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- ;;; gametree.el --- manage game analysis trees in Emacs
- ;; Copyright (C) 1997, 1999, 2001-2012 Free Software Foundation, Inc.
- ;; Author: Ian T Zimmerman <itz@rahul.net>
- ;; Created: Wed Dec 10 07:41:46 PST 1997
- ;; Keywords: games
- ;; This file is part of GNU Emacs.
- ;; GNU Emacs is free software: you can redistribute it and/or modify
- ;; it under the terms of the GNU General Public License as published by
- ;; the Free Software Foundation, either version 3 of the License, or
- ;; (at your option) any later version.
- ;; GNU Emacs is distributed in the hope that it will be useful,
- ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
- ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ;; GNU General Public License for more details.
- ;; You should have received a copy of the GNU General Public License
- ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
- ;;; Commentary:
- ;; This little hack has enabled me to keep track of my email chess
- ;; games in Emacs. For a long time I dreamt about writing a real,
- ;; graphical tree editor; but, then the idea struck me, why do it
- ;; graphically, when it can be done in Emacs? :-) And in fact Emacs
- ;; almost had what I needed out of the box, namely the powerful
- ;; Outline mode. This code is built entirely on Outline mode, it
- ;; only adds two commands that I found indispensable when dealing
- ;; with the special kind of trees that analysis trees comprise.
- ;; The built-in documentation should be enough to explain the use,
- ;; along with the following example (yes, this is a real game).
- ;; *** 23. f4 ef 24. Nf3 Rf3 -/+
- ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
- ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
- ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
- ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
- ;; Place the preceding in a scratch buffer, load this code, and do
- ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
- ;; before the `Rf3' on the first line, and do C-c C-j. The result is
- ;; *** 23. f4 ef 24. Nf3
- ;; ****** 24: Rf3 -/+
- ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
- ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
- ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
- ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
- ;; Now you can add another subvariation on Black's 24th move: with
- ;; the cursor still on the first line, do C-c C-v, and voila
- ;; *** 23. f4 ef 24. Nf3
- ;; 24:
- ;; ****** 24: Rf3 -/+
- ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
- ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
- ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
- ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
- ;; and the cursor is positioned on the new line just after the move
- ;; number, so you can start typing the new analysis. That's it,
- ;; quite simple.
- ;; As of version 1.1, a simple score reducer has been implemented.
- ;; As you type in leaf variations, you can add a numerical score tag
- ;; to them with C-c ; . Then, with the cursor on a variation higher
- ;; up in the tree, you can do C-c ^ and the program will compute the
- ;; reduced score of the internal variation based on the scores of its
- ;; children (which are recursively computed). You can use any range
- ;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
- ;; all that matters to the program is that higher means better for
- ;; White, lower means better for Black.
- ;;; Code:
- (require 'derived)
- (require 'outline)
- ;;;; Configuration variables
- (defgroup gametree nil
- "Manage game analysis trees in Emacs."
- :prefix "gametree-"
- :group 'games
- :version "20.3")
- (defcustom gametree-half-ply-regexp (regexp-quote ":")
- "Matches ends of numbers of moves by the \"second\" player.
- For instance, it is an almost universal convention in chess to postfix
- numbers of moves by Black (if considered in isolation) by the ellipsis
- \"...\". This is NOT a good choice for this program, though, because it
- conflicts with the use of ellipsis by Outline mode to denote collapsed
- subtrees. The author uses \":\" because it agrees nicely with a set of
- LaTeX macros he uses for typesetting annotated games."
- :type 'regexp
- :group 'gametree)
- (defcustom gametree-full-ply-regexp (regexp-quote ".")
- "Matches ends of numbers of moves by the \"first\" player.
- For instance, it is an almost universal convention in chess to postfix
- numbers of moves by White (if considered in isolation) by the dot \".\"."
- :type 'regexp
- :group 'gametree)
- (defcustom gametree-half-ply-format "%d:"
- "Output format for move numbers of moves by the \"second\" player.
- Has to contain \"%d\" to output the actual number."
- :type 'string
- :group 'gametree)
- (defcustom gametree-full-ply-format "%d."
- "Output format for move numbers of moves by the \"first\" player.
- Has to contain \"%d\" to output the actual number."
- :type 'string
- :group 'gametree)
- (defcustom gametree-make-heading-function
- (function (lambda (level)
- (insert (make-string level ?*))))
- "A function of one numeric argument, LEVEL, to insert a heading at point.
