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Update docs
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15 changed files with 200 additions and 298 deletions
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@ -53,17 +53,9 @@ export default defineConfig({
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]
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},
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{
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text: "Control Flow WIP",
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text: "Advanced Reactivity",
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items: [
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{ text: "switch", link: "/tut/control-flow/switch.md" },
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{ text: "indexes", link: "/tut/control-flow/indexes.md" },
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{ text: "values", link: "/tut/control-flow/values.md" },
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]
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},
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{
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text: "Advanced Reactivity WIP",
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items: [
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{ text: "reactive-scopes", link: "/tut/reactive-scoping.md"}
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{ text: "Reactive Scopes", link: "/tut/advanced/reactive-scoping.md"}
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]
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}
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],
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@ -2,9 +2,33 @@
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<br/>
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## show()
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Shows one of two components depending on an input source.
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- **Type**
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```lua
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function show<T>(source: () -> unknown, component: () -> T): () -> T?
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function show<T, U>(source: () -> unknown, component: () -> T, fallback: () -> U): () -> T | U
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```
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- **Details**
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Returns a source holding an instance of the currently shown component.
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When the input source changes from a falsey to a truthy value, the
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component will be reran under a new reactive scope. If it changes from a
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truthy to falsey value, the reactive scope the component was created in will
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be destroyed, and the returned source will output `nil`, or a fallback
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component if given.
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The fallback component is also ran under a new reactive scope, and destroyed
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when the input source switches back to truthy.
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## switch()
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Changes object based on a source and a mapping table.
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Shows one of a set of components depending on an input source and a mapping table.
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- **Type**
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@ -14,12 +38,14 @@ Changes object based on a source and a mapping table.
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- **Details**
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The mapped function is ran in a new reactive scope that is destroyed when
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the source changes and maps to a different function.
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Returns a source holding an instance of the currently shown component.
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::: warning
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Mapped functions cannot yield.
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:::
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When the input source changes, the new value will be used to lookup a given
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mapping table to get a component, which will be ran under a new reactive
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scope. If the input source changes, the reactive scope the component was
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created in will be destroyed, and a new component created under a new
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reactive scope. If no component is found for an input value, the switch will
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output `nil`.
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- **Example**
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@ -51,24 +77,26 @@ Maps each index in a table source to an object.
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- **Details**
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Returns a source holding an array of instances currently shown.
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When the input source changes, each *index* in the new table is compared with
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the last input table.
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- For any new index, the `transform` function is ran under a new reactive
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scope to produce a new instance.
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- For any removed index, the reactive scope for that index is destroyed.
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- Unchanged indexes are untouched.
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The transform function is called only ever *once* for each index in the
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source table. The first argument is a source containing the index's value
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and the second argument is just the index.
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source table.
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Anytime a new index is added, the transform function will be called again
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for that new index.
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1. First argument is a *source containing the index's value*.
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2. Second argument is the *index itself*.
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Anytime an existing index value changes, the transform function is not rerun,
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instead the source value for that index will update, causing anything
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Anytime an existing index's value changes, the transform function is not
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rerun, instead the source value for that index will update, causing anything
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depending on it to update too.
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Returns a state containing an array of all objects returned by the
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transform.
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::: warning
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`transform()` cannot yield.
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:::
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- **Example**
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The intended purpose of this function is to map each index in a table to
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@ -85,14 +113,12 @@ Maps each index in a table source to an object.
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local displays = indexes(items, function(item, i)
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return ItemDisplay {
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Name = function()
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return item().name
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return i .. ": " .. item().name
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end,
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Image = function()
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return "rbxassetid://" .. item().icon
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end,
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LayoutOrder = i
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}
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end)
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```
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@ -111,28 +137,31 @@ Maps each value in a table source to an object.
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- **Details**
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The transform function is called only ever *once* for each value in the
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source table. The first argument is the index's value and
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the second argument is a source containing the index.
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Returns a source holding an array of instances currently shown.
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Anytime a new value is added, the transform function will be called again
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for that new value.
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When the input source changes, each *value* in the new table is compared with
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the last input table. Similar to `indexes()` but for values instead of indexes.
