1 ;;; gametree.el --- manage game analysis trees in Emacs
3 ;; Copyright (C) 1997, 1999, 2001-2016 Free Software Foundation, Inc.
5 ;; Author: Ian T Zimmerman <itz@rahul.net>
6 ;; Created: Wed Dec 10 07:41:46 PST 1997
9 ;; This file is part of GNU Emacs.
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 3 of the License, or
14 ;; (at your option) any later version.
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.
21 ;; You should have received a copy of the GNU General Public License
22 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
26 ;; This little hack has enabled me to keep track of my email chess
27 ;; games in Emacs. For a long time I dreamt about writing a real,
28 ;; graphical tree editor; but, then the idea struck me, why do it
29 ;; graphically, when it can be done in Emacs? :-) And in fact Emacs
30 ;; almost had what I needed out of the box, namely the powerful
31 ;; Outline mode. This code is built entirely on Outline mode, it
32 ;; only adds two commands that I found indispensable when dealing
33 ;; with the special kind of trees that analysis trees comprise.
35 ;; The built-in documentation should be enough to explain the use,
36 ;; along with the following example (yes, this is a real game).
38 ;; *** 23. f4 ef 24. Nf3 Rf3 -/+
39 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
40 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
41 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
42 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
44 ;; Place the preceding in a scratch buffer, load this code, and do
45 ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
46 ;; before the `Rf3' on the first line, and do C-c C-j. The result is
48 ;; *** 23. f4 ef 24. Nf3
50 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
51 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
52 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
53 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
55 ;; Now you can add another subvariation on Black's 24th move: with
56 ;; the cursor still on the first line, do C-c C-v, and voila
58 ;; *** 23. f4 ef 24. Nf3
61 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
62 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
63 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
64 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
66 ;; and the cursor is positioned on the new line just after the move
67 ;; number, so you can start typing the new analysis. That's it,
70 ;; As of version 1.1, a simple score reducer has been implemented.
71 ;; As you type in leaf variations, you can add a numerical score tag
72 ;; to them with C-c ; . Then, with the cursor on a variation higher
73 ;; up in the tree, you can do C-c ^ and the program will compute the
74 ;; reduced score of the internal variation based on the scores of its
75 ;; children (which are recursively computed). You can use any range
76 ;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
77 ;; all that matters to the program is that higher means better for
78 ;; White, lower means better for Black.
85 ;;;; Configuration variables
87 (defgroup gametree nil
88 "Manage game analysis trees in Emacs."
93 (defcustom gametree-half-ply-regexp
(regexp-quote ":")
94 "Matches ends of numbers of moves by the \"second\" player.
95 For instance, it is an almost universal convention in chess to postfix
96 numbers of moves by Black (if considered in isolation) by the ellipsis
97 \"...\". This is NOT a good choice for this program, though, because it
98 conflicts with the use of ellipsis by Outline mode to denote collapsed
99 subtrees. The author uses \":\" because it agrees nicely with a set of
100 LaTeX macros he uses for typesetting annotated games."
104 (defcustom gametree-full-ply-regexp
(regexp-quote ".")
105 "Matches ends of numbers of moves by the \"first\" player.
106 For instance, it is an almost universal convention in chess to postfix
107 numbers of moves by White (if considered in isolation) by the dot \".\"."
111 (defcustom gametree-half-ply-format
"%d:"
112 "Output format for move numbers of moves by the \"second\" player.
113 Has to contain \"%d\" to output the actual number."
117 (defcustom gametree-full-ply-format
"%d."
118 "Output format for move numbers of moves by the \"first\" player.
119 Has to contain \"%d\" to output the actual number."
123 (defcustom gametree-make-heading-function
124 (function (lambda (level)
125 (insert (make-string level ?
*))))
126 "A function of one numeric argument, LEVEL, to insert a heading at point.
127 You should change this if you change `outline-regexp'."
131 (defvar gametree-local-layout nil
132 "A list encoding the layout (i.e. the show or hide state) of the file.
133 If Emacs notices a local variable specification of this variable in
134 the first line of the buffer while saving the buffer to the visited
135 file, the local value will be saved there and restored the next time
136 the file is visited (subject to the usual restriction via
137 `enable-local-variables'), and the layout will be set accordingly.")
