rojo/.cursor/rules/roblox/studio/build-studio-widgets.md
2026-02-02 12:08:47 -06:00

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Studio widgets Building custom widgets in Studio allows you to customize workflows and views.

Studio gives you the power to create custom widgets and use them as tools and extensions. These widgets behave as custom windows/panels in Studio, and you can dock them inside of your interface or have them float as separate windows.

Create widget UIs

All Studio widgets begin as Class.DockWidgetPluginGui objects which you can fill with Class.GuiObject|GuiObjects, such as text labels and buttons. To create an empty widget GUI, call the Class.Plugin:CreateDockWidgetPluginGui()|CreateDockWidgetPluginGui() function, passing in an ID and a Datatype.DockWidgetPluginGuiInfo object.

Note the Datatype.DockWidgetPluginGuiInfo.new() constructor expects its parameters in a specific order as follows:

# Property Type Description
1 `Enum.InitialDockState` Enum One of the `Enum.InitialDockState` enumerations.
2 `InitialEnabled` Boolean The initial enabled (visible) state of the widget GUI.
3 `InitialEnabledShouldOverrideRestore` Boolean If true, the value of **InitialEnabled** overrides the previously saved enabled state.
4 `FloatingXSize` Integer The initial width of the GUI when **InitialDockState** is set to `Enum.InitialDockState.Float`.
5 `FloatingYSize` Integer The initial height of the GUI when **InitialDockState** is set to `Enum.InitialDockState.Float`.
6 `MinWidth` Integer The minimum width of the GUI, with some platform-specific variations.
7 `MinHeight` Integer The minimum height of the GUI, with some platform-specific variations.
-- Create new "DockWidgetPluginGuiInfo" object
local widgetInfo = DockWidgetPluginGuiInfo.new(
	Enum.InitialDockState.Float, -- Widget will be initialized in floating panel
	true,   -- Widget will be initially enabled
	false,  -- Don't override the previous enabled state
	200,    -- Default width of the floating window
	300,    -- Default height of the floating window
	150,    -- Minimum width of the floating window
	150     -- Minimum height of the floating window
)

-- Create new widget GUI
local testWidget = plugin:CreateDockWidgetPluginGui("TestWidget", widgetInfo)
testWidget.Title = "Test Widget"  -- Optional widget title
You cannot use the `Class.Plugin:CreateDockWidgetPluginGui()|CreateDockWidgetPluginGui()` function in scripts. You can only call it from the command bar or a [plugin](../studio/plugins.md) script.

Customize widget UI

Once you create a widget, you can customize its user interface with Class.GuiObject|GuiObjects such as informative Class.TextLabel|TextLabels or interactive Class.ImageButton|ImageButtons. For example, the following code adds a basic Class.TextButton to the GUI window:

-- Create new widget GUI
local testWidget = plugin:CreateDockWidgetPluginGui("TestWidget", widgetInfo)
testWidget.Title = "Test Widget"  -- Optional widget title

local testButton = Instance.new("TextButton")
testButton.BorderSizePixel = 0
testButton.TextSize = 20
testButton.TextColor3 = Color3.new(1,0.2,0.4)
testButton.AnchorPoint = Vector2.new(0.5,0.5)
testButton.Size = UDim2.new(1,0,1,0)
testButton.Position = UDim2.new(0.5,0,0.5,0)
testButton.SizeConstraint = Enum.SizeConstraint.RelativeYY
testButton.Text = "Click Me"
testButton.Parent = testWidget
Note that **you must parent the button to the widget** in the same way that you must parent any in-experience screen `Class.GuiObject` to a `Class.ScreenGui`. To help you build consistent, effective Studio widgets, Roblox provides a [GitHub repo](https://github.com/Roblox/StudioWidgets) that contains GUI elements with a standard "Studio" look and feel. These include checkboxes, radio buttons, and input fields which have a Studio style, and they all support dark theme.

