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[bpt/emacs.git] / lisp / play / gametree.el
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1;;; gametree.el --- manage game analysis trees in Emacs
2
67d110f1 3;; Copyright (C) 1997, 1999, 2001, 2002, 2003, 2004, 2005, 2006, 2007,
114f9c96 4;; 2008, 2009, 2010 Free Software Foundation, Inc.
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5
6;; Author: Ian T Zimmerman <itz@rahul.net>
7;; Created: Wed Dec 10 07:41:46 PST 1997
8;; Keywords: games
9
10;; This file is part of GNU Emacs.
11
b1fc2b50 12;; GNU Emacs is free software: you can redistribute it and/or modify
747c1a5e 13;; it under the terms of the GNU General Public License as published by
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14;; the Free Software Foundation, either version 3 of the License, or
15;; (at your option) any later version.
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16
17;; GNU Emacs is distributed in the hope that it will be useful,
18;; but WITHOUT ANY WARRANTY; without even the implied warranty of
19;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20;; GNU General Public License for more details.
21
22;; You should have received a copy of the GNU General Public License
b1fc2b50 23;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
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24
25;;; Commentary:
26
27;; This little hack has enabled me to keep track of my email chess
28;; games in Emacs. For a long time I dreamt about writing a real,
29;; graphical tree editor; but, then the idea struck me, why do it
30;; graphically, when it can be done in Emacs? :-) And in fact Emacs
31;; almost had what I needed out of the box, namely the powerful
32;; Outline mode. This code is built entirely on Outline mode, it
33;; only adds two commands that I found indispensable when dealing
34;; with the special kind of trees that analysis trees comprise.
35
36;; The built-in documentation should be enough to explain the use,
37;; along with the following example (yes, this is a real game).
38
39;; *** 23. f4 ef 24. Nf3 Rf3 -/+
40;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
41;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
42;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
43;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
44
45;; Place the preceding in a scratch buffer, load this code, and do
46;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
47;; before the `Rf3' on the first line, and do C-c C-j. The result is
48
49;; *** 23. f4 ef 24. Nf3
50;; ****** 24: Rf3 -/+
51;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
52;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
53;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
54;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
55
56;; Now you can add another subvariation on Black's 24th move: with
57;; the cursor still on the first line, do C-c C-v, and voila
58
59;; *** 23. f4 ef 24. Nf3
60;; 24:
61;; ****** 24: Rf3 -/+
62;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
63;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
64;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
65;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
66
67;; and the cursor is positioned on the new line just after the move
68;; number, so you can start typing the new analysis. That's it,
a1506d29 69;; quite simple.
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70
71;; As of version 1.1, a simple score reducer has been implemented.
72;; As you type in leaf variations, you can add a numerical score tag
73;; to them with C-c ; . Then, with the cursor on a variation higher
74;; up in the tree, you can do C-c ^ and the program will compute the
75;; reduced score of the internal variation based on the scores of its
76;; children (which are recursively computed). You can use any range
77;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
78;; all that matters to the program is that higher means better for
79;; White, lower means better for Black.
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80
81;;; Code:
82
83(require 'derived)
84(require 'outline)
85
86;;;; Configuration variables
87
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88(defgroup gametree nil
89 "Manage game analysis trees in Emacs."
90 :prefix "gametree-"
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91 :group 'games
92 :version "20.3")
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93
94(defcustom gametree-half-ply-regexp (regexp-quote ":")
67d110f1 95 "Matches ends of numbers of moves by the \"second\" player.
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96For instance, it is an almost universal convention in chess to postfix
97numbers of moves by Black (if considered in isolation) by the ellipsis
98\"...\". This is NOT a good choice for this program, though, because it
99conflicts with the use of ellipsis by Outline mode to denote collapsed
100subtrees. The author uses \":\" because it agrees nicely with a set of
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101LaTeX macros he uses for typesetting annotated games."
102 :type 'regexp
103 :group 'gametree)
747c1a5e 104
323f7c49 105(defcustom gametree-full-ply-regexp (regexp-quote ".")
67d110f1 106 "Matches ends of numbers of moves by the \"first\" player.
