1998-01-27 00:46:32 +00:00
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;;; gametree.el --- manage game analysis trees in Emacs
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;; Copyright (C) 1997 Free Software Foundation, Inc
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;; Author: Ian T Zimmerman <itz@rahul.net>
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;; Created: Wed Dec 10 07:41:46 PST 1997
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;; Keywords: games
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;; This file is part of GNU Emacs.
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;; GNU Emacs is free software; you can redistribute it and/or modify
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;; it under the terms of the GNU General Public License as published by
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;; the Free Software Foundation; either version 2, or (at your option)
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;; any later version.
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;; GNU Emacs is distributed in the hope that it will be useful,
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;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;; GNU General Public License for more details.
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;; You should have received a copy of the GNU General Public License
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;; along with GNU Emacs; see the file COPYING. If not, write to the
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;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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;; Boston, MA 02111-1307, USA.
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;;; Commentary:
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;; This little hack has enabled me to keep track of my email chess
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;; games in Emacs. For a long time I dreamt about writing a real,
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;; graphical tree editor; but, then the idea struck me, why do it
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;; graphically, when it can be done in Emacs? :-) And in fact Emacs
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;; almost had what I needed out of the box, namely the powerful
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;; Outline mode. This code is built entirely on Outline mode, it
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;; only adds two commands that I found indispensable when dealing
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;; with the special kind of trees that analysis trees comprise.
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;; The built-in documentation should be enough to explain the use,
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;; along with the following example (yes, this is a real game).
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;; *** 23. f4 ef 24. Nf3 Rf3 -/+
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;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
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;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
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;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
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;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
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;; Place the preceding in a scratch buffer, load this code, and do
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;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
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;; before the `Rf3' on the first line, and do C-c C-j. The result is
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;; *** 23. f4 ef 24. Nf3
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;; ****** 24: Rf3 -/+
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;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
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;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
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;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
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;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
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;; Now you can add another subvariation on Black's 24th move: with
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;; the cursor still on the first line, do C-c C-v, and voila
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;; *** 23. f4 ef 24. Nf3
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;; 24:
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;; ****** 24: Rf3 -/+
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;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
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;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
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;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
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;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
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;; and the cursor is positioned on the new line just after the move
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;; number, so you can start typing the new analysis. That's it,
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;; quite simple. If you want more, read on.
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;;; ToDo:
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;; BIG: automatic score reducer. It should be possible to label the
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;; leaf variations with numeric scores (instead of the Informant-like
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;; symbols used in the example) and have the program apply the
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;; min-max algorithm to score the internal nodes. That's about as
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;; far as one can go in a postal game while honestly claiming not to
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;; use computer analysis.
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;; I'd definitely like to hear from you if you use this, and even
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;; more if you have suggestions for improvement, ranging from bug
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;; reports to feature requests. (But be warned that I am a fan of
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;; simplicity and orthogonality).
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;;; Code:
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(require 'derived)
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(require 'outline)
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;;;; Configuration variables
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1998-04-05 16:14:58 +00:00
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(defgroup gametree nil
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"Manage game analysis trees in Emacs."
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:prefix "gametree-"
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:group 'games)
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(defcustom gametree-half-ply-regexp (regexp-quote ":")
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1998-01-27 00:46:32 +00:00
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"*Matches ends of numbers of moves by the \"second\" player.
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For instance, it is an almost universal convention in chess to postfix
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numbers of moves by Black (if considered in isolation) by the ellipsis
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\"...\". This is NOT a good choice for this program, though, because it
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conflicts with the use of ellipsis by Outline mode to denote collapsed
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subtrees. The author uses \":\" because it agrees nicely with a set of
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1998-04-05 16:14:58 +00:00
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LaTeX macros he uses for typesetting annotated games."
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:type 'regexp
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:group 'gametree)
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1998-01-27 00:46:32 +00:00
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1998-04-05 16:14:58 +00:00
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(defcustom gametree-full-ply-regexp (regexp-quote ".")
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1998-01-27 00:46:32 +00:00
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"*Matches ends of numbers of moves by the \"first\" player.
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For instance, it is an almost universal convention in chess to postfix
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1998-04-05 16:14:58 +00:00
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numbers of moves by White (if considered in isolation) by the dot \".\"."
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:type 'regexp
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:group 'gametree)
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1998-01-27 00:46:32 +00:00
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1998-04-05 16:14:58 +00:00
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(defcustom gametree-half-ply-format "%d:"
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1998-01-27 00:46:32 +00:00
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"*Output format for move numbers of moves by the \"second\" player.
