mirror of
https://git.savannah.gnu.org/git/emacs.git
synced 2024-12-23 10:34:07 +00:00
615 lines
24 KiB
EmacsLisp
615 lines
24 KiB
EmacsLisp
;;; gametree.el --- manage game analysis trees in Emacs
|
||
|
||
;; Copyright (C) 1997, 1999, 2001-2012 Free Software Foundation, Inc.
|
||
|
||
;; Author: Ian T Zimmerman <itz@rahul.net>
|
||
;; Created: Wed Dec 10 07:41:46 PST 1997
|
||
;; Keywords: games
|
||
|
||
;; This file is part of GNU Emacs.
|
||
|
||
;; GNU Emacs is free software: you can redistribute it and/or modify
|
||
;; it under the terms of the GNU General Public License as published by
|
||
;; the Free Software Foundation, either version 3 of the License, or
|
||
;; (at your option) any later version.
|
||
|
||
;; GNU Emacs is distributed in the hope that it will be useful,
|
||
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
;; GNU General Public License for more details.
|
||
|
||
;; You should have received a copy of the GNU General Public License
|
||
;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
|
||
|
||
;;; Commentary:
|
||
|
||
;; This little hack has enabled me to keep track of my email chess
|
||
;; games in Emacs. For a long time I dreamt about writing a real,
|
||
;; graphical tree editor; but, then the idea struck me, why do it
|
||
;; graphically, when it can be done in Emacs? :-) And in fact Emacs
|
||
;; almost had what I needed out of the box, namely the powerful
|
||
;; Outline mode. This code is built entirely on Outline mode, it
|
||
;; only adds two commands that I found indispensable when dealing
|
||
;; with the special kind of trees that analysis trees comprise.
|
||
|
||
;; The built-in documentation should be enough to explain the use,
|
||
;; along with the following example (yes, this is a real game).
|
||
|
||
;; *** 23. f4 ef 24. Nf3 Rf3 -/+
|
||
;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
|
||
;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
|
||
;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
|
||
;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
|
||
|
||
;; Place the preceding in a scratch buffer, load this code, and do
|
||
;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
|
||
;; before the `Rf3' on the first line, and do C-c C-j. The result is
|
||
|
||
;; *** 23. f4 ef 24. Nf3
|
||
;; ****** 24: Rf3 -/+
|
||
;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
|
||
;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
|
||
;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
|
||
;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
|
||
|
||
;; Now you can add another subvariation on Black's 24th move: with
|
||
;; the cursor still on the first line, do C-c C-v, and voila
|
||
|
||
;; *** 23. f4 ef 24. Nf3
|
||
;; 24:
|
||
;; ****** 24: Rf3 -/+
|
||
;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
|
||
;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
|
||
;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
|
||
;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
|
||
|
||
;; and the cursor is positioned on the new line just after the move
|
||
;; number, so you can start typing the new analysis. That's it,
|
||
;; quite simple.
|
||
|
||
;; As of version 1.1, a simple score reducer has been implemented.
|
||
;; As you type in leaf variations, you can add a numerical score tag
|
||
;; to them with C-c ; . Then, with the cursor on a variation higher
|
||
;; up in the tree, you can do C-c ^ and the program will compute the
|
||
;; reduced score of the internal variation based on the scores of its
|
||
;; children (which are recursively computed). You can use any range
|
||
;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
|
||
;; all that matters to the program is that higher means better for
|
||
;; White, lower means better for Black.
|
||
|
||
;;; Code:
|
||
|
||
(require 'derived)
|
||
(require 'outline)
|
||
|
||
;;;; Configuration variables
|
||
|
||
(defgroup gametree nil
|
||
"Manage game analysis trees in Emacs."
|
||
:prefix "gametree-"
|
||
:group 'games
|
||
:version "20.3")
|
||
|
||
(defcustom gametree-half-ply-regexp (regexp-quote ":")
|
||
"Matches ends of numbers of moves by the \"second\" player.
|
||
For instance, it is an almost universal convention in chess to postfix
|
||
numbers of moves by Black (if considered in isolation) by the ellipsis
|
||
\"...\". This is NOT a good choice for this program, though, because it
|
||
conflicts with the use of ellipsis by Outline mode to denote collapsed
|
||
subtrees. The author uses \":\" because it agrees nicely with a set of
|
||
LaTeX macros he uses for typesetting annotated games."
