(minibuffer-default-add-shell-commands): Fix doc-string typo.
[emacs.git] / lisp / play / gametree.el
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1 ;;; gametree.el --- manage game analysis trees in Emacs
3 ;; Copyright (C) 1997, 1999, 2001, 2002, 2003, 2004,
4 ;; 2005, 2006, 2007, 2008 Free Software Foundation, Inc.
6 ;; Author: Ian T Zimmerman <itz@rahul.net>
7 ;; Created: Wed Dec 10 07:41:46 PST 1997
8 ;; Keywords: games
10 ;; This file is part of GNU Emacs.
12 ;; GNU Emacs is free software: you can redistribute it and/or modify
13 ;; it under the terms of the GNU General Public License as published by
14 ;; the Free Software Foundation, either version 3 of the License, or
15 ;; (at your option) any later version.
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.
22 ;; You should have received a copy of the GNU General Public License
23 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
25 ;;; Commentary:
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.
36 ;; The built-in documentation should be enough to explain the use,
37 ;; along with the following example (yes, this is a real game).
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 -+
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
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 -+
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
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 -+
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,
69 ;; quite simple.
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.
81 ;;; Code:
83 (require 'derived)
84 (require 'outline)
86 ;;;; Configuration variables
88 (defgroup gametree nil
89 "Manage game analysis trees in Emacs."
90 :prefix "gametree-"
91 :group 'games
92 :version "20.3")
94 (defcustom gametree-half-ply-regexp (regexp-quote ":")
95 "*Matches ends of numbers of moves by the \"second\" player.
96 For instance, it is an almost universal convention in chess to postfix
97 numbers of moves by Black (if considered in isolation) by the ellipsis
98 \"...\". This is NOT a good choice for this program, though, because it
99 conflicts with the use of ellipsis by Outline mode to denote collapsed
100 subtrees. The author uses \":\" because it agrees nicely with a set of
101 LaTeX macros he uses for typesetting annotated games."
102 :type 'regexp
103 :group 'gametree)
105 (defcustom gametree-full-ply-regexp (regexp-quote ".")
106 "*Matches ends of numbers of moves by the \"first\" player.
107 For instance, it is an almost universal convention in chess to postfix
108 numbers of moves by White (if considered in isolation) by the dot \".\"."
109 :type 'regexp
110 :group 'gametree)
112 (defcustom gametree-half-ply-format "%d:"
113 "*Output format for move numbers of moves by the \"second\" player.
114 Has to contain \"%d\" to output the actual number."
115 :type 'string
116 :group 'gametree)
118 (defcustom gametree-full-ply-format "%d."
119 "*Output format for move numbers of moves by the \"first\" player.
120 Has to contain \"%d\" to output the actual number."
121 :type 'string
122 :group 'gametree)
124 (defcustom gametree-make-heading-function
125 (function (lambda (level)
126 (insert (make-string level ?*))))
127 "A function of one numeric argument, LEVEL, to insert a heading at point.
128 You should change this if you change `outline-regexp'."
129 :type 'function
130 :group 'gametree)
132 (defvar gametree-local-layout nil
133 "A list encoding the layout (i.e. the show or hide state) of the file.
134 If Emacs notices a local variable specification of this variable in
135 the first line of the buffer while saving the buffer to the visited
136 file, the local value will be saved there and restored the next time
137 the file is visited (subject to the usual restriction via
138 `enable-local-variables'), and the layout will be set accordingly.")
140 (defcustom gametree-score-opener "{score="
141 "*The string which opens a score tag, and precedes the actual score."
142 :type 'string
143 :group 'gametree)
145 (defcustom gametree-score-manual-flag "!"
146 "*String marking the line as manually (as opposed to automatically) scored."
147 :type 'string
148 :group 'gametree)
150 (defcustom gametree-score-closer "}"
151 "*The string which closes a score tag, and follows the actual score."
152 :type 'string
153 :group 'gametree)
155 (defcustom gametree-score-regexp
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]")
163 "*Regular expression matching lines that guide the program in scoring.
164 Its third parenthetical group should match the actual score. Its
165 first parenthetical group should match the entire score tag. Its
166 second parenthetical group should be an optional flag that marks the
167 line as *manually* (as opposed to automatically) scored, which
168 prevents the program from recursively applying the scoring algorithm
169 on the subtree headed by the marked line, and makes it use the manual
170 score instead."
171 :type 'regexp
172 :group 'gametree)
174 (defcustom gametree-default-score 0
175 "*Score to assume for branches lacking score tags."
176 :type 'integer
177 :group 'gametree)
179 ;;;; Helper functions
181 (defun gametree-prettify-heading ()
182 "Insert/delete space between leading asterisks and heading text.
183 If the current variation is an internal node (i.e. starts with one or
184 more asterisks), ensure there's at least one space between the
185 asterisks and the text. If on the other hand this is a leaf, there
186 should 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"))))))))
198 (defun gametree-looking-at-ply ()
199 "Read and return the number of the ply under point."
200 (if (eobp) 0
201 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
202 gametree-full-ply-regexp "\\|"
203 gametree-half-ply-regexp "\\)"))
204 (limit (save-excursion (beginning-of-line 1) (point))))
205 (if (looking-at boundary)
206 (+ (* 2 (string-to-number (match-string 1)))
207 (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
208 (save-excursion
209 (re-search-backward boundary limit)
210 (skip-chars-backward "0123456789")
211 (1+ (* 2 (string-to-number
212 (buffer-substring (point) (match-end 1))))))))))
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)))
221 (defsubst gametree-forward-line ()
222 (re-search-forward "[\n\^M]" nil 'move))
224 (defun gametree-current-branch-depth ()
225 "Return the depth of the current variation in the analysis tree.
