Εμφάνιση πληροφοριών παρτίδας" 0 {Εμφανίστε τις πληροφορίες για την παρτίδα}
menuText G OptionsWindowsAutoLoadLayout "Αυτόματη φόρτωση της πρώτης διάταξης" 0 {Αυτόματη φόρτωση κατά την εκκίνηση της πρώτης διάταξης}
menuText G OptionsToolbar "Γραμμή εργαλειών..." 0 {Προσαρμόστε την εργαλειοθήκη του κύριου παραθύρου}
menuText G OptionsECO "Φόρτωση αρχείου ECO..." 7 {Φορτώστε το αρχείο ταξινόμησης κατά ECO}
menuText G OptionsSpell "Φόρτωση αρχείου ορθογραφικού ελέγχου..." 11 \
  {Φορτώστε το αρχείο ορθογραφικού ελέγχου του Scid}
menuText G OptionsTable "Κατάλογος βάσης φινάλε..." 10 \
  {Επιλέξτε μια βάση δεδομένων φινάλες. Θα χρησιμοποιηθούν όλες οι βάσεις δεδομένων φινάλε του καταλόγου αυτού}
menuText G OptionsRecent "Πρόσφατα αρχεία..." 0 {Αλλάξτε το πλήθος των πρόσφατων αρχείων που εμφανίζονται στο μενού Αρχείο}
menuText G OptionsBooksDir "Κατάλογος βιβλίων..." 0 {Καθορίζει τον κατάλογο των βιβλίων ανοιγμάτων}
menuText G OptionsTacticsBasesDir "Bases directory..." 0 {Sets the tactics (training) bases directory}
menuText G OptionsSave "Αποθήκευση επιλογών" 0 "Αποθηκεύστε όλες τις μεταβολές ρυθμίσεων στο αρχείο $::optionsFile"
menuText G OptionsAutoSave "Αυτόματη αποθήκευση επιλογών κατά την έξοδο" 0 \
  {Να αποθηκεύονται αυτόματα οι επιλογές κατά την έξοδο από το Scid}

# Help menu:
menuText G Help "Βοήθεια" 0
menuText G HelpContents "Περιεχόμενα" 0 {Εμφανήστε την σελίδα των περιεχομένων της βοήθειας}
menuText G HelpIndex "Κατάλογος" 0 {Εμφανήστε τον κατάλογο βοήθειας}
menuText G HelpGuide "Γρήγορος οδηγός" 0 {Εμφανίζει την σελίδα της βοήθειας με τον γρήγορο οδηγό}
menuText G HelpHints "Υποδείξεις" 0 {Εμφανήστε την σελίδα της βοήθειας με τις νύξεις}
menuText G HelpContact "Πληροφορίες επικοινωνίας" 1 {Εμφανίζει την σελίδα της βοήθειας με τις πληροφορίες επικοινωνίας}
menuText G HelpTip "Συμβουλή της ημέρας" 0 {Εμφάνιση χρήσιμων συμβουλών για το Scid}
menuText G HelpStartup "Παράθυρο έναρξης" 0 {Εμφανίζει το παράθυρο έναρξης}
menuText G HelpAbout "Για το Scid" 0 {Πληροφορίες για το Scid}

# Game info box popup menu:
menuText G GInfoHideNext "Απόκρυψη επόμενης κίνησης" 0
menuText G GInfoMaterial "Εμφάνισης της αξίας των κομματιών" 0
menuText G GInfoFEN "Εμφάνιση FEN" 5
menuText G GInfoMarks "Εμφάνιση έγχρωμων τετρατώνων και βελών" 5
menuText G GInfoWrap "Αναδύπλωση γραμμών" 0
menuText G GInfoFullComment "Εμφάνιση πλήρους σχολιασμού" 10
menuText G GInfoPhotos "Εμφάνιση φωτογραφιών" 5
menuText G GInfoTBNothing "Βάση φινάλε: Τίποτα" 12
menuText G GInfoTBResult "Βάση φινάλε: Μόνον αποτελέσματα" 12
menuText G GInfoTBAll "Βάση φινάλε: Αποτέλεσα και καλύτερες κινήσεις" 19
menuText G GInfoDelete "Διαγραφή/ανάκτηση αυτής της παρτίδας" 4
menuText G GInfoMark "(Μη-)Σημείωση αυτής της παρτίδας" 4
menuText G GInfoInformant "Ρύθμιση τιμών πληροφορίας" 0

# Main window buttons:
helpMsg G .main.fbutton.button.start {Μετάβαση στην αρχή της παρτίδας (πλήκτρο: Home)}
helpMsg G .main.fbutton.button.end {Μετάβαση στο τέλος της παρτίδας (πλήκτρο: End)}
helpMsg G .main.fbutton.button.back {Μετάβαση μια κίνηση πίσω (πλήκτρο: LeftArrow)}
helpMsg G .main.fbutton.button.forward {Μετάβαση μια κίνηση εμπρός (πλήκτρο: RightArrow)}
helpMsg G .main.fbutton.button.intoVar {Μετάβαση σε βαριάντα (πλήκτρο: v)}
helpMsg G .main.fbutton.button.exitVar {Έξοδος από την τρέχουσα βαριάντα (πλήκτρο: z)}
helpMsg G .main.fbutton.button.flip {Περιστροφή σκακιέρας (πλήκτρο: .)}
helpMsg G .main.fbutton.button.coords {Εμφάνιση/απόκρυψη συντεταγμένων σκακιέρας (πλήκτρο: 0)}
helpMsg G .main.fbutton.button.stm {Εμφάνιση/απόκρυψη του εικονιδίου της πλευράς που είναι να παίξη}
helpMsg G .main.fbutton.button.autoplay {Αυτόματο παίξιμο κινήσεων (πλήκτρο: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg G .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg G .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg G .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate G Back {Πίσω}
translate G Browse {Αναζήτηση}
translate G Cancel {Άκυρο}
translate G Continue {Συνέχεια}
translate G Clear {Καθαρισμός}
translate G Close {Κλείσιμο}
translate G Contents {Περιεχόμενα}
translate G Defaults {Αρχικό}
translate G Delete {Διαγραφή}
translate G Graph {Γράφημα}
translate G Help {Βοήθεια}
translate G Import {Εισαγωγή}
translate G Index {Κατάλογος}
translate G LoadGame {Φώρτωση παρτίδας}
translate G BrowseGame {Περιήγηση παρτίδας}
translate G MergeGame {Συνένωση παρτίδας}
translate G MergeGames {Συνένωση παρτίδων}
translate G Preview {Προεπισκόπηση}
translate G Revert {Επαναφορά}
translate G Save {Αποθήκευση}
translate G Search {Αναζήτηση}
translate G Stop {Διακοπή}
translate G Store {Αποθήκευση}
translate G Update {Ενημέρωση}
translate G ChangeOrient {Αλλαγή προσανατολισμού παραθύρου}
translate G ShowIcons {Εμφάνιση εικόνων}
translate G None {Κανένα}
translate G First {Πρώτο}
translate G Current {Τρέχων}
translate G Last {Τελευταίο}

# General messages:
translate G game {παρτίδα}
translate G games {παρτίδες}
translate G move {κίνηση}
translate G moves {κινήσεις}
translate G all {όλες}
translate G Yes {Ναι}
translate G No {Όχι}
translate G Both {Αμφότεροι}
translate G King {Βασιλιάς}
translate G Queen {Βασίλισσα}
translate G Rook {Πύργος}
translate G Bishop {Αξιωματικός}
translate G Knight {Ίππος}
translate G Pawn {Πιόνι}
translate G White {Λευκά}
translate G Black {Μαύρα}
translate G Player {Παίκτης}
translate G Rating {Βαθμολογία}
translate G RatingDiff {Διαφορά βαθμολογίας (Λευκά - Μαύρα)}
translate G AverageRating {Μέση βαθμολογία}
translate G Event {Διοργάνωση}
translate G Site {Τόπος}
translate G Country {Χώρα}
translate G IgnoreColors {Αγνόηση χρωμάτων}
translate G Date {Ημερομηνία}
translate G EventDate {Ημερομηνία διοργάνωσης}
translate G Decade {Δεκαετία}
translate G Year {Έτος}
translate G Month {Μήνας}
translate G Months {Ιανουάριος Φεβρουάριος Μάρτιος Απρίλιος Μάιος Ιούνιος Ιούλιος Αύγουστος Σεπτέμβριος Οκτώβριος Νοέμβριος Δεκέμβριος}
translate G Days {Κυρ Δευ Τρ Τε Πε Πα Σα}
translate G YearToToday {Τρέχον έτος}
translate G Result {Αποτέλεσμα}
translate G Round {Περίοδος}
translate G Length {Έκταση}
translate G ECOCode {Κώδικας ECO}
translate G ECO {ECO}
translate G Deleted {Διαγράφηκε}
translate G SearchResults {Αναζήτηση αποτελεσμάτων}
translate G OpeningTheDatabase {Βάση δεδομένων ανοιγμάτων}
translate G Database {Βάση δεδομένων}
translate G Filter {Φίλτρο}
translate G noGames {καμία παρτίδα}
translate G allGames {όλες οι παρτίδες}
translate G empty {κενό}
translate G clipbase {προσωρινή μνήμη clipbase}
translate G score {βαθμός}
translate G StartPos {Εναρκτήρια θέση}
translate G Total {Σύνολο}
translate G readonly {μόνο για ανάγνωση}

# Standard error messages:
translate G ErrNotOpen {Αυτή η βάση δεδομένων δεν είναι ανοικτή.}
translate G ErrReadOnly {Αυτή η βάση δεδομένων είναι μόνον για ανάγνωση. Δεν μπορεί να αντικατασταθεί.}
translate G ErrSearchInterrupted {Η αναζήτηση διακόπηκε. Τα αποτελέσματα δεν είναι πλήρη.}

# Game information:
translate G twin {δίδυμες}
translate G deleted {διεγραμμένη}
translate G comment {σχόλιο}
translate G hidden {κρυμένη}
translate G LastMove {Τελευταία κίνηση}
translate G NextMove {Επόμενη}
translate G GameStart {Αρχή παρτίδας}
translate G LineStart {Αρχή γραμμής}
translate G GameEnd {Τέλος παρτίδας}
translate G LineEnd {Τέλος γραμμής}

# Player information:
translate G PInfoAll {Αποτελέσματα για <b>όλες</b> τις παρτίδες}
translate G PInfoFilter {Αποτελέσματα για τις <b>φιλτραρισμένες</b> παρτίδες}
translate G PInfoAgainst {Αποτελέσματα εναντίον}
translate G PInfoMostWhite {Τα κοινότερα ανοίγματα ως Λευκά}
translate G PInfoMostBlack {Τα κοινότερα ανοίγματα ως Μαύρα}
translate G PInfoRating {Ιστορικό βαθμολόγησης}
translate G PInfoBio {Βιογραφία}
translate G PInfoEditRatings {Επεξεργασία βαθμολογήσεων}

# Tablebase information:
translate G Draw {Ισοπαλία}
translate G stalemate {πατ}
translate G withAllMoves {με όλες τις κινήσεις}
translate G withAllButOneMove {με όλες τις κινήσεις εκτός μιας}
translate G with {με}
translate G only {μόνο}
translate G lose {απώλεια}
translate G loses {χάνει}
translate G allOthersLose {όλες οι άλλες χάνουν}
translate G matesIn {ματ σε}
translate G hasCheckmated {έκανε ματ}
translate G longest {μεγαλύτερη}
translate G WinningMoves {Κινήσεις που κερδίζουν}
translate G DrawingMoves {Κινήσεις που οδηγούν σε ισοπαλία}
translate G LosingMoves {Κινήσεις που χάνουν}
translate G UnknownMoves {Κινήσεις αγνώστου αποτελέσματος}

# Tip of the day:
translate G Tip {Συμβουλή}
translate G TipAtStartup {Συμβουλές κατά την εκκίνηση}

# Tree window menus:
menuText G TreeFile "Αρχείο" 0
menuText G TreeFileFillWithBase "Γέμισμα της μνήμης με την βάση" 0 {Γεμίστε την προσωρινή μνήμη cache με όλα τις παρτίδες της τρέχουσας βάσης}
menuText G TreeFileFillWithGame "Γέμισμα της μνήμης με παρτίδα" 0 {Γεμίστε την προσωρινή μνήμη cache με την τρέχουσα παρτίδα στην τρέχουσα βάση}
menuText G TreeFileSetCacheSize "Μέγεθος προσωρινής μνήμης" 0 {Καθορίστε το μέγεθος της προσωρινής μνήμης cache}
menuText G TreeFileCacheInfo "Αποθήκευση πληροφοριών στην μνημη" 0 {Μεταβιβάστε τις πληροφορίες στην μνήμη cache}
menuText G TreeFileSave "Αποθήκευση του αρχείου προσωρινής μνήμης" 0 {Αποθηκεύστε το αρχείο δένδρου της προσωρινής μνήμης (.stc)}
menuText G TreeFileFill "Γέμισμα του αρχείου προσωρινής μνήμης" 0 \
  {Γεμίστε το αρχείο προσωρινής μνήμης με συνήθεις θέσεις ανοιγμάτων}
menuText G TreeFileBest "Λίστα καλύτερων παρτίδων" 0 {Εμφάνιση του καλύτερου δένδρου λίστας παρτίδων}
menuText G TreeFileGraph "Παράθυρο γραφήματος" 0 {Εμφάνιση του γραφήματος γι' αυτόν τον κλάδο δένδρου}
menuText G TreeFileCopy "Αντιγραφή του κειμένου του δένδρου στην προσωρινή μνήμη Clipboard" 1 \
  {Αντιγράψτε το δένδρο των στατιστικών στην προσωρινή μνήμη clipboard}
menuText G TreeFileClose "Κλείσιμο του παραθύρου δένδρου" 0 {Κλείστε το παράθυρο του δένδρου}
menuText G TreeMask "Μάσκα" 0
menuText G TreeMaskNew "Νέα" 0 {Νέα μάσκα}
menuText G TreeMaskOpen "Άνοιγμα" 0 {Ανοίξτε μια μάσκα}
menuText G TreeMaskOpenRecent "Άνοιγμα πρόσφατης" 0 {Ανοίξτε πρόσφατη μάσκα}
menuText G TreeMaskSave "Αποθήκευση" 0 {Αποθηκεύστε την μάσκα}
menuText G TreeMaskClose "Κλείσιμο" 0 {Κλείστε τη μάσκα}
menuText G TreeMaskFillWithGame "Γέμισμα με παρτίδα" 0 {Γεμίστε την μάσκα με μια παρτίδα}
menuText G TreeMaskFillWithBase "Γέμισμα με βάση" 0 {Γεμίστε τη μάσκα με όλες τις παρτίδες της βάσης}
menuText G TreeMaskInfo "Info" 0 {Show statistics for current mask}
menuText G TreeMaskDisplay "Εμφάνιση χάρτη μάσκας" 0 {Εμφανίστε τα δεδομένα της μάσκας σε μορφή δένδρου}
menuText G TreeMaskSearch "Αναζήτηση" 0 {Αναζήτηση στην τρέχουσα μάσκα}
menuText G TreeSort "Ταξινόμηση" 0
menuText G TreeSortAlpha "Αλφαβητική" 0
menuText G TreeSortECO "Κώδικας ECO" 0
menuText G TreeSortFreq "Συχνότητα" 0
menuText G TreeSortScore "Βαθμολογία" 0
menuText G TreeOpt "Επιλογές" 0
menuText G TreeOptSlowmode "Αργή λειτουργία" 0 {Αργή λειτουργία των ενημερώσεων (μεγάλη ακρίβεια)}
menuText G TreeOptFastmode "Γρήγορη λειτουργία" 0 {Γρήγορη λειτουργία των ενημερώσεων (χωρίς αντιμετάθεση κίνησης)}
menuText G TreeOptFastAndSlowmode "Αργή και γρήγορη λειτουργία" 0 {Γρήγορη λειτουργία και έπειτα αργή λειτουργία για ενημερώσεις}
menuText G TreeOptStartStop "Αυτόματη ανανέωση" 0 {Εναλλάσει την αυτόματη ανανέωση του παραθύρου του δένδρου}
menuText G TreeOptLock "Lock" 0 {Lock/unlock the tree to the current database}
menuText G TreeOptTraining "Προπόνηση" 0 {Ενεργοποίηση/απενεργοποίηση της λειτουργίας εκπαίδευσης}
menuText G TreeOptAutosave "Αυτόματη αποθήκευση του αρχείου προσωρινής μνήμης" 0 \
  {Αποθηκεύει αυτόματα το αρχείο προσωρινής μνήμης όταν κλείσετε το παράθυρο δένδρου}
menuText G TreeHelp "Βοήθεια" 0
menuText G TreeHelpTree "Δένδρο βοήθειας" 0
menuText G TreeHelpIndex "Κατάλογος βοήθειας" 0
translate G SaveCache {Αποθήκευση προσωρινής μνήμης Cache}
translate G Training {Προπόνηση}
translate G LockTree {Κλείδωμα}
translate G TreeLocked {κλειδωμένο}
translate G TreeBest {Καλύτερο}
translate G TreeBestGames {Οι καλύτερες παρτίδες του δένδρου}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate G TreeTitleRow \
  {    Move   ECO       Frequency    Score  AvElo Perf AvYear %Draws}
translate G TreeTotal {ΣΥΝΟΛΟ}
translate G DoYouWantToSaveFirst {Θέλετε να αποθηκεύσετε πρώτα;}
translate G AddToMask {Προσθήκη στην μάσκα}
translate G RemoveFromMask {Απομάκρυνση από την μάσκα}
translate G AddThisMoveToMask {Προσθήκη αυτής της κίνησης στην μάσκα}
translate G SearchMask {Αναζήτηση στην μάσκα}
translate G DisplayMask {Εμφάνιση μάσκας}
translate G Nag {Κώδικας Nag}
translate G Marker {Μαρκαδόρος}
translate G Include {Περιλαμβάνει}
translate G Exclude {Εξαιρεί}
translate G MainLine {Κύρια γραμμή}
translate G Bookmark {Σελιδοδείκτης}
translate G NewLine {Νέα γραμμή}
translate G ToBeVerified {Να εξακριβωθεί}
translate G ToTrain {Να εξασκηθεί}
translate G Dubious {Αμφίβολη}
translate G ToRemove {Προς απομάκρυνση}
translate G NoMarker {Χωρίς μαρκαδόρο}
translate G ColorMarker {Χρώμα}
translate G WhiteMark {Λευκό}
translate G GreenMark {Πράσινο}
translate G YellowMark {Κίτρινο}
translate G BlueMark {Γαλάζιο}
translate G RedMark {Κόκκινο}
translate G CommentMove {Σχολιασμός κίνησης}
translate G CommentPosition {Σχολιασμός θέσης}
translate G AddMoveToMaskFirst {Πρώτα να προστεθεί η κίνηση στην μάσκα}
translate G OpenAMaskFileFirst {Πρώτα να ανοιχτεί ένα αρχείο μάσκας}
translate G Positions {Θέσεις}
translate G Moves {Κινήσεις}

# Finder window:
menuText G FinderFile "Αρχείο" 0
menuText G FinderFileSubdirs "Αναζήτηση στους υποκαταλόγους" 0
menuText G FinderFileClose "Κλείσιμο αναζήτησης αρχείου" 0
menuText G FinderSort "Ταξινόμηση" 0
menuText G FinderSortType "Τύπος" 0
menuText G FinderSortSize "Μέγεθος" 0
menuText G FinderSortMod "Τροποποιήθηκε" 0
menuText G FinderSortName "Όνομα" 0
menuText G FinderSortPath "Διαδρομή" 0
menuText G FinderTypes "Τύποι" 0
menuText G FinderTypesScid "Βάσεις δεδομένων Scid" 0
menuText G FinderTypesOld "Βάσεις δεδομένων Scid παλαιάς μορφής" 0
menuText G FinderTypesPGN "Αρχεία PGN" 0
menuText G FinderTypesEPD "Αρχεία EPD" 0
menuText G FinderTypesRep "Αρχεία ρεπερτορίου" 0
menuText G FinderHelp "Βοήθεια" 0
menuText G FinderHelpFinder "Βοήθεια για την αναζήτηση αρχείων" 0
menuText G FinderHelpIndex "Κατάλογος βοήθειας" 0
translate G FileFinder {Αναζήτηση αρχείου}
translate G FinderDir {Κατάλογος}
translate G FinderDirs {Κατάλογοι}
translate G FinderFiles {Αρχεία}
translate G FinderUpDir {επάνω}
translate G FinderCtxOpen {Άνοιγμα}
translate G FinderCtxBackup {Αντίγραφο ασφαλείας}
translate G FinderCtxCopy {Αντιγραφή}
translate G FinderCtxMove {Μεταφορά}
translate G FinderCtxDelete {Διαγραφή}
 
# Player finder:
menuText G PListFile "Αρχείο" 0
menuText G PListFileUpdate "Ανανέωση/Ενημέρωση" 0
menuText G PListFileClose "Κλείσιμο αναζήτησης αναπαραγωγής" 0
menuText G PListSort "Ταξινόμηση" 0
menuText G PListSortName "Όνομα" 0
menuText G PListSortElo "Elo" 0
menuText G PListSortGames "Παρτίδες" 0
menuText G PListSortOldest "Παλαιότερη" 0
menuText G PListSortNewest "Νεότερη" 2

# Tournament finder:
menuText G TmtFile "Αρχείο" 0
menuText G TmtFileUpdate "Ανανέωση" 0
menuText G TmtFileClose "Κλείσιμο αναζήτησης προκριματικών" 0
menuText G TmtSort "Ταξινόμηση" 0
menuText G TmtSortDate "Ημερομηνία" 0
menuText G TmtSortPlayers "Παίκτες" 0
menuText G TmtSortGames "Παρτίδες" 0
menuText G TmtSortElo "Elo" 0
menuText G TmtSortSite "Τοποθεσία" 0
menuText G TmtSortEvent "Διοργάνωση" 1
menuText G TmtSortWinner "Νικητής" 0
translate G TmtLimit "Όριο λίστας"
translate G TmtMeanElo "Μέσος Elo"
translate G TmtNone "Δεν βρέθηκαν προκριματικοί που να ταιριάζουν."

# Graph windows:
menuText G GraphFile "Αρχείο" 0
menuText G GraphFileColor "Αποθήκευση ως έγρωμο PostScript..." 8
menuText G GraphFileGrey "Αποθήκευση ως γρκίζο PostScript..." 8
menuText G GraphFileClose "Κλείσιμο παραθύρου" 6
menuText G GraphOptions "Επιλογές" 0
menuText G GraphOptionsWhite "Λευκά" 0
menuText G GraphOptionsBlack "Μαύρα" 0
menuText G GraphOptionsBoth "Και τα δύο" 1
menuText G GraphOptionsPInfo "Πληροφορίες παίκτη" 0
translate G GraphFilterTitle "Φίλτρο γραφήματος: συχνότητα ανά 1000 παρτίδες"
translate G GraphAbsFilterTitle "Φίλτρο γραφήματος: συχνότητα παρτίδας"
translate G ConfigureFilter "Προσαρμογή των αξόνων Χ ως προς Έτος, Βαθμολογία και Κινήσεις"
translate G FilterEstimate "Εκτίμηση"
translate G TitleFilterGraph "Scid: Φιλτράρισμα γραφήματος"

# Analysis window:
translate G AddVariation {Προσθήκη βαριάντας}
translate G AddAllVariations {Προσθήκη όλων των βαριαντών}
translate G AddMove {Προσθήκκη κίνησης}
translate G Annotate {Υπομνηματισμός}
translate G ShowAnalysisBoard {Εμφάνισης της σκακιέρας ανάλυσης}
translate G ShowInfo {Εμφάνιση πληροφοριών μηχανής}
translate G FinishGame {Ολοκλήρωση παρτίδας}
translate G StopEngine {Διακοπή μηχανής}
translate G StartEngine {Εκκίνηση μηχανής}
translate G LockEngine {Κλείδωμα της μηχανής στην τρέχουσα θέση}
translate G AnalysisCommand {Εντολή ανάλυσης}
translate G PreviousChoices {Προηγούμενες επιλογές}
translate G AnnotateTime {Καθορίστε τον χρόνο μεταξύ των κινήσεων σε δευτερόλεπτα}
translate G AnnotateWhich {Προσθήκη βαριαντών}
translate G AnnotateAll {Για κινήσεις και των δύο πλευρών}
translate G AnnotateAllMoves {Υπομνηματισμός όλων των κινήσεων}
translate G AnnotateWhite {Για τις κινήσεις μόνο των Λευκών}
translate G AnnotateBlack {Για τις κινήσεις μόνο των Μαύρων}
translate G AnnotateBlundersOnly {Όταν η κίνηση είναι σφάλμα}
translate G AnnotateBlundersOnlyScoreChange {Η ανάλυση αναφέρει σφάλμα και το σκορ άλλαξε από/σε: }
translate G BlundersThreshold {Αφετηρία}
translate G ScoreAllMoves {Βαθμολόγηση όλων των κινήσεων}
translate G LowPriority {Χαμηλή προτεραιότητα της CPU}
translate G ClickHereToSeeMoves {Πατήστε εδώ για να δείτε τις κινήσεις}
translate G ConfigureInformant {Προσαρμογή Informant}
translate G Informant!? {Ενδιαφέρουσα κίνησηInteresting move}
translate G Informant? {Φτωχή κίνηση}
translate G Informant?? {Σφάλμα}
translate G Informant?! {Αμφίβολη κίνηση}
translate G Informant+= {Τα Λευκά έχουν μικρό πλεονέκτημα}
translate G Informant+/- {Τα Λευκά έχουν μέτριο πλεονέκτημα}
translate G Informant+- {Τα Λευκά έχουν αποφασιστικό πλεονέκτημα}
translate G Informant++- {Η παρτίδα θεωρείται κερδισμένη}
  
# Book window
translate G Book {Βιβλίο}
translate G OtherBookMoves {Βιβλίο αντιπάλου}
translate G OtherBookMovesTooltip {Κινήσεις για τις οποίες ο αντίπαλος διαθέτει απάντηση}

# Analysis Engine open dialog:
translate G EngineList {Λίστα μηχανής ανάλυσης}
translate G EngineName {Όνομα}
translate G EngineCmd {Εντολή}
translate G EngineArgs {Παράμετροι}
translate G EngineDir {Κατάλογος}
translate G EngineElo {Elo}
translate G EngineTime {Ημερομηνία}
translate G EngineNew {Νέα}
translate G EngineEdit {Επεξεργασία}
translate G EngineRequired {Τα παιδία με έντονη γραμματοσειρά είναι απαραίτητα, τα άλλα είναι προαιρετικά}

# Stats window menus:
menuText G StatsFile "Αρχείο" 0
menuText G StatsFilePrint "Εκτύπωση σε αρχείο..." 0
menuText G StatsFileClose "Κλείσιμο παραθύρου" 0
menuText G StatsOpt "Επιλογές" 0

# PGN window menus:
menuText G PgnFile "Αρχείο" 0
menuText G PgnFileCopy "Αντιγραφή παρτίδας στην προσωρινή μνήμη Clipboard" 0
menuText G PgnFilePrint "Εκτύπωση σε αρχείο..." 0
menuText G PgnFileClose "Κλείσιμο παραθύρου PGN" 10
menuText G PgnOpt "Εμφάνιση" 0
menuText G PgnOptColor "Έγχρωμη εμφάνιση" 0
menuText G PgnOptShort "Μικρή (3 γραμμών) κεφαλίδα" 0
menuText G PgnOptSymbols "Συμβολικός υπομνηματισμός" 1
menuText G PgnOptIndentC "Εσοχή σχολίων" 0
menuText G PgnOptIndentV "Εσοχή βαριαντών" 7
menuText G PgnOptColumn "Είδος στήλης (μια κίνηση ανά γραμμή)" 1
menuText G PgnOptSpace "Διάστημα μετά τον αριθμό της κίνησης" 1
menuText G PgnOptStripMarks "Απομάκρυνση έγχρωμων κωδικών τετραγώνων/βελών" 1
menuText G PgnOptBoldMainLine "Χρήση έντονου κειμένου για τις κινήσεις κύριας γραμμής" 4
menuText G PgnColor "Χρώματα" 0
menuText G PgnColorHeader "Κεφαλίδα..." 0
menuText G PgnColorAnno "Υπομνηματισμοί..." 0
menuText G PgnColorComments "Σχόλια..." 0
menuText G PgnColorVars "Βαριάντες..." 0
menuText G PgnColorBackground "Υπόβαθρο..." 0
menuText G PgnColorMain "Κύρια γραμμή..." 0
menuText G PgnColorCurrent "Υπόβαθρο τρέχουσας κίνησης..." 1
menuText G PgnHelp "Βοήθεια" 0
menuText G PgnHelpPgn "Βοήθεια για PGN" 0
menuText G PgnHelpIndex "Κατάλογος" 0
translate G PgnWindowTitle {Σημείωση - παρτίδα %u}

# Crosstable window menus:
menuText G CrosstabFile "Αρχείο" 0
menuText G CrosstabFileText "Εκτύπωση κειμένου σε αρχείο..." 9
menuText G CrosstabFileHtml "Εκτύπωση σε αρχείο HTML..." 9
menuText G CrosstabFileLaTeX "Εκτύπωση σε αρχείο LaTeX..." 9
menuText G CrosstabFileClose "Κλείσιμο του παραθύρου συγκριτικού πίνακα" 0
menuText G CrosstabEdit "Επεξεργασία" 0
menuText G CrosstabEditEvent "Διοργάνωση" 0
menuText G CrosstabEditSite "Τοποθεσία" 0
menuText G CrosstabEditDate "Ημερομηνία" 0
menuText G CrosstabOpt "Εμφάνιση" 0
menuText G CrosstabOptAll "All-play-all" 0
menuText G CrosstabOptSwiss "Ελβετικού τύπου" 0
menuText G CrosstabOptKnockout "Knockout" 0
menuText G CrosstabOptAuto "Αυτόματα" 1
menuText G CrosstabOptAges "Ηλικία σε έτη" 8
menuText G CrosstabOptNats "Εθνικότητες" 0
menuText G CrosstabOptRatings "Βαθμολογίες" 0
menuText G CrosstabOptTitles "Τίτλοι" 0
menuText G CrosstabOptBreaks "Βαθμολογίες μη δεσμευτικού συστήματος" 4
menuText G CrosstabOptDeleted "Να περιλαμβάνονται διεγραμμένες παρτίδες" 8
menuText G CrosstabOptColors "Χρώματα (Πίνακες Ελβετικού τύπου μόνον)" 0
menuText G CrosstabOptColumnNumbers "Αριθμημένες στήλες (πίνακες τύπου All-play-all μόνον)" 2
menuText G CrosstabOptGroup "Ομαδοποίηση βαθμολογιών" 0
menuText G CrosstabSort "Ταξινόμηση" 0
menuText G CrosstabSortName "Όνομα" 0
menuText G CrosstabSortRating "Βαθμολόγηση" 0
menuText G CrosstabSortScore "Επίδοση" 0
menuText G CrosstabColor "Χρώμα" 0
menuText G CrosstabColorPlain "Απλό κείμενο" 0
menuText G CrosstabColorHyper "Υπερκείμενο" 0
menuText G CrosstabHelp "Βοήθεια" 0
menuText G CrosstabHelpCross "Βοήθεια συγκριτικών πινάκων" 0
menuText G CrosstabHelpIndex "Κατάλογος βοήθειας" 0
translate G SetFilter {Καθορισμός φίλτρου}
translate G AddToFilter {Προσθήκη σε φίλτρο}
translate G Swiss {Ελβετικού τύπου}
translate G Category {Κατηγορία}

# Opening report window menus:
menuText G OprepFile "Αρχείο" 0
menuText G OprepFileText "Εκτύπωση σε αρχείο κειμένου..." 9
menuText G OprepFileHtml "Εκτύπωση σε αρχείο HTML..." 9
menuText G OprepFileLaTeX "Εκτύπωση σε αρχείο LaTeX..." 9
menuText G OprepFileOptions "Επιλογές..." 0
menuText G OprepFileClose "Κλείσιμο παραθύρου αναφορών" 0
menuText G OprepFavorites "Προτιμώμενα" 1
menuText G OprepFavoritesAdd "Προσθήκη αναφοράς..." 0
menuText G OprepFavoritesEdit "Επεξεργασία προτιμήσεων αναφορών..." 0
menuText G OprepFavoritesGenerate "Δημιουργία αναφορών..." 0
menuText G OprepHelp "Βοήθεια" 0
menuText G OprepHelpReport "Άνοιγμα της βοήθειας για αναφορές" 0
menuText G OprepHelpIndex "Κατάλογος βοήθειας" 0

# Repertoire editor:
menuText G RepFile "Αρχείο" 0
menuText G RepFileNew "Νέο" 0
menuText G RepFileOpen "Άνοιγμα..." 0
menuText G RepFileSave "Αποθήκευση..." 0
menuText G RepFileSaveAs "Αποθήκευση ως..." 5
menuText G RepFileClose "Κλείσιμο παραθύρου" 0
menuText G RepEdit "Επεξεργασία" 0
menuText G RepEditGroup "Προσθήκη ομάδας" 4
menuText G RepEditInclude "Προσθήκη Περιέχεται Γραμμή" 4
menuText G RepEditExclude "Προσθήκη Εξαιρείται Γραμμή" 4
menuText G RepView "Εμφάνιση" 0
menuText G RepViewExpand "Ανάπτυξη όλων των ομάδων" 0
menuText G RepViewCollapse "Σύμπτηξη όλων των ομάδων" 0
menuText G RepSearch "Αναζήτηση" 0
menuText G RepSearchAll "Όλο το ρεπερτόριο..." 0
menuText G RepSearchDisplayed "Μόνον γραμμές που εμφανίζονται..." 0
menuText G RepHelp "Βοήθεια" 0
menuText G RepHelpRep "Βοήθεια ρεπερτορίου" 0
menuText G RepHelpIndex "Κατάλογος βοήθειας" 0
translate G RepSearch "Αναζήτηση ρεπερτορίου"
translate G RepIncludedLines "γραμμές που περιλαμβάνονται"
translate G RepExcludedLines "γραμμές που εξαιρούνται"
translate G RepCloseDialog {This repertoire has unsaved changes.

Do you really want to continue and discard the changes you have made?
}

# Header search:
translate G HeaderSearch {Αναζήτηση κεφαλίδας}
translate G EndSideToMove {Η πλευρά που έχει την κίνηση στο τέλος της παρτίδας}
translate G GamesWithNoECO {Παρτίδες χωρίς ECO;}
translate G GameLength {Μήκος παρτίδας}
translate G FindGamesWith {Εύρεση παρτίδων με σημαίες}
translate G StdStart {Μη πρότυπη έναρξη}
translate G Promotions {Προαγωγές}
translate G Comments {Σχόλια}
translate G Variations {Βαριάντες}
translate G Annotations {Υπομνηματισμοί}
translate G DeleteFlag {Διαγραφή σημαιών}
translate G WhiteOpFlag {Άνγοιγμα Λευκών}
translate G BlackOpFlag {Άνοιγμα Μαύρων}
translate G MiddlegameFlag {Μέσον παρτίδας}
translate G EndgameFlag {Φινάλε}
translate G NoveltyFlag {Νεοτερισμός}
translate G PawnFlag {Πιονοδομή}
translate G TacticsFlag {Τακτική}
translate G QsideFlag {Παιχνίδι στην πλευρά της Βασίλισσας}
translate G KsideFlag {Παιχνίδι στην πλευρά του Βασιλιά}
translate G BrilliancyFlag {Ευφυές}
translate G BlunderFlag {Σφάλμα}
translate G UserFlag {Χρήστης}
translate G PgnContains {Το PGN περιέχει κείμενο}
translate G Annotator {Υπομνηματιστής}
translate G Cmnts {Μόνον υπομνηματισμένες παρτίδες}

# Game list window:
translate G GlistNumber {Αριθμός}
translate G GlistWhite {Λευκά}
translate G GlistBlack {Μαύρα}
translate G GlistWElo {Elo Λευκών}
translate G GlistBElo {Elo Μαύρων}
translate G GlistEvent {Διοργάνωση}
translate G GlistSite {Τοποθεσία}
translate G GlistRound {Γύρος}
translate G GlistDate {Ημερομηνία}
translate G GlistYear {Έτος}
translate G GlistEDate {Ημερομηνία Διοργάνωσης}
translate G GlistResult {Αποτέλεσμα}
translate G GlistLength {Μήκος}
translate G GlistCountry {Χώρα}
translate G GlistECO {ECO}
translate G GlistOpening {Άνοιγμα}
translate G GlistEndMaterial {Υλικό φινάλε}
translate G GlistDeleted {Διεγραμμένα}
translate G GlistFlags {Σημαίες}
translate G GlistVars {Βαριάντες}
translate G GlistComments {Σχόλια}
translate G GlistAnnos {Υπομηματισμοί}
translate G GlistStart {Έναρξη}
translate G GlistGameNumber {Αριθμός παρτίδας}
# ====== TODO To be translated ======
translate G GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate G GlistRating {Rating}
translate G GlistFindText {Εύρεση κειμένου}
translate G GlistMoveField {Μετακίνηση}
translate G GlistEditField {Προσαρμογή}
translate G GlistAddField {Προσθήκη}
translate G GlistDeleteField {Απομάκρυνση}
translate G GlistWidth {Πλάτος}
translate G GlistAlign {Ευθυγραμμιση}
# ====== TODO To be translated ======
translate G GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate G GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate G GlistAlignC {Align: center}
translate G GlistColor {Χρώμα}
translate G GlistSep {Διαχωριστής}
# ====== TODO To be translated ======
translate G GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate G GlistNewSort {New}
# ====== TODO To be translated ======
translate G GlistAddToSort {Add}

# ====== TODO To be translated ======
translate G GsortSort {Sort...}
# ====== TODO To be translated ======
translate G GsortDate {Date}
# ====== TODO To be translated ======
translate G GsortYear {Year}
# ====== TODO To be translated ======
translate G GsortEvent {Event}
# ====== TODO To be translated ======
translate G GsortSite {Site}
# ====== TODO To be translated ======
translate G GsortRound {Round}
# ====== TODO To be translated ======
translate G GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate G GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate G GsortECO {ECO}
# ====== TODO To be translated ======
translate G GsortResult {Result}
# ====== TODO To be translated ======
translate G GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate G GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate G GsortCountry {Country}
# ====== TODO To be translated ======
translate G GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate G GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate G GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate G GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate G GsortComments {Comments}
# ====== TODO To be translated ======
translate G GsortVariations {Variations}
# ====== TODO To be translated ======
translate G GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate G GsortAscending {Ascending}
# ====== TODO To be translated ======
translate G GsortDescending {Descending}
# ====== TODO To be translated ======
translate G GsortAdd {Add}
# ====== TODO To be translated ======
translate G GsortStore {Store}
# ====== TODO To be translated ======
translate G GsortLoad {Load}

# menu shown with right mouse button down on game list. 
translate G GlistRemoveThisGameFromFilter  {Απομάκρυνση αυτής της παρτίδας από το φίλτρο}
translate G GlistRemoveGameAndAboveFromFilter  {Απομάκρυνση παρτίδας (και όλων των από πάνω) από το φίλτρο}
translate G GlistRemoveGameAndBelowFromFilter  {Απομάκρυνση παρτίδας (και όλων των από κάτω) από το φίλτρο}
translate G GlistDeleteGame {Διαγραφή/ανάκτηση αυτής της παρτίδας} 
translate G GlistDeleteAllGames {Διαγραφή όλων των παρτίδων από το φίλτρο} 
translate G GlistUndeleteAllGames {Ανάκτηση όλων των παρτίδων από το φίλτρο}  
translate G GlistMergeGameInBase {Συνένωση παρτίδας σε άλλη βάση δεδομένων}

# Maintenance window:
translate G DatabaseName {Όνομα βάσης δεδομένων:}
translate G TypeIcon {Εικόνα τύπου:}
translate G NumOfGames {Παρτίδες:}
translate G NumDeletedGames {Διεγραμμένες παρτίδες:}
translate G NumFilterGames {Παρτίδες στο φίλτρο:}
translate G YearRange {Εύρος έτους:}
translate G RatingRange {Εύρος βαθμολόγησης:}
translate G Description {Περιγραφή}
translate G Flag {Σημαία}
translate G CustomFlags {Προσαρμοζόμενες σημαίες}
translate G DeleteCurrent {Διαγραφή τρέχουσας παρτίδας}
translate G DeleteFilter {Διαγραφή φιλτραρισμένων παρτίδων}
translate G DeleteAll {Διαγραφή όλων των παρτίδων}
translate G UndeleteCurrent {Ανάκτηση τρέχουσας παρτίδας}
translate G UndeleteFilter {Ανάκτηση φιλτραρισμένων παρτίδων}
translate G UndeleteAll {Ανάκτηση όλων των παρτίδων}
translate G DeleteTwins {Διαγραφή δίδυμων παρτίδων}
translate G MarkCurrent {Μαρκάρισμα τρέχουσας παρτίδας}
translate G MarkFilter {Μαρκάρισμα φιλτραρισμένων παρτίδων}
translate G MarkAll {Μαρκάρισμα όλων των παρτίδων}
translate G UnmarkCurrent {Ξεμαρκάρισμα τρέχουσας παρτίδας}
translate G UnmarkFilter {Ξεμαρκάρισμα φιλτραρισμένων παρτίδων}
translate G UnmarkAll {Ξεμαρκάρισμα όλων των παρτίδων}
translate G Spellchecking {Έλεγχος ορθογραφίας}
translate G Players {Παίκτες}
translate G Events {Διοργανώσεις}
translate G Sites {Τοποθεσίες}
translate G Rounds {Γύροι}
translate G DatabaseOps {Χειρισμοί βάσης δεδομένων}
translate G ReclassifyGames {Ταξινόμηση παρτίδων κατά ECO}
translate G CompactDatabase {Συμπίεση βάσης δεδομένων}
translate G SortDatabase {Ταξινόμηση βάσης δεδομένων}
translate G AddEloRatings {Προσθήκη βαθμολογίας κατά Elo}
translate G AutoloadGame {Αυτόματη φόρτωση αριθμού παρτίδας}
translate G StripTags {Απομάκρυνση ετικετών ΡGN}
translate G StripTag {Απομάκρυνση ετικετών}
translate G Cleaner {Καθαρισμός}
translate G CleanerHelp {
Ο Καθαρισμός του Scid θα εφαρμόσει στην τρέχουσα βάση δεδομένων όλες τις ενέργειες συντήρησης που επιλέξατε από την λίστα που ακολουθεί.

Οι τρέχουσες ρυθμίσεις της ταξινόμησης κατά ECO και η διαγραφή δίδυμων παρτίδων θα εφαρμοσθούν εφόσον επιλέξατε αυτές τις ενέργειες.
}
translate G CleanerConfirm {
Όταν ο Καθαρισμός ξεκινήσει, δεν μπορείτε να τον σταματήσετε!

Η διαδικασία αυτή ίσως διαρκέσει αρκετό χρόνο αν η βάση δεδομένων είναι μεγάλη, αναλόγως των ενεργειών που έχετε επιλέξει και των ρυθμίσεών τους.

Είστε βέβαιος/αιη ότι θέλετε να ξεκινήσουν οι ενέργειες συντήρησης που επιλέξατε;
}
# Twinchecker
translate G TwinCheckUndelete {to flip; "u" undeletes both)}
translate G TwinCheckprevPair {Προηγούμενο ζεύγος}
translate G TwinChecknextPair {Επόμενο ζεύγος}
translate G TwinChecker {Scid: έλεγχος δίδυμων παρτίδων}
translate G TwinCheckTournament {Παρτίδες προκριματικού:}
translate G TwinCheckNoTwin {Δεν υπάρχουν δίδυμα }
translate G TwinCheckNoTwinfound {Δεν εντοπίστηκαν δίδυμα για την παρτίδα αυτή.\nΓια να δείτε τις δίδυμες παρτίδες χρησιμοποιώντας το παράθυρο αυτό, πρέπει πρώτα να χρησιμοποιήσετε την λειτουργία "Διαγραφή δίδυμων παρτίδων...". }
translate G TwinCheckTag {Κοινή χρήση ετικετών...}
translate G TwinCheckFound1 {Το Scid βρήκε $result δίδυμες παρτίδες}
translate G TwinCheckFound2 { και έθεσε γι' αυτές σημαίες διαγραφής}
translate G TwinCheckNoDelete {Σε αυτή τη βάση δεδομένων δεν υπάρχουν παρτίδες προς διαγραφή.}
translate G TwinCriteria1 {Οι ρυθμίσεις σας για την αναζήτηση δίδυμων παρτίδων πιθανόν να προκαλούν το μαρκάρισμα  μη-δίδυμων παρτίδων ως δίδυμες.}
translate G TwinCriteria2 {Αν έχετε επιλέξει "Όχι" για τις "όμοιες κινήσεις", συνιστούμε να επιλέξετε "Ναι" στις ρυθμίσεις για χρώματα, διοργανώσεις, τοποθεσίες, έτος και μήνες.\nΘέλετε να συνεχίσετε και να διαγραφούν οι δίδυμες;}
translate G TwinCriteria3 {Συνιστούμε να επιλέξετε "Ναι" τουλάχιστον για δύο ρυθμίσεις "ίδια τοποθεσία", "ίδιος γύρος" και "ίδιο έτος".\nΘέλετε να συνεχίσετε και να διαγραφούν οι δίδυμες;}
translate G TwinCriteriaConfirm {Scid: Επιβεβαίωση ρυθμίσεων διδύμων}
translate G TwinChangeTag "Αλλαγή των ακόλουθων ετικετών παρτίδας:\n\n"
translate G AllocRatingDescription "Η εντολή αυτή θα χρησιμοποιήσει το τρέχον αρχείο ορθογραφικού ελέγχου για να προσθέσει βαθμολογίες Elo σε αυτή την βάση δεδομένων. Αν ο παίκτης/παίκτρια δεν έχει τρέχουσα βαθμολογία αλλά η βαθμολογία του/της την στιγμή της παρτίδας εμφανίζεται στο αρχείο ορθογραφικού ελέγχου, αυτή η βαθμολογία θα προστεθεί."
translate G RatingOverride "Να αντικατασταθούν οι υπάρχουσες μη-μηδενικές βαθμολογίες;"
translate G AddRatings "Προσθήκη βαθμολογίας στον/στην:"
translate G AddedRatings {Τ Scid πρόσθεσε $r βαθμούς Elo σε $g παρτίδες.}

#Bookmark editor
translate G NewSubmenu "Νέο υπομενού"

# Comment editor:
translate G AnnotationSymbols  {Σύμβολα υπομνηματισμούς:}
translate G Comment {Σχόλιο:}
translate G InsertMark {Εισαγωγή σημαδιού}
translate G InsertMarkHelp {
Εισαγωγή/απομάκρυνμση σημαδιού: Επιλέξτε χρώμα, είδος, τετράγωνο.
Εισαγωγή/απομάκρυνση βέλους: Δεξί πάτημα δύο τετράγνω.
}

# Nag buttons in comment editor:
translate G GoodMove {Καλή κίνηση}
translate G PoorMove {Φτωχή κίνηση}
translate G ExcellentMove {Εξαίρετη κίνηση}
translate G Blunder {Σφάλμα}
translate G InterestingMove {Ενδιαφέρουσα κίνηση}
translate G DubiousMove {Αμφίβολη κίνηση}
translate G WhiteDecisiveAdvantage {Τα Λευκά έχουν αποφασιστικό πλεονέκτημα}
translate G BlackDecisiveAdvantage {Τα Μαύρα έχουν αποφασιστικό πλεονέκτημα}
translate G WhiteClearAdvantage {Τα Λευκά έχουν σαφές προβάδισμα}
translate G BlackClearAdvantage {Τα Μαύρα έχουν σαφές προβάδισμα}
translate G WhiteSlightAdvantage {Τα Λευκά έχουν μικρό πλεονέκτημα}
translate G BlackSlightAdvantage {Τα Μαύρα έχουν μικρό πλεονέκτημα}
translate G Equality {Ισότητα}
translate G Unclear {Ασαφής}
translate G Diagram {Διάγραμμα}

# Board search:
translate G BoardSearch {Αναζήτηση σκακιέρας}
translate G FilterOperation {Χειρισμός για το τρέχον φίλτρο:}
translate G FilterAnd {AND (Περιορισμός φίλτρου)}
translate G FilterOr {OR (Προσθήκη στο φίλτρο)}
translate G FilterIgnore {IGNORE (Επαναφορά φίλτρου)}
translate G SearchType {Ειδος αναζήτησης:}
translate G SearchBoardExact {Ακριβής θέση (όλα τα κομμάτια στα ίδια τετράγωνα)}
translate G SearchBoardPawns {Πιόνια (ίδιο υλικό, όλα τα πιόνια στα ίδια τετράγωνα)}
translate G SearchBoardFiles {Γραμμή (ίδιο υλικό, όλα τα πιόνια στις ίδιες γραμμές)}
translate G SearchBoardAny {Οπουδήποτε (ίδιο υλικό, πιόνια και κομμάτια οπουδήποτε)}
translate G SearchInRefDatabase {Αναζήτηση στην βάση αναφοράς}
translate G LookInVars {Αναζήτηση στις βαριάντες}

# Material search:
translate G MaterialSearch {Αναζήτηση υλικού}
translate G Material {Υλικό}
translate G Patterns {Διάταξη}
translate G Zero {Μηδέν}
translate G Any {Ό,τιδήποτε}
translate G CurrentBoard {Τρέχουσα σκακιέρα}
translate G CommonEndings {Κοινά φινάλε}
translate G CommonPatterns {Κοινές διατάξεις}
translate G MaterialDiff {Διαφορά υλικού}
translate G squares {τετράγωνα}
translate G SameColor {Ιδίου χρώματος}
translate G OppColor {Αντίθετου χρώματος}
translate G Either {Οποιοδήποτε}
translate G MoveNumberRange {Εύρος αριθμού κίνησης}
translate G MatchForAtLeast {Να ταιριάζουνβ τουλάχιστον}
translate G HalfMoves {μισές κινήσεις}

# Common endings in material search:
translate G EndingPawns {Φινάλε πιονιών}
translate G EndingRookVsPawns {Πύργων εναντίον πιονιών}
translate G EndingRookPawnVsRook {Πύργος και 1 Πύργος εναντίον πύργου}
translate G EndingRookPawnsVsRook {Πύργος και πιόνι(α) εναντίον Πύργου}
translate G EndingRooks {Φινάλε Πύργου εναντίον Πύργου}
translate G EndingRooksPassedA {Φινάλε Πύργου εναντίον Πύργου με προχωρημένο α-πιόνι}
translate G EndingRooksDouble {Φινάλε διπλού Πύργου}
translate G EndingBishops {Φινάλε Αξιωματικού εναντίον Αξιωματικού}
translate G EndingBishopVsKnight {Φινάλε Αξιωματικού εναντίον Ίππου}
translate G EndingKnights {Φινάλε Ίππου εναντίον Ίππου}
translate G EndingQueens {Φινάλε Βασίλισσας εναντίον Βασίλισσας}
translate G EndingQueenPawnVsQueen {Βασίλισσα και 1 Πιόνι εναντίον Βασίλισσας}
translate G BishopPairVsKnightPair {Μέσον παρτίδας με δύο Αξιωματικούς εναντίον δυο Αξιωματικών}

# Common patterns in material search:
translate G PatternWhiteIQP {Λευκό ΑΠΒ}
translate G PatternWhiteIQPBreakE6 {Λευκό ΑΠΒ: διείσδηση d4-d5 έναντι e6}
translate G PatternWhiteIQPBreakC6 {Λευκό ΑΠΒ: διείσδησηW d4-d5 έναντι c6}
translate G PatternBlackIQP {Μαύρο ΑΠΒ}
translate G PatternWhiteBlackIQP {Λευκό ΑΠΒ εναντίον Μαύρου ΑΠΒ}
translate G PatternCoupleC3D4 {Ζεύγος Λευκών πιονιών c3+d4}
translate G PatternHangingC5D5 {Μαύρα κρεμασμένα Πιόνια στα c5 και d5}
translate G PatternMaroczy {Κέντρο Maroczy (με Πιόνια στα c4 και e4)}
translate G PatternRookSacC3 {Θυσία Πύργου στο c3}
translate G PatternKc1Kg8 {O-O-O εναντίον O-O (Kc1 εναντίον Kg8)}
translate G PatternKg1Kc8 {O-O εναντίον O-O-O (Kg1 εναντίον Kc8)}
translate G PatternLightFian {Φιανκέττο λευκού τετραγώνου (Αξιωματικός-g2 εναντίον Αξιωματικού-b7)}
translate G PatternDarkFian {Φιανκέττο μαύρου τετραγώνου (Αξιωματικός-b2 εναντίον Αξιωματικού-g7)}
translate G PatternFourFian {Τέσσερα Φιανκέττα (Αξιωματικοί στα b2,g2,b7,g7)}

# Game saving:
translate G Today {Σήμερα}
translate G ClassifyGame {Ταξινόμηση παρτίδας}

# Setup position:
translate G EmptyBoard {Κενή σκακιέρα}
translate G InitialBoard {Αρχική σκακιέρα}
translate G SideToMove {Πλευρά που παίζει}
translate G MoveNumber {Αριθμός κίνησης}
translate G Castling {Ροκέ}
translate G EnPassantFile {Γραμμή en passant}
translate G ClearFen {Καθαρισμός FEN}
translate G PasteFen {Επικόληση FEN}

translate G SaveAndContinue {Αποθήκευση και συνέχιση}
translate G DiscardChangesAndContinue {Ακύρωση αλλαγών \nκαι συνέχιση}
translate G GoBack {Προς τα πίσω}

# Replace move dialog:
translate G ReplaceMove {Αντικατάσταση κίνησης}
translate G AddNewVar {Προσθήκη νέας βαριάντας}
translate G NewMainLine {Νέα κύρια γραμμή}
translate G ReplaceMoveMessage {Υπάρχει ήδη μια κίνηση εδώ.

Μπορείτε να την αντικαταστήσετε ακυρώνοντας όλες τις κινήσεις μετά από αυτήν ή να προσθέσετε την κίνησή σας ως νέα βαριάντα.

(Μπορείτε να αποφύγετε την εμφάνιση αυτού του μηνύματος στο μέλλον απενεργοποιώντας την επιλογή "Ερώτηση πριν την αντικατάσταση κίνησης" από το μενού Επιλογές:Κινήσεις.)}

# Make database read-only dialog:
translate G ReadOnlyDialog {Αν δηλώσετε αυτή την βάση δεδομένεν μόνον για ανάγνωση, δεν θα επιτρέπονται οι αλλαγές.
Δεν θα μπορούν να αποθηκευθούν ή να αντικατασταθούν παρτίδες και δεν θα μπορούν να αντικατασταθούν οι σημαίες διαγραφής.
Κάθε ταξινόμηση ή αποτελέσματα ταξινομημένα κατά ΕCO, θα είναι προσωρινά.

Μπορείτε εύκολα να δηλώσετε την βάση δεδομένων και πάλι ως εγγράψιμη, κλείνοντας και ανοίγοντάς την εκ νέου.

Θέλετε στ' αλήθεια να γίνει αυτή η βάση μόνον για ανάγνωση;}

# Clear game dialog:
translate G ClearGameDialog {Η παρτίδα αυτή έχει αντικατασταθεί.

Θέλετε στ' αλήθεια να συνεχίσετε και να ακυρώσετε τις αλλαγές που κάνατε σε αυτήν;
}

# Exit dialog:
translate G ExitDialog {Θέλετε στ' αλήθεια να βγείτε από το Scid;}
translate G ExitUnsaved {Οι βάσεις δεδομένων που ακολουθούν έχουν μη αποθηκευμένες αλλαγές παρτίδων. Αν βγείτε τώρα οι αλλαγές αυτές θα χαθούν.}

# Import window:
translate G PasteCurrentGame {Επικόλληση τρέχουσας παρτίδας}
translate G ImportHelp1 {Εισάγετε ή επικολλήστε παρτίδα σε μορφη PGN στο παραπάνω πλαίσιο.}
translate G ImportHelp2 {Εδώ θα εμφανίζεται οποιοδήποτε σφάλμα κατά την εισαγωγή παρτίδας.}
translate G OverwriteExistingMoves {Αντικατάσταση υπαρχόντων κινήσεων;}

# ECO Browser:
translate G ECOAllSections {όλες οι ενότητες ECO}
translate G ECOSection {ενότητας ECO}
translate G ECOSummary {Περίληψη της}
translate G ECOFrequency {Συχνότητα υποκωδίκων για}

# Opening Report:
translate G OprepTitle {Έκθεση ανοίγματος}
translate G OprepReport {Έκθεση/αναφορά}
translate G OprepGenerated {Δημιουργήθηκε από τον/την}
translate G OprepStatsHist {Στατιστικά και Ιστορικό}
translate G OprepStats {Στατιστικά}
translate G OprepStatAll {Όλες οι παρτίδες της αναφοράς}
translate G OprepStatBoth {Βαθμολογήθηκαν}
translate G OprepStatSince {Από}
translate G OprepOldest {Παλαιότερες παρτίδες}
translate G OprepNewest {Νεότερες παρτίδες}
translate G OprepPopular {Τρέχουσα δημοτικότητα}
translate G OprepFreqAll {Συχνότητα σε όλα τα χρόνια:   }
translate G OprepFreq1   {Από το έτος  1 έως σήμερα: }
translate G OprepFreq5   {Από το έτος  5 έως σήμερα: }
translate G OprepFreq10  {Από το έτος 10 έως σήμερα: }
translate G OprepEvery {μια φορά κάθε %u παρτίδες}
translate G OprepUp {%u%s έτη και άνω}
translate G OprepDown {%u%s έτη και κάτω}
translate G OprepSame {χωρίς αλλαγή σε όλα τα έτη}
translate G OprepMostFrequent {Πιο συχνοί παίκτες}
translate G OprepMostFrequentOpponents {Πιο συχνοί αντίπαλοι}
translate G OprepRatingsPerf {Βαθμολογήσεις και επιδόσεις}
translate G OprepAvgPerf {Μέσες βαθμολογήσεις και επιδόσεις}
translate G OprepWRating {Βαθμολόγηση Λευκών}
translate G OprepBRating {Βαθμολόγηση Μαύρων}
translate G OprepWPerf {Επίδοση Λευκών}
translate G OprepBPerf {Επίδοση Μαύρων}
translate G OprepHighRating {Παρτίδες με υψηλότερη μέση βαθμολόγηση}
translate G OprepTrends {Τάσεις αποτελεσμάτων}
translate G OprepResults {Μήκη και συχνότητες αποτελεσμάτων}
translate G OprepLength {Μήκος παρτίδας}
translate G OprepFrequency {Συχνότητα}
translate G OprepWWins {Τα Λευκά κερδίζουν: }
translate G OprepBWins {Τα Μαύρα κερδίζουν: }
translate G OprepDraws {Ισοπαλίες:      }
translate G OprepWholeDB {ολόκληρη η βάση δεδομένων}
translate G OprepShortest {Οι συντομότερες νίκες}
translate G OprepMovesThemes {Κινήσεις και Θέματα}
translate G OprepMoveOrders {Σειρές κινήσεων που καταλήγουν στην θέση}
translate G OprepMoveOrdersOne \
  {Υπάρχει μόνο μια σειρά κινήσεων που καταλήγει στην θέση αυτή:}
translate G OprepMoveOrdersAll \
  {Υπάρχουν %u σειρές κινήσεων που καταλήγουν στην θέση αυτή:}
translate G OprepMoveOrdersMany \
  {Υπάρχουν %u σειρές κινήσεων που καταλήγουν στην θέση αυτή. Οι πρώτες %u είναι:}
translate G OprepMovesFrom {Κινήσεις από την θέση}
translate G OprepMostFrequentEcoCodes {Συχνότεροι κωδικοί ECO}
translate G OprepThemes {Θέματα θέσης}
translate G OprepThemeDescription {Συχνότητα θεμάτων κατά τις πρώτες %u κινήσεις κάθε παρτίδας}
translate G OprepThemeSameCastling {Ομόπλευρα ροκέ}
translate G OprepThemeOppCastling {Αντίθετα ροκέ}
translate G OprepThemeNoCastling {Και οι δυο Βασιλιάδες χωρίς ροκέ}
translate G OprepThemeKPawnStorm {Επίθεση πιονιών Βασιλιά}
translate G OprepThemeQueenswap {Ανταλλαγή Βασιλισσών}
translate G OprepThemeWIQP {Λευκό απομονωμένο πιόνι Βασίλισσας}
translate G OprepThemeBIQP {Μαύρο απομονωμένο πιόνι Βασίλισσας}
translate G OprepThemeWP567 {Λευκό πιόνι στην 5/6/7η σειρά}
translate G OprepThemeBP234 {Μαύρο πιόνι στην 2/3/4η σειρά}
translate G OprepThemeOpenCDE {Ανοικτή Open c/d/e στήλη}
translate G OprepTheme1BishopPair {Μόνον η μια πλευρά διαθέτει ζεύγος Αξιωματικών}
translate G OprepEndgames {Φινάλε}
translate G OprepReportGames {Αναφορά παρτίδων}
translate G OprepAllGames    {Όλες οι παρτίδες}
translate G OprepEndClass {Υλικό στο τέλος κάθε παρτίδας}
translate G OprepTheoryTable {Πίνακας ανοιγμάτων}
translate G OprepTableComment {Δημιουργήθηκε από τις %u με την υψηλότερη βαθμολογία.}
translate G OprepExtraMoves {Επιπλέον κινήσεις στις σημειώσεις του πίνακα ανοιγμάτων}
translate G OprepMaxGames {Μέγιστος αριθμός παρτίδων στον πίνακα ανοιγμάτων}
translate G OprepViewHTML {Εμφάνιση HTML}
translate G OprepViewLaTeX {Εμφάνιση LaTeX}

# Player Report:
translate G PReportTitle {Έκθεση παίκτη}
translate G PReportColorWhite {με τα Λευκά κομμάτια}
translate G PReportColorBlack {με τα Μαύρα κομμάτια}
translate G PReportMoves {μετά από %s}
translate G PReportOpenings {Ανοίγματα}
translate G PReportClipbase {Διαγραφή της προσωρινής μνήμης clipbase και αντιγραφή σε αυτήν των παρτίδων που ταιριάζουν}

# Piece Tracker window:
translate G TrackerSelectSingle {Το αριστερό πλήκτρο του ποντικιού επιλέγει το κομμάτι αυτό.}
translate G TrackerSelectPair {Το αριστερό πλήκτρο του ποντικιού επιλέγει το κομμάτι αυτό, το δεξιό πλήκτρο επιλέγει το ταίρι του.}
translate G TrackerSelectPawn {Το αριστερό πλήκτρο επιλέγει το πιόνι αυτό, το δεξιό πλήκτρο επιλέγει και τα 8 πιόνια.}
translate G TrackerStat {Στατιστικά}
translate G TrackerGames {% παρτίδες με κίνηση στο τετράγωνο}
translate G TrackerTime {% χρόνο σε κάθε τετράγωνο}
translate G TrackerMoves {Κινήσεις}
translate G TrackerMovesStart {Εισάγετε τον αριθμό της κίνησης από την οποία θα ξεκινήσει η ανίχνευση.}
translate G TrackerMovesStop {Εισάγετε τον αριθμό της κίνησης στην οποία θα σταματήσει η ανίχνευση.}

# Game selection dialogs:
translate G SelectAllGames {Όλες οι παρτίδες της βάσης δεδομένων}
translate G SelectFilterGames {Μόνο παρτίδες στο φίλτρο}
translate G SelectTournamentGames {Μόνο παρτίδες του προκριματικού}
translate G SelectOlderGames {Μόνο παλαιότερες παρτίδες}

# Delete Twins window:
translate G TwinsNote {Για να είναι δίδυμες, δυο παρτίδες πρέπει να έχουν τουλάχιστον τους ίδιους παίκτες και τα κριτήρια που θα ορίσετε πιο κάτω. Όταν εντοπίζεται κάποιο ζεύγος δίδυμων, η μικρότερης διάρκειας παρτίδα διαγράφεται. Συμβουλή: πρέπει να ελέγχετε την ορθογραφία της βάσης δεδομένων πριν διαγράψετε δίδυμες παρτίδες, διότι βελτιώνει τον εντοπισμό τους.}
translate G TwinsCriteria {Κριτήρια: Οι δίδυμες παρτίδες πρέπει να διαθέτουν...}
translate G TwinsWhich {Εξέταση ποιάς παρτίδας}
translate G TwinsColors {Με παίκτη ιδίου χρώματος;}
translate G TwinsEvent {Με ίδια διοργάνωση;}
translate G TwinsSite {Με ίδια τοποθεσία;}
translate G TwinsRound {Με ίδιο γύρο;}
translate G TwinsYear {Με ίδιο έτος;}
translate G TwinsMonth {Με ίδιο μήνα;}
translate G TwinsDay {Με ίδια ημέρα;}
translate G TwinsResult {Με ίδιο αποτέλεσμα;}
translate G TwinsECO {Με ίδιο κωδικό ECO;}
translate G TwinsMoves {Με ίδιες κινήσεις}
translate G TwinsPlayers {Σύγκριση ονομάτων παικτών:}
translate G TwinsPlayersExact {Ταιριάζουν ακριβώς}
translate G TwinsPlayersPrefix {Μόνο τα 4 πρώτα γράμματα}
translate G TwinsWhen {Όταν διαγράφονται δίδυμες παρτίδες}
translate G TwinsSkipShort {Να αγνοούνται όλες οι παρτίδες με μήκος μικρότερο των 5 κινήσεων;}
translate G TwinsUndelete {Πρώτα να διαγραφούν όλες οι παρτίδες;}
translate G TwinsSetFilter {Να μπουν φίλτρα σε όλες τις διαγραμμένες δίδυμες παρτίδες;}
translate G TwinsComments {Πάντοτε διατήρηση των παρτίδων με σχόλια;}
translate G TwinsVars {Πάντοτε διατήρηση των παρτίδων με βαριάντες;}
translate G TwinsDeleteWhich {Διαγραφή της παρτίδας:}
translate G TwinsDeleteShorter {Συντομότερη παρτίδα}
translate G TwinsDeleteOlder {Ο μικρότερος αριθμός παρτίδας}
translate G TwinsDeleteNewer {Ο μεγαλύτερος αριθμός παρτίδας}
translate G TwinsDelete {Διαγραφή παρτίδας}

# Name editor window:
translate G NameEditType {Τύπος του προς επεξεργασία ονόματος}
translate G NameEditSelect {Παρτίδες για επεξεργασία}
translate G NameEditReplace {Αντικατάσταση}
translate G NameEditWith {με}
translate G NameEditMatches {Ταιριάσματα: Για επιλογή, πατήστε Ctrl+1 έως Ctrl+9}

# Check games window:
translate G CheckGames {Έλεγχος παρτίδων}
translate G CheckGamesWhich {Έλεγχος παρτίδων}
translate G CheckAll {Όλες οι παρτίδες}
translate G CheckSelectFilterGames {Μόνον οι παρτίδες του φίλτρου}

# Classify window:
translate G Classify {Ταξινόμηση}
translate G ClassifyWhich {Ταξινόμηση κατά ECO των εξής παρτίδων}
translate G ClassifyAll {Όλες οι παρτίδες (αντικατάσταση των παλαιών κωδίκων κατά ECO)}
translate G ClassifyYear {Όλες οι παρτίδες που παίχτηκαν την προηγούμενη χρονιά}
translate G ClassifyMonth {Όλες οι παρτίδες που παίχτηκαν τον προηγούμενο μήνα}
translate G ClassifyNew {Μόνον παρτίδες χωρίς ακόμη κώδικα ECO}
translate G ClassifyCodes {Κωδικοί ECO προς χρήση}
translate G ClassifyBasic {Μόνον βασικοί κωδικοί ("B12", ...)}
translate G ClassifyExtended {Επεκτάσεις Scid ("B12j", ...)}

# Compaction:
translate G NameFile {Αρχείο ονομάτων}
translate G GameFile {Αρχείο παρτίδων}
translate G Names {Ονόματα}
translate G Unused {Μη χρησιμοποιημένα}
translate G SizeKb {Μέγεθος (kb)}
translate G CurrentState {Τρέχουσα κατάσταση}
translate G AfterCompaction {Μετά την συμπίεση}
translate G CompactNames {Συμπιεσμένο αρχείο ονομάτων}
translate G CompactGames {Συμπιεσμένο αρχείο παρτίδων}
translate G NoUnusedNames "Δεν υπάρχουν ονόματα που δεν χρησιμοποιούνται, γι' αυτό το αρχείο ονομάτων είναι πλήρως συμπιεσμένο."
translate G NoUnusedGames "Το αρχείο παρτίδων είναι ήδη πλήρως συμπιεσμένο."
translate G NameFileCompacted {Το αρχείο ονομάτων για την βάση δεδομένων "[file tail [sc_base filename]]" συμπιέστηκε.}
translate G GameFileCompacted {Το αρχείο παρτίδων για την βάση δεδομένων "[file tail [sc_base filename]]" συμπιέστηκε.}

# Sorting:
translate G SortCriteria {Κριτήρια}
translate G AddCriteria {Προσθήκη κριτηρίων}
translate G CommonSorts {Κοινές ταξινομήσεις}
translate G Sort {Ταξινόμηση}

# Exporting:
translate G AddToExistingFile {Να προστεθούν οι παρτίδες σε υπάρχον αρχείο;}
translate G ExportComments {Να εξαχθούν τα σχόλια;}
translate G ExportVariations {Να εξαχθούν οι βαριάντες}
translate G IndentComments {Να έχουν εσοχές τα σχόλια;}
translate G IndentVariations {Να έχουν εσοχές οι βαριάντες;}
translate G ExportColumnStyle {Είδος στήλης (μια κίνηση ανά γραμμή);}
translate G ExportSymbolStyle {Είδος συμβολικού υπομνηματισμού:}
translate G ExportStripMarks {Να απομακρυνθούν τα σημάδια τετραγώνου/βέλους από τα σχόλια;}

# Goto game/move dialogs:
translate G LoadGameNumber {Εισάγετε τον αριθμό παρτίδας για φόρτωση:}
translate G GotoMoveNumber {Μετάβαση στην κίνηση αριθμός:}

# Copy games dialog:
translate G CopyGames {Αντιγραφή παρτίδων}
translate G CopyConfirm {
 Θέλετε πράγματι να αντιγράψετε τις
 [::utils::thousands $nGamesToCopy] φιλτραρισμένες παρτίδες
 της βάσης δεδομένων "$fromName"
 στην βάση δεδομένων "$targetName";
}
translate G CopyErr {Αδύνατη η αντιγραφή των παρτίδων}
translate G CopyErrSource {η αρχική βάση δεδομένων}
translate G CopyErrTarget {η τελική βάση δεδομένων}
translate G CopyErrNoGames {δεν διαθέτει παρτίδες στο φίλτρο της}
translate G CopyErrReadOnly {είναι μόνον για ανάγνωση}
translate G CopyErrNotOpen {δεν είναι ανοικτή}

# Colors:
translate G LightSquares {Λευκά τετράγωνα}
translate G DarkSquares {Μαύρα τετράγωνα}
translate G SelectedSquares {Επιλεγμένα τετράγωνα}
translate G SuggestedSquares {Τετράγωνα που προτείνονται για την κίνηση}
translate G WhitePieces {Λευκά κομμάτια}
translate G BlackPieces {Μαύρα κομμάτια}
translate G WhiteBorder {Λευκό περίγραμμα}
translate G BlackBorder {Μαύρο περίγραμμα}

# Novelty window:
translate G FindNovelty {Εύρεση νεοτερισμού}
translate G Novelty {Νεοτερισμός}
translate G NoveltyInterrupt {Η αναζήτηση νεοτερισμού διακόπηκε}
translate G NoveltyNone {Δεν βρέθηκε νεοτερισμός για αυτή την παρτίδα}
translate G NoveltyHelp {
Το Scid θα βρει την πρώτη κίνηση της τρέχουσας παρτίδας η οποία καταλήγει σε θέση που δεν υπάρχει στην επιλεχθείσα βάση δεδομένων ή στο βιβλίο ECO των ανοιγμάτων.
}

# Sounds configuration:
translate G SoundsFolder {Κατάλογος αρχείων ήχου}
translate G SoundsFolderHelp {Ο κατάλογος πρέπει να περιέχει τα αρχεία King.wav, a.wav, 1.wav, κλπ.}
translate G SoundsAnnounceOptions {Επιλογές αναγγελίας κίνησης}
translate G SoundsAnnounceNew {Αναγγελία των νέων κινήσεων καθώς εκτελούνται}
translate G SoundsAnnounceForward {Αναγγελία όταν πρόκειται για μια κίνηση προς τα εμπρός}
translate G SoundsAnnounceBack {Αναγγελία όταν πρόκειται για αναδρομή ή για κίνηση προς τα πίσω}

# Upgrading databases:
translate G Upgrading {Ενημέρωση}
translate G ConfirmOpenNew {
Αυτή η βάση δεδομένων είναι παλαιάς μορφής (Scid 3) την οποία δεν μπορεί να ανοίξει το Scid 4, αλλά έχει ήδη δημιουργηθεί μια έκδοσή της νέας μορφής (Scid 4).

Θέλετε να ανοίξετε την βάση δεδομένων νέας μορφής;
}
translate G ConfirmUpgrade {
Αυτή η βάση δεδομένων είναι παλαιάς μορφής (Scid 3). Πρέπει να δημιουργηθεί μια βάση νέας μορφής για το Scid 4.

Η ανανέωση θα δημιουργήσει μια νέα έκδοση της βάσης δεδομένων και κατόπιν θα διαγράψει τα αρχικά αρχεία.

Αυτό ίσως διαρκέσει λίγο χρόνο, αλλά θα χρειαστεί να το κάνετε μόνο μια φορά. Μπορείτε να ακυρώσετε την διαδικασία αν διαρκεί πάρα πολύ.

Θέλετε να ενημερώσετε αυτή την βάση δεδομένων τώρα;
}

# Recent files options:
translate G RecentFilesMenu {Πλήθος των πρόσφατων αρχείων του μενού Αρχείο}
translate G RecentFilesExtra {Πλήθος των πρόσφατων αρχείων του επιπλέον υπομενού}

# My Player Names options:
translate G MyPlayerNamesDescription {
Δημιουργήστε παρακάτω μια λίστα των ονομάτων των προτιμόμενων παικτών, ένα για κάθε γραμμή. Τα συμβολα μπαλαντέρ (π.χ. "?" για κάνε έναν μοναδικό χαρακτήρα, "*" για οποιαδήποτε ακολουθία χαρακτήρων) επιτρέπονται.

Κάθε φορά που θα φορτώνεται μια παρτίδα με παίκτη που υπάρχειστην λίστα, αν είναι απαραίτητο η σκακιέρα του κυρίως παραθύρου θα περιστρέφεται ώστε η παρτίδα να προβάλεται από την μεριά αυτού του παίκτη.
}

#Coach
translate G showblunderexists {εμφάνιση ότι το σφάλμα υπάρχει}
translate G showblundervalue {εμφάνιση της αξίας του σφάλματος}
translate G showscore {εμφάνιση σκορ}
translate G coachgame {διδασκαλία παρτίδας}
translate G configurecoachgame {Προσαρμογή τακτικής παρτίδας}
translate G configuregame {Προσαρμογή παρτίδας}
translate G Phalanxengine {Μηχανή Phalanx}
translate G Coachengine {Μηχανή Coach}
translate G difficulty {δυσκολία}
translate G hard {δύσκολη}
translate G easy {εύκολη}
translate G Playwith {Παιχνίδι με}
translate G white {λευκά}
translate G black {μαύρα}
translate G both {και τα δυο}
translate G Play {Παιχνίδι}
translate G Noblunder {Χωρίς σφάλματα}
translate G blunder {σφάλμα}
translate G Noinfo {-- Καμια πληροφορία --}
translate G PhalanxOrTogaMissing {Δεν βρέθηκε Phalanx ή Toga}
translate G moveblunderthreshold {η κίνηση είναι σφάλμα αν η απώλεια είναι μεγαλύτερη από}
translate G limitanalysis {περιορισμός του χρόνου ανάλυσης της μηχανής}
translate G seconds {δευτερόλεπτα}
translate G Abort {Ματαίωση}
translate G Resume {Επανάληψη}
translate G OutOfOpening {Εκτός ανοίγματος}
translate G NotFollowedLine {Δεν ακολοθήσατε την γραμμή}
translate G DoYouWantContinue {Θέλετε να συνεχίσετε;}
translate G CoachIsWatching {Ο προπονητής παρακολουθεί}
translate G Ponder {Μόνιμη σκέψη}
translate G LimitELO {Περιορισμός της δύναμης ELO}
translate G DubiousMovePlayedTakeBack {Η κίνηση που παίχτηκε είναι αμφίβολη, θέλετε να την αναιρέσετε;}
translate G WeakMovePlayedTakeBack {Η κίνηση που παίχτηκε είναι αδύναμη, θέλετε να την αναιρέσετε;}
translate G BadMovePlayedTakeBack {Η κίνηση που παίχτηκε είναι κακή, θέλετε να την αναιρέσετε;}
translate G Iresign {Παραιτούμαι}
translate G yourmoveisnotgood {η κίνησή σας δεν είναι καλή}
translate G EndOfVar {Τέλος βαριάντας}
translate G Openingtrainer {Προπόνηση ανοιγμάτων}
translate G DisplayCM {Εμφάνιση υποψήφιων κινήσεων}
translate G DisplayCMValue {Εμφάνιση των αξιών των υποψήφιων κινήσεων}
translate G DisplayOpeningStats {Εμφάνιση στατιστικών}
translate G ShowReport {Εμφάνιση έκθεσης}
translate G NumberOfGoodMovesPlayed {οι καλές κινήσεις που παίχτηκαν}
translate G NumberOfDubiousMovesPlayed {οι αμφίβολες κινήσεις που παίχτηκαν}
translate G NumberOfMovesPlayedNotInRepertoire {οι κινήσεις που παίχτηκαν δεν υπάρχουν στο ρεπερτόριο}
translate G NumberOfTimesPositionEncountered {φορές εμφάνισης της θέσης}
translate G PlayerBestMove  {Να επιτρέπονται μόνον οι καλύτερες κινήσεις}
translate G OpponentBestMove {Ο αντίπαλος παίζει τις καλύτερες κινήσεις}
translate G OnlyFlaggedLines {Μόνον γραμμές με σημαίες}
translate G resetStats {Μηδενισμός στατιστικών}
translate G Repertoiretrainingconfiguration {Προσαρμογή προπόνησης ρεπερτορίου}
translate G Loadingrepertoire {Φόρτωση ρεπερτορίου}
translate G Movesloaded {Κινήσεις που φορτώθηκαν}
translate G Repertoirenotfound {Το ρεπερτόριο δεν βρέθηκε}
translate G Openfirstrepertoirewithtype {Πρώτα άνοιγμα μιας βάσης δεδομένων ρεπερτορίου με την εικόνα ή/και τον τύπο τοποθετημένη στην δεξιά πλευρά}
translate G Movenotinrepertoire {Η κίνηση δεν υπάρχει στο ρεπερτόριο}
translate G PositionsInRepertoire {Θέσεις στο ρεπερτόριο}
translate G PositionsNotPlayed {Θέσεις που δεν παίχτηκαν}
translate G PositionsPlayed {Θέσεις που παίχτηκαν}
translate G Success {Επιτυχία}
translate G DubiousMoves {Αμφίβολες κινήσεις}
translate G OutOfRepertoire {Εκτός ρεπερτορίου}
translate G ConfigureTactics {Προσαρμογή τακτικής}
translate G ResetScores {Μηδενισμός σκορ}
translate G LoadingBase {Φόρτωση βάσης}
translate G Tactics {Τακτική}
translate G ShowSolution {Εμφάνιση λύσης}
translate G NextExercise {Επόμενη άσκηση}
translate G PrevExercise {Προηγούμενη άσκηση}
translate G StopTraining {Διακοπή προπόνησης}
translate G Next {Επόμενο}
translate G ResettingScore {Μηδενισμός σκορ}
translate G LoadingGame {Φόρτωση παρτίδας}
translate G MateFound {Βρέθηκε ματ}
translate G BestSolutionNotFound {Δεν βρέθηκε βέλτιστη λύση !}
translate G MateNotFound {Δεν βρέθηκε ματ}
translate G ShorterMateExists {Υπάρχει συντομότερο ματ}
translate G ScorePlayed {Score played}
translate G Expected {αναμενόμενη}
translate G ChooseTrainingBase {Επιλογή προπονητικής βάσης δεδομένων}
translate G Thinking {Ανάλυση}
translate G AnalyzeDone {Η ανάλυση ολοκληρώθηκε}
translate G WinWonGame {Κερδισμένη παρτίδα}
translate G Lines {Γραμμές}
translate G ConfigureUCIengine {Προσαρμογή μηχανής UCI}
translate G SpecificOpening {Συγκεκριμένο άνοιγμα}
translate G StartNewGame {Έναρξη νέας παρτίδας}
translate G FixedLevel {Σταθερό επίπεδο}
translate G Opening {Άνοιγμα}
translate G RandomLevel {Τυχαίο επίπεδο}
translate G StartFromCurrentPosition {Εκκίνηση από την τρέχουσα θέση}
translate G FixedDepth {Σταθερού βάθους}
translate G Nodes {Κόμβοι}
translate G Depth {Βάθος}
translate G Time {Χρόνος} 
translate G SecondsPerMove {Δευτερόλεπτα ανά κίνηση}
translate G Engine {Μηχανή}
translate G TimeMode {Λειτουργία χρόνου}
translate G TimeBonus {Χρόνος + δώρο}
translate G TimeMin {min}
translate G TimeSec {sec}
translate G AllExercisesDone {Ολοκληρώθηκαν όλες οι ασκήσεις}
translate G MoveOutOfBook {Κίνηση εκτός βιβλίου}
translate G LastBookMove {Κίνηση τελευταίου βιβλίου}
translate G AnnotateSeveralGames {Υπομνηματισμός πολλαπλών παρτίδων \nαπό την τρέχουσα σε :}
translate G FindOpeningErrors {Εύρεση σφαλμάτων ανοιγμάτων}
translate G MarkTacticalExercises {Σημάδεμα ασκήσεων τακτικής}
translate G UseBook {Χρήση του βιβλίου}
translate G MultiPV {Πολλαπλές βαριάντες}
translate G Hash {Μνήμη κατατεμαχισμού (hash)}
translate G OwnBook {Χρήση του βιβλίου της μηχανής}
translate G BookFile {Βιβλίο ανοιγμάτων}
translate G AnnotateVariations {Υπομνηματισμός βαριαντών}
translate G ShortAnnotations {Σύντομος υπομνηματισμός}
translate G addAnnotatorTag {Προσθήκη εκτικέτας του υπομνηματιστή}
translate G AddScoreToShortAnnotations {Προσθήκη σκορ στους υπομνηματισμούς}
translate G Export {Εξαγωγή}
translate G BookPartiallyLoaded {Το βιβλίο φορτώθηκε μερικώς}
translate G Calvar {Υπολογισμο βαριαντών}
translate G ConfigureCalvar {Προσαρμογή}
# Opening names used in tacgame.tcl
translate G Reti {Reti}
translate G English {Αγγλική}
translate G d4Nf6Miscellaneous {1.d4 Nf6 Διάφορες άλλες}
translate G Trompowsky {Trompowsky}
translate G Budapest {Βουδαπέστης}
translate G OldIndian {Παλαιά Ινδική}
translate G BenkoGambit {Γκαμπί Benko}
translate G ModernBenoni {Σύγχρονη Benoni}
translate G DutchDefence {Ολλανδική άμυνα}
translate G Scandinavian {Σκανδιναβική}
translate G AlekhineDefence {Άμυνα Αλιέχιν}
translate G Pirc {Pirc}
translate G CaroKann {Caro-Kann}
translate G CaroKannAdvance {Caro-Kann Advance}
translate G Sicilian {Σικελική}
translate G SicilianAlapin {Σικελική Αλάπιν}
translate G SicilianClosed {Σικελική Κλειστή}
translate G SicilianRauzer {Σικελική Rauzer}
translate G SicilianDragon {Σικελικός Δράκος}
translate G SicilianScheveningen {Σικελική Σεβενίγκεν}
translate G SicilianNajdorf {Sicilian Νάιντορφ}
translate G OpenGame {Ανοικτή παρτίδα}
translate G Vienna {Βιέννη}
translate G KingsGambit {Γκαμπί του Βασιλιά}
translate G RussianGame {Ρωσική παρτίδα}
translate G ItalianTwoKnights {Ιταλική/Δυο Ίππων}
translate G Spanish {Ισπανική}
translate G SpanishExchange {Ισπανική Ανταλλαγής}
translate G SpanishOpen {Ισπανικό άνοιγμα}
translate G SpanishClosed {Ισπανική Κλειστή}
translate G FrenchDefence {Γαλλική Άμυνα}
translate G FrenchAdvance {Γαλλική Advance}
translate G FrenchTarrasch {Γαλλική Τάρρας}
translate G FrenchWinawer {Γαλλική Γουίναγουερ}
translate G FrenchExchange {Γαλλική Ανταλλαγής}
translate G QueensPawn {Πιόνι Βασίλισσας}
translate G Slav {Σλαβική}
translate G QGA {Γκαμπί της Βασίλισσας Αποδεκτό (QGA)}
translate G QGD {Γκαμπί της Βασίλισσας μη Αποδεκτό (QGD)}
translate G QGDExchange {Γκαμπί της Βασίλισσας μη Αποδεκτό Ανταλλαγής}
translate G SemiSlav {Ημι-Σλαβική}
translate G QGDwithBg5 {Γκαμπί της Βασίλισσας μη Αποδεκτό με Bg5}
translate G QGDOrthodox {Ορθόδοξο Γκαμπί της Βασίλισσας μη Αποδεκτό}
translate G Grunfeld {Γρκύνφελντ}
translate G GrunfeldExchange {Γκρύνφελντ Ανταλλαγής}
translate G GrunfeldRussian {Γκρύνφελντ Ρωσική}
translate G Catalan {Καταλανική}
translate G CatalanOpen {Καταλανική Ανοικτή}
translate G CatalanClosed {Καταλανική Κλειστή}
translate G QueensIndian {Ινδική της Βασίλισσας}
translate G NimzoIndian {Νιμτσοϊνδική}
translate G NimzoIndianClassical {Κλασσική Νιμτσοϊνδική}
translate G NimzoIndianRubinstein {Νιμτσοϊνδική Ρουμπινστάιν}
translate G KingsIndian {Ινδική του Βασιλιά}
translate G KingsIndianSamisch {Ινδική του Βασιλιά Σέμις}
translate G KingsIndianMainLine {Κύρια Γραμμή Ινδικής του Βασιλιά}

# FICS
translate G ConfigureFics {Προσαρμογή FICS}
translate G FICSGuest {Σύνδεση ως Καλεσμένος/η}
translate G FICSServerPort {Θύρα Διακομηστή}
translate G FICSServerAddress {Διεύθυνση IP}
translate G FICSRefresh {Ανανέωση}
translate G FICSTimesealPort {Θύρα Timeseal}
translate G FICSSilence {Φίλτρο κονσόλας}
translate G FICSOffers {Προσφορές}
translate G FICSConsole {Κονσόλα}
translate G FICSGames {Παρτίδες}
translate G FICSUnobserve {Διακοπή παρακολούθησης παρτίδας}
translate G FICSProfile {Εμφάνιση του ιστορικού και του προφίλ σας}
translate G FICSRelayedGames {Αναμεταδιδόμενες παρτίδες}
translate G FICSFindOpponent {Εύρεση αντιπάλου}
translate G FICSTakeback {Αναίρεση}
translate G FICSTakeback2 {Αναίρεση 2}
translate G FICSInitTime {Αρχικός χρόνος (min)}
translate G FICSIncrement {Προσαύξηση (sec)}
translate G FICSRatedGame {Παρτίδα βαθμολόγησης}
translate G FICSAutoColour {αυτόματο}
translate G FICSManualConfirm {χειροκίνηση επιβεβαίωση}
translate G FICSFilterFormula {Φίλτρο με φόρμουλα}
translate G FICSIssueSeek {Αναζήτηση τεύχους}
translate G FICSChallenge {Πρόκληση}
translate G FICSAccept {αποδεκτή}
translate G FICSDecline {μη αποδεκτή}
translate G FICSColour {Χρώμα}
translate G FICSSend {αποστολή}
translate G FICSConnect {Σύνδεση}
translate G FICSdefaultuservars {Χρήση αρχικών μεταβλητών}
translate G FICSObserveconfirm {Θέλετε να παρακολουθήσετε την παρτίδα}
# ====== TODO To be translated ======
translate G FICSpremove {Enable premove}

# Game review
translate G GameReview {Επισκόπηση παρτίδας}
translate G GameReviewTimeExtended {Ο χρόνος επεκτάθηκε}
translate G GameReviewMargin {Περιθώριο λάθους}
translate G GameReviewAutoContinue {Αυτόματη συνέχιση όταν η κίνηση είναι σωστή}
translate G GameReviewReCalculate {Χρήση εκτεταμένου χρόνου}
translate G GameReviewAnalyzingMovePlayedDuringTheGame {Γίνεται ανάλυση της κίνησης που παίχτηκε κατά την διάρκεια της παρτίδας}
translate G GameReviewAnalyzingThePosition {Γίνεται ανάλυση της θέσης}
translate G GameReviewEnterYourMove {Εισάγετε την κίνησή σας}
translate G GameReviewCheckingYourMove {Ελέγχεται η κίνησή σας}
translate G GameReviewYourMoveWasAnalyzed {Η κίνησή σας αναλύθηκε}
translate G GameReviewYouPlayedSameMove {Παίξατε την ίδια κίνηση όπως και στο ματς}
translate G GameReviewScoreOfYourMove {Το σκορ της κίνησής σας}
translate G GameReviewGameMoveScore {Το σκορ κίνησης της παρτίδας}
translate G GameReviewEngineScore {Το σκορ της μηχανής}
translate G GameReviewYouPlayedLikeTheEngine {Παίξατε το ίδιο καλά με την μηχανή}
translate G GameReviewNotEngineMoveButGoodMove {Η κίνηση δεν είναι της μηχανής, αλλά είναι μια καλή κίνηση}
translate G GameReviewMoveNotGood {Η κίνηση αυτή δεν είναι καλή, το σκορ είναι}
translate G GameReviewMovesPlayedLike {Κινήσεις που παίχτηκαν σαν}
translate G GameReviewMovesPlayedEngine {Κινήσεις που παίχτηκαν σαν της μηχανής}

# Correspondence Chess Dialogs:
translate G CCDlgConfigureWindowTitle {Προσαρμογή Σκακιού Δι' αλληλογραφίας}
translate G CCDlgCGeneraloptions {Γενκές επιλογές}
translate G CCDlgDefaultDB {Αρχική Βάση δεδομένων:}
translate G CCDlgInbox {ΕισερχόμεναInbox (διαδρομή):}
translate G CCDlgOutbox {Εξερχόμενα (διαδρομή):}
translate G CCDlgXfcc {Παραμετροποίηση Xfcc:}
translate G CCDlgExternalProtocol {Χειριστής Εξωτερικού Πρωτοκόλου (π.χ. Xfcc)}
translate G CCDlgFetchTool {Εργαλείο ανάκτησης:}
translate G CCDlgSendTool {Εργαλείο αποστολής:}
translate G CCDlgEmailCommunication {Επικοινωνία eMail}
translate G CCDlgMailPrg {Πρόγραμμα αλληλογραφίας:}
translate G CCDlgBCCAddr {Διεύθυνση (B)CC:}
translate G CCDlgMailerMode {Λειτουργία:}
translate G CCDlgThunderbirdEg {π.χ. Thunderbird, Mozilla Mail, Icedove...}
translate G CCDlgMailUrlEg {π.χ. Evolution}
translate G CCDlgClawsEg {π.χ. Sylpheed Claws}
translate G CCDlgmailxEg {π.χ. mailx, mutt, nail...}
translate G CCDlgAttachementPar {Παράμτερος επισυναπτόμενου:}
translate G CCDlgInternalXfcc {Χρήση της εσωτερικής υποστήριξης Xfcc}
translate G CCDlgConfirmXfcc {Επιβεβαίωση κινήσεων}
translate G CCDlgSubjectPar {Παράμετρος Θέματος:}
translate G CCDlgDeleteBoxes {Κενό Εισ/Εξερχόμενα}
translate G CCDlgDeleteBoxesText {Θέλετε πράγματι να αδειάσετε τους καταλόγους Εισερχομένων και Εξερχομένων;\nΚάτι τέτοιο απαιτεί έναν νέο συγχρονισμός για να εμφανιστεί η πρόσφατη κατάσταση των παρτίδων σας.}
translate G CCDlgConfirmMove {Επιβεβαίωση κίνησης}
translate G CCDlgConfirmMoveText {Αν επιβεβαιώσετε, θα σταλούν στον διακομηστή η ακόλουθη κίνηση και το ακόλουθο σχόλιο:}
translate G CCDlgDBGameToLong {Αντιφατική Mainline}
translate G CCDlgDBGameToLongError {Η mainline της βάσης δεδομένων σας είναι μεγαλύτερη από ό,τι η παρτίδα στα Εισερχόμενά σας. Αν τα Εισερχόμενα περιέχουν τρέχουσες παρτίδες, δηλαδή, αμέσως μετά από έναν συγχρονισμός, κάποιες κινήσεις προστέθηκαν στην mainline της βάσης δεδομένων με τρόπο λανθασμένο.

Στην περίπτωση αυτή συντομεύστε την mainline στην κίνηση (μέγιστο)
}


translate G CCDlgStartEmail {Έναρξη νέας παρτίδας με eMail}
translate G CCDlgYourName {Το όνομά σας:}
translate G CCDlgYourMail {Η ηλ. διεύθυνσή σας:}
translate G CCDlgOpponentName {Όνομα αντιπάλου:}
translate G CCDlgOpponentMail {Ηλ. διεύθυνση αντιπάλου:}
translate G CCDlgGameID {Ταυτότητα παρτίδας (μοναδική):}

translate G CCDlgTitNoOutbox {Scid: Εξερχόμενα Σκακιού Δι' Αλληλογραφίας}
translate G CCDlgTitNoInbox {Scid: Εισερχόμενα Σκακιού Δι' Αλληλογραφίας}
translate G CCDlgTitNoGames {Scid: Δεν υπάρχουν παρτίδες δι' αλληλογραφίας}
translate G CCErrInboxDir {Κατάλογος εισερχομένων σκακιού δι' αλληλογραφίας:}
translate G CCErrOutboxDir {Κατάλογος εξερχομένων σκακιού δι' αλληλογραφίας:}
translate G CCErrDirNotUsable {δεν υπάρχει ή δεν είναι προσβάσιμος!\nΠαρακαλώ ελέγξτε και διορθώστε τις ρυθμίσεις.}
translate G CCErrNoGames {does not contain any games!\nPlease fetch them first.}

translate G CCDlgTitNoCCDB {Scid: Δεν υπάρχει βάση δεδομένων αλληλογραφίας}
translate G CCErrNoCCDB {Δεν ανοίχτηκε κάποια βάση δεδομένων τύπου 'Αλληλογραφία'. Παρακαλώ ανοίξτε μια πριν χρησιμοποιήσετε τις λειτουργίες σκακιού δι' αλληλογραφίας.}

translate G CCFetchBtn {Ανάκτηση παρτίδων από τον διακομηστή και επεξεργασία Εισερχομένων}
translate G CCPrevBtn {Μετάβαση σε προηγούμενη παρτίδα}
translate G CCNextBtn {Μετάβαση σε επόμενη παρτίδα}
translate G CCSendBtn {Αποστολή κίνησης}
translate G CCEmptyBtn {Εκκένωση Εισερχομένων και Εξερχομένων}
translate G CCHelpBtn {Βοήθεια για τα εικονίδια και τους δείκτες κατάστασης.\nΓια γενική Βοήθεια πατήστε F1!}

translate G CCDlgServerName {ΌΝομα διακομηστή:}
translate G CCDlgLoginName  {Όνομα σύνδεσης:}
translate G CCDlgPassword   {Κωδικός:}
translate G CCDlgURL        {Xfcc-URL:}
translate G CCDlgRatingType {Τύπως αξιολόγησης:}

translate G CCDlgDuplicateGame {Μη μοναδική ταυτότητα παρτίδας}
translate G CCDlgDuplicateGameError {Η παρτίδα αυτή υπάρχει περισσότερες από μια φορές στην βάση δεδομένων σας. Παρακαλώ διαγράψτε τις διπλότυπες και συμπιέστε το αρχείο παρτίδων σας (Αρχείο/Συντήρηση/Συμπίεση βάσης δεδομένων).}

translate G CCDlgSortOption {Ταξινόμηση:}
translate G CCDlgListOnlyOwnMove {Μόνον παρτίδες στις οποίες παίζω εγώ}
translate G CCOrderClassicTxt {Τοποθεσία, Διοργάνωση, Γύρος, Αποτέλεσμα, Λευκά, Μαύρα}
translate G CCOrderMyTimeTxt {Το ρολόι μου}
translate G CCOrderTimePerMoveTxt {Χρόνος ανά κίνηση μέχρι τον επόμενο έλεγχο χρόνου}
translate G CCOrderStartDate {Ημερομηνία έναρξης}
translate G CCOrderOppTimeTxt {Ρολόι αντιπάλου}

translate G CCDlgConfigRelay {Παρακολούθηση παρτίδων}
translate G CCDlgConfigRelayHelp {Μετάβαση στην σελίδα παρτίδας http://www.iccf-webchess.com και εμφάνιση της παρτίδας για παρακολούθηση. Αν βλέπετε την σκακιέρα αντιγράψτε την διεύθυνση URL από τον φυλλομετρητή σας στην παρακάτω λίστα. Μόνον ένα URL ανά γραμμή!\nΠαράδειγμα: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}

# Connect Hardware dialogs
translate G ExtHWConfigConnection {Προσαρμογή εξωτερικών συσκευών}
translate G ExtHWPort {Θύρα}
translate G ExtHWEngineCmd {Εντολή μηχανής}
translate G ExtHWEngineParam {Παράμετροι μηχανής}
translate G ExtHWShowButton {Εμφάνιση κουμπιού}
translate G ExtHWHardware {Συσκευές}
translate G ExtHWNovag {Novag Citrine}
translate G ExtHWInputEngine {Μηχανής εισόδου}
translate G ExtHWNoBoard {No board}
translate G NovagReferee {Διαιτητής}

# Input Engine dialogs
translate G IEConsole {Κονσόλα εισόδου μηχανής}
translate G IESending {Κινήσεις που εστάλησαν για}
translate G IESynchronise {Συγχρονισμός}
translate G IERotate  {Περιστροφή}
translate G IEUnableToStart {Αδυναμία εκκίνησης της μηχανής εισόδου:}


# Calculation of Variations
translate G DoneWithPosition {Ολοκλήρωση της θέσης}

translate G Board {Σκακιέρα}
translate G showGameInfo {Εμφάνιση πληροφοριών παρτίδας}
translate G autoResizeBoard {Αυτόματη αλλαγή μεγέθους σκακιέρας}
translate G DockTop {Μετάβαση στην κορυφή}
translate G DockBottom {Μετάβαση στο κάτω μέρος}
translate G DockLeft {Μετάβαση αριστερά}
translate G DockRight {Μετάβαση δεξιά}
translate G Undock {Αποκόληση}

# Switcher window
translate G ChangeIcon {Αλλαγή εικονιδίου...}

}
# end of greek.tcl
# hungary.tcl:
# Hungarian text for menu names and status bar help messages for SCID
# Translated by: G�bor Sz�ts

addLanguage H Hungarian 0 iso8859-2

proc setLanguage_H {} {

# File menu:
menuText H File "F�jl" 0
menuText H FileNew "�j..." 0 {�j SCID-adatb�zis l�trehoz�sa}
menuText H FileOpen "Megnyit..." 3 {Megl�v� SCID-adatb�zis megnyit�sa}
menuText H FileClose "Bez�r" 2 {Az akt�v SCID-adatb�zis bez�r�sa}
menuText H FileFinder "F�jlkeres�" 0 {Kinyitja a F�jlkeres� ablakot.}
menuText H FileBookmarks "K�nyvjelz�k" 0 {K�nyvjelz�men� (gyorsbillenty�: Ctrl+B)}
menuText H FileBookmarksAdd "�j k�nyvjelz�" 0 \
  {Megjel�li az aktu�lis j�tszm�t �s �ll�st.}
menuText H FileBookmarksFile "K�nyvjelz� ment�se" 11 \
  {Az �ll�shoz tartoz� k�nyvjelz�t k�l�n k�nyvt�rba teszi.}
menuText H FileBookmarksEdit "K�nyvjelz�k szerkeszt�se..." 13 \
  {K�nyvjelz�k szerkeszt�se}
menuText H FileBookmarksList "Megjelen�t�s listak�nt" 13 \
  {A k�nyvjelz�k k�nyvt�rai nem almen�k�nt, hanem listak�nt jelennek meg.}
menuText H FileBookmarksSub "Megjelen�t�s almen�k�nt" 13 \
  {A k�nyvjelz�k k�nyvt�rai nem listak�nt, hanem almen�k�nt jelennek meg.}
menuText H FileMaint "Gondoz�s" 0 {SCID adatb�zisgondoz� eszk�z�k}
menuText H FileMaintWin "Adatb�zisgondoz� ablak" 0 \
  {Kinyitja/becsukja az SCID adatb�zisgondoz� ablakot.}
menuText H FileMaintCompact "Adatb�zis t�m�r�t�se..." 10 \
  {Elt�vol�tja az adatb�zisb�l a t�r�lt j�tszm�kat �s a haszn�laton k�v�l �ll� neveket.}
menuText H FileMaintClass "Oszt�lyba sorol�s..." 0 \
  {�jra kisz�m�tja az �sszes j�tszma ECO-k�dj�t.}
menuText H FileMaintSort "Rendez�s..." 0 \
  {Rendezi az adatb�zis �sszes j�tszm�j�t.}
menuText H FileMaintDelete "Ikerj�tszm�k t�rl�se..." 0 \
  {Megkeresi az ikerj�tszm�kat, �s megjel�li �ket t�rl�sre.}
menuText H FileMaintTwin "Ikerkeres� ablak" 4 \
  {Kinyitja/becsukja az ikerkeres� ablakot.}
menuText H FileMaintName "Nevek helyes�r�sa" 0 {N�vszerkeszt� �s helyes�r�si eszk�z�k}
menuText H FileMaintNameEditor "N�vszerkeszt�" 0 \
  {Kinyitja/becsukja a n�vszerkeszt� ablakot.}
menuText H FileMaintNamePlayer "J�t�kosnevek ellen�rz�se..." 0 \
  {A helyes�r�s-ellen�rz� f�jl seg�ts�g�vel ellen�rzi a j�t�kosok nev�t.}
menuText H FileMaintNameEvent "Esem�nynevek ellen�rz�se..." 0 \
  {A helyes�r�s-ellen�rz� f�jl seg�ts�g�vel ellen�rzi esem�nyek nev�t.}
menuText H FileMaintNameSite "Helynevek ellen�rz�se..." 0 \
  {A helyes�r�s-ellen�rz� f�jl seg�ts�g�vel ellen�rzi a helysz�nek nev�t.}
menuText H FileMaintNameRound "Fordul�nevek ellen�rz�se..." 0 \
  {A helyes�r�s-ellen�rz� f�jl seg�ts�g�vel ellen�rzi a fordul�k nev�t.}
menuText H FileReadOnly "�r�sv�delem..." 0 \
  {Az aktu�lis adatb�zist csak olvashat�v� teszi, nehogy meg lehessen v�ltoztatni.}
menuText H FileSwitch "Adatb�zisv�lt�s" 0 \
  {�tv�lt egy m�sik megnyitott adatb�zisra.}
menuText H FileExit "Kil�p" 2 {Kil�p SCID-b�l.}
menuText H FileMaintFixBase "Megrong�l�dott adatb�zis jav�t�sa" 25 {Megpr�b�lja megjav�tani a megrong�l�dott adatb�zist.}

# Edit menu:
menuText H Edit "Szerkeszt�s" 1
menuText H EditAdd "�j v�ltozat" 0 {Enn�l a l�p�sn�l �j v�ltozatot sz�r be a j�tszm�ba.}
menuText H EditDelete "V�ltozat t�rl�se" 9 {T�r�l egy v�ltozatot enn�l a l�p�sn�l.}
menuText H EditFirst "Els� v�ltozatt� tesz" 0 \
  {Els� helyre teszi a v�ltozatot a list�n.}
menuText H EditMain "F�v�ltozatt� tesz" 0 \
  {A v�ltozatot f�v�ltozatt� l�pteti el�.}
menuText H EditTrial "V�ltozat kipr�b�l�sa" 0 \
  {Elind�tja/meg�ll�tja a pr�ba�zemm�dot, amellyel egy elgondol�st lehet a t�bl�n kipr�b�lni.}
menuText H EditStrip "Lecsupasz�t" 2 {Elt�vol�tja a megjegyz�seket vagy a v�ltozatokat ebb�l a j�tszm�b�l.}
# ====== TODO To be translated ======
menuText H EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText H EditRedo "Redo" 0 {Redo last game change}
menuText H EditStripComments "Megjegyz�sek" 0 \
  {Elt�vol�tja az �sszes megjegyz�st �s elemz�st ebb�l a j�tszm�b�l.}
menuText H EditStripVars "V�ltozatok" 0 {Elt�vol�tja az �sszes v�ltozatot ebb�l a j�tszm�b�l.}
menuText H EditStripBegin "Az elej�t�l" 3 \
  {Lev�gja a j�tszma elej�t}
menuText H EditStripEnd "A v�g�ig" 2 \
  {Lev�gja a j�tszma v�g�t}
menuText H EditReset "Ki�r�ti a V�g�asztalt" 2 \
  {Alaphelyzetbe hozza a V�g�asztalt, hogy az teljesen �res legyen.}
menuText H EditCopy "A V�g�asztalra m�solja ezt a j�tszm�t." 15 \
  {Ezt a j�tszm�t �tm�solja a V�g�asztal adatb�zisba.}
menuText H EditPaste "Beilleszti az utols� j�tszm�t a V�g�asztalr�l." 0 \
  {A V�g�asztal akt�v j�tszm�j�t beilleszti ide.}
menuText H EditPastePGN "A v�g�lap tartalm�t PGN-j�tszmak�nt beilleszti" 20 \
  {A v�g�lap tartalm�t PGN-jel�l�s� j�tszm�nak tekinti, �s idem�solja.}
menuText H EditSetup "Kezd��ll�s fel�ll�t�sa..." 14 \
  {Fel�ll�tja a kezd��ll�st ehhez a j�tszm�hoz.}
menuText H EditCopyBoard "�ll�s m�sol�sa FEN-k�nt" 17 \
  {Az aktu�lis �ll�st FEN-jel�l�ssel a v�g�lapra m�solja.}
menuText H EditPasteBoard "Kezd��ll�s beilleszt�se" 13 \
  {Fel�ll�tja a kezd��ll�st kijel�lt sz�veg (v�g�lap) alapj�n.}

# Game menu:
menuText H Game "J�tszma" 0
menuText H GameNew "�j j�tszma" 0 \
  {�j j�tszm�t kezd; a v�ltoztat�sokat elveti.}
menuText H GameFirst "Bet�lti az els� j�tszm�t." 11 {Bet�lti az els� sz�rt j�tszm�t.}
menuText H GamePrev "Bet�lti az el�z� j�tszm�t." 12 {Bet�lti az el�z� sz�rt j�tszm�t.}
menuText H GameReload "Ism�t bet�lti az aktu�lis j�tszm�t." 0 \
  {�jra bet�lti ezt a j�tszm�t; elvet minden v�ltoztat�st.}
menuText H GameNext "Bet�lti a k�vetkez� j�tszm�t." 10 {Bet�lti a k�vetkez� sz�rt j�tszm�t.}
menuText H GameLast "Bet�lti az utols� j�tszm�t." 11 {Bet�lti az utols� sz�rt j�tszm�t.}
menuText H GameRandom "V�letlenszer�en bet�lt egy j�tszm�t." 0 {V�letlenszer�en bet�lt egy sz�rt j�tszm�t.}
menuText H GameNumber "Megadott sorsz�m� j�tszma bet�lt�se..." 9 \
  {Bet�lti a sorsz�mmal megadott j�tszm�t.}
menuText H GameReplace "Ment�s cser�vel..." 7 \
  {Elmenti ezt a j�tszm�t; fel�l�rja a r�gi v�ltozatot.}
menuText H GameAdd "Ment�s �j j�tszmak�nt..." 0 \
  {Elmenti ezt a j�tszm�t; �j j�tszm�t hoz l�tre az adatb�zisban.}
menuText H GameDeepest "Megnyit�s azonos�t�sa" 10 \
  {Az ECO-k�nyvben szerepl� legnagyobb m�lys�gig megy bele a j�tszm�ba.}
menuText H GameGotoMove "Ugr�s megadott sorsz�m� l�p�shez..." 1 \
  {Megadott sorsz�m� l�p�shez ugrik az aktu�lis j�tszm�ban.}
menuText H GameNovelty "�j�t�s keres�se..." 1 \
  {Megkeresi ebben a j�tszm�ban az els� olyan l�p�st, amely kor�bban nem fordult el�.}

# Search Menu:
menuText H Search "Keres�s" 0
menuText H SearchReset "Sz�r� t�rl�se" 6 {Alaphelyzetbe hozza a sz�r�t, hogy az �sszes j�tszma benne legyen.}
menuText H SearchNegate "Sz�r� neg�l�sa" 6 {Neg�lja a sz�r�t, hogy csak a kiz�rt j�tszm�k legyenek benne.}
menuText H SearchCurrent "Aktu�lis �ll�s..." 0 {A t�bl�n l�v� �ll�st keresi.}
menuText H SearchHeader "Fejl�c..." 0 {Keres�s fejl�c (j�t�kos, esem�ny, stb.) alapj�n}
menuText H SearchMaterial "Anyag/szerkezet..." 6 {Keres�s anyag vagy �ll�sszerkezet alapj�n}
menuText H SearchUsing "Keres�f�jl haszn�lata..." 0 {Keres�s SearchOptions f�jl haszn�lat�val}

# Windows menu:
menuText H Windows "Ablakok" 0
menuText H WindowsComment "Megjegyz�sszerkeszt�" 0 {Megnyitja/bez�rja a megjegyz�sszerkeszt�t.}
menuText H WindowsGList "J�tszm�k list�ja" 9 {Kinyitja/becsukja a j�tszm�k list�j�t mutat� ablakot.}
menuText H WindowsPGN "PGN" 0 \
  {Kinyitja/becsukja a PGN-(j�tszmajegyz�s)-ablakot.}
menuText H WindowsPList "J�t�koskeres�" 0 {Kinyitja/becsukja a j�t�koskeres�t.}
menuText H WindowsTmt "Versenykeres�" 0 {Kinyitja/becsukja a versenykeres�t.}
menuText H WindowsSwitcher "Adatb�zisv�lt�" 0 \
  {Kinyitja/becsukja az adatb�zisv�lt� ablakot.}
menuText H WindowsMaint "Adatb�zisgondoz�" 9 \
  {Kinyitja/becsukja az adatb�zisgondoz� ablakot.}
menuText H WindowsECO "ECO-b�ng�sz�" 0 {Kinyitja/becsukja az ECO-b�ng�sz� ablakot.}
menuText H WindowsRepertoire "Reperto�rszerkeszt�" 0 \
  {Megnyitja/bez�rja a megnyit�si reperto�rszerkeszt�t.}
menuText H WindowsStats "Statisztika" 0 \
  {Kinyitja/becsukja a sz�r�si statisztika ablak�t.}
menuText H WindowsTree "Faszerkezet" 0 {Kinyitja/becsukja a faszerkezet-ablakot.}
menuText H WindowsTB "V�gj�t�kt�bl�zatok" 8 \
  {Kinyitja/becsukja a v�gj�t�kt�bl�zatok ablak�t.}
menuText H WindowsBook "Megnyit�st�rablak" 3 {Kinyitja/becsukja a megnyit�st�rablakot.}
menuText H WindowsCorrChess "Levelez�si sakk" 14 {Open/close the Correspondence window}

# Tools menu:
menuText H Tools "Eszk�z�k" 0
menuText H ToolsAnalysis "Elemz� motor..." 0 \
  {Elind�t/le�ll�t egy sakkelemz� programot.}
menuText H ToolsAnalysis2 "M�sodik elemz� motor..." 1 \
  {Elind�tja/le�ll�tja a 2. sakkelemz� programot.}
menuText H ToolsCross "Versenyt�bl�zat" 0 {Megmutatja az ehhez a j�tszm�hoz tartoz� verseny t�bl�zat�t.}
menuText H ToolsEmail "Levelez�si sakk" 0 \
  {Kinyitja/becsukja az elektronikus sakklevelez�s lebonyol�t�s�ra szolg�l� ablakot.}
menuText H ToolsFilterGraph "Sz�r�grafikon" 0 \
  {Kinyitja/becsukja a sz�r�grafikont mutat� ablakot.}
menuText H ToolsAbsFilterGraph "Abszol�t sz�r�grafikon" 0 {Kinyitja/becsukja az abszol�t �rt�keket mutat� sz�r�grafikon-ablakot}
menuText H ToolsOpReport "Megnyit�si �sszefoglal�" 0 \
  {Ismertet�t k�sz�t az aktu�lis �ll�shoz tartoz� megnyit�sr�l.}
menuText H ToolsOpenBaseAsTree "Adatb�zis megnyit�sa fak�nt" 10   {Faszerkezet-ablakban megnyit egy adatb�zist.}
menuText H ToolsOpenRecentBaseAsTree "Nemr�g haszn�lt adatb�zis megnyit�sa fak�nt" 7   {Faszerkezet-ablakban megnyit egy nemr�g haszn�lt adatb�zist.}
menuText H ToolsTracker "Figurak�vet�"  0 {Kinyitja/becsukja a figurak�vet� ablakot.}
menuText H ToolsTraining "Edz�s"  0 {Seg�deszk�z�k edz�shez (taktika, megnyit�s,...) }
menuText H ToolsTacticalGame "Taktikai j�tszma"  0 {Taktikai jelleg� j�tszma kezd�se}
menuText H ToolsSeriousGame "Komoly j�tszma"  0 {Komoly j�tszma kezd�se}
menuText H ToolsTrainOpenings "Megnyit�s"  0 {Edz�s reperto�rral}
# ====== TODO To be translated ======
menuText H ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
menuText H ToolsTrainTactics "Taktika"  0 {Feladv�nyok megfejt�se}
menuText H ToolsTrainCalvar "V�ltozatsz�m�t�s"  0 {V�ltozatsz�m�t�s gyakorl�sa}
menuText H ToolsTrainFindBestMove "Legjobb l�p�s"  0 {A legjobb l�p�s megkeres�se}
menuText H ToolsTrainFics "Internetes j�tszma"  0 {J�t�k a freechess.org szerveren}
# ====== TODO To be translated ======
menuText H ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText H ToolsBookTuning "Megnyit�st�r-hangol�s" 13 {Megnyit�st�r-hangol�s}
menuText H ToolsConnectHardware "Hardver csatlakoztat�sa" 8 {K�ls� hardver csatlakoztat�sa}
menuText H ToolsConnectHardwareConfigure "Be�ll�t�s" 0 {K�ls� hardver �s kapcsolat be�ll�t�sa}
menuText H ToolsConnectHardwareNovagCitrineConnect "Novag Citrine csatlakoztat�sa" 0 {Novag Citrine csatlakoztat�sa}
menuText H ToolsConnectHardwareInputEngineConnect "Bej�v� motor csatlakoztat�sa" 7 {Bej�v� motor (pl. DGT) csatlakoztat�sa}
menuText H ToolsPInfo "J�t�kosinform�ci�"  0 \
  {Kinyitja/friss�ti a j�t�kos adatait tartalmaz� ablakot.}
menuText H ToolsPlayerReport "�sszefoglal� j�t�kosr�l..." 0 \
    {�sszefoglal�t k�sz�t a j�t�kosr�l}
menuText H ToolsRating "�rt�ksz�m alakul�sa" 0\
  {Grafikusan �br�zolja, hogyan alakult az aktu�lis j�tszma r�sztvev�inek �rt�ksz�ma.}
menuText H ToolsScore "Eredm�ny alakul�sa" 1 {Megmutatja az eredm�nygrafikont.}
menuText H ToolsExpCurrent "Az aktu�lis j�tszma export�l�sa" 21 \
  {Sz�vegf�jlba �rja az aktu�lis j�tszm�t.}
menuText H ToolsExpCurrentPGN "Export�l�s PGN-f�jlba..." 11 \
  {PGN-f�jlba �rja az aktu�lis j�tszm�t.}
menuText H ToolsExpCurrentHTML "Export�l�s HTML-f�jlba..." 11 \
  {HTML-f�jlba �rja az aktu�lis j�tszm�t.}
menuText H ToolsExpCurrentHTMLJS "J�tszma export�l�sa HTML �s JavaScript f�jlba" 28 {Az aktu�lis j�tszm�t HTML �s JavaScript f�jlba �rja.}  
menuText H ToolsExpCurrentLaTeX "Export�l�s LaTeX-f�jlba..." 11 \
  {LaTeX-f�jlba �rja az aktu�lis j�tszm�t.}
menuText H ToolsExpFilter "Az �sszes sz�rt j�tszma export�l�sa" 11 \
  {Sz�vegf�jlba �rja az �sszes sz�rt j�tszm�t.}
menuText H ToolsExpFilterPGN "Sz�r� export�l�sa PGN-f�jlba..." 18 \
  {PGN-f�jlba �rja az �sszes sz�rt j�tszm�t.}
menuText H ToolsExpFilterHTML "Sz�r� export�l�sa HTML-f�jlba..." 18 \
  {HTML-f�jlba �rja az �sszes sz�rt j�tszm�t.}
menuText H ToolsExpFilterHTMLJS "Sz�r� export�l�sa HTML �s JavaScript f�jlba" 30 {Az �sszes kisz�rt j�tszm�t HTML �s JavaScript f�jlba �rja.}  
menuText H ToolsExpFilterLaTeX "Sz�r� export�l�sa LaTeX-f�jlba..." 18 \
  {LaTeX-f�jlba �rja az �sszes sz�rt j�tszm�t.}
menuText H ToolsImportOne "PGN-j�tszma import�l�sa..." 0 \
  {PGN-form�tum� j�tszma import�l�sa}
menuText H ToolsImportFile "PGN-f�jl import�l�sa..." 2 \
  {PGN-f�jl �sszes j�tszm�j�nak import�l�sa}
menuText H ToolsStartEngine1 "Az 1. motor elind�t�sa" 3  {Elind�tja az 1. motort.}
menuText H ToolsStartEngine2 "A 2. motor elind�t�sa" 2  {Elind�tja a 2. motort.}
# ====== TODO To be translated ======
menuText H ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
menuText H Play "J�t�k" 0
menuText H CorrespondenceChess "Levelez�si sakk" 0 {Seg�deszk�z�k eMail vagy Xfcc alap� levelez�si sakkhoz}
menuText H CCConfigure "Be�ll�t�sok" 0 {K�ls� eszk�z�k �s alaptulajdons�gok}
# ====== TODO To be translated ======
menuText H CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
menuText H CCOpenDB "Adatb�zis megnyit�sa" 0 {Megnyitja az alap�rtelmez�s� levelez�si adatb�zist.}
menuText H CCRetrieve "J�tszm�k bek�r�se" 0 {J�tszm�k lek�rdez�se k�ls� (Xfcc-) seg�deszk�z �tj�n}
menuText H CCInbox "Bej�v� postafi�k feldolgoz�sa" 7 {A SCID bej�v� postafi�kj�ban tal�lhat� �sszes f�jl feldolgoz�sa}
menuText H CCSend "L�p�s elk�ld�se" 8 {L�p�s elk�ld�se eMail vagy k�ls� (Xfcc-) seg�deszk�z �tj�n}
menuText H CCResign "Felad�s" 0 {Felad�s (nem eMail �tj�n)}
menuText H CCClaimDraw "D�ntetlen ig�nyl�se" 10 {L�p�s elk�ld�se �s d�ntetlen ig�nyl�se (nem eMail �tj�n)}
menuText H CCOfferDraw "D�ntetlenaj�nlat" 0 {L�p�s elk�ld�se �s d�ntetlenaj�nlat (nem eMail �tj�n)}
menuText H CCAcceptDraw "D�ntetlenaj�nlat elfogad�sa" 17 {D�ntetlenaj�nlat elfogad�sa (nem eMail �tj�n)}
menuText H CCNewMailGame "�j eMail-es j�tszma" 0 {�j eMail-es j�tszma kezd�se}
menuText H CCMailMove "L�p�s elk�ld�se" 4 {L�p�s elk�ld�se az ellenf�lnek eMail �tj�n}
menuText H CCGamePage "J�tszmaoldal..." 0 {B�ng�sz�vel jelen�ti meg a j�tszm�t.}
# ====== TODO To be translated ======
menuText H CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText H Options "Be�ll�t�sok" 0
menuText H OptionsBoard "Sakkt�bla" 0 {Sakkt�bla megjelen�s�nek megv�ltoztat�sa}
menuText H OptionsBoardSize "T�blam�ret" 0 {A t�bla m�ret�nek megv�ltoztat�sa}
menuText H OptionsBoardPieces "Figur�k st�lusa" 0 {A figur�k megjelen�si form�j�nak megv�ltoztat�sa}
menuText H OptionsBoardColors "Sz�nek..." 0 {A t�bla sz�neinek megv�ltoztat�sa}
menuText H OptionsBoardGraphics "Mez�k..." 0 {A mez�k rajzolat�nak megv�ltoztat�sa}
translate H OptionsBGW {A mez�k rajzolat�nak kiv�laszt�sa}
translate H OptionsBoardGraphicsText {A vil�gos �s s�t�t mez�k grafikus f�jljai:}
menuText H OptionsBoardNames "J�t�kosnevek..." 0 {J�t�kosnevek �tszerkeszt�se}
menuText H OptionsExport "Export�l�s" 1 {Export�l�si be�ll�t�sok v�ltoztat�sa}
menuText H OptionsFonts "Karakterk�szlet" 0 {Karakterk�szlet v�ltoztat�sa}
menuText H OptionsFontsRegular "Szok�sos" 0 {A szok�sos karakterk�szlet v�ltoztat�sa}
menuText H OptionsFontsMenu "Men�" 0 {A men�k karakterk�szlet�nek a v�ltoztat�sa}
menuText H OptionsFontsSmall "Kisbet�s" 0 {A kisbet�s karakterk�szlet v�ltoztat�sa}
# ====== TODO To be translated ======
menuText H OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText H OptionsFontsFixed "R�gz�tett" 0 {A r�gz�tett sz�less�g� karakterk�szlet v�ltoztat�sa}
menuText H OptionsGInfo "J�tszmainform�ci�" 0 {J�tszmainform�ci� v�ltoztat�sa}
menuText H OptionsLanguage "Nyelv" 0 {A men� nyelv�nek kiv�laszt�sa}
menuText H OptionsMovesTranslatePieces "Figur�k nev�nek leford�t�sa" 0 {Leford�tja a figur�k nev�nek els� bet�j�t.}
# ====== TODO To be translated ======
menuText H OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText H OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText H OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText H OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText H OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText H OptionsMoves "L�p�sek" 0 {L�p�sek bevitel�nek be�ll�t�sai}
menuText H OptionsMovesAsk "L�p�s cser�je el�tt r�k�rdez." 6 \
  {Miel�tt �t�rna egy meglev� l�p�st, r�k�rdez.}
menuText H OptionsMovesAnimate "Megeleven�t�s ideje" 0 \
  {Be�ll�tja az id�t l�p�sek megeleven�t�s�hez.}
menuText H OptionsMovesDelay "Automatikus visszaj�tsz�s k�sleltet�se..." 0 \
  {Be�ll�tja a k�sleltet�st automatikus visszaj�tsz�shoz.}
menuText H OptionsMovesCoord "L�p�s megad�sa koordin�t�kkal" 15 \
  {Koordin�t�kkal megadott l�p�st ("g1f3") is elfogad.}
menuText H OptionsMovesSuggest "Javaslat" 0 \
  {Be/kikapcsolja a l�p�sjavaslatot.}
menuText H OptionsShowVarPopup "V�ltozatok ablaka" 0 {Be- vagy kikapcsolja a v�ltozatokat megjelen�t� ablakot.}  
menuText H OptionsMovesSpace "Sz�k�z�k a l�p�s sorsz�ma ut�n" 0 {Sz�k�z�kkel eg�sz�ti ki a l�p�s sorsz�m�t.}  
menuText H OptionsMovesKey "Billenty�-kieg�sz�t�s" 0 \
  {Be/kikapcsolja a billenty�zettel r�szlegesen bevitt l�p�sek automatikus kieg�sz�t�s�t.}
# ====== TODO To be translated ======
menuText H OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText H OptionsNumbers "Sz�mform�tum" 1 {Sz�mform�tum kiv�laszt�sa}
menuText H OptionsStartup "Ind�t�s" 0 {Az ind�t�skor kinyitand� ablakok kiv�laszt�sa}
menuText H OptionsTheme "T�ma" 0 {A program megjelen�s�nek megv�ltoztat�sa}
menuText H OptionsWindows "Ablakok" 0 {Ablakbe�ll�t�sok}
menuText H OptionsWindowsIconify "Automatikus ikoniz�l�s" 12 \
  {A f� ablak ikoniz�l�sakor az �sszes t�bbit is ikoniz�lja.}
menuText H OptionsWindowsRaise "Automatikus el�hoz�s" 12 \
  {El�hoz bizonyos ablakokat (pl. el�rehalad�s-s�vokat), amikor el vannak takarva.}
menuText H OptionsSounds "Hangok..." 3 {L�p�seket bejelent� hangok defini�l�sa}
menuText H OptionsWindowsDock "Ablakok helyhez r�gz�t�se" 8 {Dock windows}
menuText H OptionsWindowsSaveLayout "Elrendez�s ment�se" 11 {Ablakelrendez�s ment�se}
menuText H OptionsWindowsRestoreLayout "Elrendez�s vissza�ll�t�sa" 11 {Ablakelrendez�s vissza�ll�t�sa}
menuText H OptionsWindowsShowGameInfo "J�tszmainform�ci�" 0 {J�tszma adatainak megjelen�t�se ablakban}
menuText H OptionsWindowsAutoLoadLayout "Az els� elrendez�s automatikus bet�lt�se" 19 {Indul�skor automatikusan bet�lti az els� ablakelrendez�st.}
menuText H OptionsToolbar "Eszk�zt�r" 0 {A f� ablak eszk�zt�r�nak �ssze�ll�t�sa}
menuText H OptionsECO "ECO-f�jl bet�lt�se..." 2 {Bet�lti az ECO-oszt�lyoz� f�jlt.}
menuText H OptionsSpell "Helyes�r�s-ellen�rz� f�jl bet�lt�se..." 0 \
  {Bet�lti a helyes�r�s-ellen�rz� f�jlt.}
menuText H OptionsTable "V�gj�t�kt�bl�zatok k�nyvt�ra..." 0 \
  {V�gj�t�kt�bl�zat-f�jl kiv�laszt�sa; a k�nyvt�rban lev� �sszes v�gj�t�kt�bl�zatot haszn�latba veszi.}
menuText H OptionsRecent "Aktu�lis f�jlok..." 3 \
  {A F�jl men�ben megjelen�tett aktu�lis f�jlok sz�m�nak megv�ltoztat�sa}
menuText H OptionsBooksDir "A megnyit�st�r k�nyvt�ra" 6 {Kijel�li a megnyit�st�r k�nyvt�r�t.}
menuText H OptionsTacticsBasesDir "Az adatb�zisok k�nyvt�ra" 4 {Kijel�li a taktikai (edz�s) adatb�zisok k�nyvt�r�t.}
menuText H OptionsSave "Be�ll�t�sok ment�se" 12 \
  "Minden be�ll�that� �rt�ket elment a $::optionsFile f�jlba."
menuText H OptionsAutoSave "Be�ll�t�sok automatikus ment�se kil�p�skor." 0 \
  {Automatikusan elment minden be�ll�t�st, amikor kil�psz SCID-b�l.}

# Help menu:
menuText H Help "Seg�ts�g" 0
menuText H HelpContents "Tartalomjegyz�k" 0 {Megjelen�ti a tartalomjegyz�ket}
menuText H HelpIndex "T�rgymutat�" 1 {Megjelen�ti a t�rgymutat�t}
menuText H HelpGuide "R�vid ismertet�" 0 {R�vid ismertet�t ny�jt a program haszn�lat�r�l.}
menuText H HelpHints "K�rd�s-felelet" 0 {N�h�ny hasznos tan�cs}
menuText H HelpContact "C�mek" 0 {Fontosabb internetc�mek}
menuText H HelpTip "A nap tippje" 2 {Hasznos tipp SCID haszn�lat�hoz}
menuText H HelpStartup "Indul� ablak" 0 {A program ind�t�sakor megjelen� ablak}
menuText H HelpAbout "SCID-r�l" 0 {T�j�koztat�s SCID-r�l}

# Game info box popup menu:
menuText H GInfoHideNext "Elrejti a k�vetkez� l�p�st." 0
menuText H GInfoMaterial "Anyagi helyzetet." 0
menuText H GInfoFEN "FEN-form�tum" 0
menuText H GInfoMarks "Mutatja a sz�nes mez�ket �s nyilakat." 10
menuText H GInfoWrap "Hossz� sorok t�rdel�se" 0
menuText H GInfoFullComment "Teljes komment�r" 7
menuText H GInfoPhotos "F�nyk�pek" 1
menuText H GInfoTBNothing "V�gj�t�kt�bl�zatok: nincs inform�ci�" 20
menuText H GInfoTBResult "V�gj�t�kt�bl�zatok: csak eredm�ny" 20
menuText H GInfoTBAll "V�gj�t�kt�bl�zatok: eredm�ny �s a legjobb l�p�sek" 42
menuText H GInfoDelete "T�rli/helyre�ll�tja ezt a j�tszm�t." 0
menuText H GInfoMark "Megjel�li ezt a j�tszm�t/megsz�nteti a jel�l�st." 0
menuText H GInfoInformant "T�j�koztat� �rt�kek hat�rainak be�ll�t�sa" 0

# Main window buttons:
helpMsg H .main.fbutton.button.start {Ugr�s a j�tszma elej�re  (billenty�: Home)}
helpMsg H .main.fbutton.button.end {Ugr�s a j�tszma v�g�re  (billenty�: End)}
helpMsg H .main.fbutton.button.back {Vissza egy l�p�ssel  (billenty�: balra mutat� ny�l)}
helpMsg H .main.fbutton.button.forward {El�re egy l�p�ssel  (billenty�: jobbra mutat� ny�l)}
helpMsg H .main.fbutton.button.intoVar {Bel�p egy v�ltozatba  (gyorsbillenty�: v).}
helpMsg H .main.fbutton.button.exitVar {Kil�p az aktu�lis v�ltozatb�l  (gyorsbillenty�: z).}
helpMsg H .main.fbutton.button.flip {T�bla elforgat�sa  (gyorsbillenty�: .)}
helpMsg H .main.fbutton.button.coords {Koordin�t�k be- vagy kikapcsol�sa  (gyorsbillenty�: 0)}
helpMsg H .main.fbutton.button.stm {Be- vagy kikapcsolja a l�p�sjogot mutat� ikont}
helpMsg H .main.fbutton.button.autoplay {Automatikus visszaj�tsz�s  (billenty�: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg H .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg H .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg H .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate H Back {Vissza}
translate H Browse {Tall�z}
translate H Cancel {M�gse}
translate H Continue {Tov�bb}
translate H Clear {T�r�l}
translate H Close {Bez�r}
translate H Contents {Tartalom}
translate H Defaults {Alap�rt�kek}
translate H Delete {T�r�l}
translate H Graph {Grafikon}
translate H Help {Seg�ts�g}
translate H Import {Import}
translate H Index {T�rgymutat�}
translate H LoadGame {J�tszma bet�lt�se}
translate H BrowseGame {J�tszma n�zeget�se}
translate H MergeGame {J�tszma beolvaszt�sa}
translate H MergeGames {J�tszm�k beolvaszt�sa}
translate H Preview {El�n�zet}
translate H Revert {Elvet}
translate H Save {Ment}
translate H Search {Keres}
translate H Stop {�llj}
translate H Store {T�rol}
translate H Update {Friss�t}
translate H ChangeOrient {Ablak elhelyezked�s�nek v�ltoztat�sa}
translate H ShowIcons {Ikonok megjelen�t�se} ;# ***
translate H None {Nincs}
translate H First {Els�}
translate H Current {Aktu�lis}
translate H Last {Utols�}

# General messages:
translate H game {j�tszma}
translate H games {j�tszma}
translate H move {l�p�s}
translate H moves {l�p�s}
translate H all {mind}
translate H Yes {Igen}
translate H No {Nem}
translate H Both {Mindkett�}
translate H King {Kir�ly}
translate H Queen {Vez�r}
translate H Rook {B�stya}
translate H Bishop {Fut�}
translate H Knight {Husz�r}
translate H Pawn {Gyalog}
translate H White {Vil�gos}
translate H Black {S�t�t}
translate H Player {J�t�kos}
translate H Rating {�rt�ksz�m}
translate H RatingDiff {�rt�ksz�mk�l�nbs�g (vil�gos - s�t�t)}
translate H AverageRating {�tlagos �rt�ksz�m}
translate H Event {Esem�ny}
translate H Site {Helysz�n}
translate H Country {Orsz�g}
translate H IgnoreColors {A sz�n k�z�mb�s}
translate H Date {D�tum}
translate H EventDate {Az esem�ny d�tuma}
translate H Decade {�vtized}
translate H Year {�v}
translate H Month {H�nap}
translate H Months {janu�r febru�r m�rcius �prilis m�jus j�nius j�lius augusztus szeptember okt�ber november december}
translate H Days {vas�rnap h�tf� kedd szerda cs�t�rt�k p�ntek szombat}
translate H YearToToday {Az utols� egy �vben}
translate H Result {Eredm�ny}
translate H Round {Fordul�}
translate H Length {Hossz}
translate H ECOCode {ECO-k�d}
translate H ECO {ECO}
translate H Deleted {t�r�lt}
translate H SearchResults {A keres�s eredm�nye}
translate H OpeningTheDatabase {Adatb�zis megnyit�sa}
translate H Database {Adatb�zis}
translate H Filter {Sz�r�}
translate H noGames {Nincs tal�lat}
translate H allGames {�sszes j�tszma}
translate H empty {�res}
translate H clipbase {v�g�asztal}
translate H score {Eredm�ny}
translate H StartPos {Kezd��ll�s}
translate H Total {�sszesen}
translate H readonly {read-only} ;# ***

# Standard error messages:
translate H ErrNotOpen {Ez az adatb�zis nincs megnyitva.}
translate H ErrReadOnly {Ez az adatb�zis csak olvashat�; nem lehet megv�ltoztatni.}
translate H ErrSearchInterrupted {Keres�s megszak�tva; az eredm�nyek hi�nyosak.}

# Game information:
translate H twin {iker}
translate H deleted {t�r�lt}
translate H comment {megjegyz�s}
translate H hidden {rejtett}
translate H LastMove {Utols� l�p�s}
translate H NextMove {K�vetkez�}
translate H GameStart {J�tszma eleje}
translate H LineStart {El�gaz�s eleje}
translate H GameEnd {J�tszma v�ge}
translate H LineEnd {El�gaz�s v�ge}

# Player information:
translate H PInfoAll {Eredm�nyek az <b>�sszes</b> j�tszma alapj�n}
translate H PInfoFilter {Eredm�nyek a <b>sz�rt</b> j�tszm�k alapj�n}
translate H PInfoAgainst {Eredm�nyek, ha az ellenf�l}
translate H PInfoMostWhite {Leggyakoribb megnyit�sok vil�gosk�nt}
translate H PInfoMostBlack {Leggyakoribb megnyit�sok s�t�tk�nt}
translate H PInfoRating {�rt�ksz�m alakul�sa}
translate H PInfoBio {�letrajz}
translate H PInfoEditRatings {�rt�ksz�mok �tszerkeszt�se}

# Tablebase information:
translate H Draw {D�ntetlen}
translate H stalemate {patt}
translate H withAllMoves {az �sszes l�p�ssel}
translate H withAllButOneMove {egy h�j�n az �sszes l�p�ssel}
translate H with {with}
translate H only {csak}
translate H lose {vesz�tenek}
translate H loses {vesz�t}
translate H allOthersLose {minden m�s vesz�t}
translate H matesIn {mates in}
translate H hasCheckmated {mattot adott}
translate H longest {leghosszabb}
translate H WinningMoves {Nyer� l�p�s}
translate H DrawingMoves {D�ntetlenre vezet� l�p�s}
translate H LosingMoves {Veszt� l�p�s}
translate H UnknownMoves {Bizonytalan kimenetel� l�p�s}

# Tip of the day:
translate H Tip {Tipp}
translate H TipAtStartup {Tipp indul�skor}

# Tree window menus:
menuText H TreeFile "F�jl" 0
menuText H TreeFileFillWithBase "Adatb�zis bet�lt�se a gyors�t�t�rba" 0 {Bet�lti a gyors�t�t�rba a megnyitott adatb�zis �sszes j�tszm�j�t.}
menuText H TreeFileFillWithGame "J�tszma bet�lt�se a gyors�t�t�rba" 0 {Bet�lti a gyors�t�t�rba a megnyitott adatb�zis aktu�lis j�tszm�j�t.}
menuText H TreeFileSetCacheSize "A gyors�t�t�r m�rete" 14 {Be�ll�tja a gyors�t�t�r m�ret�t.}
menuText H TreeFileCacheInfo "Gyors�t�t�r-haszn�lat" 12 {T�j�koztat� a gyors�t�t�r haszn�lat�r�l}
menuText H TreeFileSave "Cache-f�jl ment�se" 11 {Elmenti a faszerkezet-cache-f�jlt (.stc)}
menuText H TreeFileFill "Cache-f�jl felt�lt�se" 14 \
  {Felt�lti a cache-f�jlt gyakori megnyit�sokkal.}
menuText H TreeFileBest "Legjobb j�tszm�k list�ja" 0 {Megmutatja a legjobb j�tszm�kat a f�r�l.}
menuText H TreeFileGraph "Grafikon" 0 {Megmutatja ennek a fa�gnak a grafikonj�t.}
menuText H TreeFileCopy "Sz�veg m�sol�sa a v�g�lapra" 0 \
  {A ki�rt statisztikai adatokat a v�g�lapra m�solja.}
menuText H TreeFileClose "Faablak bez�r�sa" 10 {Bez�rja a faszerkezet-ablakot.}
menuText H TreeMask "Maszk" 0
menuText H TreeMaskNew "�j" 0 {�j maszk}
menuText H TreeMaskOpen "Megnyit�s" 0 {Maszk megnyit�sa}
# ====== TODO To be translated ======
menuText H TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
menuText H TreeMaskSave "Ment�s" 5 {Maszk ment�se}
menuText H TreeMaskClose "Bez�r�s" 0 {Maszk bez�r�sa}
menuText H TreeMaskFillWithGame "Felt�lt�s j�tszm�val" 1 {Maszk felt�lt�se j�tszm�val}
menuText H TreeMaskFillWithBase "Felt�lt�s adatb�zissal" 2 {Maszk felt�lt�se az adatb�zis �sszes j�tszm�j�val}
menuText H TreeMaskInfo "Inform�ci�" 0 {Az aktu�lis maszk f�bb adatai}
# ====== TODO To be translated ======
menuText H TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText H TreeMaskSearch "Search" 0 {Search in current mask}
menuText H TreeSort "Rendez�s" 0
menuText H TreeSortAlpha "ABC" 0
menuText H TreeSortECO "ECO-k�d" 0
menuText H TreeSortFreq "Gyakoris�g" 0
menuText H TreeSortScore "Pontsz�m" 0
menuText H TreeOpt "Be�ll�t�sok" 0
menuText H TreeOptSlowmode "Lass� �zemm�d" 0 {Lass� friss�t�s (nagy pontoss�g)}
menuText H TreeOptFastmode "Gyors �zemm�d" 0 {Gyors friss�t�s (nincsenek l�p�scser�k)}
menuText H TreeOptFastAndSlowmode "Gyors �s lass� �zemm�d" 1 {Gyors majd lass� friss�t�s}
menuText H TreeOptStartStop "Automatikus friss�t�s" 0 {�tv�ltja a faszerkezet-ablak automatikus friss�t�s�t.}
menuText H TreeOptLock "R�gz�t�s" 0 {A f�t az aktu�lis adatb�zishoz k�ti ill. a k�t�st feloldja.}
menuText H TreeOptTraining "Edz�s" 0 {Edz�s�zemm�d be- vagy kikapcsol�sa}
menuText H TreeOptAutosave "Cache-f�jl automatikus ment�se" 11 \
  {A faablak bez�r�sakor automatikusan elmenti a cache-f�jlt.}
menuText H TreeHelp "Seg�ts�g" 0
menuText H TreeHelpTree "Seg�ts�g a f�hoz" 0
menuText H TreeHelpIndex "Tartalom" 0
translate H SaveCache {Cache ment�se}
translate H Training {Edz�s}
translate H LockTree {R�gz�t�s}
translate H TreeLocked {r�gz�tve}
translate H TreeBest {Legjobb}
translate H TreeBestGames {A fa legjobb j�tszm�i}
translate H TreeTitleRow \
  {    L�p�s  ECO       Gyakoris�g  Eredm. �tl�l� Telj. �tl.�v}
translate H TreeTotal {�SSZESEN}
translate H DoYouWantToSaveFirst {Akarod el�bb menteni?}
translate H AddToMask {Add hozz� a maszkhoz}
translate H RemoveFromMask {Vedd ki a maszkb�l}
translate H AddThisMoveToMask {Add hozz� ezt a l�p�st a maszkhoz}
# ====== TODO To be translated ======
translate H SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate H DisplayMask {Display Mask}
translate H Nag {NAG-k�d}
translate H Marker {Jel�l�s}
translate H Include {Belevesz}
translate H Exclude {Kiz�r}
translate H MainLine {F�v�ltozat}
translate H Bookmark {K�nyvjelz�}
translate H NewLine {Soremel�s}
translate H ToBeVerified {Ellen�rizni kell}
translate H ToTrain {Gyakorolni kell}
translate H Dubious {K�tes}
translate H ToRemove {T�r�lni kell}
translate H NoMarker {Nincs jel�l�s}
translate H ColorMarker {Sz�n}
translate H WhiteMark {Feh�r}
translate H GreenMark {Z�ld}
translate H YellowMark {S�rga}
translate H BlueMark {K�k}
translate H RedMark {Piros}
translate H CommentMove {L�p�s komment�l�sa}
translate H CommentPosition {�ll�s komment�l�sa}
translate H AddMoveToMaskFirst {El�bb add hozz� a l�p�st a maszkhoz}
translate H OpenAMaskFileFirst {El�bb nyiss meg egy maszkf�jlt}
translate H Positions {�ll�sok}
translate H Moves {L�p�sek}

# Finder window:
menuText H FinderFile "F�jl" 0
menuText H FinderFileSubdirs "Keres�s az alk�nyvt�rakban" 0
menuText H FinderFileClose "A f�jlkeres� bez�r�sa" 15
menuText H FinderSort "Rendez�s" 0
menuText H FinderSortType "T�pus" 0
menuText H FinderSortSize "M�ret" 0
menuText H FinderSortMod "Id�" 0
menuText H FinderSortName "N�v" 0
menuText H FinderSortPath "�tvonal" 0
menuText H FinderTypes "T�pusok" 0
menuText H FinderTypesScid "SCID-adatb�zisok" 0
menuText H FinderTypesOld "R�gi form�tum� SCID-adatb�zisok" 5
menuText H FinderTypesPGN "PGN-f�jlok" 0
menuText H FinderTypesEPD "EPD-f�jlok" 0
menuText H FinderTypesRep "Reperto�rf�jlok" 0
menuText H FinderHelp "Seg�ts�g" 0
menuText H FinderHelpFinder "Seg�ts�g a f�jlkeres�h�z" 0
menuText H FinderHelpIndex "Tartalom" 0
translate H FileFinder {F�jlkeres�}
translate H FinderDir {K�nyvt�r}
translate H FinderDirs {K�nyvt�rak}
translate H FinderFiles {F�jlok}
translate H FinderUpDir {fel}
translate H FinderCtxOpen {Megnyit}
translate H FinderCtxBackup {Biztons�gi m�solat}
translate H FinderCtxCopy {M�sol}
translate H FinderCtxMove {�thelyez}
translate H FinderCtxDelete {T�r�l}

# Player finder:
menuText H PListFile "F�jl" 0
menuText H PListFileUpdate "Friss�t" 0
menuText H PListFileClose "J�t�koskeres� bez�r�sa" 16
menuText H PListSort "Rendez�s" 0
menuText H PListSortName "N�v" 0
menuText H PListSortElo "�l�" 0
menuText H PListSortGames "J�tszm�k" 0
menuText H PListSortOldest "Legr�gibb" 0
menuText H PListSortNewest "Leg�jabb" 3

# Tournament finder:
menuText H TmtFile "F�jl" 0
menuText H TmtFileUpdate "Friss�t" 0
menuText H TmtFileClose "A versenykeres� bez�r�sa" 18
menuText H TmtSort "Rendez�s" 0
menuText H TmtSortDate "D�tum" 0
menuText H TmtSortPlayers "J�t�kosok" 0
menuText H TmtSortGames "J�tszm�k" 1
menuText H TmtSortElo "�l�" 0
menuText H TmtSortSite "Helysz�n" 0
menuText H TmtSortEvent "Esem�ny" 0
menuText H TmtSortWinner "Gy�ztes" 0
translate H TmtLimit "Lista hossza"
translate H TmtMeanElo "Legkisebb �tlagos �l�"
translate H TmtNone "Nem tal�ltam hozz� versenyt."

# Graph windows:
menuText H GraphFile "F�jl" 0
menuText H GraphFileColor "Ment�s Color PostScript-k�nt..." 7
menuText H GraphFileGrey "Ment�s Greyscale PostScript-k�nt..." 7
menuText H GraphFileClose "Ablak bez�r�sa" 8
menuText H GraphOptions "Be�ll�t�sok" 0
menuText H GraphOptionsWhite "Vil�gos" 0
menuText H GraphOptionsBlack "S�t�t" 0
menuText H GraphOptionsBoth "Mindkett�" 1
menuText H GraphOptionsPInfo "A j�t�kosinform�ci� j�t�kosa" 0
translate H GraphFilterTitle "Sz�r�grafikon: gyakoris�g 1000 j�tszm�nk�nt"
translate H GraphAbsFilterTitle "Sz�r�grafikon: j�tszm�k gyakoris�ga"
translate H ConfigureFilter {�ll�tsd be az X tengelyt �vre, �rt�ksz�mra vagy l�p�sre}
translate H FilterEstimate "Becsl�s"
translate H TitleFilterGraph "Scid: Sz�r�grafikon"

# Analysis window:
translate H AddVariation {V�ltozat besz�r�sa}
translate H AddAllVariations {Add hozz� az �sszes v�ltozatot}
translate H AddMove {L�p�s besz�r�sa}
translate H Annotate {L�sd el �rt�kel� jelekkel}
translate H ShowAnalysisBoard {Mutasd az elemz�t�bl�t}
translate H ShowInfo {Mutasd a motor ki�r�sait}
translate H FinishGame {Fejezd be a j�tszm�t}
translate H StopEngine {�ll�tsd le a motort}
translate H StartEngine {Ind�tsd el a motort}
translate H LockEngine {Tartsd a motort enn�l az �ll�sn�l}
translate H AnalysisCommand {Elemz�sparancs}
translate H PreviousChoices {Kor�bbi v�laszt�sok}
translate H AnnotateTime {K�t l�p�s k�z�tti id� m�sodpercben}
translate H AnnotateWhich {V�ltozatok hozz�ad�sa}
translate H AnnotateAll {Mindk�t f�l l�p�seihez}
translate H AnnotateAllMoves {�rt�keld az �sszes l�p�st}
translate H AnnotateWhite {Csak vil�gos l�p�seihez}
translate H AnnotateBlack {Csak s�t�t l�p�seihez}
translate H AnnotateBlundersOnly {Ha a tett l�p�s nyilv�nval�an durva hiba}
translate H AnnotateBlundersOnlyScoreChange {Az elemz�s durva hib�nak tekinti a l�p�st, ha az �rt�kel�s megv�ltoz�sa: }
translate H BlundersThreshold {K�sz�b}
# TODO: Translate
translate H ScoreAllMoves {Score all moves}
translate H LowPriority {Alacsony CPU-priorit�s}
translate H ClickHereToSeeMoves {Kattints ide, hogy l�sd a l�p�seket}
translate H ConfigureInformant {�rt�kel� jelek defini�l�sa}
translate H Informant!? {�rdekes l�p�s}
translate H Informant? {Gyatra l�p�s}
translate H Informant?? {Durva hiba}
translate H Informant?! {K�tes l�p�s}
translate H Informant+= {Vil�gosnak n�mi el�nye van}
translate H Informant+/- {Vil�gosnak jelent�s el�nye van}
translate H Informant+- {Vil�gosnak d�nt� el�nye van}
translate H Informant++- {A j�tszma eld�lt}
translate H Book {Megnyit�st�r}
translate H OtherBookMoves {Az ellenf�l megnyit�st�ra}
translate H OtherBookMovesTooltip {Azok a l�p�sek, amelyekre az ellenf�lnek van v�lasza}

# Analysis Engine open dialog:
translate H EngineList {Elemz� motorok list�ja}
translate H EngineName {N�v}
translate H EngineCmd {Parancssor}
translate H EngineArgs {Param�terek}
translate H EngineDir {K�nyvt�r}
translate H EngineElo {�l�}
translate H EngineTime {D�tum}
translate H EngineNew {�j}
translate H EngineEdit {Szerkeszt�s}
translate H EngineRequired {A vastagbet�s mez�k sz�ks�gesek, a t�bbiek kihagyhat�k.}

# Stats window menus:
menuText H StatsFile "F�jl" 0
menuText H StatsFilePrint "Nyomtat�s f�jlba..." 0
menuText H StatsFileClose "Ablak bez�r�sa" 8
menuText H StatsOpt "Be�ll�t�sok" 0

# PGN window menus:
menuText H PgnFile "F�jl" 0
menuText H PgnFileCopy "A v�g�lapra m�solja a j�tszm�t" 2
menuText H PgnFilePrint "Nyomtat�s f�jlba..." 0
menuText H PgnFileClose "PGN-ablak bez�r�sa" 12
menuText H PgnOpt "Megjelen�t�s" 0
menuText H PgnOptColor "Sz�nes sz�veg" 0
menuText H PgnOptShort "R�vid (3-soros) fejl�c" 0
menuText H PgnOptSymbols "Szimb�lumok haszn�lata" 1
menuText H PgnOptIndentC "Megjegyz�sek beh�z�sa" 0
menuText H PgnOptIndentV "V�ltozatok beh�z�sa" 0
menuText H PgnOptColumn "Oszlopok st�lusa (soronk�nt egy l�p�s)" 0
menuText H PgnOptSpace "Sz�k�z a l�p�s sorsz�ma ut�n" 3
menuText H PgnOptStripMarks "Sz�nes mez�k �s nyilak kifejt�se" 2
menuText H PgnOptBoldMainLine "A f�v�ltozat l�p�sei vastag bet�vel" 21
menuText H PgnColor "Sz�nek" 1
menuText H PgnColorHeader "Fejl�c..." 0
menuText H PgnColorAnno "�rt�kel� jelek..." 0
menuText H PgnColorComments "Megjegyz�sek..." 0
menuText H PgnColorVars "V�ltozatok..." 0
menuText H PgnColorBackground "H�tt�r..." 0
menuText H PgnColorMain "F�v�ltozat..." 1
menuText H PgnColorCurrent "Az aktu�lis l�p�s h�tt�rsz�ne..." 3
menuText H PgnHelp "Seg�ts�g" 0
menuText H PgnHelpPgn "Seg�ts�g PGN-hez" 9
menuText H PgnHelpIndex "Tartalom" 0
translate H PgnWindowTitle {J�tszmajegyz�s - %u. j�tszma}

# Crosstable window menus:
menuText H CrosstabFile "F�jl" 0
menuText H CrosstabFileText "Nyomtat�s sz�vegf�jlba..." 10
menuText H CrosstabFileHtml "Nyomtat�s HTML-f�jlba..." 10
menuText H CrosstabFileLaTeX "Nyomtat�s LaTeX-f�jlba..." 10
menuText H CrosstabFileClose "Ablak bez�r�sa" 8
menuText H CrosstabEdit "Szerkeszt�s" 1
menuText H CrosstabEditEvent "Esem�ny" 0
menuText H CrosstabEditSite "Helysz�n" 0
menuText H CrosstabEditDate "D�tum" 0
menuText H CrosstabOpt "Megjelen�t�s" 0
menuText H CrosstabOptAll "K�rm�rk�z�s" 0
menuText H CrosstabOptSwiss "Sv�jci" 0
menuText H CrosstabOptKnockout "Kies�ses" 1
menuText H CrosstabOptAuto "Tal�ld ki!" 0
menuText H CrosstabOptAges "�letkor �vben" 0
menuText H CrosstabOptNats "Nemzetis�g" 0
menuText H CrosstabOptRatings "�rt�ksz�mok" 1
menuText H CrosstabOptTitles "C�mek" 0
menuText H CrosstabOptBreaks "Pontsz�m holtverseny eld�nt�s�hez" 0
menuText H CrosstabOptDeleted "T�r�lt j�tszm�kkal egy�tt" 0
menuText H CrosstabOptColors "Sz�nek (csak sv�jci rendszer eset�n)" 2
menuText H CrosstabOptColumnNumbers "Sz�mozott oszlopok (csak k�rm�rk�z�shez)" 2
menuText H CrosstabOptGroup "Pontcsoportok" 1
menuText H CrosstabSort "Rendez�s" 0
menuText H CrosstabSortName "N�v" 0
menuText H CrosstabSortRating "�rt�ksz�m" 0
menuText H CrosstabSortScore "Pontsz�m" 0
menuText H CrosstabColor "Sz�n" 2
menuText H CrosstabColorPlain "K�z�ns�ges sz�veg" 0
menuText H CrosstabColorHyper "Hypertext" 0
menuText H CrosstabHelp "Seg�ts�g" 0
menuText H CrosstabHelpCross "Seg�ts�g versenyt�bl�zathoz" 0
menuText H CrosstabHelpIndex "Tartalom" 0
translate H SetFilter {Sz�r� be�ll�t�sa}
translate H AddToFilter {Hozz�adja a sz�r�h�z}
translate H Swiss {Sv�jci}
translate H Category {Kateg�ria}

# Opening report window menus:
menuText H OprepFile "F�jl" 0
menuText H OprepFileText "Nyomtat�s sz�vegf�jlba..." 10
menuText H OprepFileHtml "Nyomtat�s HTML-f�jlba..." 10
menuText H OprepFileLaTeX "Nyomtat�s LaTeX-f�jlba..." 10
menuText H OprepFileOptions "Be�ll�t�sok..." 0
menuText H OprepFileClose "Ablak bez�r�sa" 8
menuText H OprepFavorites "Kedvencek" 0
menuText H OprepFavoritesAdd "�sszefoglal� hozz�ad�sa..." 0
menuText H OprepFavoritesEdit "Kedvencek �tszerkeszt�se..." 0
menuText H OprepFavoritesGenerate "�sszefoglal� k�sz�t�se..." 0
menuText H OprepHelp "Seg�ts�g" 0
menuText H OprepHelpReport "Seg�ts�g a megnyit�si �sszefoglal�hoz" 0
menuText H OprepHelpIndex "T�rgymutat�" 0

# Repertoire editor:
menuText H RepFile "F�jl" 0
menuText H RepFileNew "�j" 0
menuText H RepFileOpen "Megnyit�s..." 3
menuText H RepFileSave "Ment�s..." 0
menuText H RepFileSaveAs "Ment�s m�sk�nt..." 5
menuText H RepFileClose "Ablak bez�r�sa" 8
menuText H RepEdit "Szerkeszt�s" 1
menuText H RepEditGroup "Csoport hozz�ad�sa" 0
menuText H RepEditInclude "Beveend� el�gaz�s" 0
menuText H RepEditExclude "Kiz�rand� el�gaz�s" 0
menuText H RepView "N�zet" 0
menuText H RepViewExpand "Az �sszes csoportot kibontja" 20
menuText H RepViewCollapse "Az �sszes csoportot �sszeh�zza" 20
menuText H RepSearch "Keres�s" 0
menuText H RepSearchAll "Az eg�sz reperto�rban..." 3
menuText H RepSearchDisplayed "Csak a megjelen�tett el�gaz�sokban..." 0
#Ez igen gyan�s!
menuText H RepHelp "Seg�ts�g" 0
menuText H RepHelpRep "Seg�ts�g a reperto�rhoz" 0
menuText H RepHelpIndex "Tartalom" 0
translate H RepSearch "Keres�s a reperto�rban"
translate H RepIncludedLines "beveend� el�gaz�sok"
translate H RepExcludedLines "kiz�rand� el�gaz�sok"
translate H RepCloseDialog {Ebben a reperto�rban elmentetlen v�ltoztat�sok vannak.

T�nyleg folytatni akarod, �s elvetni a l�trehozott v�ltoztat�sokat?
}

# Header search:
translate H HeaderSearch {Keres�s fejl�c alapj�n}
translate H EndSideToMove {Aki a j�tszma v�g�n l�p�sre k�vetkezik}
translate H GamesWithNoECO {J�tszm�k ECO n�lk�l?}
translate H GameLength {J�tszmahossz}
translate H FindGamesWith {Megjel�lt j�tszm�k}
translate H StdStart {K�l�nleges kezd�s}
translate H Promotions {Gyalog�tv�ltoz�sok}
translate H Comments {Megjegyz�sek}
translate H Variations {V�ltozatok}
translate H Annotations {�rt�kel� jelek}
translate H DeleteFlag {Megjel�l�s t�rl�se}
translate H WhiteOpFlag {Megnyit�s vil�gossal}
translate H BlackOpFlag {Megnyit�s s�t�ttel}
translate H MiddlegameFlag {K�z�pj�t�k}
translate H EndgameFlag {V�gj�t�k}
translate H NoveltyFlag {�j�t�s}
translate H PawnFlag {Gyalogszerkezet}
translate H TacticsFlag {Taktika}
translate H QsideFlag {Vez�rsz�rnyi j�t�k}
translate H KsideFlag {Kir�lysz�rnyi j�t�k}
translate H BrilliancyFlag {Csillog�s}
translate H BlunderFlag {Eln�z�s}
translate H UserFlag {Felhaszn�l�}
translate H PgnContains {Sz�veg a PGN-ben}
# ====== TODO To be translated ======
translate H Annotator {Annotator}
# ====== TODO To be translated ======
translate H Cmnts {Annotated games only}

# Game list window:
translate H GlistNumber {Sz�m}
translate H GlistWhite {Vil�gos}
translate H GlistBlack {S�t�t}
translate H GlistWElo {Vil�gos �l�je}
translate H GlistBElo {S�t�t �l�je}
translate H GlistEvent {Esem�ny}
translate H GlistSite {Helysz�n}
translate H GlistRound {Fordul�}
translate H GlistDate {D�tum}
translate H GlistYear {�v}
translate H GlistEDate {Az esem�ny d�tuma}
translate H GlistResult {Eredm�ny}
translate H GlistLength {Hossz}
translate H GlistCountry {Orsz�g}
translate H GlistECO {ECO}
translate H GlistOpening {Megnyit�s}
translate H GlistEndMaterial {V�gs� anyagi helyzet}
translate H GlistDeleted {T�r�lt}
translate H GlistFlags {Megjel�l�sek}
translate H GlistVars {Variations}
translate H GlistComments {Megjegyz�sek}
translate H GlistAnnos {�rt�kel� jelek}
translate H GlistStart {Kezdet}
translate H GlistGameNumber {A j�tszma sorsz�ma}
# ====== TODO To be translated ======
translate H GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate H GlistRating {Rating}
translate H GlistFindText {Sz�veg keres�se}
translate H GlistMoveField {L�p�s}
translate H GlistEditField {Konfigur�l�s}
translate H GlistAddField {Hozz�ad}
translate H GlistDeleteField {Elt�vol�t}
translate H GlistWidth {Sz�less�g}
translate H GlistAlign {Igaz�t}
# ====== TODO To be translated ======
translate H GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate H GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate H GlistAlignC {Align: center}
translate H GlistColor {Sz�n}
translate H GlistSep {Elv�laszt�}
# ====== TODO To be translated ======
translate H GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate H GlistNewSort {New}
# ====== TODO To be translated ======
translate H GlistAddToSort {Add}
# ====== TODO To be translated ======
translate H GsortSort {Sort...}
# ====== TODO To be translated ======
translate H GsortDate {Date}
# ====== TODO To be translated ======
translate H GsortYear {Year}
# ====== TODO To be translated ======
translate H GsortEvent {Event}
# ====== TODO To be translated ======
translate H GsortSite {Site}
# ====== TODO To be translated ======
translate H GsortRound {Round}
# ====== TODO To be translated ======
translate H GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate H GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate H GsortECO {ECO}
# ====== TODO To be translated ======
translate H GsortResult {Result}
# ====== TODO To be translated ======
translate H GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate H GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate H GsortCountry {Country}
# ====== TODO To be translated ======
translate H GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate H GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate H GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate H GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate H GsortComments {Comments}
# ====== TODO To be translated ======
translate H GsortVariations {Variations}
# ====== TODO To be translated ======
translate H GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate H GsortAscending {Ascending}
# ====== TODO To be translated ======
translate H GsortDescending {Descending}
# ====== TODO To be translated ======
translate H GsortAdd {Add}
# ====== TODO To be translated ======
translate H GsortStore {Store}
# ====== TODO To be translated ======
translate H GsortLoad {Load}
translate H GlistRemoveThisGameFromFilter  {Vedd ki ezt a j�tszm�t a sz�r�b�l}
translate H GlistRemoveGameAndAboveFromFilter  {Vedd ki a j�tszm�t �s az �sszes f�l�tte l�v�t a sz�r�b�l}
translate H GlistRemoveGameAndBelowFromFilter  {Vedd ki a j�tszm�t �s az �sszes alatta l�v�t a sz�r�b�l}
translate H GlistDeleteGame {T�r�ld/�ll�tsd helyre ezt a j�tszm�t} 
translate H GlistDeleteAllGames {T�r�ld a sz�r� �sszes j�tszm�j�t} 
translate H GlistUndeleteAllGames {�ll�tsd helyre a sz�r� �sszes j�tszm�j�t} 
# ====== TODO To be translated ======
translate H GlistMergeGameInBase {Merge Game in other base} 

# Maintenance window:
translate H DatabaseName {Az adatb�zis neve:}
translate H TypeIcon {T�pusikon:}
translate H NumOfGames {J�tszm�k:}
translate H NumDeletedGames {T�r�lt j�tszm�k:}
translate H NumFilterGames {Sz�rt j�tszm�k:}
translate H YearRange {�vtartom�ny:}
translate H RatingRange {�rt�ksz�mtartom�ny:}
translate H Description {Le�r�s}
translate H Flag {Megjel�l�s}
# ====== TODO To be translated ======
translate H CustomFlags {Custom flags}
translate H DeleteCurrent {T�rli az aktu�lis j�tszm�t.}
translate H DeleteFilter {T�rli a sz�rt j�tszm�kat.}
translate H DeleteAll {Minden j�tszm�t t�r�l.}
translate H UndeleteCurrent {Helyre�ll�tja az aktu�lis j�tszm�t.}
translate H UndeleteFilter {Helyre�ll�tja a sz�rt j�tszm�kat.}
translate H UndeleteAll {Minden j�tszm�t helyre�ll�t.}
translate H DeleteTwins {T�rli az ikerj�tszm�kat.}
translate H MarkCurrent {Megjel�li az aktu�lis j�tszm�t.}
translate H MarkFilter {Megjel�li a sz�rt j�tszm�kat.}
translate H MarkAll {Minden j�tszm�t megjel�l.}
translate H UnmarkCurrent {Elt�vol�tja az aktu�lis j�tszma megjel�l�s�t.}
translate H UnmarkFilter {Elt�vol�tja a sz�rt j�tszm�k megjel�l�s�t.}
translate H UnmarkAll {Minden j�tszma megjel�l�s�t elt�vol�tja.}
translate H Spellchecking {Helyes�r�s-ellen�rz�s}
translate H Players {J�t�kosok}
translate H Events {Esem�nyek}
translate H Sites {Helysz�nek}
translate H Rounds {Fordul�k}
translate H DatabaseOps {Adatb�zism�veletek}
translate H ReclassifyGames {ECO alapj�n oszt�lyozza a j�tszm�kat.}
translate H CompactDatabase {Adatb�zis t�m�r�t�se}
translate H SortDatabase {Adatb�zis rendez�se}
translate H AddEloRatings {�l�-�rt�ksz�mok hozz�ad�sa}
translate H AutoloadGame {J�tszmasorsz�m automatikus bet�lt�se}
#Igaz ez?
translate H StripTags {PGN-c�mk�k elt�ntet�se}
translate H StripTag {C�mke elt�ntet�se}
translate H Cleaner {Takar�t�}
translate H CleanerHelp {
SCID Takar�t�ja el fogja v�gezni az aktu�lis adatb�zison az �sszes olyan gondoz�si feladatot, amelyet az al�bbi list�r�l kijel�lsz.

Az ECO-oszt�lyoz�sra �s az ikert�rl�sre vonatkoz� jelenlegi be�ll�t�sok akkor jutnak �rv�nyre, ha ezeket a feladatokat is kijel�l�d.
}
translate H CleanerConfirm {
Ha a Takar�t� m�r elindult, t�bb� nem lehet meg�ll�tani!

Nagy adatb�zison a kiv�lasztott feladatokt�l �s aktu�lis be�ll�t�saikt�l f�gg�en a m�velet sok�ig eltarthat.

Biztos, hogy neki akarsz l�tni a kijel�lt gondoz�si feladatoknak?
}
translate H TwinCheckUndelete {v�lt�s; "u" mindkett�t helyre�ll�tja)}
translate H TwinCheckprevPair {El�z� p�r}
translate H TwinChecknextPair {K�vetkez� p�r}
translate H TwinChecker {Scid: Ikerj�tszma-ellen�rz�s}
translate H TwinCheckTournament {E verseny j�tszm�i:}
translate H TwinCheckNoTwin {Nem ikrek  }
translate H TwinCheckNoTwinfound {Ennek a j�tszm�nak nincs ikertestv�re.\nEbben az ablakban akkor lehet megjelen�teni az ikreket, ha el�bb az "Ikerj�tszm�k t�rl�se..." funkci�t haszn�lod. }
translate H TwinCheckTag {C�mk�k ellen�rz�se...}
translate H TwinCheckFound1 {Scid $result ikerj�tszm�t tal�lt,}
translate H TwinCheckFound2 { �s megjel�lte �ket t�rl�sre.}
translate H TwinCheckNoDelete {Ebben az adatb�zisban nincsenek t�rlend� j�tszm�k.}
translate H TwinCriteria1 {Ikerj�tszm�k megtal�l�s�t c�lz� be�ll�t�said azzal a vesz�llyel j�rnak,\nhogy hasonl� l�p�seket tartalmaz� (nem-iker) j�tszm�kat is megjel�l�k t�rl�sre..}
translate H TwinCriteria2 {Ha "azonos l�p�sek"-n�l "Nem"-et v�lasztottad, akkor c�lszer� "Igen"-t v�lasztani a sz�nek, az esem�ny, a helysz�n, a fordul�, az �v �s a h�nap be�ll�t�sain�l.\nAkarod folytatni, �s mindenk�ppen t�r�lni az ikreket?}
translate H TwinCriteria3 {Aj�nlatos "azonos helysz�n", "azonos fordul�" �s "azonos �v" be�ll�t�sai k�z�l legal�bb kett�t "Igen"-nek v�lasztani.\nAkarod folytatni, �s mindenk�ppen t�r�lni az ikreket?}
translate H TwinCriteriaConfirm {Scid: Er�s�tsd meg az ikerbe�ll�t�sokat}
translate H TwinChangeTag "V�ltoztasd meg a k�vetkez� j�tszmac�mk�ket:\n\n"
translate H AllocRatingDescription "Ez a parancs a jelenlegi helyes�r�sellen�rz� f�jl felhaszn�l�s�val �l�-pontokkal l�tja el az adatb�zis j�tszm�it. Ha egy j�t�kosnak jelenleg nincs �l�je, de a j�tszma idej�n �rv�nyes �l�je benne van a helyes�r�sellen�rz� f�jlban, azt az �l�t fogja kapni."
translate H RatingOverride "Fel�l�rjam a megl�v� 0-t�l k�l�nb�z� �l�ket?"
translate H AddRatings "Adj �l�ket ehhez:"
translate H AddedRatings {Scid $r �l�-�rt�ksz�mot adott $g j�tszm�hoz.}
translate H NewSubmenu "�j almen�"

# Comment editor:
translate H AnnotationSymbols  {�rt�kel� szimb�lumok:}
translate H Comment {Megjegyz�s:}
translate H InsertMark {Megjel�l�s besz�r�sa}
translate H InsertMarkHelp {
Megjel�l�s besz�r�sa/t�rl�se: sz�n, t�pus, mez� kiv�laszt�sa.
Ny�l besz�r�sa/t�rl�se: Kattint�s a jobb gombbal k�t mez�n.
}

# Nag buttons in comment editor:
translate H GoodMove {J� l�p�s}
translate H PoorMove {Rossz l�p�s}
translate H ExcellentMove {Kit�n� l�p�s}
translate H Blunder {Eln�z�s}
translate H InterestingMove {�rdekes l�p�s}
translate H DubiousMove {K�tes �rt�k� l�p�s}
translate H WhiteDecisiveAdvantage {Vil�gosnak d�nt� el�nye van.}
translate H BlackDecisiveAdvantage {S�t�tnek d�nt� el�nye van.}
translate H WhiteClearAdvantage {Vil�gos el�nye nyilv�nval�.}
translate H BlackClearAdvantage {S�t�t el�nye nyilv�nval�.}
translate H WhiteSlightAdvantage {Vil�gos valamivel jobban �ll.}
translate H BlackSlightAdvantage {S�t�t valamivel jobban �ll.}
translate H Equality {Egyenl� �ll�s}
translate H Unclear {Tiszt�zatlan �ll�s}
translate H Diagram {Diagram}

# Board search:
translate H BoardSearch {�ll�s keres�se}
translate H FilterOperation {Elv�gzend� m�velet az aktu�lis sz�r�n:}
translate H FilterAnd {�S (Sz�r� sz�k�t�se)}
translate H FilterOr {VAGY (Sz�r� b�v�t�se)}
translate H FilterIgnore {SEMMI (Sz�r� t�rl�se)}
translate H SearchType {A keres�s fajt�ja:}
translate H SearchBoardExact {Pontos �ll�s (minden figura azonos mez�n)}
translate H SearchBoardPawns {Gyalogok (azonos anyag, minden gyalog azonos mez�n)}
translate H SearchBoardFiles {Vonalak (azonos anyag, minden gyalog azonos vonalon)}
translate H SearchBoardAny {B�rmi (azonos anyag, gyalogok �s figur�k b�rhol)}
# ====== TODO To be translated ======
translate H SearchInRefDatabase { Search in base }
translate H LookInVars {V�ltozatokban is keres.}

# Material search:
translate H MaterialSearch {Keres�s anyagra}
translate H Material {Anyag}
translate H Patterns {Alakzatok}
translate H Zero {Null�z�s}
translate H Any {B�rmi}
translate H CurrentBoard {Aktu�lis �ll�s}
translate H CommonEndings {Gyakori v�gj�t�kok}
translate H CommonPatterns {Gyakori alakzatok}
translate H MaterialDiff {Anyagk�l�nbs�g}
translate H squares {mez�k}
translate H SameColor {Azonos sz�n}
translate H OppColor {Ellenkez� sz�n}
translate H Either {B�rmelyik}
translate H MoveNumberRange {L�p�startom�ny}
translate H MatchForAtLeast {Egyezzen legal�bb}
translate H HalfMoves {f�l l�p�sig.}

# Common endings in material search:
translate H EndingPawns {Gyalogv�gj�t�kok}
translate H EndingRookVsPawns {B�stya gyalog(ok) ellen}
translate H EndingRookPawnVsRook {B�stya �s 1 gyalog b�stya ellen}
translate H EndingRookPawnsVsRook {B�stya �s gyalogok b�stya ellen}
translate H EndingRooks {B�styav�gj�t�kok}
translate H EndingRooksPassedA {B�styav�gj�t�kok szabad a-gyaloggal}
translate H EndingRooksDouble {Kett�s b�styav�gj�t�kok}
translate H EndingBishops {Fut�v�gj�t�kok}
translate H EndingBishopVsKnight {Fut� husz�r ellen}
translate H EndingKnights {Husz�rv�gj�t�kok}
translate H EndingQueens {Vez�rv�gj�t�kok}
translate H EndingQueenPawnVsQueen {Vez�r �s 1 gyalog vez�r ellen}
translate H BishopPairVsKnightPair {Fut�p�r husz�rp�r ellen a k�z�pj�t�kban}

# Common patterns in material search:
translate H PatternWhiteIQP {Izol�lt vil�gos vez�rgyalog}
translate H PatternWhiteIQPBreakE6 {d4-d5 �tt�r�s e6 ellen}
translate H PatternWhiteIQPBreakC6 {d4-d5 �tt�r�s c6 ellen}
translate H PatternBlackIQP {Izol�lt s�t�t vez�rgyalog}
translate H PatternWhiteBlackIQP {Izol�lt vil�gos d-gyalog izol�lt s�t�t d-gyalog ellen}
translate H PatternCoupleC3D4 {Izol�lt vil�gos c3-d4 gyalogp�r}
translate H PatternHangingC5D5 {L�g� s�t�t gyalogok c5-�n �s d5-�n}
translate H PatternMaroczy {Mar�czy-centrum (gyalogok c4-en �s e4-en)}
translate H PatternRookSacC3 {B�stya�ldozat c3-on}
translate H PatternKc1Kg8 {O-O-O O-O ellen (Kc1 �s Kg8)}
translate H PatternKg1Kc8 {O-O O-O-O ellen (Kg1 �s Kc8)}
translate H PatternLightFian {Vil�gos mezej� fianchetto (g2 fut� b7 fut� ellen)}
translate H PatternDarkFian {S�t�t mezej� fianchetto (b2 fut� g7 fut� ellen)}
translate H PatternFourFian {N�gyes fianchetto (fut�k b2-n, g2-n, b7-en �s g7-en)}

# Game saving:
translate H Today {Ma}
translate H ClassifyGame {J�tszma oszt�lyoz�sa}

# Setup position:
translate H EmptyBoard {T�bla letakar�t�sa}
translate H InitialBoard {Alap�ll�s}
translate H SideToMove {Ki l�p?}
translate H MoveNumber {L�p�s sz�ma}
translate H Castling {S�ncol�s}
translate H EnPassantFile {"en passant"-vonal}
translate H ClearFen {FEN t�rl�se}
translate H PasteFen {FEN beilleszt�se}
translate H SaveAndContinue {Ment�s �s folytat�s}
translate H DiscardChangesAndContinue {V�ltoztat�sok elvet�se\n�s folytat�s}
translate H GoBack {Vissza}

# Replace move dialog:
translate H ReplaceMove {L�p�s cser�je}
translate H AddNewVar {�j v�ltozat besz�r�sa}
translate H NewMainLine {�j f�v�ltozat}
translate H ReplaceMoveMessage {Itt m�r van l�p�s.

Kicser�lheted, mi�ltal az �sszes �t k�vet� l�p�s elv�sz, vagy l�p�sedet besz�rhatod �j v�ltozatk�nt.

(Ha a j�v�ben nem akarod l�tni ezt az �zenetet, kapcsold ki a Be�ll�t�sok:L�p�sek men�ben a "L�p�s cser�je el�tt r�k�rdez." be�ll�t�st.)}

# Make database read-only dialog:
translate H ReadOnlyDialog {Ha ezt az adatb�zist kiz�r�lag olvashat�v� teszed, nem lehet v�ltoztat�sokat v�gezni rajta. Nem lehet j�tszm�kat elmenteni vagy kicser�lni, sem a t�rl�skijel�l�seket megv�ltoztatni. Minden rendez�s vagy ECO-oszt�lyoz�s csak �tmeneti lesz.

K�nnyen �jra �rhat�v� teheted az adatb�zist, ha bez�rod, majd �jb�l megnyitod.

T�nyleg kiz�r�lag olvashat�v� akarod tenni ezt az adatb�zist?}

# Clear game dialog:
translate H ClearGameDialog {Ez a j�tszma megv�ltozott.

T�nyleg folytatni akarod, �s elvetni a l�trehozott v�ltoztat�sokat?
}

# Exit dialog:
translate H ExitDialog {T�nyleg ki akarsz l�pni SCID-b�l?}
translate H ExitUnsaved {A k�vetkez� adatb�zisokban elmentetlen j�tszmav�ltoztat�sok vannak. Ha most kil�psz, ezek a v�ltoztat�sok elvesznek.}

# Import window:
translate H PasteCurrentGame {Beilleszti az aktu�lis j�tszm�t.}
translate H ImportHelp1 {Bevisz vagy beilleszt egy PGN-form�tum� j�tszm�t a fenti keretbe.}
translate H ImportHelp2 {Itt jelennek meg az import�l�s k�zben fell�p� hib�k.}
translate H OverwriteExistingMoves {Fel�l�rjam a megl�v� l�p�seket?}

# ECO Browser:
translate H ECOAllSections {�sszes ECO-oszt�ly}
translate H ECOSection {ECO-oszt�ly}
translate H ECOSummary {�sszefoglal�s:}
translate H ECOFrequency {Alk�dok gyakoris�ga:}

# Opening Report:
translate H OprepTitle {Megnyit�si �sszefoglal�}
translate H OprepReport {�sszefoglal�}
translate H OprepGenerated {K�sz�tette:}
#Lehet, hogy ez "k�sz�lt"?
translate H OprepStatsHist {Statisztika �s t�rt�net}
translate H OprepStats {Statisztika}
translate H OprepStatAll {Az �sszefoglal� �sszes j�tszm�ja}
translate H OprepStatBoth {Mindkett�}
translate H OprepStatSince {Id�szak kezdete:}
translate H OprepOldest {A legr�gibb j�tszm�k}
translate H OprepNewest {A leg�jabb j�tszm�k}
translate H OprepPopular {Jelenlegi n�pszer�s�g}
translate H OprepFreqAll {Gyakoris�g a teljes id�szakban:   }
translate H OprepFreq1   {Az ut�bbi 1 �vben: }
translate H OprepFreq5   {Az ut�bbi 5 �vben: }
translate H OprepFreq10  {Az ut�bbi 10 �vben: }
translate H OprepEvery {minden %u j�tszm�ban egyszer}
translate H OprepUp {%u%s n�veked�s az �vek sor�n}
translate H OprepDown {%u%s cs�kken�s az �vek sor�n}
translate H OprepSame {nincs v�ltoz�s az �vek sor�n}
translate H OprepMostFrequent {Leggyakoribb j�t�kosok}
translate H OprepMostFrequentOpponents {Leggyakoribb ellenfelek}
translate H OprepRatingsPerf {�rt�ksz�m �s teljes�tm�ny}
translate H OprepAvgPerf {�tlagos �rt�ksz�m �s teljes�tm�ny}
translate H OprepWRating {Vil�gos �rt�ksz�ma}
translate H OprepBRating {S�t�t �rt�ksz�ma}
translate H OprepWPerf {Vil�gos teljes�tm�nye}
translate H OprepBPerf {S�t�t teljes�tm�nye}
translate H OprepHighRating {A legnagyobb �tlag�rt�ksz�m� j�tszm�k}
translate H OprepTrends {Tendenci�k}
translate H OprepResults {Eredm�ny hossz�s�g �s gyakoris�g szerint}
translate H OprepLength {J�tszmahossz}
translate H OprepFrequency {Gyakoris�g}
translate H OprepWWins {Vil�gos nyer: }
translate H OprepBWins {S�t�t nyer:   }
translate H OprepDraws {D�ntetlen:    }
translate H OprepWholeDB {teljes adatb�zis}
translate H OprepShortest {A legr�videbb gy�zelmek}
translate H OprepMovesThemes {L�p�sek �s t�m�k}
translate H OprepMoveOrders {A vizsg�lt �ll�shoz vezet� l�p�ssorrendek}
translate H OprepMoveOrdersOne \
  {Csak egy l�p�ssorrend vezetett ehhez az �ll�shoz:}
translate H OprepMoveOrdersAll \
  {%u l�p�ssorrend vezetett ehhez az �ll�shoz:}
translate H OprepMoveOrdersMany \
  {%u l�p�ssorrend vezetett ehhez az �ll�shoz. Az els� %u:}
translate H OprepMovesFrom {A vizsg�lt �ll�sban tett l�p�sek}
translate H OprepMostFrequentEcoCodes {Leggyakoribb ECO-k�dok}
translate H OprepThemes {Poz�ci�s t�m�k}
translate H OprepThemeDescription {T�m�k gyakoris�ga az egyes j�tszm�k els� %u l�p�s�ben}
translate H OprepThemeSameCastling {S�ncol�s azonos oldalra}
translate H OprepThemeOppCastling {S�ncol�s ellenkez� oldalra}
translate H OprepThemeNoCastling {Egyik kir�ly sem s�ncolt.}
translate H OprepThemeKPawnStorm {Kir�lysz�rnyi gyalogroham}
translate H OprepThemeQueenswap {Vez�rcsere}
translate H OprepThemeWIQP {Elszigetelt vil�gos vez�rgyalog}
translate H OprepThemeBIQP {Elszigetelt s�t�t vez�rgyalog}
translate H OprepThemeWP567 {Vil�gos gyalog az 5./6./7. soron}
translate H OprepThemeBP234 {S�t�t gyalog a 4./3./2. soron}
translate H OprepThemeOpenCDE {Ny�lt c/d/e-vonal}
translate H OprepTheme1BishopPair {Csak az egyik f�lnek van fut�p�rja.}
translate H OprepEndgames {V�gj�t�kok}
translate H OprepReportGames {Az �sszefoglal� j�tszm�i}
translate H OprepAllGames    {�sszes j�tszma}
translate H OprepEndClass {Anyagi viszonyok az egyes j�tszm�k v�g�n}
translate H OprepTheoryTable {Elm�lett�bl�zat}
translate H OprepTableComment {a legnagyobb �rt�ksz�m� %u j�tszma alapj�n}
translate H OprepExtraMoves {A k�l�n megjegyz�ssel ell�tott l�p�sek sz�ma az elm�lett�bl�zatban}
translate H OprepMaxGames {Az elm�lett�bl�zat l�trehoz�s�hoz felhaszn�lhat� j�tszm�k maxim�lis sz�ma}
translate H OprepViewHTML {HTML megtekint�se}
translate H OprepViewLaTeX {LaTeX megtekint�se}

# Player Report:
translate H PReportTitle {�sszefoglal� j�t�kosr�l}
translate H PReportColorWhite {vil�gossal}
translate H PReportColorBlack {s�t�ttel}
translate H PReportMoves {%s ut�n}
translate H PReportOpenings {Megnyit�sok}
translate H PReportClipbase {Ki�r�ti a v�g�lapot, �s odam�solja a felt�telnek megfelel� j�tszm�kat}

# Piece Tracker window:
translate H TrackerSelectSingle {A bal eg�rgomb kiv�lasztja ezt a figur�t.}
translate H TrackerSelectPair {A bal eg�rgomb kiv�lasztja ezt a figur�t; a jobb eg�rgomb a p�rj�t is kiv�lasztja.}
translate H TrackerSelectPawn {A bal eg�rgomb kiv�lasztja ezt a gyalogot; a jobb eg�rgomb az �sszes gyalogot kiv�lasztja.}
translate H TrackerStat {Statisztika}
translate H TrackerGames {J�tszm�k %-a, amelyekben erre a mez�re l�pett}
translate H TrackerTime {Id� %-a, amelyet az egyes mez�k�n t�lt�tt}
translate H TrackerMoves {L�p�sek}
translate H TrackerMovesStart {Add meg a l�p�s sz�m�t, amelyn�l a nyomk�vet�snek el kell kezd�dnie.}
translate H TrackerMovesStop {Add meg a l�p�s sz�m�t, amelyn�l a nyomk�vet�snek be kell fejez�dnie.}

# Game selection dialogs:
translate H SelectAllGames {Az adatb�zis �sszes j�tszm�ja}
translate H SelectFilterGames {Csak a sz�rt j�tszm�k}
translate H SelectTournamentGames {Csak az aktu�lis verseny j�tszm�i}
translate H SelectOlderGames {Csak r�gebbi j�tszm�k}

# Delete Twins window:
translate H TwinsNote {K�t j�tszma akkor iker, ha ugyanazok j�tssz�k �ket, �s megfelelnek az alant meghat�rozhat� krit�riumoknak. Az ikerp�rb�l a r�videbb j�tszma t�rl�dik. Javaslat: ikrek t�rl�se el�tt �rdemes helyes�r�s-ellen�rz�st v�gezni az adatb�zison, mert az jav�tja az ikerfelder�t�st.}
translate H TwinsCriteria {Krit�riumok: Az ikerj�tszm�k k�z�s tulajdons�gai...}
translate H TwinsWhich {A megvizsg�land� j�tszm�k}
translate H TwinsColors {Azonos sz�n?}
translate H TwinsEvent {Ugyanaz az esem�ny?}
translate H TwinsSite {Azonos helysz�n?}
translate H TwinsRound {Ugyanaz a fordul�?}
translate H TwinsYear {Azonos �v?}
translate H TwinsMonth {Azonos h�nap?}
translate H TwinsDay {Ugyanaz a nap?}
translate H TwinsResult {Azonos eredm�ny?}
translate H TwinsECO {Azonos ECO-k�d?}
translate H TwinsMoves {Azonos l�p�sek?}
translate H TwinsPlayers {A j�t�kosok nev�nek �sszehasonl�t�sakor:}
translate H TwinsPlayersExact {Teljes egyez�s kell.}
translate H TwinsPlayersPrefix {El�g az els� 4 bet�nek egyeznie.}
translate H TwinsWhen {Ikerj�tszm�k t�rl�sekor}
translate H TwinsSkipShort {Hagyjuk figyelmen k�v�l az 5 l�p�sn�l r�videbb j�tszm�kat?}
translate H TwinsUndelete {El�sz�r �ll�tsuk helyre az �sszes j�tszm�t?}
translate H TwinsSetFilter {A sz�r�t �ll�tsuk az �sszes t�r�lt ikerj�tszm�ra?}
translate H TwinsComments {A megjegyz�sekkel ell�tott j�tszm�kat mindig tartsuk meg?}
translate H TwinsVars {A v�ltozatokat tartalmaz� j�tszm�kat mindig tartsuk meg?}
translate H TwinsDeleteWhich {Melyik j�tszm�t t�r�ljem?}
translate H TwinsDeleteShorter {A r�videbbet}
translate H TwinsDeleteOlder {A kisebb sorsz�m�t}
translate H TwinsDeleteNewer {A nagyobb sorsz�m�t}
translate H TwinsDelete {J�tszm�k t�rl�se}

# Name editor window:
translate H NameEditType {Szerkesztend� n�vt�pus}
translate H NameEditSelect {Szerkesztend� j�tszm�k}
translate H NameEditReplace {Cser�l}
translate H NameEditWith {Erre}
translate H NameEditMatches {Egyez�sek: Ctrl+1...Ctrl+9 v�laszt.}
# ====== TODO To be translated ======
translate H CheckGames {Check games}
# ====== TODO To be translated ======
translate H CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate H CheckAll {All games}
# ====== TODO To be translated ======
translate H CheckSelectFilterGames {Only games in filter}

# Classify window:
translate H Classify {Oszt�lyoz}
translate H ClassifyWhich {Mely j�tszm�k essenek �t ECO-oszt�lyoz�son?}
translate H ClassifyAll {Az �sszes (�rja fel�l a r�gi ECO-k�dokat)}
translate H ClassifyYear {Az ut�bbi �vben j�tszott j�tszm�k}
translate H ClassifyMonth {Az ut�bbi h�napban j�tszott j�tszm�k}
translate H ClassifyNew {Csak az eddig m�g nem oszt�lyozott j�tszm�k}
translate H ClassifyCodes {Haszn�land� ECO-k�dok}
translate H ClassifyBasic {Csak az alapk�dok ("B12", ...)}
translate H ClassifyExtended {Kiterjesztett SCID-k�dok ("B12j", ...)}

# Compaction:
translate H NameFile {N�vf�jl}
translate H GameFile {J�tszmaf�jl}
translate H Names {Nevek}
translate H Unused {Haszn�laton k�v�l}
translate H SizeKb {M�ret (kB)}
translate H CurrentState {Jelenlegi �llapot}
translate H AfterCompaction {T�m�r�t�s ut�n}
translate H CompactNames {N�vf�jl t�m�r�t�se}
translate H CompactGames {J�tszmaf�jl t�m�r�t�se}
translate H NoUnusedNames "Nincsenek nem haszn�lt nevek, �gyhogy a n�vf�jl m�r teljesen t�m�r."
translate H NoUnusedGames "A n�vf�jl m�r teljesen t�m�r."
translate H NameFileCompacted {Az adatb�zis "[file tail [sc_base filename]]" n�vf�jlja t�m�r�tve van.}
translate H GameFileCompacted {Az adatb�zis "[file tail [sc_base filename]]" j�tszmaf�jlja t�m�r�tve van.}

# Sorting:
translate H SortCriteria {Krit�riumok}
translate H AddCriteria {Krit�riumok hozz�ad�sa}
translate H CommonSorts {Szok�sos rendez�sek}
translate H Sort {Rendez�s}

# Exporting:
translate H AddToExistingFile {J�tszm�k hozz�ad�sa l�tez� f�jlhoz?}
translate H ExportComments {Megjegyz�sek export�l�sa?}
translate H ExportVariations {V�ltozatok export�l�sa?}
translate H IndentComments {Megjegyz�sek igaz�t�sa?}
translate H IndentVariations {V�ltozatok igaz�t�sa?}
translate H ExportColumnStyle {Oszlop st�lusa (soronk�nt egy l�p�s)?}
translate H ExportSymbolStyle {Szimb�lumok st�lusa:}
translate H ExportStripMarks {Kivegye a megjegyz�sekb�l a mez�- �s ny�lmegjel�l�seket?}

# Goto game/move dialogs:
translate H LoadGameNumber {A bet�ltend� j�tszma sorsz�ma:}
translate H GotoMoveNumber {Ugr�s a k�vetkez� l�p�shez:}

# Copy games dialog:
translate H CopyGames {J�tszm�k m�sol�sa}
translate H CopyConfirm {
 T�nyleg �t akarod m�solni
 a [::utils::thousands $nGamesToCopy] sz�rt j�tszm�t
 a "$fromName" adatb�zisb�l
 a "$targetName" adatb�zisba?
}
translate H CopyErr {Nem tudom �tm�solni a j�tszm�kat.}
translate H CopyErrSource {forr�s}
translate H CopyErrTarget {c�l}
translate H CopyErrNoGames {sz�r�j�ben nincsenek j�tszm�k.}
translate H CopyErrReadOnly {kiz�r�lag olvashat�.}
translate H CopyErrNotOpen {nincs megnyitva.}

# Colors:
translate H LightSquares {Vil�gos mez�k}
translate H DarkSquares {S�t�t mez�k}
translate H SelectedSquares {Kiv�lasztott mez�k}
translate H SuggestedSquares {Javasolt l�p�sek mez�i}
translate H WhitePieces {Vil�gos figur�k}
translate H BlackPieces {S�t�t figur�k}
translate H WhiteBorder {Vil�gos k�rvonal}
translate H BlackBorder {S�t�t k�rvonal}

# Novelty window:
translate H FindNovelty {�j�t�s keres�se}
translate H Novelty {�j�t�s}
translate H NoveltyInterrupt {�j�t�skeres�s le�ll�tva}
translate H NoveltyNone {Ebben a j�tszm�ban nem tal�ltam �j�t�st.}
translate H NoveltyHelp {
SCID megkeresi az aktu�lis j�tszma els� olyan l�p�s�t, amely nem szerepel sem a kiv�lasztott adatb�zisban, sem az ECO megnyit�st�rban.
}

# Sounds configuration:
translate H SoundsFolder {Hangf�jlok k�nyvt�ra}
translate H SoundsFolderHelp {A k�nyvt�rban a King.wav, a.wav, 1.wav, s.�.t. f�jloknak kell szerepelni�k.}
translate H SoundsAnnounceOptions {L�p�sbemond�sok be�ll�t�sai}
translate H SoundsAnnounceNew {�j l�p�s bemond�sa amint megtessz�k}
translate H SoundsAnnounceForward {L�p�s bemond�sa amikor egy l�p�st el�re l�p�nk}
translate H SoundsAnnounceBack {L�p�s bemond�sa amikor visszavesz�nk vagy egy l�p�st h�tra l�p�nk}

# Upgrading databases:
translate H Upgrading {Fel�j�t�s}
translate H ConfirmOpenNew {
Ez r�gi form�tum� (SCID 3) adatb�zis, amelyet SCID 4 nem tud megnyitni, de m�r l�trehozott egy �j form�tum� (SCID 4) verzi�t.

Szeretn�d megnyitni az adatb�zis �j form�tum� verzi�j�t?
}
translate H ConfirmUpgrade {
Ez r�gi form�tum� (SCID 3) adatb�zis. �j form�tum� verzi�t kell l�trehozni bel�le, hogy SCID 4 haszn�lni tudja.

A fel�j�t�s �j verzi�t hoz l�tre az adatb�zisb�l. Az eredeti f�jlok s�rtetlen�l megmaradnak.

Az elj�r�s eltarthat egy darabig, de csak egyszer kell elv�gezni. Megszak�thatod, ha t�l sok�ig tart.

Szeretn�d most fel�j�tani ezt az adatb�zist?
}

# Recent files options:
translate H RecentFilesMenu {Az aktu�lis f�jlok sz�ma a F�jl men�ben}
translate H RecentFilesExtra {Az aktu�lis f�jlok sz�ma a kieg�sz�t� almen�ben}

# My Player Names options:
translate H MyPlayerNamesDescription {
Add meg az �ltalad kedvelt j�t�kosok nev�t, soronk�nt egyet. Helyettes�t� karaktereket (pl. "?" tetsz�leges karakter helyett, "*" tetsz�leges karaktersorozat helyett) is haszn�lhatsz.

Amikor bet�lt�d egy a list�n szerepl� j�t�kos j�tszm�j�t, a f�ablak sakkt�bl�ja sz�ks�g eset�n elfordul, hogy a j�tszm�t annak a j�t�kosnak a szemsz�g�b�l mutassa.
}
translate H showblunderexists {Jelezd a durva hib�t}
translate H showblundervalue {Mutasd a durva hiba m�rt�k�t}
translate H showscore {Mutasd az �rt�kel�st}
translate H coachgame {Edz� bekapcsol�sa}
translate H configurecoachgame {Edz�s �zemm�d be�ll�t�sai}
translate H configuregame {J�tszmabe�ll�t�sok}
translate H Phalanxengine {Phalanx}
translate H Coachengine {Edz�motor}
translate H difficulty {Neh�zs�g}
translate H hard {neh�z}
translate H easy {k�nny�}
translate H Playwith {Sz�ned}
translate H white {vil�gos}
translate H black {s�t�t}
translate H both {mindkett�}
translate H Play {J�t�k}
translate H Noblunder {Nincs durva hiba}
translate H blunder {durva hiba}
translate H Noinfo {-- Nincs adat --}
translate H PhalanxOrTogaMissing {Phalanx vagy Toga nincs meg}
translate H moveblunderthreshold {egy l�p�s durva hiba, ha a vesztes�g nagyobb mint}
translate H limitanalysis {A motor ennyi ideig elemezhet}
translate H seconds {m�sodperc}
translate H Abort {El�g}
translate H Resume {Folytasd}
translate H OutOfOpening {V�ge a megnyit�st�rnak}
translate H NotFollowedLine {Elt�rt�l a v�ltozatt�l}
translate H DoYouWantContinue {Akarod folytatni?}
translate H CoachIsWatching {Az edz� figyel}
translate H Ponder {Folyamatos gondolkod�s}
translate H LimitELO {�l� korl�toz�sa}
translate H DubiousMovePlayedTakeBack {K�tes l�p�s, visszaveszed?}
translate H WeakMovePlayedTakeBack {Gyenge l�p�s, visszaveszed?}
translate H BadMovePlayedTakeBack {Rossz l�p�s, visszaveszed?}
translate H Iresign {Feladom.}
translate H yourmoveisnotgood {Ez nem j� l�p�s.}
translate H EndOfVar {A v�ltozatnak v�ge.}
translate H Openingtrainer {Megnyit�sgyakorl�s}
translate H DisplayCM {Mutasd a sz�ba j�v� l�p�seket}
translate H DisplayCMValue {Mutasd a sz�ba j�v� l�p�sek �rt�kel�s�t}
translate H DisplayOpeningStats {Mutasd a statisztik�t}
translate H ShowReport {Mutasd a jelent�st}
translate H NumberOfGoodMovesPlayed {a j� l�p�sek sz�ma}
translate H NumberOfDubiousMovesPlayed {a k�tes l�p�sek sz�ma}
translate H NumberOfMovesPlayedNotInRepertoire {a reperto�rban nem szerepl� l�p�sek sz�ma}
translate H NumberOfTimesPositionEncountered {az �ll�s el�fordul�sainak a sz�ma}
translate H PlayerBestMove  {Csak a legjobb l�p�seket enged�lyezi}
translate H OpponentBestMove {Az ellenf�l a legjobbakat l�pi}
translate H OnlyFlaggedLines {Csak megjel�lt v�ltozatokat j�tszhatsz meg}
translate H resetStats {Statisztika t�rl�se}
translate H Repertoiretrainingconfiguration {Reperto�rgyakorl�s be�ll�t�sai}
translate H Loadingrepertoire {Reperto�r bet�lt�se}
translate H Movesloaded {Bet�lt�tt l�p�sek}
translate H Repertoirenotfound {A reperto�r nincs meg.}
translate H Openfirstrepertoirewithtype {El�bb nyiss meg egy reperto�r-adatb�zist a jobb oldali ikon seg�ts�g�vel.}
translate H Movenotinrepertoire {A l�p�s nincs a reperto�rban.}
translate H PositionsInRepertoire {A reperto�rban szerepl� �ll�sok}
translate H PositionsNotPlayed {A nem j�tszott �ll�sok}
translate H PositionsPlayed {A megj�tszott �ll�sok}
translate H Success {Siker}
translate H DubiousMoves {K�tes l�p�sek}
translate H OutOfRepertoire {A reperto�r kimer�lt.}
translate H ConfigureTactics {Taktika be�ll�t�sai}
translate H ResetScores {Eredm�nyek t�rl�se}
translate H LoadingBase {Adatb�zis bet�lt�se}
translate H Tactics {Taktika}
translate H ShowSolution {Mutasd meg a megfejt�st.}
# ====== TODO To be translated ======
translate H NextExercise {Next exercise}
# ====== TODO To be translated ======
translate H PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate H StopTraining {Stop training}
translate H Next {K�vetkez�}
translate H ResettingScore {Eredm�nyek t�rl�se}
translate H LoadingGame {J�tszma bet�lt�se}
translate H MateFound {Megvan a matt.}
translate H BestSolutionNotFound {Nincs meg a legjobb megold�s!}
translate H MateNotFound {Nincs meg a matt.}
translate H ShorterMateExists {Van r�videbb matt.}
translate H ScorePlayed {A megtett l�p�s �rt�kel�se}
translate H Expected {v�rt}
translate H ChooseTrainingBase {V�laszd ki az edz�sadatb�zist.}
translate H Thinking {Gondolkodom...}
translate H AnalyzeDone {Az elemz�s k�sz.}
translate H WinWonGame {Nyert j�tszma megnyer�se}
translate H Lines {V�ltozatok}
translate H ConfigureUCIengine {UCI-motor be�ll�t�sa}
translate H SpecificOpening {Meghat�rozott megnyit�s}
translate H StartNewGame {�j j�tszma}
translate H FixedLevel {Megadott szint}
translate H Opening {Megnyit�s}
translate H RandomLevel {V�letlen szint}
translate H StartFromCurrentPosition {Ez legyen a kezd��ll�s}
translate H FixedDepth {Adott m�lys�g}
translate H Nodes {Csom�pont} 
translate H Depth {M�lys�g}
translate H Time {Id�} 
translate H SecondsPerMove {M�sodperc l�p�senk�nt}
translate H Engine {Motor}
translate H TimeMode {Id�beoszt�s}
translate H TimeBonus {Id�alap + n�vekm�ny}
translate H TimeMin {perc}
translate H TimeSec {m�sodperc}
translate H AllExercisesDone {Minden gyakorlat k�sz.}
translate H MoveOutOfBook {A l�p�s nem szerepel a megnyit�st�rban.}
translate H LastBookMove {Utols� l�p�s a megnyit�st�rban}
translate H AnnotateSeveralGames {T�bb j�tszma komment�l�sa\na jelenlegit�l eddig:}
translate H FindOpeningErrors {Megnyit�si hib�k keres�se}
translate H MarkTacticalExercises {Taktikai gyakorlatok megjel�l�se}
translate H UseBook {Megnyit�st�r-haszn�lat}
translate H MultiPV {T�bb v�ltozat}
translate H Hash {Hesmem�ria}
translate H OwnBook {A motor megnyit�st�r�nak haszn�lata}
translate H BookFile {Megnyit�st�r}
translate H AnnotateVariations {V�ltozatok komment�l�sa}
translate H ShortAnnotations {R�vid komment�r}
translate H addAnnotatorTag {�rt�kel� jel hozz�ad�sa}
translate H AddScoreToShortAnnotations {R�vid komment�r kieg�sz�t�se �rt�kel�ssel}
translate H Export {Export}
translate H BookPartiallyLoaded {Megnyit�st�r r�szlegesen bet�ltve}
translate H Calvar {V�ltozatok sz�m�t�sa}
translate H ConfigureCalvar {Be�ll�t�s}
translate H Reti {R�ti}
translate H English {Angol}
translate H d4Nf6Miscellaneous {1.d4 Nf6 vegyes}
translate H Trompowsky {Trompowsky}
translate H Budapest {Budapest}
translate H OldIndian {�indiai}
translate H BenkoGambit {Benk�-csel}
translate H ModernBenoni {Modern Benoni}
translate H DutchDefence {Holland v�delem}
translate H Scandinavian {Skandin�v}
translate H AlekhineDefence {Aljechin-v�delem}
translate H Pirc {Pirc}
translate H CaroKann {Caro-Kann}
translate H CaroKannAdvance {Betol�s Caro-Kann}
translate H Sicilian {Szic�liai}
translate H SicilianAlapin {Szic�liai Alapin}
translate H SicilianClosed {Z�rt szic�liai}
translate H SicilianRauzer {Szic�liai Rauzer}
translate H SicilianDragon {Szic�liai s�rk�ny}
translate H SicilianScheveningen {Szic�liai Scheveningen}
translate H SicilianNajdorf {Szic�liai Najdorf}
translate H OpenGame {Ny�lt megnyit�sok}
translate H Vienna {B�csi j�t�k}
translate H KingsGambit {Kir�lycsel}
translate H RussianGame {Orosz v�delem}
translate H ItalianTwoKnights {Olasz megnyit�s/Kett�s husz�rj�t�k}
translate H Spanish {Spanyol}
translate H SpanishExchange {Cserespanyol}
translate H SpanishOpen {Ny�lt spanyol}
translate H SpanishClosed {Z�rt spanyol}
translate H FrenchDefence {Francia v�delem}
translate H FrenchAdvance {Betol�s francia}
translate H FrenchTarrasch {Francia Tarrasch}
translate H FrenchWinawer {Francia Winawer}
translate H FrenchExchange {Cserefrancia}
translate H QueensPawn {Vez�rgyalog megnyit�s}
translate H Slav {Szl�v}
translate H QGA {Elfogadott vez�rcsel}
translate H QGD {Elh�r�tott vez�rcsel}
translate H QGDExchange {Elh�r�tott vez�rcsel - cserev�ltozat}
translate H SemiSlav {F�lszl�v}
translate H QGDwithBg5 {Elh�r�tott vez�rcsel Fg5-tel}
translate H QGDOrthodox {Orthodox vez�rcsel}
translate H Grunfeld {Gr�nfeld}
translate H GrunfeldExchange {Gr�nfeld - cserev�ltozat}
translate H GrunfeldRussian {Gr�nfeld - orosz v�ltozat}
translate H Catalan {Katal�n}
translate H CatalanOpen {Ny�lt katal�n}
translate H CatalanClosed {Z�rt katal�n}
translate H QueensIndian {Vez�rindiai}
translate H NimzoIndian {Nimzo-indiai}
translate H NimzoIndianClassical {Klasszikus Nimzo-indiai}
translate H NimzoIndianRubinstein {Nimzo-indiai - Rubinstein}
translate H KingsIndian {Kir�lyindiai}
translate H KingsIndianSamisch {Kir�lyindiai - S�misch}
translate H KingsIndianMainLine {Kir�lyindiai - f�v�ltozat}
translate H ConfigureFics {FICS be�ll�t�sa}
translate H FICSGuest {Bel�p�s vend�gk�nt}
translate H FICSServerPort {Szerverport}
# ====== TODO To be translated ======
translate H FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate H FICSRefresh {Refresh}
translate H FICSTimesealPort {Id�b�lyegport}
translate H FICSSilence {Csend}
translate H FICSOffers {Aj�nlatok}
# ====== TODO To be translated ======
translate H FICSConsole {Console}
translate H FICSGames {J�tszm�k}
# ====== TODO To be translated ======
translate H FICSUnobserve {Stop observing game}
# ====== TODO To be translated ======
translate H FICSProfile {Display your history and profile}
# ====== TODO To be translated ======
translate H FICSRelayedGames {Relayed games}
translate H FICSFindOpponent {Ellenf�lkeres�}
translate H FICSTakeback {Visszav�tel}
translate H FICSTakeback2 {Visszav�tel 2}
translate H FICSInitTime {Kezdeti id� (perc)}
translate H FICSIncrement {N�vekm�ny (m�sodperc)}
translate H FICSRatedGame {�les j�tszma}
translate H FICSAutoColour {automatikus}
translate H FICSManualConfirm {k�zi meger�s�t�s}
translate H FICSFilterFormula {Sz�r�formula}
translate H FICSIssueSeek {Keres�s}
translate H FICSChallenge {Kih�v�s}
translate H FICSAccept {elfogad}
translate H FICSDecline {elutas�t}
translate H FICSColour {Sz�n}
translate H FICSSend {k�ld}
translate H FICSConnect {Csatlakoz�s}
# ====== TODO To be translated ======
translate H FICSdefaultuservars {Use default variables}
# ====== TODO To be translated ======
translate H FICSObserveconfirm {Do you want to observe game}
# ====== TODO To be translated ======
translate H FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate H GameReview {Game review}
# ====== TODO To be translated ======
translate H GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate H GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate H GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate H GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate H GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate H GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate H GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate H GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate H GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate H GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate H GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate H GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate H GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate H GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate H GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate H GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate H GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate H GameReviewMovesPlayedEngine {Moves played like engine}
translate H CCDlgConfigureWindowTitle {Levelez�si sakk be�ll�t�sai}
translate H CCDlgCGeneraloptions {�ltal�nos lehet�s�gek}
translate H CCDlgDefaultDB {Alap�rtelmez�s� adatb�zis:}
translate H CCDlgInbox {Bej�v� postafi�k (�tvonal):}
translate H CCDlgOutbox {Kimen� postafi�k (�tvonal):}
translate H CCDlgXfcc {Xfcc-be�ll�t�s:}
translate H CCDlgExternalProtocol {K�ls� protokollkezel� (pl. Xfcc)}
translate H CCDlgFetchTool {Bek�r� eszk�z:}
translate H CCDlgSendTool {K�ld� eszk�z:}
translate H CCDlgEmailCommunication {eMail-kapcsolat}
translate H CCDlgMailPrg {Levelez�program:}
translate H CCDlgBCCAddr {(B)CC-c�m:}
translate H CCDlgMailerMode {�zemm�d:}
translate H CCDlgThunderbirdEg {pl. Thunderbird, Mozilla Mail, Icedove...}
translate H CCDlgMailUrlEg {pl. Evolution}
translate H CCDlgClawsEg {pl. Sylpheed Claws}
translate H CCDlgmailxEg {pl. mailx, mutt, nail...}
translate H CCDlgAttachementPar {Mell�kletparam�ter:}
translate H CCDlgInternalXfcc {Bels� Xfcc-t�mogat�s haszn�lata}
# ====== TODO To be translated ======
translate H CCDlgConfirmXfcc {Confirm moves}
translate H CCDlgSubjectPar {T�rgyparam�ter:}
translate H CCDlgDeleteBoxes {Be/kimen� postafi�k ki�r�t�se}
translate H CCDlgDeleteBoxesText {T�nyleg ki akarod �r�teni a levelez�si sakk be- �s kimen� postafi�kjait? Ehhez �jra szinkroniz�lni kell, amely j�tszm�id utols� �llapot�t mutatja.}
# ====== TODO To be translated ======
translate H CCDlgConfirmMove {Confirm move}
# ====== TODO To be translated ======
translate H CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
# ====== TODO To be translated ======
translate H CCDlgDBGameToLong {Inconsistent Mainline}
# ====== TODO To be translated ======
translate H CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.\nIn this case please shorten the mainline to (at max) move\n}
translate H CCDlgStartEmail {Start new eMail game}
translate H CCDlgYourName {Neved:}
translate H CCDlgYourMail {eMail-c�med:}
translate H CCDlgOpponentName {Az ellenf�l neve:}
translate H CCDlgOpponentMail {Az ellenf�l eMail-c�me:}
translate H CCDlgGameID {J�tszmaazonos�t� (egyedi):}
translate H CCDlgTitNoOutbox {Scid: A levelez�si sakk kimen� postafi�kja}
translate H CCDlgTitNoInbox {Scid: A levelez�si sakk bej�v� postafi�kja}
translate H CCDlgTitNoGames {Scid: Nincsenek levelez�si j�tszm�k.}
translate H CCErrInboxDir {A levelez�si sakk bej�v� postafi�kj�nak k�nyvt�ra:}
translate H CCErrOutboxDir {A levelez�si sakk kimen� postafi�kj�nak k�nyvt�ra:}
translate H CCErrDirNotUsable {nem l�tezik vagy nem hozz�f�rhet�!\nEllen�rizd �s jav�tsd ki a be�ll�t�sokat.}
translate H CCErrNoGames {nem tartalmaz j�tszm�t!\nEl�bb k�rd be �ket.}
translate H CCDlgTitNoCCDB {Scid: Nincs levelez�si adatb�zis.}
translate H CCErrNoCCDB {Nincs megnyitva "levelez�si" t�pus� adatb�zis. Nyiss meg egyet miel�tt levelez�si funkci�kat akarn�l haszn�lni.}
translate H CCFetchBtn {K�rj be j�tszm�kat a szervert�l, �s dolgozd fel a bej�v� postafi�kot.}
translate H CCPrevBtn {Menj az el�z� j�tszm�hoz.}
translate H CCNextBtn {Menj a k�vetkez� j�tszm�hoz.}
translate H CCSendBtn {L�p�s elk�ld�se}
translate H CCEmptyBtn {A postafi�kok ki�r�t�se}
translate H CCHelpBtn {Seg�ts�g ikonokhoz �s �llapotjelz�kh�z\n�ltal�nos seg�ts�g�rt nyomd meg F1-et!}
translate H CCDlgServerName {Szervern�v:}
translate H CCDlgLoginName  {Bejelentkez� n�v:}
translate H CCDlgPassword   {Jelsz�:}
translate H CCDlgURL        {Xfcc-URL:}
translate H CCDlgRatingType {�rt�ksz�m t�pusa:}
translate H CCDlgDuplicateGame {Nem egyedi j�tszmaazonos�t�}
translate H CCDlgDuplicateGameError {Ez a j�tszma egyn�l t�bbsz�r fordul el� adatb�zisodban. T�r�ld a m�solatokat, �s t�m�r�tsd j�tszmaf�jlodat (F�jl/Gondoz�s/Adatb�zis t�m�r�t�se).}
# ====== TODO To be translated ======
translate H CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate H CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate H CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate H CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate H CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate H CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate H CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate H CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate H CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate H ExtHWConfigConnection {K�ls� hardver be�ll�t�sa}
translate H ExtHWPort {Port}
translate H ExtHWEngineCmd {Motorparancs}
translate H ExtHWEngineParam {Motorparam�ter}
translate H ExtHWShowButton {Mutasd meg a nyom�gombot.}
translate H ExtHWHardware {Hardver}
translate H ExtHWNovag {Novag Citrine}
translate H ExtHWInputEngine {Bemeneti motor}
translate H ExtHWNoBoard {Nincs sakkt�bla}
# ====== TODO To be translated ======
translate H NovagReferee {Referee}
translate H IEConsole {Bemeneti motor kezel�szerve}
translate H IESending {L�p�sek bek�rve}
translate H IESynchronise {Szinkroniz�l�s}
translate H IERotate  {Forgat�s}
translate H IEUnableToStart {Nem tudom elind�tani ezt a bemeneti motort:}
translate H DoneWithPosition {�ll�s k�sz}
translate H Board {Sakkt�bla}
translate H showGameInfo {A j�tszma adatai}
translate H autoResizeBoard {A sakkt�bla automatikus �tm�retez�se}
translate H DockTop {Mozgat�s fel�lre}
translate H DockBottom {Mozgat�s alulra}
translate H DockLeft {Mozgat�s balra}
translate H DockRight {Mozgat�s jobbra}
translate H Undock {Felold�s}
# ====== TODO To be translated ======
translate H ChangeIcon {Change icon...}
}

# Tips of the day in Hungarian

set tips(H) {
  {
    Scid-ben t�bb mint 30 oldalnyi <a Index>seg�ts�g</a> van, �s a legt�bb Scid-ablakban
    az <b>F1</b> billenty� megnyom�s�ra el�bukkan egy arra az ablakra vonatkoz�
    seg�t� sz�veg.
  }
  {
    Egyes Scid-ablakoknak (pl. a j�tszmainform�ci�s ter�let, az
    <a Switcher>adatb�zisv�lt�</a>) jobbeg�rgombos men�j�k van.
    Nyomd meg a jobb eg�rgombot az egyes ablakokban, �s megl�tod,
    hogy ott is van-e, �s milyen lehet�s�geket k�n�l.
  }
  {
    Scid t�bb lehet�s�get is k�n�l l�p�sek bevitel�re, amelyek
    k�z�l kedved szerint v�laszthatsz. Haszn�lhatod az egeret
    (l�p�sjavaslattal vagy an�lk�l) vagy a billenty�zetet
    (l�p�skieg�sz�t�ssel vagy an�lk�l). Olvasd el a r�szleteket a
    <a Moves>L�p�sek bevitele</a> c�m� seg�t�lapon.
  }
  {
    Ha bizonyos adatb�zisokat gyakran haszn�lsz, jel�ld meg �ket egy-egy
    <a Bookmarks>k�nyvjelz�</a> seg�ts�g�vel, s ezut�n a k�nyvjelz�men�
    �tj�n gyorsabban tudod megnyitni �ket.
  }
  {
    A <a PGN>PGN-ablak</a> r�v�n az aktu�lis j�tszma �sszes
    l�p�s�t l�thatod (el�gaz�sokkal �s megjegyz�sekkel).
    A PGN-ablakban b�rmelyik l�p�shez elugorhatsz, ha r�kattintasz a bal
    eg�rgombbal; a k�z�ps� vagy a jobb eg�rgomb haszn�lat�val pedig
    a l�p�shez tartoz� �ll�st tekintheted meg.
  }
  {
    A bal eg�rgomb r�v�n �th�z�ssal egyik adatb�zisb�l a m�sikba
    m�solhatsz j�tszm�kat az <a Switcher>adatb�zisv�lt�</a> ablakban.
  }
  {
    Scid meg tud nyitni PGN-f�jlokat, m�g akkor is, ha Gzip �tj�n
    t�m�r�tve vannak (.gz f�jln�v-kiterjeszt�ssel). A megnyitott PGN-f�jlok
    csak olvashat�ak, ez�rt ha egy PGN-f�jlt Scidben akarsz �tszerkeszteni,
    hozz l�tre �j Scid-adatb�zist, �s az <a Switcher>adatb�zisv�lt�</a>
    seg�ts�g�vel m�sold bele a PGN-f�jl j�tszm�it.
  }
  {
    Ha egy nagy adatb�zist gyakran haszn�lsz a <a Tree>faszerkezet</a>-ablakkal,
    �rdemes a <b>Cache-f�jl felt�lt�se</b> pontot v�lasztani a faszerkezet-ablak
    F�jl men�j�b�l. Ez megjegyzi sok gyakori megnyit�s faszerkezet-adatait,
    mi�ltal gyorsabb lesz a hozz�f�r�s az adatb�zishoz.
  }
  {
    A <a Tree>faszerkezet</a>-ablak megmutatja az �sszes l�p�st, amelyet
    az adott �ll�sban tettek, de ha az �sszes l�p�ssorrendet l�tni akarod,
    amely ehhez az �ll�shoz vezetett, <a OpReport>megnyit�si �sszefoglal�</a>
    l�trehoz�s�val megkaphatod.
  }
  {
    A <a GameList>j�tszm�k list�ja</a> ablakban egy oszlop fejl�c�re
    kattintva m�dos�thatod az oszlop sz�less�g�t.
  }
  {
    A <a PInfo>j�t�kosinform�ci�</a>-ablak seg�ts�g�vel (kinyit�s�hoz
    egyszer�en kattints valamelyik j�t�kos nev�re a f�ablak sakkt�bl�ja alatt
    tal�lhat� j�tszmainform�ci�s ter�leten) k�nnyed�n be�ll�that� �gy
    a <a Searches Filter>sz�r�</a>, hogy bizonyos j�t�kos bizonyos eredm�nnyel
    v�gz�d�tt �sszes j�tszm�j�t tartalmazza. Ehhez csak a <red>piros sz�n�</red>
    �rt�kek valamelyik�re kell kattintani.
  }
  {
    Megnyit�s tanulm�nyoz�sakor egy fontos �ll�sban nagyon hasznos lehet a
    <a Searches Board>poz�ci�keres�s</a> <b>Gyalogok</b> vagy
    <b>Oszlopok</b> be�ll�t�ssal, mert ez megmutathatja,
    hogy m�g mely megnyit�sok vezetnek ugyanehhez a gyalogszerkezethez.
  }
  {
    Ha a j�tszmainform�ci�s ter�leten (a sakkt�bla alatt) megnyomod
    a jobb eg�rgombot, el�bukkan egy men�, amellyel testre szabhat�. 
    P�ld�ul megk�rheted Scidet, hogy rejtse el a k�vetkez� l�p�st, ami
    edz�sn�l hasznos, ha egy j�tszma l�p�seit ki akarod tal�lni.
  }
  {
    Ha gyakran v�gzel <a Maintenance>gondoz�s</a>t nagy adatb�zison,
    egyszerre hajthatsz v�gre t�bb gondoz�si feladatot a
    <a Maintenance Cleaner>takar�t�</a> seg�ts�g�vel.
  }
  {
    Ha nagy adatb�zisod van, amelyben a legt�bb j�tszm�n�l az esem�ny ideje
    is fel van t�ntetve, �s a j�tszm�kat id� szerint szeretn�d rendezni, v�gezd
    a <a Sorting>rendez�s</a>t az esem�ny ideje majd esem�ny szerint,
    s ne ford�tva. �gy ugyanannak a versenynek a k�l�nb�z� keltez�s� j�tszm�i
    egy�tt fognak maradni (term�szetesen csak akkor, ha mindegyikn�l azonos
    az esem�ny keltez�se).
  }
  {
    <a Maintenance Twins>Ikerj�tszm�k t�rl�se</a> el�tt c�lszer�
    <a Maintenance Spellcheck>helyes�r�sellen�rz�s</a> al� vetni
    az adatb�zist, mert �gy Scid t�bb ikret tud megtal�lni �s t�rl�sre kijel�lni.
  }
  {
    <a Flags>Megjel�l�sek</a> r�v�n az adatb�zis j�tszm�inak olyan
    jellegzetess�geit lehet kiemelni, amelyek alapj�n k�s�bb keres�st
    akarsz v�gezni (gyalogszerkezet, taktikai mot�vum stb.).
    Megjel�l�sekre <a Searches Header>keres�s fejl�c alapj�n</a> lehet
    keresni.
  }
  {
    Ha egy j�tszm�t tanulm�nyozva szeretn�l kipr�b�lni l�p�seket
    a j�tszma megv�ltoztat�sa n�lk�l, egyszer�en kapcsold be a
    V�ltozat kipr�b�l�sa �zemm�dot (a <b>Ctrl+space</b>
    billenty�kombin�ci�val vagy az eszk�zt�r ikonj�val), majd kapcsold ki,
    ha v�gezt�l, �s vissza akarsz t�rni az eredeti j�tszm�hoz.
  }
  {
    Ha meg akarod keresni egy adott �ll�shoz vezet� legkiemelked�bb
    j�tszm�kat (nagy �rt�ksz�m� ellenfelek k�z�tt), nyisd ki a
    <a Tree>faszerkezet</a>-ablakot, majd onnan nyisd ki a legjobb
    j�tszm�k list�j�t. M�g ezt a list�t is sz�k�theted, hogy csak
    meghat�rozott eredm�nnyel v�gz�d� j�tszm�kat mutasson.
  }
  {
    Remek�l lehet megnyit�st tanulm�nyozni nagy adatb�zisra
    t�maszkodva oly m�don, hogy a <a Tree>faszerkezet</a>-ablakban
    bekapcsolod az edz�st, majd az adatb�zis ellen j�tszva megn�zheted,
    mely el�gaz�sok fordulnak el� gyakran.
  }
  {
    Ha k�t adatb�zisod van nyitva, �s l�tni szeretn�d az els� adatb�zis
    <a Tree>faszerkezet</a>-adatait, mik�zben a m�siknak egyik
    j�tszm�j�t tanulm�nyozod, a <b>R�gz�t�s</b> gomb megnyom�s�val
    r�gz�tsd a f�t az els� adatb�zishoz, majd v�lts �t a m�sikra.
  }
  {
    A <a Tmt>versenykeres�</a> nemcsak arra val�, hogy megkeress
    vele egy versenyt. Arra is haszn�lhat�, hogy megn�zd, hogy egy j�t�kos
    mely versenyeken indult mostan�ban, vagy v�gign�zd egy adott orsz�gban
    rendezett legkiemelked�bb versenyeket.
  }
  {
    Az <a Searches Material>Anyag/szerkezet</a> keres�ablakban
    megtal�lhat� n�h�ny gyakran el�fordul� �ll�sszerkezet, amely
    hasznos lehet megnyit�s vagy k�z�pj�t�k tanulm�nyoz�sakor.
  }
  {
    Ha meghat�rozott anyagi helyzetre keresel az
    <a Searches Material>Anyag/szerkezet</a> keres�ablakban, sokszor c�lszer�
    a keres�st olyan j�tszm�kra korl�tozni, amelyek t�bb l�p�sen kereszt�l
    megfelelnek a felt�teleknek. Ily m�don ki lehet z�rni azokat a j�tszm�kat,
    amelyekben a keresett helyzet csak r�vid ideig �llt fenn.
  }
  {
    Ha egy fontos adatb�zist nem szeretn�l v�letlen�l megv�ltoztatni,
    megnyit�sa ut�n v�laszd az <b>�r�sv�delem...</b> pontot a
    <b>F�jl</b> men�b�l, vagy �ll�tsd �t attrib�tum�t csak olvashat�ra.
  }
  {
    Ha XBoardot vagy WinBoardot haszn�lod (vagy m�s olyan sakkprogramot,
    amely egy sakk�ll�st szabv�nyos FEN-jel�l�ssel a v�g�lapra tud m�solni),
    �s �t akarod m�solni a rajta l�v� �ll�st Scidbe, ennek leggyorsabb �s
    legegyszer�bb m�dja az, hogy XBoard/WinBoard File men�j�b�l
    <b>Copy Position</b> r�v�n, majd Scid Szerkeszt�s men�j�b�l
    <b>Kezd��ll�s beilleszt�se</b> �tj�n �temeled az �ll�st.
  }
  {
    <a Searches Header>Keres�s fejl�c alapj�n</a> eset�ben a
    j�t�kos-, esem�ny-, helysz�n- �s fordul�nevek nem �rz�kenyek
    kis- vagy nagybet� szempontj�b�l, �s az egyez�s n�v belsej�ben is lehet.
    Ehelyett v�geztethetsz kis- vagy nagybet� szempontj�b�l �rz�keny
    dzs�kerkeres�st is (ahol "?" = b�rmilyen karakter, "*" = esetleges
    tov�bbi karakterek), ha a keresend� sz�veget "id�z�jelben" adod meg.
    P�ld�ul �rj "*BEL"-t (id�z�jelekkel) a helysz�nmez�be, ha meg akarod tal�lni
    a Belgiumban j�tszott j�tszm�kat, de a Belgr�dban j�tszottakat nem.
  }
  {
    Ha egy j�tszm�ban helyesb�teni akarsz egy l�p�st, de nem szeretn�d,
    ha az �t k�vet� l�p�sek elveszn�nek, nyisd ki az <a Import>Import</a>
    ablakot, nyomd meg a <b>Beilleszti az aktu�lis j�tszm�t.</b> gombot,
    jav�tsd ki a t�ves l�p�st, majd nyomd meg az <b>Import</b> gombot.
  }
  {
    Ha van bet�ltve ECO-oszt�lyoz� f�jlod, a <b>J�tszma</b> men�b�l
    <b>Megnyit�s azonos�t�sa</b> �tj�n (gyorsbillenty�: Ctrl+Shift+D)
    elugorhatsz az aktu�lis j�tszm�ban el�fordul� legm�lyebb oszt�lyozott �ll�shoz.
    .
  }
  {
    Ha meg akarod n�zni egy f�jl m�ret�t vagy utols� m�dos�t�s�nak
    id�pontj�t, miel�tt megnyitn�d, haszn�ld megnyit�s�ra a
    <a Finder>f�jlkeres�</a>t.
  }
  {
    A <a Repertoire>reperto�r</a>f�jl remek m�d kedvelt megnyit�said
    nyilv�ntart�s�ra, emellett meg lehet vele keresni azokat a j�tszm�kat,
    amelyekben e megnyit�sok el�fordultak. Ha megnyit�saidat reperto�rf�jlban
    tartod, minden �j j�tszmagy�jtem�nyt �tsz�rhetsz vele,
    �s v�gign�zheted azokat a j�tszm�kat, amelyekben kedvelt megnyit�said
    el�fordulnak.
  }
  {
    A <a OpReport>megnyit�si �sszefoglal�</a> nagyszer� lehet�s�get ny�jt
    egy �ll�s megismer�s�re. Megn�zheted, mennyire eredm�nyes,
    gyakran vezet-e r�vid d�ntetlenre, megmutatja a gyakran el�fordul�
    poz�ci�s t�m�kat.
  }
  {
    A leghaszn�latosabb �rt�kel� jeleket (!, !?, += stb.) a
    <a Comment>megjegyz�sszerkeszt�<a> haszn�lata n�lk�l,
    billenty�z�ssel is hozz� lehet f�zni az aktu�lis l�p�shez vagy �ll�shoz.
    P�ld�ul "!", majd Enter le�t�s�vel be tudod sz�rni a "!" jelet.
    B�vebb ismertet�st a <a Moves>L�p�sek bevitele</a> c�m� seg�t�lap
    ny�jt.
  }
  {
    Ha egy adatb�zis megnyit�sai k�z�tt <a Tree>faszerkezet</a> seg�ts�g�vel
    b�ng�szel, hasznos �sszefoglal�t kaphatsz arr�l, hogy a vizsg�lt megnyit�s
    milyen eredm�nyes volt az ut�bbi id�ben er�s j�t�kosok k�z�tt. Ehhez nyisd ki
    a Statisztika ablakot (gyorsbillenty�: Ctrl+I).
  }
  {
    Megv�ltoztathatod a f�ablak sakkt�bl�j�nak m�ret�t, ha a <b>Ctrl</b>
    �s a <b>Shift</b> billenty�k nyomva tart�sa mellett megnyomod a
    <b>bal</b> vagy a <b>jobb</b> nyilat.
  }
  {
    <a Searches>Keres�s</a> ut�n k�nny�szerrel v�gign�zheted a tal�lt
    j�tszm�kat. Tartsd nyomva a <b>Ctrl</b> billenty�t, �s nyomd meg a
    <b>fel</b> vagy a <b>le</b> nyilat az el�z� vagy a k�vetkez�
    <a Searches Filter>sz�r�</a>j�tszma bet�lt�s�hez.
  }
}

# end of hungary.tcl
### italian.tcl:
# Italian language support for Scid.
# Added by Giancarlo Bassi.
# Updated by Paolo Montrasi.
# Updated by Michele Rinesi on 19/02/2004.
# Untranslated messages are marked with a "***" comment.

addLanguage I Italian 0 ; # iso8859-1

proc setLanguage_I {} {

# File menu:
menuText I File "File" 0
menuText I FileNew "Nuovo..." 0 {Crea un nuovo database Scid}
menuText I FileOpen "Apri..." 0 {Apre un database Scid esistente}
menuText I FileClose "Chiudi" 0 {Chiude un database Scid attivo}
menuText I FileFinder "Finder" 0 {Apre la finestra per cercare i file}
menuText I FileBookmarks "Bookmarks" 0 {Menu' Bookmarks (chiave: Ctrl+B)}
menuText I FileBookmarksAdd "Aggiungi bookmark" 0 \
  {Memorizza la partita e la posizione del database attivo}
menuText I FileBookmarksFile "Memorizza bookmark" 0 \
  {Memorizza un bookmark per la partita e posizione corrente}
menuText I FileBookmarksEdit "Modifica bookmarks..." 0 \
  {Modifica il menu' dei bookmarks memorizzati}
menuText I FileBookmarksList "Mostra i bookmark come una lista" 0 \
  {Mostra le cartelle dei bookmarks come una lista, senza sottomenu'}
menuText I FileBookmarksSub "Mostra i bookmark come sottomenu'" 0 \
  {Mostra le cartelle dei bookmarks con sottomenu', non a lista}
menuText I FileMaint "Gestione" 0 {Strumenti di gestione di un database Scid}
menuText I FileMaintWin "Finestra di Gestione" 0 \
  {Apre/chiude la finestra di gestione di un database Scid}
menuText I FileMaintCompact "Compatta database..." 0 \
  {Compatta i file di database, rimuovendo le partite cancellate e i nomi non usati}
menuText I FileMaintClass "Classificazione ECO di partite..." 2 \
  {Ricalcola il codice ECO di tutte le partite}
menuText I FileMaintSort "Ordina database..." 0 \
  {Ordina tutte le partite nel database}
menuText I FileMaintDelete "Cancella le partite doppie..." 20 \
  {Cerca le partite duplicate e le seleziona per cancellarle}
menuText I FileMaintTwin "Finestra di controllo delle doppie" 0 \
  {Apre/aggiorna la finestra del controllo dei duplicati}
menuText I FileMaintName "Controllo di nomi" 13 {Editor di nomi e controllo ortografico}
menuText I FileMaintNameEditor "Finestra di editor dei nomi" 0 \
  {Apre/chiude la finestra di editor dei nomi}
menuText I FileMaintNamePlayer "Controllo di nomi dei giocatori..." 22 \
  {Controllo di nomi dei giocatori mediante il file di verifica di nomi}
menuText I FileMaintNameEvent "Controllo di nomi di Eventi..." 21 \
  {Controllo di nomi dei eventi mediante il file di verifica di eventi}
menuText I FileMaintNameSite "Controllo di nomi di siti..." 21 \
  {Controllo di nomi di siti mediante il file di verifica}
menuText I FileMaintNameRound "Controllo di nomi di turni..." 21 \
  {Controllo di nomi di turni mediante il file di verifica}
menuText I FileReadOnly "Sola-lettura..." 0 \
  {Tratta il database attuale in sola lettura, prevenendo variazioni}
menuText I FileSwitch "Attiva un database" 0 \
  {Attiva uno fra i database aperti}
menuText I FileExit "Esci" 0 {Esce da Scid}
# ====== TODO To be translated ======
menuText I FileMaintFixBase "Fix corrupted base" 0 {Try to fix a corrupted base}

# Edit menu:
menuText I Edit "Edita" 0
menuText I EditAdd "Aggiunge una variante" 0 {Aggiunge una variante a questa mossa nella partita}
menuText I EditDelete "Cancella Variante" 0 {Cancella una variante per questa mossa}
menuText I EditFirst "Variante principale" 5 \
  {Promuove a variante principale nella lista}
menuText I EditMain "Promuove una Variante a Linea Principale" 0 \
  {Promuove una variante a linea principale}
menuText I EditTrial "Prova una variante" 0 \
  {Attiva/disattiva la modalita' di prova di una variante, per provare idee direttamente sulla scacchiera}
menuText I EditStrip "Pulisci" 2 {Elimina commenti o varianti dalla partita corrente}
# ====== TODO To be translated ======
menuText I EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText I EditRedo "Redo" 0 {Redo last game change}
menuText I EditStripComments "Commenti" 0 \
  {Elimina tutti i commenti e le annotazioni dalla parita corrente}
menuText I EditStripVars "Varianti" 0 {Elimina tutte le varianti dalla partita corrente}
menuText I EditStripBegin "Mosse dall'inizio" 1 \
  {Elimina le mosse dall'inizio della partita}
menuText I EditStripEnd "Mosse rimanenti" 0 \
  {Elimina le mosse rimanenti}
menuText I EditReset "Vuota la Clipbase" 0 \
  {Svuota completamente la clipbase}
menuText I EditCopy "Copia questa partita nella Clipbase" 1 \
  {Copia questa partita nella clipbase}
menuText I EditPaste "Incolla l'ultima partita nella Clipbase" 0 \
  {Incolla qui la partita della clipbase}
menuText I EditPastePGN "Paste Clipboard text as PGN game..." 10 \
  {Interpret the clipboard text as a game in PGN notation and paste it here} ;# ***
menuText I EditSetup "Posizione definita..." 10 \
  {Definisce una posizione per la partita corrente}
menuText I EditCopyBoard "Copia posizione" 6 \
  {Copia la posizione della scacchiera corrente in notazione FEN come testo (clipboard)}
menuText I EditPasteBoard "Incolla come posizione di partenza" 12 \
  {Imposta la posizione di partenza dalla selezione del testo corrente (clipboard)}

# Game menu:
menuText I Game "Partita" 0
menuText I GameNew "Annulla partita" 0 \
  {Torna alla posizione iniziale, rinunciando ai cambiamenti}
menuText I GameFirst "Carica la prima Partita" 13 {Carica la prima partita del filtro}
menuText I GamePrev "Carica la precedente Partita" 10 {Carica la precedente partita del filtro}
menuText I GameReload "Ricarica la Partita attuale" 0 \
  {Ricarica questa partita, eliminando ogni cambiamento eseguito}
menuText I GameNext "Carica la successiva Partita" 10 {Carica il successivo filtro di partite}
menuText I GameLast "Carica l'ultima partita" 9 {Carica l'ultima partita del filtro}
menuText I GameRandom "Carica una partica casuale" 8 {Carica una partita casuale del filtro}
menuText I GameNumber "Carica la partita numero..." 18 \
  {Carica una partita digitando il suo numero}
menuText I GameReplace "Salva: Sostituisce la partita..." 8 \
  {Salva questa partita, sostituendo la vecchia versione}
menuText I GameAdd "Save: Aggiunge la nuova partita..." 7 \
  {Salva questa partita come nuova partita nel database}
menuText I GameDeepest "Identifica apertura" 0 \
  {Va' alla posizione di partita piu' profonda listata nel libro ECO}
menuText I GameGotoMove "Vai alla mossa numero..." 0 \
  {Va' al numero di mossa specificato nella partita attuale}
menuText I GameNovelty "Trova Novita'..." 7 \
  {Cerca la prima mossa mai giocata della partita corrente}

# Search Menu:
menuText I Search "Cerca" 0
menuText I SearchReset "Annulla il filtro" 0 {Annulla il filtro per includere tutte le partite}
menuText I SearchNegate "Filtro Negato" 0 {Nega il filtro per comprendere solo partite escluse}
menuText I SearchCurrent "Posizione attuale..." 0 {Cerca la attuale posizione}
menuText I SearchHeader "Intestazione..." 0 {Ricerca per intestazione (giocatore, evento, etc)}
menuText I SearchMaterial "Materiale/Schema..." 0 {Ricerca per materiale o schema posizionale}
menuText I SearchUsing "Uso del file di ricerca..." 0 {Ricerca mediante un file di Opzioni}

# Windows menu:
menuText I Windows "Finestre" 2
menuText I WindowsComment "Editor di commenti" 10 {Apre/chiude l'editor di commenti}
menuText I WindowsGList "Lista di Partite" 0 {Apre/chiude la finestra di lista di partite}
menuText I WindowsPGN "Finestra PGN" 9 {Apre/chiude la finestra PGN (notazione di partita)}
menuText I WindowsPList "Trova giocatore" 2 {Apre/chiude la finestra per la ricerca di un giocatore}
menuText I WindowsTmt "Trova torneo" 2 {Apre/chiude la finestra per la ricerca di un torneo}
menuText I WindowsSwitcher "Selezione di Database" 11 {Apre/chiude la finestra per la selezione di un Database}
menuText I WindowsMaint "Finestra di gestione" 12 {Apre/chiude la finestra per la gestione di un Database}
menuText I WindowsECO "Navigazione ECO" 12 {Apre/chiude la finestra di navigazione ECO}
menuText I WindowsRepertoire "Editor di repertorio" 10 \
  {Apre/chiude l'editor di repertorio di apertura}
menuText I WindowsStats "Finestra di statistica" 12 {Apre/chiude la finestra di filtro statistico}
menuText I WindowsTree "Finestra di albero" 12 {Apre/chiude la finestra di albero}
menuText I WindowsTB "Finestra di Tablebase di finale" 12 \
  {Apre/chiude la finestra Tablebase}
menuText I WindowsBook "Libro delle aperture" 0 {Apre/chiude la finestra del libro delle aperture}
menuText I WindowsCorrChess "Gioco per corrispondenza" 0 {Apre/chiude la finestra per il gioco per corrispondenza}

# Tools menu:
menuText I Tools "Strumenti" 0
menuText I ToolsAnalysis "Motore di analisi..." 10 \
  {Inizia/termina il motore di analisi scacchistica}
menuText I ToolsAnalysis2 "Motore di analisi #2..." 19 \
  {Inizia/termina il motore di analisi scacchistica}
menuText I ToolsCross "Tabella" 0 {Mostra la tabella di torneo per questa partita}
menuText I ToolsEmail "Gestione Email" 10 \
  {Apre/chiude la finestra di gestione di partite per posta elettronica}
menuText I ToolsFilterGraph "Grafici relativi" 7 \
  {Apre/chiude la finestra dei grafici sul filtro con valori relativi}
menuText I ToolsAbsFilterGraph "Grafici assoluti" 7 {Apre/chiude la finestra dei grafici sul filtro con valori assoluti}
menuText I ToolsOpReport "Rapporto di Apertura" 0 \
  {Genera un rapporto di apertura per l'attuale posizione}
menuText I ToolsOpenBaseAsTree "Apri come albero..." 0   {Apre un database nella finestra per l'albero}
menuText I ToolsOpenRecentBaseAsTree "Apri recente come albero" 0   {Apre un database recente nella finestra per l'albero}
menuText I ToolsTracker "Dislocazione dei Pezzi"  0 {Apre/chiude la finestra con la traccia sulla dislocazione dei pezzi}
menuText I ToolsTraining "Allenamento"  0 {Strumenti per l'allenamento (tattica, aperture,...) }
menuText I ToolsTacticalGame "Partita tattica"  0 {Gioca una partita con le tattiche}
menuText I ToolsSeriousGame "Partita seria"  0 {Gioca una partita seria}
menuText I ToolsTrainOpenings "Aperture"  0 {Allenati con un repertorio}
# ====== TODO To be translated ======
menuText I ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
menuText I ToolsTrainTactics "Tattiche"  0 {Risolvi problemi tattici}
menuText I ToolsTrainCalvar "Calcolo delle varianti"  0 {Allenati sul calcolo delle varianti}
menuText I ToolsTrainFindBestMove "Trova la mossa migliore"  0 {Trova la mossa migliore}
menuText I ToolsTrainFics "Gioca su internet"  0 {Gioca su freechess.org}
# ====== TODO To be translated ======
menuText I ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText I ToolsBookTuning "Raffina il libro delle aperture" 0 {Raffina il libro delle aperture}
# ====== TODO To be translated ======
menuText I ToolsConnectHardware "Connect Hardware" 0 {Connect external hardware}
# ====== TODO To be translated ======
menuText I ToolsConnectHardwareConfigure "Configurazione" 1 {Configura la periferica}
# ====== TODO To be translated ======
menuText I ToolsConnectHardwareNovagCitrineConnect "Connetti Novag Citrine" 10 {Connetti la periferica Novag Citrine}
# ====== TODO To be translated ======
menuText I ToolsConnectHardwareInputEngineConnect "Connetti Input Engine" 10 {Connetti Input Engine (e.g. DGT)}
menuText I ToolsPInfo "Informazioni sul giocatore"  17 \
  {Apre/aggiorna la finestra di Informazione del giocatore}
menuText I ToolsPlayerReport "Report del giocatore ..." 3 \
  {Genera un Report del giocatore}
menuText I ToolsRating "Grafico del punteggio Elo" 24 \
  {Grafico storico del punteggio Elo dei giocatori della corrente partita}
menuText I ToolsScore "Grafico dei punti" 12 {Mostra la finestra del grafico dei punti}
menuText I ToolsExpCurrent "Esporta la partita attuale" 0 \
  {Scrive la partita attuale in un file di testo}
menuText I ToolsExpCurrentPGN "Esporta partita in un file PGN..." 15 \
  {Scrive la partita attuale in un file PGN}
menuText I ToolsExpCurrentHTML "Esporta partita in un file HTML..." 15 \
  {Scrive la partita attuale in un file HTML}
menuText I ToolsExpCurrentHTMLJS "Esporta partita in un file HTML con Javascript..." 15 {Scrive la partita attuale in un file HTML con Javascript}
menuText I ToolsExpCurrentLaTeX "Esporta partita in un file LaTeX..." 15 \
  {Scrive la partita attuale in un file LaTeX}
menuText I ToolsExpFilter "Esporta tutte le partite del filtro" 1 \
  {Scrive tutte le partite filtrate in un file di testo}
menuText I ToolsExpFilterPGN "Esporta filtro in file PGN..." 17 \
  {Scrive tutte le partite filtrate in un file PGN}
menuText I ToolsExpFilterHTML "Esporta filtro in file HTML..." 17 \
  {Scrive tutte le partite filtrate in un file HTML}
menuText I ToolsExpFilterHTMLJS "Esporta filtro in file HTML con Javascript..." 17 {Scrive tutte le partite filtrate in un file HTML con Javascript}
menuText I ToolsExpFilterLaTeX "Esporta filtro in un file LaTeX..." 17 \
  {Scrive tutte le partite filtrate in un file LaTeX}
menuText I ToolsImportOne "Importa una partita in formato PGN..." 0 \
  {Importa una partita da testo PGN}
menuText I ToolsImportFile "Importa file(s) di partite PGN..." 11 \
  {Importa le partite da uno o più file PGN}
menuText I ToolsStartEngine1 "Avvia il motore 1" 0  {Avvia il primo motore per l'analisi della posizione}
menuText I ToolsStartEngine2 "Avvia il motore 2" 0  {Avvia il secondo motore per l'analisi della posizione}
# ====== TODO To be translated ======
menuText I ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}

# Play menue
menuText I Play "Gioca" 0

# --- Correspondence Chess
menuText I CorrespondenceChess "Gioco per corrispondenza" 0 {Funzioni per il gioco per corrispondenza tramite eMail e Xfcc}
menuText I CCConfigure "Configura..." 0 {Configurazione generale e degli strumenti esterni}
# ====== TODO To be translated ======
menuText I CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
menuText I CCOpenDB "Apri Database..." 0 {Apri il database di default per il gioco per corrispondenza}
menuText I CCRetrieve "Trova Partite" 0 {Trova le partite tramite l'aiuto esterno Xfcc}
menuText I CCInbox "Processa Posta in Arrivo" 0 {Processa tutti i file nella posta in arrivo di Scid}
menuText I CCSend "Spedisci Mossa" 0 {Spedisce la tua mossa tramite eMail o Xfcc}
menuText I CCResign "Abbandona" 0 {Abbandona la partita (non tramite eMail)}
menuText I CCClaimDraw "Richiedi Patta" 0 {Spedisce la mossa e richiede la patta (non tramite eMail)}
menuText I CCOfferDraw "Offri Patta" 0 {Spedisce la mossa e offre la patta (non tramite eMail)}
menuText I CCAcceptDraw "Accetta Patta" 0 {Accetta l'offerta di patta (non tramite eMail)}
menuText I CCNewMailGame "Nuova Partita con eMail..." 0 {Avvia una nuova partita tramite eMail}
menuText I CCMailMove "Mossa per eMail..." 0 {Spedisce la mossa all'avversariio tramite eMail}
# ====== TODO To be translated ======
menuText I CCGamePage "Game Page..." 0 {Call up the game via the web browser}
# ====== TODO To be translated ======
menuText I CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText I Options "Opzioni" 0
menuText I OptionsBoard "Scacchiera" 0 {Opzioni di visualizzazione della scacchiera}
menuText I OptionsBoardSize "Dimensione della scacchiera" 0 {Cambia la dimensione della scacchiera}
menuText I OptionsBoardPieces "Stile dei pezzi" 6 \
  {Modifica lo stile dei pezzi della scacchiera}
menuText I OptionsBoardColors "Colori..." 0 {Cambia i colori della scacchiera}
menuText I OptionsBoardGraphics "Caselle..." 0 {Seleziona l'aspetto delle caselle}
translate I OptionsBGW {Seleziona l'aspetto delle caselle}
translate I OptionsBoardGraphicsText {Seleziona i files grafici per le caselle bianche e nere:}
menuText I OptionsBoardNames "I nomi dei miei giocatori ..." 0 {Edita i nomi dei miei giocatori}
menuText I OptionsExport "Esportazione" 2 {Cambia le opzioni di importazione testo}
menuText I OptionsFonts "Fonts" 0 {Cambia fonts}
menuText I OptionsFontsRegular "Regolare" 0 {Cambia il font in 'regular'}
menuText I OptionsFontsMenu "Menu" 0 {Cambia il font dei menu}
menuText I OptionsFontsSmall "Piccolo" 0 {Cambia il font 'small'}
# ====== TODO To be translated ======
menuText I OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText I OptionsFontsFixed "Fisso" 0 {Cambia il font di larghezza fissa}
menuText I OptionsGInfo "Informazioni sulla partita" 0 {Opzioni sulle informazioni della partita}
menuText I OptionsLanguage "Lingua" 0 {Sceglie una nuova lingua di menu}
menuText I OptionsMovesTranslatePieces "Traduci i pezzi" 0 {Traduce la prima lettera dei pezzi}
# ====== TODO To be translated ======
menuText I OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText I OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText I OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText I OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText I OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText I OptionsMoves "Mosse" 0 {Opzioni di immissione di mosse}
menuText I OptionsMovesAsk "Conferma prima di sostituire le mosse" 0 \
  {Chiede prima di sovrascrivere ogni mossa esistente}
menuText I OptionsMovesAnimate "Intervallo di tempo per le mosse animate" 1 \
  {Definisce l'intervallo di tempo per le mosse animate}
menuText I OptionsMovesDelay "Intervallo di tempo per il gioco automatico..." 1 \
  {Definisce l'intervallo di tempo per il gioco automatico}
menuText I OptionsMovesCoord "Immissione mossa per coordinate" 0 \
  {Accetta l'input di mossa mediante coordinate ("g1f3")}
menuText I OptionsMovesSuggest "Mostra le mosse suggerite" 0 \
  {Attiva/Disattiva il suggerimento di mosse}
menuText I OptionsShowVarPopup "Mostra Finestra Varianti" 0 {Attiva/Disattiva la visualizzazione della finestra delle varianti}
menuText I OptionsMovesSpace "Aggiungi Spazi dopo Mossa" 0 {Agginuge spazi dopo il numero della mossa}
menuText I OptionsMovesKey "Completamento da tastiera" 0 \
  {Attiva/Disattiva l'autocompletamento di mosse da tastiera}
menuText I OptionsMovesShowVarArrows "Mostra Frecce x Varianti" 0 {Attiva/Disattiva le freccie indicanti le mosse delle varianti}
menuText I OptionsNumbers "Formato del numero" 13 {Seglie il formato del numero}
menuText I OptionsStartup "Apertura all'avvio" 3 {Sceglie le finestre da aprire all'avvio}
# ====== TODO To be translated ======
menuText I OptionsTheme "Theme" 0 {Change look of interface}
menuText I OptionsWindows "Finestre" 2 {Opzioni di finestra}
menuText I OptionsWindowsIconify "Minimizza automaticamente" 5 \
  {Minimizza tutte le finestre quando la finestra principale viene minimizzata}
menuText I OptionsWindowsRaise "Auto-aumenta" 0 \
  {Aumenta alcune finestre (per es. le barre di progresso) ogni volta che sono oscurate}
menuText I OptionsSounds "Sounds..." 2 {Configure move announcement sounds} ;# ***
# ====== TODO To be translated ======
menuText I OptionsWindowsDock "Dock windows" 0 {Dock windows}
# ====== TODO To be translated ======
menuText I OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
# ====== TODO To be translated ======
menuText I OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
# ====== TODO To be translated ======
menuText I OptionsWindowsShowGameInfo "Show game info" 0 {Show game info}
# ====== TODO To be translated ======
menuText I OptionsWindowsAutoLoadLayout "Auto load first layout" 0 {Auto load first layout at startup}
menuText I OptionsToolbar "Barra degli strumenti" 12 \
  {Mostra/nasconde la barra degli strumenti nella finestra principale}
menuText I OptionsECO "Carica il file ECO..." 15 {Carica il file di classificazione ECO}
menuText I OptionsSpell "Carica il file di controllo ortografico..." 28 \
  {Carica il file di controllo di Scid}
menuText I OptionsTable "Directory di Tablebase..." 13 \
  {Seglie un file tablebase; tutte le tablebases nella directory saranno utilizzate}
menuText I OptionsRecent "File utilizzati di recente..." 0 \
  {Cambia il numero di file recentemente utilizzati visualizzato nel menu file}
menuText I OptionsBooksDir "Directory del libro delle aperture..." 0 {Configura la directory per il libro delle aperture}
menuText I OptionsTacticsBasesDir "Directory dei Database..." 0 {Configura la directory per i database di allenamento}
menuText I OptionsSave "Salva Opzioni" 0 \
  "Salva tutte le opzioni definibili nel file $::optionsFile"
menuText I OptionsAutoSave "Salva Opzioni all'uscita" 0 \
  {Salva automaticamente tutte le opzioni quando si esce da Scid}

# Help menu:
menuText I Help "Aiuto" 0
menuText I HelpContents "Contents" 0 {Mostra la pagina "contents" dell'aiuto}
menuText I HelpIndex "Indice" 0 {Mostra la pagina dell'indice dell'aiuto}
menuText I HelpGuide "Guida Veloce" 0 {Mostra la pagina di aiuto per la guida veloce}
menuText I HelpHints "Suggerimenti" 0 {Mostra la pagina di aiuto dei suggerimenti}
menuText I HelpContact "Informazioni per contattare" 17 {Mostra la pagina dell'aiuto di informazione di contatto}
menuText I HelpTip "Suggerimento del giorno" 0 {Mostra utili suggerimenti riguardo Scid}
menuText I HelpStartup "Finestra di partenza" 0 {Mostra la finestra di partenza}
menuText I HelpAbout "Su Scid" 1 {Informazioni su Scid}

# partita info box popup menu:
menuText I GInfoHideNext "Nascondi la mossa successiva" 0
menuText I GInfoMaterial "Mostra i valori del materiale" 0
menuText I GInfoFEN "Mostra FEN" 5
menuText I GInfoMarks "Mostra caselle e frecce colorate" 5
menuText I GInfoWrap "A capo automatico" 0
menuText I GInfoFullComment "Mostra commenti completi" 10
menuText I GInfoPhotos "Visualizza foto" 5
menuText I GInfoTBNothing "Tablebases: nulla" 12
menuText I GInfoTBResult "Tablebases: solo risultato" 12
menuText I GInfoTBAll "Tablebases: risultato e mosse migliori" 19
menuText I GInfoDelete "Recupera/Cancella questa partita" 9
menuText I GInfoMark "Smarca/Marca questa partita" 7
menuText I GInfoInformant "Configura i valori informativi" 0

# Main window buttons:
helpMsg I .main.fbutton.button.start {Va all'inizio della partita  (chiave: Home)}
helpMsg I .main.fbutton.button.end {Va alla fine della partita  (chiave: End)}
helpMsg I .main.fbutton.button.back {Indietro di una mossa (chiave: LeftArrow)}
helpMsg I .main.fbutton.button.forward {Avanti di una mossa (chiave: RightArrow)}
helpMsg I .main.fbutton.button.intoVar {Entra in una variante  (chiave abbreviata: v)}
helpMsg I .main.fbutton.button.exitVar {Lascia la variante attuale  (chiave abbreviata: z)}
helpMsg I .main.fbutton.button.flip {Ruota la scacchiera (chiave abbreviata: .)}
helpMsg I .main.fbutton.button.coords {Coordinate on/off  (chiave abbreviata: 0)}
helpMsg I .main.fbutton.button.stm {Visualizza l'icona di chi ha la mossa (si/no)}
helpMsg I .main.fbutton.button.autoplay {Mosse automatiche  (chiave: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg I .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg I .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg I .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate I Back {Indietro}
translate I Browse {Browse}
translate I Cancel {Cancella}
translate I Continue {Continua}
translate I Clear {Annulla}
translate I Close {Chiudi}
translate I Contents {Contents}
translate I Defaults {Defaults}
translate I Delete {Annulla}
translate I Graph {Grafico}
translate I Help {Aiuto}
translate I Import {Importa}
translate I Index {Indice}
translate I LoadGame {Carica partita}
translate I BrowseGame {Visualizza partita}
translate I MergeGame {Fondi partita}
translate I MergeGames {Unisci partite}
translate I Preview {Anteprima}
translate I Revert {Rovescia}
translate I Save {Salva}
translate I Search {Cerca}
translate I Stop {Stop}
translate I Store {Memorizza}
translate I Update {Aggiorna}
translate I ChangeOrient {Modifica l'orientamento della finestra}
translate I ShowIcons {Show Icons} ;# ***
translate I None {Nessuno}
translate I First {Prima}
translate I Current {Attuale}
translate I Last {Ultima}

# General messages:
translate I game {partita}
translate I games {Partite}
translate I move {mossa}
translate I moves {mosse}
translate I all {tutto}
translate I Yes {Si'}
translate I No {No}
translate I Both {Entrambi}
translate I King {Re}
translate I Queen {Donna}
translate I Rook {Torre}
translate I Bishop {Alfiere}
translate I Knight {Cavallo}
translate I Pawn {Pedone}
translate I White {Bianco}
translate I Black {Nero}
translate I Player {Giocatori}
translate I Rating {Punteggio}
translate I RatingDiff {Differenza punteggio (Bianco - Nero)}
translate I AverageRating {Punteggio medio}
translate I Event {Evento}
translate I Site {Sito}
translate I Country {Paese}
translate I IgnoreColors {Ignora i colori}
translate I Date {Data}
translate I EventDate {Evento data}
translate I Decade {Decennio}
translate I Year {Anno}
translate I Month {Mese}
translate I Months {Gennaio Febbraio Marzo Aprile Maggio Giugno Luglio Agosto Settembre Ottobre Novembre Dicembre}
translate I Days {Dom Lun Mar Mer Gio Ven Sab}
translate I YearToToday {Anno ad oggi}
translate I Result {Risultato}
translate I Round {Turno}
translate I Length {Lunghezza}
translate I ECOCode {codice ECO}
translate I ECO {ECO}
translate I Deleted {Cancellato}
translate I SearchResults {Risultati della ricerca}
translate I OpeningTheDatabase {Database di aperture}
translate I Database {Database}
translate I Filter {Filtro}
translate I noGames {no partite}
translate I allGames {tutte le partite}
translate I empty {vuoto}
translate I clipbase {clipbase}
translate I score {score}
translate I StartPos {Posizione iniziale}
translate I Total {Totale}
translate I readonly {sola-lettura}

# Standard error messages:
translate I ErrNotOpen {Questo database non � aperto.}
translate I ErrReadOnly {Questo database � a sola lettura; non puo' essere modificato.}
translate I ErrSearchInterrupted {Ricerca interrotta; il risultato e' incompleto.}

# Game information:
translate I twin {doppio}
translate I deleted {cancellato}
translate I comment {commento}
translate I hidden {nascosto}
translate I LastMove {Ultima mossa}
translate I NextMove {Mossa Successiva}
translate I GameStart {Inizio di partita}
translate I LineStart {Inizio di variante}
translate I GameEnd {Fine della partita}
translate I LineEnd {Fine della variante}

# Player information:
translate I PInfoAll {Risultati per <b>tutte</b> le partite}
translate I PInfoFilter {Risultati per le partite nel <b>filtro</b>}
translate I PInfoAgainst {Risultati contro}
translate I PInfoMostWhite {Le piu' frequenti aperture con il Bianco}
translate I PInfoMostBlack {Le piu' frequenti aperture con il Nero}
translate I PInfoRating {Variazioni dell'Elo}
translate I PInfoBio {Biografia}
translate I PInfoEditRatings {Edita i Ratings}

# Tablebase information:
translate I Draw {Patta}
translate I stalemate {stallo}
translate I withAllMoves {con tutte le mosse}
translate I withAllButOneMove {con tutte le mosse tranne una}
translate I with {con}
translate I only {solo}
translate I lose {persa}
translate I loses {perse}
translate I allOthersLose {tutte le altre perse}
translate I matesIn {matto in}
translate I hasCheckmated {e' mattato}
translate I longest {la piu' lunga}
translate I WinningMoves {Mosse vincenti}
translate I DrawingMoves {Mosse pattanti}
translate I LosingMoves {Mosse perdenti}
translate I UnknownMoves {Mosse senza risultato}

# Tip of the day:
translate I Tip {Suggerimento}
translate I TipAtStartup {Suggerimento all'avvio}

# Tree window menus:
menuText I TreeFile "File" 0
menuText I TreeFileFillWithBase "Riempi Cache con Database" 0 {Riempie la cache con tutte le partite nel database attuale}
menuText I TreeFileFillWithGame "Riempi Cache con Partita" 0 {Riempie la cache con la partita corrente del database attuale}
menuText I TreeFileSetCacheSize "Dimensione Cache" 0 {Seleziona la dimensione della cache}
menuText I TreeFileCacheInfo "Informazioni Cache" 0 {Ottiene informazioni sull'uso della cache}
menuText I TreeFileSave "Salva il file di cache" 0 \
  {Salva il file (.stc) della cache dell'albero}
menuText I TreeFileFill "Riempie il file di cache" 0 \
  {Riempie il file di cache con le piu' frequenti posizioni di apertura}
menuText I TreeFileBest "Lista delle migliori partite" 0 {Mostra l'albero delle migliori partite}
menuText I TreeFileGraph "Finestra di grafico" 0 \
  {Mostra il grafico per la corrente variante dell'albero}
menuText I TreeFileCopy "Copia il testo dell'albero nella clipboard" 1 \
  {Copia le statistiche dell'albero nella clipboard}
menuText I TreeFileClose "Chiudi la finestra dell'albero" 0 \
  {Chiudi la finestra dell'albero}
# ====== TODO To be translated ======
menuText I TreeMask "Mask" 0
# ====== TODO To be translated ======
menuText I TreeMaskNew "New" 0 {New mask}
# ====== TODO To be translated ======
menuText I TreeMaskOpen "Open" 0 {Open mask}
# ====== TODO To be translated ======
menuText I TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
# ====== TODO To be translated ======
menuText I TreeMaskSave "Save" 0 {Save mask}
# ====== TODO To be translated ======
menuText I TreeMaskClose "Close" 0 {Close mask}
# ====== TODO To be translated ======
menuText I TreeMaskFillWithGame "Fill with game" 0 {Fill mask with game}
# ====== TODO To be translated ======
menuText I TreeMaskFillWithBase "Fill with base" 0 {Fill mask with all games in base}
# ====== TODO To be translated ======
menuText I TreeMaskInfo "Info" 0 {Show statistics for current mask}
# ====== TODO To be translated ======
menuText I TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText I TreeMaskSearch "Search" 0 {Search in current mask}
menuText I TreeSort "Ordina" 0
menuText I TreeSortAlpha "Alfabetico" 0
menuText I TreeSortECO "codice ECO" 0
menuText I TreeSortFreq "Frequenza" 0
menuText I TreeSortScore "Punti" 0
menuText I TreeOpt "Opzioni" 0
menuText I TreeOptSlowmode "Modalità lenta" 0 {Modalità lenta per l'aggiornamento (più precisa)}
menuText I TreeOptFastmode "Modalità veloce" 0 {Modalità veloce per l'aggiornamento (nessuna trasposizione di mosse)}
menuText I TreeOptFastAndSlowmode "Modalità lenta e veloce" 0 {Modalità lenta e veloce per l'aggiornamento}
# ====== TODO To be translated ======
menuText I TreeOptStartStop "Auto refreshing" 0 {Toggles automatic refreshing of the tree window}
menuText I TreeOptLock "Blocca" 0 {Blocca/sblocca l'albero al database corrente}
menuText I TreeOptTraining "Training" 0 {Attiva/disattiva la modalita' di esercizio dell'albero}
menuText I TreeOptAutosave "File di cache per Auto-salvare" 0 \
  {Salva automaticamente il file di cache quando si chiude la finestra dell'albero}
menuText I TreeHelp "Aiuto" 0
menuText I TreeHelpTree "Aiuto per l'albero" 0
menuText I TreeHelpIndex "Indice di aiuto" 0
translate I SaveCache {Salva cache}
translate I Training {Esercizio}
translate I LockTree {Blocca}
translate I TreeLocked {Bloccato}
translate I TreeBest {Migliore}
translate I TreeBestGames {Migliori partite}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate I TreeTitleRow \
  {    Mossa  ECO       Frequenza    Punt.  AvElo Perf AvAnno %Patta}
translate I TreeTotal {TOTALE}
# ====== TODO To be translated ======
translate I DoYouWantToSaveFirst {Do you want to save first}
# ====== TODO To be translated ======
translate I AddToMask {Add to Mask}
# ====== TODO To be translated ======
translate I RemoveFromMask {Remove from Mask}
# ====== TODO To be translated ======
translate I AddThisMoveToMask {Add this move to Mask}
# ====== TODO To be translated ======
translate I SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate I DisplayMask {Display Mask}
# ====== TODO To be translated ======
translate I Nag {Nag code}
# ====== TODO To be translated ======
translate I Marker {Marker}
# ====== TODO To be translated ======
translate I Include {Include}
# ====== TODO To be translated ======
translate I Exclude {Exclude}
# ====== TODO To be translated ======
translate I MainLine {Main line}
# ====== TODO To be translated ======
translate I Bookmark {Bookmark}
# ====== TODO To be translated ======
translate I NewLine {New line}
# ====== TODO To be translated ======
translate I ToBeVerified {To be verified}
# ====== TODO To be translated ======
translate I ToTrain {To train}
# ====== TODO To be translated ======
translate I Dubious {Dubious}
# ====== TODO To be translated ======
translate I ToRemove {To remove}
# ====== TODO To be translated ======
translate I NoMarker {No marker}
# ====== TODO To be translated ======
translate I ColorMarker {Color}
# ====== TODO To be translated ======
translate I WhiteMark {White}
# ====== TODO To be translated ======
translate I GreenMark {Green}
# ====== TODO To be translated ======
translate I YellowMark {Yellow}
# ====== TODO To be translated ======
translate I BlueMark {Blue}
# ====== TODO To be translated ======
translate I RedMark {Red}
# ====== TODO To be translated ======
translate I CommentMove {Comment move}
# ====== TODO To be translated ======
translate I CommentPosition {Comment position}
# ====== TODO To be translated ======
translate I AddMoveToMaskFirst {Add move to mask first}
# ====== TODO To be translated ======
translate I OpenAMaskFileFirst {Open a mask file first}
# ====== TODO To be translated ======
translate I Positions {Positions}
# ====== TODO To be translated ======
translate I Moves {Moves}

# Finder window:
menuText I FinderFile "File" 0
menuText I FinderFileSubdirs "Cerca nelle sottodirectory" 0
menuText I FinderFileClose "Chiudi File Finder" 0
menuText I FinderSort "Ordina" 0
menuText I FinderSortType "Tipo" 0
menuText I FinderSortSize "Dimensione" 0
menuText I FinderSortMod "Modifica" 0
menuText I FinderSortName "Nome" 0
menuText I FinderSortPath "Percorso" 0
menuText I FinderTypes "Tipi" 0
menuText I FinderTypesScid "Database Scid" 0
menuText I FinderTypesOld "Vecchio formato database Scid" 0
menuText I FinderTypesPGN "File PGN" 0
menuText I FinderTypesEPD "EPD (book) files" 0
menuText I FinderTypesRep "File di Repertorio" 0
menuText I FinderHelp "Aiuto" 0
menuText I FinderHelpFinder "Aiuto su File Finder" 0
menuText I FinderHelpIndex "Indice di aiuto" 0
translate I FileFinder {Trova File}
translate I FinderDir {Trova Directory}
translate I FinderDirs {Trova Directories}
translate I FinderFiles {Trova Files}
translate I FinderUpDir {Su}
# ====== TODO To be translated ======
translate I FinderCtxOpen {Open}
# ====== TODO To be translated ======
translate I FinderCtxBackup {Backup}
# ====== TODO To be translated ======
translate I FinderCtxCopy {Copy}
# ====== TODO To be translated ======
translate I FinderCtxMove {Move}
# ====== TODO To be translated ======
translate I FinderCtxDelete {Delete}

# Player finder:
menuText I PListFile "File" 0
menuText I PListFileUpdate "Aggiorna" 0
menuText I PListFileClose "Chiudi Player Finder" 0
menuText I PListSort "Ordina" 0
menuText I PListSortName "Nome" 0
menuText I PListSortElo "Elo" 0
menuText I PListSortGames "Partite" 0
menuText I PListSortOldest "Pi� vecchie" 0
menuText I PListSortNewest "Pi� recenti" 0

# Tournament finder:
menuText I TmtFile "File" 0
menuText I TmtFileUpdate "Aggiorna" 0
menuText I TmtFileClose "Chiudi Tournament Finder" 0
menuText I TmtSort "Ordina" 0
menuText I TmtSortDate "Data" 0
menuText I TmtSortPlayers "Giocatori" 0
menuText I TmtSortGames "Partite" 0
menuText I TmtSortElo "Elo" 0
menuText I TmtSortSite "Siti" 0
menuText I TmtSortEvent "Eventi" 1
menuText I TmtSortWinner "Vincitore" 0
translate I TmtLimit "Limite della lista"
translate I TmtMeanElo "Media Elo piu' bassa"
translate I TmtNone "Non e' stato trovato nessun torneo."