|
||
:type 'regexp
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-full-ply-regexp (regexp-quote ".")
|
||
"Matches ends of numbers of moves by the \"first\" player.
|
||
For instance, it is an almost universal convention in chess to postfix
|
||
numbers of moves by White (if considered in isolation) by the dot \".\"."
|
||
:type 'regexp
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-half-ply-format "%d:"
|
||
"Output format for move numbers of moves by the \"second\" player.
|
||
Has to contain \"%d\" to output the actual number."
|
||
:type 'string
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-full-ply-format "%d."
|
||
"Output format for move numbers of moves by the \"first\" player.
|
||
Has to contain \"%d\" to output the actual number."
|
||
:type 'string
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-make-heading-function
|
||
(function (lambda (level)
|
||
(insert (make-string level ?*))))
|
||
"A function of one numeric argument, LEVEL, to insert a heading at point.
|
||
You should change this if you change `outline-regexp'."
|
||
:type 'function
|
||
:group 'gametree)
|
||
|
||
(defvar gametree-local-layout nil
|
||
"A list encoding the layout (i.e. the show or hide state) of the file.
|
||
If Emacs notices a local variable specification of this variable in
|
||
the first line of the buffer while saving the buffer to the visited
|
||
file, the local value will be saved there and restored the next time
|
||
the file is visited (subject to the usual restriction via
|
||
`enable-local-variables'), and the layout will be set accordingly.")
|
||
|
||
(defcustom gametree-score-opener "{score="
|
||
"The string which opens a score tag, and precedes the actual score."
|
||
:type 'string
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-score-manual-flag "!"
|
||
"String marking the line as manually (as opposed to automatically) scored."
|
||
:type 'string
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-score-closer "}"
|
||
"The string which closes a score tag, and follows the actual score."
|
||
:type 'string
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-score-regexp
|
||
(concat "[^\n\^M]*\\("
|
||
(regexp-quote gametree-score-opener)
|
||
"[ ]*\\("
|
||
(regexp-quote gametree-score-manual-flag)
|
||
"[ ]*\\)?\\([-+]?[0-9]+\\)"
|
||
(regexp-quote gametree-score-closer)
|
||
"[ ]*\\)[\n\^M]")
|
||
"Regular expression matching lines that guide the program in scoring.
|
||
Its third parenthetical group should match the actual score. Its
|
||
first parenthetical group should match the entire score tag. Its
|
||
second parenthetical group should be an optional flag that marks the
|
||
line as *manually* (as opposed to automatically) scored, which
|
||
prevents the program from recursively applying the scoring algorithm
|
||
on the subtree headed by the marked line, and makes it use the manual
|
||
score instead."
|
||
:type 'regexp
|
||
:group 'gametree)
|
||
|
||
(defcustom gametree-default-score 0
|
||
"Score to assume for branches lacking score tags."
|
||
:type 'integer
|
||
:group 'gametree)
|
||
|
||
;;;; Helper functions
|
||
|
||
(defun gametree-prettify-heading ()
|
||
"Insert/delete space between leading asterisks and heading text.
|
||
If the current variation is an internal node (i.e. starts with one or
|
||
more asterisks), ensure there's at least one space between the
|
||
asterisks and the text. If on the other hand this is a leaf, there
|
||
should be no leading white space."
|
||
(save-excursion
|
||
(beginning-of-line 1)
|
||
(if (re-search-forward (concat "\\=" outline-regexp) nil t)
|
||
(if (not (looking-at "[ \t]+")) (insert " "))
|
||
(delete-char (save-excursion (skip-chars-forward " \t"))))
|
||
(if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
|
||
gametree-full-ply-regexp "\\|"
|
||
gametree-half-ply-regexp "\\)") nil t)
|
||
(if (not (looking-at "[ \t]+")) (insert " ")
|
||
(delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
|
||
|
||
(defun gametree-looking-at-ply ()
|
||
"Read and return the number of the ply under point."