- You should change this if you change `outline-regexp'."
- :type 'function
- :group 'gametree)
- (defvar gametree-local-layout nil
- "A list encoding the layout (i.e. the show or hide state) of the file.
- If Emacs notices a local variable specification of this variable in
- the first line of the buffer while saving the buffer to the visited
- file, the local value will be saved there and restored the next time
- the file is visited (subject to the usual restriction via
- `enable-local-variables'), and the layout will be set accordingly.")
- (defcustom gametree-score-opener "{score="
- "The string which opens a score tag, and precedes the actual score."
- :type 'string
- :group 'gametree)
- (defcustom gametree-score-manual-flag "!"
- "String marking the line as manually (as opposed to automatically) scored."
- :type 'string
- :group 'gametree)
- (defcustom gametree-score-closer "}"
- "The string which closes a score tag, and follows the actual score."
- :type 'string
- :group 'gametree)
- (defcustom gametree-score-regexp
- (concat "[^\n\^M]*\\("
- (regexp-quote gametree-score-opener)
- "[ ]*\\("
- (regexp-quote gametree-score-manual-flag)
- "[ ]*\\)?\\([-+]?[0-9]+\\)"
- (regexp-quote gametree-score-closer)
- "[ ]*\\)[\n\^M]")
- "Regular expression matching lines that guide the program in scoring.
- Its third parenthetical group should match the actual score. Its
- first parenthetical group should match the entire score tag. Its
- second parenthetical group should be an optional flag that marks the
- line as *manually* (as opposed to automatically) scored, which
- prevents the program from recursively applying the scoring algorithm
- on the subtree headed by the marked line, and makes it use the manual
- score instead."
- :type 'regexp
- :group 'gametree)
- (defcustom gametree-default-score 0
- "Score to assume for branches lacking score tags."
- :type 'integer
- :group 'gametree)
- ;;;; Helper functions
- (defun gametree-prettify-heading ()
- "Insert/delete space between leading asterisks and heading text.
- If the current variation is an internal node (i.e. starts with one or
- more asterisks), ensure there's at least one space between the
- asterisks and the text. If on the other hand this is a leaf, there
- should be no leading white space."
- (save-excursion
- (beginning-of-line 1)
- (if (re-search-forward (concat "\\=" outline-regexp) nil t)
- (if (not (looking-at "[ \t]+")) (insert " "))
- (delete-char (save-excursion (skip-chars-forward " \t"))))
- (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
- gametree-full-ply-regexp "\\|"
- gametree-half-ply-regexp "\\)") nil t)
- (if (not (looking-at "[ \t]+")) (insert " ")
- (delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
- (defun gametree-looking-at-ply ()
- "Read and return the number of the ply under point."
- (if (eobp) 0
- (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
- gametree-full-ply-regexp "\\|"
- gametree-half-ply-regexp "\\)"))
- (limit (line-beginning-position 1)))
- (if (looking-at boundary)
- (+ (* 2 (string-to-number (match-string 1)))
- (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
- (save-excursion
- (re-search-backward boundary limit)
- (skip-chars-backward "0123456789")
- (1+ (* 2 (string-to-number
- (buffer-substring (point) (match-end 1))))))))))
- (defun gametree-current-branch-ply ()
- "Return the ply number of the first move of the current variation."
- (save-excursion
- (beginning-of-line 1)
- (re-search-forward (concat "\\=" outline-regexp) nil t)
- (gametree-looking-at-ply)))
- (defsubst gametree-forward-line ()
- (re-search-forward "[\n\^M]" nil 'move))
- (defun gametree-current-branch-depth ()
- "Return the depth of the current variation in the analysis tree.
- This value is simply the outline heading level of the current line."
- (save-excursion
- (beginning-of-line 1)
- (if (looking-at outline-regexp)
- (outline-level) 0)))
- (defun gametree-transpose-following-leaves ()
- "Move the current leaf variation behind all others on the same level."