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- For any new value, the `transform` function is ran under a new reactive
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scope to produce a new instance.
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- For any removed value, the reactive scope for that value is destroyed.
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- Unchanged values are untouched.
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The transform function is only ever called *once* for each value in the
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source table.
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1. First argument is the *value itself*.
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2. Second argument is a *source containing the value's index*.
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Anytime an existing value's index changes, the transform function is not
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rerun, instead the source index for that value will update, causing anything
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depending on it to update too.
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Returns a state containing an array of all objects returned by the
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transform.
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::: warning
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`transform()` cannot yield.
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:::
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::: warning
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Having primitive values in the source table can cause unexpected behavior,
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as duplicate primitives can result in multiple index sources being bound
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to the same UI element.
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Having primitive values in the input source table can cause unexpected
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behavior, as duplicate values can result in multiple tranforms being ran for
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a single value, meaning there can be multiple source indexes bound to the
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same UI element. Strict mode has checks for this.
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:::
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- **Example**
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@ -150,11 +179,11 @@ Maps each value in a table source to an object.
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local displays = values(items, function(item, i)
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return ItemDisplay {
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Name = item.Name
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Name = function()
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return i() .. ": " .. item.Name
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end
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Image = "rbxassetid://" .. item.icon,
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LayoutOrder = i
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}
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end)
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```
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@ -181,6 +210,9 @@ Maps each value in a table source to an object.
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In most cases, both functions will appear to have the same behavior.
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The main difference is performance, picking the right function to use can
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result in less property updates and less re-renders.
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result in less property updates and less re-renders. One case to note is
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that `values()` works nicely when animating re-ordering of instances, since
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the value is not destroyed when indexes are changed, and the source index
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can easily be put through a spring.
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--------------------------------------------------------------------------------
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@ -24,20 +24,6 @@ Runs a callback anytime a reactive scope is re-ran.
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end)
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```
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```lua
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local data = source(1)
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derive(function()
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local label = create "TextLabel" { Text = data() }
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cleanup(function()
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label:Destroy()
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end)
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return label
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end)
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```
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## untrack()
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Runs a given function where any sources read will not track its reactive scope.
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@ -70,4 +56,14 @@ Runs a given function where any sources read will not track its reactive scope.
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print(sum()) -- 2
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```
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## read()
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Utility used to read a value that is either a primitive or a source.
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- **Type**
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```lua
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function read<T>(value: T | () -> T): T
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```
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--------------------------------------------------------------------------------
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@ -6,6 +6,9 @@ Strict mode is library-wide and can get set by doing:
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vide.strict = true
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```
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It is automatically enabled when Vide is first required and not running in O2
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optimization level.
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Strict mode is designed to help the development process by adding safety checks
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and identifying improper usage.
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@ -15,8 +18,9 @@ Currently, strict mode will:
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2. Run effects twice when a source updates.
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3. Throw an error if yields occur where they are not allowed.
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4. Checks for `indexes()` and `values()` returning primitive values.
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5. Checks for duplicate nested properties at same depth.
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6. Better error reporting and stack traces + creation traces of property bindings.
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5. Checks for `values()` input having duplicate values.
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6. Checks for duplicate nested properties at same depth.
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7. Better error reporting and stack traces + creation traces of property bindings.
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By rerunning sources and effects, any side-effects are made more apparent.
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This also helps ensure that cleanups are being handled correctly.
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@ -29,4 +33,5 @@ recording and better emitting stack traces where errors occur, particularly
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when binding properties to sources.
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It is recommend to develop UI with strict mode and to disable it when pushing to
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production.
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production. In Roblox, production code compiles at O2 by default, so you don't
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need to worry about disabling strict mode unless you have manually enabled it.