|
||
(if (eobp) 0
|
||
(let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
|
||
gametree-full-ply-regexp "\\|"
|
||
gametree-half-ply-regexp "\\)"))
|
||
(limit (line-beginning-position 1)))
|
||
(if (looking-at boundary)
|
||
(+ (* 2 (string-to-number (match-string 1)))
|
||
(if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
|
||
(save-excursion
|
||
(re-search-backward boundary limit)
|
||
(skip-chars-backward "0123456789")
|
||
(1+ (* 2 (string-to-number
|
||
(buffer-substring (point) (match-end 1))))))))))
|
||
|
||
(defun gametree-current-branch-ply ()
|
||
"Return the ply number of the first move of the current variation."
|
||
(save-excursion
|
||
(beginning-of-line 1)
|
||
(re-search-forward (concat "\\=" outline-regexp) nil t)
|
||
(gametree-looking-at-ply)))
|
||
|
||
(defsubst gametree-forward-line ()
|
||
(re-search-forward "[\n\^M]" nil 'move))
|
||
|
||
(defun gametree-current-branch-depth ()
|
||
"Return the depth of the current variation in the analysis tree.
|
||
This value is simply the outline heading level of the current line."
|
||
(save-excursion
|
||
(beginning-of-line 1)
|
||
(if (looking-at outline-regexp)
|
||
(outline-level) 0)))
|
||
|
||
(defun gametree-transpose-following-leaves ()
|
||
"Move the current leaf variation behind all others on the same level."
|
||
(let ((following-leaves
|
||
(save-excursion
|
||
(gametree-forward-line)
|
||
(let ((p (point)))
|
||
(while (and (not (eobp))
|
||
(= 0 (gametree-current-branch-depth)))
|
||
(gametree-forward-line))
|
||
(prog1 (buffer-substring p (point))
|
||
(delete-region p (point)))))))
|
||
(save-excursion
|
||
(beginning-of-line 1)
|
||
(insert following-leaves))))
|
||
|
||
|
||
;;;; Functions related to the task of saving and restoring current
|
||
;;;; outline layout
|
||
|
||
(defsubst gametree-show-children-and-entry ()
|
||
(show-children)
|
||
(show-entry))
|
||
|
||
(defun gametree-entry-shown-p ()
|
||
(save-excursion
|
||
(forward-line 1)
|
||
(and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
|
||
|
||
(defun gametree-children-shown-p ()
|
||
(save-excursion
|
||
(ignore-errors
|
||
(let ((depth (gametree-current-branch-depth)))
|
||
(outline-next-visible-heading 1)
|
||
(< depth (gametree-current-branch-depth))))))
|
||
|
||
(defun gametree-current-layout (depth &optional from-top-level)
|
||
(let ((layout nil) (first-time t))
|
||
(while (save-excursion
|
||
(ignore-errors
|
||
(or (and first-time from-top-level
|
||
(bolp) (looking-at outline-regexp))
|
||
(setq first-time nil)
|
||
(outline-next-visible-heading 1))
|
||
(< depth (gametree-current-branch-depth))))
|
||
(if (not first-time)
|
||
(outline-next-visible-heading 1))
|
||
(setq first-time nil)
|
||
(if (not (gametree-children-shown-p))
|
||
(setq layout
|
||
(nconc layout
|
||
(if (gametree-entry-shown-p)
|
||
(list 'show-entry)
|
||
(list nil))))
|
||
(setq layout (nconc layout (if (gametree-entry-shown-p)
|
||
(list 'gametree-show-children-and-entry)
|
||
(list 'show-children))))
|
||
(let ((sub-layout
|
||
(gametree-current-layout (gametree-current-branch-depth))))
|
||
(setq layout (nconc layout (list sub-layout))))))
|
||
layout))
|
||
|
||
(defun gametree-save-layout ()
|
||
(save-excursion
|
||
(goto-char (point-min))
|
||
(setq gametree-local-layout (gametree-current-layout 0 t))))
|
||
|
||
(defun gametree-apply-layout (layout depth &optional from-top-level)
