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97 commits
0.1.1 ... main

Author SHA1 Message Date
raine
f3bfc65607
feat: export vide.create types and include more ui element types (#79)
* feat: add more ui instances to Create type

* fix: use string requires in init.luau

@self string requires are now supported by Roblox, so this should be fine. It works in my Pesde patches and fixes issues with missing types.

* feat: export vide.create types

Instances and Properties are both useful types that should be able to be used by consumers (e.g. wrapper components).

* fix: typo

* feat: include exports in repo init.luau

Fixes #84
2026-08-05 17:43:28 +01:00
centauri
452060a533 Bump wally and pesde version 2026-07-11 13:31:48 +01:00
centauri
5ed4c01940 Bump version to 0.4.1 2026-07-11 13:25:38 +01:00
centauri
19eaeb424f Deprecate create() overloads
Closes #70
2026-04-29 21:33:29 +01:00
centauri
7deae9c9f6 Allow vide.branch to be used in a reactive scope 2026-03-10 13:46:13 +00:00
centau
3faa1ed701
Merge pull request #64 from wiam77/patch-1
Simplify connector check in Properties type function
2026-01-26 12:09:00 +00:00
wiam
820bda8eb1
Simplify connector check in Properties type function
Removed redundant check for connector in the Properties type function.
2026-01-25 23:15:48 -03:00
centauri
2184a0fa6a Bump version to 0.4.0 2026-01-17 20:28:45 +00:00
centauri
6da33722e9 Add delayed scope destruction to docs 2026-01-17 20:15:05 +00:00
centau
a0eca04903
Merge pull request #63 from devsarim/main
add Camera and WorldModel to list of instances recognized by `vide.cr…
2026-01-16 21:04:49 +00:00
Sarim Siddiqui
cb6022d934 add Camera and WorldModel to list of instances recognized by vide.create 2026-01-03 23:12:27 +05:00
centauri
cf58410b89 Fix spring impulse control 2025-12-04 14:22:16 +00:00
centauri
f370e3f841 Fix type error when not specifying scope destroy delay 2025-11-26 12:38:39 +00:00
centauri
d7d2f5167e Use type functions for vide.create 2025-11-26 12:35:34 +00:00
centauri
c16022586e Add create type test 2025-11-03 00:51:09 +00:00
centau
0e41514860
Merge pull request #61 from ernisto/fix/spring
fix(spring tolerance): guarantee a minimun movement to goal
2025-10-28 17:02:33 +00:00
ernisto
800396fa0e feat(spring): handle goal reached before update spring sources 2025-10-24 22:58:12 -03:00
ernisto
fb10fc2b0d fix(spring tolerance): guarantee a minimun movement to goal 2025-10-24 20:00:46 -03:00
centauri
9ace23470f Use generalized iteration everywhere
Closes #55
2025-09-02 03:12:19 +01:00
centauri
a469094328 Do not auto deploy site on push to main 2025-09-01 22:22:09 +01:00
centauri
bc2bb25f74 Add vide.default type 2025-09-01 22:19:24 +01:00
centauri
945cdd0e88 Update changelog 2025-09-01 22:09:06 +01:00
centauri
ce24f8ade9 Cleanup scope functions 2025-09-01 21:59:35 +01:00
centauri
4b4db9602e Implement delays for indexes() and values() 2025-08-31 20:37:46 +01:00
centauri
5262ef711c Implement delays for show() and switch() 2025-08-29 17:44:02 +01:00
centauri
2518e292ed Update spring docs 2025-06-23 21:58:54 +01:00
centauri
5f752fe903 Add flag to disable setting of default properties 2025-06-23 21:36:51 +01:00
centauri
3c2fafa1cd Fix require paths for latest luau 2025-06-23 20:44:14 +01:00
centauri
5b078d118e Update actions and tooling 2025-06-23 19:09:21 +01:00
alicesaidhi
86f8574aeb
Add GitHub workflow to build rbxm and publish to pesde and wally (#50)
* setup workflow

* change versions

* fix project json

* fix pesde and wally workflow

* update pesde toml

* wrap tokens ins trings

* update versions

* ignore lock files
2025-06-23 18:31:40 +01:00
aaron
6cf770df4e Add spring support for array of numbers 2025-03-27 23:41:01 +00:00
aaron
452ca383f7 Optimize indexes() and values() 2025-03-27 19:27:54 +00:00
EwDev
37e8e05206
Support nesting Parent (#48)
* allow nesting parent property

* update changelog

* fix mock instances Parent property not being a proxy

* add tests

Closes #47
2025-02-23 21:31:26 +00:00
HarryXChen
7064489a36
Fix typo in scope crash course docs (#46) 2025-01-17 02:06:54 +00:00
aaron
b7878753bd Update untrack() type to allow no return 2025-01-07 00:06:39 +00:00
aaron
a383c4ce69 Fix show() edge case 2025-01-06 23:56:49 +00:00
aaron
46a2043356 Ignore false passed as a child 2025-01-04 00:45:55 +00:00
aaron
c796e48173 Add source to show() callback 2025-01-04 00:40:51 +00:00
aaron
58a31a1b32 Try improve error reporting 2024-12-27 22:43:01 +00:00
aaron
3b22f6ccf9 Add spring setter 2024-12-27 02:34:31 +00:00
aaron
b44b9ef2ba Add implicit effects recursively creating more implicit effects for children 2024-12-27 01:00:45 +00:00
aaron
4c639f8388 Add flag to disable deferral of nested properties 2024-12-26 22:36:58 +00:00
aaron
ccaeb030f3 Remove aggregate construction 2024-12-26 21:17:14 +00:00
richard
3b8d9098c0
Use vector.max to check spring activity (#44)
* Use `vector.max` to check spring activity

* Revert unnecessary changes
2024-12-05 02:00:37 +00:00
aaron
caa9eaf733 Add thread cleanup helper 2024-11-28 01:00:11 +00:00
aaron
e60aa57ca2 Fix edge case with map functions 2024-11-27 19:43:51 +00:00
11poe
44fe65ee5e
Add create(a, { props }) syntax (#42)
* Add new create syntax

* Add new create syntax to changelog

* Fix new create syntax test
2024-11-16 20:20:49 +00:00
aaron
8799988851 Update github workflow Luau version 2024-11-16 18:55:37 +00:00
aaron
fdb4a137a8 Fix test require 2024-11-16 18:41:27 +00:00
aaron
f7e9961911 Fix library require 2024-11-16 18:38:23 +00:00
aaron
49cc551493 Switch from mock Vector3 to native vector lib 2024-11-13 22:35:16 +00:00
aaron
5abd5eee91 Update require paths to relative string 2024-11-13 22:19:20 +00:00
aaron
0897821e1f Add check for destruction of active scope 2024-11-13 21:56:22 +00:00
aaron
a1552402cb Rename tutorial sections 2024-11-12 15:15:16 +00:00
aaron
bacb4fa0f0 Fix mistakes in docs 2024-11-12 15:08:12 +00:00
aaron
baf308ccf3 Fix bug in code example 2024-11-04 23:27:28 +00:00
aaron
a3cc2dfbda Update docs 2024-11-04 23:18:04 +00:00
aaron
94add5d452 Update vitepress version 2024-11-03 17:46:45 +00:00
aaron
1edcd65166 Update docs 2024-11-03 17:37:41 +00:00
alicesaidhi
f8e84f9f8d
Improve Documentation Site (#41)
* update css and snippets

* Add banner

* improve home page

* Update Banner

* cleanup

* Update font to JetBrains Mono

* Add a quick look to Home

* Simplify Home Page

* Removed banner, removed copyright notice, reduced home page
2024-11-03 17:32:19 +00:00
aaron
f7dac3f63a Bump version to 0.3.1 2024-10-09 02:23:06 +01:00
aaron
6ead93088a Make context functions return result 2024-10-09 02:12:25 +01:00
aaron
1d565262e1 Bump version to 0.3.0 2024-10-06 18:16:31 +01:00
aaron
93a2a2c631 Make root() destroy scope if error occurs 2024-10-06 18:14:53 +01:00
aaron
c4e1396684 Fix typos 2024-10-06 18:12:25 +01:00
aaron
82eec61c45 Make root() return destructor automatically 2024-10-06 15:37:05 +01:00
aaron
8142acd1c1 Add context() 2024-10-06 15:20:04 +01:00
EwDev
83db00a073
allow changing the current value of a spring (similar to sources) (#36)
* allow changing the current value of a spring (similar to sources)

* use spaces instead of tabs for identing
2024-09-11 10:11:47 +01:00
alicesaidhi
fbe2f01bb9
fix recursive queue flush (#28)
* fix recursive queue flush

* remove print from test

* swap order of flush

* simplified test case and remove error

* write more in-depth tests

* change approach flush_update_queue

* double diamond test case

* fix indent

* change naming of function

* subsequent updates do not batch test case

* simplify test case
2024-08-20 12:44:56 +01:00
alicesaidhi
b85419088c
allow fragments in implicit effects for children (#29)
* fix fragments in effects

* add test case

* more descriptive test
2024-08-20 12:40:29 +01:00
richard
72e5fbb6fe
Round UDim offset values (#30) 2024-08-19 14:56:00 +01:00
aaron
e1751fb8d0 Fix GitHub action 2024-07-27 02:03:06 +01:00
aaron
31da86c30b Allow indexes() and values() to return functions 2024-07-20 18:08:04 +01:00
aaron
2dc2814d76 Fix regression with derived sources 2024-07-19 11:21:49 +01:00
aaron
4f3fccd3bb Fix root() not showing full error trace 2024-07-17 23:28:43 +01:00
aaron
7bae2517cd Improve error reporting 2024-07-15 17:37:26 +01:00
aaron
14f8d38a35 Update docs 2024-07-03 15:34:16 +01:00
aaron
000def5bc2 Update docs 2024-07-03 15:02:53 +01:00
aaron
62f1c3a20a Update docs 2024-07-03 15:02:53 +01:00
aaron
f2de9b0e63 Refactor 2024-07-03 15:02:52 +01:00
Someon1e
67e87110c7
Delete .gitattributes (#26) 2024-06-23 18:40:24 +01:00
richard
e1d69afa20
Fix springs passing negative Color3 values (#25)
* Fix springs passing negative Color3 values

* Clamp color values between 0 and 1
2024-04-21 13:57:29 +01:00
ReturnedTrue
3d324cc30b
Update strict-mode.md (#24) 2024-02-19 21:06:06 +00:00
Aaron Smith
d682161c06 Update docs 2023-12-07 17:26:01 +00:00
Aaron Smith
3aed45212a Fix site mermaid rendering
Vitepress rc 26 breaks mermaid plugin - use rc 25.
2023-11-24 11:09:32 +00:00
aaron
50244c2bd8 Update wally version 2023-11-22 10:34:02 +00:00
aaron
c527a62ab1 Bump version to 0.2.0 2023-11-22 10:14:00 +00:00
Aaron Smith
338c66ed57 Try improve crash course 2023-11-21 18:48:47 +00:00
Aaron Smith
c288cb92c4 Minor refactors
Also fixed potential bug with `create()` being called recursively if a
property binding passed as a property to `create()` also calls
`create()`
2023-11-20 16:53:30 +00:00
Aaron Smith
8eb5f96c5b Fix recursive batch() use 2023-11-20 12:27:56 +00:00
Aaron Smith
65fe3fcf47 Fix some graph edge cases 2023-11-16 18:01:45 +00:00
Aaron Smith
ec998ccbc8 Implement batched updates
No docs yet, more testing needed.
2023-10-27 16:47:49 +01:00
Aaron Smith
7d82fe353e Fix error in test
Also misc changes
2023-10-27 15:47:43 +01:00
aaron
aca08709b6 Update tests 2023-10-25 20:02:40 +01:00
Aaron Smith
15255855c3 Add repeated read test 2023-10-25 16:58:29 +01:00
Aaron Smith
8218e4702f Fix diamond graphs 2023-10-25 15:49:35 +01:00
Alo
da85cbbac8
Fix docs typo
minor spelling mistake
2023-10-06 23:16:01 +01:00
92 changed files with 4908 additions and 3165 deletions

1
.gitattributes vendored
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@ -1 +0,0 @@
*.luau linguist-language=Lua

33
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,33 @@
name: release
on:
release:
types: [published]
permissions:
contents: write
env:
GH_TOKEN: ${{ github.token }}
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: setup rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: build
run: rojo build default.project.json -o build.rbxm
- name: release
run: gh release upload ${{github.event.release.tag_name}} build.rbxm

View file

@ -1,9 +1,6 @@
name: site-deploy
on:
push:
branches: [main] # todo: remove later
workflow_dispatch:
permissions:
@ -24,21 +21,21 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup Node
uses: actions/setup-node@v3
uses: actions/setup-node@v4
with:
node-version: 18
- name: Setup Pages
uses: actions/configure-pages@v3
uses: actions/configure-pages@v4
- name: Install dependencies
run: npm install
- name: Build with VitePress
run: npm run docs:build
- name: Upload artifact
uses: actions/upload-pages-artifact@v2
uses: actions/upload-pages-artifact@v3
with:
path: docs/.vitepress/dist
@ -52,4 +49,4 @@ jobs:
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v2
uses: actions/deploy-pages@v4

View file

@ -8,13 +8,13 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout repo
uses: actions/checkout@v3
uses: actions/checkout@v4
- name: Install Luau zip
uses: robinraju/release-downloader@v1.6
uses: robinraju/release-downloader@v1.9
with:
repository: Roblox/luau
latest: true
tag: "0.679"
fileName: luau-ubuntu.zip
out-file-path: bin

54
.github/workflows/wallypesde.yml vendored Normal file
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@ -0,0 +1,54 @@
name: publish to wally and pesde
on:
workflow_dispatch:
release:
types: [published]
permissions:
contents: write
env:
GH_TOKEN: ${{ github.token }}
jobs:
wally:
runs-on: ubuntu-latest
steps:
- name: checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: setup rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: login
run: wally login --token "${{ secrets.WALLY_TOKEN }}"
- name: publish
run: wally publish
pesde:
runs-on: ubuntu-latest
steps:
- name: checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: setup rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: setup pesde
run: pesde install
- name: login
run: pesde auth login --token "${{ secrets.PESDE_TOKEN }}"
- name: publish
run: pesde publish --yes

8
.gitignore vendored
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@ -1,10 +1,16 @@
.vscode
_local
aftman.toml
sourcemap.json
docs/.vitepress/dist
docs/.vitepress/cache
docs/node_modules
docs/package-lock.json
luau_packages/
lune_packages/
.pesde/
wally.lock
pesde.lock

View file

@ -6,9 +6,99 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
--------------------------------------------------------------------------------
## Unreleased
## [0.4.1] - 2026-07-11
-
### Changed
- `branch()` is now allowed to be used within a reactive scope.
### Deprecated
- `create()` overloads. Supported is now only `create(class)(props)`.
### Fixed
- `create()` types in the new solver should now work without `::`.
--------------------------------------------------------------------------------
## [0.4.0] - 2026-01-17
### Added
- `create("ClassName", { props })` and `create(Instance, { props })` syntax.
- `cleanup()` now accepts `thread` types.
- Implicit effects to set children can now recursively create more implicit
effects to set children.
- `spring()` returns a second value, a setter to set position, velocity and
impulse.
- Improved `spring()` updating and unscheduling.
- `show()` now receives a source to its callback returning the current value
of the condition.
- Ignore `false` passed as a child.
- Flag `vide.defaults` to disable the setting of default properties.
- Delayed scope destruction for control flow functions: `show()` `switch()` `indexes()` `values()`.
- Better `create()` types for the new type solver.
### Changed
- A scope can no longer be destroyed while it is active. Strict mode will check
for this.
- Implicit effects to set children now unparent all children when the effect is
destroyed.
- Error reporting should be improved with better formatting when effects invoke
other effects and no more loss of stack traces.
- Nesting parent properties now work, and they are now also checked for
duplicates like other properties.
### Removed
- Aggregate construction when setting properties with `create()`.
--------------------------------------------------------------------------------
## [0.3.1] - 2024-10-09
### Added
- Context functions now also return results.
- `version` table with current version.
--------------------------------------------------------------------------------
## [0.3.0] - 2024-10-06
### Added
- `context()`.
### Changed
- `root()` now returns its destructor as the first value by default.
### Fixed
- Error stack traces being lost.
- `root()` now destroys the scope automatically if an error occurs during call.
--------------------------------------------------------------------------------
## [0.2.0] - 2023-11-22
### Added
- Batched updates with `batch()`.
### Changed
- Improved graph updating algorithm.
- Graph nodes when destroyed no longer destroy children; only owned.
### Fixed
- Graph edge case where a destroyed node can be readded if it was queued for
rerun before being destroyed.
- Some properties not being applied when `create()` is used recursively.
--------------------------------------------------------------------------------

View file

@ -18,7 +18,7 @@ for a quick introduction to the library.
## Code sample
```lua
```luau
local create = vide.create
local source = vide.source

View file

@ -12,6 +12,14 @@ export default withMermaid({
themeConfig: {
logo: "/logo.svg",
search: {
provider: "local"
},
footer: {
message: 'Released under the MIT License.',
},
// https://vitepress.dev/reference/default-theme-config
nav: [
{ text: "Home", link: "/" },
@ -26,7 +34,7 @@ export default withMermaid({
items: [
{ text: "Reactivity: Core", link: "/api/reactivity-core" },
{ text: "Reactivity: Utility", link: "/api/reactivity-utility" },
{ text: "Reactivity: Control Flow", link: "/api/reactivity-flow" },
{ text: "Reactivity: Dynamic Scoping", link: "/api/reactivity-dynamic" },
{ text: "Element Creation", link: "/api/creation" },
{ text: "Animation", link: "/api/animation" },
{ text: "Strict Mode", link: "/api/strict-mode" },
@ -43,21 +51,26 @@ export default withMermaid({
{ text: "Components", link: "/tut/crash-course/3-components" },
{ text: "Sources", link: "/tut/crash-course/4-source" },
{ text: "Effects", link: "/tut/crash-course/5-effect" },
{ text: "Root Scopes", link: "/tut/crash-course/6-root" },
{ text: "Stateful Components", link: "/tut/crash-course/7-stateful-component" },
{ text: "Property Binding", link: "/tut/crash-course/8-property-binding" },
{ text: "Scopes", link: "/tut/crash-course/6-scope" },
{ text: "Reactive Components", link: "/tut/crash-course/7-reactive-component" },
{ text: "Implicit Effects", link: "/tut/crash-course/8-implicit-effect" },
{ text: "Derived Sources", link: "/tut/crash-course/9-derived-source" },
{ text: "Cleanup", link: "/tut/crash-course/10-cleanup" },
{ text: "Control Flow", link: "/tut/crash-course/11-control-flow" },
{ text: "Property Nesting", link: "/tut/crash-course/12-property-nesting" },
{ text: "Actions", link: "/tut/crash-course/13-actions" },
{ text: "Strict Mode", link: "/tut/crash-course/14-strict-mode" }
{ text: "Dynamic Scopes", link: "/tut/crash-course/11-dynamic-scopes" },
{ text: "Actions", link: "/tut/crash-course/12-actions" },
{ text: "Strict Mode", link: "/tut/crash-course/13-strict-mode" },
{ text: "Concepts Summary", link: "/tut/crash-course/14-concepts" }
]
},
{
text: "Advanced Reactivity",
text: "Advanced",
items: [
{ text: "Dynamic Scopes", link: "/tut/advanced/dynamic-scopes"}
]
},
{
text: "Design Patterns",
items: [
{ text: "Reactive Scopes", link: "/tut/advanced/reactive-scoping.md"}
]
}
],

View file

@ -0,0 +1,25 @@
.home > * > .VPNavBar:not(.top) {
backdrop-filter: blur(0.5rem);
background-color: transparent !important;
}
.home > * > .VPNavBar > .divider {
opacity: 0;
}
.home > .VPContent {
display: flex;
justify-content: center;
flex-direction: column;
}
.VPHome {
margin-top: auto !important;
margin-bottom: auto !important;
}
.VPBadge a {
text-decoration: none;
color: inherit
}

View file

@ -1,4 +1,8 @@
// .vitepress/theme/index.js
import DefaultTheme from 'vitepress/theme'
import './vars.css'
export default DefaultTheme
import './index.css'
export default {
extends: DefaultTheme,
}

View file

@ -1,3 +1,52 @@
/* Colors */
:root {
--vp-c-brand-1: #3086ff;
--vp-c-brand-2: #75aeff;
--vp-button-brand-bg: #3661a2;
--vp-button-brand-hover-bg: #24447f;
--vp-button-brand-press-bg: #4896f3;
--vp-home-hero-name-color: transparent;
--vp-home-hero-name-background: -webkit-linear-gradient(
120deg,
#3661a2,
#4896f3
);
--vp-home-hero-logo-background: -webkit-linear-gradient(
120deg,
#3661a2,
#4896f3
);
--vp-home-hero-image-filter: blur(96px);
--vp-c-bg: #f2f5f8;
--vp-c-bg-alt: #dfe8f5;
--vp-c-bg-elv: #dde7f4;
--vp-c-bg-soft: #e8f1fe;
--vp-c-border: #c0c3c6;
--vp-c-divider: #dfe2e6;
--vp-c-gutter: #dfe2e6;
--vp-plugin-tabs-tab-bg: var(--vp-c-bg);
--vp-badge-info-bg: #122d26;
--vp-badge-info-text: #6bdbbd;
--vp-badge-tip-bg: #132741;
--vp-badge-tip-text: #70abfa;
}
.dark {
--vp-c-brand-2: #234782;
--vp-c-bg: #0d131b;
--vp-c-bg-alt: #111720;
--vp-c-bg-elv: #182231;
--vp-c-bg-soft: #182231;
--vp-c-border: #111720;
--vp-c-divider: #1d273c;
--vp-c-gutter: #181d27;
}

