vide/docs/api/creation.md
2023-09-28 16:46:32 +01:00

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# 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)
```
## create()
Creates a new UI element, applying any given properties.
- **Type**
```lua
function create(class: string): (Properties) -> Instance
function create(instance: Instance): (Properties) -> Instance
type Properties = Map<string|number, any>
```
- **Details**
The function can take either a `string` or an `Instance` as its first argument.
- If given a `string`, a new instance with the same class name will be created.
- If given an `Instance`, a new instance that is a clone of the given instance
will be created.
This returns another function that is used to apply any properties to the new
instance.
- **Property setting rules**
- **index is string:**
- **value is function:**
- **property is event:** connect function as callback
- **property is not event:** create effect to update property
- **value is not function:** set property to value
- **index is number:**
- **value is action:** run action
- **value is table:** recurse table
- **value is functon:** 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)
}
```
A component using property nesting.
```lua
type Layout = {
Layout = {
Position: UDim2?,
Size: UDim2?,
AnchorPoint: Vector2?
}
}
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.
- **Type**
```lua
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.
A priority can be optionally specified to ensure certain actions run after
other actions. Higher priority numbers are ran after lower priority numbers.
- **Example**
An action to listen to changed properties:
```lua
local function changed(property: string, callback: (new) -> ())
return action(function(instance)
local con - instance:GetPropertyChangedSignal(property):Connect(function()
callback(instance[property])
end)
-- disconnect on reactive scope destruction to allow gc of instance
cleanup(function()
con:Disconnect()
end)
end)
end
local output = source ""
create "TextBox" {
-- will update the `output` source anytime the text property is changed
changed("Text", output)
}
```
## changed()
A wrapper for `action()` to listen for property changes.
- **Type**
```lua
function changed(property: string, callback: (...unknown) -> ()): Action
```
- **Details**
Will run the given callback any time the property is changed, as well as
when the action is initially run.
The changed connection is disconnected when the reactive scope the action is
ran in is destroyed.
Runs with an action priority of 1.