- (let ((following-leaves
- (save-excursion
- (gametree-forward-line)
- (let ((p (point)))
- (while (and (not (eobp))
- (= 0 (gametree-current-branch-depth)))
- (gametree-forward-line))
- (prog1 (buffer-substring p (point))
- (delete-region p (point)))))))
- (save-excursion
- (beginning-of-line 1)
- (insert following-leaves))))
- ;;;; Functions related to the task of saving and restoring current
- ;;;; outline layout
- (defsubst gametree-show-children-and-entry ()
- (show-children)
- (show-entry))
- (defun gametree-entry-shown-p ()
- (save-excursion
- (forward-line 1)
- (and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
- (defun gametree-children-shown-p ()
- (save-excursion
- (ignore-errors
- (let ((depth (gametree-current-branch-depth)))
- (outline-next-visible-heading 1)
- (< depth (gametree-current-branch-depth))))))
- (defun gametree-current-layout (depth &optional from-top-level)
- (let ((layout nil) (first-time t))
- (while (save-excursion
- (ignore-errors
- (or (and first-time from-top-level
- (bolp) (looking-at outline-regexp))
- (setq first-time nil)
- (outline-next-visible-heading 1))
- (< depth (gametree-current-branch-depth))))
- (if (not first-time)
- (outline-next-visible-heading 1))
- (setq first-time nil)
- (if (not (gametree-children-shown-p))
- (setq layout
- (nconc layout
- (if (gametree-entry-shown-p)
- (list 'show-entry)
- (list nil))))
- (setq layout (nconc layout (if (gametree-entry-shown-p)
- (list 'gametree-show-children-and-entry)
- (list 'show-children))))
- (let ((sub-layout
- (gametree-current-layout (gametree-current-branch-depth))))
- (setq layout (nconc layout (list sub-layout))))))
- layout))
- (defun gametree-save-layout ()
- (save-excursion
- (goto-char (point-min))
- (setq gametree-local-layout (gametree-current-layout 0 t))))
- (defun gametree-apply-layout (layout depth &optional from-top-level)
- (let ((first-time t))
- (while (and layout
- (save-excursion
- (ignore-errors
- (or (and first-time from-top-level
- (bolp) (looking-at outline-regexp))
- (setq first-time nil)
- (outline-next-visible-heading 1))
- (< depth (gametree-current-branch-depth)))))
- (if (not first-time)
- (outline-next-visible-heading 1))
- (setq first-time nil)
- (hide-subtree)
- (if (nth 0 layout)
- (funcall (nth 0 layout)))
- (if (not (and (nth 1 layout) (listp (nth 1 layout))))
- (setq layout (cdr layout))
- (gametree-apply-layout (nth 1 layout)
- (gametree-current-branch-depth))
- (setq layout (cdr (cdr layout)))))))
- (defun gametree-restore-layout ()
- (save-excursion
- (goto-char (point-min))
- (gametree-apply-layout gametree-local-layout 0 t)))
- (defun gametree-hack-file-layout ()
- (save-excursion
- (goto-char (point-min))
- (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
- (progn
- (goto-char (match-beginning 1))
- (delete-region (point) (match-end 1))
- (let ((standard-output (current-buffer)))
- (princ gametree-local-layout))))))
- ;;;; Scoring functions
- (defun gametree-current-branch-score ()
- "Return score of current variation according to its score tag.
- When no score tag is present, use the value of `gametree-default-score'."
- (if (looking-at gametree-score-regexp)
- (string-to-number (match-string 3))
- gametree-default-score))
- (defun gametree-compute-reduced-score ()
- "Return current internal node score computed recursively from subnodes.
- Subnodes which have been manually scored are honored."
- (if (or
- (= 0 (gametree-current-branch-depth))
- (save-excursion (gametree-forward-line) (eobp))
- (and (looking-at gametree-score-regexp)
- (not (null (match-string 2)))))
- (gametree-current-branch-score)
- (let ((depth (gametree-current-branch-depth)))
- (save-excursion
- (gametree-forward-line)
- ;; the case of a leaf node has already been handled, so here I
- ;; know I am on the 1st line of the current subtree. This can
- ;; be either a leaf child, or a subheading.
- (let ((running gametree-default-score)
- (minmax
- (if (= 0 (mod (gametree-current-branch-ply) 2))
- 'max 'min)))
- (while (and (not (eobp))
- (= 0 (gametree-current-branch-depth))) ;handle leaves
- (setq running (funcall minmax running
- (gametree-current-branch-score)))
- (gametree-forward-line))
- (let ((done (and (not (eobp))
- (< depth (gametree-current-branch-depth)))))
- (while (not done) ;handle subheadings
- (setq running (funcall minmax running
- (gametree-compute-reduced-score)))
- (setq done (ignore-errors (outline-forward-same-level 1)))))
- running)))))
- ;;;; Commands
- (defun gametree-insert-new-leaf (&optional at-depth)
- "Start a new leaf variation under the current branching point.
