{"repo": "imezx/JPSPlus", "file_path": "README.md", "text": "# JPSPlus\n\nJPSPlus is a high-performance **2D grid pathfinding** library for Roblox based on **Jump Point Search Plus (JPS+)** algorithm. It preprocesses static maps to enable very fast A* queries by \u201cjumping\u201d between critical nodes while preserving **optimal** paths on uniform-cost grids.\n\n**The Concept:**\nTraditional **Jump Point Search (JPS)** was originally developed as a superior competitor to standard A* for 2D grids, designed to speed up search by \"jumping\" over redundant nodes rather than checking every neighbor. **JPS+** takes this evolution a step further by using **preprocessing** to pre-calculate these jump distances. This results in ultra-fast queries that maintain A*'s **optimality** but with significantly reduced runtime overhead on static maps.\n\n## When to use\nBest for:\n- top-down / flat worlds\n- maze/indoor navigation on a plane\n- many repeated queries on mostly static maps\n\n## When NOT to use\nAvoid if:\n- **dynamic maps:** If your map changes every few seconds (e.g., destructible terrain), the cost of repeatedly \"baking\" the map data outweighs the search speed benefits.\n- **Weighted Terrain:** If you need movement penalties (e.g., \"mud is slower than grass\"), use standard A*. JPS relies on uniform costs to skip nodes safely.\n- **complex 3D verticality:** This is strictly for 2D grids; it does not handle multi-floor navigation natively without logical separation.\n\n## Limitations\n- 2D grid navigation (X/Z plane); not a 3D navmesh\n- Static or mostly-static obstacles (changing obstacles require rebuild or custom updates)\n- Uniform movement costs (no weighted terrain without modification)", "tokens": 368, "type": "readme"} {"repo": "EgoMoose/rbx-wallstick", "file_path": "README.md", "text": "# rbx-wallstick\nA system for sticking characters to surfaces within Roblox.\n\n### Videos\n\nhttps://github.com/user-attachments/assets/bd4efde2-9323-4db1-896c-6407263e458e\n\nhttps://github.com/user-attachments/assets/2a0478de-6e1f-4676-b778-9709b9e3f18f\n\nhttps://github.com/user-attachments/assets/c6d9a53d-f6c2-4924-9286-728e21b92ee8", "tokens": 120, "type": "readme"} {"repo": "EgoMoose/rbx-viewport-window", "file_path": "README.md", "text": "# rbx-viewport-window\n\nHuge shout-out to [EmilyBendsSpace](https://x.com/EmilyBendsSpace) as their work is instrumental in ViewportWindows.\n\nViewportWindow provides developers with the tools to use viewport frames much like you'd use a window in real life. You can look into them and see a different space that is contained in a viewport frame. This can be used to do some neat stuff like non euclidean geometry.\n\nhttps://github.com/user-attachments/assets/82b6cc32-1532-4cbb-bde0-988699a1e150\n\nhttps://github.com/user-attachments/assets/da55b279-e9dc-4900-b498-8ebd27a0f312\n\nhttps://github.com/user-attachments/assets/5f8dc572-75f4-4446-8b6c-174d0a924f4e\n\nThis repository is split into two parts:\n- `src` contains the code for ViewportWindow.\n- `demo` contains a couple of examples for using ViewportWindow.\n\nYou can build the demo with:\n\nrojo build demo.project.json --output demo.rbxl", "tokens": 246, "type": "readme"} {"repo": "EgoMoose/rbx-bufferize", "file_path": "README.md", "text": "[bufferize/releases]: https://github.com/EgoMoose/rbx-bufferize/releases\n[bufferize/wally]: https://wally.run/package/egomoose/bufferize\n\n[badges/github]: https://raw.githubusercontent.com/gist/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/github.svg\n[badges/wally]: https://raw.githubusercontent.com/gist/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/wally.svg\n\n# rbx-bufferize\n\n[![Get it on Github][badges/github]][bufferize/releases] [![Get it on Wally][badges/wally]][bufferize/wally]\n\nA tool to losslessly encode / decode roblox data types to buffers.\n\n```luau\nlocal mail = {\n email = \"john.doe@email.com\",\n street = \"321 Road City Country\",\n unit = 123,\n\nlocal tbl = {\n name = \"John Doe\",\n age = 603,\n contact = mail,\n mail = mail,\n\nlocal b: buffer = Bufferize.encode(\"Hello world!\", 123, true, tbl)\nprint(Bufferize.decode(b)) -- \"Hello world!\", 123, true, tbl\n\n## Instances\n\nSince instances can be converted to roblox data types it's possible for Bufferize to encode and decode them. To help with this Bufferize contains two functions to help with this process.\n\n```luau\nlocal b = Bufferize.encode(Bufferize.serializeInstance(workspace.Baseplate))\nlocal baseplateCopy = Bufferize.deserializeInstance(Bufferize.decode(b))\n\nSometimes properties are references to other instances (i.e. `ObjectValue.Value`). In order for a reference to be maintained it must be pointing to an instance that is also in the instance tree being serialized.\n\n```luau\n\nlocal objV = Instance.new(\"ObjectValue\")\nlocal folder = Instance.new(\"Folder\")\nfolder.Parent = objV\n\nobjV.Value = folder\nlocal b = Bufferize.encode(Bufferize.serializeInstance(folder))\nlocal objVCopy = Bufferize.deserializeInstance(Bufferize.decode(b))\n-- valid: objVCopy.Value == folderCopy\n\nobjV.Value = workspace.Terrain\nlocal b = Bufferize.encode(Bufferize.serializeInstance(folder))\nlocal objVCopy = Bufferize.deserializeInstance(Bufferize.decode(b))\n-- not valid: objVCopy.Value == nil\n\n## Custom Encoding\n\nBufferize attempts to store all data types losslessly by default. This is helpful if precision is important for you, but depending on your project it may not be needed. In order to remain flexible in this regard Bufferize supports the ability to define custom encodings for any specific data type (except tables).\n\n```luau\nlocal inHouseEncoder = Bufferize.custom()\n\n-- CFrame override that stores rotation euler angles XYZ rounded to nearest degree\n-- this is not lossless, but depending on your use case it may be good enough and it results\n-- in a smaller buffer size\ninHouseEncoder:override(\"CFrame\", {\n read = function(b: buffer)\n local stream = Bufferize.stream(b)\n local x, y, z = stream:readf32(), stream:readf32(), stream:readf32()\n local rx, ry, rz = math.rad(stream:readi16()), math.rad(stream:readi16()), math.rad(stream:readi16())\n return CFrame.new(x, y, z) * CFrame.fromEulerAngles(rx, ry, rz, Enum.RotationOrder.XYZ)\n end,\n write = function(cf: CFrame)\n local stream = Bufferize.stream(buffer.create(0))\n local rx, ry, rz = cf:ToEulerAngles(Enum.RotationOrder.XYZ)\n stream:writef32(cf.X)\n stream:writef32(cf.Y)\n stream:writef32(cf.Z)\n stream:writei16(math.round(math.deg(rx)))\n stream:writei16(math.round(math.deg(ry)))\n stream:writei16(math.round(math.deg(rz)))\n return stream.b\n end,\n})\n\nlocal complexRotation = CFrame.new(0, 0, 0, 1, 2, 3, 4)\nlocal lengthA = buffer.len(Bufferize.encode(complexRotation))\nlocal lengthB = buffer.len(inHouseEncoder:encode(complexRotation))\nprint(lengthA > lengthB) -- true\n\n## Versioning\n\nBufferize strictly adheres to [semantic versioning](https://semver.org/).\n\nWhen a buffer is encoded the current version of bufferize is included. That way when a buffer is decoded it's possible to ensure we're not attempting to decode with an incompatible version of bufferize.\n\nFor example, say you used bufferize v1.0.0 to store data in a datastore and then v2.0.0 is released. If you tried to read the v1.0.0 data with v2.0.0 bufferize then you'd get an error.\n\nThis means in practice that when a major version of bufferize releases old data will not be compatible. When the minor or patch version changes you can decode your old data with the new version of bufferize, but you can't decode your new data with the old version.\n\n## Supported DataTypes\n\n| **DataType** | **Supported** | **Overridable** |\n|-----------------------------|---------------|-----------------|\n| **nil** | \u2714 | \u2714 |\n| **boolean** | \u2714 | \u2714 |\n| **function** | \u26d4 | \u26d4 |\n| **number** | \u2714 | \u2714 |\n| **string** | \u2714 | \u2714 |\n| **buffer** | \u2714 | \u2714 |\n| **table** | \u2714 | \u274c |\n| **userdata** | \u26d4 | \u26d4 |\n| **Axes** | \u2714 | \u2714 |\n| **BrickColor** | \u2714 | \u2714 |\n| **CatalogSearchParams** | \u274c | \u274c |\n| **CFrame** | \u2714 | \u2714 |\n| **Color3** | \u2714 | \u2714 |\n| **ColorSequence** | \u2714 | \u2714 |\n| **ColorSequenceKeypoint** | \u2714 | \u2714 |\n| **Content** | \u26d4 | \u26d4 |\n| **DockWidgetPluginGuiInfo** | \u26d4 | \u26d4 |\n| **Enum** | \u2714 | \u2714 |\n| **EnumItem** | \u2714 | \u2714 |\n| **Enums** | \u2714 | \u2714 |\n| **Faces** | \u2714 | \u2714 |\n| **FloatCurveKey** | \u2714 | \u2714 |\n| **Font** | \u2714 | \u2714 |\n| **Instance** | \u274c | \u274c |\n| **NumberRange** | \u2714 | \u2714 |\n| **NumberSequence** | \u2714 | \u2714 |\n| **NumberSequenceKeypoint** | \u2714 | \u2714 |\n| **OverlapParams** | \u26d4 | \u26d4 |\n| **Path2DControlPoint** | \u2714 | \u2714 |\n| **PathWaypoint** | \u2714 | \u2714 |\n| **PhysicalProperties** | \u2714 | \u2714 |\n| **Random** | \u26d4 | \u26d4 |\n| **Ray** | \u2714 | \u2714 |\n| **RaycastParams** | \u26d4 | \u26d4 |\n| **RaycastResult** | \u26d4 | \u26d4 |\n| **RBXScriptConnection** | \u26d4 | \u26d4 |\n| **RBXScriptSignal** | \u26d4 | \u26d4 |\n| **Rect** | \u2714 | \u2714 |\n| **Region3** | \u2714 | \u2714 |\n| **Region3int16** | \u2714 | \u2714 |\n| **RotationCurveKey** | \u2714 | \u2714 |\n| **Secret** | \u26d4 | \u26d4 |\n| **SharedTable** | \u274c | \u274c |\n| **TweenInfo** | \u2714 | \u2714 |\n| **UDim** | \u2714 | \u2714 |\n| **UDim2** | \u2714 | \u2714 |\n| **ValueCurveKey** | \u26d4 | \u26d4 |\n| **vector** | \u2714 | \u2714 |\n| **Vector2** | \u2714 | \u2714 |\n| **Vector2int16** | \u2714 | \u2714 |\n| **Vector3** | \u2714 | \u2714 |\n| **Vector3int16** | \u2714 | \u2714 |\n\n\u2714 Implemented | \u274c Unimplemented | \u26d4 Never", "tokens": 1879, "type": "readme"} {"repo": "AnotherSubatomo/RbxShader", "file_path": "README.md", "text": "# RbxShader\nA robust, simple, and performant fragment shader engine, for everyone.\n\nThe shader engine can run virtually any shader program that operates on a per-pixel basis, just like those on [Shadertoy](https://www.shadertoy.com/). Porting these programs are relatively easy due to their code structuring being similar. If you wish to test the abilities of this engine or understand how to write shader programs with this engine, you can use [any of the give example shader programs provided](https://github.com/AnotherSubatomo/RbxShader/blob/main/Shaders/), which are also ports of pre-existing shader programs in Shadertoy \ud83d\ude0a.\n\nIf you have an eye for possible optimizations, or how the shader could be better in any way, please feel free to contribute as **this project is open-source and is open for contribution.**\n\n#### Features\n1. Multithreading - shader program rendering is divided among an amount of worker threads, which is specified by the user. *For practicality, this amount can only be a multiple of four.*\n\n2. Interlacing - this is a rendering technique that intentionally skips over the rendering of some amount of rows & columns per frame. It is employed to double the percieved frame rate but also boost performance as skipping reduces the amount of computations done per frame, increasing the likelyhood of the frame budget being satisfied, therefore reducing FPS decrease.\n\n3. Partial re-implementation of *common* GLSL functions - a library containing some of the common graphics-related math operations is provided along the engine. [_Swizzling_](https://en.wikipedia.org/wiki/Swizzling_(computer_graphics)) is not planned to be a feature of this library that is widely supported anytime in the future. As while it improves readability, the overhead from the additional function frame hurts overall performance.\n\n4. Multiple shader buffer support (multipass) - a multipass system is provided by the engine; where the shader can go through function `bufferA`, `bufferB`, etc. before finally going through `mainImage`.\n\n5. User input handling (mouse movement) - the mouses position within the shader's viewport is tracked every left-click on the viewport, and stops tracking when the button is let go or the mouse goes outside the viewport.\n\n#### Features that are planned to be implemented:\n- Texture channel sampling\n- Frame interpolation (possible performance gains are yet to be evauated)\n\nRead more about the engine through the [DevForum post](https://devforum.roblox.com/t/rbxshader-a-robust-shader-engine-for-everyone/2965460).\n\nLearn more about the engine via the a [DevForum tutorial post](https://devforum.roblox.com/t/rbxshader-tutorial/2965555) or [documentations](docs/DOCUMENTATION.md).\n\n## Getting Started\nTo build the place from scratch, use:\n\n```bash\nrojo build -o \"RbxShader.rbxlx\"\n\nNext, open `RbxShader.rbxlx` in Roblox Studio and start the Rojo server:\n\n```bash\nrojo serve\n\nFor more help, check out [the Rojo documentation](https://rojo.space/docs).", "tokens": 660, "type": "readme"} {"repo": "Sleitnick/RbxObservers", "file_path": "README.md", "text": "# RbxObservers\n\nA collection of observer utility functions.\n\n## Installation\n\n### Wally\n\nAdd `sleitnick/observers` to dependencies list:\n```toml\n[package]\nname = \"your_name/your_project\"\nversion = \"0.1.0\"\nregistry = \"https://github.com/UpliftGames/wally-index\"\nrealm = \"shared\"\n\n[dependencies]\nObservers = \"sleitnick/observers@^0.4.0\"\n\n### roblox-ts\n\nAdd `@rbxts/observers` to your `package.json` dependencies list, or run the npm install command:\n\n```json\n \"dependencies\": {\n \"@rbxts/observers\": \"^0.4.0\"\n\n```sh\nnpm i --save @rbxts/observers", "tokens": 168, "type": "readme"} {"repo": "imezx/InfiniteMath", "file_path": "README.md", "text": "InfiniteMath is a module that allows you to surpass the double-precision floating-point number limit of `10^308`.\n\nHere's the [installation](https://kdudedev.github.io/InfiniteMath/docs/Installation) page, an in-depth [explanation](https://kdudedev.github.io/InfiniteMath/docs/Explanation) of the module, and API [documentation](https://kdudedev.github.io/InfiniteMath/api/InfiniteMath).\n\nHere's the [DevForum](https://devforum.roblox.com/t/infinitemath-go-above-103081e308/2182434) post of the module. If you use InfiniteMath in your game, send it to me on Discord `Kdude#1774` or reply to the post with your game and I'll add it to the DevForum post!\n\nHere is an [uncopylocked game](https://www.roblox.com/games/12427031634/InfiniteMath-Demonstration) that uses InfiniteMath. It's a simple idle game but it gets the point across, and here is a [video](https://www.youtube.com/watch?v=n2ReZtRgCmw) showing off that game.", "tokens": 253, "type": "readme"} {"repo": "imezx/InfiniteMath", "source_url": "https://kdudedev.github.io/InfiniteMath/docs/Explanation/", "text": "# What is this?\n\nInfiniteMath is a module that allows you to surpass the double-precision floating-point number limit which about:\n\n> -10^308 to 10^308\n\nThis is normally perfectly fine for games, but sometimes you might want to go past that limit, even just a little bit. InfiniteMath allows you to have practically infinite numbers. InfiniteMath stores 2 numbers instead of 1 in a clever way to get around the limit.\n\nInfiniteMath's limit is about:\n\n> -10^^308 to 10^^308\n\nIn simpler terms, Roblox's normal limit is 1 with 308 zeros. InfiniteMath's limit is 1 with 10^308 zeros.\n\nFun fact, a googolplex is 10^100^100, which means you can use a googolplex with InfiniteMath.\n\nNumbers constructed from InfiniteMath supports arithmetic operators `(+, -, *, /, ^, %)` with constructed numbers and normal numbers, and comparison operators `(<, >, <=, >=, ==, ~=)` with other constructed numbers. InfiniteMath also has support for OrderedDataStores.\n\nThere are also suffixes up to `1e+12000`, after that all numbers will display scientific notation. If you want to see all the suffixes, here's a [google doc](https://docs.google.com/document/d/e/2PACX-1vTB2zhx8PCdu5HpV5kwqmNx8BV9RCv44qZaljlTb0Mm0nkzwMQ2cI6aupxrNktrlylsp-QnbES-XteP/pub) with them.\n\nIf you have a list that goes higher than `1e+12000` (Trillinovenonagintanongentillion/TRNNA), by all means share it with me, I'd love to see it.\n\n# How does it work?\n\nA normal number in Roblox looks like this:\n\n> 1\n\nNow if we were to convert that to InfiniteMath, it would look like:\n\n> {1, 0}\n\nTo explain, we can construct a table out of a number by taking the coefficient and the exponent of a number.\n\nLets say we want to use `1000` with the module, we take the coefficient (1) and the exponent, which the amount of zeros (3) and put them in a table:\n\n> {1, 3}\n\nNow if we did something like `{1, 3} + {1, 2}`, we would get:\n\n> {1.1, 3}\n\nThis gives us `1100`. And since we're not using numbers, we can go above the limit. For example, `{1, 1000}` is equal to 1 with 1000 zeros, or 1 Untrigintatrecentillion. We can continue all the way up until reaching `1e+308` zeros, which would look like:\n\n> {1, 1e+308}\n\nAnd if we tried to display that as a number, it would return `1e+1.e+308`, aka 1 with `1 * 10^308` zeros. This is practically infinite, and if you ever have a use for going higher I will be very surprised.", "tokens": 676, "type": "documentation"} {"repo": "imezx/InfiniteMath", "source_url": "https://kdudedev.github.io/InfiniteMath/docs/Datastore/", "text": "# Datastore Implementation\n\nInfiniteMath uses metatables, meaning numbers created using it can't be saved in a datastore. If you do save an InfiniteMath number in a datastore, it will lose its metamethods which means no operations, comparisons, etc.\n\nThe solution is to recreate the number when loading it using `.new()`\n\n local Money = InfiniteMath.new(1)\n\n Data.Money = Money\n\nWhen you want to use the number again, simply convert it back to an InfiniteMath number\n\n local Money = InfiniteMath.new(Data.Money)", "tokens": 115, "type": "documentation"} {"repo": "Quamatic/rbxts-profile-store", "file_path": "README.md", "text": "# @rbxts/profile-store\n\n## Installation:\n\n`npm i @rbxts/profile-store`\n\n## Documentation\n\nSee [MadStudioRoblox/ProfileStore](https://github.com/MadStudioRoblox/ProfileStore)", "tokens": 47, "type": "readme"} {"repo": "Ultray-Studios/RBXConnectionManager", "file_path": "README.md", "text": "# RBXConnectionManager\n\nThis is our first open-source release. Please add a \u2b50 if you like the idea of this project or if you like to use it.\n\nRoblox Developer Forum Thread: https://devforum.roblox.com/t/3503750\n\nConsider joining our community aswell! https://discord.gg/8ed3W53kHv/ to see progress on our very advanced projects and enjoy early-access benefits while you still can!\n\n## Overview\nRBXConnectionManager is a lightweight and efficient module for managing `RBXScriptConnection` objects in Roblox. It allows for easy connection handling, automatic cleanup, and optional event monitoring.\n\n## Features\n- **Efficient Connection Management**: Easily create, store, and disconnect connections by name.\n- **Automatic Cleanup**: Removes player-specific connections when a player leaves (server-side feature) -> the player's UserId must be in the connection name.\n- **Batch Disconnection**: Disconnect all connections or those within a specific group.\n- **Monitoring**: Logs and displays event calls along with timestamps.\n- **Self-Destruction**: Provides a method to completely clean up the manager.\n\n## Installation\n1. Add `RBXConnectionManager.luau` to your Roblox project.\n2. Require the module where needed:\n ```lua\n local RBXConnectionManager = require(path.to.rbxconnectionmanager)\n\n## Usage\n\n### Creating an Instance\n```lua\nlocal connectionManager = RBXConnectionManager.new()\n\n### Adding Connections\n```lua\nlocal myEvent = game.ReplicatedStorage.SomeRemoteEvent\n\nconnectionManager:Connect(\"ExampleConnection\", myEvent.OnServerEvent, function(player, data)\n print(\"Event triggered by:\", player.Name, \"with data:\", data)\nend, true) -- Enable monitoring\n\n### Disconnecting a Specific Connection\n```lua\nconnectionManager:Disconnect(\"ExampleConnection\")\n\n### Disconnecting All Connections in a Group\nThis will disconnect all events that contain the provided string in their name.\n```lua\nconnectionManager:DisconnectAllInGroup(\"OnCarShowClicked\")\n\n### Disconnecting All Connections\n```lua\nconnectionManager:DisconnectAll()\n\n### Retrieving Monitoring Logs\n```lua\nconnectionManager:GetAllMonitoringData()\n\n### Destroying the Manager\nThis will also disconnect all existing connections (like connectionManager:DisconnectAll() does)\n```lua\nconnectionManager:Destroy()\n\n### Using AutoDisconnect\nThis will disconnect all connections in group (group_name, like connectionManager:DisconnectAllInGroup) when an RBXScriptConnection (event) is fired\n```lua\nconnectionManager:AddAutoDisconnect(group_name, event)\n\n### Basic Example (Server-side Car Show Handler)\n\n```lua\nlocal Players = game:GetService(\"Players\")\nlocal RBXConnectionManager = require(game.ServerScriptService.rbxconnectionmanager)\n\n-- Create a new connection manager\nlocal connectionManager = RBXConnectionManager.new()\n\n-- Example RemoteEvent\nlocal remoteEvent = game.ReplicatedStorage.SomeRemoteEvent\n\n-- Connect an event with automatic tracking\nPlayers.PlayerAdded:Connect(function(playerObj)\n local userid = playerObj.UserId\n connectionManager:Connect(\"OnCarShowClicked_\" .. tostring(userid), remoteEvent.OnServerEvent, function(triggeringPlayer, data)\n print(triggeringPlayer.Name .. \" triggered the event with data:\", data)\n warn(\"Send \" .. triggeringPlayer.Name .. \" congratulations about \" .. triggeringPlayer.Name .. \" clicking on his car show\")\n end, true) -- Enable monitoring\nend)\n\n## Notes\n- On the **server-side**, connections linked to a player will be automatically removed when they leave.\n- Monitoring can be useful for debugging event calls, but it may have performance implications if used excessively.\n- The module is designed to work efficiently in both **server-side** and **client-side** scripts.\n\n## Open-source\nThis module is open-source and free to use in any Roblox project. Contributions and improvements are welcome!", "tokens": 799, "type": "readme"} {"repo": "Sleitnick/Knit", "file_path": "README.md", "text": "## :warning: No Longer Maintained :warning:\n\nKnit has been archived and will no longer receive updates.\n\nPlease [read here](/ARCHIVAL.md) for more information.\n\n# Knit\n\nKnit is a lightweight framework for Roblox that simplifies communication between core parts of your game and seamlessly bridges the gap between the server and the client.\n\nRead the [documentation](https://sleitnick.github.io/Knit/) for more info.\n\n## Install\n\nInstalling Knit is very simple. Just drop the module into ReplicatedStorage. Knit can also be used within a Rojo project.\n\n**Roblox Studio workflow:**\n\n1. Get [Knit](https://www.roblox.com/library/5530714855/Knit) from the Roblox library.\n1. Place Knit directly within ReplicatedStorage.\n\n**Wally & Rojo workflow:**\n\n1. Add Knit as a Wally dependency (e.g. `Knit = \"sleitnick/knit@^1\"`)\n1. Use Rojo to point the Wally packages to ReplicatedStorage.\n\n## Basic Usage\n\nThe core usage of Knit is the same from the server and the client. The general pattern is to create a single script on the server and a single script on the client. These scripts will load Knit, create services/controllers, and then start Knit.\n\nThe most basic usage would look as such:\n\n```lua\nlocal Knit = require(game:GetService(\"ReplicatedStorage\").Packages.Knit)\n\nKnit.Start():catch(warn)\n-- Knit.Start() returns a Promise, so we are catching any errors and feeding it to the built-in 'warn' function\n-- You could also chain 'await()' to the end to yield until the whole sequence is completed:\n-- Knit.Start():catch(warn):await()\n\nThat would be the necessary code on both the server and the client. However, nothing interesting is going to happen. Let's dive into some more examples.\n\n### A Simple Service\n\nA service is simply a structure that _serves_ some specific purpose. For instance, a game might have a MoneyService, which manages in-game currency for players. Let's look at a simple example:\n\n```lua\nlocal Knit = require(game:GetService(\"ReplicatedStorage\").Packages.Knit)\n\n-- Create the service:\nlocal MoneyService = Knit.CreateService {\n Name = \"MoneyService\",\n\n-- Add some methods to the service:\n\nfunction MoneyService:GetMoney(player)\n -- Do some sort of data fetch\n local money = someDataStore:GetAsync(\"money\")\n return money\nend\n\nfunction MoneyService:GiveMoney(player, amount)\n -- Do some sort of data fetch\n local money = self:GetMoney(player)\n money += amount\n someDataStore:SetAsync(\"money\", money)\nend\n\nKnit.Start():catch(warn)\n\nNow we have a little MoneyService that can get and give money to a player. However, only the server can use this at the moment. What if we want clients to fetch how much money they have? To do this, we have to create some client-side code to consume our service. We _could_ create a controller, but it's not necessary for this example.\n\nFirst, we need to expose a method to the client. We can do this by writing methods on the service's Client table:\n\n```lua\n-- Money service on the server\n...\nfunction MoneyService.Client:GetMoney(player)\n -- We already wrote this method, so we can just call the other one.\n -- 'self.Server' will reference back to the root MoneyService.\n return self.Server:GetMoney(player)\nend\n...\n\nWe can write client-side code to fetch money from the service:\n\n```lua\n-- Client-side code\nlocal Knit = require(game:GetService(\"ReplicatedStorage\").Packages.Knit)\nKnit.Start():catch(warn):await()\n\nlocal MoneyService = Knit.GetService(\"MoneyService\")\n\nMoneyService:GetMoney():andThen(function(money)\n print(money)\nend)\n\nUnder the hood, Knit is creating a RemoteFunction bound to the service's GetMoney method. Knit keeps RemoteFunctions and RemoteEvents out of the way so that developers can focus on writing code and not building networking infrastructure.", "tokens": 880, "type": "readme"} {"repo": "imezx/Warp", "file_path": "README.md", "text": "# Warp\n\n# A rapidly-fast & powerful networking library.\n\n## Why Warp\n\n### \u26a1 Performance\nWarp is rapidly-fast with much less bandwidth compared to native.\n\n### \ud83c\udf43 Compact\nWarp is a simple, efficient & lightweight library.\n\n### \ud83d\udcca Dynamic\nWarp is dynamic by default. It serializes and deserializes data dynamically without requiring a user-defined schema, although schema support is available as an option.\n\n### \ud83d\udd0e Typing\nWarp written with strictly-typed.\n\nVisit Warp [documentation](https://imezx.github.io/Warp)", "tokens": 118, "type": "readme"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.1/warp", "text": "# Warp 1.1 pre-release \u200b\n\nThe public main of the Warp library.\n\nWARNING\n\nThis version (1.1.x) is not backward compatible with 1.0.x.\n\n## `.Server` server side \u200b\n\nGet the Server operation for server-side.\n\nlua\n\n -- Server\n local Server = Warp.Server()\n\n## `.Client` client side \u200b\n\nGet the Client operation for client-side.\n\nlua\n\n -- Client\n local Client = Warp.Client()\n\n## `.Buffer` universal \u200b\n\nGet the Buffer util for schema definition.\n\nlua\n\n -- Universal (Server & Client)\n local Buffer = Warp.Buffer()\n local schema = Buffer.Schema", "tokens": 135, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/guide/", "text": "# Overview \u200b\n\nWarp is a powerful networking library for Roblox that comes with rapidly-fast performance and efficient with Typing to any-scale games.\n\n## Why Warp \u200b\n\n### \u26a1 Performance \u200b\n\nWarp is rapidly-fast with much less bandwidth compared to native.\n\n### \ud83c\udf43 Compact \u200b\n\nWarp is a simple, efficient & lightweight library.\n\n### \ud83d\udcca Dynamic \u200b\n\nWarp is dynamic by default. It serializes and deserializes data dynamically without requiring a user-defined schema, although schema support is available as an option.\n\n### \ud83d\udd0e Typing \u200b\n\nWarp written with strictly-typed.", "tokens": 127, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.0/warp", "text": "# Warp 1.0 deprecated \u200b\n\nThe public main of the Warp library.\n\n## `.Server` server side \u200b\n\nCreate a new event for Server-Side\n\nlua\n\n -- Server\n local Event1 = Warp.Server(\"Event1\")\n\n## `.Client` client side \u200b\n\nCreate a new event for Client-Side.\n\nlua\n\n -- Client\n local Event1 = Warp.Client(\"Event1\")", "tokens": 85, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.1/client", "text": "# Client 1.1 \u200b\n\nFor Client-sided operations.\n\n## Getting the Client Object \u200b\n\nlua\n\n local Client = Warp.Client()\n\n## `.awaitReady` yield \u200b\n\nYields the current thread until the client has successfully initialized and synchronized with the server's replication data (identifier).\n\nINFO\n\nIts optionally, but highly recommended to call this before firing or connecting to any events to ensure the network is fully ready.\n\nVariableExample\n\nluau\n\n () -> ()\n\nluau\n\n local Client = Warp.Client()\n\n -- wait for the client to be fully initialized\n Client.awaitReady()\n\n print(\"Client is now ready to send and receive events! :D\")\n\n## `.Connect` \u200b\n\nConnect to an event to receive incoming data from the server.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n fn: (...any) -> ...any\n ) -> Connection\n\nluau\n\n local connection = Client.Connect(\"ServerNotify\", function(message, sender)\n print(`Server message from {sender}: {message}`)\n end)\n print(connection.Connected)\n\n## `.Once` \u200b\n\nSimilar to `:Connect` but automatically disconnects after the first firing.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n fn: (...any) -> ...any\n ) -> Connection\n\nluau\n\n Client.Once(\"WelcomeMessage\", function(welcomeText)\n print(`Welcome: {welcomeText}`)\n end)\n\n## `.Wait` yield \u200b\n\nWait for an event to be triggered.\n\nVariableExample\n\nluau\n\n (\n remoteName: string\n ) -> (number, ...any)\n\nluau\n\n local elapsed, message = Client.Wait(\"ServerMessage\")\n print(`Received message after {elapsed} seconds: {message}`)\n\n## `.Disconnect` \u200b\n\nDisconnect the event connection.\n\nVariableExample\n\nluau\n\n ()\n\nluau\n\n local connection = Client.Connect(\"ServerNotify\", function(message, sender)\n print(`Server message from {sender}: {message}`)\n -- Disconnect the connection\n connection:Disconnect()\n end)\n print(Connection.Connected)\n\n## `.DisconnectAll` \u200b\n\nDisconnect all connections for a specific event.\n\nVariableExample\n\nluau\n\n (\n remoteName: string\n )\n\nluau\n\n Client.DisconnectAll(\"ServerNotify\")\n\n## `.Destroy` \u200b\n\nDisconnect all connections and remove the event.\n\nVariableExample\n\nluau\n\n (\n remoteName: string\n )\n\nluau\n\n Client.Destroy(\"ServerNotify\")\n\n## `.Fire` \u200b\n\nFire an event to the server.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n reliable: boolean,\n ...: any\n )\n\nluau\n\n -- (TCP) Reliable event (guaranteed delivery)\n Client.Fire(\"PlayerAction\", true, \"jump\", playerPosition)\n\n -- (UDP) Unreliable event (faster but not guaranteed)\n Client.Fire(\"PositionUpdate\", false, currentPosition)\n\n## `.Invoke` yield \u200b\n\nInvoke the server with timeout support.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n timeout: number?,\n ...: any\n ) -> ...any\n\nluau\n\n local Client = Warp.Client()\n local response = Client.Invoke(\"RequestData\", 3, \"playerStats\")\n if response then\n print(\"Server responded:\", response)\n else\n print(\"Request timed out\")\n end\n\nWARNING\n\nThis function is yielded. Returns `nil` if timeout occurs.\n\n## `.useSchema` \u200b\n\nDefine a schema for strict data packing on a specific event.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n schema: Buffer.SchemaType\n )\n\nluau\n\n local Client = Warp.Client()\n\n -- Define a schema for position updates\n local positionSchema = Client.Schema.struct({\n x = Client.Schema.f32,\n y = Client.Schema.f32,\n z = Client.Schema.f32,\n timestamp = Client.Schema.u32\n })\n -- Define a schema for data updates\n local dataSchema = Client.Schema.struct({\n Coins = Client.Schema.u32,\n Level = Client.Schema.u8,\n Inventory = Client.Schema.array(Client.Schema.u32),\n Settings = Client.Schema.struct({\n VFX = Client.Schema.boolean,\n Volume = Client.Schema.f32,\n Language = Client.Schema.string,\n })\n })\n\n -- Now this event will use the schema\n Client.useSchema(\"DataReplication\", dataSchema)\n Client.useSchema(\"PositionUpdate\", positionSchema)\n Client.Connect(\"PositionUpdate\", function(x, y, z, timestamp)\n -- Data is automatically deserialized according to schema\n updatePlayerPosition(x, y, z)\n end)\n\n## `.Schema` \u200b\n\nAccess to Buffer.Schema for creating data schemas.", "tokens": 1000, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.1/buffer", "text": "# Buffer module \u200b\n\nFor efficient data serialization and schema definition with optimized packing.\n\n## Getting the Buffer Object \u200b\n\nlua\n\n local Buffer = Warp.Buffer()\n\n## Schema System v1.1 \u200b\n\nDefine strict data schemas for optimized serialization and type safety.\n\n### Available Schema Types \u200b\n\nlua\n\n -- Basic types\n \"boolean\",\n \"string\",\n \"nil\",\n\n -- Numeric types\n \"u8\", -- usigned-int\n \"u16\",\n \"u32\",\n \"i8\", -- signed-int\n \"i16\",\n \"i32\",\n \"f16\", -- floating-point\n \"f32\",\n \"f64\",\n\n -- Roblox types\n \"buffer\"\n \"vector2\", -- f16\n \"vector3\", -- f16\n \"cframe\", -- f32 & f16\n \"color3\", -- u8\n \"color3f16\",\n \"instance\",\n\n -- other types\n \"optional\",\n \"array\",\n \"map\",\n \"struct\",\n\n## Custom Datatypes \u200b\n\n### `.custom_datatype` \u200b\n\nVariableExample\n\nluau\n\n (\n name: string,\n object: { any },\n writer: (w: Writer, v: any) -> (),\n reader: (b: buffer, c: number, refs: { Instance }?) -> (buffer, number))\n )\n\nluau\n\n local Buffer = Warp.Buffer()\n\n -- # this custom datatype must be registered on both server & client side\n Buffer.Schema.custom_datatype(\"u64\", {}, function(w: Buffer.Writer, value: any) -- just for reference\n -- writing u64 logics here\n end, function(b: buffer, cursor: number, refs)\n -- reading u64 logics here\n return b, cursor\n end)\n\n local DataSchema = Buffer.Schema.struct({\n LongInteger = Buffer.Schema.u64, -- use the custom datatype\n })\n\n## Writer and Reader Functions \u200b\n\n### `.createWriter` \u200b\n\nCreate a new buffer writer for serializing data.\n\nVariableExample\n\nluau\n\n (\n capacity: number? -- Optional initial capacity (default: 64)\n ): Writer\n\nluau\n\n local Buffer = Warp.Buffer()\n local writer = Buffer.createWriter(256) -- Pre-allocate 256 bytes\n\n### `.build` \u200b\n\nBuild the final buffer for transmission.\n\nVariableExample\n\nluau\n\n (\n writer: Writer\n ): buffer -- Returns buffer\n\nluau\n\n local Buffer = Warp.Buffer()\n local writer = Buffer.createWriter()\n\n -- Write some data\n Buffer.packValue(writer, \"Hello World\")\n Buffer.packValue(writer, 12345)\n\n -- Build final buffer\n local finalBuffer = Buffer.build(writer)\n print(buffer.len(finalBuffer))\n\n### `.buildWithRefs` \u200b\n\nBuild the final buffer with instance references for transmission.\n\nVariableExample\n\nluau\n\n (\n writer: Writer\n ): (buffer, { Instance }?) -- Returns buffer and optional instance references\n\nluau\n\n local Buffer = Warp.Buffer()\n local writer = Buffer.createWriter()\n\n -- Write some data with instances\n Buffer.packValue(writer, workspace.Part)\n Buffer.packValue(writer, game.Players.LocalPlayer)\n\n -- Build final buffer\n local finalBuffer, refs = Buffer.buildWithRefs(writer)\n print(buffer.len(finalBuffer), refs)\n\n### `.reset` \u200b\n\nReset a writer for reuse, clearing all data.\n\nVariableExample\n\nluau\n\n (\n writer: Writer\n )\n\nluau\n\n local Buffer = Warp.Buffer()\n local writer = Buffer.createWriter()\n\n -- Use writer for first batch\n Buffer.writeEvents(writer, events1)\n local buffer1 = Buffer.build(writer)\n\n -- Reset and reuse for second batch\n Buffer.reset(writer)\n Buffer.writeEvents(writer, events2)\n local buffer2 = Buffer.build(writer)", "tokens": 820, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.1/server", "text": "# Server 1.1 \u200b\n\nFor Server-sided operations.\n\n## Getting the Server Object \u200b\n\nlua\n\n local Server = Warp.Server()\n\n## `.reg_namespaces` \u200b\n\nRegister namespaces to ensure all of the namespaces is being registered earlier on the server to prevent any unexpected issues on the client.\n\nINFO\n\nthis is optional and conditional, you may have to use this if you had a problem with identifier namespace on client.\n\nVariableExample\n\nluau\n\n (\n namespaces: { string },\n ) -> Connection\n\nluau\n\n Server.reg_namespaces({\n \"ServerNotify\",\n \"ServerMessage\",\n \"WelcomeMessage\",\n \"Broadcast\",\n \"DataReplication\",\n \"RequestData\",\n \"Update\"\n })\n\n## `.Connect` \u200b\n\nConnect to an event to receive incoming data from clients.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n fn: (player: Player, ...any) -> ...any\n ) -> Connection\n\nluau\n\n local connection = Server.Connect(\"ServerNotify\", function(player, message)\n print(`Client message from {player}: {message}`)\n end)\n print(connection.Connected)\n\n## `.Once` \u200b\n\nSimilar to `:Connect` but automatically disconnects after the first firing.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n fn: (player: Player, ...any) -> ...any\n ) -> Connection\n\nluau\n\n Server.Once(\"WelcomeMessage\", function(welcomeText)\n print(`Welcome: {welcomeText}`)\n end)\n\n## `.Wait` yield \u200b\n\nWait for an event to be triggered.\n\nVariableExample\n\nluau\n\n (\n remoteName: string\n ) -> (number, ...any)\n\nluau\n\n local elapsed, message = Server.Wait(\"ServerMessage\")\n print(`Received message after {elapsed} seconds: {message}`)\n\n## `.DisconnectAll` \u200b\n\nDisconnect all connections for a specific event.\n\nVariableExample\n\nluau\n\n (\n remoteName: string\n )\n\nluau\n\n Server.DisconnectAll(\"ServerNotify\")\n\n## `.Destroy` \u200b\n\nDisconnect all connections and remove the event.\n\nVariableExample\n\nluau\n\n (\n remoteName: string\n )\n\nluau\n\n Server.Destroy(\"ServerNotify\")\n\n## `.Fire` \u200b\n\nFire an event to a specific player.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n reliable: boolean,\n player: Player,\n ...: any\n )\n\nluau\n\n Server.Fire(\"ServerNotify\", true, player, \"Hello from server!\")\n\n## `.Fires` \u200b\n\nFire an event to all connected players.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n reliable: boolean,\n ...: any\n )\n\nluau\n\n Server.Fires(\"Broadcast\", true, \"Server announcement!\")\n\n## `.FireExcept` \u200b\n\nFire an event to all players except specified ones.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n reliable: boolean,\n except: { Player },\n ...: any\n )\n\nluau\n\n local excludedPlayers = { player1, player2 }\n Server.FireExcept(\"Update\", true, excludedPlayers, \"Game update\")\n\n## `.Invoke` yield \u200b\n\nInvoke a client with timeout support.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n player: Player,\n timeout: number?,\n ...: any\n ) -> ...any\n\nluau\n\n local response = Server.Invoke(\"RequestData\", player, 3, \"userInfo\")\n if response then\n print(\"Client responded:\", response)\n else\n print(\"Request timed out\")\n end\n\nWARNING\n\nThis function is yielded. Returns `nil` if timeout occurs.\n\n## `.useSchema` \u200b\n\nDefine a schema for strict data packing on a specific event.\n\nVariableExample\n\nluau\n\n (\n remoteName: string,\n schema: Buffer.SchemaType\n )\n\nluau\n\n local Server = Warp.Server()\n\n local dataSchema = Server.Schema.struct({\n Coins = Server.Schema.u32,\n Level = Server.Schema.u8,\n Inventory = Server.Schema.array(Server.Schema.u32),\n Settings = Server.Schema.struct({\n VFX = Server.Schema.boolean,\n Volume = Server.Schema.f32,\n Language = Server.Schema.string,\n })\n })\n\n Server.useSchema(\"DataReplication\", dataSchema)\n\n## `.Schema` \u200b\n\nAccess to Buffer.Schema for creating data schemas.", "tokens": 934, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/guide/example", "text": "# Example 1.1 \u200b\n\nLet's try and play something with Warp!\n\nSchemasServerClient\n\nluau\n\n local Schema = require(path.to.warp).Buffer.Schema\n\n return {\n Example = Schema.array(Schema.string),\n Ping = Schema.string,\n Pong = Schema.string,\n PingAll = Schema.string,\n\nluau\n\n local Warp = require(path.to.warp).Server()\n local Schemas = require(path.to.schemas)\n\n -- Use schemas\n for eventName, schema in Schemas do\n Warp.useSchema(eventName, schema)\n end\n\n Warp.Connect(\"Example\", function(player, arg)\n print(table.unpack(arg))\n return \"Hey!\"\n end)\n Warp.Connect(\"Ping\", function(player, ping)\n if ping then\n print(\"PING!\")\n Warp.Fire(\"Pong\", true, player, \"pong!\") -- Fire to spesific player through reliable event\n Warp.Fire(\"PingAll\", true, \"ey!\") -- Fire to all clients through reliable event\n end\n end)\n\nluau\n\n local Players = game:GetService(\"Players\")\n local Warp = require(path.to.warp).Client()\n local Schemas = require(path.to.schemas)\n\n -- Use schemas\n for eventName, schema in Schemas do\n Warp.useSchema(eventName, schema)\n end\n\n -- Connect the events\n local connection1\n connection1 = Warp.Connect(\"Pong\", function(pong: boolean) -- we store the connection so we can disconnect it later\n if pong then\n print(\"PONG!\")\n end\n end)\n Warp.Connect(\"PingAll\", function(isPing: boolean)\n if isPing then\n print(\"I GET PINGED!\")\n end\n end)\n\n task.wait(3) -- lets wait a few seconds, let the server do the things first!\n\n -- Try request a event from server!\n print(Warp.Invoke(\"Example\", 1, { \"Hello!\", `this is from: @{Players.LocalPlayer.Name}` }))\n -- Do a ping & pong to server!\n Warp.Fire(\"Ping\", true, \"ping!\") -- we send through reliable event\n\n task.wait(1) -- lets wait for a second!\n\n -- Disconnect All the events\n connection1:Disconnect()\n -- or just disconnect spesific connection\n Warp.DisconnectAll(\"PingAll\")\n\n -- Destroying/Deleting a Event?\n Warp.Destroy(\"Pong\")", "tokens": 518, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/guide/getting-started", "text": "# Getting Started 1.1 \u200b\n\n### `Installation` \u200b\n\nFirst, you have to require the Warp module.\n\nlua\n\n local Warp = require(path.to.module)\n\nThen, you should do `.Server` or `.Client`\n\nlua\n\n local Server = Warp.Server() --> for Server-side only\n local Client = Warp.Client() --> for Client-side only\n\n### `Basic Usage` \u200b\n\nFiring event everytime player join\n\nlua\n\n local Players = game:GetService(\"Players\")\n\n Players.PlayerAdded:Connect(function(player: Player)\n Server.Fire(\"MessageEvent\", true, player, \"Welcome!\")\n end)\n\nAdd a listener (works for both `.Invoke` & `.Fire`)\n\nlua\n\n local connection = Server.Connect(\"Ping\", function(player: Player)\n return \"Pong\"\n end)\n print(connection.Connected)\n -- connection:Disconnect()\n\nSend or Request a event\n\nlua\n\n -- Reliable-RemoteEvent\n Client.Fire(\"test\", true, \"hey\")\n -- Unreliable-RemoteEvent\n Client.Fire(\"test\", false, \"hello from client!!\")\n -- Invoke\n local response = Client.Invoke(\"Ping\")\n if not response then\n warn(\"Server didn't ping back :(\")\n return\n end\n print(response, \"from Server!\")", "tokens": 275, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/guide/installation", "text": "# Installation \u200b\n\n## wally \u200b\n\nwally.toml\n\ntoml\n\n [dependencies]\n warp = \"imezx/warp@1.1.0\"\n\n## pesde \u200b\n\npesde.tomlcli\n\ntoml\n\n [dependencies]\n warp = { name = \"eternitydev/warp\", version = \"^1.1.0\" }\n\nbash\n\n pesde add eternitydev/warp\n\n## Roblox Studio \u200b\n\n 1. Get the `.rbxm` file from the [github](https://github.com/imezx/Warp)\n 2. Import the `.rbxm` file into roblox studio manually and Done!", "tokens": 139, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.0/server", "text": "# Server event \u200b\n\nFor Server-sided\n\n## `.Server` yield \u200b\n\nCreate new Warp event.\n\nVariableExample\n\nluau\n\n (\n Identifier: string,\n rateLimit: {\n maxEntrance: number?,\n interval: number?,\n }?\n )\n\nluau\n\n local Remote = Warp.Server(\"Remote\")\n\n## `.fromServerArray` yield \u200b\n\nCreate new Warp events with array.\n\nVariableExample\n\nluau\n\n (\n { any }\n )\n\nluau\n\n local Events = Warp.fromServerArray({\n [\"Remote1\"] = {\n rateLimit = {\n maxEntrance: 50,\n interval: 1,\n }, -- with rateLimit configuration\n \"Remote2\", -- without rateLimit configuration\n [\"Remote3\"] = {\n rateLimit = {\n maxEntrance: 10,\n }, -- with rateLimit configuration\n })\n\n -- Usage\n Events.Remote1:Connect(function(player, ...) end)\n Events.Remote2:Connect(function(player, ...) end)\n Events.Remote3:Connect(function(player, ...) end)\n\n## `:Connect` \u200b\n\nConnect event to receive incoming from client way.\n\nVariableExample\n\nluau\n\n (\n player: Player,\n callback: (...any) -> ()\n ): string\n\nluau\n\n Remote:Connect(function(player, ...)\n print(player, ...)\n end)\n\n## `:Once` \u200b\n\nThis function likely `:Connect` but it disconnect the event once it fired.\n\nVariableExample\n\nluau\n\n (\n player: Player,\n callback: (...any) -> ()\n )\n\nluau\n\n Remote:Once(function(player, ...)\n print(player, ...)\n end)\n\n## `:Disconnect` \u200b\n\nDisconnect the event connection.\n\nVariableExample\n\nluau\n\n (\n key: string\n ): boolean\n\nluau\n\n local connection = Remote:Connect(function(player, ...) end) -- store the key\n\n Remote:Disconnect(connection)\n\n## `:DisconnectAll` \u200b\n\nDisconnect All the event connection.\n\nluau\n\n Remote:DisconnectAll()\n\n## `:Fire` \u200b\n\nFire the event to a client.\n\nVariableExample\n\nluau\n\n (\n reliable: boolean,\n player: Player,\n ...: any\n )\n\nluau\n\n Remote:Fire(true, player, \"Hello World!\")\n\n## `:Fires` Server Only \u200b\n\nFire the event to all clients.\n\nVariableExample\n\nluau\n\n (\n reliable: boolean,\n ...: any\n )\n\nluau\n\n Remote:Fires(true, \"Hello World!\")\n\n## `:FireExcept` Server Only \u200b\n\nFire the event to all clients but except a players.\n\nVariableExample\n\nluau\n\n (\n reliable: boolean,\n except: { Player },\n ...: any\n )\n\nluau\n\n Remote:FireExcept(true, { Players.Eternity_Devs, Players.Player2 }, \"Hello World!\") -- this will sent to all players except { Players.Eternity_Devs, Players.Player2 }.\n\n## `:Invoke` yield \u200b\n\nSemiliar to `:InvokeClient`, but it have timeout system that not exists on `RemoteFunction.InvokeClient`.\n\nVariableExample\n\nluau\n\n (\n timeout: number,\n player: Player,\n ...: any\n ) -> (...any)\n\nluau\n\n local Request = Remote:Invoke(2, player, \"Hello World!\")\n\nWARNING\n\nThis function is yielded, once it timeout it will return nil.\n\n## `:Wait` yield \u200b\n\nWait the event being triggered.\n\nlua\n\n Remote:Wait() -- :Wait return number value\n\nWARNING\n\nThis function is yielded, Invoke might also ping this one and also causing error.\n\n## `:Destroy` \u200b\n\nDisconnect all connection of event and remove the event from Warp.\n\nlua\n\n Remote:Destroy()", "tokens": 795, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.0/signal", "text": "# Signal utilities \u200b\n\nA alternative of BindableEvent.\n\n## `.Signal` \u200b\n\nCreate new Signal.\n\nVariableExample\n\nluau\n\n (\n Identifier: string\n )\n\nluau\n\n local Signal1 = Warp.Signal(\"Signal1\")\n\n## `.fromSignalArray` \u200b\n\nCreate new Signal.\n\nVariableExample\n\nluau\n\n (\n { string }\n )\n\nluau\n\n local Signals = Warp.fromSignalArray({\"Signal1\", \"Signal2\"})\n Signals.Signal1:Connect(function(...) end)\n Signals.Signal2:Connect(function(...) end)\n\n## `:Connect` \u200b\n\nVariableExample\n\nluau\n\n (\n callback: (...any) -> ()\n )\n\nluau\n\n Signal1:Connect(function(...)\n print(...)\n end)\n\n## `:Once` \u200b\n\nThis function likely `:Connect` but it disconnect the signal once it fired.\n\nVariableExample\n\nluau\n\n (\n callback: (...any) -> ()\n )\n\nluau\n\n Signal1:Once(function(...)\n print(...)\n end)\n\n## `:Disconnect` \u200b\n\nDisconnect the signal connection.\n\nVariableExample\n\nluau\n\n (\n key: string\n )\n\nluau\n\n local connection = Signal1:Connect(function(...) end) -- store the key\n\n Signal1:Disconnect(connection)\n\nWARNING\n\nThis requires `key` to disconnect a signal connection.\n\n## `:DisconnectAll` \u200b\n\nDisconnect All signal connections.\n\nluau\n\n Signal1:DisconnectAll()\n\n## `:Fire` \u200b\n\nFire the signal (Immediate)\n\nVariableExample\n\nluau\n\n (\n ...: any\n )\n\nluau\n\n Signal1:Fire(\"Hello World!\")\n\n## `:DeferFire` \u200b\n\nFire the signal (Deferred)\n\nVariableExample\n\nluau\n\n (\n ...: any\n )\n\nluau\n\n Signal1:Fire(\"Hello World!\")\n\nWARNING\n\nThis uses `pcall`, which means it never error (safe-mode, sacrificed debugging), But gains performance here `(upto 5x faster)`.\n\n## `:FireTo` \u200b\n\nFire to other signal, this uses `:Fire`.\n\nVariableExample\n\nluau\n\n (\n signal: string,\n ...: any\n )\n\nluau\n\n Signals.Signal1:FireTo(\"Signal2\", \"Hello World!\")\n\nWARNING\n\nThis requires `key`.\n\n## `:Invoke` yield \u200b\n\nVariableExample\n\nluau\n\n (\n key: string,\n ...: any\n ) -> (...any)\n\nluau\n\n local connection = Signal1:Conenct(function(...) return \"hey!\" end)\n local Request = Signal1:Invoke(connection, \"Hello World!\")\n\n## `:InvokeTo` yield \u200b\n\nthis use `:Invoke`.\n\nVariableExample\n\nluau\n\n (\n signal: string,\n key: string,\n ...: any\n ) -> (...any)\n\nluau\n\n local connection2 = Signals.Signal2:Conenct(function(...) return \"hey!\" end)\n local Request = Signals.Signal1:Invoke(\"Signal2\", connection2, \"Hello World!\")\n\nWARNING\n\nThis requires `key`.\n\n## `:Wait` yield \u200b\n\nWait the signal get triggered.\n\nlua\n\n Signal1:Wait() -- return number (time)\n\nWARNING\n\nThis function is yielded\n\n## `:Destroy` \u200b\n\nDisconnect all connection of signal and remove the signal from Signals\n\nlua\n\n Signal1:Destroy()", "tokens": 706, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.0/ratelimit", "text": "# Rate Limit feature \u200b\n\nRatelimit is one of most useful feature.\n\n( Configured on Server only and For Client )\n\n## `Setup` \u200b\n\nWhen creating a event on Server, you can add second argument (optional) as table `rateLimit` to limit the number of times the event can be called and the interval for reset the counter on client-side.\n\nServerClient\n\nluau\n\n -- Server\n -- Let's make the event have ratelimit with max 50 entrance for 2 seconds.\n local Remote = Warp.Server(\"Remote1\", {\n rateLimit = {\n maxEntrance = 50, -- maximum 50 fires.\n interval = 2, -- 2 seconds\n })\n -- Now the Event RateLimit is configured, and ready to use.\n -- No need anything to adds on client side.\n\nluau\n\n -- Client\n local Remote = Warp.Client(\"Remote1\") -- Yields, retreive rateLimit configuration.\n -- The Event will automatic it self for retreiving the rate limit configuration from the server.", "tokens": 223, "type": "documentation"} {"repo": "imezx/Warp", "source_url": "https://imezx.github.io/Warp/api/1.0/client", "text": "# Client event \u200b\n\nFor Client-sided\n\n## `.Client` yield \u200b\n\nCreate new Warp event.\n\nVariableExample\n\nluau\n\n (\n Identifier: string\n )\n\nluau\n\n local Remote = Warp.Client(\"Remote\")\n\n## `.fromClientArray` yield \u200b\n\nCreate new Warp events with array.\n\nVariableExample\n\nluau\n\n (\n { any }\n )\n\nluau\n\n local Events = Warp.fromClientArray({\n \"Remote1\",\n \"Remote2\",\n \"Remote3\",\n })\n\n -- Usage\n Events.Remote1:Connect(function(...) end)\n Events.Remote2:Connect(function(...) end)\n Events.Remote3:Connect(function(...) end)\n\n## `:Connect` \u200b\n\nConnect event to receive incoming from server way.\n\nVariableExample\n\nluau\n\n (\n callback: (...any) -> ()\n )\n\nluau\n\n Remote:Connect(function(...)\n print(...)\n end)\n\n## `:Once` \u200b\n\nThis function likely `:Connect` but it disconnect the event once it fired.\n\nVariableExample\n\nluau\n\n (\n callback: (...any) -> ()\n )\n\nluau\n\n Remote:Once(function(...)\n print(...)\n end)\n\n## `:Disconnect` \u200b\n\nDisconnect the event connection.\n\nVariableExample\n\nluau\n\n (\n key: string\n ): boolean\n\nluau\n\n local connection = Remote:Connect(function(player, ...) end) -- store the key\n\n Remote:Disconnect(connection)\n\n## `:DisconnectAll` \u200b\n\nDisconnect All the event connection.\n\nluau\n\n Remote:DisconnectAll()\n\n## `:Fire` \u200b\n\nFire the event to the spesific server with data.\n\nVariableExample\n\nluau\n\n (\n reliable: boolean,\n ...: any\n )\n\nluau\n\n Remote:Fire(true, \"Hello World!\")\n\nWARNING\n\nThis function have rate limiting it self and configured from server.\n\n## `:Invoke` yield \u200b\n\nSemiliar to `:InvokeServer`, but it have timeout system that not exists on `RemoteFunction.InvokeServer`.\n\nVariableExample\n\nluau\n\n (\n timeout: number,\n ...: any\n ) -> (...any)\n\nluau\n\n local Request = Remote:Invoke(2, \"Hello World!\") -- this yield until it response\n\nWARNING\n\nThis function is yielded, once it timeout it will return nil.\n\n## `:Wait` yield \u200b\n\nWait the event being triggered.\n\nlua\n\n Remote:Wait() -- :Wait return number value\n\nWARNING\n\nThis function is yielded, Invoke might also ping this one and also causing error.\n\n## `:Destroy` \u200b\n\nDisconnect all connection of event and remove the event from Warp list\n\nlua\n\n Remote:Destroy()", "tokens": 558, "type": "documentation"} {"repo": "Sleitnick/RbxUtil", "file_path": "README.md", "text": "# RbxUtil\n\n| Module | Dependency | Description |\n| -- | -- | -- |\n| [BufferUtil](https://sleitnick.github.io/RbxUtil/api/BufferUtil) | `BufferUtil = \"sleitnick/buffer-util@0.3.2\"` | Buffer utilities |\n| [Comm](https://sleitnick.github.io/RbxUtil/api/Comm) | `Comm = \"sleitnick/comm@1.0.1\"` | Comm library for remote communication |\n| [Component](https://sleitnick.github.io/RbxUtil/api/Component) | `Component = \"sleitnick/component@2.4.8\"` | Component class |\n| [Concur](https://sleitnick.github.io/RbxUtil/api/Concur) | `Concur = \"sleitnick/concur@0.1.2\"` | Concurrent task handler |\n| [EnumList](https://sleitnick.github.io/RbxUtil/api/EnumList) | `EnumList = \"sleitnick/enum-list@2.1.0\"` | Enum List class |\n| [Find](https://sleitnick.github.io/RbxUtil/api/Find) | `Find = \"sleitnick/find@1.0.0\"` | Utility function for finding an in the data model hierarchy |\n| [Input](https://sleitnick.github.io/RbxUtil/api/Input) | `Input = \"sleitnick/input@3.0.0\"` | Basic input classes |\n| [Loader](https://sleitnick.github.io/RbxUtil/api/Loader) | `Loader = \"sleitnick/loader@2.0.0\"` | Requires all modules within a given instance |\n| [Log](https://sleitnick.github.io/RbxUtil/api/Log) | `Log = \"sleitnick/log@0.1.2\"` | Log class for logging to PlayFab |\n| [Net](https://sleitnick.github.io/RbxUtil/api/Net) | `Net = \"sleitnick/net@0.2.0\"` | Static networking module |\n| [Option](https://sleitnick.github.io/RbxUtil/api/Option) | `Option = \"sleitnick/option@1.0.5\"` | Represent optional values in Lua |\n| [PID](https://sleitnick.github.io/RbxUtil/api/PID) | `PID = \"sleitnick/pid@2.1.0\"` | PID Controller class |\n| [Quaternion](https://sleitnick.github.io/RbxUtil/api/Quaternion) | `Quaternion = \"sleitnick/quaternion@0.2.3\"` | Quaternion class |\n| [Query](https://sleitnick.github.io/RbxUtil/api/Query) | `Query = \"sleitnick/query@0.2.0\"` | Query instances |\n| [Sequent](https://sleitnick.github.io/RbxUtil/api/Sequent) | `Sequent = \"sleitnick/sequent@0.1.0\"` | Sequent class |\n| [Ser](https://sleitnick.github.io/RbxUtil/api/Ser) | `Ser = \"sleitnick/ser@1.0.5\"` | Ser class for serialization and deserialization |\n| [Shake](https://sleitnick.github.io/RbxUtil/api/Shake) | `Shake = \"sleitnick/shake@1.1.0\"` | Shake class for making things shake |\n| [Signal](https://sleitnick.github.io/RbxUtil/api/Signal) | `Signal = \"sleitnick/signal@2.0.3\"` | Signal class |\n| [Silo](https://sleitnick.github.io/RbxUtil/api/Silo) | `Silo = \"sleitnick/silo@0.2.0\"` | State container class |\n| [Spring](https://sleitnick.github.io/RbxUtil/api/Spring) | `Spring = \"sleitnick/spring@1.0.0\"` | Critically damped spring |\n| [Stream](https://sleitnick.github.io/RbxUtil/api/Stream) | `Stream = \"sleitnick/stream@0.1.1\"` | Stream abstraction wrapper around buffers |\n| [Streamable](https://sleitnick.github.io/RbxUtil/api/Streamable) | `Streamable = \"sleitnick/streamable@1.2.4\"` | Streamable class and StreamableUtil |\n| [Symbol](https://sleitnick.github.io/RbxUtil/api/Symbol) | `Symbol = \"sleitnick/symbol@2.0.1\"` | Symbol |\n| [TableUtil](https://sleitnick.github.io/RbxUtil/api/TableUtil) | `TableUtil = \"sleitnick/table-util@1.2.1\"` | Table utility functions |\n| [TaskQueue](https://sleitnick.github.io/RbxUtil/api/TaskQueue) | `TaskQueue = \"sleitnick/task-queue@1.0.0\"` | Batches tasks that occur on the same execution step |\n| [Timer](https://sleitnick.github.io/RbxUtil/api/Timer) | `Timer = \"sleitnick/timer@2.0.0\"` | Timer class |\n| [Tree](https://sleitnick.github.io/RbxUtil/api/Tree) | `Tree = \"sleitnick/tree@1.1.0\"` | Utility functions for accessing instances in the game hierarchy |\n| [Trove](https://sleitnick.github.io/RbxUtil/api/Trove) | `Trove = \"sleitnick/trove@1.8.0\"` | Trove class for tracking and cleaning up objects |\n| [TypedRemote](https://sleitnick.github.io/RbxUtil/api/TypedRemote) | `TypedRemote = \"sleitnick/typed-remote@0.3.0\"` | Simple networking package for typed RemoteEvents and RemoteFunctions |\n| [WaitFor](https://sleitnick.github.io/RbxUtil/api/WaitFor) | `WaitFor = \"sleitnick/wait-for@1.0.0\"` | WaitFor class for awaiting instances |", "tokens": 1360, "type": "readme"} {"repo": "Sleitnick/RbxUtil", "source_url": "https://sleitnick.github.io/RbxUtil/", "text": "[](https://github.com/Sleitnick/RbxUtil/actions/workflows/ci.yaml) [](https://github.com/Sleitnick/RbxUtil/actions/workflows/docs.yaml)\n\nModule| Dependency| Description\n---|---|---\n[BufferUtil](https://sleitnick.github.io/RbxUtil/api/BufferUtil)| `BufferUtil = \"sleitnick/buffer-util@0.3.2\"`| Buffer utilities\n[Comm](https://sleitnick.github.io/RbxUtil/api/Comm)| `Comm = \"sleitnick/comm@1.0.1\"`| Comm library for remote communication\n[Component](https://sleitnick.github.io/RbxUtil/api/Component)| `Component = \"sleitnick/component@2.4.8\"`| Component class\n[Concur](https://sleitnick.github.io/RbxUtil/api/Concur)| `Concur = \"sleitnick/concur@0.1.2\"`| Concurrent task handler\n[EnumList](https://sleitnick.github.io/RbxUtil/api/EnumList)| `EnumList = \"sleitnick/enum-list@2.1.0\"`| Enum List class\n[Find](https://sleitnick.github.io/RbxUtil/api/Find)| `Find = \"sleitnick/find@1.0.0\"`| Utility function for finding an in the data model hierarchy\n[Input](https://sleitnick.github.io/RbxUtil/api/Input)| `Input = \"sleitnick/input@3.0.0\"`| Basic input classes\n[Loader](https://sleitnick.github.io/RbxUtil/api/Loader)| `Loader = \"sleitnick/loader@2.0.0\"`| Requires all modules within a given instance\n[Log](https://sleitnick.github.io/RbxUtil/api/Log)| `Log = \"sleitnick/log@0.1.2\"`| Log class for logging to PlayFab\n[Net](https://sleitnick.github.io/RbxUtil/api/Net)| `Net = \"sleitnick/net@0.2.0\"`| Static networking module\n[Option](https://sleitnick.github.io/RbxUtil/api/Option)| `Option = \"sleitnick/option@1.0.5\"`| Represent optional values in Lua\n[PID](https://sleitnick.github.io/RbxUtil/api/PID)| `PID = \"sleitnick/pid@2.1.0\"`| PID Controller class\n[Quaternion](https://sleitnick.github.io/RbxUtil/api/Quaternion)| `Quaternion = \"sleitnick/quaternion@0.2.3\"`| Quaternion class\n[Query](https://sleitnick.github.io/RbxUtil/api/Query)| `Query = \"sleitnick/query@0.2.0\"`| Query instances\n[Sequent](https://sleitnick.github.io/RbxUtil/api/Sequent)| `Sequent = \"sleitnick/sequent@0.1.0\"`| Sequent class\n[Ser](https://sleitnick.github.io/RbxUtil/api/Ser)| `Ser = \"sleitnick/ser@1.0.5\"`| Ser class for serialization and deserialization\n[Shake](https://sleitnick.github.io/RbxUtil/api/Shake)| `Shake = \"sleitnick/shake@1.1.0\"`| Shake class for making things shake\n[Signal](https://sleitnick.github.io/RbxUtil/api/Signal)| `Signal = \"sleitnick/signal@2.0.3\"`| Signal class\n[Silo](https://sleitnick.github.io/RbxUtil/api/Silo)| `Silo = \"sleitnick/silo@0.2.0\"`| State container class\n[Spring](https://sleitnick.github.io/RbxUtil/api/Spring)| `Spring = \"sleitnick/spring@1.0.0\"`| Critically damped spring\n[Stream](https://sleitnick.github.io/RbxUtil/api/Stream)| `Stream = \"sleitnick/stream@0.1.1\"`| Stream abstraction wrapper around buffers\n[Streamable](https://sleitnick.github.io/RbxUtil/api/Streamable)| `Streamable = \"sleitnick/streamable@1.2.4\"`| Streamable class and StreamableUtil\n[Symbol](https://sleitnick.github.io/RbxUtil/api/Symbol)| `Symbol = \"sleitnick/symbol@2.0.1\"`| Symbol\n[TableUtil](https://sleitnick.github.io/RbxUtil/api/TableUtil)| `TableUtil = \"sleitnick/table-util@1.2.1\"`| Table utility functions\n[TaskQueue](https://sleitnick.github.io/RbxUtil/api/TaskQueue)| `TaskQueue = \"sleitnick/task-queue@1.0.0\"`| Batches tasks that occur on the same execution step\n[Timer](https://sleitnick.github.io/RbxUtil/api/Timer)| `Timer = \"sleitnick/timer@2.0.0\"`| Timer class\n[Tree](https://sleitnick.github.io/RbxUtil/api/Tree)| `Tree = \"sleitnick/tree@1.1.0\"`| Utility functions for accessing instances in the game hierarchy\n[Trove](https://sleitnick.github.io/RbxUtil/api/Trove)| `Trove = \"sleitnick/trove@1.8.0\"`| Trove class for tracking and cleaning up objects\n[TypedRemote](https://sleitnick.github.io/RbxUtil/api/TypedRemote)| `TypedRemote = \"sleitnick/typed-remote@0.3.0\"`| Simple networking package for typed RemoteEvents and RemoteFunctions\n[WaitFor](https://sleitnick.github.io/RbxUtil/api/WaitFor)| `WaitFor = \"sleitnick/wait-for@1.0.0\"`| WaitFor class for awaiting instances", "tokens": 1326, "type": "documentation"} {"repo": "Sleitnick/RbxUtil", "source_url": "https://sleitnick.github.io/RbxUtil/api/Find/", "text": "Show raw api\n\n \"functions\": [],\n \"properties\": [],\n \"types\": [],\n \"name\": \"Find\",\n \"desc\": \"A utility function for finding objects in the data model hierarchy.\\n\\nSimilar to `FindFirstChild`, except it explicitly errors if any object\\nis not found, as well as a more helpful message as to what wasn't found.\\n\\n```lua\\nlocal find = require(ReplicatedStorage.Packages.find)\\n\\n-- Find instance \\\"workspace.Some.Folder.Here.Item\\\":\\nlocal item = find(workspace, \\\"Some\\\", \\\"Folder\\\", \\\"Here\\\", \\\"Item\\\")\\n```\\n\\nIn the above example, if \\\"Folder\\\" didn't exist, the function would throw an error with the message: `failed to find instance \\\"Folder\\\" within \\\"Workspace.Some\\\"`.\\n\\nThe return type is simply `Instance`. Any type-checking should be done on the return value:\\n```lua\\nlocal part = find(workspace, \\\"SomePart\\\") :: BasePart -- Blindly assume and type this as a BasePart\\nassert(part:IsA(\\\"BasePart\\\")) -- Extra optional precaution to ensure type\\n```\",\n \"source\": {\n \"line\": 26,\n \"path\": \"modules/find/init.luau\"", "tokens": 264, "type": "documentation"} {"repo": "Sleitnick/RbxUtil", "source_url": "https://sleitnick.github.io/RbxUtil/api/Symbol/", "text": "Show raw api\n\n \"functions\": [],\n \"properties\": [],\n \"types\": [],\n \"name\": \"Symbol\",\n \"desc\": \"Represents a unique object.\\n\\nSymbols are often used as unique keys in tables. This is useful to avoid possible collisions\\nwith a key in a table, since the symbol will always be unique and cannot be reconstructed.\\n\\n\\n:::note All Unique\\nEvery creation of a symbol is unique, even if the\\ngiven names are the same.\\n:::\\n\\n```lua\\nlocal Symbol = require(packages.Symbol)\\n\\n-- Create a symbol:\\nlocal symbol = Symbol(\\\"MySymbol\\\")\\n\\n-- The name is optional:\\nlocal anotherSymbol = Symbol()\\n\\n-- Comparison:\\nprint(symbol == symbol) --> true\\n\\n-- All symbol constructions are unique, regardless of the name:\\nprint(Symbol(\\\"Hello\\\") == Symbol(\\\"Hello\\\")) --> false\\n\\n-- Commonly used as unique keys in a table:\\nlocal DATA_KEY = Symbol(\\\"Data\\\")\\nlocal t = {\\n\\t-- Can only be accessed using the DATA_KEY symbol:\\n\\t[DATA_KEY] = {}\\n}\\n\\nprint(t[DATA_KEY]) --> {}\\n```\",\n \"source\": {\n \"line\": 44,\n \"path\": \"modules/symbol/init.luau\"", "tokens": 281, "type": "documentation"} {"repo": "Sleitnick/RbxUtil", "source_url": "https://sleitnick.github.io/RbxUtil/api/Input/", "text": "Show raw api\n\n \"functions\": [],\n \"properties\": [],\n \"types\": [],\n \"name\": \"Input\",\n \"desc\": \"The Input package provides access to various user input classes.\\n\\n- [PreferredInput](/api/PreferredInput)\\n- [Mouse](/api/Mouse)\\n- [Keyboard](/api/Keyboard)\\n- [Touch](/api/Touch)\\n- [Gamepad](/api/Gamepad)\\n\\nReference the desired input modules via the Input package to get started:\\n\\n```lua\\nlocal PreferredInput = require(Packages.Input).PreferredInput\\nlocal Mouse = require(Packages.Input).Mouse\\nlocal Keyboard = require(Packages.Input).Keyboard\\nlocal Touch = require(Packages.Input).Touch\\nlocal Gamepad = require(Packages.Input).Gamepad\\n```\",\n \"source\": {\n \"line\": 26,\n \"path\": \"modules/input/init.luau\"", "tokens": 195, "type": "documentation"} {"repo": "evaera/Cmdr", "file_path": "README.md", "text": "View Docs\n\n**Cmdr** is a fully extensible and type safe command console for Roblox developers.\n\n- Great for admin commands, but does much more.\n- Make commands that tie in specifically with your game systems.\n- Intelligent autocompletion and instant validation.\n- Run commands programmatically on behalf of the local user.\n- Bind commands to user input.\n- Secure: the client and server both validate input separately.\n- Embedded commands: dynamically use the output of an inner command when running a command.", "tokens": 102, "type": "readme"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/", "text": "## Integrates with your systems\n\nMake commands that integrate and control your existing systems. Use commands to help debug your game during development by triggering events in your game or print out targeted debug information.\n\n## Type-Safe with Intelligent Auto-completion\n\nDiscover commands and possible values for arguments naturally with game-state-aware auto-complete. Argument types are validated on the client and server, so in your command code you never have to worry about an argument being of the wrong type or missing.\n\n## 100% Extensible\n\nCmdr ships with a set of optional default commands for the very most commonly used commands for debugging your game, but the real power of Cmdr is its extensibility. You can register your own commands and argument types so Cmdr can be exactly what you need it to be.\n\nCmdr is designed specifically so that you can write your own commands and argument types, so that it can fit right in with the rest of your game. In addition to the standard admin commands (teleport, kill, kick), Cmdr is also great for debug commands in your game (say, if you wanted to have a command to give you a weapon, reset a round, teleport you between places in your universe).\n\nCmdr provides a friendly API that lets the game developer choose if they want to register the default admin commands, register their own commands, choose a different key bind for activating the console, and disabling Cmdr altogether.\n\nCmdr has a robust and friendly type validation system (making sure strings are strings, players are players, etc), which can give end users real time command validation as they type, and automatic error messages. By the time the command actually gets to your code, you can be assured that all of the arguments are present and of the correct type.\n\nIf you have any questions, suggestions, or ideas for Cmdr, or you run into a bug, please don't hesitate to [open an issue](https://github.com/evaera/Cmdr/issues)! PRs are welcome as well.\n\nMIT licensed | Copyright \u00a9 2018-present eryn L. K.", "tokens": 421, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/CmdrClient.html", "text": "# CmdrClient client only\n\n\u21aa Extends [Cmdr](https://eryn.io/Cmdr/api/Cmdr.html)\n\n## Properties\n\n\u21aa Inherited from [Cmdr](https://eryn.io/Cmdr/api/Cmdr.html)\n\n### # `Registry`\n\n`CmdrClient.Registry: `````[Registry](https://eryn.io/Cmdr/api/Registry.html#registry)``````\n\nRefers to the current command Registry.\n\n\u21aa Inherited from [Cmdr](https://eryn.io/Cmdr/api/Cmdr.html)\n\n### # `Dispatcher`\n\n`CmdrClient.Dispatcher: `````[Dispatcher](https://eryn.io/Cmdr/api/Dispatcher.html#dispatcher)``````\n\nRefers to the current command Dispatcher.\n\n\u21aa Inherited from [Cmdr](https://eryn.io/Cmdr/api/Cmdr.html)\n\n### # `Util`\n\n`CmdrClient.Util: `````[Util](https://eryn.io/Cmdr/api/Util.html#util)``````\n\nRefers to a table containing many useful utility functions.\n\n### # `Enabled`\n\n`CmdrClient.Enabled: `````boolean``````\n\n### # `PlaceName`\n\n`CmdrClient.PlaceName: `````string``````\n\n### # `ActivationKeys`\n\n`CmdrClient.ActivationKeys: `````dictionary``````\n\n## Instance Methods\n\n### # `SetActivationKeys`\n\n`CmdrClient.``SetActivationKeys(keys: ``array``) \u2192 ```\n\nSets the key codes that will hide or show Cmdr.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`keys` | ```array``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `SetPlaceName`\n\n`CmdrClient.``SetPlaceName(labelText: ``string``) \u2192 ```\n\nSets the place name label that appears when executing commands. This is useful for a quick way to tell what game you're playing in a universe game.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`labelText` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `SetEnabled`\n\n`CmdrClient.``SetEnabled(isEnabled: ``boolean``) \u2192 ```\n\nSets whether or not Cmdr can be shown via the defined activation keys. Useful for when you want users to need to opt-in to show the console in a settings menu.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`isEnabled` | ```boolean``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `Show`\n\n`CmdrClient.``Show() \u2192 ```\n\nShows the Cmdr window explicitly. Does not do anything if Cmdr is not enabled.\n\n#### Returns\n\nType |\n\n### # `Hide`\n\n`CmdrClient.``Hide() \u2192 ```\n\nHides the Cmdr window.\n\n#### Returns\n\nType |\n\n### # `Toggle`\n\n`CmdrClient.``Toggle() \u2192 ```\n\nToggles visibility of the Cmdr window. Will not show if Cmdr is not enabled.\n\n#### Returns\n\nType |\n\n### # `HandleEvent`\n\n`CmdrClient.``HandleEvent(\n\nevent: ``string``,\nhandler: ``function(...?: ``any?``) \u2192 ``\n\n) \u2192 ```\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`event` | ```string``` | \u2714 |\n`handler` | ```function(...?: ``any?``) \u2192 ``` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`...` | ```any?``` | \u2718 |\n\n#### Returns\n\nType |\n\n\u2714 |\n\n#### Returns\n\nType |\n\n### # `SetMashToEnable`\n\n`CmdrClient.``SetMashToEnable(isEnabled: ``boolean``) \u2192 ```\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`isEnabled` | ```boolean``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `SetActivationUnlocksMouse`\n\n`CmdrClient.``SetActivationUnlocksMouse(isEnabled: ``boolean``) \u2192 ```\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`isEnabled` | ```boolean``` | \u2714 |\n\n#### Returns\n\nType |\n\nv1.6.0+\n\n### # `SetHideOnLostFocus`\n\n`CmdrClient.``SetHideOnLostFocus(isEnabled: ``boolean``) \u2192 ```\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`isEnabled` | ```boolean``` | \u2714 |\n\n#### Returns\n\nType |\n\n\u2190 [ Cmdr ](https://eryn.io/Cmdr/api/Cmdr.html) [ CommandContext ](https://eryn.io/Cmdr/api/CommandContext.html) \u2192\n *[Registry]: The registry handles registering commands, types, and hooks.\n *[Dispatcher]: The Dispatcher handles parsing, validating, and evaluating commands.", "tokens": 1063, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/guide/Setup.html", "text": "# # Set-up\n\n### # Installation\n\nPick one of the below methods to install Cmdr:\n\n#### # Manual\n\nYou can download the latest model file release from the [releases section](https://github.com/evaera/Cmdr/releases/latest), but this may not always be the most up to date version of Cmdr. You'll want to put this is a server directory, like ServerScriptService.\n\n#### # Advanced\n\nCmdr has no dependencies, so it can also be easily included as a Git submodule and synced in with the rest of your project with [Rojo](https://github.com/LPGhatguy/rojo). If you don't know how to do this already, then please see method 1 \ud83d\ude03\n\n### # Warning\n\nDO NOT MODIFY SOURCE CODE TO CHANGE BEHAVIOR\n\nPlease **do not** modify the source code of Cmdr for your game. Instead, use its API to customize the behavior you want. Modifying the source code makes it much harder for you to receive feature updates.\n\nThere should be **no reason** to modify the source code of Cmdr (unless you are adding a brand new feature or fixing a bug).\n\n### # Server setup (required)\n\nYou should create a folder to keep your commands inside, and then register them on the server. However, you only need to register commands and types on the server. There should be no need to modify the actual Cmdr library itself.\n\n -- This is a script you would create in ServerScriptService, for example.\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Cmdr = require(path.to.Cmdr)\n\n Cmdr:RegisterDefaultCommands() -- This loads the default set of commands that Cmdr comes with. (Optional)\n -- Cmdr:RegisterCommandsIn(script.Parent.CmdrCommands) -- Register commands from your own folder. (Optional)\n\n1\n2\n3\n4\n5\n6\n\nThe Cmdr GUI will be inserted into StarterGui if it doesn't already exist. You can customize the GUI to your liking (changing colors, etc.) if you play the game, copy the GUI, stop the game, and then paste it in to StarterGui. Of course, this is completely optional.\n\nCLIENT SETUP ALSO REQUIRED\n\nYou need to require Cmdr on the server _and_ on the client for it to be fully loaded. Keep going! \u2193\n\n### # Client setup (required)\n\nFrom the client, you also need to require the CmdrClient module.\n\nAfter the server code above runs, CmdrClient will be inserted into ReplicatedStorage automatically.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Cmdr = require(ReplicatedStorage:WaitForChild(\"CmdrClient\"))\n\n -- Configurable, and you can choose multiple keys\n Cmdr:SetActivationKeys({ Enum.KeyCode.F2 })\n -- See below for the full API.\n\n1\n2\n3\n4\n5\n6\n\n[ Commands ](https://eryn.io/Cmdr/guide/Commands.html) \u2192", "tokens": 628, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/guide/Hooks.html", "text": "# # Hooks\n\nHooks are callback functions that you can register which _hook_ into the command execution process. Hooks are extremely useful: they can be used for implementing a custom permission system, logging commands, or overriding command output.\n\nHooks can be registered on both the server and the client. Server commands will run server and client hooks, and client commands will run only client hooks. Depending on your application, you may need to register hooks on one or both. For example, logging may only need to be registered on the server, but permissions might need to be registered on the client in addition to the server.\n\nThere can be many hooks of each type, and they are all run until one returns a string, which will replace the command response in the console.\n\n## # BeforeRun\n\nThe callback is passed the CommandContext for the relevant command. The hooks are the last thing to run before the command itself, so all properties are available.\n\nThis hook can be used to interrupt command execution (useful for permissions) by returning a string. The returned string will replace the command output on the executing user's screen. If the callback returns nothing (`nil`), then the command will run normally.\n\nSecurity Warning\n\nCommands will be blocked from running in-game unless you configure at least one BeforeRun hook.\n\nAs a quick way to register hooks on both the server and the client, you can make a folder for your hooks, with module scripts in them which return a function. Similar to Types, if you call `Cmdr:RegisterHooksIn(yourFolderHere)` from the server, Cmdr will load all ModuleScripts in the folder on the server and the client, so you only need to write your code once.\n\n -- A ModuleScript inside your hooks folder.\n return function (registry)\n registry:RegisterHook(\"BeforeRun\", function(context)\n if context.Group == \"DefaultAdmin\" and context.Executor.UserId ~= game.CreatorId then\n return \"You don't have permission to run this command\"\n end\n end)\n end\n\n1\n2\n3\n4\n5\n6\n7\n8\n\n## # AfterRun\n\nThe AfterRun hook runs, as its name implies, directly after a command is run. The callback is also passed a CommandContext, but the `Response` property is now available, which is the response from the command implementation (what would normally be displayed after running the command).\n\nIf this callback returns a string, then it will replace the normal response on the user's screen. If the callback returns nothing (`nil`), then the response will be shown normally.\n\nThis hook is most useful for logging. Since we don't want to add this hook on the client in this example, we can just require the server version of Cmdr and add this hook directly right here (as opposed to what we did in the BeforeRun example, which adds the hook to the client as well):\n\n Cmdr.Registry:RegisterHook(\"AfterRun\", function(context)\n print(context.Response) -- see the actual response from the command execution\n return \"Returning a string from this hook replaces the response message with this text\"\n end)\n\n1\n2\n3\n4\n\n\u2190 [ Types ](https://eryn.io/Cmdr/guide/Types.html) [ Network Event Handlers ](https://eryn.io/Cmdr/guide/NetworkEventHandlers.html) \u2192", "tokens": 687, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/ArgumentContext.html", "text": "# ArgumentContext\n\n## Properties\n\n### # `Command`\n\n`ArgumentContext.Command: `````[CommandContext](https://eryn.io/Cmdr/api/CommandContext.html#commandcontext)``````\n\nThe command that this argument belongs to.\n\n### # `Name`\n\n`ArgumentContext.Name: `````string``````\n\nThe name of this argument.\n\n### # `Type`\n\n`ArgumentContext.Type: `````[TypeDefinition](https://eryn.io/Cmdr/api/Registry.html#typedefinition)``````\n\nThe type definition for this argument.\n\n### # `Required`\n\n`ArgumentContext.Required: `````boolean``````\n\nWhether or not this argument was required.\n\n### # `Executor`\n\n`ArgumentContext.Executor: `````Player``````\n\nThe player that ran the command this argument belongs to.\n\n### # `RawValue`\n\n`ArgumentContext.RawValue: `````string``````\n\nThe raw, unparsed value for this argument.\n\n### # `RawSegments`\n\n`ArgumentContext.RawSegments: `````array``````\n\nAn array of strings representing the values in a comma-separated list, if applicable.\n\n### # `Prefix`\n\n`ArgumentContext.Prefix: `````string``````\n\nThe prefix used in this argument (like `%` in `%Team`). Empty string if no prefix was used. See Prefixed Union Types for more details.\n\n## Instance Methods\n\n### # `GetValue`\n\n`ArgumentContext.``GetValue() \u2192 ``any`````\n\nReturns the parsed value for this argument.\n\n#### Returns\n\nType |\n```any``` |\n\n### # `GetTransformedValue`\n\n`ArgumentContext.``GetTransformedValue(segment: ``number``) \u2192 ``any...`````\n\nReturns the _transformed_ value from this argument, see Types.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`segment` | ```number``` | \u2714 |\n\n#### Returns\n\nType |\n```any...``` |\n\n\u2190 [ Meta-Commands ](https://eryn.io/Cmdr/guide/MetaCommands.html) [ Cmdr ](https://eryn.io/Cmdr/api/Cmdr.html) \u2192", "tokens": 449, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/Cmdr.html", "text": "# Cmdr server only\n\n## Properties\n\n### # `Registry`\n\n`Cmdr.Registry: `````[Registry](https://eryn.io/Cmdr/api/Registry.html#registry)``````\n\nRefers to the current command Registry.\n\n### # `Dispatcher`\n\n`Cmdr.Dispatcher: `````[Dispatcher](https://eryn.io/Cmdr/api/Dispatcher.html#dispatcher)``````\n\nRefers to the current command Dispatcher.\n\n### # `Util`\n\n`Cmdr.Util: `````[Util](https://eryn.io/Cmdr/api/Util.html#util)``````\n\nRefers to a table containing many useful utility functions.\n\n\u2190 [ ArgumentContext ](https://eryn.io/Cmdr/api/ArgumentContext.html) [ CmdrClient ](https://eryn.io/Cmdr/api/CmdrClient.html) \u2192\n *[Registry]: The registry handles registering commands, types, and hooks.\n *[Dispatcher]: The Dispatcher handles parsing, validating, and evaluating commands.", "tokens": 211, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/guide/Types.html", "text": "# # Types\n\nBy default, these types are available:\n\nType name | Data type | Type name | Data type\n---|---|---|---\n`string` | `string` | `strings` | `array`\n`number` | `number` | `numbers` | `array`\n`integer` | `number` | `integers` | `array`\n`boolean` | `boolean` | `booleans` | `array`\n`player` | `Player` | `players` | `array`\n`playerId` | `number` | `playerIds` | `array`\n`team` | `Team` | `teams` | `array`\n| | `teamPlayers` | `array`\n`command` | `string` | `commands` | `array`\n`userInput` | `Enum.UserInputType \\| Enum.KeyCode` | `userInputs` | `array`\n`brickColor` | `BrickColor` | `brickColors` | `array`\n`teamColor` | `BrickColor` | `teamColors` | `array`\n`color3` | `Color3` | `color3s` | `array`\n`hexColor3` | `Color3` | `hexColor3s` | `array`\n`brickColor3` | `Color3` | `brickColor3s` | `array`\n`vector3` | `Vector3` | `vector3s` | `array`\n`vector2` | `Vector2` | `vector2s` | `array`\n`duration` | `number` | `durations` | `array`\n`storedKey` | `string` | `storedKeys` | `array`\n`url` | `string` | `urls` | `array`\n\nPlural types (types that return a table) are listable, so you can provide a comma-separated list of values.\n\nCustom types are defined as tables that implement specific named functions. When Types are in a ModuleScript, the ModuleScript should not return the table directly; instead it should return a function, which accepts the Registry as a parameter. You should then call `registry:RegisterType(\"typeName\", yourTable)` to register it.\n\nCheck out the [API reference](https://eryn.io/Cmdr/api/Registry.html#typedefinition) for a full reference of all available options.\n\n local intType = {\n Transform = function (text)\n return tonumber(text)\n end;\n\n Validate = function (value)\n return value ~= nil and value == math.floor(value), \"Only whole numbers are valid.\"\n end;\n\n Parse = function (value)\n return value\n end\n\n return function (registry)\n registry:RegisterType(\"integer\", intType)\n end\n\n1\n2\n3\n4\n5\n6\n7\n8\n9\n10\n11\n12\n13\n14\n15\n16\n17\n\nTake a gander at the [built-in types](https://github.com/evaera/Cmdr/tree/master/Cmdr/BuiltInTypes) for more examples.\n\n## # Default value\n\nYou can specify a \"default value\" for your type by adding a `Default` function to it. For example, the default value for the `players` type is the name of the player who ran the command. The `Default` function should always return a **string**, as this is inserted BEFORE parsing.\n\nFor any argument that is type with a default value, you can simply type a `.` in Cmdr and the default value will automatically be used in its place.\n\n## # Enum types\n\nBecause Enum types are so common, there is a special function that easily lets you create an Enum type. When a command has an argument of this type, it'll always be a string matching exactly one of the strings in the array you define (see below).\n\n return function (registry)\n registry:RegisterType(\"place\", registry.Cmdr.Util.MakeEnumType(\"Place\", {\"World 1\", \"World 2\", \"World 3\", \"Final World\"}))\n end\n\n1\n2\n3\n\n\u2190 [ Commands ](https://eryn.io/Cmdr/guide/Commands.html) [ Hooks ](https://eryn.io/Cmdr/guide/Hooks.html) \u2192", "tokens": 936, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/CommandContext.html", "text": "# CommandContext\n\n## Properties\n\n### # `Cmdr`\n\n`CommandContext.Cmdr: `````[Cmdr](https://eryn.io/Cmdr/api/Cmdr.html#cmdr) | [CmdrClient](https://eryn.io/Cmdr/api/CmdrClient.html#cmdrclient)``````\n\nA reference to Cmdr. This may either be the server or client version of Cmdr depending on where the command is running.\n\n### # `Dispatcher`\n\n`CommandContext.Dispatcher: `````[Dispatcher](https://eryn.io/Cmdr/api/Dispatcher.html#dispatcher)``````\n\nThe dispatcher that created this command.\n\n### # `Name`\n\n`CommandContext.Name: `````string``````\n\nThe name of the command.\n\n### # `Alias`\n\n`CommandContext.Alias: `````string``````\n\nThe specific alias of this command that was used to trigger this command (may be the same as `Name`)\n\n### # `RawText`\n\n`CommandContext.RawText: `````string``````\n\nThe raw text that was used to trigger this command.\n\n### # `Group`\n\n`CommandContext.Group: ```````````\n\nThe group this command is a part of. Defined in command definitions, typically a string.\n\n### # `State`\n\n`CommandContext.State: `````table``````\n\nA blank table that can be used to store user-defined information about this command's current execution. This could potentially be used with hooks to add information to this table which your command or other hooks could consume.\n\n### # `Aliases`\n\n`CommandContext.Aliases: `````array``````\n\nAny aliases that can be used to also trigger this command in addition to its name.\n\n### # `Description`\n\n`CommandContext.Description: `````string``````\n\nThe description for this command from the command definition.\n\n### # `Executor`\n\n`CommandContext.Executor: `````Player``````\n\nThe player who ran this command.\n\n### # `RawArguments`\n\n`CommandContext.RawArguments: `````array``````\n\nAn array of strings which is the raw value for each argument.\n\n### # `Arguments`\n\n`CommandContext.Arguments: `````array<[ArgumentContext](https://eryn.io/Cmdr/api/ArgumentContext.html#argumentcontext)>``````\n\nAn array of ArgumentContext objects, the parsed equivalent to RawArguments.\n\n### # `Response`\n\n`CommandContext.Response: `````string?``````\n\nThe command output, if the command has already been run. Typically only accessible in the AfterRun hook.\n\n## Instance Methods\n\n### # `GetArgument`\n\n`CommandContext.``GetArgument(index: ``number``) \u2192 ``[ArgumentContext](https://eryn.io/Cmdr/api/ArgumentContext.html#argumentcontext)`````\n\nReturns the ArgumentContext for the given index.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`index` | ```number``` | \u2714 |\n\n#### Returns\n\nType |\n```[ArgumentContext](https://eryn.io/Cmdr/api/ArgumentContext.html#argumentcontext)``` |\n\n### # `GetData`\n\n`CommandContext.``GetData() \u2192 ```\n\nReturns the command data that was sent along with the command. This is the return value of the Data function from the command definition.\n\n#### Returns\n\nType |\n\n### # `GetStore`\n\n`CommandContext.``GetStore(name: ``string``) \u2192 ``table`````\n\nReturns a table of the given name. Always returns the same table on subsequent calls. Useful for storing things like ban information. Same as [Registry.GetStore](https://eryn.io/Cmdr/api/Registry.html#getstore).\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```table``` |\n\n### # `SendEvent`\n\n`CommandContext.``SendEvent(\n\nplayer: ``Player``,\nevent: ``string``\n\n) \u2192 ```\n\nSends a network event of the given name to the given player. See Network Event Handlers.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`player` | ```Player``` | \u2714 |\n`event` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `BroadcastEvent`\n\n`CommandContext.``BroadcastEvent(\n\nevent: ``string``,\n...: ``any``\n\n) \u2192 ```\n\nBroadcasts a network event to all players. See Network Event Handlers.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`event` | ```string``` | \u2714 |\n`...` | ```any``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `Reply`\n\n`CommandContext.``Reply(\n\ntext: ``string``,\ncolor?: ``Color3?``\n\n) \u2192 ```\n\nPrints the given text in the user's console. Useful for when a command needs to print more than one message or is long-running. You should still `return` a string from the command implementation when you are finished, `Reply` should only be used to send additional messages before the final message.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`color` | ```Color3?``` | \u2718 |\n\n#### Returns\n\nType |\n\nv1.6.0+\n\n### # `HasImplementation`\n\n`CommandContext.``HasImplementation() \u2192 ``boolean`````\n\nReturns `true` if the command has an implementation on this machine. For example, this function will return `false` from the client if you call it on a command that only has a server-side implementation. Note that commands can potentially run on both the client and the server, so what this property returns on the server is not related to what it returns on the client, and vice versa. Likewise, receiving a return value of `true` on the client does not mean that the command won't run on the server, because Cmdr commands can run a first part on the client and a second part on the server. This function only answers one question if you run the command; does it run any code as a result of that on this machine?\n\n#### Returns\n\nType |\n```boolean``` |\n\n\u2190 [ CmdrClient ](https://eryn.io/Cmdr/api/CmdrClient.html) [ Dispatcher ](https://eryn.io/Cmdr/api/Dispatcher.html) \u2192\n *[Dispatcher]: The Dispatcher handles parsing, validating, and evaluating commands.", "tokens": 1373, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/Util.html", "text": "# Util\n\n## Types\n\n### # `NamedObject`\n\n`interface ``NamedObject {``\n\nName: `````string`````\n\nAny object with a `Name` property.\n\n## Static Functions\n\n### # `MakeDictionary` static\n\n`Util.``MakeDictionary(array: ``array``) \u2192 ``dictionary`````\n\nAccepts an array and flips it into a dictionary, its values becoming keys in the dictionary with the value of `true`.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`array` | ```array``` | \u2714 |\n\n#### Returns\n\nType |\n```dictionary``` |\n\n### # `Map` static\n\n`Util.``Map(\n\narray: ``array``,\nmapper: ``function(\n\nvalue: ``T``,\nindex: ``number``\n\n) \u2192 ``U````\n\n) \u2192 ``array`````\n\nMaps values from one array to a new array. Passes each value through the given callback and uses its return value in the same position in the new array.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`array` | ```array``` | \u2714 |\n`mapper` | ```function(value: ``T``,\nindex: ``number``) \u2192 ``U````` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`value` | ```T``` | \u2714 |\n`index` | ```number``` | \u2714 |\n\n#### Returns\n\nType |\n```U``` |\n\n\u2714 |\n\n#### Returns\n\nType |\n```array``` |\n\n### # `Each` static\n\n`Util.``Each(\n\nmapper: ``function(value: ``T``) \u2192 ``U````,\n...: ``T``\n\n) \u2192 ``U...`````\n\nMaps arguments #2-n through callback and returns all values as tuple.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`mapper` | ```function(value: ``T``) \u2192 ``U````` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`value` | ```T``` | \u2714 |\n\n#### Returns\n\nType |\n```U``` |\n\n\u2714 |\n`...` | ```T``` | \u2714 |\n\n#### Returns\n\nType |\n```U...``` |\n\n### # `MakeFuzzyFinder` static\n\n`Util.``MakeFuzzyFinder(set: ``\n\n array\n | array\n | array\n | array\n | Instance\n\n``) \u2192 ``function(\n\ntext: ``string``,\nreturnFirst?: ``boolean?``\n\n) \u2192 ``any```````\n\nMakes a fuzzy finder for the given set or container. You can pass an array of strings, array of instances, array of EnumItems, array of dictionaries with a Name key or an instance (in which case its children will be used).\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`set` | ### # `` ```\n\n array\n | array\n | array\n | array\n | Instance\n\n``` | \u2714 |\n\n#### Returns\n\nType |\n```function(text: ``string``,\nreturnFirst?: ``boolean?``) \u2192 ``any````` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`returnFirst` | ```boolean?``` | \u2718 |\n\n#### Returns\n\nType |\n```any``` |\n\nAccepts a string and returns a table of matching objects. Exact matches are inserted in the front of the resultant array.\n\n### # `GetNames` static\n\n`Util.``GetNames(instances: ``array``) \u2192 ``array`````\n\nAccepts an array of instances (or anything with a Name property) and maps them into an array of their names.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`instances` | ```array``` | \u2714 |\n\n#### Returns\n\nType |\n```array``` |\n\n### # `SplitStringSimple` static\n\n`Util.``SplitStringSimple(\n\ntext: ``string``,\nseparator: ``string``\n\n) \u2192 ``array`````\n\nSlits a string into an array split by the given separator.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`separator` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```array``` |\n\n### # `SplitString` static\n\n`Util.``SplitString(\n\ntext: ``string``,\nmax?: ``number?``\n\n) \u2192 ``array`````\n\nSplits a string by spaces, but taking double-quoted sequences into account which will be treated as a single value.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`max` | ```number?``` | \u2718 |\n\n#### Returns\n\nType |\n```array``` |\n\n### # `TrimString` static\n\n`Util.``TrimString(text: ``string``) \u2192 ``string`````\n\nTrims whitespace from both sides of a string.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n### # `GetTextSize` static\n\n`Util.``GetTextSize(\n\ntext: ``string``,\nlabel: ``TextLabel``,\nsize?: ``Vector2?``\n\n) \u2192 ``Vector2`````\n\nReturns the text bounds size as a Vector2 based on the given label and optional display size. If size is omitted, the absolute width is used.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`label` | ```TextLabel``` | \u2714 |\n`size` | ```Vector2?``` | \u2718 |\n\n#### Returns\n\nType |\n```Vector2``` |\n\n### # `MakeEnumType` static\n\n`Util.``MakeEnumType(\n\ntype: ``string``,\nvalues: ``array``\n\n) \u2192 ``array`````\n\nSplits a string by a single delimeter chosen from the given set. The first matching delimeter from the set becomes the split character.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`delimters` | ```array``` | \u2714 |\n\n#### Returns\n\nType |\n```array``` |\n\n### # `SubstituteArgs` static\n\n`Util.``SubstituteArgs(\n\ntext: ``string``,\nreplace: ``\n\n array\n | dictionary\n | function(var: string) \u2192 string\n\n) \u2192 ``string`````\n\nAccepts a string with arguments (such as $1, $2, $3, etc) and a table or function to use with string.gsub. Returns a string with arguments replaced with their values.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`replace` | ### # `` ```\n\n array\n | dictionary\n | function(var: string) \u2192 string\n\n``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n### # `RunEmbeddedCommands` static\n\n`Util.``RunEmbeddedCommands(\n\ndispatcher: ``[Dispatcher](https://eryn.io/Cmdr/api/Dispatcher.html#dispatcher)``,\ncommandString: ``string``\n\n) \u2192 ``string`````\n\nAccepts the current dispatcher and a command string. Parses embedded commands from within the string, evaluating to the output of the command when run with `dispatcher:EvaluateAndRun`. Returns the response string.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`dispatcher` | ```[Dispatcher](https://eryn.io/Cmdr/api/Dispatcher.html#dispatcher)``` | \u2714 |\n`commandString` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n### # `EmulateTabstops` static\n\n`Util.``EmulateTabstops(\n\ntext: ``string``,\ntabWidth: ``number``\n\n) \u2192 ``string`````\n\nReturns a string emulating `\\t` tab stops with spaces.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n`tabWidth` | ```number``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n### # `ParseEscapeSequences` static\n\n`Util.``ParseEscapeSequences(text: ``string``) \u2192 ``string`````\n\nReplaces escape sequences with their fully qualified characters in a string. This only parses `\\n`, `\\t`, `\\uXXXX`, and `\\xXX` where `X` is any hexadecimal character.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`text` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n\u2190 [ Registry ](https://eryn.io/Cmdr/api/Registry.html)\n *[NamedObject]: Any object with a `Name` property.\n *[Dispatcher]: The Dispatcher handles parsing, validating, and evaluating commands.", "tokens": 2659, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/guide/Commands.html", "text": "# # Commands\n\nNo commands are registered by default. Cmdr ships with a set of default commands, which can be loaded if you so wish by calling `Cmdr:RegisterDefaultCommands()`. See Default Commands for a list.\n\nCustom commands are defined in ModuleScripts that return a single table.\n\n -- Teleport.lua, inside your commands folder as defined above.\n return {\n Name = \"teleport\";\n Aliases = {\"tp\"};\n Description = \"Teleports a player or set of players to one target.\";\n Group = \"Admin\";\n Args = {\n Type = \"players\";\n Name = \"from\";\n Description = \"The players to teleport\";\n },\n Type = \"player\";\n Name = \"to\";\n Description = \"The player to teleport to\"\n };\n\n1\n2\n3\n4\n5\n6\n7\n8\n9\n10\n11\n12\n13\n14\n15\n16\n17\n18\n19\n\nCheck out the [API reference](https://eryn.io/Cmdr/api/Registry.html#commanddefinition) full details.\n\nThe implementation should be in a separate ModuleScript. Cmdr will never deliver the server implementation to the client. This module should only return one function. The module must be named the same thing as the definition module as described above, with the word \"Server\" appended to the end.\n\nIt is passed the CommandContext for this command, which is a special object that represents a single command run. The context can be used to get the executing player, send events, reply with additional lines in the console, and more. See CommandContext in the API section below for more details. After the context, any arguments you defined in the command definition will be passed in order.\n\n -- TeleportServer.lua\n\n -- These arguments are guaranteed to exist and be correctly typed.\n return function (context, fromPlayers, toPlayer)\n if toPlayer.Character and toPlayer:FindFirstChild(\"HumanoidRootPart\") then\n local position = toPlayer.Character.HumanoidRootPart.CFrame\n\n for _, player in ipairs(fromPlayers) do\n if player.Character and player.Character:FindFirstChild(\"HumanoidRootPart\") then\n player.Character.HumanoidRootPart.CFrame = position\n end\n end\n\n return \"Teleported players.\"\n end\n\n return \"Target player has no character.\"\n end\n\n1\n2\n3\n4\n5\n6\n7\n8\n9\n10\n11\n12\n13\n14\n15\n16\n17\n18\n\nTake a gander at the [built-in commands](https://github.com/evaera/Cmdr/tree/master/Cmdr/BuiltInCommands) for more examples.\n\n## # Command Data\n\nIf you need to gather some data from the client before the command runs, you can create a [`Data`](https://eryn.io/Cmdr/api/Registry.html#commanddefinition) function in your command. This function will run on the client, and whatever is returned from it will be available with `context:GetData()` in the command implementation.\n\nAs an example, you might want to know the local player's current mouse world position in a server command. This can be achieved by returning `LocalPlayer:GetMouse().Hit.Position` from the Data function, then using `context:GetData()` to get the Vector3.\n\n`context:GetData()` will work on both client and server commands.\n\n## # Client commands\n\nIt is possible to have commands that run on the client exclusively or both.\n\nIf you want your command to run on the client, you can add a [`ClientRun`](https://eryn.io/Cmdr/api/Registry.html#commanddefinition) function to the command definition itself. It works exactly like the function that you would return from the Server module.\n\nIf using `ClientRun`, having a Server module associated with this command is optional.\n\n * If your `ClientRun` function returns a string, the command will run entirely on the client and won't touch the server at all (which means server-only hooks won't run).\n * If this function doesn't return anything, it will then execute the associated Server module implementation on the server.\n\nWARNING\n\nIf this function is present and there isn't a Server module for this command, it is considered an error to not return a string from this function.\n\n## # Execution order\n\nIncluding [Hooks](https://eryn.io/Cmdr/guide/Hooks.html), the full execution order is:\n\n 1. `BeforeRun` hook on client.\n 2. `Data` function on client.\n 3. `ClientRun` function on client.\n 4. `BeforeRun` hook on server. *\n 5. Server command implementation returned from Server module. *\n 6. `AfterRun` hook on server. *\n 7. `AfterRun` hook on client.\n\n* Only runs if `ClientRun` isn't present or `ClientRun` returns `nil`.\n\n## # Default Commands\n\nIf you run `Cmdr:RegisterDefaultCommands()`, these commands will be available with the following `Group`s:\n\nGroup: `DefaultAdmin`: `announce` (`m`), `bring`, `kick`, `teleport` (`tp`), `kill`, `respawn`, `to`\n\nGroup: `DefaultDebug`: `blink` (`b`), `thru` (`t`), `position`, `version`, `fetch`, `get-player-place-instance`, `uptime` Group: `DefaultUtil`: `alias`, `bind`, `unbind`, `run` (`>`), `runif`, `echo`, `hover`, `replace` (`//`, `gsub`), `history`, `me`, `var`, `var=`, `json-array-encode`, `json-array-decode`, `resolve`, `len`, `pick`, `rand`, `edit`, `goto-place`\n\nGroup: `Help`: `help`\n\n### # Registering a subset of the default commands\n\nIf you only want some, but not all, of the default commands, you can restrict the commands that you register in two ways.\n\n 1. Pass an array of groups to the RegisterDefaultCommands function: `Cmdr:RegisterDefaultCommands({\"Help\", \"DefaultUtil\"})`\n 2. Pass a filter function that accepts a CommandDefinition and either returns `true` or `false`:\n\n Cmdr:RegisterDefaultCommands(function(cmd)\n return #cmd.Name < 6 -- This is absurd... but possible!\n end)\n\n1\n2\n3\n\n## # Argument Value Operators\n\nInstead of typing out an entire argument, you can insert the following operators as a shorthand.\n\nOperator | Meaning | Listable types only\n---|---|---\n`.` | Default value for the type | No\n`?` | A random value from all possible values | No\n`*` | A list of all possible values | Yes\n`**` | All possible values minus the default value. | Yes\n`?N` | N random values picked from all possible values | Yes\n\n\"All possible values\" is determined automatically by using the values that are displayed in the autocomplete menu when you haven't typed anything for that argument yet.\n\nIf you want Cmdr to interpret the operator as literal text, you can escape these operators by inserting a `\\` before them. For example: `\\*` will be interpreted as a literal `*`.\n\n### # Example\n\nFor the `players` type, this is the meaning of the operators:\n\nOperator | Meaning\n`.` | \"me\", or the player who is running the command.\n`?` | A random single player.\n`*` | All players.\n`**` | \"others\", or all players who aren't the player running the command.\n`?N` | N random players.\n\nSo: `kill *` kills all players, while `kill **` kills all players but you.\n\n### # `resolve` command\n\nThe `resolve` command can be used to retrieve the true value of these operators as a list. It takes a type and an operator as arguments, and returns the list as a string.\n\nExamples:\n\nInput | Output\n`resolve players .` | `Player1`\n`resolve players *` | `Player1,Player2,Player3,Player4`\n`resolve players **` | `Player2,Player3,Player4`\n`resolve players ?` | `Player3`\n\n## # Prefixed Union Types\n\nAn argument can be allowed to accept a different type when starting with a specific prefix. The most common example of this is with the `players` type, which when prefixed with % allows the user to select players based on team, rather than name.\n\nThese can be defined on a per-argument basis, so that your commands can accept many types of arguments in a single slot. Under the Args section of command definition, each argument has a `Type` key. For arguments that accept only a single type, it would look like `Type = \"string\"`. If we also wanted to accept a number when the user prefixes the argument with `#`, we could change it to: `Type = \"string # number\"`. Then, if the user provided `#33` for this argument, your function would be delivered the number value `33` in that position.\n\nThis is infinitely expandable, and you can include as many prefixed union types as you wish: `Type = \"string # number @ player % team\"`, etc. Remember that there must be a space between the symbol and the type.\n\nSome default types automatically have a prefixed union type applied to them, because they would both resolve to the same type in the end. For example, whenever you define an argument of type `players`, under the hood this is perceived as `players % teamPlayers`. (`teamPlayers` is a type that matches based on team name, but resolves to an array of Players: the same thing that the normal `players` type would resolve with.)\n\nHere is a list of automatic prefixed union types:\n\nType | Union\n`players` | `players % teamPlayers`\n`playerId` | `playerId # integer`\n`playerIds` | `playerIds # integers`\n`brickColor` | `brickColor % teamColor`\n`brickColors` | `brickColors % teamColors`\n`color3` | `color3 # hexColor3 ! brickColor3`\n`color3s` | `color3s # hexColor3s ! brickColor3s`\n\n\u2190 [ Setup ](https://eryn.io/Cmdr/guide/Setup.html) [ Types ](https://eryn.io/Cmdr/guide/Types.html) \u2192", "tokens": 2207, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/Dispatcher.html", "text": "# Dispatcher\n\nThe Dispatcher handles parsing, validating, and evaluating commands. Exists on both client and server.\n\n## Properties\n\n### # `Cmdr`\n\n`Dispatcher.Cmdr: `````[Cmdr](https://eryn.io/Cmdr/api/Cmdr.html#cmdr) | [CmdrClient](https://eryn.io/Cmdr/api/CmdrClient.html#cmdrclient)``````\n\nA reference to Cmdr. This may either be the server or client version of Cmdr depending on where the code is running.\n\n## Instance Methods\n\n### # `Run` client only\n\n`Dispatcher.``Run(...: ``string``) \u2192 ``string`````\n\nThis should be used to invoke commands programmatically as the local player. Accepts a variable number of arguments, which are all joined with spaces before being run. This function will raise an error if any validations occur, since it's only for hard-coded (or generated) commands.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`...` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n### # `EvaluateAndRun`\n\n`Dispatcher.``EvaluateAndRun(\n\ncommandText: ``string``,\nexecutor?: ``Player?``,\noptions?: `{`\n\nData: `````any?`````\n\nIsHuman: `````boolean`````\n\n) \u2192 ``string`````\n\nRuns a command as the given player. If called on the client, only text is required. Returns output or error test as a string.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`commandText` | ```string``` | \u2714 |\n`executor` | ```Player?``` | \u2718 |\n`options` | ### # `` `{``Data: `````any?````` IsHuman: `````boolean```````}` | \u2718 | If `Data` is given, it will be available on the server with [CommandContext.GetData](https://eryn.io/Cmdr/api/CommandContext.html#getdata)\n\n#### Returns\n\nType |\n```string``` |\n\n### # `GetHistory` client only\n\n`Dispatcher.``GetHistory() \u2192 ``array`````\n\nReturns an array of the user's command history. Most recent commands are inserted at the end of the array.\n\n#### Returns\n\nType |\n```array``` |\n\n\u2190 [ CommandContext ](https://eryn.io/Cmdr/api/CommandContext.html) [ Registry ](https://eryn.io/Cmdr/api/Registry.html) \u2192", "tokens": 538, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/guide/MetaCommands.html", "text": "# # Meta-Commands\n\nThe `bind`, `alias`, and `run` commands make use of _command strings_. A command string is raw text made up of a command name and possibly predefined arguments that is run in the background as a command itself. Before these command strings are run, they are preprocessed, replacing arguments (in the format `$1`, `$2`, `$3`, etc.) and embedded commands with their textual values.\n\n## # Embedded commands\n\nSub-commands may be embedded inside command strings, in the format `${command arg1 arg2 arg3}`. These sub-commands are evaluated just before the command string is run, and are run every time the command string runs. They evaluate to whatever the command returns as output.\n\nEmbedded commands are nestable: `run echo ${run echo ${echo hello}!}` (displays `\"hello!\"`). We use `run` here instead of just running `echo` directly, because embedded commands are only evaluated in the preprocess step of commands that use _command strings_ (which is only `run`, `alias`, and `bind`).\n\nBy default, if the evaluated command output has a space in it, the return value will be encapsulated in quote marks so that the entire value is perceived as one argument to Cmdr. In cases where it's desirable for Cmdr to parse each word as a separate argument, you can use use a literal syntax: `run teleport ${{\"echo first second\"}\u200b}` (in this example, \"first\" and \"second\" would then become the first and second arguments to the `teleport` command, instead of the first argument being \"first second\")\n\n## # Run\n\nRun is the simplest of the bunch, and does right what it says on the tin. It runs whatever text you give it immediately as a command. This is useful, because it evaluates embedded commands within the command string before running.\n\n run ${{\"echo kill me\"}}\n\n1\n\nCommands can contain more than one distinct command, delimited by `&&`. This can be escaped by adding an additional ampersand, for example: `&&&`. You can escape an additional level by adding more. `&&&&` is a two level deep escape.\n\nWhen using `&&`, you can access the previous command's output by using the `||` slot operator. For example\n\n`run echo evaera && kill ||` (evaera dies)\n\nThe `run` command has a single-character alias, `>`, which can also be used to invoke it.\n\n## # Bind\n\nBind is a command that allows you to run a certain command string every time some event happens. The default bind type is by user input (mouse or keyboard input), but you can also bind to other events.\n\nThis is very powerful: You could define a command, like `cast_ability`, which casts a certain move in your game. Then, you could have a keybindings menu that allows the user to rebind keys, and whenever they do, it runs `CmdrClient:Run(\"bind\", keyCode.Name, \"cast_ability\", abilityId)` in the background. By separating the user input from our hypothetical ability code, our code is made more robust as we can now trigger abilities from a number of possible events, in addition to the bound key.\n\nIf you prefix the first argument with `@`, you can instead select a player to bind to, which will run this command string every time that player chats. You can get the chat text by using `$1` in your command string.\n\nIn the future, you will be able to bind to network events as described in the previous section by prefixing the first argument with `!`.\n\nThe `unbind` command can be used to unbind anything that `bind` can bind.\n\n## # Alias\n\nThe alias command lets you create a new, single command out of a command string. Alias commands can contain more than one distinct command, delimited by `&&`. You can also accept arguments from the command with `$1` through `$5`.\n\n alias farewell announce Farewell, $1! && kill $1\n\n1\n\nThen, if we run `farewell evaera`, it would make an announcement saying \"Farewell, evaera!\" and then kill the player called \"evaera\".