View file

@ -1,25 +1,30 @@
# Animation API
# Animation
## spring()
## spring() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Returns a new source with a value always moving torwards the input source value.
- **Type**
```lua
```luau
function spring<T>(
source: () -> T & Animatable,
period: number = 1,
damping_ratio: number = 1
): () -> T
): (() -> T, SpringControl<T>)
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3 | Rect
type SpringControl<T> = ({
position: T?,
velocity: T?,
impulse: T?
}) -> ()
```
- **Details**
The output source value is updated every step based on the input source
value.
Creates a reactive scope internally to detect source updates.
The movement is physically simulated according to a
[spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).
@ -39,3 +44,7 @@ Returns a new source with a value always moving torwards the input source value.
You can change when the solver runs by calling `vide.step(dt)`, which will
advance the simulation time by `dt` seconds and automatically stop the
solver running in heartbeat.
::: warning
Large periods or damping ratios can break the spring.
:::

View file

@ -1,39 +1,4 @@
# Element Creation API
<br/>
## mount()
Runs a function in a new reactive scope and optionally applies its result to a
target instance.
- **Type**
```lua
function mount<T>(component: () -> T, target: Instance?): () -> ()
```
- **Details**
The result of the function is applied to a target in the same way
properties are using `create()`.
The function is ran in a new reactive scope, just like
[root()](reactivity-core.md#root).
Returns a function that when called will destroy the reactive scope.
- **Example**
```lua
local function App()
return create "ScreenGui" {
create "TextLabel" { Text = "Vide" }
}
end
mount(App, game.StarterGui)
```
# Element Creation
## create()
@ -41,11 +6,11 @@ Creates a new UI element, applying any given properties.
- **Type**
```lua
```luau
function create(class: string): (Properties) -> Instance
function create(instance: Instance): (Properties) -> Instance
type Properties = Map<string|number, any>
type Properties = Map<string|number, unknown>
```
- **Details**
@ -69,80 +34,60 @@ Creates a new UI element, applying any given properties.
- **index is number:**
- **value is action:** run action
- **value is table:** recurse table
- **value is functon:** create effect to update children
- **value is function:** create effect to update children
- **value is instance:** set instance as child
- **Example**
Basic element creation.
```lua
local frame = create "Frame" {
Name = "NewFrame",
Position = UDim2.fromScale(1, 0)
}
```
```luau
local frame = create "TextButton" {
Name = "Button",
Size = UDim2.fromOffset(200, 160),
A component using property nesting.
Activated = function()
print "clicked"
end,
```lua
type Layout = {
Layout = {
Position: UDim2?,
Size: UDim2?,
AnchorPoint: Vector2?
create "UICorner" {}
}
}
type Children = {
Children = Array<Instance>
}
function Background(props: Layout & Children & {
Color: Color3
})
return create "Frame" {
BackgroundColor3 = props.Color,
props.Layout,
props.Children
}
end
```
## action()
Creates a callback that can be passed to `create()` to invoke custom actions on
instances.
Creates a special object that can be passed to `create()` to invoke custom
actions on instances.
- **Type**
```lua
```luau
function action((Instance) -> (), priority: number = 1): Action
```
- **Details**
When passed to `create()`, the given callback is called with the instance
being created as the only argument. Actions take precedence over property
and child assignments.
When passed to `create()`, the function is called with the instance being
created as the only argument. Actions take precedence over property and
child assignments.
A priority can be optionally specified to ensure certain actions run after
other actions. Higher priority numbers are ran after lower priority numbers.
other actions. Lower priority values are ran first.
- **Example**
An action to listen to changed properties:
```lua
local function changed(property: string, callback: (new) -> ())
```luau
local function changed(property: string, fn: (new) -> ())
return action(function(instance)
local con - instance:GetPropertyChangedSignal(property):Connect(function()
callback(instance[property])
local cn = instance:GetPropertyChangedSignal(property):Connect(function()
fn(instance[property])
end)
-- disconnect on reactive scope destruction to allow gc of instance
-- disconnect on scope destruction to allow gc of instance
cleanup(function()
con:Disconnect()
cn:Disconnect()
end)
end)
end
@ -150,7 +95,7 @@ instances.
local output = source ""
create "TextBox" {
-- will update the `output` source anytime the text property is changed
-- will update the output source anytime the text property is changed
changed("Text", output)
}
```
@ -161,16 +106,47 @@ A wrapper for `action()` to listen for property changes.
- **Type**
```lua
function changed(property: string, callback: (...unknown) -> ()): Action
```luau
function changed(property: string, fn: (unknown) -> ()): Action
```
- **Details**
Will run the given callback any time the property is changed, as well as
when the action is initially run.
Will run the given function immediately and whenever the property updates.
The changed connection is disconnected when the reactive scope the action is
ran in is destroyed.
The function is called with the updated property value.
Runs with an action priority of 1.
## mount() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Runs a function in a new stable scope and optionally applies its result to a
target instance.
- **Type**
```luau
function mount<T>(component: () -> T, target: Instance?): () -> ()
```
- **Details**
This is a utility for `root()` when parenting a component to an existing
instance.
The result of the function is applied to a target in the same way
properties are using `create()`.
Returns a function that when called will destroy the stable scope.
- **Example**
```luau
local function App()
return create "ScreenGui" {
create "TextLabel" { Text = "Vide" }
}
end
local destroy = mount(App, game.StarterGui)
```

View file

@ -1,125 +1,155 @@
# Reactivity API: Core
# Reactivity: Core
<br/>
## Scopes
Vide code can run in one of two scopes: <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge> or <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>.
- Reactive scopes rerun if a source read within updates.
- Stable scopes never rerun.
- Reactive scopes cannot be created directly within another reactive scope.
- When a scope is destroyed, all scopes created within are also destroyed.
Different functions in Vide's API will run code in different scopes.
:::warning
Yielding is not allowed in any reactive scope. Strict mode can check for this.
Yielding is not allowed in any stable or reactive scope. Strict mode will check
for this.
:::
## root()
## root() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Creates and runs a function in a new reactive scope.
Runs a function in a new stable scope.
- **Type**
```lua
function root<T...>(fn: (destroy: () -> ()) -> T...): T...
```luau
function root<T...>(fn: (Destructor) -> T...): (Destructor, T...)
type Destructor = () -> ()
```
- **Details**
Returns the result of the given function.
Creates a new root reactive scope, where creation and derivations of sources
can be tracked and properly disposed of.
A function to destroy the root is passed into the callback, which will run
any cleanups and allow derived sources created to garbage collect.
Returns a destructor and any values returned by the callback.
## source()
Creates a new source with the given value.
Creates a new source.
- **Type**
```lua
function source<T>(value: T): (T?) -> T
```luau
function source<T>(value: T): Source<T>
type Source<T> =
() -> T -- get
& (T) -> () -- set
```
- **Details**
Calling the returned source with no argument will return its stored value,
calling with an argument will set a new value.
Reading from the source from within a reactive scope will cause changes
to that source to be tracked and anything depending on it to update.
Sources can be created outside of reactive scopes.
Call the returned source with no argument to read its value.
Call the returned source with an argument to set its value.
- **Example**
```lua
```luau
local count = source(0)
count() -- 0
count(count() + 1) -- 1
print(count())-- 0
count(count() + 1)
print(count()) -- 1
```
## effect()
## effect() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Runs a side-effect in a new reactive scope on source update.
Runs a function in a new reactive scope.
- **Type**
```lua
function effect(callback: () -> ())
```luau
function effect(fn: () -> ())
```
- **Details**
Any time a source referenced in the callback is changed, the callback will
be reran.
The callback is ran to initially ran on first call to find dependent sources.
The function is ran once immediately.
- **Example**
```lua
local num = source(1)
```luau
local count = source(1)
effect(function()
print(num())
print(count())
end)
-- prints 1
num(num() + 1)
count(2)
-- prints 2
```
## derive()
## derive() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Derives a new source in a new reactive scope from existing sources.
Runs a function in a new reactive scope to compute a value for new source.
- **Type**
```lua
function derive<T>(source: () -> T): () -> T
```luau
function derive<T>(fn: () -> T): () -> T
```
- **Details**
The derived source will have its value recalculated when any source source
it derives from is updated.
Anytime the reactive scope reruns, the output source value is set to what is
returned.
Anytime its value is recalculated it is also cached, subsequent calls will
retun this cached value until it recalculates again.
The callback is ran to initially ran on first call to find dependent sources.
The function is ran once immediately.
- **Example**
```lua
```luau
local count = source(0)
local text = derive(function() return `count: {count()}` end)
text() -- "count: 0"
print(text()) -- "count: 0"
count(1)
text() -- "count: 1"
print(text()) -- "count: 1"
```
--------------------------------------------------------------------------------
A `derive()` should be used instead of a pure function when you expect it to
be read multiple times between updates, because `derive()` will cache the
result to prevent recomputing it on every read.
::: code-group
```luau [Pure Function]
local count = source(0)
local text = function()
print "ran"
return `count: {count()}`
end
count(1)
print(text()) -- prints "ran" followed by "count: 1"
print(text()) -- prints "ran" followed by "count: 1"
```
```luau [Derived Source]
local count = source(0)
local text = derive(function() -- [!code highlight]
print "ran"
return `count: {count()}`
end) -- [!code highlight]
count(1) -- prints "ran"
print(text()) -- prints "count: 1"
print(text()) -- prints "count: 1"
```
:::

View file

@ -0,0 +1,229 @@
# Reactivity: Dynamic Scopes
Dynamic scopes are scopes that are created or destroyed in response to
source updates. Vide provides functions for some common use-cases for dynamic scopes.
## show() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows a component if the source is truthy. Optionally shows a fallback component
if the source is falsey.
- **Type**
```luau
function show<T>(source: () -> unknown, component: Constructor<T>): () -> T?
function show<T, U>(source: () -> unknown, component: Constructor<T>, fallback: () -> U): () -> T | U
type Constructor<T> = () -> (T, number?)
```
- **Details**
Creates a reactive scope internally to detect source updates.
The component is run in a stable scope when truthy, otherwise the stable
scope is destroyed.
Returns a source holding an instance of the currently shown component or
`nil` if no component is currently shown.
Destruction of the scope can be delayed by returning the number of seconds
to delay by, after the component.
## switch() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows one of a set of components depending on a source and a mapping table.
- **Type**
```luau
function switch<K, V>(source: () -> K): (map: Map<K, Constructor<V>>): () -> V?
type Constructor<T> = () -> (T, number?)
```
- **Details**
Creates a reactive scope internally to detect source updates.
When the source updates, its value is inputted into a map to get a component
constructor. This component is then run in a stable scope. The previous
stable scope is destroyed.
Returns a source holding an instance of the currently shown component or
`nil` if no component is currently shown.
Destruction of the scope can be delayed by returning the number of seconds
to delay by, after the component.
- **Example**
```luau
local logged = source(false)
local button = switch(logged) {
[true] = function()
return Button { Text = "Log out", Toggle = logged }
end,
[false] = function()
return Button { Text = "Log in", Toggle = logged }
end
}
```
## indexes() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows a component for each index in a table.
- **Type**
```luau
function indexes<KI, VI, VO>(
source: () -> Map<KI, VI>,
constructor: (value: () -> VI, index: KI) -> (VO, number?)
): Array<VO>
```
- **Details**
Creates a reactive scope internally to detect source updates.
When the source table updates, a component is generated for each index in
the table.
- For any added index, the `constructor` function is run in a new stable
scope to produce an instance that is cached.
- For any removed index, the stable scope for that index is destroyed.
The `constructor` function is called with:
1. A *source containing the index's value*.
2. The *index itself*.
Anytime an existing index's value changes, the `constructor` function is not
rerun, instead, that index's corresponding source is updated with the new
value.
Returns a source holding an array of instances currently shown.
Destruction of the scope can be delayed by returning the number of seconds
to delay by, after the component.
- **Example**
```luau
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = indexes(items, function(item, i)
return ItemDisplay {
Name = function()
return i .. ": " .. item().name
end,
Image = function()
return "rbxassetid://" .. item().icon
end,
}
end)
```
## values() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
Shows a component for each value in a table.
- **Type**
```luau
function values<KI, VI, VO>(
source: () -> Map<KI, VI>,
constructor: (value: VI, index: () -> KI) -> (VO, number?)
): Array<VO>
- **Details**
Operates with the same idea as `indexes()`, but applied to values instead of
indexes.
Creates a reactive scope internally to detect source updates.
When the source table updates, a component is generated for each value in
the table.
- For any added value, the `constructor` function is run in a new stable scope
to produce an instance that is cached.
- For any removed value, the stable scope for that value is destroyed.
The `constructor` function is called with:
1. The *value itself*.
2. A *source containing the value's index*.
Anytime an existing value's index changes, the `constructor` function is not
rerun, instead, that value's corresponding source is updated with the new
index.
Returns a source holding an array of instances currently shown.
Destruction of the scope can be delayed by returning the number of seconds
to delay by, after the component.
::: warning
Having the same values appear multiple times in the input source table can
cause unexpected behavior. Strict mode has checks for this.
:::
- **Example**
```luau
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = values(items, function(item, i)
return ItemDisplay {
Name = function()
return i() .. ": " .. item.Name
end
Image = "rbxassetid://" .. item.icon,
}
end)
```
- **Extra**
When should you use `indexes()` and `values()`?
`values()` should be used when you have a fixed set of objects where the
same objects can be re-arranged in the source table. It maps a value to a
UI element.
e.g.
- List of all players.
- Inventory of items.
- Chat message history.
- Toast notifications.
`indexes()` should be used in other cases, especially when your source table
has primitive values. It maps an index to a UI element.
e.g.
- List of character or weapon stats.
In most cases, both functions will produce the same observed result.
The main difference is performance, picking the right function to use can
result in less property updates and less re-renders. One case to note is
that `values()` works nicely when animating re-ordering of instances, since
the source index can be used to animate a change in position for the UI
element.
--------------------------------------------------------------------------------

View file

@ -1,218 +0,0 @@
# Reactivity API: Control Flow
<br/>
## show()
Shows one of two components depending on an input source.
- **Type**
```lua
function show<T>(source: () -> unknown, component: () -> T): () -> T?
function show<T, U>(source: () -> unknown, component: () -> T, fallback: () -> U): () -> T | U
```
- **Details**
Returns a source holding an instance of the currently shown component.
When the input source changes from a falsey to a truthy value, the
component will be reran under a new reactive scope. If it changes from a
truthy to falsey value, the reactive scope the component was created in will
be destroyed, and the returned source will output `nil`, or a fallback
component if given.
The fallback component is also ran under a new reactive scope, and destroyed
when the input source switches back to truthy.
## switch()
Shows one of a set of components depending on an input source and a mapping table.
- **Type**
```lua
function switch<K, V>(source: () -> K): (map: Map<K, () -> V>) -> V?
```
- **Details**
Returns a source holding an instance of the currently shown component.
When the input source changes, the new value will be used to lookup a given
mapping table to get a component, which will be ran under a new reactive
scope. If the input source changes, the reactive scope the component was
created in will be destroyed, and a new component created under a new
reactive scope. If no component is found for an input value, the switch will
output `nil`.
- **Example**
```lua
local logged = source(false)
local button = switch(logged) {
[true] = function()
return Button { Text = "Log out", Toggle = logged }
end,
[false] = function()
return Button { Text = "Log in", Toggle = logged }
end
}
```
## indexes()
Maps each index in a table source to an object.
- **Type**
```lua
function indexes<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: () -> VI, index: KI) -> VO
): Array<VO>
- **Details**
Returns a source holding an array of instances currently shown.
When the input source changes, each *index* in the new table is compared with
the last input table.
- For any new index, the `transform` function is ran under a new reactive
scope to produce a new instance.
- For any removed index, the reactive scope for that index is destroyed.
- Unchanged indexes are untouched.
The transform function is called only ever *once* for each index in the
source table.
1. First argument is a *source containing the index's value*.
2. Second argument is the *index itself*.
Anytime an existing index's value changes, the transform function is not
rerun, instead the source value for that index will update, causing anything
depending on it to update too.
- **Example**
The intended purpose of this function is to map each index in a table to
a UI element.
```lua
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = indexes(items, function(item, i)
return ItemDisplay {
Name = function()
return i .. ": " .. item().name
end,
Image = function()
return "rbxassetid://" .. item().icon
end,
}
end)
```
## values()
Maps each value in a table source to an object.
- **Type**
```lua
function values<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: VI, index: () -> KI) -> VO
): Array<VO>
- **Details**
Returns a source holding an array of instances currently shown.
When the input source changes, each *value* in the new table is compared with
the last input table. Similar to `indexes()` but for values instead of indexes.
- For any new value, the `transform` function is ran under a new reactive
scope to produce a new instance.
- For any removed value, the reactive scope for that value is destroyed.
- Unchanged values are untouched.
The transform function is only ever called *once* for each value in the
source table.
1. First argument is the *value itself*.
2. Second argument is a *source containing the value's index*.
Anytime an existing value's index changes, the transform function is not
rerun, instead the source index for that value will update, causing anything
depending on it to update too.
::: warning
Having primitive values in the input source table can cause unexpected
behavior, as duplicate values can result in multiple tranforms being ran for
a single value, meaning there can be multiple source indexes bound to the
same UI element. Strict mode has checks for this.
:::
- **Example**
The intended purpose of this function is to map each value in a table to
a UI element.
```lua
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = values(items, function(item, i)
return ItemDisplay {
Name = function()
return i() .. ": " .. item.Name
end
Image = "rbxassetid://" .. item.icon,
}
end)
```
- **Extra**
When should you use `indexes()` and `values()`?
`values()` should be used when you have a fixed set of objects where the
same objects can be re-arranged in the source table. It maps a value to a
UI element.
e.g.
- List of all players.
- Inventory of items.
- Chat message history.
- Toast notifications.
`indexes()` should be used in other cases, especially when your source table
has primitive value. It maps an index to a UI element.
e.g.
- List of character or weapon stats.
In most cases, both functions will appear to have the same behavior.
The main difference is performance, picking the right function to use can
result in less property updates and less re-renders. One case to note is
that `values()` works nicely when animating re-ordering of instances, since
the value is not destroyed when indexes are changed, and the source index
can easily be put through a spring.
--------------------------------------------------------------------------------

View file

@ -1,53 +1,58 @@
# Reactivity API: Utility
# Reactivity: Utility
## cleanup()
Runs a callback anytime a reactive scope is reran or destroyed.
Queues a callback to run when a scope is reran or destroyed.
- **Type**
```lua
function cleanup(callback: () -> ())
function cleanup(obj: Destroyable)
function cleanup(obj: Disconnectable)
```luau
function cleanup(v: Function | Disconnectable | Destroyable | thread)
type Function = () -> ()
type Destroyable = { destroy: () -> () }
type Disconnectable = { disconnect: () -> () }
```
- **Example**
```lua
local data = source(1)
```luau
local count = source(0)
local destroy = root(function()
effect(function()
local label = create "TextLabel" { Text = data() }
count()
cleanup(function()
label:Destroy()
print "cleaned"
end)
end)
end
-- nothing printed yet
count(1) -- prints "cleaned"
count(2) -- prints "cleaned"
destroy() -- prints "cleaned"
```
## untrack()
## untrack() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Runs a given function where any sources read will not be tracked by a reactive
scope.
Runs a function in a new stable scope.
- **Type**
```lua
```luau
function untrack<T>(source: () -> T): T
```
- **Details**
Updates made to a source passed to `untrack()` will not cause updates to
anything depending on that source.
Can be used inside a reactive scope to read from sources you do not want
tracked by the reactive scope.
- **Example**
```lua
```luau
local a = source(0)
local b = source(0)
@ -56,21 +61,98 @@ scope.
end)
print(sum()) -- 0
b(1)
b(1) -- untracked so reactive scope created by derive() does not rerun
print(sum()) -- 0
a(1)
a(1) -- reactive scope created by derive() reruns
print(sum()) -- 2
```
## read()
Utility used to read a value that is either a primitive or a source. Sources
read can still be tracked inside a reactive scope.
Utility used to read a value that is either a primitive or a source.
- **Type**
```lua
```luau
function read<T>(value: T | () -> T): T
```
--------------------------------------------------------------------------------
## batch()
Runs a function where any source updates made within the function do not
trigger effects until after the function ends.
- **Type**
```luau
function batch(fn: () -> ())
```
- **Details**
Improves performance when an effect depends on multiple sources, and those
sources need to be updated.
- **Example**
```luau
local a = source(0)
local b = source(0)
effect(function()
print(a() + b())
end)
-- prints "0"
batch(function()
a(1) -- no print
b(2) -- no print
end)
-- prints "3"
```
## context() <Badge type="info" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">STABLE</a></Badge>
Creates a new context.
- **Type**
```luau
function context<T>(default: T): Context<T>
type Context<T> =
() -> T -- get
& <U>(T, () -> U) -> U -- set
```
- **Details**
Calling `context()` returns a new context function.
Call this function with no arguments to get the context value.
Call this function with a value and a function to create a new context with
the given value.
The new context is run under a stable scope.
- **Example**
```luau
local theme = context()
local function Button()
print(theme())
end
root(function()
theme("light", function()
Button() -- prints "light"
theme("dark", function()
Button() -- prints "dark"
end)
end)
end)
```

View file

@ -2,7 +2,7 @@
Strict mode is library-wide and can get set by doing:
```lua
```luau
vide.strict = true
```
@ -14,25 +14,24 @@ and identifying improper usage.
Currently, strict mode will:
1. Run derived sources twice a source updates.
2. Run effects twice when a source updates.
3. Throw an error if yields occur where they are not allowed.
4. Checks for `indexes()` and `values()` returning primitive values.
5. Checks for `values()` input having duplicate values.
6. Checks for duplicate nested properties at same depth.
7. Better error reporting and stack traces + creation traces of property bindings.
1. Run reactive scopes twice when a source updates.
2. Throw an error if yields occur where they are not allowed.
3. Checks for `indexes()` and `values()` outputting primitive values.
4. Checks for `values()` input having duplicate values.
5. Checks for duplicate nested properties at same depth.
6. Checks for destruction of an active scope.
7. Better error reporting and stack traces.
By rerunning derived sources and effects twice each time they update,it helps
ensure that derived source computations are pure, and that any
cleanups made in derived sources or effects are done correctly.
By rerunning reactive scopes twice each time they update, it helps ensure that
computations are pure, and that any cleanup is done correctly.
Accidental yielding within reactive scopes can break Vide's reactive graph,
which strict mode can catch.
which strict mode will catch.
As well as additional safety checks, Vide will dedicate extra resources to
recording and better emitting stack traces where errors occur, particularly
when binding properties to sources.
when implicit effects are created for instance property updating.
It is recommend to develop UI with strict mode and to disable it when pushing to
production. In Roblox, production code compiles at O2 by default, so you don't
It is recommended to develop UI with strict mode and to disable it when pushing to
production. In Roblox, production code compiles at O2 by default, so you do not
need to worry about disabling strict mode unless you have manually enabled it.

