This commit is contained in:
Alice 2024-12-29 21:38:00 +01:00
commit 63077355eb
66 changed files with 1741 additions and 1671 deletions

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@ -14,7 +14,7 @@ jobs:
uses: robinraju/release-downloader@v1.6
with:
repository: Roblox/luau
tag: "0.620"
tag: "0.651"
fileName: luau-ubuntu.zip
out-file-path: bin

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@ -6,6 +6,32 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
--------------------------------------------------------------------------------
## [Unreleased]
### Added
- `create("ClassName", { props })` and `create(Instance, { props })` syntax.
- `cleanup()` now accepts `thread` types.
- Implicit effects to set children can now recursively create more implicit
effects to set children.
- `spring()` returns a second value, a setter to set position, velocity and
impulse.
### Changed
- A scope can no longer be destroyed while it is active. Strict mode will check
for this.
- Implicit effects to set children now unparent all children when the effect is
destroyed.
- Error reporting should be improved with better formatting when effects invoke
other effects and no more loss of stack traces.
### Removed
- Aggregate construction when setting properties with `create()`.
--------------------------------------------------------------------------------
## [0.3.1] - 2024-10-09
### Added

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@ -1,6 +1,5 @@
//import { defineConfig } from "vitepress"
import { withMermaid } from "vitepress-plugin-mermaid";
import { tabsMarkdownPlugin } from "vitepress-plugin-tabs"
// https://vitepress.dev/reference/site-config
export default withMermaid({
@ -9,12 +8,6 @@ export default withMermaid({
description: "A reactive UI library for Luau.",
base: "/vide/",
head: [["link", { rel: "icon", href: "/vide/logo.svg" }]],
markdown: {
config(md) {
md.use(tabsMarkdownPlugin)
}
},
themeConfig: {
logo: "/logo.svg",
@ -25,7 +18,6 @@ export default withMermaid({
footer: {
message: 'Released under the MIT License.',
copyright: 'Copyright © 2023-present centau'
},
// https://vitepress.dev/reference/default-theme-config
@ -42,7 +34,7 @@ export default withMermaid({
items: [
{ text: "Reactivity: Core", link: "/api/reactivity-core" },
{ text: "Reactivity: Utility", link: "/api/reactivity-utility" },
{ text: "Reactivity: Control Flow", link: "/api/reactivity-flow" },
{ text: "Reactivity: Dynamic Scoping", link: "/api/reactivity-dynamic" },
{ text: "Element Creation", link: "/api/creation" },
{ text: "Animation", link: "/api/animation" },
{ text: "Strict Mode", link: "/api/strict-mode" },
@ -60,20 +52,25 @@ export default withMermaid({
{ text: "Sources", link: "/tut/crash-course/4-source" },
{ text: "Effects", link: "/tut/crash-course/5-effect" },
{ text: "Scopes", link: "/tut/crash-course/6-scope" },
{ text: "Stateful Components", link: "/tut/crash-course/7-stateful-component" },
{ text: "Reactive Components", link: "/tut/crash-course/7-reactive-component" },
{ text: "Implicit Effects", link: "/tut/crash-course/8-implicit-effect" },
{ text: "Derived Sources", link: "/tut/crash-course/9-derived-source" },
{ text: "Cleanup", link: "/tut/crash-course/10-cleanup" },
{ text: "Control Flow", link: "/tut/crash-course/11-control-flow" },
{ text: "Dynamic Scopes", link: "/tut/crash-course/11-dynamic-scopes" },
{ text: "Actions", link: "/tut/crash-course/12-actions" },
{ text: "Strict Mode", link: "/tut/crash-course/13-strict-mode" },
{ text: "Concepts Summary", link: "/tut/crash-course/14-concepts" }
]
},
{
text: "Advanced Reactivity",
text: "Advanced",
items: [
{ text: "Dynamic Scopes", link: "/tut/advanced/dynamic-scopes"}
]
},
{
text: "Design Patterns",
items: [
{ text: "Nested Scopes", link: "/tut/advanced/nested-scoping.md"}
]
}
],

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@ -0,0 +1,25 @@
.home > * > .VPNavBar:not(.top) {
backdrop-filter: blur(0.5rem);
background-color: transparent !important;
}
.home > * > .VPNavBar > .divider {
opacity: 0;
}
.home > .VPContent {
display: flex;
justify-content: center;
flex-direction: column;
}
.VPHome {
margin-top: auto !important;
margin-bottom: auto !important;
}
.VPBadge a {
text-decoration: none;
color: inherit
}

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@ -1,14 +1,8 @@
// .vitepress/theme/index.js
import DefaultTheme from 'vitepress/theme'
import layout from './layout.vue'
import { enhanceAppWithTabs } from 'vitepress-plugin-tabs/client'
import './vars.css'
import './home.css'
import './index.css'
export default {
extends: DefaultTheme,
enhanceApp({ app }) {
enhanceAppWithTabs(app)
},
Layout: layout
}
}

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@ -1,39 +1,3 @@
/* Banner Stuff */
.banner {
background-color: var(--vp-button-brand-bg);
color: var(--vp-button-brand-text);
width: 100%;
text-align: center;
position: fixed;
bottom: 0px;
z-index: 50;
}
.advertising {
margin: auto;
}
@media only screen and (min-width: 768px) {
.advertising {
width: calc(100% - 8rem);
}
}
@media only screen and (min-width: 960px) {
.banner {
position: fixed;
margin-top: var(--vp-nav-height);
bottom: auto;
}
#VPSidebarNav {
margin-top: 1.5rem;
}
.VPLocalNav {
top: calc(var(--vp-nav-height) + 1.5rem) !important;
}
}
/* Colors */
:root {
@ -67,6 +31,11 @@
--vp-c-divider: #dfe2e6;
--vp-c-gutter: #dfe2e6;
--vp-plugin-tabs-tab-bg: var(--vp-c-bg);
--vp-badge-info-bg: #122d26;
--vp-badge-info-text: #6bdbbd;
--vp-badge-tip-bg: #132741;
--vp-badge-tip-text: #70abfa;
}
.dark {
@ -81,96 +50,3 @@
--vp-c-gutter: #181d27;
}
/* Fonts */
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-Bold-Italic.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-Bold-Italic.woff")
format("woff");
font-weight: 700;
font-style: italic;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-Bold.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-Bold.woff")
format("woff");
font-weight: 700;
font-style: normal;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-ExtraBold-Italic.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-ExtraBold-Italic.woff")
format("woff");
font-weight: 800;
font-style: italic;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-ExtraBold.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-ExtraBold.woff")
format("woff");
font-weight: 800;
font-style: normal;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-Italic.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-Italic.woff")
format("woff");
font-weight: 400;
font-style: italic;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-Medium-Italic.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-Medium-Italic.woff")
format("woff");
font-weight: 500;
font-style: italic;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-Medium.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-Medium.woff")
format("woff");
font-weight: 500;
font-style: normal;
font-display: swap;
}
@font-face {
font-family: "JetBrains Mono";
src: url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff2/JetBrainsMono-Regular.woff2")
format("woff2"),
url("https://cdn.jsdelivr.net/gh/JetBrains/JetBrainsMono/web/woff/JetBrainsMono-Regular.woff")
format("woff");
font-weight: 400;
font-style: normal;
font-display: swap;
}
:root {
--vp-font-family-mono: "JetBrains Mono";
}

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@ -1,6 +1,6 @@
# Animation API
# Animation
## spring()
## spring() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Returns a new source with a value always moving torwards the input source value.
@ -11,15 +11,20 @@ Returns a new source with a value always moving torwards the input source value.
source: () -> T & Animatable,
period: number = 1,
damping_ratio: number = 1
): () -> T
): (() -> T, Setter<T>)
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3 | Rect
type Setter<T> = ({
position: T?,
velocity: T?,
impulse: T?
}) -> ()
```
- **Details**
An effect is created to update the new source every frame based on the input
source value.
Creates a reactive scope internally to detect source updates.
The movement is physically simulated according to a
[spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).
@ -39,3 +44,7 @@ Returns a new source with a value always moving torwards the input source value.
You can change when the solver runs by calling `vide.step(dt)`, which will
advance the simulation time by `dt` seconds and automatically stop the
solver running in heartbeat.
::: warning
Large periods or damping ratios can break the spring.
:::

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@ -1,39 +1,4 @@
# Element Creation API
<br/>
## mount()
Runs a function in a new stable scope and optionally applies its result to a
target instance.
- **Type**
```luau
function mount<T>(component: () -> T, target: Instance?): () -> ()
```
- **Details**
The result of the function is applied to a target in the same way
properties are using `create()`.
The function is ran in a new stable scope, just like
[root()](reactivity-core.md#root).
Returns a function that when called will destroy the stable scope.
- **Example**
```luau
local function App()
return create "ScreenGui" {
create "TextLabel" { Text = "Vide" }
}
end
mount(App, game.StarterGui)
```
# Element Creation
## create()
@ -45,7 +10,7 @@ Creates a new UI element, applying any given properties.
function create(class: string): (Properties) -> Instance
function create(instance: Instance): (Properties) -> Instance
type Properties = Map<string|number, any>
type Properties = Map<string|number, unknown>
```
- **Details**
@ -77,42 +42,22 @@ Creates a new UI element, applying any given properties.
Basic element creation.
```luau
local frame = create "Frame" {
Name = "NewFrame",
Position = UDim2.fromScale(1, 0)
local frame = create "TextButton" {
Name = "Button",
Size = UDim2.fromOffset(200, 160),
Activated = function()
print "clicked"
end,
create "UICorner" {}
}
```
A component using property nesting.
```luau
type Layout = {
Layout = {
Position: UDim2?,
Size: UDim2?,
AnchorPoint: Vector2?
}
}
type Children = {
Children = Array<Instance>
}
function Background(props: Layout & Children & {
Color: Color3
})
return create "Frame" {
BackgroundColor3 = props.Color,
props.Layout,
props.Children
}
end
```
## action()
Creates a callback that can be passed to `create()` to invoke custom actions on
instances.
Creates a special object that can be passed to `create()` to invoke custom
actions on instances.
- **Type**
@ -122,27 +67,27 @@ instances.
- **Details**
When passed to `create()`, the given callback is called with the instance
being created as the only argument. Actions take precedence over property
and child assignments.
When passed to `create()`, the function is called with the instance being
created as the only argument. Actions take precedence over property and
child assignments.
A priority can be optionally specified to ensure certain actions run after
other actions. Higher priority numbers are ran after lower priority numbers.
other actions. Lower priority values are ran first.
- **Example**
An action to listen to changed properties:
```luau
local function changed(property: string, callback: (new) -> ())
local function changed(property: string, fn: (new) -> ())
return action(function(instance)
local con - instance:GetPropertyChangedSignal(property):Connect(function()
callback(instance[property])
local cn = instance:GetPropertyChangedSignal(property):Connect(function()
fn(instance[property])
end)
-- disconnect on reactive scope destruction to allow gc of instance
-- disconnect on scope destruction to allow gc of instance
cleanup(function()
con:Disconnect()
cn:Disconnect()
end)
end)
end
@ -150,7 +95,7 @@ instances.
local output = source ""
create "TextBox" {
-- will update the `output` source anytime the text property is changed
-- will update the output source anytime the text property is changed
changed("Text", output)
}
```
@ -162,15 +107,46 @@ A wrapper for `action()` to listen for property changes.
- **Type**
```luau
function changed(property: string, callback: (...unknown) -> ()): Action
function changed(property: string, fn: (unknown) -> ()): Action
```
- **Details**
Will run the given callback any time the property is changed, as well as
when the action is initially run.
Will run the given function immediately and whenever the property updates.
The changed connection is disconnected when the scope the action is ran in
is destroyed.
The function is called with the updated property value.
Runs with an action priority of 1.
## mount() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Runs a function in a new stable scope and optionally applies its result to a
target instance.
- **Type**
```luau
function mount<T>(component: () -> T, target: Instance?): () -> ()
```
- **Details**
This is a utility for `root()` when parenting a component to an existing
instance.
The result of the function is applied to a target in the same way
properties are using `create()`.
Returns a function that when called will destroy the stable scope.
- **Example**
```luau
local function App()
return create "ScreenGui" {
create "TextLabel" { Text = "Vide" }
}
end
local destroy = mount(App, game.StarterGui)
```