226 This 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)))
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))))
248 ;;;; Functions related to the task of saving and restoring current
249 ;;;; outline layout
251 (defsubst gametree-show-children-and-entry ()
252 (show-children)
253 (show-entry))
255 (defun gametree-entry-shown-p ()
256 (save-excursion
257 (forward-line 1)
258 (and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
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))))
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))
296 (defun gametree-save-layout ()
297 (save-excursion
298 (goto-char (point-min))
299 (setq gametree-local-layout (gametree-current-layout 0 t))))
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)))))))
325 (defun gametree-restore-layout ()
326 (save-excursion
327 (goto-char (point-min))
328 (gametree-apply-layout gametree-local-layout 0 t)))
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)))
338 (princ gametree-local-layout))))))
341 ;;;; Scoring functions
343 (defun gametree-current-branch-score ()
344 "Return score of current variation according to its score tag.
345 When no score tag is present, use the value of `gametree-default-score'."
346 (if (looking-at gametree-score-regexp)
347 (string-to-number (match-string 3))
348 gametree-default-score))
350 (defun gametree-compute-reduced-score ()
351 "Return current internal node score computed recursively from subnodes.
352 Subnodes 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)))))
384 ;;;; Commands
386 (defun gametree-insert-new-leaf (&optional at-depth)
387 "Start a new leaf variation under the current branching point.
388 The new variation can later be split to be a branching point itself,
389 with \\[gametree-break-line-here]. If the point is currently on a
390 leaf variation, this command won't work; use \\[gametree-break-line-here]
391 on the current line first.
393 With a numeric arg AT-DEPTH, first go up the tree until a node of
394 depth AT-DEPTH or smaller is found."
395 (interactive "*P")
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"))))
410 (let ((starting-plys
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))))))
422 (defun gametree-break-line-here (&optional at-move)
423 "Split the variation node at the point position.
424 This command works whether the current variation node is a leaf, or is
425 already branching at its end. The new node is created at a level that
426 reflects the number of game plys between the beginning of the current
427 variation and the breaking point.
429 With a numerical argument AT-MOVE, split the variation before
430 White's AT-MOVEth move, or Black's if negative. The last option will
431 only work of Black's moves are explicitly numbered, for instance
432 `1. e4 1: e5'."
433 (interactive "*P")
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))))
445 (gametree-transpose-following-leaves)
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
468 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
469 gametree-full-ply-regexp "\\|"
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))))
485 (defun gametree-merge-line ()
486 "Merges a variation with its only child.
487 Does *not* check if the variation has in fact a unique child; users beware."
488 (interactive "*")
489 (if (zerop (gametree-current-branch-depth))
490 (outline-up-heading 0))
491 (if (looking-at gametree-score-regexp)
492 (delete-region (match-beginning 1) (match-end 1)))
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)))))
503 (defun gametree-insert-score (score &optional auto)
504 "Insert a score tag with value SCORE at the end of the current line.
505 If this line already has a score tag, just jump to it and alter it.
506 When called from a program, optional AUTO flag tells if the score is
507 being 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
527 (insert (int-to-string (prefix-numeric-value score))))))
529 (defun gametree-compute-and-insert-score ()
530 "Compute current node score, maybe recursively from subnodes. Insert it.
531 Subnodes 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)))
539 (defun gametree-layout-to-register (register)
540 "Store current tree layout in register REGISTER.
541 Use \\[gametree-apply-register-layout] to restore that configuration.
542 Argument 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))))
549 (defun gametree-apply-register-layout (char)
550 "Return to a tree layout stored in a register.
551 Argument is a character, naming the register."
552 (interactive "*cApply layout from register: ")
553 (save-excursion
554 (goto-char (point-min))
555 (gametree-apply-layout (get-register char) 0 t)))
557 (defun gametree-save-and-hack-layout ()
558 "Save the current tree layout and hack the file local variable spec.
559 This function saves the current layout in `gametree-local-layout' and,
560 if a local file varible specification for this variable exists in the
561 buffer, it is replaced by the new value. See the documentation for
562 `gametree-local-layout' for more information."
563 (interactive)
564 (gametree-save-layout)
565 (let ((inhibit-read-only t))
566 (gametree-hack-file-layout))
567 nil)
569 (define-derived-mode gametree-mode outline-mode "GameTree"
570 "Major mode for managing game analysis trees.
571 Useful to postal and email chess (and, it is hoped, also checkers, go,
572 shogi, etc.) players, it is a slightly modified version of Outline mode.
574 \\{gametree-mode-map}"
575 (auto-fill-mode 0)
576 (make-local-variable 'write-contents-hooks)
577 (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
579 ;;;; Key bindings
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)
588 (define-key gametree-mode-map "\C-c;" 'gametree-insert-score)
589 (define-key gametree-mode-map "\C-c^" 'gametree-compute-and-insert-score)
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))
618 (provide 'gametree)
620 ;; arch-tag: aaa30943-9ae4-4cc1-813d-a46f96b7e4f1
621 ;;; gametree.el ends here