1 ;;; gametree.el --- manage game analysis trees in Emacs
3 ;; Copyright (C) 1997, 1999, 2001, 2002, 2003, 2004,
4 ;; 2005, 2006, 2007 Free Software Foundation, Inc.
6 ;; Author: Ian T Zimmerman <itz@rahul.net>
7 ;; Created: Wed Dec 10 07:41:46 PST 1997
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 2, or (at your option)
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; see the file COPYING. If not, write to the
24 ;; Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
25 ;; Boston, MA 02110-1301, USA.
29 ;; This little hack has enabled me to keep track of my email chess
30 ;; games in Emacs. For a long time I dreamt about writing a real,
31 ;; graphical tree editor; but, then the idea struck me, why do it
32 ;; graphically, when it can be done in Emacs? :-) And in fact Emacs
33 ;; almost had what I needed out of the box, namely the powerful
34 ;; Outline mode. This code is built entirely on Outline mode, it
35 ;; only adds two commands that I found indispensable when dealing
36 ;; with the special kind of trees that analysis trees comprise.
38 ;; The built-in documentation should be enough to explain the use,
39 ;; along with the following example (yes, this is a real game).
41 ;; *** 23. f4 ef 24. Nf3 Rf3 -/+
42 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
43 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
44 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
45 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
47 ;; Place the preceding in a scratch buffer, load this code, and do
48 ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
49 ;; before the `Rf3' on the first line, and do C-c C-j. The result is
51 ;; *** 23. f4 ef 24. Nf3
53 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
54 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
55 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
56 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
58 ;; Now you can add another subvariation on Black's 24th move: with
59 ;; the cursor still on the first line, do C-c C-v, and voila
61 ;; *** 23. f4 ef 24. Nf3
64 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
65 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
66 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
67 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
69 ;; and the cursor is positioned on the new line just after the move
70 ;; number, so you can start typing the new analysis. That's it,
73 ;; As of version 1.1, a simple score reducer has been implemented.
74 ;; As you type in leaf variations, you can add a numerical score tag
75 ;; to them with C-c ; . Then, with the cursor on a variation higher
76 ;; up in the tree, you can do C-c ^ and the program will compute the
77 ;; reduced score of the internal variation based on the scores of its
78 ;; children (which are recursively computed). You can use any range
79 ;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
80 ;; all that matters to the program is that higher means better for
81 ;; White, lower means better for Black.
88 ;;;; Configuration variables
90 (defgroup gametree nil
91 "Manage game analysis trees in Emacs."
96 (defcustom gametree-half-ply-regexp
(regexp-quote ":")
97 "*Matches ends of numbers of moves by the \"second\" player.
98 For instance, it is an almost universal convention in chess to postfix
99 numbers of moves by Black (if considered in isolation) by the ellipsis
100 \"...\". This is NOT a good choice for this program, though, because it
101 conflicts with the use of ellipsis by Outline mode to denote collapsed
102 subtrees. The author uses \":\" because it agrees nicely with a set of
103 LaTeX macros he uses for typesetting annotated games."
107 (defcustom gametree-full-ply-regexp
(regexp-quote ".")
108 "*Matches ends of numbers of moves by the \"first\" player.
109 For instance, it is an almost universal convention in chess to postfix
110 numbers of moves by White (if considered in isolation) by the dot \".\"."
114 (defcustom gametree-half-ply-format
"%d:"
115 "*Output format for move numbers of moves by the \"second\" player.
116 Has to contain \"%d\" to output the actual number."
120 (defcustom gametree-full-ply-format
"%d."
121 "*Output format for move numbers of moves by the \"first\" player.
122 Has to contain \"%d\" to output the actual number."
126 (defcustom gametree-make-heading-function
127 (function (lambda (level)
128 (insert (make-string level ?
*))))
129 "A function of one numeric argument, LEVEL, to insert a heading at point.
130 You should change this if you change `outline-regexp'."
134 (defvar gametree-local-layout nil
135 "A list encoding the layout (i.e. the show or hide state) of the file.
136 If Emacs notices a local variable specification of this variable in
137 the first line of the buffer while saving the buffer to the visited
138 file, the local value will be saved there and restored the next time
139 the file is visited (subject to the usual restriction via
140 `enable-local-variables'), and the layout will be set accordingly.")