139 (defcustom gametree-score-opener
"{score="
140 "The string which opens a score tag, and precedes the actual score."
144 (defcustom gametree-score-manual-flag
"!"
145 "String marking the line as manually (as opposed to automatically) scored."
149 (defcustom gametree-score-closer
"}"
150 "The string which closes a score tag, and follows the actual score."
154 (defcustom gametree-score-regexp
155 (concat "[^\n\^M]*\\("
156 (regexp-quote gametree-score-opener
)
158 (regexp-quote gametree-score-manual-flag
)
159 "[ ]*\\)?\\([-+]?[0-9]+\\)"
160 (regexp-quote gametree-score-closer
)
162 "Regular expression matching lines that guide the program in scoring.
163 Its third parenthetical group should match the actual score. Its
164 first parenthetical group should match the entire score tag. Its
165 second parenthetical group should be an optional flag that marks the
166 line as *manually* (as opposed to automatically) scored, which
167 prevents the program from recursively applying the scoring algorithm
168 on the subtree headed by the marked line, and makes it use the manual
173 (defcustom gametree-default-score
0
174 "Score to assume for branches lacking score tags."
178 ;;;; Helper functions
180 (defun gametree-prettify-heading ()
181 "Insert/delete space between leading asterisks and heading text.
182 If the current variation is an internal node (i.e. starts with one or
183 more asterisks), ensure there's at least one space between the
184 asterisks and the text. If on the other hand this is a leaf, there
185 should be no leading white space."
187 (beginning-of-line 1)
188 (if (re-search-forward (concat "\\=" outline-regexp
) nil t
)
189 (if (not (looking-at "[ \t]+")) (insert " "))
190 (delete-char (save-excursion (skip-chars-forward " \t"))))
191 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
192 gametree-full-ply-regexp
"\\|"
193 gametree-half-ply-regexp
"\\)") nil t
)
194 (if (not (looking-at "[ \t]+")) (insert " ")
195 (delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
197 (defun gametree-looking-at-ply ()
198 "Read and return the number of the ply under point."
200 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
201 gametree-full-ply-regexp
"\\|"
202 gametree-half-ply-regexp
"\\)"))
203 (limit (line-beginning-position 1)))
204 (if (looking-at boundary
)
205 (+ (* 2 (string-to-number (match-string 1)))
206 (if (string-match gametree-half-ply-regexp
(match-string 2)) 1 0))
208 (re-search-backward boundary limit
)
209 (skip-chars-backward "0123456789")
210 (1+ (* 2 (string-to-number
211 (buffer-substring (point) (match-end 1))))))))))
213 (defun gametree-current-branch-ply ()
214 "Return the ply number of the first move of the current variation."
216 (beginning-of-line 1)
217 (re-search-forward (concat "\\=" outline-regexp
) nil t
)
218 (gametree-looking-at-ply)))
220 (defsubst gametree-forward-line
()
221 (re-search-forward "[\n\^M]" nil
'move
))
223 (defun gametree-current-branch-depth ()
224 "Return the depth of the current variation in the analysis tree.
225 This value is simply the outline heading level of the current line."
227 (beginning-of-line 1)
228 (if (looking-at outline-regexp
)
231 (defun gametree-transpose-following-leaves ()
232 "Move the current leaf variation behind all others on the same level."
