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610 lines
24 KiB
EmacsLisp
610 lines
24 KiB
EmacsLisp
;;; gametree.el --- manage game analysis trees in Emacs -*- lexical-binding: t -*-
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;; Copyright (C) 1997, 1999, 2001-2024 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 3 of the License, or
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;; (at your option) 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. If not, see <https://www.gnu.org/licenses/>.
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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.
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;; As of version 1.1, a simple score reducer has been implemented.
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;; As you type in leaf variations, you can add a numerical score tag
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;; to them with C-c ; . Then, with the cursor on a variation higher
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;; up in the tree, you can do C-c ^ and the program will compute the
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;; reduced score of the internal variation based on the scores of its
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;; children (which are recursively computed). You can use any range
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;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
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;; all that matters to the program is that higher means better for
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;; White, lower means better for Black.
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;;; Code:
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(require 'outline)
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;;;; Configuration variables
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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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:version "20.3")
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(defcustom gametree-half-ply-regexp (regexp-quote ":")
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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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LaTeX macros he uses for typesetting annotated games."
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:type 'regexp)
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(defcustom gametree-full-ply-regexp (regexp-quote ".")
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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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numbers of moves by White (if considered in isolation) by the dot \".\"."
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:type 'regexp)
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(defcustom gametree-half-ply-format "%d:"
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"Output format for move numbers of moves by the \"second\" player.
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Has to contain \"%d\" to output the actual number."
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:type 'string)
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(defcustom gametree-full-ply-format "%d."
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"Output format for move numbers of moves by the \"first\" player.
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Has to contain \"%d\" to output the actual number."
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:type 'string)
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(defcustom gametree-make-heading-function
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(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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You should change this if you change `outline-regexp'."
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:type 'function)
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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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(defcustom gametree-score-opener "{score="
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"The string which opens a score tag, and precedes the actual score."
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:type 'string)
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(defcustom gametree-score-manual-flag "!"
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"String marking the line as manually (as opposed to automatically) scored."
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:type 'string)
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(defcustom gametree-score-closer "}"
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"The string which closes a score tag, and follows the actual score."
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:type 'string)
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(defcustom gametree-score-regexp
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(concat "[^\n\^M]*\\("
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(regexp-quote gametree-score-opener)
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"[ ]*\\("
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(regexp-quote gametree-score-manual-flag)
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"[ ]*\\)?\\([-+]?[0-9]+\\)"
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(regexp-quote gametree-score-closer)
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"[ ]*\\)[\n\^M]")
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"Regular expression matching lines that guide the program in scoring.
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Its third parenthetical group should match the actual score. Its
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first parenthetical group should match the entire score tag. Its
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second parenthetical group should be an optional flag that marks the
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line as *manually* (as opposed to automatically) scored, which
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prevents the program from recursively applying the scoring algorithm
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on the subtree headed by the marked line, and makes it use the manual
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score instead."
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:type 'regexp)
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(defcustom gametree-default-score 0
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"Score to assume for branches lacking score tags."
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:type 'integer)
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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 (line-beginning-position 1)))
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(if (looking-at boundary)
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(+ (* 2 (string-to-number (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-number
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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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(defsubst gametree-forward-line ()
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(re-search-forward "[\n\^M]" nil 'move))
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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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(defun gametree-transpose-following-leaves ()
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"Move the current leaf variation behind all others on the same level."
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(let ((following-leaves
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(save-excursion
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(gametree-forward-line)
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(let ((p (point)))
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(while (and (not (eobp))
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(= 0 (gametree-current-branch-depth)))
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(gametree-forward-line))
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(prog1 (buffer-substring p (point))
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(delete-region p (point)))))))
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(save-excursion
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(beginning-of-line 1)
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(insert following-leaves))))
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;;;; Functions related to the task of saving and restoring current
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;;;; outline layout
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(defsubst gametree-show-children-and-entry ()
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(outline-show-children)
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(outline-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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(ignore-errors
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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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(defun gametree-current-layout (depth &optional from-top-level)
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(let ((layout nil) (first-time t))
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(while (save-excursion
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(ignore-errors
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(or (and first-time from-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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(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 from-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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(ignore-errors
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(or (and first-time from-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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(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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(outline-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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;;;; Scoring functions
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(defun gametree-current-branch-score ()
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"Return score of current variation according to its score tag.
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When no score tag is present, use the value of `gametree-default-score'."
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(if (looking-at gametree-score-regexp)
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(string-to-number (match-string 3))
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gametree-default-score))
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(defun gametree-compute-reduced-score ()
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"Return current internal node score computed recursively from subnodes.