Change Studio color themes

Effective Studio widgets ideally match the Studio theme setting and dynamically adjust when the theme changes. For instance, if a developer is using the dark theme, the widget's background color, images, and text labels should look nice alongside Studio's native theme colors.

The following code addition uses a syncGuiColors() function which is initially called along with a table of GUI objects to sync. Inside the function, a nested setColors() function loops through the objects and syncs specific aspects of them using Class.StudioTheme:GetColor()|GetColor() with Enum.StudioStyleGuideColor enums. This setColors() function is immediately run to sync the Studio theme, then it's connected to the Class.Studio.ThemeChanged|ThemeChanged event to detect future theme changes.

testButton.Parent = testWidget

local function syncGuiColors(objects)
	local function setColors()
		for _, guiObject in objects do
			-- Sync background color
			guiObject.BackgroundColor3 = settings().Studio.Theme:GetColor(Enum.StudioStyleGuideColor.MainBackground)
			-- Sync text color
			guiObject.TextColor3 = settings().Studio.Theme:GetColor(Enum.StudioStyleGuideColor.MainText)
		end
	end
	-- Run 'setColors()' function to initially sync colors
	setColors()
	-- Connect 'ThemeChanged' event to the 'setColors()' function
	settings().Studio.ThemeChanged:Connect(setColors)
end

-- Run 'syncGuiColors()' function to sync colors of provided objects
syncGuiColors({testButton})

Customize mouse cursors

To improve the expected interaction with widget elements, you can set system-specific mouse cursors to GUI events, such as Class.GuiObject.MouseEnter|MouseEnter and Class.GuiObject.MouseLeave|MouseLeave. The following code demonstrates how to connect a function to the Class.GuiObject.MouseEnter|MouseEnter and Class.GuiObject.MouseLeave|MouseLeave events of testButton to change the mouse cursor:

local function setCursor(cursorAsset)
	plugin:GetMouse().Icon = cursorAsset
end

testButton.MouseEnter:Connect(function()
	setCursor("rbxasset://SystemCursors/PointingHand")
end)
testButton.MouseLeave:Connect(function()
	setCursor("")
end)

Reference the following table for a list of mouse cursors and their potential use cases:

Mouse Cursor Icon Asset Use Case
`rbxasset://SystemCursors/Arrow` Default clicking and selection.
`rbxasset://SystemCursors/PointingHand` Hovering over an active link/button.
`rbxasset://SystemCursors/OpenHand` Hovering over a draggable item.
`rbxasset://SystemCursors/ClosedHand` Dragging an item.
`rbxasset://SystemCursors/IBeam` Hovering in a text field.
`rbxasset://SystemCursors/SizeNS` Hovering over a vertical resize handle.
`rbxasset://SystemCursors/SizeEW` Hovering over a horizontal resize handle.
`rbxasset://SystemCursors/SizeNESW` Hovering over a corner resize handle.
`rbxasset://SystemCursors/SizeNWSE` Hovering over a corner resize handle.
`rbxasset://SystemCursors/SizeAll` Hovering over a multi-direction resize handle.
`rbxasset://SystemCursors/SplitNS` Hovering over a vertical "split" handle.
`rbxasset://SystemCursors/SplitEW` Hovering over a horizontal "split" handle.
`rbxasset://SystemCursors/Forbidden` Hovering over a locked/forbidden item.
`rbxasset://SystemCursors/Wait` Indicating an action is in progress.
`rbxasset://SystemCursors/Busy` Indicating the system is busy.
`rbxasset://SystemCursors/Cross` Hovering over a pinpoint selection area.
Note that these cursor looks are only an approximation — the actual cursors match your default operating system cursors.

Gather user input

UI elements such as Class.TextBox and Class.TextButton work normally in Studio widgets, and you can build interfaces just like you normally would on Roblox. However, Class.UserInputService doesn't work since these services expect the main experience window to be in focus.