\n\nAs another example, you could create a command that killed anyone your mouse was currently hovering over like so:\n\n alias pointer_of_death kill ${hover}\n\n1\n\n### # Types and Descriptions\n\nYou can optionally provide types, names, and descriptions to your alias arguments, like so: `$1{type|Name|Description here}`. For example:\n\n alias goodbye kill $1{player|Player|The player you want to kill.}\n\n1\n\nName and Description are optional. These are all okay:\n\n * `alias goodbye kill $1{player}`\n * `alias goodbye kill $1{player|Player}`\n * `alias goodbye kill $1{player|Player|The player you want to kill.}`\n\nAdditionally, you can supply a description for the command itself:\n\n alias \"goodbye|Kills a player.\" kill $1{player|Player|The player you want to kill.}\n\n1\n\n\u2190 [ Network Event Handlers ](https://eryn.io/Cmdr/guide/NetworkEventHandlers.html) [ ArgumentContext ](https://eryn.io/Cmdr/api/ArgumentContext.html) \u2192", "tokens": 1108, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/api/Registry.html", "text": "# Registry\n\nThe registry handles registering commands, types, and hooks. Exists on both client and server.\n\n## Types\n\n### # `TypeDefinition`\n\n`interface ``TypeDefinition {``\n\nDisplayName: `````string`````\n\nOptionally overrides the user-facing name of this type in the autocomplete menu. If omitted, the registered name of this type will be used.\n\nPrefixes: `````string`````\n\nString containing default [Prefixed Union Types](https://eryn.io/Cmdr/guide/Commands.html#prefixed-union-types) for this type. This property should omit the initial type name, so this string should begin with a prefix character, e.g. `Prefixes = \"# integer ! boolean\"`.\n\nTransform: ````````nil``` | ```function(\n\nrawText: ``string``,\nexecutor: ``Player``\n\n) \u2192 ``T``````````\n\nTransform is an optional function that is passed two values: the raw text, and the player running the command. Then, whatever values this function returns will be passed to all other functions in the type (`Validate`, `Autocomplete`, and `Parse`).\n\nValidate: ````````nil``` | ```function(value: ``T``) \u2192 ``boolean``, ``string?``````````\n\nThe `Validate` function is passed whatever is returned from the Transform function (or the raw value if there is no Transform function). If the value is valid for the type, it should return `true`. If it the value is invalid, it should return two values: false, and a string containing an error message.\n\nIf this function isn't present, anything will be considered valid.\n\nValidateOnce: ````````nil``` | ```function(value: ``T``) \u2192 ``boolean``, ``string?``````````\n\nThis function works exactly the same as the normal `Validate` function, except it only runs once (after the user presses Enter). This should only be used if the validation process is relatively expensive or needs to yield. For example, the PlayerId type uses this because it needs to call `GetUserIdFromNameAsync` in order to validate.\n\nFor the vast majority of types, you should just use `Validate` instead.\n\nAutocomplete: ````````nil``` | ```function(value: ``T``) \u2192 ``array``, `````nil``` | `{``\n\nIsPartial: `````boolean?`````\n\nIf `true`, pressing Tab to auto complete won't continue onwards to the next argument.\n\n``}```````````\n\nShould only be present for types that are possible to be auto completed. It should return an array of strings that will be displayed in the auto complete menu. It can also return a second value, which can be a dictionary with options such as `IsPartial` as described above.\n\nParse: `````function(value: ``T``) \u2192 ``any```````\n\nParse is the only required function in a type definition. It is the final step before the value is considered finalized. This function should return the actual parsed value that will be sent to the command functions.\n\nDefault: ````````nil``` | ```function(player: ``Player``) \u2192 ``string``````````\n\nThe `Default` function is optional and should return the \"default\" value for this type, as a **string**. For example, the default value of the `players` type is the name of the player who ran the command.\n\nListable: `````boolean?`````\n\nIf you set the optional key `Listable` to `true` in your table, this will tell Cmdr that comma-separated lists are allowed for this type. Cmdr will automatically split the list and parse each segment through your Transform, Validate, Autocomplete, and Parse functions individually, so you don't have to change the logic of your Type at all.\n\nThe only limitation is that your Parse function **must return a table**. The tables from each individual segment's Parse will be merged into one table at the end of the parse step. The uniqueness of values is ensured upon merging, so even if the user lists the same value several times, it will only appear once in the final table.\n\n### # `CommandArgument`\n\n`interface ``CommandArgument {``\n\nType: ````````string``` | ```TypeDefinition````````\n\nThe argument type (case sensitive), or an inline TypeDefinition object\n\nName: `````string`````\n\nThe argument name, this is displayed to the user as they type.\n\nDescription: `````string`````\n\nA description of what the argument is, this is also displayed to the user.\n\nOptional: `````boolean?`````\n\nIf this is present and set to `true`, then the user can run the command without filling out this value. The argument will be sent to your commands as `nil`.\n\nDefault: `````any?`````\n\nIf present, the argument will be optional and if the user doesn't supply a value, your function will receive whatever you set this to. Default being set implies Optional = true, so Optional can be omitted.\n\n### # `CommandDefinition`\n\n`interface ``CommandDefinition {``\n\nName: `````string`````\n\nThe name that's in auto complete and displayed to user.\n\nAliases: `````array`````\n\nAliases that are not in the autocomplete, but if matched will run this command just the same. For example, `m` might be an alias of `announce`.\n\nDescription: `````string`````\n\nA description of the command which is displayed to the user.\n\nGroup: `````any?`````\n\nOptional, can be be any value you wish. This property is intended to be used in hooks, so that you can categorize commands and decide if you want a specific user to be able to run them or not.\n\nArgs: `````array`````\n\nArray of `CommandArgument` objects, or functions that return `CommandArgument` objects.\n\nData: ````````nil``` | ```function(\n\ncontext: ``[CommandContext](https://eryn.io/Cmdr/api/CommandContext.html#commandcontext)``,\n...: ``any``\n\n) \u2192 ``any``````````\n\nIf your command needs to gather some extra data from the client that's only available on the client, then you can define this function. It should accept the CommandContext for the current command as an argument, and return a single value which will be available in the command with [CommandContext.GetData](https://eryn.io/Cmdr/api/CommandContext.html#getdata).\n\nClientRun: ````````nil``` | ```function(\n\ncontext: ``[CommandContext](https://eryn.io/Cmdr/api/CommandContext.html#commandcontext)``,\n...: ``any``\n\n) \u2192 ``string?``````````\n\nIf you want your command to run on the client, you can add this function to the command definition itself. It works exactly like the function that you would return from the Server module.\n\n * If this function returns a string, the command will run entirely on the client and won't touch the server (which means server-only hooks won't run).\n * If this function doesn't return anything, it will fall back to executing the Server module on the server.\n\nWARNING\n\nIf this function is present and there isn't a Server module for this command, it is considered an error to not return a string from this function.\n\nAutoExec: `````array`````\n\nA list of commands to run automatically when this command is registered at the start of the game. This should primarily be used to register any aliases regarding this command with the built-in `alias` command, but can be used for initializing state as well. Command execution will be deferred until the end of the frame.\n\n## Properties\n\n### # `Cmdr`\n\n`Registry.Cmdr: `````[Cmdr](https://eryn.io/Cmdr/api/Cmdr.html#cmdr) | [CmdrClient](https://eryn.io/Cmdr/api/CmdrClient.html#cmdrclient)``````\n\nA reference to Cmdr. This may either be the server or client version of Cmdr depending on where the code is running.\n\n## Instance Methods\n\n### # `RegisterTypesIn` server only\n\n`Registry.``RegisterTypesIn(container: ``Instance``) \u2192 ```\n\nRegisters all types from within a container.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`container` | ```Instance``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `RegisterType`\n\n`Registry.``RegisterType(\n\nname: ``string``,\ntypeDefinition: ``TypeDefinition``\n\n) \u2192 ```\n\nRegisters a type. This function should be called from within the type definition ModuleScript.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n`typeDefinition` | ```TypeDefinition``` | \u2714 |\n\n#### Returns\n\nType |\n\nv1.3.0+\n\n### # `RegisterTypePrefix`\n\n`Registry.``RegisterTypePrefix(\n\nname: ``string``,\nunion: ``string``\n\n) \u2192 ```\n\nRegisters a [Prefixed Union Type](https://eryn.io/Cmdr/guide/Commands.html#prefixed-union-types) string for the given type. If there are already type prefixes for the given type name, they will be **concatenated**. This allows you to contribute prefixes for default types, like `players`.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n`union` | ```string``` | \u2714 | The string should omit the initial type name, so this string should begin with a prefix character, e.g. `\"# integer ! boolean\"`.\n\n#### Returns\n\nType |\n\nv1.3.0+\n\n### # `RegisterTypeAlias`\n\n`Registry.``RegisterTypeAlias(\n\nname: ``string``,\nunion: ``string``\n\n) \u2192 ```\n\nAllows you to register a name which will be expanded into a longer type which will can be used as command argument types. For example, if you register the alias `\"stringOrNumber\"` it could be interpreted as `\"string # number\"` when used.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n`union` | ```string``` | \u2714 | The string should _include_ the initial type name, e.g. `\"string # integer ! boolean\"`.\n\n#### Returns\n\nType |\n\n### # `GetType`\n\n`Registry.``GetType(name: ``string``) \u2192 ``TypeDefinition?`````\n\nReturns a type definition with the given name, or nil if it doesn't exist.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```TypeDefinition?``` |\n\nv1.3.0+\n\n### # `GetTypeName`\n\n`Registry.``GetTypeName(name: ``string``) \u2192 ``string`````\n\nReturns a type name taking aliases into account. If there is no alias, the `name` parameter is simply returned as a pass through.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```string``` |\n\n### # `RegisterHooksIn` server only\n\n`Registry.``RegisterHooksIn(container: ``Instance``) \u2192 ```\n\nRegisters all hooks from within a container on both the server and the client. If you want to add a hook to the server or the client only (not on both), then you should use the [Registry.RegisterHook](https://eryn.io/Cmdr/api/Registry.html#registerhook) method directly by requiring Cmdr in a server or client script.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`container` | ```Instance``` | \u2714 |\n\n#### Returns\n\nType |\n\n### # `RegisterCommandsIn` server only\n\n`Registry.``RegisterCommandsIn(\n\ncontainer: ``Instance``,\nfilter?: ``function(command: ``CommandDefinition``) \u2192 ``boolean````\n\n) \u2192 ```\n\nRegisters all commands from within a container.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`container` | ```Instance``` | \u2714 |\n`filter` | ```function(command: ``CommandDefinition``) \u2192 ``boolean````` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`command` | ```CommandDefinition``` | \u2714 |\n\n#### Returns\n\nType |\n```boolean``` |\n\n\u2718 | If present, will be passed a command definition which will then only be registered if the function returns `true`.\n\n#### Returns\n\nType |\n\n### # `RegisterCommand` server only\n\n`Registry.``RegisterCommand(\n\ncommandScript: ``ModuleScript``,\ncommandServerScript?: ``ModuleScript?``,\nfilter?: ``function(command: ``CommandDefinition``) \u2192 ``boolean````\n\n) \u2192 ```\n\nRegisters an individual command directly from a module script and possible server script. For most cases, you should use [Registry.RegisterCommandsIn](https://eryn.io/Cmdr/api/Registry.html#registercommandsin) instead.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`commandScript` | ```ModuleScript``` | \u2714 |\n`commandServerScript` | ```ModuleScript?``` | \u2718 |\n`filter` | ```function(command: ``CommandDefinition``) \u2192 ``boolean````` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`command` | ```CommandDefinition``` | \u2714 |\n\n#### Returns\n\nType |\n```boolean``` |\n\n\u2718 | If present, will be passed a command definition which will then only be registered if the function returns `true`.\n\n#### Returns\n\nType |\n\n### # `RegisterDefaultCommands` server only\n\n1. `Registry.``RegisterDefaultCommands(groups: ``array``) \u2192 ```\n\n2. `Registry.``RegisterDefaultCommands(groups: ``array``) \u2192 ```\n\n3. `Registry.``RegisterDefaultCommands(groups: ``array``) \u2192 ```\n\n4. `Registry.``RegisterDefaultCommands(groups: ``array``) \u2192 ```\n\n5. `Registry.``RegisterDefaultCommands(groups: ``array``) \u2192 ```\n\n6. `Registry.``RegisterDefaultCommands(groups: ``array``) \u2192 ```\n\n7. `Registry.``RegisterDefaultCommands(filter: ``function(command: ``CommandDefinition``) \u2192 ``boolean````) \u2192 ```\n\nRegisters the default set of commands.\n\n\ud83d\udcda Showing overload 1 of 7\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`groups` | ```array``` | \u2714 | Limit registration to only commands which have their `Group` property set to thes.\n\n#### Returns\n\nType |\n\n### # `GetCommand`\n\n`Registry.``GetCommand(name: ``string``) \u2192 ``CommandDefinition?`````\n\nReturns the CommandDefinition of the given name, or nil if not registered. Command aliases are also accepted.\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```CommandDefinition?``` |\n\n### # `GetCommands`\n\n`Registry.``GetCommands() \u2192 ``array`````\n\nReturns an array of all commands (aliases not included).\n\n#### Returns\n\nType |\n```array``` |\n\n### # `GetCommandNames`\n\n`Registry.``GetCommandNames() \u2192 ``array`````\n\nReturns an array of all command names.\n\n#### Returns\n\nType |\n```array``` |\n\n### # `RegisterHook`\n\n`Registry.``RegisterHook(\n\nhookName: ``\"BeforeRun\" | \"AfterRun\"``,\ncallback: ``function(context: ``[CommandContext](https://eryn.io/Cmdr/api/CommandContext.html#commandcontext)``) \u2192 ``string?````,\npriority?: ``number?``\n\n) \u2192 ```\n\nAdds a hook. This should probably be run on the server, but can also work on the client. Hooks run in order of priority (lower number runs first).\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`hookName` | ```\"BeforeRun\" | \"AfterRun\"``` | \u2714 |\n`callback` | ```function(context: ``[CommandContext](https://eryn.io/Cmdr/api/CommandContext.html#commandcontext)``) \u2192 ``string?````` Details #### Parameters | Name | Type | Required |\n---|---|---|---\n`context` | ```[CommandContext](https://eryn.io/Cmdr/api/CommandContext.html#commandcontext)``` | \u2714 |\n\n#### Returns\n\nType |\n```string?``` |\n\n\u2714 |\n`priority` | ```number?``` | \u2718 |\n\n#### Returns\n\nType |\n\n### # `GetStore`\n\n`Registry.``GetStore(name: ``string``) \u2192 ``table`````\n\nReturns a table saved with the given name. This is the same as [CommandContext.GetStore](https://eryn.io/Cmdr/api/CommandContext.html#getstore)\n\n#### Parameters\n\nName | Type | Required |\n---|---|---|---\n`name` | ```string``` | \u2714 |\n\n#### Returns\n\nType |\n```table``` |\n\n\u2190 [ Dispatcher ](https://eryn.io/Cmdr/api/Dispatcher.html) [ Util ](https://eryn.io/Cmdr/api/Util.html) \u2192", "tokens": 3728, "type": "documentation"} {"repo": "evaera/Cmdr", "source_url": "https://eryn.io/Cmdr/guide/NetworkEventHandlers.html", "text": "# # Network Event Handlers\n\nSome commands that run on the server might need to also do something on the client, or on every client. Network event handlers are callback functions that you can set to run when a server command sends a message back to the client. Only one handler can be set to a certain event at a time, so it's possible to change the handler for a specific event without needing to re-implement the entire command yourself.\n\nFor example, consider the default `announce` command, which creates a message on every player's screen. By default, this creates a system chat message with the given text, because Cmdr has a default event handler for the `\"Message\"` event, which the `announce` command broadcasts,\n\nIf you wanted to display announcements some other way, you could just override the default event handler:\n\n CmdrClient:HandleEvent(\"Message\", function (text, player)\n print(\"Announcement from\", player.Name, text)\n end)\n\n1\n2\n3\n\nYou can send events from your own commands on the server (or to the local player if in a client-only command) by using `context:SendEvent(player, ...)` and `context:BroadcastEvent(...)`. The built-in `context:Reply(text)` method actually uses `SendEvent` under the hood, whose default handler on the client is set to just add a new line to the console window with the given text.\n\n\u2190 [ Hooks ](https://eryn.io/Cmdr/guide/Hooks.html) [ Meta-Commands ](https://eryn.io/Cmdr/guide/MetaCommands.html) \u2192", "tokens": 330, "type": "documentation"} {"repo": "imezx/Gradien", "file_path": "README.md", "text": "DevForum: https://devforum.roblox.com/t/gradien-parallelized-machine-deep-learning/4055552\n\nWally: https://wally.run/package/imezx/gradien", "tokens": 42, "type": "readme"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/", "text": "\ud83d\ude80\n\n## Parallel-first Compute\n\nHeavy numeric operations (matrix multiplication, element-wise math) are dispatched to parallel threads, unlocking performance impossible in serial Luau.", "tokens": 34, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/guide/getting-started", "text": "# Getting Started \u200b\n\nWelcome to **Gradien**. This guide will help you set up the library and train your first neural network.\n\n## Installation \u200b\n\n### `Method 1: Wally` Recommended \u200b\n\nIf you use [Wally](https://wally.run/) for dependency management, add Gradien to your `wally.toml`.\n\nwally.tomlTerminal\n\ntoml\n\n [dependencies]\n Gradien = \"eternitydevs/gradien@1.4.0-rc5\"\n\nbash\n\n wally install\n\n### `Method 2: RBXM` \u200b\n\n 1. Download the latest release from the [GitHub Releases](https://github.com/imezx/Gradien/releases) page.\n 2. Drag and drop the `.rbxm` file into **ReplicatedStorage** in Roblox Studio.\n\n## Your First Training Loop \u200b\n\nLet's create a simple model that learns to approximate a linear function.\n\n### `Step 1: Setup` \u200b\n\nRequire the library and define a basic dataset.\n\nlua\n\n local Gradien = require(game.ReplicatedStorage.Gradien)\n\n -- Create dummy data: Inputs (X) and Targets (Y)\n -- Shape: {Features=2, Batch=5}\n local X = Gradien.Tensor.fromArray({\n 1, 2, 3, 4, 5,\n 1, 2, 3, 4, 5\n }, {2, 5})\n\n local Y = Gradien.Tensor.fromArray({\n 2, 4, 6, 8, 10\n }, {1, 5})\n\n### `Step 2: Define Model` \u200b\n\nWe will use a `Sequential` container with `Linear` layers and `ReLU` activations.\n\nlua\n\n local model = Gradien.NN.Sequential({\n Gradien.NN.Linear(2, 8), -- Input -> Hidden\n function(_, x) return Gradien.NN.Activations.ReLU(x) end,\n Gradien.NN.Linear(8, 1) -- Hidden -> Output\n })\n\n### `Step 3: Trainer` \u200b\n\nUse the `Trainer` class to handle the training loop, backpropagation, and optimization automatically.\n\nlua\n\n local trainer = Gradien.Trainer.new({\n model = model,\n optimizerFactory = function(params)\n return Gradien.Optim.Adam(params, 1e-2)\n end,\n loss = Gradien.NN.Losses.mse_backward,\n metric = function(pred, target)\n -- Custom metric logic here\n return 0\n end\n })\n\n -- Start training for 100 epochs\n trainer:fit(function()\n -- Dataloader generator\n return function() return X, Y end\n end, { epochs = 100 })", "tokens": 611, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/core/tensor", "text": "# Tensor Core \u200b\n\nThe `Tensor` is the fundamental data structure in Gradien. It represents a multi-dimensional array and supports automatic differentiation.\n\n## Constructors \u200b\n\n### `.zeros` Parallel \u200b\n\nCreates a new tensor filled with zeros.\n\nDefinition\n\nlua\n\n (shape: {number}, dtype: \"f32\"|\"f64\"|\"i32\"?, requiresGrad: boolean?) -> Tensor\n\n### `.ones` Parallel \u200b\n\nCreates a new tensor filled with ones.\n\nDefinition\n\nlua\n\n (shape: {number}, dtype: \"f32\"|\"f64\"|\"i32\"?, requiresGrad: boolean?) -> Tensor\n\n### `.fromArray` \u200b\n\nCreates a tensor from a flat table.\n\nDefinition\n\nlua\n\n (data: {number}, shape: {number}, dtype: \"f32\"|\"f64\"?, requiresGrad: boolean?) -> Tensor\n\n### `.randn` Parallel \u200b\n\nCreates a tensor with random numbers from a normal distribution (mean 0, std 1).\n\nDefinition\n\nlua\n\n (shape: {number}, dtype: \"f32\"|\"f64\"?, requiresGrad: boolean?) -> Tensor\n\n### `.empty` \u200b\n\nCreates an uninitialized tensor (allocated but not zeroed).\n\nDefinition\n\nlua\n\n (shape: {number}, dtype: \"f32\"|\"f64\"?, requiresGrad: boolean?) -> Tensor\n\n## Methods \u200b\n\n### `:reshape` \u200b\n\nReturns a new tensor with the same data but a different shape.\n\nDefinition\n\nlua\n\n (self: Tensor, newShape: {number}) -> Tensor\n\n### `:expand` Parallel \u200b\n\nReturns a new view of the tensor with singleton dimensions expanded to a larger size.\n\nDefinition\n\nlua\n\n (self: Tensor, newShape: {number}) -> Tensor\n\n### `:transpose` Parallel \u200b\n\nPermutes two dimensions of the tensor.\n\nDefinition\n\nlua\n\n (self: Tensor, dim1: number?, dim2: number?) -> Tensor\n\n### `:slice` Parallel \u200b\n\nExtracts a sub-tensor from the given dimension.\n\nDefinition\n\nlua\n\n (self: Tensor, dim: number, startIdx: number, endIdx: number?, step: number?) -> Tensor\n\n### `:narrow` \u200b\n\nReturns a new tensor that is a narrowed version of the input tensor along dimension `dim`.\n\nDefinition\n\nlua\n\n (self: Tensor, dim: number, startIdx: number, length: number) -> Tensor\n\n### `:sum` Parallel \u200b\n\nReturns the sum of all elements in the input tensor.\n\nDefinition\n\nlua\n\n (self: Tensor, dim: number?) -> Tensor\n\n### `:contiguous` \u200b\n\nReturns a contiguous in memory tensor containing the same data as self tensor.\n\nDefinition\n\nlua\n\n (self: Tensor) -> Tensor\n\n### `:is_contiguous` \u200b\n\nReturns True if the tensor is contiguous in memory in C order.\n\nDefinition\n\nlua\n\n (self: Tensor) -> boolean\n\n### `:detach` \u200b\n\nReturns a new Tensor, detached from the current graph. The result will never require gradient.\n\nDefinition\n\nlua\n\n (self: Tensor) -> Tensor\n\n### `:noGrad` \u200b\n\nDisables gradient recording for this specific tensor instance.\n\nDefinition\n\nlua\n\n (self: Tensor) -> ()", "tokens": 687, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/guide/porting-pytorch", "text": "# Porting PyTorch to Gradien Example \u200b\n\nThis show you examples bridging **PyTorch** (running on a Python server) with **Gradien** (running on Roblox). This allows you to run massive models (LLMs, heavy RL policies) on a GPU and send the results to your Roblox game in real-time.\n\ndependenciesserverscriptmodelbridge\n\nbash\n\n pip install torch fastapi uvicorn\n\npython\n\n import torch\n import torch.nn as nn\n from fastapi import FastAPI, HTTPException, Request\n from fastapi.exceptions import RequestValidationError\n from fastapi.responses import JSONResponse\n from pydantic import BaseModel\n from typing import List\n import uvicorn\n\n app = FastAPI()\n\n DEVICE = \"cuda\" if torch.cuda.is_available() else \"cpu\"\n HOST = \"0.0.0.0\"\n PORT = 8000\n DTYPE = torch.bfloat16\n\n print(f\"Device: {DEVICE}\")\n print(f\"Waiting for requests on http://{HOST}:{PORT}...\")\n\n class SingleInput(BaseModel):\n id: str\n data: List[float]\n\n class BatchRequest(BaseModel):\n shape: List[int]\n batch: List[SingleInput]\n\n class ProductionModel(nn.Module):\n def __init__(self):\n super().__init__()\n # ex: input 10 -> output 5\n self.net = nn.Sequential(nn.Linear(10, 64), nn.ReLU(), nn.Linear(64, 5))\n\n def forward(self, x):\n return self.net(x)\n\n model = ProductionModel().to(DEVICE).to(dtype=DTYPE)\n model.eval()\n\n @app.exception_handler(RequestValidationError)\n async def validation_exception_handler(request: Request, exc):\n print(f\"Error details: {exc.errors()}\")\n return JSONResponse(status_code=422, content={\"detail\": exc.errors()})\n\n @app.get(\"/\")\n def home():\n return {\"status\": \"online\", \"message\": \"Gradien Bridge is Running\"}\n\n @app.post(\"/predict_batch\")\n async def predict_batch(req: BatchRequest):\n if not req.batch:\n return {\"results\": []}\n try:\n batch_data = [item.data for item in req.batch]\n input_tensor = (\n torch.tensor(batch_data, dtype=torch.float32).to(DEVICE).to(dtype=DTYPE)\n )\n if len(req.shape) > 1:\n true_shape = [-1] + req.shape\n input_tensor = input_tensor.view(*true_shape)\n with torch.no_grad():\n output_tensor = model(input_tensor)\n results = []\n output_data = output_tensor.to(dtype=torch.float32).cpu().numpy()\n for i, item in enumerate(req.batch):\n results.append({\"id\": item.id, \"data\": output_data[i].flatten().tolist()})\n return {\"shape\": list(output_tensor.shape[1:]), \"results\": results}\n except Exception as e:\n print(f\"Error: {e}\")\n raise HTTPException(status_code=500, detail=str(e))\n\n if __name__ == \"__main__\":\n uvicorn.run(app, host=HOST, port=PORT)\n\nlua\n\n local RemoteModel = require(script.Parent.Model)\n local Gradien = require(game.ReplicatedStorage.Gradien)\n local Tensor = Gradien.Tensor\n\n local brain = RemoteModel.new({10})\n\n brain.event.Event:Connect(function(outputTensor)\n if outputTensor then\n print(\"Server Output:\", outputTensor._storage)\n end\n end)\n\n while true do\n task.wait()\n local data = table.create(10, 0)\n for i=1,10 do data[i] = math.random() end\n local input = Tensor.fromArray(data, {1, 10})\n brain:forward(input)\n end\n\nlua\n\n local BridgeService = require(script.Parent.ModuleScript)\n local Gradien = require(game.ReplicatedStorage.Gradien)\n\n local Model = {}\n Model.__index = Model\n\n function Model.new(inputShape)\n local self = setmetatable({}, Model)\n self.inputShape = inputShape\n self.event = Instance.new(\"BindableEvent\")\n return self\n end\n\n function Model:forward(inputTensor)\n local event = self.event\n local flatData = inputTensor._storage\n if not flatData then\n warn(\"inputTensor._storage is missing.\")\n flatData = inputTensor.data\n end\n assert(flatData, \"Model: Cannot send request. Tensor data is missing.\")\n BridgeService.Predict(flatData, self.inputShape, function(resultData, resultShape)\n if not resultData then\n warn(\"inference failed.\")\n event:Fire(nil)\n return\n end\n local outputTensor = Gradien.Tensor.fromArray(resultData, resultShape)\n event:Fire(outputTensor)\n end)\n end\n\n return Model\n\nlua\n\n local HttpService = game:GetService(\"HttpService\")\n local RunService = game:GetService(\"RunService\")\n\n local BridgeService = {}\n BridgeService.__index = BridgeService\n\n local CONFIG = {\n URL = \"http://localhost:8000/predict_batch\",\n BATCH_WINDOW = 0.05,\n MAX_BATCH_SIZE = 64,\n\n local queue = {}\n local pendingCallbacks = {} -- Map\n local lastSendTime = 0\n local isSending = false\n\n local function generateGUID(): string\n return HttpService:GenerateGUID(false):gsub(\"-\", \"\")\n end\n\n local function flushQueue()\n if #queue == 0 or isSending then return end\n lastSendTime = os.clock()\n isSending = true\n local currentBatch = queue\n queue = {}\n local cleanBatch = {}\n for i, item in ipairs(currentBatch) do\n cleanBatch[i] = {\n id = item.id,\n data = item.data\n end\n local payload = {\n shape = currentBatch[1].shape,\n batch = cleanBatch\n task.spawn(function()\n local success, response = pcall(function()\n return HttpService:PostAsync(\n CONFIG.URL,\n HttpService:JSONEncode(payload),\n Enum.HttpContentType.ApplicationJson,\n false\n )\n end)\n if success then\n local decoded = HttpService:JSONDecode(response)\n for _, result in ipairs(decoded.results) do\n local reqId = result.id\n local callback = pendingCallbacks[reqId]\n if callback then\n callback(result.data, decoded.shape)\n pendingCallbacks[reqId] = nil\n end\n end\n else\n warn(`HTTP Failed: {response}`)\n for _, item in ipairs(currentBatch) do\n local cb = pendingCallbacks[item.id]\n if cb then cb(nil, \"Server Error\") end\n pendingCallbacks[item.id] = nil\n end\n end\n isSending = false\n if #queue > 0 then\n task.delay(CONFIG.BATCH_WINDOW, flushQueue)\n end\n end)\n end\n\n function BridgeService.Predict(inputData, inputShape, callback)\n local id = generateGUID()\n pendingCallbacks[id] = callback\n table.insert(queue, {\n id = id,\n data = inputData,\n shape = inputShape\n })\n if #queue >= CONFIG.MAX_BATCH_SIZE then\n flushQueue()\n end\n end\n\n RunService.PostSimulation:Connect(function()\n if #queue > 0 and (os.clock() - lastSendTime > CONFIG.BATCH_WINDOW) then\n flushQueue()\n end\n end)\n\n return BridgeService", "tokens": 1628, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/core/math", "text": "# Math Operations Parallel \u200b\n\nLocated in `Gradien.Ops.Math` and `Gradien.Ops.BLAS`. These operations are parallelized.\n\n## Element-wise \u200b\n\nAll element-wise operations support broadcasting semantics implicitly if implemented in the kernel.\n\n### `.add` \u200b\n\nDefinition\n\nlua\n\n (A: Tensor, B: Tensor) -> Tensor\n\n### `.sub` \u200b\n\nDefinition\n\nlua\n\n (A: Tensor, B: Tensor) -> Tensor\n\n### `.mul` \u200b\n\nDefinition\n\nlua\n\n (A: Tensor, B: Tensor) -> Tensor\n\n### `.scalarAdd` \u200b\n\nAdds a scalar value `s` to every element of `A`.\n\nDefinition\n\nlua\n\n (A: Tensor, s: number) -> Tensor\n\n### `.scalarMul` \u200b\n\nMultiplies every element of `A` by scalar `s`.\n\nDefinition\n\nlua\n\n (A: Tensor, s: number) -> Tensor\n\n## Linear Algebra \u200b\n\n### `.matmul` \u200b\n\nPerforms Matrix Multiplication.\n\nDefinition\n\nlua\n\n (A: Tensor, B: Tensor) -> Tensor", "tokens": 229, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/utils/tokenizers", "text": "# Tokenizers \u200b\n\nThe `Gradien.Tokenizers` module provides a comprehensive toolkit for text tokenization, inspired by the Hugging Face Tokenizers library. It supports Byte-Pair Encoding (BPE), normalization, pre-tokenization, and post-processing.\n\n## Tokenizer Class \u200b\n\nThe main entry point is the `Tokenizer` class, which coordinates the tokenization pipeline.\n\n### Constructor \u200b\n\nDefinition\n\nlua\n\n Tokenizer.new(model: Model) -> Tokenizer\n\nCreates a new Tokenizer with the specified model (e.g., BPE).\n\n### Methods \u200b\n\n#### `:encode` \u200b\n\nEncodes a text (and optional pair text) into a sequence of tokens/IDs.\n\nDefinition\n\nlua\n\n (text: string, pair: string?) -> Encoding\n\nReturns an `Encoding` object containing:\n\n * `ids`: List of token IDs.\n * `tokens`: List of token strings.\n * `attention_mask`: Mask identifying valid tokens (1) vs padding (0).\n * `special_tokens_mask`: Mask identifying special tokens.\n * `type_ids`: Segment IDs (if pair is provided).\n * `offsets`: (Currently empty/reserved).\n\n#### `:decode` \u200b\n\nDecodes a list of IDs back into a string.\n\nDefinition\n\nlua\n\n (ids: {number}) -> string\n\n#### `:train_from_iterator` \u200b\n\nTrains the tokenizer model using an iterator that yields strings.\n\nDefinition\n\nlua\n\n (iterator: () -> string?, trainer: Trainer) -> ()\n\n#### Pipeline Configuration \u200b\n\nYou can customize the tokenizer pipeline using the following setters:\n\n * `:set_normalizer(n: Normalizer)`\n * `:set_pre_tokenizer(pt: PreTokenizer)`\n * `:set_post_processor(pp: PostProcessor)`\n * `:set_decoder(d: Decoder)`\n\n#### Serialization \u200b\n\nSave and load the tokenizer configuration.\n\nDumpLoad\n\nlua\n\n :dump() -> table\n\nlua\n\n Tokenizer.from_dump(data: table) -> Tokenizer\n\n## Components \u200b\n\n### Models \u200b\n\n * **BPE**: Byte-Pair Encoding model.\n\n### Normalizers \u200b\n\n * **NFKC**: Unicode normalization form KC.\n\n### Pre-Tokenizers \u200b\n\n * **ByteLevel**: Splits on bytes.\n * **Whitespace**: Splits on whitespace.\n\n### Decoders \u200b\n\n * **BPEDecoder**: Decodes BPE tokens.\n\n### Processors \u200b\n\n * **ByteLevel**: Post-processing for byte-level BPE.\n\n## Example Usage \u200b\n\nlua\n\n local Tokenizers = Gradien.Tokenizers\n local BPE = Tokenizers.models.BPE\n local Tokenizer = Tokenizers.Tokenizer\n\n -- Create a BPE model\n local model = BPE.new()\n local tokenizer = Tokenizer.new(model)\n\n -- Setup pipeline\n tokenizer:set_normalizer(Tokenizers.normalizers.NFKC.new())\n tokenizer:set_pre_tokenizer(Tokenizers.pre_tokenizers.ByteLevel.new())\n tokenizer:set_decoder(Tokenizers.decoders.BPEDecoder.new())\n\n -- Train (simplified example)\n local trainer = Tokenizers.trainers.BpeTrainer.new({\n vocab_size = 1000,\n min_frequency = 2,\n special_tokens = {\"\", \"\", \"\"}\n })\n\n local data = {\"Hello world\", \"Hello universe\"}\n local idx = 0\n local function iterator()\n idx += 1\n return data[idx]\n end\n\n tokenizer:train_from_iterator(iterator, trainer)\n\n -- Encode\n local encoding = tokenizer:encode(\"Hello world\")\n print(encoding.tokens)\n -- Output: {\"Hello\", \"\u0120world\"} (example)\n\n -- Decode\n local text = tokenizer:decode(encoding.ids)\n print(text)\n -- Output: \"Hello world\"", "tokens": 794, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/guide/trainer", "text": "# The Trainer Loop Feature \u200b\n\nWriting custom training loops can be repetitive. The `Trainer` class abstracts the boilerplate of zeroing gradients, forward passes, loss calculation, backpropagation, and optimization steps.\n\n## Basic Usage \u200b\n\nConfigFit\n\nlua\n\n local trainer = Gradien.Trainer.new({\n model = myModel,\n optimizerFactory = function(params) return Gradien.Optim.Adam(params) end,\n loss = Gradien.NN.Losses.mse_backward,\n\n -- Optional\n metric = function(pred, target) return 0 end,\n reportEvery = 10,\n callbacks = {\n onStep = function(ctx) print(ctx.loss) end\n })\n\nlua\n\n trainer:fit(function()\n -- Return a function that returns (X, Y) batches\n return MyDataLoader()\n end, {\n epochs = 50,\n stepsPerEpoch = 100\n })\n\n## Classification Trainer \u200b\n\nFor classification tasks, `Trainer.newClassification` provides sensible defaults (Cross Entropy Loss and Accuracy metric).\n\nlua\n\n local clsTrainer = Gradien.Trainer.newClassification({\n model = myModel,\n optimizerFactory = myOptFactory,\n callbacks = myCallbacks\n }, {\n smoothing = 0.1 -- Label smoothing\n })\n\n## Callbacks \u200b\n\nThe trainer supports a rich callback system to hook into the training process.\n\nlua\n\n callbacks = {\n onStep = function(ctx)\n -- ctx: { epoch, step, loss, metric, model, optimizer }\n end,\n onEpochEnd = function(ctx)\n print(\"End of epoch:\", ctx.epoch)\n end,\n onBest = function(ctx)\n print(\"New best metric:\", ctx.metric)\n end", "tokens": 368, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/core/autograd", "text": "# Autograd (Tape) Core \u200b\n\nThe `Tape` module records operations and manages the backward pass.\n\n## Functions \u200b\n\n### `.backwardFrom` Parallel \u200b\n\nComputes the gradient of current tensor w.r.t. graph leaves.\n\nDefinitionExample\n\nlua\n\n (y: Tensor, grad: Tensor) -> ()\n\nlua\n\n Tape.backwardFrom(loss, Tensor.ones(loss._shape))\n\n### `.grad` \u200b\n\nComputes and returns the sum of gradients of outputs with respect to the inputs.\n\nDefinition\n\nlua\n\n (f: (...any) -> Tensor, inputs: {Tensor}) -> {Tensor?}\n\n### `.noGrad` \u200b\n\nDisables gradient tracking for the duration of the function `fn`. Useful for inference.\n\nDefinitionExample\n\nlua\n\n (fn: () -> ()) -> ()\n\nlua\n\n Tape.noGrad(function()\n -- Operations here won't be recorded\n local pred = model:forward(input)\n end)\n\n### `.makeNode` \u200b\n\nInternal function used to register a new operation in the computation graph.\n\nDefinition\n\nlua\n\n (out: Tensor, parents: {Tensor}, back: (grad: Tensor) -> ()) -> Tensor", "tokens": 240, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/guide/core-concepts", "text": "# Core Concepts \u200b\n\n## Tensors Core \u200b\n\nThe `Tensor` is the fundamental data structure in Gradien. It is a multi-dimensional array that supports automatic differentiation and parallelized operations.\n\n## Autograd (The Tape) \u200b\n\nGradien uses a **Tape-based** autograd system. Operations on tensors that have `requiresGrad = true` are recorded in a graph. When you call `Tape.backwardFrom`, gradients flow backwards through this graph.\n\nlua\n\n local x = G.Tensor.fromArray({2, 3}, {2, 1}, \"f32\", true)\n local W = G.Tensor.ones({2, 2}, \"f32\", true)\n\n -- Forward pass\n local y = G.Math.matmul(W, x)\n\n -- Backward pass\n local grad = G.Tensor.ones(y._shape)\n G.Autograd.Tape.backwardFrom(y, grad)\n\n -- Access gradients\n print(W._grad)", "tokens": 200, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/optim/schedulers", "text": "# Learning Rate Schedulers Utils \u200b\n\nLocated in `Gradien.Optim.Schedulers`. These functions return a callback `(step) -> newLr`.\n\n## Standard \u200b\n\n### `step` \u200b\n\nDecays LR by `gamma` every `stepSize`.\n\nlua\n\n local sched = Schedulers.step(lr, 0.9, 100)\n\n### `cosine` \u200b\n\nCosine annealing from `lr` down to `lrMin` over `T` steps.\n\nlua\n\n local sched = Schedulers.cosine(1e-3, 1e-6, 1000)\n\n### `cosineRestarts` Parallel \u200b\n\nCosine annealing with warm restarts. `T0` is initial period, `Tmult` scales period after restart.\n\nlua\n\n local sched = Schedulers.cosineRestarts(1e-3, 100, 2.0)\n\n## Advanced \u200b\n\n### `warmupCosine` \u200b\n\nLinearly warms up from 0 to `lr`, then decays via cosine.\n\nlua\n\n local sched = Schedulers.warmupCosine(1e-3, 100, 1000)\n\n### `oneCycle` \u200b\n\n1-Cycle policy. rapid increase to `lrMax` then decay.\n\nlua\n\n local sched = Schedulers.oneCycle(maxLr, minLr, warmupSteps, totalSteps)", "tokens": 293, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/experimental/qimhnn", "text": "# QIMHNN Experimental \u200b\n\n**Quantum-Inspired Metaheuristic Neural Network**\n\nThis module implements a neural network architecture inspired by quantum mechanics concepts (Superposition, Interference, and Entanglement) to potentially escape local minima and improve generalization.\n\n## Constructor \u200b\n\nLocated in `Gradien.Experimental.Models.QIMHNN`.\n\nDefinitionConfigurationExample\n\nlua\n\n (config: QIMHNNConfig) -> Module\n\nlua\n\n type QIMHNNConfig = {\n inputDim: number,\n outputDim: number,\n hiddenDims: {number}?, -- e.g. {64, 64}\n\n -- Quantum Features\n useSuperposition: boolean?, -- Default: true\n useInterference: boolean?, -- Default: true\n useEntanglement: boolean?, -- Default: true\n quantumAmplitude: number?, -- Amplitude factor for |z| (default 0.1)\n\n -- Standard Features\n activation: string?, -- Default activation (e.g. \"ReLU\")\n finalActivation: string?, -- Output activation\n dropout: number?, -- Dropout probability\n layerNorm: boolean? -- Apply LayerNorm\n\nlua\n\n local model = Gradien.Experimental.Models.QIMHNN({\n inputDim = 10,\n outputDim = 2,\n hiddenDims = {32}, -- depth: 1\n useSuperposition = true,\n useInterference = true\n })\n\n## Concepts \u200b\n\n * **Superposition**: Weights utilize both real and imaginary components. The output incorporates a magnitude term `|z|`.\n * **Interference**: Scales the output based on the phase difference between real and imaginary parts, simulating wave interference.\n * **Entanglement**: Adds a dense connection `E` that mixes state information across the layer, simulating particle entanglement.", "tokens": 398, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/optim/optimizers", "text": "# Optimizers Optimization \u200b\n\nGradien includes a wide variety of optimizers for different use cases.\n\n## Adaptive Methods \u200b\n\n### `Adam` \u200b\n\nAdaptive Moment Estimation. Good default. Supports L2 weight decay (applied to gradients).\n\nConstructorExample\n\nlua\n\n (params: {Tensor}, lr: number, b1: num?, b2: num?, eps: num?, weight_decay: num?) -> Optimizer\n\nlua\n\n local opt = Gradien.Optim.Adam(params, 0.001, 0.9, 0.999, 1e-8, 0.01) -- with weight decay\n\n**Note:** Adam with `weight_decay` applies L2 regularization by modifying gradients. For decoupled weight decay, use `AdamW` instead.\n\n### `AdamW` Modern \u200b\n\nAdam with decoupled weight decay. Often generalizes better than Adam.\n\nConstructor\n\nlua\n\n (\n params: {Tensor},\n lr: number,\n wd: number, -- Weight Decay\n b1: number?,\n b2: number?,\n eps: number?\n ) -> Optimizer\n\n### `Lion` New \u200b\n\nEvolved Sign Momentum. Memory efficient and often faster than Adam.\n\nConstructor\n\nlua\n\n (\n params: {Tensor},\n lr: number,\n beta1: number?, -- default 0.9\n beta2: number?, -- default 0.99\n weightDecay: number?\n ) -> Optimizer\n\n### `Adafactor` \u200b\n\nMemory-efficient adaptive optimization. Can operate in 2D factored mode to save memory on large matrices.\n\nConstructor\n\nlua\n\n (\n params: {Tensor},\n lr: number,\n beta2: number?,\n eps: number?,\n clipThreshold: number?,\n weightDecay: number?\n ) -> Optimizer\n\n### `RMSProp` \u200b\n\nMaintains a moving average of the squared gradient.\n\nConstructor\n\nlua\n\n (params: {Tensor}, lr: number, decay: number?, eps: number?) -> Optimizer\n\n### `Adagrad` \u200b\n\nAdapts learning rates based on the frequency of parameters updates.\n\nConstructor\n\nlua\n\n (params: {Tensor}, lr: number, eps: number?) -> Optimizer\n\n## Stochastic Methods \u200b\n\n### `SGD` \u200b\n\nStochastic Gradient Descent with Momentum and Nesterov acceleration.\n\nConstructor\n\nlua\n\n (params: {Tensor}, lr: number, momentum: number?, nesterov: boolean?) -> Optimizer", "tokens": 536, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/guide/create-nn", "text": "# How to Create a Neural Network Tutorial \u200b\n\nThis guide will walk you through creating, configuring, and training a simple model to learn a mathematical pattern.\n\nWe will teach the model the function: **`y = 2x`**.\n\n## 1. Require the Library \u200b\n\nStart by requiring the Gradien module.\n\nlua\n\n local Gradien = require(game.ReplicatedStorage.Gradien)\n\n## 2. Prepare Your Data \u200b\n\nWe will generate training data for numbers 1 through 20.\n\n * **Inputs (X)**: The numbers 1, 2, 3...\n * **Targets (Y)**: The answers 2, 4, 6...\n\nData Generation\n\nlua\n\n -- Generate 20 data points\n local count = 20\n local inputTable = {}\n local targetTable = {}\n\n for i = 1, count do\n inputTable[i] = i\n targetTable[i] = i * 2 -- The rule we want to learn\n end\n\n -- Create Tensors {Features, BatchSize}\n local X = Gradien.Tensor.fromArray(inputTable, {1, count})\n local Y = Gradien.Tensor.fromArray(targetTable, {1, count})\n\n## 3. Build the Model \u200b\n\nFor a simple linear relationship like `y = 2x`, a single **Linear Layer** is perfect. It learns a weight (`m`) and a bias (`c`) to solve `y = mx + c`.\n\nWhy no Hidden Layers?\n\nComplex networks with activation functions (like ReLU) are great for complex patterns but struggle to **extrapolate** simple math to numbers they haven't seen before. A single Linear layer extrapolates perfectly to infinity.\n\nlua\n\n local model = Gradien.NN.Sequential({\n -- Input: 1 feature (the number)\n -- Output: 1 feature (the prediction)\n Gradien.NN.Linear(1, 1)\n })\n\n## 4. Setup the Trainer \u200b\n\nThe `Trainer` handles the training loop.\n\nScript Timeout\n\nWe add a **callback** to yield (`task.wait`) every few epochs. Without this, Your Roblox will crash.\n\nlua\n\n local trainer = Gradien.Trainer.new({\n model = model,\n\n -- Optimizer: AdamW often converges faster than standard Adam\n optimizerFactory = function(params)\n return Gradien.Optim.AdamW(params, 1e-2, 1e-4) -- LR: 0.01\n end,\n\n loss = Gradien.NN.Losses.mse_backward,\n reportEvery = 50, -- Print less often to reduce spam\n\n callbacks = {\n onEpochEnd = function()\n task.wait() -- Yield to prevent crash\n end\n })\n\n## 5. Run Training \u200b\n\nUse the `:fit()` method to start the training loop.\n\nlua\n\n print(\"Starting training...\")\n\n trainer:fit(function()\n -- Return our full dataset batch\n return function() return X, Y end\n end, {\n epochs = 500, -- 500 iterations is enough for this simple task\n stepsPerEpoch = 15\n })\n\n print(\"Training complete!\")\n\n## 6. Test the Model \u200b\n\nNow let's test it on a number it has **never seen**, like 100!\n\nlua\n\n local testVal = 100 -- lets try with 100!\n local testInput = Gradien.Tensor.fromArray({testVal}, {1, 1})\n\n -- Forward pass\n local prediction = model:forward(testInput)\n local result = prediction._storage[1]\n\n print(\"Input:\", testVal)\n print(\"Prediction:\", string.format(\"%.2f\", result))\n print(\"Expected:\", testVal * 2)", "tokens": 805, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/nn/layers", "text": "# Layers Module \u200b\n\nLayers are the building blocks of neural networks. They store learnable parameters (`weights` and `biases`).\n\n## `NN.Linear` \u200b\n\nApplies a linear transformation to the incoming data: `y = x * W^T + b`.\n\nDefinitionExample\n\nlua\n\n (\n inFeatures: number,\n outFeatures: number,\n initializer: ((fanIn, fanOut) -> number)?\n ) -> Module\n\nlua\n\n local layer = Gradien.NN.Linear(128, 64)\n\n## `NN.Sequential` \u200b\n\nA container that chains modules together. Data flows through them in the order they are defined.\n\nDefinitionExample\n\nlua\n\n (layers: { Module | (Tensor)->Tensor }) -> Module\n\nlua\n\n local model = Gradien.NN.Sequential({\n Gradien.NN.Linear(10, 20),\n Gradien.NN.Linear(20, 5)\n })\n\n## `NN.Conv2d` \u200b\n\nApplies a 2D convolution over an input signal composed of several input planes.\n\nDefinitionExample\n\nlua\n\n (C_in: number, C_out: number, KH: number, KW: number) -> Module\n\nlua\n\n local conv = Gradien.NN.Conv2d(3, 64, 3, 3) -- 3 input channels, 64 output, 3x3 kernel\n\n## `NN.MaxPool2d` \u200b\n\nApplies a 2D max pooling over an input signal.\n\nDefinitionExample\n\nlua\n\n (KH: number, KW: number, stride: number) -> Module\n\nlua\n\n local pool = Gradien.NN.MaxPool2d(2, 2, 2) -- 2x2 kernel, stride 2\n\n## `NN.AvgPool2d` \u200b\n\nApplies a 2D average pooling over an input signal.\n\nDefinitionExample\n\nlua\n\n (KH: number, KW: number, stride: number) -> Module\n\nlua\n\n local pool = Gradien.NN.AvgPool2d(2, 2, 2) -- 2x2 kernel, stride 2\n\n## `NN.ConvTranspose2d` \u200b\n\nApplies a 2D transposed convolution operator over an input image composed of several input planes.\n\nDefinitionExample\n\nlua\n\n (C_in: number, C_out: number, KH: number, KW: number) -> Module\n\nlua\n\n local convT = Gradien.NN.ConvTranspose2d(64, 3, 3, 3) -- 64 input channels, 3 output, 3x3 kernel\n\n## `NN.GroupNorm` \u200b\n\nApplies Group Normalization over a mini-batch of inputs. Divides channels into groups and normalizes within each group independently.\n\nDefinitionExample\n\nlua\n\n (num_groups: number, num_channels: number, eps: number?) -> Module\n\nlua\n\n local gn = Gradien.NN.GroupNorm(8, 64) -- 8 groups, 64 channels\n\n**Parameters:**\n\n * `num_groups` (number): Number of groups to divide channels into. Must divide `num_channels` evenly.\n * `num_channels` (number): Number of channels expected in the input.\n * `eps` (number, optional): Small value added to variance for numerical stability. Default: `1e-5`.", "tokens": 716, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/optim/gradclip", "text": "# Gradient Clipping Parallel \u200b\n\nLocated in `Gradien.GradClip`. Used to prevent exploding gradients, especially in RNNs or deep networks.\n\n## Functions \u200b\n\n### `.clipValue` \u200b\n\nClips gradient values element-wise to be within `[-clip, clip]`.\n\nDefinition\n\nlua\n\n (params: {Tensor}, clip: number) -> ()\n\n### `.clipNorm` \u200b\n\nScales gradients so that their total norm does not exceed `maxNorm`. This preserves the direction of the gradient.\n\nDefinition\n\nlua\n\n (params: {Tensor}, maxNorm: number) -> ()", "tokens": 124, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/experimental/feudal", "text": "# Feudal Networks \u200b\n\nImplementation of Feudal Reinforcement Learning agent hierarchy.\n\n## Feudal Agent \u200b\n\nCreates a hierarchical agent with Manager and Worker levels.\n\nlua\n\n local Feudal = Gradien.Experimental.RL.Feudal\n\n local agent = Feudal({\n inputDim = 32,\n actionDim = 4,\n hiddenDim = 64,\n goalDim = 64, -- Optional, defaults to hiddenDim\n horizon = 10, -- Manager update horizon\n })\n\n### Configuration \u200b\n\n * `inputDim` (number): Dimension of input state\n * `actionDim` (number): Number of discrete actions\n * `hiddenDim` (number): Hidden dimension for LSTM/Linear layers\n * `goalDim` (number, optional): Dimension of goal vectors\n * `horizon` (number, optional): Steps between Manager goal updates\n * `gammaW` (number, optional): Worker discount factor\n * `gammaM` (number, optional): Manager discount factor\n * `lr` (number, optional): Learning rate\n * `optimizerFactory` (function): Factory function to create optimizer\n\n### Methods \u200b\n\n * `reset(batchSize)`: Reset agent state\n * `act(state)`: Select action and current goal\n * `observe(transition)`: Store transition in buffers\n * `trainStep()`: Perform training update (placeholder)", "tokens": 306, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/experimental/optimizers", "text": "# Experimental Optimizers Experimental \u200b\n\nLocated in `Gradien.Experimental.Optim`. These optimizers use population-based metaheuristics rather than (or in addition to) standard backpropagation.\n\n## `SwarmPSO` \u200b\n\n**Particle Swarm Optimization**. This is a gradient-free optimizer that maintains a swarm of model variations (\"particles\"). It requires an evaluation function to score each particle.\n\nUsage\n\nBecause PSO evaluates multiple variations of the model, it does not use the standard `backward()` pass. Instead, you provide a function that calculates loss for the current state.\n\nConstructorConfig\n\nlua\n\n (params: {Tensor}, config: SwarmPSOConfig) -> Optimizer\n\nlua\n\n type SwarmPSOConfig = {\n swarmSize: number, -- Number of particles (models)\n evalFn: (p: number) -> number, -- Callback to evaluate particle 'p' and return loss\n\n inertia: number?, -- Velocity retention (default 0.7)\n cognitive: number?, -- Attraction to personal best (default 1.5)\n social: number?, -- Attraction to global best (default 1.5)\n lr: number?, -- Velocity scaling factor\n mutationRate: number?, -- Prob of random mutation\n mutationStrength: number?\n\n## `Metaheuristic` \u200b\n\nA hybrid optimizer that combines gradient descent with swarm-like behavior. Unlike SwarmPSO, this **does** use gradients (`param._grad`) to guide the particles, but also maintains personal/global bests to escape local minima.\n\nConstructorConfig\n\nlua\n\n (params: {Tensor}, config: MetaheuristicConfig) -> Optimizer\n\nlua\n\n type MetaheuristicConfig = {\n lr: number, -- Learning rate\n swarmSize: number?, -- (Internal simulation size)\n gradScale: number?, -- Weight of the gradient signal\n inertia: number?,\n cognitive: number?,\n social: number?,\n mutationRate: number?", "tokens": 419, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/experimental/mamba", "text": "# Mamba \u200b\n\nImplementation of the Mamba state space model architecture.\n\n## MambaBlock \u200b\n\nCreates a Mamba block with selective scan mechanism.\n\nlua\n\n local MambaBlock = Gradien.Experimental.NN.MambaBlock\n\n -- Args: dModel, dState (default 16), dConv (default 4), expand (default 2)\n local block = MambaBlock(64, 16, 4, 2)\n local output = block:forward(input)\n\n### Parameters \u200b\n\n * `dModel` (number): Model dimension\n * `dState` (number, optional): State dimension. Default: 16\n * `dConv` (number, optional): Conv kernel size. Default: 4\n * `expand` (number, optional): Expansion factor. Default: 2\n\n### Returns \u200b\n\nReturns a module table with:\n\n * `forward(self, input)`: Forward pass\n * `parameters(self)`: Returns list of parameters", "tokens": 210, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/utils/model-tools", "text": "# Model Tools Utils \u200b\n\nLocated in `Gradien.Util`. These tools help you inspect, profile, and modify models.\n\n## `ModelStats` \u200b\n\nUtilities to calculate parameter counts and memory usage.\n\n### `.summary` \u200b\n\nPrints or returns a summary of the model size.\n\nDefinitionExample\n\nlua\n\n (model: Module, printOut: boolean?) -> (number, string)\n\nlua\n\n -- Prints: params=1250 (~10.00 KB)\n local count, sizeStr = Gradien.Util.ModelStats.summary(model, true)\n\n### `.count` \u200b\n\nReturns raw parameter count and byte size.\n\nDefinition\n\nlua\n\n (model: Module) -> (number, number)\n\n## `Profiler` \u200b\n\nA lightweight instrumentation profiler to measure performance bottlenecks in your training loop.\n\n### Usage \u200b\n\nlua\n\n local Profiler = Gradien.Util.Profiler\n\n -- Wrap the whole training loop in a profiler scope\n local function step()\n -- ... code\n end\n Profiler.withEnabled(true, function()\n Profiler.scope(\"train_loop\", function()\n for _ = 1, 500 do\n Profiler.scope(\"train_step\", step)\n end\n end)\n end)\n\n -- Print a report\n Profiler.report()\n\n### Methods \u200b\n\n * **`start(name)`**: Pushes a marker onto the stack.\n * **`stop(name?)`**: Pops the marker and records time.\n * **`scope(name, fn, ...)`**: Runs `fn` inside a named profile scope.\n * **`report(opts)`**: Prints a formatted table of timings.\n\n## `Hooks` \u200b\n\nAllows you to inject custom logic into the forward pass of any module.\n\n### `.addForwardHook` \u200b\n\nAttaches a function that runs _after_ the module's forward pass.\n\nDefinitionExample\n\nlua\n\n (module: Module, fn: (self, output) -> ()) -> ()\n\nlua\n\n Gradien.Util.Hooks.addForwardHook(layer, function(self, out)\n print(\"Layer output shape:\", out._shape)\n end)\n\n### `.removeForwardHook` \u200b\n\nRemoves the attached hook from the module.\n\nDefinition\n\nlua\n\n (module: Module) -> ()", "tokens": 470, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/nn/activations", "text": "# Activations Parallel \u200b\n\nActivation functions introduce non-linearity to the network. Located in `Gradien.NN.Activations`.\n\n## Standard \u200b\n\nFunction| Definition\n**`ReLU(x)`**| `max(0, x)`\n**`Sigmoid(x)`**| `1 / (1 + exp(-x))`\n**`Tanh(x)`**| `(exp(x) - exp(-x)) / (exp(x) + exp(-x))`\n\n## Probability \u200b\n\n### `Softmax` \u200b\n\nConverts a vector of values to a probability distribution. The elements of the output vector are in range (0, 1) and sum to 1.\n\nDefinitionExample\n\nlua\n\n (logits: Tensor) -> Tensor\n\nlua\n\n local probs = Gradien.NN.Softmax.forward(logits)\n\n## Advanced \u200b\n\n### `GELU` \u200b\n\nGaussian Error Linear Unit. Often used in Transformers.\n\nDefinition\n\nlua\n\n (x: Tensor) -> Tensor\n\n### `LeakyReLU` \u200b\n\nReLU with a small slope for negative values to prevent dead neurons.\n\nDefinition\n\nlua\n\n (x: Tensor, alpha: number?) -> Tensor -- alpha defaults to 0.01\n\n### `ELU` \u200b\n\nExponential Linear Unit.\n\nDefinition\n\nlua\n\n (x: Tensor, alpha: number?) -> Tensor -- alpha defaults to 1.0\n\n### `SwiGLU` \u200b\n\nSwish-Gated Linear Unit. Requires two inputs.\n\nDefinition\n\nlua\n\n (a: Tensor, b: Tensor) -> Tensor\n\n### `SwiGLUSplit` \u200b\n\nSplits the input tensor into two halves and applies SwiGLU.\n\nDefinition\n\nlua\n\n (x: Tensor, hidden: number?) -> Tensor\n\n### `SiLU` (Swish) \u200b\n\n`x * sigmoid(x)`\n\nDefinition\n\nlua\n\n (x: Tensor) -> Tensor\n\n### `Mish` \u200b\n\n`x * tanh(ln(1 + exp(x)))`\n\nDefinition\n\nlua\n\n (x: Tensor) -> Tensor\n\n### `SeLU` \u200b\n\nScaled Exponential Linear Unit.\n\nDefinition\n\nlua\n\n (x: Tensor, alpha: number?, lambda: number?) -> Tensor", "tokens": 467, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/nn/losses", "text": "# Loss Functions Parallel \u200b\n\nLocated in `Gradien.NN.Losses`. Loss functions measure how far the model's predictions are from the targets.\n\n## Regression \u200b\n\n### `mse_backward` \u200b\n\nMean Squared Error.\n\nDefinition\n\nlua\n\n (pred: Tensor, target: Tensor) -> (number, Tensor)\n\n### `l1_backward` \u200b\n\nMean Absolute Error (L1).\n\nDefinition\n\nlua\n\n (pred: Tensor, target: Tensor) -> (number, Tensor)\n\n### `huber_backward` \u200b\n\nLess sensitive to outliers than MSE.\n\nDefinition\n\nlua\n\n (pred: Tensor, target: Tensor, delta: number?) -> (number, Tensor)\n\n## Classification \u200b\n\n### `cross_entropy_backward` \u200b\n\nCombines Softmax and Cross Entropy. Expects raw logits.\n\nDefinition\n\nlua\n\n (logits: Tensor, targetIndices: {number}, smoothing: number?) -> (number, Tensor)\n\n### `bceWithLogits_backward` \u200b\n\nBinary Cross Entropy with Sigmoid built-in.\n\nDefinition\n\nlua\n\n (logits: Tensor, targets: {number}) -> (number, Tensor)\n\n### `focal_backward` \u200b\n\nFocuses training on hard examples. Useful for class imbalance.\n\nDefinition\n\nlua\n\n (logits: Tensor, targetIdx: {number}, alpha: number?, gamma: number?) -> (number, Tensor)\n\n### `kl_div_backward` \u200b\n\nKullback-Leibler divergence.\n\nDefinition\n\nlua\n\n (pred: Tensor, target: Tensor, fromLogits: boolean?) -> (number, Tensor)", "tokens": 331, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/optim/wrappers", "text": "# Optimization Wrappers Advanced \u200b\n\nThese modules wrap an existing optimizer (the \"base\") to add functionality like averaging or accumulation.\n\n## `Lookahead` \u200b\n\nImproves stability by keeping a set of \"slow weights\" that interpolate with the \"fast weights\" trained by the base optimizer.\n\nConstructorExample\n\nlua\n\n (\n params: {Tensor},\n base: Optimizer, -- Existing optimizer instance\n k: number?, -- Sync every k steps (default 5)\n alpha: number? -- Interpolation factor (default 0.5)\n ) -> Optimizer\n\nlua\n\n local base = Gradien.Optim.Adam(params, 1e-3)\n local opt = Gradien.Optim.Lookahead(params, base, 5, 0.5)\n\n## `Accumulated` \u200b\n\nSimulates a larger batch size by accumulating gradients over multiple steps before updating.\n\nConstructor\n\nlua\n\n (\n opt: Optimizer,\n steps: number, -- Steps to accumulate\n params: {Tensor}?, -- Needed if normalize=true\n normalize: boolean? -- Average grads instead of sum\n ) -> Optimizer\n\n## `EMA` (Exponential Moving Average) \u200b\n\nMaintains a shadow copy of model parameters that updates smoothly. Often used for inference or target networks in RL.\n\nConstructorMethods\n\nlua\n\n (params: {Tensor}, decay: number) -> EMA_Handler\n\nlua\n\n ema:update(params) -- Call after opt:step()\n ema:apply(params) -- Swap weights to EMA for eval\n ema:restore(params) -- Swap back to training weights", "tokens": 346, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/utils/data", "text": "# Data Pipeline Utils \u200b\n\nTools for loading, scaling, and encoding data. Located in `Gradien.Preprocess`.\n\n## Data Loading \u200b\n\n### `DataLoader` \u200b\n\nCreates an iterator that yields batches of data from a dataset.\n\nDefinition\n\nlua\n\n (\n dataset: Dataset,\n batchSize: number,\n shuffle: boolean,\n generator: { randint: (a,b)->number }?,\n drop_last: boolean?\n ) -> Iterator\n\n## Scaling & Normalization \u200b\n\n### `StandardScaler` Parallel \u200b\n\nStandardizes features by removing the mean and scaling to unit variance.\n\nFormula: `z = (x - mean) / std`\n\nConstructorMethods\n\nlua\n\n () -> StandardScaler\n\nlua\n\n scaler:fit(X: Tensor)\n local transformed = scaler:transform(X: Tensor)\n\n### `MinMaxScaler` Parallel \u200b\n\nScales features to a specific range (default 0 to 1).\n\nFormula: `x_scaled = (x - min) / (max - min)`\n\nConstructorMethods\n\nlua\n\n (min: number?, max: number?) -> MinMaxScaler\n\nlua\n\n scaler:fit(X: Tensor)\n local transformed = scaler:transform(X: Tensor)\n\n### `RunningNorm` Stream \u200b\n\nMaintains a running mean and variance for scalar streams. Useful in Reinforcement Learning where the full dataset isn't available upfront.\n\nConstructorMethods\n\nlua\n\n (eps: number?) -> RunningNorm\n\nlua\n\n norm:update(x: number) -- Updates stats with new value\n norm:normalize(x: number) -- Returns (x - mean) / std\n norm:var() -- Current variance\n norm:std() -- Current standard deviation\n\n## Encoders & Transformers \u200b\n\n### `OneHot` Parallel \u200b\n\nCreates a function that converts a list of class indices into a One-Hot encoded batch.\n\nDefinitionExample\n\nlua\n\n (numClasses: number) -> (indices: {number}) -> Tensor\n\nlua\n\n local encoder = Gradien.Preprocess.OneHot(10)\n -- Batch of 3 samples with classes 1, 5, and 9\n local batch = encoder({1, 5, 9})\n -- Result: Tensor of shape {10, 3}\n\n### `PCA` (Principal Component Analysis) Parallel \u200b\n\nPerforms dimensionality reduction by projecting data onto its principal components.\n\nConstructorMethods\n\nlua\n\n (X: Tensor, K: number, iters: number?) -> PCA_Model\n\nlua\n\n -- Projects new data X onto the K principal components found during init\n local reduced = pca:transform(X_new)\n\n### `SinusoidalPE` Parallel \u200b\n\nAdds Sinusoidal Positional Embeddings to a sequence tensor. Crucial for Transformer models to understand order.\n\nDefinitionExample\n\nlua\n\n (x: Tensor, sequenceLength: number) -> Tensor\n\nlua\n\n -- x: {EmbeddingDim, Batch * SeqLen}\n local output = Gradien.Preprocess.SinusoidalPE(x, 128)", "tokens": 632, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/utils/debug", "text": "# Debugging & Metrics Tools \u200b\n\n## Metrics Parallel \u200b\n\nLocated in `Gradien.Metrics`.\n\n * **`accuracy(logits, targets)`**: Returns classification accuracy (0.0 - 1.0).\n * **`topk(logits, targets, k)`**: Returns top-k accuracy.\n * **`mse(pred, target)`**: Mean Squared Error.\n * **`prf1(pred, target, C)`**: Returns Precision, Recall, and F1 Score.\n * **`confusion(pred, target, C)`**: Returns a Confusion Matrix `{ {number} }`.\n\n## Debug Tools \u200b\n\nLocated in `Gradien.Debug` and `Gradien.Util.Anomaly`.\n\n### `Anomaly` \u200b\n\nLow-level checks for numerical stability.\n\n * **`hasNaN(t)`**: Returns true if tensor contains `NaN`.\n * **`hasInf(t)`**: Returns true if tensor contains `Inf`.\n * **`hasBadValues(t)`**: Returns true if `NaN` or `Inf`.\n\n### `GradStats` \u200b\n\nAnalyzes gradients across an entire model. Useful for diagnosing vanishing/exploding gradients.\n\nDefinitionStatTable\n\nlua\n\n GradStats.forModel(model: Module) -> { [Tensor]: StatTable }\n\nlua\n\n min: number,\n max: number,\n mean: number,\n std: number,\n n: number\n\n### `Debug.wrapOptimizer` \u200b\n\nCreates a wrapper around an optimizer that automatically performs gradient clipping and NaN checks before every step.\n\nDefinition\n\nlua\n\n (\n opt: Optimizer,\n params: {Tensor},\n cfg: {\n maxGradNorm: number?,\n clipValue: number?,\n warnOnNaN: boolean?,\n label: string?\n ) -> WrappedOptimizer", "tokens": 370, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/rl/agents", "text": "# RL Agents Module \u200b\n\nGradien provides a unified API for Reinforcement Learning agents.\n\n## Agent Types \u200b\n\n### `DQL` & `DoubleDQN` Off-Policy \u200b\n\nDeep Q-Learning algorithms. `DoubleDQN` reduces overestimation bias.\n\nConfig\n\nlua\n\n actionDim: number,\n batchSize: number,\n gamma: number,\n epsilonStart: number?,\n epsilonEnd: number?,\n epsilonDecay: number?,\n modelFactory: () -> Module,\n optimizerFactory: (params) -> Optimizer,\n replay: ReplayBuffer?,\n targetSyncInterval: number?,\n tau: number? -- Soft update factor\n\n### `PPO` On-Policy \u200b\n\nProximal Policy Optimization. Stable and efficient.\n\nConfig\n\nlua\n\n policy: Module,\n value: Module,\n gamma: number,\n lam: number,\n clip: number,\n epochs: number,\n minBatch: number?,\n maxBuffer: number?,\n optimizerFactory: (params) -> Optimizer\n\n### `A2C` On-Policy \u200b\n\nAdvantage Actor-Critic.\n\nConfig\n\nlua\n\n policy: Module,\n value: Module,\n gamma: number,\n minBatch: number?,\n optimizerFactory: (params) -> Optimizer\n\n## Common Interface \u200b\n\n### `:act` \u200b\n\nDefinition\n\nlua\n\n (state: Tensor, stepIndex: number?) -> number\n\n### `:observe` \u200b\n\nDefinition\n\nlua\n\n (transition: {state: Tensor, action: number, reward: number, nextState: Tensor, done: boolean}) -> ()\n\n### `:trainStep` Parallel \u200b\n\nDefinition\n\nlua\n\n () -> { loss: number, avgReturn: number? }?\n\n### `:getPolicy` \u200b\n\nDefinition\n\nlua\n\n () -> Module\n\n### `:loadParameters` (DQN only) \u200b\n\nDefinition\n\nlua\n\n (snapshot: any, strict: boolean?) -> ()", "tokens": 410, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/utils/visualization", "text": "# Visualization Tools \u200b\n\n## `Visual3D.render` \u200b\n\nRenders the neural network into the 3D workspace using Parts and Beams.\n\nDefinitionOptionsExample\n\nlua\n\n (model: Module, origin: CFrame, options: RenderOptions?) -> RenderHandle\n\nlua\n\n layerSizeHints: {number}?,\n maxNeuronsPerLayer: number?,\n maxBeamsPerEdge: number?,\n layerSpacing: number?,\n boxDepth: number?,\n unitHeight: number?,\n updateInterval: number?,\n mode: \"weights\" | \"grads\",\n palette: {Color3}?,\n name: string?,\n getActivations: ((model) -> {{number}})?,\n showNeuronValues: boolean?,\n valueEvery: number?,\n valueDecimals: number?,\n valueColor: Color3?,\n valueSize: Vector2?,\n sparsity: number?\n\nlua\n\n Gradien.Util.Visual3D.render(networkOrAgent, CFrame, {\n layerSizeHints = {#States, HIDDEN, HIDDEN, HIDDEN, #Actions}, -- depth 3\n maxNeuronsPerLayer = 48,\n maxBeamsPerEdge = 256,\n layerSpacing = 10,\n unitHeight = 0.12,\n updateInterval = 1,\n mode = \"weights\", -- or \"grads\"\n getActivations = getActivations, -- or nil?\n showNeuronValues = true,\n valueEvery = 1,\n valueDecimals = 2,\n })\n\n## `Visual2D.render` \u200b\n\nRenders the network onto a UI layer.\n\nDefinitionOptionsExample\n\nlua\n\n (model: Module, parent: Instance, options: RenderOptions?) -> RenderHandle\n\nlua\n\n size: UDim2?,\n position: UDim2?,\n anchorPoint: Vector2?,\n mode: \"weights\" | \"grads\",\n palette: {Color3}?,\n -- ... (similar to 3D options)\n\nlua\n\n Gradien.Util.Visual2D.render(networkOrAgent, SurfaceGui, {\n layerSizeHints = {#States, HIDDEN, HIDDEN, HIDDEN, #Actions}, -- depth 3\n mode = \"weights\", -- or \"grads\"\n maxNeuronsPerLayer = 48,\n maxLinesPerEdge = 256,\n showLayerBoxes = true,\n updateInterval = 1,\n })", "tokens": 515, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/nn/initializers", "text": "# Initializers Parallel \u200b\n\nLocated in `Gradien.Init`. Functions to initialize tensor weights.\n\nFunction| Description\n`xavierUniform(W)`| Uniform initialization for Sigmoid/Tanh layers.\n`kaimingUniform(W)`| Uniform initialization for ReLU layers (He Init).\n`heUniform(W)`| Alias for `kaimingUniform`.\n`heNormal(W)`| Normal distribution for ReLU layers.\n`lecunUniform(W)`| Efficient backprop initialization.\n`lecunNormal(W)`| Normal distribution variant of LeCun.\n`zeros(W)`| Fills tensor with zeros.", "tokens": 123, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/api/experimental/nn", "text": "# Experimental Neural Networks Experimental \u200b\n\nLocated in `Gradien.Experimental.NN`. These are experimental neural network architectures and layers.\n\n## `KAN` (Kolmogorov-Arnold Network) \u200b\n\nA Kolmogorov-Arnold Network layer that uses learnable univariate functions (approximated via Radial Basis Functions) instead of fixed linear transformations.\n\nDefinitionExample\n\nlua\n\n (in_features: number, out_features: number, grid_size: number?, spline_order: number?) -> Module\n\nlua\n\n local kan = Gradien.Experimental.NN.KAN(128, 64, 5, 3)\n local output = kan:forward(input)\n\n**Parameters:**\n\n * `in_features` (number): Number of input features\n * `out_features` (number): Number of output features\n * `grid_size` (number, optional): Number of grid points for RBF approximation. Default: `5`\n * `spline_order` (number, optional): Spline order (currently unused, reserved for future use). Default: `3`\n\n**Returns:** Returns a module table with:\n\n * `forward(self, input: Tensor)`: Forward pass through the KAN layer\n * `parameters(self)`: Returns list of learnable parameters\n\n**Architecture:** The KAN layer combines:\n\n * A base linear transformation with SiLU activation\n * A spline-based transformation using RBF (Radial Basis Function) approximation\n * The final output is the sum of both paths", "tokens": 319, "type": "documentation"} {"repo": "imezx/Gradien", "source_url": "https://imezx.github.io/Gradien/guide/state", "text": "# State Management Important \u200b\n\nSince Roblox games rely on `DataStoreService` for persistence, Gradien provides utilities to serialize models and optimizers into simple tables that can be saved directly.\n\n## Models \u200b\n\n### Dumping \u200b\n\nConverts the model's parameters into a serializable Snapshot format.\n\nlua\n\n local snapshot = Gradien.State.dump(model:parameters())\n -- Returns: { { shape={...}, dtype=\"f32\", data={...} }, ... }\n\n### Loading \u200b\n\nRestores parameters from a snapshot. This modifies the model in-place.\n\nlua\n\n Gradien.State.load(model:parameters(), snapshot)\n\n## Binary Serialization (Buffer) Recommended \u200b\n\nFor maximum storage efficiency, you can serialize snapshots into binary buffers. This significantly reduces the data size compared to JSON tables.\n\n### `State.toBuffer` \u200b\n\nConverts a snapshot table into a compact buffer.\n\nlua\n\n local snapshot = Gradien.State.dump(model:parameters())\n local binaryData = Gradien.State.toBuffer(snapshot)\n\n -- Save binaryData to DataStore\n -- (Ensure your DataStore implementation supports buffer or encode to base64)\n\n### `State.fromBuffer` \u200b\n\nRestores a snapshot from a binary buffer.\n\nlua\n\n local snapshot = Gradien.State.fromBuffer(binaryData)\n if snapshot then\n Gradien.State.load(model:parameters(), snapshot)\n end\n\n## Optimizers \u200b\n\nOptimizers contain state (like momentum buffers in Adam) that must be saved to resume training effectively.\n\nlua\n\n -- Save\n local optState = Gradien.State.dumpOptimizer(optimizer)\n\n -- Load\n Gradien.State.loadOptimizer(optimizer, optState)\n\n## Full Trainer Checkpoint \u200b\n\nYou can save the entire state of a `Trainer` instance, including the model, optimizer, current epoch, and best metric.\n\nlua\n\n local checkpoint = Gradien.State.dumpTrainer(trainer)\n\n -- Save to DataStore\n DataStore:SetAsync(\"TrainingCheckpoint\", checkpoint)\n\n -- Load later\n Gradien.State.loadTrainer(trainer, checkpoint)", "tokens": 434, "type": "documentation"} {"repo": "littensy/charm", "file_path": "README.md", "text": "# Charm\n\n Atomic state management for Roblox.\n\n npm package \u2192\n\n**Charm** is an atomic and immutable state management library, inspired by [Jotai](https://jotai.org) and [Nanostores](https://github.com/nanostores/nanostores). Store your state in atoms, and write your own functions to read, write, and observe state.\n\nSee an example of Charm's features in [this example repository](https://github.com/littensy/charm-example).\n\n## \ud83c\udf40 Features\n\n- \u269b\ufe0f **Manage state with _atoms_.** Decompose state into independent containers called _atoms_, as opposed to combining them into a single store.\n\n- \ud83d\udcaa **Minimal, yet powerful.** Less boilerplate \u2014 write simple functions to read from and write to state.\n\n- \ud83d\udd2c **Immediate updates.** Listeners run asynchronously by default, avoiding the cascading effects of deferred updates and improving responsiveness.\n\n- \ud83e\udd84 **Like magic.** Selector functions can be subscribed to as-is \u2014 with implicit dependency tracking, atoms are captured and memoized for you.\n\n## \ud83d\udce6 Setup\n\nInstall Charm for roblox-ts using your package manager of choice.\n\n```sh\nnpm install @rbxts/charm\nyarn add @rbxts/charm\npnpm add @rbxts/charm\n\nAlternatively, add `littensy/charm` to your `wally.toml` file.\n\n```toml\n[dependencies]\nCharm = \"littensy/charm@VERSION\"\n\n## \ud83d\udc1b Debugging\n\nCharm provides a debug mode to help you identify potential bugs in your project. To enable debug mode, set the global `_G.__DEV__` flag to `true` before importing Charm.\n\nEnabling `__DEV__` adds a few helpful features:\n\n- Better error handling for selectors, subscriptions, and batched functions:\n\n - Errors provide the function's name and line number.\n - Yielding in certain functions will throw an error.\n\n- Server state is validated for [remote event limitations](https://create.roblox.com/docs/scripting/events/remote#argument-limitations) before being passed to the client.\n\nEnabling debug mode in unit tests, storybooks, and other development environments can help you catch potential issues early. However, remember to turn off debug mode in production to avoid the performance overhead.\n\n## \ud83d\udcda Reference\n\n### `atom(state, options?)`\n\nAtoms are the building blocks of Charm. They are functions that hold a single value, and calling them can read or write to that value. Atoms, or any function that reads from atoms, can also be [subscribed](#subscribecallback-listener) to.\n\nCall `atom` to create a state container initialized with the value `state`.\n\n```luau\nlocal nameAtom = atom(\"John\")\nlocal todosAtom: Atom<{ string }> = atom({})\n\n#### Parameters\n\n- `state`: The value to assign to the atom initially.\n\n- **optional** `options`: An object that configures the behavior of this atom.\n\n - **optional** `equals`: An equality function to determine whether the state has changed. By default, strict equality (`==`) is used.\n\n#### Returns\n\nThe `atom` constructor returns an atom function with two possible operations:\n\n1. **Read the state.** Call the atom without arguments to get the current state.\n2. **Set the state.** Pass a new value or an updater function to change the state.\n\n```luau\nlocal function newTodo()\n nameAtom(\"Jane\")\n\n todosAtom(function(todos)\n todos = table.clone(todos)\n table.insert(todos, \"Buy milk\")\n return todos\n end)\n\n print(nameAtom()) --> \"Jane\"\nend\n\n### `subscribe(callback, listener)`\n\nCall `subscribe` to listen for changes in an atom or selector function. When the function's result changes, subscriptions are immediately called with the new state and the previous state.\n\n```luau\nlocal nameAtom = atom(\"John\")\n\nlocal cleanup = subscribe(nameAtom, function(name, prevName)\n print(name)\nend)\n\nnameAtom(\"Jane\") --> \"Jane\"\n\nYou may also pass a selector function that calls other atoms. The function will be memoized and only runs when its atom dependencies update.\n\n```luau\nlocal function getUppercase()\n return string.upper(nameAtom())\nend\n\nlocal cleanup = subscribe(getUppercase, function(name)\n print(name)\nend)\n\nnameAtom(\"Jane\") --> \"JANE\"\n\n#### Parameters\n\n- `callback`: The function to subscribe to. This may be an atom or a selector function that depends on an atom.\n\n- `listener`: The listener is called when the result of the callback changes. It receives the new state and the previous state as arguments.\n\n#### Returns\n\n`subscribe` returns a cleanup function.\n\n### `effect(callback)`\n\nCall `effect` to track state changes in all atoms read within the callback. The callback will run once to retrieve its dependencies, and then again whenever they change. Your callback may return a cleanup function to run when the effect is removed or about to re-run.\n\n```luau\nlocal nameAtom = atom(\"John\")\n\nlocal cleanup = effect(function()\n print(nameAtom())\n return function()\n print(\"Cleanup function called!\")\n end\nend)\n\nBecause `effect` implicitly tracks all atoms read within the callback, it might be useful to exclude atoms that should not trigger a re-run. You can use [`peek`](#peekvalue) to read from atoms without tracking them as dependencies.\n\n#### Parameters\n\n- `callback`: The function to track for state changes. The callback will run once to retrieve its dependencies, and then again whenever they change.\n\n#### Returns\n\n`effect` returns a cleanup function.\n\n#### Caveats\n\n- **If your effect should disconnect itself, use the `cleanup` argument.** Because effects run immediately, your effect may run before a `cleanup` function is returned. To disconnect an effect from the inside, use the argument passed to your effect instead:\n ```lua\n effect(function(cleanup)\n if condition() then\n cleanup()\n end\n end)\n\n### `computed(callback, options?)`\n\nCall `computed` when you want to derive a new atom from one or more atoms. The callback will be memoized, meaning that subsequent calls to the atom return a cached value that is only re-calculated when the dependencies change.\n\n```luau\nlocal todosAtom: Atom<{ string }> = atom({})\nlocal mapToUppercase = computed(function()\n local result = table.clone(todosAtom())\n for key, todo in result do\n result[key] = string.upper(todo)\n end\n return result\nend)\n\nBecause `computed` implicitly tracks all atoms read within the callback, it might be useful to exclude atoms that should not trigger a re-run. You can use [`peek`](#peekvalue) to read from atoms without tracking them as dependencies.\n\nThis function is also useful for optimizing `effect` calls that depend on multiple atoms. For instance, if an effect derives some value from two atoms, it will run twice if both atoms change at the same time. Using `computed` can group these dependencies together and avoid re-running side effects.\n\n#### Parameters\n\n- `callback`: A function that returns a new value depending on one or more atoms.\n\n- **optional** [`options`](#parameters): An object that configures the behavior of this atom.\n\n#### Returns\n\n`computed` returns a read-only atom.\n\n### `observe(callback, factory)`\n\nCall `observe` to create an instance of `factory` for each key present in a dictionary or array. Your factory can return a cleanup function to run when the key is removed or the observer is cleaned up.\n\n> [!NOTE]\n> Because `observe` tracks the lifetime of each key in your data, your keys must be unique and unchanging. If your data is not keyed by unique and stable identifiers, consider using [`mapped`](#mappedcallback-mapper) to transform it into a keyed object before passing it to `observe`.\n\n```luau\nlocal todosAtom: Atom<{ [string]: Todo }> = atom({})\n\nlocal cleanup = observe(todosAtom, function(todo, key)\n print(`Added {key}: {todo.name}`)\n return function()\n print(`Removed {key}`)\n end\nend)\n\n#### Parameters\n\n- `callback`: An atom or selector function that returns a dictionary or an array of values. When a key is added to the state, the factory will be called with the new key and its initial value.\n\n- `factory`: A function that will be called whenever a key is added or removed from the atom's state. The callback will receive the key and the entry's initial value as arguments, and may return a cleanup function.\n\n#### Returns\n\n`observe` returns a cleanup function.\n\n### `mapped(callback, mapper)`\n\nCall `mapped` to transform the keys and values of your state. The `mapper` function will be called for each key-value pair in the atom's state, and the new keys and atoms will be stored in a new atom.\n\n```luau\nlocal todosAtom: Atom<{ Todo }> = atom({})\nlocal todosById = mapped(todosAtom, function(todo, index)\n return todo, todo.id\nend)\n\n#### Parameters\n\n- `callback`: The function whose result you want to map over. This can be an atom or a selector function that reads from atoms.\n\n- `mapper`: The mapper is called for each key in your state. Given the current value and key, it should return a new corresponding value and key:\n\n 1. Return a single value to map the table's original key to a new value.\n 2. Return two values, the first being the value and the second being the key, to update both keys and values.\n 3. Return `nil` for the value to remove the key from the resulting table.\n\n#### Returns\n\n`mapped` returns a read-only atom.\n\n### `peek(value, ...)`\n\nCall `peek` to call a function without tracking it as the dependency of an effect or a selector function.\n\n```luau\nlocal nameAtom = atom(\"John\")\nlocal ageAtom = atom(25)\n\neffect(function()\n local name = nameAtom()\n local age = peek(ageAtom)\nend)\n\n#### Parameters\n\n- `value`: Any value. If the value is a function, `peek` will call it without tracking dependencies and return the result.\n\n- **optional** `...args`: Additional arguments to pass to the value if it is a function.\n\n#### Returns\n\n`peek` returns the result of the given function. If the value is not a function, it will return the value as-is.\n\n### `batch(callback)`\n\nCall `batch` to defer state changes until after the callback has run. This is useful when you need to make multiple changes to the state and only want listeners to be notified once.\n\n```luau\nlocal nameAtom = atom(\"John\")\nlocal ageAtom = atom(25)\n\nbatch(function()\n nameAtom(\"Jane\")\n ageAtom(26)\nend)\n\n#### Parameters\n\n- `callback`: A function that updates atoms. Listeners will only be notified once all changes have been applied.\n\n#### Returns\n\n`batch` does not return anything.\n\n## \ud83d\udce6 React\n\n### Setup\n\nInstall the React bindings for Charm using your package manager of choice.\n\n```sh\nnpm install @rbxts/react-charm\nyarn add @rbxts/react-charm\npnpm add @rbxts/react-charm\n\n```toml\n[dependencies]\nReactCharm = \"littensy/react-charm@VERSION\"\n\n### `useAtom(callback, dependencies?)`\n\nCall `useAtom` at the top-level of a React component to read from an atom or selector. The component will re-render when the value changes.\n\n```luau\nlocal todosAtom = require(script.Parent.todosAtom)\n\nlocal function Todos()\n local todos = useAtom(todosAtom)\n -- ...\nend\n\nIf your selector depends on the component's state or props, remember to pass them in a dependency array. This prevents skipped updates when an untracked parameter of the selector changes.\n\n```luau\nlocal todos = useAtom(function()\n return searchTodos(props.filter)\nend, { props.filter })\n\n#### Parameters\n\n- `callback`: An atom or selector function that depends on an atom.\n\n- **optional** `dependencies`: An array of outside values that the selector depends on. If the dependencies change, the subscription is re-created and the component re-renders with the new state.\n\n#### Returns\n\n`useAtom` returns the current state of the atom.\n\n## \ud83d\udce6 Vide\n\n### Setup\n\nInstall the Vide bindings for Charm using your package manager of choice.\n\n```sh\nnpm install @rbxts/vide-charm\nyarn add @rbxts/vide-charm\npnpm add @rbxts/vide-charm\n\n```toml\n[dependencies]\nVideCharm = \"littensy/vide-charm@VERSION\"\n\n### `useAtom(callback)`\n\nCall `useAtom` in any scope to create a Vide source that returns the current state of an atom or selector.\n\n```luau\nlocal todosAtom = require(script.Parent.todosAtom)\n\nlocal function Todos()\n local todos = useAtom(todosAtom)\n -- ...\nend\n\n#### Parameters\n\n- `callback`: An atom or selector function that depends on an atom.\n\n#### Returns\n\n`useAtom` returns a Vide source.\n\n## \ud83d\udcd7 Charm Sync\n\n### Setup\n\nThe Charm Sync package provides server-client synchronization for your Charm atoms. Install it using your package manager of choice.\n\n```sh\nnpm install @rbxts/charm-sync\nyarn add @rbxts/charm-sync\npnpm add @rbxts/charm-sync\n\n```toml\n[dependencies]\nCharmSync = \"littensy/charm-sync@VERSION\"\n\n### `server(options)`\n\nCall `server` to create a server sync object. This synchronizes every client's atoms with the server's state by sending partial patches that the client merges into its state.\n\n```luau\nlocal syncer = CharmSync.server({\n -- A dictionary of the atoms to sync, matching the client's\n atoms = atomsToSync,\n -- The minimum interval between state updates\n interval = 0,\n -- Whether to send a full history of changes made to the atoms (slower)\n preserveHistory = false,\n -- Whether to apply fixes for remote event limitations. Disable this option\n -- when using a network library with custom ser/des, like ByteNet or Zap.\n autoSerialize = true,\n})\n\n-- Sends state updates to clients when a synced atom changes.\n-- Omitting sensitive information and data serialization can be done here.\nsyncer:connect(function(player, ...)\n remotes.syncState:fire(player, ...)\nend)\n\n-- Sends the initial state to a player upon request. This should fire when a\n-- player joins the game.\nremotes.requestState:connect(function(player)\n syncer:hydrate(player)\nend)\n\n#### Parameters\n\n- `options`: An object to configure sync behavior.\n\n - `atoms`: A dictionary of the atoms to sync. The keys should match the keys on the client.\n\n - **optional** `interval`: The interval at which to batch state updates to clients. Defaults to `0`, meaning updates are batched every frame.\n\n - **optional** `preserveHistory`: Whether to sync an exhaustive history of changes made to the atoms since the last sync event. If `true`, the server sends multiple payloads instead of one. Defaults to `false` for performance.\n\n - **optional** `autoSerialize`: Whether to apply validation and workarounds to certain [remote argument limitations](https://create.roblox.com/docs/scripting/events/remote#table-indexing). Defaults to `true`, but you should set it to `false` if you serialize remote arguments (i.e. if you use [ByteNet](https://github.com/ffrostfall/ByteNet) or [Zap](https://github.com/red-blox/zap)).\n\n> [!NOTE]\n> Charm sends table updates in the form of partial tables, so arrays will contain `nil` values, which has undefined behavior in remotes without serialization.\n> Charm's default `autoSerialize` behavior fixes this, but it can interfere with custom serialization. Disable this option if you use a network library that serializes remote event arguments.\n\n#### Returns\n\n`server` returns an object with the following methods:\n\n- `syncer:connect(callback)`: Registers a callback to send state updates to clients. The callback will receive the player and the payload(s) to send, and should fire a remote event. The payload is read-only, so any changes should be applied to a copy of the payload.\n\n- `syncer:hydrate(player)`: Sends the player a full state update for all synced atoms.\n\n#### Caveats\n\n- **Do not use values that cannot be sent over remotes** in your shared atoms. This includes functions, threads, and non-string keys in dictionaries. [Read more about argument limitations in remotes.](https://create.roblox.com/docs/scripting/events/remote#argument-limitations)\n\n- **By default, Charm omits the individual changes made to atoms** between sync events (i.e. a `counterAtom` set to `1` and then `2` will only send the final state of `2`). If you need to preserve a history of changes, set `preserveHistory` to `true`.\n\n- **Charm does not handle network communication.** Use remote events or a network library to send sync payloads - and remember to set `autoSerialize` accordingly!\n\n### `client(options)`\n\nCall `client` to create a client sync object. This synchronizes the client's atoms with the server's state by merging partial patches sent by the server into each atom.\n\n```luau\nlocal syncer = CharmSync.client({\n atoms = atomsToSync, -- A dictionary of the atoms to sync, matching the server's\n ignoreUnhydrated = true, -- Whether to ignore state updates before the initial update\n})\n\n-- Applies state updates from the server to the client's atoms.\n-- Data deserialization can be done here.\nremotes.syncState:connect(function(...)\n syncer:sync(...)\nend)\n\n-- Requests the initial state from the server when the client joins the game.\n-- Before this runs, the client uses the atoms' default values.\nremotes.requestState:fire()\n\n#### Parameters\n\n- `options`: An object to configure sync behavior.\n\n - `atoms`: A dictionary of the atoms to sync. The keys should match the keys on the server.\n\n - **optional** `ignoreUnhydrated`: Whether to ignore state updates before setting the initial state. Defaults to `true`.\n\n#### Returns\n\n`client` returns an object with the following methods:\n\n- `syncer:sync(...payloads)` applies a state update from the server.\n\n#### Caveats\n\n- **Charm does not handle network communication.** Use remote events or a network library to receive sync payloads. This includes requesting the initial state, which is implemented via `requestState` in the example above.\n\n### `isNone(value)`\n\nCall `isNone` to check if a value is `None`. Charm's partial state patches omit values that did not change between sync events, so to mark keys for deletion, Charm uses the `None` marker.\n\nThis function can be used to check whether a value is about to be removed from an atom.\n\n```luau\nlocal syncer = CharmSync.server({ atoms = atomsToSync })\n\nsyncer:connect(function(player, payload)\n if\n payload.type === \"patch\"\n and payload.data.todosAtom\n and CharmSync.isNone(payload.data.todosAtom.eggs)\n then\n -- 'eggs' will be removed from the client's todo list\n end\n remotes.syncState.fire(player, payload)\nend)\n\n#### Parameters\n\n- `value`: Any value. If the value is `None`, `isNone` will return `true`.\n\n#### Returns\n\n`isNone` returns a boolean.\n\n## \ud83d\ude80 Examples\n\n### Counter atom\n\n```luau\nlocal counterAtom = atom(0)\n\n-- Create a selector that returns double the counter value\nlocal function doubleCounter()\n return counterAtom() * 2\nend\n\n-- Runs after counterAtom is updated and prints double the new value\nsubscribe(doubleCounter, function(value)\n print(value)\nend)\n\ncounterAtom(1) --> 2\ncounterAtom(function(count)\n return count + 1\nend) --> 4\n\n### React component\n\n```luau\nlocal counter = require(script.Parent.counter)\nlocal counterAtom = counter.counterAtom\nlocal incrementCounter = counter.incrementCounter\n\nlocal function Counter()\n local count = useAtom(counterAtom)\n\n return React.createElement(\"TextButton\", {\n [React.Event.Activated] = incrementCounter,\n Text = `Count: {count}`,\n Size = UDim2.new(0, 100, 0, 50),\n })\nend\n\n### Vide component\n\n```luau\nlocal counter = require(script.Parent.counter)\nlocal counterAtom = counter.counterAtom\nlocal incrementCounter = counter.incrementCounter\n\nlocal function Counter()\n local count = useAtom(counterAtom)\n\n return create \"TextButton\" {\n Activated = incrementCounter,\n Text = function()\n return `Count: {count()}`\n end,\n Size = UDim2.new(0, 100, 0, 50),\nend\n\n### Server-client sync\n\nCharm is designed for both client and server use, but there are often cases where the client needs to reference state that lives on the server. The CharmSync package provides a way to synchronize atoms between the server and its clients using remote events.\n\nStart by creating a set of atoms to sync between the server and clients. Export these atoms from a module to be shared between the server and client:\n\n```luau\n-- atoms.luau\nlocal counter = require(script.Parent.counter)\nlocal todos = require(script.Parent.todos)\n\nreturn {\n counterAtom = counter.counterAtom,\n todosAtom = todos.todosAtom,\n\nThen, on the server, create a server sync object and pass in the atoms to sync. Use remote events to broadcast state updates and send initial state to clients upon request.\n\n> [!NOTE]\n> If `preserveHistory` is `true`, the server will send multiple payloads to the client, so the callback passed to `connect` should accept a variadic `...payloads` parameter. Otherwise, you only need to handle a single `payload` parameter.\n\n```luau\n-- sync.server.luau\nlocal atoms = require(script.Parent.atoms)\n\nlocal syncer = CharmSync.server({ atoms = atoms })\n\n-- Sends state updates to clients when a synced atom changes.\n-- Omitting sensitive information and data serialization can be done here.\nsyncer:connect(function(player, payload)\n remotes.syncState.fire(player, payload)\nend)\n\n-- Sends the initial state to a player upon request. This should fire when a\n-- player joins the game.\nremotes.requestState:connect(function(player)\n syncer:hydrate(player)\nend)\n\nFinally, on the client, create a client sync object and use it to apply incoming state changes.\n\n```luau\n-- sync.client.luau\nlocal atoms = require(script.Parent.atoms)\n\nlocal syncer = CharmSync.client({ atoms = atoms })\n\n-- Applies state updates from the server to the client's atoms.\nremotes.syncState:connect(function(payload)\n syncer:sync(payload)\nend)\n\n-- Requests the initial state from the server when the client joins the game.\n-- Before this runs, the client uses the atoms' default values.\nremotes.requestState:fire()\n\nCharm is released under the MIT License.", "tokens": 4997, "type": "readme"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "file_path": "README.md", "text": "Rblx-to-Local-Files is a software to export your **.rbxl** file to separate local files.\n\nTips:\n1. Separate the service names with a space\n2. If you type \"all\" in the services list, it will export all services visible in the Roblox Studio explorer\n\nExample video (Youtube): [Exporting .rbxl to local files and default.project.json](https://www.youtube.com/watch?v=16LU1snWPOQ)\n\n##### Download [here](https://github.com/sayderkonkest/Rbxl-to-Local-Files/releases).\n##### Made with [Lune](https://lune-org.github.io/docs/).", "tokens": 139, "type": "readme"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/", "text": "# Lune\n\nA standalone [Luau](https://luau-lang.org) runtime.\n\nWrite and run programs, similar to runtimes for other languages such as [Node](https://nodejs.org), [Deno](https://deno.land), [Bun](https://bun.sh), or [Luvit](https://luvit.io) for vanilla Lua.\n\nLune provides fully asynchronous APIs wherever possible, and is built in Rust \ud83e\udd80 for speed, safety and correctness.\n\n## Features\n\nSection titled \u201cFeatures\u201d\n\n * \ud83c\udf19 Strictly minimal but powerful interface that is easy to read and remember, just like Luau itself\n * \ud83e\uddf0 Fully featured APIs for the filesystem, networking, stdio, all included in the small (~5mb zipped) executable\n * \ud83d\udcda World-class documentation, on the web _or_ directly in your editor, no network connection necessary\n * \ud83c\udfe1 Familiar runtime environment for Roblox developers, with an included 1-to-1 task scheduler port\n * \u270f\ufe0f Optional standard library for manipulating Roblox place & model files, and their instances\n\n## Non-goals\n\nSection titled \u201cNon-goals\u201d\n\n * Making programs short and terse - proper autocomplete / intellisense make using Lune just as quick, and readability is important\n * Running full Roblox games outside of Roblox - there is some compatibility, but Lune is meant for different purposes\n\n## Where do I start?\n\nSection titled \u201cWhere do I start?\u201d\n\nHead over to the [Installation](https://lune-org.github.io/docs/getting-started/1-installation) page to get started using Lune!", "tokens": 349, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/1-hello-lune/", "text": "# Hello, Lune!\n\nWelcome to The Lune Book! Now that you have Lune installed, you\u2019re ready to start writing scripts and exploring what makes Lune special.\n\nIf you\u2019ve written Lua or Luau scripts before, you\u2019ll feel right at home with the examples in this book. Even if you haven\u2019t, don\u2019t worry - this guide will take you through everything step by step.\n\nThe chapters in this book are organized to build on each other, starting with the basics, and gradually introducing more powerful features. Here\u2019s a quick overview:\n\n 1. [Hello, Lune!](https://lune-org.github.io/docs/the-book/1-hello-lune) _(you are here)_\n 2. [The Standard Library](https://lune-org.github.io/docs/the-book/2-standard-library)\n 3. [Input & Output](https://lune-org.github.io/docs/the-book/3-input-output)\n 4. [Arguments](https://lune-org.github.io/docs/the-book/4-arguments)\n 5. [Networking](https://lune-org.github.io/docs/the-book/5-networking)\n 6. [Working with Files](https://lune-org.github.io/docs/the-book/6-working-with-files)\n 7. [Modules](https://lune-org.github.io/docs/the-book/7-modules)\n 8. [Spawning Programs](https://lune-org.github.io/docs/the-book/8-spawning-programs)\n 9. [Task Scheduler](https://lune-org.github.io/docs/the-book/9-task-scheduler)\n\nBy the end of this book, you\u2019ll understand how to use Lune for everything from simple automation scripts to complex networking applications. Let\u2019s get started!", "tokens": 365, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/getting-started/4-security/", "text": "# Security\n\nWhen running Lune scripts, it\u2019s important to know that any scripts you execute have full access to your device - this means access to your files, programs, and more. It is generally good to be cautious when running scripts from sources you don\u2019t trust.\n\nHere are some ways to run untrusted scripts more safely:\n\n 1. Running Lune scripts in a custom sandboxed environment\n 2. Using a containerized environment such as Docker\n 3. Using a virtual machine\n\n## Sandboxing\n\nSection titled \u201cSandboxing\u201d\n\nLune provides a basic but functional sandboxing example. We\u2019ll show you how to use it here, but for production use and proper security, using a container or virtual machine is highly recommended.\n\n 1. Copy the [sandbox module](https://github.com/lune-org/docs/blob/main/modules/sandbox.luau) and save it as `sandbox.luau`.\n\n 2. Place the untrusted script you want to run next to the `sandbox.luau` file.\n\nTerminal\n\n lune run sandbox.luau script.luau -- [ARGUMENTS_HERE]\n\nReplace `script.luau` and `[ARGUMENTS_HERE]` with the path to your script and any arguments you want to pass to it.\n\n 3. As the script runs, any attempts to access potentially dangerous modules will require your approval before continuing. Any method calls within approved modules will be logged.\n\nThe output from the sandbox script and the script being run will be clearly separated, so you can see what\u2019s happening.", "tokens": 318, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/task/", "text": "# Task\n\nBuilt-in task scheduler & thread spawning\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local task = require(\"@lune/task\")\n\n -- Waiting for a certain amount of time\n\n task.wait(1)\n\n print(\"Waited for one second\")\n\n -- Running a task after a given amount of time\n\n task.delay(2, function()\n\n print(\"Ran after two seconds\")\n\n end)\n\n -- Spawning a new task that runs concurrently\n\n task.spawn(function()\n\n print(\"Running instantly\")\n\n task.wait(1)\n\n print(\"One second passed inside the task\")\n\n end)\n\n print(\"Running after task.spawn yields\")\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### cancel\n\nSection titled \u201ccancel\u201d\n\nStops a currently scheduled thread from resuming.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `thread` The thread to cancel\n\n### defer\n\nSection titled \u201cdefer\u201d\n\nDefers a thread or function to run at the end of the current task queue.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `functionOrThread` The function or thread to defer\n\n * `...` T\u2026\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The thread that will be deferred\n\n### delay\n\nSection titled \u201cdelay\u201d\n\nDelays a thread or function to run after `duration` seconds.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `duration` number\n\n * `functionOrThread` The function or thread to delay\n\n * `...` T\u2026\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The thread that will be delayed\n\n### spawn\n\nSection titled \u201cspawn\u201d\n\nInstantly runs a thread or function.\n\nIf the spawned task yields, the thread that spawned the task will resume, letting the spawned task run in the background.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `functionOrThread` The function or thread to spawn\n\n * `...` T\u2026\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The thread that was spawned\n\n### wait\n\nSection titled \u201cwait\u201d\n\nWaits for _at least_ the given amount of time.\n\nThe minimum wait time possible when using `task.wait` is limited by the underlying OS sleep implementation. For most systems this means `task.wait` is accurate down to about 5 milliseconds or less.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `duration` The amount of time to wait\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The exact amount of time waited", "tokens": 510, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/fs/", "text": "# FS\n\nBuilt-in library for filesystem access\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n -- Reading a file\n\n local myTextFile: string = fs.readFile(\"myFileName.txt\")\n\n -- Reading entries (files & dirs) in a directory\n\n for _, entryName in fs.readDir(\"myDirName\") do\n\n if fs.isFile(\"myDirName/\" .. entryName) then\n\n print(\"Found file \" .. entryName)\n\n elseif fs.isDir(\"myDirName/\" .. entryName) then\n\n print(\"Found subdirectory \" .. entryName)\n\n end\n\n end\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### readFile\n\nSection titled \u201creadFile\u201d\n\nReads a file at `path`.\n\nAn error will be thrown in the following situations:\n\n * `path` does not point to an existing file.\n * The current process lacks permissions to read the file.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The path to the file to read\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The contents of the file\n\n### readDir\n\nSection titled \u201creadDir\u201d\n\nReads entries in a directory at `path`.\n\nAn error will be thrown in the following situations:\n\n * `path` does not point to an existing directory.\n * The current process lacks permissions to read the contents of the directory.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The directory path to search in\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A list of files & directories found\n\n### writeFile\n\nSection titled \u201cwriteFile\u201d\n\nWrites to a file at `path`.\n\nAn error will be thrown in the following situations:\n\n * The file\u2019s parent directory does not exist.\n * The current process lacks permissions to write to the file.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The path of the file\n\n * `contents` The contents of the file\n\n### writeDir\n\nSection titled \u201cwriteDir\u201d\n\nCreates a directory and its parent directories if they are missing.\n\nAn error will be thrown in the following situations:\n\n * `path` already points to an existing file or directory.\n * The current process lacks permissions to create the directory or its missing parents.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The directory to create\n\n### removeFile\n\nSection titled \u201cremoveFile\u201d\n\nRemoves a file.\n\nAn error will be thrown in the following situations:\n\n * `path` does not point to an existing file.\n * The current process lacks permissions to remove the file.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The file to remove\n\n### removeDir\n\nSection titled \u201cremoveDir\u201d\n\nRemoves a directory and all of its contents.\n\nAn error will be thrown in the following situations:\n\n * `path` is not an existing and empty directory.\n * The current process lacks permissions to remove the directory.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The directory to remove\n\n### metadata\n\nSection titled \u201cmetadata\u201d\n\nGets metadata for the given path.\n\nAn error will be thrown in the following situations:\n\n * The current process lacks permissions to read at `path`.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The path to get metadata for\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * Metadata for the path\n\n### isFile\n\nSection titled \u201cisFile\u201d\n\nChecks if a given path is a file.\n\nAn error will be thrown in the following situations:\n\n * The current process lacks permissions to read at `path`.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The file path to check\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * If the path is a file or not\n\n### isDir\n\nSection titled \u201cisDir\u201d\n\nChecks if a given path is a directory.\n\nAn error will be thrown in the following situations:\n\n * The current process lacks permissions to read at `path`.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `path` The directory path to check\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * If the path is a directory or not\n\n### move\n\nSection titled \u201cmove\u201d\n\nMoves a file or directory to a new path.\n\nThrows an error if a file or directory already exists at the target path. This can be bypassed by passing `true` as the third argument, or a dictionary of options. Refer to the documentation for `WriteOptions` for specific option keys and their values.\n\nAn error will be thrown in the following situations:\n\n * The current process lacks permissions to read at `from` or write at `to`.\n * The new path exists on a different mount point.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `from` The path to move from\n\n * `to` The path to move to\n\n * `overwriteOrOptions` Options for the target path, such as if should be overwritten if it already exists\n\n### copy\n\nSection titled \u201ccopy\u201d\n\nCopies a file or directory recursively to a new path.\n\nThrows an error if a file or directory already exists at the target path. This can be bypassed by passing `true` as the third argument, or a dictionary of options. Refer to the documentation for `WriteOptions` for specific option keys and their values.\n\nAn error will be thrown in the following situations:\n\n * The current process lacks permissions to read at `from` or write at `to`.\n * Some other I/O error occurred.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `from` The path to copy from\n\n * `to` The path to copy to\n\n * `overwriteOrOptions` Options for the target path, such as if should be overwritten if it already exists\n\n## Types\n\nSection titled \u201cTypes\u201d\n\n### MetadataPermissions\n\nSection titled \u201cMetadataPermissions\u201d\n\nPermissions for the given file or directory.\n\nThis is a dictionary that will contain the following values:\n\n * `readOnly` \\- If the target path is read-only or not\n\n### Metadata\n\nSection titled \u201cMetadata\u201d\n\nMetadata for the given file or directory.\n\nThis is a dictionary that will contain the following values:\n\n * `kind` \\- If the target path is a `file`, `dir` or `symlink`\n * `exists` \\- If the target path exists\n * `createdAt` \\- The timestamp represented as a `DateTime` object at which the file or directory was created\n * `modifiedAt` \\- The timestamp represented as a `DateTime` object at which the file or directory was last modified\n * `accessedAt` \\- The timestamp represented as a `DateTime` object at which the file or directory was last accessed\n * `permissions` \\- Current permissions for the file or directory\n\nNote that timestamps are relative to the unix epoch, and may not be accurate if the system clock is not accurate.\n\n### WriteOptions\n\nSection titled \u201cWriteOptions\u201d\n\nOptions for filesystem APIs what write to files and/or directories.\n\nThis is a dictionary that may contain one or more of the following values:\n\n * `overwrite` \\- If the target path should be overwritten or not, in the case that it already exists", "tokens": 1584, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/3-input-output/", "text": "# Input & Output\n\nLet\u2019s start exploring Lune\u2019s capabilities with the `stdio` library, which handles standard input and output. This is one of the most useful libraries for creating interactive scripts.\n\n## Getting User Input\n\nSection titled \u201cGetting User Input\u201d\n\nThe `stdio` library makes it easy to interact with users. Let\u2019s create our first interactive script called `hello.luau`:\n\nhello.luau\n\n local stdio = require(\"@lune/stdio\")\n\n local name = stdio.prompt(\"text\", \"What's your name?\")\n\n print(`Hello, {name}!`)\n\nSave this file in your current directory, then run it using the Lune CLI:\n\nTerminal\n\n lune run hello\n\nWhen you run this script, it will wait for you to type your name and press Enter, then greet you!\n\n## Different Types of Prompts\n\nSection titled \u201cDifferent Types of Prompts\u201d\n\nThe `stdio` library can prompt for more than just text. Let\u2019s expand our script to ask a yes/no question:\n\nhello.luau\n\n local stdio = require(\"@lune/stdio\")\n\n local name = stdio.prompt(\"text\", \"What's your name?\")\n\n print(`Hello, {name}!`)\n\n local confirmed = stdio.prompt(\"confirm\", \"Is that really your name?\")\n\n if confirmed then\n\n print(`Nice to meet you, {name}!`)\n\n print(\"Have a great day!\")\n\n else\n\n print(\"Hmm, well whoever you are, welcome!\")\n\n end\n\nThe `confirm` prompt type shows a yes/no question and returns `true` or `false` based on the user\u2019s choice.\n\nThese two prompt types - `text` and `confirm` \\- will cover most of your interactive script needs. There are more advanced options available in the [stdio API reference](https://lune-org.github.io/docs/api-reference/stdio) when you need them.\n\nExtra: Number Guessing Game\n\n## Building a Simple Game\n\nSection titled \u201cBuilding a Simple Game\u201d\n\nHere\u2019s a fun example that combines what we\u2019ve learned with some basic Luau programming. Don\u2019t worry if you don\u2019t understand every line yet - focus on how `stdio.prompt` is used to create an interactive experience:\n\nguessing-game.luau\n\n local stdio = require(\"@lune/stdio\")\n\n print(\"Welcome to the number guessing game!\")\n\n print(\"I'm thinking of a number between 1 and 10.\")\n\n print()\n\n local answer = tostring(math.random(1, 10))\n\n local attempts = 0\n\n local guess = stdio.prompt(\"text\", \"What's your guess?\")\n\n attempts += 1\n\n while guess ~= answer do\n\n if tonumber(guess) and tonumber(guess) < tonumber(answer) then\n\n print(\"Too low! Try again.\")\n\n elseif tonumber(guess) and tonumber(guess) > tonumber(answer) then\n\n print(\"Too high! Try again.\")\n\n else\n\n print(\"That's not a valid number.\")\n\n end\n\n guess = stdio.prompt(\"text\", \"What's your guess?\")\n\n attempts += 1\n\n end\n\n print()\n\n print(`Correct! You got it in {attempts} attempts!`)\n\nTry running this game and see if you can guess the number! This example shows how `stdio.prompt` can be used in a loop to create ongoing interaction.\n\nTerminal\n\n lune run guessing-game\n\n## What\u2019s Next?\n\nSection titled \u201cWhat\u2019s Next?\u201d\n\nNow that you know how to get input from users, let\u2019s learn about handling input that comes from the command line when someone runs your script. This is covered in the next chapter on [Arguments](https://lune-org.github.io/docs/the-book/3-input-output/4-arguments).", "tokens": 784, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/datetime/", "text": "# DateTime\n\nBuilt-in library for date & time\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local DateTime = require(\"@lune/datetime\")\n\n -- Creates a DateTime for the current exact moment in time\n\n local now = DateTime.now()\n\n -- Formats the current moment in time as an RFC 3339 string\n\n print(now:toRfc3339())\n\n -- Formats the current moment in time as an RFC 2822 string\n\n print(now:toRfc2822())\n\n -- Formats the current moment in time, using the local\n\n -- time, the French locale, and the specified time string\n\n print(now:formatLocalTime(\"%A, %d %B %Y\", \"fr\"))\n\n -- Returns a specific moment in time as a DateTime instance\n\n local someDayInTheFuture = DateTime.fromLocalTime({\n\n year = 3033,\n\n month = 8,\n\n day = 26,\n\n hour = 16,\n\n minute = 56,\n\n second = 28,\n\n millisecond = 892,\n\n })\n\n -- Extracts the current local date & time as separate values (same values as above table)\n\n print(now:toLocalTime())\n\n -- Returns a DateTime instance from a given float, where the whole\n\n -- denotes the seconds and the fraction denotes the milliseconds\n\n -- Note that the fraction for millis here is completely optional\n\n DateTime.fromUnixTimestamp(871978212313.321)\n\n -- Extracts the current universal (UTC) date & time as separate values\n\n print(now:toUniversalTime())\n\n## Properties\n\nSection titled \u201cProperties\u201d\n\n### unixTimestamp\n\nSection titled \u201cunixTimestamp\u201d\n\n`number`\n\nNumber of seconds passed since the UNIX epoch.