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9 changed files with 234 additions and 775 deletions
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@ -1,56 +1,39 @@
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# Animation API
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<br/>
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## spring()
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Returns a new state with an animated value of the original.
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Returns a new state with a dynamically animated value of the source.
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### Type
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- ### Type
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```lua
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function spring<T>(state: State<T>, period: number, dampingRatio: number = 1): State<T>
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function spring<T>(
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source: () -> T & Animatable,
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period: number = 1,
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damping_ratio: number = 1
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): () -> T
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type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
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```
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### Details
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- ### Details
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The output state's value is updated every frame based on the current input state's value.
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The output state value is updated every frame based on the source state
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value.
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The change is physically simulated according to a [spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).
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The change is physically simulated according to a
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[spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).
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`period` is the amount of time in seconds it takes for the spring to complete one full cycle
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`period` is the amount of time in seconds it takes for the spring to
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complete one full oscillation.
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`dampingRatio` is relared to the amount of resistant force applied to the spring.
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`damping_ratio` is the amount of resistance applied to the spring.
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- \>1 = Overdamped (Not currently supported)
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- 1 = Critically damped
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- <1 = Underdamped
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- 0 = Undamped
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- \>1 = Overdamped (not currently supported).
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- 1 = Critically damped - reaches target without any overshoot.
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- <1 = Underdamped - reaches target with some overshoot.
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- 0 = Undamped - never stabilizes, oscillates forever.
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Velocity is conserved between input state updates for smooth animation.
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Velocity is conserved between source state updates for smooth animation.
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### Example
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```lua
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local state = wrap(1)
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local springed = spring(state, 1, 1)
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```
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<details><summary>Example of an animated counter</summary>
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```lua
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local count = wrap(1000)
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local function Counter(props)
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local tweenedCount = spring(count, 0.5, 1)
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return create("TextLabel") {
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Text = "Count: " .. tweenedCount
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}
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end
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```
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</details>
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-------------------------------------------------------------------
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--------------------------------------------------------------------------------
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@ -6,320 +6,76 @@
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Creates a new UI element, applying any given properties.
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### Type
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- ### Type
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```lua
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function create(classNameOrInstance: string | Instance): (properties: Map<string, any>) -> Instance
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function create(class: string): (Properties) -> Instance
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function create(instance: Instace): (Properties) -> Instance
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type Properties = Map<string|number, any>
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```
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### Details
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- ### Details
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The function can take either a `string` or an `Instance` as its first argument.
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- If given a `string`, a new instance with the string class name will be created with default properties already applied.
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- If given an `Instance`, a new instance that is a clone of the given instance will be created.
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- If given a `string`, a new instance with the same class name will be created.
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- If given an `Instance`, a new instance that is a clone of the given instance
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will be created.
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This returns another function that is used to apply any properties to the new instance.
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This returns another function that is used to apply any properties to the new
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instance.
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### Example
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- ### Property setting rules
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- If a table value is another table, that nested table is processed so that
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any properties inside that table are also applied to the instance just
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like the outer table.
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- If a table index is a string:
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- If its value is a function then it will either bind that property to
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a state or connect it if the property type is a `RBXScriptSignal`.
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- If the value is not a function then the property will be set to that
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value.
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- If a table index is a number:
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- If its value is a function then it will parent any instances returned by
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that function as children.
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- If its value is an instance then it will be parented to the instance.
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- ### Example
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Basic element creation.
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```lua
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local frame = create("Frame") {
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local frame = create "Frame" {
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Name = "NewFrame",
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Position = UDim2.fromScale(1, 0)
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}
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-- creates a clone of `frame` with new properties applied.
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local frame2 = create(frame) {
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Size = UDim2.fromOffset(50, 100)
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}
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```
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-------------------------------------------------------------------
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<br/>
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## apply()
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Applies any given properties to a given instance.
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### Type
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A component using property nesting/grouping.
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```lua
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function apply(instance: Instance): (properties: Map<string, any>) -> Instance
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```
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### Details
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Applies properties in the same manner as `create` for already existing existances.
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Can use symbols and bind state just like `create`.
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### Example
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```lua
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local frame = Instance.new("Frame")
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apply(frame) {
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Position = UDim2.fromScale(1, 0)
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}
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```
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-------------------------------------------------------------------
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<br/>
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## Layout
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Symbol used to pass layout properties to elements.
