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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
3;; Copyright (C) 1997 Free Software Foundation, Inc
4
5;; Author: Ian T Zimmerman <itz@rahul.net>
6;; Created: Wed Dec 10 07:41:46 PST 1997
7;; Keywords: games
8
9;; This file is part of GNU Emacs.
10
11;; GNU Emacs is free software; you can redistribute it and/or modify
12;; it under the terms of the GNU General Public License as published by
13;; the Free Software Foundation; either version 2, or (at your option)
14;; any later version.
15
16;; GNU Emacs is distributed in the hope that it will be useful,
17;; but WITHOUT ANY WARRANTY; without even the implied warranty of
18;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19;; GNU General Public License for more details.
20
21;; You should have received a copy of the GNU General Public License
22;; along with GNU Emacs; see the file COPYING. If not, write to the
23;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
24;; Boston, MA 02111-1307, USA.
25
26;;; Commentary:
27
28;; This little hack has enabled me to keep track of my email chess
29;; games in Emacs. For a long time I dreamt about writing a real,
30;; graphical tree editor; but, then the idea struck me, why do it
31;; graphically, when it can be done in Emacs? :-) And in fact Emacs
32;; almost had what I needed out of the box, namely the powerful
33;; Outline mode. This code is built entirely on Outline mode, it
34;; only adds two commands that I found indispensable when dealing
35;; with the special kind of trees that analysis trees comprise.
36
37;; The built-in documentation should be enough to explain the use,
38;; along with the following example (yes, this is a real game).
39
40;; *** 23. f4 ef 24. Nf3 Rf3 -/+
41;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
42;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
43;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
44;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
45
46;; Place the preceding in a scratch buffer, load this code, and do
47;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
48;; before the `Rf3' on the first line, and do C-c C-j. The result is
49
50;; *** 23. f4 ef 24. Nf3
51;; ****** 24: Rf3 -/+
52;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
53;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
54;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
55;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
56
57;; Now you can add another subvariation on Black's 24th move: with
58;; the cursor still on the first line, do C-c C-v, and voila
59
60;; *** 23. f4 ef 24. Nf3
61;; 24:
62;; ****** 24: Rf3 -/+
63;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
64;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
65;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
66;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
67
68;; and the cursor is positioned on the new line just after the move
69;; number, so you can start typing the new analysis. That's it,
70;; quite simple. If you want more, read on.
71
72;;; ToDo:
73
74;; BIG: automatic score reducer. It should be possible to label the
75;; leaf variations with numeric scores (instead of the Informant-like
76;; symbols used in the example) and have the program apply the
77;; min-max algorithm to score the internal nodes. That's about as
78;; far as one can go in a postal game while honestly claiming not to
79;; use computer analysis.
80
81;; I'd definitely like to hear from you if you use this, and even
82;; more if you have suggestions for improvement, ranging from bug
83;; reports to feature requests. (But be warned that I am a fan of
84;; simplicity and orthogonality).
85
86;;; Code:
87
88(require 'derived)
89(require 'outline)
90
91;;;; Configuration variables
92
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93(defgroup gametree nil
94 "Manage game analysis trees in Emacs."
95 :prefix "gametree-"
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96 :group 'games
97 :version "20.3")
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98
99(defcustom gametree-half-ply-regexp (regexp-quote ":")
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100 "*Matches ends of numbers of moves by the \"second\" player.
101For instance, it is an almost universal convention in chess to postfix
102numbers of moves by Black (if considered in isolation) by the ellipsis
103\"...\". This is NOT a good choice for this program, though, because it
104conflicts with the use of ellipsis by Outline mode to denote collapsed
105subtrees. The author uses \":\" because it agrees nicely with a set of
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106LaTeX macros he uses for typesetting annotated games."
107 :type 'regexp
108 :group 'gametree)
747c1a5e 109
323f7c49 110(defcustom gametree-full-ply-regexp (regexp-quote ".")
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111 "*Matches ends of numbers of moves by the \"first\" player.
112For instance, it is an almost universal convention in chess to postfix
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113numbers of moves by White (if considered in isolation) by the dot \".\"."
114 :type 'regexp
115 :group 'gametree)
747c1a5e 116
323f7c49 117(defcustom gametree-half-ply-format "%d:"
747c1a5e 118 "*Output format for move numbers of moves by the \"second\" player.
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119Has to contain \"%d\" to output the actual number."