233 (let ((following-leaves
235 (gametree-forward-line)
237 (while (and (not (eobp))
238 (= 0 (gametree-current-branch-depth)))
239 (gametree-forward-line))
240 (prog1 (buffer-substring p
(point))
241 (delete-region p
(point)))))))
243 (beginning-of-line 1)
244 (insert following-leaves
))))
247 ;;;; Functions related to the task of saving and restoring current
250 (defsubst gametree-show-children-and-entry
()
251 (outline-show-children)
252 (outline-show-entry))
254 (defun gametree-entry-shown-p ()
257 (and (bolp) (not (eobp)) (not (looking-at outline-regexp
)))))
259 (defun gametree-children-shown-p ()
262 (let ((depth (gametree-current-branch-depth)))
263 (outline-next-visible-heading 1)
264 (< depth
(gametree-current-branch-depth))))))
266 (defun gametree-current-layout (depth &optional from-top-level
)
267 (let ((layout nil
) (first-time t
))
268 (while (save-excursion
270 (or (and first-time from-top-level
271 (bolp) (looking-at outline-regexp
))
272 (setq first-time nil
)
273 (outline-next-visible-heading 1))
274 (< depth
(gametree-current-branch-depth))))
276 (outline-next-visible-heading 1))
277 (setq first-time nil
)
278 (if (not (gametree-children-shown-p))
281 (if (gametree-entry-shown-p)
284 (setq layout
(nconc layout
(if (gametree-entry-shown-p)
285 (list 'gametree-show-children-and-entry
)
286 (list 'show-children
))))
288 (gametree-current-layout (gametree-current-branch-depth))))
289 (setq layout
(nconc layout
(list sub-layout
))))))
292 (defun gametree-save-layout ()
294 (goto-char (point-min))
295 (setq gametree-local-layout
(gametree-current-layout 0 t
))))
297 (defun gametree-apply-layout (layout depth
&optional from-top-level
)
298 (let ((first-time t
))
302 (or (and first-time from-top-level
303 (bolp) (looking-at outline-regexp
))
304 (setq first-time nil
)
305 (outline-next-visible-heading 1))
306 (< depth
(gametree-current-branch-depth)))))
308 (outline-next-visible-heading 1))
309 (setq first-time nil
)
310 (outline-hide-subtree)
312 (funcall (nth 0 layout
)))
313 (if (not (and (nth 1 layout
) (listp (nth 1 layout
))))
314 (setq layout
(cdr layout
))
315 (gametree-apply-layout (nth 1 layout
)
316 (gametree-current-branch-depth))
317 (setq layout
(cdr (cdr layout
)))))))
319 (defun gametree-restore-layout ()
321 (goto-char (point-min))
322 (gametree-apply-layout gametree-local-layout
0 t
)))
324 (defun gametree-hack-file-layout ()
326 (goto-char (point-min))
327 (if (looking-at "[^\n]*-*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
329 (goto-char (match-beginning 1))
330 (delete-region (point) (match-end 1))
331 (let ((standard-output (current-buffer)))
332 (princ gametree-local-layout
))))))
335 ;;;; Scoring functions
337 (defun gametree-current-branch-score ()
338 "Return score of current variation according to its score tag.
339 When no score tag is present, use the value of `gametree-default-score'."
340 (if (looking-at gametree-score-regexp
)
341 (string-to-number (match-string 3))
342 gametree-default-score
))
344 (defun gametree-compute-reduced-score ()
345 "Return current internal node score computed recursively from subnodes.
346 Subnodes which have been manually scored are honored."
348 (= 0 (gametree-current-branch-depth))
349 (save-excursion (gametree-forward-line) (eobp))
350 (and (looking-at gametree-score-regexp
)
351 (not (null (match-string 2)))))
352 (gametree-current-branch-score)
353 (let ((depth (gametree-current-branch-depth)))
355 (gametree-forward-line)
356 ;; the case of a leaf node has already been handled, so here I
357 ;; know I am on the 1st line of the current subtree. This can
358 ;; be either a leaf child, or a subheading.
359 (let ((running gametree-default-score
)
361 (if (= 0 (mod (gametree-current-branch-ply) 2))
363 (while (and (not (eobp))
364 (= 0 (gametree-current-branch-depth))) ;handle leaves
365 (setq running
(funcall minmax running
366 (gametree-current-branch-score)))
367 (gametree-forward-line))
368 (let ((done (and (not (eobp))
369 (< depth
(gametree-current-branch-depth)))))
370 (while (not done
) ;handle subheadings
371 (setq running
(funcall minmax running
372 (gametree-compute-reduced-score)))
373 (setq done
(ignore-errors (outline-forward-same-level 1)))))
378 (defun gametree-insert-new-leaf (&optional at-depth
)
379 "Start a new leaf variation under the current branching point.
380 The new variation can later be split to be a branching point itself,
381 with \\[gametree-break-line-here]. If the point is currently on a
382 leaf variation, this command won't work; use \\[gametree-break-line-here]
383 on the current line first.