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### Type
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```lua
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type Layout = Symbol
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type LayoutProps = {
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[Symbol] = {
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-- These are all properties considered to be "layout properties"
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AnchorPoint: Prop<Vector2>?;
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LayoutOrder: Prop<number>?;
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Position: Prop<UDim2>?;
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Rotation: Prop<number>?;
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Size: Prop<UDim2>?;
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SizeConstraint: Prop<Enum.SizeConstraint>?;
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Visible: Prop<boolean>?;
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ZIndex: Prop<number>?;
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type Layout = {
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Layout = {
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Position: UDim2?,
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Size: UDim2?,
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AnchorPoint: Vector2?
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}
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}
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type Prop<T> = T | State<T>
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```
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type Children = {
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Children = Array<Instance>
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}
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### Details
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The primary purpose of this symbol is to enable easy passthrough of layout properties
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through user-defined component hierarchies.
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It is recommended to only set layout properties using the `Layout` symbol when using
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your own components.
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### Example
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```lua
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local function BlackFrame(props)
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return create("Frame") {
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BackgroundColor3 = Color3.new(0, 0, 0),
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[Layout] = props[Layout]
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function Background(props: Layout & Children & {
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Color: Color3
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})
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return create "Frame" {
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BackgroundColor3 = Color,
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props.Layout,
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props.Children
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}
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end
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BlackFrame {
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[Layout] = {
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AnchorPoint = Vector2.new(0.5, 0.5),
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Position = UDim2.fromScale(0.5, 0.5),
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Size = UDim2.fromOffset(100, 50)
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}
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}
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```
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-------------------------------------------------------------------
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<br/>
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## Children
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Symbol used to pass child instances to elements.
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### Type
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```lua
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type Children = Symbol
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type ChildrenProps = {
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[Symbol] = ChildrenProp
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}
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type ChildrenProp = Prop<Instance> | Array<ChildrenProp>
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```
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### Details
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This symbol is flexible in the way that children can be passed in the form of nested arrays.
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Children can also be assigned using a state binding.
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### Example
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```lua
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create("Frame") {
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-- all of the below are valid methods of assigning children
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[Children] = create("TextLabel") {},
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[Children] = {
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create("TextLabel") {},
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create("TextLabel") {},
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},
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[Children] = {
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create("TextLabel") {},
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{
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create("TextLabel") {},
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}
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}
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}
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```
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-------------------------------------------------------------------
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<br/>
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## Event
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Symbol used to connect callbacks to instance events.
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### Type
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```lua
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type Event = Map<string, Symbol>
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type EventProps = {
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[Symbol] = Prop<(...unknown) -> ()>
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}
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```
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### Details
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The `Event` symbol can be indexed to get symbols to connect to specific events.
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Event parameters are passed into the callback.
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When callbacks are connected by binding to a state,
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connections are automatically disconnected when the state changes.
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### Example
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```lua
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create("TextButton") {
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[Event.Activated] = function()
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print("Clicked")
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end
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}
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```
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-------------------------------------------------------------------
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<br/>
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## Changed
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Symbol used to connect callbacks to instance property changed events.
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### Type
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```lua
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type Changed = Map<string, Symbol>
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type ChangedProps = {
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[Symbol] = Prop<(...unknown) -> ()>
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}
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```
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### Details
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The `Changed` symbol can be indexed to get symbols to connect to specific events just like `Event`.
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Event parameters are passed into the callback.
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When callbacks are connected by binding to a state,
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connections are automatically disconnected when the state changes.
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### Example
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|
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```lua
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create("TextBox") {
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[Changed.Text] = function()
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print("New text entered")
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end
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}
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```
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-------------------------------------------------------------------
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<br/>
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## Bind
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|
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Symbol used to bind states to instance properties.
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### Type
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|
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```lua
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type Bind = Map<string, Symbol>
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type BindProps = {
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[Symbol] = State<any>
|
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}
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```
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### Details
|
||||
|
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The `Bind` symbol can be indexed to bind specific properties just like `Event`.
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Sets the given state value to the instance property value immediately after instance creation.
|
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|
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When an instance property is changed, the value of the given state will automatically
|
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be set to the new property. Effectively a shorthand for connecting a property changed event
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to set state values.