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1998-04-05 16:14:58 +00:00
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Has to contain \"%d\" to output the actual number."
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:type 'string
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:group 'gametree)
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1998-01-27 00:46:32 +00:00
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1998-04-05 16:14:58 +00:00
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(defcustom gametree-full-ply-format "%d."
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1998-01-27 00:46:32 +00:00
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"*Output format for move numbers of moves by the \"first\" player.
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1998-04-05 16:14:58 +00:00
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Has to contain \"%d\" to output the actual number."
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:type 'string
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:group 'gametree)
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1998-01-27 00:46:32 +00:00
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1998-04-05 16:14:58 +00:00
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(defcustom gametree-make-heading-function
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1998-01-27 00:46:32 +00:00
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(function (lambda (level)
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(insert (make-string level ?*))))
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"A function of one numeric argument, LEVEL, to insert a heading at point.
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1998-04-05 16:14:58 +00:00
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You should change this if you change `outline-regexp'."
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:type 'function
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:group 'gametree)
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1998-01-27 00:46:32 +00:00
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(defvar gametree-local-layout nil
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"A list encoding the layout (i.e. the show or hide state) of the file.
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If Emacs notices a local variable specification of this variable in
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the first line of the buffer while saving the buffer to the visited
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file, the local value will be saved there and restored the next time
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the file is visited (subject to the usual restriction via
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`enable-local-variables'), and the layout will be set accordingly.")
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;;;; Helper functions
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(defun gametree-prettify-heading ()
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"Insert/delete space between leading asterisks and heading text.
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If the current variation is an internal node (i.e. starts with one or
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more asterisks), ensure there's at least one space between the
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asterisks and the text. If on the other hand this is a leaf, there
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should be no leading white space."
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(save-excursion
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(beginning-of-line 1)
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(if (re-search-forward (concat "\\=" outline-regexp) nil t)
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(if (not (looking-at "[ \t]+")) (insert " "))
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(delete-char (save-excursion (skip-chars-forward " \t"))))
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(if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
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gametree-full-ply-regexp "\\|"
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gametree-half-ply-regexp "\\)") nil t)
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(if (not (looking-at "[ \t]+")) (insert " ")
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(delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
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(defun gametree-looking-at-ply ()
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"Read and return the number of the ply under point."
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(if (eobp) 0
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(let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
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gametree-full-ply-regexp "\\|"
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gametree-half-ply-regexp "\\)"))
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(limit (save-excursion (beginning-of-line 1) (point))))
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(if (looking-at boundary)
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(+ (* 2 (string-to-int (match-string 1)))
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(if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
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(save-excursion
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(re-search-backward boundary limit)
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(skip-chars-backward "0123456789")
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(1+ (* 2 (string-to-int
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(buffer-substring (point) (match-end 1))))))))))
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(defun gametree-current-branch-ply ()
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"Return the ply number of the first move of the current variation."
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(save-excursion
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(beginning-of-line 1)
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(re-search-forward (concat "\\=" outline-regexp) nil t)
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(gametree-looking-at-ply)))
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(defun gametree-current-branch-depth ()
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"Return the depth of the current variation in the analysis tree.
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This value is simply the outline heading level of the current line."