\n\n### unixTimestampMillis\n\nSection titled \u201cunixTimestampMillis\u201d\n\n`number`\n\nNumber of milliseconds passed since the UNIX epoch.\n\n## Constructors\n\nSection titled \u201cConstructors\u201d\n\n### now\n\nSection titled \u201cnow\u201d\n\nReturns a `DateTime` representing the current moment in time.\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n### fromUnixTimestamp\n\nSection titled \u201cfromUnixTimestamp\u201d\n\nCreates a new `DateTime` from the given UNIX timestamp.\n\nThis timestamp may contain both a whole and fractional part - where the fractional part denotes milliseconds / nanoseconds.\n\nExample usage of fractions:\n\n * `DateTime.fromUnixTimestamp(123456789.001)` \\- one millisecond\n * `DateTime.fromUnixTimestamp(123456789.000000001)` \\- one nanosecond\n\nNote that the fractional part has limited precision down to exactly one nanosecond, any fraction that is more precise will get truncated.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `unixTimestamp` `number` Seconds passed since the UNIX epoch\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n### fromUniversalTime\n\nSection titled \u201cfromUniversalTime\u201d\n\nCreates a new `DateTime` from the given date & time values table, in universal (UTC) time.\n\nThe given table must contain the following values:\n\nKey| Type| Range\n---|---|---\n`year`| `number`| `1400 -> 9999`\n`month`| `number`| `1 -> 12`\n`day`| `number`| `1 -> 31`\n`hour`| `number`| `0 -> 23`\n`minute`| `number`| `0 -> 59`\n`second`| `number`| `0 -> 60`\n\nAn additional `millisecond` value may also be included, and should be within the range `0 -> 999`, but is optional.\n\nAny non-integer values in the given table will be rounded down.\n\n#### Errors\n\nSection titled \u201cErrors\u201d\n\nThis constructor is fallible and may throw an error in the following situations:\n\n * Date units (year, month, day) were given that produce an invalid date. For example, January 32nd or February 29th on a non-leap year.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `values` `DateTimeValueArguments` Table containing date & time values\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n### fromLocalTime\n\nSection titled \u201cfromLocalTime\u201d\n\nCreates a new `DateTime` from the given date & time values table, in local time.\n\nThe given table must contain the following values:\n\nKey| Type| Range\n---|---|---\n`year`| `number`| `1400 -> 9999`\n`month`| `number`| `1 -> 12`\n`day`| `number`| `1 -> 31`\n`hour`| `number`| `0 -> 23`\n`minute`| `number`| `0 -> 59`\n`second`| `number`| `0 -> 60`\n\nAn additional `millisecond` value may also be included, and should be within the range `0 -> 999`, but is optional.\n\nAny non-integer values in the given table will be rounded down.\n\n#### Errors\n\nSection titled \u201cErrors\u201d\n\nThis constructor is fallible and may throw an error in the following situations:\n\n * Date units (year, month, day) were given that produce an invalid date. For example, January 32nd or February 29th on a non-leap year.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `values` `DateTimeValueArguments` Table containing date & time values\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n### fromIsoDate\n\nSection titled \u201cfromIsoDate\u201d\n\n**DEPRECATED**: Use `DateTime.fromRfc3339` instead.\n\nCreates a new `DateTime` from an ISO 8601 date-time string.\n\n#### Errors\n\nSection titled \u201cErrors\u201d\n\nThis constructor is fallible and may throw an error if the given string does not strictly follow the ISO 8601 date-time string format.\n\nSome examples of valid ISO 8601 date-time strings are:\n\n * `2020-02-22T18:12:08Z`\n * `2000-01-31T12:34:56+05:00`\n * `1970-01-01T00:00:00.055Z`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `isoDate` `string` An ISO 8601 formatted string\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n### fromRfc3339\n\nSection titled \u201cfromRfc3339\u201d\n\nCreates a new `DateTime` from an RFC 3339 date-time string.\n\n#### Errors\n\nSection titled \u201cErrors\u201d\n\nThis constructor is fallible and may throw an error if the given string does not strictly follow the RFC 3339 date-time string format.\n\nSome examples of valid RFC 3339 date-time strings are:\n\n * `2020-02-22T18:12:08Z`\n * `2000-01-31T12:34:56+05:00`\n * `1970-01-01T00:00:00.055Z`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `rfc3339Date` `string` An RFC 3339 formatted string\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n### fromRfc2822\n\nSection titled \u201cfromRfc2822\u201d\n\nCreates a new `DateTime` from an RFC 2822 date-time string.\n\n#### Errors\n\nSection titled \u201cErrors\u201d\n\nThis constructor is fallible and may throw an error if the given string does not strictly follow the RFC 2822 date-time string format.\n\nSome examples of valid RFC 2822 date-time strings are:\n\n * `Fri, 21 Nov 1997 09:55:06 -0600`\n * `Tue, 1 Jul 2003 10:52:37 +0200`\n * `Mon, 23 Dec 2024 01:58:48 GMT`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `rfc2822Date` `string` An RFC 2822 formatted string\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTime` The new DateTime object\n\n## Methods\n\nSection titled \u201cMethods\u201d\n\n### formatLocalTime\n\nSection titled \u201cformatLocalTime\u201d\n\nFormats this `DateTime` using the given `formatString` and `locale`, as local time.\n\nThe given `formatString` is parsed using a `strftime`/`strptime`-inspired date and time formatting syntax, allowing tokens such as the following:\n\nToken| Example| Description\n---|---|---\n`%Y`| `1998`| Year number\n`%m`| `04`| Month number\n`%d`| `29`| Day number\n`%A`| `Monday`| Weekday name\n`%M`| `59`| Minute number\n`%S`| `10`| Second number\n\nFor a full reference of all available tokens, see the [chrono documentation](https://docs.rs/chrono/latest/chrono/format/strftime/index.html).\n\nIf not provided, `formatString` and `locale` will default to `\"%Y-%m-%d %H:%M:%S\"` and `\"en\"` (english) respectively.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n * `formatString` `string?` A string containing formatting tokens\n\n * `locale` `Locale?` The locale the time should be formatted in\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The formatting string\n\n### formatUniversalTime\n\nSection titled \u201cformatUniversalTime\u201d\n\nFormats this `DateTime` using the given `formatString` and `locale`, as UTC (universal) time.\n\nThe given `formatString` is parsed using a `strftime`/`strptime`-inspired date and time formatting syntax, allowing tokens such as the following:\n\nToken| Example| Description\n---|---|---\n`%Y`| `1998`| Year number\n`%m`| `04`| Month number\n`%d`| `29`| Day number\n`%A`| `Monday`| Weekday name\n`%M`| `59`| Minute number\n`%S`| `10`| Second number\n\nFor a full reference of all available tokens, see the [chrono documentation](https://docs.rs/chrono/latest/chrono/format/strftime/index.html).\n\nIf not provided, `formatString` and `locale` will default to `\"%Y-%m-%d %H:%M:%S\"` and `\"en\"` (english) respectively.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n * `formatString` `string?` A string containing formatting tokens\n\n * `locale` `Locale?` The locale the time should be formatted in\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The formatting string\n\n### toIsoDate\n\nSection titled \u201ctoIsoDate\u201d\n\n**DEPRECATED**: Use `DateTime.toRfc3339` instead.\n\nFormats this `DateTime` as an ISO 8601 date-time string.\n\nSome examples of ISO 8601 date-time strings are:\n\n * `2020-02-22T18:12:08Z`\n * `2000-01-31T12:34:56+05:00`\n * `1970-01-01T00:00:00.055Z`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The ISO 8601 formatted string\n\n### toRfc2822\n\nSection titled \u201ctoRfc2822\u201d\n\nFormats this `DateTime` as an RFC 2822 date-time string.\n\nSome examples of RFC 2822 date-time strings are:\n\n * `Fri, 21 Nov 1997 09:55:06 -0600`\n * `Tue, 1 Jul 2003 10:52:37 +0200`\n * `Mon, 23 Dec 2024 01:58:48 GMT`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The RFC 2822 formatted string\n\n### toRfc3339\n\nSection titled \u201ctoRfc3339\u201d\n\nFormats this `DateTime` as an RFC 3339 date-time string.\n\nSome examples of RFC 3339 date-time strings are:\n\n * `2020-02-22T18:12:08Z`\n * `2000-01-31T12:34:56+05:00`\n * `1970-01-01T00:00:00.055Z`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The RFC 3339 formatted string\n\n### toLocalTime\n\nSection titled \u201ctoLocalTime\u201d\n\nExtracts separated local date & time values from this `DateTime`.\n\nThe returned table contains the following values:\n\nKey| Type| Range\n---|---|---\n`year`| `number`| `1400 -> 9999`\n`month`| `number`| `1 -> 12`\n`day`| `number`| `1 -> 31`\n`hour`| `number`| `0 -> 23`\n`minute`| `number`| `0 -> 59`\n`second`| `number`| `0 -> 60`\n`millisecond`| `number`| `0 -> 999`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTimeValueReturns` A table of DateTime values\n\n### toUniversalTime\n\nSection titled \u201ctoUniversalTime\u201d\n\nExtracts separated UTC (universal) date & time values from this `DateTime`.\n\nThe returned table contains the following values:\n\nKey| Type| Range\n---|---|---\n`year`| `number`| `1400 -> 9999`\n`month`| `number`| `1 -> 12`\n`day`| `number`| `1 -> 31`\n`hour`| `number`| `0 -> 23`\n`minute`| `number`| `0 -> 59`\n`second`| `number`| `0 -> 60`\n`millisecond`| `number`| `0 -> 999`\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` DateTime\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `DateTimeValueReturns` A table of DateTime values\n\n## Types\n\nSection titled \u201cTypes\u201d\n\n### Locale\n\nSection titled \u201cLocale\u201d\n\nEnum type representing supported DateTime locales.\n\nCurrently supported locales are:\n\n * `en` \\- English\n * `de` \\- German\n * `es` \\- Spanish\n * `fr` \\- French\n * `it` \\- Italian\n * `ja` \\- Japanese\n * `pl` \\- Polish\n * `pt-br` \\- Brazilian Portuguese\n * `pt` \\- Portuguese\n * `tr` \\- Turkish\n\n### DateTimeValues\n\nSection titled \u201cDateTimeValues\u201d\n\nIndividual date & time values, representing the primitives that make up a `DateTime`.\n\nThis is a dictionary that will contain the following values:\n\n * `year` \\- Year(s), in the range 1400 -> 9999\n * `month` \\- Month(s), in the range 1 -> 12\n * `day` \\- Day(s), in the range 1 -> 31\n * `hour` \\- Hour(s), in the range 0 -> 23\n * `minute` \\- Minute(s), in the range 0 -> 59\n * `second` \\- Second(s), in the range 0 -> 60, where 60 is a leap second\n\nAn additional `millisecond` value may also be included, and should be within the range `0 -> 999`, but is optional.\n\nHowever, any method returning this type should be guaranteed to include milliseconds - see individual methods to verify.\n\n### DateTimeValueArguments\n\nSection titled \u201cDateTimeValueArguments\u201d\n\nAlias for `DateTimeValues` with an optional `millisecond` value.\n\nRefer to the `DateTimeValues` documentation for additional information.\n\n### DateTimeValueReturns\n\nSection titled \u201cDateTimeValueReturns\u201d\n\nAlias for `DateTimeValues` with a mandatory `millisecond` value.\n\nRefer to the `DateTimeValues` documentation for additional information.", "tokens": 3495, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/6-working-with-files/", "text": "# Working with Files\n\nThe `fs` library lets you work with files and directories in Lune. You can read, write, copy, and move files around with no extra boilerplate.\n\n## Example File Tree\n\nSection titled \u201cExample File Tree\u201d\n\nLet\u2019s use this directory and file structure for our examples:\n\n * files.luau\n * dirs.luau\n * hello-world.json\n * Directoryfiles\n * coolstuff.toml\n * super.secret.txt\n\nShow file contents\n\n * hello-world.json\n * coolstuff.toml\n * super.secret.txt\n\n \"Hello\": \"World\"\n\n [you]\n\n cool = true\n\n awesome = \"yep\"\n\n Hey, you're not supposed to be in here!\n\n## Files\n\nSection titled \u201cFiles\u201d\n\nReading and writing files using the `fs` library is simple and only works with strings:\n\nfiles.luau\n\n local fs = require(\"@lune/fs\")\n\n -- Print out the contents of all of the files\n\n print(fs.readFile(\"hello-world.json\"))\n\n print(fs.readFile(\"files/coolstuff.toml\"))\n\n print(fs.readFile(\"files/super.secret.txt\"))\n\n -- Create a new file in our \"files\" directory\n\n fs.writeFile(\"files/My Favorite Numbers.txt\", \"2 4 6 8 0\")\n\n -- Write to one of our files, overwriting any previous contents\n\n fs.writeFile(\"files/super.secret.txt\", \"Super secret message\")\n\n -- Remove the new file we created in our \"files\" directory\n\n fs.removeFile(\"files/My Favorite Numbers.txt\")\n\nNote that the filesystem library works with raw strings for file contents and doesn\u2019t differentiate between binary, UTF-8, or other encodings. It\u2019s up to you to know how your files are structured and handle them appropriately.\n\n## Directories\n\nSection titled \u201cDirectories\u201d\n\nReading and creating directories has a similar API, but with slightly different parameters and return values:\n\ndirs.luau\n\n local fs = require(\"@lune/fs\")\n\n -- Print out the entries found in our directory\n\n -- The \".\" here means the current directory\n\n print(\"Contents of current directory:\")\n\n for _, entry in fs.readDir(\".\") do\n\n if fs.isDir(entry) then\n\n print(`\ud83d\udcc1 {entry}`)\n\n elseif fs.isFile(entry) then\n\n print(`\ud83d\udcc4 {entry}`)\n\n end\n\n end\n\n -- Create a new directory next to the above entries\n\n fs.writeDir(\"myCoolDir\")\n\n -- Create a new directory in our \"files\" directory\n\n fs.writeDir(\"files/myCoolSecondDir\")\n\n -- Remove the entire files directory\n\n fs.removeDir(\"files\")\n\nIn the above example:\n\n * `fs.readDir` returns a table (array) of strings with file and directory names\n * `fs.writeDir` takes only the directory name (path) to create a directory\n * `fs.removeDir` removes the directory **and everything inside it** \\- use with caution!\n\n## Resulting File Tree\n\nSection titled \u201cResulting File Tree\u201d\n\nThis is what our directory structure would look like after running the above examples:\n\n * files.luau\n * dirs.luau\n * hello-world.json\n * DirectorymyCoolDir/\n * \u2026\n\n## What\u2019s Next?\n\nSection titled \u201cWhat\u2019s Next?\u201d\n\nNow that you know how to work with files and directories, let\u2019s learn about organizing your code with [Modules](https://lune-org.github.io/docs/the-book/6-working-with-files/7-modules).", "tokens": 742, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/getting-started/2-command-line-usage/", "text": "# Command-Line Usage\n\n## Running Scripts\n\nSection titled \u201cRunning Scripts\u201d\n\nOnce you\u2019ve written a script file, for example `script-name.luau`, you can run it as follows:\n\nTerminal\n\n lune run script-name\n\nLune will look for the file `script-name.luau`**_[1]_ ** in a few locations:\n\n * The current directory\n * The folder `lune` in the current directory, if it exists\n * The folder `.lune` in the current directory, if it exists\n * The folder `lune` in your home directory, if it exists\n * The folder `.lune` in your home directory, if it exists\n\n## Listing Scripts\n\nSection titled \u201cListing Scripts\u201d\n\nTerminal\n\n lune list\n\nThis command lists all scripts found in `lune` or `.lune` directories, including any top-level description comments. Lune description comments are written at the top of a file and start with a Lua-style comment arrow (`-->`).\n\n## Advanced Usage\n\nSection titled \u201cAdvanced Usage\u201d\n\nTerminal\n\n lune run -\n\nThis runs a script passed to Lune using stdin, which is useful for running scripts piped from external sources. Here\u2019s an example:\n\nTerminal\n\n echo \"print 'Hello, terminal!'\" | lune run -\n\n**_[1]_ ** _Lune also supports files with the`.lua` extension, but using the `.luau` extension is highly recommended. Additionally, if you don\u2019t want Lune to look in subdirectories or try to find files with `.lua` / `.luau` extensions at all, you can provide an absolute file path. This will disable all file path parsing and checks, and just run the file directly._", "tokens": 361, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/serde/", "text": "# Serde\n\nBuilt-in library for:\n\n * serialization & deserialization\n * encoding & decoding\n * compression\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n local serde = require(\"@lune/serde\")\n\n -- Parse different file formats into lua tables\n\n local someJson = serde.decode(\"json\", fs.readFile(\"myFile.json\"))\n\n local someToml = serde.decode(\"toml\", fs.readFile(\"myFile.toml\"))\n\n local someYaml = serde.decode(\"yaml\", fs.readFile(\"myFile.yaml\"))\n\n -- Write lua tables to files in different formats\n\n fs.writeFile(\"myFile.json\", serde.encode(\"json\", someJson))\n\n fs.writeFile(\"myFile.toml\", serde.encode(\"toml\", someToml))\n\n fs.writeFile(\"myFile.yaml\", serde.encode(\"yaml\", someYaml))\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### encode\n\nSection titled \u201cencode\u201d\n\nEncodes the given value using the given format.\n\nSee [`EncodeDecodeFormat`] for a list of supported formats.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `format` The format to use\n\n * `value` The value to encode\n\n * `pretty` If the encoded string should be human-readable, including things such as newlines and spaces. Only supported for json and toml formats, and defaults to false\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The encoded string\n\n### decode\n\nSection titled \u201cdecode\u201d\n\nDecodes the given string using the given format into a lua value.\n\nSee [`EncodeDecodeFormat`] for a list of supported formats.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `format` The format to use\n\n * `encoded` The string to decode\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The decoded lua value\n\n### compress\n\nSection titled \u201ccompress\u201d\n\nCompresses the given string using the given format.\n\nSee [`CompressDecompressFormat`] for a list of supported formats.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `format` The format to use\n\n * `s` The string to compress\n\n * `level` The compression level to use, clamped to the format\u2019s limits. The best compression level is used by default\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The compressed string\n\n### decompress\n\nSection titled \u201cdecompress\u201d\n\nDecompresses the given string using the given format.\n\nSee [`CompressDecompressFormat`] for a list of supported formats.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `format` The format to use\n\n * `s` The string to decompress\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The decompressed string\n\n### hash\n\nSection titled \u201chash\u201d\n\nHashes the given message using the given algorithm and returns the hash as a hex string.\n\nSee [`HashAlgorithm`] for a list of supported algorithms.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `algorithm` The algorithm to use\n\n * `message` The message to hash\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The hash as a hex string\n\n### hmac\n\nSection titled \u201chmac\u201d\n\nHashes the given message using HMAC with the given secret and algorithm, returning the hash as a base64 string.\n\nSee [`HashAlgorithm`] for a list of supported algorithms.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `algorithm` The algorithm to use\n\n * `message` The message to hash\n\n * `secret` string | buffer\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The hash as a base64 string\n\n## Types\n\nSection titled \u201cTypes\u201d\n\n### EncodeDecodeFormat\n\nSection titled \u201cEncodeDecodeFormat\u201d\n\nA serialization/deserialization format supported by the Serde library.\n\nCurrently supported formats:\n\nName| Learn More\n`json`| \n`yaml`| \n`toml`| \n\n### CompressDecompressFormat\n\nSection titled \u201cCompressDecompressFormat\u201d\n\nA compression/decompression format supported by the Serde library.\n\nCurrently supported formats:\n\nName| Learn More\n`brotli`| \n`gzip`| \n`lz4`| \n`zlib`| \n`zstd`| \n\n### HashAlgorithm\n\nSection titled \u201cHashAlgorithm\u201d\n\nA hash algorithm supported by the Serde library.\n\nCurrently supported algorithms:\n\nName| Learn More\n`md5`| \n`sha1`| \n`sha224`| \n`sha256`| \n`sha384`| \n`sha512`| \n`sha3-224`| \n`sha3-256`| \n`sha3-384`| \n`sha3-512`| \n`blake3`| ", "tokens": 1162, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/stdio/", "text": "# Stdio\n\nBuilt-in standard input / output & utility functions\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local stdio = require(\"@lune/stdio\")\n\n -- Prompting the user for basic input\n\n local text: string = stdio.prompt(\"text\", \"Please write some text\")\n\n local confirmed: boolean = stdio.prompt(\"confirm\", \"Please confirm this action\")\n\n -- Writing directly to stdout or stderr, without the auto-formatting of print/warn/error\n\n stdio.write(\"Hello, \")\n\n stdio.write(\"World! \")\n\n stdio.write(\"All on the same line\")\n\n stdio.ewrite(\"\\nAnd some error text, too\")\n\n -- Reading a single line from stdin\n\n local line = stdio.readLine()\n\n -- Reading the entire input from stdin\n\n local input = stdio.readToEnd()\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### prompt\n\nSection titled \u201cprompt\u201d\n\nPrompts for user input using the wanted kind of prompt:\n\n * `\"text\"` \\- Prompts for a plain text string from the user\n * `\"confirm\"` \\- Prompts the user to confirm with y / n (yes / no)\n * `\"select\"` \\- Prompts the user to select _one_ value from a list\n * `\"multiselect\"` \\- Prompts the user to select _one or more_ values from a list\n * `nil` \\- Equivalent to `\"text\"` with no extra arguments\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `kind` The kind of prompt to use\n\n * `message` The message to show the user\n\n * `defaultOrOptions` The default value for the prompt, or options to choose from for selection prompts\n\n### color\n\nSection titled \u201ccolor\u201d\n\nReturn an ANSI string that can be used to modify the persistent output color.\n\nPass `\"reset\"` to get a string that can reset the persistent output color.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n stdio.write(stdio.color(\"red\"))\n\n print(\"This text will be red\")\n\n stdio.write(stdio.color(\"reset\"))\n\n print(\"This text will be normal\")\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `color` The color to use\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A printable ANSI string\n\n### style\n\nSection titled \u201cstyle\u201d\n\nReturn an ANSI string that can be used to modify the persistent output style.\n\nPass `\"reset\"` to get a string that can reset the persistent output style.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n stdio.write(stdio.style(\"bold\"))\n\n print(\"This text will be bold\")\n\n stdio.write(stdio.style(\"reset\"))\n\n print(\"This text will be normal\")\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `style` The style to use\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A printable ANSI string\n\n### format\n\nSection titled \u201cformat\u201d\n\nFormats arguments into a human-readable string with syntax highlighting for tables.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `...` The values to format\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The formatted string\n\n### write\n\nSection titled \u201cwrite\u201d\n\nWrites a string directly to stdout, without any newline.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `s` The string to write to stdout\n\n### ewrite\n\nSection titled \u201cewrite\u201d\n\nWrites a string directly to stderr, without any newline.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `s` The string to write to stderr\n\n### readLine\n\nSection titled \u201creadLine\u201d\n\nReads a single line from stdin.\n\nIf stdin is closed, returns all input up until its closure.\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The input from stdin\n\n### readToEnd\n\nSection titled \u201creadToEnd\u201d\n\nReads the entire input from stdin.\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The input from stdin", "tokens": 815, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/roblox/", "text": "# Roblox\n\nBuilt-in library for manipulating Roblox place & model files\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n -- Reading a place file\n\n local placeFile = fs.readFile(\"myPlaceFile.rbxl\")\n\n local game = roblox.deserializePlace(placeFile)\n\n -- Manipulating and reading instances - just like in Roblox!\n\n local workspace = game:GetService(\"Workspace\")\n\n for _, child in workspace:GetChildren() do\n\n print(\"Found child \" .. child.Name .. \" of class \" .. child.ClassName)\n\n end\n\n -- Writing a place file\n\n local newPlaceFile = roblox.serializePlace(game)\n\n fs.writeFile(\"myPlaceFile.rbxl\", newPlaceFile)\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### deserializePlace\n\nSection titled \u201cdeserializePlace\u201d\n\nDeserializes a place into a DataModel instance.\n\nThis function accepts a string of contents, _not_ a file path. If reading a place file from a file path is desired, `fs.readFile` can be used and the resulting string may be passed to this function.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n local placeFile = fs.readFile(\"filePath.rbxl\")\n\n local game = roblox.deserializePlace(placeFile)\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `contents` The contents of the place to read\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * DataModel\n\n### deserializeModel\n\nSection titled \u201cdeserializeModel\u201d\n\nDeserializes a model into an array of instances.\n\nThis function accepts a string of contents, _not_ a file path. If reading a model file from a file path is desired, `fs.readFile` can be used and the resulting string may be passed to this function.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n local modelFile = fs.readFile(\"filePath.rbxm\")\n\n local instances = roblox.deserializeModel(modelFile)\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `contents` The contents of the model to read\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * { Instance }\n\n### serializePlace\n\nSection titled \u201cserializePlace\u201d\n\nSerializes a place from a DataModel instance.\n\nThis string can then be written to a file, or sent over the network.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n local placeFile = roblox.serializePlace(game)\n\n fs.writeFile(\"filePath.rbxl\", placeFile)\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `dataModel` The DataModel for the place to serialize\n\n * `xml` If the place should be serialized as xml or not. Defaults to `false`, meaning the place gets serialized using the binary format and not xml.\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string\n\n### serializeModel\n\nSection titled \u201cserializeModel\u201d\n\nSerializes one or more instances as a model.\n\nThis string can then be written to a file, or sent over the network.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n local modelFile = roblox.serializeModel({ instance1, instance2, ... })\n\n fs.writeFile(\"filePath.rbxm\", modelFile)\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `instances` The array of instances to serialize\n\n * `xml` If the model should be serialized as xml or not. Defaults to `false`, meaning the model gets serialized using the binary format and not xml.\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string\n\n### getAuthCookie\n\nSection titled \u201cgetAuthCookie\u201d\n\nGets the current auth cookie, for usage with Roblox web APIs.\n\nNote that this auth cookie is formatted for use as a \u201cCookie\u201d header, and that it contains restrictions so that it may only be used for official Roblox endpoints. To get the raw cookie value without any additional formatting, you can pass `true` as the first and only parameter.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local serde = require(\"@lune/serde\")\n\n local net = require(\"@lune/net\")\n\n local cookie = roblox.getAuthCookie()\n\n assert(cookie ~= nil, \"Failed to get roblox auth cookie\")\n\n local myPrivatePlaceId = 1234567890\n\n local response = net.request({\n\n url = \"https://assetdelivery.roblox.com/v2/assetId/\" .. tostring(myPrivatePlaceId),\n\n headers = {\n\n Cookie = cookie,\n\n },\n\n })\n\n local responseTable = serde.decode(\"json\", response.body)\n\n local responseLocation = responseTable.locations[1].location\n\n print(\"Download link to place: \" .. responseLocation)\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `raw` If the cookie should be returned as a pure value or not. Defaults to false\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string?\n\n### getReflectionDatabase\n\nSection titled \u201cgetReflectionDatabase\u201d\n\nGets the bundled reflection database.\n\nThis database contains information about Roblox enums, classes, and their properties.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local db = roblox.getReflectionDatabase()\n\n print(\"There are\", #db:GetClassNames(), \"classes in the reflection database\")\n\n print(\"All base instance properties:\")\n\n local class = db:GetClass(\"Instance\")\n\n for name, prop in class.Properties do\n\n print(string.format(\n\n \"- %s with datatype %s and default value %s\",\n\n prop.Name,\n\n prop.Datatype,\n\n tostring(class.DefaultProperties[prop.Name])\n\n ))\n\n end\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * Database\n\n### implementProperty\n\nSection titled \u201cimplementProperty\u201d\n\nImplements a property for all instances of the given `className`.\n\nThis takes into account class hierarchies, so implementing a property for the `BasePart` class will also implement it for `Part` and others, unless a more specific implementation is added to the `Part` class directly.\n\n#### Behavior\n\nSection titled \u201cBehavior\u201d\n\nThe given `getter` callback will be called each time the property is indexed, with the instance as its one and only argument. The `setter` callback, if given, will be called each time the property should be set, with the instance as the first argument and the property value as second.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local part = roblox.Instance.new(\"Part\")\n\n local propertyValues = {}\n\n roblox.implementProperty(\n\n \"BasePart\",\n\n \"CoolProp\",\n\n function(instance)\n\n if propertyValues[instance] == nil then\n\n propertyValues[instance] = 0\n\n end\n\n propertyValues[instance] += 1\n\n return propertyValues[instance]\n\n end,\n\n function(instance, value)\n\n propertyValues[instance] = value\n\n end\n\n )\n\n print(part.CoolProp) --> 1\n\n print(part.CoolProp) --> 2\n\n print(part.CoolProp) --> 3\n\n part.CoolProp = 10\n\n print(part.CoolProp) --> 11\n\n print(part.CoolProp) --> 12\n\n print(part.CoolProp) --> 13\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `className` The class to implement the property for.\n\n * `propertyName` The name of the property to implement.\n\n * `getter` The function which will be called to get the property value when indexed.\n\n * `setter` The function which will be called to set the property value when indexed. Defaults to a function that will error with a message saying the property is read-only.\n\n### implementMethod\n\nSection titled \u201cimplementMethod\u201d\n\nImplements a method for all instances of the given `className`.\n\nThis takes into account class hierarchies, so implementing a method for the `BasePart` class will also implement it for `Part` and others, unless a more specific implementation is added to the `Part` class directly.\n\n#### Behavior\n\nSection titled \u201cBehavior\u201d\n\nThe given `callback` will be called every time the method is called, and will receive the instance it was called on as its first argument. The remaining arguments will be what the caller passed to the method, and all values returned from the callback will then be returned to the caller.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local part = roblox.Instance.new(\"Part\")\n\n roblox.implementMethod(\"BasePart\", \"TestMethod\", function(instance, ...)\n\n print(\"Called TestMethod on instance\", instance, \"with\", ...)\n\n end)\n\n part:TestMethod(\"Hello\", \"world!\")\n\n --> Called TestMethod on instance Part with Hello, world!\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `className` The class to implement the method for.\n\n * `methodName` The name of the method to implement.\n\n * `callback` The function which will be called when the method is called.\n\n### studioApplicationPath\n\nSection titled \u201cstudioApplicationPath\u201d\n\nReturns the path to the system\u2019s Roblox Studio executable.\n\nThere is no guarantee that this will exist, but if Studio is installed this is where it will be.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local pathToStudio = roblox.studioApplicationPath()\n\n print(\"Studio is located at:\", pathToStudio)\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string\n\n### studioContentPath\n\nSection titled \u201cstudioContentPath\u201d\n\nReturns the path to the `Content` folder of the system\u2019s current Studio install.\n\nThis folder will always exist if Studio is installed.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local pathToContent = roblox.studioContentPath()\n\n print(\"Studio's content folder is located at:\", pathToContent)\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string\n\n### studioPluginPath\n\nSection titled \u201cstudioPluginPath\u201d\n\nReturns the path to the `plugin` folder of the system\u2019s current Studio install. This is the path where local plugins are installed.\n\nThis folder may not exist if the user has never installed a local plugin. It will also not necessarily take into account custom plugin directories set from Studio.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local pathToPluginFolder = roblox.studioPluginPath()\n\n print(\"Studio's plugin folder is located at:\", pathToPluginFolder)\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string\n\n### studioBuiltinPluginPath\n\nSection titled \u201cstudioBuiltinPluginPath\u201d\n\nReturns the path to the `BuiltInPlugin` folder of the system\u2019s current Studio install. This is the path where built-in plugins like the ToolBox are installed.\n\nThis folder will always exist if Studio is installed.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local roblox = require(\"@lune/roblox\")\n\n local pathToPluginFolder = roblox.studioBuiltinPluginPath()\n\n print(\"Studio's built-in plugin folder is located at:\", pathToPluginFolder)\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * string", "tokens": 2454, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/2-standard-library/", "text": "# The Standard Library\n\nLune has a comprehensive standard library that gives your scripts powerful capabilities. These libraries let you do everything from reading files, to making web requests, to running other programs.\n\nHere are some of the most commonly used libraries:\n\n * [`fs`](https://lune-org.github.io/docs/api-reference/fs) \\- Work with files and directories\n * [`net`](https://lune-org.github.io/docs/api-reference/net) \\- Make HTTP requests and create servers\n * [`process`](https://lune-org.github.io/docs/api-reference/process) \\- Run external programs and access system information\n * [`stdio`](https://lune-org.github.io/docs/api-reference/stdio) \\- Get input from users and display output\n * [`task`](https://lune-org.github.io/docs/api-reference/task) \\- Schedule and manage concurrent tasks\n\n## Importing Libraries\n\nSection titled \u201cImporting Libraries\u201d\n\nUnlike Luau\u2019s globals like [`math`](https://luau-lang.org/library#math-library) or [`table`](https://luau-lang.org/library#table-library), Lune\u2019s libraries need to be imported before you can use them. You do this with a special `require` statement:\n\n local fs = require(\"@lune/fs\")\n\n local net = require(\"@lune/net\")\n\n local process = require(\"@lune/process\")\n\nThe `@lune/` prefix tells Lune that you want to use one of its standard libraries rather than looking for a file in your project.\n\nThroughout the rest of this book, we\u2019ll explore these libraries in detail and see how they work together to make Lune scripts powerful and flexible.", "tokens": 342, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/roblox/4-api-status/", "text": "# API Status\n\nThis is a page indicating the current implementation status for instance methods and datatypes in the `roblox` library.\n\nIf an API on a class is not listed here it may not be within the scope for Lune and may not be implemented in the future.\nHowever, if a recently added datatype is missing, and it can be used as an instance property, it is likely that it will be implemented.\n\n## Classes\n\nSection titled \u201cClasses\u201d\n\n### `Instance`\n\nSection titled \u201cInstance\u201d\n\nCurrently implemented APIs:\n\n * [`new`](https://create.roblox.com/docs/reference/engine/datatypes/Instance#new) \\- note that this does not include the second `parent` argument\n * [`AddTag`](https://create.roblox.com/docs/reference/engine/classes/CollectionService#AddTag)\n * [`Clone`](https://create.roblox.com/docs/reference/engine/classes/Instance#Clone)\n * [`Destroy`](https://create.roblox.com/docs/reference/engine/classes/Instance#Destroy)\n * [`ClearAllChildren`](https://create.roblox.com/docs/reference/engine/classes/Instance#ClearAllChildren)\n * [`FindFirstAncestor`](https://create.roblox.com/docs/reference/engine/classes/Instance#FindFirstAncestor)\n * [`FindFirstAncestorOfClass`](https://create.roblox.com/docs/reference/engine/classes/Instance#FindFirstAncestorOfClass)\n * [`FindFirstAncestorWhichIsA`](https://create.roblox.com/docs/reference/engine/classes/Instance#FindFirstAncestorWhichIsA)\n * [`FindFirstChild`](https://create.roblox.com/docs/reference/engine/classes/Instance#FindFirstChild)\n * [`FindFirstChildOfClass`](https://create.roblox.com/docs/reference/engine/classes/Instance#FindFirstChildOfClass)\n * [`FindFirstChildWhichIsA`](https://create.roblox.com/docs/reference/engine/classes/Instance#FindFirstChildWhichIsA)\n * [`GetAttribute`](https://create.roblox.com/docs/reference/engine/classes/Instance#GetAttribute)\n * [`GetAttributes`](https://create.roblox.com/docs/reference/engine/classes/Instance#GetAttributes)\n * [`GetChildren`](https://create.roblox.com/docs/reference/engine/classes/Instance#GetChildren)\n * [`GetDescendants`](https://create.roblox.com/docs/reference/engine/classes/Instance#GetDescendants)\n * [`GetFullName`](https://create.roblox.com/docs/reference/engine/classes/Instance#GetFullName)\n * [`GetTags`](https://create.roblox.com/docs/reference/engine/classes/CollectionService#GetTags)\n * [`HasTag`](https://create.roblox.com/docs/reference/engine/classes/CollectionService#HasTag)\n * [`IsA`](https://create.roblox.com/docs/reference/engine/classes/Instance#IsA)\n * [`IsAncestorOf`](https://create.roblox.com/docs/reference/engine/classes/Instance#IsAncestorOf)\n * [`IsDescendantOf`](https://create.roblox.com/docs/reference/engine/classes/Instance#IsDescendantOf)\n * [`RemoveTag`](https://create.roblox.com/docs/reference/engine/classes/CollectionService#RemoveTag)\n * [`SetAttribute`](https://create.roblox.com/docs/reference/engine/classes/Instance#SetAttribute)\n\n### `DataModel`\n\nSection titled \u201cDataModel\u201d\n\nCurrently implemented APIs:\n\n * [`GetService`](https://create.roblox.com/docs/reference/engine/classes/ServiceProvider#GetService)\n * [`FindService`](https://create.roblox.com/docs/reference/engine/classes/ServiceProvider#FindService)\n\n## Datatypes\n\nSection titled \u201cDatatypes\u201d\n\nCurrently implemented datatypes:\n\n * [`Axes`](https://create.roblox.com/docs/reference/engine/datatypes/Axes)\n * [`BrickColor`](https://create.roblox.com/docs/reference/engine/datatypes/BrickColor)\n * [`CFrame`](https://create.roblox.com/docs/reference/engine/datatypes/CFrame)\n * [`Color3`](https://create.roblox.com/docs/reference/engine/datatypes/Color3)\n * [`ColorSequence`](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence)\n * [`ColorSequenceKeypoint`](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequenceKeypoint)\n * [`Enum`](https://create.roblox.com/docs/reference/engine/datatypes/Enum)\n * [`Faces`](https://create.roblox.com/docs/reference/engine/datatypes/Faces)\n * [`Font`](https://create.roblox.com/docs/reference/engine/datatypes/Font)\n * [`NumberRange`](https://create.roblox.com/docs/reference/engine/datatypes/NumberRange)\n * [`NumberSequence`](https://create.roblox.com/docs/reference/engine/datatypes/NumberSequence)\n * [`NumberSequenceKeypoint`](https://create.roblox.com/docs/reference/engine/datatypes/NumberSequenceKeypoint)\n * [`PhysicalProperties`](https://create.roblox.com/docs/reference/engine/datatypes/PhysicalProperties)\n * [`Ray`](https://create.roblox.com/docs/reference/engine/datatypes/Ray)\n * [`Rect`](https://create.roblox.com/docs/reference/engine/datatypes/Rect)\n * [`Region3`](https://create.roblox.com/docs/reference/engine/datatypes/Region3)\n * [`Region3int16`](https://create.roblox.com/docs/reference/engine/datatypes/Region3int16)\n * [`UDim`](https://create.roblox.com/docs/reference/engine/datatypes/UDim)\n * [`UDim2`](https://create.roblox.com/docs/reference/engine/datatypes/UDim2)\n * [`Vector2`](https://create.roblox.com/docs/reference/engine/datatypes/Vector2)\n * [`Vector2int16`](https://create.roblox.com/docs/reference/engine/datatypes/Vector2int16)\n * [`Vector3`](https://create.roblox.com/docs/reference/engine/datatypes/Vector3)\n * [`Vector3int16`](https://create.roblox.com/docs/reference/engine/datatypes/Vector3int16)\n\nNote that these datatypes are kept as up-to-date as possible, but recently added members & methods may be missing.", "tokens": 1310, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/getting-started/3-editor-setup/", "text": "# Editor Setup\n\nLune prioritizes developer experience, providing type definitions and documentation for many editors and tools without any additional downloads. This guide will help you set up your editor environment.\n\n## Luau Language Server\n\nSection titled \u201cLuau Language Server\u201d\n\nThe open source Luau Language Server, also known as [`luau-lsp`](https://github.com/JohnnyMorganz/luau-lsp), is currently the main language server providing editor support for Luau. It supports a wide range of editors.\n\nOnce you\u2019ve installed both the language server and Lune, you can run the following command to generate type definition files and create or update a standardized `.luaurc` configuration file:\n\nTerminal\n\n lune setup\n\nThis should be all you need to get up and running. You may, however, need to restart your editor for the changes to take effect.", "tokens": 177, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/getting-started/1-installation/", "text": "# Installation\n\nThe preferred way of installing Lune is using [Rokit](https://github.com/rojo-rbx/rokit), a toolchain manager for Roblox projects. Rokit can manage your installed version of Lune and other ecosystem tools, and allows you to easily upgrade to newer versions as they become available.\n\n 1. ### Installing Rokit\n\nSection titled \u201cInstalling Rokit\u201d\n\nFollow the installation instructions on the [Rokit](https://github.com/rojo-rbx/rokit) page.\n\n 2. ### Installing Lune\n\nSection titled \u201cInstalling Lune\u201d\n\nNavigate to your project directory using your terminal, and run the following command:\n\nTerminal\n\n rokit add lune\n\n 3. ### Upgrading Lune\n\nSection titled \u201cUpgrading Lune\u201d\n\nWhen a new version of Lune becomes available, Rokit makes it easy to upgrade. Navigate to your project directory using your terminal again, and run the following command:\n\nTerminal\n\n rokit update lune\n\nIf you prefer to install Lune globally and have it accessible on your entire system, instead of only in a specific project, you can do this with Rokit as well. Just add the `--global` option to the end of the commands above.\n\n## Other Installation Options\n\nSection titled \u201cOther Installation Options\u201d\n\nUsing GitHub Releases\n\nYou can download pre-built binaries for most systems directly from the [GitHub Releases](https://github.com/lune-org/lune/releases) page. There are many tools that can install binaries directly from releases, and it\u2019s up to you to choose what tool to use. Lune is compatible with both [Foreman](https://github.com/Roblox/foreman) and [Aftman](https://github.com/LPGhatguy/aftman).\n\nCommunity-maintained\n\n### Scoop\n\nSection titled \u201cScoop\u201d\n\nWindows users can use [Scoop](https://scoop.sh) to install Lune.\n\nTerminal window\n\n # Add the bucket\n\n scoop bucket add lune https://github.com/CompeyDev/lune-packaging.git\n\n # Install the package\n\n scoop install lune\n\n### Homebrew\n\nSection titled \u201cHomebrew\u201d\n\nmacOS and Linux users can use [Homebrew](https://brew.sh) to install Lune.\n\nTerminal\n\n # Installs latest stable precompiled binary\n\n brew install lune\n\n**_or_ **\n\nTerminal\n\n # Builds from latest stable source\n\n brew install lune --build-from-source\n\n### APT\n\nSection titled \u201cAPT\u201d\n\nAPT is a package manager for Debian-based Linux distributions that uses `dpkg` to install packages. Follow the instructions at the unofficial [lune-packaging](https://github.com/CompeyDev/lune-packaging#apt) repository to install Lune using APT.\n\n### AppImage\n\nSection titled \u201cAppImage\u201d\n\nAppImages are platform-independent sandboxed binaries that work out of the box. Go to the [GitHub Actions Page](https://github.com/CompeyDev/lune-packaging/actions/workflows/appimage.yaml), and download the artifact suitable for your architecture from the build artifacts.\n\n### AUR (Arch User Repository)\n\nSection titled \u201cAUR (Arch User Repository)\u201d\n\nThere are a number of packages available on the AUR:\n\n * `lune` \\- Builds from the latest stable release source\n * `lune-git` \\- Builds from the latest commit in the repository (unstable)\n * `lune-bin` \\- Installs a precompiled binary from GitHub Release artifacts\n\nThese can be installed with your preferred AUR package manager:\n\nTerminal\n\n paru -S [PACKAGE_NAME]\n\n**_or_ **\n\nTerminal\n\n yay -S [PACKAGE_NAME]\n\n### Nix\n\nSection titled \u201cNix\u201d\n\nmacOS* and Linux users can use [Nix](https://nixos.org/) to install Lune.\n\nImperatively\n\n**NixOS**\n\nTerminal\n\n nix-env -iA nixos.lune\n\n**Non-NixOS**\n\nTerminal\n\n nix-env -iA nixpkgs.lune\n\n # If you are using flakes\n\n nix profile install nixpkgs#lune\n\nDeclaratively\n\n**With [home-manager](https://github.com/nix-community/home-manager)**\n\n home.packages = with pkgs; [\n\n lune\n\n ];\n\n**System-wide NixOS configuration**\n\n environment.systemPackages = with pkgs; [\n\n lune\n\n ];\n\nTemporarily\n\nYou can temporarily use Lune in your shell. This is useful to try out Lune before deciding to permanently install it.\n\nTerminal\n\n nix-shell -p lune\n\nUsing crates.io\n\n### Building from source\n\nSection titled \u201cBuilding from source\u201d\n\nBuilding and installing from source requires the latest version of [Rust & Cargo](https://doc.rust-lang.org/cargo/getting-started/installation.html) to be installed on your system. Once installed, run the following command in your terminal:\n\nTerminal\n\n cargo install lune --locked\n\n### Binstall\n\nSection titled \u201cBinstall\u201d\n\n[`cargo binstall`](https://github.com/cargo-bins/cargo-binstall) provides a simple mechanism for installing Rust binaries from crates.io without compiling from source (unlike `cargo install`). Lune is packaged in a `binstall`-compatible way.\n\nWith `binstall` installed and in your path, run:\n\nTerminal\n\n cargo binstall lune\n\n## Next Steps\n\nSection titled \u201cNext Steps\u201d\n\nCongratulations! You\u2019ve installed Lune and are now ready to write your first script.\n\nA great place to continue reading is the [Lune Book](https://lune-org.github.io/docs/the-book/1-hello-lune), which is also part of the official Lune documentation, and will give you a guided and comprehensive introduction to Lune.\n\nOr, if you want to dive right into specific resources, check out the API reference in the sidebar.", "tokens": 1246, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/roblox/3-remodel-migration/", "text": "# Migrating from Remodel\n\nIf you have used [Remodel](https://github.com/rojo-rbx/remodel) before to manipulate place and/or model files, this migration guide will help you get started with accomplishing the same tasks in Lune.\n\n## Drop-in Compatibility\n\nSection titled \u201cDrop-in Compatibility\u201d\n\nThis guide provides a module which translates all of the relevant Lune APIs to their Remodel equivalents. For more details or manual migration steps, check out Differences Between Lune & Remodel below.\n\n 1. Copy the [remodel module](https://github.com/lune-org/docs/blob/main/modules/remodel.luau) and place it in a file named `remodel.luau`.\n\nThis module is quite large, but you will not need to read through it unless you want to know about the internal details of how Remodel used to work.\n\n 2. Next, create another script next to your `remodel.luau`. We will be naming it `example.luau`, but you can name it whatever you want. This example code is from one of the legacy Remodel-native example scripts, with only the top line added:\n\nremodel.luau\n\n local remodel = require(\"./remodel\")\n\n -- One use for Remodel is to move the terrain of one place into another place.\n\n local inputGame = remodel.readPlaceFile(\"input-place.rbxlx\")\n\n local outputGame = remodel.readPlaceFile(\"output-place.rbxlx\")\n\n -- This isn't possible inside Roblox, but works just fine in Remodel!\n\n outputGame.Workspace.Terrain:Destroy()\n\n inputGame.Workspace.Terrain.Parent = outputGame.Workspace\n\n remodel.writePlaceFile(\"output-place-updated.rbxlx\", outputGame)\n\n 3. Finally, run the script you\u2019ve created by providing the script name to Lune, in our case `example`, without the luau file extension. Everything should work the same way it did when running natively in Remodel, now running in Lune \ud83d\ude80\n\nTerminal\n\n lune run example\n\n## Differences Between Lune & Remodel\n\nSection titled \u201cDifferences Between Lune & Remodel\u201d\n\nMost APIs previously found in Remodel have direct equivalents in Lune, below are some direct links to APIs that are equivalent or very similar.\n\nPlaces & Models\n\n * `remodel.readPlaceFile` \u27a1 [`fs.readFile`](https://lune-org.github.io/docs/api-reference/fs#readfile) & [`roblox.deserializePlace`](https://lune-org.github.io/docs/api-reference/roblox#deserializeplace)\n * `remodel.readModelFile` \u27a1 [`fs.readFile`](https://lune-org.github.io/docs/api-reference/fs#readfile) & [`roblox.deserializeModel`](https://lune-org.github.io/docs/api-reference/roblox#deserializemodel)\n * `remodel.readPlaceAsset` \u27a1 [`net.request`](https://lune-org.github.io/docs/api-reference/net#request) & [`roblox.deserializePlace`](https://lune-org.github.io/docs/api-reference/roblox#deserializeplace)\n * `remodel.readModelAsset` \u27a1 [`net.request`](https://lune-org.github.io/docs/api-reference/net#request) & [`roblox.deserializeModel`](https://lune-org.github.io/docs/api-reference/roblox#deserializemodel)\n * `remodel.writePlaceFile` \u27a1 [`roblox.serializePlace`](https://lune-org.github.io/docs/api-reference/roblox#serializeplace) & [`fs.writeFile`](https://lune-org.github.io/docs/api-reference/fs#writefile)\n * `remodel.writeModelFile` \u27a1 [`roblox.serializeModel`](https://lune-org.github.io/docs/api-reference/roblox#serializemodel) & [`fs.writeFile`](https://lune-org.github.io/docs/api-reference/fs#writefile)\n * `remodel.writeExistingPlaceAsset` \u27a1 [`roblox.serializePlace`](https://lune-org.github.io/docs/api-reference/roblox#serializeplace) & [`net.request`](https://lune-org.github.io/docs/api-reference/net#request)\n * `remodel.writeExistingModelAsset` \u27a1 [`roblox.serializeModel`](https://lune-org.github.io/docs/api-reference/roblox#serializemodel) & [`net.request`](https://lune-org.github.io/docs/api-reference/net#request)\n * `remodel.getRawProperty` \u27a1 no equivalent, you can get properties directly by indexing\n * `remodel.setRawProperty` \u27a1 no equivalent, you can set properties directly by indexing\n\nFiles & Directories\n\n * `remodel.readFile` \u27a1 [`fs.readFile`](https://lune-org.github.io/docs/api-reference/fs#readfile)\n * `remodel.readDir` \u27a1 [`fs.readDir`](https://lune-org.github.io/docs/api-reference/fs#readdir)\n * `remodel.writeFile` \u27a1 [`fs.writeFile`](https://lune-org.github.io/docs/api-reference/fs#writefile)\n * `remodel.createDirAll` \u27a1 [`fs.writeDir`](https://lune-org.github.io/docs/api-reference/fs#writedir)\n * `remodel.removeFile` \u27a1 [`fs.removeFile`](https://lune-org.github.io/docs/api-reference/fs#removefile)\n * `remodel.removeDir` \u27a1 [`fs.removeDir`](https://lune-org.github.io/docs/api-reference/fs#removedir)\n * `remodel.isFile` \u27a1 [`fs.isFile`](https://lune-org.github.io/docs/api-reference/fs#isfile)\n * `remodel.isDir` \u27a1 [`fs.isDir`](https://lune-org.github.io/docs/api-reference/fs#isdir)\n\nJSON\n\n * `json.fromString` \u27a1 [`serde.decode`](https://lune-org.github.io/docs/api-reference/serde#decode)\n * `json.toString` \u27a1 [`serde.encode`](https://lune-org.github.io/docs/api-reference/serde#encode)\n * `json.toStringPretty` \u27a1 [`serde.encode`](https://lune-org.github.io/docs/api-reference/serde#encode)\n\nSince Lune is meant to be a general-purpose Luau runtime, there are also some more general differences, and Lune takes a different approach from Remodel in certain areas:\n\n * Lune runs Luau instead of Lua 5.3.\n * APIs are more loosely coupled, meaning that a task may require more steps using Lune. This also means that Lune is more flexible and supports more use cases.\n * Standard libraries are not accessible from global variables, you have to explicitly import them using `require(\"@lune/library-name\")`.\n * Arguments given to scripts are not available in `...`, you have to use [`process.args`](https://lune-org.github.io/docs/api-reference/process#args) instead.\n * Lune generally supports all of the Roblox datatypes that are gettable/settable on instance properties. For a full list of available datatypes, check out the [API Status](https://lune-org.github.io/docs/roblox/4-api-status) page.\n\nThere may be more differences than are listed here, and the Lune-specific guides and examples may provide more info, but this should be all you need to know to migrate from Remodel. Good luck!", "tokens": 1535, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/8-spawning-processes/", "text": "# Spawning Processes\n\nWhenever Lune doesn\u2019t have the API you need as part of its standard libraries, or when you want to use a program that already exists, but interact with it from within Lune, you can spawn a subprocess using [`process.exec`](https://lune-org.github.io/docs/api-reference/process#exec).\n\n## Example\n\nSection titled \u201cExample\u201d\n\nThis example calls out to the native \u201cping\u201d program found on many operating systems, and parses its output into something more usable.\n\nThis may look a bit intimidating with all the pattern matching symbols, but it\u2019s just parsing the line that says `\"min/avg/max/stddev = W/X/Y/Z ms\"` from ping\u2019s output:\n\nping-example.luau\n\n local process = require(\"@lune/process\")\n\n print(\"Sending 4 pings to google.com...\")\n\n local result = process.exec(\"ping\", {\n\n \"google.com\",\n\n \"-c\", \"4\",\n\n })\n\n if result.ok then\n\n assert(#result.stdout > 0, \"Result output was empty\")\n\n local min, avg, max, stddev = string.match(\n\n result.stdout,\n\n \"min/avg/max/stddev = ([%d%.]+)/([%d%.]+)/([%d%.]+)/([%d%.]+) ms\"\n\n )\n\n print(string.format(\"Minimum ping time: %.3fms\", tonumber(min)))\n\n print(string.format(\"Maximum ping time: %.3fms\", tonumber(max)))\n\n print(string.format(\"Average ping time: %.3fms\", tonumber(avg)))\n\n print(string.format(\"Standard deviation: %.3fms\", tonumber(stddev)))\n\n else\n\n print(\"Failed to send ping to google.com\")\n\n print(result.stderr)\n\n process.exit(result.code)\n\n end\n\nNote that if the subprocess returns a non-zero exit code (meaning it errored and `ok` was set to `false`), we propagate that exit code using [`process.exit`](https://lune-org.github.io/docs/api-reference/process#exit). This ensures that if our subprocess fails, our script fails too, letting the user know something went wrong.\n\n## The Result Table\n\nSection titled \u201cThe Result Table\u201d\n\nWhen you call `process.exec`, you get back a table with these fields:\n\n * `ok` \\- true if the exit code was 0 (success)\n * `code` \\- the actual exit code\n * `stdout` \\- what the program printed to standard output\n * `stderr` \\- what the program printed to standard error\n\nThis should give you everything you need to work with external programs the same way you would when using your terminal - all the text you see outputted when using your terminal, for example, is always part of either `stdout` or `stderr`.\n\nGenerally, program output will be in `stdout`, and error messages, warnings, and other miscellaneous information will be in `stderr`.\n\n## Common Use Cases\n\nSection titled \u201cCommon Use Cases\u201d\n\nBeyond the ping example, here are some other ways you might use `process.exec`:\n\n -- Run git commands\n\n local gitStatus = process.exec(\"git\", { \"status\", \"--short\" })\n\n -- Compress files\n\n local zipResult = process.exec(\"zip\", { \"-r\", \"archive.zip\", \"dir/\" })\n\n -- Manipulate images\n\n local result = process.exec(\"convert\", { \"input.png\", \"-resize\", \"800x600\", \"output.jpg\" })\n\nExtra: Real-time Processing\n\nAs we\u2019ve seen throughout this chapter, the `process.exec` function only returns a result table, and does not let you interact with the output streams while the process is running. But sometimes, you don\u2019t want that simplicity, and you need more granular and real-time processing capabilities for process output.\n\nThat\u2019s where `process.create` comes in - here\u2019s an example for monitoring a log file in real-time and alert when errors occur:\n\nlog-monitor.luau\n\n local process = require(\"@lune/process\")\n\n -- Start watching a log file\n\n local tail = process.create(\"tail\", { \"-f\", \"/var/log/app.log\" })\n\n print(\"Monitoring log file for errors...\")\n\n -- Read new log lines as they appear\n\n while true do\n\n local line = tail.stdout:read()\n\n if not line then\n\n break\n\n end\n\n if string.find(line, \"ERROR\") or string.find(line, \"FATAL\") then\n\n print(`\ud83d\udea8 ALERT: {line}`)\n\n -- Could send notification, write to file, etc.\n\n end\n\n end\n\n## What\u2019s Next?\n\nSection titled \u201cWhat\u2019s Next?\u201d\n\nYou can now extend Lune\u2019s capabilities by running any program on your system. This opens up endless possibilities - from using git in your scripts to leveraging specialized tools for tasks Lune doesn\u2019t handle natively.\n\nBut what if you need to run multiple operations at once? Or schedule work to happen later? Let\u2019s explore Lune\u2019s powerful concurrency features in our last chapter - [The Task Scheduler](https://lune-org.github.io/docs/the-book/8-spawning-processes/9-task-scheduler).", "tokens": 1060, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/roblox/1-introduction/", "text": "# The Roblox Library\n\nLune has a powerful standard library and set of APIs for manipulating Roblox place files and model files. It contains APIs for reading & writing files, and gives you instances to use, just as if you were scripting inside of the Roblox engine, albeit with a more limited API.\n\n * For examples on how to write Roblox-specific Lune scripts, check out the [Examples](https://lune-org.github.io/docs/roblox/2-examples) page.\n * For a guide on how to migrate to Lune from [Remodel](https://github.com/rojo-rbx/remodel), check out the [Migrating from Remodel](https://lune-org.github.io/docs/roblox/3-remodel-migration) page.\n * For a list of the currently implemented Roblox APIs, check out the [API Status](https://lune-org.github.io/docs/roblox/4-api-status) page.", "tokens": 201, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/7-modules/", "text": "# Modules\n\nAt this point you know how the most important standard libraries in Lune work and how to use them - and your code may be getting longer and more difficult to read.\n\nModularizing your code and splitting it across several files in Lune is different from other versions of Lua, and more similar to how things work in other languages such as JavaScript.\n\n## File Structure\n\nSection titled \u201cFile Structure\u201d\n\nLet\u2019s start with a typical module setup that we\u2019ll use throughout this chapter:\n\n * main.luau\n * sibling.luau\n * Directorydirectory\n * init.luau\n * child.luau\n\nThis structure shows the two main patterns you\u2019ll use - individual module files (`sibling.luau`) and directory modules (`modules/` with its `init.luau`). The contents of these files are not very important for this article, but here is an example for the sake of completeness:\n\n * Main File\n * Sibling File\n * Directory Module (init)\n * Child Module\n\nmain.luau\n\n local sibling = require(\"./sibling\")\n\n local directory = require(\"./directory\")\n\n print(sibling.Hello) --> World\n\n print(directory.Child.Foo) --> Bar\n\n print(directory.Child.Fizz) --> Buzz\n\n print(directory.Sibling.Hello) --> World\n\nsibling.luau\n\n return {\n\n Hello = \"World\",\n\ndirectory/init.luau\n\n return {\n\n Child = require(\"@self/child\"),\n\n Sibling = require(\"../sibling\"),\n\ndirectory/child.luau\n\n return {\n\n Foo = \"Bar\",\n\n Fizz = \"Buzz\",\n\n## How Does It Work?\n\nSection titled \u201cHow Does It Work?\u201d\n\nLooking at our main file, you\u2019ll notice the require paths always start with `./` or `../`. This means \u201crelative to the current file\u201d, the same way it does in your terminal. When `main.luau` requires `\"./sibling\"`, Lune looks for `sibling.luau` in the same directory as `main`.\n\nThe interesting part is `require(\"./modules\")`. Lune sees this is a directory and automatically looks for `modules/init.luau`. Inside that init file, we use two different types of require statements:\n\nThe statement `require(\"@self/child\")` uses the special `@self` alias. Since init files represent their parent directory, `@self` here means - inside the \u201cmodules\u201d directory. Without it, `require(\"./child\")` would look for `child.luau` _next to the \u201cmodules\u201d directory_ , not inside it.\n\n## Coming from Other Languages\n\nSection titled \u201cComing from Other Languages\u201d\n\nIf you\u2019re arriving at Lune with experience in other runtimes & languages, these comparisons may help you get oriented. If you want to get right into the nitty-gritty details, feel free to skip this section completely.\n\n * Lua 5.x\n * JavaScript / TypeScript\n * Python\n * Rust\n\n**Traditional Lua Structure:**\n\n * main.lua\n * mylib.lua\n * Directoryutils/\n * init.lua\n * helper.lua\n\nmain.lua\n\n -- Lua 5.x - requires are relative to the working directory\n\n -- You need to configure package.path:\n\n package.path = package.path .. \";./utils/?.lua\"\n\n local mylib = require(\"mylib\") -- Only works if CWD is correct\n\n local utils = require(\"utils\") -- Needs package.path setup\n\n local helper = require(\"utils.helper\") -- Uses dots, not slashes\n\nmain.luau\n\n -- Lune - requires are relative to the file\n\n local mylib = require(\"./mylib\") -- Always works\n\n local utils = require(\"./utils\") -- No path config needed\n\n local helper = require(\"./utils/helper\") -- Uses slashes like paths\n\nThe main difference here is that, in traditional Lua, requires depend on where you run the script from. In Lune, requires are relative to the file containing them, making your code portable and predictable.\n\n**JavaScript / TypeScript Structure:**\n\n * package.json\n * index.js\n * Directorylib/\n * index.js\n * helper.js\n * Directorynode_modules/\n * Directoryexpress/\n * \u2026\n\n**Equivalent in Lune:**\n\n * main.luau\n * Directorylib/\n * init.luau\n * helper.luau\n\nmain.js\n\n // JavaScript\n\n const express = require('express') // From node_modules\n\n const lib = require('./lib') // Local file\n\n const helper = require('./lib/helper') // Specific file\n\nmain.luau\n\n -- Lune has no centralized package management, yet...\n\n local lib = require(\"./lib\") -- Same pattern\n\n local helper = require(\"./lib/helper\") -- Same pattern\n\nFile-relative requires are familiar and work the same way. The difference here is package management and dependency resolution. JavaScript has standardized on `node_modules` for package management, and there is no standardized package management solution in Lune yet.\n\n**Python Structure:**\n\n * main.py\n * Directorymypackage/\n * `__init__.py`\n * module.py\n * Directorysubpackage/\n * `__init__.py`\n * helper.py\n\n**Equivalent in Lune:**\n\n * main.luau\n * Directorymypackage/\n * init.luau\n * module.luau\n * Directorysubpackage/\n * init.luau\n * helper.luau\n\nmain.py\n\n # Python - many ways to import modules\n\n import mypackage\n\n from mypackage import module\n\n from mypackage.subpackage import helper\n\n import mypackage.module as mod\n\nmain.luau\n\n -- Lune - one single way to import modules\n\n local mypackage = require(\"./mypackage\")\n\n local module = require(\"./mypackage/module\")\n\n local helper = require(\"./mypackage/subpackage/helper\")\n\n local mod = require(\"./mypackage/module\") -- Aliasing via assignment\n\n**Rust Structure:**\n\n * Cargo.toml\n * Directorysrc/\n * main.rs\n * lib.rs\n * Directoryutils/\n * mod.rs\n * helper.rs\n\n**Equivalent in Lune:**\n\n * main.luau\n * lib.luau\n * Directoryutils/\n * init.luau\n * helper.luau\n\nmain.rs\n\n mod lib;\n\n mod utils;\n\n use crate::utils::helper;\n\n use lib::something;\n\nmain.luau\n\n local lib = require(\"./lib\")\n\n local utils = require(\"./utils\")\n\n -- No use statements - access through the module using simple dot notation\n\n local result = utils.helper.doSomething()\n\n local thing = lib.something\n\nLike Rust, `init.luau` is your `mod.rs`. Unlike Rust, there\u2019s no visibility modifiers or explicit module declarations - if you return a value, it is always public.\n\n## Module Caching\n\nSection titled \u201cModule Caching\u201d\n\nEvery module you require gets cached on the first call to the `require` function. This means that it is safe to store state within modules, and expose it using public functions:\n\ncounter.luau\n\n local count = 0\n\n return {\n\n increment = function()\n\n count += 1\n\n return count\n\n end\n\nmain.luau\n\n local counter1 = require(\"./counter\")\n\n local counter2 = require(\"./counter\")\n\n print(counter1.increment()) --> 1\n\n print(counter2.increment()) --> 2 (same table & function pointer!)\n\n print(counter1 == counter2) --> true\n\nThis caching behavior is usually what you want - it prevents duplicate initialization and lets modules maintain internal state. Just remember that if you need separate instances of a class or something similar, you\u2019ll need to return a function that creates its own, separate state.\n\nExtra: Async Caching\n\nLune actually has an extra trick up its sleeve - it caches modules properly even if they call asynchronous functions during initialization! This lends itself to some very useful patterns - such as reading configuration files using the asynchronous `@lune/fs` standard library during `require`. You can have a single module that handles reading configuration files, and require it concurrently from multiple files, without worrying about race conditions or the configuration being read more than once.\n\n## Path Resolution\n\nSection titled \u201cPath Resolution\u201d\n\nLune keeps path resolution simple and predictable. Paths are case-sensitive on all platforms (even Windows) and always use forward slashes. When you require `\"./myModule\"`, Lune checks for:\n\n 1. `myModule.luau` (preferred extension)\n 2. `myModule.lua` (for compatibility)\n 3. `myModule/init.luau` (directory module)\n 4. `myModule/init.lua` (directory module, compatibility)\n\nThe search behavior is also consistent across all platforms.\n\n## Configuring Aliases Using `.luaurc`\n\nSection titled \u201cConfiguring Aliases Using .luaurc\u201d\n\nLune supports standardized Luau configuration files that can define aliases and other settings for your project. To use aliases, you will need to create a JSON-like configuration file named `.luaurc` inside of a directory, as such:\n\n.luaurc\n\n \"aliases\": {\n\n \"utils\": \"./src/utilities\",\n\n \"config\": \"./configuration\"\n\nWith these aliases defined, you can use them anywhere in your project, using the `@` prefix:\n\nscript.luau\n\n -- Instead of long relative paths ...\n\n local config = require(\"../../../configuration/settings\")\n\n local helper = require(\"../../src/utilities/helper\")\n\n -- ...you can use aliases!\n\n local config = require(\"@config/settings\")\n\n local helper = require(\"@utils/helper\")\n\nIt is also possible to create multiple `.luaurc` configuration files in your project. When Lune looks for a `.luaurc` file, it searches from your script\u2019s directory up through parent directories. This means you can have project-wide configuration at the root, and override specific settings in subdirectories if necessary.\n\n## What\u2019s Next?\n\nSection titled \u201cWhat\u2019s Next?\u201d\n\nYou now have all the tools to organize your Lune scripts into clean, reusable modules. You can split code into files, create module hierarchies with directories, and you understand how Lune\u2019s caching mechanism and path resolution work.\n\nBut, what happens when you need functionality that Lune doesn\u2019t provide? Sometimes the best solution isn\u2019t to rewrite something in Luau - it\u2019s to use existing tools on your system. Let\u2019s extend Lune\u2019s capabilities by [Spawning Programs](https://lune-org.github.io/docs/the-book/7-modules/8-spawning-programs) next.", "tokens": 2218, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/regex/", "text": "# Regex\n\nBuilt-in library for regular expressions\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local Regex = require(\"@lune/regex\")\n\n local re = Regex.new(\"hello\")\n\n if re:isMatch(\"hello, world!\") then\n\n print(\"Matched!\")\n\n end\n\n local caps = re:captures(\"hello, world! hello, again!\")\n\n print(#caps) -- 2\n\n print(caps:get(1)) -- \"hello\"\n\n print(caps:get(2)) -- \"hello\"\n\n print(caps:get(3)) -- nil\n\n## Constructors\n\nSection titled \u201cConstructors\u201d\n\n### new\n\nSection titled \u201cnew\u201d\n\nCreates a new `Regex` from a given string pattern.\n\n#### Errors\n\nSection titled \u201cErrors\u201d\n\nThis constructor throws an error if the given pattern is invalid.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `pattern` `string` The string pattern to use\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `Regex` The new Regex object\n\n## Methods\n\nSection titled \u201cMethods\u201d\n\n### isMatch\n\nSection titled \u201cisMatch\u201d\n\nCheck if the given text matches the regular expression.\n\nThis method may be slightly more efficient than calling `find` if you only need to know if the text matches the pattern.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` Regex\n\n * `text` `string` The text to search\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `boolean` Whether the text matches the pattern\n\n### find\n\nSection titled \u201cfind\u201d\n\nFinds the first match in the given text.\n\nReturns `nil` if no match was found.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` Regex\n\n * `text` `string` The text to search\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `RegexMatch?` The match object\n\n### captures\n\nSection titled \u201ccaptures\u201d\n\nFinds all matches in the given text as a `RegexCaptures` object.\n\nReturns `nil` if no matches are found.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` Regex\n\n * `text` `string` The text to search\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `RegexCaptures?` The captures object\n\n### split\n\nSection titled \u201csplit\u201d\n\nSplits the given text using the regular expression.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` Regex\n\n * `text` `string` The text to split\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `{ string }` The split text\n\n### replace\n\nSection titled \u201creplace\u201d\n\nReplaces the first match in the given text with the given replacer string.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` Regex\n\n * `haystack` `string` The text to search\n\n * `replacer` `string` The string to replace matches with\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The text with the first match replaced\n\n### replaceAll\n\nSection titled \u201creplaceAll\u201d\n\nReplaces all matches in the given text with the given replacer string.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `self` Regex\n\n * `haystack` `string` The text to search\n\n * `replacer` `string` The string to replace matches with\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * `string` The text with all matches replaced\n\n# RegexMatch\n\nSection titled \u201cRegexMatch\u201d\n\nA match from a regular expression.\n\nContains the following values:\n\n * `start` \u2014 The start index of the match in the original string.\n * `finish` \u2014 The end index of the match in the original string.\n * `text` \u2014 The text that was matched.\n * `len` \u2014 The length of the text that was matched.\n\n# RegexCaptures\n\nSection titled \u201cRegexCaptures\u201d\n\nCaptures from a regular expression.", "tokens": 815, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/9-task-scheduler/", "text": "# The Task Scheduler\n\nLune is built around a task scheduler, which can let you run things at fixed intervals, ensure some work happens after everything else is already done, and more.\n\nThe task scheduler is the backbone of Lune, and lets you handle structured concurrency. It is implemented using lightweight Lua threads / coroutines, and has **strong ordering guarantees**.\n\n## Ordering\n\nSection titled \u201cOrdering\u201d\n\nThe main purpose of the task scheduler is to ensure consistent ordering, and to let you prioritize work on three different levels by using the `task` standard library:\n\n 1. **Immediate**: Tasks that should run immediately can be spawned using `task.spawn`.\n 2. **Deferred**: Tasks that should run after all immediate tasks have finished can be spawned using `task.defer`.\n 3. **Delayed**: Tasks that should run after a certain amount of time has passed can be spawned using `task.delay`.\n\nAdvanced: Runtime-Controlled Threads & Prioritization\n\nThese are user-facing concepts, but perhaps more interesting, is that Lune _**prioritizes Lua threads**_ over runtime-spawned tasks, such as those for incoming requests in `net.serve`.\n\nThis means that, in real world scenarios such as handling incoming requests in an HTTP server, the scheduler will ensure that your existing tasks are not starved of resources, and are always prioritized over handling new requests, for maximum throughput & lowest possible latency.\n\n## Example Usage\n\nSection titled \u201cExample Usage\u201d\n\n### Spawning Tasks & Waiting\n\nSection titled \u201cSpawning Tasks & Waiting\u201d\n\nThis example script will run several tasks concurrently, in lightweight Lua threads, also known as coroutines:\n\nbasic-tasks.luau\n\n local task = require(\"@lune/task\")\n\n print(\"Hello, scheduler!\")\n\n task.spawn(function()\n\n print(\"Spawned a task that will run instantly but not block\")\n\n task.wait(2)\n\n print(\"The instant task resumed again after 2 seconds\")\n\n end)\n\n print(\"Spawning a delayed task that will run after 5 seconds\")\n\n task.delay(5, function()\n\n print(\"Waking up from my deep slumber...\")\n\n task.wait(1)\n\n print(\"Hello again!\")\n\n task.wait(1)\n\n print(\"Goodbye again! \ud83c\udf19\")\n\n end)\n\n### Deferring Work\n\nSection titled \u201cDeferring Work\u201d\n\nThis example script runs a bit of work after all other threads have finished their work or are yielding waiting for some other result:\n\ndeferred-tasks.luau\n\n local task = require(\"@lune/task\")\n\n task.defer(function()\n\n print(\"All the scheduled work has finished, let's do some more!\")\n\n local a = 0\n\n for _ = 1, 100000 do\n\n local b = a + 1\n\n end\n\n print(\"Phew, that was tough.\")\n\n end)\n\n print(\"Working...\")\n\n local s = \"\"\n\n for _ = 1, 5000 do\n\n s ..= \"\"\n\n end\n\n print(\"Done!\")\n\n### Advanced Usage & Async\n\nSection titled \u201cAdvanced Usage & Async\u201d\n\nSpawning tasks like this can be very useful together with asynchronous APIs from other standard libraries, such as [`net.request`](https://lune-org.github.io/docs/api-reference/net.md#request):\n\nasync-tasks.luau\n\n local net = require(\"@lune/net\")\n\n local task = require(\"@lune/task\")\n\n local completed = false\n\n task.spawn(function()\n\n while not completed do\n\n print(\"Waiting for response...\")\n\n task.wait() -- Wait the minimum amount possible\n\n end\n\n print(\"No longer waiting!\")\n\n end)\n\n print(\"Sending request\")\n\n net.request(\"https://google.com\")\n\n print(\"Got response\")\n\n completed = true\n\nBonus\n\n### Barebones Signal Implementation\n\nSection titled \u201cBarebones Signal Implementation\u201d\n\nUsing the task library, it becomes trivial to implement signal objects that take callbacks to run when a signal is fired, and that can handle both synchronous and yielding (async) callbacks without additional complexity:\n\nsignals.luau\n\n local task = require(\"@lune/task\")\n\n local function newSignal()\n\n local callbacks = {}\n\n local function connect(callback: (...any) -> ())\n\n table.insert(callbacks, callback)\n\n end\n\n local function fire(...: any)\n\n for _, callback in callbacks do\n\n task.spawn(callback, ...)\n\n end\n\n end\n\n return connect, fire\n\n end\n\n local connectToThing, fireThing = newSignal()\n\n connectToThing(function(value)\n\n print(\"Callback #1 got value:\", value)\n\n task.wait(1)\n\n print(\"Callback #1 still has value:\", value)\n\n end)\n\n connectToThing(function(value)\n\n print(\"Callback #2 got value:\", value)\n\n task.wait(0.5)\n\n print(\"Callback #2 still has value:\", value)\n\n end)\n\n print(\"Before firing\")\n\n fireThing(123)\n\n print(\"After firing\")\n\n --> Before firing\n\n --> Callback #1 got value: 123\n\n --> Callback #2 got value: 123\n\n --> After firing\n\n --> ...\n\n --> Callback #2 still has value: 123\n\n --> ...\n\n --> Callback #1 still has value: 123\n\n## Conclusion\n\nSection titled \u201cConclusion\u201d\n\nCongratulations! You\u2019ve completed The Lune Book and now have all the tools you need to build powerful scripts with Lune.\n\nYou\u2019ve learned how to work with files, make network requests, handle user input, organize code into modules, spawn external processes, and how to wrangle the task scheduler. More importantly, you\u2019ve seen how these pieces work together to create scripts that are both simple to write and capable of handling complex real-world problems.\n\nThe API reference in the sidebar contains detailed documentation for all of Lune\u2019s capabilities, and the community is always ready to help if you get stuck.\n\nNow go build! \ud83d\ude80", "tokens": 1229, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/luau/", "text": "# Luau\n\nBuilt-in library for generating luau bytecode & functions.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local luau = require(\"@lune/luau\")\n\n local bytecode = luau.compile(\"print('Hello, World!')\")\n\n local callableFn = luau.load(bytecode)\n\n -- Additionally, we can skip the bytecode generation and load a callable function directly from the code itself.\n\n -- local callableFn = luau.load(\"print('Hello, World!')\")\n\n callableFn()\n\nSince luau bytecode is highly compressible, it may also make sense to compress it using the `serde` library while transmitting large amounts of it.\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### compile\n\nSection titled \u201ccompile\u201d\n\nCompiles sourcecode into Luau bytecode\n\nAn error will be thrown if the sourcecode given isn\u2019t valid Luau code.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local luau = require(\"@lune/luau\")\n\n -- Compile the source to some highly optimized bytecode\n\n local bytecode = luau.compile(\"print('Hello, World!')\", {\n\n optimizationLevel = 2,\n\n coverageLevel = 0,\n\n debugLevel = 1,\n\n })\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `source` The string that will be compiled into bytecode\n\n * `compileOptions` The options passed to the luau compiler that will output the bytecode\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * luau bytecode\n\n### load\n\nSection titled \u201cload\u201d\n\nGenerates a function from either bytecode or sourcecode\n\nAn error will be thrown if the sourcecode given isn\u2019t valid luau code.\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local luau = require(\"@lune/luau\")\n\n local bytecode = luau.compile(\"print('Hello, World!')\")\n\n local callableFn = luau.load(bytecode, {\n\n debugName = \"'Hello, World'\"\n\n })\n\n callableFn()\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `source` Either luau bytecode or string source code\n\n * `loadOptions` The options passed to luau for loading the chunk\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * luau chunk\n\n## Types\n\nSection titled \u201cTypes\u201d\n\n### CompileOptions\n\nSection titled \u201cCompileOptions\u201d\n\nThe options passed to the luau compiler while compiling bytecode.\n\nThis is a dictionary that may contain one or more of the following values:\n\n * `optimizationLevel` \\- Sets the compiler option \u201coptimizationLevel\u201d. Defaults to `1`.\n * `coverageLevel` \\- Sets the compiler option \u201ccoverageLevel\u201d. Defaults to `0`.\n * `debugLevel` \\- Sets the compiler option \u201cdebugLevel\u201d. Defaults to `1`.\n\nDocumentation regarding what these values represent can be found [here](https://github.com/Roblox/luau/blob/bd229816c0a82a8590395416c81c333087f541fd/Compiler/include/luacode.h#L13-L39).\n\n### LoadOptions\n\nSection titled \u201cLoadOptions\u201d\n\nThe options passed while loading a luau chunk from an arbitrary string, or bytecode.\n\nThis is a dictionary that may contain one or more of the following values:\n\n * `debugName` \\- The debug name of the closure. Defaults to `luau.load(...)`.\n * `environment` \\- A custom environment to load the chunk in. Setting a custom environment will deoptimize the chunk and forcefully disable codegen. Defaults to the global environment.\n * `injectGlobals` \\- Whether or not to inject globals in the custom environment. Has no effect if no custom environment is provided. Defaults to `true`.\n * `codegenEnabled` \\- Whether or not to enable codegen. Defaults to `false`.", "tokens": 791, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/roblox/2-examples/", "text": "# Example Scripts\n\nThese are a few short examples of things you can do using the `roblox` standard library.\n\n## Make all parts anchored in a place file\n\nSection titled \u201cMake all parts anchored in a place file\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n -- Read the place file called myPlaceFile.rbxl into a DataModel variable called \"game\"\n\n -- This works exactly the same as in Roblox, except \"game\" does not exist by default.\n\n -- To access \"game\" you have to load it from a file!\n\n local file = fs.readFile(\"myPlaceFile.rbxl\")\n\n local game = roblox.deserializePlace(file)\n\n local workspace = game:GetService(\"Workspace\")\n\n -- Make all of the parts in the workspace anchored\n\n for _, descendant in workspace:GetDescendants() do\n\n if descendant:IsA(\"BasePart\") then\n\n descendant.Anchored = true\n\n end\n\n end\n\n -- Save the DataModel (game) back to the file that we read it from\n\n file = roblox.serializePlace(game)\n\n fs.writeFile(\"myPlaceFile.rbxl\", file)\n\n## Save instances in a place as individual model files\n\nSection titled \u201cSave instances in a place as individual model files\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n -- Here we load a file just like in the first example\n\n local file = fs.readFile(\"myPlaceFile.rbxl\")\n\n local game = roblox.deserializePlace(file)\n\n local workspace = game:GetService(\"Workspace\")\n\n -- Make sure a directory exists to save our models in\n\n fs.writeDir(\"models\")\n\n -- Then we save all of our instances in Workspace as model files, in our new directory\n\n -- Note that a model file can actually contain several instances at once, so we pass a table here\n\n for _, child in workspace:GetChildren() do\n\n file = roblox.serializeModel({ child })\n\n fs.writeFile(\"models/\" .. child.Name, file)\n\n end\n\n## Make a new place from scratch\n\nSection titled \u201cMake a new place from scratch\u201d\n\n local fs = require(\"@lune/fs\")\n\n local roblox = require(\"@lune/roblox\")\n\n local Instance = roblox.Instance\n\n -- You can even create a new DataModel using Instance.new, which is not normally possible in Roblox\n\n -- This is normal - most instances that are not normally accessible in Roblox can be manipulated using Lune!\n\n local game = Instance.new(\"DataModel\")\n\n local workspace = game:GetService(\"Workspace\")\n\n -- Here we just make a bunch of models with parts in them for demonstration purposes\n\n for i = 1, 50 do\n\n local model = Instance.new(\"Model\")\n\n model.Name = \"Model #\" .. tostring(i)\n\n model.Parent = workspace\n\n for j = 1, 4 do\n\n local part = Instance.new(\"Part\")\n\n part.Name = \"Part #\" .. tostring(j)\n\n part.Parent = model\n\n end\n\n end\n\n -- As always, we have to save the DataModel (game) to a file when we're done\n\n local file = roblox.serializePlace(game)\n\n fs.writeFile(\"myPlaceWithLotsOfModels.rbxl\", file)", "tokens": 708, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/process/", "text": "# Process\n\nBuilt-in functions for the current process & child processes\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local process = require(\"@lune/process\")\n\n -- Getting the arguments passed to the Lune script\n\n for index, arg in process.args do\n\n print(\"Process argument #\" .. tostring(index) .. \": \" .. arg)\n\n end\n\n -- Getting the currently available environment variables\n\n local PORT: string? = process.env.PORT\n\n local HOME: string? = process.env.HOME\n\n for name, value in process.env do\n\n print(\"Environment variable \" .. name .. \" is set to \" .. value)\n\n end\n\n -- Getting the current os and processor architecture\n\n print(\"Running \" .. process.os .. \" on \" .. process.arch .. \"!\")\n\n -- Executing a command\n\n local result = process.exec(\"program\", {\n\n \"cli argument\",\n\n \"other cli argument\"\n\n })\n\n if result.ok then\n\n print(result.stdout)\n\n else\n\n print(result.stderr)\n\n end\n\n -- Spawning a child process\n\n local child = process.create(\"program\", {\n\n \"cli argument\",\n\n \"other cli argument\"\n\n })\n\n -- Writing to the child process' stdin\n\n child.stdin:write(\"Hello from Lune!\")\n\n -- Reading from the child process' stdout\n\n local data = child.stdout:read()\n\n print(data)\n\n## Properties\n\nSection titled \u201cProperties\u201d\n\n### os\n\nSection titled \u201cos\u201d\n\n`OS`\n\nThe current operating system being used.\n\nPossible values:\n\n * `\"linux\"`\n * `\"macos\"`\n * `\"windows\"`\n\n### arch\n\nSection titled \u201carch\u201d\n\n`Arch`\n\nThe architecture of the processor currently being used.\n\nPossible values:\n\n * `\"x86_64\"`\n * `\"aarch64\"`\n\n### endianness\n\nSection titled \u201cendianness\u201d\n\n`Endianness`\n\nThe endianness of the processor currently being used.\n\nPossible values:\n\n * `\"big\"`\n * `\"little\"`\n\n### args\n\nSection titled \u201cargs\u201d\n\n`{ string }`\n\nThe arguments given when running the Lune script.\n\n### cwd\n\nSection titled \u201ccwd\u201d\n\n`string`\n\nThe current working directory in which the Lune script is running.\n\n### env\n\nSection titled \u201cenv\u201d\n\n`{ [string]: string? }`\n\nCurrent environment variables for this process.\n\nSetting a value on this table will set the corresponding environment variable.\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### exit\n\nSection titled \u201cexit\u201d\n\nExits the currently running script as soon as possible with the given exit code.\n\nExit code 0 is treated as a successful exit, any other value is treated as an error.\n\nSetting the exit code using this function will override any otherwise automatic exit code.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `code` The exit code to set\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * never\n\n### create\n\nSection titled \u201ccreate\u201d\n\nSpawns a child process in the background that runs the program `program`, and immediately returns readers and writers to communicate with it.\n\nIn order to execute a command and wait for its output, see `process.exec`.\n\nThe second argument, `params`, can be passed as a list of string parameters to give to the program.\n\nThe third argument, `options`, can be passed as a dictionary of options to give to the child process. Refer to the documentation for `SpawnOptions` for specific option keys and their values.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `program` The program to Execute as a child process\n\n * `params` Additional parameters to pass to the program\n\n * `options` A dictionary of options for the child process\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A dictionary with the readers and writers to communicate with the child process\n\n### exec\n\nSection titled \u201cexec\u201d\n\nExecutes a child process that will execute the command `program`, waiting for it to exit. Upon exit, it returns a dictionary that describes the final status and output of the child process.\n\nIn order to spawn a child process in the background, see `process.create`.\n\nThe second argument, `params`, can be passed as a list of string parameters to give to the program.\n\nThe third argument, `options`, can be passed as a dictionary of options to give to the child process. Refer to the documentation for `ExecOptions` for specific option keys and their values.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `program` The program to Execute as a child process\n\n * `params` Additional parameters to pass to the program\n\n * `options` A dictionary of options for the child process\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A dictionary representing the result of the child process\n\n## Types\n\nSection titled \u201cTypes\u201d\n\n### ExecStdioKind\n\nSection titled \u201cExecStdioKind\u201d\n\nEnum determining how to treat a standard input/output stream for `process.exec`.\n\nCan be one of the following values:\n\n * `default` \\- The default behavior, writing to the final result table only\n * `inherit` \\- Inherit the stream from the parent process, writing to both the result table and the respective stream for the parent process\n * `forward` \\- Forward the stream to the parent process, without writing to the result table, only respective stream for the parent process\n * `none` \\- Do not create any input/output stream\n\n### ExecStdioOptions\n\nSection titled \u201cExecStdioOptions\u201d\n\nA dictionary of stdio-specific options for `process.exec`, with the following available values:\n\n * `stdin` \\- A buffer or string to write to the stdin of the process\n * `stdout` \\- How to treat the stdout stream from the child process - see `ExecStdioKind` for more info\n * `stderr` \\- How to treat the stderr stream from the child process - see `ExecStdioKind` for more info\n\n### ExecOptions\n\nSection titled \u201cExecOptions\u201d\n\nA dictionary of options for `process.exec`, with the following available values:\n\n * `cwd` \\- The current working directory for the process\n * `env` \\- Extra environment variables to give to the process\n * `shell` \\- Whether to run in a shell or not - set to `true` to run using the default shell, or a string to run using a specific shell\n * `stdio` \\- How to treat output and error streams from the child process - see `StdioKind` and `StdioOptions` for more info\n\n### CreateOptions\n\nSection titled \u201cCreateOptions\u201d\n\nA dictionary of options for `process.create`, with the following available values:\n\n * `cwd` \\- The current working directory for the process\n * `env` \\- Extra environment variables to give to the process\n * `shell` \\- Whether to run in a shell or not - set to `true` to run using the default shell, or a string to run using a specific shell\n\n### ChildProcess\n\nSection titled \u201cChildProcess\u201d\n\nResult type for child processes in `process.create`.\n\nThis is a dictionary containing the following values:\n\n * `stdin` \\- A writer to write to the child process\u2019 stdin - see `ChildProcessWriter` for more info\n * `stdout` \\- A reader to read from the child process\u2019 stdout - see `ChildProcessReader` for more info\n * `stderr` \\- A reader to read from the child process\u2019 stderr - see `ChildProcessReader` for more info\n * `kill` \\- A method that kills the child process\n * `status` \\- A method that yields and returns the exit status of the child process\n\n### ExecResult\n\nSection titled \u201cExecResult\u201d\n\nResult type for child processes in `process.exec`.\n\nThis is a dictionary containing the following values:\n\n * `ok` \\- If the child process exited successfully or not, meaning the exit code was zero or not set\n * `code` \\- The exit code set by the child process, or 0 if one was not set\n * `stdout` \\- The full contents written to stdout by the child process, or an empty string if nothing was written\n * `stderr` \\- The full contents written to stderr by the child process, or an empty string if nothing was written\n\n# ChildProcessReader\n\nSection titled \u201cChildProcessReader\u201d\n\nA reader class to read data from a child process\u2019 streams in realtime.\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### read\n\nSection titled \u201cread\u201d\n\nReads a chunk of data up to the specified length, or a default of 1KB at a time.\n\nReturns nil if there is no more data to read.\n\nThis function may yield until there is new data to read from reader, if all data till present has already been read, and the process has not exited.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `chunkSize` number?\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The string containing the data read from the reader\n\n### readToEnd\n\nSection titled \u201creadToEnd\u201d\n\nReads all the data currently present in the reader as a string. This function will yield until the process exits.\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The string containing the data read from the reader\n\n# ChildProcessWriter\n\nSection titled \u201cChildProcessWriter\u201d\n\nA writer class to write data to a child process\u2019 streams in realtime.\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### write\n\nSection titled \u201cwrite\u201d\n\nWrites a buffer or string of data to the writer.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `data` The data to write to the writer\n\n### close\n\nSection titled \u201cclose\u201d\n\nCloses the underlying I/O stream for the writer.", "tokens": 2021, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/api-reference/net/", "text": "# Net\n\nBuilt-in library for network access\n\n#### Example usage\n\nSection titled \u201cExample usage\u201d\n\n local net = require(\"@lune/net\")\n\n local serde = require(\"@lune/serde\")\n\n -- Sending a web request\n\n local response = net.request(\"https://www.google.com\")\n\n print(response.ok)\n\n print(response.statusCode, response.statusMessage)\n\n print(response.headers)\n\n -- Using a JSON web API\n\n local response = net.request({\n\n url = \"https://dummyjson.com/products/add\",\n\n method = \"POST\",\n\n headers = { [\"Content-Type\"] = \"application/json\" },\n\n body = serde.encode(\"json\", {\n\n title = \"Cool Pencil\",\n\n })\n\n })\n\n local product = serde.decode(\"json\", response.body)\n\n print(product.id, \"-\", product.title)\n\n -- Starting up an http server\n\n net.serve(8080, function(request)\n\n return {\n\n status = 200,\n\n body = \"Echo:\\n\" .. request.body,\n\n end)\n\n -- Writing to a plain TCP stream\n\n local conn = net.tcp.connect(\"example.com\", 80)\n\n conn:write(\"GET / HTTP/1.1\\r\\nHost: example.com\\r\\n\\r\\n\")\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### request\n\nSection titled \u201crequest\u201d\n\nSends an HTTP request using the given url and / or parameters, and returns a dictionary that describes the response received.\n\nOnly throws an error if a miscellaneous network or I/O error occurs, never for unsuccessful status codes.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `config` The URL or request config to use\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A dictionary representing the response for the request\n\n### socket\n\nSection titled \u201csocket\u201d\n\nConnects to a web socket at the given URL.\n\nThrows an error if the server at the given URL does not support web sockets, or if a miscellaneous network or I/O error occurs.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `url` The URL to connect to\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A web socket handle\n\n### serve\n\nSection titled \u201cserve\u201d\n\nCreates an HTTP server that listens on the given `port`.\n\nThis will **_not_ ** block and will keep listening for requests on the given `port` until the `stop` function on the returned `ServeHandle` has been called.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `port` The port to use for the server\n\n * `handlerOrConfig` The handler function or config to use for the server\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * ServeHandle\n\n### urlEncode\n\nSection titled \u201curlEncode\u201d\n\nEncodes the given string using URL encoding.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `s` The string to encode\n\n * `binary` If the string should be treated as binary data and/or is not valid utf-8. Defaults to false\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The encoded string\n\n### urlDecode\n\nSection titled \u201curlDecode\u201d\n\nDecodes the given string using URL decoding.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `s` The string to decode\n\n * `binary` If the string should be treated as binary data and/or is not valid utf-8. Defaults to false\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * The decoded string\n\n## Types\n\nSection titled \u201cTypes\u201d\n\n### FetchParamsOptions\n\nSection titled \u201cFetchParamsOptions\u201d\n\nExtra options for `FetchParams`.\n\nThis is a dictionary that may contain one or more of the following values:\n\n * `decompress` \\- If the request body should be automatically decompressed when possible. Defaults to `true`\n\n### FetchParams\n\nSection titled \u201cFetchParams\u201d\n\nParameters for sending network requests with `net.request`.\n\nThis is a dictionary that may contain one or more of the following values:\n\n * `url` \\- The URL to send a request to. This is always required\n * `method` \\- The HTTP method verb, such as `\"GET\"`, `\"POST\"`, `\"PATCH\"`, `\"PUT\"`, or `\"DELETE\"`. Defaults to `\"GET\"`\n * `body` \\- The request body\n * `query` \\- A table of key-value pairs representing query parameters in the request path\n * `headers` \\- A table of key-value pairs representing headers\n * `options` \\- Extra options for things such as automatic decompression of response bodies\n\n### FetchResponse\n\nSection titled \u201cFetchResponse\u201d\n\nResponse type for sending network requests with `net.request`.\n\nThis is a dictionary containing the following values:\n\n * `ok` \\- If the status code is a canonical success status code, meaning within the range 200 -> 299\n * `statusCode` \\- The status code returned for the request\n * `statusMessage` \\- The canonical status message for the returned status code, such as `\"Not Found\"` for status code 404\n * `headers` \\- A table of key-value pairs representing headers\n * `body` \\- The request body, or an empty string if one was not given\n\n### ServeRequest\n\nSection titled \u201cServeRequest\u201d\n\nData type for requests in `net.serve`.\n\nThis is a dictionary containing the following values:\n\n * `path` \\- The path being requested, relative to the root. Will be `/` if not specified\n * `query` \\- A table of key-value pairs representing query parameters in the request path\n * `method` \\- The HTTP method verb, such as `\"GET\"`, `\"POST\"`, `\"PATCH\"`, `\"PUT\"`, or `\"DELETE\"`. Will always be uppercase\n * `headers` \\- A table of key-value pairs representing headers\n * `body` \\- The request body, or an empty string if one was not given\n\n### ServeResponse\n\nSection titled \u201cServeResponse\u201d\n\nResponse type for requests in `net.serve`.\n\nThis is a dictionary that may contain one or more of the following values:\n\n * `status` \\- The status code for the request, in the range `100` -> `599`\n * `headers` \\- A table of key-value pairs representing headers\n * `body` \\- The response body\n\n### ServeConfig\n\nSection titled \u201cServeConfig\u201d\n\nConfiguration for `net.serve`.\n\nThis may contain one of or more of the following values:\n\n * `address` for setting the IP address to serve from. Defaults to the loopback interface (`http://localhost`).\n * `handleRequest` for handling normal http requests, equivalent to just passing a function to `net.serve`\n * `handleWebSocket` for handling web socket requests, which will receive a `WebSocket` object as its first and only parameter\n\nWhen setting `address`, the `handleRequest` callback must also be defined.\n\n#### Example Usage\n\nSection titled \u201cExample Usage\u201d\n\n net.serve(8080, {\n\n address = \"http://0.0.0.0\",\n\n handleRequest = function(request)\n\n return {\n\n status = 200,\n\n body = \"Echo:\\n\" .. request.body,\n\n end\n\n })\n\n### ServeHandle\n\nSection titled \u201cServeHandle\u201d\n\nA handle to a currently running web server, containing a single `stop` function to gracefully shut down the web server.\n\n### WebSocket\n\nSection titled \u201cWebSocket\u201d\n\nA reference to a web socket connection.\n\nThe web socket may be in either an \u201copen\u201d or a \u201cclosed\u201d state, changing its current behavior.\n\nWhen open:\n\n * Any function on the socket such as `send`, `next` or `close` can be called without erroring\n * `next` can be called to yield until the next message is received or the socket becomes closed\n\nWhen closed:\n\n * `next` will no longer return any message(s) and instead instantly return nil\n * `send` will throw an error stating that the socket has been closed\n\nOnce the websocket has been closed, `closeCode` will no longer be nil, and will be populated with a close code according to the [WebSocket specification](https://www.iana.org/assignments/websocket/websocket.xhtml). This will be an integer between 1000 and 4999, where 1000 is the canonical code for normal, error-free closure.\n\n### TcpConfig\n\nSection titled \u201cTcpConfig\u201d\n\nConfiguration options for a TCP stream.\n\n#### Example Usage\n\nSection titled \u201cExample Usage\u201d\n\n -- Plain TCP connection\n\n local stream = net.tcp.connect(\"example.com\", 80)\n\n -- TLS connection (shorthand)\n\n local stream = net.tcp.connect(\"example.com\", 443, true)\n\n -- TLS connection (explicit config)\n\n local stream = net.tcp.connect(\"example.com\", 443, { tls = true })\n\n -- Connection with custom TTL\n\n local stream = net.tcp.connect(\"192.168.1.100\", 8080, {\n\n tls = false,\n\n ttl = 128\n\n })\n\n### TcpStream\n\nSection titled \u201cTcpStream\u201d\n\nA plain TCP stream, which may also be backed by a TLS connection.\n\n#### Example Usage\n\nSection titled \u201cExample Usage\u201d\n\n local net = require(\"@lune/net\")\n\n local conn = net.tcp.connect(\"example.com\", 80)\n\n conn:write(\"GET / HTTP/1.1\\r\\nHost: example.com\\r\\n\\r\\n\")\n\n local response = conn:read()\n\n print(response)\n\n conn:close()\n\n# Tcp\n\nSection titled \u201cTcp\u201d\n\nTCP primitives for the `net` library\n\nProvides low-level TCP socket functionality for creating custom network protocols or communicating with services that don\u2019t use HTTP - for all HTTP usage, please use the `request` and `serve` HTTP functions instead.\n\n## Functions\n\nSection titled \u201cFunctions\u201d\n\n### connect\n\nSection titled \u201cconnect\u201d\n\nConnects to the given host and port, returning a `TcpStream`.\n\nFor additional details, see the documentation for the `TcpConfig` and `TcpStream` types.\n\nWill throw an error if the connection fails.\n\n#### Parameters\n\nSection titled \u201cParameters\u201d\n\n * `host` The host to connect to, either a DNS name or IP address\n\n * `port` The port to connect to\n\n * `config` The optional configuration to use for the stream\n\n#### Returns\n\nSection titled \u201cReturns\u201d\n\n * A connected TcpStream ready for reading and writing", "tokens": 2161, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/4-arguments/", "text": "# Arguments\n\nWhen you run a Lune script, you can pass information to it directly from the command line. These are called arguments, and they\u2019re incredibly useful for making your scripts flexible and reusable.\n\n## Passing Arguments\n\nSection titled \u201cPassing Arguments\u201d\n\nPassing arguments when running a script is dead simple. Here\u2019s how:\n\nTerminal\n\n lune run script-name arg1 arg2 \"argument three\"\n\n## Using Arguments\n\nSection titled \u201cUsing Arguments\u201d\n\nYour script can then access these arguments through the `process` standard library:\n\n local process = require(\"@lune/process\")\n\n print(process.args)\n\n --> { \"arg1\", \"arg2\", \"argument three\" }\n\nThe arguments will always be an array (table) of strings, in the same order you provided them.\n\n## A Practical Example\n\nSection titled \u201cA Practical Example\u201d\n\nLet\u2019s create a script that greets someone by name:\n\ngreet.luau\n\n local process = require(\"@lune/process\")\n\n if #process.args == 0 then\n\n print(\"Usage: lune run greet \")\n\n print(\"Example: lune run greet Alice\")\n\n else\n\n local name = process.args[1]\n\n print(`Hello, {name}! Welcome to Lune.`)\n\n end\n\nNow you can run it with different names:\n\nTerminal\n\n lune run greet Alice\n\n --> Hello, Alice! Welcome to Lune.\n\n lune run greet \"John Doe\"\n\n --> Hello, John Doe! Welcome to Lune.\n\n## Combining Arguments with User Input\n\nSection titled \u201cCombining Arguments with User Input\u201d\n\nHere\u2019s a clever pattern - use arguments when provided, but fall back to prompting the user if they\u2019re missing:\n\nsmart-greet.luau\n\n local process = require(\"@lune/process\")\n\n local stdio = require(\"@lune/stdio\")\n\n local name\n\n if #process.args > 0 then\n\n name = process.args[1]\n\n else\n\n name = stdio.prompt(\"text\", \"What's your name?\")\n\n end\n\n print(`Hello, {name}!`)\n\nThis script works both ways - with arguments or interactively!\n\n## What\u2019s Next?\n\nSection titled \u201cWhat\u2019s Next?\u201d\n\nNow that you can handle user input and arguments, let\u2019s explore one of Lune\u2019s most powerful features - the standard library for networking. Head over to [Networking](https://lune-org.github.io/docs/the-book/4-arguments/5-networking) to learn more.", "tokens": 518, "type": "documentation"} {"repo": "sayderkonkest/Rbxl-to-Local-Files", "source_url": "https://lune-org.github.io/docs/the-book/5-networking/", "text": "# Networking\n\nNow we\u2019re getting to the really fun stuff! The `net` library lets your scripts talk to the internet - whether that\u2019s fetching data from websites, calling APIs, or even creating your own web servers.\n\n## Making Web Requests\n\nSection titled \u201cMaking Web Requests\u201d\n\nLet\u2019s start with something simple - fetching a web page:\n\nsimple-request.luau\n\n local net = require(\"@lune/net\")\n\n local response = net.request(\"https://www.example.com\")\n\n if response.ok then\n\n print(`Success! Got {#response.body} bytes`)\n\n print(`Status: {response.statusCode} {response.statusMessage}`)\n\n else\n\n print(`Request failed: {response.statusCode}`)\n\n end\n\nWhen you make a request, you get back a response object with everything you need - the status code, headers, body content, and an `ok` field that tells you if things went well.\n\n## Working with APIs\n\nSection titled \u201cWorking with APIs\u201d\n\nMost modern web services use APIs that speak JSON. Here\u2019s how you can work with them:\n\ngithub-api.luau\n\n local net = require(\"@lune/net\")\n\n local serde = require(\"@lune/serde\")\n\n -- Let's search GitHub for popular Luau projects\n\n local response = net.request({\n\n url = \"https://api.github.com/search/repositories\",\n\n query = {\n\n q = \"language:luau\",\n\n sort = \"stars\",\n\n per_page = \"3\"\n\n })\n\n if response.ok then\n\n local results = serde.decode(\"json\", response.body)\n\n print(`Found {results.total_count} Luau repositories!\\n`)\n\n for _, repo in results.items do\n\n print(`\u2b50 {repo.stargazers_count} - {repo.full_name}`)\n\n print(` {repo.description}\\n`)\n\n end\n\n end\n\nWhen you need to send data to an API, you\u2019ll typically use methods other than GET, such as POST or PATCH:\n\nposting-stuff.luau\n\n local response = net.request({\n\n url = \"https://api.example.com/data\",\n\n method = \"POST\",\n\n headers = { [\"Content-Type\"] = \"application/json\" },\n\n body = serde.encode(\"json\", {\n\n name = \"My Lune Script\",\n\n version = \"1.0.0\"\n\n })\n\n })\n\nThe `serde` library handles all the JSON encoding and decoding for you, so you can work with regular Lua tables and other datatypes.\n\n## Running a Web Server\n\nSection titled \u201cRunning a Web Server\u201d\n\nSometimes you don\u2019t want to make requests - you want to receive them. Creating a web server with Lune is surprisingly easy:\n\nmy-server.luau\n\n local net = require(\"@lune/net\")\n\n local visitCount = 0\n\n net.serve(8080, function(request)\n\n visitCount += 1\n\n print(`[{request.method}] {request.path} - Visit #{visitCount}`)\n\n if request.path == \"/\" then\n\n return {\n\n status = 200,\n\n headers = { [\"Content-Type\"] = \"text/html\" },\n\n body = `

Hello, visitor #{visitCount}!