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|
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### Example
|
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|
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```lua
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local text = wrap()
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|
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local box = create("TextBox") {
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[Bind.Text] = text
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}
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|
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box.Text = "New text"
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print(text.Value) -- "New text"
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```
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|
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-------------------------------------------------------------------
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|
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<br/>
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## Created
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Symbol used to run a callback once immediately after instance creation.
|
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|
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### Type
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|
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```lua
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type Created = Symbol
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|
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type CreatedProps = {
|
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[Symbol] = (Instance) -> ()
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}
|
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```
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|
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### Details
|
||||
|
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The instance being defined with the `Created` symbol is passed as the first
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argument to the callback.
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|
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### Example
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|
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```lua
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local frame
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|
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create("Frame") {
|
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Name = "Background",
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[Created] = function(instance)
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frame = instance
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end
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}
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|
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print(frame.Name) -- "Background"
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```
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|
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-------------------------------------------------------------------
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--------------------------------------------------------------------------------
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|
|
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|
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@ -2,235 +2,154 @@
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|
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<br/>
|
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|
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## wrap()
|
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## source()
|
||||
|
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Wraps and returns any given values with reactive state objects.
|
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Creates a new source state with the given value.
|
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|
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### Type
|
||||
- ### Type
|
||||
|
||||
```lua
|
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function wrap<T>(value: T): State<T>
|
||||
function wrap(value: ...unknown): ...State<any>
|
||||
|
||||
type State<T> = {
|
||||
Value: T,
|
||||
value: T
|
||||
}
|
||||
function source<T>(value: T): (T?) -> T
|
||||
```
|
||||
|
||||
### Details
|
||||
- ### Details
|
||||
|
||||
The state object has a single mutable field `.Value`.
|
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Calling the returned state with no arguments will return its stored value,
|
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calling with arguments will set a new value.
|
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|
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Read operations to `.Value` are tracked and write operations can trigger
|
||||
dependency updates and watchers.
|
||||
Reading from the state from within any reactive scope will cause changes
|
||||
to that state to be tracked and anything depending on it to update.
|
||||
|
||||
### Example
|
||||
- ### Example
|
||||
|
||||
```lua
|
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local count = wrap(0)
|
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local count = source(0)
|
||||
|
||||
print(count.Value) -- 0
|
||||
count() -- 0
|
||||
|
||||
count.Value += 1
|
||||
|
||||
print(count.Value) -- 1
|
||||
count(count() + 1) -- 1
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
## derive()
|
||||
|
||||
Derives a new reactive state object from an existing state object.
|
||||
Derives a new state from existing states.
|
||||
|
||||
### Type
|
||||
- ### Type
|
||||
|
||||
```lua
|
||||
function derive<T>(
|
||||
(from) -> T,
|
||||
cleanup: (value: T) -> ()?
|
||||
): State<T>
|
||||
|
||||
function from<T>(T | State<T>): T
|
||||
function derive<T>(source: () -> T): () -> T
|
||||
```
|
||||
|
||||
### Details
|
||||
- ### Details
|
||||
|
||||
The derived state will have its value recalculated when any state it derives from is updated.
|
||||
The derived state will have its value recalculated when any source state it
|
||||
derives from is updated.
|
||||
|
||||
Takes a callback that is immediately run to determine what states are being referenced. Only states referenced in the immediate function scope can trigger updates.
|
||||
Anytime its value is recalculated it is also cached, subsequent calls will
|
||||
retun this cached value until it recalculates again.
|
||||
|
||||
The state object returned by this function is readonly.
|
||||
Takes a callback that is immediately run to determine what states are being
|
||||
referenced.
|
||||
|
||||
Has an optional cleanup parameter which takes a function that is called with the old value any
|
||||
time the derived state recalculates a value.
|
||||
> ⚠️ Non-yielding.
|
||||
|
||||
An optional utility function is passed as the first argument to the callback, if given a state, the value of the state will be returned (changes to this state still triggers updates unlike `unwrap`), if given a value the value is returned.
|
||||
|
||||
> ⚠️ The callback cannot yield.
