Embeddable SGF player for the game of Go (aka Weiqi, Baduk)
Written in JavaScript, CSS, and HTML5, with no dependencies on other libraries
Free software released under the MIT License. Some bundled assets are copyright by other authors and available under Creative Commons licensing terms. See "Copying and License" section for further details.
BesoGo can be used as a web-based SGF editor, an embeddable SGF viewer, or a board diagram renderer
SGF editor based on the latest code snapshot at https://yewang.github.io/besogo/testing.html
With realistic board rendering https://yewang.github.io/besogo/testing.html?theme=wood&realstones=on
Other experimental themes include:
- https://yewang.github.io/besogo/testing.html?theme=bold
- https://yewang.github.io/besogo/testing.html?theme=book
- https://yewang.github.io/besogo/testing.html?theme=dark
SGF editor based on the latest release (lagging behind the latest snapshot) at https://yewang.github.io/besogo/stable.html
Download the source distribution and open testing.html
left
previous noderight
next nodeshift+left
previous branching nodepage up
jump back 10 nodespage down
jump forward 10 nodeshome
jump to first nodeend
jump to last nodedelete
remove current branch
Shift-clicking with the auto-move/navigate tool will jump to the move that plays at that point
When entering moves, overwrite, suicide, and basic ko moves are not allowed, but can be enabled by holding down ctrl
while clicking
BesoGo supports the SGF standard for Go game records. BesoGo should always output SGF files that comply with the standard (besides the exceptions listed below). BesoGo permissively imports SGF file input, allowing many common SGF syntax errors, while attempting to fix any issues and converting to valid SGF on output.
- Some properties are unsupported and ignored:
- Time left
OB
,OW
,BL
,WL
- Move annotations
BM
,DO
,IT
,TE
- Control annotations
KO
,MN
,PL
- Some general annotations
DM
,GB
,GW
,HO
,N
,UC
,V
- Some markup
AR
,LN
,TB
,TW
,DD
,FG
,PM
,VW
- Time left
- No special validation is performed on game info properties:
PB
,BR
,BT
,PW
,WR
,WT
,HA
,KM
,RU
,TM
,OT
,DT
,EV
,GN
,PC
,RO
,ON
,RE
,AN
,CP
,SO
,US
. All are merely treated as "simple text" (all whitespace converted to spaces), except forGC
which is treated as text (allowing new lines and spaces). - Some root properties (
FF
,GM
,CA
,AP
) are ignored on file input and set to fixed values on output.
See https://yewang.github.io/besogo/ and https://yewang.github.io/besogo/fixedSize.html for some examples of how to embed BesoGo. See https://yewang.github.io/besogo/testing.html for an example full window interface for the editor.
- Link the style sheet
css/besogo.css
and one of thecss/board-*.css
sheets, which select different board themes (simple
,flat
,book
,dark
,wood
, etc.). These sheets provide essential rendering parameters and can be modified to customize the layout and style. - Include the combined and minified javascript file
besogo-all-min.js
. - Add divs with the class
besogo-editor
,besogo-viewer
, orbesogo-diagram
, e.g.,<div class="besogo-editor"></div> <div class="besogo-viewer" sgf="gameRecord.sgf"></div> <div class="besogo-diagram" panels="comment"> (;FF[4]GM[1]SZ[9]AB[bb:dd]AW[ee][ff][gg] C[This diagram shows a 9x9 board with 9 black stones and 3 white stones placed on it. Be sure to properly escape HTML special characters such as >, <, etc.])</div>
- Call the auto-initialization function
besogo.autoInit()
to create widgets for the above divs.
The contents of the div should either be empty or contain SGF text. If SGF text is detected (by starting with "(;", ignoring whitespace), it will be loaded into BesoGo. BesoGo will remove all children from the div and then insert sub-divs building up the GUI.
