2139 Commits

Author SHA1 Message Date
7e9228f154 Use move_cursor() for cursor movement in Same Game
No significant behavioural change.
2023-08-09 14:32:31 +01:00
785de41a92 Appropriately generate MOVE_NO_EFFECT from '\b' in Guess
This is the case that I care about for KaiOS.
2023-08-09 11:47:41 +01:00
8c768e7444 Use move_cursor() for cursor movement in Guess
This makes interpret_move() properly return MOVE_NO_EFFECT when the
cursor can't move, and simplifies the code as well.
2023-08-09 11:47:41 +01:00
5ec86c03a8 move_cursor(): handle visible flag; return useful value
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
2023-08-09 11:44:25 +01:00
7ada9a5742 Guess: define constants for flags OR'ed into peg colours 2023-08-09 00:14:37 +01:00
78af0c821a Guess: move hold marker upward by two pixels
This means that it now potentially overlaps the peg above it (part of
the current guess), rather than potentially overlapping the empty hole
below.  More importantly, it means that the hold marker is erased by
the erasure of the rest of the peg area, so there's no need to
explicitly draw absent hold markers in the background colour.  That in
turn means that absent hold markers don't nibble the tops off all the
pegs at some tile sizes.

Instead of this fix, I could have properly made the hold markers part
of the first row of empty holes, but that would have been rather
fiddly and I've long thought that the hold markers were too far from
the peg that they're holding.

I've also removed part of a comment about the drawing order of hold
markers that seems to have been obsolete even before this commit.
2023-08-08 09:35:06 +01:00
6d4b20c413 Pearl: re-use a single grid structure when generating
Pearl generally has to generate quite a lot of candidate loops before
it can find one that makes a viable puzzle.  Before this change it
generated a new grid structure for each of those candidate loops.  The
result was that grid_new() accounted for over 5% of the
puzzle-generation time.

Pulling grid_new() out of the loop-generation loop makes "pearl
--generate 100 8x8dt#0" about 6% faster on my laptop, while producing
precisely the same output.  Most of this change is just renaming the
"grid" variable in new_clues() so it doesn't collide with the typedef
of the same name.
2023-08-06 13:30:38 +01:00
ff860360c3 Same Game: level-triggered keyboard cursor hiding
Same Game doesn't want to show the keyboard cursor when the game is in a
state where no move is possible.  Previously, it did this by having
game_changed_state() hide the cursor on entry to such a state.  That
meant that reaching a dead end and undoing out of it hid the cursor,
which was confusing.

Now the cursor is hidden in game_redraw() if the game is in a dead-end
state without changing the displaysel flag in the game_ui.  That way, if
you undo out of a dead end, the cursor becomes visible again if it was
visible before.

This does mean that you can move the cursor in a dead-end state without
being able to see where it's going.  I think that's tolerable, but maybe
the cursor keys should be disabled in that state as well.
2023-08-01 23:07:08 +01:00
0dd0186662 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Same Game 2023-07-31 23:08:20 +01:00
ecb3a9d6f2 Same Game: don't hide keyboard cursor on unrecognised keys
Pressing "undo", for instance, should leave the keyboard cursor
visible if it's visible already.  Only mouse clicks should hide it.
2023-07-31 23:02:45 +01:00
56237fa5fa Same Game: scale TILE_GAP with tilesize
TILE_GAP represents the gap between the coloured parts of adjacent
different-coloured tiles.  Rather than a fixed 2 pixels, it's now 1/16
of the tilesize (rounded to nearest).

This looks the same at the default tilesize of 32, but behaves better
with larger or smaller tilesizes.  At tilesizes below 8, the gap
disappears altogether, but that seems appropriate: at 7 pixels there's
not much space for the inner and outer squares and the cursor, and those
are all more important than the gap..
2023-07-31 22:39:33 +01:00
29eaa8f55c Flood: don't draw zero-width tile separators
Flood's draw_tile() extravagantly uses up to eight rectangles to draw
separators around each tile.  This could be substantially improved,
but a particularly low-hanging optimisation is not do draw them when
the separator width is zero.