385 With a numeric arg AT-DEPTH, first go up the tree until a node of
386 depth AT-DEPTH or smaller is found."
388 (if (zerop (gametree-current-branch-depth))
389 (outline-up-heading 0))
391 (while (> (gametree-current-branch-depth)
392 (prefix-numeric-value at-depth
))
393 (outline-up-heading 1)))
394 (beginning-of-line 1)
395 (let ((parent-depth (gametree-current-branch-depth)))
398 (outline-next-visible-heading 1)
400 (goto-char (point-max))
401 (if (not (bolp)) (insert "\n"))))
402 (let ((starting-plies
403 (if (> (gametree-current-branch-depth) parent-depth
)
404 (gametree-current-branch-ply)
405 (save-excursion (forward-line -
1)
406 (gametree-current-branch-ply)))))
407 (goto-char (1- (point)))
409 (insert (format (if (= 0 (mod starting-plies
2))
410 gametree-full-ply-format
411 gametree-half-ply-format
)
412 (/ starting-plies
2))))))
414 (defun gametree-break-line-here (&optional at-move
)
415 "Split the variation node at the point position.
416 This command works whether the current variation node is a leaf, or is
417 already branching at its end. The new node is created at a level that
418 reflects the number of game plies between the beginning of the current
419 variation and the breaking point.
421 With a numerical argument AT-MOVE, split the variation before
422 White's AT-MOVEth move, or Black's if negative. The last option will
423 only work of Black's moves are explicitly numbered, for instance
428 (let ((limit (point)))
429 (beginning-of-line 1)
433 (int-to-string (abs (prefix-numeric-value at-move
))))
434 (if (> at-move
0) gametree-full-ply-regexp
435 gametree-half-ply-regexp
)) limit
))
436 (goto-char (match-beginning 0))))
437 (gametree-transpose-following-leaves)
438 (let* ((pt (point-marker))
439 (plies (gametree-current-branch-ply))
440 (depth (gametree-current-branch-depth))
445 (outline-previous-visible-heading 1)
447 (let ((old-branch-ply
449 (gametree-current-branch-ply)
451 (if (zerop old-branch-ply
)
452 (1+ (gametree-current-branch-depth))
453 (+ (gametree-current-branch-depth)
454 (- plies old-branch-ply
))))))
456 (beginning-of-line 1)
457 (funcall gametree-make-heading-function depth
)
458 (gametree-prettify-heading))))
460 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
461 gametree-full-ply-regexp
"\\|"
462 gametree-half-ply-regexp
"\\)")))
464 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
465 gametree-full-ply-format
466 gametree-half-ply-format
)
467 (/ (gametree-looking-at-ply) 2)))
468 (gametree-prettify-heading)
469 (beginning-of-line 1)))
472 (if (not (= 0 old-depth
))
473 (funcall gametree-make-heading-function
474 (+ depth
(- (gametree-current-branch-ply) plies
))))
475 (gametree-prettify-heading))))
477 (defun gametree-merge-line ()
478 "Merges a variation with its only child.
479 Does *not* check if the variation has in fact a unique child; users beware."
481 (if (zerop (gametree-current-branch-depth))
482 (outline-up-heading 0))
483 (if (looking-at gametree-score-regexp
)
484 (delete-region (match-beginning 1) (match-end 1)))
486 (let ((prev-depth (save-excursion (forward-line 1)
487 (gametree-current-branch-depth))))
488 (delete-char (1+ prev-depth
))
489 (if (zerop prev-depth
)
491 (beginning-of-line 1)
492 (delete-char (gametree-current-branch-depth))
493 (gametree-prettify-heading)))))
495 (defun gametree-insert-score (score &optional auto
)
496 "Insert a score tag with value SCORE at the end of the current line.
497 If this line already has a score tag, just jump to it and alter it.
498 When called from a program, optional AUTO flag tells if the score is
499 being entered automatically (and thus should lack the manual mark)."
