Files
terminal/tui/README.md
T
Lixen bc22a9bf00 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.
2026-10-26 20:42:04 -04:00

293 lines
11 KiB
Markdown

# tui
Immediate-mode widget toolkit on top of the `terminal` cell buffer. No retained
widget tree, no framework loop: the application owns a `[]terminal.Cell` buffer
and all state; `tui` provides regions, layout math, render functions, and
plain-struct state helpers. Every frame is a full logical redraw — the
`terminal` diff layer keeps actual output minimal.
## Core concept: Region
A `Region` is a bounds-checked rectangular view over a cell slice. All drawing
goes through regions; coordinates are region-relative. Sub-regions nest and
clip to parent bounds, so widgets cannot draw outside their allotted area.
```go
w, h := term.Size()
cells := make([]terminal.Cell, w*h)
root := tui.NewRegion(cells, w, 0, 0, w, h)
panel := root.Sub(2, 1, 40, 10) // clipped view
inner := panel.Inset(1) // shrink 1 cell on all sides
```
Out-of-bounds writes are silently dropped — no bounds management needed in
widget code.
## Quick start
```go
term := terminal.New()
term.Init()
defer term.Fini()
w, h := term.Size()
cells := make([]terminal.Cell, w*h)
list := tui.NewScrollState(len(items), h-2)
list.Selection = 0
for {
root := tui.NewRegion(cells, w, 0, 0, w, h)
root.Fill(color.Gunmetal)
root.Box(tui.LineRounded, color.SteelBlue)
content := root.Inset(1)
content.List(buildItems(items), list.Selection, list.Offset, tui.ListOpts{
CursorBg: color.DarkSlate,
})
content.ScrollBar(content.W-1, list.Offset, list.Visible, list.Total,
color.IronGray)
term.Flush(cells, w, h)
ev := term.PollEvent()
switch ev.Type {
case terminal.EventKey:
switch ev.Key {
case terminal.KeyUp:
list.SelectPrev()
case terminal.KeyDown:
list.SelectNext()
case terminal.KeyEscape:
return
}
case terminal.EventResize:
w, h = ev.Width, ev.Height
cells = make([]terminal.Cell, w*h)
list.SetVisible(h - 2)
}
}
```
## Layout
```go
cols := tui.SplitH(root, 0.3, 0.7) // ratio split, normalized
rows := tui.SplitV(cols[1], 0.5, 0.5)
side, main := tui.SplitHFixed(root, 24) // fixed left width
top, rest := tui.SplitVFixed(root, 3) // fixed top height
dlg := tui.Center(root, 50, 12) // centered sub-region
```
The last ratio segment absorbs rounding remainder — no gaps.
## Text and style
```go
r.Text(x, y, "label", fg, bg, terminal.AttrNone)
r.TextCenter(y, "title", fg, bg, terminal.AttrBold)
r.TextRight(y, "hint", fg, bg, terminal.AttrDim)
lines := r.TextBlock(x, y, longText, fg, bg, attr) // word-wrapped, returns line count
r.TextStyled(x, y, s, tui.Style{Fg: fg, Bg: bg, Attr: attr})
```
String utilities operate on rune counts: `RuneLen`, `Truncate` /
`TruncateLeft` / `TruncateMiddle` (ellipsis variants), `PadLeft` / `PadRight` /
`PadCenter`, `WrapText` (at line breaks and spaces; a path or key longer than
the line breaks after `.`, `,`, `:`, `/`, `[` or `]`).
`Style{Fg, Bg, Attr}` bundles cell appearance; most widget option structs
accept it.
## Widgets
Widgets are stateless render functions (mostly `Region` methods). Application
state lives in plain structs passed by pointer. Available renderers:
boxes and lines (`Box`, `BoxFilled`, `HLine`, `VLine` — single, double,
rounded, heavy, dashed and ASCII line types), `List`, `Table`, `Tree`, `TabBar`, `KeyValue` /
`KeyValueWrap`, `Progress` / `ProgressV` / `Gauge` / `Spinner`,
`ProgressOverlay`, `Sparkline` / `SparklineV`, `Input` / `TextField`,
`Editor`, `Modal` / `Overlay` / `ConfirmDialog`, `ScrollBar` /
`ScrollIndicator`, masonry layout.
