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docs/api/reactivity-core.md
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docs/api/reactivity-core.md
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# Reactivity API: Core
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<br/>
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## source()
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Creates a new source state with the given value.
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- **Type**
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```lua
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function source<T>(value: T): (T?) -> T
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```
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- **Details**
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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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Reading from the state from within any reactive scope will cause changes
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to that state to be tracked and anything depending on it to update.
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- **Example**
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```lua
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local count = source(0)
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count() -- 0
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count(count() + 1) -- 1
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```
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## watch()
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Runs a callback on state change.
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- **Type**
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```lua
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function watch(callback: () -> ()): Unwatch
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type Unwatch = () -> ()
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```
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- **Details**
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The callback is ran immediately to determine what states are referenced.
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Any time a state referenced in the callback is changed, the callback will be
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reran.
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Also returns a function that when called, stops the watcher immediately.
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::: warning
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`callback()` cannot yield.
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:::
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- **Example**
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```lua
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local state = wrap(1)
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watch(function()
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print(state.Value)
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end)
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-- prints 1
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state.Value += 1
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-- prints 2
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```
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## derive()
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Derives a new state from existing states.
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- **Type**
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```lua
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function derive<T>(source: () -> T): () -> T
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```
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- **Details**
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The derived state will have its value recalculated when any source state it
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derives from is updated.
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Anytime its value is recalculated it is also cached, subsequent calls will
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retun this cached value until it recalculates again.
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Takes a callback that is immediately run to determine what states are being
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referenced.
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::: warning
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`source()` cannot yield.
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:::
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- **Example**
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```lua
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local count = wrap(0)
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local text = derive(function() return `count: {count()}` end)
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text() -- "count: 0"
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count(1)
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text() -- "count: 1"
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```
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## indexes()
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Maps each index in a table to an object.
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- **Type**
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```lua
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function indexes<KI, VI, VO>(
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source: () -> Map<KI, VI>,
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transform: (value: () -> VI, index: KI) -> VO
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): Array<VO>
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- **Details**
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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 state containing the index's value and
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the second argument is just the index.
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Anytime a new index is added, the transform function will be called again for
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that new index.
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Anytime an existing index value changes, the transform function is not rerun,
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instead the passed state 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 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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a UI 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 displays = indexes(numbers, 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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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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## values()
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Maps each value in a table to an object.
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- **Type**
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```lua
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function values<KI, VI, VO>(
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source: () -> Map<KI, VI>,
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transform: (value: VI, index: () -> KI) -> VO
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): Array<VO>
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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 state containing the index.
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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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Anytime an existing value's index changes, the transform function is not
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rerun, instead the passed state 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 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 value in a table to
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a UI 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 displays = values(numbers, function(item, i)
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return ItemDisplay {
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Name = item.Name
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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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- **Extra**
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When should you use `indexes()` and `values()`?
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`values()` should be used when you have a fixed set of objects where the
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same objects can be re-arranged in the source table. It maps a value to a
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UI element.
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e.g.
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- List of all players.
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- Inventory of items.
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- Chat message history.
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- Toast notifications.
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`indexes()` should be used in other cases, especially when your source table
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has primitive value. It maps an index to a UI element.
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e.g.
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- List of character or weapon stats.
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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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--------------------------------------------------------------------------------
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