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https://github.com/NightLapse-Studios/Pumpkin
A neat, pragmatic UI builder library for Roblox that wraps Roact.
https://github.com/NightLapse-Studios/Pumpkin
Last synced: 6 days ago
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A neat, pragmatic UI builder library for Roblox that wraps Roact.
- Host: GitHub
- URL: https://github.com/NightLapse-Studios/Pumpkin
- Owner: NightLapse-Studios
- License: apache-2.0
- Created: 2024-03-14T02:18:06.000Z (9 months ago)
- Default Branch: main
- Last Pushed: 2024-04-11T06:02:50.000Z (8 months ago)
- Last Synced: 2024-04-11T07:22:46.757Z (8 months ago)
- Language: Lua
- Homepage:
- Size: 647 KB
- Stars: 5
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# Pumpkin
Pumpkin is a UI library that wraps Roact and Flipper to achieve better expressiveness and ease of writing components. It is highly recommended you understand developing with Roact before Pumpkin since it is built on Roact.For working examples, check out the children of [src/example/DebugMenu](src/example/DebugMenu/init.lua), such as [DebugCheckBox](src/example/DebugMenu/DebugCheckBox.lua), and most functionality is implemented in a single file: [Pumpkin](src/Pumpkin/init.lua). Note: we may not write react in your style or with certain wisdom, but Pumpkin is primarily a wrapper, and as such the example code *can* be written in your preferred style. Some people blacklist class/stateful component patterns, but they are very intuitive to us, so that is the dominating pattern we have used in these examples.
### Main Attractions
* Short Syntax/Builder Pattern
* Improved Bindings
* Flipper (an animation library) is available through bindings directly
* Custom properties (PropSet Modifiers), as opposed to just custom elements.
* Props receive datatype arguments instead of the datatype directly
* Other/Utility### Warning
* This is an in-house tool cleaned up for a public version because it has, in our opinion, been nice to use and demonstrates nice ideas. The proving ground has been in [Clash!](https://www.roblox.com/games/8256020164/Clash-KNIGHT)
* React features we don't use may be left unwrapped
* The upgrade to react 17 was done as part of making a public version, so new react features since legacy roact haven't been looked at.
* Upgrade to react 17 has only been tested on the debug menu example (which was built on pumpkin with legacy roact)## Installation
Place the `src/Pumpkin` folder in your project library folder and require it. The source code is the release for now, we aren't fancy yet.## Overview
### Short Syntax/Builder Pattern
```lua
-- Imports (always the same) (will be omitted from the README here on out)
local Pumpkin = require(game.ReplicatedFirst.Pumpkin)
local I, P = Pumpkin, Pumpkin.P-- Roact 17 and Roact legacy modules are available, just in case
local Roact, RoactRbx = Pumpkin.Roact, Pumpkin.RoactRbxI:ImageButton(P()
-- No need to type `Color3.new(...),`
-- You can also pass in a color3 or binding.
:BackgroundColor3(1, 0, 0)
:Activated(function()
print("Clicked!")
end)
):Children(
-- more elements
)-- Equivalent to:
Roact.createElement("ImageButton", {
BackgroundColor3 = Color3.new(1, 0, 0),
[Roact.Event.Activated] = function()
print("Clicked!")
end,
}, {
-- more elements
})
```### Improved Bindings/Tweens
Bindings provide direct access to their internals, freeing us from having two return vales from `createBinding`
```lua
local pulse, updPulse = I:Binding(0)-- Equivalent:
updPulse(0.5)
pulse.update(0.5)local disconnect_func = pulse.subscribe(function(newPulseValue) end)
```When joining bindings, everything goes. Mostly useful for general purpose UI components, we no longer have to check if passed in props are bindings or pure values:
```lua
local pulse = I:Binding(0)
local pulse2 = 0.5I:JoinBindings({pulse, pulse2}):map(function(table)
local pulseValue = table[1] --0
local pulseValue2 = table[2] --0.5
end)
```### PropSet modifiers
Constructing props through the builder pattern lets us put names on our ways of setting props:
```lua
I:Frame(P()
-- Center the UI within its parent
:Center()
-- Position it 5 pixels away from the left side of its parent, (overwriting the :Center() call above)
-- The parameters are interpreted as UDim parameters
:JustifyLeft(0, 5)
:Invisible()
-- Propset modifiers can do a lot more than modify props
-- This example involves inserting children into the props as well, a UIAspectRatioConstraint
:AspectRatioProp(1/3)
)
```Custom modifiers can get pretty advanced, for example we have implemented this:
```lua
I:Frame(P()
:Size(1, 0, 1, 0)
-- Draw a 3 pixel line from the anchor point, in the instance's coordinate space
:Line(UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), 3)
)
```### Tweens
Pumpkin Tweens are implemented as an extension to bindings and use Flippers UI Animation Library, they start playing when they are attached to an instance, and reset to the beginning when unattached. A tween with no sequences will start playing once sequences have been added to it, which is what you should do if you don't want your tween to play until you tell it to
```lua
-- define a tween with value 0 (default start value)
-- spring to 1 with speed of 2 and damping of 1.3, go back to 0, wait half a second, repeat this forever
local pulse = I:Tween():spring(1, 2, 1.3):instant(0):pause(0.5):repeatAll(-1)I:ImageButton(P()
:BackgroundColor3(pulse:map(function(v)-- the tween is a binding with extra functionality.
