diff --git a/DAG-Tournament.cabal b/DAG-Tournament.cabal
new file mode 100644
--- /dev/null
+++ b/DAG-Tournament.cabal
@@ -0,0 +1,49 @@
+name:               DAG-Tournament
+version:            0.1
+license:            GPL
+license-file:       LICENSE
+category:           Game
+cabal-version:      >= 1.6
+build-type:         Simple
+author:             Joachim Breitner <mail@joachim-breitner.de>
+maintainer:         Joachim Breitner <mail@joachim-breitner.de>
+copyright:          Joachim Breitner 2009
+synopsis:           Real-Time Game Tournament Evaluator
+description:
+    DAG-Tournament, where DAG stands for directed acyclic graph, is a graphical
+    program to manage an informal tournament of games such as foosball. It is
+    designed for open-for-all tournaments without schedule, for example to
+    record all games as they happen in the free time program of a serious
+    event, such as a conference.
+    .
+    Games can be entered as they happen. The program does not generate a
+    complete ranking, but only visualizes what it knows about who is better
+    than who based on direct comparison, or a path of direct comparisons.
+    Cycles are broken at the edge of least significance. The visualisation is
+    baesd on springs and forces and updated in real time, already producing
+    entertaining effects.
+    .
+    DAG-Tournaments supports more than one tournament at the same time, e.g.
+    foosball and pool billard, and can switch between the two rankings with one
+    keypress, again showing an entaining shuffling of nodes until a stable
+    state is reached again.
+-- homepage:           http://www.joachim-breitner.de/projects#DAG-Tournament
+
+
+extra-source-files:
+    README
+
+executable DAG-Tournament
+    main-is:            main.hs
+    hs-source-dirs:     src
+    build-depends:
+        base == 4.*, filepath, directory, mtl, time, containers,
+        gtk, cairo
+    other-modules:
+        Data
+        Graph
+        Physics
+
+source-repository head
+    type:     darcs
+    location: http://darcs.nomeata.de/DAG-Tournament
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,340 @@
+		    GNU GENERAL PUBLIC LICENSE
+		       Version 2, June 1991
+
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+     59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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diff --git a/README b/README
new file mode 100644
--- /dev/null
+++ b/README
@@ -0,0 +1,101 @@
+DAG-Tournament
+==============
+
+Introduction
+------------
+
+DAG-Tournament, where DAG stands for directed acyclic graph, is a graphical
+program to manage an informal tournament of games such as foosball. It is
+designed for open-for-all tournaments without schedule, for example to
+record all games as they happen in the free time program of a serious
+event, such as a conference.
+
+Games can be entered as they happen. The program does not generate a
+complete ranking, but only visualizes what it knows about who is better
+than who based on direct comparison, or a path of direct comparisons.
+Cycles are broken at the edge of least significance. The visualisation is
+baesd on springs and forces and updated in real time, already producing
+entertaining effects.
+
+DAG-Tournaments supports more than one tournament at the same time, e.g.
+foosball and pool billard, and can switch between the two rankings with one
+keypress, again showing an entaining shuffling of nodes until a stable
+state is reached again.
+
+Using
+-----
+
+DAG-Tournament has no configuration file and takes no command line optins.
+Only if you want to handle more than one game at a time, you need to pass
+the names of the games as command line parameters.
+$ DAG-Tournament
+or
+$ DAG-Tournament Foosball Billard
+
+At first, the screen will be blank, because no players or games have been
+added. You can now interact with the game in these ways:
+
+Double click
+	Add a new player. You will be asked for the name of the player.
+
+Drag’n’drop one player onto another
+	Add a new game result. You will be asked for the final score. If
+	your game does not have scores, just enter 1:0. 
+
+Tab
+	Switch between games, if you have more than one.
+
+Hold shift
+	Show the number of games per player. Useful to decide who ought to
+	play next.
+
+These are sufficient to use the program. Additionally, there is
+functionality meant to be used by the tournament organizer:
+
+Ctrl-R
+	Re-set the position of the players. If the nodes are in a
+	somehow stuck and you expect that they are not yet in their optimal
+	position, this puts them all into a straigt line, possibly allowing
+	them to find a better possition on the screen. 