747c1a5e 107For instance, it is an almost universal convention in chess to postfix
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108numbers of moves by White (if considered in isolation) by the dot \".\"."
109 :type 'regexp
110 :group 'gametree)
747c1a5e 111
323f7c49 112(defcustom gametree-half-ply-format "%d:"
67d110f1 113 "Output format for move numbers of moves by the \"second\" player.
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114Has to contain \"%d\" to output the actual number."
115 :type 'string
116 :group 'gametree)
747c1a5e 117
323f7c49 118(defcustom gametree-full-ply-format "%d."
67d110f1 119 "Output format for move numbers of moves by the \"first\" player.
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120Has to contain \"%d\" to output the actual number."
121 :type 'string
122 :group 'gametree)
747c1a5e 123
323f7c49 124(defcustom gametree-make-heading-function
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125 (function (lambda (level)
126 (insert (make-string level ?*))))
127 "A function of one numeric argument, LEVEL, to insert a heading at point.
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128You should change this if you change `outline-regexp'."
129 :type 'function
130 :group 'gametree)
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131
132(defvar gametree-local-layout nil
133 "A list encoding the layout (i.e. the show or hide state) of the file.
134If Emacs notices a local variable specification of this variable in
135the first line of the buffer while saving the buffer to the visited
136file, the local value will be saved there and restored the next time
137the file is visited (subject to the usual restriction via
138`enable-local-variables'), and the layout will be set accordingly.")
139
79c48ffe 140(defcustom gametree-score-opener "{score="
67d110f1 141 "The string which opens a score tag, and precedes the actual score."
79c48ffe 142 :type 'string
29114287 143 :group 'gametree)
3bc5a5ee 144
79c48ffe 145(defcustom gametree-score-manual-flag "!"
67d110f1 146 "String marking the line as manually (as opposed to automatically) scored."
79c48ffe 147 :type 'string
29114287 148 :group 'gametree)
3bc5a5ee 149
79c48ffe 150(defcustom gametree-score-closer "}"
67d110f1 151 "The string which closes a score tag, and follows the actual score."
79c48ffe 152 :type 'string
29114287 153 :group 'gametree)
3bc5a5ee 154
79c48ffe 155(defcustom gametree-score-regexp
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156 (concat "[^\n\^M]*\\("
157 (regexp-quote gametree-score-opener)
158 "[ ]*\\("
159 (regexp-quote gametree-score-manual-flag)
160 "[ ]*\\)?\\([-+]?[0-9]+\\)"
161 (regexp-quote gametree-score-closer)
162 "[ ]*\\)[\n\^M]")
67d110f1 163 "Regular expression matching lines that guide the program in scoring.
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164Its third parenthetical group should match the actual score. Its
165first parenthetical group should match the entire score tag. Its
166second parenthetical group should be an optional flag that marks the
167line as *manually* (as opposed to automatically) scored, which
168prevents the program from recursively applying the scoring algorithm
169on the subtree headed by the marked line, and makes it use the manual
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170score instead."
171 :type 'regexp
29114287 172 :group 'gametree)
3bc5a5ee 173
79c48ffe 174(defcustom gametree-default-score 0
67d110f1 175 "Score to assume for branches lacking score tags."
79c48ffe 176 :type 'integer
29114287 177 :group 'gametree)
3bc5a5ee 178\f
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179;;;; Helper functions
180
181(defun gametree-prettify-heading ()
182 "Insert/delete space between leading asterisks and heading text.
183If the current variation is an internal node (i.e. starts with one or
184more asterisks), ensure there's at least one space between the
185asterisks and the text. If on the other hand this is a leaf, there
186should be no leading white space."
187 (save-excursion
188 (beginning-of-line 1)
189 (if (re-search-forward (concat "\\=" outline-regexp) nil t)
190 (if (not (looking-at "[ \t]+")) (insert " "))
191 (delete-char (save-excursion (skip-chars-forward " \t"))))
192 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
193 gametree-full-ply-regexp "\\|"
194 gametree-half-ply-regexp "\\)") nil t)
195 (if (not (looking-at "[ \t]+")) (insert " ")
196 (delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
197
198(defun gametree-looking-at-ply ()
199 "Read and return the number of the ply under point."