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(save-excursion
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(beginning-of-line 1)
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(if (looking-at outline-regexp)
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(outline-level) 0)))
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;;;; Functions related to the task of saving and restoring current
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;;;; outline layout
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(defun gametree-show-children-and-entry ()
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(show-children)
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(show-entry))
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(defun gametree-entry-shown-p ()
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(save-excursion
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(forward-line 1)
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(and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
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(defun gametree-children-shown-p ()
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(save-excursion
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(condition-case nil
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(let ((depth (gametree-current-branch-depth)))
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(outline-next-visible-heading 1)
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(< depth (gametree-current-branch-depth)))
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(error nil))))
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(defun gametree-current-layout (depth &optional top-level)
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(let ((layout nil) (first-time t))
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(while (save-excursion
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(condition-case nil
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(progn
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(or (and first-time top-level
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(bolp) (looking-at outline-regexp))
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(setq first-time nil)
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(outline-next-visible-heading 1))
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(< depth (gametree-current-branch-depth)))
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(error nil)))
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(if (not first-time)
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(outline-next-visible-heading 1))
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(setq first-time nil)
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(if (not (gametree-children-shown-p))
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(setq layout
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(nconc layout
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(if (gametree-entry-shown-p)
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(list 'show-entry)
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(list nil))))
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(setq layout (nconc layout (if (gametree-entry-shown-p)
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(list 'gametree-show-children-and-entry)
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(list 'show-children))))
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(let ((sub-layout
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(gametree-current-layout (gametree-current-branch-depth))))
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(setq layout (nconc layout (list sub-layout))))))
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layout))
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(defun gametree-save-layout ()
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(save-excursion
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(goto-char (point-min))
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(setq gametree-local-layout (gametree-current-layout 0 t))))
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(defun gametree-apply-layout (layout depth &optional top-level)
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(let ((first-time t))
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(while (and layout
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(save-excursion
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(condition-case nil
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(progn
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(or (and first-time top-level
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(bolp) (looking-at outline-regexp))
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(setq first-time nil)
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(outline-next-visible-heading 1))
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(< depth (gametree-current-branch-depth)))
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(error nil))))
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(if (not first-time)
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(outline-next-visible-heading 1))
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(setq first-time nil)
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(hide-subtree)
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(if (nth 0 layout)
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(funcall (nth 0 layout)))
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(if (not (and (nth 1 layout) (listp (nth 1 layout))))
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(setq layout (cdr layout))
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(gametree-apply-layout (nth 1 layout)
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(gametree-current-branch-depth))
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(setq layout (cdr (cdr layout)))))))
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(defun gametree-restore-layout ()
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(save-excursion
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(goto-char (point-min))
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(gametree-apply-layout gametree-local-layout 0 t)))
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(defun gametree-hack-file-layout ()
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(save-excursion
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(goto-char (point-min))
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(if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
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(progn
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(goto-char (match-beginning 1))
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(delete-region (point) (match-end 1))
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(let ((standard-output (current-buffer)))
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(princ gametree-local-layout))))))
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;;;; Commands
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(defun gametree-insert-new-leaf (&optional at-depth)
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"Start a new leaf variation under the current branching point.
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The new variation can later be split to be a branching point itself,
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with \\[gametree-break-line-here]. If the point is currently on a
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leaf variation, this command won't work; use \\[gametree-break-line-here]
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on the current line first.
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With a numeric arg AT-DEPTH, first go up the tree until a node of
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depth AT-DEPTH or smaller is found."
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(interactive "P")
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(if (zerop (gametree-current-branch-depth))
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(outline-up-heading 0))
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(if at-depth
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(while (> (gametree-current-branch-depth)
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(prefix-numeric-value at-depth))
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(outline-up-heading 1)))
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(beginning-of-line 1)
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(let ((parent-depth (gametree-current-branch-depth)))
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(show-entry)
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(condition-case nil
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(outline-next-visible-heading 1)
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(error
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(goto-char (point-max))
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(if (not (bolp)) (insert "\n"))))
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(let ((starting-plys
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(if (> (gametree-current-branch-depth) parent-depth)
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(gametree-current-branch-ply)
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(save-excursion (forward-line -1)
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(gametree-current-branch-ply)))))
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(goto-char (1- (point)))
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(insert "\n")
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(insert (format (if (= 0 (mod starting-plys 2))
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gametree-full-ply-format
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gametree-half-ply-format)
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(/ starting-plys 2))))))
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(defun gametree-break-line-here (&optional at-move)
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"Split the variation node at the point position.
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This command works whether the current variation node is a leaf, or is
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already branching at its end. The new node is created at a level that
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reflects the number of game plys between the beginning of the current
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variation and the breaking point.
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With a numerical argument AT-MOVE, split the variation before
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White's AT-MOVEth move, or Black's if negative. The last option will
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only work of Black's moves are explicitly numbered, for instance
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`1. e4 1: e5'."