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Subnodes which have been manually scored are honored."
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(if (or
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(= 0 (gametree-current-branch-depth))
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(save-excursion (gametree-forward-line) (eobp))
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(and (looking-at gametree-score-regexp)
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(not (null (match-string 2)))))
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(gametree-current-branch-score)
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(let ((depth (gametree-current-branch-depth)))
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(save-excursion
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(gametree-forward-line)
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;; the case of a leaf node has already been handled, so here I
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;; know I am on the 1st line of the current subtree. This can
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;; be either a leaf child, or a subheading.
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(let ((running gametree-default-score)
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(minmax
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(if (= 0 (mod (gametree-current-branch-ply) 2))
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'max 'min)))
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(while (and (not (eobp))
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(= 0 (gametree-current-branch-depth))) ;handle leaves
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(setq running (funcall minmax running
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(gametree-current-branch-score)))
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(gametree-forward-line))
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(let ((done (and (not (eobp))
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(< depth (gametree-current-branch-depth)))))
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(while (not done) ;handle subheadings
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(setq running (funcall minmax running
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(gametree-compute-reduced-score)))
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(setq done (ignore-errors (outline-forward-same-level 1)))))
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running)))))
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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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(outline-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-plies
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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-plies 2))
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gametree-full-ply-format
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gametree-half-ply-format)
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(/ starting-plies 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 plies 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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(gametree-transpose-following-leaves)
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(let* ((pt (point-marker))
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(plies (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))
|
||
(+ (gametree-current-branch-depth)
|
||
(- plies old-branch-ply))))))
|
||
(save-excursion
|
||
(beginning-of-line 1)
|
||
(funcall gametree-make-heading-function depth)
|
||
(gametree-prettify-heading))))
|
||
(save-excursion
|
||
(if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
|
||
gametree-full-ply-regexp "\\|"
|
||
gametree-half-ply-regexp "\\)")))
|
||
(progn
|
||
(insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
|
||
gametree-full-ply-format
|
||
gametree-half-ply-format)
|
||
(/ (gametree-looking-at-ply) 2)))
|
||
(gametree-prettify-heading)
|
||
(beginning-of-line 1)))
|
||
(goto-char pt)
|
||
(insert "\n")
|
||
(if (not (= 0 old-depth))
|
||
(funcall gametree-make-heading-function
|
||
(+ depth (- (gametree-current-branch-ply) plies))))
|
||
(gametree-prettify-heading))))
|
||
|
||
(defun gametree-merge-line ()
|
||
"Merges a variation with its only child.
|
||
Does *not* check if the variation has in fact a unique child; users beware."
|
||
(interactive "*")
|
||
(if (zerop (gametree-current-branch-depth))
|
||
(outline-up-heading 0))
|
||
(if (looking-at gametree-score-regexp)
|
||
(delete-region (match-beginning 1) (match-end 1)))
|
||
(end-of-line 1)
|
||
(let ((prev-depth (save-excursion (forward-line 1)
|
||
(gametree-current-branch-depth))))
|
||
(delete-char (1+ prev-depth))
|
||
(if (zerop prev-depth)
|
||
(save-excursion
|
||
(beginning-of-line 1)
|
||
(delete-char (gametree-current-branch-depth))
|
||
(gametree-prettify-heading)))))
|
||
|
||
(defun gametree-insert-score (score &optional auto)
|
||
"Insert a score tag with value SCORE at the end of the current line.
|
||
If this line already has a score tag, just jump to it and alter it.
|
||
When called from a program, optional AUTO flag tells if the score is
|
||
being entered automatically (and thus should lack the manual mark)."
|
||
(interactive "*P")
|
||
(beginning-of-line 1)
|
||
(if (looking-at gametree-score-regexp)
|
||
(progn
|
||
(goto-char (match-beginning 3))
|
||
(if (and auto (not (null (match-string 2))))
|
||
(delete-region (match-beginning 2) (match-end 2)))
|
||
(if (not (null score))
|
||
(delete-region (match-beginning 3) (match-end 3)))
|
||
(if (and (not auto) (null (match-string 2)))
|
||
(insert gametree-score-manual-flag)))
|
||
(end-of-line 1)
|
||
(if (= 0 (save-excursion (skip-chars-backward " \t")))
|
||
(insert " "))
|
||
(insert gametree-score-opener)
|
||
(if (not auto) (insert gametree-score-manual-flag))
|
||
(save-excursion (insert gametree-score-closer)))
|
||
(if (not (null score))
|
||
(save-excursion
|
||
(insert (int-to-string (prefix-numeric-value score))))))
|
||
|
||
(defun gametree-compute-and-insert-score ()
|
||
"Compute current node score, maybe recursively from subnodes. Insert it.