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@ -1,32 +1,40 @@
# Reactivity API: Core
# Reactivity: Core
<br/>
## Scopes
Vide code can run in one of two scopes: <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge> or <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>.
- Reactive scopes rerun if a source read within updates.
- Stable scopes never rerun.
- Reactive scopes cannot be created directly within another reactive scope.
- When a scope is destroyed, all scopes created within are also destroyed.
Different functions in Vide's API will run code in different scopes.
:::warning
Yielding is not allowed in any stable or reactive scope. Strict mode will check
for this.
:::
## root()
## root() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Creates and runs a function in a new stable scope.
Runs a function in a new stable scope.
- **Type**
```luau
function root<T...>(fn: (() -> ()) -> T...): (() -> (), T...)
function root<T...>(fn: (Destructor) -> T...): (Destructor, T...)
type Destructor = () -> ()
```
- **Details**
Returns a function to destroy the root scope. Also passes this function as
the first argument into its callback.
All values returned by the callback are also returned following the destructor.
Returns a destructor and any values returned by the callback.
## source()
Creates a new source with the given value.
Creates a new source.
- **Type**
@ -40,71 +48,64 @@ Creates a new source with the given value.
- **Details**
Calling the returned source with no argument will return its stored value,
calling with an argument will set a new value.
Call the returned source with no argument to read its value.
Call the returned source with an argument to set its value.
- **Example**
```luau
local count = source(0)
count() -- 0
count(count() + 1) -- 1
print(count())-- 0
count(count() + 1)
print(count()) -- 1
```
## effect()
## effect() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Runs a side-effect in a new reactive scope on source update.
Runs a function in a new reactive scope.
- **Type**
```luau
function effect(callback: () -> ())
function effect(fn: () -> ())
```
- **Details**
Any time a source referenced in the callback is updated, the callback will
be reran.
The callback is ran once immediately.
The function is ran once immediately.
- **Example**
```luau
local num = source(1)
local count = source(1)
effect(function()
print(num())
print(count())
end)
-- prints 1
num(num() + 1)
count(2)
-- prints 2
```
## derive()
## derive() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Derives a new source in a new reactive scope from existing sources.
Runs a function in a new reactive scope to compute a value for new source.
- **Type**
```luau
function derive<T>(source: () -> T): () -> T
function derive<T>(fn: () -> T): () -> T
```
- **Details**
The derived source will have its value recalculated when any source source
it derives from is updated.
Anytime the reactive scope reruns, the output source value is set to what is
returned.
Anytime its value is recalculated it is also cached, subsequent calls will
retun this cached value until it recalculates again.
The callback is ran once immediately.
The function is ran once immediately.
- **Example**
@ -112,11 +113,43 @@ Derives a new source in a new reactive scope from existing sources.
local count = source(0)
local text = derive(function() return `count: {count()}` end)
text() -- "count: 0"
print(text()) -- "count: 0"
count(1)
text() -- "count: 1"
print(text()) -- "count: 1"
```
--------------------------------------------------------------------------------
A `derive()` should be used instead of a pure function when you expect it to
be read multiple times between updates, because `derive()` will cache the
result to prevent recomputing it on every read.
::: code-group
```luau [Pure Function]
local count = source(0)
local text = function()
print "ran"
return `count: {count()}`
end
count(1)
print(text()) -- prints "ran" followed by "count: 1"
print(text()) -- prints "ran" followed by "count: 1"
```
```luau [Derived Source]
local count = source(0)
local text = derive(function() -- [!code highlight]
print "ran"
return `count: {count()}`
end) -- [!code highlight]
count(1) -- prints "ran"
print(text()) -- prints "count: 1"
print(text()) -- prints "count: 1"
```
:::

View file

@ -0,0 +1,212 @@
# Reactivity: Dynamic Scoping
Dynamic scoping is the act of creating and destroying new scopes in response to
source updates. Vide provides functions for some common use-cases to do this.
## show() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows a component if the source is truthy. Optionally shows a fallback component
if the source is falsey.
- **Type**
```luau
function show<T>(source: () -> unknown, component: () -> T): () -> T?
function show<T, U>(source: () -> unknown, component: () -> T, fallback: () -> U): () -> T | U
```
- **Details**
Creates a reactive scope internally to detect source updates.
The component is run in a stable scope when truthy, otherwise the stable
scope is destroyed.
Returns a source holding an instance of the currently shown component or
`nil` if no component is currently shown.
## switch() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows one of a set of components depending on a source and a mapping table.
- **Type**
```luau
function switch<K, V>(source: () -> K): (map: Map<K, () -> V>): () -> V?
```
- **Details**
Creates a reactive scope internally to detect source updates.
When the source updates, its value is inputted into a map to get a component
constructor. This component is then run in a stable scope. The previous
stable scope is destroyed.
Returns a source holding an instance of the currently shown component or
`nil` if no component is currently shown.
- **Example**
```luau
local logged = source(false)
local button = switch(logged) {
[true] = function()
return Button { Text = "Log out", Toggle = logged }
end,
[false] = function()
return Button { Text = "Log in", Toggle = logged }
end
}
```
## indexes() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows a component for each index in a table.
- **Type**
```luau
function indexes<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: () -> VI, index: KI) -> VO
): Array<VO>
- **Details**
Creates a reactive scope internally to detect source updates.
When the source table updates, a component is generated for each index in
the table.
- For any added index, the `transform` function is run in a new stable
scope to produce an instance that is cached.
- For any removed index, the stable scope for that index is destroyed.
The `transform` function is called with:
1. A *source containing the index's value*.
2. The *index itself*.
Anytime an existing index's value changes, the `transform` function is not
rerun, instead, that index's corresponding source is updated with the new
value.
Returns a source holding an array of instances currently shown.
- **Example**
```luau
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = indexes(items, function(item, i)
return ItemDisplay {
Name = function()
return i .. ": " .. item().name
end,
Image = function()
return "rbxassetid://" .. item().icon
end,
}
end)
```
## values() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows a component for each value in a table.
- **Type**
```luau
function values<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: VI, index: () -> KI) -> VO
): Array<VO>
- **Details**
Operates with the same idea as `indexes()`, but applied to values instead of
indexes.
Creates a reactive scope internally to detect source updates.
When the source table updates, a component is generated for each value in
the table.
- For any added value, the `transform` function is run in a new stable scope
to produce an instance that is cached.
- For any removed value, the stable scope for that value is destroyed.
The `transform` function is called with:
1. The *value itself*.
2. A *source containing the value's index*.
Anytime an existing value's index changes, the `transform` function is not
rerun, instead, that value's corresponding source is updated with the new
index.
Returns a source holding an array of instances currently shown.
::: warning
Having the same values appear multiple times in the input source table can
cause unexpected behavior. Strict mode has checks for this.
:::
- **Example**
```luau
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = values(items, function(item, i)
return ItemDisplay {
Name = function()
return i() .. ": " .. item.Name
end
Image = "rbxassetid://" .. item.icon,
}
end)
```
- **Extra**
When should you use `indexes()` and `values()`?
`values()` should be used when you have a fixed set of objects where the
same objects can be re-arranged in the source table. It maps a value to a
UI element.
e.g.
- List of all players.
- Inventory of items.
- Chat message history.
- Toast notifications.
`indexes()` should be used in other cases, especially when your source table
has primitive values. It maps an index to a UI element.
e.g.
- List of character or weapon stats.
In most cases, both functions will produce the same observed result.
The main difference is performance, picking the right function to use can
result in less property updates and less re-renders. One case to note is
that `values()` works nicely when animating re-ordering of instances, since
the source index can be used to animate a change in position for the UI
element.
--------------------------------------------------------------------------------

View file

@ -1,218 +0,0 @@
# Reactivity API: Control Flow
<br/>
## show()
Shows one of two components depending on an input source.
- **Type**
```luau
function show<T>(source: () -> unknown, component: () -> T): () -> T?
function show<T, U>(source: () -> unknown, component: () -> T, fallback: () -> U): () -> T | U
```
- **Details**
Returns a source holding an instance of the currently shown component.
When the input source changes from a falsey to a truthy value, the
component will be reran under a new stable scope. If it changes from a
truthy to falsey value, the stable scope the component was created in will
be destroyed, and the returned source will output `nil`, or a fallback
component if given.
The fallback component is also ran under a new stable scope, and destroyed
when the input source switches back to truthy.
## switch()
Shows one of a set of components depending on an input source and a mapping table.
- **Type**
```luau
function switch<K, V>(source: () -> K): (map: Map<K, () -> V>) -> V?
```
- **Details**
Returns a source holding an instance of the currently shown component.
When the input source changes, the new value will be used to lookup a given
mapping table to get a component, which will be ran under a new stable
scope. If the input source changes, the stable scope the component was
created in will be destroyed, and a new component created under a new
stable scope. If no component is found for an input value, the switch will
output `nil`.
- **Example**
```luau
local logged = source(false)
local button = switch(logged) {
[true] = function()
return Button { Text = "Log out", Toggle = logged }
end,
[false] = function()
return Button { Text = "Log in", Toggle = logged }
end
}
```
## indexes()
Maps each index in a table source to an object.
- **Type**
```luau
function indexes<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: () -> VI, index: KI) -> VO
): Array<VO>
- **Details**
Returns a source holding an array of instances currently shown.
When the input source changes, each *index* in the new table is compared with
the last input table.
- For any new index, the `transform` function is ran under a new stable
scope to produce a new instance.
- For any removed index, the stable scope for that index is destroyed.
- Unchanged indexes are untouched.
The transform function is called only ever *once* for each index in the
source table.
1. First argument is a *source containing the index's value*.
2. Second argument is the *index itself*.
Anytime an existing index's value changes, the transform function is not
rerun, instead the source value for that index will update, causing anything
depending on it to update too.
- **Example**
The intended purpose of this function is to map each index in a table to
a UI element.
```luau
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = indexes(items, function(item, i)
return ItemDisplay {
Name = function()
return i .. ": " .. item().name
end,
Image = function()
return "rbxassetid://" .. item().icon
end,
}
end)
```
## values()
Maps each value in a table source to an object.
- **Type**
```luau
function values<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: VI, index: () -> KI) -> VO
): Array<VO>
- **Details**
Returns a source holding an array of instances currently shown.
When the input source changes, each *value* in the new table is compared with
the last input table. Similar to `indexes()` but for values instead of indexes.
- For any new value, the `transform` function is ran under a new stable
scope to produce a new instance.
- For any removed value, the stable scope for that value is destroyed.
- Unchanged values are untouched.
The transform function is only ever called *once* for each value in the
source table.
1. First argument is the *value itself*.
2. Second argument is a *source containing the value's index*.
Anytime an existing value's index changes, the transform function is not
rerun, instead the source index for that value will update, causing anything
depending on it to update too.
::: warning
Having primitive values in the input source table can cause unexpected
behavior, as duplicate values can result in multiple tranforms being ran for
a single value, meaning there can be multiple source indexes bound to the
same UI element. Strict mode has checks for this.
:::
- **Example**
The intended purpose of this function is to map each value in a table to
a UI element.
```luau
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = values(items, function(item, i)
return ItemDisplay {
Name = function()
return i() .. ": " .. item.Name
end
Image = "rbxassetid://" .. item.icon,
}
end)
```
- **Extra**
When should you use `indexes()` and `values()`?
`values()` should be used when you have a fixed set of objects where the
same objects can be re-arranged in the source table. It maps a value to a
UI element.
e.g.
- List of all players.
- Inventory of items.
- Chat message history.
- Toast notifications.
`indexes()` should be used in other cases, especially when your source table
has primitive values. It maps an index to a UI element.
e.g.
- List of character or weapon stats.
In most cases, both functions will appear to have the same behavior.
The main difference is performance, picking the right function to use can
result in less property updates and less re-renders. One case to note is
that `values()` works nicely when animating re-ordering of instances, since
the value is not destroyed when indexes are changed, and the source index
can be used to animate a change in position for the UI element.
--------------------------------------------------------------------------------

View file

@ -1,16 +1,21 @@
# Reactivity API: Utility
# Reactivity: Utility
## cleanup()
Runs a callback anytime a scope is reran or destroyed.
Queues a callback to run when a scope is reran or destroyed.
- **Type**
```luau
<<<<<<< HEAD
function cleanup(callback: () -> ())
function cleanup(obj: Destroyable)
function cleanup(obj: Disconnectable)
=======
function cleanup(v: Function | Disconnectable | Destroyable | thread)
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b
type Function = () -> ()
type Destroyable = { destroy: () -> () }
type Disconnectable = { disconnect: () -> () }
```
@ -18,20 +23,31 @@ Runs a callback anytime a scope is reran or destroyed.
- **Example**
```luau
<<<<<<< HEAD
local data = source(1)
=======
local count = source(0)
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b
effect(function()
local label = create "TextLabel" { Text = data() }
local destroy = root(function()
effect(function()
count()
cleanup(function()
label:Destroy()
cleanup(function()
print "cleaned"
end)
end)
end)
end
-- nothing printed yet
count(1) -- prints "cleaned"
count(2) -- prints "cleaned"
destroy() -- prints "cleaned"
```
## untrack()
## untrack() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Runs a given function in a new stable scope.
Runs a function in a new stable scope.
- **Type**
@ -55,16 +71,15 @@ Runs a given function in a new stable scope.
end)
print(sum()) -- 0
b(1)
b(1) -- untracked so reactive scope created by derive() does not rerun
print(sum()) -- 0
a(1)
a(1) -- reactive scope created by derive() reruns
print(sum()) -- 2
```
## read()
Utility used to read a value that is either a primitive or a source. Sources
read can still be tracked inside a reactive scope.
Utility used to read a value that is either a primitive or a source.
- **Type**
@ -74,8 +89,8 @@ read can still be tracked inside a reactive scope.
## batch()
Runs a given function where any source updates made within the function do not
trigger effects until after the function finishes running.
Runs a function where any source updates made within the function do not
trigger effects until after the function ends.
- **Type**
@ -86,11 +101,29 @@ trigger effects until after the function finishes running.
- **Details**
Improves performance when an effect depends on multiple sources, and those
sources need to be updated. Updating those sources inside a batch call will
only cause the effect to run once after the batch call ends instead of after
each time a source is updated.
sources need to be updated.
## context()
- **Example**
```luau
local a = source(0)
local b = source(0)
effect(function()
print(a() + b())
end)
-- prints "0"
batch(function()
a(1) -- no print
b(2) -- no print
end)
-- prints "3"
```
## context() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Creates a new context.
@ -101,15 +134,17 @@ Creates a new context.
type Context<T> =
() -> T -- get
& (T, () -> ()) -> () -- set
& <U>(T, () -> U) -> U -- set
```
- **Details**
Calling `context()` returns a new context function.
Call this function with no arguments to get the context value.
Call this function with a value and a callback to set a new context with the
given value.
Call this function with a value and a function to create a new context with
the given value.
The new context is run under a stable scope.
- **Example**
@ -131,4 +166,3 @@ Creates a new context.
end)
```
--------------------------------------------------------------------------------

View file

@ -14,25 +14,24 @@ and identifying improper usage.
Currently, strict mode will:
1. Run derived sources twice a source updates.
2. Run effects twice when a source updates.
3. Throw an error if yields occur where they are not allowed.
4. Checks for `indexes()` and `values()` returning primitive values.
5. Checks for `values()` input having duplicate values.
6. Checks for duplicate nested properties at same depth.
7. Better error reporting and stack traces + creation traces of property bindings.
1. Run reactive scopes twice when a source updates.
2. Throw an error if yields occur where they are not allowed.
3. Checks for `indexes()` and `values()` outputting primitive values.
4. Checks for `values()` input having duplicate values.
5. Checks for duplicate nested properties at same depth.
6. Checks for destruction of an active scope.
7. Better error reporting and stack traces.
By rerunning derived sources and effects twice each time they update, it helps
ensure that derived source computations are pure, and that any
cleanups made in derived sources or effects are done correctly.
By rerunning reactive scopes twice each time they update, it helps ensure that
computations are pure, and that any cleanup is done correctly.
Accidental yielding within reactive scopes can break Vide's reactive graph,
which strict mode will catch.
As well as additional safety checks, Vide will dedicate extra resources to
recording and better emitting stack traces where errors occur, particularly
when binding properties to sources.
when implicit effects are created for instance property updating.
It is recommended to develop UI with strict mode and to disable it when pushing to
production. In Roblox, production code compiles at O2 by default, so you don't
production. In Roblox, production code compiles at O2 by default, so you do not
need to worry about disabling strict mode unless you have manually enabled it.

