102 Commits

Author SHA1 Message Date
bbbbc8b22b Pattern: Reduce row clue spacing if there are lots of them
Normally, we put two spaces between row clues, but if there are a lot
then even with a smaller font size they might overflow the left edge
of the window.  To compensate, go down to one space between clues
instead of two if there are a lot of them.  On my laptop the GTK build
demonstrates overflow with "13x1:1//1//1//1//1//1//1/1.1.1.1.1.1.1".
2023-04-24 22:25:12 +01:00
fcf1d274c3 Pattern: switch to small font when there are many row clues
If you have a particularly large number of clues in a row, they can
end up falling off the left edge of the window.  This used not to be a
problem because the rendering code would squash them closer together
if necessary.  But then I switched to drawing them all as a single
string (so that two-digit row clues would get enough space with a
large font) and that broke the old mechanism.

Now we detect if there are enough clues that our conservative guess at
the string length looks like overflowing in the big font, and switch
to the small one if necessary.  If we had a drawing call to measure a
string then we could be cleverer about this, but we don't.

This problem can be demonstrated with "7x1:1//1//1//1/1.1.1.1" in the
GTK port with the fonts my laptop has.

I think overflow can still occur even with a small font, so once I've
demonstrated that I'll try to fix it.
2023-04-24 22:13:15 +01:00
42cc7f6cb0 Correct a comment in Pattern's clue-drawing code 2023-04-24 21:45:02 +01:00
0058331aeb New backend functions: get_prefs and set_prefs.
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
2023-04-23 13:25:06 +01:00
a4fca3286f Pass a game_ui to compute_size, print_size and print.
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
2023-04-21 16:18:04 +01:00
71cf891fdc Don't allow zero clues in Pattern
Some nonogram implementations allow zero clues so that a row or column
with a single zero clue is equivalent to one with no clues, that is it
has no black squares in it.  Pattern, however, doesn't interpret them
like this and treats a puzzle with a zero clue as insoluble, so it's
not helpful to permit them.

Permitting zero clues also confuses Pattern's memory allocation so
that it can suffer a buffer overrun.  As an example, before this
commit a build with AddressSanitizer would report a buffer overrun
with the description "1:0/0.0" because it tries to put two clues in a
row that can have a maximum of one.
2023-04-08 20:08:16 +01:00
418cb3a567 Make encode_ui() and decode_ui() optional in back-ends
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
2023-04-08 20:08:16 +01:00
3b9cafa09f Fall back to <math.h> if <tgmath.h> doesn't work.
This fixes a build failure introduced by commit 2e48ce132e011e8
yesterday.

When I saw that commit I expected the most likely problem would be in
the NestedVM build, which is currently the thing with the most most
out-of-date C implementation. And indeed the NestedVM toolchain
doesn't have <tgmath.h> - but much more surprisingly, our _Windows_
builds failed too, with a compile error inside <tgmath.h> itself!

I haven't looked closely into the problem yet. Our Windows builds are
done with clang, which comes with its own <tgmath.h> superseding the
standard Windows one. So you'd _hope_ that clang could make sense of
its own header! But perhaps the problem is that this is an unusual
compile mode and hasn't been tested.

My fix is to simply add a cmake check for <tgmath.h> - which doesn't
just check the file's existence, it actually tries compiling a file
that #includes it, so it will detect 'file exists but is mysteriously
broken' just as easily as 'not there at all'. So this makes the builds
start working again, precisely on Ben's theory of opportunistically
using <tgmath.h> where possible and falling back to <math.h>
otherwise.

It looks ugly, though! I'm half tempted to make a new header file
whose job is to include a standard set of system headers, just so that
that nasty #ifdef doesn't have to sit at the top of almost all the
source files. But for the moment this at least gets the build working
again.
2023-04-06 07:08:04 +01:00
2e48ce132e Replace <math.h> with <tgmath.h> throughout
C89 provided only double-precision mathematical functions (sin() etc),
and so despite using single-precision elsewhere, those are what Puzzles
has traditionally used.  C99 introduced single-precision equivalents
(sinf() etc), and I hope it's been long enough that we can safely use
them.  Maybe they'll even be faster.