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(interactive "P")
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(if at-move (progn
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(end-of-line 1)
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(let ((limit (point)))
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(beginning-of-line 1)
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(re-search-forward
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(concat
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(regexp-quote
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(int-to-string (abs (prefix-numeric-value at-move))))
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(if (> at-move 0) gametree-full-ply-regexp
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gametree-half-ply-regexp)) limit))
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(goto-char (match-beginning 0))))
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(let* ((pt (set-marker (make-marker) (point)))
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(plys (gametree-current-branch-ply))
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(depth (gametree-current-branch-depth))
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(old-depth depth))
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(if (= depth 0)
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(progn
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(save-excursion
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(outline-previous-visible-heading 1)
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(setq depth
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(let ((old-branch-ply
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(condition-case nil
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(gametree-current-branch-ply)
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(error 0))))
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(if (zerop old-branch-ply)
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(1+ (gametree-current-branch-depth))
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(+ (gametree-current-branch-depth)
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(- plys old-branch-ply))))))
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(save-excursion
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(beginning-of-line 1)
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(funcall gametree-make-heading-function depth)
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(gametree-prettify-heading))))
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(save-excursion
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(if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
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gametree-full-ply-regexp "\\|"
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gametree-half-ply-regexp "\\)")))
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(progn
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(insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
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gametree-full-ply-format
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gametree-half-ply-format)
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(/ (gametree-looking-at-ply) 2)))
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(gametree-prettify-heading)
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(beginning-of-line 1)))
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(goto-char pt)
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(insert "\n")
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(if (not (= 0 old-depth))
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(funcall gametree-make-heading-function
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(+ depth (- (gametree-current-branch-ply) plys))))
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(gametree-prettify-heading))))
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(defun gametree-merge-line ()
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"Merges a variation with its only child.
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Does *not* check if the variation has in fact a unique child; users beware."
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(interactive)
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(if (zerop (gametree-current-branch-depth))
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(outline-up-heading 0))
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(end-of-line 1)
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(let ((prev-depth (save-excursion (forward-line 1)
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(gametree-current-branch-depth))))
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(delete-char (1+ prev-depth))
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(if (zerop prev-depth)
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(save-excursion
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(beginning-of-line 1)
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(delete-char (gametree-current-branch-depth))
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(gametree-prettify-heading)))))
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(defun gametree-layout-to-register (register)
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"Store current tree layout in register REGISTER.
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Use \\[gametree-apply-register-layout] to restore that configuration.
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Argument is a character, naming the register."
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(interactive "cLayout to register: ")
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(save-excursion
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(goto-char (point-min))
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(set-register register
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(gametree-current-layout 0 t))))
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(defun gametree-apply-register-layout (char)
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"Return to a tree layout stored in a register.
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Argument is a character, naming the register."
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(interactive "cApply layout from register: ")
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(save-excursion
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(goto-char (point-min))
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(gametree-apply-layout (get-register char) 0 t)))
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(defun gametree-save-and-hack-layout ()
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"Save the current tree layout and hack the file local variable spec.
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This function saves the current layout in `gametree-local-layout' and,
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if a local file varible specification for this variable exists in the
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buffer, it is replaced by the new value. See the documentation for
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`gametree-local-layout' for more information."
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(interactive)
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(gametree-save-layout)
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(gametree-hack-file-layout)
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nil)
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(define-derived-mode gametree-mode outline-mode "GameTree"
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"Major mode for managing game analysis trees.
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Useful to postal and email chess (and, it is hoped, also checkers, go,
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shogi, etc.) players, it is a slightly modified version of Outline mode.
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\\{gametree-mode-map}"
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(auto-fill-mode 0)
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(make-variable-buffer-local 'write-contents-hooks)
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(add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
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;;;; Key bindings
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(define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here)
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(define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf)
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(define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line)
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(define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register)
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(define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register)
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(define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout)
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(define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout)
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;;;; Goodies for mousing users
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|
|
(and (fboundp 'track-mouse)
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|
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(defun gametree-mouse-break-line-here (event)
|
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|
|
(interactive "e")
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|
|
(mouse-set-point event)
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(gametree-break-line-here))
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(defun gametree-mouse-show-children-and-entry (event)
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|
|
(interactive "e")
|
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|
|
(mouse-set-point event)
|
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|
|
(gametree-show-children-and-entry))
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(defun gametree-mouse-show-subtree (event)
|
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|
|
(interactive "e")
|
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|
|
(mouse-set-point event)
|
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|
|
(show-subtree))
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|
(defun gametree-mouse-hide-subtree (event)
|
|
|
|
(interactive "e")
|
|
|
|
(mouse-set-point event)
|
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|
|
(hide-subtree))
|
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|
|
(define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
|
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|
|
'gametree-mouse-break-line-here)
|
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|
|
(define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
|
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|
|
'gametree-mouse-show-children-and-entry)
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|
(define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
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|
|
'gametree-mouse-show-subtree)
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|
(define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
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|
|
'gametree-mouse-hide-subtree))
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|
|
(provide 'gametree)
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;;; gametree.el ends here
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