200 (if (eobp) 0
a1506d29 201 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
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202 gametree-full-ply-regexp "\\|"
203 gametree-half-ply-regexp "\\)"))
204 (limit (save-excursion (beginning-of-line 1) (point))))
205 (if (looking-at boundary)
027a4b6b 206 (+ (* 2 (string-to-number (match-string 1)))
747c1a5e 207 (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
a1506d29 208 (save-excursion
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209 (re-search-backward boundary limit)
210 (skip-chars-backward "0123456789")
027a4b6b 211 (1+ (* 2 (string-to-number
747c1a5e 212 (buffer-substring (point) (match-end 1))))))))))
a1506d29 213
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214(defun gametree-current-branch-ply ()
215 "Return the ply number of the first move of the current variation."
216 (save-excursion
217 (beginning-of-line 1)
218 (re-search-forward (concat "\\=" outline-regexp) nil t)
219 (gametree-looking-at-ply)))
220
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221(defsubst gametree-forward-line ()
222 (re-search-forward "[\n\^M]" nil 'move))
223
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224(defun gametree-current-branch-depth ()
225 "Return the depth of the current variation in the analysis tree.
226This value is simply the outline heading level of the current line."
227 (save-excursion
228 (beginning-of-line 1)
229 (if (looking-at outline-regexp)
230 (outline-level) 0)))
231
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232(defun gametree-transpose-following-leaves ()
233 "Move the current leaf variation behind all others on the same level."
234 (let ((following-leaves
235 (save-excursion
236 (gametree-forward-line)
237 (let ((p (point)))
238 (while (and (not (eobp))
239 (= 0 (gametree-current-branch-depth)))
240 (gametree-forward-line))
241 (prog1 (buffer-substring p (point))
242 (delete-region p (point)))))))
243 (save-excursion
244 (beginning-of-line 1)
245 (insert following-leaves))))
a1506d29 246
3bc5a5ee 247\f
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248;;;; Functions related to the task of saving and restoring current
249;;;; outline layout
250
3bc5a5ee 251(defsubst gametree-show-children-and-entry ()
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252 (show-children)
253 (show-entry))
254
255(defun gametree-entry-shown-p ()
256 (save-excursion
257 (forward-line 1)
258 (and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
259
260(defun gametree-children-shown-p ()
261 (save-excursion
262 (condition-case nil
263 (let ((depth (gametree-current-branch-depth)))
264 (outline-next-visible-heading 1)
265 (< depth (gametree-current-branch-depth)))
266 (error nil))))
267
268(defun gametree-current-layout (depth &optional top-level)
269 (let ((layout nil) (first-time t))
270 (while (save-excursion
271 (condition-case nil
272 (progn
273 (or (and first-time top-level
274 (bolp) (looking-at outline-regexp))
275 (setq first-time nil)
276 (outline-next-visible-heading 1))
277 (< depth (gametree-current-branch-depth)))
278 (error nil)))
279 (if (not first-time)
280 (outline-next-visible-heading 1))
281 (setq first-time nil)
282 (if (not (gametree-children-shown-p))
283 (setq layout
284 (nconc layout
285 (if (gametree-entry-shown-p)
286 (list 'show-entry)
287 (list nil))))
288 (setq layout (nconc layout (if (gametree-entry-shown-p)
289 (list 'gametree-show-children-and-entry)
290 (list 'show-children))))
291 (let ((sub-layout
292 (gametree-current-layout (gametree-current-branch-depth))))
293 (setq layout (nconc layout (list sub-layout))))))
294 layout))
295
296(defun gametree-save-layout ()
297 (save-excursion
298 (goto-char (point-min))
299 (setq gametree-local-layout (gametree-current-layout 0 t))))
300
301(defun gametree-apply-layout (layout depth &optional top-level)
302 (let ((first-time t))
303 (while (and layout
304 (save-excursion
305 (condition-case nil
306 (progn
307 (or (and first-time top-level
308 (bolp) (looking-at outline-regexp))
309 (setq first-time nil)
310 (outline-next-visible-heading 1))
311 (< depth (gametree-current-branch-depth)))
312 (error nil))))
313 (if (not first-time)
314 (outline-next-visible-heading 1))
