On Thu, 9 Dec 2004 23:28:41 +0200, Paul Pogonyshev <[EMAIL PROTECTED]> wrote:
> [I'm CC'ing `gnugo-devel' as some people there are interested in
> this functionality.]
> 
> Game tree view much like in Cgoban1 has been implemented in upstream
> CVS version of Quarry.  It has the very same layout as in Cgoban1,
> but works much faster (noticeable on huge trees only.)
> 
> Implementation is not yet finished, but is already useful.  You can
> already click on a node in the view to switch to it.

Looked at it briefly; looks good!

> 
> Additional planned features:
> 
> * Collapsable nodes (right click to collapse/expand?)  Machinery is
>   already there, mostly it is GUI frontend lacking.
> 
> * Automatic scrolling of the view to follow the current node
>   (configurable.)
> 
> * Show/hide the tree view from menu.
> 
> * Maybe a way to narrow to a subtree (Emacs users will understand.)
> 
> * Zooming of the view, i.e. adjusting stones' size (most likely
>   delayed.)

To add another one: 

Mark nodes in the tree with comments / labels / other info attached to
them (like in CGoban 1/2)

> 
> Known bugs:
> 
> * With really huge trees there can be glitches in line drawing.
>   This is an X problem, I'll need to find a workaround.

It looks to me like if I try to open an SGF, and include a relative
path in the file name (eg, type "go/test.sgf" as the file to open),
then the program segfaults.

> 
> I would like this new feature to be tested as much as possible.  Let
> me know if you discover any problems.  Ideas and suggestions are also
> welcome.

I plan to keep playing with it.  At this point, Quarry seems to have
matched or passed Cgoban 1/2 for examining my large SGFs.  Nicely done
:)

Evan

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