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0
docs/tut/control-flow/1-intro.md
Normal file
0
docs/tut/control-flow/1-intro.md
Normal file
1
docs/tut/control-flow/2-show.md
Normal file
1
docs/tut/control-flow/2-show.md
Normal file
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@ -0,0 +1 @@
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# show()
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1
docs/tut/control-flow/3-switch.md
Normal file
1
docs/tut/control-flow/3-switch.md
Normal file
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@ -0,0 +1 @@
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# switch()
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1
docs/tut/control-flow/4-indexes.md
Normal file
1
docs/tut/control-flow/4-indexes.md
Normal file
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@ -0,0 +1 @@
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# indexes()
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1
docs/tut/control-flow/5-values.md
Normal file
1
docs/tut/control-flow/5-values.md
Normal file
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@ -0,0 +1 @@
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# values()
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@ -1,66 +0,0 @@
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# Control Flow
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Vide has specific functions for dealing with sources that store a table value.
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Often, you will have a table of values that will be displayed in a similar
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manner. Rather than manually looping over each value to generate a corresponding
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UI element, Vide provides functions `indexes()` and `values()` to do this for
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you.
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`indexes()` maps each *index* in a table to a UI element.
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```lua
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local names = source { "a", "b", "c" }
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local elements = indexes(names, function(name, i)
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return create "TextLabel" {
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Text = function()
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return "Name: " .. name()
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end,
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LayoutOrder = i
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}
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end)
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```
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What happens here is the given callback is only ever ran *once* for each index
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in the table. The callback receives two arguments, a *source* containing the
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index's value and then the index itself.
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Anytime the value at a corresponding index changes, the source for that index
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value is updated, causing the UI element depending on it to update too.
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`values()` behaves similarly, except it maps each *value* in a table to a UI
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element.
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```lua
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type Item = {
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Name: string,
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Icon: number
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}
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local items = source({} :: Array<Item>)
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local elements = values(items, function(item, i)
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return create "ImageLabel" {
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Image = "rbxassetid://" .. item.Icon,
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LayoutOrder = i
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}
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end)
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```
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The callback is again only ever ran *once* for each value in the table. The
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callback receives two arguments, a value in the table and then a *source*
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containing the value's corresponding index.
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Any time a value in a table changes index, the source for that value is updated,
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causing the UI element position to change.
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In certain cases `values()` can cause less recalculation and rerenders than
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`indexes()` like when items are re-arranged and shifted within a table.
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It is important that each value in a table is unique when using `values()`,
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and for this reason always using `indexes()` if a table contains primitive
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values.
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Both `indexes()` and `values()` return an array of all mapped UI elements.
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@ -1,66 +0,0 @@
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# Control Flow
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Vide has specific functions for dealing with sources that store a table value.
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Often, you will have a table of values that will be displayed in a similar
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manner. Rather than manually looping over each value to generate a corresponding
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UI element, Vide provides functions `indexes()` and `values()` to do this for
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you.
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`indexes()` maps each *index* in a table to a UI element.
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```lua
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local names = source { "a", "b", "c" }
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local elements = indexes(names, function(name, i)
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return create "TextLabel" {
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Text = function()
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return "Name: " .. name()
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end,
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LayoutOrder = i
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}
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end)
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```
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What happens here is the given callback is only ever ran *once* for each index
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in the table. The callback receives two arguments, a *source* containing the
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index's value and then the index itself.
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|
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Anytime the value at a corresponding index changes, the source for that index
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value is updated, causing the UI element depending on it to update too.
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`values()` behaves similarly, except it maps each *value* in a table to a UI
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element.
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```lua
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type Item = {
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Name: string,
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Icon: number
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}
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local items = source({} :: Array<Item>)
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local elements = values(items, function(item, i)
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return create "ImageLabel" {
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Image = "rbxassetid://" .. item.Icon,
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LayoutOrder = i
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}
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end)
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```
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The callback is again only ever ran *once* for each value in the table. The
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callback receives two arguments, a value in the table and then a *source*
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containing the value's corresponding index.
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|
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Any time a value in a table changes index, the source for that value is updated,
|
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causing the UI element position to change.
|
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|
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In certain cases `values()` can cause less recalculation and rerenders than
|
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`indexes()` like when items are re-arranged and shifted within a table.
|
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|
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It is important that each value in a table is unique when using `values()`,
|
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and for this reason always using `indexes()` if a table contains primitive
|
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values.
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|
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Both `indexes()` and `values()` return an array of all mapped UI elements.