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@ -1,14 +1,16 @@
---
# https://vitepress.dev/reference/default-theme-home-page
layout: home
pageClass: home
next:
text: 'Introduction'
link: '/tut/crash-course/1-introduction'
hero:
name: Vide
text: ""
name: "Vide"
tagline: A reactive UI library for Luau.
image:
src: /logo.svg
alt: Vide
actions:
- theme: brand
text: Tutorials
@ -17,8 +19,4 @@ hero:
text: API Reference
link: /api/reactivity-core
features:
- title: In Development
details: Not recommended for production use.
---

View file

@ -1,14 +1,12 @@
{
"type": "module",
"scripts": {
"docs:dev": "vitepress dev",
"docs:build": "vitepress build",
"docs:preview": "vitepress preview"
},
"devDependencies": {
"vitepress": "^1.0.0-rc.4",
"vitepress-plugin-mermaid": "^2.0.14"
"vitepress": "^1.4.5",
"vitepress-plugin-mermaid": "2.0.17"
}
}

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# Dynamic Scopes
Dynamic scopes are scopes that are created and destroyed in response to
source updates. This is needed for conditionally rendering parts of your UI,
such as opening and closing menus.
While Vide provides functions for common ways to do this, this section will
show how you can implement them yourself so you are not limited by only what is
provided.
## Recreating [`show()`](/api/reactivity-dynamic#show-reactive)
The most basic one, `show()`, can be
implemented yourself like so:
```luau
local function show(toggle: () -> unknown, component: () -> Instance)
return derive(function()
return if toggle() then untrack(component) else nil
end)
end
```
The main thing to note here is the use of `untrack()`. This function runs its
callback in a new stable scope. Without this, if the component were to create
a reactive scope, an error would occur since a reactive scope cannot be created
within a reactive scope.
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#444455",
"lineColor": "#79B8FF",
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#444455"
}
}}%%
graph
subgraph derive ["derive (reactive)"]
subgraph untrack ["untrack (stable)"]
subgraph effect ["effect (reactive)"]
end
end
end
```
You can see from the above graph how the effect would not be created directly
inside the derive, there is a stable scope between them. This requirement exists
as a guard against unintentional rerendering of UI.
## Recreating [`switch()`](/api/reactivity-dynamic#switch-reactive)
```luau
local function switch(key)
return function(map)
return derive(function()
local component = map[key()]
return if component then untrack(component) else nil
end)
end
end
```
## Recreating [`indexes()`](/api/reactivity-dynamic#indexes-reactive)
This is a more complicated function because it manages multiple scopes at the
same time, unlike the previous functions. Because some scopes may persist
between reruns, we cannot use `untrack()` anymore which automatically destroys
on rerun; we must use `root()` where the lifetime of each scope is managed
manually and independently.
```luau
local function indexes<I, VI, VO>(
input: () -> Map<I, VI>,
transform: (value: () -> VI, index: I) -> VO
)
local index_caches = {} :: Map<I, {
previous_input: VI,
output: VO,
source: (VI) -> VI,
destroy: () -> ()
}?>
-- destroy all scopes if the parent scope is destroyed
cleanup(function()
for _, cache in index_caches do
assert(cache).destroy()
end
end)
return derive(function()
local new_input = input()
-- destroy scopes of removed indexes
for i, cache in index_caches do
if new_input[i] == nil then
assert(cache).destroy()
index_caches[i] = nil
end
end
-- create scopes or update sources of added or changed index values
for i, v in new_input do
local cache = index_caches[i]
if cache == nil then -- no scope created for this index, create one
local src = source(v)
local destroy, result = root(function()
return transform(src, i)
end)
index_caches[i] = {
destroy = destroy,
source = src,
output = result,
previous_input = v
}
elseif cache.previous_input ~= v then -- scope exists, update source
cache.previous_input = v
cache.source(v)
else -- scope exists and value has not changed; do nothing
end
end
-- return the cached output values as an array
local array = table.create(#index_caches)
for _, cache in index_caches do
table.insert(array, assert(cache).output)
end
return array
end)
end
```
--------------------------------------------------------------------------------
Though the above functions are already provided to you by Vide, this serves as
an example for how you may create your own dynamic scope functions.

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@ -1,253 +0,0 @@
# Reactive Scoping
This is a brief document designed to give the user more insight into how Vide's
reactive system works.
## Graph Basics
Vide's reactivity can be represented as a graph, where each source, derived
source, and effect is a node on that graph. The term "*reactive scope*" is just
an abstraction used to refer to these nodes. Each node is a reactive scope.
Each node stores a cached value, a side-effect function, cleanup functions,
its parents and children, and its owner and owned.
Whenever a node is updated it will:
1. destroy its owned nodes
2. run its cleanups
3. rerun its side-effect and update its cached value
4. if its cached value changes, update its children recursively.
There is a difference between children nodes and owned nodes:
- children nodes are updated when a parent is updated.
- owned nodes are destroyed when a parent is updated.
- both children and owned are destroyed when a parent is destroyed.
Nodes created by `root()` generally have no children, and only tracks owned.
Nodes created by `derive()` generally have no owned, and only tracks children.
## Basic Example
```lua
root(function()
local forename = source "quan"
local surname = source "xi"
local name = derive(function()
return forename() .. " " .. surname()
end)
effect(function()
print("new name: " .. name())
end)
end)
```
This code will produce a graph that looks like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
}
}}%%
graph
subgraph root
forename & surname --> name
name --> effect
end
```
Nodes connected by arrows represent parent and children connections.
Nodes within other nodes represent owner and owned connections.
Any time a node is updated, Vide will traverse and update that node's children,
its children's children, etc, until all nodes descending from that node has been
updated. Traversal will stop at a node if that node's cached value does not
change after an update.
When the side-effect for a node is being reran when a node is updated, any
other nodes read within that side-effect are set as parents of the node
currently being reran. As those nodes are read, we know that the current node
depends on them, so any time those nodes are updated, they will update dependent
nodes since they will be stored as children.
When destroying a node, its descendents are traversed and also destroyed.
When being destroyed, a node's connections (parents and children, owner and
owned) are cleared, and any pending cleanup functions are ran.
The purpose of `root()` (which is called internally by `mount()`) is to setup
the root node which will track any node created inside its scope, or any
cleanups registered. Without it, nodes could be garbage collected without a
chance to run pending cleanups which can cause memory leakage.
Nodes created by `source()` can actually exist outside of root nodes, since
they do not have direct side-effects or cleanups, they do not have to be
explicitly destroyed.
## Control-flow Graph Example
Control flow functions in Vide are special, as they can dynamically create and
destroy new root scopes.
It is the combination of the above which allows us to write components like so:
```lua
local function Counter(props: { text: string })
local count = source(0)
local connection = stepped:Connect(function() count(count() + 1) end)
cleanup(function() connection:Disconnect() end)
return create "TextLabel" {
Text = function()
return props.text() .. ": " .. count()
end
}
end
```
Vide doesn't recognise this as a "component", that is a user abstraction. Vide
just sees this as a function that creates nodes in the reactive graph.
```lua
root(function()
local counters = { "A", "B" }
indexes(counters, function(name)
return Counter { text = name }
end)
end)
```
This code produces a graph like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#fff"
}
}}%%
graph LR
subgraph root
counters --> indexes
subgraph root1[subroot 1]
n1[name] --> p1[prop binding]
end
subgraph root2[subroot 2]
n2[name] --> p2[prop binding]
end
end
indexes .-> root1 & root2
```
This shows how the `indexes()` control flow function creates and manages new
root scopes. The function creates an effect seen as `indexes` in the graph,
which manages the new roots `subroot 1` and `subroot 2`, as well as the sources
`name` for which one exists for each index value in the input table.
When the input table changes, `indexes()` can automatically destroy and create
subroots based on the changed indexes. Destroyed nodes run any cleanups made, in
this case it is the cleanups to disconnect the counters connection. The same
applies to all other control flow functions.
Whenever the root reactive scope is destroyed, all its children, `counters` and
`indexes` will be destroyed too, which means that `indexes` children, the
subroots, will also be destroyed. Everything is nicely cleaned up.
## Custom Control-flow Example
Below is a simple example of the `show()` control-flow function.
Each time `visible` changes, `show()` will destroy the current reactive scope
and rerun its function in a new one.
```lua
local visible = source(true)
local count = source(0)
root(function()
show(visible, function()
return create "TextLabel" { Text = count }
end)
end)
```
The above code produces a graph like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1B1B1F"
}
}}%%
graph LR
subgraph root
direction LR
show
subgraph subroot["show() subroot"]
p1[prop binding]
end
end
visible --> show
count --> p1
show -.- subroot
```
This can be recreated without the `show()` control-flow function, with the
following code:
```lua
local visible = source(true)
local count = source(0)
root(function()
local output = derive(function()
visible()
-- untrack so any source read from within this scope
-- will not cause the outer `derive()` call to rerun,
-- we only want `derive()` to rerun when `visible` changes
return untrack(function()
local label = create "TextLabel" {}
effect(function()
label.Text = count()
end)
return label
end)
end)
end)
```
Both of the above code samples will produce the same visible result.

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@ -1 +0,0 @@
# show()

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@ -1 +0,0 @@
# switch()

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@ -1 +0,0 @@
# indexes()

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@ -1 +0,0 @@
# values()

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@ -1,45 +1,21 @@
# Introduction
This is a brief tutorial designed to give you a quick run through the usage of
Vide.
This is a tutorial that introduces the concepts and usage of Vide.
Vide is heavily inspired by [Solid](https://www.solidjs.com/).
This tutorial assumes familiarity with Luau and Roblox GUI.
## Why Vide?
Creating UI is a slow and tedious process. The purpose of Vide is to make UI
declarative and concise, making it faster to create and more importantly easier
to maintain. Vide achieves this using a reactive style of programming which
allows you to focus on the flow of data through your application without
worrying about manually updating UI instances.
Vide's reactive and declarative API aims to let you program UI as simply as
possible, with a strong focus on how data flows through your application.
Some of the main focuses behind Vide's design choices:
Some of Vide's main design choices:
- Concise syntax.
- Being completely typecheckable.
- Independence from instance lifetimes.
- Real reactivity.
- Syntax minimal.
- Data oriented.
- Typechecking compatible.
- Instance independent.
## Structure Of A Vide App
The entry point for all Vide apps is the `mount()` function. This function
sets up Vide's reactivity system. It takes and calls a function that should
create your entire app, and will apply its result to a target.
In Vide, your app should be composed of functions, each function creates a
specific part of your app, and can be reused if needed. These functions are
called *components*.
```lua
local function App()
return {
PlayerStats(),
Inventory(),
Settings()
}
end
mount(App, game.StarterGui)
```
Vide's reactivity operates with the concept
of scopes which carries a learning curve, though is what makes Vide's minimal
syntax possible. The crash course will introduce these concepts gradually.

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@ -2,69 +2,37 @@
Sometimes you may need to do some cleanup when destroying a component or after
a side-effect from a source update. Vide provides a function `cleanup()` which
is used to register a cleanup callback for the next time the reactive scope
it is called in re-runs.
is used to queue a callback for the next time a reactive scope is rerun or
destroyed, or when a stable scope is destroyed.
```lua
local mount = vide.mount
```luau
local root = vide.root
local source = vide.source
local effect = vide.effect
local cleanup = vide.cleanup
local function Timer()
local count = source(0)
local con = game:GetService("RunService").Heartbeat:Connect(function(dt)
count(count() + dt)
local destroy = root(function()
effect(function()
local x = count()
cleanup(function() print(x) end)
end)
cleanup(function()
con:Disconnect()
cleanup(function() print "root destroyed" end)
end)
return create "TextButton" {
Position = UDim2.fromOffset(300, 300),
Size = UDim2.fromOffset(200, 50),
Text = function()
return "seconds: " .. math.floor(count())
end,
}
end
local unmount = mount(Timer)
unmount() -- all registered cleanups are ran, heartbeat connection stopped
count(1) -- prints "0"
count(2) -- prints "1"
destroy() -- prints "2" and "root destroyed"
```
In the above example, this allows us to disconnect the heartbeat connection
when the timer component is destroyed, whether that is from unmounting the app
or if it is dynamically created by a control-flow function, which will be
covered next.
This is another reason why `mount()` is used at the top level of your app, so
that any registered cleanups created by your app components can be ran when
they are destroyed.
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
}
}}%%
graph
subgraph mount
direction LR
cleanup([cleanup]) ~~~ count
count --> bind["effect (text binding)"]
end
```
::: tip
Roblox instances do not need to be explicitly destroyed for their
memory to be freed, they only need to be parented to `nil`. So there is no
need to use `cleanup()` to destroy instances. However, be wary of connecting
a function that references an instance to an event from the same instance,
this causes the instance to reference itself and never be freed. In such a case
you would need to use `cleanup()` to disconnect this connection or to explicitly
destroy the instance.
:::

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@ -1,276 +0,0 @@
# Control Flow
Eventually you will need a way to dynamically create and destroy UI elements
resulting from source updates. Vide provides functions to help you do this,
known as *control flow* functions.
These functions return new sources, which hold the instances to be displayed.
These sources can be assigned as children, meaning the displayed children
will update when the input source updates.
Control flow functions are special, because they run their components in a new
reactive scope, which can be destroyed independently of the reactive scope that
called the control flow function itself. This means that parts of your app can
be independently created then destroyed.
## show()
The most basic control flow function is `show()`, which is used to conditionally
show a component.
```lua
local source = vide.source
local show = vide.show
local function JoinMenu()
local joined = source(false)
local function JoinButton()
return Button {
Activated = function() joined(true) end
}
end
return create "Frame" {
show(function() return not joined() end, JoinButton)
}
end
```
This will make a button to join if you have not joined already.
You can also pass a third argument, a fallback to show if the condition is falsey.
```lua
local function JoinMenu()
local joined = source(false)
local function JoinButton()
return Button {
Activated = function() joined(true) end
}
end
local function LeaveButton()
return Button {
Activated = function() joined(false) end
}
end
return create "Frame" {
show(joined, LeaveButton, JoinButton)
}
end
```
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph root["mount() scope"]
direction LR
joined --> show -.- subroot
subgraph subroot["show() scope"]
direction LR
Button
end
end
```
`show()` will implicitly create an effect depending on `joined`, which can be
seen as `show` on the graph. This effect manages, and can create or destroy
a separate reactive scope seen as `show() scope` on the graph. The dotted line
indicates that it isn't actually connected, only indirectly managed through
code.
## switch()
Similar to `show()`, `switch()`, also condtionally displays one instance at a
time. It is more flexible since it can show one of many components, based on a
table used to map a source value to a component.
```lua
local source = vide.source
local switch = vide.switch
local function JoinMenu()
local joined = source(false)
local function JoinButton()
return Button {
Activated = function() joined(true) end
}
end
local function LeaveButton()
return Button {
Activated = function() joined(false) end
}
end
return create "Frame" {
switch(joined) {
[true] = LeaveButton,
[false] = JoinButton
}
}
end
```
This example is equivalent to the previous one.
The switch can map any value to any component.
```lua
type ActiveMenu = "none" | "inventory" | "shop" | "settings"
local menu = source "inventory"
switch(menu) {
inventory = InventoryMenu,
shop = ShopMenu,
settings = SettingsMenu
}
```
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph root["mount() scope"]
direction LR
menu --> switch -.- subroot
subgraph subroot["switch() scope"]
direction LR
Menu
end
end
```
## indexes()
Often, you will have a table of values with each value displayed in a similar
manner. Rather than manually looping over each value to generate a corresponding
UI element, `indexes()` allows you to create elements for each table index, to
display the value at that index.
```lua
local todoList = source {
"finish the crash course",
"star vide's GitHub"
}
local function TodoList(props: { list: () -> Array<string> })
return create "Frame" {
create "UIListLayout" {},
indexes(todoList, function(todo, i)
return create "TextLabel" {
Text = function()
return i .. ": " .. todo()
end,
LayoutOrder = i
}
end)
}
end
TodoList { list = todoList }
```
For each index in the given source table, the given function will be called
with:
1. a source containing the value of the index
2. the index itself
When the value at an index is changed, the function is not reran. Instead, the
given source for that index is updated.
Any time the input source table is updated, the given function will be ran for
any newly added indexes, while any removed indexes (indexes now with a `nil`
value), will have its corresponding reactive scope destroyed to clean up that
element.
`indexes()` is said to *map* each table index to a new UI element that can
update to display the current value at that index.
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph root ["mount() scope"]
direction LR
todoList --> indexes -.- subroot1 & subroot2
subgraph subroot1 ["indexes() scope 1"]
direction LR
value1[todo] --> prop1["prop binding"]
end
subgraph subroot2 ["indexes() scope 2"]
direction LR
value2[todo] --> prop2[prop binding]
end
end
```
One thing to note regarding table sources, is that when you edit a table in a
source, you must set that table again to actually update the source.
```lua
local src = source { 1, 2 }
local data = src()
table.insert(data, 3) -- no effects will run
src(data) -- effects will run
```
Together, these control flow functions cover the majority of cases where you
need to dynamically create and destroy parts of your UI.
If you need to do something that these control flow functions cannot, you can
always use `mount()` within an effect to dynamically create and destroy
components on your own terms. Just remember to use `cleanup()` to unmount when
the effect reruns.

View file

@ -0,0 +1,211 @@
# Dynamic Scopes
Eventually you may need a way to dynamically create and destroy UI elements
resulting from source updates. Vide provides functions to help you do this,
known as *dynamic scope* functions.
These functions create and destroy scopes for you in response to source
updates. They return a source containing the created component. This source can
be parented as a child which will update the shown children whenever the source
updates.
The simplest example is using `show()`.
```luau
local source = vide.source
local create = vide.create
local show = vide.show
local root = vide.root
function Button(props: { Text: string, Activated: () -> () })
return create "TextButton" {
Text = props.Text,
Activated = props.Activated
}
end
function Menu()
return create "TextLabel" {
Text = "This is a menu"
}
end
function App()
local toggled = source(false)
return create "ScreenGui" {
Button {
Text = "Toggle Menu",
Activated = function()
toggled(not toggled())
end
},
show(toggled, Menu) -- [!code highlight]
}
end
root(function()
App().Parent = game.StarterGui
end)
```
This is a complete example of rendering UI which has a single button that
toggles the opening of a menu.
--------------------------------------------------------------------------------
Another common function is `indexes()`. This function creates a component for
each index in a table.
Each component created is done so in a new and independent stable scope. The
indexes of the table are checked each source update to prevent redunant
destruction and recreation of UI elements.
```luau
local source = vide.source
local create = vide.create
local indexes = vide.indexes
local root = vide.root
local function Todo(props: {
Text: () -> string,
Position: number,
Activated: () -> ()
})
return create "TextButton" {
Text = function() return props.Position .. ": " .. props.Text() end,
LayoutOrder = props.Position,
Activated = Activated
}
end
local function TodoList(props: { List: () -> Array<string> })
return create "Frame" {
create "UIListLayout" {},
indexes(props.List, function(text, i) -- [!code highlight]
return Todo {
Text = text,
Position = i,
Activated = function() -- remove the todo when clicked
local list = props.List()
table.remove(list, i)
props.List(list)
end
}
end)
}
end
function App()
local list = source {
"finish the crash course",
"star Vide's GitHub"
}
return create "ScreenGui" {
TodoList { List = list },
}
end
root(function()
App().Parent = game.StarterGui
end)
```
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#0d131b"
}
}}%%
graph
subgraph root ["root"]
direction LR
todoList --> indexes -.- subroot1 & subroot2
subgraph subroot1 ["indexes scope 1"]
direction LR
value1[todo] --> prop1["prop binding"]
end
subgraph subroot2 ["indexes scope 2"]
direction LR
value2[todo] --> prop2[prop binding]
end
end
```
When you edit a table in a source, you must set that table again to actually
update the source.
```luau
local src = source { 1, 2 }
local data = src()
table.insert(data, 3) -- no effects will run
src(data) -- effects will run
```
--------------------------------------------------------------------------------
All dynamic scope functions also support delaying the destruction of the scope.
This is useful for playing any sort of animation or effect before the UI
instance is removed.
If you have the following code, for example:
```lua
local function Menu()
return create "Frame" {}
end
local toggled = source(true)
create "ScreenGui" {
show(toggled, function()
return Menu {}
end)
}
toggled(false) -- menu will disappear immediately
```
```lua
local function Menu(props: { Visible: () -> boolean })
local transparency = spring(function()
return if p.Visible then 0 else 1
end
return create "Frame" {
BackgroundTransparency = transparency
}
end
local toggled = source(true)
create "ScreenGui" {
show(toggled, function(_, present)
return Menu { p.Visible = present }, 3 -- give a generous 3 seconds for the spring to complete before destroying
end)
}
toggled(false)
-- `present` will go `false` immediately
-- transparency will begin being sprung
-- after 3 seconds the scope is destroyed, giving the spring enough time to complete
```
If `toggled` goes from truthy to falsey, beginning the timer, but then back
to truthy before the timer finishes, the timer is cancelled and the scope is
not destroyed.