# Graph windows:
menuText I GraphFile "File" 0
menuText I GraphFileColor "Salva come Color Postscript..." 8
menuText I GraphFileGrey "Salva come Greyscale Postscript..." 8
menuText I GraphFileClose "Chiudi la finestra" 6
menuText I GraphOptions "Opzioni" 0
menuText I GraphOptionsWhite "Bianco" 0
menuText I GraphOptionsBlack "Nero" 0
menuText I GraphOptionsBoth "Entrambi" 1
menuText I GraphOptionsPInfo "Info sul giocatore" 0
translate I GraphFilterTitle "Filter Graph: frequenza ogni 1000 partite"
translate I GraphAbsFilterTitle "Filter Graph: frequenza delle partite"
translate I ConfigureFilter {Configura l'asse delle X per Anno, Rating e Mosse}
translate I FilterEstimate "Stima"
translate I TitleFilterGraph "Scid: Filter Graph"

# Analysis window:
translate I AddVariation {Aggiungi variante}
translate I AddAllVariations {Aggiungi tutte le varianti}
translate I AddMove {Aggiunge una mossa}
translate I Annotate {Annota}
translate I ShowAnalysisBoard {Mostra la finestra dell'analisi}
translate I ShowInfo {Mostra le informazioni del motore}
translate I FinishGame {Termina la partita}
translate I StopEngine {Ferma il motore}
translate I StartEngine {Avvia il motore}
# ====== TODO To be translated ======
translate I LockEngine {Lock engine to current position}
translate I AnalysisCommand {Comando di analisi}
translate I PreviousChoices {Scelta precedente}
translate I AnnotateTime {Imposta il tempo tra le mosse in secondi}
translate I AnnotateWhich {Aggiungi varianti}
translate I AnnotateAll {Per mosse di entrambi i colori}
translate I AnnotateAllMoves {Tutte le mosse}
translate I AnnotateWhite {Per solo le mosse del Bianco}
translate I AnnotateBlack {Per solo le mosse del Nero}
translate I AnnotateBlundersOnly {Quando la mossa è chiaramente un errore}
translate I AnnotateBlundersOnlyScoreChange {L'analisi riporta come errori, con variazione del punteggio da/a:}
translate I BlundersThreshold {Limite}
# TODO: Translate
translate I ScoreAllMoves {Score all moves}
translate I LowPriority {Imposta la priorità della CPU a bassa}
translate I ClickHereToSeeMoves {Clicca qui per vedere le mosse}
translate I ConfigureInformant {Configura i valori informativi}
translate I Informant!? {Mossa interessante}
translate I Informant? {Mossa debole}
translate I Informant?? {Errore grave}
translate I Informant?! {Mossa dubbia}
translate I Informant+= {Il bianco ha un leggero vantaggio}
translate I Informant+/- {Il bianco ha un moderato vantaggio}
translate I Informant+- {Il bianco ha un vantaggio decisivo}
translate I Informant++- {La partita è considerata vinta}
translate I Book {Libro}
# ====== TODO To be translated ======
translate I OtherBookMoves {Opponent's book}
# ====== TODO To be translated ======
translate I OtherBookMovesTooltip {Moves to which the opponent has a reply}

# Analysis Engine open dialog:
translate I EngineList {Lista dei motori di analisi}
translate I EngineName {Nome}
translate I EngineCmd {Comando}
translate I EngineArgs {Parametri}
translate I EngineDir {Directory}
translate I EngineElo {Elo}
translate I EngineTime {Data}
translate I EngineNew {Nuovo}
translate I EngineEdit {Modifica}
translate I EngineRequired {I campi in grassetto sono obbligatori; gli altri sono opzionali}

# Stats window menus:
menuText I StatsFile "File" 0
menuText I StatsFilePrint "Stampa in file..." 0
menuText I StatsFileClose "Chiudi la finestra" 0
menuText I StatsOpt "Opzioni" 0

# PGN window menus:
menuText I PgnFile "File" 0
menuText I PgnFileCopy "Copia la partita verso la Clipboard" 0
menuText I PgnFilePrint "Stampa in file..." 0
menuText I PgnFileClose "Chiudi la finestra PGN" 0
menuText I PgnOpt "Visualizza" 0
menuText I PgnOptColor "Visualizza il Colore" 0
menuText I PgnOptShort "Intestazione compatta (3-righe)" 0
menuText I PgnOptSymbols "Annotazioni simboliche" 0
menuText I PgnOptIndentC "Indenta i commenti" 0
menuText I PgnOptIndentV "Indenta le varianti" 1
menuText I PgnOptColumn "Stile della colonna (una mossa per riga)" 0
menuText I PgnOptSpace "Spazio dopo i numeri delle mosse" 0
menuText I PgnOptStripMarks "Elimina i codici colorati delle caselle/frecce" 0
menuText I PgnOptBoldMainLine "Usa il grassetto per le mosse della linea principale" 4
menuText I PgnColor "Colori" 0
menuText I PgnColorHeader "Intestazione..." 0
menuText I PgnColorAnno "Annotazioni..." 0
menuText I PgnColorComments "Commenti..." 0
menuText I PgnColorVars "Varianti..." 0
menuText I PgnColorBackground "Sfondo..." 0
menuText I PgnColorMain "Linea principale..." 0
menuText I PgnColorCurrent "Sfondo per la mossa attuale..." 1
menuText I PgnHelp "Aiuto" 0
menuText I PgnHelpPgn "Aiuto PGN" 0
menuText I PgnHelpIndex "Indice" 0
translate I PgnWindowTitle {Notazione - partita %u}

# Crosstable window menus:
menuText I CrosstabFile "File" 0
menuText I CrosstabFileText "Stampa in un file di Testo..." 21
menuText I CrosstabFileHtml "Stampa in un file HTML..." 18
menuText I CrosstabFileLaTeX "Stampa in un file LaTeX..." 18
menuText I CrosstabFileClose "Chiudi la finestra della tabella" 0
menuText I CrosstabEdit "Edita" 0
menuText I CrosstabEditEvent "Evento" 0
menuText I CrosstabEditSite "Sito" 0
menuText I CrosstabEditDate "Data" 0
menuText I CrosstabOpt "Visualizza" 0
menuText I CrosstabOptAll "Girone all'italiana" 0
menuText I CrosstabOptSwiss "Girone Svizzero" 0
menuText I CrosstabOptKnockout "Knockout" 0
menuText I CrosstabOptAuto "Auto" 0
menuText I CrosstabOptAges "Eta' in anni" 8
menuText I CrosstabOptNats "Nazionalita'" 0
menuText I CrosstabOptRatings "Punteggi" 0
menuText I CrosstabOptTitles "Titoli" 0
menuText I CrosstabOptBreaks "Punteggi al Tie-break" 4
menuText I CrosstabOptDeleted "Inserisce le partite cancellate" 8
menuText I CrosstabOptColors "Colori (solo girone Svizzero)" 0
menuText I CrosstabOptColumnNumbers "A colonne (Solo la tabella dei tornei all'italiana)" 3
menuText I CrosstabOptGroup "Punti del gruppo" 0
menuText I CrosstabSort "Ordina" 0
menuText I CrosstabSortName "Nome" 0
menuText I CrosstabSortRating "Punteggio" 0
menuText I CrosstabSortScore "Punti" 0
menuText I CrosstabColor "Colore" 0
menuText I CrosstabColorPlain "Testo normale" 0
menuText I CrosstabColorHyper "Ipertesto" 0
menuText I CrosstabHelp "Aiuto" 0
menuText I CrosstabHelpCross "Aiuto tabella" 0
menuText I CrosstabHelpIndex "Indice di aiuto" 0
translate I SetFilter {Imposta filtro}
translate I AddToFilter {Aggiungi al filtro}
translate I Swiss {Svizzero}
translate I Category {Categoria}

# Opening report window menus:
menuText I OprepFile "File" 0
menuText I OprepFileText "Stampa in un file di testo..." 21
menuText I OprepFileHtml "Stampa in un file HTML..." 18
menuText I OprepFileLaTeX "Stampa in un file LaTeX..." 18
menuText I OprepFileOptions "Opzioni..." 0
menuText I OprepFileClose "Chiude la finestra del rapporto" 0
menuText I OprepFavorites "Preferiti" 1
menuText I OprepFavoritesAdd "Aggiungi Report..." 0
menuText I OprepFavoritesEdit "Edita i Report preferiti..." 0
menuText I OprepFavoritesGenerate "Genera Reports..." 0

menuText I OprepHelp "Aiuto" 0
menuText I OprepHelpReport "Aiuto sul rapporto di apertura" 0
menuText I OprepHelpIndex "Indice di Aiuto" 0

# Repertoire editor:
menuText I RepFile "File" 0
menuText I RepFileNew "Nuovo" 0
menuText I RepFileOpen "Apri..." 0
menuText I RepFileSave "Salva..." 0
menuText I RepFileSaveAs "Salva con nome..." 3
menuText I RepFileClose "Close window" 0
menuText I RepEdit "Edita" 0
menuText I RepEditGroup "Aggiunge il gruppo" 12
menuText I RepEditInclude "Aggiunge la variante inclusa" 21
menuText I RepEditExclude "Aggiunge la variante esclusa" 21
menuText I RepView "Visualizza" 0
menuText I RepViewExpand "Espande tutti i gruppi" 0
menuText I RepViewCollapse "Collassa tutti i gruppi" 0
menuText I RepSearch "Cerca" 0
menuText I RepSearchAll "Tutto del repertorio..." 0
menuText I RepSearchDisplayed "Visualizza solo varianti..." 0
menuText I RepHelp "Aiuto" 0
menuText I RepHelpRep "Aiuto del repertorio" 0
menuText I RepHelpIndex "Indice di Aiuto" 0
translate I RepSearch "Ricerca nel repertorio"
translate I RepIncludedLines "varianti incluse"
translate I RepExcludedLines "varianti escluse"
translate I RepCloseDialog {Questo repertorio non e' stato salvato.

Vuoi veramente continuare ed eliminare le modifiche effettuate?
}

# Header search:
translate I HeaderSearch {Ricerca per Intestazione}
translate I EndSideToMove {Side to move at end of game} ;# ***
translate I GamesWithNoECO {Partite senza ECO?}
translate I GameLength {Lunghezza della partita}
translate I FindGamesWith {Cerca partite con}
translate I StdStart {Inizio standard}
translate I Promotions {Promozioni}
translate I Comments {Commenti}
translate I Variations {Varianti}
translate I Annotations {Annotazioni}
translate I DeleteFlag {Cancellato}
translate I WhiteOpFlag {Apertura del Bianco}
translate I BlackOpFlag {Apertura del Nero}
translate I MiddlegameFlag {Mediogioco}
translate I EndgameFlag {Finale}
translate I NoveltyFlag {Novita'}
translate I PawnFlag {Struttura pedonale}
translate I TacticsFlag {Tatticismi}
translate I QsideFlag {Gioco su lato di Donna}
translate I KsideFlag {Gioco su lato di Re}
translate I BrilliancyFlag {Brillantezza}
translate I BlunderFlag {Svista}
translate I UserFlag {User}
translate I PgnContains {PGN contiene testo}
# ====== TODO To be translated ======
translate I Annotator {Annotator}
# ====== TODO To be translated ======
translate I Cmnts {Annotated games only}

# Game list window:
translate I GlistNumber {Numero}
translate I GlistWhite {Bianco}
translate I GlistBlack {Nero}
translate I GlistWElo {B-Elo}
translate I GlistBElo {N-Elo}
translate I GlistEvent {Evento}
translate I GlistSite {Sito}
translate I GlistRound {Turno}
translate I GlistDate {Data}
translate I GlistYear {Anno}
translate I GlistEDate {Evento-Data}
translate I GlistResult {Risultato}
translate I GlistLength {Lunghezza}
translate I GlistCountry {Paese}
translate I GlistECO {ECO}
translate I GlistOpening {Apertura}
translate I GlistEndMaterial {Materiale a fine partita}
translate I GlistDeleted {Cancellato}
translate I GlistFlags {Identificatore}
translate I GlistVars {Varianti}
translate I GlistComments {Commenti}
translate I GlistAnnos {Annotazioni}
translate I GlistStart {Inizio}
translate I GlistGameNumber {numero di Partita}
# ====== TODO To be translated ======
translate I GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate I GlistRating {Rating}
translate I GlistFindText {Cerca testo}
translate I GlistMoveField {Mossa}
translate I GlistEditField {Configura}
translate I GlistAddField {Aggiungi}
translate I GlistDeleteField {Elimina}
translate I GlistWidth {Larghezza}
translate I GlistAlign {Allinea}
# ====== TODO To be translated ======
translate I GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate I GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate I GlistAlignC {Align: center}
translate I GlistColor {Colore}
translate I GlistSep {Separatore}
# ====== TODO To be translated ======
translate I GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate I GlistNewSort {New}
# ====== TODO To be translated ======
translate I GlistAddToSort {Add}
# ====== TODO To be translated ======
translate I GsortSort {Sort...}
# ====== TODO To be translated ======
translate I GsortDate {Date}
# ====== TODO To be translated ======
translate I GsortYear {Year}
# ====== TODO To be translated ======
translate I GsortEvent {Event}
# ====== TODO To be translated ======
translate I GsortSite {Site}
# ====== TODO To be translated ======
translate I GsortRound {Round}
# ====== TODO To be translated ======
translate I GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate I GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate I GsortECO {ECO}
# ====== TODO To be translated ======
translate I GsortResult {Result}
# ====== TODO To be translated ======
translate I GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate I GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate I GsortCountry {Country}
# ====== TODO To be translated ======
translate I GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate I GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate I GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate I GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate I GsortComments {Comments}
# ====== TODO To be translated ======
translate I GsortVariations {Variations}
# ====== TODO To be translated ======
translate I GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate I GsortAscending {Ascending}
# ====== TODO To be translated ======
translate I GsortDescending {Descending}
# ====== TODO To be translated ======
translate I GsortAdd {Add}
# ====== TODO To be translated ======
translate I GsortStore {Store}
# ====== TODO To be translated ======
translate I GsortLoad {Load}
translate I GlistRemoveThisGameFromFilter  {Rimuovi questa partita dal filtro}
translate I GlistRemoveGameAndAboveFromFilter  {Rimuovi la partita (e le precedenti) dal filtro}
translate I GlistRemoveGameAndBelowFromFilter  {Rimuovi la partita (e le seguenti) dal filtro}
translate I GlistDeleteGame {Elimina/Recupera questa partita}
translate I GlistDeleteAllGames {Elimina tutte le partite nel filtro}
translate I GlistUndeleteAllGames {Recupera tutte le partite nel filtro}
# ====== TODO To be translated ======
translate I GlistMergeGameInBase {Merge Game in other base} 

# Maintenance window:
translate I DatabaseName {Nome del Database:}
translate I TypeIcon {Icona tipo:}
translate I NumOfGames {Partite:}
translate I NumDeletedGames {partite cancellate:}
translate I NumFilterGames {Partite nel filtro:}
translate I YearRange {Intervallo di anni:}
translate I RatingRange {Intervallo di Punteggio:}
translate I Description {Descrizione}
translate I Flag {Identificatore}
# ====== TODO To be translated ======
translate I CustomFlags {Custom flags}
translate I DeleteCurrent {Cancella la partita attuale}
translate I DeleteFilter {Cancella le partite del filtro}
translate I DeleteAll {Cancella tutte le partite}
translate I UndeleteCurrent {Recupera la partita attuale}
translate I UndeleteFilter {Recupera il filtro di partite}
translate I UndeleteAll {Recupera tutte le partite}
translate I DeleteTwins {Cancella le partite doppie}
translate I MarkCurrent {Marca la partita attuale}
translate I MarkFilter {Marca partite del filtro}
translate I MarkAll {Marca tutte le partite}
translate I UnmarkCurrent {Smarca la partita attuale}
translate I UnmarkFilter {Smarca le partite del filtro}
translate I UnmarkAll {Smarca tutte le partite}
translate I Spellchecking {Controllo nome}
translate I Players {Giocatori}
translate I Events {Eventi}
translate I Sites {Siti}
translate I Rounds {Turni}
translate I DatabaseOps {Operazioni sul Database}
translate I ReclassifyGames {Partite classificate ECO}
translate I CompactDatabase {Compatta database}
translate I SortDatabase {Ordina database}
translate I AddEloRatings {Aggiungi punteggio Elo}
translate I AutoloadGame {Numero della partita che si caricher� automaticamente}
translate I StripTags {Toglie i PGN tags}
translate I StripTag {Toglie i tag}
translate I Cleaner {Manutentore Globale}
translate I CleanerHelp {La finestra Manutentore Globale effettura' tutte le operazioni che verranno selezionate dalla lista sottostante, sul database corrente.

Le impostazioni correnti nelle finestre della classificazione ECO e della cancellazione delle partite doppie verranno applicate se selezionate.}
translate I CleanerConfirm {Una volta attivata l'operazione di pulizia questa non puo' piu' essere interrotta!

Questo puo' richiedere diverso tempo su un grosso database, a seconda delle funzioni selezionate e delle impostazioni correnti.

Sei sicuro di voler procedere con le funzioni selezionate?}

translate I TwinCheckUndelete {per invertire; "u" recupera entrambe}
translate I TwinCheckprevPair {Coppia precedente}
translate I TwinChecknextPair {Coppia seguente}
translate I TwinChecker {Scid: Controllo partite doppie}
translate I TwinCheckTournament {Partite nel torneo:}
translate I TwinCheckNoTwin {Nessuna partita doppia}
translate I TwinCheckNoTwinfound {Nessun doppio è stato trovato per questa partita.\nPer mostrare i doppi con questa finestra, devi prima usare la funzione "Cancella le partite doppie".}
translate I TwinCheckTag {Condividi i tags...}
translate I TwinCheckFound1 {Scid ha trovato $result partite doppie}
translate I TwinCheckFound2 { e ha impostato il loro stato a cancellato}
translate I TwinCheckNoDelete {Non ci sono partite da cancellare nel database.}
translate I TwinCriteria1 {Le impostazioni per trovare le partite doppie possono portare a determinare come doppie partite diverse con mosse simili.}
translate I TwinCriteria2 {Si consiglia di selezionare "No" per "Stesse Mosse", e "Sì" per colori, evento, luogo, turno, anno e mese.\nVuoi procedere e cancellare le partite doppie comunque?}
translate I TwinCriteria3 {Si consiglia di selezionare "Sì" per almeno due tra "stesso luogo", "stesso turno" and "stesso anno".\nVuoi procedere e cancellare le partite doppie comunque?}
translate I TwinCriteriaConfirm {Scid: Conferma le impostazioni per el partite doppie}
translate I TwinChangeTag "Cambia i seguenti tags della partita:\n\n"
translate I AllocRatingDescription "Questo comando usa l'attuale controllore ortografico per aggiungere i punteggi Elo alle partite in questo database. Se un giocatore non ha un punteggio ma il suo punteggio al momento della partita è presente nel controllore ortografico, quel punteggio sarà aggiunto."
translate I RatingOverride "Sovrascrivi i punteggi diversi da zero?"
translate I AddRatings "Aggiungi i punteggi a:"
translate I AddedRatings {Scid ha aggiunto $r punteggi Elo in $g partite.}
translate I NewSubmenu "Nuovo sottomenu"

# Comment editor:
translate I AnnotationSymbols  {Simboli di annotazione:}
translate I Comment {Commento:}
translate I InsertMark {Inserisci marcatore}
translate I InsertMarkHelp {
Inserisci/togli marcatore: Seleziona colore, tipo, casella.
Inserisci/togli freccia: Doppio-click due caselle.
}

# Nag buttons in comment editor:
translate I GoodMove {Mossa buona}
translate I PoorMove {Mossa debole}
translate I ExcellentMove {Mossa ottima}
translate I Blunder {Svista}
translate I InterestingMove {Mossa interessante}
translate I DubiousMove {Mossa dubbia}
translate I WhiteDecisiveAdvantage {Il Bianco � in vantaggio decisivo}
translate I BlackDecisiveAdvantage {Il Nero � in vantaggio decisivo}
translate I WhiteClearAdvantage {Il Bianco sta meglio}
translate I BlackClearAdvantage {Il Nero sta meglio}
translate I WhiteSlightAdvantage {Il Bianco sta leggermente meglio}
translate I BlackSlightAdvantage {Il Nero sta leggermente meglio}
translate I Equality {Parit�}
translate I Unclear {Incerta}
translate I Diagram {Diagramma}

# Board search:
translate I BoardSearch {Ricerca Posizione}
translate I FilterOperation {Operazione sul filtro corrente:}
translate I FilterAnd {AND (Restrizione del filtro)}
translate I FilterOr {OR (Aggiunta al filtro)}
translate I FilterIgnore {IGNORA (Annulla il filtro)}
translate I SearchType {Tipo di ricerca:}
translate I SearchBoardExact {Posizione Esatta (tutti i pezzi sulla stessa casa)}
translate I SearchBoardPawns {Pedoni (stesso materiale, tutti i pedoni sulla stessa casa)}
translate I SearchBoardFiles {File (stesso materiale, tutti i pedoni sulle stesse file)}
translate I SearchBoardAny {Dovunque (stesso materiale, pedoni e pezzi dovunque)}
# ====== TODO To be translated ======
translate I SearchInRefDatabase { Search in base }
translate I LookInVars {Osserva nelle varianti}

# Material search:
translate I MaterialSearch {Ricerca Materiale}
translate I Material {Materiale}
translate I Patterns {Schema}
translate I Zero {Nessuno}
translate I Any {Tutti}
translate I CurrentBoard {Posizione corrente}
translate I CommonEndings {Finali Comuni}
translate I CommonPatterns {Schemi Comuni}
translate I MaterialDiff {Differenze di materiale}
translate I squares {sulle case di}
translate I SameColor {Stesso colore}
translate I OppColor {Colore opposto}
translate I Either {Entrambi}
translate I MoveNumberRange {Intervallo del numero di mosse}
translate I MatchForAtLeast {Confronta per almeno}
translate I HalfMoves {semi-mosse}

# Common endings in material search:
translate I EndingPawns {Pawn endings} ;# ***
translate I EndingRookVsPawns {Rook vs. Pawn(s)} ;# ***
translate I EndingRookPawnVsRook {Rook and 1 Pawn vs. Rook} ;# ***
translate I EndingRookPawnsVsRook {Rook and Pawn(s) vs. Rook} ;# ***
translate I EndingRooks {Rook vs. Rook endings} ;# ***
translate I EndingRooksPassedA {Rook vs. Rook endings with a passed a-pawn} ;# ***
translate I EndingRooksDouble {Double Rook endings} ;# ***
translate I EndingBishops {Bishop vs. Bishop endings} ;# ***
translate I EndingBishopVsKnight {Bishop vs. Knight endings} ;# ***
translate I EndingKnights {Knight vs. Knight endings} ;# ***
translate I EndingQueens {Queen vs. Queen endings} ;# ***
translate I EndingQueenPawnVsQueen {Queen and 1 Pawn vs. Queen} ;# ***
translate I BishopPairVsKnightPair {Two Bishops vs. Two Knights middlegame} ;# ***

# Common patterns in material search:
translate I PatternWhiteIQP {White IQP} ;# ***
translate I PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6} ;# ***
translate I PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6} ;# ***
translate I PatternBlackIQP {Black IQP} ;# ***
translate I PatternWhiteBlackIQP {White IQP vs. Black IQP} ;# ***
translate I PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple} ;# ***
translate I PatternHangingC5D5 {Black Hanging Pawns on c5 and d5} ;# ***
translate I PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)} ;# ***
translate I PatternRookSacC3 {Rook Sacrifice on c3} ;# ***
translate I PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)} ;# ***
translate I PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)} ;# ***
translate I PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)} ;# ***
translate I PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)} ;# ***
translate I PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)} ;# ***

# game saving:
translate I Today {Oggi}
translate I ClassifyGame {Classifica la partita}

# Setup position:
translate I EmptyBoard {Scacchiera vuota}
translate I InitialBoard {Posizione iniziale}
translate I SideToMove {Parte che muove}
translate I MoveNumber {Numero della mossa}
translate I Castling {Arrocco}
translate I EnPassantFile {Fila En Passant}
translate I ClearFen {Annulla FEN}
translate I PasteFen {Incolla FEN}
translate I SaveAndContinue {Salava e continua}
translate I DiscardChangesAndContinue {Scarta le modifiche\ne continua}
translate I GoBack {Indietro}

# Replace move dialog:
translate I ReplaceMove {Sostituisci la mossa}
translate I AddNewVar {Aggiunge una nuova variante}
translate I NewMainLine {Nuova linea principale}
translate I ReplaceMoveMessage {Esiste gia' una mossa qui.

Puoi sostituirla, rinunciando a tutte le mosse dopo di essa, o aggiungere la tua mossa come nuova variante.

(Puoi impedire di vedere questo messaggio in futuro ponendo ad off l'opzione "Domanda prima di sostiture le mosse" nel menu Opzioni:Mosse.)}

# Make database read-only dialog:
translate I ReadOnlyDialog {Se rendi questo database di sola lettura, nessuna variazione sara'permessa.
Nessuna partita puo' essere salvata o sostituita, e nessuna 'cancella identificatore' puo' essere alterato.
Ogni ordinamento o classificazione ECO resultera' essere temporaneo.

Puoi facilmente rendere ancora scrivibile il database, chiudendolo e riaprendolo.

Desideri veramente rendere questo database di sola lettura?}

# Clear game dialog:
translate I ClearGameDialog {Questa partita e' stata modificata.

Sei sicuro di voler continuare ed eliminare le modifiche effettuate?}

# Exit dialog:
translate I ExitDialog {Vuoi veramente uscire da Scid?}
translate I ExitUnsaved {Il database ha partite modificate e non salvate. Se esci adesso queste modifiche saranno perse.}

# Import window:
translate I PasteCurrentGame {Incolla la partita attuale}
translate I ImportHelp1 {Immetti o incolla una partita in formato PGN nella struttura precedente.}
translate I ImportHelp2 {Ogni errore di importazione di partita sara' visualizzato qui.}
translate I OverwriteExistingMoves {Sovrascrivi le mosse presenti?}

# ECO Browser:
translate I ECOAllSections {tutte le sezioni ECO}
translate I ECOSection {sezione ECO}
translate I ECOSummary {Sommario per}
translate I ECOFrequency {Frequenze nell'ambito del}

# Opening Report:
translate I OprepTitle {Rapporto di apertura}
translate I OprepReport {Rapporto}
translate I OprepGenerated {Generato da}
translate I OprepStatsHist {Statistica e Storia}
translate I OprepStats {Statistica}
translate I OprepStatAll {tutte le partite della statistica}
translate I OprepStatBoth {Entrambe classificate}
translate I OprepStatSince {Da}
translate I OprepOldest {Le partite piu' vecchie}
translate I OprepNewest {Le partite piu' recenti}
translate I OprepPopular {Attuale popularita'}
translate I OprepFreqAll {Frequenza in tutti gli anni: }
translate I OprepFreq1   {Da  1 anno ad oggi:          }
translate I OprepFreq5   {Da  5 anni ad oggi:          }
translate I OprepFreq10  {Da 10 anni ad oggi:          }
translate I OprepEvery {una volta ogni %u partite}
translate I OprepUp {su %u%s da tutti gli anni}
translate I OprepDown {giu' %u%s da tutti gli anni}
translate I OprepSame {nessuna variazione da tutti gli anni}
translate I OprepMostFrequent {Giocatori piu' frequenti}
translate I OprepMostFrequentOpponents {Avversari pi� frequenti}
translate I OprepRatingsPerf {Punteggi e Performance}
translate I OprepAvgPerf {Punteggi medi e performance}
translate I OprepWRating {Punteggio del Bianco}
translate I OprepBRating {Punteggio del Nero}
translate I OprepWPerf {Performance del Bianco}
translate I OprepBPerf {Performance del Nero}
translate I OprepHighRating {Partite con il piu' alto punteggio medio}
translate I OprepTrends {Tendenze dei risultati}
translate I OprepResults {Risultato lunghezza e frequenza}
translate I OprepLength {Lunghezza della partita}
translate I OprepFrequency {Frequenza}
translate I OprepWWins {Vittorie del Bianco: }
translate I OprepBWins {Vittorie del Nero: }
translate I OprepDraws {Patte:      }
translate I OprepWholeDB {intero database}
translate I OprepShortest {Vittorie piu' brevi}
translate I OprepMovesThemes {Mosse e Temi}
translate I OprepMoveOrders {Ordini di mosse che raggiungono la posizione considerata}
translate I OprepMoveOrdersOne \
  {C'era solo un ordine di mosse che raggiungeva questa posizione:}
translate I OprepMoveOrdersAll \
  {C'erano %u ordini di mosse che raggiungevano questa posizione:}
translate I OprepMoveOrdersMany \
  {C'erano %u ordini di mossa che raggiungevano questa posizione. Le prime %u sono:}
translate I OprepMovesFrom {Mosse dalla posizione del rapporto}
translate I OprepMostFrequentEcoCodes {Codici ECO pi� frequenti}
translate I OprepThemes {Temi Posizionali}
translate I OprepThemeDescription {Frequenza dei Temi nelle prime %u mosse di ogni partita}
translate I OprepThemeSameCastling {Arrocco dallo stesso lato}
translate I OprepThemeOppCastling {Arrocchi eterogenei}
translate I OprepThemeNoCastling {Entrambi i re non arroccati}
translate I OprepThemeKPawnStorm {Attacco di pedoni sull'ala di re}
translate I OprepThemeQueenswap {Scambio di donne}
translate I OprepThemeWIQP {Pedone di donna Bianco isolato}
translate I OprepThemeBIQP {Pedone di donna Nero isolato}
translate I OprepThemeWP567 {Pedone Bianco sulla 5/6/7ma traversa}
translate I OprepThemeBP234 {Pedone Nero sulla 2/3/4ta traversa}
translate I OprepThemeOpenCDE {Colonne c/d/e aperte}
translate I OprepTheme1BishopPair {Una parte ha la coppia degli alfieri}
translate I OprepEndgames {Finali}
translate I OprepReportGames {Partite del rapporto}
translate I OprepAllGames {tutte le partite}
translate I OprepEndClass {Materiale alla fine di ogni partita}
translate I OprepTheoryTable {Tabella della Teoria}
translate I OprepTableComment {Generato da %u partite piu' quotate.}
translate I OprepExtraMoves {Mosse Extra note nella tabella della teoria}
translate I OprepMaxGames {Numero massimo di partite nella tabella della teoria}
translate I OprepViewHTML {Vedi HTML}
translate I OprepViewLaTeX {Vedi LaTeX}

# Player Report:
translate I PReportTitle {Report sul giocatore}
translate I PReportColorWhite {con i pezzi Bianchi}
translate I PReportColorBlack {con i pezzi Neri}
translate I PReportMoves {dopo %s}
translate I PReportOpenings {Aperture}
translate I PReportClipbase {Svuota la Clipbase e copia le partite risultanti in essa}

# Piece Tracker window:
translate I TrackerSelectSingle {Il tasto sinistro del mouse seleziona questo pezzo.}
translate I TrackerSelectPair {Il tasto sinistro del mouse seleziona questo pezzo; il tasto destro seleziona il suo sibling.}
translate I TrackerSelectPawn {Il tasto sinistro del mouse seleziona questo pedone; il tasto destro seleziona tutti gli 8 pedoni.}
translate I TrackerStat {Statistiche}
translate I TrackerGames {% di partite con mosse in questa casella}
translate I TrackerTime {% di tempo su ogni casella}
translate I TrackerMoves {Mosse}
translate I TrackerMovesStart {Inserisci il numero di mossa da dove iniziare il tracciamento.}
translate I TrackerMovesStop {Inserisci il numero di mossa dove finire il tracciamento.}

# Game selection dialogs:
translate I SelectAllGames {Tutte le partite nel database}
translate I SelectFilterGames {Solo le partite nel filtro}
translate I SelectTournamentGames {Solo le partite del torneo attuale}
translate I SelectOlderGames {Solo le partite piu' vecchie}

# Delete Twins window:
translate I TwinsNote {Per essere doppie, due partite devono almeno avere gli stessi due giocatori, e criteri che puoi definire sotto. Quando viene trovata una coppia di doppie, la partita piu' breve e' cancellata. Suggerimento: E' meglio controllare per caratteri il database prima di cancellare le doppie, per migliorare la ricerca delle doppie.}
translate I TwinsCriteria {Criteri: Partite doppie devono avere...}
translate I TwinsWhich {Esamina quali partite}
translate I TwinsColors {Stessi colori?}
translate I TwinsEvent {Stesso evento?}
translate I TwinsSite {Stesso sito?}
translate I TwinsRound {Stesso turno?}
translate I TwinsYear {Stesso anno?}
translate I TwinsMonth {Stesso mese?}
translate I TwinsDay {Stesso giorno?}
translate I TwinsResult {Stesso result?}
translate I TwinsECO {Stesso codice ECO?}
translate I TwinsMoves {Stesse mosse?}
translate I TwinsPlayers {Confronta i nomi dei giocatori:}
translate I TwinsPlayersExact {Stretta uguaglianza}
translate I TwinsPlayersPrefix {Solo le prima 4 lettere}
translate I TwinsWhen {Quando cancellare partite doppie}
translate I TwinsSkipShort {Ignorare tutte le partite sotto le 5 mosse?}
translate I TwinsUndelete {Recupera prima tutte le partite?}
translate I TwinsSetFilter {Definisci il filtro a tutte le partite doppie cancellate?}
translate I TwinsComments {Mantieni sempre le partite con commenti?}
translate I TwinsVars {Mantieni sempre le partite con varianti?}
translate I TwinsDeleteWhich {Quale partita cancellare:}
translate I TwinsDeleteShorter {La partita pi� corta}
translate I TwinsDeleteOlder {La partita inserita prima nel database}
translate I TwinsDeleteNewer {La partita inserita dopo nel database}
translate I TwinsDelete {Cancella partite}

# Name editor window:
translate I NameEditType {Tipo di nome da editare}
translate I NameEditSelect {Partite da editare}
translate I NameEditReplace {Sostituisci}
translate I NameEditWith {con}
translate I NameEditMatches {Corrispondenze: Digita da Ctrl+1 ad Ctrl+9 per scegliere}
# ====== TODO To be translated ======
translate I CheckGames {Check games}
# ====== TODO To be translated ======
translate I CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate I CheckAll {All games}
# ====== TODO To be translated ======
translate I CheckSelectFilterGames {Only games in filter}

# Classify window:
translate I Classify {Classifica}
translate I ClassifyWhich {Quali partite classificare ECO}
translate I ClassifyAll {Tutte le partite (sovrascrivi i vecchi codici ECO)}
translate I ClassifyYear {Tutte le partite giocate nell'ultimo anno}
translate I ClassifyMonth {Tutte le partite giocate nell'ultimo mese}
translate I ClassifyNew {Solo partite ancora senza codice ECO}
translate I ClassifyCodes {Codici ECO da usare}
translate I ClassifyBasic {Solo codici di base ("B12", ...)}
translate I ClassifyExtended {estensioni Scid ("B12j", ...)}

# Compaction:
translate I NameFile {File di Nomi}
translate I GameFile {File Partite}
translate I Names {Nomi}
translate I Unused {Non usati}
translate I SizeKb {Dimensioni (kb)}
translate I CurrentState {Stato Attuale}
translate I AfterCompaction {Dopo la compattazione}
translate I CompactNames {Compatta il file di nomi}
translate I CompactGames {Compatta il file di partite}
translate I NoUnusedNames "Non ci sono nomi inutilizzati, il file dei nomi è già compresso."
translate I NoUnusedGames "Il file delle partite è già compresso."
translate I NameFileCompacted {Il file dei nomi del database "[file tail [sc_base filename]]" è stato compresso.}
translate I GameFileCompacted {Il file delle partite del database "[file tail [sc_base filename]]" è stato compresso.}

# Sorting:
translate I SortCriteria {Criteri}
translate I AddCriteria {Aggiungi criteri}
translate I CommonSorts {Ordinamenti Comuni}
translate I Sort {Ordina}

# Exporting:
translate I AddToExistingFile {Aggiungi partite al file esistente?}
translate I ExportComments {Esporta commenti?}
translate I ExportVariations {Esporta varianti?}
translate I IndentComments {Indenta commenti?}
translate I IndentVariations {Indenta varianti?}
translate I ExportColumnStyle {Stile colonna (una mossa per riga)?}
translate I ExportSymbolStyle {Stile annotazione simbolica:}
translate I ExportStripMarks {Togliere i codici di casella/freccia dai commenti?}

# Goto game/move dialogs:
translate I LoadGameNumber {Inserire il numero della partita da caricare:}
translate I GotoMoveNumber {Vai alla mossa numero:}

# Copy games dialog:
translate I CopyGames {Copia partite}
translate I CopyConfirm {
 Vuoi veramente copiare
 le [::utils::thousands $nGamesToCopy] partite dal filtro
 del database "$fromName"
 nel database "$targetName"?
}
translate I CopyErr {Impossibile copiare le partite}
translate I CopyErrSource {il database origine}
translate I CopyErrTarget {il database destinazione}
translate I CopyErrNoGames {non contiene nessuna partita nel suo filtro}
translate I CopyErrReadOnly {e' di sola lettura}
translate I CopyErrNotOpen {non e' aperto}

# Colors:
translate I LightSquares {Case chiare}
translate I DarkSquares {Case scure}
translate I SelectedSquares {Case selezionate}
translate I SuggestedSquares {Case delle mosse suggerite}
translate I WhitePieces {Pezzi Bianchi}
translate I BlackPieces {Pezzi Neri}
translate I WhiteBorder {Bordi del Bianco}
translate I BlackBorder {Bordi del Nero}

# Novelty window:
translate I FindNovelty {Trova Novita'}
translate I Novelty {Novita'}
translate I NoveltyInterrupt {Ricerca novita' interrotta}
translate I NoveltyNone {Non e' stata trovata nessuna novita' per la partita corrente}
translate I NoveltyHelp {
Scid cerchera' la prima mossa della partita corrente che raggiungera' una posizione non presente nel database selezionato o nel libro delle aperure.
}

# Sounds configuration:
translate I SoundsFolder {Sound Files Folder} ;# ***
translate I SoundsFolderHelp {The folder should contain the files King.wav, a.wav, 1.wav, etc} ;# ***
translate I SoundsAnnounceOptions {Move Announcement Options} ;# ***
translate I SoundsAnnounceNew {Announce new moves as they are made} ;# ***
translate I SoundsAnnounceForward {Announce moves when moving forward one move} ;# ***
translate I SoundsAnnounceBack {Announce when retracting or moving back one move} ;# ***

# Upgrading databases:
translate I Upgrading {Aggiornamento}
translate I ConfirmOpenNew {
Questo e' un vecchio formato (Scid 3) di database che non puo' essere aperto da Scid 4, ma e' stata appena creata una nuova versione nel formato (Scid 4).

Vuoi aprire la nuova versione del database?
}
translate I ConfirmUpgrade {
Questo e' un vecchio formato (Scid 3) di database. Prima di poter utilizzare il database in Scid 4 va' creata una nuova versione.

L'aggiornamento creera' una nuova versione del database.

Questo richiedera' del tempo, ma necessita di essere fatto una volta sola. Puoi arrestare il processo se durera' a lungo.

Vuoi aggiornare il database ora?
}

# Recent files options:
translate I RecentFilesMenu {Numero di file recentemente utilizzati nel Menu File}
translate I RecentFilesExtra {Numero di file recentemente utilizzati nel submenu extra}

# My Player Names options:
translate I MyPlayerNamesDescription {
Inserisci sotto una lista di giocatori preferiti, un nome per linea. Wildcards (e.g. "?" per ogni singolo carattere, "*" per ogni sequenza di caratteri) sono accettati.

Ogni volta che viene caricata una partita con un giocatore nella lista, la finestra principale della scacchiera se necessario ruoterà e vi proporrà la partita dal punto di vista di quel giocatore.
}
translate I showblunderexists {mostra gli errori}
translate I showblundervalue {mostra il valore dell'errore}
translate I showscore {mostra il punteggio}
translate I coachgame {partita con maestro}
translate I configurecoachgame {configura la partita con maestro}
translate I configuregame {Configurazione della partita}
translate I Phalanxengine {Motore Phalanx}
translate I Coachengine {Motore per il maestro}
translate I difficulty {difficoltà}
translate I hard {difficile}
translate I easy {facile}
translate I Playwith {Gioca con}
translate I white {bianco}
translate I black {nero}
translate I both {entrambi}
translate I Play {Gioca}
translate I Noblunder {Nessun errore}
translate I blunder {errore}
translate I Noinfo {-- Nessuna info --}
# ====== TODO To be translated ======
translate I PhalanxOrTogaMissing {Phalanx or Toga not found}
translate I moveblunderthreshold {la mossa è un errore se la perdita è maggiore di}
translate I limitanalysis {limita il tempo di analisi del motore}
translate I seconds {secondi}
translate I Abort {Annulla}
# ====== TODO To be translated ======
translate I Resume {Resume}
translate I OutOfOpening {Fuori dall'apertura}
translate I NotFollowedLine {Non hai seguito la linea}
translate I DoYouWantContinue {Vuoi continuare?}
translate I CoachIsWatching {Il maestro stà osservando}
translate I Ponder {Analisi permanente}
# ====== TODO To be translated ======
translate I LimitELO {Limit ELO strength}
translate I DubiousMovePlayedTakeBack {Mossa dubbia, vuoi rifare?}
translate I WeakMovePlayedTakeBack {Mossa debole, vuoi rifare?}
translate I BadMovePlayedTakeBack {Mossa cattiva, vuoi rifare?}
translate I Iresign {Abbandono}
translate I yourmoveisnotgood {La tua mossa non è buona}
translate I EndOfVar {Fine della variante}
translate I Openingtrainer {Allenatore delle aperture}
translate I DisplayCM {Mostra le mosse candidate}
translate I DisplayCMValue {Mostra il valore delle mosse candidate}
translate I DisplayOpeningStats {Mostra le statistiche}
translate I ShowReport {Mostra il report}
# ====== TODO To be translated ======
translate I NumberOfGoodMovesPlayed {good moves played}
# ====== TODO To be translated ======
translate I NumberOfDubiousMovesPlayed {dubious moves played}
# ====== TODO To be translated ======
translate I NumberOfMovesPlayedNotInRepertoire {moves played not in repertoire}
# ====== TODO To be translated ======
translate I NumberOfTimesPositionEncountered {times position encountered}
translate I PlayerBestMove  {Permetti solo le mosse migliori}
translate I OpponentBestMove {L'avversario gioca le mosse migliori}
translate I OnlyFlaggedLines {Solo linee tracciate}
translate I resetStats {Azzera le statistiche}
translate I Repertoiretrainingconfiguration {Configuarazione dell'allenatore del repertorio}
translate I Loadingrepertoire {Leggo il repertorio}
translate I Movesloaded {Mosse lette}
translate I Repertoirenotfound {Repertorio non trovato}
translate I Openfirstrepertoirewithtype {Apri prima un database come repertorio con tipo/icona a destra}
translate I Movenotinrepertoire {Mossa non presente nel repertorio}
translate I PositionsInRepertoire {Posizioni nel repertorio}
translate I PositionsNotPlayed {Posizioni non giocate}
translate I PositionsPlayed {Posizioni giocate}
translate I Success {Successo}
translate I DubiousMoves {Mossa dubbia}
translate I OutOfRepertoire {Fuori dal repertorio}
translate I ConfigureTactics {Configura le tattiche}
translate I ResetScores {Azzara i punteggi}
translate I LoadingBase {Leggo il database}
translate I Tactics {Tattiche}
translate I ShowSolution {Mostra la soluzione}
# ====== TODO To be translated ======
translate I NextExercise {Next exercise}
# ====== TODO To be translated ======
translate I PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate I StopTraining {Stop training}
translate I Next {Seguente}
translate I ResettingScore {Azzero il punteggio}
translate I LoadingGame {Leggo la partita}
translate I MateFound {Scacco matto trovato}
translate I BestSolutionNotFound {La migliore soluzione NON è stata trovata!}
translate I MateNotFound {Scacco matto non trovato}
translate I ShorterMateExists {Essite uno scacco matto più breve}
translate I ScorePlayed {Punteggio giocato}
translate I Expected {atteso}
translate I ChooseTrainingBase {Scegli il database di allenamento}
translate I Thinking {Penso}
translate I AnalyzeDone {Analisi eseguita}
translate I WinWonGame {Vinci le partite vinte}
translate I Lines {Linee}
translate I ConfigureUCIengine {Configura il motore UCI}
translate I SpecificOpening {Apertura Specifica}
# ====== TODO To be translated ======
translate I StartNewGame {Start new game}
# ====== TODO To be translated ======
translate I FixedLevel {Fixed level}
# ====== TODO To be translated ======
translate I Opening {Opening}
translate I RandomLevel {Livello casuale}
translate I StartFromCurrentPosition {Parti dalla posizione attuale}
translate I FixedDepth {Profondità fissa}
translate I Nodes {Nodi}
translate I Depth {Profondità}
translate I Time {Tempo}
translate I SecondsPerMove {Secondi per mossa}
# ====== TODO To be translated ======
translate I Engine {Engine}
# ====== TODO To be translated ======
translate I TimeMode {Time mode}
translate I TimeBonus {Tempo + bonus}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate I TimeMin {min}
# ====== TODO To be translated ======
translate I TimeSec {sec}
translate I AllExercisesDone {Tutti gli esercizi eseguiti}
translate I MoveOutOfBook {Mossa fuori dal libro}
translate I LastBookMove {Ultima mossa del libro}
translate I AnnotateSeveralGames {Annota più partite\ndall'attuale a:}
translate I FindOpeningErrors {Trova errori dell'apertura}
# ====== TODO To be translated ======
translate I MarkTacticalExercises {Mark tactical exercises}
translate I UseBook {Usa il libro}
translate I MultiPV {Varianti multiple}
translate I Hash {Memoria Hash}
translate I OwnBook {Use il libro del motore}
translate I BookFile {Libro delle aperture}
translate I AnnotateVariations {Annota le varianti}
translate I ShortAnnotations {Annotazione breve}
translate I addAnnotatorTag {Aggiungi il tag dell'annotazione}
translate I AddScoreToShortAnnotations {Aggiungi il punteggio alle annotazioni brevi}
translate I Export {Esporta}
translate I BookPartiallyLoaded {Libro caricato parzialmente}
translate I Calvar {Calcolo delle varianti}
translate I ConfigureCalvar {Configurazione}
translate I Reti {Reti}
translate I English {Inglese}
translate I d4Nf6Miscellaneous {1.d4 Nf6 Vario}
translate I Trompowsky {Trompowsky}
translate I Budapest {Budapest}
translate I OldIndian {Vecchia Indiana}
translate I BenkoGambit {Gambetto Benko}
translate I ModernBenoni {Moderna Benoni}
translate I DutchDefence {Difesa Olandese}
translate I Scandinavian {Scandinava}
translate I AlekhineDefence {Difesa Alekhine}
translate I Pirc {Pirc}
translate I CaroKann {Caro-Kann}
translate I CaroKannAdvance {Caro-Kann Avanzata}
translate I Sicilian {Siciliana}
translate I SicilianAlapin {Siciliana Alapin}
translate I SicilianClosed {Siciliana Chiusa}
translate I SicilianRauzer {Siciliana Rauzer}
translate I SicilianDragon {Siciliana Dragone}
translate I SicilianScheveningen {Siciliana Scheveningen}
translate I SicilianNajdorf {Siciliana Najdorf}
translate I OpenGame {Partita Aperta}
translate I Vienna {Vienna}
translate I KingsGambit {Gambetto di Re}
translate I RussianGame {Partita Russa}
translate I ItalianTwoKnights {Italiana/Due Cavalli}
translate I Spanish {Spagnola}
translate I SpanishExchange {Spagnola Cambio}
translate I SpanishOpen {Spagnola Aperta}
translate I SpanishClosed {Spagnola Chiusa}
translate I FrenchDefence {Difesa Francese}
translate I FrenchAdvance {Francese Avanzata}
translate I FrenchTarrasch {Francese Tarrasch}
translate I FrenchWinawer {Francese Winawer}
translate I FrenchExchange {Francese Cambio}
translate I QueensPawn {Pedone di Donna}
translate I Slav {Slava}
translate I QGA {Gambetto di Donna Acettato}
translate I QGD {Gambetto di Donna Rifiutato}
translate I QGDExchange {Gambetto di Donna Rifiutato Cambio}
translate I SemiSlav {Semi-Slava}
translate I QGDwithBg5 {Gambetto di Donna Rifiutato con Ag5}
translate I QGDOrthodox {Gambetto di Donna Rifiutato Ortodossa}
translate I Grunfeld {Grunfeld}
translate I GrunfeldExchange {Grunfeld Cambio}
translate I GrunfeldRussian {Grunfeld Russa}
translate I Catalan {Catalana}
translate I CatalanOpen {Catalana Aperta}
translate I CatalanClosed {Catalana Chiusa}
translate I QueensIndian {Indiana di Donna}
translate I NimzoIndian {Nimzo-Indiana}
translate I NimzoIndianClassical {Nimzo-Indiana Classica}
translate I NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
translate I KingsIndian {Indiana di Re}
translate I KingsIndianSamisch {Indiana di Re Samisch}
translate I KingsIndianMainLine {Indiana di Re Liena Principale}
# ====== TODO To be translated ======
translate I ConfigureFics {Configure FICS}
# ====== TODO To be translated ======
translate I FICSGuest {Login as Guest}
# ====== TODO To be translated ======
translate I FICSServerPort {Server port}
# ====== TODO To be translated ======
translate I FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate I FICSRefresh {Refresh}
# ====== TODO To be translated ======
translate I FICSTimesealPort {Timeseal port}
# ====== TODO To be translated ======
translate I FICSSilence {Silence}
# ====== TODO To be translated ======
translate I FICSOffers {Offers}
# ====== TODO To be translated ======
translate I FICSConsole {Console}
# ====== TODO To be translated ======
translate I FICSGames {Games}
# ====== TODO To be translated ======
translate I FICSUnobserve {Stop observing game}
# ====== TODO To be translated ======
translate I FICSProfile {Display your history and profile}
# ====== TODO To be translated ======
translate I FICSRelayedGames {Relayed games}
# ====== TODO To be translated ======
translate I FICSFindOpponent {Find opponent}
# ====== TODO To be translated ======
translate I FICSTakeback {Takeback}
# ====== TODO To be translated ======
translate I FICSTakeback2 {Takeback 2}
# ====== TODO To be translated ======
translate I FICSInitTime {Initial time (min)}
# ====== TODO To be translated ======
translate I FICSIncrement {Increment (sec)}
# ====== TODO To be translated ======
translate I FICSRatedGame {Rated Game}
# ====== TODO To be translated ======
translate I FICSAutoColour {automatic}
# ====== TODO To be translated ======
translate I FICSManualConfirm {confirm manually}
# ====== TODO To be translated ======
translate I FICSFilterFormula {Filter with formula}
# ====== TODO To be translated ======
translate I FICSIssueSeek {Issue seek}
# ====== TODO To be translated ======
translate I FICSChallenge {Challenge}
# ====== TODO To be translated ======
translate I FICSAccept {accept}
# ====== TODO To be translated ======
translate I FICSDecline {decline}
# ====== TODO To be translated ======
translate I FICSColour {Colour}
# ====== TODO To be translated ======
translate I FICSSend {send}
# ====== TODO To be translated ======
translate I FICSConnect {Connect}
# ====== TODO To be translated ======
translate I FICSdefaultuservars {Use default variables}
# ====== TODO To be translated ======
translate I FICSObserveconfirm {Do you want to observe game}
# ====== TODO To be translated ======
translate I FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate I GameReview {Game review}
# ====== TODO To be translated ======
translate I GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate I GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate I GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate I GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate I GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate I GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate I GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate I GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate I GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate I GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate I GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate I GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate I GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate I GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate I GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate I GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate I GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate I GameReviewMovesPlayedEngine {Moves played like engine}
translate I CCDlgConfigureWindowTitle {Configura Scacchi per Corrispondenza}
translate I CCDlgCGeneraloptions {Opzioni generali}
translate I CCDlgDefaultDB {Database di Default:}
translate I CCDlgInbox {Posta in Arrivo (percorso):}
translate I CCDlgOutbox {Posta in Uscita (percorso):}
translate I CCDlgXfcc {Configurazione di Xfcc:}
translate I CCDlgExternalProtocol {Gestore del Protocollo esterno (p.e. Xfcc)}
translate I CCDlgFetchTool {Strumento per la scansione:}
translate I CCDlgSendTool {Strumento per l'invio:}
translate I CCDlgEmailCommunication {Comunicazione via eMail}
translate I CCDlgMailPrg {Programma di posta:}
translate I CCDlgBCCAddr {Indirizzo (B)CC:}
translate I CCDlgMailerMode {Modo:}
translate I CCDlgThunderbirdEg {p.e. Thunderbird, Mozilla Mail, Icedove...}
translate I CCDlgMailUrlEg {p.e. Evolution}
translate I CCDlgClawsEg {p.e Sylpheed Claws}
translate I CCDlgmailxEg {p.e. mailx, mutt, nail...}
translate I CCDlgAttachementPar {Parametro per l'allegato:}
translate I CCDlgInternalXfcc {Usa il supporto interno per Xfcc}
# ====== TODO To be translated ======
translate I CCDlgConfirmXfcc {Confirm moves}
translate I CCDlgSubjectPar {Parametro per l'oggetto:}
# ====== TODO To be translated ======
translate I CCDlgDeleteBoxes {Empty In-/Outbox}
# ====== TODO To be translated ======
translate I CCDlgDeleteBoxesText {Do you really want to empty your In- and Outbox folders for Correspondence Chess? This requires a new sync to show the last state of your games}
# ====== TODO To be translated ======
translate I CCDlgConfirmMove {Confirm move}
# ====== TODO To be translated ======
translate I CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
# ====== TODO To be translated ======
translate I CCDlgDBGameToLong {Inconsistent Mainline}
# ====== TODO To be translated ======
translate I CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.\nIn this case please shorten the mainline to (at max) move\n}
translate I CCDlgStartEmail {Avvia una nuova partita tramite eMail}
translate I CCDlgYourName {Il tuo nome:}
translate I CCDlgYourMail {Il tuo indirizzo eMail:}
translate I CCDlgOpponentName {Nome dell'avversario:}
translate I CCDlgOpponentMail {Indirizzo eMail dell'avversario:}
translate I CCDlgGameID {ID (univoco) della partita:}
translate I CCDlgTitNoOutbox {Scid: Posta in uscita del gioco per corrispondenza}
translate I CCDlgTitNoInbox {Scid: Posta in arrivo del gioco per corrispondenza}
translate I CCDlgTitNoGames {Scid: Nessuna partita per il gioco per corrispondenza}
translate I CCErrInboxDir {Directory della posta in arrivo:}
translate I CCErrOutboxDir {Directory della posta in uscita:}
translate I CCErrDirNotUsable {non esiste o non è accessibile\nControlla e correggi le impostazioni.}
translate I CCErrNoGames {non contiene partite!\nEffettua prima una scansione.}
translate I CCDlgTitNoCCDB {Scid: Nessun database per il gioco per corrispondenza}
translate I CCErrNoCCDB {Non è aperto nessun database di tipo "gioco per corrispondenza". Aprine uno usando le funzioni per il gioco per corrispondenza.}
# ====== TODO To be translated ======
translate I CCFetchBtn {Fetch games from the server and process the Inbox}
# ====== TODO To be translated ======
translate I CCPrevBtn {Goto previous game}
# ====== TODO To be translated ======
translate I CCNextBtn {Goto next game}
# ====== TODO To be translated ======
translate I CCSendBtn {Send move}
# ====== TODO To be translated ======
translate I CCEmptyBtn {Empty In- and Outbox}
# ====== TODO To be translated ======
translate I CCHelpBtn {Help on icons and status indicators.\nFor general Help press F1!}
# ====== TODO To be translated ======
translate I CCDlgServerName {Server Name:}
# ====== TODO To be translated ======
translate I CCDlgLoginName  {Login Name:}
# ====== TODO To be translated ======
translate I CCDlgPassword   {Password:}
# ====== TODO To be translated ======
translate I CCDlgURL        {Xfcc-URL:}
# ====== TODO To be translated ======
translate I CCDlgRatingType {Rating Type:}
# ====== TODO To be translated ======
translate I CCDlgDuplicateGame {Non-unique game ID}
# ====== TODO To be translated ======
translate I CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}
# ====== TODO To be translated ======
translate I CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate I CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate I CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate I CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate I CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate I CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate I CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate I CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate I CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
# ====== TODO To be translated ======
translate I ExtHWConfigConnection {Configure external hardware}
# ====== TODO To be translated ======
translate I ExtHWPort {Port}
# ====== TODO To be translated ======
translate I ExtHWEngineCmd {Engine command}
# ====== TODO To be translated ======
translate I ExtHWEngineParam {Engine parameter}
# ====== TODO To be translated ======
translate I ExtHWShowButton {Show button}
# ====== TODO To be translated ======
translate I ExtHWHardware {Hardware}
# ====== TODO To be translated ======
translate I ExtHWNovag {Novag Citrine}
# ====== TODO To be translated ======
translate I ExtHWInputEngine {Input Engine}
# ====== TODO To be translated ======
translate I ExtHWNoBoard {No board}
# ====== TODO To be translated ======
translate I NovagReferee {Referee}
# ====== TODO To be translated ======
translate I IEConsole {Input Engine Console}
# ====== TODO To be translated ======
translate I IESending {Moves sent for}
# ====== TODO To be translated ======
translate I IESynchronise {Synchronise}
# ====== TODO To be translated ======
translate I IERotate  {Rotate}
# ====== TODO To be translated ======
translate I IEUnableToStart {Unable to start Input Engine:}
translate I DoneWithPosition {Posizione conclusa}
# ====== TODO To be translated ======
translate I Board {Board}
# ====== TODO To be translated ======
translate I showGameInfo {Show game info}
# ====== TODO To be translated ======
translate I autoResizeBoard {Automatic resize of board}
# ====== TODO To be translated ======
translate I DockTop {Move to top}
# ====== TODO To be translated ======
translate I DockBottom {Move to bottom}
# ====== TODO To be translated ======
translate I DockLeft {Move to left}
# ====== TODO To be translated ======
translate I DockRight {Move to right}
# ====== TODO To be translated ======
translate I Undock {Undock}
# ====== TODO To be translated ======
translate I ChangeIcon {Change icon...}
}

############################################################
#
# Italian tips section:

set tips(I) {
  {
    SCID ha oltre 30 <a Index>pagine di help</a>, e in molte finestre 
    premendo il tasto funzionale <b>F1</b> apparira' una pagina di help
    relativa alla finestra.
  }
  {
    Molte finestre di SCID (p.e. il database <a Switcher>database switcher</a>,
    ecc.) hanno un menu' collegato al pulsante destro del mouse. Prova a
    premerlo in ogni finestra per vedere se c'e' e quali funzionalita' permette.
  }
  {
    SCID ti consente piu' di una modalit� per inserire le mosse, scegli
    quale preferisci. Puoi utilizzare il mouse (con o senza il suggerimento
    della mossa) o la tastiera (con o senza il completamento della mossa).
    Leggi la pagina di help <a Moves>inserire le mosse</a> per maggiori dettagli. 
  }
  {
    Se utilizzi pochi database che apri spesso, aggiungi un
    <a Bookmarks>segnalibro</a> a ognuno di essi e poi puoi aprirlo piu'
    velocemente con il Menu Segnalibri.
  }
  {
    Puoi visualizzare tutte le mosse della partita caricata (con ogni
    variante e/o commento) utilizzando la <a PGN>Finestra PGN</a>.
    Nella Finestra PGN puoi andare a ogni mossa premendo il tasto sinistro
    del mouse quando sei sulla mossa oppure visualizzare la posizione
    premendo il tasto centrale/destro del mouse.
  }
  {
    Puoi copiare partite da un database ad un'altro usando la tecnica del
    drag and drop utilizzando il tasto sinistro del mouse nella finestra 
    <a Switcher>database switcher</a>.
  }
  {
    SCID puo' aprire file PGN, anche se sono compressi con Gzip (con il
    suffisso .gz). I file PGN aperti sono a sola lettura cosi' puoi
    modificare un file PGN in SCID, creando un nuovo database SCID e copiando
    il file PGN in esso utilizzando il <a Switcher>database switcher</a>.
  }
  {
    Se hai un grosso database e usi spesso la finestra <a Tree>albero</a>,
    e' il caso di utilizzare <b>riempi il file cache</b> dalla Finestra
    Albero (menu file). Cio' memorizza le statistiche dell'albero delle
    piu' comuni posizioni di apertura rendendo piu' veloci gli accessi
    all'albero per quel database.
  }
  {
    La finestra <a Tree>albero</a> visualizza tutte le mosse giocate dalla
    posizione caricata, ma se vuoi vedere tutti gli ordini di mosse che
    raggiungono la posizione devi generare un <a OpReport>report di apertura</a>.
  }
  {
    Nella finestra <a GameList>elenco partite</a> premendo il tasto sinistro
    o desto del mouse sulla testata di ogni colonna puoi modificarne la
    larghezza.
  }
  {
    Con la finestra <a PInfo>informazioni sul giocatore</a> (che ottieni
    cliccando sui nomi dei giocatori nella info area sotto la finestra
    con la scacchiera) tu puoi facilmente, utilizzando il
    <a Searches Filter>filtro</a>, ottenere tutte le partite di un certo
    giocatore con i suoi risultati cliccando su ogni campo che appare
    <red>in rosso</red>.
  }
  {
    Quando studi un'apertura puo' essere utile effettuare una
    <a Searches Board>ricerca su scacchiera</a> con le opzioni
    <b>Pedoni</b> oppure <b>Colonne</b> sulla posizione che ti
    interessa, in maniera da evidenziarti se altre aperture 
    raggiungono la stessa struttura di pedoni.
  }
  {
    Nell'Area di informazioni sulla partita (sotto la scacchiera) tu puoi
    premere il tasto destro del mouse per ottenere un menu' per 
    personalizzarla. Per esempio puoi nascondere la prossima mossa e cio'
    e' utile quando visualizzi una partita per allenamento e vuoi pensare
    le mosse successive. 
  }
  {
    Se tu effettui spesso <a Maintenance>manutenzione</a> di un database
    di grosse dimensioni puoi effettuare tutte le attivita' in un colpo
    solo utilizzando il <a Maintenance Cleaner>pulitore</a>.
  }
  {
    Se tu hai un grosso database dove molte partite hanno il campo EventDate
    valorizzato e tu vuoi le partite in ordine di data utilizza
    <a Sorting>ordinamento</a> per EventDate/Event invece di Date/Event
    cosicche' otterrai insieme le partite dello stesso torneo anche se hanno
    date diverse (partendo dal presupposto che abbiano la stessa EventDate).
  }
  {
    Prima di <a Maintenance Twins>cancellare le partite doppie</a> e' meglio
    utilizzare il <a Maintenance Spellcheck>controllo ortografico</a> sul tuo
    database permettendo a SCID di identificare un numero maggiore di
    partite doppie e contrassegnarle per la cancellazione.
  }
  {
    <a Flags>Gli identificatori</a>  sono utili per evidenziare partite con
    caratteristiche particolari da ricercare successivamente (p.e. struttura
    di pedoni, tattica, ecc.). Puoi ricercare le partite contrassegnate
    utilizzando <a Searches Header>ricerca per intestazione</a>.
  }
  {
    Se stai visualizzando una partita e vuoi provare qualche altra mossa
    senza modificare la partita puoi entrare nel Modo Prova (con lo
    shortcut <b>Ctrl+space</b> oppure cliccando l'apposita icona).
    Quando hai finito puoi deselezionare il Modo Prova ritornando
    alla partita originale.
  }
  {
    Per cercare le partite maggiormente rilevanti (quelle con i giocatori
    con l'Elo piu' alto) in una posizione, apri la finestra <a Tree>albero</a>
    e da quella apri la Lista Migliori Partite.
    Puoi personalizzare la lista ottenendo solo le partite con un
    certo risultato che ti interessa.
  }
  {
    Un buon modo per studiare le aperture utilizzando un grosso database
    e' attivare il Modo Esercizio nella finestra <a Tree>albero</a> e
    giocare contro il database per vedere quali linee appaiono spesso.
  }
  {
    Se hai due database aperti e vuoi visualizzare le statistiche
    dell'<a Tree>albero</a> del primo database mentre esamini una
    partita del secondo database premi il pulsante <b>Blocca</b> nella
    finestra albero per bloccare il primo database ed allora selezionare
    il secondo database.
  }
  {
    Il <a Tmt>tournament finder</a> non e' solo utile per trovare un
    certo torneo, ma puo' essere usato anche per vedere quali tornei
    ha giocato recentemente un certo giocatore oppure vedere i tornei
    piu' importanti giocati in una certa nazione.
  }
  {
    La finestra <a Searches Material>Materiale/Schema</a> ti propone
    alcune possibilita', fra le piu' comuni, facilitandoti ricerche
    per aperture o centri partita a fine di studio.
  }
  {
    Quando effettui una ricerca per una particolare posizione
    nella finestra <a Searches Material>Materiale/Schema</a> e'
    spesso utile restringere la ricerca a partite che permangono
    nella posizione voluta almeno qualche mezza mossa eliminando
    partite che raggiungono la posizione voluta solo una volta. 
  }
  {
    Se tu hai un importante database e non vuoi correre il rischio
    di effettuare modifiche inopportune, seleziona <b>solo lettura...</b>
    dal <b>File</b> menu dopo averlo aperto, oppure cambia gli
    attributi a solo lettura.
  }
  {
    Se usi XBoard oppure WinBoard (oppure altri programmi scacchistici
    che possono copiare sulla clipboard la posizione attuale in notazione
    standard FEN) e vuoi copiare la tua posizione su SCID, il modo piu'
    facile e veloce e' selezionare <b>Copia Positione</b> dal menu File
    in XBoard/WinBoard e poi <b>Copia come posizione di partenza</b> dal
    menu Edita in SCID.  
  }
  {
    In una <a Searches Header>ricerca per intestazione</a>,
    giocatore/evento/luogo/turno non sono sensibili alle maiuscole e
    vengono cercate anche all'interno dei nomi. Puoi scegliere di
    fare una ricerca sensibile alle maiuscole (dove "?" = ogni singolo
    carattere e "*" = zero o piu' caratteri) digitando la stringa che
    vuoi trovare fra "virgolette". Per esempio digitando "*BEL" (con
    le virgolette) nel campo luogo otterrai tutte le partite giocate
    in Belgio ma non a Belgrado.
  }
  {
    Se vuoi correggere una mossa in una partita senza perdere le mosse
    giocate successivamente, apri la finestra <a Import>Importa</a>
    premi l'icona b>Incolla la partica corrente</b>, edita la mossa
    sbagliata e poi premi l'icona <b>Importa</b>.
  }
  {
    Se hai caricato un file di classificazione ECO, puoi andare alla
    posizione classificata piu' profonda della partita correntemente
    caricata con <b>Identifica apertura</b> nel menu <b>Partita</b>
    (shortcut: Ctrl+Shift+D).
  }
  {
    Se vuoi verificare le dimensioni di un file o la sua data di ultima
    modifica prima di aprirlo, utilizza <a Finder>file finder</a> per
    aprirlo.
  }
  {
    Un file di <a Repertoire>repertorio</a> e' un grande strumento per
    monitorare le tue aperture preferite e per trovare le partite nelle
    quali queste linee sono state giocate. Dopo aver memorizzato le tue
    aperture in un file di repertorio puoi effettuare ricerche tutte le
    volte che acquisisci nuovi file di partite e visualizzare le partite
    che ti interessano.
  }
  {
    Un <a OpReport>rapporto di apertura</a> e' molto utile per apprendere
    ulteriori informazioni su una particolare posizione. Puoi vedere il
    punteggio percentuale che raggiunge, se porta a rapide patte, i temi
    posizionali piu' comuni e molto altro.
  }
  {
    Puoi aggiungere i piu' comuni simboli di annotazione (!, !?, +=, ecc)
    alla posizione attualmente caricata con scorciatoie da tastiera senza
    necessita' di utilizzare <a Comment>l'editor di commenti<a>.
    Per esempio digitando "!" seguito dal tasto Conferma/Enter/Return
    aggiungerete il simbolo "!". Guarda la pagina di help
    <a Moves>Inserire le mosse</a> per maggiori informazioni.
  }
  {
    Se stai visualizzando un'apertura in un database con <a Tree>l'albero</a>
    puoi facilmente vedere i risultati percentuali dell'apertura che stai
    guardando (recenti e fra giocatori di Elo alto) aprendo la finestra
    Statistiche (shortcut: Ctrl+I).
  }
  {
    Puoi cambiare le dimensioni della scacchiera premendo i tasti
    <b>Ctrl</b> e <b>Shift</b>, e regolare le dimensioni premendo i tasti
    freccia <b>Left</b> o <b>Right</b> .
  }
  {
    Dopo una <a Searches>ricerca</a> puoi facilmente visualizzare tutte le
    partite trovate premendo <b>Ctrl</b> e con i tasti <b>Su</b> o <b>Giu'</b>
    caricare la precedente o successiva partita del <a Searches Filter>filtro</a>.
  }
}


# end of italian.tcl
#  nederlan.tcl:
#  Dutch language support for Scid.
#  Added by J.Kees Hofkamp.
#  Changes by J. Krabbenbos.
#  Changes by Leander Laruelle.
# Untranslated messages are marked with a "***" comment.


addLanguage N Nederlands 0 ;#iso8859-1

proc setLanguage_N {} {

# File menu:
menuText N File "Bestand" 0
menuText N FileNew "Nieuw..." 0 {Maak een nieuwe Scid database}
menuText N FileOpen "Openen..." 0 {Open een bestaande Scid database}
menuText N FileClose "Sluiten" 0 {Sluit de  actieve Scid database}
menuText N FileFinder "Bestandzoeker" 0 {Open het bestandszoekvenster}
menuText N FileBookmarks "Bladwijzers" 0 {Bladwijzer menu (sneltoets: Ctrl+B)}
menuText N FileBookmarksAdd "Toevoegen bladwijzer" 0 \
  {Bladwijzer naar huidige databasepartij en stelling}
menuText N FileBookmarksFile "Bladwijzer-bestand" 0 \
  {Maak een bladwijzerbestand voor de huidige partij en stelling}
menuText N FileBookmarksEdit "Wijzigen Bladwijzers..." 0 \
  {Bladwijzermenu's}
menuText N FileBookmarksList "Weergeven bladwijzerfolders als lijst" 0 \
  {Weergeven bladwijzerfolders als lijst, niet als submenu's}
menuText N FileBookmarksSub "Weergeven bladwijzerfolders als submenu's" 0 \
  {Weergeven bladwijzerfolders als submenu's, niet als lijst}
menuText N FileMaint "Onderhoud" 2 {Onderhoud Scid database}
menuText N FileMaintWin "Onderhoudsvenster" 2 \
  {Open/sluit het Scid onderhoudsvenster}
menuText N FileMaintCompact "Reorganiseer database..." 0 \
  {Reorganiseer database bestanden}
menuText N FileMaintClass "Partijen ECO-classificeren..." 10 \
  {Herbereken de ECO code van alle partijen}
menuText N FileMaintSort "Sorteren..." 0 \
  {Sorteer alle partijen in de database}
menuText N FileMaintDelete "Dubbels verwijderen..." 0 \
  {Vind dubbele partijen om ze te verwijderen}
menuText N FileMaintTwin "Dubbels-venster" 1 \
  {Open/bijwerken het dubbels-controle venster}
menuText N FileMaintName "Namen" 0 \
  {Corrigeer namen/spelling}
menuText N FileMaintNameEditor "Namen-bewerker" 6 \
  {Open/sluit het namen-correctie venster}
menuText N FileMaintNamePlayer "Corrigeer naam speler..." 15 \
  {Controleer spelling namen via het spellingcontrole bestand}
menuText N FileMaintNameEvent "Corrigeer naam evenement..." 15 \
  {Controleer spelling evenementen via spellingchecker bestand}
menuText N FileMaintNameSite "Corrigeer naam plaats..." 15 \
  {Controleer plaatsnamen via spellingchecker bestand}
menuText N FileMaintNameRound "Corrigeer ronde..." 10 \
  {Controleer rondenamen via spelling spellingchecker bestand}
menuText N FileReadOnly "Alleen lezen..." 7 \
  {Zet huidige database op alleen-lezen en voorkom veranderingen}
menuText N FileSwitch "Schakel naar andere  database" 0 \
  {Schakel naar een andere geopende database} 
menuText N FileExit "Einde programma" 0 {Einde Scid}
menuText N FileMaintFixBase "Repareer databank" 0 \
    {Probeer een corrupte databank te repareren}

# Edit menu:
menuText N Edit "Bewerken" 0
menuText N EditAdd "Nieuwe variant" 8 \
 {Voeg op dit punt een variant toe}
menuText N EditDelete "Variant verwijderen" 11 \
 {Verwijder een variant voor deze zet}
menuText N EditFirst "Maak hoofdvariant" 5 \
  {Maak deze variant de eerste in de lijst}
menuText N EditMain "Variatie op hoofdvariant" 13 \
   {Promoveerd de variant als hoofdvariant}
menuText N EditTrial "Probeer variatie" 0 \
  {Start/stop probeer modus, om een idee op het bord te testen}
menuText N EditStrip "Verwijder analyse" 2 {Verwijder commentaar of varianten uit deze partij}
menuText N EditUndo "Ongedaan" 0 {Maak laatset verandering ongedaan}
# ====== TODO To be translated ======
menuText N EditRedo "Redo" 0 {Redo last game change}
menuText N EditStripComments "Commentaar" 0 \
  {Verwijder alle commentaar en annotaties uit deze partij}
menuText N EditStripVars "Varianten" 0 {Verwijder alle varianten uit deze partij}
menuText N EditStripBegin " Zetten vanaf begin " 1 \
  {Verwijder alle zetten vanaf begin van de partij} ;
menuText N EditStripEnd " Zetten tot het einde  " 0 \
  {Verwijder alle verdere zetten tot het einde van de partij} ;
menuText N EditReset "Klembord leegmaken" 0 \
  {Maak het klembord helemaal leeg}
menuText N EditCopy "Partij naar klembord" 7 \
  {Kopieer deze partij naar het klembord}
menuText N EditPaste "Partij vanuit klembord" 7 \
  {Plak actieve klembord-partij hier}
menuText N EditPastePGN "Plak de Klipbord tekst als  PGN partij..." 10 \
  {Interpreteer de Klipbord tekst als een partij  in PGN notatie en plak die hier} ;
menuText N EditSetup "Stelling opzetten..." 0 \
  {Kies een start-stelling voor de partij}
menuText N EditCopyBoard "Copieer stelling " 6 \
  {Copieer de huidige stelling in FEN notatie naar de tekst het tekst clibbord } ;
menuText N EditPasteBoard "Invoegen start stelling" 12 \
  {Maak de start stelling van de huidige tekst selectie (klembord)}

# Game menu:
menuText N Game "Partij" 0
menuText N GameNew "Partij leegmaken" 7 \
  {Maak partij leeg; sla veranderingen niet op}
menuText N GameFirst "Eerste partij laden" 5 {Laad de eerste gefilterde partij}
menuText N GamePrev "Vorige partij laden" 0 \
  {Laad vorige partij in het filter}
menuText N GameReload "Partij opnieuw laden" 7 \
  {Laad partij opnieuw; sla veranderingen niet op}
menuText N GameNext "Volgende partij laden" 3 \
  {Laad volgende partij in het filter}
menuText N GameLast "Laatste partij laden" 6 {Laad de laatste gefilterde partijd}
menuText N GameRandom "Laad willekeurige partij" 8 {Laad een willekeurige partij}
menuText N GameNumber "Laad partij nummer..." 12 \
  {Laad partijnummer:}
menuText N GameReplace "Partij overschrijven..." 11 \
  {Bewaar partij; overschrijf oude versie}
menuText N GameAdd "Partij toevoegen..." 7 \
  {Bewaar partij en voeg toe aan de database}
menuText N GameDeepest "Opening bepalen" 8 \
  {Ga naar de diepste stelling uit het ECO openingboek}
menuText N GameGotoMove "Zetnummer..." 0 \
  {Ga naar zetnummer .. in de partij}
menuText N GameNovelty "Vind nieuwtje..." 7 \
  {Vind de eerste zet in deze partij die nog niet eerder is gespeeld}

# Search menu:
menuText N Search "Selecteren" 0
menuText N SearchReset "Alle partijen" 0 \
  {Reset filter en toon alle partijen}
menuText N SearchNegate "Selectie omdraaien" 9 \
  {Draai filter om en toon de andere partijen uit de databse}
menuText N SearchCurrent "Zoek huidige stelling" 5 \
  {Zoek in database naar huidige stelling}
menuText N SearchHeader "Partijgegevens..." 5 \
  {Zoek op speciale informatie: speler, evenement enz.}
menuText N SearchMaterial "Materiaal/Kenmerken..." 0 \
  {Zoek op patroon: bord, materiaal enz.}
menuText N SearchUsing "Zoekopties" 0 \
  {Zoek met gebruikmaking van opgeslagen opties}

# Windows menu:
menuText N Windows "Venster" 0
menuText N WindowsComment "Bewerk commentaar" 0 \
 {Open/sluit commentaar bewerkings venster}
menuText N WindowsGList "Toon alle partijen" 0 \
  {Open/sluit lijst met partijen}
menuText N WindowsPGN "PGN-venster" 0 \
 {Open/sluit het PGN-notatie venster}
menuText N WindowsPList "Spelervinder" 2 {Open/sluit de spelervinder} ;
menuText N WindowsTmt "Toernooi Zoeker" 2 {Open/sluit het toernooi zoekvenster}
menuText N WindowsSwitcher  "Database wisselen" 0 \
  {Open/sluit het database-wisselen venster}
menuText N WindowsMaint "Onderhoudsvenster" 5 \
  {Open/sluit het onderhoudsvenster}
menuText N WindowsECO "ECO Browser" 0 {Open/sluit het ECO browser venster}
menuText N WindowsRepertoire "Repertoire editor" 0 {Open/sluit de openingsrepertoir editor}
menuText N WindowsStats "Statistiek" 0 \
  {Open/sluit het filter statieken-venster}
menuText N WindowsTree "Openingoverzicht" 0 {Open/sluit het Openingsoverzichtvenster}
menuText N WindowsTB "Tablebase venster" 1 \
  {Open/sluit het Tablebase venster}
menuText N WindowsBook "Boek Venster" 0 {Open/sluit het Boek venster}
menuText N WindowsCorrChess "Correspondentieschaak venster" 0 \
    {Open/sluit het correspondentieschaak venster}

# Tools menu:
menuText N Tools "Gereedschappen" 0
menuText N ToolsAnalysis "Schaakengine ..." 3 \
  {Start/stop schaak-analyse programma 1}
menuText N ToolsAnalysis2 "Schaakengine #2..." 17 \
  {Start/stop  schaak-analyse programma 2}
menuText N ToolsCross "Kruistabel" 0 \
  {Toon toernooi-kruistabel voor huidige partij}
menuText N ToolsEmail "EmailBeheerder" 0 {Open/sluit het email venster}
menuText N ToolsFilterGraph "Filter grafiek" 7 \
  {Openen/sluiten grafisch filter venster}
menuText N ToolsAbsFilterGraph "Abs. Filter Grafiek" 7 {Open/sluit het filter grafiek venster voor absolute waarden}
menuText N ToolsOpReport "Openingen rapportering" 0 \
  {Genereer een openingenrapport voor de huidige stelling}
menuText N ToolsOpenBaseAsTree "Open base als boom" 0   {Open een databank en gebruik ze in een boomvenster}
menuText N ToolsOpenRecentBaseAsTree "Open een recente databank als boom" 0   {Open een recente databank en gebruik ze in een boom venster}
menuText N ToolsTracker "Stuk Spoorvolger "  0 {Open het Stuk Spoorvolger venster}
menuText N ToolsTraining "Training"  0 {Training gereedschappen (taktiek, openingen,...) }
menuText N ToolsTacticalGame "Taktische partij"  0 {Speel een taktische partij}
menuText N ToolsSeriousGame "Ernstige partij"  0 {Speel een ernstige partij}
menuText N ToolsTrainOpenings "Openingen "  0 {Repertoriumtraining}
menuText N ToolsTrainReviewGame "Herspeel Partij"  0 {Zoek de zetten gespeeld in een partij}
menuText N ToolsTrainTactics "Tactiek "  0 {Los tactische stellingen op }
menuText N ToolsTrainCalvar "Berekenen van varianten"  0 {Training in het berekenen van varianten}
menuText N ToolsTrainFindBestMove "Vind de beste zet"  0 {Vind de beste zet}
menuText N ToolsTrainFics "Speel op het internet"  0 {Speel of freechess.org}
# ====== TODO To be translated ======
menuText N ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText N ToolsBookTuning "Openingenboek afstemming " 0 {Openingenboek afstemming}
menuText N ToolsConnectHardware "Verbind Hardware" 0 {Verbind externe hardware}
menuText N ToolsConnectHardwareConfigure "Configureer..." 0 {Configureer externe hardware en verbinding}
menuText N ToolsConnectHardwareNovagCitrineConnect "Verbind Novag Citrine" 0 {Verbind Novag Citrine}
menuText N ToolsConnectHardwareInputEngineConnect "Verbind Invoer Engine" 0 {Verbind Invoer Engine (e.g. DGT)}
menuText N ToolsPInfo "Speler Informatie"  7 \
  {Open/wijzig het spelerinformatievenster}
menuText N ToolsPlayerReport "Speler Rapport ..." 3 \
  {Genereer een Speler Rapport} ;
menuText N ToolsRating "Elo Klassering geschiedenis" 0 \
  {Grafiek van de Elo Klassering van de twee spelers}
menuText N ToolsScore "Partij score" 7 \
  {Laat het partij-score venster zien}
menuText N ToolsExpCurrent "Partij exporteren" 8 \
  {Exporteer huidige partij naar een bestand}
menuText N ToolsExpCurrentPGN "Partij in PGN-formaat exporteren..." 11 \
  {Schrijf huidige partij naar PGN-bestand}
menuText N ToolsExpCurrentHTML "Partij in HTML-formaat exporteren..." 11 \
  {Schrijf huidige partij naar HTML-bestand}
menuText N ToolsExpCurrentHTMLJS "Exporteer Partij naar een HTML en JavaScript Bestand..." 15 {Schrijf de huidige partij naar een HTML en JavaScript bestand}  
menuText N ToolsExpCurrentLaTeX "Partij in LaTeX-formaat exporteren..." 11 \
  {Schrijf huidige partij naar LaTex-bestand}
menuText N ToolsExpFilter "Alle partijen in filter exporteren" 17 \
  {Exporteer alle geslecteerde partijen naar een bestand}
menuText N ToolsExpFilterPGN "Filter in PGN-formaat exporteren..." 10 \
  {Schrijf selectie naar PGN-bestand}
menuText N ToolsExpFilterHTML "Filter in HTML-formaat exporteren..." 10 \
  {Schrijf selectie naar HTML-bestand}
menuText N ToolsExpFilterHTMLJS "Exporteer Filter naar HTML en JavaScript Bestand..." 17 {Schrijf alle gefilterde partijen naar een HTML en JavaScript bestand}  
menuText N ToolsExpFilterLaTeX "Filter in LaTeX-formaat exporteren..." 10 \
  {Schrijf selectie naar LaTex-bestand}
menuText N ToolsImportOne "Een PGN partij importeren..." 4 \
  {Importeer PGN partij}
menuText N ToolsImportFile "PGN database importeren..." 4 \
  {Importeer PGN bestand}
menuText N ToolsStartEngine1 "Start engine 1" 0  {Start engine 1}
menuText N ToolsStartEngine2 "Start engine 2" 0  {Start engine 2}
# ====== TODO To be translated ======
menuText N ToolsCaptureBoard "Capture Current Board..." 5  {Save the current board as an image.}
menuText N Play "Speel" 0
menuText N CorrespondenceChess "Correspondentieschaak" 0 {Functies voor eMail en Xfcc gebaseerde correspondentieschaak}
menuText N CCConfigure "Configureer..." 0 {Configureer externe gereedschappen en algemene instellingen}
# ====== TODO To be translated ======
menuText N CCConfigRelay "Observe games..." 10 {Configure games to be observed}
menuText N CCOpenDB "Open Database..." 0 {Open de standaard correspondentieschaak database}
menuText N CCRetrieve "Haal Partijen op" 0 {Haal partijen op via externe (Xfcc-)helper}
menuText N CCInbox "Verwerk Inbox" 0 {Verwerk alle bestanden in scids Inbox}
menuText N CCSend "Stuur de Zet op" 0 {Stuur de zet op via eMail of de externe (Xfcc-)helper}
menuText N CCResign "Geef op" 0 {Geef op (niet via eMail)}
menuText N CCClaimDraw "Eis Remise" 0 {Stuur de zet op en eis remise (niet via eMail)}
menuText N CCOfferDraw "Stel Remise voor" 0 {Stuur de zet op en stel remise voor (niet via eMail)}
menuText N CCAcceptDraw "Accepteer Remise" 0 {Accepteer een remise voorstel (niet via eMail)}
menuText N CCNewMailGame "Nieuwe eMail Partij..." 0 {Start een nieuwe eMail partij}
menuText N CCMailMove "Stuur de zet op..." 0 {Stuur de zet op naar de tegenspeler via eMail}
menuText N CCGamePage "Partij Pagina..." 0 {Roep de partij op met een web browser}
menuText N CCEditCopy "Kopieer de Partijlijst naar het Clipbord" 0 {Kopieer de Partijen als CSV lijst naar het clipbord}

# Options menu:
menuText N Options "Opties" 0
menuText N OptionsBoard "Bord" 0 {Opties  Uitzicht Schaakbord} ;
menuText N OptionsBoardSize "Grootte van bord" 0 {Wijzig bord grootte}
menuText N OptionsBoardPieces "Bord Stukken Stijl" 6 \
  {Wijzig de stijl van bord en/of stukken}
menuText N OptionsBoardColors "Kleuren..." 0 {Wijzig bord kleuren}
menuText N OptionsBoardGraphics "Vakken..." 0 {Selecteer textures voor de vakken}
translate N OptionsBGW {Selecteer het texture voor de vakken}
translate N OptionsBoardGraphicsText {Selecteer graphische bestanden voor de witte en de zwarte vakken:}
menuText N OptionsBoardNames "Mijn Spelersnamen ..." 0 {Bewerk mijn spelersnamen} ;
menuText N OptionsExport "Export" 1 {Wijzig tekst export opties}
menuText N OptionsFonts "Lettertypes" 0 {Wijzig lettertype}
menuText N OptionsFontsRegular "Standaard" 0 {Wijzig het standaard lettertype}
menuText N OptionsFontsMenu "Menu" 0 {Wijzig het menu lettertype}
menuText N OptionsFontsSmall "Klein" 0 {Wijzig het kleine lettertype}
# ====== TODO To be translated ======
menuText N OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText N OptionsFontsFixed "Vaste grootte" 0 {Wijzig dit lettertype}
menuText N OptionsGInfo "Partij Informatie" 0 {Parij-informatie opties}
menuText N OptionsLanguage "Kies taal" 5 {Kies taal}
menuText N OptionsMovesTranslatePieces "Vertaal stukken" 0 {Vertaal de eerste letters van de stukken}
menuText N OptionsMovesHighlightLastMove "Markeer de laatste zet" 0 {Markeer de laatste zet}
menuText N OptionsMovesHighlightLastMoveDisplay "Toon" 0 {Toon de laatste zet markering}
menuText N OptionsMovesHighlightLastMoveWidth "Breedte" 0 {Variantdikte}
menuText N OptionsMovesHighlightLastMoveColor "Kleur" 0 {Varinatkleur}
# ====== TODO To be translated ======
menuText N OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText N OptionsMoves "Zetten" 0 {Wijzig optie voor zet-invoer}
menuText N OptionsMovesAsk "Bevestiging voor overschrijven" 0 \
  {Bevestig het overschrijven van bestaande zetten}
menuText N OptionsMovesAnimate "Stuk Animatietijd " 1 \
  {Zet animatietijd van de stukkenbewegingen} ;
menuText N OptionsMovesDelay "Tijdinstelling voor auto-spelen" 10 \
  {Stel de tijd in voor het automatisch spelen van de zetten}
menuText N OptionsMovesCoord "Zet-ingave" 0 \
  {Accepteer de volgende manier van zetten invoeren ("g1f3")}
menuText N OptionsMovesSuggest "Toon hint" 0 \
  {Schakel hints aan of uit}
menuText N OptionsShowVarPopup "Toon het varianten venster" 0 {Toon al dan niet het varianten venster} 
menuText N OptionsMovesSpace "Voeg spaties in na het nummer van de zet" 0 {Voeg spaties in na het nummer van de zet}  
menuText E OptionsMovesSpace "Add spaces after move number" 0 {Add spaces after move number}   
menuText N OptionsMovesKey "Auto-aanvullen" 0 \
  {Aan/uitschakelen van toetsenbordzet auto-aanvullen}
menuText N OptionsMovesShowVarArrows "Toon Pijlen voor Varianten" 0 {Zet aan/af pijlen om variantenzetten te tonen}
menuText N OptionsNumbers "Getalformaat" 5 \
  {Kies de manier waarop getallen te zien zijn}
menuText N OptionsStartup "Opstarten" 3 {Selecteer de vensters die tijdens starten geopend worden}
menuText N OptionsTheme "Theme" 0 {Verander het uitzicht van de interface}
menuText N OptionsWindows "Vensters" 0 {Venster opties}
menuText N OptionsWindowsIconify "Auto-icoon" 5 \
  {Breng alle vensters in icoonvorm als het hoofdvenster naar icoon gaat.}
menuText N OptionsWindowsRaise "Auto-voorgrond" 0 \
  {Breng sommige vensters terug op de voorgrond (bvb. voortgangsbalken) gelijk wanneer ze verdwijnen.}
menuText N OptionsSounds "Geluiden ..." 2 {Configureer zet aankondigingsgeluiden} ;
menuText N OptionsWindowsDock "Veranker de vensters" 0 {Veranker de vensters}
menuText N OptionsWindowsSaveLayout "Opmaak opslaan" 0 {Opmaak opslaan}
menuText N OptionsWindowsRestoreLayout "Opmaak herstellen" 0 {Opmaak herstellen}
menuText N OptionsWindowsShowGameInfo "Toon de informatie over de partij" 0 {Toon de informatie over de partij}
menuText N OptionsWindowsAutoLoadLayout "Auto laad eerste layout" 0 {Auto laad eerste layout bij opstarten}
menuText N OptionsToolbar "Gereedschappenbalk" 12 \
  {Weergeven/verbergen hoofdvenster gereedschappenbalk}
menuText N OptionsECO "ECO data laden..." 0 \
  {Laad het ECO classificatie bestand}
menuText N OptionsSpell "Laad spelling (namen)..." 5 \
  {Laad het Scid spellingbestand}
menuText N OptionsTable "Eindspel database laden..." 9 \
  {Kies een eindspel database, alle in de directory aanwezige worden gebruikt}
menuText N OptionsRecent "Recente bestanden..." 0 \
  {Wijzig het aantal recent gebruikte bestanden in het Bestand menu}
menuText N OptionsBooksDir "Boeken map..." 0 {Stel de map met openingsboeken in}
menuText N OptionsTacticsBasesDir "Databases map..." 0 {Stel de map met de  taktiek (training) databases in}
menuText N OptionsSave "Opties bewaren" 0 \
  "Bewaar alle instellingen in het bestand $::optionsFile"
menuText N OptionsAutoSave "Automatisch bewaren opties tijdens afsluiten" 0 \
  {Automatisch bewaren alle gewijzigde opties bij het afsluiten van Scid}

# Help menu:
menuText N Help "Help" 0
menuText N HelpContents "Inhoud" 0 {Toon de Help Inhoudstabel} ;
menuText N HelpIndex "Index" 0 {Toon de help inhouds pagina}
menuText N HelpGuide "Snelle hulp" 0 {Laat de snelle-hulp pagina zien}
menuText N HelpHints "Hints" 0 {Laat de hints-hulp pagina zien}
menuText N HelpContact "Contact-info" 0 {Laat de contact-infopagina zien}
menuText N HelpTip "Tip van de dag" 0 {Laat een handige Scid tip zien}
menuText N HelpStartup "Startvenster" 5 {Laat het startvenster zien}
menuText N HelpAbout "Over Scid" 0 {Informatie over Scid}

# Game info box popup menu:
menuText N GInfoHideNext "Verberg volgende zet" 0
menuText N GInfoMaterial "Materiaalverhouding" 0
menuText N GInfoFEN "FEN" 0
menuText N GInfoMarks "Toon gekleurde velden en pijlen. " 5
menuText N GInfoWrap "Lange regels op schermbreedte splitsen." 0
menuText N GInfoFullComment "Volledig commentaar weergeven" 10
menuText N GInfoPhotos "Toon Fotos" 5 ;
menuText N GInfoTBNothing "Eindspel Tablebases: niets" 12
menuText N GInfoTBResult  "Eindspel Tablebases: alleen resultaat" 12
menuText N GInfoTBAll "Eindspel Tablebases: resultaat en beste zetten" 19
menuText N GInfoDelete "Partij wissen/terughalen" 9
menuText N GInfoMark "Partij markeren/niet markeren" 7
menuText N GInfoInformant "Configureer informant waarden" 0

# Main windows buttons:
helpMsg N .main.fbutton.button.start {Naar begin van partij  (toets: home)}
helpMsg N .main.fbutton.button.end {Naar eind van partij  (toets: end)}
helpMsg N .main.fbutton.button.back {Een zet terug   (toets: pijl links)}
helpMsg N .main.fbutton.button.forward {Een zet vooruit  (toets: pijl rechts)}
helpMsg N .main.fbutton.button.intoVar {Naar variant  (toets: v)}
helpMsg N .main.fbutton.button.exitVar {Verlaat variant  (toets: z)}
helpMsg N .main.fbutton.button.flip {Draai bord  (toets: .)}
helpMsg N .main.fbutton.button.coords {Coordinaten aan/uit  (toets: 0)}
helpMsg N .main.fbutton.button.stm {Zet zijde-aan-zet ikoon aan ofaf} ;
helpMsg N .main.fbutton.button.autoplay {Speel zetten automatisch  (toets: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg N .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg N .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg N .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate N Back {Terug}
translate N Browse {Bladeren} ;
translate N Cancel {Annuleren}
translate N Continue {Verder gaane}
translate N Clear {Leegmaken}
translate N Close {Sluiten}
translate N Contents {Inhoud} ;
translate N Defaults {Standaard}
translate N Delete {Wis}
translate N Graph {Grafiek}
translate N Help {Help}
translate N Import {Importeren}
translate N Index {Index}
translate N LoadGame {Partij laden}
translate N BrowseGame {Door de partij bladeren}
translate N MergeGame {Partij Samenvoegen}
translate N MergeGames {Voeg Partijen Samen}
translate N Preview {Proefbeeld}
translate N Revert {Terugkeren}
translate N Save {Bewaren}
translate N Search {Zoeken}
translate N Stop {Stop}
translate N Store {Opbergen}
translate N Update {Bijwerken}
translate N ChangeOrient {Wijzigen venster orientatie}
translate N ShowIcons {Toon Ikonen} ;
translate N None {Geen}
translate N First {Eerste}
translate N Current {Huidige}
translate N Last {Laatste}

# General messages:
translate N game {Partij}
translate N games {Partijen}
translate N move {Zet}
translate N moves {Zetten}
translate N all {Alle}
translate N Yes {Ja}
translate N No {Nee}
translate N Both {Beide}
translate N King {Koning}
translate N Queen {Dame}
translate N Rook {Toren}
translate N Bishop {Loper}
translate N Knight {Paard}
translate N Pawn {Pion}
translate N White {Wit}
translate N Black {Zwart}
translate N Player {Speler}
translate N Rating {Eloklassering}
translate N RatingDiff {EloklasseringsVerschil (Wit - Zwart)}
translate N AverageRating {Gemiddelde elo rangschikking} ;
translate N Event {Evenement}
translate N Site {Plaats}
translate N Country {Land}
translate N IgnoreColors {Kleuren negeren}
translate N Date {Datum}
translate N EventDate {Datum evenement}
translate N Decade {Decennium}
translate N Year {Jaar}
translate N Month {Maand}
translate N Months {Januari Februari Maart April Mei Juni Juli Augustus September October November December}
translate N Days {Zon Maa Din Woe Don Vri Zat}
translate N YearToToday {Een jaar geleden}
translate N Result {Uitslag}
translate N Round {Ronde}
translate N Length {Lengte}
translate N ECOCode {ECO Code}
translate N ECO {ECO}
translate N Deleted {Verwijderd}
translate N SearchResults {Zoekresultaten}
translate N OpeningTheDatabase {Database aan het Openen}
translate N Database {Database}
translate N Filter {Filter}
translate N noGames {Geen partijen}
translate N allGames {Alle partijen}
translate N empty {leeg}
translate N clipbase {Klembord}
translate N score {Score}
translate N StartPos {Begin stelling}
translate N Total {Totaal}
translate N readonly {alleen-lezen}

# Standard error messages:
translate N ErrNotOpen {Deze database is niet geopend.} ;
translate N ErrReadOnly {Deze database is alleen lezen; kan niet veranderd worded.} ;
translate N ErrSearchInterrupted {Zoeken werd onderbroken; de resultaten zijn onvolledig.} ;

# Game information:
translate N twin {Dubbele partijen}
translate N deleted {Gewist}
translate N comment {Commentaar}
translate N hidden {Verborgen}
translate N LastMove {Laatste zet}
translate N NextMove {Volgende zet}
translate N GameStart {Start partij}
translate N LineStart {Start variant}
translate N GameEnd {Einde partij}
translate N LineEnd {Einde variant}

# Player information:
translate N PInfoAll {Resultaten voor <b>alle</b> partijen}
translate N PInfoFilter {Resultaten voor <b>filter</b> partijen}
translate N PInfoAgainst {Resultaten tegen}
translate N PInfoMostWhite {Meest gespeelde opening als Wit}
translate N PInfoMostBlack {Meest gespeelde opening als Zwart}
translate N PInfoRating {Geschiedenis Elo Klassering}
translate N PInfoBio {Biografie}
translate N PInfoEditRatings {Bewerk elo rangschikking} ;

# Tablebase information:
translate N Draw {Remise}
translate N stalemate {Pat}
translate N withAllMoves {met alle zetten}
translate N withAllButOneMove {alle zetten behalve ��n}
translate N with {met}
translate N only {alleen}
translate N lose {verliezen}
translate N loses {verliest}
translate N allOthersLose {alle overigen verliezen}
translate N matesIn {Mat in}
translate N hasCheckmated {geeft mat}
translate N longest {langste}
translate N WinningMoves {Winnende zetten} ;
translate N DrawingMoves {Remise zetten} ;
translate N LosingMoves {Verliezende zetten} ;
translate N UnknownMoves {Onbekend resultaat zetten} ;

# Tip of the day:
translate N Tip {Tip}
translate N TipAtStartup {Tip bij opstarten}

# Tree window menus:
menuText N TreeFile "BoomDataBestand" 0
menuText N TreeFileFillWithBase "Vul de Cache met DataBestand" 0 {Vul het cache bestand met alle partijen in het huidige databestand}
menuText N TreeFileFillWithGame "Vul de cache met de partij" 0 {Vul het cache bestand met het huidige speel in het huidige databestand}
menuText N TreeFileSetCacheSize "Cache grootte" 0 {Stel de grootte van het cache bestand in}
menuText N TreeFileCacheInfo "Cache info" 0 {Vraag informatie over het gebruik van de cache}
menuText N TreeFileSave " BoomData Bewaren" 0 {Bewaar de boomdata in een boomcache (.stc) bestand}
menuText N TreeFileFill "Vullen boomcache bestand" 0 \
  {Vul het boomcache bestand met algemene opening stellingen}
menuText N TreeFileBest "Lijst beste partijen" 0 {Weergeven van de lijst met beste partijen}
menuText N TreeFileGraph "Grafiek-venster" 0 \
  {Weergeven van de grafiek voor deze tak}
menuText N TreeFileCopy "Kopieer boom tekst naar klembord" 0 \
  {Kopieren van de boomstatistieken naar het klembord}
menuText N TreeFileClose "Zoekboom venster sluiten" 0 {Sluiten van het zoekboom venster}
menuText N TreeMask "Masker" 0
menuText N TreeMaskNew "Nieuw" 0 {Nieuw masker}
menuText N TreeMaskOpen "Open" 0 {Open mask}
menuText N TreeMaskOpenRecent "Open recent" 0 {Open recent masker}
menuText N TreeMaskSave "Bewaar" 0 {Bewaar het masker}
menuText N TreeMaskClose "Sluiten" 0 {Sluit het masker}
menuText N TreeMaskFillWithGame "Vullen met partij" 0 {Vul het masker met de partij}
menuText N TreeMaskFillWithBase "Vullen met databestand" 0 {Vul het masker met alle partijen in het databestand}
menuText N TreeMaskInfo "Info" 0 {Toon de statistieken voor het huidige masker}
menuText N TreeMaskDisplay "Toon masker overzicht" 0 {Toon maskerdata in boomvorm}
menuText N TreeMaskSearch "Zoek" 0 {Zoek in huidig masker}
menuText N TreeSort "Sorteren" 0
menuText N TreeSortAlpha "Alfabetisch" 0
menuText N TreeSortECO "ECO code" 0
menuText N TreeSortFreq "Frequentie" 0
menuText N TreeSortScore "Punten" 0
menuText N TreeOpt "Opties" 0
menuText N TreeOptSlowmode "Trage modus" 0 {Trage modus voor updates (hoge nauwkeurigheid)}
menuText N TreeOptFastmode "Snelle modus" 0 {Snelle modus voor updates (geen omwisselingen van zetten)}
menuText N TreeOptFastAndSlowmode "Snelle en trage modus" 0 {Eerst snelle modus en daarna trage modus voor updates}
menuText N TreeOptStartStop "Auto verversing" 0 {Zet automatische verversing van het boomvenster op/af}
menuText N TreeOptLock "Vergrendelen" 0 {Vergrendelen/Ontgrendelen van de boom bij de huidige database}
menuText N TreeOptTraining "Training" 0 {Aan/Uit zetten training modus}
menuText N TreeOptAutosave "Autom.cache-data Bewaren" 4 \
  {Automatisch bewaren van het cache bestand bij sluiten boomvenster}
menuText N TreeHelp "Help" 0
menuText N TreeHelpTree "Hulp bij zoekboom" 0
menuText N TreeHelpIndex "Index" 0
translate N SaveCache {Cache Bewaren}
translate N Training {Training}
translate N LockTree {Boom Vergrendelen}
translate N TreeLocked {Vergrendeld}
translate N TreeBest {Beste}
translate N TreeBestGames {Boom Beste partijen}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate N TreeTitleRow \
  {    Zet   ECO       Frekwentie    Score  GemElo Prest GemJaar %Remises} ;
translate N TreeTotal {TOTAAL}
translate N DoYouWantToSaveFirst {Wil u eerst de verandering bewaren?}
translate N AddToMask {Toevoegen aan het Masker}
translate N RemoveFromMask {Verwijderen uit het Masker}
translate N AddThisMoveToMask {Voeg deze zet toe aan het Masker}
translate N SearchMask {Zoek in Masker}
translate N DisplayMask {Toon Masker}
translate N Nag {Nag code}
translate N Marker {Aanwijzer}
translate N Include {Invoegen}
translate N Exclude {Weglaten}
translate N MainLine {Hoofdvariant}
translate N Bookmark {Bladwijzer}
translate N NewLine {Nieuwe variant}
translate N ToBeVerified {Na te kijken}
translate N ToTrain {Trainen}
translate N Dubious {Twijfelachtig}
translate N ToRemove {Verwijderen}
translate N NoMarker {Geen aanwijzer}
translate N ColorMarker {Kleur}
translate N WhiteMark {Wit}
translate N GreenMark {Groen}
translate N YellowMark {Geel}
translate N BlueMark {Blauw}
translate N RedMark {Rood}
translate N CommentMove {Commentaar op zet}
translate N CommentPosition {Commentaar op stelling}
translate N AddMoveToMaskFirst {Voeg de zet eerst toe aan het masker}
translate N OpenAMaskFileFirst {Open eerst een maskerbestand}
translate N Positions {Stellingen}
translate N Moves {Zetten}

# Finder window:
menuText N FinderFile "Bestand" 0
menuText N FinderFileSubdirs "Kijken in subdirectories" 0
menuText N FinderFileClose "Sluiten bestandszoeker" 0
menuText N FinderSort "Sorteren" 0
menuText N FinderSortType "Type" 0
menuText N FinderSortSize "Grootte" 0
menuText N FinderSortMod "Gewijzigd" 0
menuText N FinderSortName "Naam" 0
menuText N FinderSortPath "Pad" 0
menuText N FinderTypes "Types" 0
menuText N FinderTypesScid "Scid databases" 0
menuText N FinderTypesOld "Oud formaat Scid databases" 0
menuText N FinderTypesPGN "PGN bestanden" 0
menuText N FinderTypesEPD "EPD (boek) bestanden" 0
menuText N FinderTypesRep "Repertorium bestanden" 0
menuText N FinderHelp "Help" 0
menuText N FinderHelpFinder "Bestandszoeker Help" 0
menuText N FinderHelpIndex " Bestandszoeker Help Inhoud" 0
translate N FileFinder {Bestandszoeker}
translate N FinderDir {Folder}
translate N FinderDirs {Folders}
translate N FinderFiles {Bestanden}
translate N FinderUpDir {Hogere Folder}
translate N FinderCtxOpen {Open}
translate N FinderCtxBackup {Reservecopie}
translate N FinderCtxCopy {Copieren}
translate N FinderCtxMove {Verplaatsen}
translate N FinderCtxDelete {Verwijderen}

# Player finder:
menuText N PListFile "Bestand" 0
menuText N PListFileUpdate "Bijwerken" 0
menuText N PListFileClose "Dichtbij Speler Vinder" 0 ;
menuText N PListSort "Sorteren" 0
menuText N PListSortName "Naam" 0 ;
menuText N PListSortElo "Elo" 0
menuText N PListSortGames "Partijen" 0 ;
menuText N PListSortOldest "Oudste" 0 ;
menuText N PListSortNewest "Niewste" 0 ;

# Tournament finder:
menuText N TmtFile "Bestand" 0
menuText N TmtFileUpdate "Bijwerken" 0
menuText N TmtFileClose "Sluiten Toernooi zoeker" 0
menuText N TmtSort "Sorteren" 0
menuText N TmtSortDate "Datum" 0
menuText N TmtSortPlayers "Spelers" 0
menuText N TmtSortGames "Partijen" 0
menuText N TmtSortElo "Elo" 0
menuText N TmtSortSite "Plaats" 0
menuText N TmtSortEvent "Evenement" 1
menuText N TmtSortWinner "Winnaar" 0
translate N TmtLimit "Limiet Lijst"
translate N TmtMeanElo "Laagste gem. Elo" 
translate N TmtNone "Geen toernooien gevonden."

# Graph windows:
menuText N GraphFile "Bestand" 0
menuText N GraphFileColor "Bewaren als kleuren Postscript..." 8
menuText N GraphFileGrey "Bewaren als grijze Postscript..." 8
menuText N GraphFileClose "Venster sluiten" 0
menuText N GraphOptions "Opties" 0
menuText N GraphOptionsWhite "Wit" 0
menuText N GraphOptionsBlack "Zwart" 0
menuText N GraphOptionsBoth "Beide" 1
menuText N GraphOptionsPInfo "Speler informatie" 0
translate N GraphFilterTitle "Filtergrafiek: frequentie per 1000 partijen"
translate N GraphAbsFilterTitle "Filtergrafiek: frequentie van de partijen"
translate N ConfigureFilter {Configureer de X-as voor Jaar, Elo en Zetten}
translate N FilterEstimate "Schat"
translate N TitleFilterGraph "Scid: Filtergrafiek"

# Analysis window:
translate N AddVariation {Toevoegen variant}
translate N AddAllVariations {Voeg alle varianten toe}
translate N AddMove {Toevoegen zet}
translate N Annotate {Annotatie}
translate N ShowAnalysisBoard {Toon het analysebord}
translate N ShowInfo {Toon engine informatie}
translate N FinishGame {Beeindig de partij}
translate N StopEngine {Stop de engine}
translate N StartEngine {Start de engine}
translate N LockEngine {Fixeer de engine op de huidige stelling}
translate N AnalysisCommand {Analyse commando}
translate N PreviousChoices {Voorgaande keuzes}
translate N AnnotateTime {Geef de analysetijd in seconden per zet}
translate N AnnotateWhich {Voeg varianten toe}
translate N AnnotateAll {Voor zetten van beide zijden}
translate N AnnotateAllMoves {Annotateer alle zetten}
translate N AnnotateWhite {Alleen voor zetten door Wit}
translate N AnnotateBlack { Alleen voor zetten door Zwart}
translate N AnnotateBlundersOnly {Als de partijzet een klaarblijkelijke blunder is}
translate N AnnotateBlundersOnlyScoreChange {Blunder Analyse rapport, met scorewijziging van/naar: }
translate N BlundersThreshold {Ondergrens}
# TODO: Translate
translate N ScoreAllMoves {Waardeer alle zetten}
translate N LowPriority {Lage CPU prioriteit} ;
translate N ClickHereToSeeMoves {Klik hier om de zetten te zien}
translate N ConfigureInformant {Configureer de Informant}
translate N Informant!? {Interessante zet}
translate N Informant? {Slechte zet}
translate N Informant?? {Blunder}
translate N Informant?! {Twijfelachtige zet}
translate N Informant+= {Wit heeft een klein voordeel}
translate N Informant+/- {Wit heeft een gematigd voordeel}
translate N Informant+- {Wit heeft een beslissend voordeel}
translate N Informant++- {Deze partij kan als gewonnen beschouwd worden}
translate N Book {Openingenboek}
translate N OtherBookMoves {Boek van de tegenspeler}
translate N OtherBookMovesTooltip {Zetten waarvoor de tegenspeler een antwoord heeft}

# Analysis Engine open dialog:
translate N EngineList {Analyse Engine Lijst}
translate N EngineName {Naam}
translate N EngineCmd {Commando}
translate N EngineArgs {Parameters}
translate N EngineDir {Folder}
translate N EngineElo {Elo}
translate N EngineTime {Datum}
translate N EngineNew {Nieuw}
translate N EngineEdit {Bewerk}
translate N EngineRequired {Velden in <b>vet</b> zijn vereist; de andere facultatief}

# Stats window menus:
menuText N StatsFile "Bestand" 0
menuText N StatsFilePrint "Data als tekstbestand Bewaren..." 0
menuText N StatsFileClose "Venster sluiten" 0
menuText N StatsOpt "Opties" 0

# PGN window menus:
menuText N PgnFile "Bestand" 0
menuText N PgnFileCopy "Copieer Partij naar Klipbord" 0 ;#
menuText N PgnFilePrint "Als pgn bestand Bewaren..." 0
menuText N PgnFileClose "PGN-venster sluiten" 0
menuText N PgnOpt "Opties" 0
menuText N PgnOptColor "Instellen kleuren" 10
menuText N PgnOptShort "Korte (3 regelige) kop" 0
menuText N PgnOptSymbols "Symbolen annotaties" 10
menuText N PgnOptIndentC "Inspringen (commentaar)" 12
menuText N PgnOptIndentV "Inspringen (variant)" 12
menuText N PgnOptColumn "Kolom stijl (een zet per regel)" 0
menuText N PgnOptSpace "Spatie na zetnummer" 0
menuText N PgnOptStripMarks "Verwijder gekleurde vierkante haken codes" 1
menuText N PgnOptBoldMainLine "Gebrui Dikke Tekst voo Hoofdvariant Zetten" 4 ;
menuText N PgnColor "Kleuren" 0
menuText N PgnColorHeader "Kop..." 0
menuText N PgnColorAnno "Annotaties..." 0
menuText N PgnColorComments "Commentaar..." 0
menuText N PgnColorVars "Varianten..." 0
menuText N PgnColorBackground "Achtergrond kleur..." 0
 
menuText N PgnColorMain "Main line..." 0
 
menuText N PgnColorCurrent "Current move background..." 1
 
menuText N PgnHelp "Help" 0
menuText N PgnHelpPgn "PGN help" 0
menuText N PgnHelpIndex "Inhoud" 0
translate N PgnWindowTitle {Partij Notatie - partij %u} ;

# Crosstable window menus:
menuText N CrosstabFile "Bestand" 0
menuText N CrosstabFileText "Bewaren in tekstformaat..." 13
menuText N CrosstabFileHtml " Bewaren in HTML-formaat..." 13
menuText N CrosstabFileLaTeX " Bewaren in LaTeX-formaat..." 13
menuText N CrosstabFileClose "Kruistabel sluiten" 0
menuText N CrosstabEdit "Bewerken" 0
menuText N CrosstabEditEvent "Evenement" 0
menuText N CrosstabEditSite "Plaats" 0
menuText N CrosstabEditDate "Datum" 0
menuText N CrosstabOpt "Opties" 0
menuText N CrosstabOptAll "Gesloten" 0
menuText N CrosstabOptSwiss "Zwitsers" 0
menuText N CrosstabOptKnockout "Knockout" 0
menuText N CrosstabOptAuto "Auto" 0
menuText N CrosstabOptAges "Leeftijd in jaren" 8
menuText N CrosstabOptNats "Nationaliteiten" 1
menuText N CrosstabOptRatings "Elo" 0
menuText N CrosstabOptTitles "Titels" 0
menuText N CrosstabOptBreaks "Tie-break scores" 4
menuText N CrosstabOptDeleted "Inclusief gewiste partijen" 8
menuText N CrosstabOptColors "Kleuren (alleen bij Zwitsers)" 0
menuText N CrosstabOptColumnNumbers "Genummerde kolommen (Alleen bij gesloten tabel)" 2
menuText N CrosstabOptGroup "Punten (groep)" 0
menuText N CrosstabSort "Sorteren" 0
menuText N CrosstabSortName "Naam" 0
menuText N CrosstabSortRating "Elo" 0
menuText N CrosstabSortScore "Score" 0
menuText N CrosstabColor "Kleuren" 0
menuText N CrosstabColorPlain "Tekst" 0
menuText N CrosstabColorHyper "Hypertekst" 1
menuText N CrosstabHelp "Help" 0
menuText N CrosstabHelpCross "Help (kruistabel)" 0
menuText N CrosstabHelpIndex "Inhoud" 0
translate N SetFilter {Zet Filter}
translate N AddToFilter {Toevoegen aan selectie}
translate N Swiss {Zwitsers}
translate N Category {Categorie} ;

# Opening report window menus:
menuText N OprepFile "Bestand" 0
menuText N OprepFileText "Bewaren in tekstformaat..." 13
menuText N OprepFileHtml " Bewaren in HTML-formaat..." 13
menuText N OprepFileLaTeX " Bewaren in LaTeX-formaat..." 13
menuText N OprepFileOptions "Opties..." 0
menuText N OprepFileClose "Sluit rapportvenster" 0
menuText N OprepFavorites "Favorieten" 1 ;
menuText N OprepFavoritesAdd "Voeg Rapport toe..." 0 ;
menuText N OprepFavoritesEdit "Bewerk Favoriete Rapport..." 0 ;
menuText N OprepFavoritesGenerate "Genereer Rapporten..." 0 ;
menuText N OprepHelp "Help" 0
menuText N OprepHelpReport "Help (openingsrapport)" 0
menuText N OprepHelpIndex "Inhoud" 0

# Repertoire editor:
menuText N RepFile "Bestand" 0
menuText N RepFileNew "Nieuw" 0
menuText N RepFileOpen "Openen..." 0
menuText N RepFileSave "Bewaren..." 0
menuText N RepFileSaveAs "Bewaren als..." 5
menuText N RepFileClose "Sluit venster" 2
menuText N RepEdit "Bewerken" 0
menuText N RepEditGroup "Toevoegen Groep" 4
menuText N RepEditInclude "Toevoegen inclusief variant" 4
menuText N RepEditExclude "Toevoegen exclusief variant" 4
menuText N RepView "Bekijken" 0
menuText N RepViewExpand "Uitklappen alle groepen" 0
menuText N RepViewCollapse "Inklappen alle groepen" 0
menuText N RepSearch "Selecteren" 0
menuText N RepSearchAll "Alles van repertorium..." 0
menuText N RepSearchDisplayed "Alleen weergegeven varianten..." 0
menuText N RepHelp "Help" 0
menuText N RepHelpRep "Repertorium help" 0
menuText N RepHelpIndex "Inhoud" 0
translate N RepSearch "Zoeken repertorium"
translate N RepIncludedLines "inclusief varianten"
translate N RepExcludedLines "exclusief varianten"
translate N RepCloseDialog {Dit repetorium heeft onopgeslagen wijzigingen.

Wilt u echt doorgaan en de wijzigingen niet Bewaren?
}

# Header search:
translate N HeaderSearch {Zoek naar kop}
translate N EndSideToMove {Zijde aan zet bij partijeinde} ;
translate N GamesWithNoECO {Partijen zonder ECO?}
translate N GameLength {Lengte partij}
translate N FindGamesWith {Vind partijen met vlag}
translate N StdStart {Ab-normaal begin}
translate N Promotions {Promoties}
translate N Comments {Commentaar}
translate N Variations {Varianten}
translate N Annotations {Annotaties}
translate N DeleteFlag {Gewist-markeringen}
translate N WhiteOpFlag {Wit opening}
translate N BlackOpFlag {Zwart opening}
translate N MiddlegameFlag {Middenspel}
translate N EndgameFlag {Eindspel}
translate N NoveltyFlag {Nieuwtje}
translate N PawnFlag {Pionnenstructur}
translate N TacticsFlag {Tactiek}
translate N QsideFlag {Damevleugel}
translate N KsideFlag {Koningsvleugel}
translate N BrilliancyFlag {Briljant}
translate N BlunderFlag {Blunder}
translate N UserFlag {Gebruiker}
translate N PgnContains {PGN bevat tekst}
# ====== TODO To be translated ======
translate N Annotator {Annotator}
# ====== TODO To be translated ======
translate N Cmnts {Annotated games only}

# Game list window:
translate N GlistNumber {Nummer}
translate N GlistWhite {Wit}
translate N GlistBlack {Zwart}
translate N GlistWElo {W-Elo}
translate N GlistBElo {Z-Elo}
translate N GlistEvent {Evenement}
translate N GlistSite {Plaats}
translate N GlistRound {Ronde}
translate N GlistDate {Datum}
translate N GlistYear {Jaar}
translate N GlistEDate {Datum evenement}
translate N GlistResult {Uitslag}
translate N GlistLength {Lengte}
translate N GlistCountry {Country}
translate N GlistECO {ECO}
translate N GlistOpening {Opening}
translate N GlistEndMaterial {Eind-Material}
translate N GlistDeleted {Verwijderd}
translate N GlistFlags {Markeringen}
translate N GlistVars {Varianten}
translate N GlistComments {Commentaar}
translate N GlistAnnos {Annotaties}
translate N GlistStart {Start}
translate N GlistGameNumber {Partij nummer}
# ====== TODO To be translated ======
translate N GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate N GlistRating {Rating}
translate N GlistFindText {Tekst vinden}
translate N GlistMoveField {Zet}
translate N GlistEditField {Configuratie}
translate N GlistAddField {Voeg toe}
translate N GlistDeleteField {Verwijder}
translate N GlistWidth {Breedte}
translate N GlistAlign {Uitlijnen}
# ====== TODO To be translated ======
translate N GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate N GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate N GlistAlignC {Align: center}
translate N GlistColor {Kleuren}
translate N GlistSep {Separator}
# ====== TODO To be translated ======
translate N GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate N GlistNewSort {New}
# ====== TODO To be translated ======
translate N GlistAddToSort {Add}
# ====== TODO To be translated ======
translate N GsortSort {Sort...}
# ====== TODO To be translated ======
translate N GsortDate {Date}
# ====== TODO To be translated ======
translate N GsortYear {Year}
# ====== TODO To be translated ======
translate N GsortEvent {Event}
# ====== TODO To be translated ======
translate N GsortSite {Site}
# ====== TODO To be translated ======
translate N GsortRound {Round}
# ====== TODO To be translated ======
translate N GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate N GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate N GsortECO {ECO}
# ====== TODO To be translated ======
translate N GsortResult {Result}
# ====== TODO To be translated ======
translate N GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate N GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate N GsortCountry {Country}
# ====== TODO To be translated ======
translate N GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate N GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate N GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate N GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate N GsortComments {Comments}
# ====== TODO To be translated ======
translate N GsortVariations {Variations}
# ====== TODO To be translated ======
translate N GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate N GsortAscending {Ascending}
# ====== TODO To be translated ======
translate N GsortDescending {Descending}
# ====== TODO To be translated ======
translate N GsortAdd {Add}
# ====== TODO To be translated ======
translate N GsortStore {Store}
# ====== TODO To be translated ======
translate N GsortLoad {Load}
 
translate N GlistRemoveThisGameFromFilter  {Remove this game from Filter}
 
translate N GlistRemoveGameAndAboveFromFilter  {Remove game (and all above it) from Filter}
 
translate N GlistRemoveGameAndBelowFromFilter  {Remove game (and all below it) from Filter}
translate N GlistDeleteGame {Maak de verwijdering van deze partij ongedaan} 
translate N GlistDeleteAllGames {Verwijder alle partijen in de filter} 
translate N GlistUndeleteAllGames {Maak de verwijdering van alle partijen in de filter ongedaan} 
translate N GlistMergeGameInBase {Voeg Partij toe aan een andere database} 

# Maintenance windows
translate N DatabaseName {Naam database:}
translate N TypeIcon {Type icoon:}
translate N NumOfGames {Partijen:}
translate N NumDeletedGames {Gewiste partijen:}
translate N NumFilterGames {Partijen in selectie:}
translate N YearRange {JaarBereik:}
translate N RatingRange {EloBereik (laag/hoog):}
translate N Description {Beschrijving} ;
translate N Flag {Markering}
translate N CustomFlags {Markering volgens keus}
translate N DeleteCurrent {Wis huidige partij}
translate N DeleteFilter {Wis geselecteerde partijen}
translate N DeleteAll {Wis alle partijen}
translate N UndeleteCurrent {Haal huidige partij terug}
translate N UndeleteFilter {Haal geselecteerde partijen terug}
translate N UndeleteAll {Haal alle partijen terug}
translate N DeleteTwins {Wis doublures}
translate N MarkCurrent {Markeer huidige partij}
translate N MarkFilter {Markeer geselecteerde partijen}
translate N MarkAll {Markeer alle partijen}
translate N UnmarkCurrent {Verwijder Markering huidige partij)}
translate N UnmarkFilter {Verwijder Markering geselecteerde partijen)}
translate N UnmarkAll {Verwijder Markering alle partijen)}
translate N Spellchecking {Spellingscontrole}
translate N Players {Spelers}
translate N Events {Evenementen}
translate N Sites {Plaatsen}
translate N Rounds {Rondes}
translate N DatabaseOps {Database bewerkingen}
translate N ReclassifyGames {Partijen ECO-classificeren...}
translate N CompactDatabase {Database compact maken = optimaliseren}
translate N SortDatabase {Database sorteren}
translate N AddEloRatings {Toevoegen Elo classificatie}
translate N AutoloadGame {Auto-laden partij nummer}
translate N StripTags {Verwijder PGN labels}
translate N StripTag {Verwijder label}
translate N Cleaner {Reiniger}
translate N CleanerHelp {
De Scid Reiniger zal alle onderhoudsactiviteiten die u selecteert uit onderstaande lijst, uitvoeren op de huidige database. 
De dialogen van de huidige instellingen in de ECO classificatie en verwijderen van doublures zullen worden toegepast indien u deze functies selecteert.
}
translate N CleanerConfirm {
Eens het Reiniger onderhoud is gestart, kan dit niet worden onderbroken!

Dit kan lang duren op een grote database, afhankelijk van de geselecteerde functies en de huidige instellingen.

Weet u zeker dat u de geselecteerde onderhoudsfuncties wilt uitvoeren?
}
translate N TwinCheckUndelete {omwisselen; "u" maakt de verwijdering van beide ongedaan)}
translate N TwinCheckprevPair {Vorige paar}
translate N TwinChecknextPair {Volgende paar}
translate N TwinChecker {Scid: Tweeling partij verifieerder}
translate N TwinCheckTournament {Partijen in het toernooi:}
translate N TwinCheckNoTwin {Geen tweeling  }
translate N TwinCheckNoTwinfound {Er werd geen tweeling gedetecteerd voor deze partij.\n
Om tweelingen te laten zien met dit venster moet U eerst de "Verwijder tweeling partijen..." functie gebruiken. }
translate N TwinCheckTag {Deel etiket...}
translate N TwinCheckFound1 {Scid vond $result tweeling partijen}
translate N TwinCheckFound2 { en zet hun verwijder vlaggen}
translate N TwinCheckNoDelete {Er zijn geen partijen in deze databank om te verwijderen.}
translate N TwinCriteria1 { Uw instellingen voor het vinden van tweeling partijen kunnen mogelijkerwijs \n tot gevolg hebben dat partijen met gelijkaardige zetten ten onrechte als tweelingen worden aangegeven.}
translate N TwinCriteria2 {Het wordt aangeraden dat indien U "Nee" selecteert voor "dezelfde zetten" dat U dan "Ja" selecteert voor de kleuren, event, plaats, ronde, jaar en maand instellingen.\n Wil U doorgaan en de tweelingen toch verwijderen?}
translate N TwinCriteria3 {Het wordt aangeraden dat U "Ja" selecteert voor tenminste twee instellingen uit "zelfde plaats", "zelfde ronde" en "zelfde jaar".\n Wil U doorgaan en de tweelingen toch verwijderen?}
translate N TwinCriteriaConfirm {Scid: Bevestig tweeling instellingen}
translate N TwinChangeTag "Veranderder de volgende partij labels:\n\n"
translate N AllocRatingDescription "Dit commando zal het huidige spellingscontrole bestand gebruiken om Elo punten toe te voegen aan partijen in deze databank. Indien een speler geen huidige Elo punten heeft maar zijn/haar punten op het moment van het spel zijn aanwezig in het spellingscontrole bestand dan zullen deze punten toegevoegd worden."
translate N RatingOverride "Overschrijf bestaande, van nul verschillende, punten?"
translate N AddRatings "Voeg Elo punten to aan:"
translate N AddedRatings {Scid voegde $r Elo punten toe aan $g partijen.}
translate N NewSubmenu "Nieuw submenu"

# Comment editor:
translate N AnnotationSymbols  {Symbolen voor annotatie:}
translate N Comment {Commentaar:}
translate N InsertMark {Voeg markering toe} ;
translate N InsertMarkHelp {
Voeg toe/verwijder markering: Selecteer  kleur, type, veld.
Voeg toe/verwijder pijl: Rechtsklik twee velden.
} ;

# Nag buttons in comment editor:
translate N GoodMove {Goede zet} ;
translate N PoorMove {Slechte zet} ;
translate N ExcellentMove {Excellente zet} ;
translate N Blunder {Blunder}
translate N InterestingMove {Interessante zet} ;
translate N DubiousMove {Twijfelachtige zet} ;
translate N WhiteDecisiveAdvantage {Wit heeft beslissend voordeel} ;
translate N BlackDecisiveAdvantage {Zwart heeft beslissend voordee} ;
translate N WhiteClearAdvantage {Wit heeft duidelijk voordeel} ;
translate N BlackClearAdvantage {Zwart heeft beslissend voordeel} ;
translate N WhiteSlightAdvantage {Wit heeft licht voordeel} ;
translate N BlackSlightAdvantage {Zwart heeft licht voordee} ;
translate N Equality {Gelijk} ;
translate N Unclear {Onduidelijk} ;
translate N Diagram {Diagram} ;

# Board search:
translate N BoardSearch {Zoeken Bord}
translate N FilterOperation {Toepassen op huidige selectie:}
translate N FilterAnd {AND (Selectie beperken)}
translate N FilterOr {OR (Selectie uitbreiden)}
translate N FilterIgnore {Selectie Ongedaan maken}
translate N SearchType {Zoek type stelling:}
translate N SearchBoardExact {Exacte stelling (stukken op dezelfde velden)}
translate N SearchBoardPawns {Pionnen (hetzelfde materiaal, alle pionnen op dezelfde velden)}
translate N SearchBoardFiles {Lijnen (hetzelfde materiaal, alle pionnen op dezelfde lijnen)}
translate N SearchBoardAny {Willekeurig (hetzelfde materiaal, pionnen en stukken willekeurig)}
translate N SearchInRefDatabase { Zoek in database }
translate N LookInVars {Zoek in varianten}

# Material search:
translate N MaterialSearch {Zoeken Materiaal}
translate N Material {Materiaal}
translate N Patterns {Patroon}
translate N Zero {Niets}
translate N Any {Willekeurig}
translate N CurrentBoard {Huidige stelling}
translate N CommonEndings {Veel Voorkomende Eindspelen}
translate N CommonPatterns { Veel Voorkomende patronen}
translate N MaterialDiff {Material onevenwicht}
translate N squares {Velden}
translate N SameColor {Gelijke kleur}
translate N OppColor {Ongelijke kleur}
translate N Either {Beide}
translate N MoveNumberRange {Zet bereik }
translate N MatchForAtLeast {Op z'n minst gelijk}
translate N HalfMoves {halve zetten}

# Common endings in material search:
translate N EndingPawns {Pionnen eindspel} ;
translate N EndingRookVsPawns {Toren tegen Pion(nen)} ;
translate N EndingRookPawnVsRook {Toren en 1 Pion tegen Toren} ;
translate N EndingRookPawnsVsRook {Toren en Pionnen tegen Toren} ;
translate N EndingRooks {Toren tegen Toren Eindspel} ;
translate N EndingRooksPassedA {Toren tegen Toren met een vrije a-pion} ;
translate N EndingRooksDouble {Dubbele Toren eindspelen} ;
translate N EndingBishops {Loper tegen Loper eindspel} ;
translate N EndingBishopVsKnight {Loper tegen Paard eindspe} ;
translate N EndingKnights {Paard tegenPaard eindspel} ;
translate N EndingQueens {Dame tegen Dame eindspel} ;
translate N EndingQueenPawnVsQueen {Dame +1 pion tegen Dame} ;
translate N BishopPairVsKnightPair {Loperpaar tegen 2 Paarden middenspel} ;

# Common patterns in material search:
translate N PatternWhiteIQP {Witte Ge�soleerde pion} ;
translate N PatternWhiteIQPBreakE6 {Witte Ge�soleerde pion: d4-d5 doorbraak vs. e6} ;
translate N PatternWhiteIQPBreakC6 {Witte Ge�soleerde pion: d4-d5 doorbraak vs. c6} ;
translate N PatternBlackIQP {Zwarte Ge�soleerde pion} ;
translate N PatternWhiteBlackIQP {Witte Ge�soleerde pion  vs. Zwarte Ge�soleerde pion} ;
translate N PatternCoupleC3D4 {Witte hangende pionnen c3+d4 } ;
translate N PatternHangingC5D5 {Zwarte hangende pionnen c5+d5} ;
translate N PatternMaroczy {Maroczy Centrum ( Pionnen op c4 en e4)} ;
translate N PatternRookSacC3 {Torenoffer op c3} ;
translate N PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)} ;
translate N PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)} ;
translate N PatternLightFian {Light-Square Fianchettos (Loper-g2 vs. Loper-b7)} ;
translate N PatternDarkFian {Dark-Square Fianchettos (Loper-b2 vs. Loper-g7)} ;
translate N PatternFourFian {Four Fianchettos (Lopers op b2,g2,b7,g7)} ;

# Game saving:
translate N Today {Nu}
translate N ClassifyGame {Partij classificeren}

# Setup position:
translate N EmptyBoard {Bord leegmaken}
translate N InitialBoard {Beginstelling}
translate N SideToMove {Aan zet:}
translate N MoveNumber {Zetnummer}
translate N Castling {Rokade}
translate N EnPassantFile {En Passant lijn}
translate N ClearFen {FEN leegmaken}
translate N PasteFen {FEN plakken}
translate N SaveAndContinue {Bewaar en ga door}
translate N DiscardChangesAndContinue {Laat veranderingen vallen\nen ga door}
translate N GoBack {Ga terug}

# Replace move dialog:
translate N ReplaceMove {Zet vervangen}
translate N AddNewVar {Voeg Nieuwe Variant Toe}
translate N NewMainLine {Nieuwe Hoofd Variant}
translate N ReplaceMoveMessage {Hier is al een zet.  

U kunt hem vervangen en alle volgende zetten wissen, of uw zet toevoegen als een nieuwe variant.

(U kunt deze boodschap in de toekeomst vermijden door de optie "Zet vervangen bevestigen" uit te zetten in het menu:Zetten)}

# Make database read-only dialog:
translate N ReadOnlyDialog {Als u deze database "alleen-lezen" maakt, zijn geen veranderingen toegestaan.
Er kunnen geen partijen meer worden opgeslagen of veranderd en ook geen wis-markeringen toegevoegd of verwijderd.
Elke sortering of ECO-classificering zal tijdelijk zijn dan voor deze database.

U kunt de database weer schrijf-toegankelijk maken door hem te sluiten en weer te openen.

Wilt u echt deze database alleen-lezen maken?}

# Clear game dialog:
translate N ClearGameDialog {Deze partij is gewijzigd.

Wilt u echt doorgaan en de wijzigingen niet doorvoeren?
}

# Exit dialog:
translate N ExitDialog {Wilt u Scid werkelijk afsluiten?}
translate N ExitUnsaved {De volgende databases hebben nog onopgeslagen wijzigingen in hun partijen.  Als u nu afsluit zullen deze wijzigingen verloren gaan.}

# Import window:
translate N PasteCurrentGame {Plak huidige partij}
translate N ImportHelp1 {Invoeren of plak een PGN-formaat partij in het venster hierboven.}
translate N ImportHelp2 {Alle import-fouten worden hier weergegeven.}
translate N OverwriteExistingMoves {Overschrijf bestaande zetten ?}

# ECO Browser:
translate N ECOAllSections {alle ECO code secties}
translate N ECOSection {ECO sectie}
translate N ECOSummary {Samenvatting voor}
translate N ECOFrequency {Frequentie van subcodes voor}

# Opening Report:
translate N OprepTitle {Openings Rapportage}
translate N OprepReport {Rapportage}
translate N OprepGenerated {Samengesteld door }
translate N OprepStatsHist {Statistieken en Geschiedenis}
translate N OprepStats {Statistieken}
translate N OprepStatAll {Alle Rapportage Partijen}
translate N OprepStatBoth {Beide Spelers Elo}
translate N OprepStatSince {Sinds}
translate N OprepOldest {Oudste partijen}
translate N OprepNewest {Meest recente partijen}
translate N OprepPopular {Huidige Populariteit}
translate N OprepFreqAll {Frequentie over alle jaren: }
translate N OprepFreq1   {In het afgelopen jaar:      }
translate N OprepFreq5   {In de afgelopen 5 jaar:    }
translate N OprepFreq10  {In de afgelopen 10 jaar:    }
translate N OprepEvery {Eens per %u partijen}
translate N OprepUp {%u%s hoger dan alle jaren}
translate N OprepDown {%u%s lager dan alle jaren}
translate N OprepSame {zelfde als alle jaren}
translate N OprepMostFrequent {Meest frequente spelers}
translate N OprepMostFrequentOpponents {Frekwentste tegenstanders} ;
translate N OprepRatingsPerf {Elo Classificatie en Resultaten}
translate N OprepAvgPerf {Gemiddelde Elo Classificatie en Resultaten }
translate N OprepWRating {Witte Elo Classificatie }
translate N OprepBRating {Zwarte Elo Classificatie }
translate N OprepWPerf {Prestatie wit}
translate N OprepBPerf {Prestatie zwart}
translate N OprepHighRating {Partijen met de hoogste gemiddelde Elo Classificatie }
translate N OprepTrends {Resultaten trends}
translate N OprepResults {Resultaat lengtes en frequenties}
translate N OprepLength {Partij lengte}
translate N OprepFrequency {Frequentie}
translate N OprepWWins {Overwinningen wit:   }
translate N OprepBWins {Overwinningen zwart: }
translate N OprepDraws {Remises: }
translate N OprepWholeDB {hele database}
translate N OprepShortest {Kortste winst}
# translate N OprepShortWhite {Kortste witte overwinningen}
# translate N OprepShortBlack {Kortste zwarte overwinningen}
translate N OprepMovesThemes {Zetten en thema's}
translate N OprepMoveOrders {Zetvolgorde om rapportstelling te bereiken}
translate N OprepMoveOrdersOne \
  {Er was slechts 1 volgorde om deze stelling te bereiken:}
translate N OprepMoveOrdersAll \
  {Er waren %u zet-volgordes om deze stelling te bereiken:}
translate N OprepMoveOrdersMany \
  {Er waren %u zet-volgordes om deze stelling te bereiken. De top %u zijn:}
translate N OprepMovesFrom {Zetten vanuit de rapportstelling:}
translate N OprepMostFrequentEcoCodes {Frekwentste ECO codes} ;
translate N OprepThemes {Positionele Thema's}
translate N OprepThemeDescription {Frekwentie van  themas in de eerste %u zetten van elke partij} ;
translate N OprepThemeSameCastling {Gelijke rochades}
translate N OprepThemeOppCastling {Tegengestelde rochades}
translate N OprepThemeNoCastling {Beide zijden niet gerocheerd}
translate N OprepThemeKPawnStorm {Pionnenstorm op koningsvleugel}
translate N OprepThemeQueenswap {Dameruil}
translate N OprepThemeWIQP {Witte Ge�soleerde Damepion} ;
translate N OprepThemeBIQP {Zwarte Ge�soleerde Damepion} ;
translate N OprepThemeWP567 {Witte pion op de 5/6/7de rij}
translate N OprepThemeBP234 {Zwarte pion op de 2/3/4de rij}
translate N OprepThemeOpenCDE {Open c/d/e lijn}
translate N OprepTheme1BishopPair {Slechts 1 kant heeft loperpaar}
translate N OprepEndgames {Eindspelen}
translate N OprepReportGames {Rapportage partijen}
translate N OprepAllGames {Alle partijen}
translate N OprepEndClass {Materiaal classificatie van eindstellingen}
translate N OprepTheoryTable {Theorie tabel}
translate N OprepTableComment {Samengesteld uit de %u partijen met de hoogste Elo classificatie.}
translate N OprepExtraMoves {Extra zetten in theorie tabel}
translate N OprepMaxGames {Maximaal aantal partijen in theorie tabel}
translate N OprepViewHTML { HTML zicht} ;
translate N OprepViewLaTeX {LaTeX zicht} ;

# Player Report:
translate N PReportTitle {Speler Rapport} ;
translate N PReportColorWhite {met Wit} ;
translate N PReportColorBlack {mee Zwart} ;
translate N PReportMoves {na %s} ;
translate N PReportOpenings {Openingen} ;
translate N PReportClipbase {Maak klipbord leeg en copieer de aan voorwaarden vervullende partijen ernaar} ;

# Piece Tracker window:
translate N TrackerSelectSingle {Linkse muisknop selecteert dit stuk.}
translate N TrackerSelectPair { Linkse muisknop selecteert dit stuk; de rechtermuisknop selecteert zijn buur.}
translate N TrackerSelectPawn { Linkse muisknop selcteert deze pion; ; de rechtermuisknop selecteert alle 8 pionnen.}
translate N TrackerStat {Statistiek}
translate N TrackerGames {% partijen met zet naar dit veld.}
translate N TrackerTime {% keer op ieder veld.}
translate N TrackerMoves {Zetten}
translate N TrackerMovesStart {Voer de zet in waar de Spoorvolger moet beginnen.}
translate N TrackerMovesStop { Voer de zet in waar de Spoorvolger moet stoppen.}

# Game selection dialogs:
translate N SelectAllGames {Alle partijen in de database}
translate N SelectFilterGames {Alleen partijen uit selectiefilter}
translate N SelectTournamentGames {Alleen partijen in huidig toernooi}
translate N SelectOlderGames {Alleen oudere partijen}

# Delete Twins window:
translate N TwinsNote {Om een dubbele partij te zijn moet deze minimaal dezelfde twee spelers en de onderstaande te selecteren criteria bevatten. Bij vondst van twee dubbele partijen wordt de kortste verwijderd. Hint: Controleer de database op spelfouten voordat doublures worden verwijderd. Dit verhoogt de kans op vinden van dubbele partijen. }
translate N TwinsCriteria {Criteria: Dubbele partijen moeten hebben...}
translate N TwinsWhich {Onderzoek welke partijen}
translate N TwinsColors {Spelers dezelfde kleur?}
translate N TwinsEvent {Hetzelfde evenement?}
translate N TwinsSite {Dezelfde lokatie?}
translate N TwinsRound {Dezelfde ronde?}
translate N TwinsYear {Hetzelfde jaar?}
translate N TwinsMonth {Dezelfde maand?}
translate N TwinsDay {Dezelfde dag?}
translate N TwinsResult {Hetzelfde resultaat?}
translate N TwinsECO {Dezelfde ECO code?}
translate N TwinsMoves {Dezelfde zetten?}
translate N TwinsPlayers {Vergelijken speler namen:}
translate N TwinsPlayersExact {Exacte overeenkomst}
translate N TwinsPlayersPrefix {Alleen eerste 4 letters}
translate N TwinsWhen {Wanner doublures verwijderen}
translate N TwinsSkipShort {Negeer alle partijen korter dan 5 zetten?}
translate N TwinsUndelete {Haal alle voor wissen gemarkeerde partijen eerst terug?}
translate N TwinsSetFilter {Selecteer alle verwijderde dubbele partijen?}
translate N TwinsComments {Altijd partijen met commentaar bewaren?}
translate N TwinsVars {Altijd partijen met varianten bewaren?}
translate N TwinsDeleteWhich {Welke partij wissen:}
translate N TwinsDeleteShorter {Kortste partij}
translate N TwinsDeleteOlder {Laagste partijnummer}
translate N TwinsDeleteNewer {Hoogste partijnummer}
translate N TwinsDelete {Verwijder partijen}

# Name editor window:
translate N NameEditType {Type naam om te wijzigen}
translate N NameEditSelect {Partijen om te wijzigen}
translate N NameEditReplace {Vervangen}
translate N NameEditWith {met}
translate N NameEditMatches {Gelijken: Druk Ctrl+1 tot Ctrl+9 om te selecteren}
# ====== TODO To be translated ======
translate N CheckGames {Check games}
# ====== TODO To be translated ======
translate N CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate N CheckAll {All games}
# ====== TODO To be translated ======
translate N CheckSelectFilterGames {Only games in filter}

# Classify window:
translate N Classify {Classificeren}
translate N ClassifyWhich {ECO-Classificatie: welke partijen}
translate N ClassifyAll {Alle partijen (overschrijven oude ECO codes)}
translate N ClassifyYear {Alle partijen gespeeld in het afgelopen jaar}
translate N ClassifyMonth {Alle partijen gespeeld in de afgelopen maand}
translate N ClassifyNew {Alleen partijen zonder ECO code}
translate N ClassifyCodes {ECO Codes om te gebruiken}
translate N ClassifyBasic {Alleen basis codes ("B12", ...)}
translate N ClassifyExtended {Scid extenties ("B12j", ...)}

# Compaction:
translate N NameFile {Namen Bestand}
translate N GameFile {Partijen Bestand}
translate N Names {Namen}
translate N Unused {Ongebruikt}
translate N SizeKb {Grootte (Kb)}
translate N CurrentState {Huidige toestand}
translate N AfterCompaction {Na comprimeren}
translate N CompactNames {Gecomprimeerde namen bestand}
translate N CompactGames {Gecomprimeerd partijen bestand}
translate N NoUnusedNames "Er zijn geen ongebruikte namen dus het naambestand is reeds volledig gecomprimeerd."
translate N NoUnusedGames "Het partijen bestand is reeds volledig gecomprimeerd."
translate N NameFileCompacted {Het namen bestand voor de databank "[file tail [sc_base filename]]" werd gecomprimeerd.}
translate N GameFileCompacted {Het namen bestand voor de databank "[file tail [sc_base filename]]" werd comprimeerd.}

# Sorting:
translate N SortCriteria {Criteria}
translate N AddCriteria {Toevoegen criteria}
translate N CommonSorts {Algemene sorteringen}
translate N Sort {Sorteren}

# Exporting:
translate N AddToExistingFile {Toevoegen partijen aan bestaand bestand?}
translate N ExportComments {Exporteren commentaar?}
translate N ExportVariations {Exporteren varianten?}
translate N IndentComments {Inspringen commentaar?}
translate N IndentVariations {Inspringen varianten?}
translate N ExportColumnStyle {Kolomstijl (een zet per regel)?}
translate N ExportSymbolStyle {Symbolische annotatie stijl:}
translate N ExportStripMarks {Wis vierkante haken/pijlen markeer codes uit de commentaar?}

# Goto game/move dialogs:
translate N LoadGameNumber {Geef het nummer van de te laden partij:}
translate N GotoMoveNumber {Ga naar zetnummer:}

# Copy games dialog:
translate N CopyGames {Kopi�ren partijen}
translate N CopyConfirm {
 Wilt u echt kopieren
 de [::utils::thousands $nGamesToCopy] geselecteerde partijen
 van database "$fromName"
 naar database "$targetName"?
}
translate N CopyErr {Kan partijen niet kopieren}
translate N CopyErrSource {de bron database}
translate N CopyErrTarget {de doel database}
translate N CopyErrNoGames {heeft geen partijen in het filter}
translate N CopyErrReadOnly {is alleen-lezen}
translate N CopyErrNotOpen {is niet geopend}

# Colors:
translate N LightSquares {Lichte velden}
translate N DarkSquares {Donkere velden}
translate N SelectedSquares {Geselecteerde velden}
translate N SuggestedSquares {Zetsuggestie velden}
translate N WhitePieces {Witte stukken}
translate N BlackPieces {Zwarte stukken}
translate N WhiteBorder {Witte rand}
translate N BlackBorder {Zwarte rand}

# Novelty window:
translate N FindNovelty {Vind Nieuwtje}
translate N Novelty {Nieuwtje}
translate N NoveltyInterrupt {Zoeken nieuwtje onderbroken}
translate N NoveltyNone {In deze partij is geen nieuwtje gevonden}
translate N NoveltyHelp {
Scid zal de eerste zet vinden in de huidige partij, waarna een stelling ontstaat die nog niet was gevonden in de database of in het ECO openingsboek.
}

# Sounds configuration:
translate N SoundsFolder {Geluidsbestanden Map} ;
translate N SoundsFolderHelp {De map moet de bestanden King.wav, a.wav, 1.wav, enz. bevatten} ;
translate N SoundsAnnounceOptions {Zet Aankondigingen Opties} ;
translate N SoundsAnnounceNew {Kondig nieuwe zetten aan als ze gedaan worden} ;
translate N SoundsAnnounceForward {Kondig  aan als ��n zet vooruit gedaan wordt} ;
translate N SoundsAnnounceBack {Kondig  aan als ��n zet terug gedaan of genomen wordt} ;

# Upgrading databases:
translate N Upgrading {Bijwerken}
translate N ConfirmOpenNew {
Dit is een oud formaat (Scid 3) database welke in Scid 4 niet kan worden geopend. Maar een nieuwe versie (Scid 4) is reeds aangemaakt.

Wilt u de database in het nieuwe formaat openen?
}
translate N ConfirmUpgrade {
Dit is een oud formaat (Scid 3) database. Een versie in het nieuwe formaat moet worden gemaakt, voordat het in Scid 4 kan worden gebruikt.

Bijwerken cre�ert een nieuwe versie van de database.

Dit kan enige tijd duren, maar het hoeft slechts eenmalig plaats te vinden. U kunt het afbreken indien het te lang duurt.

Wilt u de database nu bijwerken?
}

# Recent files options:
translate N RecentFilesMenu {Aantal recente bestanden in Bestand menu}
translate N RecentFilesExtra {Aantal recente bestand in extra submenu}

# My Player Names options:
translate N MyPlayerNamesDescription {Voeg hieronder een lijst met voorkeur spelernamen in, 1 speler per regel. Jokers (bvb "?" voor elke letter, "*" voor een reeks letters) zijn toegelaten.
Telkens een partij uit de lijst word geladen, zal het schaakbord worden gedraaid indien nodig om de partij vanuit die speler zijn perspektief te tonen.
} ;

translate N showblunderexists {toon dat er een blunder is}
translate N showblundervalue {toon blunder waarde}
translate N showscore {toon score}
translate N coachgame {coach partij}
translate N configurecoachgame {configureer coach partij}
translate N configuregame {Partij instellingen}
translate N Phalanxengine {Phalanx engine}
translate N Coachengine {Coach machiee}
translate N difficulty {moeilijkheid}
translate N hard {erg moeilijk}
translate N easy {gemakkelijk}
translate N Playwith {Speel met}
 
translate N white {wit}
 
translate N black {zwart}
 
translate N both {beide}
 
translate N Play {Spel}
 
translate N Noblunder {Geen blunder}
 
translate N blunder {Blunder}
 
translate N Noinfo {-- Geen info --}
translate N PhalanxOrTogaMissing {Phalanx of Toga werden niet gevonden}
 
 
 
translate N moveblunderthreshold {zet is blunder als het verlies groter is dan}
 
translate N limitanalysis {limiet engine analyse tijd}
 
translate N seconds {seconden}
 
translate N Abort {Breek af}
translate N Resume {Herneem}
 
translate N OutOfOpening {Uit de opening}
 
translate N NotFollowedLine {Je volgde de variant niet}
 
translate N DoYouWantContinue {Wil je verder gaan?}
translate N CoachIsWatching {De coach kijkt toe}
translate N Ponder {Altijd denken}
translate N LimitELO {Beperk ELO sterkte}
translate N DubiousMovePlayedTakeBack {Twijfelachtige zet gespeeld. Wil je terugnemen ?}
translate N WeakMovePlayedTakeBack {Zwakke zet gespeeld, wil je terugnemen ?}
translate N BadMovePlayedTakeBack {Slechte zet gespeeld, wil je terugnemen ?}
 
translate N Iresign {Ik geef op}
 
translate N yourmoveisnotgood {Je zet is niet goed}
 
translate N EndOfVar {Eind van variant}
 
translate N Openingtrainer {Opening trainer}
 
translate N DisplayCM {Toon kandidaat zetten}
 
translate N DisplayCMValue {Toon waarde kandidaat zetten}
translate N DisplayOpeningStats {Toon statistieken}
translate N ShowReport {Toon het rapport}
translate N NumberOfGoodMovesPlayed {gespeelde goede zetten}
translate N NumberOfDubiousMovesPlayed {gespeelde twijfelachtige zetten}
translate N NumberOfMovesPlayedNotInRepertoire {gespeelde zetten niet in het repertorium}
translate N NumberOfTimesPositionEncountered {aantal keer dat deze stelling voorkwam}
 
translate N PlayerBestMove  {Laat alleen beste zetten toe}
 
translate N OpponentBestMove {Tegenstander speelt beste zetten}
 
translate N OnlyFlaggedLines {Enkel gemarkeerde varianten}
translate N resetStats {Herstart de statistieken}
 
translate N Repertoiretrainingconfiguration {Repertorium training configuratie}
 
translate N Loadingrepertoire {Repertorium Laden}
 
translate N Movesloaded {Zetten geladen}
 
translate N Repertoirenotfound {Repertorium niet gevonden}
 
translate N Openfirstrepertoirewithtype {Open eerste repertorium database met ikoon/type aan rechterzijde gezet}
 
translate N Movenotinrepertoire {Zet niet in Repertorium}
translate N PositionsInRepertoire {Stellingen in het repertorium}
translate N PositionsNotPlayed {Niet gespeelde stellingen}
translate N PositionsPlayed {Gespeelde stellingen}
translate N Success {Succes}
translate N DubiousMoves {Twijfelachtige zetten}
translate N OutOfRepertoire {Uit het repertorium}
  
translate N ConfigureTactics {Configureer takiek}
 
translate N ResetScores {Initialiseer scores}
 
translate N LoadingBase {Laad database}
 
translate N Tactics {Taktiek}
 
translate N ShowSolution {Toon oplossing}
translate N NextExercise {Volgende oefening}
translate N PrevExercise {Voorgaande oefening}
translate N StopTraining {Stop training}
 
translate N Next {Volgende}
 
translate N ResettingScore {Initialiseer score}
 
translate N LoadingGame {Laad partij}
 
translate N MateFound {Mat gevonden}
 
translate N BestSolutionNotFound {Beste oplossing NIET gevonden!}
 
translate N MateNotFound {Mat NIET gevonden}
 
translate N ShorterMateExists {Korter mat bestaat}
 
translate N ScorePlayed {Score gespeeld}
 
translate N Expected {verwacht}
 
translate N ChooseTrainingBase {Kies training base}
 
translate N Thinking {Denkend}
 
translate N AnalyzeDone {Analyse gedaan}
 
translate N WinWonGame {Win gewonnen partij}
 
translate N Lines {Varianten}
 
translate N ConfigureUCIengine {Configureer UCI engine}
 
translate N SpecificOpening {Specifieke opening}
translate N StartNewGame {Start nieuwe partij}
translate N FixedLevel {Vast niveau}
translate N Opening {Opening}
translate N RandomLevel {Willekeurig niveau}
translate N StartFromCurrentPosition {Start vanaf de huidige stelling}
translate N FixedDepth {Vaste diepte}
translate N Nodes {Knooppunten} 
translate N Depth {Diepte}
translate N Time {Tijd} 
translate N SecondsPerMove {Seconden per zet}
translate N Engine {Engine}
translate N TimeMode {Tijd methode}
translate N TimeBonus {Tiid + bonus}
translate N TimeMin {min}
translate N TimeSec {sec}
 
translate N AllExercisesDone {Alle oefeningen gedaan}
 
translate N MoveOutOfBook {Zet buiten boek}
 
translate N LastBookMove {Laatste zet boek}
 
translate N AnnotateSeveralGames {Becommentarieer verschillende partijen \n van huidig tot :}
 
translate N FindOpeningErrors {Vind openingsfouten}
translate N MarkTacticalExercises {Markeer de tactische oefeningen}
 
translate N UseBook {Gebruik boek}
 
translate N MultiPV {Meerder varianten}
 
translate N Hash {Hash Geheugentabel}
 
translate N OwnBook {Gebruik engine boek}
 
translate N BookFile {Opening boek}
 
translate N AnnotateVariations {Becommentarieer varianten}
translate N ShortAnnotations {Korte commentaren}
translate N addAnnotatorTag {Voeg een commentaar label toe}
translate N AddScoreToShortAnnotations {Voeg de score toe aan de korte commentaren}
 
translate N Export {Export}
 
translate N BookPartiallyLoaded {Boek gedeeltelijk geladen}
translate N Calvar {Berekening van de varianten}
translate N ConfigureCalvar {Configuratie}
 
 
translate N Reti {Reti}
 
translate N English {Engels}
 
translate N d4Nf6Miscellaneous {1.d4 Nf6 Verscheidene}
 
translate N Trompowsky {Trompowsky}
 
translate N Budapest {Boedapest}
 
translate N OldIndian {Oud Indisch}
 
translate N BenkoGambit {Benko Gambiet}
 
translate N ModernBenoni {Moderne Benoni}
 
translate N DutchDefence {Dutch Defence}
 
translate N Scandinavian {Scandinavian}
 
translate N AlekhineDefence {Alechin Verdediging}
 
translate N Pirc {Pirc}
 
translate N CaroKann {Caro-Kann}
 
translate N CaroKannAdvance {Caro-Kann Doorschuif}
 
translate N Sicilian {Siciliaans}
 
translate N SicilianAlapin {Siciliaans Alapin}
 
translate N SicilianClosed {Siciliaans Gesloten}
 
translate N SicilianRauzer {Siciliaans Rauzer}
 
translate N SicilianDragon {Siciliaans Draak}
 
translate N SicilianScheveningen {Siciliaans Scheveningen}
 
translate N SicilianNajdorf {Siciliaans Najdorf}
 
translate N OpenGame {Open Spel}
 
translate N Vienna {Weens}
 
translate N KingsGambit {Konings Gambiet}
 
translate N RussianGame {Russisch}
 
translate N ItalianTwoKnights {Italiaans/Tweepaardenspel}
 
translate N Spanish {Spaans}
 
translate N SpanishExchange {Spaans Ruil}
 
translate N SpanishOpen {Spaans Open}
 
translate N SpanishClosed {Spaans Gesloten}
 
translate N FrenchDefence {Frans}
 
translate N FrenchAdvance {Frans Doorschuif}
 
translate N FrenchTarrasch {Frans Tarrasch}
 
translate N FrenchWinawer {Frans Winawer}
 
translate N FrenchExchange {Frans Ruil}
 
translate N QueensPawn {Damepion}
 
translate N Slav {Slavisch}
 
translate N QGA {Aangenomen Damegambiet}
 
translate N QGD {Damegambiet}
 
translate N QGDExchange {Damegambiet Ruil}
 
translate N SemiSlav {Half-Slavisch}
 
translate N QGDwithBg5 {Damegambiet met Lg5}
 
translate N QGDOrthodox {Damegambiet Orthodox}
 
translate N Grunfeld {Gr�nfeld}
 
translate N GrunfeldExchange {Gr�nfeld Ruil}
 
translate N GrunfeldRussian {Gr�nfeld Russisch}
 
translate N Catalan {Catalaans}
 
translate N CatalanOpen {Catalaans Open}
 
translate N CatalanClosed {Catalaans Gesloten}
 
translate N QueensIndian {Dameindisch}
 
translate N NimzoIndian {Nimzo-Indisch}
 
translate N NimzoIndianClassical {Nimzo-Indisch Klassiek Dc2}
 
translate N NimzoIndianRubinstein {Nimzo-Indisch Rubinstein}
 
translate N KingsIndian {Koningsindisch}
 
translate N KingsIndianSamisch {Koningsindisch S�misch}

translate N KingsIndianMainLine {Koningsindisch Hoofdvariant}
translate N ConfigureFics {Configureer FICS}
translate N FICSGuest {Login als Gast}
translate N FICSServerPort {Server poort}
translate N FICSServerAddress {IP Addres}
translate N FICSRefresh {Ververs}
translate N FICSTimesealPort {Tijdsoverschrijdingspoort}
translate N FICSSilence {Stilte}
translate N FICSOffers {Biedt aan}
translate N FICSConsole {Console}
translate N FICSGames {Partiejen}
translate N FICSUnobserve {Stop gadeslaan partij}
translate N FICSProfile {Toon jouw geschiedenis en profiel}
translate N FICSRelayedGames {Doorgezonden partijen}
translate N FICSFindOpponent {Zoek opponent}
translate N FICSTakeback {Terugnemen}
translate N FICSTakeback2 {Terugnemen 2}
translate N FICSInitTime {Initi�le tijd (min)}
translate N FICSIncrement {Toename (sec)}
translate N FICSRatedGame {De Betreffende Partij}
translate N FICSAutoColour {Automatisch}
translate N FICSManualConfirm {Bevestig manueel}
translate N FICSFilterFormula {Filter met fromule}
translate N FICSIssueSeek {Zoek uitdager}
translate N FICSChallenge {Uitdagen}
translate N FICSAccept {Aanvaard}
translate N FICSDecline {weiger}
translate N FICSColour {Kleur}
translate N FICSSend {Zend}
translate N FICSConnect {Verbind}
translate N FICSdefaultuservars {Gebruik standaard waarden}
translate N FICSObserveconfirm {Wil je de partij gadeslaan}
# ====== TODO To be translated ======
translate N FICSpremove {Enable premove}
translate N GameReview {Partij herbekijken}
translate N GameReviewTimeExtended {Tijd overschreden}
translate N GameReviewMargin {Fout marge}
translate N GameReviewAutoContinue {Auto vervolg als de zet juist is}
translate N GameReviewReCalculate {Gebruik verlengde tijd}
translate N GameReviewAnalyzingMovePlayedDuringTheGame {Analyseer de gespeelde zet tijdens de partij}
translate N GameReviewAnalyzingThePosition {Analyseer de stelling}
translate N GameReviewEnterYourMove {Voer je zet in}
translate N GameReviewCheckingYourMove {Controle van je zet}
translate N GameReviewYourMoveWasAnalyzed {Je zet werd geanalyseerd}
translate N GameReviewYouPlayedSameMove {Je speelde dezelfde zet als in de partij}
translate N GameReviewScoreOfYourMove {Score van je zet}
translate N GameReviewGameMoveScore {Partijzet score}
translate N GameReviewEngineScore {Score van engine}
translate N GameReviewYouPlayedLikeTheEngine {Je speelde zoals de engine}
translate N GameReviewNotEngineMoveButGoodMove {Geen engine zet maar ook goed}
translate N GameReviewMoveNotGood {Deze zet is niet goed, de score is}
translate N GameReviewMovesPlayedLike {Zetten gespeeld zoals}
translate N GameReviewMovesPlayedEngine {Zetten gespeeld zoals de engine}
translate N CCDlgConfigureWindowTitle {Configureer Correspondentie Schaak}
translate N CCDlgCGeneraloptions {Algemene Opties}
translate N CCDlgDefaultDB {Default Databank:}
translate N CCDlgInbox {Inbox (pad):}
translate N CCDlgOutbox {Outbox (pad):}
translate N CCDlgXfcc {Xfcc Configuratie:}
translate N CCDlgExternalProtocol {Externe Protocol Verwerker (b.v. Xfcc)}
translate N CCDlgFetchTool {Verwerf Tool:}
translate N CCDlgSendTool {Zend Tool:}
translate N CCDlgEmailCommunication {eMail Communicatie}
translate N CCDlgMailPrg {Mail programma:}
translate N CCDlgBCCAddr {(B)CC Address:}
translate N CCDlgMailerMode {Mode:}
translate N CCDlgThunderbirdEg {b.v. Thunderbird, Mozilla Mail, Icedove...}
translate N CCDlgMailUrlEg {b.v. Evolution}
translate N CCDlgClawsEg {b.v Sylpheed Claws}
translate N CCDlgmailxEg {b.v. mailx, mutt, nail...}
translate N CCDlgAttachementPar {Aanhangsel parameter:}
translate N CCDlgInternalXfcc {Gebruik interne Xfcc ondersteuning}
translate N CCDlgConfirmXfcc {Bevestig de zetten}
translate N CCDlgSubjectPar {Onderwerp parameter:}
translate N CCDlgDeleteBoxes {Lege In-/Uitbox}
translate N CCDlgDeleteBoxesText {Wil je echt de  In- and Uitbox mappen voor Correspondentieschaak ledigen? Dit vereist een nieuwe synchronisatie om de laatste staat van je partijen te tonen.}
translate N CCDlgConfirmMove {Bevestig zet}
translate N CCDlgConfirmMoveText {Als je bevestigt zal volgende zet en commentaar naar de server gestuurd worden:}
translate N CCDlgDBGameToLong {Onverenigbare Hoofdvariant}
translate N CCDlgDBGameToLongError {De hoofdvariant in jouw database is langer dan de partij in je Inbox. Als de Inbox huidige partijen bevat bvb. vlak na een synchronisatie, dan werden enkele verkeerde zetten toegevoegd aan de hoofdvariant.\nIn dit geval verkort de hoofdvariant tot (max) zetten\n}
translate N CCDlgStartEmail {Start een nieuwe eMail partij}
translate N CCDlgYourName {Uw Naam:}
translate N CCDlgYourMail {Uw eMail Addres:}
translate N CCDlgOpponentName {Naam van de tegenstander:}
translate N CCDlgOpponentMail {EMail Addres van de tegenstander:}
translate N CCDlgGameID {Game ID (uniek):}
translate N CCDlgTitNoOutbox {Scid: Correspondentie Schaak Outbox}
translate N CCDlgTitNoInbox {Scid: Correspondentie Schaak Inbox}
translate N CCDlgTitNoGames {Scid: Geen Correspondentie Schaak partijen}
translate N CCErrInboxDir {Correspondentie Schaak inbox folder:}
translate N CCErrOutboxDir {Correspondentie Schaak outbox folder:}
translate N CCErrDirNotUsable {dit bestaat niet of is niet toegankelijk!\nVerifieer en corrigeer de instellingen.}
translate N CCErrNoGames {dit bevat geen partijen!\nHaal ze alstublieft eerst op.}
translate N CCDlgTitNoCCDB {Scid: No Correspondentie Databank}
translate N CCErrNoCCDB {Er werd geen databank van type 'Correspondentie' geopend. U moet er eerst een openen alvorens de correspondentie schaak functies te gebruiken.}
translate N CCFetchBtn {Haal de partijen van de server en verwerk de Inbox}
translate N CCPrevBtn {Ga naar de vorige partij}
translate N CCNextBtn {Ga naar de volgende}
translate N CCSendBtn {Stuur de zet op}
translate N CCEmptyBtn {Ledig In- en Outbox}
translate N CCHelpBtn {Hulp over iconen en status indicatoren.\nVoor algemen hulp: druk F1!}
translate N CCDlgServerName {Server Naam:}
translate N CCDlgLoginName  {Login Naam:}
translate N CCDlgPassword   {Paswoord:}
translate N CCDlgURL        {Xfcc-URL:}
translate N CCDlgRatingType {Klassering Type:}
translate N CCDlgDuplicateGame {Niet-unieke partij ID}
translate N CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}
translate N CCDlgSortOption {Rangschikken:}
translate N CCDlgListOnlyOwnMove {De enige partijen waarvan ik de zet heb}
translate N CCOrderClassicTxt {Plaats, Wedstrijd, Ronde, Resultaat, Wit, Zwart}
translate N CCOrderMyTimeTxt {Mijn klok}
translate N CCOrderTimePerMoveTxt {Tijd per zet tot de volgende tijdscontrole}
translate N CCOrderStartDate {Start datum}
translate N CCOrderOppTimeTxt {Tegenstander Klok}
# ====== TODO To be translated ======
translate N CCDlgConfigRelay {Observe games}
# ====== TODO To be translated ======
translate N CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate N ExtHWConfigConnection {Configureer externe hardware}
translate N ExtHWPort {Poort}
translate N ExtHWEngineCmd {Engine commando}
translate N ExtHWEngineParam {Engine parameters}
translate N ExtHWShowButton {Toon de knop}
translate N ExtHWHardware {Hardware}
translate N ExtHWNovag {Novag Citrine}
translate N ExtHWInputEngine {Invoer Engine}
translate N ExtHWNoBoard {Geen bord}
translate N NovagReferee {Scheidsrechter}
translate N IEConsole {Invoer Engine Console}
translate N IESending {Zetten verzonden voor}
translate N IESynchronise {Synchroniseer}
translate N IERotate  {Roteer}
translate N IEUnableToStart {De Input engine start niet:}
translate N DoneWithPosition {Klaar met deze stelling}
translate N Board {Bord}
translate N showGameInfo {Toon de partij informatie}
translate N autoResizeBoard {Verander bord automatisch van grootte}
translate N DockTop {Zend naar eeste plaats}
translate N DockBottom {Zend naar laatste plaats}
translate N DockLeft {Zend naar links}
translate N DockRight {Zend naar rechts}
translate N Undock {Undock}
translate N ChangeIcon {Verander ikoon...}
}
# End of nederlan.tcl
# norsk.tcl
# Text for menu names and status bar help messages in Norwegian.
# First created for Scid 3.2.beta2 by morten.skarstad@sapphire.no.
# Edited for Scid 3.2.beta4
# Thanks to Martin Skj�ldebrand, swedish.tcl was of great help to me.

addLanguage O Norsk 1 ;#iso8859-1

proc setLanguage_O {} {

# File menu:
menuText O File "Fil" 0
menuText O FileNew "Ny..." 0 {Lag en ny Scid-database}
menuText O FileOpen "�pne..." 0 {�pne en Scid-database}
menuText O FileClose "Lukk" 0 {Lukk aktiv Scid-database}
menuText O FileFinder "S�k" 0 {�pne s�kevinduet}
menuText O FileBookmarks "Bokmerker" 0 {Bokmerkemeny (snarvei: Ctrl+B)}
menuText O FileBookmarksAdd "Legg til bokmerke" 0 \
  {Sett bokmerke til n�v�rende database, parti og stilling}
menuText O FileBookmarksFile "Lagre bokmerke" 0 \
  {Lagre et bokmerke for n�v�rende database, parti og stilling}
menuText O FileBookmarksEdit "Ordne bokmerker" 0 \
  {Vedlikehold av bokmerkene}
menuText O FileBookmarksList "Vis kataloger som enkel liste" 24 \
  {Vis bokmerker som liste, ikke undermenyer}
menuText O FileBookmarksSub "Vis kataloger som undermenyer" 18 \
  {Vis bokmerke-katalogene som undermenyer, ikke liste}
menuText O FileMaint "Vedlikehold" 0 {Verkt�y for � vedlikeholde Scid-databasen}
menuText O FileMaintWin "Vedlikeholdsvindu" 0 \
  {�pne/lukk Scids vedlikeholdsvindu}
menuText O FileMaintCompact "Komprimer database..." 0 \
  {Sletter ubrukte partier og navn}
menuText O FileMaintClass "ECO-klassifiser partier..." 0 \
  {Regn om ECO-koden for alle partier}
menuText O FileMaintSort "Sorter database..." 0 \
  {Sorter alle partier i databasen}
menuText O FileMaintDelete "Slett duplikater..." 6 \
  {Finner like partier og merker en av dem for sletting}
menuText O FileMaintTwin "Duplikatsjekkvindu" 1 \
  {�pne/oppdatere duplikatsjekkvinduet}
menuText O FileMaintName "Navnestaving" 0 {Redigering og stavekontroll av navn}
menuText O FileMaintNameEditor "Navneredigering" 5 \
  {�pne/lukk vinduet for navneredigering}
menuText O FileMaintNamePlayer "Kontroller navn..." 0 \
  {Sammenlign navn med stavekontroll-filen}
menuText O FileMaintNameEvent "Kontroller anledninger..." 11 \
  {Sammenlign anledninger med stavekontroll-filen}
menuText O FileMaintNameSite "Kontroller stedsnavn..." 12 \
  {Sammenlign stedsnavn med stavekontroll-filen}
menuText O FileMaintNameRound "Kontroller runde-navn..." 11 \
  {Sammenlign rundenavn med stavekontroll-filen}
menuText O FileReadOnly "Skrivebeskytt..." 6 \
  {Hindrer endringer p� databasen}
menuText O FileSwitch "Switch to database" 0 \
  {Switch to a different opened database} ;# ***
menuText O FileExit "Avslutt" 0 {Avslutt Scid}
# ====== TODO To be translated ======
menuText O FileMaintFixBase "Fix corrupted base" 0 {Try to fix a corrupted base}

# Edit menu:
menuText O Edit "Rediger" 0
menuText O EditAdd "Legg til variasjon" 0 {Legg til en variasjon av dette trekket i partiet}
menuText O EditDelete "Slett variasjon" 0 {Slett en variasjon av dette trekket}
menuText O EditFirst "Flytt variasjon �verst" 0 \
  {Gj�r variasjonen til den �verste p� listen}
menuText O EditMain "Gj�r variasjon til hovedlinje" 0 \
  {Gj�r variasjon til hovedlinje}
menuText O EditTrial "Pr�v variasjon" 0 \
  {Start/avslutt pr�vemodus, for � teste ut en ide p� brettet}
menuText O EditStrip "Fjern" 0 {Fjern kommentarer eller variasjoner fra partiet}
# ====== TODO To be translated ======
menuText O EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText O EditRedo "Redo" 0 {Redo last game change}
menuText O EditStripComments "Kommentarer" 0 \
  {Fjern alle kommentarer og annotasjoner fra dette partiet}
menuText O EditStripVars "Variasjoner" 0 {Fjern alle variasjoner fra dette partiet}
menuText O EditStripBegin "Moves from the beginning" 1 \
  {Strip moves from the beginning of the game} ;# ***
menuText O EditStripEnd "Moves to the end" 0 \
  {Strip moves to the end of the game} ;# ***
menuText O EditReset "Rensk utklippsbase" 0 \
  {T�mmer utklippsbasen fullstendig}
menuText O EditCopy "Kopier partiet til utklippsbasen" 0 \
  {Kopier dette partiet til utklippsbasen}
menuText O EditPaste "Lim inn siste parti fra utklippsbasen" 0 \
  {Limer inn gjeldende parti fra utklippsbasen her}
menuText O EditPastePGN "Paste Clipboard text as PGN game..." 10 \
  {Interpret the clipboard text as a game in PGN notation and paste it here} ;# ***
menuText O EditSetup "Still opp stilling..." 0 \
  {Lag en startstilling for dette partiet}
menuText O EditCopyBoard "Copy position" 6 \
  {Copy the current board in FEN notation to the text selection (clipboard)} ;# ***
menuText O EditPasteBoard "Lim inn stilling" 0 \
  {Lag en startstilling fra gjeldende utvalg (utklippstavle)}

# Game menu:
menuText O Game "Parti" 0
menuText O GameNew "Nytt parti" 0 \
  {Sletter alle trekk og starter et nytt parti}
menuText O GameFirst "Hent f�rste parti" 0 {Henter f�rste parti fra filteret}
menuText O GamePrev "Hent forrige parti" 0 {Henter forrige parti fra filteret}
menuText O GameReload "Hent dette partiet" 0 \
  {Henter dette partiet p� nytt og fjerner alle endringer}
menuText O GameNext "Hent neste parti" 0 {Henter neste parti fra filteret}
menuText O GameLast "Hent siste parti" 0 {Henter siste parti fra filteret}
menuText O GameRandom "Hent tilfeldig parti" 8 {Hent tilfeldig parti fra filteret}
menuText O GameNumber "Hent parti nummer..." 0 \
  {Finn et parti ved � angi nummeret}
menuText O GameReplace "Lagre: Erstatt parti..." 0 \
  {Lagre og overskriv dette partiet}
menuText O GameAdd "Lagre som nytt parti..." 0 \
  {Lagre dette partiet som et nytt parti}
menuText O GameDeepest "Identifiser �pning" 0 \
  {G� til dypeste posisjon i dette partiet listet i ECO-boken}
menuText O GameGotoMove "G� til trekk..." 0 \
  {G� til et angitt trekk i dette partiet}
menuText O GameNovelty "Finn avvik..." 0 \
  {Finn det f�rste trekket i dette partiet som ikke har blitt spilt tidligere}

# Search Menu:
menuText O Search "S�k" 0
menuText O SearchReset "Nullstill filter" 0 {Nullstill filteret til � inneholde alle partier}
menuText O SearchNegate "Snu filter" 0 {Reverserer filteret til � kun inneholde eksluderte partier}
menuText O SearchCurrent "Stilling..." 0 {S�k etter denne stillingen}
menuText O SearchHeader "Header..." 0 {S�k etter Header (partier, turnering etc) informasjon}
menuText O SearchMaterial "Kvalitet/stilling..." 0 {S�k p� kvalitet eller stilling}
menuText O SearchUsing "Bruk s�kefil..." 0 {S�k vha lagrede s�kevilk�r}

# Windows menu:
menuText O Windows "Vinduer" 0
menuText O WindowsComment "Kommentarer" 0 {�pne/lukk kommentarvinduet}
menuText O WindowsGList "Partioversikt" 0 {�pne/lukk partioversikten}
menuText O WindowsPGN "PGN-vindu" 0 \
  {�pne/lukk PGN-vinduet}
menuText O WindowsPList "Player Finder" 2 {Open/close the player finder} ;# ***
menuText O WindowsTmt "Turnerings�ker" 0 {�pne/lukk turneringss�keren}
menuText O WindowsSwitcher "Databasebytter" 0 \
  {�pne/lukk databasebytteren}
menuText O WindowsMaint "Vedlikeholdsvindu" 0 \
  {�pne/lukk vedlikeholdsvinduet}
menuText O WindowsECO "ECO-oversikt" 0 {�pne/lukk ECO-oversikten}
menuText O WindowsRepertoire "Repertoirvindu" 0 \
  {�pne/lukk �pningsreportoiret}
menuText O WindowsStats "Statistikkvindu" 0 \
  {�pne/lukk statistikk for filteret}
menuText O WindowsTree "Trevindu" 0 {�pne/lukk trevinduet}
menuText O WindowsTB "Sluttspilltabellvindu" 0 \
  {�pne/lukk sluttspilltabellen}
# ====== TODO To be translated ======
menuText O WindowsBook "Book Window" 0 {Open/close the Book window}
# ====== TODO To be translated ======
menuText O WindowsCorrChess "Correspondence Window" 0 {Open/close the Correspondence window}

# Tools menu:
menuText O Tools "Verkt�y" 0
menuText O ToolsAnalysis "Analysemotor..." 0 \
  {Start/stopp en sjakkanalysemotor}
menuText O ToolsAnalysis2 "Analysemotor #2..." 0 \
  {Start/stopp enda en sjakkanalysemotor}
menuText O ToolsCross "Krysstabell" 0 {Vis turnerigskrystabellen for dette partiet}
menuText O ToolsEmail "Epostbehandler" 0 \
  {�pne/lukk epostbehandlingsvinduet}
menuText O ToolsFilterGraph "Filtergraf" 7 \
  {�pne/lukk filtergrafvinduet}
# ====== TODO To be translated ======
menuText O ToolsAbsFilterGraph "Abs. Filter Graph" 7 {Open/close the filter graph window for absolute values}
menuText O ToolsOpReport "�pningsrapport" 0 \
  {Lager en �pningsrapport for denne stillingen}
# ====== TODO To be translated ======
menuText O ToolsOpenBaseAsTree "Open base as tree" 0   {Open a base and use it in Tree window}
# ====== TODO To be translated ======
menuText O ToolsOpenRecentBaseAsTree "Open recent base as tree" 0   {Open a recent base and use it in Tree window}
menuText O ToolsTracker "Brikkesporing"  0 {�pne brikkesporingsvinduet}
# ====== TODO To be translated ======
menuText O ToolsTraining "Training"  0 {Training tools (tactics, openings,...) }
# ====== TODO To be translated ======
menuText O ToolsTacticalGame "Tactical game"  0 {Play a game with tactics}
# ====== TODO To be translated ======
menuText O ToolsSeriousGame "Serious game"  0 {Play a serious game}
# ====== TODO To be translated ======
menuText O ToolsTrainOpenings "Openings"  0 {Train with a repertoire}
# ====== TODO To be translated ======
menuText O ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
# ====== TODO To be translated ======
menuText O ToolsTrainTactics "Tactics"  0 {Solve tactics}
# ====== TODO To be translated ======
menuText O ToolsTrainCalvar "Calculation of variations"  0 {Calculation of variations training}
# ====== TODO To be translated ======
menuText O ToolsTrainFindBestMove "Find best move"  0 {Find best move}
# ====== TODO To be translated ======
menuText O ToolsTrainFics "Play on internet"  0 {Play on freechess.org}
# ====== TODO To be translated ======
menuText O ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
# ====== TODO To be translated ======
menuText O ToolsBookTuning "Book tuning" 0 {Book tuning}
# ====== TODO To be translated ======
menuText O ToolsConnectHardware "Connect Hardware" 0 {Connect external hardware}
# ====== TODO To be translated ======
menuText O ToolsConnectHardwareConfigure "Configure..." 0 {Configure external hardware and connection}
# ====== TODO To be translated ======
menuText O ToolsConnectHardwareNovagCitrineConnect "Connect Novag Citrine" 0 {Connect Novag Citrine}
# ====== TODO To be translated ======
menuText O ToolsConnectHardwareInputEngineConnect "Connect Input Engine" 0 {Connect Input Engine (e.g. DGT)}
menuText O ToolsPInfo "Spillerinformasjon"  0 \
  {�pne/oppdater informasjonsvinduet for denne spilleren}
menuText O ToolsPlayerReport "Player Report..." 3 \
  {Generate a player report} ;# ***
menuText O ToolsRating "Ratinggraf" 0 \
  {Tegner ratingen til disse spillerene over tid}
menuText O ToolsScore "Poeng-graf" 0 {Viser poeng-grafen}
menuText O ToolsExpCurrent "Eksporter parti" 0 \
  {Skriv dette partiet til en tekstfil}
menuText O ToolsExpCurrentPGN "Eksporter parti til PGN-fil..." 0 \
  {Skriv dette partiet til en PGN-fil}
menuText O ToolsExpCurrentHTML "Eksporter parti til HTML fil..." 0 \
  {Skriv dette partiet til en HTML-fil}
# ====== TODO To be translated ======
menuText O ToolsExpCurrentHTMLJS "Export Game to HTML and JavaScript File..." 15 {Write current game to a HTML and JavaScript file}  
menuText O ToolsExpCurrentLaTeX "Eksporter partil til LaTeX fil..." 0 \
  {Skriv dette partiet til en LaTeX-fil}
menuText O ToolsExpFilter "Eksporter alle partier i filteret" 0 \
  {Skriv alle partier i filteret til en tekstfil}
menuText O ToolsExpFilterPGN "Eksporter filter til PGN-fil..." 0 \
  {Skriv alle partier i filteret til en PGN-fil}
menuText O ToolsExpFilterHTML "Eksporter filter til HTML-fil..." 0 \
  {Skriv alle partier i filteret til en HTML-fil}
# ====== TODO To be translated ======
menuText O ToolsExpFilterHTMLJS "Export Filter to HTML and JavaScript File..." 17 {Write all filtered games to a HTML and JavaScript file}  
menuText O ToolsExpFilterLaTeX "Eksporter filter til LaTeX-fil..." 0 \
  {Skriv alle partier i filteret til en LaTeX-fil}
menuText O ToolsImportOne "Importer ett PGN-parti..." 0 \
  {Importer ett parti fra en PGN-fil}
menuText O ToolsImportFile "Importer fil med PGN-partier..." 0 \
  {Importer partier fra en PGN-fil}
# ====== TODO To be translated ======
menuText O ToolsStartEngine1 "Start engine 1" 0  {Start engine 1}
# ====== TODO To be translated ======
menuText O ToolsStartEngine2 "Start engine 2" 0  {Start engine 2}
# ====== TODO To be translated ======
menuText O ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
# ====== TODO To be translated ======
menuText O Play "Play" 0
# ====== TODO To be translated ======
menuText O CorrespondenceChess "Correspondence Chess" 0 {Functions for eMail and Xfcc based correspondence chess}
# ====== TODO To be translated ======
menuText O CCConfigure "Configure..." 0 {Configure external tools and general setup}
# ====== TODO To be translated ======
menuText O CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
# ====== TODO To be translated ======
menuText O CCOpenDB "Open Database..." 0 {Open the default Correspondence database}
# ====== TODO To be translated ======
menuText O CCRetrieve "Retrieve Games" 0 {Retrieve games via external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText O CCInbox "Process Inobx" 0 {Process all files in scids Inbox}
# ====== TODO To be translated ======
menuText O CCSend "Send Move" 0 {Send your move via eMail or external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText O CCResign "Resign" 0 {Resign (not via eMail)}
# ====== TODO To be translated ======
menuText O CCClaimDraw "Claim Draw" 0 {Send move and claim a draw (not via eMail)}
# ====== TODO To be translated ======
menuText O CCOfferDraw "Offer Draw" 0 {Send move and offer a draw (not via eMail)}
# ====== TODO To be translated ======
menuText O CCAcceptDraw "Accept Draw" 0 {Accept a draw offer (not via eMail)}
# ====== TODO To be translated ======
menuText O CCNewMailGame "New eMail Game..." 0 {Start a new eMail game}
# ====== TODO To be translated ======
menuText O CCMailMove "Mail Move..." 0 {Send the move via eMail to the opponent}
# ====== TODO To be translated ======
menuText O CCGamePage "Game Page..." 0 {Call up the game via the web browser}
# ====== TODO To be translated ======
menuText O CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText O Options "Innstillinger" 0
menuText O OptionsBoard "Chessboard" 0 {Chess board appearance options} ;# ***
menuText O OptionsBoardSize "Brettst�rrelse" 0 {Endre brettst�rrelse}
menuText O OptionsBoardPieces "Brikkeutseende" 6 \
  {Endrer utseendet p� brikkene}
menuText O OptionsBoardColors "Farger..." 0 {Endre farger p� brettet}
# ====== TODO To be translated ======
menuText O OptionsBoardGraphics "Squares..." 0 {Select textures for squares}
# ====== TODO To be translated ======
translate O OptionsBGW {Select texture for squares}
# ====== TODO To be translated ======
translate O OptionsBoardGraphicsText {Select graphic files for white and black squares:}
menuText O OptionsBoardNames "My Player Names..." 0 {Edit my player names} ;# ***
menuText O OptionsExport "Eksport" 0 {Endre innstillinger for eksport av tekst}
menuText O OptionsFonts "Skrifttyper" 0 {Endre skrifttyper}
menuText O OptionsFontsRegular "Vanlig" 0 {Endre den vanlige skrifttypen}
menuText O OptionsFontsMenu "Menu" 0 {Change the menu font} ;# ***
menuText O OptionsFontsSmall "Liten" 0 {Endre den lille skrifttypen}
# ====== TODO To be translated ======
menuText O OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText O OptionsFontsFixed "Fastbredde" 0 {Endre fastbreddeskrifttypen}
menuText O OptionsGInfo "Partiinformasjon" 0 {Informasjonsinnstillinger}
menuText O OptionsLanguage "Spr�k" 0 {Velg menyspr�k}
# ====== TODO To be translated ======
menuText O OptionsMovesTranslatePieces "Translate pieces" 0 {Translate first letter of pieces}
# ====== TODO To be translated ======
menuText O OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText O OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText O OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText O OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText O OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText O OptionsMoves "Trekk" 0 {Innstillinger for hvordan trekk angis}
menuText O OptionsMovesAsk "Sp�r f�r trekk erstattes" 0 \
  {Sp�r f�r eksisterende trekk erstattes av et nytt}
menuText O OptionsMovesAnimate "Animation time" 1 \
  {Set the amount of time used to animate moves} ;# ***
menuText O OptionsMovesDelay "Autospillforsinkelse..." 0 \
  {Sett forsinkelsen ved automatisk gjennomgang av partiet}
menuText O OptionsMovesCoord "Koordinater" 0 \
  {Tillat angivelse av koordinater ("g1f3")}
menuText O OptionsMovesSuggest "Vis foresl�tte trekk" 0 \
  {Sl� av/p� forslag til trekk}
# ====== TODO To be translated ======
menuText O OptionsShowVarPopup "Show variations window" 0 {Turn on/off the display of a variations window}  
# ====== TODO To be translated ======
menuText O OptionsMovesSpace "Add spaces after move number" 0 {Add spaces after move number}  
menuText O OptionsMovesKey "Autofullf�r" 0 \
  {Sl� av/p� autofullf�riring av tastaturtrekk}
# ====== TODO To be translated ======
menuText O OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText O OptionsNumbers "Tallformat" 0 {Angi tallformat}
menuText O OptionsStartup "Oppstart" 0 {Angi vinduer som skal �pne ved oppstart}
# ====== TODO To be translated ======
menuText O OptionsTheme "Theme" 0 {Change look of interface}
menuText O OptionsWindows "Vinduer" 0 {Vindusinnstillinger}
menuText O OptionsWindowsIconify "Auto-minimer" 5 \
  {Minimerer alle vinduer sammen med hovedvinduet}
menuText O OptionsWindowsRaise "Autoheving" 0 \
  {Hever visse vinduer (fremdriftsvisere etc) n�r de er skjult}
menuText O OptionsSounds "Sounds..." 2 {Configure move announcement sounds} ;# ***
# ====== TODO To be translated ======
menuText O OptionsWindowsDock "Dock windows" 0 {Dock windows}
# ====== TODO To be translated ======
menuText O OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
# ====== TODO To be translated ======
menuText O OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
# ====== TODO To be translated ======
menuText O OptionsWindowsShowGameInfo "Show game info" 0 {Show game info}
# ====== TODO To be translated ======
menuText O OptionsWindowsAutoLoadLayout "Auto load first layout" 0 {Auto load first layout at startup}
menuText O OptionsToolbar "Verkt�ylinje i hovedvindu" 0 \
  {Vis/skjul menylinjen i hovedvinduet}
menuText O OptionsECO "Hent ECO-fil..." 0 {Henter filen med ECO-klassifiseringer}
menuText O OptionsSpell "Hent stavekontrollfil..." 0 \
  {Henter filen med stavekontrollen til Scid}
menuText O OptionsTable "Tabellbasekatalog..." 0 \
  {Velg en tabellbase; Alle tabellbaser i katalogen vil bli brukt}
menuText O OptionsRecent "Recent files..." 0 \
  {Change the number of recent files displayed in the File menu} ;# ***
# ====== TODO To be translated ======
menuText O OptionsBooksDir "Books directory..." 0 {Sets the opening books directory}
# ====== TODO To be translated ======
menuText O OptionsTacticsBasesDir "Bases directory..." 0 {Sets the tactics (training) bases directory}
menuText O OptionsSave "Lagre innstillinger" 0 \
  "Lagre alle instillinger til $::optionsFile"
menuText O OptionsAutoSave "Autolagre innstillinger ved avslutning" 0 \
  {Autolagre alle innstillinger n�r Scid avsluttes}

# Help menu:
menuText O Help "Hjelp" 0
menuText O HelpContents "Contents" 0 {Show the help contents page} ;# ***
menuText O HelpIndex "Innhold" 0 {Hjelpesystemets innhold}
menuText O HelpGuide "Lynguide" 0 {Vis lynguiden}
menuText O HelpHints "Hint" 0 {Vis hint}
menuText O HelpContact "Kontaktinformasjon" 0 {Vis kontaktinformasjon}
menuText O HelpTip "Dagens tips" 0 {Vis et nyttig Scid-tips}
menuText O HelpStartup "Oppstartsvindu" 0 {Vis oppstartsvindu}
menuText O HelpAbout "Om Scid" 0 {Informasjon om Scid}

# Game info box popup menu:
menuText O GInfoHideNext "Skjul neste trekk" 0
menuText O GInfoMaterial "Vis kvalitet" 0
menuText O GInfoFEN "Vis FEN" 0
menuText O GInfoMarks "Vis fargede ruter og piler" 0
menuText O GInfoWrap "Tekstbryting" 0
menuText O GInfoFullComment "Vis full kommentar" 0
menuText O GInfoPhotos "Show Photos" 5 ;# ***
menuText O GInfoTBNothing "Tabellbaser: ingenting" 0
menuText O GInfoTBResult "Tabellbaser: kun resultater" 0
menuText O GInfoTBAll "Tabellbaser: resultater og beste trekk" 0
menuText O GInfoDelete "Slett/gjenopprett dette partiet" 0
menuText O GInfoMark "(Av)Merk dette partiet" 0
# ====== TODO To be translated ======
menuText O GInfoInformant "Configure informant values" 0

# Main window buttons:
helpMsg O .main.fbutton.button.start {G� til begynnelsen av partiet (tast: Home)}
helpMsg O .main.fbutton.button.end {G� til slutten av partiet (tast: End)}
helpMsg O .main.fbutton.button.back {G� ett trekk tilbake (tast: LeftArrow)}
helpMsg O .main.fbutton.button.forward {G� et trekk fremover (tast: RightArrow)}
helpMsg O .main.fbutton.button.intoVar {G� inn i en variasjon (snarvei: v)}
helpMsg O .main.fbutton.button.exitVar {Forlat variasjon (snarvei: z)}
helpMsg O .main.fbutton.button.flip {Roter brett (snarvei: .)}
helpMsg O .main.fbutton.button.coords {Sl� av/p� brettkoordinater (snarvei: 0)}
helpMsg O .main.fbutton.button.stm {Turn the side-to-move icon on or off} ;# ***
helpMsg O .main.fbutton.button.autoplay {Automatisk spill (tast: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg O .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg O .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg O .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate O Back {Tilbake}
translate O Browse {Browse} ;# ***
translate O Cancel {Avbryt}
# ====== TODO To be translated ======
translate O Continue {Continue}
translate O Clear {Slett}
translate O Close {Lukk}
translate O Contents {Contents} ;# ***
translate O Defaults {Standard}
translate O Delete {Slett}
translate O Graph {Graf}
translate O Help {Hjelp}
translate O Import {Importer}
translate O Index {Innhold}
translate O LoadGame {Hent parti}
translate O BrowseGame {Bla gjennom parti}
translate O MergeGame {Smelt parti}
# ====== TODO To be translated ======
translate O MergeGames {Merge Games}
translate O Preview {Forh�ndsvis}
translate O Revert {Gj�r om}
translate O Save {Lagre}
translate O Search {S�k}
translate O Stop {Stopp}
translate O Store {Lagre}
translate O Update {Oppdater}
translate O ChangeOrient {Vend vindu}
translate O ShowIcons {Show Icons} ;# ***
translate O None {Ingen}
translate O First {F�rste}
translate O Current {Gjeldende}
translate O Last {Siste}

# General messages:
translate O game {parti}
translate O games {partier}
translate O move {trekk}
translate O moves {trekk}
translate O all {alle}
translate O Yes {Ja}
translate O No {Nei}
translate O Both {Begge}
translate O King {Konge}
translate O Queen {Dronning}
translate O Rook {T�rn}
translate O Bishop {L�per}
translate O Knight {Springer}
translate O Pawn {Bonde}
translate O White {Hvit}
translate O Black {Sort}
translate O Player {Spiller}
translate O Rating {Rating}
translate O RatingDiff {Ratingforskjell (Hvit - Sort)}
translate O AverageRating {Average Rating} ;# ***
translate O Event {Anledning}
translate O Site {Sted}
translate O Country {Land}
translate O IgnoreColors {Overse farger}
translate O Date {Dato}
translate O EventDate {Anledningsdato}
translate O Decade {Decade} ;# ***
translate O Year {�r}
translate O Month {M�ned}
translate O Months {Januar Februar Mars April Mai Juni Juli August September Oktober November Desember}
translate O Days {S�n Man Tir Ons Tor Fre L�r}
translate O YearToToday {�r til i dag}
translate O Result {Utfall}
translate O Round {Runde}
translate O Length {Lengde}
translate O ECOCode {ECO-kode}
translate O ECO {ECO}
translate O Deleted {Slettet}
translate O SearchResults {S�k i resultater}
translate O OpeningTheDatabase {�pningsdatabase}
translate O Database {Database}
translate O Filter {Filter}
translate O noGames {ingen partier}
translate O allGames {alle partier}
translate O empty {tom}
translate O clipbase {utklippsbase}
translate O score {poeng}
translate O StartPos {Utgangsstilling}
translate O Total {Sammenlagt}
translate O readonly {skrivebeskyttet}

# Standard error messages:
translate O ErrNotOpen {This is not an open database.} ;# ***
translate O ErrReadOnly {This database is read-only; it cannot be altered.} ;# ***
translate O ErrSearchInterrupted {Search was interrupted; results are incomplete.} ;# ***

# Game information:
translate O twin {duplikat}
translate O deleted {slettet}
translate O comment {kommentar}
translate O hidden {skjult}
translate O LastMove {Siste trekk}
translate O NextMove {Neste}
translate O GameStart {Begynnelse p� parti}
translate O LineStart {Begynnelse p� linje}
translate O GameEnd {Slutt p� parti}
translate O LineEnd {Slutt p� linje}

# Player information:
translate O PInfoAll {Resultater for <b>alle</b> partier}
translate O PInfoFilter {Resultater for partier i <b>filteret</b>}
translate O PInfoAgainst {Resultater mot}
translate O PInfoMostWhite {Hyppigste �pning som hvit}
translate O PInfoMostBlack {Hyppigste �pning som sort}
translate O PInfoRating {Historisk rating}
translate O PInfoBio {Biografi}
translate O PInfoEditRatings {Edit Ratings} ;# ***

# Tablebase information:
translate O Draw {Uavgjort}
translate O stalemate {patt}
translate O withAllMoves {med alle trekk}
translate O withAllButOneMove {med alle trekk unntatt ett}
translate O with {med}
translate O only {kun}
translate O lose {taper} ;# tap?
translate O loses {taper}
translate O allOthersLose {alle andre taper}
translate O matesIn {setter matt i}
translate O hasCheckmated {har satt matt}
translate O longest {lengste}
translate O WinningMoves {Winning moves} ;# ***
translate O DrawingMoves {Drawing moves} ;# ***
translate O LosingMoves {Losing moves} ;# ***
translate O UnknownMoves {Unknown-result moves} ;# ***

# Tip of the day:
translate O Tip {Tips}
translate O TipAtStartup {Tips ved oppstart}

# Tree window menus:
menuText O TreeFile "Fil" 0
# ====== TODO To be translated ======
menuText O TreeFileFillWithBase "Fill Cache with base" 0 {Fill the cache file with all games in current base}
# ====== TODO To be translated ======
menuText O TreeFileFillWithGame "Fill Cache with game" 0 {Fill the cache file with current game in current base}
# ====== TODO To be translated ======
menuText O TreeFileSetCacheSize "Cache size" 0 {Set the cache size}
# ====== TODO To be translated ======
menuText O TreeFileCacheInfo "Cache info" 0 {Get info on cache usage}
menuText O TreeFileSave "Lagre hurtigbuffer" 0 {Lagrer hurtigbufferfilen (.stc)}
menuText O TreeFileFill "Fyll hurtigbuffer" 0 \
  {Fyller hurtigbufferet med de hyppigste �pningsstillingene}
menuText O TreeFileBest "Idealparti" 0 {Show the best tree games list}
menuText O TreeFileGraph "Grafikk" 0 {Vis grafen for denne grenen av treet}
menuText O TreeFileCopy "Kopier treet til utklippstavlen" 0 \
  {Kopier statistikken for treet til utklippstavlen}
menuText O TreeFileClose "Lukk trevindu" 0 {Lukker trevinduet}
# ====== TODO To be translated ======
menuText O TreeMask "Mask" 0
# ====== TODO To be translated ======
menuText O TreeMaskNew "New" 0 {New mask}
# ====== TODO To be translated ======
menuText O TreeMaskOpen "Open" 0 {Open mask}
# ====== TODO To be translated ======
menuText O TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
# ====== TODO To be translated ======
menuText O TreeMaskSave "Save" 0 {Save mask}
# ====== TODO To be translated ======
menuText O TreeMaskClose "Close" 0 {Close mask}
# ====== TODO To be translated ======
menuText O TreeMaskFillWithGame "Fill with game" 0 {Fill mask with game}
# ====== TODO To be translated ======
menuText O TreeMaskFillWithBase "Fill with base" 0 {Fill mask with all games in base}
# ====== TODO To be translated ======
menuText O TreeMaskInfo "Info" 0 {Show statistics for current mask}
# ====== TODO To be translated ======
menuText O TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText O TreeMaskSearch "Search" 0 {Search in current mask}
menuText O TreeSort "Sorter" 0
menuText O TreeSortAlpha "Alfabetisk" 0
menuText O TreeSortECO "ECO-kode" 0
menuText O TreeSortFreq "Hyppighet" 0
menuText O TreeSortScore "Poeng" 0
menuText O TreeOpt "Innstillinger" 0
# ====== TODO To be translated ======
menuText O TreeOptSlowmode "slow mode" 0 {Slow mode for updates (high accuracy)}
# ====== TODO To be translated ======
menuText O TreeOptFastmode "Fast mode" 0 {Fast mode for updates (no move transposition)}
# ====== TODO To be translated ======
menuText O TreeOptFastAndSlowmode "Fast and slow mode" 0 {Fast mode then slow mode for updates}
# ====== TODO To be translated ======
menuText O TreeOptStartStop "Auto refreshing" 0 {Toggles automatic refreshing of the tree window}
menuText O TreeOptLock "L�s" 0 {L�ser treet til n�v�rende database}
menuText O TreeOptTraining "Trening" 0 {Sl�r av/p� treningsmodus}
menuText O TreeOptAutosave "Autolagre hurtigbuffer" 0 \
  {Autolagrer hurtigbufferet n�r vinduet lukkes}
menuText O TreeHelp "Hjelp" 0
menuText O TreeHelpTree "Tre hjelp" 0
menuText O TreeHelpIndex "Innholdsfortegnelse" 0
translate O SaveCache {Lagre hurtigbuffer}
translate O Training {Trening}
translate O LockTree {L�s}
translate O TreeLocked {l�st}
translate O TreeBest {Beste}
translate O TreeBestGames {Idealtrepartier}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate O TreeTitleRow \
  {    Move   ECO       Frequency    Score  AvElo Perf AvYear %Draws} ;# ***
translate O TreeTotal {SAMMENLAGT}
# ====== TODO To be translated ======
translate O DoYouWantToSaveFirst {Do you want to save first}
# ====== TODO To be translated ======
translate O AddToMask {Add to Mask}
# ====== TODO To be translated ======
translate O RemoveFromMask {Remove from Mask}
# ====== TODO To be translated ======
translate O AddThisMoveToMask {Add this move to Mask}
# ====== TODO To be translated ======
translate O SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate O DisplayMask {Display Mask}
# ====== TODO To be translated ======
translate O Nag {Nag code}
# ====== TODO To be translated ======
translate O Marker {Marker}
# ====== TODO To be translated ======
translate O Include {Include}
# ====== TODO To be translated ======
translate O Exclude {Exclude}
# ====== TODO To be translated ======
translate O MainLine {Main line}
# ====== TODO To be translated ======
translate O Bookmark {Bookmark}
# ====== TODO To be translated ======
translate O NewLine {New line}
# ====== TODO To be translated ======
translate O ToBeVerified {To be verified}
# ====== TODO To be translated ======
translate O ToTrain {To train}
# ====== TODO To be translated ======
translate O Dubious {Dubious}
# ====== TODO To be translated ======
translate O ToRemove {To remove}
# ====== TODO To be translated ======
translate O NoMarker {No marker}
# ====== TODO To be translated ======
translate O ColorMarker {Color}
# ====== TODO To be translated ======
translate O WhiteMark {White}
# ====== TODO To be translated ======
translate O GreenMark {Green}
# ====== TODO To be translated ======
translate O YellowMark {Yellow}
# ====== TODO To be translated ======
translate O BlueMark {Blue}
# ====== TODO To be translated ======
translate O RedMark {Red}
# ====== TODO To be translated ======
translate O CommentMove {Comment move}
# ====== TODO To be translated ======
translate O CommentPosition {Comment position}
# ====== TODO To be translated ======
translate O AddMoveToMaskFirst {Add move to mask first}
# ====== TODO To be translated ======
translate O OpenAMaskFileFirst {Open a mask file first}
# ====== TODO To be translated ======
translate O Positions {Positions}
# ====== TODO To be translated ======
translate O Moves {Moves}

# Finder window:
menuText O FinderFile "Fil" 0
menuText O FinderFileSubdirs "Let i underkataloger" 0
menuText O FinderFileClose "Lukk s�kevindu" 0
menuText O FinderSort "Sorter" 0
menuText O FinderSortType "Type" 0
menuText O FinderSortSize "St�rrelse" 0
menuText O FinderSortMod "Endret" 0
menuText O FinderSortName "Navn" 0
menuText O FinderSortPath "Sti" 0
menuText O FinderTypes "Typer" 0
menuText O FinderTypesScid "Scid-databaser" 0
menuText O FinderTypesOld "Scid-databaser i gammelt format" 0
menuText O FinderTypesPGN "PGN-filer" 0
menuText O FinderTypesEPD "EPD-filer" 0
menuText O FinderTypesRep "Repertoire-filer" 0
menuText O FinderHelp "Hjelp" 0
menuText O FinderHelpFinder "S�kehjelp" 0
menuText O FinderHelpIndex "Innholdsfortegnelse" 0
translate O FileFinder {S�keverkt�y}
translate O FinderDir {Katalog}
translate O FinderDirs {Kataloger}
translate O FinderFiles {Filer}
translate O FinderUpDir {opp}
# ====== TODO To be translated ======
translate O FinderCtxOpen {Open}
# ====== TODO To be translated ======
translate O FinderCtxBackup {Backup}
# ====== TODO To be translated ======
translate O FinderCtxCopy {Copy}
# ====== TODO To be translated ======
translate O FinderCtxMove {Move}
# ====== TODO To be translated ======
translate O FinderCtxDelete {Delete}

# Player finder:
menuText O PListFile "Fil" 0
menuText O PListFileUpdate "Oppdater" 0
menuText O PListFileClose "Close Player Finder" 0 ;# ***
menuText O PListSort "Sorter" 0
menuText O PListSortName "Name" 0 ;# ***
menuText O PListSortElo "Elo" 0
menuText O PListSortGames "Partier" 0
menuText O PListSortOldest "Oldest" 0 ;# ***
menuText O PListSortNewest "Newest" 0 ;# ***

# Tournament finder:
menuText O TmtFile "Fil" 0
menuText O TmtFileUpdate "Oppdater" 0
menuText O TmtFileClose "Lukk turneringss�ker" 0
menuText O TmtSort "Sorter" 0
menuText O TmtSortDate "Dato" 0
menuText O TmtSortPlayers "Players" 0
menuText O TmtSortGames "Partier" 0
menuText O TmtSortElo "Elo" 0
menuText O TmtSortSite "Sted" 0
menuText O TmtSortEvent "Anledning" 1
menuText O TmtSortWinner "Vinner" 0
translate O TmtLimit "Listegrense"
translate O TmtMeanElo "Laveste middel-ELO"
translate O TmtNone "Ingen passende turneringer funnet."