View file

@ -8,7 +8,7 @@ next:
hero:
name: "Vide"
tagline: A reactive UI and state library for Luau.
tagline: A reactive UI library for Luau.
image:
src: /logo.svg
actions:
@ -22,11 +22,4 @@ hero:
text: API Reference
link: /api/reactivity-core
features:
- title: Reactive State Management
details: Built upon Solid and makes building reactive applications simple.
- title: Declarative and simple
details: Syntax designed to be minimal while also being easy to understand.
- title: Fully Luau typecheckable
details: Luau's typechecker catches type errors before you even begin testing.
---

View file

@ -6,8 +6,7 @@
"docs:preview": "vitepress preview"
},
"devDependencies": {
"vitepress": "1.4.1",
"vitepress-plugin-mermaid": "2.0.17",
"vitepress-plugin-tabs": "^0.5.0"
"vitepress": "^1.4.5",
"vitepress-plugin-mermaid": "2.0.17"
}
}

View file

@ -0,0 +1,148 @@
# Dynamic Scoping
Dynamic scoping is the act of creating and destroying new scopes in response to
source updates. This is needed for conditionally rendering parts of your UI,
such as opening and closing menus.
While Vide provides functions for common ways to do this, this section will
show how you can implement them yourself so you are not limited by only what is
provided.
## Recreating [`show()`](/api/reactivity-dynamic#show-reactive)
The most basic one, `show()`, can be
implemented yourself like so:
```luau
local function show(toggle: () -> unknown, component: () -> Instance)
return derive(function()
return if toggle() then untrack(component) else nil
end)
end
```
The main thing to note here is the use of `untrack()`. This function runs its
callback in a new stable scope. Without this, if the component were to create
a reactive scope, an error would occur since a reactive scope cannot be created
within a reactive scope.
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#444455",
"lineColor": "#79B8FF",
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#444455"
}
}}%%
graph
subgraph derive ["derive (reactive)"]
subgraph untrack ["untrack (stable)"]
subgraph effect ["effect (reactive)"]
end
end
end
```
You can see from the above graph how the effect would not be created directly
inside the derive, there is a stable scope between them. This requirement exists
as a guard against unintentional rerendering of UI.
## Recreating [`switch()`](/api/reactivity-dynamic#switch-reactive)
```luau
local function switch(key)
return function(map)
return derive(function()
local component = map[key()]
return if component then untrack(component) else nil
end)
end
end
```
## Recreating [`indexes()`](/api/reactivity-dynamic#indexes-reactive)
This is a more complicated function because it manages multiple scopes at the
same time, unlike the previous functions. Because some scopes may persist
between reruns, we cannot use `untrack()` anymore which automatically destroys
on rerun; we must use `root()` where the lifetime of each scope is managed
manually and independently.
```luau
local function indexes<I, VI, VO>(
input: () -> Map<I, VI>,
transform: (value: () -> VI, index: I) -> VO
)
local index_caches = {} :: Map<I, {
previous_input: VI,
output: VO,
source: (VI) -> VI,
destroy: () -> ()
}?>
-- destroy all scopes if the parent scope is destroyed
cleanup(function()
for _, cache in index_caches do
assert(cache).destroy()
end
end)
return derive(function()
local new_input = input()
-- destroy scopes of removed indexes
for i, cache in index_caches do
if new_input[i] == nil then
assert(cache).destroy()
index_caches[i] = nil
end
end
-- create scopes or update sources of added or changed index values
for i, v in new_input do
local cache = index_caches[i]
if cache == nil then -- no scope created for this index, create one
local src = source(v)
local destroy, result = root(function()
return transform(src, i)
end)
index_caches[i] = {
destroy = destroy,
source = src,
output = result,
previous_input = v
}
elseif cache.previous_input ~= v then -- scope exists, update source
cache.previous_input = v
cache.source(v)
else -- scope exists and value has not changed; do nothing
end
end
-- return the cached output values as an array
local array = table.create(#index_caches)
for _, cache in index_caches do
table.insert(array, assert(cache).output)
end
return array
end)
end
```
--------------------------------------------------------------------------------
Though the above functions are already provided to you by Vide, this serves as
an example for how you may create your own dynamic scope functions.

View file

@ -1,192 +0,0 @@
# Nested Scopes
Nesting scopes gives you finer control over the reactive graph, but needs more work to do. The built-in control flow functions try to cover the
most common cases, but they do not cover all of them.
This tutorial will demonstrate how to implement a `show()` control flow function
using just sources and effects.
```luau
local mount = vide.mount
local source = vide.source
local show = vide.show
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function() count(count() + 1) end
}
end
root(function()
local toggled = source(true)
show(toggled, Button)
end)
```
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph mount
direction LR
toggle --> show
subgraph show[show effect]
text[Text effect]
end
end
```
Above is the reactive graph for `show()`. It creates a new effect depending on
`toggle` where anytime `toggle` is truthy, it will create a new `Counter`. The
`show` effect calls `Counter`, which creates a new reactive scope to update its
text whenever `count` changes. As per the rules of reactive scopes, a reactive
scope rerunning will destroy any scopes created within it. So the text
effect's reactive scope is destroyed whenever the show effect is rerun.
The same can be achieved without the use of `show()`:
```luau
local mount = vide.mount
local source = vide.source
local effect = vide.effect
local cleanup = vide.cleanup
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function() count(count() + 1) end
}
end
mount(function()
local toggled = source(true)
effect(function()
if toggled() then
local destroy = root(function()
Counter()
end)
cleanup(destroy)
end
end)
end)
```
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph mount
direction LR
toggle --> effect
subgraph effect
subgraph mount2[inner mount]
text[Text effect]
end
end
end
```
This is another way to achieve the same. Here we use `root()` within the effect
to manually create and destroy a new stable scope whenever the effect reruns.
The reason for creating a stable scope is to prevent the effect from tracking
any sources that may be read inside the `Counter()` call. Otherwise, the effect
may be rerun needlessly and recreate the counter.
Alternatively, instead of using `root()`:
```luau
local mount = vide.mount
local source = vide.source
local effect = vide.effect
local untrack = vide.untrack
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function() count(count() + 1) end
}
end
mount(function()
local toggled = source(true)
effect(function()
if toggled() then
untrack(Button)
end
end)
end)
```
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph mount
direction LR
toggle --> effect
subgraph effect
text[Text effect]
end
end
```
Without the use of `untrack()`, an error would occur, since Vide does not allow
the creation of reactive scopes inside reactive scopes. `untrack()` creates a
stable scope inside the reactive scope, and we can create another reactive scope
inside that stable scope. The
reason for this, is because if the `Counter` component reads from a source
internally, that can cause the reactive scope calling `Counter()` to track that
source, causing unintentional reruns. As a guard against this, you are forced to
use `untrack()` to create nested reactive scopes.
The final result is the same as using the `show()` component. An effect is
created which creates the counter, which creates its own reactive scope. The
effect rerunning causes the counter's internal reactive scope to be destroyed,
making sure everything is cleaned up.

View file

@ -1 +0,0 @@
# show()

View file

@ -1 +0,0 @@
# switch()

View file

@ -1 +0,0 @@
# indexes()

View file

@ -1 +0,0 @@
# values()

View file

@ -6,10 +6,16 @@ Vide is heavily inspired by [Solid](https://www.solidjs.com/).
## Why Vide?
Vide provides a reactive and declarative API to simplify managing UI.
Vide's reactive and declarative API aims to let you program UI as simply as
possible, with a strong focus on how data flows through your application.
Some of the main focuses behind Vide's design choices:
Some of Vide's main design choices:
- Minimal syntax
- Complete typechecking
- Independence from instances
- Syntax minimal.
- Data oriented.
- Typechecking compatible.
- Instance independent.
Vide's reactivity operates with the concept
of scopes which carries a learning curve, though is what makes Vide's minimal
syntax possible. The crash course will introduce these concepts gradually.

View file

@ -9,10 +9,10 @@ destroyed, or when a stable scope is destroyed.
local root = vide.root
local source = vide.source
local effect = vide.effect
local cleanup = vide.cleanup
local count = source(0)
local destroy = root(function()
effect(function()
local x = count()

View file

@ -1,98 +0,0 @@
# Control Flow
Eventually you may need a way to dynamically create and destroy UI elements
resulting from source updates. Vide provides functions to help you do this,
known as *control flow* functions.
These functions return new sources, which hold the instances to be displayed.
The new sources can be used in `create()` to update the children of a container
instance.
## indexes()
`indexes()` *maps* each table index to a new UI element that can
update to display the current value at that index. Each table index is given a
single corresponding UI element.
```luau
local list = source {
"finish the crash course",
"star Vide's GitHub"
}
local function TodoList(props: { list: () -> Array<string> })
return create "Frame" {
create "UIListLayout" {},
indexes(list, function(todo, i)
return create "TextLabel" {
Text = function()
return i .. ": " .. todo()
end,
LayoutOrder = i
}
end)
}
end
TodoList { list = list }
```
For each index in the given source table, the given function to `indexes()` will
be run in a new stable scope with:
1. a source containing the value at the index
2. the index itself
When the value at an index is changed, the function is not reran. Instead, the
given source for that index is updated.
Any time the input source table is updated, the given function will be ran for
any newly added indexes, while any removed indexes (indexes now with a `nil`
value), will have its corresponding stable scope destroyed.
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph root ["root scope"]
direction LR
todoList --> indexes -.- subroot1 & subroot2
subgraph subroot1 ["indexes scope 1"]
direction LR
value1[todo] --> prop1["prop binding"]
end
subgraph subroot2 ["indexes scope 2"]
direction LR
value2[todo] --> prop2[prop binding]
end
end
```
When you edit a table in a source, you must set that table again to actually
update the source.
```luau
local src = source { 1, 2 }
local data = src()
table.insert(data, 3) -- no effects will run
src(data) -- effects will run
```

View file

@ -0,0 +1,158 @@
# Dynamic Scopes
Eventually you may need a way to dynamically create and destroy UI elements
resulting from source updates. Vide provides functions to help you do this,
known as *dynamic scope* functions.
These functions create and destroy components for you in response to source
updates. They return a source containing the created component. This source can
be parented as a child which will update the shown children whenever the source
updates.
The simplest example is using `show()`.
```luau
local source = vide.source
local create = vide.create
local show = vide.show
local root = vide.root
function Button(props: { Text: string, Activated: () -> () })
return create "TextButton" {
Text = props.Text,
Activated = props.Activated
}
end
function Menu()
return create "TextLabel" {
Text = "This is a menu"
}
end
function App()
local toggled = source(false)
return create "ScreenGui" {
Button {
Text = "Toggle Menu",
Activated = function()
toggled(not toggled())
end
},
show(toggled, Menu) -- [!code highlight]
}
end
root(function()
App().Parent = game.StarterGui
end)
```
This is a complete example of rendering UI which has a single button that
toggles the opening of a menu.
--------------------------------------------------------------------------------
Another common function is `indexes()`. This function creates a component for
each index in a table.
Each component created is done so in a new and independent stable scope. The
indexes of the table are checked each source update to prevent redunant
destruction and recreation of UI elements.
```luau
local source = vide.source
local create = vide.create
local indexes = vide.indexes
local root = vide.root
local function Todo(props: {
Text: () -> string,
Position: number,
Activated: () -> ()
})
return create "TextButton" {
Text = function() return props.Position .. ": " .. props.Text() end,
LayoutOrder = props.Position,
Activated = Activated
}
end
local function TodoList(props: { List: () -> Array<string> })
return create "Frame" {
create "UIListLayout" {},
indexes(props.List, function(text, i) -- [!code highlight]
return Todo {
Text = text,
Position = i,
Activated = function() -- remove the todo when clicked
local list = props.List()
table.remove(list, i)
props.List(list)
end
}
end)
}
end
function App()
local list = source {
"finish the crash course",
"star Vide's GitHub"
}
return create "ScreenGui" {
TodoList { List = list },
}
end
root(function()
App().Parent = game.StarterGui
end)
```
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#0d131b"
}
}}%%
graph
subgraph root ["root"]
direction LR
todoList --> indexes -.- subroot1 & subroot2
subgraph subroot1 ["indexes scope 1"]
direction LR
value1[todo] --> prop1["prop binding"]
end
subgraph subroot2 ["indexes scope 2"]
direction LR
value2[todo] --> prop2[prop binding]
end
end
```
When you edit a table in a source, you must set that table again to actually
update the source.
```luau
local src = source { 1, 2 }
local data = src()
table.insert(data, 3) -- no effects will run
src(data) -- effects will run
```