142 (defcustom gametree-score-opener
"{score="
143 "*The string which opens a score tag, and precedes the actual score."
147 (defcustom gametree-score-manual-flag
"!"
148 "*String marking the line as manually (as opposed to automatically) scored."
152 (defcustom gametree-score-closer
"}"
153 "*The string which closes a score tag, and follows the actual score."
157 (defcustom gametree-score-regexp
158 (concat "[^\n\^M]*\\("
159 (regexp-quote gametree-score-opener
)
161 (regexp-quote gametree-score-manual-flag
)
162 "[ ]*\\)?\\([-+]?[0-9]+\\)"
163 (regexp-quote gametree-score-closer
)
165 "*Regular expression matching lines that guide the program in scoring.
166 Its third parenthetical group should match the actual score. Its
167 first parenthetical group should match the entire score tag. Its
168 second parenthetical group should be an optional flag that marks the
169 line as *manually* (as opposed to automatically) scored, which
170 prevents the program from recursively applying the scoring algorithm
171 on the subtree headed by the marked line, and makes it use the manual
176 (defcustom gametree-default-score
0
177 "*Score to assume for branches lacking score tags."
181 ;;;; Helper functions
183 (defun gametree-prettify-heading ()
184 "Insert/delete space between leading asterisks and heading text.
185 If the current variation is an internal node (i.e. starts with one or
186 more asterisks), ensure there's at least one space between the
187 asterisks and the text. If on the other hand this is a leaf, there
188 should be no leading white space."
190 (beginning-of-line 1)
191 (if (re-search-forward (concat "\\=" outline-regexp
) nil t
)
192 (if (not (looking-at "[ \t]+")) (insert " "))
193 (delete-char (save-excursion (skip-chars-forward " \t"))))
194 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
195 gametree-full-ply-regexp
"\\|"
196 gametree-half-ply-regexp
"\\)") nil t
)
197 (if (not (looking-at "[ \t]+")) (insert " ")
198 (delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
200 (defun gametree-looking-at-ply ()
201 "Read and return the number of the ply under point."
203 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
204 gametree-full-ply-regexp
"\\|"
205 gametree-half-ply-regexp
"\\)"))
206 (limit (save-excursion (beginning-of-line 1) (point))))
207 (if (looking-at boundary
)
208 (+ (* 2 (string-to-number (match-string 1)))
209 (if (string-match gametree-half-ply-regexp
(match-string 2)) 1 0))
211 (re-search-backward boundary limit
)
212 (skip-chars-backward "0123456789")
213 (1+ (* 2 (string-to-number
214 (buffer-substring (point) (match-end 1))))))))))
216 (defun gametree-current-branch-ply ()
217 "Return the ply number of the first move of the current variation."
219 (beginning-of-line 1)
220 (re-search-forward (concat "\\=" outline-regexp
) nil t
)
221 (gametree-looking-at-ply)))
223 (defsubst gametree-forward-line
()
224 (re-search-forward "[\n\^M]" nil
'move
))
226 (defun gametree-current-branch-depth ()
227 "Return the depth of the current variation in the analysis tree.
228 This value is simply the outline heading level of the current line."
230 (beginning-of-line 1)
231 (if (looking-at outline-regexp
)
234 (defun gametree-transpose-following-leaves ()
235 "Move the current leaf variation behind all others on the same level."