120 :type 'string
121 :group 'gametree)
747c1a5e 122
323f7c49 123(defcustom gametree-full-ply-format "%d."
747c1a5e 124 "*Output format for move numbers of moves by the \"first\" player.
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125Has to contain \"%d\" to output the actual number."
126 :type 'string
127 :group 'gametree)
747c1a5e 128
323f7c49 129(defcustom gametree-make-heading-function
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130 (function (lambda (level)
131 (insert (make-string level ?*))))
132 "A function of one numeric argument, LEVEL, to insert a heading at point.
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133You should change this if you change `outline-regexp'."
134 :type 'function
135 :group 'gametree)
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136
137(defvar gametree-local-layout nil
138 "A list encoding the layout (i.e. the show or hide state) of the file.
139If Emacs notices a local variable specification of this variable in
140the first line of the buffer while saving the buffer to the visited
141file, the local value will be saved there and restored the next time
142the file is visited (subject to the usual restriction via
143`enable-local-variables'), and the layout will be set accordingly.")
144
145;;;; Helper functions
146
147(defun gametree-prettify-heading ()
148 "Insert/delete space between leading asterisks and heading text.
149If the current variation is an internal node (i.e. starts with one or
150more asterisks), ensure there's at least one space between the
151asterisks and the text. If on the other hand this is a leaf, there
152should be no leading white space."
153 (save-excursion
154 (beginning-of-line 1)
155 (if (re-search-forward (concat "\\=" outline-regexp) nil t)
156 (if (not (looking-at "[ \t]+")) (insert " "))
157 (delete-char (save-excursion (skip-chars-forward " \t"))))
158 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
159 gametree-full-ply-regexp "\\|"
160 gametree-half-ply-regexp "\\)") nil t)
161 (if (not (looking-at "[ \t]+")) (insert " ")
162 (delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
163
164(defun gametree-looking-at-ply ()
165 "Read and return the number of the ply under point."
166 (if (eobp) 0
167 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
168 gametree-full-ply-regexp "\\|"
169 gametree-half-ply-regexp "\\)"))
170 (limit (save-excursion (beginning-of-line 1) (point))))
171 (if (looking-at boundary)
172 (+ (* 2 (string-to-int (match-string 1)))
173 (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
174 (save-excursion
175 (re-search-backward boundary limit)
176 (skip-chars-backward "0123456789")
177 (1+ (* 2 (string-to-int
178 (buffer-substring (point) (match-end 1))))))))))
179
180(defun gametree-current-branch-ply ()
181 "Return the ply number of the first move of the current variation."
182 (save-excursion
183 (beginning-of-line 1)
184 (re-search-forward (concat "\\=" outline-regexp) nil t)
185 (gametree-looking-at-ply)))
186
187(defun gametree-current-branch-depth ()
188 "Return the depth of the current variation in the analysis tree.
189This value is simply the outline heading level of the current line."
190 (save-excursion
191 (beginning-of-line 1)
192 (if (looking-at outline-regexp)
193 (outline-level) 0)))
194
195;;;; Functions related to the task of saving and restoring current
196;;;; outline layout
197
198(defun gametree-show-children-and-entry ()
199 (show-children)
200 (show-entry))
201
202(defun gametree-entry-shown-p ()
203 (save-excursion
204 (forward-line 1)
205 (and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
206
207(defun gametree-children-shown-p ()
208 (save-excursion
209 (condition-case nil
210 (let ((depth (gametree-current-branch-depth)))
211 (outline-next-visible-heading 1)
212 (< depth (gametree-current-branch-depth)))
213 (error nil))))
214
215(defun gametree-current-layout (depth &optional top-level)
216 (let ((layout nil) (first-time t))
217 (while (save-excursion
218 (condition-case nil
219 (progn