# Graph windows:
menuText O GraphFile "Fil" 0
menuText O GraphFileColor "Lagre som farget PostScript..." 0
menuText O GraphFileGrey "Lagre som gr�tonet PostScript..." 0
menuText O GraphFileClose "Lukk vindu" 0
menuText O GraphOptions "Innstillinger" 0
menuText O GraphOptionsWhite "Hvit" 0
menuText O GraphOptionsBlack "Sort" 0
menuText O GraphOptionsBoth "Begge" 0
menuText O GraphOptionsPInfo "Spiller Info spiller" 0
translate O GraphFilterTitle "Filtergraf: hyppighet per 1000 partier"
# ====== TODO To be translated ======
translate O GraphAbsFilterTitle "Filter Graph: frequency of the games"
# ====== TODO To be translated ======
translate O ConfigureFilter {Configure X-Axes for Year, Rating and Moves}
# ====== TODO To be translated ======
translate O FilterEstimate "Estimate"
# ====== TODO To be translated ======
translate O TitleFilterGraph "Scid: Filter Graph"

# Analysis window:
translate O AddVariation {Legg til variasjon}
# ====== TODO To be translated ======
translate O AddAllVariations {Add All Variations}
translate O AddMove {Legg til trekk}
translate O Annotate {Annoter}
# ====== TODO To be translated ======
translate O ShowAnalysisBoard {Show analysis board}
# ====== TODO To be translated ======
translate O ShowInfo {Show engine info}
# ====== TODO To be translated ======
translate O FinishGame {Finish game}
# ====== TODO To be translated ======
translate O StopEngine {Stop engine}
# ====== TODO To be translated ======
translate O StartEngine {Start engine}
# ====== TODO To be translated ======
translate O LockEngine {Lock engine to current position}
translate O AnalysisCommand {Analysekommando}
translate O PreviousChoices {Tidligere valg}
translate O AnnotateTime {Tid mellom trekk i sekunder}
translate O AnnotateWhich {Legg til variasjoner}
translate O AnnotateAll {For trekk av begge sider}
# ====== TODO To be translated ======
translate O AnnotateAllMoves {Annotate all moves}
translate O AnnotateWhite {Kun for hvite trekk}
translate O AnnotateBlack {Kun for sorte trekk}
# ====== TODO To be translated ======
translate O AnnotateBlundersOnly {When game move is an obvious blunder}
# ====== TODO To be translated ======
translate O AnnotateBlundersOnlyScoreChange {Analysis reports blunder, with score change from/to: }
# ====== TODO To be translated ======
translate O BlundersThreshold {Threshold}
# TODO: Translate
translate O ScoreAllMoves {Score all moves}
translate O LowPriority {Low CPU priority} ;# ***
# ====== TODO To be translated ======
translate O ClickHereToSeeMoves {Click here to see moves}
# ====== TODO To be translated ======
translate O ConfigureInformant {Configure Informant}
# ====== TODO To be translated ======
translate O Informant!? {Interesting move}
# ====== TODO To be translated ======
translate O Informant? {Poor move}
# ====== TODO To be translated ======
translate O Informant?? {Blunder}
# ====== TODO To be translated ======
translate O Informant?! {Dubious move}
# ====== TODO To be translated ======
translate O Informant+= {White has a slight advantage}
# ====== TODO To be translated ======
translate O Informant+/- {White has a moderate advantage}
# ====== TODO To be translated ======
translate O Informant+- {White has a decisive advantage}
# ====== TODO To be translated ======
translate O Informant++- {The game is considered won}
# ====== TODO To be translated ======
translate O Book {Book}
# ====== TODO To be translated ======
translate O OtherBookMoves {Opponent's book}
# ====== TODO To be translated ======
translate O OtherBookMovesTooltip {Moves to which the opponent has a reply}

# Analysis Engine open dialog:
translate O EngineList {Liste over analysemotorer}
translate O EngineName {Navn}
translate O EngineCmd {Kommandolinje}
translate O EngineArgs {Parametre}
translate O EngineDir {Katalog}
translate O EngineElo {Elo}
translate O EngineTime {Dato}
translate O EngineNew {Ny}
translate O EngineEdit {Rediger}
translate O EngineRequired {Fete felter er n�dvendige, de �vrige er valgfrie}

# Stats window menus:
menuText O StatsFile "Fil" 0
menuText O StatsFilePrint "Skriv til fil..." 0
menuText O StatsFileClose "Lukk vindu" 0
menuText O StatsOpt "Innstillinger" 0

# PGN window menus:
menuText O PgnFile "Fil" 0
menuText O PgnFileCopy "Copy Game to Clipboard" 0 ;# ***
menuText O PgnFilePrint "Skriv til fil..." 0
menuText O PgnFileClose "Lukk PGN-vindu" 0
menuText O PgnOpt "Vis" 0
menuText O PgnOptColor "Vis farger" 0
menuText O PgnOptShort "Kort (3 linjer) header" 0
menuText O PgnOptSymbols "Symbolnotasjon" 0
menuText O PgnOptIndentC "Rykk inn kommentarer" 0
menuText O PgnOptIndentV "Rykk inn variasjoner" 0
menuText O PgnOptColumn "Bruk kolonner (ett trekk per linje)" 0
menuText O PgnOptSpace "Mellomrom etter trekknummer" 0
menuText O PgnOptStripMarks "Fjern fargekoder" 0
menuText O PgnOptBoldMainLine "Use Bold Text for Main Line Moves" 4 ;# ***
menuText O PgnColor "Farger" 0
menuText O PgnColorHeader "Header..." 0
menuText O PgnColorAnno "Annotasjoner..." 0
menuText O PgnColorComments "Kommentarer..." 0
menuText O PgnColorVars "Variasjoner..." 0
menuText O PgnColorBackground "Bakgrunn..." 0
# ====== TODO To be translated ======
menuText O PgnColorMain "Main line..." 0
# ====== TODO To be translated ======
menuText O PgnColorCurrent "Current move background..." 1
menuText O PgnHelp "Hjelp" 0
menuText O PgnHelpPgn "PGN-hjelp" 0
menuText O PgnHelpIndex "Innholdsfortegnelse" 0
translate O PgnWindowTitle {Game Notation - game %u} ;# ***

# Crosstable window menus:
menuText O CrosstabFile "Fil" 0
menuText O CrosstabFileText "Skriv til tekstfil..." 0
menuText O CrosstabFileHtml "Skriv til HTML-fil..." 0
menuText O CrosstabFileLaTeX "Skriv til LaTeX-fil..." 0
menuText O CrosstabFileClose "Lukk krysstabellvindu" 0
menuText O CrosstabEdit "Rediger" 0
menuText O CrosstabEditEvent "Anledning" 0
menuText O CrosstabEditSite "Sted" 0
menuText O CrosstabEditDate "Dato" 0
menuText O CrosstabOpt "Vis" 0
menuText O CrosstabOptAll "Alle-mot-alle" 0
menuText O CrosstabOptSwiss "Sveitsisk" 0
menuText O CrosstabOptKnockout "Kun vinnere" 0
menuText O CrosstabOptAuto "Auto" 0
menuText O CrosstabOptAges "Aldre i �r" 0
menuText O CrosstabOptNats "Nasjonaliteter" 0
menuText O CrosstabOptRatings "Ratinger" 0
menuText O CrosstabOptTitles "Titler" 0
menuText O CrosstabOptBreaks "Poengfordel" 0
menuText O CrosstabOptDeleted "Include deleted games" 8 ;# ***
menuText O CrosstabOptColors "Farger (kun sveitsisk)" 0
menuText O CrosstabOptColumnNumbers "Nummererte kolonner (kun alle-mot-alle-tabeller)" 0
menuText O CrosstabOptGroup "Gruppepoeng" 0
menuText O CrosstabSort "Sorter" 0
menuText O CrosstabSortName "Navn" 0
menuText O CrosstabSortRating "Rating" 0
menuText O CrosstabSortScore "Poeng" 0
menuText O CrosstabColor "Farge" 0
menuText O CrosstabColorPlain "Ren tekst" 0
menuText O CrosstabColorHyper "Hypertekst" 0
menuText O CrosstabHelp "Hjelp" 0
menuText O CrosstabHelpCross "Krysstabell hjelp" 0
menuText O CrosstabHelpIndex "Innholdsfortegnelse" 0
translate O SetFilter {Sett filter}
translate O AddToFilter {Legg til i filter}
translate O Swiss {Sveitsisk}
translate O Category {Category} ;# ***

# Opening report window menus:
menuText O OprepFile "Fil" 0
menuText O OprepFileText "Skriv til tekstfil..." 0
menuText O OprepFileHtml "Skriv til HTML-fil..." 0
menuText O OprepFileLaTeX "Skriv til LaTeX-fil..." 0
menuText O OprepFileOptions "Innstillinger..." 0
menuText O OprepFileClose "Lukk rapport-vindu" 0
menuText O OprepFavorites "Favorites" 1 ;# ***
menuText O OprepFavoritesAdd "Add Report..." 0 ;# ***
menuText O OprepFavoritesEdit "Edit Report Favorites..." 0 ;# ***
menuText O OprepFavoritesGenerate "Generate Reports..." 0 ;# ***
menuText O OprepHelp "Hjelp" 0
menuText O OprepHelpReport "�pningsrapport hjelp" 0
menuText O OprepHelpIndex "Innholdsfortegnelse" 0

# Repertoire editor:
menuText O RepFile "Fil" 0
menuText O RepFileNew "Ny" 0
menuText O RepFileOpen "�pne..." 0
menuText O RepFileSave "Lagre..." 0
menuText O RepFileSaveAs "Lagre som..." 0
menuText O RepFileClose "Lukk vindu" 0
menuText O RepEdit "Rediger" 0
menuText O RepEditGroup "Legg til gruppe" 0
menuText O RepEditInclude "Inkluder" 0
menuText O RepEditExclude "Ekskluder" 0
menuText O RepView "Vis" 0
menuText O RepViewExpand "Utvid alle grupper" 0
menuText O RepViewCollapse "Trekk sammen alle grupper" 0
menuText O RepSearch "S�k" 0
menuText O RepSearchAll "Alle i reportoir..." 0
menuText O RepSearchDisplayed "Kun viste linjer..." 0
menuText O RepHelp "Hjelp" 0
menuText O RepHelpRep "Repertoir hjelp" 0
menuText O RepHelpIndex "Innholdsfortegnelse" 0
translate O RepSearch "Repertoirs�k"
translate O RepIncludedLines "inkluderte linjer"
translate O RepExcludedLines "ekskluderte linjer"
translate O RepCloseDialog {Gjeldende reportoir har ulagrede endringer.

Vil du virkelig fortsette og miste disse endringene?
}

# Header search:
translate O HeaderSearch {Headers�k}
translate O EndSideToMove {Side to move at end of game} ;# ***
translate O GamesWithNoECO {Partier uten ECO?}
translate O GameLength {Partilengde}
translate O FindGamesWith {Finn partier merket med...}
translate O StdStart {Vanlig utgangsstilling}
translate O Promotions {Forfremmelser}
translate O Comments {Kommentarer}
translate O Variations {Variasjoner}
translate O Annotations {Annotasjoner}
translate O DeleteFlag {Slettet}
translate O WhiteOpFlag {Hvit �pning}
translate O BlackOpFlag {Sort �pning}
translate O MiddlegameFlag {Midtspill}
translate O EndgameFlag {Sluttspill}
translate O NoveltyFlag {Avvik}
translate O PawnFlag {Bondestruktur}
translate O TacticsFlag {Taktikk}
translate O QsideFlag {Spill p� dronningsiden}
translate O KsideFlag {Spill p� kongesiden}
translate O BrilliancyFlag {Brillians}
translate O BlunderFlag {Tabbe}
translate O UserFlag {Bruker}
translate O PgnContains {PGN inneholder tekst}
# ====== TODO To be translated ======
translate O Annotator {Annotator}
# ====== TODO To be translated ======
translate O Cmnts {Annotated games only}

# Game list window:
translate O GlistNumber {Nummer}
translate O GlistWhite {Hvit}
translate O GlistBlack {Sort}
translate O GlistWElo {H-Elo}
translate O GlistBElo {S-Elo}
translate O GlistEvent {Anledning}
translate O GlistSite {Sted}
translate O GlistRound {Runde}
translate O GlistDate {Dato}
translate O GlistYear {�r}
translate O GlistEDate {AnledningDato}
translate O GlistResult {Resultat}
translate O GlistLength {Lengde}
translate O GlistCountry {Land}
translate O GlistECO {ECO}
translate O GlistOpening {�pning}
translate O GlistEndMaterial {Slutt-kvalitet}
translate O GlistDeleted {Slettet}
translate O GlistFlags {Flagg}
translate O GlistVars {Variasjoner}
translate O GlistComments {Kommentarer}
translate O GlistAnnos {Annotasjoner}
translate O GlistStart {Start}
translate O GlistGameNumber {Parti nummer}
# ====== TODO To be translated ======
translate O GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate O GlistRating {Rating}
translate O GlistFindText {Finn tekst}
translate O GlistMoveField {Trekk}
translate O GlistEditField {Still inn}
translate O GlistAddField {Legg til}
translate O GlistDeleteField {Fjern}
translate O GlistWidth {Bredde}
translate O GlistAlign {Justering}
# ====== TODO To be translated ======
translate O GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate O GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate O GlistAlignC {Align: center}
translate O GlistColor {Farge}
translate O GlistSep {Skilletegn}
# ====== TODO To be translated ======
translate O GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate O GlistNewSort {New}
# ====== TODO To be translated ======
translate O GlistAddToSort {Add}
# ====== TODO To be translated ======
translate O GsortSort {Sort...}
# ====== TODO To be translated ======
translate O GsortDate {Date}
# ====== TODO To be translated ======
translate O GsortYear {Year}
# ====== TODO To be translated ======
translate O GsortEvent {Event}
# ====== TODO To be translated ======
translate O GsortSite {Site}
# ====== TODO To be translated ======
translate O GsortRound {Round}
# ====== TODO To be translated ======
translate O GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate O GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate O GsortECO {ECO}
# ====== TODO To be translated ======
translate O GsortResult {Result}
# ====== TODO To be translated ======
translate O GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate O GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate O GsortCountry {Country}
# ====== TODO To be translated ======
translate O GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate O GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate O GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate O GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate O GsortComments {Comments}
# ====== TODO To be translated ======
translate O GsortVariations {Variations}
# ====== TODO To be translated ======
translate O GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate O GsortAscending {Ascending}
# ====== TODO To be translated ======
translate O GsortDescending {Descending}
# ====== TODO To be translated ======
translate O GsortAdd {Add}
# ====== TODO To be translated ======
translate O GsortStore {Store}
# ====== TODO To be translated ======
translate O GsortLoad {Load}
# ====== TODO To be translated ======
translate O GlistRemoveThisGameFromFilter  {Remove this game from Filter}
# ====== TODO To be translated ======
translate O GlistRemoveGameAndAboveFromFilter  {Remove game (and all above it) from Filter}
# ====== TODO To be translated ======
translate O GlistRemoveGameAndBelowFromFilter  {Remove game (and all below it) from Filter}
# ====== TODO To be translated ======
translate O GlistDeleteGame {(Un)Delete this game} 
# ====== TODO To be translated ======
translate O GlistDeleteAllGames {Delete all games in filter} 
# ====== TODO To be translated ======
translate O GlistUndeleteAllGames {Undelete all games in filter} 
# ====== TODO To be translated ======
translate O GlistMergeGameInBase {Merge Game in other base} 

# Maintenance window:
translate O DatabaseName {Databasenavn:}
translate O TypeIcon {Ikon:}
translate O NumOfGames {Partier:}
translate O NumDeletedGames {Slettede partier:}
translate O NumFilterGames {Partier i filter:}
translate O YearRange {Til/fra �r:}
translate O RatingRange {Til/fra rating:}
translate O Description {Description} ;# ***
translate O Flag {Flagg}
# ====== TODO To be translated ======
translate O CustomFlags {Custom flags}
translate O DeleteCurrent {Slett gjeldende parti}
translate O DeleteFilter {Slett filtrerte partier}
translate O DeleteAll {Slett alle partier}
translate O UndeleteCurrent {Gjenopprett gjeldende parti}
translate O UndeleteFilter {Gjenopprett filtrerte partier}
translate O UndeleteAll {Gjenopprett alle partier}
translate O DeleteTwins {Slett duplikatpartier}
translate O MarkCurrent {Merk gjeldende parti}
translate O MarkFilter {Merk filtrerte partier}
translate O MarkAll {Merk alle partier}
translate O UnmarkCurrent {Fjern merking p� gjeldende parti}
translate O UnmarkFilter {Fjern merking p� filtrerte partier}
translate O UnmarkAll {Fjern merking p� alle partier}
translate O Spellchecking {Stavekontroll}
translate O Players {Spillere}
translate O Events {Anledninger}
translate O Sites {Steder}
translate O Rounds {Runder}
translate O DatabaseOps {Databasebehandling}
translate O ReclassifyGames {ECO-klassifiser partier}
translate O CompactDatabase {Komprimer database}
translate O SortDatabase {Sorter database}
translate O AddEloRatings {Legg til ELO-ratinger}
translate O AutoloadGame {Start med parti nummer}
translate O StripTags {Fjern PGN-merker}
translate O StripTag {Fjern merke}
translate O Cleaner {Opprydding}
translate O CleanerHelp {
Scid-opprydding vil utf�re alle handlinger du velger fra listen under p� gjeldende database.

Gjeldende innstillinger i ECO-klassifiseringen og duplikatslettingdialogene vil virke inn om du velger disse funksjonene.
}
translate O CleanerConfirm {
N�r oppryddingen er i gang kan den ikke avbrytes!

Dette kan ta lang tid p� en stor databse, avhengig av funksjonene du har valgt og disses gjeldende innstillinger.

Er du sikker p� at du vil starte vedlikeholdsfunksjonene du har valgt?
}
# ====== TODO To be translated ======
translate O TwinCheckUndelete {to flip; "u" undeletes both)}
# ====== TODO To be translated ======
translate O TwinCheckprevPair {Previous pair}
# ====== TODO To be translated ======
translate O TwinChecknextPair {Next pair}
# ====== TODO To be translated ======
translate O TwinChecker {Scid: Twin game checker}
# ====== TODO To be translated ======
translate O TwinCheckTournament {Games in tournament:}
# ====== TODO To be translated ======
translate O TwinCheckNoTwin {No twin  }
# ====== TODO To be translated ======
translate O TwinCheckNoTwinfound {No twin was detected for this game.\nTo show twins using this window, you must first use the "Delete twin games..." function. }
# ====== TODO To be translated ======
translate O TwinCheckTag {Share tags...}
# ====== TODO To be translated ======
translate O TwinCheckFound1 {Scid found $result twin games}
# ====== TODO To be translated ======
translate O TwinCheckFound2 { and set their delete flags}
# ====== TODO To be translated ======
translate O TwinCheckNoDelete {There are no games in this database to delete.}
# ====== TODO To be translated ======
translate O TwinCriteria1 { Your settings for finding twin games are potentially likely to\ncause non-twin games with similar moves to be marked as twins.}
# ====== TODO To be translated ======
translate O TwinCriteria2 {It is recommended that if you select "No" for "same moves", you should select "Yes" for the colors, event, site, round, year and month settings.\nDo you want to continue and delete twins anyway? }
# ====== TODO To be translated ======
translate O TwinCriteria3 {It is recommended that you specify "Yes" for at least two of the "same site", "same round" and "same year" settings.\nDo you want to continue and delete twins anyway?}
# ====== TODO To be translated ======
translate O TwinCriteriaConfirm {Scid: Confirm twin settings}
# ====== TODO To be translated ======
translate O TwinChangeTag "Change the following game tags:\n\n"
# ====== TODO To be translated ======
translate O AllocRatingDescription "This command will use the current spellcheck file to add Elo ratings to games in this database. Wherever a player has no currrent rating but his/her rating at the time of the game is listed in the spellcheck file, that rating will be added."
# ====== TODO To be translated ======
translate O RatingOverride "Overwrite existing non-zero ratings?"
# ====== TODO To be translated ======
translate O AddRatings "Add ratings to:"
# ====== TODO To be translated ======
translate O AddedRatings {Scid added $r Elo ratings in $g games.}
# ====== TODO To be translated ======
translate O NewSubmenu "New submenu"

# Comment editor:
translate O AnnotationSymbols  {Notasjonssymboler:}
translate O Comment {Kommentar:}
translate O InsertMark {Insert mark} ;# ***
translate O InsertMarkHelp {
Insert/remove mark: Select color, type, square.
Insert/remove arrow: Right-click two squares.
} ;# ***

# Nag buttons in comment editor:
translate O GoodMove {Good move} ;# ***
translate O PoorMove {Poor move} ;# ***
translate O ExcellentMove {Excellent move} ;# ***
translate O Blunder {Tabbe}
translate O InterestingMove {Interesting move} ;# ***
translate O DubiousMove {Dubious move} ;# ***
translate O WhiteDecisiveAdvantage {White has a decisive advantage} ;# ***
translate O BlackDecisiveAdvantage {Black has a decisive advantage} ;# ***
translate O WhiteClearAdvantage {White has a clear advantage} ;# ***
translate O BlackClearAdvantage {Black has a clear advantage} ;# ***
translate O WhiteSlightAdvantage {White has a slight advantage} ;# ***
translate O BlackSlightAdvantage {Black has a slight advantage} ;# ***
translate O Equality {Equality} ;# ***
translate O Unclear {Unclear} ;# ***
translate O Diagram {Diagram} ;# ***

# Board search:
translate O BoardSearch {Stillings�k}
translate O FilterOperation {Operasjoner p� gjeldende filter:}
translate O FilterAnd {AND (Kun p� filter)}
translate O FilterOr {OR (Legg til filter)}
translate O FilterIgnore {IGNORE (Nullstill filter)}
translate O SearchType {S�ketype:}
translate O SearchBoardExact {N�yaktig stilling (alle brikker p� samme felt)}
translate O SearchBoardPawns {B�nder (samme kvalitet, alle b�nder p� samme felt)}
translate O SearchBoardFiles {Kolonner (samme kvalitet, alle b�nder p� samme kolonner)}
translate O SearchBoardAny {Alle (samme kvalitet, b�nder og brikker hvor som helst)}
# ====== TODO To be translated ======
translate O SearchInRefDatabase { Search in base }
translate O LookInVars {S�k i variasjoner}

# Material search:
translate O MaterialSearch {Kvalitetss�k}
translate O Material {Kvalitet}
translate O Patterns {M�nstre}
translate O Zero {Null}
translate O Any {Hvilke som helst}
translate O CurrentBoard {Gjeldende stilling}
translate O CommonEndings {Vanlige sluttspill}
translate O CommonPatterns {Vanlige m�nstre}
translate O MaterialDiff {Kvalitetsforskjell}
translate O squares {felt}
translate O SameColor {Samme farge}
translate O OppColor {Motsatt farge}
translate O Either {Begge}
translate O MoveNumberRange {Fra/til trekk nummer}
translate O MatchForAtLeast {Treff i minst}
translate O HalfMoves {halvtrekk}

# Common endings in material search:
translate O EndingPawns {Pawn endings} ;# ***
translate O EndingRookVsPawns {Rook vs. Pawn(s)} ;# ***
translate O EndingRookPawnVsRook {Rook and 1 Pawn vs. Rook} ;# ***
translate O EndingRookPawnsVsRook {Rook and Pawn(s) vs. Rook} ;# ***
translate O EndingRooks {Rook vs. Rook endings} ;# ***
translate O EndingRooksPassedA {Rook vs. Rook endings with a passed a-pawn} ;# ***
translate O EndingRooksDouble {Double Rook endings} ;# ***
translate O EndingBishops {Bishop vs. Bishop endings} ;# ***
translate O EndingBishopVsKnight {Bishop vs. Knight endings} ;# ***
translate O EndingKnights {Knight vs. Knight endings} ;# ***
translate O EndingQueens {Queen vs. Queen endings} ;# ***
translate O EndingQueenPawnVsQueen {Queen and 1 Pawn vs. Queen} ;# ***
translate O BishopPairVsKnightPair {Two Bishops vs. Two Knights middlegame} ;# ***

# Common patterns in material search:
translate O PatternWhiteIQP {White IQP} ;# ***
translate O PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6} ;# ***
translate O PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6} ;# ***
translate O PatternBlackIQP {Black IQP} ;# ***
translate O PatternWhiteBlackIQP {White IQP vs. Black IQP} ;# ***
translate O PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple} ;# ***
translate O PatternHangingC5D5 {Black Hanging Pawns on c5 and d5} ;# ***
translate O PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)} ;# ***
translate O PatternRookSacC3 {Rook Sacrifice on c3} ;# ***
translate O PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)} ;# ***
translate O PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)} ;# ***
translate O PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)} ;# ***
translate O PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)} ;# ***
translate O PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)} ;# ***

# Game saving:
translate O Today {I dag}
translate O ClassifyGame {Klassifiser parti}

# Setup position:
translate O EmptyBoard {T�m brett}
translate O InitialBoard {Utgangsstilling}
translate O SideToMove {Side i trekk}
translate O MoveNumber {Trekk nummer}
translate O Castling {Rokkade}
translate O EnPassantFile {En Passant-kolonne}
translate O ClearFen {Slett FEN}
translate O PasteFen {Lim inn FEN}
# ====== TODO To be translated ======
translate O SaveAndContinue {Save and continue}
# ====== TODO To be translated ======
translate O DiscardChangesAndContinue {Discard changes\nand continue}
# ====== TODO To be translated ======
translate O GoBack {Go back}

# Replace move dialog:
translate O ReplaceMove {Erstatt trekk}
translate O AddNewVar {Legg til ny variasjon}
# ====== TODO To be translated ======
translate O NewMainLine {New Main Line}
translate O ReplaceMoveMessage {Et trekk eksisterer allerede her.

Du kan erstatte det og slette alle f�lgende trekk, eller du kan legge det til som en variasjon.

(Du kan unng� denne meldingen i fremtiden ved � sl� av Sp�r f�r trekk erstattes-innstillingen i Innstillinger:Trekk-menyen.)}

# Make database read-only dialog:
translate O ReadOnlyDialog {Hvis du skrivebeskytter denne databasen tillates ikke lenger endringer p� den. Ingen partier kan lagres eller erstattes, og ingen sletteflagg kan endres. All sortering eller ECO-klassifisering vil v�re midlertidig.

Du kan enkelt sl� av skrivebeskyttelsen p� databasen ved � lukke og gjen�pne den.

Vil du virkelig skrivebeskytte denne databasen?}

# Clear game dialog:
translate O ClearGameDialog {Dette partiet har blitt endret.

Vil du virkelig forkaste endringene som er gjort?
}

# Exit dialog:
translate O ExitDialog {Vil du virkelig avslutte Scid?}
translate O ExitUnsaved {F�lgende baser har ulagrede endringer i partier. Hvis du avslutter n� vil disse endringene g� tapt.}

# Import window:
translate O PasteCurrentGame {Lim inn gjeldende parti}
translate O ImportHelp1 {Skriv eller lim inn et PGN-parti i feltet over.}
translate O ImportHelp2 {Feil i importen vil vises her.}
# ====== TODO To be translated ======
translate O OverwriteExistingMoves {Overwrite existing moves ?}

# ECO Browser:
translate O ECOAllSections {alle ECO-deler}
translate O ECOSection {ECO-del}
translate O ECOSummary {Sammendrag for}
translate O ECOFrequency {Hyppighet eller underkoder for}

# Opening Report:
translate O OprepTitle {�pningsrapport}
translate O OprepReport {Rapport}
translate O OprepGenerated {Generert av}
translate O OprepStatsHist {Statistikk og historie}
translate O OprepStats {Statistikk}
translate O OprepStatAll {Alle rapporterte partier}
translate O OprepStatBoth {Begge med rating}
translate O OprepStatSince {Siden}
translate O OprepOldest {Eldste partier}
translate O OprepNewest {Nyeste partier}
translate O OprepPopular {Trend}
translate O OprepFreqAll {Frekvens i �r:   }
translate O OprepFreq1   {Det siste �ret: }
translate O OprepFreq5   {De siste 5 �rene: }
translate O OprepFreq10  {De siste 10 �rene: }
translate O OprepEvery {hvert %u parti}
translate O OprepUp {opp %u%s fra alle �r}
translate O OprepDown {ned %u%s fra alle �r}
translate O OprepSame {ingen endring fra alle �r}
translate O OprepMostFrequent {Hyppigste spillere}
translate O OprepMostFrequentOpponents {Most frequent opponents} ;# ***
translate O OprepRatingsPerf {Ratinger og resultater}
translate O OprepAvgPerf {Middelratinger og -resultater}
translate O OprepWRating {Hvit rating}
translate O OprepBRating {Sort rating}
translate O OprepWPerf {Hvite resultater}
translate O OprepBPerf {Sorte resultater}
translate O OprepHighRating {Parti med h�yeste gjennomsnittsrating}
translate O OprepTrends {Resultattrend}
translate O OprepResults {Resultatlengde og -hyppighet}
translate O OprepLength {Partilengde}
translate O OprepFrequency {Hyppighet}
translate O OprepWWins {Hvit vinner: }
translate O OprepBWins {Sort vinner: }
translate O OprepDraws {Uavgjort:      }
translate O OprepWholeDB {hele databasen}
translate O OprepShortest {Korteste seire}
translate O OprepMovesThemes {Trekk og temaer}
translate O OprepMoveOrders {Trekkrekkef�lger til rapportert stilling}
translate O OprepMoveOrdersOne \
  {Det var kun en trekkrekkef�lge som f�rte til denne stillingen:}
translate O OprepMoveOrdersAll \
  {Det var %u trekkrekkef�lger som f�rte til denne stillingen:}
translate O OprepMoveOrdersMany \
  {There were %u move orders reaching this position. The top %u are:}
translate O OprepMovesFrom {Trekk fra rapportert stilling}
translate O OprepMostFrequentEcoCodes {Most frequent ECO codes} ;# ***
translate O OprepThemes {Stillingstemaer}
translate O OprepThemeDescription {Frequency of themes in the first %u moves of each game} ;# ***
translate O OprepThemeSameCastling {Rokkade til samme side}
translate O OprepThemeOppCastling {Rokkade til motsatt side}
translate O OprepThemeNoCastling {Ingen konger rokert}
translate O OprepThemeKPawnStorm {Bondestorm p� kongesiden}
translate O OprepThemeQueenswap {Byttede dronninger}
translate O OprepThemeWIQP {White Isolated Queen Pawn} ;# ***
translate O OprepThemeBIQP {Black Isolated Queen Pawn} ;# ***
translate O OprepThemeWP567 {Hvit bonde p� rekke 5/6/7}
translate O OprepThemeBP234 {Sort bonde p� rekke 2/3/4}
translate O OprepThemeOpenCDE {�pen c/d/e-kolonne}
translate O OprepTheme1BishopPair {Kun en side har to l�pere}
translate O OprepEndgames {Sluttspill}
translate O OprepReportGames {Rapporterte partier}
translate O OprepAllGames    {Alle partier}
translate O OprepEndClass {Materiale i sluttspillet}
translate O OprepTheoryTable {Teoritabell}
translate O OprepTableComment {Generert fra de %u h�yest ratede partiene.}
translate O OprepExtraMoves {Ytterligere trekk notert i teoritabellen}
translate O OprepMaxGames {Maksimalt antall partier i teoritabellen}
translate O OprepViewHTML {View HTML} ;# ***
translate O OprepViewLaTeX {View LaTeX} ;# ***

# Player Report:
translate O PReportTitle {Player Report} ;# ***
translate O PReportColorWhite {with the White pieces} ;# ***
translate O PReportColorBlack {with the Black pieces} ;# ***
translate O PReportMoves {after %s} ;# ***
translate O PReportOpenings {Openings} ;# ***
translate O PReportClipbase {Empty clipbase and copy matching games to it} ;# ***

# Piece Tracker window:
translate O TrackerSelectSingle {Venstre museknapp merker denne brikken}
translate O TrackerSelectPair {Venstre museknapp merker denne brikken; h�yre merker alle brikker av denne typen.}
translate O TrackerSelectPawn {Venstre museknapp merker denne brikken; h�yre merker alle brikker av denne typen.}
translate O TrackerStat {Statistikk}
translate O TrackerGames {% partier med trekk til felt}
translate O TrackerTime {% tid p� hvert felt}
translate O TrackerMoves {Trekk}
translate O TrackerMovesStart {Oppgi trekket hvor sporingen skal begynne.}
translate O TrackerMovesStop {Oppgi trekket hvor sporingen skal stoppe.}

# Game selection dialogs:
translate O SelectAllGames {Alle partier i databasen}
translate O SelectFilterGames {Kun partier i filteret}
translate O SelectTournamentGames {Kun partier i gjeldende turnering}
translate O SelectOlderGames {Kun eldre partier}

# Delete Twins window:
translate O TwinsNote {For � v�re duplikater m� to partier minst ha de samme to spillerene, og kriterier du kan angi under. N�r to duplikater finnes blir det korteste partiet slettet. Tips: Det er best � kj�re en stavekontroll f�r duplikatsjekken, da det forbedrer s�ket.}
translate O TwinsCriteria {Kriterier: Duplikater m� ha...}
translate O TwinsWhich {Unders�k hvilke partier}
translate O TwinsColors {Spillere samme farge?}
translate O TwinsEvent {Samme anledning?}
translate O TwinsSite {Samme sted?}
translate O TwinsRound {Samme runde?}
translate O TwinsYear {Samme �r?}
translate O TwinsMonth {Samme m�ned?}
translate O TwinsDay {Samme dag?}
translate O TwinsResult {Samme utfall?}
translate O TwinsECO {Samme ECO-kode?}
translate O TwinsMoves {Samme trekk?}
translate O TwinsPlayers {Sammenlign spillernavn:}
translate O TwinsPlayersExact {N�yaktig like}
translate O TwinsPlayersPrefix {Kun f�rste 4 bokstaver}
translate O TwinsWhen {N�r duplikatpartier slettes}
translate O TwinsSkipShort {Overse alle partier kortere enn 5 trekk?}
translate O TwinsUndelete {Gjenopprett alle partier f�rst?}
translate O TwinsSetFilter {Sett filter til alle slettede duplikatpartier?}
translate O TwinsComments {Behold alltid partier med kommentarer?}
translate O TwinsVars {Behold alltid partier med variasjoner?}
translate O TwinsDeleteWhich {Slett hvilket parti:}
translate O TwinsDeleteShorter {Korteste parti}
translate O TwinsDeleteOlder {Laveste partinummer}
translate O TwinsDeleteNewer {H�yeste partinummer}
translate O TwinsDelete {Slett partier}

# Name editor window:
translate O NameEditType {Navnetype som skal redigeres}
translate O NameEditSelect {Partier som skal redigeres}
translate O NameEditReplace {Erstatt}
translate O NameEditWith {med}
translate O NameEditMatches {Treff: Trykk Ctrl+1 til Ctrl+9 for � velge}
# ====== TODO To be translated ======
translate O CheckGames {Check games}
# ====== TODO To be translated ======
translate O CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate O CheckAll {All games}
# ====== TODO To be translated ======
translate O CheckSelectFilterGames {Only games in filter}

# Classify window:
translate O Classify {Klassifiser}
translate O ClassifyWhich {ECO-klassifiser hvilke partier}
translate O ClassifyAll {Alle partier (overskriv gamle ECO-koder)}
translate O ClassifyYear {Aller partier det siste �ret}
translate O ClassifyMonth {Alle partier den siste m�neden}
translate O ClassifyNew {Kun partier uten ECO-kode}
translate O ClassifyCodes {ECO-koder som skal brukes}
translate O ClassifyBasic {Kun standardkoder ("B12", ...)}
translate O ClassifyExtended {Scid-utvidet ("B12j", ...)}

# Compaction:
translate O NameFile {Navnefil}
translate O GameFile {Partifil}
translate O Names {Navn}
translate O Unused {Ubrukte}
translate O SizeKb {St�rrelse (kb)}
translate O CurrentState {N�v�rende}
translate O AfterCompaction {Etter komprimering}
translate O CompactNames {Komrimer navnefil}
translate O CompactGames {Komprimer partifil}
# ====== TODO To be translated ======
translate O NoUnusedNames "There are no unused names, so the name file is already fully compacted."
# ====== TODO To be translated ======
translate O NoUnusedGames "The game file is already fully compacted."
# ====== TODO To be translated ======
translate O NameFileCompacted {The name file for the database "[file tail [sc_base filename]]" was compacted.}
# ====== TODO To be translated ======
translate O GameFileCompacted {The game file for the database "[file tail [sc_base filename]]" was compacted.}

# Sorting:
translate O SortCriteria {Kriterier}
translate O AddCriteria {Legg til kriterie}
translate O CommonSorts {Vanlige sorteringer}
translate O Sort {Sorter}

# Exporting:
# These lines do not use the excact notation of the original english.tcl, because this would cause inconsistency with the PGN window menus
translate O AddToExistingFile {Legg partier til en eksisterende fil}
translate O ExportComments {Eksporter kommentarer}
translate O ExportVariations {Eksporter variasjoner}
translate O IndentComments {Rykk inn kommentarer}
translate O IndentVariations {Rykk inn variasjoner}
translate O ExportColumnStyle {Bruk kolonner (ett trekk per linje)}
translate O ExportSymbolStyle {Symbolnotasjoner}
translate O ExportStripMarks {Fjern alle fargekoder og piler fra kommentarer?}

# Goto game/move dialogs:
translate O LoadGameNumber {Angi partinummer som skal lastes inn:}
translate O GotoMoveNumber {G� til trekk nummer:}

# Copy games dialog:
translate O CopyGames {Kopier partier}
translate O CopyConfirm {
Vil du virkelig kopiere de [::utils::thousands $nGamesToCopy] filtrerte partiene fra "$fromName"
 til databasen "$targetName"?
}
translate O CopyErr {Kan ikke kopiere partiene}
translate O CopyErrSource {kildedatabasen}
translate O CopyErrTarget {m�ldatabasen}
translate O CopyErrNoGames {har ingen partier i sitt filter}
translate O CopyErrReadOnly {er skrivebeskyttet}
translate O CopyErrNotOpen {er ikke �pnet}

# Colors:
translate O LightSquares {Lyse felt}
translate O DarkSquares {M�rke felt}
translate O SelectedSquares {Merkede felt}
translate O SuggestedSquares {Foresl�tte trekkfelt}
translate O WhitePieces {Hvite brikker}
translate O BlackPieces {Sorte brikker}
translate O WhiteBorder {Hvit ramme}
translate O BlackBorder {Sort ramme}

# Novelty window:
translate O FindNovelty {Finn avvik}
translate O Novelty {Avvik}
translate O NoveltyInterrupt {Avvikss�k avbrutt}
translate O NoveltyNone {Ingen avvik ble funnet i dette partiet}
translate O NoveltyHelp {
Scid vil finne det f�rste trekket i det gjeldende partiet som f�rer til en stilling som ikke finnes i den valgte databasen eller i ECO-�pningsboken.}

# Sounds configuration:
translate O SoundsFolder {Sound Files Folder} ;# ***
translate O SoundsFolderHelp {The folder should contain the files King.wav, a.wav, 1.wav, etc} ;# ***
translate O SoundsAnnounceOptions {Move Announcement Options} ;# ***
translate O SoundsAnnounceNew {Announce new moves as they are made} ;# ***
translate O SoundsAnnounceForward {Announce moves when moving forward one move} ;# ***
translate O SoundsAnnounceBack {Announce when retracting or moving back one move} ;# ***

# Upgrading databases:
translate O Upgrading {Oppgraderer}
translate O ConfirmOpenNew {
Dette er en database i gammelt format (Scid 3) som ikke kan �pnes i Scid 4, men en ny versjon (Scid 4) har allerede blitt opprettet.

Vil du �pne versjonen som er i det nye formatet?
}
translate O ConfirmUpgrade {
Dette er en database i gammelt format (Scid3). En versjon i nytt format m� opprettes f�r den kan brukes i Scid 4.

Oppgradering vil opprette en ny versjon av databasen.

Dette kan ta en stund, men det trenger kun � gj�res en gang. Du kan avbryte om det tar for lang tid.

�nsker du � oppgradere databasen n�?
}

# Recent files options:
translate O RecentFilesMenu {Number of recent files in File menu} ;# ***
translate O RecentFilesExtra {Number of recent files in extra submenu} ;# ***

# My Player Names options:
translate O MyPlayerNamesDescription {
Enter a list of preferred player names below, one name per line. Wildcards (e.g. "?" for any single character, "*" for any sequence of characters) are permitted.

Every time a game with a player in the list is loaded, the main window chessboard will be rotated if necessary to show the game from that players perspective.
} ;# ***
# ====== TODO To be translated ======
translate O showblunderexists {show blunder exists}
# ====== TODO To be translated ======
translate O showblundervalue {show blunder value}
# ====== TODO To be translated ======
translate O showscore {show score}
# ====== TODO To be translated ======
translate O coachgame {coach game}
# ====== TODO To be translated ======
translate O configurecoachgame {configure coach game}
# ====== TODO To be translated ======
translate O configuregame {Game configuration}
# ====== TODO To be translated ======
translate O Phalanxengine {Phalanx engine}
# ====== TODO To be translated ======
translate O Coachengine {Coach engine}
# ====== TODO To be translated ======
translate O difficulty {difficulty}
# ====== TODO To be translated ======
translate O hard {hard}
# ====== TODO To be translated ======
translate O easy {easy}
# ====== TODO To be translated ======
translate O Playwith {Play with}
# ====== TODO To be translated ======
translate O white {white}
# ====== TODO To be translated ======
translate O black {black}
# ====== TODO To be translated ======
translate O both {both}
# ====== TODO To be translated ======
translate O Play {Play}
# ====== TODO To be translated ======
translate O Noblunder {No blunder}
# ====== TODO To be translated ======
translate O blunder {blunder}
# ====== TODO To be translated ======
translate O Noinfo {-- No info --}
# ====== TODO To be translated ======
translate O PhalanxOrTogaMissing {Phalanx or Toga not found}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate O moveblunderthreshold {move is a blunder if loss is greater than}
# ====== TODO To be translated ======
translate O limitanalysis {limit engine analysis time}
# ====== TODO To be translated ======
translate O seconds {seconds}
# ====== TODO To be translated ======
translate O Abort {Abort}
# ====== TODO To be translated ======
translate O Resume {Resume}
# ====== TODO To be translated ======
translate O OutOfOpening {Out of opening}
# ====== TODO To be translated ======
translate O NotFollowedLine {You did not follow the line}
# ====== TODO To be translated ======
translate O DoYouWantContinue {Do you want yo continue ?}
# ====== TODO To be translated ======
translate O CoachIsWatching {Coach is watching}
# ====== TODO To be translated ======
translate O Ponder {Permanent thinking}
# ====== TODO To be translated ======
translate O LimitELO {Limit ELO strength}
# ====== TODO To be translated ======
translate O DubiousMovePlayedTakeBack {Dubious move played, do you want to take back ?}
# ====== TODO To be translated ======
translate O WeakMovePlayedTakeBack {Weak move played, do you want to take back ?}
# ====== TODO To be translated ======
translate O BadMovePlayedTakeBack {Bad move played, do you want to take back ?}
# ====== TODO To be translated ======
translate O Iresign {I resign}
# ====== TODO To be translated ======
translate O yourmoveisnotgood {your move is not good}
# ====== TODO To be translated ======
translate O EndOfVar {End of variation}
# ====== TODO To be translated ======
translate O Openingtrainer {Opening trainer}
# ====== TODO To be translated ======
translate O DisplayCM {Display candidate moves}
# ====== TODO To be translated ======
translate O DisplayCMValue {Display candidate moves value}
# ====== TODO To be translated ======
translate O DisplayOpeningStats {Show statistics}
# ====== TODO To be translated ======
translate O ShowReport {Show report}
# ====== TODO To be translated ======
translate O NumberOfGoodMovesPlayed {good moves played}
# ====== TODO To be translated ======
translate O NumberOfDubiousMovesPlayed {dubious moves played}
# ====== TODO To be translated ======
translate O NumberOfMovesPlayedNotInRepertoire {moves played not in repertoire}
# ====== TODO To be translated ======
translate O NumberOfTimesPositionEncountered {times position encountered}
# ====== TODO To be translated ======
translate O PlayerBestMove  {Allow only best moves}
# ====== TODO To be translated ======
translate O OpponentBestMove {Opponent plays best moves}
# ====== TODO To be translated ======
translate O OnlyFlaggedLines {Only flagged lines}
# ====== TODO To be translated ======
translate O resetStats {Reset statistics}
# ====== TODO To be translated ======
translate O Repertoiretrainingconfiguration {Repertoire training configuration}
# ====== TODO To be translated ======
translate O Loadingrepertoire {Loading repertoire}
# ====== TODO To be translated ======
translate O Movesloaded {Moves loaded}
# ====== TODO To be translated ======
translate O Repertoirenotfound {Repertoire not found}
# ====== TODO To be translated ======
translate O Openfirstrepertoirewithtype {Open first a repertoire database with icon/type set to the right side}
# ====== TODO To be translated ======
translate O Movenotinrepertoire {Move not in repertoire}
# ====== TODO To be translated ======
translate O PositionsInRepertoire {Positions in repertoire}
# ====== TODO To be translated ======
translate O PositionsNotPlayed {Positions not played}
# ====== TODO To be translated ======
translate O PositionsPlayed {Positions played}
# ====== TODO To be translated ======
translate O Success {Success}
# ====== TODO To be translated ======
translate O DubiousMoves {Dubious moves}
# ====== TODO To be translated ======
translate O OutOfRepertoire {OutOfRepertoire}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate O ConfigureTactics {Configure tactics}
# ====== TODO To be translated ======
translate O ResetScores {Reset scores}
# ====== TODO To be translated ======
translate O LoadingBase {Loading base}
# ====== TODO To be translated ======
translate O Tactics {Tactics}
# ====== TODO To be translated ======
translate O ShowSolution {Show solution}
# ====== TODO To be translated ======
translate O NextExercise {Next exercise}
# ====== TODO To be translated ======
translate O PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate O StopTraining {Stop training}
# ====== TODO To be translated ======
translate O Next {Next}
# ====== TODO To be translated ======
translate O ResettingScore {Resetting score}
# ====== TODO To be translated ======
translate O LoadingGame {Loading game}
# ====== TODO To be translated ======
translate O MateFound {Mate found}
# ====== TODO To be translated ======
translate O BestSolutionNotFound {Best solution NOT found !}
# ====== TODO To be translated ======
translate O MateNotFound {Mate not found}
# ====== TODO To be translated ======
translate O ShorterMateExists {Shorter mate exists}
# ====== TODO To be translated ======
translate O ScorePlayed {Score played}
# ====== TODO To be translated ======
translate O Expected {expected}
# ====== TODO To be translated ======
translate O ChooseTrainingBase {Choose training base}
# ====== TODO To be translated ======
translate O Thinking {Thinking}
# ====== TODO To be translated ======
translate O AnalyzeDone {Analyze done}
# ====== TODO To be translated ======
translate O WinWonGame {Win won game}
# ====== TODO To be translated ======
translate O Lines {Lines}
# ====== TODO To be translated ======
translate O ConfigureUCIengine {Configure UCI engine}
# ====== TODO To be translated ======
translate O SpecificOpening {Specific opening}
# ====== TODO To be translated ======
translate O StartNewGame {Start new game}
# ====== TODO To be translated ======
translate O FixedLevel {Fixed level}
# ====== TODO To be translated ======
translate O Opening {Opening}
# ====== TODO To be translated ======
translate O RandomLevel {Random level}
# ====== TODO To be translated ======
translate O StartFromCurrentPosition {Start from current position}
# ====== TODO To be translated ======
translate O FixedDepth {Fixed depth}
# ====== TODO To be translated ======
translate O Nodes {Nodes} 
# ====== TODO To be translated ======
translate O Depth {Depth}
# ====== TODO To be translated ======
translate O Time {Time} 
# ====== TODO To be translated ======
translate O SecondsPerMove {Seconds per move}
# ====== TODO To be translated ======
translate O Engine {Engine}
# ====== TODO To be translated ======
translate O TimeMode {Time mode}
# ====== TODO To be translated ======
translate O TimeBonus {Time + bonus}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate O TimeMin {min}
# ====== TODO To be translated ======
translate O TimeSec {sec}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate O AllExercisesDone {All exercises done}
# ====== TODO To be translated ======
translate O MoveOutOfBook {Move out of book}
# ====== TODO To be translated ======
translate O LastBookMove {Last book move}
# ====== TODO To be translated ======
translate O AnnotateSeveralGames {Annotate several games\nfrom current to :}
# ====== TODO To be translated ======
translate O FindOpeningErrors {Find opening errors}
# ====== TODO To be translated ======
translate O MarkTacticalExercises {Mark tactical exercises}
# ====== TODO To be translated ======
translate O UseBook {Use book}
# ====== TODO To be translated ======
translate O MultiPV {Multiple variations}
# ====== TODO To be translated ======
translate O Hash {Hash memory}
# ====== TODO To be translated ======
translate O OwnBook {Use engine book}
# ====== TODO To be translated ======
translate O BookFile {Opening book}
# ====== TODO To be translated ======
translate O AnnotateVariations {Annotate variations}
# ====== TODO To be translated ======
translate O ShortAnnotations {Short annotations}
# ====== TODO To be translated ======
translate O addAnnotatorTag {Add annotator tag}
# ====== TODO To be translated ======
translate O AddScoreToShortAnnotations {Add score to short annotations}
# ====== TODO To be translated ======
translate O Export {Export}
# ====== TODO To be translated ======
translate O BookPartiallyLoaded {Book partially loaded}
# ====== TODO To be translated ======
translate O Calvar {Calculation of variations}
# ====== TODO To be translated ======
translate O ConfigureCalvar {Configuration}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate O Reti {Reti}
# ====== TODO To be translated ======
translate O English {English}
# ====== TODO To be translated ======
translate O d4Nf6Miscellaneous {1.d4 Nf6 Miscellaneous}
# ====== TODO To be translated ======
translate O Trompowsky {Trompowsky}
# ====== TODO To be translated ======
translate O Budapest {Budapest}
# ====== TODO To be translated ======
translate O OldIndian {Old Indian}
# ====== TODO To be translated ======
translate O BenkoGambit {Benko Gambit}
# ====== TODO To be translated ======
translate O ModernBenoni {Modern Benoni}
# ====== TODO To be translated ======
translate O DutchDefence {Dutch Defence}
# ====== TODO To be translated ======
translate O Scandinavian {Scandinavian}
# ====== TODO To be translated ======
translate O AlekhineDefence {Alekhine Defence}
# ====== TODO To be translated ======
translate O Pirc {Pirc}
# ====== TODO To be translated ======
translate O CaroKann {Caro-Kann}
# ====== TODO To be translated ======
translate O CaroKannAdvance {Caro-Kann Advance}
# ====== TODO To be translated ======
translate O Sicilian {Sicilian}
# ====== TODO To be translated ======
translate O SicilianAlapin {Sicilian Alapin}
# ====== TODO To be translated ======
translate O SicilianClosed {Sicilian Closed}
# ====== TODO To be translated ======
translate O SicilianRauzer {Sicilian Rauzer}
# ====== TODO To be translated ======
translate O SicilianDragon {Sicilian Dragon}
# ====== TODO To be translated ======
translate O SicilianScheveningen {Sicilian Scheveningen}
# ====== TODO To be translated ======
translate O SicilianNajdorf {Sicilian Najdorf}
# ====== TODO To be translated ======
translate O OpenGame {Open Game}
# ====== TODO To be translated ======
translate O Vienna {Vienna}
# ====== TODO To be translated ======
translate O KingsGambit {King's Gambit}
# ====== TODO To be translated ======
translate O RussianGame {Russian Game}
# ====== TODO To be translated ======
translate O ItalianTwoKnights {Italian/Two Knights}
# ====== TODO To be translated ======
translate O Spanish {Spanish}
# ====== TODO To be translated ======
translate O SpanishExchange {Spanish Exchange}
# ====== TODO To be translated ======
translate O SpanishOpen {Spanish Open}
# ====== TODO To be translated ======
translate O SpanishClosed {Spanish Closed}
# ====== TODO To be translated ======
translate O FrenchDefence {French Defence}
# ====== TODO To be translated ======
translate O FrenchAdvance {French Advance}
# ====== TODO To be translated ======
translate O FrenchTarrasch {French Tarrasch}
# ====== TODO To be translated ======
translate O FrenchWinawer {French Winawer}
# ====== TODO To be translated ======
translate O FrenchExchange {French Exchange}
# ====== TODO To be translated ======
translate O QueensPawn {Queen's Pawn}
# ====== TODO To be translated ======
translate O Slav {Slav}
# ====== TODO To be translated ======
translate O QGA {QGA}
# ====== TODO To be translated ======
translate O QGD {QGD}
# ====== TODO To be translated ======
translate O QGDExchange {QGD Exchange}
# ====== TODO To be translated ======
translate O SemiSlav {Semi-Slav}
# ====== TODO To be translated ======
translate O QGDwithBg5 {QGD with Bg5}
# ====== TODO To be translated ======
translate O QGDOrthodox {QGD Orthodox}
# ====== TODO To be translated ======
translate O Grunfeld {Gr�nfeld}
# ====== TODO To be translated ======
translate O GrunfeldExchange {Gr�nfeld Exchange}
# ====== TODO To be translated ======
translate O GrunfeldRussian {Gr�nfeld Russian}
# ====== TODO To be translated ======
translate O Catalan {Catalan}
# ====== TODO To be translated ======
translate O CatalanOpen {Catalan Open}
# ====== TODO To be translated ======
translate O CatalanClosed {Catalan Closed}
# ====== TODO To be translated ======
translate O QueensIndian {Queen's Indian}
# ====== TODO To be translated ======
translate O NimzoIndian {Nimzo-Indian}
# ====== TODO To be translated ======
translate O NimzoIndianClassical {Nimzo-Indian Classical}
# ====== TODO To be translated ======
translate O NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
# ====== TODO To be translated ======
translate O KingsIndian {King's Indian}
# ====== TODO To be translated ======
translate O KingsIndianSamisch {King's Indian S�misch}
# ====== TODO To be translated ======
translate O KingsIndianMainLine {King's Indian Main Line}
# ====== TODO To be translated ======
translate O ConfigureFics {Configure FICS}
# ====== TODO To be translated ======
translate O FICSGuest {Login as Guest}
# ====== TODO To be translated ======
translate O FICSServerPort {Server port}
# ====== TODO To be translated ======
translate O FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate O FICSRefresh {Refresh}
# ====== TODO To be translated ======
translate O FICSTimesealPort {Timeseal port}
# ====== TODO To be translated ======
translate O FICSSilence {Silence}
# ====== TODO To be translated ======
translate O FICSOffers {Offers}
# ====== TODO To be translated ======
translate O FICSConsole {Console}
# ====== TODO To be translated ======
translate O FICSGames {Games}
# ====== TODO To be translated ======
translate O FICSUnobserve {Stop observing game}
# ====== TODO To be translated ======
translate O FICSProfile {Display your history and profile}
# ====== TODO To be translated ======
translate O FICSRelayedGames {Relayed games}
# ====== TODO To be translated ======
translate O FICSFindOpponent {Find opponent}
# ====== TODO To be translated ======
translate O FICSTakeback {Takeback}
# ====== TODO To be translated ======
translate O FICSTakeback2 {Takeback 2}
# ====== TODO To be translated ======
translate O FICSInitTime {Initial time (min)}
# ====== TODO To be translated ======
translate O FICSIncrement {Increment (sec)}
# ====== TODO To be translated ======
translate O FICSRatedGame {Rated Game}
# ====== TODO To be translated ======
translate O FICSAutoColour {automatic}
# ====== TODO To be translated ======
translate O FICSManualConfirm {confirm manually}
# ====== TODO To be translated ======
translate O FICSFilterFormula {Filter with formula}
# ====== TODO To be translated ======
translate O FICSIssueSeek {Issue seek}
# ====== TODO To be translated ======
translate O FICSChallenge {Challenge}
# ====== TODO To be translated ======
translate O FICSAccept {accept}
# ====== TODO To be translated ======
translate O FICSDecline {decline}
# ====== TODO To be translated ======
translate O FICSColour {Colour}
# ====== TODO To be translated ======
translate O FICSSend {send}
# ====== TODO To be translated ======
translate O FICSConnect {Connect}
# ====== TODO To be translated ======
translate O FICSdefaultuservars {Use default variables}
# ====== TODO To be translated ======
translate O FICSObserveconfirm {Do you want to observe game}
# ====== TODO To be translated ======
translate O FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate O GameReview {Game review}
# ====== TODO To be translated ======
translate O GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate O GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate O GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate O GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate O GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate O GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate O GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate O GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate O GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate O GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate O GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate O GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate O GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate O GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate O GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate O GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate O GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate O GameReviewMovesPlayedEngine {Moves played like engine}
# ====== TODO To be translated ======
translate O CCDlgConfigureWindowTitle {Configure Correspondence Chess}
# ====== TODO To be translated ======
translate O CCDlgCGeneraloptions {General Options}
# ====== TODO To be translated ======
translate O CCDlgDefaultDB {Default Database:}
# ====== TODO To be translated ======
translate O CCDlgInbox {Inbox (path):}
# ====== TODO To be translated ======
translate O CCDlgOutbox {Outbox (path):}
# ====== TODO To be translated ======
translate O CCDlgXfcc {Xfcc Configuration:}
# ====== TODO To be translated ======
translate O CCDlgExternalProtocol {External Protocol Handler (e.g. Xfcc)}
# ====== TODO To be translated ======
translate O CCDlgFetchTool {Fetch Tool:}
# ====== TODO To be translated ======
translate O CCDlgSendTool {Send Tool:}
# ====== TODO To be translated ======
translate O CCDlgEmailCommunication {eMail Communication}
# ====== TODO To be translated ======
translate O CCDlgMailPrg {Mail program:}
# ====== TODO To be translated ======
translate O CCDlgBCCAddr {(B)CC Address:}
# ====== TODO To be translated ======
translate O CCDlgMailerMode {Mode:}
# ====== TODO To be translated ======
translate O CCDlgThunderbirdEg {e.g. Thunderbird, Mozilla Mail, Icedove...}
# ====== TODO To be translated ======
translate O CCDlgMailUrlEg {e.g. Evolution}
# ====== TODO To be translated ======
translate O CCDlgClawsEg {e.g Sylpheed Claws}
# ====== TODO To be translated ======
translate O CCDlgmailxEg {e.g. mailx, mutt, nail...}
# ====== TODO To be translated ======
translate O CCDlgAttachementPar {Attachment parameter:}
# ====== TODO To be translated ======
translate O CCDlgInternalXfcc {Use internal Xfcc support}
# ====== TODO To be translated ======
translate O CCDlgConfirmXfcc {Confirm moves}
# ====== TODO To be translated ======
translate O CCDlgSubjectPar {Subject parameter:}
# ====== TODO To be translated ======
translate O CCDlgDeleteBoxes {Empty In-/Outbox}
# ====== TODO To be translated ======
translate O CCDlgDeleteBoxesText {Do you really want to empty your In- and Outbox folders for Correspondence Chess? This requires a new sync to show the last state of your games}
# ====== TODO To be translated ======
translate O CCDlgConfirmMove {Confirm move}
# ====== TODO To be translated ======
translate O CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
# ====== TODO To be translated ======
translate O CCDlgDBGameToLong {Inconsistent Mainline}
# ====== TODO To be translated ======
translate O CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.\nIn this case please shorten the mainline to (at max) move\n}
# ====== TODO To be translated ======
translate O CCDlgStartEmail {Start new eMail game}
# ====== TODO To be translated ======
translate O CCDlgYourName {Your Name:}
# ====== TODO To be translated ======
translate O CCDlgYourMail {Your eMail Address:}
# ====== TODO To be translated ======
translate O CCDlgOpponentName {Opponents Name:}
# ====== TODO To be translated ======
translate O CCDlgOpponentMail {Opponents eMail Address:}
# ====== TODO To be translated ======
translate O CCDlgGameID {Game ID (unique):}
# ====== TODO To be translated ======
translate O CCDlgTitNoOutbox {Scid: Correspondence Chess Outbox}
# ====== TODO To be translated ======
translate O CCDlgTitNoInbox {Scid: Correspondence Chess Inbox}
# ====== TODO To be translated ======
translate O CCDlgTitNoGames {Scid: No Correspondence Chess Games}
# ====== TODO To be translated ======
translate O CCErrInboxDir {Correspondence Chess inbox directory:}
# ====== TODO To be translated ======
translate O CCErrOutboxDir {Correspondence Chess outbox directory:}
# ====== TODO To be translated ======
translate O CCErrDirNotUsable {does not exist or is not accessible!\nPlease check and correct the settings.}
# ====== TODO To be translated ======
translate O CCErrNoGames {does not contain any games!\nPlease fetch them first.}
# ====== TODO To be translated ======
translate O CCDlgTitNoCCDB {Scid: No Correspondence Database}
# ====== TODO To be translated ======
translate O CCErrNoCCDB {No Database of type 'Correspondence' is opened. Please open one before using correspondence chess functions.}
# ====== TODO To be translated ======
translate O CCFetchBtn {Fetch games from the server and process the Inbox}
# ====== TODO To be translated ======
translate O CCPrevBtn {Goto previous game}
# ====== TODO To be translated ======
translate O CCNextBtn {Goto next game}
# ====== TODO To be translated ======
translate O CCSendBtn {Send move}
# ====== TODO To be translated ======
translate O CCEmptyBtn {Empty In- and Outbox}
# ====== TODO To be translated ======
translate O CCHelpBtn {Help on icons and status indicators.\nFor general Help press F1!}
# ====== TODO To be translated ======
translate O CCDlgServerName {Server Name:}
# ====== TODO To be translated ======
translate O CCDlgLoginName  {Login Name:}
# ====== TODO To be translated ======
translate O CCDlgPassword   {Password:}
# ====== TODO To be translated ======
translate O CCDlgURL        {Xfcc-URL:}
# ====== TODO To be translated ======
translate O CCDlgRatingType {Rating Type:}
# ====== TODO To be translated ======
translate O CCDlgDuplicateGame {Non-unique game ID}
# ====== TODO To be translated ======
translate O CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}
# ====== TODO To be translated ======
translate O CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate O CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate O CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate O CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate O CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate O CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate O CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate O CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate O CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
# ====== TODO To be translated ======
translate O ExtHWConfigConnection {Configure external hardware}
# ====== TODO To be translated ======
translate O ExtHWPort {Port}
# ====== TODO To be translated ======
translate O ExtHWEngineCmd {Engine command}
# ====== TODO To be translated ======
translate O ExtHWEngineParam {Engine parameter}
# ====== TODO To be translated ======
translate O ExtHWShowButton {Show button}
# ====== TODO To be translated ======
translate O ExtHWHardware {Hardware}
# ====== TODO To be translated ======
translate O ExtHWNovag {Novag Citrine}
# ====== TODO To be translated ======
translate O ExtHWInputEngine {Input Engine}
# ====== TODO To be translated ======
translate O ExtHWNoBoard {No board}
# ====== TODO To be translated ======
translate O NovagReferee {Referee}
# ====== TODO To be translated ======
translate O IEConsole {Input Engine Console}
# ====== TODO To be translated ======
translate O IESending {Moves sent for}
# ====== TODO To be translated ======
translate O IESynchronise {Synchronise}
# ====== TODO To be translated ======
translate O IERotate  {Rotate}
# ====== TODO To be translated ======
translate O IEUnableToStart {Unable to start Input Engine:}
# ====== TODO To be translated ======
translate O DoneWithPosition {Done with position}
# ====== TODO To be translated ======
translate O Board {Board}
# ====== TODO To be translated ======
translate O showGameInfo {Show game info}
# ====== TODO To be translated ======
translate O autoResizeBoard {Automatic resize of board}
# ====== TODO To be translated ======
translate O DockTop {Move to top}
# ====== TODO To be translated ======
translate O DockBottom {Move to bottom}
# ====== TODO To be translated ======
translate O DockLeft {Move to left}
# ====== TODO To be translated ======
translate O DockRight {Move to right}
# ====== TODO To be translated ======
translate O Undock {Undock}
# ====== TODO To be translated ======
translate O ChangeIcon {Change icon...}
# ====== TODO To be translated ======
}

# norsk.tcl

# Sjekkliste:
# - Snarveier
### Polish menus for Scid.
# Contributed by Michal Rudolf and Adam Umiastowski.

addLanguage P Polish 0 iso8859-2

proc setLanguage_P {} {

menuText P File "Plik" 0
menuText P FileNew "Nowy..." 0 {Tw�rz nowa baz� Scid}
menuText P FileOpen "Otw�rz..." 0 {Otw�rz istniej�c� baz� Scid}
menuText P FileClose "Zamknij" 0 {Zamknij aktywn� baz� Scid}
menuText P FileFinder "Poszukiwacz plik�w" 0 {Otw�rz okno poszukiwacza plik�w}
menuText P FileBookmarks "Zak�adki" 2 {Menu zak�adek (klawisz: Ctrl+B)}
menuText P FileBookmarksAdd "Dodaj zak�adk�" 0 \
  {Dodaj zak�adk� do aktualnej bazy i pozycji}
menuText P FileBookmarksFile "Wstaw zak�adk�" 0 \
  {Wstaw do wybranego katalogu zak�adk� do aktualnej bazy i pozycji}
menuText P FileBookmarksEdit "Edycja zak�adek..." 0 \
  {Edytuj menu zak�adek}
menuText P FileBookmarksList "Wy�wietlaj katalogi jako list�" 0 \
  {Wy�wietlaj katalogi zak�adek jako list�, nie jako zagnie�d�one menu}
menuText P FileBookmarksSub "Wy�wietl katalogi jako menu" 0 \
  {Wy�wietlaj katalogi zak�adek jako zagnie�d�one menu, nie jako list�}
menuText P FileMaint "Obs�uga" 1 {Narz�dzia obs�ugi bazy Scid}
menuText P FileMaintWin "Obs�uga" 0 \
  {Otw�rz/zamknij obs�ug� bazy Scid}
menuText P FileMaintCompact "Porz�dkuj baz�..." 0 \
  {Porz�dkuj baz�, usuwaj�c skasowane partie i nieu�ywane nazwiska}
menuText P FileMaintClass "Klasyfikacja debiutowa partii..." 0 \
  {Przelicz klasyfikacj� debiutowa wszystkich partii}
menuText P FileMaintSort "Sortuj baz�..." 0 \
  {Sortuj wszystkie partie w bazie}
menuText P FileMaintDelete "Usu� podw�jne partie..." 0 \
  {Szukaj podw�jnych partii i oznacz je do skasowania}
menuText P FileMaintTwin "Wyszukiwanie podw�jnych partii" 0 \
  {Otw�rz/uaktualnij wyszukiwanie podw�jnych partii}
menuText P FileMaintName "Pisownia" 0 \
  {Edycja nazw/nazwisk i kontrola pisowni}
menuText P FileMaintNameEditor "Edytor nazwisk" 0 \
  {Otw�rz/zamknij edytor nazwisk}
menuText P FileMaintNamePlayer "Sprawd� pisowni� nazwisk..." 17 \
  {Sprawd� pisowni� nazwisk przy pomocy pliku nazwisk}
menuText P FileMaintNameEvent "Sprawd� pisowni� nazw zawod�w..." 22 \
  {Sprawd� pisowni� nazw zawod�w przy pomocy pliku turniej�w}
menuText P FileMaintNameSite "Sprawd� pisowni� nazw miejscowo�ci..." 22 \
  {Sprawd� pisowni� nazw miejscowo�ci przy pomocy pliku miejscowo�ci}
menuText P FileMaintNameRound "Sprawd� numery rund..." 15 \
  {Sprawd� numery rund przy pomocy pliku}
menuText P FileReadOnly "Tylko do odczytu..." 0 \
  {Zabezpiecz baz� przed zapisem}
menuText P FileSwitch "Prze��cz baz�" 1 \
  {Prze��cz na inn� otwart� baz�} 
menuText P FileExit "Koniec" 0 {Zamknij Scida}
# ====== TODO To be translated ======
menuText P FileMaintFixBase "Fix corrupted base" 0 {Try to fix a corrupted base}

menuText P Edit "Edytuj" 0
menuText P EditAdd "Dodaj wariant" 0 {Dodaj wariant do ruchu w partii}
menuText P EditDelete "Usu� wariant" 0 {Usu� wariant dla tego posuni�cia}
menuText P EditFirst "Tw�rz pierwszy wariant" 0 \
  {Przesu� wariant na pierwsze miejsce na li�cie}
menuText P EditMain "Zmie� wariant na tekst partii" 0 \
   {Zamie� wariant i tekst partii}
menuText P EditTrial "Sprawd� wariant" 0 \
  {W��cz/wy��cz tryb sprawdzania wariant�w}
menuText P EditStrip "Usu�" 2 \
  {Usu� komentatarze i warianty}
# ====== TODO To be translated ======
menuText P EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText P EditRedo "Redo" 0 {Redo last game change}
menuText P EditStripComments "Komentarze" 0 \
  {Usu� wszystkie komentarze z aktualnej partii}
menuText P EditStripVars "Warianty" 0 \
  {Usu� wszystkie warianty z aktualnej partii}
menuText P EditStripBegin "Poprzednie posuni�cia" 0 \
  {Usu� wszystkie posuni�cia do bie��cej pozycji}
menuText P EditStripEnd "Nast�pne posuni�cia" 0 \
  {Usu� wszystkie posuni�cia od bie��cej pozycji do ko�ca partii}
menuText P EditReset "Opr�nij schowek" 0 \
  {Opr�nij schowek bazy}
menuText P EditCopy "Kopiuj parti� do schowka" 0 \
  {Kopiuj parti� do schowka}
menuText P EditPaste "Wklej aktywn� parti� ze schowka" 0 \
  {Wklej aktywn� parti� ze schowka}
menuText P EditPastePGN "Paste Clipboard text as PGN game..." 10 \
  {Interpret the clipboard text as a game in PGN notation and paste it here} ;# ***
menuText P EditSetup "Ustaw pozycj� pocz�tkow�..." 6 \
  {Ustaw pozycj� pocz�tkow� partii}
menuText P EditCopyBoard "Kopiuj pozycj�" 7 \
  {Kopiuj aktualn� pozycj� w notacji FEN do schowka}
menuText P EditPasteBoard "Ustaw pozycj� ze schowka" 3 \
  {Ustaw pozycj� ze schowka}

menuText P Game "Partia" 1
menuText P GameNew "Opu�� parti�" 0 \
  {Opu�� parti�, rezygnuj�c z wszelkich zmian}
menuText P GameFirst "Pierwsza partia" 2 {Wczytaj pierwsz� parti� z filtra}
menuText P GamePrev "Poka� poprzedni� parti�" 0 \
  {Wczytaj poprzedni� wyszukan� parti�}
menuText P GameReload "Prze�aduj aktualn� parti�"  10 \
  {Wczytaj parti� ponownie, rezygnuj�c z wszelkich zmian}
menuText P GameNext "Nast�pna partia" 0 \
  {Wczytaj nast�pn� wyszukan� parti�}
menuText P GameLast "Ostatnia partia" 5 {Wczytaj ostatni� parti� z filtra}
menuText P GameRandom "Losowa partia z filtra" 8 {Wczytaj losow� parti� z filtra}
menuText P GameNumber "Wczytaj parti� numer..." 17 \
  {Wczytaj parti� wprowadzaj�c jej numer}
menuText P GameReplace "Zapisz: zast�p parti�..." 3 \
  {Zapisz parti�, zast�p poprzedni� wersj�}
menuText P GameAdd "Zapisz: dodaj now� parti�..." 8 \
  {Zapisz t� parti� jako nowa parti� w bazie}
menuText P GameDeepest "Rozpoznaj debiut" 0 \
  {Przejd� do najd�u�szego wariantu z ksi��ki debiutowej}
menuText P GameGotoMove "Przejd� do posuni�cia nr..." 13 \
  {Przejd� do posuni�cia o podanym numerze}
menuText P GameNovelty "Znajd� nowink�..." 7 \
  {Znajd� pierwsze posuni�cie partii niegrane wcze�niej}

menuText P Search "Szukaj" 0
menuText P SearchReset "Resetuj filtr" 0 \
  {Wstaw wszystkie partie do filtra}
menuText P SearchNegate "Odwr�� filtr" 0 \
  {Zamie� partie w filtrze i poza nim}
menuText P SearchCurrent "Aktualna pozycja..." 0 \
  {Szukaj aktualnej pozycji}
menuText P SearchHeader "Nag��wek..." 0 \
  {Szukaj informacji o nag��wkach (nazwiska, nazwy turnieju itp.)}
menuText P SearchMaterial "Materia�/wzorzec..." 0 \
  {Szukaj wed�ug materia�u lub wzorca}
menuText P SearchUsing "Stosuj plik poszukiwania..." 0 \
  {Szukaj stosuj�c plik z opcjami poszukiwania}

menuText P Windows "Okna" 1
menuText P WindowsComment "Edytor komentarzy" 0 \
  {Otw�rz/zamknij edytor komentarzy}
menuText P WindowsGList "Lista partii" 0 {Otw�rz/zamknij list� partii}
menuText P WindowsPGN "Okno PGN" 0 {Otw�rz/zamknij (zapis partii) PGN }
menuText P WindowsPList "Zawodnicy" 2 {Otw�rz/zamknij przegl�dark� zawodnik�w}
menuText P WindowsTmt "Turnieje" 0 {Otw�rz/zamknij przegl�dark� turniej�w}
menuText P WindowsSwitcher "Prze��cznik baz" 12 \
  {Otw�rz/zamknij prze��cznik baz}
menuText P WindowsMaint "Zarz�dzanie baz�" 0 \
  {Otw�rz/zamknij okno zarz�dzania baz�}
menuText P WindowsECO "Przegl�darka kod�w debiutowych" 0 \
  {Otw�rz/zamknij przegl�dark� kod�w debiutowych}
menuText P WindowsRepertoire "Repertuar debiutowy" 0 \
  {Otw�rz/zamknij okno repertuaru debiutowego}
menuText P WindowsStats "Statystyka" 0 \
  {Otw�rz/zamknij statystyk�}
menuText P WindowsTree "Drzewo wariant�w" 0 {Otw�rz/zamknij drzewo wariant�w}
menuText P WindowsTB "Tablica ko�c�wek" 8 \
  {Otw�rz/zamknij okno tablicy ko�c�wek}
# ====== TODO To be translated ======
menuText P WindowsBook "Book Window" 0 {Open/close the Book window}
# ====== TODO To be translated ======
menuText P WindowsCorrChess "Correspondence Window" 0 {Open/close the Correspondence window}

menuText P Tools "Narz�dzia" 0
menuText P ToolsAnalysis "Program analizuj�cy..." 8 \
  {Uruchom/zatrzymaj program analizuj�cy}
menuText P ToolsAnalysis2 "Program analizuj�cy 2..." 21 \
  {Uruchom/zatrzymaj program analizuj�cy}
menuText P ToolsCross "Tabela turniejowa" 0 \
  {Poka� tabel� turniejow� dla aktualnej partii}
menuText P ToolsEmail "Zarz�dzanie poczt� e-mail" 0 \
  {Otw�rz/zamknij zarz�dzanie adresami e-mail}
menuText P ToolsFilterGraph "Wykres filtra" 7 \
  {Otw�rz/zamknij wykres filtra}
# ====== TODO To be translated ======
menuText P ToolsAbsFilterGraph "Abs. Filter Graph" 7 {Open/close the filter graph window for absolute values}
menuText P ToolsOpReport "Raport debiutowy" 0 \
  {Utw�rz raport debiutowy dla aktualnej pozycji}
# ====== TODO To be translated ======
menuText P ToolsOpenBaseAsTree "Open base as tree" 0   {Open a base and use it in Tree window}
# ====== TODO To be translated ======
menuText P ToolsOpenRecentBaseAsTree "Open recent base as tree" 0   {Open a recent base and use it in Tree window}
menuText P ToolsTracker "�ledzenie figur"  10 {Otw�rz/zamknij okno �ledzenia figur} 
# ====== TODO To be translated ======
menuText P ToolsTraining "Training"  0 {Training tools (tactics, openings,...) }
# ====== TODO To be translated ======
menuText P ToolsTacticalGame "Tactical game"  0 {Play a game with tactics}
# ====== TODO To be translated ======
menuText P ToolsSeriousGame "Serious game"  0 {Play a serious game}
# ====== TODO To be translated ======
menuText P ToolsTrainOpenings "Openings"  0 {Train with a repertoire}
# ====== TODO To be translated ======
menuText P ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
# ====== TODO To be translated ======
menuText P ToolsTrainTactics "Tactics"  0 {Solve tactics}
# ====== TODO To be translated ======
menuText P ToolsTrainCalvar "Calculation of variations"  0 {Calculation of variations training}
# ====== TODO To be translated ======
menuText P ToolsTrainFindBestMove "Find best move"  0 {Find best move}
# ====== TODO To be translated ======
menuText P ToolsTrainFics "Play on internet"  0 {Play on freechess.org}
# ====== TODO To be translated ======
menuText P ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
# ====== TODO To be translated ======
menuText P ToolsBookTuning "Book tuning" 0 {Book tuning}
# ====== TODO To be translated ======
menuText P ToolsConnectHardware "Connect Hardware" 0 {Connect external hardware}
# ====== TODO To be translated ======
menuText P ToolsConnectHardwareConfigure "Configure..." 0 {Configure external hardware and connection}
# ====== TODO To be translated ======
menuText P ToolsConnectHardwareNovagCitrineConnect "Connect Novag Citrine" 0 {Connect Novag Citrine}
# ====== TODO To be translated ======
menuText P ToolsConnectHardwareInputEngineConnect "Connect Input Engine" 0 {Connect Input Engine (e.g. DGT)}
menuText P ToolsPInfo "Informacje o zawodniku"  0 \
  {Otw�rz/od�wie� okno informacji o zawodniku}
menuText P ToolsPlayerReport "Raport o graczu..." 9 \
  {Utw�rz raport o graczu} 
menuText P ToolsRating "Wykres rankingu" 0 \
  {Wykres historii rankingu graj�cych parti�}
menuText P ToolsScore "Wykres wynik�w" 1 {Poka� wykres wynik�w}
menuText P ToolsExpCurrent "Eksportuj parti�" 0 \
  {Zapisz parti� do pliku tekstowego}
menuText P ToolsExpCurrentPGN "Do pliku PGN..." 9 \
  {Zapisz parti� do pliku PGN}
menuText P ToolsExpCurrentHTML "Do pliku HTML..." 9 \
  {Zapisz parti� do pliku HTML}
# ====== TODO To be translated ======
menuText P ToolsExpCurrentHTMLJS "Export Game to HTML and JavaScript File..." 15 {Write current game to a HTML and JavaScript file}  
menuText P ToolsExpCurrentLaTeX "Do pliku LaTeX-a..." 9 \
  {Zapisz parti� do pliku LaTeX-a}
menuText P ToolsExpFilter "Eksportuj wyszukane partie" 1 \
  {Zapisz wyszukane partie do pliku tekstowego}
menuText P ToolsExpFilterPGN "Do pliku PGN..." 9 \
  {Zapisz wyszukane partie do pliku PGN}
menuText P ToolsExpFilterHTML "Do pliku HTML..." 9 \
  {Zapisz wyszukane partie do pliku HTML}
# ====== TODO To be translated ======
menuText P ToolsExpFilterHTMLJS "Export Filter to HTML and JavaScript File..." 17 {Write all filtered games to a HTML and JavaScript file}  
menuText P ToolsExpFilterLaTeX "Do pliku LaTeX..." 9 \
  {Zapisz wyszukane partie do pliku LaTeX}
menuText P ToolsImportOne "Wklej parti� w formacie PGN..." 0 \
  {Pobierz parti� z pliku PGN}
menuText P ToolsImportFile "Importuj plik PGN..." 2 \
  {Pobierz partie z pliku PGN}
# ====== TODO To be translated ======
menuText P ToolsStartEngine1 "Start engine 1" 0  {Start engine 1}
# ====== TODO To be translated ======
menuText P ToolsStartEngine2 "Start engine 2" 0  {Start engine 2}
# ====== TODO To be translated ======
menuText P ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
# ====== TODO To be translated ======
menuText P Play "Play" 0
# ====== TODO To be translated ======
menuText P CorrespondenceChess "Correspondence Chess" 0 {Functions for eMail and Xfcc based correspondence chess}
# ====== TODO To be translated ======
menuText P CCConfigure "Configure..." 0 {Configure external tools and general setup}
# ====== TODO To be translated ======
menuText P CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
# ====== TODO To be translated ======
menuText P CCOpenDB "Open Database..." 0 {Open the default Correspondence database}
# ====== TODO To be translated ======
menuText P CCRetrieve "Retrieve Games" 0 {Retrieve games via external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText P CCInbox "Process Inobx" 0 {Process all files in scids Inbox}
# ====== TODO To be translated ======
menuText P CCSend "Send Move" 0 {Send your move via eMail or external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText P CCResign "Resign" 0 {Resign (not via eMail)}
# ====== TODO To be translated ======
menuText P CCClaimDraw "Claim Draw" 0 {Send move and claim a draw (not via eMail)}
# ====== TODO To be translated ======
menuText P CCOfferDraw "Offer Draw" 0 {Send move and offer a draw (not via eMail)}
# ====== TODO To be translated ======
menuText P CCAcceptDraw "Accept Draw" 0 {Accept a draw offer (not via eMail)}
# ====== TODO To be translated ======
menuText P CCNewMailGame "New eMail Game..." 0 {Start a new eMail game}
# ====== TODO To be translated ======
menuText P CCMailMove "Mail Move..." 0 {Send the move via eMail to the opponent}
# ====== TODO To be translated ======
menuText P CCGamePage "Game Page..." 0 {Call up the game via the web browser}
# ====== TODO To be translated ======
menuText P CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

menuText P Options "Opcje" 0
menuText P OptionsBoard "Szachownica" 0 {Konfiguracja wygl�du szachownicy}
menuText P OptionsBoardSize "Wielko��" 0 {Zmie� wielko�� szachownicy}
menuText P OptionsBoardPieces "Typ figur" 4 \
  {Zmienia typ wyswietlanych figur} 
menuText P OptionsBoardColors "Kolory..." 0 {Zmie� kolory szachownicy}
# ====== TODO To be translated ======
menuText P OptionsBoardGraphics "Squares..." 0 {Select textures for squares}
# ====== TODO To be translated ======
translate P OptionsBGW {Select texture for squares}
# ====== TODO To be translated ======
translate P OptionsBoardGraphicsText {Select graphic files for white and black squares:}
menuText P OptionsBoardNames "Moje nazwiska" 0 {Modyfikuj list� moich graczy}
menuText P OptionsExport "Eksport" 0 {Zmie� opcje eksportu tekstu}
menuText P OptionsFonts "Czcionka" 0 {Zmie� font}
menuText P OptionsFontsRegular "Podstawowa" 0 {Zmie� podstawow� czcionk�}
menuText P OptionsFontsMenu "Menu" 0 {Zmie� czcionk� menu} 
menuText P OptionsFontsSmall "Ma�a" 0 {Zmie� ma�� czcionk�}
# ====== TODO To be translated ======
menuText P OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText P OptionsFontsFixed "Sta�a" 0 {Zmie� czcionk� sta�ej szeroko�ci}
menuText P OptionsGInfo "Informacje o partii" 0 {Spos�b wy�wietlania informacji o partii}
menuText P OptionsLanguage "J�zyk" 0 {Wybierz j�zyk}
# ====== TODO To be translated ======
menuText P OptionsMovesTranslatePieces "Translate pieces" 0 {Translate first letter of pieces}
# ====== TODO To be translated ======
menuText P OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText P OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText P OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText P OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText P OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText P OptionsMoves "Posuni�cia" 0 {Wprowadzanie posuni��}
menuText P OptionsMovesAsk "Zapytaj przed zast�pieniem posuni��" 0 \
  {Zapytaj przed zast�pieniem aktualnych posuni��}
menuText P OptionsMovesAnimate "Szybko�� animacji" 1 \
  {Ustaw czas przeznaczony na animacj� jednego posuni�cia} 
menuText P OptionsMovesDelay "Automatyczne przegl�danie..." 0 \
  {Ustaw op�nienie przy automatycznym przegl�daniu partii}
menuText P OptionsMovesCoord "Posuni�cia w formacie \"g1f3\"" 0 \
  {Akceptuj posuni�cia wprowadzone w formacie "g1f3"}
menuText P OptionsMovesSuggest "Poka� proponowane posuni�cia" 1 \
  {W��cz/wy��cz proponowanie posuni��}
# ====== TODO To be translated ======
menuText P OptionsShowVarPopup "Show variations window" 0 {Turn on/off the display of a variations window}  
# ====== TODO To be translated ======
menuText P OptionsMovesSpace "Add spaces after move number" 0 {Add spaces after move number}  
menuText P OptionsMovesKey "Automatyczne dope�nianie posuni��" 1 \
  {W��cz/wy��cz automatyczne dope�nianie posuni�� wprowadzanych z klawiatury}
# ====== TODO To be translated ======
menuText P OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText P OptionsNumbers "Format zapisu liczb" 0 {Wybierz format zapisu liczb}
menuText P OptionsStartup "Start" 0 {Wybierz okna, kt�re maj� by� widoczne po uruchomieniu programu}
# ====== TODO To be translated ======
menuText P OptionsTheme "Theme" 0 {Change look of interface}
menuText P OptionsWindows "Okna" 0 {Opcje okien}
menuText P OptionsWindowsIconify "Minimalizuj wszystkie okna" 0 \
  {Schowaj wszystkie okna przy minimalizacji g��wnego okna}
menuText P OptionsWindowsRaise "Automatyczne uaktywnianie" 0 \
  {Automatycznie uaktywniaj niekt�re okna (np. pasek post�pu), gdy s� zas�oni�te}
menuText P OptionsSounds "Sounds..." 2 {Configure move announcement sounds} ;# ***
# ====== TODO To be translated ======
menuText P OptionsWindowsDock "Dock windows" 0 {Dock windows}
# ====== TODO To be translated ======
menuText P OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
# ====== TODO To be translated ======
menuText P OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
# ====== TODO To be translated ======
menuText P OptionsWindowsShowGameInfo "Show game info" 0 {Show game info}
# ====== TODO To be translated ======
menuText P OptionsWindowsAutoLoadLayout "Auto load first layout" 0 {Auto load first layout at startup}
menuText P OptionsToolbar "Pasek narz�dziowy" 6 \
  {Schowaj/poka� pasek narz�dziowy}
menuText P OptionsECO "Wczytaj ksi��k� debiutow�..." 16 \
  {Wczytaj plik z klasyfikacja debiut�w}
menuText P OptionsSpell "Wczytaj plik sprawdzania pisowni..." 13 \
  {Wczytaj plik do sprawdzania pisowni nazwisk i nazw}
menuText P OptionsTable "Katalog z baz� ko�c�wek..." 10 \
  {Wybierz baz� ko�c�wek; u�yte zostan� wszystkie bazy z tego katalogu}
menuText P OptionsRecent "Ostatnie pliki..." 0 \
  {Zmie� liczb� ostatnio otwartych plik�w, wy�wietlanych w menu Plik} 
# ====== TODO To be translated ======
menuText P OptionsBooksDir "Books directory..." 0 {Sets the opening books directory}
# ====== TODO To be translated ======
menuText P OptionsTacticsBasesDir "Bases directory..." 0 {Sets the tactics (training) bases directory}
menuText P OptionsSave "Zapami�taj opcje" 0 \
  "Zapami�taj wszystkie ustawienia w pliku $::optionsFile"
menuText P OptionsAutoSave "Automatycznie zapisuj opcje" 0 \
  {Automatycznie zapisz opcje przy zamykaniu programu}

menuText P Help "Pomoc" 2
menuText P HelpContents "Contents" 0 {Poka� spis tre�ci pomocy} 
menuText P HelpIndex "Spis tre�ci" 0 {Poka� indeks pomocy}
menuText P HelpGuide "Kr�tki przewodnik" 0 {Poka� kr�tki przewodnik}
menuText P HelpHints "Podpowiedzi" 0 {Poka� podpowiedzi}
menuText P HelpContact "Informacja o autorze" 0 \
  {Poka� informacj� o autorze i stronie Scid-a}
menuText P HelpTip "Porada dnia" 0 {Poka� porad� Scida}
menuText P HelpStartup "Okno powitalne" 2 {Pokazuj okno startowe}
menuText P HelpAbout "O programie" 0 {Informacje o programie Scid}

# Game info box popup menu:
menuText P GInfoHideNext "Ukryj nast�pne posuni�cie" 0
menuText P GInfoMaterial "Poka� materia�" 0
menuText P GInfoFEN "Poka� pozycj� w formacie FEN" 16
menuText P GInfoMarks "Pokazuj kolorowe pola i strza�ki" 5 
menuText P GInfoWrap "Zawijaj d�ugie linie" 0
menuText P GInfoFullComment "Poka� ca�y komentarz" 6
menuText P GInfoPhotos "Poka� zdj�cia" 5
menuText P GInfoTBNothing "Tablica ko�c�wek: nic" 0
menuText P GInfoTBResult "Tablica ko�c�wek: tylko wynik" 18
menuText P GInfoTBAll "Tablica ko�c�wek: wszystko" 18
menuText P GInfoDelete "Usu�/przywr�� t� parti�" 0
menuText P GInfoMark "W��cz/wy��cz zaznaczenie tej partii" 0
# ====== TODO To be translated ======
menuText P GInfoInformant "Configure informant values" 0

# Main window buttons:
helpMsg P .main.fbutton.button.start {Id� do pocz�tku partii (klawisz: Home)}
helpMsg P .main.fbutton.button.end {Id� na koniec partii  (klawisz: End)}
helpMsg P .main.fbutton.button.back {Cofnij o jedno posuni�cie  (klawisz: strza�ka w lewo)}
helpMsg P .main.fbutton.button.forward {Jedno posuni�cie do przodu (klawisz: strza�ka w prawo)}
helpMsg P .main.fbutton.button.intoVar {Wejd� w wariant (klawisz skr�tu: v)}
helpMsg P .main.fbutton.button.exitVar {Opu�� wariant (klawisz skr�tu: z)}
helpMsg P .main.fbutton.button.flip {Obr�� szachownic�  (klawisz skr�tu: .)}
helpMsg P .main.fbutton.button.coords {Prze��cz wy�wietlanie opisu szachownicy  (klawisz skr�tu: 0)}
helpMsg P .main.fbutton.button.stm {Prze��cz wy�wietlanie ikony koloru strony na posuni�ciu} 
helpMsg P .main.fbutton.button.autoplay \
  {Automatyczne przestawianie bierek (klawisz skr�tu: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg P .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg P .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg P .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate P Back {Z powrotem}
translate P Browse {Przegl�daj}
translate P Cancel {Anuluj}
# ====== TODO To be translated ======
translate P Continue {Continue}
translate P Clear {Wyczy��}
translate P Close {Zamknij}
translate P Contents {Spis tre�ci}
translate P Defaults {Domy�lne}
translate P Delete {Usu�}
translate P Graph {Wykres}
translate P Help {Pomoc}
translate P Import {Pobierz}
translate P Index {Indeks}
translate P LoadGame {Wczytaj parti�}
translate P BrowseGame {Przegl�daj parti�}
translate P MergeGame {Do��cz parti�}
# ====== TODO To be translated ======
translate P MergeGames {Merge Games}
translate P Preview {Podgl�d}
translate P Revert {Odwr��}
translate P Save {Zapisz}
translate P Search {Szukaj}
translate P Stop {Stop}
translate P Store {Zapami�taj}
translate P Update {Uaktualnij}
translate P ChangeOrient {Zmie� po�o�enie okna}
translate P ShowIcons {Show Icons} ;# ***
translate P None {Brak}
translate P First {Pierwsza}
translate P Current {Aktualn�}
translate P Last {Ostatni�}

# General messages:
translate P game {partia}
translate P games {partie}
translate P move {posuni�cie}
translate P moves {pos.}
translate P all {wszystkie}
translate P Yes {Tak}
translate P No {Nie}
translate P Both {Oba}
translate P King {Kr�l}
translate P Queen {Hetman}
translate P Rook {Wie�a}
translate P Bishop {Goniec}
translate P Knight {Skoczek}
translate P Pawn {Pion}
translate P White {Bia�e}
translate P Black {Czarne}
translate P Player {Gracz}
translate P Rating {Ranking}
translate P RatingDiff {R�nica ranking�w}
translate P AverageRating {�redni ranking}
translate P Event {Turniej}
translate P Site {Miejsce}
translate P Country {Kraj}
translate P IgnoreColors {Ignoruj kolory}
translate P Date {Data}
translate P EventDate {Turniej data}
translate P Decade {Dekada} 
translate P Year {Rok}
translate P Month {Miesi�c}
translate P Months {Stycze� Luty Marzec Kwiecie� Maj Czerwiec Lipiec Sierpie� Wrzesie� Pa�dziernik Listopad Grudzie�}
translate P Days {N Pn Wt �r Cz Pt So}
translate P YearToToday {Ostatni rok}
translate P Result {Wynik}
translate P Round {Runda}
translate P Length {D�ugo��}
translate P ECOCode {Kod ECO}
translate P ECO {ECO}
translate P Deleted {Usuni�ta}
translate P SearchResults {Wyniki wyszukiwania}
translate P OpeningTheDatabase "Otwieranie bazy"
translate P Database {Bazy}
translate P Filter {Filtr}
translate P noGames {brak partii}
translate P allGames {wszystkie partie}
translate P empty {brak}
translate P clipbase {schowek}
translate P score {punkty}
translate P StartPos {Pozycja pocz�tkowa}
translate P Total {Razem}
translate P readonly {tylko do odczytu}

# Standard error messages:
translate P ErrNotOpen {To nie jest otwarta baza.} 
translate P ErrReadOnly {Ta baza jest tylko do odczytu; nie mo�na jej zmieni�.}
translate P ErrSearchInterrupted {Wyszukiwanie zosta�o przerwane. Wyniki b�d� niepe�ne.}

# Game information:
translate P twin {powt�rzona}
translate P deleted {usuni�ta}
translate P comment {komentarz}
translate P hidden {ukryte}
translate P LastMove {Poprzednie}
translate P NextMove {nast�pne}
translate P GameStart {Pocz�tek partii}
translate P LineStart {Pocz�tek wariantu}
translate P GameEnd {Koniec partii}
translate P LineEnd {Koniec wariantu}

# Player information:
translate P PInfoAll {Wyniki - <b>wszystkie</b> partie}
translate P PInfoFilter {Wyniki - partie z <b>filtra</b>}
translate P PInfoAgainst {Wyniki - }
translate P PInfoMostWhite {Najcz�stsze debiuty bia�ymi}
translate P PInfoMostBlack {Najcz�stsze debiuty czarnymi}
translate P PInfoRating {Historia rankingu}
translate P PInfoBio {Biografia}
translate P PInfoEditRatings {Modyfikuj rankingi} 

# Tablebase information:
translate P Draw {remis}
translate P stalemate {pat}
translate P withAllMoves {po dowolnym posuni�ciu}
translate P withAllButOneMove {po dowolnym posuni�ciu opr�cz}
translate P with {po}
translate P only {tylko}
translate P lose {przegrywaj�}
translate P loses {przegrywa}
translate P allOthersLose {inne posuni�cia przegrywaj�}
translate P matesIn {matuj� w}
translate P hasCheckmated {matuj�}
translate P longest {najlepsze}
translate P WinningMoves {Wygrywaj�ce posuni�cia}
translate P DrawingMoves {Remisuj�ce posuni�cia} 
translate P LosingMoves {Przegrywaj�ce posuni�cia} 
translate P UnknownMoves {Posuni�cia o nieznanej ocenie} 

# Tip of the day:
translate P Tip {Porada}
translate P TipAtStartup {Poka� porad� przy starcie}

# Tree window menus:
menuText P TreeFile "Plik" 0
# ====== TODO To be translated ======
menuText P TreeFileFillWithBase "Fill Cache with base" 0 {Fill the cache file with all games in current base}
# ====== TODO To be translated ======
menuText P TreeFileFillWithGame "Fill Cache with game" 0 {Fill the cache file with current game in current base}
# ====== TODO To be translated ======
menuText P TreeFileSetCacheSize "Cache size" 0 {Set the cache size}
# ====== TODO To be translated ======
menuText P TreeFileCacheInfo "Cache info" 0 {Get info on cache usage}
menuText P TreeFileSave "Zapisz bufor" 7 {Zapisz plik bufora (.stc)}
menuText P TreeFileFill "Tw�rz standardowy plik cache" 0 {Wstaw typowe pozycje debiutowe do bufora}
menuText P TreeFileBest "Najlepsze partie" 0 {Poka� list� najlepszych partii}
menuText P TreeFileGraph "Poka� wykres" 0 {Poka� wykres dla tej ga��zi drzewa}
menuText P TreeFileCopy "Kopiuj drzewo do schowka" 0 \
  {Skopiuj drzewo ze statystykami do schowka}
menuText P TreeFileClose "Zamknij" 0 {Zamknij okno drzewa}
# ====== TODO To be translated ======
menuText P TreeMask "Mask" 0
# ====== TODO To be translated ======
menuText P TreeMaskNew "New" 0 {New mask}
# ====== TODO To be translated ======
menuText P TreeMaskOpen "Open" 0 {Open mask}
# ====== TODO To be translated ======
menuText P TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
# ====== TODO To be translated ======
menuText P TreeMaskSave "Save" 0 {Save mask}
# ====== TODO To be translated ======
menuText P TreeMaskClose "Close" 0 {Close mask}
# ====== TODO To be translated ======
menuText P TreeMaskFillWithGame "Fill with game" 0 {Fill mask with game}
# ====== TODO To be translated ======
menuText P TreeMaskFillWithBase "Fill with base" 0 {Fill mask with all games in base}
# ====== TODO To be translated ======
menuText P TreeMaskInfo "Info" 0 {Show statistics for current mask}
# ====== TODO To be translated ======
menuText P TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText P TreeMaskSearch "Search" 0 {Search in current mask}
menuText P TreeSort "Sortowanie" 0
menuText P TreeSortAlpha "Alfabetycznie" 0
menuText P TreeSortECO "Kod ECO" 0
menuText P TreeSortFreq "Cz�sto��" 0
menuText P TreeSortScore "Punkty" 0
menuText P TreeOpt "Opcje" 0
# ====== TODO To be translated ======
menuText P TreeOptSlowmode "slow mode" 0 {Slow mode for updates (high accuracy)}
# ====== TODO To be translated ======
menuText P TreeOptFastmode "Fast mode" 0 {Fast mode for updates (no move transposition)}
# ====== TODO To be translated ======
menuText P TreeOptFastAndSlowmode "Fast and slow mode" 0 {Fast mode then slow mode for updates}
# ====== TODO To be translated ======
menuText P TreeOptStartStop "Auto refreshing" 0 {Toggles automatic refreshing of the tree window}
menuText P TreeOptLock "Blokada" 0 {Zablokuj/odblokuj drzewo na aktualnej bazie}
menuText P TreeOptTraining "Trening" 0 {W��cz/wy��cz tryb treningowy}
menuText P TreeOptAutosave "Automatyczny zapis bufora" 0 \
  {Automatycznie zapisz plik bufora przy wyj�ciu}
menuText P TreeHelp "Pomoc" 2
menuText P TreeHelpTree "Drzewo" 0
menuText P TreeHelpIndex "Spis tre�ci" 0
translate P SaveCache {Zapisz bufor}
translate P Training {Trening}
translate P LockTree {Blokada}
translate P TreeLocked {zablokowane}
translate P TreeBest {Najlepsze}
translate P TreeBestGames {Najlepsze partie}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate P TreeTitleRow \
  {    Pos.   ECO       Cz�sto��     Wynik  Rav   Rperf Rok   %Remis}
# {    Move   ECO       Frequency    Score  AvElo Perf AvYear %Draws}
translate P TreeTotal {RAZEM}
# ====== TODO To be translated ======
translate P DoYouWantToSaveFirst {Do you want to save first}
# ====== TODO To be translated ======
translate P AddToMask {Add to Mask}
# ====== TODO To be translated ======
translate P RemoveFromMask {Remove from Mask}
# ====== TODO To be translated ======
translate P AddThisMoveToMask {Add this move to Mask}
# ====== TODO To be translated ======
translate P SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate P DisplayMask {Display Mask}
# ====== TODO To be translated ======
translate P Nag {Nag code}
# ====== TODO To be translated ======
translate P Marker {Marker}
# ====== TODO To be translated ======
translate P Include {Include}
# ====== TODO To be translated ======
translate P Exclude {Exclude}
# ====== TODO To be translated ======
translate P MainLine {Main line}
# ====== TODO To be translated ======
translate P Bookmark {Bookmark}
# ====== TODO To be translated ======
translate P NewLine {New line}
# ====== TODO To be translated ======
translate P ToBeVerified {To be verified}
# ====== TODO To be translated ======
translate P ToTrain {To train}
# ====== TODO To be translated ======
translate P Dubious {Dubious}
# ====== TODO To be translated ======
translate P ToRemove {To remove}
# ====== TODO To be translated ======
translate P NoMarker {No marker}
# ====== TODO To be translated ======
translate P ColorMarker {Color}
# ====== TODO To be translated ======
translate P WhiteMark {White}
# ====== TODO To be translated ======
translate P GreenMark {Green}
# ====== TODO To be translated ======
translate P YellowMark {Yellow}
# ====== TODO To be translated ======
translate P BlueMark {Blue}
# ====== TODO To be translated ======
translate P RedMark {Red}
# ====== TODO To be translated ======
translate P CommentMove {Comment move}
# ====== TODO To be translated ======
translate P CommentPosition {Comment position}
# ====== TODO To be translated ======
translate P AddMoveToMaskFirst {Add move to mask first}
# ====== TODO To be translated ======
translate P OpenAMaskFileFirst {Open a mask file first}
# ====== TODO To be translated ======
translate P Positions {Positions}
# ====== TODO To be translated ======
translate P Moves {Moves}

# Finder window:
menuText P FinderFile "Plik" 0
menuText P FinderFileSubdirs "Przeszukuj podkatalogi" 0
menuText P FinderFileClose "Zamknij wyszukiwacza plik�w" 0
menuText P FinderSort "Sortowanie" 0
menuText P FinderSortType "Typ" 0
menuText P FinderSortSize "Rozmiar" 0
menuText P FinderSortMod "Zmieniony" 0
menuText P FinderSortName "Nazwa" 0
menuText P FinderSortPath "�cie�ka" 0
menuText P FinderTypes "Typy" 0
menuText P FinderTypesScid "Bazy Scid-a" 0
menuText P FinderTypesOld "Bazy Scid-a (stary format)" 1
menuText P FinderTypesPGN "Pliki PGN" 0
menuText P FinderTypesEPD "Ksi��ki debiutowe EPD" 0
menuText P FinderTypesRep "Pliki repertuaru debiutowego" 0
menuText P FinderHelp "Pomoc" 2
menuText P FinderHelpFinder "Pomoc poszukiwacza plik�w" 1
menuText P FinderHelpIndex "Spis tre�ci" 0
translate P FileFinder {Poszukiwacz plik�w}
translate P FinderDir {Katalog}
translate P FinderDirs {Katalogi}
translate P FinderFiles {Pliki}
translate P FinderUpDir {wy�ej}
# ====== TODO To be translated ======
translate P FinderCtxOpen {Open}
# ====== TODO To be translated ======
translate P FinderCtxBackup {Backup}
# ====== TODO To be translated ======
translate P FinderCtxCopy {Copy}
# ====== TODO To be translated ======
translate P FinderCtxMove {Move}
# ====== TODO To be translated ======
translate P FinderCtxDelete {Delete}

# Player finder:
menuText P PListFile "Plik" 0
menuText P PListFileUpdate "Uaktualnij" 0
menuText P PListFileClose "Zamknij przegl�dark� zawodnik�w" 0
menuText P PListSort "Sortowanie" 0
menuText P PListSortName "Nazwisko" 0
menuText P PListSortElo "Elo" 0
menuText P PListSortGames "Partie" 0
menuText P PListSortOldest "Najstarsza" 0
menuText P PListSortNewest "Najnowsza" 0

# Tournament finder:
menuText P TmtFile "Plik" 0
menuText P TmtFileUpdate "Uaktualnij" 0
menuText P TmtFileClose "Zamknij turnieje" 0
menuText P TmtSort "Sortowanie" 0
menuText P TmtSortDate "Data" 0
menuText P TmtSortPlayers "Zawodnicy" 0
menuText P TmtSortGames "Partie" 0
menuText P TmtSortElo "Elo" 0
menuText P TmtSortSite "Miejsce" 0
menuText P TmtSortEvent "Turniej" 0
menuText P TmtSortWinner "Zwyci�zca" 0
translate P TmtLimit "Wielko�� listy"
translate P TmtMeanElo "Min. �rednie ELO"
translate P TmtNone "Nie znaleziono turniej�w."

# Graph windows:
menuText P GraphFile "Plik" 0
menuText P GraphFileColor "Zapisz jako kolorowy PostScript" 12
menuText P GraphFileGrey "Zapisz jako zwyk�y PostScript..." 0
menuText P GraphFileClose "Zamknij okno" 6
menuText P GraphOptions "Opcje" 0
menuText P GraphOptionsWhite "Bia�e" 0
menuText P GraphOptionsBlack "Czarne" 0
menuText P GraphOptionsBoth "Oba kolory" 1
menuText P GraphOptionsPInfo "Gracz z Informacji o graczu" 0
translate P GraphFilterTitle "Filtr: cz�sto�� na 1000 partii" 
# ====== TODO To be translated ======
translate P GraphAbsFilterTitle "Filter Graph: frequency of the games"
# ====== TODO To be translated ======
translate P ConfigureFilter {Configure X-Axes for Year, Rating and Moves}
# ====== TODO To be translated ======
translate P FilterEstimate "Estimate"
# ====== TODO To be translated ======
translate P TitleFilterGraph "Scid: Filter Graph"

# Analysis window:
translate P AddVariation {Dodaj wariant}
# ====== TODO To be translated ======
translate P AddAllVariations {Add All Variations}
translate P AddMove {Dodaj posuni�cie}
translate P Annotate {Komentuj}
# ====== TODO To be translated ======
translate P ShowAnalysisBoard {Show analysis board}
# ====== TODO To be translated ======
translate P ShowInfo {Show engine info}
# ====== TODO To be translated ======
translate P FinishGame {Finish game}
# ====== TODO To be translated ======
translate P StopEngine {Stop engine}
# ====== TODO To be translated ======
translate P StartEngine {Start engine}
# ====== TODO To be translated ======
translate P LockEngine {Lock engine to current position}
translate P AnalysisCommand {Program do analizy}
translate P PreviousChoices {Poprzednie programy}
translate P AnnotateTime {Czas mi�dzy ruchami (w sekundach)}
translate P AnnotateWhich {Dodaj warianty}
translate P AnnotateAll {Dla obu stron}
# ====== TODO To be translated ======
translate P AnnotateAllMoves {Annotate all moves}
translate P AnnotateWhite {Dla bia�ych}
translate P AnnotateBlack {Dla czarnych}
# ====== TODO To be translated ======
translate P AnnotateBlundersOnly {When game move is an obvious blunder}
# ====== TODO To be translated ======
translate P AnnotateBlundersOnlyScoreChange {Analysis reports blunder, with score change from/to: }
# ====== TODO To be translated ======
translate P BlundersThreshold {Threshold}
# TODO: Translate
translate P ScoreAllMoves {Score all moves}
translate P LowPriority {Niski priorytet CPU} 
# ====== TODO To be translated ======
translate P ClickHereToSeeMoves {Click here to see moves}
# ====== TODO To be translated ======
translate P ConfigureInformant {Configure Informant}
# ====== TODO To be translated ======
translate P Informant!? {Interesting move}
# ====== TODO To be translated ======
translate P Informant? {Poor move}
# ====== TODO To be translated ======
translate P Informant?? {Blunder}
# ====== TODO To be translated ======
translate P Informant?! {Dubious move}
# ====== TODO To be translated ======
translate P Informant+= {White has a slight advantage}
# ====== TODO To be translated ======
translate P Informant+/- {White has a moderate advantage}
# ====== TODO To be translated ======
translate P Informant+- {White has a decisive advantage}
# ====== TODO To be translated ======
translate P Informant++- {The game is considered won}
# ====== TODO To be translated ======
translate P Book {Book}
# ====== TODO To be translated ======
translate P OtherBookMoves {Opponent's book}
# ====== TODO To be translated ======
translate P OtherBookMovesTooltip {Moves to which the opponent has a reply}

# Analysis Engine open dialog:
translate P EngineList {Programy szachowe}
translate P EngineName {Nazwa}
translate P EngineCmd {Polecenie}
translate P EngineArgs {Parametry} 
translate P EngineDir {Katalog}
translate P EngineElo {Elo}
translate P EngineTime {Data}
translate P EngineNew {Dodaj}
translate P EngineEdit {Edytuj}
translate P EngineRequired {Pola wyt�uszczone s� konieczne; reszta opcjonalna} 

# Stats window menus:
menuText P StatsFile "Plik" 0
menuText P StatsFilePrint "Zapisz do pliku..." 7
menuText P StatsFileClose "Zamknij" 0
menuText P StatsOpt "Opcje" 0

# PGN window menus:
menuText P PgnFile "Plik" 0
menuText P PgnFileCopy "Kopiuj parti� do schowka" 0
menuText P PgnFilePrint "Zapisz do pliku..." 7
menuText P PgnFileClose "Zamknij" 0
menuText P PgnOpt "Wygl�d" 0
menuText P PgnOptColor "Wy�wietlanie w kolorach" 0
menuText P PgnOptShort "Kr�tki (3-wierszowy) nag��wek" 0
menuText P PgnOptSymbols "Symbole Informatora" 0
menuText P PgnOptIndentC "Wcinaj komentarze" 7
menuText P PgnOptIndentV "Wcinaj warianty" 7
menuText P PgnOptColumn "Kolumny (jedno posuni�cie w wierszu)" 0
menuText P PgnOptSpace "Spacja po numerze ruchu" 0
menuText P PgnOptStripMarks "Usu� kody kolorowych p�l i strza�ek" 0
menuText P PgnOptBoldMainLine "Use Bold Text for Main Line Moves" 4 ;# ***
menuText P PgnColor "Kolory" 0
menuText P PgnColorHeader "Nag��wek..." 0
menuText P PgnColorAnno "Uwagi..." 3
menuText P PgnColorComments "Komentarze..." 0
menuText P PgnColorVars "Warianty..." 0
menuText P PgnColorBackground "T�o..." 0
# ====== TODO To be translated ======
menuText P PgnColorMain "Main line..." 0
# ====== TODO To be translated ======
menuText P PgnColorCurrent "Current move background..." 1
menuText P PgnHelp "Pomoc" 2
menuText P PgnHelpPgn "PGN" 0
menuText P PgnHelpIndex "Spis tre�ci" 0
translate P PgnWindowTitle {Game Notation - game %u} ;# ***

# Crosstable window menus:
menuText P CrosstabFile "Plik" 0
menuText P CrosstabFileText "Zapisz w pliku tekstowym..." 15
menuText P CrosstabFileHtml "Zapisz w pliku HTML..." 15
menuText P CrosstabFileLaTeX "Zapisz w pliku LaTeX-a..." 15
menuText P CrosstabFileClose "Zamknij" 0
menuText P CrosstabEdit "Edytuj" 0
menuText P CrosstabEditEvent "Turniej" 0
menuText P CrosstabEditSite "Miejsce" 0
menuText P CrosstabEditDate "Data" 0
menuText P CrosstabOpt "Wy�wietlanie" 0
menuText P CrosstabOptAll "Turniej ko�owy" 0
menuText P CrosstabOptSwiss "Szwajcar" 0
menuText P CrosstabOptKnockout "Knockout" 0
menuText P CrosstabOptAuto "Automatycznie" 0
menuText P CrosstabOptAges "Wiek" 0
menuText P CrosstabOptNats "Narodowo��" 0
menuText P CrosstabOptRatings "Ranking" 0
menuText P CrosstabOptTitles "Tytu�" 0
menuText P CrosstabOptBreaks "Punkty pomocnicze" 1
menuText P CrosstabOptDeleted "Uwzgl�dniaj usuni�te partie" 0
menuText P CrosstabOptColors "Kolory (tylko szwajcar)" 0
menuText P CrosstabOptColumnNumbers "Numerowane kolumny (tylko turniej ko�owy)" 0
menuText P CrosstabOptGroup "Grupuj po liczbie punkt�w" 0
menuText P CrosstabSort "Sortowanie" 0
menuText P CrosstabSortName "Nazwisko" 0
menuText P CrosstabSortRating "Ranking" 0
menuText P CrosstabSortScore "Punkty" 0
menuText P CrosstabColor "Kolor" 0
menuText P CrosstabColorPlain "Zwyk�y tekst" 0
menuText P CrosstabColorHyper "Hipertekst" 0
menuText P CrosstabHelp "Pomoc" 2
menuText P CrosstabHelpCross "Tabela turniejowa" 0
menuText P CrosstabHelpIndex "Spis tre�ci" 0
translate P SetFilter {Ustaw filtr}
translate P AddToFilter {Dodaj do filtra}
translate P Swiss {Szwajcar}
translate P Category {Kategoria} 

# Opening report window menus:
menuText P OprepFile "Plik" 0
menuText P OprepFileText "Zapisz w pliku tekstowym..." 15
menuText P OprepFileHtml "Zapisz w pliku HTML..." 15
menuText P OprepFileLaTeX "Zapisz w pliku LaTeX-a..." 15
menuText P OprepFileOptions "Opcje" 2
menuText P OprepFileClose "Zamknij okno raportu" 0
menuText P OprepFavorites "Ulubione" 1 
menuText P OprepFavoritesAdd "Dodaj raport..." 0 
menuText P OprepFavoritesEdit "Modyfikuj ulubione..." 0
menuText P OprepFavoritesGenerate "Tw�rz raporty..." 0 
menuText P OprepHelp "Pomoc" 2
menuText P OprepHelpReport "Pomoc raportu debiutowego" 0
menuText P OprepHelpIndex "Spis tre�ci" 0

# Repertoire editor:
menuText P RepFile "Plik" 0
menuText P RepFileNew "Nowy" 0
menuText P RepFileOpen "Otw�rz..." 0
menuText P RepFileSave "Zapisz" 0
menuText P RepFileSaveAs "Zapisz jako..." 7
menuText P RepFileClose "Zamknij" 3
menuText P RepEdit "Edytuj" 0
menuText P RepEditGroup "Dodaj grup�" 6
menuText P RepEditInclude "W��cz wariant" 0
menuText P RepEditExclude "Wy��cz wariant" 1
menuText P RepView "Widok" 0
menuText P RepViewExpand "Rozwi� wszystkie grupy" 0
menuText P RepViewCollapse "Zwi� wszystkie grupy" 0
menuText P RepSearch "Szukaj" 0
menuText P RepSearchAll "Wszystkie warianty..." 0
menuText P RepSearchDisplayed "Tylko widoczne warianty..." 0
menuText P RepHelp "Pomoc" 2
menuText P RepHelpRep "Repertuar debiutowy" 0
menuText P RepHelpIndex "Spis tre�ci" 0
translate P RepSearch "Poszukiwanie wariant�w"
translate P RepIncludedLines "w��czone warianty"
translate P RepExcludedLines "wy��czone warianty"
translate P RepCloseDialog {Ten repertuar ma niezapisane zmiany.

Na pewno zamkn�� repertuar, rezygnuj�c z wszelkich zmian?
}

# Header search:
translate P HeaderSearch {Wyszukiwanie wg nag��wka}
translate P EndSideToMove {Side to move at end of game} ;# ***
translate P GamesWithNoECO {Partie bez ECO?}
translate P GameLength {D�ugo��}
translate P FindGamesWith {Znajd� partie}
translate P StdStart {ca�a partia}
translate P Promotions {z promocj�}
translate P Comments {Komentarze}
translate P Variations {Warianty}
translate P Annotations {Uwagi}
translate P DeleteFlag {Usuwanie}
translate P WhiteOpFlag {Debiut - bia�e}
translate P BlackOpFlag {Debiut - czarne}
translate P MiddlegameFlag {Gra �rodkowa}
translate P EndgameFlag {Ko�c�wka}
translate P NoveltyFlag {Nowinka}
translate P PawnFlag {Struktura pionowa}
translate P TacticsFlag {Taktyka}
translate P QsideFlag {Gra na skrzydle hetma�skim}
translate P KsideFlag {Gra na skrzydle kr�lewskim}
translate P BrilliancyFlag {Nagroda za pi�kno��}
translate P BlunderFlag {Podstawka}
translate P UserFlag {Inne}
translate P PgnContains {PGN zawiera tekst}
# ====== TODO To be translated ======
translate P Annotator {Annotator}
# ====== TODO To be translated ======
translate P Cmnts {Annotated games only}

# Game list window:
translate P GlistNumber {Numer}
translate P GlistWhite {Bia�e}
translate P GlistBlack {Czarne}
translate P GlistWElo {B-Elo}
translate P GlistBElo {C-Elo}
translate P GlistEvent {Turniej}
translate P GlistSite {Miejsce}
translate P GlistRound {Runda}
translate P GlistDate {Data}
translate P GlistYear {Rok}
translate P GlistEDate {Turniej-Data}
translate P GlistResult {Wynik}
translate P GlistLength {D�ugo��}
translate P GlistCountry {Kraj}
translate P GlistECO {ECO}
translate P GlistOpening {Debiut}
translate P GlistEndMaterial {Materia�}
translate P GlistDeleted {Usuni�ta}
translate P GlistFlags {Oznaczenie}
translate P GlistVars {Warianty}
translate P GlistComments {Komentarze}
translate P GlistAnnos {Uwagi}
translate P GlistStart {Pozycja pocz�tkowa}
translate P GlistGameNumber {Numer partii}
# ====== TODO To be translated ======
translate P GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate P GlistRating {Rating}
translate P GlistFindText {Znajd� tekst}
translate P GlistMoveField {Przesu�}
translate P GlistEditField {Konfiguruj}
translate P GlistAddField {Dodaj}
translate P GlistDeleteField {Usu�}
translate P GlistWidth {Szeroko��}
translate P GlistAlign {Wyr�wnanie}
# ====== TODO To be translated ======
translate P GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate P GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate P GlistAlignC {Align: center}
translate P GlistColor {Kolor}
translate P GlistSep {Separator}
# ====== TODO To be translated ======
translate P GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate P GlistNewSort {New}
# ====== TODO To be translated ======
translate P GlistAddToSort {Add}
# ====== TODO To be translated ======
translate P GsortSort {Sort...}
# ====== TODO To be translated ======
translate P GsortDate {Date}
# ====== TODO To be translated ======
translate P GsortYear {Year}
# ====== TODO To be translated ======
translate P GsortEvent {Event}
# ====== TODO To be translated ======
translate P GsortSite {Site}
# ====== TODO To be translated ======
translate P GsortRound {Round}
# ====== TODO To be translated ======
translate P GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate P GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate P GsortECO {ECO}
# ====== TODO To be translated ======
translate P GsortResult {Result}
# ====== TODO To be translated ======
translate P GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate P GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate P GsortCountry {Country}
# ====== TODO To be translated ======
translate P GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate P GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate P GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate P GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate P GsortComments {Comments}
# ====== TODO To be translated ======
translate P GsortVariations {Variations}
# ====== TODO To be translated ======
translate P GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate P GsortAscending {Ascending}
# ====== TODO To be translated ======
translate P GsortDescending {Descending}
# ====== TODO To be translated ======
translate P GsortAdd {Add}
# ====== TODO To be translated ======
translate P GsortStore {Store}
# ====== TODO To be translated ======
translate P GsortLoad {Load}
# ====== TODO To be translated ======
translate P GlistRemoveThisGameFromFilter  {Remove this game from Filter}
# ====== TODO To be translated ======
translate P GlistRemoveGameAndAboveFromFilter  {Remove game (and all above it) from Filter}
# ====== TODO To be translated ======
translate P GlistRemoveGameAndBelowFromFilter  {Remove game (and all below it) from Filter}
# ====== TODO To be translated ======
translate P GlistDeleteGame {(Un)Delete this game} 
# ====== TODO To be translated ======
translate P GlistDeleteAllGames {Delete all games in filter} 
# ====== TODO To be translated ======
translate P GlistUndeleteAllGames {Undelete all games in filter} 
# ====== TODO To be translated ======
translate P GlistMergeGameInBase {Merge Game in other base} 

# Maintenance window:
translate P DatabaseName {Nazwa bazy:}
translate P TypeIcon {Ikona:}
translate P NumOfGames {Liczba partii:}
translate P NumDeletedGames {Liczba usuni�tych partii:}
translate P NumFilterGames {Liczba partii w filtrze:}
translate P YearRange {Data:}
translate P RatingRange {Ranking:}
translate P Description {Opis} 
translate P Flag {Oznaczenie:}
# ====== TODO To be translated ======
translate P CustomFlags {Custom flags}
translate P DeleteCurrent {Usu� aktualn� parti�}
translate P DeleteFilter {Usu� partie z filtra}
translate P DeleteAll {Usu� wszystkie partie}
translate P UndeleteCurrent {Odzyskaj aktualn� parti�}
translate P UndeleteFilter {Odzyskaj partie z filtra}
translate P UndeleteAll {Odzyskaj wszystkie partie}
translate P DeleteTwins {Usu� powt�rzone partie}
translate P MarkCurrent {Zaznacz aktualn� parti�}
translate P MarkFilter {Zaznacz partie z filtra}
translate P MarkAll {Zaznacz wszystkie partie z filtra}
translate P UnmarkCurrent {Usu� zaznaczenie aktualnej partii}
translate P UnmarkFilter {Usu� zaznaczenie partii z filtra}
translate P UnmarkAll {Usu� zaznaczenie wszystkich partii}
translate P Spellchecking {Pisownia}
translate P Players {Zawodnicy}
translate P Events {Turnieje}
translate P Sites {Miejsca}
translate P Rounds {Rundy}
translate P DatabaseOps {Operacje bazodanowe}
translate P ReclassifyGames {Klasyfikacja debiutowa}
translate P CompactDatabase {Uporz�dkuj baz�}
translate P SortDatabase {Sortuj baz�}
translate P AddEloRatings {Dodaj rankingi ELO}
translate P AutoloadGame {Domy�lna partia}
translate P StripTags {Usu� znaczniki PGN} 
translate P StripTag {Usu� znacznik}
translate P Cleaner {Zestaw zada�}
translate P CleanerHelp {
Zestaw zada� pozwala wykona� od razu kilka operacji porz�dkowania bazy. Operacje wybrane z listy
zostan� wykonane na aktualnej bazie.

Do klasyfikacji debiutowej i usuwania powt�rzonych partii u�yte zostan� aktualne ustawienia.
}
translate P CleanerConfirm {
Kiedy wykonanie zestawu zada� zostanie rozpocz�te, nie b�dzie mo�na ju� go przerwa�.

Na du�ej bazie mo�e to zaj�� du�o czasu (zale�y to r�wnie� od wybranego zestawu zada� i ich
ustawie�).

Na pewno wykona� wybrane zadania?
}
# ====== TODO To be translated ======
translate P TwinCheckUndelete {to flip; "u" undeletes both)}
# ====== TODO To be translated ======
translate P TwinCheckprevPair {Previous pair}
# ====== TODO To be translated ======
translate P TwinChecknextPair {Next pair}
# ====== TODO To be translated ======
translate P TwinChecker {Scid: Twin game checker}
# ====== TODO To be translated ======
translate P TwinCheckTournament {Games in tournament:}
# ====== TODO To be translated ======
translate P TwinCheckNoTwin {No twin  }
# ====== TODO To be translated ======
translate P TwinCheckNoTwinfound {No twin was detected for this game.\nTo show twins using this window, you must first use the "Delete twin games..." function. }
# ====== TODO To be translated ======
translate P TwinCheckTag {Share tags...}
# ====== TODO To be translated ======
translate P TwinCheckFound1 {Scid found $result twin games}
# ====== TODO To be translated ======
translate P TwinCheckFound2 { and set their delete flags}
# ====== TODO To be translated ======
translate P TwinCheckNoDelete {There are no games in this database to delete.}
# ====== TODO To be translated ======
translate P TwinCriteria1 { Your settings for finding twin games are potentially likely to\ncause non-twin games with similar moves to be marked as twins.}
# ====== TODO To be translated ======
translate P TwinCriteria2 {It is recommended that if you select "No" for "same moves", you should select "Yes" for the colors, event, site, round, year and month settings.\nDo you want to continue and delete twins anyway? }
# ====== TODO To be translated ======
translate P TwinCriteria3 {It is recommended that you specify "Yes" for at least two of the "same site", "same round" and "same year" settings.\nDo you want to continue and delete twins anyway?}
# ====== TODO To be translated ======
translate P TwinCriteriaConfirm {Scid: Confirm twin settings}
# ====== TODO To be translated ======
translate P TwinChangeTag "Change the following game tags:\n\n"
# ====== TODO To be translated ======
translate P AllocRatingDescription "This command will use the current spellcheck file to add Elo ratings to games in this database. Wherever a player has no currrent rating but his/her rating at the time of the game is listed in the spellcheck file, that rating will be added."
# ====== TODO To be translated ======
translate P RatingOverride "Overwrite existing non-zero ratings?"
# ====== TODO To be translated ======
translate P AddRatings "Add ratings to:"
# ====== TODO To be translated ======
translate P AddedRatings {Scid added $r Elo ratings in $g games.}
# ====== TODO To be translated ======
translate P NewSubmenu "New submenu"

# Comment editor:
translate P AnnotationSymbols  {Symbole:}
translate P Comment {Komentarz:}
translate P InsertMark {Wstaw znak}
translate P InsertMarkHelp {
Insert/remove mark: Select color, type, square.
Insert/remove arrow: Right-click two squares.
} ;# ***

# Nag buttons in comment editor:
translate P GoodMove {Good move} ;# ***
translate P PoorMove {Poor move} ;# ***
translate P ExcellentMove {Excellent move} ;# ***
translate P Blunder {Podstawka}
translate P InterestingMove {Interesting move} ;# ***
translate P DubiousMove {Dubious move} ;# ***
translate P WhiteDecisiveAdvantage {White has a decisive advantage} ;# ***
translate P BlackDecisiveAdvantage {Black has a decisive advantage} ;# ***
translate P WhiteClearAdvantage {White has a clear advantage} ;# ***
translate P BlackClearAdvantage {Black has a clear advantage} ;# ***
translate P WhiteSlightAdvantage {White has a slight advantage} ;# ***
translate P BlackSlightAdvantage {Black has a slight advantage} ;# ***
translate P Equality {Equality} ;# ***
translate P Unclear {Unclear} ;# ***
translate P Diagram {Diagram} ;# ***

# Board search:
translate P BoardSearch {Wyszukiwanie wg pozycji}
translate P FilterOperation {Operacje na aktualnym filtrze:}
translate P FilterAnd {I (ogranicz filtr)}
translate P FilterOr {LUB (dodaj do filtra)}
translate P FilterIgnore {NOWY (ignoruj poprzedni filtr)}
translate P SearchType {Typ wyszukiwania:}
translate P SearchBoardExact {Identyczna pozycja (bierki na tych samych polach)}
translate P SearchBoardPawns {Pionki (ten sam materia�, pionki na tych samych polach)}
translate P SearchBoardFiles {Kolumny (ten sam materia�, pionki na tych samych kolumnach)}
translate P SearchBoardAny {Materia� (ten sam materia�, pozycja dowolna)}
# ====== TODO To be translated ======
translate P SearchInRefDatabase { Search in base }
translate P LookInVars {Przeszukuj warianty}

# Material search:
translate P MaterialSearch {Wyszukiwanie wg materia�u}
translate P Material {Materia�}
translate P Patterns {Wzorce}
translate P Zero {Brak}
translate P Any {Dowolny}
translate P CurrentBoard {Aktualna pozycja}
translate P CommonEndings {Typowe ko�c�wki}
translate P CommonPatterns {Typowe wzorce}
translate P MaterialDiff {Przewaga materialna}
translate P squares {pola}
translate P SameColor {jednopolowe}
translate P OppColor {r�nopolowe}
translate P Either {dowolne}
translate P MoveNumberRange {Zakres posuni��}
translate P MatchForAtLeast {Pasuje min.}
translate P HalfMoves {p�ruchy}

# Common endings in material search:
translate P EndingPawns {Pawn endings} ;# ***
translate P EndingRookVsPawns {Rook vs. Pawn(s)} ;# ***
translate P EndingRookPawnVsRook {Rook and 1 Pawn vs. Rook} ;# ***
translate P EndingRookPawnsVsRook {Rook and Pawn(s) vs. Rook} ;# ***
translate P EndingRooks {Rook vs. Rook endings} ;# ***
translate P EndingRooksPassedA {Rook vs. Rook endings with a passed a-pawn} ;# ***
translate P EndingRooksDouble {Double Rook endings} ;# ***
translate P EndingBishops {Bishop vs. Bishop endings} ;# ***
translate P EndingBishopVsKnight {Bishop vs. Knight endings} ;# ***
translate P EndingKnights {Knight vs. Knight endings} ;# ***
translate P EndingQueens {Queen vs. Queen endings} ;# ***
translate P EndingQueenPawnVsQueen {Queen and 1 Pawn vs. Queen} ;# ***
translate P BishopPairVsKnightPair {Two Bishops vs. Two Knights middlegame} ;# ***

# Common patterns in material search:
translate P PatternWhiteIQP {White IQP} ;# ***
translate P PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6} ;# ***
translate P PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6} ;# ***
translate P PatternBlackIQP {Black IQP} ;# ***
translate P PatternWhiteBlackIQP {White IQP vs. Black IQP} ;# ***
translate P PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple} ;# ***
translate P PatternHangingC5D5 {Black Hanging Pawns on c5 and d5} ;# ***
translate P PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)} ;# ***
translate P PatternRookSacC3 {Rook Sacrifice on c3} ;# ***
translate P PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)} ;# ***
translate P PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)} ;# ***
translate P PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)} ;# ***
translate P PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)} ;# ***
translate P PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)} ;# ***

# Game saving:
translate P Today {Dzisiaj}
translate P ClassifyGame {Klasyfikacja debiutowa}

# Setup position:
translate P EmptyBoard {Pusta szachownica}
translate P InitialBoard {Pozycja pocz�tkowa}
translate P SideToMove {Na posuni�ciu}
translate P MoveNumber {Posuni�cie nr}
translate P Castling {Roszada}
translate P EnPassantFile {Bicie w przelocie}
translate P ClearFen {Kopiuj FEN}
translate P PasteFen {Wklej pozycj� FEN}
# ====== TODO To be translated ======
translate P SaveAndContinue {Save and continue}
# ====== TODO To be translated ======
translate P DiscardChangesAndContinue {Discard changes\nand continue}
# ====== TODO To be translated ======
translate P GoBack {Go back}

# Replace move dialog:
translate P ReplaceMove {Zmie� posuni�cie}
translate P AddNewVar {Dodaj wariant}
# ====== TODO To be translated ======
translate P NewMainLine {New Main Line}
translate P ReplaceMoveMessage {Posuni�cie ju� istnieje.

Mo�esz je zast�pi�, usuwaj�c dalszy ci�g partii lub doda� nowy wariant.

(Mo�na wy��czy� to ostrze�enie, wy��czaj�c opcj�  "Zapytaj przed zast�pieniem posuni��" w menu
Opcje:Posuni�cia)}

# Make database read-only dialog:
translate P ReadOnlyDialog {Je�li zabezpieczysz t� baz� przed zapisem, zmiany b�d� zablokowane
�adna partia nie b�dzie zapisana ani zmodyfikowana, �adne flagi nie b�d� zmienione.
Sortowanie i klasyfikacja debiutowa b�d� tylko tymczasowe.

�eby usun�� zabezpieczenie przez zapisem, wystarczy zamkn�� baz� i otworzy� j� ponownie.

Na pewno zabezpieczy� baz� przed zapisem?}

# Clear game dialog:
translate P ClearGameDialog {Partia zosta�a zmieniona.

Na pewno kontynuowa�, rezygnuj�c z wszelkich zmian?
}

# Exit dialog:
translate P ExitDialog {Na pewno zako�czy� prac� z programem?}
translate P ExitUnsaved {Nast�puj�ce bazy zawieraj� niezapisane zmiany. Je�li zamkniesz program teraz, zmiany zostan� utracone.} 

# Import window:
translate P PasteCurrentGame {Wklej aktualn� parti�}
translate P ImportHelp1 {Wprowad� lub wklej parti� w formacie PGN w poni�sz� ramk�.}
translate P ImportHelp2 {Tu b�d� wy�wietlane b��dy przy importowaniu partii.}
# ====== TODO To be translated ======
translate P OverwriteExistingMoves {Overwrite existing moves ?}

# ECO Browser:
translate P ECOAllSections {Wszystkie kody ECO}
translate P ECOSection {Cz�� ECO}
translate P ECOSummary {Podsumowanie dla}
translate P ECOFrequency {Cz�sto�ci kod�w dla}

# Opening Report:
translate P OprepTitle {Raport debiutowy}
translate P OprepReport {Raport}
translate P OprepGenerated {Utworzony przez}
translate P OprepStatsHist {Statystyka i historia}
translate P OprepStats {Statystyka}
translate P OprepStatAll {Wszystkie partie}
translate P OprepStatBoth {Obaj zawodnicy z Elo}
translate P OprepStatSince {Od}
translate P OprepOldest {Najdawniejsze partie}
translate P OprepNewest {Ostatnie partie}
translate P OprepPopular {Popularno��}
translate P OprepFreqAll {Cz�sto�� w ca�ej bazie:         }
translate P OprepFreq1   {W ostatnim roku:                }
translate P OprepFreq5   {W ostatnich pi�ciu latach:      }
translate P OprepFreq10  {W ostatnich dziesi�ciu latach:  }
translate P OprepEvery {co %u partii}
translate P OprepUp {wi�cej o %u%s ni� w ca�ej bazie}
translate P OprepDown {mniej o %u%s ni� w ca�ej bazie}
translate P OprepSame {jak w ca�ej bazie}
translate P OprepMostFrequent {Gracze najcz�ciej stosuj�cy wariant}
translate P OprepMostFrequentOpponents {Przeciwnicy} 
translate P OprepRatingsPerf {Rankingi i wyniki}
translate P OprepAvgPerf {�rednie rankingi i wyniki}
translate P OprepWRating {Ranking bia�ych}
translate P OprepBRating {Ranking czarnych}
translate P OprepWPerf {Wynik bia�ych}
translate P OprepBPerf {Wynik czarnych}
translate P OprepHighRating {Partie graczy o najwy�szym �rednim rankingu}
translate P OprepTrends {Wyniki}
translate P OprepResults {D�ugo�� partii i cz�sto�ci}
translate P OprepLength {D�ugo�� partii}
translate P OprepFrequency {Cz�sto��}
translate P OprepWWins {Zwyci�stwa bia�ych:  }
translate P OprepBWins {Zwyci�stwa czarnych: }
translate P OprepDraws {Remisy:              }
translate P OprepWholeDB {ca�a baza}
translate P OprepShortest {Najkr�tsze zwyci�stwa}
translate P OprepMovesThemes {Posuni�cia i motywy}
translate P OprepMoveOrders {Posuni�cia prowadz�ce do badanej pozycji}
translate P OprepMoveOrdersOne \
  {Badana pozycja powstawa�a jedynie po posuni�ciach:}
translate P OprepMoveOrdersAll \
  {Badana pozycja powstawa�a na %u sposob�w:}
translate P OprepMoveOrdersMany \
  {Badana pozycja powstawa�a na %u sposob�w. Najcz�stsze %u to:}
translate P OprepMovesFrom {Posuni�cia w badanej pozycji}
translate P OprepMostFrequentEcoCodes {Najcz�stsze kody ECO} 
translate P OprepThemes {Motywy pozycyjne}
translate P OprepThemeDescription {Cz�sto�� motyw�w w pierwszych %u posuni�ciach partii} 
translate P OprepThemeSameCastling {Jednostronne roszady}
translate P OprepThemeOppCastling {R�nostronne roszady}
translate P OprepThemeNoCastling {Obie strony bez roszady}
translate P OprepThemeKPawnStorm {Atak pionowy na skrzydle kr�lewskim}
translate P OprepThemeQueenswap {Wymiana hetman�w}
translate P OprepThemeWIQP {Izolowany pion bia�ych} 
translate P OprepThemeBIQP {Izolowany pion czarnych}
translate P OprepThemeWP567 {Bia�y pion na 5/6/7 linii}
translate P OprepThemeBP234 {Czarny pion na 2/3/4 linii}
translate P OprepThemeOpenCDE {Otwarta kolumna c/d/e}
translate P OprepTheme1BishopPair {Jedna ze stron ma par� go�c�w}
translate P OprepEndgames {Ko�c�wki}
translate P OprepReportGames {Partie raportu}
translate P OprepAllGames {Wszystkie partie}
translate P OprepEndClass {Materia� w pozycji ko�cowej}
translate P OprepTheoryTable {Teoria}
translate P OprepTableComment {Utworzono z %u partii o najwy�szym �rednim rankingu.}
translate P OprepExtraMoves {Dodatkowe posuni�cia w przypisach}
translate P OprepMaxGames {Maksymalna liczba partii w teorii}
translate P OprepViewHTML {�r�d�o HTML} 
translate P OprepViewLaTeX {�r�d�o LaTeX} 

# Player Report:
translate P PReportTitle {Raport o graczu}
translate P PReportColorWhite {with the White pieces} ;# ***
translate P PReportColorBlack {with the Black pieces} ;# ***
translate P PReportMoves {po %s}
translate P PReportOpenings {Debiuty}
translate P PReportClipbase {Wyczy�� schowek i skopiuj do niego wybrane partie}

# Piece Tracker window:
translate P TrackerSelectSingle {Lewy przycisk wybiera t� figur�.}
translate P TrackerSelectPair {Lewy przycisk wybiera t� figur�; prawy obie takie figury.}
translate P TrackerSelectPawn {Lewy przycisk wybiera tego piona; prawy wszystkie 8 pion�w.}
translate P TrackerStat {Statystyka}
translate P TrackerGames {% partie z posuni�ciem na tym pole}
translate P TrackerTime {% czasu na tym polu}
translate P TrackerMoves {Posuni�cia}
translate P TrackerMovesStart {Podaj numer posuni�cia, od kt�rego zacz�� �ledzenie.}
translate P TrackerMovesStop {Podaj numer posuni�cia, na kt�rym sko�czy� �ledzenie.}

# Game selection dialogs:
translate P SelectAllGames {Wszystkie partie w bazie}
translate P SelectFilterGames {Partie w filtrze}
translate P SelectTournamentGames {Tylko partie z aktualnego turnieju}
translate P SelectOlderGames {Tylko wcze�niejsze partie}

# Delete Twins window:
translate P TwinsNote {Partie zostan� uznane za identyczne, je�li zosta�y rozegrane przez tych samych graczy i spe�niaj� ustawione poni�ej kryteria. Kr�tsza z partii zostanie usuni�ta. Uwaga: dobrze przez wyszukaniem powt�rzonych partii sprawdzi� pisowni� nazwisk.}
translate P TwinsCriteria {Kryteria: co musi by� jednakowe w obu partiach?}
translate P TwinsWhich {Przeszukiwane partie}
translate P TwinsColors {Kolory}
translate P TwinsEvent {Turniej:}
translate P TwinsSite {Miejsce:}
translate P TwinsRound {Runda:}
translate P TwinsYear {Rok:}
translate P TwinsMonth {Miesi�c:}
translate P TwinsDay {Dzie�:}
translate P TwinsResult {Wynik:}
translate P TwinsECO {Kod ECO:}
translate P TwinsMoves {Posuni�cia:}
translate P TwinsPlayers {Por�wnywanie nazwisk:}
translate P TwinsPlayersExact {Dok�adne}
translate P TwinsPlayersPrefix {Tylko pierwsze 4 litery}
translate P TwinsWhen {Usuwanie znalezionych powt�rzonych partii}
translate P TwinsSkipShort {Pomija� partie kr�tsze ni� 5 posuni��?}
translate P TwinsUndelete {Odzyska� wszystkie partie przed poszukiwaniem?}
translate P TwinsSetFilter {Wstawi� wszystkie usuni�te partie do filtra?}
translate P TwinsComments {Zawsze zachowywa� partie komentowane?}
translate P TwinsVars {Zawsze zachowywa� partie z wariantami?}
translate P TwinsDeleteWhich {Kt�r� parti� usun��:} 
translate P TwinsDeleteShorter {Kr�tsz�} 
translate P TwinsDeleteOlder {O ni�szym numerze}
translate P TwinsDeleteNewer {O wy�szym numerze}
translate P TwinsDelete {Usu� partie}

# Name editor window:
translate P NameEditType {Nazwa do wyboru}
translate P NameEditSelect {Partie do edycji}
translate P NameEditReplace {Zast�p}
translate P NameEditWith {przez}
translate P NameEditMatches {Pasuj�ce: Ctrl+1 do Ctrl+9 wybiera}
# ====== TODO To be translated ======
translate P CheckGames {Check games}
# ====== TODO To be translated ======
translate P CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate P CheckAll {All games}
# ====== TODO To be translated ======
translate P CheckSelectFilterGames {Only games in filter}

# Classify window:
translate P Classify {Przyporz�dkowanie ECO}
translate P ClassifyWhich {Partie do przyporz�dkowania ECO}
translate P ClassifyAll {Wszystkie partie (zmiana starych kod�w ECO)}
translate P ClassifyYear {Wszystkie partie z ostatniego roku}
translate P ClassifyMonth {Wszystkie partie z ostatniego miesi�ca}
translate P ClassifyNew {Tylko partie bez kodu ECO}
translate P ClassifyCodes {Kody ECO}
translate P ClassifyBasic {Tylko podstawowe ("B12", ...)}
translate P ClassifyExtended {Rozszerzone kody Scida ("B12j", ...)}

# Compaction:
translate P NameFile {Plik nazw}
translate P GameFile {Plik z partiami}
translate P Names {Nazwy}
translate P Unused {Nieu�ywane}
translate P SizeKb {Rozmiar (kb)}
translate P CurrentState {Status}
translate P AfterCompaction {Po uporz�dkowaniu}
translate P CompactNames {Uporz�dkuj nazwy}
translate P CompactGames {Uporz�dkuj partie}
# ====== TODO To be translated ======
translate P NoUnusedNames "There are no unused names, so the name file is already fully compacted."
# ====== TODO To be translated ======
translate P NoUnusedGames "The game file is already fully compacted."
# ====== TODO To be translated ======
translate P NameFileCompacted {The name file for the database "[file tail [sc_base filename]]" was compacted.}
# ====== TODO To be translated ======
translate P GameFileCompacted {The game file for the database "[file tail [sc_base filename]]" was compacted.}

# Sorting:
translate P SortCriteria {Kryteria sortowania}
translate P AddCriteria {Dodaj kryteria}
translate P CommonSorts {Standardowe kryteria}
translate P Sort {Sortuj}

# Exporting:
translate P AddToExistingFile {Doda� partie do pliku?}
translate P ExportComments {Eksportowa� komentarze?}
translate P ExportVariations {Eksportowa� warianty?}
translate P IndentComments {Wcinaj komentarze?}
translate P IndentVariations {Wcinaj warianty?}
translate P ExportColumnStyle {Kolumny (jedno posuni�cie w wierszu)?}
translate P ExportSymbolStyle {Styl znak�w komentarza:}
translate P ExportStripMarks {Usuwa� z komentarzy kody kolorowania p�l/strza�ek?} 

# Goto game/move dialogs:
translate P LoadGameNumber {Podaj numer partii do wczytania:}
translate P GotoMoveNumber {Id� do posuni�cia nr:}

# Copy games dialog:
translate P CopyGames {Kopiuj partie}
translate P CopyConfirm {
 Czy na pewno skopiowa�
 [::utils::thousands $nGamesToCopy] partii z filtra
 w bazie "$fromName"
 do bazy "$targetName"?
}
translate P CopyErr {Nie mo�na skopiowa� partii}
translate P CopyErrSource {baza �r�d�owa}
translate P CopyErrTarget {baza docelowa}
translate P CopyErrNoGames {nie ma partii w filtrze}
translate P CopyErrReadOnly {jest tylko do odczytu}
translate P CopyErrNotOpen {nie jest otwarta}

# Colors:
translate P LightSquares {Jasne pola}
translate P DarkSquares {Ciemne pola}
translate P SelectedSquares {Wybrane pola}
translate P SuggestedSquares {Wybrane posuni�cie}
translate P WhitePieces {Bia�e figury}
translate P BlackPieces {Czarne figury}
translate P WhiteBorder {Kontur bia�ych figur}
translate P BlackBorder {Kontur czarnych figur}

# Novelty window:
translate P FindNovelty {Znajd� nowink�}
translate P Novelty {Nowinka}
translate P NoveltyInterrupt {Poszukiwanie nowinki przerwano}
translate P NoveltyNone {Nie znaleziono nowinki w partii}
translate P NoveltyHelp {
Scid znajdzie pierwsze posuni�cie w partii, po kt�rym powstanie pozycja niewyst�puj�ca ani w bazie, ani w ksi��ce debiutowej.
}

# Sounds configuration:
translate P SoundsFolder {Sound Files Folder} ;# ***
translate P SoundsFolderHelp {The folder should contain the files King.wav, a.wav, 1.wav, etc} ;# ***
translate P SoundsAnnounceOptions {Move Announcement Options} ;# ***
translate P SoundsAnnounceNew {Announce new moves as they are made} ;# ***
translate P SoundsAnnounceForward {Announce moves when moving forward one move} ;# ***
translate P SoundsAnnounceBack {Announce when retracting or moving back one move} ;# ***

# Upgrading databases:
translate P Upgrading {Konwersja}
translate P ConfirmOpenNew {
Ta baza jest zapisana w starym formacie (Scid 3) i nie mo�e zosta� otwarta w nowszej wersji
Scid-a. Baza zosta�a ju� automatycznie przekonwertowana do nowego formatu.

Czy otworzy� now� wersj� bazy?
}
translate P ConfirmUpgrade {
Ta baza jest zapisana w starym formacie (Scid 3) i nie mo�e zosta� otwarta w nowszej wersji Scid-a. �eby m�c otworzy� baz�, trzeba przekonwertowa� j� do nowego formatu.

Konwersja utworzy now� wersj� bazy - stara wersja nie zostanie zmieniona ani usuni�ta.

Mo�e to zaj�� troch� czasu, ale jest to operacja jednorazowa. Mo�esz j� przerwa�, je�li potrwa za d�ugo.

Przekonwertowa� baz�?
}

# Recent files options:
translate P RecentFilesMenu {Liczba ostatnich plik�w w menu Plik} 
translate P RecentFilesExtra {Liczba ostatnich plik�w w dodatkowym podmenu} 

# My Player Names options:
translate P MyPlayerNamesDescription {
Podaj list� preferowanych nazwisk graczy, po jednym w wierszu. W nazwiskach mo�na stosowa� znaki specjalne (np. "?" - dowolny znak, "*" - dowolna sekwencja znak�w).

Wszystkie partie grane przez jednego z graczy z listy b�d� wy�wietlane z jego perspektywy.
}
# ====== TODO To be translated ======
translate P showblunderexists {show blunder exists}
# ====== TODO To be translated ======
translate P showblundervalue {show blunder value}
# ====== TODO To be translated ======
translate P showscore {show score}
# ====== TODO To be translated ======
translate P coachgame {coach game}
# ====== TODO To be translated ======
translate P configurecoachgame {configure coach game}
# ====== TODO To be translated ======
translate P configuregame {Game configuration}
# ====== TODO To be translated ======
translate P Phalanxengine {Phalanx engine}
# ====== TODO To be translated ======
translate P Coachengine {Coach engine}
# ====== TODO To be translated ======
translate P difficulty {difficulty}
# ====== TODO To be translated ======
translate P hard {hard}
# ====== TODO To be translated ======
translate P easy {easy}
# ====== TODO To be translated ======
translate P Playwith {Play with}
# ====== TODO To be translated ======
translate P white {white}
# ====== TODO To be translated ======
translate P black {black}
# ====== TODO To be translated ======
translate P both {both}
# ====== TODO To be translated ======
translate P Play {Play}
# ====== TODO To be translated ======
translate P Noblunder {No blunder}
# ====== TODO To be translated ======
translate P blunder {blunder}
# ====== TODO To be translated ======
translate P Noinfo {-- No info --}
# ====== TODO To be translated ======
translate P PhalanxOrTogaMissing {Phalanx or Toga not found}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate P moveblunderthreshold {move is a blunder if loss is greater than}
# ====== TODO To be translated ======
translate P limitanalysis {limit engine analysis time}
# ====== TODO To be translated ======
translate P seconds {seconds}
# ====== TODO To be translated ======
translate P Abort {Abort}
# ====== TODO To be translated ======
translate P Resume {Resume}
# ====== TODO To be translated ======
translate P OutOfOpening {Out of opening}
# ====== TODO To be translated ======
translate P NotFollowedLine {You did not follow the line}
# ====== TODO To be translated ======
translate P DoYouWantContinue {Do you want yo continue ?}
# ====== TODO To be translated ======
translate P CoachIsWatching {Coach is watching}
# ====== TODO To be translated ======
translate P Ponder {Permanent thinking}
# ====== TODO To be translated ======
translate P LimitELO {Limit ELO strength}
# ====== TODO To be translated ======
translate P DubiousMovePlayedTakeBack {Dubious move played, do you want to take back ?}
# ====== TODO To be translated ======
translate P WeakMovePlayedTakeBack {Weak move played, do you want to take back ?}
# ====== TODO To be translated ======
translate P BadMovePlayedTakeBack {Bad move played, do you want to take back ?}
# ====== TODO To be translated ======
translate P Iresign {I resign}
# ====== TODO To be translated ======
translate P yourmoveisnotgood {your move is not good}
# ====== TODO To be translated ======
translate P EndOfVar {End of variation}
# ====== TODO To be translated ======
translate P Openingtrainer {Opening trainer}
# ====== TODO To be translated ======
translate P DisplayCM {Display candidate moves}
# ====== TODO To be translated ======
translate P DisplayCMValue {Display candidate moves value}
# ====== TODO To be translated ======
translate P DisplayOpeningStats {Show statistics}
# ====== TODO To be translated ======
translate P ShowReport {Show report}
# ====== TODO To be translated ======
translate P NumberOfGoodMovesPlayed {good moves played}
# ====== TODO To be translated ======
translate P NumberOfDubiousMovesPlayed {dubious moves played}
# ====== TODO To be translated ======
translate P NumberOfMovesPlayedNotInRepertoire {moves played not in repertoire}
# ====== TODO To be translated ======
translate P NumberOfTimesPositionEncountered {times position encountered}
# ====== TODO To be translated ======
translate P PlayerBestMove  {Allow only best moves}
# ====== TODO To be translated ======
translate P OpponentBestMove {Opponent plays best moves}
# ====== TODO To be translated ======
translate P OnlyFlaggedLines {Only flagged lines}
# ====== TODO To be translated ======
translate P resetStats {Reset statistics}
# ====== TODO To be translated ======
translate P Repertoiretrainingconfiguration {Repertoire training configuration}
# ====== TODO To be translated ======
translate P Loadingrepertoire {Loading repertoire}
# ====== TODO To be translated ======
translate P Movesloaded {Moves loaded}
# ====== TODO To be translated ======
translate P Repertoirenotfound {Repertoire not found}
# ====== TODO To be translated ======
translate P Openfirstrepertoirewithtype {Open first a repertoire database with icon/type set to the right side}
# ====== TODO To be translated ======
translate P Movenotinrepertoire {Move not in repertoire}
# ====== TODO To be translated ======
translate P PositionsInRepertoire {Positions in repertoire}
# ====== TODO To be translated ======
translate P PositionsNotPlayed {Positions not played}
# ====== TODO To be translated ======
translate P PositionsPlayed {Positions played}
# ====== TODO To be translated ======
translate P Success {Success}
# ====== TODO To be translated ======
translate P DubiousMoves {Dubious moves}
# ====== TODO To be translated ======
translate P OutOfRepertoire {OutOfRepertoire}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate P ConfigureTactics {Configure tactics}
# ====== TODO To be translated ======
translate P ResetScores {Reset scores}
# ====== TODO To be translated ======
translate P LoadingBase {Loading base}
# ====== TODO To be translated ======
translate P Tactics {Tactics}
# ====== TODO To be translated ======
translate P ShowSolution {Show solution}
# ====== TODO To be translated ======
translate P NextExercise {Next exercise}
# ====== TODO To be translated ======
translate P PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate P StopTraining {Stop training}
# ====== TODO To be translated ======
translate P Next {Next}
# ====== TODO To be translated ======
translate P ResettingScore {Resetting score}
# ====== TODO To be translated ======
translate P LoadingGame {Loading game}
# ====== TODO To be translated ======
translate P MateFound {Mate found}
# ====== TODO To be translated ======
translate P BestSolutionNotFound {Best solution NOT found !}
# ====== TODO To be translated ======
translate P MateNotFound {Mate not found}
# ====== TODO To be translated ======
translate P ShorterMateExists {Shorter mate exists}
# ====== TODO To be translated ======
translate P ScorePlayed {Score played}
# ====== TODO To be translated ======
translate P Expected {expected}
# ====== TODO To be translated ======
translate P ChooseTrainingBase {Choose training base}
# ====== TODO To be translated ======
translate P Thinking {Thinking}
# ====== TODO To be translated ======
translate P AnalyzeDone {Analyze done}
# ====== TODO To be translated ======
translate P WinWonGame {Win won game}
# ====== TODO To be translated ======
translate P Lines {Lines}
# ====== TODO To be translated ======
translate P ConfigureUCIengine {Configure UCI engine}
# ====== TODO To be translated ======
translate P SpecificOpening {Specific opening}
# ====== TODO To be translated ======
translate P StartNewGame {Start new game}
# ====== TODO To be translated ======
translate P FixedLevel {Fixed level}
# ====== TODO To be translated ======
translate P Opening {Opening}
# ====== TODO To be translated ======
translate P RandomLevel {Random level}
# ====== TODO To be translated ======
translate P StartFromCurrentPosition {Start from current position}
# ====== TODO To be translated ======
translate P FixedDepth {Fixed depth}
# ====== TODO To be translated ======
translate P Nodes {Nodes} 
# ====== TODO To be translated ======
translate P Depth {Depth}
# ====== TODO To be translated ======
translate P Time {Time} 
# ====== TODO To be translated ======
translate P SecondsPerMove {Seconds per move}
# ====== TODO To be translated ======
translate P Engine {Engine}
# ====== TODO To be translated ======
translate P TimeMode {Time mode}
# ====== TODO To be translated ======
translate P TimeBonus {Time + bonus}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate P TimeMin {min}
# ====== TODO To be translated ======
translate P TimeSec {sec}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate P AllExercisesDone {All exercises done}
# ====== TODO To be translated ======
translate P MoveOutOfBook {Move out of book}
# ====== TODO To be translated ======
translate P LastBookMove {Last book move}
# ====== TODO To be translated ======
translate P AnnotateSeveralGames {Annotate several games\nfrom current to :}
# ====== TODO To be translated ======
translate P FindOpeningErrors {Find opening errors}
# ====== TODO To be translated ======
translate P MarkTacticalExercises {Mark tactical exercises}
# ====== TODO To be translated ======
translate P UseBook {Use book}
# ====== TODO To be translated ======
translate P MultiPV {Multiple variations}
# ====== TODO To be translated ======
translate P Hash {Hash memory}
# ====== TODO To be translated ======
translate P OwnBook {Use engine book}
# ====== TODO To be translated ======
translate P BookFile {Opening book}
# ====== TODO To be translated ======
translate P AnnotateVariations {Annotate variations}
# ====== TODO To be translated ======
translate P ShortAnnotations {Short annotations}
# ====== TODO To be translated ======
translate P addAnnotatorTag {Add annotator tag}
# ====== TODO To be translated ======
translate P AddScoreToShortAnnotations {Add score to short annotations}
# ====== TODO To be translated ======
translate P Export {Export}
# ====== TODO To be translated ======
translate P BookPartiallyLoaded {Book partially loaded}
# ====== TODO To be translated ======
translate P Calvar {Calculation of variations}
# ====== TODO To be translated ======
translate P ConfigureCalvar {Configuration}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate P Reti {Reti}
# ====== TODO To be translated ======
translate P English {English}
# ====== TODO To be translated ======
translate P d4Nf6Miscellaneous {1.d4 Nf6 Miscellaneous}
# ====== TODO To be translated ======
translate P Trompowsky {Trompowsky}
# ====== TODO To be translated ======
translate P Budapest {Budapest}
# ====== TODO To be translated ======
translate P OldIndian {Old Indian}
# ====== TODO To be translated ======
translate P BenkoGambit {Benko Gambit}
# ====== TODO To be translated ======
translate P ModernBenoni {Modern Benoni}
# ====== TODO To be translated ======
translate P DutchDefence {Dutch Defence}
# ====== TODO To be translated ======
translate P Scandinavian {Scandinavian}
# ====== TODO To be translated ======
translate P AlekhineDefence {Alekhine Defence}
# ====== TODO To be translated ======
translate P Pirc {Pirc}
# ====== TODO To be translated ======
translate P CaroKann {Caro-Kann}
# ====== TODO To be translated ======
translate P CaroKannAdvance {Caro-Kann Advance}
# ====== TODO To be translated ======
translate P Sicilian {Sicilian}
# ====== TODO To be translated ======
translate P SicilianAlapin {Sicilian Alapin}
# ====== TODO To be translated ======
translate P SicilianClosed {Sicilian Closed}
# ====== TODO To be translated ======
translate P SicilianRauzer {Sicilian Rauzer}
# ====== TODO To be translated ======
translate P SicilianDragon {Sicilian Dragon}
# ====== TODO To be translated ======
translate P SicilianScheveningen {Sicilian Scheveningen}
# ====== TODO To be translated ======
translate P SicilianNajdorf {Sicilian Najdorf}
# ====== TODO To be translated ======
translate P OpenGame {Open Game}
# ====== TODO To be translated ======
translate P Vienna {Vienna}
# ====== TODO To be translated ======
translate P KingsGambit {King's Gambit}
# ====== TODO To be translated ======
translate P RussianGame {Russian Game}
# ====== TODO To be translated ======
translate P ItalianTwoKnights {Italian/Two Knights}
# ====== TODO To be translated ======
translate P Spanish {Spanish}
# ====== TODO To be translated ======
translate P SpanishExchange {Spanish Exchange}
# ====== TODO To be translated ======
translate P SpanishOpen {Spanish Open}
# ====== TODO To be translated ======
translate P SpanishClosed {Spanish Closed}
# ====== TODO To be translated ======
translate P FrenchDefence {French Defence}
# ====== TODO To be translated ======
translate P FrenchAdvance {French Advance}
# ====== TODO To be translated ======
translate P FrenchTarrasch {French Tarrasch}
# ====== TODO To be translated ======
translate P FrenchWinawer {French Winawer}
# ====== TODO To be translated ======
translate P FrenchExchange {French Exchange}
# ====== TODO To be translated ======
translate P QueensPawn {Queen's Pawn}
# ====== TODO To be translated ======
translate P Slav {Slav}
# ====== TODO To be translated ======
translate P QGA {QGA}
# ====== TODO To be translated ======
translate P QGD {QGD}
# ====== TODO To be translated ======
translate P QGDExchange {QGD Exchange}
# ====== TODO To be translated ======
translate P SemiSlav {Semi-Slav}
# ====== TODO To be translated ======
translate P QGDwithBg5 {QGD with Bg5}
# ====== TODO To be translated ======
translate P QGDOrthodox {QGD Orthodox}
# ====== TODO To be translated ======
translate P Grunfeld {Gr�nfeld}
# ====== TODO To be translated ======
translate P GrunfeldExchange {Gr�nfeld Exchange}
# ====== TODO To be translated ======
translate P GrunfeldRussian {Gr�nfeld Russian}
# ====== TODO To be translated ======
translate P Catalan {Catalan}
# ====== TODO To be translated ======
translate P CatalanOpen {Catalan Open}
# ====== TODO To be translated ======
translate P CatalanClosed {Catalan Closed}
# ====== TODO To be translated ======
translate P QueensIndian {Queen's Indian}
# ====== TODO To be translated ======
translate P NimzoIndian {Nimzo-Indian}
# ====== TODO To be translated ======
translate P NimzoIndianClassical {Nimzo-Indian Classical}
# ====== TODO To be translated ======
translate P NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
# ====== TODO To be translated ======
translate P KingsIndian {King's Indian}
# ====== TODO To be translated ======
translate P KingsIndianSamisch {King's Indian S�misch}
# ====== TODO To be translated ======
translate P KingsIndianMainLine {King's Indian Main Line}
# ====== TODO To be translated ======
translate P ConfigureFics {Configure FICS}
# ====== TODO To be translated ======
translate P FICSGuest {Login as Guest}
# ====== TODO To be translated ======
translate P FICSServerPort {Server port}
# ====== TODO To be translated ======
translate P FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate P FICSRefresh {Refresh}
# ====== TODO To be translated ======
translate P FICSTimesealPort {Timeseal port}
# ====== TODO To be translated ======
translate P FICSSilence {Silence}
# ====== TODO To be translated ======
translate P FICSOffers {Offers}
# ====== TODO To be translated ======
translate P FICSConsole {Console}
# ====== TODO To be translated ======
translate P FICSGames {Games}
# ====== TODO To be translated ======
translate P FICSUnobserve {Stop observing game}
# ====== TODO To be translated ======
translate P FICSProfile {Display your history and profile}
# ====== TODO To be translated ======
translate P FICSRelayedGames {Relayed games}
# ====== TODO To be translated ======
translate P FICSFindOpponent {Find opponent}
# ====== TODO To be translated ======
translate P FICSTakeback {Takeback}
# ====== TODO To be translated ======
translate P FICSTakeback2 {Takeback 2}
# ====== TODO To be translated ======
translate P FICSInitTime {Initial time (min)}
# ====== TODO To be translated ======
translate P FICSIncrement {Increment (sec)}
# ====== TODO To be translated ======
translate P FICSRatedGame {Rated Game}
# ====== TODO To be translated ======
translate P FICSAutoColour {automatic}
# ====== TODO To be translated ======
translate P FICSManualConfirm {confirm manually}
# ====== TODO To be translated ======
translate P FICSFilterFormula {Filter with formula}
# ====== TODO To be translated ======
translate P FICSIssueSeek {Issue seek}
# ====== TODO To be translated ======
translate P FICSChallenge {Challenge}
# ====== TODO To be translated ======
translate P FICSAccept {accept}
# ====== TODO To be translated ======
translate P FICSDecline {decline}
# ====== TODO To be translated ======
translate P FICSColour {Colour}
# ====== TODO To be translated ======
translate P FICSSend {send}
# ====== TODO To be translated ======
translate P FICSConnect {Connect}
# ====== TODO To be translated ======
translate P FICSdefaultuservars {Use default variables}
# ====== TODO To be translated ======
translate P FICSObserveconfirm {Do you want to observe game}
# ====== TODO To be translated ======
translate P FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate P GameReview {Game review}
# ====== TODO To be translated ======
translate P GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate P GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate P GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate P GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate P GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate P GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate P GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate P GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate P GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate P GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate P GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate P GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate P GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate P GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate P GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate P GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate P GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate P GameReviewMovesPlayedEngine {Moves played like engine}
# ====== TODO To be translated ======
translate P CCDlgConfigureWindowTitle {Configure Correspondence Chess}
# ====== TODO To be translated ======
translate P CCDlgCGeneraloptions {General Options}
# ====== TODO To be translated ======
translate P CCDlgDefaultDB {Default Database:}
# ====== TODO To be translated ======
translate P CCDlgInbox {Inbox (path):}
# ====== TODO To be translated ======
translate P CCDlgOutbox {Outbox (path):}
# ====== TODO To be translated ======
translate P CCDlgXfcc {Xfcc Configuration:}
# ====== TODO To be translated ======
translate P CCDlgExternalProtocol {External Protocol Handler (e.g. Xfcc)}
# ====== TODO To be translated ======
translate P CCDlgFetchTool {Fetch Tool:}
# ====== TODO To be translated ======
translate P CCDlgSendTool {Send Tool:}
# ====== TODO To be translated ======
translate P CCDlgEmailCommunication {eMail Communication}
# ====== TODO To be translated ======
translate P CCDlgMailPrg {Mail program:}
# ====== TODO To be translated ======
translate P CCDlgBCCAddr {(B)CC Address:}
# ====== TODO To be translated ======
translate P CCDlgMailerMode {Mode:}
# ====== TODO To be translated ======
translate P CCDlgThunderbirdEg {e.g. Thunderbird, Mozilla Mail, Icedove...}
# ====== TODO To be translated ======
translate P CCDlgMailUrlEg {e.g. Evolution}
# ====== TODO To be translated ======
translate P CCDlgClawsEg {e.g Sylpheed Claws}
# ====== TODO To be translated ======
translate P CCDlgmailxEg {e.g. mailx, mutt, nail...}
# ====== TODO To be translated ======
translate P CCDlgAttachementPar {Attachment parameter:}
# ====== TODO To be translated ======
translate P CCDlgInternalXfcc {Use internal Xfcc support}
# ====== TODO To be translated ======
translate P CCDlgConfirmXfcc {Confirm moves}
# ====== TODO To be translated ======
translate P CCDlgSubjectPar {Subject parameter:}
# ====== TODO To be translated ======
translate P CCDlgDeleteBoxes {Empty In-/Outbox}
# ====== TODO To be translated ======
translate P CCDlgDeleteBoxesText {Do you really want to empty your In- and Outbox folders for Correspondence Chess? This requires a new sync to show the last state of your games}
# ====== TODO To be translated ======
translate P CCDlgConfirmMove {Confirm move}
# ====== TODO To be translated ======
translate P CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
# ====== TODO To be translated ======
translate P CCDlgDBGameToLong {Inconsistent Mainline}
# ====== TODO To be translated ======
translate P CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.\nIn this case please shorten the mainline to (at max) move\n}
# ====== TODO To be translated ======
translate P CCDlgStartEmail {Start new eMail game}
# ====== TODO To be translated ======
translate P CCDlgYourName {Your Name:}
# ====== TODO To be translated ======
translate P CCDlgYourMail {Your eMail Address:}
# ====== TODO To be translated ======
translate P CCDlgOpponentName {Opponents Name:}
# ====== TODO To be translated ======
translate P CCDlgOpponentMail {Opponents eMail Address:}
# ====== TODO To be translated ======
translate P CCDlgGameID {Game ID (unique):}
# ====== TODO To be translated ======
translate P CCDlgTitNoOutbox {Scid: Correspondence Chess Outbox}
# ====== TODO To be translated ======
translate P CCDlgTitNoInbox {Scid: Correspondence Chess Inbox}
# ====== TODO To be translated ======
translate P CCDlgTitNoGames {Scid: No Correspondence Chess Games}
# ====== TODO To be translated ======
translate P CCErrInboxDir {Correspondence Chess inbox directory:}
# ====== TODO To be translated ======
translate P CCErrOutboxDir {Correspondence Chess outbox directory:}
# ====== TODO To be translated ======
translate P CCErrDirNotUsable {does not exist or is not accessible!\nPlease check and correct the settings.}
# ====== TODO To be translated ======
translate P CCErrNoGames {does not contain any games!\nPlease fetch them first.}
# ====== TODO To be translated ======
translate P CCDlgTitNoCCDB {Scid: No Correspondence Database}
# ====== TODO To be translated ======
translate P CCErrNoCCDB {No Database of type 'Correspondence' is opened. Please open one before using correspondence chess functions.}
# ====== TODO To be translated ======
translate P CCFetchBtn {Fetch games from the server and process the Inbox}
# ====== TODO To be translated ======
translate P CCPrevBtn {Goto previous game}
# ====== TODO To be translated ======
translate P CCNextBtn {Goto next game}
# ====== TODO To be translated ======
translate P CCSendBtn {Send move}
# ====== TODO To be translated ======
translate P CCEmptyBtn {Empty In- and Outbox}
# ====== TODO To be translated ======
translate P CCHelpBtn {Help on icons and status indicators.\nFor general Help press F1!}
# ====== TODO To be translated ======
translate P CCDlgServerName {Server Name:}
# ====== TODO To be translated ======
translate P CCDlgLoginName  {Login Name:}
# ====== TODO To be translated ======
translate P CCDlgPassword   {Password:}
# ====== TODO To be translated ======
translate P CCDlgURL        {Xfcc-URL:}
# ====== TODO To be translated ======
translate P CCDlgRatingType {Rating Type:}
# ====== TODO To be translated ======
translate P CCDlgDuplicateGame {Non-unique game ID}
# ====== TODO To be translated ======
translate P CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}
# ====== TODO To be translated ======
translate P CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate P CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate P CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate P CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate P CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate P CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate P CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate P CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate P CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
# ====== TODO To be translated ======
translate P ExtHWConfigConnection {Configure external hardware}
# ====== TODO To be translated ======
translate P ExtHWPort {Port}
# ====== TODO To be translated ======
translate P ExtHWEngineCmd {Engine command}
# ====== TODO To be translated ======
translate P ExtHWEngineParam {Engine parameter}
# ====== TODO To be translated ======
translate P ExtHWShowButton {Show button}
# ====== TODO To be translated ======
translate P ExtHWHardware {Hardware}
# ====== TODO To be translated ======
translate P ExtHWNovag {Novag Citrine}
# ====== TODO To be translated ======
translate P ExtHWInputEngine {Input Engine}
# ====== TODO To be translated ======
translate P ExtHWNoBoard {No board}
# ====== TODO To be translated ======
translate P NovagReferee {Referee}
# ====== TODO To be translated ======
translate P IEConsole {Input Engine Console}
# ====== TODO To be translated ======
translate P IESending {Moves sent for}
# ====== TODO To be translated ======
translate P IESynchronise {Synchronise}
# ====== TODO To be translated ======
translate P IERotate  {Rotate}
# ====== TODO To be translated ======
translate P IEUnableToStart {Unable to start Input Engine:}
# ====== TODO To be translated ======
translate P DoneWithPosition {Done with position}
# ====== TODO To be translated ======
translate P Board {Board}
# ====== TODO To be translated ======
translate P showGameInfo {Show game info}
# ====== TODO To be translated ======
translate P autoResizeBoard {Automatic resize of board}
# ====== TODO To be translated ======
translate P DockTop {Move to top}
# ====== TODO To be translated ======
translate P DockBottom {Move to bottom}
# ====== TODO To be translated ======
translate P DockLeft {Move to left}
# ====== TODO To be translated ======
translate P DockRight {Move to right}
# ====== TODO To be translated ======
translate P Undock {Undock}
# ====== TODO To be translated ======
translate P ChangeIcon {Change icon...}
# ====== TODO To be translated ======
}

### Tips of the day in Polish:

set tips(P) {
  {
    Scid ma ponad 30 <a Index>stron pomocy</a> i w wi�kszo�ci okien Scida
    naci�ni�cie klawisza <b>F1</b> spowoduje wy�wietlenie odpowiedniej
    strony.
  }
  {
    Niekt�re okna Scida (np. informacje pod szachownic�,
    <a Switcher>prze��cznik baz</a>) maj� menu przywo�ywane prawym przyciskiem
    myszy. Spr�buj nacisn�� prawy przycisk myszy w ka�dym oknie, by
    sprawdzi�, czy menu jest dost�pne i jakie funkcje zawiera.
  }
  {
    Scid pozwala wprowadza� posuni�cia na kilka r�nych sposob�w.
    Mo�esz u�y� myszy (z wy�wietlaniem mo�liwych posuni�� lub bez)
    albo klawiatury (z opcjonalnym automatycznym dope�nianiem).
    Wi�cej informacji mo�na znale�� na stronie pomocy
    <a Moves>Wprowadzenie posuni��</a>.
  }
  {
    Je�li masz kilka baz, kt�re otwierasz cz�sto, dodaj
    <a Bookmarks>zak�adk�</a> dla ka�dej z nich. Umo�liwi to �atwe
    otwieranie baz z menu.
  }
  {
    Mo�esz obejrze� wszystkie posuni�cia w aktualnej partii
    (z wariantami i komentarzami lub bez) w <a PGN>Oknie PGN</a>.
    W oknie PGN mo�esz przej�� do dowolnego posuni�cia, klikaj�c
    na nim lewym przyciskiem myszy oraz u�y� �rodkowego lub prawego
    przycisku myszy do obejrzenia aktualnej pozycji.
  }
  {
    Mo�esz kopiowa� partie z bazy do bazy przeci�gaj�c je lewym
    przyciskiem myszy w oknie <a Switcher>Prze��cznika baz</a>.
  }
  {
    Scid mo�e otwiera� pliki PGN, nawet je�li s� one skompresowane
    Gzip-em (z rozszerzeniem .gz). Pliki PGN mog� by� jedynie
    czytane, wi�c je�li chcesz co� zmieni�, utw�rz now� baz� Scida
    i skopiuj do niej partie z pliku PGN.
  }
  {
    Je�li masz du�� baz� i cz�sto u�ywasz okna <a Tree>Drzewa wariant�w</a>,
    warto wybra� polecenie <b>Tw�rz standardowy plik cache/b>
    z menu Plik okna Drzewo wariant�w. Statystyki dla najpopularniejszych
    pozycji debiutowych zostan� zapami�tane w pliku, co przyspieszy
    dzia�anie drzewa.
  }
  {
    <a Tree>Drzewo wariant�w</a> mo�e pokaza� wszystkie posuni�cia
    z aktualnej pozycji, ale je�li chcesz zobaczy� wszystkie kolejno�ci
    posuni�� prowadz�ce do aktualnej pozycji, mo�esz u�y�
    <a OpReport>Raportu debiutowego</a>.
  }
  {
    W <a GameList>li�cie partii</a> kliknij lewym lub prawym przyciskiem
    myszy na nag��wku wybranej kolumny, by zmieni� jej szeroko��.
  }
  {
    W oknie <a PInfo>Informacja o graczu</a> (kliknij na nazwisku gracza
    w polu pod szachownic�, by je otworzy�) mo�esz �atwo ustawi�
    <a Searches Filter>filtr</a> zawieraj�cy wszystkie partie danego
    gracza zako�czeone wybranym wynikiem, klikaj�c na dowolnej warto�ci
    wy�wietlanej na <red>czerowono</red>.
  }
  {
    Podczas pracy nad debiutem warto u�y� funkcji
    <a Searches Board>wyszukiwania pozycji</a> z opcj� <b>Pionki</b> lub
    <b>Kolumny</b>. Pozowli to znale�� inne warianty debiutowe z t�
    sam� struktur� pionow�.
  }
  {
    W polu informacji o partii (pod szachownic�) mo�na u�y� prawego
    przycisku myszy, by wy�wietli� menu konfiguracji pola. Mo�na
    np. ukry� nast�pne posuni�cie, co jest przydatne przy rozwi�zywaniu
    zada�.
  }
  {
    Je�li cz�sto u�ywasz funkcji <a Maintenance>obs�ugi</a> na du�ej
    bazie, mo�esz u�y� okna <a Maintenance Cleaner>Zestaw zada�</a>
    do wykonania kilka funkcji naraz.
  }
  {
    Je�li masz du�� baz�, w kt�rej wi�kszo�� partii ma ustawiony
    znacznik EventDate, mo�esz <a Sorting>posortowa�</a> j�
    wg tego znacznika (zamiast Daty). Dzi�ki temu wszystkie partie
    z jednego turnieju znajd� si� ko�o siebie.
  }
  {
    Przed u�yciem funkcji <a Maintenance Twins>usuwania podw�jnych partii</a>
    dobrze jest <a Maintenance Spellcheck>sprawdzi� pisowni�</a>
    nazwisk w bazie, co usprawni wyszukiwanie powt�rze�.
  }
  {
    <a Flags>Flagi</a> s� przydatne do oznaczania partii, kt�re
    zawieraj� wa�ne motywy taktyczne, strkutury pionowe, nowinki itd.
    Potem mo�esz znale�� takie partie
    <a Searches Header>wyszukiwaniem wg nag��wka</a>.
  }
  {
    Je�li przegl�dasz parti� i chcesz sprawdzi� jaki� wariant nie
    zmieniaj�c partii, mo�esz w��czy� tryb testowania wariantu
    (klawisz <b>Ctrl+spacja</b> lub ikona na pasku narz�dziowym).
    Po wy��czeniu trybu testowania powr�cisz do pozycji z partii.
  }
  {
    �eby znale�� najwa�niejsze partie (z najsilniejszymi przeciwnikami),
    w kt�rych powsta�a aktualna pozycja, otw�rz <a Tree>Drzewo wariant�w</a>
    i wybierz list� najlepszych partii. Mo�esz nawet wybra� tylko
    partie zako�czone konkretnym wynikiem.
  }
  {
    Dobr� metod� na nauk� debiutu przy u�yciu du�ej bazy jest
    w��czenie trybu treningu w <a Tree>Drzewie wariant�w</a>
    i gra z programem. Pozwala to sprawdzi�, kt�re posuni�cia s�
    grane najcz�ciej.
  }
  {
    Je�li masz otwarte dwie bazy i chcesz obejrze�
    <a Tree>Drzewo wariant�w</a> dla pierwszej bazy, przegl�daj�c
    parti� z drugiej, kliknij przycisk <b>Blokada</b> na drzewie,
    by zablokowa� je na pierwszej bazie, a nast�pnie prze��cz si�
    do drugiej bazy.
  }
  {
    Okno <a Tmt>Turnieje</a> jest przydatne nie tylko do znajdowania
    turniej�w, ale pozwala tak�e sprawdzi�, w jakich turniejach gra�
    ostatnio dany zawodnik i jakie turnieje s� rozgrywane w wybranym
    kraju.
  }
  {
    Mo�esz u�y� jednego z wielu typowych wzorc�w w oknie
    <a Searches Material>Wyszukiwania wg materia�u</a> do znalezienia
    partii do studiowania debiut�w lub gry �rodkowej.
  }
  {
    W oknie <a Searches Material>Wyszukiwanie wg materia�u</a>, mo�esz
    ograniczy� liczb� znajdowanych partii przez warunek, by
    podany stosunek materia�u utrzymywa� si� przynajmniej przez
    kilka p�ruch�w.
  }
  {
    Je�li masz wa�n� baz�, kt�rej nie chcesz przez przypadek zmieni�,
    w��cz <b>Tylko do odczytu...</b> w menu <b>Plik</b> po jej otwarciu
    (albo zmie� prawa dost�pu do pliku).
  }
  {
    Je�li u�ywasz XBoard-a lub WinBoard-a (albo programu szachowego,
    kt�ry pozwala na skopiowania pozycji w notacji FEN do schowka)
    i chcesz skopiowa� aktualn� pozycj� do Scid-a, wybierz
    <b>Copy position</b> w menu File programu XBoard/Winboard, a potem
    <b>Wklej aktywn� parti� ze schowka</b> z menu Edycja Scid-a.
  }
  {
    W oknie <a Searches Header>Wyszukiwanie wg nag��wka</a>,
    szukane nazwy graczy/turnieju/miejsca/rundy s� znajdowane niezale�nie
    od wielko�ci liter i r�wnie� wewn�trz nazw.
    Zamiast tego mo�esz u�y� poszukiwania z symbolami wieloznacznymi
    (gdzie "?" oznacza dowolny znak, za� "*" - 0 lub wi�cej znak�w),
    wpisuj�c szukany tekst w cudzys�owie. Wielko�� liter zostanie
    uwzgl�dniona. Na przyk�ad "*BEL" znajdzie wszystkie turnieje grane
    w Belgii (ale nie w Belgradzie).
  }
  {
    Je�li chcesz poprawi� posuni�cie nie zmieniaj�c nast�pnych,
    otw�rz okno <a Import>Pobierz parti�</a>, wci�nij
    <b>Wklej aktualn� parti�</b>, zmie� b��dne posuni�cie i wci�nij
    <b>Pobierz</b>.
  }
  {
    Je�li plik klasyfikacji debiutowej ECO jest wczytany, mo�esz przej��
    do ostatniej sklasyfikowanej pozycji w partii za pomoc� polecenia
    <b>Rozpoznaj debiut</b> w menu <b>Partia</b> (klawisz Ctrl+Shift+D).
  }
  {
    Je�li chcesz sprawdzi� wielko�� lub dat� modyfikacji pliku
    przed jego otwarciem, u�yj okna <a Finder>Poszukiwacza plik�w</a>.
  }
  {
    Plik<a Repertoire>repertuaru debiutowego</a> pozwala na �ledzenie
    partii w ulubionych wariantach. Kiedy dodasz grane przez siebie
    debiuty do pliku repertuaru debiutowego, b�dziesz m�g� �atwo
    znajdowa� je w nowych partiach.
  }
  {
    <a OpReport>Raport debiutowy</a> pozwala dowiedzie� si� wi�cej
    o konkretnej pozycji. Mo�esz zobaczy� wyniki, nazwiska najcz�ciej
    graj�cych j� zawodnik�w, typowe motywy pozycyjne itd.
  }
  {
    Mo�esz doda� wi�kszo�� typowych symboli (!, !?, += itd.) do
    aktualnego posuni�cia lub pozycji za pomoc� skr�t�w klawiszowych,
    bez potrzeby otwierania okna <a Comment>Edytora komentarzy</a>
    -- np. wci�ni�cie "!" i Enter spowoduje dodanie symbolu "!".
    Na stronie <a Moves>Wprowadzanie posuni��</a> mo�na znale��
    wi�cej informacji.
  }
  {
    Mo�esz �atwo przegl�da� debiuty w bazie w oknie
    <a Tree>Drzewo wariant�w</a>. W oknie Statystyka (klawisz Ctrl+I)
    mo�na znale�� informacje o ostatnich wynikach w wariancie oraz
    o partiach granych przez silnych graczy.
  }
  {
    Mo�esz zmieni� wielko�� szachownicy, naciskaj�c <b>lewo</b> lub <b>prawo</b>
    przy wci�ni�tych klawiszach <b>Ctrl</b> i <b>Shift</b>.
  }
  {
    Po <a Searches>wyszukiwaniu</a> mo�esz �atwo przegl�da� wszystkie
    znalezione partie, naciskaj�c klawisz <b>g�ra</b> lub <b>d�</b>
    przy wci�ni�tym <b>Ctrl</b> by obejrze� poprzedni�/nast�pn� parti�
    w filtrze.
  }
}

# end of polish.tcl
# portbr.tcl:
# Scid in Brazilian Portuguese.
# Translated by Gilberto de Almeida Peres.

addLanguage B {Brazil Portuguese} 0 ;#iso8859-1

proc setLanguage_B {} {

# File menu:
menuText B File "Arquivo" 0
menuText B FileNew "Novo..." 0 {Cria uma nova base de dados Scid}
menuText B FileOpen "Abrir..." 0 {Abre uma base de dados Scid existente}
menuText B FileClose "Fechar" 0 {Fecha a base de dados Scid ativa}
menuText B FileFinder "Buscador" 0 {Abre a janela do Buscador de Arquivos}
menuText B FileBookmarks "Favoritos" 0 {Menu de Favoritos (atalho: Ctrl+B)}
menuText B FileBookmarksAdd "Adicionar a Favoritos" 0 \
  {Adiciona o posicao do jogo do banco de dados atual}
menuText B FileBookmarksFile "Arquivar Favorito" 0 \
  {Arquiva um Favorito para a posicao do jogo atual}
menuText B FileBookmarksEdit "Editar favoritos..." 0 \
  {Editar o menu de favoritos}
menuText B FileBookmarksList "Mostrar pastas como lista" 0 \
  {Mostra as pastas de favoritos em lista unica}
menuText B FileBookmarksSub "Mostrar pastas como submenus" 0 \
  {Mostra as pastas de favoritos como submenus}
menuText B FileMaint "Manutencao" 0 {Ferramentas de manutencao de bases de dados Scid}
menuText B FileMaintWin "Janela de Manutencao" 0 \
  {Abre/Fecha a janela de manutencao de bases de dados Scid}
menuText B FileMaintCompact "Compactar base de dados..." 0 \
  {Compacta arquivos de bases de dados, removendo jogos deletados e nomes nao utilizados}
menuText B FileMaintClass "Classificar jogos por ECO..." 2 \
  {Recalcula o codigo ECO de todos os jogos}
menuText B FileMaintSort "Ordenar base de dados..." 0 \
  {Ordena todos os jogos da base de dados}
menuText B FileMaintDelete "Apagar jogos duplicados..." 13 \
  {Encontra jogos duplicados e os marca para exclusao}
menuText B FileMaintTwin "Janela de verificacao de duplicatas" 10 \
  {Abre/atualiza a janela de verificacao de duplicatas}
menuText B FileMaintName "Ortografia de nomes" 14 {Ferramentas de edicao e correcao ortografica de nomes}
menuText B FileMaintNameEditor "Editor de Nomes" 0 \
  {Abre/fecha a janela do editor de nomes}
menuText B FileMaintNamePlayer "Verificacao Ortografica de Nomes de Jogadores..." 11 \
  {Verifica a correcao dos nomes dos jogadores de acordo com o arquivo de correcao ortografica}
menuText B FileMaintNameEvent "Verificacao Ortografica de Nomes de Eventos..." 11 \
  {Verifica a correcao dos nomes de eventos de acordo com o arquivo de verificacao ortografica}
menuText B FileMaintNameSite "Verificacao Ortografica de Lugares..." 11 \
  {Verifica a correcao dos nomes de lugares usando o arquivo de correcao ortografica}
menuText B FileMaintNameRound "Verificacao Ortografica de Rodadas..." 11 \
  {Verificacao dos nomes de rodadas usando o arquivo de correcao ortografica}
menuText B FileReadOnly "Apenas Leitura..." 7 \
  {Trata a base de dados corrente como arquivo de leitura, impedindo mudancas}
menuText B FileSwitch "Mudar a base de dados" 0 \
  {Muda para uma base de dados diferente, j� aberta} ;# ***
menuText B FileExit "Sair" 0 {Encerrar o Scid}
menuText B FileMaintFixBase "Corrigir base corrompida" 0 {Tenta corrigir uma base corrompida}

# Edit menu:
menuText B Edit "Editar" 0
menuText B EditAdd "Adiciona variante" 0 {Adiciona variante do movimento}
menuText B EditDelete "Deleta Variante" 0 {Exclui variante do movimento}
menuText B EditFirst "Converte para Primeira Variante" 14 \
  {Faz com que uma variante seja a primeira da lista}
menuText B EditMain "Converte variante para Linha Principal" 24 \
  {Faz com que uma variante se torne a Linha Principal}
menuText B EditTrial "Experimentar variante" 0 \
  {Inicia/Para experimentacao, para testar alguma nova ideia no tabuleiro}
menuText B EditStrip "Limpar Comentarios e Variantes" 2 \
  {Limpa comentarios e variantes no jogo atual}
menuText B EditUndo "Desfazer" 0 {Desfaz �ltima mudan�a no jogo}
# ====== TODO To be translated ======
menuText B EditRedo "Redo" 0 {Redo last game change}
menuText B EditStripComments "Limpar Comentarios" 0 \
  {Limpa comentarios e anotacoes no jogo atual}
menuText B EditStripVars "Limpar Variantes" 0 \
  {Limpa todas as variantes no jogo atual}
menuText B EditStripBegin "Movimentos a partir do in�cio" 1 \
  {Remove movimentos a partir do in�cio do jogo} ;# ***
menuText B EditStripEnd "Movimentos at� o final do jogo" 0 \
  {Remove movimentos at� o final do jogo} ;# ***
menuText B EditReset "Limpar a base de trabalho" 0 \
  {Limpa completamente a base de trabalho}
menuText B EditCopy "Copiar jogo para a base de trabalho" 0 \
  {Copia o jogo corrente para a base de trabalho}
menuText B EditPaste "Colar jogo da base de trabalho" 1 \
  {Cola o jogo ativo da base de trabalho}
menuText B EditPastePGN "Colar como jogo em PGN..." 10 \
  {Interpreta o texto na �rea de transfer�ncia como um jogo em nota��o PGN e cola na posi��o corrente} ;# ***
menuText B EditSetup "Configura posicao inicial..." 12 \
  {Configura a posicao inicial para o jogo}
menuText B EditCopyBoard "Copia posi��o" 6 \
  {Copia o tabuleiro corrente em nota��o FEN para a �rea de transfer�ncia} ;# ***
menuText B EditPasteBoard "Colar Posicao" 12 \
  {Configura a posicao inicial a partir da area de transferencia}

# Game menu:
menuText B Game "Jogo" 0
menuText B GameNew "Limpar Jogo" 0 \
  {Limpa o jogo corrente, descartando qualquer alteracao}
menuText B GameFirst "Primeiro Jogo" 5 {Carrega o primeiro jogo filtrado}
menuText B GamePrev "Jogo Anterior" 5 {Carrega o jogo anterior}
menuText B GameReload "Recarrega o Jogo atual" 3 \
  {Recarrega o jogo, descartando qualquer alteracao}
menuText B GameNext "Proximo Jogo" 5 {Carrega o proximo jogo}
menuText B GameLast "Ultimo Jogo" 8 {Carrega o ultimo jogo}
menuText B GameRandom "Carrega jogo aleat�rio" 8 {Carrega um jogo filtrado aleatoriamente} ;# ***
menuText B GameNumber "Carrega Jogo Numero..." 5 \
  {Carrega um jogo pelo seu numero}
menuText B GameReplace "Salvar: Substituir Jogo..." 8 \
  {Salva o jogo e substitui a versao antiga}
menuText B GameAdd "Salvar: Adicionar Jogo..." 9 \
  {Salva este jogo como um novo jogo na base de dados}
menuText B GameDeepest "Identificar Abertura" 0 \
  {Vai para a posicao mais avancada da partida, de acordo com o codigo ECO}
menuText B GameGotoMove "Ir para o movimento numero..." 5 \
  {Avanca o jogo ate o movimento desejado}
menuText B GameNovelty "Pesquisa Novidade..." 7 \
  {Procura o primeiro movimento deste jogo que nao tenha sido jogado antes}

# Search Menu:
menuText B Search "Pesquisa" 0
menuText B SearchReset "Limpar Filtragem" 0 {Limpa o criterio de pesquisa para incluir todos os jogos}
menuText B SearchNegate "Inverter Filtragem" 0 {Inverte o criterio de pesquisa para incluir apenas os jogos que nao atendem o criterio}
menuText B SearchCurrent "Posicao Atual..." 0 {Pesquisa a posicao atual do tabuleiro}
menuText B SearchHeader "Cabecalho..." 0 {Pesquisa por cabecalho (jogador, evento, etc)}
menuText B SearchMaterial "Material/Padrao..." 0 {Pesquisa por material ou padrao de posicao}
menuText B SearchUsing "Usar arquivo de opcoes de filtro..." 0 {Pesquisa usando arquivo com opcoes de filtro}

# Windows menu:
menuText B Windows "Janelas" 0
menuText B WindowsComment "Editor de Comentarios" 0 {Abre/fecha o editor de comentarios}
menuText B WindowsGList "Lista de Jogos" 0 {Abre/fecha a janela com a lista de jogos}
menuText B WindowsPGN "Notacao PGN" 0 \
  {Abre/fecha a janela com a notacao PGN do jogo}
menuText B WindowsPList "Procura Jogador" 2 {Abre/Fecha o buscador de jogadores} ;# ***
menuText B WindowsTmt "Buscador de Torneio" 2 {Abre/Fecha o buscador de torneio}
menuText B WindowsSwitcher "Intercambio de bases de dados" 0 \
  {Abre/fecha a janela de intercambio de bases de dados}
menuText B WindowsMaint "Manutencao" 0 \
  {Abre/fecha a janela de manutencao}
menuText B WindowsECO "Listagem ECO" 0 {Abre/fecha a janela de listagem de codigo ECO}
menuText B WindowsRepertoire "Editor de Repertorio" 0 \
  {Abre/fecha a janela do editor de repertorio}
menuText B WindowsStats "Estatisticas" 0 \
  {Abre/fecha a janela de estatisticas}
menuText B WindowsTree "Arvore" 0 {Abre/fecha a janela da Arvore de pesquisa}
menuText B WindowsTB "Tabela base de Finais" 1 \
  {Abre/fecha a janela da tabela base de finais}
menuText B WindowsBook "Janela do Livro de Aberturas" 0 {Abre/Fecha  a janela do livro de aberturas}
menuText B WindowsCorrChess "Janela de Correspondencia" 0 {Abre/Fecha a janela de correspondencia}

# Tools menu:
menuText B Tools "Ferramentas" 0
menuText B ToolsAnalysis "Analisador #1..." 0 \
  {Inicia ou para o 1o. Analisador}
menuText B ToolsAnalysis2 "Analisador #2..." 17 \
  {Inicia ou para o 2o. Analisador}
menuText B ToolsCross "Tabela de Cruzamento" 0 {Mostra a tabela de cruzamentos do torneio para o jogo corrente}
menuText B ToolsEmail "Gerenciador de e-mails" 0 \
  {Abre/fecha a janela do gerenciador de e-mails}
menuText B ToolsFilterGraph "Gr�fico de filtro" 7 \
  {Abre/Fecha a janela do gr�fico de filtro} ;# ***
menuText B ToolsAbsFilterGraph "Grafico de Filtro Absoluto" 7 {Abre/Fecha a janela do grafico de filtro por valor absoluto}
menuText B ToolsOpReport "Relatorio de abertura" 0 \
  {Gera um relatorio de abertura para a posicao corrente}
menuText B ToolsOpenBaseAsTree "Abre base como �rvore" 0   {Abre uma base e a utiliza numa janela de �rvore}
menuText B ToolsOpenRecentBaseAsTree "Abre base recente como �rvore" 0   {Abre uma base recente e a utiliza numa janela de �rvore}
menuText B ToolsTracker "Acompanha Pe�a"  0 {Abre a janela de acompanhamento de pe�as} ;# ***
menuText B ToolsTraining "Treinamento"  0 {Ferramentas de Treinamento (t�ticas, aberturas,...) }
menuText B ToolsTacticalGame "Jogo T�tico"  0 {Jogar com t�ticas}
menuText B ToolsSeriousGame "Jogo S�rio"  0 {Jogar um jogo s�rio}
menuText B ToolsTrainOpenings "Aberturas"  0 {Treinamento com um repert�rio}
menuText B ToolsTrainReviewGame "Rever jogo"  0 {Acompanhar movimentos de um jogo}
menuText B ToolsTrainTactics "T�ticas"  0 {Exerc�cios de t�tica}
menuText B ToolsTrainCalvar "C�lculo de Variantes"  0 {Treinamento de c�lculo de variantes}
menuText B ToolsTrainFindBestMove "Procurar melhor movimento"  0 {Procura o melhor movimento}
menuText B ToolsTrainFics "Jogar na internet"  0 {Jogar em  freechess.org}
# ====== TODO To be translated ======
menuText B ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText B ToolsBookTuning "Sintonizar Livro" 0 {Sintonizar livro de aberturas}
menuText B ToolsConnectHardware "Conectar Hardware" 0 {Conectar hardware externo}
menuText B ToolsConnectHardwareConfigure "Configurar..." 0 {Configurar hardware e conex�o externa}
menuText B ToolsConnectHardwareNovagCitrineConnect "Conectar Novag Citrine" 0 {Conectar Novag Citrine}
menuText B ToolsConnectHardwareInputEngineConnect "Conectar Engine de Entrada" 0 {Conectar engine de entrada (ex. DGT)}
menuText B ToolsPInfo "Informacao do Jogador"  0 \
  {Abre/atualiza a janela de informacao do jogador}
menuText B ToolsPlayerReport "Relat�rio de jogador..." 3 \
  {Gera um relat�rio de jogador} ;# ***
menuText B ToolsRating "Grafico de Rating" 0 \
  {Mostra, em um grafico, a evolucao do rating de um jogador}
menuText B ToolsScore "Grafico de Resultados" 0 {Mostra a janela com o grafico dos resultados}
menuText B ToolsExpCurrent "Exporta jogo corrente" 8 \
  {Grava o jogo corrente em um arquivo texto}
menuText B ToolsExpCurrentPGN "Exporta para PGN..." 15 \
  {Grava o jogo corrente em um arquivo PGN}
menuText B ToolsExpCurrentHTML "Exporta para HTML..." 15 \
  {Grava o jogo corrente em um arquivo HTML}
menuText B ToolsExpCurrentHTMLJS "Exportar jogo para arquivo HTML e JavaScript..." 15 {Escreve o jogo corrente em um arquivo HTML e JavaScript}  
menuText B ToolsExpCurrentLaTeX "Exporta para LaTex..." 15 \
  {Grava o jogo corrente em um arquivo LaTex}
menuText B ToolsExpFilter "Exporta jogos filtrados" 1 \
  {Exporta todos os jogos filtrados para um arquivo texto}
menuText B ToolsExpFilterPGN "Exporta jogos filtrados - PGN..." 17 \
  {Exporta todos os jogos filtrados para um arquivo PGN}
menuText B ToolsExpFilterHTML "Exporta jogos filtrados - HTML..." 17 \
  {Exporta todos os jogos filtrados para um arquivo HTML}
menuText B ToolsExpFilterHTMLJS "Exporta filtro para arquivo HTML e JavaScript..." 17 {Escreve todos os jogos filtrados para um arquivo HTML e JavaScript}  
menuText B ToolsExpFilterLaTeX "Exporta jogos filtrados - LaTex..." 17 \
  {Exporta todos os jogos filtrados para um arquivo LaTex}
menuText B ToolsImportOne "Importa PGN texto..." 0 \
  {Importa jogo de um texto em PGN}
menuText B ToolsImportFile "Importa arquivo de jogos PGN..." 7 \
  {Importa jogos de um arquivo PGN}
menuText B ToolsStartEngine1 "Iniciar engine 1" 0  {Inicia engine 1}
menuText B ToolsStartEngine2 "Iniciar engine 2" 0  {Inicia engine 2}
# ====== TODO To be translated ======
menuText B ToolsCaptureBoard "Capturar posicao atual..." 5  {Salva uma imagem da posicao atual.}
menuText B Play "Jogar" 0
menuText B CorrespondenceChess "Xadrez por correspond�ncia" 0 {Fun��es para jogar xadrez por correspond�ncia usando eMail e Xfcc}
menuText B CCConfigure "Configurar..." 0 {Configura ferramentas externas e configura��o geral}
# ====== TODO To be translated ======
menuText B CCConfigRelay "Observar jogos..." 10 {Configura jogos para observar}
menuText B CCOpenDB "Abrir base..." 0 {Abre a base de correspond�ncia padr�o}
menuText B CCRetrieve "Recupera jogos" 0 {Recupera jogos via (Xfcc-)}
menuText B CCInbox "Processa caixa de entrada" 0 {Processa todos os arquivos na caixa de entrada do Scid}
menuText B CCSend "Enviar movimento" 0 {Envia seu movimento via eMail ou (Xfcc-)}
menuText B CCResign "Resignar" 0 {Aceita a derrota (n�o via eMail)}
menuText B CCClaimDraw "Declarar empate" 0 {Envia o movimento e declara empate (n�o via eMail)}
menuText B CCOfferDraw "Oferecer empate" 0 {Envia o movimento e oferece empate (n�o via eMail)}
menuText B CCAcceptDraw "Aceitar empate" 0 {Aceita uma oferta de empate (n�o via eMail)}
menuText B CCNewMailGame "Novo jogo por eMail..." 0 {Inicia um novo jogo por eMail}
menuText B CCMailMove "Enviar movimento..." 0 {Envia movimento ao oponente via eMaail}
menuText B CCGamePage "P�gina do jogo..." 0 {Chama o jogo atrav�s do browser}
menuText B CCEditCopy "Copiar Lista de Jogos para a base de c�pia" 0 {Copia os jogos no formato CSV para a base de c�pia}

# Options menu:
menuText B Options "Opcoes" 0
menuText B OptionsBoard "Tabuleiro" 0 {Op��es de apar�ncia do tabuleiro} ;# ***
menuText B OptionsBoardSize "Tamanho do Tabuleiro" 0 {Muda o tamanho do tabuleiro}
menuText B OptionsBoardPieces "Estilo de Pecas no Tabuleiro" 10 \
  {Muda o estilo das pecas mostradas no tabuleiro}
menuText B OptionsBoardColors "Cores..." 0 {Muda as cores do tabuleiro}
menuText B OptionsBoardGraphics "Casas..." 0 {Seleciona texturas para as casas}
translate B OptionsBGW {Seleciona texturas para as casas}
translate B OptionsBoardGraphicsText {Seleciona arquivos gr�ficos para as casas brancas e pretas:}
menuText B OptionsBoardNames "Meus nomes de jogadores..." 0 {Edita meus nomes de jogadores} ;# ***
menuText B OptionsExport "Exportacao" 0 {Muda as opcoes de exportacao de texto}
menuText B OptionsFonts "Fontes" 0 {Muda os fontes}
menuText B OptionsFontsRegular "Normal" 0 {Fonte Normal}
menuText B OptionsFontsMenu "Menu" 0 {Change the menu font} ;# ***
menuText B OptionsFontsSmall "Pequeno" 0 {Fonte pequeno}
# ====== TODO To be translated ======
menuText B OptionsFontsTiny "Pequeno" 0 {Muda o fonte pequeno}
menuText B OptionsFontsFixed "Fixo" 0 {Fonte de largura fixa}
menuText B OptionsGInfo "Informacoes do Jogo" 0 {Opcoes de informacao do jogo}
menuText B OptionsLanguage "Linguagem" 0 {Menu de selecao de linguagem}
menuText B OptionsMovesTranslatePieces "Traduzir Pe�as" 0 {Traduz a primeira letra do nome das pe�as}
menuText B OptionsMovesHighlightLastMove "Destacar �ltimo movimento" 0 {Destaca o �ltimo movimento}
menuText B OptionsMovesHighlightLastMoveDisplay "Mostrar" 0 {Mostra o destaque do �ltimo movimento}
menuText B OptionsMovesHighlightLastMoveWidth "Espessura" 0 {Espessura da linha}
menuText B OptionsMovesHighlightLastMoveColor "Cor" 0 {Cor da linha}
# ====== TODO To be translated ======
menuText B OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText B OptionsMoves "Movimentos" 0 {Opcoes para entrada dos movimentos}
menuText B OptionsMovesAsk "Perguntar antes de substituir movimentos" 0 \
  {Pergunta antes de substituir movimentos existentes}
menuText B OptionsMovesAnimate "Tempo de anima��o" 1 \
  {Define a quantidade de tempo usada para animar os movimentos} ;# ***
menuText B OptionsMovesDelay "Tempo de atraso p/ Jogo automatico..." 1 \
  {Define o tempo de espera antes de entrar no modo de jogo automatico}
menuText B OptionsMovesCoord "Entrada de movimentos por coordenadas" 0 \
  {Aceita o estilo de entrada de movimentos por coordenadas ("g1f3")}
menuText B OptionsMovesSuggest "Mostrar movimentos sugeridos" 0 \
  {Liga/desliga sugestao de movimentos}
menuText B OptionsShowVarPopup "Mostrar janela de variantes" 0 {Liga/Desliga a janela de variantes}  
menuText B OptionsMovesSpace "Adicionar espa�os ap�s o n�mero do movimento" 0 {Adiciona espa�os ap�s o n�mero do movimento}  
menuText B OptionsMovesKey "Auto completar" 0 \
  {Liga/desliga auto completar a partir do que for digitado}
menuText B OptionsMovesShowVarArrows "Mostrar Setas para variantes" 0 {Liga/Desliga as setas que mostram movimentos em variantes}
menuText B OptionsNumbers "Formato de Numeros" 0 {Selecione o formato usado para numeros}
menuText B OptionsStartup "Iniciar" 1 \
  {Seleciona janelas que serao abertas ao iniciar o programa}
menuText B OptionsTheme "Tema" 0 {Muda a apar�ncia da interface}
menuText B OptionsWindows "Janelas" 0 {Opcoes para Janelas}
menuText B OptionsWindowsIconify "Auto-iconizar" 5 \
  {Iconizar todas as janelas quando a janela principal eh iconizada}
menuText B OptionsWindowsRaise "Manter no topo" 0 \
  {Mantem no topo certas janelas (ex. barras de progresso) sempre que sao obscurecidas por outras}
menuText B OptionsSounds "Sons..." 2 {Configura sons para anunciar os movimentos} ;# ***
menuText B OptionsWindowsDock "Estacionar janelas" 0 {Estaciona as janelas}
menuText B OptionsWindowsSaveLayout "Salvar layout" 0 {Salva o layout das janelas}
menuText B OptionsWindowsRestoreLayout "Restaurar layout" 0 {Restaura layout}
menuText B OptionsWindowsShowGameInfo "Mostrar Informa��es do Jogo" 0 {Mostra informa��es do jogo}
menuText B OptionsWindowsAutoLoadLayout "Carregar primeiro layout na entrada" 0 {Carrega automaticamente o primeiro layout ao entrar na aplica��o}
menuText B OptionsToolbar "Barra de Ferramentas da Janela Principal" 12 \
  {Exibe/Oculta a barra de ferramentas da janela principal}
menuText B OptionsECO "Carregar arquivo ECO..." 7 {Carrega o arquivo com a classificacao ECO}
menuText B OptionsSpell "Carregar arquivo de verificacao ortografica..." 6 \
  {Carrega o arquivo de verificacao ortografica do Scid}
menuText B OptionsTable "Diretorio de tabelas de base..." 0 \
  {Selecione um arquivo de tabela de base; todas as tabelas nesse diretorio serao usadas}
menuText B OptionsRecent "Arquivos recentes..." 0 \
  {Muda o n�mero de arquivos recentes no menu Arquivo} ;# ***
menuText B OptionsBooksDir "Diret�rio de Livros..." 0 {Define o diret�rio para os livros de aberturas}
menuText B OptionsTacticsBasesDir "Diret�rio de bases..." 0 {Define o diret�rio para as bases de treinamento de t�ticas}
menuText B OptionsSave "Salvar Configuracao" 0 \
  "Salva a configuracao no arquivo $::optionsFile"
menuText B OptionsAutoSave "Salva Opcoes ao sair" 0 \
  {Salva automaticamente todas as opcoes quando sair do Scid}

# Help menu:
menuText B Help "Ajuda" 0
menuText B HelpContents "Contents" 0 {Show the help contents page} ;# ***
menuText B HelpIndex "Indice" 0 {Indice da Ajuda}
menuText B HelpGuide "Consulta Rapida" 0 {Mostra a pagina de consulta rapida}
menuText B HelpHints "Dicas" 0 {Mostra a pagina de dicas}
menuText B HelpContact "Informacoes para contato" 0 {Mostra a pagina com informacoes para contato}
menuText B HelpTip "Dica do dia" 0 {Mostra uma dica util do Scid}
menuText B HelpStartup "Janela de Inicializacao" 0 {Mostra a janela de inicializacao}
menuText B HelpAbout "Sobre Scid" 0 {Informacoes sobre o Scid}

# Game info box popup menu:
menuText B GInfoHideNext "Ocultar proximo movimento" 0
menuText B GInfoMaterial "Mostra valor de material" 0
menuText B GInfoFEN "Mostra Diagrama FEN" 16
menuText B GInfoMarks "Mostra setas e casas coloridas" 7
menuText B GInfoWrap "Quebra de linhas longas" 0
menuText B GInfoFullComment "Mostrar comentario completo" 8
menuText B GInfoPhotos "Mostrar Fotos" 5 ;# ***
menuText B GInfoTBNothing "Tabelas de Base: nada" 12
menuText B GInfoTBResult "Tabelas de Base: apenas resultado" 12
menuText B GInfoTBAll "Tabelas de Base: resultado e melhores movimentos" 19
menuText B GInfoDelete "Recuperar este jogo" 0
menuText B GInfoMark "Desmarcar este jogo" 0
menuText B GInfoInformant "Configurar valores do informante" 0

# Main window buttons:
helpMsg B .main.fbutton.button.start {Ir para o inicio do jogo  (tecla: Home)}
helpMsg B .main.fbutton.button.end {Ir para o final do jogo  (tecla: End)}
helpMsg B .main.fbutton.button.back {Retroceder um movimento  (tecla: Seta Esquerda)}
helpMsg B .main.fbutton.button.forward {Avancar um movimento  (tecla: Seta Direita)}
helpMsg B .main.fbutton.button.intoVar {Entrar na variante  (tecla de atalho: v)}
helpMsg B .main.fbutton.button.exitVar {Sair da variante  (tecla de atalho: z)}
helpMsg B .main.fbutton.button.flip {Girar tabuleiro  (tecla de atalho: .)}
helpMsg B .main.fbutton.button.coords {Liga/desliga coordenadas  (tecla de atalho: 0)}
helpMsg B .main.fbutton.button.stm {Liga/Desliga o �cone que indica o lado que tem o movimento} ;# ***
helpMsg B .main.fbutton.button.autoplay {Jogo automatico  (tecla: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg B .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg B .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg B .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate B Back {Voltar}
translate B Browse {Navegar} ;# ***
translate B Cancel {Cancelar}
translate B Continue {Continuar}
translate B Clear {Limpar}
translate B Close {Fechar}
translate B Contents {Conte�do} ;# ***
translate B Defaults {Defaults}
translate B Delete {Deletar}
translate B Graph {Grafico}
translate B Help {Ajuda}
translate B Import {Importar}
translate B Index {Indice}
translate B LoadGame {Carrega jogo}
translate B BrowseGame {Listar jogo}
translate B MergeGame {Fazer merge do jogo}
translate B MergeGames {Merge dos jogos}
translate B Preview {Visualizacao}
translate B Revert {Reverter}
translate B Save {Salvar}
translate B Search {Pesquisar}
translate B Stop {Parar}
translate B Store {Guardar}
translate B Update {Atualizar}
translate B ChangeOrient {Muda orientacao da janela}
translate B ShowIcons {Mostrar �cones} ;# ***
translate B None {Nenhum}
translate B First {Primeiro}
translate B Current {Atual}
translate B Last {Ultimo}

# General messages:
translate B game {jogo}
translate B games {jogos}
translate B move {movimento}
translate B moves {movimentos}
translate B all {tudo}
translate B Yes {Sim}
translate B No {Nao}
translate B Both {Ambos}
translate B King {Rei}
translate B Queen {Dama}
translate B Rook {Torre}
translate B Bishop {Bispo}
translate B Knight {Cavalo}
translate B Pawn {Peao}
translate B White {Branco}
translate B Black {Preto}
translate B Player {Jogador}
translate B Rating {Rating}
translate B RatingDiff {Diferenca de Rating (Brancas - Pretas)}
translate B AverageRating {Rating M�dio} ;# ***
translate B Event {Evento}
translate B Site {Lugar}
translate B Country {Pais}
translate B IgnoreColors {Ignorar cores}
translate B Date {Data}
translate B EventDate {Evento data}
translate B Decade {D�cada} ;# ***
translate B Year {Ano}
translate B Month {Mes}
translate B Months {Janeiro Fevereiro Marco Abril Maio Junho Julho Agosto Setembro Outubro Novembro Dezembro}
translate B Days {Dom Seg Ter Qua Qui Sex Sab}
translate B YearToToday {Anos ate hoje}
translate B Result {Resultado}
translate B Round {Rodada}
translate B Length {Tamanho}
translate B ECOCode {ECO}
translate B ECO {ECO}
translate B Deleted {Apagado}
translate B SearchResults {Resultados da Pesquisa}
translate B OpeningTheDatabase {Abrindo a Base de Dados}
translate B Database {Base de dados}
translate B Filter {Filtro}
translate B noGames {nenhum jogo}
translate B allGames {todos os jogos}
translate B empty {vazio}
translate B clipbase {base de trabalho}
translate B score {Pontuacao}
translate B StartPos {Posicao Inicial}
translate B Total {Total}
translate B readonly {apenas leitura}

# Standard error messages:
translate B ErrNotOpen {Esta base n�o est� aberta.} ;# ***
translate B ErrReadOnly {Esta base � apenas para leitura; n�o pode ser alterada.} ;# ***
translate B ErrSearchInterrupted {Pesquisa interrompida; os resultados est�o incompletos.} ;# ***

# Game information:
translate B twin {duplicata}
translate B deleted {apagado}
translate B comment {comentario}
translate B hidden {oculto}
translate B LastMove {Ultimo movimento}
translate B NextMove {Proximo}
translate B GameStart {Inicio do jogo}
translate B LineStart {Inicio da linha}
translate B GameEnd {Fim do jogo}
translate B LineEnd {Fim da linha}

# Player information:
translate B PInfoAll {Resultados para <b>todos</b> os jogos}
translate B PInfoFilter {Resultados para os jogos <b>filtrados</b>}
translate B PInfoAgainst {Resultados contra}
translate B PInfoMostWhite {Aberturas mais comuns com as Brancas}
translate B PInfoMostBlack {Aberturas mais comuns com as Pretas}
translate B PInfoRating {Historico de Rating}
translate B PInfoBio {Biografia}
translate B PInfoEditRatings {Editar Ratings} ;# ***

# Tablebase information:
translate B Draw {Empate}
translate B stalemate {mate afogado}
translate B withAllMoves {com todos os movimentos}
translate B withAllButOneMove {com um movimento a menos}
translate B with {com}
translate B only {apenas}
translate B lose {derrota}
translate B loses {derrotas}
translate B allOthersLose {qualquer outro perde}
translate B matesIn {mate em}
translate B hasCheckmated {recebeu xeque-mate}
translate B longest {mais longo}
translate B WinningMoves {Movimentos vencedores} ;# ***
translate B DrawingMoves {Movimentos para empate} ;# ***
translate B LosingMoves {Movimentos perdedores} ;# ***
translate B UnknownMoves {Movimentos com resultado desconhecido} ;# ***

# Tip of the day:
translate B Tip {Dica}
translate B TipAtStartup {Dica ao iniciar}

# Tree window menus: ***
menuText B TreeFile "Arquivo" 0
menuText B TreeFileFillWithBase "Carregar Cache com base" 0 {Carrega todos os jogos da base corrente no Cache}
menuText B TreeFileFillWithGame "Carregar Cache com jogo" 0 {Carrega o jogo corrente da base corrente no Cache}
menuText B TreeFileSetCacheSize "Tamanho do Cache" 0 {Define o tamanho do cache}
menuText B TreeFileCacheInfo "Informa��o do Cache" 0 {Informa��es sobre a utiliza��o do cache}
menuText B TreeFileSave "Salvar arquivo de cache" 0 \
  {Salvar o arquivo de cache da arvore (.stc)}
menuText B TreeFileFill "Criar arquivo de cache" 0 \
  {Enche o arquivo de cache com as posicoes comuns na abertura}
menuText B TreeFileBest "Lista dos melhores jogos" 0 \
  {Mostra a lista dos melhores jogos da arvore}
menuText B TreeFileGraph "Janela de Grafico" 0 \
  {Mostra o grafico para este galho da arvore}
menuText B TreeFileCopy "Copiar texto da arvore para a area de transferencia" \
  1 {Copiar texto da arvore para a area de transferencia}
menuText B TreeFileClose "Fechar janela de arvore" 0 {Fechar janela de arvore}
menuText B TreeMask "M�scara" 0
menuText B TreeMaskNew "Nova" 0 {Nova m�scara}
menuText B TreeMaskOpen "Abrir" 0 {Abrir m�scara}
menuText B TreeMaskOpenRecent "Abrir recente" 0 {Abre m�scara recente}
menuText B TreeMaskSave "Salvar" 0 {Salva m�scara}
menuText B TreeMaskClose "Fechar" 0 {Fecha m�scara}
menuText B TreeMaskFillWithGame "Preencher com jogo" 0 {Preenche m�scara com jogo}
menuText B TreeMaskFillWithBase "Preencher com base" 0 {Preenche a m�scara com todos os jogos da base}
menuText B TreeMaskInfo "Info" 0 {Mostrar estatisticas para a m�scara corrente}
menuText B TreeMaskDisplay "Mostrar mapa da m�scara" 0 {Mostra os dados da m�scara em forma de �rvore}
menuText B TreeMaskSearch "Pesquisar" 0 {Pesquisa na m�scara corrente}
menuText B TreeSort "Ordenar" 0
menuText B TreeSortAlpha "Alfabetica" 0
menuText B TreeSortECO "ECO" 0
menuText B TreeSortFreq "Frequencia" 0
menuText B TreeSortScore "Pontuacao" 0
menuText B TreeOpt "Opcoes" 0
menuText B TreeOptSlowmode "Modo Lento" 0 {Modo lento para atualiza��es (mais acurado)}
menuText B TreeOptFastmode "Modo R�pido" 0 {Modo r�pido para atualiza��es (sem transsposi��es de movimentos)}
menuText B TreeOptFastAndSlowmode "Modo r�pido e lento" 0 {Modo r�pido e lento para atualiza��es}
menuText B TreeOptStartStop "Atualiza��o autom�tica" 0 {Liga/Desliga a atualiza��o autom�tica da janela de �rvore}
menuText B TreeOptLock "Lock" 0 {Trava/Destrava a arvore para o banco corrente}
menuText B TreeOptTraining "Treinamento" 0 \
  {Liga/Desliga o modo treinamento na arvore}
menuText B TreeOptAutosave "Salvar automaticamente arquivo de cache" 0 \
  {Salvar automaticamente o arquivo de cache quando fechar a janela de arvore}
menuText B TreeHelp "Ajuda" 0
menuText B TreeHelpTree "Ajuda para arvore" 0
menuText B TreeHelpIndex "Indice da Ajuda" 0
translate B SaveCache {Salvar Cache}
translate B Training {Treinamento}
translate B LockTree {Travamento}
translate B TreeLocked {Travada} ;# ***
translate B TreeBest {Melhor}
translate B TreeBestGames {Melhores jogos da arvore}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate B TreeTitleRow \
  {    Mov.   ECO       Frequencia   Score  AvElo Perf AvYear %Empat} ;# ***
translate B TreeTotal {TOTAL}
translate B DoYouWantToSaveFirst {Quer salvar primeiro?}
translate B AddToMask {Adicionar � m�scara}
translate B RemoveFromMask {Remover da m�scara}
translate B AddThisMoveToMask {Adicionar este movimento � m�scara}
translate B SearchMask {Pesquisar na m�scara}
translate B DisplayMask {Mostrar m�scara}
translate B Nag {C�digo Nag}
translate B Marker {Marcador}
translate B Include {Incluir}
translate B Exclude {Excluir}
translate B MainLine {Linha Principal}
translate B Bookmark {Marcador}
translate B NewLine {Nova Linha}
translate B ToBeVerified {Verificar}
translate B ToTrain {Para treinar}
translate B Dubious {Duvidoso}
translate B ToRemove {Para remover}
translate B NoMarker {Sem marcador}
translate B ColorMarker {Cor}
translate B WhiteMark {Branca}
translate B GreenMark {Verde}
translate B YellowMark {Amarela}
translate B BlueMark {Azul}
translate B RedMark {Vermelha}
translate B CommentMove {Comentar movimento}
translate B CommentPosition {Comentar posi��o}
translate B AddMoveToMaskFirst {Adicionar movimento � m�scara primeiro}
translate B OpenAMaskFileFirst {Abrir uma m�scara primeiro}
translate B Positions {Posi��es}
translate B Moves {Movimentos}

# Finder window:
menuText B FinderFile "Arquivo" 0
menuText B FinderFileSubdirs "Buscar nos subdiretorios" 0
menuText B FinderFileClose "Fecha buscador de arquivos" 0
menuText B FinderSort "Ordenar" 0
menuText B FinderSortType "Tipo" 0
menuText B FinderSortSize "Tamanho" 0
menuText B FinderSortMod "Modificado" 0
menuText B FinderSortName "Nome" 0
menuText B FinderSortPath "Caminho" 0
menuText B FinderTypes "Tipos" 0
menuText B FinderTypesScid "Bases Scid" 0
menuText B FinderTypesOld "Bases Scid antigas" 0
menuText B FinderTypesPGN "Arquivos PGN" 0
menuText B FinderTypesEPD "Arquivos EPD (book)" 0
menuText B FinderTypesRep "Arquivos de Repertorio" 0
menuText B FinderHelp "Ajuda" 0
menuText B FinderHelpFinder "Ajuda do Buscador" 0
menuText B FinderHelpIndex "Indice da Ajuda" 0
translate B FileFinder {Buscador de Arquivos}
translate B FinderDir {Diretorio}
translate B FinderDirs {Diretorios}
translate B FinderFiles {Arquivos}
translate B FinderUpDir {Acima}
translate B FinderCtxOpen {Abrir}
translate B FinderCtxBackup {Backup}
translate B FinderCtxCopy {Copiar}
translate B FinderCtxMove {Mover}
translate B FinderCtxDelete {Apagar}

# Player finder:
menuText B PListFile "Arquivo" 0
menuText B PListFileUpdate "Atualizar" 0
menuText B PListFileClose "Close Player Finder" 0 ;# ***
menuText B PListSort "Ordenar" 0
menuText B PListSortName "Name" 0 ;# ***
menuText B PListSortElo "Elo" 0
menuText B PListSortGames "Jogos" 0
menuText B PListSortOldest "Mais antigo" 0 ;# ***
menuText B PListSortNewest "Mais novo" 0 ;# ***

# Tournament finder:
menuText B TmtFile "Arquivo" 0
menuText B TmtFileUpdate "Atualizar" 0
menuText B TmtFileClose "Fecha Buscador de Torneios" 0
menuText B TmtSort "Ordenar" 0
menuText B TmtSortDate "Data" 0
menuText B TmtSortPlayers "Jogadores" 0
menuText B TmtSortGames "Jogos" 0
menuText B TmtSortElo "Elo" 0
menuText B TmtSortSite "Lugar" 0
menuText B TmtSortEvent "Evento" 1
menuText B TmtSortWinner "Vencedor" 0
translate B TmtLimit "Limite de Lista"
translate B TmtMeanElo "Menor Elo"
translate B TmtNone "Nenhum torneio encontrado."

# Graph windows:
menuText B GraphFile "Arquivo" 0
menuText B GraphFileColor "Salvar como Postscript Colorido..." 12
menuText B GraphFileGrey "Salvar como Postscript Cinza..." 23
menuText B GraphFileClose "Fecha janela" 6
menuText B GraphOptions "Opcoes" 0
menuText B GraphOptionsWhite "Branco" 0
menuText B GraphOptionsBlack "Preto" 0
menuText B GraphOptionsBoth "Ambos" 0
menuText B GraphOptionsPInfo "Informacao do Jogador" 0
translate B GraphFilterTitle "Gr�fico de filtro: frequencia por 1000 jogos" ;# ***
translate B GraphAbsFilterTitle "Gr�fico de filtro: frequencia dos jogos"
translate B ConfigureFilter {Configurar Eixos X para Ano, Rating e Movimentos}
translate B FilterEstimate "Estimar"
translate B TitleFilterGraph "Scid: Gr�fico de Filtro"

# Analysis window:
translate B AddVariation {Adicionar variante}
translate B AddAllVariations {Adicionar todas as Variantes}
translate B AddMove {Adicionar movimento}
translate B Annotate {Anotar}
translate B ShowAnalysisBoard {Mostrar tabuleiro de an�lise}
translate B ShowInfo {Mostrar informa��es do engine}
translate B FinishGame {Encerrar jogo}
translate B StopEngine {Parar engine}
translate B StartEngine {Iniciar engine}
translate B LockEngine {Travar engine na posi��o corrente}
translate B AnalysisCommand {Comando de Analise}
translate B PreviousChoices {Escolhas Anteriores}
translate B AnnotateTime {Define o tempo entre movimentos em segundos}
translate B AnnotateWhich {Adiciona variante}
translate B AnnotateAll {Parar movimentos de ambos os lados}
translate B AnnotateAllMoves {Anotar todos os movimentos}
translate B AnnotateWhite {Apenas para movimentos das Brancas}
translate B AnnotateBlack {Apenas para movimentos das Pretas}
translate B AnnotateBlundersOnly {Quando o mivimento for um erro crasso}
translate B AnnotateBlundersOnlyScoreChange {As an�lises indicam um erro crasso, com mudan�a de score de/para: }
translate B BlundersThreshold {Limite}
# TODO: Translate
translate B ScoreAllMoves {Score all moves}
translate B LowPriority {Baixa prioridade da CPU} ;# ***
translate B ClickHereToSeeMoves {Clique aqui para ver os movimentos}
translate B ConfigureInformant {Configurar Informante}
translate B Informant!? {Movimento interessante}
translate B Informant? {Movimento pobre}
translate B Informant?? {Erro crasso}
translate B Informant?! {Movimento duvidoso}
translate B Informant+= {Branca tem alguma vantagem}
translate B Informant+/- {Branca tem vantagem moderada}
translate B Informant+- {Branca tem vantagem decisiva}
translate B Informant++- {O jogo � considerado como ganho}
translate B Book {Livro}
translate B OtherBookMoves {Livro do oponente}
translate B OtherBookMovesTooltip {Movimentos para os quais o oponente tem resposta}

# Analysis Engine open dialog:
translate B EngineList {Lista de Programas de Analise}
translate B EngineName {Nome}
translate B EngineCmd {Comando}
translate B EngineArgs {Parametros}
translate B EngineDir {Diretorio}
translate B EngineElo {Elo}
translate B EngineTime {Data}
translate B EngineNew {Novo}
translate B EngineEdit {Editar}
translate B EngineRequired {Campos em negrito s�o obrigat�rios; os demais s�o opcionais}

# Stats window menus:
menuText B StatsFile "Arquivo" 0
menuText B StatsFilePrint "Imprimir para arquivo..." 0
menuText B StatsFileClose "Fecha janela" 0
menuText B StatsOpt "Opcoes" 0

# PGN window menus:
menuText B PgnFile "Arquivo" 0
menuText B PgnFileCopy "Copiar o jogo para a �rea de transfer�ncia" 0 ;# ***
menuText B PgnFilePrint "Imprimir para arquivo..." 0
menuText B PgnFileClose "Fechar janela PGN" 0
menuText B PgnOpt "Monitor" 0
menuText B PgnOptColor "Monitor Colorido" 0
menuText B PgnOptShort "Cabecalho curto (3 linhas)" 0
menuText B PgnOptSymbols "Anotacoes simbolicas" 0
menuText B PgnOptIndentC "Identar comentarios" 0
menuText B PgnOptIndentV "Identar variantes" 7
menuText B PgnOptColumn "Estilo Coluna (um movimento por linha)" 0
menuText B PgnOptSpace "Espaco apos o numero do movimento" 0
menuText B PgnOptStripMarks "Remover os c�digos coloridos das casas/setas" 1 ;# ***
menuText B PgnOptBoldMainLine "Use negrito para movimentos da linha principal" 4 ;# ***
menuText B PgnColor "Cores" 0
menuText B PgnColorHeader "Cabecalho..." 0
menuText B PgnColorAnno "Anotacoes..." 0
menuText B PgnColorComments "Comentarios..." 0
menuText B PgnColorVars "Variantes..." 0
menuText B PgnColorBackground "Cor de fundo..." 0
menuText B PgnColorMain "Linha principal..." 0
menuText B PgnColorCurrent "Cor de fundo do movimento atual..." 1
menuText B PgnHelp "Ajuda" 0
menuText B PgnHelpPgn "Ajuda PGN" 0
menuText B PgnHelpIndex "Indice" 0
translate B PgnWindowTitle {Nota��o do Jogo - jogo %u} ;# ***

# Crosstable window menus:
menuText B CrosstabFile "Arquivo" 0
menuText B CrosstabFileText "Imprime para arquivo texto..." 9
menuText B CrosstabFileHtml "Imprime para arquivo HTML..." 9
menuText B CrosstabFileLaTeX "Imprime para arquivo LaTex..." 9
menuText B CrosstabFileClose "Fechar tabela de cruzamentos" 0
menuText B CrosstabEdit "Editar" 0
menuText B CrosstabEditEvent "Evento" 0
menuText B CrosstabEditSite "Lugar" 0
menuText B CrosstabEditDate "Data" 0
menuText B CrosstabOpt "Monitor" 0
menuText B CrosstabOptAll "Todos contra todos" 0
menuText B CrosstabOptSwiss "Sui�o" 0
menuText B CrosstabOptKnockout "Knockout" 0
menuText B CrosstabOptAuto "Automatico" 0
menuText B CrosstabOptAges "Idade em anos" 0
menuText B CrosstabOptNats "Nacionalidades" 0
menuText B CrosstabOptRatings "Ratings" 0
menuText B CrosstabOptTitles "Titulos" 0
menuText B CrosstabOptBreaks "Scores de desempate" 0
menuText B CrosstabOptDeleted "Incluir jogos apagados" 8 ;# ***
menuText B CrosstabOptColors "Cores (apenas para tabela Swiss)" 0
menuText B CrosstabOptColumnNumbers "Colunas numeradas (apenas tabelas Todos-contra-Todos)" 2 ;# ***
menuText B CrosstabOptGroup "Pontuacao do Grupo" 0
menuText B CrosstabSort "Ordenar" 0
menuText B CrosstabSortName "Nome" 0
menuText B CrosstabSortRating "Rating" 0
menuText B CrosstabSortScore "Pontuacao" 0
menuText B CrosstabColor "Cor" 0
menuText B CrosstabColorPlain "Texto puro" 0
menuText B CrosstabColorHyper "Hipertexto" 0
menuText B CrosstabHelp "Ajuda" 0
menuText B CrosstabHelpCross "Ajuda para tabela de cruzamentos" 0
menuText B CrosstabHelpIndex "Indice da Ajuda" 0
translate B SetFilter {Setar filtro}
translate B AddToFilter {Adicionar ao filtro}
translate B Swiss {Sui�o}
translate B Category {Categoria} ;# ***

# Opening report window menus:
menuText B OprepFile "Arquivo" 0
menuText B OprepFileText "Imprimir para arquivo texto..." 9
menuText B OprepFileHtml "Imprimir para arquivo HTML..." 9
menuText B OprepFileLaTeX "Imprimir para arquivo LaTex..." 9
menuText B OprepFileOptions "Opcoes..." 0
menuText B OprepFileClose "Fechar janela de relatorio" 0
menuText B OprepFavorites "Favoritos" 1 ;# ***
menuText B OprepFavoritesAdd "Adicionar Relat�rio..." 0 ;# ***
menuText B OprepFavoritesEdit "Editar Relat�rio de Favoritos..." 0 ;# ***
menuText B OprepFavoritesGenerate "Gerar Relat�rios..." 0 ;# ***
menuText B OprepHelp "Ajuda" 0
menuText B OprepHelpReport "Ajuda para Relatorio de abertura" 0
menuText B OprepHelpIndex "Indice da Ajuda" 0

# Repertoire editor:
menuText B RepFile "Arquivo" 0
menuText B RepFileNew "Novo" 0
menuText B RepFileOpen "Abrir..." 0
menuText B RepFileSave "Salvar..." 0
menuText B RepFileSaveAs "Salvar como..." 5
menuText B RepFileClose "Fechar janela" 0
menuText B RepEdit "Editar" 0
menuText B RepEditGroup "Adicionar grupo" 4
menuText B RepEditInclude "Adicionar linha incluida" 4
menuText B RepEditExclude "Adicionar linha excluida" 4
menuText B RepView "Visao" 0
menuText B RepViewExpand "Expandir todos os grupos" 0
menuText B RepViewCollapse "Contrair todos os grupos" 0
menuText B RepSearch "Pesquisa" 0
menuText B RepSearchAll "Tudo do repertorio..." 0
menuText B RepSearchDisplayed "Apenas linhas exibidas..." 0
menuText B RepHelp "Ajuda" 0
menuText B RepHelpRep "Ajuda de Repertorio" 0
menuText B RepHelpIndex "Indice da Ajuda" 0
translate B RepSearch "Pesquisa no repertorio"
translate B RepIncludedLines "linhas incluidas"
translate B RepExcludedLines "linhas excluidas"
translate B RepCloseDialog {Este repertorio sofreu alteracoes.

Voce realmente quer continuar e descartar as alteracoes que foram feitas?
}

# Header search:
translate B HeaderSearch {Busca por cabecalho}
translate B EndSideToMove {Lado que tem o mivimento ao final do jogo} ;# ***
translate B GamesWithNoECO {Jogos sem ECO?}
translate B GameLength {Tamanho do jogo}
translate B FindGamesWith {Encontrar jogos com}
translate B StdStart {Inicio padrao}
translate B Promotions {Promocoes}
translate B Comments {Comentarios}
translate B Variations {Variantes}
translate B Annotations {Anotacoes}
translate B DeleteFlag {Apagar Flag}
translate B WhiteOpFlag {Abertura Brancas}
translate B BlackOpFlag {Abertura Pretas}
translate B MiddlegameFlag {Meio-jogo}
translate B EndgameFlag {Final}
translate B NoveltyFlag {Novidade}
translate B PawnFlag {Estrutura de Peoes}
translate B TacticsFlag {Tatica}
translate B QsideFlag {Jogo na ala da Dama}
translate B KsideFlag {Jogo na ala do Rei}
translate B BrilliancyFlag {Brilhantismo}
translate B BlunderFlag {Erro!!!}
translate B UserFlag {Usuario}
translate B PgnContains {PGN contem texto}
# ====== TODO To be translated ======
translate B Annotator {Anotador}
# ====== TODO To be translated ======
translate B Cmnts {Apenas jogos anotados}

# Game list window:
translate B GlistNumber {Numero}
translate B GlistWhite {Branco}
translate B GlistBlack {Preto}
translate B GlistWElo {B-Elo}
translate B GlistBElo {P-Elo}
translate B GlistEvent {Evento}
translate B GlistSite {Lugar}
translate B GlistRound {Rodada}
translate B GlistDate {Data}
translate B GlistYear {Ano}
translate B GlistEDate {Evento-Data}
translate B GlistResult {Resultado}
translate B GlistLength {Tamanho}
translate B GlistCountry {Pais}
translate B GlistECO {ECO}
translate B GlistOpening {Abertura}
translate B GlistEndMaterial {Material-Final}
translate B GlistDeleted {Apagado}
translate B GlistFlags {Sinalizador}
translate B GlistVars {Variantes}
translate B GlistComments {Comentarios}
translate B GlistAnnos {Anotacoes}
translate B GlistStart {Iniciar}
translate B GlistGameNumber {Numero do Jogo}
# ====== TODO To be translated ======
translate B GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate B GlistRating {Rating}
translate B GlistFindText {Encontrar texto}
translate B GlistMoveField {Mover}
translate B GlistEditField {Configurar}
translate B GlistAddField {Adicionar}
translate B GlistDeleteField {Remover}
translate B GlistWidth {Largura}
translate B GlistAlign {Alinhar}
# ====== TODO To be translated ======
translate B GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate B GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate B GlistAlignC {Align: center}
translate B GlistColor {Cor}
translate B GlistSep {Separador}
# ====== TODO To be translated ======
translate B GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate B GlistNewSort {New}
# ====== TODO To be translated ======
translate B GlistAddToSort {Add}
# ====== TODO To be translated ======
translate B GsortSort {Sort...}
# ====== TODO To be translated ======
translate B GsortDate {Date}
# ====== TODO To be translated ======
translate B GsortYear {Year}
# ====== TODO To be translated ======
translate B GsortEvent {Event}
# ====== TODO To be translated ======
translate B GsortSite {Site}
# ====== TODO To be translated ======
translate B GsortRound {Round}
# ====== TODO To be translated ======
translate B GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate B GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate B GsortECO {ECO}
# ====== TODO To be translated ======
translate B GsortResult {Result}
# ====== TODO To be translated ======
translate B GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate B GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate B GsortCountry {Country}
# ====== TODO To be translated ======
translate B GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate B GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate B GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate B GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate B GsortComments {Comments}
# ====== TODO To be translated ======
translate B GsortVariations {Variations}
# ====== TODO To be translated ======
translate B GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate B GsortAscending {Ascending}
# ====== TODO To be translated ======
translate B GsortDescending {Descending}
# ====== TODO To be translated ======
translate B GsortAdd {Add}
# ====== TODO To be translated ======
translate B GsortStore {Store}
# ====== TODO To be translated ======
translate B GsortLoad {Load}
translate B GlistRemoveThisGameFromFilter  {Remover este jogo do filtro}
translate B GlistRemoveGameAndAboveFromFilter  {Remover jogo (e todos antes dele) do filtro}
translate B GlistRemoveGameAndBelowFromFilter  {Remover jogo (e todos depois dele) do filtro}
translate B GlistDeleteGame {Recuperar este jogo} 
translate B GlistDeleteAllGames {Apagar todos os jogos no filtro} 
translate B GlistUndeleteAllGames {Recuperar todos os jogos no filtro} 
translate B GlistMergeGameInBase {Incorporar jogo em outra base} 

# Maintenance window:
translate B DatabaseName {Nome da base de dados:}
translate B TypeIcon {Icone de Tipo:}
translate B NumOfGames {Jogos:}
translate B NumDeletedGames {Jogos deletados:}
translate B NumFilterGames {Jogos no filtro:}
translate B YearRange {Faixa de Anos:}
translate B RatingRange {Faixa de Rating:}
translate B Description {Descri��o} ;# ***
translate B Flag {Sinalizador}
translate B CustomFlags {Flags customizadas}
translate B DeleteCurrent {Deletar jogo corrente}
translate B DeleteFilter {Deletar jogos filtrados}
translate B DeleteAll {Deletar todos os jogos}
translate B UndeleteCurrent {Recuperar jogo corrente}
translate B UndeleteFilter {Recuperar jogos filtrados}
translate B UndeleteAll {Recuperar todos os jogos}
translate B DeleteTwins {Deletar duplicatas}
translate B MarkCurrent {Marcar jogo corrente}
translate B MarkFilter {Marcar jogos filtrados}
translate B MarkAll {Marcar todos os jogos}
translate B UnmarkCurrent {Desmarcar jogo corrente}
translate B UnmarkFilter {Desmarcar jogos filtrados}
translate B UnmarkAll {Desmarcar todos os jogos}
translate B Spellchecking {Verificacao Ortografica}
translate B Players {Jogadores}
translate B Events {Eventos}
translate B Sites {Lugares}
translate B Rounds {Rodadas}
translate B DatabaseOps {Operacoes na base de dados}
translate B ReclassifyGames {Jogos classificados por ECO}
translate B CompactDatabase {Compactar base de dados}
translate B SortDatabase {Ordenar base de dados}
translate B AddEloRatings {Adicionar ratings}
translate B AutoloadGame {Carregar autom. o jogo numero}
translate B StripTags {Remover tags PGN} ;# ***
translate B StripTag {Remover tag} ;# ***
translate B Cleaner {Limpador}
translate B CleanerHelp {
O Limpador do Scid executara todas as acoes de manutencao selecionadas da lista abaixo, no banco corrente.