236 (let ((following-leaves
238 (gametree-forward-line)
240 (while (and (not (eobp))
241 (= 0 (gametree-current-branch-depth)))
242 (gametree-forward-line))
243 (prog1 (buffer-substring p
(point))
244 (delete-region p
(point)))))))
246 (beginning-of-line 1)
247 (insert following-leaves
))))
250 ;;;; Functions related to the task of saving and restoring current
253 (defsubst gametree-show-children-and-entry
()
257 (defun gametree-entry-shown-p ()
260 (and (bolp) (not (eobp)) (not (looking-at outline-regexp
)))))
262 (defun gametree-children-shown-p ()
265 (let ((depth (gametree-current-branch-depth)))
266 (outline-next-visible-heading 1)
267 (< depth
(gametree-current-branch-depth)))
270 (defun gametree-current-layout (depth &optional top-level
)
271 (let ((layout nil
) (first-time t
))
272 (while (save-excursion
275 (or (and first-time top-level
276 (bolp) (looking-at outline-regexp
))
277 (setq first-time nil
)
278 (outline-next-visible-heading 1))
279 (< depth
(gametree-current-branch-depth)))
282 (outline-next-visible-heading 1))
283 (setq first-time nil
)
284 (if (not (gametree-children-shown-p))
287 (if (gametree-entry-shown-p)
290 (setq layout
(nconc layout
(if (gametree-entry-shown-p)
291 (list 'gametree-show-children-and-entry
)
292 (list 'show-children
))))
294 (gametree-current-layout (gametree-current-branch-depth))))
295 (setq layout
(nconc layout
(list sub-layout
))))))
298 (defun gametree-save-layout ()
300 (goto-char (point-min))
301 (setq gametree-local-layout
(gametree-current-layout 0 t
))))
303 (defun gametree-apply-layout (layout depth
&optional top-level
)
304 (let ((first-time t
))
309 (or (and first-time top-level
310 (bolp) (looking-at outline-regexp
))
311 (setq first-time nil
)
312 (outline-next-visible-heading 1))
313 (< depth
(gametree-current-branch-depth)))
316 (outline-next-visible-heading 1))
317 (setq first-time nil
)
320 (funcall (nth 0 layout
)))
321 (if (not (and (nth 1 layout
) (listp (nth 1 layout
))))
322 (setq layout
(cdr layout
))
323 (gametree-apply-layout (nth 1 layout
)
324 (gametree-current-branch-depth))
325 (setq layout
(cdr (cdr layout
)))))))
327 (defun gametree-restore-layout ()
329 (goto-char (point-min))
330 (gametree-apply-layout gametree-local-layout
0 t
)))
332 (defun gametree-hack-file-layout ()
334 (goto-char (point-min))
335 (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
337 (goto-char (match-beginning 1))
338 (delete-region (point) (match-end 1))
339 (let ((standard-output (current-buffer)))
340 (princ gametree-local-layout
))))))
343 ;;;; Scoring functions
345 (defun gametree-current-branch-score ()
346 "Return score of current variation according to its score tag.
347 When no score tag is present, use the value of `gametree-default-score'."
348 (if (looking-at gametree-score-regexp
)
349 (string-to-number (match-string 3))
350 gametree-default-score
))
352 (defun gametree-compute-reduced-score ()
353 "Return current internal node score computed recursively from subnodes.
354 Subnodes which have been manually scored are honored."
356 (= 0 (gametree-current-branch-depth))
357 (save-excursion (gametree-forward-line) (eobp))
358 (and (looking-at gametree-score-regexp
)
359 (not (null (match-string 2)))))
360 (gametree-current-branch-score)
361 (let ((depth (gametree-current-branch-depth)))
363 (gametree-forward-line)
364 ;; the case of a leaf node has already been handled, so here I
365 ;; know I am on the 1st line of the current subtree. This can
366 ;; be either a leaf child, or a subheading.
367 (let ((running gametree-default-score
)
369 (if (= 0 (mod (gametree-current-branch-ply) 2))
371 (while (and (not (eobp))
372 (= 0 (gametree-current-branch-depth))) ;handle leaves
373 (setq running
(funcall minmax running
374 (gametree-current-branch-score)))
375 (gametree-forward-line))
376 (let ((done (and (not (eobp))
377 (< depth
(gametree-current-branch-depth)))))
378 (while (not done
) ;handle subheadings
379 (setq running
(funcall minmax running
380 (gametree-compute-reduced-score)))
381 (setq done
(condition-case nil
382 (outline-forward-same-level 1)
388 (defun gametree-insert-new-leaf (&optional at-depth
)
389 "Start a new leaf variation under the current branching point.
390 The new variation can later be split to be a branching point itself,
391 with \\[gametree-break-line-here]. If the point is currently on a
392 leaf variation, this command won't work; use \\[gametree-break-line-here]
393 on the current line first.
395 With a numeric arg AT-DEPTH, first go up the tree until a node of
396 depth AT-DEPTH or smaller is found."
398 (if (zerop (gametree-current-branch-depth))
399 (outline-up-heading 0))
401 (while (> (gametree-current-branch-depth)
402 (prefix-numeric-value at-depth
))
403 (outline-up-heading 1)))
404 (beginning-of-line 1)
405 (let ((parent-depth (gametree-current-branch-depth)))
408 (outline-next-visible-heading 1)
410 (goto-char (point-max))
411 (if (not (bolp)) (insert "\n"))))
413 (if (> (gametree-current-branch-depth) parent-depth
)
414 (gametree-current-branch-ply)
415 (save-excursion (forward-line -
1)
416 (gametree-current-branch-ply)))))
417 (goto-char (1- (point)))
419 (insert (format (if (= 0 (mod starting-plys
2))
420 gametree-full-ply-format
421 gametree-half-ply-format
)
422 (/ starting-plys
2))))))
424 (defun gametree-break-line-here (&optional at-move
)
425 "Split the variation node at the point position.
426 This command works whether the current variation node is a leaf, or is
427 already branching at its end. The new node is created at a level that
428 reflects the number of game plys between the beginning of the current
429 variation and the breaking point.
431 With a numerical argument AT-MOVE, split the variation before
432 White's AT-MOVEth move, or Black's if negative. The last option will
433 only work of Black's moves are explicitly numbered, for instance
438 (let ((limit (point)))
439 (beginning-of-line 1)
443 (int-to-string (abs (prefix-numeric-value at-move
))))
444 (if (> at-move
0) gametree-full-ply-regexp
445 gametree-half-ply-regexp
)) limit
))
446 (goto-char (match-beginning 0))))
447 (gametree-transpose-following-leaves)
448 (let* ((pt (set-marker (make-marker) (point)))
449 (plys (gametree-current-branch-ply))
450 (depth (gametree-current-branch-depth))
455 (outline-previous-visible-heading 1)
457 (let ((old-branch-ply
459 (gametree-current-branch-ply)
461 (if (zerop old-branch-ply
)
462 (1+ (gametree-current-branch-depth))
463 (+ (gametree-current-branch-depth)
464 (- plys old-branch-ply
))))))
466 (beginning-of-line 1)
467 (funcall gametree-make-heading-function depth
)
468 (gametree-prettify-heading))))
470 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
471 gametree-full-ply-regexp
"\\|"
472 gametree-half-ply-regexp
"\\)")))
474 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
475 gametree-full-ply-format
476 gametree-half-ply-format
)
477 (/ (gametree-looking-at-ply) 2)))
478 (gametree-prettify-heading)
479 (beginning-of-line 1)))
482 (if (not (= 0 old-depth
))
483 (funcall gametree-make-heading-function
484 (+ depth
(- (gametree-current-branch-ply) plys
))))
485 (gametree-prettify-heading))))
487 (defun gametree-merge-line ()
488 "Merges a variation with its only child.
489 Does *not* check if the variation has in fact a unique child; users beware."
491 (if (zerop (gametree-current-branch-depth))
492 (outline-up-heading 0))
493 (if (looking-at gametree-score-regexp
)
494 (delete-region (match-beginning 1) (match-end 1)))
496 (let ((prev-depth (save-excursion (forward-line 1)
497 (gametree-current-branch-depth))))
498 (delete-char (1+ prev-depth
))
499 (if (zerop prev-depth
)
501 (beginning-of-line 1)
502 (delete-char (gametree-current-branch-depth))
503 (gametree-prettify-heading)))))
505 (defun gametree-insert-score (score &optional auto
)
506 "Insert a score tag with value SCORE at the end of the current line.
507 If this line already has a score tag, just jump to it and alter it.
508 When called from a program, optional AUTO flag tells if the score is
509 being entered automatically (and thus should lack the manual mark)."
511 (beginning-of-line 1)
512 (if (looking-at gametree-score-regexp
)
514 (goto-char (match-beginning 3))
515 (if (and auto
(not (null (match-string 2))))
516 (delete-region (match-beginning 2) (match-end 2)))
517 (if (not (null score
))
518 (delete-region (match-beginning 3) (match-end 3)))
519 (if (and (not auto
) (null (match-string 2)))
520 (insert gametree-score-manual-flag
)))
522 (if (= 0 (save-excursion (skip-chars-backward " \t")))
524 (insert gametree-score-opener
)
525 (if (not auto
) (insert gametree-score-manual-flag
))
526 (save-excursion (insert gametree-score-closer
)))
527 (if (not (null score
))
529 (insert (int-to-string (prefix-numeric-value score
))))))
531 (defun gametree-compute-and-insert-score ()
532 "Compute current node score, maybe recursively from subnodes. Insert it.
533 Subnodes which have been manually scored are honored."
535 (let ((auto (not (and (looking-at gametree-score-regexp
)
536 (not (null (match-string 2))))))
537 (score (gametree-compute-reduced-score)))
538 (gametree-insert-score score auto
)))
541 (defun gametree-layout-to-register (register)
542 "Store current tree layout in register REGISTER.
543 Use \\[gametree-apply-register-layout] to restore that configuration.
544 Argument is a character, naming the register."
545 (interactive "cLayout to register: ")
547 (goto-char (point-min))
548 (set-register register
549 (gametree-current-layout 0 t
))))
551 (defun gametree-apply-register-layout (char)
552 "Return to a tree layout stored in a register.
553 Argument is a character, naming the register."
554 (interactive "*cApply layout from register: ")
556 (goto-char (point-min))
557 (gametree-apply-layout (get-register char
) 0 t
)))
559 (defun gametree-save-and-hack-layout ()
560 "Save the current tree layout and hack the file local variable spec.
561 This function saves the current layout in `gametree-local-layout' and,
562 if a local file varible specification for this variable exists in the
563 buffer, it is replaced by the new value. See the documentation for
564 `gametree-local-layout' for more information."
566 (gametree-save-layout)
567 (let ((inhibit-read-only t
))
568 (gametree-hack-file-layout))
571 (define-derived-mode gametree-mode outline-mode
"GameTree"
572 "Major mode for managing game analysis trees.
573 Useful to postal and email chess (and, it is hoped, also checkers, go,
574 shogi, etc.) players, it is a slightly modified version of Outline mode.
576 \\{gametree-mode-map}"
578 (make-local-variable 'write-contents-hooks
)
579 (add-hook 'write-contents-hooks
'gametree-save-and-hack-layout
))
583 (define-key gametree-mode-map
"\C-c\C-j" 'gametree-break-line-here
)
584 (define-key gametree-mode-map
"\C-c\C-v" 'gametree-insert-new-leaf
)
585 (define-key gametree-mode-map
"\C-c\C-m" 'gametree-merge-line
)
586 (define-key gametree-mode-map
"\C-c\C-r " 'gametree-layout-to-register
)
587 (define-key gametree-mode-map
"\C-c\C-r/" 'gametree-layout-to-register
)
588 (define-key gametree-mode-map
"\C-c\C-rj" 'gametree-apply-register-layout
)
589 (define-key gametree-mode-map
"\C-c\C-y" 'gametree-save-and-hack-layout
)
590 (define-key gametree-mode-map
"\C-c;" 'gametree-insert-score
)
591 (define-key gametree-mode-map
"\C-c^" 'gametree-compute-and-insert-score
)
593 ;;;; Goodies for mousing users
594 (and (fboundp 'track-mouse
)
595 (defun gametree-mouse-break-line-here (event)
597 (mouse-set-point event
)
598 (gametree-break-line-here))
599 (defun gametree-mouse-show-children-and-entry (event)
601 (mouse-set-point event
)
602 (gametree-show-children-and-entry))
603 (defun gametree-mouse-show-subtree (event)
605 (mouse-set-point event
)
607 (defun gametree-mouse-hide-subtree (event)
609 (mouse-set-point event
)
611 (define-key gametree-mode-map
[M-down-mouse-2 M-mouse-2
]
612 'gametree-mouse-break-line-here
)
613 (define-key gametree-mode-map
[S-down-mouse-1 S-mouse-1
]
614 'gametree-mouse-show-children-and-entry
)
615 (define-key gametree-mode-map
[S-down-mouse-2 S-mouse-2
]
616 'gametree-mouse-show-subtree
)
617 (define-key gametree-mode-map
[S-down-mouse-3 S-mouse-3
]
618 'gametree-mouse-hide-subtree
))
622 ;;; arch-tag: aaa30943-9ae4-4cc1-813d-a46f96b7e4f1
623 ;;; gametree.el ends here