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gpui_component/input/
state.rs

1use crate::root::WindowState;
2use gpui::{App, Bounds, Entity, FocusHandle, Focusable as _, Pixels, SharedString, Window};
3use gpui_base::OtpState;
4use ropey::Rope;
5
6use super::{EditorState, InputState, TextareaState};
7
8/// Any input-like state, regardless of which input element renders it.
9///
10/// [`InputState`], [`TextareaState`], [`EditorState`] and [`OtpState`] are
11/// separate types, so an API that refers to “whatever input is here” takes this
12/// enum instead of one of them. [`crate::WindowExt::focused_input`] returns it.
13///
14/// Use [`Self::as_input`] and friends to get the concrete state back, or
15/// [`Self::value`] and [`Self::focus_handle`] when the kind does not matter.
16#[derive(Debug, Clone, PartialEq, Eq)]
17pub enum AnyInputState {
18    /// A single-line [`crate::input::Input`] state.
19    Input(Entity<InputState>),
20    /// A multi-line [`crate::input::Textarea`] state.
21    Textarea(Entity<TextareaState>),
22    /// A source-code [`crate::input::Editor`] state.
23    Editor(Entity<EditorState>),
24    /// A one-time-code [`crate::input::OtpInput`] state.
25    Otp(Entity<OtpState>),
26}
27
28/// The three states the [`crate::input::Input`] element can render.
29///
30/// [`AnyInputState`] also covers `OtpState`, which is a different engine with
31/// none of these methods, so the element takes this narrower enum instead.
32///
33/// Everything here forwards to a method the shared engine offers for every
34/// mode, which is why the element does not need to be generic over the mode to
35/// call them.
36#[derive(Debug, Clone)]
37pub(crate) enum TextInputState {
38    Input(Entity<InputState>),
39    Textarea(Entity<TextareaState>),
40    Editor(Entity<EditorState>),
41}
42
43/// Runs `$body` against whichever concrete state this is.
44macro_rules! dispatch {
45    ($self:expr, |$state:ident| $body:expr) => {
46        match $self {
47            TextInputState::Input($state) => $body,
48            TextInputState::Textarea($state) => $body,
49            TextInputState::Editor($state) => $body,
50        }
51    };
52}
53
54impl TextInputState {
55    pub(crate) fn has_selection_focus(&self, window: &Window, cx: &App) -> bool {
56        dispatch!(self, |state| state.read(cx).has_selection_focus(window, cx))
57    }
58
59    pub(crate) fn install_token_presentation(
60        &self,
61        renderer: Option<gpui_base::input::InlineTokenRenderer>,
62        listener: Option<gpui_base::input::InlineTokenClickListener>,
63        secret: bool,
64        cx: &mut App,
65    ) {
66        dispatch!(self, |state| state.update(cx, |state, _| state
67            .install_token_presentation(renderer, listener, secret)))
68    }
69
70    pub(crate) fn install_token_hover_presentation(
71        &self,
72        hover_listener: Option<gpui_base::input::InlineTokenHoverListener>,
73        cx: &mut App,
74    ) {
75        dispatch!(self, |state| state.update(cx, |state, _| state
76            .install_token_hover_presentation(hover_listener)))
77    }
78
79    pub(crate) fn entity_id(&self) -> gpui::EntityId {
80        dispatch!(self, |state| state.entity_id())
81    }
82
83    pub(crate) fn presentation(&self, cx: &App) -> gpui_base::input::InputPresentation {
84        dispatch!(self, |state| state.read(cx).presentation())
85    }
86
87    /// The text of the input, borrowed from the state that owns it.
88    ///
89    /// The state holds the only copy; nothing on the render path snapshots it.