315 (setq first-time nil)
316 (hide-subtree)
317 (if (nth 0 layout)
318 (funcall (nth 0 layout)))
319 (if (not (and (nth 1 layout) (listp (nth 1 layout))))
320 (setq layout (cdr layout))
321 (gametree-apply-layout (nth 1 layout)
322 (gametree-current-branch-depth))
323 (setq layout (cdr (cdr layout)))))))
324
325(defun gametree-restore-layout ()
326 (save-excursion
327 (goto-char (point-min))
328 (gametree-apply-layout gametree-local-layout 0 t)))
329
330(defun gametree-hack-file-layout ()
331 (save-excursion
332 (goto-char (point-min))
333 (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
334 (progn
335 (goto-char (match-beginning 1))
336 (delete-region (point) (match-end 1))
337 (let ((standard-output (current-buffer)))
a1506d29 338 (princ gametree-local-layout))))))
747c1a5e 339
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340\f
341;;;; Scoring functions
342
343(defun gametree-current-branch-score ()
344 "Return score of current variation according to its score tag.
345When no score tag is present, use the value of `gametree-default-score'."
346 (if (looking-at gametree-score-regexp)
027a4b6b 347 (string-to-number (match-string 3))
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348 gametree-default-score))
349
350(defun gametree-compute-reduced-score ()
351 "Return current internal node score computed recursively from subnodes.
352Subnodes which have been manually scored are honored."
353 (if (or
354 (= 0 (gametree-current-branch-depth))
355 (save-excursion (gametree-forward-line) (eobp))
356 (and (looking-at gametree-score-regexp)
357 (not (null (match-string 2)))))
358 (gametree-current-branch-score)
359 (let ((depth (gametree-current-branch-depth)))
360 (save-excursion
361 (gametree-forward-line)
362 ;; the case of a leaf node has already been handled, so here I
363 ;; know I am on the 1st line of the current subtree. This can
364 ;; be either a leaf child, or a subheading.
365 (let ((running gametree-default-score)
366 (minmax
367 (if (= 0 (mod (gametree-current-branch-ply) 2))
368 'max 'min)))
369 (while (and (not (eobp))
370 (= 0 (gametree-current-branch-depth))) ;handle leaves
371 (setq running (funcall minmax running
372 (gametree-current-branch-score)))
373 (gametree-forward-line))
374 (let ((done (and (not (eobp))
375 (< depth (gametree-current-branch-depth)))))
376 (while (not done) ;handle subheadings
377 (setq running (funcall minmax running
378 (gametree-compute-reduced-score)))
379 (setq done (condition-case nil
380 (outline-forward-same-level 1)
381 (error nil)))))
382 running)))))
383\f
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384;;;; Commands
385
386(defun gametree-insert-new-leaf (&optional at-depth)
387 "Start a new leaf variation under the current branching point.
388The new variation can later be split to be a branching point itself,
389with \\[gametree-break-line-here]. If the point is currently on a
390leaf variation, this command won't work; use \\[gametree-break-line-here]
391on the current line first.
392
393With a numeric arg AT-DEPTH, first go up the tree until a node of
394depth AT-DEPTH or smaller is found."
3bc5a5ee 395 (interactive "*P")
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396 (if (zerop (gametree-current-branch-depth))
397 (outline-up-heading 0))
398 (if at-depth
399 (while (> (gametree-current-branch-depth)
400 (prefix-numeric-value at-depth))
401 (outline-up-heading 1)))
402 (beginning-of-line 1)
403 (let ((parent-depth (gametree-current-branch-depth)))
404 (show-entry)
405 (condition-case nil
406 (outline-next-visible-heading 1)
407 (error
408 (goto-char (point-max))
409 (if (not (bolp)) (insert "\n"))))
a1506d29 410 (let ((starting-plys
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411 (if (> (gametree-current-branch-depth) parent-depth)
412 (gametree-current-branch-ply)
413 (save-excursion (forward-line -1)
414 (gametree-current-branch-ply)))))
415 (goto-char (1- (point)))
416 (insert "\n")
417 (insert (format (if (= 0 (mod starting-plys 2))
418 gametree-full-ply-format
419 gametree-half-ply-format)
420 (/ starting-plys 2))))))
421
422(defun gametree-break-line-here (&optional at-move)
423 "Split the variation node at the point position.