As configuracoes atuais na classificacao por ECO e dialogos de exclusao de duplicatas serao aplicadas se voce escolher estas funcoes.
}
translate B CleanerConfirm {
Uma vez iniciado, o Limpador nao podera ser interrompido!

Esta operacao pode levar muito tempo para ser executada em uma grande base de dados, dependendo das funcoes selecionadas e das configuracoes atuais.

Voce esta certo de que quer iniciar as acoes de manutencao selecionadas?
}
translate B TwinCheckUndelete {para virar; "u" recupera ambos)}
translate B TwinCheckprevPair {Par anterior}
translate B TwinChecknextPair {Pr�ximo par}
translate B TwinChecker {Scid: Verificador de duplicatas}
translate B TwinCheckTournament {Jogos no torneio:}
translate B TwinCheckNoTwin {Nenhuma duplicata  }
translate B TwinCheckNoTwinfound {Nenhuma duplicata foi detectada para este jogo.\nPara mostrar duplicatas nesta janela, voc� deve usar primeiro a fun��o "Apagar Duplicatas...". }
translate B TwinCheckTag {Compartilhar tags...}
translate B TwinCheckFound1 {Scid encontrou $result duplicatas}
translate B TwinCheckFound2 { e definiu suas flags de exclus�o}
translate B TwinCheckNoDelete {N�o h� jogos para excluir nesta base.}
translate B TwinCriteria1 { Suas configura��es para encontrar duplicatas podem \nfazer com que n�o duplicatas com movimentos similares sejam marcadas como se fossem.}
translate B TwinCriteria2 {� recomendado que, se voc� selecionar "N�o" para "mesmos movimentos", voc� selecione "Sim" para as cores, evento, local, rodada, ano e m�s.\nVoc� quer continuar e excluir as duplicatas mesmo assim? }
translate B TwinCriteria3 {� recomendado que voc� especifique "Sim" para pelo menos duas das configura��es de "mesmo local", "mesma rodada" e "mesmo ano".\nVoc� quer continuar e excluir as duplicatas mesmo assim?}
translate B TwinCriteriaConfirm {Scid: Confirme as configura��es de duplicatas}
translate B TwinChangeTag "Alterar as seguintes tags:\n\n"
translate B AllocRatingDescription "Este comando utilizar� o arquivo corrente de verifica��o ortogr�fica para adicionar ratings Elo aos jogos nesta base. Sempre que um jogador n�o tiver um rating corrente, mas seu rating no momento do jogo estiver listado no arquivo de verifica��o, esse rating ser� adicionado."
translate B RatingOverride "Sobrescrever ratings existentes diferentes de zero?"
translate B AddRatings "Adicionar ratings a:"
translate B AddedRatings {Scid adicionou $r ratings Elo em $g jogos.}
translate B NewSubmenu "Novo Submenu"

# Comment editor:
translate B AnnotationSymbols  {Simbolos de Anotacao:}
translate B Comment {Comentario:}
translate B InsertMark {Inserir marca} ;# ***
translate B InsertMarkHelp {
Insere/remove marca: Seleciona cor, tipo, casa.
Insere/remove seta: Clique com o bot�o direito em duas casas.
} ;# ***

# Nag buttons in comment editor:
translate B GoodMove {Bom Movimento} ;# ***
translate B PoorMove {Movimento Pobre} ;# ***
translate B ExcellentMove {Movimento Excelente} ;# ***
translate B Blunder {Erro!!!} ;# ***
translate B InterestingMove {Movimento Interessante} ;# ***
translate B DubiousMove {Movimento Duvidoso} ;# ***
translate B WhiteDecisiveAdvantage {Branca tem vantagem decisiva} ;# ***
translate B BlackDecisiveAdvantage {Preta tem vantagem decisiva} ;# ***
translate B WhiteClearAdvantage {Branca tem clara vantagem} ;# ***
translate B BlackClearAdvantage {Preta tem clara vantagem} ;# ***
translate B WhiteSlightAdvantage {Branca tem alguma vantagem} ;# ***
translate B BlackSlightAdvantage {Preta tem alguma vantagem} ;# ***
translate B Equality {Igualdade} ;# ***
translate B Unclear {N�o claro} ;# ***
translate B Diagram {Diagrama} ;# ***

# Board search:
translate B BoardSearch {Pesquisa Tabuleiro}
translate B FilterOperation {Operacao no filtro corrente:}
translate B FilterAnd {E (Filtro restrito)}
translate B FilterOr {OU (Adicionar ao filtro)}
translate B FilterIgnore {IGNORAR (Limpar filtro)}
translate B SearchType {Tipo de pesquisa:}
translate B SearchBoardExact {Posicao exata (todas as pecas nas mesmas casas)}
translate B SearchBoardPawns {Peoes (mesmo material, todos os peoes nas mesmas casas)}
translate B SearchBoardFiles {Colunas (mesmo material, todos os peoes na mesma coluna)}
translate B SearchBoardAny {Qualquer (mesmo material, peoes e pecas em qualquer posicao)}
translate B SearchInRefDatabase { Pesquisa na base }
translate B LookInVars {Olhar nas variantes}

# Material search:
translate B MaterialSearch {Pesquisa Material}
translate B Material {Material}
translate B Patterns {Padroes}
translate B Zero {Zero}
translate B Any {Qualquer}
translate B CurrentBoard {Tabuleiro corrente}
translate B CommonEndings {Finais comuns}
translate B CommonPatterns {Padroes comuns}
translate B MaterialDiff {Diferenca de Material}
translate B squares {casas}
translate B SameColor {Mesma cor}
translate B OppColor {Cor oposta}
translate B Either {Qualquer}
translate B MoveNumberRange {Faixa do numero de movimentos}
translate B MatchForAtLeast {Conferem por pelo menos}
translate B HalfMoves {meios movimentos}

# Common endings in material search:
translate B EndingPawns {Finais com Pe�es} ;# ***
translate B EndingRookVsPawns {Torre contra Pe�es} ;# ***
translate B EndingRookPawnVsRook {Torre e 1 Pe�o contra Torre} ;# ***
translate B EndingRookPawnsVsRook {Torre e Pe�es contra Torre} ;# ***
translate B EndingRooks {Finais Torre contra Torre} ;# ***
translate B EndingRooksPassedA {Finais Torre contra Torre com Pe�o passado na coluna a} ;# ***
translate B EndingRooksDouble {Finais com Torres dobradas} ;# ***
translate B EndingBishops {Finais Bispo contra Bispo} ;# ***
translate B EndingBishopVsKnight {Finais Bispo contra Cavalo} ;# ***
translate B EndingKnights {Finais Cavalo contra Cavalo} ;# ***
translate B EndingQueens {Finais Dama contra Dama} ;# ***
translate B EndingQueenPawnVsQueen {Dama e 1 Pe�o contra Dama} ;# ***
translate B BishopPairVsKnightPair {Meio-jogo com 2 Bispos contra 2 Cavalos} ;# ***

# Common patterns in material search:
translate B PatternWhiteIQP {IQP Branca} ;# ***
translate B PatternWhiteIQPBreakE6 {IQP Branca: avan�o d4-d5 contra e6} ;# ***
translate B PatternWhiteIQPBreakC6 {IQP Branca: avan�o d4-d5 contra c6} ;# ***
translate B PatternBlackIQP {IQP Preta} ;# ***
translate B PatternWhiteBlackIQP {IQP Branca vs. IQP Preta} ;# ***
translate B PatternCoupleC3D4 {Pe�es Brancos isolados em c3+d4} ;# ***
translate B PatternHangingC5D5 {Pe�es Pretos em c5 e d5} ;# ***
translate B PatternMaroczy {Maroczy Center (com Pe�es em c4 e e4)} ;# ***
translate B PatternRookSacC3 {Sacrif�cio de Torre em c3} ;# ***
translate B PatternKc1Kg8 {O-O-O vs. O-O (Rc1 vs. Rg8)} ;# ***
translate B PatternKg1Kc8 {O-O vs. O-O-O (Rg1 vs. Rc8)} ;# ***
translate B PatternLightFian {Fianchettos nas casas brancas(Bispo-g2 vs. Bispo-b7)} ;# ***
translate B PatternDarkFian {Fianchettos nas casas pretas (Bispo-b2 vs. Bispo-g7)} ;# ***
translate B PatternFourFian {Quatro Fianchettos (Bispos em b2,g2,b7,g7)} ;# ***

# Game saving:
translate B Today {Hoje}
translate B ClassifyGame {Classificar Jogo}

# Setup position:
translate B EmptyBoard {Tabuleiro vazio}
translate B InitialBoard {Tabuleiro Inicial}
translate B SideToMove {Lado que move}
translate B MoveNumber {No. do Movimento}
translate B Castling {Roque}
translate B EnPassantFile {coluna En Passant}
translate B ClearFen {Limpar FEN}
translate B PasteFen {Colar FEN}
translate B SaveAndContinue {Salvar e continuar}
translate B DiscardChangesAndContinue {Descartar altera��es\ne continuar}
translate B GoBack {Voltar}

# Replace move dialog:
translate B ReplaceMove {Substituir movimento}
translate B AddNewVar {Adicionar nova variante}
translate B NewMainLine {Nova linha principal}
translate B ReplaceMoveMessage {Um movimento ja existe nesta posicao.

Voce pode substitui-lo, descartar todos os movimentos que o seguem, ou adicionar seu movimento como uma nova variante.

(Voce pode evitar que esta mensagem apareca no futuro desligando a opcao "Perguntar antes de substituir movimentos" no menu Opcoes:Movimentos.)}

# Make database read-only dialog:
translate B ReadOnlyDialog {Se voce tornar esta base de dados apenas para leitura, nenhuma alteracao sera permitida.
Nenhum jogo podera ser salvo ou substituido, e nenhuma flag de exclusao podera ser alterada.
Qualquer ordenacao ou resultados de classificacao por ECO serao temporarios.

Para poder tornar a base de dados atualizavel novamente, feche-a e abra-a novamente.

Voce realmente quer que esta base de dados seja apenas de leitura?}

# Clear game dialog:
translate B ClearGameDialog {Este jogo foi alterado.

Voce realmente quer continuar e descartar as mudancas feitas?
}

# Exit dialog:
translate B ExitDialog {Voce quer realmente sair do Scid?}
translate B ExitUnsaved {As bases a seguir tem mudan�as nos jogos que n�o foram salvas. Se voc� sair agora, essas mudan�as ser�o perdidas.} ;# ***

# Import window:
translate B PasteCurrentGame {Colar jogo corrente}
translate B ImportHelp1 {Introduzir ou colar um jogo em formato PGN no quadro acima.}
translate B ImportHelp2 {Quaisquer erros ao importar o jogo serao mostrados aqui.}
translate B OverwriteExistingMoves {Sobrescrever movimentos existentes ?}

# ECO Browser:
translate B ECOAllSections {todas as secoes ECO}
translate B ECOSection {secao ECO}
translate B ECOSummary {Resumo para}
translate B ECOFrequency {Frequencia de subcodigos para}

# Opening Report:
translate B OprepTitle {Relatorio de Abertura}
translate B OprepReport {Relatorio}
translate B OprepGenerated {Gerado por}
translate B OprepStatsHist {Estatisticas e Historico}
translate B OprepStats {Estatisticas}
translate B OprepStatAll {Todas as partidas do relatorio}
translate B OprepStatBoth {Ambos com rating}
translate B OprepStatSince {Desde}
translate B OprepOldest {Jogos mais antigos}
translate B OprepNewest {Jogos mais recentes}
translate B OprepPopular {Popularidade Atual}
translate B OprepFreqAll {Frequencia em todos os anos:   }
translate B OprepFreq1   {No ultimo ano: }
translate B OprepFreq5   {Nos ultimos 5 anos: }
translate B OprepFreq10  {Nos ultimos 10 anos: }
translate B OprepEvery {uma vez em cada %u jogos}
translate B OprepUp {ate %u%s de todos os anos}
translate B OprepDown {menos que %u%s de todos os anos}
translate B OprepSame {nenhuma mudanca em todos os anos}
translate B OprepMostFrequent {Jogadores mais frequentes}
translate B OprepMostFrequentOpponents {Oponentes mais frequentes} ;# ***
translate B OprepRatingsPerf {Ratings e Desempenho}
translate B OprepAvgPerf {Ratings e desempenho medios}
translate B OprepWRating {Rating Brancas}
translate B OprepBRating {Rating Pretas}
translate B OprepWPerf {Desempenho Brancas}
translate B OprepBPerf {Desempenho Pretas}
translate B OprepHighRating {Jogos com o maior rating medio}
translate B OprepTrends {Tendencias de Resultados}
translate B OprepResults {Qtd. e frequencia de resultados}
translate B OprepLength {Tamanho do jogo}
translate B OprepFrequency {Frequencia}
translate B OprepWWins {Brancas vencem: }
translate B OprepBWins {Pretas vencem:  }
translate B OprepDraws {Empates:        }
translate B OprepWholeDB {toda a base de dados}
translate B OprepShortest {Vitorias mais rapidas}
translate B OprepMovesThemes {Movimentos e Temas}
translate B OprepMoveOrders {Ordem dos movimentos para atingir a posicao do relatorio}
translate B OprepMoveOrdersOne \
  {Houve apenas uma ordem de movimentos que atinge esta posicao: }
translate B OprepMoveOrdersAll \
  {Houve apenas %u ordens de movimentos que atingem esta posicao:}
translate B OprepMoveOrdersMany \
  {Houve %u ordens de movimentos que atingem esta posicao. As %u primeiras sao:}
translate B OprepMovesFrom {Movimentos da posicao do relatorio}
translate B OprepMostFrequentEcoCodes {C�digos ECO mais frequentes} ;# ***
translate B OprepThemes {Temas Posicionais}
translate B OprepThemeDescription {Frequencia dos temas nos primeiros  %u movimentos de cada jogo} ;# ***
translate B OprepThemeSameCastling {Roque do mesmo lado}
translate B OprepThemeOppCastling {Roques opostos}
translate B OprepThemeNoCastling {Ninguem efetuou o roque}
translate B OprepThemeKPawnStorm {Tempestade de Peoes no lado do Rei}
translate B OprepThemeQueenswap {Damas ja trocadas}
translate B OprepThemeWIQP {Pe�o branco da Dama isolado} ;# ***
translate B OprepThemeBIQP {Pe�o preto da Dama isolado} ;# ***
translate B OprepThemeWP567 {Peao Branco na 5/6/7a fila}
translate B OprepThemeBP234 {Peao Preto na 2/3/4a fila}
translate B OprepThemeOpenCDE {Colunas c/d/e abertas}
translate B OprepTheme1BishopPair {Um lado tem o par de Bispos}
translate B OprepEndgames {Finais}
translate B OprepReportGames {Jogos no Relatorio}
translate B OprepAllGames {Todos os jogos}
translate B OprepEndClass {Material ao fim de cada jogo}
translate B OprepTheoryTable {Tabela de Teoria}
translate B OprepTableComment {Gerada a partir dos %u jogos com rating mais alto.}
translate B OprepExtraMoves {Movimentos com nota extra na Tabela de Teoria}
translate B OprepMaxGames {Qtde. Maxima de jogos na tabela de teoria}
translate B OprepViewHTML {Visualizar HTML} ;# ***
translate B OprepViewLaTeX {Visualizar LaTeX} ;# ***

# Player Report:
translate B PReportTitle {Relatorio do Jogador} ;# ***
translate B PReportColorWhite {com as Brancas} ;# ***
translate B PReportColorBlack {com as Pretas} ;# ***
translate B PReportMoves {ap�s %s} ;# ***
translate B PReportOpenings {Aberturas} ;# ***
translate B PReportClipbase {Limpa base de c�pia e copia os jogos encontrados para ela} ;# ***

# Piece Tracker window:
translate B TrackerSelectSingle {Use o bot�o esquerdo do mouse para selecionar esta pe�a.} ;# ***
translate B TrackerSelectPair {Bot�o esquerdo seleciona esta pe�a; bot�o direito seleciona sua parceira.}
translate B TrackerSelectPawn {Bot�o esquerdo seleciona este Pe�o; bot�o direito seleciona os 8 Pe�es}
translate B TrackerStat {Estatisticas}
translate B TrackerGames {% jogos com movimentos para a casa}
translate B TrackerTime {% tempo em cada casa}
translate B TrackerMoves {Movimentos}
translate B TrackerMovesStart {Entre o n�mero do movimento a partir do qual o acompanhamento deve ser feito.}
translate B TrackerMovesStop {Entre com o numero do movimento onde deve parar o acompanhamento.}

# Game selection dialogs:
translate B SelectAllGames {Todos os jogos na base de dados}
translate B SelectFilterGames {Apenas jogos no filtro}
translate B SelectTournamentGames {Somente jogos no torneio atual}
translate B SelectOlderGames {Somente jogos antigos}

# Delete Twins window:
translate B TwinsNote {Para serem duplicatas, dois jogos devem ter pelo menos os mesmos dois jogadores, alem de criterios que voce pode definir abaixo. Quando um par de duplicatas e encontrado, o jogo menor e deletado. Dica: e melhor fazer a verificacao ortografica da base de dados antes de remover duplicatas, pois isso melhora o processo de deteccao de duplicatas. }
translate B TwinsCriteria {Criterio: Duplicatas devem ter...}
translate B TwinsWhich {Jogos a examinar}
translate B TwinsColors {Jogadores com a mesma cor?}
translate B TwinsEvent {Mesmo evento?}
translate B TwinsSite {Mesmo lugar?}
translate B TwinsRound {Mesma rodada?}
translate B TwinsYear {Mesmo ano?}
translate B TwinsMonth {Mesmo mes?}
translate B TwinsDay {Mesmo dia?}
translate B TwinsResult {Mesmo resultado?}
translate B TwinsECO {Mesmo codigo ECO?}
translate B TwinsMoves {Mesmos movimentos?}
translate B TwinsPlayers {Comparacao dos nomes dos jogadores:}
translate B TwinsPlayersExact {Comparacao exata}
translate B TwinsPlayersPrefix {Primeiras 4 letras apenas}
translate B TwinsWhen {Quando deletar duplicatas}
translate B TwinsSkipShort {Ignorar todos os jogos com menos de 5 movimentos?}
translate B TwinsUndelete {Recuperar todos os jogos antes?}
translate B TwinsSetFilter {Definir filtro para todas as duplicatas deletadas?}
translate B TwinsComments {Manter sempre os jogos com comentarios?}
translate B TwinsVars {Manter sempre os jogos com variantes?}
translate B TwinsDeleteWhich {Excluir qual jogo:} ;# ***
translate B TwinsDeleteShorter {Menor jogo} ;# ***
translate B TwinsDeleteOlder {Menor numero de jogo} ;# ***
translate B TwinsDeleteNewer {Maior numero de jogo} ;# ***
translate B TwinsDelete {Deletar jogos}

# Name editor window:
translate B NameEditType {Tipo de nome para editar}
translate B NameEditSelect {Jogos para editar}
translate B NameEditReplace {Substituir}
translate B NameEditWith {com}
translate B NameEditMatches {Confere: Pressione Ctrl+1 a Ctrl+9 para selecionar}
translate B CheckGames {Marcar jogos}
translate B CheckGamesWhich {Marcar jogos}
translate B CheckAll {Todos os jogos}
translate B CheckSelectFilterGames {Somente jogos filtrados}

# Classify window:
translate B Classify {Classificar}
translate B ClassifyWhich {Que jogos devem ser classificados por ECO}
translate B ClassifyAll {Todos os Jogos (substituir codigos ECO antigos)}
translate B ClassifyYear {Todos os jogos do ultimo ano}
translate B ClassifyMonth {Todos os jogos do ultimo mes}
translate B ClassifyNew {Somente jogos ainda sem codigo ECO}
translate B ClassifyCodes {Codigos ECO a serem usados}
translate B ClassifyBasic {Codigos Basicos apenas ("B12", ...)}
translate B ClassifyExtended {Extensoes Scid ("B12j", ...)}

# Compaction:
translate B NameFile {Arquivo de nomes}
translate B GameFile {Arquivo de jogos}
translate B Names {Nomes}
translate B Unused {Nao usado}
translate B SizeKb {Tamanho (kb)}
translate B CurrentState {Estado Atual}
translate B AfterCompaction {Apos compactacao}
translate B CompactNames {Compactar arquivo de nomes}
translate B CompactGames {Compactar arquivo de nomes}
translate B NoUnusedNames "N�o h� nomes n�o utilizados, ent�o o arquivo j� est� totalmente compactado."
translate B NoUnusedGames "O arquivo de jogo j� est� totalmente compactado."
translate B NameFileCompacted {O arquivo de nomes para a base "[file tail [sc_base filename]]" est� compactado.}
translate B GameFileCompacted {O arquivo de jogos para a base "[file tail [sc_base filename]]" est� compactado.}

# Sorting:
translate B SortCriteria {Criterio}
translate B AddCriteria {Adicionar criterio}
translate B CommonSorts {Ordenacoes comuns}
translate B Sort {Ordenar}

# Exporting:
translate B AddToExistingFile {Adicionar jogos a um arquivo existente?}
translate B ExportComments {Exportar comentarios?}
translate B ExportVariations {Exportar variantes?}
translate B IndentComments {Identar Comentarios?}
translate B IndentVariations {Identar Variantes?}
translate B ExportColumnStyle {Estilo Coluna (um movimento por linha)?}
translate B ExportSymbolStyle {Estilo de anotacao simbolica:}
translate B ExportStripMarks {Remover c�digos de marca de casa/seta dos coment�rios?} ;# ***

# Goto game/move dialogs:
translate B LoadGameNumber {Entre o numero do jogo a ser carregado:}
translate B GotoMoveNumber {Ir p/ o lance no.:}

# Copy games dialog:
translate B CopyGames {Copiar jogos}
translate B CopyConfirm {
 Voce realmente quer copiar
 os [::utils::thousands $nGamesToCopy] jogos filtrados
 da base de dados "$fromName"
 para a base de dados "$targetName"?
}
translate B CopyErr {Copia nao permitida}
translate B CopyErrSource {a base de dados origem}
translate B CopyErrTarget {a base de dados destino}
translate B CopyErrNoGames {nao tem jogos que atendam o filtro}
translate B CopyErrReadOnly {e apenas de leitura}
translate B CopyErrNotOpen {nao esta aberta}

# Colors:
translate B LightSquares {Casas Brancas}
translate B DarkSquares {Casas Pretas}
translate B SelectedSquares {Casas selecionadas}
translate B SuggestedSquares {Casas Sugeridas}
translate B WhitePieces {Pecas Brancas}
translate B BlackPieces {Pecas Pretas}
translate B WhiteBorder {Borda Branca}
translate B BlackBorder {Borda Preta}

# Novelty window:
translate B FindNovelty {Buscar Novidade}
translate B Novelty {Novidade}
translate B NoveltyInterrupt {Busca interrompida}
translate B NoveltyNone {Nenhuma novidade encontrada}
translate B NoveltyHelp {
Scid buscara o primeiro movimento do jogo atual que alcanca uma posicao nao encontrada na base selecionada ou no arquivo ECO.
}

# Sounds configuration:
translate B SoundsFolder {Pasta de arquivos de som} ;# ***
translate B SoundsFolderHelp {A pasta deve conter os arquivos King.wav, a.wav, 1.wav, etc} ;# ***
translate B SoundsAnnounceOptions {Op��es de anuncio de movimentos} ;# ***
translate B SoundsAnnounceNew {Anuncia novos movimentos quando eles s�o feitos} ;# ***
translate B SoundsAnnounceForward {Anuncia movimentos quando avan�ar um movimento} ;# ***
translate B SoundsAnnounceBack {Anuncia movimentos quando retroceder um movimento} ;# ***

# Upgrading databases:
translate B Upgrading {Atualizando}
translate B ConfirmOpenNew {
Esta e uma base em formato antigo (Scid 3) que nao pode ser aberta pelo Scid 4, mas uma versao no novo formato (Scid 4) ja foi criada.

Voce quer abrir a nova versao da base Scid 4?
}
translate B ConfirmUpgrade {
Esta e uma base em formato antigo (Scid 3). Uma versao da base no novo formato deve ser criada antes de poder ser usada no Scid 4.

A atualizacao criara uma nova versao da base; isto nao altera nem remove os registros originais.

Este processo pode levar algum tempo, mas so precisa ser feito uma vez e pode ser cancelado se estiver demorando muito.

Voce quer atualizar esta base agora?
}

# Recent files options:
translate B RecentFilesMenu {Numero de arquivos recentes no menu Arquivo} ;# ***
translate B RecentFilesExtra {Numero de arquivos recentes no submenu extra} ;# ***

# My Player Names options:
translate B MyPlayerNamesDescription {
Entre com uma lista dos nomes de jogadores preferidos, abaixo, um nome por linha. Substitutos (ex. "?" para qualquer caracter �nico, "*" para qualquer sequencia de caracteres) s�o permitidas.

Cada vez que um jogo com um jogador da lista � carregado, o tabuleiro da janela principal sofrer� rota��o, se necess�rio, para mostrar o jogo da perspectiva desse jogador..
} ;# ***
translate B showblunderexists {mostra que existe um erro crasso}
translate B showblundervalue {mostra o valor do erro crasso}
translate B showscore {mostra o score}
translate B coachgame {auxilio ao jogo}
translate B configurecoachgame {configura auxilio ao jogo}
translate B configuregame {Configura��o do jogo}
translate B Phalanxengine {Engine Phalanx}
translate B Coachengine {Engine de auxilio}
translate B difficulty {dificuldade}
translate B hard {dificil}
translate B easy {facil}
translate B Playwith {Jogar com}
translate B white {branca}
translate B black {preta}
translate B both {ambas}
translate B Play {Jogar}
translate B Noblunder {Nenhum erro crasso}
translate B blunder {erro crasso}
translate B Noinfo {-- Sem informa��es --}
translate B PhalanxOrTogaMissing {Phalanx ou Toga n�o encontrado}
translate B moveblunderthreshold {movimento e um erro crasso se a perda e maior que}
translate B limitanalysis {limita tempo de analise do engine}
translate B seconds {segundos}
translate B Abort {Abortar}
translate B Resume {Continuar}
translate B OutOfOpening {Fora da abertura}
translate B NotFollowedLine {Voc� n�o seguiu a linha}
translate B DoYouWantContinue {Voce quer continuar ?}
translate B CoachIsWatching {Auxilio esta observando}
translate B Ponder {Pensando permanentemente}
translate B LimitELO {Limite da for�a ELO}
translate B DubiousMovePlayedTakeBack {Movimento duvidoso, quer voltar ?}
translate B WeakMovePlayedTakeBack {Movimento fraco, quer voltar ?}
translate B BadMovePlayedTakeBack {Movimento ruim, quer voltar ?}
translate B Iresign {Eu desisto}
translate B yourmoveisnotgood {seu movimento nao e bom}
translate B EndOfVar {Fim da variante}
translate B Openingtrainer {Treinador de aberturas}
translate B DisplayCM {Mostrar movimentos candidatos}
translate B DisplayCMValue {Mostrar valor dos movimentos candidatos}
translate B DisplayOpeningStats {Mostrar estatisticas}
translate B ShowReport {Mostrar relatorio}
translate B NumberOfGoodMovesPlayed {bom movimentos jogados}
translate B NumberOfDubiousMovesPlayed {movimentos duvidosos jogados}
translate B NumberOfMovesPlayedNotInRepertoire {movimentos jogados n�o existem no repertorio}
translate B NumberOfTimesPositionEncountered {vezes a posi��o foi encontrada}
translate B PlayerBestMove  {Permitir somente os melhores movimentos}
translate B OpponentBestMove {Oponente joga os melhores movimentos}
translate B OnlyFlaggedLines {Somente linhas marcadas}
translate B resetStats {Reiniciar estatisticas}
translate B Repertoiretrainingconfiguration {Configura��o do repertorio de treinamento}
translate B Loadingrepertoire {Carregando repertorio}
translate B Movesloaded {Movimentos carregados}
translate B Repertoirenotfound {Repertorio n�o encontrado}
translate B Openfirstrepertoirewithtype {Abra primeiro uma base de repertorio com o �cone/tipo definido do lado direito}
translate B Movenotinrepertoire {Movimento n�o existe no repertorio}
translate B PositionsInRepertoire {Posi��es no repertorio}
translate B PositionsNotPlayed {Posi��es n�o jogadas}
translate B PositionsPlayed {Posi��es jogadas}
translate B Success {Successo}
translate B DubiousMoves {Movimentos duvidosos}
translate B OutOfRepertoire {Fora do Repertorio}
translate B ConfigureTactics {Configurar taticas}
translate B ResetScores {Reiniciar scores}
translate B LoadingBase {Carregando base}
translate B Tactics {Taticas}
translate B ShowSolution {Mostrar solu��o}
translate B NextExercise {Proximo exercicio}
translate B PrevExercise {exercicio anterior}
translate B StopTraining {Parar treinamento}
translate B Next {Proximo}
translate B ResettingScore {Reinicializando score}
translate B LoadingGame {Carregando jogo}
translate B MateFound {Mate encontrado}
translate B BestSolutionNotFound {Melhor solu��o N�O encontrada !}
translate B MateNotFound {Mate n�o encontrado}
translate B ShorterMateExists {Existe mate mais curto}
translate B ScorePlayed {Score obtido}
translate B Expected {esperado}
translate B ChooseTrainingBase {Escolher base de treinamento}
translate B Thinking {Pensando}
translate B AnalyzeDone {Analise completa}
translate B WinWonGame {Win venceu o jogo}
translate B Lines {Linhas}
translate B ConfigureUCIengine {Configurar engine UCI}
translate B SpecificOpening {Abertura especifica}
translate B StartNewGame {Iniciar novo jogo}
translate B FixedLevel {Nivel fixo}
translate B Opening {Abertura}
translate B RandomLevel {Nivel aleatorio}
translate B StartFromCurrentPosition {Iniciar a paartir da posi��o corrente}
translate B FixedDepth {Profundidade fixa}
translate B Nodes {N�s} 
translate B Depth {Profundidade}
translate B Time {Tempo} 
translate B SecondsPerMove {Segundos por movimento}
translate B Engine {Engine}
translate B TimeMode {Modo de tempo}
translate B TimeBonus {Bonus de tempo}
translate B TimeMin {min}
translate B TimeSec {seg}
translate B AllExercisesDone {Todos os exercicios completos}
translate B MoveOutOfBook {Movimento fora do livro}
translate B LastBookMove {Ultimo movimento do livro}
translate B AnnotateSeveralGames {Anotar diversos jogos\ndo atual at� :}
translate B FindOpeningErrors {Encontrar erros na abertura}
translate B MarkTacticalExercises {Marcar exercicios taticos}
translate B UseBook {Usar livro}
translate B MultiPV {Variantes multiplas}
translate B Hash {Varrer mem�ria}
translate B OwnBook {Usar livro do engine}
translate B BookFile {Livro de aberturas}
translate B AnnotateVariations {Anotar variantes}
translate B ShortAnnotations {Anota��es curtas}
translate B addAnnotatorTag {Adicionar tag do anotador}
translate B AddScoreToShortAnnotations {Adicionar o score �s anota��es curtas}
translate B Export {Exportar}
translate B BookPartiallyLoaded {Livro parcialmente carregado}
translate B Calvar {Calculo de variantes}
translate B ConfigureCalvar {Configura��o}
# ====== TODO To be translated ======
translate B Reti {Reti}
# ====== TODO To be translated ======
translate B English {Inglesa}
# ====== TODO To be translated ======
translate B d4Nf6Miscellaneous {1.d4 Nf6 Diversas}
# ====== TODO To be translated ======
translate B Trompowsky {Trompowsky}
# ====== TODO To be translated ======
translate B Budapest {Budapest}
# ====== TODO To be translated ======
translate B OldIndian {India antiga}
# ====== TODO To be translated ======
translate B BenkoGambit {Gambito Benko}
# ====== TODO To be translated ======
translate B ModernBenoni {Modern Benoni}
# ====== TODO To be translated ======
translate B DutchDefence {Defesa Holandesa}
# ====== TODO To be translated ======
translate B Scandinavian {Escandinava}
# ====== TODO To be translated ======
translate B AlekhineDefence {Defesa Alekhine}
# ====== TODO To be translated ======
translate B Pirc {Pirc}
# ====== TODO To be translated ======
translate B CaroKann {Caro-Kann}
# ====== TODO To be translated ======
translate B CaroKannAdvance {Caro-Kann Advance}
# ====== TODO To be translated ======
translate B Sicilian {Siciliana}
# ====== TODO To be translated ======
translate B SicilianAlapin {Siciliana Alapin}
# ====== TODO To be translated ======
translate B SicilianClosed {Siciliana Fechada}
# ====== TODO To be translated ======
translate B SicilianRauzer {Siciliana Rauzer}
# ====== TODO To be translated ======
translate B SicilianDragon {Siciliana Dragao}
# ====== TODO To be translated ======
translate B SicilianScheveningen {Siciliana Scheveningen}
# ====== TODO To be translated ======
translate B SicilianNajdorf {Siciliana Najdorf}
# ====== TODO To be translated ======
translate B OpenGame {Jogo aberto}
# ====== TODO To be translated ======
translate B Vienna {Vienna}
# ====== TODO To be translated ======
translate B KingsGambit {Gambito do Rei}
# ====== TODO To be translated ======
translate B RussianGame {Russa}
# ====== TODO To be translated ======
translate B ItalianTwoKnights {Italiana/Dois Cavalos}
# ====== TODO To be translated ======
translate B Spanish {Espanhola}
# ====== TODO To be translated ======
translate B SpanishExchange {Espanhola Trocas}
# ====== TODO To be translated ======
translate B SpanishOpen {Espanhola Aberta}
# ====== TODO To be translated ======
translate B SpanishClosed {Espanhola Fechada}
# ====== TODO To be translated ======
translate B FrenchDefence {Defesa Francesa}
# ====== TODO To be translated ======
translate B FrenchAdvance {Francesa Avanco}
# ====== TODO To be translated ======
translate B FrenchTarrasch {Francesa Tarrasch}
# ====== TODO To be translated ======
translate B FrenchWinawer {Francesa Winawer}
# ====== TODO To be translated ======
translate B FrenchExchange {Francesa Trocas}
# ====== TODO To be translated ======
translate B QueensPawn {Peao da Dama}
# ====== TODO To be translated ======
translate B Slav {Eslava}
# ====== TODO To be translated ======
translate B QGA {QGA}
# ====== TODO To be translated ======
translate B QGD {QGD}
# ====== TODO To be translated ======
translate B QGDExchange {QGD Trocas}
# ====== TODO To be translated ======
translate B SemiSlav {Semi-Eslava}
# ====== TODO To be translated ======
translate B QGDwithBg5 {QGD com Bg5}
# ====== TODO To be translated ======
translate B QGDOrthodox {QGD Ortodoxa}
# ====== TODO To be translated ======
translate B Grunfeld {Gr�nfeld}
# ====== TODO To be translated ======
translate B GrunfeldExchange {Gr�nfeld Trocas}
# ====== TODO To be translated ======
translate B GrunfeldRussian {Gr�nfeld Russa}
# ====== TODO To be translated ======
translate B Catalan {Catalan}
# ====== TODO To be translated ======
translate B CatalanOpen {Catalan Aberta}
# ====== TODO To be translated ======
translate B CatalanClosed {Catalan Fechada}
# ====== TODO To be translated ======
translate B QueensIndian {India da Dama}
# ====== TODO To be translated ======
translate B NimzoIndian {Nimzo-India}
# ====== TODO To be translated ======
translate B NimzoIndianClassical {Nimzo-India Classica}
# ====== TODO To be translated ======
translate B NimzoIndianRubinstein {Nimzo-India Rubinstein}
# ====== TODO To be translated ======
translate B KingsIndian {India do Rei}
# ====== TODO To be translated ======
translate B KingsIndianSamisch {India do Rei S�misch}
# ====== TODO To be translated ======
translate B KingsIndianMainLine {India do Rei Linha Principal}
translate B ConfigureFics {Configurar FICS}
translate B FICSGuest {Login como convidado}
translate B FICSServerPort {Porta do Servidor}
translate B FICSServerAddress {Endere�o IP}
translate B FICSRefresh {Atualizar}
translate B FICSTimesealPort {Porta Timeseal}
translate B FICSSilence {Silencio}
translate B FICSOffers {Ofertas}
translate B FICSConsole {Console}
translate B FICSGames {Jogos}
translate B FICSUnobserve {Parar de observar jogo}
translate B FICSProfile {Exibir seu perfil e historico}
translate B FICSRelayedGames {Jogos conectados}
translate B FICSFindOpponent {Encontrar Oponente}
translate B FICSTakeback {Voltar}
translate B FICSTakeback2 {Voltar 2}
translate B FICSInitTime {Tempo inicial (min)}
translate B FICSIncrement {Incremento (seg)}
translate B FICSRatedGame {Jogo com rate}
translate B FICSAutoColour {automatico}
translate B FICSManualConfirm {confirmar manualmente}
translate B FICSFilterFormula {Filtro com formula}
translate B FICSIssueSeek {Busca item}
translate B FICSChallenge {Desafiar}
translate B FICSAccept {aceitar}
translate B FICSDecline {recusar}
translate B FICSColour {Cor}
translate B FICSSend {enviar}
translate B FICSConnect {Conectar}
translate B FICSdefaultuservars {Usar variaveis default}
translate B FICSObserveconfirm {Voce quer observar o jogo}
# ====== TODO To be translated ======
translate B FICSpremove {Enable premove}
translate B GameReview {Rever jogo}
translate B GameReviewTimeExtended {Tempo estendido}
translate B GameReviewMargin {Mergem de erro}
translate B GameReviewAutoContinue {Continuar automaticamente quando o movimento estiver correto}
translate B GameReviewReCalculate {Usar tempo estendido}
translate B GameReviewAnalyzingMovePlayedDuringTheGame {Analisando movimento feito durante o jogo}
translate B GameReviewAnalyzingThePosition {Analisando a posi��o}
translate B GameReviewEnterYourMove {Entre seu movimento}
translate B GameReviewCheckingYourMove {Verificando seu movimento}
translate B GameReviewYourMoveWasAnalyzed {Seu movimento foi analisado}
translate B GameReviewYouPlayedSameMove {Voc� usou o mesmo movimento como na resposta}
translate B GameReviewScoreOfYourMove {Score do seu movimento}
translate B GameReviewGameMoveScore {Score do movimento do jogo}
translate B GameReviewEngineScore {Score do Engine}
translate B GameReviewYouPlayedLikeTheEngine {Voce jogou como o engine}
translate B GameReviewNotEngineMoveButGoodMove {N�o � o movimento do engine, mas � um bom movimento}
translate B GameReviewMoveNotGood {Este movimento n�o � bom; seu score e}
translate B GameReviewMovesPlayedLike {Movimentos semelhantes}
translate B GameReviewMovesPlayedEngine {Movimentos semelhantes aos do engine}
translate B CCDlgConfigureWindowTitle {Configurar Xadrez por correspondencia}
translate B CCDlgCGeneraloptions {Op��es Gerais}
translate B CCDlgDefaultDB {Base default:}
translate B CCDlgInbox {Caixa de Entrada (caminho):}
translate B CCDlgOutbox {Caixa de Saida (caminho):}
translate B CCDlgXfcc {Configura��ao do Xfcc:}
translate B CCDlgExternalProtocol {Tratamento de protocolo externo (ex. Xfcc)}
translate B CCDlgFetchTool {Ferramenta de busca:}
translate B CCDlgSendTool {Ferramenta de envio:}
translate B CCDlgEmailCommunication {Comunica��o por eMail}
translate B CCDlgMailPrg {Programa de Mail:}
translate B CCDlgBCCAddr {Endere�o C�pia Oculta:}
translate B CCDlgMailerMode {Modo:}
translate B CCDlgThunderbirdEg {ex. Thunderbird, Mozilla Mail, Icedove...}
translate B CCDlgMailUrlEg {ex. Evolution}
translate B CCDlgClawsEg {ex. Sylpheed Claws}
translate B CCDlgmailxEg {ex. mailx, mutt, nail...}
translate B CCDlgAttachementPar {Parametro de anexos:}
translate B CCDlgInternalXfcc {Usar suporte internal Xfcc}
translate B CCDlgConfirmXfcc {Confirmar movimentos}
translate B CCDlgSubjectPar {Parametro de Assunto:}
translate B CCDlgDeleteBoxes {Esvaziar caixas de entrada e sa�da}
translate B CCDlgDeleteBoxesText {Voce quer realmente esvaziar as caixas de Entrada e Saida usadas para o Xadrez por correspond�ncia? Esta opera��o exige uma novaa sincroniza��o para mostrar o ultimo estado dos seus jogos}
translate B CCDlgConfirmMove {Confirmar movimento}
translate B CCDlgConfirmMoveText {Se voce confirmar, o movimento indicado a seguir e os coment�rios ser�o enviados para o servidor:}
translate B CCDlgDBGameToLong {Linha principal inconsistente}
translate B CCDlgDBGameToLongError {A linha principal na sua base � maior do que o jogo que est� na caixa de entrada. Se a caixa de entrada contem jogos correntes, isto � logo ap�s uma sincroniza��o, alguns movimentos foram adicionados erroneamente � linha principal na base.\nNeste caso, por favor, diminua a linha principal para (no maximo) movimentos\n}
translate B CCDlgStartEmail {Iniciar novo jogo por eMail}
translate B CCDlgYourName {Seu nome:}
translate B CCDlgYourMail {Seu eMail:}
translate B CCDlgOpponentName {Nome do Oponente:}
translate B CCDlgOpponentMail {eMail do Oponente:}
translate B CCDlgGameID {ID do jogo (unico):}
translate B CCDlgTitNoOutbox {Scid: Caixa de Saida}
translate B CCDlgTitNoInbox {Scid: Caixa de Entrada}
translate B CCDlgTitNoGames {Scid: Nenhum jogo por correspond�ncia}
translate B CCErrInboxDir {Diretorio da Caixa de Entrada:}
translate B CCErrOutboxDir {Diretorio da Caixa de Saida:}
translate B CCErrDirNotUsable {n�o existe ou n�o est� acessivel!\nPor favor, verifique e corrija a configura��o.}
translate B CCErrNoGames {n�o contem nenhum jogo!\nPor favor, localize-os primeiro.}
translate B CCDlgTitNoCCDB {Scid: Nenhuma base de correspond�ncia}
translate B CCErrNoCCDB {Nenhuma base do tipo 'Correspondencia' est� aberta. Por favor, abra uma antes de usar as funcoes do xadrez por correspondencia.}
translate B CCFetchBtn {Busca jogos no servidor e processa a Caixa de Entrada}
translate B CCPrevBtn {Ir para o jogo anterior}
translate B CCNextBtn {Ir para o proximo jogo}
translate B CCSendBtn {Enviar movimento}
translate B CCEmptyBtn {Esvaziar caixas de entrada e saida}
translate B CCHelpBtn {Ajuda sobre icones e indicadores de estado.\nPara ajuda geral, use a tecla F1!}
translate B CCDlgServerName {Nome do Servidor:}
translate B CCDlgLoginName  {Login Name:}
translate B CCDlgPassword   {Senha:}
translate B CCDlgURL        {Xfcc-URL:}
translate B CCDlgRatingType {Tipo de Rating:}
translate B CCDlgDuplicateGame {ID de jogo n�o �nico}
translate B CCDlgDuplicateGameError {Este jogo existe mais de uma vez em sua base. Exclua todas as duplicatas e compacte seu arquivo de jogos (Arquivo/Manuten��o/Compactar Base).}
translate B CCDlgSortOption {Ordenando:}
translate B CCDlgListOnlyOwnMove {Somente jogos nos quais tenho o movimento}
translate B CCOrderClassicTxt {Local, Evento, Rodada, Resultado, Branca, Preta}
translate B CCOrderMyTimeTxt {Meu Rel�gio}
translate B CCOrderTimePerMoveTxt {Tempo por movimento at� o pr�ximo controle de tempo}
translate B CCOrderStartDate {Data de Inicio}
translate B CCOrderOppTimeTxt {Relogio do Oponente}

# ====== TODO To be translated ======
translate B CCDlgConfigRelay {Observar jogos}
# ====== TODO To be translated ======
translate B CCDlgConfigRelayHelp {Consulta a pagina de jogos em http://www.iccf-webchess.com e mostra o jogo a ser observado.  Se voce enxergar o tabuleiro, copie a URL do seu navegador para a lista abaixo. Apenas uma URL por linha!\nExemplo: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}

translate B ExtHWConfigConnection {Configurar hardware externo}
translate B ExtHWPort {Porta}
translate B ExtHWEngineCmd {Comando do Engine}
translate B ExtHWEngineParam {Parametro do Engine}
translate B ExtHWShowButton {Mostrar bot�o}
translate B ExtHWHardware {Hardware}
translate B ExtHWNovag {Novag Citrine}
translate B ExtHWInputEngine {Entrar com o Engine}
translate B ExtHWNoBoard {Nenhum tabuleiro}
translate B NovagReferee {Arbitro}
translate B IEConsole {Entrar na console do Engine}
translate B IESending {Movimentos enviados para}
translate B IESynchronise {Sincronizar}
translate B IERotate  {Girar}
translate B IEUnableToStart {N�o � possivel iniciar Engine:}
translate B DoneWithPosition {Posi��o definida}
translate B Board {Tabuleiro}
translate B showGameInfo {Mostrar informa��es do jogo}
translate B autoResizeBoard {Tamanho autom�tico do tabuleiro}
translate B DockTop {Mover para cima}
translate B DockBottom {Mover para o final}
translate B DockLeft {Mover para a esquerda}
translate B DockRight {Mover para a direita}
translate B Undock {Desacoplar}
translate B ChangeIcon {Alterar icone...}
}

# end of portbr.tcl
### russian.tcl:
#  Russian language support for Scid.
#  Contributed by Alex Sedykh.
#  Untranslated messages are marked with a "***" comment.
#  Untranslated help page sections are in <NEW>...</NEW> tags.

addLanguage R Russian 1 iso8859-5

proc setLanguage_R {} {

# File menu:
menuText R File "����" 0
menuText R FileNew "�����..." 0 {������� ����� ���� ������ Scid}
menuText R FileOpen "�������..." 0 {������� ���� ������ Scid}
menuText R FileClose "�������" 0 {������� �������� ���� ������ Scid}
menuText R FileFinder "�����" 0 {������� ���� ������ �����}
menuText R FileBookmarks "��������" 2 {���� �������� (����������: Ctrl+B)}
menuText R FileBookmarksAdd "�������� ��������" 0 \
  {�������� ������ ��� ������� � ������� ���� ������}
menuText R FileBookmarksFile "������������ ��������" 0 \
  {������������ �������� ��� ������� ������ ��� �������}
menuText R FileBookmarksEdit "������������� ��������..." 0 \
  {������������� ���� ��������}
menuText R FileBookmarksList "�������� ����� ��� ������� ������" 0 \
  {�������� ����� ��������, ��� ������� ������, � �� �������}
menuText R FileBookmarksSub "�������� ����� ��� �������" 1 \
  {�������� ����� �������� ��� �������, � �� ������� ������}
menuText R FileMaint "���������" 2 {����������� ��������� ���� ������ Scid}
menuText R FileMaintWin "���� ���������" 0 \
  {�������/������� ���� ��������� ���� ������ Scid}
menuText R FileMaintCompact "����� ���� ������..." 0 \
  {����� ����� ���� ������, �������� ��������� ������ � �������������� �����}
menuText R FileMaintClass "ECO-������������� ������..." 0 \
  {������������� ���� ECO ��� ���� ������}
menuText R FileMaintSort "����������� ���� ������..." 2 \
  {����������� ��� ������ � ���� ������}
menuText R FileMaintDelete "������� ������-��������..." 0 \
  {����� ������-�������� � �������� �� ��� ��������}
menuText R FileMaintTwin "���� �������� ���������" 14 \
  {�������/�������� ���� �������� ���������}
menuText R FileMaintName "������������ ����" 0 {�������������� ���� � ����������� ������������}
menuText R FileMaintNameEditor "�������� ����" 0 \
  {�������/������� ���� ��������� ����}
menuText R FileMaintNamePlayer "�������� ���� �������..." 9 \
  {�������� ���� ������� � ������� ����� ������������}
menuText R FileMaintNameEvent "�������� �������� ��������..." 18 \
  {�������� �������� �������� � ������� ����� ������������}
menuText R FileMaintNameSite "�������� �������� ����..." 18 \
  {�������� �������� ���� � ������� ����� ������������}
menuText R FileMaintNameRound "�������� �������� �������..." 20 \
  {�������� �������� ������� � ������� ����� ������������}
menuText R FileReadOnly "������ ��� ������..." 0 \
  {���������� ������� ���� ������ ��� ������ ��� ������, ������������� ���������}
menuText R FileSwitch "����������� ���� ������" 6 \
  {����������� �� ������ �������� ���� ������}
menuText R FileExit "�����" 0 {����� �� Scid}
# ====== TODO To be translated ======
menuText R FileMaintFixBase "Fix corrupted base" 0 {Try to fix a corrupted base}

# Edit menu:
menuText R Edit "��������������" 0
menuText R EditAdd "�������� �������" 0 {�������� ������� � ����� ���� ������}
menuText R EditDelete "������� �������" 0 {������� ������� ��� ����� ����}
menuText R EditFirst "������� ������� ������" 0 \
  {���������� ������� �� ������ ����� � ������}
menuText R EditMain "�������� �������� ����� ���������" 0 \
  {������� ������� �������� ������ ������}
menuText R EditTrial "����������� �������" 0 \
  {���������/��������� ������� �����, ��� �������� ���� �� �����}
menuText R EditStrip "������" 1 {������ ����������� ��� �������� �� ������}
# ====== TODO To be translated ======
menuText R EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText R EditRedo "Redo" 0 {Redo last game change}
menuText R EditStripComments "�����������" 0 \
  {������ ��� ����������� � ��������� �� ���� ������}
menuText R EditStripVars "��������" 0 {������ ��� �������� �� ���� ������}
menuText R EditStripBegin "Moves from the beginning" 1 \
  {Strip moves from the beginning of the game}
menuText R EditStripEnd "Moves to the end" 0 \
  {Strip moves to the end of the game}
menuText R EditReset "�������� " 0 \
  {��������� �������� �������� ����}
menuText R EditCopy "����������� ��� ������ � �������� ����" 1 \
  {����������� ��� ������ � �������� ����}
menuText R EditPaste "�������� ��������� ������ �� �������� ����" 0 \
  {�������� �������� ������ �� �������� ���� �����}
# ====== TODO To be translated ======
menuText R EditPastePGN "Paste Clipboard text as PGN game..." 18 \
  {Interpret the clipboard text as a game in PGN notation and paste it here}
menuText R EditSetup "���������� �������..." 2 \
  {���������� ��������� ������� ��� ���� ������}
menuText R EditCopyBoard "���������� �������" 4 \
  {���������� ������� ������� � ������� FEN � ��������� ����� (�����)}
menuText R EditPasteBoard "�������� ��������� �������" 3 \
  {�������� ��������� ������� �� �������� ���������� ������ (������)}

# Game menu:
menuText R Game "������" 0
menuText R GameNew "����� ������" 0 \
  {���������� ������ � ��������� ���������, �������� ��� ���������}
menuText R GameFirst "��������� ������ ������" 0 {��������� ������ ��������������� ������}
menuText R GamePrev "��������� ���������� ������" 1 {��������� ���������� ��������������� ������}
menuText R GameReload "������������� ������� ������" 1 \
  {������������� ��� ������, ������� ��� ��������� ���������}
menuText R GameNext "��������� ��������� ������" 2 {��������� ��������� ��������������� ������}
menuText R GameLast "��������� ��������� ������" 3 {��������� ��������� ��������������� ������}
menuText R GameRandom "��������� ��������� ������" 4 {��������� ��������� ��������������� ������}
menuText R GameNumber "��������� ������ �����..." 6 \
  {��������� ������, ������ �� �����}
menuText R GameReplace "���������: �������� ������..." 0 \
  {��������� ��� ������, ������� ������ ������}
menuText R GameAdd "���������: �������� ����� ������..." 2 \
  {��������� ��� ������, ��� ����� � ���� ������}
menuText R GameDeepest "���������� �����" 0 \
  {����� ����� ������� ������� ������, ��������� � ����� ECO}
menuText R GameGotoMove "������� � ���� �����..." 5 \
  {������� � ������������� ���� ������� ������}
menuText R GameNovelty "����� �������..." 2 \
  {����� ������ ��� � ���� ������, ������� ������ �� ����������}

# Search Menu:
menuText R Search "�����" 0
menuText R SearchReset "�������� ������" 0 {�������� ������, ������ ��� ������ ��������}
menuText R SearchNegate "�������� ������" 0 {�������� ������,  �������� ������ ����������� ������}
menuText R SearchCurrent "������� �������..." 0 {����� ������� �������}
menuText R SearchHeader "���������..." 0 {����� �� ��������� (�����, ������, � �.�.)}
menuText R SearchMaterial "��������/�����..." 0 {����� �� ��������� ��� �������� �������}
menuText R SearchUsing "��������� ���� ������..." 0 {����� � �������������� ����� � ����������� ������}

# Windows menu:
menuText R Windows "����" 0
menuText R WindowsComment "�������� ������������" 0 {�������/������� �������� ������������}
menuText R WindowsGList "������ ������" 0 {�������/������� ���� ������ ������}
menuText R WindowsPGN "���� PGN" 0 \
  {�������/������� ���� PGN (������� ������)}
menuText R WindowsPList "����� ������" 2 {�������/������� ���� ������ ������}
menuText R WindowsTmt "����� ��������" 0 {�������/������� ���� ������ ��������}
menuText R WindowsSwitcher "������������� ��� ������" 1 \
  {�������/������� ���� ������������� ��� ������}
menuText R WindowsMaint "���� ���������" 1 \
  {�������/������� ���� ���������}
menuText R WindowsECO "�������� ECO" 4 {�������/������� ���� ��������� ECO}
menuText R WindowsRepertoire "�������� ����������" 2 \
  {�������/������� ���� ��������� ���������� �������}
menuText R WindowsStats "���� ����������" 2 \
  {�������/������� ���� ������������� ����������}
menuText R WindowsTree "���� ������" 10 {�������/������� ���� ������}
menuText R WindowsTB "���� ������ ��������" 10 \
  {�������/������� ���� ������ ��������}
# ====== TODO To be translated ======
menuText R WindowsBook "Book Window" 0 {Open/close the Book window}
# ====== TODO To be translated ======
menuText R WindowsCorrChess "Correspondence Window" 0 {Open/close the Correspondence window}

# Tools menu:
menuText R Tools "�����������" 0
menuText R ToolsAnalysis "������������� ������..." 0 \
  {���������/���������� ��������� ������������� ������}
menuText R ToolsAnalysis2 "������������� ������ �2..." 22 \
  {���������/���������� ������ ��������� ������������� ������}
menuText R ToolsCross "��������� �������" 0 {�������� ��������� ������� ��� ���� ������}
menuText R ToolsEmail "�������� �����" 0 \
  {�������/������� ���� ���������� ��������� �����}
menuText R ToolsFilterGraph "������������� ���������" 0 \
  {�������/������� ���� ������������� ���������}
# ====== TODO To be translated ======
menuText R ToolsAbsFilterGraph "Abs. Filter Graph" 7 {Open/close the filter graph window for absolute values}
menuText R ToolsOpReport "�������� �����" 0 \
  {������������� �������� ����� ��� ������� �������}
# ====== TODO To be translated ======
menuText R ToolsOpenBaseAsTree "Open base as tree" 0   {Open a base and use it in Tree window}
# ====== TODO To be translated ======
menuText R ToolsOpenRecentBaseAsTree "Open recent base as tree" 0   {Open a recent base and use it in Tree window}
menuText R ToolsTracker "��������� ������"  4 {������� ���� ��������� ������}
# ====== TODO To be translated ======
menuText R ToolsTraining "Training"  0 {Training tools (tactics, openings,...) }
# ====== TODO To be translated ======
menuText R ToolsTacticalGame "Tactical game"  0 {Play a game with tactics}
# ====== TODO To be translated ======
menuText R ToolsSeriousGame "Serious game"  0 {Play a serious game}
# ====== TODO To be translated ======
menuText R ToolsTrainOpenings "Openings"  0 {Train with a repertoire}
# ====== TODO To be translated ======
menuText R ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
# ====== TODO To be translated ======
menuText R ToolsTrainTactics "Tactics"  0 {Solve tactics}
# ====== TODO To be translated ======
menuText R ToolsTrainCalvar "Calculation of variations"  0 {Calculation of variations training}
# ====== TODO To be translated ======
menuText R ToolsTrainFindBestMove "Find best move"  0 {Find best move}
# ====== TODO To be translated ======
menuText R ToolsTrainFics "Play on internet"  0 {Play on freechess.org}
# ====== TODO To be translated ======
menuText R ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
# ====== TODO To be translated ======
menuText R ToolsBookTuning "Book tuning" 0 {Book tuning}
# ====== TODO To be translated ======
menuText R ToolsConnectHardware "Connect Hardware" 0 {Connect external hardware}
# ====== TODO To be translated ======
menuText R ToolsConnectHardwareConfigure "Configure..." 0 {Configure external hardware and connection}
# ====== TODO To be translated ======
menuText R ToolsConnectHardwareNovagCitrineConnect "Connect Novag Citrine" 0 {Connect Novag Citrine}
# ====== TODO To be translated ======
menuText R ToolsConnectHardwareInputEngineConnect "Connect Input Engine" 0 {Connect Input Engine (e.g. DGT)}
menuText R ToolsPInfo "���������� �� ������"  1 \
  {�������/�������� ���� ���������� �� ������}
menuText R ToolsPlayerReport "Player Report..." 3 \
  {Generate a player report}
menuText R ToolsRating "��������� ��������" 1 \
  {��������� ������� �������� ��� ������� ������� ������}
menuText R ToolsScore "��������� �����" 2 {�������� ���� ��������� �����}
menuText R ToolsExpCurrent "������� ������� ������" 0 \
  {�������� ������� ������ � ��������� ����}
menuText R ToolsExpCurrentPGN "������� ������ � ���� PGN..." 0 \
  {�������� ������� ������ � ���� PGN}
menuText R ToolsExpCurrentHTML "������� ������ � ���� HTML..." 1 \
  {�������� ������� ������ � ���� HTML}
# ====== TODO To be translated ======
menuText R ToolsExpCurrentHTMLJS "Export Game to HTML and JavaScript File..." 15 {Write current game to a HTML and JavaScript file}  
menuText R ToolsExpCurrentLaTeX "������� ������ � ���� LaTeX..." 2 \
  {�������� ������� ������ � ���� LaTeX}
menuText R ToolsExpFilter "������� ���� ��������������� ������" 11 \
  {�������� ��� ��������������� ������ � ��������� ����}
menuText R ToolsExpFilterPGN "������� ��������������� ������ � ���� PGN..." 1 \
  {�������� ��� ��������������� ������ � ���� PGN}
menuText R ToolsExpFilterHTML "������� ��������������� ������ � ���� HTML..." 2 \
  {�������� ��� ��������������� ������ � ���� HTML}
# ====== TODO To be translated ======
menuText R ToolsExpFilterHTMLJS "Export Filter to HTML and JavaScript File..." 17 {Write all filtered games to a HTML and JavaScript file}  
menuText R ToolsExpFilterLaTeX "������� ��������������� ������ � ���� LaTeX..." 3 \
  {�������� ��� ��������������� ������ � ���� LaTeX}
menuText R ToolsImportOne "������ ����� ������ PGN..." 0 \
  {������ ������ �� ���������� ����� PGN}
menuText R ToolsImportFile "������ ����� ������ PGN..." 9 \
  {������ ������ �� ����� PGN}
# ====== TODO To be translated ======
menuText R ToolsStartEngine1 "Start engine 1" 0  {Start engine 1}
# ====== TODO To be translated ======
menuText R ToolsStartEngine2 "Start engine 2" 0  {Start engine 2}
# ====== TODO To be translated ======
menuText R ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
# ====== TODO To be translated ======
menuText R Play "Play" 0
# ====== TODO To be translated ======
menuText R CorrespondenceChess "Correspondence Chess" 0 {Functions for eMail and Xfcc based correspondence chess}
# ====== TODO To be translated ======
menuText R CCConfigure "Configure..." 0 {Configure external tools and general setup}
# ====== TODO To be translated ======
menuText R CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
# ====== TODO To be translated ======
menuText R CCOpenDB "Open Database..." 0 {Open the default Correspondence database}
# ====== TODO To be translated ======
menuText R CCRetrieve "Retrieve Games" 0 {Retrieve games via external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText R CCInbox "Process Inobx" 0 {Process all files in scids Inbox}
# ====== TODO To be translated ======
menuText R CCSend "Send Move" 0 {Send your move via eMail or external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText R CCResign "Resign" 0 {Resign (not via eMail)}
# ====== TODO To be translated ======
menuText R CCClaimDraw "Claim Draw" 0 {Send move and claim a draw (not via eMail)}
# ====== TODO To be translated ======
menuText R CCOfferDraw "Offer Draw" 0 {Send move and offer a draw (not via eMail)}
# ====== TODO To be translated ======
menuText R CCAcceptDraw "Accept Draw" 0 {Accept a draw offer (not via eMail)}
# ====== TODO To be translated ======
menuText R CCNewMailGame "New eMail Game..." 0 {Start a new eMail game}
# ====== TODO To be translated ======
menuText R CCMailMove "Mail Move..." 0 {Send the move via eMail to the opponent}
# ====== TODO To be translated ======
menuText R CCGamePage "Game Page..." 0 {Call up the game via the web browser}
# ====== TODO To be translated ======
menuText R CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText R Options "���������" 0
menuText R OptionsBoard "Chessboard" 0 {Chess board appearance options}
menuText R OptionsBoardSize "������ �����" 0 {�������� ������ �����}
menuText R OptionsBoardPieces "����� �����" 0 {�������� ����� �����}
menuText R OptionsBoardColors "�����..." 0 {�������� ����� �����}
# ====== TODO To be translated ======
menuText R OptionsBoardGraphics "Squares..." 0 {Select textures for squares}
# ====== TODO To be translated ======
translate R OptionsBGW {Select texture for squares}
# ====== TODO To be translated ======
translate R OptionsBoardGraphicsText {Select graphic files for white and black squares:}
menuText R OptionsBoardNames "My Player Names..." 0 {Edit my player names}
menuText R OptionsExport "�������" 0 {�������� ��������� ��������}
menuText R OptionsFonts "������" 0 {�������� ������}
menuText R OptionsFontsRegular "����������" 0 {�������� ���������� ������}
menuText R OptionsFontsMenu "����" 0 {�������� ������ ����}
menuText R OptionsFontsSmall "�����" 1 {�������� ����� ������}
# ====== TODO To be translated ======
menuText R OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText R OptionsFontsFixed "�������������" 0 {�������� ������������� ������}
menuText R OptionsGInfo "���������� � ������" 0 {��������� ���������� � ������}
menuText R OptionsLanguage "����" 0 {���� ������ �����}
# ====== TODO To be translated ======
menuText R OptionsMovesTranslatePieces "Translate pieces" 0 {Translate first letter of pieces}
# ====== TODO To be translated ======
menuText R OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText R OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText R OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText R OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText R OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText R OptionsMoves "����" 0 {��������� ��� �����}
menuText R OptionsMovesAsk "�������� ����� ������� �����" 0 \
  {�������� ����� ����������� ����� �����}
menuText R OptionsMovesAnimate "����� ��������" 1 \
  {���������� ���������� �������, ������������ ��� �������� �����}
menuText R OptionsMovesDelay "��������� �������� ��������..." 0 \
  {���������� ����� �������� ��� ������ ��������}
menuText R OptionsMovesCoord "���������� �����" 1 \
  {������� ����� ������ ����� � ������������ ("g1f3")}
menuText R OptionsMovesSuggest "�������� ���������� ����" 0 \
  {��������/��������� ������ � ����}
# ====== TODO To be translated ======
menuText R OptionsShowVarPopup "Show variations window" 0 {Turn on/off the display of a variations window}  
# ====== TODO To be translated ======
menuText R OptionsMovesSpace "Add spaces after move number" 0 {Add spaces after move number}  
menuText R OptionsMovesKey "������������ ����������" 0 \
  {��������/��������� �������������� ������������ �����}
# ====== TODO To be translated ======
menuText R OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText R OptionsNumbers "�������� ������" 0 {������� �������� ������}
menuText R OptionsStartup "������" 0 {������� ����, ������������� ��� �������}
# ====== TODO To be translated ======
menuText R OptionsTheme "Theme" 0 {Change look of interface}
menuText R OptionsWindows "����" 0 {��������� ����}
menuText R OptionsWindowsIconify "����-����������" 0 \
  {������������� ��� ����, ����� ������������� �������� ����}
menuText R OptionsWindowsRaise "����-����������" 1 \
  {����������� ������������ ���� (��������, ������ ���������) ������ ���, ����� ��� ������}
# ====== TODO To be translated ======
menuText R OptionsSounds "Sounds..." 2 {Configure move announcement sounds}
# ====== TODO To be translated ======
menuText R OptionsWindowsDock "Dock windows" 0 {Dock windows}
# ====== TODO To be translated ======
menuText R OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
# ====== TODO To be translated ======
menuText R OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
# ====== TODO To be translated ======
menuText R OptionsWindowsShowGameInfo "Show game info" 0 {Show game info}
# ====== TODO To be translated ======
menuText R OptionsWindowsAutoLoadLayout "Auto load first layout" 0 {Auto load first layout at startup}
menuText R OptionsToolbar "���������������� ������" 0 {������������ ���������������� ������ ��������� ����}
menuText R OptionsECO "��������� ���� ECO..." 2 { ��������� ���� ������������� ECO}
menuText R OptionsSpell "��������� ���� �������� ������������..." 4 \
  {��������� Scid ���� �������� ������������}
menuText R OptionsTable "���������� ������..." 15 \
  {������� ���� �������; ��� ������� � ���� ���������� ����� ������������}
menuText R OptionsRecent "������� ������������ �����..." 2 \
  {�������� ���������� ������� ������������ ������ � ���� ����}
# ====== TODO To be translated ======
menuText R OptionsBooksDir "Books directory..." 0 {Sets the opening books directory}
# ====== TODO To be translated ======
menuText R OptionsTacticsBasesDir "Bases directory..." 0 {Sets the tactics (training) bases directory}
menuText R OptionsSave "��������� ���������" 0 \
  "��������� ��� ��������� � ���� $::optionsFile"
menuText R OptionsAutoSave "�������������� ��������� ��� ������" 0 \
  {�������������� ���� ��������� ��� ������ �� ���������}

# Help menu:
menuText R Help "������" 0
menuText R HelpContents "Contents" 0 {Show the help contents page}
menuText R HelpIndex "������" 0 {�������� �������� �������� ������}
menuText R HelpGuide "������� ���" 0 {�������� �������� �������� ���� ������}
menuText R HelpHints "������" 0 {�������� �������� �������}
menuText R HelpContact "���������� ����������" 0 {�������� ���������� ����������}
menuText R HelpTip "��������� ���" 2 {�������� �������� ���������}
menuText R HelpStartup "���� �������" 1 {�������� ���� �������}
menuText R HelpAbout "� Scid" 0 {���������� � Scid}

# Game info box popup menu:
menuText R GInfoHideNext "�������� ��������� ���" 0
menuText R GInfoMaterial "�������� ������������ ������" 0
menuText R GInfoFEN "�������� FEN" 1
menuText R GInfoMarks "�������� ������ ���� � �������" 3
menuText R GInfoWrap "��������� ������� ������" 0
menuText R GInfoFullComment "�������� ������ �����������" 7
menuText R GInfoPhotos "�������� ����" 9
menuText R GInfoTBNothing "��������� ����: ������" 0
menuText R GInfoTBResult "��������� ����: ������ ���������" 5
menuText R GInfoTBAll "��������� ����: ��������� � ������ ����" 7
menuText R GInfoDelete "(������������)������� ��� ������" 1
menuText R GInfoMark "(����� �������)�������� ��� ������" 2
# ====== TODO To be translated ======
menuText R GInfoInformant "Configure informant values" 0

# Main window buttons:
helpMsg R .main.fbutton.button.start {������� � ������ ������  (�������: Home)}
helpMsg R .main.fbutton.button.end {������� � ����� ������  (�������: End)}
helpMsg R .main.fbutton.button.back {���� ��� �����  (�������: LeftArrow)}
helpMsg R .main.fbutton.button.forward {���� ��� ������ (�������: RightArrow)}
helpMsg R .main.fbutton.button.intoVar {������� � ��������  (�������: v)}
helpMsg R .main.fbutton.button.exitVar {����� �� �������� �������� (�������: z)}
helpMsg R .main.fbutton.button.flip {����������� ����� (�������: .)}
helpMsg R .main.fbutton.button.coords {��������/��������� ����������  (�������: 0)}
helpMsg R .main.fbutton.button.stm {��������/��������� ������ ����������� ����}
helpMsg R .main.fbutton.button.autoplay {�������������� ���������� �����  (�������: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg R .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg R .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg R .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate R Back {�����}
translate R Browse {Browse}
translate R Cancel {��������}
# ====== TODO To be translated ======
translate R Continue {Continue}
translate R Clear {��������}
translate R Close {�������}
translate R Contents {Contents}
translate R Defaults {�� ���������}
translate R Delete {�������}
translate R Graph {������}
translate R Help {������}
translate R Import {������}
translate R Index {������}
translate R LoadGame {��������� ������}
translate R BrowseGame {����������� ������}
translate R MergeGame {��������� ������}
# ====== TODO To be translated ======
translate R MergeGames {Merge Games}
translate R Preview {��������������� ��������}
translate R Revert {������������}
translate R Save {���������}
translate R Search {������}
translate R Stop {����������}
translate R Store {��������}
translate R Update {��������}
translate R ChangeOrient {�������� ���������� ����}
# ====== TODO To be translated ======
translate R ShowIcons {Show Icons}
translate R None {���}
translate R First {������}
translate R Current {�������}
translate R Last {���������}

# General messages:
translate R game {������}
translate R games {������}
translate R move {���}
translate R moves {�����}
translate R all {���}
translate R Yes {��}
translate R No {���}
translate R Both {���}
translate R King {������}
translate R Queen {�����}
translate R Rook {�����}
translate R Bishop {����}
translate R Knight {����}
translate R Pawn {�����}
translate R White {�����}
translate R Black {������}
translate R Player {�����}
translate R Rating {�������}
translate R RatingDiff {������� ��������� (����� - ������)}
translate R AverageRating {������� �������}
translate R Event {������}
translate R Site {�����}
translate R Country {������}
translate R IgnoreColors {������������ �����}
translate R Date {����}
translate R EventDate {���� �������}
translate R Decade {������}
translate R Year {���}
translate R Month {�����}
translate R Months {������ ������� ���� ������ ��� ���� ���� ������ �������� ������� ������ �������}
translate R Days {��� ��� ��� ��� ��� ��� ���}
translate R YearToToday {������� ���}
translate R Result {���������}
translate R Round {�����}
translate R Length {�����}
translate R ECOCode {��� ECO}
translate R ECO {ECO}
translate R Deleted {�������}
translate R SearchResults {����� �����������}
translate R OpeningTheDatabase {�������� ���� ������}
translate R Database {���� ������}
translate R Filter {������}
translate R noGames {��� ������}
translate R allGames {��� ������}
translate R empty {�����}
translate R clipbase {���������}
translate R score {����}
translate R StartPos {��������� �������}
translate R Total {�����}
# ====== TODO To be translated ======
translate R readonly {read-only}

# Standard error messages:
translate R ErrNotOpen {��� ���� ������ �� �������.}
translate R ErrReadOnly {��� ���� ������ ������ ��� ������; ��� �� ����� ���� ��������.}
translate R ErrSearchInterrupted {����� ��� �������; ���������� �� ������.}

# Game information:
translate R twin {�������}
translate R deleted {�������}
translate R comment {�����������}
translate R hidden {�������}
translate R LastMove {��������� ���}
translate R NextMove {���������}
translate R GameStart {������ ������}
translate R LineStart {������ ������}
translate R GameEnd {����� ������}
translate R LineEnd {����� ������}

# Player information:
translate R PInfoAll {���������� <b>����</b> ������}
translate R PInfoFilter {���������� <b>���������������</b> ������}
translate R PInfoAgainst {���������� ������}
translate R PInfoMostWhite {�������� ������ ������ �� �����}
translate R PInfoMostBlack {�������� ������ ������ �� ������}
translate R PInfoRating {������� ��������}
translate R PInfoBio {���������}
translate R PInfoEditRatings {Edit Ratings}

# Tablebase information:
translate R Draw {�����}
translate R stalemate {���}
translate R withAllMoves {�� ����� ������}
translate R withAllButOneMove {�� ����� ����� ������ ����}
translate R with {�}
translate R only {������}
translate R lose {���������}
translate R loses {���������}
translate R allOthersLose {��� ��������� ���������}
translate R matesIn {��� ��}
translate R hasCheckmated {���������}
translate R longest {����� �������}
translate R WinningMoves {��������� ����}
translate R DrawingMoves {�������� ����}
translate R LosingMoves {����������� ����}
translate R UnknownMoves {����, ���������� � ������������ ����������}

# Tip of the day:
translate R Tip {�����}
translate R TipAtStartup {����� ��� ��������}

# Tree window menus:
menuText R TreeFile "����" 0
# ====== TODO To be translated ======
menuText R TreeFileFillWithBase "Fill Cache with base" 0 {Fill the cache file with all games in current base}
# ====== TODO To be translated ======
menuText R TreeFileFillWithGame "Fill Cache with game" 0 {Fill the cache file with current game in current base}
# ====== TODO To be translated ======
menuText R TreeFileSetCacheSize "Cache size" 0 {Set the cache size}
# ====== TODO To be translated ======
menuText R TreeFileCacheInfo "Cache info" 0 {Get info on cache usage}
menuText R TreeFileSave "��������� ��� ����" 0 {��������� ��� ���� ������ (.stc)}
menuText R TreeFileFill "��������� ��� ����" 0 \
  {���������� ��� ���� � ������ ��������� ���������}
menuText R TreeFileBest "������ ������ ������" 1 {�������� ������ ������ ������ ������}
menuText R TreeFileGraph "���� �������" 0 {�������� ������ ��� ����� ����� ������}
menuText R TreeFileCopy "����������� ����� ������ � �����" 1 \
  {����������� ���������� ������ � �����}
menuText R TreeFileClose "������� ���� ������" 4 {������� ���� ������}
# ====== TODO To be translated ======
menuText R TreeMask "Mask" 0
# ====== TODO To be translated ======
menuText R TreeMaskNew "New" 0 {New mask}
# ====== TODO To be translated ======
menuText R TreeMaskOpen "Open" 0 {Open mask}
# ====== TODO To be translated ======
menuText R TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
# ====== TODO To be translated ======
menuText R TreeMaskSave "Save" 0 {Save mask}
# ====== TODO To be translated ======
menuText R TreeMaskClose "Close" 0 {Close mask}
# ====== TODO To be translated ======
menuText R TreeMaskFillWithGame "Fill with game" 0 {Fill mask with game}
# ====== TODO To be translated ======
menuText R TreeMaskFillWithBase "Fill with base" 0 {Fill mask with all games in base}
# ====== TODO To be translated ======
menuText R TreeMaskInfo "Info" 0 {Show statistics for current mask}
# ====== TODO To be translated ======
menuText R TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText R TreeMaskSearch "Search" 0 {Search in current mask}
menuText R TreeSort "����������" 0
menuText R TreeSortAlpha "����������" 0
menuText R TreeSortECO "�� ���� ECO" 3
menuText R TreeSortFreq "�� �������" 3
menuText R TreeSortScore "�� ����������" 3
menuText R TreeOpt "���������" 0
# ====== TODO To be translated ======
menuText R TreeOptSlowmode "slow mode" 0 {Slow mode for updates (high accuracy)}
# ====== TODO To be translated ======
menuText R TreeOptFastmode "Fast mode" 0 {Fast mode for updates (no move transposition)}
# ====== TODO To be translated ======
menuText R TreeOptFastAndSlowmode "Fast and slow mode" 0 {Fast mode then slow mode for updates}
# ====== TODO To be translated ======
menuText R TreeOptStartStop "Auto refreshing" 0 {Toggles automatic refreshing of the tree window}
menuText R TreeOptLock "�����������" 0 {(���)����������� ������ ��� ������� ����}
menuText R TreeOptTraining "����������" 0 {��������/��������� ����� ����������}
menuText R TreeOptAutosave "�������������� ����� ����" 0 \
  {�������������� ����� ����, ����� ����������� ���� ������}
menuText R TreeHelp "������" 0
menuText R TreeHelpTree "������ �� ������" 0
menuText R TreeHelpIndex "������ ������" 0
translate R SaveCache {��������� ���}
translate R Training {����������}
translate R LockTree {����������}
translate R TreeLocked {�������������}
translate R TreeBest {������}
translate R TreeBestGames {������ ������ ������}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate R TreeTitleRow \
  {    ���    ECO       �������     ����   ��Elo ���� �����  %������}
translate R TreeTotal {TOTAL}
# ====== TODO To be translated ======
translate R DoYouWantToSaveFirst {Do you want to save first}
# ====== TODO To be translated ======
translate R AddToMask {Add to Mask}
# ====== TODO To be translated ======
translate R RemoveFromMask {Remove from Mask}
# ====== TODO To be translated ======
translate R AddThisMoveToMask {Add this move to Mask}
# ====== TODO To be translated ======
translate R SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate R DisplayMask {Display Mask}
# ====== TODO To be translated ======
translate R Nag {Nag code}
# ====== TODO To be translated ======
translate R Marker {Marker}
# ====== TODO To be translated ======
translate R Include {Include}
# ====== TODO To be translated ======
translate R Exclude {Exclude}
# ====== TODO To be translated ======
translate R MainLine {Main line}
# ====== TODO To be translated ======
translate R Bookmark {Bookmark}
# ====== TODO To be translated ======
translate R NewLine {New line}
# ====== TODO To be translated ======
translate R ToBeVerified {To be verified}
# ====== TODO To be translated ======
translate R ToTrain {To train}
# ====== TODO To be translated ======
translate R Dubious {Dubious}
# ====== TODO To be translated ======
translate R ToRemove {To remove}
# ====== TODO To be translated ======
translate R NoMarker {No marker}
# ====== TODO To be translated ======
translate R ColorMarker {Color}
# ====== TODO To be translated ======
translate R WhiteMark {White}
# ====== TODO To be translated ======
translate R GreenMark {Green}
# ====== TODO To be translated ======
translate R YellowMark {Yellow}
# ====== TODO To be translated ======
translate R BlueMark {Blue}
# ====== TODO To be translated ======
translate R RedMark {Red}
# ====== TODO To be translated ======
translate R CommentMove {Comment move}
# ====== TODO To be translated ======
translate R CommentPosition {Comment position}
# ====== TODO To be translated ======
translate R AddMoveToMaskFirst {Add move to mask first}
# ====== TODO To be translated ======
translate R OpenAMaskFileFirst {Open a mask file first}
# ====== TODO To be translated ======
translate R Positions {Positions}
# ====== TODO To be translated ======
translate R Moves {Moves}

# Finder window:
menuText R FinderFile "����" 0
menuText R FinderFileSubdirs "�������� � ��������������" 0
menuText R FinderFileClose "������� ����� ������" 0
menuText R FinderSort "����������" 0
menuText R FinderSortType "���" 0
menuText R FinderSortSize "������" 0
menuText R FinderSortMod "���������������" 0
menuText R FinderSortName "���" 0
menuText R FinderSortPath "����" 0
menuText R FinderTypes "����" 0
menuText R FinderTypesScid "���� ������ Scid" 0
menuText R FinderTypesOld "������ ������ ���� ������ Scid" 0
menuText R FinderTypesPGN "����� PGN" 0
menuText R FinderTypesEPD "����� EPD" 1
menuText R FinderTypesRep "����� ����������" 6
menuText R FinderHelp "������" 0
menuText R FinderHelpFinder "������ �� ������ ������" 0
menuText R FinderHelpIndex "������ ������" 0
translate R FileFinder {����� ������}
translate R FinderDir {����������}
translate R FinderDirs {����������}
translate R FinderFiles {�����}
translate R FinderUpDir {�����}
# ====== TODO To be translated ======
translate R FinderCtxOpen {Open}
# ====== TODO To be translated ======
translate R FinderCtxBackup {Backup}
# ====== TODO To be translated ======
translate R FinderCtxCopy {Copy}
# ====== TODO To be translated ======
translate R FinderCtxMove {Move}
# ====== TODO To be translated ======
translate R FinderCtxDelete {Delete}

# Player finder:
menuText R PListFile "����" 0
menuText R PListFileUpdate "��������" 0
menuText R PListFileClose "������� ����� ������" 0
menuText R PListSort "����������" 0
menuText R PListSortName "���" 0
menuText R PListSortElo "Elo" 0
menuText R PListSortGames "������" 0
menuText R PListSortOldest "���������" 1
menuText R PListSortNewest "��������" 0

# Tournament finder:
menuText R TmtFile "����" 0
menuText R TmtFileUpdate "��������" 0
menuText R TmtFileClose "������� ����� �������" 0
menuText R TmtSort "����������" 0
menuText R TmtSortDate "����" 0
menuText R TmtSortPlayers "������" 0
menuText R TmtSortGames "������" 0
menuText R TmtSortElo "Elo" 0
menuText R TmtSortSite "�����" 0
menuText R TmtSortEvent "������" 0
menuText R TmtSortWinner "����������" 2
translate R TmtLimit "������������ ������"
translate R TmtMeanElo "���������� �������� Elo"
translate R TmtNone "�� ������ ������� �� �������."

# Graph windows:
menuText R GraphFile "����" 0
menuText R GraphFileColor "��������� ��� ������� PostScript..." 14
menuText R GraphFileGrey "��������� ��� �����-����� PostScript..." 14
menuText R GraphFileClose "������� ����" 6
menuText R GraphOptions "���������" 0
menuText R GraphOptionsWhite "�����" 0
menuText R GraphOptionsBlack "������" 0
menuText R GraphOptionsBoth "���" 0
menuText R GraphOptionsPInfo "����� - ���������� �� ������" 0
translate R GraphFilterTitle "������ �������: ������� �� 1000 ������"
# ====== TODO To be translated ======
translate R GraphAbsFilterTitle "Filter Graph: frequency of the games"
# ====== TODO To be translated ======
translate R ConfigureFilter {Configure X-Axes for Year, Rating and Moves}
# ====== TODO To be translated ======
translate R FilterEstimate "Estimate"
# ====== TODO To be translated ======
translate R TitleFilterGraph "Scid: Filter Graph"

# Analysis window:
translate R AddVariation {�������� �������}
# ====== TODO To be translated ======
translate R AddAllVariations {Add All Variations}
translate R AddMove {�������� ���}
translate R Annotate {���������}
# ====== TODO To be translated ======
translate R ShowAnalysisBoard {Show analysis board}
# ====== TODO To be translated ======
translate R ShowInfo {Show engine info}
# ====== TODO To be translated ======
translate R FinishGame {Finish game}
# ====== TODO To be translated ======
translate R StopEngine {Stop engine}
# ====== TODO To be translated ======
translate R StartEngine {Start engine}
# ====== TODO To be translated ======
translate R LockEngine {Lock engine to current position}
translate R AnalysisCommand {������� �������}
translate R PreviousChoices {���������� ������}
translate R AnnotateTime {���������� ����� ����� ������ � ��������}
translate R AnnotateWhich {�������� ��������}
translate R AnnotateAll {��� ����� ����� ������}
# ====== TODO To be translated ======
translate R AnnotateAllMoves {Annotate all moves}
translate R AnnotateWhite {������ ��� ����� �����}
translate R AnnotateBlack {������ ��� ����� ������}
# ====== TODO To be translated ======
translate R AnnotateBlundersOnly {When game move is an obvious blunder}
# ====== TODO To be translated ======
translate R AnnotateBlundersOnlyScoreChange {Analysis reports blunder, with score change from/to: }
# ====== TODO To be translated ======
translate R BlundersThreshold {Threshold}
# TODO: Translate
translate R ScoreAllMoves {Score all moves}
translate R LowPriority {������ ��������� CPU}
# ====== TODO To be translated ======
translate R ClickHereToSeeMoves {Click here to see moves}
# ====== TODO To be translated ======
translate R ConfigureInformant {Configure Informant}
# ====== TODO To be translated ======
translate R Informant!? {Interesting move}
# ====== TODO To be translated ======
translate R Informant? {Poor move}
# ====== TODO To be translated ======
translate R Informant?? {Blunder}
# ====== TODO To be translated ======
translate R Informant?! {Dubious move}
# ====== TODO To be translated ======
translate R Informant+= {White has a slight advantage}
# ====== TODO To be translated ======
translate R Informant+/- {White has a moderate advantage}
# ====== TODO To be translated ======
translate R Informant+- {White has a decisive advantage}
# ====== TODO To be translated ======
translate R Informant++- {The game is considered won}
# ====== TODO To be translated ======
translate R Book {Book}
# ====== TODO To be translated ======
translate R OtherBookMoves {Opponent's book}
# ====== TODO To be translated ======
translate R OtherBookMovesTooltip {Moves to which the opponent has a reply}

# Analysis Engine open dialog:
translate R EngineList {������ ������������� �������}
translate R EngineName {��������}
translate R EngineCmd {�������}
translate R EngineArgs {���������}
translate R EngineDir {����������}
translate R EngineElo {Elo}
translate R EngineTime {����}
translate R EngineNew {�����}
translate R EngineEdit {��������}
translate R EngineRequired {����, ���������� ������ �������, ��������� �����������, ��������� �� �������}

# Stats window menus:
menuText R StatsFile "����" 0
menuText R StatsFilePrint "�������� � ����..." 0
menuText R StatsFileClose "������� ����" 0
menuText R StatsOpt "���������" 0

# PGN window menus:
menuText R PgnFile "����" 0
menuText R PgnFileCopy "Copy Game to Clipboard" 0
menuText R PgnFilePrint "�������� � ����..." 0
menuText R PgnFileClose "������� ���� PGN" 0
menuText R PgnOpt "�����������" 0
menuText R PgnOptColor "������� �����������" 0
menuText R PgnOptShort "�������� (������������) ���������" 0
menuText R PgnOptSymbols "������������� ���������" 0
menuText R PgnOptIndentC "����������� � ��������" 2
menuText R PgnOptIndentV "�������� � ��������" 0
menuText R PgnOptColumn "� ������� (���� ��� �� �������)" 4
menuText R PgnOptSpace "������ ����� ������ ����" 0
menuText R PgnOptStripMarks "������� ���� ������� �����/�������" 0
menuText R PgnOptBoldMainLine "Use Bold Text for Main Line Moves" 4
menuText R PgnColor "�����" 0
menuText R PgnColorHeader "���������..." 0
menuText R PgnColorAnno "���������..." 0
menuText R PgnColorComments "�����������..." 0
menuText R PgnColorVars "��������..." 0
menuText R PgnColorBackground "���..." 0
# ====== TODO To be translated ======
menuText R PgnColorMain "Main line..." 0
# ====== TODO To be translated ======
menuText R PgnColorCurrent "Current move background..." 1
menuText R PgnHelp "������" 0
menuText R PgnHelpPgn "������ �� PGN" 0
menuText R PgnHelpIndex "������" 0
translate R PgnWindowTitle {Game Notation - game %u}

# Crosstable window menus:
menuText R CrosstabFile "����" 0
menuText R CrosstabFileText "�������� � ��������� ����..." 11
menuText R CrosstabFileHtml "�������� � HTML ����..." 11
menuText R CrosstabFileLaTeX "�������� � LaTeX ����..." 11
menuText R CrosstabFileClose "������� ���� ��������� �������" 0
menuText R CrosstabEdit "��������" 0
menuText R CrosstabEditEvent "������" 0
menuText R CrosstabEditSite "�����" 0
menuText R CrosstabEditDate "����" 0
menuText R CrosstabOpt "�����������" 0
menuText R CrosstabOptAll "��� ������ ����" 0
menuText R CrosstabOptSwiss "����������� �������" 0
menuText R CrosstabOptKnockout "�� �����" 0
menuText R CrosstabOptAuto "����" 0
menuText R CrosstabOptAges "�������� � �����" 2
menuText R CrosstabOptNats "��������������" 2
menuText R CrosstabOptRatings "�������" 0
menuText R CrosstabOptTitles "�����" 0
menuText R CrosstabOptBreaks "���� ���-������" 0
menuText R CrosstabOptDeleted "�������� ��������� ������" 1
menuText R CrosstabOptColors "����� (������ ��� ����������� �������)" 0
menuText R CrosstabOptColumnNumbers "�������� ������� (������ ��� ���� ������ ����)" 2
menuText R CrosstabOptGroup "��������� ����" 0
menuText R CrosstabSort "����������" 0
menuText R CrosstabSortName "���" 0
menuText R CrosstabSortRating "�������" 0
menuText R CrosstabSortScore "����" 0
menuText R CrosstabColor "����" 0
menuText R CrosstabColorPlain "������� �����" 0
menuText R CrosstabColorHyper "����������" 0
menuText R CrosstabHelp "������" 0
menuText R CrosstabHelpCross "������ �� ��������� �������" 0
menuText R CrosstabHelpIndex "������ ������" 0
translate R SetFilter {���������� ������}
translate R AddToFilter {�������� � �������}
translate R Swiss {����������� �������}
translate R Category {���������}

# Opening report window menus:
menuText R OprepFile "����" 0
menuText R OprepFileText "�������� � ��������� ����..." 11
menuText R OprepFileHtml "�������� � HTML ����..." 11
menuText R OprepFileLaTeX "�������� � LaTeX ����..." 11
menuText R OprepFileOptions "���������..." 0
menuText R OprepFileClose "������� ���� �������" 0
menuText R OprepFavorites "Favorites" 1
menuText R OprepFavoritesAdd "Add Report..." 0
menuText R OprepFavoritesEdit "Edit Report Favorites..." 0
menuText R OprepFavoritesGenerate "Generate Reports..." 0
menuText R OprepHelp "������" 0
menuText R OprepHelpReport "������ �� �������� �������" 0
menuText R OprepHelpIndex "������ ������" 0

# Repertoire editor:
menuText R RepFile "����" 0
menuText R RepFileNew "�����" 0
menuText R RepFileOpen "�������..." 0
menuText R RepFileSave "���������.." 0
menuText R RepFileSaveAs "��������� ���..." 2
menuText R RepFileClose "������� ����" 0
menuText R RepEdit "��������" 0
menuText R RepEditGroup "�������� ������" 9
menuText R RepEditInclude "�������� ���������� ������" 9
menuText R RepEditExclude "�������� ����������� ������" 9
menuText R RepView "���" 0
menuText R RepViewExpand "���������� ��� ������" 0
menuText R RepViewCollapse "����� ��� ������" 0
menuText R RepSearch "�����" 0
menuText R RepSearchAll "��� ����������..." 0
menuText R RepSearchDisplayed "���������� ������ ������..." 0
menuText R RepHelp "������" 4
menuText R RepHelpRep "������ �� ����������" 0
menuText R RepHelpIndex "������ ������" 0
translate R RepSearch "����� ����������"
translate R RepIncludedLines "���������� ������"
translate R RepExcludedLines "����������� ������"
translate R RepCloseDialog {� ���� ���������� �� ��������� ���������.

�� ������������� ������ ���������� �� �������� ��� ���������, ������� �� �������?
}

# Header search:
translate R HeaderSearch {����� �� ���������}
# ====== TODO To be translated ======
translate R EndSideToMove {Side to move at end of game}
translate R GamesWithNoECO {������ ��� ECO?}
translate R GameLength {����� ������}
translate R FindGamesWith {����� ������ � �������}
translate R StdStart {������������� ������}
translate R Promotions {�����������}
translate R Comments {�����������}
translate R Variations {��������}
translate R Annotations {���������}
translate R DeleteFlag {������� ����}
translate R WhiteOpFlag {����� �����}
translate R BlackOpFlag {����� ������}
translate R MiddlegameFlag {�����������}
translate R EndgameFlag {��������}
translate R NoveltyFlag {�������}
translate R PawnFlag {�������� ���������}
translate R TacticsFlag {�������}
translate R QsideFlag {���� �� �������� ������}
translate R KsideFlag {���� �� ����������� ������}
translate R BrilliancyFlag {�����������}
translate R BlunderFlag {������}
translate R UserFlag {������������}
translate R PgnContains {����� PGN}
# ====== TODO To be translated ======
translate R Annotator {Annotator}
# ====== TODO To be translated ======
translate R Cmnts {Annotated games only}

# Game list window:
translate R GlistNumber {�����}
translate R GlistWhite {�����}
translate R GlistBlack {������}
translate R GlistWElo {�-Elo}
translate R GlistBElo {�-Elo}
translate R GlistEvent {������}
translate R GlistSite {�����}
translate R GlistRound {�����}
translate R GlistDate {����}
translate R GlistYear {���}
translate R GlistEDate {���� �������}
translate R GlistResult {���������}
translate R GlistLength {�����}
translate R GlistCountry {������}
translate R GlistECO {ECO}
translate R GlistOpening {�����}
translate R GlistEndMaterial {�������� ��������}
translate R GlistDeleted {���������}
translate R GlistFlags {�����}
translate R GlistVars {��������}
translate R GlistComments {�����������}
translate R GlistAnnos {���������}
translate R GlistStart {�����}
translate R GlistGameNumber {����� ������}
# ====== TODO To be translated ======
translate R GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate R GlistRating {Rating}
translate R GlistFindText {����� �����}
translate R GlistMoveField {�����������}
translate R GlistEditField {������������}
translate R GlistAddField {��������}
translate R GlistDeleteField {�������}
translate R GlistWidth {������}
translate R GlistAlign {������������}
# ====== TODO To be translated ======
translate R GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate R GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate R GlistAlignC {Align: center}
translate R GlistColor {����}
translate R GlistSep {�����������}
# ====== TODO To be translated ======
translate R GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate R GlistNewSort {New}
# ====== TODO To be translated ======
translate R GlistAddToSort {Add}
# ====== TODO To be translated ======
translate R GsortSort {Sort...}
# ====== TODO To be translated ======
translate R GsortDate {Date}
# ====== TODO To be translated ======
translate R GsortYear {Year}
# ====== TODO To be translated ======
translate R GsortEvent {Event}
# ====== TODO To be translated ======
translate R GsortSite {Site}
# ====== TODO To be translated ======
translate R GsortRound {Round}
# ====== TODO To be translated ======
translate R GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate R GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate R GsortECO {ECO}
# ====== TODO To be translated ======
translate R GsortResult {Result}
# ====== TODO To be translated ======
translate R GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate R GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate R GsortCountry {Country}
# ====== TODO To be translated ======
translate R GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate R GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate R GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate R GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate R GsortComments {Comments}
# ====== TODO To be translated ======
translate R GsortVariations {Variations}
# ====== TODO To be translated ======
translate R GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate R GsortAscending {Ascending}
# ====== TODO To be translated ======
translate R GsortDescending {Descending}
# ====== TODO To be translated ======
translate R GsortAdd {Add}
# ====== TODO To be translated ======
translate R GsortStore {Store}
# ====== TODO To be translated ======
translate R GsortLoad {Load}
# ====== TODO To be translated ======
translate R GlistRemoveThisGameFromFilter  {Remove this game from Filter}
# ====== TODO To be translated ======
translate R GlistRemoveGameAndAboveFromFilter  {Remove game (and all above it) from Filter}
# ====== TODO To be translated ======
translate R GlistRemoveGameAndBelowFromFilter  {Remove game (and all below it) from Filter}
# ====== TODO To be translated ======
translate R GlistDeleteGame {(Un)Delete this game} 
# ====== TODO To be translated ======
translate R GlistDeleteAllGames {Delete all games in filter} 
# ====== TODO To be translated ======
translate R GlistUndeleteAllGames {Undelete all games in filter} 
# ====== TODO To be translated ======
translate R GlistMergeGameInBase {Merge Game in other base} 

# Maintenance window:
translate R DatabaseName {�������� ���� ������:}
translate R TypeIcon {��� ������:}
translate R NumOfGames {������:}
translate R NumDeletedGames {��������� ������:}
translate R NumFilterGames {������ � �������:}
translate R YearRange {�������� �����:}
translate R RatingRange {�������� ��������:}
translate R Description {��������}
translate R Flag {����}
# ====== TODO To be translated ======
translate R CustomFlags {Custom flags}
translate R DeleteCurrent {������� ������� ������}
translate R DeleteFilter {������� ��������������� ������}
translate R DeleteAll {������� ��� ������}
translate R UndeleteCurrent {������������ ������� ������}
translate R UndeleteFilter {������������ ��������������� ������}
translate R UndeleteAll {������������ ��� ������}
translate R DeleteTwins {������� ������� ������}
translate R MarkCurrent {�������� ������� ������}
translate R MarkFilter {�������� ��������������� ������}
translate R MarkAll {�������� ��� ������}
translate R UnmarkCurrent {����� ������� � ������� ������}
translate R UnmarkFilter {����� ������� � ��������������� ������}
translate R UnmarkAll {����� ������� �� ���� ������}
translate R Spellchecking {�������� ������������}
translate R Players {������}
translate R Events {�������}
translate R Sites {�����}
translate R Rounds {������}
translate R DatabaseOps {�������� � ����� ������}
translate R ReclassifyGames {������ � ����������������� ECO}
translate R CompactDatabase {������ ���� ������}
translate R SortDatabase {������������� ���� ������}
translate R AddEloRatings {�������� �������� Elo}
translate R AutoloadGame {������������ ������ ������}
translate R StripTags {������� ���� PGN}
translate R StripTag {������� ����}
translate R Cleaner {����������}
translate R CleanerHelp {
���������� Scid ���������� ��� �������������� ��������, ������� �� ������� � ������ ����, ��� ������� ����� ������.

������� ��������� ������������� ECO � ������� ������� �������� ����� ���������, ���� �� �������� ��� �������.
}
translate R CleanerConfirm {
���� ��������� ����������� ����������, ��� �� ����� ���� ��������!

��� ����� ������ ����� ������� �� ������� ���� ������, � ����������� �� �������, ������� �� ������� � �� ������� ���������.

�� �������, ��� ������ ������ ��������� �������, ������� �� �������?
}
# ====== TODO To be translated ======
translate R TwinCheckUndelete {to flip; "u" undeletes both)}
# ====== TODO To be translated ======
translate R TwinCheckprevPair {Previous pair}
# ====== TODO To be translated ======
translate R TwinChecknextPair {Next pair}
# ====== TODO To be translated ======
translate R TwinChecker {Scid: Twin game checker}
# ====== TODO To be translated ======
translate R TwinCheckTournament {Games in tournament:}
# ====== TODO To be translated ======
translate R TwinCheckNoTwin {No twin  }
# ====== TODO To be translated ======
translate R TwinCheckNoTwinfound {No twin was detected for this game.\nTo show twins using this window, you must first use the "Delete twin games..." function. }
# ====== TODO To be translated ======
translate R TwinCheckTag {Share tags...}
# ====== TODO To be translated ======
translate R TwinCheckFound1 {Scid found $result twin games}
# ====== TODO To be translated ======
translate R TwinCheckFound2 { and set their delete flags}
# ====== TODO To be translated ======
translate R TwinCheckNoDelete {There are no games in this database to delete.}
# ====== TODO To be translated ======
translate R TwinCriteria1 { Your settings for finding twin games are potentially likely to\ncause non-twin games with similar moves to be marked as twins.}
# ====== TODO To be translated ======
translate R TwinCriteria2 {It is recommended that if you select "No" for "same moves", you should select "Yes" for the colors, event, site, round, year and month settings.\nDo you want to continue and delete twins anyway? }
# ====== TODO To be translated ======
translate R TwinCriteria3 {It is recommended that you specify "Yes" for at least two of the "same site", "same round" and "same year" settings.\nDo you want to continue and delete twins anyway?}
# ====== TODO To be translated ======
translate R TwinCriteriaConfirm {Scid: Confirm twin settings}
# ====== TODO To be translated ======
translate R TwinChangeTag "Change the following game tags:\n\n"
# ====== TODO To be translated ======
translate R AllocRatingDescription "This command will use the current spellcheck file to add Elo ratings to games in this database. Wherever a player has no currrent rating but his/her rating at the time of the game is listed in the spellcheck file, that rating will be added."
# ====== TODO To be translated ======
translate R RatingOverride "Overwrite existing non-zero ratings?"
# ====== TODO To be translated ======
translate R AddRatings "Add ratings to:"
# ====== TODO To be translated ======
translate R AddedRatings {Scid added $r Elo ratings in $g games.}
# ====== TODO To be translated ======
translate R NewSubmenu "New submenu"

# Comment editor:
translate R AnnotationSymbols  {������� ���������:}
translate R Comment {�����������:}
translate R InsertMark {�������� ��������}
translate R InsertMarkHelp {
Insert/remove mark: Select color, type, square.
Insert/remove arrow: Right-click two squares.
}

# Nag buttons in comment editor:
translate R GoodMove {Good move}
translate R PoorMove {Poor move}
translate R ExcellentMove {Excellent move}
# ====== TODO To be translated ======
translate R Blunder {Blunder}
translate R InterestingMove {Interesting move}
translate R DubiousMove {Dubious move}
translate R WhiteDecisiveAdvantage {White has a decisive advantage}
translate R BlackDecisiveAdvantage {White has a decisive advantage}
translate R WhiteClearAdvantage {White has a clear advantage}
translate R BlackClearAdvantage {White has a clear advantage}
translate R WhiteSlightAdvantage {White has a slight advantage}
translate R BlackSlightAdvantage {White has a slight advantage}
translate R Equality {Equality}
translate R Unclear {Unclear}
translate R Diagram {Diagram}

# Board search:
translate R BoardSearch {����� �������}
translate R FilterOperation {�������� ��� ������� ��������:}
translate R FilterAnd {AND (�������������� ������)}
translate R FilterOr {OR (�������� � �������)}
translate R FilterIgnore {IGNORE (�������� ������)}
translate R SearchType {��� ������:}
translate R SearchBoardExact {������ ������� (��� ������ �� ��� �� �����)}
translate R SearchBoardPawns {����� (��� �� ��������, ��� ����� �� ��� �� �����)}
translate R SearchBoardFiles {���� (��� �� ��������, ��� ����� �� ��� �� �����)}
translate R SearchBoardAny {����� (��� �� ��������, ����� � ������ � ����� �����)}
# ====== TODO To be translated ======
translate R SearchInRefDatabase { Search in base }
translate R LookInVars {���������� � ���������}

# Material search:
translate R MaterialSearch {����� ���������}
translate R Material {��������}
translate R Patterns {�������}
translate R Zero {����}
translate R Any {�����}
translate R CurrentBoard {������� �������}
translate R CommonEndings {����� ��������}
translate R CommonPatterns {����� �������}
translate R MaterialDiff {������������ �������}
translate R squares {����}
translate R SameColor {��� �� ����}
translate R OppColor {��������������� ����}
translate R Either {���}
translate R MoveNumberRange {�������� ������� �����}
translate R MatchForAtLeast {��������� �� ������� ����}
translate R HalfMoves {���������}
# ====== TODO To be translated ======
translate R EndingPawns {Pawn endings}
# ====== TODO To be translated ======
translate R EndingRookVsPawns {Rook vs. Pawn(s)}
# ====== TODO To be translated ======
translate R EndingRookPawnVsRook {Rook and 1 Pawn vs. Rook}
# ====== TODO To be translated ======
translate R EndingRookPawnsVsRook {Rook and Pawn(s) vs. Rook}
# ====== TODO To be translated ======
translate R EndingRooks {Rook vs. Rook endings}
# ====== TODO To be translated ======
translate R EndingRooksPassedA {Rook vs. Rook endings with a passed a-pawn}
# ====== TODO To be translated ======
translate R EndingRooksDouble {Double Rook endings}
# ====== TODO To be translated ======
translate R EndingBishops {Bishop vs. Bishop endings}
# ====== TODO To be translated ======
translate R EndingBishopVsKnight {Bishop vs. Knight endings}
# ====== TODO To be translated ======
translate R EndingKnights {Knight vs. Knight endings}
# ====== TODO To be translated ======
translate R EndingQueens {Queen vs. Queen endings}
# ====== TODO To be translated ======
translate R EndingQueenPawnVsQueen {Queen and 1 Pawn vs. Queen}
# ====== TODO To be translated ======
translate R BishopPairVsKnightPair {Two Bishops vs. Two Knights middlegame}
# ====== TODO To be translated ======
translate R PatternWhiteIQP {White IQP}
# ====== TODO To be translated ======
translate R PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6}
# ====== TODO To be translated ======
translate R PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6}
# ====== TODO To be translated ======
translate R PatternBlackIQP {Black IQP}
# ====== TODO To be translated ======
translate R PatternWhiteBlackIQP {White IQP vs. Black IQP}
# ====== TODO To be translated ======
translate R PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple}
# ====== TODO To be translated ======
translate R PatternHangingC5D5 {Black Hanging Pawns on c5 and d5}
# ====== TODO To be translated ======
translate R PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)}
# ====== TODO To be translated ======
translate R PatternRookSacC3 {Rook Sacrifice on c3}
# ====== TODO To be translated ======
translate R PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)}
# ====== TODO To be translated ======
translate R PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)}
# ====== TODO To be translated ======
translate R PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)}
# ====== TODO To be translated ======
translate R PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)}
# ====== TODO To be translated ======
translate R PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)}

# Game saving:
translate R Today {�������}
translate R ClassifyGame {������������������ ������}

# Setup position:
translate R EmptyBoard {������ �����}
translate R InitialBoard {��������� �������}
translate R SideToMove {������� ����}
translate R MoveNumber {����� ����}
translate R Castling {���������}
translate R EnPassantFile {���������� ����}
translate R ClearFen {�������� FEN}
translate R PasteFen {�������� FEN}
# ====== TODO To be translated ======
translate R SaveAndContinue {Save and continue}
# ====== TODO To be translated ======
translate R DiscardChangesAndContinue {Discard changes\nand continue}
# ====== TODO To be translated ======
translate R GoBack {Go back}

# Replace move dialog:
translate R ReplaceMove {�������� ���}
translate R AddNewVar {�������� ����� �������}
# ====== TODO To be translated ======
translate R NewMainLine {New Main Line}
translate R ReplaceMoveMessage {����� ��� ���� ���.

�� ������ �������� ���, ��������� ��� ���� ����� ����, ��� �������� ��� ���, ��� ����� �������.

(�� ������ �������� ��������� ����� ��������� � �������, �������� ��������� "�������� ����� �������� �����" � ���� ���������:���� �����.)}

# Make database read-only dialog:
translate R ReadOnlyDialog {���� �� �������� ��� ���� ������ ������ ��� ������, �� ����� ��������� ������� ���������.
������ �� ����� ���� �������� ��� ��������, � ��������� ����� �� ����� ���� ��������.
���������� ����� ���������� � ������������� ECO ����� ����������.

�� ������ ����� ������� ���� ������ �������������� � ������� �������� � ������������.

�� ������������� ������� ������� ��� ���� ������ ������ ��� ������?}

# Clear game dialog:
translate R ClearGameDialog {��� ������ ���� ��������.

�� ������������� ������� ����������, ������� ��� ��������� ���������?
}

# Exit dialog:
translate R ExitDialog {�� ������������� ������ ����� �� Scid?}
translate R ExitUnsaved {��������� ���� ������ ����� �� ����������� ���������� ������. ���� �� ������� ������, ��������� ����� �������.}

# Import window:
translate R PasteCurrentGame {�������� ������� ������}
translate R ImportHelp1 {������ ��� �������� ������ � ������� PGN � ������� ����.}
translate R ImportHelp2 {��� ������ �������������� ������ ����� �������� �����.}
# ====== TODO To be translated ======
translate R OverwriteExistingMoves {Overwrite existing moves ?}

# ECO Browser:
translate R ECOAllSections {��� ������ ECO}
translate R ECOSection {������ ECO}
translate R ECOSummary {����� ���}
translate R ECOFrequency {������� �������� ���}

# Opening Report:
translate R OprepTitle {�������� �����}
translate R OprepReport {�����}
translate R OprepGenerated {���������������}
translate R OprepStatsHist {���������� � �������}
translate R OprepStats {����������}
translate R OprepStatAll {��� �������� ������}
translate R OprepStatBoth {��� � ���������}
translate R OprepStatSince {�}
translate R OprepOldest {��������� ������}
translate R OprepNewest {�������� ������}
translate R OprepPopular {������� ����������}
translate R OprepFreqAll {������� �� ��� ����:   }
translate R OprepFreq1   {� ��������� ���: }
translate R OprepFreq5   {� ��������� ���� ���: }
translate R OprepFreq10  {� ��������� ������ ���: }
translate R OprepEvery {���� ��� ������ %u ������}
translate R OprepUp {���� - %u%s �� ���� ���}
translate R OprepDown {���� - %u%s �� ���� ���}
translate R OprepSame {��� ��������� ������ ���� �����}
translate R OprepMostFrequent {�������� ����� � �������}
translate R OprepMostFrequentOpponents {Most frequent opponents}
translate R OprepRatingsPerf {�������� � ������������������}
translate R OprepAvgPerf {������� �������� � ������������������}
translate R OprepWRating {������� �����}
translate R OprepBRating {������� ������}
translate R OprepWPerf {������������������ �����}
translate R OprepBPerf {������������������ ������}
translate R OprepHighRating {������ � ���������� ������� ���������}
translate R OprepTrends {�������������� ���������}
translate R OprepResults {�������������� ����� � �������}
translate R OprepLength {����� ������}
translate R OprepFrequency {�������}
translate R OprepWWins {����� ��������: }
translate R OprepBWins {������ ��������: }
translate R OprepDraws {�����:      }
translate R OprepWholeDB {��� ���� ������}
translate R OprepShortest {����� �������� ������}
translate R OprepMovesThemes {���� � ����}
translate R OprepMoveOrders {������� �����  ��� ���������� �������� �������}
translate R OprepMoveOrdersOne \
  {������ ������ ���� ������� ����� ��� ���������� �������� �������:}
translate R OprepMoveOrdersAll \
  {������� %u �������� �����  ��� ���������� �������� �������:}
translate R OprepMoveOrdersMany \
  {������� %u �������� �����  ��� ���������� �������� �������. ������� %u:}
translate R OprepMovesFrom {���� �� �������� �������}
translate R OprepMostFrequentEcoCodes {Most frequent ECO codes}
translate R OprepThemes {����������� ����}
translate R OprepThemeDescription {Frequency of themes in the first %u moves of each game}
translate R OprepThemeSameCastling {������������� ���������}
translate R OprepThemeOppCastling {���������������� ���������}
translate R OprepThemeNoCastling {��� ������ �� ����������}
translate R OprepThemeKPawnStorm {����� ������������ �������}
translate R OprepThemeQueenswap {�������� ������}
translate R OprepThemeWIQP {White Isolated Queen Pawn}
translate R OprepThemeBIQP {Black Isolated Queen Pawn}
translate R OprepThemeWP567 {����� ����� �� 5/6/7 �����������}
translate R OprepThemeBP234 {������ ����� �� 2/3/4 �����������}
translate R OprepThemeOpenCDE {������� c/d/e ���������}
translate R OprepTheme1BishopPair {������ ���� ������� ����� �������� ����}
translate R OprepEndgames {��������}
translate R OprepReportGames {�������� ������}
translate R OprepAllGames    {��� ������}
translate R OprepEndClass {�������� � ����� ������ ������}
translate R OprepTheoryTable {������������� �������}
translate R OprepTableComment {������������� �� %u ����������������� ������.}
translate R OprepExtraMoves {������� ������� � ����� � ������������� �������}
translate R OprepMaxGames {�������� ������ � ������������� �������}
translate R OprepViewHTML {View HTML}
translate R OprepViewLaTeX {View LaTeX}

# Player Report:
translate R PReportTitle {Player Report}
translate R PReportColorWhite {with the White pieces}
translate R PReportColorBlack {with the Black pieces}
translate R PReportMoves {after %s}
translate R PReportOpenings {Openings}
translate R PReportClipbase {Empty clipbase and copy matching games to it}

# Piece Tracker window:
translate R TrackerSelectSingle {����� ������ ����� �������� ��� ������.}
translate R TrackerSelectPair {����� ������ ����� �������� ��� ������; ������ �������� ��� ���������� ������.}
translate R TrackerSelectPawn {����� ������ ����� �������� ��� ������; ������ �������� ��� 8 �����.}
translate R TrackerStat {����������}
translate R TrackerGames {% ������ � ������ �� ��� ����}
translate R TrackerTime {% ������� �� ������ ����}
translate R TrackerMoves {����}
translate R TrackerMovesStart {������� ����� ����, � �������� ����������� ����������.}
translate R TrackerMovesStop {������� ����� ����, ������� ����������� �������������.}

# Game selection dialogs:
translate R SelectAllGames {��� ������ � ���� ������}
translate R SelectFilterGames {������ ��������������� ������}
translate R SelectTournamentGames {������ ������ �������� �������}
translate R SelectOlderGames {������ ������ ������}

# Delete Twins window:
translate R TwinsNote {����� ���� ���������, ��� ������ ������ ��� ������� ����� ��� �� �������, � ��������, ������� �� ���������� ����. ����� ���� ��������� �������, ����� �������� ������ ���������. ���������: ����� ������� ��������� ����� ��������� ������������, ��� �������� ����� ���������. }
translate R TwinsCriteria {��������: �������� ������ �����...}
translate R TwinsWhich {�������� ����� ������}
translate R TwinsColors {����� ������ ��� �� ������?}
translate R TwinsEvent {��� �� ������?}
translate R TwinsSite {�� �� �����?}
translate R TwinsRound {��� �� �����?}
translate R TwinsYear {��� �� ���?}
translate R TwinsMonth {��� �� �����?}
translate R TwinsDay {��� �� ����?}
translate R TwinsResult {��� �� ���������?}
translate R TwinsECO {��� �� ��� ECO?}
translate R TwinsMoves {�� �� ����?}
translate R TwinsPlayers {�������� ����� �������:}
translate R TwinsPlayersExact {������ ����������}
translate R TwinsPlayersPrefix {������ ������ 4 �����}
translate R TwinsWhen {����� ������� ������� ������}
translate R TwinsSkipShort {������������ ��� ������, ��� ������ 5 �����?}
translate R TwinsUndelete {������������ ��� ������ �������?}
translate R TwinsSetFilter {���������� ������ ��� ���� �������� ���������?}
translate R TwinsComments {������ ������� ������ � �������������?}
translate R TwinsVars {������ ������� ������ � ����������?}
translate R TwinsDeleteWhich {������� ����� ������:}
translate R TwinsDeleteShorter {����� �������� ������}
translate R TwinsDeleteOlder {������� ����� ������}
translate R TwinsDeleteNewer {������� ����� ������}
translate R TwinsDelete {������� ������}

# Name editor window:
translate R NameEditType {��� ����� ��� ��������������}
translate R NameEditSelect {������ ��� ��������������}
translate R NameEditReplace {��������}
translate R NameEditWith {�}
translate R NameEditMatches {����������: ������� Ctrl+1 - Ctrl+9 ��� ������}
# ====== TODO To be translated ======
translate R CheckGames {Check games}
# ====== TODO To be translated ======
translate R CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate R CheckAll {All games}
# ====== TODO To be translated ======
translate R CheckSelectFilterGames {Only games in filter}

# Classify window:
translate R Classify {����������������}
translate R ClassifyWhich {������ � ������������������ ECO}
translate R ClassifyAll {��� ������ (���������� ������ ECO)}
translate R ClassifyYear {��� ������, ��������� �� ��������� ���}
translate R ClassifyMonth {��� ������, ��������� �� ��������� �����}
translate R ClassifyNew {������ ������ ��� ���� ECO}
translate R ClassifyCodes {���� ECO ��� �������������}
translate R ClassifyBasic {������ �������� ���� ("B12", ...)}
translate R ClassifyExtended {Scid ���������� ("B12j", ...)}

# Compaction:
translate R NameFile {���� ����}
translate R GameFile {���� ������}
translate R Names {�����}
translate R Unused {�� ������������}
translate R SizeKb {������ (kb)}
translate R CurrentState {������� ���������}
translate R AfterCompaction {����� ������}
translate R CompactNames {������ ���� ����}
translate R CompactGames {������ ���� ������}
# ====== TODO To be translated ======
translate R NoUnusedNames "There are no unused names, so the name file is already fully compacted."
# ====== TODO To be translated ======
translate R NoUnusedGames "The game file is already fully compacted."
# ====== TODO To be translated ======
translate R NameFileCompacted {The name file for the database "[file tail [sc_base filename]]" was compacted.}
# ====== TODO To be translated ======
translate R GameFileCompacted {The game file for the database "[file tail [sc_base filename]]" was compacted.}

# Sorting:
translate R SortCriteria {��������}
translate R AddCriteria {�������� ��������}
translate R CommonSorts {����� ����������}
translate R Sort {����������}

# Exporting:
translate R AddToExistingFile {�������� ������ � ������������ ����?}
translate R ExportComments {�������������� �����������?}
translate R ExportVariations {�������������� ��������?}
translate R IndentComments {����������� � ��������?}
translate R IndentVariations {�������� � ��������?}
translate R ExportColumnStyle {� ������� (���� ��� �� ������)?}
translate R ExportSymbolStyle {����� ������������� ���������:}
translate R ExportStripMarks {������� ������������� ���� �����/������� �� ������������?}

# Goto game/move dialogs:
translate R LoadGameNumber {������� ����� ������ ��� ��������:}
translate R GotoMoveNumber {������� � ���� �����:}

# Copy games dialog:
translate R CopyGames {����������� ������}
translate R CopyConfirm {
 �� ������������� ������� �����������
 [::utils::thousands $nGamesToCopy] ��������������� ������
 �� ���� ������ "$fromName"
 � ���� ������ "$targetName"?
}
translate R CopyErr {�� ���� ����������� ������}
translate R CopyErrSource {�������� ���� ������}
translate R CopyErrTarget {������� ���� ������}
translate R CopyErrNoGames {has no games in its filter}
translate R CopyErrReadOnly {������ ��� ������}
translate R CopyErrNotOpen {�� �������}

# Colors:
translate R LightSquares {������� ����}
translate R DarkSquares {������ ����}
translate R SelectedSquares {��������� ����}
translate R SuggestedSquares {���� ������������ �����}
translate R WhitePieces {����� ������}
translate R BlackPieces {������ ������}
translate R WhiteBorder {����� �������}
translate R BlackBorder {������ �������}

# Novelty window:
translate R FindNovelty {����� �������}
translate R Novelty {�������}
translate R NoveltyInterrupt {����� ������� �������}
translate R NoveltyNone {� ���� ������ ������� �� �������}
translate R NoveltyHelp {Scid ������ ������ ��� � ������� ������, ������� �������� � �������, ������������� � ������� ���� ������ � �������� �����.}
# ====== TODO To be translated ======
translate R SoundsFolder {Sound Files Folder}
# ====== TODO To be translated ======
translate R SoundsFolderHelp {The folder should contain the files King.wav, a.wav, 1.wav, etc}
# ====== TODO To be translated ======
translate R SoundsAnnounceOptions {Move Announcement Options}
# ====== TODO To be translated ======
translate R SoundsAnnounceNew {Announce new moves as they are made}
# ====== TODO To be translated ======
translate R SoundsAnnounceForward {Announce moves when moving forward one move}
# ====== TODO To be translated ======
translate R SoundsAnnounceBack {Announce when retracting or moving back one move}

# Upgrading databases:
translate R Upgrading {�����������}
translate R ConfirmOpenNew {
��� ������ ������ (Scid 2) ���� ������, ������� �� ����� ���� ������ � Scid 3, �� ������ ����� ������ (Scid 3) ��� ����� ���� ������.

�� ������� ������� ������ ������ ������� ���� ������?
}
translate R ConfirmUpgrade {
��� ������ ������ (Scid 2) ���� ������. ����� ������ ���� ������ ������ ���� ������ ����� ��� ��� ������������ ��� � Scid 3.

���������� ������� ����� ������ ���� ������; ��� �� ������� � �� ������ ������������ �����.

��� ����� ������ �����, �� ��� �������� ������ ���� ���. �� ������ ��������, ���� ��� �������� ������� ����� �������.

�� ������� �������� ���� ������ ������?
}

# Recent files options:
translate R RecentFilesMenu {����� ������� ����������� ������ � �������� ����}
translate R RecentFilesExtra {����� ������� ����������� ������ �� ������� �������}

# My Player Names options:
translate R MyPlayerNamesDescription {
Enter a list of preferred player names below, one name per line. Wildcards (e.g. "?" for any single character, "*" for any sequence of characters) are permitted.

Every time a game with a player in the list is loaded, the main window chessboard will be rotated if necessary to show the game from that players perspective.
}
# ====== TODO To be translated ======
translate R showblunderexists {show blunder exists}
# ====== TODO To be translated ======
translate R showblundervalue {show blunder value}
# ====== TODO To be translated ======
translate R showscore {show score}
# ====== TODO To be translated ======
translate R coachgame {coach game}
# ====== TODO To be translated ======
translate R configurecoachgame {configure coach game}
# ====== TODO To be translated ======
translate R configuregame {Game configuration}
# ====== TODO To be translated ======
translate R Phalanxengine {Phalanx engine}
# ====== TODO To be translated ======
translate R Coachengine {Coach engine}
# ====== TODO To be translated ======
translate R difficulty {difficulty}
# ====== TODO To be translated ======
translate R hard {hard}
# ====== TODO To be translated ======
translate R easy {easy}
# ====== TODO To be translated ======
translate R Playwith {Play with}
# ====== TODO To be translated ======
translate R white {white}
# ====== TODO To be translated ======
translate R black {black}
# ====== TODO To be translated ======
translate R both {both}
# ====== TODO To be translated ======
translate R Play {Play}
# ====== TODO To be translated ======
translate R Noblunder {No blunder}
# ====== TODO To be translated ======
translate R blunder {blunder}
# ====== TODO To be translated ======
translate R Noinfo {-- No info --}
# ====== TODO To be translated ======
translate R PhalanxOrTogaMissing {Phalanx or Toga not found}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate R moveblunderthreshold {move is a blunder if loss is greater than}
# ====== TODO To be translated ======
translate R limitanalysis {limit engine analysis time}
# ====== TODO To be translated ======
translate R seconds {seconds}
# ====== TODO To be translated ======
translate R Abort {Abort}
# ====== TODO To be translated ======
translate R Resume {Resume}
# ====== TODO To be translated ======
translate R OutOfOpening {Out of opening}
# ====== TODO To be translated ======
translate R NotFollowedLine {You did not follow the line}
# ====== TODO To be translated ======
translate R DoYouWantContinue {Do you want yo continue ?}
# ====== TODO To be translated ======
translate R CoachIsWatching {Coach is watching}
# ====== TODO To be translated ======
translate R Ponder {Permanent thinking}
# ====== TODO To be translated ======
translate R LimitELO {Limit ELO strength}
# ====== TODO To be translated ======
translate R DubiousMovePlayedTakeBack {Dubious move played, do you want to take back ?}
# ====== TODO To be translated ======
translate R WeakMovePlayedTakeBack {Weak move played, do you want to take back ?}
# ====== TODO To be translated ======
translate R BadMovePlayedTakeBack {Bad move played, do you want to take back ?}
# ====== TODO To be translated ======
translate R Iresign {I resign}
# ====== TODO To be translated ======
translate R yourmoveisnotgood {your move is not good}
# ====== TODO To be translated ======
translate R EndOfVar {End of variation}
# ====== TODO To be translated ======
translate R Openingtrainer {Opening trainer}
# ====== TODO To be translated ======
translate R DisplayCM {Display candidate moves}
# ====== TODO To be translated ======
translate R DisplayCMValue {Display candidate moves value}
# ====== TODO To be translated ======
translate R DisplayOpeningStats {Show statistics}
# ====== TODO To be translated ======
translate R ShowReport {Show report}
# ====== TODO To be translated ======
translate R NumberOfGoodMovesPlayed {good moves played}
# ====== TODO To be translated ======
translate R NumberOfDubiousMovesPlayed {dubious moves played}
# ====== TODO To be translated ======
translate R NumberOfMovesPlayedNotInRepertoire {moves played not in repertoire}
# ====== TODO To be translated ======
translate R NumberOfTimesPositionEncountered {times position encountered}
# ====== TODO To be translated ======
translate R PlayerBestMove  {Allow only best moves}
# ====== TODO To be translated ======
translate R OpponentBestMove {Opponent plays best moves}
# ====== TODO To be translated ======
translate R OnlyFlaggedLines {Only flagged lines}
# ====== TODO To be translated ======
translate R resetStats {Reset statistics}
# ====== TODO To be translated ======
translate R Repertoiretrainingconfiguration {Repertoire training configuration}
# ====== TODO To be translated ======
translate R Loadingrepertoire {Loading repertoire}
# ====== TODO To be translated ======
translate R Movesloaded {Moves loaded}
# ====== TODO To be translated ======
translate R Repertoirenotfound {Repertoire not found}
# ====== TODO To be translated ======
translate R Openfirstrepertoirewithtype {Open first a repertoire database with icon/type set to the right side}
# ====== TODO To be translated ======
translate R Movenotinrepertoire {Move not in repertoire}
# ====== TODO To be translated ======
translate R PositionsInRepertoire {Positions in repertoire}
# ====== TODO To be translated ======
translate R PositionsNotPlayed {Positions not played}
# ====== TODO To be translated ======
translate R PositionsPlayed {Positions played}
# ====== TODO To be translated ======
translate R Success {Success}
# ====== TODO To be translated ======
translate R DubiousMoves {Dubious moves}
# ====== TODO To be translated ======
translate R OutOfRepertoire {OutOfRepertoire}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate R ConfigureTactics {Configure tactics}
# ====== TODO To be translated ======
translate R ResetScores {Reset scores}
# ====== TODO To be translated ======
translate R LoadingBase {Loading base}
# ====== TODO To be translated ======
translate R Tactics {Tactics}
# ====== TODO To be translated ======
translate R ShowSolution {Show solution}
# ====== TODO To be translated ======
translate R NextExercise {Next exercise}
# ====== TODO To be translated ======
translate R PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate R StopTraining {Stop training}
# ====== TODO To be translated ======
translate R Next {Next}
# ====== TODO To be translated ======
translate R ResettingScore {Resetting score}
# ====== TODO To be translated ======
translate R LoadingGame {Loading game}
# ====== TODO To be translated ======
translate R MateFound {Mate found}
# ====== TODO To be translated ======
translate R BestSolutionNotFound {Best solution NOT found !}
# ====== TODO To be translated ======
translate R MateNotFound {Mate not found}
# ====== TODO To be translated ======
translate R ShorterMateExists {Shorter mate exists}
# ====== TODO To be translated ======
translate R ScorePlayed {Score played}
# ====== TODO To be translated ======
translate R Expected {expected}
# ====== TODO To be translated ======
translate R ChooseTrainingBase {Choose training base}
# ====== TODO To be translated ======
translate R Thinking {Thinking}
# ====== TODO To be translated ======
translate R AnalyzeDone {Analyze done}
# ====== TODO To be translated ======
translate R WinWonGame {Win won game}
# ====== TODO To be translated ======
translate R Lines {Lines}
# ====== TODO To be translated ======
translate R ConfigureUCIengine {Configure UCI engine}
# ====== TODO To be translated ======
translate R SpecificOpening {Specific opening}
# ====== TODO To be translated ======
translate R StartNewGame {Start new game}
# ====== TODO To be translated ======
translate R FixedLevel {Fixed level}
# ====== TODO To be translated ======
translate R Opening {Opening}
# ====== TODO To be translated ======
translate R RandomLevel {Random level}
# ====== TODO To be translated ======
translate R StartFromCurrentPosition {Start from current position}
# ====== TODO To be translated ======
translate R FixedDepth {Fixed depth}
# ====== TODO To be translated ======
translate R Nodes {Nodes} 
# ====== TODO To be translated ======
translate R Depth {Depth}
# ====== TODO To be translated ======
translate R Time {Time} 
# ====== TODO To be translated ======
translate R SecondsPerMove {Seconds per move}
# ====== TODO To be translated ======
translate R Engine {Engine}
# ====== TODO To be translated ======
translate R TimeMode {Time mode}
# ====== TODO To be translated ======
translate R TimeBonus {Time + bonus}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate R TimeMin {min}
# ====== TODO To be translated ======
translate R TimeSec {sec}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate R AllExercisesDone {All exercises done}
# ====== TODO To be translated ======
translate R MoveOutOfBook {Move out of book}
# ====== TODO To be translated ======
translate R LastBookMove {Last book move}
# ====== TODO To be translated ======
translate R AnnotateSeveralGames {Annotate several games\nfrom current to :}
# ====== TODO To be translated ======
translate R FindOpeningErrors {Find opening errors}
# ====== TODO To be translated ======
translate R MarkTacticalExercises {Mark tactical exercises}
# ====== TODO To be translated ======
translate R UseBook {Use book}
# ====== TODO To be translated ======
translate R MultiPV {Multiple variations}
# ====== TODO To be translated ======
translate R Hash {Hash memory}
# ====== TODO To be translated ======
translate R OwnBook {Use engine book}
# ====== TODO To be translated ======
translate R BookFile {Opening book}
# ====== TODO To be translated ======
translate R AnnotateVariations {Annotate variations}
# ====== TODO To be translated ======
translate R ShortAnnotations {Short annotations}
# ====== TODO To be translated ======
translate R addAnnotatorTag {Add annotator tag}
# ====== TODO To be translated ======
translate R AddScoreToShortAnnotations {Add score to short annotations}
# ====== TODO To be translated ======
translate R Export {Export}
# ====== TODO To be translated ======
translate R BookPartiallyLoaded {Book partially loaded}
# ====== TODO To be translated ======
translate R Calvar {Calculation of variations}
# ====== TODO To be translated ======
translate R ConfigureCalvar {Configuration}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate R Reti {Reti}
# ====== TODO To be translated ======
translate R English {English}
# ====== TODO To be translated ======
translate R d4Nf6Miscellaneous {1.d4 Nf6 Miscellaneous}
# ====== TODO To be translated ======
translate R Trompowsky {Trompowsky}
# ====== TODO To be translated ======
translate R Budapest {Budapest}
# ====== TODO To be translated ======
translate R OldIndian {Old Indian}
# ====== TODO To be translated ======
translate R BenkoGambit {Benko Gambit}
# ====== TODO To be translated ======
translate R ModernBenoni {Modern Benoni}
# ====== TODO To be translated ======
translate R DutchDefence {Dutch Defence}
# ====== TODO To be translated ======
translate R Scandinavian {Scandinavian}
# ====== TODO To be translated ======
translate R AlekhineDefence {Alekhine Defence}
# ====== TODO To be translated ======
translate R Pirc {Pirc}
# ====== TODO To be translated ======
translate R CaroKann {Caro-Kann}
# ====== TODO To be translated ======
translate R CaroKannAdvance {Caro-Kann Advance}
# ====== TODO To be translated ======
translate R Sicilian {Sicilian}
# ====== TODO To be translated ======
translate R SicilianAlapin {Sicilian Alapin}
# ====== TODO To be translated ======
translate R SicilianClosed {Sicilian Closed}
# ====== TODO To be translated ======
translate R SicilianRauzer {Sicilian Rauzer}
# ====== TODO To be translated ======
translate R SicilianDragon {Sicilian Dragon}
# ====== TODO To be translated ======
translate R SicilianScheveningen {Sicilian Scheveningen}
# ====== TODO To be translated ======
translate R SicilianNajdorf {Sicilian Najdorf}
# ====== TODO To be translated ======
translate R OpenGame {Open Game}
# ====== TODO To be translated ======
translate R Vienna {Vienna}
# ====== TODO To be translated ======
translate R KingsGambit {King's Gambit}
# ====== TODO To be translated ======
translate R RussianGame {Russian Game}
# ====== TODO To be translated ======
translate R ItalianTwoKnights {Italian/Two Knights}
# ====== TODO To be translated ======
translate R Spanish {Spanish}
# ====== TODO To be translated ======
translate R SpanishExchange {Spanish Exchange}
# ====== TODO To be translated ======
translate R SpanishOpen {Spanish Open}
# ====== TODO To be translated ======
translate R SpanishClosed {Spanish Closed}
# ====== TODO To be translated ======
translate R FrenchDefence {French Defence}
# ====== TODO To be translated ======
translate R FrenchAdvance {French Advance}
# ====== TODO To be translated ======
translate R FrenchTarrasch {French Tarrasch}
# ====== TODO To be translated ======
translate R FrenchWinawer {French Winawer}
# ====== TODO To be translated ======
translate R FrenchExchange {French Exchange}
# ====== TODO To be translated ======
translate R QueensPawn {Queen's Pawn}
# ====== TODO To be translated ======
translate R Slav {Slav}
# ====== TODO To be translated ======
translate R QGA {QGA}
# ====== TODO To be translated ======
translate R QGD {QGD}
# ====== TODO To be translated ======
translate R QGDExchange {QGD Exchange}
# ====== TODO To be translated ======
translate R SemiSlav {Semi-Slav}
# ====== TODO To be translated ======
translate R QGDwithBg5 {QGD with Bg5}
# ====== TODO To be translated ======
translate R QGDOrthodox {QGD Orthodox}
# ====== TODO To be translated ======
translate R Grunfeld {Gr?nfeld}
# ====== TODO To be translated ======
translate R GrunfeldExchange {Gr?nfeld Exchange}
# ====== TODO To be translated ======
translate R GrunfeldRussian {Gr?nfeld Russian}
# ====== TODO To be translated ======
translate R Catalan {Catalan}
# ====== TODO To be translated ======
translate R CatalanOpen {Catalan Open}
# ====== TODO To be translated ======
translate R CatalanClosed {Catalan Closed}
# ====== TODO To be translated ======
translate R QueensIndian {Queen's Indian}
# ====== TODO To be translated ======
translate R NimzoIndian {Nimzo-Indian}
# ====== TODO To be translated ======
translate R NimzoIndianClassical {Nimzo-Indian Classical}
# ====== TODO To be translated ======
translate R NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
# ====== TODO To be translated ======
translate R KingsIndian {King's Indian}
# ====== TODO To be translated ======
translate R KingsIndianSamisch {King's Indian S?misch}
# ====== TODO To be translated ======
translate R KingsIndianMainLine {King's Indian Main Line}
# ====== TODO To be translated ======
translate R ConfigureFics {Configure FICS}
# ====== TODO To be translated ======
translate R FICSGuest {Login as Guest}
# ====== TODO To be translated ======
translate R FICSServerPort {Server port}
# ====== TODO To be translated ======
translate R FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate R FICSRefresh {Refresh}
# ====== TODO To be translated ======
translate R FICSTimesealPort {Timeseal port}
# ====== TODO To be translated ======
translate R FICSSilence {Silence}
# ====== TODO To be translated ======
translate R FICSOffers {Offers}
# ====== TODO To be translated ======
translate R FICSConsole {Console}
# ====== TODO To be translated ======
translate R FICSGames {Games}
# ====== TODO To be translated ======
translate R FICSUnobserve {Stop observing game}
# ====== TODO To be translated ======
translate R FICSProfile {Display your history and profile}
# ====== TODO To be translated ======
translate R FICSRelayedGames {Relayed games}
# ====== TODO To be translated ======
translate R FICSFindOpponent {Find opponent}
# ====== TODO To be translated ======
translate R FICSTakeback {Takeback}
# ====== TODO To be translated ======
translate R FICSTakeback2 {Takeback 2}
# ====== TODO To be translated ======
translate R FICSInitTime {Initial time (min)}
# ====== TODO To be translated ======
translate R FICSIncrement {Increment (sec)}
# ====== TODO To be translated ======
translate R FICSRatedGame {Rated Game}
# ====== TODO To be translated ======
translate R FICSAutoColour {automatic}
# ====== TODO To be translated ======
translate R FICSManualConfirm {confirm manually}
# ====== TODO To be translated ======
translate R FICSFilterFormula {Filter with formula}
# ====== TODO To be translated ======
translate R FICSIssueSeek {Issue seek}
# ====== TODO To be translated ======
translate R FICSChallenge {Challenge}
# ====== TODO To be translated ======
translate R FICSAccept {accept}
# ====== TODO To be translated ======
translate R FICSDecline {decline}
# ====== TODO To be translated ======
translate R FICSColour {Colour}
# ====== TODO To be translated ======
translate R FICSSend {send}
# ====== TODO To be translated ======
translate R FICSConnect {Connect}
# ====== TODO To be translated ======
translate R FICSdefaultuservars {Use default variables}
# ====== TODO To be translated ======
translate R FICSObserveconfirm {Do you want to observe game}
# ====== TODO To be translated ======
translate R FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate R GameReview {Game review}
# ====== TODO To be translated ======
translate R GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate R GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate R GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate R GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate R GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate R GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate R GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate R GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate R GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate R GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate R GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate R GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate R GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate R GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate R GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate R GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate R GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate R GameReviewMovesPlayedEngine {Moves played like engine}
# ====== TODO To be translated ======
translate R CCDlgConfigureWindowTitle {Configure Correspondence Chess}
# ====== TODO To be translated ======
translate R CCDlgCGeneraloptions {General Options}
# ====== TODO To be translated ======
translate R CCDlgDefaultDB {Default Database:}
# ====== TODO To be translated ======
translate R CCDlgInbox {Inbox (path):}
# ====== TODO To be translated ======
translate R CCDlgOutbox {Outbox (path):}
# ====== TODO To be translated ======
translate R CCDlgXfcc {Xfcc Configuration:}
# ====== TODO To be translated ======
translate R CCDlgExternalProtocol {External Protocol Handler (e.g. Xfcc)}
# ====== TODO To be translated ======
translate R CCDlgFetchTool {Fetch Tool:}
# ====== TODO To be translated ======
translate R CCDlgSendTool {Send Tool:}
# ====== TODO To be translated ======
translate R CCDlgEmailCommunication {eMail Communication}
# ====== TODO To be translated ======
translate R CCDlgMailPrg {Mail program:}
# ====== TODO To be translated ======
translate R CCDlgBCCAddr {(B)CC Address:}
# ====== TODO To be translated ======
translate R CCDlgMailerMode {Mode:}
# ====== TODO To be translated ======
translate R CCDlgThunderbirdEg {e.g. Thunderbird, Mozilla Mail, Icedove...}
# ====== TODO To be translated ======
translate R CCDlgMailUrlEg {e.g. Evolution}
# ====== TODO To be translated ======
translate R CCDlgClawsEg {e.g Sylpheed Claws}
# ====== TODO To be translated ======
translate R CCDlgmailxEg {e.g. mailx, mutt, nail...}
# ====== TODO To be translated ======
translate R CCDlgAttachementPar {Attachment parameter:}
# ====== TODO To be translated ======
translate R CCDlgInternalXfcc {Use internal Xfcc support}
# ====== TODO To be translated ======
translate R CCDlgConfirmXfcc {Confirm moves}
# ====== TODO To be translated ======
translate R CCDlgSubjectPar {Subject parameter:}
# ====== TODO To be translated ======
translate R CCDlgDeleteBoxes {Empty In-/Outbox}
# ====== TODO To be translated ======
translate R CCDlgDeleteBoxesText {Do you really want to empty your In- and Outbox folders for Correspondence Chess? This requires a new sync to show the last state of your games}
# ====== TODO To be translated ======
translate R CCDlgConfirmMove {Confirm move}
# ====== TODO To be translated ======
translate R CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
# ====== TODO To be translated ======
translate R CCDlgDBGameToLong {Inconsistent Mainline}
# ====== TODO To be translated ======
translate R CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.\nIn this case please shorten the mainline to (at max) move\n}
# ====== TODO To be translated ======
translate R CCDlgStartEmail {Start new eMail game}
# ====== TODO To be translated ======
translate R CCDlgYourName {Your Name:}
# ====== TODO To be translated ======
translate R CCDlgYourMail {Your eMail Address:}
# ====== TODO To be translated ======
translate R CCDlgOpponentName {Opponents Name:}
# ====== TODO To be translated ======
translate R CCDlgOpponentMail {Opponents eMail Address:}
# ====== TODO To be translated ======
translate R CCDlgGameID {Game ID (unique):}
# ====== TODO To be translated ======
translate R CCDlgTitNoOutbox {Scid: Correspondence Chess Outbox}
# ====== TODO To be translated ======
translate R CCDlgTitNoInbox {Scid: Correspondence Chess Inbox}
# ====== TODO To be translated ======
translate R CCDlgTitNoGames {Scid: No Correspondence Chess Games}
# ====== TODO To be translated ======
translate R CCErrInboxDir {Correspondence Chess inbox directory:}
# ====== TODO To be translated ======
translate R CCErrOutboxDir {Correspondence Chess outbox directory:}
# ====== TODO To be translated ======
translate R CCErrDirNotUsable {does not exist or is not accessible!\nPlease check and correct the settings.}
# ====== TODO To be translated ======
translate R CCErrNoGames {does not contain any games!\nPlease fetch them first.}
# ====== TODO To be translated ======
translate R CCDlgTitNoCCDB {Scid: No Correspondence Database}
# ====== TODO To be translated ======
translate R CCErrNoCCDB {No Database of type 'Correspondence' is opened. Please open one before using correspondence chess functions.}
# ====== TODO To be translated ======
translate R CCFetchBtn {Fetch games from the server and process the Inbox}
# ====== TODO To be translated ======
translate R CCPrevBtn {Goto previous game}
# ====== TODO To be translated ======
translate R CCNextBtn {Goto next game}
# ====== TODO To be translated ======
translate R CCSendBtn {Send move}
# ====== TODO To be translated ======
translate R CCEmptyBtn {Empty In- and Outbox}
# ====== TODO To be translated ======
translate R CCHelpBtn {Help on icons and status indicators.\nFor general Help press F1!}
# ====== TODO To be translated ======
translate R CCDlgServerName {Server Name:}
# ====== TODO To be translated ======
translate R CCDlgLoginName  {Login Name:}
# ====== TODO To be translated ======
translate R CCDlgPassword   {Password:}
# ====== TODO To be translated ======
translate R CCDlgURL        {Xfcc-URL:}
# ====== TODO To be translated ======
translate R CCDlgRatingType {Rating Type:}
# ====== TODO To be translated ======
translate R CCDlgDuplicateGame {Non-unique game ID}
# ====== TODO To be translated ======
translate R CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}
# ====== TODO To be translated ======
translate R CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate R CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate R CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate R CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate R CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate R CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate R CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate R CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate R CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
# ====== TODO To be translated ======
translate R ExtHWConfigConnection {Configure external hardware}
# ====== TODO To be translated ======
translate R ExtHWPort {Port}
# ====== TODO To be translated ======
translate R ExtHWEngineCmd {Engine command}
# ====== TODO To be translated ======
translate R ExtHWEngineParam {Engine parameter}
# ====== TODO To be translated ======
translate R ExtHWShowButton {Show button}
# ====== TODO To be translated ======
translate R ExtHWHardware {Hardware}
# ====== TODO To be translated ======
translate R ExtHWNovag {Novag Citrine}
# ====== TODO To be translated ======
translate R ExtHWInputEngine {Input Engine}
# ====== TODO To be translated ======
translate R ExtHWNoBoard {No board}
# ====== TODO To be translated ======
translate R NovagReferee {Referee}
# ====== TODO To be translated ======
translate R IEConsole {Input Engine Console}
# ====== TODO To be translated ======
translate R IESending {Moves sent for}
# ====== TODO To be translated ======
translate R IESynchronise {Synchronise}
# ====== TODO To be translated ======
translate R IERotate  {Rotate}
# ====== TODO To be translated ======
translate R IEUnableToStart {Unable to start Input Engine:}
# ====== TODO To be translated ======
translate R DoneWithPosition {Done with position}
# ====== TODO To be translated ======
translate R Board {Board}
# ====== TODO To be translated ======
translate R showGameInfo {Show game info}
# ====== TODO To be translated ======
translate R autoResizeBoard {Automatic resize of board}
# ====== TODO To be translated ======
translate R DockTop {Move to top}
# ====== TODO To be translated ======
translate R DockBottom {Move to bottom}
# ====== TODO To be translated ======
translate R DockLeft {Move to left}
# ====== TODO To be translated ======
translate R DockRight {Move to right}
# ====== TODO To be translated ======
translate R Undock {Undock}
# ====== TODO To be translated ======
translate R ChangeIcon {Change icon...}
# ====== TODO To be translated ======
}
# end of russian.tcl
### serbian.tcl:
# Serbian menus for Scid.
# Contributed by Milos Pejovic.

addLanguage Y Serbian 2 iso8859-2

proc setLanguage_Y {} {

# File menu:
menuText Y File "Fajl" 0
menuText Y FileNew "Novi..." 0 {Kreiraj novu Scid bazu podataka}
menuText Y FileOpen "Otvori..." 0 {Otvori postoje�u Scid bazu podataka}
menuText Y FileClose "Zatvori" 0 {Zatvori aktivnu Scid bazu podataka}
menuText Y FileFinder "Traga�" 0 {Pokreni Fajl Traga�}
menuText Y FileBookmarks "Markeri" 0 {Meni sa markerima (pre�ica: Ctrl+B)}
menuText Y FileBookmarksAdd "Dodaj u markere" 0 \
  {Dodaj u markere teku�u partiju iz baze i poziciju}
menuText Y FileBookmarksFile "Arhiviraj marker" 0 \
  {Arhiviraj marker za teku�u partiju i poziciju}
menuText Y FileBookmarksEdit "Izmeni markere..." 0 \
  {Izmeni menije markera}
menuText Y FileBookmarksList "Prika�i foldere kao jedinstvenu listu" 0 \
  {Prika�i foldere markera kao jedinstvenu listu, bez podmenija}
menuText Y FileBookmarksSub "Prika�i foldere kao podmenije" 0 \
  {Prika�i foldere markera kao podmenije, ne jedinstvenu listu}
menuText Y FileMaint "Odr�avanje" 0 {Alati za odr�avanje Scid baze podataka}
menuText Y FileMaintWin "Prozor odr�avanja" 0 \
  {Otvori/zatvori prozor odr�avanja Scid baze podataka}
menuText Y FileMaintCompact "Komprimuj bazu..." 0 \
  {U�ini fajlove baze kompaktnijim, uklanjaju�i obrisane partije i nekori��ena imena}
menuText Y FileMaintClass "E�O-Klasifikacija partija..." 2 \
  {Klasifikacija svih partija po otvaranju}
menuText Y FileMaintSort "Sortiraj bazu..." 0 \
  {Sortiraj sve partije u bazi podataka}
menuText Y FileMaintDelete "Izbri�i udvojene partije..." 0 \
  {Na�i udvojene partije i ozna�i ih za brisanje}
menuText Y FileMaintTwin "Provera udvojenih partija" 0 \
  {Otvori/osve�i prozor za proveru udvojenih partija}
menuText Y FileMaintName "Imena" 0 {Promena imena i kontrola pravopisa}
menuText Y FileMaintNameEditor "Editor imena" 0 \
  {Otvori/zatvori editor imena}
menuText Y FileMaintNamePlayer "Provera pravopisa imena igra�a..." 11 \
  {Provera pravopisa imena igra�a pomo�u spellcheck fajla}
menuText Y FileMaintNameEvent "Provera pravopisa imena turnira..." 11 \
  {Provera pravopisa imena turnira pomo�u spellcheck fajla}
menuText Y FileMaintNameSite "Provera pravopisa imena mesta..." 11 \
  {Provera pravopisa imena mesta pomo�u spellcheck fajla}
menuText Y FileMaintNameRound "Provera pravopisa kola..." 11 \
  {Provera pravopisa kola pomo�u spellcheck fajla}
menuText Y FileReadOnly "Read-only..." 0 \
  {Spre�i izmene u teku�oj bazi}
menuText Y FileSwitch "Switch to database" 0 \
  {Switch to a different opened database} ;# ***
menuText Y FileExit "Iza�i" 1 {Izlazak iz Scid-a}
# ====== TODO To be translated ======
menuText Y FileMaintFixBase "Fix corrupted base" 0 {Try to fix a corrupted base}

# Edit menu:
menuText Y Edit "Izmene" 0
menuText Y EditAdd "Dodaj varijantu" 0 {Dodaj varijantu potezu u partiji}
menuText Y EditDelete "Obri�i varijantu" 0 {Obri�i varijantu za ovaj potez}
menuText Y EditFirst "Postavi prvu varijantu" 5 \
  {Postavi varijantu kao prvu u listi}
menuText Y EditMain "Postavi varijantu na glavnu liniju" 21 \
  {Postavi varijantu na glavnu liniju}
menuText Y EditTrial "Probaj varijantu" 0 \
  {Pokreni/zaustavi mod za testiranje ideje na tabli}
menuText Y EditStrip "Ukloni" 2 {Ukloni komentare ili varijante iz ove partije}
# ====== TODO To be translated ======
menuText Y EditUndo "Undo" 0 {Undo last game change}
# ====== TODO To be translated ======
menuText Y EditRedo "Redo" 0 {Redo last game change}
menuText Y EditStripComments "Komentare" 0 \
  {Ukloni sve komentare i napomene iz ove partije}
menuText Y EditStripVars "Varijante" 0 {Ukloni sve varijante iz ove partije}
menuText Y EditStripBegin "Moves from the beginning" 1 \
  {Strip moves from the beginning of the game} ;# ***
menuText Y EditStripEnd "Moves to the end" 0 \
  {Strip moves to the end of the game} ;# ***
menuText Y EditReset "Isprazni Clipbase" 0 \
  {Resetuje clipbase da bude potpuno prazan}
menuText Y EditCopy "Kopiraj ovu partiju na Clipbase" 0 \
  {Kopiraj ovu partiju na clipbase partija}
menuText Y EditPaste "Prenesi poslednju clipbase partiju" 0 \
  {Prenesi aktivnu clipbase partiju ovde}
menuText Y EditPastePGN "Paste Clipboard text as PGN game..." 10 \
  {Interpret the clipboard text as a game in PGN notation and paste it here} ;# ***
menuText Y EditSetup "Namesti po�etnu poziciju..." 0 \
  {Namesti po�etnu poziciju za ovu partiju}
menuText Y EditCopyBoard "Copy position" 6 \
  {Copy the current board in FEN notation to the text selection (klipbord)} ;# ***
menuText Y EditPasteBoard "Prenesi po�etnu poziciju" 9 \
  {Postavi po�etnu poziciju na osnovu trenutno izabranog teksta (klipbord)}

# Game menu:
menuText Y Game "Partija" 0
menuText Y GameNew "Nova partija" 0 \
  {Pokreni novu partiju, sa gubljenjem svih izmena}
menuText Y GameFirst "U�itaj prvu partiju" 5 {U�itaj prvu filtriranu partiju}
menuText Y GamePrev "U�itaj prethodnu partiju" 5 {U�itaj prethodnu filtriranu partiju}
menuText Y GameReload "Osve�i trenutnu partiju" 3 \
  {Osve�i ovu partiju, sa gubljenjem svih izmena}
menuText Y GameNext "U�itaj slede�u partiju" 5 {U�itaj slede�u filtriranu partiju}
menuText Y GameLast "U�itaj poslednju partiju" 8 {U�itaj poslednju filtriranu partiju}
menuText Y GameRandom "Load Random Game" 8 {Load a random filtered game} ;# ***
menuText Y GameNumber "U�itaj partiju broj..." 5 \
  {U�itaj partiju, unose�i njen broj}
menuText Y GameReplace "Sa�uvaj: Zameni partiju..." 6 \
  {Sa�uvaj ovu partiju preko stare partiju u bazi}
menuText Y GameAdd "Sa�uvaj: Dodaj novu partiju..." 6 \
  {Sa�uvaj ovu partiju kao novu u bazi}
menuText Y GameDeepest "Identifikuj otvaranje" 0 \
  {Idi na poslednju poziciju partije koja odgovara knjizi otvaranja}
menuText Y GameGotoMove "Idi na potez broj..." 5 \
  {Idi na odre�eni broj potez u teku�oj partiji}
menuText Y GameNovelty "Prona�i novost..." 8 \
  {Prona�i prvi potez ove partije koji nije igran ranije}

# Search Menu:
menuText Y Search "Pretra�i" 3
menuText Y SearchReset "Resetuj filter" 0 {Resetuj filter da bi sve partije bile uklju�ene}
menuText Y SearchNegate "Invertuj filter" 0 {Invertuj filter da uklju�i samo isklju�ene partije}
menuText Y SearchCurrent "Teku�a pozicija..." 0 {Pretra�uj prema teku�oj poziciji na tabli}
menuText Y SearchHeader "Zaglavlje..." 0 {Pretra�uj prema informacijama iz zaglavlja (igra�, turnir, itd)}
menuText Y SearchMaterial "Materijal/Pozicije..." 0 {Pretra�uj prema materijalu i poziciji}
menuText Y SearchUsing "Pomo�u Search fajla..." 0 {Pretra�uj pomo�u Search fajla}

# Windows menu:
menuText Y Windows "Prozori" 1
menuText Y WindowsComment "Editor komentara" 0 {Otvori/zatvori editor komentara}
menuText Y WindowsGList "Lista partija" 0 {Otvori/zatvori listu partija}
menuText Y WindowsPGN "PGN prozor" 0 \
  {Otvori/zatvori PGN prozor (sa podacima o partiji)}
menuText Y WindowsPList "Player Finder" 2 {Open/close the player finder} ;# ***
menuText Y WindowsTmt "Turnir traga�" 2 {Otvori/zatvori turnir traga�}
menuText Y WindowsSwitcher "Bira� baza" 0 \
  {Otvori/zatvori bira� baza}
menuText Y WindowsMaint "Prozor odr�avanja" 0 \
  {Otvori/zatvori prozor odr�avanja}
menuText Y WindowsECO "E�O prikaziva�" 0 {Otvori/zatvori E�O prikaziva�}
menuText Y WindowsRepertoire "Editor repertoara otvaranja" 0 \
  {Otvori/zatvori editor repertoara otvaranja}
menuText Y WindowsStats "Statisti�ki prozor" 0 \
  {Otvori/zatvori prozor statistika filtera}
menuText Y WindowsTree "Stablo varijanata" 0 {Otvori/zatvori stablo varijanata}
menuText Y WindowsTB "Tabela zavr�nica" 1 \
  {Otvori/zatvori tabelu zavr�nica}
# ====== TODO To be translated ======
menuText Y WindowsBook "Book Window" 0 {Open/close the Book window}
# ====== TODO To be translated ======
menuText Y WindowsCorrChess "Correspondence Window" 0 {Open/close the Correspondence window}

# Tools menu:
menuText Y Tools "Alati" 0
menuText Y ToolsAnalysis "Program za analizu..." 0 \
  {Pokreni/zaustavi �ahovski program za analizu}
menuText Y ToolsAnalysis2 "Program za analizu #2..." 17 \
  {Pokreni/zaustavi drugi �ahovski program za analizu}
menuText Y ToolsCross "Tabela turnira" 0 {Poka�i tabelu turnira za ovu partiju}
menuText Y ToolsEmail "Email menad�er" 0 \
  {Otvori/zatvori menad�er za korespodentske partije preko email-a}
menuText Y ToolsFilterGraph "Filter graph" 7 \
  {Open/close the filter graph window} ;# ***
# ====== TODO To be translated ======
menuText Y ToolsAbsFilterGraph "Abs. Filter Graph" 7 {Open/close the filter graph window for absolute values}
menuText Y ToolsOpReport "Izve�taj o otvaranjima" 0 \
  {Napravi izve�taj o otvaranjima za trenutnu poziciju}
# ====== TODO To be translated ======
menuText Y ToolsOpenBaseAsTree "Open base as tree" 0   {Open a base and use it in Tree window}
# ====== TODO To be translated ======
menuText Y ToolsOpenRecentBaseAsTree "Open recent base as tree" 0   {Open a recent base and use it in Tree window}
menuText Y ToolsTracker "Piece Tracker"  0 {Open the Piece Tracker window} ;# ***
# ====== TODO To be translated ======
menuText Y ToolsTraining "Training"  0 {Training tools (tactics, openings,...) }
# ====== TODO To be translated ======
menuText Y ToolsTacticalGame "Tactical game"  0 {Play a game with tactics}
# ====== TODO To be translated ======
menuText Y ToolsSeriousGame "Serious game"  0 {Play a serious game}
# ====== TODO To be translated ======
menuText Y ToolsTrainOpenings "Openings"  0 {Train with a repertoire}
# ====== TODO To be translated ======
menuText Y ToolsTrainReviewGame "Review game"  0 {Guess moves played in a game}
# ====== TODO To be translated ======
menuText Y ToolsTrainTactics "Tactics"  0 {Solve tactics}
# ====== TODO To be translated ======
menuText Y ToolsTrainCalvar "Calculation of variations"  0 {Calculation of variations training}
# ====== TODO To be translated ======
menuText Y ToolsTrainFindBestMove "Find best move"  0 {Find best move}
# ====== TODO To be translated ======
menuText Y ToolsTrainFics "Play on internet"  0 {Play on freechess.org}
# ====== TODO To be translated ======
menuText Y ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
# ====== TODO To be translated ======
menuText Y ToolsBookTuning "Book tuning" 0 {Book tuning}
# ====== TODO To be translated ======
menuText Y ToolsConnectHardware "Connect Hardware" 0 {Connect external hardware}
# ====== TODO To be translated ======
menuText Y ToolsConnectHardwareConfigure "Configure..." 0 {Configure external hardware and connection}
# ====== TODO To be translated ======
menuText Y ToolsConnectHardwareNovagCitrineConnect "Connect Novag Citrine" 0 {Connect Novag Citrine}
# ====== TODO To be translated ======
menuText Y ToolsConnectHardwareInputEngineConnect "Connect Input Engine" 0 {Connect Input Engine (e.g. DGT)}
menuText Y ToolsPInfo "Informacije o igra�u"  0 \
  {Otvori/osve�i informacije o igra�u}
menuText Y ToolsPlayerReport "Player Report..." 3 \
  {Generate a player report} ;# ***
menuText Y ToolsRating "Grafikon rejtinga" 0 \
  {Iscrtava grafik istorije rejtinga igra�a u teku�oj partiji}
menuText Y ToolsScore "Grafikon skora" 0 {Prika�i grafikon skora}
menuText Y ToolsExpCurrent "Izvezi teku�u partiju" 8 \
  {Snimi teku�u partiju u tekstualni fajl}
menuText Y ToolsExpCurrentPGN "Izvezi partiju u PGN fajl..." 17 \
  {Snimi teku�u partiju u PGN fajl}
menuText Y ToolsExpCurrentHTML "Izvezi partiju u HTML fajl..." 17 \
  {Snimi teku�u partiju u HTML fajl}
# ====== TODO To be translated ======
menuText Y ToolsExpCurrentHTMLJS "Export Game to HTML and JavaScript File..." 15 {Write current game to a HTML and JavaScript file}  
menuText Y ToolsExpCurrentLaTeX "Izvezi partiju u LaTeX fajl..." 17 \
  {Snimi teku�u partiju u LaTeX fajl}
menuText Y ToolsExpFilter "Izvezi sve filtrirane partije" 1 \
  {Snimi sve filtrirane partije u tekstualni fajl}
menuText Y ToolsExpFilterPGN "Izvezi filtrirane partije u PGN fajl..." 28 \
  {Snimi sve filtrirane partije u PGN fajl}
menuText Y ToolsExpFilterHTML "Izvezi filtrirane partije u HTML fajl..." 28 \
  {Snimi sve filtrirane partije u HTML fajl}
# ====== TODO To be translated ======
menuText Y ToolsExpFilterHTMLJS "Export Filter to HTML and JavaScript File..." 17 {Write all filtered games to a HTML and JavaScript file}  
menuText Y ToolsExpFilterLaTeX "Izvezi filtrirane partije u LaTeX fajl..." 28 \
  {Snimi sve filtrirane partije u LaTeX fajl}
menuText Y ToolsImportOne "Uvezi jednu PGN partiju..." 0 \
  {Uvezi jednu partiju iz PGN fajla}
menuText Y ToolsImportFile "Uvezi vi�e PGN partija..." 6 \
  {Uvezi vi�e partija iz PGN fajla}
# ====== TODO To be translated ======
menuText Y ToolsStartEngine1 "Start engine 1" 0  {Start engine 1}
# ====== TODO To be translated ======
menuText Y ToolsStartEngine2 "Start engine 2" 0  {Start engine 2}
# ====== TODO To be translated ======
menuText Y ToolsCaptureBoard "Capture Current Board..." 0  {Save the current board as an image.}
# ====== TODO To be translated ======
menuText Y Play "Play" 0
# ====== TODO To be translated ======
menuText Y CorrespondenceChess "Correspondence Chess" 0 {Functions for eMail and Xfcc based correspondence chess}
# ====== TODO To be translated ======
menuText Y CCConfigure "Configure..." 0 {Configure external tools and general setup}
# ====== TODO To be translated ======
menuText Y CCConfigRelay "Configure observations..." 10 {Configure games to be observed}
# ====== TODO To be translated ======
menuText Y CCOpenDB "Open Database..." 0 {Open the default Correspondence database}
# ====== TODO To be translated ======
menuText Y CCRetrieve "Retrieve Games" 0 {Retrieve games via external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText Y CCInbox "Process Inobx" 0 {Process all files in scids Inbox}
# ====== TODO To be translated ======
menuText Y CCSend "Send Move" 0 {Send your move via eMail or external (Xfcc-)helper}
# ====== TODO To be translated ======
menuText Y CCResign "Resign" 0 {Resign (not via eMail)}
# ====== TODO To be translated ======
menuText Y CCClaimDraw "Claim Draw" 0 {Send move and claim a draw (not via eMail)}
# ====== TODO To be translated ======
menuText Y CCOfferDraw "Offer Draw" 0 {Send move and offer a draw (not via eMail)}
# ====== TODO To be translated ======
menuText Y CCAcceptDraw "Accept Draw" 0 {Accept a draw offer (not via eMail)}
# ====== TODO To be translated ======
menuText Y CCNewMailGame "New eMail Game..." 0 {Start a new eMail game}
# ====== TODO To be translated ======
menuText Y CCMailMove "Mail Move..." 0 {Send the move via eMail to the opponent}
# ====== TODO To be translated ======
menuText Y CCGamePage "Game Page..." 0 {Call up the game via the web browser}
# ====== TODO To be translated ======
menuText Y CCEditCopy "Copy Gamelist to Clipbase" 0 {Copy the games as CSV list to clipbase}

# Options menu:
menuText Y Options "Opcije" 0
menuText Y OptionsBoard "Chessboard" 0 {Chess board appearance options} ;# ***
menuText Y OptionsBoardSize "Veli�ina table" 0 {Promeni veli�inu table}
menuText Y OptionsBoardPieces "Board Piece Style" 6 \
  {Change the board piece style} ;# ***
menuText Y OptionsBoardColors "Boje" 0 {Promeni boje table}
# ====== TODO To be translated ======
menuText Y OptionsBoardGraphics "Squares..." 0 {Select textures for squares}
# ====== TODO To be translated ======
translate Y OptionsBGW {Select texture for squares}
# ====== TODO To be translated ======
translate Y OptionsBoardGraphicsText {Select graphic files for white and black squares:}
menuText Y OptionsBoardNames "My Player Names..." 0 {Edit my player names} ;# ***
menuText Y OptionsExport "Izvoz" 0 {Promeni opcije tekstualnog izvoza}
menuText Y OptionsFonts "Fontovi" 0 {Promeni fontove}
menuText Y OptionsFontsRegular "Obi�an" 0 {Promeni obi�an font}
menuText Y OptionsFontsMenu "Menu" 0 {Change the menu font} ;# ***
menuText Y OptionsFontsSmall "Mali" 0 {Promeni mali font}
# ====== TODO To be translated ======
menuText Y OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText Y OptionsFontsFixed "Neproporcionalni" 0 {Promeni neproporcionalni font}
menuText Y OptionsGInfo "Informacije o Partiji" 0 {Opcije informacija o partiji}
menuText Y OptionsLanguage "Jezik" 0 {Izaberi jezik}
# ====== TODO To be translated ======
menuText Y OptionsMovesTranslatePieces "Translate pieces" 0 {Translate first letter of pieces}
# ====== TODO To be translated ======
menuText Y OptionsMovesHighlightLastMove "Highlight last move" 0 {Highlight last move}
# ====== TODO To be translated ======
menuText Y OptionsMovesHighlightLastMoveDisplay "Show" 0 {Display last move Highlight}
# ====== TODO To be translated ======
menuText Y OptionsMovesHighlightLastMoveWidth "Width" 0 {Thickness of line}
# ====== TODO To be translated ======
menuText Y OptionsMovesHighlightLastMoveColor "Color" 0 {Color of line}
# ====== TODO To be translated ======
menuText Y OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText Y OptionsMoves "Potezi" 0 {Opcije uno�enja poteza}
menuText Y OptionsMovesAsk "Pitaj pre zamene poteza" 0 \
  {Pitaj, da li se mo�e postoje�i zameniti novim potezom}
menuText Y OptionsMovesAnimate "Animation time" 1 \
  {Set the amount of time used to animate moves} ;# ***
menuText Y OptionsMovesDelay "Odlaganje izme�u poteza..." 1 \
  {Podesi vreme odlaganja pri automatskom pregledanju poteza}
menuText Y OptionsMovesCoord "Uno�enje koordinata poteza" 0 \
  {Prihvati uno�enje poteza pomo�u koordinata ("g1f3")}
menuText Y OptionsMovesSuggest "Poka�i preporu�ene poteze" 0 \
  {Uklju�i/isklju�i preporu�ene poteze}
# ====== TODO To be translated ======
menuText Y OptionsShowVarPopup "Show variations window" 0 {Turn on/off the display of a variations window}  
# ====== TODO To be translated ======
menuText Y OptionsMovesSpace "Add spaces after move number" 0 {Add spaces after move number}  
menuText Y OptionsMovesKey "Dopunjavanje poteza" 0 \
  {Uklju�i/isklju�i dopunjavanje poteza zadatih tastaturom}
# ====== TODO To be translated ======
menuText Y OptionsMovesShowVarArrows "Show Arrows for Variations" 0 {Turn on/off arrows showing moves in variations}
menuText Y OptionsNumbers "Format brojeva" 0 {Izaberi format brojeva}
menuText Y OptionsStartup "Startup" 3 {Select windows to open at startup} ;# ***
# ====== TODO To be translated ======
menuText Y OptionsTheme "Theme" 0 {Change look of interface}
menuText Y OptionsWindows "Prozori" 0 {Opcije prozora}
menuText Y OptionsWindowsIconify "Auto-iconify" 5 \
  {Iconify all windows when the main window is iconified} ;# ***
menuText Y OptionsWindowsRaise "Auto podizanje" 0 \
  {Podigni odre�ene prozore kad god su pokriveni}
menuText Y OptionsSounds "Sounds..." 2 {Configure move announcement sounds} ;# ***
# ====== TODO To be translated ======
menuText Y OptionsWindowsDock "Dock windows" 0 {Dock windows}
# ====== TODO To be translated ======
menuText Y OptionsWindowsSaveLayout "Save layout" 0 {Save layout}
# ====== TODO To be translated ======
menuText Y OptionsWindowsRestoreLayout "Restore layout" 0 {Restore layout}
# ====== TODO To be translated ======
menuText Y OptionsWindowsShowGameInfo "Show game info" 0 {Show game info}
# ====== TODO To be translated ======
menuText Y OptionsWindowsAutoLoadLayout "Auto load first layout" 0 {Auto load first layout at startup}
menuText Y OptionsToolbar "Toolbar glavnog prozora" 12 \
  {Prika�i/sakrij toolbar glavnog prozora}
menuText Y OptionsECO "U�itaj E�O fajl..." 7 {U�itaj E�O klasifikacioni fajl}
menuText Y OptionsSpell "U�itaj fajl za kontrolu pravopisa..." 13 \
  {U�itaj fajl za kontrolu pravopisa}
menuText Y OptionsTable "Direktorijum baza zavr�nica..." 0 \
  {Izaberi fajl baze zavr�nica; sve baze u direktorijumu �e biti kori��ene}
menuText Y OptionsRecent "Recent files..." 0 \
  {Change the number of recent files displayed in the File menu} ;# ***
# ====== TODO To be translated ======
menuText Y OptionsBooksDir "Books directory..." 0 {Sets the opening books directory}
# ====== TODO To be translated ======
menuText Y OptionsTacticsBasesDir "Bases directory..." 0 {Sets the tactics (training) bases directory}
menuText Y OptionsSave "Sa�uvaj opcije" 0 \
  "Sa�uvaj sve opcije u fajl $::optionsFile"
menuText Y OptionsAutoSave "Auto-sa�uvaj opcije na izlasku" 0 \
  {Auto-sa�uvaj sve opcije pri izlasku iz Scid-a}

# Help menu:
menuText Y Help "Pomo�" 2
menuText Y HelpContents "Contents" 0 {Show the help contents page} ;# ***
menuText Y HelpIndex "Sadr�aj" 0 {Prika�i glavnu stranu pomo�i}
menuText Y HelpGuide "Brzi vodi�" 0 {Prika�i brzi vodi�}
menuText Y HelpHints "Saveti" 0 {Prika�i savete}
menuText Y HelpContact "Kontakt" 0 {Prika�i informacije o kontaktu}
menuText Y HelpTip "Tip of the day" 0 {Show a useful Scid tip} ;# ***
menuText Y HelpStartup "Startup prozor" 0 {Prika�i startup prozor}
menuText Y HelpAbout "O programu Scid" 0 {Informacije o programu Scid}

# Game info box popup menu:
menuText Y GInfoHideNext "Sakrij slede�i potez" 0
menuText Y GInfoMaterial "Prika�i vrednosti materijala" 0
menuText Y GInfoFEN "Prika�i FEN" 8
menuText Y GInfoMarks "Show colored squares and arrows" 5 ;# ***
menuText Y GInfoWrap "Prelomi duga�ke linije" 0
menuText Y GInfoFullComment "Show Full Comment" 10 ;# ***
menuText Y GInfoPhotos "Show Photos" 5 ;# ***
menuText Y GInfoTBNothing "Baza zavr�nica: ni�ta" 16
menuText Y GInfoTBResult "Baza zavr�nica: samo rezultati" 16
menuText Y GInfoTBAll "Baza zavr�nica: rezultat i najbolji potezi" 16
menuText Y GInfoDelete "Obri�i/vrati ovu partiju" 0
menuText Y GInfoMark "Mark/Unmark this game" 0 ;# ***
# ====== TODO To be translated ======
menuText Y GInfoInformant "Configure informant values" 0

# Main window buttons:
helpMsg Y .main.fbutton.button.start {Idi na po�etak partije  (taster: Home)}
helpMsg Y .main.fbutton.button.end {Idi na kraj partije  (taster: End)}
helpMsg Y .main.fbutton.button.back {Idi jedan potez nazad  (taster: Levo)}
helpMsg Y .main.fbutton.button.forward {Idi jedan potez napred  (taster: Desno)}
helpMsg Y .main.fbutton.button.intoVar {Pre�i na varijantu  (taster pre�ica: v)}
helpMsg Y .main.fbutton.button.exitVar {Ostavi teku�u varijantu  (taster pre�ica: z)}
helpMsg Y .main.fbutton.button.flip {Rotiraj tablu  (taster pre�ica: .)}
helpMsg Y .main.fbutton.button.coords {Uklju�i/isklju�i koordinate table  (taster pre�ica: 0)}
helpMsg Y .main.fbutton.button.stm {Turn the side-to-move icon on or off} ;# ***
helpMsg Y .main.fbutton.button.autoplay {Automatski menjaj poteze  (taster: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg Y .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg Y .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg Y .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate Y Back {Nazad}
translate Y Browse {Browse} ;# ***
translate Y Cancel {Poni�ti}
# ====== TODO To be translated ======
translate Y Continue {Continue}
translate Y Clear {O�isti}
translate Y Close {Zatvori}
translate Y Contents {Contents} ;# ***
translate Y Defaults {Podrazumevano}
translate Y Delete {Obri�i}
translate Y Graph {Grafikon}
translate Y Help {Pomo�}
translate Y Import {Uvoz}
translate Y Index {Indeks}
translate Y LoadGame {U�itaj partiju}
translate Y BrowseGame {Browse game} ;# ***
translate Y MergeGame {Merge game} ;# ***
# ====== TODO To be translated ======
translate Y MergeGames {Merge Games}
translate Y Preview {Preview} ;# ***
translate Y Revert {Vrati se}
translate Y Save {Sa�uvaj}
translate Y Search {Tra�i}
translate Y Stop {Stop}
translate Y Store {Sa�uvaj}
translate Y Update {Osve�i}
translate Y ChangeOrient {Promeni orijentaciju prozora}
translate Y ShowIcons {Show Icons} ;# ***
translate Y None {None} ;# ***
translate Y First {Prvu}
translate Y Current {Trenutna}
translate Y Last {Poslednju}

# General messages:
translate Y game {partija}
translate Y games {partije}
translate Y move {potez}
translate Y moves {potezi}
translate Y all {sve}
translate Y Yes {Da}
translate Y No {Ne}
translate Y Both {Oba}
translate Y King {Kralj}
translate Y Queen {Dama}
translate Y Rook {Top}
translate Y Bishop {Lovac}
translate Y Knight {Skaka�}
translate Y Pawn {Pe�ak}
translate Y White {Beli}
translate Y Black {Crni}
translate Y Player {Igra�}
translate Y Rating {Rejting}
translate Y RatingDiff {Razlika u rejtingu (Beli - Crni)}
translate Y AverageRating {Average Rating} ;# ***
translate Y Event {Turnir}
translate Y Site {Mesto}
translate Y Country {Zemlja}
translate Y IgnoreColors {Ignori�i boje}
translate Y Date {Datum}
translate Y EventDate {Datum turnira}
translate Y Decade {Decade} ;# ***
translate Y Year {Godina}
translate Y Month {Mesec}
translate Y Months {Januar Februar Mart April Maj Jun Jul Avgust Septembar Oktobar Novembar Decembar}
translate Y Days {Ned Pon Uto Sre �et Pet Sub}
translate Y YearToToday {Godina do danas}
translate Y Result {Rezultat}
translate Y Round {Kolo}
translate Y Length {Du�ina}
translate Y ECOCode {E�O k�d}
translate Y ECO {E�O}
translate Y Deleted {Izbrisano}
translate Y SearchResults {Tra�i rezultate}
translate Y OpeningTheDatabase {Otvaranje baze}
translate Y Database {Baza}
translate Y Filter {Filter}
translate Y noGames {ni jedna partija}
translate Y allGames {sve partije}
translate Y empty {prazno}
translate Y clipbase {clipbase}
translate Y score {skor}
translate Y StartPos {Po�etna pozicija}
translate Y Total {Ukupno}
translate Y readonly {read-only} ;# ***

# Standard error messages:
translate Y ErrNotOpen {This is not an open database.} ;# ***
translate Y ErrReadOnly {This database is read-only; it cannot be altered.} ;# ***
translate Y ErrSearchInterrupted {Search was interrupted; results are incomplete.} ;# ***

# Game information:
translate Y twin {udvojena}
translate Y deleted {izbrisana}
translate Y comment {komentar}
translate Y hidden {sakrivena}
translate Y LastMove {Poslednji potez}
translate Y NextMove {Slede�i}
translate Y GameStart {Po�etak partije}
translate Y LineStart {Po�etak serije poteza}
translate Y GameEnd {Kraj partije}
translate Y LineEnd {Kraj serije poteza}

# Player information:
translate Y PInfoAll {Rezultati <b>svih</b> partija}
translate Y PInfoFilter {Rezultati <b>filtriranih</b> partija}
translate Y PInfoAgainst {Rezultati protiv}
translate Y PInfoMostWhite {Naj�e��e igrana otvaranja sa belim figurama}
translate Y PInfoMostBlack {Naj�e��e igrana otvaranja sa crnim figurama}
translate Y PInfoRating {Istorija rejtinga}
translate Y PInfoBio {Biography} ;# ***
translate Y PInfoEditRatings {Edit Ratings} ;# ***

# Tablebase information:
translate Y Draw {Remi}
translate Y stalemate {pat}
translate Y withAllMoves {sa svim potezima}
translate Y withAllButOneMove {sa svim osim jednog poteza}
translate Y with {sa}
translate Y only {samo}
translate Y lose {gubi}
translate Y loses {gubi}
translate Y allOthersLose {svi ostali gube}
translate Y matesIn {matira u}
translate Y hasCheckmated {je matirao}
translate Y longest {najdu�i}
translate Y WinningMoves {Winning moves} ;# ***
translate Y DrawingMoves {Drawing moves} ;# ***
translate Y LosingMoves {Losing moves} ;# ***
translate Y UnknownMoves {Unknown-result moves} ;# ***

# Tip of the day:
translate Y Tip {Tip} ;# ***
translate Y TipAtStartup {Tip at startup} ;# ***

# Tree window menus:
menuText Y TreeFile "Fajl" 0
# ====== TODO To be translated ======
menuText Y TreeFileFillWithBase "Fill Cache with base" 0 {Fill the cache file with all games in current base}
# ====== TODO To be translated ======
menuText Y TreeFileFillWithGame "Fill Cache with game" 0 {Fill the cache file with current game in current base}
# ====== TODO To be translated ======
menuText Y TreeFileSetCacheSize "Cache size" 0 {Set the cache size}
# ====== TODO To be translated ======
menuText Y TreeFileCacheInfo "Cache info" 0 {Get info on cache usage}
menuText Y TreeFileSave "Sa�uvaj cache fajl" 0 {Sa�uvaj cache (.stc) fajl stabla}
menuText Y TreeFileFill "Ispuni cache fajl" 0 \
  {Ispuni cache fajl �estim pozicijama otvaranja}
menuText Y TreeFileBest "Lista najboljih partija" 0 {Prika�i listu najboljih partija stabla}
menuText Y TreeFileGraph "Prozor grafika" 0 {Prika�i grafik za ovu granu stabla}
menuText Y TreeFileCopy "Kopiraj tekst stabla u clipboard" 0 \
  {Kopiraj statistike stabla u clipboard}
menuText Y TreeFileClose "Zatvori stablo varijanata" 0 {Zatvori prozor stabla}
# ====== TODO To be translated ======
menuText Y TreeMask "Mask" 0
# ====== TODO To be translated ======
menuText Y TreeMaskNew "New" 0 {New mask}
# ====== TODO To be translated ======
menuText Y TreeMaskOpen "Open" 0 {Open mask}
# ====== TODO To be translated ======
menuText Y TreeMaskOpenRecent "Open recent" 0 {Open recent mask}
# ====== TODO To be translated ======
menuText Y TreeMaskSave "Save" 0 {Save mask}
# ====== TODO To be translated ======
menuText Y TreeMaskClose "Close" 0 {Close mask}
# ====== TODO To be translated ======
menuText Y TreeMaskFillWithGame "Fill with game" 0 {Fill mask with game}
# ====== TODO To be translated ======
menuText Y TreeMaskFillWithBase "Fill with base" 0 {Fill mask with all games in base}
# ====== TODO To be translated ======
menuText Y TreeMaskInfo "Info" 0 {Show statistics for current mask}
# ====== TODO To be translated ======
menuText Y TreeMaskDisplay "Display mask map" 0 {Show mask data in a tree form}
# ====== TODO To be translated ======
menuText Y TreeMaskSearch "Search" 0 {Search in current mask}
menuText Y TreeSort "Sortiraj" 0
menuText Y TreeSortAlpha "Abecedno" 0
menuText Y TreeSortECO "E�O k�d" 0
menuText Y TreeSortFreq "U�estalost" 0
menuText Y TreeSortScore "Skor" 0
menuText Y TreeOpt "Opcije" 0
# ====== TODO To be translated ======
menuText Y TreeOptSlowmode "slow mode" 0 {Slow mode for updates (high accuracy)}
# ====== TODO To be translated ======
menuText Y TreeOptFastmode "Fast mode" 0 {Fast mode for updates (no move transposition)}
# ====== TODO To be translated ======
menuText Y TreeOptFastAndSlowmode "Fast and slow mode" 0 {Fast mode then slow mode for updates}
# ====== TODO To be translated ======
menuText Y TreeOptStartStop "Auto refreshing" 0 {Toggles automatic refreshing of the tree window}
menuText Y TreeOptLock "Zaklju�aj" 0 {Zaklju�aj/otklju�aj stablo za teku�u bazu}
menuText Y TreeOptTraining "Trening" 0 {Uklju�i/isklju�i trening mod stabla}
menuText Y TreeOptAutosave "Automatski sa�uvaj cache fajl" 0 \
  {Automatski sa�uvaj cache fajl pri zatvaranju prozora stabla}
menuText Y TreeHelp "Pomo�" 0
menuText Y TreeHelpTree "Pomo� za stablo" 0
menuText Y TreeHelpIndex "Sadr�aj pomo�i" 0
translate Y SaveCache {Sa�uvaj cache}
translate Y Training {Trening}
translate Y LockTree {Zaklju�aj}
translate Y TreeLocked {zaklju�ano}
translate Y TreeBest {Najbolje}
translate Y TreeBestGames {Najbolje partije stabla}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate Y TreeTitleRow \
  {    Move   ECO       Frequency    Score  AvElo Perf AvYear %Draws} ;# ***
translate Y TreeTotal {UKUPNO}
# ====== TODO To be translated ======
translate Y DoYouWantToSaveFirst {Do you want to save first}
# ====== TODO To be translated ======
translate Y AddToMask {Add to Mask}
# ====== TODO To be translated ======
translate Y RemoveFromMask {Remove from Mask}
# ====== TODO To be translated ======
translate Y AddThisMoveToMask {Add this move to Mask}
# ====== TODO To be translated ======
translate Y SearchMask {Search in Mask}
# ====== TODO To be translated ======
translate Y DisplayMask {Display Mask}
# ====== TODO To be translated ======
translate Y Nag {Nag code}
# ====== TODO To be translated ======
translate Y Marker {Marker}
# ====== TODO To be translated ======
translate Y Include {Include}
# ====== TODO To be translated ======
translate Y Exclude {Exclude}
# ====== TODO To be translated ======
translate Y MainLine {Main line}
# ====== TODO To be translated ======
translate Y Bookmark {Bookmark}
# ====== TODO To be translated ======
translate Y NewLine {New line}
# ====== TODO To be translated ======
translate Y ToBeVerified {To be verified}
# ====== TODO To be translated ======
translate Y ToTrain {To train}
# ====== TODO To be translated ======
translate Y Dubious {Dubious}
# ====== TODO To be translated ======
translate Y ToRemove {To remove}
# ====== TODO To be translated ======
translate Y NoMarker {No marker}
# ====== TODO To be translated ======
translate Y ColorMarker {Color}
# ====== TODO To be translated ======
translate Y WhiteMark {White}
# ====== TODO To be translated ======
translate Y GreenMark {Green}
# ====== TODO To be translated ======
translate Y YellowMark {Yellow}
# ====== TODO To be translated ======
translate Y BlueMark {Blue}
# ====== TODO To be translated ======
translate Y RedMark {Red}
# ====== TODO To be translated ======
translate Y CommentMove {Comment move}
# ====== TODO To be translated ======
translate Y CommentPosition {Comment position}
# ====== TODO To be translated ======
translate Y AddMoveToMaskFirst {Add move to mask first}
# ====== TODO To be translated ======
translate Y OpenAMaskFileFirst {Open a mask file first}
# ====== TODO To be translated ======
translate Y Positions {Positions}
# ====== TODO To be translated ======
translate Y Moves {Moves}

# Finder window:
menuText Y FinderFile "Fajl" 0
menuText Y FinderFileSubdirs "Pogledaj u poddirektorijumima" 0
menuText Y FinderFileClose "Zatvori Fajl traga�" 0
menuText Y FinderSort "Sortiraj" 0
menuText Y FinderSortType "Tip" 0
menuText Y FinderSortSize "Veli�ina" 0
menuText Y FinderSortMod "Modifikovano" 0
menuText Y FinderSortName "Ime" 0
menuText Y FinderSortPath "Staza" 0
menuText Y FinderTypes "Tipovi" 0
menuText Y FinderTypesScid "Scid baze" 0
menuText Y FinderTypesOld "Scid baze u starom formatu" 0
menuText Y FinderTypesPGN "PGN fajlovi" 0
menuText Y FinderTypesEPD "EPD (book) fajlovi" 0
menuText Y FinderTypesRep "Repertoar fajlovi" 0
menuText Y FinderHelp "Pomo�" 0
menuText Y FinderHelpFinder "Pomo� - Fajl traga�" 0
menuText Y FinderHelpIndex "Sadr�aj pomo�i" 0
translate Y FileFinder {Fajl traga�}
translate Y FinderDir {Direktorijum}
translate Y FinderDirs {Direktorijumi}
translate Y FinderFiles {Fajlovi}
translate Y FinderUpDir {gore}
# ====== TODO To be translated ======
translate Y FinderCtxOpen {Open}
# ====== TODO To be translated ======
translate Y FinderCtxBackup {Backup}
# ====== TODO To be translated ======
translate Y FinderCtxCopy {Copy}
# ====== TODO To be translated ======
translate Y FinderCtxMove {Move}
# ====== TODO To be translated ======
translate Y FinderCtxDelete {Delete}

# Player finder:
menuText Y PListFile "Fajl" 0
menuText Y PListFileUpdate "Osve�i" 0
menuText Y PListFileClose "Close Player Finder" 0 ;# ***
menuText Y PListSort "Sortiraj" 0
menuText Y PListSortName "Name" 0 ;# ***
menuText Y PListSortElo "Elo" 0
menuText Y PListSortGames "Partije" 0
menuText Y PListSortOldest "Oldest" 0 ;# ***
menuText Y PListSortNewest "Newest" 0 ;# ***

# Tournament finder:
menuText Y TmtFile "Fajl" 0
menuText Y TmtFileUpdate "Osve�i" 0
menuText Y TmtFileClose "Zatvori Turnir traga�" 0
menuText Y TmtSort "Sortiraj" 0
menuText Y TmtSortDate "Datum" 0
menuText Y TmtSortPlayers "Igra�i" 0
menuText Y TmtSortGames "Partije" 0
menuText Y TmtSortElo "Elo" 0
menuText Y TmtSortSite "Mesto" 0
menuText Y TmtSortEvent "Turnir" 1
menuText Y TmtSortWinner "Pobednik" 0
translate Y TmtLimit "Ograni�enje liste"
translate Y TmtMeanElo "Najni�i Elo"
translate Y TmtNone "Nije prona�en odgovaraju�i turnir."

# Graph windows:
menuText Y GraphFile "Fajl" 0
menuText Y GraphFileColor "Sa�uvaj kao Postscript u boji..." 25
menuText Y GraphFileGrey "Sa�uvaj kao Postscript u sivim nivoima..." 25
menuText Y GraphFileClose "Zatvori prozor" 6
menuText Y GraphOptions "Opcije" 0
menuText Y GraphOptionsWhite "Beli" 0
menuText Y GraphOptionsBlack "Crni" 0
menuText Y GraphOptionsBoth "Oba" 1
menuText Y GraphOptionsPInfo "Informacije o igra�u" 0
translate Y GraphFilterTitle "Filter graph: frequency per 1000 games" ;# ***
# ====== TODO To be translated ======
translate Y GraphAbsFilterTitle "Filter Graph: frequency of the games"
# ====== TODO To be translated ======
translate Y ConfigureFilter {Configure X-Axes for Year, Rating and Moves}
# ====== TODO To be translated ======
translate Y FilterEstimate "Estimate"
# ====== TODO To be translated ======
translate Y TitleFilterGraph "Scid: Filter Graph"

# Analysis window:
translate Y AddVariation {Dodaj varijantu}
# ====== TODO To be translated ======
translate Y AddAllVariations {Add All Variations}
translate Y AddMove {Dodaj potez}
translate Y Annotate {Dodaj napomenu}
# ====== TODO To be translated ======
translate Y ShowAnalysisBoard {Show analysis board}
# ====== TODO To be translated ======
translate Y ShowInfo {Show engine info}
# ====== TODO To be translated ======
translate Y FinishGame {Finish game}
# ====== TODO To be translated ======
translate Y StopEngine {Stop engine}
# ====== TODO To be translated ======
translate Y StartEngine {Start engine}
# ====== TODO To be translated ======
translate Y LockEngine {Lock engine to current position}
translate Y AnalysisCommand {Komanda analize}
translate Y PreviousChoices {Prethodni izbori}
translate Y AnnotateTime {Set the time between moves in seconds} ;# ***
translate Y AnnotateWhich {Add variations} ;# ***
translate Y AnnotateAll {For moves by both sides} ;# ***
# ====== TODO To be translated ======
translate Y AnnotateAllMoves {Annotate all moves}
translate Y AnnotateWhite {For White moves only} ;# ***
translate Y AnnotateBlack {For Black moves only} ;# ***
# ====== TODO To be translated ======
translate Y AnnotateBlundersOnly {When game move is an obvious blunder}
# ====== TODO To be translated ======
translate Y AnnotateBlundersOnlyScoreChange {Analysis reports blunder, with score change from/to: }
# ====== TODO To be translated ======
translate Y BlundersThreshold {Threshold}
# TODO: Translate
translate Y ScoreAllMoves {Score all moves}
translate Y LowPriority {Low CPU priority} ;# ***
# ====== TODO To be translated ======
translate Y ClickHereToSeeMoves {Click here to see moves}
# ====== TODO To be translated ======
translate Y ConfigureInformant {Configure Informant}
# ====== TODO To be translated ======
translate Y Informant!? {Interesting move}
# ====== TODO To be translated ======
translate Y Informant? {Poor move}
# ====== TODO To be translated ======
translate Y Informant?? {Blunder}
# ====== TODO To be translated ======
translate Y Informant?! {Dubious move}
# ====== TODO To be translated ======
translate Y Informant+= {White has a slight advantage}
# ====== TODO To be translated ======
translate Y Informant+/- {White has a moderate advantage}
# ====== TODO To be translated ======
translate Y Informant+- {White has a decisive advantage}
# ====== TODO To be translated ======
translate Y Informant++- {The game is considered won}
# ====== TODO To be translated ======
translate Y Book {Book}
# ====== TODO To be translated ======
translate Y OtherBookMoves {Opponent's book}
# ====== TODO To be translated ======
translate Y OtherBookMovesTooltip {Moves to which the opponent has a reply}

# Analysis Engine open dialog:
translate Y EngineList {Analysis Engine List} ;# ***
translate Y EngineName {Name} ;# ***
translate Y EngineCmd {Command} ;# ***
translate Y EngineArgs {Parameters} ;# ***
translate Y EngineDir {Directory} ;# ***
translate Y EngineElo {Elo}
translate Y EngineTime {Datum}
translate Y EngineNew {New} ;# ***
translate Y EngineEdit {Edit} ;# ***
translate Y EngineRequired {Fields in bold are required; others are optional} ;# ***

# Stats window menus:
menuText Y StatsFile "Fajl" 0
menuText Y StatsFilePrint "Print to file..." 0 ;# ***
menuText Y StatsFileClose "Close window" 0 ;# ***
menuText Y StatsOpt "Opcije" 0

# PGN window menus:
menuText Y PgnFile "Fajl" 0
menuText Y PgnFileCopy "Copy Game to Clipboard" 0 ;# ***
menuText Y PgnFilePrint "�tampaj u fajl..." 1
menuText Y PgnFileClose "Zatvori PGN prozor" 0
menuText Y PgnOpt "Prikaz" 0
menuText Y PgnOptColor "Prikaz u boji" 0
menuText Y PgnOptShort "Kratko (3-linije) zaglavlje" 0
menuText Y PgnOptSymbols "Simboli�ki komentari" 0
menuText Y PgnOptIndentC "Uvuci pasus kod komentara" 0
menuText Y PgnOptIndentV "Uvuci pasus kod varijanata" 16
menuText Y PgnOptColumn "Pasus stil (jedan potez po liniji)" 1
menuText Y PgnOptSpace "Blanko posle broja poteza" 0
menuText Y PgnOptStripMarks "Strip out colored square/arrow codes" 1 ;# ***
menuText Y PgnOptBoldMainLine "Use Bold Text for Main Line Moves" 4 ;# ***
menuText Y PgnColor "Boje" 0
menuText Y PgnColorHeader "Zaglavlje..." 0
menuText Y PgnColorAnno "Napomene..." 0
menuText Y PgnColorComments "Komentari..." 0
menuText Y PgnColorVars "Varijante..." 0
menuText Y PgnColorBackground "Pozadina..." 0
# ====== TODO To be translated ======
menuText Y PgnColorMain "Main line..." 0
# ====== TODO To be translated ======
menuText Y PgnColorCurrent "Current move background..." 1
menuText Y PgnHelp "Pomo�" 1
menuText Y PgnHelpPgn "PGN pomo�" 0
menuText Y PgnHelpIndex "Sadr�aj" 0
translate Y PgnWindowTitle {Game Notation - game %u} ;# ***

# Crosstable window menus:
menuText Y CrosstabFile "Fajl" 0
menuText Y CrosstabFileText "�tampaj u Tekst fajl..." 10
menuText Y CrosstabFileHtml "�tampaj u HTML fajl..." 10
menuText Y CrosstabFileLaTeX "�tampaj u LaTeX fajl..." 10
menuText Y CrosstabFileClose "Zatvori tabelu turnira" 0
menuText Y CrosstabEdit "Izmena" 0
menuText Y CrosstabEditEvent "Turnir" 0
menuText Y CrosstabEditSite "Mesto" 0
menuText Y CrosstabEditDate "Datum" 0
menuText Y CrosstabOpt "Prikaz" 0
menuText Y CrosstabOptAll "Svako sa svakim" 0
menuText Y CrosstabOptSwiss "�vajcarski sistem" 0
menuText Y CrosstabOptKnockout "Nokaut" 0
menuText Y CrosstabOptAuto "Auto" 0 ;# ***
menuText Y CrosstabOptAges "Starost u godinama" 10
menuText Y CrosstabOptNats "Narodnost" 0
menuText Y CrosstabOptRatings "Rejtinzi" 0
menuText Y CrosstabOptTitles "Titule" 0
menuText Y CrosstabOptBreaks "Tie-break rezultati" 4
menuText Y CrosstabOptDeleted "Include deleted games" 8 ;# ***
menuText Y CrosstabOptColors "Boje (samo za �vajcarski sistem)" 0
menuText Y CrosstabOptColumnNumbers "Numbered columns (All-play-all table only)" 2 ;# ***
menuText Y CrosstabOptGroup "Grupi�i rezultate" 0
menuText Y CrosstabSort "Sortiraj" 0
menuText Y CrosstabSortName "Ime" 0
menuText Y CrosstabSortRating "Rejting" 0
menuText Y CrosstabSortScore "Rezultat" 0
menuText Y CrosstabColor "Boja" 0
menuText Y CrosstabColorPlain "Obi�an tekst" 0
menuText Y CrosstabColorHyper "Hipertekst" 0
menuText Y CrosstabHelp "Pomo�" 0
menuText Y CrosstabHelpCross "Pomo� - Tabela turnira" 0
menuText Y CrosstabHelpIndex "Sadr�aj pomo�i" 0
translate Y SetFilter {Postavi filter}
translate Y AddToFilter {Dodaj u filter}
translate Y Swiss {�vajcarski sistem}
translate Y Category {Category} ;# ***

# Opening report window menus:
menuText Y OprepFile "Fajl" 0
menuText Y OprepFileText "�tampaj u Tekst fajl..." 10
menuText Y OprepFileHtml "�tampaj u HTML fajl..." 10
menuText Y OprepFileLaTeX "�tampaj u LaTeX fajl..." 10
menuText Y OprepFileOptions "Opcije..." 0
menuText Y OprepFileClose "Zatvori izve�taj o otvaranjima" 0
menuText Y OprepFavorites "Favorites" 1 ;# ***
menuText Y OprepFavoritesAdd "Add Report..." 0 ;# ***
menuText Y OprepFavoritesEdit "Edit Report Favorites..." 0 ;# ***
menuText Y OprepFavoritesGenerate "Generate Reports..." 0 ;# ***
menuText Y OprepHelp "Pomo�" 0
menuText Y OprepHelpReport "Pomo� - Izve�taj o otvaranjima" 0
menuText Y OprepHelpIndex "Sadr�aj pomo�i" 0

# Repertoire editor:
menuText Y RepFile "File" 0
menuText Y RepFileNew "Novi" 0
menuText Y RepFileOpen "Otvori..." 0
menuText Y RepFileSave "Sa�uvaj..." 0
menuText Y RepFileSaveAs "Sa�uvaj kao..." 9
menuText Y RepFileClose "Zatvori prozor" 0
menuText Y RepEdit "Izmena" 0
menuText Y RepEditGroup "Dodaj grupu" 6
menuText Y RepEditInclude "Dodaj uklju�enu liniju" 6
menuText Y RepEditExclude "Dodaj isklju�enu liniju" 6
menuText Y RepView "Prikaz" 0
menuText Y RepViewExpand "Razgranaj sve grupe" 0
menuText Y RepViewCollapse "Sa�mi sve grupe" 0
menuText Y RepSearch "Pretra�i" 3
menuText Y RepSearchAll "Ceo repertoar..." 0
menuText Y RepSearchDisplayed "Samo prikazane linije..." 0
menuText Y RepHelp "Pomo�" 1
menuText Y RepHelpRep "Pomo� - repertoar" 0
menuText Y RepHelpIndex "Sadr�aj pomo�i" 0
translate Y RepSearch "Pretraga repertoara"
translate Y RepIncludedLines "uklju�ene linije"
translate Y RepExcludedLines "isklju�ene linije"
translate Y RepCloseDialog {Ovaj repertoar ima nesa�uvane izmene.

Da li zaista �elite da nastavite i odbacite izmene koje ste napravili?
}

# Header search:
translate Y HeaderSearch {Pretraga zaglavlja}
translate Y EndSideToMove {Side to move at end of game} ;# ***
translate Y GamesWithNoECO {Partije bez E�O-a?}
translate Y GameLength {Du�ina partije}
translate Y FindGamesWith {Prona�i partije sa}
translate Y StdStart {standardnim po�etkom}
translate Y Promotions {sa promocijama}
translate Y Comments {Komentari}
translate Y Variations {Varijante}
translate Y Annotations {Napomene}
translate Y DeleteFlag {Znak za brisanje}
translate Y WhiteOpFlag {Otvaranje belog}
translate Y BlackOpFlag {Otvaranje crnog}
translate Y MiddlegameFlag {Sredi�njica}
translate Y EndgameFlag {Zavr�nica}
translate Y NoveltyFlag {Novost}
translate Y PawnFlag {Pe�a�ka struktura}
translate Y TacticsFlag {Taktika}
translate Y QsideFlag {Igra na daminom krilu}
translate Y KsideFlag {Igra na kraljevom krilu}
translate Y BrilliancyFlag {Brilijantnost}
translate Y BlunderFlag {Gre�ka}
translate Y UserFlag {Korisnik}
translate Y PgnContains {PGN contains text} ;# ***
# ====== TODO To be translated ======
translate Y Annotator {Annotator}
# ====== TODO To be translated ======
translate Y Cmnts {Annotated games only}

# Game list window:
translate Y GlistNumber {Broj}
translate Y GlistWhite {Beli}
translate Y GlistBlack {Crni}
translate Y GlistWElo {B-Elo}
translate Y GlistBElo {C-Elo}
translate Y GlistEvent {Turnir}
translate Y GlistSite {Mesto}
translate Y GlistRound {Kolo}
translate Y GlistDate {Datum}
translate Y GlistYear {Year}
translate Y GlistEDate {Datum turnira}
translate Y GlistResult {Rezultat}
translate Y GlistLength {Du�ina}
translate Y GlistCountry {Zemlja}
translate Y GlistECO {E�O}
translate Y GlistOpening {Otvaranje}
translate Y GlistEndMaterial {End-Material} ;# ***
translate Y GlistDeleted {Izbrisano}
translate Y GlistFlags {Oznaka}
translate Y GlistVars {Varijante}
translate Y GlistComments {Komentari}
translate Y GlistAnnos {Napomene}
translate Y GlistStart {Start} ;# ***
translate Y GlistGameNumber {Broj partije}
# ====== TODO To be translated ======
translate Y GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate Y GlistRating {Rating}
translate Y GlistFindText {Na�i tekst}
translate Y GlistMoveField {Move} ;# ***
translate Y GlistEditField {Configure} ;# ***
translate Y GlistAddField {Add} ;# ***
translate Y GlistDeleteField {Remove} ;# ***
translate Y GlistWidth {Width} ;# ***
translate Y GlistAlign {Align} ;# ***
# ====== TODO To be translated ======
translate Y GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate Y GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate Y GlistAlignC {Align: center}
translate Y GlistColor {Color} ;# ***
translate Y GlistSep {Separator} ;# ***
# ====== TODO To be translated ======
translate Y GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate Y GlistNewSort {New}
# ====== TODO To be translated ======
translate Y GlistAddToSort {Add}
# ====== TODO To be translated ======
translate Y GsortSort {Sort...}
# ====== TODO To be translated ======
translate Y GsortDate {Date}
# ====== TODO To be translated ======
translate Y GsortYear {Year}
# ====== TODO To be translated ======
translate Y GsortEvent {Event}
# ====== TODO To be translated ======
translate Y GsortSite {Site}
# ====== TODO To be translated ======
translate Y GsortRound {Round}
# ====== TODO To be translated ======
translate Y GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate Y GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate Y GsortECO {ECO}
# ====== TODO To be translated ======
translate Y GsortResult {Result}
# ====== TODO To be translated ======
translate Y GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate Y GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate Y GsortCountry {Country}
# ====== TODO To be translated ======
translate Y GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate Y GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate Y GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate Y GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate Y GsortComments {Comments}
# ====== TODO To be translated ======
translate Y GsortVariations {Variations}
# ====== TODO To be translated ======
translate Y GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate Y GsortAscending {Ascending}
# ====== TODO To be translated ======
translate Y GsortDescending {Descending}
# ====== TODO To be translated ======
translate Y GsortAdd {Add}
# ====== TODO To be translated ======
translate Y GsortStore {Store}
# ====== TODO To be translated ======
translate Y GsortLoad {Load}
# ====== TODO To be translated ======
translate Y GlistRemoveThisGameFromFilter  {Remove this game from Filter}
# ====== TODO To be translated ======
translate Y GlistRemoveGameAndAboveFromFilter  {Remove game (and all above it) from Filter}
# ====== TODO To be translated ======
translate Y GlistRemoveGameAndBelowFromFilter  {Remove game (and all below it) from Filter}
# ====== TODO To be translated ======
translate Y GlistDeleteGame {(Un)Delete this game} 
# ====== TODO To be translated ======
translate Y GlistDeleteAllGames {Delete all games in filter} 
# ====== TODO To be translated ======
translate Y GlistUndeleteAllGames {Undelete all games in filter} 
# ====== TODO To be translated ======
translate Y GlistMergeGameInBase {Merge Game in other base} 

# Maintenance window:
translate Y DatabaseName {Ime baze:}
translate Y TypeIcon {Ikona:}
translate Y NumOfGames {Partija:}
translate Y NumDeletedGames {Obrisanih partija:}
translate Y NumFilterGames {Partija u filteru:}
translate Y YearRange {Raspon godina:}
translate Y RatingRange {Raspon rejtinga:}
translate Y Description {Description} ;# ***
translate Y Flag {Oznaka}
# ====== TODO To be translated ======
translate Y CustomFlags {Custom flags}
translate Y DeleteCurrent {Obri�i teku�u partiju}
translate Y DeleteFilter {Obri�i filtrirane partije}
translate Y DeleteAll {Obri�i sve partije}
translate Y UndeleteCurrent {Obnovi teku�u partiju}
translate Y UndeleteFilter {Obnovi filtrirane partije}
translate Y UndeleteAll {Obnovi sve partije}
translate Y DeleteTwins {Obri�i udvojene partije}
translate Y MarkCurrent {Markiraj teku�u partiju}
translate Y MarkFilter {Markiraj filtrirane partije}
translate Y MarkAll {Markiraj sve partije}
translate Y UnmarkCurrent {Demarkiraj teku�u partiju}
translate Y UnmarkFilter {Demarkiraj filtrirane partije}
translate Y UnmarkAll {Demarkiraj sve partije}
translate Y Spellchecking {Provera pravopisa}
translate Y Players {Igra�i}
translate Y Events {Turniri}
translate Y Sites {Mesta}
translate Y Rounds {Kola}
translate Y DatabaseOps {Operacije sa bazom}
translate Y ReclassifyGames {Klasifikuj partije po E�O}
translate Y CompactDatabase {Komprimuj bazu}
translate Y SortDatabase {Sortiraj bazu}
translate Y AddEloRatings {Dodaj Elo rejtinge}
translate Y AutoloadGame {Autoload game number} ;# ***
translate Y StripTags {Strip PGN tags} ;# ***
translate Y StripTag {Strip tag} ;# ***
translate Y Cleaner {�ista�}
translate Y CleanerHelp {
Scid �ista� �e da primeni sve akcije odr�avanja koje izaberete iz donje liste, na teku�u bazu.

Trenutna pode�avanja u dijalozima E�O klasifikacija i brisanje udvojenih partija �e se primeniti ako ste izabrali te funkcije.
}
translate Y CleanerConfirm {
Kada je �ista� jednom pokrenut, ne mo�e se prekinuti!

Ovo mo�e potrajati na velikoj bazi, zavisno od funkcija koje ste izabrali i njihovih trenutnih pode�avanja.

Da li ste sigurni da �elite da po�nete funkcije odr�avanja koje ste izabrali?
}
# ====== TODO To be translated ======
translate Y TwinCheckUndelete {to flip; "u" undeletes both)}
# ====== TODO To be translated ======
translate Y TwinCheckprevPair {Previous pair}
# ====== TODO To be translated ======
translate Y TwinChecknextPair {Next pair}
# ====== TODO To be translated ======
translate Y TwinChecker {Scid: Twin game checker}
# ====== TODO To be translated ======
translate Y TwinCheckTournament {Games in tournament:}
# ====== TODO To be translated ======
translate Y TwinCheckNoTwin {No twin  }
# ====== TODO To be translated ======
translate Y TwinCheckNoTwinfound {No twin was detected for this game.\nTo show twins using this window, you must first use the "Delete twin games..." function. }
# ====== TODO To be translated ======
translate Y TwinCheckTag {Share tags...}
# ====== TODO To be translated ======
translate Y TwinCheckFound1 {Scid found $result twin games}
# ====== TODO To be translated ======
translate Y TwinCheckFound2 { and set their delete flags}
# ====== TODO To be translated ======
translate Y TwinCheckNoDelete {There are no games in this database to delete.}
# ====== TODO To be translated ======
translate Y TwinCriteria1 { Your settings for finding twin games are potentially likely to\ncause non-twin games with similar moves to be marked as twins.}
# ====== TODO To be translated ======
translate Y TwinCriteria2 {It is recommended that if you select "No" for "same moves", you should select "Yes" for the colors, event, site, round, year and month settings.\nDo you want to continue and delete twins anyway? }
# ====== TODO To be translated ======
translate Y TwinCriteria3 {It is recommended that you specify "Yes" for at least two of the "same site", "same round" and "same year" settings.\nDo you want to continue and delete twins anyway?}
# ====== TODO To be translated ======
translate Y TwinCriteriaConfirm {Scid: Confirm twin settings}
# ====== TODO To be translated ======
translate Y TwinChangeTag "Change the following game tags:\n\n"
# ====== TODO To be translated ======
translate Y AllocRatingDescription "This command will use the current spellcheck file to add Elo ratings to games in this database. Wherever a player has no currrent rating but his/her rating at the time of the game is listed in the spellcheck file, that rating will be added."
# ====== TODO To be translated ======
translate Y RatingOverride "Overwrite existing non-zero ratings?"
# ====== TODO To be translated ======
translate Y AddRatings "Add ratings to:"
# ====== TODO To be translated ======
translate Y AddedRatings {Scid added $r Elo ratings in $g games.}
# ====== TODO To be translated ======
translate Y NewSubmenu "New submenu"

# Comment editor:
translate Y AnnotationSymbols  {Simboli napomena:}
translate Y Comment {Komentari:}
translate Y InsertMark {Insert mark} ;# ***
translate Y InsertMarkHelp {
Insert/remove mark: Select color, type, square.
Insert/remove arrow: Right-click two squares.
} ;# ***

# Nag buttons in comment editor:
translate Y GoodMove {Good move} ;# ***
translate Y PoorMove {Poor move} ;# ***
translate Y ExcellentMove {Excellent move} ;# ***
translate Y Blunder {Blunder} ;# ***
translate Y InterestingMove {Interesting move} ;# ***
translate Y DubiousMove {Dubious move} ;# ***
translate Y WhiteDecisiveAdvantage {White has a decisive advantage} ;# ***
translate Y BlackDecisiveAdvantage {Black has a decisive advantage} ;# ***
translate Y WhiteClearAdvantage {White has a clear advantage} ;# ***
translate Y BlackClearAdvantage {Black has a clear advantage} ;# ***
translate Y WhiteSlightAdvantage {White has a slight advantage} ;# ***
translate Y BlackSlightAdvantage {Black has a slight advantage} ;# ***
translate Y Equality {Equality} ;# ***
translate Y Unclear {Unclear} ;# ***
translate Y Diagram {Diagram} ;# ***

# Board search:
translate Y BoardSearch {Pretraga po poziciji}
translate Y FilterOperation {Operacije na teku�em filteru:}
translate Y FilterAnd {I (Ograni�i filter)}
translate Y FilterOr {ILI (Dodaj u filter)}
translate Y FilterIgnore {IGNORI�I (Resetuj filter)}
translate Y SearchType {Tip pretrage:}
translate Y SearchBoardExact {Ista pozicija (sve figure na istim poljima)}
translate Y SearchBoardPawns {Pe�aci (isti materijal, svi pe�aci na istim poljima)}
translate Y SearchBoardFiles {Linije (isti materijal, svi pe�aci na istim linijama)}
translate Y SearchBoardAny {Materijal (isti materijal, pe�aci i figure bilo gde)}
# ====== TODO To be translated ======
translate Y SearchInRefDatabase { Search in base }
translate Y LookInVars {Pogledaj u varijantama}

# Material search:
translate Y MaterialSearch {Pretraga po materijalu}
translate Y Material {Materijal}
translate Y Patterns {Pozicije}
translate Y Zero {Ni�ta}
translate Y Any {Bilo koje}
translate Y CurrentBoard {Trenutna pozicija}
translate Y CommonEndings {Tipi�ne zavr�nice}
translate Y CommonPatterns {Tipi�ne pozicije}
translate Y MaterialDiff {Material difference} ;# ***
translate Y squares {polja}
translate Y SameColor {Ista boja}
translate Y OppColor {Suprotna boja}
translate Y Either {Oba}
translate Y MoveNumberRange {Raspon broja poteza}
translate Y MatchForAtLeast {Na�i za najmanje}
translate Y HalfMoves {polupoteza}

# Common endings in material search:
translate Y EndingPawns {Pawn endings} ;# ***
translate Y EndingRookVsPawns {Rook vs. Pawn(s)} ;# ***
translate Y EndingRookPawnVsRook {Rook and 1 Pawn vs. Rook} ;# ***
translate Y EndingRookPawnsVsRook {Rook and Pawn(s) vs. Rook} ;# ***
translate Y EndingRooks {Rook vs. Rook endings} ;# ***
translate Y EndingRooksPassedA {Rook vs. Rook endings with a passed a-pawn} ;# ***
translate Y EndingRooksDouble {Double Rook endings} ;# ***
translate Y EndingBishops {Bishop vs. Bishop endings} ;# ***
translate Y EndingBishopVsKnight {Bishop vs. Knight endings} ;# ***
translate Y EndingKnights {Knight vs. Knight endings} ;# ***
translate Y EndingQueens {Queen vs. Queen endings} ;# ***
translate Y EndingQueenPawnVsQueen {Queen and 1 Pawn vs. Queen} ;# ***
translate Y BishopPairVsKnightPair {Two Bishops vs. Two Knights middlegame} ;# ***

# Common patterns in material search:
translate Y PatternWhiteIQP {White IQP} ;# ***
translate Y PatternWhiteIQPBreakE6 {White IQP: d4-d5 break vs. e6} ;# ***
translate Y PatternWhiteIQPBreakC6 {White IQP: d4-d5 break vs. c6} ;# ***
translate Y PatternBlackIQP {Black IQP} ;# ***
translate Y PatternWhiteBlackIQP {White IQP vs. Black IQP} ;# ***
translate Y PatternCoupleC3D4 {White c3+d4 Isolated Pawn Couple} ;# ***
translate Y PatternHangingC5D5 {Black Hanging Pawns on c5 and d5} ;# ***
translate Y PatternMaroczy {Maroczy Center (with Pawns on c4 and e4)} ;# ***
translate Y PatternRookSacC3 {Rook Sacrifice on c3} ;# ***
translate Y PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)} ;# ***
translate Y PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)} ;# ***
translate Y PatternLightFian {Light-Square Fianchettos (Bishop-g2 vs. Bishop-b7)} ;# ***
translate Y PatternDarkFian {Dark-Square Fianchettos (Bishop-b2 vs. Bishop-g7)} ;# ***
translate Y PatternFourFian {Four Fianchettos (Bishops on b2,g2,b7,g7)} ;# ***

# Game saving:
translate Y Today {Danas}
translate Y ClassifyGame {Klasifikuj partiju}

# Setup position:
translate Y EmptyBoard {Isprazni tablu}
translate Y InitialBoard {Po�etna pozicija}
translate Y SideToMove {Na potezu je}
translate Y MoveNumber {Broj poteza}
translate Y Castling {Rokada}
translate Y EnPassantFile {En Passant linija}
translate Y ClearFen {O�isti FEN}
translate Y PasteFen {Prenesi FEN}
# ====== TODO To be translated ======
translate Y SaveAndContinue {Save and continue}
# ====== TODO To be translated ======
translate Y DiscardChangesAndContinue {Discard changes\nand continue}
# ====== TODO To be translated ======
translate Y GoBack {Go back}

# Replace move dialog:
translate Y ReplaceMove {Zameni potez}
translate Y AddNewVar {Dodaj novu varijantu}
# ====== TODO To be translated ======
translate Y NewMainLine {New Main Line}
translate Y ReplaceMoveMessage {Ovde ve� postoji potez.

Mo�ete ga zameniti, odbacuju�i sve poteze posle njega, ili dodajte svoj potez kao novu varijantu.

(Mo�ete izbe�i pojavljivanje ove poruke ubudu�e ako isklju�ite "Pitaj pre zamene poteza" opciju u meniju Opcije:Potezi.)}

# Make database read-only dialog:
translate Y ReadOnlyDialog {Ako omogu�ite samo �itanje iz ove baze, ne�e biti dozvoljene izmene.
Nijedna partije ne�e biti sa�uvana ili zamenjena, i nijedan znak za brisanje ne mo�e biti izmenjen.
Bilo kakvo sortiranje ili rezultati E�O klasifikacije �e biti privremeni.

Mo�ete lako ponovo omogu�iti pisanje po bazi, ako je zatvorite i ponovo otvorite.

Da li zaista �elite da ova baza bude samo za �itanje?}

# Clear game dialog:
translate Y ClearGameDialog {Ova partija je izmenjena.

Da li zaista �elite da nastavite i odbacite sve u�injene promene?
}

# Exit dialog:
translate Y ExitDialog {Da li zaista �elite da napustite Scid?}
translate Y ExitUnsaved {The following databases have unsaved game changes. If you exit now, these changes will be lost.} ;# ***

# Import window:
translate Y PasteCurrentGame {Prenesi teku�u partiju}
translate Y ImportHelp1 {Unesi ili prenesi partiju u PGN formatu u gornji okvir.}
translate Y ImportHelp2 {Bilo koja gre�ka u uvozu partije �e biti prikazana ovde.}
# ====== TODO To be translated ======
translate Y OverwriteExistingMoves {Overwrite existing moves ?}

# ECO Browser:
translate Y ECOAllSections {sve E�O sekcije}
translate Y ECOSection {E�O sekcija}
translate Y ECOSummary {Pregled za}
translate Y ECOFrequency {U�estanost subkodova za}

# Opening Report:
translate Y OprepTitle {Izve�taj o otvaranjima}
translate Y OprepReport {Izve�taj}
translate Y OprepGenerated {Generisao}
translate Y OprepStatsHist {Statistika i Istorija}
translate Y OprepStats {Statistika}
translate Y OprepStatAll {Sve partije iz iz izve�taja}
translate Y OprepStatBoth {Oba sa rejtingom}
translate Y OprepStatSince {Od}
translate Y OprepOldest {Najstarije partije}
translate Y OprepNewest {Najnovije partije}
translate Y OprepPopular {Trenutna popularnost}
translate Y OprepFreqAll {U�etanost za sve godine:    }
translate Y OprepFreq1   {Tokom  1 poslednje godine:  }
translate Y OprepFreq5   {Tokom  5 poslednjih godina: }
translate Y OprepFreq10  {Tokom 10 poslednjih godina: }
translate Y OprepEvery {jednom svakih %u partija}
translate Y OprepUp {vi�e za %u%s tokom svih godina}
translate Y OprepDown {manje za %u%s tokom svih godina}
translate Y OprepSame {bez promena tokom svih godina}
translate Y OprepMostFrequent {Naj�e��i igra�i}
translate Y OprepMostFrequentOpponents {Most frequent opponents} ;# ***
translate Y OprepRatingsPerf {Rejtinzi i ume�nost}
translate Y OprepAvgPerf {Prose�ni rejtinzi i ume�nost}
translate Y OprepWRating {Rejting belog}
translate Y OprepBRating {Rejting crnog}
translate Y OprepWPerf {Ume�nost belog}
translate Y OprepBPerf {Ume�nost crnog}
translate Y OprepHighRating {Partije sa najve�im prose�nim rejtingom}
translate Y OprepTrends {Rezultatski trendovi}
translate Y OprepResults {Du�ine rezultata i u�estanosti}
translate Y OprepLength {Du�ina partije}
translate Y OprepFrequency {U�estanost}
translate Y OprepWWins {Pobede belog: }
translate Y OprepBWins {Pobede crnog: }
translate Y OprepDraws {Remiji:       }
translate Y OprepWholeDB {cela baza}
translate Y OprepShortest {Najkra�a pobeda} ;# ***
# translate Y OprepShortWhite {Najkra�a pobeda belog}
# translate Y OprepShortBlack {Najkra�a pobeda crnog}
translate Y OprepMovesThemes {Potezi i teme}
translate Y OprepMoveOrders {Redosledi poteza koji su dosegli poziciju iz izve�taja}
translate Y OprepMoveOrdersOne \
  {Samo je jedan redosled poteza koji je dostigao ovu poziciju:}
translate Y OprepMoveOrdersAll \
  {Bilo je %u redosleda poteza koji su dostigli ovu poziciju:}
translate Y OprepMoveOrdersMany \
  {Bilo je %u redosleda poteza koji su dostigli ovu poziciju. Prvih %u su:}
translate Y OprepMovesFrom {Potezi iz pozicije iz izve�taja}
translate Y OprepMostFrequentEcoCodes {Most frequent ECO codes} ;# ***
translate Y OprepThemes {Pozicione teme}
translate Y OprepThemeDescription {Frequency of themes in the first %u moves of each game} ;# ***
translate Y OprepThemeSameCastling {Rokade sa iste strane}
translate Y OprepThemeOppCastling {Rokade sa suprotne strane}
translate Y OprepThemeNoCastling {Obe strane bez rokada}
translate Y OprepThemeKPawnStorm {Prodor pe�aka na kraljevom krilu}
translate Y OprepThemeQueenswap {Zamena dama}
translate Y OprepThemeWIQP {White Isolated Queen Pawn} ;# ***
translate Y OprepThemeBIQP {Black Isolated Queen Pawn} ;# ***
translate Y OprepThemeWP567 {Beli pe�ak na 5., 6. ili 7. redu}
translate Y OprepThemeBP234 {Crni pe�ak na 2., 3. ili 4. redu}
translate Y OprepThemeOpenCDE {Otvorena c, d ili e linija}
translate Y OprepTheme1BishopPair {Jedna strana ima par lovaca}
translate Y OprepEndgames {Zavr�nice}
translate Y OprepReportGames {Partije iz izve�taja}
translate Y OprepAllGames {Sve partije}
translate Y OprepEndClass {Materijal na kraju svake partije}
translate Y OprepTheoryTable {Tabela teorije}
translate Y OprepTableComment {Generisano iz %u najbolje rejtiranih partija.}
translate Y OprepExtraMoves {Posebno notirani potezi u tabeli teorije}
translate Y OprepMaxGames {Maksimum partija u tabeli teorije}
translate Y OprepViewHTML {View HTML} ;# ***
translate Y OprepViewLaTeX {View LaTeX} ;# ***

# Player Report:
translate Y PReportTitle {Player Report} ;# ***
translate Y PReportColorWhite {with the White pieces} ;# ***
translate Y PReportColorBlack {with the Black pieces} ;# ***
translate Y PReportMoves {after %s} ;# ***
translate Y PReportOpenings {Openings} ;# ***
translate Y PReportClipbase {Empty clipbase and copy matching games to it} ;# ***

# Piece Tracker window:
translate Y TrackerSelectSingle {Left mouse button selects this piece.} ;# ***
translate Y TrackerSelectPair {Left mouse button selects this piece; right button also selects its sibling.}
translate Y TrackerSelectPawn {Left mouse button selects this pawn; right button selects all 8 pawns.}
translate Y TrackerStat {Statistic}
translate Y TrackerGames {% games with move to square}
translate Y TrackerTime {% time on each square}
translate Y TrackerMoves {Moves}
translate Y TrackerMovesStart {Enter the move number where tracking should begin.}
translate Y TrackerMovesStop {Enter the move number where tracking should stop.}

# Game selection dialogs:
translate Y SelectAllGames {Sve partije u bazi}
translate Y SelectFilterGames {Samo partije u filteru}
translate Y SelectTournamentGames {Samo partije u teku�em turniru}
translate Y SelectOlderGames {Samo starije partije}

# Delete Twins window:
translate Y TwinsNote {Da bi bile udvojene, dve partije moraju da najmanje imaju istu dvojicu igra�a, i kriterijume koje ni�e mo�ete podesiti. Kada se par udvojenih partija otkrije, kra�a partija se bri�e. Savet: Najbolje je proveriti pravopis u bazi pre brisanja udvojenih partija, jer to unapre�uje detekciju. }
translate Y TwinsCriteria {Kriterijumi: Udvojene partije moraju imati...}
translate Y TwinsWhich {Koje partije da proverim?}
translate Y TwinsColors {Iste boje igra�a?}
translate Y TwinsEvent {Isti turnir?}
translate Y TwinsSite {Isto mesto?}
translate Y TwinsRound {Isto kolo?}
translate Y TwinsYear {Ista godina?}
translate Y TwinsMonth {Isti mesec?}
translate Y TwinsDay {Isti dan?}
translate Y TwinsResult {Isti rezultat?}
translate Y TwinsECO {Isti E�O k�d?}
translate Y TwinsMoves {Isti potezi?}
translate Y TwinsPlayers {Upore�ivanje imena igra�a:}
translate Y TwinsPlayersExact {Potpuna podudarnost}
translate Y TwinsPlayersPrefix {Samo prva 4 slova}
translate Y TwinsWhen {Kod brisanja udvojenih partija}
translate Y TwinsSkipShort {Ignore all games under 5 moves long?} ;# ***
translate Y TwinsUndelete {Obnovi prvo sve partije?}
translate Y TwinsSetFilter {Postavi filter na sve obrisane udvojene partije?}
translate Y TwinsComments {Uvek sa�uvaj partije sa komentarima?}
translate Y TwinsVars {Uvek sa�uvaj partije sa varijantama?}
translate Y TwinsDeleteWhich {Delete which game:} ;# ***
translate Y TwinsDeleteShorter {Shorter game} ;# ***
translate Y TwinsDeleteOlder {Smaller game number} ;# ***
translate Y TwinsDeleteNewer {Larger game number} ;# ***
translate Y TwinsDelete {Obri�i partije}

# Name editor window:
translate Y NameEditType {Tip imena za izmenu}
translate Y NameEditSelect {Partije za izmenu}
translate Y NameEditReplace {Zameni}
translate Y NameEditWith {sa}
translate Y NameEditMatches {Podudara se: Pritisni Ctrl+1 do Ctrl+9 za izbor}
# ====== TODO To be translated ======
translate Y CheckGames {Check games}
# ====== TODO To be translated ======
translate Y CheckGamesWhich {Check games}
# ====== TODO To be translated ======
translate Y CheckAll {All games}
# ====== TODO To be translated ======
translate Y CheckSelectFilterGames {Only games in filter}

# Classify window:
translate Y Classify {Klasifikuj}
translate Y ClassifyWhich {Klasifikuj partije po E�O}
translate Y ClassifyAll {Sve partije (prebri�i stare E�O k�dove)}
translate Y ClassifyYear {Sve partije igrane poslednje godine}
translate Y ClassifyMonth {Sve partije igrane poslednjeg meseca}
translate Y ClassifyNew {Samo partije koje su jo� bez E�O k�da}
translate Y ClassifyCodes {Koristi E�O k�dove}
translate Y ClassifyBasic {Samo osnovne k�dove ("B12", ...)}
translate Y ClassifyExtended {Pro�ireni Scid ("B12j", ...)}

# Compaction:
translate Y NameFile {Fajl imena}
translate Y GameFile {Fajl partija}
translate Y Names {Imena}
translate Y Unused {Nekori��ena}
translate Y SizeKb {Veli�ina (kb)}
translate Y CurrentState {Trenutno stanje}
translate Y AfterCompaction {Posle komprimacije}
translate Y CompactNames {Komprimuj fajl imena}
translate Y CompactGames {Komprimuj fajl partija}
# ====== TODO To be translated ======
translate Y NoUnusedNames "There are no unused names, so the name file is already fully compacted."
# ====== TODO To be translated ======
translate Y NoUnusedGames "The game file is already fully compacted."
# ====== TODO To be translated ======
translate Y NameFileCompacted {The name file for the database "[file tail [sc_base filename]]" was compacted.}
# ====== TODO To be translated ======
translate Y GameFileCompacted {The game file for the database "[file tail [sc_base filename]]" was compacted.}

# Sorting:
translate Y SortCriteria {Kriterijumi}
translate Y AddCriteria {Dodaj kriterijum}
translate Y CommonSorts {Uobi�ajena sortiranja}
translate Y Sort {Sortiraj}

# Exporting:
translate Y AddToExistingFile {Dodaj partije u postoje�i fajl?}
translate Y ExportComments {Izvezi komentare?}
translate Y ExportVariations {Izvezi varijante?}
translate Y IndentComments {Uvuci pasus kod komentara?}
translate Y IndentVariations {Uvuci pasus kod varijanata?}
translate Y ExportColumnStyle {Pasus stil (jedan potez po liniji)?}
translate Y ExportSymbolStyle {Stil simboli�kih napomena:}
translate Y ExportStripMarks {Strip square/arrow mark codes from comments?} ;# ***

# Goto game/move dialogs:
translate Y LoadGameNumber {Unesi broj partije za u�itavanje:}
translate Y GotoMoveNumber {Idi na potez broj:}

# Copy games dialog:
translate Y CopyGames {Kopiraj partije}
translate Y CopyConfirm {
 Da li zaista �elite da kopirate
 [::utils::thousands $nGamesToCopy] filtriranih partija
 iz baze "$fromName"
 u bazu "$targetName"?
}
translate Y CopyErr {Ne mogu da kopiram partije}
translate Y CopyErrSource {izvori�na baza}
translate Y CopyErrTarget {odredi�na baza}
translate Y CopyErrNoGames {nema partija u svom filteru}
translate Y CopyErrReadOnly {je samo za �itanje}
translate Y CopyErrNotOpen {nije otvorena}

# Colors:
translate Y LightSquares {Svetla polja}
translate Y DarkSquares {Tamna polja}
translate Y SelectedSquares {Izabrana polja}
translate Y SuggestedSquares {Polja preporu�enog poteza}
translate Y WhitePieces {Bele figure}
translate Y BlackPieces {Crne figure}
translate Y WhiteBorder {Ivica belih figura}
translate Y BlackBorder {Ivica crnih figura}

# Novelty window:
translate Y FindNovelty {Prona�i novost}
translate Y Novelty {Novost}
translate Y NoveltyInterrupt {Tra�enje novosti prekinuto}
translate Y NoveltyNone {Nijedna novost nije prona�ena u ovoj partiji}
translate Y NoveltyHelp {
Scid �e na�i prvi potez teku�e partije, koji dosti�e poziciju koja nije na�ena u izabranoj bazi ili u E�O knjizi otvaranja.
}

# Sounds configuration:
translate Y SoundsFolder {Sound Files Folder} ;# ***
translate Y SoundsFolderHelp {The folder should contain the files King.wav, a.wav, 1.wav, etc} ;# ***
translate Y SoundsAnnounceOptions {Move Announcement Options} ;# ***
translate Y SoundsAnnounceNew {Announce new moves as they are made} ;# ***
translate Y SoundsAnnounceForward {Announce moves when moving forward one move} ;# ***
translate Y SoundsAnnounceBack {Announce when retracting or moving back one move} ;# ***

# Upgrading databases:
translate Y Upgrading {Unapre�ivanje}
translate Y ConfirmOpenNew {
Ovo je baza u starom formatu (Scid 3), koju ne mo�e da otvori Scid 4, ve� je kreirana verzija u novom formatu (Scid 4).

Da li �elite da otvorite verziju baze u novom formatu?
}
translate Y ConfirmUpgrade {
Ovo je baza u starom formatu (Scid 3). Verzija baze u novom formatu mora biti kreirana pre kori��enja u Scid-u 4.

Unapre�ivanjem �e se kreirati nova verzija baze.

Ovo mo�e potrajati, ali treba da se uradi samo jednom. Mo�ete prekinuti ukoliko bude predugo trajalo.

Da li �elite da sada unapredite ovu bazu?
}

# Recent files options:
translate Y RecentFilesMenu {Number of recent files in File menu} ;# ***
translate Y RecentFilesExtra {Number of recent files in extra submenu} ;# ***

# My Player Names options:
translate Y MyPlayerNamesDescription {
Enter a list of preferred player names below, one name per line. Wildcards (e.g. "?" for any single character, "*" for any sequence of characters) are permitted.