This at least means that Flood completes its initial drawing on my
test KaiOS device.
2023-07-30 17:16:36 +01:00
58511aa009 Same Game: more efficient tile_redraw
I've rewritten tile_redraw to reduce the number of calls to
draw_rect().  Before, it would generally make five calls to
draw_rect() when drawing a tile.  Now it makes at most three, and
usually two.  That's one draw_rect() for each colour that appears in
the tile, which is as good as it can get.  This reduces the time to
draw a large puzzle by about 35% on Firefox 102.

This is of significance to me because CanvasRenderingContext2D on my
test KaiOS device seems to have a limit on the number of fill() and
fillRect() calls that it will tolerate in a short time.  This means
that if you issue more than 1024 fillRect() calls in rapid succession,
the later ones are simply ignored.

Same Game's largest preset called draw_rect() so much that it hit this
limit.  That meant that the right-hand side of the grid didn't get
properly drawn when starting a new game.  Now that it is less
profligate with draw_rect() it fits comfortably within the limit and I
get to see the entire grid.
2023-07-30 11:52:05 +01:00
76da6ec140 js: keep colour strings in JavaScript rather than in C
The drawing routines in JavaScript used to take pointers to a C string
containing a CSS colour name.  That meant that JavaScript had to create
a new JavaScript string on ever call to a drawing function, which seemed
ugly.

So now we instead pass colour numbers all the way down into JavaScript
and keep an array of JavaScript strings there that can be re-used.  The
conversion from RGB triples to strings is still done in C, though.

This doesn't seem to have fixed either of the bugs I hoped it would, but
it does measurably improve drawing performance so I think it's worth
doing.
2023-07-30 11:50:25 +01:00
3e7a6adce5 midend_get_prefs: Don't free memory that we just copied elsewhere.
We were using free_cfg(be_prefs) after we copied be_prefs to
all_prefs, but we actually want to use sfree(be_prefs) since we don't
want to free each element that has been copied. None of the games so
far use string preferences, which is why they haven't been affected by
this bug.
2023-07-29 22:09:52 +01:00
9e4e15fda2 Use the standard game_mkhighlight in Same Game
This should ensure that the cursor is visible on the background.
2023-07-27 23:06:46 +01:00
d4d8e5bfc8 Same Game: darken light colours to make keyboard cursor visible
The keyboard cursor in Same Game is white.  The default yellow,
cyan, and light green were light enough to make the cursor hard to
see.  I've darkened them all (without changing their hues) so that the
cursor is acceptably visible.  This doesn't leave an ideal set of
colours, but they are at least still adequately distinct from one
another.
2023-07-27 22:50:51 +01:00
6de17a7511 Refactor the new icon installation code.
It's horribly repetitive, and we had a list of all the icons' pixel
sizes anyway!
2023-07-14 08:40:06 +01:00
c99fbed8c9 Install the icons to the right location on Linux
That way, any application displaying the .desktop with its icon will
pick the icon size it deems the best one for the current rendering.

See the Icon Theme Specification:
https://specifications.freedesktop.org/icon-theme-spec/latest/ar01s07.html

Signed-off-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
2023-07-14 08:31:44 +01:00
02cdafaa15 Generate more common icon sizes
This adds sizes 24×24 (common on Linux desktop, for instance in
application bars), as well as 64×64 and 128×128 (common on Linux
mobile).

I kept the existing border sizes, but using the same one from 44×44 to
96×96 sounds a bit weird, it’d probably be best to revisit them at some
point.

Signed-off-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
2023-07-14 08:31:44 +01:00
40d0de7a66 grid_edge_bydots_cmpfn: remove dangerous pointer comparison.
Commit e6cdd70df867f06 made the grid_dot structures for a grid no
longer be elements of the same array. But I didn't notice that
grid_edge_bydots_cmpfn was doing pointer subtraction on them on the
assumption that they were.

Fixed by comparing the dots' new index fields, which should correspond
exactly to their previous positions in the single array, so the
behaviour should be just what it was before the change.
2023-07-14 08:09:51 +01:00
a95796ebca osx.m: avoid division by zero in startConfigureSheet.
When we set up a configuration sheet, we track the minimum overall
width that the controls will fit into (in a variable 'totalw'), and
separately, the minimum width needed by each of the left and right
columns containing control labels and actual controls ('leftw' and
'rightw'). If totalw > leftw+rightw at the end of the process, then we
must expand the two columns so that they have the right sum.