|
||||
|
||||
### Example
|
||||
- ### Example
|
||||
|
||||
```lua
|
||||
local count = wrap(0)
|
||||
local text = derive(function() return "Count: "..count.Value end)
|
||||
local text = derive(function() return `count: {count()}` end)
|
||||
|
||||
print(text.Value) -- "Count: 0"
|
||||
text() -- "count: 0"
|
||||
|
||||
count.Value += 1
|
||||
count(1)
|
||||
|
||||
print(text.Value) -- "Count: 1"
|
||||
text() -- "count: 1"
|
||||
```
|
||||
|
||||
```lua
|
||||
local count = wrap(0)
|
||||
local text = derive(function(from)
|
||||
return "Count: "..from(count)
|
||||
end)
|
||||
```
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
A shorthand method for deriving states also exists, following example is equivalent to the above:
|
||||
## map()
|
||||
|
||||
Maps each value in a table state to a new table state.
|
||||
|
||||
- ### Type
|
||||
|
||||
```lua
|
||||
local count = wrap(0)
|
||||
local text = "Count: "..count -- all binary operators are supported
|
||||
```
|
||||
function map<KI, VI, VO>(
|
||||
source: () -> Map<KI, VI>,
|
||||
transform: (value: () -> VI, index: KI) -> VO
|
||||
): Map<KI, VO>
|
||||
|
||||
-------------------------------------------------------------------
|
||||
- ### Details
|
||||
|
||||
<br/>
|
||||
The transform function is called only ever *once* for each index in the
|
||||
source table. The first argument is a state containing the index's value and
|
||||
the second argument is just the index.
|
||||
|
||||
## foreach()
|
||||
Anytime a new index is added, the transform function will be called again for
|
||||
that new index.
|
||||
|
||||
Derives a new state object from an existing state object.
|
||||
Designed to work specifically with table states.
|
||||
Anytime an existing index changes, the transform function is not rerun,
|
||||
instead the passed state for that index will update, causing anything
|
||||
depending on it to update too.
|
||||
|
||||
Also works with non state tables.
|
||||
Returns a state containing the mapped key-value pairs.
|
||||
|
||||
### Type
|
||||
> ⚠️ Non-yielding.
|
||||
|
||||
- ### Example
|
||||
|
||||
```lua
|
||||
function foreach<KO, VO>( -- number as first arg
|
||||
i: number,
|
||||
transform: (key: number) -> (KO, VO),
|
||||
cleanup: (KO, VO) -> ()?
|
||||
): Map<KO, VO>
|
||||
|
||||
function foreach<KI, KO, VI, VO>( -- table as first arg
|
||||
table: Map<KI, VI>,
|
||||
transform: (key: KI, value: VI) -> (KO, VO),
|
||||
cleanup: (KO, VO) -> ()?
|
||||
): Map<KO, VO>
|
||||
|
||||
function foreach<KI, KO, VI, VO>( -- state as first arg
|
||||
state: State<Map<KI, VI>>,
|
||||
transform: (key: KI, value: VI) -> (KO, VO),
|
||||
cleanup: (KO, VO) -> ()?
|
||||
): State<Map<KO, VO>>
|
||||
```
|
||||
|
||||
### Details
|
||||
|
||||
When the state being derived from is updated, the derived state will
|
||||
recompute by applying its transform function to each key-value pair.
|
||||
|
||||
Will only be recomputed if the corresponding key differs between updates.
|
||||
|
||||
Has an optional cleanup function to cleanup the old key and value.
|
||||
|
||||
> ⚠️ The transform function cannot yield.
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
local numbers = wrap { 1, 2, 3 }
|
||||
local plusOne = foreach(numbers, function(i, v)
|
||||
return i, v + 1
|
||||
end)
|
||||
|
||||
print(plusOne.Value) -- { [1]: 2, [2]: 3, [3]: 4 }
|
||||
|
||||
-- note that assignment must take place to trigger reactive updates.
|
||||
-- modifying the value without assignment `numbers.Value[2] = 5` will not trigger updates.
|
||||
numbers.Value = { 1, 5, 3 }
|
||||
|
||||
print(plusOne.Value) -- { [1]: 2, [2]: 6, [3]: 4 }
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
|
||||
## match()
|
||||
|
||||
Derives a new state object from an existing state object.
|
||||
Similar to switch statements in other languages.
|
||||
|
||||
### Type
|
||||
|
||||
```lua
|
||||
function match<K, V>(value: K): (transform: Map<K, V>) -> V
|
||||
function Match<K, V>(state: State<K>): (transform: Map<K, V>) -> State<V>
|
||||
```
|
||||
|
||||
### Details
|
||||
|
||||
When the state being derived from is updated, the derived state will
|
||||
recompute by using the input value as a key to map to an output value.