90    pub(crate) fn text<'a>(&self, cx: &'a App) -> &'a Rope {
91        dispatch!(self, |state| state.read(cx).text())
92    }
93
94    pub(crate) fn focus(&self, window: &mut Window, cx: &mut App) {
95        dispatch!(self, |state| state
96            .update(cx, |state, cx| state.focus(window, cx)))
97    }
98
99    pub(crate) fn clean(&self, window: &mut Window, cx: &mut App) {
100        dispatch!(self, |state| state
101            .update(cx, |state, cx| state.clean(window, cx)))
102    }
103
104    pub(crate) fn toggle_masked(&self, window: &mut Window, cx: &mut App) {
105        dispatch!(self, |state| state
106            .update(cx, |state, cx| state.toggle_masked(window, cx)))
107    }
108
109    pub(crate) fn set_text_align(&self, align: gpui::TextAlign, cx: &mut App) {
110        dispatch!(self, |state| state
111            .update(cx, |state, cx| state.set_text_align(align, cx)))
112    }
113
114    pub(crate) fn set_disabled(&self, disabled: bool, cx: &mut App) {
115        dispatch!(self, |state| state
116            .update(cx, |state, cx| state.set_disabled(disabled, cx)))
117    }
118
119    pub(crate) fn set_readonly(&self, readonly: bool, cx: &mut App) {
120        dispatch!(self, |state| state
121            .update(cx, |state, cx| state.set_readonly(readonly, cx)))
122    }
123
124    pub(crate) fn set_editor_style(&self, style: gpui_base::input::InputEditorStyle, cx: &mut App) {
125        dispatch!(self, |state| state
126            .update(cx, |state, _| state.set_editor_style(style)))
127    }
128
129    pub(crate) fn set_editor_paddings(&self, paddings: gpui::Edges<gpui::Pixels>, cx: &mut App) {
130        dispatch!(self, |state| state
131            .update(cx, |state, _| state.set_editor_paddings(paddings)))
132    }
133
134    pub(crate) fn ensure_highlighter_factory(
135        &self,
136        factory: gpui_base::input::InputHighlighterFactory,
137        cx: &mut App,
138    ) {
139        dispatch!(self, |state| state
140            .update(cx, |state, _| state.ensure_highlighter_factory(factory)))
141    }
142
143    pub(crate) fn on_context_menu(
144        &self,
145        handler: std::rc::Rc<
146            dyn Fn(
147                gpui_base::input::NativeMenu,
148                gpui_base::input::InputContextMenuCapabilities,
149                gpui::Point<gpui::Pixels>,
150                &mut Window,
151                &mut App,
152            ),
153        >,
154        cx: &mut App,
155    ) {
156        dispatch!(self, |state| state
157            .update(cx, |state, _| state.on_context_menu(handler)))
158    }
159
160    /// The selection a long press made, laid out for its handles and menu.
161    pub(crate) fn touch_selection(&self, cx: &App) -> Option<gpui_base::TouchSelectionSnapshot> {
162        dispatch!(self, |state| state.read(cx).touch_selection())
163    }
164
165    pub(crate) fn context_menu_capabilities(
166        &self,
167        cx: &App,
168    ) -> gpui_base::input::InputContextMenuCapabilities {
169        dispatch!(self, |state| state.read(cx).context_menu_capabilities())
170    }
171
172    /// Whether every character is already selected, so Select All has nothing
173    /// left to offer.
174    pub(crate) fn is_all_selected(&self, cx: &App) -> bool {
175        dispatch!(self, |state| {
176            let state = state.read(cx);
177            state.selected_range() == (0..state.text().len())
178        })
179    }
180
181    pub(crate) fn begin_edge_drag(
182        &self,
183        edge: gpui_base::SelectionEdge,
184        finger: gpui::Point<gpui::Pixels>,
185        cx: &mut App,
186    ) {
187        dispatch!(self, |state| state
188            .update(cx, |state, cx| state.begin_edge_drag(edge, finger, cx)))
189    }
190
191    pub(crate) fn update_edge_drag(&self, finger: gpui::Point<gpui::Pixels>, cx: &mut App) {
192        dispatch!(self, |state| state
193            .update(cx, |state, cx| state.update_edge_drag(finger, cx)))
194    }
195
196    pub(crate) fn end_edge_drag(&self, cx: &mut App) {
197        dispatch!(self, |state| state
198            .update(cx, |state, cx| state.end_edge_drag(cx)))
199    }
200
201    pub(crate) fn close_edit_menu(&self, cx: &mut App) {
202        dispatch!(self, |state| state
203            .update(cx, |state, cx| state.close_edit_menu(cx)))
204    }
205
206    pub(crate) fn select_all_from_edit_menu(&self, window: &mut Window, cx: &mut App) {
207        dispatch!(self, |state| state.update(cx, |state, cx| state
208            .select_all_from_edit_menu(window, cx)))
209    }
210
211    /// Builds and syncs this input's overlays. See [`super::overlay`].
212    pub(super) fn render_overlays(
213        &self,
214        window: &mut Window,
215        cx: &mut App,
216    ) -> super::overlay::InputOverlays {
217        dispatch!(self, |state| super::overlay::render_overlays(
218            state, window, cx
219        ))
220    }
221
222    pub(crate) fn replace_all(&self, value: String, window: &mut Window, cx: &mut App) {
223        dispatch!(self, |state| state
224            .update(cx, |state, cx| state.replace_all(value, window, cx)))
225    }
226
227    /// The text element itself, as a child to place in the frame.