However, sometimes leftw+rightw can be zero, while totalw > 0. This
occurs if _no_ control in the box was of a type that used the left and
right columns for different things, so that the entire loop over the
controls only incremented totalw, and not leftw or rightw. For
example, in a puzzle such as Cube that defines no preferences of its
own, the only control in the preferences pane is midend.c's standard
"Keyboard shortcuts without Ctrl" preference, which is C_BOOLEAN and
only uses totalw.

In that situation, the code for proportionate distribution of the
excess divides by zero. So it needs a special case.
2023-07-13 08:09:17 +01:00
61e9c78248 grid.c: new and improved Penrose tiling generator.
The new generator works on the same 'combinatorial coordinates' system
as the more recently written Hats and Spectre generators.

When I came up with that technique for the Hats tiling, I was already
tempted to rewrite the Penrose generator on the same principle,
because it has a lot of advantages over the previous technique of
picking a randomly selected patch out of the subdivision of a huge
starting tile. It generates the exact limiting distribution of
possible tiling patches rather than an approximation based on how big
a tile you subdivided; it doesn't use any overly large integers or
overly precise floating point to suffer overflow or significance loss,
because it never has to even _think_ about the coordinates of any
point not in the actual output area.

But I resisted the temptation to throw out our existing Penrose
generator and move to the shiny new algorithm, for just one reason:
backwards compatibility. There's no sensible way to translate existing
Loopy game IDs into the new notation, so they would stop working,
unless we kept the old generator around as well to interpret the
previous system. And although _random seeds_ aren't guaranteed to
generate the same result from one build of Puzzles to the next, I do
try to keep existing descriptive game IDs working.

So if we had to keep the old generator around anyway, it didn't seem
worth writing a new one...

... at least, until we discovered that the old generator has a latent
bug. The function that decides whether each tile is within the target
area, and hence whether to make it part of the output grid, is based
on floating-point calculation of the tile's vertices. So a change in
FP rounding behaviour between two platforms could cause them to
interpret the same grid description differently, invalidating a Loopy
game on that grid. This is _unlikely_, as long as everyone uses IEEE
754 double, but the C standard doesn't actually guarantee that.

We found this out when I started investigating a slight distortion in
large instances of Penrose Loopy. For example, the Loopy random seed
"40x40t11#12345", as of just before this commit, generates a game
description beginning with the Penrose grid string "G-4944,5110,108",
in which you can see a star shape of five darts a few tiles down the
left edge, where two of the radii of the star don't properly line up
with edges in the surrounding shell of kites that they should be
collinear with. This turns out to be due to FP error: not because
_double precision_ ran out, but because the definitions of COS54,
SIN54, COS18 and SIN18 in penrose.c were specified to only 7 digits of
precision. And when you expand a patch of tiling that large, you end
up with integer combinations of those numbers with coefficients about
7 digits long, mostly cancelling out to leave a much smaller output
value, and the inaccuracies in those constants start to be noticeable.

But having noticed that, it then became clear that these badly
computed values were also critical to _correctness_ of the grid. So
they can't be fixed without invalidating old game IDs. _And_ then we
realised that this also means existing platforms might disagree on a
game ID's validity.

So if we have to break compatibility anyway, we should go all the way,
and instead of fixing the old system, introduce the shiny new system
that gets all of this right. Therefore, the new penrose.c uses the
more reliable combinatorial-coordinates system which doesn't deal in
integers that large in the first place. Also, there's no longer any
floating point at all in the calculation of tile vertex coordinates:
the combinations of 1 and sqrt(5) are computed exactly by the
n_times_root_k function. So now a large Penrose grid should never have
obvious failures of alignment like that.

The old system is kept for backwards compatibility. It's not fully
reliable, because that bug hasn't been fixed - but any Penrose Loopy
game ID that was working before on _some_ platform should still work
on that one. However, new Penrose Loopy game IDs are based on
combinatorial coordinates, computed in exact arithmetic, and should be
properly stable.

