use std::sync::Arc; use gpui::{App, Entity, FocusHandle, Focusable, prelude::*}; use ui::prelude::*; use ui_input::{ErasedEditor, ErasedEditorEvent}; /// The head of a [`Picker`](crate::Picker). pub(crate) enum Head { /// Picker has an editor that allows the user to filter the list. Editor(Arc), /// Picker has no head, it's just a list of items. Empty(Entity), } impl Head { pub fn editor( placeholder_text: Arc, mut edit_handler: impl FnMut(&mut V, &ErasedEditorEvent, &mut Window, &mut Context) + 'static, window: &mut Window, cx: &mut Context, ) -> Self { let editor = (ui_input::ERASED_EDITOR_FACTORY.get().unwrap())(window, cx); editor.set_placeholder_text(placeholder_text.as_ref(), window, cx); let this = cx.weak_entity(); editor .subscribe( Box::new(move |event, window, cx| { this.update(cx, |this, cx| (edit_handler)(this, &event, window, cx)) .ok(); }), window, cx, ) .detach(); Self::Editor(editor) } pub fn empty( blur_handler: impl FnMut(&mut V, &mut Window, &mut Context) + 'static, window: &mut Window, cx: &mut Context, ) -> Self { let head = cx.new(EmptyHead::new); cx.on_blur(&head.focus_handle(cx), window, blur_handler) .detach(); Self::Empty(head) } } /// An invisible element that can hold focus. pub(crate) struct EmptyHead { focus_handle: FocusHandle, } impl EmptyHead { fn new(cx: &mut Context) -> Self { Self { focus_handle: cx.focus_handle(), } } } impl Render for EmptyHead { fn render(&mut self, _: &mut Window, cx: &mut Context) -> impl IntoElement { div().track_focus(&self.focus_handle(cx)) } } impl Focusable for EmptyHead { fn focus_handle(&self, _: &App) -> FocusHandle { self.focus_handle.clone() } }