\n\n

Try visiting /api

`\n\n elseif request.path == \"/api\" then\n\n return {\n\n status = 200,\n\n headers = { [\"Content-Type\"] = \"text/plain\" },\n\n body = `You are visitor number {visitCount}`\n\n else\n\n return { status = 404, body = \"Page not found\" }\n\n end\n\n end)\n\n print(\"Server running at http://localhost:8080\")\n\n print(\"Press Ctrl+C to stop\")\n\nYour server can handle different routes, check request methods and headers, parse request bodies - everything you need for building real web applications.\n\n## Beyond HTTP\n\nSection titled \u201cBeyond HTTP\u201d\n\nThe `net` library has even more tricks up its sleeve. It can handle WebSockets for real-time communication, raw TCP connections for custom protocols, and more.\n\n### WebSockets\n\nSection titled \u201cWebSockets\u201d\n\nWebSockets are perfect when you need real-time, two-way communication. Lune makes these very easy to use as well:\n\nwebsocket-client.luau\n\n local net = require(\"@lune/net\")\n\n -- Connect to a WebSocket echo server\n\n local socket = net.socket(\"wss://echo.websocket.org\")\n\n socket:send(\"Hello from Lune!\")\n\n -- Wait for the echo\n\n local reply = socket:next()\n\n print(`Server echoed: {reply}`)\n\n socket:close()\n\nExtra: WebSocket Echo Server\n\nHere\u2019s a fun example that combines HTTP and WebSocket handling to create an interactive echo server:\n\necho-server.luau\n\n local net = require(\"@lune/net\")\n\n net.serve(8080, {\n\n handleRequest = function(request)\n\n return {\n\n status = 200,\n\n headers = { [\"Content-Type\"] = \"text/html\" },\n\n body = [[\n\n

WebSocket Echo Test

\n\n \n\n \n\n
\n\n \n\n end,\n\n handleWebSocket = function(socket)\n\n print(\"WebSocket connected!\")\n\n for message in socket do\n\n print(`Received: {message}`)\n\n socket:send(`Echo: {message}`)\n\n end\n\n print(\"WebSocket disconnected\")\n\n end\n\n })\n\n print(\"Echo server running at http://localhost:8080\")\n\nTry running this and opening in your browser. You\u2019ll have a working chat interface!\n\nAdvanced: TCP Connections\n\nFor those times when you need to speak a protocol that isn\u2019t HTTP, you can use raw TCP connections, optionally backed by TLS:\n\nraw-tcp.luau\n\n local net = require(\"@lune/net\")\n\n -- Connect to example.com on port 80 (HTTP)\n\n local conn = net.tcp.connect(\"example.com\", 80)\n\n -- Send a raw HTTP request\n\n conn:write(\"GET / HTTP/1.1\\r\\n\")\n\n conn:write(\"Host: example.com\\r\\n\")\n\n conn:write(\"Connection: close\\r\\n\")\n\n conn:write(\"\\r\\n\")\n\n -- Read the response\n\n local response = conn:read()\n\n print(\"Response received:\")\n\n print(response)\n\n -- Keep reading until the server closes the connection\n\n while true do\n\n local chunk = conn:read()\n\n if chunk == nil or #chunk == 0 then\n\n break\n\n end\n\n print(chunk)\n\n end\n\n conn:close()\n\nHere\u2019s how you can use TLS for secure connections - add a simple flag argument for enabling it:\n\n -- Connect with TLS enabled\n\n local secure = net.tcp.connect(\"example.com\", 443, true)\n\nThis gives you the power to implement any TCP-based protocol - SMTP, FTP, custom game protocols, you name it. Lune does not currently provide built-in support for databases, but with TCP connections you can use existing clients built for other runtimes without much extra effort.\n\n## What\u2019s Next?\n\nSection titled \u201cWhat\u2019s Next?\u201d\n\nWith all this network power at your fingertips, you\u2019ll probably want to save some of that data you\u2019re fetching. Let\u2019s explore how to work with files and directories in [Working with Files](https://lune-org.github.io/docs/the-book/5-networking/6-working-with-files).", "tokens": 1646, "type": "documentation"} {"repo": "ffrostfall/ByteNet", "file_path": "README.md", "text": "# ByteNet\n\n## Simple, buffer-based networking.\n\n[GitHub](https://github.com/ffrostfall/ByteNet) | [Documentation](https://ffrostfall.github.io/ByteNet/)\n\nByteNet is an networking library which takes your Luau data, and serializes it into buffers. On the other end, ByteNet deserializes your data, and then feeds it back to your Luau code. You don't need to worry about type validation, optimization, packet structure, etc. ByteNet does all the hard parts for you! Strictly typed with an incredibly basic API that explains itself, ByteNet makes networking simple, easy, and quick. There's very few concepts you need to grasp in order to use ByteNet; it has an incredibly minimalistic & simplistic, yet powerful API.\n\n## Installation\n\nYou can install ByteNet on Wally, or through the latest release's `.rbxm` file.\n\n## Performance\n\nByteNet performs incredibly well compared to non-buffer based libraries like BridgeNet2. This is because ByteNet has a **custom serializer** that takes your Luau data and transforms it into a buffer, sending that and deserializing it on the other side.\n\n## Further contact\n\nYou can contact me directly under the ByteNet thread in the [Roblox OSS Server](https://discord.gg/5KjV64PA3d).\n\nFurther documentation [here](https://ffrostfall.github.io/ByteNet/).\n\n## License\n\nThis project is under the MIT license! so, it's open source", "tokens": 314, "type": "readme"} {"repo": "ffrostfall/ByteNet", "source_url": "https://ffrostfall.github.io/ByteNet/", "text": "# simple buffer-based networking\n\nIn ByteNet, you don't need to worry about type validation, optimization, packet structure, etc. ByteNet does all the hard parts for you! Strictly typed with an incredibly basic API that explains itself, ByteNet makes networking simple, easy, and quick.\n\n[Getting started](https://ffrostfall.github.io/ByteNet/api/functions/definePacket) [Download](https://github.com/ffrostflame/ByteNet/releases/latest)\n\n_practical example of a packet's definition_\n\npackets.luau\n\n local ByteNet = require(path.to.ByteNet)\n\n return ByteNet.defineNamespace(\"example\", function()\n return {\n vectorStringMap = ByteNet.definePacket({\n value = ByteNet.dataTypes.map(ByteNet.dataTypes.vec3(), ByteNet.dataTypes.string())\n })\n end)\n\n_example of sending a packet to all clients_\n\nserver.luau\n\n local packets = require(path.to.packets)\n\n packets.myPacket.sendToAll({\n [Vector3.new(1, 1, 1)] = \"10x less bandwidth than a remote!\",\n [Vector3.new(1, 2, 1)] = \"oh wait, its way more than 10x less.\",\n\n [Vector3.new(2, 1, 1)] = \"depending on how you use your data,\",\n [Vector3.new(1, 1, 2)] = \"it could be 100x less!\",\n })\n\n# Not enough? here's more\n\n## No more RemoteEvents\n\nByteNet handles all instances for you; you don't need to worry about reliability type, parenting, etc\n\n## - As low-level as you can get\n\nByteNet lets you directly read/write data types such as uint32, buffers, in a way where the keys are abstracted away. Reap the benefits of a structured, strictly typed library, while retaining the benefits of hardcore optimization.\n\nBack to top", "tokens": 404, "type": "documentation"} {"repo": "ffrostfall/ByteNet", "source_url": "https://ffrostfall.github.io/ByteNet/api/functions/definePacket/", "text": "# Defining a packet\n\n## what even is a packet in ByteNet anyway?\n\nPackets are the structured dictionaries you use to define the \"format\" your data is going to be sent in. These are named packets as you 'send' packets through network, and packets have their contents usually formatted in a specific way because, well they have to be.\n\nByteNet's purpose as a library is to provide a way to structure your data, and send that structure in a hyper-optimized way.\n\n## Okay, where do I start?\n\nEnough of how it works, let's start off with making a basic packet. We will also need to create a namespace:\n\npackets.luau\n\n local ByteNet = require(path.to.bytenet)\n\n return ByteNet.defineNamespace(\"messaging\", function()\n return {\n printSomething = ByteNet.definePacket({\n -- This value field is very important!\n value = ByteNet.struct({\n message = ByteNet.string,\n })\n })\n end)\n\n## Sending\n\nOn the server, there are 3 methods of sending packets to players. It's important to note that when a player should be specified, it's the _second_ parameter given, not the first. This is an intentional design choice.\n\n * `sendToAll`\n * `sendToAllExcept`\n * `sendTo`\n\nOn the client, there is only one, because you can only send data to the server:\n\n * `send`\n\nAny data passed through these functions _must_ obey your structure created in `definePacket`, and if you have strict typing on, an error will be raised if the types do not match.\n\n_code examples_\n\nclient.luau\n\n -- Sending to server\n packets.myPacket.send({\n message = \"Hello, world!\"\n })\n\nserver.luau\n\n -- Sending to all players\n packets.myPacket.sendToAll({\n message = \"Hello, players!\"\n })\n\n -- Sending to an individual player\n local someArbitraryPlayer = Players.You\n\n packets.myPacket.sendTo({\n message = \"Hello, random player!\"\n }, someArbitraryPlayer)\n\n -- Sending to all except a certain player\n local someArbitraryPlayer = Players.You\n\n packets.myPacket.sendToAllExcept({\n message = \"Hello, everyone except one person!\"\n }, someArbitraryPlayer)\n\n## Receiving\n\nYou can use the `listen` method to listen for when a packet is received.\n\n_code examples_\n\nserver.luau\n\n packets.myPacket.listen(function(data, player)\n print(`{player.UserId} says { data.message }`)\n end)\n\nclient.luau\n\n packets.myPacket.listen(function(data)\n print(`server says { data.message }`)\n end)\n\n## Configuration (Reliability types)\n\nCurrently, the only config accessible right now is reliability types. This will change as time goes on, however right now, you can switch reliability types by defining `reliabilityType` to be `\"reliable\"` or `\"unreliable\"`.\n\nBack to top", "tokens": 623, "type": "documentation"} {"repo": "ffrostfall/ByteNet", "source_url": "https://ffrostfall.github.io/ByteNet/api/dataTypes/Specials/", "text": "# Available special types\n\nSpecial types are how complex packet types are made. They can take in nearly any type, including themselves, and most importantly they are dynamic. This means you can have an array of any length, a map of any key type and any value type, and an optional value of any type.\n\nSpecial types always take _parameters_. You have to call them: `ByteNet.()`.\n\nDanger\n\n * Using these types incurs 1-2 bytes of overhead due to the dynamic nature.\n * They take drastically more time to parse\n * They are heavier on memory usage, as a new closure is created each time. You will never have to worry about this unless you have dozens of packets, though.\n\n## Structs\n\nStructs let you send structured data in the form of dictionaries. The fields are optimized away, so they don't take any bandwidth. Structs are how you'll be sending most of your data likely: they are the best for organization, and they let you do really interesting things. For example:\n\nchunkPackets.luau\n\n return ByteNet.defineNamespace(\"chunks\", function()\n local chunkData = ByteNet.struct({\n biome = ByteNet.uint8,\n seed = ByteNet.int32,\n })\n\n return {\n sendChunks = ByteNet.definePacket({\n value = ByteNet.array(chunkData)\n })\n end)\n\n## Optionals\n\nOptional types are a cool name for the concept of \"This doesn't have to exist\". It's good for optional parameters: for example if some invoked function were to fail, you might want to send back a blank copy to indicate that something is wrong.\n\npackets.luau\n\n return ByteNet.defineNamespace(\"chunks\", function()\n return {\n myCoolPacket = ByteNet.definePacket({\n value = ByteNet.struct({\n -- An \"optional\" type takes in a parameter.\n -- This can be anything! You can even have optional arrays.\n helloWorldString = ByteNet.optional(ByteNet.string)\n\n -- This works!\n eachCharacter = ByteNet.optional(ByteNet.array(ByteNet.string))\n }),\n })\n end)\n\nYou really don't have to think about using optional types. You just send it!\n\nserver.luau\n\n local packets = require(path.to.packets)\n\n local randomlyStringOrNil =\n if math.random(1, 2) == 1 then \"Hello, world!\" else nil\n\n packets.myCoolPacket.sendToAll({\n helloWorldString = randomlyAppearingString,\n\n -- Note that even if we don't put the \"eachCharacter\" field here,\n -- it won't error. This is because it's optional!\n })\n\n## Arrays\n\nArrays are fairly self explanatory. They're just plain old arrays. However, it's important to note that mixed tables have **undefined** behavior when passed as an array. This means things might be missing when they come out on the other side!\n\nThere is a 2 byte overhead to sending an array in ByteNet. This is because these 2 bytes are an unsigned 16-bit integer, which stores the array length. As a side effect, arrays sent through ByteNet have a max length of **2^16**, which is equal to **65,536**. It's likely that in the future, you will be able to reduce the overhead to 1 byte through configuration, in turn reducing the max length of the array.\n\npackets.luau\n\n return ByteNet.defineNamespace(\"example\", function()\n return {\n myCoolPacket = ByteNet.definePacket({\n value = ByteNet.array(ByteNet.bool),\n })\n\nserver.luau\n\n local packets = require(path.to.packets)\n\n packets.myCoolPacket.sendToAll({\n -- Important to note that mixed arrays/arrays with holes\n -- shouldn't be sent through.\n true, false, true\n })\n\n## Maps\n\nMaps are by far the most powerful \"special\" type in ByteNet. They let you send, what's most commonly referred to as a dictionary, through ByteNet. However it's important to keep in mind two things: the type of the key (or index), and the type of the value, cannot change.\n\nLike arrays, maps have a 2-byte overhead to store the length of the map. This is done by iterating over the map using [generic iteration](https://devforum.roblox.com/t/luau-recap-may-2022/1818869) and increasing a variable by 1 for every key-value pair. This, once again, means that there is a **2^16** (which equals to **65,536**) cap to the number of elements in the map.\n\npackets.luau\n\n return ByteNet.defineNamespace(\"example\", function()\n return {\n people = ByteNet.definePacket({\n -- [name] = age\n value = ByteNet.map(ByteNet.string, ByteNet.uint8)\n })\n end)\n\nserver.luau\n\n local packets = require(path.to.packets)\n\n packets.myCoolPacket.sendToAll({\n john = 21,\n jane = 24,\n dave = 26,\n you = 162,\n })\n\nBack to top", "tokens": 1079, "type": "documentation"} {"repo": "ffrostfall/ByteNet", "source_url": "https://ffrostfall.github.io/ByteNet/api/dataTypes/Primitives/", "text": "# Available primitive types\n\nByteNet provides a large amount of \"primitive\" types for you to build more complex types that suit your game. Since primitive types don't need any parameters, you can just access them like the following: `ByteNet.`. For building more complex data structures, go look at the [Specials page.](https://ffrostfall.github.io/ByteNet/api/dataTypes/Specials)\n\n## Supported general types\n\n * `string`: String\n * `buff`: Buffer\n * `bool`: Boolean\n * `nothing`: Nothing\n * `unknown`: Any type\n\n## Supported number types\n\n * `uint8`: Unsigned 8-bit integer\n * `uint16`: Unsigned 16-bit integer\n * `uint32`: Unsigned 32-bit integer\n * `int8`: Signed 8-bit integer\n * `int16`: Signed 16-bit integer\n * `int32`: Signed 32-bit integer\n * `float32`: Standard 32-bit float\n * `float64`: Standard 64-bit float\n\n## Supported Roblox types\n\n * `cframe`: CoordinateFrame\n * `vec2`: Vector2\n * `vec3`: Vector3\n * `inst`: Instance\n\nBack to top", "tokens": 272, "type": "documentation"} {"repo": "1Axen/blink", "file_path": "README.md", "text": "An IDL compiler written in Luau for ROBLOX buffer networking\n\n# Performance\nBlink aims to generate the most performant and bandwidth-efficient code for your specific experience, but what does this mean?\n\nIt means lower bandwidth usage directly resulting in **lower ping\\*** experienced by players and secondly, it means **lower CPU usage** compared to more generalized networking solutions.\n\n*\\* In comparison to standard ROBLOX networking, this may not always be the case but should never result in increased ping times.*\n\nBenchmarks are available here [here](./benchmark/Benchmarks.md).\n\n# Security\nBlink does two things to combat bad actors:\n1. Data sent by clients will be **validated** on the receiving side before reaching any critical game code.\n2. As a result of the compression done by Blink it becomes **significantly harder** to snoop on your game's network traffic. Long gone are the days of skids using RemoteSpy to snoop on your game's traffic.\n\n# Get Started\nHead over to the [installation](https://1axen.github.io/blink/getting-started/1-installation) page to get started with Blink.\n\n# Credits\nCredits to [Zap](https://zap.redblox.dev/) for the range and array syntax\nCredits to [ArvidSilverlock](https://github.com/ArvidSilverlock) for the float16 implementation\nStudio plugin auto completion icons are sourced from [Microsoft](https://github.com/microsoft/vscode-icons) and are under the [CC BY 4.0](https://github.com/microsoft/vscode-icons/blob/main/LICENSE) license.\nSpeed icons created by alkhalifi design - Flaticon", "tokens": 350, "type": "readme"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/", "text": "\ud83d\udce6\n\n## Buffer Packing\n\nZap packs data into buffers with no overhead. The same data can be sent using a fraction of the bandwidth.", "tokens": 31, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/install.html", "text": "# Installation \u200b\n\n## With Aftman \u200b\n\n## From GitHub Releases \u200b\n\nYou can get the latest version from [GitHub Releases](https://github.com/red-blox/zap/releases/).", "tokens": 40, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/usage/generation.html", "text": "# Generating Luau Code \u200b\n\n## Via the CLI \u200b\n\nAfter [installing Zap](https://zap.redblox.dev/intro/getting-started.html), you can run the CLI with `zap [path to config file]`.\n\nThe CLI assumes an output folder of `network` unless the [server_output and client_output](https://zap.redblox.dev/config/options.html#server-output-client-output) options are specified in the config file.\n\n## Via the playground \u200b\n\nHead to the [playground](https://zap.redblox.dev/playground.html), input your Zap config file and paste the outputs into your IDE.", "tokens": 129, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/usage/tooling.html", "text": "# Tooling Integration \u200b\n\nZap supports the ability to output a Lua file that can deseralise compressed data so that it can be read by plugins and/or scripts such as [PacketProfiler](https://github.com/Pyseph/PacketProfiler/).\n\nZap and PacketProfiler have created a common format for this interfacing as detailed below:\n\n## Tooling Format - Parameters \u200b\n\nTo deseralise this data, the function generated by Zap has the following parameters:\n\n * The remote instance itself (`RemoteEvent | UnreliableRemoteEvent`)\n * ALL arguments sent through the remote\n\nAn example is below:\n\nDANGER\n\nIt is not intended behavior for you to run side effects if you deserialise the data yourself.\n\n## Tooling Format - Returns \u200b\n\nThe function then returns an array in this format:\n\nLua:\n\nTS:\n\nIf the [`tooling_show_internal_data`](https://zap.redblox.dev/config/options.html#tooling-show-internal-data) argument is `true`, then the first argument is of the type (although this type will respect your casing option):\n\nLua:\n\nTS:\n\nAnd then the next argument in the array is the data deserialised from the event itself (if it exists).", "tokens": 248, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/usage/generated-api.html", "text": "# Using Your Generated Code \u200b\n\nAfter [generating code](https://zap.redblox.dev/usage/generation.html), Zap provides two output files: the client API and the server API. Detailed documentation for both is provided below.\n\nINFO\n\nThis page will assume you're using the default casing value of `PascalCase`.\n\nLearn more about casing options [here](https://zap.redblox.dev/config/options.html#casing).\n\n## Event API \u200b\n\nIn this section, we use the following Zap file as an example.\n\nDisplay in Playground\n\n### Listening to Events \u200b\n\nListening to events works the same on both the server and client. It is assumed that `Zap` is a properly defined reference to the generated API.\n\nIf your event's [call field](https://zap.redblox.dev/config/events.html#call) is `SingleAsync` or `SingleSync` you can assign only one listener the `SetCallback` function.\n\nlua\n\n -- only server listeners are given the player argument\n Zap.AnotherEvent.SetCallback(function(Player, Foo, Bar)\n -- Do something with the player and data\n end)\n\nIf your event's [call field](https://zap.redblox.dev/config/events.html#call) is `ManyAsync` or `ManySync` you can assign multiple listeners using the `On` function.\n\nlua\n\n local Disconnect = Zap.MyEvent.On(function(Options)\n -- Do something with the data\n end)\n\n -- Disconnect the listener after 10 seconds\n task.delay(10, Disconnect)\n\nAs shown above, the `On` function for `Many` style events returns a `Disconnect` function, which can be used to remove the listener.\n\nDANGER\n\nRemember that synchronous event callbacks must not yield or error:\n\n * If a sync callback yields, it will cause undefined and game-breaking behavior.\n * If a sync callback errors, it will drop the packet.\n\nUse `Sync` events only when performance is critical.\n\n## Client Event API \u200b\n\nThe client has a single function for firing events, `Fire`, which takes the event's data as its arguments.\n\nlua\n\n Zap.AnotherEvent.Fire(true, 32)\n\n## Server Event API \u200b\n\nThe server has many functions for firing events, each with their own use case.\n\nTIP\n\n`FireAll`, `FireExcept`, `FireList`, and `FireSet` serialize the event's data only once, making them more efficient than firing the event individually to each player.\n\nUse these functions when sending the same data to multiple players.\n\n### Fire \u200b\n\nThe `Fire` function takes a player and the event's data as its arguments.\n\nlua\n\n Zap.MyEvent.Fire(Player, {\n foo = \"baz\",\n bar = 1,\n })\n\n### FireAll \u200b\n\nThe `FireAll` function takes the event's data as its arguments. It will fire the event to all players.\n\nINFO\n\n`FireAll` can be disabled using the [disable_fire_all](https://zap.redblox.dev/config/options.html#disable-fire-all) option. Attempting to call `FireAll` when `disable_fire_all = true` will produce an error.\n\nlua\n\n Zap.MyEvent.FireAll({\n foo = \"baz\",\n bar = 1,\n })\n\n### FireExcept \u200b\n\nThe `FireExcept` function takes a player and the event's data as its arguments. It will fire the event to all players except the specified player.\n\nlua\n\n Zap.MyEvent.FireExcept(Player, {\n foo = \"baz\",\n bar = 1,\n })\n\n### FireList \u200b\n\nThe `FireList` function takes a list of players and the event's data as its arguments. It will fire the event to all players in the list.\n\nlua\n\n Zap.MyEvent.FireList({ Player1, Player2 }, {\n foo = \"baz\",\n bar = 1,\n })\n\n### FireSet \u200b\n\nThe `FireSet` function takes a set of players and the event's data as its arguments. It will fire the event to all players in the set.\n\nTIP\n\nA [set](https://zap.redblox.dev/config/types.html#sets) is a table where the keys are of a certain datatype and the values are always `True`.\n\nlua\n\n Zap.MyEvent.FireSet({\n [Player1] = true,\n [Player2] = true,\n }, {\n foo = \"baz\",\n bar = 1,\n })\n\n## Function API \u200b\n\nIn this section, we use the following Zap file as an example.\n\nDisplay in Playground\n\n## Client Function API \u200b\n\n### Call \u200b\n\nThe client has a single function for invoking the server, `Call`, which takes the function's data as its arguments.\n\nlua\n\n local score = Zap.GetScore.Call(\"round_ipsum-lorem\", \"LowScore\")\n print(score)\n\n## Server Function API \u200b\n\n### SetCallback \u200b\n\nThe server has a single function for responding to client invocations, `SetCallback`. This is similar to `Zap.MyEvent.SetCallback`, but it instead has a return as defined by the Zap config.\n\nlua\n\n local function handleRequest(Player: Player, roundId: string, category: \"HighScore\" | \"LowScore\" | \"AverageScore\"): number\n -- Do something with the data.\n return 0 -- We must return a u16 according to our Zap config.\n end\n\n Zap.GetScore.SetCallback(handleRequest)", "tokens": 1125, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/config/options.html", "text": "# Options \u200b\n\nOptions are placed at the beginning of Zap config files and allow you to configure the way Zap generates code.\n\n## `server_output` & `client_output` \u200b\n\nThese two options allow you to configure where Zap will output generated code. If you're not using the CLI these options can be ignored.\n\nThe paths are relative to the configuration file and should point to a lua(u) file.\n\n### Default \u200b\n\nDisplay in Playground\n\n### Example \u200b\n\nDisplay in Playground\n\n## `types_output` [`0.6.18+`] \u200b\n\nConfigures where Luau types will be output.\n\nThe path is relative to the configuration file and should point to a lua(u) file.\n\n### Example \u200b\n\nDisplay in Playground\n\n## `call_default` [`0.6.18+`] \u200b\n\nThe default `call` field that will be used for events. See [call](https://zap.redblox.dev/config/events.html#call) for possible options.\n\n### Example \u200b\n\nDisplay in Playground\n\nDisplay in Playground\n\n### Default \u200b\n\nRequires an explicit `call` field defined on every event.\n\n## `remote_scope` \u200b\n\nThis option changes the name of the remotes generated by Zap.\n\n### Default \u200b\n\nDisplay in Playground\n\nThe generated remotes will be `ZAP_RELIABLE` and `ZAP_UNRELIABLE` respectively.\n\n### Example \u200b\n\nDisplay in Playground\n\nThe generated remotes will change to be `PACKAGE_NAME_RELIABLE` and `PACKAGE_NAME_UNRELIABLE` respectively.\n\n## `remote_folder` \u200b\n\nThis option changes the name folder that Zap's remotes are placed inside of ReplicatedStorage.\n\n### Default \u200b\n\nDisplay in Playground\n\nThe generated remotes will be in `ReplicatedStorage -> ZAP`.\n\n### Example \u200b\n\nDisplay in Playground\n\nThe generated remotes be in `ReplicatedStorage -> CHARACTER`\n\n## `casing` \u200b\n\nThis option changes the casing of the API generated by Zap.\n\nUsing the `FireAll` function as an example:\n\nCasing| Example\n`PascalCase`| `FireAll`\n`camelCase`| `fireAll`\n`snake_case`| `fire_all`\n\nINFO\n\nThis option does not change the casing of your event or type names. It only changes the casing of generated API functions.\n\n### Default \u200b\n\n`\"PascalCase\"`\n\n### Options \u200b\n\n * `\"camelCase\"`\n * `\"PascalCase\"`\n * `\"snake_case\"`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `write_checks` \u200b\n\nThis option determines if Zap should check types when writing data to the network. This is useful for development and debugging, but can see some performance hits, and should be disabled in production.\n\nDANGER\n\nZap only checks types that cannot be statically checked by Luau or TypeScript.\n\nFor example, Zap will not check if a `string (20)` is a string, but it will check that the string is 20 characters long.\n\n### Default \u200b\n\n`true`\n\n### Options \u200b\n\n * `true`\n * `false`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `typescript` \u200b\n\nThis option determines if Zap should generate TypeScript definition files alongside generated Luau code.\n\nWhen enabled, Zap will generate a `.d.ts` file for the server and client with the same paths as the generated Luau server and client.\n\n### Default \u200b\n\n`false`\n\n### Options \u200b\n\n * `true`\n * `false`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `manual_event_loop` \u200b\n\nThis option determines if Zap automatically sends reliable events and functions each Heartbeat.\n\nWhen enabled, the `SendEvents` function exported from the client and server modules that must be called manually.\n\nThis is useful when you can easily run `SendEvents` after all events have been fired each frame.\n\nDANGER\n\nAt the time of writing (January 2024), Roblox has an issue where firing remotes at too high of a rate (above 60 hz) can cause the server to have incredibly high network response times.\n\n**This causes servers to essentially crash, and all clients to disconnect.**\n\nThis can be mitigated by firing remotes to the server at a timed rate, so as to not exceed 60 hz.\n\nlua\n\n local Timer = 0\n\n RunService.Heartbeat:Connect(function(DeltaTime)\n Timer += DeltaTime\n\n -- Only send events 60 times per second\n if Timer >= 1 / 60 then\n Timer = 0\n Zap.SendEvents()\n end\n end)\n\nNote that Zap uses `RunService.Heartbeat` and a 61 hz rate by default.\n\n### Default \u200b\n\n`false`\n\n### Options \u200b\n\n * `true`\n * `false`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `include_profile_labels` \u200b\n\nWhen enabled, microprofiler lables are added to the generated file to diagnose performance issues.\n\n### Default \u200b\n\n`false`\n\n### Options \u200b\n\n * `true`\n * `false`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `typescript_max_tuple_length` \u200b\n\nThe maximum non-nested length of tuples Zap can generate, with anything longer generating an array.\n\n### Default \u200b\n\n`10`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `typescript_enum` [`0.6.24+`] \u200b\n\nThis option allows the TypeScript output to generate `const enum` types instead of string literals.\n\n### Default \u200b\n\n`StringLiteral`\n\n### Example \u200b\n\nDisplay in Playground\n\n### Options \u200b\n\nIn the example:\n\nDisplay in Playground\n\n`\"StringLiteral\"` will generate the following TypeScript type:\n\nts\n\n type RoundStatus = \"Starting\" | \"Playing\" | \"Intermission\"\n\n`\"ConstEnum\"` will generate the following TypeScript type:\n\nts\n\n const enum RoundStatus {\n Starting,\n Playing,\n Intermission\n\nWARNING\n\nBecause `const enum` emits numbers by default when compiled, setting `typescript_enum` to the `ConstEnum` option **will change** the Luau output to **accept numbers instead of strings** for an `enum`.\n\nIf you do not want this behavior use `\"StringConstEnum\"` or the default of `\"StringLiteral\"`.\n\n`\"StringConstEnum\"` will generate the following TypeScript type:\n\nts\n\n const enum RoundStatus {\n Starting = \"Starting\",\n Playing = \"Playing\",\n Intermission = \"Intermission\"\n\n## `yield_type` \u200b\n\nThis option changes the way functions yield in zap.\n\n### Default \u200b\n\n`\"yield\"`\n\n### Options \u200b\n\nINFO\n\nThe `\"future\"` option is not avaliable when `typescript` is enabled.\n\n * `\"yield\"`\n * `\"future\"`\n * `\"promise\"`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `async_lib` \u200b\n\nINFO\n\nThis option is not required when `yield_type` is set to `yield`\n\nWARNING\n\nWhen using `typescript`, provide the path to the RuntimeLib.\n\nThis option provides the async library to Zap. The option must include a `require` statement, as it will be fed directly into the Luau code.\n\nWhen using Futures, you must provide a path to [Future by red-blox](https://github.com/red-blox/Util/tree/main/libs/Future). As of writing, there are no other future libraries for Roblox.\n\nZap is also compatible with almost any Promise library. Some common examples are:\n\n * [Promise by evaera](https://github.com/evaera/roblox-lua-promise/)*\n * [Promise by Quenty](https://github.com/Quenty/NevermoreEngine/tree/main/src/promise)\n * [Promise by red-blox](https://github.com/red-blox/Util/tree/main/libs/Promise)\n\n*The default in roblox-ts.\n\n### Default \u200b\n\nThe path is empty.\n\n### Example \u200b\n\nDisplay in Playground\n\n## `tooling` \u200b\n\nThis option determines if Zap should generate a file to allow it to inteface with other tooling. More information on this feature can be found on the [tooling intergration](https://zap.redblox.dev/usage/tooling.html) page.\n\n### Default \u200b\n\n`false`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `tooling_output` \u200b\n\nThis options allows you to configure where Zap will output its generated [tooling code](https://zap.redblox.dev/usage/tooling.html). If you're not using the CLI these options can be ignored.\n\nThe path is relative to the configuration file and should point to a lua(u) file.\n\n### Default \u200b\n\nDisplay in Playground\n\n### Example \u200b\n\nDisplay in Playground\n\nor\n\nDisplay in Playground\n\n## `tooling_show_internal_data` \u200b\n\nThis option will add an additional element to the start of the [arguments array](https://zap.redblox.dev/usage/tooling.html#tooling-format-returns) returned by the [tooling intergration](https://zap.redblox.dev/usage/tooling.html) function. More information on its structure can be found [here](https://zap.redblox.dev/usage/tooling.html#tooling-format-returns).\n\n### Default \u200b\n\n`false`\n\n### Example \u200b\n\nDisplay in Playground\n\n## `disable_fire_all` \u200b\n\nThis option determines if Zap should generate a `.FireAll` method on the server side. This is useful to turn off to prevent footguns if you're only ever sending events to loaded players.\n\n### Default \u200b\n\n`false`\n\n### Example \u200b\n\nDisplay in Playground", "tokens": 1965, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/intro/getting-started.html", "text": "# Getting Started \u200b\n\n## Installation \u200b\n\nFor users who wish to use Zap as a CLI, you can download the latest release from [GitHub Releases](https://github.com/red-blox/zap/releases/), or you can install it using [aftman](https://github.com/lpghatguy/aftman):\n\nbash\n\n aftman add red-blox/zap\n\nYou can also use Zap in Studio with the community-made [Zappy](https://github.com/Ultrasonic1209/Zappy/) plugin.\n\nAlternatively you can use the [web playground](https://zap.redblox.dev/playground) and move the generated files into your project.\n\n## Writing Your First Network Description \u200b\n\nZap's IDL (Interface Description Language) is very simple, and you'll learn more about it further in this guide. For now, here's a simple example:\n\nDisplay in Playground\n\n## Generating Code \u200b\n\nIf you're using the playground your code will be generated automatically on every change. If you're using the CLI you can generate code by running:\n\nbash\n\n zap path/to/config.zap\n\nThis will generate two files, `path/to/server/output.luau` and `path/to/client/output.luau`. You can then use these files in your project.\n\n## Using the API \u200b\n\nZap's generated files return a table with all of their events. You can use this table to connect to events and fire them.", "tokens": 294, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/config/functions.html", "text": "# Functions \u200b\n\nFunctions are another method of communication where the client can send arguments and have them returned by the server. For security, Zap only supports Client -> Server -> Client functions, not Server -> Client -> Server.\n\n## Defining Functions \u200b\n\nFunctions are defined in your config file using the `funct` keyword.\n\nDisplay in Playground\n\nAs you can see they have three fields. Let's go over them one by one:\n\n### `call` \u200b\n\nThis field determines how the function is listened to on the server. The function will take the `args` as parameters and return `rets`.\n\n * `Async` functions can be listened to by one function, and they are called asynchronously.\n * `Sync` functions can be listened to by one function, and they are called synchronously.\n\nDANGER\n\nSynchronous functions are not recommended, and should only be used when performance is critical.\n\n * If a synchronous function callback yields it will cause **undefined and game-breaking behavior**.\n * If a synchronous function callback errors it will cause **the packet to be dropped**.\n\nUse synchronous functions with extreme caution.\n\n### `args` \u200b\n\nThis field determines the data that is sent to the server. It can be any [Zap type](https://zap.redblox.dev/config/types.html).\n\n * If the client doesn't send any data, the `args` field should be excluded.\n * Parameter names and parentheses are optional to preserve backwards compatibility. If parantheses are excluded, the function can only have one unnamed parameter.\n\nDisplay in Playground\n\n### `rets` \u200b\n\nThis field determines the data that is sent back to the client from the server. It can be any [Zap type](https://zap.redblox.dev/config/types.html).\n\n * If the server doesn't return any data, the `rets` field should be excluded.\n * Unlike `args`, `rets` cannot be named.\n * The function can return multiple values by separating each type with a comma and wrapping them all in parentheses:\n\nDisplay in Playground", "tokens": 417, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/config/types.html", "text": "# Types \u200b\n\n## Range Syntax \u200b\n\nIn some cases using the entire range of numbers isn't desirable and you'd rather limit the range. This can be done by using Zap's range syntax. This syntax will be very similar for users of Rust.\n\nA full range is written by giving a minimum and maximum, separated by two dots. This looks like `0..100`.\n\nOne sided ranges are ranges where only the minimum or maximum is given. These look like `0..` or `..100`.\n\nExact ranges can be written by only giving the exact number, such as `0` or `100`.\n\nRanges can be written with no constraints by giving no minimum or maximum. This looks like `..`.\n\n#### As a recap: \u200b\n\nRange| Min| Max\n---|---|---\n`0..100`| 0| 100\n`0..`| 0| \u221e\n`..100`| -\u221e| 100\n`0`| 0| 0\n`100`| 100| 100\n`..`| -\u221e| \u221e\n\nTIP\n\nRemember that ranges are always inclusive on the min and max.\n\n## Numbers \u200b\n\nZap supports all buffer number types, signed integer, unsigned integer, and floating point.\n\n### Signed Integers \u200b\n\nSigned integers are standard integers. They can be positive and negative.\n\nType| Min Value| Max Value\n---|---|---\n`i8`| -128| 127\n`i16`| -32,768| 32,767\n`i32`| -2,147,483,648| 2,147,483,647\n\n### Unsigned Integers \u200b\n\nUnsigned integers are positive integers.\n\nType| Min Value| Max Value\n---|---|---\n`u8`| 0| 255\n`u16`| 0| 65,535\n`u32`| 0| 4,294,967,295\n\n### Floating Point Numbers \u200b\n\nFloating point numbers are numbers with a decimal point. They can be positive and negative.\n\nBuffers support `f32` and `f64` floating point numbers, but unlike integers these numbers do not have a hard range. Instead the size determines the precision of the number. Determining what precision you need is out of scope for this documentation.\n\n`f64`s are able to store integers accurately up to `2^53` (9,007,199,254,740,992). This is larger than the maximum value of `u32`, but also twice the size.\n\nIt should also be noted that the type of numbers in Luau is `f64`.\n\n### Constraining Numbers \u200b\n\nNumbers can be constrained by placing a range within parenthesis after the number type. For example, if you wanted to constrain a `u8` between `0` and `100` you could do:\n\nDisplay in Playground\n\n## Strings \u200b\n\nStrings come in two variants: `string.utf8` for UTF-8 encoded strings, and `string.binary` for arbitrary binary strings. For example:\n\nDisplay in Playground\n\nDisplay in Playground\n\nThe length of strings can be constrained by placing a range within parenthesis after the string type. For example, if you wanted to constrain a UTF-8 string between `3` and `20` characters (like a username) you could do:\n\nDisplay in Playground\n\nOr for a binary string:\n\nDisplay in Playground\n\nWARNING\n\nIt's possible for usernames to exceed 20 characters under certain circumstances.\n\n## Unknown \u200b\n\nThe keyword `unknown` represents data of a type that can't be known until runtime. For values that can be one of multiple known types, use tagged enums instead.\n\n## Arrays \u200b\n\nArrays are defined as a type followed by square brackets. For example an array of `u8`s would be:\n\nDisplay in Playground\n\nThe length of arrays can be constrained by placing a range within the square brackets. For example if you wanted to constrain the length of an array between `10` and `20` items you could do:\n\nDisplay in Playground\n\n## Maps \u200b\n\nMaps are objects that have keys of one type, and values of another type.\n\nMaps are defined using the `map` keyword, followed by a Luau-like map syntax. For example, a map of `string` keys and `u8` values would look like:\n\nDisplay in Playground\n\n## Sets \u200b\n\nSets are equivalent to a map where all values are `true`, and are defined using the `set` keyword. For example, a map of `string` keys to `true` would look like:\n\nDisplay in Playground\n\n## Enums \u200b\n\nZap has two types of enums, unit enums and tagged enums.\n\n### Unit Enums \u200b\n\nUnit enums are used to represent a set of possible values. They are defined using the `enum` keyword, followed by a set of possible string values. For example, a unit enum representing the status of a round would look like:\n\nDisplay in Playground\n\nThis code would then create the Luau type:\n\nlua\n\n type RoundStatus = \"Starting\" | \"Playing\" | \"Intermission\"\n\n### Tagged Enums \u200b\n\nTagged enums will be very familiar to Rust users.\n\nTagged enums are a set of possible variants, each with attached data. They are defined using the `enum` keyword, followed by a string which is the tag field name. After the tag field name, a set of variants are defined. Each variant is defined by a string tag, followed by a struct. Variants must be separated by a comma. Trailing commas are allowed.\n\nDisplay in Playground\n\nThis code would create the Luau type:\n\nlua\n\n type t = { type: \"number\", value: number }\n | { type: \"string\", value: string }\n | { type: \"boolean\", value: boolean }\n\nTagged enums allow you to pass different data depending on a variant. They are extremely powerful and can be used to represent many different types of data.\n\n## Structs \u200b\n\nStructs are similar to Interfaces, and are a collection of statically named fields with different types.\n\nTo define a struct, use the `struct` keyword followed by a Luau interface-like syntax. For example, a struct representing an item in a shop would look like:\n\nDisplay in Playground\n\n## Instances \u200b\n\nRoblox Instances can be passed through Zap.\n\nDANGER\n\nIf a non-optional instance results in `nil` when received, it will cause a deserialize error and the packet will be dropped. Instances are turned into `nil` when they don't exist on the reciever - for example: an instance from the server that isn't streamed into a client or an instance that only exists on the client.\n\nImmediately before making important changes (such as deletion or parenting to non-replicated storage) to non-optional `Instance`s that are referenced in events fired to clients, consider calling `SendEvents` to flush the outgoing queue. This way, even with batching, your Zap events are guaranteed to arrive before deletion replicates.\n\nIf you want to send an instance that may not exist, you must make it optional.\n\nDisplay in Playground\n\nYou can also specify what kind of instance you want to accept by using dot notation with the class name, for example:\n\nDisplay in Playground\n\nClasses that inherit your specified class will be accepted, for example `Part`.\n\n## CFrames \u200b\n\nZap supports sending CFrames. There are two types of CFrame you may send - a regular `CFrame`, and an `AlignedCFrame`.\n\nCFrame rotation matrices are compressed using the axis-angle representation.\n\nDANGER\n\nCFrames are orthonormalized when sent. If you need to send a CFrame that is not orthogonal, i.e. one that does not have a valid rotation matrix, it is recommended to send the components and reconstruct it on the other side. Note that use cases for this are exceedingly rare and you most likely will not have to worry about this, as the common CFrame constructors only return orthogonal CFrames.\n\n### Aligned CFrames \u200b\n\nWhen you know that a CFrame is going to be axis-aligned, it is preferrable to use the `AlignedCFrame` type.\n\nIt uses much less bandwidth, as the rotation can just be represented as a single byte Enum of the possible axis aligned rotations.\n\nYou can think of an axis-aligned CFrame as one whose LookVector, UpVector, and RightVector all align with the world axes in some way. Even if the RightVector is facing upwards, for example, it would still be axis-aligned.\n\nPosition does not matter at all, only the rotation.\n\nDANGER\n\nIf the CFrame is not axis aligned then Zap will throw an error, so make sure to use this type carefully! Don't let this dissuade you from using it though, as the bandwidth savings can be significant.\n\nHere are some examples of axis-aligned CFrames.\n\nlua\n\n local CFrameSpecialCases = {\n CFrame.Angles(0, 0, 0),\n CFrame.Angles(0, math.rad(180), math.rad(90)),\n CFrame.Angles(0, math.rad(-90), 0),\n CFrame.Angles(math.rad(90), math.rad(-90), 0),\n CFrame.Angles(0, math.rad(90), math.rad(180)),\n -- and so on. there are 24 of these in total.\n\n## Vectors `[0.6.17+]` \u200b\n\nZap supports `vector`s with any numeric components other than `f64`. The Z component is optional, and will result in a `0` if omitted.\n\nDisplay in Playground\n\nDisplay in Playground\n\nOmitting all components will emit `vector(f32, f32, f32)`.\n\nDisplay in Playground\n\nZap also supports serializing `Vector3`, and to not serialise the `Z` property of a `Vector3`, you can use the `Vector2` type.\n\n## DateTimes \u200b\n\nZap supports sending DateTimes. There are two types of DateTime you may send - a regular `DateTime`, and `DateTimeMillis`. DateTime sends the UnixTimestamp property of the DateTime object, with DateTimeMillis sending the UnixTimestampMillis property of the DateTime object.\n\n## Other Roblox Classes \u200b\n\nThe following Roblox Classes are also available as types in Zap:\n\n * `Color3`\n * `BrickColor`\n\n## Optional Types \u200b\n\nA type can be made optional by appending a `?` after the **whole type**, such as:\n\nDisplay in Playground\n\n## OR/Unions [0.6.20+] \u200b\n\nZap supports union types, or \"OR\" types. They work by checking the type of the data at runtime, and serializing it correspondingly. Since the type is checked at runtime, you're limited to using only one of the runtime type, that is you cannot have both `u8` and `u16`.\n\nFor example, the following type:\n\nDisplay in Playground\n\nWill check (& serialize the values separately) in the following way:\n\n 1. If it's `\"hello\"`\n 2. If it's `\"world\"`\n 3. If it's a table and it has `tag = \"one\"`\n 4. If it's a table and it has `tag = \"two\"`\n 5. If it's a string\n 6. If it's a number\n 7. If it's an instance, and of a Player\n 8. If it's an instance\n 9. If it's nil*\n 10. If all else fails, serialize it as `unknown`\n\n*Unions being optional is implied by containing `unknown`.\n\nAdditionally, you may not use optional types inside the union itself, rather you need to make the whole union optional.", "tokens": 2434, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/config/events.html", "text": "# Events \u200b\n\nEvents are the primary method of communication between the client and the server. Events are also what is exposed to the developer from Zap's generated API.\n\n## Defining Events \u200b\n\nEvents are defined in your config file using the `event` keyword.\n\nDisplay in Playground\n\nAs you can see they have four fields. Let's go over them one by one:\n\n### `from` \u200b\n\nThis field determines which side of the game can fire the event. It can be either `Server` or `Client`.\n\nAt this time Zap does not support two way events. As events have almost no overhead, feel free to add more events instead of using two way events.\n\n### `type` \u200b\n\nThis field determines the type of event. It can be either `Reliable` or `Unreliable`.\n\n * Reliable events are guaranteed to arrive at their destination in the order they were sent.\n * Unreliable events are not guaranteed to arrive at their destination, and they are not guaranteed to arrive in the order they were sent. Unreliable events also have a maximum size of 1000 bytes.\n\n### `call` \u200b\n\nThis field determines how the event is listened to on the receiving side.\n\n * `ManyAsync` events can be listened to by many functions, and they are called asynchronously.\n * `ManySync` events can be listened to by many functions, and they are called synchronously.\n * `SingleAsync` events can be listened to by one function per actor, and they are called asynchronously.\n * `SingleSync` events can be listened to by one function per actor, and they are called synchronously.\n * `Polling` `[0.6.18+]` events are received once per actor by iterating through `event.iter()`.\n\nDANGER\n\nSynchronous events are not recommended, and should only be used when performance is critical.\n\n * If a synchronous event callback yields it will cause **undefined and game-breaking behavior**.\n * If a synchronous event callback errors it will cause **the packet to be dropped**.\n\nUse synchronous events with extreme caution.\n\n### `data` \u200b\n\nThis field determines the data that is sent with the event. It can be any [Zap type](https://zap.redblox.dev/config/types.html).\n\n * If the event does not require any data, the `data` field should be excluded.\n * Parameter names and parentheses are optional to preserve backwards compatibility. If parantheses are excluded, the event can only have one unnamed parameter.\n\nDisplay in Playground", "tokens": 518, "type": "documentation"} {"repo": "1Axen/blink", "source_url": "https://zap.redblox.dev/intro/what-is-zap.html", "text": "# What is Zap? \u200b\n\nZap is a tool to generate highly efficient networking code for Roblox. It has no compromises on performance or developer experience. Zap takes a description of your data and event, and generates code specific to your game.\n\nAlready convinced? Head over to [getting started](https://zap.redblox.dev/intro/getting-started.html).\n\n## \u26a1 Performance \u200b\n\nZap is designed to be incredibly fast, but what does this mean in terms of networking?\n\n### Bandwidth Usage \u200b\n\nThe most important metric when it comes to networking is bandwidth usage. Zap packs all data into buffers, which on top of using less space for the same data, also compress when passed through RemoteEvents.\n\n### CPU Usage \u200b\n\nAll of this saved bandwidth comes at a cost, right? Not exactly. Zap generates code specific to your game, which means it can use the most efficient way to pack and unpack data. This means minimal branching and minimal calls.\n\n## \ud83e\uddd1\u200d\ud83d\udcbb Developer Experience \u200b\n\nZap has an unparalleled developer experience. From writing your network description to using the API, Zap is a joy to use.\n\n### Writing your Network Description \u200b\n\nZap's IDL is easy to learn and easy to use. It's simple while still being expressive and powerful. If you mess up, it's okay. Zap provides helpful error messages to get you back on track.\n\n### Using the API \u200b\n\nZap's API is fully typesafe, with Luau or TypeScript. You'll recieve full type checking and autocompletion in your editor.\n\n### Extended Type Support \u200b\n\nZap supports far more types than normal `RemoteEvent` serialization does. Maps with numbers or `Instance`s as keys are good examples.\n\n## \ud83d\udd12 Security \u200b\n\nZap is fully secure. Buffers make reverse engineering your game's networking much harder and Zap validates all data received.\n\n### Buffers \u200b\n\nBuffers are byte arrays that Zap uses to send data. They are _not_ human readable, and are much harder to reverse engineer than Roblox's self-describing encoding. Zap's encoded data changes based on the data being sent, which makes it even harder to read.\n\n### Validation \u200b\n\nZap validates all data recieved. If a client sends invalid data, Zap will catch it before it reaches your game code. This means you don't have to worry about malicious clients sending invalid data.", "tokens": 491, "type": "documentation"} {"repo": "centau/vide", "file_path": "README.md", "text": "Vide is a reactive Luau UI library inspired by [Solid](https://www.solidjs.com/).\n\n- Fully Luau typecheckable\n- Declarative and concise syntax.\n- Reactively driven.\n\n## Getting started\n\nRead the\n[crash course](https://centau.github.io/vide/tut/crash-course/1-introduction)\nfor a quick introduction to the library.\n\n## Code sample\n\n```luau\nlocal create = vide.create\nlocal source = vide.source\n\nlocal function Counter()\n local count = source(0)\n\n return create \"TextButton\" {\n Text = function()\n return \"count: \" .. count()\n end,\n\n Activated = function()\n count(count() + 1)\n end\nend", "tokens": 158, "type": "readme"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/", "text": "Skip to content\n\n# Vide\n\nA reactive UI library for Luau.\n\n[Tutorials](https://centau.github.io/vide/tut/crash-course/1-introduction.html)\n\n[API Reference](https://centau.github.io/vide/api/reactivity-core.html)", "tokens": 56, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/1-introduction", "text": "# Introduction \u200b\n\nThis is a tutorial that introduces the concepts and usage of Vide.\n\nVide is heavily inspired by [Solid](https://www.solidjs.com/).\n\n## Why Vide? \u200b\n\nVide'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.\n\nSome of Vide's main design choices:\n\n * Syntax minimal.\n * Data oriented.\n * Typechecking compatible.\n * Instance independent.\n\nVide'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.", "tokens": 137, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/api/reactivity-core.html", "text": "# Reactivity: Core \u200b\n\n## Scopes \u200b\n\nVide code can run in one of two scopes: [STABLE](https://centau.github.io/vide/api/reactivity-core#Scopes) or [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes).\n\n * Reactive scopes rerun if a source read within updates.\n * Stable scopes never rerun.\n * Reactive scopes cannot be created directly within another reactive scope.\n * When a scope is destroyed, all scopes created within are also destroyed.\n\nDifferent functions in Vide's API will run code in different scopes.\n\nWARNING\n\nYielding is not allowed in any stable or reactive scope. Strict mode will check for this.\n\n## root() [STABLE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nRuns a function in a new stable scope.\n\n * **Type**\n\nluau\n\n function root(fn: (Destructor) -> T...): (Destructor, T...)\n\n type Destructor = () -> ()\n\n * **Details**\n\nReturns a destructor and any values returned by the callback.\n\n## source() \u200b\n\nCreates a new source.\n\n * **Type**\n\nluau\n\n function source(value: T): Source\n\n type Source =\n () -> T -- get\n & (T) -> () -- set\n\n * **Details**\n\nCall the returned source with no argument to read its value. Call the returned source with an argument to set its value.\n\n * **Example**\n\nluau\n\n local count = source(0)\n print(count())-- 0\n count(count() + 1)\n print(count()) -- 1\n\n## effect() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nRuns a function in a new reactive scope.\n\n * **Type**\n\nluau\n\n function effect(fn: () -> ())\n\n * **Details**\n\nThe function is ran once immediately.\n\n * **Example**\n\nluau\n\n local count = source(1)\n\n effect(function()\n print(count())\n end)\n\n -- prints 1\n\n count(2)\n\n -- prints 2\n\n## derive() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nRuns a function in a new reactive scope to compute a value for new source.\n\n * **Type**\n\nluau\n\n function derive(fn: () -> T): () -> T\n\n * **Details**\n\nAnytime the reactive scope reruns, the output source value is set to what is returned.\n\nThe function is ran once immediately.\n\n * **Example**\n\nluau\n\n local count = source(0)\n local text = derive(function() return `count: {count()}` end)\n\n print(text()) -- \"count: 0\"\n\n count(1)\n\n print(text()) -- \"count: 1\"\n\nA `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.\n\nPure FunctionDerived Source\n\nluau\n\n local count = source(0)\n\n local text = function()\n print \"ran\"\n return `count: {count()}`\n end\n\n count(1)\n print(text()) -- prints \"ran\" followed by \"count: 1\"\n print(text()) -- prints \"ran\" followed by \"count: 1\"\n\nluau\n\n local count = source(0)\n\n local text = derive(function()\n print \"ran\"\n return `count: {count()}`\n end)\n\n count(1) -- prints \"ran\"\n print(text()) -- prints \"count: 1\"\n print(text()) -- prints \"count: 1\"", "tokens": 806, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/11-dynamic-scopes.html", "text": "# Dynamic Scopes \u200b\n\nEventually 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.\n\nThese 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.\n\nThe simplest example is using `show()`.\n\nluau\n\n local source = vide.source\n local create = vide.create\n local show = vide.show\n local root = vide.root\n\n function Button(props: { Text: string, Activated: () -> () })\n return create \"TextButton\" {\n Text = props.Text,\n Activated = props.Activated\n end\n\n function Menu()\n return create \"TextLabel\" {\n Text = \"This is a menu\"\n end\n\n function App()\n local toggled = source(false)\n\n return create \"ScreenGui\" {\n Button {\n Text = \"Toggle Menu\",\n Activated = function()\n toggled(not toggled())\n end\n },\n\n show(toggled, Menu)\n end\n\n root(function()\n App().Parent = game.StarterGui\n end)\n\nThis is a complete example of rendering UI which has a single button that toggles the opening of a menu.\n\nAnother common function is `indexes()`. This function creates a component for each index in a table.\n\nEach 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.\n\nluau\n\n local source = vide.source\n local create = vide.create\n local indexes = vide.indexes\n local root = vide.root\n\n local function Todo(props: {\n Text: () -> string,\n Position: number,\n Activated: () -> ()\n })\n return create \"TextButton\" {\n Text = function() return props.Position .. \": \" .. props.Text() end,\n LayoutOrder = props.Position,\n Activated = Activated\n end\n\n local function TodoList(props: { List: () -> Array })\n return create \"Frame\" {\n create \"UIListLayout\" {},\n\n indexes(props.List, function(text, i)\n return Todo {\n Text = text,\n Position = i,\n Activated = function() -- remove the todo when clicked\n local list = props.List()\n table.remove(list, i)\n props.List(list)\n end\n end)\n end\n\n function App()\n local list = source {\n \"finish the crash course\",\n \"star Vide's GitHub\"\n\n return create \"ScreenGui\" {\n TodoList { List = list },\n end\n\n root(function()\n App().Parent = game.StarterGui\n end)\n\nThe reactive graph for the above example:\n\nWhen you edit a table in a source, you must set that table again to actually update the source.\n\nluau\n\n local src = source { 1, 2 }\n local data = src()\n table.insert(data, 3) -- no effects will run\n src(data) -- effects will run\n\nAll 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.\n\nIf you have the following code, for example:\n\nlua\n\n local function Menu()\n return create \"Frame\" {}\n end\n\n local toggled = source(true)\n\n create \"ScreenGui\" {\n show(toggled, function()\n return Menu {}\n end)\n\n toggled(false) -- menu will disappear immediately\n\nlua\n\n local function Menu(props: { Visible: () -> boolean })\n local transparency = spring(function()\n return if p.Visible then 0 else 1\n end\n\n return create \"Frame\" {\n BackgroundTransparency = transparency\n end\n\n local toggled = source(true)\n\n create \"ScreenGui\" {\n show(toggled, function(_, present)\n return Menu { p.Visible = present }, 3 -- give a generous 3 seconds for the spring to complete before destroying\n end)\n\n toggled(false)\n -- `present` will go `false` immediately\n -- transparency will begin being sprung\n -- after 3 seconds the scope is destroyed, giving the spring enough time to complete\n\nIf `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.", "tokens": 962, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/9-derived-source.html", "text": "# Derived Sources \u200b\n\nWe have seen the basic way to derive a source:\n\nluau\n\n local count = source(0)\n\n local text = function()\n return \"count: \" .. tostring(count())\n end\n\n print(text()) -- \"count: 0\"\n count(1)\n print(text()) -- \"count: 1\"\n\nHowever, 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.\n\nluau\n\n local source = vide.source\n local effect = vide.effect\n\n local count = source(0)\n\n local text = function()\n print \"ran\"\n return \"count: \" .. tostring(count())\n end\n\n effect(function() text() end)\n effect(function() text() end)\n\n count(1) -- prints \"ran\" x2\n\nTo avoid this, you can use `derive()` to derive a new source instead. This will 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.\n\nluau\n\n local source = vide.source\n local effect = vide.effect\n local derive = vide.derive\n\n local count = source(0)\n\n local text = derive(function()\n print \"ran\"\n return \"count: \" .. tostring(count())\n end)\n\n effect(function() text() end)\n effect(function() text() end)\n\n count(1) -- prints \"ran\" x1\n\nBecause `derive()` creates a reactive scope, it must be called within a stable scope, just like `effect()`.\n\nIf the recalculated value is the same as the old value, the derived source will not rerun the effects using it.\n\nThe reactive graph for the above example:\n\nDeriving a source in this manner is similar to creating an effect to update 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.", "tokens": 441, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/13-strict-mode.html", "text": "# Strict Mode \u200b\n\nWhile developing UI with Vide, you should use Vide's strict mode, which can be set with `vide.strict = true` once when you first require Vide. Strict mode will add extra safety checks and emit better error traces, particularly when errors occur in property bindings.\n\nStrict mode is automatically enabled when Vide is required in O0 or O1 optimization (default studio level). You can `vide.strict = false` if you do not want this.\n\nStrict 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 properly.\n\nluau\n\n local source = vide.source\n local effect = vide.effect\n\n vide.strict = true\n\n local count = source(0)\n\n local ran = 0\n effect(function()\n count()\n ran += 1\n end)\n\n print(ran) -- 2\n count(1)\n print(ran) -- 4\n\nA full list of what strict mode will do can be found [here](https://centau.github.io/vide/api/strict-mode.html).", "tokens": 241, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/8-implicit-effect.html", "text": "# Implicit Effects \u200b\n\nExplicitly creating effects to update properties is tedious. You can _implicitly_ create an effect to update properties instead.\n\nImplicit EffectExplicit Effect\n\nluau\n\n local create = vide.create\n local source = vide.source\n\n local function Counter()\n local count = source(0)\n\n return create \"TextButton\" {\n Activated = function()\n count(count() + 1)\n end,\n\n Text = function()\n return \"count: \" .. count()\n end\n end\n\nluau\n\n local create = vide.create\n local source = vide.source\n local effect = vide.effect\n\n local function Counter()\n local count = source(0)\n\n local instance = create \"TextButton\" {\n Activated = function()\n count(count() + 1)\n end\n\n effect(function()\n instance.Text = \"count: \" .. count()\n end)\n\n return instance\n end\n\nThis example is equivalent to the example seen on the previous page.\n\nInstead of explicitly creating an effect, assigning a (non-event) property a function will implicitly create an effect to update that property.\n\n## Children \u200b\n\nChildren 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.\n\nluau\n\n local items = source {\n create \"TextLabel\" { Text = \"A\" }\n\n local function List(props: { children: () -> { Instance } })\n return create \"Frame\" {\n create \"UIListLayout\" {},\n props.children\n end\n\n local list = List { children = items } -- creates a list with text label \"A\"\n\n items {\n create \"TextLabel\" { Text = \"B\" },\n create \"TextLabel\" { Text = \"C\" }\n\n -- this will automatically unparent text label \"A\", and parent labels \"B\" and \"C\"", "tokens": 422, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/14-concepts.html", "text": "# Concepts Summary \u200b\n\nA summary of all the concepts covered during the crash course.\n\n## Source \u200b\n\nA source of data.\n\nStores a single value that can be updated.\n\nCreated with `source()`.\n\n## Derived Source \u200b\n\nA new source composed of other sources.\n\nCreated with a plain function or with `derive()`.\n\n## Effect \u200b\n\nAnything that happens in response to a source update.\n\nCreated with `effect()`.\n\n## Stable Scope \u200b\n\nOne of the two types of Vide scopes.\n\nCreated by:\n\n * `root()`\n * `untrack()`\n * `show()`\n * `indexes()`\n\nStable scopes do not track sources and never rerun.\n\nNew stable or reactive scopes can be created within a stable scope.\n\n## Reactive Scope \u200b\n\nCreated by:\n\n * `effect()`\n * `derive()`\n\nReactive scopes do track sources and will rerun when those sources update.\n\nReactive scopes cannot be created within a reactive scope, but stable scopes can be created within a reactive scope.\n\n## Scope Cleanup \u200b\n\nWhen a scope is rerun or destroyed, all scopes created within it are automatically destroyed.\n\nAny functions queued by `cleanup()` are also ran.\n\n## Reactive Graph \u200b\n\nThe 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.\n\n### Code \u200b\n\nluau\n\n local count = source(0)\n\n root(function()\n local text = derive(function()\n return \"count: \" .. count()\n end)\n\n effect(function()\n print(text())\n end)\n end)\n\n### Graph resulting from code \u200b\n\nNotes:\n\n * Since `count` is a source, not an effect, it can exist outside of scopes.\n * An update to `count` will cause `text` to rerun, which then causes `effect` to rerun.\n * 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.", "tokens": 444, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/4-source.html", "text": "# Sources \u200b\n\nSources are special objects that store a single value and are the core of Vide's reactivity.\n\nA source can be created using `source()`.\n\nluau\n\n local source = vide.source\n\n local count = source(0)\n\nThe value passed to `source()` is the initial value of the source.\n\nThe value of a source can be set by calling it with an argument, and can be read by calling it with no arguments.\n\nluau\n\n count(count() + 1) -- increment count by 1\n\nSources can be _derived_ by wrapping them in functions.\n\nluau\n\n local count = source(0)\n\n local text = function()\n return \"count: \" .. tostring(count())\n end\n\n print(text()) -- \"count: 0\"\n count(1)\n print(text()) -- \"count: 1\"\n\nWhile the above can be achieved with plain variables, the use for sources will be obvious in the next part.", "tokens": 201, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/2-creation.html", "text": "# Creating UI \u200b\n\nInstances are created using `create()`.\n\nParentheses `()` can be omitted when calling functions with string or table literals for brevity.\n\nluau\n\n local create = vide.create\n\n return create \"ScreenGui\" {\n create \"Frame\" {\n AnchorPoint = Vector2.new(0.5, 0.5),\n Position = UDim2.fromScale(0.5, 0.5),\n Size = UDim2.fromScale(0.4, 0.7),\n\n create \"TextLabel\" {\n Text = \"hi\"\n },\n\n create \"TextLabel\" {\n Text = \"bye\"\n },\n\n create \"TextButton\" {\n Text = \"click me\",\n\n Activated = function()\n print \"clicked!\"\n end\n\nAssign 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.", "tokens": 205, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/7-reactive-component.html", "text": "# Reactive Components \u200b\n\nReactive components in Vide are created using sources and effects - sources to store the data, and effects to display the data.\n\nluau\n\n local create = vide.create\n local source = vide.source\n local effect = vide.effect\n\n local function Counter()\n local count = source(0)\n\n local instance = create \"TextButton\" {\n Activated = function()\n count(count() + 1)\n end\n\n effect(function()\n instance.Text = \"count: \" .. count()\n end)\n\n return instance\n end\n\nAbove is an example of a counter component, that when clicked, will increment its internal count, and automatically update its text to reflect that count.\n\nEach instance of `Counter()` will maintain its own independent count, since the count source is created inside the component.\n\nExternal sources can also be passed into components for them to use.\n\nluau\n\n local function CountDisplay(props: { count: () -> number })\n local count = props.count\n\n local instance = create \"TextLabel\" {}\n\n effect(function()\n instance.Text = \"count: \" .. count()\n end)\n\n return instance\n end\n\n local count = source(0)\n\n CountDisplay {\n count = count\n\n count(1) -- the CountDisplay component will update to display this count\n\nSources 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 stable scope.", "tokens": 310, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/10-cleanup.html", "text": "# Cleanup \u200b\n\nSometimes 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 queue a callback for the next time a reactive scope is rerun or destroyed, or when a stable scope is destroyed.\n\nluau\n\n local root = vide.root\n local source = vide.source\n local effect = vide.effect\n local cleanup = vide.cleanup\n\n local count = source(0)\n\n local destroy = root(function()\n effect(function()\n local x = count()\n cleanup(function() print(x) end)\n end)\n\n cleanup(function() print \"root destroyed\" end)\n end)\n\n count(1) -- prints \"0\"\n count(2) -- prints \"1\"\n destroy() -- prints \"2\" and \"root destroyed\"\n\nTIP\n\nRoblox 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.", "tokens": 276, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/12-actions.html", "text": "# Actions \u200b\n\nActions are special callbacks that you can pass along with properties, to run some code on an instance receiving them.\n\nluau\n\n local action = vide.action\n\n create \"TextLabel\" {\n Text = \"test\",\n\n action(function(instance)\n print(instance.Text)\n end)\n\n -- will print \"test\"\n\nActions can be wrapped with functions for reuse. Below is an example of an action used to listen for property changes:\n\nluau\n\n local action = vide.action\n local source = vide.source\n local effect = vide.effect\n local cleanup = vide.cleanup\n\n local function changed(property: string, callback: (new) -> ())\n return action(function(instance)\n local connection = instance:GetPropertyChangedSignal(property):Connect(function()\n callback(instance[property])\n end)\n\n -- remember to clean up the connection when the reactive scope the action\n -- is ran in is destroyed, so the instance can be garbage collected\n cleanup(connection)\n end)\n end\n\n local output = source \"\"\n\n local instance = create \"TextBox\" {\n changed(\"Text\", output)\n\n effect(function()\n print(output())\n end)\n\n instance.Text = \"foo\" -- \"foo\" will be printed by the effect\n\nThe source `output` will be updated with the new property value any time it is changed externally.", "tokens": 276, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/3-components.html", "text": "# Components \u200b\n\nVide encourages separating different parts of your UI into functions called _components_.\n\nA component is a function that creates and returns a piece of UI.\n\nThis is a way to separate your UI into small chunks that you can reuse and put together.\n\nButton.luauMenu.luau\n\nluau\n\n local create = vide.create\n\n local function Button(props: {\n Position: UDim2,\n Text: string,\n Activated: () -> ()\n })\n return create \"TextButton\" {\n BackgroundColor3 = Color3.fromRGB(50, 50, 50),\n TextColor3 = Color3.fromRGB(255, 255, 255),\n Size = UDim2.fromOffset(200, 150),\n\n Position = props.Position,\n Text = props.Text,\n Activated = props.Activated,\n\n create \"UICorner\" {}\n end\n\n return Button\n\nluau\n\n local create = vide.create\n\n local Button = require(Button)\n\n local function Menu()\n return create \"ScreenGui\" {\n Button {\n Position = UDim2.fromOffset(200, 200),\n Text = \"back\",\n Activated = function()\n print \"go to previous page\"\n end\n },\n\n Button {\n Position = UDim2.fromOffset(400, 200),\n Text = \"next\",\n Activated = function()\n print \"go to next page\"\n end\n end\n\nA single parameter `props` is used to pass properties to the component.", "tokens": 322, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/5-effect.html", "text": "# Effects \u200b\n\nEffects are functions that are ran in response to source updates. A source and effect is analogous to a signal and connection.\n\nEffects are created using `effect()`.\n\nluau\n\n local source = vide.source\n local effect = vide.effect\n\n local count = source(0)\n\n effect(function()\n print(\"count: \" .. count())\n end)\n\n -- \"count: 0\" printed\n count(1)\n -- \"count: 1\" printed\n\nAny source read inside an effect is tracked and will rerun the effect when that source is updated.\n\nThe effect runs its callback once immediately to initially figure out what sources are being read.\n\nDerived sources are also tracked, it does not matter how deeply nested inside a function a source is.\n\nluau\n\n local source = vide.source\n local effect = vide.effect\n\n local count = source(1)\n\n local doubled = function()\n return count() * 2\n end\n\n effect(function()\n print(\"doubled count: \" .. doubled())\n end)\n\n -- \"doubled count: 2\" printed\n count(2)\n -- \"doubled count: 4\" printed\n\nIf a source is updated with the same value it already had, it will not rerun effects depending on it.\n\nYou can also read from a source within an effect without the effect tracking it.\n\nluau\n\n local source = vide.source\n local effect = vide.effect\n local untrack = vide.untrack\n\n local a = source(0)\n local b = source(0)\n\n effect(function()\n print(`a: {a()} b: {untrack(b)}`)\n end)\n\n a(1) -- prints \"a: 1 b: 0\"\n b(1) -- prints nothing\n a(2) -- prints \"a: 2 b: 1\"", "tokens": 398, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/advanced/dynamic-scopes.html", "text": "# Dynamic Scopes \u200b\n\nDynamic 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.\n\nWhile 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.\n\n## Recreating [`show()`](https://centau.github.io/vide/api/reactivity-dynamic.html#show-reactive) \u200b\n\nThe most basic one, `show()`, can be implemented yourself like so:\n\nluau\n\n local function show(toggle: () -> unknown, component: () -> Instance)\n return derive(function()\n return if toggle() then untrack(component) else nil\n end)\n end\n\nThe 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.\n\nYou 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.\n\n## Recreating [`switch()`](https://centau.github.io/vide/api/reactivity-dynamic.html#switch-reactive) \u200b\n\nluau\n\n local function switch(key)\n return function(map)\n return derive(function()\n local component = map[key()]\n return if component then untrack(component) else nil\n end)\n end\n end\n\n## Recreating [`indexes()`](https://centau.github.io/vide/api/reactivity-dynamic.html#indexes-reactive) \u200b\n\nThis 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.\n\nluau\n\n local function indexes(\n input: () -> Map,\n transform: (value: () -> VI, index: I) -> VO\n )\n local index_caches = {} :: Map VI,\n destroy: () -> ()\n }?>\n\n -- destroy all scopes if the parent scope is destroyed\n cleanup(function()\n for _, cache in index_caches do\n assert(cache).destroy()\n end\n end)\n\n return derive(function()\n local new_input = input()\n\n -- destroy scopes of removed indexes\n for i, cache in index_caches do\n if new_input[i] == nil then\n assert(cache).destroy()\n index_caches[i] = nil\n end\n end\n\n -- create scopes or update sources of added or changed index values\n for i, v in new_input do\n local cache = index_caches[i]\n\n if cache == nil then -- no scope created for this index, create one\n local src = source(v)\n\n local destroy, result = root(function()\n return transform(src, i)\n end)\n\n index_caches[i] = {\n destroy = destroy,\n source = src,\n output = result,\n previous_input = v\n elseif cache.previous_input ~= v then -- scope exists, update source\n cache.previous_input = v\n cache.source(v)\n else -- scope exists and value has not changed; do nothing\n end\n end\n\n -- return the cached output values as an array\n local array = table.create(#index_caches)\n\n for _, cache in index_caches do\n table.insert(array, assert(cache).output)\n end\n\n return array\n end)\n end\n\nThough 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.", "tokens": 841, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/tut/crash-course/6-scope.html", "text": "# Scopes \u200b\n\nJust like how a signal's connection may need to be disconnected, a source's effect also may need to be disconnected.\n\nBut 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.\n\nThere are two types of scopes: stable and reactive.\n\n * A scope must be created within another scope.\n * Stable scopes never rerun.\n * Reactive scopes can rerun.\n * A reactive scope cannot be created within another reactive scope, only within a stable scope.\n\nAn exception to the first rule is `root()`, which creates the initial scope that you destroy manually with a destructor function it returns.\n\n`root()` creates a stable scope. `effect()` creates a reactive scope.\n\nWhenever a scope is destroyed, any scope created within that scope is also destroyed, and so on.\n\nluau\n\n local root = vide.root\n local source = vide.source\n local effect = vide.effect\n\n local count = source(0)\n\n local function setup()\n effect(function()\n print(count())\n end)\n end\n\n setup() -- error, effect() tried to create a reactive scope with no stable scope\n\n local destroy = root(setup) -- ok since effect() was called in a stable scope\n\n count(1) -- prints \"1\"\n count(2) -- prints \"2\"\n\n destroy()\n\n count(3) -- reactive scope created by effect() is destroyed, it does not rerun\n\nVide's reactivity can be represented graphically, as a _reactive graph_.\n\nThe reactive graph for the above example looks like so:\n\nWhen the stable `root()` scope is destroyed, the reactive `effect()` scope will also be destroyed since it was created within it.\n\nThis 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.\n\nYou 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.", "tokens": 484, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/api/reactivity-dynamic.html", "text": "# Reactivity: Dynamic Scopes \u200b\n\nDynamic scopes are scopes that are created or destroyed in response to source updates. Vide provides functions for some common use-cases for dynamic scopes.\n\n## show() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nShows a component if the source is truthy. Optionally shows a fallback component if the source is falsey.\n\n * **Type**\n\nluau\n\n function show(source: () -> unknown, component: Constructor): () -> T?\n function show(source: () -> unknown, component: Constructor, fallback: () -> U): () -> T | U\n\n type Constructor = () -> (T, number?)\n\n * **Details**\n\nCreates a reactive scope internally to detect source updates.\n\nThe component is run in a stable scope when truthy, otherwise the stable scope is destroyed.\n\nReturns a source holding an instance of the currently shown component or `nil` if no component is currently shown.\n\nDestruction of the scope can be delayed by returning the number of seconds to delay by, after the component.\n\n## switch() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nShows one of a set of components depending on a source and a mapping table.\n\n * **Type**\n\nluau\n\n function switch(source: () -> K): (map: Map>): () -> V?\n\n type Constructor = () -> (T, number?)\n\n * **Details**\n\nCreates a reactive scope internally to detect source updates.\n\nWhen 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.\n\nReturns a source holding an instance of the currently shown component or `nil` if no component is currently shown.\n\nDestruction of the scope can be delayed by returning the number of seconds to delay by, after the component.\n\n * **Example**\n\nluau\n\n local logged = source(false)\n\n local button = switch(logged) {\n [true] = function()\n return Button { Text = \"Log out\", Toggle = logged }\n end,\n\n [false] = function()\n return Button { Text = \"Log in\", Toggle = logged }\n end\n\n## indexes() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nShows a component for each index in a table.\n\n * **Type**\n\nluau\n\n function indexes(\n source: () -> Map,\n constructor: (value: () -> VI, index: KI) -> (VO, number?)\n ): Array\n\n * **Details**\n\nCreates a reactive scope internally to detect source updates.\n\nWhen the source table updates, a component is generated for each index in the table.\n\n * For any added index, the `constructor` function is run in a new stable scope to produce an instance that is cached.\n * For any removed index, the stable scope for that index is destroyed.\n\nThe `constructor` function is called with:\n\n 1. A _source containing the index's value_.\n 2. The _index itself_.\n\nAnytime an existing index's value changes, the `constructor` function is not rerun, instead, that index's corresponding source is updated with the new value.\n\nReturns a source holding an array of instances currently shown.\n\nDestruction of the scope can be delayed by returning the number of seconds to delay by, after the component.\n\n * **Example**\n\nluau\n\n type Item = {\n name: string,\n icon: number\n\n local items = source {} :: () -> Array\n\n local displays = indexes(items, function(item, i)\n return ItemDisplay {\n Name = function()\n return i .. \": \" .. item().name\n end,\n\n Image = function()\n return \"rbxassetid://\" .. item().icon\n end,\n end)\n\n## values() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nShows a component for each value in a table.\n\n * **Type**\n\nluau\n\n function values(\n source: () -> Map,\n constructor: (value: VI, index: () -> KI) -> (VO, number?)\n ): Array\n\n * **Details**\n\nOperates with the same idea as `indexes()`, but applied to values instead of indexes.\n\nCreates a reactive scope internally to detect source updates.\n\nWhen the source table updates, a component is generated for each value in the table.\n\n * For any added value, the `constructor` function is run in a new stable scope to produce an instance that is cached.\n * For any removed value, the stable scope for that value is destroyed.\n\nThe `constructor` function is called with:\n\n 1. The _value itself_.\n 2. A _source containing the value's index_.\n\nAnytime an existing value's index changes, the `constructor` function is not rerun, instead, that value's corresponding source is updated with the new index.\n\nReturns a source holding an array of instances currently shown.\n\nDestruction of the scope can be delayed by returning the number of seconds to delay by, after the component.\n\nWARNING\n\nHaving the same values appear multiple times in the input source table can cause unexpected behavior. Strict mode has checks for this.\n\n * **Example**\n\nluau\n\n type Item = {\n name: string,\n icon: number\n\n local items = source {} :: () -> Array\n\n local displays = values(items, function(item, i)\n return ItemDisplay {\n Name = function()\n return i() .. \": \" .. item.Name\n end\n\n Image = \"rbxassetid://\" .. item.icon,\n end)\n\n * **Extra**\n\nWhen should you use `indexes()` and `values()`?\n\n`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.\n\ne.g.\n\n * List of all players.\n * Inventory of items.\n * Chat message history.\n * Toast notifications.\n\n`indexes()` should be used in other cases, especially when your source table has primitive values. It maps an index to a UI element.\n\ne.g.\n\n * List of character or weapon stats.\n\nIn 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.", "tokens": 1445, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/api/animation.html", "text": "# Animation \u200b\n\n## spring() [REACTIVE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nReturns a new source with a value always moving torwards the input source value.\n\n * **Type**\n\nluau\n\n function spring(\n source: () -> T & Animatable,\n period: number = 1,\n damping_ratio: number = 1\n ): (() -> T, SpringControl)\n\n type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3 | Rect\n\n type SpringControl = ({\n position: T?,\n velocity: T?,\n impulse: T?\n }) -> ()\n\n * **Details**\n\nCreates a reactive scope internally to detect source updates.\n\nThe movement is physically simulated according to a [spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).\n\n`period` is the amount of time in seconds it takes for the spring to complete one full cycle if undamped.\n\n`damping_ratio` is the amount of resistance applied to the spring.\n\n * >1 = Overdamped - slowly reaches target without any overshoot.\n * 1 = Critically damped - reaches target without any overshoot.\n * <1 = Underdamped - reaches target with some overshoot.\n * 0 = Undamped - never stabilizes, oscillates forever.\n\nBy default, the spring solver is ran at 120 Hz in [`Heartbeat`](https://create.roblox.com/docs/reference/engine/classes/RunService#Heartbeat). 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.\n\nWARNING\n\nLarge periods or damping ratios can break the spring.", "tokens": 377, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/api/creation.html", "text": "# Element Creation \u200b\n\n## create() \u200b\n\nCreates a new UI element, applying any given properties.\n\n * **Type**\n\nluau\n\n function create(class: string): (Properties) -> Instance\n function create(instance: Instance): (Properties) -> Instance\n\n type Properties = Map\n\n * **Details**\n\nThe function can take either a `string` or an `Instance` as its first argument.\n\n * If given a `string`, a new instance with the same class name will be created.\n * If given an `Instance`, a new instance that is a clone of the given instance will be created.\n\nThis returns another function that is used to apply any properties to the new instance.\n\n * **Property setting rules**\n\n * **index is string:**\n * **value is function:**\n * **property is event:** connect function as callback\n * **property is not event:** create effect to update property\n * **value is not function:** set property to value\n * **index is number:**\n * **value is action:** run action\n * **value is table:** recurse table\n * **value is function:** create effect to update children\n * **value is instance:** set instance as child\n * **Example**\n\nBasic element creation.\n\nluau\n\n local frame = create \"TextButton\" {\n Name = \"Button\",\n Size = UDim2.fromOffset(200, 160),\n\n Activated = function()\n print \"clicked\"\n end,\n\n create \"UICorner\" {}\n\n## action() \u200b\n\nCreates a special object that can be passed to `create()` to invoke custom actions on instances.\n\n * **Type**\n\nluau\n\n function action((Instance) -> (), priority: number = 1): Action\n\n * **Details**\n\nWhen passed to `create()`, the function is called with the instance being created as the only argument. Actions take precedence over property and child assignments.\n\nA priority can be optionally specified to ensure certain actions run after other actions. Lower priority values are ran first.\n\n * **Example**\n\nAn action to listen to changed properties:\n\nluau\n\n local function changed(property: string, fn: (new) -> ())\n return action(function(instance)\n local cn = instance:GetPropertyChangedSignal(property):Connect(function()\n fn(instance[property])\n end)\n\n -- disconnect on scope destruction to allow gc of instance\n cleanup(function()\n cn:Disconnect()\n end)\n end)\n end\n\n local output = source \"\"\n\n create \"TextBox\" {\n -- will update the output source anytime the text property is changed\n changed(\"Text\", output)\n\n## changed() \u200b\n\nA wrapper for `action()` to listen for property changes.\n\n * **Type**\n\nluau\n\n function changed(property: string, fn: (unknown) -> ()): Action\n\n * **Details**\n\nWill run the given function immediately and whenever the property updates.\n\nThe function is called with the updated property value.\n\nRuns with an action priority of 1.\n\n## mount() [STABLE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nRuns a function in a new stable scope and optionally applies its result to a target instance.\n\n * **Type**\n\nluau\n\n function mount(component: () -> T, target: Instance?): () -> ()\n\n * **Details**\n\nThis is a utility for `root()` when parenting a component to an existing instance.\n\nThe result of the function is applied to a target in the same way properties are using `create()`.\n\nReturns a function that when called will destroy the stable scope.\n\n * **Example**\n\nluau\n\n local function App()\n return create \"ScreenGui\" {\n create \"TextLabel\" { Text = \"Vide\" }\n end\n\n local destroy = mount(App, game.StarterGui)", "tokens": 807, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/api/reactivity-utility.html", "text": "# Reactivity: Utility \u200b\n\n## cleanup() \u200b\n\nQueues a callback to run when a scope is reran or destroyed.\n\n * **Type**\n\nluau\n\n function cleanup(v: Function | Disconnectable | Destroyable | thread)\n\n type Function = () -> ()\n type Destroyable = { destroy: () -> () }\n type Disconnectable = { disconnect: () -> () }\n\n * **Example**\n\nluau\n\n local count = source(0)\n\n local destroy = root(function()\n effect(function()\n count()\n\n cleanup(function()\n print \"cleaned\"\n end)\n end)\n end\n\n -- nothing printed yet\n count(1) -- prints \"cleaned\"\n count(2) -- prints \"cleaned\"\n destroy() -- prints \"cleaned\"\n\n## untrack() [STABLE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nRuns a function in a new stable scope.\n\n * **Type**\n\nluau\n\n function untrack(source: () -> T): T\n\n * **Details**\n\nCan be used inside a reactive scope to read from sources you do not want tracked by the reactive scope.\n\n * **Example**\n\nluau\n\n local a = source(0)\n local b = source(0)\n\n local sum = derive(function()\n return a() + untrack(b)\n end)\n\n print(sum()) -- 0\n b(1) -- untracked so reactive scope created by derive() does not rerun\n print(sum()) -- 0\n a(1) -- reactive scope created by derive() reruns\n print(sum()) -- 2\n\n## read() \u200b\n\nUtility used to read a value that is either a primitive or a source.\n\n * **Type**\n\nluau\n\n function read(value: T | () -> T): T\n\n## batch() \u200b\n\nRuns a function where any source updates made within the function do not trigger effects until after the function ends.\n\n * **Type**\n\nluau\n\n function batch(fn: () -> ())\n\n * **Details**\n\nImproves performance when an effect depends on multiple sources, and those sources need to be updated.\n\n * **Example**\n\nluau\n\n local a = source(0)\n local b = source(0)\n\n effect(function()\n print(a() + b())\n end)\n\n -- prints \"0\"\n\n batch(function()\n a(1) -- no print\n b(2) -- no print\n end)\n\n -- prints \"3\"\n\n## context() [STABLE](https://centau.github.io/vide/api/reactivity-core#Scopes) \u200b\n\nCreates a new context.\n\n * **Type**\n\nluau\n\n function context(default: T): Context\n\n type Context =\n () -> T -- get\n & (T, () -> U) -> U -- set\n\n * **Details**\n\nCalling `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.\n\nThe new context is run under a stable scope.\n\n * **Example**\n\nluau\n\n local theme = context()\n\n local function Button()\n print(theme())\n end\n\n root(function()\n theme(\"light\", function()\n Button() -- prints \"light\"\n\n theme(\"dark\", function()\n Button() -- prints \"dark\"\n end)\n end)\n end)", "tokens": 741, "type": "documentation"} {"repo": "centau/vide", "source_url": "https://centau.github.io/vide/api/strict-mode.html", "text": "# Strict Mode \u200b\n\nStrict mode is library-wide and can get set by doing:\n\nluau\n\n vide.strict = true\n\nIt is automatically enabled when Vide is first required and not running in O2 optimization level.\n\nStrict mode is designed to help the development process by adding safety checks and identifying improper usage.\n\nCurrently, strict mode will:\n\n 1. Run reactive scopes twice when a source updates.\n 2. Throw an error if yields occur where they are not allowed.\n 3. Checks for `indexes()` and `values()` outputting primitive values.\n 4. Checks for `values()` input having duplicate values.\n 5. Checks for duplicate nested properties at same depth.\n 6. Checks for destruction of an active scope.\n 7. Better error reporting and stack traces.\n\nBy rerunning reactive scopes twice each time they update, it helps ensure that computations are pure, and that any cleanup is done correctly.\n\nAccidental yielding within reactive scopes can break Vide's reactive graph, which strict mode will catch.\n\nAs well as additional safety checks, Vide will dedicate extra resources to recording and better emitting stack traces where errors occur, particularly when implicit effects are created for instance property updating.\n\nIt 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.", "tokens": 295, "type": "documentation"} {"repo": "paradoxum-games/lyra", "file_path": "README.md", "text": "# Lyra\n\n Safe and simple player data management for Roblox\n\n Documentation \u00bb\n\nLyra makes it easy to safely and robustly manage your game's player data. It's designed to handle large amounts of data, prevent common game-breaking bugs, and make it easy to update your data format without breaking existing saves.\n\n## Early Development\n\nWhile Lyra has been tested and is used in production, it's still in early development. Some features, like transactions, while tested in controlled environments, have not yet been battle-tested in production at scale.\n\n**Avoid using Lyra in production games where data loss would be catastrophic until it has been tested more thoroughly.**\n\n## Features\n\n- **Transactions** - A powerful tool to implement features like trading, while making bugs like item duplication impossible\n- **Session Locking** - Prevents common bugs that lead to corruption and data loss\n- **Validation** - Ensures your data is always in a consistent state\n- **Auto-Sharding** - Handles large data by automatically splitting across multiple DataStore keys\n- **Migrations** - Update your data format without breaking existing saves\n- **Drop-in** - Import your existing data and switch over seamlessly\n\n## Quick Start\n\n```lua\nlocal store = Lyra.createPlayerStore({\n name = \"PlayerData\",\n template = {\n coins = 0,\n inventory = {},\n },\n schema = t.strictInterface({\n coins = t.number,\n inventory = t.table,\n }),\n})\n\n-- Load data when players join\nPlayers.PlayerAdded:Connect(function(player)\n store:loadAsync(player)\nend)\n\n-- Free up resources when players leave\nPlayers.PlayerRemoving:Connect(function(player)\n store:unloadAsync(player)\nend)\n\n-- Update data\nstore:updateAsync(player, function(data)\n data.coins += 100\n return true\nend)\n\n-- Atomic transactions\nstore:txAsync({player1, player2}, function(state)\n local amount = 50\n state[player1].coins -= amount\n state[player2].coins += amount\n return true\nend)\n\n## Installation\n\nAdd to your `wally.toml`:\n```toml\nLyra = \"paradoxum-games/lyra@0.6.0\"\n\nCheck out the [documentation](https://paradoxum-games.github.io/lyra/) for guides, examples, and API reference.", "tokens": 492, "type": "readme"} {"repo": "paradoxum-games/lyra", "source_url": "https://paradoxum-games.github.io/lyra/", "text": "### Data Safety\n\nSession locking prevents data corruption, atomic transactions enable safe trading, and built-in validation catches bad data before it's saved.\n\n### High Performance\n\nAuto-sharding handles large datasets, efficient DataStore usage minimizes costs, and automatic retries handle service limits gracefully.\n\n### Developer Friendly\n\nSchema migrations let you evolve your data format, drop-in compatibility makes switching easy, and type-safe APIs prevent common mistakes.", "tokens": 83, "type": "documentation"} {"repo": "MaximumADHD/sm64-roblox", "file_path": "README.md", "text": "# sm64-roblox\n\nA port of Super Mario 64's movement code into Roblox Luau (in `--!strict` mode), hosted as a [rojo](https://rojo.space) project. Based on the SM64 decompilation project hosted at: https://github.com/n64decomp/sm64\n\nI wanted to make this public as a curiousity for anyone who wanted to know how I pulled it off. It **does not include any animations, sounds, or assets from Nintendo**. I do provide some of the scripts I used when I originally ported animations from the SM64 ROM into R15 Roblox avatars, but they are no longer in use.\n\nOriginal game is hosted here:\nhttps://www.roblox.com/games/10238956318/funny-64-bit-platformer\n\n## Setting Up & Disclaimers\nThis project follows standard rojo conventions. You should install vscode and install the rojo extension, as well as the rojo plugin for Roblox Studio.\n\nAny bugs or behavioral quirks of the physics in this are intentional and will not be fixed. **No help will be provided for anything in here. It is NOT intended to be used as a foundation for new games and you're on your own if you choose to do so.**\n\n## Terms of Use\n\nYou *may* use this in your game, **but you must provide credit** to this repository and the SM64 Decompilation Project. I would **NOT** advise using it as a foundation for a platformer since it's very rigidly tied to the 30hz physics simulation code of Super Mario 64. It's weirdly programmed and not very intuitive to build off of.", "tokens": 349, "type": "readme"} {"repo": "ryanlua/satchel", "file_path": "README.md", "text": "Satchel\n\n [![Discord](https://discord.com/api/guilds/1162303282002272359/widget.png)](https://discord.gg/N2KEnHzrsW)\n\n> [!WARNING]\n> Satchel v1 is unmaintained to focus on v2 development. For a maintained alternative, see [Purse](https://purse.luau.page/).\n\nSatchel is a modern open-source alternative to Roblox's default backpack. Satchel aims to be more customizable and easier to use than the default backpack while still having a \"vanilla\" feel. Installation of Satchel is as simple as dropping the module into your game and setting up a few properties if you like to customize it. It has a familiar feel and structure as to the default backpack for ease of use for both developers and players.\n\n\n\n## Documentation\n\nSee the [documentation site](https://satchel.luau.page) for more about Satchel. Find guides on how to get started, learn about the API, understand what Satchel is, and more.\n\nIf you see anything wrong, open a new [documentation issue](https://github.com/ryanlua/satchel/issues/new?template=documentation_issue.yml).\n\n## Sponsors\n\nSpecial thanks for our sponsors for supporting Satchel and it's future development. We distribute Satchel and provide updates for free, for anyone to use or modify.\n\n \n \n\n Do Big Studios\n\n 5KFubi\n\n[Become a sponsor](https://github.com/sponsors/ryanlua)\n\n## Contributing\n\nWe welcome all contributions from the community. See the [contributing guidelines](.github/CONTRIBUTING.md) for details.\n\n## License\n\nSatchel is available under the Mozilla Public License 2.0 license. See [LICENSE.md](LICENSE.md) for details.", "tokens": 480, "type": "readme"} {"repo": "dphfox/Fusion", "file_path": "README.md", "text": "### Futuristic Luau for every universe.\n\nFusion is a portable Luau companion library for simpler, more descriptive code.\n\nWith Fusion, assemble straightforward chains of logic that are easy to understand,\npredict and debug. Make strong guarantees about what your code will or won't do.\nBuild joyfully custom-fitted APIs to interact with the world outside of your code.\n\nFusion provides batteries-included configuration for Roblox, and fantastic extensibility\nand integration for anything else Luau.\n\nPiqued your interest? [Get going in minutes with our on-rails tutorial.](https://elttob.uk/Fusion/latest/tutorials)\n\n## License\n\nFusion is licensed freely under MIT. Go do cool stuff with it, and if you feel\nlike it, give us a shoutout!", "tokens": 161, "type": "readme"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/", "text": "# Tutorials\n\nWelcome to the Fusion tutorial section! Here, you'll learn how to build great things with Fusion, even if you're a complete newcomer to the library.\n\nYou'll not only learn how Fusion's features work, but you'll also be presented with wisdom from those who've worked with some of the largest Fusion codebases today.\n\nBut first, some advice from the maintainers...\n\n** Fusion is pre-1.0 software. **\n\nWe _(the maintainers and contributors)_ work hard to keep releases bug-free and relatively complete, so it should be safe to use in production. Many people already do, and report fantastic results!\n\nHowever, we mark Fusion as pre-1.0 because we are working on the design of the library itself. We strive for the best library design we can deliver, which means breaking changes are common and sweeping.\n\nWith Fusion, you should expect:\n\n * upgrades to be frictionful, requiring code to be rethought\n * features to be superseded or removed across versions\n * advice or best practices to change over time\n\nYou should _also_ expect:\n\n * careful consideration around breakage, even though we reserve the right to do it\n * clear communication ahead of any major changes\n * helpful advice to answer your questions and ease your porting process\n\nWe hope you enjoy using Fusion!\n\n## What You Need To Know\u00b6\n\nThese tutorials assume:\n\n * That you're comfortable with the Luau scripting language.\n * These tutorials aren't an introduction to Luau! If you'd like to learn, check out the [Roblox documentation](https://create.roblox.com/docs).\n * That - if you're using Roblox features - you're familiar with how Roblox works.\n * You don't have to be an expert! Knowing about basic instances, events and data types will be good enough.\n\nBased on your existing knowledge, you may find some tutorials easier or harder. Don't be discouraged - Fusion's built to be easy to learn, but it may still take a bit of time to absorb some concepts. Learn at a pace which is right for you.\n\nBack to top", "tokens": 438, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/", "text": "# Rediscover the joy of coding.\u00b6\n\nCode is more dynamic, complex and intertwined than ever before. Errors cascade out of control, things update in the wrong order, and it's all connected by difficult, unreadable spaghetti.\n\nNo longer. Fusion introduces modern 'reactive' concepts for managing code, so you can spend more time getting your logic right, and less time implementing buggy boilerplate code connections.\n\nStarting from simple roots, concepts neatly combine and build up with very little learning curve. At every stage, you can robustly guarantee what your code will do, and when you come back in six months, your code is easy to pick back up.\n\n## Representing change\u00b6\n\nFusion introduces \u2018state objects\u2019. They aren\u2019t that complex, but allow you to write dynamic code that\u2019s highly readable, behaves predictably and splits into parts easily.\n\nState objects are used to represent changeable or dynamic values in your program. You can peek at their value at any time.\n\n -- For example, suppose this function returned a state object.\n local currentTimeObj = getCurrentTimeStateObject()\n\n -- State objects are objects...\n print(typeof(currentTimeObj)) --> table\n\n -- ...and you can peek at their value (or \u2018state\u2019) at any time.\n print(peek(currentTimeObj)) --> 0.0\n task.wait(5)\n print(peek(currentTimeObj)) --> 5.0\n\nYou can write out your logic using Fusion's built-in state objects. Here's the two basic ones, Value and Computed:\n\n -- Start tracking some new objects.\n local scope = Fusion:scoped()\n\n -- This creates a state object that you can set manually.\n -- You can change its value using myName:set().\n local myName = scope:Value(\"Daniel\")\n\n -- This creates a state object from a calculation.\n -- It determines its own value automatically.\n local myGreeting = scope:Computed(function(use)\n return \"Hello! My name is \" .. use(myName)\n end)\n\n -- Discard all the objects.\n scope:doCleanup()\n\nTo watch what a state object does, you can use an Observer. For example, you can run some code when an object changes value.\n\n -- This observer watches for when the greeting changes.\n local myObserver = scope:Observer(myGreeting)\n\n -- Let\u2019s print out the greeting when there\u2019s a new one.\n local disconnect = myObserver:onChange(function()\n print(peek(myGreeting))\n end)\n\n -- This will run the code above!\n myName:set(\"Danny\")\n\n## Building instances\u00b6\n\nFusion offers comprehensive APIs to build or enrich instances from code, so you can easily integrate with your game scripts.\n\nFusion provides dedicated functions to create instances. They allow you to easily configure your instance in one place.\n\n -- This will create a red part in the workspace.\n local myPart = scope:New \"Part\" {\n Parent = workspace,\n BrickColor = BrickColor.Red()\n\nThey offer powerful features to keep all your instance code close together. For example, you can listen for events or add children.\n\n -- This will create a rounded button.\n -- When you click it, it\u2019ll greet you.\n local myButton = scope:New \"TextButton\" {\n Text = \"Click me\",\n\n [OnEvent \"Activated\"] = function()\n print(\"Hello! I\u2019m a button.\")\n end,\n\n [Children] = scope:New \"UICorner\" {\n CornerRadius = UDim.new(1, 0)\n\nYou can also plug state objects in directly. The instance updates as the state object changes value.\n\n -- Creating a state object you can control...\n local message = scope:Value(\"Hello!\")\n\n -- Now you can plug that state object into the Text property.\n local myLabel = scope:New \"TextLabel\" {\n Text = message\n print(myLabel.Text) --> Hello!\n\n -- The Text property now responds to changes:\n message:set(\"Goodbye!\")\n print(myLabel.Text) --> Goodbye!\n\n## Animating anything\u00b6\n\nFusion gives you best-in-class tools to animate anything you can think of, completely out of the box.\n\nFusion lets you use tweens or physically based springs to animate any value you want - not just instance properties.\n\n -- This could be anything you want, as long as it's a state object.\n local health = scope:Value(100)\n\n -- Easily make it tween between values...\n local style = TweenInfo.new(0.5, Enum.EasingStyle.Quad)\n local tweenHealth = scope:Tween(health, style)\n\n -- ...or use spring physics for extra responsiveness.\n local springHealth = scope:Spring(health, 30, 0.9)\n\nTween and Spring are state objects, just like anything else that changes in your program. That means it's easy to process them afterwards.\n\n -- You can round the animated health to whole numbers.\n local wholeHealth = scope:Computed(function(use)\n return math.round(use(health))\n end)\n\n -- You can format it as text and put it in some UI, too.\n local myText = scope:New \"TextLabel\" {\n Text = scope:Computed(function(use)\n return \"Health: \" .. use(wholeHealth)\n end)\n\nYou can even configure your animations using state objects, too. This makes it easy to swap out animations or disable them when needed.\n\n -- Define some tweening styles...\n local TWEEN_FAST = TweenInfo.new(0.5, Enum.EasingStyle.Elastic)\n local TWEEN_SLOW = TweenInfo.new(2, Enum.EasingStyle.Sine)\n\n -- Choose more dramatic styles at low health...\n local style = scope:Computed(function(use)\n return if use(health) < 20 then TWEEN_FAST else TWEEN_SLOW\n end)\n\n -- Plug it right into your animation!\n local tweenHealth = scope:Tween(health, style)\n\n## Sparked your curiosity?\u00b6\n\nThose are the core features of Fusion, and they're the foundation of everything \\- whether it\u2019s complex 3D UI systems, procedural animation, or just a hello world app. It all fits on one page, and that's the magic. You don't have to keep relearning ever-more-complex tools as you scale up from prototype to product.