Rather than directly use the single-precision functions, though, we use
the magic macros from <tgmath.h> that automatically choose the precision
of mathematical functions based on their arguments.  This has the
advantage that we only need to change which header we include, and thus
that we can switch back again if some platform has trouble with the new
header.
2023-04-04 21:43:25 +01:00
6dac51795e Add an environment variable to control initial cursor visibility
If you define PUZZLES_INITIAL_CURSOR=y, puzzles that have a keyboard
cursor will default to making it visible rather than invisible at the
start of a new game.  Behaviour is otherwise the same, so mouse actions
will cause the cursor to vanish and keyboard actions will cause it to
appear.  It's just the default that has changed.

The purpose of this is for use on devices and platforms where the
primary or only means of interaction is keyboard-based.  In those cases,
starting with the keyboard cursor invisible is weird and a bit
confusing.
2023-03-22 16:58:22 +00:00
873d613dd5 Fix missing statics and #includes on variables.
After Ben fixed all the unwanted global functions by using gcc's
-Wmissing-declarations to spot any that were not predeclared, I
remembered that clang has -Wmissing-variable-declarations, which does
the same job for global objects. Enabled it in -DSTRICT=ON, and made
the code clean under it.

Mostly this was just a matter of sticking 'static' on the front of
things. One variable was outright removed ('verbose' in signpost.c)
because after I made it static clang was then able to spot that it was
also unused.

The more interesting cases were the ones where declarations had to be
_added_ to header files. In particular, in COMBINED builds, puzzles.h
now arranges to have predeclared each 'game' structure defined by a
puzzle backend. Also there's a new tiny header file gtk.h, containing
the declarations of xpm_icons and n_xpm_icons which are exported by
each puzzle's autogenerated icon source file and by no-icon.c. Happily
even the real XPM icon files were generated by our own Perl script
rather than being raw xpm output from ImageMagick, so there was no
difficulty adding the corresponding #include in there.
2023-02-18 08:55:13 +00:00
1aa67e7a75 Remember to free the numcolours array from Pattern's drawstate 2023-02-13 11:13:03 +00:00
789e11f8f8 Remove various unused game functions
If can_configure is false, then the game's configure() and
custom_params() functions will never be called.  If can_solve is false,
solve() will never be called.  If can_format_as_text_ever is false,
can_format_as_text_now() and text_format() will never be called.  If
can_print is false, print_size() and print() will never be called.  If
is_timed is false, timing_state() will never be called.

In each case, almost all puzzles provided a function nonetheless.  I
think this is because in Puzzles' early history there was no "game"
structure, so the functions had to be present for linking to work.  But
now that everything indirects through the "game" structure, unused
functions can be left unimplemented and the corresponding pointers set
to NULL.

So now where the flags mentioned above are false, the corresponding
functions are omitted and the function pointers in the "game" structures
are NULL.
2023-01-31 23:25:05 +00:00
e5d106eb27 Don't allow negative clues in Pattern 2023-01-15 16:24:27 +00:00
dd00e9c532 Integer overflow protection in Pattern
Both for grid sizes and for clue values.
2023-01-15 16:24:27 +00:00
e66d027a81 Fix Pattern row clues when a row has no black in
I'd failed to initialise the row clue string to empty so it got the
contents of the previous row to be displayed.  This could only happen
for imported descriptions, or for puzzles with one or two columns.

