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Merge reactive scope refactor
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186
docs/api/reactivity-flow.md
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186
docs/api/reactivity-flow.md
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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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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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