\n\nIf you'd like to learn in depth, [we have a comprehensive beginner's tutorial track](https://elttob.uk/Fusion/0.3/tutorials), complete with diagrams, examples and code.\n\nWe would love to welcome you into our warm, vibrant community. Hopefully, we'll see you there :)\n\nBack to top", "tokens": 1393, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/error-safety/", "text": "# Error Safety\n\nCode can fail unexpectedly for many reasons. While Fusion tries to prevent many errors by design, Fusion can't stop you from trying to access data that doesn't exist, or taking actions that don't make sense to the computer.\n\nSo, you need to be able to deal with errors that happen while your program is running.\n\n## Fatality\u00b6\n\nAn error can be either _fatal_ or _non-fatal_ :\n\n * fatal errors aren't handled by anything, so they crash your program\n * non-fatal errors are handled by Fusion and let your program continue\n\nYou're likely familiar with fatal errors. You can create them with `error()`:\n\nLuau codeOutput\n\n print(\"before\")\n print(\"before\")\n print(\"before\")\n\n error(\"Kaboom!\")\n\n print(\"after\")\n print(\"after\")\n print(\"after\")\n\n before\n before\n before\n Main:7: Kaboom!\n Stack Begin\n Main:7\n Fusion.State.Computed:74 function update\n Fusion.State.Computed:166 function Computed\n Main:6\n Stack End\n\nYou can make it non-fatal by protecting the call, with `pcall()`:\n\nLuau codeOutput\n\n print(\"before\")\n print(\"before\")\n print(\"before\")\n\n pcall(function()\n error(\"Kaboom!\")\n end)\n\n print(\"after\")\n print(\"after\")\n print(\"after\")\n\n before\n before\n before\n after\n after\n after\n\n### Example\u00b6\n\nTo demonstrate the difference, consider how Fusion handles errors in state objects.\n\nState objects always run your code in a safe environment, to ensure that an error doesn't leave your state objects in a broken configuration.\n\nThis means you can broadly do whatever you like inside of them, and they won't cause a fatal error that stops your program from running.\n\nLuau codeOutput\n\n print(\"before\")\n print(\"before\")\n print(\"before\")\n\n scope:Computed(function()\n error(\"Kaboom!\")\n end)\n\n print(\"after\")\n print(\"after\")\n print(\"after\")\n\n before\n before\n before\n [Fusion] Error in callback: Kaboom!\n (ID: callbackError)\n ---- Stack trace ----\n Main:7\n Fusion.State.Computed:74 function update\n Fusion.State.Computed:166 function Computed\n Main:6\n\n Stack Begin\n Stack End\n after\n after\n after\n\nThese are _non-fatal_ errors. You don't _have_ to handle them, because Fusion will take all the necessary steps to ensure your program keeps running. In this case, the `Computed` object tries to roll back to the last value it had, if any.\n\n local number = scope:Value(1)\n local double = scope:Computed(function(use)\n local number = use(number)\n assert(number ~= 3, \"I don't like the number 3\")\n return number * 2\n end)\n\n print(\"number:\", peek(number), \"double:\", peek(double))\n --> number: 1 double: 2\n\n number:set(2)\n print(\"number:\", peek(number), \"double:\", peek(double))\n --> number: 2 double: 4\n\n number:set(3)\n print(\"number:\", peek(number), \"double:\", peek(double))\n --> number: 3 double: 4\n\n number:set(4)\n print(\"number:\", peek(number), \"double:\", peek(double))\n --> number: 4 double: 8\n\n### Be Careful\u00b6\n\nJust because your program continues running, doesn't mean that it will behave the way you expect it to. In the above example, the roll back gave us a nonsense answer:\n\n --> number: 3 double: 4\n\nThis is why it's still important to practice good error safety. If you expect an error to occur, you should always handle the error explicitly, and define what should be done about it.\n\n local number = scope:Value(1)\n local double = scope:Computed(function(use)\n local number = use(number)\n local ok, result = pcall(function()\n assert(number ~= 3, \"I don't like the number 3\")\n return number * 2\n end)\n if ok then\n return result\n else\n return \"failed: \" .. err\n end\n end)\n\nNow when the computation fails, it fails more helpfully:\n\n --> number: 3 double: failed: I don't like the number 3\n\nAs a general rule, your program should never error in a way that prints red text to the output.\n\n## Safe Expressions\u00b6\n\nFunctions like `pcall` and `xpcall` can be useful for catching errors. However, they can often make a lot of code clunkier, like the code above.\n\nTo help with this, Fusion introduces [safe expressions](https://elttob.uk/Fusion/0.3/api-reference/general/members/safe). They let you try and run a calculation, and fall back to another calculation if it fails.\n\n Safe {\n try = function()\n return -- a value that might error during calculation\n end,\n fallback = function(theError)\n return -- a fallback value if an error does occur\n end\n\nTo see how `Safe` improves the readability and conciseness of your code, consider this next snippet. You can write it using `Safe`, `xpcall` and `pcall` \\- here's how each one looks:\n\npcallxpcallSafe\n\n local double = scope:Computed(function(use)\n local ok, result = pcall(function()\n local number = use(number)\n assert(number ~= 3, \"I don't like the number 3\")\n return number * 2\n end)\n if ok then\n return result\n else\n return \"failed: \" .. err\n end\n end)\n\n local double = scope:Computed(function(use)\n local _, result = xpcall(\n function()\n local number = use(number)\n assert(number ~= 3, \"I don't like the number 3\")\n return number * 2\n end,\n function(err)\n return \"failed: \" .. err\n end\n )\n return result\n end)\n\n local double = scope:Computed(function(use)\n return Safe {\n try = function()\n local number = use(number)\n assert(number ~= 3, \"I don't like the number 3\")\n return number * 2\n end,\n fallback = function(err)\n return \"failed: \" .. err\n end\n end)\n\n`pcall` is the simplest way to safely handle errors. It's not entirely convenient because you have to check the `ok` boolean before you know whether the calculation was successful, which makes it difficult to use as part of a larger expression.\n\n`xpcall` is an improvement over `pcall`, because it lets you define the fallback value as a second function, and uses its return value as the result of the calculation whenever an error occurs. However, it still returns the `ok` boolean, which has to be explicitly discarded.\n\n`Safe` is an improvement over `xpcall`, because it does away with the `ok` boolean altogether, and _only_ returns the result. It also clearly labels the `try` and `fallback` functions so you can easily tell which one handles which case.\n\nAs a result of its design, `Safe` can be used widely throughout Fusion to catch fatal errors. For example, you can use it to conditionally render error components directly as part of a larger UI:\n\n [Children] = Safe {\n try = function()\n return scope:FormattedForumPost {\n -- ... properties ...\n end,\n fallback = function(err)\n return scope:ErrorPage {\n title = \"An error occurred while showing this forum post\",\n errorMessage = tostring(err)\n end\n\n### Non-Fatal Errors\u00b6\n\nAs before, note that _non-fatal_ errors aren't caught by `Safe`, because they do not cause the computation in `try()` to crash.\n\n -- The `Safe` is outside the `Computed`.\n -- It will not catch the error, because the `Computed` handles the error.\n local result = Safe {\n try = function()\n scope:Computed(function()\n error(\"Kaboom!\")\n end)\n return \"success\"\n end,\n fallback = function(err)\n return \"fail\"\n end\n\n print(result) --> success\n\nYou must move the `Safe` closer to the source of the error, as discussed before.\n\n -- The `Safe` and the the `Computed` have swapped places.\n -- The error is now caught by the `Safe` instead of the `Computed`.\n local result = scope:Computed(function()\n return Safe {\n try = function()\n error(\"Kaboom!\")\n return \"success\"\n end,\n fallback = function(err)\n return \"fail\"\n end\n end)\n\n print(peek(result)) --> fail\n\nBack to top", "tokens": 1930, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attributechange/", "text": "# AttributeChange -> [SpecialKey](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) \u00b6\n\n function Fusion.AttributeChange(\n attributeName: string\n ): SpecialKey\n\nGiven an attribute name, returns a [special key](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) which can listen to changes for attributes of that name.\n\nWhen paired with a callback in a [property table](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable), the special key connects the callback to the attribute's change event.\n\n## Parameters\u00b6\n\n### attributeName : string \u00b6\n\nThe name of the attribute that the special key should target.\n\n## Returns -> [SpecialKey](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) \u00b6\n\nA special key for listening to changes for attributes of that name.\n\nBack to top", "tokens": 211, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/components/", "text": "# Components\n\nYou can use functions to create self-contained, reusable blocks of code. In the world of UI, you may think of them as _components_ \\- though they can be used for much more than just UI.\n\nFor example, consider this function, which generates a button based on some `props` the user passes in:\n\n type UsedAs = Fusion.UsedAs\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Position: UsedAs?,\n AnchorPoint: UsedAs?,\n Size: UsedAs?,\n LayoutOrder: UsedAs?,\n ButtonText: UsedAs\n )\n return scope:New \"TextButton\" {\n BackgroundColor3 = Color3.new(0, 0.25, 1),\n Position = props.Position,\n AnchorPoint = props.AnchorPoint,\n Size = props.Size,\n LayoutOrder = props.LayoutOrder,\n\n Text = props.ButtonText,\n TextSize = 28,\n TextColor3 = Color3.new(1, 1, 1),\n\n [Children] = UICorner { CornerRadius = UDim2.new(0, 8) }\n end\n\nYou can call this function later to generate as many buttons as you need.\n\n local helloBtn = Button(scope, {\n ButtonText = \"Hello\",\n Size = UDim2.fromOffset(200, 50)\n })\n\n helloBtn.Parent = Players.LocalPlayer.PlayerGui.ScreenGui\n\nSince the `scope` is the first parameter, it can even be used with `scoped()` syntax.\n\n local scope = scoped(Fusion, {\n Button = Button\n })\n\n local helloBtn = scope:Button {\n ButtonText = \"Hello\",\n Size = UDim2.fromOffset(200, 50)\n\n helloBtn.Parent = Players.LocalPlayer.PlayerGui.ScreenGui\n\nThis is the primary way of writing components in Fusion. You create functions that accept `scope` and `props`, then return some content from them.\n\n## Properties\u00b6\n\nIf you don't say what `props` should contain, it might be hard to figure out how to use it.\n\nYou can specify your list of properties by adding a type to `props`, which gives you useful autocomplete and type checking.\n\n local function Cake(\n -- ... some stuff here ...\n props: {\n Size: Vector3,\n Colour: Color3,\n IsTasty: boolean\n )\n -- ... some other stuff here ...\n end\n\nNote that the above code only accepts constant values, not state objects. If you want to accept _either_ a constant or a state object, you can use the `UsedAs` type.\n\n type UsedAs = Fusion.UsedAs\n\n local function Cake(\n -- ... some stuff here ...\n props: {\n Size: UsedAs,\n Colour: UsedAs,\n IsTasty: UsedAs\n )\n -- ... some other stuff here ...\n end\n\nThis is usually what you want, because it means the user can easily switch a property to dynamically change over time, while still writing properties normally when they don't change over time. You can mostly treat `UsedAs` properties like they're state objects, because functions like `peek()` and `use()` automatically choose the right behaviour for you.\n\nYou can use the rest of Luau's type checking features to do more complex things, like making certain properties optional, or restricting that values are valid for a given property. Go wild!\n\nBe mindful of the angle brackets\n\nRemember that, when working with `UsedAs`, you should be mindful of whether you're putting things inside the angled brackets, or outside of them. Putting some things inside of the angle brackets can change their meaning, compared to putting them outside of the angle brackets.\n\nConsider these two type definitions carefully:\n\n -- A Vector3, or a state object storing Vector3, or nil.\n UsedAs?\n\n -- A Vector3?, or a state object storing Vector3?\n UsedAs\n\nThe first type is best for _optional properties_ , where you provide a default value if it isn't specified by the user. If the user _does_ specify it, they're forced to always give a valid value for it.\n\nThe second type is best if the property understands `nil` as a valid value. This means the user can set it to `nil` at any time.\n\n## Scopes\u00b6\n\nIn addition to `props`, you should also ask for a `scope`. The `scope` parameter should come first, so that your users can use `scoped()` syntax to create it.\n\n -- barebones syntax\n local thing = Component(scope, {\n -- ... some properties here ...\n })\n\n -- scoped() syntax\n local thing = scope:Component {\n -- ... some properties here ...\n\nIt's a good idea to provide a type for `scope`. This lets you specify what methods you need the scope to have.\n\n scope: Fusion.Scope\n\nIf you don't know what methods to ask for, consider these two strategies.\n\n 1. If you use common methods (like Fusion's constructors) then it's a safe assumption that the user will also have those methods. You can ask for a scope with those methods pre-defined.\n\n local function Component(\n scope: Fusion.Scope,\n props: {}\n )\n return scope:New \"Thing\" {\n -- ... rest of code here ...\n end\n\n 2. If you need more specific or niche things that the user likely won't have (for example, components you use internally), then you should not ask for those. Instead, create a new inner scope with the methods you need.\n\n local function Component(\n scope: Fusion.Scope,\n props: {}\n )\n local scope = scope:innerScope {\n SpecialThing1 = require(script.SpecialThing1),\n SpecialThing2 = require(script.SpecialThing2),\n\n return scope:SpecialThing1 {\n -- ... rest of code here ...\n end\n\nIf you're not sure which strategy to pick, the second is always a safe fallback, because it assumes less about your users and helps hide implementation details.\n\n## Modules\u00b6\n\nIt's common to save different components inside of different files. There's a number of advantages to this:\n\n * it's easier to find the source code for a specific component\n * it keep each file shorter and simpler\n * it makes sure components are properly independent, and can't interfere\n * it encourages reusing components everywhere, not just in one file\n\nHere's an example of how you could split up some components into modules:\n\nMain filePopUpMessageButton\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n\n local Fusion = require(game:GetService(\"ReplicatedStorage\").Fusion)\n local scoped, doCleanup = Fusion.scoped, Fusion.doCleanup\n\n local scope = scoped(Fusion, {\n PopUp = require(script.Parent.PopUp)\n })\n\n local ui = scope:New \"ScreenGui\" {\n -- ...some properties...\n\n [Children] = scope:PopUp {\n Message = \"Hello, world!\",\n DismissText = \"Close\"\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n 24\n 25\n 26\n 27\n 28\n 29\n 30\n\n local Fusion = require(game:GetService(\"ReplicatedStorage\").Fusion)\n type UsedAs = Fusion.UsedAs\n\n local function PopUp(\n scope: Fusion.Scope,\n props: {\n Message: UsedAs,\n DismissText: UsedAs\n )\n local scope = scope:innerScope {\n Message = require(script.Parent.Message),\n Button = require(script.Parent.Button)\n\n return scope:New \"Frame\" {\n -- ...some properties...\n\n [Children] = {\n scope:Message {\n Text = props.Message\n scope:Button {\n Text = props.DismissText\n end\n\n return PopUp\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n\n local Fusion = require(game:GetService(\"ReplicatedStorage\").Fusion)\n type UsedAs = Fusion.UsedAs\n\n local function Message(\n scope: Fusion.Scope,\n props: {\n Text: UsedAs\n )\n return scope:New \"TextLabel\" {\n AutomaticSize = \"XY\",\n BackgroundTransparency = 1,\n\n -- ...some properties...\n\n Text = props.Text\n end\n\n return Message\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n\n local Fusion = require(game:GetService(\"ReplicatedStorage\").Fusion)\n type UsedAs = Fusion.UsedAs\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Text: UsedAs\n )\n return scope:New \"TextButton\" {\n BackgroundColor3 = Color3.new(0.25, 0.5, 1),\n AutoButtonColor = true,\n\n -- ...some properties...\n\n Text = props.Text\n end\n\n return Button\n\nBack to top", "tokens": 2188, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope/", "text": "# Scope \u00b6\n\n export type Scope = {unknown} & Constructors\n\nA table collecting all objects created as part of an independent unit of code, with optional `Constructors` as methods which can be called.\n\nScopes are not unique\n\nFusion can recycle old unused scopes. This helps make scopes more lightweight, but it also means they don't uniquely belong to any part of your program.\n\nAs a result, you shouldn't hold on to scopes after they've been cleaned up, and you shouldn't use them as unique identifiers anywhere.\n\n## Learn More\u00b6\n\n * [Scopes tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/scopes)\n\nBack to top", "tokens": 153, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/memory/types/scopedobject/", "text": "# ScopedObject \u00b6\n\n export type ScopedObject = {\n scope: Scope?,\n destroy: () -> ()\n\nAn object designed for use with [scopes](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope).\n\nObjects satisfying this interface can be probed for information about their lifetime and how long they live relative to other objects satisfying this interface.\n\nThese objects are also recognised by [`doCleanup`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/docleanup).\n\n## Members\u00b6\n\n### scope : [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope)? \u00b6\n\nThe scope which this object was constructed with, or `nil` if the object has been destroyed.\n\nUnchanged until destruction\n\nThe `scope` is expected to be set once upon construction. It should not be assigned to again, except when the scope is destroyed - at which point it should be set to `nil` to indicate that it no longer exists inside of a scope. This is typically done inside of `oldestTask`.\n\n### oldestTask : unknown \u00b6\n\nThe value inside of `scope` representing the point at which the scoped object will be destroyed.\n\nUnchanged until destruction\n\nThe `oldestTask` is expected to be set once upon construction. It should not be assigned to again.\n\n`oldestTask` is typically a callback that cleans up the object, but it's typed ambiguously here as it is only used as a reference for lifetime analysis, representing the point beyond which the object can be considered completely destroyed. It shouldn't be used for much else.\n\n## Learn More\u00b6\n\n * [Scopes tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/scopes)\n\nBack to top", "tokens": 380, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/references/", "text": "# References\n\nAt some point, you might need to refer to another part of the UI. There are various techniques that can let you do this.\n\n local ui = scope:New \"Folder\" {\n [Children] = {\n scope:New \"SelectionBox\" {\n -- the box should adorn to the part, but how do you reference it?\n Adornee = ???,\n },\n scope:New \"Part\" {\n Name = \"Selection Target\",\n\n## Constants\u00b6\n\nThe first technique is simple - instead of creating the UI all at once, you can extract part of the UI that you want to reference later.\n\nIn practice, that means you'll move some of the creation code into a new `local` constant, so that you can refer to it later by name.\n\n -- the part is now constructed first, whereas before it was constructed second\n local selectionTarget = scope:New \"Part\" {\n Name = \"Selection Target\",\n\n local ui = scope:New \"Folder\" {\n [Children] = {\n scope:New \"SelectionBox\" {\n Adornee = selectionTarget\n },\n selectionTarget\n\nWhile this is a simple and robust technique, it has some disadvantages:\n\n * By moving parts of your UI code into different local variables, your UI will be constructed in a different order based on which local variables come first\n * Refactoring code in this way can be bothersome and inelegant, disrupting the structure of the code\n * You can't have two pieces of UI refer to each other cyclically\n\nConstants work well for trivial examples, but you should consider a more flexible technique if those disadvantages are relevant.\n\n## Value Objects\u00b6\n\nWhere it's impossible or inelegant to use named constants, you can use [value objects](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/values) to easily set up references.\n\nBecause their `:set()` method returns the value that's passed in, you can use `:set()` to reference part of your code without disrupting its structure:\n\n -- `selectionTarget` will show as `nil` to all code trying to use it, until the\n -- `:set()` method is called later on.\n local selectionTarget: Fusion.Value = scope:Value(nil)\n\n local ui = scope:New \"Folder\" {\n [Children] = {\n scope:New \"SelectionBox\" {\n Adornee = selectionTarget\n },\n selectionTarget:set(\n scope:New \"Part\" {\n Name = \"Selection Target\",\n )\n\nIt's important to note that the value object will briefly be `nil` (or whichever default value you provide in the constructor). This is because it takes time to reach the `:set()` call, so any in-between code will see the `nil`.\n\nIn the above example, the `Adornee` is briefly set to `nil`, but because `selectionTarget` is a value object, it will change to the part instance when the `:set()` method is called.\n\nWhile dealing with the brief `nil` value can be annoying, it is also useful, because this lets you refer to parts of your UI that haven't yet been created. In particular, this lets you create cyclic references.\n\n local aliceRef: Fusion.Value = scope:Value(nil)\n local bobRef: Fusion.Value = scope:Value(nil)\n\n -- These two `ObjectValue` instances will refer to each other once the code has\n -- finished running.\n local alice = aliceRef:set(\n scope:New \"ObjectValue\" {\n Value = bobRef\n )\n local bob = bobRef:set(\n scope:New \"ObjectValue\" {\n Value = aliceRef\n )\n\nValue objects are generally easier to work with than named constants, so they're often used as the primary way of referencing UI, but feel free to mix both techniques based on what your code needs.\n\nBack to top", "tokens": 825, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween/", "text": "# Tween -> [Tween](https://elttob.uk/Fusion/0.3/api-reference/animation/types/tween) \u00b6\n\n function Fusion.Tween(\n scope: Scope,\n goal: UsedAs,\n tweenInfo: UsedAs?\n ) -> Tween\n\nConstructs and returns a new [tween state object](https://elttob.uk/Fusion/0.3/api-reference/animation/types/tween).\n\nUse scoped() method syntax\n\nThis function is intended to be accessed as a method on a scope:\n\n local tween = scope:Tween(goal, info)\n\n## Parameters\u00b6\n\n### scope : [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) \u00b6\n\nThe [scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) which should be used to store destruction tasks for this object.\n\n### goal : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas) \u00b6\n\nThe goal that this object should follow. For best results, the goal should be [animatable](https://elttob.uk/Fusion/0.3/api-reference/animation/types/animatable).\n\n### info : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas)? \u00b6\n\nDetermines the easing curve that the motion will follow.\n\n## Returns -> [Tween](https://elttob.uk/Fusion/0.3/api-reference/animation/types/tween) \u00b6\n\nA freshly constructed tween state object.\n\n## Learn More\u00b6\n\n * [Tweens tutorial](https://elttob.uk/Fusion/0.3/tutorials/animation/tweens)\n\nBack to top", "tokens": 392, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/examples/cookbook/light-and-dark-theme/", "text": "# Light & Dark Theme\n\nThis example demonstrates how to create dynamic theme colours using Fusion's state objects.\n\n## Overview\u00b6\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n 24\n 25\n 26\n 27\n 28\n 29\n 30\n 31\n 32\n\n local Fusion = --initialise Fusion here however you please!\n local scoped = Fusion.scoped\n\n local Theme = {}\n\n Theme.colours = {\n background = {\n light = Color3.fromHex(\"FFFFFF\"),\n dark = Color3.fromHex(\"222222\")\n },\n text = {\n light = Color3.fromHex(\"222222\"),\n dark = Color3.fromHex(\"FFFFFF\")\n\n -- Don't forget to pass this to `doCleanup` if you disable the script.\n local scope = scoped(Fusion)\n\n Theme.current = scope:Value(\"light\")\n Theme.dynamic = {}\n for colour, variants in Theme.colours do\n Theme.dynamic[colour] = scope:Computed(function(use)\n return variants[use(Theme.current)]\n end)\n end\n\n Theme.current:set(\"light\")\n print(peek(Theme.dynamic.background)) --> 255, 255, 255\n\n Theme.current:set(\"dark\")\n print(peek(Theme.dynamic.background)) --> 34, 34, 34\n\n## Explanation\u00b6\n\nTo begin, this example defines a set of colours with light and dark variants.\n\n Theme.colours = {\n background = {\n light = Color3.fromHex(\"FFFFFF\"),\n dark = Color3.fromHex(\"222222\")\n },\n text = {\n light = Color3.fromHex(\"222222\"),\n dark = Color3.fromHex(\"FFFFFF\")\n\nA `Value` object stores which variant is in use right now.\n\n Theme.current = scope:Value(\"light\")\n\nFinally, each colour is turned into a `Computed`, which dynamically pulls the desired variant from the list.\n\n Theme.dynamic = {}\n for colour, variants in Theme.colours do\n Theme.dynamic[colour] = scope:Computed(function(use)\n return variants[use(Theme.current)]\n end)\n end\n\nThis allows other code to easily access theme colours from `Theme.dynamic`.\n\n Theme.current:set(\"light\")\n print(peek(Theme.dynamic.background)) --> 255, 255, 255\n\n Theme.current:set(\"dark\")\n print(peek(Theme.dynamic.background)) --> 34, 34, 34\n\nBack to top", "tokens": 606, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/fundamentals/observers/", "text": "# Observers\n\nWhen you're working with state objects, it can be useful to detect various changes that happen to them.\n\nObservers allow you to detect those changes. Create one with a state object to 'watch', then connect code to run using `:onChange()` or `:onBind()`.\n\n local observer = scope:Observer(health)\n local disconnect = observer:onChange(function()\n print(\"The new value is: \", peek(health))\n end)\n task.wait(5)\n disconnect()\n\n## Usage\u00b6\n\nTo create a new observer object, call `scope:Observer()` and give it a state object you want to detect changes on.\n\n 6\n 7\n 8\n\n local scope = scoped(Fusion)\n local health = scope:Value(5)\n local observer = scope:Observer(health)\n\nThe observer will watch the state object for changes until it's destroyed. You can take advantage of this by connecting your own code using the observer's different methods.\n\nThe first method is `:onChange()`, which runs your code when the state object changes value.\n\nLuau codeOutput\n\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n\n local observer = scope:Observer(health)\n\n print(\"...connecting...\")\n observer:onChange(function()\n print(\"Observed a change to: \", peek(health))\n end)\n\n print(\"...setting health to 25...\")\n health:set(25)\n\n ...connecting...\n ...setting health to 25...\n Observed a change to: 25\n\nBy default, the `:onChange()` connection is disconnected when the observer object is destroyed. However, if you want to disconnect it earlier, the `:onChange()` method returns an optional disconnect function. Calling it will disconnect that specific `:onChange()` handler early.\n\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n\n local disconnect = observer:onChange(function()\n print(\"The new value is: \", peek(health))\n end)\n\n -- disconnect the above handler after 5 seconds\n task.wait(5)\n disconnect()\n\nThe second method is `:onBind()`. It works identically to `:onChange()`, but it also runs your code right away, which can often be useful.\n\nLuau codeOutput\n\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n\n local observer = scope:Observer(health)\n\n print(\"...connecting...\")\n observer:onBind(function()\n print(\"Observed a change to: \", peek(health))\n end)\n\n print(\"...setting health to 25...\")\n health:set(25)\n\n ...connecting...\n Observed a change to: 5\n ...setting health to 25...\n Observed a change to: 25\n\n## What Counts As A Change?\u00b6\n\nIf you set the `health` to the same value multiple times in a row, you might notice your observer only runs the first time.\n\nLuau codeOutput\n\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n\n local observer = scope:Observer(health)\n\n observer:onChange(function()\n print(\"Observed a change to: \", peek(health))\n end)\n\n print(\"...setting health to 25 three times...\")\n health:set(25)\n health:set(25)\n health:set(25)\n\n ...setting health to 25 three times...\n Observed a change to: 25\n\nThis is because the `health` object sees that it isn't actually changing value, so it doesn't broadcast any updates. Therefore, our observer doesn't run.\n\nThis leads to improved performance because your code runs less often. Fusion applies these kinds of optimisations generously throughout your program.\n\nBack to top", "tokens": 858, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/members/child/", "text": "# Child -> [Child](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child) \u00b6\n\n function Fusion.Child(\n child: Child\n ): Child\n\nReturns the [child](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child) passed into it.\n\nThis function does no processing. It only serves as a hint to the Luau type system, constraining the type of the argument.\n\n## Parameters\u00b6\n\n### child : [Child](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child) \u00b6\n\nThe argument whose type should be constrained.\n\n## Returns -> [Child](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child) \u00b6\n\nThe argument with the newly cast static type.\n\n## Learn More\u00b6\n\n * [Parenting tutorial](https://elttob.uk/Fusion/0.3/tutorials/roblox/parenting)\n\nBack to top", "tokens": 218, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/animation/springs/", "text": "# Springs\n\nSprings follow the value of other state objects using a physical spring simulation. This can be used for 'springy' effects, or for smoothing out movement naturally without abrupt changes in direction.\n\n## Usage\u00b6\n\nTo create a new spring object, call `scope:Spring()` and pass it a state object to move towards:\n\n local goal = scope:Value(0)\n local animated = scope:Spring(goal)\n\nThe spring will smoothly follow the 'goal' state object over time.\n\nAs with other state objects, you can `peek()` at its value at any time:\n\n print(peek(animated)) --> 0.26425...\n\nTo configure how the spring moves, you can provide a speed and damping ratio to use. Both are optional, and both can be state objects if desired:\n\n local goal = scope:Value(0)\n local speed = 25\n local damping = scope:Value(0.5)\n local animated = scope:Spring(goal, speed, damping)\n\nYou can also set the position and velocity of the spring at any time.\n\n animated:setPosition(5) -- teleport the spring to 5\n animated:setVelocity(2) -- from here, move 2 units/second\n\nYou can use many different kinds of values with springs, not just numbers. Vectors, CFrames, Color3s, UDim2s and other number-based types are supported; each number inside the type is animated individually.\n\n local goalPosition = scope:Value(UDim2.new(0.5, 0, 0, 0))\n local animated = scope:Spring(goalPosition, 25, 0.5)\n\n## Damping Ratio\u00b6\n\nThe damping ratio (a.k.a damping) of the spring changes the friction in the physics simulation. Lower values allow the spring to move freely and oscillate up and down, while higher values restrict movement.\n\n### Zero damping\u00b6\n\nZero damping means no friction is applied, so the spring will oscillate forever without losing energy. This is generally not useful.\n\n### Underdamping\u00b6\n\nA damping between 0 and 1 means some friction is applied. The spring will still oscillate, but it will lose energy and eventually settle at the goal.\n\n### Critical damping\u00b6\n\nA damping of exactly 1 means just enough friction is applied to stop the spring from oscillating. It reaches its goal as quickly as possible without going past.\n\nThis is also commonly known as critical damping.\n\n### Overdamping\u00b6\n\nA damping above 1 applies excessive friction to the spring. The spring behaves like it's moving through honey, glue or some other viscous fluid.\n\nOverdamping reduces the effect of velocity changes, and makes movement more rigid.\n\n## Speed\u00b6\n\nThe speed of the spring scales how much time it takes for the spring to move. Doubling the speed makes it move twice as fast; halving the speed makes it move twice as slow.\n\n## Interruption\u00b6\n\nSprings do not share the same interruption problems as tweens. When the goal changes, springs are guaranteed to preserve both position and velocity, reducing jank:\n\nThis also means springs are suitable for following rapidly changing values:\n\nBack to top", "tokens": 654, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/fundamentals/values/", "text": "# Values\n\nNow that you understand how Fusion works with objects, you can create Fusion's simplest object.\n\nValues are objects which store single values. You can write to them with their `:set()` method, and read from them with the `peek()` function.\n\n local health = scope:Value(100)\n\n print(peek(health)) --> 100\n health:set(25)\n print(peek(health)) --> 25\n\n## Usage\u00b6\n\nTo create a new value object, call `scope:Value()` and give it a value you want to store.\n\n 2\n 3\n 4\n 5\n 6\n\n local Fusion = require(ReplicatedStorage.Fusion)\n local doCleanup, scoped = Fusion.doCleanup, Fusion.scoped\n\n local scope = scoped(Fusion)\n local health = scope:Value(5)\n\nFusion provides a global `peek()` function. It will read the value of whatever you give it. You'll use `peek()` to read the value of lots of things; for now, it's useful for printing `health` back out.\n\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n\n local Fusion = require(ReplicatedStorage.Fusion)\n local doCleanup, scoped = Fusion.doCleanup, Fusion.scoped\n local peek = Fusion.peek\n\n local scope = scoped(Fusion)\n local health = scope:Value(5)\n print(peek(health)) --> 5\n\nYou can change the value using the `:set()` method. Unlike `peek()`, this is specific to value objects, so it's done on the object itself.\n\n 6\n 7\n 8\n 9\n 10\n 11\n\n local scope = scoped(Fusion)\n local health = scope:Value(5)\n print(peek(health)) --> 5\n\n health:set(25)\n print(peek(health)) --> 25\n\n`:set()` returns the value you give it\n\nYou can use `:set()` in the middle of calculations:\n\n local myNumber = scope:Value(0)\n local computation = 10 + myNumber:set(2 + 2)\n print(computation) --> 14\n print(peek(myNumber)) --> 4\n\nThis is useful when building complex expressions. On a later page, you'll see one such use case.\n\nGenerally though, it's better to keep your expressions simple.\n\nValue objects are Fusion's simplest 'state object'. State objects contain a single value - their _state_ , you might say - and that single value can be read out at any time using `peek()`.\n\nLater on, you'll discover more advanced state objects that can calculate their value in more interesting ways.\n\nBack to top", "tokens": 596, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/animation/types/tween/", "text": "# Tween \u00b6\n\n export type Tween = StateObject & {\n kind: \"Tween\"\n\nA specialised [state object](https://elttob.uk/Fusion/0.3/api-reference/animation/types/stateobject) for following a goal state smoothly over time, using a `TweenInfo` to shape the motion.\n\nThis type isn't generally useful outside of Fusion itself.\n\n## Members\u00b6\n\n### kind : \"Tween\" \u00b6\n\nA more specific type string which can be used for runtime type checking. This can be used to tell types of state object apart.\n\n## Learn More\u00b6\n\n * [Tweens tutorial](https://elttob.uk/Fusion/0.3/tutorials/animation/tweens)\n\nBack to top", "tokens": 158, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/roblox/outputs/", "text": "# Outputs\n\n`Out` is a function that returns keys to use when hydrating or creating an instance. Those keys let you output a property's value to a `Value` object.\n\n local name = scope:Value()\n\n local thing = scope:New \"Part\" {\n [Out \"Name\"] = name\n\n print(peek(name)) --> Part\n\n thing.Name = \"Jimmy\"\n print(peek(name)) --> Jimmy\n\n## Usage\u00b6\n\n`Out` doesn't need a scope - import it into your code from Fusion directly.\n\n local Out = Fusion.Out\n\nWhen you call `Out` with a property name, it will return a special key:\n\n local key = Out(\"Activated\")\n\nWhen used in a property table, you can pass in a `Value` object. It will be set to the value of the property, and when the property changes, it will be set to the new value:\n\n local name = scope:Value()\n\n local thing = scope:New \"Part\" {\n [Out(\"Name\")] = name\n\n print(peek(name)) --> Part\n\n thing.Name = \"Jimmy\"\n print(peek(name)) --> Jimmy\n\nIf you're using quotes `'' \"\"` for the event name, the extra parentheses `()` are optional:\n\n local thing = scope:New \"Part\" {\n [Out \"Name\"] = name\n\n## Two-Way Binding\u00b6\n\nBy default, `Out` only _outputs_ changes to the property. If you set the value to something else, the property remains the same:\n\n local name = scope:Value()\n\n local thing = scope:New \"Part\" {\n [Out \"Name\"] = name -- When `thing.Name` changes, set `name`\n\n print(thing.Name, peek(name)) --> Part Part\n name:set(\"NewName\")\n task.wait()\n print(thing.Name, peek(name)) --> Part NewName\n\nIf you want the value to both _change_ and _be changed_ by the property, you need to explicitly say so:\n\n local name = scope:Value()\n\n local thing = scope:New \"Part\" {\n Name = name -- When `name` changes, set `thing.Name`\n [Out \"Name\"] = name -- When `thing.Name` changes, set `name`\n\n print(thing.Name, peek(name)) --> Part Part\n name:set(\"NewName\")\n task.wait()\n print(thing.Name, peek(name)) --> NewName NewName\n\nThis is known as two-way binding. Most of the time you won't need it, but it can come in handy when working with some kinds of UI - for example, a text box that users can write into, but which can also be modified by your scripts.\n\nBack to top", "tokens": 571, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/members/out/", "text": "# Out -> [SpecialKey](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) \u00b6\n\n function Fusion.Out(\n propertyName: string\n ): SpecialKey\n\nGiven an property name, returns a [special key](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) which can output values from properties of that name.\n\nWhen paired with a [value object](https://elttob.uk/Fusion/0.3/api-reference/state/types/value) in a [property table](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable), the special key sets the value when the property changes.\n\n## Parameters\u00b6\n\n### propertyName : string \u00b6\n\nThe name of the property that the special key should target.\n\n## Returns -> [SpecialKey](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) \u00b6\n\nA special key for outputting values from properties of that name.\n\n## Learn More\u00b6\n\n * [Outputs tutorial](https://elttob.uk/Fusion/0.3/tutorials/roblox/outputs)\n\nBack to top", "tokens": 258, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/get-started/installing-fusion/", "text": "# Installing Fusion\n\n## Install via Roblox\u00b6\n\nIf you are creating Luau experiences in Roblox Studio, then you can import a Roblox model file containing Fusion.\n\n * Head over to [Fusion's 'Releases' page](https://github.com/Elttob/Fusion/releases).\n * Click the 'Assets' dropdown to view the downloadable files:\n\n * Click on the `Fusion.rbxm` file to download it. This model contains Fusion.\n\n * Head into Roblox Studio to import the model; if you're just following the tutorials, an empty baseplate will do.\n * Right-click on `ReplicatedStorage`, and select 'Insert from File':\n\n * Select the `Fusion.rbxm` file you just downloaded. Y\n * You should see a 'Fusion' module script appear in `ReplicatedStorage`!\n\nNow, you can create a script for testing:\n\n * Create a `LocalScript` in `StarterGui` or `StarterPlayerScripts`.\n * Remove the default code, and paste the following code in:\n\n 1\n 2\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Fusion = require(ReplicatedStorage.Fusion)\n\n * Press 'Play' - if there are no errors, everything was set up correctly!\n\n## Install as Source Code\u00b6\n\nIf you're using pure Luau, or if you're synchronising external files into Roblox Studio, then you can use Fusion's source code directly.\n\n * Head over to [Fusion's 'Releases' page](https://github.com/Elttob/Fusion/releases).\n * Under 'Assets', download `Source code (zip)`. Inside is a copy of the Fusion GitHub repository.\n * Inside the zip, copy the `src` folder - it may be inside another folder.\n * Paste the `src` folder into your local project, wherever you keep your libraries\n * For example, you might paste it inside a `lib` or `shared` folder.\n * Rename the pasted folder from `src` to `Fusion`.\n\nOnce everything is set up, you should be able to `require()` Fusion in one of the following ways:\n\n -- Rojo\n local Fusion = require(ReplicatedStorage.Fusion)\n\n -- darklua\n local Fusion = require(\"../shared/Fusion\")\n\n -- vanilla Luau\n local Fusion = require(\"../shared/Fusion/init.luau\")\n\nBack to top", "tokens": 518, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/callbacks/", "text": "# Callbacks\n\nNormally, components are controlled by the code creating them. This is called top-down control, and is the primary flow of control in Fusion.\n\nHowever, sometimes components need to talk back to their controlling code, for example to report when button clicks occur.\n\n## In Luau\u00b6\n\nCallbacks are functions which you pass into other functions. They're useful because they allow the function to 'call back' into your code, so your code can do something in response:\n\n local function printMessage()\n print(\"Hello, world!\")\n end\n\n -- Here, we're passing `printMessage` as a callback\n -- `task.delay` will call it after 5 seconds\n task.delay(5, printMessage)\n\nIf your function accepts a callback, then you can call it like any other function. Luau will execute the function, then return to your code.\n\nIn this example, the `fiveTimes` function calls a callback five times:\n\nLuau codeOutput\n\n local function fiveTimes(\n callback: (number) -> ()\n )\n for x=1, 5 do\n callback(x)\n end\n end\n\n fiveTimes(function(num)\n print(\"The number is\", num)\n end)\n\n The number is 1\n The number is 2\n The number is 3\n The number is 4\n The number is 5\n\n## In Fusion\u00b6\n\nComponents can use callbacks the same way. Consider this button component; when the button is clicked, the button needs to run some external code:\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Position: UsedAs?,\n Size: UsedAs?,\n Text: UsedAs?\n )\n return scope:New \"TextButton\" {\n BackgroundColor3 = Color3.new(0.25, 0.5, 1),\n Position = props.Position,\n Size = props.Size,\n\n Text = props.Text,\n TextColor3 = Color3.new(1, 1, 1),\n\n [OnEvent \"Activated\"] = -- ???\n end\n\nIt can ask the controlling code to provide an `OnClick` callback in `props`.\n\n local button = scope:Button {\n Text = \"Hello, world!\",\n OnClick = function()\n print(\"The button was clicked\")\n end\n\nAssuming that callback is passed in, the callback can be passed directly into `[OnEvent]`, because `[OnEvent]` accepts functions. It can even be optional - Luau won't add the key to the table if the value is `nil`.\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Position: UsedAs?,\n Size: UsedAs?,\n Text: UsedAs?,\n OnClick: (() -> ())?\n )\n return scope:New \"TextButton\" {\n BackgroundColor3 = Color3.new(0.25, 0.5, 1),\n Position = props.Position,\n Size = props.Size,\n\n Text = props.Text,\n TextColor3 = Color3.new(1, 1, 1),\n\n [OnEvent \"Activated\"] = props.OnClick\n end\n\nAlternatively, we can call `props.OnClick` manually, which is useful if you want to do your own processing first:\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Position: UsedAs?,\n Size: UsedAs?,\n Text: UsedAs?,\n Disabled: UsedAs?,\n OnClick: (() -> ())?\n )\n return scope:New \"TextButton\" {\n BackgroundColor3 = Color3.new(0.25, 0.5, 1),\n Position = props.Position,\n Size = props.Size,\n\n Text = props.Text,\n TextColor3 = Color3.new(1, 1, 1),\n\n [OnEvent \"Activated\"] = function()\n if props.OnClick ~= nil and not peek(props.Disabled) then\n props.OnClick()\n end\n end\n end\n\nThis is the primary way components talk to their controlling code in Fusion.\n\n## Children Callbacks\u00b6\n\nThere's a special kind of callback that's often used when you need more control over the children you're putting inside of a component.\n\nWhen your component asks for `[Children]`, the controlling code will construct some children for you ahead of time, and pass it into that `[Children]` key. You don't have any control over what that process looks like.\n\n -- This snippet...\n local dialog = scope:Dialog {\n [Children] = {\n scope:Button {\n Text = \"Hello, world!\"\n },\n scope:Text {\n Text = \"I am pre-fabricated!\"\n\n -- ...is equivalent to this code.\n local children = {\n scope:Button {\n Text = \"Hello, world!\"\n },\n scope:Text {\n Text = \"I am pre-fabricated!\"\n\n local dialog = scope:Dialog {\n [Children] = children\n\nHowever, if your component asks for a callback instead, you can create those children on demand, as many times as you'd like, with whatever parameters you want to pass in.\n\nThis callback should be given a descriptive name like `Build`, `Render`, or whatever terminology fits your code base. Try and be consistent across all of your components.\n\n local dialog = scope:Dialog {\n -- Use a `scope` parameter here so that the component can change when these\n -- children are destroyed if it needs to. This is especially important for\n -- components that create multiple sets of children over time.\n Build = function(scope)\n return {\n scope:Button {\n Text = \"Hello, world!\"\n },\n scope:Text {\n Text = \"I am created on the fly!\"\n end\n\nWarning\n\nDon't use `[Children]` to store a function. In general, avoid using special keys unless you're actually passing the values through, because changing how a special key appears to behave can make code confusing to follow.\n\nIn this case, using a dedicated naming convention like `Build` ensures that users understand that their children are not being created ahead of time.\n\nChildren callbacks are especially useful if the controlling code needs more information to build the rest of the UI. For example, you might want to share some layout information so children can fit into the component more neatly.\n\n local dialog = scope:Dialog {\n Build = function(scope, textSize)\n return {\n scope:Button {\n Text = \"Hello, world!\",\n TextSize = textSize\n },\n scope:Text {\n Text = \"I am created on the fly!\",\n TextSize = textSize\n end\n\nThis is also useful for [sharing values to all children](https://elttob.uk/Fusion/0.3/tutorials/best-practices/sharing-values), which will be covered on a later page.\n\nBack to top", "tokens": 1476, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/examples/cookbook/", "text": "# Cookbook\u00b6\n\nOftentimes, you might be stuck on a small problem. You want to create something specific, but don't know how to do it with Fusion's tools.\n\nThe cookbook can help with that! It's a collection of snippets which show you how to do various small tasks with Fusion, like processing arrays, applying animations and responding to different events.\n\n## Navigation\u00b6\n\nUsing the sidebar to the left, you can browse all of the cookbook examples by name.\n\nBack to top", "tokens": 99, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/roblox/hydration/", "text": "# Hydration\n\nIntent to replace\n\nWhile the contents of this page still apply (and are useful for explaining other features), `Hydrate` itself will be replaced by other primitives in the near future. [See this issue on GitHub for further details.](https://github.com/dphfox/Fusion/issues/206)\n\nThe process of connecting your scripts to a pre-made UI template is known as _hydration_. This is where logic in your scripts translate into UI effects, for example setting a message inside a TextLabel, moving menus around, or showing and hiding buttons.\n\nScreenshot: GameUIDatabase (Halo Infinite)\n\nFusion provides a `Hydrate` function for hydrating an instance using a table of properties. If you pass in Fusion objects, changes will be applied immediately:\n\n local showUI = scope:Value(false)\n\n local ui = scope:Hydrate(StarterGui.Template:Clone()) {\n Name = \"MainGui\",\n Enabled = showUI\n\n print(ui.Name) --> MainGui\n print(ui.Enabled) --> false\n\n showUI:set(true)\n task.wait() -- important: changes are applied on the next frame!\n print(ui.Enabled) --> true\n\n## Usage\u00b6\n\nThe `Hydrate` function is called in two parts. First, call the function with the instance you want to hydrate, then pass in the property table:\n\n local instance = workspace.Part\n\n scope:Hydrate(instance)({\n Color = Color3.new(1, 0, 0)\n })\n\nIf you're using curly braces `{}` to pass your properties in, the extra parentheses `()` are optional:\n\n local instance = workspace.Part\n\n -- This only works when you're using curly braces {}!\n scope:Hydrate(instance) {\n Color = Color3.new(1, 0, 0)\n\n`Hydrate` returns the instance you give it, so you can use it in declarations:\n\n local instance = scope:Hydrate(workspace.Part) {\n Color = Color3.new(1, 0, 0)\n\nIf you pass in constant values for properties, they'll be applied to the instance directly. However, if you pass in a Fusion object (like `Value`), then changes will be applied immediately:\n\n local message = scope:Value(\"Loading...\")\n\n scope:Hydrate(PlayerGui.LoadingText) {\n Text = message\n\n print(PlayerGui.Message.Text) --> Loading...\n\n message:set(\"All done!\")\n task.wait() -- important: changes are applied on the next frame!\n print(PlayerGui.Message.Text) --> All done!\n\nBack to top", "tokens": 547, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable/", "text": "# PropertyTable \u00b6\n\n export type PropertyTable = {[string | SpecialKey]: unknown}\n\nA table of named instance properties and [special keys](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey), which can be passed to [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new) to create an instance.\n\nThis type can be overly generic\n\nIn most cases, you should know what properties your code is looking for. In those cases, you should prefer to list out the properties explicitly, to document what your code needs.\n\nYou should only use this type if you don't know what properties your code will accept.\n\nBack to top", "tokens": 151, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/memory/members/scoped/", "text": "# scoped -> [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) \u00b6\n\n function Fusion.scoped(\n ...: (Methods & {})...\n ): Scope\n\nReturns a blank [scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope). Any method tables passed in as arguments are merged together, and used as the `__index` of the new scope, such that they can be called with method notation on the created scope.\n\nPseudo type\n\nLuau doesn't have adequate syntax to represent this function.\n\nScopes are not unique\n\nFusion can recycle old unused scopes. This helps make scopes more lightweight, but it also means they don't uniquely belong to any part of your program.\n\nAs a result, you shouldn't hold on to scopes after they've been cleaned up, and you shouldn't use them as unique identifiers anywhere.\n\n## Parameters\u00b6\n\n### ... : Methods & {} \u00b6\n\nA series of tables, ideally including functions which take a scope as their first parameter. Those functions will turn into methods on the scope.\n\n## Returns -> [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) \u00b6\n\nA blank scope with the specified methods.\n\n## Learn More\u00b6\n\n * [Scopes tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/scopes)\n\nBack to top", "tokens": 315, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attribute/", "text": "# Attribute -> [SpecialKey](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) \u00b6\n\n function Fusion.Attribute(\n attributeName: string\n ): SpecialKey\n\nGiven an attribute name, returns a [special key](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) which can modify attributes of that name.\n\nWhen paired with a value in a [property table](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable), the special key sets the attribute to that value.\n\n## Parameters\u00b6\n\n### attributeName : string \u00b6\n\nThe name of the attribute that the special key should target.\n\n## Returns -> [SpecialKey](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) \u00b6\n\nA special key for modifying attributes of that name.\n\nBack to top", "tokens": 200, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/roblox/new-instances/", "text": "# New Instances\n\nFusion provides a `New` function when you're hydrating newly-made instances. It creates a new instance, applies some default properties, then hydrates it with a property table.\n\n local message = scope:Value(\"Hello there!\")\n\n local ui = scope:New \"TextLabel\" {\n Name = \"Greeting\",\n Parent = PlayerGui.ScreenGui,\n\n Text = message\n\n print(ui.Name) --> Greeting\n print(ui.Text) --> Hello there!\n\n message:set(\"Goodbye friend!\")\n task.wait() -- important: changes are applied on the next frame!\n print(ui.Text) --> Goodbye friend!\n\n## Usage\u00b6\n\nThe `New` function is called in two parts. First, call the function with the type of instance, then pass in the property table:\n\n local instance = scope:New(\"Part\")({\n Parent = workspace,\n Color = Color3.new(1, 0, 0)\n })\n\nIf you're using curly braces `{}` for your properties, and quotes `'' \"\"` for your class type, the extra parentheses `()` are optional:\n\n -- This only works when you're using curly braces {} and quotes '' \"\"!\n local instance = scope:New \"Part\" {\n Parent = workspace,\n Color = Color3.new(1, 0, 0)\n\nBy design, `New` works just like `Hydrate` \\- it will apply properties the same way. [See the Hydrate tutorial to learn more.](https://elttob.uk/Fusion/0.3/tutorials/roblox/hydration)\n\n## Default Properties\u00b6\n\nWhen you create an instance using `Instance.new()`, Roblox will give it some default properties. However, these tend to be outdated and aren't useful for most people, leading to repetitive boilerplate needed to disable features that nobody wants to use.\n\nThe `New` function will apply some of it's own default properties to fix this. For example, by default borders on UI are disabled, automatic colouring is turned off and default content is removed.\n\nFor a complete list, [take a look at Fusion's default properties file.](https://github.com/Elttob/Fusion/blob/main/src/Instances/defaultProps.luau)\n\nBack to top", "tokens": 472, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/examples/cookbook/loading-spinner/", "text": "# Loading Spinner\n\nThis example implements a procedural spinning animation using Fusion's Roblox APIs.\n\n## Overview\u00b6\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n 24\n 25\n 26\n 27\n 28\n 29\n 30\n 31\n 32\n 33\n 34\n 35\n 36\n 37\n 38\n 39\n 40\n 41\n 42\n 43\n 44\n 45\n 46\n 47\n 48\n 49\n 50\n 51\n 52\n 53\n 54\n 55\n 56\n 57\n 58\n 59\n 60\n 61\n\n local RunService = game:GetService(\"RunService\")\n\n local Fusion = -- initialise Fusion here however you please!\n local scoped = Fusion.scoped\n local Children = Fusion.Children\n type UsedAs = Fusion.UsedAs\n\n local SPIN_DEGREES_PER_SECOND = 180\n local SPIN_SIZE = 50\n\n local function Spinner(\n scope: Fusion.Scope,\n props: {\n Layout: {\n LayoutOrder: UsedAs?,\n Position: UsedAs?,\n AnchorPoint: UsedAs?,\n ZIndex: UsedAs?\n },\n CurrentTime: UsedAs,\n ): Fusion.Child\n return scope:New \"ImageLabel\" {\n Name = \"Spinner\",\n\n LayoutOrder = props.Layout.LayoutOrder,\n Position = props.Layout.Position,\n AnchorPoint = props.Layout.AnchorPoint,\n ZIndex = props.Layout.ZIndex,\n\n Size = UDim2.fromOffset(SPIN_SIZE, SPIN_SIZE),\n\n BackgroundTransparency = 1,\n Image = \"rbxassetid://your-loading-spinner-image\", -- replace this!\n\n Rotation = scope:Computed(function(use)\n return (use(props.CurrentTime) * SPIN_DEGREES_PER_SECOND) % 360\n end)\n end\n\n -- Don't forget to pass this to `doCleanup` if you disable the script.\n local scope = scoped(Fusion, {\n Spinner = Spinner\n })\n\n local currentTime = scope:Value(os.clock())\n table.insert(scope,\n RunService.RenderStepped:Connect(function()\n currentTime:set(os.clock())\n end)\n )\n\n local spinner = scope:Spinner {\n Layout = {\n Position = UDim2.fromScale(0.5, 0.5),\n AnchorPoint = Vector2.new(0.5, 0.5),\n Size = UDim2.fromOffset(50, 50)\n },\n CurrentTime = currentTime\n\n## Explanation\u00b6\n\nThe `Spinner` components implements the animation for the loading spinner. It's largely a standard Fusion component definition.\n\nThe main thing to note is that it asks for a `CurrentTime` property.\n\n local function Spinner(\n scope: Fusion.Scope,\n props: {\n Layout: {\n LayoutOrder: UsedAs?,\n Position: UsedAs?,\n AnchorPoint: UsedAs?,\n ZIndex: UsedAs?\n },\n CurrentTime: UsedAs,\n ): Fusion.Child\n\nThe `CurrentTime` is used to drive the rotation of the loading spinner.\n\n Rotation = scope:Computed(function(use)\n return (use(props.CurrentTime) * SPIN_DEGREES_PER_SECOND) % 360\n end)\n\nThat's all that's required for the `Spinner` component.\n\nLater on, the example creates a `Value` object that will store the current time, and starts a process to keep it up to date.\n\n local currentTime = scope:Value(os.clock())\n table.insert(scope,\n RunService.RenderStepped:Connect(function()\n currentTime:set(os.clock())\n end)\n )\n\nThis can then be passed in as `CurrentTime` when the `Spinner` is created.\n\n local spinner = scope:Spinner {\n Layout = {\n Position = UDim2.fromScale(0.5, 0.5),\n AnchorPoint = Vector2.new(0.5, 0.5),\n Size = UDim2.fromOffset(50, 50)\n },\n CurrentTime = currentTime\n\nBack to top", "tokens": 1015, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/graph/members/observer/", "text": "# Observer -> [Observer](https://elttob.uk/Fusion/0.3/api-reference/state/types/Observer) \u00b6\n\n function Fusion.Observer(\n scope: Scope,\n watching: unknown\n ) -> Observer\n\nConstructs and returns a new [observer](https://elttob.uk/Fusion/0.3/api-reference/graph/types/observer).\n\nUse scoped() method syntax\n\nThis function is intended to be accessed as a method on a scope:\n\n local observer = scope:Observer(watching)\n\n## Parameters\u00b6\n\n### scope : [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) \u00b6\n\nThe [scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) which should be used to store destruction tasks for this object.\n\n### watching : unknown \u00b6\n\nThe target that the observer should watch for changes.\n\nWorks best with graph objects\n\nWhile non-[graph object](https://elttob.uk/Fusion/0.3/api-reference/graph/types/graphobject) values are accepted for compatibility, they won't be able to trigger updates.\n\n## Returns -> [Observer](https://elttob.uk/Fusion/0.3/api-reference/state/types/observer) \u00b6\n\nA freshly constructed observer.\n\n## Learn More\u00b6\n\n * [Observers tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/observers)\n\nBack to top", "tokens": 309, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/general/types/contextual/", "text": "# Contextual \u00b6\n\n export type Contextual = {\n type: \"Contextual\",\n now: (self) -> T,\n is: (self, newValue: T) -> {\n during: (self, callback: (A...) -> R, A...) -> R\n\nAn object representing a widely-accessible value, which can take on different values at different times in different coroutines.\n\nNon-standard type syntax\n\nThe above type definition uses `self` to denote methods. At time of writing, Luau does not interpret `self` specially.\n\n## Fields\u00b6\n\n### type : \"Contextual\" \u00b6\n\nA type string which can be used for runtime type checking.\n\n## Methods\u00b6\n\n### now -> T \u00b6\n\n function Contextual:now(): T\n\nReturns the current value of this contextual. This varies based on when the function is called, and in what coroutine it was called.\n\n### is/during -> R \u00b6\n\n function Contextual:is(\n newValue: T\n ): {\n during: (\n self,\n callback: (A...) -> R,\n A...\n ) -> R\n\nRuns the `callback` with the arguments `A...` and returns the value the callback returns (`R`). The `Contextual` will appear to be `newValue` in the callback, unless it's overridden by another `:is():during()` call.\n\n## Learn More\u00b6\n\n * [Sharing Values tutorial](https://elttob.uk/Fusion/0.3/tutorials/best-practices/sharing-values)\n\nBack to top", "tokens": 339, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child/", "text": "# Child \u00b6\n\n export type Child = Instance | StateObject | {[unknown]: Child}\n\nAll of the types understood by the [`[Children]`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/children) special key.\n\n## Learn More\u00b6\n\n * [Parenting tutorial](https://elttob.uk/Fusion/0.3/tutorials/roblox/parenting/)\n * [Instance Handling tutorial](https://elttob.uk/Fusion/0.3/tutorials/best-practices/instance-handling/)\n\nBack to top", "tokens": 127, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new/", "text": "# New -> ([PropertyTable](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable)) -> Instance \u00b6\n\n function Fusion.New(\n className: string\n ): (\n props: PropertyTable\n ) -> Instance\n\nGiven a class name, returns a component for constructing instances of that class.\n\nIn the property table, string keys are assigned as properties on the instance. If the value is a [state object](https://elttob.uk/Fusion/0.3/api-reference/state/types/stateobject), it is re-assigned every time the value of the state object changes.\n\nAny [special keys](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) present in the property table are applied to the instance after string keys are processed, in the order specified by their `stage`.\n\nA special exception is made for assigning `Parent`, which is only assigned after the `descendants` stage.\n\n## Parameters\u00b6\n\n### className : string \u00b6\n\nThe kind of instance that should be constructed.\n\n## Returns -> ([PropertyTable](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable)) -> Instance \u00b6\n\nA component that constructs instances of that type, accepting various properties to customise each instance uniquely.\n\n## Learn More\u00b6\n\n * [New Instances tutorial](https://elttob.uk/Fusion/0.3/tutorials/roblox/new-instances)\n\nBack to top", "tokens": 317, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/instance-handling/", "text": "# Instance Handling\n\nComponents are a good fit for Roblox instances. You can assemble complex groups of instances by combining simpler, self-contained parts.\n\nTo ensure maximum compatibility, there are a few best practices to consider.\n\n## Returns\u00b6\n\nAnything you return from a component should be supported by [`[Children]`](https://elttob.uk/Fusion/0.3/tutorials/roblox/parenting/).\n\n -- returns an instance\n return scope:New \"Frame\" {}\n\n -- returns an array of instances\n return {\n scope:New \"Frame\" {},\n scope:New \"Frame\" {},\n scope:New \"Frame\" {}\n\n -- returns a state object containing instances\n return scope:ForValues({1, 2, 3}, function(use, scope, number)\n return scope:New \"Frame\" {}\n end)\n\n -- mix of arrays, instances and state objects\n return {\n scope:New \"Frame\" {},\n scope:New \"Frame\" {},\n scope:ForValues( ... )\n scope:ForValues( ... )\n\nReturning multiple values is fragile\n\nDon't return multiple values directly from your function. When a function returns multiple values directly, the extra returned values can easily get lost.\n\n local function BadThing(scope, props)\n -- returns *multiple* instances (not surrounded by curly braces!)\n return\n scope:New \"Frame\" {},\n scope:New \"Frame\" {},\n scope:New \"Frame\" {}\n end\n\n local things = {\n -- Luau doesn't let you add multiple returns to a list like this.\n -- Only the first Frame will be added.\n scope:BadThing {},\n scope:New \"TextButton\" {}\n print(things) --> { Frame, TextButton }\n\nInstead, you should return them inside of an array. Because the array is a single return value, it won't get lost.\n\nIf your returns are compatible with `[Children]` like above, you can insert a component anywhere you'd normally insert an instance.\n\nYou can pass in one component on its own...\n\n local ui = scope:New \"ScreenGui\" {\n [Children] = scope:Button {\n Text = \"Hello, world!\"\n\n...you can include components as part of an array..\n\n local ui = scope:New \"ScreenGui\" {\n [Children] = {\n scope:New \"UIListLayout\" {},\n\n scope:Button {\n Text = \"Hello, world!\"\n },\n\n scope:Button {\n Text = \"Hello, again!\"\n\n...and you can return them from state objects, too.\n\n local stuff = {\"Hello\", \"world\", \"from\", \"Fusion\"}\n\n local ui = scope:New \"ScreenGui\" {\n [Children] = {\n scope:New \"UIListLayout\" {},\n\n scope:ForValues(stuff, function(use, scope, text)\n return scope:Button {\n Text = text\n end)\n\n## Containers\u00b6\n\nSome components, for example pop-ups, might contain lots of different content:\n\nIdeally, you would be able to reuse the pop-up 'container', while placing your own content inside.\n\nThe simplest way to do this is to pass instances through to `[Children]`. For example, if you accept a table of `props`, you can add a `[Children]` key:\n\n local function PopUp(\n scope: Fusion.Scope,\n props: {\n [typeof(Children)]: Fusion.Children\n )\n return scope:New \"Frame\" {\n [Children] = props[Children]\n end\n\nAccepting multiple instances\n\nIf you have multiple 'slots' where you want to pass through instances, you can make other properties and give them the `Fusion.Children` type.\n\nLater on, when a pop-up is created, instances can now be parented into that pop-up:\n\n scope:PopUp {\n [Children] = {\n scope:Label {\n Text = \"New item collected\"\n },\n scope:ItemPreview {\n Item = Items.BRICK\n },\n scope:Button {\n Text = \"Add to inventory\"\n\nIf you need to add other instances, you can still use arrays and state objects as normal. You can include instances you're given, in exactly the same way you would include any other instances.\n\n scope:New \"Frame\" {\n -- ... some other properties ...\n\n [Children] = {\n -- the component provides some children here\n scope:New \"UICorner\" {\n CornerRadius = UDim.new(0, 8)\n },\n\n -- include children from outside the component here\n props[Children]\n\nBack to top", "tokens": 968, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/state/members/peek/", "text": "# peek : [Use](https://elttob.uk/Fusion/0.3/api-reference/state/types/use) \u00b6\n\n function Fusion.peek(\n target: UsedAs\n ): T\n\nExtracts a value of type `T` from its input.\n\nThis is a general-purpose implementation of [`Use`](https://elttob.uk/Fusion/0.3/api-reference/state/types/use). It does not do any extra processing or book-keeping beyond what is required to determine the returned value.\n\nSpecific implementations\n\nIf you're given a specific implementation of `Use` by an API, it's highly likely that you are expected to use that implementation instead of `peek()`.\n\nThis applies to reusable code too. It's often best to ask for a `Use` callback if your code needs to extract values, so an appropriate implementation can be passed in.\n\nAlternatively for reusable code, you can avoid extracting values entirely, and expect the user to do it prior to calling your code. This can work well if you unconditionally use all inputs, but beware that you may end up extracting more values than you need - this can have performance implications.\n\n## Parameters\u00b6\n\n### target : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas) \u00b6\n\nThe abstract representation of `T` to extract a value from.\n\n## Returns -> T \u00b6\n\nThe current value of `T`, derived from `target`.\n\n## Learn More\u00b6\n\n * [Values tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/values/)\n\nBack to top", "tokens": 338, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/state/", "text": "# State\n\nComponents can hold their own data privately using state objects. This can be useful, but you should be careful when adding state.\n\n## Creation\u00b6\n\nYou can create state objects inside components as you would anywhere else.\n\n local HOVER_COLOUR = Color3.new(0.5, 0.75, 1)\n local REST_COLOUR = Color3.new(0.25, 0.5, 1)\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n -- ... some properties ...\n )\n local isHovering = scope:Value(false)\n\n return scope:New \"TextButton\" {\n BackgroundColor3 = scope:Computed(function(use)\n return if use(isHovering) then HOVER_COLOUR else REST_COLOUR\n end),\n\n -- ... ... some more code ...\n end\n\nBecause these state objects are made with the same `scope` as the rest of the component, they're destroyed alongside the rest of the component.\n\n## Top-Down Control\u00b6\n\nRemember that Fusion mainly works with a top-down flow of control. It's a good idea to keep that in mind when adding state to components.\n\nWhen you're making reusable components, it's more flexible if your component can be controlled externally. Components that control themselves entirely are hard to use and customise.\n\nConsider the example of a check box. Each check box often reflects a state object under the hood:\n\nIt might _seem_ logical to store the state object inside the check box, but this causes a few problems:\n\n * because the state is hidden, it's awkward to read and write from outside\n * often, the user already has a state object representing the same setting, so now there's two state objects where one would have sufficed\n\n local function CheckBox(\n scope: Fusion.Scope,\n props: {\n -- ... some properties ...\n )\n local isChecked = scope:Value(false) -- problematic\n\n return scope:New \"ImageButton\" {\n [OnEvent \"Activated\"] = function()\n isChecked:set(not peek(isChecked))\n end,\n\n -- ... some more code ...\n end\n\nA _slightly better_ solution is to pass the state object in. This ensures the controlling code has easy access to the state if it needs it. However, this is not a complete solution:\n\n * the user is forced to store the state in a `Value` object, but they might be computing the value dynamically with other state objects instead\n * the behaviour of clicking the check box is hardcoded; the user cannot intercept the click or toggle a different state\n\n local function CheckBox(\n scope: Fusion.Scope,\n props: {\n IsChecked: Fusion.Value -- slightly better\n )\n return scope:New \"ImageButton\" {\n [OnEvent \"Activated\"] = function()\n props.IsChecked:set(not peek(props.IsChecked))\n end,\n\n -- ... some more code ...\n end\n\nThat's why the _best_ solution is to use `UsedAs` to create read-only properties, and add callbacks for signalling actions and events.\n\n * because `UsedAs` is read-only, it lets the user plug in any data source, including dynamic computations\n * because the callback is provided by the user, the behaviour of clicking the check box is completely customisable\n\n local function CheckBox(\n scope: Fusion.Scope,\n props: {\n IsChecked: UsedAs, -- best\n OnClick: () -> ()\n )\n return scope:New \"ImageButton\" {\n [OnEvent \"Activated\"] = function()\n props.OnClick()\n end,\n\n -- ... some more code ...\n end\n\nThe control is always top-down here; the check box's appearance is fully controlled by the creator. The creator of the check box _decides_ to switch the setting when the check box is clicked.\n\n### In Practice\u00b6\n\nSetting up your components in this way makes extending their behaviour incredibly straightforward.\n\nConsider a scenario where you wish to group multiple options under a 'main' check box, so you can turn them all on/off at once.\n\nThe appearance of that check box would not be controlled by a single state, but instead reflects the combination of multiple states. Because the code uses `UsedAs`, you can represent this with a `Computed` object.\n\n local playMusic = scope:Value(true)\n local playSFX = scope:Value(false)\n local playNarration = scope:Value(true)\n\n local checkBox = scope:CheckBox {\n Text = \"Play sounds\",\n IsChecked = scope:Computed(function(use)\n local anyChecked = use(playMusic) or use(playSFX) or use(playNarration)\n local allChecked = use(playMusic) and use(playSFX) and use(playNarration)\n\n if not anyChecked then\n return \"unchecked\"\n elseif not allChecked then\n return \"partially-checked\"\n else\n return \"checked\"\n end\n end)\n\nYou can then implement the 'check all'/'uncheck all' behaviour inside `OnClick`:\n\n local playMusic = scope:Value(true)\n local playSFX = scope:Value(false)\n local playNarration = scope:Value(true)\n\n local checkBox = scope:CheckBox {\n -- ... same properties as before ...\n OnClick = function()\n local allChecked = peek(playMusic) and peek(playSFX) and peek(playNarration)\n\n playMusic:set(not allChecked)\n playSFX:set(not allChecked)\n playNarration:set(not allChecked)\n end\n\nBecause the check box was written to be flexible, it can handle complex usage easily.\n\n## Best Practices\u00b6\n\nThose examples lead us to the golden rule of reusable components:\n\nGolden Rule\n\nReusable components should _reflect_ program state. They should not _control_ program state.\n\nAt the bottom of the chain of control, components shouldn't be massively responsible. At these levels, reflective components are easier to work with.\n\nAs you go up the chain of control, components get broader in scope and less reusable; those places are often suitable for controlling components.\n\nA well-balanced codebase places controlling components at key, strategic locations. They allow higher-up components to operate without special knowledge about what goes on below.\n\nAt first, this might be difficult to do well, but with experience you'll have a better intuition for it. Remember that you can always rewrite your code if it becomes a problem!\n\nBack to top", "tokens": 1332, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate/", "text": "# Hydrate -> ([PropertyTable](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable)) -> Instance \u00b6\n\n function Fusion.Hydrate(\n target: Instance\n ): (\n props: PropertyTable\n ) -> Instance\n\nGiven an instance, returns a component for binding extra functionality to that instance.\n\nIn the property table, string keys are assigned as properties on the instance. If the value is a [state object](https://elttob.uk/Fusion/0.3/api-reference/state/types/stateobject), it is re-assigned every time the value of the state object changes.\n\nAny [special keys](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) present in the property table are applied to the instance after string keys are processed, in the order specified by their `stage`.\n\nA special exception is made for assigning `Parent`, which is only assigned after the `descendants` stage.\n\nDo not overwrite properties\n\nIf the instance was previously created with [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new) or previously hydrated, do not assign to any properties that were previously specified in those prior calls. Duplicated assignments can interfere with each other in unpredictable ways.\n\n## Parameters\u00b6\n\n### target : Instance \u00b6\n\nThe instance which should be modified.\n\n## Returns -> ([PropertyTable](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/propertytable)) -> Instance \u00b6\n\nA component that hydrates that instance, accepting various properties to build up bindings and operations applied to the instance.\n\n## Learn More\u00b6\n\n * [Hydration tutorial](https://elttob.uk/Fusion/0.3/tutorials/roblox/hydration)\n\nBack to top", "tokens": 390, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/best-practices/sharing-values/", "text": "# Sharing Values\n\nSometimes values are used in far-away parts of the codebase. For example, many UI elements might share theme colours for light and dark theme.\n\n## Globals\u00b6\n\nTypically, values are shared by placing them in modules. These modules can be required from anywhere in the codebase, and their values can be imported into any code.\n\nValues shared in this way are known as _globals_.\n\nTheme.luauSomewhere else\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n\n local Theme = {}\n\n Theme.colours = {\n background = Color3.fromHex(\"FFFFFF\"),\n text = Color3.fromHex(\"222222\"),\n -- etc.\n\n return Theme\n\n 1\n 2\n 3\n 4\n\n local Theme = require(\"path/to/Theme.luau\")\n\n local textColour = Theme.colours.text\n print(textColour) --> 34, 34, 34\n\nIn particular, you can share state objects this way, and every part of the codebase will be able to see and interact with those state objects.\n\nTheme.luauSomewhere else\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n\n local Fusion = require(\"path/to/Fusion.luau\")\n\n local Theme = {}\n\n Theme.colours = {\n background = {\n light = Color3.fromHex(\"FFFFFF\"),\n dark = Color3.fromHex(\"222222\")\n },\n text = {\n light = Color3.fromHex(\"FFFFFF\"),\n dark = Color3.fromHex(\"222222\")\n },\n -- etc.\n\n function Theme.init(\n scope: Fusion.Scope\n )\n Theme.currentTheme = scope:Value(\"light\")\n end\n\n return Theme\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n\n local Fusion = require(\"path/to/Fusion.luau\")\n local scoped, peek = Fusion.scoped, Fusion.peek\n\n local Theme = require(\"path/to/Theme.luau\")\n\n local function printTheme()\n local theme = Theme.currentTheme\n print(\n peek(theme),\n if typeof(theme) == \"string\" then \"constant\" else \"state object\"\n )\n end\n\n local scope = scoped(Fusion)\n Theme.init(scope)\n printTheme() --> light state object\n\n Theme.currentTheme:set(\"dark\")\n printTheme() --> dark state object\n\nGlobals are very straightforward to implement and can be useful, but they can quickly cause problems if not used carefully.\n\n### Hidden dependencies\u00b6\n\nWhen you use a global inside a block of reusable code such as a component, you are making your code dependent on another code file without declaring it to the outside world.\n\nTo some extent, this is entirely why using globals is desirable. While it's more 'correct' to accept the `Theme` via the parameters of your function, it often means the `Theme` has to be passed down through multiple layers of functions. This is known as [prop drilling](https://kentcdodds.com/blog/prop-drilling) and is widely considered bad practice, because it clutters up unrelated code with parameters that are only passed through functions.\n\nTo avoid prop drilling, globals are often used, which 'hides' the dependency on that external code file. You no longer have to pass it down through parameters. However, relying too heavily on these hidden dependencies can cause your code to behave in surprising, unintuitive ways, or it can obscure what functionality is available to developers using your code.\n\n### Hard-to-locate writes\u00b6\n\nIf you write into globals from deep inside your code base, it becomes very hard to figure out where the global is being changed from, which significantly hurts debugging.\n\nGenerally, it's best to treat globals as _read-only_. If you're writing to a global, it should be coming from a single well-signposted, easy-to-find place.\n\nYou should also keep the principles of [top-down control](https://elttob.uk/Fusion/0.3/tutorials/best-practices/callbacks) in mind; think of globals as 'flowing down' from the root of the program. Globals are best managed from high up in the program, because they have widespread effects, so consider using callbacks to pass control up the chain, rather than managing globals directly from every part of the code base.\n\n### Memory management\u00b6\n\nIn addition, globals can complicate memory management. Because every part of your code base can access them, you can't destroy globals until the very end of your program.\n\nIn the above example, this is solved with an `init()` method which passes the main scope to `Theme`. Because `init()` is called before anything else that uses `Theme`, the objects that `Theme` creates will be added to the scope first.\n\nWhen the main scope is cleaned up, `doCleanup()` will destroy things in reverse order. This means the `Theme` objects will be cleaned up last, after everything else in the program has been cleaned up.\n\nThis only works if you know that the main script is the only entry point in your program. If you have two scripts running concurrently which try to `init()` the `Theme` module, they will overwrite each other.\n\n### Non-replaceable for testing\u00b6\n\nWhen your code uses a global, you're hard-coding a connection between your code and that specific global.\n\nThis is problematic for testing; unless you're using an advanced testing framework with code injection, it's pretty much impossible to separate your code from that global code, which makes it impossible to replace global values for testing purposes.\n\nFor example, if you wanted to write automated tests that verify light theme and dark theme are correctly applied throughout your UI, you can't replace any values stored in `Theme`.\n\nYou might be able to write to the `Theme` by going through the normal process, but this fundamentally limits how you can test. For example, you couldn't run a test for light theme and dark theme at the same time.\n\n## Contextuals\u00b6\n\nThe main drawback of globals is that they hold one value for all code. To solve this, Fusion introduces _contextual values_ , which can be temporarily changed for the duration of a code block.\n\nTo create a contextual, call the `Contextual` function from Fusion. It asks for a default value.\n\n local myContextual = Contextual(\"foo\")\n\nAt any time, you can query its current value using the `:now()` method.\n\n local myContextual = Contextual(\"foo\")\n print(myContextual:now()) --> foo\n\nYou can override the value for a limited span of time using `:is():during()`. Pass the temporary value to `:is()`, and pass a callback to `:during()`.\n\nWhile the callback is running, the contextual will adopt the temporary value.\n\n local myContextual = Contextual(\"foo\")\n print(myContextual:now()) --> foo\n\n myContextual:is(\"bar\"):during(function()\n print(myContextual:now()) --> bar\n end)\n\n print(myContextual:now()) --> foo\n\nBy storing widely-used values inside contextuals, you can isolate different code paths from each other, while retaining the easy, hidden referencing that globals offer. This makes testing and memory management significantly easier, and helps you locate which code is modifying any shared values.\n\nTo demonstrate, the `Theme` example can be rewritten to use contextuals.\n\nTheme.luauSomewhere else\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n\n local Fusion = require(\"path/to/Fusion.luau\")\n local Contextual = Fusion.Contextual\n\n local Theme = {}\n\n Theme.colours = {\n background = {\n light = Color3.fromHex(\"FFFFFF\"),\n dark = Color3.fromHex(\"222222\")\n },\n text = {\n light = Color3.fromHex(\"FFFFFF\"),\n dark = Color3.fromHex(\"222222\")\n },\n -- etc.\n\n Theme.currentTheme = Contextual(\"light\")\n\n return Theme\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n 24\n\n local Fusion = require(\"path/to/Fusion.luau\")\n local scoped, peek = Fusion.scoped, Fusion.peek\n\n local Theme = require(\"path/to/Theme.luau\")\n\n local function printTheme()\n local theme = Theme.currentTheme:now()\n print(\n peek(theme),\n if typeof(theme) == \"string\" then \"constant\" else \"state object\"\n )\n end\n\n printTheme() --> light constant\n\n local scope = scoped(Fusion)\n local override = scope:Value(\"light\")\n Theme.currentTheme:is(override):during(function()\n printTheme() --> light state object\n override:set(\"dark\")\n printTheme() --> dark state object\n end)\n\n printTheme() --> light constant\n\nIn this rewritten example, `Theme` no longer requires an `init()` function, because - instead of defining a state object globally - `Theme` only defines `\"light\"` as the default value.\n\nYou're expected to replace the default value with a state object when you want to make the theme dynamic. This has a number of benefits:\n\n * Because the override is time-limited to one span of your code, you can have multiple scripts running at the same time with completely different overrides.\n\n * It also explicitly places your code in charge of memory management, because you're creating the object yourself.\n\n * It's easy to locate where changes are coming from, because you can look for the nearest `:is():during()` call. Optionally, you could share a limited, read-only version of the value, while retaining private access to write to the value wherever you're overriding the contextual from.\n\n * Testing becomes much simpler; you can override the contextual for different parts of your testing, without ever having to inject code, and without altering how you read and override the contextual in your production code.\n\nIt's still possible to run into issues with contextuals, though.\n\n * You're still hiding a dependency of your code, which can still lead to confusion and obscuring available features, just the same as globals.\n * Unlike globals, contextuals are time-limited. If you connect to an event or start a delayed task, you won't be able to access the value anymore. Instead, capture the value at the start of the code block, so you can use it in delayed tasks.\n\nBack to top", "tokens": 2463, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/general/members/contextual/", "text": "# Contextual -> [Contextual](https://elttob.uk/Fusion/0.3/api-reference/general/types/contextual) \u00b6\n\n function Fusion.Contextual(\n defaultValue: T\n ): Contextual\n\nConstructs and returns a new [contextual](https://elttob.uk/Fusion/0.3/api-reference/general/types/contextual).\n\n## Parameters\u00b6\n\n### defaultValue : T \u00b6\n\nThe value which `Contextual:now()` should return if no value has been specified by `Contextual:is():during()`.\n\n## Returns -> [Contextual](https://elttob.uk/Fusion/0.3/api-reference/general/types/contextual) \u00b6\n\nA freshly constructed contextual.\n\n## Learn More\u00b6\n\n * [Sharing Values tutorial](https://elttob.uk/Fusion/0.3/tutorials/best-practices/sharing-values)\n\nBack to top", "tokens": 191, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/general/errors/", "text": "# Errors \u00b6\n\nWhenever Fusion outputs any errors or messages to the console, it will have a short error ID at the end. This is used to uniquely identify what kind of error or message you're seeing.\n\nUse the search box below to paste in or type an error ID, and it will scroll to the details for you.\n\n## callbackError\u00b6\n\n Error in callback: attempt to perform arithmetic (add) on number and string\n\n**Thrown by:** [`Computed`](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed), [`ForKeys`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forkeys), [`ForValues`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forvalues), [`ForPairs`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forpairs), [`Contextual`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/contextual)\n\nFusion ran a function you specified, but the function threw an error that Fusion couldn't handle.\n\nThe error includes a more specific message which can be used to diagnose the issue.\n\n## cannotAssignProperty\u00b6\n\n The class type 'Foo' has no assignable property 'Bar'.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate)\n\nYou tried to set a property on an instance, but the property can't be assigned to for some reason. This could be because the property doesn't exist, or because it's locked by Roblox to prevent edits.\n\nCheck your privileges\n\nDifferent scripts may have different privileges - for example, plugins will be allowed more privileges than in-game scripts. Make sure you have the necessary privileges to assign to your properties!\n\n## cannotConnectChange\u00b6\n\n The Frame class doesn't have a property called 'Foo'.\n\n**Thrown by:** [`OnChange`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/onchange)\n\nYou tried to connect to a property change event, but the property you specify doesn't exist on the instance.\n\n## cannotConnectEvent\u00b6\n\n The Frame class doesn't have an event called 'Foo'.\n\n**Thrown by:** [`OnEvent`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/onevent)\n\nYou tried to connect to an event on an instance, but the event you specify doesn't exist on the instance.\n\n## cannotCreateClass\u00b6\n\n Can't create a new instance of class 'EditableImage'.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new)\n\nYou attempted to create a type of instance that Fusion can't create.\n\nBeta features\n\nSome instances are only creatable when you have certain Studio betas enabled. Check your Beta Features tab to ensure that beta features aren't causing the issue.\n\n## cannotDepend\u00b6\n\n Observer can't depend on Observer.\n\n**Thrown by:** [`Observer`](https://elttob.uk/Fusion/0.3/api-reference/graph/members/observer)\n\nYou attempted to form a dependency between two [graph objects](https://elttob.uk/Fusion/0.3/api-reference/graph/types/graphobject), but either the dependency set or dependent set were frozen.\n\nYou might be trying to connect them in the wrong order, or the objects might not be designed to have dependents or dependencies.\n\n## cleanupWasRenamed\u00b6\n\n `Fusion.cleanup` was renamed to `Fusion.doCleanup`. This will be an error in\n future versions of Fusion.\n\n**Thrown by:** [`doCleanup`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/docleanup)\n\nYou attempted to use `cleanup()` in Fusion 0.3, which replaces it with the `doCleanup()` method.\n\n## destroyedTwice\u00b6\n\n `doCleanup()` was given something that it is already cleaning up. Unclear how to\n proceed.\n\n**Thrown by:** [`doCleanup`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/doCleanup)\n\nYou called `doCleanup()` on a function or object which carried some code. When that code was run, it attempted to call `doCleanup()` on the same thing you called with.\n\nUsually, this would result in an infinite loop, because the same code would try to clean itself up over and over again. Because cleanup tasks are only meant to run once, this is invalid behaviour and so this error is thrown instead.\n\nEnsure your code is the rightful owner of scopes that it is trying to clean up. In particular, avoid cleaning up scopes you receive from elsewhere, unless you and the original provider of the scope agree to transfer the responsibility of cleaning up the scope.\n\n## destructorRedundant\u00b6\n\n Computed destructors no longer do anything. If you wish to run code on destroy,\n `table.insert` a function into the `scope` argument. See discussion #292 on\n GitHub for advice.\n\n**Thrown by:** [`Computed`](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed), [`ForKeys`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forkeys), [`ForValues`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forvalues), [`ForPairs`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forpairs)\n\n**Related discussions:** [`#292`](https://github.com/dphfox/Fusion/discussions/292)\n\nYou passed an extra parameter to the constructor, which has historically been interpreted as a function that runs when a value is cleaned up.\n\nThis mechanism has been replaced by [scopes](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/scopes).\n\n## forKeyCollision\u00b6\n\n The key '6' was returned multiple times simultaneously, which is not allowed in\n `For` objects.\n\n**Thrown by:** [`ForKeys`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forkeys), [`ForPairs`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forpairs)\n\nWhen called with different items from the table, the same key was returned for both of them. This is not allowed, because keys have to be unique in a table.\n\n## invalidAttributeChangeHandler\u00b6\n\n The change handler for the 'Active' attribute must be a function.\n\n**Thrown by:** [`AttributeChange`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attributechange)\n\n`AttributeChange` expected you to provide a function for it to run when the attribute changes, but you provided something other than a function.\n\nFor example, you might have accidentally provided `nil`.\n\n## invalidAttributeOutType\u00b6\n\n [AttributeOut] properties must be given Value objects.\n\n**Thrown by:** [`AttributeOut`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attributeout)\n\n`AttributeOut` expected you to give it a [value](https://elttob.uk/Fusion/0.3/api-reference/state/members/value), but you gave it something else.\n\n## invalidChangeHandler\u00b6\n\n The change handler for the 'AbsoluteSize' property must be a function.\n\n**Thrown by:** [`OnChange`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/onchange)\n\n`OnChange` expected you to provide a function for it to run when the property changes, but you provided something other than a function.\n\nFor example, you might have accidentally provided `nil`.\n\n## invalidEventHandler\u00b6\n\n The handler for the 'MouseEnter' event must be a function.\n\n**Thrown by:** [`OnEvent`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/onevent)\n\n`OnEvent` expected you to provide a function for it to run when the event is fired, but you provided something other than a function.\n\nFor example, you might have accidentally provided `nil`.\n\n## invalidOutProperty\u00b6\n\n The Frame class doesn't have a property called 'MouseButton1Down'.\n\n**Thrown by:** [`Out`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/out)\n\nThe property that you tried to output doesn't exist on the instance that `Out` was used with.\n\n## invalidOutType\u00b6\n\n [Out] properties must be given Value objects.\n\n**Thrown by:** [`Out`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/out)\n\n`Out` expected you to give it a [value](https://elttob.uk/Fusion/0.3/api-reference/state/members/value), but you gave it something else.\n\n## invalidPropertyType\u00b6\n\n 'Frame.BackgroundColor3' expected a 'Color3' type, but got a 'Vector3' type.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate)\n\nYou attempted to assign a value to a Roblox instance's property, but the assignment threw an error because that property doesn't accept values of that type.\n\n## invalidRefType\u00b6\n\n Instance refs must be Value objects.\n\n**Thrown by:** [`Ref`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/ref)\n\n`Ref` expected you to give it a [value](https://elttob.uk/Fusion/0.3/api-reference/state/members/value), but you gave it something else.\n\n## invalidSpringDamping\u00b6\n\n The damping ratio for a spring must be >= 0. (damping was -1.00)\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/spring)\n\nYou provided a damping ratio that the spring doesn't support, for example `NaN`, or a negative damping implying negative friction.\n\n## invalidSpringSpeed\u00b6\n\n The speed of a spring must be >= 0. (speed was NaN)\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/spring)\n\nYou provided a speed multiplier that the spring doesn't support, for example `NaN` or a negative speed implying the spring moves backwards through time.\n\n## mergeConflict\u00b6\n\n Multiple definitions for 'Observer' found while merging.\n\n**Thrown by:** [`scoped`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/scoped)\n\nFusion tried to merge together multiple tables, but a key was found in more than one of the tables, and it's unclear which one you intended to have in the final merged result.\n\nThis can happen subtly with methods such as [`scoped()`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/scoped) which automatically merge together all of their arguments.\n\n## mistypedSpringDamping\u00b6\n\n The damping ratio for a spring must be a number. (got a string)\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/spring)\n\nYou provided a damping ratio that the spring couldn't understand. Damping ratio has to be a number.\n\n## mistypedSpringSpeed\u00b6\n\n The speed of a spring must be a number. (got a string)\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/spring)\n\nYou provided a speed multiplier that the spring couldn't understand. Speed has to be a number.\n\n## mistypedTweenInfo\u00b6\n\n The tween info of a tween must be a TweenInfo. (got a table)\n\n**Thrown by:** [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/tween)\n\nYou provided an easing curve that the tween couldn't understand. The easing curve has to be specified using Roblox's `TweenInfo` data type.\n\n## noTaskScheduler\u00b6\n\n Fusion is not connected to an external task scheduler.\n\nFusion depends on a task scheduler being present to perform certain time-related tasks such as deferral, delays, or updating animations. You'll need to define a set of standard task scheduler functions that Fusion can use for those purposes.\n\nRoblox users should never see this error, as Fusion automatically connects to Roblox's task scheduling APIs.\n\n## poisonedScope\u00b6\n\n Attempted to use a scope after it's been destroyed; `doCleanup()` was previously\n called on this scope. Ensure you are not reusing scopes after cleanup.\n\n**Thrown by:** scopes after being passed to [`doCleanup`](https://elttob.uk/Fusion/0.3/api-reference/memory/members/doCleanup)\n\nIf you attempt to read from, or write to, a scope that's been destroyed, this message is shown. After a scope has been cleaned up, your code should forget the reference to it, as it is no longer valid.\n\n## possiblyOutlives\u00b6\n\n The Computed (bound to the PaddingLeft property) will be destroyed before the\n UIPadding instance; the latter is in a different scope that gets destroyed too\n quickly. To fix this, review the order they're created in, and what scopes they\n belong to. See discussion #292 on GitHub for advice.\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring), [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween), [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate), [`Attribute`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attribute), [`AttributeOut`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attributeout), [`Out`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/out), [`Ref`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/ref), [`Computed`](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed), [`Observer`](https://elttob.uk/Fusion/0.3/api-reference/state/members/observer)\n\n**Related discussions:** [`#292`](https://github.com/dphfox/Fusion/discussions/292)\n\nIf you use an object after it's been destroyed, then your code can break. This mainly happens when one object 'outlives' another object that it's using.\n\nBecause [scopes](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/scopes) clean up the newest objects first, this can happen when an old object depends on something much newer that itself. During cleanup, a situation could arise where the newer object is destroyed, then the older object runs code of some kind that needed the newer object to be there.\n\nFusion can check for situations like this by analysing the scopes. This message is shown when Fusion can prove one of these situations will occur.\n\nThere are two typical solutions:\n\n * If the objects should always be created and destroyed at the exact same time, then ensure they're created in the correct order.\n * Otherwise, move the objects into separate scopes, and ensure that both scopes can exist without the other scope.\n\n## propertySetError\u00b6\n\n Error setting property: UIAspectRatioConstraint.AspectRatio set to a\n non-positive value. Value must be a positive.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate)\n\nYou attempted to set a property, but Roblox threw an error in response.\n\nThe error includes a more specific message which can be used to diagnose the issue.\n\n## scopeMissing\u00b6\n\n To create Observers, provide a scope. (e.g. `myScope:Observer(watching)`). See\n discussion #292 on GitHub for advice.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate), [`Value`](https://elttob.uk/Fusion/0.3/api-reference/state/members/value), [`Computed`](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed), [`Observer`](https://elttob.uk/Fusion/0.3/api-reference/state/members/observer), [`ForKeys`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forkeys), [`ForValues`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forvalues), [`ForPairs`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forpairs), [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring), [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween)\n\n**Related discussions:** [`#292`](https://github.com/dphfox/Fusion/discussions/292)\n\nYou attempted to create an object without providing a [scope](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/scopes) as the first parameter.\n\nScopes are mandatory for all Fusion constructors so that Fusion knows when the object should be destroyed.\n\n## springNanGoal\u00b6\n\n A spring was given a NaN goal, so some simulation has been skipped. Ensure no\n springs have NaN goals.\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring)\n\nThe goal parameter given to the spring during construction contained one or more NaN values.\n\nThis typically occurs when zero is accidentally divided by zero, or some other invalid mathematical operation has occurred. Check that your code is free of maths errors, and handles all edge cases.\n\n## springNanMotion\u00b6\n\n A spring encountered NaN during motion, so has snapped to the goal position.\n Ensure no springs have NaN positions or velocities.\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring)\n\nWhile calculating updated position and velocity, one or both of those values ended up as NaN.\n\nThis typically occurs when zero is accidentally divided by zero, or some other invalid mathematical operation has occurred. Check that your code is free of maths errors, and handles all edge cases.\n\n## springTypeMismatch\u00b6\n\n The type 'Vector3' doesn't match the spring's type 'Color3'.\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring)\n\nThe spring expected you to provide a type matching the data type that the spring is currently outputting. However, you provided a different data type.\n\n## stateGetWasRemoved\u00b6\n\n `StateObject:get()` has been replaced by `use()` and `peek()` - see discussion\n #217 on GitHub.\n\n**Thrown by:** [`Value`](https://elttob.uk/Fusion/0.3/api-reference/state/members/value), [`Computed`](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed), [`ForKeys`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forkeys), [`ForValues`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forvalues), [`ForPairs`](https://elttob.uk/Fusion/0.3/api-reference/state/members/forpairs), [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring), [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween)\n\n**Related discussions:** [`#217`](https://github.com/dphfox/Fusion/discussions/217)\n\nOlder versions of Fusion let you call `:get()` directly on state objects to read their current value and attempt to infer dependencies.\n\nThis has been replaced by [use functions](https://elttob.uk/Fusion/0.3/api-reference/state/types/use) in Fusion 0.3 for more predictable behaviour and better support for constant values.\n\n## tweenNanGoal\u00b6\n\n A tween was given a NaN goal, so some animation has been skipped. Ensure no\n tweens have NaN goals.\n\n**Thrown by:** [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween)\n\nThe goal parameter given to the tween during construction contained one or more NaN values.\n\nThis typically occurs when zero is accidentally divided by zero, or some other invalid mathematical operation has occurred. Check that your code is free of maths errors, and handles all edge cases.\n\n## tweenNanMotion\u00b6\n\n A tween encountered NaN during motion, so has snapped to the goal. Ensure no\n tweens have NaN in their tween infos.\n\n**Thrown by:** [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween)\n\nWhile calculating an updated tween position, the final value contained one or more NaN values.\n\nThis typically occurs when zero is accidentally divided by zero, or some other invalid mathematical operation has occurred. Check that your code is free of maths errors, and handles all edge cases.\n\n## unknownMessage\u00b6\n\n Unknown error: attempt to call a nil value\n\nFusion ran into a problem, but couldn't associate it with a valid type of error. This is a fallback error type which shouldn't be seen by end users, because it indicates that Fusion code isn't reporting errors correctly.\n\n## unrecognisedChildType\u00b6\n\n 'string' type children aren't accepted by `[Children]`.\n\n**Thrown by:** [`Children`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/children)\n\nYou provided a value inside of `[Children]` which didn't meet the definition of a [child](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child) value. Check that you're only passing instances, arrays and state objects.\n\n## unrecognisedPropertyKey\u00b6\n\n 'number' keys aren't accepted in property tables.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate)\n\nYou provided something other than a property assignment (`Property = Value`) or [special key](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) in your property table.\n\nMost commonly, this means you tried to add child instances directly into the property table, rather than passing them into the [`[Children]`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/children) special key.\n\n## unrecognisedPropertyStage\u00b6\n\n 'children' isn't a valid stage for a special key to be applied at.\n\n**Thrown by:** [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate)\n\nYou attempted to use a [special key](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/specialkey) which has a misconfigured `stage`, so Fusion didn't know when to apply it during instance construction.\n\n## useAfterDestroy\u00b6\n\n The Value object is no longer valid - it was destroyed before the Computed that\n is use()-ing. See discussion #292 on GitHub for advice.\n\n**Thrown by:** [`Spring`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring), [`Tween`](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween), [`New`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new), [`Hydrate`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate), [`Attribute`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attribute), [`AttributeOut`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/attributeout), [`Out`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/out), [`Ref`](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/ref), [`Computed`](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed), [`Observer`](https://elttob.uk/Fusion/0.3/api-reference/state/members/observer)\n\n**Related discussions:** [`#292`](https://github.com/dphfox/Fusion/discussions/292)\n\nYour code attempted to access an object after that object was destroyed..\n\nMake sure your objects are being added to the correct scopes according to when you expect them to be destroyed. Additionally, make sure your code can detect and deal with situations where other objects are no longer available.\n\nBack to top", "tokens": 5532, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/fundamentals/computeds/", "text": "# Computeds\n\nComputeds are state objects that immediately process values from other state objects.