+
+Ctrl-E
+	Edit the game state. This opens a text edit window with the list of
+	players and games as a raw Haskell value. Here you can edit
+	mistakes. If the result does not parse, it will be discarded, so
+	edit with care!
+
+	After each change to the game state (adding a new player, adding a
+	game result, or using Ctrl-E), it is written to
+	~/.DAG-Tournamet.backup. If you need to resume the program, e.g.
+	after an accidential close or a crash, you can paste the contents
+	of that file to the edit window provided by Ctrl-E
+
+
+Explanation of the screen contents
+----------------------------------
+
+Player names are sometimes coloured. These colours mean:
+
+Red
+	Currently hovered by the mouse. All games with this players are
+	shown on the left.
+Blue
+	Start of a drag action. Let go of the mouse above another player to
+	enter a game.
+Yellow
+	A player that has already played at least against once against the
+	player marked in red. Useful to find out who he has not yet played
+	against.
+
+The back arrows, usually pointing down, indicate that at the current
+standings, the upper player is better than the lower, either by direct
+comparision or a series of comparisions with intermediate players. Only a
+minimal amount of arrows are shown. So if there is an arrow from A to B and
+from B to C, there will not be an arrow from A to C, independently of
+whether A and C have played each other.
+
+Credits
+-------
+
+DAG-Tournamet is © 2009 Joachim Breitner and published under the terms of
+the GNU General Public License, Version 2 or later.
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,3 @@
+module Main where
+import Distribution.Simple
+main = defaultMain
diff --git a/src/Data.hs b/src/Data.hs
new file mode 100644
--- /dev/null
+++ b/src/Data.hs
@@ -0,0 +1,32 @@
+module Data where
+
+import Data.Complex
+import Data.Time
+
+type Player = String
+type Edge = (Player, Player)
+type Result = (Integer, Integer)
+type Game = (Edge, Result)
+type GameSum = (Edge, (Integer,Integer,Integer))
+type GameName = String
+
+data GameState = GameState
+	{ gsPlayer :: [Player]
+	, gsGames :: [(GameName,[Game])]
+	}
+	deriving (Show, Read)
+
+-- | Coordinate system in use: (0,0) lower left, (1,0) lower right corner
+type Coord = Complex Double
+
+data UIState = UIState
+	{ uisPositions :: [(Player, Coord)]
+	, uisCurrentGame :: GameName
+	, uisBBoxes :: [(Player, (Double, Double, Double, Double))] 
+	, uisMousePos :: (Double, Double)
+	, uisHover :: Maybe Player
+	, uisDragStart :: Maybe Player
+	, uisShowGameCount :: Bool
+	, uisLastFrameTime :: UTCTime
+	} 
+	deriving (Show)
diff --git a/src/Graph.hs b/src/Graph.hs
new file mode 100644
--- /dev/null
+++ b/src/Graph.hs
@@ -0,0 +1,57 @@
+module Graph where
+
+import Data
+
+import qualified Data.Map as M
+import Control.Arrow (second, (***))
+import Data.Maybe
+import Data.Ord
+import Data.List
+import Debug.Trace
+
+
+transHull :: [GameSum] -> [Edge]
+transHull = foldr insert [] . map fst . sortBy (comparing snd)
+  where insert (p1,p2) graph
+         | reachable graph p2 p1 = graph -- Do not build cycles
+         | reachable graph p1 p2 = graph -- No useful edge
+	 | otherwise             = (p1,p2) : removeObs (p1,p2) graph
+
+-- | Removes any edge pointing towards p2 that can also reach p1
+removeObs (p1,p2) graph = filter go graph
+  where go (p1', p2') = not $  p2' == p2 && reachable graph p1' p1
+                            || p1' == p1 && reachable graph p2 p2'
+
+
+-- | Tests whether a player is reachable. Stupid algorithm, breaks when there
+--   are cycles
+reachable :: [Edge] -> Player -> Player -> Bool 
+reachable g p1 p2  = go p1
+  where go p = any (\(_,p') -> p2 == p' || go p') $ filter ((==) p . fst) g
+
+sumGames :: [Game] -> [GameSum]
+sumGames = mapMaybe flipRight . M.toList . M.map sumUp .