228    pub(crate) fn into_any_element(self) -> gpui::AnyElement {
229        use gpui::IntoElement as _;
230        dispatch!(self, |state| state.into_any_element())
231    }
232}
233
234impl From<&TextInputState> for AnyInputState {
235    fn from(state: &TextInputState) -> Self {
236        match state {
237            TextInputState::Input(state) => Self::Input(state.clone()),
238            TextInputState::Textarea(state) => Self::Textarea(state.clone()),
239            TextInputState::Editor(state) => Self::Editor(state.clone()),
240        }
241    }
242}
243
244impl From<Entity<InputState>> for TextInputState {
245    fn from(state: Entity<InputState>) -> Self {
246        Self::Input(state)
247    }
248}
249
250impl From<Entity<TextareaState>> for TextInputState {
251    fn from(state: Entity<TextareaState>) -> Self {
252        Self::Textarea(state)
253    }
254}
255
256impl From<Entity<EditorState>> for TextInputState {
257    fn from(state: Entity<EditorState>) -> Self {
258        Self::Editor(state)
259    }
260}
261
262impl AnyInputState {
263    pub(crate) fn input_bounds(&self, cx: &App) -> Option<Bounds<Pixels>> {
264        match self {
265            Self::Input(state) => Some(state.read(cx).input_bounds()),
266            Self::Textarea(state) => Some(state.read(cx).input_bounds()),
267            Self::Editor(state) => Some(state.read(cx).input_bounds()),
268            Self::Otp(_) => None,
269        }
270    }
271
272    pub(crate) fn set_selection_focus(&self, focus: Option<FocusHandle>, cx: &mut App) {
273        match self {
274            Self::Input(state) => {
275                state.update(cx, |state, cx| state.set_selection_focus(focus, cx))
276            }
277            Self::Textarea(state) => {
278                state.update(cx, |state, cx| state.set_selection_focus(focus, cx))
279            }
280            Self::Editor(state) => {
281                state.update(cx, |state, cx| state.set_selection_focus(focus, cx))
282            }
283            Self::Otp(_) => {}
284        }
285    }
286
287    /// Returns the [`InputState`], if this is an `Input` state.
288    pub fn as_input(&self) -> Option<&Entity<InputState>> {
289        match self {
290            Self::Input(state) => Some(state),
291            _ => None,
292        }
293    }
294
295    /// Returns the [`TextareaState`], if this is a `Textarea` state.
296    pub fn as_textarea(&self) -> Option<&Entity<TextareaState>> {
297        match self {
298            Self::Textarea(state) => Some(state),
299            _ => None,
300        }
301    }
302
303    /// Returns the [`EditorState`], if this is an `Editor` state.
304    pub fn as_editor(&self) -> Option<&Entity<EditorState>> {
305        match self {
306            Self::Editor(state) => Some(state),
307            _ => None,
308        }
309    }
310
311    /// Returns the [`OtpState`], if this is an `OtpInput` state.
312    pub fn as_otp(&self) -> Option<&Entity<OtpState>> {
313        match self {
314            Self::Otp(state) => Some(state),
315            _ => None,
316        }
317    }
318
319    /// Returns the value of the input.
320    ///
321    /// A masked input returns its masked value, the same as what is rendered.
322    pub fn value(&self, cx: &App) -> SharedString {
323        match self {
324            Self::Input(state) => state.read(cx).value(),
325            Self::Textarea(state) => state.read(cx).value(),
326            Self::Editor(state) => state.read(cx).value(),
327            Self::Otp(state) => state.read(cx).value().clone(),
328        }
329    }
330
331    /// Returns the focus handle of the input.
332    pub fn focus_handle(&self, cx: &App) -> FocusHandle {
333        match self {
334            Self::Input(state) => state.focus_handle(cx),
335            Self::Textarea(state) => state.focus_handle(cx),
336            Self::Editor(state) => state.focus_handle(cx),
337            Self::Otp(state) => state.focus_handle(cx),
338        }
339    }
340}
341
342impl From<Entity<InputState>> for AnyInputState {
343    fn from(state: Entity<InputState>) -> Self {
344        Self::Input(state)
345    }
346}
347
348impl From<Entity<TextareaState>> for AnyInputState {
349    fn from(state: Entity<TextareaState>) -> Self {
350        Self::Textarea(state)
351    }
352}
353
354impl From<Entity<EditorState>> for AnyInputState {
355    fn from(state: Entity<EditorState>) -> Self {
356        Self::Editor(state)
357    }
358}
359
360impl From<Entity<OtpState>> for AnyInputState {
361    fn from(state: Entity<OtpState>) -> Self {
362        Self::Otp(state)
363    }
364}
365
366/// Registers `state` as the window's focused input while it holds focus, and
367/// unregisters it once focus moves elsewhere.
368pub(super) fn sync_focused_input_registry(
369    state: impl Into<AnyInputState>,
370    window: &mut Window,
371    cx: &mut App,
372) {
373    let state = state.into();
374    let focused = state.focus_handle(cx).is_focused(window);
375    // Every input syncs as it renders; only one that gains or loses focus
376    // changes the registry, and notifying the window state otherwise would
377    // draw the whole window again on every frame an input renders in.
378    let unchanged = WindowState::try_read(window, cx)
379        .is_some_and(|root| (root.focused_input.as_ref() == Some(&state)) == focused);
380    if unchanged {
381        return;
382    }
383    WindowState::try_update(window, cx, |root, _, cx| {
384        if focused {
385            root.focused_input = Some(state.clone());
386        } else if root.focused_input.as_ref() == Some(&state) {
387            root.focused_input = None;
388        }
389        cx.notify();
390    });
391}