Every time a game with a player in the list is loaded, the main window chessboard will be rotated if necessary to show the game from that players perspective.
} ;# ***
# ====== TODO To be translated ======
translate Y showblunderexists {show blunder exists}
# ====== TODO To be translated ======
translate Y showblundervalue {show blunder value}
# ====== TODO To be translated ======
translate Y showscore {show score}
# ====== TODO To be translated ======
translate Y coachgame {coach game}
# ====== TODO To be translated ======
translate Y configurecoachgame {configure coach game}
# ====== TODO To be translated ======
translate Y configuregame {Game configuration}
# ====== TODO To be translated ======
translate Y Phalanxengine {Phalanx engine}
# ====== TODO To be translated ======
translate Y Coachengine {Coach engine}
# ====== TODO To be translated ======
translate Y difficulty {difficulty}
# ====== TODO To be translated ======
translate Y hard {hard}
# ====== TODO To be translated ======
translate Y easy {easy}
# ====== TODO To be translated ======
translate Y Playwith {Play with}
# ====== TODO To be translated ======
translate Y white {white}
# ====== TODO To be translated ======
translate Y black {black}
# ====== TODO To be translated ======
translate Y both {both}
# ====== TODO To be translated ======
translate Y Play {Play}
# ====== TODO To be translated ======
translate Y Noblunder {No blunder}
# ====== TODO To be translated ======
translate Y blunder {blunder}
# ====== TODO To be translated ======
translate Y Noinfo {-- No info --}
# ====== TODO To be translated ======
translate Y PhalanxOrTogaMissing {Phalanx or Toga not found}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate Y moveblunderthreshold {move is a blunder if loss is greater than}
# ====== TODO To be translated ======
translate Y limitanalysis {limit engine analysis time}
# ====== TODO To be translated ======
translate Y seconds {seconds}
# ====== TODO To be translated ======
translate Y Abort {Abort}
# ====== TODO To be translated ======
translate Y Resume {Resume}
# ====== TODO To be translated ======
translate Y OutOfOpening {Out of opening}
# ====== TODO To be translated ======
translate Y NotFollowedLine {You did not follow the line}
# ====== TODO To be translated ======
translate Y DoYouWantContinue {Do you want yo continue ?}
# ====== TODO To be translated ======
translate Y CoachIsWatching {Coach is watching}
# ====== TODO To be translated ======
translate Y Ponder {Permanent thinking}
# ====== TODO To be translated ======
translate Y LimitELO {Limit ELO strength}
# ====== TODO To be translated ======
translate Y DubiousMovePlayedTakeBack {Dubious move played, do you want to take back ?}
# ====== TODO To be translated ======
translate Y WeakMovePlayedTakeBack {Weak move played, do you want to take back ?}
# ====== TODO To be translated ======
translate Y BadMovePlayedTakeBack {Bad move played, do you want to take back ?}
# ====== TODO To be translated ======
translate Y Iresign {I resign}
# ====== TODO To be translated ======
translate Y yourmoveisnotgood {your move is not good}
# ====== TODO To be translated ======
translate Y EndOfVar {End of variation}
# ====== TODO To be translated ======
translate Y Openingtrainer {Opening trainer}
# ====== TODO To be translated ======
translate Y DisplayCM {Display candidate moves}
# ====== TODO To be translated ======
translate Y DisplayCMValue {Display candidate moves value}
# ====== TODO To be translated ======
translate Y DisplayOpeningStats {Show statistics}
# ====== TODO To be translated ======
translate Y ShowReport {Show report}
# ====== TODO To be translated ======
translate Y NumberOfGoodMovesPlayed {good moves played}
# ====== TODO To be translated ======
translate Y NumberOfDubiousMovesPlayed {dubious moves played}
# ====== TODO To be translated ======
translate Y NumberOfMovesPlayedNotInRepertoire {moves played not in repertoire}
# ====== TODO To be translated ======
translate Y NumberOfTimesPositionEncountered {times position encountered}
# ====== TODO To be translated ======
translate Y PlayerBestMove  {Allow only best moves}
# ====== TODO To be translated ======
translate Y OpponentBestMove {Opponent plays best moves}
# ====== TODO To be translated ======
translate Y OnlyFlaggedLines {Only flagged lines}
# ====== TODO To be translated ======
translate Y resetStats {Reset statistics}
# ====== TODO To be translated ======
translate Y Repertoiretrainingconfiguration {Repertoire training configuration}
# ====== TODO To be translated ======
translate Y Loadingrepertoire {Loading repertoire}
# ====== TODO To be translated ======
translate Y Movesloaded {Moves loaded}
# ====== TODO To be translated ======
translate Y Repertoirenotfound {Repertoire not found}
# ====== TODO To be translated ======
translate Y Openfirstrepertoirewithtype {Open first a repertoire database with icon/type set to the right side}
# ====== TODO To be translated ======
translate Y Movenotinrepertoire {Move not in repertoire}
# ====== TODO To be translated ======
translate Y PositionsInRepertoire {Positions in repertoire}
# ====== TODO To be translated ======
translate Y PositionsNotPlayed {Positions not played}
# ====== TODO To be translated ======
translate Y PositionsPlayed {Positions played}
# ====== TODO To be translated ======
translate Y Success {Success}
# ====== TODO To be translated ======
translate Y DubiousMoves {Dubious moves}
# ====== TODO To be translated ======
translate Y OutOfRepertoire {OutOfRepertoire}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate Y ConfigureTactics {Configure tactics}
# ====== TODO To be translated ======
translate Y ResetScores {Reset scores}
# ====== TODO To be translated ======
translate Y LoadingBase {Loading base}
# ====== TODO To be translated ======
translate Y Tactics {Tactics}
# ====== TODO To be translated ======
translate Y ShowSolution {Show solution}
# ====== TODO To be translated ======
translate Y NextExercise {Next exercise}
# ====== TODO To be translated ======
translate Y PrevExercise {previous exercise}
# ====== TODO To be translated ======
translate Y StopTraining {Stop training}
# ====== TODO To be translated ======
translate Y Next {Next}
# ====== TODO To be translated ======
translate Y ResettingScore {Resetting score}
# ====== TODO To be translated ======
translate Y LoadingGame {Loading game}
# ====== TODO To be translated ======
translate Y MateFound {Mate found}
# ====== TODO To be translated ======
translate Y BestSolutionNotFound {Best solution NOT found !}
# ====== TODO To be translated ======
translate Y MateNotFound {Mate not found}
# ====== TODO To be translated ======
translate Y ShorterMateExists {Shorter mate exists}
# ====== TODO To be translated ======
translate Y ScorePlayed {Score played}
# ====== TODO To be translated ======
translate Y Expected {expected}
# ====== TODO To be translated ======
translate Y ChooseTrainingBase {Choose training base}
# ====== TODO To be translated ======
translate Y Thinking {Thinking}
# ====== TODO To be translated ======
translate Y AnalyzeDone {Analyze done}
# ====== TODO To be translated ======
translate Y WinWonGame {Win won game}
# ====== TODO To be translated ======
translate Y Lines {Lines}
# ====== TODO To be translated ======
translate Y ConfigureUCIengine {Configure UCI engine}
# ====== TODO To be translated ======
translate Y SpecificOpening {Specific opening}
# ====== TODO To be translated ======
translate Y StartNewGame {Start new game}
# ====== TODO To be translated ======
translate Y FixedLevel {Fixed level}
# ====== TODO To be translated ======
translate Y Opening {Opening}
# ====== TODO To be translated ======
translate Y RandomLevel {Random level}
# ====== TODO To be translated ======
translate Y StartFromCurrentPosition {Start from current position}
# ====== TODO To be translated ======
translate Y FixedDepth {Fixed depth}
# ====== TODO To be translated ======
translate Y Nodes {Nodes} 
# ====== TODO To be translated ======
translate Y Depth {Depth}
# ====== TODO To be translated ======
translate Y Time {Time} 
# ====== TODO To be translated ======
translate Y SecondsPerMove {Seconds per move}
# ====== TODO To be translated ======
translate Y Engine {Engine}
# ====== TODO To be translated ======
translate Y TimeMode {Time mode}
# ====== TODO To be translated ======
translate Y TimeBonus {Time + bonus}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate Y TimeMin {min}
# ====== TODO To be translated ======
translate Y TimeSec {sec}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate Y AllExercisesDone {All exercises done}
# ====== TODO To be translated ======
translate Y MoveOutOfBook {Move out of book}
# ====== TODO To be translated ======
translate Y LastBookMove {Last book move}
# ====== TODO To be translated ======
translate Y AnnotateSeveralGames {Annotate several games\nfrom current to :}
# ====== TODO To be translated ======
translate Y FindOpeningErrors {Find opening errors}
# ====== TODO To be translated ======
translate Y MarkTacticalExercises {Mark tactical exercises}
# ====== TODO To be translated ======
translate Y UseBook {Use book}
# ====== TODO To be translated ======
translate Y MultiPV {Multiple variations}
# ====== TODO To be translated ======
translate Y Hash {Hash memory}
# ====== TODO To be translated ======
translate Y OwnBook {Use engine book}
# ====== TODO To be translated ======
translate Y BookFile {Opening book}
# ====== TODO To be translated ======
translate Y AnnotateVariations {Annotate variations}
# ====== TODO To be translated ======
translate Y ShortAnnotations {Short annotations}
# ====== TODO To be translated ======
translate Y addAnnotatorTag {Add annotator tag}
# ====== TODO To be translated ======
translate Y AddScoreToShortAnnotations {Add score to short annotations}
# ====== TODO To be translated ======
translate Y Export {Export}
# ====== TODO To be translated ======
translate Y BookPartiallyLoaded {Book partially loaded}
# ====== TODO To be translated ======
translate Y Calvar {Calculation of variations}
# ====== TODO To be translated ======
translate Y ConfigureCalvar {Configuration}
# ====== TODO To be translated ======
# ====== TODO To be translated ======
translate Y Reti {Reti}
# ====== TODO To be translated ======
translate Y English {English}
# ====== TODO To be translated ======
translate Y d4Nf6Miscellaneous {1.d4 Nf6 Miscellaneous}
# ====== TODO To be translated ======
translate Y Trompowsky {Trompowsky}
# ====== TODO To be translated ======
translate Y Budapest {Budapest}
# ====== TODO To be translated ======
translate Y OldIndian {Old Indian}
# ====== TODO To be translated ======
translate Y BenkoGambit {Benko Gambit}
# ====== TODO To be translated ======
translate Y ModernBenoni {Modern Benoni}
# ====== TODO To be translated ======
translate Y DutchDefence {Dutch Defence}
# ====== TODO To be translated ======
translate Y Scandinavian {Scandinavian}
# ====== TODO To be translated ======
translate Y AlekhineDefence {Alekhine Defence}
# ====== TODO To be translated ======
translate Y Pirc {Pirc}
# ====== TODO To be translated ======
translate Y CaroKann {Caro-Kann}
# ====== TODO To be translated ======
translate Y CaroKannAdvance {Caro-Kann Advance}
# ====== TODO To be translated ======
translate Y Sicilian {Sicilian}
# ====== TODO To be translated ======
translate Y SicilianAlapin {Sicilian Alapin}
# ====== TODO To be translated ======
translate Y SicilianClosed {Sicilian Closed}
# ====== TODO To be translated ======
translate Y SicilianRauzer {Sicilian Rauzer}
# ====== TODO To be translated ======
translate Y SicilianDragon {Sicilian Dragon}
# ====== TODO To be translated ======
translate Y SicilianScheveningen {Sicilian Scheveningen}
# ====== TODO To be translated ======
translate Y SicilianNajdorf {Sicilian Najdorf}
# ====== TODO To be translated ======
translate Y OpenGame {Open Game}
# ====== TODO To be translated ======
translate Y Vienna {Vienna}
# ====== TODO To be translated ======
translate Y KingsGambit {King's Gambit}
# ====== TODO To be translated ======
translate Y RussianGame {Russian Game}
# ====== TODO To be translated ======
translate Y ItalianTwoKnights {Italian/Two Knights}
# ====== TODO To be translated ======
translate Y Spanish {Spanish}
# ====== TODO To be translated ======
translate Y SpanishExchange {Spanish Exchange}
# ====== TODO To be translated ======
translate Y SpanishOpen {Spanish Open}
# ====== TODO To be translated ======
translate Y SpanishClosed {Spanish Closed}
# ====== TODO To be translated ======
translate Y FrenchDefence {French Defence}
# ====== TODO To be translated ======
translate Y FrenchAdvance {French Advance}
# ====== TODO To be translated ======
translate Y FrenchTarrasch {French Tarrasch}
# ====== TODO To be translated ======
translate Y FrenchWinawer {French Winawer}
# ====== TODO To be translated ======
translate Y FrenchExchange {French Exchange}
# ====== TODO To be translated ======
translate Y QueensPawn {Queen's Pawn}
# ====== TODO To be translated ======
translate Y Slav {Slav}
# ====== TODO To be translated ======
translate Y QGA {QGA}
# ====== TODO To be translated ======
translate Y QGD {QGD}
# ====== TODO To be translated ======
translate Y QGDExchange {QGD Exchange}
# ====== TODO To be translated ======
translate Y SemiSlav {Semi-Slav}
# ====== TODO To be translated ======
translate Y QGDwithBg5 {QGD with Bg5}
# ====== TODO To be translated ======
translate Y QGDOrthodox {QGD Orthodox}
# ====== TODO To be translated ======
translate Y Grunfeld {Gr�nfeld}
# ====== TODO To be translated ======
translate Y GrunfeldExchange {Gr�nfeld Exchange}
# ====== TODO To be translated ======
translate Y GrunfeldRussian {Gr�nfeld Russian}
# ====== TODO To be translated ======
translate Y Catalan {Catalan}
# ====== TODO To be translated ======
translate Y CatalanOpen {Catalan Open}
# ====== TODO To be translated ======
translate Y CatalanClosed {Catalan Closed}
# ====== TODO To be translated ======
translate Y QueensIndian {Queen's Indian}
# ====== TODO To be translated ======
translate Y NimzoIndian {Nimzo-Indian}
# ====== TODO To be translated ======
translate Y NimzoIndianClassical {Nimzo-Indian Classical}
# ====== TODO To be translated ======
translate Y NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
# ====== TODO To be translated ======
translate Y KingsIndian {King's Indian}
# ====== TODO To be translated ======
translate Y KingsIndianSamisch {King's Indian S�misch}
# ====== TODO To be translated ======
translate Y KingsIndianMainLine {King's Indian Main Line}
# ====== TODO To be translated ======
translate Y ConfigureFics {Configure FICS}
# ====== TODO To be translated ======
translate Y FICSGuest {Login as Guest}
# ====== TODO To be translated ======
translate Y FICSServerPort {Server port}
# ====== TODO To be translated ======
translate Y FICSServerAddress {IP Address}
# ====== TODO To be translated ======
translate Y FICSRefresh {Refresh}
# ====== TODO To be translated ======
translate Y FICSTimesealPort {Timeseal port}
# ====== TODO To be translated ======
translate Y FICSSilence {Silence}
# ====== TODO To be translated ======
translate Y FICSOffers {Offers}
# ====== TODO To be translated ======
translate Y FICSConsole {Console}
# ====== TODO To be translated ======
translate Y FICSGames {Games}
# ====== TODO To be translated ======
translate Y FICSUnobserve {Stop observing game}
# ====== TODO To be translated ======
translate Y FICSProfile {Display your history and profile}
# ====== TODO To be translated ======
translate Y FICSRelayedGames {Relayed games}
# ====== TODO To be translated ======
translate Y FICSFindOpponent {Find opponent}
# ====== TODO To be translated ======
translate Y FICSTakeback {Takeback}
# ====== TODO To be translated ======
translate Y FICSTakeback2 {Takeback 2}
# ====== TODO To be translated ======
translate Y FICSInitTime {Initial time (min)}
# ====== TODO To be translated ======
translate Y FICSIncrement {Increment (sec)}
# ====== TODO To be translated ======
translate Y FICSRatedGame {Rated Game}
# ====== TODO To be translated ======
translate Y FICSAutoColour {automatic}
# ====== TODO To be translated ======
translate Y FICSManualConfirm {confirm manually}
# ====== TODO To be translated ======
translate Y FICSFilterFormula {Filter with formula}
# ====== TODO To be translated ======
translate Y FICSIssueSeek {Issue seek}
# ====== TODO To be translated ======
translate Y FICSChallenge {Challenge}
# ====== TODO To be translated ======
translate Y FICSAccept {accept}
# ====== TODO To be translated ======
translate Y FICSDecline {decline}
# ====== TODO To be translated ======
translate Y FICSColour {Colour}
# ====== TODO To be translated ======
translate Y FICSSend {send}
# ====== TODO To be translated ======
translate Y FICSConnect {Connect}
# ====== TODO To be translated ======
translate Y FICSdefaultuservars {Use default variables}
# ====== TODO To be translated ======
translate Y FICSObserveconfirm {Do you want to observe game}
# ====== TODO To be translated ======
translate Y FICSpremove {Enable premove}
# ====== TODO To be translated ======
translate Y GameReview {Game review}
# ====== TODO To be translated ======
translate Y GameReviewTimeExtended {Time extended}
# ====== TODO To be translated ======
translate Y GameReviewMargin {Error margin}
# ====== TODO To be translated ======
translate Y GameReviewAutoContinue {Auto continue when move is correct}
# ====== TODO To be translated ======
translate Y GameReviewReCalculate {Use extended time}
# ====== TODO To be translated ======
translate Y GameReviewAnalyzingMovePlayedDuringTheGame {Analyzing move played during the game}
# ====== TODO To be translated ======
translate Y GameReviewAnalyzingThePosition {Analyzing the position}
# ====== TODO To be translated ======
translate Y GameReviewEnterYourMove {Enter your move}
# ====== TODO To be translated ======
translate Y GameReviewCheckingYourMove {Checking your move}
# ====== TODO To be translated ======
translate Y GameReviewYourMoveWasAnalyzed {Your move was analyzed}
# ====== TODO To be translated ======
translate Y GameReviewYouPlayedSameMove {You played the same move as in match}
# ====== TODO To be translated ======
translate Y GameReviewScoreOfYourMove {Score of your move}
# ====== TODO To be translated ======
translate Y GameReviewGameMoveScore {Game move's score}
# ====== TODO To be translated ======
translate Y GameReviewEngineScore {Engine's score}
# ====== TODO To be translated ======
translate Y GameReviewYouPlayedLikeTheEngine {You played like the engine}
# ====== TODO To be translated ======
translate Y GameReviewNotEngineMoveButGoodMove {Not the engine move, but is also a good move}
# ====== TODO To be translated ======
translate Y GameReviewMoveNotGood {This move is not good, score is}
# ====== TODO To be translated ======
translate Y GameReviewMovesPlayedLike {Moves played like}
# ====== TODO To be translated ======
translate Y GameReviewMovesPlayedEngine {Moves played like engine}
# ====== TODO To be translated ======
translate Y CCDlgConfigureWindowTitle {Configure Correspondence Chess}
# ====== TODO To be translated ======
translate Y CCDlgCGeneraloptions {General Options}
# ====== TODO To be translated ======
translate Y CCDlgDefaultDB {Default Database:}
# ====== TODO To be translated ======
translate Y CCDlgInbox {Inbox (path):}
# ====== TODO To be translated ======
translate Y CCDlgOutbox {Outbox (path):}
# ====== TODO To be translated ======
translate Y CCDlgXfcc {Xfcc Configuration:}
# ====== TODO To be translated ======
translate Y CCDlgExternalProtocol {External Protocol Handler (e.g. Xfcc)}
# ====== TODO To be translated ======
translate Y CCDlgFetchTool {Fetch Tool:}
# ====== TODO To be translated ======
translate Y CCDlgSendTool {Send Tool:}
# ====== TODO To be translated ======
translate Y CCDlgEmailCommunication {eMail Communication}
# ====== TODO To be translated ======
translate Y CCDlgMailPrg {Mail program:}
# ====== TODO To be translated ======
translate Y CCDlgBCCAddr {(B)CC Address:}
# ====== TODO To be translated ======
translate Y CCDlgMailerMode {Mode:}
# ====== TODO To be translated ======
translate Y CCDlgThunderbirdEg {e.g. Thunderbird, Mozilla Mail, Icedove...}
# ====== TODO To be translated ======
translate Y CCDlgMailUrlEg {e.g. Evolution}
# ====== TODO To be translated ======
translate Y CCDlgClawsEg {e.g Sylpheed Claws}
# ====== TODO To be translated ======
translate Y CCDlgmailxEg {e.g. mailx, mutt, nail...}
# ====== TODO To be translated ======
translate Y CCDlgAttachementPar {Attachment parameter:}
# ====== TODO To be translated ======
translate Y CCDlgInternalXfcc {Use internal Xfcc support}
# ====== TODO To be translated ======
translate Y CCDlgConfirmXfcc {Confirm moves}
# ====== TODO To be translated ======
translate Y CCDlgSubjectPar {Subject parameter:}
# ====== TODO To be translated ======
translate Y CCDlgDeleteBoxes {Empty In-/Outbox}
# ====== TODO To be translated ======
translate Y CCDlgDeleteBoxesText {Do you really want to empty your In- and Outbox folders for Correspondence Chess? This requires a new sync to show the last state of your games}
# ====== TODO To be translated ======
translate Y CCDlgConfirmMove {Confirm move}
# ====== TODO To be translated ======
translate Y CCDlgConfirmMoveText {If you confirm, the following move and comment will be sent to the server:}
# ====== TODO To be translated ======
translate Y CCDlgDBGameToLong {Inconsistent Mainline}
# ====== TODO To be translated ======
translate Y CCDlgDBGameToLongError {The mainline in your database is longer than the game in your Inbox. If the Inbox contains current games, i.e. right after a sync, some moves were added to the mainline in the database erroneously.\nIn this case please shorten the mainline to (at max) move\n}
# ====== TODO To be translated ======
translate Y CCDlgStartEmail {Start new eMail game}
# ====== TODO To be translated ======
translate Y CCDlgYourName {Your Name:}
# ====== TODO To be translated ======
translate Y CCDlgYourMail {Your eMail Address:}
# ====== TODO To be translated ======
translate Y CCDlgOpponentName {Opponents Name:}
# ====== TODO To be translated ======
translate Y CCDlgOpponentMail {Opponents eMail Address:}
# ====== TODO To be translated ======
translate Y CCDlgGameID {Game ID (unique):}
# ====== TODO To be translated ======
translate Y CCDlgTitNoOutbox {Scid: Correspondence Chess Outbox}
# ====== TODO To be translated ======
translate Y CCDlgTitNoInbox {Scid: Correspondence Chess Inbox}
# ====== TODO To be translated ======
translate Y CCDlgTitNoGames {Scid: No Correspondence Chess Games}
# ====== TODO To be translated ======
translate Y CCErrInboxDir {Correspondence Chess inbox directory:}
# ====== TODO To be translated ======
translate Y CCErrOutboxDir {Correspondence Chess outbox directory:}
# ====== TODO To be translated ======
translate Y CCErrDirNotUsable {does not exist or is not accessible!\nPlease check and correct the settings.}
# ====== TODO To be translated ======
translate Y CCErrNoGames {does not contain any games!\nPlease fetch them first.}
# ====== TODO To be translated ======
translate Y CCDlgTitNoCCDB {Scid: No Correspondence Database}
# ====== TODO To be translated ======
translate Y CCErrNoCCDB {No Database of type 'Correspondence' is opened. Please open one before using correspondence chess functions.}
# ====== TODO To be translated ======
translate Y CCFetchBtn {Fetch games from the server and process the Inbox}
# ====== TODO To be translated ======
translate Y CCPrevBtn {Goto previous game}
# ====== TODO To be translated ======
translate Y CCNextBtn {Goto next game}
# ====== TODO To be translated ======
translate Y CCSendBtn {Send move}
# ====== TODO To be translated ======
translate Y CCEmptyBtn {Empty In- and Outbox}
# ====== TODO To be translated ======
translate Y CCHelpBtn {Help on icons and status indicators.\nFor general Help press F1!}
# ====== TODO To be translated ======
translate Y CCDlgServerName {Server Name:}
# ====== TODO To be translated ======
translate Y CCDlgLoginName  {Login Name:}
# ====== TODO To be translated ======
translate Y CCDlgPassword   {Password:}
# ====== TODO To be translated ======
translate Y CCDlgURL        {Xfcc-URL:}
# ====== TODO To be translated ======
translate Y CCDlgRatingType {Rating Type:}
# ====== TODO To be translated ======
translate Y CCDlgDuplicateGame {Non-unique game ID}
# ====== TODO To be translated ======
translate Y CCDlgDuplicateGameError {This game exists more than once in your database. Please delete all duplicates and compact your game file (File/Maintenance/Compact Database).}
# ====== TODO To be translated ======
translate Y CCDlgSortOption {Sorting:}
# ====== TODO To be translated ======
translate Y CCDlgListOnlyOwnMove {Only games I have the move}
# ====== TODO To be translated ======
translate Y CCOrderClassicTxt {Site, Event, Round, Result, White, Black}
# ====== TODO To be translated ======
translate Y CCOrderMyTimeTxt {My Clock}
# ====== TODO To be translated ======
translate Y CCOrderTimePerMoveTxt {Time per move till next time control}
# ====== TODO To be translated ======
translate Y CCOrderStartDate {Start date}
# ====== TODO To be translated ======
translate Y CCOrderOppTimeTxt {Opponents Clock}
# ====== TODO To be translated ======
translate Y CCDlgConfigRelay {Configure ICCF observations}
# ====== TODO To be translated ======
translate Y CCDlgConfigRelayHelp {Go to the games page on http://www.iccf-webchess.com and display the game to be observed.  If you see the chessboard copy the URL from your browser to the list below. One URL per line only!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
# ====== TODO To be translated ======
translate Y ExtHWConfigConnection {Configure external hardware}
# ====== TODO To be translated ======
translate Y ExtHWPort {Port}
# ====== TODO To be translated ======
translate Y ExtHWEngineCmd {Engine command}
# ====== TODO To be translated ======
translate Y ExtHWEngineParam {Engine parameter}
# ====== TODO To be translated ======
translate Y ExtHWShowButton {Show button}
# ====== TODO To be translated ======
translate Y ExtHWHardware {Hardware}
# ====== TODO To be translated ======
translate Y ExtHWNovag {Novag Citrine}
# ====== TODO To be translated ======
translate Y ExtHWInputEngine {Input Engine}
# ====== TODO To be translated ======
translate Y ExtHWNoBoard {No board}
# ====== TODO To be translated ======
translate Y NovagReferee {Referee}
# ====== TODO To be translated ======
translate Y IEConsole {Input Engine Console}
# ====== TODO To be translated ======
translate Y IESending {Moves sent for}
# ====== TODO To be translated ======
translate Y IESynchronise {Synchronise}
# ====== TODO To be translated ======
translate Y IERotate  {Rotate}
# ====== TODO To be translated ======
translate Y IEUnableToStart {Unable to start Input Engine:}
# ====== TODO To be translated ======
translate Y DoneWithPosition {Done with position}
# ====== TODO To be translated ======
translate Y Board {Board}
# ====== TODO To be translated ======
translate Y showGameInfo {Show game info}
# ====== TODO To be translated ======
translate Y autoResizeBoard {Automatic resize of board}
# ====== TODO To be translated ======
translate Y DockTop {Move to top}
# ====== TODO To be translated ======
translate Y DockBottom {Move to bottom}
# ====== TODO To be translated ======
translate Y DockLeft {Move to left}
# ====== TODO To be translated ======
translate Y DockRight {Move to right}
# ====== TODO To be translated ======
translate Y Undock {Undock}
# ====== TODO To be translated ======
translate Y ChangeIcon {Change icon...}
# ====== TODO To be translated ======
}
# end of serbian.tcl
# spanish.tcl:
# Spanish translations for Scid.
# Contributed by Jordi Gonz�lez Boada.
# Updated by Enrique Lopez.
# Updated by Benigno Hern�ndez Bacallado.
# Updated by Pedro Reina.
# Untranslated messages are marked with a "***" comment.

addLanguage S Espa�ol 1 ;#iso8859-1

proc setLanguage_S {} {

# File menu:
menuText S File "Archivo" 0
menuText S FileNew "Nuevo..." 0 {Crea una nueva base de datos Scid vac�a}
menuText S FileOpen "Abrir..." 1 {Abre una base de datos Scid ya existente}
menuText S FileClose "Cerrar" 0 {Cierra la base de datos Scid activa}
menuText S FileFinder "Visor..." 0 {Abre la ventana del visor de archivos}
menuText S FileBookmarks "Partidas favoritas" 0 {Seleccionar partidas favoritas (Ctrl+B)}
menuText S FileBookmarksAdd "A�adir" 0 \
  {Se�ala la partida y posici�n actual de la base de datos}
menuText S FileBookmarksFile "Archivar" 8 \
  {Archiva un marcador para la partida y posici�n actual}
menuText S FileBookmarksEdit "Editar partidas favoritas..." 0 \
  {Edita los men�s de las partidas favoritas}
menuText S FileBookmarksList "Mostrar partidas favoritas" 0 \
  {Muestra las carpetas de favoritas en una sola lista, sin submen�s}
menuText S FileBookmarksSub "Mostrar partidas marcadas con submen�s" 0 \
  {Muestra las carpetas de favoritas como submen�s, no una sola lista}
menuText S FileMaint "Mantenimiento" 0 \
  {Herramientas de mantenimiento de la base de datos Scid}
menuText S FileMaintWin "Ventana de mantenimiento" 0 \
  {Abre/cierra la ventana de mantenimiento de la base de datos Scid}
menuText S FileMaintCompact "Compactar base de datos..." 0 \
  {Compacta los archivos de la base de datos, quitando partidas borradas y nombres no usados}
menuText S FileMaintClass "Clasificar partidas por ECO..." 24 \
  {Recalcula el c�digo ECO de todas las partidas}
menuText S FileMaintSort "Ordenar base de datos..." 0 \
  {Ordena todas las partidas de la base de datos}
menuText S FileMaintDelete "Borrar partidas dobles..." 0 \
  {Encuentra partidas dobles y las coloca para ser borradas}
menuText S FileMaintTwin "Ventana de inspecci�n de dobles" 11 \
  {Abre/actualiza la ventana de inspecci�n de dobles}
menuText S FileMaintName "Ortograf�a de nombres" 0 {Herramientas de ortograf�a y edici�n de nombres}
menuText S FileMaintNameEditor "Ventana de edici�n de nombres" 22 \
  {Abre/cierra la ventana de edici�n de nombres}
menuText S FileMaintNamePlayer "Comprobaci�n ortogr�fica de nombres de jugadores..." 39 \
  {Comprobaci�n ortogr�fica de jugadores usando archivo de comprobaci�n ortogr�fica}
menuText S FileMaintNameEvent "Comprobaci�n ortogr�fica de nombres de eventos..." 39 \
  {Comprobaci�n ortogr�fica de eventos usando el archivo de comprobaci�n ortogr�fica}
menuText S FileMaintNameSite "Comprobaci�n ortogr�fica de nombres de lugares..." 39 \
  {Comprobaci�n ortogr�fica de lugares usando el archivo de comprobaci�n ortogr�fica}
menuText S FileMaintNameRound "Comprobaci�n ortogr�fica de rondas..." 28 \
  {Comprobaci�n ortogr�fica de rondas usando el archivo de comprobaci�n ortogr�fica}
menuText S FileReadOnly "S�lo lectura..." 5 \
  {Trata la actual base de datos como de s�lo lectura, previniendo cambios}
menuText S FileSwitch "Cambiar de base de datos" 0 \
  {Cambia a una base de datos abierta diferente}
menuText S FileExit "Salir" 0 {Salir de Scid}
menuText S FileMaintFixBase "Arreglar base corrupta" 0 {Intenta arreglar una base corrupta}

# Edit menu:
menuText S Edit "Editar" 0
menuText S EditAdd "A�adir variaci�n" 0 \
  {A�ade una variaci�n a este movimiento en la partida}
menuText S EditDelete "Borrar variaci�n" 0 {Borra variaci�n para este movimiento}
menuText S EditFirst "Convertir en primera variaci�n" 0 \
  {Hace que una variaci�n sea la primera en la lista}
menuText S EditMain "Variaci�n a l�nea principal" 0 \
   {Promover una variaci�n para que sea la l�nea principal}
menuText S EditTrial "Probar variaci�n" 1 \
  {Inicia/para el modo de prueba, para ensayar una idea en el tablero}
menuText S EditStrip "Eliminar" 2 \
  {Elimina comentarios o variaciones de esta partida}
menuText S EditUndo "Deshacer" 0 {Deshace el �ltimo cambio en la partida}
# ====== TODO To be translated ======
menuText S EditRedo "Redo" 0 {Redo last game change}
menuText S EditStripComments "Comentarios" 0 \
  {Quita todos los comentarios y variaciones de esta partida}
menuText S EditStripVars "Variaciones" 0 {Quita todas las variaciones de esta partida}
menuText S EditStripBegin "Movimientos desde el principio" 1 \
  {Quita los movimientos desde el principio de la partida}
menuText S EditStripEnd "Movimientos hasta el final" 0 \
  {Quita los movimientos hasta el final de la partida}
menuText S EditReset "Poner a cero la base de trabajo" 0 \
  {Pone a cero la base de trabajo (clipbase) para que est� completamente vac�a}
menuText S EditCopy "Copiar esta partida a la base de trabajo" 1 \
  {Copia esta partida a la base de trabajo (clipbase)}
menuText S EditPaste "Pegar la �ltima partida de la base de trabajo" 2 \
  {Pega en la base actual la partida activa en la base de trabajo (clipbase)}
menuText S EditPastePGN "Pegar el texto del portapapeles como partida PGN..." 10 \
  {Interpreta el texto de la base de trabajo (clipbase) como una partida en notaci�n PGN y la pega aqu�}
menuText S EditSetup "Iniciar tablero de posici�n..." 26 \
  {Inicia el tablero de posici�n con la posici�n de la partida}
menuText S EditCopyBoard "Copiar posici�n" 8 \
  {Copia el tablero actual en notaci�n FEN al portapapeles}
menuText S EditPasteBoard "Pegar tablero inicial" 6 \
  {Coloca el tablero inicial en el portapapeles}

# Game menu:
menuText S Game "Partida" 0
menuText S GameNew "Partida nueva" 0 \
  {Partida nueva, descarta cambios de la partida actual}
menuText S GameFirst "Cargar primera partida" 7 {Carga la primera partida filtrada}
menuText S GamePrev "Cargar partida anterior" 16 {Carga la anterior partida filtrada}
menuText S GameReload "Recargar partida actual" 0 \
  {Vuelve a cargar esta partida, descartando cualquier cambio hecho}
menuText S GameNext "Cargar siguiente partida" 7 {Carga la siguiente partida filtrada}
menuText S GameLast "Cargar �ltima partida" 9 {Carga la �ltima partida filtrada}
menuText S GameRandom "Cargar partida aleatoria" 16 {Carga aleatoriamente una partida filtrada}
menuText S GameNumber "Cargar partida n�mero..." 3 \
  {Carga una partida poniendo su n�mero}
menuText S GameReplace "Guardar: reemplazar partida..." 10 \
  {Guarda esta partida, reemplazando la antigua versi�n}
menuText S GameAdd "Guardar: a�adir nueva partida..." 9 \
  {Guarda esta partida como una nueva partida en la base de datos}
menuText S GameDeepest "Identificar apertura" 1 \
  {Va a la posici�n m�s avanzada de la partida seg�n el libro ECO}
menuText S GameGotoMove "Ir al movimiento n�mero..." 6 \
  {Ir al n�mero de movimiento especificado en la partida actual}
menuText S GameNovelty "Encontrar novedad..." 12 \
  {Encuentra el primer movimiento de esta partida que no se ha jugado antes}

# Search Menu:
menuText S Search "Buscar" 0
menuText S SearchReset "Poner a cero el filtro" 0 \
  {Pone a cero el filtro para que todas la partidas est�n incluidas}
menuText S SearchNegate "Invertir filtro" 0 \
  {Invierte el filtro para s�lo incluir las partidas excluidas}
menuText S SearchCurrent "Tablero actual..." 0 \
  {Busca por la posici�n actual del tablero}
menuText S SearchHeader "Encabezamiento..." 0 \
  {Busca por informaci�n de encabezamiento (jugador, evento, etc.)}
menuText S SearchMaterial "Material/Patr�n..." 0 \
  {Busca por material o patr�n del tablero}
menuText S SearchUsing "Usar archivo de b�squeda..." 0 \
  {Busca usando un archivo de opciones de b�squeda}

# Windows menu:
menuText S Windows "Ventanas" 0
menuText S WindowsComment "Editor de comentarios" 0 \
  {Abre/cierra el editor de comentarios}
menuText S WindowsGList "Listado de partidas" 0 \
  {Abre/cierra la  ventana de listado de partidas}
menuText S WindowsPGN "Ventana PGN" 8 \
  {Abre/cierra la ventana de PGN (notaci�n de partida)}
menuText S WindowsPList "Buscador de jugadores" 2 {Abre/cierra el buscador de jugadores}
menuText S WindowsTmt "Visor de torneos" 9 {Abre/cierra el visor de torneos}
menuText S WindowsSwitcher "Bases de datos" 0 \
  {Abre/cierra la ventana de bases de datos}
menuText S WindowsMaint "Ventana de mantenimiento" 11 \
  {Abre/cierra la ventana de mantenimiento}
menuText S WindowsECO "Buscador ECO" 0 {Abre/cierra la ventana del buscador ECO}
menuText S WindowsRepertoire "Editor de repertorio" 10 \
  {Abrir/cerrar el editor de repertorio de aperturas}
menuText S WindowsStats "Ventana de estad�sticas" 12 \
  {Abre/cierra la ventana de estad�sticas del filtro}
menuText S WindowsTree "Ventana de �rbol de aperturas" 6 {Abre/cierra la ventana de �rbol de aperturas (Book)}
menuText S WindowsTB "Ventana de tablas de finales (TBs)" 8 \
  {Abre/cierra la ventana de TBs}
menuText S WindowsBook "Ventana de libros de aperturas (Book)" 0 {Abrir/Cerrar la ventana de libros de aperturas (Book)}
menuText S WindowsCorrChess "Ventana de Correo" 0 {Abrir/Cerrar la ventra de Correo}

# Tools menu:
menuText S Tools "Herramientas" 0
menuText S ToolsAnalysis "Motor de an�lisis #1..." 0 \
  {Inicia/para el an�lisis del motor de ajedrez #1}
menuText S ToolsAnalysis2 "Motor de an�lisis #2..." 18 \
  {Inicia/para el an�lisis del motor de ajedrez #2}
menuText S ToolsCross "Tabla cruzada" 0 {Muestra la tabla cruzada para esta partida}
menuText S ToolsEmail "Administrador de Email" 0 \
  {Abre/cierra la ventana del administrador de Email}
menuText S ToolsFilterGraph "Filtro gr�fico" 7 \
  {Abre/cierra la ventana del filtro gr�fico}
menuText S ToolsAbsFilterGraph "Filtro gr�fico Abs." 7 {Abrir/Cerrar la ventana de filtro gr�fico para valores absolutos}
menuText S ToolsOpReport "Informe de la apertura" 1 \
  {Crea un informe de la apertura para la posici�n actual}
menuText S ToolsOpenBaseAsTree "Abrir base como �rbol" 0   {Abrir una base y usarla en la ventana de �rbol (Tree)}
menuText S ToolsOpenRecentBaseAsTree "Abrir base reciente como �rbol" 0   {Abre una base reciente y la usa en ventana de �rbol (Tree)} 
menuText S ToolsTracker "Rastreador de piezas"  14 {Abre la ventana del rastreador de piezas}
menuText S ToolsTraining "Entrenamiento"  0 {Entrenamiento (t�ctica, aperturas,...)}
menuText S ToolsTacticalGame "Partida t�ctica..."  0 {Juega una partida t�ctica}
menuText S ToolsSeriousGame "Partida seria..."  0 {Juega una partida seria}
menuText S ToolsTrainOpenings "Entrenamiento de aperturas"  0 {Entrenamiento con un repertorio}
menuText S ToolsTrainReviewGame "Revisar partida"  0 {Adivina movimientos jugados en una partida}
menuText S ToolsTrainTactics "T�ctica (problemas)"  0 {Resuelve problemas de t�ctica}
menuText S ToolsTrainCalvar "C�lculo de variaciones"  0 {C�lculo de variaciones}
menuText S ToolsTrainFindBestMove "Encontrar la mejor jugada"  0 {Busca el movimiento mejor}
menuText S ToolsTrainFics "Jugar en internet..."  0 {Conecta a freechess.org}
# ====== TODO To be translated ======
menuText S ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText S ToolsBookTuning "Sintonizar libro de aperturas" 0 {Sintoniza el libro (Book)}
menuText S ToolsConnectHardware "Conectar hardware" 0 {Conecta hardware externo"}
menuText S ToolsConnectHardwareConfigure "Configuraci�n..." 1 {Configuraci�n}
menuText S ToolsConnectHardwareNovagCitrineConnect "Conectar Novag" 0 {Conecta Novag}
menuText S ToolsConnectHardwareInputEngineConnect "Conectar motor de entrada" 0 {Conecta un motor de entrada (e.d. DGT)}
menuText S ToolsPInfo "Informaci�n del jugador" 16 \
  {Abre/actualiza la ventana de informaci�n del jugador}
menuText S ToolsPlayerReport "Informe del jugador..." 3 \
  {Crea un informe sobre un jugador}
menuText S ToolsRating "Gr�fico del Elo..." 0 \
  {Gr�fico de la historia del Elo de los jugadores de la actual partida}
menuText S ToolsScore "Gr�fico de puntuaci�n..." 1 \
  {Muestra la ventana del gr�fico de puntuaci�n}
menuText S ToolsExpCurrent "Exportar la partida actual..." 0 \
  {Escribe la partida actual en un archivo de texto}
menuText S ToolsExpCurrentPGN "Exportar la partida a un archivo PGN..." 33 \
  {Escribe la partida actual en un archivo PGN}
menuText S ToolsExpCurrentHTML "Exportar la partida a un archivo HTML..." 33 \
  {Escribe la partida actual en un archivo HTML}
menuText S ToolsExpCurrentHTMLJS "Exportar la partida a un archivo HTML y JavaScript..." 15 \
  {Escribe la partida actual a un fichero HTML y JavaScript} 
menuText S ToolsExpCurrentLaTeX "Exportar la partida a un archivo LaTeX..." 33 \
  {Escribe la partida actual en un archivo LaTeX}
menuText S ToolsExpFilter "Exportar todas las partidas filtradas..." 1 \
  {Escribe todas las partidas filtradas en un archivo de texto}
menuText S ToolsExpFilterPGN "Exportar filtro a un archivo PGN..." 29 \
  {Escribe todas las partidas filtradas en un archivo PGN}
menuText S ToolsExpFilterHTML "Exportar filtro a un archivo HTML..." 29 \
  {Escribe todas las partidas filtradas en un archivo HTML}
menuText S ToolsExpFilterHTMLJS "Exportar filtro a un archivo HTML y JavaScript..." 17 \
  {Escribe todas las partidas filtradas a ficheros HTML y JavaScript}  
menuText S ToolsExpFilterLaTeX "Exportar filtro a un archivo LaTeX..." 29 \
  {Escribe todas las partidas filtradas en un archivo LaTeX}
menuText S ToolsImportOne "Importar una partida PGN..." 0 \
  {Importa una partida de un texto PGN}
menuText S ToolsImportFile "Importar un archivo de partidas PGN..." 2 \
  {Importa partidas de un archivo PGN}
menuText S ToolsStartEngine1 "Empezar motor 1" 0  {Empieza el motor 1}
menuText S ToolsStartEngine2 "Empezar motor 2" 0  {Empieza el motor 2}
menuText S ToolsCaptureBoard "Capturar Tablero Actual..." 0  {Guardar el tablero actual como imagen.}
menuText S Play "Jugar" 0
menuText S CorrespondenceChess "Ajedrez por correo" 0 \
  {Funciones para ajedrez por correo basado en email y Xfcc}
menuText S CCConfigure "Configurar..." 0 \
  {Configura herramientas externas y configuraci�n general}
menuText S CCConfigRelay "Configurar observaciones..." 10 {Configurar partidas para ser observadas}
menuText S CCOpenDB "Abrir base de datos..." 0 \
  {Abrir la base de correo por defecto}
menuText S CCRetrieve "Reparar partidas" 0 \
  {Repara partidas v�a ayuda externa (Xfcc)}
menuText S CCInbox "Procesar correo entrante" 0 \
  {Procesa todos los ficheros en correo entrante de Scid (Inbox)}
menuText S CCSend "Enviar movimiento" 0 \
  {Envia tu movimiento via eMail o ayuda externa (Xfcc)}
menuText S CCResign "Abandonar" 0 {Abandona}
menuText S CCClaimDraw "Reclamar tablas" 0 \
  {Envia un movimiento y reclama tablas}
menuText S CCOfferDraw "Ofrecer tablas" 0 \
  {Envia un movimiento y ofrecer tablas}
menuText S CCAcceptDraw "Aceptar tablas" 0 {Acepta un ofrecimiento de tablas}
menuText S CCNewMailGame "Nueva partida email..." 0 \
  {Empeza una nueva partida por email}
menuText S CCMailMove "Enviar jugada via email..." 0 \
  {Env�a el movimiento via email al oponente}
menuText S CCGamePage "P�gina de la partida..." 0 \
  {Abre la partida desde el navegador}
menuText S CCEditCopy "Copiar lista de partidas a Clipbase" 0 \
  {Copia las partidas como una lista CSV a Clipbase}

# Options menu:
menuText S Options "Opciones" 0
menuText S OptionsBoard "Tablero" 0 {Opciones sobre el aspecto del tablero}
menuText S OptionsBoardSize "Tama�o del tablero" 0 {Cambia el tama�o del tablero}
menuText S OptionsBoardPieces "Estilo de piezas" 10 \
  {Cambia el estilo de piezas del tablero}
menuText S OptionsBoardColors "Colores..." 0 {Cambia los colores del tablero}
menuText S OptionsBoardGraphics "Escaques..." 0 {Elige texturas para escaques}
translate S OptionsBGW {Elegir textura para escaques}
translate S OptionsBoardGraphicsText {Elegir fichero gr�fico para escaques blancos y negros}
menuText S OptionsBoardNames "Nombres de jugador..." 0 {Edita lista de nombres de jugador}
menuText S OptionsExport "Exportaci�n" 0 {Cambia las opciones de exportaci�n de texto}
menuText S OptionsFonts "Fuentes" 0 {Cambia las fuentes}
menuText S OptionsFontsRegular "Habitual" 0 {Cambia la fuente habitual}
menuText S OptionsFontsMenu "Men�" 0 {Cambia la fuente del men�}
menuText S OptionsFontsSmall "Peque�a" 0 {Cambia la fuente peque�a}
menuText S OptionsFontsTiny "Tiny" 0 {Cambia la fuente diminuta}
menuText S OptionsFontsFixed "Ancho fijo" 0 {Cambia la fuente de ancho fijo}
menuText S OptionsGInfo "Informaci�n de la partida" 0 {Informaci�n de la partida}
menuText S OptionsLanguage "Idioma" 0 {Selecciona el idioma del programa}
menuText S OptionsMovesTranslatePieces "Traducir piezas" 0 \
  {Traduce la primera letra de las piezas}
menuText S OptionsMovesHighlightLastMove "Iluminar �ltima jugada" 0 \
  {Ilumina la �ltima jugada}
menuText S OptionsMovesHighlightLastMoveDisplay "Mostrar" 0 \
  {Muestra la �ltima jugada iluminada}
menuText S OptionsMovesHighlightLastMoveWidth "Ancho" 0 {Espesor de la l�nea}
menuText S OptionsMovesHighlightLastMoveColor "Color" 0 {Color de l�nea}
# ====== TODO To be translated ======
menuText S OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText S OptionsMoves "Movimientos" 0 {Opciones de la entrada de movimientos}
menuText S OptionsMovesAsk "Preguntar antes de reemplazar movimientos" 0 \
  {Pregunta antes de sobreescribir cualquier movimiento existente}
menuText S OptionsMovesAnimate "Velocidad de la animaci�n" 1 \
  {Pone el tiempo usado para animar las jugadas}
menuText S OptionsMovesDelay "Demora del automovimiento..." 0 \
  {Pone el tiempo de demora para el modo de automovimiento}
menuText S OptionsMovesCoord "Entrada de movimientos coordinada" 0 \
  {Acepta entrada de movimientos en sistema "coordinado" ("g1f3")}
menuText S OptionsMovesSuggest "Mostrar movimientos sugeridos" 20 \
  {Activa/desactiva la sugerencia de movimientos}
menuText S OptionsShowVarPopup "Mostrar ventana de variaciones" 0 \
  {Activa/desactiva la ventana de variaciones}
menuText S OptionsMovesSpace "A�adir espacios detr�s del n�mero de movimiento" 0 \
  {A�ade espacios detr�s del n�mero de movimiento}
menuText S OptionsMovesKey "Teclado inteligente" 0 \
  {Activa/desactiva la funci�n de autocompletado inteligente de movimientos con teclado}
menuText S OptionsMovesShowVarArrows "Mostrar flechas para las variaciones" 0 \
  {Activa/desactiva mostrar flechas para las variaciones}
menuText S OptionsNumbers "Formato de n�meros" 11 \
  {Selecciona el formato de n�meros}
menuText S OptionsStartup "Inicio" 3 \
  {Selecciona las ventanas que se abren al comenzar}
menuText S OptionsTheme "Tema" 0 {Cambia el aspecto del interfaz}
menuText S OptionsWindows "Ventanas" 0 {Opciones de ventana}
menuText S OptionsWindowsIconify "Autominimizar" 4 \
  {Minimiza todas las ventanas cuando la ventana principal es minimizada}
menuText S OptionsWindowsRaise "Poner a la vista autom�ticamente" 0 \
  {Hace visibles ciertas ventanas (ej. barras de progreso) siempre que sean tapadas}
menuText S OptionsSounds "Sonidos..." 2 \
  {Configura el sonido del anuncio de las jugadas}
menuText S OptionsWindowsDock "Ventanas en dique" 0 {Ventanas en dique}
menuText S OptionsWindowsSaveLayout "Salvar disposici�n" 0 {Salva la disposici�n}
menuText S OptionsWindowsRestoreLayout "Restaurar disposici�n" 0 \
  {Restaura la disposici�n}
menuText S OptionsWindowsShowGameInfo "Mostrar informaci�n de la partida" 0 \
  {Muestrar informaci�n de la partida}
menuText S OptionsWindowsAutoLoadLayout "Auto cargar primera disposici�n" 0 \
  {Autocarga la primera disposici�n al iniciar}
menuText S OptionsToolbar "Barra de herramientas ventana principal" 9 \
  {Muestra/oculta la barra de herramientas de la ventana principal}
menuText S OptionsECO "Cargar archivo ECO..." 7 \
  {Cargar el archivo de clasificaci�n ECO}
menuText S OptionsSpell "Cargar archivo de comprobaci�n ortogr�fica..." 2 \
  {Carga el archivo de comprobaci�n ortogr�fica Scid}
menuText S OptionsTable "Directorio de las tablas de finales (TB)..." 19 \
  {Selecciona el directorio de tablas finales; todas las TB de ese directorio ser�n usadas}
menuText S OptionsRecent "Archivos recientes..." 9 \
  {Cambia el n�mero de archivos recientes mostrados en el men� Archivo}
menuText S OptionsBooksDir "Carpeta de libros de aperturas..." 0 \
  {Fija la carpeta de los libros de aperturas (Books)}
menuText S OptionsTacticsBasesDir "Carpeta de bases de datos..." 0 \
  {Fija la carpeta de la base de entrenamiento t�ctico}
menuText S OptionsSave "Guardar opciones" 0 \
  "Guarda todas las opciones en el fichero $::optionsFile"
menuText S OptionsAutoSave "Autoguardar opciones al salir" 0 \
  {Guarda autom�ticamente todas las opciones cuando se sale de Scid}

# Help menu:
menuText S Help "Ayuda" 1
menuText S HelpContents "Contenidos" 0 {Show the help contents page}
menuText S HelpIndex "�ndice" 0 {Muestra la p�gina �ndice de la ayuda}
menuText S HelpGuide "Gu�a r�pida" 0 {Muestra la p�gina de la ayuda gu�a r�pida}
menuText S HelpHints "Sugerencias" 1 {Muestra la p�gina de la ayuda sugerencias}
menuText S HelpContact "Informaci�n de contacto" 15 \
  {Muestra la p�gina de la ayuda de la informaci�n de contacto}
menuText S HelpTip "Sugerencia del d�a" 0 {Muestra una �til sugerencia para Scid}
menuText S HelpStartup "Ventana de inicio" 0 {Muestra la ventana de inicio}
menuText S HelpAbout "Acerca de Scid" 10 {Informaci�n acerca de Scid}

# Game info box popup menu:
menuText S GInfoHideNext "Ocultar siguiente movimiento" 0
menuText S GInfoMaterial "Mostrar valor del material" 0
menuText S GInfoFEN "Mostrar FEN" 8
menuText S GInfoMarks "Mostrar casillas y flechas coloreadas" 29
menuText S GInfoWrap "Dividir l�neas largas" 0
menuText S GInfoFullComment "Mostrar comentarios completos" 8
menuText S GInfoPhotos "Mostrar fotos" 5
menuText S GInfoTBNothing "TBs: nada" 5
menuText S GInfoTBResult  "TBs: s�lo resultado" 10
menuText S GInfoTBAll "TBs: resultado y mejor movimiento" 23
menuText S GInfoDelete "(No)Borrar esta partida" 4
menuText S GInfoMark "(No)Marcar esta partida" 4
menuText S GInfoInformant "Configurar valores de informaci�n" 0

# Main window buttons:
helpMsg S .main.fbutton.button.start {Ir al principio de la partida  (Tecla: Inicio)}
helpMsg S .main.fbutton.button.end {Ir al final de la partida  (Tecla: Fin)}
helpMsg S .main.fbutton.button.back {Ir atr�s un movimiento  (Tecla: Flecha izquierda)}
helpMsg S .main.fbutton.button.forward {Ir adelante un movimiento  (Tecla: Flecha derecha)}
helpMsg S .main.fbutton.button.intoVar {Moverse dentro de una variaci�n  (Tecla r�pida: v)}
helpMsg S .main.fbutton.button.exitVar {Dejar la variaci�n actual  (Tecla r�pida: z)}
helpMsg S .main.fbutton.button.flip {Girar tablero  (Tecla r�pida: .)}
helpMsg S .main.fbutton.button.coords {Poner/quitar las coordenadas del tablero  (Tecla r�pida: 0)}
helpMsg S .main.fbutton.button.stm {Activa/desactiva el icono de turno de juego}
helpMsg S .main.fbutton.button.autoplay {Automovimiento de los movimientos  (Tecla: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg S .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg S .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg S .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate S Back {Atr�s}
translate S Browse {Hojear}
translate S Cancel {Cancelar}
translate S Continue {Continuar}
translate S Clear {Limpiar}
translate S Close {Cerrar}
translate S Contents {Contenidos}
translate S Defaults {Por defecto}
translate S Delete {Borrar}
translate S Graph {Gr�fico}
translate S Help {Ayuda}
translate S Import {Importar}
translate S Index {�ndice}
translate S LoadGame {Cargar partida}
translate S BrowseGame {Hojear partida}
translate S MergeGame {Incorporar partida}
translate S MergeGames {Mezclar o fusionar partidas}
translate S Preview {Vista previa}
translate S Revert {Retroceder}
translate S Save {Guardar}
translate S Search {Buscar}
translate S Stop {Parar}
translate S Store {Almacenar}
translate S Update {Actualizar}
translate S ChangeOrient {Cambiar orientaci�n de la ventana}
translate S ShowIcons {Mostrar iconos}
translate S None {Ninguno}
translate S First {Primera}
translate S Current {Actual}
translate S Last {�ltima}

# General messages:
translate S game {partida}
translate S games {partidas}
translate S move {movimiento}
translate S moves {movimientos}
translate S all {todo}
translate S Yes {S�}
translate S No {No}
translate S Both {Ambos}
translate S King {Rey}
translate S Queen {Dama}
translate S Rook {Torre}
translate S Bishop {Alfil}
translate S Knight {Caballo}
translate S Pawn {Pe�n}
translate S White {Blancas}
translate S Black {Negras}
translate S Player {Jugador}
translate S Rating {Elo}
translate S RatingDiff {Diferencia de Elo (Blancas - Negras)}
translate S AverageRating {Elo promedio}
translate S Event {Evento}
translate S Site {Lugar}
translate S Country {Pa�s}
translate S IgnoreColors {Ignorar colores}
translate S Date {Fecha}
translate S EventDate {Evento fecha}
translate S Decade {D�cada}
translate S Year {A�o}
translate S Month {Mes}
translate S Months {enero febrero marzo abril mayo junio julio agosto septiembre octubre noviembre diciembre}
translate S Days {dom lun mar mi� jue vie s�b}
translate S YearToToday {�ltimo a�o hasta hoy}
translate S Result {Resultado}
translate S Round {Ronda}
translate S Length {Longitud}
translate S ECOCode {C�digo ECO}
translate S ECO {ECO}
translate S Deleted {Borrar}
translate S SearchResults {Buscar resultados}
translate S OpeningTheDatabase {Abriendo base de datos}
translate S Database {Base de datos}
translate S Filter {Filtro}
translate S noGames {no hay partidas}
translate S allGames {todas las partidas}
translate S empty {vac�a}
translate S clipbase {clipbase}
translate S score {puntuaci�n}
translate S StartPos {Posici�n inicial}
translate S Total {Total}
translate S readonly {s�lo lectura}

# Standard error messages:
translate S ErrNotOpen {Esta base de datos no est� abierta.}
translate S ErrReadOnly {Esta base de datos es de s�lo lectura; no puede ser cambiada.}
translate S ErrSearchInterrupted {La busqueda se interrumpi�; los resultados son incompletos.}

# Game information:
translate S twin {doble}
translate S deleted {borradas}
translate S comment {comentario}
translate S hidden {oculto}
translate S LastMove {�ltimo movimiento}
translate S NextMove {Siguiente}
translate S GameStart {Inicio de partida}
translate S LineStart {Inicio de l�nea}
translate S GameEnd {Fin de partida}
translate S LineEnd {Fin de l�nea}

# Player information:
translate S PInfoAll {Resultados para <b>todas</b> las partidas}
translate S PInfoFilter {Resultados para las partidas <b>filtradas</b>}
translate S PInfoAgainst {Resultados contra}
translate S PInfoMostWhite {Aperturas m�s comunes con blancas}
translate S PInfoMostBlack {Aperturas m�s comunes con negras}
translate S PInfoRating {Historial de clasificaci�n}
translate S PInfoBio {Biograf�a}
translate S PInfoEditRatings {Editar Elos}

# Tablebase information:
translate S Draw {Tablas}
translate S stalemate {rey ahogado}
translate S withAllMoves {con todos los movimientos}
translate S withAllButOneMove {con todos los movimientos excepto uno}
translate S with {con}
translate S only {s�lo}
translate S lose {formas de perder}
translate S loses {hace perder}
translate S allOthersLose {todos los dem�s hacen perder}
translate S matesIn {mate en}
translate S hasCheckmated {jaque mate}
translate S longest {el mate m�s largo}
translate S WinningMoves {Movimientos ganadores}
translate S DrawingMoves {Movimientos para tablas}
translate S LosingMoves {Movimientos perdedores}
translate S UnknownMoves {Movimientos de resultado desconocido}

# Tip of the day:
translate S Tip {Sugerencia}
translate S TipAtStartup {Sugerencia al iniciar}

# Tree window menus:
menuText S TreeFile "Archivo" 0
menuText S TreeFileFillWithBase "Rellenar cach� con base" 0 \
  {Rellena el archivo cach� con todas las partidas de la base actual}
menuText S TreeFileFillWithGame "Rellenar cach� con partida" 0 \
  {Rellena el fichero cach� con movimientos de la partida actual en la base actual}
menuText S TreeFileSetCacheSize "Tama�o de cach�" 0 {Fija el tama�o del cach�}
menuText S TreeFileCacheInfo "Informaci�n de cach�" 0 \
  {Informaci�n y uso del cach�}
menuText S TreeFileSave "Guardar archivo cach�" 0 \
  {Guarda el archivo cach� del �rbol (.stc)}
menuText S TreeFileFill "Construir archivo cach�" 2 \
  {Construye archivo cach� con posiciones de apertura comunes}
menuText S TreeFileBest "Lista de mejores partidas" 9 \
  {Muestra la lista del �rbol de mejores partidas}
menuText S TreeFileGraph "Ventana del gr�fico" 0 \
  {Muestra el gr�fico para esta rama del �rbol}
menuText S TreeFileCopy "Copiar texto del �rbol al portapapeles" 1 \
  {Copia texto del �rbol al portapapeles}
menuText S TreeFileClose "Cerrar ventana del �rbol" 0 \
  {Cerra ventana del �rbol}
menuText S TreeMask "M�scara" 0
menuText S TreeMaskNew "Nuevo" 0 {Nueva m�scara}
menuText S TreeMaskOpen "Abrir" 0 {Abre m�scara}
menuText S TreeMaskOpenRecent "Abrir reciente" 0 {Abre m�scara reciente}
menuText S TreeMaskSave "Salvar" 0 {Salva m�scara}
menuText S TreeMaskClose "Cerrar" 0 {Cierra m�scara}
menuText S TreeMaskFillWithGame "Llenar con partida" 0 \
  {Llena m�scara con partida}
menuText S TreeMaskFillWithBase "Llenar con base" 0 \
  {Llena m�scara con todas las partidas de la base}
menuText S TreeMaskInfo "Info" 0 {Muestra estad�sticas para la m�scara actual}
menuText S TreeMaskDisplay "Mostrar mapa de la m�scara" 0 \
  {Muestra m�scara en forma de �rbol}
menuText S TreeMaskSearch "Buscar" 0 {Busca en m�scara actual}
menuText S TreeSort "Ordenar" 0
menuText S TreeSortAlpha "Alfab�ticamente" 0
menuText S TreeSortECO "Por c�digo ECO" 11
menuText S TreeSortFreq "Por frecuencia" 4
menuText S TreeSortScore "Por puntuaci�n" 4
menuText S TreeOpt "Opciones" 1
menuText S TreeOptSlowmode "Modo Lento" 0 \
  {Movimiento lento para actualizaciones (alta calidad)}
menuText S TreeOptFastmode "Modo R�pido" 0 \
  {Movimiento r�pido para actualizaciones (no transpone movimientos)}
menuText S TreeOptFastAndSlowmode "Modo r�pido y lento" 0 \
  {Movimiento r�pido y modo lento para actualizaciones}
menuText S TreeOptStartStop "Auto actualizado" 0 \
  {Actualizado autom�tico de la ventana del �rbol}
menuText S TreeOptLock "Bloquear" 1 \
  {Bloquea/desbloquea el �rbol de la base de datos actual}
menuText S TreeOptTraining "Entrenamiento" 2 \
  {Activa/desactiva el modo de entrenamiento de �rbol}
menuText S TreeOptAutosave "Autoguardar archivo cach�" 0 \
  {Guarda autom�ticamente el archivo cach� cuando se cierra la ventana de �rbol}
menuText S TreeHelp "Ayuda" 1
menuText S TreeHelpTree "Ayuda del �rbol" 4
menuText S TreeHelpIndex "�ndice de la ayuda" 0
translate S SaveCache {Guardar cach�}
translate S Training {Entrenamiento}
translate S LockTree {Bloquear}
translate S TreeLocked {Bloqueado}
translate S TreeBest {Mejor}
translate S TreeBestGames {Mejores partidas del �rbol}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate S TreeTitleRow \
  {    Movim. ECO       Frecuencia   Puntu. AvElo Perf AvA�o %Tablas}
translate S TreeTotal {TOTAL}
translate S DoYouWantToSaveFirst {�Quieres salvar primero?}
translate S AddToMask {A�adir a m�scara}
translate S RemoveFromMask {Eliminar desde la m�scara}
translate S AddThisMoveToMask {A�adir este movimiento a la M�scara}
translate S SearchMask {Buscar en m�scara}
translate S DisplayMask {Mostrar m�scara}
translate S Nag {C�digo de rega�o}
translate S Marker {Marcador}
translate S Include {Incluir}
translate S Exclude {Excluir}
translate S MainLine {L�nea principal}
translate S Bookmark {Marcador}
translate S NewLine {L�nea nueva}
translate S ToBeVerified {Para ser verificado}
translate S ToTrain {Para entrenar}
translate S Dubious {Dudoso}
translate S ToRemove {Para quitar}
translate S NoMarker {Sin marcador}
translate S ColorMarker {Color}
translate S WhiteMark {Blanco}
translate S GreenMark {Verde}
translate S YellowMark {Amarillo}
translate S BlueMark {Azul}
translate S RedMark {Rojo}
translate S CommentMove {Comentar movimiento}
translate S CommentPosition {Comentar posici�n}
translate S AddMoveToMaskFirst {A�adir primero el movimiento a la m�scara}
translate S OpenAMaskFileFirst {Abrir primero un fichero de m�scara}
translate S Positions {Posiciones}
translate S Moves {Jugadas}

# Finder window:
menuText S FinderFile "Archivo" 0
menuText S FinderFileSubdirs "Mirar en subdirectorios" 0
menuText S FinderFileClose "Cierra visor de archivos" 0
menuText S FinderSort "Ordenar" 0
menuText S FinderSortType "Tipo" 0
menuText S FinderSortSize "Tama�o" 0
menuText S FinderSortMod "Modificado" 0
menuText S FinderSortName "Nombre" 0
menuText S FinderSortPath "Camino" 0
menuText S FinderTypes "Tipos" 0
menuText S FinderTypesScid "Bases de datos Scid" 0
menuText S FinderTypesOld "Bases de datos Scid en formato antiguo" 12
menuText S FinderTypesPGN "Archivos PGN" 9
menuText S FinderTypesEPD "Archivos EPD (libro)" 0
menuText S FinderTypesRep "Archivos de repertorio" 12
menuText S FinderHelp "Ayuda" 1
menuText S FinderHelpFinder "Ayuda del visor de archivos" 0
menuText S FinderHelpIndex "�ndice de la ayuda" 0
translate S FileFinder {Visor de archivos}
translate S FinderDir {Directorio}
translate S FinderDirs {Directorios}
translate S FinderFiles {Archivos}
translate S FinderUpDir {Arriba}
translate S FinderCtxOpen {Abrir}
translate S FinderCtxBackup {Copia de seguridad (Backup)}
translate S FinderCtxCopy {Copia}
translate S FinderCtxMove {Jugada}
translate S FinderCtxDelete {Borrar}

# Player finder:
menuText S PListFile "Archivo" 0
menuText S PListFileUpdate "Actualizar" 0
menuText S PListFileClose "Cierra el buscador de jugadores" 0
menuText S PListSort "Ordenar" 0
menuText S PListSortName "Nombre" 0
menuText S PListSortElo "Elo" 0
menuText S PListSortGames "Partidas" 0
menuText S PListSortOldest "M�s antiguo" 10
menuText S PListSortNewest "M�s nuevo" 4

# Tournament finder:
menuText S TmtFile "Archivo" 0
menuText S TmtFileUpdate "Actualizar" 0
menuText S TmtFileClose "Cierra el visor de torneos" 0
menuText S TmtSort "Ordenar" 0
menuText S TmtSortDate "Fecha" 0
menuText S TmtSortPlayers "Jugadores" 0
menuText S TmtSortGames "Partidas" 0
menuText S TmtSortElo "Elo" 0
menuText S TmtSortSite "Lugar" 0
menuText S TmtSortEvent "Evento" 1
menuText S TmtSortWinner "Ganador" 0
translate S TmtLimit "L�mite de lista"
translate S TmtMeanElo "Media de Elo inferior"
translate S TmtNone "No se han encontrado torneos concordantes."

# Graph windows:
menuText S GraphFile "Archivo" 0
menuText S GraphFileColor "Guardar como Postscript en color..." 24
menuText S GraphFileGrey "Guardar como Postscript en escala de grises..." 34
menuText S GraphFileClose "Cerrar ventana" 7
menuText S GraphOptions "Opciones" 0
menuText S GraphOptionsWhite "Blancas" 0
menuText S GraphOptionsBlack "Negras" 0
menuText S GraphOptionsBoth "Ambos" 0
menuText S GraphOptionsPInfo "Jugador Informaci�n jugador" 0
translate S GraphFilterTitle "Filtro gr�fico: frecuencia por 1000 partidas"
translate S GraphAbsFilterTitle "Filtro gr�fico: frecuencia de las partidas"
translate S ConfigureFilter {Configurar Eje-X para A�o, Rating y Movimientos}
translate S FilterEstimate "Estimar"
translate S TitleFilterGraph "Scid: Filtro Gr�fico"

# Analysis window:
translate S AddVariation {A�adir variaci�n}
translate S AddAllVariations {A�adir todas las variaciones}
translate S AddMove {A�adir movimiento}
translate S Annotate {Anotar}
translate S ShowAnalysisBoard {Mostrar tablero de an�lisis}
translate S ShowInfo {Muestra info del motor}
translate S FinishGame {Finalizar partida}
translate S StopEngine {Parar motor}
translate S StartEngine {Empezar motor}
translate S LockEngine {Bloquea motor en posici�n actual}
translate S AnalysisCommand {Direcci�n de an�lisis}
translate S PreviousChoices {Elecci�n previa}
translate S AnnotateTime {Poner el tiempo entre movimientos en segundos}
translate S AnnotateWhich {A�adir variaciones}
translate S AnnotateAll {Para movimientos de ambos lados}
translate S AnnotateAllMoves {Anotar todos los movimientos}
translate S AnnotateWhite {S�lo para movimientos de las blancas}
translate S AnnotateBlack {S�lo para movimientos de las negras}
translate S AnnotateBlundersOnly {Cuando el movimiento de la partida es un error}
translate S AnnotateBlundersOnlyScoreChange {An�lisis reporta errores, con cambio de puntuaci�n desde: }
translate S BlundersThreshold {Umbral del error }
translate S ScoreAllMoves {Puntuar todos los movimientos}
translate S LowPriority {Baja prioridad del procesador}
translate S ClickHereToSeeMoves {Pulsa aqu� para ver movimientos}
translate S ConfigureInformant {Configurar informaciones}
translate S Informant!? {Movimiento interesante}
translate S Informant? {Movimiento malo}
translate S Informant?? {Desastroso}
translate S Informant?! {Movimiento dudoso}
translate S Informant+= {Blancas tienen una ligera ventaja}
translate S Informant+/- {Blancas tienen ventaja}
translate S Informant+- {Blancas tienen una ventaja decisiva}
translate S Informant++- {La partida es considerada ganada}
translate S Book {Libro}
translate S OtherBookMoves {Otros movimientos del libro}
translate S OtherBookMovesTooltip {Movimientos para los que el oponente tiene una respuesta}

# Analysis Engine open dialog:
translate S EngineList {Lista de motores de an�lisis}
translate S EngineName {Nombre}
translate S EngineCmd {Orden}
translate S EngineArgs {Par�metros}
translate S EngineDir {Directorio}
translate S EngineElo {Elo}
translate S EngineTime {Fecha}
translate S EngineNew {Nuevo}
translate S EngineEdit {Editar}
translate S EngineRequired {Los campos en negrita son obligatorios; los dem�s opcionales}

# Stats window menus:
menuText S StatsFile "Archivo" 0
menuText S StatsFilePrint "Imprimir en archivo..." 0
menuText S StatsFileClose "Cerrar ventana" 0
menuText S StatsOpt "Opciones" 0

# PGN window menus:
menuText S PgnFile "Archivo" 0
menuText S PgnFileCopy "Copiar partida al portapapeles" 0
menuText S PgnFilePrint "Imprimir en archivo..." 0
menuText S PgnFileClose "Cerrar ventana PGN" 0
menuText S PgnOpt "Presentaci�n" 0
menuText S PgnOptColor "Color de la presentaci�n" 0
menuText S PgnOptShort "Encabezado peque�o (3 l�neas)" 13
menuText S PgnOptSymbols "Anotaciones simb�licas" 0
menuText S PgnOptIndentC "Sangr�a en comentarios" 0
menuText S PgnOptIndentV "Sangr�a en variaciones" 11
menuText S PgnOptColumn "Estilo de columna (un movimiento por l�nea)" 1
menuText S PgnOptSpace "Espacio despu�s del n�mero del movimiento" 0
menuText S PgnOptStripMarks "Quitar c�digos de color en casilla/flecha" 3
menuText S PgnOptBoldMainLine "Usar texto en negrita para las jugadas principales" 4
menuText S PgnColor "Colores" 1
menuText S PgnColorHeader "Encabezamiento..." 0
menuText S PgnColorAnno "Anotaciones..." 0
menuText S PgnColorComments "Comentarios..." 0
menuText S PgnColorVars "Variaciones..." 0
menuText S PgnColorBackground "Fondo..." 0
menuText S PgnColorMain "L�nea principal..." 0
menuText S PgnColorCurrent "Color de fondo del �ltimo movimiento..." 1
menuText S PgnHelp "Ayuda" 1
menuText S PgnHelpPgn "Ayuda de PGN" 9
menuText S PgnHelpIndex "�ndice de la ayuda" 0
translate S PgnWindowTitle {Planilla - partida %u}

# Crosstable window menus:
menuText S CrosstabFile "Archivo" 0
menuText S CrosstabFileText "Imprimir en archivo texto..." 20
menuText S CrosstabFileHtml "Imprimir en archivo HTML..." 20
menuText S CrosstabFileLaTeX "Imprimir en archivo LaTeX..." 20
menuText S CrosstabFileClose "Cerrar ventana de tabla cruzada" 0
menuText S CrosstabEdit "Editar" 0
menuText S CrosstabEditEvent "Evento" 0
menuText S CrosstabEditSite "Lugar" 0
menuText S CrosstabEditDate "Fecha" 0
menuText S CrosstabOpt "Presentaci�n" 0
menuText S CrosstabOptAll "Todos contra todos" 0
menuText S CrosstabOptSwiss "Suizo" 0
menuText S CrosstabOptKnockout "Eliminatoria directa" 0
menuText S CrosstabOptAuto "Auto" 0
menuText S CrosstabOptAges "Edad en a�os" 1
menuText S CrosstabOptNats "Nacionalidades" 0
menuText S CrosstabOptRatings "Elo" 0
menuText S CrosstabOptTitles "T�tulos" 0
menuText S CrosstabOptBreaks "Puntuaciones de desempate" 0
menuText S CrosstabOptDeleted "Incluir partidas borradas" 17
menuText S CrosstabOptColors "Colores (s�lo en tabla de suizos)" 0
menuText S CrosstabOptColumnNumbers "Columnas numeradas (S�lo en tabla todos contra todos)" 11
menuText S CrosstabOptGroup "Grupos de clasificaci�n" 0
menuText S CrosstabSort "Ordenar" 0
menuText S CrosstabSortName "Por nombre" 4
menuText S CrosstabSortRating "Por Elo" 4
menuText S CrosstabSortScore "Por puntuaci�n" 4
menuText S CrosstabColor "Color" 2
menuText S CrosstabColorPlain "Texto simple" 0
menuText S CrosstabColorHyper "Hipertexto" 0
menuText S CrosstabHelp "Ayuda" 1
menuText S CrosstabHelpCross "Ayuda de tabla cruzada" 9
menuText S CrosstabHelpIndex "�ndice de la ayuda" 0
translate S SetFilter {Poner filtro}
translate S AddToFilter {A�adir al filtro}
translate S Swiss {Suizo}
translate S Category {Categor�a}

# Opening report window menus:
menuText S OprepFile "Archivo" 0
menuText S OprepFileText "Imprimir en archivo texto..." 20
menuText S OprepFileHtml "Imprimir en archivo HTML..." 20
menuText S OprepFileLaTeX "Imprimir en archivo LaTeX..." 20
menuText S OprepFileOptions "Opciones..." 0
menuText S OprepFileClose "Cerrar ventana del informe de la apertura" 0
menuText S OprepFavorites "Favoritos" 1
menuText S OprepFavoritesAdd "A�adir informe..." 0
menuText S OprepFavoritesEdit "Editar informe favorito..." 0
menuText S OprepFavoritesGenerate "Generar informe..." 0
menuText S OprepHelp "Ayuda" 1
menuText S OprepHelpReport "Ayuda del informe de la apertura" 11
menuText S OprepHelpIndex "�ndice de la ayuda" 0

# Repertoire editor:
menuText S RepFile "Archivo" 0
menuText S RepFileNew "Nuevo" 0
menuText S RepFileOpen "Abrir..." 0
menuText S RepFileSave "Guardar..." 0
menuText S RepFileSaveAs "Guardar como..." 1
menuText S RepFileClose "Cerrar ventana" 0
menuText S RepEdit "Editar" 0
menuText S RepEditGroup "A�adir grupo" 7
menuText S RepEditInclude "A�adir l�nea incluida" 13
menuText S RepEditExclude "A�adir l�nea excluida" 13
menuText S RepView "Ver" 0
menuText S RepViewExpand "Expandir todos los grupos" 0
menuText S RepViewCollapse "Colapsar todos los grupos" 0
menuText S RepSearch "Buscar" 0
menuText S RepSearchAll "Todo el repertorio..." 0
menuText S RepSearchDisplayed "S�lo las l�neas mostradas..." 16
menuText S RepHelp "Ayuda" 1
menuText S RepHelpRep "Ayuda del repertorio" 10
menuText S RepHelpIndex "�ndice de la ayuda" 0
translate S RepSearch "B�squeda del repertorio"
translate S RepIncludedLines "L�neas incluidas"
translate S RepExcludedLines "L�neas excluidas"
translate S RepCloseDialog {Este repertorio tiene cambios no guardados.

�Realmente quieres continuar y descartar los cambios que has hecho?
}

# Header search:
translate S HeaderSearch {B�squeda por encabezamiento}
translate S EndSideToMove {Bando a mover al final de la partida}
translate S GamesWithNoECO {�Partidas sin ECO?}
translate S GameLength {Duraci�n:}
translate S FindGamesWith {Encontrar partidas con}
translate S StdStart {Inicio est�ndar}
translate S Promotions {Promociones}
translate S Comments {Comentarios}
translate S Variations {Variaciones}
translate S Annotations {Anotaciones}
translate S DeleteFlag {Se�al de borrado}
translate S WhiteOpFlag {Apertura de las blancas}
translate S BlackOpFlag {Apertura de las negras}
translate S MiddlegameFlag {Mediojuego}
translate S EndgameFlag {Finales}
translate S NoveltyFlag {Novedad}
translate S PawnFlag {Estructura de peones}
translate S TacticsFlag {T�cticas}
translate S QsideFlag {Juego del lado de dama}
translate S KsideFlag {Juego del lado de rey}
translate S BrilliancyFlag {Genialidad}
translate S BlunderFlag {Error}
translate S UserFlag {Usuario}
translate S PgnContains {PGN contiene texto}
translate S Annotator {Comentarista}
translate S Cmnts {S�lo partidas comentadas}

# Game list window:
translate S GlistNumber {N�mero}
translate S GlistWhite {Blancas}
translate S GlistBlack {Negras}
translate S GlistWElo {B-Elo}
translate S GlistBElo {N-Elo}
translate S GlistEvent {Evento}
translate S GlistSite {Lugar}
translate S GlistRound {Ronda}
translate S GlistDate {Fecha}
translate S GlistYear {A�o}
translate S GlistEDate {Evento-Fecha}
translate S GlistResult {Resultado}
translate S GlistLength {Longitud}
translate S GlistCountry {Pa�s}
translate S GlistECO {ECO}
translate S GlistOpening {Apertura}
translate S GlistEndMaterial {Material final}
translate S GlistDeleted {Borrado}
translate S GlistFlags {Se�al}
translate S GlistVars {Variaciones}
translate S GlistComments {Comentarios}
translate S GlistAnnos {Anotaciones}
translate S GlistStart {Inicio}
translate S GlistGameNumber {N�mero de partida}
# ====== TODO To be translated ======
translate S GlistAverageElo {Average Elo}
# ====== TODO To be translated ======
translate S GlistRating {Rating}
translate S GlistFindText {Encontrar texto}
translate S GlistMoveField {Movimiento}
translate S GlistEditField {Configurar}
translate S GlistAddField {A�adir}
translate S GlistDeleteField {Quitar}
translate S GlistWidth {Anchura}
translate S GlistAlign {Alinear}
# ====== TODO To be translated ======
translate S GlistAlignL {Align: left}
# ====== TODO To be translated ======
translate S GlistAlignR {Align: right}
# ====== TODO To be translated ======
translate S GlistAlignC {Align: center}
translate S GlistColor {Color}
translate S GlistSep {Separador}
# ====== TODO To be translated ======
translate S GlistCurrentSep {-- Current --}
# ====== TODO To be translated ======
translate S GlistNewSort {New}
# ====== TODO To be translated ======
translate S GlistAddToSort {Add}
# ====== TODO To be translated ======
translate S GsortSort {Sort...}
# ====== TODO To be translated ======
translate S GsortDate {Date}
# ====== TODO To be translated ======
translate S GsortYear {Year}
# ====== TODO To be translated ======
translate S GsortEvent {Event}
# ====== TODO To be translated ======
translate S GsortSite {Site}
# ====== TODO To be translated ======
translate S GsortRound {Round}
# ====== TODO To be translated ======
translate S GsortWhiteName {White Name}
# ====== TODO To be translated ======
translate S GsortBlackName {Black Name}
# ====== TODO To be translated ======
translate S GsortECO {ECO}
# ====== TODO To be translated ======
translate S GsortResult {Result}
# ====== TODO To be translated ======
translate S GsortMoveCount {Move Count}
# ====== TODO To be translated ======
translate S GsortAverageElo {Average Elo}
# ====== TODO To be translated ======
translate S GsortCountry {Country}
# ====== TODO To be translated ======
translate S GsortDeleted {Deleted}
# ====== TODO To be translated ======
translate S GsortEventDate {Event Date}
# ====== TODO To be translated ======
translate S GsortWhiteElo {White Elo}
# ====== TODO To be translated ======
translate S GsortBlackElo {Black Elo}
# ====== TODO To be translated ======
translate S GsortComments {Comments}
# ====== TODO To be translated ======
translate S GsortVariations {Variations}
# ====== TODO To be translated ======
translate S GsortNAGs {NAGs}
# ====== TODO To be translated ======
translate S GsortAscending {Ascending}
# ====== TODO To be translated ======
translate S GsortDescending {Descending}
# ====== TODO To be translated ======
translate S GsortAdd {Add}
# ====== TODO To be translated ======
translate S GsortStore {Store}
# ====== TODO To be translated ======
translate S GsortLoad {Load}
translate S GlistRemoveThisGameFromFilter  {Quita esta partida del filtro}
translate S GlistRemoveGameAndAboveFromFilter  {Quita esta partida y todas las de arriba del filtro}
translate S GlistRemoveGameAndBelowFromFilter  {Quita esta partida y todas las de abajo del filtro}
translate S GlistDeleteGame {Elimina/recupera esta partida de la base}
translate S GlistDeleteAllGames {Elimina todas las partidas de la base que aparecen en el filtro}
translate S GlistUndeleteAllGames {Recupera todas las partidas borradas de la base que aparecen en el filtro}
translate S GlistMergeGameInBase {Fusionar la partida en otra base} 

# Maintenance window:
translate S DatabaseName {Nombre de la base:}
translate S TypeIcon {Tipo de icono:}
translate S NumOfGames {Partidas:}
translate S NumDeletedGames {Partidas borradas:}
translate S NumFilterGames {Partidas en el filtro:}
translate S YearRange {Rango de a�os:}
translate S RatingRange {Rango de Elo:}
translate S Description {Descripci�n}
translate S Flag {Se�al}
translate S CustomFlags {Se�ales personalizadas}
translate S DeleteCurrent {Borrar partida actual}
translate S DeleteFilter {Borrar partidas filtradas}
translate S DeleteAll {Borrar todas las partidas}
translate S UndeleteCurrent {No borrar partida actual}
translate S UndeleteFilter {No borrar partidas filtradas}
translate S UndeleteAll {No borrar todas las partidas}
translate S DeleteTwins {Borrar partidas dobles}
translate S MarkCurrent {Marcar partida actual}
translate S MarkFilter {Marcar partidas filtradas}
translate S MarkAll {Marcar todas las partidas}
translate S UnmarkCurrent {No marcar partida actual}
translate S UnmarkFilter {No marcar partidas filtradas}
translate S UnmarkAll {No marcar todas las partidas}
translate S Spellchecking {Revisi�n ortogr�fica}
translate S Players {Jugadores}
translate S Events {Eventos}
translate S Sites {Lugares}
translate S Rounds {Rondas}
translate S DatabaseOps {Operaciones con la base de datos}
translate S ReclassifyGames {Reclasificar partidas por ECO...}
translate S CompactDatabase {Compactar base de datos}
translate S SortDatabase {Ordenar base de datos}
translate S AddEloRatings {A�adir clasificaci�n Elo}
translate S AutoloadGame {Autocargar n�mero de partida}
translate S StripTags {Quitar etiquetas PGN}
translate S StripTag {Quitar etiquetas}
translate S Cleaner {MultiHerramienta}
translate S CleanerHelp {
Scid ejecutar�, en la actual base de datos, todas las acciones de mantenimiento
que selecciones de la siguiente lista.

Se aplicar� el estado actual en la clasificaci�n ECO y el di�logo de borrado de
dobles si seleccionas esas funciones.
}
translate S CleanerConfirm {
�Una vez que la MultiHerramienta de mantenimiento se inicia no puede ser interrumpida!

Esto puede tomar mucho tiempo en una base de datos grande, dependiendo de las funciones que hallas seleccionado y su estado actual.

�Est�s seguro de querer comenzar las funciones de mantenimiento que has seleccionado?
}
translate S TwinCheckUndelete {Pulsar "u" para no borrar ninguna (undelete)}
translate S TwinCheckprevPair {Pareja anterior}
translate S TwinChecknextPair {Pareja siguiente}
translate S TwinChecker {Scid: Verificar partidas dobles}
translate S TwinCheckTournament {Partidas en torneo:}
translate S TwinCheckNoTwin {No doble  }
translate S TwinCheckNoTwinfound {No fueron detectados dobles para esta partida.\nPara mostrar dobles usando esta ventana debes usar la funci�n Borrar partidas dobles..." }
translate S TwinCheckTag {Compartir etiquetas...}
translate S TwinCheckFound1 {Scid encontr� $result partidas dobles}
translate S TwinCheckFound2 {y pone pone sus banderas de borrado}
translate S TwinCheckNoDelete {No hay partidas en esta base para borrar.}
translate S TwinCriteria1 {Tus par�metros para encontrar partidas dobles potencialmente pueden causar partidas no-dobles con movimientos similares a ser marcadas como dobles.}
translate S TwinCriteria2 {Es recomendable que si elijes "No" para "algunos movimientos", elijas "S�" para los par�metros colores, eventos, lugar, ronda, a�o y mes.\n�Quieres continuar y borrar partidas dobles en cualquier caso?}
translate S TwinCriteria3 {Es recomendable que especifiques "S�" para al menos dos par�metros de "mismo lugar", "misma ronda" y "mismo a�o".\n�Quieres continuar y borrar dobles en todo caso?}
translate S TwinCriteriaConfirm {Scid: Confirmar par�metros para partidas dobles}
translate S TwinChangeTag "Cambiar las siguientes etiquetas de las:\n\n partidas"
translate S AllocRatingDescription "Este comando usar� el actual fichero SpellCheck para a�adir  puntuaciones ELO y partidas en esta base. Donde quiera que un jugador no tenga puntuaci�n pero su puntuaci�n en el listado del  fichero  spellcheck , su puntuaci�n ser� a�adida."
translate S RatingOverride "�Sobreescribir puntuaciones existentes no nulas?"
translate S AddRatings "A�adir puntuaciones a:"
translate S AddedRatings {Scid a�adi� $r puntuaciones Elo en $g partidas.}
translate S NewSubmenu "Nuevo submenu"

# Comment editor:
translate S AnnotationSymbols  {S�mbolos de anotaci�n:}
translate S Comment {Comentario:}
translate S InsertMark {Insertar marca}
translate S InsertMarkHelp {
Insertar/quitar marca: Selecciona color, tipo, casilla.
Insertar/quitar flecha: Bot�n derecho sobre dos casillas.
}

# Nag buttons in comment editor:
translate S GoodMove {Buena jugada}
translate S PoorMove {Mala jugada}
translate S ExcellentMove {Jugada excelente}
translate S Blunder {Error}
translate S InterestingMove {Jugada interesante}
translate S DubiousMove {Jugada dudosa}
translate S WhiteDecisiveAdvantage {Las blancas tienen decisiva ventaja}
translate S BlackDecisiveAdvantage {Las negras tienen decisiva ventaja}
translate S WhiteClearAdvantage {Las blancas tienen clara ventaja}
translate S BlackClearAdvantage {Las negras tienen clara ventaja}
translate S WhiteSlightAdvantage {Las blancas tienen ligera ventaja}
translate S BlackSlightAdvantage {Las negras tienen ligera ventaja}
translate S Equality {Igualdad}
translate S Unclear {Incierto}
translate S Diagram {Diagrama}

# Board search:
translate S BoardSearch {Tablero de b�squeda}
translate S FilterOperation {Operaci�n en filtro actual:}
translate S FilterAnd {Y (Restringir filtro)}
translate S FilterOr {O (A�adir al filtro)}
translate S FilterIgnore {IGNORAR (Poner a cero el filtro)}
translate S SearchType {Tipo de b�squeda:}
translate S SearchBoardExact {Posici�n exacta (todas las piezas en las mismas casillas)}
translate S SearchBoardPawns {Peones (igual material, todos los peones en las mismas casillas)}
translate S SearchBoardFiles {Columnas (igual material, todos los peones en las mismas columnas)}
translate S SearchBoardAny {Cualquiera (igual material, peones y piezas en cualquier parte)}
translate S SearchInRefDatabase {B�squeda en la base de referencia}
translate S LookInVars {Mirar en variaciones}

# Material search:
translate S MaterialSearch {B�squeda de material}
translate S Material {Material}
translate S Patterns {Patrones}
translate S Zero {Cero}
translate S Any {Cualquiera}
translate S CurrentBoard {Tablero actual}
translate S CommonEndings {Finales comunes}
translate S CommonPatterns {Patrones comunes}
translate S MaterialDiff {Diferencia de material}
translate S squares {casillas}
translate S SameColor {Igual color}
translate S OppColor {Color opuesto}
translate S Either {Cualquiera}
translate S MoveNumberRange {Rango de n�mero de movimientos}
translate S MatchForAtLeast {Encuentro de al menos}
translate S HalfMoves {medios movimientos}

# Common endings in material search:
translate S EndingPawns {Finales de peones}
translate S EndingRookVsPawns {Torre vs. peon(es)}
translate S EndingRookPawnVsRook {Torre y un pe�n vs. torre}
translate S EndingRookPawnsVsRook {Torre y peon(es) vs. torre}
translate S EndingRooks {Finales de torre vs. torre}
translate S EndingRooksPassedA {Finales de torre vs. torre con pe�n pasado}
translate S EndingRooksDouble {Finales de dos torres}
translate S EndingBishops {Finales de alfil vs. alfil}
translate S EndingBishopVsKnight {Finales de alfil vs. caballo}
translate S EndingKnights {Finales de caballo vs. caballo}
translate S EndingQueens {Finales de dama vs. dama}
translate S EndingQueenPawnVsQueen {Dama y un pe�n vs. dama}
translate S BishopPairVsKnightPair {Medio juego de dos alfiles vs. dos caballos}

# Common patterns in material search:
translate S PatternWhiteIQP {PDA blanco}
translate S PatternWhiteIQPBreakE6 {PDA blanco: d4-d5 ruptura vs. e6}
translate S PatternWhiteIQPBreakC6 {PDA blanco: d4-d5 ruptura vs. c6}
translate S PatternBlackIQP {PDA negro}
translate S PatternWhiteBlackIQP {PDA blanco vs. PDA negro}
translate S PatternCoupleC3D4 {Pareja de peones aislados blancos c3+d4}
translate S PatternHangingC5D5 {Peones colgantes negros en c5 y d5}
translate S PatternMaroczy {Centro Maroczy (con peones en c4 y e4)}
translate S PatternRookSacC3 {Sacrificio de torre en c3}
translate S PatternKc1Kg8 {O-O-O vs. O-O (Rc1 vs. Rg8)}
translate S PatternKg1Kc8 {O-O vs. O-O-O (Rg1 vs. Rc8)}
translate S PatternLightFian {Fianchettos de casillas claras (Alfil-g2 vs. Alfil-b7)}
translate S PatternDarkFian {Fianchettos de casillas oscuras (Alfil-b2 vs. Alfil-g7)}
translate S PatternFourFian {Cuatro Fianchettos (Alfiles en b2,g2,b7,g7)}

# Game saving:
translate S Today {Hoy}
translate S ClassifyGame {Clasificar partida}

# Setup position:
translate S EmptyBoard {Tablero vac�o}
translate S InitialBoard {Tablero inicial}
translate S SideToMove {Lado que mueve}
translate S MoveNumber {Movimiento n�mero}
translate S Castling {Enroque}
translate S EnPassantFile {Columna al paso}
translate S ClearFen {Quitar FEN}
translate S PasteFen {Pegar FEN}
translate S SaveAndContinue {Salvar (grabar) y continuar}
translate S DiscardChangesAndContinue {Descartar \n cambios y continuar}
translate S GoBack {Volver atr�s}

# Replace move dialog:
translate S ReplaceMove {Reemplazar movimiento}
translate S AddNewVar {A�adir nueva variaci�n}
translate S NewMainLine {Nueva l�nea principal}
translate S ReplaceMoveMessage {Ya existe un movimiento.

Puedes reemplazarlo, descartando todos los movimientos posteriores, o a�adirlo como una nueva variaci�n.

(Puedes evitar seguir viendo este mensaje en el futuro desactivando la opci�n "Preguntar antes de reemplazar movimientos" en el men� Opciones: Movimientos.)}

# Make database read-only dialog:
translate S ReadOnlyDialog {Si haces que esta base de datos sea de s�lo lectura no se permitir�n hacer cambios. No se podr�n guardar o reemplazar partidas y no se podr�n alterar las se�ales de borrada. Cualquier ordenaci�n o clasificaci�n por ECO ser� temporal.

Puedes hacer f�cilmente escribible la base de datos otra vez cerr�ndola y abri�ndola.

�Realmente quieres hacer que esta base de datos sea de s�lo lectura?}

# Clear game dialog:
translate S ClearGameDialog {Esta partida ha sido cambiada.

�Realmente quieres continuar y eliminar los cambios hechos en ella?
}

# Exit dialog:
translate S ExitDialog {�Realmente quieres salir de Scid?}
translate S ExitUnsaved {La siguiente base de datos tiene cambios en partidas no guardados. Si sales ahora se perder�n estos cambios.}

# Import window:
translate S PasteCurrentGame {Pegar partida actual}
translate S ImportHelp1 \
  {Introducir o pegar una partida en formato PGN en el marco superior.}
translate S ImportHelp2 \
  {Cualquier error importando la partida ser� mostrado aqu�.}
translate S OverwriteExistingMoves {�Sobreescribir movimientos existentes?}

# ECO Browser:
translate S ECOAllSections {todas las divisiones ECO}
translate S ECOSection {divisi�n ECO}
translate S ECOSummary {Resumen de}
translate S ECOFrequency {Frecuencia de los subc�digos para}

# Opening Report:
translate S OprepTitle {Informe de la apertura}
translate S OprepReport {Informe}
translate S OprepGenerated {Generado por}
translate S OprepStatsHist {Estad�sticas e historia}
translate S OprepStats {Estad�sticas}
translate S OprepStatAll {Todas las partidas referidas}
translate S OprepStatBoth {Ambos con Elo}
translate S OprepStatSince {Desde}
translate S OprepOldest {Partidas m�s antiguas}
translate S OprepNewest {Partidas m�s nuevas}
translate S OprepPopular {Popularidad actual}
translate S OprepFreqAll {Frecuencia durante todos los a�os: }
translate S OprepFreq1   {Desde el �ltimo a�o hasta hoy:     }
translate S OprepFreq5   {En los �ltimos 5 a�os hasta hoy:   }
translate S OprepFreq10  {En los �ltimos 10 a�os hasta hoy:  }
translate S OprepEvery {una vez cada %u partidas}
translate S OprepUp {sube un %u%s respecto al total de a�os}
translate S OprepDown {baja un %u%s respecto al total de a�os}
translate S OprepSame {no hay cambios respecto al total de a�os}
translate S OprepMostFrequent {Jugadores m�s frecuentes}
translate S OprepMostFrequentOpponents {Rivales m�s frecuentes}
translate S OprepRatingsPerf {Elo y rendimiento}
translate S OprepAvgPerf {Promedio de Elo y rendimiento}
translate S OprepWRating {Elo de las blancas}
translate S OprepBRating {Elo de las negras}
translate S OprepWPerf {Rendimiento de las blancas}
translate S OprepBPerf {Rendimiento de las negras}
translate S OprepHighRating {Partida con el mayor promedio de Elo}
translate S OprepTrends {Tendencias de resultados}
translate S OprepResults {Resultado de duraciones y frecuencias}
translate S OprepLength {Duraci�n de la partida}
translate S OprepFrequency {Frecuencia}
translate S OprepWWins {Blancas ganan: }
translate S OprepBWins {Negras ganan:  }
translate S OprepDraws {Tablas:        }
translate S OprepWholeDB {en el conjunto de la base de datos}
translate S OprepShortest {Triunfos m�s cortos}
translate S OprepMovesThemes {Movimientos y temas}
translate S OprepMoveOrders {L�neas de movimientos que alcanzan la posici�n del informe}
translate S OprepMoveOrdersOne \
  {S�lo hay una l�nea de movimientos que alcanza esta posici�n:}
translate S OprepMoveOrdersAll \
  {Hay %u l�neas de movimiento que alcanzan esta posici�n:}
translate S OprepMoveOrdersMany \
  {Hay %u l�neas de movimiento que alcanzan esta posici�n. Las %u m�s comunes son:}
translate S OprepMovesFrom {Movimientos desde la posici�n del informe}
translate S OprepMostFrequentEcoCodes {Aperturas m�s frecuentes}
translate S OprepThemes {Temas posicionales}
translate S OprepThemeDescription {Frecuencia de los temas en las primeras %u jugadas de cada partida}
translate S OprepThemeSameCastling {Enroque al mismo lado}
translate S OprepThemeOppCastling {Enroque en lados opuestos}
translate S OprepThemeNoCastling {Ambos reyes no enrocados}
translate S OprepThemeKPawnStorm {Avanzada de los peones del rey}
translate S OprepThemeQueenswap {Damas intercambiadas}
translate S OprepThemeWIQP {Pe�n de dama aislado de las blancas}
translate S OprepThemeBIQP {Pe�n de dama aislado de las negras}
translate S OprepThemeWP567 {Peones blancos en 5/6/7� fila}
translate S OprepThemeBP234 {Peones negros en 2/3/4� fila}
translate S OprepThemeOpenCDE {Columnas c/d/e abiertas}
translate S OprepTheme1BishopPair {Un lado tiene los dos alfiles}
translate S OprepEndgames {Finales}
translate S OprepReportGames {Informe de partidas}
translate S OprepAllGames {Todas las partidas}
translate S OprepEndClass {Tipos de finales seg�n la �ltima posici�n de las partidas}
translate S OprepTheoryTable {Tabla te�rica}
translate S OprepTableComment {Generado a partir de las %u partidas con mejor Elo.}
translate S OprepExtraMoves {Anotaci�n extra de movimientos en la tabla te�rica}
translate S OprepMaxGames {M�ximas partidas en la tabla te�rica}
translate S OprepViewHTML {Ver HTML}
translate S OprepViewLaTeX {Ver LaTeX}

# Player Report:
translate S PReportTitle {Informe del jugador}
translate S PReportColorWhite {con las piezas blancas}
translate S PReportColorBlack {con las piezas negras}
translate S PReportMoves {%s despu�s}
translate S PReportOpenings {Aperturas}
translate S PReportClipbase {Vaciar portapapeles y copiar las partidas}

# Piece Tracker window:
translate S TrackerSelectSingle {El bot�n izquierdo selecciona esta pieza.}
translate S TrackerSelectPair {El bot�n izquierdo selecciona esta pieza; el bot�n derecho tambi�n selecciona su hermana.}
translate S TrackerSelectPawn {El bot�n izquierdo selecciona este pe�n; el bot�n derecho selecciona los ocho peones.}
translate S TrackerStat {Estad�stica}
translate S TrackerGames {% de partidas con movimiento a esta casilla}
translate S TrackerTime {% de tiempo en esta casilla}
translate S TrackerMoves {Movimientos}
translate S TrackerMovesStart {Escribe el n�mero del movimiento desde donde debe empezar el rastreo.}
translate S TrackerMovesStop {Escribe el n�mero del movimiento donde debe parar el rastreo.}

# Game selection dialogs:
translate S SelectAllGames {Todas las partidas de la base de datos}
translate S SelectFilterGames {S�lo las partidas filtradas}
translate S SelectTournamentGames {S�lo las partidas del actual torneo}
translate S SelectOlderGames {S�lo partidas antiguas}

# Delete Twins window:
translate S TwinsNote {Para ser dobles, dos partidas deben de tener al menos los mismos dos jugadores y los criterios que fijes debajo. Cuando un par de dobles es encontrado, la partida m�s corta es borrada. Sugerencia: es mejor hacer la correcci�n ortogr�fica de la base de datos antes de iniciar el borrado de dobles, porque esto mejora su detecci�n.}
translate S TwinsCriteria {Criterios: Las partidas dobles deben tener...}
translate S TwinsWhich {Partidas a examinar}
translate S TwinsColors {�Jugadores con igual color?}
translate S TwinsEvent {�Mismo evento?}
translate S TwinsSite {�Mismo sitio?}
translate S TwinsRound {�Misma ronda?}
translate S TwinsYear {�Mismo a�o?}
translate S TwinsMonth {�Mismo mes?}
translate S TwinsDay {�Mismo d�a?}
translate S TwinsResult {�Mismo resultado?}
translate S TwinsECO {�Mismo c�digo ECO?}
translate S TwinsMoves {�Mismos movimientos?}
translate S TwinsPlayers {Comparando nombres de jugadores:}
translate S TwinsPlayersExact {Encuentro exacto}
translate S TwinsPlayersPrefix {S�lo las primeras 4 letras}
translate S TwinsWhen {Cuando se borren partidas dobles}
translate S TwinsSkipShort {�Ignorar todas las partidas con menos de cinco movimientos?}
translate S TwinsUndelete {�Quitar marcas de borrado primero?}
translate S TwinsSetFilter {�Poner filtro a todas las partidas borradas?}
translate S TwinsComments {�Saltar siempre partidas con comentarios?}
translate S TwinsVars {�Saltar siempre partidas con variaciones?}
translate S TwinsDeleteWhich {Qu� partida borrar:}
translate S TwinsDeleteShorter {Partida m�s corta}
translate S TwinsDeleteOlder {N�mero de partida menor}
translate S TwinsDeleteNewer {N�mero de partida mayor}
translate S TwinsDelete {Borrar partidas}

# Name editor window:
translate S NameEditType {Tipo de dato a editar}
translate S NameEditSelect {Partidas a editar}
translate S NameEditReplace {Reemplazar}
translate S NameEditWith {con}
translate S NameEditMatches {Encuentros: Presionar Ctrl+1 a Ctrl+9 para seleccionarlo}
translate S CheckGames {Revisar partidas}
translate S CheckGamesWhich {Revisar partidas}
translate S CheckAll {Todas las partidas}
translate S CheckSelectFilterGames {S�lo las partidas del filtro}

# Classify window:
translate S Classify {Clasificar}
translate S ClassifyWhich {Clasificar por c�digos ECO}
translate S ClassifyAll {Todas las partidas (sobreescribir c�digo ECO)}
translate S ClassifyYear {Todas las partidas jugadas en el �ltimo a�o}
translate S ClassifyMonth {Todas las partidas jugadas en el �ltimo mes}
translate S ClassifyNew {S�lo las partidas todav�a sin c�digo ECO}
translate S ClassifyCodes {C�digo ECO a usar}
translate S ClassifyBasic {S�lo c�digo b�sico ("B12", ...)}
translate S ClassifyExtended {Extensiones Scid ("B12j", ...)}

# Compaction:
translate S NameFile {Archivo de nombres}
translate S GameFile {Archivo de partidas}
translate S Names {Nombres}
translate S Unused {No usado}
translate S SizeKb {Tama�o (kb)}
translate S CurrentState {Estado actual}
translate S AfterCompaction {Despu�s de la compactaci�n}
translate S CompactNames {Compactar archivo de nombres}
translate S CompactGames {Compactar archivo de partidas}
translate S NoUnusedNames "No hay nombres sin usar, por tanto el nombre del fichero est� ya totalmente compactado."
translate S NoUnusedGames "El fichero ya est� totalmente compactado."
translate S NameFileCompacted {El fichero de nombre para la base de datos "[file tail [sc_base filename]]" fue compactado.}
translate S GameFileCompacted {El fichero de partidas para la base de datos "[file tail [sc_base filename]]" fue compactado.}

# Sorting:
translate S SortCriteria {Criterio}
translate S AddCriteria {A�adir criterio}
translate S CommonSorts {Ordenaciones comunes}
translate S Sort {Ordenar}

# Exporting:
translate S AddToExistingFile {�A�adir partidas a un archivo existente?}
translate S ExportComments {�Exportar comentarios?}
translate S ExportVariations {�Exportar variaciones?}
translate S IndentComments {�Sangrar comentarios?}
translate S IndentVariations {�Sangrar variaciones?}
translate S ExportColumnStyle {�Estilo de columna (un movimiento por l�nea)?}
translate S ExportSymbolStyle {Estilo de anotaci�n simb�lico:}
translate S ExportStripMarks {�Quitar marca de c�digos de casilla/flecha de los comentarios?}

# Goto game/move dialogs:
translate S LoadGameNumber {Escribe el n�mero de la partida a cargar:}
translate S GotoMoveNumber {Ir al movimiento n�mero:}

# Copy games dialog:
translate S CopyGames {Copiar partidas}
translate S CopyConfirm {
 Realmente deseas copiar las [::utils::thousands $nGamesToCopy] partidas fitradas
 de la base de datos "$fromName"
 a la base de datos "$targetName"?
}
translate S CopyErr {No se pueden copiar las partidas}
translate S CopyErrSource {la base de datos fuente}
translate S CopyErrTarget {la base de datos de destino}
translate S CopyErrNoGames {no tiene partidas en su filtro}
translate S CopyErrReadOnly {es s�lo de lectura}
translate S CopyErrNotOpen {no est� abierta}

# Colors:
translate S LightSquares {Casillas claras}
translate S DarkSquares {Casillas oscuras}
translate S SelectedSquares {Casillas seleccionadas}
translate S SuggestedSquares {Casillas de movimiento sugerido}
translate S WhitePieces {Piezas blancas}
translate S BlackPieces {Piezas negras}
translate S WhiteBorder {Borde blancas}
translate S BlackBorder {Borde negras}

# Novelty window:
translate S FindNovelty {Encontrar novedad}
translate S Novelty {Novedad}
translate S NoveltyInterrupt {Busqueda de novedades interrumpida}
translate S NoveltyNone {Ninguna novedad encontrada para esta partida}
translate S NoveltyHelp {
Scid encontrar� el primer movimiento de la actual partida que alcanza una posici�n no encontrada en la base de datos seleccionada o en el libro de aperturas ECO.
}

# Sounds configuration:
translate S SoundsFolder {Directorio de los archivos de sonido}
translate S SoundsFolderHelp {El directorio debe contener los archivos King.wav, a.wav, 1.wav, etc.}
translate S SoundsAnnounceOptions {Opciones de anunciamiento de movimientos}
translate S SoundsAnnounceNew {Anunciar nuevos movimientos cuando sean hechos}
translate S SoundsAnnounceForward {Anunciar movimientos cuando avancemos un movimiento}
translate S SoundsAnnounceBack {Anunciar movimiento cuando rectifiquemos o retrocedamos una jugada}

# Upgrading databases:
translate S Upgrading {Actualizaci�n}
translate S ConfirmOpenNew {
Este es un formato de base de datos antiguo (Scid 3) que no puede ser abierto con Scid 4, pero ya se ha creado una versi�n de formato nuevo (Scid 4).

�Quieres abrir la versi�n de formato nuevo de la base de datos?
}
translate S ConfirmUpgrade {
Esta es una base de datos en un formato antiguo (Scid 3). Se debe crear una versi�n de formato nuevo de base de datos antes de poder ser usada en Scid 4.

La actualizaci�n crear� una nueva versi�n de la base de datos.

Esto puede tomar un tiempo, pero s�lo es necesario hacerlo una vez. Puedes cancelar si toma demasiado tiempo.

�Quieres actualizar esta base de datos ahora?
}

# Recent files options:
translate S RecentFilesMenu {N�mero de archivos recientes en el men� Archivo}
translate S RecentFilesExtra {N�mero de archivos recientes en submen� extra}

# My Player Names options:
translate S MyPlayerNamesDescription {
Escriba una lista de nombres de jugadores preferidos, un nombre por cada l�nea. Est�n permitidos los comodines (por ejemplo "?" para un s�lo caracter, "*" para varios caracteres).

Cada vez que carge una partida con un jugador de la lista se girar� el tablero, si fuese necesario, para ver la partida desde la perspectiva del jugador.
}
translate S showblunderexists {Mostrar metedura de pata}
translate S showblundervalue {Mostrar valor de la metedura de pata}
translate S showscore {Mostrar marcador}
translate S coachgame {Entrenador}
translate S configurecoachgame {Configurar entrenador}
translate S configuregame {Configuraci�n de partida}
translate S Phalanxengine {Motor Phalanx}
translate S Coachengine {Motor entrenador}
translate S difficulty {Dificultad}
translate S hard {Duro}
translate S easy {F�cil}
translate S Playwith {Juega con}
translate S white {blancas}
translate S black {negras}
translate S both {ambos}
translate S Play {Jugar}
translate S Noblunder {Sin errores}
translate S blunder {Meteduras de pata}
translate S Noinfo {-- Sin informaci�n --}
translate S PhalanxOrTogaMissing {Phalanx o Toga no encontrado}
translate S moveblunderthreshold {El movimiento es una metedura de pata si la p�rdida de puntuaci�n es mayor que }
translate S limitanalysis {Tiempo l�mite para an�lisis del motor}
translate S seconds {segundos}
translate S Abort {Abortar}
translate S Resume {Reanudar}
translate S OutOfOpening {Fuera de apertura}
translate S NotFollowedLine {T� no sigues la l�nea}
translate S DoYouWantContinue {�Quieres continuar?}
translate S CoachIsWatching {Entrenador}
translate S Ponder {Pensar siempre (el motor)}
translate S LimitELO {Limitar fuerza Elo}
translate S DubiousMovePlayedTakeBack {Movimiento dudoso, �quieres rectificar?}
translate S WeakMovePlayedTakeBack {Movimiento flojo, �quieres rectificar ?}
translate S BadMovePlayedTakeBack {Movimiento malo, �quieres rectificar ?}
translate S Iresign {Yo abandono}
translate S yourmoveisnotgood {tu movimiento no es bueno}
translate S EndOfVar {Fin de la variante}
translate S Openingtrainer {Entrenador de aperturas}
translate S DisplayCM {Muestra posibles movimientos}
translate S DisplayCMValue {Muestra valor de posibles movimientos}
translate S DisplayOpeningStats {Muestra estad�sticas}
translate S ShowReport {Muestra informe}
translate S NumberOfGoodMovesPlayed {buenos movimientos jugados}
translate S NumberOfDubiousMovesPlayed {dudosos momientos jugados}
translate S NumberOfMovesPlayedNotInRepertoire {movimientos jugados fuera de repertorio}
translate S NumberOfTimesPositionEncountered {veces encontrada la posici�n}
translate S PlayerBestMove  {Permite �nicamente movimientos mejores}
translate S OpponentBestMove {Oponente juega mejores movimientos}
translate S OnlyFlaggedLines {S�lo l�neas marcadas}
translate S resetStats {Reinicia estad�sticas}
translate S Repertoiretrainingconfiguration {Configuraci�n del repertorio de entrenamiento}
translate S Loadingrepertoire {Cargando repertorio}
translate S Movesloaded {Movimientos cargados}
translate S Repertoirenotfound {Repertorio no encontrado}
translate S Openfirstrepertoirewithtype {Abrir primero una base con icono/tipo de repertorio colocado en el lado derecho}
translate S Movenotinrepertoire {Movimiento no est� en el repertorio}
translate S PositionsInRepertoire {Posiciones en repertorio}
translate S PositionsNotPlayed {Posiciones no jugadas}
translate S PositionsPlayed {Posiciones jugadas}
translate S Success {�xitos}
translate S DubiousMoves {Movimientos dudosos}
translate S OutOfRepertoire {Fuera de repertorio}
translate S ConfigureTactics {Configurar t�ctica}
translate S ResetScores {Reiniciar marcadores (puntuaciones)}
translate S LoadingBase {Cargando base}
translate S Tactics {T�cticas}
translate S ShowSolution {Mostrar soluci�n}
translate S NextExercise {Ejercicio siguiente}
translate S PrevExercise {Ejercicio anterior}
translate S StopTraining {Parar entrenamiento}
translate S Next {Siguiente}
translate S ResettingScore {Reiniciando marcador}
translate S LoadingGame {Cargando partida}
translate S MateFound {Mate encontrado}
translate S BestSolutionNotFound {�No fue encontrada la mejor soluci�n!}
translate S MateNotFound {Mate no encontrado}
translate S ShorterMateExists {Esiste un mate m�s corto}
translate S ScorePlayed {Marcador jugado}
translate S Expected {Esperado}
translate S ChooseTrainingBase {Elegir base de entrenamiento}
translate S Thinking {Pensando}
translate S AnalyzeDone {An�lisis hecho}
translate S WinWonGame {Gana la partida ganada}
translate S Lines {L�neas}
translate S ConfigureUCIengine {Configurar motor UCI}
translate S SpecificOpening {Apertura espec�fica}
translate S StartNewGame {Empezar partida nueva}
translate S FixedLevel {Nivel fijado}
translate S Opening {Abriendo}
translate S RandomLevel {Nivel aleatorio}
translate S StartFromCurrentPosition {Empezar desde la posici�n actual}
translate S FixedDepth {Profundidad fija}
translate S Nodes {Nodos} 
translate S Depth {Profundidad}
translate S Time {Tiempo} 
translate S SecondsPerMove {Segundos por movimiento}
translate S Engine {Motor}
translate S TimeMode {Modo de tiempo}
translate S TimeBonus {Tiempo + bonus}
translate S TimeMin {min}
translate S TimeSec {seg}
translate S AllExercisesDone {Todos los ejercicios hechos}
translate S MoveOutOfBook {Movimiento fuera del libro}
translate S LastBookMove {�ltimo movimiento del libro}
translate S AnnotateSeveralGames {Anotar las partidas\ndesde la actual hasta la partida: }
translate S FindOpeningErrors {Encontrar errores en los primeros }
translate S MarkTacticalExercises {Marca ejercicios t�cticos}
translate S UseBook {Usar libro de aperturas (Book)}
translate S MultiPV {Variantes m�ltiples}
translate S Hash {Memoria Hash}
translate S OwnBook {Usar libro (book) del motor}
translate S BookFile {Libro de aperturas}
translate S AnnotateVariations {Anotar variantes}
translate S ShortAnnotations {Anotaciones cortas}
translate S addAnnotatorTag {A�adir etiqueta de anotador}
translate S AddScoreToShortAnnotations {A�adir puntuaci�n para anotaciones cortas}
translate S Export {Exportar}
translate S BookPartiallyLoaded {Libro parcialmente cargado}
translate S Calvar {C�lculo de variantes}
translate S ConfigureCalvar {Configuraci�n}
translate S Reti {Apertura Reti}
translate S English {Apertura inglesa}
translate S d4Nf6Miscellaneous {1.d4 Cf6 variadas}
translate S Trompowsky {Apertura Trompowsky}
translate S Budapest {Gambito Budapest}
translate S OldIndian {Defensa india antigua}
translate S BenkoGambit {Gambito Benko}
translate S ModernBenoni {Defensa Benoni moderna}
translate S DutchDefence {Defensa holandesa}
translate S Scandinavian {Defensa escandinava}
translate S AlekhineDefence {Defensa Alekhine}
translate S Pirc {Defensa Pirc}
translate S CaroKann {Defensa Caro-Kann}
translate S CaroKannAdvance {Defensa Caro-Kann, variante del avance}
translate S Sicilian {Defensa Siciliana}
translate S SicilianAlapin {Defensa Siciliana, variante Alapin}
translate S SicilianClosed {Defensa Siciliana, variante cerrada}
translate S SicilianRauzer {Defensa Siciliana, variante Rauzer}
translate S SicilianDragon {Defensa Siciliana, variante del dragon}
translate S SicilianScheveningen {Defensa Siciliana, variante Scheveningen}
translate S SicilianNajdorf {Defensa Siciliana, Variante Najdorf}
translate S OpenGame {Apertura abierta}
translate S Vienna {Apertura Vienesa}
translate S KingsGambit {Gambito de rey}
translate S RussianGame {Partida rusa}
translate S ItalianTwoKnights {Apertura italiana, variante de los dos caballos}
translate S Spanish {Apertura espa�ola}
translate S SpanishExchange {Apertura espa�ola, variante del cambio}
translate S SpanishOpen {Apertura espa�ola}
translate S SpanishClosed {Apertura espa�ola, variante cerrada}
translate S FrenchDefence {Defensa francesa}
translate S FrenchAdvance {Defensa francesa, variante del avance}
translate S FrenchTarrasch {Defensa francesa, variante Tarrasch}
translate S FrenchWinawer {Defensa francesa, variante Winawer}
translate S FrenchExchange {Defensa francesa, variante del cambio}
translate S QueensPawn {Apertura de pe�n de dama}
translate S Slav {Defensa eslava}
translate S QGA {Gambito de dama aceptado}
translate S QGD {Gambito de dama declinado}
translate S QGDExchange {Gambito de dama declinado, variante del cambio}
translate S SemiSlav {Defensa semieslava del gambito de dama declinado}
translate S QGDwithBg5 {Gambito de dama declinado con Ag5}
translate S QGDOrthodox {Gambito de dama declinado, defensa ortodoxa}
translate S Grunfeld {Defensa Gr�nfeld}
translate S GrunfeldExchange {Variante del cambio de la defensa Gr�nfeld }
translate S GrunfeldRussian {Variante rusa de la defensa Gr�nfeld}
translate S Catalan {Catalana}
translate S CatalanOpen {Apertura catalana}
translate S CatalanClosed {Apertura catalana, variante cerrada}
translate S QueensIndian {Defensa india de dama}
translate S NimzoIndian {Apertura Nimzo-India}
translate S NimzoIndianClassical {Apertura Nimzo-India cl�sica}
translate S NimzoIndianRubinstein {Variante Rubinstein de la Nimzo-India}
translate S KingsIndian {India de rey}
translate S KingsIndianSamisch {Ataque S�mish de la india de rey}
translate S KingsIndianMainLine {L�nea principal india de rey}
translate S ConfigureFics {Configurar FICS}
translate S FICSGuest {Autentificaci�n como invitado}
translate S FICSServerPort {Puerto del servidor}
translate S FICSServerAddress {Direcci�n IP}
translate S FICSRefresh {Refrescar}
translate S FICSTimesealPort {Puerto Timeseal}
translate S FICSSilence {Silencio}
translate S FICSOffers {Ofertas}
translate S FICSConsole {Consola}
translate S FICSGames {Partidas}
translate S FICSUnobserve {Parar vistazo de partida}
translate S FICSProfile {Muestra tu historia y perfil}
translate S FICSRelayedGames {Partidas retransmitidas}
translate S FICSFindOpponent {Buscar oponente}
translate S FICSTakeback {Retrocede}
translate S FICSTakeback2 {Retrocede 2}
translate S FICSInitTime {Tiempo inicial (min)}
translate S FICSIncrement {Incremento (seg)}
translate S FICSRatedGame {Partida valorada}
translate S FICSAutoColour {autom�tico}
translate S FICSManualConfirm {confirma manualmente}
translate S FICSFilterFormula {Filtrar con f�rmula}
translate S FICSIssueSeek {Panel de retos}
translate S FICSChallenge {Retar}
translate S FICSAccept {aceptar}
translate S FICSDecline {rechazar}
translate S FICSColour {Color}
translate S FICSSend {enviar}
translate S FICSConnect {Conectar}
translate S FICSdefaultuservars {Usa valores por defecto}
translate S FICSObserveconfirm {Quieres observar la partida}
# ====== TODO To be translated ======
translate S FICSpremove {Enable premove}
translate S GameReview {Revisi�n de partida}
translate S GameReviewTimeExtended {Tiempo extendido}
translate S GameReviewMargin {Margen de error}
translate S GameReviewAutoContinue {Autocontinuar cuando el movimiento es correcto}
translate S GameReviewReCalculate {Usar tiempo extendido}
translate S GameReviewAnalyzingMovePlayedDuringTheGame {Analizando movimiento jugado durante la partida}
translate S GameReviewAnalyzingThePosition {Analizando la posici�n}
translate S GameReviewEnterYourMove {Introduce tu movimiento}
translate S GameReviewCheckingYourMove {Comprobando tu movimiento}
translate S GameReviewYourMoveWasAnalyzed {Tu movimiento fue analizado}
translate S GameReviewYouPlayedSameMove {Jugaste el mismo movimiento que en la partida}
translate S GameReviewScoreOfYourMove {Puntuaci�n de tu movimiento}
translate S GameReviewGameMoveScore {Puntuaci�n del movimiento de la partida}
translate S GameReviewEngineScore {Puntuaci�n del motor}
translate S GameReviewYouPlayedLikeTheEngine {T� jugaste como el motor}
translate S GameReviewNotEngineMoveButGoodMove {No es el movimiento del motor, pero es tambi�n un buen movimiento}
translate S GameReviewMoveNotGood {Este movimiento no es bueno, la puntuaci�n es }
translate S GameReviewMovesPlayedLike {Movimientos jugados como}
translate S GameReviewMovesPlayedEngine {Movimientos jugados como motor}
translate S CCDlgConfigureWindowTitle {Configurar Ajedrez por correo}
translate S CCDlgCGeneraloptions {Opciones generales}
translate S CCDlgDefaultDB {Base por defecto:}
translate S CCDlgInbox {Entrante (Carpeta):}
translate S CCDlgOutbox {Saliente (carpeta):}
translate S CCDlgXfcc {Configuraci�n Xfcc:}
translate S CCDlgExternalProtocol {Protocolo externo (e.g. Xfcc)}
translate S CCDlgFetchTool {Herramienta de traer:}
translate S CCDlgSendTool {Herramienta de env�o:}
translate S CCDlgEmailCommunication {Comunicaci�n email}
translate S CCDlgMailPrg {Programa de correo:}
translate S CCDlgBCCAddr {(B)CC Direcci�n:}
translate S CCDlgMailerMode {Modo:}
translate S CCDlgThunderbirdEg {p.e. Thunderbird, Mozilla Mail, Icedove...}
translate S CCDlgMailUrlEg {p.e. Evolution}
translate S CCDlgClawsEg {p.e. Sylpheed Claws}
translate S CCDlgmailxEg {p.e. mailx, mutt, nail...}
translate S CCDlgAttachementPar {Par�metro Adjunto (Attachment):}
translate S CCDlgInternalXfcc {Usar soporte interno Xfcc}
translate S CCDlgConfirmXfcc {Confirmar jugadas}
translate S CCDlgSubjectPar {Par�metro Sujeto (Subject):}
translate S CCDlgDeleteBoxes {Vaciar Entrante/Saliente}
translate S CCDlgDeleteBoxesText {�Quieres realmente vaciar tus carpetas Entrante y Saliente para Ajedrez por correspondencia? Esto requiere una nueva sincronizaci�n para mostrar el estado �ltimo de tus partidas}
translate S CCDlgConfirmMove {Confirmar jugada}
translate S CCDlgConfirmMoveText {Si t� confirmas, la siguiente jugada y comentario ser� enviado al servidor:}
translate S CCDlgDBGameToLong {L�nea principal inconsistente}
translate S CCDlgDBGameToLongError {La l�nea principal en tu base es m�s larga que de la partida en la bandeja de entrada. Si la bandeja de entrada contiene la partida actual, algunos movimientos fueron a�adidos a la l�nea principal en la base err�neamente.\nEn este caso acorte la l�nea principal a la (max) jugada\n}
translate S CCDlgStartEmail {Empezar nueva partida por email}
translate S CCDlgYourName {Tu nombre:}
translate S CCDlgYourMail {Tu direcci�n email:}
translate S CCDlgOpponentName {Nombre de oponente:}
translate S CCDlgOpponentMail {Direcci�n email de oponente:}
translate S CCDlgGameID {Partida ID (�nico):}
translate S CCDlgTitNoOutbox {Scid: Salida del Correo de Ajedrez}
translate S CCDlgTitNoInbox {Scid: Entrada del Correo de Ajedrez}
translate S CCDlgTitNoGames {Scid: No hay partidas de Ajedrez por Correo}
translate S CCErrInboxDir {Carpeta de entrada del Correo de Ajedrez (Entrante):}
translate S CCErrOutboxDir {Carpeta de salida del Correo de Ajedrez (Saliente):}
translate S CCErrDirNotUsable {�No existe o no est� accesible!\nPor favor, compruebe y corrija los par�metros.}
translate S CCErrNoGames {�No contiene ninguna partida!\nPor favor, tr�igala primero.}
translate S CCDlgTitNoCCDB {Scid: No es una Base de Ajedrez por Correo}
translate S CCErrNoCCDB {No hay una Base del tipo 'Correo' abierta. Por favor, abra una antes de usar funciones de ajedrez por correo.}
translate S CCFetchBtn {Traer partidas desde el servidor y procesar correo entrante}
translate S CCPrevBtn {Ir a partida anterior}
translate S CCNextBtn {Ir a partida siguiente}
translate S CCSendBtn {Enviar movimiento}
translate S CCEmptyBtn {Correos entrante y saliente vac�os}
translate S CCHelpBtn {Ayuda en iconos e indicadores de estatus. \n Para ayuda general, pulse F1}
translate S CCDlgServerName {Nombre del servidor:}
translate S CCDlgLoginName  {Nombre de registro:}
translate S CCDlgPassword   {Contrase�a:}
translate S CCDlgURL        {Xfcc-URL:}
translate S CCDlgRatingType {Tipo de puntuaci�n (Rating):}
translate S CCDlgDuplicateGame {El ID de la partida no es �nico}
translate S CCDlgDuplicateGameError {Esta partida existe m�s de una vez en tu base. Por favor, borra todos los duplicados y compacta tu fichero de partidas (Fichero/Mantenimiento/Compactar base de datos).}
translate S CCDlgSortOption {Ordenando:}
translate S CCDlgListOnlyOwnMove {S�lo partidas que tienen el movimiento}
translate S CCOrderClassicTxt {Lugar, Evento, Ronda, Resultado, Blancas, Negras}
translate S CCOrderMyTimeTxt {Mi reloj}
translate S CCOrderTimePerMoveTxt {Tiempo por movimiento falta el pr�ximo control de tiempo}
translate S CCOrderStartDate {Empezar fecha}
translate S CCOrderOppTimeTxt {Reloj de los oponentes}
translate S CCDlgConfigRelay {Configurar observaciones ICCF}
translate S CCDlgConfigRelayHelp {Ir a las partidas de la p�gina en http://www.iccf-webchess.com y mostrar la partida a ser observada. Si tu ves el tablero de ajedrez copia la URL desde tu explorador a la lista. !Una sola URL por l�nea!\nExample: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate S ExtHWConfigConnection {Configurar hardware externo}
translate S ExtHWPort {Puerto}
translate S ExtHWEngineCmd {Comando del motor}
translate S ExtHWEngineParam {Par�metro del motor}
translate S ExtHWShowButton {Mostrar bot�n}
translate S ExtHWHardware {Hardware}
translate S ExtHWNovag {Novag Citrine}
translate S ExtHWInputEngine {Motor de entrada}
translate S ExtHWNoBoard {Sin tablero}
translate S NovagReferee {�rbitro}
translate S IEConsole {Consola de entrada del motor}
translate S IESending {Movimientos enviados por}
translate S IESynchronise {Sincronizar}
translate S IERotate  {Rotar}
translate S IEUnableToStart {Imposible empezar con el motor de entrada:}
translate S DoneWithPosition {Terminado con la posici�n}
translate S Board {Tablero}
translate S showGameInfo {Mostrar informaci�n de la partida}
translate S autoResizeBoard {Tama�o autom�tico del tablero}
translate S DockTop {Mover arriba}
translate S DockBottom {Mover abajo}
translate S DockLeft {Mover a la izquierda}
translate S DockRight {Mover a la derecha}
translate S Undock {Ventana flotante}
translate S ChangeIcon {Cambiar icono...}

}
# end of spanish.tcl
# Text for menu names and status bar help messages in English.
# Part of Scid (Shane's Chess Information Database).
#
# Instructions for adding a new language:
#
# (1) Choose a letter code for the language. Currently assigned codes are:
#      E=English, D=Deutsch, F=Francais, S=Spanish, B=Brasil Portuguese,
#      P=Polish, N=Nederlands, W=Swedish, O=Norsk, C=Czech, H=Hungarian,
#      Y=Serbian.
#
# (2) Edit the code below that has the lines "addLanguage ..." and add your
#     new language. The final digit in each line is the index of the
#     letter to underline in the menu, counting from 0 as the first letter.
#
# (3) Copy the section of English menu and help message details below (all
#     the commands that start "menuText E ..." or "helpMsg E ..." or
#     "translate E ...") and change all the "E" letters to the letter you
#     assigned for the new language.
#
# (4) Write the translations. This involves changing anything "in quotes"
#     or {in braces} for the menuText, helpMsg and translate commands.
#
#     A menu command has the format:
#         menuText L tag "Name..." underline {HelpMessage...}
#
#     A status bar help message for a button has the format:
#         helpMsg L tag {HelpMessage...}
#
#     A general word or message translation has the format:
#         translate L tag {message...}
#
#     where "L" is the language letter, "tag" is the name of the menu entry
#     or the button widget name, and "underline" is the index of the letter
#     to underline, counting from zero as the first letter. Two menu entries
#     that appear in the same menu should have a different underlined letter.
#     If in doubt, just make them all "0" and I'll assign sensible underlined
#     letters when your translations are incorporated into Scid.
#
# Additions, corrections? Email: sgh@users.sourceforge.net

addLanguage U Suomi 1 iso8859-1

proc setLanguage_U {} {

# File menu:
menuText U File "Tiedosto" 0
menuText U FileNew "Uusi..." 0 {Luo uusi Scid-tietokanta}
menuText U FileOpen "Avaa..." 0 {Avaa olemassaoleva Scid-tietokanta}
menuText U FileClose "Sulje" 0 {Sulje Scid-tietokanta}
menuText U FileFinder "Etsi" 0 {Avaa tiedostonhakuikkuna}
menuText U FileBookmarks "Kirjanmerkit" 0 {Kirjanmerkit-valikko (pikan�pp�in: Ctrl+K)}
menuText U FileBookmarksAdd "Lis�� kirjanmerkki" 7 \
  {Lis�� kirjanmerkki nykyiseen peliin ja asemaan tietokannassa}
menuText U FileBookmarksFile "Tallenna kirjanmerkki" 5 \
  {Tallenna kirjanmerkki nykyisest� pelist� ja asemasta}
menuText U FileBookmarksEdit "Muokkaa kirjanmerkkej�..." 0 \
  {Muokkaa kirjanmerkkivalikkoja}
menuText U FileBookmarksList "N�yt� kansiot yhdess� listassa" 0 \
  {N�yt� kirjanmerkit yhdess� listassa, ei alivalikoissa}
menuText U FileBookmarksSub "N�yt� kansiot alivalikoina" 0 \
  {N�yt� kirjanmerkkikansiot alivalikkoina, ei yhdess� listassa}
menuText U FileMaint "Yll�pito" 0 {Yll�pitoty�kalut Scid-tietokannoille}
menuText U FileMaintWin "Yll�pitoikkuna" 0 \
  {Avaa/sulje yll�pitoikkuna}
menuText U FileMaintCompact "Tiivist� tietokanta..." 0 \
  {Tiivist�� tietokannan, tuhoaa poistetuksi merkityt pelit ja k�ytt�m�tt�m�t nimet}
menuText U FileMaintClass "ECO-luokittelu..." 2 \
  {Tarkista kaikkien pelien ECO-koodi}
menuText U FileMaintSort "Lajittele tietokanta..." 0 \
  {Lajittele tietokannan pelit}
menuText U FileMaintDelete "Poista kaksoiskappaleet..." 0 \
  {Etsii pelien kaksoiskappaleet ja merkitsee ne poistettaviksi}
menuText U FileMaintTwin "Kaksoiskappaleet" 0 \
  {Avaa/p�ivit� kaksoiskappaleet-ikkuna}
menuText U FileMaintName "Nimet ja oikeinkirjoitus" 0 {Nimien muokkaus- ja oikeinkirjoitusty�kalut}
menuText U FileMaintNameEditor "Nimet" 0 \
  {Avaa/sulje nimien muokkausikkuna}
menuText U FileMaintNamePlayer "Pelaajien nimet..." 0 \
  {Tarkista pelaajien nimien oikeinkirjoitus}
menuText U FileMaintNameEvent "Tapahtumien nimet..." 0 \
  {Tarkista tapahtumien nimien oikeinkirjoitus}
menuText U FileMaintNameSite "Paikannimet..." 1 \
  {Tarkista paikannimien oikeinkirjoitus}
menuText U FileMaintNameRound "Kierrosten nimet..." 0 \
  {Tarkista kierrosten nimien oikeinkirjoitus}
menuText U FileReadOnly "Vain luku..." 0 \
  {Est� muutokset nykyiseen tietokantaan}
menuText U FileSwitch "Vaihda tietokanta" 3 \
  {Vaihda toiseen avattuun tietokantaan}
menuText U FileExit "Lopeta" 0 {Lopeta ja sulje Scid}
menuText U FileMaintFixBase "Korjaa tietokanta" 0 {Yrit� korjata vaurioitunut tietokanta}
  
# Edit menu:
menuText U Edit "Muokkaa" 0
menuText U EditAdd "Lis�� muunnelma" 0 {Lis�� muunnelma t�m�n siirron kohdalle}
menuText U EditDelete "Poista muunnelma" 0 {Poista t�m�n siirron kohdalla oleva muunnelma}
menuText U EditFirst "Ensimm�iseksi" 0 \
  {Ylenn� muunnelma ensimm�iseksi sivumuunnelmaksi}
menuText U EditMain "P��linjaksi" 1 \
  {Ylenn� muuunnelma p��linjaksi}
menuText U EditTrial "Kokeile muunnelmaa" 0 \
  {Aloita/lopeta tila, jossa voit testata muunnelmiasi laudalla}
menuText U EditStrip "Poista" 2 {Poista siirtoja, kommentteja tai muunnelmia}
menuText U EditUndo "Kumoa" 1 {Peruuta viimeisin muutos}
menuText U EditRedo "Tee uudelleen" 0 {Tee uudelleen viimeisin muutos}
menuText U EditStripComments "Kommentit" 1 \
  {Poista kaikki kommentit ja arvioinnit pelist�}
menuText U EditStripVars "Muunnelmat" 3 {Poista kaikki muunnelmat pelist�}
menuText U EditStripBegin "Siirtoja alusta" 1 \
  {Poista siirtoja pelin alusta}
menuText U EditStripEnd "Siirtoja lopusta" 3 \
  {Poista siirtoja lopusta}
menuText U EditReset "Tyhjenn� leikekanta" 0 \
  {Poista kaikki pelit leiketietokannasta}
menuText U EditCopy "Kopioi peli leikekantaan" 0 \
  {Kopioi nykyinen peli leiketietokantaan}
menuText U EditPaste "Liit� leikekannasta" 0 \
  {Liit� leiketietokannan aktiivinen peli t�h�n}
menuText U EditPastePGN "Liit� leikep�yd�n teksti PGN-pelin�..." 12 \
  {Tulkitse leikep�yd�ll� oleva teksti PGN-muotoiseksi peliksi ja liit� t�h�n}
menuText U EditSetup "Uusi asema..." 0 \
  {Luo uusi alkuasema pelille}
menuText U EditCopyBoard "Kopioi asema" 0 \
  {Kopioi nykyinen asema leikep�yd�lle FEN-muodossa}
menuText U EditPasteBoard "Liit� asema" 0 \
  {Liit� leikep�yd�ll� oleva FEN-teksti alkuasemaksi}

# Game menu:
menuText U Game "Peli" 0
menuText U GameNew "Uusi peli" 0 \
  {Aloita uusi peli, poista kaikki vanhat siirrot}
menuText U GameFirst "Lataa ensimm�inen" 6 {Lataa ensimm�inen suodatetuista peleist�}
menuText U GamePrev "Lataa edellinen" 7 {Lataa edellinen peli suodatetuista}
menuText U GameReload "Lataa uudelleen" 1 \
  {Lataa nykyinen peli uudelleen, poista tehdyt muutokset}
menuText U GameNext "Lataa seuraava" 6 {Lataa seuraava peli suodatetuista}
menuText U GameLast "Lataa viimeinen" 6 {Lataa viimeinen suodatetuista peleist�}
menuText U GameRandom "Lataa satunnainen" 2 {Lataa sattumanvaraisesti valittu peli suodatetuista}
menuText U GameNumber "Lataa numero..." 8 \
  {Lataa peli, jonka numeron annat avautuvassa ikkunassa}
menuText U GameReplace "Tallenna: Korvaa..." 8 \
  {Tallenna nykyinen peli korvaten vanha versio uusilla tiedoilla}
menuText U GameAdd "Tallenna: Lis�� uusi..." 13 \
  {Tallenna nykyinen peli tietokantaan uudeksi peliksi}
menuText U GameDeepest "Tunnista avaus" 0 \
  {Tunnista avauksen ECO-koodi avauskirjaa k�ytt�en}
menuText U GameGotoMove "Siirry siirtoon..." 5 \
  {Siirry m��ritetyn siirron kohdalle nykyisess� peliss�}
menuText U GameNovelty "Etsi uutuus..." 0 \
  {Etsi pelin ensimm�inen ennen pelaamaton siirto}

# Search Menu:
menuText U Search "Etsi" 0
menuText U SearchReset "Alusta suodatin" 0 {N�yt� kaikki pelit, nollaa suodatin}
menuText U SearchNegate "K��nteinen suodatin" 0 {Suodatin n�ytt�� aiemmin poissuodatetut pelit}
menuText U SearchCurrent "Nykyinen asema..." 0 {Etsi nykyist� asemaa tietokannasta}
menuText U SearchHeader "Otsikko..." 0 {Etsi otsikkotiedon perusteella (pelaaja, tapahtuma jne.)}
menuText U SearchMaterial "Materiaali/asema..." 0 {Etsi materiaalin tai aseman tunnusmerkkien perusteella}
menuText U SearchUsing "Haku tiedostolla..." 0 {Etsi k�ytt�en apuna erillist� hakutiedostoa}

# Windows menu:
menuText U Windows "Ikkunat" 0
menuText U WindowsComment "Kommentit" 0 {Avaa/sulje kommenttimuokkain}
menuText U WindowsGList "Peliluettelo" 0 {Avaa/sulje peliluettelo}
menuText U WindowsPGN "PGN-listaus" 1 \
  {Avaa/sulje  PGN-listaus (pelinotaatio)}
menuText U WindowsPList "Pelaajahaku" 1 {Avaa/sulje pelaajahaku}
menuText U WindowsTmt "Turnaushaku" 1 {Avaa/sulje turnaushaku}
menuText U WindowsSwitcher "Tietokannan vaihto" 0 \
  {Avaa/sulje Tietokannan vaihtoikkuna}
menuText U WindowsMaint "Yll�pito" 0 \
  {Avaa/sulje yll�pitoikkuna}
menuText U WindowsECO "ECO-selain" 1 {Avaa/sulje ECO-avauskirjaston selain}
menuText U WindowsRepertoire "Repertuaari" 0 \
  {Avaa/sulje oman avausrepertuaarisi muokkain}
menuText U WindowsStats "Tilastot" 6 \
  {Avaa/sulje tilastoikkuna}
menuText U WindowsTree "Puun�kym�" 3 {Avaa/sulje puun�kym�}
menuText U WindowsTB "Loppupelitietokanta" 15 {Avaa/sulje loppupelitietokanta}
menuText U WindowsBook "Avauskirja" 8 {Avaa/sulje avauskirja}
menuText U WindowsCorrChess "Kirjeshakki" 6 {Avaa/sulje kirjeshakki-ikkuna}

# Tools menu:
menuText U Tools "Ty�kalut" 1
menuText U ToolsAnalysis "Analyysimoottori #1..." 18 \
  {K�ynnist�/pys�yt� analyysimoottori}
menuText U ToolsAnalysis2 "Analyysimoottori #2..." 18 \
  {K�ynnist�/pys�yt� toinen analyysimoottori}
menuText U ToolsCross "Ristitaulukko" 0 {N�yt� turnauksen ristitaulukko t�lle pelille}
menuText U ToolsEmail "Email" 0 {Avaa/sulje email-shakin hallintaikkuna}
menuText U ToolsFilterGraph "Suhteellinen graafi" 13 {Avaa/sulje suodatingraafi suhteellisilla arvoilla}
menuText U ToolsAbsFilterGraph "Absoluuttinen graafi" 17 {Avaa/sulje suodatingraafi absoluuttisilla arvoilla}
menuText U ToolsOpReport "Avausraportti" 0 {Luo nykyisest� asemasta avausraportti}
menuText U ToolsOpenBaseAsTree "Avaa kanta puuna..." 0   {Avaa tietokanta ja k�sittele sit� puurakenteena}
menuText U ToolsOpenRecentBaseAsTree "Avaa viimeaikainen kanta puuna" 1   {Avaa viimeaikainen tietokanta ja k�sittele sit� puurakenteena}
menuText U ToolsTracker "Nappuloiden liikkuminen"  0 {Avaa ikkuna, jossa seuraat napppuloiden sijaintia ja liikkumista laudalla}
menuText U ToolsTraining "Valmennus"  2 {Ty�kaluja valmennukseen (taktiikka, avaukset...) }
menuText U ToolsTacticalGame "Taktinen peli"  2 {Pelaa taktisesti painottunut peli}
menuText U ToolsSeriousGame "Virallinen peli"  7 {Pelaa virallinen peli}
menuText U ToolsTrainOpenings "Avaukset"  5 {Harjoittele repertuaariasi}
menuText U ToolsTrainReviewGame "Arvaa siirto"  11 {Arvaa pelin seuraava siirto}
menuText U ToolsTrainTactics "Taktiikkaharjoitukset"  9 {Ratko taktiikoita}
menuText U ToolsTrainCalvar "Muunnelmien laskeminen"  0 {Harjoittele muunnelmien laskemista}
menuText U ToolsTrainFindBestMove "Etsi paras siirto"  5 {Etsi aseman paras siirto}
menuText U ToolsTrainFics "FICS"  0 {Pelaa palvelimella freechess.org}
menuText U ToolsEngineTournament "Shakkimoottoriturnaus"  0 {Turnaus shakkimoottorien kesken}
menuText U ToolsBookTuning "Virit� avaukset" 0 {Muokkaa avauskirjastoasi}
menuText U ToolsConnectHardware "Liit� sy�tt�laite" 8 {Liit� ulkoinen sy�tt�laite (elektroninen lauta tms.)}
menuText U ToolsConnectHardwareConfigure "Asetukset..." 0 {S��d� ulkoisen sy�tt�laitteen asetuksia}
menuText U ToolsConnectHardwareNovagCitrineConnect "Liit� Novag Citrine" 0 {Liit� Novag Citrine shakkitietokone}
menuText U ToolsConnectHardwareInputEngineConnect "Liit� muu sy�tt�laite" 0 {Esimerkiksi elektroninen DGT-lauta}

menuText U ToolsPInfo "Pelaajatiedot"  0 \
  {Avaa/p�ivit� pelaajatiedot-ikkuna}
menuText U ToolsPlayerReport "Pelaajaraportti..." 1 \
  {Luo pelaajaraportti}
menuText U ToolsRating "Vahvuusluvut" 0 \
  {Kaavio pelaajien vahvuuslukuhistoriasta}
menuText U ToolsScore "Tuloskaavio" 0 {N�yt� tuloskaavio}
menuText U ToolsExpCurrent "Vie tekstitiedostoon" 1 \
  {Kirjoita nykyinen peli tekstitiedostoon}
menuText U ToolsExpCurrentPGN "Vie PGN-tiedostoon" 6 \
  {Kirjoita nykyinen peli PGN-tiedostoon}
menuText U ToolsExpCurrentHTML "Vie HTML-tiedostoon" 4 \
  {Kirjoita nykyinen peli HTML-tiedostoon}
menuText U ToolsExpCurrentHTMLJS "Vie HTML- ja JavaScript-tiedostoihin" 6 {Kirjoita nykyinen peli HTML- ja JavaScript-tiedostoihin}  
menuText U ToolsExpCurrentLaTeX "Vie LaTeX-tiedostoon" 8 \
  {Kirjoita nykyinen peli LaTeX-tiedostoon}
menuText U ToolsExpFilter "Vie suodatetut pelit tekstitiedostoon" 0 \
  {Kirjoita kaikki suodatetut pelit tekstitiedostoon}
menuText U ToolsExpFilterPGN "Vie suodatetut pelit PGN-tiedostoon" 0 \
  {Kirjoita kaikki suodatetut pelit PGN-tiedostoon}
menuText U ToolsExpFilterHTML "Vie suodatetut pelit HTML-tiedostoon" 0 \
  {Kirjoita kaikki suodatetut pelit HTML-tiedostoon}
menuText U ToolsExpFilterHTMLJS "Vie suodatetut pelit HTML- ja JavaScript-tiedostoihin" 0 {Kirjoita kaikki suodatetut pelit HTML- ja JavaScript-tiedostoihin}  
menuText U ToolsExpFilterLaTeX "Vie suodatetut pelit LaTeX-tiedostoon" 0 \
  {Kirjoita kaikki suodatetut pelit LaTeX-tiedostoon}
menuText U ToolsImportOne "Tuo yksi PGN-peli" 0 \
  {Tuo yksitt�inen peli PGN-tekstist�}
menuText U ToolsImportFile "Tuo PGN pelitiedosto" 0 {Tuo yksi tai useampia pelej� sis�lt�v� PGN-tiedosto}
menuText U ToolsStartEngine1 "K�ynnist� moottori 1" 19  {K�ynnist� moottori 1}
menuText U ToolsStartEngine2 "K�ynnist� moottori 2" 19  {K�ynnist� moottori 2}
menuText U ToolsCaptureBoard "Kuvakaappaus asemasta..." 1  {Tallenna asema kuvana.}

# Play menue
menuText U Play "Pelaa" 0

# --- Correspondence Chess
menuText U CorrespondenceChess "Kirjeshakki" 0 {Toiminnot s�hk�posti- ja Xfcc-pohjaista kirjeshakkia varten}
menuText U CCConfigure "Asetukset" 0 {M��rit� ohjelmat ja tee kirjeshakkiin liittyv�t asetukset}
menuText U CCConfigRelay "Seuraa pelej�..." 12 {Seurattavien pelien asetukset}
menuText U CCOpenDB "Avaa tietokanta" 1 {Avaa kirjeshakin oletustietokanta}
menuText U CCRetrieve "Nouda pelit" 0 {Hae pelit ulkoisella (Xfcc-) avustajalla}
menuText U CCInbox "K�sittele Saapuneet" 1 {K�sittele kaikki saapuneet tiedostot}
menuText U CCSend "L�het� siirto" 2 {L�het� siirtosi s�hk�postina tai (Xfcc-) avustajalla}

menuText U CCResign "Luovuta" 0 {Luovuta (ei s�hk�posti)}
menuText U CCClaimDraw "Vaadi tasapeli�" 0 {L�het� siirto ja vaadi tasapeli� (ei s�hk�posti)}
menuText U CCOfferDraw "Tarjoa tasapeli�" 2 {L�het� siirto ja ehdota tasapeli� (ei s�hk�posti)}
menuText U CCAcceptDraw "Hyv�ksy tasapeli" 1 {Hyv�ksy vastustajan tarjoama tasapeli (ei s�hk�posti)}

menuText U CCNewMailGame "Uusi s�hk�postipeli" 0 {Aloita uusi s�hk�postipeli}
menuText U CCMailMove "S�hk�postisiirto" 0 {L�het� siirto s�hk�postilla vastustajalle}
menuText U CCGamePage "Pelisivusto" 0 {Avaa pelisivusto selaimessa}

# menu in cc window:
menuText U CCEditCopy "Kopioi pelilista leikekantaan" 0 {Kopioi pelit leikekantaan CSV-tiedostona (pilkuilla erotettu teksti)}

#  B    GHiJKL    Q  TUV XYZ

# Options menu:
menuText U Options "Asetukset" 0
menuText U OptionsBoard "Shakkilauta" 0 {Shakkilaudan ulkon�k��n liittyv�t asetukset}
menuText U OptionsBoardSize "Koko" 0 {Muuta laudan kokoa}
menuText U OptionsBoardPieces "Nappulat" 0 {Muuta nappuloiden ulkomuotoa}
menuText U OptionsBoardColors "V�rit" 0 {Vaihda laudan v�rej�}
#Klimmek
menuText U OptionsBoardGraphics "Ruudut" 0 {Valitse ruuduissa k�ytett�v� tekstuuri}
translate U OptionsBGW {Valitse ruuduissa k�ytett�v� tekstuuri}
translate U OptionsBoardGraphicsText {Valitse ruuduissa k�ytett�v� grafiikkatiedosto:}
menuText U OptionsBoardNames "Omat nimet" 0 {Lis�� ja muokkaa k�ytt�mi�si pelaajanimi�}
menuText U OptionsExport "Vientiasetukset" 0 {Muuta eri tekstimuotojen vientiin liittyvi� asetuksia}
menuText U OptionsFonts "Fontit" 0 {Muuta fontteja}
menuText U OptionsFontsRegular "Oletusfontti" 0 {Vaihda oletusfontti}
menuText U OptionsFontsMenu "Valikko" 0 {Vaihda valikoissa k�ytetty fontti}
menuText U OptionsFontsSmall "Pieni" 0 {Vaihda pieni fontti}
menuText U OptionsFontsTiny "Hyvin pieni" 0 {CVaihda hyvin pieni fontti}
menuText U OptionsFontsFixed "Tasalevyinen" 0 {Vaihda tasalevyinen fontti}
menuText U OptionsGInfo "Pelitiedot" 0 {Pelitietoihin liittyv�t asetukset}
menuText U OptionsLanguage "Kieli" 0 {Valitse valikoissa k�ytett�v� kieli}
menuText U OptionsMovesTranslatePieces "K��nn�kset" 0 {K��nn� nappuloiden ensimm�iset kirjaimet}
menuText U OptionsMovesHighlightLastMove "Korosta viimeisin siirto" 0 {Korosta viimeisin siirto}
menuText U OptionsMovesHighlightLastMoveDisplay "N�yt�" 0 {N�yt� viimeisin siirto korostettuna}
menuText U OptionsMovesHighlightLastMoveWidth "Viiva" 0 {Laudalla n�ytett�v�n viivan paksuus}
menuText U OptionsMovesHighlightLastMoveColor "V�ri" 0 {Laudalla n�ytett�v�n viivan v�ri}
menuText U OptionsMovesHighlightLastMoveArrow "Sis. nuoli" 0 {Korostettuun siirtoon sis�llytet��n nuoli}
menuText U OptionsMoves "Siirrot" 0 {Siirtojen sy�tt�miseen liittyv�t asetukset}
menuText U OptionsMovesAsk "Kysy ennen korvaamista" 0 \
  {Ohjelma kysyy luvan ennen kuin kirjoittaa vanhojen tietojen p��lle}
menuText U OptionsMovesAnimate "Animaation nopeus" 1 \
  {Siirtojen animoinnin nopeus}
menuText U OptionsMovesDelay "Toiston siirtonopeus" 1 \
  {Automaattisesti toistetun pelin siirtonopeus}
menuText U OptionsMovesCoord "Siirrot koordinaatteina" 0 \
  {Hyv�ksy n�pp�imist�lt� annetut siirtokoordinaatit (esim "g1f3")}
menuText U OptionsMovesSuggest "N�yt� suositetut siirrot" 0 \
  {Siirtosuositukset p��lle/p��lt�}
menuText U OptionsShowVarPopup "N�yt� muunnelmaikkuna" 0 {N�yt�/sulje muunnelmaikkuna}  
menuText U OptionsMovesSpace "V�lily�nti siirtoihin" 0 {Lis�� v�lily�nti siirron numeron per��n}  
menuText U OptionsMovesKey "Automaattinen t�ydennys" 0 \
  {Kytek siirtojen automaattinen t�ydennys p��lle/p��lt�}
menuText U OptionsMovesShowVarArrows "Muunnelmat nuolin" 0 {N�yt�/�l� n�yt� muunnelmia nuolilla laudalla}
menuText U OptionsNumbers "Numerointi" 0 {Numeroformaatit, 1-3 desimaalipisteell�, 4-6 -pilkulla}
menuText U OptionsStartup "K�ynnistys" 0 {Valitse lis�ikkunat, jotka avataan ohjelmaa k�ynnistett�ess�}
menuText U OptionsTheme "Teema" 0 {Valitse k�ytt�liittym�n teema}
menuText U OptionsWindows "Ikkunat" 0 {Ikkunoiden asetukset}
menuText U OptionsWindowsIconify "Pienenn� automaattisesti" 0 \
  {Pienenn� my�s muut ikkunat, kun p��ikkuna pienennet��n}
menuText U OptionsWindowsRaise "Nosta automaattisesti" 0 \
  {Nosta er��t ikkunat automaattisesti ylimm�ksi}
menuText U OptionsSounds "��net" 0 {Muokaa siirtoilmoitus��ni�}
menuText U OptionsWindowsDock "Telakoi ikkunat" 0 {Telakoi irti olevat ikkunat (vaatii uudelleenk�ynnistyksen)}
menuText U OptionsWindowsSaveLayout "Tallenna layout" 0 {Tallenna nimelle ikkunoiden ja ty�kalupalkkien sijainti}
menuText U OptionsWindowsRestoreLayout "Palauta layout" 0 {Palauta tallennettu layout}
menuText U OptionsWindowsShowGameInfo "Pelin tiedot" 0 {N�yt�/piilota pelin tiedot (pelaajanimet, turnaus...)}
menuText U OptionsWindowsAutoLoadLayout "Ensimm�inen layout automaattisesti" 0 {Lataa ensimm�inen tallennettu layout automaattisesti}
menuText U OptionsToolbar "Ty�kalupalkki" 0 {Muokkaa p��ikkunan ty�kalupalkkia}
menuText U OptionsECO "Lataa ECO-tiedosto" 7 {Lataa ECO avausluokittelu tiedostosta}
menuText U OptionsSpell "Lataa oikeinkirjoitustiedosto" 0 \
  {Lataa Scidin oikeinkirjoitustiedosto}
menuText U OptionsTable "Loppupelitietokannat" 0 \
  {Valitse hakemisto, jossa kannat sijaitsevat. Kaikki kannat otetaan k�ytt��n}
menuText U OptionsRecent "Viimeaikaiset tiedostot" 0 {Kuinka monta tiedostoa n�ytet��n Tiedosto-valikon viimeaikaisten listassa}
menuText U OptionsBooksDir "Avauskirjat" 0 {Hakemisto, jossa avauskirjat sijaitsevat}
menuText U OptionsTacticsBasesDir "Taktiikkakannat" 0 {Hakemisto, jossa taktiikka (harjoitus) tietokannat sijaitsevat}
menuText U OptionsSave "Tallenna asetukset" 0 "Tallenna kaikki asetukset tiedostoon $::optionsFile"
menuText U OptionsAutoSave "Automaattinen asetusten tallennus" 0 \
  {Tallenna asetukset automaattisesti ohjelmasta poistuttaessa}

# Help menu:
menuText U Help "Ohje" 0
menuText U HelpContents "Sis�llysluettelo" 0 {N�yt� ohjeen sis�llysluettelo}
menuText U HelpIndex "Hakemisto" 0 {N�yt� ohjeen aakkosellinen luettelo}
menuText U HelpGuide "Pikaopas" 0 {N�yt� Scidin pikaopas}
menuText U HelpHints "Vinkit" 0 {N�yt� sivu, jolla Scidin k�ytt�� helpottavia vihjeit�}
menuText U HelpContact "Yhteystietoja" 0 {N�yt� yhteystiedot}
menuText U HelpTip "P�iv�n vinkki" 1 {N�yt� vihje}
menuText U HelpStartup "K�ynnistys-popup" 2 {N�yt� ohjelman k�ynnistys-popup}
menuText U HelpAbout "Tietoja Scidist�" 9 {Tietoja ohjelmasta}

# Game info box popup menu:
menuText U GInfoHideNext "Piilota seuraava siirto" 0
menuText U GInfoMaterial "N�yt� materiaaliarvot" 0
menuText U GInfoFEN "N�yt� FEN" 6
menuText U GInfoMarks "N�yt� v�riruudut ja nuolet" 6
menuText U GInfoWrap "Rivit� automaattisesti" 0
menuText U GInfoFullComment "N�yt� koko kommentti" 6
menuText U GInfoPhotos "N�yt� valokuvat" 7
menuText U GInfoTBNothing "Loppupelikannat: ei mit��n" 0
menuText U GInfoTBResult "Loppupelikannat: vain tulos" 1
menuText U GInfoTBAll "Loppupelikannat: tulos ja parhaat siirrot" 4
menuText U GInfoDelete "Poista peli (kumoa)" 3
menuText U GInfoMark "Merkitse peli (kumoa)" 3
menuText U GInfoInformant "Informant-asetukset" 5

# Main window buttons:
helpMsg U .main.fbutton.button.start {Pelin alkuun  (pika: Home)}
helpMsg U .main.fbutton.button.end {Pelin loppuun  (pika: End)}
helpMsg U .main.fbutton.button.back {Takaisin yksi siirto  (pika: Vasen nuoli)}
helpMsg U .main.fbutton.button.forward {Eteenp�in yksi siirto  (pika: Oikea nuoli)}
helpMsg U .main.fbutton.button.intoVar {Siirry muunnelmaan  (pika: v)}
helpMsg U .main.fbutton.button.exitVar {Poistu muunnelmasta  (pika: z)}
helpMsg U .main.fbutton.button.flip {K��nn� lauta  (pika: piste)}
helpMsg U .main.fbutton.button.coords {N�yt�/piilota koordinaatit  (pika: 0)}
helpMsg U .main.fbutton.button.stm {N�yt�/piilota siirtovuoron osoitin}
helpMsg U .main.fbutton.button.autoplay {Siirr� automaattisesti  (pika: Ctrl+Z)}
helpMsg U .main.fbutton.button.comment {Avaa kommenttieditori (pika: Ctrl+E)}
helpMsg U .main.fbutton.button.hgame_prev {Edelliseen peliin}
helpMsg U .main.fbutton.button.hgame_next {Seuraavaan peliin}

# General buttons:
translate U Back {Palaa}
translate U Browse {Selaa}
translate U Cancel {Peruuta}
translate U Continue {Jatka}
translate U Clear {Tyhjenn�}
translate U Close {Sulje}
translate U Contents {Sis�llys}
translate U Defaults {Oletukset}
translate U Delete {Poista}
translate U Graph {Graafi}
translate U Help {Ohje}
translate U Import {Tuo}
translate U Index {Hakemisto}
translate U LoadGame {Lataa peli}
translate U BrowseGame {Selaa peli�}
translate U MergeGame {Yhdist� peli}
translate U MergeGames {Yhdist� pelit}
translate U Preview {Esikatselu}
translate U Revert {Palauta}
translate U Save {Tallenna}
translate U Search {Etsi}
translate U Stop {Seis}
translate U Store {Talleta}
translate U Update {P�ivit�}
translate U ChangeOrient {Muuta ikkunan muotoa}
translate U ShowIcons {N�yt� kuvakkeet}
translate U None {Tyhj�}
translate U First {Ensimm�inen}
translate U Current {Nykyinen}
translate U Last {Viimeinen}

# General messages:
translate U game {peli}
translate U games {pelit}
translate U move {siirto}
translate U moves {siirrot}
translate U all {kaikki}
translate U Yes {Kyll�}
translate U No {Ei}
translate U Both {Molemmat}
translate U King {Kuningas}
translate U Queen {Kuningatar}
translate U Rook {Torni}
translate U Bishop {L�hetti}
translate U Knight {Ratsu}
translate U Pawn {Sotilas}
translate U White {Valkea}
translate U Black {Musta}
translate U Player {Pelaaja}
translate U Rating {Vahvuusluku}
translate U RatingDiff {Vahvuuksien ero (Valkea - Musta)}
translate U AverageRating {Keskivahvuus}
translate U Event {Tapahtuma}
translate U Site {Paikka}
translate U Country {Maa}
translate U IgnoreColors {�l� huomioi v�rej�}
translate U Date {Pvm.}
translate U EventDate {Tapahtuman pvm.}
translate U Decade {Vuosikymmen}
translate U Year {Vuosi}
translate U Month {Kuukausi}
translate U Months {Tammikuu Helmikuu Maaliskuu Huhtikuu Toukokuu Kes�kuu Hein�kuu Elokuu Syyskuu Lokakuu Marraskuu Joulukuu}
translate U Days {Su Ma Ti Ke To Pe La}
translate U YearToToday {Vuoden alusta}
translate U Result {Tulos}
translate U Round {Kierros}
translate U Length {Pituus}
translate U ECOCode {ECO-koodi}
translate U ECO {ECO}
translate U Deleted {Poistettu}
translate U SearchResults {Haun tulokset}
translate U OpeningTheDatabase {Avaustietokanta}
translate U Database {Tietokanta}
translate U Filter {Suodatin}
translate U noGames {ei pelej�}
translate U allGames {kaikki pelit}
translate U empty {tyhj�}
translate U clipbase {leikekanta}
translate U score {tulos}
translate U StartPos {Alkuasema}
translate U Total {Yhteens�}
translate U readonly {vain luku}

# Standard error messages:
translate U ErrNotOpen {T�m� ei ole avoin tietokanta.}
translate U ErrReadOnly {T�m� tietokanta on vain luku -moodissa; sit� ei voi muokata.}
translate U ErrSearchInterrupted {Haku keskeytyi; tulokset ovat vaillinaiset.}

# Game information:
translate U twin {tupla}
translate U deleted {poistettu}
translate U comment {kommentti}
translate U hidden {piilotettu}
translate U LastMove {Viimeinen siirto}
translate U NextMove {Seuraava}
translate U GameStart {Pelin alku}
translate U LineStart {Rivin alku}
translate U GameEnd {Pelin loppu}
translate U LineEnd {Rivin loppu}

# Player information:
translate U PInfoAll {<b>Kaikki</b> tulokset}
translate U PInfoFilter {<b>Suodatetut</b> tulokset}
translate U PInfoAgainst {Tulokset vastaan}
translate U PInfoMostWhite {Yleisimm�t avaukset: Valkea}
translate U PInfoMostBlack {Yleisimm�t avaukset: Musta}
translate U PInfoRating {Vahvuuslukuhistoria}
translate U PInfoBio {Biografia}
translate U PInfoEditRatings {Muokkaa vahvuuslukuja}

# Tablebase information:
translate U Draw {Tasapeli}
translate U stalemate {patti}
translate U withAllMoves {kaikilla siirroilla}
translate U withAllButOneMove {yht� vaille kaikilla siirroilla}
translate U with {kanssa}
translate U only {vain}
translate U lose {h�vi��}
translate U loses {h�vi��}
translate U allOthersLose {kaikki muut h�vi�v�t}
translate U matesIn {matti}
translate U hasCheckmated {on matti}
translate U longest {pisin}
translate U WinningMoves {Voittavat siirrot}
translate U DrawingMoves {Tasapeliin viev�t siirrot}
translate U LosingMoves {H�vi�v�t siirrot}
translate U UnknownMoves {Ep�varma tulos}

# Tip of the day:
translate U Tip {Vihje}
translate U TipAtStartup {K�ynnistysvihje}

# Tree window menus:
menuText U TreeFile "Tiedosto" 0
menuText U TreeFileFillWithBase "Kanta v�limuistiin" 0 {T�yt� v�limuisti nykyisen tietokannan peleill�}
menuText U TreeFileFillWithGame "Peli v�limuistiin" 0 {Siirr� nykyisen kannan aktiivinen peli v�limuistiin}
menuText U TreeFileSetCacheSize "V�limuistin koko" 0 {Aseta v�limuistin koko}
menuText U TreeFileCacheInfo "Tietoja v�limuistista" 1 {N�yt� tiedot v�limuistista ja sen k�yt�st�}
menuText U TreeFileSave "Tallenna v�limuisti" 2 {Tallenna v�limuisti (.stc) tiedostoksi}
menuText U TreeFileFill "T�yt� v�limuisti" 1 \
  {T�yt� v�limuisti yleisill� asemilla}
menuText U TreeFileBest "Parhaat pelit" 2 {N�yt� parhaat pelit}
menuText U TreeFileGraph "Graafi-ikkuna" 0 {N�yt� puun haara graafina}
menuText U TreeFileCopy "Puu leikep�yd�lle" 1 \
  {Kopioi puun tilastot leikep�yd�lle}
menuText U TreeFileClose "Sulje puu" 2 {Sulje ikkuna}
menuText U TreeMask "Maski" 0
menuText U TreeMaskNew "Uusi" 2 {Uusi maski}
menuText U TreeMaskOpen "Avaa" 0 {Avaa maski}
menuText U TreeMaskOpenRecent "Avaa viimeaikainen" 0 {Avaa viimeaikainen maski}
menuText U TreeMaskSave "Tallenna" 0 {Tallenna maski}
menuText U TreeMaskClose "Close" 0 {Sulje maski}
menuText U TreeMaskFillWithGame "T�yt� pelill�" 0 {T�yt� maski pelill�}
menuText U TreeMaskFillWithBase "T�yt� kannalla" 0 {T�yt� maski kannan kaikilla peleill�}
menuText U TreeMaskInfo "Tiedot" 0 {N�yt� nykyisen maskin tilastot}
menuText U TreeMaskDisplay "N�yt� maski" 0 {N�yt� maski puumuodossa}
menuText U TreeMaskSearch "Etsi" 0 {Etsi nykyisest� maskista}
menuText U TreeSort "Lajittele" 0
menuText U TreeSortAlpha "Aakkosta" 0
menuText U TreeSortECO "ECO-koodi" 0
menuText U TreeSortFreq "Yleisyys" 0
menuText U TreeSortScore "Tulos" 0
menuText U TreeOpt "Asetukset" 0
menuText U TreeOptSlowmode "Hidas moodi" 0 {P�ivit� asemat hitaasti (suurempi tarkkuus)}
menuText U TreeOptFastmode "Nopea moodi" 0 {P�ivit� nopeati (Ei l�yd� siirtovaihtoja)}
menuText U TreeOptFastAndSlowmode "Hidas ja nopea" 0 {P�ivit� ensin nopeasti, sitten tarkasti}
menuText U TreeOptStartStop "Automaattinen p�ivitys" 0 {Ikkunan automaattinen p�ivitys p��lle/p��lt�}
menuText U TreeOptLock "Lukitse" 0 {Lukitse/vapauta puu nykyiseen tietokantaan}
menuText U TreeOptTraining "Valmennus" 0 {Puun valmennusmoodii p��lle/p��lt�}
menuText U TreeOptAutosave "Tallenna v�limuisti automaattisesti" 0 \
  {Tallenna v�limuisti tiedostoon automaattisesti, kun puu-ikkuna suljetaan}
menuText U TreeHelp "Ohje" 0
menuText U TreeHelpTree "Puun ohje" 0
menuText U TreeHelpIndex "Aakkosellinen ohje" 0
translate U SaveCache {Tallenna v�limuisti}
translate U Training {Valmennus}
translate U LockTree {Lukitse}
translate U TreeLocked {lukittu}
translate U TreeBest {Paras}
translate U TreeBestGames {Parhaat pelit}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate U TreeTitleRow \
  {  Siirto   ECO       Yleisyys     Tulos  AvElo Perf AvYear %Draws}
translate U TreeTotal {TOTAL}
translate U DoYouWantToSaveFirst {Haluatko tallentaa ensin}
translate U AddToMask {Lis�� maskiin}
translate U RemoveFromMask {Poista maskista}
translate U AddThisMoveToMask {Lis�� siirto maskiin}
translate U SearchMask {Etsi maskista}
translate U DisplayMask {N�yt� maski}
translate U Nag {Nag-koodi}
translate U Marker {Merkki}
translate U Include {Sis�llyt�}
translate U Exclude {�l� sis�llyt�}
translate U MainLine {P��muunnelma}
translate U Bookmark {Kirjanmerkki}
translate U NewLine {Uusi rivi}
translate U ToBeVerified {Varmennetaan}
translate U ToTrain {Harjoiteltavaksi}
translate U Dubious {Arveluttava}
translate U ToRemove {Poistettavaksi}
translate U NoMarker {Ei merkki�}
translate U ColorMarker {V�ri}
translate U WhiteMark {Valkea}
translate U GreenMark {Vihre�}
translate U YellowMark {Keltainen}
translate U BlueMark {Sininen}
translate U RedMark {Punainen}
translate U CommentMove {Kommentoi siirto}
translate U CommentPosition {Komentoi asema}
translate U AddMoveToMaskFirst {Lis�� siirto ensin maskiin}
translate U OpenAMaskFileFirst {Avaa maski-tiedosto ensin}
translate U Positions {Asemat}
translate U Moves {Siirrot}

# Finder window:
menuText U FinderFile "Tiedosto" 0
menuText U FinderFileSubdirs "Etsi alihakemistoista" 0
menuText U FinderFileClose "Sulje haku" 0
menuText U FinderSort "Lajittele" 0
menuText U FinderSortType "Tyyppi" 0
menuText U FinderSortSize "Koko" 0
menuText U FinderSortMod "Muokattu" 0
menuText U FinderSortName "Nimi" 0
menuText U FinderSortPath "Polku" 0
menuText U FinderTypes "Tyypit" 0
menuText U FinderTypesScid "Scid-tietokannat" 0
menuText U FinderTypesOld "Vanhat Scid-kannat" 0
menuText U FinderTypesPGN "PGN-tiedostot" 0
menuText U FinderTypesEPD "EPD-tiedostot" 0
menuText U FinderTypesRep "Repertuaari-tiedostot" 0
menuText U FinderHelp "Ohje" 0
menuText U FinderHelpFinder "Tiedostohaun ohje" 0
menuText U FinderHelpIndex "Aakkosellinen ohje" 0
translate U FileFinder {Tiedostohaku}
translate U FinderDir {Hakemisto}
translate U FinderDirs {Hakemistot}
translate U FinderFiles {Tiedostot}
translate U FinderUpDir {yl�s}
translate U FinderCtxOpen {Avaa}
translate U FinderCtxBackup {Varmista}
translate U FinderCtxCopy {Kopioi}
translate U FinderCtxMove {Siirr�}
translate U FinderCtxDelete {Poista}
 
# Player finder:
menuText U PListFile "Tiedosto" 0
menuText U PListFileUpdate "P�ivit�" 0
menuText U PListFileClose "Sulje pelaajahaku" 0
menuText U PListSort "Lajittele" 0
menuText U PListSortName "Nimi" 0
menuText U PListSortElo "Elo" 0
menuText U PListSortGames "Pelit" 3
menuText U PListSortOldest "Vanhin" 0
menuText U PListSortNewest "Uusin" 0

# Tournament finder:
menuText U TmtFile "Tiedosto" 0
menuText U TmtFileUpdate "P�ivit�" 0
menuText U TmtFileClose "Sulje kilpailuhaku" 0
menuText U TmtSort "Lajittele" 0
menuText U TmtSortDate "P�iv�m��r�" 1
menuText U TmtSortPlayers "Pelaajar" 1
menuText U TmtSortGames "Pelit" 2
menuText U TmtSortElo "Elo" 2
menuText U TmtSortSite "Paikka" 3
menuText U TmtSortEvent "Tapahtuma" 4
menuText U TmtSortWinner "Voittaja" 0
translate U TmtLimit "Luettelon raja"
translate U TmtMeanElo "Keski-Elo"
translate U TmtNone "Turnauksia ei l�ytynyt."

# Graph windows:
menuText U GraphFile "Tiedosto" 0
menuText U GraphFileColor "Tallenna Color PostScript..." 9
menuText U GraphFileGrey "Tallenna Greyscale PostScript..." 9
menuText U GraphFileClose "Sulje ikkuna" 0
menuText U GraphOptions "Asetukset" 0
menuText U GraphOptionsWhite "Valkea" 0
menuText U GraphOptionsBlack "Musta" 0
menuText U GraphOptionsBoth "Molemmat" 1
menuText U GraphOptionsPInfo "Pelaaja Info pelaaja" 0
translate U GraphFilterTitle "Graafi: yleisyys per 1000 peli�"
translate U GraphAbsFilterTitle "graafi: pelien yleisyys"
translate U ConfigureFilter "Muokkaa X-akseli; vuosi, vahvuus, siirrot"
translate U FilterEstimate "Arvioi"
translate U TitleFilterGraph "Scid: graafi"

# Analysis window:
translate U AddVariation {Lis�� muunnelma}
translate U AddAllVariations {Lis�� kaikki muunnelmat}
translate U AddMove {Lis�� siirto}
translate U Annotate {Kommentoi}
translate U ShowAnalysisBoard {N�yt� analyysilauta}
translate U ShowInfo {N�yt� tiedot moottorista}
translate U FinishGame {Lopeta peli}
translate U StopEngine {Pys�yt� moottori}
translate U StartEngine {K�ynnist� moottori}
translate U LockEngine {Lukitse moottori nykyiseen asemaan}
translate U AnalysisCommand {Analyysi-komento}
translate U PreviousChoices {Aikaisemmat vaihtoehdot}
translate U AnnotateTime {Siirtojen v�linen aika sekunteina}
translate U AnnotateWhich {Lis�� muunnelmat}
translate U AnnotateAll {molemmille osapuolille}
translate U AnnotateAllMoves {Kommentoi kaikki siirrot}
translate U AnnotateWhite {Vain valkealle}
translate U AnnotateBlack {Vain mustalle}
translate U AnnotateBlundersOnly {Kun pelisiirto on virhe (blunder)}
translate U AnnotateBlundersOnlyScoreChange {Analyysi raportoi virheet, muuuttaen pisteytyksen: }
translate U BlundersThreshold {Virhekynnys}
translate U ScoreAllMoves {Pisteyt� kaikki siirrot}
translate U LowPriority {Matala CPUn k�ytt�aste}
translate U ClickHereToSeeMoves {Klikkaa n�hd�ksesi siirrot}
translate U ConfigureInformant {Tee Informant-asetukset}
translate U Informant!? {Mielenkiintoinen siirto}
translate U Informant? {Heikko siirto}
translate U Informant?? {Virhe}
translate U Informant?! {Ep�ilytt�v� siirto}
translate U Informant+= {Valkean pieni etu}
translate U Informant+/- {Valkean etu}
translate U Informant+- {Valkean ratkaiseva etu}
translate U Informant++- {Voittoasema}
  
# Book window
translate U Book {Kirja}
translate U OtherBookMoves {Vastustajan kirja}
translate U OtherBookMovesTooltip {Siirrot, joihin vastustajalla on vastaus}

# Analysis Engine open dialog:
translate U EngineList {Analyysimoottorilista}
translate U EngineName {Nimi}
translate U EngineCmd {Komento}
translate U EngineArgs {Parametrit}
translate U EngineDir {Hakemisto}
translate U EngineElo {Elo}
translate U EngineTime {Pvm}
translate U EngineNew {Uusi}
translate U EngineEdit {Muokkaa}
translate U EngineRequired {Lihavoidut kent�t ovat pakollisia}

# Stats window menus:
menuText U StatsFile "Tiedosto" 0
menuText U StatsFilePrint "Tulosta tiedostoon..." 1
menuText U StatsFileClose "Sulje ikkuna" 0
menuText U StatsOpt "Asetukset" 0

# PGN window menus:
menuText U PgnFile "Tiedosto" 0
menuText U PgnFileCopy "Kopioi peli leikep�yd�lle" 0
menuText U PgnFilePrint "Tulosta tiedostoon..." 1
menuText U PgnFileClose "Sulje PGN-ikkuna" 6
menuText U PgnOpt "N�ytt�" 0
menuText U PgnOptColor "V�rit" 0
menuText U PgnOptShort "Lyhyet otsikkotiedot (3-rivinen)" 0
menuText U PgnOptSymbols "Merkinn�t symboleina" 1
menuText U PgnOptIndentC "Sisenn� kommentit" 0
menuText U PgnOptIndentV "Sisenn� muunnelmat" 1
menuText U PgnOptColumn "Sarakkeina (siirto per rivi)" 1
menuText U PgnOptSpace "V�lily�nti siirtonumeron j�lkeen" 1
menuText U PgnOptStripMarks "Poista v�ri-/nuolikoodit" 1
menuText U PgnOptBoldMainLine "Lihavoi p��muunnelma" 2
menuText U PgnColor "V�rit" 2
menuText U PgnColorHeader "Otsikko..." 0
menuText U PgnColorAnno "Merkinn�t..." 0
menuText U PgnColorComments "Kommentit..." 0
menuText U PgnColorVars "Muunnelmat..." 0
menuText U PgnColorBackground "Tausta..." 0
menuText U PgnColorMain "P��muunnelma..." 0
menuText U PgnColorCurrent "Nykyisen siirron tausta..." 0
menuText U PgnHelp "Ohje" 0
menuText U PgnHelpPgn "PGN-ohje" 0
menuText U PgnHelpIndex "Aakkosellinen" 0
translate U PgnWindowTitle {Siirrot - peli %u}

# Crosstable window menus:
menuText U CrosstabFile "Tiedosto" 0
menuText U CrosstabFileText "Tulosta tekstitiedostoon..." 9
menuText U CrosstabFileHtml "Tulosta HTML-tiedostoon..." 8
menuText U CrosstabFileLaTeX "Tulosta LaTeX-tiedostoon..." 8
menuText U CrosstabFileClose "Sulje ristitaulukko" 0
menuText U CrosstabEdit "Muokkaa" 0
menuText U CrosstabEditEvent "Tapahtuma" 0
menuText U CrosstabEditSite "Paikka" 0
menuText U CrosstabEditDate "Pvm" 0
menuText U CrosstabOpt "N�ytt�" 0
menuText U CrosstabOptAll "T�yskierroskilpailu" 0
menuText U CrosstabOptSwiss "Swiss" 0
menuText U CrosstabOptKnockout "Cup-kilpailu" 0
menuText U CrosstabOptAuto "Auto" 0
menuText U CrosstabOptAges "Ik�" 0
menuText U CrosstabOptNats "Kansallisuudet" 0
menuText U CrosstabOptRatings "Vahvuusluvuut" 0
menuText U CrosstabOptTitles "Tittelit" 0
menuText U CrosstabOptBreaks "Tie-Break" 4
menuText U CrosstabOptDeleted "Huomioi poistetut pelit" 0
menuText U CrosstabOptColors "V�rit (vain Swiss)" 0
menuText U CrosstabOptColumnNumbers "Numeroidut sarakkeet (vain t�yskierroskilpailu)" 0
menuText U CrosstabOptGroup "Ryhm�tulokset" 0
menuText U CrosstabSort "Lajittele" 0
menuText U CrosstabSortName "Nimi" 0
menuText U CrosstabSortRating "Vahvuusluku" 0
menuText U CrosstabSortScore "Tulos" 0
menuText U CrosstabColor "V�ri" 0
menuText U CrosstabColorPlain "Teksti" 0
menuText U CrosstabColorHyper "Hyperteksti" 0
menuText U CrosstabHelp "Ohje" 0
menuText U CrosstabHelpCross "Ristitaulukon ohje" 0
menuText U CrosstabHelpIndex "Aakkosellinen ohje" 0
translate U SetFilter {Aseta suodatin}
translate U AddToFilter {Lis�� suodattimeen}
translate U Swiss {Swiss}
translate U Category {Kategoria}

# Opening report window menus:
menuText U OprepFile "Tiedosto" 0
menuText U OprepFileText "Tulosta tekstitiedostoon..." 1
menuText U OprepFileHtml "Tulosta HTML-tiedostoon..." 8
menuText U OprepFileLaTeX "Tulosta LaTeXtiedostoon..." 8
menuText U OprepFileOptions "Asetukset..." 0
menuText U OprepFileClose "Sulje raportti-ikkuna" 0
menuText U OprepFavorites "Suosikit" 2
menuText U OprepFavoritesAdd "Lis�� raportti..." 3
menuText U OprepFavoritesEdit "Muokkaa raportin suosikkeja..." 0
menuText U OprepFavoritesGenerate "Luo raportteja..." 4
menuText U OprepHelp "Ohje" 2
menuText U OprepHelpReport "Avausraportin ohje" 0
menuText U OprepHelpIndex "Aakkosellinen ohje" 0

# Repertoire editor:
menuText U RepFile "Tiedosto" 0
menuText U RepFileNew "Uusi" 0
menuText U RepFileOpen "Avaa..." 0
menuText U RepFileSave "Tallenna..." 2
menuText U RepFileSaveAs "Tallenna nimell�..." 4
menuText U RepFileClose "Sulje ikkuna" 0
menuText U RepEdit "Muokkaa" 0
menuText U RepEditGroup "Lis�� ryhm�" 3
menuText U RepEditInclude "Lis�� mukaan otettava linja" 0
menuText U RepEditExclude "Lis�� poistettava linja" 0
menuText U RepView "N�yt�" 0
menuText U RepViewExpand "Laajenna kaikki ryhm�t" 0
menuText U RepViewCollapse "Pienenn� kaikki ryhm�t" 0
menuText U RepSearch "Haku" 0
menuText U RepSearchAll "Kaikkialta..." 0
menuText U RepSearchDisplayed "Vain n�ytetyist� riveist�..." 0
menuText U RepHelp "Ohje" 3
menuText U RepHelpRep "Repertuaarin ohje" 0
menuText U RepHelpIndex "aakkosellinen ohje" 0
translate U RepSearch "Repertuaarihaku"
translate U RepIncludedLines "mukaan otettavat linjat"
translate U RepExcludedLines "poistettavat linjat"
translate U RepCloseDialog {T�ss� repertuaarissa on tallentamattomia muutoksia.

Haluatko jatkaa ja hyl�t� tekem�si mutokset?
}

# Header search:
translate U HeaderSearch {Haku otsikkotiedoista}
translate U EndSideToMove {Siirtovuoro pelin lopussa}
translate U GamesWithNoECO {Ei ECO-koodia}
translate U GameLength {Pelin pituus}
translate U FindGamesWith {Merkityt pelit}
translate U StdStart {Ei-standardi alku}
translate U Promotions {Korotukset}
translate U Comments {Kommentit}
translate U Variations {Muunnelmat}
translate U Annotations {Annotaatiot}
translate U DeleteFlag {Poistomerkki}
translate U WhiteOpFlag {Valkean avaus}
translate U BlackOpFlag {Mustan avaus}
translate U MiddlegameFlag {Keskipeli}
translate U EndgameFlag {Loppupeli}
translate U NoveltyFlag {Uutuus}
translate U PawnFlag {Sotilasasema}
translate U TacticsFlag {Taktiikka}
translate U QsideFlag {Kuningatarsivustan peli}
translate U KsideFlag {Kuningassivustan peli}
translate U BrilliancyFlag {Loistosiirto}
translate U BlunderFlag {Virhe (Blunder)}
translate U UserFlag {K�ytt�j�}
translate U PgnContains {PGN sis�lt�� teksti�}
translate U Annotator {Annotoija}
translate U Cmnts {Vain annotoidut pelit}

# Game list window:
translate U GlistNumber {Numero}
translate U GlistWhite {Valkea}
translate U GlistBlack {Musta}
translate U GlistWElo {V-Elo}
translate U GlistBElo {M-Elo}
translate U GlistEvent {Tapahtuma}
translate U GlistSite {Paikka}
translate U GlistRound {Kierros}
translate U GlistDate {Pvm}
translate U GlistYear {Vuosi}
translate U GlistEDate {Tapahtuman pvm}
translate U GlistResult {Tulos}
translate U GlistLength {Pituus}
translate U GlistCountry {Maa}
translate U GlistECO {ECO}
translate U GlistOpening {Avaus}
translate U GlistEndMaterial {Loppumateriaali}
translate U GlistDeleted {Poistettu}
translate U GlistFlags {Merkit}
translate U GlistVars {Muunnelmat}
translate U GlistComments {Kommentit}
translate U GlistAnnos {Annotaatiot}
translate U GlistStart {Alk}
translate U GlistGameNumber {Peli nro}
translate U GlistAverageElo {Keskim. Elo}
translate U GlistRating {Vahvuusluku}
translate U GlistFindText {Etsi teksti}
translate U GlistMoveField {Siirto}
translate U GlistEditField {Asetukset}
translate U GlistAddField {Lis��}
translate U GlistDeleteField {Poista}
translate U GlistWidth {Leveys}
translate U GlistAlign {Tasaus}
translate U GlistAlignL {Tasaa vasen}
translate U GlistAlignR {Tasaa oikea}
translate U GlistAlignC {Keskit�}
translate U GlistColor {V�ri}
translate U GlistSep {Erotin}
translate U GlistCurrentSep {-- Nykyinen --}
translate U GlistNewSort {Uusi}
translate U GlistAddToSort {Lis��}
translate U GsortSort {Lajittele...}
translate U GsortDate {Pvm.}
translate U GsortYear {Vuosi}
translate U GsortEvent {Tapahtuma}
translate U GsortSite {Paikka}
translate U GsortRound {Kierros}
translate U GsortWhiteName {Valkea nimi}
translate U GsortBlackName {Musta nimi}
translate U GsortECO {ECO}
translate U GsortResult {Tulos}
translate U GsortMoveCount {Siirtolkm.}
translate U GsortAverageElo {Keskim. Elo}
translate U GsortCountry {Maa}
translate U GsortDeleted {Poistettu}
translate U GsortEventDate {Tapahtuman pvm.}
translate U GsortWhiteElo {Valkea Elo}
translate U GsortBlackElo {Musta Elo}
translate U GsortComments {Kommentit}
translate U GsortVariations {Muunnelmat}
translate U GsortNAGs {NAG}
translate U GsortAscending {Nouseva}
translate U GsortDescending {Laskeva}
translate U GsortAdd {Lis��}
translate U GsortStore {Varastoi}
translate U GsortLoad {Lataa}

# menu shown with right mouse button down on game list. 
translate U GlistRemoveThisGameFromFilter  {T�m� peli pois suodattimesta}
translate U GlistRemoveGameAndAboveFromFilter  {T�m� ja kaikki edelt�v�t pois suodattimesta}
translate U GlistRemoveGameAndBelowFromFilter  {T�m� ja kaikki seuraavat pois suodattimesta}
translate U GlistDeleteGame {Poista t�m� peli (kumoa)} 
translate U GlistDeleteAllGames {Poista kaikki suodatetut pelit} 
translate U GlistUndeleteAllGames {Kumoa kaikkien suodatettujen pelien poisto}  
translate U GlistMergeGameInBase {Yhdist� peli toiseen kantaan}

# Maintenance window:
translate U DatabaseName {Tietokannan nimi:}
translate U TypeIcon {Tyyppi:}
translate U NumOfGames {Pelit:}
translate U NumDeletedGames {Poistetut pelit:}
translate U NumFilterGames {Suodatetut pelit:}
translate U YearRange {Vuodet:}
translate U RatingRange {Vahvuusluvut:}
translate U Description {Kuvaus}
translate U Flag {Merkit}
translate U CustomFlags {Omat merkit}
translate U DeleteCurrent {Poista nykyinen peli}
translate U DeleteFilter {Poista suodatetut pelit}
translate U DeleteAll {Poista kaikki pelit}
translate U UndeleteCurrent {Kumoa nykyisen poisto}
translate U UndeleteFilter {Kumoa suodatettujen poisto}
translate U UndeleteAll {Kumoa kaikkien poisto}
translate U DeleteTwins {Poista tuplat}
translate U MarkCurrent {Merkitse nykyinen peli}
translate U MarkFilter {Merkitse suodatetut pelit}
translate U MarkAll {Merkite kaikki pelit}
translate U UnmarkCurrent {Poista merkint� nykyisest�}
translate U UnmarkFilter {Poista merkint� suodatetuista}
translate U UnmarkAll {Poista merkint� kaikista}
translate U Spellchecking {Oikeinkirjoitus}
translate U Players {Pelaajat}
translate U Events {Tapahtumat}
translate U Sites {Paikat}
translate U Rounds {Kierrokset}
translate U DatabaseOps {Tietokantaoperaatiot}
translate U ReclassifyGames {ECO-luokittele pelit}
translate U CompactDatabase {Tiivist� kanta}
translate U SortDatabase {Lajittele kanta}
translate U AddEloRatings {Lis�� Elo-luvut}
translate U AutoloadGame {Lataa automaattisesti peli nro}
translate U StripTags {Poista PGN-merkinn�t}
translate U StripTag {Poista merkint�}
translate U Cleaner {Puhdistaja}
translate U CleanerHelp {
Scidin Puhdistaja tekee nykyiselle tietokannalle alla olevasta listasta valitsemasi yll�pitotoimet.

Voit valita k�ytett�viksi my�s nykyiset ECO- ja tuplien poistoasetukset.
}
translate U CleanerConfirm {
Puhdistajaa ei voi pys�ytt��!

Suurilla tietokannoilla puhdistusajo voi kest�� todella kauan, riippuen valitsemistasi asetuksista.

Oletko varma, ett� haluat ajaa puhdistusajon?
}
# Twinchecker
translate U TwinCheckUndelete {Vaihda valinta; "u" peruu poiston}
translate U TwinCheckprevPair {Edellinen pari}
translate U TwinChecknextPair {Seuraava pari}
translate U TwinChecker {Scid: Tuplien poisto}
translate U TwinCheckTournament {Pelit turnauksessa:}
translate U TwinCheckNoTwin {Ei tupla}
translate U TwinCheckNoTwinfound {Pelille ei l�ytynyt tuplaa.\nN�hd�ksesi tuplat t�ss� ikkunassa valitse "Poista tuplat..." -toiminto.}
translate U TwinCheckTag {Yhteiset merkinn�t...}
translate U TwinCheckFound1 {Scid l�ysi $result tuplaa}
translate U TwinCheckFound2 { ja asetti niille poistomerkinn�n}
translate U TwinCheckNoDelete {Ei poistettavia pelej� tietokannassa.}
translate U TwinCriteria1 { Asetuksillasi l�ytyy todenn�k�isesti valetuplia,\neli pelej� joissa on samat siirrot, mutta jotka eiv�t ole tuplia.}
translate U TwinCriteria2 {Mik�li valitset "Ei" samoille siirroille, sinun pit�isi valita "Kyll�" v�reille, tapahtumalle, kierrokselle, vuodelle ja kuukaudelle.\nHaluatko silti jatkaa? }
translate U TwinCriteria3 {Kannattaa valita "Kyll�" ainakin kahdelle seuraavista "sama paikka", "sama kierros" ja "sama vuosi".\nHaluatko silti jatkaa?}
translate U TwinCriteriaConfirm {Scid: Vahvista tupla-asetukset}
translate U TwinChangeTag "Muuta seuraavat merkinn�t:\n\n"
translate U AllocRatingDescription "T�m� komento k�ytt�� oikeinkirjoitustiedostoa m��ritt��kseen Elo-luvut tietokannan peleille. Mik�li pelaajalla ei ole voimassa olevaa lukua, k�ytet��n oikeinkirjoitustiedostossa olevaa lukua peliajankohtana - mik�li sellainen on olemassa."
translate U RatingOverride "Kirjoita yli olemassaolevat luvut?"
translate U AddRatings "Lis�� vahvuusluvut:"
translate U AddedRatings {Scid lis�si $r Elo-lukua $g peliin.}

#Bookmark editor
translate U NewSubmenu "Uusi alivalikko"

# Comment editor:
translate U AnnotationSymbols  {Annotaatiosymbolit:}
translate U Comment {Kommentti:}
translate U InsertMark {Lis�� merkint�}
translate U InsertMarkHelp {
Lis��/poista merkint�: Valitse v�ri, tyyppi, ruutu.
Lis��/poista nuoli: Hiiren kakkosnapilla kaksi ruutua.
}

# Nag buttons in comment editor:
translate U GoodMove {Hyv� siirto}
translate U PoorMove {Huono siirto}
translate U ExcellentMove {Erinomainen siirto}
translate U Blunder {Virhe (Blunder)}
translate U InterestingMove {Mielenkiintoinen siirto}
translate U DubiousMove {Ep�ilytt�v� siirto}
translate U WhiteDecisiveAdvantage {Valkealla on ratkaiseva etu}
translate U BlackDecisiveAdvantage {Mustalla on ratkaiseva etu}
translate U WhiteClearAdvantage {Valkealla on selv� etu}
translate U BlackClearAdvantage {Mustalla on selv� etu}
translate U WhiteSlightAdvantage {Valkealla on hieman etua}
translate U BlackSlightAdvantage {Mustalla on hieman etua}
translate U Equality {Tasa-asema}
translate U Unclear {Ep�selv�}
translate U Diagram {Kaavio}

# Board search:
translate U BoardSearch {Asemahaku}
translate U FilterOperation {Operaatio nykyiselle suodattimelle:}
translate U FilterAnd {AND (rajoita suodatinta)}
translate U FilterOr {OR (Lis�� suodattimeen)}
translate U FilterIgnore {IGNORE (Alusta suodatin)}
translate U SearchType {Hakutapa:}
translate U SearchBoardExact {T�sm�llinen (kaikki nappulat samoissa ruuduissa)}
translate U SearchBoardPawns {Sotilaat (sama materiaali, sotilaat samoissa ruuduissa)}
translate U SearchBoardFiles {Rivit (sama materiaali, sotilaat samoilla riveill�)}
translate U SearchBoardAny {Kaikki (sama materiaali, sotilaat ja upseerit miss� tahansa)}
translate U SearchInRefDatabase { Etsi referenssikannasta }
translate U LookInVars {Etsi my�s muunnelmista}

# Material search:
translate U MaterialSearch {Materiaalhaku}
translate U Material {Materiaali}
translate U Patterns {Tunnusmerkit}
translate U Zero {Nolla}
translate U Any {Kaikki}
translate U CurrentBoard {Nykyinen lauta}
translate U CommonEndings {Yleiset loppupelit}
translate U CommonPatterns {Yleiset tunnusmerkit}
translate U MaterialDiff {Materiaaliero}
translate U squares {ruudut}
translate U SameColor {Sama v�ri}
translate U OppColor {Vastav�ri}
translate U Either {Molemmat}
translate U MoveNumberRange {Siirtonumerot}
translate U MatchForAtLeast {Yhteisen� v�hint��n}
translate U HalfMoves {puolisiirtoa}

# Common endings in material search:
translate U EndingPawns {Sotilasloppupelit}
translate U EndingRookVsPawns {Torni vs. sotilas(-aat)}
translate U EndingRookPawnVsRook {Torni ja 1 sotilas vs. torni}
translate U EndingRookPawnsVsRook {Torni ja sotilaita vs. torni}
translate U EndingRooks {Torni vs. torni}
translate U EndingRooksPassedA {Torni vs. torni ja a-vapaasotilas}
translate U EndingRooksDouble {Nelitorniloppupelit}
translate U EndingBishops {L�hetti vs. l�hetti}
translate U EndingBishopVsKnight {L�hetti vs. ratsu}
translate U EndingKnights {Ratsu vs. ratsu}
translate U EndingQueens {Kuningatar vs. kuningatar}
translate U EndingQueenPawnVsQueen {Kuningatar ja 1 sotilas vs. kuningatar}
translate U BishopPairVsKnightPair {Kaksi l�hetti� vs. kaksi ratsua keskipeliss�}

# Common patterns in material search:
translate U PatternWhiteIQP {Valkea IQP}
translate U PatternWhiteIQPBreakE6 {Valkea IQP: d4-d5 murto vs. e6}
translate U PatternWhiteIQPBreakC6 {Valkea IQP: d4-d5 murto vs. c6}
translate U PatternBlackIQP {Musta IQP}
translate U PatternWhiteBlackIQP {Valkea IQP vs. musta IQP}
translate U PatternCoupleC3D4 {Valkea c3+d4 eristetty sotilaspari}
translate U PatternHangingC5D5 {Musta riippuvat sotilaat c5 ja d5}
translate U PatternMaroczy {Maroczy-keskusta (sotilaat c4 ja e4)}
translate U PatternRookSacC3 {Tornin uhraus c3:een}
translate U PatternKc1Kg8 {O-O-O vs. O-O (Kc1 vs. Kg8)}
translate U PatternKg1Kc8 {O-O vs. O-O-O (Kg1 vs. Kc8)}
translate U PatternLightFian {Vaalearuutuiset sivustoinnit (l�hetti g2 vs. l�hetti b7)}
translate U PatternDarkFian {Tummaruutuiset sivustoinnit (l�hetti b2 vs. l�hetti g7)}
translate U PatternFourFian {Nelj� sivustointia (L�hetit b2,g2,b7,g7)}

# Game saving:
translate U Today {T�n��n}
translate U ClassifyGame {Luokittele peli}

# Setup position:
translate U EmptyBoard {Tyhj� lauta}
translate U InitialBoard {Alkuasema}
translate U SideToMove {Siirtovuorossa}
translate U MoveNumber {Siirto nro}
translate U Castling {Linnoitus}
translate U EnPassantFile {Ohestaly�nti}
translate U ClearFen {Tyhjenn� FEN}
translate U PasteFen {Liit� FEN}

translate U SaveAndContinue {Tallenna ja jatka}
translate U DiscardChangesAndContinue {Hylk�� mutokset\nja jatka}
translate U GoBack {Takaisin}

# Replace move dialog:
translate U ReplaceMove {Korvaa siirto}
translate U AddNewVar {Lis�� uusi muunnelma}
translate U NewMainLine {Uusi p��muunnelma}
translate U ReplaceMoveMessage {Siirto on jo olemassa.

Voit korvata sen ja poistaa samalla kaiki seuraavat siirrot tai lis�t� siirtosi uutena muunnelmana.

(Jos et halua n�hd� t�t� varoitusta jatkossa, muuta toiminto "Kysy ennen korvaamista" valikosta.)}

# Make database read-only dialog:
translate U ReadOnlyDialog {Jos muutat t�m�n kannan vain luku -moodiin, mit��n muutoksia ei sallita.
Pelej� ei voi tallentaa tai korvata, eik� poistomerkint�j� muuttaa.
Kaikki tekem�si ECO-luokitukset ja lajittelut ovat tilap�isi�.

Voit helposti muuttaa kannan takaisin kirjoitusmoodiin sulkemalla ja avaamalla sen uudestaan.

Haluatko varmasti muuttaa kannan vain luku -moodiin?}

# Clear game dialog:
translate U ClearGameDialog {T�t� peli� on muutettu.

Haluatko jatkaa ja hyl�t� kaikki tehdyt muutokset?
}

# Exit dialog:
translate U ExitDialog {Haluatko todella sulkea Scidin?}
translate U ExitUnsaved {Seuraavissa kannoissa on tallentamattomia muutoksia. Jos lopetat, muutokset menetet��n.}

# Import window:
translate U PasteCurrentGame {Liit� nykyinen peli}
translate U ImportHelp1 {Sy�t� tai liit� peli yll�olevaan kehykseen PGN-muodossa.}
translate U ImportHelp2 {Pelin tuonnissa ilmenneet virheet n�ytet��n t�ss�.}
translate U OverwriteExistingMoves {Kirjoitetaanko vanhojen siirtojen p��lle?}

# ECO Browser:
translate U ECOAllSections {Kaikki ECO-osiot}
translate U ECOSection {ECO-osio}
translate U ECOSummary {Yhteenveto:}
translate U ECOFrequency {Alikoodien yleisyys:}

# Opening Report:
translate U OprepTitle {Avausraportti}
translate U OprepReport {Raportti}
translate U OprepGenerated {Luonut:}
translate U OprepStatsHist {Tilastot ja historia}
translate U OprepStats {Tilastot}
translate U OprepStatAll {Kaikki raportin pelit}
translate U OprepStatBoth {Molemmilla vahvuusluku}
translate U OprepStatSince {alkaen}
translate U OprepOldest {Vanhimmat pelit}
translate U OprepNewest {Uusimmat pelit}
translate U OprepPopular {Nykyinen suosio}
translate U OprepFreqAll {Yleisyys kaikkina vuosina:   }
translate U OprepFreq1   {Viimeisimp�n� vuotena: }
translate U OprepFreq5   {Viimeisimpin� 5 vuotena t�h�n p�iv��n: }
translate U OprepFreq10  {Viimeisimpin� 10 vuotena t�h�n p�iv��n: }
translate U OprepEvery {kerran joka %u peliss�}
translate U OprepUp {yl�s %u%s kaikista vuosista}
translate U OprepDown {alas %u%s kaikista vuosista}
translate U OprepSame {ei muutosta kaikista vuosista}
translate U OprepMostFrequent {Yleisimm�t pelaajat}
translate U OprepMostFrequentOpponents {Yleisimm�t vastustajat}
translate U OprepRatingsPerf {Vahvuusluvut ja suoritusluvut}
translate U OprepAvgPerf {Keskivahvuudet ja -suoritusluvut}
translate U OprepWRating {Valkean vahvuusluku}
translate U OprepBRating {Mustan vahvuusluku}
translate U OprepWPerf {Valkean suoritusluku}
translate U OprepBPerf {Mustan suoritusluku}
translate U OprepHighRating {Pelit, joilla korkein keskivahvuus}
translate U OprepTrends {Tulostrendit}
translate U OprepResults {Tulosten pituudet ja yleisyys}
translate U OprepLength {Pelin pituus}
translate U OprepFrequency {Yleisyys}
translate U OprepWWins {Valkea voittaa: }
translate U OprepBWins {Musta voittaa: }
translate U OprepDraws {Tasapeli:      }
translate U OprepWholeDB {koko tietokanta}
translate U OprepShortest {Lyhimm�t voitot}
translate U OprepMovesThemes {Siirrot ja teemat}
translate U OprepMoveOrders {Siirtoj�rjestykset raportin asemaan}
translate U OprepMoveOrdersOne \
  {Vain yksi siirtoj�rjestys, jolla t�h�n asemaan on p��dytty:}
translate U OprepMoveOrdersAll \
  { %u siirtoj�rjestyst� johti t�h�n asemaan:}
translate U OprepMoveOrdersMany \
  {%u siirtoj�rjestyst� johti t�h�n asemaan. Yleisimm�t %u ovat:}
translate U OprepMovesFrom {Siirrot raportin asemasta}
translate U OprepMostFrequentEcoCodes {Yleisimm�t ECO-koodit}
translate U OprepThemes {Asemalliset teemat}
translate U OprepThemeDescription {Teemojen yleisyys ensimm�isiss� %u siirrossa}
translate U OprepThemeSameCastling {Linnoitukset samalle puolelle}
translate U OprepThemeOppCastling {Linnoitukset vastakkaisille puolille}
translate U OprepThemeNoCastling {Kumpikaan ei linnoita}
translate U OprepThemeKPawnStorm {Kuningassivustan sotilasvy�ry}
translate U OprepThemeQueenswap {Kuningatarten vaihto}
translate U OprepThemeWIQP {Valkean eristetty kuningatarsotilas}
translate U OprepThemeBIQP {Mustan eristetty kuningatarsotilas}
translate U OprepThemeWP567 {Valkean sotilas 5./6./7. rivill�}
translate U OprepThemeBP234 {Mustan sotilas 2./3./4. rivill�}
translate U OprepThemeOpenCDE {Avoin c/d/e-linja}
translate U OprepTheme1BishopPair {L�hettipari vain toisella}
translate U OprepEndgames {Loppupelit}
translate U OprepReportGames {Raportin pelit}
translate U OprepAllGames    {Kaikki pelit}
translate U OprepEndClass {Materiaali pelin lopussa}
translate U OprepTheoryTable {Teoriataulukko}
translate U OprepTableComment {Luotu %u korkeimmalle rankatusta pelist�.}
translate U OprepExtraMoves {Erikoisesti huomioitavat siirrot teoriataulukossa}
translate U OprepMaxGames {Maksimim��r� pelej� teoriataulukossa}
translate U OprepViewHTML {N�yt� HTML}
translate U OprepViewLaTeX {N�yt� LaTeX}

# Player Report:
translate U PReportTitle {Pelaajaraportti}
translate U PReportColorWhite {valkeilla}
translate U PReportColorBlack {mustilla}
translate U PReportMoves { %s j�lkeen}
translate U PReportOpenings {Avaukset}
translate U PReportClipbase {Tyhjenn� leikekanta ja kopioi suodatetut pelit siihen}

# Piece Tracker window:
translate U TrackerSelectSingle {Hiiren ykk�snappi valitsee t�m�n nappulan.}
translate U TrackerSelectPair {Hiiren ykk�snappi valitsee t�m�n nappulan; kakkosnappi valitsee my�s toisen samanlaisen.}
translate U TrackerSelectPawn {Hiiren ykk�snappi valitsee t�m�n sotilaan; kakkosnappi valitsee kaikki 8 sotilasta.}
translate U TrackerStat {Tilastot}
translate U TrackerGames {% peleist�, joissa siirto ruutuun}
translate U TrackerTime {% ajasta kussakin ruudussa}
translate U TrackerMoves {Siirrot}
translate U TrackerMovesStart {Seuranta alkaa siirrosta:}
translate U TrackerMovesStop {Seuranta loppuu siirtoon:}

# Game selection dialogs:
translate U SelectAllGames {Kaikki tietokannan pelit}
translate U SelectFilterGames {Vain suodatetut pelit}
translate U SelectTournamentGames {Vain nykyisen turnauksen pelit}
translate U SelectOlderGames {Vain vanhemmat pelit}

# Delete Twins window:
translate U TwinsNote {Peli on tupla jonkin toisen pelin kanssa: Peleill� on samat pelaajat ja lis�ksi alla m��ritetyt kriteerit t�yttyv�t. Kun tuplapari l�ytyy, lyhyempi peleist� poistetaan. Vihje: Kannattaa tarkistaa kannan oikeinkirjoitus ennen tuplien poistoa, koska monien pelaajien nimist� on useita kirjoitustapoja. }
translate U TwinsCriteria {Kriteerit: Tuplissa t�ytyy olla...}
translate U TwinsWhich {Mit� pelej� tarkastellaan}
translate U TwinsColors {Samat pelaajien v�rit?}
translate U TwinsEvent {Sama tapahtuma (turnaus)?}
translate U TwinsSite {Sama paikka?}
translate U TwinsRound {Sama kierros?}
translate U TwinsYear {Sama vuosi?}
translate U TwinsMonth {Sama kuukausi?}
translate U TwinsDay {Sama p�iv�?}
translate U TwinsResult {Sama tulos?}
translate U TwinsECO {Sama ECO-koodi?}
translate U TwinsMoves {Samat siirrot?}
translate U TwinsPlayers {Verrataan pelaajien nimi�:}
translate U TwinsPlayersExact {T�sm�lleen samat}
translate U TwinsPlayersPrefix {Ensimm�iset 4 kirjainta}
translate U TwinsWhen {Tuplia poistettaessa:}
translate U TwinsSkipShort {Ohita kaikki alle 5 siirron pelit?}
translate U TwinsUndelete {Ensin kumoa kaikkien pelien poisto?}
translate U TwinsSetFilter {Aseta suodatin n�ytt�m��n kaikki poistetut tuplat?}
translate U TwinsComments {S�ilyt� aina pelit, joissa on kommentteja?}
translate U TwinsVars {S�ilyt� aina pelit, joissa on muunnelmia?}
translate U TwinsDeleteWhich {Mik� peli poistetaan:}
translate U TwinsDeleteShorter {Lyhyempi}
translate U TwinsDeleteOlder {Pienempi numero pelilistauksessa}
translate U TwinsDeleteNewer {Suurempi numero pelilistauksessa}
translate U TwinsDelete {Poista pelit}

# Name editor window:
translate U NameEditType {Muokattavan nimen tyyppi}
translate U NameEditSelect {Muokattavat pelit}
translate U NameEditReplace {Korvaa}
translate U NameEditWith {kanssa}
translate U NameEditMatches {Osumat: Tee valinta painamalla Ctrl+1 - Ctrl+9}
translate U CheckGames {Tarkista pelit}
translate U CheckGamesWhich {Tarkista pelit}
translate U CheckAll {Kaikki pelit}
translate U CheckSelectFilterGames {Vain suodattimen pelit}

# Classify window:
translate U Classify {Luokittele}
translate U ClassifyWhich {Mitk� pelit ECO-luokitellaan}
translate U ClassifyAll {Kaikki pelit (kirjoita yli vanhat ECO-koodit)}
translate U ClassifyYear {Viimeisimm�n vuoden aikana pelatut}
translate U ClassifyMonth {Viimeisimm�n kuukauden aikana pelatut}
translate U ClassifyNew {Vain pelit, joilla ei ole ECO-koodia entuudestaan}
translate U ClassifyCodes {K�ytett�v�t ECO-koodit}
translate U ClassifyBasic {Vain standardit ECO-koodit ("B12", ...)}
translate U ClassifyExtended {Scid-laajennukset ("B12j", ...)}

# Compaction:
translate U NameFile {Nimitiedosto}
translate U GameFile {Pelitiedosto}
translate U Names {Nimet}
translate U Unused {K�ytt�m�t�n}
translate U SizeKb {Koko (kb)}
translate U CurrentState {Nykyinen status}
translate U AfterCompaction {Tiivist�misen j�lkeen}
translate U CompactNames {Tiivist� nimitiedosto}
translate U CompactGames {Tiivist� pelitiedosto}
translate U NoUnusedNames "Ei k�ytt�m�tt�mi� nimi�, nimitiedosto on valmiiksi t�ysin tiivistetty."
translate U NoUnusedGames "Pelitiedosto on valmiiksi t�ysin tiivistetty."
translate U NameFileCompacted {Nimitiedosto tietokannalle "[file tail [sc_base filename]]" on tiivistetty.}
translate U GameFileCompacted {Pelitiedosto tietokannalle "[file tail [sc_base filename]]" on tiivistetty.}

# Sorting:
translate U SortCriteria {Kriteerit}
translate U AddCriteria {Lis�� kriteeri}
translate U CommonSorts {Yleiset lajittelut}
translate U Sort {Lajittele}

# Exporting:
translate U AddToExistingFile {Lis�� pelit olemassaolevaan tiedostoon?}
translate U ExportComments {Vie kommentit?}
translate U ExportVariations {Vie muunnelmat?}
translate U IndentComments {Sisenn� kommentit?}
translate U IndentVariations {Sisenn� muunnelmat?}
translate U ExportColumnStyle {Saraketyyli (siirto per rivi)?}
translate U ExportSymbolStyle {Symboolit annotaatioissa:}
translate U ExportStripMarks {Poista ruutu-/nuolimerkit kommenteista?}

# Goto game/move dialogs:
translate U LoadGameNumber {Ladattavan pelin numero:}
translate U GotoMoveNumber {Siirry siirtoon nro:}

# Copy games dialog:
translate U CopyGames {Kopioi pelit}
translate U CopyConfirm {
 Haluatko varmasti kopioida suodattimen [::utils::thousands $nGamesToCopy] pelit
 tietokannasta "$fromName"
 tietokantaan "$targetName"?
}
translate U CopyErr {Ei voi kopioida}
translate U CopyErrSource {l�hdekanta}
translate U CopyErrTarget {kohdekanta}
translate U CopyErrNoGames {ei sis�ll� pelej� suodattimessa}
translate U CopyErrReadOnly {on vain-luku}
translate U CopyErrNotOpen {ei ole auki}

# Colors:
translate U LightSquares {Vaaleat ruudut}
translate U DarkSquares {Tummat ruudut}
translate U SelectedSquares {Valitut ruudut}
translate U SuggestedSquares {Siirtoehdotusten ruudut}
translate U WhitePieces {Valkeat nappulat}
translate U BlackPieces {Mustat nappulat}
translate U WhiteBorder {Valkea reuna}
translate U BlackBorder {Musta reuna}

# Novelty window:
translate U FindNovelty {Etsi uutuus}
translate U Novelty {Uutuus}
translate U NoveltyInterrupt {Uutuuksien etsint� keskeytetty}
translate U NoveltyNone {Ei uutuuksia}
translate U NoveltyHelp {
Scid l�yt�� pelin ensimm�isen siirron, joka johtaa sellaiseen asemaan, jota ei l�ydy valitusta tietokannasta tai ECO-avauskirjasta.
}

# Sounds configuration:
translate U SoundsFolder {��nitiedostojen hakemisto}
translate U SoundsFolderHelp {Hakemistosta pit�� l�yty� tiedostot King.wav, a.wav, 1.wav, jne}
translate U SoundsAnnounceOptions {Siirtoilmoitusasetukset}
translate U SoundsAnnounceNew {Ilmoita uudet siirrot}
translate U SoundsAnnounceForward {Ilmoita, kun siirryt��n eteenp�in yksi siirto}
translate U SoundsAnnounceBack {Ilmoita, kun siirryt��n taaksep�in yksi siirto}

# Upgrading databases:
translate U Upgrading {P�ivitys}
translate U ConfirmOpenNew {
T�m� on vanhaa muotoa (Scid 3) oleva tietokanta, jota ei voi avata Scid 4:ss�. Uusi (Scid 4) versio on jo luotu, haluatko avata sen?
}
translate U ConfirmUpgrade {
T�m� on vanhaa muotoa (Scid 3) oleva tietokanta. Uuden muotoinen kanta t�ytyy luoda ennen kuin voit k�ytt�� sit� Scid 4:ss�.

P�ivitys luo uuden version tietokannasta ja poistaa sen j�lkeen alkuper�isen.

P�ivitys voi kest�� jonkin aikaa, mutta se t�ytyy tehd� vain kerran. Mik�li p�ivitys kest�� liian pitk��n, voit keskeytt�� sen.

Haluatko p�ivitt�� t�m�n tietokannan nyt?
}

# Recent files options:
translate U RecentFilesMenu {Viimeaikaisten tiedostojen lkm Tiedosto-valikossa}
translate U RecentFilesExtra {Viimeaikaisten tiedostojen lkm extra-alivalikossa}

# My Player Names options:
translate U MyPlayerNamesDescription {
Lis�� alle k�ytt�m�si pelaajanimet, yksi nimi per rivi. Voit k�ytt�� villikortteja (esim. "?" korvaa yksitt�isen merkin, "*" korvaa kuinka monta per�kk�ist� merkki� hyv�ns�).

