my-emacs-d/elpa/gnugo-3.0.0/gnugo-autoloads.el
2016-09-26 19:35:49 +02:00

95 lines
3.0 KiB
EmacsLisp
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

;;; gnugo-autoloads.el --- automatically extracted autoloads
;;
;;; Code:
(add-to-list 'load-path (directory-file-name (or (file-name-directory #$) (car load-path))))
;;;### (autoloads nil "gnugo" "gnugo.el" (22505 22848 889648 864000))
;;; Generated autoloads from gnugo.el
(autoload 'gnugo "gnugo" "\
Run gnugo in a buffer, or resume a game in progress.
If there is already a game in progress you may resume it instead
of starting a new one. Prefix arg means skip the game-in-progress
check and start a new game straight away.
Before starting, Emacs queries you for additional command-line
options (Emacs supplies \"--mode gtp --quiet\" automatically).
Note that specifying \"--infile FILENAME\" (or, \"-l FILENAME\")
silently clobbers certain other options, such as \"--color\".
For details, see info node `(gnugo) Invoking GNU Go'.
\\<gnugo-board-mode-map>
To play, use \\[gnugo-move] to place a stone or \\[gnugo-pass] to pass.
See `gnugo-board-mode' for a full list of commands.
\(fn &optional NEW-GAME)" t nil)
;;;***
;;;### (autoloads nil "gnugo-frolic" "gnugo-frolic.el" (22505 22848
;;;;;; 869648 768000))
;;; Generated autoloads from gnugo-frolic.el
(autoload 'gnugo-frolic-in-the-leaves "gnugo-frolic" "\
Display the game tree in a *GNUGO Frolic* buffer.
This looks something like:
1 B -- E7 E7 E7 E7
2 W -- K10 K10 K10 K10
3 B -- E2 E2 E2 E2
4 W -- J3 J3 J3 J3
5 B -- A6 A6 A6 A6
6 W -- C9 C9 C9 C9
├─────┬─────┐
│ │ │
7 B -- H7 !B8 C8 C8
├─────┐
│ │
8 W -- D9 D9 D9 E9
9 B -- H8 H8
10 W -- PASS PASS
11 B -- H5 PASS
12 W -- PASS
13 B -- *PASS
with 0, 1, ... N (in this case N is 3) in the header line
to indicate the branches. Branch 0 is the \"main line\".
Point (* in this example) indicates the current position,
\"!\" indicates comment properties (e.g., B8, branch 1),
and moves not actually on the game tree (e.g., E7, branch 3)
are dimmed. Type \\[describe-mode] in that buffer for details.
\(fn)" t nil)
;;;***
;;;### (autoloads nil "gnugo-imgen" "gnugo-imgen.el" (22505 22848
;;;;;; 897648 834000))
;;; Generated autoloads from gnugo-imgen.el
(autoload 'gnugo-imgen-create-xpms "gnugo-imgen" "\
Return a list of XPM images suitable for BOARD-SIZE.
The size and style of the images are determined by
`gnugo-imgen-sizing-function' (rounded down to an even number)
and `gnugo-imgen-style', respectively. See `gnugo-xpms'.
The returned list is cached; see also `gnugo-imgen-clear-cache'.
\(fn BOARD-SIZE)" nil nil)
;;;***
;;;### (autoloads nil nil ("gnugo-pkg.el") (22505 22848 885648 885000))
;;;***
;; Local Variables:
;; version-control: never
;; no-byte-compile: t
;; no-update-autoloads: t
;; End:
;;; gnugo-autoloads.el ends here