+           M.fromListWith (\(a,b) (a',b') -> (a ++ a', b `max` b')) .
+	   zipWith (\n (a,b) -> (a,([b],n))) [1,2..] .
+	   map sortName
+  where sumUp :: ([Result],Integer) -> (Integer, Integer, Integer)
+        sumUp (ress,o) = ( sum (map gameCount ress)
+	                 , sum (map (uncurry (-)) ress)
+			 , o
+		         )
+	flipRight ((p1,p2),c@(c1,c2,c3)) =
+		if c1 == 0 && c2 == 0
+		then Nothing
+		else if c >= (0,0,0)
+		     then Just ((p1,p2),c)
+		     else Just ((p2,p1),(-c1,-c2,c3))
+
+	sortName x@((p1,p2),(c1,c2)) | p1 <= p2  = x
+	                             | otherwise = ((p2,p1),(c2,c1))
+
+gameCount (a,b) | a > b     = 1
+                | a < b     = -1
+                | otherwise = 0
+
+countGames :: [Game] -> [(Player, Integer)]
+countGames = M.toList . M.fromListWith (+) . concat . map (\((p1,p2),_) -> [(p1,1),(p2,1)])
diff --git a/src/Physics.hs b/src/Physics.hs
new file mode 100644
--- /dev/null
+++ b/src/Physics.hs
@@ -0,0 +1,72 @@
+{-# LANGUAGE PatternGuards #-}
+
+module Physics where 
+
+import Data
+
+import Data.Complex
+import Debug.Trace
+
+-- Constants
+gravityForce = 1/2
+borderForce = 100
+forceStrength = 1/10
+repellStrength = 1
+repellDist = 0.1
+attractStrength = 10
+angleShiftForce = 2
+
+edgePadding = 10/100
+botPadding = 2/100
+
+-- Physics functions
+
+gravity = 0 :+ negate gravityForce
+
+repell (player1, c1) (player2, c2) =
+	if player1 == player2
+	then 0
+	else let d = c2 - c1
+	         m = magnitude d
+	     in  - signum d * repellStrength * ((repellDist / m)^2 :+ 0)
+
+attract (player, c) pos (player1, player2)
+ 	| player1 == player2 = 0 --safeguard
+	| player  /= player1 && player /= player2 = 0
+	| Nothing <- lookup player1 pos = 0 
+	| Nothing <- lookup player2 pos = 0 
+	| d == 0 = 0
+	| otherwise = distForce + angleForce
+
+  where winner = player == player1
+  	other = if winner then player2 else player1
+  	Just c2 = lookup other pos
+        d = c2 - c
+        distForce = d * attractStrength
+	ddiff = normAngle $ phase d - if winner then -pi/2 else pi/2
+	angleForce = cis (signum ddiff * pi/2) * signum d * (ddiff^2 :+ 0) * angleShiftForce
+	
+
+bound (x :+ y) = boundBottom . boundLeft . boundRight 
+ where boundBottom = if y <    botPadding  then clampPhase (pi/2) else id
+       boundLeft   = if x <    edgePadding then clampPhase 0      else id
+       boundRight  = if x > 1- edgePadding then clampPhase pi     else id
+
+applyForces elapsedTime gameState spanningTree uis = uis { uisPositions = map go (uisPositions uis) }
+  where go p@(player, coord) = let totalForce = sum $
+  					[ gravity
+					] ++
+					map (repell p) (uisPositions uis) ++
+					map (attract p (uisPositions uis)) spanningTree 
+                           in  (player,
+			        coord + bound coord totalForce * forceStrength * elapsedTime)
+
+atLeast x = max x
+atMost  x = min x
+
+normAngle x | x <= -pi   = normAngle $ x + 2*pi
+            | x > pi    = normAngle $ x - 2*pi
+	    | otherwise = x
+
+clampPhase p d = cis p * go (cis (-p) * d)
+  where go (x :+ y) = atLeast 0 x :+ y
diff --git a/src/main.hs b/src/main.hs