The new code looks suspiciously like the Spectre code (though
considerably simpler - the Penrose coordinate maps are easy enough
that I just hand-typed them rather than having an elaborate auxiliary
data-generation tool). That's because they were similar enough in
concept to make it possible to clone and hack. But there are enough
divergences that it didn't seem like a good idea to try to merge them
again afterwards - in particular, the fact that output Penrose tiles
are generated by merging two triangular metatiles while Spectres are
subdivisions of their metatiles.
2023-07-07 18:17:02 +01:00
23d4322fec grid.c: add dot coordinates to debugging dumps.
I wanted these in order to try to check whether all the faces of a
grid were being traversed in the right orientation. That turned out
not to be the cause of my problem, but it's still useful information
to put in diagnostics.
2023-07-07 18:17:02 +01:00
e6cdd70df8 grid.c: allocate face/edge/dot arrays incrementally.
Previously, the 'faces', 'edges' and 'dots' arrays in a grid structure
were arrays of actual grid_face, grid_edge and grid_dot structures,
physically containing all the data about the grid. But they also
referred to each other by pointers, which meant that they were hard to
realloc larger (you'd have to go through and rewrite all the pointers
whenever the base of an array moved). And _that_ meant that every grid
type had to figure out a reasonably good upper bound on the number of
all those things it was going to need, so that it could allocate those
arrays the right size to begin with, and not have to grow them
painfully later.

For some grid types - particularly the new aperiodic ones - that was
actually a painful part of the job. So I think enough is enough:
counting up how much memory you're going to need before using it is a
mug's game, and we should instead realloc on the fly.

So now g->faces, g->edges and g->dots have an extra level of
indirection. Instead of being arrays of actual structs, they're arrays
of pointers, and each struct in them is individually allocated. Once a
grid_face has been allocated, it never moves again, even if the array
of pointers changes size.

The old code had a common idiom of recovering the array index of a
particular element by subtracting it from the array base, e.g. writing
'f - g->faces' or 'e - g->edges'. To make that lookup remain possible,
I've added an 'index' field to each sub-structure, which is
initialised at the point where we decide what array index it will live
at.

This should involve no functional change, but the code that previously
had to figure out max_faces and max_dots up front for each grid type
is now completely gone, and nobody has to solve those problems in
advance any more.
2023-07-07 18:17:02 +01:00
6b5142a7a9 Move mul_root3 out into misc.c and generalise it.
I'm going to want to reuse it for sqrt(5) as well as sqrt(3) soon.
2023-07-07 18:17:02 +01:00
ad7042db98 js: Copy-to-clipboard support
Now using the browser's "copy" operation while the focus is in the
puzzle will copy the puzzle state to the clipboard.  Browsers seem to
have odd ideas about whate element to target with the "copy" event:
Firefox targets the parent of the <canvas> while Chromium targets the
<body>.  To cope with these and possible future weirdness I attach the
event handler to the document and then look to see if it's plausibly
related to the canvas.

Arguably we might want to handle a wider range of "copy" events, maybe
any where the selection isn't empty.  I'm not sure, though, so we'll
start with the minimal change.
2023-07-05 19:39:57 +01:00
c8cc4a5f38 Add user preference for Bridges' "G" key (show_hints)
I missed this in my previous addition of preferences for UI controls
(4227ac1fd5dc25c247e7526526079b85e1890766) because it wasn't documented.
Now it is documented and it has a preference.

I've phrased it as showing possible bridge locations, which doesn't
really make clear that "possible" relates only to the locations of
islands and not to anything already placed.  Improvements welcome!
2023-06-26 23:22:54 +01:00
dce3719998 Bridges: remove a comment for a deleted line of code
The line was deleted in 5027095ce2a6dd844ce10489c91dc08bbc174a19.
2023-06-26 23:22:40 +01:00
8b8a277a7a Fix control-character generation fix
The change I made in c224416c76e41f284b318adc51f08c3ed11de8e2 was
incorrect: I accidentally removed a "return" statement and left in a
debugging printf() when I meant to keep the return and drop the
printf().
2023-06-26 09:17:01 +01:00
a56781bb69 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Galaxies
The boundary between them for mouse clicks probably wants to be
revisited because at the moment it's slightly inside the edge of the
grid.  I tried using INUI() instead of INGRID() but that just gives a
different wrong answer, so I may need to actually understand what's
going on here.
2023-06-26 09:17:01 +01:00
0d005b526e Pearl: slightly better handling of clicks outside the grid
In Pearl, a mouse-down outside the grid sets ui->ndragcoords to -1.
The intended effect of this is to make sure that future drags are
ignored, so you can't try to draw a line starting off the grid.
However, this also has the effect of clearing any in-progress drag.
This can happen if there's a keyboard "drag" in progress at the time.