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|
|
@ -1,66 +0,0 @@
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# Control Flow
|
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|
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Vide has specific functions for dealing with sources that store a table value.
|
||||
|
||||
Often, you will have a table of values that will be displayed in a similar
|
||||
manner. Rather than manually looping over each value to generate a corresponding
|
||||
UI element, Vide provides functions `indexes()` and `values()` to do this for
|
||||
you.
|
||||
|
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`indexes()` maps each *index* in a table to a UI element.
|
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|
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```lua
|
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local names = source { "a", "b", "c" }
|
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|
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local elements = indexes(names, function(name, i)
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return create "TextLabel" {
|
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Text = function()
|
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return "Name: " .. name()
|
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end,
|
||||
|
||||
LayoutOrder = i
|
||||
}
|
||||
end)
|
||||
```
|
||||
|
||||
What happens here is the given callback is only ever ran *once* for each index
|
||||
in the table. The callback receives two arguments, a *source* containing the
|
||||
index's value and then the index itself.
|
||||
|
||||
Anytime the value at a corresponding index changes, the source for that index
|
||||
value is updated, causing the UI element depending on it to update too.
|
||||
|
||||
`values()` behaves similarly, except it maps each *value* in a table to a UI
|
||||
element.
|
||||
|
||||
```lua
|
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type Item = {
|
||||
Name: string,
|
||||
Icon: number
|
||||
}
|
||||
|
||||
local items = source({} :: Array<Item>)
|
||||
|
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local elements = values(items, function(item, i)
|
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return create "ImageLabel" {
|
||||
Image = "rbxassetid://" .. item.Icon,
|
||||
LayoutOrder = i
|
||||
}
|
||||
end)
|
||||
```
|
||||
|
||||
The callback is again only ever ran *once* for each value in the table. The
|
||||
callback receives two arguments, a value in the table and then a *source*
|
||||
containing the value's corresponding index.
|
||||
|
||||
Any time a value in a table changes index, the source for that value is updated,
|
||||
causing the UI element position to change.
|
||||
|
||||
In certain cases `values()` can cause less recalculation and rerenders than
|
||||
`indexes()` like when items are re-arranged and shifted within a table.
|
||||
|
||||
It is important that each value in a table is unique when using `values()`,
|
||||
and for this reason always using `indexes()` if a table contains primitive
|
||||
values.
|
||||
|
||||
Both `indexes()` and `values()` return an array of all mapped UI elements.
|
||||
|
|
@ -5,5 +5,27 @@ be set with `vide.strict = true` once when you first require Vide. Strict mode
|
|||
will add extra safety checks and emit better error traces, particularly when
|
||||
errors occur in property bindings.
|
||||
|
||||
Strict mode will run derived sources and effects twice each time they update.
|
||||
This is to help identify improper cleanup of side-effects and ensure that pure
|
||||
computations are actually pure.
|
||||
|
||||
```lua
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||||
local source = vide.source
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||||
local effect = vide.effect
|
||||
|
||||
vide.strict = true
|
||||
|
||||
local count = source(0)
|
||||
|
||||
local ran = 0
|
||||
effect(function()
|
||||
ran += 1
|
||||
end)
|
||||
|
||||
print(ran) -- 2
|
||||
count(1)
|
||||
print(ran) -- 4
|
||||
```
|
||||
|
||||
A full list of what strict mode will do can be found
|
||||
[here](../../api/strict-mode).
|
||||
|
|
|
|||
|
|
@ -1,56 +1,105 @@
|
|||
# Control Flow
|
||||
|
||||
Eventually you will need a way to dynamically create and destroy UI elements
|
||||
resulting from state changes. Vide provides functions to help you do this,
|
||||
resulting from source updates. Vide provides functions to help you do this,
|
||||
known as *control flow* functions.
|
||||
|
||||
These functions return a new source, which holds the instances to be displayed.
|
||||
These functions return new sources, which hold the instances to be displayed.
|
||||
These sources can be assigned as children, meaning the displayed children
|
||||
will update when the input source updates.
|
||||
|
||||
One of these functions is `switch()`, used to conditionally show one of a set of
|
||||
components.