424This command works whether the current variation node is a leaf, or is
425already branching at its end. The new node is created at a level that
426reflects the number of game plys between the beginning of the current
427variation and the breaking point.
428
429With a numerical argument AT-MOVE, split the variation before
430White's AT-MOVEth move, or Black's if negative. The last option will
a1506d29 431only work of Black's moves are explicitly numbered, for instance
747c1a5e 432`1. e4 1: e5'."
3bc5a5ee 433 (interactive "*P")
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434 (if at-move (progn
435 (end-of-line 1)
436 (let ((limit (point)))
437 (beginning-of-line 1)
438 (re-search-forward
439 (concat
440 (regexp-quote
441 (int-to-string (abs (prefix-numeric-value at-move))))
442 (if (> at-move 0) gametree-full-ply-regexp
443 gametree-half-ply-regexp)) limit))
444 (goto-char (match-beginning 0))))
3bc5a5ee 445 (gametree-transpose-following-leaves)
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446 (let* ((pt (set-marker (make-marker) (point)))
447 (plys (gametree-current-branch-ply))
448 (depth (gametree-current-branch-depth))
449 (old-depth depth))
450 (if (= depth 0)
451 (progn
452 (save-excursion
453 (outline-previous-visible-heading 1)
454 (setq depth
455 (let ((old-branch-ply
456 (condition-case nil
457 (gametree-current-branch-ply)
458 (error 0))))
459 (if (zerop old-branch-ply)
460 (1+ (gametree-current-branch-depth))
461 (+ (gametree-current-branch-depth)
462 (- plys old-branch-ply))))))
463 (save-excursion
464 (beginning-of-line 1)
465 (funcall gametree-make-heading-function depth)
466 (gametree-prettify-heading))))
467 (save-excursion
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468 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
469 gametree-full-ply-regexp "\\|"
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470 gametree-half-ply-regexp "\\)")))
471 (progn
472 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
473 gametree-full-ply-format
474 gametree-half-ply-format)
475 (/ (gametree-looking-at-ply) 2)))
476 (gametree-prettify-heading)
477 (beginning-of-line 1)))
478 (goto-char pt)
479 (insert "\n")
480 (if (not (= 0 old-depth))
481 (funcall gametree-make-heading-function
482 (+ depth (- (gametree-current-branch-ply) plys))))
483 (gametree-prettify-heading))))
484
485(defun gametree-merge-line ()
486 "Merges a variation with its only child.
487Does *not* check if the variation has in fact a unique child; users beware."
3bc5a5ee 488 (interactive "*")
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489 (if (zerop (gametree-current-branch-depth))
490 (outline-up-heading 0))
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491 (if (looking-at gametree-score-regexp)
492 (delete-region (match-beginning 1) (match-end 1)))
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493 (end-of-line 1)
494 (let ((prev-depth (save-excursion (forward-line 1)
495 (gametree-current-branch-depth))))
496 (delete-char (1+ prev-depth))
497 (if (zerop prev-depth)
498 (save-excursion
499 (beginning-of-line 1)
500 (delete-char (gametree-current-branch-depth))
501 (gametree-prettify-heading)))))
502
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503(defun gametree-insert-score (score &optional auto)
504 "Insert a score tag with value SCORE at the end of the current line.
505If this line already has a score tag, just jump to it and alter it.
506When called from a program, optional AUTO flag tells if the score is
507being entered automatically (and thus should lack the manual mark)."