220 (or (and first-time top-level
221 (bolp) (looking-at outline-regexp))
222 (setq first-time nil)
223 (outline-next-visible-heading 1))
224 (< depth (gametree-current-branch-depth)))
225 (error nil)))
226 (if (not first-time)
227 (outline-next-visible-heading 1))
228 (setq first-time nil)
229 (if (not (gametree-children-shown-p))
230 (setq layout
231 (nconc layout
232 (if (gametree-entry-shown-p)
233 (list 'show-entry)
234 (list nil))))
235 (setq layout (nconc layout (if (gametree-entry-shown-p)
236 (list 'gametree-show-children-and-entry)
237 (list 'show-children))))
238 (let ((sub-layout
239 (gametree-current-layout (gametree-current-branch-depth))))
240 (setq layout (nconc layout (list sub-layout))))))
241 layout))
242
243(defun gametree-save-layout ()
244 (save-excursion
245 (goto-char (point-min))
246 (setq gametree-local-layout (gametree-current-layout 0 t))))
247
248(defun gametree-apply-layout (layout depth &optional top-level)
249 (let ((first-time t))
250 (while (and layout
251 (save-excursion
252 (condition-case nil
253 (progn
254 (or (and first-time top-level
255 (bolp) (looking-at outline-regexp))
256 (setq first-time nil)
257 (outline-next-visible-heading 1))
258 (< depth (gametree-current-branch-depth)))
259 (error nil))))
260 (if (not first-time)
261 (outline-next-visible-heading 1))
262 (setq first-time nil)
263 (hide-subtree)
264 (if (nth 0 layout)
265 (funcall (nth 0 layout)))
266 (if (not (and (nth 1 layout) (listp (nth 1 layout))))
267 (setq layout (cdr layout))
268 (gametree-apply-layout (nth 1 layout)
269 (gametree-current-branch-depth))
270 (setq layout (cdr (cdr layout)))))))
271
272(defun gametree-restore-layout ()
273 (save-excursion
274 (goto-char (point-min))
275 (gametree-apply-layout gametree-local-layout 0 t)))
276
277(defun gametree-hack-file-layout ()
278 (save-excursion
279 (goto-char (point-min))
280 (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
281 (progn
282 (goto-char (match-beginning 1))
283 (delete-region (point) (match-end 1))
284 (let ((standard-output (current-buffer)))
285 (princ gametree-local-layout))))))
286
287;;;; Commands
288
289(defun gametree-insert-new-leaf (&optional at-depth)
290 "Start a new leaf variation under the current branching point.
291The new variation can later be split to be a branching point itself,
292with \\[gametree-break-line-here]. If the point is currently on a
293leaf variation, this command won't work; use \\[gametree-break-line-here]
294on the current line first.
295
296With a numeric arg AT-DEPTH, first go up the tree until a node of
297depth AT-DEPTH or smaller is found."
298 (interactive "P")
299 (if (zerop (gametree-current-branch-depth))
300 (outline-up-heading 0))
301 (if at-depth
302 (while (> (gametree-current-branch-depth)
303 (prefix-numeric-value at-depth))
304 (outline-up-heading 1)))
305 (beginning-of-line 1)
306 (let ((parent-depth (gametree-current-branch-depth)))
307 (show-entry)
308 (condition-case nil
309 (outline-next-visible-heading 1)
310 (error
311 (goto-char (point-max))
312 (if (not (bolp)) (insert "\n"))))
313 (let ((starting-plys
314 (if (> (gametree-current-branch-depth) parent-depth)
315 (gametree-current-branch-ply)
316 (save-excursion (forward-line -1)
317 (gametree-current-branch-ply)))))
318 (goto-char (1- (point)))
319 (insert "\n")
320 (insert (format (if (= 0 (mod starting-plys 2))
321 gametree-full-ply-format
322 gametree-half-ply-format)
323 (/ starting-plys 2))))))
324
325(defun gametree-break-line-here (&optional at-move)
326 "Split the variation node at the point position.
327This command works whether the current variation node is a leaf, or is
328already branching at its end. The new node is created at a level that
329reflects the number of game plys between the beginning of the current
330variation and the breaking point.
331
332With a numerical argument AT-MOVE, split the variation before
333White's AT-MOVEth move, or Black's if negative. The last option will
334only work of Black's moves are explicitly numbered, for instance
335`1. e4 1: e5'."