|
||||
Control flow functions are special, because they run their components in a new
|
||||
reactive scope, which can be destroyed independently of the reactive scope that
|
||||
called the control flow function itself. This means that parts of your app can
|
||||
be independently created then destroyed and cleaned.
|
||||
|
||||
## show()
|
||||
|
||||
The most basic control flow function is `show()`, which is used to conditionally
|
||||
show a component.
|
||||
|
||||
```lua
|
||||
local source = vide.source
|
||||
local show = vide.show
|
||||
|
||||
local function JoinMenu()
|
||||
local joined = source(false)
|
||||
|
||||
local function JoinButton()
|
||||
return Button {
|
||||
Activated = function() joined(true) end
|
||||
}
|
||||
end
|
||||
|
||||
return create "Frame" {
|
||||
show(function() return not joined() end, JoinButton)
|
||||
}
|
||||
end
|
||||
```
|
||||
|
||||
This will make a button to join if you have not joined already.
|
||||
|
||||
You can also pass a third argument, a fallback to show if the condition is falsey.
|
||||
|
||||
```lua
|
||||
local function JoinMenu()
|
||||
local joined = source(false)
|
||||
|
||||
local function JoinButton()
|
||||
return Button {
|
||||
Activated = function() joined(true) end
|
||||
}
|
||||
end
|
||||
|
||||
local function LeaveButton()
|
||||
return Button {
|
||||
Activated = function() joined(false) end
|
||||
}
|
||||
end
|
||||
|
||||
return create "Frame" {
|
||||
show(joined, LeaveButton, JoinButton)
|
||||
}
|
||||
end
|
||||
```
|
||||
|
||||
## switch()
|
||||
|
||||
Similar to `show()`, `switch()`, also condtionally displays one instance at a
|
||||
time. It is more flexible since it can show one of many components, based on a
|
||||
table used to map a source value to a component.
|
||||
|
||||
```lua
|
||||
local vide = require(vide)
|
||||
local source = vide.source
|
||||
local switch = vide.switch
|
||||
|
||||
local function ToggleButton(p: {
|
||||
Text: string,
|
||||
Toggle: (boolean) -> boolean
|
||||
})
|
||||
return create "TextButton" {
|
||||
Size = UDim2.fromOffset(300, 300),
|
||||
Text = p.Text,
|
||||
Activated = function()
|
||||
p.Toggle(not p.Toggle())
|
||||
end
|
||||
}
|
||||
end
|
||||
local function JoinMenu()
|
||||
local joined = source(false)
|
||||
|
||||
local loggedIn = source(false)
|
||||
local function JoinButton()
|
||||
return Button {
|
||||
Activated = function() joined(true) end
|
||||
}
|
||||
end
|
||||
|
||||
local function LoginMenu()
|
||||
return Frame {
|
||||
switch(loggedIn) {
|
||||
[true] = function()
|
||||
return ToggleButton { Text = "Log out", Toggle = loggedIn }
|
||||
end,
|
||||
local function LeaveButton()
|
||||
return Button {
|
||||
Activated = function() joined(false) end
|
||||
}
|
||||
end
|
||||
|
||||
[false] = function()
|
||||
return ToggleButton { Text = "Log in", Toggle = loggedIn }
|
||||
end
|
||||
return create "Frame" {
|
||||
switch(joined) {
|
||||
[true] = LeaveButton,
|
||||
[false] = JoinButton
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
mount(function() return create "ScreenGui" { LoginMenu {} } end, game.StarterGui)
|
||||
```
|
||||
|
||||
Above is an example of using a switch to create a login menu. Each time
|
||||
`loggedIn` toggles, the current button will be destroyed, and a new button
|
||||
created, which the text to represent the current action, to log in or log out.
|
||||
Above is an example of using a switch to create a join menu. Each time
|
||||
`joined` toggles, the current button will be destroyed, and a new button
|
||||
created, which the text to represent the current action, to join or leave.
|
||||
|
||||
The callbacks given to control flow functions are ran in a new reactive-scope,
|
||||
so any cleanups registered will be ran when the input is changed and a new
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue