Fix off-by-one errors in board and promotion click mapping#7
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squareFromMouse assumed the board's top cell was at terminal row 0, but puzzle and replay screens render a title + blank line first, placing the board at row 2. Clicks below the top row of each square spilled into the square below. Add SetBoardOriginY so screens declare the board's vertical origin, and translate the mouse y by it. handlePromoClick had the same class of bug: it hit-tested the promotion piece cells at promoPopupY+2, but the cells render at promoPopupY+1 (the row right after the "Promote pawn:" label). This rejected the top piece row and accepted the key-label row below the pieces. Fix to +1. Add regression tests for both. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Summary
Fixes two vertical off-by-one bugs in mouse click handling where the click-to-coordinate math didn't match the actual rendered layout.
Square clicking
squareFromMouseassumed the board's top cell sat at terminal row 0. That holds for the live game screen, but the puzzle and replay screens render a title + blank line first, placing the board at row 2. The missing offset meant clicks below the top row of each square spilled into the square below it.Fix: add
SetBoardOriginYso each screen declares the board's vertical origin (set to2in puzzle/replay; the live game keeps the0default), and translate the mouseyby it.Promotion popup
handlePromoClickhit-tested the promotion piece cells atpromoPopupY + 2, but the cells render atpromoPopupY + 1— the row right after the"Promote pawn:"label. This rejected clicks on the top piece row (the queen) and wrongly accepted the key-label row below the pieces. Fixed to+1.Testing
go test ./...— all greenTestLocalMoveInput_HandleMsg_BoardOriginY_OffsetsClickTestLocalMoveInput_HandlePromoClick_TopPieceRowSelectsQueenTestLocalMoveInput_HandlePromoClick_LabelRowIsNotAPiece🤖 Generated with Claude Code