mirror of
https://github.com/centau/vide.git
synced 2026-08-20 23:01:37 +00:00
This commit is contained in:
parent
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commit
d77fe0f92f
34 changed files with 1215 additions and 566 deletions
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@ -2,6 +2,38 @@
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<br/>
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## mount()
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Runs a function and applies its result to a target instance.
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- **Type**
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```lua
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function mount<T>(component: () -> T, target: Instance?): () -> ()
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```
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- **Details**
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The result of the function is applies to the target in the same way
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properties are using `create()`.
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The function is ran in a new reactive scope, just like
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[root()](reactivity-core.md#root).
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Returns a function that when called will destroy the reactive scope.
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- **Example**
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```lua
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local function App()
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return create "ScreenGui" {
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create "TextLabel" { Text = "Vide" }
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}
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end
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mount(App, game.StarterGui)
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```
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## create()
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Creates a new UI element, applying any given properties.
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@ -28,19 +60,18 @@ Creates a new UI element, applying any given properties.
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- **Property setting rules**
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- If a table index is a string:
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- If its value is a table then it will attempt to perform aggregate
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initialization.
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- If its value is a function then it will either bind that property to
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the function 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 table then that table will be recursively
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- processed just like the outer table.
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- If its value is a function then it will parent and bind any instances
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returned by that function as children.
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- If its value is an action then that action will be queued to run after
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properties are set.
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- If its value is a table then that table will be recursively
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processed just like the outer table.
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- If its value is a function then it will bind the instances children to
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that function.
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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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@ -54,7 +85,7 @@ Creates a new UI element, applying any given properties.
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}
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```
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A component using property nesting/grouping.
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A component using property nesting.
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```lua
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type Layout = {
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@ -22,6 +22,10 @@ Creates and runs a function in a new reactive scope.
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Also returns a function to destroy the root, which will run any cleanups
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and allow derived sources created to garbage collect.
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::: warning
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`fn()` cannot yield.
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:::
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## source()
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Creates a new source with the given value.
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@ -52,42 +56,37 @@ Creates a new source with the given value.
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## effect()
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Runs a callback on source update.
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Runs a side-effect on source update.
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- **Type**
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```lua
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function effect(source: () -> ()): Uneffect
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type Uneffect = () -> ()
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function effect(callback: () -> ())
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```
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- **Details**
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The source callback is ran immediately to determine what states are
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referenced.
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The callback is ran immediately.
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Any time a source referenced in the callback is changed, the callback will
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be reran.
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Also returns a function that when called, stops the effecter immediately.
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::: warning
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`source()` cannot yield.
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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 = source(1)
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local num = source(1)
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effect(function()
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print(state())
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print(num())
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end)
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-- prints 1
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state(state() + 1)
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num(num() + 1)
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-- prints 2
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```
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@ -130,150 +129,4 @@ Derives a new source from existing sources.
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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 source 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 source containing the index's value
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and the second argument is just the index.
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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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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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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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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(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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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 source 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 source 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 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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:::
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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(items, 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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@ -0,0 +1,186 @@
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# Reactivity API: Control Flow
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<br/>
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## switch()
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Changes object based on a source and a mapping table.
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- **Type**
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```lua
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function switch<K, V>(source: () -> K): (map: Map<K, () -> V>) -> V?
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```
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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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::: warning
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Mapped functions cannot yield.
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:::
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- **Example**
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```lua
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local logged = source(false)
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local button = switch(logged) {
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[true] = function()
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return Button { Text = "Log out", Toggle = logged }
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end,
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[false] = function()
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return Button { Text = "Log in", Toggle = logged }
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end
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}
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```
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## indexes()
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Maps each index in a table source 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 source containing the index's value
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and the second argument is just the index.
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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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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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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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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(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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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 source 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 source 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 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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:::
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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(items, 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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|
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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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|
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e.g.
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- List of character or weapon stats.
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|
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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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|
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@ -69,3 +69,5 @@ Runs a given function where any sources read will not track its reactive scope.
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a(1)
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print(sum()) -- 2
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```
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--------------------------------------------------------------------------------
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@ -12,14 +12,14 @@ and identifying improper usage.
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Currently, strict mode will:
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1. Run derived sources twice a source updates.
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2. Run effecters twice when a source updates.
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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.
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7. Checks for multiple `cleanup()` calls in the same function scope.
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By rerunning sources and effecters, any side-effects are made more apparent.
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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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|
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Accidental yielding within reactive scopes can break Vide's reactive graph,
|
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|
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|
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Loading…
Add table
Add a link
Reference in a new issue