Representative patterns below; remaining widgets follow the same
opts-struct + state-struct shape — read the source for full options.
### Theme and form controls
A `Theme` is one `Style` per role (`Text`, `Muted`, `Accent`, `Selected`,
`Input`, `Cursor`, `Error`, `Border`) plus the `Glyphs` widgets draw. A
role's `Attr` may carry color bits, a palette index or the terminal's own
color, so an application builds one theme per color tier and every control
draws alike in each: `DefaultTheme` is dark true color, `Theme16` uses the
ANSI 16 on the terminal's own background, `MonoTheme` uses attributes
alone, and `ThemeFor(term.ColorMode())` picks among them. A selection
always changes a glyph (a radio mark, a pointer, the focus mark), so it reads
without color. A reverse-video `Selected` with no color of its own
(`Theme16`, `MonoTheme`) keeps the terminal's own foreground in every cell
drawn on it, so the cursor row is one bar. `GlyphsUnicode`, `GlyphsCP437`
(text consoles) and `GlyphsASCII` (outside UTF-8) are the glyph sets;
`Glyphs.Line` is the line type of frames, rules and wires.
```go
th := tui.DefaultTheme
root.FillStyle(th.Text) // the panel the controls draw on
value, rows := form.Field(y, 10, tui.Field{Label: "port", Required: true,
Help: "TCP port to listen on", Error: portErr}, focus.Index == 0, th)
value.TextInput(port, "8080", focus.Index == 0, th) // the default as placeholder
y += rows
value, rows = form.Field(y, 10, tui.Field{Label: "format"}, focus.Index == 1, th)
value.Radio(0, 0, []string{"raw", "txt", "json"}, format, th) // ○ raw ● txt ○ json
y += rows
form.Group(y, "tls", "on, pinned", tlsOpen, focus.Index == 2, th)
```
- `Focus` is the focus ring: `HandleKey` moves it on Tab and Shift+Tab.
- `Field` draws the focus mark, the label, the required mark, and the error,
or the help while focused, wrapped, and returns the region for the value.
The label leaves the value at least half the row; label width 0 stacks the
label above the value, for narrow screens.
- `TextInput` draws a `TextFieldState`, its placeholder muted while empty,
scrolled to the cursor with a muted `…` where text is out of view.
`TextFieldState.Accept` filters typed and pasted runes (`AcceptInteger`,
`AcceptNumber`); `Paste` inserts an `EventPaste`'s text with line breaks
as spaces and control characters dropped.
- `Radio` draws radio buttons in a row, the chosen one marked; too wide, it
shows the chosen one and its neighbours. `StepChoice` moves it on Left and
Right.
- `Toggle` draws an on/off switch.
- `Group` draws a foldable group's header, and its summary while folded.
- `OptionListState` and `OptionList` filter options by what is typed,
matching name or hint regardless of case. Hints sit beside the names, or,
narrow, the cursor's hint wraps below them; `Rows(w)` is the height to
size a dialog by. With `Menu` there is no filter and `Pick` finds an
option by its `Key`, shown before its name.
- `Frame` fills a region, borders it with its title, and returns the inside;
sized with `Center` to what it holds, a dialog ends on its last line.
- `Rule` draws a line with a title and a hint, dropping the hint first.
- `Wires` lay lines on a grid by the arms that meet in each cell (`H`, `V`),
and `DrawWires` draws every junction, tee and crossing joined.