Thanks to Glen Sawyer for spotting and reporting the bug.
2023-01-09 21:26:35 +00:00
a2212e82aa Use a dynamically-sized buffer for Pattern row clues 2023-01-02 18:11:45 +00:00
44b5291b48 Adjust font size of Pattern clues based on the numbers
If all the column clues are single digits, then the font can be larger
without adjacent clues getting too close to each other.  I've also
slightly increased the font size even with two-digit clues, from
TILE_SIZE/2 to TILE_SIZE/1.8.
2023-01-02 18:09:20 +00:00
1ef9aa4cc2 Pattern: Pack clues for each row more closely together
Rather than centring each clue in an imaginary box, put equal amounts of
space between them (using space characters) and then right-align the
whole string.  This makes for more efficient use of space, and I think
it also looks better when there are two-digit clues.

This does introduce a rather grotty (if large) fixed-size buffer for row
clues.  Probably the row clues should be pre-formatted into a string
when the puzzle is set up.
2023-01-01 16:09:19 +00:00
23c9e0a8b2 Pattern: Clip clues to their proper rectangles
Since the drawing API offers no guarantees about where text drawing
might have effects, it's unsafe to erase text other than by wiping the
clipping rectangle that was in effect when it was drawn.  In practice,
this means that all variable (including colour) text should be drawn
with a narrow clipping rectangle.

It wasn't actually a practical problem that Pattern didn't clip its
clues, but I'll like to make its fonts less tiny, which will make it
more likely to need clipping in odd cases.

This also factors out some repeated computations in draw_numbers().
2023-01-01 16:09:19 +00:00
a3310ab857 New backend function: current_key_label()
This provides a way for the front end to ask how a particular key should
be labelled right now (specifically, for a given game_state and
game_ui).  This is useful on feature phones where it's conventional to
put a small caption above each soft key indicating what it currently
does.

The function currently provides labels only for CURSOR_SELECT and
CURSOR_SELECT2.  This is because these are the only keys that need
labelling on KaiOS.

The concept of labelling keys also turns up in the request_keys() call,
but there are quite a few differences.  The labels returned by
current_key_label() are dynamic and likely to vary with each move, while
the labels provided by request_keys() are constant for a given
game_params.  Also, the keys returned by request_keys() don't generally
include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary
on platforms with pointing devices.  It might be possible to provide a
unified API covering both of this, but I think it would be quite
difficult to work with.

Where a key is to be unlabelled, current_key_label() is expected to
return an empty string.  This leaves open the possibility of NULL
indicating a fallback to button2label or the label specified by
request_keys() in the future.

It's tempting to try to implement current_key_label() by calling
interpret_move() and parsing its output.  This doesn't work for two
reasons.  One is that interpret_move() is entitled to modify the
game_ui, and there isn't really a practical way to back those changes
out.  The other is that the information returned by interpret_move()
isn't sufficient to generate a label.  For instance, in many puzzles it
generates moves that toggle the state of a square, but we want the label
to reflect which state the square will be toggled to.  The result is
that I've generally ended up pulling bits of code from interpret_move()
and execute_move() together to implement current_key_label().

Alongside the back-end function, there's a midend_current_key_label()
that's a thin wrapper around the back-end function.  It just adds an
assertion about which key's being requested and a default null
implementation so that back-ends can avoid defining the function if it
will do nothing useful.
2022-12-09 20:48:30 +00:00
b56c994b72 Pattern: fix a compile warning about memset bounds.
The argument to memset was being taken from an int variable that not
all compilers are able to prove is non-negative. Adding an assert
convinces them.
2021-12-11 13:56:12 +00:00
c0da615a93 Centralise initial clearing of the puzzle window.
I don't know how I've never thought of this before! Pretty much every
game in this collection has to have a mechanism for noticing when
game_redraw is called for the first time on a new drawstate, and if
so, start by covering the whole window with a filled rectangle of the
background colour. This is a pain for implementers, and also awkward
because the drawstate often has to _work out_ its own pixel size (or
else remember it from when its size method was called).

