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