This is arguably wrong, but much more wrong was that interpret_move
returned MOVE_UNUSED (and previously NULL) in this case.  That meant
that the display didn't get updated to show the abandonment of the
drag, or the removal of the keyboard cursor that also happened.  This
commit changes MOVE_UNUSED to MOVE_UI_UPDATE so that at least the
effect is correctly visible.
2023-06-26 09:17:01 +01:00
c5076be383 Keen: fix another misuse of dsf_canonify.
Chris Boyle points out that outline_block_structure has a comment
saying that we're supposed to have picked a square with a boundary to
its left. dsf_canonify no longer guarantees that, but dsf_minimal
does. Switch to using that throughout the function.

'keen --generate 10#12345 --print 5x2' failed an assertion before this
fix, and now doesn't.
2023-06-25 15:40:58 +01:00
c224416c76 Reduce the set of keys from which we generate control characters
midend_process_key() has some generic code for converting MOD_CTRL along
with a printing character into a control character.  This is derived
from the Emscripten front-end because browsers don't do this themselves.
Most other front ends seem to depend on the platform for this mapping.

The mapping was applied to all printable ASCII characters, but this
meant that Ctrl+-, which is commonly used by browsers to mean "zoom out"
got converted into CR and then CURSOR_SELECT.  That was confusing to say
the least.

So now, the CTRL mapping is only applied to characters in the roughly
alphabetic range (0x40 to 0x7f), and MOD_CTRL applied to a character in
the range 0x20 to 0x3f gets a return of PKR_UNUSED instead.  That means
that Ctrl+- in browsers now works properly.

I don't think this will affect other front-ends because they're
generally a lot less generous about passing MOD_CTRL to the mid-end.
I've tested the GTK port nonetheless and not found any problems.
2023-06-25 13:54:21 +01:00
88f86918bf Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Flip 2023-06-24 18:37:58 +01:00
f749a33c5e Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Filling 2023-06-24 18:31:24 +01:00
dd0004fb5e Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Dominosa
The only tricky bit is whether clicking precisely on the diagonal of a
square (which never has any effect on the game) is MOVE_UNUSED or
MOVE_NO_EFFECT.  I decided that having single-pixel lines in the middle
of the grid causing events to be passed back to the environment would be
very confusing, so they're MOVE_NO_EFFECT.  Clicking entirely outside
the grid, on the other hand, returns MOVE_UNUSED.
2023-06-24 18:23:03 +01:00
1d56527014 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Pegs
Slightly more complicated than usual, because Pegs has irregularly
shaped grids so detecting whether a click is inside requires more than
just a range check.

Also fixed a typo in a nearby comment.
2023-06-23 16:15:02 +01:00
6db5cdadd0 Blackbox: correct FROMDRAW() macro for C division semantics
Integer division in C rounds towards zero, so if you want it to
consistently round down you need to ensure that the arguments are
positive.  FROMDRAW() didn't do that, so clicks off the top and left
corners of the grid got treated as being in the top row or left column
(row and column 0) rather than ignored.

This commit fixes the macro so that it offsets its argument upward
before the division and compensates afterwards.
2023-06-22 23:08:43 +01:00
da014d23da spectre-test: support raster-mode tiling generation.
This is the most efficient way to apply the combinatorial coordinate
system. As described in my original article (and mentioned again in
the followup one), you can walk along a horizontal or vertical line of
the tiling, identifying which edge of each tile the line will leave it
by, and computing the location and coordinates of the next tile beyond
that edge, so that you visit every tile intersected by the edge.