View file

@ -1,13 +1,15 @@
# Actions
Actions in Vide are special callbacks that you can pass along with properties,
Actions are special callbacks that you can pass along with properties,
to run some code on an instance receiving them.
```luau
local action = vide.action
```
<<<<<<< HEAD
```luau
=======
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b
create "TextLabel" {
Text = "test",
@ -24,12 +26,13 @@ action used to listen for property changes:
```luau
local action = vide.action
local source = vide.source
local effect = vide.effect
local cleanup = vide.cleanup
local function changed(prop: string, callback: (new) -> ())
local function changed(property: string, callback: (new) -> ())
return action(function(instance)
local connection = instance:GetPropertyChangedSignal(prop):Connect(function()
local connection = instance:GetPropertyChangedSignal(property):Connect(function()
callback(instance[property])
end)
@ -49,7 +52,7 @@ effect(function()
print(output())
end)
instance.Text = "foo" -- "foo" will be printed from the effect
instance.Text = "foo" -- "foo" will be printed by the effect
```
The source `output` will be updated with the new property value any time it is

View file

@ -23,6 +23,7 @@ local count = source(0)
local ran = 0
effect(function()
count()
ran += 1
end)

View file

@ -30,7 +30,7 @@ Created by:
- `root()`
- `untrack()`
- `switch()`
- `show()`
- `indexes()`
Stable scopes do not track sources and never rerun.
@ -47,23 +47,14 @@ Created by:
Reactive scopes do track sources and will rerun when those sources update.
Reactive scopes cannot be created within a reactive scope, but stable scopes
can.
can be created within a reactive scope.
## Scope Owners
## Scope Cleanup
A scope created within another scope is *owned* by the other scope, with the
exception of the scope created by `root()`.
When a scope is rerun or destroyed, all scopes created within it are
automatically destroyed.
When a scope is rerun or destroyed, all scopes owned by it are automatically
destroyed.
`root()` creates a stable scope with no owner, instead it is destroyed manually.
## Cleanup
Arbitrary code to run whenever a stable or reactive scope is rerun or destroyed.
Queue a function to run using `cleanup()`.
Any functions queued by `cleanup()` are also ran.
## Reactive Graph
@ -78,7 +69,7 @@ local count = source(0)
root(function()
local text = derive(function()
return "count: " .. text()
return "count: " .. count()
end)
effect(function()
@ -93,12 +84,12 @@ end)
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#202530"
}
}}%%
@ -118,6 +109,5 @@ Notes:
- An update to `count` will cause `text` to rerun, which
then causes `effect` to rerun.
- When the root scope is destroyed, `text` and
`effect` will be destroyed alongside it, since they are
owned by it. `count` will be untouched and future updates
to `count` will have no effect.
`effect` will be destroyed alongside it, since they were created within it.
`count` will be untouched and future updates to `count` will have no effect.

View file

@ -1,6 +1,6 @@
# Effects
Effects are functions that are ran in response to source updates. They are
Effects are functions that are ran in response to source updates.
A source and effect is analogous to a signal and connection.
Effects are created using `effect()`.
@ -23,7 +23,10 @@ count(1)
Any source read inside an effect is tracked and will rerun the effect when
that source is updated.
Derived sources are also tracked, it doesn't matter how deeply nested
The effect runs its callback once immediately to initially figure out what
sources are being read.
Derived sources are also tracked, it does not matter how deeply nested
inside a function a source is.
```luau
@ -47,3 +50,22 @@ count(2)
If a source is updated with the same value it already had, it will not rerun
effects depending on it.
You can also read from a source within an effect without the effect tracking it.
```luau
local source = vide.source
local effect = vide.effect
local untrack = vide.untrack
local a = source(0)
local b = source(0)
effect(function()
print(`a: {a()} b: {untrack(b)}`)
end)
a(1) -- prints "a: 1 b: 0"
b(1) -- prints nothing
a(2) -- prints "a: 2 b: 1"
```

View file

@ -7,38 +7,39 @@ But the disconnecting of many signals and connections is tedious and verbose.
Vide instead operates on the concept of scopes which provides a much cleaner
API, given that you follow a few rules.
Scopes come in two flavors; stable and reactive.
Thre are two types of scopes: stable and reactive.
- All scopes must be created within another scope with the exception of `root()`
- Stable scopes never rerun
- Reactive scopes can rerun
- A reactive scope cannot be created within another reactive scope
- A scope must be created within another scope.
- Stable scopes never rerun.
- Reactive scopes can rerun.
- A reactive scope cannot be created within another reactive scope, only within
a stable scope.
An exception to the first rule is `root()`, which creates the initial scope that
you destroy manually with a destructor function it returns.
`effect()` creates a reactive scope.
`root()` creates a stable scope.
`effect()` creates a reactive scope.
Whenever a scope is destroyed, any scope created within that scope is also
destroyed, and so on. This is why all scopes must be created within another
scope, except `root()` which is used to create the initial scope that you can
manually destroy.
destroyed, and so on.
```luau
local root = vide.root
local source = vide.source
local effect = vide.effect
local function setup()
local count = source(0)
local count = source(0)
local function setup()
effect(function()
print(count())
end)
return count
end
setup() -- will error since effect() tries to create a reactive scope outside of a stable scope
setup() -- error, effect() tried to create a reactive scope with no stable scope
<<<<<<< HEAD
local count = root(setup) -- ok since effect() was called within a stable scope
count(1) -- prints "1"
```
@ -57,12 +58,16 @@ local function setup()
end
local destroy, count = root(setup)
=======
local destroy = root(setup) -- ok since effect() was called in a stable scope
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b
count(1) -- prints "1"
count(2) -- prints "2"
destroy()
count(2) -- effect is destroyed; no longer prints
count(3) -- reactive scope created by effect() is destroyed, it does not rerun
```
Vide's reactivity can be represented graphically, as a *reactive graph*.
@ -73,12 +78,12 @@ The reactive graph for the above example looks like so:
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#0d131b"
}
}}%%
@ -90,7 +95,7 @@ subgraph root
end
```
When the stable `root()` is destroyed, the reactive `effect()`
When the stable `root()` scope is destroyed, the reactive `effect()`
scope will also be destroyed since it was created within it.
This is important because you may have an effect that updates the property of a