The backends all do that so that the frontends don't have to guarantee
anything about the initial window contents. But that's a silly
tradeoff to begin with (there are way more backends than frontends, so
this _adds_ work rather than saving it), and also, in this code base
there's a standard way to handle things you don't want to have to do
in every backend _or_ every frontend: do them just once in the midend!

So now that rectangle-drawing operation happens in midend_redraw, and
I've been able to remove it from almost every puzzle. (A couple of
puzzles have other approaches: Slant didn't have a rectangle-draw
because it handles even the game borders using its per-tile redraw
function, and Untangle clears the whole window on every redraw
_anyway_ because it would just be too confusing not to.)

In some cases I've also been able to remove the 'started' flag from
the drawstate. But in many cases that has to stay because it also
triggers drawing of static display furniture other than the
background.
2021-04-25 13:07:59 +01:00
78bc9ea7f7 Add method for frontends to query the backend's cursor location.
The Rockbox frontend allows games to be displayed in a "zoomed-in"
state targets with small displays. Currently we use a modal interface
-- a "viewing" mode in which the cursor keys are used to pan around
the rendered bitmap; and an "interaction" mode that actually sends
keys to the game.

This commit adds a midend_get_cursor_location() function to allow the
frontend to retrieve the backend's cursor location or other "region of
interest" -- such as the player location in Cube or Inertia.

With this information, the Rockbox frontend can now intelligently
follow the cursor around in the zoomed-in state, eliminating the need
for a modal interface.
2020-12-07 19:40:06 +00:00
38dd338652 Provide visual guide to the cursor location across the rows and columns. 2020-05-11 11:25:06 +01:00
5f5b284c0b Use C99 bool within source modules.
This is the main bulk of this boolification work, but although it's
making the largest actual change, it should also be the least
disruptive to anyone interacting with this code base downstream of me,
because it doesn't modify any interface between modules: all the
inter-module APIs were updated one by one in the previous commits.
This just cleans up the code within each individual source file to use
bool in place of int where I think that makes things clearer.
2018-11-13 21:48:24 +00:00
a550ea0a47 Replace TRUE/FALSE with C99 true/false throughout.
This commit removes the old #defines of TRUE and FALSE from puzzles.h,
and does a mechanical search-and-replace throughout the code to
replace them with the C99 standard lowercase spellings.
2018-11-13 21:48:24 +00:00
a76d269cf2 Adopt C99 bool in the game backend API.
encode_params, validate_params and new_desc now take a bool parameter;
fetch_preset, can_format_as_text_now and timing_state all return bool;
and the data fields is_timed, wants_statusbar and can_* are all bool.
All of those were previously typed as int, but semantically boolean.

This commit changes the API declarations in puzzles.h, updates all the
games to match (including the unfinisheds), and updates the developer
docs as well.
2018-11-13 21:34:42 +00:00
60a929a250 Add a request_keys() function with a midend wrapper.
This function gives the front end a way to find out what keys the back
end requires; and as such it is mostly useful for ports without a
keyboard. It is based on changes originally found in Chris Boyle's
Android port, though some modifications were needed to make it more
flexible.
2018-04-22 17:04:50 +01:00
b3243d7504 Return error messages as 'const char *', not 'char *'.
They're never dynamically allocated, and are almost always string
literals, so const is more appropriate.
2017-10-01 16:34:41 +01:00
de67801b0f Use a proper union in struct config_item.
This allows me to use different types for the mutable, dynamically
allocated string value in a C_STRING control and the fixed constant
list of option names in a C_CHOICES.
2017-10-01 16:34:41 +01:00
eeb2db283d New name UI_UPDATE for interpret_move's return "".
Now midend.c directly tests the returned pointer for equality to this
value, instead of checking whether it's the empty string.