336 (interactive "P")
337 (if at-move (progn
338 (end-of-line 1)
339 (let ((limit (point)))
340 (beginning-of-line 1)
341 (re-search-forward
342 (concat
343 (regexp-quote
344 (int-to-string (abs (prefix-numeric-value at-move))))
345 (if (> at-move 0) gametree-full-ply-regexp
346 gametree-half-ply-regexp)) limit))
347 (goto-char (match-beginning 0))))
348 (let* ((pt (set-marker (make-marker) (point)))
349 (plys (gametree-current-branch-ply))
350 (depth (gametree-current-branch-depth))
351 (old-depth depth))
352 (if (= depth 0)
353 (progn
354 (save-excursion
355 (outline-previous-visible-heading 1)
356 (setq depth
357 (let ((old-branch-ply
358 (condition-case nil
359 (gametree-current-branch-ply)
360 (error 0))))
361 (if (zerop old-branch-ply)
362 (1+ (gametree-current-branch-depth))
363 (+ (gametree-current-branch-depth)
364 (- plys old-branch-ply))))))
365 (save-excursion
366 (beginning-of-line 1)
367 (funcall gametree-make-heading-function depth)
368 (gametree-prettify-heading))))
369 (save-excursion
370 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
371 gametree-full-ply-regexp "\\|"
372 gametree-half-ply-regexp "\\)")))
373 (progn
374 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
375 gametree-full-ply-format
376 gametree-half-ply-format)
377 (/ (gametree-looking-at-ply) 2)))
378 (gametree-prettify-heading)
379 (beginning-of-line 1)))
380 (goto-char pt)
381 (insert "\n")
382 (if (not (= 0 old-depth))
383 (funcall gametree-make-heading-function
384 (+ depth (- (gametree-current-branch-ply) plys))))
385 (gametree-prettify-heading))))
386
387(defun gametree-merge-line ()
388 "Merges a variation with its only child.
389Does *not* check if the variation has in fact a unique child; users beware."
390 (interactive)
391 (if (zerop (gametree-current-branch-depth))
392 (outline-up-heading 0))
393 (end-of-line 1)
394 (let ((prev-depth (save-excursion (forward-line 1)
395 (gametree-current-branch-depth))))
396 (delete-char (1+ prev-depth))
397 (if (zerop prev-depth)
398 (save-excursion
399 (beginning-of-line 1)
400 (delete-char (gametree-current-branch-depth))
401 (gametree-prettify-heading)))))
402
403(defun gametree-layout-to-register (register)
404 "Store current tree layout in register REGISTER.
405Use \\[gametree-apply-register-layout] to restore that configuration.
406Argument is a character, naming the register."
407 (interactive "cLayout to register: ")
408 (save-excursion
409 (goto-char (point-min))
410 (set-register register
411 (gametree-current-layout 0 t))))
412
413(defun gametree-apply-register-layout (char)
414 "Return to a tree layout stored in a register.
415Argument is a character, naming the register."
416 (interactive "cApply layout from register: ")
417 (save-excursion
418 (goto-char (point-min))
419 (gametree-apply-layout (get-register char) 0 t)))
420
421(defun gametree-save-and-hack-layout ()
422 "Save the current tree layout and hack the file local variable spec.
423This function saves the current layout in `gametree-local-layout' and,
424if a local file varible specification for this variable exists in the
425buffer, it is replaced by the new value. See the documentation for
426`gametree-local-layout' for more information."
427 (interactive)
428 (gametree-save-layout)
429 (gametree-hack-file-layout)
430 nil)
431
432(define-derived-mode gametree-mode outline-mode "GameTree"
433 "Major mode for managing game analysis trees.
434Useful to postal and email chess (and, it is hoped, also checkers, go,
435shogi, etc.) players, it is a slightly modified version of Outline mode.
436
437\\{gametree-mode-map}"
438(auto-fill-mode 0)
439(make-variable-buffer-local 'write-contents-hooks)
440(add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
441
442;;;; Key bindings
443
444(define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here)
445(define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf)
446(define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line)
447(define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register)
448(define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register)
449(define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout)
450(define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout)
451
452;;;; Goodies for mousing users
453(and (fboundp 'track-mouse)
454 (defun gametree-mouse-break-line-here (event)
455 (interactive "e")
456 (mouse-set-point event)
457 (gametree-break-line-here))
458 (defun gametree-mouse-show-children-and-entry (event)
459 (interactive "e")
460 (mouse-set-point event)
461 (gametree-show-children-and-entry))
462 (defun gametree-mouse-show-subtree (event)
463 (interactive "e")
464 (mouse-set-point event)
465 (show-subtree))
466 (defun gametree-mouse-hide-subtree (event)
467 (interactive "e")
468 (mouse-set-point event)
469 (hide-subtree))
470 (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
471 'gametree-mouse-break-line-here)
472 (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
473 'gametree-mouse-show-children-and-entry)
474 (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
475 'gametree-mouse-show-subtree)
476 (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
477 'gametree-mouse-hide-subtree))
478
479(provide 'gametree)
480
481;;; gametree.el ends here