|
||
Subnodes which have been manually scored are honored."
|
||
(interactive "*")
|
||
(let ((auto (not (and (looking-at gametree-score-regexp)
|
||
(not (null (match-string 2))))))
|
||
(score (gametree-compute-reduced-score)))
|
||
(gametree-insert-score score auto)))
|
||
|
||
|
||
(defun gametree-layout-to-register (register)
|
||
"Store current tree layout in register REGISTER.
|
||
Use \\[gametree-apply-register-layout] to restore that configuration.
|
||
Argument is a character, naming the register.
|
||
|
||
Interactively, reads the register using `register-read-with-preview'."
|
||
(interactive (list (register-read-with-preview "Layout to register: ")))
|
||
(save-excursion
|
||
(goto-char (point-min))
|
||
(set-register register
|
||
(gametree-current-layout 0 t))))
|
||
|
||
(defun gametree-apply-register-layout (char)
|
||
"Return to a tree layout stored in a register.
|
||
Argument is a character, naming the register.
|
||
|
||
Interactively, reads the register using `register-read-with-preview'."
|
||
(interactive
|
||
(progn
|
||
(barf-if-buffer-read-only)
|
||
(list (register-read-with-preview "Apply layout from register: "))))
|
||
(save-excursion
|
||
(goto-char (point-min))
|
||
(gametree-apply-layout (get-register char) 0 t)))
|
||
|
||
(defun gametree-save-and-hack-layout ()
|
||
"Save the current tree layout and hack the file local variable spec.
|
||
This function saves the current layout in `gametree-local-layout' and,
|
||
if a local file variable specification for this variable exists in the
|
||
buffer, it is replaced by the new value. See the documentation for
|
||
`gametree-local-layout' for more information."
|
||
(interactive)
|
||
(gametree-save-layout)
|
||
(let ((inhibit-read-only t))
|
||
(gametree-hack-file-layout))
|
||
nil)
|
||
|
||
|
||
;;;; Mouse commands
|
||
|
||
(defun gametree-mouse-break-line-here (event)
|
||
(interactive "e")
|
||
(mouse-set-point event)
|
||
(gametree-break-line-here))
|
||
|
||
(defun gametree-mouse-show-children-and-entry (event)
|
||
(interactive "e")
|
||
(mouse-set-point event)
|
||
(gametree-show-children-and-entry))
|
||
|
||
(defun gametree-mouse-show-subtree (event)
|
||
(interactive "e")
|
||
(mouse-set-point event)
|
||
(outline-show-subtree))
|
||
|
||
(defun gametree-mouse-hide-subtree (event)
|
||
(interactive "e")
|
||
(mouse-set-point event)
|
||
(outline-hide-subtree))
|
||
|
||
|
||
;;;; Key bindings
|
||
|
||
(defvar-keymap gametree-mode-map
|
||
"C-c C-j" #'gametree-break-line-here
|
||
"C-c C-v" #'gametree-insert-new-leaf
|
||
"C-c C-m" #'gametree-merge-line
|
||
"C-c C-r SPC" #'gametree-layout-to-register
|
||
"C-c C-r /" #'gametree-layout-to-register
|
||
"C-c C-r j" #'gametree-apply-register-layout
|
||
"C-c C-y" #'gametree-save-and-hack-layout
|
||
"C-c ;" #'gametree-insert-score
|
||
"C-c ^" #'gametree-compute-and-insert-score
|
||
"M-<down-mouse-2> M-<mouse-2>" #'gametree-mouse-break-line-here
|
||
"S-<down-mouse-1> S-<mouse-1>" #'gametree-mouse-show-children-and-entry
|
||
"S-<down-mouse-2> S-<mouse-2>" #'gametree-mouse-show-subtree
|
||
"S-<down-mouse-3> S-<mouse-3>" #'gametree-mouse-hide-subtree)
|
||
|
||
(define-derived-mode gametree-mode outline-mode "GameTree"
|
||
"Major mode for managing game analysis trees.
|
||
Useful to postal and email chess (and, it is hoped, also checkers, go,
|
||
shogi, etc.) players, it is a slightly modified version of Outline mode.
|
||
|
||
\\{gametree-mode-map}"
|
||
(auto-fill-mode 0)
|
||
(add-hook 'write-contents-functions 'gametree-save-and-hack-layout nil t))
|
||
|
||
(provide 'gametree)
|
||
|
||
;;; gametree.el ends here
|