View file

@ -1,13 +1,11 @@
# Actions
Actions in Vide are special callbacks that you can pass along with properties,
Actions are special callbacks that you can pass along with properties,
to run some code on an instance receiving them.
```lua
```luau
local action = vide.action
```
```lua
create "TextLabel" {
Text = "test",
@ -22,13 +20,15 @@ create "TextLabel" {
Actions can be wrapped with functions for reuse. Below is an example of an
action used to listen for property changes:
```lua
```luau
local action = vide.action
local source = vide.source
local effect = vide.effect
local cleanup = vide.cleanup
local function changed(prop: string, callback: (new) -> ())
local function changed(property: string, callback: (new) -> ())
return action(function(instance)
local connection = instance:GetPropertyChangedSignal(prop):Connect(function()
local connection = instance:GetPropertyChangedSignal(property):Connect(function()
callback(instance[property])
end)
@ -44,9 +44,11 @@ local instance = create "TextBox" {
changed("Text", output)
}
instance.Text = "foo"
effect(function()
print(output())
end)
print(output()) -- "foo"
instance.Text = "foo" -- "foo" will be printed by the effect
```
The source `output` will be updated with the new property value any time it is

View file

@ -1,120 +0,0 @@
# Nested Properties
Often when creating components from existing components, you can find yourself
repetitively passing through properties such as size or position.
Example below:
```lua
function Background(props: {
Color: Color3,
AnchorPoint: UDim2,
Position: UDim2,
Size: UDim2
})
return create "Frame" {
Color = props.Color
AnchorPoint = props.AnchorPoint,
Position = props.Position,
Size = props.Size
}
end
function Menu(props: {
Color = props.Color
AnchorPoint: UDim2,
Position: UDim2,
Size: UDim2
})
return Background {
Color = props.Color,
AnchorPoint = props.AnchorPoint,
Position = props.Position,
Size = props.Size
}
end
```
One way this can be avoided is by using *property nesting*. In Vide, passing a
table value inside `props` has special semantics. Any key with a table value is
not assigned like a property, instead the table is iterated and processed just
like the outer table is. Any properties in the nested table will be assigned
to the instance just the same.
Below is an example of how you can use this to pass groups of similar properties
together such as position and size, while also using typechecking.
```lua
type Layout = {
Layout = {
Position: UDim2?,
Size: UDim2?,
AnchorPoint: Vector2?
}
}
function Background(props: Layout & { Color: Color3 })
return create "Frame" {
Color = props.Color,
props.Layout
}
end
function Menu(props: Layout & { Color: Color3 })
return Background {
Color = props.Color,
Layout = props.Layout
}
end
```
Here we created a nested group with the key `Layout` that can accept
layout-related properties. Any name could be chosen for the key.
This allows us to write much more concise syntax that is also typecheckable.
In another example we use a key named `Children` to pass arrays of instances to
be parented.
```lua
type Children = {
-- also can optionally pass a source that returns an array of children too
Children = Array<Instance> | () -> Array<Instance>
}
local function List(props: Children & Layout)
return create "Frame" {
props.Children,
props.Layout,
create "UIListLayout" {}
}
end
List {
Layout = {
Position = UDim2.new()
},
Children = {
create "TextLabel" { Text = "1" },
create "TextLabel" { Text = "2" }
}
}
```
Deeper nested properties are guaranteed to be set after shallower nested
properties, this can be used to create overridable default properties.
```lua
local function List(props: Children & Layout)
return create "Frame" {
props.Children,
props.Layout,
-- can be overriden by `props.Layout`
AnchorPoint = Vector2.new(0.5, 0),
Position = UDim2.fromScale(0.5, 0),
create "UIListLayout" {}
}
end
```

View file

@ -11,9 +11,9 @@ want this.
Strict mode will run derived sources and effects twice each time they update.
This is to help ensure that derived source computations are pure, and that any
cleanups made in derived sources or effects are done correctly.
cleanups made in derived sources or effects are done properly.
```lua
```luau
local source = vide.source
local effect = vide.effect
@ -23,6 +23,7 @@ local count = source(0)
local ran = 0
effect(function()
count()
ran += 1
end)

View file

@ -0,0 +1,113 @@
# Concepts Summary
A summary of all the concepts covered during the crash course.
## Source
A source of data.
Stores a single value that can be updated.
Created with `source()`.
## Derived Source
A new source composed of other sources.
Created with a plain function or with `derive()`.
## Effect
Anything that happens in response to a source update.
Created with `effect()`.
## Stable Scope
One of the two types of Vide scopes.
Created by:
- `root()`
- `untrack()`
- `show()`
- `indexes()`
Stable scopes do not track sources and never rerun.
New stable or reactive scopes can be created within a stable scope.
## Reactive Scope
Created by:
- `effect()`
- `derive()`
Reactive scopes do track sources and will rerun when those sources update.
Reactive scopes cannot be created within a reactive scope, but stable scopes
can be created within a reactive scope.
## Scope Cleanup
When a scope is rerun or destroyed, all scopes created within it are
automatically destroyed.
Any functions queued by `cleanup()` are also ran.
## Reactive Graph
The combination of stable and reactive scopes can viewed graphically, called a
*reactive graph*. This can be a more intuitive way to think of the
relationships between effects and the sources they depend on.
### Code
```luau
local count = source(0)
root(function()
local text = derive(function()
return "count: " .. count()
end)
effect(function()
print(text())
end)
end)
```
### Graph resulting from code
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#202530"
}
}}%%
graph LR
subgraph root
text --> effect
end
count --> text
```
Notes:
- Since `count` is a source, not an effect, it can exist
outside of scopes.
- An update to `count` will cause `text` to rerun, which
then causes `effect` to rerun.
- When the root scope is destroyed, `text` and
`effect` will be destroyed alongside it, since they were created within it.
`count` will be untouched and future updates to `count` will have no effect.

View file

@ -2,17 +2,12 @@
Instances are created using `create()`.
`create()` returns a constructor for a class which then takes a table of
properties to assign when creating a new instance for that class.
Parentheses `()` can be omitted when calling functions with string or
table literals for brevity.
Luau allows us to omit parentheses `()` when calling functions with string or
table literals which Vide takes advantage of for brevity.
```lua
local mount = vide.mount
```luau
local create = vide.create
local function App()
return create "ScreenGui" {
create "Frame" {
AnchorPoint = Vector2.new(0.5, 0.5),
@ -36,19 +31,8 @@ local function App()
}
}
}
end
mount(App, game.StarterGui)
```
Assign a value to a string key to set a property, and assign a value to a
number key to set a child. Events can be connected to by assigning a function
to a string key.
::: warning
When creating an instance with no properties, it is important to not forget to
actually call the constructor: `create "Frame" {}` and not `create "Frame"`.
To be clear, `create "Frame"` returns a *function* which is a constructor for
that class, not an instance of that class. This would result in you attempting
to parent a function instead of an instance which is not correct.
:::

View file

@ -1,13 +1,16 @@
# Components
Vide encourages separating different parts of your UI into functions called
*components*.
A component is a function that creates and returns a piece of UI.
This is a way to separate your app into small chunks that you can reuse and put
This is a way to separate your UI into small chunks that you can reuse and put
together.
::: code-group
```lua [Button.luau]
```luau [Button.luau]
local create = vide.create
local function Button(props: {
@ -31,13 +34,12 @@ end
return Button
```
```lua [App.luau]
local mount = vide.mount
```luau [Menu.luau]
local create = vide.create
local Button = require(Button)
local function App()
local function Menu()
return create "ScreenGui" {
Button {
Position = UDim2.fromOffset(200, 200),
@ -56,22 +58,8 @@ local function App()
}
}
end
mount(App, game.StarterGui)
```
:::
Above is a simple example of a button component being used across files.
A single parameter `props` is used to pass properties to the component.
Components allow you to *encapsulate* behavior. You can only modify the
component in ways that you allow in the component, through the `props` parameter.
To create a new button all you must do is call the `Button` function, passing in
values. This saves having to create and set every property each time. Also, when
updating the button component in future, any changes to the button file will be
seen anywhere the button is used in your app.
This can be extended to much more complicated UI.

View file

@ -1,11 +1,11 @@
# Sources
Sources are special objects that store a single value. They are the core of
Vide's reactivity. They are called sources because they act as sources of data.
Sources are special objects that store a single value and are the core of
Vide's reactivity.
A source can be created using `source()`.
```lua
```luau
local source = vide.source
local count = source(0)
@ -16,17 +16,13 @@ The value passed to `source()` is the initial value of the source.
The value of a source can be set by calling it with an argument, and can be read
by calling it with no arguments.
```lua
```luau
count(count() + 1) -- increment count by 1
```
Sources can be *derived* by wrapping them in functions. A wrapped source
effectively becomes a new source.
Sources can be *derived* by wrapping them in functions.
Derived sources should be pure functions. This is where the same output is
always produced for the same input no matter how many times it is reran.
```lua
```luau
local count = source(0)
local text = function()
@ -38,8 +34,5 @@ count(1)
print(text()) -- "count: 1"
```
Sources on their own aren't very special, the above can be achieved with plain
variables. The real use for sources become apparent when used in combination
with Vide's *reactive scopes*. When a source is read from within a reactive
scope, it can automatically rerun the scope that reads it when the source is
updated in the future.
While the above can be achieved with plain variables, the use for sources will
be obvious in the next part.

View file

@ -1,12 +1,11 @@
# Effects
Effects are functions that are ran in response to source updates. They are
called effects because they cause *side-effects* when reacting to source
updates.
Effects are functions that are ran in response to source updates.
A source and effect is analogous to a signal and connection.
Effects are created using `effect()`.
```lua
```luau
local source = vide.source
local effect = vide.effect
@ -21,14 +20,16 @@ count(1)
-- "count: 1" printed
```
The callback given to `effect()` is initially ran immediately in a
*reactive scope*. Any source read from inside a reactive scope will be tracked,
so that if any of those sources update, the effect will be reran too.
Any source read inside an effect is tracked and will rerun the effect when
that source is updated.
Effects also work with derived sources, it doesn't matter how deeply nested
The effect runs its callback once immediately to initially figure out what
sources are being read.
Derived sources are also tracked, it does not matter how deeply nested
inside a function a source is.
```lua
```luau
local source = vide.source
local effect = vide.effect
@ -49,3 +50,22 @@ count(2)
If a source is updated with the same value it already had, it will not rerun
effects depending on it.
You can also read from a source within an effect without the effect tracking it.
```luau
local source = vide.source
local effect = vide.effect
local untrack = vide.untrack
local a = source(0)
local b = source(0)
effect(function()
print(`a: {a()} b: {untrack(b)}`)
end)
a(1) -- prints "a: 1 b: 0"
b(1) -- prints nothing
a(2) -- prints "a: 2 b: 1"
```

View file

@ -1,68 +0,0 @@
# Root Reactive Scopes
Any reactive scopes created, such as by `effect()`, must be done so within a
"root" reactive scope. This is the main purpose of `mount()`, which you use
once at the top level to create your app as shown in the first introduction.
This is so that when the app is unmounted, it can clean up any reactive scopes
created within it, since reactive scopes track any reactive scopes created
within them.
```lua
local source = vide.source
local effect = vide.effect
local function App()
local count = source(0)
effect(function()
print(count())
end)
end
vide.mount(App) -- works!
App() -- will error since effect() was not called within a reactive scope
```
Mounting returns a function that when called will destroy any reactive scopes
created during the `mount()` call.
```lua
local unmount = mount(App)
unmount()
```
Vide's reactivity can be represented graphically, as a *reactive graph*.
The reactive graph for the above example looks like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
}
}}%%
graph
subgraph root["mount"]
direction LR
count --> effect
end
```
When the `mount` scope is destroyed, the `effect` scope will also be destroyed
since it was created within it.
You don't need to worry about ensuring all your effects are created within a
root scope, since you should be creating all your UI and corresponding effects
within a top-level `mount()` call that puts all your UI together. So it is safe
to assume that any effect you create will be created under this top level scope.

View file

@ -0,0 +1,88 @@
# Scopes
Just like how a signal's connection may need to be disconnected, a source's
effect also may need to be disconnected.
But the disconnecting of many signals and connections is tedious and verbose.
Vide instead operates on the concept of scopes which provides a much cleaner
API, given that you follow a few rules.
There are two types of scopes: stable and reactive.
- A scope must be created within another scope.
- Stable scopes never rerun.
- Reactive scopes can rerun.
- A reactive scope cannot be created within another reactive scope, only within
a stable scope.
An exception to the first rule is `root()`, which creates the initial scope that
you destroy manually with a destructor function it returns.
`root()` creates a stable scope.
`effect()` creates a reactive scope.
Whenever a scope is destroyed, any scope created within that scope is also
destroyed, and so on.
```luau
local root = vide.root
local source = vide.source
local effect = vide.effect
local count = source(0)
local function setup()
effect(function()
print(count())
end)
end
setup() -- error, effect() tried to create a reactive scope with no stable scope
local destroy = root(setup) -- ok since effect() was called in a stable scope
count(1) -- prints "1"
count(2) -- prints "2"
destroy()
count(3) -- reactive scope created by effect() is destroyed, it does not rerun
```
Vide's reactivity can be represented graphically, as a *reactive graph*.
The reactive graph for the above example looks like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#0d131b"
}
}}%%
graph
subgraph root
direction LR
count --> effect
end
```
When the stable `root()` scope is destroyed, the reactive `effect()`
scope will also be destroyed since it was created within it.
This is important because you may have an effect that updates the property of a
UI instance, meaning the effect is referencing and holding that instance in
memory. The effect being destroyed will remove this reference, allowing the
instance to be garbage collected.
You don't need to worry about ensuring all your effects are created within a
stable scope, since you should be creating all your UI and effects within a
single top-level `root()` call that puts all your UI together, making it safe to
assume any effect created will be created under this stable scope.

View file

@ -1,13 +1,9 @@
# Stateful Components
# Reactive Components
A stateful component is a component that stores and displays some data.
Stateful components in Vide are created using sources and effects - sources to
Reactive components in Vide are created using sources and effects - sources to
store the data, and effects to display the data.
## Internal State
```lua
```luau
local create = vide.create
local source = vide.source
local effect = vide.effect
@ -32,25 +28,16 @@ end
Above is an example of a counter component, that when clicked, will increment
its internal count, and automatically update its text to reflect that count.
Making a property update based on a source is also referred to as *property
binding*.
Each instance of `Counter()` will maintain its own independent count, since the
count source is created inside the scope of the component.
## External State
count source is created inside the component.
External sources can also be passed into components for them to use.
```lua
local function Counter(props: { count: () -> number })
```luau
local function CountDisplay(props: { count: () -> number })
local count = props.count
local instance = create "TextButton" {
Activated = function()
count(count() + 1)
end
}
local instance = create "TextLabel" {}
effect(function()
instance.Text = "count: " .. count()
@ -61,13 +48,13 @@ end
local count = source(0)
Counter {
CountDisplay {
count = count
}
count(1) -- the Counter component will update to display this count
count(1) -- the CountDisplay component will update to display this count
```
Sources can be created internally or passed in from externally, there are no
restrictions on how they are used as long as the effect using it is created
within a reactive scope so that it can be cleaned up later.
within a stable scope.

View file

@ -0,0 +1,83 @@
# Implicit Effects
Explicitly creating effects to update properties is tedious. You can
*implicitly* create an effect to update properties instead.
::: code-group
```luau [Implicit Effect]
local create = vide.create
local source = vide.source
local function Counter()
local count = source(0)
return create "TextButton" {
Activated = function()
count(count() + 1)
end,
Text = function()
return "count: " .. count()
end
}
end
```
```luau [Explicit Effect]
local create = vide.create
local source = vide.source
local effect = vide.effect
local function Counter()
local count = source(0)
local instance = create "TextButton" {
Activated = function()
count(count() + 1)
end
}
effect(function()
instance.Text = "count: " .. count()
end)
return instance
end
```
:::
This example is equivalent to the example seen on the previous page.
Instead of explicitly creating an effect, assigning a (non-event) property a
function will implicitly create an effect to update that property.
## Children
Children can also be set in a similar manner. A source passed as a child (passed
with a number key instead of string key) can return an instance or an array of
instances. An effect is automatically created to unparent removed instances and
parent new instances on source update.
```luau
local items = source {
create "TextLabel" { Text = "A" }
}
local function List(props: { children: () -> { Instance } })
return create "Frame" {
create "UIListLayout" {},
props.children
}
end
local list = List { children = items } -- creates a list with text label "A"
items {
create "TextLabel" { Text = "B" },
create "TextLabel" { Text = "C" }
}
-- this will automatically unparent text label "A", and parent labels "B" and "C"
```

View file

@ -1,67 +0,0 @@
# Property Binding
Explicitly creating effects to update properties can become verbose when there
are a lot of properties to update. Vide provides a way to *implicitly* create
an effect to update properties on source update.
```lua
local create = vide.create
local source = vide.source
local function Counter()
local count = source(0)
return create "TextButton" {
Text = function()
return "count: " .. count()
end,
Activated = function()
count(count() + 1)
end
}
end
```
This example is equivalent to the example seen on the previous page.
Instead of explicitly creating an effect, assigning a (non-event) property
a function will implicitly create a side-effect to update that property anytime
a dependent source is updated.
Just like effects, the function is ran immediately in a reactive scope to set
the property initially and determine what sources are being depended on.
This allows you as the programmer to not need to manually update UI as the state
of your program changes. You just define how the data sources map to UI, and
Vide's reactive system will automatically update any properties depending on
those sources that were updated.
## Children Binding
Children can also be set in a similar manner. A source passed as a child (passed
with a number key instead of string key) can return an instance or an array of
instances. Vide will automatically unparent removed instances and parent new
instances when that source's stored instances change.
```lua
local items = source {
create "TextLabel" { Text = "A" }
}
local function List(props: { children: () -> { Instance } })
return create "Frame" {
create "UIListLayout" {},
props.children
}
end
local list = List { children = items } -- creates a list with a single text label "A"
items {
create "TextLabel" { Text = "B" },
create "TextLabel" { Text = "C" }
}
-- this will automatically unparent the text label "A", and parent the labels "B" and "C".
```

View file

@ -2,7 +2,7 @@
We have seen the basic way to derive a source:
```lua
```luau
local count = source(0)
local text = function()
@ -18,7 +18,7 @@ However, in some cases where this source could be used by multiple effects at
the same time, the function wrapping the source will needlessly rerun to convert
the count into a string for each effect using it.
```lua
```luau
local source = vide.source
local effect = vide.effect
@ -29,24 +29,20 @@ local text = function()
return "count: " .. tostring(count())
end
effect(function()
text() -- prints "ran"
end)
effect(function() text() end)
effect(function() text() end)
effect(function()
text() -- prints "ran" again
end)
count(1) -- prints "ran" x2
```
To avoid this, you can use `derive()` to derive a new source instead. This will
run a callback in a new reactive scope only when a dependent source has updated.
Reading this derived source multiple times will just return a cached result from
when it last updated.
run a function in a reactive scope only when a source used inside updated.
Reading this derived source multiple times will just return a cached result.
```lua
```luau
local source = vide.source
local derive = vide.derive
local effect = vide.effect
local derive = vide.derive
local count = source(0)
@ -55,16 +51,14 @@ local text = derive(function()
return "count: " .. tostring(count())
end)
effect(function()
text() -- prints "ran"
end)
effect(function() text() end)
effect(function() text() end)
effect(function()
text() -- does not print, returns cached value
end)
count(1) -- prints "ran" x1
```
`derive()` must also be used within a root reactive scope, just like `effect()`.
Because `derive()` creates a reactive scope, it must be called within a stable
scope, just like `effect()`.
If the recalculated value is the same as the old value, the derived source will
not rerun the effects using it.
@ -75,12 +69,12 @@ The reactive graph for the above example:
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryColor": "#111720",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"primaryBorderColor": "#111720",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
"tertiaryColor": "#0d131b",
"tertiaryBorderColor": "#0d131b"
}
}}%%
@ -93,6 +87,7 @@ end
```
Deriving a source in this manner is similar to creating an effect to update
another source. You should never manually do this using an effect however,
improper usage could accidently create infinite loops in the reactive graph.
Always favour deriving when you need one source to update based on another.
another source. You should avoid doing this using an effect however.
Improper usage could accidently create infinite loops in the reactive graph.
Always favour deriving when you need one source to update based on another
source.