|
||
(let ((first-time t))
|
||
(while (and layout
|
||
(save-excursion
|
||
(ignore-errors
|
||
(or (and first-time from-top-level
|
||
(bolp) (looking-at outline-regexp))
|
||
(setq first-time nil)
|
||
(outline-next-visible-heading 1))
|
||
(< depth (gametree-current-branch-depth)))))
|
||
(if (not first-time)
|
||
(outline-next-visible-heading 1))
|
||
(setq first-time nil)
|
||
(hide-subtree)
|
||
(if (nth 0 layout)
|
||
(funcall (nth 0 layout)))
|
||
(if (not (and (nth 1 layout) (listp (nth 1 layout))))
|
||
(setq layout (cdr layout))
|
||
(gametree-apply-layout (nth 1 layout)
|
||
(gametree-current-branch-depth))
|
||
(setq layout (cdr (cdr layout)))))))
|
||
|
||
(defun gametree-restore-layout ()
|
||
(save-excursion
|
||
(goto-char (point-min))
|
||
(gametree-apply-layout gametree-local-layout 0 t)))
|
||
|
||
(defun gametree-hack-file-layout ()
|
||
(save-excursion
|
||
(goto-char (point-min))
|
||
(if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
|
||
(progn
|
||
(goto-char (match-beginning 1))
|
||
(delete-region (point) (match-end 1))
|
||
(let ((standard-output (current-buffer)))
|
||
(princ gametree-local-layout))))))
|
||
|
||
|
||
;;;; Scoring functions
|
||
|
||
(defun gametree-current-branch-score ()
|
||
"Return score of current variation according to its score tag.
|
||
When no score tag is present, use the value of `gametree-default-score'."
|
||
(if (looking-at gametree-score-regexp)
|
||
(string-to-number (match-string 3))
|
||
gametree-default-score))
|
||
|
||
(defun gametree-compute-reduced-score ()
|
||
"Return current internal node score computed recursively from subnodes.
|
||
Subnodes which have been manually scored are honored."
|
||
(if (or
|
||
(= 0 (gametree-current-branch-depth))
|
||
(save-excursion (gametree-forward-line) (eobp))
|
||
(and (looking-at gametree-score-regexp)
|
||
(not (null (match-string 2)))))
|
||
(gametree-current-branch-score)
|
||
(let ((depth (gametree-current-branch-depth)))
|
||
(save-excursion
|
||
(gametree-forward-line)
|
||
;; the case of a leaf node has already been handled, so here I
|
||
;; know I am on the 1st line of the current subtree. This can
|
||
;; be either a leaf child, or a subheading.
|
||
(let ((running gametree-default-score)
|
||
(minmax
|
||
(if (= 0 (mod (gametree-current-branch-ply) 2))
|
||
'max 'min)))
|
||
(while (and (not (eobp))
|
||
(= 0 (gametree-current-branch-depth))) ;handle leaves
|
||
(setq running (funcall minmax running
|
||
(gametree-current-branch-score)))
|
||
(gametree-forward-line))
|
||
(let ((done (and (not (eobp))
|
||
(< depth (gametree-current-branch-depth)))))
|
||
(while (not done) ;handle subheadings
|
||
(setq running (funcall minmax running
|
||
(gametree-compute-reduced-score)))
|
||
(setq done (ignore-errors (outline-forward-same-level 1)))))
|
||
running)))))
|
||
|
||
;;;; Commands
|
||
|
||
(defun gametree-insert-new-leaf (&optional at-depth)
|
||
"Start a new leaf variation under the current branching point.
|
||
The new variation can later be split to be a branching point itself,
|
||
with \\[gametree-break-line-here]. If the point is currently on a
|
||
leaf variation, this command won't work; use \\[gametree-break-line-here]
|
||
on the current line first.
|
||
|
||
With a numeric arg AT-DEPTH, first go up the tree until a node of
|
||
depth AT-DEPTH or smaller is found."