Security Warning: If your site inserts user-input SGF text directly into the inner HTML of a div, remember to escape any HTML special characters ("<", ">", "&") to avoid XSS vulnerabilities. BesoGo will properly load the intended characters. This is not a security vulnerability within BesoGo, but rather a reminder to use secure practices in your surrounding code.
sgf
sets the URL (from same domain or server with CORS enabled) of the SGF file to load. If an URL is provided, BesoGo ignores the text within the div.size
sets the size of the empty board loaded if no SGF text or URL is provided. Square sizes can be specified by a single number (e.g., "19", "13") and rectangular sizes are specified by two numbers separated by a colon (e.g., "9:15"). Sizes from "1:1" to "52:52" are supported.realstones
sets board rendering to use realistic stone images if set to a truthy value. Otherwise, defaults to flat SVG stones.shadows
selects whether shadows will be added beneath the stones. If omitted or set toauto
, shadows will be added for realistic stones, but not for SVG stones. If set tooff
, shadows will not be added. If set to any other truthy value, shadows will always be added.coord
sets the initial coordinate system, which is by defaultnone
, and can be choosen from the following options:none
no coordinate labelswestern
chess-style coordinates using numbers and letterseastern
coordinates using numbers and CJK symbolsnumeric
coordinates using only numberscorner
corner-relative system using numbers and letterseastcor
corner-relative system using numbers and CJK symbols
panels
plus-separated list of which GUI elements are added in the GUI. The following panels are supported:control
navigation control buttonsnames
player names, ranks, and capturescomment
comments and game infotool
editing tool selector buttonstree
game tree visualizationfile
save, load, and new board buttons
tool
sets the selected tool.variants
sets the variant style, formatted as number 0-3 according to SGF standard.path
string to set the initial position in the game tree of the loaded SGF. The letterN
orn
sets to next mode. The letterB
orb
sets to branch mode. One or more digits specifies the number of nodes to move forward always taking the first child (when in next mode), or the child to select (when in branch mode). All other characters are ignored but used to separate numbers. Next is the default mode. Zero in branch mode selects the last child. Examples:20
moves to the 21st node in the mainline of the game tree, which typically contains the 20th move assuming no move in the root and no empty/setup nodes besides the root.n5b1b1-1z1-1n10
does the same as20
, but overly verbose and redundant.b2,3,0,1
navigates following the 2nd child, 3rd child, last child, and first child over four steps.
nokeys
turns off navigation key bindings if set to a truthy value. Otherwise, by default, navigation keys are enabled and thetabindex
attribute of the container div is set to0
(to enable keypress focus), if not already set.nowheel
turns off mousewheel navigation if set to a truthy value. Otherwise, by default, mousewheel navigation is enabled.resize
sets the resizing behavior of the widget, defaulting toauto
if not set, with the following options:auto
is the default responsive resizing behavior, which depends on the settings of the following companion parametersorient
can be set tolandscape
,portrait
,auto
orview
portrait
orlandscape
fixes the orientation of the widget as specifiedauto
is the default behavior, which switches fromlandscape
toportrait
if the parent container width is less thantranswidth
view
is the same asauto
, but also switches fromlandscape
toportrait
if the parent container width is less than viewport height
transwidth
sets the width to transition fromlandscape
toportrait
forauto
andview
orientation modes, defaulting 600 pixels if not setmaxwidth
sets a limit on the maximum width, otherwise the widget will fill the width of the parent container if omittedportratio
sets the height-to-width ratio forportrait
mode, expressed as a percentage. Defaults to 200% if not set. If set to a truthy value that converts toNaN
, then the GUI panels will have a compact automatic height.landratio
sets the width-to-height ratio forlandscape
mode, expressed as a percentage. Defaults to 200% if not set.minpanelswidth
sets the smallest width for the GUI panels inlandscape
mode, where the board and widget height would be shrunk to ensure that this minimum is met, defaulting to 350 pixels if not setminpanelsheight