- The new variation can later be split to be a branching point itself,
- with \\[gametree-break-line-here]. If the point is currently on a
- leaf variation, this command won't work; use \\[gametree-break-line-here]
- on the current line first.
- With a numeric arg AT-DEPTH, first go up the tree until a node of
- depth AT-DEPTH or smaller is found."
- (interactive "*P")
- (if (zerop (gametree-current-branch-depth))
- (outline-up-heading 0))
- (if at-depth
- (while (> (gametree-current-branch-depth)
- (prefix-numeric-value at-depth))
- (outline-up-heading 1)))
- (beginning-of-line 1)
- (let ((parent-depth (gametree-current-branch-depth)))
- (show-entry)
- (condition-case nil
- (outline-next-visible-heading 1)
- (error
- (goto-char (point-max))
- (if (not (bolp)) (insert "\n"))))
- (let ((starting-plys
- (if (> (gametree-current-branch-depth) parent-depth)
- (gametree-current-branch-ply)
- (save-excursion (forward-line -1)
- (gametree-current-branch-ply)))))
- (goto-char (1- (point)))
- (insert "\n")
- (insert (format (if (= 0 (mod starting-plys 2))
- gametree-full-ply-format
- gametree-half-ply-format)
- (/ starting-plys 2))))))
- (defun gametree-break-line-here (&optional at-move)
- "Split the variation node at the point position.
- This command works whether the current variation node is a leaf, or is
- already branching at its end. The new node is created at a level that
- reflects the number of game plys between the beginning of the current
- variation and the breaking point.
- With a numerical argument AT-MOVE, split the variation before
- White's AT-MOVEth move, or Black's if negative. The last option will
- only work of Black's moves are explicitly numbered, for instance
- `1. e4 1: e5'."
- (interactive "*P")
- (if at-move (progn
- (end-of-line 1)
- (let ((limit (point)))
- (beginning-of-line 1)
- (re-search-forward
- (concat
- (regexp-quote
- (int-to-string (abs (prefix-numeric-value at-move))))
- (if (> at-move 0) gametree-full-ply-regexp
- gametree-half-ply-regexp)) limit))
- (goto-char (match-beginning 0))))
- (gametree-transpose-following-leaves)
- (let* ((pt (set-marker (make-marker) (point)))
- (plys (gametree-current-branch-ply))
- (depth (gametree-current-branch-depth))
- (old-depth depth))
- (if (= depth 0)
- (progn
- (save-excursion
- (outline-previous-visible-heading 1)
- (setq depth
- (let ((old-branch-ply
- (condition-case nil
- (gametree-current-branch-ply)
- (error 0))))
- (if (zerop old-branch-ply)
- (1+ (gametree-current-branch-depth))
- (+ (gametree-current-branch-depth)
- (- plys old-branch-ply))))))
- (save-excursion
- (beginning-of-line 1)
- (funcall gametree-make-heading-function depth)
- (gametree-prettify-heading))))
- (save-excursion
- (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
- gametree-full-ply-regexp "\\|"
- gametree-half-ply-regexp "\\)")))
- (progn
- (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
- gametree-full-ply-format
- gametree-half-ply-format)
- (/ (gametree-looking-at-ply) 2)))
- (gametree-prettify-heading)
- (beginning-of-line 1)))
- (goto-char pt)
- (insert "\n")
- (if (not (= 0 old-depth))
- (funcall gametree-make-heading-function
- (+ depth (- (gametree-current-branch-ply) plys))))
- (gametree-prettify-heading))))
- (defun gametree-merge-line ()
- "Merges a variation with its only child.
- Does *not* check if the variation has in fact a unique child; users beware."
- (interactive "*")
- (if (zerop (gametree-current-branch-depth))
- (outline-up-heading 0))
- (if (looking-at gametree-score-regexp)
- (delete-region (match-beginning 1) (match-end 1)))
- (end-of-line 1)
- (let ((prev-depth (save-excursion (forward-line 1)
- (gametree-current-branch-depth))))
- (delete-char (1+ prev-depth))
- (if (zerop prev-depth)
- (save-excursion
- (beginning-of-line 1)
- (delete-char (gametree-current-branch-depth))
- (gametree-prettify-heading)))))
- (defun gametree-insert-score (score &optional auto)
- "Insert a score tag with value SCORE at the end of the current line.
- If this line already has a score tag, just jump to it and alter it.
- When called from a program, optional AUTO flag tells if the score is
- being entered automatically (and thus should lack the manual mark)."