Aina kun Scid lataa pelin, jossa on k�ytt�m�si pelaajanimi, peli n�ytet��n pelaajan n�k�kulmasta. Tarvittaessa lauta k��nnet��n niin, ett� musta pelaa alhaalta yl�s.
}

#Coach
translate U showblunderexists {n�yt� virheet}
translate U showblundervalue {n�yt� virheen pistearvo}
translate U showscore {n�yt� tulos}
translate U coachgame {valmennus}
translate U configurecoachgame {Taktisen pelin asetukset}
translate U configuregame {Peliasetukset}
translate U Phalanxengine {Phalanx-moottori}
translate U Coachengine {Valmennusmoottori}
translate U difficulty {vaikeusaste}
translate U hard {vaikea}
translate U easy {helppo}
translate U Playwith {Pelaa}
translate U white {valeilla}
translate U black {mustilla}
translate U both {molemmilla}
translate U Play {Pelaa}
translate U Noblunder {Ei virhe}
translate U blunder {virhe}
translate U Noinfo {-- Ei info --}
translate U PhalanxOrTogaMissing {Phalanx tai Toga ei l�ydy}
translate U moveblunderthreshold {sirto on virhe, jos tappio on enemm�n kuin}
translate U limitanalysis {rajoita koneanalyysin aikaa}
translate U seconds {sekuntia}
translate U Abort {Keskeyt�}
translate U Resume {Jatka}
translate U OutOfOpening {Ei avauskirjastossa}
translate U NotFollowedLine {Et seurannut avauslinjaa}
translate U DoYouWantContinue {Haluatko jatkaa?}
translate U CoachIsWatching {Valmentaja seuraa}
translate U Ponder {Jatkuva analyysi}
translate U LimitELO {Rajoita ELO-vahvuus}
translate U DubiousMovePlayedTakeBack {Ep�ilytt�v� siirto, haluatko peruuttaa sen?}
translate U WeakMovePlayedTakeBack {Heikko siirto, haluatko peruuttaa sen?}
translate U BadMovePlayedTakeBack {Huono siirto, haluatko peruuttaa sen?}
translate U Iresign {Luovutan}
translate U yourmoveisnotgood {siirtosi ei ole hyv�}
translate U EndOfVar {Muunnelman loppu}
translate U Openingtrainer {Avausvalmentaja}
translate U DisplayCM {N�yt� ehdokassiirrot}
translate U DisplayCMValue {N�yt� ehdokassiirtojen arvot}
translate U DisplayOpeningStats {N�yt� tilastot}
translate U ShowReport {N�yt� raportti}
translate U NumberOfGoodMovesPlayed {hyvi� siirtoja}
translate U NumberOfDubiousMovesPlayed {ep�ilytt�vi� siirtoja}
translate U NumberOfMovesPlayedNotInRepertoire {siirtoja, jotka eiv�t ole repertuaarissa}
translate U NumberOfTimesPositionEncountered {kerta asemassa}
translate U PlayerBestMove  {Salli vain parhaat siirrot}
translate U OpponentBestMove {Vastustaja pelaa parhaita siirtoja}
translate U OnlyFlaggedLines {Vain merkityt muunnelmat}
translate U resetStats {Nollaa tilastot}
translate U Repertoiretrainingconfiguration {Repertuaarivalmennuksen asetukset}
translate U Loadingrepertoire {Lataa repertuaari}
translate U Movesloaded {Siirrot ladattu}
translate U Repertoirenotfound {Repertuaaria ei l�ydy}
translate U Openfirstrepertoirewithtype {Avaa ensimm�inen repertuaari, jonka kuvake/tyyppi on oikealla}
translate U Movenotinrepertoire {Siirtoa ei l�ydy repertuaarista}
translate U PositionsInRepertoire {Asemat repertuaarissa}
translate U PositionsNotPlayed {Asemat, joita ei pelattu}
translate U PositionsPlayed {Pelatut asemat}
translate U Success {Onnistuminen}
translate U DubiousMoves {Ep�ilytt�v�t siirrot}
translate U OutOfRepertoire {Ei repertuaarissa}
translate U ConfigureTactics {Taktiikka-asetukset}
translate U ResetScores {Nollaa tulokset}
translate U LoadingBase {Ladataan kantaa}
translate U Tactics {Taktiikat}
translate U ShowSolution {N�yt� ratkaisu}
translate U NextExercise {Seuraava harjoitus}
translate U PrevExercise {Edellinen harjoitus}
translate U StopTraining {Lopeta harjoittelu}
translate U Next {Seuraava}
translate U ResettingScore {Nollataan tulokset}
translate U LoadingGame {Ladataan peli}
translate U MateFound {Matti l�ytyi}
translate U BestSolutionNotFound {Paras ratkaisu ei l�ytynyt!}
translate U MateNotFound {Matti ei l�ytynyt}
translate U ShorterMateExists {On lyhyempikin matti}
translate U ScorePlayed {Tulos}
translate U Expected {odotustulos}
translate U ChooseTrainingBase {Valitse harjoituskanta}
translate U Thinking {Thinking}
translate U AnalyzeDone {Analyysi valmis}
translate U WinWonGame {Voita voittoasema}
translate U Lines {Muunnelmat}
translate U ConfigureUCIengine {UCI-moottorin asetukset}
translate U SpecificOpening {Tietty avaus}
translate U StartNewGame {Aloita uusi peli}
translate U FixedLevel {Kiinte� taso}
translate U Opening {Avaus}
translate U RandomLevel {Satunnainen taso}
translate U StartFromCurrentPosition {Aloita t�m�nhetkisest� asemasta}
translate U FixedDepth {Kiinte� syvyys}
translate U Nodes {Noodit}
translate U Depth {Syvyys}
translate U Time {Aika} 
translate U SecondsPerMove {sekuntia per siirto}
translate U Engine {Moottori}
translate U TimeMode {Aikamoodi}
translate U TimeBonus {Aika + bonus}
translate U TimeMin {min}
translate U TimeSec {s}
translate U AllExercisesDone {Kaikki harjoitukset tehty}
translate U MoveOutOfBook {Siirtoa ei l�ydy avauskirjasta}
translate U LastBookMove {Viimeinen kirjasiirto}
translate U AnnotateSeveralGames {Annotoi useita pelej�\nalkaen nykyisest�, p��tt�en:}
translate U FindOpeningErrors {Etsi avausvirheet}
translate U MarkTacticalExercises {Merkitse taktiset harjoitukset}
translate U UseBook {K�yt� avauskirjaa}
translate U MultiPV {Monia muunnelmia}
translate U Hash {V�limuisti}
translate U OwnBook {K�yt� moottorin avauskirjaa}
translate U BookFile {Avauskirja}
translate U AnnotateVariations {Annotoi muunnelmat}
translate U ShortAnnotations {Lyhyet annotaatiot}
translate U addAnnotatorTag {Lis�� merkint� annotaattorista}
translate U AddScoreToShortAnnotations {Lis�� tulos annotaatioihin}
translate U Export {Vie}
translate U BookPartiallyLoaded {Kirja osittain ladattu}
translate U Calvar {Muunnelmien laskenta}
translate U ConfigureCalvar {Asetukset}
# Opening names used in tacgame.tcl
translate U Reti {Reti}
translate U English {English}
translate U d4Nf6Miscellaneous {1.d4 Nf6 Miscellaneous}
translate U Trompowsky {Trompowsky}
translate U Budapest {Budapest}
translate U OldIndian {Old Indian}
translate U BenkoGambit {Benko Gambit}
translate U ModernBenoni {Modern Benoni}
translate U DutchDefence {Dutch Defence}
translate U Scandinavian {Scandinavian}
translate U AlekhineDefence {Alekhine Defence}
translate U Pirc {Pirc}
translate U CaroKann {Caro-Kann}
translate U CaroKannAdvance {Caro-Kann Advance}
translate U Sicilian {Sicilian}
translate U SicilianAlapin {Sicilian Alapin}
translate U SicilianClosed {Sicilian Closed}
translate U SicilianRauzer {Sicilian Rauzer}
translate U SicilianDragon {Sicilian Dragon}
translate U SicilianScheveningen {Sicilian Scheveningen}
translate U SicilianNajdorf {Sicilian Najdorf}
translate U OpenGame {Open Game}
translate U Vienna {Vienna}
translate U KingsGambit {King's Gambit}
translate U RussianGame {Russian Game}
translate U ItalianTwoKnights {Italian/Two Knights}
translate U Spanish {Spanish}
translate U SpanishExchange {Spanish Exchange}
translate U SpanishOpen {Spanish Open}
translate U SpanishClosed {Spanish Closed}
translate U FrenchDefence {French Defence}
translate U FrenchAdvance {French Advance}
translate U FrenchTarrasch {French Tarrasch}
translate U FrenchWinawer {French Winawer}
translate U FrenchExchange {French Exchange}
translate U QueensPawn {Queen's Pawn}
translate U Slav {Slav}
translate U QGA {QGA}
translate U QGD {QGD}
translate U QGDExchange {QGD Exchange}
translate U SemiSlav {Semi-Slav}
translate U QGDwithBg5 {QGD with Bg5}
translate U QGDOrthodox {QGD Orthodox}
translate U Grunfeld {Gr�nfeld}
translate U GrunfeldExchange {Gr�nfeld Exchange}
translate U GrunfeldRussian {Gr�nfeld Russian}
translate U Catalan {Catalan}
translate U CatalanOpen {Catalan Open}
translate U CatalanClosed {Catalan Closed}
translate U QueensIndian {Queen's Indian}
translate U NimzoIndian {Nimzo-Indian}
translate U NimzoIndianClassical {Nimzo-Indian Classical}
translate U NimzoIndianRubinstein {Nimzo-Indian Rubinstein}
translate U KingsIndian {King's Indian}
translate U KingsIndianSamisch {King's Indian S�misch}
translate U KingsIndianMainLine {King's Indian Main Line}

# FICS
translate U ConfigureFics {FICS-asetukset}
translate U FICSGuest {Kirjaudu vierailijana (Guest)}
translate U FICSServerPort {Serveriportti}
translate U FICSServerAddress {IP-osoite}
translate U FICSRefresh {P�ivit�}
translate U FICSTimesealPort {Timeseal portti}
translate U FICSSilence {Konsolisuodatin}
translate U FICSOffers {Tarjoukset}
translate U FICSConsole {Konsoli}
translate U FICSGames {Pelit}
translate U FICSUnobserve {Lopeta seuraaminen}
translate U FICSProfile {N�yt� historia ja profiili}
translate U FICSRelayedGames {Seurattavat pelit (Relay)}
translate U FICSFindOpponent {Etsi vastustaja}
translate U FICSTakeback {Peruuta siirto}
translate U FICSTakeback2 {Peruuta 2}
translate U FICSInitTime {Alkuaika (min)}
translate U FICSIncrement {lis� per siirto (s)}
translate U FICSRatedGame {Vahvuuslaskentaan}
translate U FICSAutoColour {automaattisesti}
translate U FICSManualConfirm {vahvista}
translate U FICSFilterFormula {Suodatin kaavalla}
translate U FICSIssueSeek {Tee haku}
translate U FICSChallenge {Haasta}
translate U FICSAccept {hyv�ksy}
translate U FICSDecline {hylk��}
translate U FICSColour {V�ri}
translate U FICSSend {l�het�}
translate U FICSConnect {yhdist�}
translate U FICSdefaultuservars {K�yt� oletusmuuttujia}
translate U FICSObserveconfirm {Haluatko seurata peli�}
translate U FICSpremove {Ennakkosiirto p��lle}

# Game review
translate U GameReview {Pelin arvioiminen}
translate U GameReviewTimeExtended {Lis�aika}
translate U GameReviewMargin {Virhemarginaali}
translate U GameReviewAutoContinue {Jatka automaattisesti, kun siirto on oikein}
translate U GameReviewReCalculate {K�yt� lis�aikaa}
translate U GameReviewAnalyzingMovePlayedDuringTheGame {Analysoidaan pelattua siirtoa}
translate U GameReviewAnalyzingThePosition {Analysoidaan asemaa}
translate U GameReviewEnterYourMove {Sy�t� siirtosi}
translate U GameReviewCheckingYourMove {Tarkistetaan siirtoa}
translate U GameReviewYourMoveWasAnalyzed {Siirtosi on analysoitu}
translate U GameReviewYouPlayedSameMove {Pelasit saman siirron kuin peliss�}
translate U GameReviewScoreOfYourMove {Siirtosi arvo}
translate U GameReviewGameMoveScore {Pelisiirron arvo}
translate U GameReviewEngineScore {Moottorin arvo}
translate U GameReviewYouPlayedLikeTheEngine {Pelasit yht� hyvin kuin moottori}
translate U GameReviewNotEngineMoveButGoodMove {Eri siirto kuin moottorilla, mutta silti hyv�}
translate U GameReviewMoveNotGood {T�m� ei ole hyv� siirto, arvio: }
translate U GameReviewMovesPlayedLike {Siirrot kuin}
translate U GameReviewMovesPlayedEngine {Siirrot kuin moottorilla}

# Correspondence Chess Dialogs:
translate U CCDlgConfigureWindowTitle {Kirjeshakkiasetukset}
translate U CCDlgCGeneraloptions {Yleiset}
translate U CCDlgDefaultDB {Oletustietokanta:}
translate U CCDlgInbox {Inbox/Saapuneet (polku):}
translate U CCDlgOutbox {Outbox/L�htev�t (polku):}
translate U CCDlgXfcc {Xfcc-asetukset:}
translate U CCDlgExternalProtocol {Ulkoisten protokollien k�sittelij� (esim. Xfcc)}
translate U CCDlgFetchTool {Noutoty�kalu:}
translate U CCDlgSendTool {L�hetysty�kalu:}
translate U CCDlgEmailCommunication {eMail}
translate U CCDlgMailPrg {eMail-ohjelma:}
translate U CCDlgBCCAddr {(B)CC-osoite:}
translate U CCDlgMailerMode {Moodi:}
translate U CCDlgThunderbirdEg {esim. Thunderbird, Mozilla Mail, Icedove...}
translate U CCDlgMailUrlEg {esim. Evolution}
translate U CCDlgClawsEg {esim. Sylpheed Claws}
translate U CCDlgmailxEg {esim. mailx, mutt, nail...}
translate U CCDlgAttachementPar {Liiteparametrit:}
translate U CCDlgInternalXfcc {K�yt� sis��nrakennettua tukea Xfcc:lle}
translate U CCDlgConfirmXfcc {Vahvista siirrot}
translate U CCDlgSubjectPar {Otsikko:}
translate U CCDlgDeleteBoxes {Tyhjenn� In-/Outbox}
translate U CCDlgDeleteBoxesText {Haluatko varmasti tyhjent�� Saapuneet ja L�hetetyt?\nTyhjennykse j�lkeen sinun t�ytyy synkronoida n�hd�ksesi t�m�nhetkiset asemat.}
translate U CCDlgConfirmMove {Vahvista siirto}
translate U CCDlgConfirmMoveText {Jos vahvistat, seuraava siirto kommentteineen l�hetet��n palvelimelle:}
translate U CCDlgDBGameToLong {Ep�yhten�inen p��muunnelma}
translate U CCDlgDBGameToLongError {P��muunnelma on pidempi kuin peli Saapuneet-kansiossa (Inbox). Mik�li Saapuneet on ajan tasalla, on pelin p��muunnelmaan lis�tty vahingossa siirtoja.\nLyhenn� p��muunnelma ainakin siirtoon \n}


translate U CCDlgStartEmail {Aloita uusi eMail-peli}
translate U CCDlgYourName {Nimi:}
translate U CCDlgYourMail {eMail-osoite:}
translate U CCDlgOpponentName {Vastustajan nimi:}
translate U CCDlgOpponentMail {Vastustajan eMail-osoite:}
translate U CCDlgGameID {Peli ID (yksil�llinen):}

translate U CCDlgTitNoOutbox {Scid: Kirjeshakki - L�htev�t (Outbox)}
translate U CCDlgTitNoInbox {Scid: Kirjeshakki - Saapuneet (Inbox)}
translate U CCDlgTitNoGames {Scid: Ei kirjeshakkipelej�}
translate U CCErrInboxDir {Kirjeshakki - Saapuneet-hakemisto:}
translate U CCErrOutboxDir {Kirjeshakki - L�htev�t-hakemisto:}
translate U CCErrDirNotUsable {ei ole olemassa tai siihen ei saada yhteytt�!\nTarkista ja korjaa asetukset.}
translate U CCErrNoGames {ei si�ll� pelej�!\nNouda pelit ensin.}

translate U CCDlgTitNoCCDB {Scid: Ei kirjeshakkitietokantaa}
translate U CCErrNoCCDB {Ei l�ydy avointa 'Kirjeshakki (Correspondence)' tyyppist� tietokantaa. Avaa ainakin yksi kirjeshakkikanta ennen kirjeshakkitoimintojen k�ytt��.}

translate U CCFetchBtn {Nouda pelit serverilt� ja prosessoi Saapuneet (Inbox)}
translate U CCPrevBtn {Edelliseen peliin}
translate U CCNextBtn {Seuraavaan peliin}
translate U CCSendBtn {L�het� siirto}
translate U CCEmptyBtn {Tyhjenn� Saapuneet ja L�hetetyt}
translate U CCHelpBtn {Apua kuvakkeiden ja statussanomien tulkintaan.\nYleisemp�� apua saa painamalla F1!}

translate U CCDlgServerName {Serverin nimi:}
translate U CCDlgLoginName  {K�ytt�j�tunnus:}
translate U CCDlgPassword   {Salasana:}
translate U CCDlgURL        {Xfcc-URL:}
translate U CCDlgRatingType {Vahvuuslukutyyppi:}

translate U CCDlgDuplicateGame {Ei-yksil�llinen peli-ID}
translate U CCDlgDuplicateGameError {T�m� peli l�ytyy useammasta kuin yhdest� tietokannastasi. Poista tuplat ja tiivist� tietokantasi (Tiedosto/Yll�pito/Tiivist� kanta).}

translate U CCDlgSortOption {Lajittelu:}
translate U CCDlgListOnlyOwnMove {Vain ne, joissa olen siirtovuorossa}
translate U CCOrderClassicTxt {Paika, Tapahtuma, Kierros, Tulos, Valkea, Musta}
translate U CCOrderMyTimeTxt {Kelloni}
translate U CCOrderTimePerMoveTxt {Aikaa per siirto ennen seuraavaa ajantarkastusta}
translate U CCOrderStartDate {Aloituspvm.}
translate U CCOrderOppTimeTxt {Vastustajan kello}
translate U CCDlgConfigRelay {Seuraa pelej�}
translate U CCDlgConfigRelayHelp {Siirry sivulle http://www.iccf-webchess.com ja n�yt� seurattava peli.  Jos n�et shakkilaudan, kopioi osoite selaimestasi URL alla olevaan listaan. Vain yksi osoite per rivi!\nEsim: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}

# Connect Hardware dialogs
translate U ExtHWConfigConnection {Ulkoisten laitteiden asetukset}
translate U ExtHWPort {Portti}
translate U ExtHWEngineCmd {Moottorin komento}
translate U ExtHWEngineParam {Moottorin parametri}
translate U ExtHWShowButton {N�yt� painike}
translate U ExtHWHardware {Hardware}
translate U ExtHWNovag {Novag Citrine}
translate U ExtHWInputEngine {Input Engine}
translate U ExtHWNoBoard {Ei lautaa}
translate U NovagReferee {Referee}

# Input Engine dialogs
translate U IEConsole {Input Engine Console}
translate U IESending {Siirrot l�hetet��n}
translate U IESynchronise {Synkronoi}
translate U IERotate  {K��nn�}
translate U IEUnableToStart {Input Engine ei voi k�ynnisty�:}


# Calculation of Variations
translate U DoneWithPosition {Asema valmis}

translate U Board {Lauta}
translate U showGameInfo {N�yt� pelin tiedot}
translate U autoResizeBoard {S��d� laudan koko automaattisesti}
translate U DockTop {Siirr� ylimm�ksi}
translate U DockBottom {Siirr� alimmaksi}
translate U DockLeft {Siirr� vasemmalle}
translate U DockRight {Siirr� oikealle}
translate U Undock {Vapauta lukitus}

# Switcher window
translate U ChangeIcon {Vaihda kuvake...}

}
# end of suomi.tcl
# swedish.tcl:
# Text for menu names and status bar help messages in Swedish.
# Part of Scid (Shane's Chess Information Database).
# Contributed by Martin Skj�ldebrand, martin@skjoldebrand.org
# Thanks to: Hans Eriksson, for looking over the translation file

addLanguage W Swedish 1 ;#iso8859-1

proc setLanguage_W {} {

# File menu:
menuText W File "Arkiv" 0
menuText W FileNew "Ny..." 0 {Skapa en ny Scid databas}
menuText W FileOpen "�ppna..." 0 {�ppna en befintlig Scid databas}
menuText W FileClose "St�ng" 0 {St�ng den aktiva Scid databasen}
menuText W FileFinder "S�k filer" 4 {�ppna s�kdialogen}
menuText W FileBookmarks "Bokm�rken" 0 {Hantera bokm�rken (kortkommando: Ctrl+B)}
menuText W FileBookmarksAdd "Nytt bokm�rke" 0 \
  {Markera den aktiva st�llningen i partiet}
menuText W FileBookmarksFile "Spara bokm�rke" 0 \
  {Spara bokm�rket f�r den aktiva st�llningen i partiet}
menuText W FileBookmarksEdit "Redigera bokm�rken..." 0 \
  {Redigera bokm�rken}
menuText W FileBookmarksList "Visa bokm�rken som lista" 19 \
  {Visar bokm�rkena som lista, inte undermenyer}
menuText W FileBookmarksSub "Visa bokm�rken i undermenyer" 17 \
  {Visar bokm�rkena som undermenyer, inte lista}
menuText W FileMaint "Databasverktyg" 0 {Scids databasverktyg}
menuText W FileMaintWin "Verktygsf�nster" 0 \
  {�ppna/ st�ng verktygsf�nstret}
menuText W FileMaintCompact "Komprimera databasen..." 0 \
  {Komprimera databasen, avl�gsna raderade partier och oanv�nda namn}
menuText W FileMaintClass "Klassificera partier enligt ECO..." 2 \
  {Klassificera om alla partier enligt ECO-systemet}
menuText W FileMaintSort "Sortera databasen..." 0 \
  {Sortera partierna i den aktiva databasen}
menuText W FileMaintDelete "Radera dubbletter..." 0 \
  {S�k dubbletter och markera dem som raderingsbara}
menuText W FileMaintTwin "S�k dubbletter" 0 \
  {�ppna/ st�ng dubblettf�nstret f�r att s�ka dubblettpartier}
menuText W FileMaintName "Stavningskontroll" 0 {Namnredigering och stavningskontroll}
menuText W FileMaintNameEditor "Redigera namn" 0 \
  {Redigera spelarnamn utifr�n r�ttstavningsfilen}
menuText W FileMaintNamePlayer "Stavningskontrollera namn..." 22 \
  {Stavningskontrollera namn utifr�n r�ttstavningsfilen}
menuText W FileMaintNameEvent "Stavningskontrollera evenemang..." 21 \
  {Stavningskontrollera evenemang utifr�n r�ttstavningsfilen}
menuText W FileMaintNameSite "Stavningskontrollera platser..." 21 \
  {Stavningskontrollera platser utifr�n r�ttstavningsfilen}
menuText W FileMaintNameRound "Stavningskontrollera ronder..." 21 \
  {Stavningskontrollera ronder utifr�n r�ttstavningsfilen}
menuText W FileReadOnly "Enbart l�sbar..." 8 \
  {Avl�gsna tempor�rt redigeringsm�jligheterna till databasen}
menuText W FileSwitch "Byt databas" 0 \
  {Byt till en annan �ppnad databas} 
menuText W FileExit "Avsluta" 0 {Avsluta Scid}
menuText W FileMaintFixBase "Fixa trasig databas" 0 {F�rs�k att fixa en trasig databas}

# Edit menu:
menuText W Edit "Redigera" 0
menuText W EditAdd "L�gg till variant" 0 {Skapa en variant vid denna st�llning}
menuText W EditDelete "Radera variant" 0 {Radera en variant vid denna st�llning}
menuText W EditFirst "Skapa huvudvariant" 6 \
  {G�r en av varianterna till huvudvariant}
menuText W EditMain "Skapa nytt textdrag" 11 \
  {G�r en av varianterna till partiforts�ttning}
menuText W EditTrial "Testa variant" 6 \
  {Starta/ stoppa testl�ge, unders�k en id� p� br�det}
menuText W EditStrip "Ta bort" 3 {Avl�gsna kommentarer eller varianter fr�n partiet}
menuText W EditUndo "�ngra" 0 {�ngra senaste �ndring i parti}
# ====== TODO To be translated ======
menuText W EditRedo "Redo" 0 {Redo last game change}
menuText W EditStripComments "Kommentarer" 0 \
  {Avl�gsna alla kommentarer och noteringar fr�n partiet}
menuText W EditStripVars "Varianter" 0 {Avl�gsna alla varianter fr�n partiet}
menuText W EditStripBegin "Avl�gsna tidigare drag" 9 \
  {Avl�gsna dragen fram till den aktuella st�llningen} 
menuText W EditStripEnd "Avl�gsna resterande drag" 0 \
  {Avl�gsna partiets resterande drag} 
menuText W EditReset "T�m Clipbase" 1 \
  {T�mmer den tempor�ra databasen}
menuText W EditCopy "Kopiera partiet till Clipbase" 21 \
  {Kopierar det aktuella partiet till Clipbase}
menuText W EditPaste "Klistra in det senaste Clipbasepartiet" 8 \
  {Klistrar in det senaste tillagda i Clipbase i den aktiva databasen}
menuText W EditPastePGN "Klistra in Clipbasetext som PGNparti..." 10 \
  {Tolka Clipbasetexten som ett parti i PGN notation och klistra in det h�r}
menuText W EditSetup "Skapa st�llning..." 0 \
  {Skapa en utg�ngsst�llning f�r aktuellt parti}
menuText W EditCopyBoard "Kopiera st�llning" 0 \
  {Kopiera den aktuella st�llningen i FEN kod till urklippshanteraren} 
menuText W EditPasteBoard "Klistra in utg�ngsst�llning" 10 \
  {Klistra in st�llningen fr�n aktuellt parti i den tempor�ra databasen}

# Game menu:
menuText W Game "Partier" 0
menuText W GameNew "Nytt parti" 0 \
  {�terst�ll br�det inf�r ett nytt parti (raderar alla �ndringar)}
menuText W GameFirst "Ladda det f�rsta partiet" 10 {Laddar det f�rsta partiet i filtret}
menuText W GamePrev "Ladda f�reg�ende parti" 7 {Ladda f�reg�ende parti i filtret}
menuText W GameReload "B�rja om partiet" 0 \
  {�terst�ll partiet (raderar alla �ndringar)}
menuText W GameNext "Ladda n�sta parti" 6 {Ladda n�sta parti i filtret}
menuText W GameLast "Ladda det sista partiet" 10 {Ladda det sista partiet i filtret}
menuText W GameRandom "Ladda parti slumpm�ssigt" 14 \
  {Ladda ett av datorn slumpm�ssigt valt parti} 
menuText W GameNumber "Ladda parti nummer..." 6 \
  {Ladda ett parti genom att ange dess nummer}
menuText W GameReplace "Spara: Ers�tt parti..." 7 \
  {Spara partiet och ers�tt tidigare version}
menuText W GameAdd "Spara: Nytt parti..." 1 \
  {Spara ett nytt parti}
menuText W GameDeepest "Identifiera �ppningen" 0 \
  {G� till den mest detaljerade st�llningen i ECO boken}
menuText W GameGotoMove "G� till drag nummer..." 8 \
  {G� till ett specifikt drag i partiet}
menuText W GameNovelty "Hitta nyhet..." 7 \
  {Hitta det f�rsta draget i partiet som inte spelats tidigare}

# Search Menu:
menuText W Search "S�k" 0
menuText W SearchReset "�terst�ll s�kfilter" 0 {�terst�ll s�kfiltret s� att alla partiet ing�r}
menuText W SearchNegate "Omv�nt filter" 0 {Ta med partier som utesluts av filtret}
menuText W SearchCurrent "Aktuell position..." 8 {S�k partier med aktuell position p� br�det}
menuText W SearchHeader "I huvud..." 2 {Anv�nd fast information (spelare, evenemang, plats, mm)}
menuText W SearchMaterial "Material/st�llning..." 0 {S�kning baserad p� material eller st�llning}
menuText W SearchUsing "Anv�nd s�kfil..." 10 {Anv�nd en fil med lagrade s�kvillkor}

# Windows menu:
menuText W Windows "F�nster" 0
menuText W WindowsComment "Kommentarseditor" 0 {�ppna/ st�ng kommentarseditorn}
menuText W WindowsGList "Partilista" 5 {�ppna/ st�ng partilistan}
menuText W WindowsPGN "PGN f�nster" 0 \
  {�ppna/ st�ng PGN f�nstret}
menuText W WindowsPList "Spelarf�rteckning" 7 {�ppna/ st�ng en f�rteckning �ver spelarna i den aktiva databasen} 
menuText W WindowsTmt "Turneringar" 0 {Lista turneringar}
menuText W WindowsSwitcher "Databasv�xlaren" 0 \
  {�ppna/ st�ng databasv�xlaren}
menuText W WindowsMaint "Verktygsf�nster" 0 \
  {�ppna/ st�ng verktygsf�nstret}
menuText W WindowsECO "ECO f�nster" 0 {�ppna/ st�ng ECO bl�ddraren}
menuText W WindowsRepertoire "Repetoareditor" 0 \
  {�ppna/ st�ng spel�ppningsf�nstret}
menuText W WindowsStats "Statistikf�nster" 0 \
  {�ppna/ st�ng statistikf�nstret}
menuText W WindowsTree "Tr�df�nster" 2 {�ppna/ st�ng varianttr�dets f�nster}
menuText W WindowsTB "Slutspelsdatabas" 2 \
  {�ppna/ st�ng slutspelsdatabasf�nstret}
menuText W WindowsBook "Bokf�nster" 0 {�ppna/st�ng Bokf�nstret}
menuText W WindowsCorrChess "Korrespondensf�nster" 0 {�ppna/st�ng Korrespondensf�nstret}

# Tools menu:
menuText W Tools "Verktyg" 0
menuText W ToolsAnalysis "Analysmotor..." 6 \
  {Starta/ stoppa en analysmotor}
menuText W ToolsAnalysis2 "Analysmotor 2..." 12 \
  {Starta/ stoppa en andra analysmotor}
menuText W ToolsCross "Resultattabell" 0 {Visa en resultattabell f�r den aktuella turneringen}
menuText W ToolsEmail "Eposthanterare" 0 \
  {�ppna/ st�ng eposthanteraren}
menuText W ToolsFilterGraph "Filterdiagram" 7 \
  {�ppna/ st�ng filterdiagramf�nstret} 
menuText W ToolsAbsFilterGraph "Absolut Filtergraf" 7 {�ppna/st�ng filtergraff�nstret f�r absolutv�rden}
menuText W ToolsOpReport "�ppningsrapport" 0 \
  {Skapa en �ppningsrapport utifr�n den aktuella st�llningen}
menuText W ToolsOpenBaseAsTree "�ppna databas som tr�d" 0   {�ppna en databas och anv�nd den i Tr�df�nstret}
menuText W ToolsOpenRecentBaseAsTree "�ppna senaste databasen som tr�d" 0   {�ppna den senaste databasen och anv�nd den i Tr�df�nstret}
menuText W ToolsTracker "S�k material"  0 {�ppnar dialog f�r att s�ka efter en viss materiell balans} 
menuText W ToolsTraining "Tr�ning"  0 {Tr�ningsverktyg (taktik, �ppningar,...) }
menuText W ToolsTacticalGame "Taktiskt parti"  0 {Spela ett parti med taktik}
menuText W ToolsSeriousGame "Seri�st parti"  0 {Spela ett seri�st parti}
menuText W ToolsTrainOpenings "�ppningar"  0 {Tr�na med en repetoar}
menuText W ToolsTrainReviewGame "Granska parti"  0 {Gissa drag spelade i ett parti}
menuText W ToolsTrainTactics "Taktik"  0 {L�sa taktik}
menuText W ToolsTrainCalvar "Variantber�kning"  0 {Variantber�kningstr�ning}
menuText W ToolsTrainFindBestMove "Hitta b�st drag"  0 {Hitta b�sta draget}
menuText W ToolsTrainFics "Spela p� Internet"  0 {Spela p� freechess.org}
# ====== TODO To be translated ======
menuText W ToolsEngineTournament "Engine tournament"  0 {Start a tournament between chess engines}
menuText W ToolsBookTuning "Bokfininst�llning" 0 {Bokfininst�llning}
menuText W ToolsConnectHardware "Anslut H�rdvara" 0 {Anslut extern h�rdvara}
menuText W ToolsConnectHardwareConfigure  "Konfiguration" 0 {Konfiguration}
menuText W ToolsConnectHardwareNovagCitrineConnect "Anslut Novag Citrine" 0 {Anslut Novag Citrine}
menuText W ToolsConnectHardwareInputEngineConnect "Anslut Inmatningsschackmotor" 0 {Anslut Inmatningsschackmotor (t.ex. DGT)}
menuText W ToolsPInfo "Spelarinformation"  0 \
  {�ppna/ uppdatera spelarinformation}
menuText W ToolsPlayerReport "Spelarrapport..." 3 \
  {Skapa en spelarrapport}
menuText W ToolsRating "Ratingdiagram" 0 \
  {Skapa ett ratingdiagram f�r spelarna i partiet}
menuText W ToolsScore "Resultatdiagram" 8 {Visa resultatdiagrammet}
menuText W ToolsExpCurrent "Exportera aktuellt parti" 1 \
  {Spara aktuellt parti till en textfil}
menuText W ToolsExpCurrentPGN "Exportera till PGN..." 15 \
  {Spara aktuellt parti till en PGN-fil}
menuText W ToolsExpCurrentHTML "Exportera till HTML..." 15 \
  {Spara aktuellt parti till en HTML-fil}
menuText W ToolsExpCurrentHTMLJS "Exportera till HTML och JavaScript-fil..." 15 {Spara aktuellt parti till en HTML och JavaScript-fil}  
menuText W ToolsExpCurrentLaTeX "Exportera till LaTeX..." 15 \
  {Spara aktuellt parti till en LaTeX-fil}
menuText W ToolsExpFilter "Exportera alla filtrerade partier" 15 \
  {Spara alla filterade partier till en textfil}
menuText W ToolsExpFilterPGN "Exportera till PGN..." 15 \
  {Spara alla filterade partier till en PGN-fil}
menuText W ToolsExpFilterHTML "Exportera till HTML..." 15 \
  {Spara alla filterade partier till en HTML-fil}
menuText W ToolsExpFilterHTMLJS "Exportera filtrerade till HTML och JavaScript-fil..." 17 {Spara alla filtrerade partier till en HTML och JavaScript-fil}  
menuText W ToolsExpFilterLaTeX "Exportera till LaTeX..." 15 \
  {Spara alla filterade partier till en LaTeX-fil}
menuText W ToolsImportOne "Importera ett parti i PGN-format..." 0 \
  {Importera ett parti i PGN-format}
menuText W ToolsImportFile "Importera flera partier i PGN-format..." 16 \
  {Importera flera partier i PGN-format fr�n en fil}
menuText W ToolsStartEngine1 "Starta schackmotor 1" 0  {Starta schackmotor 1}
menuText W ToolsStartEngine2 "Starta schackmotor 2" 0  {Starta schackmotor 2}
menuText W ToolsCaptureBoard "Spara aktuellt schackbr�de..." 0  {Spara det aktuella schackbr�det som en bild.}
menuText W Play "Spela" 0
menuText W CorrespondenceChess "Korrespondensschack" 0 {Funktioner f�r eMail och Xfcc baserad Korrespondensschack}
menuText W CCConfigure "Konfigurera..." 0 {Konfigurera externa verktyg och generella inst�llningar}
menuText W CCConfigRelay "Konfigurera observationer..." 10 {Konfigurera partier att observera}
menuText W CCOpenDB "�ppna Databas..." 0 {�ppna standardkorrespondensdatabasen}
menuText W CCRetrieve "H�mta Partier" 0 {H�mta partier via extern (Xfcc-)hj�lpare}
menuText W CCInbox "Hantera Inkorg" 0 {Hantera alla filer i Scids Inkorg}
menuText W CCSend "Skicka Drag" 0 {Skicka ditt drag via eMail eller extern (Xfcc-)hj�lpare}
menuText W CCResign "Ge upp" 0 {Ge upp (inte via eMail)}
menuText W CCClaimDraw "H�vda Remi" 0 {Skicka drag och h�vda Remi (inte via eMail)}
menuText W CCOfferDraw "Erbjud Remi" 0 {Skicka drag och erbjud Remi (inte via eMail)}
menuText W CCAcceptDraw "Acceptera Remi" 0 {Acceptera en erbjuden Remi (inte via eMail)}
menuText W CCNewMailGame "Nytt eMail-parti..." 0 {Starta ett nytt eMail-parti}
menuText W CCMailMove "Skicka Drag..." 0 {Skicka draget via eMail till motst�ndaren}
menuText W CCGamePage "Partisida..." 0 {Starta upp partiet via webl�saren}
menuText W CCEditCopy "Kopiera partilista till Clipbase" 0 {Kopiera partierna som CSV-lista till Clipbase}

# Options menu:
menuText W Options "Alternativ" 2
menuText W OptionsBoard "Br�det" 0 {�ndra br�dets utseende}
menuText W OptionsBoardSize "Br�dstorlek" 0 {�ndra br�dets storlek}
menuText W OptionsBoardPieces "Pj�sutseende" 1 {�ndra pj�sernas utseende} 
menuText W OptionsBoardColors "F�rger..." 0 {�ndra br�dets f�rger}
menuText W OptionsBoardGraphics "Rutor..." 0 {V�lj texturer f�r rutor}
translate W OptionsBGW {V�lj textur f�r rutor}
translate W OptionsBoardGraphicsText {V�lj grafikfiler f�r vita och svarta rutor:}
menuText W OptionsBoardNames "Spelarnamn..." 0 {Redigera spelares namn}
menuText W OptionsExport "Export" 0 {�ndra exportalternativ}
menuText W OptionsFonts "Typsnitt" 0 {�ndra typsnitt}
menuText W OptionsFontsRegular "Normal" 0 {�ndra det normala typsnittet}
menuText W OptionsFontsMenu "Menu" 0 {�ndra menytypsnittet}
menuText W OptionsFontsSmall "Liten" 0 {�ndra det lilla typsnittet}
menuText W OptionsFontsTiny "Tiny" 0 {Change the tiny font}
menuText W OptionsFontsFixed "Fixerad" 0 {�ndra det fixerade typsnittet}
menuText W OptionsGInfo "Partiinformation" 0 {Alternativ f�r partiinformation}
menuText W OptionsLanguage "Spr�k" 0 {V�lj spr�k}
menuText W OptionsMovesTranslatePieces "�vers�tt pj�ser" 0 {�vers�tt f�rsta bokstaven f�r pj�ser}
menuText W OptionsMovesHighlightLastMove "Markera senaste draget" 0 {Markera senaste draget}
menuText W OptionsMovesHighlightLastMoveDisplay "Visa" 0 {Visa senaste markerade draget}
menuText W OptionsMovesHighlightLastMoveWidth "Bredd" 0 {Tjockhet p� rad}
menuText W OptionsMovesHighlightLastMoveColor "F�rg" 0 {F�rg p� rad}
# ====== TODO To be translated ======
menuText W OptionsMovesHighlightLastMoveArrow "include Arrow" 0 {Include Arrow with Highlight}
menuText W OptionsMoves "Drag" 0 {Alternativ f�r dragangivelse}
menuText W OptionsMovesAsk "Fr�ga f�re ers�tt drag" 0 \
  {Fr�ga innan du ers�tter befintliga drag}
menuText W OptionsMovesAnimate "F�rdr�jning vid manuellt spel" 1 \
  {Ange tid mellan varje drag n�r dragen g�rs automatiskt}
menuText W OptionsMovesDelay "F�rdr�jning vid automatspel..." 1 \
  {Ange f�rdr�jning mellan dragen n�r datorn spelar sj�lv}
menuText W OptionsMovesCoord "Koordinater" 0 \
  {Acceptera koordinater ("g1f3") vid dragangivelse}
menuText W OptionsMovesSuggest "Visa f�reslagna drag" 0 \
  {Visa/ D�lj f�reslagna drag}
menuText W OptionsShowVarPopup "Visa Variantf�nster" 0 {Starta/Avsluta visningen av ett Variantf�nster}  
menuText W OptionsMovesSpace "L�gg till mellanslag efter dragnummer" 0 {L�gg till mellanslag efter dragnummer}  
menuText W OptionsMovesKey "Tangentkomplettering" 0 \
  {Starta/ st�ng av dragkomplettering vid tangentinmatning}
menuText W OptionsMovesShowVarArrows "Visa pilar f�r variationer" 0 {V�xlar p�/av pilar som visar drag i variationer}
menuText W OptionsNumbers "Talformat" 3 {V�lj hur tal visas}
menuText W OptionsStartup "Start" 3 {V�lj vilka f�nster som ska �ppnas vid start}
menuText W OptionsTheme "Tema" 0 {�ndra utseende p� gr�nssnitt}
menuText W OptionsWindows "F�nster" 1 {F�nsteralternativ}
menuText W OptionsWindowsIconify "Minimera automatiskt" 5 \
  {Minimera alla f�nster n�r huvudf�nstret minimeras}
menuText W OptionsWindowsRaise "Autofokus" 0 \
  {Visa �ter vissa f�nster (t ex. resultatr�knare) automatiskt n�r de d�ljs}
menuText W OptionsSounds "Ljud..." 2 {Konfigurera ljud f�r att annonsera drag}
menuText W OptionsWindowsDock "Dockningsf�nster" 0 {Dockningsf�nster}
menuText W OptionsWindowsSaveLayout "Spara layout" 0 {Sparar layout}
menuText W OptionsWindowsRestoreLayout "�terst�ll layout" 0 {�terst�ller layout}
menuText W OptionsWindowsShowGameInfo "Visa partiinformation" 0 {Visar partiinformation}
menuText W OptionsWindowsAutoLoadLayout "Automatiskt �ppna f�rsta layouten" 0 {�ppnar automatiskt f�rsta layouten vid uppstart}
menuText W OptionsToolbar "Verktygsf�lt" 0 \
  {Visa/ d�lj huvudf�nstrets verktygsf�lt}
menuText W OptionsECO "Ladda ECO fil..." 7 {Ladda ECO-klassificeringen vid start}
menuText W OptionsSpell "Ladda R�ttstavningsfil..." 7 \
  {Ladda r�ttstavningsfilen vid start}
menuText W OptionsTable "Katalog f�r slutspelsdatabaser..." 0 \
  {V�lj en fil som inneh�ller en slutspelsdatabas; alla �vriga filer i samma katalog kommer att anv�ndas}
menuText W OptionsRecent "Senast anv�nda filer..." 16 \
  {�ndra antalet senast anv�nda filer som visas i Arkivmenyn} 
menuText W OptionsBooksDir "�ppningsbokskatalog..." 0 {Anger �ppningsbokskatalogen}
menuText W OptionsTacticsBasesDir "Taktikbaskatalog..." 0 {Anger Taktikbaskatalog (f�r tr�ning)}
menuText W OptionsSave "Spara alternativ" 7 \
  "Spara alla alternativ till en inst�llningsfil"
menuText W OptionsAutoSave "Autospara vid avslut" 1 \
  {Spara alla alternativ n�r du avslutar Scid}

# Help menu:
menuText W Help "Hj�lp" 0
menuText W HelpContents "Inneh�ll" 0 {Visa inneh�ll} 
menuText W HelpIndex "Index" 0 {Hj�lpsystemets indexsida}
menuText W HelpGuide "Snabbguide" 0 {Visa snabbguiden}
menuText W HelpHints "Tips" 0 {Visa tips}
menuText W HelpContact "Kontaktinformation" 0 {Visa kontaktinformation}
menuText W HelpTip "Dagens tips" 0 {Anv�ndbara Scid tips}
menuText W HelpStartup "Startf�nster" 5 {Visa startf�nstret}
menuText W HelpAbout "Om Scid" 0 {Information om Scid}

# Game info box popup menu:
menuText W GInfoHideNext "D�lj n�sta drag" 0
menuText W GInfoMaterial "Visa materialv�rden" 0
menuText W GInfoFEN "Visa FEN" 5
menuText W GInfoMarks "Visa f�rgade f�lt och pilar" 22 
menuText W GInfoWrap "Radbrytning" 0
menuText W GInfoFullComment "Visa fullst�ndiga kommentarer" 18
menuText W GInfoPhotos "Visa bilder" 5 ;
menuText W GInfoTBNothing "Slutspelsdatabaser: inget" 20
menuText W GInfoTBResult "Slutspelsdatabaser: endast resultat" 28
menuText W GInfoTBAll "Slutspelsdatabaser: resultat och b�sta drag" 33
menuText W GInfoDelete "�terta/Radera detta parti" 0
menuText W GInfoMark "(Av-)Markera detta parti" 5
menuText W GInfoInformant "Konfigurera Informant-parametrar" 0

# Main window buttons:
helpMsg W .main.fbutton.button.start {G� till b�rjan av partiet  (kortkommando: Home)}
helpMsg W .main.fbutton.button.end {G� till slutet av partiet  (kortkommando: End)}
helpMsg W .main.fbutton.button.back {Backa ett drag (kortkommando: V�nsterpil)}
helpMsg W .main.fbutton.button.forward {G� fram ett drag  (kortkommando: H�gerpil)}
helpMsg W .main.fbutton.button.intoVar {G� in i variant (kortkommando: v)}
helpMsg W .main.fbutton.button.exitVar {G� ur variant  (kortkommando: z)}
helpMsg W .main.fbutton.button.flip {Rotera br�det  (kortkommando: .)}
helpMsg W .main.fbutton.button.coords {Visa (inte) koordinater  (kortkommando: 0)}
helpMsg W .main.fbutton.button.stm {Visa (inte) vilken sida som �r vid draget}
helpMsg W .main.fbutton.button.autoplay {Autospel  (kortkommando: Ctrl+Z)}
# ====== TODO To be translated ======
helpMsg W .main.fbutton.button.comment {Open comment editor (key: Ctrl+E)}
# ====== TODO To be translated ======
helpMsg W .main.fbutton.button.hgame_prev {Go back to previous viewed game}
# ====== TODO To be translated ======
helpMsg W .main.fbutton.button.hgame_next {Go forward to next viewed game}

# General buttons:
translate W Back {Tillbaka}
translate W Browse {Bl�ddra}
translate W Cancel {Avbryt}
translate W Continue {Forts�tt}
translate W Clear {Rensa}
translate W Close {St�ng}
translate W Contents {Inneh�ll}
translate W Defaults {Standard}
translate W Delete {Radera}
translate W Graph {Diagram}
translate W Help {Hj�lp}
translate W Import {Importera}
translate W Index {Index}
translate W LoadGame {Ladda parti}
translate W BrowseGame {Bl�ddra genom partier}
translate W MergeGame {Sl� samman parti}
translate W MergeGames {Sl� samman partier}
translate W Preview {F�rhandsgranska}
translate W Revert {�ngra inmatning}
translate W Save {Spara}
translate W Search {S�k}
translate W Stop {Stoppa}
translate W Store {Spara}
translate W Update {Uppdatera}
translate W ChangeOrient {�ndra f�nstrets orientering}
translate W ShowIcons {Visa Ikoner} ;# ***
translate W None {Ingen}
translate W First {F�rsta}
translate W Current {Aktuella}
translate W Last {Sista}

# General messages:
translate W game {parti}
translate W games {partier}
translate W move {drag}
translate W moves {drag}
translate W all {alla}
translate W Yes {Ja}
translate W No {Nej}
translate W Both {B�da}
translate W King {Kung}
translate W Queen {Dam}
translate W Rook {Torn}
translate W Bishop {L�pare}
translate W Knight {Springare}
translate W Pawn {Bonde}
translate W White {Vit}
translate W Black {Svart}
translate W Player {Spelare}
translate W Rating {Rating}
translate W RatingDiff {Ratingskillnad (Vit - Svart)}
translate W AverageRating {Medelrating}
translate W Event {Evenemang}
translate W Site {Plats}
translate W Country {Land}
translate W IgnoreColors {Ignorera f�rger}
translate W Date {Datum}
translate W EventDate {Evenemangsdatum}
translate W Decade {Decennium}
translate W Year {�r}
translate W Month {M�nad}
translate W Months {Januari Februari Mars April Maj Juni Juli Augusti September Oktober November December}
translate W Days {S�n M�n Tis Ons Tor Fre L�r}
translate W YearToToday {Idag}
translate W Result {Resultat}
translate W Round {Rond}
translate W Length {L�ngd}
translate W ECOCode {ECO kod}
translate W ECO {ECO}
translate W Deleted {Raderad}
translate W SearchResults {S�kresultat}
translate W OpeningTheDatabase {�ppnar databas}
translate W Database {Databas}
translate W Filter {Filter}
translate W noGames {inga partier}
translate W allGames {alla partier}
translate W empty {tom}
translate W clipbase {Clipbase}
translate W score {resultat}
translate W StartPos {Utg�ngsst�llning}
translate W Total {Totalt}
translate W readonly {bara l�sbar} ;# ***

# Standard error messages:
translate W ErrNotOpen {Databasen �r inte �ppen.}
translate W ErrReadOnly {Databasen �r skrivskyddad. Du kan inte �ndra i den.}
translate W ErrSearchInterrupted {S�kningen avbr�ts; resultatet �r inte fullst�ndigt.}

# Game information:
translate W twin {dubblett}
translate W deleted {raderad}
translate W comment {kommentar}
translate W hidden {dold}
translate W LastMove {Senaste draget}
translate W NextMove {N�sta}
translate W GameStart {Utg�ngsst�llning}
translate W LineStart {Varianten b�rjar}
translate W GameEnd {Slutst�llning}
translate W LineEnd {Varianten slut}

# Player information:
translate W PInfoAll {Resultat f�r <b>alla</b> partier}
translate W PInfoFilter {Resultat f�r <b>filtrerade</b> partier}
translate W PInfoAgainst {Resultat mot}
translate W PInfoMostWhite {De vanligaste �ppningarna som vit}
translate W PInfoMostBlack {De vanligaste �ppningarna som svart}
translate W PInfoRating {Ratinghistoria}
translate W PInfoBio {Biografisk information}
translate W PInfoEditRatings {Redigera rating} 

# Tablebase information:
translate W Draw {Remi}
translate W stalemate {patt}
translate W withAllMoves {med alla drag}
translate W withAllButOneMove {med alla drag utom ett}
translate W with {med}
translate W only {bara}
translate W lose {f�rlust}
translate W loses {f�rluster}
translate W allOthersLose {alla andra drag f�rlorar}
translate W matesIn {med matt i}
translate W hasCheckmated {har satt matt}
translate W longest {l�ngst}
translate W WinningMoves {Vinstdrag} 
translate W DrawingMoves {Remidrag} 
translate W LosingMoves {F�rlustdrag} 
translate W UnknownMoves {Ok�nt resultat} 

# Tip of the day:
translate W Tip {Tips}
translate W TipAtStartup {Tips vid start}

# Tree window menus:
menuText W TreeFile "Fil" 0
menuText W TreeFileFillWithBase "Fyll Cache med databas" 0 {Fyll Cachefilen med alla partier i den aktuella databasen}
menuText W TreeFileFillWithGame "Fyll Cache med parti" 0 {Fyll Cachefilen med aktuellt parti i den aktuella databasen}
menuText W TreeFileSetCacheSize "Cachestorlek" 0 {Ange Cachestorleken}
menuText W TreeFileCacheInfo "Cacheinformation" 0 {F� information om Cacheanv�ndning}
menuText W TreeFileSave "Spara cachefil" 0 {Spara tr�dcache (*.stc)-filen}
menuText W TreeFileFill "Fyll cachefil" 0 \
 {Fyll cachefilen med vanliga �ppningar}
menuText W TreeFileBest "Lista b�sta partier" 0 {Visa lista �ver de b�sta partierna i tr�det}
menuText W TreeFileGraph "Diagramf�nster" 0 {Visa diagrammet f�r denna gren i tr�det}
menuText W TreeFileCopy "Kopiera tr�d till urklipp" 1 \
  {Kopierar tr�drelaterad statistik till urklipp}
menuText W TreeFileClose "St�ng tr�df�nstret" 0 {St�ng tr�df�nstret}
menuText W TreeMask "S�kmask" 0
menuText W TreeMaskNew "Ny" 0 {Ny s�kmask}
menuText W TreeMaskOpen "�ppna" 0 {�ppna s�kmask}
menuText W TreeMaskOpenRecent "�ppna senaste" 0 {�ppna senaste s�kmasken}
menuText W TreeMaskSave "Spara" 0 {Spara s�kmask}
menuText W TreeMaskClose "St�ng" 0 {St�ng s�kmask}
menuText W TreeMaskFillWithGame "Fyll med parti" 0 {Fyll s�kmask med parti}
menuText W TreeMaskFillWithBase "Fyll med databas" 0 {Fyll s�kmask med alla partier i databasen}
menuText W TreeMaskInfo "Info om s�kmask" 0 {Visa statistik f�r aktuell s�kmask}
menuText W TreeMaskDisplay "Visa s�kmaskkarta" 0 {Visa s�kmaskdata i tr�dform}
menuText W TreeMaskSearch "S�k" 0 {S�k i aktuell s�kmask}
menuText W TreeSort "Sortera" 0
menuText W TreeSortAlpha "Alfabetiskt" 0
menuText W TreeSortECO "ECO kod" 0
menuText W TreeSortFreq "Frekvens" 0
menuText W TreeSortScore "Resultat" 0
menuText W TreeOpt "Alternativ" 0
menuText W TreeOptSlowmode "L�ngsam mod" 0 {L�ngsam mod f�r uppdateringar (h�g noggrannhet)}
menuText W TreeOptFastmode "Snabb mod" 0 {Snabb mod f�r uppdateringar (ingen dragtranspositionering)}
menuText W TreeOptFastAndSlowmode "Snabb och l�ngsam mod" 0 {Snabb mod sedan l�ngsam mod f�r uppdateringar}
menuText W TreeOptStartStop "Automatisk uppdatering" 0 {V�xlar automatisk uppdatering av tr�df�nstret}
menuText W TreeOptLock "L�s" 0 {L�s/ l�s upp tr�det f�r den aktuella databasen}
menuText W TreeOptTraining "Tr�na" 0 {Starta/ st�ng av tr�ningsl�ge}
menuText W TreeOptAutosave "Spara cache filen automatiskt" 0 \
  {Spara cachefilen automatiskt n�r tr�df�nstret st�ngs}
menuText W TreeHelp "Hj�lp" 0
menuText W TreeHelpTree "Tr�dhj�lp" 0
menuText W TreeHelpIndex "Hj�lpindex" 0
translate W SaveCache {Spara cache}
translate W Training {Tr�na}
translate W LockTree {L�s}
translate W TreeLocked {L�st}
translate W TreeBest {B�st}
translate W TreeBestGames {B�sta partier i tr�det}
# Note: the next message is the tree window title row. After editing it,
# check the tree window to make sure it lines up with the actual columns.
translate W TreeTitleRow \
  { Drag      ECO     Frekvens      Res.    Elo~  Niv�  �r~   %Remi} 
translate W TreeTotal {TOTALT} 
translate W DoYouWantToSaveFirst {Vill du spara f�rst}
translate W AddToMask {L�gg till i s�kmask}
translate W RemoveFromMask {Ta bort fr�n s�kmask}
translate W AddThisMoveToMask {L�gg till deta drag i s�kmask}
translate W SearchMask {S�k i s�kmask}
translate W DisplayMask {Visa s�kmask}
translate W Nag {NAG-kod}
translate W Marker {Markera}
translate W Include {Inkludera}
translate W Exclude {Exkludera}
translate W MainLine {Huvudvariant}
translate W Bookmark {Bokm�rke}
translate W NewLine {Ny variant}
translate W ToBeVerified {Att bli verifierad}
translate W ToTrain {Att tr�na}
translate W Dubious {Tveksam}
translate W ToRemove {Att ta bort}
translate W NoMarker {Ingen markering}
translate W ColorMarker {F�rg}
translate W WhiteMark {Vit}
translate W GreenMark {Gr�n}
translate W YellowMark {Gul}
translate W BlueMark {Bl�}
translate W RedMark {R�d}
translate W CommentMove {Kommentera drag}
translate W CommentPosition {Kommentera position}
translate W AddMoveToMaskFirst {L�gg till drag till s�kmask f�rst}
translate W OpenAMaskFileFirst {�ppna en s�kmaskmaskfil f�rst}
translate W Positions {Positioner}
translate W Moves {Drag}

# Finder window:
menuText W FinderFile "Fil" 0
menuText W FinderFileSubdirs "S�k i underkataloger" 0
menuText W FinderFileClose "St�ng Fils�karen" 0
menuText W FinderSort "Sortera" 0
menuText W FinderSortType "Typ" 0
menuText W FinderSortSize "Storlek" 0
menuText W FinderSortMod "F�r�ndrad" 0
menuText W FinderSortName "Namn" 0
menuText W FinderSortPath "S�kv�g" 0
menuText W FinderTypes "Typer" 0
menuText W FinderTypesScid "Sciddatabaser" 0
menuText W FinderTypesOld "Sciddatabaser i �ldre format" 0
menuText W FinderTypesPGN "PGN-filer" 0
menuText W FinderTypesEPD "EPD-filer" 0
menuText W FinderTypesRep "�ppningsfiler" 0
menuText W FinderHelp "Hj�lp" 0
menuText W FinderHelpFinder "Hj�lp f�r Fils�karen" 0
menuText W FinderHelpIndex "Hj�lpindex" 0
translate W FileFinder {Fils�karen}
translate W FinderDir {Katalog}
translate W FinderDirs {Kataloger}
translate W FinderFiles {Filer}
translate W FinderUpDir {upp}
translate W FinderCtxOpen {�ppna}
translate W FinderCtxBackup {Spara}
translate W FinderCtxCopy {Kopiera}
translate W FinderCtxMove {Flytta}
translate W FinderCtxDelete {Ta bort}

# Player finder:
menuText W PListFile "Fil" 0
menuText W PListFileUpdate "Uppdatera" 0
menuText W PListFileClose "St�ng spelarf�rteckningen" 1 
menuText W PListSort "Sortera" 0
menuText W PListSortName "Namn" 0
menuText W PListSortElo "Elo" 0
menuText W PListSortGames "Partier" 0
menuText W PListSortOldest "�ldst" 0 
menuText W PListSortNewest "Yngst" 0

# Tournament finder:
menuText W TmtFile "Fil" 0
menuText W TmtFileUpdate "Uppdatera" 0
menuText W TmtFileClose "St�ng turneringshanteraren" 0
menuText W TmtSort "Sortera" 0
menuText W TmtSortDate "Datum" 0
menuText W TmtSortPlayers "Spelare" 0
menuText W TmtSortGames "Partier" 0
menuText W TmtSortElo "Elo" 0
menuText W TmtSortSite "Plats" 0
menuText W TmtSortEvent "Evenemang" 1
menuText W TmtSortWinner "Vinnare" 0
translate W TmtLimit "Listbegr�nsningar"
translate W TmtMeanElo "L�gsta snitt Elo"
translate W TmtNone "Inga turneringar hittades."

# Graph windows:
menuText W GraphFile "Fil" 0
menuText W GraphFileColor "Spara som Postscript (i f�rg)" 8
menuText W GraphFileGrey "Spara som Postscript (i gr�skala)" 8
menuText W GraphFileClose "St�ng f�nster" 6
menuText W GraphOptions "Alternativ" 0
menuText W GraphOptionsWhite "Vit" 0
menuText W GraphOptionsBlack "Svart" 0
menuText W GraphOptionsBoth "B�da" 1
menuText W GraphOptionsPInfo "Spelarinformation" 0
translate W GraphFilterTitle "Filterdiagram: antal per 1000 partier"
translate W GraphAbsFilterTitle "Filtergraf: frekvens f�r partierna"
translate W ConfigureFilter {Konfigurera X-axlar f�r �r, Rating och Drag}
translate W FilterEstimate "Uppskatta"
translate W TitleFilterGraph "Scid: Filtergraf"

# Analysis window:
translate W AddVariation {L�gg till variation}
translate W AddAllVariations {L�gg till alla variationer}
translate W AddMove {L�gg till drag}
translate W Annotate {Kommentera}
translate W ShowAnalysisBoard {Visa Analysbr�de}
translate W ShowInfo {Visa schackmotorinformation}
translate W FinishGame {Avsluta parti}
translate W StopEngine {Stoppa schackmotor}
translate W StartEngine {Starta schackmotor}
translate W LockEngine {L�s schackmotor vid nuvarande position}
translate W AnalysisCommand {Analysera}
translate W PreviousChoices {F�reg�ende val}
translate W AnnotateTime {Ange tid mellan drag i sekunder}
translate W AnnotateWhich {L�gg till variationer}
translate W AnnotateAll {F�r b�da sidors drag}
translate W AnnotateAllMoves {Kommentera alla drag}
translate W AnnotateWhite {Endast vits drag}
translate W AnnotateBlack {Endast svarts drag}
translate W AnnotateBlundersOnly {N�r partidraget �r en uppenbar blunder}
translate W AnnotateBlundersOnlyScoreChange {Analysen rapporterar blunder, med v�rderingsf�r�ndringar fr�n/till: }
translate W BlundersThreshold {Tr�skelv�rde}
translate W ScoreAllMoves {Score all moves}
translate W LowPriority {K�r som l�gprioriterad process} 
translate W ClickHereToSeeMoves {Klicka h�r f�r att se drag}
translate W ConfigureInformant {Konfigurera Informant-parametrar}
translate W Informant!? {Intressant drag}
translate W Informant? {D�ligt drag}
translate W Informant?? {Blunder}
translate W Informant?! {Tveksamt drag}
translate W Informant+= {Vit har en mindre f�rdel}
translate W Informant+/- {Vit har en liten f�rdel}
translate W Informant+- {Vit har en avg�rande f�rdel}
translate W Informant++- {Partiet anses vara vunnet}
translate W Book {Bok}
translate W OtherBookMoves {Motst�ndarens bok}
translate W OtherBookMovesTooltip {Drag som motst�ndaren har ett svar p�}

# Analysis Engine open dialog:
translate W EngineList {Lista �ver schackprogram}
translate W EngineName {Namn}
translate W EngineCmd {Startkommando}
translate W EngineArgs {Parametrar} 
translate W EngineDir {Katalog}
translate W EngineElo {Elo}
translate W EngineTime {Datum}
translate W EngineNew {Ny}
translate W EngineEdit {Redigera}
translate W EngineRequired {Fet stil indikerar obligatoriska f�lt; �vriga f�lt �r frivilliga} 

# Stats window menus:
menuText W StatsFile "Fil" 0
menuText W StatsFilePrint "Skriv ut till fil..." 0
menuText W StatsFileClose "St�ng f�nster" 0
menuText W StatsOpt "Alternativ" 0

# PGN window menus:
menuText W PgnFile "Fil" 0
menuText W PgnFileCopy "Kopiera partiet till Clipbase" 0
menuText W PgnFilePrint "Skriv ut till..." 0
menuText W PgnFileClose "St�ng PGN-f�nster" 0
menuText W PgnOpt "Presentation" 0
menuText W PgnOptColor "F�rg" 0
menuText W PgnOptShort "Kort (3-raders) huvud" 0
menuText W PgnOptSymbols "Symbolbaserad kommentar" 1
menuText W PgnOptIndentC "Indragna kommentarer" 0
menuText W PgnOptIndentV "Indragna variationer" 7
menuText W PgnOptColumn "Spaltstil (ett drag per rad)" 1
menuText W PgnOptSpace "Utrymme efter dragnummer" 1
menuText W PgnOptStripMarks "Avl�gsna koder f�r f�rgade f�lt och pilar" 1 
menuText W PgnOptBoldMainLine "Anv�nd Fet Text f�r Huvudvariationsdrag" 4
menuText W PgnColor "F�rger" 0
menuText W PgnColorHeader "Huvud..." 0
menuText W PgnColorAnno "Noteringar..." 0
menuText W PgnColorComments "Kommentarer..." 0
menuText W PgnColorVars "Variationer..." 0
menuText W PgnColorBackground "Bakgrund..." 0
menuText W PgnColorMain "Huvudvariation..." 0
menuText W PgnColorCurrent "Aktuellt drag bakgrund..." 1
menuText W PgnHelp "Hj�lp" 0
menuText W PgnHelpPgn "PGN-hj�lp" 0
menuText W PgnHelpIndex "Index" 0
translate W PgnWindowTitle {PGN-version av partiet %u} 

# Crosstable window menus:
menuText W CrosstabFile "Fil" 0
menuText W CrosstabFileText "Skriv ut till textfil..." 9
menuText W CrosstabFileHtml "Skriv ut till HTML-fil..." 9
menuText W CrosstabFileLaTeX "Skriv ut till LaTeX-fil..." 9
menuText W CrosstabFileClose "St�ng resultattabellsf�nstret" 0
menuText W CrosstabEdit "Redigera" 0
menuText W CrosstabEditEvent "Evenemang" 0
menuText W CrosstabEditSite "Plats" 0
menuText W CrosstabEditDate "Datum" 0
menuText W CrosstabOpt "Presentation" 0
menuText W CrosstabOptAll "Alla-m�ter-alla" 0
menuText W CrosstabOptSwiss "Schweizer" 0
menuText W CrosstabOptKnockout "Knock Out" 0
menuText W CrosstabOptAuto "Auto" 1
menuText W CrosstabOptAges "�lder i �r" 8
menuText W CrosstabOptNats "Nationalitet" 0
menuText W CrosstabOptRatings "Rating" 0
menuText W CrosstabOptTitles "Titlar" 0
menuText W CrosstabOptBreaks "Tie-break po�ng" 4
menuText W CrosstabOptDeleted "Inkludera raderade partier" 8 
menuText W CrosstabOptColors "F�rg (endast Schweizer)" 0
menuText W CrosstabOptColumnNumbers "Numrerade kolumner (Endast alla-mot-alla)" 2 
menuText W CrosstabOptGroup "Gruppresultat" 0
menuText W CrosstabSort "Sortera" 0
menuText W CrosstabSortName "Namn" 0
menuText W CrosstabSortRating "Rating" 0
menuText W CrosstabSortScore "Resultat" 0
menuText W CrosstabColor "F�rg" 0
menuText W CrosstabColorPlain "Ren text" 0
menuText W CrosstabColorHyper "Hypertext" 0
menuText W CrosstabHelp "Hj�lp" 0
menuText W CrosstabHelpCross "Hj�lp f�r resultattabell" 0
menuText W CrosstabHelpIndex "Hj�lpindex" 0
translate W SetFilter {Best�m filter}
translate W AddToFilter {Ut�ka filter}
translate W Swiss {Schweizer}
translate W Category {Kategori} 

# Opening report window menus:
menuText W OprepFile "Fil" 0
menuText W OprepFileText "Skriv ut till textfil..." 9
menuText W OprepFileHtml "Skriv ut till HTML-fil..." 9
menuText W OprepFileLaTeX "Skriv ut till LaTeX-fil..." 9
menuText W OprepFileOptions "Alternativ..." 0
menuText W OprepFileClose "St�ng rapportf�nstret" 0
menuText W OprepFavorites "Favoriter" 1 
menuText W OprepFavoritesAdd "L�gg till rapport..." 0 
menuText W OprepFavoritesEdit "Redigera favoritrapport..." 0 
menuText W OprepFavoritesGenerate "Skapa rapport..." 0 
menuText W OprepHelp "Hj�lp" 0
menuText W OprepHelpReport "Hj�lp f�r �ppningsrapporter" 0
menuText W OprepHelpIndex "Hj�lpindex" 0

# Repertoire editor:
menuText W RepFile "Fil" 0
menuText W RepFileNew "Ny" 0
menuText W RepFileOpen "�ppna..." 0
menuText W RepFileSave "Spara..." 0
menuText W RepFileSaveAs "Spara som..." 5
menuText W RepFileClose "St�ng f�nster" 0
menuText W RepEdit "Redigera" 0
menuText W RepEditGroup "L�gg till grupp" 4
menuText W RepEditInclude "L�gg till inkluderad variation" 4
menuText W RepEditExclude "L�gg till exkluderad variation" 4
menuText W RepView "Visa" 0
menuText W RepViewExpand "Expandera alla grupper" 0
menuText W RepViewCollapse "Implodera alla grupper" 0
menuText W RepSearch "S�k" 0
menuText W RepSearchAll "Hela �ppningsrepetoaren..." 0
menuText W RepSearchDisplayed "Endast visade variationer..." 0
menuText W RepHelp "Hj�lp" 0
menuText W RepHelpRep "Hj�lp f�r spel�ppningsrepetoar" 0
menuText W RepHelpIndex "Hj�lpindex" 0
translate W RepSearch "S�k i spel�ppningsrepetoar"
translate W RepIncludedLines "inkluderade variationer"
translate W RepExcludedLines "exkluderade variationer"
translate W RepCloseDialog {Du har osparade �ndringar i repetoaren.

Vill du verkligen forts�tta och f�rlora dina f�r�ndringar?
}

# Header search:
translate W HeaderSearch {S�k i partihuvud}
translate W EndSideToMove {Sida vid draget vid slutet av partiet}
translate W GamesWithNoECO {Partier utan ECO-kod?}
translate W GameLength {Partil�ngd}
translate W FindGamesWith {Hitta flaggade partier}
translate W StdStart {Normal utg�ngsst�llning}
translate W Promotions {F�rvandlingar}
translate W Comments {Kommentarer}
translate W Variations {Variationer}
translate W Annotations {Noteringar}
translate W DeleteFlag {Raderingsflagga}
translate W WhiteOpFlag {Vits �ppning}
translate W BlackOpFlag {Svarts �ppning}
translate W MiddlegameFlag {Mittspel}
translate W EndgameFlag {Slutspel}
translate W NoveltyFlag {Nyhet}
translate W PawnFlag {Bondestruktur}
translate W TacticsFlag {Taktiska st�llningar}
translate W QsideFlag {Damflygelsinitiativ}
translate W KsideFlag {Kungsflygelsinitiativ}
translate W BrilliancyFlag {Utm�rkt parti}
translate W BlunderFlag {Borts�ttningar}
translate W UserFlag {Anv�ndare}
translate W PgnContains {PGN inneh�ller text}
translate W Annotator {Kommentator}
translate W Cmnts {Bara kommenterade partier}

# Game list window:
translate W GlistNumber {Nummer}
translate W GlistWhite {Vit}
translate W GlistBlack {Svart}
translate W GlistWElo {Elo, vit}
translate W GlistBElo {Elo, svart}
translate W GlistEvent {Evenemang}
translate W GlistSite {Plats}
translate W GlistRound {Rond}
translate W GlistDate {Datum}
translate W GlistYear {�r}
translate W GlistEDate {Startdatum}
translate W GlistResult {Resultat}
translate W GlistLength {L�ngd}
translate W GlistCountry {Land}
translate W GlistECO {ECO}
translate W GlistOpening {�ppning}
translate W GlistEndMaterial {Slutmaterial}
translate W GlistDeleted {Raderad}
translate W GlistFlags {Flaggor}
translate W GlistVars {Variationer}
translate W GlistComments {Kommentarer}
translate W GlistAnnos {Noteringar}
translate W GlistStart {Start}
translate W GlistGameNumber {Partinummer}
translate W GlistAverageElo {Medel-Elo}
translate W GlistRating {Rating}
translate W GlistFindText {S�k text}
translate W GlistMoveField {Drag}
translate W GlistEditField {Konfiguration}
translate W GlistAddField {L�gg till}
translate W GlistDeleteField {Ta bort}
translate W GlistWidth {Bredd}
translate W GlistAlign {Justering}
translate W GlistAlignL {Justera: v�nster}
translate W GlistAlignR {Justera: h�ger}
translate W GlistAlignC {Justera: centrera}
translate W GlistColor {F�rg}
translate W GlistSep {Separator}
translate W GlistCurrentSep {-- Aktuell --}
translate W GlistNewSort {Ny}
translate W GlistAddToSort {L�gg till}
translate W GsortSort {Sortera...}
translate W GsortDate {Datum}
translate W GsortYear {�r}
translate W GsortEvent {Evenemang}
translate W GsortSite {Plats}
translate W GsortRound {Runda}
translate W GsortWhiteName {Vits namn}
translate W GsortBlackName {Svarts namn}
translate W GsortECO {ECO}
translate W GsortResult {Resultat}
translate W GsortMoveCount {Antal drag}
translate W GsortAverageElo {Medel-Elo}
translate W GsortCountry {Land}
translate W GsortDeleted {Borttagen}
translate W GsortEventDate {Evenemangsdatum}
translate W GsortWhiteElo {Vits Elo}
translate W GsortBlackElo {Svarts Elo}
translate W GsortComments {Kommentarer}
translate W GsortVariations {Variationer}
translate W GsortNAGs {Kommentarssymboler}
translate W GsortAscending {Stigande}
translate W GsortDescending {Sjunkande}
translate W GsortAdd {L�gg till}
translate W GsortStore {Spara}
translate W GsortLoad {�ppna}
translate W GlistRemoveThisGameFromFilter  {Ta bort detta parti fr�n Filter}
translate W GlistRemoveGameAndAboveFromFilter  {Ta bort parti (och alla ovanf�r det) fr�n Filter}
translate W GlistRemoveGameAndBelowFromFilter  {Ta bort parti (och alla nedanf�r det) fr�n Filter}
translate W GlistDeleteGame {Ta tillbaka detta parti} 
translate W GlistDeleteAllGames {Ta bort alla partier i filtret} 
translate W GlistUndeleteAllGames {Ta tillbaka alla partier i filtret} 
translate W GlistMergeGameInBase {L�gg till parti i annan databas} 

# Maintenance window:
translate W DatabaseName {Databasnamn:}
translate W TypeIcon {Ikontyp:}
translate W NumOfGames {Partier:}
translate W NumDeletedGames {Raderade partier:}
translate W NumFilterGames {Partier i filter:}
translate W YearRange {Tidsperiod:}
translate W RatingRange {Ratingintervall:}
translate W Description {Beskrivning} 
translate W Flag {Flagga}
translate W CustomFlags {Anpassade flaggor}
translate W DeleteCurrent {Ta bort aktuellt parti}
translate W DeleteFilter {Ta bort partierna i filtret}
translate W DeleteAll {Ta bort alla partier}
translate W UndeleteCurrent {�terta aktuellt parti}
translate W UndeleteFilter {�terta partierna i filtret}
translate W UndeleteAll {�terta alla partier}
translate W DeleteTwins {Ta bort dubbletter}
translate W MarkCurrent {Markera aktuellt parti}
translate W MarkFilter {Markera partierna i filtret}
translate W MarkAll {Markera alla partier}
translate W UnmarkCurrent {Avmarkera aktuellt parti}
translate W UnmarkFilter {Avmarkera partierna i filtret}
translate W UnmarkAll {Avmarkera alla partier}
translate W Spellchecking {R�ttstava}
translate W Players {Spelare}
translate W Events {Evenemang}
translate W Sites {Platser}
translate W Rounds {Ronder}
translate W DatabaseOps {Databashantering}
translate W ReclassifyGames {ECO-klassificera partier}
translate W CompactDatabase {Komprimera databasen}
translate W SortDatabase {Sortera databasen}
translate W AddEloRatings {L�gg till Elorating}
translate W AutoloadGame {Ladda partinummer automatiskt}
translate W StripTags {Avl�gsna PGN-taggar}
translate W StripTag {Avl�gsna taggar}
translate W Cleaner {Snygga till databasen}
translate W CleanerHelp {
Databasst�daren i Scid genomf�r allt det underh�ll av databasen du v�ljer nedan p� den aktiva databasen.

De nuvarande inst�llningarna i ECO-klassificering och Radera dubbletter kommer att appliceras om du v�ljer dessa �tg�rder.
}
translate W CleanerConfirm {
N�r du v�l startat Databasst�daren kan du inte avbryta den!

P� en stor databas kan detta ta ett bra tag. Tids�tg�ngen beror p� valda �tg�rder och deras inst�llningar.

�r du s�ker p� att du vill p�b�rja databasunderh�llet nu?
}
translate W TwinCheckUndelete {att v�xla; "u" tar tillbaka b�da)}
translate W TwinCheckprevPair {Tidigare par}
translate W TwinChecknextPair {N�sta par}
translate W TwinChecker {Scid: Dublettpartikontrollerare}
translate W TwinCheckTournament {Partier i turnering:}
translate W TwinCheckNoTwin {Ingen dublett  }
translate W TwinCheckNoTwinfound {Ingen dublett detekterades f�r detta parti.\nF�r att visa dubletter med detta f�nster, m�ste du f�rst anv�nda "Ta bort dublettpartier..."-funktionen. }
translate W TwinCheckTag {Dela taggar...}
translate W TwinCheckFound1 {Scid hittade $result dublettpartier}
translate W TwinCheckFound2 { och ange deras borttagningsflaggor}
translate W TwinCheckNoDelete {Det finns inga partier i denna databas att ta bort.}
translate W TwinCriteria1 { Dina inst�llningar f�r att hitta dublettpartier �r potentiellt sannorlika att\norsaka att icke-dublettpartier med liknande drag blir markerade som dubletter.}
translate W TwinCriteria2 {Det �r rekommenderat att om du v�ljer "Nej" f�r "samma drag" och att du v�ljer "Ja" f�r F�rger, Evenemang, Plats, Runda, �r och M�nads inst�llningar.\nVill du forts�tta och ta bort dubletter �nd�? }
translate W TwinCriteria3 {Det �r rekommenderat att du specificerar "Ja" f�r �tminstonde tv� av "samma plats", "samma runda" och "samma �r" inst�llningar.\nVill du forts�tta och ta bort dubletter �nd�?}
translate W TwinCriteriaConfirm {Scid: Bekr�fta dublettinst�llningar}
translate W TwinChangeTag "�ndra f�ljande partitaggar:\n\n"
translate W AllocRatingDescription "Detta kommando kommer att anv�nda den aktuella stavningskontrollfilen f�r att l�gga till Elo-rating till partier i denna databas. D�r en spelare inte har en aktuell rating men hans/hennes rating vid tiden f�r partiet �r listat i stavningskontrollfilen, kommer denna rating att l�ggas till."
translate W RatingOverride "Skriv �ver existerande inte-noll rating?"
translate W AddRatings "L�gg till rating till:"
translate W AddedRatings {Scid lade till $r Elo-ratingar i $g partier.}
translate W NewSubmenu "Ny undermeny"

# Comment editor:
translate W AnnotationSymbols  {Symboler:}
translate W Comment {Kommentar:}
translate W InsertMark {Infoga symbol} 
translate W InsertMarkHelp {
Infoga/ta bort markering: V�lj f�rg, typ av markering samt ruta.
Infoga/ta bort pil: H�ger-klicka tv� rutor.
}

# Nag buttons in comment editor:
translate W GoodMove {Bra drag}
translate W PoorMove {D�ligt drag}
translate W ExcellentMove {Utm�rkt drag}
translate W Blunder {Blunder}
translate W InterestingMove {Intressant drag}
translate W DubiousMove {Tveksamt drag}
translate W WhiteDecisiveAdvantage {Vit har en avg�rande f�rdel}
translate W BlackDecisiveAdvantage {Svart har en avg�rande f�rdel}
translate W WhiteClearAdvantage {Vit har en klar f�rdel}
translate W BlackClearAdvantage {Svart har en klar f�rdel}
translate W WhiteSlightAdvantage {Vit har en liten f�rdel}
translate W BlackSlightAdvantage {Svart har en liten f�rdel}
translate W Equality {J�mnvikt}
translate W Unclear {Oklar}
translate W Diagram {Diagram}

# Board search:
translate W BoardSearch {Positionss�kningar}
translate W FilterOperation {Hantering av aktuellt filter:}
translate W FilterAnd {AND (Restriktivt filter)}
translate W FilterOr {OR (Ackumulativt filter)}
translate W FilterIgnore {IGNORE (Anv�nd ej filter)}
translate W SearchType {S�ktyp:}
translate W SearchBoardExact {Exakt position (alla pj�ser p� samma rutor)}
translate W SearchBoardPawns {B�nder (samma material, alla b�nder p� samma rutor)}
translate W SearchBoardFiles {Filer (samma material, alla b�nder p� samma filer)}
translate W SearchBoardAny {Obest�mt (samma material, b�nder och pj�ser p� valfria rutor)}
translate W SearchInRefDatabase {S�k i databas}
translate W LookInVars {S�k i variationer}

# Material search:
translate W MaterialSearch {Materials�kning}
translate W Material {Material}
translate W Patterns {St�llningar}
translate W Zero {Inga/-en}
translate W Any {Flera}
translate W CurrentBoard {Aktuell st�llning}
translate W CommonEndings {Vanliga slutspel}
translate W CommonPatterns {Vanliga st�llningar}
translate W MaterialDiff {Skillnad i material}
translate W squares {rutor}
translate W SameColor {Samma f�rg}
translate W OppColor {Motsatt f�rg}
translate W Either {Antingen eller}
translate W MoveNumberRange {Dragintervall}
translate W MatchForAtLeast {Tr�ffa minst}
translate W HalfMoves {halvdrag}

# Common endings in material search:
translate W EndingPawns {Bondeslutspel}
translate W EndingRookVsPawns {Torn mot Bonde (B�nder)}
translate W EndingRookPawnVsRook {Torn och 1 Bonde mot Torn}
translate W EndingRookPawnsVsRook {Torn och Bonde (B�nder) mot Torn}
translate W EndingRooks {Torn mot Torn slutspel}
translate W EndingRooksPassedA {Torn mot Torn slutspel med en fri a-bonde}
translate W EndingRooksDouble {Dubbla Torn slutspel}
translate W EndingBishops {L�pare mot L�pare slutspel}
translate W EndingBishopVsKnight {L�pare mot Springare slutspel}
translate W EndingKnights {Springare mot Springare slutspel}
translate W EndingQueens {Dam mot Dam slutspel}
translate W EndingQueenPawnVsQueen {Dam och 1 Bonde mot Dam}
translate W BishopPairVsKnightPair {Tv� L�pare mot Tv� Springare mittspel}

# Common patterns in material search:
translate W PatternWhiteIQP {Vit Isolerad dambonde}
translate W PatternWhiteIQPBreakE6 {Vit Isolerad dambonde: d4-d5 brott mot e6}
translate W PatternWhiteIQPBreakC6 {Vit Isolerad dambonde: d4-d5 brott mot c6}
translate W PatternBlackIQP {Svart Isolerad dambonde}
translate W PatternWhiteBlackIQP {Vit Isolerad dambonde mot Svart Isolerad dambonde}
translate W PatternCoupleC3D4 {Vit c3+d4 Isolaterat Bondepar}
translate W PatternHangingC5D5 {Svart H�ngande B�nder p� c5 och d5}
translate W PatternMaroczy {Maroczy Center (med B�nder p� c4 och e4)}
translate W PatternRookSacC3 {Tornoffer p� c3}
translate W PatternKc1Kg8 {O-O-O mot O-O (Kc1 mot Kg8)}
translate W PatternKg1Kc8 {O-O mot O-O-O (Kg1 mot Kc8)}
translate W PatternLightFian {Ljus-Ruta Fianchetton (L�pare-g2 mot L�pare-b7)}
translate W PatternDarkFian {M�rk-Ruta Fianchetton (L�pare-b2 mot L�pare-g7)}
translate W PatternFourFian {Fyra Fianchetton (L�pare p� b2,g2,b7,g7)}

# Game saving:
translate W Today {Idag}
translate W ClassifyGame {Klassificera parti}

# Setup position:
translate W EmptyBoard {T�m br�det}
translate W InitialBoard {Utg�ngsst�llning}
translate W SideToMove {F�rg vid draget}
translate W MoveNumber {Antal drag}
translate W Castling {Rockad}
translate W EnPassantFile {En Passant fil}
translate W ClearFen {Rensa FEN}
translate W PasteFen {Klistra in FEN}
translate W SaveAndContinue {Spara och forts�tt}
translate W DiscardChangesAndContinue {Ignorera �ndringar\noch forts�tt}
translate W GoBack {G� tillbaka}

# Replace move dialog:
translate W ReplaceMove {Ers�tt drag}
translate W AddNewVar {L�gg till ny variation}
translate W NewMainLine {Ny huvudvariation}
translate W ReplaceMoveMessage {Det finns redan ett drag i denna st�llning.

Du kan ers�tta detta drag, och f�rlora samtliga f�ljande, eller l�gga till ditt drag som en ny variation.

(Om du st�nger av "Fr�ga f�re ers�tt drag" i Alternativ:Drag menyn slipper du denna fr�ga i framtiden.)}

# Make database read-only dialog:
translate W ReadOnlyDialog {Om du ger denna databas endast l�sbar kan du inte g�ra n�gra �ndringar i den.
Inga partier kan sparas eller ers�ttas, och du kan inte �ndra flaggor f�r raderbara partier.
Alla sorteringsinst�llningar eller ECO-klassificeringar kommer att vara tempor�ra.

Du kan g�ra den skrivbar igen genom att helt enkelt st�nga och �ppna den igen.

Vill du verkligen ange att databasen endast ska vara l�sbar?}

# Clear game dialog:
translate W ClearGameDialog {Detta parti har �ndrats.

Vill du verkligen forts�tta och f�rlora �ndringarna?
}

# Exit dialog:
translate W ExitDialog {Vill du verkligen avsluta Scid?}
translate W ExitUnsaved {De f�ljande databaserna har osparade f�r�ndringar. Om du avslutar nu, kommer dessa f�r�ndringar att g� f�rlorade.} 

# Import window:
translate W PasteCurrentGame {Klistra in aktuellt parti}
translate W ImportHelp1 {Ange eller klistra in ett parti i PGN-format i omr�det ovan.}
translate W ImportHelp2 {Eventuella felaktigheter kommer att anges h�r.}
translate W OverwriteExistingMoves {Skriv �ver existerande drag ?}

# ECO Browser:
translate W ECOAllSections {alla ECO avdelningar}
translate W ECOSection {ECO avdelning}
translate W ECOSummary {Sammanfattning f�r}
translate W ECOFrequency {Underkodsfrekvens f�r}

# Opening Report:
translate W OprepTitle {�ppningsrapport}
translate W OprepReport {Rapport}
translate W OprepGenerated {Skapad av}
translate W OprepStatsHist {Statistik och historik}
translate W OprepStats {Statistik}
translate W OprepStatAll {Rapporterade partier}
translate W OprepStatBoth {B�da med rating}
translate W OprepStatSince {Sedan}
translate W OprepOldest {De �ldsta partierna}
translate W OprepNewest {De yngsta partierna}
translate W OprepPopular {Aktuell popularitet}
translate W OprepFreqAll {Frekvens totalt:   }
translate W OprepFreq1   {Under det senaste �ret: }
translate W OprepFreq5   {Under de 5 senaste �ren: }
translate W OprepFreq10  {Under de 10 senaste �ren: }
translate W OprepEvery {en g�ng var %u parti}
translate W OprepUp {�kat %u%s gentemot samtliga �r}
translate W OprepDown {minskat %u%s gentemot samtliga �r}
translate W OprepSame {ingen f�r�ndring gentemot samtliga �r}
translate W OprepMostFrequent {Spelas mest av}
translate W OprepMostFrequentOpponents {Vanligaste motst�ndaren}
translate W OprepRatingsPerf {Rating och resultat}
translate W OprepAvgPerf {Genomsnittrating och resultat}
translate W OprepWRating {Vits rating}
translate W OprepBRating {Svarts rating}
translate W OprepWPerf {Vits resultat}
translate W OprepBPerf {Svarts resultat}
translate W OprepHighRating {Partierna med h�gst genomsnittsrating}
translate W OprepTrends {Resultattrender}
translate W OprepResults {L�ngd och frekvens}
translate W OprepLength {Partiets l�ngd}
translate W OprepFrequency {Frekvens}
translate W OprepWWins {Vita vinster: }
translate W OprepBWins {Svarta vinster: }
translate W OprepDraws {Remier:      }
translate W OprepWholeDB {Hela databasen}
translate W OprepShortest {Kortaste vinster}
# translate W OprepShortWhite {De kortaste vita vinsterna}
# translate W OprepShortBlack {De kortaste svarta vinsterna}
translate W OprepMovesThemes {Drag och teman}
translate W OprepMoveOrders {Dragordning f�r att n� rapportst�llningen}
translate W OprepMoveOrdersOne \
  {St�llningen n�ddes bara genom en dragordning:}
translate W OprepMoveOrdersAll \
  {Det fanns %u dragordningar som ledde fram denna st�llning:}
translate W OprepMoveOrdersMany \
  {Det fanns %u dragordningar som ledde fram denna st�llning. De %u vanligaste �r:}
translate W OprepMovesFrom {Drag fr�n rapportst�llningen}
translate W OprepMostFrequentEcoCodes {De mest f�rekommande ECO-koderna}
translate W OprepThemes {Positionella teman}
translate W OprepThemeDescription {Temanfrekvens de f�rsta %u dragen av varje parti}
# translate W OprepThemeDescription {Antal teman vid drag %u}
translate W OprepThemeSameCastling {Rockad p� samma flygel}
translate W OprepThemeOppCastling {Rockad p� olika flyglar}
translate W OprepThemeNoCastling {Ingen har gjort rockad}
translate W OprepThemeKPawnStorm {Bondestorm p� kungsflygeln}
translate W OprepThemeQueenswap {Dambyte}
translate W OprepThemeWIQP {Isolerad vit dambonde} 
translate W OprepThemeBIQP {Isolerad svart dambonde}
translate W OprepThemeWP567 {Vit bonde p� 5e/6e/7e raden}
translate W OprepThemeBP234 {Svart bonde p� 2a/3e/4e raden}
translate W OprepThemeOpenCDE {�ppen c/d/e linje}
translate W OprepTheme1BishopPair {Endast den ena sidan har l�parparet}
translate W OprepEndgames {Slutspel}
translate W OprepReportGames {Antal partier i rapporten}
translate W OprepAllGames    {Samtliga partier}
translate W OprepEndClass {Material i slutst�llningen}
translate W OprepTheoryTable {Teorisammanst�llning}
translate W OprepTableComment {Skapad fr�n de %u h�gst rankade partierna.}
translate W OprepExtraMoves {Ytterligare antal drag i notf�rteckningen}
translate W OprepMaxGames {Maximalt antal partier i sammanst�llningen}
translate W OprepViewHTML {Visa HTML}
translate W OprepViewLaTeX {Visa LaTeX}

# Player Report:
translate W PReportTitle {Spelarrapport} 
translate W PReportColorWhite {med de vita pj�serna} 
translate W PReportColorBlack {med de svarta pj�serna} 
translate W PReportMoves {efter %s} 
translate W PReportOpenings {�ppningar} 
translate W PReportClipbase {T�m Clipbase och kopiera liknande partier dit} 


# Piece Tracker window:
translate W TrackerSelectSingle {V�nsterklicka f�r att v�lja denna pj�s.} 
translate W TrackerSelectPair {V�nsterklicka f�r att v�lja denna pj�s; anv�nd h�ger musknapp f�r att ocks� v�lja den relaterade pj�sen.}
translate W TrackerSelectPawn {V�nsterklicka f�r att v�lja denna pj�s; anv�nd h�ger musknapp f�r att v�lja alla �tta b�nder.}
translate W TrackerStat {Statistik}
translate W TrackerGames {% partier med drag till rutan}
translate W TrackerTime {% tid p� varje ruta}
translate W TrackerMoves {Drag}
translate W TrackerMovesStart {Ange vid vilket drag s�kningen ska b�rja.}
translate W TrackerMovesStop {Ange vid vilket drag s�kningen ska sluta.}

# Game selection dialogs:
translate W SelectAllGames {Alla partier i databasen}
translate W SelectFilterGames {Endast partierna i filtret}
translate W SelectTournamentGames {Endast partierna i den aktuella turneringen}
translate W SelectOlderGames {Endast �ldre partier}

# Delete Twins window:
translate W TwinsNote {Partier m�ste minst ha samma spelare f�r att kunna identifieras som dubbletter samt uppfylla andra kriterier du kan ange nedan. N�r dubbletter hittas raderas det kortare partiet. Tips: det b�sta �r att anv�nda r�ttstavningen innan dubblettj�mf�relsen eftersom detta f�rb�ttrar m�jligheten f�r uppt�ckt av dubbletter.}
translate W TwinsCriteria {Kriterium: Dubbletter m�ste ha...}
translate W TwinsWhich {Ange vilka partier som ska j�mf�ras}
translate W TwinsColors {Samma f�rger?}
translate W TwinsEvent {Samma evenemang?}
translate W TwinsSite {Samma plats?}
translate W TwinsRound {Samma rond?}
translate W TwinsYear {Samma �r?}
translate W TwinsMonth {Samma m�nad?}
translate W TwinsDay {Samma dag?}
translate W TwinsResult {Samma resultat?}
translate W TwinsECO {Samma ECO-kod?}
translate W TwinsMoves {Samma drag?}
translate W TwinsPlayers {J�mf�r spelarnas namn:}
translate W TwinsPlayersExact {Exakt kopia}
translate W TwinsPlayersPrefix {Endast de 4 f�rsta bokst�verna}
translate W TwinsWhen {N�r dubbletter tas bort}
translate W TwinsSkipShort {Ignorera alla partier som �r kortare �n 5 drag?}
translate W TwinsUndelete {�terta alla partier f�rst?}
translate W TwinsSetFilter {Filtrera alla borttagna dubbletter?}
translate W TwinsComments {Spara alltid partier med kommentarer?}
translate W TwinsVars {Spara alltid partier med variationer?}
translate W TwinsDeleteWhich {Ange vilket parti som ska tas bort:} 
translate W TwinsDeleteShorter {Det kortare partiet} 
translate W TwinsDeleteOlder {Partiet med l�gst nummer} 
translate W TwinsDeleteNewer {Partiet med h�gst nummer} 
translate W TwinsDelete {Ta bort partier}

# Name editor window:
translate W NameEditType {Typ av namn att redigera}
translate W NameEditSelect {Partier att redigera}
translate W NameEditReplace {Ers�tt}
translate W NameEditWith {med}
translate W NameEditMatches {Matchar: Tryck Ctrl+1 till Ctrl+9 f�r att v�lja}
translate W CheckGames {Kontrollera partier}
translate W CheckGamesWhich {Kontrollera partier}
translate W CheckAll {Alla partier}
translate W CheckSelectFilterGames {Bara partier i filter}

# Classify window:
translate W Classify {Klassificera}
translate W ClassifyWhich {ECO-klassificera vilka partier?}
translate W ClassifyAll {Alla partier (skriv �ver gamla ECO-koder)}
translate W ClassifyYear {Alla partier spelade under det senaste �ret}
translate W ClassifyMonth {Alla partier spelade den senaste m�naden}
translate W ClassifyNew {Endast partier som �nnu ej klassificerats}
translate W ClassifyCodes {ECO-koder som ska anv�ndas}
translate W ClassifyBasic {Enbart standardkoder ("B12", ...)}
translate W ClassifyExtended {Scidextensioner ("B12j", ...)}

# Compaction:
translate W NameFile {Namnfil}
translate W GameFile {Partifil}
translate W Names {Namn}
translate W Unused {Ej anv�nd}
translate W SizeKb {Storlek (kb)}
translate W CurrentState {Aktuell status}
translate W AfterCompaction {Efter komprimering}
translate W CompactNames {Namn, komprimera namnfil}
translate W CompactGames {Partier, komprimera partifil}
translate W NoUnusedNames "Det finns inga oanv�nda namn, s� namnfilen �r redan fullt komprimerad."
translate W NoUnusedGames "Partifilen �r redan fullt komprimerad."
translate W NameFileCompacted {Namnfilen f�r databasen "[file tail [sc_base filename]]" blev komprimerad.}
translate W GameFileCompacted {Partifilen f�r databasen "[file tail [sc_base filename]]" blev komprimerad.}

# Sorting:
translate W SortCriteria {Kriterium}
translate W AddCriteria {L�gg till kriterium}
translate W CommonSorts {Normal sortering}
translate W Sort {Sortering}

# Exporting:
translate W AddToExistingFile {L�gg till partier till en existerande fil?}
translate W ExportComments {Exportera kommentarer?}
translate W ExportVariations {Exportera variationer?}
translate W IndentComments {Dra in kommentarer?}
translate W IndentVariations {Dra in variationer?}
translate W ExportColumnStyle {Kolumnstil (ett drag per rad)?}
translate W ExportSymbolStyle {Symbolbaserade kommentarer:}
translate W ExportStripMarks {Avl�gsna koder f�r f�lt och pilar fr�n kommentarerna?} 

# Goto game/move dialogs:
translate W LoadGameNumber {Ange partiets nummer:}
translate W GotoMoveNumber {G� till drag nummer:}

# Copy games dialog:
translate W CopyGames {kopiera partier}
translate W CopyConfirm {
 Vill du verkligen kopiera
 de [::utils::thousands $nGamesToCopy] filtrerade partierna
 ur databasen "$fromName"
 till databasen "$targetName"?
}
translate W CopyErr {Kan ej kopiera partier}
translate W CopyErrSource {k�lldatabasen}
translate W CopyErrTarget {m�ldatabasen}
translate W CopyErrNoGames {har inga partier i filtret}
translate W CopyErrReadOnly {kan bara l�sas}
translate W CopyErrNotOpen {�r ej �ppen}

# Colors:
translate W LightSquares {Ljusa f�lt}
translate W DarkSquares {M�rka f�lt}
translate W SelectedSquares {Valda f�lt}
translate W SuggestedSquares {F�reslagna f�lt}
translate W WhitePieces {Vita pj�ser}
translate W BlackPieces {Svarta pj�ser}
translate W WhiteBorder {Vit kantlinje}
translate W BlackBorder {Svart kantlinje}

# Novelty window:
translate W FindNovelty {Hitta nyhet}
translate W Novelty {Nyhet}
translate W NoveltyInterrupt {Nyhetss�kningen avbr�ts}
translate W NoveltyNone {Inga nyheter hittades i detta parti}
translate W NoveltyHelp {
Scid kommer att f�rs�ka hitta det f�rsta draget som leder till en position som inte annars finns i denna databas eller i spel�ppingsboken baserad p� ECO.
}

# Sounds configuration:
translate W SoundsFolder {Ljudfilskatalog}
translate W SoundsFolderHelp {Katalogen ska ha filerna King.wav, a.wav, 1.wav, etc}
translate W SoundsAnnounceOptions {Inst�llningar f�r Dragannonsering}
translate W SoundsAnnounceNew {Annonsera nya drag n�r de g�rs}
translate W SoundsAnnounceForward {Annonsera drag n�r du g�r fram ett drag}
translate W SoundsAnnounceBack {Annonsera drag n�r du g�r fram eller tillbaka ett drag}

# Upgrading databases:
translate W Upgrading {Uppdaterar}
translate W ConfirmOpenNew {
Denna databas �r i ett gammal format (Scid 3) och kan inte �ppnas i Scid 4, men en databas i det nya formatet (Scid 4) har redan skapats.

Vill du �ppna den senare databasen ist�llet?
}
translate W ConfirmUpgrade {
Denna databas �r i ett gammalt format (Scid 3). En databas i det nyare formatet m�ste skapas innan den kan anv�ndas i Scid 4.

Genom att uppdatera skapas en databas i det nya formatet med samma inneh�ll; uppdateringen �ndrar ingenting i den gamla databasen.

Detta kan ta ett tag men beh�ver bara g�ras en g�ng. Om du tycker att det tar alltf�r l�ng tid kan du avbryta processen.

Vill du uppdatera denna databas nu?
}

# Recent files options:
translate W RecentFilesMenu {Antal senast �ppnade filer i Arkivmenyn}
translate W RecentFilesExtra {Antal senast �ppnade filer i extra undermeny}

# My Player Names options:
translate W MyPlayerNamesDescription {
Ange en lista p� dina favoritspelare h�r nedanf�r. Skriv ett namn per rad. Jokertecken ("?", t ex, motsvarar ett enstaka tecken medan "*" st�r f�r flera tecken) �r till�tna.

Varje g�ng ett parti med en spelare vars namn st�r i denna lista �ppnas kommer br�det automatiskt att vridas s� att partiet visas fr�n spelarens perspektiv.
} 
translate W showblunderexists {visa blunder finns}
translate W showblundervalue {visa blunderv�rde}
translate W showscore {visa v�rdering}
translate W coachgame {tr�narparti}
translate W configurecoachgame {konfigurera tr�narparti}
translate W configuregame {Konfigurera parti}
translate W Phalanxengine {Phalanx schackmotor}
translate W Coachengine {Tr�narschackmotor}
translate W difficulty {sv�righetsgrad}
translate W hard {sv�r}
translate W easy {l�tt}
translate W Playwith {Spela med}
translate W white {vit}
translate W black {svart}
translate W both {b�da}
translate W Play {Spela}
translate W Noblunder {Ingen blunder}
translate W blunder {blunder}
translate W Noinfo {-- Ingen information --}
translate W PhalanxOrTogaMissing {Phalanx eller Toga hittades inte}
translate W moveblunderthreshold {drag �r en blunder om f�rlust �r st�rre �n}
translate W limitanalysis {begr�nsa schackmotors analystid}
translate W seconds {sekunder}
translate W Abort {Avbryt}
translate W Resume {Forts�tt}
translate W OutOfOpening {utanf�r �ppning}
translate W NotFollowedLine {Du f�ljde inte variationen}
translate W DoYouWantContinue {Vill du forts�tta ?}
translate W CoachIsWatching {Tr�naren observerar}
translate W Ponder {Permanent t�nkande}
translate W LimitELO {Begr�nsa ELO-styrka}
translate W DubiousMovePlayedTakeBack {Ett tveksamt drag spelades, vill du ta tillbaka det ?}
translate W WeakMovePlayedTakeBack {Ett svagt drag spelades, vill du ta tillbaka det ?}
translate W BadMovePlayedTakeBack {Ett d�ligt drag spelades, vill du ta tillbaka det ?}
translate W Iresign {Jag ger upp}
translate W yourmoveisnotgood {ditt drag �r inte bra}
translate W EndOfVar {Slut p� variation}
translate W Openingtrainer {�ppningstr�nare}
translate W DisplayCM {Visa kandidatdrag}
translate W DisplayCMValue {Visa kandidatdragens v�rden}
translate W DisplayOpeningStats {Visa statistik}
translate W ShowReport {Visa rapport}
translate W NumberOfGoodMovesPlayed {bra drag spelade}
translate W NumberOfDubiousMovesPlayed {tveksamma drag spelade}
translate W NumberOfMovesPlayedNotInRepertoire {drag spelade som inte finns i repetoar}
translate W NumberOfTimesPositionEncountered {g�nger positionen p�tr�ffats}
translate W PlayerBestMove  {Till�t bara b�sta dragen}
translate W OpponentBestMove {Motst�ndare spelar b�sta dragen}
translate W OnlyFlaggedLines {Bara markerade variationer}
translate W resetStats {Nollst�ll statistik}
translate W Repertoiretrainingconfiguration {Repetoartr�nings-konfiguration}
translate W Loadingrepertoire {�ppnar repetoar}
translate W Movesloaded {�ppnat drag}
translate W Repertoirenotfound {Repetoar hittades inte}
translate W Openfirstrepertoirewithtype {�ppna f�rst en repetoardatabas med ikon/typ angivet p� h�ger sida}
translate W Movenotinrepertoire {Drag finns inte i repetoar}
translate W PositionsInRepertoire {Positioner i repetoar}
translate W PositionsNotPlayed {Positioner inte spelade}
translate W PositionsPlayed {Positioner spelade}
translate W Success {Framg�ng}
translate W DubiousMoves {Tveksamma drag}
translate W OutOfRepertoire {Utanf�r repetoar}
translate W ConfigureTactics {Konfigurera taktik}
translate W ResetScores {Nollst�ll po�ng}
translate W LoadingBase {�ppnar bas}
translate W Tactics {Taktik}
translate W ShowSolution {Visa l�sning}
translate W NextExercise {N�sta �vning}
translate W PrevExercise {Tidigare �vning}
translate W StopTraining {Avbryt tr�ning}
translate W Next {N�sta}
translate W ResettingScore {Nollst�ller po�ng}
translate W LoadingGame {�ppnar parti}
translate W MateFound {Matt hittad}
translate W BestSolutionNotFound {B�sta l�sningen hittades INTE !}
translate W MateNotFound {Matt hittades inte}
translate W ShorterMateExists {En kortare matt finns}
translate W ScorePlayed {Po�ng spelad}
translate W Expected {f�rv�ntat}
translate W ChooseTrainingBase {V�lj tr�ningsbas}
translate W Thinking {T�nker}
translate W AnalyzeDone {Analys klar}
translate W WinWonGame {Vinn vunnet parti}
translate W Lines {Variationer}
translate W ConfigureUCIengine {Konfigurera UCI-schackmotor}
translate W SpecificOpening {Specifik �ppning}
translate W StartNewGame {Starta nytt parti}
translate W FixedLevel {Fast niv�}
translate W Opening {�ppning}
translate W RandomLevel {Slumpm�ssig niv�}
translate W StartFromCurrentPosition {Starta fr�n den aktuella positionen}
translate W FixedDepth {Fast s�kdjup}
translate W Nodes {Noder} 
translate W Depth {S�kdjup}
translate W Time {Tid} 
translate W SecondsPerMove {Sekunder per drag}
translate W Engine {Schackmotor}
translate W TimeMode {Tidsmod}
translate W TimeBonus {Tid + bonus}
translate W TimeMin {min}
translate W TimeSec {sek}
translate W AllExercisesDone {Alla �vningar gjorda}
translate W MoveOutOfBook {Drag utanf�r bok}
translate W LastBookMove {Sista bokdrag}
translate W AnnotateSeveralGames {Kommentera flera partier\nfr�n aktuellt till :}
translate W FindOpeningErrors {Hitta �ppningsfel}
translate W MarkTacticalExercises {Markera taktiska �vningar}
translate W UseBook {Anv�nd bok}
translate W MultiPV {Flera variationer}
translate W Hash {Hashminne}
translate W OwnBook {Anv�nd schackmotorbok}
translate W BookFile {�ppningsbok}
translate W AnnotateVariations {Kommentera variationer}
translate W ShortAnnotations {Korta kommentarer}
translate W addAnnotatorTag {L�gg till kommentator-tagg}
translate W AddScoreToShortAnnotations {L�gg till v�rdering till korta kommentarer}
translate W Export {Exportera}
translate W BookPartiallyLoaded {Bok delvis �ppnad}
translate W Calvar {Ber�kning av variationer}
translate W ConfigureCalvar {Konfiguration}
translate W Reti {Reti}
translate W English {Engelsk}
translate W d4Nf6Miscellaneous {1.d4 Nf6 Diverse}
translate W Trompowsky {Trompowsky}
translate W Budapest {Budapest}
translate W OldIndian {Gammalindisk}
translate W BenkoGambit {Benko-gambit}
translate W ModernBenoni {Modern Benoni}
translate W DutchDefence {Holl�ndskt f�rsvar}
translate W Scandinavian {Skandinaviskt}
translate W AlekhineDefence {Alekhines f�rsvar}
translate W Pirc {Pirc}
translate W CaroKann {Caro-Kann}
translate W CaroKannAdvance {Caro-Kann Avancemang}
translate W Sicilian {Siciliansk}
translate W SicilianAlapin {Siciliansk Alapin}
translate W SicilianClosed {St�ngd Siciliansk}
translate W SicilianRauzer {Siciliansk Rauzer}
translate W SicilianDragon {Siciliansk Drake}
translate W SicilianScheveningen {Siciliansk Scheveningen}
translate W SicilianNajdorf {Siciliansk Najdorf}
translate W OpenGame {�ppet parti}
translate W Vienna {Wiener}
translate W KingsGambit {Kungsgambit}
translate W RussianGame {Ryskt parti}
translate W ItalianTwoKnights {Italianskt/Tv�springar}
translate W Spanish {Spanskt}
translate W SpanishExchange {Spanskt Avbytesvariant}
translate W SpanishOpen {�pett Spanskt}
translate W SpanishClosed {St�ngt Spanskt}
translate W FrenchDefence {Franskt F�rsvar}
translate W FrenchAdvance {Fransk Avancemang}
translate W FrenchTarrasch {Fransk Tarrasch}
translate W FrenchWinawer {Fransk Winawer}
translate W FrenchExchange {Fransk Avbytesvariant}
translate W QueensPawn {Dambonde}
translate W Slav {Slav}
translate W QGA {Antagen Damgambit}
translate W QGD {Avb�jd Damgambit}
translate W QGDExchange {Avb�jd Damgambit Avbytesvariant}
translate W SemiSlav {Semi-Slav}
translate W QGDwithBg5 {Avb�jd Damgambit med Bg5}
translate W QGDOrthodox {Avb�jd Damgambit Ortodox}
translate W Grunfeld {Gr�nfeld}
translate W GrunfeldExchange {Gr�nfeld Avbytesvariant}
translate W GrunfeldRussian {Gr�nfeld Ryskt}
translate W Catalan {Catalan}
translate W CatalanOpen {�ppen Catalan}
translate W CatalanClosed {St�ngd Catalan}
translate W QueensIndian {Damindiskt}
translate W NimzoIndian {Nimzo-Indiskt}
translate W NimzoIndianClassical {Nimzo-Indiskt Klassiskt}
translate W NimzoIndianRubinstein {Nimzo-Indiskt Rubinstein}
translate W KingsIndian {Kungsindiskt}
translate W KingsIndianSamisch {Kungsindiskt S�misch}
translate W KingsIndianMainLine {Kungsindiskt Huvudvariation}
translate W ConfigureFics {Konfigurera FICS}
translate W FICSGuest {Logga in som G�st}
translate W FICSServerPort {Server-port}
translate W FICSServerAddress {IP-adress}
translate W FICSRefresh {Uppdatera}
translate W FICSTimesealPort {Timeseal-port}
translate W FICSSilence {Tystnad}
translate W FICSOffers {Erbjuder}
translate W FICSConsole {Konsol}
translate W FICSGames {Partier}
translate W FICSUnobserve {Sluta observera parti}
translate W FICSProfile {Visa din historik och profil}
translate W FICSRelayedGames {�teruts�nda partier}
translate W FICSFindOpponent {Hitta motst�ndare}
translate W FICSTakeback {Ta tillbaka}
translate W FICSTakeback2 {Ta tillbaka 2}
translate W FICSInitTime {Initialtid (minuter)}
translate W FICSIncrement {Inkrementering (sekunder)}
translate W FICSRatedGame {Ratingparti}
translate W FICSAutoColour {automatisk}
translate W FICSManualConfirm {bekr�fta manuellt}
translate W FICSFilterFormula {Filtrera med formel}
translate W FICSIssueSeek {S�kfr�ga}
translate W FICSChallenge {Utmana}
translate W FICSAccept {acceptera}
translate W FICSDecline {avb�j}
translate W FICSColour {f�rg}
translate W FICSSend {skicka}
translate W FICSConnect {Anslut}
translate W FICSdefaultuservars {Anv�nd standardvariabler}
translate W FICSObserveconfirm {Vill du observera parti} 
# ====== TODO To be translated ======
translate W FICSpremove {Enable premove}
translate W GameReview {Parti�versikt}
translate W GameReviewTimeExtended {Ut�kad tid}
translate W GameReviewMargin {Felmarginal}
translate W GameReviewAutoContinue {Forts�tt automatiskt n�r drag �r korrekt}
translate W GameReviewReCalculate {Anv�nd ut�kad tid}
translate W GameReviewAnalyzingMovePlayedDuringTheGame {Analysera drag spelat under partiet}
translate W GameReviewAnalyzingThePosition {Analysera positionen}
translate W GameReviewEnterYourMove {Ange ditt drag}
translate W GameReviewCheckingYourMove {Kontrollerar ditt drag}
translate W GameReviewYourMoveWasAnalyzed {Ditt drag analyserades}
translate W GameReviewYouPlayedSameMove {Du speladade samma drag som i partiet}
translate W GameReviewScoreOfYourMove {V�rdering av ditt drag}
translate W GameReviewGameMoveScore {Partidragets v�rdering}
translate W GameReviewEngineScore {Schackmotorns v�rdering}
translate W GameReviewYouPlayedLikeTheEngine {Du spelade som schackmotorn}
translate W GameReviewNotEngineMoveButGoodMove {Inte schackmotordraget, men det �r ocks� ett bra drag}
translate W GameReviewMoveNotGood {Detta drag �r inte bra, v�rderingen �r}
translate W GameReviewMovesPlayedLike {Drag spelade som}
translate W GameReviewMovesPlayedEngine {Drag apelade som schackmotorn}
translate W CCDlgConfigureWindowTitle {Konfigurera Korrespondensschack}
translate W CCDlgCGeneraloptions {Generella inst�llningar}
translate W CCDlgDefaultDB {Standarddatabas:}
translate W CCDlgInbox {Inkorg (s�kv�g):}
translate W CCDlgOutbox {Utkorg (s�kv�g):}
translate W CCDlgXfcc {Xfcc-Konfiguration:}
translate W CCDlgExternalProtocol {Extern Protokollhanterare (t.ex. Xfcc)}
translate W CCDlgFetchTool {H�mtningsverktyg:}
translate W CCDlgSendTool {S�ndverktyg:}
translate W CCDlgEmailCommunication {eMail-kommunikation}
translate W CCDlgMailPrg {eMail-program:}
translate W CCDlgBCCAddr {(B)CC-address:}
translate W CCDlgMailerMode {Mod:}
translate W CCDlgThunderbirdEg {t.ex. Thunderbird, Mozilla Mail, Icedove...}
translate W CCDlgMailUrlEg {t.ex. Evolution}
translate W CCDlgClawsEg {t.ex Sylpheed Claws}
translate W CCDlgmailxEg {t.ex. mailx, mutt, nail...}
translate W CCDlgAttachementPar {Bilage-parameter:}
translate W CCDlgInternalXfcc {Anv�nd internt Xfcc-st�d}
translate W CCDlgConfirmXfcc {Bekr�fta drag}
translate W CCDlgSubjectPar {�mnes-parameter:}
translate W CCDlgDeleteBoxes {T�m In-/Utkorg} 
translate W CCDlgDeleteBoxesText {Vill du verkligen t�mma dina In- och Utkorgskataloger f�r Korrespondensschack? Detta kr�ver en ny synkronisering f�r att visa den seanaste statusen p� dina partier} 
translate W CCDlgConfirmMove {Bekr�fta drag} 
translate W CCDlgConfirmMoveText {Om du bekr�ftar, kommer f�ljande drag och kommentar att skickas till servern:} 
translate W CCDlgDBGameToLong {Inkonsekvent huvudvariation}
translate W CCDlgDBGameToLongError {Huvudvariationen i din databas �r l�ngre �n partiet i din Inkorg. Om Inkorgen inneh�ller aktuella partier, dvs precis efter en synkronisering, lades n�gra drag felaktigt till i huvudvariationen i databasen.\nI detta fall var god och f�rkorta huvudvariationen till (maximalt) drag\n}
translate W CCDlgStartEmail {Starta ett nytt eMail-parti}
translate W CCDlgYourName {Ditt Namn:}
translate W CCDlgYourMail {Din eMail-address:}
translate W CCDlgOpponentName {Motst�ndarnamn:}
translate W CCDlgOpponentMail {Motst�ndarens eMail-address:}
translate W CCDlgGameID {Parti-ID (unikt):}
translate W CCDlgTitNoOutbox {Scid: Korrespondensschackutkorg}
translate W CCDlgTitNoInbox {Scid: Korrespondensschackinkorg}
translate W CCDlgTitNoGames {Scid: Inga Korrespondensschackpartier}
translate W CCErrInboxDir {Korrespondensschacksinkorgskatalog:}
translate W CCErrOutboxDir {Korrespondensschacksutkorgskatalog:}
translate W CCErrDirNotUsable {finns inte eller �r inte m�jlig att anv�nda!\nVar god och kontrollera och korrigera inst�llningarna.}
translate W CCErrNoGames {inneh�ller inga partier!\nVar god och h�mta dem f�rst.}
translate W CCDlgTitNoCCDB {Scid: Ingen Korrespondensdatabas}
translate W CCErrNoCCDB {Ingen Databas av typ 'Korrespondens' �r �ppnad. Var god och �ppna en innan du anv�nder Korrespondensschackfunktioner.}
translate W CCFetchBtn {H�mta partier fr�n servern och bearbeta Inkorgen}
translate W CCPrevBtn {G� till tidigare parti}
translate W CCNextBtn {G� till n�sta parti}
translate W CCSendBtn {Skicka drag}
translate W CCEmptyBtn {T�m Inkorgen och Utkorgen}
translate W CCHelpBtn {Hj�lp med ikoner och statusindikatorer.\nF�r generell Hj�lp tryck p� F1!}
translate W CCDlgServerName {Servernamn:}
translate W CCDlgLoginName  {Inloggningsnamn:}
translate W CCDlgPassword   {L�senord:}
translate W CCDlgURL        {Xfcc-URL:}
translate W CCDlgRatingType {Ratingtyp:}
translate W CCDlgDuplicateGame {Icke unikt parti-ID}
translate W CCDlgDuplicateGameError {Detta parti finns fler �n en g�ng i din databas. Var god och ta bort alla dubbletter och komprimera din partifil (Arkiv/Underh�ll/Komprimera Databas).}
translate W CCDlgSortOption {Sorterar:}
translate W CCDlgListOnlyOwnMove {Bara partier d�r jag �r vid draget}
translate W CCOrderClassicTxt {Plats, Evenemang, Runda, Resultat, Vit, Svart}
translate W CCOrderMyTimeTxt {Min klocka}
translate W CCOrderTimePerMoveTxt {Tid per drag till n�sta tidskontroll}
translate W CCOrderStartDate {Startdatum}
translate W CCOrderOppTimeTxt {Motst�ndarens klocka}
translate W CCDlgConfigRelay {Konfigurera ICCF-observationer}
translate W CCDlgConfigRelayHelp {G� till partisidan p� http://www.iccf-webchess.com och visa partiet att observera.  Om du ser schackbr�der kopiera webadressen fr�n din webl�sare till listan nedanf�r. Bara en webadress per rad!\nExempel: http://www.iccf-webchess.com/MakeAMove.aspx?id=266452}
translate W ExtHWConfigConnection {Konfigurera extern h�rdvara}
translate W ExtHWPort {Port}
translate W ExtHWEngineCmd {Schackmotorkommando}
translate W ExtHWEngineParam {Schackmotorparameter}
translate W ExtHWShowButton {Visa knapp}
translate W ExtHWHardware {H�rdvara}
translate W ExtHWNovag {Novag Citrine}
translate W ExtHWInputEngine {Inmatningsschackmotor}
translate W ExtHWNoBoard {Inget br�de}
translate W NovagReferee {Nedteckna bara dragen}
translate W IEConsole {Inmatningsschackmotorkonsol}
translate W IESending {Drag skickade f�r}
translate W IESynchronise {Synkronisera}
translate W IERotate  {Rotera}
translate W IEUnableToStart {Kunde inste starta Inmatningsschackmotor:}
translate W DoneWithPosition {Klar med position}
translate W Board {Br�de}
translate W showGameInfo {Visa partiinformation}
translate W autoResizeBoard {�ndra storleken p� br�det automatiskt}
translate W DockTop {Drag �verst}
translate W DockBottom {Drag nederst}
translate W DockLeft {Drag till v�nster}
translate W DockRight {Drag till h�ger}
translate W Undock {Avdocka}
translate W ChangeIcon {�ndra ikon...}
}

############################################################
#
# Swedish tips section:

set tips(W) {
  {
    Scid har �ver 30 <a Index>hj�lpsidor</a>, och i de flesta f�nster kan du
    genom att trycka <b>F1</b> f� hj�lp om det f�nster du f�r tillf�llet har
    aktivt.
  }
  {
    Vissa f�nster (t ex partiinformation och <a Switcher>databasv�ljaren</a>) 
    har en meny f�r h�ger musknapp. Prova att h�gerklicka i varje f�nster s�
    ser du vilka som har det och vilka funktioner du kommer �t den v�gen.
  }
  {
    Du kan ange drag p� mer �n ett s�tt, s� du kan v�lja vilket som passar dig
    b�st. Du kan anv�nda musen (med eller utan dragf�rslag) eller tangentbordet
    (med eller utan autokomplettering). L�s hj�lpsidan f�r 
    <a Moves>att ange drag</a> f�r mer information.
  }
  {
    Om du har databaser du ofta �ppnar s� kan du l�gga till ett 
    <a Bookmarks>bokm�rke</a> f�r varje databas. Du kommer d� att kunna �ppna 
    databaserna snabbare via bokm�rkesmenyn.
  }
  {
    Du kan se alla drag i det aktuella partiet (inklusive variationer och kommentarer)
    genom att �ppna <a PGN>PGN-f�nstret</a>.
    Du navigerar igenom partiet i PGN-f�nstret genom att klicka p� valfritt drag med
    v�nster musknapp. Genom att klicka p� draget med mellan- eller h�germusknapp s�
    f�r du en f�rhandsvisning av just den st�llningen.
  }
  {
    Du kan kopiera partier mellan databaserna i <a Switcher>databasv�ljaren</a> genom
    att dra-och-sl�ppa dem mellan respektive databas.
  }
  {
    Scid kan �ppna PGN filer, �ven de som �r komprimerade med Gzip (dvs har en .gz fil�ndelse). 
    PGN filer �ppnas med enbart l�sr�ttigheter, s� om du vill redigera en PGN fil i Scid 
    m�ste du kopiera filen till en Scid databas med hj�lp av <a Switcher>databasv�ljaren</a>.
  }
  {
    Om du ofta anv�nder <a Tree>Tr�df�nstret</a> med stora databaser, �r det v�rt att v�lja
    <b>Fyll cache fil</b> fr�n Arkivmenyn i Tr�df�nstret. Detta inneb�r att tr�dstatistik f�r 
    m�nga av de vanligare st�llningarna sparas, vilket ger en snabbare tr�d�tkomst f�r databasen
    ifr�ga.
  }
  {
    <a Tree>Tr�df�nstret</a> kan visa alla drag fr�n den aktuella st�llningen. Men om ocks� vill 
    se alla dragf�ljder som har lett till denna st�llning kan du f� fram det genom att skapa en
   <a OpReport>�ppningsrapport</a>.
  }
  {
    Du kan v�nster- eller h�gerklicka i en kolumn i <a GameList>partilistan</a> f�r att �ndra 
    dess bredd.
  }
  {
    Med <a PInfo>spelarinformationen</a> aktuell (klicka p� endera spelarens namn under br�det i 
    huvudf�nstret f�r att f� fram den) �r det enkelt att <a Searches Filter>filtrera</a> fram partier
    av en s�rskild spelares enskilda resultat. Klicka bara p� valfritt v�rde som har angivits med
    <red>r�d text</red>.
  }
  {
    N�r du studerar �ppningar kan det vara en po�ng att markera valen <b>B�nder</b> eller <b>Filer</b> i 
    <a Searches Board>S�k aktuell position</a>. Genom dessa val kan du hitta andra �ppningar som ger
    liknande bondestrukturer.
  }
  {
    Du kan h�gerklicka i partiinformationsdelen av huvudf�nstret (under br�det) f�r att f� fram en 
    kontextmeny. Du kan t ex g�ra s� att Scid d�ljer n�sta drag i ett parti, vilket kan vara anv�ndbart 
    om du vill tr�na genom att "gissa" n�sta drag.
  }
  {
    Om du ofta <a Maintenance>underh�ller</a> stora databaser kan du utf�ra flera underh�llsuppgifter 
    vid samma tillf�lle via <a Maintenance Cleaner>databasverktyget</a>.
  }
  {
    Om du har en stor databas d�r de flesta partierna har ett evenemangsdatum och du vill ha partierna i 
    datumordning b�r du �verv�ga att <a Sorting>sortera</a> den p� evenemangsdatum i f�rsta hand och 
    evenemang i andra hand, ist�llet f�r datum och evenemang, d� detta kommer att h�lla turneringspartierna
    fr�n olika datum samman. (Under f�ruts�ttning att alla partier har samma evenemangsdatum naturligtvis).
    Alternativt kan du se till att f�lten evenemang, rond och datum �r s� enhetliga och korrekta som m�jligt.
    (ms).
  }
  {
    Det kan vara en bra ide att <a Maintenance Spellcheck>stavningskontrollera</a> din databas innan du 
    <a Maintenance Twins>raderar dubbletter</a> d� Scid har st�rre m�jlighet att hitta dubbletterna och 
    markera dessa f�r borttagning.
  }
  {
    <a Flags>Flaggor</a> �r anv�ndbara f�r att markera upp partier med karakt�ristika du vill s�ka p� senare,
    s�som bondest�llning, taktiska finesser, osv. Du kan s�ka p� flaggor n�r du s�ker p� f�lt i partihuvudet.
  }
  {
    Om du g�r igenom ett parti, och helt enkelt vill testa en ny variation utan att f�r�ndra partiet i sig, kan 
    du sl� p� F�rs�ksl�get (Trial mode) genom att trycka <b>Ctrl+Mellanslag</b> eller fr�n verktygsraden. �terg� till
    ursprungspartiet n�r du �r klar.
  }
  {
    Om du vill hitta det mest betydelsefulla partiet (med h�gst rankade spelare) i en viss position kan du
    �ppna <a Tree>Tr�df�nstret</a> och i denna �ppna listan med de b�sta partierna. I tr�df�nstret kan du till
    och med begr�nsa partierna till endast ett s�rskilt resultat.
  }
  {
    Ett bra s�tt att studera en �ppning �r att i en stor databas sl� p� tr�ningsl�get i <a Tree>Tr�df�nstret</a>, 
    och sedan spela igenom databasen f�r att se vilka varianter som f�rekommer oftast.
  }
  {
    Om du har tv� databaser �ppna, och vill ha ett varianttr�d att studera medan du g�r igenom ett parti
    i den andra databasen kan du <b>l�sa</b> tr�det i den databasen och sedan byta till den andra.
  }
  {
    <a Tmt>Turneringss�karen (tournament finder)</a> �r inte bara anv�ndbar f�r att lokalisera en s�rskild 
    turnering. Du kan ocks� anv�nda den f�r att s�ka efter turneringar en specifik spelare nyligen deltagit 
    i, eller att bl�ddra genom turneringar som genomf�rts i ett visst land.
  }
  {
    Det finns ett antal vanliga st�llningstyper definierade i <a Searches Material>S�k material/st�llning</a>
    f�nstret som du kan ha nytta av n�r du studerar �ppningar och mittspel.
  }
  {
    N�r du s�ker p� <a Searches Material>material eller st�llning</a> kan det ofta vara f�rdelaktigt att begr�nsa
    s�kningen till s�dana partier d�r st�llningen eller materialet f�rekommit i �tminstone n�gra drag. Du slipper
    du f� med tr�ffar d�r situationen du s�ker uppkom helt tillf�lligt.
  }
  {
    Om du har en viktig databas du inte vill radera av misstag kan du v�lja  <b>Enbart l�sbar</b> fr�n <b>Arkiv</b>
    menyn efter att du har �ppnat den. Alternativt kan du s�tta dess filr�ttigheter till enbart l�sr�ttigheter.
  }
  {
    Om du anv�nder XBoard eller WinBoard (eller n�got annat program som kan hantera FEN notation via urklippshanteraren)
    och vill kopiera den aktuella st�llningen fr�n ditt program �r det snabbaste s�ttet att g�ra det s� h�r:
    V�lj <b>Copy Position</b> fr�n <b>File</b> menyn i Xboard/Winboard, v�lj sedan <b>Klistra in utg�ngsst�llning</b>
    i Redigera menyn i Scid.
  }
  {
    I <a Searches Header>S�k i huvud</a>, �r spelare-, evenemang-, plats-, och rondnamn ok�nsliga f�r stora eller sm�
    bokst�ver och ger tr�ffar varhelst de finns i ett namn. Om du vill kan du ange att du ist�llet vill att s�kningen <b>ska</b>
    ta versaler/gemener i beaktande. Genom att anv�nda jokertecken inom citationstecken (d�r "?" = motsvarar obest�mt
    enskilt tecken och "*" = noll eller flera tecken). Om du exempelvis anger "*BEL" (med citationstecken) i det platsf�ltet
    hittar du alla partier spelade i Belgien, men exkluderar de som spelats i Belgrad.
  }
  {
    Om du vill redigera ett drag i ett parti utan att f�rlora alla de drag som spelats efter detta kan du �ppna
    <a Import>Importera ett parti i PGN-format</a> f�nstret i Verktygsmenyn. Klicka d�r p� <b>Klistra in aktuellt parti</b> 
    , redigera partiet och avsluta med <b>Importera</b>.
  }
  {
    Om du har en ECO klassificeringsfil laddad, kan du n� den mest exakt klassificerade st�llningen f�r det aktuella partiet
    genom att v�lja <b>Identifiera �ppning</b> i <b>Partier</b> menyn (kortkommando: Ctrl+Shift+D).
  }
  {
    N�r du vill se hur stor en fil �r, eller vill se n�r den senast redigerades innan du �ppnar den kan du anv�nda
    <a Finder>file finder</a> (Arkiv - S�k filer).
  }
  {
    En <a repetoire>repetoarfil</a> �r ett utm�rkt s�tt att h�lla koll p� dina favorit�ppningar, eller hitta partier d�r
    d�r de har spelats. N�r du v�l har skapat en repetoarfil kan du genoms�ka nya filer utifr�n repetoarfilen, och titta 
    igenom alla partier med just dina �ppningar.
  }
  {
    Genom att skapa en <a OpReport>�ppningsrapport</a> har du en utm�rkt m�jlighet att l�ra dig en ny spel�ppning. Du kan f�
    information om resultat, hur remiaktig den �r, vilka vanliga positionella teman som dyker upp, och mycket mer.
  }
  {
    Du kan kommentera den aktuella st�llningen med de vanligaste symbolerna (!, !?, +=, etc) utan att beh�va anv�nda 
    <a Comment>kommentarseditorn<a>. D�r du exempelvis vill ange ett bra drag skriver du "!" och trycker sedan ENTER
    s� l�ggs "!" symbolen till draget. Se �ven hj�lpsidan <a Moves>ange drag</a> f�r mer detaljerad information.
  }
  {
    Om du bl�ddrar igenom �ppningarna i en databas i <a Tree>tr�df�nstret</a>, f�r du en anv�ndbar �verblick �ver hur
    v�l �ppningen fungerar i sentida partier mellan h�grankade spelare om du �ppnar statistikf�nstret (kortkommando: Ctrl+I).
  }
  {
    Du �ndrar enkelt huvudf�nstrets br�dstorlek genom att h�lla nere <b>Ctrl</b> och <b>Shift</b> tangenterna, samtidigt
    som du trycker h�ger- eller v�nster piltangent.
  }
  {
    Efter genomf�rd <a Searches>s�kning</a>, �r det enkelt att navigera genom urvalet genom att h�lla nere <b>Ctrl</b> 
    tangenten samtidigt som du trycker upp- eller nerpiltangenterna f�r att g� till f�reg�ende eller n�sta parti i 
    <a Searches Filter>urvalet</a>.
  }
{
  Du kan relativt enkelt rita pilar och f�rga rutor till dina kommentarer. �ppna <b>Kommentarseditorn</b>, klicka p� <b>Infoga symbol</b> och v�lj �nskad f�rg. Om du nu klicka p� en f�rsta ruta, och d�refter klickar p� en andra s� dras en pil i �nskad f�rg fr�n den f�rsta till den andra rutan. Klickar du bara p� en ruta, blir den f�rgad.
  }
}

##########
#
# ECO Opening name translations:

translateECO W {
  Accelerated {, Accelererad}
  {: Accelerated} Accelererad
  Accepted {, Antagen}
  {: Accepted} Antagen
  Advance Avancemang
  {as Black} {som Svart}
  Attack Angrepp
  Bishop L�pare
  Bishop's L�par
  Classical Klassisk
  Closed St�ngd
  {Closed System} {St�ngt system}
  Counterattack Motangrepp
  Countergambit Motgambit
  Declined {, Avb�jd}
  Defence F�rsvar
  deferred f�rv�grad
  Deferred {, f�rv�grad}
  Early Tidig
  Exchange Avbyte
  Game Parti
  Improved f�rb�ttrad
  King's Kung
  Knight Springar
  Line Variant
  {Main Line} Huvudvariant
  Open �ppen
  Opening �ppning
  Queen's Dam
  Queenswap Damavbyte
  Symmetrical Symmetrisk
  Variation Variation
  Wing Flygel
  with med
  without utan

  Alekhine Aljechin
  Averbakh Averbach
  Botvinnik Botvinnik
  Chigorin Chigorin
  Polugaevsky Polugajevski
  Rauzer Rauzer
  Sveshnikov Sveschnikov

  Austrian �sterrikisk
  Berlin Berlin
  Bremen Bremen
  Catalan Katalansk
  Czech Tjeckisk
  Dutch Holl�ndsk
  English Engelsk
  French Fransk
  Hungarian Ungersk
  Indian Indisk
  Italian Italiensk
  Latvian Lettisk
  Meran Meran
  Moscow Moskva
  Polish Polsk
  Prague Prag
  Russian Rysk
  Scandinavian Skandinavisk
  Scheveningen Scheveningen
  Scotch Skottsk
  Sicilian Siciliansk
  Slav Slavisk
  Spanish Spansk
  Swedish Svensk
  Swiss Schweizisk
  Vienna Wiener
  Yugoslav Jugoslavisk

  {Accelerated Fianchetto} {Accelererad Fianchetto}
  {Accelerated Pterodactyl} {Accelererad Pterodactyl}
  {Alekhine Defence} Aljechins F�rsvar
  {Alekhine Variation} Aljechin-Variant
  {Alekhine: S�misch Attack} {Aljechin: Wiener-system (S�misch-Angrepp)}
  {Anderssen Opening} Anderssen-�ppning
  {Anti-King's Indian} Anti-Kungsindisk
  {Austrian Attack} {�sterrikiskt Angrepp}
  {Benko Gambit} Volga-Gambit
  {Benko Opening} Benk�-�ppning
  {Berlin Defence} {Berlinf�rsvar}
  Chameleon Chamaleon
  Chelyabinsk Chelyabinsk
  {Classical Defence} {Klassiskt f�rsvar}
  {Spanish: Classical Defence} {Spanskt: Klassiskt (Cordel-) f�rsvar}
  {Classical Exchange} {Klassiskt Avbyte}
  {Classical Variation} {Klassisk Variant}
  {Closed Berlin} {St�ngd Berlin}
  {Open Berlin} {�ppen Berlin}
  {Bird's,} {Bird,}
  {Bird's Defence} Birds f�rsvar
  {Bird's Deferred} {F�rv�grad Bird}
  {Bishop's Opening} L�parspel
  {Botvinnik System} Botvinnik-system
  {Central Variation} Centralvariant
  {Centre Attack} Centrumsangrepp
  {Centre Game} Mittgambit
  {Danish Gambit} {Nordisk Gambit}
  Dragon Drake
  {Dutch Variation} {Holl�ndsk Variant}
  {Early Exchange} {Tidigt Avbyte}
  {Early Queenswap} {Tidigt Dambyte}
  {English Attack} {Engelskt Angrepp}
  {English: King's} {Engelskt: Kungsbonde}
  {English Variation} {Engelsk Variant}
  {Englund Gambit} Englunds Gambit
  {Exchange Variation} Avbytesvariant
  {Fianchetto Variation} Fianchettovariant
  {Flohr Variation} Flohr-Variant
  {Four Knights} Fyrspringar
  {Four Knights Game} Fyrspringarspel
  {Four Pawns} Fyrbonde
  {Four Pawns Attack} Fyrbondeangrepp
  {French Variation} {Fransk Variant}
  {From Gambit} {From-Gambit}
  {Goring Gambit} {G�ring-Gambit}
  {Grob Gambit} {Grobs Gambit}
  {Hungarian Defence} {Ungerskt f�rsvar}
  {Indian Variation} {Indisk Variant}
  {Italian Game} {Italienskt Parti}
  KGD {Avb�jd Kungssgambit}
  {Classical KGD} {Klassisk avb�jd Kungsgambit}
  {Keres Variation} Keres-Variant
  KGA {Antagen Kungsgambit}
  {KGA: Bishop's Gambit} Kungsl�pargambit
  {KGA: King's Knight Gambit} Kungsspringargambit
  {King's Gambit} Kungsgambit
  {King's Gambit Accepted} {Antagen Kungsgambit}
  {King's Gambit Accepted (KGA)} {Antagen Kungsgambit}
  {King's Indian} Kungsindisk
  KIA {Kungsindiskt Angrepp}
  {King's Knight Gambit} Kungsspringargambit
  {King's Pawn} Kungsbonde
  {Lasker Variation} {Lasker-Variant}
  {Latvian Gambit} {Lettisk Gambit}
  {Maroczy Bind} {Maroczy-bindning}
  {Marshall Variation} Marshall-Variant
  {Modern Attack} {Modernt Angrepp}
  {Modern Steinitz} {Modern Steinitz}
  {Modern Variation} {Modern Variant}
  {Moscow Variation} {Moskva-variant}
  Nimzo-Indian Nimzoindisk
  {Old Benoni} {Klassisk Benoni}
  {Old Indian} Gammalindisk
  {Old Indian Attack} {Gammalindisk Indisk attack}
  {Old Steinitz} Gammal Steinitz-�ppning
  {Open Game} {�ppet Parti}
  {Poisoned Pawn} {F�rgiftad Bonde}
  {Polish Variation} {Polsk Variant}
  {Polugaevsky Variation} {Polugajevski-Variant}
  {Queen's Gambit} Damgambit
  {Queen's Gambit Accepted} {Antagen Damgambit}
  QGA {Antagen Damgambit}
  {Queen's Gambit Accepted (QGA)} {Antagen Damgambit}
  {Reversed QGA} {Omv�nd antagen Damgambit}
  QGD {Avb�jd Damgambit}
  {Queen's Gambit Declined (QGD)} {Avb�jd Damgambit}
  {Reversed QGD} {Omv�nd avb�jd Damgambit}
  {Queen's Indian} Damindisk
  {Queen's Pawn} Dambonde
  {Queen's Pawn Game} Dambondespel
  {Reversed Slav} {Omv�nd Slavisk}
  {Rubinstein Variation} Rubinstein-Variant
  {Russian Game} {Ryskt Parti}
  {Russian Game (Petroff Defence)} {Ryskt Parti}
  {Russian-Three Knights Game} {Ryskt trespringarspel}
  {Scandinavian (Centre Counter)} Skandinavisk
  Schliemann J�nisch
  {Schliemann (J�nisch)} {J�nisch-Gambit (Schliemann)}
  {Scotch Opening} {Skottsk �ppning}
  {Sicilian Defence} {Sicilianskt f�rsvar}
  {Sicilian Variation} {Siciliansk Variant}
  {Slav Defence} {Slaviskt f�rsvar}
  Smith-Morra Morra
  {Smith-Morra Accepted} {Antagen Morra-Gambit}
  {Smith-Morra Gambit} Morra-Gambit
  {Spanish (Ruy Lopez)} {Spanskt Parti}
  {Start position} Utg�ngsst�llning
  {Steinitz Deferred} F�rv�grad Rubinstein
  {Swedish Variation} {Svensk Variant}
  {Swiss Variation} {Schweizisk Variant}
  {Tarrasch's Gambit} {Tarrasch-Gambit}
  {Three Knights} Trespringar
  {3 Knights} Trespringar
  {Three Knights Game} Trespringarspel
  {Three Pawns Attack} Trebondeangrepp
  {Two Knights} Tv�springar
  {Two Knights Defence} Tv�springar-f�rsvar
  {Two Knights Variation} Tv�springar-variant
  {Two Pawns} Tv�bonde
  {Two Pawns Attack} Tv�bondeangrepp
  {Wing Gambit} Flygel-Gambit
  {Yugoslav Attack} {Jugoslaviskt Angrepp}
}

############################################################
#
# Swedish help pages:

# Basic help pages completed, no links no other sections.

##########
# Contents
#
set helpTitle(W,Contents) "Inneh�llsf�rteckning"
set helpText(W,Contents) {<h1>Hj�lp med Scid: Inneh�llsf�rteckning</h1>

<h3>Komma ig�ng och allm�nt om Scid</h3>
<p>F�ljande texter och dess l�nkar �r under �vers�ttning. Detta p�b�rjades i Scid 3.4 beta 1 (2002 07 27). 
 /Martin S.</p>
Detta betyder att menyerna �r �versatta. Rubriktexterna b�r kunna vara �versatta till Scid 3.4 men alla l�nkar
fr�n rubriktexterna �r f�rmodligen inte det. /Martin S.</p>

<ul>
<li><a Guide><b>Komma ig�ng</b> med Scid</a> <red>(L�s detta f�rst)</red></li>
<li><a Hints><b>Tips</b> om hur du f�r ut mer av Scid</a></li>
<li><a MainWindow><b>Huvudf�nstret</b></a></li>
<li><a Menus><b>Menyerna</b></a> <red>(Uppdaterad!)</red></li>
<li><a Moves>Ange <b>drag</b></a> <red>(Uppdaterad!)</red></li>
<li><a Searches><b>S�ka</b> i Scid</a></li>
<li><a Clipbase>Att anv�nda <b>Clipbase (Urklippsdatabasen)</b></a></li>
<li><a Annotating><b>Kommentera partier</b></a> <red>(Ny!)</red></li>
</ul>

<h4>Andra Scid-f�nster</h4>

<ul>
<li><a Analysis><b>Analysf�nstret</a></li>
<li><a Book><b>Bokf�nstret</b></a></li>
<li><a CalVar><b>Ber�kning av variationer-f�nstret</b></a></li>
<li><a Comment><b>Kommentareditor</b> </a></li>
<li><a Crosstable><b>Korstabellf�nster</a></li>
<li><a Switcher><b>Databasv�xlaren</b> </a></li>
<li><a Email><b>Email-f�nster</a></li>
<li><a Finder><b>S�k filer</b> </a></li>
<li><a GameList><b>Partilistan</b> </a></li>
<li><a Import><b>Importf�nstret</a></li>
<li><a OpeningTrainer><b>�ppningstr�narf�nstret</b>  </a></li>
<li><a Reports><b>Rapporter</b></a> <red>(Uppdaterad!)</red></li>
<li><a PGN><b>PGN-f�nster</a></li>
<li><a PTracker><b>Pj�ssp�raren</b></a></li>
<li><a PList><b>Spelarlistan</b></a></li>
<li><a PInfo><b>Spelarinfo</b> </a></li>
<li><a Repertoire><b>Repetoar-Editor</a></li>
<li><a TacticalGame><b>Taktiskt partif�nstret</b> </a></li>
<li><a Tmt><b>S�k turneringar</a></li>
<li><a Tree><b>Tr�df�nstret</a></li>
<li><a Graphs><b>Graff�nster</a></li>
<li><a TB>Slutspelstabeller</a><red>(Uppdaterad!)</red></li>
</ul>

<h4>Andra funktioner och information</h4>
<ul>
<li><a Bookmarks><b>Bokm�rken</b></a></li>
<li><a Cmdline>Kommandorad-alternativ</a></li>
<li><a Compact><b>Komprimera databas</a></li>
<li><a Correspondence>Korrespondensschack</a></li>
<li><a Maintenance><b>Underh�ll databas</a></li>
<li><a ECO><b>ECO</a></li>
<li><a EPD><b>EPD</a></li>
<li><a Export><b>Exportera partier</a> <red>(Uppdaterad!)</red></li>
<li><a Flags>Parti-markeringarna</a></li>
<li><a LaTeX>Scid och LaTeX</a></li>
<li><a Options><b>Alternativ</a><red>(Uppdaterad!)</red></li>
<li><a Sorting><b>Sortera databas</a></li>
<li><a Pgnscid><b>Pgnscid</a></li>
<li><a NAGs>NAG-v�rden</a></li>
<li><a Formats>Filformat</a></li>
<li><a Author>Kontaktinformation</a></li>
</ul>

<p><footer>(Uppdaterad: Scid 3.6.1, December 2004)</footer></p>
}

###############
### Topic Index

set helpTitle(W,Index) "Hj�lp-index"
set helpText(W,Index) {<h1>Scid: Hj�lp-index</h1>

<h3>A</h3>
<ul>
<li><a Options>Alternativ</a></li>
<li><a Analysis>Analysf�nstret</a></li>
<li><a Moves>Ange drag</a></li>
</ul>

<h3>B</h3>
<ul>
<li><a CalVar>Ber�kning av variationer-f�nstret</a></li>
<li><a GameList Browsing>Bl�ddra partilistor</a></li>
<li><a Book>Bokf�nstret</a></li>
<li><a Bookmarks>Bokm�rken</a></li>
<li><a Tree Best>B�sta partier</a></li>
</ul>

<h3>D</h3>
<ul>
<li><a Sorting>Databassortering</a></li>
<li><a Maintenance>Databasunderh�ll</a></li>
<li><a Switcher>Databasv�xlaren</a></li>
<li><a Translator>Den svenska �vers�ttningen</a></li>
</ul>

<h3>E</h3>
<ul>
<li><a ECO>ECO</a></li>
<li><a ECO Browser>ECO-bl�ddrar</a>-f�nster</li>
<li><a ECO Codes>ECO kodsystem</a></li>
<li><a Email>Email-f�nster</a></li>
<li><a EPD>EPD-filer</a></li>
<li><a Export>Exportfilter</a></li>
<li><a Export>Exportera partier som text</a></li>
</ul>

<h3>F</h3>
<ul>
<li><a Formats>Filformat</a></li>
</ul>

<h3>G</h3>
<ul>
<li><a Graphs Filter>Graffilter</a></li>
<li><a Graphs>Graff�nster</a></li>
</ul>

<h3>H</h3>
<ul>
<li><a MainWindow>Huvudf�nstret</a></li>
</ul>

<h3>I</h3>
<ul>
<li><a Import>Importf�nstret</a></li>
<li><a Contents>Inneh�llsf�rteckning</a></li>
</ul>

<h3>K</h3>
<ul>
<li><a Guide>Komma ig�ng med Scid</a></li>
<li><a Cmdline>Kommandorad-alternativ</a></li>
<li><a Comment>Kommentareditor</a></li>
<li><a Annotating Null>Kommentera Nulldrag</a></li>
<li><a Annotating>Kommentera partier</a></li>
<li><a Compact>Komprimera databas</a></li>
<li><a Correspondence>Korrespondensschack</a></li>
<li><a Crosstable>Korstabellf�nster</a></li>
<li><a Author>Kontaktinformation</a></li>
</ul>

<h3>L</h3>
<ul>
<li><a LaTeX>LaTeX</a> utdataformat</li>
</ul>

<h3>M</h3>
<ul>
<li><a Menus>Menyerna</a></li>
<li><a Menus File>Meny Arkiv</a></li>
<li><a Menus Edit>Meny Redigera</a></li>
<li><a Menus Game>Meny Partier</a></li>
<li><a Menus Search>Meny S�k</a></li>
<li><a Menus Windows>Meny F�nster</a></li>
<li><a Menus Tools>Meny Verktyg</a></li>
<li><a Menus Options>Meny Alternativ</a></li>
<li><a Menus Help>Meny Hj�lp</a></li>
</ul>

<h3>N</h3>
<ul>
<li><a NAGs>NAG-v�rden</a></li>
</ul>

<h3>P</h3>
<ul>
<li><a GameList>Partilistan</a></li>
<li><a Flags>Partimarkeringarna</a></li>
<li><a PGN>PGN-f�nster</a></li>
<li><a Pgnscid>Pgnscid</a></li>
<li><a PTracker>Pj�ssp�raren</a></li>
</ul>

<h3>R</h3>
<ul>
<li><a Reports Opening>Rapporter</a></li>
<li><a Graphs Rating>Ratinggraf</a></li>
<li><a Repertoire>Repetoar-Editor</a></li>
</ul>

<h3>S</h3>
<ul>
<li><a Analysis List>Schackmotorlista</a></li>
<li><a LaTeX>Scid och LaTeX</a></li>
<li><a Hints>Scidtips</a></li>
<li><a MainWindow Autoplay>Sj�lvspelsmod</a></li>
<li><a TB>Slutspelstabeller</a></li>
<li><a Guide>Snabbguide till att anv�nda Scid</a></li>
<li><a Sorting>Sortera databas</a></li>
<li><a PInfo>Spelarinfo</a></li>
<li><a Reports Player>Spelarrapport</a></li>
<li><a Maintenance Spellcheck>Stavningskontrollera namn</a></li>
<li><a Finder>S�k filer</a></li>
<li><a Searches Filter>S�kfilter</a></li>
<li><a Searches Header>S�k partidata</a></li>
<li><a PList>S�k spelare</a></li>
<li><a Searches Board>S�k st�llning</a></li>
<li><a Searches>S�ka i Scid</a></li>
<li><a Searches Material>S�k material</a></li>
<li><a Tmt>S�k turneringar</a></li>
</ul>

<h3>T</h3>
<ul>
<li><a TacticalGame>Taktiskt partif�nstret</a></li>
<li><a Moves Trial>Testa variant mod</a></li>
<li><a Hints>Tips</a></li>
<li><a Tree>Tr�df�nstret</a></li>
<li><a Options Fonts>Typsnitt</a></li>
</ul>

<h3>U</h3>
<ul>
<li><a Maintenance>Underh�ll databas</a></li>
<li><a Maintenance Cleaner>Underh�ll: Databasrensaren</a></li>
<li><a Maintenance Editing>Underh�ll: �ndra spelarnamn</a></li>
<li><a Maintenance Twins>Underh�ll: Ta bort dubbletter</a></li>
<li><a Maintenance Spellcheck>Underh�ll: Stavningskontrollera spelarnamn</a></li>
<li><a Clipbase>Urklippsdatabasen</a></li>
</ul>

<h3>V</h3>
<ul>
<li><a Annotating Vars>Varianter</a></li>
</ul>

<h3>�</h3>
<ul>
<li><a ECO>�ppningsklassificering (ECO)</a></li>
<li><a Repertoire>�ppningsrepetoar</a></li>
<li><a Reports Opening>�ppningsrapport</a></li>
<li><a OpeningTrainer>�ppningstr�narf�nstret</a></li>
</ul>

<p><footer>(Uppdaterad: Scid 3.5, February 2003)</footer></p>
}

####################
### Quick Guide help:

set helpTitle(W,Guide) "Komma ig�ng med Scid"
set helpText(W,Guide) {<h1>Komma ig�ng med Scid</h1>
<p>
Scid �r en schackdatabashanterare som du kan anv�nda till att bl�ddra och <a Searches>s�ka</a> (enligt kriterier du st�ller upp) igenom 
databaser med schackpartier. Du kan ocks� redigera de partier du vill.
</p>
<p>
Scid anv�nder sitt eget <a Formats>databasformat</a> baserat p� tre filer. Det �r mycket kompakt och snabbt, men kan konvertera s�v�l 
till som fr�n PGN (Portable Game Notation) standarden om man s� �nskar. Scids <a PGN>PGN-f�nster</a> visar texten till det aktuella
partiet i PGN-format.
</p>
<p>
Du kan anv�nda Scid till att l�gga till och ta bort partier i en databas genom att anv�nda s�v�l mus som tangentbordet f�r att skriva in
drag. Se vidare <a Moves>att skriva in drag</a> f�r en noggrannare beskrivning.
</p>
<p>
Du kan ocks� anv�nda Scid f�r att hantera <a PGN>PGN</a> filer genom att klistra in PGN-text i Scids <a Import>Importf�nster</a> 
eller genom att �ppna en PGN-fil i Scid. PGN-filer kan dock inte redigeras av Scid (de �ppnas skrivskyddade). Eftersom PGN-filer
anv�nder mer minne och laddas l�ngsammare rekommenderas du att konvertera stora PGN-filer till en Scid databas med verktyget
<a Pgnscid>Pgnscid</a>.
</p>
<p>
Scids <a MainWindow>huvudf�nster</a> (det med schackbr�det) visar det aktuella partiet och databasen i detalj. Du kan n�r som helst �ppna 
upp till fyra databaser (fem om du r�knar med Urklippsdatabasen <a Clipbase>Clipbase</a>). Var och ett av dessa kommer att ha sitt eget aktuella
parti. (Partier med ID-numret 0 visar att detta �r ett parti som �nnu inte ing�r i den aktuella databasen). Du bl�ddrar mellan de �ppnade databaserna
via <a Menus File>Filmenyn</a>.
</p>
<p>
L�s g�rna �vriga hj�lpsidor i <a Index>Inneh�llsf�rteckningen</a> f�r mer information.
</p>
<p>
L�s <a Author>kontaktinformationssidan</a> om du vill komma i kontakt med skaparen av Scid. F�r fr�gor om den svenska �vers�ttningen ska du
<b>inte</b> kontakta upphovsmannen utan ist�llet <a Translator>�vers�ttaren</a>.
</p>

<p><footer>(Uppdaterad: Scid 3.1, December 2001)</footer></p>
}


set helpTitle(W,Author) "Kontaktinformation"
set helpText(W,Author) {<h1>Kontaktinformation</h1>
<p>
Scids webbsajt finns p�: <br>
<b><url http://scid.sourceforge.net/>http://scid.sourceforge.net/</url></b>
</p>
<p>
P� hemsidan kan du h�mta den senaste versionen av Scid och andra extrafiler som kan bli tillg�ngliga.
</p>
<p>Den mest uppdaterade hj�lpen kommer alltid att finnas tillg�nglig online hos:
<b><url http://scid.sourceforge.net/tutorial/>http://scid.sourceforge.net/tutorial/</url></b>
Typiskt kommer denna att vara mer uppdaterad �n den hj�lp som distribueras med Scid, eller dessa hj�lp-
sidor i Scid.
</p>

<p>Den svenska �vers�ttningen av Scid har gjorts av Martin Skj�ldebrand. Synpunkter p� �vers�ttningen ska <b>inte</b>
skickas till Shane. D�remot f�r du g�rna skicka kommentarer, fr�gor och f�rslag till r�ttningar till �vers�ttaren p� adressen:<br>
<b>martin@skjoldebrand.org</b>
</p>
}

####################
### Hints page:
set helpTitle(W,Hints) "Scid-tips"
set helpText(W,Hints) {<h1>Scid-tips</h1>
<p>
Denna sida inneh�ller anv�ndbara tips i form av fr�gor och svar. Genom att l�sa igenom denna sida, kan du senare komma att
anv�nda Scid b�ttre. Om du nyligen b�rjat anv�nda Scid, s� l�s till en b�rjan <a Guide>Kom ig�ng</a>.
Det mesta av informationen p� denna sida finns refererad mer utf�rligt p� andra sidor i hj�lpen. Du finner dem i <a Index>Inneh�llsf�rteckningen</a>.
Om har n�got du tips du tycker passar bra f�r denna sida, s� skicka den till <a Author>upphovsmannen</a>.
</p>

<h4>Kan Scid ladda en databas n�r den startas?</h4>
<p>
Ja, du kan ange databaser, PGN-filer eller <a EPD>EPD-filer</a>
p� kommandoraden som t ex;
<ul>
<li> <b>scid  mybase  games.pgn.gz</b> </li>
</ul>
som laddar Scid-databasen <b>mybase</b> och den Gzip-komprimerade PGN-filen <b>games.pgn.gz</b>.
</p>

<h4>Finns det enklare s�tt att �ndra storleken p� br�det �n via Alternativmenyn?</h4>
<p>
Ja, du kan anv�nda kortkommandorna <b>Ctrl+Shift+V�nsterPil</b> och <b>Ctrl+Shift+H�gerPil</b> f�r att f�rminska eller 
f�rstora br�dets storlek.
</p>

<h4>Jag brukar tr�na genom att spela igenom partier, s� jag vill inte att Scid visar n�sta drag i partiinformationen
nedanf�r br�det. Kan jag d�lja detta p� n�got s�tt?</h4>
<p>
Du kan d�lja n�sta drag genom att h�gerklicka partiinformationen och v�lja  <b>D�lj n�sta drag</b> i menyn som �ppnas.
</p>

<h4>Var finner jag ECO-koden f�r �ppningen p� br�det?</h4>
<p>
ECO-koden visas p� sista raden i partiinformationen nedanf�r br�det i  <a MainWindow>huvudf�nstret</a>,
om du har laddat ECO-klassificeringsfilen (<b>scid.eco</b>). <br>
Hj�lpsidan f�r <a ECO>ECO-koder</a> f�rklarar hur man laddar ECO-klassificeringsfilen och st�ller in programmet s� att
den laddas varje g�ng man startar Scid.
</p>

<h4>Jag h�ller p� och matar in ett parti och befinner mig nu vid drag 30. Nu ser jag att drag 10 blev fel. Hur kan jag �ndra
detta utan att g�ra om alltihop?</h4>
<p>
Du kan anv�nda <a Import>Importf�nstret</a>; se vidare <a Moves Mistakes>mata in drag</a> f�r mer information.
</p>

<h4>Hur kopierar jag partier fr�n en databas till en annan?</h4>
<p>
Anv�nd <a Switcher>Databasv�xlaren</a>. Drag fr�n k�lldatabasen till m�ldatabasen s� kopierar du allt i k�lldatabasen till
m�ldatabasen. Genom att anv�nda <a Searches Filter>Filter</a> kan du begr�nsa det du kopierar fr�n den ena databasen till den andra.
</p>

<h4>Varje g�ng jag anger ett drag som redan finns f�r jag fr�gan "Ers�tt drag?". Hur undviker jag detta?</h4>
<p>
Du kan antingen st�nga av <b>Fr�ga f�re ers�tt drag</b> valm�jligheten i menyn <menu>Altervativ: Drag</menu</menu>; eller
t�nka p� att g�ra �ndringarna genom att ta tillbaka dragen genom att h�gerklicka med musen. Det senare alternativet raderar dragen helt ur
partiet.
</p>

<h4>Hur �ndrar kolumnbredden i partilistan?</h4>
<p>
H�ger- eller v�nsterklicka p� kolumntiteln f�r den kolumn du vill �ndra.
</p>

<h4>Hur anv�nder jag tr�df�nstret f�r ett filtrerade partier - till skillnad mot att anv�nda den f�r hela databasen?</h4>
<p>
Anv�nd <a Clipbase>Urklippsdatabasen (Clipbase)</a>. Filtera databasen att visa endast de partier du vill anv�nda i tr�det, 
kopiera sedan partierna till Urklippsdatabasen (Clipbase) via <a Switcher>Databasv�xlaren</a>. �ppna d�refter tr�df�nstret
med den senare databasen som aktiv.
</p>

<h4>Tr�det �r l�ngsamt n�r jag jobbar med stora databaser. G�r det att snabba upp den?</h4>
<p>
Spara tr�dcachen ofta s� sparar du resultaten f�r framtida anv�ndning. Se vidare cache-sektionen i hj�lpen f�r 
<a Tree>tr�det</a> f�r mer detaljerad information.
</p>

<h4>Kan jag redigera PGN-texten f�r ett parti direkt?</h4>
<p>
Du kan inte anv�nda <a PGN>PGN-</a>f�nstret till att redigera det aktuella partiet, d�remot kan du anv�nda 
<a Import>Importf�nstret</a>. �ppna f�nstret (kortkommando: <b>Ctrl+Shift+I</b>) och klicka p� klistra in aktuellt parti
<b>Paste current game</b>, redigera partiet och klicka sedan p� <b>Importera</b>.
</p>

<h4>I min databas finns m�nga spelarnamn som �r felstavade. Hur r�ttar jag allt detta?</h4>
<p>
Du kan r�tta enstaka namn, eller g�ra en stavningskontroll f�r hela databasen via menyvalen i <menu>Arkiv: Databasverktyg</menu>.
Se vidare hj�lpen f�r <a Maintenance Editing>Databasunderh�ll</a>.
</p>

<h4>Jag har tv� databaser �ppna: den ena inneh�ller mina egna partier, den andra �r m�nga storm�starpartier.
Hur j�mf�r jag ett av mina egna partier mot partierna i databasen med storm�starpartier?</h4>
<p>
�ppna <a Tree>Tr�df�nstret</a> i databasen med storm�starpartier och v�lj <term>L�s</term> f�r att l�sa tr�det i den databasen. 
N�r du sedan byter till den andra databasen kommer tr�det att forts�tta visa informationen fr�n databasen med storm�starpartier.
</p>

<p><footer>(Uppdaterad: Scid 2.6,  augusti 2001)</footer></p>
}


#################
# Authors, translators
#

set helpTitle(W,Translator) "Den svenska �vers�ttningen"
set helpText(W,Translator) {<h1>Den svenska �vers�ttningen</h1>
<p>
Scids webbsajt finns p�: <br>
<b><url http://scid.sourceforge.net/>http://scid.sourceforge.net/</url></b>. D�r kan du h�mta den senaste versionen av Scid och 
de andra filerna till programmet som du kan ha behov av. D�r finns ocks� den senaste versionen av den svenska spr�kfilen.
</p>
<p>Den svenska �vers�ttningen av Scid har gjorts av Martin Skj�ldebrand. Skicka g�rna kommentarer, fr�gor och f�rslag till r�ttningar
till �vers�ttaren p� adressen:<br>
<b>martin@skjoldebrand.org</b>
</p>
}

####################
### Main window help:

set helpTitle(W,MainWindow) "Huvudf�nstret"
set helpText(W,MainWindow) {<h1>Scid: huvudf�nstret</h1>
<p>
P� br�det i huvudf�nstret visas den aktuella st�llningen i det aktiva partiet. Du f�r ocks� information om partiet och den
aktiva databasen. F�r ytterligare information om <a Menus>Menyerna</a> och olika s�tt att <a Moves>Ange drag</a> h�nvisas till
andra hj�lpsidor.
</p>

<h3>Att navigera i partier</h3>
<p>
Navigationsknapparna vid br�det har f�ljande funktioner (fr�n v�nster till h�ger):
</p>
<ul>
<li> <button tb_start> G� till utg�ngsst�llningen. </li>
<li> <button tb_prev> G� tillbaka ett drag. </li>
<li> <button tb_next> G� fram�t ett drag. </li>
<li> <button tb_end> G� till slutst�llningen. </li>
<li> <button tb_invar> G� in i varianten. </li>
<li> <button tb_outvar> G� ur varianten. </li>
<li> <button tb_addvar> L�gg till ny variant. </li>
<li> <button tb_play> Start/stopp f�r autospelsl�ge (se nedan). </li>
<li> <button tb_trial> Start/stopp f�r <a Moves Trial>F�rs�ksl�ge</a>. </li>
<li> <button tb_flip> Rotera br�det 180 grader. </li>
<li> <button tb_coords> Visa/d�lj koordinater. </li>
</ul>

<h4><name Autoplay>Autospelsl�ge</name></h4>
<p>
I autospelsl�ge g�r Scid automatiskt b�da spelarnas drag i det aktuella partiet. F�rdr�jningen mellan varje drag kan anges i
menyn <menu>Alternativ: Drag</menu> och sparas n�r du sparar �ndringarna av inst�llningsm�jligheterna.
</p>
<p>
Kortkommandot <b>Ctrl+Z</b> startar eller avbryter autospelsl�get. Du kan ocks� g� ur autospelsl�ge genom att trycka
 <b>Esc</b>-tangenten.
</p>
<p>
Om du startar autospelsl�ge n�r <a Analysis>Analysf�nstret</a> �r �ppet <term>kommenteras</term> partiet: st�llningsbed�mningen 
och analysen av varje st�llning l�ggs till som en ny variant vid varje drag.
Se hj�lpen f�r <a Analysis>Analysf�nstret</a> f�r mer information.
</p>

<h3>Partiinformation</h3>
<p>
Nedanf�r br�det visas information om det aktuella partiet. Denna del av huvudsk�rmen kallas <term>partiinformationsomr�det</term>.
P� de tre f�rsta raderna ges grundinformation s�som spelarnas namn, resultat, datum och spelplats. Den fj�rde raden aktuell
st�llning och n�sta drag.
</p>
<p>
Rad fem visar <a ECO>ECO</a> (Encyclopedia of Chess
Openings) koden f�r den aktuella st�llningen, om st�llningen ing�r i den ECO-fil som anv�nds.
</p>
<p>
N�r man h�gerklickar p� partiinformationsomr�det visas en meny med inst�llningsm�jligheter som �r relevanta f�r just denna del av
programmet. Du kan t ex v�lja att d�lja n�sta drag (anv�ndbart om du tr�nar genom att "gissa" n�sta drag i  partiet) eller ta bort
/�terta det aktuella partiet. Kortkommandot f�r denna funktion �r funktionsknappen F9.
</p>

<h4>Slutspelsdatabaser</h4>
<p>
Partiinformationsomr�det visar resultaten fr�n slutspelsdatabaserna om du har n�gra installerade och om st�llningen �terfinns 
i dessa. Se hj�lpsidan f�r <a TB>Slutspelsdatabaser</a> f�r mer information.
</p>

<h3>Statusraden</h3>
<p>
Statusraden (l�ngst ner i huvudf�nstret) visar information om den aktuella databasen.
Det f�rsta f�ltet visar partiets status: <b>XX</b> betyder att det har f�r�ndrats men �nnu inte sparats, medan <b>--</b> 
betyder att partiet inte har �ndrats, <b>%%</b>, slutligen, betyder att databasen �r skrivskyddad (det g�r inte att �ndra i partiet.).
</p>
<p>
Om du vill, kan du �ppna databasen skrivskyddad. �ndra r�ttigheterna till scid-filerna (eller enbart indexfilen) genom att i UNIX(-lika)
system ge kommandot:
<b>chmod a-w myfile.si3</b>
vid kommandoraden.I MS-DOS eller Windows �ndrar du filattributet Arkiv med Attrib filnamn +A (i MS-DOS) eller Filhanteraren/Utforskaren etc. (i Windows).)
</p>
<p>
Statusraden visar ocks� hur m�nga partiet som ing�r i det aktiva <a Searches Filter>Filtret</a>.
</p>

<p><footer>(Uppdaterad: 3.6.11-beta Januari 2007)</footer></p>
}

####################
### Menus help screen:

set helpTitle(W,Menus) "Menyerna"
set helpText(W,Menus) {<h1>Menyerna</h1>

<h3><name File>Arkiv</name></h3>
<ul>
<li><menu>Ny</menu>: Skapar en ny, tom, Scid databas.</li>
<li><menu>�ppna</menu>: �ppnar en befintlig Scid-databas.</li>
<li><menu>St�ng</menu>: St�nger den aktiva Scid-databasen.</li>
<li><menu>S�k filer</menu>: �ppnar <a Finder>S�kdialogen</a> f�r filer.</li>
<li><menu>Bokm�rken</menu>: Hanterar <a Bookmarks>bokm�rken</a>.</li>
<li><menu>Nytt bokm�rke</menu>: Markerar den aktiva st�llningen i partiet som ett bokm�rke.</li>
	<li><menu>Spara bokm�rke</menu>: Sparar bokm�rket f�r den aktiva st�llningen i partiet.</li>
	<li><menu>Redigera bokm�rken</menu>: Redigerar dina bokm�rken.</li>
	<li><menu>Visa bokm�rken som lista</menu>: Visar bokm�rkena som lista, inte som undermenyer.</li>
	<li><menu>Visa bokm�rken i undermenyer</menu>: Visar bokm�rkena som undermenyer, inte som en lista.</li>
	</ul>
<li><menu>Databasverktyg</menu>: <a Maintenance>Underh�ll</a> databasen.</li>
    </li>
	<ul>
	<li><menu>Verktygsf�nster</menu>: �ppnar/ st�nger verktygsf�nstret.</li>
	<li><menu>Klassificera partier enligt ECO</menu>: Klassificerar alla partier enligt ECO-systemet.</li>
	<li><menu>Ta bort dubbletter</menu>: Tar bort <a Maintenance Twins>Dubblettpartier</a> i databasen.</li>
	<li><menu>Namn</menu>: Ers�tter alle f�rekomster av en spelar-,
      resultat-, ort- eller rundeinmatning.</li>
      </ul>
      <li><menu>Skrivskyddad</menu>: Avl�gsnar tempor�rt redigeringsm�jligheterna till databasen.</li>
<li><menu>Byt databas</menu>: Byter till en annan �ppnad databas.</li>
	<ul>
		<li><menu>Base 1/2/3/4/5</menu>: H�r byter du mellan de olika databaserna i databasv�xlarna, inklusive <a Clipbase>Urklippsdatabasen</a>.</li>
	</ul>
	<ul>
	<li><menu>Komprimera databasen</menu>: Komprimerar databasen, avl�gsna borttagna partier och oanv�nda namn.</li>
	<li><menu>Sortera databasen</menu>: Sorterar partierna i den aktiva databasen.</li>
  	<li><menu>S�k dubbletter"</menu>: �ppnar/ st�nger dubblettf�nstret f�r att s�ka dubblettpartier.</li>
	<li><menu>Stavningskontroll</menu>: Namnredigerar och stavningskontrollerar.</li>
		<ul>
		<li><menu>Redigera namn</menu>: Redigerar spelarnamn utifr�n r�ttstavningsfilen.</li>
		<li><menu>Stavningskontrollera namn</menu>: Stavningskontrollerar namn utifr�n r�ttstavningsfilen.</li>
		<li><menu>Stavningskontrollera evenemang</menu>: Stavningskontrollerar evenemang utifr�n r�ttstavningsfilen.</li>
		<li><menu>Stavningskontrollera platser</menu>: Stavningskontrollerar platser utifr�n r�ttstavningsfilen.</li>
		<li><menu>Stavningskontrollera ronder</menu>: Stavningskontrollerar ronder utifr�n r�ttstavningsfilen.</li>
  		</ul>
	</ul>	
<li><menu>Avsluta</menu>: Avslutar Scid. </li>
</ul>

<h3>Redigera</h3>
<ul>
<li><menu>L�gg till variant</menu>: Skapar en variant vid denna st�llning. Antingen f�r n�sta drag, eller f�r f�reg�ende drag om det �r det f�rsta draget.</li>
<li><menu>Ta bort variant</menu>: Visar en undermeny med de borttagbara varianterna.</li>
<li><menu>Skapa huvudvariant</menu>: Upph�jer en av varianterna till huvudvariant.</li>
<li><menu>Skapa nytt textdrag</menu>: G�r en av varianterna till nytt partidrag.</li>
<li><menu>Testa en id�</menu>: Sl�r p� <a Moves Trial>Testl�ge</a> f�r att tillf�lligt testa en id�. F�r�ndrar inte partiet.</li>
<li><menu>Ta bort</menu>: Avl�gsnar kommentarer eller varianter ur partiet.</li>
<br>
<li><menu>T�m Clipbase</menu>: T�mmer Urklippsdatabasen <a Clipbase>Clipbase</a> p� partier.</li>
<li><menu>Kopiera partiet till Clipbase</menu>: Kopierar det aktuella partiet till Urklippsdatabasen <a Clipbase>Clipbase</a>.</li>
<li><menu>Klistra in det senaste Clipbasepartiet</menu>: Klistrar in det aktiva partiet i <a Clipbase>Clipbase</a> i den aktiva databasen och g�r det aktivt.</li>
<br>
<li><menu>Skapa st�llning</menu>: Skapar en utg�ngsst�llning f�r aktuellt parti.</li>
<li><menu>Kopiera st�llning</menu>: Kopierar den aktuella st�llningen i FEN-kod till Urklippsdatabasen.</li>
<li><menu>Klistra in utg�ngsst�llning</menu>: Klistrar in st�llningen fr�n aktuellt parti i den tempor�ra databasen.</li>
</ul>

<h3>Partier</h3>
<ul>
<li><menu>Nytt parti</menu>: �terst�ller br�det inf�r ett nytt parti (detta tar bort alla �ndringar).</li>
<li><menu>Ladda f�rsta/f�reg�ende/n�sta/sista partiet</menu>: Dessa laddar respektive parti i <a Searches Filter>S�kfiltret</a>.</li>
<li><menu>Ladda om partiet</menu>: Laddar om aktuellt parti och tar bort alla gjorda �ndringar..</li>
<li><menu>Ladda parti slumpm�ssigt</menu>:  Laddar ett av datorn slumpm�ssigt valt parti.</li> 
<li><menu>Ladda parti nummer...</menu>: Laddar ett parti genom att ange dess nummer.</li>
<br>
<li><menu>Spara: Ers�tt parti...</menu>: Sparar partiet och ers�tter tidigare version.</li>
<li><menu>Spara: Nytt parti...</menu>: Sparar det aktuella partiet och l�gger till det till databasen.</li>
<br>
<li><menu>Identifiera �ppningen</menu>: G�r till den mest detaljerade st�llningen i ECO-boken.</li>
<li><menu>G� till drag nummer...</menu>: G�r till ett specifikt drag i partiet.</li>
<li><menu>Hitta nyhet...</menu>: Hittar det f�rsta draget i partiet som inte spelats tidigare.</li>
</ul>

<h3>S�k</h3>
<ul>
<li><menu>�terst�ll s�kfilter</menu>: �terst�ller <a Searches Filter>S�kfiltret</a> s� att alla partiet ing�r i urvalet.</li>
<li><menu>Omv�nt filter</menu>: Tar med de partier som utesluts av filtret.</li>
<br>
<li><menu>Aktuell st�llning...</menu>: S�ker partier med <a Searches Board>Den aktuella st�llningen</a> p� br�det.</li>
<li><menu>I huvud...</menu>: Anv�nder <a Searches Header>Fast information</a> (spelare, evenemang, plats, mm).</li>
<li><menu>Material/St�llning...</menu>: S�ker baserad p� <a Searches Material>Material</a> eller <a Searches Pattern>St�llning</a>.</li>
<br>
<li><menu>Anv�nd s�kfil...</menu>: Anv�nder en fil med <a Searches Settings>lagrade</a>.</li>
</ul>

<h3>F�nster</h3>
<ul>
<li><menu>Kommentarseditor</menu>: �ppnar/ st�nger <a Comment>Kommentarseditorn</a>.</li>
<li><menu>Partilista</menu>: �ppnar/ st�nger <a GameList>Partilistan</a>.</li>
<li><menu>PGN f�nster</menu>: �ppnar/ st�nger <a PGN>PGN-f�nstret</a>.</li>
<li><menu>Spelarf�rteckning</menu>: �ppnar/ st�nger en f�rteckning �ver spelarna i den aktiva databasen.</li> 
<li><menu>Turneringar</menu>: Listar <a Tmt>Turneringar</a>.</li>
<br>
<li><menu>Databasv�xlaren</menu>: �ppnar/ st�nger <a Switcher>Databasv�xlaren</a>. Databasv�xlaren underl�ttar byte mellan olika databaser
och kopiering av partier fr�n den ena databasen till den andra.</li>
<li><menu>Databasverktyg</menu>: �ppnar/ st�nger <a Maintenance>Verktygsf�nstret</a>.</li>
<br>
<li><menu>ECO f�nster</menu>: �ppnar/ st�nger <a ECO browser>ECO bl�ddraren</a>.</li>
<li><menu>Repetoareditor</menu>: �ppnar/ st�nger verktyget f�r <a repetoire>Spel�ppningshantering</a>.</li>
<li><menu>Statistikf�nster</menu>: �ppnar/ st�nger <term>Statistikf�nstret</term>. H�r hittar du en statistisk sammanfattning av partierna i  
 <a Searches Filter>S�kfiltret</a>.</li>
<li><menu>Tr�df�nster</menu>: �ppnar/ st�nger <a Tree>Varianttr�det</a>.</li>
<li><menu>Slutspelsdatabas</menu>: �ppnar/ st�nger slutspelsdatabasf�nstret som ger dig viss information om <a TB>Slutspelsdatabaserna</a>.</li>
</ul>

<h3>Verktyg</h3>
<ul>
<li><menu>Analysmotor...</menu>: Startar/ stoppar en analysmotor, t ex Crafty, som kontinuerligt bed�mmer den aktuella st�llningen
p� br�det i ett <a Analysis>Analysf�nster</a>.</li>
<li><menu>Analysmotor 2...</menu>: Startar/ stoppar en andra analysmotor, t ex Crafty.</li>
<li><menu>Resultattabell</menu>: Skapar en <a Crosstable>Resultattabell</a> f�r den aktuella turneringen/matchen som det aktuella partiet ing�r i</li>
<li><menu>Eposthanteraren</menu>: �ppnar/ st�nger <a Email>Eposthanteraren</a> f�r hantering av korrespondensschack.</li>
<br>
<li><menu>�ppningsrapport</menu>: Skapar en <a OpReport>�ppningsrapport</a> utifr�n den aktuella st�llningen.</li>
<li><menu>S�k material</menu>: �ppnar dialog f�r att <a PTracker>S�ka efter en viss materiell balans</a>.</li>
<br>
<li><menu>Spelarinformation</menu>: Visar/ uppdaterar <a PInfo>Spelarinformation</a> f�r den ene av tv� spelare i det aktuella partiet.</li>
<li><menu>Ratingdiagram</menu>: Skapar ett <a Graphs Rating>Ratingdiagram</a> f�r spelarna i partiet.</li>
<li><menu>Resultatdiagram</menu>: Visar <a Graphs Score>Resultatdiagrammet</a>.</li>
<br>
<li><menu>Exportera aktuellt parti ...</menu>: Sparar aktuellt parti till olika format; text, HTML eller LaTeX. Se vidare
   hj�lpsidan f�r  att <a Export>Exportera</a> partier.</li>
<li><menu>Exportera alla filtrerade partier</menu>: Sparar alla <a Searches Filter>filterade</a> partier till olika format; text, HTML eller LaTeX. Se vidare
   hj�lpsidan f�r  att <a Export>Exportera</a> partier.</li>
<br>
<li><menu>Importera ett parti i PGN-format...</menu>: �ppnar <a Import>Importf�nstret</a> f�r att ange eller klistra in ett parti i 
 <a PGN>PGN-format</a> f�r import till en Scid databas.</li>
<li><menu>Importera flera partier i PGN-format...</menu>: Importerar flera partier i PGN-format fr�n en fil.</li>
</ul>

<h3>Alternativ</h3>
<p>
Denna meny ger tillg�ng till de flesta av de parametrar som styr hur Scid fungerar.
Menyvalet <menu>Spara alternativ</menu> sparar de aktuella inst�llningarna till filen
 "<b>~/.scid/scidrc</b>" (eller <b>scid.opt</b> i katalogen som inneh�ller den exekverbara
scid-filen, Scid.exe, om Windows); denna fil laddas varje g�ng du startar Scid.
</p>

<h3>Hj�lp</h3>
<p>
Denna meny inneh�ller hj�lpfunktioner och ger tillg�ng till bl a f�nstret "Dagens tips"
och startf�nstret som informerar om vilka filer Scid laddat vid uppstart. 
</p>

<p><footer>(Uppdaterad: Scid 3.5, februari 2003)</footer></p>
}
	
####################
### Entering moves help:

set helpTitle(W,Moves) "Ange drag"
set helpText(W,Moves) {<h1>Ange drag</h1>
<p>
I Scid, kan du ange partidrag s�v�l med musen som med tangentbordet. N�r du r�r musmark�ren �ver en ruta p�
br�det kommer du att m�rka att s�v�l rutan som ytterligare en ruta f�r en annan f�rg. Om det finns ett legalt
drag till eller fr�n den ruta du f�r musmark�ren �ver. Detta �r det <term>F�reslagna draget</term>.
Du utf�r detta drag genom att <term>V�nsterklicka</term> med musen. Om detta st�r dig kan du st�nga av denna funktion
i Alternativmenyn.

</p>
<p>
F�r att utf�ra ett annat drag kan du <term>klicka och h�lla nere v�nster</term> musknapp: flytta sedan musen till �nskad
 ruta och sl�pp musknappen.
</p>
<p>
Om du vill kan du utf�ra drag genom att klicka tv� g�nger ist�llet f�r att anv�nda klicka-och-drag tekniken. Klicka d� 
f�rst p� utg�ngsrutan med den <term>Mittersta musknappen</term> och klicka sedan med samma musknapp p� destinationsrutan.
(Tipset g�ller kanske framf�rallt anv�ndare av UNIX(-lika) system, som ofta har stor nytta av 3-knappsm�ss).
</p>

<h4>Ta tillbaka ett drag</h4>
<p>
Man kan ta tillbaka ett drag genom att h�gerklicka med musen. Detta g�r tillbaka ett drag och tar bort det senast utf�rda draget i partiet
eller varianten.
</p>

<h4>Ers�tt tidigare drag</h4>
<p>
Om du anger ett drag i en st�llning d�r ett drag redan angivits kommer Scid att fr�ga om du verkligen vill ers�tta den tidigare
draget (draget och alla varianter l�ngre fram som �r beroende av draget tas bort), eller om du vill skapa en ny variant ist�llet.
En del anv�nder tycker att fr�gan �r st�rande och vill alltid ers�tta det tidigare draget, s� man kan konfigurera Scid till att inte
st�lla denna fr�ga. Du hittar m�jligheten i  menyn <menu>Alternativ: Drag</menu> "<i>Fr�ga f�re ers�tt drag</i>".
</p>

<h4><name Trial>Testl�ge</name></h4>
<p>
Om du g�r igenom ett parti och kommer till en st�llning d�r du vill testa en id� utan att p�verka det registrerade partiet s� v�ljer du
<b>Testa en id�</b> fr�n menyn <menu>Redigera</menu> f�r att s�tta p� testl�ge. I testl�ge kan du g�ra drag och f�r�ndringar av partiet som
�r tempor�ra, dvs de sparas inte n�r du �terg�r fr�n testl�ge.
</p>

<h3><name Mistakes>R�tta fel</name></h3>
<p>
Om du skriver in ett parti och pl�tsligt uppt�cker ett fel flera drag tidigare �r det m�jligt att r�tta till detta utan att 
beh�va g�ra om alla drag efter feldraget. Det enda s�ttet �r att redigera PGN-versionen av partiet: �ppna <a Import>Importf�nstret</a>, 
v�lj Klistra in aktivt parti, korrigera felet och v�lj d�refter "Importera".
</p>

<h3>Ange drag via tangentbordet</h3>
<p>
Du kan ange drag via tangentbordet genom att helt enkelt skriva in dem med bokst�ver och siffror. L�gg m�rke till att dragen
ska anges i <term>SAN-notation</term>, <i>utan</i> (x) tecknet f�r slag eller (=) tecknet f�r promovering. Dragnotationen �r 
inte versal/gemenk�nslig s� t ex:
[n][f][3] �r samma drag som Nf3 -- men kontrollera med noten nedan f�r drag som st�r i konflikt med varandra.
</p>
<p>
F�r att s�kerst�lla att inga drag �r prefix f�r ett annat drag s� anv�nds en s�rskild metod att ange rockad. Kort och l�ng rockad
representeras med hj�lp av bokst�ver som f�ljer:
kort rockad anges med  [O][K]
l�ng rockad anges med [O][Q] ist�llet f�r det vanliga O-O och O-O-O.
</p>
<p>
N�r du anger drag kommer du i statusraden att se en lista �ver giltiga drag. Du kan, genom att trycka <b>[Mellanslag]</b> v�lja det f�rsta i listan och f�ra in det
i partiet. F�r att ta bort tecken anv�nder du de vanliga raderingstangenterna.
</p>
<p>
<b>OBS</b> gemena tecken kopplas i f�rsta hand till b�nder, vilket betyder att [b]kan betyda b-bonden ist�llet f�r l�paren (Bishop). Om du hamnar
i situationer n�r konflikter uppst�r m�ste du ist�llet ange pj�serna med versaler (B) i detta fallet.
</p>
<b>�vers�ttarens kommentar</b> Scid f�rst�r inte svenska. Detta betyder att du inte kan anv�nda de svenska f�rkortningarna till att ange drag. [s][f][6] 
f�rst�s inte av Scid (d�remot funkar [n][f][6] utm�rkt). Om du vill anv�nda tangentbordet att skriva in drag f�r du ist�llet anv�nda notationen [g][8][f][6] f�r
samma drag.
</p>
<h4>Autokomplettering</h4>
<p>
I Alternativmenyn kan du sl� p� eller av <term>Autokomplettering</term>
av drag.
Med denna p�slagen g�rs draget s� fort du skrivit in tillr�ckligt mycket f�r att s�rskilja det fr�n andra m�jliga drag. Exempelvis r�cker det att skriva [n][f] ist�llet
f�r [n][f][3] f�r draget <b>Nf3</b>i utg�ngsst�llningen.
</p>
<p><b>�vers�ttarens kommentar</b> Scid f�rst�r som sagt inte svenska. D�remot fungerar det med rutangivelsen om t ex pj�sen p� g1 bara har ett f�lt 
att g� till.</p>

<h3><name Null>Ange null-drag</name></h3>
<p>
<a Annotating Null>Null</a> (tomma, planerade) drag kan vara anv�ndbara i  kommentarer f�r att hoppa �ver den ena spelarens drag. Du anger null-drag
genom att sl� den ena kungen med den andra, eller via tangentbordet genom att skriva  "<b>--</b>" (minustecknet tv� g�nger).
</p>
<p><b>�vers�ttarens kommentar</b> "null" �r en dataterm f�r att beskriva ingenting (till skillnad mot noll som har ett v�rde om dock noll, null har inget v�rde).
Shane anv�nder termen null h�r, n�gon som har f�rslag p� b�ttre i den svenska �vers�ttningen? Kolla introduktionssidan f�r att f�resl� n�gonting.</p>

<h3>Ange de vanligaste kommentarsymbolerna</h3>
<p>
Du kan �ven ange <a NAGs>Kommentarsymboler</a> via tangentbordet utan att beh�va anv�nda <a Comment>Kommentarseditorn</a>. 
F�ljande lista kan anges via tangentbordet:
<ul>
<li> !	: [!][ENTER] </li>
<li> ?	: [?][ENTER] </li>
<li> !?	: [!][?][ENTER] </li>
<li> ?!	: [?][!][ENTER] </li>
<li> !!	: [!][!][ENTER] </li>
<li> ??	: [?][?][ENTER] </li>
<li> </li>
<li> +-	: [+][-] </li>
<li> +/-	: [+][/] </li>
<li> +=	: [+][=] </li>
<li> =	: [=][ENTER] </li>
<li> -+	: [-][+] </li>
<li> -/+	: [-][/] </li>
<li> =+	: [=][+] </li>
</ul>

<p><footer>(Uppdaterad: Scid 3.4,  juli 2002)</footer></p>
}


########################################
### Searches help screen:

set helpTitle(W,Searches) "S�ka i Scid"
set helpText(W,Searches) {<h1>S�ka i Scid</h1>
<p>
I Scid kan man s�ka information p� flera olika s�tt. 
Det finns tre huvudmetoder att anv�nda sig av beroende p� vilken typ av information man
�r ute efter:
<ul>
<li><b>1)</b> utifr�n den aktuella st�llningen p� br�det, </li>
<li><b>2)</b> utifr�n specifikt material eller en specifik st�llningstyp; och </li>
<li><b>3)</b> utifr�n fast information, t ex spelare, ort, resultat eller datum. </li>
</ul>
<p>
Ut�ver dessa metoder kan man anv�nda sig av en automatisk s�kfunktion, <a Tree>Tr�df�nstret</a>, som f�rklaras
separat.
</p>

<h3><name Filter>S�kfiltret</name></h3>
<p>
S�kningar baseras i  Scid p� <term>Filter</term>.
Ett filter representerar en delm�ngd av den aktiva databasen. Vid varje specifikt tillf�lle kommer ett parti att antingen vara
del av denna delm�ngd (filtret) eller uteslutas av detta. I varje typ av s�kning (se ovan) kan du v�lja att begr�nsa, ut�ka eller
ignorera det aktiva filtret och ist�llet s�ka i hela databasen. Detta g�r att man stegvis kan bygga komplicerade s�kningar. 
Du kan ocks� kopiera alla filtrerade partier fr�n den ena databasen till den andra genom att anv�nda <a Switcher>Databasv�xlaren</a>.
</p>

<p>
N�r du s�ker p� exakt st�llning, <a Tree>Tr�d</a> eller Material/St�llningstyp, sparas dragnumret i den f�rsta st�llningen och varje
parti med identisk st�llning lagras i minnet s� att man, n�r man senare laddar de frams�kta partierna, automatiskt kommer till den st�llning
som var av intresse (som s�kningen grundades p�).
</p>
<p>
<b>OBS</b> s�kningen g�ller endast textdragen, inte varianterna.
</p>

<h3><name Board>S�k: Aktuell st�llning</name></h3>
<p>
Med denna metod hittas partier med samma st�llning som det p� br�det i huvudf�nstret. Rockadm�jligheter och 
r�ttigheter att g�ra <i>En passant</i> ignoreras. Det finns fyra undertyper att v�lja p�, samtliga kr�ver att st�llningen har exakt samma material och spelare vid draget f�r att en tr�ff ska
anses ha intr�ffat:
<ul>
<li> [1] exakt (de b�da st�llningarna m�ste vara exakt lika), </li>
<li> [2] b�nder (bondestrukturen m�ste vara identisk, men de �vriga pj�sernas placering kan variera), </li>
<li> [3] linjer (antalet vita och svarta b�nder p� varje linje m�ste vara identisk - i �vrigt kan pj�splaceringen variera), och slutligen; </li>
<li> [4] material (b�nder och pj�ser kan st� var som helst p� br�det.). </li>
</ul>
<p>
Att s�ka p� bondest�llning �r anv�ndbart n�r man studerar spel�ppningar med likartad bondstruktur, medan att s�ka p� linjer och material �r l�mpliga metoder f�r
att finna liknande st�llningar i slutspel. N�r man s�ker p� specifika st�llningar kan man skapa den f�rst (fr�n menyvalet <menu>Redigera: Skapa st�llning</menu>) och starta s�kningen d�rifr�n.
(Man kan naturligtvis ocks� spela upp st�llningen p� br�det, <i>�vers�ttarens anm�rkning</i>).
</p>
<p>
Du kan ange att s�kningen �ven ska leta i varianter (ist�llet f�r att bara inkludera de egentliga partidragen) genom att markera kryssrutan <b>S�k i varianter</b>, 
men detta kan g�ra s�kningen l�ngsammare om databasen �r stor och har m�nga partier med varianter.
</p>

<h3><name Material>S�k: Material/st�llningstyp</name></h3>
<p>
Denna s�kning �r anv�ndbar n�r man vill finna slut- eller mittspelsteman. Du kan specificera minimalt och maximalt antal av varje pj�styp, och hitta st�llningar
av typen "L�pare p� f7" eller "Bonde p� f-linjen". Det finns ett antal vanliga st�llningstyper f�rdefinierade, t ex "Torn och Bondeslutspel" eller "Isolerade d-b�nder".
</p>
<p>
<b>Tips:</b><br>
Tids�tg�ngen f�r denna typ av s�kning kan variera kraftigt. Man kan minska tiden som beh�vs genom att anv�nda sig av f�rnuftiga begr�nsningar.
Om man, som exempel,  vill unders�ka slutspel kan man s�tta det minimala antalet drag partiet ska inneh�lla till 20. D� kommer alla partier 
med f�rre �n 20 drag att ignoreras.
</p>

<h3><name Header>S�k: fasta uppgifter ("header search")</name></h3>
<p>
Denna s�kning anv�nds f�r att finna aspekter p� partier som lagras i partihuvudet (j�mf�r med eposthuvud) s�som datum, resultat, plats och ratingtal. Den
kr�ver ingen avkodning av dragen i partiet. F�r att en tr�ff ska registreras kr�vs att alla f�lt du specificerar st�mmer �verens. Namnf�lten  (Vit, Svart, 
Evenemang, Plats och Rond) �r versal/gementoleranta. Tr�ffar registrerars p� all text i dessa f�lt och mellanslag ignoreras .
</p>
<p>
Du kan generera exakta s�kningar och anv�nda jokertecken i huvudf�lten som n�mnts ovan. Jokertecknet  <b>?</b> betyder "Ett
valfritt tecken" medan <b>*</b> betyder "Inget eller flera valfria tecken". Man genererar exakta s�kningar genom att innesluta den text man
�nskar hitta i citattecken ("). Exempel:
</p>

<p>
En s�kning p� platsen <b>USA</b> kommer att generera amerikanska st�der, men �ven <b>Lausanne SUI</b>, vilket du f�rmodligen inte var ute efter! 
Detta l�ser man genom att ist�llet s�ka efter platsen <b>"*USA"</b> (notera citattecknen) som endast kommer att presentera st�der i USA.</p>
<p>
Om du s�ker efter en s�rskild spelare (eller tv� s�rskilda spelare) som vit eller svart och det inte spelar n�gon roll vet som har vilken f�rg v�ljer du med 
f�rdel <b>Ignorera f�rg</b> i st�llet f�r svart/vit i f�rgangivelsen.
</p>
<p>
Avslutningsvis kan fasta s�kningar g�ras f�r att hitta valfri text (VERSAL/gemen-k�nsligt och utan jokertecken) i PGN-versionen av partierna. Du kan
ange upp till tre textstr�ngar, och alla m�ste finnas i ett parti f�r att de ska r�knas som en tr�ff. Denna s�kning �r mycket anv�ndbar n�r det g�ller
kommentarsf�ltet eller extra m�rkord i partierna (exempelvis  <b>f�rlorar p� tid</b> eller <b>Kommentator</b>), eller f�r en dragf�ljd som 
<b>Bxh7+</b> och <b>Kxh7</b> n�r en l�pare har offrats (och accepterats) p� h7.

T�nk dock p� att denna typ av s�kningar kan vara <i>mycket</i> tidskr�vande eftersom alla partier som m�ter vissa kriterier m�ste avkodas och
genoms�kas efter textstr�ngen/-arna. Det �r d�rf�r en bra id� att begr�nsa denna typ av s�kning s� mycket som m�jligt. Exempel:
</p>

<p>
F�r att hitta partier med underpromovering till torn s�ker man p� <b>=R</b> och s�tter <b>F�rvandlingar</b> flaggan till Ja.
F�r att hitta text i kommentarer s�tter du flaggan <b>Kommentarer</b> till Ja.
Om du s�ker p� dragen <b>Bxh7+</b> och <b>Kxh7</b>, kan det vara en id� att begr�nsa partierna till de som har resultatet  1-0 resultatet och inneh�ller
minst 20 halvdrag. Eller g�r en Material-/St�llningstypss�kning f�r att hitta partier d�r l�paren flyttas till h7.
</p>

<h3><name Settings>Spara s�kkriterierna</name></h3>
<p>
I Material/St�llningstyp och Huvuds�kningsf�nstren finns valet att  
<term>Spara inst�llningarna</term>. Detta ger dig m�jligheten att spara de aktuella s�kkriterierna f�r senare anv�ndning.
Kriterierna sparas till en <term>S�kningsfil</term> med fil�ndelsen  .sso. F�r att �teranv�nda en tidigare sparad s�kningfil
v�ljer du <menu>�ppna ...</menu> fr�n menyn <menu>S�k</menu>.
</p>

<h3>S�ktider och ignorerade partier</h3>
<p>
De flesta s�kningar meddelar en hur l�ng tid s�kningen tog och hur m�nga partier som <term>Ignorerades</term>. Ignorerade partier
�r de som exkluderats fr�n en s�kning utan att n�got av dess drag har avkodats (fr�n Scids databasformat). Detta baseras p� information
som lagrats i index. Se vidare hj�lpfilen om <a Formats>Filformat</a> f�r ytterligare information. 
</p>

<p><footer>(Uppdaterad: Scid 3.0, november 2001)</footer></p>
}

#################
### Clipbase help:

set helpTitle(W,Clipbase) "Urklippsdatabasen"
set helpText(W,Clipbase) {<h1>Urklippsdatabasen</h1>
<p>
F�rutom de databaser du �ppnar sj�lv, �ppnar Scid ytterligare en - <term>Urklippsdatabasen</term>. Urklippsdatabasen,
fungerar precis som alla andra databaser, med ett undantag. Den existerar bara i datorns arbetsminne och sparar inte data
n�gonstans permanent. Urklippsdatabasen t�ms s�ledes n�r du st�nger av datorn.
</p>
<p>
Urklippsdatabasen �r anv�ndbar som en tillf�llig lagringsplats, f�r att sl� samman s�kresultat fr�n olika databaser, eller f�r att man d�r
kan behandla resultat fr�n en s�kning som en egen databas. 
</p>
<p>
Antag, exempelvis, att du vill f�rbereda dig f�r en s�rskild motst�ndare. Du har s�kt igenom databasen efter partier av denne d�r motst�ndaren
spelar vit. Kopiera alla partier i <a Searches Filter>S�kfiltret</a> till Urklippsdatabasen. Du kan g�ra det genom att i <a Switcher>Databasv�xlaren</a>
 dra dem fr�n deras ordinarie databas till Urklippsdatabasen. D�refter kan du �ppna Urklippsdatabasen och unders�ka partierna i  <a Tree>Tr�df�nstret</a>, 
till exempel f�r att kartl�gga motst�ndarens �ppningsrepetoar.
</p>
<p>
Observera att du kan kopiera partier fr�n en databas till en annan utan att anv�nda Urklippsdatabasen som mellanlagringsplats. Notera ocks� att
Urklippsdatabasen <i>inte</i> kan st�ngas via menyvalet <menu>Arkiv: St�ng</menu>medan du �r i Urklippsdatabasen. Det som h�nder d� �r
motsvarigheten till  <menu>Redigera: �terst�ll Urklippsdatabasen</menu>, dvs databasen t�ms.
</p>
<p>
Du kan maximalt ha 100000 partier i minnet samtidigt.
</p>

<p><footer>(Uppdaterad: Scid 2.5,  juni 2001)</footer></p>
}

#################################
### Variations and comments help:

set helpTitle(W,Annotating) "Kommentera partier"
set helpText(W,Annotating) {<h1>Kommentera partier</h1>
<p>
I Scid kan l�gga till noter till partierna. Det finns tre typer av anteckningar du kan l�gga till till varje drag:
symboler, kommentarer och varianter.
</p>

<h3>Symboler och kommentarer</h3>
<p>
Symboler anv�nds f�r st�llningsbed�mningar om vem som st�r b�st (t ex "+-" eller "=") , om draget som just gjordes var bra eller d�ligt
(t ex "!" eller "?") medan kommentarer kan best� av valfri text. F�r att l�gga till symboler och kommentarer anv�nder man
<a Comment>Kommentarseditorn</a>. Det finns ocks� en s�rskild hj�lpsida f�r <a NAGs>Standardsymbolerna</a>.
</p>
<p>
T�nk p� att �ven om varje drag kan ha fler symboler, kan det bara ha en kommentar. En kommentar f�r f�rsta draget skrivs ut som 
text f�re partidragen. 
</p>

<h3><name Vars>Varianter</name></h3>
<p>
En <term>variant</term> �r en alternativ forts�ttning av partiet som skulle ha kunnat utf�ras vid n�got
tillf�lle i partiet. Varianter kan inneh�lla kommentarer, symboler och varianter. Knappen m�rkt "<b>V</b>" 
ovanf�r br�det i huvudf�nstret, samt valm�jligheter fr�n menyn <menu>Redigera</menu> kan anv�ndas till att skapa,
navigera i och redigera varianter.
</p>

<h4>Kortkommandon</h4>
<p>
N�r det finns varianter till ett drag visas dem i partiinformationsomr�det. Den f�rsta varianten �r <b>v1</b>, den andra
�r <b>v2</b>, osv. F�r att f�lja en variant kan man klicka p� den, eller trycka  "<b>v</b>" f�ljt av variantens nummer 
(Om det bara finns en variant r�cker det med att trycka <b>v</b>.). Kortkommandot f�r att g� ur en variant �r "<b>z</b>".
</p>

<h3><name Null>Null-drag</name></h3>
<p>
Det kan ibland vara anv�ndbart att hoppa �ver drag i varianter. Du kan exempelvis till draget 14.Bd3 l�gga till en variant och
n�mna att det hotar 15.Bxh7+ Kxh7 16.Ng5+ med angrepp. Du kan ocks� g�ra detta genom att anv�nda <term>Null-drag</term>
mellan 14.Bd3 och 15.Bxh7+, i exemplet ovan. Ett null-drag visas som "<b>--</b>" och infogas genom att med musen utf�ra det
ogiltiga draget att med kungen sl� den andra kungen, eller att helt enkelt skriva in "<b>--</b>" (tv� minustecken).
</p>
<p>
Observera att null-drag inte ing�r i PGN standarden, s� om du vill exportera partier som inneh�ller null-drag till en PGN-fil m�ste du 
v�lja mellan att bevara null-dragen(-t) eller konvertera dem till kommentarer f�r att bibeh�lla exportm�jligheter till andra
program. Se hj�lpsidan f�r att <a Export>Exportera</a> partier f�r mer information.
</p>

<p><footer>(Uppdaterad: Scid 3.4, juli 2002)</footer></p>
}

####################
### Analysis window:

set helpTitle(W,Analysis) "Analysf�nstret"
set helpText(W,Analysis) {<h1>Scids Analysf�nster</h1>

<h3>Analysf�nster</h3>
<p>
Scids analysf�nster visar analysen fr�n en schackmotor
av den aktuella positionen. N�r positionen �ndras skickar Scid den 
nya positionen till schackmotorn samt visar dess v�rdering av 
denna position. 
</p>

<p>
V�rderingen som visas i analysf�nstret �r alltid fr�n vits perspektiv, 
s� en negativ v�rdering indikerar att svart st�r b�ttre. Den nedre delen av f�nstret 
(med scrollrutan) visar historiken f�r v�rderingar producerat av schackprogrammet f�r den 
aktuella positionen, s� att du kan se hur v�rderingen har �ndrats. 
</p>

<p>
F�r att l�gga till det b�sta draget valt av en schackmotor som ett nytt drag i det aktuella partiet 
klickar du p� L�gg till drag knappen. 
</p>

<h3>Schackmotorlistan</h3>

<p>
Scid beh�ller en lista p� de schackmotorer du har anv�nt, tillsammans med en uppskattad Elo-rating 
(om du antar en) och datumet n�r varje schackmotor sist anv�ndes. Du kan sortera schackmotorlistan 
efter namn, Elo-rating, eller datum. V�lj Ny eller �ndra knapparna f�r att l�gga till en ny schackmotor till 
listan eller �ndra detaljerna f�r en existerande schackmotor. 
</p>

<h3>Schackmotorkommandon och kataloger</h3>

<p>
F�r varje schackmotor m�ste du specificera den exekuterbara filen att k�ra samt i vilken katalog Scid ska 
k�ra den i. 
</p>

<p>
Den mest sannorlika orsaken till problem att starta en schackmotor �r valet av vilken katalog schackmotorn 
ska k�ra i. Vissa schackmotorer kr�ver en inst�llnings- eller �ppningsboksfil i sina startkataloger 
f�r att fungera bra. Andra schackmotorer (som Crafty) skriver loggfiler till katalogen de startar i, s� 
du m�ste k�ra dem i en katalog d�r du har tillst�nd att skriva i. Om kataloginst�llningarna f�r en 
schackmotor �r ".", kommer Scid att starta en schackmotor i den aktuella katalogen. 
</p>

<p>
S� om en schackmotor som borde fungera bra i Scid inte startar f�rs�k att �ndra dess kataloginst�llning. 
F�r att undvika att schackmotorer skapar loggfiler i m�nga olika kataloger rekommenderar jag att starta schackmotorer 
i katalogen med Scids anv�ndarfiler (detta �r d�r Scid.exe filen finns i Windows, 
eller ~/.scid/ i Unix); det finns en knapp i dialogrutan f�r att �ndra schackmotordetaljer med namnet 
Scid.exe-katalogen i Windows eller ~/.scid i Unix som l�ter dig v�lja vilken schackmotor som ska starta i denna katalog. 
</p>

<h3>Tr�ning</h3>

<p>
Med Tr�ningsknappen kan du spela drag mot schackprogrammet. Tiden f�r varje drag 
�r fixerad och analysresultet visas inte d�. 
</p>

<h3>Kommentera ett parti</h3>

<p>
L�gg till variation knappen i analysf�nstret l�gger till den aktuella v�rderingen och b�sta analyserade
dragf�ljd som en ny variation i partiet. 
</p>

<p>
Du kan g�ra detta automatiskt f�r ett antal drag (kommentera partiet) genom att klicka p� 
kommentarknappen. Detta fr�gar dig efter n�gra kommentarsalternativ och sedan startar 
sj�lvspelsmod. N�r sj�lvspelsmod anv�nds och analysf�nstret �r �ppet l�ggs 
en variation inneh�llande v�rderingen och b�sta dragf�ljden automatiskt till f�r varje 
position n�r sj�lvspelsmod g�r igenom partiet. Bara positioner fr�n den aktuella 
positionen till slutet av partiet (eller tills du l�mnar sj�lvspelsmod) kommenteras, 
s� du kan hoppa �ver att kommentera �ppningsdragen genom att g� till en mittspelsposition 
innan du startar sj�lvspel. 
</p>

<p>
F�r att avbryta kommentarer st�ng av sj�lvspelsmod, till exampel genom att trycka
ner Esc-tangenten i huvudf�nstret. 
</p>

<p>
Observera att f�r enkelhet finns kommentarknappen bara tillg�nglig i f�nstret �ppnat som 
schackmotor 1. Om du �ppnar en schackmotor som schackmotor 2 kan du inte anv�nda den f�r att
kommentera partiet. 
</p>

<h3>Analysbr�det</h3>

<p>
Genom att klicka p� schackbr�deknappen i ett analysf�nster visar du eller d�ljer du analysbr�det, 
som visar positionen vid slutet av den av den b�sta funna aktuella dragf�ljden hittad av 
schackmotorn. 
Detta fungerar f�r de flesta Scid-kompatibla schackmotorer men inte f�r alla; 
det beror p� den dragnotation som schackmotorn anv�nder. 
</p>

<h3>Schackmotorprioritet</h3>

<p>
Om en schackmotor anv�nder f�r mycket CPU-tid och p�verkar anv�ndningen av Scid eller 
andra program kan det hj�lpa att s�tta p� "L�g CPU-prioritet" i proxyn; 
det ger schackmotorn en l�g prioritet f�r CPU-anv�ndning. 
</p>

<h3>Gr�nssnittsdetaljer</h3>

<p>
F�r att anv�nda analysf�nstret beh�ver du ett schackprogram som st�der WinBoard/Xboard-protokollet. 
</p>

<p>
Scid skickar kommandorna <b>"xboard"</b>,<b>"post"</b> och <b>"protover 2"</b> till en schackmotor n�r den startar, 
och anv�nder <b>"setboard"</b> och <b>"analyze"</b> kommandorna f�r mer effektiv kommunikation 
om schackprogrammet svarar vilket indikerar att det st�der dem. Om en schackmotor inte st�der 
<b>"setboard"</b> kommandot kan det inte analysera ett parti som b�rjar med en 
ickestandard startposition. 
</p>

<p>
F�r program som inte st�der analyskommandot skickar Scid f�ljande 
kommandon varje g�ng positionen �ndras: <b>"new"</b> och <b>"force"</b>, 
sedan dragen i partiet till den aktuella position sedan <b>"go"</b>. 
</p>

<p>
Bob Hyatts utm�rkta gratis schackmotor Crafty �r vad jag anv�nder och rekommenderar f�r 
analysf�nstret, men m�nga andra WinBoard eller XBoard kompatibla schackmotorer har 
anv�nts framg�ngsrikt med Scid. N�gra nedladdningssajter f�r n�gra schackmotorer listas nedan. 
</p>

<p>
Crafty: <url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url> 
</p>

<p>
Yace: <url http://home1.stofanet.dk/moq/>http://home1.stofanet.dk/moq/</url> 
</p>

<p>
Phalanx: <url ftp://ftp.math.muni.cz/pub/math/people/Dobes/>ftp://ftp.math.muni.cz/pub/math/people/Dobes/</url> 
</p>

<p>
Comet: <url http://members.aol.com/utuerke/comet/>http://members.aol.com/utuerke/comet/</url> 
</p>

<p>
Gnuchess: <url http://www.gnu.org/software/chess/chess.html>http://www.gnu.org/software/chess/chess.html</url> 
</p>

<p>
The Crazy Bishop: <url http://remi.coulom.free.fr/>http://remi.coulom.free.fr/</url> 
</p>
<p><footer>(Uppdaterat: Scid 3.4, September 2002)</footer></p>
}





###############################
### Comment editor window help:

set helpTitle(W,Comment) "Kommentareditor"
set helpText(W,Comment) {<h1>Scids Kommentareditor</h1>

<h3>Kommentarseditorf�nstret</h3>

<p>
Kommentareditorf�nstret l�ter dig l�gga till eller �ndra kommentarer och symboliska kommentarssymboler 
f�r drag i det aktuella schackpartiet. 
</p>

<h3>Kommentarsymboler</h3>

<p>
Scid anv�nder PGN-standarden f�r kommentarsymboler, accepterar NAGs (Numeriska annotationsglypfer) 
v�rden f�r kommentarer. N�gra av de mest vanliga symbolerna (som "!" eller "+-") visas 
som symboler och har en knapp i kommentarseditorf�nstret f�r snabb inmatning. F�r andra symboler, 
kan du skriva in det l�mpliga numeriska NAG-v�rdet som �r ett nummer fr�n 1 till 255. Till exempel, 
NAG-v�rdet 36 betyder "Vit har initiativet" och visas som "$36" i PGN-texten till partiet.  
</p>

<p>
Se hj�lpsidan om NAG-v�rden f�r NAG v�rden som definieras av bl a PGN-standard. 
</p>

<p>
Tips: Du kan l�gga till de vanligaste dragv�rderingssymbolerna (!, ?, !!, ??, !? och ?!) i huvudf�nstret 
utan att beh�va anv�nda kommentarseditorf�nstret, genom att skriva in symbolerna f�ljt av att trycka 
p� <b>[Enter]</b> tangenten. Detta �r speciellt anv�ndbart om du skriver in schackdrag genom att anv�nda
tangentbordet. 
</p>

<h3>Kommentarer</h3>

<p>
Du kan �ndra kommentarer genom att skriva in text och anv�nda Rensa, �ngra och Lagra 
knapparna. Du beh�ver inte trycka p� Lagra knappen f�r att uppdatera en kommentar; 
den uppdateras automatiskt n�r du g�r till en annan position i partiet. 
</p>

<h3>F�rga rutor</h3>

<p>
Du kan f�rga alla rutor med valfri f�rg genom att anv�nda ett specialkommando,som kan 
finnas varsomhelst i en kommentar. Kommandoformatet �r: 
</p>

<p>
[%mark square color]
</p>

<p>
d�r square �r ett rutnamn som d4 och f�rg �r varje definierat f�rgnamn 
(som red, blue, darkGreen, lightSteelBlue, etc) eller RGB-kod (a # f�ljt av 
sex hexadecimala siffror, som #a0b0c8). Om f�rgen utel�mnas blir rutan
r�d. 
</p>

<p>
En kommentar kan inneh�lla obegr�nsat antal f�rgkommandon, men varje m�ste ha sin 
egen [%mark ...] markering. Till exempel, kommentarstexten
</p>

<p>
Nu �r d6-rutan  [%mark d6] svag och springaren kan attackera den fr�n b5. [%mark b5 #000070] 
</p>

<p>
f�rgar rutan d6 r�d och rutan b5 f�rgas med den m�rkbl� f�rgen #000070. 
</p>

<h3>Rita pilar</h3>

<p>
Du kan rita en pil fr�n en ruta till en annan genom att anv�nda ett specialkommentarskommando 
liknande det f�r att f�rga rutor. Formatet �r: 
</p>

<p>
[%arrow fromSquare toSquare color]
</p>

<p>
d�r fromSquare och toSquare �r namn p� rutor som d4 och f�rg �r varje definierat 
f�rgnamn (som  red, blue, etc) eller RGB code (som #a0b0c0). Om f�rgen inte specificeras
blir den r�d. 
</p>

<p>
Till exempel, kommentarstexten 
</p>

<p>
C3-springaren och c4-l�paren kontrollerar den svaga d5 rutan. 
[%arrow c3 d5 red] [%arrow c4 d5 blue] 
</p>

<p>
kommer att rita en r�d pil fr�n c3 till d5 och en bl� pil fr�n c4 till d5. 
</p>

<p><footer>(Uppdaterat: Scid 3.2, February 2002)</footer></p>
}


###########################
### Crosstable window help:

set helpTitle(W,Crosstable) "Korstabellf�nster"
set helpText(W,Crosstable) {<h1>Scids korstabellf�nster</h1>

<h3>Korstabellf�nstret</h3>

<p>
Korstabellf�nstret visar turneringskorstabellen f�r det aktuella partiet. 
Varje g�ng du uppdaterar korstabellf�nstret (genom att trycka p� Uppdatera knappen, 
genom att trycka Enter tangenten i korstabellf�nstret, eller genom att trycka <b>Ctrl+Shift+X</b> 
i huvud- eller partilistef�nstren), s�ker Scid efter alla partier i samma turnering som det
aktuella partiet. 
</p>

<p>
Alla partier som spelas upp till tre m�nader f�re eller efter det aktuella partiet, 
med exakt samma Evenemangs- och Ortmarkeringar anses vara i turneringen. 
</p>

<p>
Ett enkelt klick med v�nstra musknappen p� ett resultat i korstabellen laddar detta  
parti. Du kan l�gga till alla partier i turneringen till filtret med L�gg till filter knappen
i korstabellen. 
</p>

<h3>Korstabellf�nstermenyer</h3>

<p>
<b>[Arkiv]</b> menyn l�ter dig spara den aktuella tabellen till en fil med text-, 
LaTeX- eller HTML-tabellformat. 
</p>

<p>
<b>[Visa]</b> menyn l�ter dig v�lja tabellformat: 
All-play-all, Swiss eller Knockout eller Auto. 
</p>

<p>
All-play-all formatet (f�r round-robin-typ evenemang) har en begr�nsning p� 30 spelare, 
men Swiss formatet (f�r turneringar med m�nga spelare) kan visa upp till 
200 spelare och upp till 20 rundor. Auto, som v�ljer det b�sta formatet automatiskt 
f�r varje turnering �r standardinst�llningen. 
</p>

<p>
Observera att Scid anv�nder Rundemarkeringen f�r varje parti f�r att producera en Swisskorstabell, 
s� du kommer inte att se n�gra partier i Swisskorstabellen f�r en turnering om dess partier inte 
har numeriska rundev�rden som: 1, 2, 3, etc. 
</p>

<p>
Visa menyn l�ter dig ocks� st�lla in de data som ska presenteras att inkludera eller exkludera rating, 
l�nder och spelartitlar. Du kan ocks� v�lja om f�rgallokationer i Swisstabeller ska synas. 
</p>

<p>
Separat po�nggrupps-alternativet p�verkar bara utseendet p� tabellen n�r spelarna sorteras
efter po�ng: det ger en tomrad mellan varje grupp av spelare med samma po�ng. 
</p>

<p>
<b>[Sortera]</b> menyn l�ter dig sortera spelarna efter namn, rating eller po�ng; 
efter po�ng �r standardinst�llningen. 
</p>

<p>
<b>[F�rg]</b> menyn l�ter dig s�tta p� eller av f�rg i hypertextvisning. Eftersom det kan ta l�ng tid att 
formattera och visa stora korstabeller i hypertext sparar det mycket tid att v�lja vanlig text
f�r stora evenemang. Men i enkel text kan du inte klicka p� spelare eller partier. 
</p>

<h3>Duplikerade partier i korstabeller</h3>

<p>
F�r att f� bra resultat med korstabeller b�r du markera dubblettpartier f�r borttagning och 
ha en konsistent stavning i partierna av namn p� spelare, ort och evenemang. Se Underh�ll 
databas f�r hj�lp med att ta bort dubbletter och �ndra (eller stavningskontrollera) 
spelar-/evenemangs-/ortsnamn. 
</p>

<p><footer>(Uppdaterat: Scid 3.1, December 2001)</footer></p>
}


###########################
### Database switcher help:

set helpTitle(W,Switcher) "Databasv�xlaren"
set helpText(W,Switcher) {<h1>Scids databasv�xlare</h1>

<h3>Databasv�xlaren</h3>

<p>
Databasv�xlaren ger en m�jlighet att enkelt byta mellan databaser 
eller kopiera partier mellan databaser. Namnet, filterinst�llningen 
pch en ikon f�r varje databas visas medan den aktiva databasen 
markeras med en gul bakgrund. 
</p>

<p>
Du kan �ppna databasv�xlaren fr�n  <b>[F�nster]</b> menyn eller genom att 
anv�nda dess tangentkombination: <b>Ctrl+D</b>. 
</p>

<p>
F�r att kopiera alla filtererade partier fr�n en databas till en annan, drag med den v�nstra 
musknappen nedtryckt fr�n k�lldatabasen till destinationsdatabasen. Du kommer d� att se en  
bekr�ftelsedialog (om destinationsdatabasen inte �r Clipbase) om partierna kan 
kopieras eller se ett felmeddelande om partierna inte kan kopieras (till exempel, 
om en vald databas inte �r �ppnad). 
</p>

<p>
Genom att klicka med h�ger musknapp p� en databas visas en popup-menu f�r 
denna databas, fr�n vilken du kan �ndra databasikon eller nollst�lla databasens 
filter. Du kan ocks� anv�nda denna meny f�r att �ndra orienteringen av den 
(f�r att arrangera databasen vertikalt eller horisontellt) vilket �r anv�ndbart f�r 
mindre bildsk�rmar. 
</p>

<p><footer>(Uppdaterat: Scid 3.1, December 2001)</footer></p>
}


######################
### Email window help:

set helpTitle(W,Email) "Email-f�nster"
set helpText(W,Email) {<h1>Scids Email-f�nster</h1>

<h3>Email-f�nstret</h3>

<p>
Scids email-f�nster ger en m�jlighet att hantera korrespondensschackpartier 
med email. Om du inte spelar emailschack har du inget intresse f�r detta. 
Men om du spelar korrespondensschack via email kan du skicka dina 
emailmeddelanden direkt fr�n Scid! 
</p>

<p>
F�r att anv�nda emailhanteraren f�lj f�ljande steg: 
</p>

<p>
<li>1) Skapa partierna f�r din motst�ndare i databasen. </li>
<li>2) I emailhanteringsf�nstret v�lj L�gg till och skriv in detaljerna om dina motst�ndare: 
namn, email-adress samt antal partier i databasen. </li>
<li>3) V�lj Skicka email i emailf�nstret varje g�ng du har lagt till drag till partierna 
och vill skicka ett meddelande. </li>
N�r du skickar ett email-meddelande genererar Scid meddelandet med partierna 
i PGN-format utan kommentarer eller variationer eftersom du vanligtvis inte vill att din 
motst�ndare ska se din analys. Du kan �ndra meddelandet innan du skickar det f�r att l�gga
till villkorade drag eller annan text. 
</p>

<p>
F�r varje motst�ndare kan du ha obegr�nsat antal partier; en eller tv� �r det mest vanliga. 
Observera att Scid inte kontrollerar om antalet partier �ndras, s� efter att ha st�llt in detaljerna 
om dina motst�ndare var noga att undvika att ta bort partier eller sortera din databas med emailpartier 
eftersom detta kommer att �ndra i partier och g�ra antalet partier f�r varje motst�ndare felaktigt. 
</p>

<h3>Begr�nsningar</h3>

<p>
Scid har inte �nnu m�jlighet att kontrollera din emailkatalog, s� du m�ste fortfarande l�gga till
dina motst�ndares drag till partierna manuellt. 
</p>

<h3>Konfiguration<h3>

<p>
En kopia av varje emailmeddelande som skickats av Scid sparas i filen ~/.scid/scidmail.log. 
Om du vill att de ska sparas i en annan fil beh�ver du �ndra i filen tcl/start.tcl 
och omkompilera Scid. 
</p>

<p>
Scid kan skicka emailmeddelanden genom att anv�nda en SMTP server eller sendmail. 
Anv�nd inst�llningsknappen i emailhanteraren f�r att specificera vilken du vill anv�nda. 
</p>

<p>
Scid lagrar motst�ndardetaljerna f�r en databas i en fil med samma namn som databasen
med fil�ndelsen  ".sem". 
</p>

<p><footer>(Uppdaterat: Scid 3.0, November 2001)</footer></p>
}


############################
### File Finder window help:

set helpTitle(W,Finder) "S�k filer"
set helpText(W,Finder) {<h1>S�k filer</h1>

<h3>S�k filer<h3>

<p>
S�k filer hj�lper dig att hitta filer som du kan anv�nda i Scid: 
databaser, PGN-filer, EPD-filer samt repetoarfiler. 
</p>

<p>
Den visar anv�ndbar information om varje fil, som dess storlek 
(see nedan) och datum f�r senaste �ndringen. Du kan �ppna varje visad 
fil genom att v�lja den genom att klicka en g�ng med v�nstra musknappen. 
</p>

<h3>S�ka i underkataloger</h3>

<p>
N�r du vill hitta alla filer i alla underkataloger till den aktuella katalogen, 
s� markerar du i markeringsrutan f�r Leta i underkataloger. Detta f�r Scid att rekursivt 
genoms�ka varje underkatalog efter filer som kan �ppnas i Scid. Detta kan 
ta l�ng tid om det finns m�nga underkataloger, s� du kanske inte vill g�ra detta 
f�r en katalog n�ra roten av filsystemet. Du kan avbryta fils�kningen genom att 
trycka p� Stoppknappen. 
</p>

<h3>Filstorlekar</h3>

<p>
Betydelsen av de filstorlekar som visas beror p� filtypen. 
F�r Scid-databaser och PGN-filer �r det antalet partier. F�r EPD-filer 
�r det antalet positioner. F�r repetoarfiler �r det antalet 
(inkludera- eller exkludera)�ppningar. 
</p>

<p>
F�r alla filtyper utom Scid-databaser �r den angivna filstorleken en uppskattning baserad p� 
de f�rsta 64 kilobytesen av filen, s� den angivna storleken kanske inte �r korrekt f�r 
filer som �r st�rre �n 64 kb. Uppskattade storlekar visas med ett ungef�rtecken (~) 
f�r att visa att de inte �r exakta. 
</p>

<p><footer>(Uppdaterat: Scid 2.7, September 2001)</footer></p>
}


#########################
### GameList window help:

set helpTitle(W,GameList) "Partilistan"
set helpText(W,GameList) {<h1>Partilistan</h1>
<p>
Partilistaf�nstret ger en enradig sammanfattning av varje
parti i det aktuella <term>Filtret</term> .
</p>

<h3>Navigationen i partilistan</h3>

<p>
Du kan bl�ddra i partilistan med skjutregulatorn eller med de fyra
knapparna i nedre delen av listan .
Du kan ocks� anv�nda tangenterna <b>[Pos1]</b>, <b>[End]</b>, <b>[Bild i]</b>, <b>[Bild ab]</b> s�v�l som
cursortangenterna , f�r att scrolla med tangentbordet.
</p>

<p>
Du kan hitta  n�sta parti i listan, som inneh�ller en best�md
text i Vit-, Svart-, Turnerings- eller Ortsf�ltet , med 
<b>S�k text</b>-inmatningsf�lten.
</p>

<h3>�tg�rder med partier i listan</h3>

<p>
F�r att ladda ett parti p� listan klickar du dubbelt med
den v�nstra musknappen.
Ett klick med dem mittersta musknappen visar de f�rsta dragen i partiet;
det �r nyttigt, n�r man vill se �ppningen f�re �ppnandet av ett parti.
</p>
<p>
Den h�gra musknappen ger en meny f�r det utvalda partiet,
d�r du kan ta bort partier (eller "ta tillbaka partier") eller utesluta partier fr�n 
filtret. Observera att borttagandet inte g�rs direkt utan det g�rs f�rst
n�r databasen  <a Compact>komprimeras</a>.
</p>

<h3>Konfigurera partilistan</h3>
<p>
F�r att konfigurera partilistan, klickar du med den v�nstra eller
h�gra musknappen i en kolumn�verskrift. Du kan �ven �ndra bredd,
, infoga eller ta bort samt �ndra f�rg p� varje kolumn.
</p>
<p>
N�r du bara vill �ndra kolumnbredden, finns det f�r detta en
tangentkombination: klickar du med nedtryckt <b>[Ctrl]</b>- (eller
<b>[Shift]</b>)-tangent med den v�nstra musknappen i 
den �versta delen av kolumnen  blir kolumnen mindre med den h�gra
musknappen blir den bredare.
</p>

<h3>�ndra storlek p� partilistan</h3>
<p>
Storleken p� partilistan blir sparat i alternativfilen varje g�ng,
som du sparar dina inst�llningar.
Du kan ocks� n�r du vill att partilistan standardm�ssigt ska visa 10 partier ,
f�r�ndra storleken p� partilistaf�nstret och v�lja
<b>Spara inst�llningar</b> i <menu>Alternativ</menu>-menyn.
</p>

<h3><name Browsing>Se partier och infoga variant</name></h3>
<p>
Kontextmenyn f�r Partilistan (och n�gra andra f�nster, som bl a
<a Reports Opening>�ppningsrapport</a>-F�nstren och listan med de
<a Tree Best>B�sta partierna</a> i <a Tree>Dragtr�d</a>-F�nstret)
till�ter val av parti att ladda, titta p� eller infogandet av en variant.
</p>
<p>
N�r <term>Betrakta parti</term> blir valt, blir dragen i
det utvalda partiet (utan kommentarer eller varianter) visat i ett
separat f�nster. Det �r en nyttig metod att titta p� ett annat parti
i f�rgrunden utan att �ndra i det aktuellt laddade partiet.
</p>
<p>
Funktionen <term>Infoga variant</term> g�r det m�jligt att infoga 
varianter i det utvalda partiet. Scid finner den
sista m�jliga tidpunkten, d� det valda partiet avvek fr�n det aktuella
(med betraktande av dragomkastningar), och infogar denna position
som en variant. 
</p>

<p><footer>(Uppdaterat: Scid 3.2, Februari 2002)</footer></p>
}


#######################
### Import window help:

set helpTitle(W,Import) "Importf�nstret"
set helpText(W,Import) {<h1>Importf�nstet</h1>
<p>
Scids Importf�nster m�jligg�r att enkelt infoga ett
parti i <a PGN>PGN-format</a> till Scid eller till ett annat 
program.
</p>
<p>
I det stora f�nsteromr�det skriver du  in eller infogar partitexten i
PGN-format och i det gr�a omr�det nedanf�r finns 
felmeddelanden eller varningar.
</p>

<h3>Bearbeta det aktuella partiet i Importf�nstret</h3>
<p>
Importf�nstret ger ocks� en ytterligare bekv�m m�jlighet f�r
�ndringar i det aktuella partiet: du kan i det aktuella partiet i
importf�nster infoga (med funktionen <b>Infoga aktuellt parti</b>), 
�ndra i texten och d�refter klicka p� <b>Importera</b> .
</p>

<h3>PGN-markeringar i Importf�nstret</h3>
<p>
Scid f�rv�ntar sig PGN-markeringar ("header tags") som
<ul>
<li> <b>[Resultat "*"]</b> </li>
</ul>
f�re dragen, men du kan ocks� infoga ett partifragment som
<ul>
<li> <b>1.e4 e5 2.Bc4 Bc5 3.Qh5?! Nf6?? 4.Qxf7# 1-0</b> </li>
</ul>
utan PGN-markeringar , och Scid importerar det.
</p>

<h3>Anv�nda PGN-filer i Scid</h3>
<p>
N�r du vill anv�nda en PGN-fil i Scid , utan att i f�rv�g konvertera den med
<a Pgnscid>Pgnscid</a> , finns det tv� m�jligheter.
</p>
<p>
I det f�rsta alternativet kan du importera parti-filen med menyalternativet
<menu>Verktyg: Importera PGN-partier ...</menu> .
</p>
<p>
Alternativet tv� vore att �ppna PGN-filen direkt i Scid . Dessutom
blir PGN-filen bara �ppnat f�r l�sande och beh�ver mer minnesutrymme �n
en j�mf�rbar Scid-databas, denna m�jlighet �r allts� bara att rekommendera
f�r relativt sm� PGN-filer .
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


########################
### Reports help:

set helpTitle(W,Reports) "Rapporter"
set helpText(W,Reports) {<h1>Rapporter</h1>
<p>
Hos Scid �r en <term>Rapport</term> ett dokument, som inneh�ller information om
en best�md Position och/eller en best�md spelare . 
Scid kan skapa tv� typer av rapporter: 
�ppningsrapporter och Spelarrapporter.
</p>

<h3><name Opening>�ppningsrapport</name></h3>
<p>
Scid kan skapa en <term>�ppningsrapport</term> , som har interessant
information om den aktuella �ppningspositionen. F�r att skapa 
�ppningsrapporten f�rvissar du dig f�rst att den aktuella positionen �r den som
du vill ha rapporten f�r,
sedan v�ljer du <b>�ppningsrapport</b> i menyn <menu>Verktyg</menu>.
</p>
<p>
<term>�ppningsrapport</term>-f�nstret ger resulatet av rapporten. 
<b>Data</b>-menyn inneh�ller alternativ,
f�r att spara rapporten i Text-, HTML- eller
<a LaTeX>LaTeX</a>-format.
</p>
<p>
De f�rsta avsnitten i rapporten presenterar information om de
partier, som har rapportpositionen, och de drag som har spelats i denna
st�llning. Du kan se om �ppningen �r popul�r , om den leder till m�nga korta remier 
och med vilka dragf�ljder (dragomkastningar) den blir uppn�dd.
</p>
<p>
Avsnittet om positionella teman informerar om vanligheten av
best�mda typiska teman i rapportpartierna. Till detta blir
de f�rsta 20 dragen (allts� de f�rsta 40 positionerna fr�n utg�ngsst�llningen)
i varje parti unters�kt. F�r att ett parti ska finnas med som har ett best�mt tema
m�ste detta tema minst f�rekomma fyra g�nger inom de f�rsta 20 dragen i partiet. 
D�rmed undviks att ett kortsiktig f�rekomst av ett tema (som t ex en isolerad
dambonde, som genast blir slagen) att resultatet blir missvisande.
</p>
<p>
Den sista och l�ngsta delen av rapporten �r teoritabellerna. N�r du
sparar rapporten i en fil kan du v�lja om du bara vill ha teoritabellerna, 
en kompakt rapport utan teoritabellerna eller
hela rapporten.
</p>
<p>
N�stan alla avsnitt i rapporten kan st�llas in med �ppningsrapport-alternativ
eller st�ngas av eller p�.
Du kan allts� anpassa rapporten, s� att den bara inneh�ller den f�r dig intressanta 
informationen.
</p>
<p>
Med den mesta informationen i rapportf�nstret, som �r f�rgkodad, 
leder ett klick p� v�nster musknapp till en aktion. Till exempel kan du
ladda ett parti genom att klicka p� det eller st�lla in filtret genom att
klicka p� ett positionstema s� att rapporten bara inneh�ller partier med
detta tema .
</p>

<h4>Favoriter</h4>
<p>
Med  <menu>Favoriter</menu>-menyn i rapportf�nstret har du 
m�jlighet att f�rvalta en lista av f�rdefinierade �ppningsrapportpositioner 
och mycket enkelt skapa rapporter f�r exakt dessa positioner. 
N�r du v�ljer "Infoga i rapport..." im Favorit-menyn
blir den aktuella st�llningen vald som en s�rskild rapportposition. 
Du uppmanas d� att ange ett namn, som d� anv�nds n�r 
favoritrapporter skapas.
</p>
<p>
V�lj "Skapa rapport..." i Favorit-menyn, f�r att skapa en rapport
f�r varje vald position i den aktuella databasen . 
I ett dialogf�nster kan du d� ange typ och format p� rapporten 
s�v�l som den katalog, d�r rapportfilerna blir sparade. 
Den passande fil�ndelsen f�r det valda utdataformatet
blir d� automatiskt valt (till exempel ".html" f�r HTML-format).
</p>

<h3><name Player>Spelarrapport</name></h3>
<p>
En <term>Spelarrapport</term> liknar mycket en �ppningsrapport,
men inneh�ller information om partier f�r en enskild spelare med
vit eller med svart. Du kan antingen f� en spelarrapport via verktygs-menyn
eller fr�n <a PInfo>Spelarinformations</a>-f�nstret.
</p>
<p>
En Spelarrapport kan skapas antingen f�r alla partier/f�r en best�md spelare
/f�r en best�md f�rg eller bara f�r de partier, som
har f�tt den aktuella st�llningen p� huvudf�nster-br�det.
</p>

<h3>Inskr�nkningar</h3>
<p>
F�r de flesta �ppningsdata finns det en inskr�nkning till 2000 partier,
n�r �ppningsposition inneh�ller fler �n 2000 partier kan
n�gra resultat vara lite oklara.
</p>
<p>
Dessutom finns det en begr�nsning till 500 partier f�r teori-tabellerna. N�r
�ppningspositionen finns i fler �n 500 partier , anv�nds bara de 500 partier med de 
h�gsta genomsnittliga Elo-talen. Antalet partier f�r
uppbyggnaden av teoritabellerna �r inst�llningsbart.
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


####################
### PGN window help:

set helpTitle(W,PGN) "PGN-f�nster"
set helpText(W,PGN) {<h1>PGN-f�nster</h1>
<p>
Scids PGN-f�nster ger inneh�llet i det aktuella partiet i 
Standard-PGN-format. I Partitexten syns kommentarer i
{icke runda} och varianter i (runda) klamrar.
</p>

<h3>PGN-format</h3>
<p>
PGN (Portable Game Notation) �r ett utbredd standard f�r �verf�ring
av schackpartier mellan datorprogram. En PGN-parti best�r
av tv� delar.
Den f�rsta delen �r PGN-markeringarna ("Header"), som inneh�ller inmatningar ("tags") som
till exempel
<b>[White "Kasparov, Gary"]</b>
och
<b>[Resultat "1/2-1/2"]</b> .
</p>
<p>
Den andra delen inneh�ller de egentliga partidragen i
algebraisk standardnotation (SAN) tillsammans med eventuella varianter,
<a NAGs>Kommentarsymboler</a> och <a Comment>Kommentarer</a>.
</p>

<h3>�tg�rder i PGN-f�nster</h3>
<p>
Du kan navigera i partiet med PGN-f�nstret: Med
ett klick med v�nstra musknappen p� ett drag g�r du till detta drag, med ett
klick med v�nstra musknappen i en Kommentar kan du �ndra i denna.
Cursortangenterna (liksom tangenterna <b>v</b> och <b>z</b> f�r
att b�rja respektive avsluta varianter) anv�nds f�r att navigera i 
partiet precis som i huvudf�nstret.
</p>

<h3>Inst�llningar f�r PGN-presentation</h3>
<p>
Menyn PGN-f�nster inneh�ller alternativ f�r f�nstret i PGN presentationen. 
Scid kan visa partiet i f�rg eller visa det som en ren text
-- se  <menu>Presentations</menu>-menyn i PGN-f�nstret.
Den f�rgade presentationen �r l�tt att l�sa och till�ter dig att v�lja drag och
kommentarer med musen, men de �r mycket l�ngsammare �n enkel text. 
F�r mycket l�nga partier b�r du kanske v�lja enkel text.
</p>
<p>
Ocks� formatet f�r kommentarer och varianten kan du f�r�ndra,
f�r att ge en b�ttre �versikt eller f�r att l�ta ge ut i separata delar.
</p>
<p>
PGN-presentationsalternativ och storleken p� PGN-f�nstret blir alltid sparat i
konfigurationsfilen n�r du v�ljer <b>Spara alternativ</b> i <menu>Alternativ</menu>-Menyn.
</p>

<p><footer>(Uppdaterat: Scid 3.1, December 2001)</footer></p>
}


#######################
### Piece Tracker help:

set helpTitle(W,PTracker) "Pj�ssp�raren"
set helpText(W,PTracker) {<h1>Pj�ssp�raren</h1>

<h3>Pj�ssp�raren</h3>

<p>
Pj�ssp�raren �r en funktion som sp�rar r�relserna f�r en s�rskild pj�s f�r alla partier 
i det aktuella filtret och genererar ett "fotavtryck" f�r att visa hur ofta varje pj�s 
har varit p� en viss ruta. 
</p>

<p>
F�r att anv�nda pj�ssp�raren se f�rst till att filtret inneh�ller de partier du �r 
intresserad av, som partier med en viss �ppningsposition eller alla partier 
d�r en viss spelare hade de vita pj�serna. V�lj sedan pj�s att sp�ra och 
st�ll in andra alternativ; som f�rklaras h�r nedan. Efter detta tryck p� 
Uppdateraknappen. 
</p>

<p>
Informationen om den sp�rade pj�sens r�relser visas p� tv� s�tt: ett grafiskt 
"fotavtryck" och en textlista med en rad med data per ruta. 
</p>

<h3>V�lja pj�s att sp�ra</h3>

<p>
Schackpj�serna visas i startpositionen nedanf�r fotavtrycksdiagrammet. En enkel pj�s 
(som den vita b1 springaren eller den svarta d7 bonden) 
kan v�ljas med den v�nstra musknappen och alla pj�ser av samma typ och f�rg 
(som alla vita b�nder eller b�da svarts torn) kan v�ljas med den h�gra musknappen. 
</p>

<h3>Andra pj�ssp�rarinst�llningar<h3>

<p>
Dragnummeromr�det kontrollerar n�r sp�rningen ska starta och stoppa i varje parti. 
Standardinst�llningen p� 1-20 (betyder att sp�rningen ska stoppas efter svarts drag nr 20) 
�r l�mpligt f�r att unders�ka �ppningsteman, men (till exempel) ett omr�de som 15-35 
�r b�ttre n�r man s�ker efter mittspelstrender. 
</p>

<p>
Det finns tv� typer av statistik som pj�ssp�raren kan generera: 
</p>

<p>
% games with move to square: visar vilken proportion av de filtrerade partierna som 
inneh�ller ett drag av den sp�rade pj�sen f�r varje ruta. Detta �r standardinst�llningen 
och vanligtvis det mest passande valet. 
% time in each square: visar proportionen av tid den sp�rade pj�sen har spenderat 
p� varje ruta. 
</p>

<h3>Tips</h3>

<p>
Det finns �tminstonde tre bra anv�ndningar av pj�ssp�raren: �ppningspreparering, 
mittspelsteman och spelarpreparering. 
</p>

<p>
F�r �ppningspreparering anv�nd pj�ssp�raren med dragtr�det �ppnat. Genom att f�lja
pj�ser kan du se trender i den aktuella �ppningen som vanliga bondeframst�tar, 
springarutposter samt var l�parna oftast placeras. Du kan �ven finna det 
anv�ndbart att s�tta dragantalet till att starta efter det aktuella draget i partiet, 
s� att dragen fram till och med den aktuella positionen inte inkluderas i statistiken. 
</p>

<p>
F�r mittspelsteman kan pj�ssp�raren vara anv�ndbar n�r filtret har st�llts in att 
inneh�lla en viss ECO-omfattning (genom en Partihuvuds�kning) eller kanske ett 
m�nster som en vit isolerad dambonde (genom en Material/m�nsters�kning). 
S�tt dragantalet till n�got l�mpligt (som 20-40) och sp�ra pj�ser f�r att t ex se 
bondeframst�tar i det sena mittspelet eller tidiga slutspelet. 
</p>

<p>
F�r spelarpreparering anv�nd en Partihuvuds�kning eller Spelarinformationsf�nstret
f�r att hitta alla partier av en viss spelare med en viss f�rg. Pj�ssp�raren kan d�
anv�ndas f�r att t ex uppt�cka hur sannorlikt det �r att spelaren fianchettar l�pare, 
g�r l�ng rockad eller st�ller upp b�nderna p� d5 eller e5. 
</p>

<p><footer>(Uppdaterat: Scid 3.3, April 2002)</footer></p>
}

#####################
### Player List help:

set helpTitle(W,PList) "Spelarlistan"
set helpText(W,PList) {<h1>Spelarlistan</h1>

<h3>Spelarlistan</h3>

<p>
Spelarlistan visar en lista p� spelarnamn i den aktuella databasen. 
Genom att v�lja en spelare �ppnas spelarinfof�nstret f�r att visa mer detaljerad
information om den spelaren. 
</p>

<p>
Fem kolumner som syns visar varje spelares namn, H�gsta uppn�dda ELO, 
antal spelade partier samt �ret f�r deras �ldsta och nyaste parti. 
Klicka p� valfri kolumntitel p� toppen av listan f�r att sortera listan efter den
kolumnen. 
</p>

<p>
Kontrollerna nedanf�r listan l�ter dig filtrera listinneh�llet. 
Du kan �ndra den maximala liststorleken, skriva in ett VERSAL-/gemenok�nsligt spelarnamn 
prefix (som "ada" f�r att s�ka efter "Adams"), 
och begr�nsa Elo-omfattningen och antalet spelade partier. 
</p>

<p><footer>(Uppdaterat: Scid 3.4, August 2002)</footer></p>
}

#####################
### Player Info help:

set helpTitle(W,PInfo) "Spelarinfo"
set helpText(W,PInfo) {<h1>Spelarinfo</h1>

<h3>Spelarinfof�nstret</h3>

<p>
Spelarinformationsf�nstret skapas eller uppdateras n�r du klickar med den v�nstra 
musknappen p� ett spelarnamn i spelinformationsytan (nedanf�r schackbr�det) 
eller i korstabellf�nstret. 
</p>

<p>
Den visar f�rhoppningsvis anv�ndbar information om spelaren, inklusive deras framg�ng 
med vit och svart, favorit�ppningar (med ECO-kod), och ratinghistoria. 
</p>

<p>
Alla procenttal som visas �r en f�rv�ntad po�ng (m�tt p� framg�ng), fr�n den spelarens 
perspektiv -- s� h�gre �r alltid b�ttre f�r spelaren oavsett om de �r vit eller svart. 
</p>

<p>
Du kan se spelarens ratinghistoria i en tabell genom att trycka p�  Ratingtabellknappen. 
</p>

<p>
Varje antal skrivet i r�tt kan klickas med den v�nstra musknappen f�r att st�lla in filtret f�r de
partier den representerar. 
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


###########################
### Repertoire editor help:

set helpTitle(W,Repertoire) "Repetoar-Editor"
set helpText(W,Repertoire) {<h1>Repetoar-Editor</h1>

<h3>Repertoar-Editor</h3>

<p>
Repetoar-editorn l�ter dig skapa, se och �ndra repetoarfiler. 
En repetoarfil (*.sor) �r en lista p� de �ppningspositioner du vill n� eller 
f�rs�ker undvika, och du kan anv�nda den f�r att hantera dina 
schack�ppningspreferenser men den g�r �ven att anv�nda f�r att s�ka i
databaser med Scid. 
</p>

<h3>Repetoargrupper och linjer</h3>

<p>
En repetoar inneh�ller tv� typer av element: grupper och linjer. 
Grupper �r inte en del av din repetoar; de anv�nds bara f�r att 
strukturera den p� samma s�tt som kataloger ger struktur till filerna p� en h�rddisk,CD,DVD
eller diskett. 
</p>

<p>
Linjer i en repetoar finns i tv� typer: Inkludera linjer, som representerar de 
�ppningspositioner du �r intereserad av och f�rs�ker uppn� medan exkluderalinjer,som �r
de du inte �r intresserade av att spela och f�rs�ker undvika. 
Till exempel, om du spelar en accepterad damgambit (QGA) dvs 1.d4 d5 2.c4 dxc4 som svart
och du spelar alla drag efter 3.e4 utom 3...Sf6, m�ste du ha 1.d4 d5 2.c4 dxc4 3.e4 som en 
Inkluderalinje och 1.d4 d5 2.c4 dxc4 3.e4 Nf6 som en Exkluderalinje. 
</p>

<h3>Kommentarer och anteckningar</h3>

<p>
Varje grupp eller linje kan ha kommentarer anknytna till sig. 
Det finns tv� typer: korta (enrads-) kommentarer som syns med r�tt i repetoarhierarkin brevid 
dragen i en grupp eller linje medan l�nga (flerradiga-) kommentarer bara visas n�r gruppen  
eller linjen v�ljs. 
</p>

<p>

<h3>Anv�nda Repetoar-editorn</h3>

<p>
Den v�nstra sidan av f�nstret visar repetoarhierarkin. 
Du kan klicka p� folderikoner f�r att expandera och krympa grupper, 
och klicka p� dragen i en  grupp eller linje f�r att v�lja den och se dess kommentarer. 
Inkludelinjer visas med bl� accepteraikoner medan exkluderalinjer visas med r�da kors. 
</p>

<p>
Om en linje eller grupp har en kort kommentar, visas den efter dragen. 
Om den har en l�ng kommentar indikeras detta med ** efter dragen. 
Grupperna har en siffra inom parentes efter sina drag som visar det antal inkludera- och 
excluderalinjer de inneh�ller. 
</p>

<p>
Genom att klicka med h�ger musknapp p� en grupp eller linje ger det en meny med funktioner
f�r att ta bort den eller f�r�ndra dess status. 
</p>

<h3>Den h�gra sidan av f�nstret inneh�ller tre delar.</h3>

<p> 
Den f�rsta delen �r en lista p� dragen i den aktuellt valda linjen eller gruppen. 
Du kan klicka med v�nster musknapp p� den f�r att klistra in dragen i Importf�nstret, 
vilket �r anv�ndbart f�r att l�ta det aktuella partiet starta med en linje i repetoaren. 
Den andra delen inneh�ller en kort kommentar f�r linjen eller gruppen, 
och den tredje delen inneh�ller dess l�nga kommentar. 
</p>

<h3>L�gga till grupper och linjer till repetoaren</h3>

<p>
F�r att l�gga till en linje eller grupp till f�nstret mata bara in dragen p� schackbr�det i 
huvudf�nstret och anv�nd sedan <b>[Redigera]</b> menyn i Repetoar-editorn f�r att l�gga till det 
som en grupp, inkluderalinje eller excluderalinje. 
</p>

<p>
F�r att ta bort en grupp eller linje klicka med h�ger musknapp p� den och v�lj det l�mpliga 
kommandot fr�n menyn som visas. 
</p>

<h3>S�ka databaser med repetoarfiler</h3>

<p>
Repetoar-editorns <b>[S�k]</b> meny l�ter dig s�ka den aktuella databasen med repetoaren. 
Varje parti blir genoms�kt efter positionerna i repetoaren och blir bara matchade i s�kningen
om den djupaste repetoarpositionen som hittas �r en inkluderalinje. 
</p>

<p>
Du kan v�lja att s�ka genom att anv�nda hela repetoaren eller bara de visade linjerna. 
Att s�ka bara de visade linjerna �r anv�ndbart n�r du bara vill anv�nda en del av repetoaren. 
Till exempel kan en repetoar ha tv� huvudgrupper , 
en f�r 1.e4 och en f�r 1.d4. Om du �r bara interesserad av 1.e4 linjerna, 
krymp bara 1.d4 gruppen och s�k sedan bara de visade linjerna. 
</p>

<h3>Extra tips</h3>

<p>
En repetoarfil �r bra f�r att hitta nya partier i dina �ppningssystem. 
Till exempel varje g�ng du f�r en ny PGN-fil att l�gga till till din huvuddatabas 
(som den excellenta vecko PGN-filen fr�n The Week In Chess), 
�ppna bara PGN-filen i Scid och g�r en repetoars�kning. 
Sedan kan du bl�ddra i de filtrerade partierna f�r att se alla de spelade partierna som finns i 
din repetoar. 
</p>

<p>
Du kan vilja beh�lla tv� repertoarfiler: en f�r svart och en f�r vit, 
s� att du kan s�ka med varje fil separat. 
</p>

<p>
En repertoarfil kan �ppnas fr�n kommandoraden, till exempel: 
scid minbas vit.sor 
</p>

<p>
Du kan �ndra en repetoarfil (*.sor) i valfri texteditor, men var noga att bevara dess format 
s� att den f�rblir laddbar eller s�kbar i Scid. 
</p>

<p><footer>(Uppdaterat: Scid 2.6, Augusti 2001)</footer></p>
}


##################################
### Tournament Finder window help:

set helpTitle(W,Tmt) "S�k turneringar"
set helpText(W,Tmt) {<h1>S�k turneringar</h1>

<h3>S�k turneringar</h3>

<p>
S�k turneringar l�ter dig hitta turneringar i den aktuella databasen. 
Den s�ker i alla databasepartier och samlar data om de funna turneringarna. 
Observera att tv� partier anses vara i samma turnering om de har 
samma Evenemangsmarkering , samma Ortsmarkering och spelades inom tre m�nader. 
</p>

<p>
Du kan begr�nsa listan p� turneringar med antalet spelare och partier, 
datum, genomsnittling Elo rating och land genom att �ndra i f�lten nedanf�r turneringslistan 
och sedan trycka p� Uppdateraknappen. 
</p>

<p>
Den visade listan kan sorteras efter datum,antal spelare, antal partier, 
genomsnittlig Elo , Ort, Evenemang eller Namn . V�lj kategori 
i <b>[Sorterings]</b> menyn eller klicka p� en kolumntitel f�r att f�r�ndra i sorteringsf�ltet. 
</p>

<p>
F�r att ladda det f�rsta partiet i en visad turnering klicka bara med v�nster musknapp 
n�r dess rad markerats. Detta kommer ocks� att uppdatera Korstabellf�nstret om det
�r �ppnat. 
Om du ist�llet trycker h�ger musknapp kommer partiet att laddas och korstabellf�nstret
blir �ppnat �ven om det �r st�ngt. 
</p>

<p>
F�r att snabba upp turneringss�kningar �r det en bra id� att v�lja en ganska litet omr�de 
(som n�gra �r) eller v�lja ett speciellt land (efter dess trebokstavs standardkod). 
Genom detta minskas kraftigt det antal partier Scid m�ste g� igenom f�r att bilda 
turneringar av partierna i databasen. 
</p>

<p><footer>(Uppdaterat: Scid 3.3, April 2002)</footer></p>
}


####################
### Tree window help:

set helpTitle(W,Tree) "Tr�df�nstret"
set helpText(W,Tree) {<h1>Tr�df�nstret</h1>

<h3>Tr�df�nstret</h3>

<p>
Tr�df�nstret visar information om alla drag som gjorts fr�n den aktuella 
positionen i partier i databasen. I tr�dmoden uppdateras tr�df�nstret 
automatiskt n�r br�det p� huvudf�nstret �ndras. Detta kan vara l�ngsamt 
f�r stora databaser. 
</p>

<p>
Observera att n�r tr�df�nstret uppdateras nollst�lls filtret och bara de partier 
som inneh�ller den aktuella positionen inkluderas. 
</p>

<p>
Genom att trycka p� v�nster musknapp p� ett drag i tr�df�nstret s� adderas detta drag
till partiet. 
</p>

<h3>Tr�df�nstrets inneh�ll</h3>

<p>
Tr�df�nstret visar ECO koden (om den finns), frekvens (b�de som antal 
partier och en procentsats) och v�rderingen av varje drag. 
V�rderingen ber�knas alltid fr�n vits perspektiv, 
s� 100% betyder att vit vinner alla partier  
medan 0% betyder att svart vinner alla partier. 
</p>

<p>
Dragen i tr�df�nstret kan sorteras efter drag (alfabetiskt), 
ECO-kod, frekvens, eller v�rdering. Du kan �ndra sorteringsmetod i 
<b>[Sorterings]</b> menyn. 
</p>

<h3>B�sta partier</h3>

<p>
Tr�df�nstret har ett filmenykommando och knapp f�r att �ppna de 
B�sta partierna, vilka visar en lista p� de h�gst rankade partierna i 
den aktuellt visade tr�dgrenen. Partierna listas efter genomsnittlig 
rating och du kan begr�nsa listan till att visa partier med ett speciellt 
resultat. 
</p>

<h3>Tr�dgraff�nstret</h3>

<p>
Tr�df�nsterknapparna inkluderar en knapp markerad Graph som ger 
en grafisk visning av det relativa utfallet f�r varje drag fr�n den aktuella 
positionen. Alla drag som har spelat minst 1% och minst 5 g�nger visas. 
Procentsiffror �r alltid fr�n vits perspektiv �ven n�r det �r svarts drag. 
</p>

<p>
I tr�dgrafen plottas en r�d linje f�r att visa genomsnittet av alla partier 
fr�n den aktuella positionen och ytan mellan 50-55% (som de flesta 
standard�ppningar f�rv�ntas f�) �r markerad med bl�tt f�r att assistera 
j�mf�randet av drag. Observera att vit vanligtvis vinner cirka 55% av 
schackm�starpartierna. 
</p>

<h3>L�sa tr�df�nstret</h3>

<p>
L�sknappen i tr�df�nstret kan anv�ndas f�r att l�sa tr�det till den 
aktuella databasen. Detta betyder att tr�det kommer att forts�tta att
anv�nda denna databas �ven n�r du byter till en annan �ppnad databas. 
Detta �r anv�ndbart om du viss anv�nda en stor databas som en referens 
n�r du spelar igenom ett parti i en annan databas: 
bara �ppna tr�det i referensdatabasen, l�s det och v�xla sedan till
den andra databasen. 
</p>

<h3>Tr�ning</h3>

<p>
N�r Tr�ningscheckrutan i tr�df�nstret v�ljs kommer Scid  
slumpm�ssigt att g�ra ett drag varje g�ng du l�gger till ett drag till partiet. 
Draget som Scid v�ljer beror p� databasstatistiken, s� ett drag som spelats
i 80% av databaspartierna kommer att v�ljas av Scid med 80% 
sannorlikhet. Att starta denna funktion och sedan d�lja (eller ikonifiera)  
tr�df�nstret och spela �ppningar mot en stor databas �r ett bra s�tt att
testa din kunskap om �ppningsrepetoaren. 
</p>

<h3>Anv�nda Tr�det med �ppnade EPD-filer</h3>

<p>
F�r varje �ppnad EPD-fil kommer tr�df�nstret att inneh�lla en extra kolumn 
som visar en kort (fem tecken) sammanfattning av inneh�llet i 
EPD-filen f�r varje position som n�s fr�n de listade dragen. 
</p>

<p>
Sammanfattningen kan vara en v�rdering, en �ppnings ECO-kod eller ett f�reslaget drag; 
det kommer att vara inneh�llet i det f�rsta EPD-f�ltet hittat fr�n f�ljande lista: 
ce, eco, nic, pv, pm, bm, id
eller bara det f�rsta EPD-f�ltet om ingen av de ovan n�mnda finns. 
</p>

<p>
F�r en beskrivning av EPD f�lten, se EPD-fil hj�lpsidan. 
Observera att om sammanfattningen �r av ce f�ltet, 
visas det som en v�rdering i b�nder fr�n vits perspektiv
(ist�llet f�r som em v�rdering i hundradelsb�nder fr�n perspektivet av sidan vid draget, 
som det sparas i EPD-filen) f�r att f�rb�ttra l�sbarheten. 
</p>

<h3>Cache f�r snabbare resultat</h3>

<p>
Scid har en cache f�r tr�ds�kresultat f�r de positioner med de 
mest matchande partierna. Om du g�r fram�t och bak�t i ett parti 
i tr�dmod kommer du att se att tr�df�nstret uppdateras  n�stan omedelbart 
n�r positionen som s�ks finns i cachen. 
</p>

<p>
Tr�df�nstret har ett filmenykommando kallat Spara Cache. 
N�r du v�ljer detta kommer det aktuella inneh�llet i tr�dcachen att sparas till 
en fil (med fil�ndelsen * .stc) f�r att snabba upp framtida anv�ndning av 
Tr�dmoden med denna databas. 
</p>

<p>
Fyll cache filkommandot i filmenyn f�r tr�df�nstret fyller cachefilen med data f�r 
m�nga �ppningspositioner. Det g�r en tr�ds�kning f�r omkring 100 av de mest 
vanliga �ppningspositionerna och sparar sedan cachefilen. 
</p>

<p>
Observera att en tr�dcachefil (*.stc) �r helt �verfl�dig; 
du kan ta bort den utan att p�verka databasen, 
och den tas �ven bort av Scid n�r en �tg�rd g�rs som kan g�ra den icke uppdaterad 
som till exempel att l�gga till eller ers�tta ett parti eller sortera databasen. 
</p>

<p><footer>(Uppdaterat: Scid 3.0, November 2001)</footer></p>
}


################
### Graphs help:

set helpTitle(W,Graphs) "Graff�nster"
set helpText(W,Graphs) {<h1>Graff�nster</h1>

<h3>Graff�nster</h3>

<p>
Scid har ett antal f�nster som visar information grafiskt. 
De f�rklaras h�r nedanf�r. 
</p>

<h3>Filtergraff�nstret</h3>

<p>
Filtergraff�nstret visar trender efter datum eller efter Elo-rating f�r 
partierna i det aktuella filtret j�mf�rt med hela databasen. 
Till exempel �r det anv�ndbart n�r tr�det �r �ppnat som ett redskap 
f�r att visa hur den aktuella �ppningspositionen har f�r�ndrats i popularitet 
p� senare �r eller tiotal �r eller om det �r speciellt popul�rt bland h�gre-rankade 
spelare som storm�stare. Varje po�ng p� grafen representerar antalet partier i 
filtret per 1000 partier i hela databasen, 
f�r ett speciellt dator eller ett visst Eloratingomr�de. 
</p>

<p>
N�r filtergrafen plottas efter rating anv�nder Scid den genomsnittliga 
(aritmetiskt medelv�rde) ratingen f�r varje parti. Uppskattade ratings 
(som de som finns i stavningsfilen) anv�nds inte. Om en spelare i ett 
parti har en rating men motst�ndaren inte har det, 
antas motst�ndaren ha samma upp till 2200. 
Till exempel, om en spelare �r rankad 2500 och motst�ndaren inte 
har en rating blir genomsnittsratingen (2500+2200)/2=2350. 
</p>

<h3>Ratinggraff�nstret</h3>

<p>
Ratinggraff�nstret visar ratinghistorian f�r en spelare eller tv� 
spelare i det aktuella partiet. Du kan producera grafen f�r en spelare 
genom att trycka p� Ratinggrafknappen i spelarinformationsf�nstret 
eller skapa den f�r de tv� spelarna i de aktuella partiet genom att v�lja Ratinggraf 
fr�n <b>[Verktygs]</b> menyn. 
</p>

<h3>V�rderingsgraff�nstret</h3>

<p>
V�rderingsgraff�nstret visar de numeriska v�rderingarna (po�ng) 
sparade i kommentarerna till det aktuella partiet som en graf. 
Du kan klicka med v�nster musknapp n�gonstans i v�rderingsgrafen f�r att g� till
motsvarande position i partiet. 
</p>

<p>
Tv� typer av v�rderingskommentarer finns: dessa produceras av Scids analysf�nster
(som har formatet 1.e4 {"+0.25 ...."} �r alltid v�rderade fr�n vits perspektiv) 
och de som produceras av Craftys analyskommando 
(som har formatet 1.e4 ({9:+0.25} ....) och ocks� �r v�rderade fr�n vits perspektiv). 
</p>

<h3>Tr�dgraff�nstret</h3>

<p>
Tr�dgraff�nstret finns i tr�df�nstret. Det visar resultatet av de mest popul�ra
dragen fr�n den aktuella positionen. 
Mer information finns i avsnittet om tr�df�nster. 
</p>

<p><footer>(Uppdaterat: Scid 3.3, April 2002)</footer></p>
}


####################
### Tablebases help:

set helpTitle(W,TB) "Slutspelstabeller"
set helpText(W,TB) {<h1>Slutspelstabeller</h1>

<h3>Slutspelsdatabaser</h3>

<p>
En slutspelsdatabas �r en fil som inneh�ller den perfekta resultatinformationen om alla positioner 
med ett visst material , som Kung och Torn mot Kung och Bonde. 
Slutspelstabeller f�r alla materiella situationer med upp till fem pj�ser (inklusive Kungar) 
har genererats och n�gra enkla 6-pj�sslutspelstabeller finns ocks� tillg�ngliga. 
</p>

<p>
Scid kan anv�nda slutspelsdatabaser i Nalimov-format som anv�nds av m�nga nyare schackmotorer. 
Dessa slutar ofta med �ndelserna .nbw.emd eller .nbb.emd. Alla 3-, 4- och 5-pj�s 
Nalimov-slutspelstabeller kan anv�ndas i Scid. 
</p>

<h3>Anv�nda slutspelstabeller i Scid</h3>

<p>
F�r att anv�nda slutspelstabeller i Scid specificera bara deras kataloger
genom att v�lja Slutspelstabellkatalog i <b>[Alternativ]</b> menyn. Du kan v�lja upp till 
4 kataloger d�r dina slutspelstabeller �r sparade. Du kan trycka p� ... 
knappen till h�ger om en inmatning f�r att v�lja en katalog f�r att specificera att
katalogen till den ska anv�ndas. 
</p>

<p>
N�r en position som hittats i slutspelstabellen har n�tts visar partiinformationsytan 
nedanf�r schackbr�det slutspelstabellinformation. 
Du kan konfigurera m�ngden information som visas genom att klicka med den h�gra
musknappen i den eller v�lja Partiinformation fr�n  <b>[Alternativ]</b> menyn. 
Genom att v�lja "Resultat och b�sta drag"  ges den mest anv�ndbara informationen, 
men det �r ofta mycket l�ngsammare �n "Bara resultat". 
</p>

<h3>Slutspelstabellf�nster</h3>

<p>
Du kan f� �nnu mer slutspelstabellinformation om den aktuella positionen genom att 
�ppna Slutspelstabellf�nstet i ([F�nster] menyn, tangentkombination: <b>Ctrl+Shift+=</b>). 
Detta f�nster visar resultatet med perfekt spel av alla legala drag fr�n den 
aktuella positionen. 
</p>

<p>
F�nstret har tv� huvudsakliga delar. Sammanfattningsdelen (till v�nster) visar 
vilka slutspelstabeller Scid har hittat p� din dator och en sammanfattning f�r varje 
slutspelstabell. Resultatdelen (till h�ger) visar optimala resultat f�r alla drag fr�n den
aktuella positionen som visas i huvudf�nstret. 
</p>

<h3>Sammanfattningsdelen</h3>

<p>
Den �vre delen av sammanfattningsdelen l�ter dig v�lja en speciell slutspelstabell. 
De som du har tillg�ngliga visas i bl�tt och de slutspelstabeller som inte finns visas
i gr�tt. Den nedre delen av sammanfattningsdelen visar sammanfattningsinformation
f�r den valda slutspelstabellen. 
(Alla slutspelstabeller har inte en sammanfattning i Scid) 
</p>

<p>
Sammanfattningen inkluderar frekvensen(hur m�nga partier per million som n�r 
en position med detta material ber�knat fr�n en databas med mer �n 
600000 m�sterpartier), en l�ngsta matt f�r en sida samt antalet 
�msesidiga (eller "reciprokala") dragtv�ng. Ett �msesidigt dragtv�ng �r en 
position d�r vit vid draget f�r remi och svart vid draget f�rlorar eller d�r 
vit vid draget f�rlorar och svart vid draget f�r remi eller d�r den som �r vid draget
f�rlorar. 
</p>

<p>
F�r n�gra slutspelstabeller med �msesidiga dragtv�ng visar sammanfattningen 
ocks� en lista p� alla dragtv�ngspositioner eller ett urval av dem. En fullst�ndig
lista p� alla slutspelstabeller �r inte m�jlig eftersom vissa slutspelstabeller har 
tusentals �msesidiga dragtv�ng. 
</p>

<p>
Du kan s�tta upp en slumpm�ssig position fr�n den valda slutspelsdatabasen
genom att trycka p� Slumpknappen. 
</p>

<h3>Resultatdelen</h3>

<p>
Resultatdelen uppdateras n�r schackbr�det i huvudf�nstret �ndras. 
Den f�rsta linjen visar hur m�nga drag vinner (+), ger remi (=), f�rlorar (-), 
eller har ett ok�nt resultat (?). Resten av resultatdelen ger en mer detaljerad 
lista p� resultat, rangordnande dem fr�n kortaste till l�ngsta matt, sedan remier, 
sedan l�ngsta till kortaste f�rluster. Alla avst�nd �r till matt. 
</p>

<h3>Resultatbr�det</h3>

<p>
I en slutspelstabellposition �r det ofta anv�ndbart att se vad 
slutspelstabellresultatet skulle vara om alla pj�ser i den aktuella
positionen var p� sina aktuella rutor men en s�rskild pj�s flyttas n�gon 
annanstans. Till exempel kan du vilja best�mma hur n�ra en kung m�ste vara
till en fribonde f�r att vinna eller f� remi i en s�rskild position. I slutspelsb�cker
kallas denna information ofta vinstzonen eller remizonen f�r en pj�s i en position. 
</p>

<p>
Du kan hitta denna information i Scid genom att trycka p� knappen med en
bild p� schackbr�det f�r att visa resultatbr�det i slutspelstabellf�nstret. 
N�r du trycker p� v�nster musknapp p� n�gon av pj�serna p� br�det visas 
en symbol i varje tom ruta visande vad slutspelstabellresultatet blir 
(med samma sida vid draget som i den aktuella positionen p� huvudf�nstret) 
om den valda pj�sen var p� den rutan. 
</p>

<p>
Det finns fem olika symboler en ruta kan ha: en vit # betyder att vit vinner; 
ett svart  # betyder att svart vinner; ett bl�tt = betyder att positionen �r remi; 
ett r�tt X betyder  att positionen �r illegal (eftersom kungarna st�r brevid 
varandra eller sidan vid draget ger schack); och ett r�tt ? betyder att resultatet 
�r ok�nt beroende p� att den n�dv�ndiga slutspelstabellen inte finns tillg�nglig. 
</p>

<h3>F� tillg�ng till slutspelstabellsfiler</h3>

<p>
Se avsnittet om relaterade l�nkar f�r hj�lp med att hitta slutspelstabeller p� Internet. 
</p>

<p><footer>(Uppdaterat: Scid 3.4, September 2002)</footer></p>
}


###################
### Bookmarks help:

set helpTitle(W,Bookmarks) "Bokm�rken"
set helpText(W,Bookmarks) {<h1>Bokm�rken</h1>
<p>
Scid l�ter dig bokm�rka viktiga partier f�r enkel framtida referens. 
Bokm�rkesmenyn finns i <b>[Arkiv]</b> menyn och i verktygsraden och har
tangentkombinationen: 
<b>Ctrl+B</b> . 
</p>

<p>
N�r du v�ljer ett bokm�rkt parti fr�n Bokm�rkesmenyn 
kommer Scid att �ppna dess databas om det �r n�dv�ndigt, hitta partiet, 
och g� till den schackposition som var n�r den bokm�rktes. 
</p>

<p>
Bara partier i en Scidformaterad databas (inte en PGN-fil eller Clipbasen) 
kan bokm�rkas. 
</p>

<p>
Om databasen till ett bokm�rkt parti sorteras eller kompimeras kan 
bokm�rkesdetaljerna bli inaktuella. N�r det h�nder kommer Scid att
s�ka igenom databasen efter det b�st matchande partiet 
(j�mf�r Spelare, Ort, Resultat, �r etc) n�r bokm�rket v�ljs, 
s� att det bokm�rkta partiet fortfarande blir laddat. Men om 
detaljerna i det bokm�rkta partiet �ndras �r det m�jligt att ett annat 
parti kommer att matcha bokm�rkesdetaljerna b�ttre och laddas ist�llet. 
S� det �r en bra id� att om-bokm�rka ett parti om du �ndrar i dess 
Spelare, Ort, Resultat, Runda eller �r. 
</p>

<h3>�ndra bokm�rken</h3>
<p>
Med bokm�rkeseditorn kan du �ndra menytexten som visas f�r varje 
bokm�rkt parti och l�gga till kataloger f�r att kategorisera bokm�rken. 
</p>
<h3>Tips</h3>
<p>
Du kan anv�nda bokm�rken f�r snabb tillg�ng till databaser du ofta 
anv�nder genom att bokm�rka ett parti fr�n varje databas. En annan 
god anv�ndning f�r bokm�rken �r att l�gga till viktiga partier du hittar
n�r du studerar en viss schack�ppning. 
</p>

<p>
Bokm�rkesmenyn inneh�ller tv� alternativ f�r att kontrollera visandet av 
bokm�rkeskataloger : de kan visas som undermenyer 
(anv�ndbart n�r det finns m�nga bokm�rken) eller som en enkel lista. 
</p>

<p><footer>(Uppdaterat: Scid 3.0, November 2001)</footer></p>
}


##############################
### Command-line options help:

set helpTitle(W,Cmdline) "Kommandorad-alternativ"
set helpText(W,Cmdline) {<h1>Kommandorad-alternativ</h1>
<h3>Kommandorad-alternativ</h3>
<p>
N�r du startar Scid fr�n ett gr�nsnitt eller consol, 
finns det kommandorad-alternativ du kan specificera. 
Scid-format databaser (med eller utan en fil�ndelse som <b>"*.si3"</b>) 
och PGN-filer att �ppna kan anges, till exempel: 
<b>scid minbas nyapartier.pgn</b> 
kommer att starta Scid och �ppna Scid-databasen <b>mybase</b> och  
PGN-filen <b>nyapartier.pgn</b>. 
</p>

<p>
Det finns ocks� optionella argument f�r att kontrollera vilka filer Scid 
ska leta efter och anv�nda n�r det startar.
Du kan st�nga av anv�ndningen av slutspelstabeller med <b>-xtb</b> (eller <b>-xt</b>) alternativet, 
undvika att ladda in ECO �ppningsklassificeringsfiler med <b>-xeco</b> eller <b>-xe</b>, 
och undvika att ladda in stavningsfilen med -xspell eller -xs.
Ut�ver detta ger alternativet <b>-fast</b> eller <b>-f</b> alla dessa tre saker , 
s� <b>scid -f</b> �r samma som <b>scid -xeco -xspell -xtb</b>. 
</p>

(Updaterat: Scid 3.1, November 2001)


}


####################
### Compaction help:

set helpTitle(W,Compact) "Komprimera databas"
set helpText(W,Compact) {<h1>Komprimera databas</h1>
<p>
<h3>Komprimera databas</h3>

<p>
Att komprimera en databas �r en speciell typ av underh�ll 
som h�ller en databas s� liten och effektiv som m�jligt. 
Att komprimera en databas betyder att ta bort allt oanv�nt
utrymme i dess filer . Det finns tv� typer: namnfils- och partifilskomprimering. 
</p>

<h3>Namnfilskomprimering</h3>

<p>
�ver tiden kan du finna att databasen b�rjar att inneh�lla ett antal spelarnamn, 
evenemangs-, orts- eller rundenamn som inte l�ngre anv�nds i n�got parti. 
Detta h�nder ofta efter att du stavningskontrollerar namn. 
De oanv�nda namnen sl�sar utrymme i namnfilen och kan sakta mer namns�kningar. 
Namnfilskomprimering tar bort alla namn som inte anv�nds i n�got parti. 
</p>

<h3>Partifilskomprimering</h3>

<p>
N�r ett parti ers�tts eller tas bort l�mnas oanv�nt utrymme i partifilen
(den st�rsta av de tre filerna i en Scid databas). 
Partifilskomprimering tar bort allt oanv�nt utrymme och l�mnar inga borttagna partier
i databasen. Observera att denna operation �r slutgiltig:
efter komprimering �r de bortagna partierna borta f�r evigt! 
</p>

<p>
Partifilskomprimering rekommenderas ocks� efter att ha sorterat en databas f�r att
h�lla ordningen p� partifilen konsistent med den sorterade indexfilen. 
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


####################################
### Database maintenance tools help:

set helpTitle(W,Maintenance) "Underh�ll databas"
set helpText(W,Maintenance) {<h1>Underh�ll databas</h1>

<h3>Underh�ll databas</h3>
<p>
Scid har ett antal redskap f�r att underh�lla databaser, 
tillg�ngliga fr�n Scids Arkivmeny. Databaskomprimeringen 
och sorteringsfunktionerna f�rklaras i separata avsnitt. 
</p>


<h3>Underh�llsf�nstret</h3>
<p>
Det mesta av Scids databasunderh�ll kan g�ras fr�n underh�llsf�nstret 
, som kan �ppnas fr�n 
<b>[Arkiv: Underh�ll]</b> eller <b>[F�nster]</b> menyerna eller med tangentkombinationen:
<b>Ctrl+M</b>. 
</p>

<p>
Du kan anv�nda detta f�nster f�r att underh�lla partimarkeringar, 
stavningskontrollera namn, komprimera eller sortera en databas. 
Observera att alla operationer som inte finns tillg�ngliga f�r den aktuella
databasen (till exempel, p� grund av att den �r skrivskyddad eller en 
PGN-fil) visas med gr� f�rg. 
</p>

<h3>Ta bort dubbla partier</h3>
<p>
I <b>[Arkiv: Underh�ll]</b> menyn finns ett kommando <b>[Ta bort dubbla partier...]</b> 
f�r att detektera extra kopior (dubbletter) av partier i databasen. 
Detta kommando hittar alla dubbletter och f�r varje par markeras det kortare 
partiet f�r borttagning medan det l�ngre partiet l�mnas kvar. 
Tv� partier anses vara dubbletter om spelarna 
(och alla andra markeringar som du kan specificera) matchar exakt.
</p>

<p>
Om du specificerar  "samma drag" alternativet m�ste varje par av partier ha 
samma drag upp till l�ngden av det kortare partiet 
(eller upp till drag 60) f�r att vara dubbletter. 
</p>

<p>
N�r du har tagit bort dubbletter �r det en bra id� att kontrollera att 
varje borttaget parti verkligen �r en kopia av ett annat parti. Du kan g�ra detta
enkelt om du valde "S�tt filter till alla borttagna partier" alternativet i ta bort
dubbletter dialogrutan. Filtret kommer d� att inneh�lla alla borttagna partier. 
Du kan bl�ddra genom dem  (med <b>p</b> och <b>n</b> tangenterna) med kontrollera 
dubbla partier f�nstret  (finns i underh�llsmenyn eller med tangentkombinationen <b>Ctrl+Shift+T</b>) 
f�r att verifiera att varje borttaget parti �r borttaget f�r att det faktiskt �r en dubblett av ett
annat parti. 
</p>

<h3>�ndra spelar, evenemang, ort och rundenamn</h3>

<p>
Du kan finna felstavade namn i din databas och vilja korrigera dem. 
Du kan g�ra detta i Scid med Namneditorf�nstret 
(tangentkombination: <b>Ctrl+Shift+N</b>), som finns i <b>[Arkiv: Underh�ll]</b>
undermenyn. 
</p>

<p>
Varje unikt namn lagras bara en g�ng i namnfilen, s� om du �ndrar ett namn s�
�ndrar du alla f�rekomster av det. 
</p>
<h3>Stavningskontrollera namn</h3>
<p>
Scid kommer med en stavningskontrollfil med namnet spelling.ssp, 
f�r att korrigera spelar-, evenemang-, orts- och rundenamn. 
Scid kommer att f�rs�ka ladda stavningskontrollfilen n�r det startar; 
om den inte laddas in d� kan du ladda in den fr�n <b>[Alternativ]</b> menyn. 
</p>

<p>
N�r stavningskontrollfilen �r laddad kan du anv�nda den p� en Scid databas med 
stavningskontrollkommandorna i  <b>[Arkiv: Underh�ll]</b> menyn eller fr�n 
underh�llsf�nstret. 
</p>

<p>
N�r du stavningskontrollerar en databas producerar Scid en lista p� korrektioner som du 
kan �ndra i innan n�gra �ndringar g�rs, s� att du kan ta bort alla korrektioner du inte
vill g�ra.
</p>

<p>
Stavningskontroll �r speciellt viktigt f�r att standardisera en databas s� att alla f�rekomster
av en speciell spelare stavas likadant. Till exampel, med standard stavningskontrollfilen, 
s� korrigeras namnen "Kramnik,V.", "Vladimir Kramnik", och "V. Kramnik" till "Kramnik, Vladimir". 
</p>

<p>
Stavningskontrollfilen har en ytterligare anv�ndning: n�r den laddas anv�nds dess spelardata
f�r att f�rb�ttra spelarinformationsf�nstret och korttabellf�nstret: : du kommer att se FIDE 
m�startitlar som (gm = Internationell Storm�stare, im = Internationell M�stare, etc) och 
landsinformation f�r spelarna listas i stavningskontrollfilen. 
�ver 6500 starka spelare fr�n historien och nutiden finns listade i <b>spelling.ssp</b> filen som 
kommer med Scid. 
</p>

<h3>L�gga till Elo rating till partier</h3>

<p>
"L�gg till Elo rating..." knappen i underh�llsf�nstret f�r Scid att s�ka igenom den aktuella 
databasen efter partier d�r en spelare inte har en rating, men d�r stavningskontrollfilen 
har en Elo rating listad f�r denna spelare vid tiden f�r partiet. Scid kommer att l�gga till all 
s�dan rating automatiskt. Detta �r mycket anv�ndbart f�r en databas med m�starpartier 
som har f� ratings.
</p>

<p>
Stavningskontrollfilen "spelling.ssp" som kommer med Scid inneh�ller inte Elo rating 
informationen som beh�vs f�r denna funktion, men en st�rre variant av den kallad "ratings.ssp" 
finns p� Scids webbsajt. 
</p>

<h3>Rensaren</h3>
<p>
Rensaren (som finns i Underh�llsf�nstret) �r ett redskap f�r att g�ra ett antal 
underh�llsarbeten p� en databas med en �tg�rd. Du kan v�lja vilka arbeten du vill 
g�ra och Scid kommer att utf�ra dem p� den aktuella databasen utan att kr�va
anv�ndarinteraktion. Detta �r speciallt anv�ndbart f�r underh�ll av stora databaser. 
</p>

<h3>St�lla in att databasen ska ladda in ett parti automatiskt</h3>
<p>
Vid automatiskt laddande av ett parti i en databas s� laddas detta parti in n�r denna 
databas �ppnas. F�r att �ndra det automatiska laddandet av partiet i databasen, 
anv�nd "Autoladda parti nummer..." knappen. Om du alltid vill att det sista partiet i en 
databas ska �ppnas  (oavsett om hur m�nga partier som finns i databasen),
s� st�ll in det till ett h�gt nummer som 9999999. 
</p>

<p><footer>(Uppdaterat: Scid 3.1, December 2001)</footer></p>
}


##############
### ECO guide:

set helpTitle(W,ECO) "ECO"
set helpText(W,ECO) {<h1>ECO-�ppningsklassificering</h1>

<h3>ECO �ppningsklassificering</h3>
<p>
Scid kan klassificera schackpartier enligt ECO 
(Encyclopedia of Chess Openings) schack�ppningsklassificering. 
En standard ECO-kod best�r av en bokstav (A-E) f�ljt av tv� siffror, 
s� det finns 500 distinkta standard ECO-coder. 
</p>

<h3>Scids utvidgningar av ECOs �ppningsklassificering</h3>

<p>
ECO klassificeringen �r v�ldigt begr�nsad och inte tillr�cklig f�r moderna partier:
n�gra av de 500 koderna syns n�stan aldrig, medan n�gra syns v�ldigt ofta. 
F�r att f�rb�ttra denna situation till�ter Scid en optionell ut�kning av de grundl�ggande 
ECO-koderna: varje kod kan bli ut�kad med en bokstav (a-z) som dessutom kan ut�kas
ytterligare (med en siffra fr�n 1-4)  men det anv�nds inte �nnu i standard Scid ECO-filen . 
S� en ut�kad Scid ECO-kod ser ut antingen som "A41e" eller som "E99b2". 
M�nga av de mest vanliga ECO-koderna som finns i moderna m�starpartier har
ut�kningar definerade i Scids ECO-fil. 
</p>

<h3>ECO Bl�ddrarf�nstret</h3>

<p>
ECO Bl�ddrarf�nstret visar dig de positioner som anv�nds f�r att klassificera varje ECO-kod, 
samt frekvensen och resultatet av ECO-koderna i den aktuella databasen. 
</p>

<p>
Den �vre delen visar frekvensen f�r varje ECO-kod i den aktuella databasen. 
F�rgerna i grafen finns i tre sektioner: den l�gsta (ljusaste f�rgen) visar antalet vita vinster, 
den mittersta visar antalet remier, och den h�gsta (m�rkaste f�rgen) visar antalet svarta vinster. 
Detta l�ter dig snabbt se om en �ppning �r bra eller d�lig f�r vit eller om remier �r mycket vanliga. 
</p>

<p>
F�r att g� till en djupare ECO niv� klicka med v�nster musknapp p� en del av grafen
(eller skriv den bokstav eller siffra den motsvarar). F�r att g� tillbaka till en h�gre niv�, 
klicka med h�ger musknapp i grafen eller tryck p� v�nsterpilen (eller delete eller bak�t). 
</p>

<p>
Den nedre delen visar de positioner som utg�r en speciell ECO-kod, 
enligt den ECO-fil som du har �ppnat. 
</p>

<h3>�ppna Scids ECO-fil</h3>
<p>
ECO-filen som kommer med Scid heter scid.eco och Scid f�rs�ker att �ppna den n�r det 
startar. Om Scid inte kan hitta den beh�ver du g�ra f�ljande f�r att anv�nda 
ECO-klassificeringen: 
</p>

<p>
(a) I Scid anv�nd menykommandot <b>[Alternativ: Ladda ECO-fil]</b> och v�lj filen <b>scid.eco</b>. 
(b) Spara alternativ (i  <b>[Alternativ]</b> menyn). 
Efter att du har gjort deta kommer ECO-filen att laddas varje g�ng du startar Scid. 
</p>

<h3>ECO-koderna</h3>
<p>
Den grundl�ggande strukturen i ECO �r:
</p>

A 1.d4 Nf6 2...; 1.d4 ...; 1.c4; 1.diverse
<ul>
<li>A0 1.diverse (A02-A03 1.f4: Birds �ppning, A04-A09 1.Nf3: Reti, Kungsindisk attack) </li>
<li>A1 1.c4 ...: Engelsk </li>
<li>A2 1.c4 e5: Kungsengelsk </li> 
<li>A3 1.c4 c5: Engelsk, Symmetriskt </li> 
<li>A4 1.d4 ...: Dambonde </li>
<li>A5 1.d4 Nf6 2.c4 ..: Indiskt f�rsvar </li> 
<li>A6 1.d4 Nf6 2.c4 c5 3.d5 e6: Modern Benoni </li> 
<li>A7 A6 + 4.Nc3 exd5 5.cxd5 d6 6.e4 g6 7.Nf3 </li>
<li>A8 1.d4 f5: Holl�ndskt f�rsvar </li>
<li>A9 1.d4 f5 2.c4 e6: Holl�ndskt f�rsvar </li>
</ul>
B 1.e4 c5; 1.e4 c6; 1.e4 d6; 1.e4 diverse 
<ul>
<li>B0 1.e4 ... (B02-B05 1.e4 Nf6: Alekhines f�rsvar; B07-B09 1.e4 d6: Pirc) </li>
<li>B1 1.e4 c6: Caro-Kann </li>
<li>B2 1.e4 c5: Sicilianskt f�rsvar </li> 
<li>B3 1.e4 c5 2.Nf3 Nc6: Sicilianskt </li>
<li>B4 1.e4 c5 2.Nf3 e6: Sicilianskt </li>
<li>B5 1.e4 c5 2.Nf3 d6: Sicilianskt </li>
<li>B6 B5 + 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 Nc6 </li>
<li>B7 B5 + 4.Nxd4 Nf6 5.Nc3 g6: Siciliansk Drake </li>
<li>B8 B5 + 4.Nxd4 Nf6 5.Nc3 e6: Siciliansk Scheveningen </li> 
<li>B9 B5 + 4.Nxd4 Nf6 5.Nc3 a6: Siciliansk Najdorf </li>
</ul>
C 1.e4 e5; 1.e4 e6 

<ul>
<li>C0 1.e4 e6: Franskt F�rsvar </li>
<li>C1 1.e4 e6 2.d4 d5 3.Nc3: Franskt, Winawer/Klassisk </li> 
<li>C2 1.e4 e5: �ppet parti </li>
<li>C3 1.e4 e5 2.f4: Kungsgambit </li>
<li>C4 1.e4 e5 2.Nf3: �ppet parti </li>
<li>C5 1.e4 e5 2.Nf3 Nc6 3.Bc4: Italienskt; Tv�springar </li>
<li>C6 1.e4 e5 2.Nf3 Nc6 3.Bb5: Spanskt (Ruy Lopez) </li>
<li>C7 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4: Spanskt </li>
<li>C8 C7 + 4...Nf6 5.O-O: Spanskt, �ppet och St�ngt (C80-C83 5.O-O Nxe4: Spanskt, �ppet system; C84-C89 5.O-O Be7: Spanskt, St�ngt system) </li>
<li>C9 C8 + 5...Be7 6.Re1 b5 7.Bb3 d6: Spanskt, St�ngt </li>
</ul>
D 1.d4 d5; 1.d4 Nf6 2.c4 g6 med 3...d5 
<ul>
<li>D0 1.d4 d5: Dambonde </li>
<li>D1 1.d4 d5 2.c4 c6: Slaviskt f�rsvar </li> 
<li>D2 1.d4 d5 2.c4 dxc4: Antagen damgambit </li>
<li>D3 1.d4 d5 2.c4 e6: Avb�jd damgambit  </li>
<li>D4 D3 + 3.Nc3 Nf6 4.Nf3 c5/c6: Semi-Tarrasch; Semi-Slav </li>
<li>D5 D3 + 3.Nc3 Nf6 4.Bg5: Avb�jd klassisk damgambit</li>
<li>D6 D5 + 4...Be7 5.e3 O-O 6.Nf3 Nbd7: Avb�jd  ortodox damgambit </li>
<li>D7 1.d4 Nf6 2.c4 g6 with 3...d5: Gr�nfeld </li>
<li>D8 1.d4 Nf6 2.c4 g6 3.Nc3 d5: Gr�nfeld </li>
<li>D9 1.d4 Nf6 2.c4 g6 3.Nc3 d5 4.Nf3: Gr�nfeld </li>
</ul>
 
E 1.d4 Nf6 2.c4 e6; 1.d4 Nf6 2.c4 g6 

<ul>
<li>E0 1.d4 Nf6 2.c4 e6: Katalanskt, mm </li>
<li>E1 1.d4 Nf6 2.c4 e6 3.Nf3 (b6): Damindiskt, mm </li>
<li>E2 1.d4 Nf6 2.c4 e6 3.Nc3 (Bb4): Nimzo-Indiskt, mm </li>
<li>E3 E2 + 4.Bg5 or 4.Qc2: Nimzo-Indiskt </li>
<li>E4 E2 + 4.e3: Nimzo-Indiskt, Rubinstein </li>
<li>E5 E4 + 4...O-O 5.Nf3: Nimzo-Indiskt, huvudvariant </li> 
<li>E6 1.d4 Nf6 2.c4 g6: Kungindiskt </li>
<li>E7 1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4: Kungsindiskt </li>
<li>E8 E7 + 4...d6 5.f3: Kungsindiskt, S�misch </li>
<li>E9 E7 + 4...d6 5.Nf3: Kungsindiskt, huvudvarianter </li>
</ul>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}

####################
### Calvar window help:

set helpTitle(W,CalVar) "Ber�kning av variationer"
set helpText(W,CalVar) {<h1>Ber�kning av variationer-f�nstret</h1>
  <p>
Denna tr�nings�vning �r ocks� k�nd som Stoyko-�vningen.
Dess syfte �r att analysera en komplex position och utv�rdera s� m�nga sunda variationer som m�jligt,
och ge en korrekt v�rdering f�r varje av dem.
  </p>
<p><h3>Konfiguration</h3></p>
Tre parametrars anges :
<ul>
<li>Den UCI-schackmotor som kommer att analysera olika variationer</li>
<li>Den tid, i sekunder, som schackmotorn kommer att anv�nda f�r att analysera positionen</li>
<li>Den tid, i sekunder, som schackmotorn kommer att anv�nda f�r att analysera varje variation som har angivits av anv�ndaren</li>
</ul>
<p><h3>Ange variationer</h3></p>
Drag anges som vanligt med musklick p� br�det men de visas inte. Vid slutet p� varje variation beh�ver anv�ndaren ange en v�rdering genom att klicka p� en av knapparna med NAG-v�rden.
  <p><h3>V�rderingsverifikation</h3></p>
Varje g�ng en v�rdering anges till en variation berknar schackmotorn dess v�rde och l�gger till variationen och v�rderingen precis nedanf�r anv�ndarens.
  <p><h3>Klar med position</h3></p>
N�r anv�ndaren tror att han har hittat alla de b�sta variationerna, kommer tryckandet p� <b>Klar med position</b> att l�gga till i partiet
(med kommentaren <b>Missad variation</b>), de variationer som har en h�gre v�rdering �n de b�sta variationerna som har angetts av anv�ndaren.