|
||
(interactive "*P")
|
||
(if (zerop (gametree-current-branch-depth))
|
||
(outline-up-heading 0))
|
||
(if at-depth
|
||
(while (> (gametree-current-branch-depth)
|
||
(prefix-numeric-value at-depth))
|
||
(outline-up-heading 1)))
|
||
(beginning-of-line 1)
|
||
(let ((parent-depth (gametree-current-branch-depth)))
|
||
(show-entry)
|
||
(condition-case nil
|
||
(outline-next-visible-heading 1)
|
||
(error
|
||
(goto-char (point-max))
|
||
(if (not (bolp)) (insert "\n"))))
|
||
(let ((starting-plys
|
||
(if (> (gametree-current-branch-depth) parent-depth)
|
||
(gametree-current-branch-ply)
|
||
(save-excursion (forward-line -1)
|
||
(gametree-current-branch-ply)))))
|
||
(goto-char (1- (point)))
|
||
(insert "\n")
|
||
(insert (format (if (= 0 (mod starting-plys 2))
|
||
gametree-full-ply-format
|
||
gametree-half-ply-format)
|
||
(/ starting-plys 2))))))
|
||
|
||
(defun gametree-break-line-here (&optional at-move)
|
||
"Split the variation node at the point position.
|
||
This command works whether the current variation node is a leaf, or is
|
||
already branching at its end. The new node is created at a level that
|
||
reflects the number of game plys between the beginning of the current
|
||
variation and the breaking point.
|
||
|
||
With a numerical argument AT-MOVE, split the variation before
|
||
White's AT-MOVEth move, or Black's if negative. The last option will
|
||
only work of Black's moves are explicitly numbered, for instance
|
||
`1. e4 1: e5'."
|
||
(interactive "*P")
|
||
(if at-move (progn
|
||
(end-of-line 1)
|
||
(let ((limit (point)))
|
||
(beginning-of-line 1)
|
||
(re-search-forward
|
||
(concat
|
||
(regexp-quote
|
||
(int-to-string (abs (prefix-numeric-value at-move))))
|
||
(if (> at-move 0) gametree-full-ply-regexp
|
||
gametree-half-ply-regexp)) limit))
|
||
(goto-char (match-beginning 0))))
|
||
(gametree-transpose-following-leaves)
|
||
(let* ((pt (set-marker (make-marker) (point)))
|
||
(plys (gametree-current-branch-ply))
|
||
(depth (gametree-current-branch-depth))
|
||
(old-depth depth))
|
||
(if (= depth 0)
|
||
(progn
|
||
(save-excursion
|
||
(outline-previous-visible-heading 1)
|
||
(setq depth
|
||
(let ((old-branch-ply
|
||
(condition-case nil
|
||
(gametree-current-branch-ply)
|
||
(error 0))))
|
||
(if (zerop old-branch-ply)
|
||
(1+ (gametree-current-branch-depth))
|
||
(+ (gametree-current-branch-depth)
|
||
(- plys 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) plys))))
|
||
(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."
|
||
(interactive "cLayout 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."
|
||
(interactive "*cApply 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)
|
||
|
||
;;;; Key bindings
|
||
(defvar gametree-mode-map
|
||
(let ((map (make-sparse-keymap)))
|
||
(define-key map "\C-c\C-j" 'gametree-break-line-here)
|
||
(define-key map "\C-c\C-v" 'gametree-insert-new-leaf)
|
||
(define-key map "\C-c\C-m" 'gametree-merge-line)
|
||
(define-key map "\C-c\C-r " 'gametree-layout-to-register)
|
||
(define-key map "\C-c\C-r/" 'gametree-layout-to-register)
|
||
(define-key map "\C-c\C-rj" 'gametree-apply-register-layout)
|
||
(define-key map "\C-c\C-y" 'gametree-save-and-hack-layout)
|
||
(define-key map "\C-c;" 'gametree-insert-score)
|
||
(define-key map "\C-c^" 'gametree-compute-and-insert-score)
|
||
map))
|
||
|
||
(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)
|
||
(make-local-variable 'write-contents-hooks)
|
||
(add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
|
||
|
||
;;;; Goodies for mousing users
|
||
(and (fboundp 'track-mouse)
|
||
(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)
|
||
(show-subtree))
|
||
(defun gametree-mouse-hide-subtree (event)
|
||
(interactive "e")
|
||
(mouse-set-point event)
|
||
(hide-subtree))
|
||
(define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
|
||
'gametree-mouse-break-line-here)
|
||
(define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
|
||
'gametree-mouse-show-children-and-entry)
|
||
(define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
|
||
'gametree-mouse-show-subtree)
|
||
(define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
|
||
'gametree-mouse-hide-subtree))
|
||
|
||
(provide 'gametree)
|
||
|
||
;;; gametree.el ends here
|