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
local state = wrap(true)
|
||||
local matched = match(state) {
|
||||
[true] = 1,
|
||||
[false] = 0
|
||||
type Item = {
|
||||
name: string,
|
||||
icon: number
|
||||
}
|
||||
|
||||
print(matched.Value) -- 1
|
||||
local items = source {} :: () -> Array<Item>
|
||||
|
||||
state.Value = false
|
||||
local displays = map(numbers, function(item, i)
|
||||
return ItemDisplay {
|
||||
Name = function()
|
||||
return item().name
|
||||
end,
|
||||
|
||||
print(matched.Value) -- 0
|
||||
Image = function()
|
||||
return "rbxassetid://" .. item().icon
|
||||
end,
|
||||
|
||||
LayoutOrder = i
|
||||
}
|
||||
end)
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
## watch()
|
||||
|
||||
Runs a callback on state change.
|
||||
|
||||
### Type
|
||||
- ### Type
|
||||
|
||||
```lua
|
||||
function watch(callback: () -> Cleanup?): Unwatch
|
||||
function watch(callback: () -> ()): Unwatch
|
||||
|
||||
type Cleanup = () -> ()
|
||||
type Unwatch = () -> ()
|
||||
```
|
||||
|
||||
### Details
|
||||
- ### Details
|
||||
|
||||
The callback is ran immediately to determine what states to watch.
|
||||
The callback is ran immediately to determine what states are referenced.
|
||||
|
||||
Any time a state read in the watch callback is changed, the watcher callback will be deferred
|
||||
to the end of the resumption cycle and ran.
|
||||
Any time a state referenced in the callback is changed, the callback will be
|
||||
reran.
|
||||
|
||||
Only states in the immediate function scope can trigger the watch callback.
|
||||
Also returns a function that when called, stops the watcher immediately.
|
||||
|
||||
Watchers are run *before* UI properties are updated.
|
||||
> ⚠️ Non yielding.
|
||||
|
||||
The callback can return an optional cleanup function that is run each time the watcher is rerun.
|
||||
|
||||
Also returns a function that when called, stops the watcher immediately (also runs cleanup if any was given).
|
||||
|
||||
> ⚠️ The callback cannot yield.
|
||||
|
||||
### Example
|
||||
- ### Example
|
||||
|
||||
```lua
|
||||
local state = wrap(1)
|
||||
|
|
@ -246,4 +165,4 @@ state.Value += 1
|
|||
-- prints 2
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
--------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -1,152 +1,27 @@
|
|||
# Reactivity API: Utility
|
||||
|
||||
<br/>
|
||||
## cleanup()
|
||||
|
||||
## isState()
|
||||
Runs a callback anytime a reactive scope is re-ran.
|
||||
|
||||
Determines if a given value is a state object or not.
|
||||
|
||||
### Type
|
||||
- ### Type
|
||||
|
||||
```lua
|
||||
function isState(value: unknown): boolean
|
||||
function cleanup(callback: () -> ())
|
||||
```
|
||||
|
||||
### Example
|
||||
- ### Example
|
||||
|
||||
```lua
|
||||
local value = wrap()
|
||||
local data = source(1)
|
||||
|
||||
print(isState(value)) -- true
|
||||
watch(function()
|
||||
local label = create "TextLabel" { Text = data }
|
||||
|
||||
value = 0
|
||||
|
||||
print(isState(value)) -- false
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
|
||||
## unwrap()
|
||||
|
||||
Unwraps a state and returns its stored value.
|
||||
|
||||
### Type
|
||||
|
||||
```lua
|
||||
function unwrap<T>(value: T | State<T>): T
|
||||
```
|
||||
|
||||
### Details
|
||||
|
||||
If given a state, the state's stored value will be returned.
|
||||
|
||||
Unwrapping a state within a derived callback will not trigger updates.
|
||||
|
||||
Can be given a non-state value, in which case the same value will just be returned.