new file mode 100644
--- /dev/null
+++ b/src/main.hs
@@ -0,0 +1,398 @@
+{-# LANGUAGE RecordWildCards #-}
+
+module Main where
+
+import Data
+import Graph
+import Physics
+
+import Graphics.UI.Gtk
+import Graphics.Rendering.Cairo 
+import Graphics.UI.Gtk.Gdk.Events
+import Data.Time
+import Data.IORef
+import Data.Complex
+import Control.Monad
+import Control.Applicative
+import Text.Printf
+import Data.List
+import System.Environment
+import Data.Maybe
+import System.Directory
+import System.FilePath
+
+fontSize = 1/50
+
+removePlayers (GameState players _) uis = uis { uisPositions = filter (\(p,_) -> p `elem` players) (uisPositions uis) }
+
+addNewPlayers (GameState players _) uis = foldr go uis players
+  where go player uis | player `elem` map fst (uisPositions uis) = uis
+                      | otherwise = let x = fromIntegral ((4 + length (uisPositions uis)) `mod` 10) 
+		                    in uis { uisPositions = (player,((x*0.1 + 0.05) :+ 0.3)) :
+				                            uisPositions uis }
+
+setHover uiState = uiState { uisHover = msum $ map check (uisBBoxes uiState) }
+  where (mx, my) = uisMousePos uiState
+        check (player, (x,y,w,h)) =
+  		if x <= mx && mx <= x + w &&
+		   y <= my && my <= y + h
+		then Just player else Nothing
+
+updateUIState elapsedTime gameState spanningTree =
+	applyForces elapsedTime gameState spanningTree .
+	removePlayers gameState .
+	addNewPlayers gameState .
+	setHover
+
+playedWith curGame gameState p1 p2 = let Just games = lookup curGame (gsGames gameState)
+                                         pairings =   map fst games
+                                     in  (p1,p2) `elem` pairings || (p2,p1) `elem` pairings
+
+tick :: IORef GameState -> IORef UIState -> DrawingArea -> IO ()
+tick gameStateRef uiStateRef canvas = do
+	-- Simulations logic here
+	gameState <- readIORef gameStateRef
+	uiState <- readIORef uiStateRef
+
+	now <- getCurrentTime
+	backThen <- uisLastFrameTime <$> readIORef uiStateRef
+	modifyIORef uiStateRef (\uis -> uis { uisLastFrameTime = now })
+
+	let elapsedTime = realToFrac (now `diffUTCTime` backThen)
+
+	let spanningTree = transHull $ sumGames (getGames (uisCurrentGame uiState) gameState)
+
+	modifyIORef uiStateRef (updateUIState elapsedTime gameState spanningTree)
+
+
+redraw :: IORef GameState -> IORef UIState -> DrawingArea -> IO ()
+redraw gameStateRef uiStateRef canvas = do
+	gameState <- readIORef gameStateRef
+	uiState@(UIState {..}) <- readIORef uiStateRef
+
+	let spanningTree = transHull $ sumGames (getGames uisCurrentGame gameState)
+
+	-- Graphics here
+	render canvas $ do
+
+	-- Background
+	preserve $ setSourceRGB 1 1 1 >> paint
+
+	-- Setup
+	setLineWidth (1/1000)
+	setFontSize fontSize
+	let padding = (2/1000)
+
+	let important = msum [uisDragStart, uisHover]
+
+	let gameCounts = countGames (getGames uisCurrentGame gameState)
+
+	-- Calculate bounding boxes for player while drawing them
+	bb <- forM uisPositions $ \(player, x :+ y) -> preserve $ do
+		let text1 = player
+		let text2 = printf " (%d)" (fromMaybe 0 (lookup player gameCounts))
+		let text = if uisShowGameCount 
+		           then text1 ++ text2
+			   else text1
+                TextExtents xb1 yb1 w1 h1 _ _ <- textExtents text1
+                TextExtents xb  yb  w  h _ _ <- textExtents text
+		scale 1 (-1)
+                translate x (-y)
+		let (ux, uy, uw, uh) = 
+			    ( -w1/2 + xb1 - padding
+			    ,  h1/2 + yb1 - padding
+			    ,  w   +      2*padding
+			    ,  h   +      2*padding
+			    )
+		roundedRect ux uy uw uh
+
+		if        Just player == uisDragStart
+	          then		setSourceRGB 0 0 1 >> fillPreserve >> setSourceRGB 0 0 0 
+		  else if Just player == uisHover
+		  then		setSourceRGB 1 0 0 >> fillPreserve >> setSourceRGB 0 0 0 
+		  else when (maybe False (playedWith uisCurrentGame gameState player) important) $ 
+		      		setSourceRGB 1 1 0 >> fillPreserve >> setSourceRGB 0 0 0 
+		stroke
+
+                moveTo (-w1/2) (h1/2)
+                showText text1
+		when uisShowGameCount $ do
+			setSourceRGB 0.5 0.5 0.5
+			showText text2
+
+		(dx,dy) <- userToDevice ux uy
+		(dw,dh) <- userToDeviceDistance uw uh
+		return (player, (dx,dy,dw,dh))
+	
+	forM_ spanningTree $ \(p1,p2) -> preserve $ do
+		setLineWidth (4/1000)
+		setLineCap LineCapRound
+		let Just v1@(x1 :+ y1) = lookup p1 uisPositions
+		let Just v2@(x2 :+ y2) = lookup p2 uisPositions
+		let d = signum (v2 - v1)
+
+		let rv1@(rx1 :+ ry1) = v1 + 2/100 * d
+		let rv2@(rx2 :+ ry2) = v2 - 2/100 * d
+
+		let (tlx :+ tly) = rv2 + 1/100 * cis (3/4*pi) * d
+		let (trx :+ try) = rv2 + 1/100 * cis (-3/4*pi) * d
+
+		moveTo rx1 ry1
+		lineTo rx2 ry2
+		moveTo rx2 ry2
+		lineTo tlx tly
+		moveTo rx2 ry2
+		lineTo trx try
+		stroke
+	
+	case uisHover of
+	  Just player -> showStats uiState gameState player
+	  Nothing -> return ()
+
+	-- Only show game name if there is more than one
+	case gsGames gameState of
+	  [] ->  return ()
+	  [_] -> return ()
+	  _ ->   showGames uiState gameState
+	
+	liftIO $ modifyIORef uiStateRef (\uis -> uis { uisBBoxes = bb })
+
+showStats uiState gameState player = do
+	let texts = map (\((p1,p2),(s1,s2)) -> printf "%s vs. %s: %d:%d" p1 p2 s1 s2) $
+                    filter (\((p1,p2),_) -> p1 == player || p2 == player) $
+		    getGames (uisCurrentGame uiState) gameState
+
+        unless (null texts) $ preserve $ do
+                scale 1 (-1)
+                translate 0 (-2*fontSize)
+
+                forM_ texts $ \text -> do
+                        setSourceRGB 0 0 0
+                        moveTo 0 0
+                        showText text
+                        translate 0 (-fontSize)
+
+showGames uiState gameState = preserve $ do
+	newPath
+	let text = uisCurrentGame uiState
+	scale 1 (-1)
+	TextExtents xb yb w h _ _ <- textExtents text
+	translate (1-w-xb- 1/2*fontSize) (-1/2*fontSize)
+	showText text
+	
+
+gameDialog :: Window -> Player -> Player -> IO (Maybe Game)
+gameDialog window player1 player2 = do
+	dlg <- messageDialogNew (Just window) [] MessageQuestion ButtonsOk "Please enter the game scores!"
+	upper <- dialogGetUpper dlg
+	
+	hbox <- hBoxNew False 10
+	l1 <- labelNew (Just player1)
+	l2 <- labelNew (Just "vs.")
+	l3 <- labelNew (Just player2)
+	e1 <- entryNew
+	e2 <- entryNew
+	set e1 [ entryAlignment := 1, entryWidthChars := 3, entryText := "1", entryActivatesDefault := True ]
+	set e2 [ entryAlignment := 0, entryWidthChars := 3, entryText := "0", entryActivatesDefault := True ]
+	boxPackStartDefaults hbox l1
+	boxPackStartDefaults hbox e1
+	boxPackStartDefaults hbox l2
+	boxPackStartDefaults hbox e2
+	boxPackStartDefaults hbox l3
+
+	boxPackStartDefaults upper hbox
+
+	dialogSetDefaultResponse dlg ResponseOk
+	widgetShowAll dlg
+	responseId <- dialogRun dlg
+
+	ret <- if responseId == ResponseOk then do
+		t1 <- get e1 entryText
+		t2 <- get e2 entryText
+		case (maybeRead t1, maybeRead t2) of
+		 (Just s1, Just s2) -> return (Just ((player1,player2),(s1,s2)))
+		 _ -> return Nothing
+	  else return Nothing
+
+	widgetDestroy dlg
+
+	return ret
+
+addNewPlayer :: Window -> IORef GameState -> IO ()
+addNewPlayer window gameStateRef = do
+	gameState <- readIORef gameStateRef
+	dlg <- messageDialogNew (Just window) [] MessageQuestion ButtonsOk "Please enter the name of the player!"
+	upper <- dialogGetUpper dlg
+
+	let defaultText = "Player " ++ [head (drop (length (gsPlayer gameState)) (cycle $ ['X','Y','Z'] ++ ['A'..'W']))]
+	
+	hbox <- hBoxNew False 10
+	e1 <- entryNew
+	set e1 [ entryAlignment := 0, entryWidthChars := 10, entryText := defaultText, entryActivatesDefault := True ]
+	boxPackStartDefaults hbox e1
+
+	boxPackStartDefaults upper hbox
+
+	dialogSetDefaultResponse dlg ResponseOk
+	widgetShowAll dlg
+
+	responseId <- dialogRun dlg
+
+	when (responseId == ResponseOk) $ do
+		name  <- get e1 entryText
+		modifyIORef gameStateRef (\gs -> gs { gsPlayer = nub $ name : gsPlayer gs })
+		saveGameState gameStateRef
+
+	widgetDestroy dlg
+
+editGameState :: Window -> IORef GameState -> IO ()
+editGameState window gameStateRef = do
+	dlg <- messageDialogNew (Just window) [] MessageQuestion ButtonsOk "Edit the game state."
+	upper <- dialogGetUpper dlg
+	
+	tv <- textViewNew
+	tb <- textViewGetBuffer tv
+	set tv [ textViewWrapMode := WrapWord ]
+
+	readIORef gameStateRef >>= textBufferInsertAtCursor tb . show
+	
+	boxPackStartDefaults upper tv
+
+	dialogSetDefaultResponse dlg ResponseOk
+	widgetShowAll dlg
+
+	responseId <- dialogRun dlg
+
+	when (responseId == ResponseOk) $ do
+		text <- get tb textBufferText
+	  	case maybeRead text of
+		    Just gs -> writeIORef gameStateRef gs >> saveGameState gameStateRef
+		    Nothing -> return ()
+
+	widgetDestroy dlg
+
+saveGameState :: IORef GameState -> IO ()
+saveGameState gameStateRef = do
+	home <- getHomeDirectory
+	readIORef gameStateRef >>= writeFile (home </> ".DAG-Tournamet.backup") . show
+
+main = do
+	games <- (\a -> if null a then ["XXX"] else a) <$> getArgs
+	now <- getCurrentTime
+	gameStateRef <- newIORef $ GameState [] (map (\gn -> (gn,[])) games)
+	uiStateRef <- newIORef $ UIState [] (head games) [] (0,0) Nothing Nothing False now
+
+        initGUI
+        window <- windowNew
+        canvas <- drawingAreaNew
+        onDestroy window mainQuit
+
+	onExpose canvas $ const $ do
+		tick gameStateRef uiStateRef canvas
+		redraw gameStateRef uiStateRef canvas 
+		return True
+
+	onMotionNotify canvas False $ \e -> do 
