use fs::Fs;use gpui::{App, RenderOnce, SharedString};use crate::{Settings, update_settings_file};/// A UI control that can be used to edit a setting.pub trait EditableSettingControl: RenderOnce { /// The type of the setting value. type Value: Send; /// The settings type to which this setting belongs. type Settings: Settings; /// Returns the name of this setting. fn name(&self) -> SharedString; /// Reads the setting value from the settings. fn read(cx: &App) -> Self::Value; /// Applies the given setting file to the settings file contents. /// /// This will be called when writing the setting value back to the settings file. fn apply( settings: &mut <Self::Settings as Settings>::FileContent, value: Self::Value, cx: &App, ); /// Writes the given setting value to the settings files. fn write(value: Self::Value, cx: &App) { let fs = <dyn Fs>::global(cx); update_settings_file::<Self::Settings>(fs, cx, move |settings, cx| { Self::apply(settings, value, cx); }); }}
use fs::Fs;
use gpui::{App, RenderOnce, SharedString};
use crate::{Settings, update_settings_file};
/// A UI control that can be used to edit a setting.
pub trait EditableSettingControl: RenderOnce {
/// The type of the setting value.
type Value: Send;
/// The settings type to which this setting belongs.
type Settings: Settings;
/// Returns the name of this setting.
fn name(&self) -> SharedString;
/// Reads the setting value from the settings.
fn read(cx: &App) -> Self::Value;
/// Applies the given setting file to the settings file contents.
///
/// This will be called when writing the setting value back to the settings file.
fn apply(
settings: &mut <Self::Settings as Settings>::FileContent,
value: Self::Value,
cx: &App,
);
/// Writes the given setting value to the settings files.
fn write(value: Self::Value, cx: &App) {
let fs = <dyn Fs>::global(cx);
update_settings_file::<Self::Settings>(fs, cx, move |settings, cx| {
Self::apply(settings, value, cx);
});
}
}