sets the smallest height for the GUI panels inportrait
mode (if height is computed usingportratio
), defaulting to 400 pixels if not set
fill
is another responsive resizing behavior designed for filling and only using the entire window. It toggles between portrait and landscape modes automatically depending on the aspect ratio. It also makes use of theminpanelswidth
andminpanelsheight
to ensure that the panels are visible if needed and the aspect ratio is too squarish.fixed
requires the width and height of the container div to be set, as they will be accordinglynone
or any other truthy value that is notauto
orfixed
disables all resizing
Everything is (or at least should be) encapsulated within the name space object besogo
./build.sh
automatically generates the combined and minified versions (requires shell, cat, curl, and internet access)
Alternatively, you can manually combine and minify as follows
- Cobmine the js files into a single file (just ensure that
besogo.js
is first), e.g., withcat js/* > besogo.all.js
- Use the Google Closure Compiler to minify the combined file
besogo.js
establishes name space, core functionsautoInit
andcreate
compose the editor and GUI objectseditor.js
core editor logic managing game tree, handling input from GUI panels, and notifying GUI panels of state changesgameRoot.js
data structure that internally represents the game treeboardDisplay.js
essential board display GUI panelcontrolPanel.js
GUI panel for navigation control buttonsnamesPanel.js
GUI panel for player names, ranks, and capturescommentPanel.js
GUI panel for comments and game infotoolPanel.js
GUI panel for tool selector buttonstreePanel.js
GUI panel for game tree visualizationfilePanel.js
GUI panel for save, load, and new board buttonscoord.js
utility functions for coordinate system labelssvgUtil.js
utility functions for SVG compositionparseSgf.js
parses and extracts data structure from SGF textloadSgf.js
loads SGF data structure into game treesaveSgf.js
composes SGF file from game tree data structure
besogo.css
defines GUI layout and main rendering optionsbesogo-fill.css
defines style for filling entire window, used by testing.htmlboard-flat.css
default flat board themeboard-bold.css
bold board themeboard-book.css
book (black and white) board themeboard-dark.css
dark (night mode) board themeboard-wood.css
wood grain board themeboard-eidogo.css
board theme mimicking EidoGoboard-glift.css
board theme mimicking Gliftboard-kibitz.css
board theme mimicking GoKibitzboard-sensei.css
board theme mimicking Sensei's Library
These images are used for realistic board and stone rendering
black0.png
...black3.png
black stone slate textureswhite0.png
...white10.png
white stone shell textureswood.jpg
andwood-light.jpg
wood board texturesshinkaya1.jpg
...shinkaya4.jpg
shinkaya board textures
- Redesigned responsive behavior
- Added realistic stone and board rendering
- Added and modified themes
- Added mousewheel navigation
- Converted index.html to demo page, moved old index.html to stable.html
- Added fixedSize.html examples page
- Fixed minor tree panel bug
- Tweaked margin for coordinate labels slightly
- Added build script for generating combined and minified releases
- Reorganized code into folders
- Tweaked widget auto-resize behavior
- Refactored for CSS based board themes
- Removed board hover effects for touch devices (fixes iOS issues)
- History remembered during tree navigation
- Favicon added to repository
- Initial preview release
The following copyright and license terms only apply to the software code, which consists of all of the files excluding the contents of the img/
directory.
MIT License
Copyright (c) 2015-2018 Ye Wang yewang15@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
The contents of the img/
directory are copyright by other authors and available under the license terms specified below
The following images are from the go-assets repository, available under a Creative Commons Attribution-ShareAlike 4.0 International license. Copyright (C) 2016 Andreas Tarnowsky andreas.tarnowsky@googlemail.com
- 4 black stone images
img/black0.png
...img/black3.png
- 11 white stone images
img/white0.png
...img/white10.png
The following images are from (or derived from) the jgoboard repository, available under a Creative Commons Attribution-NonCommercial 4.0 International license. Copyright (C) 2013 Joonas Pihlajamaa github@joonaspihlajamaa.com
img/shinkaya1.jpg
and its derivativesimg/shinkaya2.jpg
...img/shinkaya4.jpg
The following images are courtesy of tozgrec (OGS user).
img/wood.jpg
andimg/wood-light.jpg