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Add slider component with user input handling
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189
slider.luau
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189
slider.luau
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-- vide/slider.luau
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local UserInputService = game:GetService("UserInputService")
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local function clamp(x, a, b)
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if x < a then return a end
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if x > b then return b end
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return x
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end
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local function lerp(a, b, t)
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return a + (b - a) * t
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end
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local function invLerp(a, b, v)
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if a == b then return 0 end
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return (v - a) / (b - a)
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end
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local function quantize(v, step)
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if not step or step <= 0 then return v end
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return math.floor((v / step) + 0.5) * step
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end
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-- Factory: inject Vide functions to avoid cyclic requires
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return function(create, source, action, cleanup)
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return function(props)
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props = props or {}
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local minV = props.min or 0
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local maxV = props.max or 1
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local step = props.step
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local value = props.value
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assert(value, "vide.slider: props.value (source<number>) is required")
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local theme = props.theme or {}
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local format = props.format or function(v) return tostring(v) end
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local onChanged = props.onChanged
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local trackRef = source(nil)
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local function setFromX(screenX)
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local track = trackRef()
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if not track then return end
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local absPosX = track.AbsolutePosition.X
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local absSizeX = track.AbsoluteSize.X
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if absSizeX <= 0 then return end
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local t = clamp((screenX - absPosX) / absSizeX, 0, 1)
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local v = lerp(minV, maxV, t)
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v = quantize(v, step)
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value(v)
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if onChanged then onChanged(v) end
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end
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return create "Frame" {
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Name = props.name or "Slider",
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Size = props.size or UDim2.fromOffset(516, 90),
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Position = props.position,
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AnchorPoint = props.anchorPoint,
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LayoutOrder = props.layoutOrder,
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BackgroundTransparency = 1,
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create "TextLabel" {
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BackgroundTransparency = 1,
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Size = UDim2.fromOffset(516, 24),
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TextXAlignment = Enum.TextXAlignment.Left,
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FontFace = props.fontFace,
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TextSize = props.labelTextSize or 16,
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TextColor3 = props.labelTextColor or Color3.fromRGB(235, 238, 245),
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Text = props.label or "Slider",
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},
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create "TextLabel" {
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BackgroundTransparency = 1,
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Size = UDim2.fromOffset(516, 24),
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TextXAlignment = Enum.TextXAlignment.Right,
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FontFace = props.fontFace,
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TextSize = props.valueTextSize or 16,
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TextColor3 = props.valueTextColor or Color3.fromRGB(200, 206, 220),
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Text = function()
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return format(value())
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end,
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},
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create "Frame" {
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Name = "Track",
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Position = UDim2.fromOffset(0, 38),
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Size = UDim2.fromOffset(516, 16),
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BackgroundColor3 = theme.trackColor or Color3.fromRGB(20, 22, 28),
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BackgroundTransparency = theme.trackTransparency or 0.15,
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action(function(track)
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trackRef(track)
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local trackBeganConn = track.InputBegan:Connect(function(input)
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if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
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setFromX(input.Position.X)
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end
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end)
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cleanup(function()
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if trackRef() == track then trackRef(nil) end
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trackBeganConn:Disconnect()
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end)
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end),
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create "UICorner" { CornerRadius = UDim.new(0, theme.cornerRadius or 8) },
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create "UIStroke" {
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Thickness = 1,
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Color = theme.strokeColor or Color3.fromRGB(255, 255, 255),
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Transparency = theme.strokeTransparency or 0.8,
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},
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create "Frame" {
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Name = "Fill",
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Size = function()
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local t = clamp(invLerp(minV, maxV, value()), 0, 1)
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return UDim2.fromScale(t, 1)
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end,
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BackgroundColor3 = theme.fillColor or Color3.fromRGB(80, 140, 255),
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BackgroundTransparency = theme.fillTransparency or 0.15,
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create "UICorner" { CornerRadius = UDim.new(0, theme.cornerRadius or 8) },
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},
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create "TextButton" {
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Name = "Knob",
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AutoButtonColor = false,
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Text = "",
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Size = UDim2.fromOffset(24, 24),
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AnchorPoint = Vector2.new(0.5, 0.5),
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Position = function()
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local t = clamp(invLerp(minV, maxV, value()), 0, 1)
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return UDim2.fromScale(t, 0.5)
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end,
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BackgroundColor3 = theme.knobColor or Color3.fromRGB(235, 238, 245),
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BackgroundTransparency = theme.knobTransparency or 0,
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create "UICorner" { CornerRadius = UDim.new(0, theme.knobRadius or 999) },
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create "UIStroke" { Thickness = 1, Color = Color3.fromRGB(0, 0, 0), Transparency = 0.75 },
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action(function(btn)
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local dragInput
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local dragging = false
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local beganConn
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local changedConn
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local uisChangedConn
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local function update(input)
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setFromX(input.Position.X)
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end
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beganConn = btn.InputBegan:Connect(function(input)
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if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
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dragging = true
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update(input)
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changedConn = input.Changed:Connect(function()
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if input.UserInputState == Enum.UserInputState.End then
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dragging = false
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end
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end)
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end
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end)
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btn.InputChanged:Connect(function(input)
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if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then
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dragInput = input
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end
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end)
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uisChangedConn = UserInputService.InputChanged:Connect(function(input)
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if input == dragInput and dragging then
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update(input)
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end
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end)
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cleanup(function()
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if beganConn then beganConn:Disconnect() end
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if changedConn then changedConn:Disconnect() end
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if uisChangedConn then uisChangedConn:Disconnect() end
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end)
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end),
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},
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},
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}
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end
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end
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