View file

@ -1,10 +1,13 @@
# Stateful Components
# Reactive Components
Stateful components in Vide are created using sources and effects - sources to
Reactive components in Vide are created using sources and effects - sources to
store the data, and effects to display the data.
<<<<<<< HEAD:docs/tut/crash-course/7-stateful-component.md
## Internal State
=======
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b:docs/tut/crash-course/7-reactive-component.md
```luau
local create = vide.create
local source = vide.source
@ -33,19 +36,17 @@ its internal count, and automatically update its text to reflect that count.
Each instance of `Counter()` will maintain its own independent count, since the
count source is created inside the component.
## External State
External sources can also be passed into components for them to use.
```luau
<<<<<<< HEAD:docs/tut/crash-course/7-stateful-component.md
local function Counter(props: { count: () -> number })
=======
local function CountDisplay(props: { count: () -> number })
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b:docs/tut/crash-course/7-reactive-component.md
local count = props.count
local instance = create "TextButton" {
Activated = function()
count(count() + 1)
end
}
local instance = create "TextLabel" {}
effect(function()
instance.Text = "count: " .. count()
@ -56,11 +57,11 @@ end
local count = source(0)
Counter {
CountDisplay {
count = count
}
count(1) -- the Counter component will update to display this count
count(1) -- the CountDisplay component will update to display this count
```
Sources can be created internally or passed in from externally, there are no

View file

@ -3,7 +3,13 @@
Explicitly creating effects to update properties is tedious. You can
*implicitly* create an effect to update properties instead.
<<<<<<< HEAD
```luau
=======
::: code-group
```luau [Implicit Effect]
>>>>>>> 58a31a1b329e922dc86c554e8220012ab7238f1b
local create = vide.create
local source = vide.source
@ -22,6 +28,30 @@ local function Counter()
end
```
```luau [Explicit Effect]
local create = vide.create
local source = vide.source
local effect = vide.effect
local function Counter()
local count = source(0)
local instance = create "TextButton" {
Activated = function()
count(count() + 1)
end
}
effect(function()
instance.Text = "count: " .. count()
end)
return instance
end
```
:::
This example is equivalent to the example seen on the previous page.
Instead of explicitly creating an effect, assigning a (non-event) property a
@ -46,12 +76,12 @@ local function List(props: { children: () -> { Instance } })
}
end
local list = List { children = items } -- creates a list with a single text label "A"
local list = List { children = items } -- creates a list with text label "A"
items {
create "TextLabel" { Text = "B" },
create "TextLabel" { Text = "C" }
}
-- this will automatically unparent the text label "A", and parent the labels "B" and "C"
-- this will automatically unparent text label "A", and parent labels "B" and "C"
```

View file

@ -57,7 +57,8 @@ effect(function() text() end)
count(1) -- prints "ran" x1
```
`derive()` must also be called within a stable scope, just like `effect()`.
Because `derive()` creates a reactive scope, it must be called within a stable
scope, just like `effect()`.
If the recalculated value is the same as the old value, the derived source will
not rerun the effects using it.
@ -68,12 +69,12 @@ The reactive graph for the above example:
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#0d131b"
}
}}%%
@ -86,7 +87,7 @@ end
```
Deriving a source in this manner is similar to creating an effect to update
another source. You should never manually do this using an effect however.
another source. You should avoid doing this using an effect however.
Improper usage could accidently create infinite loops in the reactive graph.
Always favour deriving when you need one source to update based on another
source.

8
init.luau Normal file
View file

@ -0,0 +1,8 @@
local vide = require "./src/lib"
export type source<T> = vide.source<T>
export type Source<T> = vide.Source<T>
export type context<T> = vide.context<T>
export type Context<T> = vide.Context<T>
return vide

View file

@ -1,24 +1,20 @@
if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof :: never
local Vector2 = game and Vector2 or require "test/mock".Vector2 :: never
local UDim2 = game and UDim2 or require "test/mock".UDim2 :: never
local typeof = game and typeof or require "../test/mock".typeof :: never
local flags = require(script.Parent.flags)
local throw = require(script.Parent.throw)
local bind = require(script.Parent.bind)
local _, is_action = require(script.Parent.action)()
local graph = require(script.Parent.graph)
local flags = require "./flags"
local implicit_effect = require "./implicit_effect"
local _, is_action = require "./action"()
local graph = require "./graph"
type Node<T> = graph.Node<T>
type Array<V> = { V }
type ArrayOrV<V> = {ArrayOrV<V>} | V
type Map<K, V> = { [K]: V }
local free_caches: {
type Cache = {
-- event listeners to connect after properties are set
events: Map<
string, -- event name
() -> () -- listener
events: Array<
| string -- 1. event name
| () -> () -- 2. listener
>,
-- actions to run after events are connected
@ -33,18 +29,18 @@ local free_caches: {
Map<string, true> -- set of property names
>,
-- use stack instead of recursive function to process nesting layers one at time
-- deeper-nested properties take precedence over shallower-nested ones
-- each nested layer occupies two indexes: 1. table ref 2. nested depth
-- e.g. { t1 = { t3 = {} }, t2 = {} } -> { t1, 1, t2, 1, t3, 2 }
nested_stack: { {} | number }
}?
}
local function borrow_caches(): typeof(assert(free_caches))
if free_caches then
local caches = free_caches :: typeof(assert(free_caches))
free_caches = nil
return caches
local free_cache: Cache?
local function borrow_cache(): Cache
if free_cache then
local cache = free_cache
free_cache = nil
return cache
else
return {
events = {},
@ -59,36 +55,61 @@ local function borrow_caches(): typeof(assert(free_caches))
end
end
local function return_caches(caches: typeof(free_caches) )
free_caches = caches
local function return_cache(cache: Cache )
free_cache = cache
end
-- map of datatype names to class default constructor for aggregate init
local aggregates = {}
for name, class in {
CFrame = CFrame,
Color3 = Color3,
UDim = UDim,
UDim2 = UDim2,
Vector2 = Vector2,
Vector3 = Vector3,
Rect = Rect
} :: Map<string, { [string]: any }> do
aggregates[name] = class.new
local function process_properties(properties: Map<unknown, unknown>, instance: Instance, cache: Cache, depth: number)
for property, value in properties do
if property == "Parent" then continue end
if type(property) == "string" then
if flags.strict then -- check for duplicate property assignment at nesting depth
if cache.nested_debug[depth][property] then
error(`duplicate property {property} at depth {depth}`, 0)
end
cache.nested_debug[depth][property] = true
end
if type(value) == "function" then
if typeof((instance :: any)[property]) == "RBXScriptSignal" then
table.insert(cache.events, property) -- add event name to buffer
table.insert(cache.events, value :: () -> ()) -- add event listener to buffer
else
implicit_effect.property(instance, property, value :: () -> ()) -- create implicit effect for property
end
else
(instance :: any)[property] = value -- set property
end
elseif type(property) == "number" then
if type(value) == "function" then
implicit_effect.children(instance, value :: () -> ArrayOrV<Instance>) -- bind children
elseif type(value) == "table" then
if is_action(value) then
table.insert(cache.actions[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer
elseif flags.defer_nested_properties then
table.insert(cache.nested_stack, value :: {})
table.insert(cache.nested_stack, depth + 1) -- push table to stack for later processing
else
process_properties(value :: Map<unknown, unknown>, instance, cache, depth + 1)
end
else
(value :: Instance).Parent = instance -- parent child
end
end
end
end
-- applies table of nested properties to an instance using full vide semantics
local function apply<T>(instance: T & Instance, properties: { [unknown]: unknown }): T
if not properties then
throw("attempt to call a constructor returned by create() with no properties")
error "attempt to call a constructor returned by create() with no properties"
end
local strict = flags.strict
-- queue parent assignment if any for last
local parent: unknown = properties.Parent
local caches = borrow_caches()
local caches = borrow_cache()
local events = caches.events
local actions = caches.actions
local nested_debug = caches.nested_debug
@ -97,55 +118,15 @@ local function apply<T>(instance: T & Instance, properties: { [unknown]: unknown
-- process all properties
local depth = 1
repeat
for property, value in properties do
if property == "Parent" then continue end
if type(property) == "string" then
if strict then -- check for duplicate prop assignment at nesting depth
if nested_debug[depth][property] then
throw(`duplicate property {property} at depth {depth}`)
end
nested_debug[depth][property] = true
end
if type(value) == "table" then -- attempt aggregate init
local ctor = aggregates[typeof((instance :: any)[property])]
if ctor == nil then
throw(`cannot aggregate type {typeof(value)} for property {property}`)
end
(instance :: any)[property] = ctor(unpack(value :: {}))
elseif type(value) == "function" then
if typeof((instance :: any)[property]) == "RBXScriptSignal" then
events[property] = value :: () -> () -- add event to buffer
else
bind.property(instance, property, value :: () -> ()) -- bind property
end
else
(instance :: any)[property] = value -- set property
end
elseif type(property) == "number" then
if type(value) == "function" then
bind.children(instance, value :: () -> ArrayOrV<Instance>) -- bind children
elseif type(value) == "table" then
if is_action(value) then
table.insert(actions[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer
else
table.insert(nested_stack, value :: {})
table.insert(nested_stack, depth + 1) -- push table to stack for later processing
end
else
(value :: Instance).Parent = instance -- parent child
end
end
end
process_properties(properties, instance, caches, depth)
depth = table.remove(nested_stack) :: number
properties = table.remove(nested_stack) :: {}
until not properties
for event, listener in next, events do
(instance :: any)[event]:Connect(listener)
for i = 1, #events, 2 do
local event_name = events[i]
local event_listener = events[i + 1]
;(instance :: any)[event_name]:Connect(event_listener)
end
for _, queued in next, actions do
@ -154,22 +135,20 @@ local function apply<T>(instance: T & Instance, properties: { [unknown]: unknown
end
end
-- finally set parent if any
if parent then
if type(parent) == "function" then
bind.parent(instance, parent :: () -> Instance)
implicit_effect.parent(instance, parent :: () -> Instance)
else
instance.Parent = parent :: Instance
end
end
-- clear caches
table.clear(events)
for _, queued in next, actions do table.clear(queued) end
if strict then table.clear(nested_debug) end
if flags.strict then table.clear(nested_debug) end
table.clear(nested_stack)
return_caches(caches)
return_cache(caches)
return instance
end

View file

@ -1,8 +1,5 @@
if not game then script = require "test/relative-string" end
local flags = require(script.Parent.flags)
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local flags = require "./flags"
local graph = require "./graph"
local function batch(setter: () -> ())
local already_batching = flags.batch
@ -13,14 +10,14 @@ local function batch(setter: () -> ())
from = graph.get_update_queue_length()
end
local ok, err: string? = pcall(setter)
local ok, err: string? = xpcall(setter, debug.traceback)
if not already_batching then
flags.batch = false
graph.flush_update_queue(from)
end
if not ok then throw(`error occured while batching updates: {err}`) end
if not ok then error(`error occured while batching updates: {err}`, 0) end
end
return batch

View file

@ -1,105 +0,0 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local assert_stable_scope = graph.assert_stable_scope
local evaluate_node = graph.evaluate_node
function create_implicit_effect<T>(updater: (T) -> T, binding: T)
evaluate_node(create_node(assert_stable_scope(), updater, binding))
end
type PropertyBinding = {
instance: Instance,
property: string,
source: () -> unknown
}
local function update_property_effect(p: PropertyBinding)
(p.instance :: any)[p.property] = p.source()
return p
end
type ParentBinding = {
instance: Instance,
parent: () -> Instance
}
local function update_parent_effect(p: ParentBinding)
p.instance.Parent = p.parent()
return p
end
type ChildrenBinding = {
instance: Instance,
cur_children_set: { [Instance]: true },
new_children_set: { [Instance]: true },
children: () -> Instance | { Instance }
}
type ArrayOrV<V> = V | { V }
local function update_children_effect(p: ChildrenBinding)
local cur_children_set: { [Instance]: true } = p.cur_children_set -- cache of all children parented before update
local new_child_set: { [Instance]: true } = p.new_children_set -- cache of all children parented after update
local new_children = p.children() -- all (and only) children that should be parented after this update
if type(new_children) ~= "table" then
new_children = { new_children }
end
local function process_child(child: ArrayOrV<Instance>)
if type(child) == "table" then
for _, child in next, child do
process_child(child)
end
else
if new_child_set[child] then return end -- stops redundant reparenting
new_child_set[child] = true -- record child set from this update
if not cur_children_set[child] then
child.Parent = p.instance -- if child wasn't already parented then parent it
else
cur_children_set[child] = nil -- remove child from cache if it was already in cache
end
end
end
process_child(new_children)
for child in next, cur_children_set do
child.Parent = nil -- unparent all children that weren't in the new children set
end
table.clear(cur_children_set) -- clear cache, preserve capacity
p.cur_children_set, p.new_children_set = new_child_set, cur_children_set
return p
end
return {
property = function(instance, property, source)
return create_implicit_effect(update_property_effect, {
instance = instance,
property = property,
source = source
})
end,
parent = function(instance, parent)
return create_implicit_effect(update_parent_effect, {
instance = instance,
parent = parent
})
end,
children = function(instance, children)
return create_implicit_effect(update_children_effect, {
instance = instance,
cur_children_set = {},
new_children_set = {},
children = children
})
end
}

View file

@ -1,7 +1,5 @@
if not game then script = require "test/relative-string" end
local action = require(script.Parent.action)()
local cleanup = require(script.Parent.cleanup)
local action = require "./action"()
local cleanup = require "./cleanup"
local function changed<T>(property: string, callback: (T) -> ())
return action(function(instance)

View file

@ -1,27 +1,26 @@
if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof :: never
local typeof = game and typeof or require "../test/mock".typeof :: never
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
local get_scope = graph.get_scope
local push_cleanup = graph.push_cleanup
local function helper(obj: any)
return
if typeof(obj) == "RBXScriptConnection" then function() obj:Disconnect() end
elseif type(obj) == "thread" then function() task.cancel(obj) end