\n\nYou pass in a callback to define a calculation. Then, you can use `peek()` to read the result of the calculation at any time.\n\n local numCoins = scope:Value(50)\n local itemPrice = scope:Value(10)\n\n local finalCoins = scope:Computed(function(use, scope)\n return use(numCoins) - use(itemPrice)\n end)\n\n print(peek(finalCoins)) --> 40\n\n numCoins:set(25)\n itemPrice:set(15)\n print(peek(finalCoins)) --> 10\n\n## Usage\u00b6\n\nTo create a new computed object, call `scope:Computed()` and give it a function that performs your calculation. It takes two parameters which will be explained later; for the first part of this tutorial, they'll be left unnamed.\n\n 6\n 7\n 8\n 9\n\n local scope = scoped(Fusion)\n local hardMaths = scope:Computed(function(_, _)\n return 1 + 1\n end)\n\nThe value the callback returns will be stored as the computed's value. You can get the computed's current value using `peek()`:\n\n 6\n 7\n 8\n 9\n 10\n 11\n\n local scope = scoped(Fusion)\n local hardMaths = scope:Computed(function(_, _)\n return 1 + 1\n end)\n\n print(peek(hardMaths)) --> 2\n\nThe calculation should be _immediate_ \\- that is, it should never delay. That means you should not use computed objects when you need to wait for something to occur (e.g. waiting for a server to respond to a request).\n\n## Using State Objects\u00b6\n\nThe calculation is only run once by default. If you try to `peek()` at state objects inside the calculation, your code breaks quickly:\n\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n\n local scope = scoped(Fusion)\n local number = scope:Value(2)\n local double = scope:Computed(function(_, _)\n return peek(number) * 2\n end)\n\n print(peek(number), peek(double)) --> 2 4\n\n -- The calculation won't re-run! Oh no!\n number:set(10)\n print(peek(number), peek(double)) --> 10 4\n\nInstead, the computed object provides a `use` function as the first argument. As your logic runs, you can call this function with different state objects. If any of them changes, then the computed throws everything away and recalculates.\n\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n\n local scope = scoped(Fusion)\n local number = scope:Value(2)\n local double = scope:Computed(function(use, _)\n use(number) -- the calculation will re-run when `number` changes value\n return peek(number) * 2\n end)\n\n print(peek(number), peek(double)) --> 2 4\n\n -- Now it re-runs!\n number:set(10)\n print(peek(number), peek(double)) --> 10 20\n\nFor convenience, `use()` will also read the value, just like `peek()`, so you can easily replace `peek()` calls with `use()` calls. This keeps your logic concise, readable and easily copyable.\n\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n\n local scope = scoped(Fusion)\n local number = scope:Value(2)\n local double = scope:Computed(function(use, _)\n return use(number) * 2\n end)\n\n print(peek(number), peek(double)) --> 2 4\n\n number:set(10)\n print(peek(number), peek(double)) --> 10 20\n\nIt's recommended you always give the first parameter the name `use`, even if it already exists. This helps prevent you from using the wrong parameter if you have multiple computed objects at the same time.\n\n scope:Computed(function(use, _)\n -- ...\n scope:Computed(function(use, _)\n -- ...\n scope:Computed(function(use, _)\n return use(number) * 2\n end)\n -- ...\n end)\n -- ...\n end)\n\nHelp! Using the same name gives me a warning.\n\nDepending on your setup, Luau might be configured to warn when you use the same variable name multiple times.\n\nIn many cases, using the same variable name can be a mistake, but in this case we actually find it useful. So, to turn off the warning, try adding `--!nolint LocalShadow` to the top of your file.\n\nKeep in mind that Fusion sometimes applies optimisations; recalculations might be postponed or cancelled if the value of the computed isn't being used. This is why you should not use computed objects for things like playing sound effects.\n\n[You will learn more about how Fusion does this later.](https://elttob.uk/Fusion/0.3/tutorials/best-practices/optimisation/#similarity)\n\n## Inner Scopes\u00b6\n\nSometimes, you'll need to create things inside computed objects temporarily. In these cases, you want the temporary things to be destroyed when you're done.\n\nYou might try and reuse the scope you already have, to construct objects and add cleanup tasks.\n\nLuau codeOutput\n\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n\n local scope = scoped(Fusion)\n local number = scope:Value(5)\n local double = scope:Computed(function(use, _)\n local current = use(number)\n print(\"Creating\", current)\n -- suppose we want to run some cleanup code for stuff in here\n table.insert(scope, function()\n print(\"Destroying\", current)\n end)\n return current * 2\n end)\n\n print(\"...setting to 25...\")\n number:set(25)\n print(\"...setting to 2...\")\n number:set(2)\n print(\"...cleaning up...\")\n doCleanup(scope)\n\n Creating 5\n ...setting to 25...\n Creating 25\n ...setting to 2...\n Creating 2\n ...cleaning up...\n Destroying 2\n Destroying 25\n Destroying 5\n\nHowever, this doesn't work the way you'd want it to. All of the tasks pile up at the end of the program, instead of being thrown away with the rest of the calculation.\n\nThat's why the second argument is a different scope for you to use while inside the computed object. This scope argument is automatically cleaned up for you when the computed object recalculates.\n\nLuau codeOutput\n\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n\n local scope = scoped(Fusion)\n local number = scope:Value(5)\n local double = scope:Computed(function(use, myBrandNewScope)\n local current = use(number)\n print(\"Creating\", current)\n table.insert(myBrandNewScope, function()\n print(\"Destroying\", current)\n end)\n return current * 2\n end)\n\n print(\"...setting to 25...\")\n number:set(25)\n print(\"...setting to 2...\")\n number:set(2)\n print(\"...cleaning up...\")\n doCleanup(scope)\n\n Creating 5\n ...setting to 25...\n Creating 25\n Destroying 5\n ...setting to 2...\n Creating 2\n Destroying 25\n ...cleaning up...\n Destroying 2\n\nWhen using this new 'inner' scope, the tasks no longer pile up at the end of the program. Instead, they're cleaned up as soon as possible, when the computed object throws away the old calculation.\n\nIt can help to give this parameter the same name as the original scope. This stops you from accidentally using the original scope inside the computed, and makes your code more easily copyable and movable.\n\n local scope = scoped(Fusion)\n scope:Computed(function(use, scope)\n -- ...\n scope:Computed(function(use, scope)\n -- ...\n scope:Computed(function(use, scope)\n local innerValue = scope:Value(5)\n end)\n -- ...\n end)\n -- ...\n end)\n\nHelp! Using the same name gives me a warning.\n\nDepending on your setup, Luau might be configured to warn when you use the same variable name multiple times.\n\nIn many cases, using the same variable name can be a mistake, but in this case we actually find it useful. So, to turn off the warning, try adding `--!nolint LocalShadow` to the top of your file.\n\nOnce you understand computeds, as well as the previously discussed scopes, values and observers, you're well positioned to explore the rest of Fusion.\n\nBack to top", "tokens": 2070, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/roblox/change-events/", "text": "# Change Events\n\n`OnChange` is a function that returns keys to use when hydrating or creating an instance. Those keys let you connect functions to property changed events on the instance.\n\n local input = scope:New \"TextBox\" {\n [OnChange \"Text\"] = function(newText)\n print(\"You typed:\", newText)\n end\n\n## Usage\u00b6\n\n`OnChange` doesn't need a scope - import it into your code from Fusion directly.\n\n local OnChange = Fusion.OnChange\n\nWhen you call `OnChange` with a property name, it will return a special key:\n\n local key = OnChange(\"Text\")\n\nWhen used in a property table, you can pass in a handler and it will be run when that property changes.\n\nArguments are different to Roblox API\n\nNormally in the Roblox API, when using `:GetPropertyChangedSignal()` on an instance, the callback will not receive any arguments.\n\nTo make working with change events easier, `OnChange` will pass the new value of the property to the callback.\n\n local input = scope:New \"TextBox\" {\n [OnChange(\"Text\")] = function(newText)\n print(\"You typed:\", newText)\n end\n\nIf you're using quotes `'' \"\"` for the event name, the extra parentheses `()` are optional:\n\n local input = scope:New \"TextBox\" {\n [OnChange \"Text\"] = function(newText)\n print(\"You typed:\", newText)\n end\n\nBack to top", "tokens": 300, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/animation/types/spring/", "text": "# Spring \u00b6\n\n export type Spring = StateObject & {\n kind: \"Spring\",\n setPosition: (self, newPosition: T) -> (),\n setVelocity: (self, newVelocity: T) -> (),\n addVelocity: (self, deltaVelocity: T) -> ()\n\nA specialised [state object](https://elttob.uk/Fusion/0.3/api-reference/animation/types/stateobject) for following a goal state smoothly over time, using physics to shape the motion.\n\nThe methods on this type allow for direct control over the position and velocity of the motion. Other than that, this type is of limited utility outside of Fusion itself.\n\n## Members\u00b6\n\n### kind : \"Spring\" \u00b6\n\nA more specific type string which can be used for runtime type checking. This can be used to tell types of state object apart.\n\n## Methods\u00b6\n\n### setPosition -> () \u00b6\n\n function Spring:setPosition(\n newPosition: T\n ): ()\n\nImmediately snaps the spring to the given position. The position must have the same `typeof()` as the goal state.\n\n### setVelocity -> () \u00b6\n\n function Spring:setVelocity(\n newVelocity: T\n ): ()\n\nOverwrites the spring's velocity without changing its position. The velocity must have the same `typeof()` as the goal state.\n\n### addVelocity -> () \u00b6\n\n function Spring:addVelocity(\n deltaVelocity: T\n ): ()\n\nAppends to the spring's velocity without changing its position. The velocity must have the same `typeof()` as the goal state.\n\n## Learn More\u00b6\n\n * [Springs tutorial](https://elttob.uk/Fusion/0.3/tutorials/animation/springs)\n\nBack to top", "tokens": 362, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas/", "text": "# UsedAs \u00b6\n\n export type UsedAs = T | StateObject\n\nSomething which describes a value of type `T`. When it is [used](https://elttob.uk/Fusion/0.3/api-reference/state/types/use) in a calculation, it becomes that value.\n\nRecommended\n\nInstead of using one of the more specific variants, your code should aim to use this type as often as possible. It allows your logic to deal with many representations of values at once,\n\n## Variants\u00b6\n\n * `T` \\- represents unchanging constant values\n * [`StateObject`](https://elttob.uk/Fusion/0.3/api-reference/state/types/stateobject) \\- represents dynamically updating values\n\n## Learn More\u00b6\n\n * [Components tutorial](https://elttob.uk/Fusion/0.3/tutorials/best-practices/components/)\n\nBack to top", "tokens": 189, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring/", "text": "# Spring -> [Spring](https://elttob.uk/Fusion/0.3/api-reference/animation/types/spring) \u00b6\n\n function Fusion.Spring(\n scope: Scope,\n goal: UsedAs,\n speed: UsedAs?,\n damping: UsedAs?\n ) -> Spring\n\nConstructs and returns a new [spring state object](https://elttob.uk/Fusion/0.3/api-reference/animation/types/spring).\n\nUse scoped() method syntax\n\nThis function is intended to be accessed as a method on a scope:\n\n local spring = scope:Spring(goal, speed, damping)\n\n## Parameters\u00b6\n\n### scope : [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) \u00b6\n\nThe [scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) which should be used to store destruction tasks for this object.\n\n### goal : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/used) \u00b6\n\nThe goal that this object should follow. For best results, the goal should be [animatable](https://elttob.uk/Fusion/0.3/api-reference/animation/types/animatable).\n\n### speed : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas)? \u00b6\n\nMultiplies how fast the motion should occur; doubling the `speed` exactly halves the time it takes for the motion to complete.\n\n### damping : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas)? \u00b6\n\nThe amount of resistance the motion encounters. 0 represents no resistance, 1 is just enough resistance to prevent overshoot (critical damping), and larger values damp out inertia effects and straighten the motion.\n\n## Returns -> [Spring](https://elttob.uk/Fusion/0.3/api-reference/animation/types/spring) \u00b6\n\nA freshly constructed spring state object.\n\n## Learn More\u00b6\n\n * [Springs tutorial](https://elttob.uk/Fusion/0.3/tutorials/animation/springs)\n\nBack to top", "tokens": 484, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/state/members/forpairs/", "text": "# ForPairs -> [For](https://elttob.uk/Fusion/0.3/api-reference/state/types/for) \u00b6\n\n function Fusion.ForPairs(\n scope: Scope,\n inputTable: UsedAs<{[KI]: VI}>,\n processor: (Use, Scope, key: KI, value: VI) -> (KO, VO)\n ) -> For\n\nConstructs and returns a new [For state object](https://elttob.uk/Fusion/0.3/api-reference/state/types/for) which processes keys and values in pairs.\n\nUse scoped() method syntax\n\nThis function is intended to be accessed as a method on a scope:\n\n local forObj = scope:ForPairs(inputTable, processor)\n\n## Parameters\u00b6\n\n### scope : [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) \u00b6\n\nThe [scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) which should be used to store destruction tasks for this object.\n\n### inputTable : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas)<{[KI]: VI}> \u00b6\n\nThe table which will provide the input keys and input values for this object.\n\nIf it is a state object, this object will respond to changes in that state.\n\n### processor : ([Use](https://elttob.uk/Fusion/0.3/api-reference/memory/types/use), [Scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope), key: KI, value: VI) -> (KO, VO) \u00b6\n\nAccepts a `KI` key and `VI` value pair from the input table, and returns the `KO` key and `VO` value pair that should appear in the output table.\n\nThe processor is given a [use function](https://elttob.uk/Fusion/0.3/api-reference/memory/types/use) for including other objects in the computation, and a [scope](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) for queueing destruction tasks to run on re-computation. The given scope has the same methods as the scope used to create the whole object.\n\n## Returns -> [For](https://elttob.uk/Fusion/0.3/api-reference/state/types/for) \u00b6\n\nA freshly constructed For state object.\n\n## Learn More\u00b6\n\n * [ForPairs tutorial](https://elttob.uk/Fusion/0.3/tutorials/tables/forpairs)\n\nBack to top", "tokens": 579, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/general/types/version/", "text": "# Version \u00b6\n\n export type Version = {\n major: number,\n minor: number,\n isRelease: boolean\n\nDescribes a version of Fusion's source code.\n\n## Members\u00b6\n\n### major : number \u00b6\n\nThe major version number. If this is greater than `0`, then two versions sharing the same major version number are not expected to be incompatible or have breaking changes.\n\n### minor : number \u00b6\n\nThe minor version number. Describes version updates that are not enumerated by the major version number, such as versions prior to 1.0, or versions which are non-breaking.\n\n### isRelease : boolean \u00b6\n\nDescribes whether the version was sourced from an official release package.\n\nBack to top", "tokens": 151, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/examples/cookbook/player-list/", "text": "# Player List\n\nThis shows how to use Fusion's Roblox API to create a simple, dynamically updating player list.\n\n## Overview\u00b6\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n 24\n 25\n 26\n 27\n 28\n 29\n 30\n 31\n 32\n 33\n 34\n 35\n 36\n 37\n 38\n 39\n 40\n 41\n 42\n 43\n 44\n 45\n 46\n 47\n 48\n 49\n 50\n 51\n 52\n 53\n 54\n 55\n 56\n 57\n 58\n 59\n 60\n 61\n 62\n 63\n 64\n 65\n 66\n 67\n 68\n 69\n 70\n 71\n 72\n 73\n 74\n 75\n 76\n 77\n 78\n 79\n\n local Players = game:GetService(\"Players\")\n\n local Fusion = -- initialise Fusion here however you please!\n local scoped = Fusion.scoped\n local Children = Fusion.Children\n type UsedAs = Fusion.UsedAs\n\n local function PlayerList(\n scope: Fusion.Scope,\n props: {\n Players: UsedAs<{Player}>\n ): Fusion.Child\n return scope:New \"Frame\" {\n Name = \"PlayerList\",\n\n Position = UDim2.fromScale(1, 0),\n AnchorPoint = Vector2.new(1, 0),\n Size = UDim2.fromOffset(300, 0),\n AutomaticSize = \"Y\",\n\n BackgroundTransparency = 0.5,\n BackgroundColor3 = Color3.new(0, 0, 0),\n\n [Children] = {\n scope:New \"UICorner\" {\n CornerRadius = UDim.new(0, 8)\n },\n scope:New \"UIListLayout\" {\n SortOrder = \"Name\",\n FillDirection = \"Vertical\"\n },\n\n scope:ForValues(props.Players, function(use, scope, player)\n return scope:New \"TextLabel\" {\n Name = \"PlayerListRow: \" .. player.DisplayName,\n\n Size = UDim2.new(1, 0, 0, 25),\n BackgroundTransparency = 1,\n\n Text = player.DisplayName,\n TextColor3 = Color3.new(1, 1, 1),\n Font = Enum.Font.GothamMedium,\n TextSize = 16,\n TextXAlignment = \"Right\",\n TextTruncate = \"AtEnd\",\n\n [Children] = scope:New \"UIPadding\" {\n PaddingLeft = UDim.new(0, 10),\n PaddingRight = UDim.new(0, 10)\n end)\n end\n\n -- Don't forget to pass this to `doCleanup` if you disable the script.\n local scope = scoped(Fusion, {\n PlayerList = PlayerList\n })\n\n local players = scope:Value(Players:GetPlayers())\n local function updatePlayers()\n players:set(Players:GetPlayers())\n end\n table.insert(scope, {\n Players.PlayerAdded:Connect(updatePlayers),\n Players.PlayerRemoving:Connect(updatePlayers)\n })\n\n local gui = scope:New \"ScreenGui\" {\n Name = \"PlayerListGui\",\n Parent = Players.LocalPlayer:FindFirstChildOfClass(\"PlayerGui\"),\n\n [Children] = scope:PlayerList {\n Players = players\n\n## Explanation\u00b6\n\nThe `PlayerList` component is designed to be simple and self-contained. The only thing it needs is a `Players` list - it handles everything else, including its position, size, appearance and behaviour.\n\n local function PlayerList(\n scope: Fusion.Scope,\n props: {\n Players: UsedAs<{Player}>\n ): Fusion.Child\n\nAfter creating a vertically expanding Frame with some style and layout added, it turns the `Players` into a series of text labels using `ForValues`, which will automatically create and remove them as the `Players` list changes.\n\n scope:ForValues(props.Players, function(use, scope, player)\n return scope:New \"TextLabel\" {\n Name = \"PlayerListRow: \" .. player.DisplayName,\n\n Size = UDim2.new(1, 0, 0, 25),\n BackgroundTransparency = 1,\n\n Text = player.DisplayName,\n TextColor3 = Color3.new(1, 1, 1),\n Font = Enum.Font.GothamMedium,\n TextSize = 16,\n TextXAlignment = \"Right\",\n TextTruncate = \"AtEnd\",\n\n [Children] = scope:New \"UIPadding\" {\n PaddingLeft = UDim.new(0, 10),\n PaddingRight = UDim.new(0, 10)\n end)\n\nThat's all that the `PlayerList` component has to do.\n\nLater on, the code creates a `Value` object to store a list of players, and update it every time a player joins or leaves the game.\n\n local players = scope:Value(Players:GetPlayers())\n local function updatePlayers()\n players:set(Players:GetPlayers())\n end\n table.insert(scope, {\n Players.PlayerAdded:Connect(updatePlayers),\n Players.PlayerRemoving:Connect(updatePlayers)\n })\n\nThat object can then be passed in as `Players` when creating the `PlayerList`.\n\n local gui = scope:New \"ScreenGui\" {\n Name = \"PlayerListGui\",\n Parent = Players.LocalPlayer:FindFirstChildOfClass(\"PlayerGui\"),\n\n [Children] = scope:PlayerList {\n Players = players\n\nBack to top", "tokens": 1332, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/state/types/use/", "text": "# Use \u00b6\n\n export type Use = (target: UsedAs) -> T\n\nA function which extracts a value of `T` from something that can be [used as](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas) `T`.\n\nThe most generic implementation of this is [the `peek()` function](https://elttob.uk/Fusion/0.3/api-reference/state/members/peek), which performs this extraction with no additional steps.\n\nHowever, certain APIs may provide their own implementation, so they can perform additional processing for certain representations. Most notably, [computeds](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed) provide their own `use()` function which adds inputs to a watchlist, which allows them to re-calculate as inputs change.\n\n## Parameters\u00b6\n\n### target : [UsedAs](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas) \u00b6\n\nThe representation of `T` to extract a value from.\n\n## Returns -> T \u00b6\n\nThe current value of `T`, derived from `target`.\n\n## Learn More\u00b6\n\n * [Values tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/values/)\n * [Computeds tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/computeds/)\n\nBack to top", "tokens": 310, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/examples/cookbook/button-component/", "text": "# Button Component\n\nThis example is a relatively complete button component implemented using Fusion's Roblox API. It handles many common interactions such as hovering and clicking.\n\nThis should be a generally useful template for assembling components of your own. For further ideas and best practices for building components, see [the Components tutorial](https://elttob.uk/Fusion/0.3/tutorials/components/components).\n\n## Overview\u00b6\n\n 1\n 2\n 3\n 4\n 5\n 6\n 7\n 8\n 9\n 10\n 11\n 12\n 13\n 14\n 15\n 16\n 17\n 18\n 19\n 20\n 21\n 22\n 23\n 24\n 25\n 26\n 27\n 28\n 29\n 30\n 31\n 32\n 33\n 34\n 35\n 36\n 37\n 38\n 39\n 40\n 41\n 42\n 43\n 44\n 45\n 46\n 47\n 48\n 49\n 50\n 51\n 52\n 53\n 54\n 55\n 56\n 57\n 58\n 59\n 60\n 61\n 62\n 63\n 64\n 65\n 66\n 67\n 68\n 69\n 70\n 71\n 72\n 73\n 74\n 75\n 76\n 77\n 78\n 79\n 80\n 81\n 82\n 83\n 84\n 85\n 86\n 87\n 88\n 89\n 90\n 91\n 92\n 93\n 94\n 95\n 96\n 97\n 98\n 99\n 100\n 101\n 102\n 103\n 104\n 105\n 106\n 107\n 108\n 109\n 110\n 111\n 112\n 113\n 114\n\n local Fusion = -- initialise Fusion here however you please!\n local scoped = Fusion.scoped\n local Children, OnEvent = Fusion.Children, Fusion.OnEvent\n type UsedAs = Fusion.UsedAs\n\n local COLOUR_BLACK = Color3.new(0, 0, 0)\n local COLOUR_WHITE = Color3.new(1, 1, 1)\n\n local COLOUR_TEXT = COLOUR_WHITE\n local COLOUR_BG_REST = Color3.fromHex(\"0085FF\")\n local COLOUR_BG_HOVER = COLOUR_BG_REST:Lerp(COLOUR_WHITE, 0.25)\n local COLOUR_BG_HELD = COLOUR_BG_REST:Lerp(COLOUR_BLACK, 0.25)\n local COLOUR_BG_DISABLED = Color3.fromHex(\"CCCCCC\")\n\n local BG_FADE_SPEED = 20 -- spring speed units\n\n local ROUNDED_CORNERS = UDim.new(0, 4)\n local PADDING = UDim2.fromOffset(6, 4)\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Name: UsedAs?,\n Layout: {\n LayoutOrder: UsedAs?,\n Position: UsedAs?,\n AnchorPoint: UsedAs?,\n ZIndex: UsedAs?,\n Size: UsedAs?,\n AutomaticSize: UsedAs?\n },\n Text: UsedAs?,\n Disabled: UsedAs?,\n OnClick: (() -> ())?\n ): Fusion.Child\n local isHovering = scope:Value(false)\n local isHeldDown = scope:Value(false)\n\n return scope:New \"TextButton\" {\n Name = props.Name,\n\n LayoutOrder = props.Layout.LayoutOrder,\n Position = props.Layout.Position,\n AnchorPoint = props.Layout.AnchorPoint,\n ZIndex = props.Layout.ZIndex,\n Size = props.Layout.Size,\n AutomaticSize = props.Layout.AutomaticSize,\n\n Text = props.Text,\n TextColor3 = COLOUR_TEXT,\n\n BackgroundColor3 = scope:Spring(\n scope:Computed(function(use)\n -- The order of conditions matter here; it defines which states\n -- visually override other states, with earlier states being\n -- more important.\n return\n if use(props.Disabled) then COLOUR_BG_DISABLED\n elseif use(isHeldDown) then COLOUR_BG_HELD\n elseif use(isHovering) then COLOUR_BG_HOVER\n else return COLOUR_BG_REST\n end\n end),\n BG_FADE_SPEED\n ),\n\n [OnEvent \"Activated\"] = function()\n if props.OnClick ~= nil and not peek(props.Disabled) then\n -- Explicitly called with no arguments to match the typedef.\n -- If passed straight to `OnEvent`, the function might receive\n -- arguments from the event. If the function secretly *does*\n -- take arguments (despite the type) this would cause problems.\n props.OnClick()\n end\n end,\n\n [OnEvent \"MouseButton1Down\"] = function()\n isHeldDown:set(true)\n end,\n [OnEvent \"MouseButton1Up\"] = function()\n isHeldDown:set(false)\n end,\n\n [OnEvent \"MouseEnter\"] = function()\n -- Roblox calls this event even if the button is being covered by\n -- other UI. For simplicity, this does not account for that.\n isHovering:set(true)\n end,\n [OnEvent \"MouseLeave\"] = function()\n -- If the button is being held down, but the cursor moves off the\n -- button, then we won't receive the mouse up event. To make sure\n -- the button doesn't get stuck held down, we'll release it if the\n -- cursor leaves the button.\n isHeldDown:set(false)\n isHovering:set(false)\n end,\n\n [Children] = {\n New \"UICorner\" {\n CornerRadius = ROUNDED_CORNERS\n },\n\n New \"UIPadding\" {\n PaddingTop = PADDING.Y,\n PaddingBottom = PADDING.Y,\n PaddingLeft = PADDING.X,\n PaddingRight = PADDING.X\n end\n\n return Button\n\n## Explanation\u00b6\n\nThe main part of note is the function signature. It's highly recommended that you statically type the function signature for components, because it not only improves autocomplete and error checking, but also acts as up-to-date, machine readable documentation.\n\n local function Button(\n scope: Fusion.Scope,\n props: {\n Name: UsedAs?,\n Layout: {\n LayoutOrder: UsedAs?,\n Position: UsedAs?,\n AnchorPoint: UsedAs?,\n ZIndex: UsedAs?,\n Size: UsedAs?,\n AutomaticSize: UsedAs?\n },\n Text: UsedAs?,\n Disabled: UsedAs?,\n OnClick: (() -> ())?\n ): Fusion.Child\n\nThe `scope` parameter specifies that the component depends on Fusion's methods. If you're not sure how to write type definitions for scopes, [the 'Scopes' section of the Components tutorial](https://elttob.uk/Fusion/0.3/tutorials/components/components/#scopes) goes into further detail.\n\nThe property table is laid out with each property on a new line, so it's easy to scan the list and see what properties are available. Most are typed with [`UsedAs`](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas), which allows the user to use state objects if they desire. They're also `?` (optional), which can reduce boilerplate when using the component. Not all properties have to be that way, but usually it's better to have the flexibility.\n\nProperty grouping\n\nYou can group properties together in nested tables, like the `Layout` table above, to avoid long mixed lists of properties. In addition to being more readable, this can sometimes help with passing around lots of properties at once, because you can pass the whole nested table as one value if you'd like to.\n\nThe return type of the function is `Fusion.Child`, which tells the user that the component is compatible with Fusion's `[Children]` API, without exposing what children it's returning specifically. This helps ensure the user doesn't accidentally depend on the internal structure of the component.\n\nBack to top", "tokens": 1919, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/state/types/computed/", "text": "# Computed \u00b6\n\n export type Computed = StateObject & {\n kind: \"Computed\",\n timeliness: \"lazy\"\n\nA specialised [state object](https://elttob.uk/Fusion/0.3/api-reference/state/types/stateobject) for tracking single values computed from a user-defined computation.\n\nThis type isn't generally useful outside of Fusion itself.\n\n## Members\u00b6\n\n### kind : \"Computed\" \u00b6\n\nA more specific type string which can be used for runtime type checking. This can be used to tell types of state object apart.\n\n## Learn More\u00b6\n\n * [Computeds tutorial](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/computeds)\n\nBack to top", "tokens": 156, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/api-reference/", "text": "# API Reference\u00b6\n\nWelcome to the API Reference! This is where you can find more technical documentation about what the Fusion library provides.\n\nFor a beginner-friendly experience, [try the tutorials.](https://elttob.uk/Fusion/0.3/tutorials/)\n\n## Most Popular\u00b6\n\n### General\u00b6\n\n[ Errors ](https://elttob.uk/Fusion/0.3/api-reference/general/errors) [ Contextual ](https://elttob.uk/Fusion/0.3/api-reference/general/members/contextual) [ Safe ](https://elttob.uk/Fusion/0.3/api-reference/general/members/safe)\n\n### Memory\u00b6\n\n[ Scope ](https://elttob.uk/Fusion/0.3/api-reference/memory/types/scope) [ innerScope ](https://elttob.uk/Fusion/0.3/api-reference/memory/members/innerscope) [ doCleanup ](https://elttob.uk/Fusion/0.3/api-reference/memory/members/docleanup) [ scoped ](https://elttob.uk/Fusion/0.3/api-reference/memory/members/scoped)\n\n### Graph\u00b6\n\n[ Observer ](https://elttob.uk/Fusion/0.3/api-reference/graph/members/observer)\n\n### State\u00b6\n\n[ UsedAs ](https://elttob.uk/Fusion/0.3/api-reference/state/types/usedas) [ Computed ](https://elttob.uk/Fusion/0.3/api-reference/state/members/computed) [ peek ](https://elttob.uk/Fusion/0.3/api-reference/state/members/peek) [ Value ](https://elttob.uk/Fusion/0.3/api-reference/state/members/value)\n\n### Animation\u00b6\n\n[ Spring ](https://elttob.uk/Fusion/0.3/api-reference/animation/members/spring) [ Tween ](https://elttob.uk/Fusion/0.3/api-reference/animation/members/tween)\n\n### Roblox\u00b6\n\n[ Child ](https://elttob.uk/Fusion/0.3/api-reference/roblox/types/child) [ Children ](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/children) [ Hydrate ](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/hydrate) [ New ](https://elttob.uk/Fusion/0.3/api-reference/roblox/members/new)\n\nBack to top", "tokens": 533, "type": "documentation"} {"repo": "dphfox/Fusion", "source_url": "https://elttob.uk/Fusion/0.3/tutorials/tables/forkeys/", "text": "# ForKeys\n\n`ForKeys` is a state object that processes keys from another table.\n\nIt supports both constants and state objects.\n\n local data = {Red = \"foo\", Blue = \"bar\"}\n local prefix = scope:Value(\"Key_\")\n\n local renamed = scope:ForKeys(data, function(use, scope, key)\n return use(prefix) .. key\n end)\n\n print(peek(renamed)) --> {Key_Red = \"foo\", Key_Blue = \"bar\"}\n\n prefix:set(\"colour\")\n print(peek(renamed)) --> {colourRed = \"foo\", colourBlue = \"bar\"}\n\n## Usage\u00b6\n\nTo create a new `ForKeys` object, call the constructor with an input table and a processor function. The first two arguments are `use` and `scope`, just like [computed objects](https://elttob.uk/Fusion/0.3/tutorials/fundamentals/computeds). The third argument is one of the keys read from the input table.\n\n local data = {red = \"foo\", blue = \"bar\"}\n local renamed = scope:ForKeys(data, function(use, scope, key)\n return string.upper(key)\n end)\n\nYou can read the table of processed keys using `peek()`:\n\n local data = {red = \"foo\", blue = \"bar\"}\n local renamed = scope:ForKeys(data, function(use, scope, key)\n return string.upper(key)\n end)\n\n print(peek(renamed)) --> {RED = \"foo\", BLUE = \"bar\"}\n\nThe input table can be a state object. When the input table changes, the output will update.\n\n local foodSet = scope:Value({})\n\n local prefixes = { pie = \"tasty\", chocolate = \"yummy\", broccoli = \"gross\" }\n local renamedFoodSet = scope:ForKeys(foodSet, function(use, scope, food)\n return prefixes[food] .. food\n end)\n\n foodSet:set({ pie = true })\n print(peek(renamedFoodSet)) --> { tasty_pie = true }\n\n foodSet:set({ broccoli = true, chocolate = true })\n print(peek(renamedFoodSet)) --> { gross_broccoli = true, yummy_chocolate = true }\n\nYou can also `use()` state objects in your calculations, just like a computed.\n\n local foodSet = scope:Value({ broccoli = true, chocolate = true })\n\n local prefixes = { chocolate = \"yummy\", broccoli = scope:Value(\"gross\") }\n local renamedFoodSet = scope:ForKeys(foodSet, function(use, scope, food)\n return use(prefixes[food]) .. food\n end)\n\n print(peek(renamedFoodSet)) --> { gross_broccoli = true, yummy_chocolate = true }\n\n prefixes.broccoli:set(\"scrumptious\")\n print(peek(renamedFoodSet)) --> { scrumptious_broccoli = true, yummy_chocolate = true }\n\nAnything added to the `scope` is cleaned up for you when the processed key is removed.\n\n local foodSet = scope:Value({ broccoli = true, chocolate = true })\n\n local shoutingFoodSet = scope:ForKeys(names, function(use, scope, food)\n table.insert(scope, function()\n print(\"I ate the \" .. food .. \"!\")\n end)\n return string.upper(food)\n end)\n\n names:set({ chocolate = true }) --> I ate the broccoli!\n\nHow ForKeys optimises your code\n\nRather than creating a new output table from scratch every time the input table is changed, `ForKeys` will try and reuse as much as possible to improve performance.\n\nSay you're converting an array to a dictionary:\n\n local array = scope:Value({\"Fusion\", \"Knit\", \"Matter\"})\n local dict = scope:ForKeys(array, function(use, scope, index)\n return \"Value\" .. index\n end)\n\n print(peek(dict)) --> {Value1 = \"Fusion\", Value2 = \"Knit\", Value3 = \"Matter\"}\n\nBecause `ForKeys` only operates on the keys, changing the values in the array doesn't affect the keys. Keys are only added or removed as needed:\n\n local array = scope:Value({\"Fusion\", \"Knit\", \"Matter\"})\n local dict = scope:ForKeys(array, function(use, scope, index)\n return \"Value\" .. index\n end)\n\n print(peek(dict)) --> {Value1 = \"Fusion\", Value2 = \"Knit\", Value3 = \"Matter\"}\n\n array:set({\"Roact\", \"Rodux\", \"Promise\"})\n print(peek(dict)) --> {Value1 = \"Roact\", Value2 = \"Rodux\", Value3 = \"Promise\"}\n\n`ForKeys` takes advantage of this - when a value changes, it's copied into the output table without recalculating the key. Keys are only calculated when a value is assigned to a new key.\n\nBack to top", "tokens": 1049, "type": "documentation"} {"repo": "notpoiu/cobalt", "file_path": "README.md", "text": "![image](https://github.com/user-attachments/assets/d88e0da7-0f48-46d0-86c2-5e721fa350c9)\n\nA **runtime** developer tool for the **Roblox Game Engine** to monitor and\n\nintercept incoming and outgoing network traffic with beautiful opinionated UI.\n\n```lua\n-- https://discord.gg/FJcJMuze7S\nloadstring(game:HttpGet(\"https://github.com/notpoiu/cobalt/releases/latest/download/Cobalt.luau\"))()\n\n## Features\n\n- Beautiful opinionated ui\n- Incoming & Outgoing Event **monitoring**\n - Actors support\\*\n - \\_\\_index hooking\n - UnreliableRemoteEvent Support\n- Incoming & Outgoing Event **interception**\n - Block events\n - Replay events\n- Pagination Implementation (prevents lag)\n- Copy Calling and Intercept code\n- File Logs\n- Plugin System (https://docs.mspaint.cc/cobalt/plugins/overview)\n\n> \\*Actors are supported even on executors that lack the `run_on_actor` function. As long as the `setfflag` and `getfflag` functions are available in the executor's environement\n\n## Video Demo\n\n[![Cobalt Remote Spy Demo](http://img.youtube.com/vi/Ellj_P6-yVI/0.jpg)](http://www.youtube.com/watch?v=Ellj_P6-yVI)\n\n# Development\n\nFor development instructions, please refer to [our documentation](https://docs.mspaint.cc/cobalt/development).", "tokens": 332, "type": "readme"} {"repo": "matter-ecs/matter", "file_path": "README.md", "text": "**Matter** is a modern ECS library for _[Roblox]_.\n\n[roblox]: https://www.roblox.com/\n\n## Installation\n\nMatter can be installed with [Wally] by including it as a dependency in your\n`wally.toml` file.\n\n```toml\nMatter = \"matter-ecs/matter@0.8.4\"\n\n## Migration\n\nIf you're currently using the scope `evaera/matter`, prior versions are the same\npackage. You can migrate by changing your `wally.toml` file to use the scope\n`matter-ecs/matter`.\n\n## Building\n\nBefore building, you'll need to install all dependencies using [Wally].\n\nYou can then sync or build the project with [Rojo]. Matter contains several\nproject files with different builds of the project. The `default.project.json`\nis the package build. The `example.project.json` is the example game build.\n\n[rojo]: https://rojo.space/\n[wally]: https://wally.run/\n\n## Contributing\n\nContributions are welcome, please make a pull request! Check out our\n[contribution] guide for further information.\n\nPlease read our [code of conduct] when getting involved.\n\n[contribution]: CONTRIBUTING.md\n[code of conduct]: CODE_OF_CONDUCT.md\n\n## Project Legacy\n\nMatter was originally pioneered by [@evaera](https://www.github.com/evaera). She\nlaid the robust foundation for the work we continue today.\n\n## License\n\nMatter is free software available under the MIT license. See the [license] for\ndetails.\n\n[license]: LICENSE.md", "tokens": 337, "type": "readme"} {"repo": "matter-ecs/matter", "source_url": "https://matter-ecs.github.io/matter/", "text": "Matter is an Entity-Component-System library that empowers developers to build games that are extensible, performant, and easy to debug.\n\n### Data-Driven Architecture\n\nWith ECS, your data and your code are separate. Data exists as Components, any number of which can be present on an Entity. Systems contain your game code and run in a fixed order, every frame. Systems query for Entities that have specific Components, and declare what the state of the world should be.\n\nThe separation of state and behavior enables quality of life features like Hot Reloading, allowing you to see the changes you've made to your code in real time - as soon as you save the file. No need to stop and start the game.\n\n### Debug View and Editor\n\nMatter comes with a world-class debug view and editor. In addition to viewing all your game state in one place, the debugger integrates with an immediate-mode widget system to make creating debug conditions dead simple. Performance information, queries, logs, and recent errors are displayed for each system, enabling deep insight into what your code is really doing.\n\nAll systems run in a fixed order, every frame\n\n#### RenderStepped\n\nmoveCutSceneCameraanimateModelscamera3dEffects\n\n#### Heartbeat\n\nspawnEnemiespoisonEnemiesenemiesMovefireWeaponsdoors\n\n### Robust and Durable\n\nEvent-driven code can be sensitive to ordering issues and new behaviors can be created accidentally. With ECS, your code runs contiguously in a fixed order every frame, which makes it much more predictable and resilient to new behaviors caused by refactors.\n\nAll systems have access to all the data in the game, which means adding a new feature is as simple as creating a new system that simply declares something about the world.", "tokens": 356, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "file_path": "README.md", "text": "# Flipbook\n\nFlipbook is a storybook plugin that previews UI components in a sandboxed environment. With it you can isolate distinct parts of your game's UI to hammer out edge cases and complex states without having to run through the whole UI.\n\nWith native support for popular UI libraries like [Roact](https://github.com/roblox/roact), [Fusion](https://github.com/Elttob/Fusion), and [Roact 17](https://github.com/grilme99/CorePackages#roact17), no matter how you create UI you can write a story for it in Flipbook\n\n![Screenshot of Flipbook showing off the ButtonWithControls story](docs/static/img/main-screenshot.png)\n\n## Installation\n\nYou can install Flipbook from the [Roblox marketplace](https://www.roblox.com/library/8517129161) or from the [GitHub releases](https://github.com/flipbook-labs/flipbook/releases) page.\n\n## Documentation\n\nLearn how to use Flipbook on the [official documentation site](https://flipbook-labs.github.io/flipbook/).\n\n## Contributing\n\nBefore opening a pull request, check out our [contributing guide](https://flipbook-labs.github.io/flipbook/docs/contributing/onboarding) to learn how we develop the plugin.\n\n## License\n\nFlipbook is licensed under [MIT License](LICENSE).", "tokens": 288, "type": "readme"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/", "text": "### Isolate your UI\n\nWith Flipbook you can isolate distinct parts of your game's UI to hammer out edge cases and complex states without having to run through the whole UI\n\n### Controls\n\nSet custom controls that your stories can respond to while iterating to quickly toggle states and provide custom input without changing the story\n\n### Support for Hoarcekat\n\nBring your existing stories from Hoarcekat over to Flipbook by adding a Storybook to set them up.", "tokens": 94, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/docs/intro/", "text": "Flipbook is a storybook plugin that previews UI components in a sandboxed environment. With it you can isolate distinct parts of your game's UI to hammer out edge cases and complex states without having to run through the whole UI.\n\nBy default, Flipbook uses a function-based renderer with support for Roblox Instances to get you up and running, and offers native support for UI libraries like [React](https://flipbook-labs.github.io/flipbook/docs/frameworks/react) and [Fusion](https://flipbook-labs.github.io/flipbook/docs/frameworks/fusion). No matter how you create UI you can write a story for it in Flipbook.", "tokens": 135, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/docs/creating-stories/typechecking/", "text": "We'll have examples here later. For now, check out [Storyteller](https://github.com/flipbook-labs/storyteller) which includes Story and Storybook types so you can typecheck your modules.", "tokens": 45, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/docs/category/stories/", "text": "[## \ud83d\udcc4\ufe0f Writing StoriesBefore Flipbook can discover your Stories, you need a Storybook. A Storybook is any ModuleScript with a .storybook extension. It acts as the topmost configuration for each collection of Stories in your project.](https://flipbook-labs.github.io/flipbook/docs/creating-stories/writing-stories)[## \ud83d\udcc4\ufe0f ControlsStories can define controls that make it possible to quickly test out the behavior and variants of the UI you're working on.](https://flipbook-labs.github.io/flipbook/docs/creating-stories/controls)[## \ud83d\udcc4\ufe0f TypecheckingWe'll have examples here later. For now, check out Storyteller which includes Story and Storybook types so you can typecheck your modules.](https://flipbook-labs.github.io/flipbook/docs/creating-stories/typechecking)[## \ud83d\udcc4\ufe0f Story FormatStorybook](https://flipbook-labs.github.io/flipbook/docs/creating-stories/story-format)", "tokens": 209, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/docs/creating-stories/controls/", "text": "Stories can define controls that make it possible to quickly test out the behavior and variants of the UI you're working on.\n\nHere's an example React component that we will build a Story around. The props it takes in will be configurable by the Story's controls.\n\nReactButtonControls.luau\n\n local React = require(\"@pkg/React\")\n\n local function ReactButton(props: {\n text: string,\n isDisabled: boolean,\n onActivated: () -> (),\n })\n return React.createElement(\"TextButton\", {\n Text = props.text,\n TextSize = 16,\n Font = Enum.Font.BuilderSansExtraBold,\n TextColor3 = Color3.fromRGB(50, 50, 50),\n BackgroundColor3 = Color3.fromRGB(255, 255, 255),\n AutoButtonColor = if props.isDisabled then false else true,\n BorderSizePixel = 0,\n Size = UDim2.fromOffset(200, 40),\n [React.Event.Activated] = if props.isDisabled then nil else props.onActivated,\n }, {\n Overlay = if props.isDisabled\n then React.createElement(\"Frame\", {\n Size = UDim2.fromScale(1, 1),\n BackgroundColor3 = Color3.fromRGB(0, 0, 0),\n BackgroundTransparency = 0.6,\n })\n else nil,\n })\n end\n\n return ReactButton\n\nThe Story creates the element and passes in controls through the `props` argument.\n\nReactButtonControls.story.luau\n\n local React = require(\"@pkg/React\")\n\n local ReactButtonControls = require(\"./ReactButtonControls\")\n\n local controls = {\n text = \"Click Me\",\n isDisabled = false,\n\n type Props = {\n controls: typeof(controls),\n\n return {\n controls = controls,\n story = function(props: Props)\n return React.createElement(ReactButtonControls, {\n text = props.controls.text,\n isDisabled = props.controls.isDisabled,\n onActivated = function()\n print(\"click\")\n end,\n })\n end,\n\nOpening the `ReactButtonControls` Story in Flipbook will include an accompanying panel for configuring the controls.\n\nAs controls are modified the Story will live-reload with the new props.", "tokens": 468, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/docs/category/frameworks/", "text": "[## \ud83d\udcc4\ufe0f FusionFusion is a reactive UI library created and maintained by Daniel P H Fox. Flipbook supports Fusion via the packages object. Pass in your installation of Fusion to your Storybook and all stories will be rendered with it.](https://flipbook-labs.github.io/flipbook/docs/frameworks/fusion)[## \ud83d\udcc4\ufe0f ReactFlipbook supports Roblox's transpilation of React 17 through the use of jsdotlua's React fork. Pass in your installation of React and ReactRoblox to your Storybook and all stories will be rendered with it.](https://flipbook-labs.github.io/flipbook/docs/frameworks/react)[## \ud83d\udcc4\ufe0f RoactFlipbook supports Roblox's legacy Roact library. Pass in your installation of Roact to your Storybook and all stories will be rendered with it.](https://flipbook-labs.github.io/flipbook/docs/frameworks/roact)", "tokens": 196, "type": "documentation"} {"repo": "flipbook-labs/flipbook", "source_url": "https://flipbook-labs.github.io/flipbook/docs/category/contributing/", "text": "[## \ud83d\udcc4\ufe0f OnboardingThank you for your interest in contributing to Flipbook! This guide will help you get your environment setup so you can have the best possible development experience.](https://flipbook-labs.github.io/flipbook/docs/contributing/onboarding)[## \ud83d\udcc4\ufe0f Creating ReleasesOnce ready to cut a new release, bump the version in our manifest files and create a PR for it.](https://flipbook-labs.github.io/flipbook/docs/contributing/creating-releases)", "tokens": 107, "type": "documentation"} {"repo": "sircfenner/StudioComponents", "file_path": "README.md", "text": "# StudioComponents\n\n## [Read the documentation here!](https://sircfenner.github.io/StudioComponents/)\n\nA collection of React implementations of Roblox Studio components such as Checkboxes, Buttons, and Dropdowns. This is intended for building plugins for Roblox Studio.\n\nAn example Dropdown\n\nThis project is built for [react-lua](https://github.com/jsdotlua/react-lua), Roblox's translation\nof upstream ReactJS 17.x into Luau.\n\n## Installation\n\n### Wally\n\nAdd `studiocomponents` to your `wally.toml`:\n\n```toml\nstudiocomponents = \"sircfenner/studiocomponents@1.0.0\"\n\n### NPM & yarn\n\nAdd `studiocomponents` to your dependencies:\n\n```bash\nnpm install @sircfenner/studiocomponents\n\n```bash\nyarn add @sircfenner/studiocomponents\n\nRun `npmluau`.\n\n## License\n\nThis project is available under the MIT license. See [LICENSE](LICENSE) for details.", "tokens": 222, "type": "readme"} {"repo": "TheNexusAvenger/Nexus-VR-Character-Model", "file_path": "README.md", "text": "# Nexus-VR-Character-Model\nNexus VR Character Model replaces the default\ncontrols and camera of R15 Roblox characters\nand maps the character to the player's headset\nand hand controllers.\n\n## Menu\nTo access the menu, the left controller must be\nrotated counter-clockwise and the right controller\nmust be rotated clockwise so that they are facing\neach other or upwards while facing roughly forward.\nThis gesture is used to be out of the way of most\ngames.\n\n## Limitations\n* Optimizations for specific headsets and controllers\n can't be made because the hardware is not communicated\n to the developer. Some headsets, like the HP Reverb G2,\n may perform poorly.\n* R6 characters are not supported. R15 is recommended\n for new projects since R15 gets better support and\n has more functionality.\n* The foot-planting code is old and could use a rewrite.\n* The menu gesture is not obvious. Most players may\n not know about it.\n* `VRService.AvatarGestures` support is incomplete.\n * `ThirdPersonTrack` camera does not work and the camera\n setting is restricted.\n * [Crouching is not supported.](https://devforum.roblox.com/t/vrserviceavatargestures-to-allow-for-vr-crouching/3266565)\n * [Teleporting players is broken with no workaround.](https://devforum.roblox.com/t/animating-your-avatar-in-vr/2954399/9)\n * Rolling the camera with a seat (ex: rollercoaster,\n plane) is not supported.\n * Setting the eye level is unsupported outside of\n recentering, and the internal recenter APIs don't\n work.\n * The hands might not reach the controller's hands\n due to not being able to disconnect the arms.\n\n## Setup\nThe repository can be synced into Roblox using\n[Rojo](https://github.com/rojo-rbx/rojo), which\nwill include the [loader](NexusVRCharacterModelLoader.server.lua)\nwith the `MainModule`. If the loader contains\n`MainModule`, it will load the `MainModule`.\nOtherwise, the asset id `10728814921` will be\nfetched. The behavior allows for automatic\nupdates while still allowing an easy way to use\nstatic versions. The loader uploaded to the\nwebsite does not include the `MainModule`, so\nit will default to fetching the latest version.\n\n## [Nexus-VR-Core](https://github.com/thenexusAvenger/nexus-vr-core)\nNexus VR Core is used for user interfaces\nin Nexus VR Character Model. When Nexus VR\nCharacter Model is loaded, a module named\n`NexusVRCore` will be loaded in `ReplicatedStorage`.\nSee Nexus VR Core's docs on how to use it\nto make user interfaces that can be interacted\nwith by VR users.\n\n## API\nSee [included-apis.md](docs/included-apis.md) for the APIs\nthat can be referenced.\n\n## Contributing\nBoth issues and pull requests are accepted for this project.\n\n## License\nNexus VR Character Model is available under the terms of the MIT\nLicense. See [LICENSE](LICENSE) for details.", "tokens": 693, "type": "readme"} {"repo": "nezuo/lapis", "file_path": "README.md", "text": "# Lapis\nA Roblox DataStore abstraction that offers:\n- **Session Locking** - Documents can only be accessed from one server at a time. This prevents some bugs and duping methods.\n- **Validation** - Ensure your data is correct before saving it.\n- **Migrations** - Update the structure of your data over time.\n- **Retries** - Failed DataStore requests will be retried.\n- **Throttling** - DataStore requests will never exceed their budget and throw an error.\n- **Promise-based API** - Promises are used instead of yielding.\n- **Immutability** - By default, documents are deep frozen must be updated immutably. This can be disabled.\n- **Save Batching** - Pending `Document:save()` and `Document:close()` calls are combined into one DataStore request when possible.\n- **Auto Save** - Documents are automatically saved every 5 minutes.\n- **BindToClose** - All documents are automatically closed when the game shuts down.\n\nThis library was inspired by [Quicksave](https://github.com/evaera/Quicksave).\n\n## Warning\nLapis has not been battle-tested in a large production game yet. It may contain obscure bugs so use at your own risk.", "tokens": 260, "type": "readme"} {"repo": "ffrostfall/crunchyroll", "file_path": "README.md", "text": "# Crunchyroll\n\nhttps://github.com/user-attachments/assets/51bbde10-b439-431e-9e85-a808a9303f0f\n\nno Animator!\n\nCrunchyroll is a dedicated library for calculating coordinates frames of a rig from an array of animation tracks. You can define a rig by calling `crunchyroll.create_rig`, which is a representation of Roblox Motor6Ds. You can then pass this rig into `crunchyroll.solve_animation`, which also takes animation tracks. These are tables which are similar to Roblox's `AnimationTrack`s. Similar to AnimationTracks, you need an animation \"asset\". You can load a Roblox animation by calling `crunchyroll.load_keyframe_sequence`. Crunchyroll will then give you the coordinate frames of the \"limbs\" (think Torso, Head, \"Left Leg\", UpperTorso etc.), and that's it!\n\n# Why use this?\n\nIf you don't intend on using Crunchyroll to write your own animation player:\n\n- No instances! You can calculate how an animation looks at any given time without affecting your game in any way. This means you could implement things like proper ping compensation and secure hit detection (secure headshot detection!)\n- Allows for extremely convenient still shots of characters\n- Great for characters in viewport frames! Animations\n\nIf you do write your own animation player:\n\n- Numerical priorities! No more Action1, Action2, Action3.\n- No more :LoadAnimation() or any asset ID management.\n- Immediate stops! No more forced 0.05s fade time.\n- Very fast and performant :3\n- potential for things like easy animation skipping!\n- remove the physics from animations, makes it significantly easier to write your own animation replication!\n\n# Future support\n\nEventually, I may consider making a custom animation format which supports things like sinusoidal easing, additive blending, and other features. I do not know how popular this would be though so I am not sure I will implement these right now.\n\n# Example\n\n```luau\nlocal rig = require(...) -- Path to a Crunchyroll R6 rig\nlocal crunchyroll = require(...) -- Path to Crunchyroll\n\nlocal crunchyroll_animation = crunchyroll.load_keyframe_sequence(ReplicatedStorage.assets.TestAnimation)\n\ncrunchyroll_animation.solve_animation(rig, {\n [crunchyroll_animation] = {\n stop_fade_time = 0.25, -- 0.25 seconds\n start_fade_time = 0.25,\n\n weight = 1, -- Supports blending!\n priority = 1, -- Supports numerical priorities!\n\n alpha = 0.5 -- Halfway through the animation\n})\n\n-- placed into a result table for optimal performance\nlocal left_arm_cframe = rig.result_coordinate_frames[\"Left Arm\"]", "tokens": 583, "type": "readme"} {"repo": "ffrostfall/crunchyroll", "source_url": "https://ffrostfall.github.io/crunchyroll/", "text": "Crunchyroll is a dedicated library for calculating coordinates frames of a rig from an array of animation tracks. You can define a rig by calling `crunchyroll.create_rig`, which is a representation of Roblox Motor6Ds. You can then pass this rig into `crunchyroll.solve_animation`, which also takes animation tracks. These are tables which are similar to Roblox's `AnimationTrack`s. Similar to AnimationTracks, you need an animation \"asset\". You can load a Roblox animation by calling `crunchyroll.load_keyframe_sequence`. Crunchyroll will then give you the coordinate frames of the \"limbs\" (think Torso, Head, \"Left Leg\", UpperTorso etc.), and that's it!\n\n# Why use this?\n\nIf you don't intend on using Crunchyroll to write your own animation player:\n\n * No instances! You can calculate how an animation looks at any given time without affecting your game in any way. This means you could implement things like proper ping compensation and secure hit detection (secure headshot detection!)\n * Allows for extremely convenient still shots of characters\n * Great for characters in viewport frames! Animations\n\nIf you do write your own animation player:\n\n * Numerical priorities! No more Action1, Action2, Action3.\n * No more :LoadAnimation() or any asset ID management.\n * Immediate stops! No more forced 0.05s fade time.\n * Very fast and performant :3\n * potential for things like easy animation skipping!\n * remove the physics from animations, makes it significantly easier to write your own animation replication!\n\n# Future support\n\nEventually, I may consider making a custom animation format which supports things like sinusoidal easing, additive blending, and other features. I do not know how popular this would be though so I am not sure I will implement these right now.\n\n# Example\n\n local rig = require(...) -- Path to a Crunchyroll R6 rig\n local crunchyroll = require(...) -- Path to Crunchyroll\n\n local crunchyroll_animation = crunchyroll.load_keyframe_sequence(ReplicatedStorage.assets.TestAnimation)\n\n crunchyroll_animation.solve_animation(rig, {\n [crunchyroll_animation] = {\n stop_fade_time = 0.25, -- 0.25 seconds\n start_fade_time = 0.25,\n\n weight = 1, -- Supports blending!\n priority = 1, -- Supports numerical priorities!\n\n alpha = 0.5 -- Halfway through the animation\n })\n\n -- placed into a result table for optimal performance\n local left_arm_cframe = rig.result_coordinate_frames[\"Left Arm\"]", "tokens": 554, "type": "documentation"} {"repo": "ffrostfall/crunchyroll", "source_url": "https://ffrostfall.github.io/crunchyroll/docs/installation/", "text": "You can get Crunchyroll on Wally, or you can get Crunchyroll via rbxm on the [latest GitHub release](https://github.com/ffrostfall/crunchyroll/releases).\n\n [dependencies]\n crunchyroll = \"ffrostfall/crunchyroll@latest\"", "tokens": 62, "type": "documentation"} {"repo": "ffrostfall/crunchyroll", "source_url": "https://ffrostfall.github.io/crunchyroll/docs/animation_assets/", "text": "Animation assets in Crunchyroll are the equivalent of `Animation` instances in Roblox. They are not involved when it comes to _playing_ an animation, they are involved in loading the asset & storing data.\n\nIt is important to note, however, that you need `KeyframeSequence`s, not `Animation`s. This is because Crunchyroll parses keyframe sequences. There may be additional support for processing animation instances too, but that is not the case right now.\n\nYou can load a keyframe sequence into a Crunchyroll animation like so:\n\n local crunchyroll = require(path.to.crunchyroll)\n\n local keyframe_sequence = ReplicatedStorage.assets.walking_keyframe_sequence\n\n crunchyroll.load_keyframe_sequence(keyframe_sequence)", "tokens": 152, "type": "documentation"} {"repo": "lisphm/A-Chassis", "file_path": "README.md", "text": "# A-Chassis \ud83d\ude97\nWelcome to the official GitHub page for A-Chassis. Here, you will find the beta updates and links to the latest versions.\n\n[![Roblox Stable Car](https://badgen.net/badge/Roblox%20Stable%20(Car)/1.7.2/purple?icon=https://upload.wikimedia.org/wikipedia/commons/6/6c/Roblox_Logo.svg)](https://create.roblox.com/store/asset/13999609938)\n[![Roblox Stable Bike](https://badgen.net/badge/Roblox%20Stable%20(Bike)/1.7.2M/purple?icon=https://upload.wikimedia.org/wikipedia/commons/6/6c/Roblox_Logo.svg)](https://create.roblox.com/store/asset/113746229283884)\n[![GitHub Stable](https://badgen.net/badge/GitHub%20Stable%20(Both)/1.7.2(M)/purple?icon=github)](https://github.com/lisphm/A-Chassis/releases/tag/v1.7.2-stable)\n\nA-Chassis is a free, open-source chassis kit on Roblox. It is set to provide a beginner-friendly, yet scalable starting point for those who want to experiment with automobiles.\n \n\n- \ud83d\udd0cEasy-to-use plugin system\n- \ud83d\udcaaExtensive user support\n- \ud83c\udf0dUsed by hundreds of experiences\n \n\nIf you would like to contribute to the chassis, or if you need help with the chassis, you can check out [our Discord server](https://discord.gg/P2WXGe3U7E).\n\n# Installation \ud83d\udce6\nInstalling A-Chassis from this page is a simple process.\n1. Download the `.rbxm` file from the [Releases](https://github.com/lisphm/A-Chassis/releases) page. You can find previous versions here as well\n2. Copy the `.rbxm` file into a place in Roblox Studio\n\nYou can also install it with the Roblox model.\n1. Go to the [Roblox version](https://create.roblox.com/store/asset/13999609938) and click `Get Model`\n2. In a Roblox Studio place, open the\nToolbox\n3. Go into the Inventory tab\n4. Find and click the A-Chassis model to insert it into the place\n\n# Known Issues \ud83e\udea7\n*Solved issues will be marked with **SOLVED** for one update cycle*\n1. Entire car shifts when steering on \"New\" steering type\n2. Bike animation breaks layered clothing", "tokens": 553, "type": "readme"} {"repo": "ffrostfall/BridgeNet2", "file_path": "README.md", "text": "# I strongly recommend you use ByteNet over BridgeNet2: https://github.com/ffrostflame/ByteNet\n\n# BridgeNet2 v1.0.0\n\n## Blazing fast & opinionated networking library designed to reduce bandwidth.\n\nBridgeNet2 is a networking library for Roblox with a focus on performance. It cuts out header data from RemoteEvent calls by 7 bytes, which is beneficial because it cuts down on the total number of packets per player. This in turn decreases server bandwidth used, so you can send more data. Games using BridgeNet2 will never hit the RemoteEvent throttle limit. BridgeNet2 also decreases the amount of time to process packets on the client by approximately 75-80%.\n\nBridgeNet2 has a simplistic API that mirrors RemoteEvents. It does this by using `Bridge:Fire()` instead of `RemoteEvent:FireClient()`, and `Bridge:Connect()` instead of `RemoteEvent.OnServerEvent:Connect()`. BridgeNet2 wraps remoteevents, making the developers job easier, by encapsulating a complex optimization process.\n\nDevelopers cannot fire a bridge with multiple parameters. This means you have to pass a table into `Bridge:Fire()`, instead of separate arguments. This design choice was chosen because it removes a layer of complexity. This choice is better for performance, stability, and typechecking. Also, doing this means BridgeNet2 never needs to touch the data that's pushed, it can just directly push that data through the RemoteEvent. As a side effect, BridgeNet2 allows developers to group data into an array or dictionary, as found in other Roblox projects.\n\nThis library favors performance, and therefore we made choices that resulted in an opinionated library. BridgeNet2 never manipulates your data under the hood, but it does encourage developing in favor of performance.\n\n[Further Documentation](https://ffrostflame.github.io/BridgeNet2/)", "tokens": 389, "type": "readme"} {"repo": "real2nix/mineblox", "file_path": "README.md", "text": "# Voxels Engine\nA highly extensible voxel engine written in Luau for Roblox.\n\n[Inspired by Minecraft and Terraria]\n\n## Features\n\n* Rendering\n * Render a chunk of terrain procedurally using EditableMeshes and EditableImages\n * Cull hidden faces\n* Generation\n * Terrain shape using fractal noise and spline maps\n * Multithreading by giving chunks generation stages\n * Storing data into u8 buffers\n\n## Getting Started\n\n1. Download the latest .rbxl file from [releases](https://github.com/mustafakhafaji/Mineblox/releases).\n2. Import file into a new place in Roblox Studio.\n\n## Planned Features\n\n* Biomes\n * Desert\n * Forest\n * Jungle\n * Tundra\n* Caves\n * Spaghetti caves\n * Cheese caves\n\n## Contributing\n\nCheck out the [contribution guide](CONTRIBUTING.md) for instructions.", "tokens": 203, "type": "readme"} {"repo": "Pseudoreality/Roblox-Identities", "file_path": "README.md", "text": "# Intro\nThis is my personal documentation on Roblox thread identities and security tags, which are now called security capabilities. This can also contain other information regarding how code under a specific identity is loaded by the engine, among some other little things.\n\n> [!WARNING]\n> This does not cover any of the [Script Capabilities](https://create.roblox.com/docs/scripting/capabilities) that can be sandboxed, as they have their own official documentation page! I will only add the sandboxable capabilities here if the official documentation isn't good enough or it becomes outdated. Currently, [`CapabilityControl`](Capabilities/UndocumentedSandboxable/35%20-%20CapabilityControl.md) and [`Players`](Capabilities/UndocumentedSandboxable/34%20-%20Players.md) are undocumented.\n\nIf you want to test anything in this repository, you can see the script's identity by calling `printidentity()` in the script. If you want to see the capabilities, you can refer to this repository or you can run the [Luau script provided](CheckCapabilities.luau).\nOf course, depending on how old the client is, identities and their capabilities can be extremely different from other versions of Roblox. So if there comes to be an issue where I made a typo or some information is not correct, please use the most modern version of the client available.\n\n# Explanation of Identities and Capabilities\nIf you don't exactly know what Identities and Capabilities are, then an explaination is provided here. Every thread on Roblox is assigned an ID, which dictates what the thread is able to access. This system exists to prevent certain scripts from accessing things that can be considered sensitive or only available under specific contexts.\nProperties have a Read and Write security (which most of the time, both will be the exact same), while Functions, Events, and Callbacks only have the one security.\n\nA few examples I can provide of Engine APIs being locked down for good reasons with this system:\n\n* `CoreGui.TakeScreenshot` is a very obvious example of a function you don't want everyone to have access to, as it will forcefully take a screenshot. Because of this, Roblox gave this function the [`RobloxScript`](Capabilities/03%20-%20RobloxScript.md) tag, which locks it from anything that cannot access [`RobloxScript`](Capabilities/03%20-%20RobloxScript.md) but allows things like `CoreScript`s to access it.\n\n* [`HttpService.HttpEnabled`](https://create.roblox.com/docs/reference/engine/classes/HttpService#HttpEnabled) is another kind of sensitive property. Imagine a GameScript/Plugin you inserted into your game happened to be backdoor that serialized all of your game's Instances the second it started and sent it off to a remote server. However, it would be a pain if it was given [`RobloxScript`](Capabilities/03%20-%20RobloxScript.md) because that would lock it away from the command bar. This is most likely why Roblox gave this property [`LocalUser`](Capabilities/01%20-%20LocalUser.md) instead since [`GameScript`](Identities/2%20-%20GameScript.md)s and [`StudioPlugin`](Identities/5%20-%20StudioPlugin.md)s cannot use it, but the [`CommandBar`](Identities/4%20-%20CommandBar.md) can.", "tokens": 696, "type": "readme"} {"repo": "metaindev/connect-plugin", "file_path": "README.md", "text": "![Metain](https://metain.dev/og-image.png)\n\n# Metain Connect\n\nThe official Roblox Studio plugin for [Metain](https://metain.dev) which builds Roblox games with AI, powered by [Claude](https://anthropic.com).\n\n> [!IMPORTANT]\n> Only install this plugin from the [official Creator Store page](https://create.roblox.com/store/asset/77655523450717) or from this repository. Verify the asset ID matches `77655523450717`. Unofficial or copycat plugins could access your Studio session or inject malicious scripts into your game.\n\n## Quick Setup\n\n1. Download [Roblox Studio](https://www.roblox.com/create) if you don't have it\n2. Get the plugin either from the [Creator Store](https://create.roblox.com/store/asset/77655523450717) or clone this repo and save it as a [local plugin](https://create.roblox.com/docs/studio/plugins#saving-a-local-plugin) in Studio\n3. Open Studio, click **Metain Connect** in the Plugins tab\n4. Go to [metain.dev/chat](https://metain.dev/chat), click **Get Connection Code** and enter it in the plugin\n5. Start typing what you want to build\n\nFor a detailed walkthrough, visit the [Setup Guide](https://metain.dev/setup).\n\n## How It Works\n\nThe plugin connects Roblox Studio to Metain's AI through a WebSocket connection. When you send a prompt on [metain.dev/chat](https://metain.dev/chat), the AI generates Luau code and sends commands directly to the plugin, which executes them in your Studio session in real-time.\n\nAll changes are recorded in Studio's undo history. You can revert any AI action without affecting your manual work.\n\n## Plugin Capabilities\n\n| Category | Commands |\n|----------|----------|\n| **Scripts** | Read, create, update and edit Luau scripts |\n| **Instances** | Create, rename, move, delete and clone instances |\n| **UI** | Create full UI hierarchies from specs |\n| **Properties** | Set properties, tags and attributes on any instance |\n| **Exploration** | Run Luau code to explore game hierarchy, properties and any service |\n| **Undo** | Revert Metain actions without affecting manual changes |\n\n## Security\n\nThe plugin only connects when you provide a connection code and can only modify things inside your Studio session. The connection is authenticated and uses a reconnect token for stability.\n\n## Links\n\n- [Website](https://metain.dev)\n- [Setup Guide](https://metain.dev/setup)\n- [Get Plugin](https://create.roblox.com/store/asset/77655523450717)\n- [Discord](https://discord.gg/npVzt2ZZ6S) - join us to shape the future of Metain\n- [X (Twitter)](https://x.com/metaindev)", "tokens": 615, "type": "readme"} {"repo": "metaindev/connect-plugin", "source_url": "https://metain.dev/setup", "text": "# Get Started with Metain\n\nSet up in under 2 minutes. No keys, no config - just connect and build.\n\n1\n\n### Download Roblox Studio\n\nRoblox Studio is the free game engine where your creations come to life. Download it from the official Roblox site.\n\n[Download Roblox Studio](https://www.roblox.com/create)\n\nAlready have Studio? Skip to step 2.\n\n2\n\n### Grab the Metain Plugin\n\nGet our free plugin from the Roblox Creator Store. Click \"Get Plugin\" - it installs automatically into Studio.\n\n[Get the Plugin](https://create.roblox.com/store/asset/77655523450717)\n\n3\n\n### Connect & Start Building\n\nOpen Studio and click Metain Connect in the Plugins tab. On metain.dev, click \"Get Connection Code\" and enter the code in the plugin. Start typing prompts - the AI builds directly in your game.\n\n[Open Metain Chat](https://metain.dev/chat)\n\nComplete Guide\n\n## Step-by-step walkthrough\n\nNew to Roblox? Never installed a plugin before? This guide covers everything.\n\n### What is Roblox Studio?\n\nRoblox Studio is the free tool used to build games on Roblox. If you've ever played a Roblox game, it was made in Studio. You don't need any coding experience to get started with Metain - that's the whole point.\n\nStudio runs on Windows and Mac. It's completely free to download and use.\n\n### Installing Roblox Studio\n\n 1. 1Go to [roblox.com/create](https://www.roblox.com/create) and click **\"Start Creating\"**. If you don't have a Roblox account yet, you'll need to create one first - it's free.\n 2. 2The installer will download automatically. Open it and follow the prompts. On Mac, drag it to your Applications folder.\n 3. 3Once installed, open Studio and sign in with your Roblox account. You'll see a screen with templates - you can pick any one or start with a blank Baseplate.\n\n### Getting the Metain Plugin\n\nPlugins are add-ons that extend what Studio can do. The Metain plugin is what connects your Studio session to our AI.\n\n 1. 1Open the [Metain plugin page](https://create.roblox.com/store/asset/77655523450717) on the Roblox Creator Store.\n 2. 2Click **\"Get Plugin\"**. It installs automatically - no files to move, no folders to find.\n 3. 3Restart Studio if it was already open. You'll see **\"Metain Connect\"** in the Plugins tab.\n\n### Stay safe - only use the official plugin\n\nOnly install the Metain plugin from our [official Creator Store page](https://create.roblox.com/store/asset/77655523450717). If you find a Metain plugin elsewhere, verify the asset ID matches 77655523450717. Unofficial or copycat plugins could access your Studio session, inject malicious scripts into your game or steal your connection credentials. We will never distribute the plugin outside of the Roblox Creator Store.\n\n### Connecting to Metain\n\nThis is where everything comes together. You'll link your Studio session to the Metain chat so the AI can build directly in your game.\n\n 1. 1In Studio, click the **Metain Connect** in the Plugins tab. A small panel will open.\n 2. 2Go to [metain.dev/chat](https://metain.dev/chat) in your browser and sign in with your Roblox account.\n 3. 3Click **\"Get Connection Code\"**. You'll get a 6-character code. Enter it in the Studio plugin panel and click Connect.\n 4. 4That's it. Start typing what you want to build in the chat - the AI writes the code and places it in your game in real-time.\n\nWhen you first connect, Roblox Studio will show a permission prompts like this:\n\nYou **must press Allow** to let the plugin communicate with our web interface. If you press Deny, the plugin won't be able to sync with your chat session and actions may still consume credits without reaching Studio.\n\n### How it actually works\n\nMetain is an AI that understands Roblox. When you type a prompt like \"make a coin collection system\" or \"add a health bar UI\", the AI generates real Luau code and sends it straight to Studio through the plugin. No copy-pasting, no switching tabs.\n\nYou don't need to download any extra software, provide API keys or mess with configuration files. Everything runs in your browser - just the Studio plugin and our web chat. The free tier gives you access to the AI with restricted actions per message. If you need more power, you can upgrade anytime from the [pricing page](https://metain.dev/#pricing).\n\nUnder the hood, the plugin connects to Metain's servers through a WebSocket and executes AI-generated commands directly in Studio. Powered by [Anthropic's Claude API](https://docs.anthropic.com) with tooling we've built specifically for Roblox development. As the model gets smarter, Metain gets better automatically. The plugin is [open source](https://github.com/metaindev/connect-plugin).\n\nThe plugin only connects when you give it a connection code. It can only modify things inside your Studio session - nothing else. You stay in full control.\n\n### Tips for best results\n\n * -**Be specific.** \"Make a red button that gives 10 coins when clicked\" works better than \"make a button\".\n * -**Build step by step.** Start with one thing, test it, then ask for the next. The AI remembers your conversation.\n * -**Use undo.**If the AI does something you don't like, hit the undo button. It only reverts Metain's changes - your manual work stays safe.\n * -**Connection codes expire.** If yours stops working, just generate a new one. The plugin also reconnects automatically if the connection drops.\n * -**Let longer tasks finish.** Complex builds can take a moment. Let them finish rather than cancelling for the best results.\n * -**Select your experience during sign-in.** When you sign in with Roblox, you'll see a screen asking which experiences to grant access to. Make sure to select the game you want Metain to create developer products, game passes or badges for. To change your selection later, sign out of Metain and sign back in - the experience picker will appear again.\n\n### Troubleshooting\n\n * -**Can't find the Metain button after installing?** Go to the **Plugins** tab in Studio and open **Plugin Management** to make sure the Metain plugin is enabled. You may need to restart Studio after installing.\n * -**Plugin not showing in Plugin Management?** Try reinstalling it from the [Creator Store](https://create.roblox.com/store/asset/77655523450717) and restarting Studio.\n * -For more help with Roblox Studio plugins, see the [official Roblox documentation](https://create.roblox.com/docs/studio/plugins).\n\n[Start Building](https://metain.dev/auth)\n\nReady in minutes. No setup hassle.", "tokens": 1519, "type": "documentation"} {"repo": "metaindev/connect-plugin", "source_url": "https://metain.dev/", "text": "# Build your Roblox game with Metain\n\nCreate games by simply typing prompts\n\nAttach\n\n\"Metain helps developers build Roblox games faster than ever\"\n\n\u2014 The Metain Team\n\nAI-Powered\n\nCode generation\n\nReal-time\n\nStudio sync\n\nLuau\n\nNative support\n\nOur Mission\n\n## Ship games faster with AI\n\nMetain transforms how you create Roblox experiences. From UI design to complex scripting our AI handles the heavy lifting\n\n### AI Code Generation\n\nDescribe what you want in plain English. Metain generates production-ready Luau scripts instantly.\n\n### UI Builder\n\nCreate game UIs by prompting. See results instantly in Studio.\n\n### Live Studio Sync\n\nChanges sync to Roblox Studio in real-time via WebSocket. See your updates instantly.\n\nPricing\n\n## Simple, transparent pricing\n\nUpgrade to get the capacity that matches your needs\n\nMonthly plansCredit packs\n\nMonthlyAnnual\n\nWithout a subscription you are limited to 10 AI actions per message\n\n### Metain+\n\n$4.99/month\n\n12credits/month\n\nGet Metain+\n\n * 2x more AI power per message\n * Handles scripts and game features\n * +10% bonus on credit packs\n\n### Metain Pro\n\n$9.99/month\n\n28credits/month\n\nGet Pro\n\nEverything in Metain+, plus:\n\n * More AI actions per message\n * Builds full game systems in one go\n * +15% bonus on credit packs\n * Priority queue\n\n### Metain Ultra\n\n$19.99/month\n\n60credits/month\n\nGet Ultra\n\nEverything in Pro, plus:\n\n * Tackles complex multi-part builds\n * +20% bonus on credit packs\n * Early access to new features\n\n### Enterprise\n\nCustom\n\nFor teams at scale\n\n[Contact Sales](mailto:sales@metain.dev)\n\nEverything in Ultra, plus:\n\n * Custom solutions\n * Team create\n * No queue\n * Dedicated support\n * SLA guarantee\n\nLimited time/purchase withusing crypto\n\nCancel anytime\u2014Purchased credits never expire\u2014No surprise charges", "tokens": 424, "type": "documentation"} {"repo": "metaindev/connect-plugin", "source_url": "https://metain.dev/chat", "text": "# We know you can't wait\n\nto start building your next game...\n\nMetain is temporarily down for maintenance. Leave your email to get notified when we're live again.\n\nNotify Me\n\nStay connected\n\n[](https://discord.gg/npVzt2ZZ6S)[](https://x.com/metaindev)", "tokens": 64, "type": "documentation"} {"repo": "metaindev/connect-plugin", "source_url": "https://metain.dev/auth", "text": "# Get Started\n\nSign in with your Roblox account to get started\n\nContinue with Roblox\n\nBy signing in, you agree to our [Terms of Service](https://metain.dev/terms) and [Privacy Policy](https://metain.dev/privacy). You must be 13+ to use this service.\n\n[Follow us on](https://x.com/metaindev)\n\nFAQ\n\n### How do I connect Metain to my game?\n\nYou need the free [Metain plugin](https://create.roblox.com/store/asset/77655523450717) in Roblox Studio. Open Studio, click Metain Connect in the Plugins tab, then enter the connection code from [metain.dev/chat](https://metain.dev/chat). See the full [setup guide](https://metain.dev/setup) for step-by-step instructions.\n\n### What is Metain Creations?\n\n[Metain Creations](https://creations.metain.dev) is where you can list your game for visibility from the Metain community and search engines. It also has community-curated assets you can submit or use. To use an asset with Metain, add it to your Roblox inventory first so Metain can reference it. Animations have a separate editor where you can load, customize and export any animation freely.\n\n### Why can't I create gamepasses, dev products or badges?\n\nWhen you sign in with Roblox, there's a screen where you pick which game to give Metain access to. If you skipped it or picked the wrong one, sign out of Metain and sign back in. The game picker will appear again.\n\n### Why can't I export animations?\n\nOn the Roblox sign-in screen, you need to select which account or group to export to. If you didn't, sign out and sign back in to pick one. You can also save animations as .rbxmx files and import them into Studio yourself, but Metain won't have context about animations exported manually.", "tokens": 404, "type": "documentation"} {"repo": "metaindev/connect-plugin", "source_url": "https://metain.dev/privacy", "text": "# Privacy Policy\n\nLast updated: March 2026\n\n## 1. Introduction\n\nMetain (\"we\", \"us\", \"our\") operates the Metain platform at metain.dev. This Privacy Policy explains how we collect, use and protect your information when you use our Service.\n\n## 2. Information We Collect\n\n### From Roblox OAuth\n\nWhen you sign in with Roblox, we receive:\n\n * Roblox User ID\n * Username\n * Display Name\n\nWe do not receive your Roblox password, email, friends list or payment information from Roblox.\n\n### From Your Use of Metain\n\n * Prompts you submit to generate code\n * Code and UI generated for you\n * Projects you save\n * Credit usage and transaction history\n\n### Automatically Collected\n\n * IP address\n * Browser type and version\n * Device information\n * Pages visited and features used\n * Date and time of access\n\n## 3. How We Use Your Information\n\n * **Provide the Service:** Generate code, save projects, manage credits\n * **Improve the Service:** Analyze usage patterns, fix bugs, enhance features\n * **Security:** Detect fraud, prevent abuse, protect users\n * **Communication:** Send account alerts, respond to support requests\n * **Legal compliance:** Meet regulatory and legal obligations\n\nWe process your information on the following legal bases: to perform our contract with you (providing the Service), for our legitimate interests (improving security, preventing abuse, analyzing usage patterns) and to comply with legal obligations.\n\n## 4. What We Do NOT Do\n\nIn compliance with Roblox's Creator Third Party App Policy:\n\n * **We do not sell your personal data.**\n * **We do not use your prompts or code to train AI models.**\n * We do not share your data with advertisers.\n * We do not use third-party profiling services.\n\n## 5. 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Age Requirement\n\nMetain is only available to users aged 13 and older, as required by Roblox OAuth. We do not knowingly collect data from children under 13. If we discover we have collected data from a child under 13, we will delete it promptly.\n\n## 10. Data Security\n\nWe implement reasonable security measures to protect your data, including encryption in transit (HTTPS) and secure storage. However, no method of transmission or storage is 100% secure.\n\n## 11. International Users\n\nMetain is operated from the United States. If you access the Service from outside the US, your data will be transferred to and processed in the US. We apply the protections described in this policy to your data regardless of where it is processed.\n\n## 12. Changes to This Policy\n\nWe may update this Privacy Policy from time to time. We will notify you of material changes by updating the \"Last updated\" date. Continued use of the Service after changes constitutes acceptance of the updated policy.\n\n## 13. Contact Us\n\nFor questions about this Privacy Policy or your data, contact us at: [privacy@metain.dev](mailto:privacy@metain.dev)", "tokens": 1067, "type": "documentation"} {"repo": "metaindev/connect-plugin", "source_url": "https://metain.dev/terms", "text": "# Terms of Service\n\nLast updated: March 2026\n\n## 1. Agreement to Terms\n\nBy accessing or using Metain (\"Service\"), you agree to be bound by these Terms of Service (\"Terms\"). If you do not agree to these Terms, do not use the Service. Metain (\"we\", \"us\", \"our\") operates the Service at metain.dev.\n\n## 2. 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Disclaimer of Warranties\n\nTHE SERVICE IS PROVIDED \"AS IS\" AND \"AS AVAILABLE\" WITHOUT WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. WE DO NOT WARRANT THAT THE SERVICE WILL BE UNINTERRUPTED, ERROR-FREE OR SECURE.\n\n## 12. Limitation of Liability\n\nTO THE MAXIMUM EXTENT PERMITTED BY LAW, METAIN SHALL NOT BE LIABLE FOR ANY INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES ARISING FROM YOUR USE OF THE SERVICE. OUR TOTAL LIABILITY SHALL NOT EXCEED THE AMOUNTS YOU PAID TO US IN THE TWELVE (12) MONTHS PRECEDING THE CLAIM.\n\n## 13. Termination\n\nYou may stop using Metain at any time. We may suspend or terminate your access if you violate these Terms or for any other reason at our discretion. Upon termination, your right to use the Service ends and any remaining credits in your account are forfeited. Provisions that by their nature should survive (such as ownership, disclaimers and limitations of liability) will remain in effect.\n\n## 14. Changes to Terms\n\nWe may update these Terms from time to time. We will notify you of material changes by updating the \"Last updated\" date. Continued use of the Service after changes constitutes acceptance of the new Terms.\n\n## 15. Governing Law\n\nThese Terms are governed by the laws of the State of Delaware, United States, without regard to conflict of law principles. Any disputes shall be resolved in the courts of Delaware.\n\n## 16. Contact\n\nFor questions about these Terms, contact us at [legal@metain.dev](mailto:legal@metain.dev)", "tokens": 1307, "type": "documentation"} {"repo": "RadiatedExodus/LuauCeption", "file_path": "README.md", "text": "# LuauCeption\nRunning Luau inside Luau. Inspired by [@Rerumu's LuauInLuau](https://gist.github.com/Rerumu/ecaf1de2f2b31d0fa91b9bac8e1e15d8).\n\n## Notes\n- There's existing work on getting analysis to work (at the ``analysis`` branch), however it doesn't work (code aborts)\n\n## Testing\nLuauCeption uses [lune](https://github.com/lune-org/lune) (runtime) and [frktest](https://github.com/itsfrank/frktest) (library). See ``src/tests`` to view the tests stuff.\n\nTo run tests, ensure you've initialized submodules (as the frktest library is imported using submodules) and simply run the ``run.luau`` script with lune.\n\nThe old testing script (``Test.luau``) at ``utils/_helpers`` is still available, however it won't be used or updated for newer work.\n\n# Development Setup\n* Make sure to install [Rokit](https://github.com/rojo-rbx/rokit) and [emscripten](https://emscripten.org) >5.0.2\n* Also install [Wasynth](https://github.com/Rerumu/Wasynth) from compiled releases and put in `./utils` directory\n\n## Special thanks\n- [@Rerumu](https://github.com/Rerumu) - a LOT of troubleshooting\n- Tryptamine (@Lemonchat) - C exception handling\n- gamerer123 (@Lemonchat) - pointing out a oversight in the V3 implementation (that broke number precision)", "tokens": 355, "type": "readme"} {"repo": "centau/ecr", "file_path": "README.md", "text": "### \u26a0\ufe0f This library is in early stages of development with breaking changes being made often.\n\nECR is a Luau ECS library.\n\n- A library and not a framework\n- Uses typechecking.\n- Sparse-set based storage that can support perfect SoA.\n- Carefully optimized memory usage and performance.\n- Signals for detecting changes to components.\n\n## Getting started\n\nRead the [crash course](https://centau.github.io/ecr/tut/crash-course) for a\nbrief introduction to the library.\n\n## Code sample\n\n```lua\nlocal ecr = require(ecr)\n\n-- define components\nlocal Position = ecr.component() :: Vector3\nlocal Velocity = ecr.component() :: Vector3\n\n-- define a system\nlocal function update_physics(world: ecr.Registry, dt: number)\n for id, pos, vel in world:view(Position, Velocity) do\n world:set(id, Position, pos + vel*dt)\n end\nend\n\n-- instantiate the world\nlocal world = ecr.registry()\n\n-- create entities and assign components\nfor i = 1, 10 do\n local id = world:create()\n world:set(id, Position, Vector3.new(i, 1, 1))\n world:set(id, Velocity, Vector3.new(10, 0, 0))\nend\n\n-- run system\nupdate_physics(world, 1/60)", "tokens": 289, "type": "readme"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/tut/crash-course", "text": "# Crash Course \u200b\n\nECR is a sparse-set based ECS library heavily inspired by [EnTT](https://github.com/skypjack/entt).\n\nThis is a brief introduction on how to use the library and some of the concepts involved with it.\n\n## Registry \u200b\n\nThe registry, or often called a _world_ , is a container for entities and their components.\n\nlua\n\n local registry = ecr.registry()\n\n## Entities \u200b\n\nAn entity represents an object in the world is referenced using a unique id.\n\nlua\n\n local id: ecr.entity = registry:create()\n registry:contains(id) -- true\n\n registry:destroy(id)\n registry:contains(id) -- false\n\nEntities can be freely created and destroyed.\n\n## Components \u200b\n\nA component is data that can be added to entities.\n\nThere is the _component type_ , which represents a type of data, and there is the _component value_ , which is a value for a type added to an entity.\n\nComponent types are created by `ecr.component()`, which returns an id representing that type. This can be typecasted to the type of value it represents.\n\nlua\n\n local Name = ecr.component() :: string\n local Health = ecr.component() :: number\n\nEntities can have any amount of components added to or removed from them, whenever. They behave like tables, where they can have any amount of key-value pairs, where the component type is the key, and the component value is the value. Entities initially have no components when created, and will have all its components removed when destroyed.\n\nlua\n\n registry:set(id, Health, 100) -- adds a new component with a value of 100\n registry:get(id, Health) -- 100\n\n registry:remove(id, Health) -- removes the component\n registry:has(id, Health) -- false\n\nComponent values cannot be `nil`, components should be removed instead.\n\n## Views \u200b\n\nA view allows you to look into the registry and get all entities that have the specified component types.\n\nlua\n\n registry:view(Health)\n\n registry:view(Position, Velocity)\n\nTo get all entities in a view you iterate over it.\n\nlua\n\n for id, position, velocity in registry:view(Position, Velocity) do\n print(id, position, velocity)\n end\n\nYou can add or remove components and create or destroy entities during iteration.\n\nComponents added or entities created during iteration will not be returned during that iteration.\n\nYou can also exclude component types from views. Any entities that have an excluded type will not be included in the view.\n\nlua\n\n local view = registry:view(A, B):exclude(C)\n\nViews are cheap to create and do not store their own state, so they do not need to be stored aside, and can be created on the fly as needed.\n\n## Signals \u200b\n\nThe registry contains three different signals for when a component type is added, changed or removed for any entity.\n\nlua\n\n registry:on_add(type):connect(listener)\n registry:on_change(type):connect(listener)\n registry:on_remove(type):connect(listener)\n\nAll three listeners are called with:\n\n 1. The entity whose component is being changed.\n 2. The new component value (always `nil` in the case of `on_remove`).\n\n`on_add` is fired _after_ the component is added.\n\n`on_change` and `on_remove` is fired _before_ the component is changed or removed, so you can still retrieve the old value if needed.\n\nYou cannot modify the registry within a listener, they should only be used to help track entities or clean up values.\n\n## Observers \u200b\n\nAn observer is similar to a view, except it only returns entities whose components have been added or changed and still have those components at the time of iteration.\n\nAn observer can be created using `Registry:track()`.\n\nlua\n\n local observer = registry:track(Position, Model)\n\n return function()\n for entity, position, model in observer do\n print(\"changed: \", position, model)\n end\n end\n\nAfter iterating, the observer automatically clears so that only fresh changes are iterated.\n\nObservers provide a concise way to track and act on only specific entities that have changed since the last time a system ran.\n\nUnlike a view, observers do store their own state, and must be stored aside to keep track over time.\n\n## Example Usage \u200b\n\nAll component types are defined in a single file to keep things organised. All component types must also be defined before the registry using them is created.\n\ncts.luau\n\nlua\n\n local ecr = require(ecr)\n\n return ecr.name {\n Health = ecr.component() :: number,\n Poisoned = ecr.component() :: number\n\n`ecr.name` can be used to associate names with components, for clearer error messages when debugging.\n\nThe library doesn't have any bult-in support for systems, the user is free to do this however they please.\n\nExamples using plain functions:\n\ndeal_poison_damage.luaureduce_poison_timer.luaudestroy_dead.luau\n\nlua\n\n local cts = require(cts)\n\n return function(world: ecr.Registry, dt: number)\n for id, health in world:view(cts.Health, cts.Poisoned) do\n world:set(id, health, health - 10 * dt)\n end\n end\n\nlua\n\n local cts = require(cts)\n\n return function(world: ecr.Registry, dt: number)\n for id, time in world:view(cts.Poisoned) do\n local new_time = time - dt\n\n if new_time <= 0 then\n world:remove(id, cts.Poisoned)\n else\n world:set(id, cts.Poisoned, new_time)\n end\n end\n end\n\nlua\n\n local cts = require(cts)\n\n return function(world: ecr.Registry)\n for id, health in world:view(cts.Health) do\n if health <= 0 then\n world:destroy(id)\n end\n end\n end\n\nmain.luau\n\nlua\n\n local ecr = require(ecr)\n local cts = require(cts)\n\n local function loop(systems: {(ecr.Registry, number) -> ()}, world: ecr.Registry, dt: number)\n for _, system in systems do\n system(world, dt)\n end\n end\n\n local systems = {\n require(deal_poison_damage),\n require(reduce_poison_timer),\n require(destroy_dead)\n\n local world = ecr.registry()\n\n for i = 1, 10 do\n local id = world:create()\n world:set(id, cts.Health, 100)\n world:set(id, cts.Poisoned, math.random(3, 5)) -- poison randomly for 3-5 seconds\n end\n\n while true do\n loop(systems, world, 1/60)\n end\n\n## End \u200b\n\nAt this point, the main concepts and features of ECR have been covered. You can read other guides on more advanced usage or view the API for more details.", "tokens": 1486, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/ecr.html", "text": "# ECR \u200b\n\n## Functions \u200b\n\n### registry() \u200b\n\nCreates a new registry.\n\n * **Type**\n\nlua\n\n function ecr.registry(): Registry\n\n### component() \u200b\n\nCreates a new component type.\n\n * **Type**\n\nlua\n\n function ecr.component(): unknown\n function ecr.component(constructor: () -> T): T\n\n * **Details**\n\nReturns a unique id representing a new component type.\n\nCan be given a constructor which can be invoked when [`registry:add()`](https://centau.github.io/ecr/api/Registry.html#add.md) or [`registry:patch()`](https://centau.github.io/ecr/api/Registry.html#patch.md) is used.\n\n * **Example**\n\nNo constructor.\n\nlua\n\n local Position = ecr.component() :: Vector3\n local Health = ecr.component() :: number\n\nWith constructor.\n\nlua\n\n local Position = ecr.component(Vector3.new)\n\n local Health = ecr.component(function()\n return {\n Current = 100,\n Max = 100\n end)\n\n### tag() \u200b\n\nCreates a new tag component type.\n\n * **Type**\n\nlua\n\n function ecr.tag(): nil\n\n * **Details**\n\nReturns a unique id representing a new component type.\n\nTag components are a special type of component that have no value.\n\n### is_tag() \u200b\n\nChecks if a component type is a tag.\n\n * **Type**\n\nlua\n\n function ecr.is_tag(ctype: T): boolean\n\n### queue() \u200b\n\nCreates a new queue.\n\n * **Type**\n\nlua\n\n function ecr.queue(): Queue<...unknown>\n function ecr.queue(signal: ISignal) -> Queue\n\n type ISignal =\n { connect: (ISignal, (T...) -> ()) -> () } |\n { Connect: (ISignal, (T...) -> ()) -> () }\n\n * **Details**\n\nCan accept any signal object that matches the interface to automatically connect a callback where any arguments it is called with are added to the queue.\n\n### name() \u200b\n\nAssociates names with components for debugging.\n\n * **Type**\n\nlua\n\n function ecr.name(names: T & Map) -> T\n\n * **Details**\n\nAllows for errors raised to display the component name instead of its argument position.\n\n### buffer_to_array() \u200b\n\nConverts a buffer of entities into an array of entities.\n\n * **Type**\n\nlua\n\n function ecr.buffer_to_array(buf: buffer, size: number, arr: Array?) -> Array\n\n * **Details**\n\nCopies the first `size` ids from the buffer to a target array.\n\nIf no target array is given, one will be created.\n\n### array_to_buffer() \u200b\n\nConverts an array of entities into a buffer of entities.\n\n * **Type**\n\nlua\n\n function ecr.buffer_to_array(arr: Array, size: number, buf: buffer?) -> buffer\n\n * **Details**\n\nCopies the first `size` ids from an array to a target buffer.\n\nIf no target buffer is given, one will be created.\n\n## Constants \u200b\n\n### entity \u200b\n\nSpecial component type that represents entities in a registry.\n\n * **Type**\n\nlua\n\n ecr.entity: entity\n\n### context \u200b\n\nThe context entity id.\n\n * **Type**\n\nlua\n\n ecr.context: entity\n\n### null \u200b\n\nThe null entity id.\n\n * **Type**\n\nlua\n\n ecr.null: entity\n\n * **Details**\n\nAttempting to use this entity with a registry will error.\n\nThe following expression will always return `false`:\n\nlua\n\n registry:contains(ecr.null)\n\n### id_size \u200b\n\nThe size of the entity id in bytes.\n\n * **Type**\n\nlua\n\n ecr.id_size: number", "tokens": 805, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/tut/entity-type.html", "text": "# Entity Type \u200b\n\nEntities are represented by a special component type, `ecr.entity`.\n\nThis can be used in the same way as custom components types, except instead of representing components, represents entities themselves.\n\nThis type cannot be used to modify the registry, methods like `add()`, `set()`, `remove()` do not work with this type.\n\n## Get all entities \u200b\n\nYou can get all entities that currently exist in the registry with:\n\nlua\n\n for id in registry:view(ecr.entity) do\n print(id)\n end\n\n -- or\n\n local entities = registry:storage(ecr.entity).entities\n\n## Exclude-only views \u200b\n\nYou can get all entities without certain components with:\n\nlua\n\n for entity in registry:view(ecr.entity):exclude(...) do end\n\n## Listeners \u200b\n\nYou can listen to when an entity is created with:\n\nlua\n\n registry:on_add(ecr.entity):connect(function)\n\nAnd when an entity is destroyed with:\n\nlua\n\n registry:on_remove(ecr.entity):connect(function)", "tokens": 212, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/tut/context.html", "text": "# Context \u200b\n\nAll registries have a special entity, that uses a reserved id `ecr.context`, called the _context entity_.\n\nOften you will need to store data about the world that isn't specific to an entity, data such as a round counter, in-game timer, etc.\n\nThe context entity can be used to store data like this; the world's context.\n\nThis entity does not exist by default, it is automatically created the first time [`Registry:context()`](https://centau.github.io/ecr/api/Registry.html#context) is called, subsequent calls return the same entity.\n\nlua\n\n local Round = ecr.component() :: number\n\n registry:context():set(Round, 1)\n\n -- or, if you prefer\n\n registry:set(ecr.context, Round, 1)\n\nThis entity can still be destroyed (and later recreated), and is affected by [`Registry:clear()`](https://centau.github.io/ecr/api/Registry.html#clear).", "tokens": 204, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/tut/groups.html", "text": "# Groups \u200b\n\nGroups are a technique used to optimize iteration over a set of component types. Groups achieve perfect [SoA](https://en.wikipedia.org/wiki/AoS_and_SoA) for the best iteration performance at the cost of more expensive addition and removal of group-owned components.\n\n## Creation \u200b\n\nGroups can be created as followed:\n\nlua\n\n registry:group(A, B, C)\n\nThis creates a new group with components `A`, `B` and `C`. These 3 components are now said to be _owned_ by the group.\n\nEach component type can only be owned by a single group. The following code would result in an error:\n\nlua\n\n registry:group(A, B)\n registry:group(B, D)\n\nThis errors because 2 different groups cannot claim ownership of `B`.\n\nGroups do not have to be stored aside when they are created, the first time a group is created it is stored permanently inside the registry, future `registry:group()` calls will just return the same group for the same set of components.\n\nOnce a group is created, it will ensure that its owned components are aligned with each other in memory whenever a component is added or removed from an entity.\n\n## Usage \u200b\n\nA group is iterated in the same way as a view.\n\nlua\n\n for id, position, velocity in registry:group(Position, Velocity) do\n registry:set(id, Position, position + velocity*dt)\n end\n\nComponents can be added, changed and removed during iteration.\n\nThe exact size of a group can also be read:\n\nlua\n\n local size = #registry:group(A, B)\n\n## Limitations \u200b\n\n * As mentioned before, each component type can only be owned by one group, groups cannot share components so you need to profile to determine where the most benefit is gained.\n\n * In a rare case, causing an entity to join a group during iteration of a view with a group-owned component, will invalidate the view iterator.\n\nThis is due to how groups organise their components in memory. This can be avoided if you:\n\n 1. queue the entities to add components later, instead of during iteration.\n 2. know that adding those group-owned components will not cause the entity to enter the group.\n\nViews can detect and will error if the above rules are broken so you do not need to worry about it until it happens.\n\n## When to group \u200b\n\nWhile views are fast, in certain situations like where a view contains many components, iteration of a view may be the bottleneck of a system. In such cases, by grouping components together, iteration becomes as fast as possible, removing the bottleneck.\n\nYou should only use grouping when you have profiled and identified that the iteration of a view is a system bottleneck.", "tokens": 563, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/tut/storage.html", "text": "# Storage \u200b\n\nEach component type in the registry has its own [pool](https://centau.github.io/ecr/api/Pool.html). A pool stores every entity that has that component type, and their corresponding value for that component type. Pools are the underlying containers the registry directly modifies.\n\nECR was designed with transparent access to data in mind, and so, you can access these pools directly if needed.\n\nlua\n\n type Pool = {\n -- amount of entities in the pool (so amount that have the component type)\n size: number,\n\n -- buffer (used as an array) of all entities in the pool\n entities: buffer,\n\n -- array of all component values (value for entities[i] is values[i])\n values: Array\n\nA pool for a type is retrieved like so:\n\nlua\n\n local pool = registry:storage(ctype)\n\nYou can read from pools, but you cannot write to pools, with the exception of writing to values of `Pool.values`. The registry maintains the size and values of `Pool.entities`, so those should not be changed.\n\nBuffers aren't nice to work with, so you can use [`ecr.buffer_to_array()`](https://centau.github.io/ecr/api/ecr.html#buffer_to_array) to access entities easier.\n\nlua\n\n local entities = ecr.buffer_to_array(pool.entities, pool.size)\n\nThis can be useful for e.g:\n\n * Getting all entities and components to replicate a registry from server to client for the first time they join.\n\n * Modifying values directly for performance in systems acting on many entities.\n\nlua\n\n local Position = ecr.component(Vector3.new)\n local Velocity = ecr.component(Vector3.new)\n\n local function update_positions(dt: number)\n -- groups sort their pools so that all entities in all of the group's\n -- pools are sorted in the same order from 1 up to the group's size\n -- this makes positions[i] correspond to velocities[i] (perfect SoA)\n local n = #registry:group(Position, Velocity)\n local positions = registry:storage(Position).values\n local velocities = registry:storage(Velocity).values\n\n for i = 1, n do\n positions[i] += velocities[i] * dt\n end\n\nIf needed you can also get all pools inside the registry via an iterator.\n\nlua\n\n for ctype, pool in registry:storage() do", "tokens": 502, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/tut/tags.html", "text": "# Tags \u200b\n\nTags are special component types that store no value.\n\nA tag can be created with:\n\nlua\n\n local Tag = ecr.tag()\n\nTags types are used in the same way as any other component type. They are useful for marking entities in some state, and are more efficient than something like `ecr.component() :: true`.\n\nExample usage:\n\nlua\n\n local Selected = ecr.tag()\n\n registry:add(id, Selected)\n registry:has(id, Selected) -- true\n\n registry:remove(id, Selected)\n registry:has(id, Selected) -- false\n\nlua\n\n local TargetPosition = ecr.component() :: Vector3\n\n local function move_selected(position: Vector3)\n for id in world:view(Selected) do\n world:set(id, TargetPosition, position)\n end\n end\n\nTo check if an entity has a tag, favor `Registry:has()` over `Registry:get()`, since tags have no value and will return `nil`.\n\nYou can check if a component type is a tag type or not with `ecr.is_tag(ctype)`.", "tokens": 227, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Registry.html", "text": "# Registry \u200b\n\nContainer for entities and components.\n\nlua\n\n type ecr.Registry\n\n## Methods \u200b\n\nWARNING\n\nThere are certain [restrictions](https://centau.github.io/ecr/api/restrictions.html) with what you can do with the registry that you should be aware of.\n\n### create() \u200b\n\nCreates a new entity and returns the entity id.\n\n * **Type**\n\nlua\n\n function Registry:create(): entity\n function Registry:create(id: entity): entity\n\n type entity = ecr.entity\n\n * **Details**\n\nAn entity can be created using a specific id that was created by another registry or previously by the same registry.\n\nA previously used but now unused id may be reused every `32,000` creations.\n\nWARNING\n\nBe wary of storing ids of destroyed entities for long periods of time or they may eventually refer to a newly created entity.\n\nWARNING\n\nThe total amount of entities in a registry at any given time _cannot_ exceed `65,535`. Attempting to exceed this limit will throw an error.\n\n### destroy() \u200b\n\nRemoves the entity from the registry and removes all of its components.\n\n * **Type**\n\nlua\n\n function Registry:destroy(id: entity)\n\n### contains() \u200b\n\nChecks if the given entity exists in the registry.\n\n * **Type**\n\nlua\n\n function Registry:contains(id: entity): boolean\n\n### add() \u200b\n\nAdds all given components to an entity.\n\n * **Type**\n\nlua\n\n function Registry:add(id: entity, components: T...)\n\n * **Details**\n\nAdds the given components to the entity by using each component constructor or no value at all if the component is a tag type.\n\nAdding a component to an entity that already has the component will do nothing.\n\n### set() \u200b\n\nAdds or changes an entity's component.\n\n * **Type**\n\nlua\n\n function Registry:set(id: entity, component: T, value: T)\n\n * **Details**\n\nAdds the component to the entity with the given value if the entity does not already have the component.\n\nChanges the component value for the given entity if the entity already has the component.\n\n### patch() \u200b\n\nUpdates an entity's component.\n\n * **Type**\n\nlua\n\n function Registry:patch(id: entity, component: T, patcher: (T) -> T)\n\n * **Details**\n\nTakes a callback which is given the current component value as the only argument. The value returned by the callback is then set as the new value.\n\nIf there is a constructor defined for the given component and the entity does not have the component, the constructor will be called and the returned value passed into the callback.\n\n * **Example**\n\nlua\n\n registry:patch(entity, Health, function(health)\n return health - 10\n end)\n\n### has() \u200b\n\nChecks if an entity has all of the given components.