A minor effect of this is that games may now return a dynamically
allocated empty string from interpret_move() and treat it as just
another legal move description. But I don't expect anyone to be
perverse enough to actually do that! The main purpose is that it
avoids returning a string literal from a function whose return type is
a pointer to _non-const_ char, i.e. we are now one step closer to
being able to make this code base clean under -Wwrite-strings.
2017-10-01 15:18:14 +01:00
ff218728c6 Pattern: randomise rounding bias in generate().
Now, with an odd grid size, we choose the posterisation threshold so
that half the time it delivers ceil(n/2) black squares and half the
time it delivers floor(n/2). Previously it only did the former, which
meant that asking Pattern to generate a 1x1 puzzle (with the bug in
the previous commit fixed) would always generate the one with a single
black square, and never the one with a single white square. Both are
trivial to solve, of course, but it seemed inelegant!

No change to the number of black squares in the puzzle solution can
constitute a spoiler for the player, of course, because that number is
trivial to determine without doing any difficult reasoning, just by
adding up all the clues in one dimension.
2017-09-23 19:24:16 +01:00
b8313181a6 Pattern: missing special case in the solver.
We were filling in a row immediately as all-white if it had no clues
at all, but weren't filling in a row as all-black if it had a single
clue covering the entire row. Now we do both.

In particular, this caused the Pattern solver to be unable to take
advantage of one of the two kinds of totally obvious clue across the
_easy_ dimension of a trivial 1xN puzzle - and a special case of
_that_, as a user pointed out, is that the game generator hangs trying
to create a 1x1 puzzle, which ought to be the easiest thing in the
world!
2017-09-23 19:23:10 +01:00
a7dc17c425 Rework the preset menu system to permit submenus.
To do this, I've completely replaced the API between mid-end and front
end, so any downstream front end maintainers will have to do some
rewriting of their own (sorry). I've done the necessary work in all
five of the front ends I keep in-tree here - Windows, GTK, OS X,
Javascript/Emscripten, and Java/NestedVM - and I've done it in various
different styles (as each front end found most convenient), so that
should provide a variety of sample code to show downstreams how, if
they should need it.

I've left in the old puzzle back-end API function to return a flat
list of presets, so for the moment, all the puzzle backends are
unchanged apart from an extra null pointer appearing in their
top-level game structure. In a future commit I'll actually use the new
feature in a puzzle; perhaps in the further future it might make sense
to migrate all the puzzles to the new API and stop providing back ends
with two alternative ways of doing things, but this seemed like enough
upheaval for one day.
2017-04-26 21:51:23 +01:00
786f5b18e4 New utility 'patternpicture', to build a Pattern from an xbm.
This utility works basically the same as galaxiespicture: you feed it
a .xbm bitmap on standard input, and it constructs a game ID which
solves to exactly that image. It will pre-fill some squares if that's
necessary to resolve ambiguity, or leave the grid completely blank if
it can.
2015-12-12 11:00:15 +00:00
f061101210 Pattern: add a system of immutable pre-filled grid squares.
The game previously only supported numeric clues round the edge; but
if for some reason you really want a puzzle with a specific solution
bitmap and that bitmap doesn't happen to be uniquely soluble from only
its row and column counts, then this gives you a fallback approach of
pre-filling a few grid squares to resolve the ambiguities.

(This also applies if the puzzle is uniquely soluble *in principle*
but not by Pattern's limited solver - for example, Pattern has never
been able to solve 4x4:2/1/2/1/1.1/2/1/1 and still can't, but now it
can solve 4x4:2/1/2/1/1.1/2/1/1,Ap which has the hard part done for
it.)

Immutable squares are protected from modification during play, and
used as initial information by the solver.
2015-12-12 10:56:34 +00:00
d1219cac3c Pattern: fix solver's handling of empty rows.
The algorithm for deducing how many squares in a row could be filled
in just from the initial clue set was focusing solely on _black_
squares, and forgot that if a row has a totally empty clue square then
everything in it can be filled in as white!