10
init.luau Normal file
View file

@ -0,0 +1,10 @@
local vide = require "@self/src/lib"
export type source<T> = vide.source<T>
export type Source<T> = vide.Source<T>
export type context<T> = vide.context<T>
export type Context<T> = vide.Context<T>
export type Instances = vide.Instances
export type Properties<T> = vide.Properties<T>
return vide

15
pesde.toml Normal file
View file

@ -0,0 +1,15 @@
name = "centau/vide"
version = "0.4.1"
description = "A reactive Luau library for creating UI."
authors = ["centau"]
repository = "https://github.com/centau/vide"
license = "MIT"
includes = ["src/*", "README.md", "pesde.toml"]
[target]
environment = "roblox"
build_files = ["src"]
lib = "src/init.luau"
[indices]
default = "https://github.com/pesde-pkg/index"

9
rokit.toml Normal file
View file

@ -0,0 +1,9 @@
# This file lists tools managed by Rokit, a toolchain manager for Roblox projects.
# For more information, see https://github.com/rojo-rbx/rokit
# New tools can be added by running `rokit add <tool>` in a terminal.
[tools]
pesde = "pesde-pkg/pesde@0.6.2+registry.0.2.2"
wally = "upliftgames/wally@0.3.2"
rojo = "rojo-rbx/rojo@7.4.4"

View file

@ -10,14 +10,14 @@ local function is_action(v: any)
end
local function action(callback: (Instance) -> (), priority: number?): Action
local t = {
local a = {
priority = priority or 1,
callback = callback
}
setmetatable(t :: any, ActionMT)
setmetatable(a :: any, ActionMT)
return table.freeze(t)
return table.freeze(a)
end
return function()

View file

@ -1,161 +1,161 @@
if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof :: never
local Vector2 = game and Vector2 or require "test/mock".Vector2 :: never
local UDim2 = game and UDim2 or require "test/mock".UDim2 :: never
local typeof = game and typeof or require "../test/mock".typeof :: never
local flags = require(script.Parent.flags)
local throw = require(script.Parent.throw)
local bind = require(script.Parent.bind)
local _, is_action = require(script.Parent.action)()
local graph = require(script.Parent.graph)
local flags = require "./flags"
local implicit_effect = require "./implicit_effect"
local _, is_action = require "./action"()
local graph = require "./graph"
type Node<T> = graph.Node<T>
type Array<V> = { V }
type ArrayOrV<V> = {ArrayOrV<V>} | V
type Map<K, V> = { [K]: V }
-- buffer of event -> callback to connect after properties are set
local event_buffer = {} :: Map<string, () -> ()>
type Cache = {
-- event listeners to connect after properties are set
events: Array<
| string -- 1. event name
| () -> () -- 2. listener
>,
-- buffer of priority -> callback to run after events are connected
local action_buffers = {} :: Map<number, Array<(Instance) -> ()>>
-- actions to run after events are connected
actions: Map<
number, -- priority
Array<(Instance) -> ()> -- action callbacks
>,
-- lazily create buffers on nil index
setmetatable(action_buffers :: any, {
__index = function(_, i: number)
action_buffers[i] = {}
return action_buffers[i]
end
})
-- what to parent the instance to after running actions
parent: unknown,
-- cache in strict mode to detect duplicate property set at same nesting level
local nested_debug_cache = {} :: Map<number, Map<string, true>>
-- cache to detect duplicate property setting at same nesting depth
nested_debug: Map<
number, -- depth
Map<string, true> -- set of property names
>,
setmetatable(nested_debug_cache :: any, {
__index = function(_, i: number)
nested_debug_cache[i] = {}
return nested_debug_cache[i]
end
})
-- use stack instead of recursive function to process nested layers one at time
-- deeper-nested properties take precedence over shallower-nested ones
-- each nested layer occupies two indexes: 1. table ref 2. nested depth
-- e.g. { t1 = { t3 = {} }, t2 = {} } -> { t1, 1, t2, 1, t3, 2 }
local nested_stack = {} :: { {} | number }
nested_stack: { {} | number }
}
-- todo: solution without manual updating of this table
-- map of datatype names to class default constructor for aggregate init
local aggregates = {}
local free_cache: Cache?
for i, v in next, {
CFrame = CFrame,
Color3 = Color3,
UDim = UDim,
UDim2 = UDim2,
Vector2 = Vector2,
Vector3 = Vector3,
Rect = Rect
} do
aggregates[i] = v.new
local function borrow_cache(): Cache
if free_cache then
local cache = free_cache
free_cache = nil
return cache
else
return {
events = {},
actions = setmetatable({} :: any, { -- lazy init
__index = function(self, i) self[i] = {}; return self[i] end
}),
parent = nil,
nested_debug = setmetatable({} :: any, {
__index = function(self, i: number) self[i] = {}; return self[i] end
}),
nested_stack = {}
}
end
end
-- processes a potentially nested table of values to assign to an instance
local function process_props(instance: Instance, properties: Map<unknown, unknown>)
local strict = flags.strict
local function return_cache(cache: Cache )
free_cache = cache
end
table.clear(nested_stack)
if strict then table.clear(nested_debug_cache) end
local depth = 1
repeat
local function process_properties(properties: Map<unknown, unknown>, instance: Instance, cache: Cache, depth: number)
for property, value in properties do
if type(property) == "string" then
if strict then -- check for duplicate prop assignment at nesting layer
if nested_debug_cache[depth][property] then
throw(`duplicate property {property} at depth {depth}`)
if flags.strict then -- check for duplicate property assignment at nesting depth
if cache.nested_debug[depth][property] then
error(`duplicate property {property} at depth {depth}`, 0)
end
nested_debug_cache[depth][property] = true
cache.nested_debug[depth][property] = true
end
if type(value) == "table" then -- attempt aggregate init
local ctor = aggregates[typeof((instance :: any)[property])]
if ctor == nil then
throw(`cannot aggregate type {typeof(value)} for property {property}`)
if property == "Parent" then
cache.parent = value
continue
end
(instance :: any)[property] = ctor(unpack(value :: {}))
elseif type(value) == "function" then
if type(value) == "function" then
if typeof((instance :: any)[property]) == "RBXScriptSignal" then
event_buffer[property] = value :: () -> () -- add event to buffer
table.insert(cache.events, property) -- add event name to buffer
table.insert(cache.events, value :: () -> ()) -- add event listener to buffer
else
bind.property(instance, property, value :: () -> ()) -- bind property
implicit_effect.property(instance, property, value :: () -> ()) -- create implicit effect for property
end
else
(instance :: any)[property] = value -- set property
end
elseif type(property) == "number" then
if type(value) == "function" then
bind.children(instance, value :: () -> Instance | Array<Instance>) -- bind children
implicit_effect.children(instance, value :: () -> ArrayOrV<Instance>) -- bind children
elseif type(value) == "table" then
if is_action(value) then
table.insert(action_buffers[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer
table.insert(cache.actions[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer
elseif flags.defer_nested_properties then
table.insert(cache.nested_stack, value :: {})
table.insert(cache.nested_stack, depth + 1) -- push table to stack for later processing
else
table.insert(nested_stack, value :: {})
table.insert(nested_stack, depth + 1) -- push table to stack for later processing
process_properties(value :: Map<unknown, unknown>, instance, cache, depth + 1)
end
else
elseif type(value) == "userdata" then
(value :: Instance).Parent = instance -- parent child
end
end
end
-- pop next nested table off stack
depth = table.remove(nested_stack) :: number
properties = table.remove(nested_stack) :: {}
until not properties
end
-- applies table of nested properties to an instance using full vide semantics
local function apply<T>(instance: T & Instance, properties: { [unknown]: unknown }): T
if not properties then
throw("no properties given, did you forget to call the constructor returned by create()?")
error "attempt to call a constructor returned by create() with no properties"
end
-- queue parent assignment if any for last
local parent: unknown = properties.Parent
if parent then properties.Parent = nil end
local caches = borrow_cache()
local events = caches.events
local actions = caches.actions
local nested_debug = caches.nested_debug
local nested_stack = caches.nested_stack
-- reset buffers
table.clear(event_buffer)
for _, buffer in next, action_buffers do
table.clear(buffer)
-- process all properties
local depth = 1
repeat
process_properties(properties, instance, caches, depth)
depth = table.remove(nested_stack) :: number
properties = table.remove(nested_stack) :: {}
until not properties
for i = 1, #events, 2 do
local event_name = events[i]
local event_listener = events[i + 1]
;(instance :: any)[event_name]:Connect(event_listener)
end
-- process all properties for immediate setting or buffering
process_props(instance, properties)
-- connect buffered events
for event, fn in next, event_buffer do
(instance :: any)[event]:Connect(fn)
end
-- run buffered actions
for _, buffer in next, action_buffers do
for _, callback in next, buffer do
for _, queued in actions do
for _, callback in queued do
callback(instance)
end
end
-- finally set parent if any
local parent = caches.parent
if parent then
if type(parent) == "function" then
bind.parent(instance, parent :: () -> Instance)
implicit_effect.parent(instance, parent :: () -> Instance)
else
instance.Parent = parent :: Instance
end
end
table.clear(events)
for _, queued in actions do table.clear(queued) end
caches.parent = nil
if flags.strict then table.clear(nested_debug) end
table.clear(nested_stack)
return_cache(caches)
return instance
end

23
src/batch.luau Normal file
View file

@ -0,0 +1,23 @@
local flags = require "./flags"
local graph = require "./graph"
local function batch(setter: () -> ())
local already_batching = flags.batch
local from
if not already_batching then
flags.batch = true
from = graph.get_update_queue_length()
end
local ok, err: string? = xpcall(setter, debug.traceback)
if not already_batching then
flags.batch = false
graph.flush_update_queue(from)
end
if not ok then error(`error occured while batching updates: {err}`, 0) end
end
return batch

View file

@ -1,126 +0,0 @@
if not game then script = require "test/relative-string" end
local trace = require(script.Parent.trace)
local flags = require(script.Parent.flags)
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local get_owning_scope = graph.get_owning_scope
local evaluate_node = graph.evaluate_node
local set_owner = graph.set_owner
function create_binding<T>(updater: (T) -> T, binding: T)
if flags.strict then
-- track bind creation trace
local fn = updater
local bind_trace = debug.traceback(nil, trace()-1)
updater = function(...)
local ok, result = xpcall(fn, function(err: string)
return err
end, ...)
if not ok then
local btype =
if (binding :: any).property then (binding :: any).property
elseif (binding :: any).parent then "Parent"
else "children"
error(`PROPERTY BINDING ERROR: Property {btype}\n{result}\nBIND CREATION TRACE:\n{bind_trace}`, 0)
end
return result
end
end
local owner = get_owning_scope()
local node = create_node(binding, updater)
set_owner(node, owner)
evaluate_node(node)
end
type PropertyBinding = {
instance: Instance,
property: string,
source: () -> unknown
}
local function update_property(p: PropertyBinding)
(p.instance :: any)[p.property] = p.source()
return p
end
type ParentBinding = {
instance: Instance,
parent: () -> Instance
}
local function update_parent(p: ParentBinding)
p.instance.Parent = p.parent()
return p
end
type ChildrenBinding = {
instance: Instance,
cur_children_set: { [Instance]: true },
new_children_set: { [Instance]: true },
children: () -> Instance | { Instance }
}
local function update_children(p: ChildrenBinding)
local cur_children_set: { [Instance]: true } = p.cur_children_set -- cache of all children parented before update
local new_child_set: { [Instance]: true } = p.new_children_set -- cache of all children parented after update
local new_children = p.children() -- all (and only) children that should be parented after this update
if type(new_children) ~= "table" then
new_children = { new_children }
end
if new_children then
for _, child in next, new_children :: { Instance } do
new_child_set[child] = true -- record child set from this update
if not cur_children_set[child] then
child.Parent = p.instance -- if child wasn't already parented then parent it
else
cur_children_set[child] = nil -- remove child from cache if it was already in cache
end
end
end
for child in next, cur_children_set do
child.Parent = nil -- unparent all children that weren't in the new children set
end
table.clear(cur_children_set) -- clear cache, preserve capacity
p.cur_children_set, p.new_children_set = new_child_set, cur_children_set
return p
end
return {
property = function(instance, property, source)
return create_binding(update_property, {
instance = instance,
property = property,
source = source
})
end,
parent = function(instance, parent)
return create_binding(update_parent, {
instance = instance,
parent = parent
})
end,
children = function(instance, children)
return create_binding(update_children, {
instance = instance,
cur_children_set = {},
new_children_set = {},
children = children
})
end
}

40
src/branch.luau Normal file
View file

@ -0,0 +1,40 @@
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local push_scope = graph.push_scope
local pop_scope = graph.pop_scope
local destroy = graph.destroy
local get_scope = graph.get_scope
local function branch<T>(fn: () -> T): (() -> (), T)
local current = get_scope()
if not current then
error(`cannot use branch() outside a stable or reactive scope`, 0)
end
local parent = current.owner
if not parent then
error(`current scope is not owned by a scope`, 0)
end
local node = create_node(parent, false, false)
local destroy = function()
destroy(node)
end
push_scope(node)
local ok, result = xpcall(fn, debug.traceback)
pop_scope()
if not ok then
destroy()
error(`error while running branch():\n\n{result}`, 0)
end
return destroy, result
end
return branch

View file

@ -1,7 +1,5 @@
if not game then script = require "test/relative-string" end
local action = require(script.Parent.action)()
local cleanup = require(script.Parent.cleanup)
local action = require "./action"()
local cleanup = require "./cleanup"
local function changed<T>(property: string, callback: (T) -> ())
return action(function(instance)

View file

@ -1,33 +1,32 @@
if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof :: never
local typeof = game and typeof or require "../test/mock".typeof :: never
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
local get_scope = graph.get_scope
local add_cleanup = graph.add_cleanup
local push_cleanup = graph.push_cleanup
local function helper(obj: any)
return
if typeof(obj) == "RBXScriptConnection" then function() obj:Disconnect() end
elseif type(obj) == "thread" then function() task.cancel(obj) end
elseif typeof(obj) == "Instance" then function() obj:Destroy() end
elseif obj.destroy then function() obj:destroy() end
elseif obj.disconnect then function() obj:disconnect() end
elseif obj.Destroy then function() obj:Destroy() end
elseif obj.Disconnect then function() obj:Disconnect() end
else throw("cannot cleanup given object")
else error "cannot cleanup given object"
end
local function cleanup(value: unknown)
local scope = get_scope()
if not scope then
throw "cannot cleanup in a non-reactive scope"
error "cannot cleanup outside a stable or reactive scope"
end; assert(scope)
if type(value) == "function" then
add_cleanup(scope, value :: () -> ())
push_cleanup(scope, value :: () -> ())
else
add_cleanup(scope, helper(value))
push_cleanup(scope, helper(value))
end
end
@ -36,6 +35,7 @@ type Disconnectable = { disconnect: (any) -> () } | { Disconnect: (any) -> () }
return cleanup ::
( (callback: () -> ()) -> () ) &
( (thread: thread) -> () ) &
( (instance: Destroyable) -> () ) &
( (connection: Disconnectable) -> () ) &
( (instance: Instance) -> () ) &

74
src/context.luau Normal file
View file

@ -0,0 +1,74 @@
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local get_scope = graph.get_scope
local push_scope = graph.push_scope
local pop_scope = graph.pop_scope
local set_context = graph.set_context
export type Context<T> = (() -> T) & (<U>(T, () -> U) -> U)
local nil_symbol = newproxy()
local count = 0
local function context<T>(...: T): Context<T>
count += 1
local id = count
local has_default = select("#", ...) > 0
local default_value = ...
return function<T>(...): any -- todo: fix type error
local scope: Node<unknown>? | false = get_scope()
if select("#", ...) == 0 then -- get
while scope do
local ctx = scope.context
if not ctx then
scope = scope.owner
continue
end
local value = (ctx :: { unknown })[id]
if value == nil then
scope = scope.owner
continue
end
return (if value ~= nil_symbol then value else nil) :: T
end
if has_default ~= nil then
return default_value
else
error("attempt to get context when no context is set and no default context is set", 0)
end
else -- set
if not scope then return error("attempt to set context outside of a vide scope", 0) end
local value, component = ...
local new_scope = create_node(scope, false, false)
set_context(new_scope, id, if value == nil then nil_symbol else value)
push_scope(new_scope)
local function efn(err: string) return debug.traceback(err, 3) end
local ok, result = xpcall(component, efn)
pop_scope()
if not ok then
error(`error while running context:\n\n{result}`, 0)
end
return result
end
return nil :: any
end
end
return context

View file

@ -1,74 +1,119 @@
if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof:: never
local Instance = game and Instance or require "test/mock".Instance :: never
local typeof = game and typeof or require "../test/mock".typeof :: never
local Instance = game and Instance or require "../test/mock".Instance :: never
local throw = require(script.Parent.throw)
local defaults = require(script.Parent.defaults)
local apply = require(script.Parent.apply)
local memoize = require(script.Parent.memoize)
local defaults = require "./defaults"
local apply = require "./apply"
local flags = require "./flags"
local function create_instance(class: string)
local function create_constructor_for_class(class: string): ({ [unknown]: unknown }) -> Instance
local function constructor(properties: { [unknown]: unknown }): Instance
local ok, instance: Instance = pcall(Instance.new, class :: any)
if not ok then throw(`invalid class name, could not create instance of class { class }`) end
if not ok then error(`invalid class name {class}`, 0) end
if flags.defaults then
local default: { [string]: unknown }? = defaults[class]
if default then
for i, v in next, default do
for i, v in default do
(instance :: any)[i] = v
end
end
return function(properties: { [any]: unknown }): Instance
return apply(instance:Clone(), properties)
end
end; create_instance = memoize(create_instance) -- always return same constructor for given class
local function clone_instance(instance: Instance)
return function(properties: { [any]: unknown }): Instance
local clone = instance:Clone()
if not clone then error("Attempt to clone a non-archivable instance", 3) end
return apply(clone, properties)
end
end
local function create(class_or_instance: string|Instance)
return apply(instance, properties)
end
return constructor
end
local constructor_cache = {} :: { [string]: ({ [unknown]: unknown }) -> Instance }
-- todo: remove support for different overloads
local function create(class_or_instance: string|Instance, properties: { [unknown]: unknown }?): unknown
if type(class_or_instance) ~= "string" and typeof(class_or_instance) ~= "Instance" then
error("bad argument #1, expected string or instance, got " .. typeof(class_or_instance), 0)
end
local constructor: ({ [unknown]: unknown }) -> Instance
if type(class_or_instance) == "string" then
return create_instance(class_or_instance)
elseif typeof(class_or_instance) == "Instance" then
return clone_instance(class_or_instance)
else
throw("bad argument #1, expected string or instance, got "..typeof(class_or_instance))
constructor = constructor_cache[class_or_instance]
if not constructor then
constructor = create_constructor_for_class(class_or_instance)
constructor_cache[class_or_instance] = constructor
end
else
constructor = function(props)
local clone = assert(class_or_instance:Clone(), "attempt to clone a non-archivable instance")
return apply(clone, props)
end
return nil :: never
end
type Props = { [any]: any }
return (create :: any) ::
( <T>(T & Instance) -> (Props) -> T ) &
( ("Folder") -> (Props) -> Folder ) &
( ("BillboardGui") -> (Props) -> BillboardGui ) &
( ("CanvasGroup") -> (Props) -> CanvasGroup ) &
( ("Frame") -> (Props) -> Frame ) &
( ("ImageButton") -> (Props) -> ImageButton ) &
( ("ImageLabel") -> (Props) -> ImageLabel ) &
( ("ScreenGui") -> (Props) -> ScreenGui ) &
( ("ScrollingFrame") -> (Props) -> ScrollingFrame ) &
( ("SurfaceGui") -> (Props) -> SurfaceGui ) &
( ("TextBox") -> (Props) -> TextBox ) &
( ("TextButton") -> (Props) -> TextButton ) &
( ("TextLabel") -> (Props) -> TextLabel ) &
( ("UIAspectRatioConstraint") -> (Props) -> UIAspectRatioConstraint ) &
( ("UICorner") -> (Props) -> UICorner ) &
( ("UIGradient") -> (Props) -> UIGradient ) &
( ("UIGridLayout") -> (Props) -> UIGridLayout ) &
( ("UIListLayout") -> (Props) -> UIListLayout ) &
( ("UIPadding") -> (Props) -> UIPadding ) &
( ("UIPageLayout") -> (Props) -> UIPageLayout ) &
( ("UIScale") -> (Props) -> UIScale ) &
( ("UISizeConstraint") -> (Props) -> UISizeConstraint ) &
( ("UIStroke") -> (Props) -> UIStroke ) &
( ("UITableLayout") -> (Props) -> UITableLayout ) &
( ("UITextSizeConstraint") -> (Props) -> UITextSizeConstraint ) &
( ("VideoFrame") -> (Props) -> VideoFrame ) &
( ("ViewportFrame") -> (Props) -> ViewportFrame ) &
( (string) -> (Props) -> Instance )
return if properties
then constructor(properties)
else constructor
end
export type Instances = {
Folder: Folder,
BillboardGui: BillboardGui,
CanvasGroup: CanvasGroup,
Frame: Frame,
ImageButton: ImageButton,
ImageLabel: ImageLabel,
ScreenGui: ScreenGui,
ScrollingFrame: ScrollingFrame,
SurfaceGui: SurfaceGui,
TextBox: TextBox,
TextButton: TextButton,
TextLabel: TextLabel,
UIAspectRatioConstraint: UIAspectRatioConstraint,
UICorner: UICorner,
UIGradient: UIGradient,
UIGridLayout: UIGridLayout,
UIListLayout: UIListLayout,
UISizeConstraint: UISizeConstraint,
UITextSizeConstraint: UITextSizeConstraint,
UIScale: UIScale,
UIPadding: UIPadding,
UIStroke: UIStroke,
UIFlexItem: UIFlexItem,
UIPageLayout: UIPageLayout,
UITableLayout: UITableLayout,
VideoFrame: VideoFrame,
ViewportFrame: ViewportFrame,
ProximityPrompt: ProximityPrompt,
UIDragDetector: UIDragDetector,
Camera: Camera,
WorldModel: WorldModel,
}
export type function Properties(instance: type?)
local properties = types.newtable()
while instance do
for i, v in instance:properties() do
local connector = v.read and v.read.tag == "table" and v.read:readproperty(types.singleton("Connect"))
if connector then
local params = connector:parameters().head
if not params then continue end
local listener = params[2]
if not listener then continue end
properties:setproperty(i, types.optional(listener))
elseif v.write then
properties:setproperty(i, types.optional(types.unionof(
v.write,
types.newfunction({}, { head = { v.write } })
)))
end
end
instance = instance:readparent()
end
properties:setindexer(types.number, types.any)
return properties
end
type Create = <Name>(Name|keyof<Instances>|"") -> (Properties<index<Instances, Name>>) -> index<Instances, Name>
return create :: Create

View file

@ -1,11 +1,10 @@
local Enum = game and Enum or require "test/mock".Enum :: never
local Color3 = game and Color3 or require "test/mock".Color3 :: never
local Vector3 = game and Vector3 or require "test/mock".Vector3 :: never
local Enum = game and Enum or require "../test/mock".Enum :: never
local Color3 = game and Color3 or require "../test/mock".Color3 :: never
return {
Part = {
Material = Enum.Material.SmoothPlastic,
Size = Vector3.new(1, 1, 1),
Size = vector.create(1, 1, 1),
Anchored = true
},
@ -111,4 +110,4 @@ return {
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0
}
}
} :: { [string]: { [string]: unknown} }

View file

@ -1,22 +1,16 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
local create_node = graph.create_node
local set_owner = graph.set_owner
local track = graph.track
local get_owning_scope = graph.get_owning_scope
local push_scope_as_child_of = graph.push_scope_as_child_of
local assert_stable_scope = graph.assert_stable_scope
local evaluate_node = graph.evaluate_node
local function derive<T>(source: () -> T): () -> T
local owner = get_owning_scope()
local node = create_node(assert_stable_scope(), source, false :: any)
local node = create_node(false :: any, source)
set_owner(node, owner)
evaluate_node(node)
return function()
track(node)
push_scope_as_child_of(node)
return node.cache
end
end