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
local state = wrap(1)
|
||||
|
||||
print(unwrap(state)) -- 1
|
||||
|
||||
print(unwrap(1)) -- 1
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
|
||||
## readonly()
|
||||
|
||||
Creates a new derived state with the same value as the state being derived from.
|
||||
|
||||
Used to create readonly states.
|
||||
|
||||
### Type
|
||||
|
||||
```lua
|
||||
function readonly<T>(state: State<T>): State<T>
|
||||
```
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
local count = wrap(1)
|
||||
local read = readonly(count)
|
||||
|
||||
print(read.Value) -- 1
|
||||
|
||||
count.Value += 1
|
||||
|
||||
print(read.Value) -- 2
|
||||
|
||||
read.Value += 1 -- error
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
|
||||
## mutate()
|
||||
|
||||
Mutates a given state's value and updated any derived states.
|
||||
|
||||
### Type
|
||||
|
||||
```lua
|
||||
function mutate<T>(value: T | State<T>): T
|
||||
```
|
||||
|
||||
### Details
|
||||
|
||||
Since states only update derived states if a new value is set (tables are compared by reference),
|
||||
this function serves as a way to trigger derived state updates if a state's value is not changed but
|
||||
instead mutated.
|
||||
|
||||
Can also take non-state as an argument.
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
local state = wrap { Count = 1 }
|
||||
|
||||
local derived = derive(function()
|
||||
return state.Value.Count
|
||||
cleanup(function()
|
||||
label:Destroy()
|
||||
end)
|
||||
|
||||
mutate(state, function(value)
|
||||
value.Count += 1
|
||||
end)
|
||||
|
||||
print(derived.Value) -- 2
|
||||
```
|
||||
|
||||
<details><summary>Motivation for this function</summary>
|
||||
|
||||
```lua
|
||||
local state = wrap { Count = 1 }
|
||||
|
||||
local derived = derive(function()
|
||||
return state.Value.Count
|
||||
end)
|
||||
|
||||
state.Value.Count += 1
|
||||
|
||||
print(derived.Value) -- still 1 because `state.Value` was never set with a new value so change wasn't detected
|
||||
|
||||
local value = state.Value
|
||||
value.Count += 1
|
||||
state.Value = value
|
||||
|
||||
print(derived.Value) -- still 1 because although `state.Value` was set, when the new value set was compared,
|
||||
-- it was still the same as the previous (tables are compared by reference not their contents)
|
||||
-- and so no update was made
|
||||
```
|
||||
|
||||
</details>
|
||||
|
||||
-------------------------------------------------------------------
|
||||
--------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -1,57 +1,27 @@
|
|||
# Strict Mode
|
||||
|
||||
<br/>
|
||||
Vide has a special mode called "strict mode" which is used for debugging.
|
||||
|
||||
## strict
|
||||
The purpose of strict mode is to help ensure stateful code is *pure*
|
||||
(deterministic and free from side effects) or if there are side-effects, that
|
||||
they are cleaned up correctly.
|
||||
|
||||
A flag that users can set to enable or disable strict mode (disabled by default).
|
||||
Vide is set to strict by doing:
|
||||
|
||||
### Type
|
||||
|
||||
```ts
|
||||
boolean strict = false
|
||||
```lua
|
||||
local vide = require(path_to_vide)
|
||||
vide.strict = true
|
||||
```
|
||||
|
||||
### Details
|
||||
|
||||
The purpose of strict mode is to help ensure stateful code is *pure* (deterministic and free from side effects).
|
||||
|
||||
Setting this flag is global for all scripts requiring the same instance of the Vide module.
|
||||
|
||||
What strict mode will do:
|
||||
|
||||
1. Run derived callbacks twice when calculating state value.
|
||||
2. Run watcher callbacks twice each time state changes.
|
||||
3. Throw an error if a derived callback yields.
|
||||
4. Throw an error if a watcher callback yields.
|
||||
1. Run derived callbacks twice when re-evaluating.
|
||||
2. Run watcher callbacks twice when a state changes.
|
||||
3. Throw an error if yields occur where they are not allowed.
|
||||
4. Checks for `map()` returning primitive values.
|
||||
5. Better error reporting and stack traces.
|
||||
|
||||
It is recommend to develop UI with strict mode set to `true`
|
||||
and to set it back to false when pushing to production.