501 (beginning-of-line 1)
502 (if (looking-at gametree-score-regexp
)
504 (goto-char (match-beginning 3))
505 (if (and auto
(not (null (match-string 2))))
506 (delete-region (match-beginning 2) (match-end 2)))
507 (if (not (null score
))
508 (delete-region (match-beginning 3) (match-end 3)))
509 (if (and (not auto
) (null (match-string 2)))
510 (insert gametree-score-manual-flag
)))
512 (if (= 0 (save-excursion (skip-chars-backward " \t")))
514 (insert gametree-score-opener
)
515 (if (not auto
) (insert gametree-score-manual-flag
))
516 (save-excursion (insert gametree-score-closer
)))
517 (if (not (null score
))
519 (insert (int-to-string (prefix-numeric-value score
))))))
521 (defun gametree-compute-and-insert-score ()
522 "Compute current node score, maybe recursively from subnodes. Insert it.
523 Subnodes which have been manually scored are honored."
525 (let ((auto (not (and (looking-at gametree-score-regexp
)
526 (not (null (match-string 2))))))
527 (score (gametree-compute-reduced-score)))
528 (gametree-insert-score score auto
)))
531 (defun gametree-layout-to-register (register)
532 "Store current tree layout in register REGISTER.
533 Use \\[gametree-apply-register-layout] to restore that configuration.
534 Argument is a character, naming the register.
536 Interactively, reads the register using `register-read-with-preview'."
537 (interactive (list (register-read-with-preview "Layout to register: ")))
539 (goto-char (point-min))
540 (set-register register
541 (gametree-current-layout 0 t
))))
543 (defun gametree-apply-register-layout (char)
544 "Return to a tree layout stored in a register.
545 Argument is a character, naming the register.
547 Interactively, reads the register using `register-read-with-preview'."
550 (barf-if-buffer-read-only)
551 (list (register-read-with-preview "Apply layout from register: "))))
553 (goto-char (point-min))
554 (gametree-apply-layout (get-register char
) 0 t
)))
556 (defun gametree-save-and-hack-layout ()
557 "Save the current tree layout and hack the file local variable spec.
558 This function saves the current layout in `gametree-local-layout' and,
559 if a local file variable specification for this variable exists in the
560 buffer, it is replaced by the new value. See the documentation for
561 `gametree-local-layout' for more information."
563 (gametree-save-layout)
564 (let ((inhibit-read-only t
))
565 (gametree-hack-file-layout))
569 (defvar gametree-mode-map
570 (let ((map (make-sparse-keymap)))
571 (define-key map
"\C-c\C-j" 'gametree-break-line-here
)
572 (define-key map
"\C-c\C-v" 'gametree-insert-new-leaf
)
573 (define-key map
"\C-c\C-m" 'gametree-merge-line
)
574 (define-key map
"\C-c\C-r " 'gametree-layout-to-register
)
575 (define-key map
"\C-c\C-r/" 'gametree-layout-to-register
)
576 (define-key map
"\C-c\C-rj" 'gametree-apply-register-layout
)
577 (define-key map
"\C-c\C-y" 'gametree-save-and-hack-layout
)
578 (define-key map
"\C-c;" 'gametree-insert-score
)
579 (define-key map
"\C-c^" 'gametree-compute-and-insert-score
)
582 (define-derived-mode gametree-mode outline-mode
"GameTree"
583 "Major mode for managing game analysis trees.
584 Useful to postal and email chess (and, it is hoped, also checkers, go,
585 shogi, etc.) players, it is a slightly modified version of Outline mode.
587 \\{gametree-mode-map}"
589 (make-local-variable 'write-contents-hooks
)
590 (add-hook 'write-contents-hooks
'gametree-save-and-hack-layout
))
592 ;;;; Goodies for mousing users
593 (defun gametree-mouse-break-line-here (event)
595 (mouse-set-point event
)
596 (gametree-break-line-here))
597 (defun gametree-mouse-show-children-and-entry (event)
599 (mouse-set-point event
)
600 (gametree-show-children-and-entry))
601 (defun gametree-mouse-show-subtree (event)
603 (mouse-set-point event
)
604 (outline-show-subtree))
605 (defun gametree-mouse-hide-subtree (event)
607 (mouse-set-point event
)
608 (outline-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
)
620 ;;; gametree.el ends here