+		modifyIORef uiStateRef (\uis -> uis { uisMousePos = (eventX e, eventY e) })
+		return True
+
+	onButtonPress canvas $ \e -> do
+                when (eventButton e == LeftButton && eventClick e == SingleClick) $ 
+			modifyIORef uiStateRef $ \uis -> uis { uisDragStart = uisHover uis }
+
+		when (eventButton e == LeftButton && eventClick e == DoubleClick) $
+			addNewPlayer window gameStateRef
+
+		return True
+
+        onButtonRelease canvas $ \e -> do
+		uiState <- readIORef uiStateRef
+		case (uisDragStart uiState, uisHover uiState) of
+		  (Just p1, Just p2) | p1 /= p2 -> do
+		  	ret <- gameDialog window p1 p2
+			case ret of
+			 Just game -> do
+			 	modifyIORef gameStateRef $ \gs ->
+					gs { gsGames = map (\(gn,gs) ->
+						(gn, if gn == uisCurrentGame uiState then game : gs else gs)
+					) (gsGames gs) }
+			        saveGameState gameStateRef
+			 Nothing -> return ()
+		  _ -> return ()
+		modifyIORef uiStateRef $ \uis -> uis { uisDragStart = Nothing }
+		return True
+
+		return False
+
+        onKeyPress window $ \e -> do
+		when (eventModifier e == [Control] && eventKeyChar e == Just 'e') $
+			editGameState window gameStateRef
+		when (eventModifier e == [Control] && eventKeyChar e == Just 'r') $
+			modifyIORef uiStateRef (\uis -> uis { uisPositions = [] })
+		when (eventKeyName e == "Tab") $
+			modifyIORef uiStateRef (\uis -> uis {
+				uisCurrentGame = followingElement (uisCurrentGame uis) games
+				})
+		when (eventKeyName e `elem` ["Shift_L","Shift_R"]) $
+			modifyIORef uiStateRef (\uis -> uis {
+				uisShowGameCount = True })
+                widgetQueueDraw canvas
+		return False
+
+        onKeyRelease window $ \e -> do
+		when (eventKeyName e `elem` ["Shift_L","Shift_R"]) $
+			modifyIORef uiStateRef (\uis -> uis {
+				uisShowGameCount = False })
+                widgetQueueDraw canvas
+		return False
+
+	flip timeoutAdd 30 $ do 
+                widgetQueueDraw canvas
+                return True
+	
+	set window [containerChild := canvas]
+        windowFullscreen window
+        widgetShowAll window
+        mainGUI
+
+
+render canvas r = do
+        win <- widgetGetDrawWindow canvas
+        (w, h) <- widgetGetSize canvas
+        let s = fromIntegral w
+        renderWithDrawable win $ do
+                selectFontFace "DejaVu Sans" FontSlantNormal FontWeightNormal
+		translate 0 (fromIntegral h)
+                scale s (-s)
+                r
+
+roundedRect x y w h = do
+	moveTo       x            (y+pad)
+	lineTo       x            (y + h - pad)
+	arcNegative (x + pad)     (y + h - pad) pad pi (pi/2)
+	lineTo      (x + w - pad) (y + h)
+	arcNegative (x + w - pad) (y + h - pad) pad (pi/2) 0
+	lineTo      (x + w)       (y + pad)
+	arcNegative (x + w - pad) (y + pad)     pad 0  (-pi/2)
+	lineTo      (x + pad)      y 
+	arcNegative (x + pad)     (y + pad)     pad (-pi/2) (-pi)
+	closePath
+
+  where pad = 1/10 * min w h 
+
+preserve r = do
+	save
+	v <- r
+	restore
+	return v
+
+maybeRead :: Read a => String -> Maybe a
+maybeRead s = case reads s of
+  [(x, "")] -> Just x
+  _         -> Nothing
+
+getGames :: GameName -> GameState -> [Game]
+getGames gameName = fromJust . lookup gameName . gsGames
+
+followingElement e l = go (cycle l)
+  where go (x:xs) = if x == e then head xs else go xs