|
||||
It is recommend to develop UI with strict mode and to disable it when pushing to
|
||||
production.
|
||||
|
||||
Using strict mode will help identify potential non-deterministic code and side-effects by running code
|
||||
multiple times in places where it would only run once.
|
||||
|
||||
Strict mode will also ensure that watcher side effects are self contained in the sense that they clean themselves up
|
||||
properly when ran multiple times in quick succession, in case any asynchronous operation is performed.
|
||||
|
||||
Yielding within derived or watcher callbacks can cause undefined behavior as the reactive graph is not designed
|
||||
to work with asynchronous code. Strict mode can identify and throw an error when asynchronous code is detected.
|
||||
This isn't done during runtime as these checks are computationally expensive.
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
vide.strict = true -- this only needs to be done once, preferably in the first module to require Vide
|
||||
|
||||
local state = wrap()
|
||||
|
||||
watch(function()
|
||||
local cleanup = doAsyncOperation(state.Value)
|
||||
|
||||
return function()
|
||||
cleanup()
|
||||
end
|
||||
end)
|
||||
|
||||
state.Value = 1 -- this will cause the watcher to be ran twice, identifying if cleanup occurs properly
|
||||
```
|
||||
--------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -1,55 +0,0 @@
|
|||
# Types API
|
||||
|
||||
<br/>
|
||||
|
||||
## State\<T>
|
||||
|
||||
A type representing a Vide state object.
|
||||
|
||||
### Type
|
||||
|
||||
```lua
|
||||
type State<T> = {
|
||||
Value: T,
|
||||
value: T
|
||||
}
|
||||
```
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
local state: State<number> = wrap(1)
|
||||
|
||||
local derived: State<string> = "Count: " .. state
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
||||
<br/>
|
||||
|
||||
## Prop\<T>
|
||||
|
||||
A utility type representing a union of a value and a state.
|
||||
|
||||
### Type
|
||||
|
||||
```lua
|
||||
type Prop<T> = T | State<T>
|
||||
```
|
||||
|
||||
### Example
|
||||
|
||||
```lua
|
||||
type BackgroundProps = {
|
||||
Position: Prop<UDim2>,
|
||||
Size: Prop<UDim2>
|
||||
}
|
||||
local function Background(props: { Position: Prop<UDim2> })
|
||||
return create("Frame") {
|
||||
Position = props.Position
|
||||
Size = props.Size
|
||||
}
|
||||
end
|
||||
```
|
||||
|
||||
-------------------------------------------------------------------
|
||||
|
|
@ -36,8 +36,14 @@ local vide = {
|
|||
|
||||
-- runtime
|
||||
step = function(dt: number)
|
||||
-- debug.profilebegin("VIDE STEP")
|
||||
-- debug.profilebegin("VIDE SPRING")
|
||||
update_springs(dt)
|
||||
-- debug.profileend()
|
||||
-- debug.profilebegin("VIDE GARBAGE CLEANUP")
|
||||
clean_garbage()
|
||||
-- debug.profileend()
|
||||
-- debug.profileend()
|
||||
end
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -3,18 +3,20 @@ if not game then script = (require :: any) "test/wrap-require" end
|
|||
--[[
|
||||
|
||||
Supported datatypes:
|
||||
*number
|
||||
!bool
|
||||
*CFrame
|
||||
?Rect
|
||||
*Color3
|
||||
*UDim
|
||||
*UDim2
|
||||
*Vector2
|
||||
!Vector2int16
|
||||
*Vector3
|
||||
!Vector3int16
|
||||
!EnumItem
|
||||
- number
|
||||
- CFrame
|
||||
- Color3
|
||||
- UDim
|
||||
- UDim2
|
||||
- Vector2
|
||||
- Vector3
|
||||
|
||||
Unsupported datatypes:
|
||||
- bool
|
||||
- Rect
|
||||
- Vector2int16
|
||||
- Vector3int16
|
||||
- EnumItem
|
||||
|
||||
]]
|
||||
|
||||
|
|
|
|||
3
todo.md
3
todo.md
|
|
@ -1,5 +1,8 @@
|
|||
# todo
|
||||
|
||||
- strict mode
|
||||
- warn when map returns primitive
|
||||
|
||||
- Implement from solid
|
||||
- onCleanup
|
||||
- Index
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue