The arrow keys sometimes did nothing when the launcher was opened from a text field, and the two halves of
that are one bug: navigation lived on the panel input's onKeyDown, so every keystroke was conditional on
focus having actually landed there. When it had not — the composer kept it — ArrowDown went to the textarea
and the launcher never saw the key.
Two fixes, because either alone leaves the other half.
Opening now blurs whatever had focus, explicitly, before the overlay mounts. The effect that focuses the
panel's own input was already there and is enough on paper; "on paper" is what produced an
intermittent bug, so the outgoing element is blurred rather than assumed away.
And navigation moved to the window listener that already handled Escape, so it works regardless of what has
focus — a panel that grabbed it back, a blur that lost a race, an element with its own key handling. The
input's copy is deleted; leaving both would move the cursor twice per press whenever focus did land.
The handler reads `results` and `active` through refs, deliberately. The listener registers once per open,
so closing over them would pin it to their values at registration — arrowing down would read a stale list
and Enter would open whatever was first when the panel appeared. Putting them in the effect's deps instead
re-registers the listener on every keystroke, which is the same bug in a costume.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>