\n\n * **Type**\n\nlua\n\n function Registry:has(id: entity, components: T...): boolean\n\n * **Details**\n\nWill return `true` only if the entity has _every_ component given.\n\n### get() \u200b\n\nGets an entity's component values.\n\n * **Type**\n\nlua\n\n function Registry:get(id: entity, components: T...): T...\n\n * **Details**\n\nWill error if the entity does not have a component.\n\n### try_get() \u200b\n\nGets an entity's component value.\n\n * **Type**\n\nlua\n\n function Registry:try_get(id: entity, components: T): T?\n\n * **Details**\n\nWill return `nil` if the entity does not have a component.\n\n### remove() \u200b\n\nRemoves the given components from an entity.\n\n * **Type**\n\nlua\n\n function Registry:remove(id: entity, components: T...)\n\n * **Details**\n\nWill do nothing if the entity does not have a component.\n\n### clear() \u200b\n\nRemoves all entities and components from the registry.\n\n * **Type**\n\nlua\n\n function Registry:clear(components: T...)\n\n * **Details**\n\nIf components are given, removes all given components from all entities without destroying the entities.\n\nIf no components are given, then all entities in the registry will be destroyed.\n\n### view() \u200b\n\nCreates a [`view`](https://centau.github.io/ecr/api/View.html) with the given component types.\n\n * **Type**\n\nlua\n\n function Registry:view(components: T...): View\n\n### track() \u200b\n\nCreates an [`observer`](https://centau.github.io/ecr/api/Observer.html) with the given component types.\n\n * **Type**\n\nlua\n\n function Registry:track(...: T...): Observer\n\n### group() \u200b\n\nCreates a [`group`](https://centau.github.io/ecr/api/Group.html) with the given component types.\n\n * **Type**\n\nlua\n\n function Registry:group(...: T...): Group\n\n * **Details**\n\nRearranges the internal storage of components for better iteration performance when iterated together.\n\nGroups must be mutually exclusive, i.e. each component type can only belong to a single group.\n\nWARNING\n\nThis method introduces [restrictions](https://centau.github.io/ecr/tuts/groups.html#limitations) on adding components during views.\n\n### on_add() \u200b\n\nReturns a [signal](https://centau.github.io/ecr/api/Signal.html) which is fired whenever the given component type is added to an entity.\n\n * **Type**\n\nlua\n\n function Registry:on_add(component: T): Signal\n\nThe signal is fired _after_ the component is changed.\n\nThe listener is called with the entity and new component value.\n\nWARNING\n\nThe registry cannot be modified within a listener.\n\n### on_change() \u200b\n\nReturns a [signal](https://centau.github.io/ecr/api/Signal.html) which is fired whenever the given component type is changed for an entity.\n\n * **Type**\n\nlua\n\n function Registry:on_change(component: T): Signal\n\nThe signal is fired _before_ the component is changed.\n\nThe listener is called with the entity and new component value.\n\nWARNING\n\nThe registry cannot be modified within a listener.\n\n### on_remove() \u200b\n\nReturns a [signal](https://centau.github.io/ecr/api/Signal.html) which is fired whenever the given component is removed from an entity.\n\n * **Type**\n\nlua\n\n function Registry:on_remove(component: T): Signal\n\n * **Details**\n\nThe signal is fired _before_ the component is removed.\n\nThe listener is called with the entity.\n\nWARNING\n\nThe registry cannot be modified within a listener.\n\n### handle() \u200b\n\nReturns a [handle](https://centau.github.io/ecr/api/Handle.html) to an entity.\n\n * **Type**\n\nlua\n\n function Registry:handle(id: entity?): Handle\n\n * **Details**\n\nIf no entity is given then a new one is created.\n\nHandles are cached so that `registry:handle(id) == registry:handle(id)` is always true.\n\n### context() \u200b\n\nReturns a [handle](https://centau.github.io/ecr/api/Handle.html) to the context entity.\n\n * **Type**\n\nlua\n\n function Registry:context(): Handle\n\n * **Details**\n\nWill automatically create the context entity if it does not already exist.\n\n### storage() \u200b\n\nReturns the [pool](https://centau.github.io/ecr/api/Pool.html) for a given component type.\n\n * **Type**\n\nlua\n\n function Registry:storage(component: T): Pool\n function Registry:storage(): () -> (unknown, Pool)\n\n * **Details**\n\nIf called with no arguments, returns an iterator to get all component types and their corresponding pool in the registry.\n\n### has_none() \u200b\n\nChecks if the given entity has no components.\n\n * **Type**\n\nlua\n\n function Registry:has_none(id: entity): boolean\n\n### release() \u200b\n\nRemoves the entity from the registry.\n\n * **Type**\n\nlua\n\n function Registry:release(id: entity)\n\n * **Details**\n\nDANGER\n\nThis method does not remove any of the entity's components. Using this method on an entity that still has components is _undefined behavior_.", "tokens": 1733, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Handle.html", "text": "# Handle \u200b\n\nThin wrapper around an entity and its registry.\n\nlua\n\n type ecr.Handle\n\n## Properties \u200b\n\n### registry \u200b\n\nThe registry the entity belongs to.\n\n * **Type**\n\nlua\n\n Handle.registry: Registry\n\n### entity \u200b\n\nThe entity the handle refers to.\n\n * **Type**\n\nlua\n\n Handle.entity: entity\n\n## Methods \u200b\n\nThe `Handle` class wraps the following registry methods:\n\n * destroy()\n * has_none()\n * add()\n * set()\n * patch()\n * has()\n * get()\n * try_get()\n * remove()\n\nThe `set()` method will also return the handle it is called on.\n\n * **Example**\n\nlua\n\n local e = registry:handle()\n\n e:set(A, 1)\n :set(B, 2)\n\n print(e:get(A, B)) --> 1, 2", "tokens": 186, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Queue.html", "text": "# Queue \u200b\n\nQueues values to be processed later.\n\nlua\n\n type ecr.Queue\n\n## Methods \u200b\n\n### add() \u200b\n\nAdds a set of values to a queue.\n\n * **Type**\n\nlua\n\n function Queue:add(...: T...)\n\n * **Details**\n\nEach time this method is called, the size of the queue increases by one.\n\nAll arguments given are later returned together in the same iteration.\n\nQueues are FIFO.\n\nWARNING\n\nThe first value in the argument list cannot be `nil` since that will cause iteration to stop early.\n\n### clear() \u200b\n\nClears the queue.\n\n * **Type**\n\nlua\n\n function Queue:clear()\n\n## Iteration \u200b\n\nIterates all values added to the queue.\n\n * **Type**\n\nlua\n\n for ...: T... in Queue do\n\n * **Details**\n\nThe queue returns in sets of values passed to `Queue:add()` in the same order it was called in.\n\nThe queue automatically clears itself after iteration.\n\nWARNING\n\nAdding values during iteration will cause them to be cleared when iteration completes and they will never be iterated.", "tokens": 236, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/restrictions.html", "text": "# Restrictions \u200b\n\nThe API omits sanity checks in areas that would be costly to do so, allowing you to run into problems like iterator invalidation and undefined behavior. This means that there are certain restrictions on what you can do. All restrictions are documented here and at the relevant API references.\n\n## Signals \u200b\n\n * Listeners cannot disconnect other listeners. Listeners can disconnect themselves.\n\n * The registry cannot be modified within a listener, you cannot add or remove components, and create or destroy entities.\n\n## Modifying During Iteration \u200b\n\nThis applies to the iteration of views, observers and groups.\n\n * During iteration, adding or removing components from entities not currently being iterated can _invalidate the iterator_.\n\n## Pools \u200b\n\n[`storage()`](https://centau.github.io/ecr/api/Registry.html#storage.md) returns the underlying storages used by the registry to store entities and components. You can use these for more direct access than views and also modify the values of `Pool.values` directly.\n\n * Changing `Pool.entities` or `Pool.size` is _undefined behavior_.\n\n## Releasing Ids \u200b\n\n * Destroying an entity that still has components with [`release()`](https://centau.github.io/ecr/api/Registry.html#release.md) is _undefined behavior_.\n\n## Multithreading \u200b\n\n * Components can be added or removed during iteration as long as it is the only thread doing so for that set of components.\n\nThis does not apply if a component in that set belongs to a group that has other group components being used in another thread, e.g One thread can add/remove component `X` and another thread can add/remove `Y` and `Z` as long as `X` is not grouped with `Y` or `Z`.\n\n * The same set of components can be iterated by multiple threads at the same time if they are reading only.", "tokens": 391, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Signal.html", "text": "# Signal \u200b\n\nManage listeners to an event.\n\nlua\n\n type ecr.Signal\n\n## Methods \u200b\n\n### connect() \u200b\n\nConnects a given function to the signal to be called whenever the signal is fired.\n\n * **Type**\n\nlua\n\n function Signal:connect((T...) -> ()): Connection\n\n * **Details**\n\nNew connections made within a listener will not be ran until the next time the signal is fired.\n\n## Connection \u200b\n\nlua\n\n type ecr.Connection\n\n### disconnect() \u200b\n\nDisconnects a listener from a signal.\n\n * **Type**\n\nlua\n\n function Connection:disconnect()\n\n * **Details**\n\nWARNING\n\nDisconnecting other listeners from within a listener is not allowed. Disconnecting a listenener from within itself is allowed.\n\n### Reconnect() \u200b\n\nReconnects a listener to a signal.\n\n * **Type**\n\nlua\n\n function Connection:reconnect()", "tokens": 191, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Pool.html", "text": "# Pool \u200b\n\nThe container used by the registry internally to store entities and component values for each component type.\n\n## Properties \u200b\n\n### size \u200b\n\nThe amount of entities contained in the pool.\n\n * **Type**\n\nlua\n\n Pool.size: number\n\n### entities \u200b\n\nA buffer of all entities with the given component type.\n\n * **Type**\n\nlua\n\n Pool.entities: buffer\n\n * **Details**\n\n0-indexed.\n\nSorted in the same order as [`Pool.values`](https://centau.github.io/ecr/api/Pool.html#values).\n\n * i.e. `entities[n]`'s component value is located at `values[n + 1]`.\n\n### values \u200b\n\nAn array of all values for the given component type.\n\n * **Type**\n\nlua\n\n Pool.values: Array\n\n * **Details**\n\n1-indexed.\n\nSorted in the same order as [`Pool.entities`](https://centau.github.io/ecr/api/Pool.html#entities.md).", "tokens": 203, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Group.html", "text": "# Group \u200b\n\nFast iterator for viewing entities and components in a registry.\n\nlua\n\n type ecr.Group\n\n## Iteration \u200b\n\nIterates over all entities in the group.\n\n * **Type**\n\nlua\n\n for id: Entity, ...: T... in Group do\n\n * **Details**\n\nThe entity followed by the component values are returned.\n\nComponents can be added, changed and removed during iteration. Components added during iteration are not returned for that iteration.\n\nWARNING\n\nDuring iteration, adding or removing components from entities not currently being iterated can invalidate the iterator.\n\n## Length \u200b\n\nReturns the amount of entities in the group.\n\n * **Type**\n\nlua\n\n #Group: number", "tokens": 148, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/View.html", "text": "# View \u200b\n\nIterator for viewing entities and components in a registry.\n\nlua\n\n type ecr.View\n\n## Methods \u200b\n\n### exclude() \u200b\n\nExcludes entities with the given components from the view.\n\n * **Type**\n\nlua\n\n function View:exclude(components: ...unknown): View\n\n * **Details**\n\nEntities with _any_ of the excluded components, will not be returned during iteration.\n\n### use() \u200b\n\nSpecifies a component to iterate along.\n\n * **Type**\n\nlua\n\n function View:use(component: unknown): View\n\n * **Details**\n\nViews, by default, iterate along the smallest pool within the given set of components. This function allows a specific pool to be iterated along instead.\n\n## Iteration \u200b\n\nIterates all entities in the view.\n\n * **Type**\n\nlua\n\n for id: Entity, ...: T... in View do\n\n * **Details**\n\nThe entity followed by the component values are returned.\n\nComponents can be added, changed and removed during iteration. Components added during iteration are not returned for that iteration.\n\nWARNING\n\nDuring iteration, adding or removing components from entities not currently being iterated can invalidate the iterator.\n\n## Length \u200b\n\nReturns the amount of entities in the view.\n\n * **Type**\n\nlua\n\n #View: number\n\n * **Details**\n\nFor single component views, this returns the exact amount of entities in the view.\n\nFor multiple component views, this returns an estimated amount of entities. This estimate will not be less than the actual amount of entities.", "tokens": 330, "type": "documentation"} {"repo": "centau/ecr", "source_url": "https://centau.github.io/ecr/api/Observer.html", "text": "# Observer \u200b\n\nTracks component changes, and can be cleared at will.\n\nlua\n\n type ecr.Observer\n\n## Methods \u200b\n\n### exclude() \u200b\n\nExcludes entities with the given components from the observer.\n\n * **Type**\n\nlua\n\n function Observer:exclude(components: ...unknown): Observer\n\n * **Details**\n\nEntities with _any_ of the excluded components, will not be returned during iteration.\n\n### disconnect() \u200b\n\nDisconnects the observer, stopping any new changes from being tracked\n\n * **Type**\n\nlua\n\n function Observer:disconnect(): Observer\n\nThe observer must be empty before it is disconnected.\n\nWARNING\n\nThis must be called for the observer to be garbage collected.\n\n### reconnect() \u200b\n\nReconnects the Observer and allows it to track changes again.\n\n * **Type**\n\nlua\n\n function Observer:reconnect(): Observer\n\n### persist() \u200b\n\nStops automatic clearing of its entities after it is iterated.\n\n * **Type**\n\nlua\n\n function Observer:persist(): Observer\n\n### clear() \u200b\n\nClears all stored entities.\n\n * **Type**\n\nlua\n\n function Observer:clear(): Observer\n\n## Iteration \u200b\n\nIterates all entities in the observer.\n\n * **Type**\n\nlua\n\n for id: Entity, ...: T... in Observer do\n\n * **Details**\n\nThe observer will return entities that had any of the given components added or changed since it was last cleared and still have all given components at the time of iteration.\n\nThe entity followed by the latest component values are returned.\n\nComponents can be added, changed and removed during iteration. Components added during iteration are not returned for that iteration.\n\nWill automatically clear the observer unless `Observer:persist()` was called when iteration ends.\n\nWARNING\n\nAdding values during iteration can cause them to be cleared when iteration ends and they will never be iterated.\n\nWARNING\n\nDuring iteration, adding or removing components from entities not currently being iterated can invalidate the iterator.\n\n## Length \u200b\n\nReturns the amount of entities in the observer.\n\n * **Type**\n\nlua\n\n #Observer: number", "tokens": 456, "type": "documentation"} {"repo": "loneka/onyx-ui", "file_path": "README.md", "text": "\n \n\n Quick, customizable components for Fusion\n\n## Quality components \ud83e\udde9\n\nBuild quality UI faster with dozens of hand-crafted components. Everything is fully typed, so you can spend more time making UI instead of reading the docs.\n\n## Comprehensive theming \ud83c\udfa8\n\nStyle *all* components into the look and feel you desire with OnyxUI's dynamic theming system. Base values propagate into proportional scales, enforcing consistency with ease.\n\n## Styling, now *not* stupid \ud83d\udd8c\ufe0f\n\nMessy markup sucks. Style any component, with as little as half the code, using passthrough styling props. You can even create compound styles, like gradient strokes.\n\n## [Documentation \ud83d\udcc4](https://loneka.com/onyx-ui/)", "tokens": 199, "type": "readme"} {"repo": "loneka/onyx-ui", "source_url": "https://docs.loneka.com/onyx-ui/", "text": "### Quality components \ud83e\udde9\n\nMake quality UI faster with dozens of fully-typed components.\n\n### Comprehensive theming \ud83c\udfa8\n\nGive your UI the look and feel you desire with ease.\n\n### Styling, now *not* stupid \ud83d\udd8c\ufe0f\n\nStyle any component, with less code, using passthrough styling props.", "tokens": 67, "type": "documentation"} {"repo": "MaximumADHD/Roblox-Boilerplate", "file_path": "README.md", "text": "# Roblox Boilerplate\n\nConsider this a project template of sorts? It's a bit scrappy and pulled together from pieces of the \"engine\" that I currently use to make games on Roblox.\nI'm releasing this as a reference to hopefully help future Roblox developers see there's a much better way to have a game's architecture setup. It's inspired by Knit, but its also fully type-checked and compliant with Luau's `--!strict` typechecker.\n\nHere be dragons. Best of luck if you sample from any material here.\nPlease do provide credit for anything I wrote here if you do though ;)\n\n~ MaximumADHD", "tokens": 130, "type": "readme"} {"repo": "pinehappi/DataDelve", "file_path": "README.md", "text": " \n\nDataDelve is a graphical interface for Roblox\u2019s DataStore API. When you need to interact with datastores in studio, you can use this plugin for a quick and easy experience.\n\nFor more info on DataDelve, see this: https://devforum.roblox.com/t/3067950.\n\nGet it here: https://create.roblox.com/store/asset/18469510781/DataDelve-easy-free-datastore-editor\n\nIf you want the latest features, get the canary version:\n - https://create.roblox.com/store/asset/17652185888/DataDelve-Canary\n - https://github.com/pinehappi/DataDelve/releases/tag/canary.\n\n# Contributing\nYou can contribute by creating issues for bugs or feature requests. You may also contribute code.\n\nSee the [architecture overview](./ARCHITECTURE.md) for an overview of how this plugin is structured and how to build it.\n\nSee the [contributing guide](./CONTRIBUTING.md) for more on how to contribute.\n\n# Gallery\n\nhttps://github.com/user-attachments/assets/02a70ebb-2200-4206-a410-272f6ee3b351", "tokens": 252, "type": "readme"} {"repo": "latte-soft/wax", "file_path": "README.md", "text": "[stars]: https://github.com/latte-soft/wax/stargazers\n\n[license]: https://github.com/latte-soft/wax/blob/master/LICENSE\n[latest-release]: https://github.com/latte-soft/wax/releases/latest\n[commits]: https://github.com/latte-soft/wax/commits\n[discord]: https://latte.to/discord\n\n[badges/stars]: https://img.shields.io/github/stars/latte-soft/wax?label=Stars&logo=GitHub\n\n[badges/license]: https://img.shields.io/github/license/latte-soft/wax?label=License\n[badges/latest-release]: https://img.shields.io/github/v/release/latte-soft/wax?label=Latest%20Release\n[badges/last-modified]: https://img.shields.io/github/last-commit/latte-soft/wax?label=Last%20Modifed\n[badges/discord]: https://img.shields.io/discord/892211155303538748?label=Latte%20Softworks%20Discord&color=5865F2\n\n# Wax\n\n[![Stars][badges/stars]][stars] [![License][badges/license]][license] [![Latest Release][badges/latest-release]][latest-release] [![Last Modified][badges/last-modified]][commits] [![Discord Server][badges/discord]][discord]\n\nA Fast Runtime-Based Lua 5.1x+/Luau Project Bundler, Using Roblox Models and Module-Require Semantics\n\n*Powered by [Lune](https://github.com/lune-org/lune), a standalone Luau script runtime*\n\n## \ud83c\udf89 About\n\nWax is an all-in-one bundler for projects in Lua 5.1x+ and [Luau](https://luau-lang.org), supporting and enforcing Roblox-like module require semantics (like using `require()` with a relative `script` global), and also normal `string` file paths like in generic Lua.\n\nThis is more of a successor to [Maui](https://github.com/latte-soft/maui), a similar, but much more limited and inherently flawed project for bundling Roblox projects, but **only** for running in Roblox. Wax, on the other hand, *bundles* completely outside of the Roblox engine, and generates code that can *run* outside it aswell. **Wax can 'bridge the gap' between traditional Lua projects and modern Roblox/Luau workflows, or anything in-between.**\n\n### Features\n\n*See [Usage](#\ud83d\ude80-usage) for more details on utilizing various features*\n\n* Bundle directly from a [Rojo project](https://rojo.space/docs/v7/project-format) file (`*.project.json`), or just a generic Roblox model file. (`*.rbxm` or `*.rbxmx`) *For working directly with Rojo project files, you **must** have the `rojo` command in your $PATH*\n* Created with **debugging in mind** from the start. *With output minification disabled*, even proper line info (matching to the original source files) can be shown in errors; for example, `[WaxRuntime].Script.OtherScript:1: intentional error`\n* Built-in support for minifying bundled output directly with [Darklua](https://darklua.com) and either our default configuration (no extra steps), or your project's own `.darklua.json/json5` file for making personal tweaks.\n* Localized/flattened modified globals in closures, meaning `getfenv`/`setfenv` aren't used to modify the script's environment - This also means that in Luau, `safeenv` runtime optimizations are maintained, and closures run 'natively' with no user modification!\n* Automated CI/deployment pipeline usage in mind, with the `ci-mode` flag; no user confirmation prompts, and exits with a `1` status code upon any errors\n* A 'virtual' Roblox-like DOM for scripts that can run completely outside of Roblox, while also allowing module imports (`require()`) with a simulated relative `script` global, or traditional filesystem path strings like in [Lune](https://github.com/lune-org/lune) or the Lua/Luau CLI REPLs.\n\nAdditionally, you can check out some example \"projects\" in our [tests](tests) directory if you don't really know what all of this is about, or how to get started..\n\n## \u2699\ufe0f Installation\n\nFor your project, you **must** have at least [Lune](https://github.com/lune-org/lune) installed, most easily done and managed with [Aftman](https://github.com/LPGhatguy/aftman):\n\n1. Goto Aftman's GitHub repository (linked above), and follow its installation instructions for your platform\n2. Open the root directory of your project in your system's terminal, and run the following:\n\naftman init\naftman add lune-org/lune\n\n3. If you've setup Aftman properly, you can now try running `lune --help`, and if all is well you should see something similar to the following in your terminal:\n\n$ lune --help\nA standalone Luau runtime\n\nUsage: lune [COMMAND]\n...\n\n### Add Wax to Your Lune Scripts\n\nIf you already have a \"`lune`\", \"`.lune`\", or similar directory in your project for these scripts, feel free to use it - for the sake of this example guide, I'm going to use \"`lune`\" as the example directory for Lune script(s).\n\n1. If you haven't already, create a directory named \"`lune`\" in the root of your project\n2. Inside of this newly created directory, create a file named \"wax.luau\", and paste in the following (or directly download `wax.luau` from the latest release on the [releases page](https://github.com/latte-soft/wax/releases))\n\n*(DO NOTE: if you're using the 'remote' loader below, you won't be able to use Wax offline, and request times per running the script could be impractical for both speed and efficiency depending on your internet connection; consider manually installing `wax.luau` from the latest release on the releases page, linked above)*\n\n```lua\n Wax - A Fast Runtime-Based Lua 5.1x+/Luau Project Bundler, Using Roblox Models and Module-Require Semantics\n MIT License | Copyright (c) 2023-2025 Latte Softworks \n\n-- You set the following string to \"latest\" (case insensitive), or any version tag\n-- on Wax's releases page (e.g. \"0.4.2\")\nlocal WaxVersion = \"latest\"\n\n-------------------------------------------------------------------------------\n\nlocal net = require(\"@lune/net\")\nlocal luau = require(\"@lune/luau\")\n\nlocal FileLink = if string.lower(WaxVersion) == \"latest\" then\n \"https://github.com/latte-soft/wax/releases/latest/download/wax.luau\"\nelse `https://github.com/latte-soft/wax/releases/download/{WaxVersion}/wax.luau`\n\nluau.load(net.request(FileLink).body, {\n debugName = \"Wax\",\n})()\n\n3. Now, when running `lune run wax`, you should see something similar to what's in the next section ([Usage](#\ud83d\ude80-usage)) in your terminal. Voil\u00e0!\n\n## \ud83d\ude80 Usage\n\nFrom your terminal in the root directory of your project, run `lune run wax`, or just `lune run `\n\nWax 0.4.2\nA Fast Runtime-Based Lua 5.1x+/Luau Project Bundler, Using Roblox Models and Module-Require Semantics\n\nUSAGE:\n lune run wax [subcommand] [options]\n\n* When no subcommand is provided, this usage message is displayed\n* Provide all options in the following format (no \"--\" flag prefix): option=value\n\nSUBCOMMANDS:\n help Displays this usage message\n\n version Displays Wax's version\n\n bundle Builds a bundled script file from a given Roblox model (*.rbxm/*.rbxmx)\n or Rojo project file (*.project.json, requires the `rojo` command\n available in your PATH environment variable), to an output path\n\n OPTIONS for `bundle`:\n * input[=\"default.project.json\"]\n The input Roblox model (*.rbxm/*.rbxmx) or Rojo project (*.project.json) file\n path for Wax to bundle from\n\n * output[=\"{input-filename}.lua\"]\n The final output file path (must end in .lua or .luau) for the bundled script\n\n * minify[=false]\n If codegen output should be \"minified\", which also omits any runtime line\n debugging info (offsets). For 'full' codegen minification (outside of just\n LuaEncode's table output), you must have the `darklua` command available in\n your PATH environment variable.\n Additionally, with Darklua, if a \".darklua.json/json5\" file isn't found in the\n CWD (your dir \"position\" in your terminal), it'll use the default configuration\n we provide (see `lune/lib/data/DefaultDarkluaConfig.luau`)\n\n * env-name[=\"WaxRuntime\"]\n The name of the \"environment\" of the bundled script. This is the \"name\" of\n the root object (like the `game` DataModel in Roblox) and displays in virtual\n runtime errors (e.g. \"[WaxRuntime].Script:1: Some error message\")\n\n * darklua-config-path[=(\".darklua.json\", \".darklua.json5\")]\n When `minify` is set as true, this path can be used to directly pass your own\n Darklua config file's path, instead of only checking for the default paths\n it looks for\n\n * temp-dir-base[=\"{output-dir}\"]\n If you're providing a Rojo project file as input or minifying with Darklua,\n a temporary directory is created inside of this directory path, and is removed\n by the time Wax has completed processing\n\n * extra-offset-lines[=0]\n (Only applicable to when `minify` is set to false) Internally acknowledges\n any extra lines offset from the top of the script (like if you're adding a\n header of sorts to the codegen) for line debugging info. Ths MUST be exactly\n accurate to its name (*extra* lines, so you may want to do something like\n `#ExtraHeader - 1` if you're using this option)\n\n * ci-mode[=false]\n (*Primarily* for automated CI pipelines or deployment systems) Never gives\n any user input prompts, and will *always* exit with a `1` status code upon an\n 'error' or warning during the build process\n\n * verbose[=true]\n \"Verbose\" (detailed) output logging from CLI/bundler\n\n## Runtime Spec Details\n\n* If there's only 1 instance directly under the model root and it's a `ModuleScript`, that module will automatically run at init and pass its return through the **real** script, just as expected with normal module behavior. Additionally, like a model on Roblox's [Developer Marketplace](https://create.roblox.com/marketplace/models), a `ModuleScript` under the model root named (exactly) \"MainModule\" will also have the same functionality, even if there is more than 1 instance directly under the model root\n\n* The real `getfenv`/`setfenv` functions are not overriden by global flattening whatsoever, so by using for example `getfenv(0)` it will return the actual root function environment of the complete, bundled script. *Just know that its behavior isn't modified whatsoever for virtual closures!*\n\n* Instance `ClassName`s that will bundle:\n * `Folder`\n * `Script`\n * `LocalScript`\n * `ModuleScript`\n * `StringValue`\n\n* Implemented Instance 'properties' :\n * `Instance.ClassName: string`\n * `Instance.Name: string`\n * `Instance.Parent: Instance?`\n * `StringValue.Value: string`\n\n* Implemented Instance 'methods':\n * `Instance:GetFullName(): string`\n * `Instance:GetChildren(): {Instance}`\n * `Instance:GetDescendants(): {Instance}`\n * `Instance:FindFirstChild(name: string, recursive: boolean?): Instance?`\n * `Instance:FindFirstAncestor(name: string): Instance?`\n * `Instance:WaitForChild(name: string, timeOut: number?)` *The actual behavior of the virtual `WaitForChild` impl is identical to `FindFirstChild`, but it needs to be implemented due to many codebases using it for relative module `require()` paths*\n\n## Runtime API Reference\n\n**All virtual closures have a special `wax` global for accessing AOT Wax build info, an isolated `shared` table, and 'real' globals Wax replaces.**\n\n* `wax.version`\n\nThe version of Wax the current script was bundled with.\n\n```lua\nwax.version: string\n\n* `wax.envname`\n\nThe string provided in the `env-name` option at build-time. (\"`WaxRuntime`\" by default)\n\n```lua\nwax.envname: string\n\n* `wax.shared`\n\nA table shared across all virtual closures in a bundled project, similar to the real `_G`/`shared` globals.\n\n```lua\nwax.shared: {[any]: any}\n\n* `wax.script`\n\nThe real `script` global of the current script, (for with Roblox etc) as opposed to the virtual script ref override by Wax. If there isn't a real `script` global above Wax's environment anyway, this will be `nil`.\n\n```lua\nwax.script: LuaSourceContainer?\n\n* `wax.require()`\n\nThe real `require()` function given by your Lua runtime as opposed to Wax's virtual override. (Lua, Luau (vanilla repl), Roblox Engine, Lune etc)\n\n```lua\nwax.require(...: any): ...any\n\n## Build from Source\n\n1. Clone the repository with `git`:\n\ngit clone https://github.com/latte-soft/wax.git\ncd wax\n\n2. With [Aftman](https://github.com/LPGhatguy/aftman) installed and configured:\n\n*Accept any new tools for installation from the `y/n` prompts, or append `--no-trust-check` to the following command*\n\naftman install\n\n3. Build with `lune` ([lune/make.luau](lune/make.luau)):\n\nlune run make\n\nIf successful, the resulting bundled scripts will be output in the `build/` directory:\n\nbuild\n\u251c\u2500\u2500 wax.dbg.luau\n\u2514\u2500\u2500 wax.luau\n\n## \ud83c\udfdb\ufe0f License\n\n*See file: [LICENSE](LICENSE)*\n\nMIT License\n\nCopyright (c) 2023-2025 Latte Softworks \n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.", "tokens": 3446, "type": "readme"} {"repo": "latte-soft/wax", "source_url": "https://latte.to/", "text": "## Latte Softworks\n\nOrganization & Community Focused Towards Software Development, Security Research, and Digital Infrastructure\n\nWe're both an organization & community, dedicated towards general development & discussion on software, security research, and digital infrastructure. As an organization, we develop and maintain various open-source projects, publish security write-ups, and constantly aim to do the impossible and raise the bar!\n\n#### Social Links\n\n[ ##### Discord Server Join our official Discord community server! ](https://latte.to/discord)\n\n[ ##### GitHub Organization Our GitHub organization profile, hosting our public projects and write-ups. ](https://github.com/latte-soft)\n\n[ ##### Twitter Account Our official Twitter account, where we post general announcements and info from time to time. ](https://twitter.com/lattesoftworks)\n\n[ ##### Roblox Group Our official group on the Roblox platform. ](https://www.roblox.com/groups/10685936/Latte-Softworks)\n\n#### Projects\n\n[ ##### RDD Locally download Windows/Mac Roblox deployments directly from your browser ](https://rdd.latte.to)\n\n[ ##### Wax Fast table serialization library for pure Luau/Lua 5.1+ ](https://github.com/latte-soft/wax)\n\n[ ##### Commander SOON\u2122 Administration System & Panel for Roblox _(Currently in Development)_ ](https://commander.run)\n\n[ ##### Maui LEGACY _(Superseded by`Wax`)_ Roblox Studio plugin for packing Modules into executable Luau scripts ](https://github.com/latte-soft/maui)\n\n#### Peoples\n\n[ ##### Chad Hyatt ](https://hyatt.page)\n\n[ ##### 0xJustus ](https://github.com/0xJustus)\n\n[ ##### Jamarcus Sanchez ](https://www.roblox.com/users/4131569840/profile)", "tokens": 386, "type": "documentation"} {"repo": "latte-soft/wax", "source_url": "https://luau.org:443/", "text": "# Luau\n\nLuau (lowercase _u_ , /\u02c8lu.a\u028a/) is a small, fast, and embeddable programming language based on Lua with a gradual type system.\n\n[ Get Started ](https://luau.org:443/getting-started/) [ News ](https://luau.org:443/news/) [ Try Luau online ](https://play.luau.org)\n\n# Try Luau!\n\nSection titled \u201cTry Luau!\u201d\n\n# Why Luau?\n\nSection titled \u201cWhy Luau?\u201d\n\nPerformance\n\nLuau is a high-performance managed language with a fast bytecode compiler and interpreter, and an optimized, incremental garbage collector. Its optional JIT compiler runs on x64 and arm64, and supports plugins that extend native code generation to any embedder-defined types.\n\nSafety\n\nLuau has a state-of-the-art gradual type system with features like [type refinements](https://luau.org:443/types/type-refinements) and [type functions](https://luau.org:443/types/type-functions). This system is powered by an ambitious and powerful type inference engine that aims to both rule out program errors, _and_ provide autocomplete with minimal annotations.\n\nAccessibility\n\nLuau is designed to be easy-to-learn, and easy-to-use over time. The syntax of the language is small and easy to pick up, and the semantics of the language should be broadly unsurprising to most programmers, with recursive functions, conventional loops and branching, and so forth.\n\nDelightfulness\n\nLuau aims to be pleasant and productive to use, and to make programming as fun as it can be! Besides the language itself, we\u2019re building a full suite of developer tools: package management, linting, code transformation, documentation generation, and servers for editing and debugging code.\n\nEmbeddability\n\nLuau, like Lua before it, is designed with embedding in mind. The language features an extended version of Lua\u2019s C API with better support for coroutines and yielding, code coverage, and more performant, tagged userdata. We\u2019ve also carefully sandboxed Luau, limiting the exposed API surface by default and enabling embedders to safely support executing untrusted code from their users.\n\nCompatibility\n\nWhenever possible, Luau aims to be backwards-compatible with Lua 5.1 and at the same time to incorporate features from later revisions of Lua. However, Luau is not a full superset of later versions of Lua - we do not always agree with Lua design decisions, and have different use cases and constraints. All post-5.1 Lua features, along with their support status in Luau, [are documented here](https://luau.org:443/compatibility).", "tokens": 546, "type": "documentation"} {"repo": "kohls-admin/kohls-admin", "file_path": "README.md", "text": "# Embrace creativity, not chaos.\n\nUsed by 30M+ developers, Kohl's Admin is the most powerful, reliable, and trusted solution for Roblox experience management.\n\n# \u2728 Power Meets Simplicity\n\nEverything you need to manage your game effectively.\n\n- **Modern Interface:** A sleek, customizable user interface that fits perfectly with any game style. Choose from various themes or create your own with responsive design and intuitive controls.\n- **Built-in Monetization:** Create your own products to sell roles and commands, or earn revenue from ours. Get up to 40% commission on every global VIP gamepass or hat sold in your game.\n- **Global Charts:** Turn your admin system into a discovery engine and gain exposure from players exploring the ecosystem with free advertising and live rankings.\n- **High Performance:** Optimized code ensures zero lag impact on your experience with fast execution.\n- **Smart Autocomplete:** Never guess a command again. Our intelligent autocomplete system provides argument suggestions, error highlighting, and instant validation as you type.\n- **Secure Architecture:** Flexible, role-based access control and anti-abuse protection keeps your game safe.\n- **Effortless Setup:** Automatic updates mean you're always on the latest version with new features and fewer bugs.\n- **Limitless Customization:** Extend functionality with community-made addons for infinite scalability and custom logic.\n\n# \ud83d\ude4c Contributing\n\nWe welcome and encourage contributions from the community! Check out our [Contributor Guidelines](CONTRIBUTING.md) to learn how you can get involved.\n\n### \ud83d\ude4f Recognition for Contributors\n\n- **In-Game Credits:** Your name will be featured in the `credits` command within Kohl's Admin.\n- **Inside Access:** Access to exclusive features, early previews, and private channels within the community.\n- **Special In-Game Benefits:** Enjoy exclusive perks within participating experiences that use Kohl's Admin.\n- **Monetary Compensation (For Exceptional Contributions):** We value your time and effort. See the [Contributor Guidelines](CONTRIBUTING.md#compensation) for details.\n\nThank you to all our contributors for helping make this project a success! \u2764\ufe0f\n\n# \ud83d\udca1 Ideas or Issues?\n\nFound a bug? Have a feature request? Let us know by opening an issue:\n\n# \ud83d\udcc4 License\n\nThis project is licensed under the [MIT License](LICENSE.txt).", "tokens": 484, "type": "readme"} {"repo": "kohls-admin/kohls-admin", "source_url": "https://kohl.gg/", "text": "0 Developers\n\n0 Experiences\n\n0 Commands\n\n0 Years\n\n## Power Meets Simplicity\n\nEverything you need to manage your game effectively.\n\n### Modern Interface\n\nA sleek, customizable user interface that fits perfectly with any game style. Choose from various themes or create your own.\n\n * Customizable Themes\n * Responsive Design\n * Intuitive Controls\n\n### Built-in Monetization\n\nCreate your own products to sell roles and commands, or earn revenue from ours. Get up to 40% commission on every global VIP gamepass or hat sold in your game.\n\n * Earn up to 40% Commission\n * Global VIP Integration\n * Sell Custom Roles\n\n### Global Charts\n\nTurn your admin system into a discovery engine and gain exposure from players exploring the ecosystem.\n\n * Free Advertising\n * Live Rankings\n * New Players\n\n[See Charts](https://www.roblox.com/join/f7tg3)\n\n[](https://www.roblox.com/join/f7tg3)\n\n### High Performance\n\nOptimized code ensures zero lag impact on your experience.\n\n * Optimized Code\n * Fast Execution\n * Zero Lag\n\n### Smart Autocomplete\n\nNever guess a command again. Our intelligent autocomplete system validates commands instantly as you type.\n\n * Argument Suggestions\n * Error Highlighting\n * Instant Validation\n\n;fly Players(s) Speed?\n\nFLY \n\nEnables flight for one or more player(s).\n\nfly\n\nunfly\n\nff\n\n### Secure Architecture\n\nFlexible, role-based access control keeps your game safe from abuse.\n\n * Anti-Abuse Protection\n * Command Requests\n * Role-Based Access\n\n;ban all\n\nUSER(s) \n\nThe Player(s) or UserId(s) to ban.\n\nCan't target yourself\n\n### Effortless Setup\n\nAutomatic updates mean you're always on the latest version.\n\n * Always Secure\n * New Features\n * Less Bugs\n\n> version\n\n\ud83d\udee1\ufe0f Running Kohl's Admin v0.11.5 by @Scripth\n\n### Limitless Customization\n\nExtend functionality with community-made addons.\n\n * Infinite Scalability\n * Easy Integration\n * Custom Logic\n\n> install addon\n\n\u2705 Successfully installed addon!\n\n...and so much more\n\n## Ready to Upgrade Your Game?\n\nJoin millions of developers using the most trusted admin system on Roblox.\n\n[Get Kohl's Admin](https://create.roblox.com/store/asset/172732271)", "tokens": 513, "type": "documentation"} {"repo": "littensy/remo", "file_path": "README.md", "text": "# \u26a1\ufe0f Remo\n\nRemo is a simple and type-safe remote library for Roblox.\n\nIt's easy to set up events and asynchronous functions that are ready for use.\n\n## \ud83d\udd25 Quick Start\n\nCall `createRemotes` to initialize your remote objects.\n\nDeclare a remote by calling `remote`, or create a namespace by calling `namespace`.\n\n```ts\n// TypeScript\nconst remotes = createRemotes({\n // An event processed on the client\n event: remote(t.number),\n\n // A function whose value is processed by the server\n async: remote(t.number).returns(t.string),\n\n // An event fired to a client, with logging\n logged: remote(t.number).middleware(loggerMiddleware),\n});\n\nremotes.event.connect((value) => print(value));\n\nremotes.async.request(123).then((value) => print(value));\n\n```lua\n-- Luau\ntype Remotes = {\n -- An event processed on the client\n event: Remo.ServerToClient,\n\n -- A function whose result, a string, is processed on the server\n async: Remo.ServerAsync<(number), (string)>,\n\n -- An event fired to a client, with logging\n logged: Remo.ServerToClient,\n\nlocal remotes: Remotes = Remo.createRemotes({\n event = Remo.remote(t.number),\n async = Remo.remote(t.number).returns(t.string),\n logged = Remo.remote(t.number).middleware(loggerMiddleware),\n})\n\nremotes.event:connect(print)\n\nremotes.async:request(123):andThen(print)\n\n## \ud83d\udce6 Installation\n\n### Roblox-TS\n\n[Take me to the NPM package \u2192](https://www.npmjs.com/package/@rbxts/remo)\n\n```bash\nnpm install @rbxts/remo\nyarn add @rbxts/remo\npnpm add @rbxts/remo\n\n### Wally\n\n[Take me to the Wally package \u2192](https://wally.run/package/littensy/remo)\n\n```toml\n[dependencies]\nRemo = \"littensy/remo@VERSION\"\n\n## \u2728 Features\n\n- \ud83d\udcda Remote events and functions are fully type-checked and support Luau autocompletion.\n\n- \ud83d\udd10 Validate arguments and return values with [`t`](https://github.com/osyrisrblx/t).\n\n- \u269b\ufe0f Declare your remotes in one place and use them anywhere.\n\n- \ud83d\udedf Safe to use in Hoarcekat or other environments outside of a running Roblox game.\n\n## \ud83d\udcd6 Usage\n\nSee the [examples](examples) folder for more detailed examples.\n\n### \ud83d\udd0c Creating remotes\n\n`createRemotes` is used to create a set of remotes. It receives the remote schema, which is an object that maps remote names to their definitions created by `remote`:\n\n- `remote(...validators?)` creates a remote event with the given argument types. If validators are provided, they will be used to validate the arguments passed to the event.\n\n- `remote(...).returns(...validators?)` creates a remote function with the given argument and return types. If validators are provided, the return value will be validated before the promise is resolved.\n\n- `namespace(schema)` creates a nested namespace of remotes.\n\n```ts\n// TypeScript\nconst remotes = createRemotes({\n event: remote(t.number),\n async: remote(t.number).returns(t.string),\n namespace: namespace({\n event: remote(t.number),\n async: remote(t.number).returns(t.string),\n }),\n});\n\n```lua\n-- Luau\nlocal remotes: Remotes = Remo.createRemotes({\n event = Remo.remote(t.number),\n async = Remo.remote(t.number).returns(t.string),\n namespace = Remo.namespace({\n event = Remo.remote(t.number),\n async = Remo.remote(t.number).returns(t.string),\n }),\n})\n\n### \ud83d\udedf Type safety\n\n#### TypeScript\n\nIn TypeScript, [`t`](https://github.com/osyrisrblx/t) is recommended to ensure remotes can only be called with the correct arguments, but it is optional.\n\n`remote` receives either a `Client` or `Server` flag that is used to specify whether the remote is processed by the client or the server.\n\n```ts\nconst remotes = createRemotes({\n // event processed on the client and fired by the server\n client: remote(t.number),\n\n // event processed on the server and fired by the client\n server: remote(t.number),\n});\n\n#### Luau\n\nIn Luau, for full type-checking in your editor, you will need to define a separate type for your remotes using the following types:\n\n- `ClientToServer`: A remote event that is fired by the client and processed by the server.\n\n- `ServerToClient`: A remote event that is fired by the server and processed by the client.\n\n- `ServerAsync`: A remote function that is invoked by the client and processed by the server.\n\n- ~~`ClientAsync`~~: A remote function that is invoked by the server and processed by the client. Not recommended, as requesting values from the client is unsafe.\n\n```lua\ntype Remotes = {\n client: Remo.ServerToClient,\n server: Remo.ClientToServer,\n serverAsync: Remo.ServerAsync<(number), (string)>,\n namespace: {\n client: Remo.ServerToClient,\n server: Remo.ClientToServer,\n\nlocal remotes: Remotes = Remo.createRemotes({\n client = Remo.remote(t.number),\n server = Remo.remote(t.number),\n serverAsync = Remo.remote(t.number).returns(t.string),\n namespace = Remo.namespace({\n client = Remo.remote(t.number),\n server = Remo.remote(t.number),\n }),\n})\n\nDefining two-way remotes is not recommended in Luau, as it would require function overloads that may affect intellisense.\n\n### \ud83d\udce1 Using remotes\n\n#### \ud83d\udfe1 Events\n\n`fire` is analogous to `FireServer` and `FireClient`. It sends the given arguments over the remote event to be processed on the other side.\n\n```lua\n-- client -> server\nremotes.event:fire(...);\n\n-- server -> client\nremotes.event:fire(player, ...);\nremotes.event:fireAll(...);\nremotes.event:fireAllExcept(player, ...);\nremotes.event:firePlayers(players, ...);\n\nTo listen for events, use `connect` to connect a callback to the remote event. If validators are provided, they must all pass before the listeners are called.\n\n```lua\n-- client -> server\nlocal disconnect = remotes.event:connect(function(player, ...)\n print(player, ...)\nend)\n\n-- server -> client\nlocal disconnect = remotes.event:connect(function(...)\n print(...)\nend)\n\n#### \ud83d\udfe3 Async functions\n\nSimilar to InvokeClient and InvokeServer, `request` is used to invoke a remote function. It sends the given arguments over the remote function to be processed on the other side, and returns a promise that resolves with the return value of the function.\n\nArguments are validated before the handler is called, and the return value is validated before the promise is resolved.\n\n```lua\n-- client -> server async\nremotes.async:request(...):andThen(function(result)\n print(result)\nend)\n\n-- server -> client async\nremotes.async:request(player, ...):andThen(function(result)\n print(result)\nend)\n\nTo bind a handler to a remote function, use `onRequest`. If validators are provided, they must all pass before the handler is called.\n\nThe handler can return a value or a promise that resolves with a value. If the handler throws an error or the promise rejects, the caller will receive it as a promise rejection.\n\n```lua\n-- client -> server async\nremotes.async:onRequest(function(player, ...)\n return result\nend)\n\n-- server -> client async\nremotes.async:onRequest(function(...)\n return result\nend)\n\nRoblox-TS will automatically hide client- or server-only APIs based on whether you are using them on the client or on the server. However, this is not currently implemented in Luau, so take precautions to ensure you are calling `fire` or `connect` on the correct side.\n\n### \u26d3\ufe0f Middleware\n\nMiddleware can be used to intercept and modify arguments and return values before they are processed. This can be used to implement features such as logging, rate limiting, or more complex validation.\n\n#### \ud83d\udce6 Built-in middleware\n\n- `loggerMiddleware` creates detailed logs of the arguments and return value of a remote invocation.\n\n- `throttleMiddleware(options?)` prevents a remote from being invoked more than once every `throttle` seconds.\n - If `trailing` is true, the last event will be fired again after the throttle period has passed. Does not apply to async functions.\n - If an async remote is throttled, or it is not done processing the last request, the promise will resolve with the result of the last invocation. If there is no previous value available, the promise will reject.\n\n#### \ud83e\uddf1 Creating middleware\n\nMiddleware is defined as a function that receives the next middleware in the chain and the remote it was called for. It returns a function that will be called when the remote is invoked, and depending on how it invokes the next middleware, it can modify the arguments and return value.\n\nHere's an example middleware function that logs the arguments and return value of a remote:\n\n```ts\n// TypeScript\nconst loggerMiddleware: RemoteMiddleware = (nextFn, remote) => {\n return (...args: unknown[]) => {\n if (remote.type === \"event\") {\n print(`${remote.name} fired with arguments:`, ...args);\n return nextFn(...args);\n\n print(`${remote.name} called with arguments:`, ...args);\n\n const result = nextFn(...args);\n\n print(`${remote.name} returned:`, result);\n\n return result;\n };\n};\n\n```lua\n-- Luau\nlocal loggerMiddleware: Remo.Middleware = function(next, remote)\n return function(...)\n if remote.type == \"event\" then\n print(`{remote.name} fired with arguments:`, ...)\n return next(...)\n end\n\n print(`{remote.name} called with arguments:`, ...)\n\n local result = next(...)\n\n print(`{remote.name} returned:`, result)\n\n return result\n end\nend\n\n#### \u2699\ufe0f Using middleware\n\nMiddleware may be applied to a single remote, or to all remotes.\n\n```ts\n// TypeScript\nconst remotes = createRemotes(\n event: remote(t.number).middleware(loggerMiddleware),\n },\n ...middleware,\n);\n\n```lua\n-- Luau\nlocal remotes = Remo.createRemotes({\n event = Remo.remote(t.number).middleware(loggerMiddleware),\n}, ...middleware)\n\nNote that middleware is applied in the order it is defined. Additionally, middleware applied to all remotes will be applied _after_ middleware applied to a single remote.\n\n## \ud83d\udcda API\n\n### `createRemotes(schema)`\n\nCreates a set of remotes from a schema.\n\n```ts\nfunction createRemotes(schema: RemoteSchema, ...middleware: RemoMiddleware[]): Remotes;\n\n#### Parameters\n\n- `schema` - An object whose keys are the names of the remotes, and whose values are the remote declarations.\n\n- `...middleware` - An optional list of middleware to apply to all remotes.\n\n#### Returns\n\n`createRemotes` returns a Remotes object, which contains the remotes defined in the schema.\n\nYou can access your remotes through this object, and it also has a `destroy` method that can be used to destroy all of the remotes.\n\n### `remote(...validators?)`\n\nDeclares a remote to be used in the remote schema.\n\n```ts\nfunction remote(...validators: Validator[]): RemoteBuilder;\n\n#### Parameters\n\n- `...validators` - A list of validators to call before processing the remote.\n\n#### Returns\n\n`remote` returns a RemoteBuilder, which can be used to define a remote. It has the following functions:\n\n- `remote.returns(validator)` - Declares that this is an async remote that returns a value of the given type.\n\n- `remote.middleware(...middleware)` - Applies the given middleware to this remote.\n\n- `remote.unreliable()` - Marks this remote as an [unreliable remote event](https://devforum.roblox.com/t/introducing-unreliableremoteevents/2724155).\n\n### `namespace(schema)`\n\nDeclares a namespace to be used in the remote schema.\n\n```ts\nfunction namespace(schema: RemoteSchema): RemoteNamespace;\n\n#### Parameters\n\n- `schema` - An object whose keys are the names of the remotes, and whose values are the remote declarations.\n\n#### Returns\n\n`namespace` returns a RemoteNamespace, which declares a namespace of remotes. It does not have a public API.\n\n### `getSender(...)`\n\nReturns the player that sent the remote invocation using the arguments passed to the remote. This checks whether the first argument is a table or an instance with a `ClassName` property equal to `\"Player\"`.\n\nThis is used for finding the `player` argument in a middleware function on the server.\n\n```ts\nfunction getSender(...args: unknown[]): Player | undefined;\n\n#### Parameters\n\n- `...args` - The arguments passed to the remote.\n\n#### Returns\n\n`getSender` returns the player that sent the remote invocation, or `undefined` if the remote was not invoked by a player.\n\n### `loggerMiddleware`\n\nCreates detailed logs of the arguments and return values of a remote invocation.\n\n```ts\nconst loggerMiddleware: RemoMiddleware;\n\n### `throttleMiddleware(options?)`\n\nPrevents a remote from being invoked more than once every `throttle` seconds.\n\n```ts\ninterface ThrottleMiddlewareOptions {\n throttle?: number;\n trailing?: boolean;\n\nfunction throttleMiddleware(options?: ThrottleMiddlewareOptions): RemoMiddleware;\n\nfunction throttleMiddleware(throttle?: number): RemoMiddleware;\n\n#### Parameters\n\n- `options` - An optional object with the following properties:\n - `throttle` - The number of seconds to throttle the remote for. Defaults to `0.1`.\n - `trailing` - If `true`, the last event will be fired again after the throttle period has passed. Does not apply to async functions. Defaults to `false`.\n\n#### Returns\n\n`throttleMiddleware` returns a middleware function that throttles the remote with the given options.\n\n## \ud83e\udeaa License\n\nRemo is available under the MIT license. See the [LICENSE.md](LICENSE.md) file for more info.", "tokens": 3142, "type": "readme"} {"repo": "Epix-Incorporated/Adonis", "file_path": "README.md", "text": " \n\nAdonis is a community-maintained server moderation and management system created for use on the Roblox platform.\n\n## \u2728 Installation\n\n\ud83d\udce2 **New to Adonis? Take a look at our [official quick start video](https://youtu.be/1f9x9gdxLjw) or read [the unofficial setup guide](https://devforum.roblox.com/t/1535122).**\n\nIf you get stuck, feel free to ask for assistance on our [Discord server](https://discord.gg/H5RvTP3).\n\n### Method 1 (recommended): Official Roblox Model\n\n1. [Take a copy](https://www.roblox.com/library/7510622625/) of the Adonis loader model from the Roblox Library.\n2. Insert the model into Studio using the Toolbox, and place it under `ServerScriptService`. (Do not leave it in the `Workspace`!)\n\n### Method 2: GitHub Releases\n\n1. Download the `rbxm` file snapshot from the [latest release](https://github.com/Epix-Incorporated/Adonis/releases/latest).\n2. Import the model file into Studio.\n\n\u2139\ufe0f **Note:** By default, snapshots included in releases have [`DebugMode`](#debug-mode) enabled.\n\n### Method 3: Filesystem\n\n1. Download the repository to your computer's file system.\n2. Install and use a plugin like [Rojo](https://rojo.space/) to compile Adonis into a `rbxmx` file.\n If using Rojo, you can run `rojo build /path/to/adonis -o Adonis.rbxmx` to build an `rbxmx`.\n3. Import the compiled model file into Studio.\n\n\ud83d\udd10 **Warning:** By default, loaders compiled from the repository have [`DebugMode`](#debug-mode) enabled.\n\n**\u26a0\ufe0f Method 3 compiles the *bleeding edge* version of Adonis, which may be not fully tested and is highly unstable.**\n\n### \u2699\ufe0f Configuring Adonis\n\nOnce you've inserted the Adonis loader into your game, open `Adonis_Loader` > `Config` > `Settings`, and change `settings.DataStoreKey` to something absolutely random (eg. `\"2fgi02e)^Q\"`). This is for security as it prevents serverside tampering with Adonis's datastores.\n\nYou may then edit the Settings module to configure Adonis to suit your game. Instructions and elaboration are provided within the Settings module.\n\n### \ud83d\udd27 Debug Mode\n\n#### **PLEASE NOTE THAT THIS FEATURE IS INTENDED FOR DEVELOPMENT/DEBUGGING PURPOSES ONLY, PLEASE CHANGE `ModuleID` FOR CUSTOM MODULES**\nThe `DebugModule` feature enables a number of debug features, including but not limited to:\n\n1. Not protecting the Adonis model (such as parenting it to nil)\n2. Exposes a debugging API\n3. Enables debugging commands for Creators\n\nThe Adonis loader provides a `DebugMode` option which will load a local copy of the `MainModule` rather than fetching the latest version. This could be useful if you are a contributor working on the `MainModule`. Debug mode expects the `MainModule` to share the same parent with the loader model (e.g. both should be in `ServerScriptService`). **By default, snapshots provided in releases have `DebugMode` enabled.**\n\n#### Toggling debug mode\n\n1. Open `Adonis_Loader` > `Loader` > `Loader`\n2. Change `DebugMode` at the end of the `data` table to the desired value (e.g. `DebugMode = false`)\n\n* Official Adonis Loader: \n* Official MainModule: \n* Nightly MainModule: \n\n### Reference\n\n* \ud83d\udcc4 Documentation: \n* \ud83d\udcd8 User Manual: \n* \ud83d\udcdc Contributing Guide: \n\n### Social\n\n* Discord Server: or \n* Roblox Group: \n\n### Misc\n\n* Plugins Repository: \n* Donor Perks Pass: \n\n## \u2b50 Contributing\n\nThe purpose of this repository is to allow others to contribute and make improvements to Adonis. Even if you've never contributed to GitHub before, we would appreciate any contributions that you can provide.\n\n### \ud83d\udcdc Contributing Guide\n\nRead the [contributing guide](CONTRIBUTING.md) to get a better understanding of our development process and workflow, along with answers to common questions related to contributing to Adonis.\n\n### \u2696\ufe0f License\n\nAdonis is available under the terms of [the MIT license](LICENSE.md).\n\n### Thank you to our contributors\n\n[![contributors](https://contributors-img.web.app/image?repo=Epix-Incorporated/Adonis)](https://github.com/Epix-Incorporated/Adonis/graphs/contributors)", "tokens": 1203, "type": "readme"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://adonis.dev/", "text": "## What is Adonis?\n\nAdonis is a server moderation and management system created for the Roblox platform.\n\nUploaded to GitHub for collaboration and issue tracking.\n\n## Adonis Loader\n\n\n\n## Adonis MainModule (Source)\n\n\n\n## Documentation:\n\n", "tokens": 113, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nDimenpsyonal edited this page Sep 6, 2024 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a community-maintained server management and moderation system created by Sceleratis (Davey_Bones).\n\n\ud83d\udc49 Refer to the side panel for specific sections/information.\n\n\ud83d\udcd8 **User Manual:** [https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n\nDocumentation is currently work-in-progress.\n\nDocumentation for the Adonis _G API can be found [here](https://github.com/Epix-Incorporated/Adonis/discussions/603).\n\n## \u2b50 Contributing\n\nView the contribution guidelines and instructions [here](https://github.com/Epix-Incorporated/Adonis/blob/master/CONTRIBUTING.md) if you'd like to contribute to the Adonis project.\n\n## \ud83d\udd17 Links\n\n * Adonis Loader: \n * Adonis MainModule: \n * Nightly MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1089, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# User Manual & Feature Showcase\n\nJump to bottom\n\nExpertcoderz edited this page Sep 20, 2023 \u00b7 [14 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/_history)\n\n# Contents\n\n 1. [Command Usage Guide](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-1-command-usage-guide)\n 2. [The \"UserPanel\" GUI](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-2-the-userpanel-gui)\n 3. [UI Themes Showcase](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-3-ui-themes-showcase)\n 4. [Moderation Commands Reference](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-4-moderation-commands-reference)\n 5. [Adonis Features Showcase](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-4-adonis-features-showcase)\n\n## \u2139\ufe0f **Notice**\n\n**This manual is intended for regular users, moderators and admins in ROBLOX games using the Adonis admin system. For guidance on installing Adonis in your game as a developer, please refer to the [README](https://github.com/Sceleratis/Adonis/blob/master/README.md) file in the repository. For API documentation, navigate to the [other pages](https://github.com/Sceleratis/Adonis/wiki) on this wiki.**\n\n# Section 1: Command Usage Guide\n\n## Execution\n\nThese are the following ways by which an Adonis command can be executed by a user:\n\n * by chat (as long as chat commands have not been disabled)\n * by command console (default keybind for opening the console is `'`; the console may be restricted or disabled according to settings)\n * by other interfaces such as `:cmdbox`\n\nIn all cases, the prefix (which is `:` by default for admin commands and `!` by default for player commands) _must_ be included at the start of each command for it to work.\n\n\u2139\ufe0f **Tip:** To run a command silently in the chat (so that other players do not see it), either prepend it with \"/e \" (eg. \"/e :kill scel\") or enable chat command hiding in your [client settings](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#client-settings).\n\n## Player Selectors\n\nCommands that take players as their argument (eg. `:kill`) will normally support either a singular player or a comma-separated list of player names.\n\n**Example:** `:god scel` or `:kill noob1,noob2`\n\nNote that player names are not case-sensitive and may be partial, eg. `scel` for `Sceleratis`.\n\nIn addition to simply using player names, the following special identifiers for targeting certain groups of players exist:\n\n * `me` \\- yourself (the executor of the command)\n * `all` \\- everyone in the server\n * `others` \\- everyone in the server except yourself\n * `admins` \\- all admins in the server\n * `nonadmins` \\- everyone except admins in the server\n * `random` \\- a random person in the server\n * `#NUM` \\- random players in the server\n * `@USERNAME` \\- targets a specific player whose username is exactly\n * `%TEAM` \\- members of the team\n * `$GROUPID` \\- members of the group with ID (number found in the Roblox group webpage URL)\n * `radius-NUM` \\- anyone within a -stud radius of you\n\nPlacing `-` before any selector or player name will _invert_ the selection and select everyone except those within the selection defined after `-`. To illustrate, using the `others` selector is essentially the same as doing `all,-me`.\n\n**Example:** `:explode -radius-10` \\- explodes all players further than 10 studs from you.\n\n## Batch Commands\n\nMultiple commands can be ran sequentially at a time by separating them using the batch key, which defaults to `|` (vertical pipe).\n\nAdditionally, you can insert timed delays using `!wait `.\n\n**Example:** `:ff me | :m Exploding everyone in 10 seconds! | !wait 10 | :explode all` \\- gives you a forcefield and makes a message announcement, waits 10 seconds, then explodes everyone.\n\n## Repetition\n\nAdmins/moderators by default have access to the `:repeat ` command, which easily allows a command to be ran in a loop.\n\n**Example:** `:repeat 10 1 :sword me | :heal me` \\- will give you a sword and heal yourself once every 1 second, for 10 times.\n\n## Reference Commands\n\n * `:cmds` for a list of available commands\n * `:cmdinfo ` for detailed info about a specific command\n * `!brickcolors` for a list of valid BrickColors (can be used in some commands which take a brickcolor argument)\n * `!materials` for a list of material types\n * `:capes` for a list of preset capes available to admins\n * `:musiclist` for a list of preset audios\n * `:insertlist` for a list of assets that can be inserted using `:insert ` (set by the developer in `settings.InsertList`)\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 2: The \"UserPanel\" GUI\n\nThe UserPanel GUI can be used to quickly access certain things in Adonis, such as commands, as well as configure Adonis client or server settings. This wiki page will go over the different tabs within Adonis's UserPanel GUI and what they do.\n\n## Info\n\nThe info tab shows you information about Adonis, and gives the user convenient buttons to perform actions such as opening the command list, viewing the changelog, viewing credits, getting the loader, or getting the system's source in the form of its MainModule.\n\n## Donate\n\nThis is where users can donate to Adonis's development and control settings related to their donator perks. These perks can be disabled by the place owner in the settings module of the Loader. Donation perks are intended to be purely visual and should not impact gameplay. When users donate in your game, Roblox will give the place owner 10% of the sale.\n\n## Keybinds\n\nThe keybinds tab allows users to bind command strings to a specific key, so when they press that key the specified command gets executed.\n\n## Aliases\n\nAliases allow you to create custom commands that point to existing commands, or a combination of existing commands. When creating an alias, you can add markers for command arguments. The order the argument identifiers appear in the command string is the order the arguments will be replaced in.\n\nTo better understand lets go through what's going on in the above screenshot: The command string `:kill | :fire ` is bound to `:killfire` The following happens when `:killfire scel Really red` is ran:\n\n 1. In the command string, both substrings for `` is replaced with `scel` and the substring `` is replaced with `Really red`\n 2. `:killfire scel Really red` is replaced by `:kill scel | :fire scel Really red`.\n 3. The new command string gets processed like any other command. In this case we are running two commands at once, in other words a \"batch\" command as indicated by the `|` separating the two commands. The BatchKey setting can be used to change the `|` (vertical pipe) to whatever you'd like as long as it is not the same as the SplitKey or any of the Prefix settings.\n\nIt's important to note that the number of arguments is determined by the number of unique argument identifiers. Also, the actual text within the argument identifier is not important and is only used to match user-supplied arguments to where they should be. The order that these unique argument identifiers appear in the command string is what determines which which identifier will match argument 1, the next unique one found being argument 2, and so on. This is important to keep in mind. If you were to change the command string to `:kill | :fire ` and then chatted `:killfire scel Really red` `scel` would be assigned to `` and `Really red` would be assigned to `` so `:killfire Really red scel` would not work (as `:kill scel` would now be `:kill Really red`) It should also be noted that arguments that are intended to take spaces must appear last as otherwise portions of them may be treated as part of previous arguments when using the default SplitKey (a blank space.)\n\nThis system is currently still in development and may see improvements in the near future, such as manually defining in the alias string how arguments should be interpreted and matched to the command string. For now, you should not add argument indicators to the alias string. They should only be in the command string, and the order they appear is what currently determines the argument position they will be matched to in the chatted message.\n\n## Client\n\nYou've likely noticed that the UserPanel GUI in the screenshots here does not look like the default UserPanel. This is because Adonis supports multiple themes, my personal favorite being the Rounded theme (the one seen in these screenshots.) The default theme is named \"Default\" and is used for all UI development, and determines the default GUIs and UI modules used in the event the selected theme does not have the GUI being generated.\n\nUsers can choose what theme they would like to use by clicking the text next to the arrow pointing down next to the \"Theme\" listing.\n\nThere are also a few other client-specific settings. It should be noted that these settings are user-specific and only affect the user's client. They are not game breaking and only seek to offer finer control over certain things if the user wishes to do so.\n\n### Client Settings\n\nSetting | Description\nKeybinds | Enables/Disables keybinds (if disabled, keybinds will no longer work until re-enabled)\nUI Keep Alive | Determines whether or not Adonis should attempt to prevent the deletion of its GUIs when the player respawns.\nParticle Effects | Adonis contains a number of commands that involve particle effects, which for some users may be irritating or even performance-impacting. All particle effects are local to each client and as such can be toggled using this setting.\nCapes | Like particle effects, capes (such as donor capes) are handled locally and can be disabled.\nHide Chat Commands | Whether Adonis commands that you run via the chat will automatically be hidden from other players.\nConsole Key | This is the key that will open/close the command console (the bar that appears when you press the Quote key by default).\nTheme | Allows you to select the UI theme you want to use. Changing this to \"Game Theme\" will use whatever theme is set in the Adonis settings module (in the Loader). This is used by default for all new users.\n\n## Game\n\nThis is where creators can control Adonis related server settings for their game while in-game instead of in studio. \"Clear all saved settings\" will clear any settings previously written to the datastore. This is especially useful if you encounter issues after changing a setting in-game or quickly want to revert to only what is set within the settings module. Anything with \"Cannot change\" next to it can only be changed in studio currently.\n\nIf you ever change the prefix in-game and suddenly find yourself unable to open settings to fix it, running `:adonissettings` will open the UserPanel GUI and focus the \"Game\" tab so you can fix any issues. The `:adonissettings` command will _always_ use `:` as a prefix so you can't accidentally change it to something unusable.\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 3: UI Themes Showcase\n\nThe following are the themes that come with Adonis by default:\n\n## Default\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n## Rounded\n\nGUI | Screenshot\nUserPanel |\nConsole |\nNotification |\nError |\n\n## Colorize\n\nNote: rainbow effects are animated with chromatic interpolation.\n\nGUI | Screenshot\nUserPanel |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n## BasicAdmin\n\nThis theme only changes the announcement GUIs.\n\nGUI | Screenshot\nMessage |\n\n## Aero\n\nMade by [@Expertcoderz](https://github.com/Expertcoderz).\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n## Unity\n\nMade by [@LolloDev5123](https://github.com/LolloDev5123).\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nError |\n\n## Windows XP\n\nMade by [@P3tray](https://github.com/P3tray).\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 4: Moderation Commands Reference\n\nThis section serves as a basic reference guide for the essential moderation commands offered by Adonis.\n\n## General\n\n### `:kick `\n\nDisconnects the specified player from the server. If specified, the reason is shown to the player.\n\n## Warning Players\n\n### `:warnings `\n\nDisplays the specified player's warning log.\n\n### `:warn `\n\nGives the specified player a warning, upon which they will be notified with the reason.\n\n### `:kickwarn `\n\nGives the specified player a warning and kicks them; displays the warning reason in their kick message.\n\n### `:removewarning `\n\nDeletes the specified warning from the player's warning log.\n\n### `:clearwarnings `\n\nClears the player's warning log.\n\n## Banning Players\n\n### `:banlist`\n\nDisplays a list of normal bans.\n\n### `:timebanlist`\n\nDisplays a list of time-banned users.\n\n### `:trellobanlist/:sbl`\n\nDisplays a list of users banned via Trello; only applicable if Trello integration is configured.\n\n### `:ban/:serverban `\n\nBans the specified player from the current server. Note that they may still be able to join other servers.\n\n### `:permban/:gameban `\n\nBans the specified player from _all_ game servers, for an indefinite amount of time. Enforced immediately, so if the user is in a server other than where the command is run, they will be kicked by the system.\n\n### `:tempban/:timeban `\n\nBans the specified player from _all_ game servers, for a specific amount of time. Enforced immediately.\n\n**Example:** `:tempban Player1 3d` \\-- globally-bans Player1 for 3 days.\n\n### `:trelloban `\n\nAdds the specified player to the Trello ban list, if Trello integrations are configured for the game.\n\n\u2139\ufe0f **Tip:** The above commands support full usernames for the `` argument, which means you can ban specific users who are not currently in your server.\n\n## Player Notes\n\n### `:notes `\n\nDisplays a list of notes on the specified player.\n\n### `:note `\n\nSets a note on the specified player.\n\n### `:removenote `\n\nRemoves a note from a specified player. Specify `all` for `` to clear all notes on that player.\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 5: Adonis Features Showcase\n\nHere's a miscellaneous collection of some interesting features that many users of the Adonis admin system may not be aware of:\n\n## \ud83d\udea9 `:teams`\n\nThis is an interface that allows you to view, create, delete and join teams easily.\n\n## \ud83d\udee0\ufe0f `:tools` \\-- Inventory Monitor GUI\n\nThis utility allows you to view and manage players' backpacks via a user-friendly realtime inventory monitoring interface. An alternative to manually running the `:viewtools `, `:removetool ` and `:removetools ` commands.\n\n## \ud83d\udcc2 `:explorer`\n\nThis is a built-in alternative to `:dex` which allows you to view and navigate the game's file structure as well as delete objects.\n\n## \ud83d\udcc3 `:players`\n\nDisplays full a list of in-game players along with some live-updated info about the state of their characters; may be useful for moderators if your game has the regular player list GUI hidden.\n\n## \ud83d\udd0d `!profile `\n\nDisplays quite comprehensive information about a specific player.\n\n_Some details such as safechat status and the \"Game\" tab are hidden from non-admins for security reasons._\n\n## \u2139\ufe0f `!serverinfo`\n\nDisplays information about the current server.\n\n_Some details are hidden from non-admins for security reasons._\n\n## \ud83d\udd75\ufe0f `:incognito `\n\nA powerful command that allows admins to hide themselves from other players in the server by vanishing from their player lists.\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\nThat's all, folks!\n\nNotice anything wrong? Submit an issue [here](https://github.com/Sceleratis/Adonis/issues/new/choose) or discuss it in our official [Discord server](https://discord.com/invite/H5RvTP3).\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 4720, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# The \"Service\" Metatable\n\nJump to bottom\n\nDimenpsyonal edited this page Mar 11, 2024 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/_history)\n\nIn Adonis, the \"service\" variable is a metatable provided by the Service core module containing many essential functions and variables used by both the server and client. The service table for the client is nearly identical to the service table for the server with the exception of a few variables added by either the client or server during loading.\n\nIf an index is requested from the service table (eg. service.Players) it will first check if it contains the requested index. If it does not contain the requested index, the it will query game:GetService(index) and return the result instead. This offers a slightly quicker alternative to typing game:GetService() when getting a Roblox service.\n\n# Special Functions & Variables\n\nThe following is a list of functions and variables that can be found in the service metatable.\n\nNote that ... implies user defined arguments that are not necessarily required to use a function or used directly by the function. This is almost always arguments to be passed to a user defined function.\n\nVariables starting with * indicate an optional variable.\n\n# service.EventService\n\nThe EventService table/object contains functions related to event and task handling. All members of the EventService object can be accessed as members of the service metatable.\n\n## TrackTask(Name, Function, ...)\n\nCreates a new Adonis-tracked \"task\" thread. If Name starts with \"Thread:\" Adonis will create the task as a coroutine, otherwise TrackTask will yield until function completion. TrackTask will pass ... as arguments to the specified task function and will return the result.\n\n --// Add existing players in case some are already in the server\n for _, player in service.Players:GetPlayers() do\n service.TrackTask(\"Thread: LoadPlayer \"..tostring(player.Name), server.Core.LoadExistingPlayer, player);\n end\n\n## EventTask(Name, Function)\n\nCreates a special function that can be called by an event to spawn a new task each time the event fires.\n\n service.Players.PlayerAdded:Connect(service.EventTask(\"PlayerAdded\", server.Process.PlayerAdded))\n\n## GetTasks()\n\nReturns a table containing currently tracked tasks.\n\n## Events\n\nActs as a proxy to service.GetEvent(EventName) which will return a special event object for EventName.\n\nThe event object contains methods like :Connect(function), :Fire(...), and :Wait()\n\n### :Connect(function)\n\nWill attach a user specified function to the event. When :Fire(...) is called, the arguments passed to :Fire(...) will be passed to the attached function.\n\n### :ConnectOnce(function)\n\nSame as :Connect() except disconnects after firing once.\n\n### :Fire(...)\n\nRuns all functions attached to the event and passes ... to them.\n\n### :Wait()\n\nWaits for the event to fire once. Will return whatever arguments :Fire(...) sent. Yields.\n\n### Adonis Events\n\nAdonis has a number of custom events that can be used by plugins or Adonis itself.\n\nEvents List:\n\n --// SERVER\n CommandRan(Player, Data)\n Data is a table containing the following:\n Message = msg, --// The full message the player chatted; Previously the \"Message\" param\n Matched = matched, --// The :kick in :kick me (the MatchedString param previously (the command basically))\n Args = args, --// The command arguments (the me in :kick me)\n Command = command, --// The command's data table (contains the function and all info about the command being ran)\n Index = index, --// The command's index in the command table\n Success = success, --// Did the command run? Did it fail? Did it return anything for some reason? This will tell us..\n Error = error, --// If it failed, what was the error?\n Options = opts, --// The options (\"opts\" table) passed to Process.Command; Contains stuff like isSystem and CrossServer flags\n PlayerData = pDat --// Data about the player, such as Level, isAgent, isDonor, and the Player object itself\n\n CustomChat(Player, Message, Mode)\n PlayerChatted(Player, Message)\n PlayerAdded(Player)\n PlayerRemoving(Player)\n CharacterAdded(Player)\n NetworkAdded(NetworkClient)\n NetworkRemoved(NetworkClient)\n LogAdded(LogType, Log, LogTable)\n\n --// Currently Disabled\n ObjectAdded(Object)\n ObjectRemoved(Object)\n Output(Message, Type)\n ErrorMessage(Message, Trace, Script)\n\n --// CLIENT\n CharacterAdded()\n CharacterRemoving()\n\nExample:\n\n --// Connect to the LogAdded event\n service.Events.LogAdded:Connect(function(LogType, Log, LogTable)\n print(\"New \" .. LogType ..\" log: \".. Log.Text .. \" - \" .. Log.Desc)\n end)\n\n --// Wait for a log to be added\n local LogType, Log, LogTable = service.Events.LogAdded:Wait()\n\n --// Fire the LogAdded event\n service.Events.LogAdded:Fire(\"Command\", {Text = \"Player1: :ff me\", Desc = \"Player1 ran a command\"}, server.Logs.Commands)\n\n --// Also here's the list of potential LogTypes:\n --// Chats in the first entry of this table corresponds to server.Logs.Chats, it's log type is \"Chat\"\n local indToName = {\n Chats = \"Chat\";\n Joins = \"Join\";\n Script = \"Script\";\n Replications = \"Replication\";\n NetworkOwners = \"NetworkOwner\";\n RemoteFires = \"RemoteFire\";\n Commands = \"Command\";\n Exploit = \"Exploit\";\n Errors = \"Error\";\n\n## CheckEvents(*Waiting)\n\nCurrently disabled. Responsible for determining which events are done and should be cleaned up.\n\n## ForEach(Table, Function)\n\nIterates through a given table, calling Function(Table, Index, Value) for each item in the table.\n\n## WrapEventArgs(Table)\n\nResponsible for wrapping arguments passed to event functions.\n\n## UnWrapEventArgs(Table)\n\nUnwraps objects in the given table.\n\n## GetEvent(EventName)\n\nReturns a special object for Adonis events. Refer to the Events section. Identical to service.Events.EventName\n\n## HookEvent(EventName, Function)\n\nAttaches a function to the specified EventName. Identical to calling service.Events.EventName:Connect()\n\n## FireEvent(EventName, ...)\n\nIdentical to service.Events.EventName:Fire(...)\n\n## RemoveEvents(EventName)\n\nRemoves all event hooks associated with EventName.\n\n# service.ThreadService\n\nThe ThreadService object can be accessed via service.ThreadService. Unlike WrapService, EventService, and HelperService the functions and variables in ThreadService cannot be accessed as members of the service metatable. Instead, they can be accessed using the ThreadService object.\n\n## Tasks\n\nTable containing running tasks.\n\n## Threads\n\nTable containing running threads.\n\n## CheckTasks()\n\nResponsible for removing \"dead\" tasks.\n\n## NewTask(Name, Function, *Timeout)\n\nCreates a new task and returns newTask.Resume,newTask\n\nTasks have a number of functions. At it's core a task is a proxy object to a coroutine.\n\nEvery task contains the following:\n\n PID - a unique identifier for the task\n Name - task name\n Index - index in the Tasks table\n Created - time the task was created\n Changed - a table containing task related event functions, such as :connect(function), :fire(...); Fires when task changes\n Timeout - how long the task can run for, default inf (0)\n Running - bool that's true when the task is running\n Function - the task's function\n R_Status - current task status\n Finished - table containing tasks related event functions, such as :connect(function), fire(...), and :wait(); Fires when task finishes\n Function - task function handler\n Remove - removes the task\n Thread - task thread handler\n Resume - resumes the task\n Status - returns task status\n Pause - suspends the task\n Stop - stops and removes the task\n Kill - ends and removes the task\n End - ends the task\n\n## RunTask(Name, Function, ...)\n\nCreates a new task with Name and Function, then runs the new task with arguments ...\n\n## TimeoutRunTask(Name, Function, Timeout, ...)\n\nSame as RunTask but with a timeout.\n\n## WaitTask(Name, Function, ...)\n\nSame as RunTask, but yields until task.Finished fires.\n\n## NewEventTask(Name, Function, *Timeout)\n\nReturns a function that can be used to create a new task each time an event fires.\n\n## Stop, Wait, Pause, Yield,\n\ncoroutine.yield\n\n## Status\n\ncorotuine.status\n\n## Running, Get\n\ncoroutine.running\n\n## Create\n\ncoroutine.create\n\n## Start\n\ncoroutine.resume\n\n## Wrap\n\ncorotouine.wrap\n\n## New(Function)\n\nCreates a new coroutine and adds it to threads\n\n## End(Thread)\n\nAttempted to end the supplied thread and remove it\n\n## Wrap(Function, ...)\n\nCreates a new coroutine, adds it to threads, and then calls Resume with ...\n\n## Resume(Thread, ...)\n\nCalls resume on the specified thread with ...\n\n## Remove(thread)\n\nRemoves the specified thread.\n\n## StopAll()\n\nStops all threads.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 2749, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Core\n\nJump to bottom\n\nDimenpsyonal edited this page Dec 6, 2023 \u00b7 [3 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core/_history)\n\nThis is the \"Core\" table. It houses functions and variables that are essential to the core functionality of Adonis. If something happened to this table or its contents the entire system would become unusable. Functions within this table handle things like initial setup of the RemoteEvent/RemoteFunction, client loading, etc.\n\n## (Table) Variables:\n\nContains Core-related variables, such as the TimeBans table.\n\n## Datastore-related variables\n\n --// Datastore update/queue timers/delays\n DS_SetDataQueueDelay = 0.5;\n DS_UpdateQueueDelay = 1;\n DS_AllPlayerDataSaveInterval = 30;\n DS_AllPlayerDataSaveQueueDelay = 0.5;\n\n --// Used to change/\"reset\" specific datastore keys\n DS_RESET_SALTS = {\n SavedSettings = \"32K5j4\";\n SavedTables = \"32K5j4\";\n };\n\n## DisconnectEvent ()\n\nDisconnects and destroys all events related to security and the RemoteEvent\n\n## MakeEvent ()\n\nCreates the RemoteEvent and RemoteFunction used for server-client communication.\n\n## UpdateConnections ()\n\nUpdates the list of NetworkServer - Player connections\n\n## UpdateConnection (Player: userdata)\n\nSame as UpdateConnections but for a specific player.\n\n## GetNetworkClient (Player: userdata)\n\nReturns the NetworkClient belonging to 'Player'\n\n## SetupEvent (Player: userdata)\n\nCreates a new player-specific RemoteEvent to be used for client-server communication. Not currently used.\n\n## PrepareClient ()\n\nCreates a client loader in ReplicatedFirst. Not currently used in favor of handling the client loading process via HookClient(Player)\n\n## HookClient (Player: userdata)\n\nWhen a player joins this function is called and handles the process of preparing the client and parenting it to the player.\n\n## LoadClientLoader (Player: userdata)\n\nHandles the loading of existing players at server startup. Calls Process.PlayerAdded(Player)\n\n## MakeClient ()\n\nPlaces the client into StarterPlayerScripts. Not currently used in favor of HookClient\n\n## ExecutePermission (SourceScriptObject: userdata, Code: string, isLocal: bool)\n\nDetermines if the given script object 'SourceScriptObject' is allowed to run. If 'Code' is provided it will be used as a pseudo-password. If 'isLocal' is true it will be treated as a LocalScript.\n\nReturns: if allowed, table containing Source, noCache, runLimit, number of Executions\n\n## GetScript (ScriptObject: userdata, Code: string)\n\nReturns the registered script object matching 'ScriptObject' or 'Code'\n\n## UnRegisterScript (ScriptObject: userdata)\n\nUnregisters 'ScriptObject' for execution.\n\n## RegisterScript (Data: table)\n\nRegisters Data.Script as being allowed to execute along with it's related information.\n\n## GetLoadstring ()\n\nReturns a new loadstring module.\n\n## Bytecode (LuaCode: string)\n\nConverts 'LuaCode' into bytecode and returns the result. This is used before sending any code to run to the client.\n\n## NewScript (Class: string, Source: string, AllowCodes: bool, NoCache: bool, RunLimit: int)\n\nCreates, registers, and returns a new script of class 'Class'\n\n## SavePlayer (Player: userdata, Data: table)\n\nUpdates Player's data (in Core.PlayerData) do 'Data'\n\n## DefaultPlayerData (Player: userdata)\n\nReturns the default player data for 'Player'\n\n## GetPlayer (Player: userdata)\n\nReturns the PlayerData for 'Player' Also updates the PlayerData cache and will retrieve data from the datastore if not already cached.\n\n## ClearPlayer (Player: userdata)\n\nClears data related to a player, resetting it to the default values.\n\n## SavePlayerData (Player: userdata, CustomData: (opt)table)\n\nSave's data for 'Player' to the datastore.\n\n## SaveAllPlayerData ()\n\nSaves all player data.\n\n## GetDataStore ()\n\nReturns the DataStore.\n\n## DataStoreEncode (Key: string)\n\nReturns the salted, encrypted, Base64 encoded version of a given key to be used in the datastore.\n\n## SaveData (...)\n\nCalls Core.SetData(...)\n\n## RemoveData (Key: string)\n\nRemoves 'Key' and related data from the datastore.\n\n## SetData (Key: string, Value)\n\nSets 'Key' to 'Value' in the datastore cache & datastore (when the datastore is updated)\n\n## UpdateData (Key: string, Function: function)\n\nCalls UpdateAsync for the given 'Key' with 'Function'\n\n## GetData (Key: string)\n\nReturns data related to 'Key' from the DataCache/datastore\n\n## IndexPathToTable (string,TableAncestry: table)\n\nAttempts to find the given table based on the path provided. Returns: foundTable, foundTableIndex\n\n## DoSave(Data: table)\n\nSaves settings or tables to the datastore based on information provided in 'Data'\n\n## LoadData (Key: string, Data: table)\n\nLoads saved settings, tables, etc.\n\n## StartAPI ()\n\nHandles the creation and monitoring of _G.Adonis\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1864, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Guide: Creating a theme\n\nJump to bottom\n\nDimenpsyonal edited this page Mar 11, 2024 \u00b7 [2 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme/_history)\n\n# Getting started\n\nIn order to create a theme, you must have the Adonis Loader inside your game. You will also need to have access to the Adonis MainModule, but you do not need to keep this.\n\n# Part 1\n\n## Copying the theme\n\nGo to the temporary Adonis MainModule copy and go to `MainModule > Client > UI`. This will allow you to see all the UI themes that Adonis uses. Select whichever one it is that you would like to base your new theme on! In our example, we will use Unity.\n\n## Transferring the theme\n\nCopy the theme you wish to base your new theme on and paste it in your loader at: `Adonis_Loader > Config > Themes`. You can now delete MainModule if you wish.\n\n# Part 2\n\n## Setting up your new theme\n\n 1. Now you've successfully copied your theme over to your loader, you can start setting it up. Rename the theme to whatever it is you wish for it to be called. In this guide we will call it `ExampleTheme`.\n 2. Now check that your theme has a StringValue inside called `Base_Theme`. If it doesn't, create it! This is the theme that Adonis will use if it cannot find a specific GUI. In our example we will set this to Aero.\n 3. You've successfully installed the new theme! You can now select it in the menu. However, at the moment it is the exact same as another theme.\n\n## Creating your new theme\n\n * Now it's time to customise your new theme. You can delete any GUIs you don't want to customise, and Adonis will automatically use the Base_Theme for these cases.\n * In this example, we will turn the colour of the UI into red and change the font to Source Sans Pro.\n * * To do this, we will go to `ExampleTheme > Window > Drag` and change the FontFace from Ubuntu to Source Sans Pro. Then we will go into Drag and change the background frame to Red.\n * You can edit the UI further. If you wish to see the changes you are making, drag the ScreenGui into StarterGui. Just remember to put it back into the theme folder when you're done editing!\n * Additionally, you can also edit the UI code to include new features or change existing ones, such as click sounds.\n * * Note that some UIs do not have ScreenGuis by default (such as Notifications/Hints)- this is intentional and you will have to add a ScreenGui to see these in StarterGui.\n\nCongratulations! Just publish the game and you've successfully made an Adonis theme. If you have any queries, or would like to see a different guide, just ask in our communications server.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1413, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Plugins & Modules\n\nJump to bottom\n\nExpertcoderz edited this page Jul 8, 2022 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/_history)\n\nAdonis expects any modules it's loading to return a function containing the module's code to run. Adonis will require the module, set the returned function's environment to a custom one containing all important variables, and will execute the function.\n\nPlugins are loaded without yielding and will be loaded only after all of the core modules are loaded.\n\n## User-defined modules (plugins)\n\nDevelopers can create custom modules for Adonis to load without needing to alter Adonis's MainModule. Simply add modules to `Adonis_Loader` > `Config` > `Plugins`\n\n\ud83d\udc49 Server modules should have names starting with \"Server:\" or \"Server-\"\n\n\ud83d\udc49 Client modules should have names starting with \"Client:\" or \"Client-\"\n\nExample: \"Server: CustomChatHandler\"\n\nThe module's name will be used by Adonis to determine if the module is a client plugin or a server plugin. The modules will be loaded after the \"Core\" modules finish loading.\n\nPlugins have the same level of access as any of Adonis's \"Core\" modules. Because of this, plugin modules are free to add, remove, and change whatever they like. It is advised, however, that you avoid removing any existing tables, functions, or objects and instead replace them with \"dummy\" alternatives to avoid causing serious errors.\n\n## Example server plugin\n\nThe following is an example server plugin\n\n return function(Vargs)\n local server = Vargs.Server\n local service = Vargs.Service\n\n --// Add a new command to the Commands table at index \"ExampleCommand1\"\n server.Commands.ExampleCommand1 = { --// The index & table of the command\n Prefix = server.Settings.Prefix; --// The prefix the command will use, this is the ':' in ':ff me'\n Commands = {\"examplecommand1\", \"examplealias1\", \"examplealias2\"}; --// A table containing the command strings (the things you chat in-game to run the command, the 'ff' in ':ff me')\n Args = {\"arg1\", \"arg2\", \"etc\"}; --// Command arguments, these will be available in order as args[1], args[2], args[3], etc; This is the 'me' in ':ff me'\n Description = \"Example command\"; --// The description of the command\n AdminLevel = 100; -- Moderators --// The command's minimum admin level; This can also be a table containing specific levels rather than a minimum level: {124, 152, \"HeadAdmins\", etc};\n --// Alternative option: AdminLevel = \"Moderators\";\n Filter = true; --// Should user supplied text passed to this command be filtered automatically? Use this if you plan to display a user-defined message to other players\n Fun = false; --// Is this command considered as fun?\n Hidden = true; --// Should this command be hidden from the command list?\n Disabled = true; --// Should this command be unusable?\n NoStudio = false; --// Should this command be blocked from being executed in a Studio environment?\n NonChattable = false; --// Should this command be blocked from being executed via chat?\n CrossServerDenied = false; --// If true, this command will not be usable via :crossserver\n Function = function(plr: Player, args: {string}, data: {}) --// The command's function; This is the actual code of the command which runs when you run the command\n --// \"plr\" is the player running the command\n --// \"args\" is a table containing command arguments supplied by the user\n --// \"data\" is a table containing information related to the command and the player running it, such as data.PlayerData.Level (the player's admin level)\n print(\"This is 'arg1':\", args[1])\n print(\"This is 'arg2':\", args[2])\n print(\"This is 'etc'(arg 3):\", args[3])\n error(\"this is an example error :o !\")\n end\n end\n\nIn this example, we create a new command named \"ExampleCommand1\" which can be ran using \":examplecommand1\" (assuming the command Prefix is set to \":\" in loader settings).\n\nIn the same way we can add commands, we can use the same method to remove or alter commands. Instead of creating an entirely new command named ExampleCommand, the following would remove the command \":ff\" from the script and make it so the :kick command still exists but does nothing.\n\n return function(Vargs)\n local server = Vargs.Server\n local service = Vargs.Service\n\n --// Remove ForceField from the Commands table\n server.Commands.ForceField = nil\n\n --// Change the Kick command to do nothing:\n server.Commands.Kick.Function = function(plr: Player, args: {string})\n print(plr.Name ..\" tried to kick someone\")\n end\n end\n\nIf you wish to do this, refer to the appropriate commands module located under `MainModule` > `Server` > `Commands` to view the internal index of a command. Alternatively, you may run `:cmdinfo ` in-game which will also display the command's index.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1932, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Process\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [1 revision](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process/_history)\n\nThis table contains functions that handle various events, such as calls to the RemoteEvent or player messages/commands.\n\n## Variables\n\n MsgStringLimit = 500; --// Max message string length to prevent long length chat spam server crashing (chat & command bar); Anything over will be truncated;\n MaxChatCharacterLimit = 250; --// Roblox chat character limit; The actual limit of the Roblox chat's textbox is 200 characters; I'm paranoid so I added 50 characters; Users should not be able to send a message larger than that;\n RateLimits = { --// Rate limit values for various events that may occur to prevent spam/performance issues\n Remote = 0.01;\n Command = 0.1;\n Chat = 0.1;\n CustomChat = 0.1;\n RateLog = 10;\n };\n\n## Remote (userdata: Player, table: ClientData, string: Command, tuple: Arguments)\n\nHandles client to server communication. This is called whenever the RemoteEvent is triggered by the client.\n\n## Command (userdata: Player, string: Message, table: Options, bool: noYield)\n\nProcesses player commands.\n\n## DataStoreUpdated (string: Key, table: Data)\n\nRuns when the datastore updates and passes 'Key' and 'Data' to Core.LoadData\n\n## CrossServerChat (table: Data)\n\nHandles cross-server chat messages.\n\n## CustomChat (userdata: Player, string: Message, string: Mode, bool CanCross)\n\nHandles messages sent via Adonis's custom chat.\n\n## Chat (userdata: Player, string: Message)\n\nHandles player chats.\n\n## WorkspaceChildAdded (userdata: Child)\n\nRuns when a new child is added to Workspace. Previously, this was used as an alternative to player.CharacterAdded however is no longer in use.\n\n## LogService (Message, Trace, Script)\n\nRuns whenever a new message is added by the LogService. Not currently used.\n\n## PlayerAdded (userdata: Player)\n\nRuns when a new player joins the game and handles the initial loading process, such as player removal (if banned) and client hooking.\n\n## PlayerRemoving (userdata: Player)\n\nRuns when a player is leaving. Fires service.Events.PlayerRemoving(Player)\n\n## NetworkAdded (userdata: NetworkClient)\n\nRuns when a new NetworkClient object is added to NetworkServer Fires service.Events.NetworkAdded(NetworkClient)\n\n## NetworkRemoved (userdata: NetworkClient)\n\nRuns when a NetworkClient is removed. Fires service.Events.NetworkRemoved(NetworkClient)\n\n## FinishLoading (userdata: Player)\n\nAssuming the player isn't removed or leaves while loading (during PlayerAdded) this function will run when the player and client are fully finished loading and are ready for communication. This handles the \"You're an admin!\" messages as well as other things that happen when the player finishes loading, such as the enabling of various client-side anti-exploit handlers and misc features. Fires service.Events.PlayerAdded(Player)\n\n## CharacterAdded (userdata: Player)\n\nRuns whenever a player's character loads.\n\n## PlayerTeleported (userdata: Player, data)\n\nRuns whenever a player teleports to the current server. Not currently used.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1465, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Functions\n\nJump to bottom\n\nExpertcoderz edited this page Jun 23, 2022 \u00b7 [2 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions/_history)\n\nContains various server-specific miscellaneous functions.\n\n**\u2139\ufe0f This page is currently incomplete.**\n\n### PlayerFinders\n\nThese are used when `service.GetPlayers` is called to search for players based on the user's input. The default built-in player finders (at the time of writing this) can be found below to be used as examples:\n\n PlayerFinders = {\n [\"me\"] = {\n Match = \"me\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n table.insert(players,plr)\n plus()\n end;\n };\n\n [\"all\"] = {\n Match = \"all\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local everyone = true\n if isKicking then\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if p.Name:lower():sub(1,#msg)==msg:lower() then\n everyone = false\n table.insert(players,p)\n plus()\n end\n end\n end\n if everyone then\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if p then\n table.insert(players,p)\n plus()\n end\n end\n end\n end;\n };\n\n [\"@everyone\"] = {\n Match = \"@everyone\";\n Absolute = true;\n Function = function(...)\n return Functions.PlayerFinders.all.Function(...)\n end\n };\n\n [\"others\"] = {\n Match = \"others\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if p ~= plr then\n table.insert(players,p)\n plus()\n end\n end\n end;\n };\n\n [\"random\"] = {\n Match = \"random\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n if #players>=#parent:GetChildren() then return end\n local rand = parent:GetChildren()[math.random(#parent:children())]\n local p = getplr(rand)\n for i,v in pairs(players) do\n if(v.Name == p.Name)then\n Functions.PlayerFinders.random.Function(msg, plr, parent, players, getplr, plus, isKicking)\n return;\n end\n end\n table.insert(players,p)\n plus();\n end;\n };\n\n [\"admins\"] = {\n Match = \"admins\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if Admin.CheckAdmin(p,false) then\n table.insert(players, p)\n plus()\n end\n end\n end;\n };\n\n [\"nonadmins\"] = {\n Match = \"nonadmins\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if not Admin.CheckAdmin(p,false) then\n table.insert(players,p)\n plus()\n end\n end\n end;\n };\n\n [\"friends\"] = {\n Match = \"friends\";\n Prefix = true;\n Absolute = true;\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if p:IsFriendsWith(plr.userId) then\n table.insert(players,p)\n plus()\n end\n end\n end;\n };\n\n [\"@username\"] = {\n Match = \"@\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = tonumber(msg:match(\"@(.*)\"))\n local foundNum = 0\n if matched then\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if p and p.Name == matched then\n table.insert(players,p)\n plus()\n foundNum = foundNum+1\n end\n end\n end\n end;\n };\n\n [\"%team\"] = {\n Match = \"%\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = msg:match(\"%%(.*)\")\n if matched then\n for i,v in next,service.Teams:GetChildren() do\n if v.Name:lower():sub(1,#matched) == matched:lower() then\n for k,m in next,parent:GetChildren() do\n local p = getplr(m)\n if p.TeamColor == v.TeamColor then\n table.insert(players,p)\n plus()\n end\n end\n end\n end\n end\n end;\n };\n\n [\"$group\"] = {\n Match = \"$\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = msg:match(\"%$(.*)\")\n if matched and tonumber(matched) then\n for i,v in next,parent:children() do\n local p = getplr(v)\n if p:IsInGroup(tonumber(matched)) then\n table.insert(players,p)\n plus()\n end\n end\n end\n end;\n };\n\n [\"id-\"] = {\n Match = \"id-\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = tonumber(msg:match(\"id%-(.*)\"))\n local foundNum = 0\n if matched then\n for i,v in next,parent:children() do\n local p = getplr(v)\n if p and p.userId == matched then\n table.insert(players,p)\n plus()\n foundNum = foundNum+1\n end\n end\n if foundNum == 0 then\n local ran,name = pcall(function() return service.Players:GetNameFromUserIdAsync(matched) end)\n if ran and name then\n local fakePlayer = service.Wrap(service.New(\"Folder\"))\n local data = {\n Name = name;\n ToString = name;\n ClassName = \"Player\";\n AccountAge = 0;\n CharacterAppearanceId = tostring(matched);\n UserId = tonumber(matched);\n userId = tonumber(matched);\n Parent = service.Players;\n Character = Instance.new(\"Model\");\n Backpack = Instance.new(\"Folder\");\n PlayerGui = Instance.new(\"Folder\");\n PlayerScripts = Instance.new(\"Folder\");\n Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial(\"Parent\", nil) end;\n IsA = function(ignore, arg) if arg == \"Player\" then return true end end;\n for i,v in next,data do fakePlayer:SetSpecial(i, v) end\n table.insert(players, fakePlayer)\n plus()\n end\n end\n end\n end;\n };\n\n [\"displayname-\"] = {\n Match = \"displayname-\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = tonumber(msg:match(\"displayname%-(.*)\"))\n local foundNum = 0\n if matched then\n for i,v in next,parent:children() do\n local p = getplr(v)\n if p and p.DisplayName == matched then\n table.insert(players,p)\n plus()\n foundNum = foundNum+1\n end\n end\n end\n end;\n };\n\n [\"team-\"] = {\n Match = \"team-\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n print(1)\n local matched = msg:match(\"team%-(.*)\")\n if matched then\n for i,v in next,service.Teams:GetChildren() do\n if v.Name:lower():sub(1,#matched) == matched:lower() then\n for k,m in next,parent:GetChildren() do\n local p = getplr(m)\n if p.TeamColor == v.TeamColor then\n table.insert(players, p)\n plus()\n end\n end\n end\n end\n end\n end;\n };\n\n [\"group-\"] = {\n Match = \"group-\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = msg:match(\"group%-(.*)\")\n if matched and tonumber(matched) then\n for i,v in next,parent:children() do\n local p = getplr(v)\n if p:IsInGroup(tonumber(matched)) then\n table.insert(players,p)\n plus()\n end\n end\n end\n end;\n };\n\n [\"-name\"] = {\n Match = \"-\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = msg:match(\"%-(.*)\")\n if matched then\n local removes = service.GetPlayers(plr,matched,true)\n for i,v in next,players do\n for k,p in next,removes do\n if v.Name == p.Name then\n table.remove(players,i)\n plus()\n end\n end\n end\n end\n end;\n };\n\n [\"#number\"] = {\n Match = \"#\";\n Function = function(msg, plr, ...)\n local matched = msg:match(\"%#(.*)\")\n if matched and tonumber(matched) then\n local num = tonumber(matched)\n if not num then\n Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = \"Invalid number!\"})\n end\n for i = 1,num do\n Functions.PlayerFinders.random.Function(msg, plr, ...)\n end\n end\n end;\n };\n\n [\"radius-\"] = {\n Match = \"radius-\";\n Function = function(msg, plr, parent, players, getplr, plus, isKicking)\n local matched = msg:match(\"radius%-(.*)\")\n if matched and tonumber(matched) then\n local num = tonumber(matched)\n if not num then\n Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = \"Invalid number!\"})\n end\n for i,v in next,parent:GetChildren() do\n local p = getplr(v)\n if p ~= plr and plr:DistanceFromCharacter(p.Character.Head.Position) <= num then\n table.insert(players,p)\n plus()\n end\n end\n end\n end;\n };\n };\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 3220, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Anti\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [1 revision](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti/_history)\n\nThis table contains all server-side anti-exploit related functions/variables. They can be accessed via server.Anti\n\n## ClientTimeoutLimit\n\nDefault: 120 How long a player's client can 'go dark' before the player is kicked from the game.\n\n## RemovePlayer (Player (Object), Reason (Optional String))\n\nRemoves 'Player' for 'Reason'\n\n## CheckAllClients ()\n\nChecks if all clients are alive and responding. If client has not communicated for more than Anti.ClientTimeoutLimit the player the client belongs to will be removed from the server.\n\n## UserSpoofCheck (Player (Object))\n\nAttempts to detect username/userid spoofing.