Now the solver can cope with puzzles such as 3x3:/1///1/ , where it
would previously have spuriously considered that it had no idea where
to start.
2015-12-12 10:54:03 +00:00
a845e6476d Pattern: make part of the game_state shared.
The game_state now includes a pointer to a game_state_common
containing all the row and column clues, which is reference-counted
and therefore doesn't have to be physically copied in every dup_game.
2015-12-12 10:53:55 +00:00
7478275c8b Pattern: color multiple squares with Ctrl- or Shift-cursor keys. 2015-10-03 16:58:24 +01:00
051ab1701e Add game_text_format to Pattern. 2015-10-03 16:58:18 +01:00
251b21c418 Giant const patch of doom: add a 'const' to every parameter in every
puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.

I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.

[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
2013-04-13 10:37:32 +00:00
0b93de904a Add 'const' to the game_params arguments in validate_desc and
new_desc. Oddities in the 'make test' output brought to my attention
that a few puzzles have been modifying their input game_params for
various reasons; they shouldn't do that, because that's the
game_params held permanently by the midend and it will affect
subsequent game generations if they modify it. So now those arguments
are const, and all the games which previously modified their
game_params now take a copy and modify that instead.

[originally from svn r9830]
2013-04-12 17:11:49 +00:00
383c15794a Patch from Rogier Goossens to speed up the Pattern solver.
do_recurse() now prunes early whenever it encounters a branch of the
search tree inconsistent with existing grid data (rather than the
previous naive approach of proceeding to enumerate all possibilities
anyway and then ruling them out one by one); do_recurse also tries to
split the row up into independent sections where possible; finally the
main solver loop (all three copies of which have now been factored out
into a new solve_puzzle function), instead of simply looping round and
round over all the rows and columns, heuristically looks at the ones
most changed since the last time deduction was attempted on them, on
the basis that that will probably yield the most information the
fastest.

[originally from svn r9828]
2013-04-12 16:28:55 +00:00
d1ffb55d26 Pattern's display was broken for non-square puzzles, because
draw_numbers() was considerably confused between the width of the clue
border at the left and the height of the clue border at the top.
Unconfuse it (I think).

[originally from svn r9737]
2013-01-09 08:04:24 +00:00
3b250baa02 New rule: interpret_move() is passed a pointer to the game_drawstate
basically just so that it can divide mouse coordinates by the tile
size, but is definitely not expected to _write_ to it, and it hadn't
previously occurred to me that anyone might try. Therefore,
interpret_move() now gets a pointer to a _const_ game_drawstate
instead of a writable one.

All existing puzzles cope fine with this API change (as long as the
new const qualifier is also added to a couple of subfunctions to which
interpret_move delegates work), except for the just-committed Undead,
which somehow had ds->ascii and ui->ascii the wrong way round but is
otherwise unproblematic.

[originally from svn r9657]
2012-09-09 18:40:12 +00:00
704890390d Error checking in Pattern, which was until now the only remaining game
that _ought_ to have it but did not.

I've tried to implement it before and found that the most obvious
approach was so effective as to constitute a spoiler, so this is a
deliberately weakened approach which in a bit of play-testing seems to
be a more sensible balance. It won't necessarily tell you at the very
instant you put a foot wrong, but it will at least ensure that (my
usual minimum standard) once you've filled in the whole grid you will
either have seen a victory flash, or an error indicator showing you
why not.

[originally from svn r9445]
2012-04-06 12:34:34 +00:00
73daff3937 Changed my mind about midend_is_solved: I've now reprototyped it as
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.

(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)

[originally from svn r9179]
2011-06-19 13:43:35 +00:00
980880be1f Add a function to every game backend which indicates whether a game
state is in a solved position, and a midend function wrapping it.

(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)

[originally from svn r9140]
2011-04-02 16:19:12 +00:00
c0f8b08833 Add '-v' option to patternsolver, to make it show its working.
[originally from svn r8914]
2010-04-02 10:20:58 +00:00