By doing one iteration, say vertically up the left of your target
area, and using the tiles you find as starting points for a series of
perpendicular sub-iterations spaced closely enough not to miss any
tiles, you can arrange to visit every tile intersecting your target
region, without having ever had to store a large BFS queue of tiles
left to visit. You only have to keep a small bounded number of
coordinate variables for the whole run, so you can generate a very
large patch of tiling with minimal memory and CPU time.

You can even arrange not to emit any duplicates, without having to
actually store the tiles you've already visited, by checking whether
the y-coordinate of the previous horizontal iteration will have
visited the same tile already.

For Spectres, an extra wrinkle (almost literally) is that they're not
convex, so a horizontal line can visit the same one twice, with
another tile in between. So another part of de-duplication is noticing
_that_: is the edge through which we've just entered this tile the
first one we would have seen while traversing our line? If not, then
trust that it's been emitted already.

As a proof of concept (since I claimed it would work in my writeup
article), and in case anyone wants larger tilings than actual Loopy
will conveniently give you, I've implemented that algorithm in
spectre-test.

However, the actual grid generation for Loopy still uses the more
memory-intensive breadth-first search: because that's what I
implemented first (it's more likely to detect its own errors); because
if I changed it now it would invalidate game descriptions (from all of
two days' worth of live play, but even so); and because the linear
space requirement isn't an important cost for Loopy, which is actually
going to _store_ the whole grid after it's generated, so it needed
linear space _anyway_.
2023-06-18 14:33:58 +01:00
14db5e0145 spectre_adjacent: optionally report dst_edge.
Previously, you'd ask this function 'What lies on the other side of
edge #i of this Spectre tile?' and it would tell you the identity of
another Spectre. Now it will also tell you which _edge_ of that
Spectre adjoins the specified edge of the input one. This will be used
in the extra spectre-test mode I'm about to add.
2023-06-18 14:33:53 +01:00
68a1e8413c spectre.c: expose a couple more internal functions.
spectre-test will want to use these for an additional generation mode.
2023-06-18 09:18:58 +01:00
86466959e8 Spectre tiling: add a comment with some reference URLs.
I meant to fold this into yesterday's main commit, but there's always
something that gets forgotten.
2023-06-17 11:11:26 +01:00
a33d9fad02 Loopy / grid.c: support the new Spectre monotiling.
This uses a tile shape very similar to the hat, but the tiling
_structure_ is totally changed so that there aren't any reflected
copies of the tile.

I'm not sure how much difference this makes to gameplay: the two
tilings are very similar for Loopy purposes. But the code was fun to
write, and I think the Spectre shape is noticeably prettier, so I'm
adding this to the collection anyway.

The test programs also generate a pile of SVG images used in the
companion article on my website.
2023-06-16 19:15:47 +01:00
c82537b457 Fix some unused-variable warnings.
A test-build with a modern clang points out a number of 'set but not
used' variables, which clang seems to have got better at recently.

In cases where there's conditioned-out or commented-out code using the
variable, I've left it in and added a warning-suppressing cast to
void. Otherwise I've just deleted the variables.
2023-06-16 19:04:50 +01:00
de13ca2874 Add a 'core' library alongside 'common'.
The 'core' library contains almost all the same objects as 'common',
but leaves out hat.c. And the auxiliary program 'hatgen' now links
against that slightly reduced core library instead of 'common'.

This avoids a dependency loop: one of hatgen's jobs is to generate
hat-tables.h, but hat-tables.h is a dependency of it.

Of course, the generated hat-tables.h is already committed, so this
doesn't present a bootstrapping problem in a normal build. But if
someone modifies hatgen.c in order to regenerate hat-tables.h, and
does so in a way that makes it uncompilable, they can't rebuild hatgen
and try again! Of course you can always revert changes with git, but
it's annoying to have to. Better to keep the dependencies non-cyclic
in the first place.
2023-06-16 18:32:55 +01:00
43f4fde2f2 hat-test: support SVG output.
I want to generate an SVG diagram for an upcoming article.
2023-06-16 18:32:55 +01:00
2be0e4a242 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Pearl 2023-06-16 10:17:37 +01:00
5fb94c9f47 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Cube 2023-06-15 23:11:57 +01:00
73e7bf73bb Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Fifteen 2023-06-15 21:53:56 +01:00