return Color3.new(v, 0, 0)
end))
:Activated(function()
pulse:wipe()-- when the buttons is clicked, clear the animation steps and reset to start value (0)
end)
)
```So essentially, Pumpkin Tweens are bindings with a sequence of animation steps. As you can see, despite the complex nature of this tween, the syntax remains relatively short. The animation sequence can be defined or changed at any time. You can read more about other functions related to tweens at the top of [Pumpkin](src/Pumpkin/init.lua)
## Shared functionality
Pumpkin provides a way for modules to define shared custom PropSet modifiers, elements, and components. As you'd expect, you can only use shared things after they've been defined.
```lua
--[[ Shared custom modifiers ]]-- definition
I:RegisterModifier("CustomModifier", function(props, a, b)
props:AnchorPoint(math.random(), math.random())
props:Position(0.5, 0, 0.5, 0)
props:BackgroundTransparency(a - b^2)return props
end)-- use (directly by name)
I:Frame(P()
:CustomModifier(1, 0.2)
)--[[ Shared custom elements ]]
-- definition
I:NewElement("MyElement", I:Frame(P()))I:NewElement("MyElement2", function(props)
return I:Frame(P())
end)-- instantiation (directly by name)
I:Element("MyElement", P())
I:Element("MyElement2", P())--[[ Shared stateful components ]]
-- definition
I:Stateful(P()
:Name("MyStateful")
:Init(function(self)
end)
:Render(function(self)
end)
)-- instantiation (directly by name)
local root = I:Mount(I:MyStateful(P()), game.Players.LocalPlayer.PlayerGui.ScreenGui)
```For convenience, we made the `ASYNC_DEFINITIONS` flag. It is on by default. It simply causes an undefined Element or field in Pumpkin/PropSets to yield for its definition. After a short timeout, anything still undefined will trigger the expected error, the only difference is that it was delayed. Async definitions can be leveraged with certain frameworks such as Knit to create a "definitions" stage of startup.
## Misc
* More wrappers exist in [Pumpkin](src/Pumpkin/init.lua), such as Refs, Portals, and Change Events.
* Custom Props had to be wrapped: `propSet:Prop(name, value)`.
* [DebugMenu](src/example/DebugMenu/init.lua) for a fully fledged client and server debug menu with sliders, color pickers, plotting, checkboxes, and textboxes.
* Props for host attribute's bindings `:Attribute("AttributeName", value/binding)`.
* The Roact Type table has been exposed: `local isBinding = pulse["$$typeof"] == Roact.Type.Binding`.
* Roact elements fall back to pumpkin prop sets:
```lua
Roact.createElement("Frame", {})
:JustifyLeft(0, 5)
:Children(
)
```* There exists `I:IsPositionInObject`, `I:IsScrollBarAtEnd`.
* `PropSet:ScaledTextGroup` is the better TextScaled that works with multiple TextLabels instead of just one.
* `propSet:Run()` exists to maintain the tree structure of the code by offering in-tree custom modifiers that may be too niche to deserve a full on RegisteredModifier. The classic example is conditionals, without :Run, you may constantly be scrolling up and down leaving the tree to perform logic and then coming back.
```lua
-- Conditionally set props without bindings
local function createFrame(disabled: boolean)
local props = P():Center()
if disabled then
props:BackgroundTransparency(0.7)
props:BackgroundColor3(--[[Some disabled color]])
else
props:BackgroundTransparency(0)
props:BackgroundColor3(--[[Some enabled color]])
endreturn I:Frame(props)
end-- Now do it without destructuring the tree
local function createFrame(disabled: boolean)
return I:Frame(P()
:Center()
:Run(function(props)
if disabled then
props:BackgroundTransparency(0.7)
props:BackgroundColor3(--[[Some disabled color]])
else
props:BackgroundTransparency(0)
props:BackgroundColor3(--[[Some enabled color]])
end
end)
)
end
```