View file

@ -1,17 +1,11 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
local create_node = graph.create_node
local get_owning_scope = graph.get_owning_scope
local assert_stable_scope = graph.assert_stable_scope
local evaluate_node = graph.evaluate_node
local set_owner = graph.set_owner
local function effect<T>(callback: (T) -> T, initial_value: T)
local owner = get_owning_scope()
local node = create_node(assert_stable_scope(), callback, initial_value)
local node = create_node(initial_value, callback)
set_owner(node, owner)
evaluate_node(node)
end

View file

@ -4,4 +4,9 @@ end
local is_O2 = inline_test() ~= "inline_test"
return { strict = not is_O2 }
return {
strict = not is_O2,
defaults = true,
defer_nested_properties = true,
batch = false,
}

View file

@ -1,9 +1,6 @@
if not game then script = require "test/relative-string" end
local flags = require "./flags"
local throw = require(script.Parent.throw)
local flags = require(script.Parent.flags)
export type StartNode<T> = {
export type SourceNode<T> = {
cache: T,
[number]: Node<T>
}
@ -13,24 +10,40 @@ export type Node<T> = {
effect: ((T) -> T) | false,
cleanups: { () -> () } | false,
context: { [number]: unknown } | false,
owned: { Node<T> } | false,
owner: Node<T> | false,
parents: { StartNode<T> },
parents: { SourceNode<T> },
[number]: Node<T> -- children
}
-- reactive scope stack
local scopes = { n = 0 } :: { [number]: Node<any>, n: number }
local scopes = { n = 0 } :: { [number]: Node<any>, n: number } -- scopes stack
local function efn(err: string)
local trace = debug.traceback(err, 2)
if string.find(err, "^effect error stacktrace") then -- if effect error is nested
trace = string.gsub(" " .. trace, "\n", function() -- indent entire error
return "\n "
end)
end
trace ..= "\nsource update stacktrace:"
return trace
end
local function ycall<T, U>(fn: (T) -> U, arg: T): (boolean, string|U)
local thread = coroutine.create(pcall)
local resume_ok, run_ok, result = coroutine.resume(thread, fn, arg)
local thread = coroutine.create(xpcall)
--local function efn(err: string) return debug.traceback(err, 3) end
local resume_ok, run_ok, result = coroutine.resume(thread, fn, efn, arg)
assert(resume_ok)
if coroutine.status(thread) ~= "dead" then
return false, "attempt to yield in reactive scope"
return false, debug.traceback(thread, "attempt to yield in reactive scope")
end
return run_ok, result
@ -40,44 +53,37 @@ local function get_scope(): Node<unknown>?
return scopes[scopes.n]
end
local function get_owning_scope(): Node<unknown>
local function assert_stable_scope(): Node<unknown>
local scope = get_scope()
if not scope then
local caller_name = debug.info(2, "n")
return throw(`cannot use {caller_name}() in non-reactive scope, must be used within a root() or mount() callback`)
return error(`cannot use {caller_name}() outside a stable or reactive scope`, 0)
elseif scope.effect then
throw("reactive scope is not an owning scope; new effects cannot be created in side-effects")
error("cannot create a new reactive scope inside another reactive scope", 0)
end
return scope
end
local function add_child<T>(parent: StartNode<any>, child: Node<any>)
local function push_child<T>(parent: SourceNode<any>, child: Node<any>)
table.insert(parent, child)
table.insert(child.parents, parent)
end
local function set_owner(node: Node<any>, owner: Node<any>)
node.owner = owner
if owner.owned then
table.insert(owner.owned, node)
else
owner.owned = { node }
end
end
local function open_scope<T>(node: Node<T>)
local function push_scope<T>(node: Node<T>)
local n = scopes.n + 1
scopes.n = n
scopes[n] = node
end
local function close_scope()
local function pop_scope()
local n = scopes.n
scopes.n = n - 1
scopes[n] = nil
end
local function add_cleanup<T>(node: Node<T>, cleanup: () -> ())
local function push_cleanup<T>(node: Node<T>, cleanup: () -> ())
if node.cleanups then
table.insert(node.cleanups, cleanup)
else
@ -85,161 +91,197 @@ local function add_cleanup<T>(node: Node<T>, cleanup: () -> ())
end
end
local function run_cleanups<T>(node: Node<T>)
local function flush_cleanups<T>(node: Node<T>)
if node.cleanups then
for _, fn in next, node.cleanups do
local ok, err: string? = pcall(fn)
if not ok then throw(`cleanup error: {err}`) end
for _, fn in node.cleanups do
local ok, err: string? = xpcall(fn, debug.traceback)
if not ok then error(`cleanup error: {err}`, 0) end
end
table.clear(node.cleanups)
end
end
local function find_and_swap_pop<T>(t: { T }, v: T)
local idx = table.find(t, v)
assert(idx, "value not found")
local i = table.find(t, v) :: number
local n = #t
t[idx] = t[n]
t[i] = t[n]
t[n] = nil
end
local function remove_child<T>(parent: StartNode<T>, child: Node<T>)
find_and_swap_pop(parent, child)
end
local function remove_owner<T>(node: Node<T>)
local owner = node.owner :: Node<T>
if node.owner and owner.owned then
find_and_swap_pop(owner.owned, node)
end
end
local function unparent<T>(node: Node<T>)
local parents = node.parents
for i, parent in next, parents do
remove_child(parent, node)
for i, parent in parents do
find_and_swap_pop(parent, node)
parents[i] = nil
end
end
local function destroy<T>(node: Node<T>)
run_cleanups(node)
if flags.strict and table.find(scopes, node) then
error("attempt to destroy an active scope", 0)
end
flush_cleanups(node)
unparent(node)
remove_owner(node)
if node.owner then
find_and_swap_pop(node.owner.owned :: { Node<T> }, node)
node.owner = false
end
if node.owned then
local owned = node.owned
while owned[1] do destroy(owned[1]) end
end
while node[1] do destroy(node[1]) end
end
local function destroy_owned<T>(node: Node<T>)
if node.owned then
while node.owned[1] do destroy(node.owned[1]) end
local owned = node.owned
while owned[1] do destroy(owned[1]) end
end
end
local update_queue = { n = 0 } :: { n: number, [number]: Node<any> }
local function evaluate_node<T>(node: Node<T>)
local cur_value = node.cache
if flags.strict then
run_cleanups(node)
destroy_owned(node)
open_scope(node)
local ok, new_value = ycall(node.effect :: (T) -> T, cur_value)
close_scope()
if not ok then throw(new_value :: string) end
node.cache = new_value :: T
if table.find(scopes, node) then
error("a scope, that should rerun due to the update of a source, is already active", 0)
end
run_cleanups(node)
local initial_value = node.cache
for i = 1, 2 do
local cur_value = node.cache
flush_cleanups(node)
destroy_owned(node)
open_scope(node)
local ok, new_value = pcall(node.effect :: (T) -> T, node.cache)
close_scope()
push_scope(node)
local ok, new_value = ycall(node.effect :: (T) -> T, cur_value)
pop_scope()
if not ok then
table.clear(update_queue)
update_queue.n = 0
throw(`side-effect error from source update\n{new_value}`)
error(`effect error stacktrace\n{new_value :: string}`, 0)
end
node.cache = new_value :: T
end
return initial_value ~= node.cache
else
local cur_value = node.cache
flush_cleanups(node)
destroy_owned(node)
push_scope(node)
local ok, new_value = pcall(node.effect :: (T) -> T, node.cache)
pop_scope()
if not ok then
table.clear(update_queue)
update_queue.n = 0
error(`effect error:\n{new_value}\n`, 0)
end
node.cache = new_value
return cur_value ~= new_value -- node has changed value
end
local function update_from<T>(node: StartNode<T>, n0: number)
if not node[1] then return end
local n = n0
-- unparent all children and queue for eval
do
local child = node[1]
while child do
--assert(child.parents.owner)
unparent(child)
n += 1
update_queue[n] = child
child = node[1]
return cur_value ~= new_value
end
end
update_queue.n = n
local function queue_children_for_update<T>(node: SourceNode<T>)
local i = update_queue.n
while node[1] do
i += 1
update_queue[i] = node[1]
unparent(node[1])
end
update_queue.n = i
end
-- evaluate all queued children
for i = n0 + 1, n do
local child = update_queue[i]
assert(type(child.effect) == "function")
local function get_update_queue_length()
return update_queue.n
end
if evaluate_node(child) then
update_from(child, n)
local function flush_update_queue(from: number)
local i = from + 1
while i <= update_queue.n do
local node = update_queue[i]
--assert(node.effect)
if node.owner and evaluate_node(node) then
queue_children_for_update(node)
end
update_queue[i] = false :: any
i += 1
end
update_queue.n = from
end
local function update_descendants<T>(root: SourceNode<T>)
local n0 = update_queue.n
queue_children_for_update(root)
if flags.batch then return end
local i = n0 + 1
while i <= update_queue.n do
local node = update_queue[i]
--assert(node.effect)
-- check if node is still owned in case destroyed after queued
if node.owner and evaluate_node(node) then
queue_children_for_update(node)
end
update_queue[i] = false :: any -- false instead of nil to avoid sparse
i += 1
end
update_queue.n = n0
end
local function update<T>(node: StartNode<T>)
update_from(node, update_queue.n)
end
local function track<T>(node: StartNode<T>)
local function push_scope_as_child_of<T>(node: SourceNode<T>)
local scope = get_scope()
if scope and type(scope.effect) == "function" then -- do not track nodes with no effect
add_child(node, scope)
if scope and scope.effect then -- do not track nodes with no effect
push_child(node, scope)
end
end
local function create_node<T>(value: T, effect: false | (T) -> T): Node<T>
return {
local function create_node<T>(owner: false | Node<any>, effect: false | (T) -> T, value: T): Node<T>
local node: Node<T> = {
cache = value,
effect = effect,
cleanups = false,
owner = false,
context = false,
owner = owner,
owned = false,
parents = {},
}
if owner then
if owner.owned then
table.insert(owner.owned, node)
else
owner.owned = { node }
end
end
local function create_start_node<T>(value: T): StartNode<T>
return node
end
local function create_source_node<T>(value: T): SourceNode<T>
return { cache = value }
end
@ -247,21 +289,33 @@ local function get_children<T>(node: Node<T>): { Node<unknown> }
return { unpack(node) } :: { Node<any> }
end
local function set_context<T>(node: Node<T>, key: number, value: unknown)
if node.context then
node.context[key] = value
else
node.context = { [key] = value }
end
end
return table.freeze {
open_scope = open_scope,
close_scope = close_scope,
push_scope = push_scope,
pop_scope = pop_scope,
evaluate_node = evaluate_node,
get_scope = get_scope,
get_owning_scope = get_owning_scope,
add_cleanup = add_cleanup,
set_owner = set_owner,
assert_stable_scope = assert_stable_scope,
push_cleanup = push_cleanup,
destroy = destroy,
run_cleanups = run_cleanups,
track = track,
update = update,
add_child = add_child,
flush_cleanups = flush_cleanups,
push_scope_as_child_of = push_scope_as_child_of,
update_descendants = update_descendants,
push_child = push_child,
create_node = create_node,
create_start_node = create_start_node,
create_source_node = create_source_node,
get_children = get_children,
scopes = scopes
flush_update_queue = flush_update_queue,
get_update_queue_length = get_update_queue_length,
set_context = set_context,
scopes = scopes,
q = update_queue
}

125
src/implicit_effect.luau Normal file
View file

@ -0,0 +1,125 @@
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local assert_stable_scope = graph.assert_stable_scope
local get_scope = graph.get_scope
local evaluate_node = graph.evaluate_node
local push_cleanup = graph.push_cleanup
local function update_property_effect(p: {
instance: Instance,
property: string,
source: () -> unknown
})
(p.instance :: any)[p.property] = p.source()
return p
end
local function update_parent_effect(p: {
instance: Instance,
source: () -> Instance
})
p.instance.Parent = p.source()
return p
end
-- todo: investigate if "count" method used in indexes() and values() can improve performance here
local function update_children_effect(p: {
instance: Instance,
cur_children_set: { [Instance]: true },
new_children_set: { [Instance]: true },
source: () -> Instance | { Instance }
})
local cur_children_set: { [Instance]: true } = p.cur_children_set -- cache of all children parented before update
local new_children_set: { [Instance]: true } = p.new_children_set -- cache of all children parented after update
local new_children = p.source() -- all (and only) children that should be parented after this update
local function process_child(child: Instance | { Instance })
if type(child) == "userdata" then
if new_children_set[child] then return end -- stops redundant reparenting
new_children_set[child] = true -- record child set from this update
if not cur_children_set[child] then
child.Parent = p.instance -- if child wasn't already parented then parent it
else
cur_children_set[child] = nil -- remove child from cache if it was already in cache
end
elseif type(child) == "table" then
for _, child in child do
process_child(child)
end
elseif type(child) == "function" then
local node = create_node(assert(get_scope()), update_children_effect, {
instance = p.instance,
cur_children_set = {},
new_children_set = {},
source = child
})
evaluate_node(node)
push_cleanup(assert(get_scope()), function()
for child in node.cache.cur_children_set do
child.Parent = nil
end
end)
end
end
process_child(new_children)
for child in cur_children_set do
child.Parent = nil -- unparent all children that weren't in the new children set
end
table.clear(cur_children_set) -- clear cache, preserve capacity
p.cur_children_set, p.new_children_set = new_children_set, cur_children_set
return p
end
return {
property = function(instance, property, source)
local node = create_node(assert_stable_scope(), update_property_effect, {
instance = instance,
property = property,
source = source
})
evaluate_node(node)
return node
end,
parent = function(instance, parent)
local node = create_node(assert_stable_scope(), update_parent_effect, {
instance = instance,
source = parent
})
evaluate_node(node)
return node
end,
children = function(instance, children)
local node = create_node(assert_stable_scope(), update_children_effect, {
instance = instance,
cur_children_set = {},
new_children_set = {},
source = children
})
evaluate_node(node)
push_cleanup(assert_stable_scope(), function()
for child in node.cache.cur_children_set do
child.Parent = nil
end
end)
return node
end
}

121
src/indexes.luau Normal file
View file

@ -0,0 +1,121 @@
local flags = require "./flags"
local branch = require "./branch"
local source = require "./source"
local effect = require "./effect"
local timeout = require "./timeout" ()
type Array<T> = { T }
type Map<K, V> = { [K]: V }
type Source<T> = () -> T
local function indexes<K, V, Obj>(
input: Source<Map<K, V>>,
component: (Source<V>, K, Source<boolean>) -> (Obj, ...number)
): Source<Array<Obj>>
local update_count = 0
local scopes = {} :: Map<K, {
destroy: () -> (),
object: Obj,
value: V?,
value_source: (V?) -> V,
count: number,
delay: number,
present: (boolean?) -> boolean,
timeout: { cancel: boolean }?,
}>
local output = source({} :: Array<Obj>)
local function update_output()
local objects = table.create(4)
for _, scope in scopes do
table.insert(objects, scope.object)
end
output(objects)
end
effect(function()
local data = input()
local count = update_count
update_count += 1
local children_need_update = false -- set to true if a scope is created or destroyed
-- create or update scopes
for i, v in data do
local scope = scopes[i]
if scope == nil then -- create new scope and create component
local value_source = source(v)
local present = source(false)
local delay = nil :: number?
local destroy, object = branch(function()
local object, t = component(value_source, i, present)
delay = t
return object
end)
present(true)
children_need_update = true
scopes[i] = {
destroy = destroy,
object = object,
value = v,
value_source = value_source,
count = count,
delay = delay or 0,
present = present,
timeout = nil,
}
else -- update scope
scope.count = count
if scope.value ~= v then
if scope.timeout then -- index is in input table again; cancel destruction
scope.timeout.cancel = true
scope.timeout = nil
scope.present(true)
end
scope.value = v
scope.value_source(v)
end
end
end
-- destroy scopes
for i, scope in scopes do
if scope.count < count then -- if count is not latest then index is no longer in the input table
scope.present(false)
if scope.delay == 0 then
scope.destroy()
scopes[i] = nil
children_need_update = true
else
scope.value = nil -- set to nil for the `scope.value ~= v` check
if scope.timeout == nil then
scope.timeout = timeout(scope.delay, function() -- todo: possible redundant updates
scope.destroy()
scopes[i] = nil
update_output()
end)
end
end
end
end
if children_need_update then
update_output()
end
end)
return output
end
return indexes

View file

@ -1,112 +1,12 @@
--------------------------------------------------------------------------------
-- vide.luau
-- v0.1.1
--------------------------------------------------------------------------------
assert(game, "when using vide outside of Roblox, require lib.luau instead")
if not game then script = require "test/relative-string" end
local vide = require("@self/lib")
local root = require(script.root)
local mount = require(script.mount)
local create = require(script.create)
local apply = require(script.apply)
local source = require(script.source)
local effect = require(script.effect)
local cleanup = require(script.cleanup)
local untrack = require(script.untrack)
local derive = require(script.derive)
local switch = require(script.switch)
local show = require(script.show)
local indexes, values = require(script.maps)()
local spring, update_springs = require(script.spring)()
local action = require(script.action)()
local changed = require(script.changed)
local throw = require(script.throw)
local flags = require(script.flags)
export type Source<T> = source.Source<T>
local function step(dt: number)
if game then
debug.profilebegin("VIDE STEP")
debug.profilebegin("VIDE SPRING")
end
update_springs(dt)
if game then
debug.profileend()
debug.profileend()
end
end
local stepped = game and game:GetService("RunService").Heartbeat:Connect(function(dt: number)
task.defer(step, dt)
end)
local vide = {
-- core
root = root,
mount = mount,
create = create,
source = source,
effect = effect,
derive = derive,
switch = switch,
show = show,
indexes = indexes,
values = values,
-- util
cleanup = cleanup,
untrack = untrack,
read = function<T>(value: T | () -> T): T
return if type(value) == "function" then value() else value
end,
-- animations
spring = spring,
-- actions
action = action,
changed = changed,
-- flags
strict = (nil :: any) :: boolean,
-- temporary
apply = function(instance: Instance)
return function(props: { [any]: any })
apply(instance, props)
return instance
end
end,
-- runtime
step = function(dt: number)
if stepped then
stepped:Disconnect()
stepped = nil
end
step(dt)
end
}
setmetatable(vide :: any, {
__index = function(_, index: unknown): ()
if index == "strict" then
return flags.strict
else
throw(`{tostring(index)} is not a valid member of vide`)
end
end,
__newindex = function(_, index: unknown, value: unknown)
if index == "strict" then
flags.strict = value :: boolean
else
throw(`{tostring(index)} is not a valid member of vide`)
end
end
})
export type source<T> = vide.source<T>
export type Source<T> = vide.Source<T>
export type context<T> = vide.context<T>
export type Context<T> = vide.Context<T>
export type Instances = vide.Instances
export type Properties<T> = vide.Properties<T>
return vide

122
src/lib.luau Normal file
View file

@ -0,0 +1,122 @@
local version = { major = 0, minor = 4, patch = 1 }
local root = require "./root"
local branch = require "./branch"
local mount = require "./mount"
local create = require "./create"
local apply = require "./apply"
local source = require "./source"
local effect = require "./effect"
local derive = require "./derive"
local cleanup = require "./cleanup"
local untrack = require "./untrack"
local read = require "./read"
local batch = require "./batch"
local context = require "./context"
local switch = require "./switch"
local show = require "./show"
local indexes = require "./indexes"
local values = require "./values"
local spring, update_springs = require "./spring"()
local action = require "./action"()
local changed = require "./changed"
local timeout, update_timeouts = require "./timeout"()
local flags = require "./flags"
export type Source<T> = source.Source<T>
export type source<T> = Source<T>
export type Context<T> = context.Context<T>
export type context<T> = Context<T>
export type Instances = create.Instances
export type Properties<T> = create.Properties<T>
local function step(dt: number)
if game then debug.profilebegin("VIDE STEP") end
if game then debug.profilebegin("VIDE SPRING") end
update_springs(dt)
if game then debug.profileend() end
if game then debug.profilebegin("VIDE SCHEDULER") end
update_timeouts(dt)
if game then debug.profileend() end
if game then debug.profileend() end
end
local stepped = game and game:GetService("RunService").Heartbeat:Connect(function(dt: number)
task.defer(step, dt)
end)
local vide = {
version = version,
-- core
root = root,
--branch = branch,
mount = mount,
create = create,
source = source,
effect = effect,
derive = derive,
switch = switch,
show = show,
indexes = indexes,
values = values,
-- util
cleanup = cleanup,
untrack = untrack,
read = read,
batch = batch,
context = context,
-- animations
spring = spring,
-- actions
action = action,
changed = changed,
-- flags
strict = (nil :: any) :: boolean,
defaults = (nil :: any) :: boolean,
defer_nested_properties = (nil :: any) :: boolean,
-- temporary
apply = function(instance: Instance)
return function(props: { [any]: any })
apply(instance, props)
return instance
end
end,
-- runtime
step = function(dt: number)
if stepped then
stepped:Disconnect()
stepped = nil
end
step(dt)
end
}
setmetatable(vide :: any, {
__index = function(_, index: unknown): ()
if flags[index] == nil then
error(`{tostring(index)} is not a valid member of vide`, 0)
else
return flags[index]
end
end,
__newindex = function(_, index: unknown, value: unknown)
if flags[index] == nil then
error(`{tostring(index)} is not a valid member of vide, 0`)
else
flags[index] = value
end
end
})
return vide