elseif typeof(obj) == "Instance" then function() obj:Destroy() end
elseif obj.destroy then function() obj:destroy() end
elseif obj.disconnect then function() obj:disconnect() end
elseif obj.Destroy then function() obj:Destroy() end
elseif obj.Disconnect then function() obj:Disconnect() end
else throw("cannot cleanup given object")
else error "cannot cleanup given object"
end
local function cleanup(value: unknown)
local scope = get_scope()
if not scope then
throw "cannot cleanup outside a stable or reactive scope"
error "cannot cleanup outside a stable or reactive scope"
end; assert(scope)
if type(value) == "function" then
@ -36,6 +35,7 @@ type Disconnectable = { disconnect: (any) -> () } | { Disconnect: (any) -> () }
return cleanup ::
( (callback: () -> ()) -> () ) &
( (thread: thread) -> () ) &
( (instance: Destroyable) -> () ) &
( (connection: Disconnectable) -> () ) &
( (instance: Instance) -> () ) &

View file

@ -1,7 +1,4 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local get_scope = graph.get_scope
@ -46,10 +43,10 @@ local function context<T>(...: T): Context<T>
if has_default ~= nil then
return default_value
else
throw("attempt to get context when no context is set and no default context is set")
error("attempt to get context when no context is set and no default context is set", 0)
end
else -- set
if not scope then return throw("attempt to set context outside of a vide scope") end
if not scope then return error("attempt to set context outside of a vide scope", 0) end
local value, component = ...
@ -64,7 +61,7 @@ local function context<T>(...: T): Context<T>
pop_scope()
if not ok then
throw(`error while running context:\n\n{result}`)
error(`error while running context:\n\n{result}`, 0)
end
return result

View file

@ -1,18 +1,15 @@
if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof:: never
local Instance = game and Instance or require "test/mock".Instance :: never
local typeof = game and typeof or require "../test/mock".typeof :: never
local Instance = game and Instance or require "../test/mock".Instance :: never
local throw = require(script.Parent.throw)
local defaults = require(script.Parent.defaults)
local apply = require(script.Parent.apply)
local r = require(script.Parent.roblox_types)
local defaults = require "./defaults"
local apply = require "./apply"
local ctor_cache = {} :: { [string]: () -> Instance }
setmetatable(ctor_cache :: any, {
__index = function(self, class)
local ok, instance: Instance = pcall(Instance.new, class :: any)
if not ok then throw(`invalid class name, could not create instance of class { class }`) end
if not ok then error(`invalid class name, could not create instance of class { class }`, 0) end
local default: { [string]: unknown }? = defaults[class]
if default then
@ -22,8 +19,8 @@ setmetatable(ctor_cache :: any, {
end
local function ctor(properties: Props): Instance
return apply(instance:Clone(), properties)
end
return apply(instance:Clone(), properties)
end
self[class] = ctor
return ctor
@ -37,20 +34,25 @@ end
local function clone_instance(instance: Instance)
return function(properties: Props): Instance
local clone = instance:Clone()
if not clone then throw "attempt to clone a non-archivable instance" end
if not clone then error "attempt to clone a non-archivable instance" end
return apply(clone, properties)
end
end
local function create(class_or_instance: string|Instance): (Props) -> Instance
if type(class_or_instance) == "string" then
return create_instance(class_or_instance)
elseif typeof(class_or_instance) == "Instance" then
return clone_instance(class_or_instance)
else
throw("bad argument #1, expected string or instance, got " .. typeof(class_or_instance))
return nil :: never
end
local function create(class_or_instance: string | Instance, props: Props?): ((Props) -> Instance) | Instance
local result: (Props) -> Instance
if type(class_or_instance) == "string" then
result = create_instance(class_or_instance)
elseif typeof(class_or_instance) == "Instance" then
result = clone_instance(class_or_instance)
else
error("bad argument #1, expected string or instance, got " .. typeof(class_or_instance), 0)
return nil :: never
end
if props then
return result(props)
end
return result
end
type Props = { [any]: any }

View file

@ -1,11 +1,10 @@
local Enum = game and Enum or require "test/mock".Enum :: never
local Color3 = game and Color3 or require "test/mock".Color3 :: never
local Vector3 = game and Vector3 or require "test/mock".Vector3 :: never
local Enum = game and Enum or require "../test/mock".Enum :: never
local Color3 = game and Color3 or require "../test/mock".Color3 :: never
return {
Part = {
Material = Enum.Material.SmoothPlastic,
Size = Vector3.new(1, 1, 1),
Size = vector.create(1, 1, 1),
Anchored = true
},

View file

@ -1,6 +1,4 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
local create_node = graph.create_node
local push_child_to_scope = graph.push_child_to_scope
local assert_stable_scope = graph.assert_stable_scope

View file

@ -1,6 +1,4 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
local create_node = graph.create_node
local assert_stable_scope = graph.assert_stable_scope
local evaluate_node = graph.evaluate_node

View file

@ -4,4 +4,8 @@ end
local is_O2 = inline_test() ~= "inline_test"
return { strict = not is_O2, batch = false }
return {
strict = not is_O2,
batch = false,
defer_nested_properties = true
}

View file

@ -1,7 +1,4 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local flags = require(script.Parent.flags)
local flags = require "./flags"
export type SourceNode<T> = {
cache: T,
@ -24,9 +21,23 @@ export type Node<T> = {
local scopes = { n = 0 } :: { [number]: Node<any>, n: number } -- scopes stack
local function efn(err: string)
local trace = debug.traceback(err, 2)
if string.find(err, "^effect error stacktrace") then -- if effect error is nested
trace = string.gsub(" " .. trace, "\n", function() -- indent entire error
return "\n "
end)
end
trace ..= "\nsource update stacktrace:"
return trace
end
local function ycall<T, U>(fn: (T) -> U, arg: T): (boolean, string|U)
local thread = coroutine.create(xpcall)
local function efn(err: string) return debug.traceback(err, 3) end
--local function efn(err: string) return debug.traceback(err, 3) end
local resume_ok, run_ok, result = coroutine.resume(thread, fn, efn, arg)
assert(resume_ok)
@ -47,9 +58,9 @@ local function assert_stable_scope(): Node<unknown>
if not scope then
local caller_name = debug.info(2, "n")
return throw(`cannot use {caller_name}() outside a stable or reactive scope`)
return error(`cannot use {caller_name}() outside a stable or reactive scope`, 0)
elseif scope.effect then
throw("cannot create a new reactive scope inside another reactive scope")
error("cannot create a new reactive scope inside another reactive scope", 0)
end
return scope
@ -83,8 +94,8 @@ end
local function flush_cleanups<T>(node: Node<T>)
if node.cleanups then
for _, fn in next, node.cleanups do
local ok, err: string? = pcall(fn)
if not ok then throw(`cleanup error: {err}`) end
local ok, err: string? = xpcall(fn, debug.traceback)
if not ok then error(`cleanup error: {err}`, 0) end
end
table.clear(node.cleanups)
@ -108,6 +119,10 @@ local function unparent<T>(node: Node<T>)
end
local function destroy<T>(node: Node<T>)
if flags.strict and table.find(scopes, node) then
error("attempt to destroy an active scope", 0)
end
flush_cleanups(node)
unparent(node)
@ -148,7 +163,7 @@ local function evaluate_node<T>(node: Node<T>)
if not ok then
table.clear(update_queue)
update_queue.n = 0
throw(`effect stacktrace:\n{new_value :: string}`)
error(`effect error stacktrace\n{new_value :: string}`, 0)
end
node.cache = new_value :: T
@ -168,7 +183,7 @@ local function evaluate_node<T>(node: Node<T>)
if not ok then
table.clear(update_queue)
update_queue.n = 0
throw(`effect stacktrace:\n{new_value}\n`)
error(`effect error:\n{new_value}\n`, 0)
end
node.cache = new_value
@ -296,5 +311,7 @@ return table.freeze {
flush_update_queue = flush_update_queue,
get_update_queue_length = get_update_queue_length,
set_context = set_context,
scopes = scopes
scopes = scopes,
q = update_queue
}

119
src/implicit_effect.luau Normal file
View file

@ -0,0 +1,119 @@
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local assert_stable_scope = graph.assert_stable_scope
local get_scope = graph.get_scope
local evaluate_node = graph.evaluate_node
local push_cleanup = graph.push_cleanup
local function update_property_effect(p: {
instance: Instance,
property: string,
source: () -> unknown
})
(p.instance :: any)[p.property] = p.source()
return p
end
local function update_parent_effect(p: {
instance: Instance,
source: () -> Instance
})
p.instance.Parent = p.source()
return p
end
local function update_children_effect(p: {
instance: Instance,
cur_children_set: { [Instance]: true },
new_children_set: { [Instance]: true },
source: () -> Instance | { Instance }
})
local cur_children_set: { [Instance]: true } = p.cur_children_set -- cache of all children parented before update
local new_children_set: { [Instance]: true } = p.new_children_set -- cache of all children parented after update
local new_children = p.source() -- all (and only) children that should be parented after this update
local function process_child(child: Instance | { Instance })
if type(child) == "userdata" then
if new_children_set[child] then return end -- stops redundant reparenting
new_children_set[child] = true -- record child set from this update
if not cur_children_set[child] then
child.Parent = p.instance -- if child wasn't already parented then parent it
else
cur_children_set[child] = nil -- remove child from cache if it was already in cache
end
elseif type(child) == "table" then
for _, child in next, child do
process_child(child)
end
elseif type(child) == "function" then
local node = create_node(assert(get_scope()), update_children_effect, {
instance = p.instance,
cur_children_set = {},
new_children_set = {},
source = child
})
evaluate_node(node)
push_cleanup(assert(get_scope()), function()
for child in node.cache.cur_children_set do
child.Parent = nil
end
end)
end
end
process_child(new_children)
for child in next, cur_children_set do
child.Parent = nil -- unparent all children that weren't in the new children set
end
table.clear(cur_children_set) -- clear cache, preserve capacity
p.cur_children_set, p.new_children_set = new_children_set, cur_children_set
return p
end
return {
property = function(instance, property, source)
local node = create_node(assert_stable_scope(), update_property_effect, {
instance = instance,
property = property,
source = source
})
evaluate_node(node)
return node
end,
parent = function(instance, parent)
local node = create_node(assert_stable_scope(), update_parent_effect, {
instance = instance,
source = parent
})
evaluate_node(node)
return node
end,
children = function(instance, children)
local node = create_node(assert_stable_scope(), update_children_effect, {
instance = instance,
cur_children_set = {},
new_children_set = {},
source = children
})
evaluate_node(node)
push_cleanup(assert_stable_scope(), function()
for child in node.cache.cur_children_set do
child.Parent = nil
end
end)
return node
end
}

View file

@ -1,219 +1,10 @@
--------------------------------------------------------------------------------
-- vide.luau
--------------------------------------------------------------------------------
assert(game, "when using vide outside of Roblox, require lib.luau instead")
local version = { major = 0, minor = 3, patch = 1 }
local vide = require(script.lib)
if not game then script = require "test/relative-string" end
local root = require(script.root)
local mount = require(script.mount)
local create = require(script.create)
local apply = require(script.apply)
local source = require(script.source)
local effect = require(script.effect)
local derive = require(script.derive)
local cleanup = require(script.cleanup)
local untrack = require(script.untrack)
local read = require(script.read)
local batch = require(script.batch)
local context = require(script.context)
local switch = require(script.switch)
local show = require(script.show)
local indexes, values = require(script.maps)()
local spring, update_springs = require(script.spring)()
local action = require(script.action)()
local changed = require(script.changed)
local throw = require(script.throw)
local flags = require(script.flags)
local roblox_types = require(script.roblox_types)
export type Source<T> = source.Source<T>
export type source<T> = Source<T>
export type Context<T> = context.Context<T>
export type context<T> = Context<T>
local function step(dt: number)
if game then
debug.profilebegin("VIDE STEP")
debug.profilebegin("VIDE SPRING")
end
update_springs(dt)
if game then
debug.profileend()
debug.profileend()
end
end
local stepped = game and game:GetService("RunService").Heartbeat:Connect(function(dt: number)
task.defer(step, dt)
end)
local vide = {
version = version,
-- core
root = root,
mount = mount,
create = create,
source = source,
effect = effect,
derive = derive,
switch = switch,
show = show,
indexes = indexes,
values = values,
-- util
cleanup = cleanup,
untrack = untrack,
read = read,
batch = batch,
context = context,
-- animations
spring = spring,
-- actions
action = action,
changed = changed,
-- flags
strict = (nil :: any) :: boolean,
-- temporary
apply = function(instance: Instance)
return function(props: { [any]: any })
apply(instance, props)
return instance
end
end,
-- runtime
step = function(dt: number)
if stepped then
stepped:Disconnect()
stepped = nil
end
step(dt)
end
}
setmetatable(vide :: any, {
__index = function(_, index: unknown): ()
if index == "strict" then
return flags.strict
else
throw(`{tostring(index)} is not a valid member of vide`)
end
end,
__newindex = function(_, index: unknown, value: unknown)
if index == "strict" then
flags.strict = value :: boolean
else
throw(`{tostring(index)} is not a valid member of vide`)
end
end
})
-- TYPES HERE
export type vCanvasGroup = roblox_types.vCanvasGroup
export type vFrame = roblox_types.vFrame
export type vImageButton = roblox_types.vImageButton
export type vTextButton = roblox_types.vTextButton
export type vImageLabel = roblox_types.vImageLabel
export type vTextLabel = roblox_types.vTextLabel
export type vScrollingFrame = roblox_types.vScrollingFrame
export type vTextBox = roblox_types.vTextBox
export type vVideoFrame = roblox_types.vVideoFrame
export type vViewportFrame = roblox_types.vViewportFrame
export type vBillboardGui = roblox_types.vBillboardGui
export type vScreenGui = roblox_types.vScreenGui
export type vAdGui = roblox_types.vAdGui
export type vSurfaceGui = roblox_types.vSurfaceGui
export type vSelectionBox = roblox_types.vSelectionBox
export type vBoxHandleAdornment = roblox_types.vBoxHandleAdornment
export type vConeHandleAdornment = roblox_types.vConeHandleAdornment
export type vCylinderHandleAdornment = roblox_types.vCylinderHandleAdornment
export type vImageHandleAdornment = roblox_types.vImageHandleAdornment
export type vLineHandleAdornment = roblox_types.vLineHandleAdornment
export type vSphereHandleAdornment = roblox_types.vSphereHandleAdornment
export type vWireframeHandleAdornment = roblox_types.vWireframeHandleAdornment
export type vParabolaAdornment = roblox_types.vParabolaAdornment
export type vSelectionSphere = roblox_types.vSelectionSphere
export type vArcHandles = roblox_types.vArcHandles
export type vHandles = roblox_types.vHandles
export type vSurfaceSelection = roblox_types.vSurfaceSelection
export type vPath2D = roblox_types.vPath2D