### Scrollable list with scrollbar
```go
items := make([]tui.ListItem, 0, len(files))
for _, f := range files {
items = append(items, tui.ListItem{
Icon: '▸', IconFg: color.Amber,
Text: f.Name, TextStyle: tui.Style{Fg: terminal.LightGray},
})
}
r.List(items, state.Selection, state.Offset, tui.ListOpts{CursorBg: color.DarkSlate})
r.ScrollBar(r.W-1, state.Offset, state.Visible, state.Total, color.IronGray)
```
`ScrollThumb` is the thumb a bar draws. `ScrollDrag` drives one by the
pointer, rows counted from the track's top: a press on the thumb takes hold
of it, a press on the track moves the thumb's middle there and takes hold, and
a drag keeps the held row under the pointer, each returning the offset to show.
```go
var drag tui.ScrollDrag // kept across events
bar := r.Sub(r.W-1, 0, 1, r.H) // the column ScrollBar draws, in screen cells at bar.X, bar.Y
// per left button event:
switch ev.MouseAction {
case terminal.MouseActionPress:
if ev.MouseX == bar.X {
state.ScrollTo(drag.Press(ev.MouseY-bar.Y, bar.H, state.Offset, state.Visible, state.Total))
}
case terminal.MouseActionDrag:
state.ScrollTo(drag.Drag(ev.MouseY-bar.Y, bar.H, state.Offset, state.Visible, state.Total))
case terminal.MouseActionRelease:
drag.Release()
}
```
### Modal dialog
```go
dlg := tui.Center(root, 50, 12)
content := dlg.Modal(tui.ModalOpts{
Title: "Settings",
Border: tui.LineDouble,
BorderFg: color.SteelBlue,
TitleFg: terminal.White,
Bg: color.DarkSlate,
})
content.TextBlock(0, 0, body, fg, color.DarkSlate, terminal.AttrNone)
```
`Modal` fills, borders, titles, and returns the content region. `Overlay`
adds fullscreen/floating/shadow variants; `ConfirmDialog` adds yes/no buttons
with focus state.
### Progress overlay
```go
prog := tui.NewProgressState(tui.DefaultProgressOpts("Indexing", "Scanning...",
tui.ProgressDeterminate))
// per frame:
prog.Tick()
prog.SetProgress(done / total)
if prog.Visible {
root.ProgressOverlay(prog.Opts)
}
```
Five progress types (spinner, determinate, indeterminate, pulse, dots), eight
spinner styles, eight bar styles, seven frame styles — combinable via opts.
### Multi-line editor
```go
ed := tui.NewEditorState(initialText)
// input:
if ev.Type == terminal.EventKey {
ed.HandleKey(ev.Key, ev.Rune, ev.Modifiers) // full emacs-style bindings built in
}
// render:
r.Editor(ed, tui.EditorOpts{LineNumbers: true, Border: tui.LineSingle, Focused: true})
text := ed.Value()
```
`TextFieldState` + `TextField` provide the single-line equivalent
(placeholder, prefix, password mask, max length).
## State helpers
Pure logic, no rendering — usable independently:
- `ScrollState` — item-index scrolling with selection
(`SelectNext/Prev`, `EnsureVisible`, `PageUp/Down`, `AtTop/AtBottom`)
- `ViewportScroll` — row-based content scrolling with viewport clipping
(`ClipToViewport` maps content rows to visible rows, `EnsureRange` keeps a
range in view); `Region.Window` draws content taller than the region off
screen and shows the rows in view
- `TreeState` + `TreeExpansion` + `TreeBuilder` — cursor/scroll, expand/collapse
keyed state, hierarchical → flat visible-node list
- `EditorState`, `TextFieldState` — text content, cursor, scroll, key handling
- `MasonryState` — multi-column layout calculation over a viewport
- Free functions: `AdjustScroll`, `ClampScroll`, `ClampCursor`, `ScrollPercent`,
`PageDelta`
## Notes
- Width calculations count runes, one column each, as `Flush` draws a wide or
joining rune as U+FFFD.
- Zero-value `color.RGB` in style fields generally means "inherit"
(widget default or row background) — check specific widget docs. A zero
background with no Bg color bits is transparent: the cell keeps the
background beneath it, bits and all.
- Mouse hit testing: `TabBar` returns `[]TabBounds`, and `ScrollDrag` maps a
scrollbar's rows to offsets; other widgets require application-side
geometry from the regions used.