  <p><footer>(Uppdaterat: Scid 3.6.21, December 2007)</footer></p>
}

####################
### EPD files help:

set helpTitle(W,EPD) "EPD"
set helpText(W,EPD) {<h1>EPD-filer</h1>

<h3>EPD filer</h3>
<p>
En EPD (extended position description) fil �r en samling av positioner, 
d�r varje position har n�gon tillh�rande text. Det �r precis som PGN �r det 
en vanlig standard f�r schackinformation. 
</p>

<p>
En EPD-fil har ett antal definierade <b>opcodes (f�lt)</b> som �r lagrade 
separade med semikolon <b>(;)</b> i filen men visas p� olika rader 
i ett Scid EPD-f�nster f�r att g�ra �ndringar l�ttarer. Ett semikolon inom ett 
EPD-f�lt lagras som <b>"\s"</b> av Scid f�r att skilja det fr�n en markering av slutet av f�ltet. 
Varje position och dess tillh�rande opcodes lagras p� en enkel rad i EPD-filen. 
</p>

<p>
Standard <b>EPD-opcodes</b> inkluderar: 
</p>

<p>
<li><b>acd</b> Analysr�kning: s�kdjup.</li> 
<li><b>acn</b> Analysr�kning: antal s�kta noder.</li> 
<li><b>acs</b> Analysr�kning: s�ktid i sekunder.</li> 
<li><b>bm</b> B�sta drag: drag som anses b�st av n�gon anledning.</li> 
<li><b>ce</b> Hundradelsbondev�rdering: v�rdering i hundradelar av en bonde f�r den sida 
som �r vid draget (Observera att detta skiljer sig fr�n Analysf�nstret som visar 
v�rderingen i b�nder fr�n vits perspektiv).</li> 
<li><b>cX</b> Kommentar (d�r <b>X</b> �r en siffra fr�n 0-9).</li> 
<li><b>eco</b> ECO �ppningskod.</li> 
<li><b>id</b> Unik identifikation av denna position.</li> 
<li><b>nic</b> New In Chess (NIC) �ppningskod.</li> 
<li><b>pm</b> F�rutsp�tt drag: det f�rsta draget i den f�rutsp�dda variationen (PV).</li> 
<li><b>pv</b> F�rutsp�dd variation: den b�sta dragf�ljden.</li>
</p>

<p>
EPD-filer har ett antal anv�ndningar: Scid anv�nder en EPD-fil f�r att klassificera
partier enligt Encyclopedia of Chess Openings (ECO) , 
och du kan skapa en EPD-fil f�r din �ppningsrepetoar samt 
l�gga till kommentarer f�r positioner du vanligtvis n�r i partier. 
</p>

<p>
Du kan skapa en ny EPD-fil eller �ppna en existerande fr�n  <b>[Ny]</b> och <b>[�ppna]</b> 
kommandorna i  <b>[Arkiv]</b> menyn. Som mest kan fyra EPD-filer vara �ppnade. 
</p>

<h3>EPD f�nster</h3>

<p>
F�r varje �ppnad EPD-fil ser du will ett f�nster som visar texten f�r den aktuella positionen. 
Du beh�ver inte trycka p� <b>Spara</b> knappen f�r att spara de f�r�ndringar du g�r med 
en positionstext; texten sparas n�r du g�r till en annan position i partiet. 
</p>

<h3>Navigera i EPD-filer</h3>

<p>
F�r att bl�ddra genom positionerna i en EPD-fil anv�nd <b>[N�sta position]</b> och <b>[Tidigare position]</b> 
kommandorna fr�n EPD-f�nstret i <b>[Verktygs]</b> menyn eller anv�nd tangentkombinationerna 
<b>Ctrl+NerPil</b> och <b>Ctrl+UppPil</b>. Dessa kommandon g�r till n�sta eller f�reg�ende position i filen, 
tar bort det aktuella partiet och st�ller in den nya startpositionen. 
</p>

<h3>Ta bort EPD-f�lt</h3>

<p>
EPD-filer du finner p� Internet kan inneh�lla f�lt som inte intresserar dig och de kan 
sl�sa mycket utrymme i filen. Till exempel, en EPD-fil med datorv�rderingar kan ha 
<b>ce</b>, <b>acd</b>, <b>acn</b>, <b>pm</b>, <b>pv</b> och <b>id</b> f�lt 
men du kanske bara beh�ver <b>ce</b> och <b>pv</b> f�lten. 
</p>

<p>
Du kan ta bort en EPD-opcode fr�n alla positioner i EPD-filen genom att anv�nda <b>[Ta bort EPD f�lt]</b> 
fr�n EPD-f�nstret i <b>[Verktygs]</b> menyn. 
</p>

<h3>EPD-f�nstrets resultat</h3>

<p>
Alla EPD-f�nster visar: 
</p>

<ul>
<li>- filstatus (-- betyder of�r�ndrad, <b>XX</b> betyder f�r�ndrad, och <b>%%</b> betyder skrivskyddad); </li>
<li>- filnamn; </li>
<li>- antal positioner i filen; </li>
<li>- legala drag fr�n den aktuella positionen f�r att n� en annan position i denna EPD-fil.</li> 
</ul>
<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


###################
### Exporting help:

set helpTitle(W,Export) "Exportera partier"
set helpText(W,Export) {<h1>Exportera partier</h1>
<p>
Du kan anv�nda funktionerna i <menu>Verktygs</menu>-menyn, f�r det
aktuella partiet eller f�r alla partier i det aktuella filtret f�r att exportera dragen
i en textfil.
</p>
<p>
Tre Textdata-format st�r till f�rfogande: <a PGN>PGN</a> (portable
game notation), HTML (f�r Webbsidor) och LaTeX (ett popul�rt
Textbearbetningssystem).
</p>
<p>
Vid export kan du v�lja att skapa en ny fil 
eller infoga partierna i en existierande partifil.
</p>

<h3>Diagram</h3>
<p>
N�r du exporterar i HTML- eller LaTeX-format , infogar Scid automatiskt
d�r ett diagram , d�r det finns en diagram-<a NAGs>NAG</a> ("D")
eller ett med tecknet "#" b�rjande <a Comment>Kommentar</a>
i partiet .
</p>

<h3><name Null>Null-drag vid PGN-Export</name></h3>
<p>
Scid till�ter att det sparas <a Annotating Null>Null- (inga drag)
drag</a> , d� dessa kan vara hj�lpsamma vid kommentarer av varianter. 
Det finns dock inga Null-drag i PGN-Standarden. 
N�r du d� exporterar Scid-partier med Null-drag i en PGN-fil
kan andra program oftast inte l�sa in partierna.
</p>
<p>
F�r att l�sa detta problem st�ller Scid en annan funktion till f�rfogande,
<b>Omvandla Null-drag till kommentarer</b>, n�r partier blir exporterade i 
PGN-format. N�r du vill skapa en PGN-fil, som kan anv�ndas av
andra program, anv�nder du denna funktion som omvandlar varianter med nolldrag 
till kommentarer.
N�r du �nd� vill skapa en PGN-fil, som senare kan importeras av Scid med bibeh�llande av
Null-drag st�nger du av denna funktion.
</p>

<h3>HTML-Export</h3>
<p>
Scid kan exportera partier i en HTML-filer. F�r att infoga diagram ,
m�ste diagrambilderna finnas (i katalogen "<b>bitmaps/</b>" )
i en underkatalog till "<b>bitmaps/</b>" i katalogen under  HTML-filen.
</p>

<h3>LaTeX-Export</h3>
<p>
Scid kan exportera partier i en LaTeX-fil. Partier blir sparade i
tv� kolumner per sida och dragen blir sparade i algebraisk
notation med symboler f�r pj�serna.
</p>
<p>
F�r mer information se hj�lpsidan <a LaTeX>Scid och LaTeX</a>.
</p>

<p><footer>(Uppdaterat: Scid 3.4, Juli 2002)</footer></p>
}


####################
### Flags help:

set helpTitle(W,Flags) "Parti-markeringarna"
set helpText(W,Flags) {<h1>Parti-markeringarna</h1>

<p>
En <term>Markering</term> ("Flags") �r ett K�nnetecken p� n�gon
schackegenskap, som kan markeras f�r varje parti i databasen. 
Det finns 13 av anv�ndare inst�llbara
markeringar, som du kan s�tta direkt i varje parti . Av dessa
har bara ta bort-markeringen en s�rskild betydelse: partier, som
�r markerade med ta bort-markeringen, �r markerade f�r att tas bort
och tas bort, n�r databasen blir
<a Compact>komprimerad</a> .
</p>
<p>
De andra 12 av anv�ndare inst�llbara markeringarna och deras
symboler �r:
</p>

<ul>
<li>�ppningen Vit (W)</li>
<li>�ppningen Svart (B)</li>
<li>Mittspelet (M)</li>
<li>Slutspelet (E)</li>
<li>Nyhet (N)</li>
<li>Bondestruktur (P)</li>
<li>Taktik (T)</li>
<li>Spel p� damflygeln (Q)</li>
<li>Spel p� Kungsflygeln (K)</li>
<li>Utomordentligt (!)</li>
<li>Blunder (?)</li>
<li>Anv�ndar-definierat (U)</li>
</ul>

<p>
En markering kan s�ttas f�r det aktuella partiet, f�r alla partier i
filtret eller f�r alla partier i databasen i
<a Maintenance>Underh�lls</a>-f�nstret.
</p>
<p>
Du kan anv�nda  <a Searches Header>S�kning efter Partidata</a> ,
f�r att finna alla datenbaspartier , som har en best�md markering 
eller anv�nda markeringarna som en del av en komplex s�kning.
</p>
<p>
D� alla av anv�ndare inst�llbara markeringar inte har n�gon betydelse f�r
Scid (med undantag av ta bort-markeringar), kan du anv�nda dessa f�r
dina egna syften. Till exempel kan anv�nda markeringen "Spel p� kungsflygeln" (K) 
f�r att leta efter bland annat bondestormar mot kungen , pj�sangrepp mot kungen 
eller slutspel med alla b�nder p� kungsflygeln.
</p>

<p><footer>(Uppdaterat: Scid 3.0, November 2001)</footer></p>
}


###############
### LaTeX help:

set helpTitle(W,LaTeX) "Scid och LaTeX"
set helpText(W,LaTeX) {<h1>Scid och LaTeX</h1>
<p>
Scid kan spara partier och �ppningsresultat i LaTeX-format i filer. 
LaTeX �r en utvidgning av TeX, ett popul�rt Textbehandlingssystem.
</p>
<p>
F�r att Scid ska kunna skapa LaTeX-filer , m�ste du
(naturligtvis) ha installerat LaTeX  och schackteckensnitts-paketet "chess12". 
Detta paket �r normalt inte en del av
LaTeX-Standardinstallation, dvs om du har LaTeX , har
du kanske inte schackteckensnittet.
</p>
<p>
Information om nedladdning och installation av
LaTeX-schackteckensnittet hittar du p� l�nken
<url http://scid.sourceforge.net/latex.html>Using LaTeX with Scid</url>
p� <url http://scid.sourceforge.net/>Scids Webbsida</url>.
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


###########################
### Options and Fonts help:

set helpTitle(W,Options) "Alternativ"
set helpText(W,Options) {<h1>Alternativ och preferenser</h1>
<p>
M�nga alternativ och preferenser i Scid (som till exempel br�dstorleken, f�rger,
teckensnitt och standardinst�llningar) kan man �ndra i <menu>Alternativ</menu>-menyn. 
Alla dessa (och fler inst�llningar, som till exempel den sista katalogen i vilket du har l�st in en
databas och storleken p� n�gra f�nster)
blir sparat i en inst�llningsfil, n�r du v�ljer 
<b>Spara inst�llningar</b> i Alternativ-menyn.
Varje g�ng som Scid startar blir denna inst�llningsfil laddad.
</p>
<p>
N�r du arbetar med Windows , finns inst�llningsfilen <b>scid.opt</b>
i samma katalog som Scids programfil. F�r anv�ndare av
Unix-Operativsystem (som Solaris eller Linux) �r filen
<b>~/.scid/scidrc</b>.
</p>

<h3><name MyPlayerNames>Fastst�lla spelarnamn</name></h3>
<p>
Det kan vara s� att du vill se br�det i huvudf�nstret f�r en (eller flera) spelare 
fr�n dennes eller deras perspektiv n�r dennes eller deras partier �ppnas. 
Du kan ange en lista med s�dana namn med <b>Mina Spelarnamn...
</b> i Menyn <menu>Alternativ/Schachbr�de</menu>. 
I Dialogf�nstret matar du d� in ett spelarnamn per rad. 
Jokertecken som ("<b>?</b>" f�r ett ok�nt tecken och "<b>*</b>"
f�r en teckenkedja av noll eller flera tecken) �r till�tna.
</p>

<h3><name Fonts>St�lla in teckensnitt</name></h3>
<p>
Scid har tre teckensnitt som anv�nds i de flesta f�nster
och du kan anpassa alla tre individuellt. De heter
<b>normal</b>, <b>liten</b> och <b>fast</b>.
</p>
<p>
Det fasta teckensnittet borde vara ett teckensnitt med fast bredd
(inte-proportionellt) . Det anv�nds av <a Tree>Dragtr�det</a> och 
<a Crosstable>Korstabeller</a> .
</p>

<p><footer>(Uppdaterat: Scid 3.5, Februar 2003)</footer></p>
}


####################
### Pgnscid help:

set helpTitle(W,Pgnscid) "Pgnscid"
set helpText(W,Pgnscid) {<h1>Pgnscid</h1>
<p>
<term>Pgnscid</term> �r ett separat program, som du kan
anv�nda f�r att konvertera PGN-filer ("portable game notation") 
till Scid-Databaser.
</p>
<p>
F�r att konvertera en fil med namnet <i>partier.pgn</i> , skriver du
bara
<ul>
<li> <b>pgnscid partier.pgn</b> </li>
</ul>
och Scid-Databasen (best�ende av filerna
<i>partier.si3</i>, <i>partier.sg3</i> och <i>partier.sn3</i>) blir
skapade.
Felmeddelanden eller varningar blir skrivna i filen <i>partier.err</i>
.
</p>
<p>
N�r du vill att databasen ska skapas i en annan katalog eller
med ett annat namn, kan du ange datenbasnamnen
i kommandoraden, till exempel skapar
<ul>
<li> <b>pgnscid partier.pgn databas</b> </li>
</ul>
en databas best�ende av filerna <i>databas.si3</i>,
<i>databas.sg3</i> och <i>datenbas.sn3</i>.
</p>
<p>
Observera att pgnscid (och ocks� Scid) direkt kan l�sa gzip-komprimerade
PGN-filer som till exempel. <b>datenbas.pgn.gz</b>.
</p>

<h3>Alternativ</h3>
<p>
Pgnscid accepterar tv� optionella argument f�r filnamnen:
<b>-f</b> och <b>-x</b>.
</p>
<p>
Alternativet <b>-f</b> tvingar fram �verskrivandet av en existerande
databas; normalt �ndrar pgnscid inte i en redan
existerande databas.
</p>
<p>
Alternativet <b>-x</b> g�r att pgnscid ignorerar text mellan partierna. 
Normalt blir text mellan partierna sparat som en kommentar f�re det
f�ljande partiet. Detta alternativ g�ller bara text mellan partier; 
standardkommentarer i partierna blir dessutom konverterade och sparade.
</p>

<h3>Formatera spelarnamn</h3>
<p>
F�r att minska antalet olika stavningar av samma spelare
genomf�r pgnscid n�gra Grundformateringar
. Till exempel blir antalet mellanrum efter ett
komma satt till ett medan mellanrum i b�rjan eller slutet av ett namn
blir bortagna.
Holl�ndska Namn som "van den" och "Van Der" blir dessutom
normaliserade, s� att de har ett stort "V" och litet "d".
</p>
<p>
Du kan �ven �ndra Spelar-, Turnerings-, Orts- och Rundebeteckningar i Scid
(och till och med utf�ra automatisk skrivkorrektur);
f�r detaljerna se hj�lpsidan <a Maintenance Editing>Underh�ll</a>.
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}





#################
### Sorting help:

set helpTitle(W,Sorting) "Sortera databas"
set helpText(W,Sorting) {<h1>Sortera databas</h1>
<p>
<term>Sortera</term>-Funktionerna sorterar alla partier i en
databas. Du kan v�lja flera sorteringskriterier .
N�r tv� partier �r likv�rdiga efter ett kriterium, blir
de sorterade efter det andra kriteriet och s� vidare.
</p>

<h3>Sorteringskriterier</h3>
<p>
De tillg�ngliga sorteringskriterierna �r:
</p>
<ul>
<li> Datum (�ldsta partier f�rst)
<li> �r (som Datum, men bara �ret anv�nds)
<li> Turnering (Tilldragelse)
<li> Ort
<li> Land (de sista 3 bokst�verna i orten)
<li> Runda
<li> Vit
<li> Elo-tal (Genomsnitt av Vit och Svart, h�gst f�rst)
<li> Svart
<li> Resultat (Vit vinner, d�refter remier, d�refter Svart vinner)
<li> L�ngd (Antal hela drag i partiet)
<li> ECO-kod enligt <a ECO>Encyclopedia of Chess Openings</a>)
</ul>

<h3>Sorteringsresultatet</h3>
<p>
N�r du inte sorterar en skrivskyddad Scid-Databas , blir 
sorteringsresultatet s�krat genom att l�ngvarigt �ndra i ordningsf�ljden 
i databaspartierna. Om du bara vill g�ra en tempor�r sortering ,
skyddar du f�rst databasen mot �verskrivande med med menyfunktionen
<menu>Fil: Skrivskydd</menu>.
</p>
<p>
N�r du sorterar en databas , som �r skrivskyddad eller best�r av
en PGN-fil , kan sorteringsresultatet inte bli s�krat , vilket g�r att 
den sorterade partiordningsf�ljden g�r f�rlorad n�r filen
st�ngs.
</p>
<p>
Observera att sorteringen av en databas i
<a Searches filtret>S�kfilter</a> �ndrar i alla partier.
</p>

<h3>Viktig hj�lp f�r databas-sortering:</h3>
<p>
N�r en Databas blir sorterad , �r indexfilen �ndrad, men
partifilen �r of�r�ndrad. Det vill s�ga, sorteringen av en databas
l�mnar partidata-filen i en tillf�llig ordningsf�ljd relativ till 
indexfilen. Detta kan g�ra <a Tree>Dragtr�d</a>-,
Positions- och Material/M�nster-<a Searches>S�kningar</a> m�rkbart
<b>l�ngsammare</b>, du b�r d�rf�r efter att ha sorterat databasen
�ndra i partifilen genom att <a Compact>Komprimera</a> ,
f�r att f� bra s�kprestanda .
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}





####################
### NAG values help:

set helpTitle(W,NAGs) "NAG-v�rden"
set helpText(W,NAGs) {<h1>Standard-NAG-v�rden</h1>
<p>
Standard-NAG-v�rden (Numeric Annotation Glyph = "numeriska
Anm�rkningglyfer"), som definieras i <a Author Related>PGN-Standard</a> ,
�r:
</p>
<cyan>
<ul>
<li>  1   Bra drag (!) </li>
<li>  2   D�ligt drag (?) </li>
<li>  3   Utomordentligt drag (!!) </li>
<li>  4   Stort misstag / Blunder (??) </li>
<li>  5   Intressant drag (!?) </li>
<li>  6   Tveksamt drag (?!) </li>
<li>  7   Tvingat drag </li>
<li>  8   Det enda draget; det finns inga andra bra drag </li>
<li>  9   S�msta draget </li>
<li> 10   Utj�mnad position (=) </li>
<li> 11   Lika chanser, lugn st�llning (=) </li>
<li> 12   Lika chanser, aktiv st�llning (=) </li>
<li> 13   Oklar st�llning (~) </li>
<li> 14   Vit har en liten f�rdel, st�r n�got b�ttre (+=) </li>
<li> 15   Svart har en liten f�rdel, st�r n�got b�ttre (=+) </li>
<li> 16   Vit har f�rdel, st�r b�ttre (+/-) </li>
<li> 17   Svart har f�rdel, st�r b�ttre (-/+) </li>
<li> 18   Vit har en avg�rande f�rdel (+-) </li>
<li> 19   Svart har en avg�rande f�rdel (-+) </li>
<li> 20   Vit har en �verv�ldigande f�rdel (+-) </li>
<li> 21   Svart har en �verv�ldigande f�rdel (-+) </li>
<li> 22   Vit �r i dragtv�ng </li>
<li> 23   Svart �r i dragtv�ng </li>
<li> 24   Vit har en liten utrymmesf�rdel </li>
<li> 25   Svart har en liten utrymmesf�rdel </li>
<li> 26   Vit har en utrymmesf�rdel </li>
<li> 27   Svart har en utrymmesf�rdel </li>
<li> 28   Vit har en avg�rande utrymmesf�rdel </li>
<li> 29   Svart har en avg�rande utrymmesf�rdel </li>
<li> 30   Vit har ett litet Tids-(Utvecklings)f�rspr�ng </li>
<li> 31   Svart har ett litet Tids-(Utvecklings)f�rspr�ng </li>
<li> 32   Vit har ett Tids-(Utvecklings)f�rspr�ng </li>
<li> 33   Svart har ett Tids-(Utvecklings)f�rspr�ng </li>
<li> 34   Vit har ett avg�rande Tids-(Utvecklings)f�rspr�ng </li>
<li> 35   Svart har ett avg�rande Tids-(Utvecklings)f�rspr�ng </li>
<li> 36   Vit har initiativet </li>
<li> 37   Svart har initiativet </li>
<li> 38   Vit har ett uth�lligt initiativ </li>
<li> 39   Svart har ett uth�lligt initiativ </li>
<li> 40   Vit har ett angrepp </li>
<li> 41   Svart har ett angrepp </li>
<li> 42   Vit har ingen tillr�cklig kompensation f�r materialet </li>
<li> 43   Svart har ingen tillr�cklig kompensation f�r materialet </li>
<li> 44   Vit har tillr�cklig kompensation f�r materialet </li>
<li> 45   Svart har tillr�cklig kompensation f�r materialet </li>
<li> 46   Vit har mer �n tillr�cklig kompensation f�r materialet </li>
<li> 47   Svart har mer �n tillr�cklig kompensation f�r materialet </li>
<li> 48   Vit har en l�tt �vervikt i centrum </li>
<li> 49   Svart har en l�tt �vervikt i centrum </li>
<li> 50   Vit har en �vervikt i centrum </li>
<li> 51   Svart har en �vervikt i centrum </li>
<li> 52   Vit har en avg�rande �vervikt i centrum </li>
<li> 53   Svart har en avg�rande �vervikt i centrum </li>
<li> 54   Vit har en l�tt �vervikt p� kungsflygeln </li>
<li> 55   Svart har en l�tt �vervikt p� kungsflygeln </li>
<li> 56   Vit har en �vervikt p� kungsflygeln </li>
<li> 57   Svart har en �vervikt p� kungsflygeln </li>
<li> 58   Vit har en avg�rande �vervikt p� kungsflygeln </li>
<li> 59   Svart har en avg�rande �vervikt p� kungsflygeln </li>
<li> 60   Vit har en l�tt �vervikt p� damflygeln </li>
<li> 61   Svart har en l�tt �vervikt p� damflygeln </li>
<li> 62   Vit har en �vervikt p� damflygeln </li>
<li> 63   Svart har en �vervikt p� damflygeln </li>
<li> 64   Vit har en avg�rande �vervikt p� damflygeln </li>
<li> 65   Svart har en avg�rande �vervikt p� damflygeln </li>
<li> 66   Vit har en svag st�llning </li>
<li> 67   Svart har en svag st�llning </li>
<li> 68   Vit har en bra s�krad st�llning </li>
<li> 69   Svart har en bra s�krad st�llning </li>
<li> 70   Vit har en d�ligt s�krad kung </li>
<li> 71   Svart har en d�ligt s�krad kung </li>
<li> 72   Vit har en bra s�krad kung </li>
<li> 73   Svart har en bra s�krad kung </li>
<li> 74   Den vita kungen st�r d�ligt </li>
<li> 75   Den svarta kungen st�r d�ligt </li>
<li> 76   Den vita kungen st�r bra </li>
<li> 77   Den svarta kungen st�r bra </li>
<li> 78   Vit har en mycket svag bondestruktur </li>
<li> 79   Svart har en mycket svag bondestruktur </li>
<li> 80   Vit har en svag bondestruktur </li>
<li> 81   Svart har en svag bondestruktur </li>
<li> 82   Vit har en stark bondestruktur </li>
<li> 83   Svart har en stark bondestruktur </li>
<li> 84   Vit har en mycket stark bondestruktur </li>
<li> 85   Svart har en mycket stark bondestruktur </li>
<li> 86   Den vita springaren st�r d�ligt </li>
<li> 87   Den svarta springaren st�r d�ligt </li>
<li> 88   Den vita springaren st�r bra </li>
<li> 89   Den svarta springaren st�r bra </li>
<li> 90   Den vita l�paren st�r d�ligt </li>
<li> 91   Den svarta l�paren st�r d�ligt </li>
<li> 92   Den vita l�paren st�r bra </li>
<li> 93   Den svarta l�paren st�r bra </li>
<li> 94   Det vita tornet st�r d�ligt </li>
<li> 95   Det svarta tornet st�r d�ligt </li>
<li> 96   Det vita tornet st�r bra </li>
<li> 97   Det svarta tornet st�r bra </li>
<li> 98   Den vita damen st�r d�ligt </li>
<li> 99   Den svarta damen st�r d�ligt </li>
<li>100   Den vita damen st�r bra </li>
<li>101   Den svarta damen st�r bra </li>
<li>102   De vita pj�serna �r d�ligt koordinerade </li>
<li>103   De svarta pj�serna �r d�ligt koordinerade </li>
<li>104   De vita pj�serna �r bra koordinerade </li>
<li>105   De svarta pj�serna �r bra koordinerade </li>
<li>106   Vit har behandlat �ppningen mycket d�ligt  </li>
<li>107   Svart har nehandlat �ppningen mycket d�ligt </li>
<li>108   Vit har behandlat �ppningen d�ligt </li>
<li>109   Svart har behandlat �ppningen d�ligt </li>
<li>110   Vit har behandlat �ppningen bra  </li>
<li>111   Svart har behandlat �ppningen bra  </li>
<li>112   Vit har behandlat �ppningen mycket bra  </li>
<li>113   Svart har behandlat �ppningen mycket bra  </li>
<li>114   Vit har behandlat mittspelet mycket d�ligt </li>
<li>115   Svart har behandlat mittspelet mycket d�ligt  </li>
<li>116   Vit har behandlat mittspelet d�ligt  </li>
<li>117   Svart har behandlat mittspelet d�ligt </li>
<li>118   Vit har behandlat mittspelet bra  </li>
<li>119   Svart har behandlat mittspelet bra  </li>
<li>120   Vit har behandlat mittspelet mycket bra  </li>
<li>121   Svart har behandlat mittspelet mycket bra  </li>
<li>122   Vit har behandlat slutspelet mycket d�ligt  </li>
<li>123   Svart har behandlat slutspelet mycket d�ligt  </li>
<li>124   Vit har behandlat slutspelet d�ligt  </li>
<li>125   Svart har behandlat slutspelet d�ligt  </li>
<li>126   Vit har behandlat slutspelet bra  </li>
<li>127   Svart har behandlat slutspelet bra  </li>
<li>128   Vit har behandlat slutspelet mycket bra  </li>
<li>129   Svart har behandlat slutspelet mycket bra  </li>
<li>130   Vit har lite motspel </li>
<li>131   Svart har lite motspel </li>
<li>132   Vit har motspel </li>
<li>133   Svart har motspel </li>
<li>134   Vit har avg�rande motspel </li>
<li>135   Svart har avg�rande motspel </li>
<li>136   Vit �r i l�tt tidsn�d </li>
<li>137   Svart �r i l�tt tidsn�d </li>
<li>138   Vit �r i allvarlig tidsn�d </li>
<li>139   Svart �r i allvarlig tidsn�d </li>
</ul>
</cyan>

<p>
Fler f�reslagna Nag-v�rden f�r Schachinformator-symboler �r bland annat:
</p>
<cyan>
<ul>
<li>140   Med iden ... </li>
<li>141   Riktat mot ... </li>
<li>142   B�ttre �r </li>
<li>143   S�mre �r </li>
<li>144   Likv�rdigt �r </li>
<li>145   Redakt�rens anm�rkning ("RR") </li>
<li>146   Nyhet ("N") </li>
<li>147   Svag punkt </li>
<li>148   Slutspelet </li>
<li>149   Linje </li>
<li>150   Diagonal </li>
<li>151   Vit har l�parparet </li>
<li>152   Svart har l�parparet </li>
<li>153   Olikf�rgade l�pare </li>
<li>154   Likf�rgade l�pare </li>
</ul>
</cyan>

<p>
Andra f�rslag �r:
</p>
<cyan>
<ul>
<li>190   Etc. </li>
<li>191   Dubbelb�nder </li>
<li>192   Isolerade b�nder </li>
<li>193   F�renade b�nder </li>
<li>194   H�ngande b�nder </li>
<li>195   Bak�tv�nd bonde </li>
</ul>
</cyan>

<p>
Av Scid definierade symboler f�r internt bruk:
</p>
<cyan>
<ul>
<li>201   Diagram ("D", ibland ocks� "#") </li>
</ul>
</cyan>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}


######################
### File formats help:

set helpTitle(W,Formats) "Filformat"
set helpText(W,Formats) {<h1>Scids Filformat</h1>
<p>
Scid-Databaser best�r av tre viktiga filer: en
Indexfil, en Namnfil och en Partidatafil. 
Alla filer har en trebokstavs�ndelse, 
som b�rjar med "s": 
<b>".si3"</b> f�r Indexfiler,
<b>".sn3"</b> f�r Namnfiler och 
<b>".sg3"</b> f�r Partidatafiler.
</p>

<h3>Indexfilen (.si3)</h3>
<p>
Denna fil inneh�ller en beskrivning av databasen d�r det finns en 
liten notering med fast l�ngd f�r varje parti. Den aktuella storleken 
�r 41 bytes per parti. Av dessa �r 28 bytes v�sentlig information 
som Resultat, Datum, Index f�r Spelar-, Turnerings- och
Ortsnamn (de aktuella namnen finns i  namnfilen) .
</p>
<p>
De resterande 13 bytes inneh�ller reduktant, men nyttig
information om partiet, som anv�nds f�r  Positions-,
Material- och M�nsters�kningar. 
Se avsnittet <a Formats Fast>S�ka snabbt</a> f�r mer
information.
</p>

<h3>Namnfilen (.sn3)</h3>
<p>
Denna fil inneh�ller alla Spelar-, Turnerings-, Orts- och Rundenamn, som
anv�nds i databasen. Varje Namn �r bara sparat en g�ng,
�ven om det f�rekommer i m�nga partier. Namnfilen �r vanligtvis
den minsta av de tre viktiga databasfilerna.
</p>

<h3>Partidatafilen (.sg3)</h3>
<p>
Denna fil inneh�ller de aktuella dragen, varianter och kommentarer f�r varje
parti. Dragkodningen �r mycket kompakt: de flesta dragen beh�ver bara en 
byte.
</p>
<p>
N�r ett parti blir ersatt, blir dess nya version sparat i <i>slutet</i>
av filen, s� att det inte �ver tiden ansamlar sig icke anv�nt sparutrymme. 
Du kan genom <a Compact>Komprimering</a>
�terst�lla den minimala storleken p� en databas.
</p>

<h3>Andra Scid-Filer</h3>
<p>
En <a EPD>EPD</a>-fil (Fil�ndelse: ".epd") inneh�ller en rad 
schackpositioner, varje med en textkommentar.
EDP-filformatet beskrivs i <a Author Related>PGN-Standard</a>.
</p>
<p>
En E-Mail-fil (Fil�ndelse: <b>".sem"</b>) sparas i en databas
av motst�ndaren, som ni skickar E-Mail till.
</p>
<p>
En S�kalternativfil (Fil�ndelse: <b>".sso"</b>) inneh�ller inst�llningar f�r
en <a Searches Header>Partidata</a>- eller
<a Searches Material>Material/M�nster</a>-s�kning.
</p>

<h3><name Fast>S�ka snabbt i Scid</name></h3>
<p>
Som ovan n�mns, inneh�ller Indexfilen n�gra reduktanta, men
nyttiga informationer om varje parti, som anv�nds av Positions- eller
Materials�kning.
</p>
<p>
Till exempel sparas materialet i slutst�llningen. Om du
vill s�ka efter Torn- och Bondeslutspel, blir alla partier, som har en
Dam, en L�pare eller en Springare p� br�det i slutst�llningen,
snabbt genoms�kta.
</p>
<p>
En annan nyttig delinformation som sparas �r ordningsf�ljden,
f�r B�nderna att l�mna sin utg�ngsst�llning (genom drag eller
genom att de blir tagna). Detta blir anv�nt f�r s�kningar av bondedrag 
eller exakta s�kningar, i synnerhet efter �ppningspositioner. Till exempel
blir vid s�kningen av utg�ngsst�llningen f�r den franska �ppningen
(1.e4 e6) varje Parti, som b�rjar med 1.e4 c5 eller 1.d4 etc.
genoms�kt, Partier, som b�rjar med 1.e4 e5 , m�ste �ven alltid
genoms�kas.
</p>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}



################
### Contact info

set helpTitle(W,Author) "Kontaktinformation"
set helpText(W,Author) {<h1>Kontaktinformation</h1>
<p>
Scids webbsajt finns p�: <br>
<b><url http://scid.sourceforge.net/>http://scid.sourceforge.net/</url></b>
</p>
<p>
D�r kan du h�mta den senaste versionen av Scid och de andra filerna till Scid, som du kan ha behov av.
</p>
<p>Den svenska �vers�ttningen av Scid har gjorts av Martin Skj�ldebrand. Synpunkter p� �vers�ttningen ska <b>inte</b>
skickas till Shane. D�remot f�r du g�rna skicka kommentarer, fr�gor och f�rslag till r�ttningar till �vers�ttaren p� adressen:<br>
<b>martin@skjoldebrand.org</b>
</p>
<h3><name Related>L�nkar</name></h3>
<p>
Om Ni har gl�dje av Scid kan de f�ljande
Internetsidorna vara interessanta:
</p>
<ul>
<li><url http://www.tim-mann.org/chess.html>http://www.tim_mann.org/chess.html</url> --
Hemsida f�r Tim Mann's <b>xboard & winboard</b> program: grafiska
gr�nssnitt f�r schackprogram och anslutning till Internet Chess
Server. Den har ocks� bra information om Crafty, GNUchess och
andra schackprogram.</li>

<li><url ftp://ftp.cis.uab.edu/pub/hyatt/>ftp://ftp.cis.uab.edu/pub/hyatt/</url> --
Det starka schackprogrammet Crafty.  <b>TB</b> -
underkatalogerna  inneh�ller n�stan alla Nalimov-slutspelstabeller, som
anv�nds av n�gra schackprogram och �ven anv�nds av Scid.</li>

<li><url http://www.chesscenter.com/twic/twic.html>http://www.chesscenter.com/twic/twic.html</url> --
TWIC (the week in chess), �r ett framst�ende veckomagazin f�r
internationella schackpartier, tillg�ngliga i PGN-format. </li>

<li><url http://scid.sourceforge.net/doc/standard.txt>http://scid.sourceforge.net/doc/standard.txt</url> --
 <b>PGN-Standard</b>, skapad av Steven J. Edwards 1994.
Textfilen f�rklarar PGN- och EPD-Formaten i detalj.</li>
</ul>

<p><footer>(Uppdaterat: Scid 2.5, Juni 2001)</footer></p>
}

# Book window help
set helpTitle(W,Book) "Bokf�nstret"
set helpText(W,Book) {<h1>Bokf�nstret</h1>
  <p>
  Bokf�nstret visar en lista p� alla bokfiler som finns i Scids bokkatalog. Formatet p� b�ckerna �r
  det som anv�nds av Polyglot och schackmotorer som Fruit och Toga.
  </p>
  <p>
  F�r varje position, visar bokf�nstret alla m�jliga drag det inneh�ller och deras
  relativa vikter i procent. N�r ett drag g�rs, uppdateras bokf�nstret.
  Om det klickas p� ett drag i bokf�nstret g�rs detta drag i den aktuella positionen.
  </p>
  <p>
  Den aktuella boken som anv�nds kan snabbt �ndras genom att v�lja en annan bok i den �vre listan.
  </p>
  <p><footer>(Uppdaterat: Scid 3.6.5, Februari 2007)</footer></p>
}

# Tactical game window help
set helpTitle(W,TacticalGame) "Taktiskt parti-f�nstret"
set helpText(W,TacticalGame) {<h1>Taktiskt parti-f�nstret</h1>
  <p>
  Spela ett taktiskt parti mot en schackmotor som simulerar en motst�ndare med en angiven ELO-rating.
  Motst�ndaren spelas av Phalanx och tr�naren spelas av Crafty. De r�tta schackmotorerna v�ljs automatiskt
  genom sina namn, och b�r vara korrekt konfigurerade (detta �r standard n�r Scid installeras).
  </p>
  <p>
  De f�ljande parametrarna m�ste konfigureras :
  <ul>
  <li>sv�righet : ELO-rating p� motst�ndare</li>
  <li>specifik �ppning : motst�ndaren spelar en specifik �ppning (anv�ndbart f�r �ppningstr�ning)</li>
  <li>spelarens fel kontrolleras av en schackmotor som agerar som en tr�nare. Tiden som anv�nds f�r att bed�ma om ett
  drag �r bra eller inte kan begr�nsas</li>
  </ul>
  <p>N�r du �r klar klicka bara p� spela</p> 
  <p><footer>(Uppdaterat: Scid 3.6.5, Mars 2007)</footer></p>
}

# Opening Trainer window help
set helpTitle(W,OpeningTrainer) "�ppningstr�nare"
set helpText(W,OpeningTrainer) {<h1>�ppningstr�nare</h1>
  <p>
  En Sciddatabas kan anv�ndas som en repetoar, d�r varje parti representerar en �ppningsvariant.
  </p>
  
  <h3>�ppningstr�narstatistik</h3>
  <p>
  Fyra tal visas f�r att visa statistik f�r den aktuella positionen :
  <ul>
  <li>Gr�n : antalet drag som spelades av anv�ndaren som �r bra drag</li>
  <li>Gul : antalet tveksamma drag som spelades som �r repertoaren</li>
  <li>R�d : antalet drag som spelades som inte finns i repertoaren</li>
  <li>Vit : antalet g�nger positionen p�tr�ffades</li>
  </ul>
  </p>
  
  <h3>Rapporten</h3>
  <p>
  Rapporten visar statistik f�r hela repertoaren och ger information om anv�ndarens kunskaper :
  <ul>
  <li>Positioner i repertoaren : det totala antalet positioner i repertoaren (alla varianter i databasen)</li>
  <li>Positioner som inte spelats : de positioner som alldrig har p�tr�ffats</li>
  <li>Positioner spelade : de positioner som spelades och summan av antalet g�nger de har p�tr�ffats. Notera att
  detta antal representerar antalet f�rekomster av en position i alla �ppningsvarianter : detta antal kan snabbt bli stort
  f�r positioner som �r n�ra till startpositionen</li>
  <li>Bra drag : antalet bra drag gjorda av anv�ndaren</li>
  <li>Tveksamma drag : antalet svaga drag gjorda av anv�ndaren</li>
  <li>Utanf�r repertoaren : antalet drag som anv�ndaren har gjort som inte finns i repertoaren</li>
  </ul>
  </p> 
  <p><footer>(Uppdaterat: Scid 3.6.11, April 2007)</footer></p>
}

####################
### Correspondence Chess help:
set helpTitle(W,Correspondence) "Korrespondensschack"
set helpText(W,Correspondence) {<h1>Korrespondensschack</h1>

<p>
Scid erbjuder nu tv� huvudfunktioner f�r korrespondens-
schack.
</p>
<ul>
   <li><b>eMail-schack</b> g�r detta genom att skicka det aktuella partiet via eMail
   till din motst�ndare n�r du har gjort ditt drag. F�r detta skapas ett eMail-
   meddelande i ditt f�redragna email-program med det aktuella partiet
   bifogat till det i PGN-format. Givetvis tas alla kommentarer och
   variationer bort f�rst.
   </li>
   <li><b>Korrespondensschackservrar</b> st�ds med hj�lp av
   Xfcc-protokollet. H�r anv�nds externa verktyg f�r att h�mta partierna fr�n
   ditt/dina konto/konton och levererar dem till Scid f�r synkronisering. Efter
   du har gjort ditt drag skickas detta till din motst�ndare genom
   Xfcc. H�mtnings- och s�ndningsverktygen �r implementerade som externa verktyg f�r
   enkel ut�kning om andra protokoll kommer.
   </li>
</ul>

<p>
F�r att anv�nda korrespondensschackfuntioner m�ste en databas av typ
"Korrespondensschack" �ppnas innan n�gra
korrespondensschackfunktioner anv�nds. OM du inte har en s�dan databas
�n, skapa bara en ny databas och ange dess typ till "Korrespondensschack"
med funktionen <a Maintenance>Underh�ll</a>.
Det �r viktigt att ange typen s� att Scid kommer att k�nna igen databasen f�r
synkronisering genom denna typ. D� denna databas �r tom efter
skapandet kommer Scid att behandla alla korrespondensschackpartier det f�r vid
den f�rsta synkroniseringen som nya partier och l�gga till dem till denna databas.
</p>

<p>
Om ingen databas av typ "Korrespondensschack" �r nu �ppnad
kommer Scid att p�minna dig om att g�ra s�. Men, �ppna inte mer �n en
databas av denna typ d� Scid inte d� kan avg�ra vilken som ska anv�ndas.
</p>

<h3>Grundfunktionalitet</h3>

<p>
Om allting �r korrekt konfigurerat kan anv�ndningen av korrespondens-
schackfunktionerna l�tt n�s med f�ljande knappar:
<ul>
   <li><button tb_CC_Retrieve> H�mtar korrespondensschackpartier.
   F�r detta startas ett externt h�mtningsverktyg och alla partier h�mtas
   s� likv�l som andra partier som lagras i Scids Inkorg
   (se nedan) �r synkroniserade till den aktuella korrespondensschack-
   databasen.
   </li>
   <li><button tb_CC_Send> Skickar ditt drag till motst�ndaren genom att antingen
   skapa ett nytt eMail-meddelande i dett f�redragna email-program eller genom att
   skicka ett drag till en schackserver om Xfcc anv�nds.
   </li>
</ul>
</p>

<h3>Konfiguration</h3>

<p>
Korrespondensschack inom Scid �r baserat p� en normal Scid-
databas som har partierna och n�gra externa verktyg till Scid som
hanterar de "icke-schack-delarna". Dessa verktyg och deras parametrar m�ste st�llas
in en g�ng, och lagras sedan f�r framtida anv�ndning.
</p>

<p>
F�r att n� konfigurationsdialogen v�lj <menu>Spela</menu>
<menu>Korrespondensschack</menu><menu>Konfigurera</menu> fr�n
menyn. Detaljerna beskrivs i <a CCSetupDialog>Korrespondensschack-
inst�llningar</a>. N�r denna dialog avslutas med <b>[Ok]</b> knappen kommer
dina inst�llningar automatiskt att lagras.
</p>

<h3>H�mta partierna</h3>
<p>
Beroende p� om du spelar korrespondensschack via eMail eller via en
schackserver skiljer sig den aktuella h�mtningsprocessen lite. Generellt
resulterar den i ett antal partier i PGN-format placerade i Scids Inkorgs-
katalog. Detta erbjuder ocks� m�jligheten till automatisk h�mtning via
extern programvara.
</p>
<p>
N�r partierna finns i Scids Inkorg kommer <menu>Behandla Inkorg</menu>
fr�n menyn att bearbeta Inkorgen och l�gga till nya drag till
de partier som redan finns i databasen. Dessutom kommer den att l�gga till de partier
som inte hittas i den aktuella korrespondensschackdatabasen som nya partier.
</p>

<p><a CCeMailChess>Korrespondensschack via eMail</a> beskriver
detaljerna f�r anv�ndning av eMail, medan <a CCXfcc>Korrespondens-
schack via schackserverar</a> beskriver motsvarande f�r korrespondens-
schackservrar.
</p>

<h3>Stega igenom partier</h3>
<p>
Efter att partierna �r h�mtade laddas de i Scids klippboardsdatabas
och nya drag l�ggs till och lagras i den �ppnade korrespondensschack-
databasen. Skillnades i
funktionen fr�n menyn <menu>Partier</menu> �r, att dessa tv�
knappar scrollar bara mellan partierna i Scids Inkorg som �r
t�nkt att vara dina aktuella p�g�ende partier. Givetvis kan
Korrespondensschackdatabasen inneh�lla m�nga fler partier, men
normalt vill du inte g� igenom  dessa f�r att se vad din
motst�ndare har gjort f�r drag i ett aktuellt parti.
</p>
<p>
Notera att en taggs�kning kr�vs med n�gra f�lt som
inte �r indexerade av Scid. D�rf�r �r det , inte att rekommendera
att lagra partier i en stor referensdatabas d�
s�ktiderna kan bli ganska l�nga. Om du spelar mycket och din egen
databas blir ganska stor, kan s�ktiden reduceras genom att flytta
avslutade partier till en arkivdatabas, eller genom att bara skapa en ny
databas f�r de p�g�ende partierna. Scid kommer att behandla alla partier som inte finns
redan i korrespondensschackdatabasen som nya partier och l�gga till dem
automatiskt. D�rf�r, �r det tillr�ckligt att �ppna en tom databas av
typ "Korrespondensschack" och anv�nda <menu>Behandla Inkorg</menu> f�r att
importera alla nu p�g�ende partier.
</p>
<p>
Motsvarande till de tv� n�mnda knapparna �r <menu>Tidigare
Parti</menu> och <menu>N�sta Parti</menu> fr�n <menu>Korrepondens-
schack</menu> menyn.
</p>
<p>
Notera att om du anger dina spelarnamn korrekt (i menyn
<menu>Mina Spelarnamn</menu>) kommer Scid att rotera br�det f�r dig att
alltid spela upp�t. Du kan ha flera spelarnamn. Se ocks� <a
Options MyPlayerNames>Mina Spelarnamn</a> f�r detaljer.
</p>

<h3>Analysera och g�r ett drag</h3>
<p>
Alla analysfunktioner kan anv�ndas f�r korrespondensschackpartier.
Variationer, kommentarer etc. kan l�ggas till precis som i en normal partianalys.
N�r det �r klart, kommer Scid att ta den senaste halvdraget som lades till
partiet och behandla det som det aktuella draget att skicka. Ingen kontroll g�rs
h�r av om bara ett halvdrag lades till eller vilken sida som �r vid draget,
d�rf�r, m�ste bara ett halvdrag i huvudvarianten l�ggas till!  Om en
schackserver anv�nds skickar Scid ocks� den senaste kommentaren som lades till
servern vilket kan vara anv�ndbart f�r kommunikationen med motst�ndaren. I
eMail-schack kan detta g�ras med det normala email-meddelandet, s� d�r tas alla
kommmentarer bort.
</p>
<p>
Genom att trycka p� S�ndknappen <button tb_CC_Send> kommer Scid att m�sta
best�mma den typ av korrespondensschackparti som visas (eMail eller
ett serverparti) och starta antingen ditt eMail-program eller det externa skicka-
verktyget f�r att skicka ditt drag. Att anv�nda <menu>Skicka drag</menu> �r motsvarande
till denna knapp. Alternativt, kan <menu>eMail drag</menu> anv�ndas f�r att
skicka det aktuella draget via eMail. Om det �r ett eMail-parti �r denna
funktion motsvarande till <menu>Skicka drag</menu>. Om det �r ett server-
baserat parti genereras ett eMail-meddelande. Notera dock, att detta kommer
inte n�dv�ndigtvis att inneh�lla en riktig mottagare d� eMail-addresser inte byts ut
i serverbaserad korrespondensschack.
</p>

<p><footer>(Uppdaterat: Scid 3.6.23, Februari 2008)</footer></p>
}


set helpTitle(W,CCXfcc) "Korrespondensschackservrar"
set helpText(W,CCXfcc) {<h1>Korrespondensschackservrar</h1>

<p>
Det finns flera korrespondensschackserverar p�
Internet. Generellt, �r de anv�nda med en webbl�sare, s� ingen
specifik programvara kr�vs. Men m�nga av dem erbjuder ocks� ett
gr�nssnitt till specialiserad schackprogramvara via ett protokoll kallat Xfcc.
Integrationen av Xfcc g�rs i Scid via externa hj�lpverktyg angivna
i <a CCSetupDialog>Konfiguration</a>-dialogen f�r korrespondens-
schack.
</p>

<h3>Starta ett nytt parti</h3>
<p>
Xfcc till�ter inte sj�lv att ett nytt parti startas. Att s�ka efter en
motst�ndare och starta ett parti �r ist�llet hanterat av schackservern
p� dess hemsida. N�r partiet �r startat kan dock, Scid anv�ndas f�r att h�mta
motst�ndarens drag, l�gga till dem till den interna databasen,
analysera osv. Alla funktioner i Scid �r till anv�ndarnas f�rfogande
men speciella moder av spel kanske inte till�ter dem (t.ex.  normala partier
till�ter vanligtvis inte anv�ndande av schackmotorer f�r analys).
</p>

<h3>H�mta partier</h3>
<p>
�ppna en databas som ineh�ller korrespondensschackpartier. Denna databas
m�ste vara av typ "Korrespondensschack". 
</p>

Notera: 
<ul>
   <li>Om Scid inte hittar en korrespondensschackdatabas kommer den att
   informera dig att �ppna en.
   </li>
   <li>Om databasen inte har partierna som �r h�mtade fr�n
   servern behandlas de som nya partier och l�ggs till databasen
   automatiskt.
   </li>
   <li>Scid kommer att anv�nda den f�rsta databasen av typ "Korrespondensschack"
   som �r �ppnad. Av denna anledning b�r bara en s�dan databas i taget
   vara �ppnad.
   </li>
</ul>
<p>
Xfcc h�mtar alltid omedelbart alla partier som finns p� en specificerad server f�r ditt
anv�ndarnamn. F�r att h�mta partierna klicka bara p� <button tb_CC_Retrieve>
ikonen eller v�lj <menu>H�mta Partier</menu> fr�n
<menu>Korrespondensschack</menu>-menyn. D� en serveranslutning
kr�vs f�r att h�mta nya partier var s�ker p� att systemet har tillg�ng till n�tverket.
Scid kommer att starta h�mtningsverktyget som �r konfigurerat i 
<a CCSetupDialog>Konfiguration</a>-dialogen vilket kommer att placera
partierna i PGN-format i Scids inkorg. Det kan ta lite tid att h�mta
svaret, s� vat t�lmodig. Efter att partierna �r h�mtade uppdateras
korrespondensschackdatabasen med dem.
</p>
<p>
N�r partierna �r h�mtade s�ks deras motst�ndare i
korrespondensschackdatabasen och nya drag l�ggs till d�r. D� Xfcc
servrar kan erbjuda olika s�tt att infoga drag (via Internet eller mobil eller
andra program...) kan det vara s� att Scid m�ste l�gga till h�lften av
partiet till databasen. Detta inneb�r inget problem. Scid kommer att l�gga till alla drag
som fanns i partiet fr�n servern. Scid kommer dock inte att ers�tta
partiet fr�n b�rjan d� etta kan ta bort all din analys.
D�rf�r �r det <b>viktigt att notera</b> att du inte f�r infoga drag till
huvudvarianten bortom ditt sista drag! F�r att l�gga till forts�ttningar var god
och anv�nd variationer!
</p>
<p>
Notera att om andra k�llor har placerat partier i din inkorg (t.ex. fr�n
din eMail-korrespondensschack) synkroniseras de ocks� i
h�mtningen till databasen d� hela Inkorgen ocks� bearbetas.
Detta till�ter att eMail-partier l�ggs till i Inkorgen, sedan kan du v�xla till Scid,
klicka p� <button tb_CC_Retrieve> och alla partier �r uppdaterade.Partier som inte
�nnu finns i datasen behandlas som nya partier och l�ggs till
databasen.
</p>
<p>
<b>Notering f�r programmerare</b>: h�mtningsverktyget startas med Inkorgss�kv�gen som
parameter. Det �r t�nkt atrt fungera genom alla serverkonton och placera
korrekt formatterade PGN-filer i den s�kv�g som anges till den. Dessa filer
b�r inneh�lla ytteliggare f�lt som �r k�nda av cmail-verktyget.
 (Se <a CCeMailChess>Korrespondensschack via eMail</a> f�r
information om de kr�vda f�lten.)
</p>

<p><footer>(Uppdaterat: Scid 3.6.23, Februari 2008)</footer></p>
}

#############
# eMail Chess:
set helpTitle(W,CCeMailChess) "Korrespondensschack via eMail"
set helpText(W,CCeMailChess) {<h1>Korrespondensschack via eMail</h1>

<p>
eMail erbjuder ett v�ldigt bekv�mt s�tt att spela korrespondensschack.
Standardapplikationen f�r detta i Un*x-v�rden �r till idag xboard
tillsammans med dess cmail-hj�lpare. D� den till�ter n�stan automatisk
hantering av korrespondensschack-eMail och d�rut�ver inte l�gger till n�gonting
som inte �r PGN �r det ocks� modellen f�r Scid att hantera
eMail-schack. Genom att bara bevara hela PGN-huvudet kan s�dana partier
spelas med en motst�ndare som har ett verktyg f�r att hantera PGN.
</p>

<h3>eMail-schack</h3>
<p>
Scid kan hantera eMail-korrespondensschackpartier n�stan automatiskt.
Det s�tt p� hur detta g�rs h�lls kompatibelt med cmail-verktyget som
kommer med xboard p� Un*x system. (Att ha sagt detta antyder att du
kan spela mot en motst�ndare med cmail/xboard.) Det fungerar genom att skicka
partierna som hela PGN-filer till och fr�n som email-bilagor, medan
huvudet inneh�ller vissa huvudf�lt som l�ter dem k�nnas igen och
sorteras tillsammans. Av denna anledning m�ste anv�ndaren vara noggrann med
att �ndra i huvudf�lten.  Notera att f�lten med explicita v�rden m�ste
anges till exakt detta v�rde f�r eMail-schack. Att starta ett parti med
Scid g�r det automatiskt, men du <b>f�r inte</b> skriva �ver
eller ta bort dem!
</p>
<p>
N�dv�ndiga huvudf�lt �r:
</p>
<ul>
   <li><term>Event</term>: m�ste vara "Email correspondence game"
   </li>
   <li><term>Site</term>: m�ste vara "NET"
   </li>
   <li><term>Mode</term>: m�ste vara "EM"
   </li>
   <li><term>WhiteNA</term>: inneh�ller eMail-addressen f�r den vita spelaren. Notera
   att adressen bara lagras d�r i formen
   <term>user@host.org</term>.
   </li>
   <li><term>BlackNA</term>: inneh�ller eMail-addressen f�r den svarta spelaren
   liknande WhiteNA.
   </li>
   <li><term>CmailGameName</term>: Inneh�ller en <b>unik</b> identifierare f�r
   partiet. Detta anv�nds f�r att sortera partierna.
   <p>
   Medan Scid kan anv�nda n�got databasindex �r detta inte m�jligt f�r
   icke-DB-baserade verktyg som cmail. Av denna anledning �r
   <term>CmailGameName</term> parametern anv�ndarinmatad. Den m�ste vara
   unik! Det enklaste �r n�gonting avformen
   <term>xx-yy-yyyymmdd</term> d�r xx �r en beteckning p� den vita
   spelaren, yy en beteckning f�r den svarta spelaren, och yyyymmdd �r det aktuella datumet.
   </p>
   <p>F�r Xfcc-baserade partier m�ste detta f�lt anges till en unik
   identifierare men d�r kan servernamnet och det unika partinumret p�
   denna server anv�ndas, dvs denna identifierare �r av formen
   <term>MyXfccServer-12345</term>.
   </p>
   </li>
</ul>

<h3>Starta ett nytt parti</h3>
<p>
Detta �pppnar en dialog f�r inmatning av ditt eget och motst�ndarens namn som
de b�r vara i huvudet likv�l som eMail-addresserna f�r
b�da spelarna. Bessutom m�ste ett <b>unikt</b> game ID infogas.
Det enklaste s�ttet f�r detta Game ID �r n�gonting av formen
<term>xx-yy-yyyymmdd</term> d�r xx �r en f�rkortning f�r den vita
spelaren, yy f�r den svarta spelaren, och yyyymmdd �r det aktuella datumet.
Denna Game id �r en text och det �r viktigt f�r att identifiera partierna unikt.
Anv�ndare av cmail kommer ocks� att k�nna denna Game ID som <i>partinamn</i>. Det f�r
brar inneh�lla bokst�veroch sifror, minustecknet och understrykning.
Var god och undvik andra tecken.
</p>
<p>
Efter att dialogen �r avslutad genom att trycka p� <b>[Ok]</b> knappen l�ggs ett
nytt parti till den aktuella �ppnade korrespondensschackdatabasen
och PGN-huvudet fylls i ordentligt. G�r bara ditt drag och skicka det som
det beskrivs nedan.
</p>

<h3>H�mta partier</h3>

<p>
Scid hanterar inte din emailkorg automatiskt. Detta skulle,
med tanke p� den stora variationen p� m�jliga email-program idag, involvera
en stor m�ngd programkod. Av denna anledning anv�nder Scid ditt normala
eMail-program som �r mycket mer l�mpligt f�r detta syfte �n Scid
kan n�gonsin bli. F�r att h�mta ett parti till Scid spara bara den bifogade PGN-filen
i Scids inkorg och bearbeta inkorgen genom antingen <menu>H�mta
Partier</menu> eller  <button tb_CC_Retrieve> knappen eller
<menu>Bearbeta Inkorgen</menu>. Skillnaden mellan de tv� �r att
den f�rsta ocks� startar det externa h�mtningsverktyget och fyller
Inkorgen ytterliggare med partier fr�n andra k�llor (som Xfcc). D�rf�r �r
<button tb_CC_Retrieve> det mest bekv�ma s�ttet om du anv�nder b�da
typerna av korrespondensschackpartier.
</p>
<p>
<b>Notera</b> att <menu>H�mta Partier</menu> menyn eller  <button
tb_CC_Retrieve> knappen <b>inte</b> h�mtar dina eMail-meddelanden! Du
m�ste spara dina PGN-filer i Scids Inkorg f�r hand. Troligtvis kan detta
bli automatiserat av ditt eMail-program (p� Un*x system �r det enkelt att s�tta upp en
mime-hanterare genom <term>.mailcap</term>).
</p>

<h3>Skicka svaret</h3>

<p>
Efter att du har gjort ditt drag skicka det antingen med <menu>eMail drag</menu>
funktionen fr�n menyn via <menu>Skicka drag</menu> vilket �r motsvarande till
<button tb_CC_Send>. F�r det senare  m�ste Scid k�nna igen partiet
som eMail-korrespondens och skicka det med email medan den f�reg�ende metoden
kommer att f� Scid att generera ett eMail-meddelande.
</p>
<p>
Givetvis tar Scid bort alla kommentarer och variationer
innan det bifogas i det utg�ende eMailet d� du inte vill skicka med
din analys.
</p>
<p>
Om ett GUI-emailprogram anv�nds, �ppnas dess vanliga skapaf�nster.
Addressen p� din motst�ndare fylls i likv�l som ett generiskt �mne
som inneh�ller game id f�r enkel filtrering och bcc-addresses om den
�r specificerad i <a CCSetupDialog>Konfigurations</a>-dialogen. Email-
texten �r angiven till att inneh�lla FEN p� den sista positionen och listan p�
de tidigare gjorda dragen. P� detta s�tt kan motst�ndaren snabbt se ditt
drag. SlutligenFinally, bifogar Scid det aktuelkla partiet inklusive ditt drag i
PGN-format till email-meddelandet.
</p>
<p>
N�r ett mailx kompatibelt verktyg anv�nds �ppnas inget f�nster och emailet skickas
osynligt geonom att starta verktyget specificerat i bakgrunden. I
detta fall inneh�ller det genererade emailet PGN �ven i email-texten.
</p>
<p>
Notera att d� eMail-schack fungerar genom att skicka hela PGN-filen f�r du inte
l�gga till mer �n ditt drag. Scid kontrolerar inte h�r om
mer �n ett drag lades till huvudvarianten, d� Scid helt enkelt inte
vet vilket drag det �r, d� du skickar ditt drag.
</p>
<p><footer>(Uppdaterat: Scid 3.6.23, Februari 2008)</footer></p>
}

#############
# Correspondence Chess setup dialog help:
set helpTitle(W,CCSetupDialog) "Korrespondensschackinst�llningar"
set helpText(W,CCSetupDialog) {<h1>Korrespondensschackinst�llningar</h1>

<p>
Indata i konfigurationsdialogen finns f�rdefinierat till vissa standard-
parametrar men dessa m�ste inte n�dv�ndigtvis matcha ditt system, s�
anpassning kommer s�kert att vara n�dv�ndigt. Alla parametrar lagras i
konfigurationsfilen automatiskt n�r dialogen �r st�ngd via
<b>[Ok]</b> knappen. Parametrarna g�ller d� omedelbart.
</p>

<p>
<b>Standarddatabas</b>:
Detta definierar standarddatabasen f�r
korrespondensschackpartier. Den kan enkelt n�s via
<menu>�ppna Databas</menu> i  <menu>Korrespondensschack</menu>
menyn. F�rdelen med denna metod �r, att databasen inte
visas i <i>senaste databaser</i> listor och att du kan ha en
specifik fil f�r detta. Denna databas <b>m�ste vara</b> av typ
"Korrespondensschack". Att �ppna en databas av denna typ p� ett annat
s�tt �r ocks� ok, s� troligtvis vill du ignorera denna inst�llning
(t.ex. om du startar Scid med din korrespondensschackdatabas vid
uppstart.)
</p>

<p>
<b>Inkorg (s�kv�g)</b>:
I denna katalog s�ker Scid efter korrespondensschackpartier sparade
i PGN-format. Dessa partier anv�nds f�r synkroniseringen av
korrespondensschackdatabasen. Generellt, bryr sig inte Scid om hur
partierna kommer till denna katalog. Scid kommer bara att arbeta sig igenom alla PGN-filer
som finns d�r. Detta ger m�jlighet att anv�nda n�gra externa verktyg
f�r att h�mta partier till denna plats. D�rut�ver, i eMail-schack b�r man
bara spara PGN-filerna fr�n motst�ndaren i denna
katalog.
</p>
<p>
Scid kommer inte att l�sa en mailkorg, utan hanterar bara
alla PGN-filer som �r placerade i denna katalog. Notera ocks�, att Scid kommer att
synkronisera partie med den aktuella databasen. Men, om ett parti
fr�n denna katalog inte �nnu finns i databasen kommer det att
behandlas som ett nytt parti och l�ggas till databasen.
</p>
<p>
F�r att synkroniseringsprocessen ska fungera m�ste PGN-filerna inneh�lla
n�gon ytterliggare huvudinformation som �r i perfekt enlighet med
PGN-standarden. Var god och konsulera <a
CCeMailChess>)Korrespondensschack via eMail</a> om du vill skapa
ditt eget verktyg eller om du flyttar data fr�n n�got annat system.
</p>

<p>
<b>Utkorg (s�kv�g)</b>:
Motsatsen till <i>Inkorgen</i>. Scid placerar h�r PGN-filer f�r de
utg�nde partierna. F�r eMail-schack �r detta n�dv�ndigt d� PGN-filerna m�ste
bifogas till ett eMail-meddelande.  F�r Xfcc, d�r bara draget skickas
, �r detta inte n�dv�ndigt, men Utkorgskatalogen erbjuder
ett bekv�mt s�tt att koppla upp din PDA eller n�gon annan anv�ndning d�
PGN-filerna i Utkorgen ocks� kommer att inneh�lla ditt senaste drag.
</p>

<p>
<b>H�mtningsverktyg</b>:
Detta program startas f�r att h�mta korrespondensschack-
partier fr�n en korrespondensschackserver. Denna hj�lpare m�ste bara
h�mta partier fr�n den k�lla den tycker om, generera en korrekt PGN-
fil med de n�dv�ndiga PGN-taggarna. Verktyg f�r att h�mta partier
fr�n Xfcc-servrar finns som externa program och dessa �r de naturliga
verktygen att st�lla in h�r. F�r framtida protokoll kan man enkelt generera
ett externt h�mtningsverktyg som hanterar detta protokoll. �ven automatisering
�r m�jlig om denna funktionalitet �r gjord externt.
</p>
<p>
Notera: Detta verktug �r <b>inte</b> startat f�r h�mtning av eMailschack-
meddelanden!
</p>

<p>
<b>Skickaverktyg</b>: 
Detta �r motsatsen till h�mtningsverktygen, prim�rt �ven avsett f�r Xfcc
support eller n�gon annat framtida protokoll som kan dyka upp. Skickaverktyget,
dock, startas fr�n Scid med flera parametrar som ser ut som:
<term>
SendTool Outbox Name GameID MoveCount Move "Comment" resign claimDraw offerDraw acceptDraw
</term>
</p>

<p>
Betydelsen av parametrarna �r som f�ljer:
   <ul>
      <li><term>Outbox</term>: Utkorgss�kv�gen anges i denna dialog. Skicka-
      verktyget ska generera en korrekt formatterad PGN-fil
      d�r.
      </li>
      <li><term>Name</term>: Namnet p� spelaren vid draget som st�r
      i PGN-f�ltet. F�r Xfcc �r detta loginnamnet. Det �r
      identiskt som spelarnamnet i PGN-huvudet.
      </li>
      <li><term>MoveCount</term>: Dragnummer att skicka.
      </li>
      <li><term>Move</term>: Det aktuella draget i SAN.
      </li>
      <li><term>"Comment"</term>: En kommentar skickad till motst�ndaren. Scid
      infogar den sista kommentaren i partiet. Dvs dessa kommentarer �r
      behandlade som kommentarer till motst�ndaren. Notera att kommentaren �r
      citerad, s� flerradiga kommentarer b�r vara m�jligt.
      </li>
      <li><term>resign</term>: 0 eller 1, specificerar om anv�ndaren
      vill ge upp. Ange till 1 om anv�ndaren anv�nder
      <menu>Ge upp</menu> fr�n <menu>Korrespondensschack</menu>
      menyn.
      </li>
      <li><term>claimDraw</term>: 0 eller 1, specificerar om anv�ndaren
      vill ha kr�ver remi. Ange till 1 om anv�ndaren anv�nder
      <menu>Kr�v remi</menu> fr�n <menu>Korrespondensschack</menu>
      menyn.
      </li>
      <li><term>offerDraw</term>: 0 eller 1, specificerar om anv�ndaren
      vill erbjuda remi. Ange till 1 om anv�ndaren anv�nder <menu>Erbjud
      remi</menu> fr�n <menu>Korrespondensschack</menu> menyn.
      </li>
      <li><term>acceptDraw</term>: 0 eller 1, specificerar om anv�ndaren
      vill acceptera en remi som erbjuds av motst�ndaren. Ange till 1 om
      anv�ndaren anv�nder <menu>Acceptera remi</menu> fr�n
      <menu>Korrespondensschack</menu>
      menyn.
      </li>
   </ul>
</p>
<p>
Notera: Denna funktion �r <b>not</b> startat f�r eMail-schack!
</p>

<p>
<b>eMail-program</b>:
Detta anger s�kv�gen till ditt f�redragna eMail-program. Detta program startas
f�r eMail-schack f�r att skriva ett meddelande till motst�ndaren.
</p>

<p>
<b>(B)CC-Address</b>:
En kopia p� det utg�ene meddelandet skickas till denna address som en kopia.
Notera dock, att om ett GUI-emailprogram anv�nds har det normalt sin egen
utg�ende email-hantering. D�rf�r, kan angivande av denna address duplicera
meddelanden. Det kan dock anv�ndas f�r att skicka ett parti till en annan address.
</p>

<p>
<b>Mod</b>:
Olyckligtvis finns det ett stort antal email-klienter och de anv�nder
v�ldigt olika startkonventioner. N�gra vanliga konventioner, och
exempel p� program som anv�nder dem, listas h�r. Emailprogrammet
kommer att startas med den valda konventionen. Om det inte �r k�nt
vilken konvention som anv�nds kan en av alternativen kanske matcha och
fungera. Notera dock att ett stort antal emailprogram �r inte
kapabla att skicka bilagor n�r de startas av ett annat program. I
detta fall m�ste du antingen byta din email-klient eller l�gga till de bilagor
som har placerats i Scids Utkorg manuellt.
</p>
<p>Tips: mailx eller en av dess m�nga kloner b�r vara tillg�ngliga som en
kommandoradsapplikation p� n�stan alla system som ett enkelt att st�lla in
verktyg. Om ingen av dessa konventioner fungerar med din f�redragna
klient eller om denna klient inte kan hantera email med bilagor via startande fr�n
kommandoraden, kan installation av mailx vara ett alternativ.
</p>
<p>Tips: mutt anv�nder systemets emailtransport (dvs
sendmail/exim/postfix). Att st�lla in dem �r (troligtvis) inte enkelt
s� mutt �r ett perfekt alternativ. P� en ordentlig Un*x med riktiga
inst�llningar b�r det vara det mest enkla s�ttet att hantera eMail-schack.
(Men det finns inte m�nga korrekt inst�llda system , speciellt inte i
Linuxv�rlden.)
</p>
<p>
<b>Bilageparameter</b>: 
Denna parameter anv�nds f�r att specificera en bilaga. Detta anv�nds <b>bara</b>
i <term>mailx</term> mod.
</p>
<p>
<b>�mnesparameter</b>:
Denna parameter anv�nds f�r att specificera �mnet f�r email-meddelandet. Det
anv�nds <b>bara</b> i <term>mailx</term> mod.
</p>
<p><footer>(Uppdaterat: Scid 3.6.23, Februari 2008)</footer></p>
}
############################################################
#
# Swedish tip of the day:

set tips(W) {
  {
    Scid har �ver 30 <a Index>Hj�lpsidor</a>, och i de flesta f�nster kan du
    genom att trycka <b>F1</b> f� hj�lp om det f�nster du f�r tillf�llet har
    aktivt.
  }
  {
    Vissa f�nster (t ex Partiinformation och <a Switcher>Databasv�ljaren</a>) 
    har en meny f�r h�ger musknapp. Prova att h�gerklicka i varje f�nster s�
    ser du vilka som har det och vilka funktioner du kommer �t den v�gen.
  }
  {
    Du kan ange drag p� mer �n ett s�tt, s� du kan v�lja vilket som passar dig
    b�st. Du kan anv�nda musen (med eller utan dragf�rslag) eller tangentbordet
    (med eller utan autokomplettering). L�s hj�lpsidan f�r 
    <a Moves>Att ange drag</a> f�r mer information.
  }
  {
    Om du har databaser du ofta �ppnar s� kan du l�gga till ett 
    <a Bookmarks>Bokm�rke</a> f�r varje databas. Du kommer d� att kunna �ppna 
    databaserna snabbare via bokm�rkesmenyn.
  }
  {
    Du kan se alla drag i det aktuella partiet (inklusive varianter och kommentarer)
    genom att �ppna <a PGN>PGN-f�nstret</a>.
    Du navigerar igenom partiet i PGN-f�nstret genom att klicka p� valfritt drag med
    v�nster musknapp. Genom att klicka p� draget med mellan- eller h�germusknapp s�
    f�r du en f�rhandsvisning av just den st�llningen.
  }
  {
    Du kan kopiera partier mellan databaserna i <a Switcher>Databasv�ljaren</a> genom
    att dra-och-sl�ppa dem mellan respektive databas.
  }
  {
    Scid kan �ppna PGN filer, �ven de som �r komprimerade med Gzip (dvs har en .gz fil�ndelse). 
    PGN filer �ppnas med enbart l�sr�ttigheter, s� om du vill redigera en PGN-fil i Scid 
    m�ste du kopiera filen till en Scid-databas med hj�lp av <a Switcher>Databasv�ljaren</a>.
  }
  {
    Om du ofta anv�nder <a Tree>Tr�df�nstret</a> med stora databaser, �r det v�rt att v�lja
    <b>Fyll cachefil</b> fr�n Arkivmenyn i Tr�df�nstret. Detta inneb�r att tr�dstatistik f�r 
    m�nga av de vanligare st�llningarna sparas, vilket ger en snabbare tr�d�tkomst f�r databasen
    ifr�ga.
  }
  {
    <a Tree>Tr�df�nstret</a> kan visa alla drag fr�n den aktuella st�llningen. Men om ocks� vill 
    se alla dragf�ljder som har lett till denna st�llning kan du f� fram det genom att skapa en
   <a OpReport>�ppningsrapport</a>.
  }
  {
    Du kan v�nster- eller h�gerklicka i en kolumn i <a GameList>Partilistan</a> f�r att �ndra 
    dess bredd.
  }
  {
    Med <a PInfo>Spelarinformationen</a> aktuell (klicka p� endera spelarens namn under br�det i 
    huvudf�nstret f�r att f� fram den) �r det enkelt att <a Searches filtret>Filtrera</a> fram partier
    av en s�rskild spelares enskilda resultat. Klicka bara p� valfritt v�rde som har angivits med
    <red>r�d text</red>.
  }
  {
    N�r du studerar �ppningar kan det vara en po�ng att markera valen <b>B�nder</b> eller <b>Filer</b> i 
    <a Searches Board>S�k aktuell position</a>. Genom dessa val kan du hitta andra �ppningar som ger
    liknande bondestrukturer.
  }
  {
    Du kan h�gerklicka i partiinformationsdelen av huvudf�nstret (under br�det) f�r att f� fram en 
    kontextmeny. Du kan t ex g�ra s� att Scid d�ljer n�sta drag i ett parti, vilket kan vara anv�ndbart 
    om du vill tr�na genom att "gissa" n�sta drag.
  }
  {
    Om du ofta <a Maintenance>Underh�ller</a> stora databaser kan du utf�ra flera underh�llsuppgifter 
    vid samma tillf�lle via <a Maintenance Cleaner>Databasverktyget</a>.
  }
  {
    Om du har en stor databas d�r de flesta partierna har ett evenemangsdatum och du vill ha partierna i 
    datumordning b�r du �verv�ga att <a Sorting>Sortera</a> den p� evenemangsdatum i f�rsta hand och 
    evenemang i andra hand, ist�llet f�r datum och evenemang, d� detta kommer att h�lla turneringspartierna
    fr�n olika datum samman. (Under f�ruts�ttning att alla partier har samma evenemangsdatum naturligtvis).
    Alternativt kan du se till att f�lten evenemang, rond och datum �r s� enhetliga och korrekta som m�jligt.
    (ms).
  }
  {
    Det kan vara en bra id� att <a Maintenance Spellcheck>Stavningskontrollera</a> din databas innan du 
    <a Maintenance Twins>Tar bort dubbletter</a> d� Scid har st�rre m�jlighet att hitta dubbletterna och 
    markera dessa f�r borttagning.
  }
  {
    <a Flags>Flaggor</a> �r anv�ndbara f�r att markera upp partier med karakt�ristika du vill s�ka p� senare,
    s�som bondest�llning, taktiska finesser, osv. Du kan s�ka p� flaggor n�r du s�ker p� f�lt i partihuvudet.
  }
  {
    Om du g�r igenom ett parti, och helt enkelt vill testa en ny variant utan att f�r�ndra partiet i sig, kan 
    du sl� p� F�rs�ksl�get (Trial mode) genom att trycka <b>Ctrl+Mellanslag</b> eller fr�n verktygsraden. �terg� till
    ursprungspartiet n�r du �r klar.
  }
  {
    Om du vill hitta det mest betydelsefulla partiet (med h�gst rankade spelare) i en viss position kan du
    �ppna <a Tree>Tr�df�nstret</a> och i denna �ppna listan med de b�sta partierna. I tr�df�nstret kan du till
    och med begr�nsa partierna till endast ett s�rskilt resultat.
  }
  {
    Ett bra s�tt att studera en �ppning �r att i en stor databas sl� p� tr�ningsl�get i <a Tree>Tr�df�nstret</a>, 
    och sedan spela igenom databasen f�r att se vilka varianter som f�rekommer oftast.
  }
  {
    Om du har tv� databaser �ppna, och vill ha ett varianttr�d att studera medan du g�r igenom ett parti
    i den andra databasen kan du <b>L�sa</b> tr�det i den databasen och sedan byta till den andra.
  }
  {
    <a Tmt>Turneringss�karen</a> �r inte bara anv�ndbar f�r att lokalisera en s�rskild 
    turnering. Du kan ocks� anv�nda den f�r att s�ka efter turneringar en specifik spelare nyligen deltagit 
    i, eller att bl�ddra genom turneringar som genomf�rts i ett visst land.
  }
  {
    Det finns ett antal vanliga st�llningstyper definierade i <a Searches Material>S�k Material/St�llning</a>
    f�nstret som du kan ha nytta av n�r du studerar �ppningar och mittspel.
  }
  {
    N�r du s�ker p� <a Searches Material>Material eller St�llning</a> kan det ofta vara f�rdelaktigt att begr�nsa
    s�kningen till s�dana partier d�r st�llningen eller materialet f�rekommit i �tminstone n�gra drag. Du slipper
    du f� med tr�ffar d�r situationen du s�ker uppkom helt tillf�lligt.
  }
  {
    Om du har en viktig databas du inte vill radera av misstag kan du v�lja  <b>Enbart l�sbar</b> fr�n <b>Arkiv</b>
    menyn efter att du har �ppnat den. Alternativt kan du s�tta dess filr�ttigheter till enbart l�sr�ttigheter.
  }
  {
    Om du anv�nder XBoard eller WinBoard (eller n�got annat program som kan hantera FEN-notation via Urklippshanteraren)
    och vill kopiera den aktuella st�llningen fr�n ditt program �r det snabbaste s�ttet att g�ra det s� h�r:
    V�lj <b>Kopiera position</b> fr�n <b>Arkiv</b>-menyn i Xboard/Winboard, v�lj sedan <b>Klistra i utg�ngsst�llning</b>
    i Redigera menyn i Scid.
  }
  {
    I <a Searches Header>S�k i huvud</a>, �r spelare-, evenemang-, plats-, och rondnamn ok�nsliga f�r VERSALER och
    gemener och ger tr�ffar varhelst de finns i ett namn. Om du vill kan du ange att du ist�llet vill att s�kningen <b>ska</b>
    ta VERSALER/gemener i beaktande. Genom att anv�nda jokertecken inom citationstecken (d�r "?" = motsvarar obest�mt
    enskilt tecken och "*" = noll eller flera tecken). Om du exempelvis anger "*BEL" (med citationstecken) i det platsf�ltet
    hittar du alla partier spelade i Belgien, men exkluderar de som spelats i Belgrad.
  }
  {
    Om du vill redigera ett drag i ett parti utan att f�rlora alla de drag som spelats efter detta kan du �ppna
    <a Import>Importera ett parti i PGN-format</a> f�nstret i Verktygsmenyn. Klicka d�r p� <b>Klistra i aktuellt parti</b> 
    , redigera partiet och avsluta med <b>Importera</b>.
  }
  {
    Om du har en ECO klassificeringsfil laddad, kan du n� den mest exakt klassificerade st�llningen f�r det aktuella partiet
    genom att v�lja <b>Identifiera �ppning</b> i <b>Partier</b> menyn (kortkommando: <b>Ctrl+Shift+D</b>).
  }
  {
    N�r du vill se hur stor en fil �r, eller vill se n�r den senast redigerades innan du �ppnar den kan du anv�nda
    <a Finder>S�k filer</a> (Arkiv - S�k filer).
  }
  {
    En <a repetoire>Repetoarfil</a> �r ett utm�rkt s�tt att h�lla koll p� dina favorit�ppningar, eller hitta partier d�r
    d�r de har spelats. N�r du v�l har skapat en repetoarfil kan du genoms�ka nya filer utifr�n repetoarfilen, och titta 
    igenom alla partier med just dina �ppningar.
  }
  {
    Genom att skapa en <a OpReport>�ppningsrapport</a> har du en utm�rkt m�jlighet att l�ra dig en ny spel�ppning. Du kan f�
    information om resultat, hur remiaktig den �r, vilka vanliga positionella teman som dyker upp, och mycket mer.
  }
  {
    Du kan kommentera den aktuella st�llningen med de vanligaste symbolerna (!, !?, +=, etc) utan att beh�va anv�nda 
    <a Comment>Kommentarseditorn<a>. D�r du exempelvis vill ange ett bra drag skriver du "!" och trycker sedan ENTER
    s� l�ggs "!" symbolen till draget. Se �ven hj�lpsidan <a Moves>Ange drag</a> f�r mer detaljerad information.
  }
  {
    Om du bl�ddrar igenom �ppningarna i en databas i <a Tree>Tr�df�nstret</a>, f�r du en anv�ndbar �verblick �ver hur
    v�l �ppningen fungerar i sentida partier mellan h�gratade spelare om du �ppnar statistikf�nstret (kortkommando: Ctrl+I).
  }
  {
    Du �ndrar enkelt huvudf�nstrets br�dstorlek genom att h�lla nere <b>Ctrl</b> och <b>Shift</b> tangenterna, samtidigt
    som du trycker h�ger- eller v�nster piltangent.
  }
  {
    Efter genomf�rd <a Searches>S�kning</a>, �r det enkelt att navigera genom urvalet genom att h�lla nere <b>Ctrl</b> 
    tangenten samtidigt som du trycker upp- eller nerpiltangenterna f�r att g� till f�reg�ende eller n�sta parti i 
    <a Searches filtret>Urvalet</a>.
  }
{
  Du kan relativt enkelt rita pilar och f�rga rutor till dina kommentarer. �ppna <b>Kommentarseditorn</b>, klicka p� <b>Infoga symbol</b> och v�lj �nskad f�rg. Om du nu klickar p� en f�rsta ruta, och d�refter klickar p� en andra s� dras en pil i �nskad f�rg fr�n den f�rsta till den andra rutan. Klickar du bara p� en ruta, blir den f�rgad.
  }
}
#}
###
### uci.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
######################################################################
### add UCI engine support

namespace eval uci {
    # will contain the UCI engine options saved
    variable newOptions {}
    
    # set pipe ""
    set uciOptions {}
    set optList {}
    set oldOptions ""
    array set check ""
    
    set autoSaveOptions 0 ; # UCI options are saved as soon as the options dialog is closed
    set autoSaveOptionsIndex -1
    
    # The list of token that comes with info
    set infoToken { depth seldepth time nodes pv multipv score cp mate lowerbound upperbound \
                currmove currmovenumber hashfull nps tbhits sbhits cpuload string refutation currline }
    set optionToken {name type default min max var }
    set optionImportant { MultiPV Hash OwnBook BookFile UCI_LimitStrength UCI_Elo }
    set optionToKeep { UCI_LimitStrength UCI_Elo UCI_ShredderbasesPath }
    array set uciInfo {}
    ################################################################################
    #
    ################################################################################
    proc resetUciInfo { { n 1 }} {
        global ::uci::uciInfo
        set uciInfo(depth$n) 0
        set uciInfo(seldepth$n) 0
        set uciInfo(time$n) 0
        set uciInfo(nodes$n) 0
        set uciInfo(pv$n) ""
        set uciInfo(multipv$n) ""
        # set uciInfo(pvlist$n) {}
        # set uciInfo(score$n) ""
        set uciInfo(tmp_score$n) ""
        set uciInfo(scoremate$n) 0
        set uciInfo(currmove$n) ""
        set uciInfo(currmovenumber$n) 0
        set uciInfo(hashfull$n) 0
        set uciInfo(nps$n) 0
        set uciInfo(tbhits$n) 0
        set uciInfo(sbhits$n) 0
        set uciInfo(cpuload$n) 0
        set uciInfo(string$n) ""
        set uciInfo(refutation$n) ""
        set uciInfo(currline$n) ""
        # set uciInfo(bestmove$n) ""
    }
    ################################################################################
    # if analyze = 0 -> engine mode
    # if analyze = 1 -> analysis mode
    ################################################################################
    proc  processAnalysisInput { { n 1 } { analyze 1 } } {
        global analysis ::uci::uciInfo
        
        if {$analyze} {
            set pipe $analysis(pipe$n)
            if { ! [ ::checkEngineIsAlive $n ] } { return }
        } else  {
            set analysis(fen$n) ""
            set pipe $uciInfo(pipe$n)
            if { ! [ ::uci::checkEngineIsAlive $n ] } { return }
        }
        
        if {$analyze} {
            if {! $analysis(seen$n)} {
                set analysis(seen$n) 1
                logEngineNote $n {First line from engine seen; sending it initial commands now.}
                # in order to get options, engine should end reply with "uciok"
                ::sendToEngine $n "uci"
            }
        } else  {
            if {! $uciInfo(seen$n)} {
                set uciInfo(seen$n) 1
                logEngineNote $n {First line from engine seen; sending it initial commands now.}
                ::uci::sendToEngine $n "uci"
            }
        }

        after idle "after 1 ::uci::processInput_ $n $analyze"
        fileevent $pipe readable {}
    }

    proc processInput_ { {n} {analyze} } {
        global analysis ::uci::uciInfo ::uci::infoToken ::uci::optionToken
        
        if {$analyze} {
            set pipe $analysis(pipe$n)
            if { ! [ ::checkEngineIsAlive $n ] } { return }
        } else  {
            set analysis(fen$n) ""
            set pipe $uciInfo(pipe$n)
            if { ! [ ::uci::checkEngineIsAlive $n ] } { return }
        }

        # Get one line from the engine:
        set line [gets $pipe]
        if {$line == ""} {
            fileevent $pipe readable "::uci::processAnalysisInput $n $analyze"
            return
        }

        after idle "after 1 ::uci::processInput_ $n $analyze"
        
        # puts ">> $line"
        
        # To speed up parsing of engine's output. Should be removed if currmove info is used
        # if {[string first "info currmove" $line ] == 0} { return }
        
        logEngine $n "Engine: $line"

        if {[string match "bestmove*" $line]} {
            set data [split $line]
            set uciInfo(bestmove$n) [lindex $data 1]
            # get ponder move
            if {[lindex $data 2] == "ponder"} {
                set uciInfo(ponder$n) [lindex $data 3]
            } else {
                set uciInfo(ponder$n) ""
            }
            set analysis(waitForBestMove$n) 0
            return
        }
        
        if {[string match "id *name *" $line]} {
            set name [ regsub {id[ ]?name[ ]?} $line "" ]
            if {$analyze} {
                set analysis(name$n) $name
            } else  {
                set uciInfo(name$n) $name
            }
            
            if {$n == 1} {
                catch {wm title .analysisWin$n "Scid: Analysis: $name"}
            } else {
                catch {wm title .analysisWin$n "Scid: Analysis $n: $name"}
            }
        }
        
        set toBeFormatted 0
        # parse an info line
        if {[string first "info" $line ] == 0} {
            if {$analysis(waitForReadyOk$n)} { return }
            resetUciInfo $n
            set data [split $line]
            set length [llength $data]
            for {set i 0} {$i < $length } {incr i} {
                set t [lindex $data $i]
                if { $t == "info" } { continue }
                if { $t == "depth" } { incr i ; set uciInfo(depth$n) [ lindex $data $i ] ; continue }
                if { $t == "seldepth" } { incr i ; set uciInfo(seldepth$n) [ lindex $data $i ] ; set analysis(seldepth$n) $uciInfo(seldepth$n) ; continue }
                if { $t == "time" } { incr i ; set uciInfo(time$n) [ lindex $data $i ] ; continue }
                if { $t == "nodes" } { incr i ; set uciInfo(nodes$n) [ lindex $data $i ] ; continue }
                if { $t == "pv" } {
                    incr i
                    set uciInfo(pv$n) [ lindex $data $i ]
                    incr i
                    while { [ lsearch -exact $infoToken [ lindex $data $i ] ] == -1 && $i < $length } {
                        append uciInfo(pv$n) " " [ lindex $data $i ]
                        incr i
                    }
                    set toBeFormatted 1
                    incr i -1
                    continue
                }
                if { $t == "multipv" } { incr i ; set uciInfo(multipv$n) [ lindex $data $i ] ; continue }
                if { $t == "score" } {
                    incr i
                    set next [ lindex $data $i ]
                    # Needed for Prodeo, which is not UCI compliant
                    if { $next != "cp" && $next != "mate" } {
                        return
                    }
                    if { $next == "cp" } {
                        incr i
                        set uciInfo(tmp_score$n) [ lindex $data $i ]
                    }
                    if { $next == "mate" } {
                        incr i
                        set next [ lindex $data $i ]
                        set uciInfo(scoremate$n) $next
                        if { $next < 0} {
                            set uciInfo(tmp_score$n) [expr {-32767 - 2 * $next}]
                        } else  {
                            set uciInfo(tmp_score$n) [expr {32767 - 2 * $next}]
                        }
                    }
                    # convert the score to white's perspective (not engine's one)
                    if { $analysis(fen$n) == "" } {
                        set side [string index [sc_pos side] 0]
                    } else {
                        set side [lindex [split $analysis(fen$n)] 1]
                    }
                    if { $side == "b"} {
                        set uciInfo(tmp_score$n) [ expr 0.0 - $uciInfo(tmp_score$n) ]
                        if { $uciInfo(scoremate$n) } {
                            set uciInfo(scoremate$n) [ expr 0 - $uciInfo(scoremate$n) ]
                            if { $uciInfo(tmp_score$n) < 0 } {
                                set uciInfo(tmp_score$n) [ expr {$uciInfo(tmp_score$n) - 1.0} ]
                            }
                        }
                    } elseif { $uciInfo(scoremate$n) && $uciInfo(tmp_score$n) > 0 } {
                        set uciInfo(tmp_score$n) [ expr {$uciInfo(tmp_score$n) + 1.0} ]
                    }
                    set uciInfo(tmp_score$n) [expr {double($uciInfo(tmp_score$n)) / 100.0} ]
                    
                    # don't consider lowerbound & upperbound score info
                    continue
                }
                if { $t == "currmove" } { incr i ; set uciInfo(currmove$n) [ lindex $data $i ] ; set analysis(currmove$n) [formatPv $uciInfo(currmove$n) $analysis(fen$n)] ; continue}
                if { $t == "currmovenumber" } { incr i ; set uciInfo(currmovenumber$n) [ lindex $data $i ] ; set analysis(currmovenumber$n) $uciInfo(currmovenumber$n) ; continue}
                if { $t == "hashfull" } { incr i ; set uciInfo(hashfull$n) [ lindex $data $i ] ; set analysis(hashfull$n) $uciInfo(hashfull$n) ; continue}
                if { $t == "nps" } { incr i ; set uciInfo(nps$n) [ lindex $data $i ] ; set analysis(nps$n) $uciInfo(nps$n) ; continue}
                if { $t == "tbhits" } { incr i ; set uciInfo(tbhits$n) [ lindex $data $i ] ; set analysis(tbhits$n) $uciInfo(tbhits$n) ; continue}
                if { $t == "sbhits" } { incr i ; set uciInfo(sbhits$n) [ lindex $data $i ] ; set analysis(sbhits$n) $uciInfo(sbhits$n) ; continue}
                if { $t == "cpuload" } { incr i ; set uciInfo(cpuload$n) [ lindex $data $i ] ; set analysis(cpuload$n) $uciInfo(cpuload$n) ; continue}
                if { $t == "string" } {
                    incr i
                    while { $i < $length } {
                        append uciInfo(string$n) [ lindex $data $i ] " "
                        incr i
                    }
                    break
                }
                # TODO parse following tokens if necessary  : refutation currline
                if { $t == "refutation" } { continue }
                if { $t == "currline" } { continue }
            };# end for data loop
            
            # return if no interesting info
            if { $uciInfo(tmp_score$n) == "" || $uciInfo(pv$n) == "" } {
                if {$analyze} {
                    updateAnalysisText $n
                }
                return
            }
            
            # handle the case an UCI engine does not send multiPV
            if { $uciInfo(multipv$n) == "" } { set uciInfo(multipv$n) 1 }
            
            if { $uciInfo(multipv$n) == 1 } {
                set uciInfo(score$n) $uciInfo(tmp_score$n)
            }
            
            if { $uciInfo(multipv$n) == 1 && $analyze} {
                # this is the best line
                set analysis(prev_depth$n) $analysis(depth$n)
                set analysis(depth$n) $uciInfo(depth$n)
                set analysis(score$n) $uciInfo(score$n)
                set analysis(scoremate$n) $uciInfo(scoremate$n)
                set analysis(moves$n) $uciInfo(pv$n)
                set analysis(time$n) [expr {double($uciInfo(time$n)) / 1000.0} ]
                set analysis(nodes$n) [calculateNodes $uciInfo(nodes$n) ]
            }
            
            set pvRaw $uciInfo(pv$n)
            
            # convert to something more readable
            if ($toBeFormatted) {
                set uciInfo(pv$n) [formatPv $uciInfo(pv$n) $analysis(fen$n)]
                set toBeFormatted 0
            }
            
            set idx [ expr $uciInfo(multipv$n) -1 ]
            
            # was if $analyze etc..
            if { $idx < $analysis(multiPVCount$n) } {
                set tmpTime [expr {double($uciInfo(time$n)) / 1000.0}]
                if {$idx < [llength $analysis(multiPV$n)]} {
                    lset analysis(multiPV$n) $idx "$uciInfo(depth$n) $uciInfo(tmp_score$n) [list $uciInfo(pv$n)] $uciInfo(scoremate$n) $tmpTime"
                    lset analysis(multiPVraw$n) $idx "$uciInfo(depth$n) $uciInfo(tmp_score$n) [list $pvRaw] $uciInfo(scoremate$n) $tmpTime"
                } else  {
                    lappend analysis(multiPV$n) "$uciInfo(depth$n) $uciInfo(tmp_score$n) [list $uciInfo(pv$n)] $uciInfo(scoremate$n) $tmpTime"
                    lappend analysis(multiPVraw$n) "$uciInfo(depth$n) $uciInfo(tmp_score$n) [list $pvRaw] $uciInfo(scoremate$n) $tmpTime"
                }
            }
            
        } ;# end of info line
        
        # the UCI engine answers to <uci> command
        if { $line == "uciok"} {
            if {$analysis(waitForUciOk$n)} {
                set analysis(waitForUciOk$n) 0
            }
            resetUciInfo $n
            sendUCIoptions $n
            if {$analyze} {
                set analysis(uciok$n) 1
                startAnalyzeMode $n
            } else  {
                set uciInfo(uciok$n) 1
            }
        }
        
        # the UCI engine answers to <isready> command
        if { $line == "readyok"} {
            set analysis(waitForReadyOk$n) 0
            return
        }
        
        # get options and save only part of data
        if { [string first "option name" $line] == 0 && $analyze } {
            set min "" ; set max ""
            set data [split $line]
            set length [llength $data]
            for {set i 0} {$i < $length} {incr i} {
                set t [lindex $data $i]
                if {$t == "name"} {
                    incr i
                    set name [ lindex $data $i ]
                    incr i
                    while { [ lsearch -exact $optionToken [ lindex $data $i ] ] == -1 && $i < $length } {
                        append name " " [ lindex $data $i ]
                        incr i
                    }
                    incr i -1
                    continue
                }
                if {$t == "min"} { incr i ; set min [ lindex $data $i ] ; continue }
                if {$t == "max"} {incr i ; set max [ lindex $data $i ] ; continue }
            }
            lappend analysis(uciOptions$n) [ list $name $min $max ]
        }
        if {$analyze} {
            updateAnalysisText $n
        }
    }
    ################################################################################
    #
    ################################################################################
    proc readUCI { n } {
        global ::uci::uciOptions
        
        set line [string trim [gets $::uci::uciInfo(pipe$n)] ]
        # end of options
        if {$line == "uciok"} {
            # we got all options, stop engine
            closeUCIengine $n 1
            uciConfigWin
        }
        # get options
        if { [string first "option name" $line] == 0 } {
            lappend uciOptions $line
        }
    }
    ################################################################################
    # build a dialog with UCI options published by the engine
    # and available in analysis(uciOptions)
    ################################################################################
    proc uciConfig { n cmd arg dir options } {
        global ::uci::uciOptions ::uci::oldOptions
        
        if {[info exists ::uci::uciInfo(pipe$n)]} {
            if {$::uci::uciInfo(pipe$n) != ""} {
                tk_messageBox -title "Scid" -icon warning -type ok -message "An engine is already running"
                return
            }
        }
        set oldOptions $options
        
        # If the analysis directory is not current dir, cd to it:
        set oldpwd ""
        if {$dir != "."} {
            set oldpwd [pwd]
            catch {cd $dir}
        }
        # Try to execute the analysis program:
        if {[catch {set pipe [open "| [list $cmd] $arg" "r+"]} result]} {
            if {$oldpwd != ""} { catch {cd $oldpwd} }
            tk_messageBox -title "Scid: error starting UCI engine" \
                    -icon warning -type ok -message "Unable to start the program:\n$cmd"
            return
        }
        
        set ::uci::uciInfo(pipe$n) $pipe
        
        # Configure pipe for line buffering and non-blocking mode:
        fconfigure $pipe -buffering full -blocking 0
        fileevent $pipe readable "::uci::readUCI $n"
        
        # Return to original dir if necessary:
        if {$oldpwd != ""} { catch {cd $oldpwd} }
        
        set uciOptions {}
        
        puts $pipe "uci"
        flush $pipe
        
        # give a few seconds for the engine to output its options, then automatically kill it
        # (to handle xboard engines)
        after 5000  "::uci::closeUCIengine $n 0"
    }
    
    ################################################################################
    #   builds the dialog for UCI engine configuration
    ################################################################################
    proc uciConfigWin {} {
        global ::uci::uciOptions ::uci::optList ::uci::optionToken ::uci::oldOptions ::uci::optionImportant
        
        set w .uciConfigWin
        if { [winfo exists $w]} { return }
        toplevel $w
        wm title $w $::tr(ConfigureUCIengine)

        autoscrollframe -bars both $w canvas $w.c -highlightthickness 0 -background [ttk::style lookup Button.label -background]
        bind $w.c <Configure>  {
            set l [winfo reqwidth %W.f]
            set h [winfo reqheight %W.f]
            %W configure -scrollregion [list 0 0 $l $h] -width $l -height $h
        }
        grid [ttk::frame $w.c.f]
        $w.c create window 0 0 -window $w.c.f -anchor nw
        set w $w.c.f

        proc tokeep {opt} {
            foreach tokeep $::uci::optionToKeep {
                if { [lsearch $opt $tokeep] != -1 } {
                    return 1
                }
            }
            return 0
        }
        
        set optList ""
        array set elt {}
        foreach opt $uciOptions {
            set elt(name) "" ; set elt(type) "" ; set elt(default) "" ; set elt(min) "" ; set elt(max) "" ; set elt(var) ""
            set data [split $opt]
            # skip options starting with UCI_ and Ponder
            # some engines like shredder use UCI_* options that should not be ignored
            
            if { ![tokeep $opt] && ( [ lsearch -glob $data "UCI_*" ] != -1 || [ lsearch $data "Ponder" ] != -1 ) } {
                continue
            }
            
            set length [llength $data]
            # parse one option
            for {set i 0} {$i < $length} {incr i} {
                set t [lindex $data $i]
                if {$t == "option"} { continue }
                if {$t == "name"} {
                    incr i
                    set elt(name) [ lindex $data $i ]
                    incr i
                    while { [ lsearch -exact $optionToken [ lindex $data $i ] ] == -1 && $i < $length } {
                        append elt(name) " " [ lindex $data $i ]
                        incr i
                    }
                    incr i -1
                    continue
                }
                if {$t == "type"} { incr i ; set elt(type) [ lindex $data $i ] ; continue }
                if {$t == "default"} { ;# Glaurung uses a default value that is > one word
                    incr i
                    set elt(default) [ lindex $data $i ]
                    incr i
                    while { [ lsearch -exact $optionToken [ lindex $data $i ] ] == -1 && $i < $length } {
                        append elt(default) " " [ lindex $data $i ]
                        incr i
                    }
                    incr i -1
                    continue
                }
                if {$t == "min"} { incr i ; set elt(min) [ lindex $data $i ] ; continue }
                if {$t == "max"} { incr i ; set elt(max) [ lindex $data $i ] ; continue }
                if {$t == "var"} {
                    incr i
                    set tmp [ lindex $data $i ]
                    incr i
                    while { ([ lsearch -exact $optionToken [ lindex $data $i ] ] == -1 && $i < $length ) \
                                || [ lindex $data $i ] == "var" } {
                        if {[ lindex $data $i ] != "var" } {
                            append tmp " " [ lindex $data $i ]
                        } else  {
                            lappend elt(var) [list $tmp]
                            incr i
                            set tmp [ lindex $data $i ]
                        }
                        incr i
                    }
                    lappend elt(var) [list $tmp]
                    
                    incr i -1
                    continue
                }
            }
            lappend optList [array get elt]
        }
        
        # sort list of options so that important ones come first
        set tmp $optList
        set optList {}
        foreach l $tmp {
            array set elt $l
            if { [ lsearch $optionImportant $elt(name) ] != -1 } {
                lappend optList $l
            }
        }
        foreach l $tmp {
            array set elt $l
            if { [ lsearch $optionImportant $elt(name) ] == -1 } {
                lappend optList $l
            }
        }
        
        set optnbr 0
        ttk::frame $w.fopt
        ttk::frame $w.fbuttons
        
        set row 0
        set col 0
        set isImportantParam 1
        foreach l $optList {
            array set elt $l
            set name $elt(name)
            if { [ lsearch $optionImportant $elt(name) ] == -1 && $isImportantParam } {
                set isImportantParam 0
                incr row
                set col 0
            }
            if {$elt(name) == "MultiPV"} { set name $::tr(MultiPV) }
            if {$elt(name) == "Hash"} { set name $::tr(Hash) }
            if {$elt(name) == "OwnBook"} { set name $::tr(OwnBook) }
            if {$elt(name) == "BookFile"} { set name $::tr(BookFile) }
            if {$elt(name) == "UCI_LimitStrength"} { set name $::tr(LimitELO) }
            
            if { $col > 3 } { set col 0 ; incr row}
            if {$elt(default) != ""} {
                set default "\n($elt(default))"
            } else  {
                set default ""
            }
            set value $elt(default)
            # find the name in oldOptions (the previously saved data)
            foreach old $oldOptions {
                if {[lindex $old 0] == $elt(name)} {
                    set value [lindex $old 1]
                    break
                }
            }
            if { $elt(type) == "check"} {
                ttk::checkbutton $w.fopt.opt$optnbr -text "$name$default" -onvalue true -offvalue false -variable ::uci::check($optnbr)
                set ::uci::check($optnbr) $value
                grid $w.fopt.opt$optnbr -row $row -column $col -sticky w
            }
            if { $elt(type) == "spin"} {
                ttk::label $w.fopt.label$optnbr -text "$name$default"
                if { $elt(name) == "UCI_Elo" } {
                    spinbox $w.fopt.opt$optnbr -from $elt(min) -to $elt(max) -width 5 -increment 50 -validate all -vcmd { regexp {^[0-9]+$} %P }
                } else  {
                    spinbox $w.fopt.opt$optnbr -from $elt(min) -to $elt(max) -width 5 -validate all -vcmd { regexp {^[0-9]+$} %P }
                }
                $w.fopt.opt$optnbr set $value
                grid $w.fopt.label$optnbr -row $row -column $col -sticky e
                incr col
                grid $w.fopt.opt$optnbr -row $row -column $col -sticky w
            }
            if { $elt(type) == "combo"} {
                ttk::label $w.fopt.label$optnbr -text "$name$default"
                set idx 0
                set i 0
                set tmp {}
                foreach e $elt(var) {
                    lappend tmp [join $e]
                    if {[join $e] == $value} { set idx $i }
                    incr i
                }
                ttk::combobox $w.fopt.opt$optnbr -values $tmp
                
                $w.fopt.opt$optnbr current $idx
                grid $w.fopt.label$optnbr -row $row -column $col -sticky e
                incr col
                grid $w.fopt.opt$optnbr -row $row -column $col -sticky w
            }
            if { $elt(type) == "button"} {
                ttk::button $w.fopt.opt$optnbr -text "$name$default"
                grid $w.fopt.opt$optnbr -row $row -column $col -sticky w
            }
            if { $elt(type) == "string"} {
                ttk::label $w.fopt.label$optnbr -text "$name$default"
                ttk::entry $w.fopt.opt$optnbr
                $w.fopt.opt$optnbr insert 0 $value
                grid $w.fopt.label$optnbr -row $row -column $col -sticky e
                incr col
                grid $w.fopt.opt$optnbr -row $row -column $col -sticky w
            }
            incr col
            incr optnbr
        }
        
        ttk::button $w.fbuttons.save -text $::tr(Save) -command {
            ::uci::saveConfig
            destroy .uciConfigWin
        }
        ttk::button $w.fbuttons.cancel -text $::tr(Cancel) -command "destroy .uciConfigWin"
        pack $w.fbuttons.save $w.fbuttons.cancel -side left -expand yes -fill x -padx 20 -pady 2
        pack $w.fopt -expand 1 -fill both
        addHorizontalRule $w
        pack $w.fbuttons -expand 1 -fill both
        bind $w <Return> "$w.fbuttons.save invoke"
        bind $w <Escape> "destroy .uciConfigWin"
        catch {grab .uciConfigWin}
    }
    ################################################################################
    # will generate a list of list {{name}/value} pairs
    ################################################################################
    proc saveConfig {} {
        global ::uci::optList ::uci::newOptions
        set newOptions {}
        set w .uciConfigWin.sf.scrolled
        set optnbr 0
        
        foreach l $optList {
            array set elt $l
            set value ""
            if { $elt(type) == "check"} {
                set value $::uci::check($optnbr)
            }
            if { $elt(type) == "spin" || $elt(type) == "combo" || $elt(type) == "string" } {
                set value [$w.fopt.opt$optnbr get]
            }
            if { $elt(type) == "button" } { set value "" }
            
            lappend newOptions [ list $elt(name)  $value ]
            incr optnbr
        }
        if { $::uci::autoSaveOptions } {
            writeOptions
            set ::uci::autoSaveOptions 0
        }
    }
    ################################################################################
    # If the config window is called outside the engine dialog, save UCI options
    # (only the UCI options dialog box is called
    ################################################################################
    proc writeOptions {} {
        set elt [lindex $::engines(list) $::uci::autoSaveOptionsIndex]
        set elt [ lreplace $elt 8 8 $::uci::newOptions]
        set ::engines(list) [lreplace $::engines(list) $::uci::autoSaveOptionsIndex $::uci::autoSaveOptionsIndex $elt]
        
        ::enginelist::write
    }
    ################################################################################
    # The engine replied readyok, so it's time to configure it (sends the options to the engine)
    # It seems necessary to ask first if engine is ready
    ################################################################################
    proc sendUCIoptions { n } {
        global analysis
        set engineData [ lindex $::engines(list) $analysis(index$n) ]
        set options [ lindex $engineData 8 ]
        foreach opt $options {
            set name [lindex $opt 0]
            set value [lindex $opt 1]
            set analysis(waitForReadyOk$n) 1
            ::sendToEngine $n "isready"
            vwait analysis(waitForReadyOk$n)
            ::sendToEngine $n "setoption name $name value $value"
        }
    }
    ################################################################################
    # will start an engine for playing (not analysis)
    ################################################################################
    proc startEngine {index n} {
        global ::uci::uciInfo
        resetUciInfo $n
        set uciInfo(pipe$n) ""
        set uciInfo(seen$n) 0
        set uciInfo(uciok$n) 0
        ::resetEngine $n
        set engineData [lindex $::engines(list) $index]
        set analysisName [lindex $engineData 0]
        set analysisCommand [ toAbsPath [lindex $engineData 1] ]
        set analysisArgs [lindex $engineData 2]
        set analysisDir [ toAbsPath [lindex $engineData 3] ]
        
        # If the analysis directory is not current dir, cd to it:
        set oldpwd ""
        if {$analysisDir != "."} {
            set oldpwd [pwd]
            catch {cd $analysisDir}
        }
        
        # Try to execute the analysis program:
        if {[catch {set uciInfo(pipe$n) [open "| [list $analysisCommand] $analysisArgs" "r+"]} result]} {
            if {$oldpwd != ""} { catch {cd $oldpwd} }
            tk_messageBox -title "Scid: error starting engine" -icon warning -type ok \
                    -message "Unable to start the program:\n$analysisCommand"
            return
        }
        
        set ::analysis(index$n) $index
        set ::analysis(pipe$n) $uciInfo(pipe$n)
        
        # Return to original dir if necessary:
        if {$oldpwd != ""} { catch {cd $oldpwd} }
        
        fconfigure $uciInfo(pipe$n) -buffering line -blocking 0
        fileevent $uciInfo(pipe$n) readable "::uci::processAnalysisInput $n 0"
        
        # wait a few seconds to be sure the engine had time to start
        set counter 0
        while {! $::uci::uciInfo(uciok$n) && $counter < 50 } {
            incr counter
            update
            after 100
        }
    }
    ################################################################################
    #
    ################################################################################
    proc sendToEngine {n text} {
        logEngine $n "Scid  : $text"
        catch {puts $::uci::uciInfo(pipe$n) $text}
    }
    ################################################################################
    # returns 0 if engine died abruptly or 1 otherwise
    ################################################################################
    proc checkEngineIsAlive { n } {
        global ::uci::uciInfo
        if {[eof $uciInfo(pipe$n)]} {
            fileevent $uciInfo(pipe$n) readable {}
            set exit_status 0
            if {[catch {close $uciInfo(pipe$n)} standard_error] != 0} {
                global errorCode
                if {"CHILDSTATUS" == [lindex $errorCode 0]} {
                    set exit_status [lindex $errorCode 2]
                }
            }
            set uciInfo(pipe$n) ""
            if { $exit_status != 0 } {
                logEngineNote $n {Engine terminated with exit code $exit_status: "\"$standard_error\""}
                tk_messageBox -type ok -icon info -parent . -title "Scid" \
                              -message "The analysis engine terminated with exit code $exit_status: \"$standard_error\""
            } else {
                logEngineNote $n {Engine terminated without exit code: "\"$standard_error\""}
                tk_messageBox -type ok -icon info -parent . -title "Scid" \
                              -message "The analysis engine terminated without exist code: \"$standard_error\""
            }
            return 0
        }
        return 1
    }
    ################################################################################
    # close the engine
    # It may be not an UCI one (if the user made an error, trying to configure an xboard engine)
    ################################################################################
    proc closeUCIengine { n { uciok 1 } } {
        global windowsOS ::uci::uciInfo
        
        set pipe $uciInfo(pipe$n)
        # Check the pipe is not already closed:
        if {$pipe == ""} { return }
        
        after cancel "::uci::closeUCIengine $n 0"
        fileevent $pipe readable {}
        
        if {! $uciok } {
            tk_messageBox -title "Scid: error closing UCI engine" \
                    -icon warning -type ok -message "Not an UCI engine"
        }
        
        # Some engines in analyze mode may not react as expected to "quit"
        # so ensure the engine exits analyze mode first:
        catch { puts $pipe "stop" ; puts $pipe "quit" }
        #in case an xboard engine
        catch { puts $pipe "exit" ; puts $pipe "quit" }
        
        # last resort : try to kill the engine (TODO if Windows : no luck, welcome zombies !)
        # No longer try to kill the engine as :
        # - it does not work on Windows
        # - Rybka MP uses processes instead of threads : killing the main process will leave the children processes running
        # - engines should normally exit
        # if { ! $windowsOS } { catch { exec -- kill -s INT [ pid $pipe ] }  }
        
        catch { flush $pipe }
        catch { close $pipe }
        set uciInfo(pipe$n) ""
    }
    ################################################################################
    # UCI moves use long notation
    # returns 1 if an error occured when entering a move
    ################################################################################
    proc sc_move_add { moves } {
        
        foreach m $moves {
            # get rid of leading piece
            set c [string index $m 0]
            if {$c == "K" || $c == "Q" || $c == "R" || $c == "B" || $c == "N"} {
                set m [string range $m 1 end]
            }
            set s1 [string range $m 0 1]
            set s1 [::board::sq $s1]
            set s2 [string range $m 2 3]
            set s2 [::board::sq $s2]
            if {[string length $m] > 4} {
                set promo [string range $m 4 end]
                # inverse transformation : const char PIECE_CHAR [] = "xKQRBNP.xkqrbnpxMm";
                # it seems capitalisation does not matter (see addMove proc in main.tcl)
                switch -- $promo {
                    q { set p 2}
                    r { set p 3}
                    b { set p 4}
                    n { set p 5}
                    default {puts "Promo error $promo for moves $moves"}
                }
                if { [catch { sc_move add $s1 $s2 $p } ] } { return 1 }
            } else  {
                if { [catch { sc_move add $s1 $s2 0 } ] } { return 1 }
            }
        }
        return 0
    }
    ################################################################################
    #make UCI output more readable (b1c3 -> Nc3)
    ################################################################################
    proc formatPv { moves { fen "" } } {
        # Push a temporary copy of the current game:
        if {$fen != ""} {
            sc_game push
            sc_game startBoard $fen
        } else  {
            sc_game push copyfast
        }
        set tmp ""
        foreach m $moves {
            if { [sc_move_add $m] == 1 } { break }
            set prev [sc_game info previousMoveNT]
            append tmp " $prev"
        }
        set tmp [string trim $tmp]
        
        # Pop the temporary game:
        sc_game pop

        return $tmp
    }
    ################################################################################
    #   Format a line starting at current position where <moves> were played (in San notation)
    ################################################################################
    proc formatPvAfterMoves { played_moves moves } {
        sc_game push copyfast
        sc_move addSan $played_moves
        
        set tmp ""
        foreach m $moves {
            if { [sc_move_add $m] == 1 } {
                break
            }
            set prev [sc_game info previousMoveNT]
            append tmp " $prev"
        }
        set tmp [string trim $tmp]
        
        # Pop the temporary game:
        sc_game pop

        return $tmp
    }
}
###
### End of file: uci.tcl
###
# end.tcl: part of Scid.
# Copyright (C) 2000-2003 Shane Hudson.

if { ! [file isdirectory $::scidBooksDir]} {
  tk_messageBox -title "Scid" -type ok -icon warning -message "Books directory not found"
}

############################################################
### Main window title, etc:



############################################################
### Menu/etc Functions:


# findNovelty:
#   Searches the for first position in the current game not
#   found in the selected database.

set noveltyOlder 0

proc findNovelty {} {
  global noveltyBase noveltyOlder
  set noveltyBase [sc_base current]
  set w .noveltyWin
  if {[winfo exists $w]} {
    updateNoveltyWin
    return
  }
  toplevel $w
  wm title $w "Scid: $::tr(FindNovelty)"
  
  pack [frame $w.help] -side top -fill x
  text $w.help.text -width 1 -height 5 -wrap word \
      -relief ridge -cursor top_left_arrow -yscrollcommand "$w.help.ybar set"
  scrollbar $w.help.ybar -orient vertical -command "$w.help.text yview" \
      -takefocus 0 -width 10
  pack $w.help.ybar -side right -fill y
  pack $w.help.text -side left -fill x -expand yes
  $w.help.text insert end [string trim $::tr(NoveltyHelp)]
  $w.help.text configure -state disabled
  
  label $w.title -text $::tr(Database:) -font font_Bold
  pack $w.title -side top
  set numBases [sc_base count total]
  for {set i 1} {$i <= $numBases} {incr i} {
    radiobutton $w.b$i -text "" -variable noveltyBase -value $i -underline 5
    pack $w.b$i -side top -anchor w -padx 10
  }
  addHorizontalRule $w
  
  label $w.which -text $::tr(TwinsWhich:) -font font_Bold
  pack $w.which -side top
  radiobutton $w.all -text $::tr(SelectAllGames) \
      -variable noveltyOlder -value 0
  radiobutton $w.older -text $::tr(SelectOlderGames) \
      -variable noveltyOlder -value 1
  pack $w.all $w.older -side top -anchor w -padx 10
  
  addHorizontalRule $w
  
  label $w.status -text "" -width 1 -font font_Small -relief sunken -anchor w
  pack $w.status -side bottom -fill x
  pack [frame $w.b] -side top -fill x
  dialogbutton $w.b.stop -textvar ::tr(Stop) -state disabled \
      -command sc_progressBar
  dialogbutton $w.b.go -text $::tr(FindNovelty) -command {
    .noveltyWin.b.stop configure -state normal
    .noveltyWin.b.go configure -state disabled
    .noveltyWin.b.close configure -state disabled
    busyCursor .
    .noveltyWin.status configure -text " ... "
    update
    grab .noveltyWin.b.stop
    if {$noveltyOlder} {
      set err [catch {sc_game novelty -older -updatelabel .noveltyWin.status $noveltyBase} result]
    } else {
      set err [catch {sc_game novelty -updatelabel .noveltyWin.status $noveltyBase} result]
    }
    grab release .noveltyWin.b.stop
    if {! $err} { set result "$::tr(Novelty): $result" }
    unbusyCursor .
    .noveltyWin.b.stop configure -state disabled
    .noveltyWin.b.go configure -state normal
    .noveltyWin.b.close configure -state normal
    .noveltyWin.status configure -text $result
    updateBoard
  }
  dialogbutton $w.b.close -textvar ::tr(Close) -command {
    catch {destroy .noveltyWin}
  }
  packbuttons right $w.b.close $w.b.go $w.b.stop
  wm resizable $w 0 0
  focus $w.b.go
  bind $w <KeyPress-1> "$w.b1 invoke"
  bind $w <KeyPress-2> "$w.b2 invoke"
  bind $w <KeyPress-3> "$w.b3 invoke"
  bind $w <KeyPress-4> "$w.b4 invoke"
  updateNoveltyWin
}

proc updateNoveltyWin {} {
  set w .noveltyWin
  if {! [winfo exists $w]} { return }
  set numBases [sc_base count total]
  $w.older configure -text "$::tr(SelectOlderGames) (< [sc_game info date])"
  for {set i 1} {$i <= $numBases} {incr i} {
    set name [file tail [sc_base filename $i]]
    set ng [::utils::thousands [sc_base numGames $i]]
    set text "Base $i: $name ($ng $::tr(games))"
    $w.b$i configure -state normal -text $text
    if {$ng == 0} { $w.b$i configure -state disabled }
  }
}

set merge(ply) 40

# mergeGame:
#   Produces a dialog for the user to merge a selected game into
#   the current game.
#
proc mergeGame {{base 0} {gnum 0}} {
  global merge glNumber
  if {$base == 0} {
    if {$glNumber < 1} { return }
    if {$glNumber > [sc_base numGames]} { return }
    set base [sc_base current]
    set gnum $glNumber
  }
  sc_game push copy
  set err [catch {sc_game merge $base $gnum} result]
  sc_game pop
  if {$err} {
    tk_messageBox -title "Scid" -type ok -icon info \
        -message "Unable to merge the selected game:\n$result"
    return
  }
  set merge(base) $base
  set merge(gnum) $gnum
  set w .mergeDialog
  toplevel $w
  wm title $w "Scid: $::tr(MergeGame)"
  bind $w <Escape> "$w.b.cancel invoke"
  bind $w <F1> {helpWindow GameList Browsing}
  label $w.title -text $::tr(Preview:) -font font_Bold
  pack $w.title -side top
  pack [frame $w.b] -side bottom -fill x
  frame $w.f
  text $w.f.text -background white -wrap word -width 60 -height 20 \
      -font font_Small -yscrollcommand "$w.f.ybar set"
  scrollbar $w.f.ybar -takefocus 0 -command "$w.f.text yview"
  event generate $w.f.text <ButtonRelease-1>
  pack $w.f.ybar -side right -fill y
  pack $w.f.text -side left -fill both -expand yes
  pack $w.f -fill both -expand yes
  set small font_Small
  label $w.b.label -text "Up to move:" -font $small
  pack $w.b.label -side left
  foreach i {5 10 15 20 25 30 35 40} {
    radiobutton $w.b.m$i -text $i -variable merge(ply) -value [expr {$i * 2}] \
        -indicatoron 0 -padx 2 -pady 1 -font $small -command updateMergeGame
    pack $w.b.m$i -side left
  }
  radiobutton $w.b.all -text [::utils::string::Capital $::tr(all)] \
      -variable merge(ply) -value 1000 -indicatoron 0 -padx 2 -pady 1 \
      -font $small -command updateMergeGame
  pack $w.b.all -side left
  dialogbutton $w.b.ok -text "OK" -command {
    sc_game merge $merge(base) $merge(gnum) $merge(ply)
    catch {grab release .mergeDialog}
    destroy .mergeDialog
    updateBoard -pgn
  }
  dialogbutton $w.b.cancel -text $::tr(Cancel) \
      -command "catch {grab release $w}; destroy $w"
  packbuttons right $w.b.cancel $w.b.ok
  grab $w
  updateMergeGame
}

proc updateMergeGame {args} {
  global merge
  set w .mergeDialog
  if {! [winfo exists $w]} { return }
  sc_game push copy
  sc_game merge $merge(base) $merge(gnum) $merge(ply)
  set pgn [sc_game pgn -indentV 1 -short 1 -width 60]
  sc_game pop
  $w.f.text configure -state normal
  $w.f.text tag configure red -foreground darkRed
  $w.f.text tag configure blue -foreground darkBlue
  $w.f.text delete 1.0 end
  foreach line [split $pgn "\n"] {
    if {[string index $line 0] == " "} {
      $w.f.text insert end $line blue
    } else {
      $w.f.text insert end $line
    }
    $w.f.text insert end "\n"
  }
  $w.f.text tag add red 1.0 4.0
  #$w.f.text insert end $pgn
  $w.f.text configure -state disabled
}

# setExportText:
#   Allows the user to modify the text printed at the start and end of a
#   file for a particular export format
#
proc setExportText {exportType} {
  global exportStartFile exportEndFile
  
  switch -- $exportType {
    "PGN" {
      set title "Set PGN file export text"
    }
    "HTML" {
      set title "Set HTML file export text"
    }
    "LaTeX" {
      set title "Set LaTeX file export text"
    }
    default {
      return
    }
  }
  
  set w .setExportText$exportType
  if {[winfo exists $w]} { return }
  toplevel $w
  wm title $w "Scid: $title"
  
  frame $w.buttons
  pack $w.buttons -side bottom -fill x -anchor e
  
  set pane [::utils::pane::Create $w.pane start end 500 400]
  ::utils::pane::SetRange $w.pane 0.3 0.7
  pack $pane -side top -expand true -fill both
  foreach f [list $pane.start $pane.end] type {start end} {
    label $f.title -font font_Bold -text "Text at $type of $exportType file:"
    text $f.text -wrap none -background white \
        -yscroll "$f.ybar set" -xscroll "$f.xbar set"
    scrollbar $f.ybar -orient vertical -command "$f.text yview"
    scrollbar $f.xbar -orient horizontal -command "$f.text xview"
    bind $f.text <FocusIn> {%W configure -background lightYellow}
    bind $f.text <FocusOut> {%W configure -background white}
    grid $f.title -row 0 -column 0 -sticky w
    grid $f.text -row 1 -column 0 -sticky nesw
    grid $f.ybar -row 1 -column 1 -sticky nesw
    grid $f.xbar -row 2 -column 0 -sticky nesw
    grid rowconfig $f 1 -weight 1 -minsize 0
    grid columnconfig $f 0 -weight 1 -minsize 0
  }
  
  $pane.start.text insert end $exportStartFile($exportType)
  $pane.end.text insert end $exportEndFile($exportType)
  
  button $w.buttons.default -text "Reset to Default" -command "
  $pane.start.text delete 1.0 end
  $pane.start.text insert end \$default_exportStartFile($exportType)
  $pane.end.text delete 1.0 end
  $pane.end.text insert end \$default_exportEndFile($exportType)
  "
  dialogbutton $w.buttons.ok -text "OK" -command "
  set exportStartFile($exportType) \[$pane.start.text get 1.0 end-1c\]
  set exportEndFile($exportType) \[$pane.end.text get 1.0 end-1c\]
  focus .
  destroy $w
  "
  dialogbutton $w.buttons.cancel -text $::tr(Cancel) -command "focus .; destroy $w"
  pack $w.buttons.default -side left -padx 5 -pady 2
  pack $w.buttons.cancel $w.buttons.ok -side right -padx 5 -pady 2
  focus $pane.start.text
}

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# exportOptions:
#   Prompts the user to select exporting options.
#
proc exportOptions {exportType} {
  global exportFlags
  
  set w .exportFlagsWin
  set exportFlags(ok) -1
  toplevel $w
  wm title $w "Scid: [tr OptionsExport]"
  # wm transient $w .
  wm protocol $w WM_DELETE_WINDOW { }
  bind $w <Escape> "$w.b.cancel invoke"
  bind $w <Return> "$w.b.ok invoke"
  bind $w <F1> {helpWindow Export}
  
  pack [frame $w.o] -side top -fill x -pady 5 -padx 5
  label $w.o.append -text $::tr(AddToExistingFile)
  radiobutton $w.o.appendYes -text $::tr(Yes) \
      -variable exportFlags(append) -value 1
  radiobutton $w.o.appendNo -text $::tr(No) \
      -variable exportFlags(append) -value 0
  label $w.o.comments -text $::tr(ExportComments)
  radiobutton $w.o.commentsOn -text $::tr(Yes) \
      -variable exportFlags(comments) -value 1
  radiobutton $w.o.commentsOff -text $::tr(No) \
      -variable exportFlags(comments) -value 0
  label $w.o.stripMarks -text $::tr(ExportStripMarks)
  radiobutton $w.o.stripMarksOn -text $::tr(Yes) \
      -variable exportFlags(stripMarks) -value 1
  radiobutton $w.o.stripMarksOff -text $::tr(No) \
      -variable exportFlags(stripMarks) -value 0
  label $w.o.indentc -text $::tr(IndentComments)
  radiobutton $w.o.indentcOn -text $::tr(Yes) \
      -variable exportFlags(indentc) -value 1
  radiobutton $w.o.indentcOff -text $::tr(No) \
      -variable exportFlags(indentc) -value 0
  label $w.o.vars -text $::tr(ExportVariations)
  radiobutton $w.o.varsOn -text $::tr(Yes) -variable exportFlags(vars) -value 1
  radiobutton $w.o.varsOff -text $::tr(No) -variable exportFlags(vars) -value 0
  label $w.o.indentv -text $::tr(IndentVariations)
  radiobutton $w.o.indentvOn -text $::tr(Yes) \
      -variable exportFlags(indentv) -value 1
  radiobutton $w.o.indentvOff -text $::tr(No) \
      -variable exportFlags(indentv) -value 0
  label $w.o.column -text $::tr(ExportColumnStyle)
  radiobutton $w.o.columnOn -text $::tr(Yes) \
      -variable exportFlags(column) -value 1
  radiobutton $w.o.columnOff -text $::tr(No) \
      -variable exportFlags(column) -value 0
  label $w.o.symbols -text $::tr(ExportSymbolStyle)
  radiobutton $w.o.symbolsOn -text "! +=" \
      -variable exportFlags(symbols) -value 1
  radiobutton $w.o.symbolsOff -text {$2 $14} \
      -variable exportFlags(symbols) -value 0
  grid $w.o.append -row 0 -column 0 -sticky w
  grid $w.o.appendYes -row 0 -column 1 -sticky w
  grid $w.o.appendNo -row 0 -column 2 -sticky w
  grid $w.o.comments -row 1 -column 0 -sticky w
  grid $w.o.commentsOn -row 1 -column 1 -sticky w
  grid $w.o.commentsOff -row 1 -column 2 -sticky w
  grid $w.o.stripMarks -row 2 -column 0 -sticky w
  grid $w.o.stripMarksOn -row 2 -column 1 -sticky w
  grid $w.o.stripMarksOff -row 2 -column 2 -sticky w
  grid $w.o.indentc -row 3 -column 0 -sticky w
  grid $w.o.indentcOn -row 3 -column 1 -sticky w
  grid $w.o.indentcOff -row 3 -column 2 -sticky w
  grid $w.o.vars -row 4 -column 0 -sticky w
  grid $w.o.varsOn -row 4 -column 1 -sticky w
  grid $w.o.varsOff -row 4 -column 2 -sticky w
  grid $w.o.indentv -row 5 -column 0 -sticky w
  grid $w.o.indentvOn -row 5 -column 1 -sticky w
  grid $w.o.indentvOff -row 5 -column 2 -sticky w
  grid $w.o.column -row 6 -column 0 -sticky w
  grid $w.o.columnOn -row 6 -column 1 -sticky w
  grid $w.o.columnOff -row 6 -column 2 -sticky w
  grid $w.o.symbols -row 7 -column 0 -sticky w
  grid $w.o.symbolsOn -row 7 -column 1 -sticky w
  grid $w.o.symbolsOff -row 7 -column 2 -sticky w
  
  # Extra option for PGN format: handling of null moves
  if {$exportType == "PGN"} {
    label $w.o.space -text ""
    grid $w.o.space -row 8 -column 0 -sticky w
    label $w.o.nullMoves -text "Convert null moves to comments"
    radiobutton $w.o.convertNullMoves -text $::tr(Yes) \
        -variable exportFlags(convertNullMoves) -value 1
    radiobutton $w.o.keepNullMoves -text $::tr(No) \
        -variable exportFlags(convertNullMoves) -value 0
    grid $w.o.nullMoves -row 9 -column 0 -sticky w
    grid $w.o.convertNullMoves -row 9 -column 1 -sticky w
    grid $w.o.keepNullMoves -row 9 -column 2 -sticky w
  }
  
  # Extra option for HTML format: diagram image set
  if {$exportType == "HTML"} {
    label $w.o.space -text ""
    label $w.o.hdiag -text "Diagram"
    radiobutton $w.o.hb0 -text "bitmaps" \
        -variable exportFlags(htmldiag) -value 0
    radiobutton $w.o.hb1 -text "bitmaps2" \
        -variable exportFlags(htmldiag) -value 1
    label $w.o.hl0 -image htmldiag0
    label $w.o.hl1 -image htmldiag1
    grid $w.o.space -row 8 -column 0
    grid $w.o.hdiag -row 9 -column 0 -sticky w
    grid $w.o.hb0 -row 9 -column 1 -sticky w
    grid $w.o.hb1 -row 9 -column 2 -sticky w
    grid $w.o.hl0 -row 10 -column 1
    grid $w.o.hl1 -row 10 -column 2
  }
  
  addHorizontalRule $w
  pack [frame $w.b] -side top
  dialogbutton $w.b.ok -text "OK" -command {
    set exportFlags(ok) 1
  }
  dialogbutton $w.b.cancel -text $::tr(Cancel) -command {
    set exportFlags(ok) 0
  }
  pack $w.b.ok $w.b.cancel -side left -padx 5 -pady 5
  
  wm withdraw $w
  update idletasks
  set x [expr {[winfo screenwidth $w]/2 - [winfo reqwidth $w]/2 \
        - [winfo vrootx [winfo parent $w]]}]
  set y [expr {[winfo screenheight $w]/2 - [winfo reqheight $w]/2 \
        - [winfo vrooty [winfo parent $w]]}]
  wm geom $w +$x+$y
  wm deiconify $w
  
  grab $w
  tkwait variable exportFlags(ok)
  grab release $w
  destroy $w
  return $exportFlags(ok)
}

# exportGames:
#   exports current game or all filtered games to a new PGN, LaTeX or Html file.
#
proc exportGames {selection exportType} {
  global ::pgn::moveNumberSpaces exportStartFile exportEndFile exportFlags
  set exportFilter 0
  if {$selection == "filter"} { set exportFilter 1 }
  if {$exportFilter} {
    # Check that we have some games to export:
    if {![sc_base inUse]} {
      tk_messageBox -title "Scid: Empty database" -type ok -icon info \
          -message "This is an empty database, there are no games to export."
      return
    }
    if {[sc_filter count] == 0} {
      tk_messageBox -title "Scid: Filter empty" -type ok -icon info \
          -message "The filter contains no games."
      return
    }
  }
  
  if {[exportOptions $exportType] == 0} { return }
  sc_info html $exportFlags(htmldiag)
  
  switch -- $exportType {
    "PGN" {
      set ftype {
        { "PGN files" {".pgn"} }
        { "All files" {"*"} }
      }
      set title "a PGN file"
      set idir $::initialDir(base)
      set default ".pgn"
    }
    "HTML" {
      set ftype {
        { "HTML files" {".html" ".htm"} }
        { "All files" {"*"} }
      }
      set title "an HTML file"
      set idir $::initialDir(html)
      set default ".html"
    }
    "LaTeX" {
      set ftype {
        { "LaTeX files" {".tex" ".ltx"} }
        { "All files" {"*"} }
      }
      set title "a LaTeX file"
      set idir $::initialDir(tex)
      set default ".tex"
    }
    default { return }
  }
  
  if {$exportFlags(append)} {
    set getfile tk_getOpenFile
    set title "Add games to $title"
  } else {
    set getfile tk_getSaveFile
    set title "Create $title"
  }
  set fName [$getfile -initialdir $idir -filetypes $ftype -defaultextension $default -title $title]
  if {$fName == ""} { return }
  if {$exportFilter} {
    progressWindow "Scid" "Exporting games..." $::tr(Cancel) "sc_progressBar"
  }
  busyCursor .
  sc_base export $selection $exportType $fName -append $exportFlags(append) \
      -starttext $exportStartFile($exportType) \
      -endtext $exportEndFile($exportType) \
      -comments $exportFlags(comments) -variations $exportFlags(vars) \
      -space $::pgn::moveNumberSpaces -symbols $exportFlags(symbols) \
      -indentC $exportFlags(indentc) -indentV $exportFlags(indentv) \
      -column $exportFlags(column) -noMarkCodes $exportFlags(stripMarks) \
      -convertNullMoves $exportFlags(convertNullMoves)
  unbusyCursor .
  if {$exportFilter} {
    closeProgressWindow
  }
}

proc copyFilter {frombaseNum tobaseNum} {
  # Check status of source and target bases:
  set currentBaseNum [sc_base current]
  sc_base switch $frombaseNum
  set nGamesToCopy [sc_filter count]
  set fromInUse [sc_base inUse]
  set fromName [file tail [sc_base filename]]
  sc_base switch $tobaseNum
  set targetInUse [sc_base inUse]
  set targetName [file tail [sc_base filename]]
  set targetReadOnly [sc_base isReadOnly]
  sc_base switch $currentBaseNum
  set err ""
  if {$nGamesToCopy == 0} {
    set err "$::tr(CopyErrSource) $::tr(CopyErrNoGames)."
  }
  if {$targetReadOnly} {
    set err "$::tr(CopyErrTarget) ($targetName) $::tr(CopyErrReadOnly)."
  }
  if {! $targetInUse} {set err "$::tr(CopyErrTarget) $::tr(CopyErrNotOpen)."}
  if {! $fromInUse} {set err "$::tr(CopyErrSource) $::tr(CopyErrNotOpen)."}
  if {$frombaseNum == $tobaseNum} {
    set err "$::tr(CopyErrSource) == $::tr(CopyErrTarget)."
  }
  
  if {$err != ""} {
    tk_messageBox -type ok -icon info -title "Scid" \
        -message "$::tr(CopyErr) \n\"$fromName\" -> \"$targetName\": \n$err"
    return
  }
  
  # If copying to the clipbase, do not bother asking for confirmation:
  if {$tobaseNum == [sc_info clipbase]} {
    progressWindow "Scid" "$::tr(CopyGames)..." $::tr(Cancel) "sc_progressBar"
    busyCursor .
    set copyErr [catch {sc_filter copy $frombaseNum $tobaseNum} result]
    unbusyCursor .
    closeProgressWindow
    if {$copyErr} {
      tk_messageBox -type ok -icon info -title "Scid" -message $result
    }
    ::notify::DatabaseChanged
    return
  }
  
  set w [toplevel .fcopyWin]
  wm title $w "Scid: $::tr(CopyGames)"
  bind $w <Destroy> "::notify::DatabaseChanged"
  label $w.text -text [subst $::tr(CopyConfirm)]
  frame $w.b
  dialogbutton $w.b.go -text $::tr(CopyGames) -command "
  busyCursor .
  $w.b.cancel configure -command \"sc_progressBar\"
  $w.b.cancel configure -text $::tr(Stop)
  sc_progressBar $w.bar bar 301 21 time
  grab $w.b.cancel
  if {\[catch {sc_filter copy $frombaseNum $tobaseNum} result\]} {
    tk_messageBox -type ok -icon info \
        -title \"Scid\" -message \$result
  }
  unbusyCursor .
  focus .
  destroy $w
  "
  dialogbutton $w.b.cancel -text $::tr(Cancel) -command "focus .; destroy $w"
  canvas $w.bar -width 300 -height 20 -bg white -relief solid -border 1
  $w.bar create rectangle 0 0 0 0 -fill blue -outline blue -tags bar
  $w.bar create text 295 10 -anchor e -font font_Regular -tags time \
      -fill black -text "0:00 / 0:00"
  
  pack $w.text $w.b -side top -pady 5
  pack $w.bar -side bottom
  pack $w.b.go $w.b.cancel -side left -padx 10 -pady 10
  grab $w
  bind $w <Return> "$w.b.go invoke"
  bind $w <Escape> "$w.b.cancel invoke"
  focus $w.b.go
}


###########################################################################
### Global variables used in gameSave:
set date 0; set year 0; set month 0; set day 0; set white 0; set black 0
set resultVal 0; set event 0; set site 0; set round 0
set whiteElo 0; set blackElo 0; set eco 0; set extraTags ""
set whiteRType "Elo"; set blackRType "Elo"
set edate 0; set eyear 0; set emonth 0; set eday 0

# Traces on game-save dialog variables to ensure sane values:

trace variable resultVal w  ::utils::validate::Result
trace variable whiteElo w {::utils::validate::Integer [sc_info limit elo] 0}
trace variable blackElo w {::utils::validate::Integer [sc_info limit elo] 0}
trace variable year w {::utils::validate::Integer [sc_info limit year] 1}
trace variable month w {::utils::validate::Integer 12 1}
trace variable day w {::utils::validate::Integer 31 1}
trace variable eyear w {::utils::validate::Integer [sc_info limit year] 1}
trace variable emonth w {::utils::validate::Integer 12 1}
trace variable eday w {::utils::validate::Integer 31 1}

set gsaveNum 0
set i 0; set j 0
set temp 0

array set nameMatches {}
set nameMatchCount 0

# updateMatchList:
#    Called from gameSave to update the matching name list as the user
#    types a player/site/event/round name.
#
proc updateMatchList { tw nametype maxMatches name el op } {
  global nameMatches nameMatchCount
  global $name editNameType
  if {![winfo exists $tw]} return
  
  if {$nametype == ""} { set nametype $editNameType }
  if {$nametype == "rating"} { set nametype "player" }
  set val [set $name]
  $tw configure -state normal
  $tw delete 0.0 end
  set matches {}
  catch {set matches [sc_name match $nametype $val $maxMatches]}
  set count [llength $matches]
  set nameMatchCount [expr {$count / 2}]
  for {set i 0} { $i < $count } {incr i 2} {
    set nameMatchCount [expr {($i / 2) + 1}]
    set nameMatches($nameMatchCount) [lindex $matches [expr {$i + 1}]]
    set str "$nameMatchCount:\t[lindex $matches $i]\t$nameMatches($nameMatchCount)\n"
    $tw insert end $str
  }
  $tw configure -state disabled
}

proc clearMatchList { tw } {
  global nameMatches nameMatchCount
  set nameMatchCount 0
  $tw configure -state normal
  $tw delete 0.0 end
  $tw configure -state disabled
}

# Traces to update the match list as names are typed in:

trace variable event w { updateMatchList .save.g.list e 9 }
trace variable site  w { updateMatchList .save.g.list s 9 }
trace variable white w { updateMatchList .save.g.list p 9 }
trace variable black w { updateMatchList .save.g.list p 9 }
trace variable round w { updateMatchList .save.g.list r 9 }

set editName ""
set editNameNew ""
set editNameType "player"
set editNameSelect "all"
set editNameRating ""
set editNameRType "Elo"
set editDate ""
set editDateNew ""

trace variable editNameRating w {::utils::validate::Integer [sc_info limit elo] 0}
trace variable editName w { updateMatchList .nedit.g.list "" 9 }
trace variable editDate w ::utils::validate::Date
trace variable editDateNew w ::utils::validate::Date

proc editNameNewProc { tw nametype maxMatches name el op } {
  global editNameNew
  if {! [winfo exists .nedit]} { return }
  if {[string compare $editNameNew ""]} {
    .nedit.buttons.replace configure -state normal
  } else {
    .nedit.buttons.replace configure -state disabled
  }
  catch {updateMatchList $tw $nametype $maxMatches $name $el $op}
}

trace variable editNameNew w { editNameNewProc .nedit.g.list "" 9 }


set nameEditorWin 0

proc makeNameEditor {} {
  if {! [winfo exists .nedit]} { nameEditor }
}

proc setNameEditorType {type} {
  if {! [winfo exists .nedit]} { return }
  catch {.nedit.typeButtons.$type invoke}
}

proc nameEditor {} {
  global editName editNameType editNameNew nameEditorWin editNameSelect
  global editNameRating editDate editDateNew
  
  set w .nedit
  if {[winfo exists $w]} {
    destroy $w
    return
  }
  toplevel $w
  wm title $w "Scid: [tr FileMaintNameEditor]"
  set nameEditorWin 1
  setWinLocation $w
  bind $w <Configure> "recordWinSize $w"
  
  label $w.typeLabel -textvar ::tr(NameEditType:) -font font_Bold
  frame $w.typeButtons
  pack $w.typeLabel $w.typeButtons -side top -pady 5
  foreach i { "Player" "Event" "Site" "Round"} {
    set j [string tolower $i]
    radiobutton $w.typeButtons.$j -textvar ::tr($i) -variable editNameType \
        -value $j -indicatoron false -pady 5 -padx 5 -command {
          grid remove .nedit.g.ratingE
          grid remove .nedit.g.rtype
          grid remove .nedit.g.fromD
          grid remove .nedit.g.toD
          grid .nedit.g.toL -row 1 -column 1 -sticky e
          grid .nedit.g.fromE -row 0 -column 2 -sticky w
          grid .nedit.g.toE -row 1 -column 2 -sticky w
        }
    pack $w.typeButtons.$j -side left -padx 5
  }
  radiobutton $w.typeButtons.rating -textvar ::tr(Rating) -variable editNameType \
      -value rating -indicatoron false -pady 5 -padx 5 -command {
        grid remove .nedit.g.toE
        grid remove .nedit.g.toL
        grid remove .nedit.g.fromD
        grid remove .nedit.g.toD
        grid .nedit.g.fromE -row 0 -column 2 -sticky w
        grid .nedit.g.rtype -row 1 -column 0 -columnspan 2 -sticky e
        grid .nedit.g.ratingE -row 1 -column 2 -sticky w
      }
  radiobutton $w.typeButtons.date -textvar ::tr(Date) -variable editNameType \
      -value date -indicatoron false -pady 5 -padx 5 -command {
        grid remove .nedit.g.toE
        grid remove .nedit.g.fromE
        grid remove .nedit.g.ratingE
        grid remove .nedit.g.rtype
        grid .nedit.g.fromD -row 0 -column 2 -sticky w
        grid .nedit.g.toL -row 1 -column 1 -sticky e
        grid .nedit.g.toD -row 1 -column 2 -sticky w
      }
  radiobutton $w.typeButtons.edate -textvar ::tr(EventDate) \
      -variable editNameType -value edate -indicatoron false -pady 5 -padx 5 \
      -command {
        grid remove .nedit.g.toE
        grid remove .nedit.g.fromE
        grid remove .nedit.g.ratingE
        grid remove .nedit.g.rtype
        grid .nedit.g.fromD -row 0 -column 2 -sticky w
        grid .nedit.g.toL -row 1 -column 1 -sticky e
        grid .nedit.g.toD -row 1 -column 2 -sticky w
      }
  pack $w.typeButtons.rating $w.typeButtons.date $w.typeButtons.edate \
      -side left -padx 5
  
  addHorizontalRule .nedit
  
  label $w.selectLabel -textvar ::tr(NameEditSelect) -font font_Bold
  frame $w.selectButtons
  pack $w.selectLabel $w.selectButtons -side top -pady 5
  foreach i {all filter crosstable} row {0 1 2} text {
    SelectAllGames
    SelectFilterGames
    SelectTournamentGames
  } {
    radiobutton $w.selectButtons.$i -textvar ::tr($text) \
        -variable editNameSelect -value $i
    grid $w.selectButtons.$i -row $row -column 0 -sticky w
  }
  
  addHorizontalRule $w
  
  pack [frame $w.g] -side top
  label $w.g.space -text "    "
  grid $w.g.space $w.g.space -row 0 -column 0
  label $w.g.fromL -textvar ::tr(NameEditReplace:) -font font_Bold -anchor e
  entry $w.g.fromE -width 40 -background white -relief sunken \
      -textvariable editName
  entry $w.g.fromD -width 15 -background white -relief sunken \
      -textvariable editDate
  grid $w.g.fromL -row 0 -column 1 -sticky e
  grid $w.g.fromE -row 0 -column 2 -sticky we
  
  label $w.g.toL -textvar ::tr(NameEditWith:) -font font_Bold -anchor e
  entry $w.g.toE -width 40 -background white -relief sunken \
      -textvariable editNameNew
  entry $w.g.toD -width 15 -background white -relief sunken \
      -textvariable editDateNew
  grid $w.g.toL -row 1 -column 1 -sticky e
  grid $w.g.toE -row 1 -column 2 -sticky we
  
  entry $w.g.ratingE -width 5 -background white -relief sunken \
      -textvariable editNameRating -justify right
  eval tk_optionMenu $w.g.rtype editNameRType [sc_info ratings]
  $w.g.rtype configure -pady 2
  
  label $w.g.title -textvar ::tr(NameEditMatches) \
      -font font_Bold
  text $w.g.list -height 9 -width 40 -relief sunken \
      -background grey90 -tabs {2c right 2.5c left} -wrap none
  
  label $w.g.padding -text ""
  grid $w.g.padding -row 2 -column 0
  
  grid $w.g.title -row 3 -column 1 -columnspan 2 -sticky n
  grid $w.g.list -row 4 -column 1 -rowspan 9 -columnspan 2 -sticky n
  
  updateMatchList $w.g.list "" 9 editName "" w
  
  foreach i {fromE toE ratingE fromD toD} {
    bind $w.g.$i <FocusIn> { %W configure -background lightYellow }
    bind $w.g.$i <FocusOut> { %W configure -background white }
  }
  foreach {i j} {.nedit.g.fromE "editName"  .nedit.g.toE "editNameNew" } {
    for {set z 1} {$z <= 9} {incr z} {
      bind $i [format "<Control-Key-%d>" $z] \
          [format "eval {if {\$nameMatchCount >= %d} { \
              set %s \$nameMatches(%d)}}; break" $z $j $z ]
    }
  }
  
  addHorizontalRule $w
  
  frame $w.buttons
  button $w.buttons.replace -textvar ::tr(NameEditReplace) -command {
    if {$editNameType == "rating"} {
      set err [catch {sc_name edit $editNameType $editNameSelect $editName $editNameRating $editNameRType} result]
    } elseif {$editNameType == "date"  ||  $editNameType == "edate"} {
      set err [catch {sc_name edit $editNameType $editNameSelect $editDate $editDateNew} result]
    } else {
      set err [catch {sc_name edit $editNameType $editNameSelect $editName $editNameNew} result]
    }
    if {$err} {
      tk_messageBox -type ok -icon info -parent .nedit -title "Scid" \
          -message $result
    } else {
      .nedit.status configure -text $result
    }
    sc_game tags reload
    updateBoard -pgn
    ::windows::gamelist::Refresh
  }
  
  dialogbutton $w.buttons.cancel -textvar ::tr(Close) -command {focus .; destroy .nedit}
  pack $w.buttons -side top -pady 5
  pack $w.buttons.replace $w.buttons.cancel -side left -padx 10
  
  label $w.status -text "" -width 1 -font font_Small -relief sunken -anchor w
  pack $w.status -side bottom -fill x
  
  wm resizable $w 0 0
  bind $w <Escape> { focus .; destroy .nedit }
  bind $w <Return> {.nedit.buttons.replace invoke}
  bind $w <Destroy> {set nameEditorWin 0}
  bind $w <F1> {helpWindow Maintenance Editing}
  focus $w
  $w.typeButtons.$editNameType invoke
}


# addGameSaveEntry:
#   used in gameSave for setting up the simpler labels and entry boxes.
#
proc addGameSaveEntry { name row textname } {
  ttk::label .save.g.label$name -textvar $textname
  ttk::entry .save.g.entry$name -width 30 -textvariable $name
  grid .save.g.label$name -row $row -column 0 -sticky w
  grid .save.g.entry$name -row $row -column 1 -columnspan 7 -sticky w
}

# gameSave:
#   The game save dialog. Used for adding and replacing games. If the
#   value gnum is zero, it is to add a new game; otherwise it is to
#   replace game number gnum.
#
proc gameSave { gnum } {
  global date year month day white black resultVal event site round
  global whiteElo blackElo whiteRType blackRType eco extraTags gsaveNum
  global edate eyear emonth eday
  
  if {![sc_base inUse]} {
    # We can't load a game, no database is open
    tk_messageBox -title "Scid: No database open" -type ok -icon info -message "No database is open; open or create one first."
    return
  }
  
  # Make a new toplevel that contains the game save dialog:
  set w .save
  toplevel $w
  if {$gnum == 0} {
    wm title $w "Scid: [tr GameAdd]"
  } else {
    wm title $w "Scid: [tr GameReplace]"
  }
  set gsaveNum $gnum
  catch {grab $w}
  
  set f [ttk::frame $w.g]
  pack $f -side top
  
  ttk::label $f.title -textvar ::tr(NameEditMatches)
  text $f.list -height 9 -width 40 -relief sunken -background grey90 \
      -tabs {2c right 2.5c left} -wrap none
  
  # Get current values of tags:
  set year [sc_game tag get Year];    set eyear [sc_game tag get EYear]
  set month [sc_game tag get Month];  set emonth [sc_game tag get EMonth]
  set day [sc_game tag get Day];      set eday [sc_game tag get EDay]
  set white [sc_game tag get White];  set black [sc_game tag get Black]
  set event [sc_game tag get Event];  set site [sc_game tag get Site]
  set resultVal [sc_game tag get Result];  set round [sc_game tag get Round]
  set whiteElo [sc_game tag get WhiteElo]
  set blackElo [sc_game tag get BlackElo]
  set whiteRType [sc_game tag get WhiteRType]
  set blackRType [sc_game tag get BlackRType]
  set eco [sc_game tag get ECO];  set extraTags [sc_game tag get Extra]
  clearMatchList $f.list
  
  # Use question marks instead of zero values in date:
  if {$year == 0} { set year "????" }
  if {$month == 0} { set month "??" }
  if {$day == 0} { set day "??" }
  if {$eyear == 0} { set eyear "????" }
  if {$emonth == 0} { set emonth "??" }
  if {$eday == 0} { set eday "??" }
  
  addGameSaveEntry event 0 ::tr(Event:)
  addGameSaveEntry site 1 ::tr(Site:)
  
  ttk::frame $f.dateframe
  ttk::label $f.datelabel -textvar ::tr(Date:)
  ttk::entry $f.dateyear -width 6 -textvariable year -justify right ;# -background white -relief sunken
  ttk::label $f.datedot1 -text "."
  ttk::entry $f.datemonth -width 3 -textvariable month -justify right
  ttk::label $f.datedot2 -text "."
  ttk::entry $f.dateday -width 3 -textvariable day -justify right
  grid $f.datelabel -row 2 -column 0 -sticky w
  grid $f.dateframe -row 2 -column 1 -columnspan 5 -sticky w
  ttk::button $f.datechoose -image tb_calendar -style Pad0.Small.TButton -command {
    set newdate [::utils::date::chooser "$year-$month-$day"]
    if {[llength $newdate] == 3} {
      set year [lindex $newdate 0]
      set month [lindex $newdate 1]
      set day [lindex $newdate 2]
    }
  }
  ttk::button $f.today -textvar ::tr(Today) -command {
    set year [::utils::date::today year]
    set month [::utils::date::today month]
    set day [::utils::date::today day]
  }
  pack $f.dateyear $f.datedot1 $f.datemonth $f.datedot2 $f.dateday \
      -in $f.dateframe -side left
  if {$::tcl_version >= 8.3} {
    pack $f.datechoose -in $f.dateframe -side left
  }
  pack $f.today -in $f.dateframe -side left
  
  ttk::frame $f.edateframe
  ttk::label $f.edatelabel -textvar ::tr(EventDate:)
  ttk::entry $f.edateyear -width 6 -textvariable eyear -justify right
  ttk::label $f.edatedot1 -text "."
  ttk::entry $f.edatemonth -width 3 -textvariable emonth -justify right
  ttk::label $f.edatedot2 -text "."
  ttk::entry $f.edateday -width 3 -textvariable eday -justify right
  grid $f.edatelabel -row 3 -column 0 -sticky w
  grid $f.edateframe -row 3 -column 1 -columnspan 5 -sticky w
  ttk::button $f.edatechoose -image tb_calendar -style Pad0.Small.TButton -command {
    set newdate [::utils::date::chooser "$eyear-$emonth-$eday"]
    if {[llength $newdate] == 3} {
      set eyear [lindex $newdate 0]
      set emonth [lindex $newdate 1]
      set eday [lindex $newdate 2]
    }
  }
  ttk::button $f.esame -text "=$::tr(Date)" -command {
    set eyear $year
    set emonth $month
    set eday $day
  }
  pack $f.edateyear $f.edatedot1 $f.edatemonth $f.edatedot2 $f.edateday \
      -in $f.edateframe -side left
  if {$::tcl_version >= 8.3} {
    pack $f.edatechoose -in $f.edateframe -side left
  }
  pack $f.esame -in $f.edateframe -side left
  
  addGameSaveEntry round 4 ::tr(Round:)
  addGameSaveEntry white 5 ::tr(White:)
  addGameSaveEntry black 6 ::tr(Black:)
  
  ttk::label $f.reslabel -textvar ::tr(Result:)
  ttk::entry $f.resentry -width 2 -textvariable resultVal
  ttk::label $f.rescomment -text "(1, =, 0, *)"
  grid $f.reslabel -row 7 -column 0 -sticky w
  grid $f.resentry -row 7 -column 1 -sticky w
  grid $f.rescomment -row 7 -column 2 -columnspan 4 -sticky w
  
  ttk::label $f.welolabel -text "$::tr(White) "
  
  ttk::combobox $f.wrtype -values [sc_info ratings] -width 7 -textvariable whiteRType
  
  ttk::entry $f.weloentry -width 5 -textvariable whiteElo -justify right
  
  ttk::label $f.belolabel -text "$::tr(Black) "
  
  ttk::combobox $f.brtype -values [sc_info ratings] -width 7 -textvariable blackRType
  
  ttk::entry $f.beloentry -width 5 -textvariable blackElo -justify right
  
  grid $f.welolabel -row 8 -column 0 -sticky w
  grid $f.wrtype -row 8 -column 1 -sticky w
  grid $f.weloentry -row 8 -column 2 -sticky w
  grid $f.belolabel -row 9 -column 0 -sticky w
  grid $f.brtype -row 9 -column 1 -sticky w
  grid $f.beloentry -row 9 -column 2 -sticky w
  
  ttk::label $f.ecolabel -text "ECO Code:"
  ttk::entry $f.ecoentry -width 6 -textvariable eco
  grid $f.ecolabel -row 10 -column 0 -sticky w
  grid $f.ecoentry -row 10 -column 1 -sticky w
  
  ttk::button $f.ecob -textvar ::tr(ClassifyGame) -command {set eco [sc_eco game]}
  grid $f.ecob -row 10 -column 2 -sticky w
  
  grid $f.title -row 0 -column 8 -sticky n -padx 10
  grid $f.list -row 1 -column 8 -rowspan 9 -sticky nw -padx 10
  
  addHorizontalRule .save
  
  ttk::label .save.extralabel -text "Extra Tags: (example format: Annotator \"Anand, V\") "
  pack .save.extralabel -side top -fill x
  ttk::frame .save.extra
  text .save.extra.text -height 4 -width 40 -bg white -wrap none \
      -yscrollcommand ".save.extra.scroll set"
  # Override tab-binding for this text widget:
  bind .save.extra.text <Key-Tab> "[bind all <Key-Tab>]; break"
  ttk::scrollbar .save.extra.scroll -command ".save.extra.text yview" -takefocus 0
  ttk::button .save.extra.last -text "Use\nlast\ngame's\ntags" -command {
    set extraTags [sc_game tag get -last Extra]
    .save.extra.text delete 1.0 end
    .save.extra.text insert 1.0 $extraTags
  }
  pack .save.extra -side top -fill both -expand 1 -ipady 10
  pack .save.extra.text -side left -fill both -expand 1
  if {$gnum == 0} {
    pack .save.extra.last -side right -padx 10
  }
  pack .save.extra.scroll -side right -fill y
  .save.extra.text insert 1.0 $extraTags
  
  foreach i {entryevent entrysite dateyear datemonth dateday \
        entryround entrywhite entryblack resentry \
        weloentry beloentry ecoentry edateyear edatemonth edateday} {
    bind $f.$i <Return> {.save.buttons.save invoke}
    # bind $f.$i <FocusIn> {%W configure -background lightYellow }
    # bind $f.$i <FocusOut> {%W configure -background white }
  }
  bind .save.extra.text <FocusIn> {%W configure -background lightYellow }
  bind .save.extra.text <FocusOut> {%W configure -background white }
  
  # Bindings so Ctrl-1 to Ctrl-9 select a matching name in the player,
  # site, event and round entryboxes:
  
  set j 0
  foreach {i j} {entryevent "event" entrysite "site"
    entrywhite "white" entryblack "black"
    entryround "round" } {
    for {set z 1} {$z <= 9} {incr z} {
      bind $f.$i [format "<Control-Key-%d>" $z] \
          [format "eval {if {\$nameMatchCount >= %d} \
            {set %s \$nameMatches(%d)}}" $z $j $z ]
    }
  }
  
  addHorizontalRule .save
  
  ttk::frame .save.buttons
  if {$gnum == 0} {
    ttk::button .save.buttons.prev -text "As last game" -command {
    }
  }
  dialogbutton .save.buttons.save -textvar ::tr(Save) -underline 0 -command {
    set extraTags [.save.extra.text get 1.0 end-1c]
    gsave $gsaveNum;
    destroy .save
  }
  
  dialogbutton .save.buttons.cancel -textvar ::tr(Cancel) -command {destroy .save}
  pack .save.buttons -side bottom -ipady 10 -fill both -expand 1
  if {$gnum == 0} {
    #pack .save.buttons.prev -side left -padx 10
  }
  packbuttons right .save.buttons.cancel .save.buttons.save
  
  bind .save <Alt-s> {
    set extraTags [.save.extra.text get 1.0 end-1c]
    gsave $gsaveNum;
    focus .
    destroy .save
    break
  }
  bind .save <Escape> { focus .; destroy .save; }
  ::utils::win::Centre .save
  focus .save.g.entryevent
  .save.g.entryevent selection range 0 end
  if {$gnum > 0} { focus .save.buttons.save }
}

# gsave:
#    Called by gameSave when the user presses the "Save" button
#    to save the game. Attempts to save and reports the result.
#
proc gsave { gnum } {
  global date year month day white black resultVal event site round
  global whiteElo blackElo whiteRType blackRType eco extraTags
  global edate eyear emonth eday
  
  set date [format "%s.%s.%s" $year $month $day]
  set edate [format "%s.%s.%s" $eyear $emonth $eday]
  set extraTagsList [split $extraTags "\n"]
  sc_game tags set -event $event -site $site -date $date -round $round \
      -white $white -black $black -result $resultVal \
      -whiteElo $whiteElo -whiteRatingType $whiteRType \
      -blackElo $blackElo -blackRatingType $blackRType \
      -eco $eco -eventdate $edate -extra $extraTagsList
  set res [sc_game save $gnum]
  if {$res != ""} {
    tk_messageBox -type ok -icon info -parent .save \
        -title "Scid" -message $res
  }
  updateBoard -pgn
  ::windows::gamelist::Refresh
  updateTitle
}

# gameAdd:
#   Calls gameSave with a game number of zero.
#
proc gameAdd {} { gameSave 0 }

# gameReplace:
#   Calls gameSave with the current game number, which should be nonzero.
#
proc gameReplace {} { gameSave [sc_game number] }


# helpAbout:
#    Displays information about Scid.
#
proc helpAbout {} {
    # for {set g 1} { $g <= [sc_base numGames ] } {incr g} {
        # sc_game load $g
        # ::game::Strip comments
        # ::game::Strip variations
        # sc_game save $g
    # }
    # return
  ::utils::sound::PlaySound sound_move
  set str {}
  append str "Scid: Shane's chess information database\n\n"
  append str "Version $::scidVersion, $::scidVersionDate\n"
  append str "Using Tcl/Tk version: [info patchlevel]\n\n"
  append str "Copyright (C) 1999-2004 Shane Hudson\n"
  append str "Copyright (C) 2006-2009 Pascal Georges\n"
  append str "Copyright (C) 2010- The Scid Project\n"
  append str "Scid is licenced under the\n"
  append str "GNU General Public License.\n"
  set asserts [sc_info asserts]
  if {$asserts > 0} {
    append str "\n\n[::utils::thousands $asserts] asserts tested."
  }
  tk_messageBox -title "About Scid" -message $str -type ok
}

############################################################
#### Square Bindings:
# Pascal Georges : allow the drawing of markers directly on the board (not through comment editor)
set startArrowSquare ""

proc addMarker {sq color} {
  set to [::board::san $sq]
  set oldComment [sc_pos getComment]
  
  # check if the square is already of the same color
  set erase [regexp "\[\x5B\]%draw full,$to,$color\[\x5D\]" $oldComment]
  regsub "\[\x5B\]%draw full,$to,(green|yellow|red)\[\x5D\]" $oldComment "" newComment
  set newComment [string trim $newComment]
  if {!$erase} {
    append newComment " \[%draw full,$to,$color\]"
  }
  sc_pos setComment $newComment
  ::pgn::Refresh 1
  updateBoard
}

proc drawArrow {sq color} {
  global startArrowSquare
  if {$startArrowSquare == ""} {
    set startArrowSquare [::board::san $sq]
  } else  {
    set oldComment [sc_pos getComment]
    set to [::board::san $sq]
    if {$startArrowSquare != $to } {
      set erase [regexp "\[\x5B\]%draw arrow,$startArrowSquare,$to,$color\[\x5D\]" $oldComment]
      regsub "\[\x5B\]%draw arrow,$startArrowSquare,$to,(green|yellow|red)\[\x5D\]" $oldComment "" newComment
      set newComment [string trim $newComment]
      if {!$erase} {
        append newComment " \[%draw arrow,$startArrowSquare,$to,$color\]"
      }
      sc_pos setComment $newComment
      ::pgn::Refresh 1
      updateBoard
    }
    set startArrowSquare ""
  }
}

for {set i 0} { $i < 64 } { incr i } {
  ::board::bind .main.board $i <Enter> "enterSquare $i"
  ::board::bind .main.board $i <Leave> "leaveSquare $i"
  ::board::bind .main.board $i <ButtonPress-1> "set ::addVariationWithoutAsking 0 ; pressSquare $i"
  ::board::bind .main.board $i <ButtonPress-$::MB2> "set ::addVariationWithoutAsking 1 ; pressSquare $i"
  #::board::bind .main.board $i <ButtonPress-$::MB3> "set ::addVariationWithoutAsking 1 ; pressSquare $i"
  ::board::bind .main.board $i <Control-ButtonPress-1> "drawArrow $i green"
  ::board::bind .main.board $i <Control-ButtonPress-$::MB2> "drawArrow $i yellow"
  ::board::bind .main.board $i <Control-ButtonPress-$::MB3> "drawArrow $i red"
  ::board::bind .main.board $i <Shift-ButtonPress-1> "addMarker $i green"
  ::board::bind .main.board $i <Shift-ButtonPress-$::MB2> "addMarker $i yellow"
  ::board::bind .main.board $i <Shift-ButtonPress-$::MB3> "addMarker $i red"
  ::board::bind .main.board $i <B1-Motion> "::board::dragPiece .main.board %X %Y"
  ::board::bind .main.board $i <ButtonRelease-1> "releaseSquare .main.board %X %Y ; set ::addVariationWithoutAsking 0"
  ::board::bind .main.board $i <ButtonRelease-$::MB2> "releaseSquare .main.board %X %Y ; set ::addVariationWithoutAsking 0"
  #::board::bind .main.board $i <ButtonRelease-$::MB3> "releaseSquare .main.board %X %Y ; set ::addVariationWithoutAsking 0"
  
  #::board::bind .main.board $i <ButtonPress-$::MB2> "pressSquare $i"
  # Pascal Georges : this should be removed because I find it too dangerous for people with cats ??
  # put it back with Scid 3.6.13, let's see if this leads to problems
  ::board::bind .main.board $i <ButtonPress-$::MB3> backSquare
}

foreach i {o q r n k O Q R B N K} {
  bind .main <$i> "moveEntry_Char [string toupper $i]"
}
foreach i {a b c d e f g h 1 2 3 4 5 6 7 8} {
  bind .main <Key-$i> "moveEntry_Char $i"
}

bind .main <Control-BackSpace> backSquare
bind .main <Control-Delete> backSquare
bind .main <BackSpace> moveEntry_Backspace
bind .main <Delete> moveEntry_Backspace
bind .main <space> moveEntry_Complete


###  Other Key bindings:
# Set via menus.tcl -> standardShortcuts

# Arrow keys, Home and End:
bind $dot_w <Home> ::move::Start
bind $dot_w <Left> ::move::Back
bind $dot_w <Up> {
  if {[sc_pos isAt vstart]} {
    .main.fbutton.button.exitVar invoke
  } else  {
    ::move::Back 10
  }
}
bind $dot_w <Down> {::move::Forward 10}
bind $dot_w <Right> ::move::Forward
bind $dot_w <End> ::move::End

bind $dot_w <period> {if {!$tree(refresh)} {toggleRotateBoard}}

# MouseWheel in main window:
bind .main <MouseWheel> {
  if {[expr -%D] < 0} { ::move::Back }
  if {[expr -%D] > 0} { ::move::Forward }
}
bind .main <Shift-MouseWheel> {
  if {[expr -%D] < 0} { ::move::Back 10 }
  if {[expr -%D] > 0} { ::move::Forward 10}
}

if {! $windowsOS} {
  bind all <Button-4> {event generate [focus -displayof %W] <MouseWheel> -delta 120}
  bind all <Button-5> {event generate [focus -displayof %W] <MouseWheel> -delta -120}
  bind all <Shift-Button-4> {event generate [focus -displayof %W] <Shift-MouseWheel> -delta  120}
  bind all <Shift-Button-5> {event generate [focus -displayof %W] <Shift-MouseWheel> -delta -120}
  # bind $dot_w <Button-4> ::move::Back
  # bind $dot_w <Button-5> ::move::Forward
  # bind $dot_w <Shift-Button-4> {::move::Back 10}
  # bind $dot_w <Shift-Button-5> {::move::Forward 10}
}

# Apply standard shortcuts to main window
# standardShortcuts $dot_w
standardShortcuts .main

############################################################
### Packing the main window:

if { $::docking::USE_DOCKING} {
  ttk::frame .main.space
  grid .main.space -row 4 -column 0 -columnspan 3 -sticky nsew
  grid rowconfigure .main 4 -weight 1
}

label .main.statusbar -textvariable statusBar -relief sunken -anchor w -width 1 -font font_Small
grid .main.statusbar -row 5 -column 0 -columnspan 3 -sticky we
bind .main.statusbar <1> gotoNextBase

proc gotoNextBase {} {
  set n [sc_base current]
  set cb [sc_info clipbase]
  while {1} {
    incr n; if {$n > $cb} { set n 1 }
    sc_base switch $n
    if {[sc_base inUse]} { break }
  }
  updateBoard -pgn
  ::notify::DatabaseChanged
}

grid columnconfigure .main 0 -weight 1

# game info widget only gets its requested size
if { $::docking::USE_DOCKING } {
  grid rowconfigure .main 3 -weight 0
} else  {
  grid rowconfigure .main 3 -weight 1
}

pack .main.fbutton.button -anchor center
grid .main.fbutton -row 1 -column 0 -sticky we ;# -pady 2 -padx 2

grid .main.board -row 2 -column 0 -sticky we ;# -padx 5 -pady 5

# update Game Info panel visibility after loading options
toggleGameInfo

# grid .main.gameInfoFrame -row 3 -column 0 -sticky news -padx 2

redrawToolbar

if { ! $::docking::USE_DOCKING } {
  wm resizable .main 0 1
}

wm minsize . 0 0
wm iconname . "Scid"


#################
# Open files and databases:

# Check for arguments starting with "-" (or "/" on Windows):

set loadAtStart(spell) 1
set loadAtStart(eco) 1
set loadAtStart(tb) 1

proc getCommandLineOptions {} {
  global argc argv windowsOS loadAtStart
  
  if { $::macOS && ([string first "-psn" [lindex $argv 0]] == 0)} {
    # Remove Process Serial Number from argument list:
    set argv [lrange $argv 1 end]
    incr argc -1
  }
  
  while {$argc > 0} {
    set arg [lindex $argv 0]
    set firstChar [string index $arg 0]
    if {$firstChar == "-"  ||  ($windowsOS  &&  $firstChar == "/")} {
      # Seen option argument:
      incr argc -1
      set argv [lrange $argv 1 end]
      
      # Special argument "--" means no more options:
      if {$arg == "--"} { return }
      
      # Check for known option names:
      #   -f (/f), -fast (/fast): Fast start with no tablebases, etc.
      #   -xeco, -xe: Do not load ECO file.
      #   -xspell, -xs: Do not load spellcheck file.
      #   -xtb, -xt: Do not check tablebase directory.
      
      set argName [string range $arg 1 end]
      switch $argName {
        "f"    -
        "fast" {
          ::splash::add "Fast start: no tablebases, ECO or spelling file loaded."
          set loadAtStart(spell) 0
          set loadAtStart(eco) 0
          set loadAtStart(tb) 0
        }
        "xt" -
        "xtb" {
          set loadAtStart(tb) 0
        }
        "xe" -
        "xeco" {
          set loadAtStart(eco) 0
        }
        "xs" -
        "xspell" {
          set loadAtStart(spell) 0
        }
        "s1"  { set ::boardSize 21 }
        "s2"  { set ::boardSize 25 }
        "s3"  { set ::boardSize 29 }
        "s4"  { set ::boardSize 33 }
        "s5"  { set ::boardSize 37 }
        "s6"  { set ::boardSize 40 }
        "s7"  { set ::boardSize 45 }
        "s8"  { set ::boardSize 49 }
        "s9"  { set ::boardSize 54 }
        "s10" { set ::boardSize 58 }
        "s11" { set ::boardSize 64 }
        "s12" { set ::boardSize 72 }
        default {
          ::splash::add "Warning: unknown option: \"$arg\""
        }
      }
    } else {
      # Seen first non-option argument:
      return
    }
  }
}

getCommandLineOptions


setLanguage $language

updateTitle
updateBoard
update idle

# Try to find tablebases:
if {$loadAtStart(tb)} {
  if {[sc_info tb]} {
    ::splash::add "Checking for endgame tablebase files..."
    set tbDirs {}
    foreach i {1 2 3 4} {
      if {$initialDir(tablebase$i) != ""} {
        if {$tbDirs != ""} { append tbDirs ";" }
        append tbDirs [file nativename $initialDir(tablebase$i)]
      }
    }
    set result 0
    if {$tbDirs != ""} {
      set result [sc_info tb $tbDirs]
    }
    if {$result == 0} {
      ::splash::add "    No tablebases were found."
    } else {
      ::splash::add "    Tablebases with up to $result pieces were found."
    }
  }
}

# Try to open the ECO classification file:
set result 0
set ecoFile_fullname [file nativename $ecoFile]

if {$loadAtStart(eco)} {
  ::splash::add "Trying to load the ECO openings file..."
  if {[catch { sc_eco read $ecoFile_fullname } result]} {
    # Could not load, so try "scid.eco" in the current directory:
    if {[catch {sc_eco read "scid.eco"} result]} {
      # Neither attempt worked, so do not use ECO classification
      ::splash::add "    Unable to open the ECO file: $ecoFile"
    } else {
      ::splash::add "    ECO file \"./scid.eco\" loaded: $result positions."
    }
  } else {
    ::splash::add "    ECO file \"[file tail $ecoFile_fullname]\"  loaded: $result positions."
  }
}

###
# Try to load the spellcheck file:
if {$loadAtStart(spell)} {
  if {[catch {sc_name read $spellCheckFile} result]} {
    #::splash::add "Unable to load the default spellcheck file: $spellCheckFile"
  } else {
    ::splash::add "Spellcheck file \"[file tail $spellCheckFile]\" loaded:"
    ::splash::add "    [lindex $result 0] players, [lindex $result 1] events, [lindex $result 2] sites, [lindex $result 3] rounds."
  }
}

# fullname:
#   Given a file name, returns its absolute name.
#
proc fullname {fname} {
  if {[file pathtype $fname] == "absolute"} { return $fname }
  set old [pwd]
  if {[catch {cd [file dirname $fname]}]} { return $fname }
  set fname [file join [pwd] [file tail $fname]]
  catch {cd $old}
  return $fname
}

# Loading a database if specified on the command line:
# Need to check file type: .epd, .pgn, .pgn.gz, etc

while {$argc > 0} {
  set startbase [fullname [lindex $argv 0]]
  if {! [catch {sc_game startBoard $startbase}]} {
    set argc 0
    break
  }
  if {! [catch {sc_game startBoard [join $argv " "]}]} {
    set argc 0
    break
  }
  if {[string match "*.epd*" $startbase]} {
    ::splash::add "Opening EPD file: $startbase..."
    if {![newEpdWin openSilent $startbase]} {
      ::splash::add "   Error opening EPD file: $startbase"
    }
    set initialDir(epd) [file dirname $startbase]
  } elseif {[string match "*.sso" $startbase]} {
    ::splash::add "Opening filter file: $startbase..."
    if {[catch {uplevel "#0" source $startbase} err]} {
      ::splash::add "   Error opening $startbase: $err"
    } else {
      switch -- $::searchType {
        "Material" {
          sc_search material \
              -wq [list $pMin(wq) $pMax(wq)] -bq [list $pMin(bq) $pMax(bq)] \
              -wr [list $pMin(wr) $pMax(wr)] -br [list $pMin(br) $pMax(br)] \
              -wb [list $pMin(wb) $pMax(wb)] -bb [list $pMin(bb) $pMax(bb)] \
              -wn [list $pMin(wn) $pMax(wn)] -bn [list $pMin(bn) $pMax(bn)] \
              -wm [list $pMin(wm) $pMax(wm)] -bm [list $pMin(bm) $pMax(bm)] \
              -wp [list $pMin(wp) $pMax(wp)] -bp [list $pMin(bp) $pMax(bp)] \
              -flip $ignoreColors -filter $::search::filter::operation \
              -range [list $minMoveNum $maxMoveNum] \
              -length $minHalfMoves -bishops $oppBishops \
              -diff [list $minMatDiff $maxMatDiff] \
              -patt "$pattBool(1) $pattPiece(1) $pattFyle(1) $pattRank(1)" \
              -patt "$pattBool(2) $pattPiece(2) $pattFyle(2) $pattRank(2)" \
              -patt "$pattBool(3) $pattPiece(3) $pattFyle(3) $pattRank(3)" \
              -patt "$pattBool(4) $pattPiece(4) $pattFyle(4) $pattRank(4)" \
              -patt "$pattBool(5) $pattPiece(5) $pattFyle(5) $pattRank(5)" \
              -patt "$pattBool(6) $pattPiece(6) $pattFyle(6) $pattRank(6)" \
              -patt "$pattBool(7) $pattPiece(7) $pattFyle(7) $pattRank(7)" \
              -patt "$pattBool(8) $pattPiece(8) $pattFyle(8) $pattRank(8)" \
              -patt "$pattBool(9) $pattPiece(9) $pattFyle(9) $pattRank(9)" \
              -patt "$pattBool(10) $pattPiece(10) $pattFyle(10) $pattRank(10)"
          ::splash::add "   Material/Pattern filter file $startbase correctly applied"
        }
        "Header"   {
          set sPgnlist {}
          foreach i {1 2 3} {
            set temp [string trim $sPgntext($i)]
            if {$temp != ""} { lappend sPgnlist $temp }
          }
          set wtitles {}
          set btitles {}
          foreach i $sTitleList {
            if $sTitles(w:$i) { lappend wtitles $i }
            if $sTitles(b:$i) { lappend btitles $i }
          }
          sc_search header -white $sWhite -black $sBlack \
              -event $sEvent -site $sSite -round $sRound \
              -date [list $sDateMin $sDateMax] \
              -results [list $sResWin $sResDraw $sResLoss $sResOther] \
              -welo [list $sWhiteEloMin $sWhiteEloMax] \
              -belo [list $sBlackEloMin $sBlackEloMax] \
              -delo [list $sEloDiffMin $sEloDiffMax] \
              -eco [list $sEcoMin $sEcoMax $sEco] \
              -length [list $sGlMin $sGlMax] \
              -toMove $sSideToMove \
              -gameNumber [list $sGnumMin $sGnumMax] \
              -flip $sIgnoreCol -filter $::search::filter::operation \
              -fStdStart $sHeaderFlags(StdStart) \
              -fPromotions $sHeaderFlags(Promotions) \
              -fComments $sHeaderFlags(Comments) \
              -fVariations $sHeaderFlags(Variations) \
              -fAnnotations $sHeaderFlags(Annotations) \
              -fDelete $sHeaderFlags(DeleteFlag) \
              -fWhiteOp $sHeaderFlags(WhiteOpFlag) \
              -fBlackOp $sHeaderFlags(BlackOpFlag) \
              -fMiddlegame $sHeaderFlags(MiddlegameFlag) \
              -fEndgame $sHeaderFlags(EndgameFlag) \
              -fNovelty $sHeaderFlags(NoveltyFlag) \
              -fPawnStruct $sHeaderFlags(PawnFlag) \
              -fTactics $sHeaderFlags(TacticsFlag) \
              -fKingside $sHeaderFlags(KsideFlag) \
              -fQueenside $sHeaderFlags(QsideFlag) \
              -fBrilliancy $sHeaderFlags(BrilliancyFlag) \
              -fBlunder $sHeaderFlags(BlunderFlag) \
              -fUser $sHeaderFlags(UserFlag) \
              -pgn $sPgnlist -wtitles $wtitles -btitles $btitles
          ::splash::add "   Header filter file $startbase correctly applied"
        }
      }
      ::windows::gamelist::Refresh
      ::windows::stats::Refresh
    }
  } elseif {[string match "*.sor" $startbase]} {
    ::splash::add "Opening repertoire file: $startbase..."
    if {[catch {::rep::OpenWithFile $startbase} err]} {
      ::splash::add "Error opening $startbase: $err"
    }
  } else {
    busyCursor .
    ::splash::add "Opening database: $startbase ..."
    set err 0
    set errMessage ""
    if {[string match "*.pgn" $startbase] || \
          [string match "*.PGN" $startbase] || \
          [string match "*.pgn.gz" $startbase]} {
      set err [catch {sc_base create $startbase true} errMessage]
      if {$err == 0} {
        doPgnFileImport $startbase "\nOpening [file tail $startbase] read-only...\n"
        sc_base type [sc_base current] 3
        ::recentFiles::add $startbase
      }
    } else {
      set err [catch { ::file::Open $startbase} errMessage]
      if {! $err} { ::recentFiles::add "[file rootname $startbase].si4" }
    }
    if {$err} {
      ::splash::add "   Error: could not open database \"$startbase\":\n  $errMessage"
    } else {
      ::splash::add "   Database \"$startbase\" opened: [sc_base numGames] games."
      set initialDir(base) [file dirname $startbase]
      catch {sc_game load auto}
      flipBoardForPlayerNames $::myPlayerNames
    }
  }
  unbusyCursor .
  incr argc -1
  set argv [lrange $argv 1 end]
}

::splash::add "\nStartup completed."
::splash::add "Scid has 44 online help pages; just press F1 for help!\n"
::splash::add "Also look at the online tutorial\nhttp://scid.sourceforge.net/tutorial/\n"
setWinLocation $dot_w
wm deiconify $dot_w

wm protocol $dot_w WM_DELETE_WINDOW { ::file::Exit }

# In docked mode, reopen only the windows that are not dockable
if { !$::docking::USE_DOCKING } {
  if {$startup(switcher)} { ::windows::switcher::Open }
  if {$startup(pgn)} { ::pgn::OpenClose }
  if {$startup(gamelist)} { ::windows::gamelist::Open }
  if {$startup(tree)} { ::tree::make }
  if {$startup(stats)} { ::windows::stats::Open }
  if {$startup(crosstable)} { crosstabWin }
  if {$startup(finder)} { ::file::finder::Open }
  if {$startup(book)} { ::book::open }
} else  {
  if {$startup(stats)} { ::windows::stats::Open }
  if {$startup(crosstable)} { crosstabWin }
  if {$startup(finder)} { ::file::finder::Open }
}

updateBoard
updateTitle
updateLocale
update
bind $dot_w <Configure> "recordWinSize $dot_w"

# Bindings to map/unmap all windows when main window is mapped:
bind .main.statusbar <Map> { showHideAllWindows deiconify}
bind .main.statusbar <Unmap> { showHideAllWindows iconify}

################################################################################
# returns a list of all toplevel windows, except some that are utilities
################################################################################
proc getTopLevel {} {
  
  set topl {}
  set exclude { ".tooltip" ".glistExtra" ".menu" "." ".pgnPopup" }
  foreach c [winfo children .] {
    if { $c != [winfo toplevel $c] } { continue }
    # Tk report .__tk_filedialog as toplevel window even if the window has been closed
    if { [ lsearch $topl $c ] == -1 && [ lsearch $exclude $c ] == -1 && ![string match "\.__tk*" $c] } {
      lappend topl $c
    }
  }
  return $topl
}
################################################################################
#
################################################################################
# showHideAllWindows:
#   Arranges for all major Scid windows to be shown/hidden
#   Should be called type = "iconify" or "deiconify"
#
proc showHideAllWindows {type} {
  
  # Don't do this if user option is off:
  if {! $::autoIconify} { return }
  
  # Some window managers like KDE generate Unmap events for other
  # situations like switching to another desktop, etc.
  # So if the main window is still mapped, do not iconify others:
  if {($type == "iconify")  && ([winfo ismapped .main] == 1)} { return }
  
  # Now iconify/deiconify all the major Scid windows that exist:
  foreach w [getTopLevel] {
    # .baseWin .glistWin .pgnWin .tourney .maintWin \
    # .ecograph .crosstabWin .treeWin .analysisWin1 .anslysisWin2 \
    # .playerInfoWin .commentWin .repWin .statsWin .tbWin \
    # .sb .sh .sm .noveltyWin .emailWin .oprepWin .plist \
    # .rgraph .sgraph .importWin .helpWin .tipsWin
    if {[winfo exists $w]} { catch {wm $type $w} }
  }
  
}

proc raiseAllWindows {} {
  # Don't do this if auto-raise option is turned off:
  if {! $::autoRaise} { return }
  
  showHideAllWindows deiconify
  
  foreach w [getTopLevel] {
    # .baseWin .glistWin .pgnWin .tourney .maintWin \
    # .ecograph .crosstabWin .treeWin .analysisWin1 .anslysisWin2 \
    # .playerInfoWin .commentWin .repWin .statsWin .tbWin \
    # .sb .sh .sm .noveltyWin .emailWin .oprepWin .plist \
    # .rgraph .sgraph .importWin .helpWin .tipsWin
    if {[winfo exists $w]} { catch { raise $w } }
  }
}

# Bind double-click in main Scid window to raise all Scid windows:
bind $dot_w <Double-Button-1> raiseAllWindows

# Hack to extract gif images out of Scid:
#
if {0} {
  proc dumpImages {dir} {
    package require base64
    file mkdir $dir
    set images [image names]
    foreach i $images {
      if {[image type $i] == "photo" } {
        set ext [$i cget -format]
        if {$ext == ""} {
          set ext "gif"
        }
      } else  {
        set ext "gif"
      }
      set data [string trim [$i cget -data]]
      if {$data == ""} { continue }
      if {[catch {set d [::base64::decode $data]}]} { continue }
      regsub -all {:} $i {_} i
      set fname [file join $dir $i.$ext]
      set f [open $fname w]
      fconfigure $f -translation binary -encoding binary
      puts -nonewline $f $d
      close $f
    }
  }
  
  bind $dot_w <Control-Shift-F7> {puts "dumpImages" ; dumpImages "/tmp/images"}
}

if {$startup(tip)} { ::tip::show }

# Opening files by drag & drop on Scid icon on Mac
if { $macOS } {
  # We opened for a drag & drop request, process it now:
  set isopenBaseready 1
  if {$dndargs != 0} {
    set isopenBaseready 2
    catch {::tk::mac::OpenDocument $dndargs} errmsg
    #::splash::add "Opening file(s)...\$dndargs"
  }
}

if { !$::docking::USE_DOCKING } {
  wm withdraw .
  bind .main <Destroy> { destroy . }
}

if { $::docking::USE_DOCKING } {
  setTitle .main [ ::tr "Board" ]
  # restore geometry
  wm minsize $dot_w 360 320
  setWinLocation $dot_w
  setWinSize $dot_w
  
  # when main board pane is resized, auto-size it
  bind .main <Configure> { ::docking::handleConfigureEvent ::resizeMainBoard }
  
  # restore default layout (number 1)
  if { $::autoLoadLayout } {
    set ::docking::restore_running 1
    ::docking::layout_restore 1
    # engines may take time to start. Wait a few seconds before allowing an engine to automatically start analyzing
    after 2000 { set ::docking::restore_running 0 }
  }
  
  standardShortcuts TNotebook
  ::docking::toggleAutoResizeBoard
}

# updateMenuStates

### End of file: end.tcl
###
### tacgame.tcl: part of Scid.
### Copyright (C) 2006  Pascal Georges
###

namespace eval tacgame {
  ######################################################################
  ### Tacgame window: uses a chess engine (Phalanx) in easy mode and
  ### another engine (for example Toga) to track blunders
  
  ### many variables are now set in start.tcl to allow for
  ### remembering them in options.dat S.A
  
  set resignCount 0
  
  # if true, follow a specific opening
  set openingMovesList {}
  set openingMovesHash {}
  set openingMoves ""
  set outOfOpening 0
  
  # list of fen positions played to detect 3 fold repetition
  set lFen {}
  
  set index1 0
  set index2 0
  
  set lastblundervalue 0.0
  set prev_lastblundervalue 0.0
  set blundermissed false
  set blunderwarning false
  set blunderwarningvalue 0.0
  set blundermissedvalue 0.0
  
  set blunderWarningLabel $::tr(Noblunder)
  set scoreLabel 0.0
  
  set blunderpending 0
  set prev_blunderpending 0
  set currentPosHash 0
  set lscore {}
  
  set analysisCoach(automove1) 0
  set analysisCoach(paused) 0 ; # S.A
  
  # ======================================================================
  # resetValues
  #   Resets all blunders data.
  # ======================================================================
  proc resetValues {} {
    # see tcl/start.tcl
    set ::tacgame::blundermissed false
    set ::tacgame::lastblundervalue 0.0
    set ::tacgame::prev_lastblundervalue 0.0
    set ::tacgame::prev_blunderpending 0
    set ::tacgame::currentPosHash [sc_pos hash]
    set ::tacgame::lscore {}
    set ::tacgame::resignCount 0
  }
  
  # ======================================================================
  # resetEngine:
  #   Resets all engine-specific data.
  # ======================================================================
  proc resetEngine {n} {
    
    global ::tacgame::analysisCoach
    set analysisCoach(pipe$n) ""             ;# Communication pipe file channel
    set analysisCoach(seen$n) 0              ;# Seen any output from engine yet?
    set analysisCoach(seenEval$n) 0          ;# Seen evaluation line yet?
    set analysisCoach(score$n) 0             ;# Current score in centipawns
    set analysisCoach(moves$n) ""            ;# PV (best line) output from engine
    set analysisCoach(movelist$n) {}         ;# Moves to reach current position
    set analysisCoach(nonStdStart$n) 0       ;# Game has non-standard start
    set analysisCoach(has_analyze$n) 0       ;# Engine has analyze command
    set analysisCoach(has_setboard$n) 0      ;# Engine has setboard command
    set analysisCoach(send_sigint$n) 0       ;# Engine wants INT signal
    set analysisCoach(wants_usermove$n) 0    ;# Engine wants "usermove" before moves
    set analysisCoach(wholeSeconds$n) 0      ;# Engine times in seconds not centisec
    set analysisCoach(analyzeMode$n) 0       ;# Scid has started analyze mode
    set analysisCoach(invertScore$n) 1       ;# Score is for side to move, not white
    set analysisCoach(automove$n) 0
    set analysisCoach(automoveThinking$n) 0
    set analysisCoach(automoveTime$n) 2000
    set analysisCoach(lastClicks$n) 0
    set analysisCoach(after$n) ""
    set analysisCoach(log$n) ""              ;# Log file channel
    set analysisCoach(logCount$n) 0          ;# Number of lines sent to log file
    set analysisCoach(wbEngineDetected$n) 0  ;# Is this a special Winboard engine?
  }
  
  # ======================================================================
  #		::tacgame::config
  #   Configure coach games :
  #			- Phalanx engine (because it has an 'easy' option)
  #			- Coach engine (Toga is the best)
  #			- level of difficulty
  # ======================================================================
  proc config {} {
    
    global ::tacgame::configWin ::tacgame::analysisCoachCommand ::tacgame::analysisCoach \
        engineCoach1 engineCoach2 ::tacgame::level ::tacgame::levelFixed \
        ::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime ::tacgame::index1 ::tacgame::index2 ::tacgame::chosenOpening
    
    # check if game window is already opened. If yes abort previous game
    if {[winfo exists .coachWin]} {
      focus .
      destroy .coachWin
      ::tacgame::closeEngine 1
      ::tacgame::closeEngine 2
    }
    
    # find Phalanx and Toga engines
    set i 0
    set index1 -1
    set index2 -1
    foreach e $::engines(list) {
      if { $index1 != -1 && $index2 != -1 } { break }
      set name [lindex $e 0]
      if { [ string match -nocase "*phalanx*" $name ]  } {
        set engineCoach1 $name
        set index1 $i
      }
      
      if { [ string match -nocase "*toga*" $name ] } {
        set engineCoach2 $name
        set index2 $i
      }
      incr i
    }
    
    # could not find Toga or Phalanx
    if { $index1 == -1 || $index2 == -1 } {
      tk_messageBox -title "Scid" -icon warning -type ok -message $::tr(PhalanxOrTogaMissing)
      return
    }
    
    set w ".configWin"
    if {[winfo exists $w]} {
      focus $w
      # wm attributes $w -topmost
      return
    }
    
    toplevel $w
    wm title $w "$::tr(configurecoachgame)"
    
    bind $w <F1> { helpWindow TacticalGame }
    setWinLocation $w
    
    ttk::labelframe $w.flevel -text [string toupper $::tr(difficulty) 0 0 ]
    ttk::frame $w.flevel.diff_fixed
    ttk::frame $w.flevel.diff_random
    ttk::labelframe $w.fopening -text $::tr(Opening)
    ttk::frame $w.flimit -relief raised -borderwidth 1
    ttk::frame $w.fbuttons
    
    pack $w.flevel -side top -fill x
    pack $w.flevel.diff_fixed -side top
    pack $w.flevel.diff_random -side top
    pack $w.fopening  -side top -fill both -expand 1
    pack $w.flimit $w.fbuttons -side top -fill x
    
    ttk::radiobutton $w.flevel.diff_random.cb -text $::tr(RandomLevel) -variable ::tacgame::randomLevel -value 1 -width 15
    ttk::scale $w.flevel.diff_random.lMin -orient horizontal -from 1200 -to 2200 -length 100 -variable ::tacgame::levelMin \
        -command { ::utils::validate::roundScale ::tacgame::levelMin 50 }
    ttk::label $w.flevel.diff_random.labelMin -textvariable ::tacgame::levelMin
    ttk::scale $w.flevel.diff_random.lMax -orient horizontal -from 1200 -to 2200 -length 100 -variable ::tacgame::levelMax \
        -command { ::utils::validate::roundScale ::tacgame::levelMax 50 }
    ttk::label $w.flevel.diff_random.labelMax -textvariable ::tacgame::levelMax
    
    grid $w.flevel.diff_random.cb -row 0 -column 0 -rowspan 2
    grid $w.flevel.diff_random.labelMin -row 0 -column 1
    grid $w.flevel.diff_random.lMin -row 1 -column 1
    grid $w.flevel.diff_random.labelMax -row 0 -column 2
    grid $w.flevel.diff_random.lMax -row 1 -column 2
    
    ttk::radiobutton $w.flevel.diff_fixed.cb -text $::tr(FixedLevel) -variable ::tacgame::randomLevel -value 0 -width 15
    ttk::label $w.flevel.diff_fixed.labelFixed -textvariable ::tacgame::levelFixed
    ttk::scale $w.flevel.diff_fixed.scale -orient horizontal -from 1200 -to 2200 -length 200 \
        -variable ::tacgame::levelFixed -command { ::utils::validate::roundScale ::tacgame::levelFixed 50 }
    
    grid $w.flevel.diff_fixed.cb -row 0 -column 0 -rowspan 2
    grid $w.flevel.diff_fixed.labelFixed -row 0 -column 1 -columnspan 2
    grid $w.flevel.diff_fixed.scale -row 1 -column 1 -columnspan 2
    
    # start new game
    ttk::radiobutton $w.fopening.cbNew -text $::tr(StartNewGame)  -variable ::tacgame::openingType -value new
    
    # start from current position
    ttk::radiobutton $w.fopening.cbPosition -text $::tr(StartFromCurrentPosition) -variable ::tacgame::openingType -value current
    
    # or choose a specific opening
    ttk::radiobutton $w.fopening.cbSpecific -text $::tr(SpecificOpening) -variable ::tacgame::openingType -value specific
    
    pack $w.fopening.cbNew -anchor w -padx 100
    pack $w.fopening.cbPosition -anchor w -padx 100
    pack $w.fopening.cbSpecific -anchor w -padx 100
    
    ttk::frame $w.fopening.fOpeningList
    listbox $w.fopening.fOpeningList.lbOpening -yscrollcommand "$w.fopening.fOpeningList.ybar set" \
        -height 5 -width 40 -list ::tacgame::openingList
    $w.fopening.fOpeningList.lbOpening selection set $::tacgame::chosenOpening
    $w.fopening.fOpeningList.lbOpening see $::tacgame::chosenOpening
    
    ttk::scrollbar $w.fopening.fOpeningList.ybar -command "$w.fopening.fOpeningList.lbOpening yview"
    pack $w.fopening.fOpeningList.lbOpening -side right -fill both -expand 1
    pack $w.fopening.fOpeningList.ybar  -side right -fill y
    pack $w.fopening.fOpeningList -expand yes -fill both -side top -expand 1
    
    # in order to limit CPU usage, limit the time for analysis (this prevents noise on laptops)
    ttk::checkbutton $w.flimit.blimit -text $::tr(limitanalysis) -variable ::tacgame::isLimitedAnalysisTime
    ttk::label $w.flimit.labelsecval -textvariable ::tacgame::analysisTime
    ttk::label $w.flimit.labelsec -text $::tr(seconds)
    ttk::scale $w.flimit.analysisTime -orient horizontal -from 5 -to 60 -length 200 -variable ::tacgame::analysisTime \
        -command { ::utils::validate::roundScale ::tacgame::analysisTime 5 }
    grid $w.flimit.blimit -column 0 -row 0 -rowspan 2
    grid $w.flimit.labelsecval  -column 1 -row 0
    grid $w.flimit.labelsec -column 2 -row 0
    grid $w.flimit.analysisTime -column 1 -row 1 -columnspan 2
    # pack $w.flimit.blimit $w.flimit.labelsec $w.flimit.analysisTime  $w.flimit.labelsecval -side left -expand yes -pady 5
    
    ttk::button $w.fbuttons.close -text $::tr(Play) -command {
      focus .
      set ::tacgame::chosenOpening [.configWin.fopening.fOpeningList.lbOpening curselection]
      destroy .configWin
      ::tacgame::play
    }
    ttk::button $w.fbuttons.cancel -textvar ::tr(Cancel) -command "focus .; destroy $w"
    
    pack $w.fbuttons.close $w.fbuttons.cancel -expand yes -side left -padx 20 -pady 2
    
    bind $w <Escape> { .configWin.fbuttons.cancel invoke }
    bind $w <Return> { .configWin.fbuttons.close invoke }
    bind $w <F1> { helpWindow TacticalGame }
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
  }
  # ======================================================================
  #
  #	::tacgame::play
  #
  # ======================================================================
  proc play { } {
    global ::tacgame::analysisCoach ::tacgame::threshold ::tacgame::showblunder ::tacgame::showblundervalue \
        ::tacgame::blunderfound ::tacgame::showmovevalue ::tacgame::level ::tacgame::levelFixed engineCoach1 \
        engineCoach2 ::tacgame::index1 ::tacgame::index2 ::tacgame::chosenOpening \
        ::tacgame::openingType ::tacgame::openingList ::tacgame::openingMovesList \
        ::tacgame::openingMovesHash ::tacgame::openingMoves ::tacgame::outOfOpening
    
    resetEngine 1
    resetEngine 2
    catch { unset ::uci::uciInfo(score2) }
    
    set ::tacgame::lFen {}
    
    set analysisCoach(paused) 0
    
    if {$::tacgame::randomLevel} {
      if {$::tacgame::levelMax < $::tacgame::levelMin} {
        set tmp $::tacgame::levelMax
        set ::tacgame::levelMax $::tacgame::levelMin
        set ::tacgame::levelMin $tmp
      }
      set level [expr int(rand()*($::tacgame::levelMax - $::tacgame::levelMin)) + $::tacgame::levelMin ]
    } else {
      set level $::tacgame::levelFixed; # S.A.
    }
    
    # if will follow a specific opening line
    if {$openingType == "specific"} {
      set fields [split [lindex $openingList $chosenOpening] ":"]
      set openingName [lindex $fields 0]
      set openingMoves [string trim [lindex $fields 1]]
      set openingMovesList ""
      set openingMovesHash ""
      set outOfOpening 0
      foreach m [split $openingMoves] {
        # in case of multiple adjacent spaces in opening line
        if {$m =={}} {
          continue
        }
        set n [string trim $m]
        lappend openingMovesList [string trim [regsub {^[1-9]+\.} $m ""] ]
      }
      
      sc_game new
      lappend openingMovesHash [sc_pos hash]
      foreach m  $openingMovesList {
        if {[catch {sc_move addSan $m}]} {
        }
        lappend openingMovesHash [sc_pos hash]
      }
    }
    
    # create a new game if a DB is opened
    if {$::tacgame::openingType != "current"} {
      sc_game new
      sc_game tags set -event "Tactical game"
      if { [::board::isFlipped .main.board] } {
        sc_game tags set -white "Phalanx - $level ELO"
      } else  {
        sc_game tags set -black "Phalanx - $level ELO"
      }
      sc_game tags set -date [::utils::date::today]
      if {[sc_base inUse [sc_base current]]} { catch {sc_game save 0}  }
    }
    
    updateBoard -pgn
    ::windows::gamelist::Refresh
    updateTitle
    updateMenuStates
    
    set w .coachWin
    if {[winfo exists $w]} {
      focus .
      destroy $w
      return
    }
    
    createToplevel $w
    setTitle $w "$::tr(coachgame) (Elo $level)"
    setWinLocation $w
    
    ttk::frame $w.fdisplay -relief groove -borderwidth 1
    ttk::frame $w.fthreshold -relief groove -borderwidth 1
    ttk::frame $w.finformations -relief groove -borderwidth 1
    ttk::frame $w.fclocks -relief raised -borderwidth 2
    ttk::frame $w.fbuttons
    pack $w.fdisplay $w.fthreshold $w.finformations $w.fclocks $w.fbuttons -side top -expand yes -fill both
    
    ttk::checkbutton $w.fdisplay.b1 -text $::tr(showblunderexists) -variable ::tacgame::showblunder
    ttk::checkbutton $w.fdisplay.b2 -text $::tr(showblundervalue) -variable ::tacgame::showblundervalue
    ttk::checkbutton $w.fdisplay.b5 -text $::tr(showscore) -variable ::tacgame::showevaluation
    pack $w.fdisplay.b1 $w.fdisplay.b2 $w.fdisplay.b5 -expand yes -anchor w
    
    ttk::label $w.fthreshold.l -text $::tr(moveblunderthreshold) -wraplength 300
    
    ttk::scale $w.fthreshold.t -orient horizontal -from 0.0 -to 10.0 -length 200 \
        -variable ::tacgame::threshold -command { ::utils::validate::floatScale ::tacgame::threshold 0.1 }
    ttk::label $w.fthreshold.labelt -textvariable ::tacgame::threshold
    pack $w.fthreshold.l $w.fthreshold.labelt $w.fthreshold.t -side top
    
    ttk::label $w.finformations.l1 -textvariable ::tacgame::blunderWarningLabel -background linen
    ttk::label $w.finformations.l3 -textvariable ::tacgame::scoreLabel -foreground WhiteSmoke -background SlateGray
    pack $w.finformations.l1 $w.finformations.l3 -padx 5 -pady 5 -side top -fill x
    
    ::gameclock::new $w.fclocks 2 80
    ::gameclock::new $w.fclocks 1 80
    ::gameclock::reset 1
    ::gameclock::start 1
    
    ### Resume restarts paused computer (while player moves forward/back in history) S.A.
    ttk::button $w.fbuttons.resume -state disabled -textvar ::tr(Resume) -command {
      set ::tacgame::analysisCoach(paused) 0
      .coachWin.fbuttons.resume configure -state disabled
      ::tacgame::phalanxGo
    }
    pack $w.fbuttons.resume -expand yes -fill both -padx 20 -pady 2
    
    ttk::button $w.fbuttons.close -textvar ::tr(Abort) -command ::tacgame::abortGame
    pack $w.fbuttons.close -expand yes -fill both -padx 20 -pady 2
    
    ::tacgame::launchengine $index1 1
    ::uci::startEngine $index2 2
    set ::uci::uciInfo(multipv2) 1
    changePVSize 2
    
    ::tacgame::resetValues
    updateAnalysisText
    
    bind $w <F1> { helpWindow TacticalGame }
    bind $w <Destroy> "after cancel ::tacgame::phalanxGo ; focus . ; \
        ::tacgame::closeEngine 1; ::tacgame::closeEngine 2"
    bind $w <Escape> ::tacgame::abortGame
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
    
    ::tacgame::phalanxGo
  }
  ################################################################################
  #
  ################################################################################
  proc abortGame { { destroyWin 1 } } {
    after cancel ::tacgame::phalanxGo
    stopAnalyze
    if { $destroyWin } { destroy ".coachWin" }
    focus .
    ::tacgame::closeEngine 1
    ::tacgame::closeEngine 2
    ::docking::cleanup .coachWin
  }
  # ======================================================================
  #   ::tacgame::launchengine
  #  - launches both engines
  #  - updates values for :
  #						blundermissed (boolean), blunderwarning (boolean)
  #						blunderwarningvalue (real), blundermissedvalue (real)
  #						totalblundersmissed (real), totalblunders (real)
  # ======================================================================
  
  proc launchengine {index n} {
    global ::tacgame::analysisCoach ::tacgame::level
    
    ::tacgame::resetEngine $n
    
    set engineData [lindex $::engines(list) $index]
    set analysisName [lindex $engineData 0]
    set analysisCommand [ ::toAbsPath [ lindex $engineData 1 ] ]
    set analysisArgs [lindex $engineData 2]
    set analysisDir [ ::toAbsPath [lindex $engineData 3] ]
    
    # turn phalanx book, ponder and learning off, easy on
    if {$n == 1} {
      # convert Elo = 1200 to level 100 up to Elo=2200 to level 0
      set easylevel [expr int(100-(100*($level-1200)/(2200-1200)))]
      append analysisArgs " -b+ -p- -l- -e $easylevel "
    }
    
    # If the analysis directory is not current dir, cd to it:
    set oldpwd ""
    if {$analysisDir != "."} {
      set oldpwd [pwd]
      catch {cd $analysisDir}
    }
    
    # Try to execute the analysis program:
    if {[catch {set analysisCoach(pipe$n) [open "| [list $analysisCommand] $analysisArgs" "r+"]} result]} {
      if {$oldpwd != ""} { catch {cd $oldpwd} }
      tk_messageBox -title "Scid: error starting analysis" \
          -icon warning -type ok \
          -message "Unable to start the program:\n$analysisCommand"
      ::tacgame::resetEngine $n
      return
    }
    
    # Return to original dir if necessary:
    if {$oldpwd != ""} { catch {cd $oldpwd} }
    
    # Configure pipe for line buffering and non-blocking mode:
    fconfigure $analysisCoach(pipe$n) -buffering line -blocking 0
    
    if {$n == 1} {
      fileevent $analysisCoach(pipe$n) readable "::tacgame::processInput"
      after 1000 "::tacgame::checkAnalysisStarted $n"
    }
    
  }
  
  # ======================================================================
  # ::tacgame::closeEngine
  #   Close an engine.
  # ======================================================================
  proc closeEngine {n} {
    global windowsOS ::tacgame::analysisCoach
    
    # Check the pipe is not already closed:
    if { $n == 1 } {
      if {$analysisCoach(pipe$n) == "" } {
        return
      }
    }
    if { $n == 2 } {
      ::uci::closeUCIengine $n
      return
    }
    
    # Send interrupt signal if the engine wants it:
    if {(!$windowsOS)  &&  $analysisCoach(send_sigint$n)} {
      catch {exec -- kill -s INT [pid $analysisCoach(pipe$n)]}
    }
    
    # Some engines in analyze mode may not react as expected to "quit"
    # so ensure the engine exits analyze mode first:
    sendToEngine $n "exit"
    sendToEngine $n "quit"
    catch { flush $analysisCoach(pipe$n) }
    
    # Uncomment the following line to turn on blocking mode before
    # closing the engine (but probably not a good idea!)
    #   fconfigure $analysisCoach(pipe$n) -blocking 1
    
    # Close the engine, ignoring any errors since nothing can really
    # be done about them anyway -- maybe should alert the user with
    # a message box?
    catch {close $analysisCoach(pipe$n)}
    
    set analysisCoach(pipe$n) ""
  }
  # ======================================================================
  # sendToEngine:
  #   Send a command to a running analysis engine.
  # ======================================================================
  proc sendToEngine {n text} {
    catch {puts $::tacgame::analysisCoach(pipe$n) $text}
  }
  
  # ======================================================================
  # checkAnalysisStarted
  #   Called a short time after an analysis engine was started
  #   to send it commands if Scid has not seen any output from
  #   it yet.
  # ======================================================================
  proc checkAnalysisStarted {n} {
    global ::tacgame::analysisCoach
    if {$analysisCoach(seen$n)} { return }
    
    # Some Winboard engines do not issue any output when
    # they start up, so the fileevent above is never triggered.
    # Most, but not all, of these engines will respond in some
    # way once they have received input of some type.  This
    # proc will issue the same initialization commands as
    # those in processAnalysisInput below, but without the need
    # for a triggering fileevent to occur.
    
    set analysisCoach(seen$n) 1
    ::tacgame::sendToEngine $n "xboard"
    ::tacgame::sendToEngine $n "protover 2"
    ::tacgame::sendToEngine $n "post"
    ::tacgame::sendToEngine $n "ponder off"
    
    # Prevent some engines from making an immediate "book"
    # reply move as black when position is sent later:
    ::tacgame::sendToEngine $n "force"
  }
  
  # ======================================================================
  #
  # processInput from the engine blundering (Phalanx)
  #
  # ======================================================================
  proc processInput {} {
    global ::tacgame::analysisCoach ::tacgame::analysis
    
    # Get one line from the engine:
    set line [gets $analysisCoach(pipe1)]
    
    # check that the engine is really Phalanx
	 # Allowd versions include Phalanx-scid Phalanx-pg and XXIII
	 # upwards
	 if { ! $analysisCoach(seen1) && $line != {Phalanx XXII-pg} && $line != {Phalanx XXIII} && $line != {Phalanx XXII-scid} } {

      after cancel ::tacgame::phalanxGo
      ::tacgame::closeEngine 1
      # ::tacgame::closeEngine 2
      ::uci::closeUCIengine 2
      tk_messageBox -type ok -icon warning -parent .main -title "Scid" -message "Please choose the correct Phalanx engine"
      focus .
      destroy .coachWin
      ::tacgame::config
      return
    }
    
    # Check that the engine did not terminate unexpectedly:
    if {[eof $analysisCoach(pipe1)]} {
      fileevent $analysisCoach(pipe1) readable {}
      catch {close $analysisCoach(pipe1)}
      set analysisCoach(pipe1) ""
      tk_messageBox -type ok -icon info -parent .main -title "Scid" \
          -message "The analysis engine 1 terminated without warning; it probably crashed or had an internal error."
    }
    
    if {! $analysisCoach(seen1)} {
      # First line of output from the program, so send initial commands:
      set analysisCoach(seen1) 1
      ::tacgame::sendToEngine 1 "xboard"
      ::tacgame::sendToEngine 1 "post"
    }
    
    ::tacgame::makePhalanxMove $line
    
  }
  
  # ======================================================================
  # startAnalyzeMode:
  #   Put the engine in analyze mode
  # ======================================================================
  proc startAnalyze { } {
    global ::tacgame::analysisCoach ::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime
    set n 2
    set ::analysis(waitForReadyOk$n) 1
    ::uci::sendToEngine $n "isready"
    vwait ::analysis(waitForReadyOk$n)
    ::uci::sendToEngine $n "position fen [sc_pos fen]"
    ::uci::sendToEngine $n "go infinite"
    
    if { $isLimitedAnalysisTime == 1 }  {
      after [expr 1000 * $analysisTime] ::tacgame::stopAnalyze
    }
    
  }
  # ======================================================================
  # stopAnalyzeMode:
  #   Stop the engine analyze mode
  # ======================================================================
  proc stopAnalyze { } {
    global ::tacgame::analysisCoach ::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime
    
    after cancel ::tacgame::stopAnalyze
    ::uci::sendToEngine 2 "stop"
  }
  ################################################################################
  # returns true if last move is a mate and stops clocks
  ################################################################################
  proc endOfGame {} {
    if { [string index [sc_game info previousMove] end ] == "#"} {
      ::gameclock::stop 1
      ::gameclock::stop 2
      return 1
    }
    return 0
  }
  # ======================================================================
  # phalanxGo
  #		it is phalanx's turn to play
  # ======================================================================
  proc phalanxGo {} {
    global ::tacgame::analysisCoach ::tacgame::openingType ::tacgame::openingMovesList \
        ::tacgame::openingMovesHash ::tacgame::openingMoves ::tacgame::outOfOpening
    
    after cancel ::tacgame::phalanxGo
    
    ### should show endOfGame
    
    if {$analysisCoach(paused)} {
      .coachWin.fbuttons.resume configure -state normal
      return
    }
    
    if { [::tacgame::endOfGame] } { return }
    
    # check if Phalanx is already thinking
    if { $analysisCoach(automoveThinking1) == 1 } {
      after 1000 ::tacgame::phalanxGo
      return
    }
    
    updateAnalysisText
    
    if { [sc_pos side] != [::tacgame::getPhalanxColor] } {
      after 1000 ::tacgame::phalanxGo
      return
    }
    
    ::gameclock::stop 1
    ::gameclock::start 2
    repetition
    
    # make a move corresponding to a specific opening, (it is Phalanx's turn)
    if {$openingType == "specific" && !$outOfOpening} {
      set index 0
      # Warn if the user went out of the opening line chosen
      if { !$outOfOpening } {
        set ply [ expr [sc_pos moveNumber] * 2 - 1]
        if { [sc_pos side] == "white" } {
          set ply [expr $ply - 1]
        }
        
        if { [lsearch $openingMovesHash [sc_pos hash]] == -1 && [llength $openingMovesList] >= $ply} {
          set answer [tk_messageBox -icon question -parent .main -title $::tr(OutOfOpening) -type yesno \
              -message "$::tr(NotFollowedLine) $openingMoves\n $::tr(DoYouWantContinue)" ]
          if {$answer == no} {
            sc_move back 1
            updateBoard -pgn
            ::gameclock::stop 2
            ::gameclock::start 1
            after 1000 ::tacgame::phalanxGo
            return
          }  else  {
            set outOfOpening 1
          }
        }
      }
      
      set hpos [sc_pos hash]
      # Find a corresponding position in the opening line
      set length [llength $openingMovesHash]
      for {set i 0}   { $i < [expr $length-1] } { incr i } {
        set h [lindex $openingMovesHash $i]
        if {$h == $hpos} {
          set index [lsearch $openingMovesHash $h]
          set move [lindex $openingMovesList $index]
          # play the move
          set action "replace"
          if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
          if {$action == "replace"} {
            if {[catch {sc_move addSan $move}]} {}
          } elseif {$action == "var"} {
            sc_var create
            if {[catch {sc_move addSan $move}]} {}
          } elseif {$action == "mainline"} {
            sc_var create
            if {[catch {sc_move addSan $move}]} {}
            sc_var exit
            sc_var promote [expr {[sc_var count] - 1}]
            sc_move forward 1
          }
          
          ::utils::sound::AnnounceNewMove $move
          
          updateBoard -pgn -animate
          ::gameclock::stop 2
          ::gameclock::start 1
          repetition
          after 1000 ::tacgame::phalanxGo
          return
        }
      }
      
    }
    
    # Pascal Georges : original Phalanx does not have 'setboard'
    set analysisCoach(automoveThinking1) 1
    sendToEngine 1 "setboard [sc_pos fen]"
    sendToEngine 1 "go"
    after 1000 ::tacgame::phalanxGo
  }
  ################################################################################
  #   add current position for 3fold repetition detection and returns 1 if
  # the position is a repetion
  ################################################################################
  proc repetition {} {
    set elt [lrange [split [sc_pos fen]] 0 2]
    # append the position only if different from the last element
    if { $elt != [ lindex $::tacgame::lFen end ] } {
      lappend ::tacgame::lFen $elt
    }
    if { [llength [lsearch -all $::tacgame::lFen $elt] ] >=3 } {
      tk_messageBox -type ok -message $::tr(Draw) -parent .main -icon info
      return 1
    }
    return 0
  }
  # ======================================================================
  # makePhalanxMove:
  #
  # ======================================================================
  proc makePhalanxMove { input } {
    global ::tacgame::lscore ::tacgame::analysisCoach ::tacgame::currentPosHash ::tacgame::resignCount
    