View file

@ -1,228 +0,0 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local flags = require(script.Parent.flags)
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
type StartNode<T> = graph.StartNode<T>
local create_node = graph.create_node
local create_start_node = graph.create_start_node
local set_owner = graph.set_owner
local track = graph.track
local update = graph.update
local get_owning_scope = graph.get_owning_scope
local open_scope = graph.open_scope
local close_scope = graph.close_scope
local evaluate_node = graph.evaluate_node
local destroy = graph.destroy
type Map<K, V> = { [K]: V }
local function check_primitives(t: {})
if not flags.strict then return end
for _, v in next, t do
if type(v) == "table" or type(v) == "userdata" then continue end
throw("table source map cannot return primitives")
end
end
local function indexes<K, VI, VO>(input: () -> Map<K, VI>, transform: (() -> VI, K) -> VO): () -> { VO }
local owner = get_owning_scope()
local subowner = create_node(false, false)
set_owner(subowner, owner)
local input_cache = {} :: Map<K, VI>
local output_cache = {} :: Map<K, VO>
local input_nodes = {} :: Map<K, StartNode<VI>>
local remove_queue = {} :: { K }
local scopes = {} :: Map<K, Node<unknown>>
local function update_children(data)
-- queue removed values
for i in next, input_cache do
if data[i] == nil then
table.insert(remove_queue, i)
end
end
-- remove queued values
for _, i in next, remove_queue do
destroy(scopes[i])
input_cache[i] = nil
output_cache[i] = nil
input_nodes[i] = nil
scopes[i] = nil
end
table.clear(remove_queue)
open_scope(subowner)
-- process new or changed values
for i, v in next, data do
local cv = input_cache[i]
if cv ~= v then
if cv == nil then -- create new scope and run transform
local scope = create_node(false, false)
scopes[i] = scope :: Node<any>
local node = create_start_node(v)
set_owner(scope, subowner)
open_scope(scope)
local ok, result = pcall(transform, function()
track(node)
return node.cache
end, i)
close_scope()
if not ok then
close_scope() -- subowner scope
error(result, 0)
end
input_nodes[i] = node
output_cache[i] = result
else -- update source
input_nodes[i].cache = v
update(input_nodes[i])
end
input_cache[i] = v
end
end
close_scope()
local output_array = table.create(#scopes)
for _, v in next, output_cache do
table.insert(output_array, v)
end
check_primitives(output_array)
return output_array
end
local node = create_node(false :: any, function()
return update_children(input())
end)
set_owner(node, owner)
evaluate_node(node)
return function()
track(node)
return node.cache
end
end
local function values<K, VI, VO>(input: () -> Map<K, VI>, transform: (VI, () -> K) -> VO): () -> { VO }
local owner = get_owning_scope()
local subowner = create_node(false, false)
set_owner(subowner, owner)
local cur_input_cache_up = {} :: Map<VI, K>
local new_input_cache_up = {} :: Map<VI, K>
local output_cache = {} :: Map<VI, VO>
local input_nodes = {} :: Map<VI, StartNode<K>>
local scopes = {} :: Map<VI, Node<unknown>>
local function update_children(data: Map<K, VI>)
local cur_input_cache, new_input_cache = cur_input_cache_up, new_input_cache_up
if flags.strict then
local cache = {}
for _, v in next, data do
if cache[v] ~= nil then
throw "duplicate table value detected"
end
cache[v] = true
end
end
open_scope(subowner)
-- process data
for i, v in next, data do
new_input_cache[v] = i
local cv = cur_input_cache[v]
if cv == nil then -- create new scope and run transform
local scope = create_node(false, false)
scopes[v] = scope :: Node<any>
local node = create_start_node(i)
set_owner(scope, subowner)
open_scope(scope)
local ok, result = pcall(transform, v, function()
track(node)
return node.cache
end)
close_scope()
if not ok then
close_scope() -- subowner scope
error(result, 0)
end
input_nodes[v] = node
output_cache[v] = result
else -- update source
if cv ~= i then
input_nodes[v].cache = i
update(input_nodes[v])
end
cur_input_cache[v] = nil
end
end
close_scope()
-- remove old values
for v in next, cur_input_cache do
destroy(scopes[v])
output_cache[v] = nil
input_nodes[v] = nil
scopes[v] = nil
end
-- update buffer cache
table.clear(cur_input_cache)
cur_input_cache_up, new_input_cache_up = new_input_cache, cur_input_cache
local output_array = table.create(#scopes)
for _, v in next, output_cache do
table.insert(output_array, v)
end
check_primitives(output_array)
return output_array
end
local node = create_node(false :: any, function()
return update_children(input())
end)
set_owner(node, owner)
evaluate_node(node)
return function()
track(node)
return node.cache
end
end
return function() return indexes, values end

View file

@ -1,17 +0,0 @@
local function memoize<X, Y>(f: (X) -> Y): (X) -> Y
local cache: { [X]: Y? } = {}
return function(x: X): Y
local y = cache[x]
if not y then
y = f(x)
cache[x] = y
end
return y :: Y
end
end
return memoize

View file

@ -1,13 +1,10 @@
if not game then script = require "test/relative-string" end
local root = require(script.Parent.root)
local apply = require(script.Parent.apply)
local root = require "./root"
local apply = require "./apply"
local function mount<T>(component: () -> T, target: Instance?): () -> ()
return root(function(destroy)
return root(function()
local result = component()
if target then apply(target, { result }) end
return destroy
end)
end

5
src/read.luau Normal file
View file

@ -0,0 +1,5 @@
local function read<T>(value: T | () -> T): T
return if type(value) == "function" then value() else value
end
return read

View file

@ -1,38 +1,35 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_node = graph.create_node
local open_scope = graph.open_scope
local close_scope = graph.close_scope
local push_scope = graph.push_scope
local pop_scope = graph.pop_scope
local destroy = graph.destroy
local refs = {}
local function root<T...>(fn: (destroy: () -> ()) -> T...): T...
local node = create_node(false, false)
local function root<T...>(fn: (destroy: () -> ()) -> T...): (() -> (), T...)
local node = create_node(false, false, false)
refs[node] = true -- prevent gc of root node
local destroy = function()
if not refs[node] then throw "root already destroyed" end
if not refs[node] then error "root already destroyed" end
refs[node] = nil
destroy(node)
end
open_scope(node)
push_scope(node)
local result = { pcall(fn, destroy) }
local result = { xpcall(fn, debug.traceback, destroy) }
close_scope()
pop_scope()
if not result[1] then
refs[node] = nil
throw(`mount error\n{result[2]}`)
destroy()
error(`error while running root():\n\n{result[2]}`, 0)
end
return unpack(result :: any, 2)
return destroy, unpack(result :: any, 2)
end
return root :: (<T...>(fn: (destroy: () -> ()) -> T...) -> T...) & ((fn: (destroy: () -> ()) -> ()) -> ())
return root :: <T...>(fn: (destroy: () -> ()) -> T...) -> (() -> (), T...)

View file

@ -1,18 +1,36 @@
if not game then script = require "test/relative-string" end
local source = require "./source"
local derive = require "./derive"
local effect = require "./effect"
local untrack = require "./untrack"
local switch = require "./switch"
local switch = require(script.Parent.switch)
type Array<T> = { T }
type Source<T> = () -> T
local function show<T>(source: () -> any, component: () -> T, fallback: (() -> T)?): () -> T?
local function truthy()
return not not source()
local function show<T, Obj>(
input: Source<T?>,
component: (Source<T>, Source<boolean>) -> (Obj, ...number),
fallback: ((Source<boolean>) -> (Obj, ...number))?
): Source<nil | Obj | Array<Obj>>
local filtered_input = source()
effect(function()
local v = input()
if v then
filtered_input(v)
end
end)
return switch(truthy) {
[true] = component,
[false] = fallback,
local input_is_truthy = derive(function()
return not not input()
end)
return switch(input_is_truthy) {
[true] = function(present)
return component(filtered_input, present)
end,
[false] = fallback
}
end
return show ::
(<T>(source: () -> any, component: () -> T) -> () -> T?) &
(<T, U>(source: () -> any, component: () -> T, fallback: () -> U) -> () -> (T | U)?)
return show

View file

@ -1,19 +1,17 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local create_start_node = graph.create_start_node
local track = graph.track
local update = graph.update
local create_source_node = graph.create_source_node
local push_scope_as_child_of = graph.push_scope_as_child_of
local update_descendants = graph.update_descendants
export type Source<T> = (() -> T) & ((T) -> T)
export type Source<T> = (() -> T) & ((value: T) -> T)
local function source<T>(initial_value: T): Source<T>
local node = create_start_node(initial_value)
local node = create_source_node(initial_value)
return function(...): T
local function update_source(...): T
if select("#", ...) == 0 then -- no args were given
track(node)
push_scope_as_child_of(node)
return node.cache
end
@ -23,9 +21,11 @@ local function source<T>(initial_value: T): Source<T>
end
node.cache = v
update(node)
update_descendants(node)
return v
end
return update_source
end
return source :: (<T>(initial_value: T) -> Source<T>) & (<T>() -> Source<T>)

View file

@ -1,104 +1,84 @@
if not game then script = require "test/relative-string" end
local Vector3 = game and Vector3 or require "test/mock".Vector3 :: never
local graph = require "./graph"
type Node<T> = graph.Node<T>
type SourceNode<T> = graph.SourceNode<T>
local create_node = graph.create_node
local create_source_node = graph.create_source_node
local assert_stable_scope = graph.assert_stable_scope
local evaluate_node = graph.evaluate_node
local update_descendants = graph.update_descendants
local push_scope_as_child_of = graph.push_scope_as_child_of
local UPDATE_RATE = 120
local TOLERANCE_FACTOR = 10_000
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
--[[
Supported datatypes:
- number
- CFrame
- Color3
- UDim
- UDim2
- Vector2
- Vector3
- Rect
Unsupported datatypes:
- bool
- Vector2int16
- Vector3int16
- EnumItem
]]
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
type StartNode<T> = graph.StartNode<T>
local create_node = graph.create_node
local create_start_node = graph.create_start_node
local get_owning_scope = graph.get_owning_scope
local evaluate_node = graph.evaluate_node
local update = graph.update
local set_owner = graph.set_owner
local track = graph.track
local UPDATE_RATE = 120
local TOLERANCE = 0.0001
type Vec3 = Vector3
local function Vec3(x: number?, y: number?, z: number?)
return Vector3.new(x, y, z)
end
local ZERO = Vec3(0, 0, 0)
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
type SpringData<T> = {
type SpringState<T> = {
k: number, -- spring constant
c: number, -- damping coeff
-- dimensions 1-3
x0_123: Vec3,
x1_123: Vec3,
v_123: Vec3,
-- dimensions 4-6
x0_456: Vec3,
x1_456: Vec3,
v_456: Vec3,
x0_123: vector, x0_456: vector, -- initial position
x_123: vector, x_456: vector, -- current position
x1_123: vector, x1_456: vector, -- target position
v_123: vector, v_456: vector, -- current velocity
source_value: T -- current value of spring input source
}
type TypeToVec6<T> = (T) -> (Vec3, Vec3)
type Vec6ToType<T> = (Vec3, Vec3) -> T
type SpringSettings<T> = ({
position: T?,
velocity: T?,
impulse: T?
}) -> ()
type TypeToVec6<T> = (T) -> (vector, vector)
type Vec6ToType<T> = (vector, vector) -> T
local type_to_vec6 = {
number = function(v)
return Vec3(v, 0, 0), ZERO
return vector.create(v, 0, 0), vector.zero
end :: TypeToVec6<number>,
CFrame = function(v)
return v.Position, Vec3(v:ToEulerAnglesXYZ())
return v.Position, vector.create(v:ToEulerAnglesXYZ())
end :: TypeToVec6<CFrame>,
Color3 = function(v)
-- todo: hsv, oklab?
return Vec3(v.R, v.G, v.B), ZERO
return vector.create(v.R, v.G, v.B), vector.zero
end :: TypeToVec6<Color3>,
UDim = function(v)
return Vec3(v.Scale, v.Offset, 0), ZERO
return vector.create(v.Scale, v.Offset, 0), vector.zero
end :: TypeToVec6<UDim>,
UDim2 = function(v)
return Vec3(v.X.Scale, v.X.Offset, v.Y.Scale), Vec3(v.Y.Offset, 0, 0)
return vector.create(v.X.Scale, v.X.Offset, v.Y.Scale), vector.create(v.Y.Offset, 0, 0)
end :: TypeToVec6<UDim2>,
Vector2 = function(v)
return Vec3(v.X, v.Y, 0), ZERO
return vector.create(v.X, v.Y, 0), vector.zero
end :: TypeToVec6<Vector2>,
Vector3 = function(v)
return v, ZERO
return v, vector.zero
end :: TypeToVec6<Vector3>,
Rect = function(v)
return Vec3(v.Min.X, v.Min.Y, v.Max.X), Vec3(v.Max.Y, 0, 0)
end :: TypeToVec6<Rect>
return vector.create(v.Min.X, v.Min.Y, v.Max.X), vector.create(v.Max.Y, 0, 0)
end :: TypeToVec6<Rect>,
table = function(v)
return vector.create(v[1] or 0, v[2] or 0, v[3] or 0), vector.create(v[4] or 0, 0, 0)
end :: TypeToVec6<{ number }>
}
local vec6_to_type = {
@ -111,15 +91,15 @@ local vec6_to_type = {
end :: Vec6ToType<CFrame>,
Color3 = function(v)
return Color3.new(v.X, v.Y, v.Z)
return Color3.new(math.clamp(v.X, 0, 1), math.clamp(v.Y, 0, 1), math.clamp(v.Z, 0, 1))
end :: Vec6ToType<Color3>,
UDim = function(v)
return UDim.new(v.X, v.Y)
return UDim.new(v.X, math.round(v.Y))
end :: Vec6ToType<UDim>,
UDim2 = function(a, b)
return UDim2.new(a.X, a.Y, a.Z, b.X)
return UDim2.new(a.X, math.round(a.Y), a.Z, math.round(b.X))
end :: Vec6ToType<UDim2>,
Vector2 = function(v)
@ -132,12 +112,16 @@ local vec6_to_type = {
Rect = function(a, b)
return Rect.new(a.X, a.Y, a.Z, b.X)
end :: Vec6ToType<Rect>
end :: Vec6ToType<Rect>,
table = function(a, b)
return { a.X, a.Y, a.Z, b.X }
end :: Vec6ToType<{ number }>
}
local invalid_type = {
__index = function(_, t: string)
throw(`cannot spring type {t}`)
error(`cannot spring type {t}`, 0)
end
}
@ -146,80 +130,133 @@ setmetatable(vec6_to_type, invalid_type)
-- maps spring data to its corresponding output node
-- lifetime of spring data is tied to output node
local springs: { [SpringData<any>]: StartNode<any> } = {}
setmetatable(springs, { __mode = "v" })
local springs: { [SpringState<unknown>]: SourceNode<unknown> } = {}
setmetatable(springs :: any, { __mode = "v" })
local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): () -> T
local owner = get_owning_scope()
local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): (() -> T, SpringSettings<T>)
local owner = assert_stable_scope()
-- https://en.wikipedia.org/wiki/Damping
local w_n = 2*math.pi / (period or 1)
local z = damping_ratio or 1
local k = w_n^2
local c_c = 2*w_n
local c = z * c_c
-- todo: is there a solution to this other than upping step frequency?
-- todo: is there a solution other than reducing step size?
-- todo: this does not catch all solver exploding cases
if c > UPDATE_RATE*2 then -- solver will explode if this is true
throw("spring damping too high, consider reducing damping or increasing period")
error("spring damping too high, consider reducing damping or increasing period", 0)
end
local data: SpringData<T> = {
local data: SpringState<T> = {
k = k,
c = c,
x0_123 = ZERO,
x1_123 = ZERO,
v_123 = ZERO,
x0_123 = vector.zero,
x_123 = vector.zero,
x1_123 = vector.zero,
v_123 = vector.zero,
x0_456 = ZERO,
x1_456 = ZERO,
v_456 = ZERO,
x0_456 = vector.zero,
x_456 = vector.zero,
x1_456 = vector.zero,
v_456 = vector.zero,
source_value = false :: any,
}
local output = create_start_node(false :: any)
local output = create_source_node(false :: any)
local function updater_effect()
local value = source()
data.x1_123, data.x1_456 = type_to_vec6[typeof(value)](value)
data.source_value = value
springs[data] = output -- todo: investigate why insertion is not O(1) at ~20k springs
springs[data] = output
return value
end
local updater = create_node(false :: any, updater_effect)
set_owner(updater, owner)
local updater = create_node(owner, updater_effect, false :: any)
evaluate_node(updater)
-- set initial position to goal
data.x0_123, data.x0_456 = data.x1_123, data.x1_456
data.x_123, data.x_456 = data.x1_123, data.x1_456
-- set output to goal
output.cache = data.source_value
return function()
track(output)
local config = function(p)
local x = p.position
local v = p.velocity
local dv = p.impulse
if x then
local x_123, x_456 = type_to_vec6[typeof(x)](x)
data.x_123, data.x_456 = x_123, x_456
data.x0_123, data.x0_456 = x_123, x_456
end
if v then
data.v_123, data.v_456 = type_to_vec6[typeof(v)](v)
end
if dv then
local dv_123, dv_456 = type_to_vec6[typeof(dv)](dv)
data.v_123 += dv_123
data.v_456 += dv_456
end
-- schedule spring
springs[data] = output
end :: SpringSettings<T>
return function(...)
if select("#", ...) == 0 then -- no args were given
push_scope_as_child_of(output)
return output.cache
end
-- set current position to value
local v = ... :: T
data.x_123, data.x_456 = type_to_vec6[typeof(v)](v)
-- reset velocity
data.v_123 = vector.zero
data.v_456 = vector.zero
-- schedule spring
springs[data] = output
-- set output to value
output.cache = v
return v
end, config
end
-- calculates a float tolerance, based on the magnitude of the float
local function get_min_step(x: number): number
return x/TOLERANCE_FACTOR
end
local function get_min_vector_step(direction: vector): vector
return vector.create(
get_min_step(direction.x),
get_min_step(direction.y),
get_min_step(direction.z)
)
end
local function step_springs(dt: number)
for data in next, springs do
local k, c,
x0_123, x1_123, u_123,
x0_456, x1_456, u_456 =
data.k, data.c,
data.x0_123, data.x1_123, data.v_123,
data.x0_456, data.x1_456, data.v_456
for s in springs do
local k = s.k
local c = s.c
local x_123, x_456 = s.x_123, s.x_456
local x1_123, x1_456 = s.x1_123, s.x1_456
local u_123, u_456 = s.v_123, s.v_456
-- calculate displacement from target
local dx_123 = x0_123 - x1_123
local dx_456 = x0_456 - x1_456
local dx_123 = x_123 - x1_123
local dx_456 = x_456 - x1_456
-- calculate spring force
local fs_123 = dx_123*-k
@ -229,53 +266,50 @@ local function step_springs(dt: number)
local ff_123 = u_123*-c
local ff_456 = u_456*-c
-- calculate acceleration step
local dv_123 = (fs_123 + ff_123)*dt
local dv_456 = (fs_456 + ff_456)*dt
-- calculate acceleration
local a_123 = (fs_123 + ff_123)
local a_456 = (fs_456 + ff_456)
-- apply acceleration step
local v_123 = u_123 + dv_123
local v_456 = u_456 + dv_456
-- step acceleration
local v_123 = u_123 + a_123*dt
local v_456 = u_456 + a_456*dt
-- calculate new position
local x_123 = x0_123 + v_123*dt
local x_456 = x0_456 + v_456*dt
-- step velocity
local y_123 = x_123 + v_123*dt
local y_456 = x_456 + v_456*dt
data.x0_123, data.x0_456 = x_123, x_456
data.v_123, data.v_456 = v_123, v_456
s.x_123, s.x_456 = y_123, y_456
s.v_123, s.v_456 = v_123, v_456
end
end
local remove_queue = {}
local function update_spring_sources()
for data, output in next, springs do
local x0_123, x1_123, v_123,
x0_456, x1_456, v_456 =
data.x0_123, data.x1_123, data.v_123,
data.x0_456, data.x1_456, data.v_456
for data, output in springs do
local x0_123, x0_456 = data.x0_123, data.x0_456
local x_123, x_456 = data.x_123, data.x_456
local x1_123, x1_456 = data.x1_123, data.x1_456
local v_123, v_456 = data.v_123, data.v_456
local dx_123, dx_456 =
x0_123 - x1_123,
x0_456 - x1_456
local tol_123 = vector.abs(get_min_vector_step(x0_123 - x1_123))
local tol_456 = vector.abs(get_min_vector_step(x0_456 - x1_456))
-- todo: can this false positive?
if (v_123 + v_456 + dx_123 + dx_456).Magnitude < TOLERANCE then
-- close enough to target, unshedule spring and set value to target
table.insert(remove_queue, data)
if
-- position is at goal (within tolerance)
vector.max(vector.abs(x_123 - x1_123), tol_123) == tol_123
and vector.max(vector.abs(x_456 - x1_456), tol_456) == tol_456
-- velocity is at 0 (within tolerance)
and vector.max(vector.abs(v_123/10), tol_123) == tol_123
and vector.max(vector.abs(v_456/10), tol_456) == tol_456
then
springs[data] = nil
output.cache = data.source_value
else
output.cache = vec6_to_type[typeof(data.source_value)](x0_123, x0_456)
output.cache = vec6_to_type[typeof(data.source_value)](x_123, x_456)
end
update(output)
update_descendants(output)
end
for _, data in next, remove_queue do
springs[data] = nil
end
table.clear(remove_queue)
end
return function()