One workaround for generic input events is to create a transparent Class.Frame and overlay it over the entire screen. The following code sample creates a frame, and when the user clicks on the frame, the Class.GuiObject.InputBegan event captures keyboard input on the frame until the user clicks away:

local frame = Instance.new("Frame")
frame.BackgroundTransparency = 1  -- Hide the frame
frame.Size = UDim2.new(1, 0, 1, 0)  -- Cover the screen
frame.Position = UDim2.new(0, 0, 0, 0)
frame.Parent = testWidget

local function onInputBegan(inputObject)
	-- Process the input object here, for example detect key presses
end
frame.InputBegan:Connect(onInputBegan)

Drag-and-drop interaction

Using drag-and-drop interactions for your widgets is a simple way to improve the flow of data. To create this interaction, you must define the element to drag, initiate the drag, create a drop target, and process the drop action.

Create drag source

You can start a drag action by calling Class.Plugin:StartDrag() when the user presses a mouse button on some UI element, typically a Class.TextButton or Class.ImageButton within a widget. The following code sample creates a single window widget with a text button inside it.

-- Create the widget first
local widgetInfo = DockWidgetPluginGuiInfo.new(Enum.InitialDockState.Float, true, true, 300, 200)
local dragSourceWidget = plugin:CreateDockWidgetPluginGui("Drag Source", widgetInfo)
dragSourceWidget.Title = "Drag Source"

-- Create a TextButton that will initiate the drag
local dragButton = Instance.new("TextButton")
dragButton.Size = UDim2.new(1, 0, 1, 0)
dragButton.Text = "Drag me!"
dragButton.Parent = dragSourceWidget

Initiate the drag

When the user clicks on the Class.TextButton, you can initiate drag through the Class.GuiButton.MouseButton1Down|MouseButton1Down() event which fires as soon as the user presses the mouse button.

Within the connected function, determine the data to drag. The data's type should be reflected in the MimeType key, the content of the drag should be reflected within the Data key, and the sender should describe itself in the Sender key. See the Class.Plugin:StartDrag() page for more details.

local function onButton1Down()
	local dragInfo = {
		Data = "Hello, world",      -- The data being dragged
		MimeType = "text/plain",    -- Describes the MIME type of the data
		Sender = "SomeDragSource",  -- Describes from where the data originated
		MouseIcon = "",             -- Image content to use for the cursor
		DragIcon = "",              -- Image content to render under the cursor during drag
		HotSpot = Vector2.zero      -- Where on the DragIcon to center the cursor
	}
	plugin:StartDrag(dragInfo)
end

dragButton.MouseButton1Down:Connect(onButton1Down)

Create drop target

The Class.PluginGui.PluginDragDropped event fires when the user releases their mouse on a window during a drag. When this occurs, you need to define a drop target such as a second widget with a Class.TextLabel to detect drops.

local dragTargetWidget = plugin:CreateDockWidgetPluginGui("Drop Target", widgetInfo)
dragTargetWidget.Title = "Drop Target"

-- This TextLabel will display what was dropped
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.Text = "Drop here..."
textLabel.Parent = dragTargetWidget

Process the drop action

After creating a drop target, connect the Class.PluginGui.PluginDragDropped event on the drop target widget:

local function onDragDrop(dragData)
	print("PluginDragDropped")
	if dragData.MimeType == "text/plain" then
		textLabel.Text = dragData.Data
	else
		textLabel.Text = dragData.MimeType
	end
end

dragTargetWidget.PluginDragDropped:Connect(onDragDrop)

While a drag is still in progress, these three events fire as the user moves their mouse over a widget:

  • Class.PluginGui.PluginDragEntered|PluginDragEntered – fires when the user hovers the mouse over a window
  • Class.PluginGui.PluginDragMoved|PluginDragMoved – fires repeatedly as the user moves their mouse over a window. This is useful for showing a "Drop here!" message.
  • Class.PluginGui.PluginDragLeft|PluginDragLeft – fires when the user's cursor leaves a window. This is useful for hiding a "Drop here!" message.