v0.6.0 mouse: every wheel direction and side button named; tui: a scrollbar the pointer drives

* mouse: the wheel's four directions and the side buttons

parseSGRMouse read a report's low two bits alone, so a wheel tilted left or
right (66, 67) reported as WheelDown, and a mouse's back and forward buttons
(128, 129) as a left or middle press. It now decodes by bank: bits 0-1 number
a button within the main three and none, the wheel's four directions (bit 6),
or buttons 8 to 11 (bit 7). WheelLeft and WheelRight join MouseButton after
Forward, so every existing value keeps its number; Back and Forward are
reported for buttons 8 and 9; buttons 10 and 11, and a report with both bank
bits set, are dropped as KeyNone. A wheel step is a press with no release in
every direction.

* tui: ScrollThumb and ScrollDrag

ScrollThumb is the thumb ScrollBarStyled draws, its first row and height,
exported so an application hit-tests the bar it drew. ScrollDrag drives a bar
by the pointer, rows counted from the track's top: a press on the thumb takes
hold where it lands, a press on the track moves the thumb's middle there and
takes hold, and each drag keeps the held row under the pointer, clamped at the
track's ends, at the nearest offset when there are fewer offsets than rows.
Each call returns the offset to show.

A table of SGR reports covers each bank and drops the buttons past 9; a
property test over every track of 3 to 10 rows and content up to 30 checks
each press and drag against the thumb ScrollThumb draws.
This commit is contained in:
Lixen authored and GitHub committed 2026-10-26 20:42:04 -04:00
1 parent d4cc9f2407
commit bc22a9bf00
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@@ -468,6 +468,60 @@ func TestWindowShowsTheRowsInView(t *testing.T) {
r.Sub(8, 0, 4, 3).Window(10, &v, MonoTheme.Text, content) // no columns, past the right edge
}
// A press on a scrollbar's track moves the thumb's middle to it and a press on
// the thumb leaves it, either taking hold; a drag keeps the held row under the
// pointer, clamped at the ends, or as near as an offset can put it when there are
// fewer offsets than rows. A bar with no thumb, or a row off it, holds nothing.
func TestScrollDragHoldsTheThumbUnderThePointer(t *testing.T) {
near := func(tops []int, want, got int) bool {
for _, top := range tops {
if max(top-want, want-top) < max(got-want, want-got) {
return false
}
}
return true
}
for trackH := 3; trackH <= 10; trackH++ {
for total := 1; total <= 30; total++ {
for visible := 1; visible <= total+1; visible++ {
var tops []int
for o := 0; o <= total-visible; o++ {
top, _ := ScrollThumb(trackH, o, visible, total)
tops = append(tops, top)
}
for y := -1; y <= trackH; y++ {
var d ScrollDrag
from := (total - visible) / 3
fromTop, h := ScrollThumb(trackH, from, visible, total)
off := d.Press(y, trackH, from, visible, total)
top, _ := ScrollThumb(trackH, off, visible, total)
onThumb := func(top int) bool { return y >= top && y < top+h }
switch {
case h == 0 || y < 0 || y >= trackH:
if d.Active || off != from {
t.Fatalf("%d/%d/%d: a press at %d off the bar holds %v at %d", trackH, visible, total, y, d.Active, off)
}
continue
case onThumb(fromTop):
if off != from {
t.Fatalf("%d/%d/%d: a press on the thumb moved it %d to %d", trackH, visible, total, from, off)
}
case !near(tops, min(max(y-h/2, 0), trackH-h), top) || !onThumb(top) && slices.ContainsFunc(tops, onThumb):
t.Fatalf("%d/%d/%d: a press at %d starts the thumb at %d", trackH, visible, total, y, top)
}
for to := -2; to <= trackH+1; to++ {
got, _ := ScrollThumb(trackH, d.Drag(to, trackH, off, visible, total), visible, total)
if want := min(max(to-d.Grab, 0), trackH-h); !near(tops, want, got) {
t.Fatalf("%d/%d/%d: held at %d and dragged to %d, the thumb starts at %d, want near %d",
trackH, visible, total, d.Grab, to, got, want)
}
}
}
}
}
}
}
// A label is drawn a column a rune, so one holding runes of more than a byte
// keeps them together: each widget draws s as many times as it is given it
func TestLabelsKeepTheirRunesTogether(t *testing.T) {