View file

@ -1,67 +1,113 @@
if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
type StartNode<T> = graph.StartNode<T>
local create_node = graph.create_node
local evaluate_node = graph.evaluate_node
local set_owner = graph.set_owner
local track = graph.track
local destroy = graph.destroy
local get_owning_scope = graph.get_owning_scope
local open_scope = graph.open_scope
local close_scope = graph.close_scope
local branch = require "./branch"
local source = require "./source"
local effect = require "./effect"
local timeout = require "./timeout" ()
type Array<T> = { T }
type Map<K, V> = { [K]: V }
type Source<T> = () -> T
type Component<T> = (Source<boolean>) -> (T, ...number)
local function switch<T, U>(source: () -> T): (map: Map<T, ((() -> U)?)>) -> () -> U?
local owner = get_owning_scope()
local function switch_map<K, Obj>(
input: Source<K>,
map: Map<K, Component<Obj>>
): Source<nil | Obj | Array<Obj>>
local scopes = {} :: Map<K, {
destroy: () -> (),
object: Obj,
delay: number,
present: (boolean?) -> boolean,
timeout: { cancel: boolean }?
}>
return function(map)
local last_scope: Node<false>?
local last_component: (() -> U)?
local output = source(nil :: nil | Obj | Array<Obj>)
local function update_output()
local objects = {}
local function update(cached): U?
local component = map[source()]
if component == last_component then return cached end
last_component = component
if last_scope then
destroy(last_scope :: Node<any>)
last_scope = nil
for _, scope in scopes do
table.insert(objects, scope.object)
end
if component == nil then return nil end
output(
if objects[2] then objects
elseif objects[1] then objects[1]
else nil
)
end
effect(function()
local key: K? = input()
-- destroy (or queue destroy) all scopes not associated with the input key
for k, scope in scopes do
if k == key then continue end
scope.present(false)
if scope.delay == 0 then
scope.destroy()
scopes[k] = nil
else
if scope.timeout == nil then
scope.timeout = timeout(scope.delay, function()
scope.destroy()
scopes[k] = nil
update_output()
end)
end
end
end
-- create new scope or abort destruction of existing scope if key exists
if key ~= nil then
local scope = scopes[key]
if scope then
scope.present(true)
if scope.timeout then
scope.timeout.cancel = true
scope.timeout = nil
end
else
local component = map[key]
if component ~= nil then
if type(component) ~= "function" then
throw("map must map a value to a function")
error("map must map a value to a function", 0)
end
local new_scope = create_node(false, false)
last_scope = new_scope :: Node<any>
local present = source(false)
set_owner(new_scope, owner)
open_scope(new_scope)
local delay = nil :: number?
local destroy, object = branch(function()
local object, t = component(present)
delay = t
return object
end)
local ok, result = pcall(component)
present(true)
close_scope()
if not ok then error(result, 0) end
return result
scopes[key] = {
destroy = destroy,
object = object,
delay = delay or 0,
present = present,
timeout = nil
}
end
end
end
local node = create_node(nil :: U?, update)
update_output()
end)
set_owner(node, owner)
evaluate_node(node)
return function()
track(node)
return node.cache
return output
end
local function switch<K, Obj>(input: Source<K>): (map: Map<K, Component<Obj>>) -> Source<nil | Obj | Array<Obj>>
return function(map)
return switch_map(input, map)
end
end

View file

@ -1,9 +0,0 @@
if not game then script = require "test/relative-string" end
local trace = require(script.Parent.trace)
local function throw(msg): any
error(msg, trace()-1)
end
return throw

27
src/timeout.luau Normal file
View file

@ -0,0 +1,27 @@
local queue = {} :: {
{ t: number, fn: () -> (), cancel: boolean }
}
local function timeout(t: number, fn: () -> ())
local handle = { t = t, fn = fn, cancel = false }
table.insert(queue, handle)
return handle
end
local function update_timeouts(dt: number)
for i = #queue, 1, -1 do
local handle = queue[i]
handle.t -= dt
if handle.cancel or handle.t <= 0 then
queue[i] = queue[#queue]
queue[#queue] = nil
if not handle.cancel then
handle.fn()
end
end
end
end
return function() return timeout, update_timeouts end

View file

@ -1,29 +0,0 @@
-- returns path to file as an array with each directory
-- accounts for Roblox and Luau contexts
local function get_path(s)
if string.sub(s, #s - 4, #s) == ".luau" then
s = string.sub(s, 1, #s - 5)
end
return string.split(s, string.match(s, "%w+/") and "/" or ".")
end
-- get directory of vide root
local root do
local path = get_path(debug.info(1, "s"))
root = path[#path - 1]
end
-- finds the first stack depth outside of any vide library function
return function(): number
local stack = 1
local path = get_path(debug.info(stack, "s"))
while path[#path] == root or path[#path - 1] == root do
stack += 1
path = get_path(debug.info(stack, "s"))
end
return stack
end

View file

@ -1,6 +1,4 @@
if not game then script = require "test/relative-string" end
local graph = require(script.Parent.graph)
local graph = require "./graph"
type Node<T> = graph.Node<T>
local get_scope = graph.get_scope
@ -12,16 +10,16 @@ local function untrack<T>(source: () -> T): T
local effect = scope.effect
scope.effect = false
local ok, result = pcall(source)
local ok, result = xpcall(source, debug.traceback)
scope.effect = effect :: () -> ()
if not ok then error(result, 0) end
return result
return result :: T
else
return source()
end
end
return untrack
return untrack :: ( <T>(fn: () -> T) -> T ) & ( (fn: () -> ()) -> () )

131
src/values.luau Normal file
View file

@ -0,0 +1,131 @@
local flags = require "./flags"
local branch = require "./branch"
local source = require "./source"
local effect = require "./effect"
local timeout = require "./timeout" ()
type Array<T> = { T }
type Map<K, V> = { [K]: V }
type Source<T> = () -> T
local function values<K, V, Obj>(
input: Source<Map<K, V>>,
component: (V, Source<K>, Source<boolean>) -> (Obj, ...number)
): Source<Array<Obj>>
local update_count = 0
local scopes = {} :: Map<V, {
destroy: () -> (),
object: Obj,
index: K?,
index_source: (K?) -> K,
count: number,
delay: number,
present: (boolean?) -> boolean,
timeout: { cancel: boolean }?,
}>
local output = source({} :: Array<Obj>)
local function update_output()
local objects = table.create(4)
for _, scope in scopes do
table.insert(objects, scope.object)
end
output(objects)
end
effect(function()
local data = input()
local count = update_count
update_count += 1
local children_need_update = false -- set to true if a scope is created or destroyed
if flags.strict then -- check for duplicate values
local map = {}
for _, v in data do
if map[v] then
error("table source passed to `values()` contains duplicate values", 0)
end
map[v] = true
end
end
-- create or update scopes
for i, v in data do
local scope = scopes[v]
if scope == nil then -- create new scope and create component
local index_source = source(i)
local present = source(false)
local delay = nil :: number?
local destroy, object = branch(function()
local object, t = component(v, index_source, present)
delay = t
return object
end)
present(true)
children_need_update = true
scopes[v] = {
destroy = destroy,
object = object,
index = i,
index_source = index_source,
count = count,
delay = delay or 0,
present = present,
timeout = nil,
}
else -- update scope
scope.count = count
if scope.index ~= i then
if scope.timeout then -- value is in input table again; cancel destruction
scope.timeout.cancel = true
scope.timeout = nil
scope.present(true)
end
scope.index = i
scope.index_source(i)
end
end
end
-- destroy scopes
for v, scope in scopes do
if scope.count < count then -- if count is not latest then value is no longer in the input table
scope.present(false)
if scope.delay == 0 then
scope.destroy()
scopes[v] = nil
children_need_update = true
else
scope.index = nil -- set to nil for the `scope.index ~= i` check
if scope.timeout == nil then
scope.timeout = timeout(scope.delay, function() -- todo: possible redundant updates
scope.destroy()
scopes[v] = nil
update_output()
end)
end
end
end
end
if children_need_update then
update_output()
end
end)
return output
end
return values

View file

@ -1,13 +1,17 @@
local testkit = require("test/testkit")
local testkit = require("./testkit")
local BENCH, START = testkit.benchmark()
local vide = require "src/init"
local vide = require "../../vide"
local source = vide.source
local derive = vide.derive
local effect = vide.effect
local indexes = vide.indexes
local values = vide.values
local batch = vide.batch
local cleanup = vide.cleanup
local untrack = vide.untrack
local create = vide.create
local context = vide.context
assert(not vide.strict)
@ -23,8 +27,7 @@ local function ROOT_BENCH(name: string, fn: () -> ())
end)()
end
local N = 2^18 -- 262144
local N = 2^20
TITLE "sources"
@ -132,8 +135,28 @@ ROOT_BENCH("update 1->1->1->1...1000 graph", function()
end
end)
-- todo: repeat with batching
ROOT_BENCH("update 1000->1 graph", function()
-- todo: why does it hang at 1k? it didn't before
ROOT_BENCH("update 500->1 graph", function()
local srcs = {}
for i = 1, 500 do
srcs[i] = source(0)
end
derive(function()
for i = 1, 500 do
srcs[i]()
end
return false
end)
for i = 1, START(1) do
for idx = 1, 500 do
srcs[idx](i)
end
end
end)
ROOT_BENCH("update 1000->1 graph (batched)", function()
local srcs = {}
for i = 1, 1000 do
srcs[i] = source(0)
@ -147,14 +170,16 @@ ROOT_BENCH("update 1000->1 graph", function()
end)
for i = 1, START(1) do
batch(function()
for idx = 1, 1000 do
srcs[idx](i)
end
end)
end
end)
-- todo: optimize, repeat with batching
ROOT_BENCH("update 1000x 1->1 common extern. graph", function()
-- todo: optimize this case
ROOT_BENCH("update 1000 1->1 common extern. graph", function()
local ext = source(-1)
local srcs = {}
@ -175,7 +200,7 @@ end)
TITLE "property apply"
ROOT_BENCH("apply 0 properties", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
for i = 1, START(N) do
@ -184,7 +209,7 @@ ROOT_BENCH("apply 0 properties", function()
end)
ROOT_BENCH("apply 8 properties", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
for i = 1, START(N) do
@ -202,7 +227,7 @@ ROOT_BENCH("apply 8 properties", function()
end)
ROOT_BENCH("bind property", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
local src = source(1)
@ -217,7 +242,7 @@ ROOT_BENCH("bind property", function()
end)
ROOT_BENCH("update binding", function()
local apply = require "src/apply"
local apply = require "../src/apply"
local instance = create("Frame") {}
local src = source(1)
@ -424,106 +449,99 @@ ROOT_BENCH("values() all remove", function()
src(data)
end)
N *= 1024
TITLE "context()"
TITLE "cleanup"
ROOT_BENCH("set context", function()
local ctx = context()
ROOT_BENCH("register new cleanup", function()
local cleanup = cleanup
for i = 1, START(N) do
ctx(i, function() end)
end
end)
local cleaner = function() end
ROOT_BENCH("get context (depth=1)", function()
local ctx = context()
local callers = {}
local function run()
for i = 1, START(N) do
ctx()
end
end
ctx(1, function()
run()
end)
end)
local depth = 10
ROOT_BENCH(`get context (depth={depth})`, function()
local ctx = context()
local function run()
for i = 1, START(N) do
ctx()
end
end
local function nest_effect(fn)
untrack(function()
effect(fn)
return nil
end)
end
local f = run
for i = 1, depth - 1 do
local f_inner = f
f = function()
nest_effect(f_inner)
end
end
ctx(1, function()
f()
end)
end)
TITLE "spring()"
ROOT_BENCH("spring update", function()
local root, source, spring = vide.root, vide.source, vide.spring
local src = source(0)
root(function()
for i = 1, N do
callers[i] = function(fn, v)
fn(v)
return i -- return unique upvalue to ensure unique closure
end
spring(src)
end
for i = 1, START(N) do
callers[i](cleanup, cleaner)
end
end)
START(N)
TITLE "aggregate"
do
-- the purpose of the two following benchmarks is to measure the overhead of
-- aggregate construction
ROOT_BENCH("set explicit mock vector2", function()
local apply = require "src/apply"
local Vector2 = require "test/mock".Vector2
local label = create "TextLabel" {
AnchorPoint = Vector2.new(1, 1)
}
for i = 1, START(N) do
apply(label, {
AnchorPoint = Vector2.new(i, i)
})
end
end)
ROOT_BENCH("set aggregate mock vector2", function()
local apply = require "src/apply"
local Vector2 = require "test/mock".Vector2
local label = create "TextLabel" {
AnchorPoint = Vector2.new(1, 1)
}
for i = 1, START(N) do
apply(label, {
AnchorPoint = { i, i }
})
end
end)
end
-- innacurate due to no Vector3 in vanilla Luau
-- mock vector is 200x slower than native vector
-- ROOT_BENCH("spring update", function()
-- local root, source, spring = vide.root, vide.source, vide.spring
-- local src = source(0)
-- root(function()
-- for i = 1, N do
-- spring(src)
-- end
-- START(N)
-- src(1)
-- return nil
-- end)
-- end)
-- N /= 1024
-- ROOT_BENCH("spring step", function()
-- local root, source, spring = vide.root, vide.source, vide.spring
-- local src = source(0)
-- root(function()
-- for i = 1, N do
-- spring(src)
-- end
-- src(1)
-- START(N)
-- vide.step(1/60)
-- return nil
-- end)
-- end)
src(1)
return nil
end)
end)
ROOT_BENCH("spring step", function()
local root, source, spring = vide.root, vide.source, vide.spring
local src = source(0)
root(function()
for i = 1, N do
spring(src)
end
src(1)
START(N)
vide.step(1/60)
return nil
end)
end)
return nil

View file

@ -0,0 +1,27 @@
local vide = require "../src/"
local count = vide.source(0)
vide.create("TextButton") {
BackgroundTransparency = 1,
AnchorPoint = "bad value", -- should error
InvalidProperty = true, -- should error
Text = function()
return "count: " .. count()
end,
Size = function() -- should error
return "bad value"
end,
MouseEnter = function(x, y)
end,
Activated = "bad value", -- should error
vide.create "TextLabel" {},
function() end,
}

View file

@ -86,6 +86,9 @@ local Instance = {} :: any do
local proxies = {} :: { [Data]: userdata? }
setmetatable(proxies :: any, { __mode = "v" })
-- allocate variables for the metamethods as __index and get_proxy cross refrences each other
local __index, __newindex
local function get_data(userdata: userdata): Data
local function f(userdata: userdata): ProxyMT
return getmetatable(userdata :: any)
@ -94,6 +97,19 @@ local Instance = {} :: any do
return f(userdata).data
end
local function get_proxy(data: Data): userdata
return proxies[data] or (function()
local userdata = newproxy(true)
local proxy = getmetatable(userdata)
proxy.proxy = userdata
proxy.data = data
proxy.__index = __index
proxy.__newindex = __newindex
proxies[data] = userdata
return userdata
end)()
end
local function is_instance(value: unknown): boolean
local mt = getmetatable(value :: any)
return mt and mt.data and mt.data.type == "Instance"
@ -101,16 +117,16 @@ local Instance = {} :: any do
local methods = {}
local function __index(userdata: userdata, property: string): ()
__index = function(userdata: userdata, property: string): ()
local data = get_data(userdata)
return if methods[property] then methods[property]
elseif property == "Name" then data.name
elseif property == "Parent" then data.parent
elseif property == "Parent" then (data.parent and get_proxy(data.parent))
elseif property == "Destroying" then data.destroying
else data.properties[property]
end
local function __newindex(userdata: userdata, property: string, value: unknown)
__newindex = function(userdata: userdata, property: string, value: unknown)
local data = get_data(userdata)
if property == "Name" then
if type(value) ~= "string" then error("name must be a string", 2) end
@ -135,19 +151,6 @@ local Instance = {} :: any do
end
end
local function get_proxy(data: Data): userdata
return proxies[data] or (function()
local userdata = newproxy(true)
local proxy = getmetatable(userdata)
proxy.proxy = userdata
proxy.data = data
proxy.__index = __index
proxy.__newindex = __newindex
proxies[data] = userdata
return userdata
end)()
end
function Instance.new(class: string): Instance
local data = {
name = "UNNAMED",
@ -257,40 +260,6 @@ local Vector2 = { __type = "Vector2" } :: any do
end
end
local Vector3 = { __type = "Vector3" } :: any do
local function new(x, y, z)
return setmetatable({ X = x, Y = y, Z = z }, Vector3)
end
function Vector3.new(x, y, z)
return new(x or 0, y or 0, z or 0)
end
function Vector3.__add(a, b)
return new(a.X + b.X, a.Y + b.Y, a.Z + b.Z)
end
function Vector3.__sub(a, b)
return new(a.X - b.X, a.Y - b.Y, a.Z - b.Z)
end
function Vector3.__mul(a, b)
return new(a.X * b, a.Y * b, a.Z * b)
end
function Vector3.__unm(v)
return new(-v.X, -v.Y, -v.Z)
end
function Vector3.__eq(a, b)
return a.X == b.X and a.Y == b.Y
end
function Vector3.__index(v)
return (v.X^2 + v.Y^2 + v.Z^2)^0.5
end
end
local UDim2 = { __type = "UDim2" } :: any do
function UDim2.new(sx, ox, sy, oy)
return table_to_proxy(setmetatable({ x = { scale = sx, offset = ox }, y = { scale = sy, offset = oy } }, UDim2))
@ -330,7 +299,6 @@ return {
Instance = Instance :: typeof(Instance),
Color3 = Color3 :: typeof(Color3),
Vector2 = Vector2 :: typeof(Vector2),
Vector3 = Vector3 :: typeof(Vector3),
UDim2 = UDim2 :: typeof(UDim2),
Enum = Enum :: typeof(Enum),
typeof = typeof :: typeof(typeof)

View file

@ -1,9 +0,0 @@
local function dir(directory: string)
return setmetatable({} :: { [string]: any },
{ __index = function(_, path) return directory .. path end })
end
local script = dir "src/"
script.Parent = dir "src/"
return script

View file

@ -1,25 +1,34 @@
local vide = require "src/init"
local testkit = require("test/testkit")
local vide = require "../../vide"
local program_time = os.clock()
local function system(): (number) -> number
local MAX = 40
local MIN = 10
local function step(): number
local FPS = 60
local DT = 1/FPS
local _, input, output = vide.root(function()
local input = vide.source(MAX)
local output = vide.spring(input, 1, .3)
return input, output
end)
repeat until os.clock() - program_time >= DT
program_time += DT
return DT
local T = 10
local t = 0
return function(dt)
t += dt
if t >= T then
t -= T
input(input() == MAX and MIN or MAX)
end
local function main()
local TERMINAL_HEIGHT = 73 --* REDUCE IF BAR DOES NOT FIT IN TERMINAL
local MIN_ALPHA = 0.3
local MAX_ALPHA = 0.7
vide.step(dt)
local MIN = TERMINAL_HEIGHT * MIN_ALPHA
local MAX = TERMINAL_HEIGHT * MAX_ALPHA
local OFFSET = TERMINAL_HEIGHT - MAX
return output()
end
end
--------------------------------------------------------------------------------
local function redraw_block(h: number)
local OFFSET = 70
local BLOCK = "█"
@ -35,37 +44,35 @@ local function main()
else "▁"
end
local source = vide.source
local spring = vide.spring
local effect = vide.effect
local value = source(MAX)
local sprung = spring(value, 1, 0.3)
effect(function()
local v = sprung()
local fv = math.floor(v)
local h_f = math.floor(h)
local reset = "\27[H\27[2J" -- ANSI clear terminal
local offset = string.rep("\n", MAX - fv + OFFSET)
local bar = testkit.color.gray(remainder_to_block(v - fv) .. "\n" .. string.rep(BLOCK .. "\n", fv))
print(reset .. offset .. bar .. "\n" .. v)
end)
local T = 3
local elapsed = T/1.2
repeat local dt = step()
vide.step(dt)
elapsed += dt
while elapsed >= T do
elapsed -= T
value(value() == MAX and MIN or MAX)
local offset = string.rep("\n", OFFSET - h_f)
local bar = remainder_to_block(h - h_f) .. "\n" .. string.rep(BLOCK .. "\n", h_f)
--print(reset .. offset .. bar .. "\n" .. string.format("%.1f", h))
print(reset .. offset .. bar .. "\n" .. h)
end
until false
local program_time = os.clock()
local function step(): number
local FPS = 30
local DT = 1/FPS
repeat until os.clock() - program_time >= DT
program_time += DT
return DT
end
vide.root(main)
local function loop()
local callback = system()
while true do
local dt = step()
local x = callback(dt)
redraw_block(x)
end
end
loop()

110
test/stacktrace-test.luau Normal file
View file

@ -0,0 +1,110 @@
local vide = require "../"
do
print "============================================================="
local a = vide.source(1)
local cause_error = false
local function try_error()
if cause_error then error("uh oh") end
end
vide.root(function()
vide.effect(function()
a()
try_error()
end)
end)
cause_error = true
local ok, result = pcall(function() a(2) end)
print(result)
print "============================================================="
end
do
print "============================================================="
local a = vide.source(1)
local b = vide.source(1)
local c = vide.source(1)
local cause_error = false
local function try_error()
if cause_error then error("uh oh") end
end
vide.root(function()
vide.effect(function()
a()
b(vide.untrack(b) + 1)
end)
vide.effect(function()
b()
c(vide.untrack(c) + 1)
end)
vide.effect(function()
c()
try_error()
end)
end)
cause_error = true
local ok, result = pcall(function() a(2) end)
print(result)
print "============================================================="
end
do
print "============================================================="
local a = vide.source(1)
local b = vide.source(1)
local c = vide.source(1)
local cause_error = false
local function try_error()
if cause_error then error("uh oh") end
end
vide.root(function()
vide.effect(function()
a()
vide.untrack(function() -- todo: this trace appearing twice
b(b() + 1)
return nil
end)
end)
vide.effect(function()
b()
vide.batch(function()
c(vide.untrack(c) + 1)
end)
end)
vide.effect(function()
c()
try_error()
end)
end)
cause_error = true
local ok, result = pcall(function() a(2) end)
print(result)
print "============================================================="
end

File diff suppressed because it is too large Load diff

12
todo.md
View file

@ -1,12 +1,4 @@
# todo
- property binding optimization
- would no longer allow `cleanup()` usage in binding scopes
- solution to nested reactivity, see: SolidJS stores
- optimize wide graph updating
- implement from solid:
- Portal
- batch
- optimize `indexes()` double-diffing
- improve crash course, some sections feel like information dumps
- cleanup source and tests
- improve error traces
- prevent redundant re-eval of nodes in a complex diamond graph

View file

@ -2,7 +2,7 @@
name = "centau/vide"
description = "A reactive Luau library for creating UI. "
license = "MIT"
version = "0.1.1"
version = "0.4.1"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
include = ["default.project.json", "LICENSE", "src"]