    # The input move is of the form "my move is MOVE"
    if {[scan $input "my move is %s" move] != 1} { return 0 }
    
    ::tacgame::stopAnalyze
    
    # Phalanx will move : update the score list to detect any blunder
    if {[info exists ::tacgame::sc1]} {
      lappend lscore $::tacgame::sc1
    }
    
    # if the resign value has been reached more than 3 times in a raw, resign
    if { ( [getPhalanxColor] == "black" && [lindex $lscore end] >  $::informant("++-") ) || \
          ( [getPhalanxColor] == "white" && [lindex $lscore end] < [expr 0.0 - $::informant("++-")] ) } {
      incr resignCount
    } else  {
      set resignCount 0
    }
    
    # check the sequence of moves
    # in case of any event (board setup, move back/forward), reset score list
    if { ![sc_pos isAt start] && ![sc_pos isAt vstart]} {
      sc_move back 1
      if { [sc_pos hash] != $currentPosHash} {
        set lscore {}
        updateAnalysisText
      }
      sc_move forward 1
    } else  {
      if { [sc_pos hash] != $currentPosHash} {
        set lscore {}
        updateAnalysisText
      }
    }
    
    # play the move
    set action "replace"
    if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
    if {$action == "replace"} {
      if {[catch {sc_move addSan $move}]} {
        # No move from Phalanx : remove the score (last element)
        set lscore [lreplace $lscore end end]
        return 0
      }
    } elseif {$action == "var"} {
      sc_var create
      if {[catch {sc_move addSan $move}]} {
        # No move from Phalanx : remove the score (last element)
        set lscore [lreplace $lscore end end]
        return 0
      }
    } elseif {$action == "mainline"} {
      sc_var create
      if {[catch {sc_move addSan $move}]} {
        # No move from Phalanx : remove the score (last element)
        set lscore [lreplace $lscore end end]
        return 0
      }
      sc_var exit
      sc_var promote [expr {[sc_var count] - 1}]
      sc_move forward 1
    }
    
    set analysisCoach(automoveThinking1) 0
    set currentPosHash [sc_pos hash]
    
    ::tacgame::startAnalyze
    ::utils::sound::AnnounceNewMove $move
    updateBoard -pgn -animate
    
    ::gameclock::stop 2
    ::gameclock::start 1
    repetition
    
    if { $resignCount > 3 } {
      tk_messageBox -type ok -message $::tr(Iresign) -parent .main -icon info
      set resignCount 0
    }
    
    return 1
  }
  
  # ======================================================================
  # updateScore
  # ======================================================================
  proc updateScore { } {
    if { ! $::tacgame::showevaluation } { return }
    if {![info exists ::uci::uciInfo(score2)]} {
      set ::tacgame::scoreLabel ""
      return
    } else {
      set ::tacgame::scoreLabel "Score : $::uci::uciInfo(score2)"
    }
  }
  
  # ======================================================================
  # updateAnalysisText
  #   Update the text in an analysis window.
  #   Human blunders are not checked, only Phalanx'one
  # ======================================================================
  proc updateAnalysisText { } {
    global ::tacgame::analysisCoach ::tacgame::showblunder ::tacgame::blunderWarningLabel \
        ::tacgame::showblunder ::tacgame::showblundervalue ::tacgame::showblunderfound ::tacgame::showmovevalue \
        ::tacgame::showevaluation ::tacgame::lscore ::tacgame::threshold \
        ::tacgame::lastblundervalue ::tacgame::prev_lastblundervalue ::tacgame::scoreLabel \
        ::tacgame::blunderpending ::tacgame::prev_blunderpending ::tacgame::sc1
    
    # only update when it is human turn
    if { [getPhalanxColor] == [sc_pos side] } { return }
    
    catch {
      set sc1 $::uci::uciInfo(score2)
      set sc2 [lindex $lscore end]
    }
    
    # There are less than 2 scores in the list
    if {[llength $lscore] < 2} {
      set blunderWarningLabel $::tr(Noinfo)
      set scoreLabel ""
      if {[llength $lscore] == 1 && $showevaluation } {
        set scoreLabel "Score : [lindex $lscore end]"
      }
      return
    }
    
    # set sc1 [lindex $lscore end]
    # set sc2 [lindex $lscore end-1]
    
    if { $analysisCoach(automoveThinking1) } {
      set blunderWarningLabel $::tr(Noinfo)
    }
    
    # Check if a blunder was made by Phalanx at last move.
    # The check is done during player's turn
    if { $showblunder && [::tacgame::getPhalanxColor] != [sc_pos side] } {
      if {[llength $lscore] >=2} {
        if { ($sc1 - $sc2 > $threshold && [::tacgame::getPhalanxColor] == "black") || \
              ($sc1 - $sc2 < [expr 0.0 - $threshold] && [::tacgame::getPhalanxColor] == "white") } {
          set lastblundervalue [expr $sc1-$sc2]
          # append a ?!, ? or ?? to the move if there is none yet and if the game was not dead yet
          # (that is if the score was -6, if it goes down to -10, this is a normal evolution
          if { [expr abs($sc2)] < $::informant("++-") } {
            sc_pos clearNags
            set b [expr abs($lastblundervalue)]
            if { $b >= $::informant("?!") && $b < $::informant("?") } {
              sc_pos addNag "?!"
            } elseif { $b >= $::informant("?") && $b < $::informant("??") }  {
              sc_pos addNag "?"
            } elseif  { $b >= $::informant("??") } {
              sc_pos addNag "??"
            }
          }
          
          .coachWin.finformations.l1 configure -background LightCoral
          if { $showblundervalue } {
            set tmp $::tr(blunder)
            append tmp [format " %+8.2f" [expr abs($sc1-$sc2)]]
            set blunderWarningLabel $tmp
            set blunderpending 1
          } else {
            set blunderWarningLabel "$::tr(blunder) !"
          }
        } else {
          sc_pos clearNags
          .coachWin.finformations.l1 configure -background linen
          set blunderWarningLabel $::tr(Noblunder)
          set blunderpending 0
        }
      }
    } else {
      set blunderWarningLabel "---"
    }
    
    if { !$showblunder || $analysisCoach(automoveThinking1) } {
      set blunderWarningLabel "---"
    }
    
    # displays current score sent by the "good" engine (Toga)
    if { $showevaluation } {
      set scoreLabel "Score : $sc1"
    } else {
      set scoreLabel ""
    }
  }
  
  # ======================================================================
  # getPhalanxColor
  #   Returns "white" or "black" (Phalanx always plays at top)
  # ======================================================================
  proc getPhalanxColor {} {
    # Phalanx always plays for the upper side
    if { [::board::isFlipped .main.board] == 0 } {
      return "black"
    } else  {
      return "white"
    }
  }
  
  ################################################################################
  #
  ################################################################################
  set openingList [ list \
      "$::tr(Reti): 1.Nf3" \
      "$::tr(English): 1.c4" \
      "$::tr(d4Nf6Miscellaneous): 1.d4 Nf6" \
      "$::tr(Trompowsky): 1.d4 Nf6 2.Bg5" \
      "$::tr(Budapest): 1.d4 Nf6 2.c4 e5" \
      "$::tr(OldIndian): 1.d4 Nf6 2.c4 d6" \
      "$::tr(BenkoGambit): 1.d4 Nf6 2.c4 c5 3.d5 b5" \
      "$::tr(ModernBenoni): 1.d4 Nf6 2.c4 c5 3.d5 e6" \
      "$::tr(DutchDefence): 1.d4 f5" \
      "1.e4" \
      "$::tr(Scandinavian): 1.e4 d5" \
      "$::tr(AlekhineDefence): 1.e4 Nf6" \
      "$::tr(Pirc): 1.e4 d6" \
      "$::tr(CaroKann): 1.e4 c6" \
      "$::tr(CaroKannAdvance): 1.e4 c6 2.d4 d5 3.e5" \
      "$::tr(Sicilian): 1.e4 c5" \
      "$::tr(SicilianAlapin): 1.e4 c5 2.c3" \
      "$::tr(SicilianClosed): 1.e4 c5 2.Nc3" \
      "$::tr(Sicilian): 1.e4 c5 2.Nf3 Nc6" \
      "$::tr(Sicilian): 1.e4 c5 2.Nf3 e6" \
      "$::tr(SicilianRauzer): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 Nc6" \
      "$::tr(SicilianDragon): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6 " \
      "$::tr(SicilianScheveningen): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 e6" \
      "$::tr(SicilianNajdorf): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6" \
      "$::tr(OpenGame): 1.e4 e5" \
      "$::tr(Vienna): 1.e4 e5 2.Nc3" \
      "$::tr(KingsGambit): 1.e4 e5 2.f4" \
      "$::tr(RussianGame): 1.e4 e5 2.Nf3 Nf6" \
      "$::tr(OpenGame): 1.e4 e5 2.Nf3 Nc6" \
      "$::tr(ItalianTwoKnights): 1.e4 e5 2.Nf3 Nc6 3.Bc4" \
      "$::tr(Spanish): 1.e4 e5 2.Nf3 Nc6 3.Bb5" \
      "$::tr(SpanishExchange): 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Bxc6" \
      "$::tr(SpanishOpen): 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.O-O Nxe4" \
      "$::tr(SpanishClosed): 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.O-O Be7" \
      "$::tr(FrenchDefence): 1.e4 e6" \
      "$::tr(FrenchAdvance): 1.e4 e6 2.d4 d5 3.e5" \
      "$::tr(FrenchTarrasch): 1.e4 e6 2.d4 d5 3.Nd2" \
      "$::tr(FrenchWinawer): 1.e4 e6 2.d4 d5 3.Nc3 Bb4" \
      "$::tr(FrenchExchange): 1.e4 e6 2.d4 d5 3.exd5 exd5" \
      "$::tr(QueensPawn): 1.d4 d5" \
      "$::tr(Slav): 1.d4 d5 2.c4 c6" \
      "$::tr(QGA): 1.d4 d5 2.c4 dxc4" \
      "$::tr(QGD): 1.d4 d5 2.c4 e6" \
      "$::tr(QGDExchange): 1.d4 d5 2.c4 e6 3.cxd5 exd5" \
      "$::tr(SemiSlav): 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Nf3 c6" \
      "$::tr(QGDwithBg5): 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5" \
      "$::tr(QGDOrthodox): 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5 Be7 5.e3 O-O 6.Nf3 Nbd7" \
      "$::tr(Grunfeld): 1.d4 Nf6 2.c4 g6 3.Nc3 d5" \
      "$::tr(GrunfeldExchange): 1.d4 Nf6 2.c4 g6 3.Nc3 d5 4.cxd5" \
      "$::tr(GrunfeldRussian): 1.d4 Nf6 2.c4 g6 3.Nc3 d5 4.Nf3 Bg7 5.Qb3" \
      "$::tr(Catalan): 1.d4 Nf6 2.c4 e6 3.g3 " \
      "$::tr(CatalanOpen): 1.d4 Nf6 2.c4 e6 3.g3 d5 4.Bg2 dxc4" \
      "$::tr(CatalanClosed): 1.d4 Nf6 2.c4 e6 3.g3 d5 4.Bg2 Be7" \
      "$::tr(QueensIndian): 1.d4 Nf6 2.c4 e6 3.Nf3 b6" \
      "$::tr(NimzoIndian): 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4" \
      "$::tr(NimzoIndianClassical): 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.Qc2" \
      "$::tr(NimzoIndianRubinstein): 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.e3" \
      "$::tr(KingsIndian): 1.d4 Nf6 2.c4 g6" \
      "$::tr(KingsIndianSamisch): 1.d4 Nf6 2.c4 g6 4.e4 d6 5.f3" \
      "$::tr(KingsIndianMainLine): 1.d4 Nf6 2.c4 g6 4.e4 d6 5.Nf3" \
      ]
}
###
### End of file: tacgame.tcl
###
###
### sergame.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
################################################################################
# The number used for the engine playing a serious game is 3
################################################################################

namespace eval sergame {
  
  # DEBUG
  set ::uci::uciInfo(log_stdout3) 0
  
  # if true, follow a specific opening
  set openingMovesList {}
  set openingMovesHash {}
  set openingMoves ""
  set outOfOpening 0
  array set engineListBox {}
  set engineName ""
  set bookSlot 2
  
  # list of fen positions played to detect 3 fold repetition
  set lFen {}
  set lastPlayerMoveUci ""
  
  ################################################################################
  #
  ################################################################################
  proc config {} {
    global ::sergame::configWin ::sergame::chosenOpening
    
    # check if game window is already opened. If yes abort previous game
    set w ".serGameWin"
    if {[winfo exists $w]} {
      focus .
      destroy $w
    }
    
    set w ".configSerGameWin"
    if {[winfo exists $w]} {
      focus $w
      return
    }
    
    toplevel $w
    wm title $w "$::tr(configuregame)"
    
    bind $w <F1> { helpWindow SeriousGame }
    setWinLocation $w
    
    ttk::labelframe $w.fengines -text $::tr(Engine)
    ttk::frame $w.fbook -relief groove -borderwidth 1
    ttk::labelframe $w.ftime -text $::tr(TimeMode)
    ttk::frame $w.fconfig -relief groove -borderwidth 1
    ttk::frame $w.fopening -relief groove -borderwidth 1
    ttk::frame $w.fbuttons
    
    pack $w.fengines $w.fbook $w.ftime $w.fconfig -side top -fill x
    pack $w.fopening -side top -fill both -expand 1
    pack $w.fbuttons -side top -fill x
    
    # builds the list of UCI engines
    ttk::frame $w.fengines.fEnginesList -relief raised -borderwidth 1
    listbox $w.fengines.fEnginesList.lbEngines -yscrollcommand "$w.fengines.fEnginesList.ybar set" \
        -height 5 -width 50 -exportselection 0
    ttk::scrollbar $w.fengines.fEnginesList.ybar -command "$w.fengines.fEnginesList.lbEngines yview"
    pack $w.fengines.fEnginesList.ybar -side left -fill y
    pack $w.fengines.fEnginesList.lbEngines -side left -fill both -expand yes
    pack $w.fengines.fEnginesList -expand yes -fill both -side top
    set i 0
    set idx 0
    foreach e $::engines(list) {
      if { [lindex $e 7] != 1} { incr idx ; continue }
      set ::sergame::engineListBox($i) $idx
      set name [lindex $e 0]
      $w.fengines.fEnginesList.lbEngines insert end $name
      incr i
      incr idx
    }
    
    # Engine configuration (limit strength for example)
    ttk::button $w.fengines.bEngineConfig -text $::tr(ConfigureUCIengine) -command {
      set sel [.configSerGameWin.fengines.fEnginesList.lbEngines curselection]
      set index $::sergame::engineListBox($sel)
      set engineData [lindex $::engines(list) $index]
      set name [lindex $engineData 0]
      set cmd [ toAbsPath [lindex $engineData 1] ]
      set args [lindex $engineData 2]
      set dir [ toAbsPath [lindex $engineData 3] ]
      set options [lindex $engineData 8]
      set ::uci::autoSaveOptionsIndex $index
      set ::uci::autoSaveOptions 1
      ::uci::uciConfig 3 [ toAbsPath $cmd ] $args [ toAbsPath $dir ] $options
    }
    pack $w.fengines.bEngineConfig -side top
    
    # if no engines defined, bail out
    if {$i == 0} {
      tk_messageBox -type ok -message "No UCI engine defined" -icon error
      destroy $w
      return
    }
    
    $w.fengines.fEnginesList.lbEngines selection set $::sergame::chosenEngine
    $w.fengines.fEnginesList.lbEngines see $::sergame::chosenEngine
    
    # load book names
    ttk::checkbutton $w.fbook.cbUseBook -text $::tr(UseBook) -variable ::sergame::useBook
    set bookPath $::scidBooksDir
    set bookList [ lsort -dictionary [ glob -nocomplain -directory $bookPath *.bin ] ]
    if { [llength $bookList] == 0 } {
      $w.fbook.cbUseBook configure -state disabled
      set ::sergame::useBook 0
    }
    set i 0
    set idx 0
    set tmp {}
    foreach file  $bookList {
      lappend tmp [ file tail $file ]
      if { $::sergame::bookToUse == [ file tail $file ]} {
        set idx $i
      }
      incr i
    }
    
    ttk::combobox $w.fbook.combo -width 12 -values $tmp
    catch { ch$w.fbook.combo current $idx }
    
    set row 0
    
    pack $w.fbook.cbUseBook -side left
    pack $w.fbook.combo -side right -expand yes -fill both
    
    # Time bonus frame
    ttk::frame $w.ftime.timebonus
    pack  $w.ftime.timebonus -side top -fill x -expand 1
    
    ttk::radiobutton $w.ftime.timebonus.rb1 -text $::tr(TimeBonus) -value "timebonus" -variable ::sergame::timeMode
    grid $w.ftime.timebonus.rb1 -row $row -column 0 -sticky w -rowspan 2
    
    ttk::label $w.ftime.timebonus.whitelabel -text $::tr(White)
    grid $w.ftime.timebonus.whitelabel -row $row -column 1
    spinbox $w.ftime.timebonus.whitespminutes -background white -width 4 -from 1 -to 120 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    grid $w.ftime.timebonus.whitespminutes -row $row -column 2
    ttk::label $w.ftime.timebonus.whitelminutes -text $::tr(TimeMin)
    grid $w.ftime.timebonus.whitelminutes -row $row -column 3
    spinbox $w.ftime.timebonus.whitespseconds -background white -width 4 -from 0 -to 60 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    grid $w.ftime.timebonus.whitespseconds -row $row -column 4
    ttk::label $w.ftime.timebonus.whitelseconds -text $::tr(TimeSec)
    grid $w.ftime.timebonus.whitelseconds -row $row -column 5
    
    incr row
    ttk::label $w.ftime.timebonus.blacklabel -text $::tr(Black)
    grid $w.ftime.timebonus.blacklabel -row $row -column 1
    spinbox $w.ftime.timebonus.blackspminutes -background white -width 4 -from 1 -to 120 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    grid $w.ftime.timebonus.blackspminutes -row $row -column 2
    ttk::label $w.ftime.timebonus.blacklminutes -text $::tr(TimeMin)
    grid $w.ftime.timebonus.blacklminutes -row $row -column 3
    spinbox $w.ftime.timebonus.blackspseconds -background white -width 4 -from 0 -to 60 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    grid $w.ftime.timebonus.blackspseconds -row $row -column 4
    ttk::label $w.ftime.timebonus.blacklseconds -text $::tr(TimeSec)
    grid $w.ftime.timebonus.blacklseconds -row $row -column 5
    
    $w.ftime.timebonus.whitespminutes set [expr $::uci::uciInfo(wtime3) / (60 * 1000)]
    $w.ftime.timebonus.whitespseconds set [expr $::uci::uciInfo(winc3) /  1000]
    $w.ftime.timebonus.blackspminutes set [expr $::uci::uciInfo(btime3) / (60 * 1000)]
    $w.ftime.timebonus.blackspseconds set [expr $::uci::uciInfo(binc3) /  1000 ]
    
    # Fixed depth
    ttk::frame $w.ftime.depth
    ttk::radiobutton $w.ftime.depth.button -text $::tr(FixedDepth) -value "depth" -variable ::sergame::timeMode
    spinbox $w.ftime.depth.value -background white -width 4 -from 1 -to 20 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    $w.ftime.depth.value set $::sergame::depth
    
    pack $w.ftime.depth -side top -fill x
    pack $w.ftime.depth.button -side left
    pack $w.ftime.depth.value -side left
    
    ttk::frame $w.ftime.nodes
    ttk::radiobutton $w.ftime.nodes.button -text "$::tr(Nodes) (x1000)" -value "nodes" -variable ::sergame::timeMode
    spinbox $w.ftime.nodes.value -background white -width 4 -from 5 -to 10000 -increment 5 -validate all -vcmd { regexp {^[0-9]+$} %P }
    $w.ftime.nodes.value set [ expr $::sergame::nodes /1000]
    
    pack $w.ftime.nodes -side top -fill x
    pack $w.ftime.nodes.button -side left
    pack $w.ftime.nodes.value -side left
    
    ttk::frame $w.ftime.movetime
    ttk::radiobutton $w.ftime.movetime.button -text $::tr(SecondsPerMove) -value "movetime" -variable ::sergame::timeMode
    spinbox $w.ftime.movetime.value -background white -width 4 -from 1 -to 120 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    $w.ftime.movetime.value set [ expr $::sergame::movetime /1000]
    
    pack $w.ftime.movetime -side top -fill x
    pack $w.ftime.movetime.button -side left
    pack $w.ftime.movetime.value -side left
    
    # New game or use current position ?
    ttk::checkbutton $w.fconfig.cbPosition -text $::tr(StartFromCurrentPosition) -variable ::sergame::startFromCurrent
    pack $w.fconfig.cbPosition  -side top -anchor w
    
    # ponder
    ttk::checkbutton $w.fconfig.cbPonder -text $::tr(Ponder) -variable ::sergame::ponder
    pack $w.fconfig.cbPonder  -side top -anchor w
    
    # Warn if the user makes weak/bad moves
    ttk::checkbutton $w.fconfig.cbCoach -text $::tr(CoachIsWatching) -variable ::sergame::coachIsWatching
    pack $w.fconfig.cbCoach -side top -anchor w
    
    # choose a specific opening
    ttk::checkbutton $w.fopening.cbOpening -text $::tr(SpecificOpening) -variable ::sergame::isOpening
    ttk::frame $w.fopening.fOpeningList -relief raised -borderwidth 1
    listbox $w.fopening.fOpeningList.lbOpening -yscrollcommand "$w.fopening.fOpeningList.ybar set" \
        -height 5 -width 50 -list ::tacgame::openingList -exportselection 0
    $w.fopening.fOpeningList.lbOpening selection set $::sergame::chosenOpening
    $w.fopening.fOpeningList.lbOpening see $::sergame::chosenOpening
    
    ttk::scrollbar $w.fopening.fOpeningList.ybar -command "$w.fopening.fOpeningList.lbOpening yview"
    pack $w.fopening.fOpeningList.lbOpening -side right -fill both -expand 1
    pack $w.fopening.fOpeningList.ybar -side right -fill y
    pack $w.fopening.cbOpening -fill x -side top
    pack $w.fopening.fOpeningList -expand yes -fill both -side top -expand 1
    
    ttk::button $w.fbuttons.close -text $::tr(Play) -command {
      focus .
      set ::sergame::chosenEngine [.configSerGameWin.fengines.fEnginesList.lbEngines curselection]
      set ::sergame::engineName [.configSerGameWin.fengines.fEnginesList.lbEngines get $::sergame::chosenEngine]
      set ::sergame::chosenOpening [.configSerGameWin.fopening.fOpeningList.lbOpening curselection]
      if {$::sergame::useBook} {
        set ::sergame::bookToUse [.configSerGameWin.fbook.combo get]
        if {$::sergame::bookToUse == "" } {
          set ::sergame::useBook 0
        }
      }
      set ::uci::uciInfo(wtime3) [expr [.configSerGameWin.ftime.timebonus.whitespminutes get]*1000*60]
      set ::uci::uciInfo(btime3) [expr [.configSerGameWin.ftime.timebonus.blackspminutes get]*1000*60]
      set ::uci::uciInfo(winc3) [expr [.configSerGameWin.ftime.timebonus.whitespseconds get]*1000]
      set ::uci::uciInfo(binc3) [expr [.configSerGameWin.ftime.timebonus.blackspseconds get]*1000]
      set ::uci::uciInfo(fixeddepth3) [.configSerGameWin.ftime.depth.value get]
      set ::uci::uciInfo(fixednodes3) [expr [.configSerGameWin.ftime.nodes.value get]*1000]
      set ::uci::uciInfo(movetime3) [expr [.configSerGameWin.ftime.movetime.value get]*1000]
      
      destroy .configSerGameWin
      ::sergame::play $::sergame::chosenEngine
    }
    ttk::button $w.fbuttons.cancel -textvar ::tr(Cancel) -command "focus .; destroy $w"
    
    pack $w.fbuttons.close $w.fbuttons.cancel -expand yes -side left
    
    bind $w <Escape> { .configSerGameWin.fbuttons.cancel invoke }
    bind $w <Return> { .configSerGameWin.fbuttons.close invoke }
    bind $w <F1> { helpWindow SeriousGame }
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
  }
  
  ################################################################################
  #
  ################################################################################
  proc play { engine {n 3} } {
    global ::sergame::chosenOpening ::sergame::isOpening ::tacgame::openingList ::sergame::openingMovesList \
        ::sergame::openingMovesHash ::sergame::openingMoves ::sergame::outOfOpening
    
    set ::sergame::lFen {}
    
    ::uci::startEngine $::sergame::engineListBox($engine) $n
    ::uci::sendUCIoptions $n
    
    set ::uci::uciInfo(prevscore$n) 0.0
    set ::uci::uciInfo(score$n) 0.0
    set ::uci::uciInfo(ponder$n) ""
    
    if {$::sergame::startFromCurrent} {
      set isOpening 0
    }
    
    # ponder
    if {$::sergame::ponder} {
      ::sergame::sendToEngine $n "setoption name Ponder value true"
    } else {
      ::sergame::sendToEngine $n "setoption name Ponder value false"
    }
    
    # if will follow a specific opening line
    if {$isOpening} {
      set fields [split [lindex $openingList $chosenOpening] ":"]
      set openingName [lindex $fields 0]
      set openingMoves [string trim [lindex $fields 1]]
      set openingMovesList ""
      set openingMovesHash ""
      set outOfOpening 0
      foreach m [split $openingMoves] {
        # in case of multiple adjacent spaces in opening line
        if {$m =={}} {
          continue
        }
        set p [string trim $m]
        lappend openingMovesList [string trim [regsub {^[1-9]+\.} $p ""] ]
      }
      
      sc_game new
      lappend openingMovesHash [sc_pos hash]
      foreach m  $openingMovesList {
        if {[catch {sc_move addSan $m}]} { }
        lappend openingMovesHash [sc_pos hash]
      }
    }
    if {!$::sergame::startFromCurrent} {
      # create a new game if a DB is opened
      sc_game new
      sc_game tags set -event "Serious game"
      if { [::board::isFlipped .main.board] } {
        sc_game tags set -white "$::sergame::engineName"
      } else  {
        sc_game tags set -black "$::sergame::engineName"
      }
      sc_game tags set -date [::utils::date::today]
      if {[sc_base inUse [sc_base current]]} { catch {sc_game save 0}  }
    }
    
    updateBoard -pgn
    ::windows::gamelist::Refresh
    updateTitle
    updateMenuStates
    set w ".serGameWin"
    if {[winfo exists $w]} {
      focus .
      destroy $w
      return
    }
    
    createToplevel $w
    setTitle $w "$::tr(coachgame) ($::sergame::engineName)"
    
    setWinLocation $w
    
    ttk::frame $w.fclocks -relief raised -borderwidth 1
    ttk::frame $w.fbuttons
    
    ::gameclock::new $w.fclocks 2 80 1
    ::gameclock::new $w.fclocks 1 80 1
    ::gameclock::reset 1
    ::gameclock::start 1
    
    ttk::button $w.fbuttons.close -textvar ::tr(Abort) -command ::sergame::abortGame
    pack $w.fbuttons.close -expand yes
    
    pack $w.fclocks -side top -expand yes -fill both
    pack $w.fbuttons -side top -expand yes -fill both
    
    bind $w <F1> { helpWindow TacticalGame }
    bind $w <Destroy> ::sergame::abortGame
    bind $w <Escape> ::sergame::abortGame
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
    
    # setup clocks
    if { [::sergame::getEngineColor] == "white" } {
      ::gameclock::setSec 2 [expr 0 - $::uci::uciInfo(wtime$n)/1000]
      ::gameclock::setSec 1 [expr 0 - $::uci::uciInfo(btime$n)/1000]
    } else  {
      ::gameclock::setSec 1 [expr 0 - $::uci::uciInfo(wtime$n)/1000]
      ::gameclock::setSec 2 [expr 0 - $::uci::uciInfo(btime$n)/1000]
    }
    
    set ::sergame::wentOutOfBook 0
    ::sergame::engineGo $n
  }
  ################################################################################
  #
  ################################################################################
  proc abortGame { { n 3 } } {
    set ::sergame::lFen {}
    if { $::uci::uciInfo(pipe$n) == ""} { return }
    after cancel ::sergame::engineGo $n
    ::uci::closeUCIengine $n
    ::gameclock::stop 1
    ::gameclock::stop 2
    set ::uci::uciInfo(bestmove$n) "abort"
    destroy .serGameWin
    focus .
    ::docking::cleanup .serGameWin
  }
  
  ################################################################################
  #
  ################################################################################
  proc sendToEngine {n text} {
    ::sergame::logEngine $n "Scid  : $text"
    catch {puts $::uci::uciInfo(pipe$n) $text}
  }
  ################################################################################
  # returns true if last move is a mate and stops clocks
  ################################################################################
  proc endOfGame {} {
    set move_done [sc_game info previousMove]
    if { [string index [sc_game info previousMove] end ] == "#"} {
      ::gameclock::stop 1
      ::gameclock::stop 2
      return 1
    }
    return 0
  }
  ################################################################################
  #
  ################################################################################
  proc engineGo { n } {
    global ::sergame::isOpening ::sergame::openingMovesList ::sergame::openingMovesHash ::sergame::openingMoves \
        ::sergame::timeMode ::sergame::outOfOpening
    
    after cancel ::sergame::engineGo $n
    
    if { [::sergame::endOfGame] } { return }
    
    if { [sc_pos side] != [::sergame::getEngineColor] } {
      after 1000 ::sergame::engineGo $n
      return
    }
    
    # The player moved : add clock time
    if {!([::sergame::getEngineColor] == "black" && [sc_pos moveNumber] == 1)} {
      if { [::sergame::getEngineColor] == "white" } {
        ::gameclock::add 1 [expr $::uci::uciInfo(binc$n)/1000]
      } else  {
        ::gameclock::add 1 [expr $::uci::uciInfo(winc$n)/1000]
      }
    }
    ::gameclock::stop 1
    ::gameclock::start 2
    repetition
    
    # make a move corresponding to a specific opening, (it is engine's turn)
    if {$isOpening && !$outOfOpening} {
      set index 0
      # Warn if the user went out of the opening line chosen
      if { !$outOfOpening } {
        set ply [ expr [sc_pos moveNumber] * 2 - 1]
        if { [sc_pos side] == "white" } {
          set ply [expr $ply - 1]
        }
        
        if { [lsearch $openingMovesHash [sc_pos hash]] == -1 && [llength $openingMovesList] >= $ply} {
          set answer [tk_messageBox -icon question -parent .main -title $::tr(OutOfOpening) -type yesno \
              -message "$::tr(NotFollowedLine) $openingMoves\n $::tr(DoYouWantContinue)" ]
          if {$answer == no} {
            sc_move back 1
            updateBoard -pgn
            ::gameclock::stop 2
            ::gameclock::start 1
            after 1000 ::sergame::engineGo $n
            return
          }  else  {
            set outOfOpening 1
          }
        }
      }
      
      set hpos [sc_pos hash]
      # Find a corresponding position in the opening line
      set length [llength $openingMovesHash]
      for {set i 0}   { $i < [expr $length-1] } { incr i } {
        set h [lindex $openingMovesHash $i]
        if {$h == $hpos} {
          set index [lsearch $openingMovesHash $h]
          set move [lindex $openingMovesList $index]
          # play the move
          set action "replace"
          if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
          if {$action == "replace"} {
            if {[catch {sc_move addSan $move}]} {}
          } elseif {$action == "var"} {
            sc_var create
            if {[catch {sc_move addSan $move}]} {}
          } elseif {$action == "mainline"} {
            sc_var create
            if {[catch {sc_move addSan $move}]} {}
            sc_var exit
            sc_var promote [expr {[sc_var count] - 1}]
            sc_move forward 1
          }
          
          updateBoard -pgn -animate
          ::gameclock::stop 2
          ::gameclock::start 1
          repetition
          if { [::sergame::getEngineColor] == "white" } {
            ::gameclock::add 2 [expr $::uci::uciInfo(winc$n)/1000]
          } else  {
            ::gameclock::add 2 [expr $::uci::uciInfo(binc$n)/1000]
          }
          after 1000 ::sergame::engineGo $n
          return
        }
      }
    }
    # -------------------------------------------------------------
    # use a book
    if {$::sergame::useBook && ! $::sergame::wentOutOfBook} {
      set move [ ::book::getMove $::sergame::bookToUse [sc_pos fen] $::sergame::bookSlot]
      if {$move == ""} {
        set ::sergame::wentOutOfBook 1
      } else  {
        sc_move addSan $move
        ::utils::sound::AnnounceNewMove $move
        # we made a book move so assume a score = 0
        set ::uci::uciInfo(prevscore$n) 0.0
        updateBoard -pgn -animate
        ::gameclock::stop 2
        ::gameclock::start 1
        repetition
        if {$timeMode == "timebonus"} {
          if { [::sergame::getEngineColor] == "white" } {
            ::gameclock::add 2 [expr $::uci::uciInfo(winc$n)/1000]
          } else  {
            ::gameclock::add 2 [expr $::uci::uciInfo(binc$n)/1000]
          }
        }
        after 1000 ::sergame::engineGo $n
        return
      }
    }
    # -------------------------------------------------------------
    # check if the engine pondered on the right move
    
    if { $::sergame::ponder && $::uci::uciInfo(ponder$n) == $::sergame::lastPlayerMoveUci} {
      ::sergame::sendToEngine $n "ponderhit"
    } else {
      
      if { $::sergame::ponder } {
        ::sergame::sendToEngine $n "stop"
      }
      set ::analysis(waitForReadyOk$n) 1
      ::sergame::sendToEngine $n "isready"
      vwait ::analysis(waitForReadyOk$n)
      ::sergame::sendToEngine $n "position fen [sc_pos fen]"
      if { [::sergame::getEngineColor] == "white" } {
        set wtime [expr [::gameclock::getSec 2] * 1000 ]
        set btime [expr [::gameclock::getSec 1] * 1000 ]
      } else  {
        set wtime [expr [::gameclock::getSec 1] * 1000 ]
        set btime [expr [::gameclock::getSec 2] * 1000 ]
      }
      if {$timeMode == "timebonus"} {
        ::sergame::sendToEngine $n "go wtime $wtime btime $btime winc $::uci::uciInfo(winc$n) binc $::uci::uciInfo(binc$n)"
      } elseif {$timeMode == "depth"} {
        ::sergame::sendToEngine $n "go depth $::uci::uciInfo(fixeddepth$n)"
      } elseif {$timeMode == "movetime"} {
        ::sergame::sendToEngine $n "go movetime $::uci::uciInfo(movetime$n)"
      } elseif {$timeMode == "nodes"} {
        ::sergame::sendToEngine $n "go nodes $::uci::uciInfo(fixednodes$n)"
      }
    }
    
    set ::uci::uciInfo(bestmove$n) ""
    vwait ::uci::uciInfo(bestmove$n)
    
    # -------------------------------------------------------------
    # if weak move detected, propose the user to tack back
    if { $::sergame::coachIsWatching && $::uci::uciInfo(prevscore$n) != "" } {
      set blunder 0
      set delta [expr $::uci::uciInfo(score$n) - $::uci::uciInfo(prevscore$n)]
      if {$delta > $::informant("?!") && [getEngineColor] == "white" ||
        $delta < [expr 0.0 - $::informant("?!")] && [getEngineColor] == "black" } {
        set blunder 1
      }
      
      if {$delta > $::informant("?") && [getEngineColor] == "white" ||
        $delta < [expr 0.0 - $::informant("?")] && [getEngineColor] == "black" } {
        set blunder 2
      }
      
      if {$delta > $::informant("??") && [getEngineColor] == "white" ||
        $delta < [expr 0.0 - $::informant("??")] && [getEngineColor] == "black" } {
        set blunder 3
      }
      
      if {$blunder == 1} {
        set tBlunder "DubiousMovePlayedTakeBack"
      } elseif {$blunder == 2} {
        set tBlunder "WeakMovePlayedTakeBack"
      } elseif {$blunder == 3} {
        set tBlunder "BadMovePlayedTakeBack"
      }
      
      if {$blunder != 0} {
        set answer [tk_messageBox -icon question -parent .main -title "Scid" -type yesno -message $::tr($tBlunder) ]
        if {$answer == yes} {
          sc_move back 1
          updateBoard -pgn
          ::gameclock::stop 2
          ::gameclock::start 1
          after 1000 ::sergame::engineGo $n
          return
        }
      }
    }
    
    # -------------------------------------------------------------
    if { $::uci::uciInfo(bestmove$n) == "abort" } {
      return
    }
    
    ::uci::sc_move_add $::uci::uciInfo(bestmove$n)
    ::utils::sound::AnnounceNewMove $::uci::uciInfo(bestmove$n)
    set ::uci::uciInfo(prevscore$n) $::uci::uciInfo(score$n)
    updateBoard -pgn -animate
    repetition
    
    # add time after a move played
    if {$timeMode == "timebonus"} {
      if { [::sergame::getEngineColor] == "white" } {
        ::gameclock::add 2 [expr $::uci::uciInfo(winc$n)/1000]
      } else  {
        ::gameclock::add 2 [expr $::uci::uciInfo(binc$n)/1000]
      }
    }
    ::gameclock::stop 2
    ::gameclock::start 1
    
    # ponder mode (the engine just played its move)
    if {$::sergame::ponder && $::uci::uciInfo(ponder$n) != ""} {
      ::sergame::sendToEngine $n "position fen [sc_pos fen] moves $::uci::uciInfo(ponder$n)"
      if { [::sergame::getEngineColor] == "white" } {
        set wtime [expr [::gameclock::getSec 2] * 1000 ]
        set btime [expr [::gameclock::getSec 1] * 1000 ]
      } else  {
        set wtime [expr [::gameclock::getSec 1] * 1000 ]
        set btime [expr [::gameclock::getSec 2] * 1000 ]
      }
      if {$timeMode == "timebonus"} {
        ::sergame::sendToEngine $n "go ponder wtime $wtime btime $btime winc $::uci::uciInfo(winc$n) binc $::uci::uciInfo(binc$n)"
      } elseif {$timeMode == "depth"} {
        ::sergame::sendToEngine $n "go ponder depth $::uci::uciInfo(fixeddepth$n)"
      } elseif {$timeMode == "movetime"} {
        ::sergame::sendToEngine $n "go ponder movetime $::uci::uciInfo(movetime$n)"
      } elseif {$timeMode == "nodes"} {
        ::sergame::sendToEngine $n "go ponder nodes $::uci::uciInfo(fixednodes$n)"
      }
    }
    
    after 1000 ::sergame::engineGo $n
  }
  ################################################################################
  #   add current position for 3fold repetition detection and returns 1 if
  # the position is a repetion
  ################################################################################
  proc repetition {} {
    set elt [lrange [split [sc_pos fen]] 0 2]
    # append the position only if different from the last element
    if { $elt != [ lindex $::sergame::lFen end ] } {
      lappend ::sergame::lFen $elt
    }
    
    if { [llength [lsearch -all $::sergame::lFen $elt] ] >=3 } {
      tk_messageBox -type ok -message $::tr(Draw) -parent .main -icon info
      puts $::sergame::lFen
      return 1
    }
    return 0
  }
  ################################################################################
  #
  ################################################################################
  proc getEngineColor {} {
    # Engine always plays for the upper side
    if { [::board::isFlipped .main.board] == 0 } {
      return "black"
    } else  {
      return "white"
    }
  }
  
  ################################################################################
  #
  ################################################################################
  proc logEngine {n text} {
    if {$::uci::uciInfo(log_stdout$n)} {
      puts stdout "$n $text"
    }
  }
  
}
###
### End of file: sergame.tcl
###
###
### calvar.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
################################################################################
# The number used for the engine playing a serious game is 4
################################################################################

namespace eval calvar {
  # DEBUG
  set ::uci::uciInfo(log_stdout4) 0
  
  array set engineListBox {}
  set blunderThreshold 0.2
  set thinkingTimePerLine 10
  set thinkingTimePosition 30
  set currentLine 1
  set currentListMoves {}
  # each line begins with a list of moves, a nag code and ends with FEN
  set lines {}
  set analysisQueue {}
  
  # contains multipv analysis of the position, to see if the user considered all important lines
  set initPosAnalysis {}
  
  set working 0
  set midmove ""
  
  set afterIdPosition 0
  set afterIdLine 0
  
  trace add variable ::calvar::working write { ::calvar::traceWorking }
  ################################################################################
  #
  ################################################################################
  proc traceWorking {a b c} {
    set widget .calvarWin.fCommand.bDone
    if {$::calvar::working} {
      $widget configure -state disabled
    } else {
      $widget configure -state normal
    }
  }
  ################################################################################
  #
  ################################################################################
  proc reset {} {
    set currentLine 1
    set currentListMoves {}
    set lines {}
    set working 0
    set analysisQueue {}
    if {[winfo exists .calvarWin]} {
      .calvarWin.fText.t delete 1.0 end
    }
  }
  ################################################################################
  #
  ################################################################################
  proc config {} {
    
    # check if game window is already opened. If yes abort previous game
    set w ".calvarWin"
    if {[winfo exists $w]} {
      focus .calvarWin
      return
    }
    
    set w ".configCalvarWin"
    if {[winfo exists $w]} {
      focus $w
      return
    }
    
    toplevel $w
    wm title $w [::tr "ConfigureCalvar"]
    
    bind $w <F1> { helpWindow CalVar }
    setWinLocation $w
    
    # builds the list of UCI engines
    ttk::frame $w.fengines -relief raised -borderwidth 1
    listbox $w.fengines.lbEngines -yscrollcommand "$w.fengines.ybar set" -height 5 -width 50 -exportselection 0
    ttk::scrollbar $w.fengines.ybar -command "$w.fengines.lbEngines yview"
    pack $w.fengines.ybar -side left -fill y
    pack $w.fengines.lbEngines -side left -fill both -expand yes
    pack $w.fengines -expand yes -fill both -side top
    set i 0
    set idx 0
    foreach e $::engines(list) {
      if { [lindex $e 7] != 1} { incr idx ; continue }
      set ::calvar::engineListBox($i) $idx
      set name [lindex $e 0]
      $w.fengines.lbEngines insert end $name
      incr i
      incr idx
    }
    $w.fengines.lbEngines selection set 0
    
    # if no engines defined, bail out
    if {$i == 0} {
      tk_messageBox -type ok -message "No UCI engine defined" -icon error
      destroy $w
      return
    }
    
    # parameters setting
    set f $w.parameters
    ttk::frame $w.parameters
    pack $f -expand yes -fill both
    # label $f.lThreshold -text "Threshold"
    # spinbox $f.sbThreshold -background white -width 3 -textvariable ::calvar::blunderThreshold -from 0.1 -to 1.5 -increment 0.1
    # pack $f.lThreshold $f.sbThreshold -side left
    ttk::label $f.lTime -text "Move thinking time"
    spinbox $f.sbTime -background white -width 3 -textvariable ::calvar::thinkingTimePerLine -from 5 -to 120 -increment 5 -validate all -vcmd { regexp {^[0-9]+$} %P }
    pack $f.lTime $f.sbTime -side left
    ttk::label $f.lTime2 -text "Position thinking time"
    spinbox $f.sbTime2 -background white -width 3 -textvariable ::calvar::thinkingTimePosition -from 5 -to 300 -increment 5 -validate all -vcmd { regexp {^[0-9]+$} %P }
    pack $f.lTime2 $f.sbTime2 -side left
    
    ttk::frame $w.fbuttons
    pack $w.fbuttons -expand yes -fill both
    ttk::button $w.fbuttons.start -text Start -command {
      focus .
      set chosenEngine [.configCalvarWin.fengines.lbEngines curselection]
      set ::calvar::engineName [.configCalvarWin.fengines.lbEngines get $chosenEngine]
      destroy .configCalvarWin
      ::calvar::start $chosenEngine
    }
    ttk::button $w.fbuttons.cancel -textvar ::tr(Cancel) -command "focus .; destroy $w"
    
    pack $w.fbuttons.start $w.fbuttons.cancel -expand yes -side left -padx 20 -pady 2
    
    bind $w <Escape> { .configCalvarWin.fbuttons.cancel invoke }
    bind $w <Return> { .configCalvarWin.fbuttons.start invoke }
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
  }
  ################################################################################
  #
  ################################################################################
  proc start { engine { n 4 } } {
    
    ::calvar::reset
    
    set w ".calvarWin"
    if {[winfo exists $w]} {
      focus .calvarWin
      return
    }
    createToplevel $w
    ::setTitle $w [::tr "Calvar"]
    bind $w <F1> { helpWindow CalVar }
    setWinLocation $w
    
    set f $w.fNag
    ttk::frame $f
    set i 0
    foreach nag { "=" "+=" "+/-" "+-" "=+" "-/+" "-+" } {
      ttk::button $f.nag$i -text $nag -command "::calvar::nag $nag" -width 3
      pack $f.nag$i -side left
      incr i
    }
    pack $f -expand 1 -fill both
    
    set f $w.fText
    ttk::frame $f
    text $f.t -height 12 -width 50
    pack $f.t -expand 1 -fill both
    pack $f -expand 1 -fill both
    
    set f $w.fPieces
    ttk::frame $f
    ttk::label $f.lPromo -text "Promotion"
    pack $f.lPromo -side left
    foreach piece { "q" "r" "b" "n" } {
      ttk::button $f.p$piece -image w${piece}20 -command "::calvar::promo $piece"
      pack $f.p$piece -side left
    }
    pack $f -expand 1 -fill both
    
    set f $w.fCommand
    ttk::frame $f
    ttk::button $f.bDone -text [::tr "DoneWithPosition"] -command ::calvar::positionDone
    pack $f.bDone
    pack $f -expand 1 -fill both
    
    set f $w.fbuttons
    ttk::frame $f
    pack $f -expand 1 -fill both
    ttk::button $w.fbuttons.stop -textvar ::tr(Stop) -command "::calvar::stop"
    pack $w.fbuttons.stop -expand yes -side left -padx 20 -pady 2
    
    bind $w <Escape> { .calvarWin.fbuttons.stop invoke }
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
    
    # start engine and set MultiPV to 10
    ::uci::startEngine $::calvar::engineListBox($engine) $n
    
    set ::analysis(multiPVCount$n) 10
    ::uci::sendToEngine $n "setoption name MultiPV value $::analysis(multiPVCount$n)"
    set ::calvar::suggestMoves_old $::suggestMoves
    set ::calvar::hideNextMove_old $::gameInfo(hideNextMove)
    
    set ::suggestMoves 0
    set ::gameInfo(hideNextMove) 1
    updateBoard
    
    # fill initPosAnalysis for the current position
    set ::calvar::working 1
    ::calvar::startAnalyze "" "" [sc_pos fen]
    
    set ::calvar::afterIdPosition [after [expr $::calvar::thinkingTimePosition * 1000] { ::calvar::stopAnalyze "" "" "" ; ::calvar::addLineToCompute "" }]
    ::createToplevelFinalize $w
  }
  ################################################################################
  #
  ################################################################################
  proc stop { {n  4 } } {
    after cancel $::calvar::afterIdPosition
    after cancel $::calvar::afterIdLine
    ::uci::closeUCIengine $n
    focus .
    destroy .calvarWin
    set ::suggestMoves $::calvar::suggestMoves_old
    set ::gameInfo(hideNextMove) $::calvar::hideNextMove_old
    updateBoard
  }
  
  ################################################################################
  #
  ################################################################################
  proc pressSquare { sq } {
    global ::calvar::midmove
    
    set sansq [::board::san $sq]
    if {$midmove == ""} {
      set midmove $sansq
    } else {
      lappend ::calvar::currentListMoves "$midmove$sansq"
      set midmove ""
    }
    set tmp " "
    if {$midmove == ""} {
      set tmp "-"
    }
    .calvarWin.fText.t insert "$::calvar::currentLine.end" "$tmp$sansq"
  }
  ################################################################################
  #
  ################################################################################
  proc promo { piece } {
    if { [llength $::calvar::currentListMoves] == 0 } { return }
    
    set tmp [lindex $::calvar::currentListMoves end]
    set tmp "$tmp$piece"
    lset ::calvar::currentListMoves end $tmp
    .calvarWin.fText.t insert end "$piece"
  }
  ################################################################################
  # This will end a line, and start engine computation
  ################################################################################
  proc nag { n } {
    .calvarWin.fText.t insert "$::calvar::currentLine.end" " $n\n"
    set newline [list $::calvar::currentListMoves $n [sc_pos fen]]
    lappend ::calvar::lines $newline
    incr ::calvar::currentLine
    addLineToCompute $newline
    set ::calvar::currentListMoves {}
  }
  ################################################################################
  #
  ################################################################################
  proc addLineToCompute {line {n 4} } {
    global ::calvar::analysisQueue
    puts "====>>> addLineToCompute $line"
    if {$line != ""} {
      lappend analysisQueue $line
    }
    if { $::calvar::working } { return }
    
    while { [llength $analysisQueue] != 0 } {
      set line [lindex $analysisQueue 0]
      set analysisQueue [lreplace analysisQueue 0 0]
      computeLine $line
    }
  }
  ################################################################################
  #
  ################################################################################
  proc computeLine {line {n 4} } {
    set ::calvar::working 1
    puts "---->>>> computeLine $line"
    set moves [ lindex $line 0 ]
    set nag [ lindex $line 1 ]
    set fen [ lindex $line 2 ]
    startAnalyze $moves $nag $fen
    set ::calvar::afterIdLine [after [expr $::calvar::thinkingTimePerLine * 1000] "::calvar::stopAnalyze [list $moves $nag $fen]"]
  }
  ################################################################################
  # we suppose FEN has not changed !
  ################################################################################
  proc handleResult {moves nag fen {n 4} } {
    set comment ""
    
    set usermoves [::uci::formatPv $moves $fen]
    set firstmove [lindex $usermoves 0]
    
    # format engine's output
    # append first move to the variations
    set ::analysis(multiPV$n) {}
    for {set i 0 } {$i < [llength $::analysis(multiPVraw$n)]} {incr i} {
      set elt [lindex $::analysis(multiPVraw$n) $i ]
      set line [::uci::formatPvAfterMoves $firstmove [lindex $elt 2] ]
      set line "$firstmove $line"
      lappend ::analysis(multiPV$n) [list [lindex $elt 0] [lindex $elt 1] $line [lindex $elt 3]]
    }
    
    puts "==================================="
    puts "handleResult $::analysis(multiPV$n)"
    puts "==================================="
    
    if { [llength $moves] != [llength $usermoves]} {
      set comment " error in user moves [lrange $moves [llength $usermoves] end ]"
      puts $comment
    }
    
    set pv [ lindex $::analysis(multiPV$n) 0 ]
    if { [ llength $pv ] == 4 } {
      set engmoves [lindex $pv 2]
      # score is computed for the opposite side, so invert it
      set engscore [expr - 1.0 * [lindex $pv 1] ]
      set engdepth [lindex $pv 0]
      addVar $usermoves $engmoves $nag $comment $engscore
    } else  {
      puts "Error pv = $pv"
    }
  }
  ################################################################################
  # will add a variation at current position.
  # Try to merge the variation with an existing one.
  ################################################################################
  proc addVar {usermoves engmoves nag comment engscore} {
    puts "addVar usermoves $usermoves engmoves $engmoves nag $nag comment $comment"

    # Cannot add a variation to an empty variation:
    if {[sc_pos isAt vstart]  &&  [sc_pos isAt vend]} {
      # enter the first move as dummy variation
      sc_move addSan [lindex $engmoves 0]
      sc_move back
    }
    
    set repeat_move ""
    # If at the end of the game or a variation, repeat previous move
    if {[sc_pos isAt vend] && ![sc_pos isAt vstart]} {
      set repeat_move [sc_game info previousMoveNT]
      sc_move back
    }
    
    # first enter the user moves
    sc_var create
    if {$repeat_move != ""} {sc_move addSan $repeat_move}
    sc_move addSan $usermoves
    if {$comment != ""} {
      sc_pos setComment $comment
    }
    
    sc_pos addNag $nag
    
    # now enter the engine moves
    while {![sc_pos isAt vstart] } {sc_move back}
    if {$repeat_move != ""} {sc_move forward}
    sc_var create
    sc_pos setComment  "$::calvar::engineName : $engscore"
    sc_move addSan $engmoves
    sc_var exit
    sc_var exit
    
    if {$repeat_move != ""} {sc_move forward}

    updateBoard -pgn
  }
  ################################################################################
  # will add a variation at current position.
  # Try to merge the variation with an existing one.
  ################################################################################
  proc addMissedLine {moves score depth} {
    puts "addMissedLine moves $moves score $score depth $depth"

    # Cannot add a variation to an empty variation:
    if {[sc_pos isAt vstart]  &&  [sc_pos isAt vend]} {
      # enter the first move as dummy variation
      sc_move addSan [lindex $moves 0]
      sc_move back
    }
    
    set repeat_move ""
    # If at the end of the game or a variation, repeat previous move
    if {[sc_pos isAt vend] && ![sc_pos isAt vstart]} {
      set repeat_move [sc_game info previousMoveNT]
      sc_move back
    }
    
    sc_var create
    if {$repeat_move != ""} {sc_move addSan $repeat_move}
    sc_pos setComment "Missed line ($depth) $score"
    sc_move addSan $moves
    sc_var exit
    if {$repeat_move != ""} { sc_move forward }

    updateBoard -pgn
  }
  ################################################################################
  # The user stops entering var, check he founds all important ones.
  # All the moves that the user did not consider with a score better than the first best
  # move entered by the user should be pointed out.
  ################################################################################
  proc positionDone {} {
    global ::calvar::initPosAnalysis ::calvar::lines
    
    ################################################################################
    proc isPresent { engmoves } {
      global ::calvar::lines
      set res 0
      set firsteng [lindex $engmoves 0]
      foreach userLine $::calvar::lines {
        set usermoves [::uci::formatPv [lindex $userLine 0]]
        set firstuser [lindex $usermoves 0]
        if {$firstuser == $firsteng} { return 1 }
      }
      return 0
    }
    
    ################################################################################
    foreach pv $::calvar::initPosAnalysis {
      set engmoves [lindex $pv 2]
      set engscore [lindex $pv 1]
      set engdepth [lindex $pv 0]
      if { ! [isPresent $engmoves] } {
        addMissedLine $engmoves $engscore $engdepth
      } else {
        # the user considered at least one line (skip those that are below)
        puts "position done :: Line present"
        break
      }
    }
    ::calvar::reset
  }
  ################################################################################
  # startAnalyze:
  #   Put the engine in analyze mode and ponder on the first move entered by the user to see
  # if the line's evaluation is coherent
  ################################################################################
  proc startAnalyze {moves nag fen {n 4}} {
    global analysis
    
    # Check that the engine has not already had analyze mode started:
    if {$analysis(analyzeMode$n)} { return }
    set analysis(analyzeMode$n) 1
    set analysis(waitForReadyOk$n) 1
    ::uci::sendToEngine $n "isready"
    vwait analysis(waitForReadyOk$n)
    set analysis(fen$n) $fen
    if { [llength $moves] > 0 } {
      ::uci::sendToEngine $n "position fen $fen moves [lindex $moves 0]"
    } else {
      ::uci::sendToEngine $n "position fen $fen"
    }
    ::uci::sendToEngine $n "go infinite"
  }
  ################################################################################
  # stopAnalyzeMode
  ################################################################################
  proc stopAnalyze { moves nag fen {n 4} } {
    if {! $::analysis(analyzeMode$n)} { return }
    set ::analysis(analyzeMode$n) 0
    ::uci::sendToEngine $n "stop"
    
    if { [llength $moves] > 0 } {
      handleResult $moves $nag $fen
    } else {
      set ::calvar::initPosAnalysis $::analysis(multiPV$n)
    }
    set ::calvar::working 0
    addLineToCompute ""
  }
  
}
###
### End of file: calvar.tcl
###
###
### fics.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###

namespace eval fics {
  set server "freechess.org"
  set sockchan 0
  set seeklist {}
  set observedGame -1
  set playing 0
  set rated 0
  set waitForRating ""
  set waitForMoves ""
  set silence 1
  set sought 0
  set soughtlist {}
  set width 300
  set height 300
  set off 20
  set graphon 0
  set timeseal_pid 0
  font create font_offers -family courier -size 12 -weight bold
  set history {}
  set history_pos 0
  set offers_minelo 1000
  set offers_maxelo 2500
  set offers_mintime 0
  set offers_maxtime 60
  variable logged 0
  variable isGuestLogin 0
  array set profileVars {}
  array set findopponent {}

  set showabortreq 1
  set showadjournreq 1
  set showdrawreq 1
  set showtakebackreq 1

  set premoveSq1 -1
  set premoveSq2 -1

  ################################################################################
  #
  ################################################################################
  proc config {} {
    variable logged
    global ::fics::sockChan
    set w ".ficsConfig"

    if {[winfo exists $w]} {
      focus $w
      return
    }

    if {[winfo exists .fics]} {
      focus .fics
      return
    }

    set logged 0

    toplevel $w
    ::setTitle $w [::tr "ConfigureFics"]
    pack [ttk::frame $w.f]

    ttk::label $w.f.lLogin -text [::tr "CCDlgLoginName"]
    ttk::entry $w.f.login -width 20 -textvariable ::fics::login
    ttk::label $w.f.lPwd -text [::tr "CCDlgPassword"]
    ttk::entry $w.f.passwd -width 20 -textvariable ::fics::password
    ttk::button $w.f.connect -text [::tr "FICSConnect"] -state disabled -command {
      ::fics::connect [.ficsConfig.f.login get] [.ficsConfig.f.passwd get]
      destroy .ficsConfig
    }
    ttk::button $w.f.guest -text [::tr FICSGuest] -state disabled -command {
      ::fics::connect "guest" ""
      destroy .ficsConfig
    }
    ttk::button $w.f.cancel -text [::tr "Cancel"] -command { destroy .ficsConfig }

    set row 0
    grid $w.f.lLogin -column 0 -row $row
    grid $w.f.login -column 1 -row $row
    incr row
    grid $w.f.lPwd -column 0 -row $row
    grid $w.f.passwd -column 1 -row $row
    incr row

    # horizontal line
    ttk::frame $w.f.line$row -height 2 -borderwidth 2 -relief sunken
    grid $w.f.line$row -pady 5 -column 0 -row $row -columnspan 3 -sticky ew
    incr row

    # use default user variables
    ttk::checkbutton $w.f.cbvars -text [::tr "FICSdefaultuservars"] -variable ::fics::usedefaultvars
    grid $w.f.cbvars -column 0 -row $row -sticky w
    incr row

    # enable premove
    ttk::checkbutton $w.f.premove -text [::tr "FICSpremove"] -variable ::fics::premoveEnabled
    grid $w.f.premove -column 0 -row $row -sticky w
    incr row

    # Time seal configuration
    ttk::checkbutton $w.f.cbts -text "Time seal" -variable ::fics::use_timeseal -onvalue 1 -offvalue 0
    grid $w.f.cbts -column 0 -row $row -sticky w
    incr row
    ttk::entry $w.f.eExec -width 30 -textvariable ::fics::timeseal_exec
    ttk::button $w.f.bExec -text "..." -command { set ::fics::timeseal_exec [tk_getOpenFile] }
    grid $w.f.eExec -column 0 -row $row -columnspan 2
    grid $w.f.bExec -column 2 -row $row
    incr row
    ttk::label $w.f.lFICS_ip -text [::tr "FICSServerAddress" ]
    ttk::entry $w.f.ipserver -width 16 -textvariable ::fics::server_ip -state readonly
    ttk::button $w.f.bRefresh -text [::tr "FICSRefresh" ] -command ::fics::getIP
    ttk::label $w.f.lFICS_port -text [::tr "FICSServerPort"]
    ttk::entry $w.f.portserver -width 6 -textvariable ::fics::port_fics
    ttk::label $w.f.ltsport -text [::tr "FICSTimesealPort"]
    ttk::entry $w.f.portts -width 6 -textvariable ::fics::port_timeseal

    grid $w.f.lFICS_ip -column 0 -row $row
    grid $w.f.ipserver -column 1 -row $row
    grid $w.f.bRefresh -column 2 -row $row
    incr row
    grid $w.f.lFICS_port -column 0 -row $row
    grid $w.f.portserver -column 1 -row $row
    incr row
    grid $w.f.ltsport -column 0 -row $row
    grid $w.f.portts -column 1 -row $row
    incr row

    # horizontal line
    ttk::separator $w.f.line$row -orient horizontal
    grid $w.f.line$row -pady 5 -column 0 -row $row -columnspan 3 -sticky ew
    incr row

    grid $w.f.connect -column 0 -row $row -sticky ew
    grid $w.f.guest  -column 1 -row $row -sticky ew
    grid $w.f.cancel -column 2 -row $row -sticky ew

    bind $w <Escape> "$w.f.cancel invoke"
    bind $w <F1> { helpWindow FICSLogin}

    # Get IP adress of server (as Timeseal needs IP adress)
    if { $::fics::server_ip == "0.0.0.0" } {
      getIP
    }

    $w.f.connect configure -state normal
    $w.f.guest configure -state normal

  }
  ################################################################################
  #
  ################################################################################
  proc getIP {} {
    set b .ficsConfig.f.bRefresh
    $b configure -state disabled
    update
    # First handle the case of a network down
    if { [catch {set sockChan [socket -async $::fics::server $::fics::port_fics]} err]} {
      tk_messageBox -icon error -type ok -title "Unable to contact $::fics::server" -message $err -parent .ficsConfig.f
      return
    }

    # Then the case of a proxy
    set timeOut 5
    set i 0
    while { $i <= $timeOut } {
      after 1000

      if { [catch {set peer [ fconfigure $sockChan -peername ]} err]} {
        if {$i == $timeOut} {
          tk_messageBox -icon error -type ok -title "Unable to contact $::fics::server" -message $err -parent .ficsConfig.f
          return
        }
      } else  {
        break
      }
      incr i
    }

    set ::fics::server_ip [lindex $peer 0]
    ::close $sockChan
    $b configure -state normal
  }
  ################################################################################
  #
  ################################################################################
  proc setProfileVars { login } {
    global  ::fics::profileVars
    if { ! [info exists profileVars(initTime_$login)] } {
      return
    }
    set ::fics::findopponent(initTime) $profileVars(initTime_$login)
    set ::fics::findopponent(incTime) $profileVars(incTime_$login)
    set ::fics::findopponent(rated) $profileVars(rated_$login)
    set ::fics::findopponent(color) $profileVars(color_$login)
    set ::fics::findopponent(limitrating) $profileVars(limitrating_$login)
    set ::fics::findopponent(rating1) $profileVars(rating1_$login)
    set ::fics::findopponent(rating2) $profileVars(rating2_$login)
    set ::fics::findopponent(manual) $profileVars(manual_$login)
    set ::fics::findopponent(formula) $profileVars(formula_$login)
  }
  ################################################################################
  #
  ################################################################################
  proc syncProfileVars { login } {
    global  ::fics::profileVars
    variable isGuestLogin

    if {$isGuestLogin} {
      set login "guest"
    }
    set profileVars(initTime_$login) $::fics::findopponent(initTime)
    set profileVars(incTime_$login) $::fics::findopponent(incTime)
    set profileVars(rated_$login) $::fics::findopponent(rated)
    set profileVars(color_$login) $::fics::findopponent(color)
    set profileVars(limitrating_$login) $::fics::findopponent(limitrating)
    set profileVars(rating1_$login) $::fics::findopponent(rating1)
    set profileVars(rating2_$login) $::fics::findopponent(rating2)
    set profileVars(manual_$login) $::fics::findopponent(manual)
    set profileVars(formula_$login) $::fics::findopponent(formula)
  }
  ################################################################################
  #
  ################################################################################
  proc connect { login passwd } {
    global ::fics::sockchan ::fics::seeklist ::fics::width ::fics::height ::fics::off
    variable isGuestLogin

    if {$login != ""} {
      set ::fics::reallogin $login
      # do not reset the password if we log in as guest.
      # This allows to reset it if we have another UID.
      if {$login != "guest"} {
         set ::fics::password $passwd
      }
    } else {
      return
    }

    set isGuestLogin [string match -nocase "guest" $login]

    setProfileVars $login

    # check timeseal configuration
    if {$::fics::use_timeseal} {
      if {![ file executable $::fics::timeseal_exec ]} {
        tk_messageBox -title "Error" -icon error -type ok -message "Timeseal exec error : $::fics::timeseal_exec"
        return
      }
    }

    set w .fics
    ::createToplevel $w
    ::setTitle $w "Free Internet Chess Server $::fics::reallogin"
    pack [ttk::panedwindow $w.f -orient vertical] -expand 1 -fill both

    ttk::notebook $w.f.top
    ttk::frame $w.f.top.fconsole
    ttk::frame $w.f.top.fconsole.f1
    ttk::frame $w.f.top.fconsole.f2

    ttk::frame $w.f.top.foffers
    $w.f.top add $w.f.top.fconsole -sticky nsew -text [::tr "FICSConsole"]
    $w.f.top add $w.f.top.foffers -sticky nsew -text [::tr "FICSOffers"]

    pack $w.f.top.fconsole.f1  -fill both -expand 1
    pack $w.f.top.fconsole.f2 -fill x
    ttk::frame $w.f.bottom

    $w.f add $w.f.top -weight 1
    $w.f add $w.f.bottom -weight 1

    ttk::frame $w.f.bottom.left
    ttk::frame $w.f.bottom.right
    pack $w.f.bottom.left -side left
    pack $w.f.bottom.right -side left

    # graph
    canvas $w.f.top.foffers.c -background white -width $width -height $height -relief solid
    pack $w.f.top.foffers.c
    bind $w.f.top.foffers <Configure> { ::fics::configureCanvas}

    ttk::scrollbar $w.f.top.fconsole.f1.ysc -command { .fics.f.top.fconsole.f1.console yview }
    text $w.f.top.fconsole.f1.console -bg $::fics::consolebg -fg $::fics::consolefg -height $::fics::consoleheight -width $::fics::consolewidth  \
         -font font_Fixed -wrap word -yscrollcommand "$w.f.top.fconsole.f1.ysc set"
    pack $w.f.top.fconsole.f1.ysc -side left -fill y -side right
    pack $w.f.top.fconsole.f1.console -side left -fill both -expand 1 -side right

    #define colors for console
    $w.f.top.fconsole.f1.console tag configure seeking     -foreground $::fics::colseeking
    $w.f.top.fconsole.f1.console tag configure game        -foreground $::fics::colgame
    $w.f.top.fconsole.f1.console tag configure gameresult  -foreground $::fics::colgameresult
    $w.f.top.fconsole.f1.console tag configure ficspercent -foreground $::fics::colficspercent
    $w.f.top.fconsole.f1.console tag configure ficshelpnext -foreground $::fics::colficshelpnext -underline 1

    ttk::entry $w.f.top.fconsole.f2.cmd -width 32
    ttk::button $w.f.top.fconsole.f2.send -text [::tr "FICSSend"] -command ::fics::cmd
    bind $w.f.top.fconsole.f2.cmd <Return> { ::fics::cmd }
    bind $w.f.top.fconsole.f2.cmd <Up> { ::fics::cmdHistory up ; break }
    bind $w.f.top.fconsole.f2.cmd <Down> { ::fics::cmdHistory down ; break }
    bind $w.f.top.fconsole.f2.cmd <Left> " [bind TEntry <Left>] ; break "
    bind $w.f.top.fconsole.f2.cmd <Right> " [bind TEntry <Right>] ; break "
    pack $w.f.top.fconsole.f2.cmd $w.f.top.fconsole.f2.send -side left -fill x

    # clock 1 is white
    ::gameclock::new $w.f.bottom.left 1 100 0
    ::gameclock::new $w.f.bottom.left 2 100 0

    set row 0
    ttk::checkbutton $w.f.bottom.right.silence -image FICSsilence -variable ::fics::silence -onvalue 0 -offvalue 1 -command {
      ::fics::writechan "set gin $::fics::silence" "echo"
      ::fics::writechan "set seek $::fics::silence" "echo"
      ::fics::writechan "set silence $::fics::silence" "echo"
      ::fics::writechan "set chanoff [expr ! $::fics::silence ]" "echo"
    }
    ::utils::tooltip::Set $w.f.bottom.right.silence "[::tr FICSSilence]\n(set gin 0\nset seek 0\nset silence 0\nset chanoff 1)"
    set ::fics::silence 1

    set ::fics::graphon 0

    ttk::button $w.f.bottom.right.findopp -image FICSsearch  -command { ::fics::findOpponent }
    ::utils::tooltip::Set $w.f.bottom.right.findopp [::tr "FICSFindOpponent"]
    grid $w.f.bottom.right.findopp -column 0 -row $row -sticky ew -pady 2
    ttk::button $w.f.bottom.right.relay -image FICSrelayedgames -compound image -command { ::fics::writechan "tell relay listgames"}
    ::utils::tooltip::Set $w.f.bottom.right.relay "[::tr FICSRelayedGames]\n(tell relay listgames)"
    grid $w.f.bottom.right.relay -column 1 -row $row -sticky ew -pady 2
    ttk::button $w.f.bottom.right.games -image FICSusers -compound image -command { ::fics::writechan "games /bsu"}
    ::utils::tooltip::Set $w.f.bottom.right.games "[::tr FICSGames]\n(games /bsu)"
    grid $w.f.bottom.right.games -column 2 -row $row -sticky ew -pady 2
    ttk::button $w.f.bottom.right.uno -image FICSunobserve -compound image -command { ::fics::writechan "unobserve"}
    ::utils::tooltip::Set $w.f.bottom.right.uno "[::tr FICSUnobserve]\n(unobserve)"
    grid $w.f.bottom.right.uno -column 3 -row $row -sticky ew -pady 2
    ttk::button $w.f.bottom.right.profile -image FICSprofile -compound image -command { ::fics::writechan "finger" ; ::fics::writechan "history" }
    ::utils::tooltip::Set $w.f.bottom.right.profile "[::tr FICSProfile]\n(finger, history)"
    grid $w.f.bottom.right.profile -column 4 -row $row -sticky ew -pady 2

    incr row

    ttk::button $w.f.bottom.right.draw -image FICSdraw -command { ::fics::writechan "draw"}
    ::utils::tooltip::Set $w.f.bottom.right.draw "[::tr CCClaimDraw]\n(draw)"
    ttk::button $w.f.bottom.right.resign -image FICSresign -command { ::fics::writechan "resign"}
    ::utils::tooltip::Set $w.f.bottom.right.resign "[::tr CCResign]\n(resign)"
    grid $w.f.bottom.right.draw -column 0 -row $row -sticky ew -pady 2
    grid $w.f.bottom.right.resign -column 1 -row $row -sticky ew -pady 2
    ttk::button $w.f.bottom.right.abort -image FICSabort -command { ::fics::writechan "abort" }
    ::utils::tooltip::Set $w.f.bottom.right.abort "[::tr Abort]\n(abort)"
    grid $w.f.bottom.right.abort -column 2 -row $row -sticky ew -pady 2
    grid $w.f.bottom.right.silence -column 4 -row $row -sticky w
    incr row

    ttk::button $w.f.bottom.right.takeback -image FICStakeback1 -command { ::fics::writechan "takeback"}
    ::utils::tooltip::Set $w.f.bottom.right.takeback "[::tr FICSTakeback]\n(takeback)"
    ttk::button $w.f.bottom.right.takeback2 -image FICStakeback2 -command { ::fics::writechan "takeback 2"}
    ::utils::tooltip::Set $w.f.bottom.right.takeback2 "[::tr FICSTakeback2]\n(takeback 2)"

    grid $w.f.bottom.right.takeback -column 0 -row $row -sticky ew -pady 2
    grid $w.f.bottom.right.takeback2 -column 1 -row $row -sticky ew -pady 2
    incr row

    ttk::button $w.f.bottom.right.cancel -image FICSexit -command { ::fics::close }
    ::utils::tooltip::Set $w.f.bottom.right.cancel [::tr "Close"]
    grid $w.f.bottom.right.cancel -column 0 -columnspan 3 -row $row -sticky ew  -pady 2

    bind $w.f.top <<NotebookTabChanged>> { ::fics::tabchanged ; break }
    bind $w <Destroy> { catch ::fics::close }
    bind $w <Configure> "recordWinSize $w"

    bind $w <F1> { helpWindow FICS}
    bind $w.f.top.fconsole.f1.console <FocusIn> "focus $w.f.top.fconsole.f2.cmd"
    bind $w.f.top.fconsole.f1.console <Configure> { .fics.f.top.fconsole.f1.console yview moveto 1 }
    bind $w.f.top.fconsole.f1.console <ButtonPress-1> { ::fics::consoleClick %x %y %W }
    standardShortcuts $w

    # all widgets must be visible
    update
    set x [winfo reqwidth $w]
    set y [winfo reqheight $w]
    wm minsize $w $x $y

    setWinLocation $w
    setWinSize $w

    ::gameclock::setColor 1 white
    ::gameclock::setColor 2 black

    updateConsole "Connecting $login"

    # start timeseal proxy
    if {$::fics::use_timeseal} {
      updateConsole "Starting TimeSeal"
      if { [catch { set timeseal_pid [exec $::fics::timeseal_exec $::fics::server_ip $::fics::port_fics -p $::fics::port_timeseal &]} ] } {
        set ::fics::use_timeseal 0
        set port $::fics::port_fics
      } else {
        #wait for proxy to be ready !?
        after 500
        set server "localhost"
        set port $::fics::port_timeseal
      }
    } else {
      set server $::fics::server
      set port $::fics::port_fics
    }

    updateConsole "Socket opening"

    if { [catch { set sockchan [socket $server $port] } ] } {
      tk_messageBox -title "Error" -icon error -type ok -message "Network error\nCan't connect to $server $port" -parent .fics
      return
    }

    updateConsole "Channel configuration"

    fconfigure $sockchan -blocking 0 -buffering line -translation auto ;#-encoding iso8859-1 -translation crlf
    fileevent $sockchan readable ::fics::readchan
    setState disabled
  }
  ################################################################################
  #
  ################################################################################
  proc cmd {} {
    set l [.fics.f.top.fconsole.f2.cmd get]
    .fics.f.top.fconsole.f2.cmd delete 0 end
    if {$l == "quit"} {
      ::fics::close
      return
    }
    # do nothing if the command is void
    if {[string trim $l] == ""} { return }
    writechan $l "echo"
    lappend ::fics::history $l
    set ::fics::history_pos [llength $::fics::history]
  }
  ################################################################################
  #
  ################################################################################
  proc cmdHistory { action } {
    set t .fics.f.top.fconsole.f2.cmd

    if {$action == "up" && $::fics::history_pos > 0} {
      incr ::fics::history_pos -1
      $t delete 0 end
      $t insert end [lindex $::fics::history $::fics::history_pos]
    }
    if {$action == "down" && $::fics::history_pos < [expr [llength $::fics::history] -1] } {
      incr ::fics::history_pos
      $t delete 0 end
      $t insert end [lindex $::fics::history $::fics::history_pos]
    }
  }
  ################################################################################
  #
  ################################################################################
  proc findOpponent {} {
    set w .ficsfindopp
    if {[winfo exists $w]} {
      focus $w
      return
    }
    toplevel $w
    wm title $w [::tr "FICSFindOpponent"]
    pack [ttk::frame $w.f]

    ttk::label $w.f.linit -text [::tr "FICSInitialTime"]
    spinbox $w.f.sbTime1 -background white -width 3 -textvariable ::fics::findopponent(initTime) -from 0 -to 120 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    ttk::label $w.f.linc -text [::tr "FICSIncrement"]
    spinbox $w.f.sbTime2 -background white -width 3 -textvariable ::fics::findopponent(incTime) -from 0 -to 120 -increment 1 -validate all -vcmd { regexp {^[0-9]+$} %P }
    grid $w.f.linit -column 0 -row 0 -sticky ew
    grid $w.f.sbTime1 -column 1 -row 0 -sticky ew
    grid $w.f.linc -column 0 -row 1 -sticky ew
    grid $w.f.sbTime2 -column 1 -row 1 -sticky ew

    ttk::checkbutton $w.f.cbrated -text [::tr "FICSRatedGame"] -onvalue "rated" -offvalue "unrated" -variable ::fics::findopponent(rated)
    grid $w.f.cbrated -column 0 -row 2 -columnspan 2 -sticky ew

    ttk::label $w.f.color -text [::tr "FICSColour"]
    grid $w.f.color -column 0 -row 3 -columnspan 3 -sticky ew
    ttk::radiobutton $w.f.rb1 -text [::tr "FICSAutoColour"] -value "" -variable ::fics::findopponent(color)
    ttk::radiobutton $w.f.rb2 -text [::tr "White"] -value "white" -variable ::fics::findopponent(color)
    ttk::radiobutton $w.f.rb3 -text [::tr "Black"] -value "black" -variable ::fics::findopponent(color)
    grid $w.f.rb1 -column 0 -row 4 -sticky ew
    grid $w.f.rb2 -column 1 -row 4 -sticky ew
    grid $w.f.rb3 -column 2 -row 4 -sticky ew

    ttk::checkbutton $w.f.cblimitrating -text [::tr "RatingRange"] -variable ::fics::findopponent(limitrating)
    spinbox $w.f.sbrating1 -background white -width 4 -textvariable ::fics::findopponent(rating1) -from 1000 -to 3000 -increment 50 -validate all -vcmd { regexp {^[0-9]+$} %P }
    spinbox $w.f.sbrating2 -background white -width 4 -textvariable ::fics::findopponent(rating2) -from 1000 -to 3000 -increment 50 -validate all -vcmd { regexp {^[0-9]+$} %P }
    grid $w.f.cblimitrating -column 0 -row 5 -columnspan 2 -sticky ew
    grid $w.f.sbrating1 -column 0 -row 6 -sticky ew
    grid $w.f.sbrating2 -column 1 -row 6 -sticky ew

    ttk::checkbutton $w.f.cbmanual -text [::tr "FICSManualConfirm"] -onvalue "manual" -offvalue "auto" -variable ::fics::findopponent(manual)
    grid $w.f.cbmanual -column 0 -row 7 -columnspan 2 -sticky ew
    ttk::checkbutton $w.f.cbformula -text [::tr "FICSFilterFormula"] -onvalue "formula" -offvalue "" -variable ::fics::findopponent(formula)
    grid $w.f.cbformula -column 0 -row 8 -columnspan 2 -sticky ew

    ttk::button $w.f.seek -text [::tr "FICSIssueSeek"] -command {
      ::fics::syncProfileVars $::fics::login

      set range ""
      if {$::fics::findopponent(limitrating) } {
        set range "$::fics::findopponent(rating1)-$::fics::findopponent(rating2)"
      }
      set cmd "seek $::fics::findopponent(initTime) $::fics::findopponent(incTime) $::fics::findopponent(rated) \
          $::fics::findopponent(color) $::fics::findopponent(manual) $::fics::findopponent(formula) $range"
      ::fics::writechan $cmd
      destroy .ficsfindopp
    }
    ttk::button $w.f.cancel -text [::tr "Cancel"] -command "destroy $w"
    bind $w <F1> { helpWindow FICSfindOpp}

    grid $w.f.seek -column 0 -row 9 -sticky ew
    grid $w.f.cancel -column 1 -row 9 -sticky ew
  }
  ################################################################################
  #
  ################################################################################
  proc readchan {} {
    variable logged

    if {[eof $::fics::sockchan]} {
      fileevent $::fics::sockchan readable {}
      tk_messageBox -title "FICS" -icon error -type ok -message "Network error reading channel"
      ::fics::close "error"
      return
    }

    # switch from read to gets in case a read is done at the middle of a line
    if {! $logged} {
      set line [read $::fics::sockchan]
      foreach l [split $line "\n"] {
        readparse $l
      }
    } else  {
      set line [gets $::fics::sockchan]
      set line [string map {"\a" ""} $line]
      readparse $line
    }

    ::fics::makePremove
  }

  ################################################################################
  # Appends an array to soughtlist if the parameter is correct
  # returns 0 if the line is not parsed and so it is still pending for use
  ################################################################################
  proc parseSoughtLine { l } {
    global ::fics::offers_minelo ::fics::offers_maxelo ::fics::offers_mintime ::fics::offers_maxtime

    # it seems that the first offer starts with a prompt
    if {[string match "fics% *" $l]} {
      set l [string range $l 6 end]
    }

    if { [ catch { if {[llength $l] < 8} { return 0} } ] } { return 0}
    array set ga {}

    set offset 0
    set ga(game) [lindex $l 0]
    if { ! [string is integer $ga(game)] } { return 0}
    set tmp [lindex $l 1]
    if { [scan $tmp "%d" ga(elo)] != 1} { set ga(elo) $offers_minelo }
    if { $ga(elo) < $offers_minelo } { set ga(elo) $offers_minelo }
    set ga(name) [lindex $l 2]

    set tmp [lindex $l 3]
    if { [scan $tmp "%d" ga(time_init)] != 1} { set ga(time_init) $offers_maxtime}
    set tmp [lindex $l 4]
    if { [scan $tmp "%d" ga(time_inc)] != 1} { set ga(time_inc) 0 }

    set ga(rated) [lindex $l 5]
    if {$ga(rated) != "rated" && $ga(rated) != "unrated"} { return 0 }

    set ga(type) [lindex $l 6]
    if { $ga(type) != "untimed" && $ga(type) != "blitz" && $ga(type) != "standard" && $ga(type) != "lightning" } {
      return 0
    }
    set ga(color) ""
    if { [lindex $l 7] == "\[white\]" || [lindex $l 7] == "\[black\]" } {
      set ga(color) [lindex $l 7]
      set offset 1
    }
    set ga(rating_range) [lindex $l [expr 7 + $offset]]
    if { [ catch { set ga(start) [lindex $l [expr 8 + $offset]] } ] } {
      set ga(start) ""
    }

    lappend ::fics::soughtlist [array get ga]
    return 1
  }
  ################################################################################
  #
  ################################################################################
  proc readparse {line} {
    variable logged
    variable isGuestLogin

    if {$line == "" || $line == "fics% "} {return}

    if { $::fics::sought } {
      if {[string match "* ad* displayed." $line]} {
        set ::fics::sought 0
        catch { displayOffers }
        return
      }
      # lappend ::fics::soughtlist $line
      if { [ parseSoughtLine $line ] } {
        return
      }
    }

    if {[string match "login: " $line]} {
      writechan $::fics::reallogin
      if { $isGuestLogin} {
        set logged 1
      }
      return
    }
    if {[string match "password: " $line]} {
      writechan $::fics::password
      set logged 1
      return
    }
    if {[string match "<sc>*" $line]} {
      set ::fics::seeklist {}
      return
    }
    if {[string match "<s>*" $line]} {
      parseSeek $line
      return
    }
    if {[string match "<sr>*" $line]} {
      removeSeek $line
      return
    }

    if {[string match "<12>*" $line]} {
      parseStyle12 $line
      return
    }

    # puts "readparse->$line"
    updateConsole $line
    if {[string match "Creating: *" $line]} {
      # hide offers graph
      .fics.f.top select 0
      ::utils::sound::PlaySound sound_move
      # Create a game in an opened base
      if {![sc_base inUse]} {
        sc_base switch clipbase
      }
      sc_game new
      set idx1 [string first "(" $line]
      set white [string trim [string range $line 10 [expr $idx1 -1]] ]
      set idx2 [string first ")" $line]
      set whiteElo [string trim [string range $line [expr $idx1 +1] [expr $idx2 -1]] ]

      set idx1 [expr $idx2 +1]
      set idx2 [string first "(" $line $idx1]
      set black [string trim [string range $line $idx1 [expr $idx2 -1]] ]

      set idx1 [expr $idx2 +1]
      set idx2 [string first ")" $line $idx1]
      set blackElo [string trim [string range $line $idx1 [expr $idx2 -1]] ]

      if { $whiteElo == "++++"} { set whiteElo 0 }
      if { $blackElo == "++++"} { set blackElo 0 }

      sc_game tags set -white $white
      sc_game tags set -whiteElo $whiteElo
      sc_game tags set -black $black
      sc_game tags set -blackElo $blackElo

      sc_game tags set -event "FICS [lrange $line 5 end]"
      if { [::board::isFlipped .main.board] } {
        if { [ string match -nocase $white $::fics::reallogin ] } { ::board::flip .main.board }
      } else {
        if { [ string match -nocase $black $::fics::reallogin ] } { ::board::flip .main.board }
      }
      updateBoard -pgn -animate
      set ::fics::rated [string equal [lindex $line 5] "rated"]
      # display the win / draw / loss score
      if { $::fics::rated } { ::fics::writechan "assess" "noecho" }
      # it's a new game so show again abort, draw, etc requests
      set ::fics::showabortreq 1
      set ::fics::showadjournreq 1
      set ::fics::showdrawreq 1
      set ::fics::showtakebackreq 1
      return
    }

    if {[string match "\{Game *" $line]} {
      set num [lindex [lindex $line 0] 1]
      set res [lindex $line end]
      if {$num == $::fics::observedGame} {
        if {[string match "1/2*" $res]} {
          tk_messageBox -title [::tr "Result"] -icon info -type ok -message "Draw"
        } else {
          tk_messageBox -title [::tr "Result"] -icon info -type ok -message "$res"
        }
        sc_game tags set -result $res
        set ::fics::playing 0
        set ::fics::observedGame -1
        ::gameclock::stop 1
        ::gameclock::stop 2
        updateBoard -pgn
      }
      return
    }

    if { [string match "You are now observing game*" $line] } {
      scan $line "You are now observing game %d." ::fics::observedGame
    }

    # Start session
    if {[string match "*Starting FICS session*" $line]} {

      # mandatory init commands
      writechan "iset seekremove 1"
      writechan "iset seekinfo 1"
      writechan "style 12"
      writechan "iset nowrap 1"
      writechan "iset nohighlight 1"

      # user init commands
      if { $::fics::usedefaultvars } {
        writechan "set seek 1" ; # be informed of "seek" ads when they are made
        writechan "set silence 1" ; #  turn off shouts, cshouts and channel tells while you play
        writechan "set chanoff 0" ; # stop hearing tells to channels
        writechan "set echo 1" ; # shouts and most other communications will be echoed to you
        writechan "set cshout 0" ; # do not hear cshouts
      }
      setState normal
      return
    }

    if { $::fics::waitForRating == "wait" } {
      if {[catch {set val [lindex $line 0]}]} {
        return
      } else  {
        if {[lindex $line 0] == "Standard"} {
          set ::fics::waitForRating [lindex $line 1]
          return
        }
      }
    }

    if { $::fics::waitForMoves != "" } {
      set m1 ""
      set m2 ""
      set line [string trim $line]

      # Because some free text may be in the form (".)
      if {[catch {llength $line} err]} {
        puts "Exception $err llength $line"
        return
      }

      if {[llength $line ] == 5 && [scan $line "%d. %s (%d:%d) %s (%d:%d)" t1 m1 t2 t3 m2 t4 t5] != 7} {
        return
      }
      if {[llength $line ] == 3 && [scan $line "%d. %s (%d:%d)" t1 m1 t2 t3] != 4} {
        return
      }
      catch { sc_move addSan $m1 }
      if {$m2 != ""} {
        catch { sc_move addSan $m2 }
      }

      if {[sc_pos fen] == $::fics::waitForMoves } {
        set ::fics::waitForMoves ""
      }
    }

    if {[string match "Challenge:*" $line]} {
      set ans [tk_dialog .challenge [::tr "FICSChallenge"] $line "" 0 [::tr "FICSAccept"] [::tr "FICSDecline"]]
      if {$ans == 0} {
        writechan "accept"
      } else {
        writechan "decline"
      }
    }

    # abort request
    # for the abort, etc requests, added the "cancel" option so that during this game
    # the message box won't open again for the canceled type of request
    # to avoid "denial of play" attack by the opponent constantly issuing such a request
    # (because  tk_messageBox  "waits for the user to select one of the buttons")
    if {[string match "* would like to abort the game;*" $line] && $::fics::showabortreq} {
      set ans [tk_messageBox -title [::tr "Abort"] -icon question -type yesnocancel -message "$line\nDo you accept ?" ]
      switch -- $ans {
        yes {writechan "accept"}
        no  {writechan "decline"}
        cancel {set ::fics::showabortreq 0}
      }
    }

    # takeback
    if {[string match "* would like to take back *" $line] && $::fics::showtakebackreq} {
      set ans [tk_messageBox -title "Abort" -icon question -type yesnocancel -message "$line\nDo you accept ?" ]
      switch -- $ans {
        yes {writechan "accept"}
        no  {writechan "decline"}
        cancel {set ::fics::showtakebackreq 0}
      }
    }

    # draw
    if {[string match "*offers you a draw*" $line] && $::fics::showdrawreq} {
      set ans [tk_messageBox -title "Abort" -icon question -type yesnocancel -message "$line\nDo you accept ?" ]
      switch -- $ans {
        yes {writechan "accept"}
        no  {writechan "decline"}
        cancel {set ::fics::showdrawreq 0}
      }
    }

    # adjourn
    if {[string match "*would like to adjourn the game*" $line] && $::fics::showadjournreq} {
      set ans [tk_messageBox -title "Abort" -icon question -type yesnocancel -message "$line\nDo you accept ?" ]
      switch -- $ans {
        yes {writechan "accept"}
        no  {writechan "decline"}
        cancel {set ::fics::showadjournreq 0}
      }
    }

    # guest logging
    if {[string match "Logging you in as*" $line]} {
      set line [string map {"\"" "" ";" ""} $line ]
      set ::fics::reallogin [lindex $line 4]
      ::setTitle .fics "Free Internet Chess Server $::fics::reallogin"
    }
    if {[string match "Press return to enter the server as*" $line]} {
      writechan "\n"
    }

  }
  ################################################################################
  #  Set the state of user interface related to connection state
  ################################################################################
  proc setState { state } {
    set w .fics

    foreach elt [winfo children $w.f.bottom.right] {
      if { $elt != "$w.f.bottom.right.cancel" } {
        $elt configure -state $state
      }
    }

    foreach elt [list $w.f.top.fconsole.f2.send $w.f.top.fconsole.f2.cmd ] {
      $elt configure -state $state
    }

    if {$state == "normal" } {
      $w.f.top add $w.f.top.foffers
    } else  {
      $w.f.top hide $w.f.top.foffers
    }
  }
  ################################################################################
  #
  ################################################################################
  proc updateConsole {line} {
    set t .fics.f.top.fconsole.f1.console

    if { [string match "* seeking *" $line ] } {
      $t insert end "$line\n" seeking
    } elseif { [string match "\{Game *\}" $line ] } {
      $t insert end "$line\n" game
    } elseif { [string match "\{Game *\} *" $line ] } {
      $t insert end "$line\n" gameresult
    } elseif { [string match "fics% *" $line ] } {
      $t insert end "$line\n" ficspercent
    } elseif  { $line == "Type \[next\] to see next page."  } {
      $t insert end "Click or type \[next\] to see next page.\n" ficshelpnext
    } else  {
      $t insert end "$line\n"
    }

    set pos [ lindex [ .fics.f.top.fconsole.f1.ysc get ] 1 ]
    if {$pos == 1.0} {
      $t yview moveto 1
    }

  }
  ################################################################################
  #
  ################################################################################
  proc removeSeek {line} {
    global ::fics::seeklist
    foreach l $line {

      if { $l == "<sr>" } {continue}

      # remove seek from seeklist
      for {set i 0} {$i < [llength $seeklist]} {incr i} {
        array set a [lindex $seeklist $i]
        if {$a(index) == $l} {
          set seeklist [lreplace $seeklist $i $i]
          break
        }
      }

      # remove seek from graph
      if { $::fics::graphon } {
        for {set idx 0} { $idx < [llength $::fics::soughtlist]} { incr idx } {
          array set g [lindex $::fics::soughtlist $idx]
          set num $g(game)
          if { $num == $l } {
            .fics.f.top.foffers.c delete game_$idx
            break
          }
        }
      }

    }
  }
  ################################################################################
  #
  ################################################################################
  proc parseStyle12 {line} {
    set color [lindex $line 9]
    set gameNumber [lindex $line 16]
    set white [lindex $line 17]
    set black [lindex $line 18]
    set relation [lindex $line 19]
    set initialTime [lindex $line 20]
    set increment [lindex $line 21]
    set whiteMaterial [lindex $line 22]
    set blackMaterial [lindex $line 23]
    set whiteRemainingTime  [lindex $line 24]
    set blackRemainingTime  [lindex $line 25]
    set moveNumber [lindex $line 26]
    set verbose_move [lindex $line 27]
    set moveTime [lindex $line 28]
    set moveSan [lindex $line 29]

    set ::fics::playing $relation
    set ::fics::observedGame $gameNumber

    ::gameclock::setSec 1 [ expr 0 - $whiteRemainingTime ]
    ::gameclock::setSec 2 [ expr 0 - $blackRemainingTime ]
    if {$color == "W"} {
      ::gameclock::start 1
      ::gameclock::stop 2
    } else {
      ::gameclock::start 2
      ::gameclock::stop 1
    }

    set fen ""
    for {set i 1} {$i <=8} { incr i} {
      set l [lindex $line $i]
      set count 0

      for { set col 0 } { $col < 8 } { incr col } {
        set c [string index $l $col]
        if { $c == "-"} {
          incr count
        } else {
          if {$count != 0} {
            set fen "$fen$count"
            set count 0
          }
          set fen "$fen$c"
        }
      }

      if {$count != 0} { set fen "$fen$count" }
      if {$i != 8} { set fen "$fen/" }
    }

    set fen "$fen [string tolower $color]"
    set f [lindex $line 10]

    # en passant
    if { $f == "-1" || $verbose_move == "none"} {
      set enpassant "-"
    } else {
      set enpassant "-"
      set conv "abcdefgh"
      set fl [string index $conv $f]
      if {$color == "W"} {
        if { [ string index [lindex $line 4] [expr $f - 1]] == "P" || [ string index [lindex $line 4] [expr $f + 1]] == "P" } {
          set enpassant "${fl}6"
        }
      } else {
        if { [ string index [lindex $line 5] [expr $f - 1]] == "p" || [ string index [lindex $line 5] [expr $f + 1]] == "p" } {
          set enpassant "${fl}3"
        }
      }
    }

    set castle ""
    if {[lindex $line 11] == "1"} {set castle "${castle}K"}
    if {[lindex $line 12] == "1"} {set castle "${castle}Q"}
    if {[lindex $line 13] == "1"} {set castle "${castle}k"}
    if {[lindex $line 14] == "1"} {set castle "${castle}q"}
    if {$castle == ""} {set castle "-"}

    set fen "$fen $castle $enpassant [lindex $line 15] $moveNumber"

    # try to play the move and check if fen corresponds. If not this means the position needs to be set up.
    if {$moveSan != "none" && $::fics::playing != -1} {
      # first check side's coherency
      if { ([sc_pos side] == "white" && $color == "B") || ([sc_pos side] == "black" && $color == "W") } {
        # puts "sc_move addSan $moveSan"
        ::utils::sound::PlaySound sound_move
        ::utils::sound::AnnounceNewMove $moveSan
        if { [catch { sc_move addSan $moveSan } err ] } {
          puts "error $err"
        } else {
          if { $::novag::connected } {
            set m $verbose_move
            if { [string index $m 1] == "/" } { set m [string range $m 2 end] }
            set m [string map { "-" "" "=" "" } $m]
            ::novag::addMove $m
          }
          updateBoard -pgn -animate
        }
      }
    }

    if {$fen != [sc_pos fen]} {
      puts "Debug fen \n$fen\n[sc_pos fen]"
      # Create a game in an opened base
      if {![sc_base inUse]} {
        sc_base switch clipbase
      }
      sc_game new

      set ::fics::waitForRating "wait"
      writechan "finger $white /s"
      vwaitTimed ::fics::waitForRating 2000 "nowarn"
      if {$::fics::waitForRating == "wait"} { set ::fics::waitForRating "0" }
      sc_game tags set -white $white
      sc_game tags set -whiteElo $::fics::waitForRating

      set ::fics::waitForRating "wait"
      writechan "finger $black /s"
      vwaitTimed ::fics::waitForRating 2000 "nowarn"
      if {$::fics::waitForRating == "wait"} { set ::fics::waitForRating "0" }
      sc_game tags set -black $black
      sc_game tags set -blackElo $::fics::waitForRating

      set ::fics::waitForRating ""

      sc_game tags set -event "FICS game $gameNumber $initialTime/$increment"

      # try to get first moves of game
      writechan "moves $gameNumber"
      set ::fics::waitForMoves $fen
      vwaitTimed ::fics::waitForMoves 2000 "nowarn"
      set ::fics::waitForMoves ""

      # Did not manage to reconstruct the game, just set its position
      if {$fen != [sc_pos fen]} {
        sc_game startBoard $fen
      }
      updateBoard -pgn -animate
    }
  }
  ################################################################################
  #
  ################################################################################
  proc parseSeek {line} {
    array set seekelt {}
    set seekelt(index) [lindex $line 1]
    foreach m [split $line] {
      if {[string match "w=*" $m]} { set seekelt(name_from) [string range $m 2 end] ; continue }
      if {[string match "ti=*" $m]} { set seekelt(titles) [string range $m 3 end] ; continue }
      if {[string match "rt=*" $m]} { set seekelt(rating) [string range $m 3 end] ; continue }
      if {[string match "t=*" $m]} { set seekelt(time) [string range $m 2 end] ; continue }
      if {[string match "i=*" $m]} { set seekelt(increment) [string range $m 2 end] ; continue }
      if {[string match "r=*" $m]} { set seekelt(rated) [string range $m 2 end] ; continue }
      if {[string match "tp=*" $m]} { set seekelt(type) [string range $m 3 end] ; continue }
      if {[string match "c=*" $m]} { set seekelt(color) [string range $m 2 end] ; continue }
      if {[string match "rr=*" $m]} { set seekelt(rating_range) [string range $m 3 end] ; continue }
      if {[string match "a=*" $m]} { set seekelt(automatic) [string range $m 2 end] ; continue }
      if {[string match "f=*" $m]} { set seekelt(formula_checked) [string range $m 2 end] ; continue }
    }
    lappend ::fics::seeklist [array get seekelt]
  }
  ################################################################################
  #
  ################################################################################
  proc updateOffers { } {
    set ::fics::sought 1
    set ::fics::soughtlist {}
    writechan "sought"
    vwaitTimed ::fics::sought 5000 "nowarn"
    after 3000 ::fics::updateOffers
  }
  ################################################################################
  #
  ################################################################################
  proc configureCanvas {} {
    set w .fics.f.top.foffers
    set ::fics::height [winfo height $w]
    set ::fics::width [winfo width $w]
    $w.c configure -width $::fics::width -height $::fics::height
    displayOffers
  }
  ################################################################################
  #
  ################################################################################
  proc displayOffers { } {
    global ::fics::width ::fics::height ::fics::off \
        ::fics::offers_minelo ::fics::offers_maxelo ::fics::offers_mintime ::fics::offers_maxtime
    after cancel ::fics::updateOffers

    set w .fics.f.top.foffers
    set size 5
    set idx 0

    #first erase the canvas
    foreach id [ $w.c find all] { $w.c delete $id }

    # draw scales
    $w.c create line $off [expr $height - $off ] $width [expr $height - $off] -fill blue
    $w.c create line $off 0 $off [expr $height - $off] -fill blue
    $w.c create text 1 1 -fill black -anchor nw -text ELO
    $w.c create text [expr $width - 1 ] [expr $height - 1 ] -fill black -anchor se -text [tr Time]

    # draw time markers at 5', 15'
    set x [ expr $off + 5 * ($width - $off) / ($offers_maxtime - $offers_mintime)]
    $w.c create line $x 0 $x [expr $height - $off] -fill red
    set x [ expr $off + 15 * ($width - $off) / ($offers_maxtime - $offers_mintime)]
    $w.c create line $x 0 $x [expr $height - $off] -fill red

    foreach g $::fics::soughtlist {
      array set l $g
      set fillcolor green
      # if the time is too large, put it in red
      set tt [expr $l(time_init) + $l(time_inc) * 2 / 3 ]
      if { $tt > $offers_maxtime } {
        set tt $offers_maxtime
        set fillcolor red
      }
      # if a computer, put it in blue
      if { [string match "*(C)" $l(name)] } {
        set fillcolor blue
      }
      # if player without ELO, in gray
      if { [string match "Guest*" $l(name)] } {
        set fillcolor gray
      }

      set x [ expr $off + $tt * ($width - $off) / ($offers_maxtime - $offers_mintime)]
      set y [ expr $height - $off - ( $l(elo) - $offers_minelo ) * ($height - $off) / ($offers_maxelo - $offers_minelo)]
      if { $l(rated) == "rated" } {
        set object "oval"
      } else {
        set object "rectangle"
      }
      $w.c create $object [expr $x - $size ] [expr $y - $size ] [expr $x + $size ] [expr $y + $size ] -tag game_$idx -fill $fillcolor

      $w.c bind game_$idx <Enter> "::fics::setOfferStatus $idx %x %y"
      $w.c bind game_$idx <Leave> "::fics::setOfferStatus -1 %x %y"
      $w.c bind game_$idx <ButtonPress> "::fics::getOffersGame $idx"
      incr idx
    }

  }
  ################################################################################
  # Play the selected game
  ################################################################################
  proc getOffersGame { idx } {
    array set ga [lindex $::fics::soughtlist $idx]
    catch { writechan "play $ga(game)" }
  }
  ################################################################################
  #
  ################################################################################
  proc setOfferStatus { idx x y } {
    global ::fics::height ::fics::width

    set w .fics.f.top.foffers
    if { $idx != -1 } {
      set gl [lindex $::fics::soughtlist $idx]
      if { $gl == "" } { return }
      array set l [lindex $::fics::soughtlist $idx]
      set m "$l(game) $l(name)($l(elo))\n$l(time_init)/$l(time_inc) $l(rated)\n$l(color) $l(start)"

      if {$y < [expr $height / 2]} {
        set anchor "n"
      } else {
        set anchor "s"
      }

      if {$x < [expr $width / 2]} {
        append anchor "w"
      } else {
        append anchor "e"
      }

      $w.c create text $x $y -tags status -text $m -font font_offers -anchor $anchor -width 150
      $w.c raise game_$idx
    } else {
      $w.c delete status
    }
  }
  ################################################################################
  #
  ################################################################################
  proc play {index} {
    writechan "play $index"
    # set ::fics::playing 1
    set ::fics::observedGame $index
  }
  ################################################################################
  #
  ################################################################################
  proc writechan {line {echo "noecho"}} {
    after cancel ::fics::stayConnected
    if {[eof $::fics::sockchan]} {
      tk_messageBox -title "FICS" -icon error -type ok -message "Network error writing channel"
      ::fics::close "error"
      return
    }
    puts $::fics::sockchan $line
    if {$echo != "noecho"} {
      updateConsole "->>$line"
    }
    after 2700000 ::fics::stayConnected
  }
  ################################################################################
  # FICS seems to close connexion after 1 hr idle. So send a dummy command
  # every 45 minutes
  ################################################################################
  proc stayConnected {} {
    catch {
      writechan "date" "noecho"
      after 2700000 ::fics::stayConnected
    }
  }
  ################################################################################
  #  returns 1 if premove is set
  ################################################################################
  proc setPremove {sq1 sq2} {
      if { $::fics::premoveEnabled && $::fics::playing == -1 && $sq2 != -1 } {
          set ::fics::premoveSq1 $sq1
          set ::fics::premoveSq2 $sq2
          ::board::mark::DrawArrow .main.board.bd $sq2 $sq1 $::highlightLastMoveColor
          return 1
      }
      return 0
  }
  ################################################################################
  #  execute FICS premove if possible
  ################################################################################
  proc makePremove {} {
    if { $::fics::premoveEnabled && $::fics::playing == 1 && $::fics::premoveSq1 != -1 } {
      addMove $::fics::premoveSq1 $::fics::premoveSq2
      set ::fics::premoveSq1 -1
    }
  }
  ################################################################################
  #   returns 1 if the player is allowed to enter a move (either playing or using puzzlebot)
  ################################################################################
  proc playerCanMove {} {

    if { ! [winfo exists .fics] } { return 1 }

    if { [sc_game info white] == "puzzlebot" || [sc_game info black] == "puzzlebot" } {
      return 1
    }

    if { $::fics::playing == 1 } { return 1 }

    if { $::fics::premoveEnabled && $::fics::playing == -1 } { 
        .main.board.bd delete mark
        set ::fics::premoveSq1 -1
        return 1 
    }
    return 0
  }
  ################################################################################
  # Handle mouse button 1 on console : observe the selected game
  # or handle commands (like <next>)
  ################################################################################
  proc consoleClick { x y win } {
    set idx [ $win index @$x,$y ]
    if { [ scan $idx "%d.%d" l c ] != 2 } {
      # should never happen
      return
    }
    set elt [$win get $l.0 $l.end]

    if { $elt ==  "Click or type \[next\] to see next page." } {
      writechan "next"
      return
    }

    set found 0

    if { [llength $elt] > 4} {
      # validate format
      set game [lindex $elt 0]
      set elow [lindex $elt 1]
      set white [lindex $elt 2]
      set elob [lindex $elt 3]
      set black [lindex $elt 4]

      if { [ scan $game "%d" tmp ] != 1 || \
            ( [ scan $elow "%d" tmp ] != 1 && $elow != "++++" ) || \
            ( [ scan $elob "%d" tmp ] != 1 && $elob != "++++" ) } {
      } else  {
        set found 1
      }
    }

    # Second chance : try to parse "tell relay listgames" (:104 GMxxxx GMyyyyy * B22)
    if { [llength $elt] == 5 && ! $found } {
      if { [ scan [lindex $elt 0] ":%d" game ] == 1 } {
        set white [lindex $elt 1]
        set black [lindex $elt 2]
        set elow "-"
        set elob "-"
        set found 1
      }
    }

    if { ! $found } {
      puts "$elt not a valid game"
      return
    }

    # warn the user before observing a game because it can interfere with a game played or
    # other that would be disturbed by observing a game
    set ans [tk_messageBox -title "Observe game" -icon question -type yesno \
        -message "[ ::tr FICSObserveconfirm ] $game\n$white ($elow) - $black ($elob)  ?" ]
    if { $ans == yes } {
      writechan "unobserve" "echo"
      writechan "observe $game" "echo"
    }

  }
  ################################################################################
  # updates the offers view if it is visible
  ################################################################################
  proc tabchanged {} {
    set nb .fics.f.top
    set w .fics.f.top.foffers

    if { [ $nb select ] == $w } {
      updateOffers
      set ::fics::graphon 1
    } else  {
      after cancel ::fics::updateOffers
      set ::fics::graphon 0
    }
  }
  ################################################################################
  #
  ################################################################################
  proc close { {mode ""} } {
    variable logged
    # stop recursive call
    bind .fics <Destroy> {}

    set ::fics::sought 0
    after cancel ::fics::updateOffers
    after cancel ::fics::stayConnected
    set logged 0

    if {$mode != "error"} {
      writechan "exit"
    }

    set ::fics::playing 0
    set ::fics::observedGame -1
    ::close $::fics::sockchan
    if { ! $::windowsOS } { catch { exec -- kill -s INT [ $::fics::timeseal_pid ] }  }
    destroy .fics
    # necessary on windows
    ::docking::cleanup .fics
  }
}
###
### End of file: fics.tcl
###
###
### opening.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
namespace eval opening {
  set repBase -1
  # list of elements of type fenMovesEvalList (fen move1 nag1 .... movei nagi)
  set allLinesFenList {}
  set fenMovesEvalList {}
  # list of hash lists, one list per game (a game = a line)
  set allLinesHashList {}
  set hashList {}
  # options for repertoire training
  set playerBestMove 1
  set opBestMove 1
  set onlyFlaggedLines 0
  set repColor "w"
  set resetStats 0
  
  set movesLoaded 0
  set fenLastUpdate 0
  set fenLastStatsUpdate 0
  set cancelLoadRepertoire 0
  set lastMainLoopFen 0
  set lastMainLoopFlipped [sc_pos side]
  
  # parameters for opening trainer window
  set displayCM 0
  set DisplayCMValue 0
  set tCM ""
  set lastCMFen ""
  set lastCM "-1"
  
  set displayOpeningStats 1
  set listStats {} ;# list of {fen x y z t} where x:good move played, y:dubious move, z:move out of rep, t:position played
  
  ################################################################################
  # Configuration
  ################################################################################
  proc config {} {
    global ::opening::playerBestMove ::opening::opBestMove ::opening::repColor
    
    set w .openingConfig
    if { [winfo exists $w] } { focus $w ; return  }
    if { [winfo exists ".openingWin"] } { focus ".openingWin" ; return }
    
    toplevel $w
    wm title $w $::tr(Repertoiretrainingconfiguration)
    setWinLocation $w
    frame $w.f0 -relief groove
    
    radiobutton $w.f0.rbRepColorW -value "w" -variable ::opening::repColor -text $::tr(white)
    radiobutton $w.f0.rbRepColorB -value "b" -variable ::opening::repColor -text $::tr(black)
    radiobutton $w.f0.rbRepColorWB -value "wb" -variable ::opening::repColor -text $::tr(both)
    pack $w.f0.rbRepColorW $w.f0.rbRepColorB $w.f0.rbRepColorWB -side left  -expand yes -fill both
    
    frame $w.f1
    checkbutton $w.f1.cbPlayerBestMove -text $::tr(PlayerBestMove) -variable ::opening::playerBestMove
    checkbutton $w.f1.cbOpBestMove -text $::tr(OpponentBestMove) -variable ::opening::opBestMove
    checkbutton $w.f1.cbOnlyFlaggedLines -text $::tr(OnlyFlaggedLines) -variable ::opening::onlyFlaggedLines
    checkbutton $w.f1.cbResetStats -text $::tr(resetStats) -variable ::opening::resetStats
    pack $w.f1.cbPlayerBestMove $w.f1.cbOpBestMove $w.f1.cbOnlyFlaggedLines $w.f1.cbResetStats -anchor w -side top
    
    frame $w.f2
    button $w.f2.ok -text $::tr(Continue) -command " destroy $w ; ::opening::openRep"
    button $w.f2.cancel -text $::tr(Cancel) -command "focus .; destroy $w"
    pack $w.f2.ok $w.f2.cancel -expand yes -side left -padx 20 -pady 2
    
    pack $w.f0 $w.f1 $w.f2 -side top -fill both
    
    bind $w <F1> { helpWindow OpeningTrainer }
    bind $w <Escape> "destroy $w"
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
  }
  ################################################################################
  # Open a repertoire
  ################################################################################
  proc openRep {} {
    global ::windows::switcher::base_types ::opening::repColor ::opening::repBase
    
    if {$::opening::resetStats} {
      set ::opening::listStats {}
    } else  {
      loadStats
    }
    
    set repBase -1
    set typeW [lsearch $base_types {Openings for White} ]
    set typeB [lsearch $base_types {Openings for Black} ]
    set typeWB [lsearch $base_types {Openings for either color} ]
    
    for {set x 1} {$x <= [ expr [sc_base count]-1 ]} {incr x} {
      set type [sc_base type $x]
      if {$type == $typeW && $repColor == "w" || $type == $typeB && $repColor == "b" || $type == $typeWB && $repColor == "wb"} {
        set repBase  $x
        break
      }
    }
    
    if {$repBase == -1} {
      tk_messageBox -title $::tr(Repertoirenotfound) -type ok -icon warning \
          -message $::tr(Openfirstrepertoirewithtype)
      return
    }
    
    set prevBase [sc_base current]
    if {$prevBase != $repBase} { sc_base switch $repBase }
    loadRep "$repBase - [sc_base filename $repBase]" "[sc_base description]"
    if {$prevBase != $repBase} {
      sc_base switch $prevBase
    } else  {
      sc_base switch clipbase
    }
    
    if { $::opening::movesLoaded == 0 } {
      tk_messageBox -title $::tr(Repertoirenotfound) -type ok -icon error -message $::tr(ZeroMovesLoaded)
    }
    
    if { ! [sc_base inUse $prevBase] } {
      # switch to clipboard base if the current base is empty
      sc_base switch clipbase
    }
    
    # add a blank game for training in current base, if the current base is opened
    sc_game new
    sc_game tags set -event $::tr(Openingtrainer)
    sc_game save 0
    updateBoard -pgn -animate
    ::windows::gamelist::Refresh
    updateTitle
    
    ::opening::openingWin
    ::opening::mainLoop
  }
  ################################################################################
  # Loads a repertoire
  # Go through all games and variations and build a tree of positions encountered
  #
  ################################################################################
  proc loadRep { name desc } {
    global ::opening::repBase ::opening::fenMovesEvalList ::opening::allLinesFenList \
        ::opening::allLinesHashList ::opening::hashList ::opening::onlyFlaggedLines \
        ::opening::movesLoaded ::opening::cancelLoadRepertoire
    
    set movesLoaded 0
    set cancelLoadRepertoire 0
    set allLinesFenList {}
    set allLinesHashList {}
    
    progressWindow "Scid" "$::tr(Loadingrepertoire)..." $::tr(Cancel) "::opening::sc_progressBar"
    for {set g 1} { $g <= [sc_base numGames]} { incr g} {
      if {$cancelLoadRepertoire} { break  }
      if {$onlyFlaggedLines && ![sc_game flag "WhiteOpFlag" $g] && ![sc_game flag "BlackOpFlag" $g]} {
        continue
      }
      set fenMovesEvalList {}
      set hashList  {}
      sc_game load $g
      changeProgressWindow "$::tr(Loadingrepertoire)...\n$name\n$desc\n$::tr(Movesloaded) $movesLoaded"
      updateProgressWindow $g [sc_base numGames]
      parseGame
      lappend allLinesFenList $fenMovesEvalList
      set hashList [lsort -unique $hashList]
      lappend allLinesHashList $hashList
    }
    # puts "$allLinesFenList"
    
    closeProgressWindow
  }
  ################################################################################
  # cancel repertoire loading
  ################################################################################
  proc sc_progressBar {} {
    set ::opening::cancelLoadRepertoire 1
  }
  ################################################################################
  # parse one game and fill the list
  ################################################################################
  proc parseGame {} {
    while {![sc_pos isAt vend]} {
      fillFen
      # Go through all variants
      for {set v 0} {$v<[sc_var count]} {incr v} {
        # enter each var (beware the first move is played)
        sc_var enter $v
        parseVar
      }
      # now treat the main line
      sc_move forward
    }
  }
  ################################################################################
  # parse recursively variants.
  ################################################################################
  proc parseVar {} {
    while {![sc_pos isAt vend]} {
      fillFen
      # Go through all variants
      for {set v 0} {$v<[sc_var count]} {incr v} {
        sc_var enter $v
        fillFen
        # we are at the start of a var, before the first move : start recursive calls
        parseVar
      }
      sc_move forward
    }
    # at the end of a var : exit it
    sc_var exit
  }
  ################################################################################
  # fill the tree with repertoire information
  # we are at a given position :
  # - fill hash list in order to speed up searches
  # - fill fenMovesEvalList with {fen {move eval} {move eval} .... }
  ################################################################################
  proc fillFen {} {
    global ::opening::fenMovesEvalList ::opening::hashList ::opening::movesLoaded
    
    if {[sc_pos isAt vend] && [sc_var count] == 0 } {
      return
    }
    
    set s [split [sc_pos fen]]
    set fen "[lindex $s 0] [lindex $s 1] [lindex $s 2] [lindex $s 3]"
    
    set newFen {}
    set moves {}
    set newIndex -1
    incr movesLoaded
    
    lappend hashList [sc_pos hash]
    
    # check if the fen already exists in the list
    for {set i 0} { $i < [llength $fenMovesEvalList]} {incr i} {
      set f [lindex $fenMovesEvalList $i]
      if {[lindex $f 0] == $fen} { set newFen $fen ; set moves [lindex $f 1] ; set newIndex $i ; break }
    }
    set newFen $fen
    
    # the main move
    if {! [sc_pos isAt vend] } {
      set m [sc_game info nextMove]
      sc_move forward
      set nag [sc_pos getNags]
      sc_move back
      if {[lsearch $moves $m] == -1 } {
        lappend moves $m $nag
      } else  {
        # the move already exists : check if NAG values are coherent
        set lmoves [lsearch -all $moves $m]
        foreach i $lmoves {
          if {[lindex $moves [expr $i +1]] != $nag} {
            puts "redundancy and incoherence $m $nag for $newFen"
          }
        }
      }
    }
    # Go through all variants
    for {set v 0} {$v<[sc_var count]} {incr v} {
      sc_var enter $v
      set nag [sc_pos getNags]
      set m [sc_game info previousMove]
      if {[lsearch $moves $m] == -1 } {
        lappend moves $m $nag
      } else  {
        # the move already exists : check if NAG values are coherent
        set lmoves [lsearch -all $moves $m]
        foreach i $lmoves {
          if {[lindex $moves [expr $i +1]] != $nag} {
            puts "var redundancy and incoherence $m $nag for $newFen"
          }
        }
      }
      sc_var exit
    }
    
    # put the newFen in the list
    if {$newIndex == -1} {
      lappend fenMovesEvalList [list $fen $moves ]
    } else  {
      lset fenMovesEvalList $newIndex [list $fen $moves ]
    }
  }
  ################################################################################
  # main loop called every second to trigger playing
  ################################################################################
  proc mainLoop {} {
    global ::opening::allLinesHashList ::opening::allLinesFenList tCM
    
    after cancel ::opening::mainLoop
    
    # Handle case of player's turn (which always plays from bottom of the board)
    if { [sc_pos side] == "white" &&  ![::board::isFlipped .main.board] || [sc_pos side] == "black" &&  [::board::isFlipped .main.board] } {
      # it is player's turn : update UI
      ::opening::update_tCM
      ::opening::updateStats
      after 1000  ::opening::mainLoop
      return
    }
    
    # check the position has not been treated already
    if {[sc_pos fen] == $::opening::lastMainLoopFen && [::board::isFlipped .main.board] == $::opening::lastMainLoopFlipped} {
      after 1000 ::opening::mainLoop
      return
    }
    
    # the player moved : check if his move was in the repertoire and as good as expected
    set move_done [sc_game info previousMove]
    if { $move_done != "" } {
      sc_move back
      set cm [ getCm ]
      sc_move forward
      # No move available : reached the end of a line
      if { [llength $cm] == 0 } {
        ::opening::update_tCM
        ::opening::updateStats
        after 1000 ::opening::mainLoop
        return
      }
      
      # we know there are some CM
      set l [lsearch -all $cm $move_done]
      # move not in repertoire
      if {[llength $l] == 0} {
        tk_messageBox -type ok -message $::tr(Movenotinrepertoire) -icon info
        sc_move back
        addStats -good 0 -dubious 0 -absent 1 -total 1
        ::opening::update_tCM
        ::opening::updateStats
        updateBoard -pgn -animate
        after 1000  ::opening::mainLoop
        return
      }
      
      # The move played is in repertoire !
      set moveOK 1
      
      if {$::opening::playerBestMove} {
        foreach i $l {
          if {! [ ::opening::isGoodMove [ lindex $cm [expr $i+1] ] ] } {
            addStatsPrev -good 0 -dubious 1 -absent 0 -total 1
            set moveOK 0
            set nag [ lindex $cm [expr $i+1] ]
            break
          }
        }
        
        # The move is not good : offer to take back
        if { ! $moveOK } {
          # addStatsPrev -good 0 -dubious 0 -absent 1 -total 0
          set answer [tk_messageBox -icon question -title $::tr(OutOfOpening) -type yesno \
              -message "$::tr(yourmoveisnotgood) ($nag) \n $::tr(DoYouWantContinue)" ]
          if {$answer == no} {
            sc_move back
            updateBoard -pgn
            after 1000  ::opening::mainLoop
            return
          }
        } else  { ;# the move is a good one
          addStatsPrev -good 1 -dubious 0 -absent 0 -total 1
        }
      } else  { ;# player is allowed to play bad moves
        foreach i $l {
          set goodMove 1
          if {! [ ::opening::isGoodMove [ lindex $cm [expr $i+1] ] ] } {
            set goodMove 0
            break
          }
        }
        if {$goodMove} {
          addStatsPrev -good 1 -dubious 0 -absent 0 -total 1
        } else  {
          addStatsPrev -good 1 -dubious 1 -absent 0 -total 1
        }
      }
      
    }
    # end of player's move check
    # now it is computer's turn
    set cm [ getCm ]
    
    if {[llength $cm] != 0} {
      ::opening::play $cm
    }
    set ::opening::lastMainLoopFen [sc_pos fen]
    set ::opening::lastMainLoopFlipped [::board::isFlipped .main.board]
    
    ::opening::update_tCM
    ::opening::updateStats
    after 1000  ::opening::mainLoop
  }
  ################################################################################
  # isGoodMove : returns true if the nag list in parameter is empty or contains !? ! !!
  ################################################################################
  proc isGoodMove { n } {
    if { [lsearch -exact $n "?"] != -1 || [lsearch -exact $n "?!"] != -1 || [lsearch -exact $n "??"] != -1} {
      return 0
    }
    return 1
  }
  ################################################################################
  # get all candidate moves in the repertoire from current position
  # the list returned is of the form {move1 nag1 move2 nag2 ....}
  # the moves are not unique
  ################################################################################
  proc getCm {  } {
    global ::opening::allLinesHashList ::opening::allLinesFenList ::opening::lastCMFen
    
    set fen [ sc_pos fen ]
    # avoids calculation
    if {$fen == $lastCMFen } { return $lastCM }
    
    set cm {}
    # First find the position in hash lists to spare time
    set linesFound {}
    for {set i 0} {$i<[llength $allLinesHashList]} {incr i} {
      set res [lsearch -sorted [lindex $allLinesHashList $i] [sc_pos hash]]
      if {$res != -1} { lappend linesFound $i }
    }
    
    set s [split $fen]
    set fen "[lindex $s 0] [lindex $s 1] [lindex $s 2] [lindex $s 3]"
    foreach i $linesFound {
      set line [lindex $allLinesFenList $i]
      foreach f $line {
        if {[lindex $f 0] == $fen} { set cm [concat $cm [lindex $f 1]] }
      }
    }
    
    set lastCM $cm
    set lastCMFen $fen
    
    return $cm
  }
  ################################################################################
  # play one of the candidate moves
  ################################################################################
  proc play { cm } {
    # addStatsPrev -good 0 -dubious 0 -absent 0 -total 1
    set r [expr int(rand()*[llength $cm]/2) ]
    set m [ lindex $cm [ expr $r * 2 ] ]
    
    if {[sc_pos moveNumber] == 1 && [sc_pos side] == "white"} {
      ::game::Clear
    }
    
    if {![catch {sc_move addSan [::untrans $m] }]} {
    }
    updateBoard -pgn -animate
  }
  ################################################################################
  # The window displayed when in opening trainer mode
  ################################################################################
  proc openingWin {} {
    global ::opening::displayCM ::opening::displayCMValue ::opening::tCM ::opening::fenLastUpdate
    
    set w ".openingWin"
    if {[winfo exists $w]} { focus $w ; return }
    
    toplevel $w
    wm title $w $::tr(Openingtrainer)
    setWinLocation $w
    frame $w.f1
    frame $w.f2 -relief raised -bd 2
    frame $w.f3
    
    checkbutton $w.f1.cbDisplayCM  -text $::tr(DisplayCM) -variable ::opening::displayCM -relief flat \
        -command "set fenLastUpdate 0 ; ::opening::update_tCM 1"
    checkbutton $w.f1.cbDisplayCMValue  -text $::tr(DisplayCMValue) -variable ::opening::displayCMValue -relief flat \
        -command "set fenLastUpdate 0 ; ::opening::update_tCM 1"
    label $w.f1.lCM -textvariable ::opening::tCM
    pack $w.f1.cbDisplayCM $w.f1.cbDisplayCMValue -anchor w -side top
    pack $w.f1.lCM -side top -anchor center
    
    checkbutton $w.f2.cbDisplayStats  -text $::tr(DisplayOpeningStats) -variable ::opening::displayOpeningStats -relief flat \
        -command "::opening::updateStats 1"
    label $w.f2.lStats1 -textvariable ::opening::lStats1 -width 4 -anchor center -background green
    label $w.f2.lStats2 -textvariable ::opening::lStats2 -width 4 -anchor center -background yellow
    label $w.f2.lStats3 -textvariable ::opening::lStats3 -width 4 -anchor center -background red
    label $w.f2.lStats4 -textvariable ::opening::lStats4 -width 4 -anchor center -background white
    
    label $w.f2.lStats1exp -text $::tr(NumberOfGoodMovesPlayed)
    label $w.f2.lStats2exp -text $::tr(NumberOfDubiousMovesPlayed)
    label $w.f2.lStats3exp -text $::tr(NumberOfMovesPlayedNotInRepertoire)
    label $w.f2.lStats4exp -text $::tr(NumberOfTimesPositionEncountered)
    
    grid $w.f2.cbDisplayStats -row 0 -column 0 -columnspan 2
    grid $w.f2.lStats4 -row 1 -column 0 -sticky w -padx 5
    grid $w.f2.lStats1 -row 2 -column 0 -sticky w -padx 5
    grid $w.f2.lStats2 -row 3 -column 0 -sticky w -padx 5
    grid $w.f2.lStats3 -row 4 -column 0 -sticky w -padx 5
    
    
    grid $w.f2.lStats4exp -row 1 -column 1 -sticky w -padx 5
    grid $w.f2.lStats1exp -row 2 -column 1 -sticky w -padx 5
    grid $w.f2.lStats2exp -row 3 -column 1 -sticky w -padx 5
    grid $w.f2.lStats3exp -row 4 -column 1 -sticky w -padx 5
    
    button $w.f3.report -textvar ::tr(ShowReport) -command ::opening::report
    button $w.f3.close -textvar ::tr(Abort) -command ::opening::endTraining
    
    pack $w.f3.report $w.f3.close -side top -anchor center -fill x
    pack $w.f1 $w.f2 $w.f3 -fill x
    
    bind $w <F1> { helpWindow OpeningTrainer }
    bind $w <Escape> "destroy $w"
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
    wm minsize $w 45 0
  }
  ################################################################################
  #
  ################################################################################
  proc endTraining {} {
    after cancel ::opening::mainLoop
    saveStats
    focus .
    destroy ".openingWin"
  }
  ################################################################################
  # display the candidate moves list (with NAG values)
  ################################################################################
  proc  update_tCM { { forceUpdate 0 } } {
    global ::opening::displayCM ::opening::displayCMValue ::opening::tCM ::opening::fenLastUpdate
    
    # If current fen is the same as the one used during latest update call, do nothing
    if {$fenLastUpdate == [sc_pos fen] && ! $forceUpdate} { return }
    
    set cm [ getCm ]
    
    if { [llength $cm] == 0 } {
      .openingWin.f1.lCM configure -bg LightCoral
      set tCM $::tr(EndOfVar)
      set fenLastUpdate [sc_pos fen]
      return
    }
    
    if { !$displayCM } { set tCM "" ; set fenLastUpdate 0 ; return }
    
    .openingWin.f1.lCM configure -bg linen
    
    set tmp ""
    
    for {set x 0} {$x<[llength $cm]} { set x [expr $x+2]} {
      set m [lindex $cm $x]
      # if the move already found, skip it, even if it has other nags : to be corrected ?
      if {[string first $m $tmp] != -1} { continue }
      append tmp  $m " "
      set nlist [lindex $cm [expr $x+1] ]
      if {$nlist == 0} { continue }
      if {$displayCMValue} {
        foreach n $nlist {
          append tmp $n " "
        }
      }
      # go to new line every 3 (moves,nags)
      if {[expr $x % 3] == 2} { append tmp "\n" }
    }
    
    set fenLastUpdate [sc_pos fen]
    set tCM $tmp
  }
  ################################################################################
  #
  ################################################################################
  proc loadStats {} {
    set optionsFile [scidConfigFile optrainer]
    if {[catch {source $optionsFile} ]} {
      ::splash::add "Unable to find the options file: [file tail $optionsFile]"
    } else {
      ::splash::add "Your options file \"[file tail $optionsFile]\" was found and loaded."
    }
  }
  ################################################################################
  #
  ################################################################################
  proc saveStats {} {
    set optrainerFile [scidConfigFile optrainer]
    if {[catch {open $optrainerFile w} f]} {
      return 0
    }
    puts $f "set ::opening::listStats { $::opening::listStats }"
    close $f
    return 1
  }
  ################################################################################
  # getStats
  # returns a list containing the 4 stats values for current pos
  # or an empty list if the stats are not available for current position
  ################################################################################
  proc getStats {} {
    set s [split [sc_pos fen]]
    set fen "[lindex $s 0] [lindex $s 1] [lindex $s 2] [lindex $s 3]"
    set found 0
    set idx 0
    foreach l $::opening::listStats {
      if {[lindex $l 0] == $fen} {
        set found 1
        break
      }
      incr idx
    }
    if {$found} {
      return [lindex $l 1]
    }
    return {}
  }
  
  ################################################################################
  # addStats
  # x = success best moves only, y = success all moves z = failures t = coverage by computer
  ################################################################################
  proc addStats { args } {
    set dx 0
    set dy 0
    set dz 0
    set dt 0
    
    for {set i 0 } {$i < [llength $args]} {incr i 2} {
      if {[lindex $args $i] == "-good"} { set dx [lindex $args [expr $i + 1] ] ; continue }
      if {[lindex $args $i] == "-dubious"} { set dy [lindex $args [expr $i + 1] ] ; continue }
      if {[lindex $args $i] == "-absent"} { set dz [lindex $args [expr $i + 1] ] ; continue }
      if {[lindex $args $i] == "-total"} { set dt [lindex $args [expr $i + 1] ] ; continue }
    }
    
    set s [split [sc_pos fen]]
    set fen "[lindex $s 0] [lindex $s 1] [lindex $s 2] [lindex $s 3]"
    set found 0
    set idx 0
    foreach l $::opening::listStats {
      if {[lindex $l 0] == $fen} {
        set found 1
        break
      }
      incr idx
    }
    
    if {$found} {
      set lval [lindex $l 1]
      set ::opening::listStats [ lreplace $::opening::listStats $idx $idx [list $fen [list \
          [expr [lindex $lval 0]+$dx] \
          [expr [lindex $lval 1]+$dy] \
          [expr [lindex $lval 2]+$dz] \
          [expr [lindex $lval 3]+$dt] \
          ] ] ]
    } else  {
      lappend ::opening::listStats [list $fen [list $dx $dy $dz $dt] ]
    }
    updateStats 1
  }
  ################################################################################
  #
  ################################################################################
  proc addStatsPrev { args } {
    if {[sc_pos isAt vstart] } { return }
    if { ![catch {sc_move back} ]} {
      eval addStats $args
      sc_move forward
    }
  }
  ################################################################################
  #
  ################################################################################
  proc updateStats { {force 0} } {
    global ::opening::fenLastStatsUpdate
    
    # If current fen is the same as the one used during latest update call, do nothing
    if {$fenLastStatsUpdate == [sc_pos fen] && !$force} { return }
    
    set fenLastStatsUpdate [sc_pos fen]
    
    if { $::opening::displayOpeningStats } {
      set gs [getStats]
      set ::opening::lStats1 [lindex $gs 0]
      set ::opening::lStats2 [lindex $gs 1]
      set ::opening::lStats3 [lindex $gs 2]
      set ::opening::lStats4 [lindex $gs 3]
    } else  {
      set ::opening::lStats1 " "
      set ::opening::lStats2 " "
      set ::opening::lStats3 " "
      set ::opening::lStats4 " "
    }
  }
  ################################################################################
  # shows a repertoire report (how much of the rep was trained)
  ################################################################################
  proc report {} {
    global ::opening::listStats ::opening::allLinesFenList
    set w ".openingWin.optrainerreport"
    if {[winfo exists $w]} { focus $w ; return }
    
    toplevel $w
    wm title $w $::tr(Openingtrainer)
    setWinLocation $w
    
    frame $w.ft
    text $w.ft.text -height 10 -width 40 -wrap word -background white
    pack $w.ft.text
    pack $w.ft
    
    frame $w.fclose
    button $w.fclose.close -textvar ::tr(Close) -command "destroy $w"
    pack $w.fclose.close
    
    # builds stats report
    set posNotPlayed 0
    set posTotalPlayed 0
    set success 0
    set dubMoves 0
    set outOfRep 0
    set totalPos 0
    foreach line $allLinesFenList {
      incr totalPos [llength $line]
      foreach pos $line {
        set fenLine [lindex $pos 0]
        set idx 0
        set found 0
        foreach l $listStats {
          if {$fenLine == [lindex $l 0]} {
            set found 1
            break
          }
          incr idx
        }
        if { $found } {
          set stats [lindex [ lindex $listStats $idx ] 1]
          if { $stats != "" } {
            incr success [lindex $stats 0]
            incr dubMoves [lindex $stats 1]
            incr outOfRep [lindex $stats 2]
            incr posTotalPlayed [lindex $stats 3]
          }
        } else {
          incr posNotPlayed
        }
      }
    }
    $w.ft.text insert end "$::tr(PositionsInRepertoire) $totalPos\n"
    $w.ft.text insert end "$::tr(PositionsNotPlayed) $posNotPlayed\n"
    $w.ft.text insert end "$::tr(PositionsPlayed) [expr $totalPos - $posNotPlayed]\n"
    $w.ft.text insert end "$::tr(Success) $success\n"
    $w.ft.text insert end "$::tr(DubiousMoves) $dubMoves\n"
    $w.ft.text insert end "$::tr(OutOfRepertoire) $outOfRep\n"
    
    $w.ft.text configure -state disabled
    
    bind $w <F1> { helpWindow OpeningTrainer }
    bind $w <Escape> "destroy $w"
    bind $w <Destroy> ""
    bind $w <Configure> "recordWinSize $w"
    # wm minsize $w 45 0
  }
  ################################################################################
  #
  ################################################################################
}
###
### End of file: opening.tcl
###
### tactics.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
######################################################################
### Solve tactics (mate in n moves for example)
# use Site token in pgn notation to store progress
#

namespace eval tactics {
    
    set infoEngineLabel ""
    set baseList {}
    set solved "problem solved"
    set failed "problem failed"
    set prevScore 0
    set prevLine ""
    set nextEngineMove ""
    set matePending 0
    set cancelScoreReset 0
    set askToReplaceMoves_old 0
    set showSolution 0
    set labelSolution ". . . . . . "
    set lastGameLoaded 0
    set prevFen ""
    set engineSlot 5
    # Don't try to find the exact best move but to win a won game (that is a mate in 5 is ok even if there was a pending mate in 2)
    set winWonGame 0
    
    ################################################################################
    # Current base must contain games with Tactics flag and **** markers
    # for certain moves. The first var should contain the best move (the next best move
    # is at least 1.0 point away.
    ################################################################################
    proc findBestMove { {previous 0} } {
        
        set old_game [sc_game number]
        
        if { $old_game == 1 && $previous != 0} {
            return
        }
        
        if { $old_game == [sc_base numGames] && $previous == 0} {
            return
        }
        
        set found 0
        
        if {![sc_base inUse] || [sc_base numGames] == 0} {
            tk_messageBox -type ok -icon info -title "Scid" -message "No game with Tactics flag\nor no tactics comment found"
            return
        }
        
        if {$previous != 0} {
            ::game::LoadNextPrev previous
        }
        
        # Try to find in current game, from current pos (exit vars first)
        catch { ;# if gamenumber == 0, sc_game flag T returns no boolean
            if {[sc_game flag T [sc_game number]]} {
                while {[sc_var level] != 0} { sc_var exit }
                if {[llength [gotoNextTacticMarker] ] != 0} {
                    set found 1
                }
            }
        }
        if { ! $found } {
            set sens 1
            set start [expr [sc_game number] +1]
            set end [sc_base numGames]
            if {$previous != 0} {
                set sens -1
                set start  [expr [sc_game number] -1]
                set end 1
            }
            for {set g $start } { [expr $sens * $g ] <= [ expr $sens * $end ] } { incr g $sens} {
                sc_game load $g
                if {![sc_game flag T $g]} { continue }
                # go through all moves and look for tactical markers ****
                if {[llength [gotoNextTacticMarker] ] != 0} {
                    set found 1
                    break
                }
            }
        }
        
        if { ! $found } {
            sc_game load $old_game
            gotoNextTacticMarker
            tk_messageBox -type ok -icon info -title "Scid" -message "No game with Tactics flag\nor no tactics comment found"
        } else  {
            sideToMoveAtBottom
        }
        updateBoard -pgn
        ::windows::gamelist::Refresh
        updateTitle
    }
    ################################################################################
    # The initial proc to start Find Best Move training
    proc findBestMoveStart {} {
        
        set f .main.fbutton.button
        
        if { $::tactics::findBestMoveRunning } {
            set ::tactics::hideNextMove_old $::gameInfo(hideNextMove)
            set ::tactics::showVarArrows_old $::showVarArrows
            set ::tactics::showVarPopup_old $::showVarPopup
            set ::gameInfo(hideNextMove) 1
            set ::showVarArrows 0 ;# so the user will not see the solution through var arrows
            set ::showVarPopup 0
            
            # create UI to handle commands and feed back for find best move
            if { ![winfo exists $f.fbm_space1]} {
                ttk::frame $f.fbm_space1 -width 15
                button $f.fbm_solution -image tb_lightbulb -command ::tactics::findBestMoveShowSolution
                ::utils::tooltip::Set $f.fbm_solution [::tr ShowSolution]
                button $f.fbm_prev -image tb_backward -command { ::tactics::findBestMove previous }
                ::utils::tooltip::Set $f.fbm_prev [::tr PrevExercise ]
                button $f.fbm_next -image tb_forward -command ::tactics::findBestMove
                ::utils::tooltip::Set $f.fbm_next [::tr NextExercise ]
                button $f.fbm_stop -image tb_stop -command { set ::tactics::findBestMoveRunning 0 ;  ::tactics::findBestMoveStart }
                ::utils::tooltip::Set $f.fbm_stop [::tr StopTraining ]
            }
            pack $f.fbm_space1 -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
            pack $f.fbm_solution $f.fbm_prev $f.fbm_next $f.fbm_stop -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
            
            # load the last game seen by the user
            set fname [sc_base filename]
            if { $fname != "\[empty\]" && $fname != "\[clipbase\]"} {
                if { [ info exists ::tactics::findBestMove_History($fname) ] } {
                    ::game::Load $::tactics::findBestMove_History($fname)
                }
            }
            
            findBestMove
            
        } else  {
            findBestMoveStop
        }
        
    }
    ################################################################################
    # Refresh the PGN window so the solution is visible
    proc  findBestMoveShowSolution {} {
        set ::tactics::findBestMoveRunning 0
        ::pgn::Refresh 1
        set ::tactics::findBestMoveRunning 1
    }
    ################################################################################
    proc findBestMoveStop {} {
        if { ! $::tactics::findBestMoveRunning } {
            set f .main.fbutton.button
            set ::tactics::findBestMoveRunning 0
            # stop the training, restore normal PGN display
            ::pgn::Refresh 1
            set ::gameInfo(hideNextMove) $::tactics::hideNextMove_old
            set ::showVarArrows $::tactics::showVarArrows_old
            set ::showVarPopup $::tactics::showVarPopup_old
            
            set fname [sc_base filename]
            if { $fname != "\[empty\]" && $fname != "\[clipbase\]"} {
                set ::tactics::findBestMove_History($fname) [sc_game number]
            }
            pack forget $f.fbm_space1 $f.fbm_solution $f.fbm_prev $f.fbm_next $f.fbm_stop
            # destroy $f.fbm_space1 $f.fbm_solution $f.fbm_prev $f.fbm_next $f.fbm_stop
        }
    }
    ################################################################################
    # Scid exists when the training is in progress : restore options
    proc findBestMoveExit {} {
        if { $::tactics::findBestMoveRunning } {
            set ::gameInfo(hideNextMove) $::tactics::hideNextMove_old
        }
    }
    ################################################################################
    # returns a list with depth score prevscore
    # or an empty list if marker not found
    proc gotoNextTacticMarker {} {
        while {![sc_pos isAt end]} {
            sc_move forward
            set cmt [sc_pos getComment]
            # TODO old format to be removed
            set res [scan $cmt "\*\*\*\*d%dfrom%fto%f" dif prevscore score ]
            if {$res != 3} { ; # try new format if the old format failed
                set res [scan $cmt "\*\*\*\*D%d %f->%f" dif prevscore score ]
            }
            if {$res == 3} {
                return [list $dif $score $prevscore]
            }
        }
        return {}
    }
    ################################################################################
    # Configuration dialog
    ################################################################################
    proc config {} {
        global ::tactics::baseList
        if {! [file isdirectory $::scidBasesDir]} { setTacticsBasesDir }
        if {! [file isdirectory $::scidBasesDir]} return
        set basePath $::scidBasesDir
        
        # check if tactics window is already opened. If so, abort serial.
        set w .tacticsWin
        if {[winfo exists $w]} {
            destroy $w
        }
        
        set w ".configTactics"
        if {[winfo exists $w]} {
            focus $w
            return
        }
        toplevel $w
        wm title $w $::tr(ConfigureTactics)
        setWinLocation $w
        
        if {[sc_base count free] == 0} {
            tk_messageBox -type ok -icon info -title "Scid" -message "Too many databases are open; close one first"
            return
        }
        
        set prevBase [sc_base current]
        # go through all bases and take descriptions
        set baseList {}
        set fileList [  lsort -dictionary [ glob -nocomplain -directory $basePath *.si4 ] ]
        foreach file  $fileList {
            if {[sc_base slot $file] == 0} {
                sc_base open [file rootname $file]
                set wasOpened 0
            } else  {
                sc_base switch [sc_base slot $file]
                set wasOpened 1
            }
            
            set solvedCount 0
            for {set g 1 } { $g <= [sc_base numGames]} { incr g} {
                sc_game load $g
                if {[sc_game tags get "Site"] == $::tactics::solved} { incr solvedCount }
            }
            lappend baseList "$file" "[sc_base description] ($solvedCount/[sc_base numGames])"
            if {! $wasOpened } {
                sc_base switch $prevBase
                sc_base close [sc_base slot $file]
            }
        }
        
        updateMenuStates
        updateStatusBar
        updateTitle
        
        ttk::frame $w.fconfig -relief raised ;# -borderwidth 1
        ttk::label $w.fconfig.l1 -text $::tr(ChooseTrainingBase)
        pack $w.fconfig.l1
        
        ttk::frame $w.fconfig.flist
        listbox $w.fconfig.flist.lb -selectmode single -exportselection 0 \
                -yscrollcommand "$w.fconfig.flist.ybar set" -height 10 -width 30
        ttk::scrollbar $w.fconfig.flist.ybar -command "$w.fconfig.flist.lb yview"
        pack $w.fconfig.flist.lb $w.fconfig.flist.ybar -side left -fill y
        for {set i 1} {$i<[llength $baseList]} {incr i 2} {
            $w.fconfig.flist.lb insert end [lindex $baseList $i]
        }
        $w.fconfig.flist.lb selection set 0
        
        ttk::frame $w.fconfig.reset
        ttk::button $w.fconfig.reset.button -text $::tr(ResetScores) \
                -command {::tactics::resetScores [ lindex $::tactics::baseList [expr [.configTactics.fconfig.flist.lb curselection] * 2 ] ]}
        pack $w.fconfig.reset.button -expand yes -fill both
        
        # in order to limit CPU usage, limit the time for analysis (this prevents noise on laptops)
        ttk::labelframe $w.fconfig.flimit -text $::tr(limitanalysis)
        ttk::label $w.fconfig.flimit.analabel -text  "($::tr(seconds))"
        ttk::scale $w.fconfig.flimit.analysisTime -orient horizontal -from 1 -to 60 -length 120 -variable ::tactics::analysisTime \
                -command { ::utils::validate::roundScale ::tactics::analysisTime 1 }
        ttk::label $w.fconfig.flimit.value -textvar ::tactics::analysisTime
        pack $w.fconfig.flimit.analabel $w.fconfig.flimit.analysisTime $w.fconfig.flimit.value -side left -expand yes -fill x
        
        ttk::frame $w.fconfig.fbutton
        ttk::button $w.fconfig.fbutton.ok -text $::tr(Continue) -command {
            set base [ lindex $::tactics::baseList [expr [.configTactics.fconfig.flist.lb curselection] * 2 ] ]
            destroy .configTactics
            ::tactics::start $base
        }
        ttk::button $w.fconfig.fbutton.cancel -text $::tr(Cancel) -command "focus .; destroy $w"
        pack $w.fconfig.fbutton.ok $w.fconfig.fbutton.cancel -expand yes -side left -padx 20 -pady 2
        
        pack $w.fconfig $w.fconfig.flist $w.fconfig.reset $w.fconfig.flimit $w.fconfig.fbutton -expand 1 -fill x
        bind $w <Configure> "recordWinSize $w"
        bind $w <F1> { helpWindow TacticsTrainer }
        
    }
    ################################################################################
    #
    ################################################################################
    proc start { base } {
        global ::tactics::analysisEngine ::askToReplaceMoves ::tactics::askToReplaceMoves_old
        
        set ::tactics::lastGameLoaded 0
        
        if { ! [::tactics::launchengine] } { return }
        
        set askToReplaceMoves_old $askToReplaceMoves
        set askToReplaceMoves 0
        
        set w .tacticsWin
        if {[winfo exists $w]} { focus $w ; return }
        
        createToplevel $w
        setTitle $w $::tr(Tactics)
        setWinLocation $w
        # because sometimes the 2 buttons at the bottom are hidden
        wm minsize $w 170 170
        ttk::frame $w.f1 -relief groove ;# -borderwidth 1
        ttk::label $w.f1.labelInfo -textvariable ::tactics::infoEngineLabel -background linen
        ttk::checkbutton $w.f1.cbWinWonGame -text $::tr(WinWonGame) -variable ::tactics::winWonGame
        pack $w.f1.labelInfo $w.f1.cbWinWonGame -expand yes -fill both -side top
        
        ttk::frame $w.fclock
        ::gameclock::new $w.fclock 1 80 0
        ::gameclock::reset 1
        ::gameclock::start 1
        
        ttk::frame $w.f2 -relief groove
        ttk::checkbutton $w.f2.cbSolution -text $::tr(ShowSolution) -variable ::tactics::showSolution -command ::tactics::toggleSolution
        ttk::label $w.f2.lSolution -textvariable ::tactics::labelSolution -wraplength 120
        pack $w.f2.cbSolution $w.f2.lSolution -expand yes -fill both -side top
        
        ttk::frame $w.fbuttons -relief groove -borderwidth 1
        pack $w.f1 $w.fclock $w.f2 $w.fbuttons -expand yes -fill both
        
        setInfoEngine $::tr(LoadingBase)
        
        ttk::button $w.fbuttons.next -text $::tr(Next) -command {
            ::tactics::stopAnalyze
            ::tactics::loadNextGame }
        ttk::button $w.fbuttons.close -textvar ::tr(Abort) -command ::tactics::endTraining
        pack $w.fbuttons.next $w.fbuttons.close -expand yes -fill both -padx 20 -pady 2
        bind $w <Destroy> { ::tactics::endTraining }
        bind $w <Configure> "recordWinSize $w"
        bind $w <F1> { helpWindow TacticsTrainer }
        createToplevelFinalize $w
        
        ::tactics::loadBase [file rootname $base]
        
        setInfoEngine "---"
        ::tactics::loadNextGame
        ::tactics::mainLoop
    }
    ################################################################################
    #
    ################################################################################
    proc endTraining {} {
        set w .tacticsWin
        ::tactics::stopAnalyze
        after cancel ::tactics::mainLoop
        catch { sc_base close }
        updateMenuStates
        updateStatusBar
        updateTitle
        set ::askToReplaceMoves $::tactics::askToReplaceMoves_old
        focus .
        destroy $w
        
        catch { ::uci::closeUCIengine $::tactics::engineSlot }
    }
    ################################################################################
    #
    ################################################################################
    proc toggleSolution {} {
        global ::tactics::showSolution ::tactics::labelSolution ::tactics::analysisEngine
        if {$showSolution} {
            set labelSolution "$analysisEngine(score) : [::trans $analysisEngine(moves)]"
        } else  {
            set labelSolution ". . . . . . "
        }
    }
    ################################################################################
    #
    ################################################################################
    proc resetScores {name} {
        global ::tactics::cancelScoreReset ::tactics::baseList
        
        set base [file rootname $name]
        
        set wasOpened 0
        
        if {[sc_base count free] == 0} {
            tk_messageBox -type ok -icon info -title "Scid" -message "Too many databases are opened\nClose one first"
            return
        }
        # check if the base is already opened
        if {[sc_base slot $name] != 0} {
            sc_base switch [sc_base slot $name]
            set wasOpened 1
        } else  {
            if { [catch { sc_base open $base }] } {
                tk_messageBox -type ok -icon warning -title "Scid" -message "Unable to open base"
                return
            }
        }
        
        #reset site tag for each game
        progressWindow "Scid" $::tr(ResettingScore) $::tr(Cancel) "::tactics::sc_progressBar"
        set numGames [sc_base numGames]
        set cancelScoreReset 0
        for {set g 1} { $g <= $numGames } { incr g} {
            if { $cancelScoreReset } { break }
            sc_game load $g
            if { [sc_game tags get "Site"] != ""} {
                sc_game tags set -site ""
                sc_game save [sc_game number]
            }
            if { [expr $g % 100] == 0 } {
                updateProgressWindow $g $numGames
            }
        }
        closeProgressWindow
        if { ! $wasOpened } {
            sc_base close
        }
        # update listbox
        set w ".configTactics"
        set cs [$w.fconfig.flist.lb curselection]
        set idx [expr $cs * 2 +1]
        set tmp [lindex $baseList $idx]
        regsub "\[(\]\[0-9\]+/" $tmp "(0/" tmp
        lset baseList $idx $tmp
        $w.fconfig.flist.lb delete 0 end
        for {set i 1} {$i<[llength $baseList]} {incr i 2} {
            $w.fconfig.flist.lb insert end [lindex $baseList $i]
        }
        $w.fconfig.flist.lb selection set $cs
    }
    ################################################################################
    # cancel score reset loading
    ################################################################################
    proc sc_progressBar {} {
        set ::tactics::cancelScoreReset 1
    }
    ################################################################################
    #
    ################################################################################
    proc loadNextGame {} {
        ::tactics::resetValues
        setInfoEngine $::tr(LoadingGame)
        set newGameFound 0
        # find a game with site tag != problem solved
        for {set g [ expr $::tactics::lastGameLoaded +1 ] } { $g <= [sc_base numGames]} { incr g} {
            sc_game load $g
            set tag [sc_game tags get "Site"]
            if {$tag != $::tactics::solved} { set newGameFound 1 ; break }
        }
        # it seems we finished the serial
        if {! $newGameFound } {
            tk_messageBox -title "Scid" -icon info -type ok -message $::tr(AllExercisesDone)
            return
        }
        set ::tactics::lastGameLoaded $g
        
        sideToMoveAtBottom
        
        ::gameclock::reset 1
        ::gameclock::start 1
        
        ::notify::DatabaseChanged
        updateBoard -pgn
        set ::tactics::prevFen [sc_pos fen]
        ::tactics::startAnalyze
        ::tactics::mainLoop
    }
    ################################################################################
    # flips the board if necessary so the side to move is at the bottom
    ################################################################################
    proc sideToMoveAtBottom {} {
        if { [sc_pos side] == "white" && [::board::isFlipped .main.board] || [sc_pos side] == "black" &&  ![::board::isFlipped .main.board] } {
            ::board::flip .main.board
        }
    }
    ################################################################################
    #
    ################################################################################
    proc isPlayerTurn {} {
        if { [sc_pos side] == "white" &&  ![::board::isFlipped .main.board] || [sc_pos side] == "black" &&  [::board::isFlipped .main.board] } {
            return 1
        }
        return 0
    }
    ################################################################################
    #
    ################################################################################
    proc exSolved {} {
        ::tactics::stopAnalyze
        ::gameclock::stop 1
        tk_messageBox -title "Scid" -icon info -type ok -message $::tr(MateFound)
        sc_game tags set -site $::tactics::solved
        sc_game save [sc_game number]
        ::tactics::loadNextGame
    }
    ################################################################################
    # Handle the case where position was changed not during normal play but certainly with
    # move back / forward / rewind commands
    ################################################################################
    proc abnormalContinuation {} {
        ::tactics::stopAnalyze
        ::tactics::resetValues
        ::notify::DatabaseChanged
        updateBoard -pgn
        if { [sc_pos side] == "white" && [::board::isFlipped .main.board] || [sc_pos side] == "black" &&  ![::board::isFlipped .main.board] } {
            ::board::flip .main.board
        }
        set ::tactics::prevFen [sc_pos fen]
        ::tactics::startAnalyze
        ::tactics::mainLoop
    }
    ################################################################################
    # waits for the user to play and check the move played
    ################################################################################
    proc mainLoop {} {
        global ::tactics::prevScore ::tactics::prevLine ::tactics::analysisEngine ::tactics::nextEngineMove
        
        after cancel ::tactics::mainLoop
        
        if {[sc_pos fen] != $::tactics::prevFen && [sc_pos isAt start]} {
            ::tactics::abnormalContinuation
            return
        }
        
        # is this player's turn (which always plays from bottom of the board) ?
        if { [::tactics::isPlayerTurn] } {
            after 1000  ::tactics::mainLoop
            return
        }
        
        set ::tactics::prevFen [sc_pos fen]
        
        # check if player's move is a direct mate : no need to wait for engine analysis in this case
        set move_done [sc_game info previousMove]
        if { [string index $move_done end] == "#"} { ::tactics::exSolved; return }
        
        # if the engine is still analyzing, wait the end of it
        if {$analysisEngine(analyzeMode)} { vwait ::tactics::analysisEngine(analyzeMode) }
        
        if {[sc_pos fen] != $::tactics::prevFen  && [sc_pos isAt start]} {
            ::tactics::abnormalContinuation
            return
        }
        
        # the player moved and analysis is over : check if his move was as good as expected
        set prevScore $analysisEngine(score)
        set prevLine $analysisEngine(moves)
        ::tactics::startAnalyze
        
        # now wait for the end of analyzis
        if {$analysisEngine(analyzeMode)} { vwait ::tactics::analysisEngine(analyzeMode) }
        if {[sc_pos fen] != $::tactics::prevFen  && [sc_pos isAt start]} {
            ::tactics::abnormalContinuation
            return
        }
        
        # compare results
        set res [::tactics::foundBestLine]
        if {  $res != ""} {
            tk_messageBox -title "Scid" -icon info -type ok -message "$::tr(BestSolutionNotFound)\n$res"
            # take back last move so restore engine status
            set analysisEngine(score) $prevScore
            set analysisEngine(moves) $prevLine
            sc_game tags set -site $::tactics::failed
            sc_game save [sc_game number]
            sc_move back
            updateBoard -pgn
            set ::tactics::prevFen [sc_pos fen]
        } else  {
            catch { sc_move addSan $nextEngineMove }
            set ::tactics::prevFen [sc_pos fen]
            updateBoard -pgn
            if { $::tactics::matePending } {
                # continue until end of game
            } else  {
                setInfoEngine $::tr(GoodMove)
                sc_game tags set -site $::tactics::solved
                sc_game save [sc_game number]
            }
        }
        
        after 1000 ::tactics::mainLoop
    }
    ################################################################################
    # Returns "" if the user played the best line, otherwise an explanation about the missed move :
    # - guessed the same next move as engine
    # - mate found in the minimal number of moves
    # - combinaison's score is close enough (within 0.5 point)
    ################################################################################
    proc foundBestLine {} {
        global ::tactics::analysisEngine ::tactics::prevScore ::tactics::prevLine ::tactics::nextEngineMove ::tactics::matePending
        set score $analysisEngine(score)
        set line $analysisEngine(moves)
        
        set s [ regsub -all "\[\.\]{3} " $line "" ]
        set s [ regsub -all "\[0-9\]+\[\.\] " $s "" ]
        set nextEngineMove [ lindex [ split $s ] 0 ]
        set ply [ llength [split $s] ]
        
        # check if the player played the same move predicted by engine
        set s [ regsub -all "\[\.\]{3} " $prevLine "" ]
        set s [ regsub -all "\[0-9\]+\[\.\] " $s "" ]
        set prevBestMove [ lindex [ split $s ] 1 ]
        if { [sc_game info previousMoveNT] == $prevBestMove} {
            return ""
        }
        
        # Case of mate
        if { [string index $prevLine end] == "#"} {
            set matePending 1
            #  Engine may find a mate then put a score != 300 but rather 10
            if {[string index $line end] != "#"} {
                # Engine line does not end with a # but the score is a mate (we can't count plies here)
                if {[sc_pos side] == "white" && $score < -300 || [sc_pos side] == "black" && $score > 300} {
                    return ""
                }
                if {! $::tactics::winWonGame } {
                    return $::tr(MateNotFound)
                } else  {
                    # win won game but still have to find a mate
                    if {[sc_pos side] == "white" && $score < -300 || [sc_pos side] == "black" && $score > 300} {
                        return ""
                    } else  {
                        return $::tr(MateNotFound)
                    }
                }
            }
            # Engine found a mate, search in how many plies
            set s [ regsub -all "\[\.\]{3} " $prevLine "" ]
            set s [ regsub -all "\[0-9\]+\[\.\] " $s "" ]
            set prevPly [ llength [ split $s ] ]
            if { $ply > [ expr $prevPly - 1 ] && ! $::tactics::winWonGame } {
                return $::tr(ShorterMateExists)
            } else  {
                return ""
            }
        } else  {
            # no mate case
            set matePending 0
            set threshold 0.5
            if {$::tactics::winWonGame} {
                # Only alert when the advantage clearly changes side
                if {[sc_pos side] == "white" && $prevScore < 0 && $score >= $threshold  || \
                            [sc_pos side] == "black" &&  $prevScore >= 0 && $score < [expr 0 - $threshold]  } {
                    return "$::tr(ScorePlayed) $score\n$::tr(Expected) $prevScore"
                } else  {
                    return ""
                }
            }
            if {[ expr abs($prevScore) ] > 3.0 } { set threshold 1.0 }
            if {[ expr abs($prevScore) ] > 5.0 } { set threshold 1.5 }
            # the player moved : score is from opponent side
            if {[sc_pos side] == "white" && $score < [ expr $prevScore + $threshold ] || \
                        [sc_pos side] == "black" && $score > [ expr $prevScore - $threshold ] } {
                return ""
            } else  {
                return "$::tr(ScorePlayed) $score\n$::tr(Expected) $prevScore"
            }
        }
    }
    ################################################################################
    # Loads a base bundled with Scid (in ./bases directory)
    ################################################################################
    proc loadBase { name } {
        
        if {[sc_base count free] == 0} {
            tk_messageBox -type ok -icon info -title "Scid" -message "Too many databases are open; close one first"
            return
        }
        # check if the base is already opened
        if {[sc_base slot $name] != 0} {
            sc_base switch [sc_base slot $name]
        } else  {
            if { [catch { sc_base open $name }] } {
                tk_messageBox -type ok -icon warning -title "Scid" -message "Unable to open base"
                return
            }
        }
        
        ::notify::DatabaseChanged
        updateBoard -pgn
    }
    ################################################################################
    ## resetValues
    #   Resets global data.
    ################################################################################
    proc resetValues {} {
        set ::tactics::prevScore 0
        set ::tactics::prevLine ""
        set ::tactics::nextEngineMove ""
        set ::tactics::matePending 0
        set ::tactics::showSolution 0
        set ::tactics::labelSolution ""
        set ::tactics::prevFen ""
    }
    ################################################################################
    #
    ################################################################################
    proc  restoreAskToReplaceMoves {} {
        set ::askToReplaceMoves $::tactics::askToReplaceMoves_old
    }
    ################################################################################
    #
    ################################################################################
    proc setInfoEngine { s { color linen } } {
        set ::tactics::infoEngineLabel $s
        .tacticsWin.f1.labelInfo configure -background $color
    }
    
    ################################################################################
    #  Will start engine
    # in case of an error, return 0, or 1 if the engine is ok
    ################################################################################
    proc launchengine {} {
        global ::tactics::analysisEngine
        
        ::uci::resetUciInfo $::tactics::engineSlot
        
        set analysisEngine(analyzeMode) 0
        
        # find engine
        set engineFound 0
        set index 0
        foreach e $::engines(list) {
            if { [string equal -nocase -length 4 [lindex $e 0] "toga" ] } {
                set engineFound 1
                break
            }
            incr index
        }
        if { ! $engineFound } {
            tk_messageBox -type ok -icon warning -parent . -title "Scid" -message "Unable to find engine.\nPlease configure engine with Toga as name"
            return 0
        }
        
        ::uci::startEngine $index $::tactics::engineSlot ;# start engine in analysis mode
        return 1
    }
    
    # ======================================================================
    # sendToEngine:
    #   Send a command to a running analysis engine.
    # ======================================================================
    proc sendToEngine {text} {
        ::uci::sendToEngine $::tactics::engineSlot $text
    }
    
    # ======================================================================
    # startAnalyzeMode:
    #   Put the engine in analyze mode
    # ======================================================================
    proc startAnalyze { } {
        global ::tactics::analysisEngine ::tactics::analysisTime
        setInfoEngine "$::tr(Thinking) ..." PaleVioletRed
        
        # Check that the engine has not already had analyze mode started:
        if {$analysisEngine(analyzeMode)} {
            ::tactics::sendToEngine  "exit"
        }
        
        set analysisEngine(analyzeMode) 1
        after cancel ::tactics::stopAnalyze
        ::tactics::sendToEngine "position fen [sc_pos fen]"
        ::tactics::sendToEngine "go infinite"
        after [expr 1000 * $analysisTime] ::tactics::stopAnalyze
    }
    # ======================================================================
    # stopAnalyzeMode:
    #   Stop the engine analyze mode
    # ======================================================================
    proc stopAnalyze { } {
        global ::tactics::analysisEngine ::tactics::analysisTime
        # Check that the engine has already had analyze mode started:
        if {!$analysisEngine(analyzeMode)} { return }
        
        set pv [lindex $::analysis(multiPV$::tactics::engineSlot) 0]
        set analysisEngine(score) [lindex $pv 1]
        set analysisEngine(moves) [lindex $pv 2]
        
        set analysisEngine(analyzeMode) 0
        ::tactics::sendToEngine  "stop"
        setInfoEngine $::tr(AnalyzeDone) PaleGreen3
    }
    
}

###
### End of file: tactics.tcl
###
### reviewgame.tcl: part of Scid.
### Copyright (C) 2009  Pascal Georges
###
######################################################################
### Try to guess the moves of a game
#

# TODO :
# - permettre tourner l'échiquier après le démarrage

namespace eval reviewgame {
  
  set prevScore 0
  set prevLine ""
  set nextEngineMove ""
  set prevFen ""
  set engineSlot 6
  set window ".reviewgame"
  set timeShort 5
  set timeExtended 1
  set margin 0.3
  set moveOfGameIsBest 0
  # The score of the move really played
  set scoreGame 0.0
  # The score of the user's move
  set scorePlayed 0.0
  # Score of the engine
  set scoreEngine 0.0
  
  set sequence 0
  set pushedgame 0
  
  array set analysisEngine {}
  
  set progressBarStep 1
  set progressBarTimer 0
  set autoProceed 0
}

################################################################################
#
################################################################################
proc ::reviewgame::start {} {
  set w $::reviewgame::window
  createToplevel $w
  setTitle $w [::tr "GameReview" ]
  setWinLocation $w
  wm minsize $w 200 200
  
  ttk::frame $w.fgameinfo
  set welo [sc_game tags get WhiteElo]
  set belo [sc_game tags get BlackElo]
  if { $welo == "0"} { set welo "-" }
  if { $belo == "0"} { set belo "-" }
  ttk::label $w.fgameinfo.l1 -text "[sc_game tags get White] ($welo) - [sc_game tags get Black] ($belo)"
  set result [sc_game tags get Result]
  if { $result == "1" } { set result "1-0" }
  if { $result == "0" } { set result "0-1" }
  if { $result == "=" } { set result "1/2 - 1/2" }
  ttk::label $w.fgameinfo.l2 -text "$result"
  pack $w.fgameinfo.l1 $w.fgameinfo.l2
  pack $w.fgameinfo -expand 1 -fill both
  
  ttk::frame $w.fparam
  ttk::label $w.fparam.ltime1 -text "[::tr Time] ([::tr sec])"
  spinbox $w.fparam.time1 -values { 5 10 15 30 45 60 90 120 } -command { set ::reviewgame::timeShort [$::reviewgame::window.fparam.time1 get] }
  $w.fparam.time1 set $::reviewgame::timeShort
  ttk::label $w.fparam.ltime2 -text "[::tr GameReviewTimeExtended] ([ ::tr min])"
  spinbox $w.fparam.time2 -values { 1 2 3 4 5} -command { set ::reviewgame::timeExtended [$::reviewgame::window.fparam.time1 get] }
  $w.fparam.time2 set $::reviewgame::timeExtended
  ttk::label $w.fparam.lmargin -text "[::tr GameReviewMargin]"
  spinbox $w.fparam.margin -from 0.1 -to 1.0 -increment 0.1 -command { set ::reviewgame::margin [$::reviewgame::window.fparam.time1 get] }
  $w.fparam.margin set $::reviewgame::margin
  
  set row 0
  grid $w.fparam.ltime1 -column 0 -row $row -sticky nw
  grid $w.fparam.time1 -column 1 -row $row -sticky nw
  incr row
  grid $w.fparam.ltime2 -column 0 -row $row -sticky nw
  grid $w.fparam.time2 -column 1 -row $row -sticky nw
  incr row
  grid $w.fparam.lmargin -column 0 -row $row -sticky nw
  grid $w.fparam.margin -column 1 -row $row -sticky nw
  incr row
  
  ttk::checkbutton $w.fparam.cbproceed -text "[::tr GameReviewAutoContinue]" -variable ::reviewgame::autoProceed
  grid $w.fparam.cbproceed -column 0 -row $row  -columnspan 2 -sticky nw
  
  pack $w.fparam -expand 1 -fill both
  
  ttk::frame $w.finfo
  pack $w.finfo -expand 1 -fill both
  ttk::progressbar $w.finfo.pb -orient horizontal -length 100 -value 0 -mode determinate
  ttk::label $w.finfo.pblabel -image tb_stop -compound left
  ttk::label $w.finfo.sc1 -text "-"
  ttk::label $w.finfo.sc2 -text "-"
  ttk::label $w.finfo.sc3 -foreground blue -text "-"
  ttk::button $w.finfo.proceed -textvar ::tr(Continue) -command ::reviewgame::proceed
  ttk::button $w.finfo.extended -text "[::tr GameReviewReCalculate]" -command ::reviewgame::extendedTime
  
  set row 0
  grid $w.finfo.pb -column 0 -row $row -sticky nw
  incr row
  grid $w.finfo.pblabel -column 0 -row $row -sticky nw
  incr row
  grid $w.finfo.proceed -column 0 -row $row -sticky nw
  grid $w.finfo.extended -column 1 -row $row -sticky nw
  incr row
  grid $w.finfo.sc1 -column 0 -row $row  -columnspan 2 -sticky nw
  incr row
  grid $w.finfo.sc2 -column 0 -row $row  -columnspan 2 -sticky nw
  incr row
  grid $w.finfo.sc3 -column 0 -row $row  -columnspan 2 -sticky nw
  incr row
  
  ttk::button $w.finfo.sol -text [::tr ShowSolution ] -command ::reviewgame::showSolution
  grid $w.finfo.sol -column 0 -row $row  -sticky nw
  incr row
  
  # Display statistics
  ttk::label $w.finfo.stats -text ""
  grid $w.finfo.stats -column 0 -row $row -sticky nw -columnspan 3
  
  ttk::frame $w.fbuttons
  pack $w.fbuttons -fill x
  ttk::button $w.fbuttons.close -textvar ::tr(Abort) -command ::reviewgame::endTraining
  pack $w.fbuttons.close -expand 1 -fill x
  
  set ::reviewgame::boardFlipped [::board::isFlipped .main.board]
  
  if { ! [::reviewgame::launchengine] } {
    tk_messageBox -title "Scid" -icon error -type ok -message "Error launching engine"
    return
  }
  
  bind $w <Destroy> { ::reviewgame::endTraining }
  bind $w <Configure> "recordWinSize $w"
  bind $w <F1> { helpWindow ReviewGame }
  
  set ::reviewgame::prevFen [sc_pos fen]
  set ::reviewgame::movesLikePlayer 0
  set ::reviewgame::movesLikeEngine 0
  set ::reviewgame::numberMovesPlayed 0
  ::reviewgame::resetValues
  ::reviewgame::mainLoop
  
}
################################################################################
#
################################################################################
proc ::reviewgame::showSolution {} {
  set w $::reviewgame::window
  $w.finfo.sol configure -text "[ sc_game info nextMove ]"
  set ::reviewgame::solutionDisplayed 1
}
################################################################################
#
################################################################################
proc ::reviewgame::endTraining {} {
  set w $::reviewgame::window
  
  if {$::reviewgame::pushedgame} {
    sc_game pop
  }
  
  after cancel ::reviewgame::mainLoop
  set ::reviewgame::bailout 1
  set ::reviewgame::sequence 0
  after cancel ::reviewgame::stopAnalyze
  ::reviewgame::stopAnalyze
  focus .
  bind $w <Destroy> {}
  destroy $w
  ::docking::cleanup $w
  
  catch { ::uci::closeUCIengine $::reviewgame::engineSlot }
}
################################################################################
#
################################################################################
proc ::reviewgame::isPlayerTurn {} {
  if { [sc_pos side] == "white" &&  ![::board::isFlipped .main.board] || [sc_pos side] == "black" &&  [::board::isFlipped .main.board] } {
    return 1
  }
  return 0
}
################################################################################
# Handle the case where position was changed not during normal play but certainly with
# move back / forward / rewind commands
################################################################################
proc ::reviewgame::abnormalContinuation {} {
  ::reviewgame::stopAnalyze
  ::reviewgame::resetValues
  ::windows::gamelist::Refresh
  ::windows::stats::Refresh
  updateMenuStates
  updateBoard -pgn
  if { [sc_pos side] == "white" && [::board::isFlipped .main.board] || [sc_pos side] == "black" &&  ![::board::isFlipped .main.board] } {
    ::board::flip .main.board
  }
  set ::reviewgame::prevFen [sc_pos fen]
  ::reviewgame::startAnalyze
  ::reviewgame::mainLoop
}
################################################################################
# waits for the user to play and check the move played
################################################################################
proc ::reviewgame::mainLoop {} {
  global ::reviewgame::prevScore ::reviewgame::prevLine ::reviewgame::analysisEngine ::reviewgame::nextEngineMove
  global ::reviewgame::sequence ::reviewgame::useExtendedTime
  set w $::reviewgame::window
  
  after cancel ::reviewgame::mainLoop
  
  if { ! [ checkConsistency ] } { puts "ERROR checkConsistency returns false" ; return }
  
  if { $useExtendedTime } {
    set ::reviewgame::thinkingTime [expr $::reviewgame::timeExtended * 60 ]
  } else {
    set ::reviewgame::thinkingTime $::reviewgame::timeShort
  }
  
  # in start position, it must be user's turn
  if { ! [::reviewgame::isPlayerTurn] && $sequence == 0} {
    if { [ sc_game info nextMoveNT ] != ""} {
      ::move::Forward
    }
  }
  
  $w.finfo.proceed configure -state disabled
  $w.finfo.sol configure -state disabled
  
  # Phase 1 : analyze the move really played during the game
  if {$sequence == 0} {
    $w.finfo.sc1 configure -text ""
    $w.finfo.sc2 configure -text ""
    set ::reviewgame::movePlayed [ sc_game info nextMoveNT ]
    if {$::reviewgame::movePlayed == ""} {
      return
    }
    $w.finfo.pblabel configure -image tb_stop -text "[::tr GameReviewAnalyzingMovePlayedDuringTheGame]"
    ::reviewgame::startAnalyze $::reviewgame::thinkingTime $::reviewgame::movePlayed
    vwait ::reviewgame::sequence
    if { $::reviewgame::bailout } { return }
  }
  
  # Phase 2 : find the best engine move in current position
  if { $sequence == 1 } {
    $w.finfo.pblabel configure -image tb_stop -text "[::tr GameReviewAnalyzingThePosition]"
    ::reviewgame::startAnalyze $::reviewgame::thinkingTime
    vwait ::reviewgame::sequence
    if { $::reviewgame::bailout } { return }
  }
  
  $w.finfo.pblabel configure -image tb_play -text "[::tr GameReviewEnterYourMove]"
  $w.finfo.sol configure -state normal
  
  # is this player's turn (which always plays from bottom of the board) ?
  if { [::reviewgame::isPlayerTurn] } {
    after 1000  ::reviewgame::mainLoop
    return
  }
  
  $w.finfo.sol configure -text "[::tr ShowSolution]"
  
  checkPlayerMove
  
  $w.finfo.proceed configure -state normal
  $w.finfo.extended configure -state normal
  updateStats
  set ::reviewgame::useExtendedTime 0
  after 1000  ::reviewgame::mainLoop
}
################################################################################
#
################################################################################
proc ::reviewgame::checkPlayerMove {} {
  global ::reviewgame::prevScore ::reviewgame::prevLine ::reviewgame::analysisEngine ::reviewgame::nextEngineMove
  global ::reviewgame::sequence ::reviewgame::useExtendedTime
  set w $::reviewgame::window
  
  incr ::reviewgame::numberMovesPlayed
  
  # Phase 3 : ponder on user's move if different of best engine move and move played
  # We know user has played
  set user_move [sc_game info previousMoveNT]
  
  # ponder on user's move if he did not play the same move as in match
  if {$user_move != $::reviewgame::movePlayed} {
    $w.finfo.pblabel configure -image tb_stop -text "[::tr GameReviewCheckingYourMove]"
    $w.finfo.sc3 configure -text ""
    ::reviewgame::startAnalyze $::reviewgame::thinkingTime ;#$user_move
    vwait ::reviewgame::sequence
    if { $::reviewgame::bailout } { return }
    $w.finfo.pblabel configure -image tb_stop -text "[::tr GameReviewYourMoveWasAnalyzed]"
    # display user's score
    $w.finfo.sc3 configure -text "[::tr GameReviewScoreOfYourMove] : $analysisEngine(score,2)"
  }
  
  # User guessed the correct move played in game
  if {$user_move == $::reviewgame::movePlayed } {
    
    set  ::reviewgame::sequence 0
    
    $w.finfo.sc3 configure -text "[::tr GameReviewYouPlayedSameMove]" -foreground "sea green"
    if {  ! $::reviewgame::solutionDisplayed } {
      incr ::reviewgame::movesLikePlayer
    }
    # Starting with Scid 4.1, when the move entered already exists it is not added but we simply move forward, so the code below is useless
    # set var [sc_var number]
    # sc_var exit
    # sc_var delete $var
    # sc_move forward
    # updateBoard -animate -pgn
    
    # display played move score
    $w.finfo.sc2 configure -text "[::tr GameReviewGameMoveScore] : $analysisEngine(score,1) [::trans $::reviewgame::movePlayed]"
    # display engine's score
    $w.finfo.sc1 configure -text "[::tr GameReviewEngineScore] : $analysisEngine(score,2) [::trans [lindex $analysisEngine(moves,2) 0]]"
    if { $::reviewgame::autoProceed } {
      # guessed the correct move played during the game, so continue directly
      proceed
    }
    $w.finfo.pblabel configure -image tb_play -text ""
    set sequence 0
  } elseif { $user_move == [ lindex $analysisEngine(moves,2) 0] || [ isGoodScore $analysisEngine(score,2) $analysisEngine(score,3)  ] } {
    
    set  ::reviewgame::sequence 0
    
    # User guessed engine's move
    if {$user_move == [ lindex $analysisEngine(moves,2) 0]} {
      $w.finfo.sc3 configure -text "[::tr GameReviewYouPlayedLikeTheEngine]" -foreground "sea green"
      incr ::reviewgame::movesLikeEngine
      
    } else  {
      $w.finfo.sc3 configure -text "[::tr GameReviewNotEngineMoveButGoodMove] : [::trans $user_move] ($analysisEngine(score,3))" -foreground blue
    }
    sc_var exit
    sc_move forward
    updateBoard -animate -pgn
    # display played move score
    $w.finfo.sc2 configure -text "[::tr GameReviewGameMoveScore] : $analysisEngine(score,1) [::trans $::reviewgame::movePlayed]"
    # display engine's score
    $w.finfo.sc1 configure -text "[::tr GameReviewEngineScore] $analysisEngine(score,2) [::trans [lindex $analysisEngine(moves,2) 0]]"
  } else  {
    
    # user played a bad move : comment it and restart the process
    
    set  ::reviewgame::sequence 2
    
    $w.finfo.sc3 configure -text "[::tr GameReviewMoveNotGood] $analysisEngine(score,3) \n([::trans $analysisEngine(moves,3)])" -foreground red
    sc_pos addNag "?"
    
    # Instead of adding info in comments, add real variations
    # sc_pos setComment "($analysisEngine(score,3)) $analysisEngine(moves,3) Engine : ($analysisEngine(score,2)) \n[::trans $analysisEngine(moves,2)]"
    sc_pos setComment "($analysisEngine(score,3))"
    sc_move addSan $analysisEngine(moves,3)
    sc_var exit
    sc_var create
    sc_pos setComment "Engine : ($analysisEngine(score,2))"
    sc_move addSan $analysisEngine(moves,2)
    sc_var exit
    updateBoard -pgn
    
    # allows a re-calculation
    $w.finfo.extended configure -state normal
    
    # display played move score
    $w.finfo.sc2 configure -text "[::tr GameReviewGameMoveScore] : $analysisEngine(score,1)"
    # display engine's score
    $w.finfo.sc1 configure -text "[::tr GameReviewEngineScore] $analysisEngine(score,2)"
    set  ::reviewgame::sequence 2
    # after 1000 ::reviewgame::mainLoop
    # return
  }
  
}
################################################################################
#
################################################################################
proc ::reviewgame::updateStats {} {
  
  set l $::reviewgame::window.finfo.stats
  if { ![::board::isFlipped .main.board] } {
    set player [sc_game info white]
  } else  {
    set player [sc_game info black]
  }
  
  $l configure -text "[::tr GameReviewMovesPlayedLike] $player : $::reviewgame::movesLikePlayer / $::reviewgame::numberMovesPlayed\n[::tr GameReviewMovesPlayedEngine] : $::reviewgame::movesLikeEngine / $::reviewgame::numberMovesPlayed"
}
################################################################################
#
################################################################################
proc ::reviewgame::isGoodScore {engine player} {
  global ::reviewgame::margin
  puts "isGoodScore engine $engine player $player"
  if { ![::board::isFlipped .main.board] } {
    # if player plays white
    if {$player >= [expr $engine - $margin]} {
      return 1
    }
  } else  {
    if {$player <= [expr $engine + $margin]} {
      return 1
    }
  }
  puts "return 0"
  return 0
}
################################################################################
## resetValues
#   Resets global data.
################################################################################
proc ::reviewgame::resetValues {} {
  set ::reviewgame::prevScore 0
  set ::reviewgame::prevLine ""
  set ::reviewgame::nextEngineMove ""
  set ::reviewgame::prevFen ""
  set ::reviewgame::sequence 0
  set ::reviewgame::analysisEngine(analyzeMode) 0
  set ::reviewgame::bailout 0
  set ::reviewgame::useExtendedTime 0
  set ::reviewgame::solutionDisplayed 0
}

################################################################################
#  Will start engine
# in case of an error, return 0, or 1 if the engine is ok
################################################################################
proc ::reviewgame::launchengine {} {
  global ::reviewgame::analysisEngine
  
  ::uci::resetUciInfo $::reviewgame::engineSlot
  
  set analysisEngine(analyzeMode) 0
  
  # find engine
  set engineFound 0
  set index 0
  foreach e $::engines(list) {
    if { [string equal -nocase -length 4 [lindex $e 0] "toga" ] } {
      set engineFound 1
      break
    }
    incr index
  }
  if { ! $engineFound } {
    tk_messageBox -type ok -icon warning -parent . -title "Scid" -message "Unable to find engine.\nPlease configure engine with Toga as name"
    return 0
  }
  
  ::uci::startEngine $index $::reviewgame::engineSlot ;# start engine in analysis mode
  return 1
}

# ======================================================================
# sendToEngine:
#   Send a command to a running analysis engine.
# ======================================================================
proc ::reviewgame::sendToEngine {text} {
  ::uci::sendToEngine $::reviewgame::engineSlot $text
}

# ======================================================================
# startAnalyzeMode:
#   Put the engine in analyze mode, from current position after move played (in UCI format), time is in seconds
# ======================================================================
proc ::reviewgame::startAnalyze { analysisTime { move "" } } {
  global ::reviewgame::analysisEngine ::reviewgame::engineSlot
  
  puts "startAnalyze $move"
  
  set pb $::reviewgame::window.finfo.pb
  set length [$pb cget -maximum]
  set ::reviewgame::progressBarTimer  [expr ( $analysisTime * 1000 * $::reviewgame::progressBarStep ) / $length ]
  after $::reviewgame::progressBarTimer ::reviewgame::updateProgressBar
  
  # Check that the engine has not already had analyze mode started:
  if {$analysisEngine(analyzeMode)} {
    ::reviewgame::sendToEngine  "exit"
  }
  set analysisEngine(analyzeMode) 1
  after cancel ::reviewgame::stopAnalyze
  
  # we want to ponder on a particular move, hence we need to switch to a temporary position so
  # UCI code can correctly format the variations
  if {$move != ""} {
    sc_game push copyfast
    set ::reviewgame::pushedgame 1
    # puts "::uci::sc_move_add $move"
    # ::uci::sc_move_add $move
    sc_move addSan $move
    set ::analysis(fen$engineSlot) [sc_pos fen]
  } else  {
    set ::analysis(fen$engineSlot) ""
    set ::reviewgame::pushedgame 0
  }
  
  ::reviewgame::sendToEngine "position fen [sc_pos fen] $move"
  ::reviewgame::sendToEngine "go infinite"
  after [expr 1000 * $analysisTime] "::reviewgame::stopAnalyze $move"
}
# ======================================================================
# stopAnalyzeMode:
#   Stop the engine analyze mode
# ======================================================================
proc ::reviewgame::stopAnalyze { { move "" } } {
  global ::reviewgame::analysisEngine ::reviewgame::sequence
  
  # Check that the engine has already had analyze mode started:
  if { ! $analysisEngine(analyzeMode) } { return }
  
  after cancel ::reviewgame::updateProgressBar
  $::reviewgame::window.finfo.pb configure -value 0
  
  incr ::reviewgame::sequence
  set pv [lindex $::analysis(multiPV$::reviewgame::engineSlot) 0]
  set analysisEngine(score,$sequence) [lindex $pv 1]
  set analysisEngine(moves,$sequence) [lindex $pv 2]
  
  puts "résultat analyse $sequence : $analysisEngine(score,$sequence) $analysisEngine(moves,$sequence)"
  set analysisEngine(analyzeMode) 0
  ::reviewgame::sendToEngine  "stop"
  
  if {$move != ""} {
    sc_game pop
  }
}
################################################################################
#
################################################################################
proc ::reviewgame::proceed {} {
  # next cycle
  ::move::Forward
  ::reviewgame::resetValues
  set ::reviewgame::prevFen [sc_pos fen]
  after 1000 ::reviewgame::mainLoop
}
################################################################################
# Rethink on the position with extended time
################################################################################
proc ::reviewgame::extendedTime {} {
  
  # if already calculating, do nothing
  if { $::reviewgame::analysisEngine(analyzeMode)} {
    return
  }
  
  if { ![::reviewgame::isPlayerTurn] } {
    ::move::Back
  }
  
  set ::reviewgame::useExtendedTime 1
  set ::reviewgame::sequence 0
  ::reviewgame::mainLoop
  
}
################################################################################
#
################################################################################
proc ::reviewgame::updateProgressBar {} {
  $::reviewgame::window.finfo.pb step $::reviewgame::progressBarStep
  after $::reviewgame::progressBarTimer ::reviewgame::updateProgressBar
}
################################################################################
#
################################################################################
proc ::reviewgame::checkConsistency {} {
  if { $::reviewgame::boardFlipped != [::board::isFlipped .main.board] } {
    tk_messageBox -type ok -icon warning -title "Scid" -message "Choose the side BEFORE starting the exercise"
    return 0
  }
  return 1
}

################################################################################
#   returns 1 if the player is allowed to enter a move (pondering is done)
################################################################################
proc ::reviewgame::playerCanMove {} {
  if { ! [winfo exists $::reviewgame::window] } { return 1 }
  
  if { !  [::reviewgame::isPlayerTurn]  } {
    return 0
  } elseif { $::reviewgame::sequence == 2 } {
    return 1
  }
  
  puts "DEBUG : ::reviewgame::playerCanMove returned 0"
  return 0
}

###
### End of file: reviewgame.tcl
###
###
### metadata.tcl: part of Scid.
### Copyright (C) 2008 Alexander Wagner
###
### $Id: metadata.tcl,v 4.3 2011/02/13 18:12:02 arwagner Exp $
###
### Last change: <Fri, 2008/12/26 13:08:31 arwagner ingata>
###
### Read/Write/Show descriptive information for a specific database
###
#======================================================================

set m .menu.tools

# $m add command -label "Database information..." -command {::metadata::show}

#======================================================================
#
#======================================================================
namespace eval metadata {

	set metadatafilename        ""
	set DBMetadata              ""

	# preset the data hash with the usual Dublin Core values
	set datahash(dc:title)                ""
	set datahash(dc:description)          ""
	set datahash(dc:date)                 ""
	set datahash(dc:subject)              ""
	set datahash(dc:type)                 "Dataset"
	set datahash(dc:source)               ""
	set datahash(dc:coverage)             ""
	set datahash(dc:creator)              "Shanes Chess Information Database (Scid) $::scidVersion"
	set datahash(dc:rights)               ""
	set datahash(dc:format)               "application/sciddb"
	set datahash(dc:identifier)           ""
	set datahash(dc:language)             ""
	set datahash(dc:audience)             ""
	set datahash(dc:provenance)           ""
	set datahash(dc:rightsholder)         ""
	set datahash(dc:instructionalmethod)  ""
	set datahash(dc:accrualmethos)        ""
	set datahash(dc:accrualperiodicity)   ""
	set datahash(dc:accrualpolidy)        ""


	#----------------------------------------------------------------------
	# Store the metadata to a Scid config file.
	#----------------------------------------------------------------------
	proc saveOptions {metadatafile} {

		set optionF ""

		# Copy data back from the hash to the list
		set ::metadata::DBMetadata ""
		foreach key [array names ::metadata::datahash *] {
			lappend ::metadata::DBMetadata [list $key $::metadata::datahash($key)]
		}

		if {[catch {open $metadatafile w} optionF]} {
			tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
				-message "Unable to write options file: $metadatafile\n$optionF"
		} else {
			puts $optionF "# Scid options file"
			puts $optionF "# Version: $::scidVersion, $::scidVersionDate"
			puts $optionF "#"
			puts $optionF "# Descriptive Metadata"
			puts $optionF "# This file is generated automatically. Do NOT edit."

			set curtime [clock format [clock seconds]]
			puts $optionF "#"
			puts $optionF "# Last Update: $curtime"
			puts $optionF "#"

			foreach i {::metadata::DBMetadata } {
				puts $optionF "set $i [list [set $i]]"
			}
			close $optionF
		}

		# now write also a Dublin Core XML file
		regsub "sme$" $metadatafile "sg3" dbname
		regsub "sme$" $metadatafile "xml" metadatafile
		if {[catch {open $metadatafile w} optionF]} {
			tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
				-message "Unable to write options file: $metadatafile\n$optionF"
		} else {
			puts $optionF "<rdf:RDF"
			puts $optionF "   xmlns:rdf=\"http://www.w3.org/1999/02/22-rdf-syntax-ns#\""
			puts $optionF "   xmlns:dc=\"http://purl.org/dc/elements/1.1/\">"
			puts $optionF "   <rdf:Description rdf:about=\"$dbname\">"
			foreach key [array names ::metadata::datahash *] {
				puts $optionF "      <$key>$::metadata::datahash($key)</$key>"
			}
			puts $optionF "   </rdf:Description>"
			puts $optionF "</rdf:RDF>"
			close $optionF
		}
	}

	#----------------------------------------------------------------------
	# Show the current metadata from the sme file and allow to edit
	# them. If no metadata are found use sensible defaults.
	#----------------------------------------------------------------------
	proc show {} {

		if { [sc_base current] < 9 } {

			set w .metadataWindow
			if {[winfo exists .metadataWindow]} {
				focus .
				destroy .metadataWindow
				return
			}

			toplevel $w
			wm title $w "Database Information"
			# the window is not resizable
			### wm resizable $w 0 0

			set currentdb [sc_base current]
			set metadatafile [file nativename [sc_base filename $currentdb]]

			set metadatafile "$metadatafile.sme"
			puts $metadatafile

			# set sensible defaults
			set ::metadata::DBMetadata ""
			set ::metadata::datahash(dc:title)               [file tail [sc_base filename $currentdb]]
			set ::metadata::datahash(dc:description)          ""
			set ::metadata::datahash(dc:date)                 [clock format [clock seconds]] 
			set ::metadata::datahash(dc:subject)              ""
			set ::metadata::datahash(dc:type)                 "Dataset"
			set ::metadata::datahash(dc:source)               ""
			set ::metadata::datahash(dc:coverage)             ""
			set ::metadata::datahash(dc:creator)              "Shanes Chess Information Database (Scid) $::scidVersion"
			set ::metadata::datahash(dc:rights)               ""
			set ::metadata::datahash(dc:format)               "application/sciddb"
			set ::metadata::datahash(dc:identifier)           ""
			set ::metadata::datahash(dc:language)             ""
			set ::metadata::datahash(dc:audience)             ""
			set ::metadata::datahash(dc:provenance)           ""
			set ::metadata::datahash(dc:rightsholder)         ""
			set ::metadata::datahash(dc:instructionalmethod)  ""
			set ::metadata::datahash(dc:accrualmethos)        ""
			set ::metadata::datahash(dc:accrualperiodicity)   ""
			set ::metadata::datahash(dc:accrualpolidy)        ""

			# hook up with scids geometry manager
			setWinLocation $w
			setWinSize $w
			bind $w <Configure> "recordWinSize $w"

			set ::metadata::metadatafilename $metadatafile

			button $w.bOk     -text OK -command {
					::metadata::saveOptions $::metadata::metadatafilename
					destroy .metadataWindow
			}
			button $w.bCancel -text [::tr "Cancel"] -command "destroy $w"

			# enable the standard shortcuts
			standardShortcuts $w

			set textcolour "black"
			if {[catch {source $metadatafile} ]} {
				# copy default values if there is no set
				foreach key [array names ::metadata::datahash *] {
					lappend ::metadata::DBMetadata [list $key $::metadata::datahash($key)]
				}
				set textcolour "blue"
			}

			set line 0

			foreach i $metadata::DBMetadata {

				set tag [lindex $i 0]
				set val [lindex $i 1]

				label $w.$tag  -fg $textcolour -text $tag
				set ::metadata::datahash($tag) $val

				entry $w.v$tag -width 60 -textvariable "::metadata::datahash($tag)"

				grid $w.$tag  -stick w -column 0 -row $line
				grid $w.v$tag -stick w -column 1 -row $line

				set line [expr {$line + 1 }]
			}

			# Buttons and ESC-key
			grid $w.bOk      -stick e  -column 0 -row $line -pady 10
			grid $w.bCancel            -column 1 -row $line -pady 10
			bind $w <Escape> "$w.bCancel invoke"

			bind $w <F1> { helpWindow Metadata}
		}

	}

}


###
###    inputengine.tcl
###
###    This file adds input eninge protocol support to scid chess
###    database. It adds menue with subitems to the tools-menue and
###    additionally a button to enable the engine from within the GUI.
###    This module is selfcontained and can just be linked into the Scid
###    database upon built.
###
###    $Id: inputengine.tcl,v 4.3 2011/02/13 18:12:02 arwagner Exp $
###    Last change: <Mon, 2010/11/15 13:00:39 arwagner agamemnon>
###    Author     : Alexander Wagner
###    Language   : TCL
###
#----------------------------------------------------------------------

namespace eval ExtHardware {

  set engine     "dgtdrv2.i686";
  set port       "/dev/ttyUSB0"
  set param      "la"

  # the hardware configured by default:
  #  1 : Novag Citrine
  #  2 : Input Engine
  set hardware   1

  set bindbutton "::novag::connect"
  set showbutton 0

  #----------------------------------------------------------------------
  # Save the hardware options
  #----------------------------------------------------------------------
  proc saveHardwareOptions {} {
     set optionF ""
     if {[catch {open [scidConfigFile ExtHardware] w} optionF]} {
        tk_messageBox -title "Scid: Unable to write file" -type ok -icon warning \
           -message "Unable to write options file: [scidConfigFile InputEngine]\n$optionF"
     } else {
        puts $optionF "# Scid options file"
        puts $optionF "# Version: $::scidVersion, $::scidVersionDate"
        puts $optionF "# This file contains commands in the Tcl language format."
        puts $optionF "# If you edit this file, you must preserve valid Tcl"
        puts $optionF "# format or it will not set your Scid options properly."
        puts $optionF ""

        foreach i { ::ExtHardware::engine     \
                    ::ExtHardware::port       \
                    ::ExtHardware::param      \
                    ::ExtHardware::hardware   \
                    ::ExtHardware::showbutton \
                    ::ExtHardware::bindbutton } {
           puts $optionF "set $i [list [set $i]]"
        }

     }
     close $optionF
     set ::statusBar "External hardware options were saved to: [scidConfigFile correspondence]"

     # Check if the hw connect button exists already. If not, add it.
     if { [winfo exists .main.fbutton.button.exthardware]} { 
        return 
     } else {
        if { $::ExtHardware::showbutton == 1 } {

           frame .main.fbutton.button.space4 -width 15
           button .main.fbutton.button.exthardware -image tb_eng_disconnected
           .main.fbutton.button.exthardware configure -relief flat -border 1 -highlightthickness 0 \
               -anchor n -takefocus 0
           bind .main.fbutton.button.exthardware <Any-Enter> "+.main.fbutton.button.exthardware configure -relief groove"
           bind .main.fbutton.button.exthardware <Any-Leave> "+.main.fbutton.button.exthardware configure -relief flat; statusBarRestore %W; break"
           pack .main.fbutton.button.space4 .main.fbutton.button.exthardware -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
           pack .main.fbutton.button.exthardware -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0

           .main.fbutton.button.exthardware configure -command $::ExtHardware::bindbutton
        }
     }

  }

  #----------------------------------------------------------------------
  # Set the hardware connect button image
  #----------------------------------------------------------------------
  proc HWbuttonImg {img} {

    if { $::ExtHardware::showbutton == 1 } {
      .main.fbutton.button.exthardware configure -image $img -relief flat
    }
  }

  #----------------------------------------------------------------------
  # Set the hardware connect button command binding
  #----------------------------------------------------------------------
  proc HWbuttonBind {cmd} {

    if { $::ExtHardware::showbutton == 1 } {
       set ::ExtHardware::bindbutton $cmd
    }
  }

  #----------------------------------------------------------------------
  # config:
  #    Opens the configuration dialog to input driver engines binary
  #    and parameters required to fire up the engine
  #----------------------------------------------------------------------
  proc config {} {
    global ::ExtHardware::port ::ExtHardware::engine ::ExtHardware::param ::ExtHardware::hardware

    ::ExtHardware::HWbuttonImg tb_eng_query

    set w .exthardwareConfig
    if { [winfo exists $w]} { return }
    toplevel $w
    wm title $w [::tr ExtHWConfigConnection]

    label $w.lport -text  [::tr ExtHWPort]
    entry $w.eport -width 50 -textvariable ::ExtHardware::port

    label $w.lengine -text [::tr ExtHWEngineCmd]
    entry $w.eengine -width 50 -textvariable ::ExtHardware::engine

    label $w.lparam -text  [::tr ExtHWEngineParam]
    entry $w.eparam -width 50 -textvariable ::ExtHardware::param

    label $w.options -text [::tr ExtHWHardware]
    
    checkbutton $w.showbutton -text [::tr ExtHWShowButton] -variable ::ExtHardware::showbutton

    #--------------
    # Add a new radio button for subsequent new hardware here:
    radiobutton $w.novag    -text [::tr ExtHWNovag]  -variable ::ExtHardware::hardware -value 1 -command { \
       set ::ExtHardware::bindbutton "::novag::connect"
       .exthardwareConfig.eengine configure -state disabled
       .exthardwareConfig.eparam  configure -state disabled
    }
    radiobutton $w.inputeng -text [::tr ExtHWInputEngine]   -variable ::ExtHardware::hardware -value 2 -command { \
       set ::ExtHardware::bindbutton "::inputengine::connectdisconnect"
       .exthardwareConfig.eengine configure -state normal
       .exthardwareConfig.eparam  configure -state normal
    }
    #--------------

    if { $::ExtHardware::hardware == 1 } {
       .exthardwareConfig.eengine configure -state disabled
       .exthardwareConfig.eparam  configure -state disabled
    }

    button $w.bOk -text OK -command { ::ExtHardware::saveHardwareOptions
       ::ExtHardware::HWbuttonBind $::ExtHardware::bindbutton
       destroy .exthardwareConfig
       $::ExtHardware::bindbutton
    }
    button $w.bCancel -text [::tr Cancel] -command "::ExtHardware::HWbuttonImg tb_eng_disconnected ; destroy $w"


    grid $w.options    -stick ew    -row 0 -column 0
    grid $w.novag      -stick w     -row 0 -column 1
    grid $w.inputeng   -stick w     -row 1 -column 1

    grid $w.lport      -stick ew    -row 2 -column 0 
    grid $w.eport                   -row 2 -column 1

    grid $w.lengine    -stick ew    -row 3 -column 0
    grid $w.eengine                 -row 3 -column 1

    grid $w.lparam     -stick ew    -row 4 -column 0 
    grid $w.eparam                  -row 4 -column 1

    grid $w.showbutton -stick w     -row 5 -column 1

    grid $w.bOk        -stick e     -row 6 -column 0 
    grid $w.bCancel    -stick w     -row 6 -column 1

    bind $w <F1> { helpWindow HardwareConfig}

  }

}
  #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  # source the options file to overwrite the above setup
  if {[catch {source [scidConfigFile ExtHardware]} ]} {
    #::splash::add "Unable to find the options file: [file tail $optionsFile]"
  } else {

     # Add the button to connect the engine to the button bar
     if { $::ExtHardware::showbutton == 1 } {

        frame .main.fbutton.button.space4 -width 15
        button .main.fbutton.button.exthardware -image tb_eng_disconnected
        .main.fbutton.button.exthardware configure -relief flat -border 1 -highlightthickness 0 \
            -anchor n -takefocus 0
        bind .main.fbutton.button.exthardware <Any-Enter> "+.main.fbutton.button.exthardware configure -relief groove"
        bind .main.fbutton.button.exthardware <Any-Leave> "+.main.fbutton.button.exthardware configure -relief flat; statusBarRestore %W; break"
        pack .main.fbutton.button.space4 .main.fbutton.button.exthardware -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
        pack .main.fbutton.button.exthardware -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0

        .main.fbutton.button.exthardware configure -command $::ExtHardware::bindbutton
     }

    ::splash::add "External hardware configuration was found and loaded."
  }



#======================================================================

namespace eval inputengine {
  global ::ExtHardware::port ::ExtHardware::engine ::ExtHardware::param ::ExtHardware::hardware

  set engine     $::ExtHardware::engine
  set port       $::ExtHardware::port
  set param      $::ExtHardware::param

  set InputEngine(pipe)     ""
  set InputEngine(log)      ""
  set InputEngine(logCount) 0
  set InputEngine(init)     0
  set connectimg            tb_eng_ok
  set MovingPieceImg        $::board::letterToPiece(.)80
  set MoveText              "     "

  set NoClockTime           "--:--"
  set StoreClock            0

  set WhiteClock            $::inputengine::NoClockTime
  set BlackClock            $::inputengine::NoClockTime
  set oldWhiteClock         $::inputengine::NoClockTime
  set oldBlackClock         $::inputengine::NoClockTime
  set toMove                "White"

  font create moveFont -family Helvetica -size 56 -weight bold

  #----------------------------------------------------------------------
  # Generate the console window also used for status display
  #----------------------------------------------------------------------
  proc consoleWindow {} {

    set w .inputengineconsole
    if { [winfo exists $w]} { 
       ::inputengine::disconnect
       return
    }
    if {$::tcl_version >= 8.5} {
       ::createToplevel $w
      ::setTitle $w [::tr IEConsole]
    } else {
       toplevel $w
       wm title $w [::tr IEConsole]
    }

    recordWinSize $w

    scrollbar $w.ysc     -command { .inputengineconsole.console yview }
    text      $w.console -height 5  -width 80 -wrap word -yscrollcommand "$w.ysc set"

    label     $w.lmode   -text [::tr IESending]

    ::board::new $w.bd 25
     $w.bd configure -relief solid -borderwidth 1

    label     $w.engine      -text "$::ExtHardware::engine $::ExtHardware::port $::ExtHardware::param"

    radiobutton $w.sendboth  -text [::tr Both]  -variable send -value 1 -command { ::inputengine::sendToEngine sendboth  }
    radiobutton $w.sendwhite -text [::tr White] -variable send -value 2 -command { ::inputengine::sendToEngine sendwhite }
    radiobutton $w.sendblack -text [::tr Black] -variable send -value 3 -command { ::inputengine::sendToEngine sendblack }

    button $w.bInfo          -text Info           -command { ::inputengine::sysinfo }

    ###---### rotate does not work yet
    button $w.bRotate        -text [::tr IERotate]      -command { ::inputengine::rotateboard }

    button $w.bSync          -text [::tr IESynchronise] -command { ::inputengine::synchronise }
    button $w.bClose         -text [::tr Close]         -command { ::inputengine::connectdisconnect }

    # Buttons for visual move announcement
    button $w.bPiece -image $inputengine::MovingPieceImg
    button $w.bMove  -font moveFont -text  $inputengine::MoveText
    $w.bPiece configure -relief flat -border 0 -highlightthickness 0 -takefocus 0
    $w.bMove  configure -relief flat -border 0 -highlightthickness 0 -takefocus 0

    # Buttons for clock display
    button $w.wClock -text  $inputengine::WhiteClock
    button $w.bClock -text  $inputengine::BlackClock
    $w.wClock configure -relief flat -border 0 -highlightthickness 0 -takefocus 0
    $w.bClock configure -relief flat -border 0 -highlightthickness 0 -takefocus 0


    # Store the time as comment
    checkbutton $w.bStoreClock -text "Store Clock" -variable ::inputengine::StoreClock

    grid $w.console    -stick ns    -column 0  -row 0 -columnspan 12
    grid $w.ysc        -stick ns    -column 12 -row 0

    grid $w.engine     -stick ewns   -column 0  -row 1 -columnspan 9

    grid $w.lmode      -stick ew    -column 0  -row 2
    grid $w.sendboth   -stick e     -column 2  -row 2 
    grid $w.sendwhite               -column 4  -row 2 
    grid $w.sendblack  -stick w     -column 6  -row 2 

    grid $w.bInfo      -stick ew    -column 0  -row 3
    ###---### grid $w.bRotate   -stick ew    -column 0  -row 4
    grid $w.bSync      -stick ew    -column 0  -row 5
    grid $w.bStoreClock -stick ew   -column 0  -row 6
    grid $w.bClose     -stick ew    -column 0  -row 11

    grid $w.bPiece     -stick nwes  -column 2  -row 3 -rowspan 9 -columnspan 3
    grid $w.bMove      -stick nwes  -column 5  -row 3 -rowspan 9 -columnspan 3

    grid $w.wClock     -stick nwes  -column 9 -row 11 -columnspan 7
    grid $w.bClock     -stick nwes  -column 9 -row 1  -columnspan 7

    grid $w.bd         -stick nw    -column 9  -row 2 -rowspan 9 -columnspan 7

    bind $w <Destroy> { catch ::inputengine::connectdisconnect }
    bind $w <F1> { helpWindow InputEngine}

    ::createToplevelFinalize $w
  }

  proc updateConsole {line} {
    set t .inputengineconsole.console
    $t insert end "$line\n"
    $t yview moveto 1
  }

  #----------------------------------------------------------------------
  # connectdisconnect()
  #   Connects or disconnects depending on the current status of the
  #   external input engine
  #----------------------------------------------------------------------
  proc connectdisconnect {} {
    global  ::inputengine::InputEngine

    set connection $::inputengine::InputEngine(pipe)

    if {$connection == ""} {
      consoleWindow
      ::inputengine::connect
    } else {
      ::inputengine::disconnect
    }
  }

  #----------------------------------------------------------------------
  # connect():
  #     Fire upt the input engine and connect it to a local pipe.
  #     Also register the eventhandler
  #----------------------------------------------------------------------
  proc connect {} {
    global ::inputengine::InputEngine ::inputengine::engine \
        ::inputengine::port ::inputengine::param

	 set ::inputengine::engine     $::ExtHardware::engine
	 set ::inputengine::port       $::ExtHardware::port
	 set ::inputengine::param      $::ExtHardware::param

    ::ExtHardware::HWbuttonImg tb_eng_connecting

    if {[catch {set InputEngine(pipe) [open "| $engine $port $param" "r+"]} result]} {
      ::ExtHardware::HWbuttonImg tb_eng_error
      tk_messageBox -title "Scid: Input Engine" -icon warning -type ok \
          -message "[::tr IEUnableToStart]\n$engine $port $param"
      ::inputengine::resetEngine
      return
    }

    ::inputengine::Init
  }

  #----------------------------------------------------------------------
  # disconneet()
  #    Disconnect and close the input engine
  #----------------------------------------------------------------------
  proc disconnect {} {
    global ::inputengine::InputEngine
    set pipe $::inputengine::InputEngine(pipe)

    set ::inputengine::connectimg tb_eng_connecting 

    ::inputengine::sendToEngine "stop"
    ::inputengine::sendToEngine "quit"
    set ::inputengine::connectimg tb_eng_disconnected

    if { [winfo exists ::inputengine::.inputengineconsole]} { 
       destroy ::inputengine::.inputengineconsole
    }
  }

  #----------------------------------------------------------------------
  # logEngine
  #    Simple log routine, ie. writing to stdout
  #----------------------------------------------------------------------
  proc logEngine {msg} {
      updateConsole "$msg"
  }

  #----------------------------------------------------------------------
  # sendToEngine()
  #    Send a string to the engine and log it by means of logEngine
  #----------------------------------------------------------------------
  proc sendToEngine {msg} {
    global ::inputengine::InputEngine
    set pipe $::inputengine::InputEngine(pipe)

    ::inputengine::logEngine "> $msg"
    puts $pipe $msg
    flush $pipe
  }

  #----------------------------------------------------------------------
  # init()
  #    Initialises the engine and internal data
  #----------------------------------------------------------------------
  proc Init {} {
    global ::inputengine::InputEngine
    set pipe $::inputengine::InputEngine(pipe)

    # Configure the pipe and intitiate the engine
    set pipe $::inputengine::InputEngine(pipe)
    fconfigure $pipe -buffering full -blocking 0
    # register the eventhandler
    fileevent  $pipe readable "::inputengine::readFromEngine"

    ::inputengine::newgame
  }

  #----------------------------------------------------------------------
  # resetEngine()
  #    Resets the engines global variables
  #----------------------------------------------------------------------
  proc resetEngine {} {
    global ::inputengine::InputEngine

    ::ExtHardware::HWbuttonImg tb_eng_disconnected
    destroy .inputengineconsole
    set ::inputengine::InputEngine(pipe)     ""
    set ::inputengine::InputEngine(log)      ""
    set ::inputengine::InputEngine(logCount) 0
    set ::inputengine::InputEngine(init)     0
  }


  #----------------------------------------------------------------------
  # sysinfo()
  #    Initialises the engine and internal data
  #----------------------------------------------------------------------
  proc sysinfo {} {
    global ::inputengine::InputEngine
    set pipe $::inputengine::InputEngine(pipe)

    # call system information
    ::inputengine::sendToEngine "sysinfo"
  }

  #----------------------------------------------------------------------
  # rotateboard()
  #    Rotates the board, ie. exchanges a1 and h8
  #----------------------------------------------------------------------
  proc rotateboard {} {
    global ::inputengine::InputEngine
    set pipe $::inputengine::InputEngine(pipe)

    # rotate the graphical boards
    ::board::flip .main.board
    ::board::flip .inputengineconsole.bd

    ::inputengine::newgame
    # rotate the board for the input engine
    ::inputengine::sendToEngine "rotateboard"
    ::inputengine::synchronise
  }

  #----------------------------------------------------------------------
  # newgame()
  #    Handle NewGame event from board
  #----------------------------------------------------------------------
  proc newgame {} {

    # Ask the user to save the current game
    ::game::Clear
    sc_game tags set -event "InputEngine Input"
    sc_game tags set -date [::utils::date::today]
  }

  #----------------------------------------------------------------------
  # endgame()
  #    Handle game ending (end game event + result)
  #----------------------------------------------------------------------
  proc endgame {result} {

    set filternum [sc_filter first]

    logEngine "  info End Game $filternum: $result"

    sc_game tags set -result $result
    gameAdd
  }

  #----------------------------------------------------------------------
  # synchronise()
  #    read board position and set scid's representation accordingly
  #----------------------------------------------------------------------
  proc synchronise {} {
    global ::inputengine::InputEngine

    logEngine "  info Sync called"
    set InputEngine(init) 0

    ::inputengine::sendToEngine "getposition"
    ::inputengine::sendToEngine "getclock"
  }

  proc strreverse {str} {
     set res {}
     set i [string length $str]
     while {$i > 0} {append res [string index $str [incr i -1]]}
     set res
  }

  #----------------------------------------------------------------------
  # readFromEngine()
  #     Event Handler for commands and moves sent from the input
  #     engine, implements input engine protocol
  #----------------------------------------------------------------------
  proc readFromEngine {} {
    global ::inputengine::InputEngine ::inputengine::connectimg
    set pipe $::inputengine::InputEngine(pipe)

    set line     [string trim [gets $pipe] ]

    # Close the pipe in case the engine was stoped
    if [eof $pipe] {
      catch {close $pipe}
      ::inputengine::resetEngine
      return
    }

    switch -regexp -- $line \
        "^move *" {
          set m [string range $line 5 end]

          set s1 [string range $m 0 1]
          set s2 [string range $m 2 end]
          if {$s1 == "0-"} {
            # casteling must not be rewritten
            set m "$s1$s2"
          } else {
            set m "$s1-$s2"
          }

          logEngine "$line"

          if {[catch {sc_move addSan $m}]} {
             ::utils::sound::PlaySound "sound_alert"
             logEngine "  info Illegal move detected!"
             logEngine "  info Ignoring: $m"
             .inputengineconsole.bPiece configure -background red
             .inputengineconsole.bMove  configure -background red -text $m
          } else {

            .inputengineconsole.bPiece configure -background green
            .inputengineconsole.bMove  configure -background green -text $m

             updateBoard -animate
             updateBoard -pgn
             ::inputengine::sendToEngine "getposition"
             ::inputengine::sendToEngine "getclock"
          }
        } \
        "info *" {
          logEngine "< $line"
          set event [string range $line 5 end]
          switch -regexp -- $event \
          "string ERROR *" {
            set err [string range $event 7 end]
            tk_messageBox -title "Scid: Input Engine" \
            -icon warning -type ok -message "Engine $err"
            catch {close $pipe}
            ::ExtHardware::HWbuttonImg tb_eng_error
            return
          } \
          "string Chessboard found and initialised*" {
            # switch to xboard mode and disable move
            # announcments by the driver engine
            ::inputengine::sendToEngine "xboard"
            ::inputengine::sendToEngine "announce"
          } \
          "Engine mode    : xboard*" {
            ::inputengine::sendToEngine "getposition"
            ::ExtHardware::HWbuttonImg $inputengine::connectimg
          } \
          "string FEN *" {
            set InputEngine(init) 0
            # The first FEN string is always sent as
            # info string FEN ...
            # as this is compatible with both UCI and xboard.
            # At this stage the engine is not set to xboard mode
            # yet, so this signals a new program startup
            # accordingly.
          } \
          "FEN *" {
            set fenstr [string range $event 4 end]
            set fenstr [string trim $fenstr]
            if { $::inputengine::InputEngine(init) == 0 }  {
              # Initialise scids representation with the FEN
              # delivered by the external board.
              catch {sc_game startBoard $fenstr}
              updateBoard -pgn
              set InputEngine(init) 1
            } else {
              # Compare the internal representation to the
              # board each time a FEN string arrives from the
              # driver.
              #
              # Do not check the whole FEN, as the external
              # board can not know anything about e.p. or O-O
              # capabilities. Strip them off and compare just
              # the piece settings.
              set space [string first " " $fenstr]
              set fen [string range $fenstr 0 $space]

              set space [string first " " [sc_pos fen]]
              set int [string range [sc_pos fen] 0 $space]

              if {$fen != $int} {
                ::utils::sound::PlaySound "sound_alert"
                logEngine "  info Wrong Position! $int (scid) != $fen (external)"
              } else {
                logEngine "  info Board and internal position match."
              }
              # Generate a board position out of the FEN
              # RNBQKBNRPPPP.PPP............P................n..pppppppprnbqkb.r w
              # Something is in reverse here:
              ###---### set extpos $fen
              ###---### regsub -all {8} $extpos "........" extpos
              ###---### regsub -all {7} $extpos "......." extpos
              ###---### regsub -all {6} $extpos "......" extpos
              ###---### regsub -all {5} $extpos "....." extpos
              ###---### regsub -all {4} $extpos "...." extpos
              ###---### regsub -all {3} $extpos "..." extpos
              ###---### regsub -all {2} $extpos ".." extpos
              ###---### regsub -all {1} $extpos "." extpos
              ###---### regsub -all {/} $extpos "" extpos
              ###---### puts stderr [sc_pos board]
              ###---### puts stderr [strreverse "$extpos"]
              ###---### set extpos "$extpos w"
              ###---### ::board::update .inputengineconsole.bd "$extpos w"
            }
          } \
          {moving piece: [A-Z] *} {
            .inputengineconsole.bPiece configure -image $::board::letterToPiece([string range $event 14 end])80
          }\
          {moving piece: [a-z] *} {
            .inputengineconsole.bPiece configure -image $::board::letterToPiece([string range $event 14 end])80
          }\
          "!new game!" {
            ::inputengine::newgame
            .inputengineconsole.bPiece configure -background blue
            .inputengineconsole.bMove  configure -background blue -text "OK"
            .inputengineconsole.bPiece configure -image $::board::letterToPiece(K)80
          } \
          "!move now!" {
            logEngine "< info $event"
          } \
          "!end game 1-0!" {
            logEngine "< info $event"
            ::inputengine::endgame "1-0"
            .inputengineconsole.bPiece configure -background white
            .inputengineconsole.bMove  configure -background white -text "1-0"
            .inputengineconsole.bPiece configure -image $::board::letterToPiece(K)80
          } \
          "!end game 0-1!" {
            logEngine "< info $event"
            ::inputengine::endgame "0-1"
            .inputengineconsole.bPiece configure -background gray
            .inputengineconsole.bMove  configure -background gray -text "0-1"
            .inputengineconsole.bPiece configure -image $::board::letterToPiece(k)80
          } \
          "!end game 1/2-1/2!" {
            logEngine "< info $event"
            ::inputengine::endgame "1/2-1/2"
            .inputengineconsole.bPiece configure -background black
            .inputengineconsole.bMove  configure -background white -text "1/2-1/2"
            .inputengineconsole.bPiece configure -image $::board::letterToPiece(.)80
          } \
          "!enter setup mode!" {
            .inputengineconsole.bPiece configure -background yellow
            .inputengineconsole.bMove  configure -background yellow -text "Setup"
            .inputengineconsole.bPiece configure -image $::board::letterToPiece(K)80
            logEngine "< info $event"
          } \
          "!end setup mode!" {
            logEngine "< info $event"
            ::inputengine::synchronise
            .inputengineconsole.bPiece configure -background yellow
            .inputengineconsole.bMove  configure -background yellow -text "OK"
            .inputengineconsole.bPiece configure -image $::board::letterToPiece(q)80
          } \
          "!white to move!" {
            set ::inputengine::toMove "White"
            .inputengineconsole.wClock configure -background white
            .inputengineconsole.bClock configure -background gray -foreground black

            if {$::inputengine::StoreClock == 1} {
               if { ($::inputengine::oldWhiteClock != $::inputengine::NoClockTime) && \
                    ($::inputengine::WhiteClock    != $::inputengine::NoClockTime) } {
                  set wHrs [expr $::inputengine::WhiteClock / 60 / 60]
                  set wMin [expr ($::inputengine::WhiteClock - $wHrs*60*60) / 60 ]
                  set wSec [expr ($::inputengine::WhiteClock - $wHrs*60*60 - $wMin * 60) ]
                  set timediff [expr $::inputengine::oldWhiteClock - $::inputengine::WhiteClock]
                  set ::inputengine::oldWhiteClock $::inputengine::WhiteClock
                  sc_pos setComment "\[%ct $wHrs:$wMin:$wSec\] \[%emt $timediff\]"
               }
            }
          } \
          "!black to move!" {
            set ::inputengine::toMove "Black"
            .inputengineconsole.wClock configure -background gray
            .inputengineconsole.bClock configure -background black -foreground white

            if {$::inputengine::StoreClock == 1} {
               if { ($::inputengine::oldBlackClock != $::inputengine::NoClockTime) && \
                    ($::inputengine::BlackClock    != $::inputengine::NoClockTime) } {
                  set bHrs [expr $::inputengine::BlackClock / 60 / 60]
                  set bMin [expr ($::inputengine::BlackClock - $bHrs*60*60) / 60 ]
                  set bSec [expr ($::inputengine::BlackClock - $bHrs*60*60 - $bMin * 60) ]
                  set timediff [expr $::inputengine::oldBlackClock - $::inputengine::BlackClock]
                  set ::inputengine::oldBlackClock $::inputengine::BlackClock
                  sc_pos setComment "\[%ct $bHrs:$bMin:$bSec\] \[%emt $timediff\]"
               }
            }
          } \
          "No Clock detected" {
             set ::inputengine::WhiteClock $::inputengine::NoClockTime
             set ::inputengine::BlackClock $::inputengine::NoClockTime
             .inputengineconsole.wClock configure -text $::inputengine::WhiteClock
             .inputengineconsole.bClock configure -text $::inputengine::BlackClock
          } \
          "Time White:" {
            if { ($::inputengine::oldWhiteClock == $::inputengine::NoClockTime) } {
               set ::inputengine::oldWhiteClock $::inputengine::WhiteClock
            }
            # Get the time in seconds
            regsub -all {[A-Za-z:# ]} $event "" ::inputengine::WhiteClock

            # calculate a sensible format
            set wHrs [expr $::inputengine::WhiteClock / 60 / 60]
            set wMin [expr ($::inputengine::WhiteClock - $wHrs*60*60) / 60 ]
            set wSec [expr ($::inputengine::WhiteClock - $wHrs*60*60 - $wMin * 60) ]

            if {$wHrs > 0} {
               .inputengineconsole.wClock configure -text "$wHrs:$wMin:$wSec (EXT)"
            } else {
               .inputengineconsole.wClock configure -text "$wMin:$wSec (EXT)"
            }

            ###---### Is this enough to set game clocks for all possible occurences?
            catch { ::gameclock::setSec 1 [expr -1*$::inputengine::WhiteClock] }
          } \
          "Time Black:" {
            if { ($::inputengine::oldBlackClock == $::inputengine::NoClockTime) } {
               set ::inputengine::oldBlackClock $::inputengine::BlackClock
            }
            regsub -all {[A-Za-z:# ]} $event "" ::inputengine::BlackClock

            set bHrs [expr $::inputengine::BlackClock / 60 / 60]
            set bMin [expr ($::inputengine::BlackClock - $bHrs*60*60) / 60 ]
            set bSec [expr ($::inputengine::BlackClock - $bHrs*60*60 - $bMin * 60) ]

            if {$bHrs > 0} {
               .inputengineconsole.bClock configure -text "$bHrs:$bMin:$bSec (EXT)"
            } else {
               .inputengineconsole.bClock configure -text "$bMin:$bSec (EXT)"
            }

            ###---### Is this enough to set game clocks for all possible occurences?
            catch { ::gameclock::setSec 2 [expr -1*$::inputengine::BlackClock] }
          } \
          "Wrong move performed:" {
             # This event can only be used if there is a possiblity to
             # send the last move to the input engine for it ot cross
             # check. This however is not easy in Scid, therefore
             # compare FEN.
             #
             # ::utils::sound::PlaySound "sound_alert"
             # logEngine "< info $event"
          } \
          "DGT Projects - This DGT board" {
            set ::inputengine::connectimg tb_eng_dgt
            set txt [string range $event 7 end]
            ## ::utils::tooltip::Set .button.exthardware "$::inputengine::port:\n$txt"
          } \
        } \
        default  {
          logEngine "< $line"
        }
        # Should better show current wooden board position? Return value of 
        # sc_pos board is
        # RNBQKBNRPPPP.PPP............P................n..pppppppprnbqkb.r w
        ::board::update .inputengineconsole.bd [sc_pos board]
  }



}


###
### End of file: inputengine.tcl
###
###
### novag.tcl: part of Scid.
### Copyright (C) 2007  Pascal Georges
###
######################################################################
### add NOVAG board support

namespace eval novag {
  set fd ""
  set connected 0
  set waitBetweenMessages 0
  
  ##########################################################
  proc connect {} {
    global ::novag::fd
    
    set serial $::ExtHardware::port
    
    set w .novag
    ::createToplevel $w
    ::setTitle $w "Novag Citrine"
    pack [ttk::panedwindow $w.f -orient vertical] -expand 1 -fill both
    
    ttk::frame $w.f.top
    ttk::frame $w.f.bottom
    $w.f add $w.f.top -weight 1
    $w.f add $w.f.bottom -weight 1
    
    ttk::scrollbar $w.f.top.ysc -command { .novag.f.top.output yview }
    text $w.f.top.output -width 20 -height 20  -wrap word  -yscrollcommand ".novag.f.top.ysc set"
    pack $w.f.top.ysc -side left -fill y -side right
    pack .novag.f.top.output -side left -fill both -expand 1 -side right
    
    entry $w.f.bottom.input -width 20
    ttk::button $w.f.bottom.send -text Send -command {
      ::novag::send [.novag.f.bottom.input get]
      .novag.f.bottom.input delete 0 end
    }
    bind $w.f.bottom.input <Return> " $w.f.bottom.send invoke "
    bind $w <Destroy> { catch ::novag::disconnect }
    bind $w <F1> { helpWindow Novag}
    ::createToplevelFinalize $w
    
    ttk::checkbutton $w.f.bottom.cbref -text [tr "NovagReferee" ] -variable ::novag::referee -offvalue "OFF" -onvalue "ON" -command { ::novag::send  "U $::novag::referee" }
    
    pack $w.f.top.output -fill both -expand 1
    pack $w.f.bottom.input $w.f.bottom.send  $w.f.bottom.cbref -side left
    update
    
    # Set button to "connection in progress"
    ::ExtHardware::HWbuttonImg tb_eng_connecting
    
    if {[catch { set fd [open $serial r+ ] } err]} {
        tk_messageBox -type ok -icon error -parent . -title "Novag Citrine" -message "Connection error for $serial \n $err"
        destroy $w
        return
    }
    
    # 57600 bauds, no parity, 8 bits, 1 stop
    fconfigure $fd -mode 57600,n,8,1 -blocking 0 -buffering line
    fileevent $fd readable ::novag::recv
    # human / human mode
    # get info
    ::novag::send "I"
    wait 200
    # new game
    ::novag::send "N"
    wait 200
    ::novag::send "X ON"
    wait 200
    ::novag::send "U ON"
    set ::novag::connected 1
    
    # Set button to "connected, ready to use"
    ::ExtHardware::HWbuttonImg tb_eng_ok
  }
  ##########################################################
  proc disconnect {} {
    global ::novag::fd
    close $fd
    set ::novag::connected 0
  }
  
  ##########################################################
  proc addMove {san} {
    # if promotion add "/"
    if {[string length $san] == 5} {
      set san "[string range $san 0 3]/[string range $san 4 end]"
    }
    
    ::novag::send "M $san"
    if { [ string first "x" [sc_game info previousMove] ] != -1 } {
      wait 3000
    } else {
      wait 200
    }
    # ::novag::send "T"
    ::novag::send "M $san"
  }
  ##########################################################
  proc send {msg} {
    global ::novag::fd
    puts "sending $msg"
    puts $fd "$msg\n\r"
  }
  ##########################################################
  proc recv {} {
    global ::novag::fd
    
    set output .novag.f.top.output
    
    set l [gets $fd]
    if { $l == "" } { return }
    puts "received $l"
    $output insert end "$l\n"
    $output yview moveto 1
    
    if {[string match -nocase "New Game*" $l]} {
      sc_game new
      updateBoard -pgn
      ::novag::send "U $::novag::referee"
      return
    }
    
    if {[lindex $l 0] == "M"} {
      
      if {[sc_pos side] == "white" && [string index [lindex $l 1] end ] == ","} {  return }
      if {[sc_pos side] == "black" && [string index [lindex $l 1] end ] != ","} {  return }
      
      set m [lindex $l 2]
      set m [regsub -- "-" $m ""]
      set m [regsub -- "/" $m ""]
      if { [ catch { sc_move addSan $m } err ] } {
        puts $err
      } else {
        if {[winfo exists .fics]} {
          if { $::fics::playing == 1} {
            ::fics::writechan [ sc_game info previousMoveNT ]
          }
        }
      }
      updateBoard -pgn
      return
    }
    
    if {[lindex $l 0] == "T"} {
      sc_move back
      updateBoard -pgn
      return
    }
    
  }
  ##########################################################
  proc wait {ms} {
    after $ms {set ::novag::waitBetweenMessages 1}
    vwait ::novag::waitBetweenMessages
  }
}

###
### End of file: novag.tcl
###
###
### bibliography.tcl: part of Scid.
### Copyright (C) 2010 Alexander Wagner
###
### $Id: bibliography.tcl,v 4.3 2011/02/13 18:12:02 arwagner Exp $
###
### Last change: <Tue, 2010/07/13 23:08:01 arwagner ingata>
###
### Handle Bib pgn headers to show bibliographic references for a
### given game. The bibliographic database should be available in
### BibTeX format. The ref header should be of the form:
###
### [Bib "<bibtexkey>, <additional info> ; <bibtexkey>, <additional info>]
###
### E.g.
###     [Bib "Botvinnik:1960, No. 27 p.57"]
###
### Refering to the BibTeX record:
###
###     @BOOK{Botvinnik:1960,
###       title = {{O}ne hundred selected games},
###       publisher = {Dover Pub.},
###       year = {1960},
###       author = {Botvinnik, M. M.},
###       pages = {272},
###       address = {New York},
###       keywords = {Game Collection},
###       refid = {1106902}
###     }

###
#======================================================================

set m .menu.tools

# $m add command -label "Database information..." -command {::metadata::show}

#======================================================================
#
#======================================================================
namespace eval Bibliography {

	set literature ""

	#----------------------------------------------------------------------
	# Take a ref structure and turn it into a simplified version of
	# ISBD reference output
	#----------------------------------------------------------------------
	proc Ref2ISBD { Ref Biblio} {

		set w .showRef

		set key [lindex $Ref 0]
		set type ""
		set address   ""; set author    ""; set editor    ""; set number    "";
		set isbn      ""; set issn      ""; set issue     ""; set pages     "";
		set publisher ""; set title     ""; set volume    ""; set year      "";
		set edition   ""; set keywords  "";

		foreach tag { type address author editor number isbn issn issue pages publisher title volume year edition keywords } {
			set $tag [lindex [lindex $Ref [lsearch -exact -index 0 $Ref $tag]] 1]
		}
		regsub -all -nocase { and }    $author "; " author
		set isbd ""

		$w.f.tree insert {} end -id $key -text "$type: $author ($key)" -open true
		$w.f.tree insert $key end -id "l2$key" -text "$author" -tags {author}
		$w.f.tree insert $key end -id "l3$key" -text "$title"  -tags {title}
		$w.f.tree insert $key end -id "l4$key" -text "$Biblio" -tags {reference}
		if {$editor != ""} {
			$w.f.tree insert $key end -id "l5$key" -text "Ed. $editor"
		}
		if {$edition != ""} {
			$w.f.tree insert $key end -id "l6$key" -text  "$edition"
		}
		$w.f.tree insert $key end -id "l7$key" -text  "$address : $publisher, $year. - "
		if {$pages != ""} {
			$w.f.tree insert $key end -id "l8$key" -text  "$pages"
		}
		if {$isbn != ""} {
			$w.f.tree insert $key end -id "l9$key" -text  "$isbn"
		} elseif {$issn != ""} {
			$w.f.tree insert $key end -id "l9$key" -text  "$issn"
		}
		if {$keywords != ""} {
			$w.f.tree insert $key end -id "l0$key" -text  "$keywords"
		}

		### set isbd "\[$type\]\n"
		### set isbd "$author\n$title / $author.\n"
		### if {$editor != ""} {
		### 	set isbd "$isbd Ed. $editor\n"
		### }
		### set isbd "$isbd $edition\n"
		### set isbd "$isbd $address : $publisher, $year. - "
		### set isbd "$isbd $pages\n$isbn\n\n$keywords"

		# Simplified ISBD for book
		if {$type == "BOOK"} {
			set isbd "$author:\n$title / $author. Ed. $editor.\n- $edition -\n$address : $publisher, $year. - $pages\n$isbn\n\n$keywords\n"
		} elseif {$type == "PERIODICAL"} {
			# Simplified ISBD for journal
			set isbd "\[Journal\]\n$title / publ. $editor\n$address : $publisher, $year. - $pages\n$issn\n\n$keywords\n"
		} else {
			# use book format by default, should be improved
			set isbd "\[$type\]\n$author:\n$title / $author. Ed. $editor.\n - $edition - $address : $publisher, $year. - $pages\n$isbn ($issn)\n\n$keywords\n"
		}
		### set isbd "$isbd\n------------------------------------------------------------\n";

		return $isbd
	}

	#----------------------------------------------------------------------
	# Simple BibTeX reader. Does not handle all the funny things of
	# BibTeX like crossref etc. assumes all tags in a single line
	#----------------------------------------------------------------------
	proc ReadBibTeX { bibfile } {
		set fd [open $bibfile]

		set Bibentries {}

		set type ""
		set key  ""
		set address   ""; set author    ""; set editor    ""; set number    "";
		set isbn      ""; set issn      ""; set issue     ""; set pages     "";
		set publisher ""; set title     ""; set volume    ""; set year      "";
		set edition   ""; set keywords  "";

		while { [gets $fd line] >= 0} {
			if {[regexp -- "@" $line]} {
				# begin of dataset
				lappend Bibentries [list \
					"$key" \
					[list "type" $type] \
					[list "title" $title] \
					[list "editor" $editor] \
					[list "author" $author] \
					[list "publisher" $publisher] \
					[list "pages" $pages] \
					[list "address" $address] \
					[list "isbn" $isbn] \
					[list "issn" $issn] \
					[list "volume" $volume] \
					[list "issue" $issue] \
					[list "number" $number] \
					[list "edition" $edition] \
					[list "keywords" $keywords] \
					[list "year"  $year] ]

				regsub {\{.*} $line "" type
				regsub {\@} $type "" type
				## set type [string lower type]
				regsub {.*\{} $line "" key
				regsub {,}    $key  "" key

				set key [string trim $key]
				set type [string trim $type]

				set address   ""; set author    ""; set editor    ""; set number    "";
				set isbn      ""; set issn      ""; set issue     ""; set pages     "";
				set publisher ""; set title     ""; set volume    ""; set year      ""
				set edition   ""; set keywords  "";
			} else {
				regsub -all { "} $line {} line
				regsub -all {" } $line {} line
				regsub -all {,$} $line {} line
				regsub -all {[\{\}]} $line {} line

			}
			if {[regexp -- {[ \t]title[ \t=]} $line]} {
				regsub -all {title .*= } $line {} title
				set title [string trim $title]
			}
			if {[regexp -- {[ \t]author[ \t=]} $line]} { 
				regsub -all {author .*= } $line {} author
				set author [string trim $author]
			}
			if {[regexp -- {[ \t]editor[ \t=]} $line]} { 
				regsub -all {editor .*= } $line {} editor
				set editor [string trim $editor]
			}
			if {[regexp -- {[ \t]year[ \t=]} $line]} {
				regsub -all {year .*= } $line {} year
				set year [string trim $year]
			}
			if {[regexp -- {[ \t]publisher[ \t=]} $line]} {
				regsub -all {publisher .*= } $line {} publisher
				set publisher [string trim $publisher]
			}
			if {[regexp -- {[ \t]address[ \t=]} $line]} {
				regsub -all {address .*= } $line {} address
				set address [string trim $address]
			}
			if {[regexp -- {[ \t]isbn[ \t=]} $line]} {
				regsub -all {isbn.*= } $line {} isbn
				set isbn [string trim $isbn]
			}
			if {[regexp -- {[ \t]issn[ \t=]} $line]} {
				regsub -all {issn.*= } $line {} issn
				set issn [string trim $issn]
			}
			if {[regexp -- {[ \t]issue[ \t=]} $line]} {
				regsub -all {issue.*= } $line {} issue
				set issue [string trim $issue]
			}
			if {[regexp -- {[ \t]volume[ \t=]} $line]} {
				regsub -all {volume.*= } $line {} volume
				set volume [string trim $volume]
			}
			if {[regexp -- {[ \t]number[ \t=]} $line]} {
				regsub -all {number.*= } $line {} number
				set number [string trim $number]
			}
			if {[regexp -- {[ \t]edition[ \t=]} $line]} {
				regsub -all {edition.*= } $line {} edition
				set edition [string trim $edition]
			}
			if {[regexp -- {[ \t]keywords[ \t=]} $line]} {
				regsub -all {keywords.*= } $line {} keywords
				set keywords [string trim $keywords]
			}
		}
		close $fd
		return $Bibentries
	}

	#----------------------------------------------------------------------
	# Extract the Ref header from the current game. Uses bibfile as
	# input for bibliographic information, returns a block of ISBD
	# formatted entries
	#----------------------------------------------------------------------
	proc ExtractRef { bibfile } {

		set w .showRef

		set Extra  [sc_game tags get Extra]
		set extraTagsList [split $Extra "\n"]

		set literature ""

		foreach i $extraTagsList {
			if { [string equal -nocase [lindex $i 0] "Bib" ] } {
				set ref [string range $i 5 end-1]

				regsub -all { ; } $ref {|} ref

				# Tcl uses a list of split chars as second argument :(
				set ref [split $ref "|"]
				
				set BibEntries [::Bibliography::ReadBibTeX $bibfile]

				foreach r $ref {
					regsub -all {, .*} $r {} BibKey
					regsub -all {.*, } $r {} Biblio
					set BibKey [string trim $BibKey]
					set Biblio [string trim $Biblio]
					set idx [lsearch -exact -index 0 $BibEntries $BibKey]
					set BibDta [lindex $BibEntries $idx]

					set isbd [::Bibliography::Ref2ISBD $BibDta $Biblio]
					set literature "$literature\n$isbd\n$Biblio\n\n"
				}
			}
		}
		set lit [string trim $literature]
		return $lit
	}

	#----------------------------------------------------------------------
	# Open a window with an expanded tree widget containing all
	# referenced entities from the BibTeX file.
	#----------------------------------------------------------------------
	proc ShowRef {} {
		global scidDataDir

		set w .showRef

		if { [winfo exists $w] } {
			# recreate the widget with new data
			destroy $w
		}

		toplevel $w
		::setTitle $w "References"
		setWinLocation $w
		setWinSize $w

		ttk::frame $w.f
		pack $w.f -fill both -expand 1

		ttk::treeview  $w.f.tree -xscrollcommand "$w.f.xbar set" -yscrollcommand "$w.f.ybar set" -show tree -selectmode none
		ttk::scrollbar $w.f.xbar -command "$w.f.tree xview" -orient horizontal
		ttk::scrollbar $w.f.ybar -command "$w.f.tree yview" -orient vertical
		$w.f.tree column #0 -minwidth 1200

		$w.f.tree tag configure author -foreground blue
		$w.f.tree tag configure title -foreground blue
		$w.f.tree tag configure reference -foreground red

		pack $w.f.xbar -side bottom -fill x
		pack $w.f.ybar -side right  -fill y
		pack $w.f.tree -side left   -expand 1 -fill both

		# set a global bib file
		set bibfile [file nativename [file join $scidDataDir "Bookshelf.bib"]]
		# ... but overwrite it if a bibliography for the base itself exits
		if {[file readable "[sc_base filename].bib"]} {
			set bibfile "[sc_base filename].bib"
		}
		set ::Bibliography::literature [::Bibliography::ExtractRef $bibfile]

		bind $w <Escape> { destroy  .showRef}
		bind $w <Configure>  {
			recordWinSize .showRef
		}
		# Copy references to clipboard
		bind $w <Control-Insert> { clipboard clear; clipboard append $::Bibliography::literature }
		bind $w <Control-c>      { clipboard clear; clipboard append $::Bibliography::literature }
	}

}

###
### End of file: bibliography.tcl
###