export type vUIAspectRatioConstraint = roblox_types.vUIAspectRatioConstraint
export type vUISizeConstraint = roblox_types.vUISizeConstraint
export type vUITextSizeConstraint = roblox_types.vUITextSizeConstraint
export type vUICorner = roblox_types.vUICorner
export type vUIDragDetector = roblox_types.vUIDragDetector
export type vUIFlexItem = roblox_types.vUIFlexItem
export type vUIGradient = roblox_types.vUIGradient
export type vUIListLayout = roblox_types.vUIListLayout
export type vUIGridLayout = roblox_types.vUIGridLayout
export type vUIPageLayout = roblox_types.vUIPageLayout
export type vUITableLayout = roblox_types.vUITableLayout
export type vUIPadding = roblox_types.vUIPadding
export type vUIScale = roblox_types.vUIScale
export type vUIStroke = roblox_types.vUIStroke
export type vWorldModel = roblox_types.vWorldModel
export type vCamera = roblox_types.vCamera
export type vPart = roblox_types.vPart
export type vModel = roblox_types.vModel
export type vMeshPart = roblox_types.vMeshPart
export type vHighlight = roblox_types.vHighlight
export type vFrame = roblox_types.vFrame
export type vImageButton = roblox_types.vImageButton
export type vTextButton = roblox_types.vTextButton
export type vImageLabel = roblox_types.vImageLabel
export type vTextLabel = roblox_types.vTextLabel
export type vScrollingFrame = roblox_types.vScrollingFrame
export type vTextBox = roblox_types.vTextBox
export type vVideoFrame = roblox_types.vVideoFrame
export type vViewportFrame = roblox_types.vViewportFrame
export type vBillboardGui = roblox_types.vBillboardGui
export type vScreenGui = roblox_types.vScreenGui
export type vAdGui = roblox_types.vAdGui
export type vSurfaceGui = roblox_types.vSurfaceGui
export type vSelectionBox = roblox_types.vSelectionBox
export type vBoxHandleAdornment = roblox_types.vBoxHandleAdornment
export type vConeHandleAdornment = roblox_types.vConeHandleAdornment
export type vCylinderHandleAdornment = roblox_types.vCylinderHandleAdornment
export type vImageHandleAdornment = roblox_types.vImageHandleAdornment
export type vLineHandleAdornment = roblox_types.vLineHandleAdornment
export type vSphereHandleAdornment = roblox_types.vSphereHandleAdornment
export type vWireframeHandleAdornment = roblox_types.vWireframeHandleAdornment
export type vParabolaAdornment = roblox_types.vParabolaAdornment
export type vSelectionSphere = roblox_types.vSelectionSphere
export type vArcHandles = roblox_types.vArcHandles
export type vHandles = roblox_types.vHandles
export type vSurfaceSelection = roblox_types.vSurfaceSelection
export type vPath2D = roblox_types.vPath2D
export type vUIAspectRatioConstraint = roblox_types.vUIAspectRatioConstraint
export type vUISizeConstraint = roblox_types.vUISizeConstraint
export type vUITextSizeConstraint = roblox_types.vUITextSizeConstraint
export type vUICorner = roblox_types.vUICorner
export type vUIDragDetector = roblox_types.vUIDragDetector
export type vUIFlexItem = roblox_types.vUIFlexItem
export type vUIGradient = roblox_types.vUIGradient
export type vUIListLayout = roblox_types.vUIListLayout
export type vUIGridLayout = roblox_types.vUIGridLayout
export type vUIPageLayout = roblox_types.vUIPageLayout
export type vUITableLayout = roblox_types.vUITableLayout
export type vUIPadding = roblox_types.vUIPadding
export type vUIScale = roblox_types.vUIScale
export type vUIStroke = roblox_types.vUIStroke
export type vWorldModel = roblox_types.vWorldModel
export type vCamera = roblox_types.vCamera
export type vPart = roblox_types.vPart
export type vModel = roblox_types.vModel
export type vMeshPart = roblox_types.vMeshPart
export type vHighlight = roblox_types.vHighlight
export type source<T> = vide.source<T>
export type Source<T> = vide.Source<T>
export type context<T> = vide.context<T>
export type Context<T> = vide.Context<T>
return vide

115
src/lib.luau Normal file
View file

@ -0,0 +1,115 @@
local version = { major = 0, minor = 3, patch = 1 }
local root = require "./root"
local mount = require "./mount"
local create = require "./create"
local apply = require "./apply"
local source = require "./source"
local effect = require "./effect"
local derive = require "./derive"
local cleanup = require "./cleanup"
local untrack = require "./untrack"
local read = require "./read"
local batch = require "./batch"
local context = require "./context"
local switch = require "./switch"
local show = require "./show"
local indexes, values = require "./maps"()
local spring, update_springs = require "./spring"()
local action = require "./action"()
local changed = require "./changed"
local flags = require "./flags"
export type Source<T> = source.Source<T>
export type source<T> = Source<T>
export type Context<T> = context.Context<T>
export type context<T> = Context<T>
local function step(dt: number)
if game then
debug.profilebegin("VIDE STEP")
debug.profilebegin("VIDE SPRING")
end
update_springs(dt)
if game then
debug.profileend()
debug.profileend()
end
end
local stepped = game and game:GetService("RunService").Heartbeat:Connect(function(dt: number)
task.defer(step, dt)
end)
local vide = {
version = version,
-- core
root = root,
mount = mount,
create = create,
source = source,
effect = effect,
derive = derive,
switch = switch,
show = show,
indexes = indexes,
values = values,
-- util
cleanup = cleanup,
untrack = untrack,
read = read,
batch = batch,
context = context,
-- animations
spring = spring,
-- actions
action = action,
changed = changed,
-- flags
strict = (nil :: any) :: boolean,
defer_nested_properties = (nil :: any) :: boolean,
-- temporary
apply = function(instance: Instance)
return function(props: { [any]: any })
apply(instance, props)
return instance
end
end,
-- runtime
step = function(dt: number)
if stepped then
stepped:Disconnect()
stepped = nil
end
step(dt)
end
}
setmetatable(vide :: any, {
__index = function(_, index: unknown): ()
if flags[index] == nil then
error(`{tostring(index)} is not a valid member of vide`, 0)
else
return flags[index]
end
end,
__newindex = function(_, index: unknown, value: unknown)
if flags[index] == nil then
error(`{tostring(index)} is not a valid member of vide, 0`)
else
flags[index] = value
end
end
})
return vide

View file

@ -1,8 +1,5 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local flags = require(script.Parent.flags)
local graph = require(script.Parent.graph)
local flags = require "./flags"
local graph = require "./graph"
type Node<T> = graph.Node<T>
type SourceNode<T> = graph.SourceNode<T>
local create_node = graph.create_node
@ -22,7 +19,7 @@ local function check_primitives(t: {})
for _, v in next, t do
if type(v) == "table" or type(v) == "userdata" or type(v) == "function" then continue end
throw("table source map cannot return primitives")
error("table source map cannot return primitives", 0)
end
end
@ -63,6 +60,8 @@ local function indexes<K, VI, VO>(input: () -> Map<K, VI>, transform: (() -> VI,
local cv = input_cache[i]
if cv ~= v then
input_cache[i] = v
if cv == nil then -- create new scope and run transform
local scope = create_node(subowner, false, false)
scopes[i] = scope :: Node<any>
@ -71,7 +70,7 @@ local function indexes<K, VI, VO>(input: () -> Map<K, VI>, transform: (() -> VI,
push_scope(scope)
local ok, result = pcall(transform, function()
local ok, result = xpcall(transform, debug.traceback, function()
push_child_to_scope(node)
return node.cache
end, i)
@ -89,8 +88,6 @@ local function indexes<K, VI, VO>(input: () -> Map<K, VI>, transform: (() -> VI,
input_nodes[i].cache = v
update_descendants(input_nodes[i])
end
input_cache[i] = v
end
end
@ -134,7 +131,7 @@ local function values<K, VI, VO>(input: () -> Map<K, VI>, transform: (VI, () ->
local cache = {}
for _, v in next, data do
if cache[v] ~= nil then
throw "duplicate table value detected"
error "duplicate table value detected"
end
cache[v] = true
end
@ -156,7 +153,7 @@ local function values<K, VI, VO>(input: () -> Map<K, VI>, transform: (VI, () ->
push_scope(scope)
local ok, result = pcall(transform, v, function()
local ok, result = xpcall(transform, debug.traceback, v, function()
push_child_to_scope(node)
return node.cache
end)

View file

@ -1,7 +1,5 @@
if not game then script = require "test/relative-string" end
local root = require(script.Parent.root)
local apply = require(script.Parent.apply)
local root = require "./root"
local apply = require "./apply"
local function mount<T>(component: () -> T, target: Instance?): () -> ()
return root(function()

View file

@ -1,5 +1,3 @@
if not game then script = require "test/relative-string" end
local function read<T>(value: T | () -> T): T
return if type(value) == "function" then value() else value
end

View file

@ -1,7 +1,4 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local push_scope = graph.push_scope
@ -16,21 +13,20 @@ local function root<T...>(fn: (destroy: () -> ()) -> T...): (() -> (), T...)
refs[node] = true -- prevent gc of root node
local destroy = function()
if not refs[node] then throw "root already destroyed" end
if not refs[node] then error "root already destroyed" end
refs[node] = nil
destroy(node)
end
push_scope(node)
local function efn(err: string) return debug.traceback(err, 3) end
local result = { xpcall(fn, efn, destroy) }
local result = { xpcall(fn, debug.traceback, destroy) }
pop_scope()
if not result[1] then
destroy()
throw(`error while running root():\n\n{result[2]}`)
error(`error while running root():\n\n{result[2]}`, 0)
end
return destroy, unpack(result :: any, 2)

View file

@ -1,6 +1,4 @@
if not game then script = require "test/relative-string" end
local switch = require(script.Parent.switch)
local switch = require "./switch"
local function show<T>(source: () -> any, component: () -> T, fallback: (() -> T)?): () -> T?
local function truthy()

View file

@ -1,6 +1,4 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_source_node = graph.create_source_node
local push_child_to_scope = graph.push_child_to_scope
@ -11,7 +9,7 @@ export type Source<T> = (() -> T) & ((value: T) -> T)
local function source<T>(initial_value: T): Source<T>
local node = create_source_node(initial_value)
return function(...): T
local function update_source(...): T
if select("#", ...) == 0 then -- no args were given
push_child_to_scope(node)
return node.cache
@ -26,6 +24,8 @@ local function source<T>(initial_value: T): Source<T>
update_descendants(node)
return v
end
return update_source
end
return source :: (<T>(initial_value: T) -> Source<T>) & (<T>() -> Source<T>)

View file

@ -1,28 +1,4 @@
if not game then script = require "test/relative-string" end
local Vector3 = game and Vector3 or require "test/mock".Vector3 :: never
--[[
Supported datatypes:
- number
- CFrame
- Color3
- UDim
- UDim2
- Vector2
- Vector3
- Rect
Unsupported datatypes:
- bool
- Vector2int16
- Vector3int16
- EnumItem
]]
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
type SourceNode<T> = graph.SourceNode<T>
local create_node = graph.create_node
@ -33,70 +9,71 @@ local update_descendants = graph.update_descendants
local push_child_to_scope = graph.push_child_to_scope
local UPDATE_RATE = 120
local TOLERANCE = 0.0001
type Vec3 = Vector3
local function Vec3(x: number?, y: number?, z: number?)
return Vector3.new(x, y, z)
end
local ZERO = Vec3(0, 0, 0)
local TOLERANCE = 0.001
local TOLERANCE_VECTOR = vector.create(TOLERANCE, TOLERANCE, TOLERANCE)
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
type SpringData<T> = {
--[[
Unsupported datatypes:
- bool
- Vector2int16
- Vector3int16
- EnumItem
]]
type SpringState<T> = {
k: number, -- spring constant
c: number, -- damping coeff
-- dimensions 1-3
x0_123: Vec3,
x1_123: Vec3,
v_123: Vec3,
-- dimensions 4-6
x0_456: Vec3,
x1_456: Vec3,
v_456: Vec3,
x0_123: vector, x0_456: vector, -- current position
x1_123: vector, x1_456: vector, -- target position
v_123: vector, v_456: vector, -- current velocity
source_value: T -- current value of spring input source
}
type TypeToVec6<T> = (T) -> (Vec3, Vec3)
type Vec6ToType<T> = (Vec3, Vec3) -> T
type SpringSettings<T> = ({
position: T?,
velocity: T?,
impulse: T?
}) -> ()
type TypeToVec6<T> = (T) -> (vector, vector)
type Vec6ToType<T> = (vector, vector) -> T
local type_to_vec6 = {
number = function(v)
return Vec3(v, 0, 0), ZERO
return vector.create(v, 0, 0), vector.zero
end :: TypeToVec6<number>,
CFrame = function(v)
return v.Position, Vec3(v:ToEulerAnglesXYZ())
return v.Position, vector.create(v:ToEulerAnglesXYZ())
end :: TypeToVec6<CFrame>,
Color3 = function(v)
-- todo: hsv, oklab?
return Vec3(v.R, v.G, v.B), ZERO
return vector.create(v.R, v.G, v.B), vector.zero
end :: TypeToVec6<Color3>,
UDim = function(v)
return Vec3(v.Scale, v.Offset, 0), ZERO
return vector.create(v.Scale, v.Offset, 0), vector.zero
end :: TypeToVec6<UDim>,
UDim2 = function(v)
return Vec3(v.X.Scale, v.X.Offset, v.Y.Scale), Vec3(v.Y.Offset, 0, 0)
return vector.create(v.X.Scale, v.X.Offset, v.Y.Scale), vector.create(v.Y.Offset, 0, 0)
end :: TypeToVec6<UDim2>,
Vector2 = function(v)
return Vec3(v.X, v.Y, 0), ZERO
return vector.create(v.X, v.Y, 0), vector.zero
end :: TypeToVec6<Vector2>,
Vector3 = function(v)
return v, ZERO
return v, vector.zero
end :: TypeToVec6<Vector3>,
Rect = function(v)
return Vec3(v.Min.X, v.Min.Y, v.Max.X), Vec3(v.Max.Y, 0, 0)
return vector.create(v.Min.X, v.Min.Y, v.Max.X), vector.create(v.Max.Y, 0, 0)
end :: TypeToVec6<Rect>
}
@ -136,7 +113,7 @@ local vec6_to_type = {
local invalid_type = {
__index = function(_, t: string)
throw(`cannot spring type {t}`)
error(`cannot spring type {t}`, 0)
end
}
@ -145,10 +122,10 @@ setmetatable(vec6_to_type, invalid_type)
-- maps spring data to its corresponding output node
-- lifetime of spring data is tied to output node
local springs: { [SpringData<any>]: SourceNode<any> } = {}
setmetatable(springs, { __mode = "v" })
local springs: { [SpringState<unknown>]: SourceNode<unknown> } = {}
setmetatable(springs :: any, { __mode = "v" })
local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): () -> T
local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): (() -> T, SpringSettings<T>)
local owner = assert_stable_scope()
-- https://en.wikipedia.org/wiki/Damping
@ -163,20 +140,20 @@ local function spring<T>(source: () -> T, period: number?, damping_ratio: number
-- todo: is there a solution other than reducing step size?
-- todo: this does not catch all solver exploding cases
if c > UPDATE_RATE*2 then -- solver will explode if this is true
throw("spring damping too high, consider reducing damping or increasing period")
error("spring damping too high, consider reducing damping or increasing period", 0)
end
local data: SpringData<T> = {
local data: SpringState<T> = {
k = k,
c = c,
x0_123 = ZERO,
x1_123 = ZERO,
v_123 = ZERO,
x0_123 = vector.zero,
x1_123 = vector.zero,
v_123 = vector.zero,
x0_456 = ZERO,
x1_456 = ZERO,
v_456 = ZERO,
x0_456 = vector.zero,
x1_456 = vector.zero,
v_456 = vector.zero,
source_value = false :: any,
}
@ -187,7 +164,7 @@ local function spring<T>(source: () -> T, period: number?, damping_ratio: number
local value = source()
data.x1_123, data.x1_456 = type_to_vec6[typeof(value)](value)
data.source_value = value
springs[data] = output -- todo: investigate why insertion is not O(1) at ~20k springs
springs[data] = output
return value
end
@ -201,6 +178,28 @@ local function spring<T>(source: () -> T, period: number?, damping_ratio: number
-- set output to goal
output.cache = data.source_value
local setter = function(p)
local x = p.position
local v = p.velocity
local dv = p.impulse
if x then
data.x0_123, data.x0_456 = type_to_vec6[typeof(x)](x)
end
if v then