508 (interactive "*P")
509 (beginning-of-line 1)
510 (if (looking-at gametree-score-regexp)
511 (progn
512 (goto-char (match-beginning 3))
513 (if (and auto (not (null (match-string 2))))
514 (delete-region (match-beginning 2) (match-end 2)))
515 (if (not (null score))
516 (delete-region (match-beginning 3) (match-end 3)))
517 (if (and (not auto) (null (match-string 2)))
518 (insert gametree-score-manual-flag)))
519 (end-of-line 1)
520 (if (= 0 (save-excursion (skip-chars-backward " \t")))
521 (insert " "))
522 (insert gametree-score-opener)
523 (if (not auto) (insert gametree-score-manual-flag))
524 (save-excursion (insert gametree-score-closer)))
525 (if (not (null score))
526 (save-excursion
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527 (insert (int-to-string (prefix-numeric-value score))))))
528
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529(defun gametree-compute-and-insert-score ()
530 "Compute current node score, maybe recursively from subnodes. Insert it.
531Subnodes which have been manually scored are honored."
532 (interactive "*")
533 (let ((auto (not (and (looking-at gametree-score-regexp)
534 (not (null (match-string 2))))))
535 (score (gametree-compute-reduced-score)))
536 (gametree-insert-score score auto)))
537
538
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539(defun gametree-layout-to-register (register)
540 "Store current tree layout in register REGISTER.
541Use \\[gametree-apply-register-layout] to restore that configuration.
542Argument is a character, naming the register."
543 (interactive "cLayout to register: ")
544 (save-excursion
545 (goto-char (point-min))
546 (set-register register
547 (gametree-current-layout 0 t))))
548
549(defun gametree-apply-register-layout (char)
550 "Return to a tree layout stored in a register.
551Argument is a character, naming the register."
3bc5a5ee 552 (interactive "*cApply layout from register: ")
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553 (save-excursion
554 (goto-char (point-min))
555 (gametree-apply-layout (get-register char) 0 t)))
556
557(defun gametree-save-and-hack-layout ()
558 "Save the current tree layout and hack the file local variable spec.
559This function saves the current layout in `gametree-local-layout' and,
560if a local file varible specification for this variable exists in the
561buffer, it is replaced by the new value. See the documentation for
562`gametree-local-layout' for more information."
563 (interactive)
564 (gametree-save-layout)
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565 (let ((inhibit-read-only t))
566 (gametree-hack-file-layout))
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567 nil)
568
569(define-derived-mode gametree-mode outline-mode "GameTree"
a1506d29 570 "Major mode for managing game analysis trees.
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571Useful to postal and email chess (and, it is hoped, also checkers, go,
572shogi, etc.) players, it is a slightly modified version of Outline mode.
573
574\\{gametree-mode-map}"
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575 (auto-fill-mode 0)
576 (make-local-variable 'write-contents-hooks)
577 (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
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578
579;;;; Key bindings
580
581(define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here)
582(define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf)
583(define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line)
584(define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register)
585(define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register)
586(define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout)
587(define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout)
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588(define-key gametree-mode-map "\C-c;" 'gametree-insert-score)
589(define-key gametree-mode-map "\C-c^" 'gametree-compute-and-insert-score)
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590
591;;;; Goodies for mousing users
592(and (fboundp 'track-mouse)
593 (defun gametree-mouse-break-line-here (event)
594 (interactive "e")
595 (mouse-set-point event)
596 (gametree-break-line-here))
597 (defun gametree-mouse-show-children-and-entry (event)
598 (interactive "e")
599 (mouse-set-point event)
600 (gametree-show-children-and-entry))
601 (defun gametree-mouse-show-subtree (event)
602 (interactive "e")
603 (mouse-set-point event)
604 (show-subtree))
605 (defun gametree-mouse-hide-subtree (event)
606 (interactive "e")
607 (mouse-set-point event)
608 (hide-subtree))
609 (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
610 'gametree-mouse-break-line-here)
611 (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
612 'gametree-mouse-show-children-and-entry)
613 (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
614 'gametree-mouse-show-subtree)
615 (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
616 'gametree-mouse-hide-subtree))
617
618(provide 'gametree)
619
cbee283d 620;; arch-tag: aaa30943-9ae4-4cc1-813d-a46f96b7e4f1
747c1a5e 621;;; gametree.el ends here