- (interactive "*P")
- (beginning-of-line 1)
- (if (looking-at gametree-score-regexp)
- (progn
- (goto-char (match-beginning 3))
- (if (and auto (not (null (match-string 2))))
- (delete-region (match-beginning 2) (match-end 2)))
- (if (not (null score))
- (delete-region (match-beginning 3) (match-end 3)))
- (if (and (not auto) (null (match-string 2)))
- (insert gametree-score-manual-flag)))
- (end-of-line 1)
- (if (= 0 (save-excursion (skip-chars-backward " \t")))
- (insert " "))
- (insert gametree-score-opener)
- (if (not auto) (insert gametree-score-manual-flag))
- (save-excursion (insert gametree-score-closer)))
- (if (not (null score))
- (save-excursion
- (insert (int-to-string (prefix-numeric-value score))))))
- (defun gametree-compute-and-insert-score ()
- "Compute current node score, maybe recursively from subnodes. Insert it.
- Subnodes which have been manually scored are honored."
- (interactive "*")
- (let ((auto (not (and (looking-at gametree-score-regexp)
- (not (null (match-string 2))))))
- (score (gametree-compute-reduced-score)))
- (gametree-insert-score score auto)))
- (defun gametree-layout-to-register (register)
- "Store current tree layout in register REGISTER.
- Use \\[gametree-apply-register-layout] to restore that configuration.
- Argument is a character, naming the register."
- (interactive "cLayout to register: ")
- (save-excursion
- (goto-char (point-min))
- (set-register register
- (gametree-current-layout 0 t))))
- (defun gametree-apply-register-layout (char)
- "Return to a tree layout stored in a register.
- Argument is a character, naming the register."
- (interactive "*cApply layout from register: ")
- (save-excursion
- (goto-char (point-min))
- (gametree-apply-layout (get-register char) 0 t)))
- (defun gametree-save-and-hack-layout ()
- "Save the current tree layout and hack the file local variable spec.
- This function saves the current layout in `gametree-local-layout' and,
- if a local file variable specification for this variable exists in the
- buffer, it is replaced by the new value. See the documentation for
- `gametree-local-layout' for more information."
- (interactive)
- (gametree-save-layout)
- (let ((inhibit-read-only t))
- (gametree-hack-file-layout))
- nil)
- ;;;; Key bindings
- (defvar gametree-mode-map
- (let ((map (make-sparse-keymap)))
- (define-key map "\C-c\C-j" 'gametree-break-line-here)
- (define-key map "\C-c\C-v" 'gametree-insert-new-leaf)
- (define-key map "\C-c\C-m" 'gametree-merge-line)
- (define-key map "\C-c\C-r " 'gametree-layout-to-register)
- (define-key map "\C-c\C-r/" 'gametree-layout-to-register)
- (define-key map "\C-c\C-rj" 'gametree-apply-register-layout)
- (define-key map "\C-c\C-y" 'gametree-save-and-hack-layout)
- (define-key map "\C-c;" 'gametree-insert-score)
- (define-key map "\C-c^" 'gametree-compute-and-insert-score)
- map))
- (define-derived-mode gametree-mode outline-mode "GameTree"
- "Major mode for managing game analysis trees.
- Useful to postal and email chess (and, it is hoped, also checkers, go,
- shogi, etc.) players, it is a slightly modified version of Outline mode.
- \\{gametree-mode-map}"
- (auto-fill-mode 0)
- (make-local-variable 'write-contents-hooks)
- (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
- ;;;; Goodies for mousing users
- (and (fboundp 'track-mouse)
- (defun gametree-mouse-break-line-here (event)
- (interactive "e")
- (mouse-set-point event)
- (gametree-break-line-here))
- (defun gametree-mouse-show-children-and-entry (event)
- (interactive "e")
- (mouse-set-point event)
- (gametree-show-children-and-entry))
- (defun gametree-mouse-show-subtree (event)
- (interactive "e")
- (mouse-set-point event)
- (show-subtree))
- (defun gametree-mouse-hide-subtree (event)
- (interactive "e")
- (mouse-set-point event)
- (hide-subtree))
- (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
- 'gametree-mouse-break-line-here)
- (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
- 'gametree-mouse-show-children-and-entry)
- (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
- 'gametree-mouse-show-subtree)
- (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
- 'gametree-mouse-hide-subtree))
- (provide 'gametree)
- ;;; gametree.el ends here
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