data.v_123, data.v_456 = type_to_vec6[typeof(v)](v)
end
if dv then
local dv_123, dv_456 = type_to_vec6[typeof(dv)](dv)
data.v_123 += dv_123
data.v_456 += dv_456
end
springs[data] = output
end :: SpringSettings<T>
return function(...)
if select("#", ...) == 0 then -- no args were given
push_child_to_scope(output)
@ -212,8 +211,8 @@ local function spring<T>(source: () -> T, period: number?, damping_ratio: number
data.x0_123, data.x0_456 = type_to_vec6[typeof(v)](v)
-- reset velocity
data.v_123 = ZERO
data.v_456 = ZERO
data.v_123 = vector.zero
data.v_456 = vector.zero
-- schedule spring
springs[data] = output
@ -222,7 +221,7 @@ local function spring<T>(source: () -> T, period: number?, damping_ratio: number
output.cache = v
return v
end
end, setter
end
local function step_springs(dt: number)
@ -263,23 +262,24 @@ local function step_springs(dt: number)
end
end
local remove_queue = {}
local function update_spring_sources()
for data, output in next, springs do
for data, output in springs do
local x0_123, x1_123, v_123,
x0_456, x1_456, v_456 =
data.x0_123, data.x1_123, data.v_123,
data.x0_456, data.x1_456, data.v_456
local dx_123, dx_456 =
x0_123 - x1_123,
x0_456 - x1_456
-- todo: can this false positive?
if (v_123 + v_456 + dx_123 + dx_456).Magnitude < TOLERANCE then
local max_difference = vector.max(
vector.abs(x0_123 - x1_123 :: any),
vector.abs(x0_456 - x1_456 :: any),
vector.abs(v_123 :: any),
vector.abs(v_456 :: any),
TOLERANCE_VECTOR
)
if max_difference == TOLERANCE_VECTOR then
-- close enough to target, unshedule spring and set value to target
table.insert(remove_queue, data)
springs[data] = nil
output.cache = data.source_value
else
output.cache = vec6_to_type[typeof(data.source_value)](x0_123, x0_456)
@ -287,12 +287,6 @@ local function update_spring_sources()
update_descendants(output)
end
for _, data in next, remove_queue do
springs[data] = nil
end
table.clear(remove_queue)
end
return function()

View file

@ -1,7 +1,4 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
type SourceNode<T> = graph.SourceNode<T>
local create_node = graph.create_node
@ -34,7 +31,7 @@ local function switch<T, U>(source: () -> T): (map: Map<T, ((() -> U)?)>) -> ()
if component == nil then return nil end
if type(component) ~= "function" then
throw "map must map a value to a function"
error "map must map a value to a function"
end
local new_scope = create_node(owner, false, false)
@ -42,7 +39,7 @@ local function switch<T, U>(source: () -> T): (map: Map<T, ((() -> U)?)>) -> ()
push_scope(new_scope)
local ok, result = pcall(component)
local ok, result = xpcall(component, debug.traceback)
pop_scope()

View file

@ -1,7 +0,0 @@
if not game then script = require "test/relative-string" end
local function VIDE_ASSERT(msg): any
error(msg, 0)
end
return VIDE_ASSERT

View file

@ -1,6 +1,4 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local get_scope = graph.get_scope
@ -12,13 +10,13 @@ local function untrack<T>(source: () -> T): T
local effect = scope.effect
scope.effect = false
local ok, result = pcall(source)
local ok, result = xpcall(source, debug.traceback)
scope.effect = effect :: () -> ()
if not ok then error(result, 0) end
return result
return result :: T
else
return source()
end

View file

@ -1,7 +1,7 @@
local testkit = require("test/testkit")
local testkit = require("./testkit")
local BENCH, START = testkit.benchmark()
local vide = require "src/init"
local vide = require "../../vide"
local source = vide.source
local derive = vide.derive
local effect = vide.effect
@ -200,7 +200,7 @@ end)
TITLE "property apply"
ROOT_BENCH("apply 0 properties", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
for i = 1, START(N) do
@ -209,7 +209,7 @@ ROOT_BENCH("apply 0 properties", function()
end)
ROOT_BENCH("apply 8 properties", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
for i = 1, START(N) do
@ -227,7 +227,7 @@ ROOT_BENCH("apply 8 properties", function()
end)
ROOT_BENCH("bind property", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
local src = source(1)
@ -242,7 +242,7 @@ ROOT_BENCH("bind property", function()
end)
ROOT_BENCH("update binding", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
local src = source(1)
@ -504,85 +504,44 @@ ROOT_BENCH(`get context (depth={depth})`, function()
end)
end)
N *= 1024
TITLE "spring()"
TITLE "aggregate"
ROOT_BENCH("spring update", function()
local root, source, spring = vide.root, vide.source, vide.spring
do
-- the purpose of the two following benchmarks is to measure the overhead of
-- aggregate construction
ROOT_BENCH("set explicit mock vector2", function()
local apply = require "src/apply"
local Vector2 = require "test/mock".Vector2
local src = source(0)
local label = create "TextLabel" {
AnchorPoint = Vector2.new(1, 1)
}
for i = 1, START(N) do
apply(label, {
AnchorPoint = Vector2.new(i, i)
})
root(function()
for i = 1, N do
spring(src)
end
START(N)
src(1)
return nil
end)
end)
ROOT_BENCH("set aggregate mock vector2", function()
local apply = require "src/apply"
local Vector2 = require "test/mock".Vector2
ROOT_BENCH("spring step", function()
local root, source, spring = vide.root, vide.source, vide.spring
local label = create "TextLabel" {
AnchorPoint = Vector2.new(1, 1)
}
local src = source(0)
for i = 1, START(N) do
apply(label, {
AnchorPoint = { i, i }
})
root(function()
for i = 1, N do
spring(src)
end
src(1)
START(N)
vide.step(1/60)
return nil
end)
end
-- innacurate due to no Vector3 in vanilla Luau
-- mock vector is 200x slower than native vector
-- ROOT_BENCH("spring update", function()
-- local root, source, spring = vide.root, vide.source, vide.spring
-- local src = source(0)
-- root(function()
-- for i = 1, N do
-- spring(src)
-- end
-- START(N)
-- src(1)
-- return nil
-- end)
-- end)
-- N /= 1024
-- ROOT_BENCH("spring step", function()
-- local root, source, spring = vide.root, vide.source, vide.spring
-- local src = source(0)
-- root(function()
-- for i = 1, N do
-- spring(src)
-- end
-- src(1)
-- START(N)
-- vide.step(1/60)
-- return nil
-- end)
-- end)
end)
return nil

View file

@ -257,40 +257,6 @@ local Vector2 = { __type = "Vector2" } :: any do
end
end
local Vector3 = { __type = "Vector3" } :: any do
local function new(x, y, z)
return setmetatable({ X = x, Y = y, Z = z }, Vector3)
end
function Vector3.new(x, y, z)
return new(x or 0, y or 0, z or 0)
end
function Vector3.__add(a, b)
return new(a.X + b.X, a.Y + b.Y, a.Z + b.Z)
end
function Vector3.__sub(a, b)
return new(a.X - b.X, a.Y - b.Y, a.Z - b.Z)
end
function Vector3.__mul(a, b)
return new(a.X * b, a.Y * b, a.Z * b)
end
function Vector3.__unm(v)
return new(-v.X, -v.Y, -v.Z)
end
function Vector3.__eq(a, b)
return a.X == b.X and a.Y == b.Y
end
function Vector3.__index(v)
return (v.X^2 + v.Y^2 + v.Z^2)^0.5
end
end
local UDim2 = { __type = "UDim2" } :: any do
function UDim2.new(sx, ox, sy, oy)
return table_to_proxy(setmetatable({ x = { scale = sx, offset = ox }, y = { scale = sy, offset = oy } }, UDim2))
@ -330,7 +296,6 @@ return {
Instance = Instance :: typeof(Instance),
Color3 = Color3 :: typeof(Color3),
Vector2 = Vector2 :: typeof(Vector2),
Vector3 = Vector3 :: typeof(Vector3),
UDim2 = UDim2 :: typeof(UDim2),
Enum = Enum :: typeof(Enum),
typeof = typeof :: typeof(typeof)

View file

@ -1,9 +0,0 @@
local function dir(directory: string)
return setmetatable({} :: { [string]: any },
{ __index = function(_, path) return directory .. path end })
end
local script = dir "src/"
script.Parent = dir "src/"
return script

View file

@ -1,5 +1,5 @@
local vide = require "src/init"
local testkit = require("test/testkit")
local vide = require "../../vide"
local testkit = require("../test/testkit")
local program_time = os.clock()

110
test/stacktrace-test.luau Normal file
View file

@ -0,0 +1,110 @@
local vide = require "../"
do
print "============================================================="
local a = vide.source(1)
local cause_error = false
local function try_error()
if cause_error then error("uh oh") end
end
vide.root(function()
vide.effect(function()
a()
try_error()
end)
end)
cause_error = true
local ok, result = pcall(function() a(2) end)
print(result)
print "============================================================="
end
do
print "============================================================="
local a = vide.source(1)
local b = vide.source(1)
local c = vide.source(1)
local cause_error = false
local function try_error()
if cause_error then error("uh oh") end
end
vide.root(function()
vide.effect(function()
a()
b(vide.untrack(b) + 1)
end)
vide.effect(function()
b()
c(vide.untrack(c) + 1)
end)
vide.effect(function()
c()
try_error()
end)
end)
cause_error = true
local ok, result = pcall(function() a(2) end)
print(result)
print "============================================================="
end
do
print "============================================================="
local a = vide.source(1)
local b = vide.source(1)
local c = vide.source(1)
local cause_error = false
local function try_error()
if cause_error then error("uh oh") end
end
vide.root(function()
vide.effect(function()
a()
vide.untrack(function() -- todo: this trace appearing twice
b(b() + 1)
return nil
end)
end)
vide.effect(function()
b()
vide.batch(function()
c(vide.untrack(c) + 1)
end)
end)
vide.effect(function()
c()
try_error()
end)
end)
cause_error = true
local ok, result = pcall(function() a(2) end)
print(result)
print "============================================================="
end

View file

@ -1,12 +1,12 @@
local testkit = require("test/testkit")
local testkit = require "./testkit"
local TEST, CASE, CHECK, FINISH = testkit.test()
local mock = require "test/mock"
local mock = require "./mock"
local Instance, Signal = mock.Instance, mock.Signal
local Vector2, UDim2 = mock.Vector2, mock.UDim2
local vide = require "src/init"
local graph = require "src/graph"
local vide = require "../../vide"
local graph = require "../../vide/src/graph"
type Node<T> = graph.Node<T>
type Map<K, V> = { [K] : V }
@ -721,8 +721,21 @@ TEST("create()", wrap_root(function()
local source = vide.source
local cleanup = vide.cleanup
do CASE "create(\"ClassName\", props) syntax"
local frame = create("Frame", { BackgroundTransparency = 0.5, Name = "Foo" })
CHECK(frame.BackgroundTransparency == 0.5)
CHECK(frame.Name == "Foo")
end
do CASE "create(Instance, props) syntax"
local frame0 = create("Frame", { BackgroundTransparency = 0.5, Name = "Foo" })
local frame = create(frame0, { BackgroundTransparency = 1 })
CHECK(frame.BackgroundTransparency == 1)
CHECK(frame.Name == "Foo")
end
do CASE "apply default properties"
local defaults = require("src/defaults")
local defaults = require "../src/defaults"
local frame = create "Frame" {} :: Instance & { BorderSizePixel: any, BorderColor3: any }
CHECK(frame.BorderSizePixel == defaults.Frame.BorderSizePixel)
CHECK(frame.BorderColor3 == defaults.Frame.BorderColor3)
@ -746,33 +759,35 @@ TEST("create()", wrap_root(function()
CHECK(text.Text == "test")
end
do CASE "aggregate construction"
local template = create "TextLabel" {
AnchorPoint = Vector2.new(),
Position = UDim2.new()
}
local text = create(template) {
AnchorPoint = { 1, 2 },
Position = { 3, 4 }
}
CHECK(text.AnchorPoint == Vector2.new(1, 2))
CHECK(text.Position == UDim2.new(3, 4))
end
do CASE "nested precedence"
do CASE "nested deferred"
local text = create "TextLabel" {
{
{ Text = "2" },
Text = "1",
{ Text = "2" }
}
}
CHECK(text.Text == "2")
end
do CASE "nested not deferred"
vide.defer_nested_properties = false
local t = {}
create "TextLabel" {
{
{ function() table.insert(t, 1) end } :: any,
function() table.insert(t, 2) end,
}
}
CHECK(t[1] == 1)
CHECK(t[2] == 2)
vide.defer_nested_properties = true
end
do CASE "independent"
local frame = create "Frame"
CHECK(frame {} ~= frame {})
@ -981,6 +996,48 @@ TEST("create()", wrap_root(function()
CHECK(not obj:FindFirstChild("e"))
end
do CASE "nested children source effect"
local a = create "Frame" { Name = "a" } :: Instance
local b = create "Frame" { Name = "b" } :: Instance
local c = create "Frame" { Name = "c" } :: Instance
local nested_children = source { b, c }
local children = source { a :: Instance | () -> { Instance }, nested_children }
local parent = create "Frame" {
Name = "parent",
children
}
CHECK(parent:FindFirstChild "a")
CHECK(parent:FindFirstChild "b")
CHECK(parent:FindFirstChild "c")
nested_children {}
CHECK(parent:FindFirstChild "a")
CHECK(not parent:FindFirstChild "b")
CHECK(not parent:FindFirstChild "c")
nested_children { b }
CHECK(parent:FindFirstChild "a")
CHECK(parent:FindFirstChild "b")
CHECK(not parent:FindFirstChild "c")
children { a }
CHECK(parent:FindFirstChild "a")
CHECK(not parent:FindFirstChild "b")
CHECK(not parent:FindFirstChild "c")
nested_children { b, c }
CHECK(parent:FindFirstChild "a")
CHECK(not parent:FindFirstChild "b")
CHECK(not parent:FindFirstChild "c")
children { a :: Instance | () -> { Instance }, nested_children }
CHECK(parent:FindFirstChild "a")
CHECK(parent:FindFirstChild "b")
CHECK(parent:FindFirstChild "c")
nested_children { c }
CHECK(parent:FindFirstChild "a")
CHECK(not parent:FindFirstChild "b")
CHECK(parent:FindFirstChild "c")
end
do CASE "garbage collection test"
local wref
@ -1169,7 +1226,7 @@ TEST("switch()", wrap_root(function()
end
do CASE "reactive stack resets after error"
local scopes = require "src/graph".scopes
local scopes = require "../src/graph".scopes
local input = source(1)
local n0 = scopes.n
@ -1328,7 +1385,7 @@ TEST("indexes()", wrap_root(function()
end
do CASE "reactive stack resets after error"
local scopes = require "src/graph".scopes
local scopes = require "../src/graph".scopes
local input = source { 1 }
@ -1507,7 +1564,7 @@ TEST("values()", wrap_root(function()
end
do CASE "reactive stack resets after error"
local scopes = require "src/graph".scopes
local scopes = require "../src/graph".scopes
local input = source { 1 }
@ -2260,7 +2317,7 @@ TEST("context()", function()
end)
TEST("nested effects cases", function()
local vide = require "src/init"
local vide = require "../../vide"
local source = vide.source
local effect = vide.effect
local untrack = vide.untrack
@ -2483,11 +2540,14 @@ end))
TEST("strict", wrap_root(function()
vide.strict = true
local root = vide.root
local show = vide.show
local create = vide.create
local source = vide.source
local derive = vide.derive
local effect = vide.effect
local indexes, values = vide.indexes, vide.values
local untrack = vide.untrack
do CASE "error on derived callback yield"
local src = source(1)
@ -2627,6 +2687,79 @@ TEST("strict", wrap_root(function()
CHECK(count == 4)
end
do CASE "destruction of active scope"
local src = source(false)
local count = 0
root(function()
show(src, function()
src(false)
vide.cleanup(function() count += 1 end)
return {}
end)
end)
local ok = pcall(function()
src(true)
end)
CHECK(not ok)
end
do CASE "destruction of active scope in indexes"
local src = source {}
local count_1 = 0
local count_2 = 0
root(function()
effect(function()
untrack(function()
indexes(src, function()
vide.cleanup(function() count_1 += 1 end)
src {}
vide.cleanup(function() count_2 += 1 end)
return {}
end)
return nil
end)
end)
end)
local ok = pcall(function()
src { 1 }
end)
CHECK(not ok)
end
do CASE "destruction of active scope in values"
local src = source {}
local count_1 = 0
local count_2 = 0
root(function()
effect(function()
untrack(function()
values(src, function()
vide.cleanup(function() count_1 += 1 end)
src {}
vide.cleanup(function() count_2 += 1 end)
return {}
end)
return nil
end)
end)
end)
local ok = pcall(function()
src { {} }
end)
CHECK(not ok)
end
end))
local ok = FINISH()