\n\nReturns: true if spoofing detected\n\n## Sanitize (Object, ClassList (Table))\n\nSearches 'Object' for children matching 'ClassList' and attempts to remove them if found. An example use case would be removing all scripts from a given hat.\n\n## isFake (Player (Object))\n\nAttempts to determine if a player object is a real player.\n\nReturns: true if \"fake\"\n\n## RemoveIfFake (Player (Object))\n\nRemoves 'Player' if isFake returns true\n\n## FindFakePlayers ()\n\nAttempts to find and remove \"fake\" players.\n\n## GetClassName (Object)\n\nAttempts to get the class name of the given 'Object' regardless of whether or not it's RobloxLocked.\n\n## RLocked (Object)\n\nReturns true if 'Object' is RobloxLocked\n\n## ObjRLocked (Object)\n\nIdentical to RLocked.\n\n## AssignName ()\n\nReturns a random 6 digit number.\n\n## Detected (Player (Object), Action (String), Info (String))\n\nActions: Log - Only logs the event Kick - Logs the event and kicks the player Crash - Logs the event and attempts to crash the player in addition to kicking them.\n\nThis function is called whenever a player is detected by the anti-exploit system. The player and 'Info' are logged and the specified action is performed.\n\n## CheckNameID (Player (Object))\n\nAnother method to attempt to detect Name/UserId spoofing.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1249, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Admin\n\nJump to bottom\n\njoritochip edited this page Mar 19, 2023 \u00b7 [3 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin/_history)\n\nThe 'Admin' sub-table (server.Admin) contains admin-related functions and variables. The below functions can be accessed as members of server.Admin (For example: server.Admin.GetLevel(p))\n\n## DoHideChatCmd (Player (Object), Message (String), Data (Optional Player Data Table))\n\nChecks whether or not to hide commands ran from the chat for the specific player.\n\n## GetTrueRank (Player (Object), GroupId (Int))\n\nDeprecated Runs GetRankInGroup from the target player's client and returns the result. This is intended to be a less secure way to avoid group rank caching, however due to security concerns should really not be used.\n\n## GetPlayerGroup (Player (Object), GroupName or GroupId (String or Int))\n\nChecks groups the player is in against the GroupName/GroupId provided and returns the group if found.\n\nReturns: Group\n\n## IsMuted (Player (Object))\n\nChecks if the given player is muted.\n\nReturns true if muted\n\n## DoCheck (Player (Object, String, Int), Check (String, Int, Table))\n\nChecks the given player/string/int (Player) against the given string/int/table (Check) and will return true if they match. This function is responsible for checking if a given player/input matches something else. For example, DoCheck(Player, \"Group:181\") would return true if Player is in the group with ID 181.\n\nReturns: true if matched, false or nil if not\n\n## UpdateCachedLevel (Player (Object))\n\nUpdates the cached version of the player's admin level. Admin levels are cached for a set period of time to lower any performance impacts that may arise from constantly checking if a player is an admin.\n\nReturns: AdminLevel\n\n## LevelToList (Level (Int))\n\nTakes a given level value and returns the list the level belongs to. This may become inaccurate if there are multiple lists/admin ranks that share the same level. If there are multiple ranks with the same level, built in/default ranks (HeadAdmins, Admins, Moderators, Creators) will be preferred over custom ranks.\n\nReturns: list.Users, listName, list\n\n## LevelToListName (Level (Int))\n\nSimilar to LevelToList however only returns the name of the found rank.\n\nReturns: RankName\n\n## GetLevel (Player (Object))\n\nReturns the admin level for the given player. This will match the level of the highest admin rank the player belongs to. The default level values are: Place Owner: 1000 Creators: 900 HeadAdmins: 300 Admins: 200 Moderators: 100 Players: 0\n\nReturns: AdminLevel\n\n## GetUpdatedLevel (Player (Object))\n\nGets the updated admin level for the provided player. This called automatically when the cached version of the player's admin level expires and should not be used too often for performance reasons.\n\nReturns: AdminLevel\n\n## CheckAdmin (Player (Object))\n\nReturns true if the player is an admin (level > 0), false if not.\n\nReturns: boolean\n\n## SetLevel (Player (Object), NewLevel (Int))\n\nSets the target player's level to the new level indicated. Cannot set level of any user at level 1000 or higher (place owner) This will not change the player's rank, but will rather set a \"level override\" via Admin.SpecialLevels which takes priority over rank tables.\n\n## IsTempAdmin (Player (Object))\n\nReturns true if the player is a temporary administrator.\n\n## RemoveAdmin (Player (Object), isTemp (Optional Bool))\n\nRemoves the target player as an admin. If isTemp is true, it will remove them from the TempAdmins table.\n\n## AddAdmin (Player (Object), Level (String/Int), isTemp(Bool))\n\nMakes the target player an admin, removing them from the admin table they are currently in (if any.) If isTemp is true, will make them a temporary admin. If Level is a string it will be converted to it's level equivalent if possible.\n\n## CheckDonor (Player (Object))\n\nChecks if the player is a donor.\n\nReturns: true if donor\n\n## CheckBan (Player (Object))\n\nChecks if the given player is banned.\n\nReturns: true if banned\n\n## AddBan (Player (Object), Reason (String), doSave (Bool), moderator (Object))\n\nBans Player with the given Reason and will save if doSave is true.\n\n## DoBanCheck (Player (String, Int), Check (String, Int, Table))\n\nSimilar to Admin.DoCheck but specifically for bans.\n\nReturns: true if matched, false if not\n\n## RemoveBan (Player (String, Int), doSave (Bool))\n\nUnbans the given player name/id/etc and will save if doSave is true.\n\n## RunCommand (Command (String), ArgsTuple (Tuple))\n\nRuns the given command with the given arguments as the server.\n\n## RunCommandAsPlayer (Command (String), Player (Object), ArgsTuple (Tuple))\n\nRuns the given command as the given player with the given arguments. Overrides player's level.\n\n## RunCommandAsNonAdmin (Command (String), Player (Object), ArgsTuple (Tuple))\n\nRuns the given command as the given player with the given arguments. Treats the player as a non-admin. Overrides command level.\n\n## CacheCommands ()\n\nUpdates the command cache. Commands are cached to avoid performance impacts caused by constantly iterating through and checking the entirety of the commands table whenever a player chats or runs a command. If a command is added after this is called, it might not appear in-game until this function is called to forcibly re-cache all commands.\n\n## GetCommand (Command (String))\n\nBased on the command provided, will return the command's Index, DataTable, and the command string that was matched from the given string.\n\nReturns: String, Table, String\n\n## FindCommands (Command (String))\n\nReturns a list of commands matching 'Command'\n\n## SetPermission (Command (String), NewLevel (String, Int))\n\nSets the AdminLevel of all commands matching 'Command' to 'NewLevel'\n\n## FormatCommand (Command (Table))\n\nConverts data about the given command into a string that can be used in :cmds, the console, etc.\n\n## CheckTable (Check1 (Player, String, Int), Table)\n\nCheck 'Check1' against all entries in 'Table'\n\nReturns: true if match is found\n\n## CheckAliasBlacklist (Alias (String)\n\nChecks if a given alias is blacklisted. This is to prevent the accidental override of important commands, such as those used to alter aliases.\n\nReturns: true if blacklisted\n\n## GetArgs (Message (String), NumArgs (Int), AdditionalArgs (Tuple))\n\nReturns a table containing all arguments extracted from 'Message'\n\nReturns: Args table\n\n## AliasFormat (Aliases (Table), Message (String))\n\nAlters the given message based on aliases found in the provided alias table 'Aliases.'\n\nReturns: Updated message string\n\n## IsComLevel (TestLevel (Int, String, Table), ComLevel (Int, String, Table))\n\nChecks if 'TestLevel' matches 'ComLevel'\n\nReturns: true or index,value if found.\n\n## StringToComLevel (Rank (String))\n\nConverts 'Rank' to it's level if found.\n\nReturns: level\n\n## CheckComLevel (PlayerLevel (Int), ComLevel (Int, String))\n\nChecks if the player's level matches 'ComLevel'\n\nReturns: true if matched\n\n## IsBlacklisted (Player (Object))\n\nChecks if 'Player' is blacklisted.\n\nReturns: true if blacklisted\n\n## CheckPermission (PlayerData (Table), Command (Table))\n\nChecks if 'PlayerData' has permission to use 'Command.' This is responsible for command permission checks when a player runs a command.\n\nReturns: true if allowed\n\n## SearchCommands (Player (Object), Search (String))\n\nSearches commands matching 'Search' that the player is allowed to run. This is mainly used by the console.\n\nReturns: Table containing matched commands\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 2458, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Variables\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [1 revision](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables/_history)\n\nContains various miscellaneous variables used by Adonis that are either not appropriate for other modules or are intended to change constantly/be changed by plugins.\n\nDocumentation needed.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 856, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Guide: Creating a theme\n\nJump to bottom\n\nDimenpsyonal edited this page Mar 11, 2024 \u00b7 [2 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme/_history)\n\n# Getting started\n\nIn order to create a theme, you must have the Adonis Loader inside your game. You will also need to have access to the Adonis MainModule, but you do not need to keep this.\n\n# Part 1\n\n## Copying the theme\n\nGo to the temporary Adonis MainModule copy and go to `MainModule > Client > UI`. This will allow you to see all the UI themes that Adonis uses. Select whichever one it is that you would like to base your new theme on! In our example, we will use Unity.\n\n## Transferring the theme\n\nCopy the theme you wish to base your new theme on and paste it in your loader at: `Adonis_Loader > Config > Themes`. You can now delete MainModule if you wish.\n\n# Part 2\n\n## Setting up your new theme\n\n 1. Now you've successfully copied your theme over to your loader, you can start setting it up. Rename the theme to whatever it is you wish for it to be called. In this guide we will call it `ExampleTheme`.\n 2. Now check that your theme has a StringValue inside called `Base_Theme`. If it doesn't, create it! This is the theme that Adonis will use if it cannot find a specific GUI. In our example we will set this to Aero.\n 3. You've successfully installed the new theme! You can now select it in the menu. However, at the moment it is the exact same as another theme.\n\n## Creating your new theme\n\n * Now it's time to customise your new theme. You can delete any GUIs you don't want to customise, and Adonis will automatically use the Base_Theme for these cases.\n * In this example, we will turn the colour of the UI into red and change the font to Source Sans Pro.\n * * To do this, we will go to `ExampleTheme > Window > Drag` and change the FontFace from Ubuntu to Source Sans Pro. Then we will go into Drag and change the background frame to Red.\n * You can edit the UI further. If you wish to see the changes you are making, drag the ScreenGui into StarterGui. Just remember to put it back into the theme folder when you're done editing!\n * Additionally, you can also edit the UI code to include new features or change existing ones, such as click sounds.\n * * Note that some UIs do not have ScreenGuis by default (such as Notifications/Hints)- this is intentional and you will have to add a ScreenGui to see these in StarterGui.\n\nCongratulations! Just publish the game and you've successfully made an Adonis theme. If you have any queries, or would like to see a different guide, just ask in our communications server.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1410, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Remote\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [1 revision](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote/_history)\n\nRemote handles all remote server-client communication.\n\n## Table: Returnables\n\nThis is a table containing functions that can be called via client.Remote.Get and will return something to the calling client.\n\n## Table: UnEncrypted\n\nThis is a table containing functions that can be used by clients without needing encryption/various security checks. This contains functions mostly related to initial loading before keys are exchanged, or communication with non-adonis-client localscripts, as well as very basic rapid fire events like chat handling.\n\n## Table: Commands\n\nThese are functions which can be ran by clients via client.Remote.Send They cannot return data and are purely \"fire and forget.\"\n\n## NewSession (string: SessionType)\n\nCreates and returns a new session handler that can be used to facilitate temporary communication between the server and multiple users with special commands/event defined.\n\nClients can listen for session events as needed via service.Events.SessionData\n\nHere's an example of NewSession in action in the form of a, at the time of writing this, work in process private chat command & GUI:\n\nServer code:\n\n local newSession = Remote.NewSession(\"PrivateChat\");\n local eventConnection = newSession.SessionEvent.Event:Connect(function(p, ...)\n local args = {...};\n local cmd = args[1];\n\n if cmd == \"SendMessage\" then\n if newSession.Users[p] then\n table.insert(newSession.Users[p].Messages, args[2]);\n end\n\n newSession.SendToUsers(\"PlayerSentMessage\", p, args[2]);\n elseif cmd == \"LeaveSession\" then\n newSession.Users[p] = nil;\n newSession.SendToUsers(\"PlayerLeftSession\", p);\n elseif cmd == \"EndSession\" and p == plr then\n newSession.End();\n end\n end)\n\n for i,v in ipairs(service.GetPlayers(plr, args[1])) do\n newSession.AddUser(v, {\n Messages = {};\n });\n\n Remote.MakeGui(v, \"PrivateChat\", {\n Owner = plr;\n SessionKey = newSession.SessionKey;\n })\n\n -- testing stuff below\n wait(2)\n newSession.SendToUsers(\"PlayerSentMessage\", plr, \"this is a test message\");\n end\n\nClient Code:\n\n local sessionEvent = service.Events.SessionData:Connect(function(sessionKey, cmd, ...)\n local vargs = {...};\n print(\"we got session thing!\");\n if SessionKey == sessionKey then\n print(\"SESSION KEY VALID\")\n if cmd == \"PlayerSentChat\" then\n local p = vargs[1];\n local message = vargs[2];\n\n print(\"got chat: \".. p.Name, \"Message: \".. message)\n end\n end\n end)\n\n## GetSession (string: SessionKey)\n\nGets the session belonging to 'SessionKey'\n\n## Fire (userdata: Player, tuple: Arguments)\n\n(Raw fire) Sends data to the client belonging to 'Player' with any arguments passed. Does not handle command encryption before sending. This should not be used for normal server-client communication.\n\n## GetFire (userdata: Player, tuple: Arguments)\n\n(Raw fire) Functionally similar to Remote.Fire except it uses the RemoteFunction and is thus able to return data from the client. This should not be used for normal server-client communication.\n\n## Send (userdata: Player, string: Command, tuple: Arguments)\n\nEncrypts 'Command' and sends it with 'Arguments' to client of 'Player' This should be used for normal communication.\n\n## Get (userdata: Player, string: Command, tuple: Arguments)\n\nEncrypts 'Command' and sends it with 'Arguments' to client of 'Player' Functionally similar to Remote.Send except it uses the RemoteFunction and is thus able to return data from the client. This should be used for normal communication.\n\n## CheckClient (userdata: Player)\n\nChecks if the 'Player's client is hooked and ready for communication.\n\n## Ping (userdata: Player)\n\nRuns Remote.Get(Player, \"Ping\") and returns the result.\n\n## MakeGui (userdata: Player, string: GuiName, table: Data, table: ThemeData)\n\nTells 'Player's client to create the specified GUI with the specified data provided.\n\n## MakeGuiGet (userdata: Player, string: GuiName, table: Data, table: ThemeData)\n\nIdentical to Remote.MakeGui except this will yield and return any data returned by the GUI created. This is used in conjunction with UI elements like the YesNoPrompt.\n\n## GetGui (userdata: Player, string: GuiName, table: Data, table: ThemeData)\n\nAlternative method of calling Remote.MakeGuiGet\n\n## RemoveGui (userdata: Player, string: GuiName)\n\nRemoves the specified UI element belonging to 'GuiName' from 'Player'\n\n## NewParticle (userdata: Player, userdata: Parent, string: Type, table: Properties)\n\nCreates a new particle of 'Type' in 'Parent' locally for 'Player'\n\n## RemoveParticle (userdata: Player, userdata: Parent, string: Name)\n\nRemoves particle from 'Parent' for 'Player'\n\n## NewLocal (userdata: Player, string: ClassName, table: Properties, userdata: Parent)\n\nCreates a new particle locally for 'Player' of 'ClassName' with 'Properties' in 'Parent'\n\n## MakeLocal (userdata: Player, userdata: Object, userdata: Parent, bool: Clone)\n\nMakes 'Object' local to 'Player'\n\n## MoveLocal (Player, Object, Parent, newParent)\n\nMoves local object to new parent for 'Player'\n\n## RemoveLocal (Player, Object, Parent, string: Match)\n\nRemoves local from 'Player' in 'Parent' matching 'Object' or 'Match'\n\n## SetLighting (Player, string: Property, Value)\n\nSets game.Lighting[Property] to 'Value' for 'Player'\n\n## FireEvent (Player, tuple: Arguments)\n\nTriggers client event on 'Player' with 'Arguments'\n\n## NewPlayerEvent (Player, string: Type, function: Function)\n\nCreates a new player event and can be triggered by the client.\n\n## PlayAudio (Player, int: AudioId, int: Volume, int: Pitch, bool: Looped)\n\nPlays audio locally on 'Player'\n\n## StopAudio (Player, int: AudioId)\n\nStops current playing local audio on 'Player'\n\n## StopAllAudio (userdata: Player)\n\nStops all playing audio (locally created by Adonis)\n\n## LoadCode (Player, string: LuaCode, bool: GetResult)\n\nRuns 'LuaCode' on the player's client and gets the result if 'GetResult' is true.\n\n## Encrypt (string: String, string: Key, table: Cache)\n\nHandles encryption.\n\n## Decrypt (string: String, string: Key, table: Cache)\n\nHandles decryption.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 2223, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Home\n\n## Revisions\n\nCompare revisions\n\n * Fix link\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Sep 6, 2024\n\n[1eeb211](https://github.com/Epix-Incorporated/Adonis/wiki/Home/1eeb2111fa70cc2aa67e6c6b0634a88e3846b9ce)\n\n * Updated Home (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 6, 2022\n\n[eab7929](https://github.com/Epix-Incorporated/Adonis/wiki/Home/eab79299e6bd116d3dbb91499e0bc806c6bb6438)\n\n * Updated Home (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[a97640b](https://github.com/Epix-Incorporated/Adonis/wiki/Home/a97640ba704f0549c173c4203ce229cf857c4dbd)\n\n * Updated Home (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[624526b](https://github.com/Epix-Incorporated/Adonis/wiki/Home/624526b1e46944b3cbdbf2825a6e6b95bd28c78f)\n\n * Updated Home (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[f1cc0c3](https://github.com/Epix-Incorporated/Adonis/wiki/Home/f1cc0c37afc5a3a1eb573927546a95c51f2efab0)\n\n * added the new links\n\n[ TruelyCald ](https://github.com/TruelyCald) committed Jun 6, 2022\n\n[7bcdf1c](https://github.com/Epix-Incorporated/Adonis/wiki/Home/7bcdf1c4a035cfed233e7d47fae0c3c91810ebd9)\n\n * Updated Home (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed May 29, 2021\n\n[5a22aec](https://github.com/Epix-Incorporated/Adonis/wiki/Home/5a22aec0cbd3e5a1135405c672d2ed35f1aa539f)\n\n * Updated Home (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Sep 25, 2020\n\n[733e23e](https://github.com/Epix-Incorporated/Adonis/wiki/Home/733e23e3742928c3c0b5a4701c8228094e974bf5)\n\n * Updated Home (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[5f961b7](https://github.com/Epix-Incorporated/Adonis/wiki/Home/5f961b77087bcc3203d798a33d5e409b4fcf0a01)\n\n * Updated Home (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[1868546](https://github.com/Epix-Incorporated/Adonis/wiki/Home/1868546d3f671af6cb618a69b111a0b07785c441)\n\n * Updated Home (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[0475358](https://github.com/Epix-Incorporated/Adonis/wiki/Home/04753580e679b1a88f7d0c138f071d58132b7387)\n\n * Initial Home page\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[5999c38](https://github.com/Epix-Incorporated/Adonis/wiki/Home/5999c38e65b934fc6b3881333287fcba307234bc)", "tokens": 1153, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Structure", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Structure).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Structure\n\nJump to bottom\n\nExpertcoderz edited this page Jun 23, 2022 \u00b7 [4 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Structure/_history)\n\n# File Structure\n\nThe internal file structure of both Adonis's client and server can be broken down into four main parts:\n\n## Core\n\nThis folder contains modules essential to the script's functionality. When Adonis starts, all modules within the core folder are loaded in a specific order. These modules must be loaded, in order, before the script can start doing anything.\n\n### Server Load Order:\n\n 1. Service\n 2. Logs\n 3. Variables\n 4. Core\n 5. Remote\n 6. Functions\n 7. Process\n 8. Admin\n 9. HTTP\n 10. Anti\n 11. Commands\n\n### Client Load Order:\n\n 1. Service\n 2. Variables\n 3. UI\n 4. Core\n 5. Remote\n 6. Functions\n 7. Process\n 8. Anti\n\n## Dependencies\n\nAll dependencies of the client or server are contained within the respective \"Dependencies\" folder. This can include pre-made scripts and UI elements.\n\n## Plugins\n\nThe \"Plugins\" folders specific non-essential modules to be loaded. The server will automatically populate the client's Plugins folder if user defined client plugins are present in Loader > Config > Plugins\n\n## Main Scripts\n\n### Server\n\nHandles the server-side loading process.\n\n### Client\n\nHandles the client-side loading process.\n\n# Code Structure\n\nAdonis has three main tables that nearly all variables, functions, settings, objects, and folders, can be accessed from.\n\n## \"server\" & \"client\"\n\nThe \"server\" and \"client\" variables are tables containing everything related to Adonis's functionality. This includes any tables, functions, and variables added by loaded modules.\n\n## service\n\nThe \"service\" metatable is a variable unique to Adonis and it's modules that provides many functions and services used throughout both the client and server. Within the service metatable are functions to handle anything from task creation and tracking to object deletion. If the index requested is not found within the service table, it will return a game service matching the index if it can. (Specifically, it just returns `game:GetService(index)`.)\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1272, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Commands\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [1 revision](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands/_history)\n\nThis is the commands table. It contains all commands to be used by administrators in-game. It does not contain any additional functions or variables.\n\nTo add a command, simply do: server.Commands.CommandIndexHere = CommandDataTableHere\n\nFor example:\n\n server.Commands.SomeNewCommand = { --// The index & table of the command\n Prefix = Settings.Prefix; --// The prefix the command will use, this is the ':' in ':ff me'\n Commands = {\"examplecommand\"}; --// A table containing the command strings (the things you chat in-game to run the command, the 'ff' in ':ff me')\n Args = {\"arg1\", \"arg2\", \"etc\"}; --// Command arguments, these will be available in order as args[1], args[2], args[3], etc; This is the 'me' in ':ff me'\n Description = \"Example command\";--// The description of the command\n AdminLevel = 100; -- Moderators --// The commands minimum admin level; This can also be a table containing specific levels rather than a minimum level: {124, 152, \"HeadAdmins\", etc};\n -- Alternative option: AdminLevel = \"Moderators\"\n Filter = true; --// Should user supplied text passed to this command be filtered automatically? Use this if you plan to display a user-defined message to other players\n Hidden = true; --// Should this command be hidden from the command list?\n Function = function(plr, args, data) --// The command's function; This is the actual code of the command which runs when you run the command\n --// \"plr\" is the player running the command\n --// \"args\" is a table containing command arguments supplied by the user\n --// \"data\" is a table containing information related to the command and the player running it, such as data.PlayerData.Level (the player's admin level)\n print(\"This is 'arg1': \".. tostring(args[1]));\n print(\"This is 'arg2': \".. tostring(args[2]));\n print(\"This is 'etc'(arg 3): \".. tostring(args[3]));\n end\n };\n\nNote: After adding new commands it's always a good idea to call Admin.CacheCommands() to ensure they are added to the command cache (otherwise they won't be usable.)\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1322, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/G-API", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/G-API).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# G API\n\nJump to bottom\n\nDimenpsyonal edited this page Aug 11, 2024 \u00b7 [16 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/_history)\n\n**First of all, what is the _G API?**\nThe **_G API** is an API which allows scripts to interact globally. Adonis uses this to create select functions that can be interacted with by any server script, meaning any server script can access certain Adonis events using _G.Adonis.\n\n## Table of Contents\n\n * Using the API\n * Settings\n * Usage in scripts\n * With _G.Access disabled\n * With _G.Access enabled\n * Functions\n\n## Using the API\n\n### Settings\n\nTo start, you need to have the appropriate settings enabled.\n\n * `settings.G_API = true` This needs to be set to true so that the _G.Adonis API can be used.\n * `settings.G_Access = false` This is optional for security, can be left false if you want. This controls whether scripts need an access key to use _G.Adonis.\n * `settings.G_Access_Key = \"Example_Key\"` This can be used to set an access key if the above setting is set to true. Example_Key is excluded and will not work.\n * `settings.G_Access_Perms = \"Read\"` This controls what permissions other scripts have over the _G API, read or write.\n\n### Usage in scripts\n\n#### With _G.Access disabled\n\n * `_G.Adonis.Function(Input, Player(s))`\n\nFor example,\n\n`_G.Adonis.Hint(\"Message\", game.Players:GetPlayers())` would create a hint for all players with the word \"Message\".\n\n#### With _G.Access enabled\n\n * `Functions = _G.Adonis.Access(\"API Key\", \"Functions\")` \\- Replace Functions with whatever functions you wish to access.\n\nFor example,\n * `local AdminAccess = _G.Adonis.Access(\"TEST_KEY_SAMPLE\", \"Admin\")`\n * `AdminAccess.AddAdmin(game:GetService(\"Players\")[\"epix_agent\"], 900)` would give Creator admin to the player called \"epix_agent\".\n\n## Functions\n\nThese are all the functions you can use with _G.Adonis. Most of them are self-explanatory.\n\nFunction | Description | Usage\n---|---|---\nSome arguments are optional.\nCheckAdmin / IsAdmin | Checks if a player... is an admin. Obviously. | `_G.Adonis.CheckAdmin(player)`\nCheckBan / IsBanned | Checks if a player is banned. | `_G.Adonis.CheckBan(player)`\nIsMuted | Checks if a player is muted. | `_G.Adonis.IsMuted(player)`\nCheckDonor | Checks if a player is a donor. | `_G.Adonis.CheckDonor(player)`\nGetLevel | Gets the player's admin level. | `_G.Adonis.GetLevel(player)`\nSetLighting | Sets the game lighting. | `_G.Adonis.SetLighting(property, value)`\nSetPlayerLighting | Sets the lighting for an individual player. | `_G.Adonis.SetLighting(player, property, value)`\nNewParticle | Creates a new particle effect on a player. | `_G.Adonis.NewParticle(player, particleType, properties)`\nRemoveParticle | Removes a particle effect from a player. | `_G.Adonis.NewParticle(player, particleName)`\nNewLocal | Removes a particle effect from a player. | `_G.Adonis.NewLocal(player, class, properties, parent)`\nMakeLocal | Makes an object local. | `_G.Adonis.MakeLocal(player, object, parent, isClone)`\nMoveLocal | Moves a local object from one player to another. | `_G.Adonis.MoveLocal(player, object, parent, newParent)`\nRemoveLocal | Removes a local object. | `_G.Adonis.RemoveLocal(player, object, parent, shouldMatch)`\nHint | Makes a hint. | `_G.Adonis.Hint(message, players, duration, title, image)`\nMessage | Makes a big message. | `_G.Adonis.Message(sender, title, message, image, players, scroll, duration)`\nRunCommandAsNonAdmin | Runs a command as if the player was a non-admin | `_G.Adonis.RunCommandAsNonAdmin(command, plr, ...)`\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1761, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.HTTP\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [1 revision](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP/_history)\n\nThis table contains HTTP related functionality, including a Trello sub-table which handles everything Trello related.\n\nThis page is currently incomplete and requires documentation to be added.\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 855, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Tables: server.Logs\n\nJump to bottom\n\nSky edited this page Jul 5, 2021 \u00b7 [3 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs/_history)\n\nThis table is responsible for all logging in Adonis.\n\n## Log Tables\n\n Chats = {}; --// Chat logs\n Joins = {}; --// Join logs\n Script = {}; --// Script-related logs\n RemoteFires = {}; --// RemoteEvent logs\n Commands = {}; --// Command logs\n Exploit = {}; --// Exploit logs\n Errors = {}; --// Error logs\n TempUpdaters = {} --// Temporary functions used as list updaters\n\n## TabToType (table: Table)\n\nReturns a string describing what the provided table is logging.\n\nPossible returns: \"Chat\", \"Join\", \"Script\", \"RemoteFire\", \"Command\", \"Exploit\", \"Error\", \"ServerDetails\", \"DateTime\"\n\n## AddLog (table, string: LogTable, table, string: Log)\n\nAdds 'Log' to 'LogTable' and automatically adds a timestamp if one is not provided (unless 'Log' is a table and Log.NoTime is true)\n\nFires service.Events.LogAdded:Fire(TabToType(LogTable), Log, LogTable)\n\n## SaveCommandLogs ()\n\nSaves command logs to the datastore as \"OldCommandLogs\"\n\n## Table: ListUpdaters\n\nThese are functions used by lists to update their contents when the user refreshes the list.\n\nHere's the list updater for ChatLogs as an example:\n\n ListUpdaters = {\n ChatLogs = function()\n return Logs.Chats\n end;\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1132, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / User Manual & Feature Showcase\n\n## Revisions\n\nCompare revisions\n\n * Erratum for errata\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Sep 20, 2023\n\n[2beba75](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/2beba75e3ff082320f2f6b00cecc84a40b4ac41e)\n\n * Errata and editorial fixes.\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Sep 20, 2023\n\n[40f75a2](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/40f75a2660cf0605e8b90d24c12151ee249f23c6)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 30, 2022\n\n[58d2add](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/58d2addb323ee78596803a5aa1209026db1cbe74)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 30, 2022\n\n[073a090](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/073a090660b148c9e29f43ea5ebdb8520e60b257)\n\n * Moderator's Reference\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 28, 2022\n\n[b160479](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/b160479311939d7fbb06f5bfd09b2c3ea9725caa)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 28, 2022\n\n[bb5358c](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/bb5358c658408e331a7fe409a5728104d942289c)\n\n * Add \"Return to Top\" links\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 27, 2022\n\n[c4cc5e2](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/c4cc5e24fff75352079ec3c17fdbbb12ecd35d8c)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 27, 2022\n\n[dae01cf](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/dae01cf89d909d93973f77872e9baf2b70d89df6)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[b56219e](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/b56219ebc7e6a43cb78c296dda149ef3650ca923)\n\n * Add contents\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[8ead5cc](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/8ead5cc851914f01998900aa91ced8e7d20ca608)\n\n * Themes showcase\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[3f68797](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/3f6879730ff6e9d1797cc3bec40a6179489a4048)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[76d5816](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/76d5816488d0a86555438edb25dc277ad8d3c3b5)\n\n * Updated User Manual & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[7020aa4](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/7020aa46d7018c3fc2398c56397989c8aa1997b0)\n\n * Updated Usage Guide & Feature Showcase (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 25, 2022\n\n[64ea4ac](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/64ea4ac406e503a5928b7c7b95e296dacd56ce7b)", "tokens": 1447, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / The \"Service\" Metatable\n\n## Revisions\n\nCompare revisions\n\n * ROBLOX -> Roblox\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Mar 11, 2024\n\n[d937d92](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/d937d925b4ecae66ab6327eec1d80c7081299439)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 28, 2022\n\n[1a991b1](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/1a991b10e19b033bc4e35c01238f613f8ec02bb9)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[7c8abf4](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/7c8abf438c15fb706f0ee04e16adad4a65c35330)\n\n * Fix syntax error\n\n[ joritochip ](https://github.com/joritochip) committed Oct 30, 2021\n\n[e96683a](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/e96683a586fd5955c6ebe5754d2df438baab8a9f)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Nov 29, 2020\n\n[6d63e1d](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/6d63e1dc0d528cf2056268ce8891b2e94a58423e)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[80a0704](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/80a0704fda09041f8b7b293a50585c7dbdf166bf)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[be191fc](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/be191fca4b91e2be038b5e2c6627220834bad9f0)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[5109f4f](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/5109f4f7a827b639717d5338bed4123b3a60619a)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[0df8847](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/0df884742590632b242443ca37d5b03aa687d359)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[1d4c799](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/1d4c7991eee26f641a640b6e17fc43a704053ca4)\n\n * Updated The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[bdc45ff](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/bdc45ff619f6a2cf06fc243ca35ee93cf524a017)\n\n * Created The \"Service\" Metatable (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[719ad70](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable/719ad70377fa361b087ec7d14501d5e54e5d0231)", "tokens": 1310, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Core\n\n## Revisions\n\nCompare revisions\n\n * Fixed notation to be correct with LuaU\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Dec 6, 2023\n\n[8a73e14](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core/8a73e140b254a2228c69030f5ce26e8027dfa0ae)\n\n * Updated Tables: server.Core (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[31b202d](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core/31b202d4df5f443cd668e944d084f6a3df028426)\n\n * Created Tables: server.Core (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[5f29448](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core/5f2944801b11cc9ff86720023e8296c4df7c1495)", "tokens": 479, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Guide: Creating a theme\n\n## Revisions\n\nCompare revisions\n\n * Add some images\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Mar 11, 2024\n\n[bd9ea47](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme/bd9ea47e994c7aee16f0ea03e969c552919fb3da)\n\n * Initial page creation\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Feb 7, 2024\n\n[0b2a7dc](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme/0b2a7dc0dcabb3d58320ad9fd106d792f3313374)", "tokens": 393, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Plugins & Modules\n\n## Revisions\n\nCompare revisions\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 8, 2022\n\n[5e26dd6](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/5e26dd62d83a313ea22be29293f9aa354b90c8b9)\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 8, 2022\n\n[0566ac1](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/0566ac16f3d88c994da8eaaf15aad26dad85179d)\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 8, 2022\n\n[91a6759](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/91a6759a8e1e09684f09430668dc363af59487a3)\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 6, 2022\n\n[317331e](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/317331e3a0f870b0b55b60c05f19107c43f8d1cb)\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jul 6, 2022\n\n[1bc7806](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/1bc78067365a3ac8377f99fbb96c1786e318fae3)\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[8ea313b](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/8ea313b75ad5339afa9514f7dd97bb0b25894323)\n\n * Updated Plugins & Modules (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[5fea175](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/5fea175943bbcb65e5ed4d2c13985beabe975e53)\n\n * Updated Plugins & Modules (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[a615f3d](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/a615f3d4befd10b20b4018567261701b4c73f61e)\n\n * Updated Plugins & Modules (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[0b9fc67](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/0b9fc67a3de73373076a790fa4c1cd716b529f77)\n\n * Updated Plugins & Modules (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[364b904](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/364b9044d85e477d248911906864419182f56be0)\n\n * Updated Plugins & Modules (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[9b6d5d9](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/9b6d5d953c77646f99f62d79c488ca655479f916)\n\n * Created Plugins & Modules (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[35d69e7](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules/35d69e7615ea3ed1269be0b06b755dfc66e60ec4)", "tokens": 1225, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Process\n\n## Revisions\n\n * Created Tables: server.Process (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[e9f14d5](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process/e9f14d5b93fbdc728cf033a87c9f4114f27bebc0)", "tokens": 305, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Functions\n\n## Revisions\n\nCompare revisions\n\n * Updated Tables: server.Functions (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[cf1fdcf](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions/cf1fdcffc879ec6bf9a487597b36172b5c12d9d1)\n\n * Created Tables: server.Functions (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[3408c5a](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions/3408c5a2b4f9021d1b3b207a89e36bd7ab27ce93)", "tokens": 403, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Anti\n\n## Revisions\n\n * Created Tables: server.Anti (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[8747ef0](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti/8747ef0a368e7255f0686be9341c6c2918f322b0)", "tokens": 312, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Admin\n\n## Revisions\n\nCompare revisions\n\n * Updated Tables: server.Admin (markdown)\n\n[ joritochip ](https://github.com/joritochip) committed Mar 19, 2023\n\n[12573a9](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin/12573a99e66746b5346050b7c64b08b80c08616d)\n\n * Updated Tables: server.Admin (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 27, 2022\n\n[6a23109](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin/6a23109f1afceda7a2af892b5586c25815174da3)\n\n * Updated Server Table: Admin (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[d14b069](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin/d14b0691ceba31f0517377758668539b03a9bd10)", "tokens": 475, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Variables\n\n## Revisions\n\n * Created Tables: server.Variables (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[799a728](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables/799a72844d827cc2c04ae6d585ed6805ea460ee7)", "tokens": 304, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Remote\n\n## Revisions\n\n * Created Tables: server.Remote (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[5d63d1b](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote/5d63d1b5cc8a7a90fe3dbaad282319f71db39021)", "tokens": 306, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/5a22aec0cbd3e5a1135405c672d2ed35f1aa539f", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/5a22aec0cbd3e5a1135405c672d2ed35f1aa539f).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nSky edited this page May 29, 2021 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nRefer to the side panel for specific sections/information.\n\nDocumentation is currently work-in-progress.\n\n## Contribution Guidelines\n\n\n\n## Links\n\n### Adonis Loader: \n\n### Adonis MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 957, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/624526b1e46944b3cbdbf2825a6e6b95bd28c78f", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/624526b1e46944b3cbdbf2825a6e6b95bd28c78f).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nExpertcoderz edited this page Jun 23, 2022 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a community-maintained server management and moderation system created by Sceleratis (Davey_Bones).\n\n\ud83d\udc49 Refer to the side panel for specific sections/information.\n\nDocumentation is currently work-in-progress.\n\n## \u2b50 Contributing\n\nView the contribution guidelines and instructions [here](https://github.com/Sceleratis/Adonis/blob/master/CONTRIBUTING.md) if you'd like to contribute to the Adonis project.\n\n## \ud83d\udd17 Links\n\n * Adonis Loader: \n * Adonis MainModule: \n * Nightly MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1022, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/a97640ba704f0549c173c4203ce229cf857c4dbd", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/a97640ba704f0549c173c4203ce229cf857c4dbd).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nExpertcoderz edited this page Jun 25, 2022 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a community-maintained server management and moderation system created by Sceleratis (Davey_Bones).\n\n\ud83d\udc49 Refer to the side panel for specific sections/information.\n\n\ud83d\udcd8 **User Manual:** [https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase)\n\nDocumentation is currently work-in-progress.\n\n## \u2b50 Contributing\n\nView the contribution guidelines and instructions [here](https://github.com/Sceleratis/Adonis/blob/master/CONTRIBUTING.md) if you'd like to contribute to the Adonis project.\n\n## \ud83d\udd17 Links\n\n * Adonis Loader: \n * Adonis MainModule: \n * Nightly MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1068, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/5999c38e65b934fc6b3881333287fcba307234bc", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/5999c38e65b934fc6b3881333287fcba307234bc).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nSceleratis edited this page Apr 7, 2020 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 855, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/1868546d3f671af6cb618a69b111a0b07785c441", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/1868546d3f671af6cb618a69b111a0b07785c441).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nSceleratis edited this page Apr 7, 2020 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nRefer to the side panel for specific sections/information.\n\nAdonis Loader: \n\nAdonis MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 920, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/1eeb2111fa70cc2aa67e6c6b0634a88e3846b9ce", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/1eeb2111fa70cc2aa67e6c6b0634a88e3846b9ce).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nDimenpsyonal edited this page Sep 6, 2024 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a community-maintained server management and moderation system created by Sceleratis (Davey_Bones).\n\n\ud83d\udc49 Refer to the side panel for specific sections/information.\n\n\ud83d\udcd8 **User Manual:** [https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n\nDocumentation is currently work-in-progress.\n\nDocumentation for the Adonis _G API can be found [here](https://github.com/Epix-Incorporated/Adonis/discussions/603).\n\n## \u2b50 Contributing\n\nView the contribution guidelines and instructions [here](https://github.com/Epix-Incorporated/Adonis/blob/master/CONTRIBUTING.md) if you'd like to contribute to the Adonis project.\n\n## \ud83d\udd17 Links\n\n * Adonis Loader: \n * Adonis MainModule: \n * Nightly MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1117, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/eab79299e6bd116d3dbb91499e0bc806c6bb6438", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/eab79299e6bd116d3dbb91499e0bc806c6bb6438).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nExpertcoderz edited this page Jul 6, 2022 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a community-maintained server management and moderation system created by Sceleratis (Davey_Bones).\n\n\ud83d\udc49 Refer to the side panel for specific sections/information.\n\n\ud83d\udcd8 **User Manual:** [https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase)\n\nDocumentation is currently work-in-progress.\n\nDocumentation for the Adonis _G API can be found [here](https://github.com/Sceleratis/Adonis/discussions/603).\n\n## \u2b50 Contributing\n\nView the contribution guidelines and instructions [here](https://github.com/Sceleratis/Adonis/blob/master/CONTRIBUTING.md) if you'd like to contribute to the Adonis project.\n\n## \ud83d\udd17 Links\n\n * Adonis Loader: \n * Adonis MainModule: \n * Nightly MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1100, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/f1cc0c37afc5a3a1eb573927546a95c51f2efab0", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/f1cc0c37afc5a3a1eb573927546a95c51f2efab0).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nExpertcoderz edited this page Jun 23, 2022 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a community-maintained server management and moderation system created by Sceleratis (Davey_Bones)\n\n\ud83d\udc49 Refer to the side panel for specific sections/information.\n\nDocumentation is currently work-in-progress.\n\n## \u2b50 Contributing\n\nView the contribution guidelines and instructions [here](https://github.com/Sceleratis/Adonis/blob/master/CONTRIBUTING.md) if you'd like to contribute to the Adonis project.\n\n## \ud83d\udd17 Links\n\n### Adonis Loader: \n\n### Adonis MainModule: \n\n### Nightly MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 1018, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# History\n\n## Revisions\n\nCompare revisions\n\n * Fix link\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Sep 6, 2024\n\n1eeb211\n\n * Create\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\naa155fa\n\n * Change grammar\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n6611876\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\ne9859db\n\n * Move to table\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n6991ce1\n\n * Add to table\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n9ac2e5a\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\na949944\n\n * msg1\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n9e758e7\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\nc27600e\n\n * Code\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n0c06dee\n\n * Syntaxhighlight\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n7a9fffc\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n0e4e0d5\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\nc017690\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n21fedf3\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n56e7703\n\n * Updated G API (markdown => mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n240145c\n\n * Updated G API (mediawiki => markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n61cfc2a\n\n * Updated G API (markdown => mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n4b633d6\n\n * Add descriptions and usages\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Mar 26, 2024\n\n7a336f1\n\n * Add some images\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Mar 11, 2024\n\nbd9ea47\n\n * ROBLOX -> Roblox\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Mar 11, 2024\n\nd937d92\n\n * Updated _Sidebar (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Feb 7, 2024\n\ne863d1a\n\n * Initial page creation\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Feb 7, 2024\n\n0b2a7dc\n\n * Create sidebar\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 19, 2024\n\n334fce5\n\n * Destroyed _Sidebar (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 16, 2024\n\n32f0d62\n\n * Updated _G\u2010API (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 16, 2024\n\n9d420f5\n\n * Created _Sidebar (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 16, 2024\n\n2ce4a33\n\n * Destroyed _G API (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 16, 2024\n\n7626708\n\n * Updated _G_API (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 16, 2024\n\n2b25036\n\n * Updated _G_API (markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Jan 16, 2024\n\ne8ccdc5", "tokens": 1374, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/5f961b77087bcc3203d798a33d5e409b4fcf0a01", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/5f961b77087bcc3203d798a33d5e409b4fcf0a01).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nSceleratis edited this page Apr 7, 2020 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nRefer to the side panel for specific sections/information.\n\nDocumentation is currently work-in-progress.\n\n## Links\n\n### Adonis Loader: \n\n### Adonis MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 934, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/733e23e3742928c3c0b5a4701c8228094e974bf5", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/733e23e3742928c3c0b5a4701c8228094e974bf5).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nSceleratis edited this page Sep 25, 2020 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nRefer to the side panel for specific sections/information.\n\nDocumentation is currently work-in-progress.\n\n## Contribution Guidelines\n\n\n\n## Links\n\n### Adonis Loader: \n\n### Adonis MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 959, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/7bcdf1c4a035cfed233e7d47fae0c3c91810ebd9", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/7bcdf1c4a035cfed233e7d47fae0c3c91810ebd9).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nCald-fan edited this page Jun 6, 2022 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nRefer to the side panel for specific sections/information.\n\nDocumentation is currently work-in-progress.\n\n## Contribution Guidelines\n\n\n\n## Links\n\n### Adonis Loader: \n\n### Adonis MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 960, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Home/04753580e679b1a88f7d0c138f071d58132b7387", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Home/04753580e679b1a88f7d0c138f071d58132b7387).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# Home\n\nJump to bottom\n\nSceleratis edited this page Apr 7, 2020 \u00b7 [12 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/Home/_history)\n\nAdonis is a server management and moderation system created by Sceleratis (Davey_Bones)\n\nRefer to the side panel for specific sections/information.\n\nAdonis Loader: Adonis MainModule: \n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 921, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Structure/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Structure/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Structure\n\n## Revisions\n\nCompare revisions\n\n * Updated Structure (markdown)\n\n[ Expertcoderz ](https://github.com/Expertcoderz) committed Jun 23, 2022\n\n[c90c530](https://github.com/Epix-Incorporated/Adonis/wiki/Structure/c90c53064a31fe5cbe0c3a71e2fd3c73f2965d74)\n\n * Updated Structure (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[aa4c0d8](https://github.com/Epix-Incorporated/Adonis/wiki/Structure/aa4c0d8dcf3b402ca02fc5c586eb94cbe86ceeae)\n\n * Updated Structure (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[7878f16](https://github.com/Epix-Incorporated/Adonis/wiki/Structure/7878f1689af24328ef85924386cdc00f6e585429)\n\n * Created Structure (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Apr 7, 2020\n\n[23b85b0](https://github.com/Epix-Incorporated/Adonis/wiki/Structure/23b85b01fb9583d1d27d92f884b0b873f8879d94)", "tokens": 535, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Commands\n\n## Revisions\n\n * Created Tables: server.Commands (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[1bb81f0](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands/1bb81f0176ffb472da6b9252c1db208538522f86)", "tokens": 302, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/G-API/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / G API\n\n## Revisions\n\nCompare revisions\n\n * Change grammar\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[6611876](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/6611876c6907e7851489b5dcea5edb4afc92d55b)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[e9859db](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/e9859dbd9972a5d5d3ee6e5a5669bd38d6da1acd)\n\n * Move to table\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[6991ce1](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/6991ce1073253e8d021e71cb54750c6aded1dd52)\n\n * Add to table\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[9ac2e5a](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/9ac2e5a183f4c07ec7bf311deb54cf66d41a2885)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[a949944](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/a949944596b28ccbe5f25fae141916e9ecc3fcdd)\n\n * msg1\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[9e758e7](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/9e758e7326275201a9e1fc302edbf477f2d93707)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[c27600e](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/c27600e67df18e4d97e6ab9e11b7f5dc96af4421)\n\n * Code\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[0c06dee](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/0c06deeaf554ce1b4a75b686d2bbdff889520bb0)\n\n * Syntaxhighlight\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[7a9fffc](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/7a9fffc312f2aa15794546da2bfe9d4689caa37c)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[0e4e0d5](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/0e4e0d59d1e848580c33b42e794b0a1bb0c72e23)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[c017690](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/c0176904f38b88dbe2f83b1b3a9a4ec4758794a7)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[21fedf3](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/21fedf3f4c84c58194fac65cab2535550b48e453)\n\n * Updated G API (mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[56e7703](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/56e7703a8c4a399ec1bde978037cc6b17efb8170)\n\n * Updated G API (markdown => mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[240145c](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/240145c52694be5b1b14eea98711548cd403565a)\n\n * Updated G API (mediawiki => markdown)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[61cfc2a](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/61cfc2ad860d057ee83910450ee99216d2b707f6)\n\n * Updated G API (markdown => mediawiki)\n\n[ Dimenpsyonal ](https://github.com/Dimenpsyonal) committed Aug 11, 2024\n\n[4b633d6](https://github.com/Epix-Incorporated/Adonis/wiki/G-API/4b633d6a9741da04201d7c7aadba689697353735)", "tokens": 1534, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.HTTP\n\n## Revisions\n\n * Created Tables: server.HTTP (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[edc0ab4](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP/edc0ab45dde8c328b3455796878c178b53785982)", "tokens": 301, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs/_history", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# [History](https://github.com/Epix-Incorporated/Adonis/wiki/_history) / Tables: server.Logs\n\n## Revisions\n\nCompare revisions\n\n * Updated Tables: server.Logs (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[7f79b03](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs/7f79b03a16cfb5627eb8c579771559e5b7c4e44e)\n\n * Updated Tables: server.Logs (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[a3f7953](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs/a3f79535a2880e4aef41c3a4599cfd3ee5f78be2)\n\n * Created Tables: server.Logs (markdown)\n\n[ Sceleratis ](https://github.com/Sceleratis) committed Jul 5, 2021\n\n[fabd7b1](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs/fabd7b12ab833eb0c2001cf0158677b19b006dda)", "tokens": 488, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis", "source_url": "https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/40f75a2660cf0605e8b90d24c12151ee249f23c6", "text": "[ Epix-Incorporated ](https://github.com/Epix-Incorporated) / ** [Adonis](https://github.com/Epix-Incorporated/Adonis) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/40f75a2660cf0605e8b90d24c12151ee249f23c6).\n\n * [ Notifications ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis) You must be signed in to change notification settings\n * [ Fork 225 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n * [ Star 455 ](https://github.com/login?return_to=%2FEpix-Incorporated%2FAdonis)\n\n# User Manual & Feature Showcase\n\nJump to bottom\n\nExpertcoderz edited this page Sep 20, 2023 \u00b7 [14 revisions](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase/_history)\n\n# Contents\n\n 1. [Command Usage Guide](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-1-command-usage-guide)\n 2. [The \"UserPanel\" GUI](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-2-the-userpanel-gui)\n 3. [UI Themes Showcase](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-3-ui-themes-showcase)\n 4. [Moderator's Reference](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-4-moderators-reference)\n 5. [Adonis Features Showcase](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#section-4-adonis-features-showcase)\n\n## \u2139\ufe0f **Notice**\n\n**This manual is intended for regular users, moderators and admins in ROBLOX games using the Adonis admin system. For guidance on installing Adonis in your game as a developer, please refer to the [README](https://github.com/Sceleratis/Adonis/blob/master/README.md) file in the repository. For API documentation, navigate to the [other pages](https://github.com/Sceleratis/Adonis/wiki) on this wiki.**\n\n# Section 1: Command Usage Guide\n\n## Execution\n\nThese are the following ways by which an Adonis command can be executed by a user:\n\n * by chat (as long as chat commands have not been disabled)\n * by command console (default keybind for opening the console is `'`; the console may be restricted or disabled according to settings)\n * by other interfaces such as `:cmdbox`\n\nIn all cases, the prefix (which is `:` by default for admin commands and `!` by default for player commands) _must_ be included at the start of each command for it to work.\n\n\u2139\ufe0f **Tip:** To run a command silently in the chat (so that other players do not see it), either prepend it with \"/e \" (eg. \"/e :kill scel\") or enable chat command hiding in your [client settings](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#client-settings).\n\n## Player Selectors\n\nCommands that take players as their argument (eg. `:kill`) will normally support either a singular player or a comma-separated list of player names.\n\n**Example:** `:god scel` or `:kill noob1,noob2`\n\nNote that player names are not case-sensitive and may be partial, eg. `scel` for `Sceleratis`.\n\nIn addition to simply using player names, the following special identifiers for targeting certain groups of players exist:\n\n * `me` \\- yourself (the executor of the command)\n * `all` \\- everyone in the server\n * `others` \\- everyone in the server except yourself\n * `admins` \\- all admins in the server\n * `nonadmins` \\- everyone except admins in the server\n * `random` \\- a random person in the server\n * `#NUM` \\- random players in the server\n * `@USERNAME` \\- targets a specific player whose username is exactly\n * `%TEAM` \\- members of the team\n * `$GROUPID` \\- members of the group with ID (number found in the Roblox group webpage URL)\n * `radius-NUM` \\- anyone within a -stud radius of you\n\nPlacing `-` before any selector or player name will _invert_ the selection and select everyone except those within the selection defined after `-`. To illustrate, using the `others` selector is essentially the same as doing `all,-me`.\n\n**Example:** `:explode -radius-10` \\- explodes all players further than 10 studs from you.\n\n## Batch Commands\n\nMultiple commands can be ran sequentially at a time by separating them using the batch key, which defaults to `|` (vertical pipe).\n\nAdditionally, you can insert timed delays using `!wait `.\n\n**Example:** `:ff me | :m Exploding everyone in 10 seconds! | !wait 10 | :explode all` \\- gives you a forcefield and makes a message announcement, waits 10 seconds, then explodes everyone.\n\n## Repetition\n\nAdmins/moderators by default have access to the `:repeat ` command, which easily allows a command to be ran in a loop.\n\n**Example:** `:repeat 10 1 :sword me | :heal me` \\- will give you a sword and heal yourself once every 1 second, for 10 times.\n\n## Reference Commands\n\n * `:cmds` for a list of available commands\n * `:cmdinfo ` for detailed info about a specific command\n * `!brickcolors` for a list of valid BrickColors (can be used in some commands which take a brickcolor argument)\n * `!materials` for a list of material types\n * `:capes` for a list of preset capes available to admins\n * `:musiclist` for a list of preset audios\n * `:insertlist` for a list of assets that can be inserted using `:insert ` (set by the developer in `settings.InsertList`)\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 2: The \"UserPanel\" GUI\n\nThe UserPanel GUI can be used to quickly access certain things in Adonis, such as commands, as well as configure Adonis client or server settings. This wiki page will go over the different tabs within Adonis's UserPanel GUI and what they do.\n\n## Info\n\nThe info tab shows you information about Adonis, and gives the user convenient buttons to perform actions such as opening the command list, viewing the changelog, viewing credits, getting the loader, or getting the system's source in the form of its MainModule.\n\n## Donate\n\nThis is where users can donate to Adonis's development and control settings related to their donator perks. These perks can be disabled by the place owner in the settings module of the Loader. Donation perks are intended to be purely visual and should not impact gameplay. When users donate in your game, Roblox will give the place owner 10% of the sale.\n\n## Keybinds\n\nThe keybinds tab allows users to bind command strings to a specific key, so when they press that key the specified command gets executed.\n\n## Aliases\n\nAliases allow you to create custom commands that point to existing commands, or a combination of existing commands. When creating an alias, you can add markers for command arguments. The order the argument identifiers appear in the command string is the order the arguments will be replaced in.\n\nTo better understand lets go through what's going on in the above screenshot: The command string `:kill | :fire ` is bound to `:killfire` The following happens when `:killfire scel Really red` is ran:\n\n 1. In the command string, both substrings for `` is replaced with `scel` and the substring `` is replaced with `Really red`\n 2. `:killfire scel Really red` is replaced by `:kill scel | :fire scel Really red`.\n 3. The new command string gets processed like any other command. In this case we are running two commands at once, in other words a \"batch\" command as indicated by the `|` separating the two commands. The BatchKey setting can be used to change the `|` (vertical pipe) to whatever you'd like as long as it is not the same as the SplitKey or any of the Prefix settings.\n\nIt's important to note that the number of arguments is determined by the number of unique argument identifiers. Also, the actual text within the argument identifier is not important and is only used to match user-supplied arguments to where they should be. The order that these unique argument identifiers appear in the command string is what determines which which identifier will match argument 1, the next unique one found being argument 2, and so on. This is important to keep in mind. If you were to change the command string to `:kill | :fire ` and then chatted `:killfire scel Really red` `scel` would be assigned to `` and `Really red` would be assigned to `` so `:killfire Really red scel` would not work (as `:kill scel` would now be `:kill Really red`) It should also be noted that arguments that are intended to take spaces must appear last as otherwise portions of them may be treated as part of previous arguments when using the default SplitKey (a blank space.)\n\nThis system is currently still in development and may see improvements in the near future, such as manually defining in the alias string how arguments should be interpreted and matched to the command string. For now, you should not add argument indicators to the alias string. They should only be in the command string, and the order they appear is what currently determines the argument position they will be matched to in the chatted message.\n\n## Client\n\nYou've likely noticed that the UserPanel GUI in the screenshots here does not look like the default UserPanel. This is because Adonis supports multiple themes, my personal favorite being the Rounded theme (the one seen in these screenshots.) The default theme is named \"Default\" and is used for all UI development, and determines the default GUIs and UI modules used in the event the selected theme does not have the GUI being generated.\n\nUsers can choose what theme they would like to use by clicking the text next to the arrow pointing down next to the \"Theme\" listing.\n\nThere are also a few other client-specific settings. It should be noted that these settings are user-specific and only affect the user's client. They are not game breaking and only seek to offer finer control over certain things if the user wishes to do so.\n\n### Client Settings\n\nSetting | Description\nKeybinds | Enables/Disables keybinds (if disabled, keybinds will no longer work until re-enabled)\nUI Keep Alive | Determines whether or not Adonis should attempt to prevent the deletion of its GUIs when the player respawns.\nParticle Effects | Adonis contains a number of commands that involve particle effects, which for some users may be irritating or even performance-impacting. All particle effects are local to each client and as such can be toggled using this setting.\nCapes | Like particle effects, capes (such as donor capes) are handled locally and can be disabled.\nHide Chat Commands | Whether Adonis commands that you run via the chat will automatically be hidden from other players.\nConsole Key | This is the key that will open/close the command console (the bar that appears when you press the Quote key by default).\nTheme | Allows you to select the UI theme you want to use. Changing this to \"Game Theme\" will use whatever theme is set in the Adonis settings module (in the Loader). This is used by default for all new users.\n\n## Game\n\nThis is where creators can control Adonis related server settings for their game while in-game instead of in studio. \"Clear all saved settings\" will clear any settings previously written to the datastore. This is especially useful if you encounter issues after changing a setting in-game or quickly want to revert to only what is set within the settings module. Anything with \"Cannot change\" next to it can only be changed in studio currently.\n\nIf you ever change the prefix in-game and suddenly find yourself unable to open settings to fix it, running `:adonissettings` will open the UserPanel GUI and focus the \"Game\" tab so you can fix any issues. The `:adonissettings` command will _always_ use `:` as a prefix so you can't accidentally change it to something unusable.\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 3: UI Themes Showcase\n\nThe following are the themes that come with Adonis by default:\n\n## Default\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n## Rounded\n\nGUI | Screenshot\nUserPanel |\nConsole |\nNotification |\nError |\n\n## Colorize\n\nNote: rainbow effects are animated with chromatic interpolation.\n\nGUI | Screenshot\nUserPanel |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n## BasicAdmin\n\nThis theme only changes the announcement GUIs.\n\nGUI | Screenshot\nMessage |\n\n## Aero\n\nMade by [@Expertcoderz](https://github.com/Expertcoderz).\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n## Unity\n\nMade by [@LolloDev5123](https://github.com/LolloDev5123).\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nError |\n\n## Windows XP\n\nMade by [@P3tray](https://github.com/P3tray).\n\nGUI | Screenshot\nUserPanel |\nHelpButton |\nConsole |\nNotification |\nMessage |\nHint |\nError |\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 4: Moderation Commands Reference\n\nThis section serves as a basic reference guide for the essential moderation commands offered by Adonis.\n\n## General\n\n### `:kick `\n\nDisconnects the specified player from the server. If specified, the reason is shown to the player.\n\n## Warning Players\n\n### `:warnings `\n\nDisplays the specified player's warning log.\n\n### `:warn `\n\nGives the specified player a warning, upon which they will be notified with the reason.\n\n### `:kickwarn `\n\nGives the specified player a warning and kicks them; displays the warning reason in their kick message.\n\n### `:removewarning `\n\nDeletes the specified warning from the player's warning log.\n\n### `:clearwarnings `\n\nClears the player's warning log.\n\n## Banning Players\n\n### `:banlist`\n\nDisplays a list of normal bans.\n\n### `:timebanlist`\n\nDisplays a list of time-banned users.\n\n### `:trellobanlist/:sbl`\n\nDisplays a list of users banned via Trello; only applicable if Trello integration is configured.\n\n### `:ban/:serverban `\n\nBans the specified player from the current server. Note that they may still be able to join other servers.\n\n### `:permban/:gameban `\n\nBans the specified player from _all_ game servers, for an indefinite amount of time. Enforced immediately, so if the user is in a server other than where the command is run, they will be kicked by the system.\n\n### `:tempban/:timeban `\n\nBans the specified player from _all_ game servers, for a specific amount of time. Enforced immediately.\n\n**Example:** `:tempban Player1 3d` \\-- globally-bans Player1 for 3 days.\n\n### `:trelloban `\n\nAdds the specified player to the Trello ban list, if Trello integrations are configured for the game.\n\n\u2139\ufe0f **Tip:** The above commands support full usernames for the `` argument, which means you can ban specific users who are not currently in your server.\n\n## Player Notes\n\n### `:notes `\n\nDisplays a list of notes on the specified player.\n\n### `:note `\n\nSets a note on the specified player.\n\n### `:removenote `\n\nRemoves a note from a specified player. Specify `all` for `` to clear all notes on that player.\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\n# Section 5: Adonis Features Showcase\n\nHere's a miscellaneous collection of some interesting features that many users of the Adonis admin system may not be aware of:\n\n## \ud83d\udea9 `:teams`\n\nThis is an interface that allows you to view, create, delete and join teams easily.\n\n## \ud83d\udee0\ufe0f `:tools` \\-- Inventory Monitor GUI\n\nThis utility allows you to view and manage players' backpacks via a user-friendly realtime inventory monitoring interface. An alternative to manually running the `:viewtools `, `:removetool ` and `:removetools ` commands.\n\n## \ud83d\udcc2 `:explorer`\n\nThis is a built-in alternative to `:dex` which allows you to view and navigate the game's file structure as well as delete objects.\n\n## \ud83d\udcc3 `:players`\n\nDisplays full a list of in-game players along with some live-updated info about the state of their characters; may be useful for moderators if your game has the regular player list GUI hidden.\n\n## \ud83d\udd0d `!profile `\n\nDisplays quite comprehensive information about a specific player.\n\n_Some details such as safechat status and the \"Game\" tab are hidden from non-admins for security reasons._\n\n## \u2139\ufe0f `!serverinfo`\n\nDisplays information about the current server.\n\n_Some details are hidden from non-admins for security reasons._\n\n## \ud83d\udd75\ufe0f `:incognito `\n\nA powerful command that allows admins to hide themselves from other players in the server by vanishing from their player lists.\n\n[Return to Top](https://github.com/Sceleratis/Adonis/wiki/User-Manual-&-Feature-Showcase#contents)\n\nThat's all, folks!\n\nNotice anything wrong? Submit an issue [here](https://github.com/Sceleratis/Adonis/issues/new/choose) or discuss it in our official [Discord server](https://discord.com/invite/H5RvTP3).\n\nAdonis Navigation Start | Guides | Tables\n---|---|---\n[Home](https://github.com/Epix-Incorporated/Adonis/wiki/Home) | [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide%3A-Creating-a-theme) | [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n\n * [Home](https://github.com/Epix-Incorporated/Adonis/wiki)\n * [User Manual & Feature Showcase](https://github.com/Epix-Incorporated/Adonis/wiki/User-Manual-&-Feature-Showcase)\n * [_G API](https://github.com/Epix-Incorporated/Adonis/wiki/G-API)\n * [Plugins and Modules](https://github.com/Epix-Incorporated/Adonis/wiki/Plugins-&-Modules)\n * [Structure](https://github.com/Epix-Incorporated/Adonis/wiki/Structure)\n\n## Guides\n\n * [Creating a theme](https://github.com/Epix-Incorporated/Adonis/wiki/Guide:-Creating-a-theme)\n\n## Tables\n\n * [The \"Service\" Metatable](https://github.com/Epix-Incorporated/Adonis/wiki/The-%22Service%22-Metatable)\n * [server.Admin](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Admin)\n * [server.Anti](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Anti)\n * [server.Commands](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Commands)\n * [server.Core](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Core)\n * [server.Functions](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Functions)\n * [server.HTTP](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.HTTP)\n * [server.Logs](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Logs)\n * [server.Process](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Process)\n * [server.Remote](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Remote)\n * [server.Variables](https://github.com/Epix-Incorporated/Adonis/wiki/Tables:-server.Variables)\n\n### Clone this wiki locally", "tokens": 4743, "type": "documentation"} {"repo": "Roblox/jest-roblox", "file_path": "README.md", "text": "# Jest Roblox\n\n Lovely Lua Testing\n\n \n\nJest Roblox can run within Roblox itself, as well as inside roblox-cli for testing on CI systems.\n\nWe use Jest Roblox at Roblox for testing our apps, in-game core scripts, built-in Roblox Studio plugins, as well as libraries like [Roact Navigation](https://github.com/Roblox/roact-navigation).\n\nAdd this package to your `dev_dependencies` in your `rotriever.toml`, for example:\nJestGlobals = \"3.12.0\"\n\nThen, require anything you need from `JestGlobals`:\nlocal JestGlobals = require(Packages.JestGlobals)\nlocal expect = JestGlobals.expect\n\n## Inspiration and Prior Work\nJest Roblox is a Roblox port of the open source JavaScript testing framework [Jest](https://github.com/facebook/jest). Modules in the `modules` directory are aligned to [v27.4.7](https://github.com/facebook/jest/tree/v27.4.7) of Jest.\n\n## Contributing\nContributions are welcome! See [CONTRIBUTING.md](CONTRIBUTING.md) for information.\n\n## License\nJest Roblox is available under the MIT license. See [LICENSE](LICENSE) for details.", "tokens": 266, "type": "readme"} {"repo": "Roblox/jest-roblox", "source_url": "https://roblox.github.io/jest-roblox-internal/", "text": "The Jest Roblox API is similar to [the API used by JavaScript Jest.](https://jest-archive-august-2023.netlify.app/docs/27.x/api)\n\nJest Roblox requires `roblox-cli` to run from the command line.\n\nAdd the `JestGlobals` and `Jest` package to your `dev_dependencies` in your `rotriever.toml`.\n\nrotriever.toml\n\n [dev_dependencies]\n Jest = \"3.12.0\"\n JestGlobals = \"3.12.0\"\n\nRun `rotrieve install` to install Jest Roblox.\n\nCreate a `default.project.json` to set up your project structure and include the `Packages` directory created by `rotriever`.\n\ndefault.project.json\n\n \"name\": \"YourProject\",\n \"tree\": {\n \"$className\": \"Folder\",\n \"Packages\": {\n \"$path\": \"Packages\",\n \"Project\": {\n \"$path\": \"src\"\n\nCreate a `spec.lua` to point the test runner to the correct directory with your tests. This is the entrypoint for Jest Roblox. For more information, see [runCLI Options](https://roblox.github.io/jest-roblox-internal/cli).\n\nspec.lua\n\n local Packages = script.Parent.YourProject.Packages\n local Jest = require(Workspace.Jest.Jest)\n local runCLI = Jest.runCLI\n local args = Jest.args\n\n local processServiceExists, ProcessService = pcall(function()\n return game:GetService(\"ProcessService\")\n end)\n\n local status, result = runCLI(Packages.Project, {\n verbose = args.verbose,\n ci = args.ci\n }, { Packages.Project }):awaitStatus()\n\n if status == \"Rejected\" then\n print(result)\n end\n\n if status == \"Resolved\" and result.results.success then\n if processServiceExists then\n ProcessService:ExitAsync(0)\n end\n end\n\n if processServiceExists then\n ProcessService:ExitAsync(1)\n end\n\n return nil\n\nInside `src`, create a basic [configuration](https://roblox.github.io/jest-roblox-internal/configuration) file.\n\njest.config.lua\n\n return {\n testMatch = { \"**/*.spec\" }\n\nLet's get started by writing a test for a hypothetical function that adds two numbers. First, create a `sum.lua` under your `src` directory.\n\nsum.lua\n\n return function(a, b)\n return a + b\n end\n\nThen, create a `__tests__` directory under your `src` directory and create a `sum.spec.lua` in it. This will contain our actual test:\n\nsum.spec.lua\n\n local Workspace = script.Parent.Parent\n local Packages = Workspace.Parent\n\n local JestGlobals = require(Packages.Dev.JestGlobals)\n local it = JestGlobals.it\n local expect = JestGlobals.expect\n\n local sum = require(Workspace.sum)\n\n it('adds 1 + 2 to equal 3', function()\n expect(sum(1, 2)).toBe(3)\n end)\n\ncaution\n\nAny functionality needed _must_ be explicitly required from `JestGlobals`, see [Globals](https://roblox.github.io/jest-roblox-internal/api).\n\nFinally, run your project using `roblox-cli` to run the tests and your tests should pass!\n\n roblox-cli run --load.model default.project.json --run spec.lua --fastFlags.overrides EnableLoadModule=true\n\n**You just successfully wrote your first test using Jest Roblox!**\n\nThis test used `expect` and `toBe` to test that two values were exactly identical. To learn about other things that Jest Roblox can test, see [Using Matchers](https://roblox.github.io/jest-roblox-internal/using-matchers).", "tokens": 799, "type": "documentation"} {"repo": "littensy/ripple", "file_path": "README.md", "text": "# \ud83c\udfa8 Ripple\n\n**Ripple** is a simple, lightweight, and easy-to-use Roblox library for creating simple transitions and animations. It is inspired by [react-spring](https://react-spring.dev) and aims to provide an imperative API for general use.\n\n## Installation\n\nRipple is available on [NPM](https://www.npmjs.com/package/@rbxts/ripple) and can be installed with the following commands:\n\n```bash\nnpm install @rbxts/ripple\nyarn add @rbxts/ripple\npnpm add @rbxts/ripple\n\n```toml\n# Wally\nRipple = \"littensy/ripple@version\"\n\n## Reference\n\n### Supported types\n\nThe following data types are supported for animation:\n\n| Data type | [Converted type](./packages/ripple/src/utils/intermediate.luau) |\n| -------------------------- | --------------------------------------------------------------- |\n| number | `[number]` |\n| vector | `[vector]` |\n| Vector2 | `[vector]` |\n| Vector3 | `[vector]` |\n| Color3 | `[vector]` (Oklab) |\n| UDim | `[vector]` |\n| UDim2 | `[vector, number]` |\n| CFrame | `[vector, vector, vector, vector]` |\n| Rect | `[vector, number]` |\n| Map | `Map` |\n\n### `createSpring(initialValue, options)`\n\n`createSpring` creates a spring object starting at the given value.\n\n```lua\nlocal spring = createSpring(0, {\n tension = 170,\n friction = 26,\n start = true,\n})\n\nspring:setGoal(1)\nspring:onChange(print) --> number, deltaTime\n\n[Try the react-spring visualizer \u2192](https://react-spring-visualizer.com)\n\n#### Parameters\n\n- `initialValue`: The value that the spring should start with.\n- **optional** `options`: The physical properties of the spring.\n\n#### Options\n\n| Option | Type | Description |\n| ---------------- | --------- | ---------------------------------------------------------------------------------------------- |\n| tension[^1] | `number` | Influences the number of bounces in the animation. Defaults to `170`. |\n| friction[^1] | `number` | Influences the level of spring in the animation. Defaults to `26`. |\n| mass[^1] | `number` | Influences the speed of the spring and height of the bounce. Defaults to `1`. |\n| frequency[^2] | `number` | How quickly the spring responds to changes. |\n| dampingRatio[^2] | `number` | Dictates how the spring slows down. |\n| precision | `number` | The distance to the goal before the spring is considered idle. Defaults to `0.001`. |\n| restVelocity | `number` | The smallest velocity before the spring is considered idle. Derived from precision by default. |\n| position | `T` | Set the position of the spring. |\n| velocity | `T` | Set the velocity of the spring. |\n| impulse | `T` | Add to the velocity of the spring. |\n| start | `boolean` | Connect to Heartbeat while animating. Defaults to `false`. |\n\n[^1]: Tension, friction, and mass are not compatible with frequency or damping ratio.\n\n[^2]: Frequency and damping ratio are not compatible with tension, friction, or mass.\n\n#### Returns\n\n`createSpring` returns a spring object.\n\n### `createTween(initialValue, options)`\n\n`createTween` creates a tween object starting at the given value.\n\n```lua\nlocal tween = createTween(0, {\n easing = \"quadOut\",\n duration = 1,\n start = true,\n})\n\ntween:setGoal(1)\ntween:onChange(print) --> number, deltaTime\n\n#### Parameters\n\n- `initialValue`: The value that the spring should start with.\n- **optional** `options`: The properties of the tween.\n\n#### Options\n\n| Option | Type | Description |\n| -------- | --------- | -------------------------------------------------------------- |\n| easing | `Easing` | The [easing function](#easing-functions) to use for animation. |\n| duration | `number` | Duration of one repetition of the tween, in seconds. |\n| repeats | `number` | Number of times the tween repeats. |\n| reverses | `boolean` | Reverse directions when repeating. |\n| position | `T` | Continue the rest of the tween from this position. |\n| start | `boolean` | Connect to Heartbeat while animating. Defaults to `false`. |\n\n#### Easing functions\n\n| | | |\n| ------------- | -------------- | ---------------- |\n| `\"linear\"` | `\"instant\"` | `\"smoothstep\"` |\n| `\"sineIn\"` | `\"sineOut\"` | `\"sineInOut\"` |\n| `\"backIn\"` | `\"backOut\"` | `\"backInOut\"` |\n| `\"quadIn\"` | `\"quadOut\"` | `\"quadInOut\"` |\n| `\"quartIn\"` | `\"quartOut\"` | `\"quartInOut\"` |\n| `\"quintIn\"` | `\"quintOut\"` | `\"quintInOut\"` |\n| `\"bounceIn\"` | `\"bounceOut\"` | `\"bounceInOut\"` |\n| `\"elasticIn\"` | `\"elasticOut\"` | `\"elasticInOut\"` |\n| `\"expoIn\"` | `\"expoOut\"` | `\"expoInOut\"` |\n| `\"circIn\"` | `\"circOut\"` | `\"circInOut\"` |\n| `\"cubicIn\"` | `\"cubicOut\"` | `\"cubicInOut\"` |\n\n[See examples of easing functions \u2192](https://easings.net)\n\n#### Returns\n\n`createTween` returns a tween object.\n\n### `createMotion(initialValue, options)`\n\n`createMotion` creates an animation that switches between a spring and a tween.\n\n```lua\nlocal motion = createMotion(0, {\n spring = { tension = 170, friction = 26 },\n tween = { easing = \"quadOut\", duration = 1 },\n start = true,\n})\n\nmotion:onChange(print) --> number, deltaTime\nmotion:tween(1)\ntask.wait(1)\nmotion:spring(0)\n\n> [!WARNING]\n> This creates both a spring and a tween object, which can be wasteful if your animation uses only one or the other.\n> Use [`createSpring`](#createspringinitialvalue-options) or [`createTween`](#createtweeninitialvalue-options) if you do not need to switch animation types.\n\n#### Parameters\n\n- `initialValue`: The value that the spring and tween should start with.\n- **optional** `options`: The properties of the spring or tween.\n\n#### Options\n\n| Option | Type | Description |\n| ------ | ------------------ | ------------------------------------------------------------ |\n| spring | `SpringOptions` | The [spring options](#options) to use for spring animations. |\n| tween | `TweenOptions` | The [tween options](#options-1) to use for tween animations. |\n| start | `boolean` | Connect to Heartbeat while animating. Defaults to `false`. |\n\n#### Returns\n\n`createMotion` returns a motion object that controls a spring and a tween.\n\n## Examples\n\n### React Button\n\n```luau\nlocal function Button()\n local binding, spring = useSpring(0, config.stiff)\n\n return React.createElement(\"TextButton\", {\n [React.Change.GuiState] = function(rbx: TextButton)\n if rbx.GuiState == Enum.GuiState.Hover then\n spring:setGoal(20)\n elseif rbx.GuiState == Enum.GuiState.Press then\n spring:setGoal(-20, { impulse = -100 })\n else\n spring:setGoal(0)\n end\n end,\n Text = \"Button\",\n Size = binding:map(function(offset)\n return UDim2.fromOffset(100 + offset, 50 + offset)\n end),\n })\nend\n\n### Vide Button\n\n```luau\nlocal function Button()\n local getValue, spring = useSpring(0, config.stiff)\n\n return create \"TextButton\" {\n Text = \"Button\",\n Size = function()\n return UDim2.fromOffset(100 + getValue(), 50 + getValue())\n end,\n\n changed(\"GuiState\", function(state: Enum.GuiState)\n if state == Enum.GuiState.Hover then\n spring:setGoal(20)\n elseif state == Enum.GuiState.Press then\n spring:setGoal(-20, { impulse = -100 })\n else\n spring:setGoal(0)\n end\n end),\nend\n\nRipple is licensed under the MIT License.", "tokens": 1912, "type": "readme"} {"repo": "latte-soft/maui", "file_path": "README.md", "text": "> [!WARNING]\n> Maui has been archived & deprecated in favor of [Wax](https://github.com/latte-soft/wax), a far more polished project that isn't *dependant* on the Roblox engine, and can also run on both vanilla Lua, **and** Luau. In addition, thank you to all who used Maui in supporting both us & this project!\n\n# Maui\n\n Roblox Studio Plugin for Packing Modules as Executable Luau Scripts\n\n## About\n\nPut short, Maui is the full idea of Roblox model/object serialization **and** script packing put together. This allows script developers to use any of the tooling or libraries they wish! You could use a workflow with [VSCode](https://code.visualstudio.com), [Aftman](https://github.com/LPGhatguy/aftman), [Rojo](https://rojo.space), [Wally](https://wally.run), [Roblox-TS](https://roblox-ts.com), [Tarmac](https://github.com/Roblox/tarmac), [Darklua](https://darklua.com), etc.. Or just good ol' Roblox Studio! If it's built down to a Roblox model, you can build it into a script with Maui.\n\nIt's very general purpose, and will pack almost any model you throw at it. Any class, any property, any attribute, and *any* Lua DataType. As long as it's configured properly in the API dump and is a Lua-accessable DataType, it'll build!\n\nMaui is built with [LuaEncode](https://github.com/regginator/LuaEncode), another general-purpose project of mine that was a direct component of this. It will handle **any** Lua/Roblox-Lua DataType, and even supports vanilla Lua 5.1! If it weren't for making LuaEncode, Maui wouldn't be possible.\n\n### **Also..**\n\n**The first thing you may be wondering if you clicked on the *\"Get it on Roblox\"* button before reading this** is probably something along the lines of **\"Why is this a paid plugin?\"**. Well, it *is* and it *isn't*. Let me explain.\n\nThe plugin, and **all** of its source code, will **always** be 100% free (as-in freedom) & open source, under the MIT License. You can download & build from source on the [GitHub repository](https://github.com/latte-soft/maui) (if you're worried about security or whatnot), or install a pre-built version directly from the [releases page](https://github.com/latte-soft/maui/releases). We *also* provide the plugin on Roblox's Developer Marketplace for ~250 Robux, if you want to support us, or just want automatic updates. With a self/pre-built version of the plugin, you're responsible for keeping it up-to-date in your plugins folder.\n\n## Installation\n\n* Installation via Roblox Marketplace\n\n You can purchase the plugin directly [here](https://www.roblox.com/library/12071720464). Remember, you *can* get the plugin for free directly from GitHub, but you are responsable for maintaining the build on your local machine.\n\n From there, just \"Install\" the plugin in Studio from Roblox like normal!\n\n* Installation via GitHub Releases\n\n Goto the [latest release](https://github.com/latte-soft/maui/releases/lastest) on the GitHub repository, and download whichever file suites best. (`*.rbxm` is faster to load, and `*.rbxmx` is more readable.)\n\n If you don't know where your specific local-plugins folder is, in Studio, goto the \"Plugins\" tab via the ribbon-bar, and on the left there should be a \"Plugins Folder\" button, opening that will prompt the local plugins folder, where you will place the plugin in.\n\n ![Where the plugins folder is](assets/repo/usage/where_plugins_folder_is.png)\n\n* Building from Source\n\n We provide a [`build.sh`](build.sh) script, however it will only work with a POSIX-compliant shell. You need everything in [`aftman.toml`](aftman.toml) installed, preferably with [Aftman](https://github.com/LPGhatguy/aftman).\n\n The following instructions are just for building Maui as quickly as possible, in-case you can't use `build.sh`.\n\n * Clone the Repository\n\n ```txt\n git clone https://github.com/latte-soft/maui.git && cd maui\n\n * Install Packages w/ Wally\n\n ```txt\n wally install\n\n * Build Model w/ Rojo\n\n ```txt\n rojo build -o Maui.rbxm\n\n And you're done! You can place the built model file into your plugins folder\n\n## Usage\n\nIn a new/existing Studio place, go to the *\"Plugins\"* tab from the ribbon menu, and you'll see the plugin:\n\nFrom there, just select an object, and click \"Build\"! Due to LuaEncode's fast speeds and optimization, Maui usually only takes a few *milliseconds* to create the output.\n\nAfter the script is built, Maui should open the output script's editor window, and Maui will store information logs in it's internal console.\n\nFrom there, you're done! You can run it in a script utility, another script, place it into obfuscation, etc.. It's 100% portable, and will work in almost *any* Roblox environment!\n\nRemember, because it **literally** packs a Roblox model, you need to have at least 1 `LocalScript` (client context) or `Script` (server context) to actually initialize what you want. You *can* configure this to ignore context like `Script.Disabled` or running a script in the wrong context in the [project format](#the-maui-project-format). By default, if you provide a `MainModule`, Maui will return the value from it with the exact same behavior as requiring a module by ID on Roblox.\n\n## The `maui` Script Global\n\nIn all Maui script closures, a \"`maui`\" global is pushed into the environment. You could use it in a script like so:\n\n```lua\nif maui then -- Then the script is running under Maui's environment!\n print(maui.Version)\nend\n\nHere's the *current* API reference:\n\n* ### Get Version\n\n ```lua\n maui.Version\n\n Returns a constant of the version of Maui the script was built with.\n\n* ### Get Real Script Object\n\n ```lua\n maui.Script\n\n Returns the REAL script global from the closure that's currently running.\n\n* ### Get Shared Environment Table\n\n ```lua\n maui.Shared\n\n Returns a \"shared\" table for ALL closures in a Maui-generated script, so you don't need to the real `_G` or `shared`.\n\n## The \"`.maui`\" Project Format\n\n##### *This is really meant for more advanced projects/modules you're packing, and right now there really isn't much outside of minification options.*\n\nYou can place a module named \".maui\" under the model you're building, and Maui will expect the return to be a table of options. Here's a Lua template for this:\n\n```lua\nreturn {\n FormatVersion = 1, -- Isn't necessary in the project file, but just for future proofing the format incase we ever change anything\n\n -- All output options\n Output = {\n Directory = \"return script.Parent\", -- A string/function/instance (supports all) denoting/returning a specific output path in the DataModel, and a string of the filename\n ScriptName = \"MauiGeneratedScript\", -- The actual name of the output script object, e.g. \"SomeScript\"\n ScriptType = \"LocalScript\", -- Accepts \"LocalScript\", \"Script\", and \"ModuleScript\"\n\n MinifyTable = false, -- If the codegen table itself (made from LuaEncode) is to be minified\n UseMinifiedLoader = true -- Use the pre-minified LoadModule script in the codegen, which is always predefined and not useful for debugging\n },\n\n -- \"Flags\" to be respected at runtime\n Flags = {\n ContextualExecution = true, -- If client/server context should be checked at runtime, and ignores LuaSourceContainer.Disabled (e.g. LocalScripts only run on the client, Scripts only run on the server)\n ReturnMainModule = true -- **If applicable**, return the contents of a \"MainModule\"-named ModuleScript from the root of the model. This behaves exactly like Roblox's MainModule system\n },\n\n -- Property wl/bl overrides\n Properties = {\n Whitelist = {}, -- [ClassName] = {PropertyName, ...}\n Blacklist = {} -- ^^^\n\nYou can *also* use [Rojo's JSON module feature](https://rojo.space/docs/v7/sync-details/#json-modules) (if you're using Rojo) to store this module in JSON, which would obviously be a file named \".maui.json\":\n\n```json\n \"FormatVersion\": 1,\n\n \"Output\": {\n \"Directory\": \"return script.Parent\",\n \"ScriptName\": \"MauiGeneratedScript\",\n \"ScriptType\": \"LocalScript\",\n\n \"MinifyTable\": false,\n \"UseMinifiedLoader\": true\n },\n\n \"Flags\": {\n \"ContextualExecution\": true,\n \"ReturnMainModule\": true\n },\n\n \"Properties\": {\n \"Whitelist\": {},\n \"Blacklist\": {}\n\nStill keep in mind, you need to include this file in your `*.project.json` file, if you're using Rojo.\n\n## Contributing\n\n*For now*, there really isn't any specific contribution instructions to follow. We're still working on our public Luau style-guide, so if you have an idea/implementation of something, show us your idea through an [issue](https://github.com/latte-soft/maui/issues) or [pull-request](https://github.com/latte-soft/maui/pulls)!\n\n## License\n\nThis project, and all related files/documents, are licensed under the **MIT License**. You should have recieved a copy of [`LICENSE.txt`](LICENSE.txt) in this program. If not:\n\n```txt\nMIT License\n\nCopyright (c) 2022-2023 Latte Softworks \n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n\n*README social link icons by [@csqrl](https://github.com/csqrl)*", "tokens": 2436, "type": "readme"} {"repo": "latte-soft/maui", "source_url": "https://roblox-ts.com/", "text": "import { CollectionService } from \"@rbxts/services\";\n\n for (const obj of CollectionService.GetTagged(\"Lava\")) {\n if (obj.IsA(\"BasePart\")) {\n obj.Touched.Connect(part =>\n part\n .Parent\n ?.FindFirstChildOfClass(\"Humanoid\")\n ?.TakeDamage(100)\n );\n\n### Type Safety\n\nWith static types, you'll never run into errors caused by typos, indexing an undefined value, or passing the wrong type of value into a function ever again.\n\n### Community & Ecosystem\n\nAn active community with an ecosystem consisting of a growing number of community-made [packages](https://www.npmjs.com/org/rbxts). Many popular modules for Roblox already have typings written for roblox-ts.\n\n### Unparalleled Tooling\n\nAllows access to a large number of existing tools made for TypeScript. Use industry standard tools like [ESLint](https://eslint.org/), [VSCode](https://code.visualstudio.com/), [Prettier](https://prettier.io/), and more!", "tokens": 221, "type": "documentation"} {"repo": "latte-soft/datamodelpatch", "file_path": "README.md", "text": "# DataModelPatch\n\nAccurate decompilation of the Roblox Player's distribution of DataModelPatch.rbxm, including the universal `LuaApp`\n\n> [!WARNING]\n> This is a WIP decompilation; it is not quite yet ready for re-compilation.\n\n### Goal\n\nThe goal of this decompilation is to achieve correct re-compilation of `LuaApp` and similar files. The core scripts are updated to upstream every 1-2 weeks aside from decompiler bug fixes.\n\n### Credits\n\n* [reggie](https://github.com/regginator) - `rbxm2fs` dumper ([`luauc/PatchRoot/`](luauc/PatchRoot) output)\n* [TheGreatSageEqualToHeaven](https://github.com/TheGreatSageEqualToHeaven) - Outputting decompiled source code from bytecode output ([`src/PatchRoot/`](src/PatchRoot))\n* Of course, the [Oracle](https://discord.gg/prHW9TA4QW) decompiler for decompilation of Luauc bytecode \ud83d\ude42\n\n## \ud83e\udd1d Contributing\n\n- Contributions to fix buggy/broken code because of decompiler bugs are accepted.\n- Contributions to make `RobloxScript`-exclusive code work on `LocalScript` permissions are also accepted.\n- Other contributions can be reviewed to see if they are eligible to merge.\n\n## \ud83d\udeab Problems\n\n* Some files may have had unhandled control flow and improperly decompiled, which would result in incorrect table and `goto` output\n\n## \ud83c\udfdb\ufe0f Licensing\n\nSome of the original source code from DMPatch is/was licensed under the Apache-2.0 license, while some is also proprietary and exclusively owned by Roblox Corporation (\"Roblox\"). Furthermore, any source code from this decompilation should be considered unlicensed code.\n\n## Decompiler\n\nThese files were decompiled by the Oracle decompiler.\n\nDiscord Invite: https://discord.gg/prHW9TA4QW\n\n[![Oracle Banner](extra/oracle-banner.png)](https://discord.gg/prHW9TA4QW)", "tokens": 434, "type": "readme"} {"repo": "nightcycle/synthetic", "file_path": "README.md", "text": "# Synthetic\nSynthetic = Fusion created Material\n\nThis UI library is powered by a Fusion framework variant, and has the the goal of porting the Google Material Design framework / philosophy to Roblox.\n\n**Disclaimer:** Should not be used in a live game until Roblox releases [Flex functionality](https://devforum.roblox.com/t/new-uilistlayout-flex-features-beta/2694081)\n\nCurrently Supports:\n- Wrapper / No-Framework\n- [Fusion](https://github.com/dphfox/Fusion)\n- [Cold-Fusion](https://github.com/nightcycle/cold-fusion)\n- [Roact](https://github.com/Roblox/roact/)\n\nhttps://github.com/nightcycle/synthetic/assets/77173389/42044196-0b4a-4e76-9276-88edaf60ef55\n\nAll components can be previewed with the [Hoarcecat](https://github.com/Kampfkarren/hoarcekat) plugin. Anything named \"_Config\" showcases the different ways a component can be configured. Anything named \"_Theme\" showcases how the component looks when made with the more portable theme constructors.\n\n# Install\nDepending on the workflow you're using, you'll want to install a specific wally package:\n- [No Framework](https://wally.run/package/nightcycle/synthetic-wrapper)\n- [Roact](https://wally.run/package/nightcycle/synthetic-roact)\n- [Fusion](https://wally.run/package/nightcycle/synthetic-fusion)\n- [Cold-Fusion](https://wally.run/package/nightcycle/synthetic-cold-fusion)\n\nIf you plan to use multiple frameworks, you can install one containing all [here](https://wally.run/package/nightcycle/synthetic-roact). The one containing all the frameworks is what's used in most documentation.\n\n# Goals\n\nIt has been iterated heavily upon since it began in 2020, with its mission statement evolving over time.\n\n## Components Should Be Decoupled\nStylesheet solutions are inevitable, however until we have one that everyone can agree upon (so likely never), the components in this framework shouldn't require the developer buy into a whole ecosystem. If you just need a switch, or a slider, or whatever - you should be able to just take it.\n\nThat being said, stylesheet solutions exist for a reason. In the case of Synthetic the compromise was to have all root constructors (aka `.new(...)`) use only native Roblox parameters with the exception of a few simple immutable datatypes that can be created with a single function call.\n\nFrom there, quality-of-life functions that have far fewer parameters would all fully embrace the framework's styling solution. If this solution ever evolves / gets swapped out with a standardized solution, the base components shouldn't need much refactoring.\n\n## It Should Support All Major Workflows\nIn the past whenever I see a great UI library, I often find myself torn on whether to use it due to it not integrating cleanly into my workflow.\n\nI use a fairly niche variant of [Fusion](https://github.com/dphfox/Fusion), called [Cold-Fusion](https://github.com/nightcycle/cold-fusion). It's an opinionated Fusion wrapper meant to make things readable by moving away from the functional elegance of Fusion, and towards an OOP direction with memory leak protections in mind. This is the language I wrote Synthetic in.\n\nI've written interface `definition.json` files, allowing for the easy parsing of how the constructors are configured. From then I use a [python script](scripts/compile/run.py) to generate the appropriate ports for them.\n\n## Components Should Strive to Scale Dynamically\nThe Roblox UI native behavior is a bit messy, with many components with overlapping control fighting for the scale / position of elements on screen. When possible, I would prefer to not get involved in that battle.\n\nAs a result, the components are designed to allow for rescaling of the root instance as desired without skewing / breaking the component. There are limits - you can't just make an element infinitely small and expect it to remain usable.\n\n## Type Safety is Non-Negotiable\nI love fusion, but the table based method all the constructors use is a headache. There are of course workaround solutions such as [Fusion Autocomplete](https://github.com/VirtualButFake/fusion_autocomplete), however this feels like a band-aid solution to the underlying problem.\n\nI've gone and used parameter dense functions for constructors, relying on the parameter name hinting to guide me. In my experience, this reduces debugging turnaround and leads to faster implementation.\n\n# Components\n## Buttons\n- [Badge](./src/Component/Button/Badge/README.md)\n\n### Common\n- [Elevated](./src/Component/Button/ElevatedButton/README.md)\n- [Filled](./src/Component/Button/FilledButton/README.md)\n- [Outlined](./src/Component/Button/OutlinedButton/README.md)\n- [Text](./src/Component/Button/TextButton/README.md)\n\n### Icons\n- [Filled Icon](./src/Component/Button/FilledIconButton/README.md)\n- [Outlined Icon](./src/Component/Button/OutlinedIconButton/README.md)\n\n### FAB\n- [FAB](./src/Component/Button/FAB/README.md)\n- [Extended FAB](./src/Component/Button/ExtendedFAB/README.md)\n\n### Chips\n- [Assist Chip](./src/Component/Button/Chip/Assist/README.md)\n- [Filter Chip](./src/Component/Button/Chip/Filter/README.md)\n\n## Menu\n### Row\n- [Segmented](./src/Component/Menu/Row/Segmented/README.md)\n\n### Bar\n- [Bottom](./src/Component/Menu/Row/Bar/Bottom/README.md)\n- [Top Center](./src/Component/Menu/Row/Bar/Top/Center/README.md)\n- [Top Large](./src/Component/Menu/Row/Bar/Top/Large/README.md)\n- [Top Medium](./src/Component/Menu/Row/Bar/Top/Medium/README.md)\n- [Top Small](./src/Component/Menu/Row/Bar/Top/Small/README.md)\n\n## Text Field\n- [Filled](./src/Component/TextField/Filled/README.md)\n- [Outlined](./src/Component/TextField/Outlined/README.md)\n\n## Progress Indicator\n- [Circular](./src/Component/ProgressIndicator/Circular/README.md)\n\n## Snackbar\n- [Small](./src/Component/Snackbar/Small/README.md)\n- [Large](./src/Component/Snackbar/Large/README.md)\n\n## Search\n- [Filled](./src/Component/Search/Filled/README.md)\n- [Text](./src/Component/Search/Filled/README.md)\n\n## Misc\n- [Dialog](./src/Component/Dialog/README.md)\n- [Checkbox](./src/Component/Checkbox/README.md)\n- [Radio Button](./src/Component/RadioButton/README.md)\n- [Switch](./src/Component/Switch/README.md)\n- [Slider](./src/Component/Slider)\n\n# Style\nA lot of UI coding is assigning colors, fonts, and sizing - Synthetic attempts to fix that with a new immutable datatype: \"Style\". It's immutable due to its intention to be swapped out within states - a case where changes are much more easily detected when the datatype is immutable.\n\n## Usage\nConstruction:\n```luau\n-- construct style somewhere\nlocal style = Synthetic.Style.new(\n 1, -- scale applied to all components\n Enum.Font.SourceSans -- Enum.Font or Typography type,\n if isDarkMode then Enums.SchemeType.Dark else Enums.SchemeType.Light, -- used for theme engine solver\n color -- the singular color the entire theme should be built around\n)\n\nUsage:\n```luau\n\n-- here's a basic switch\nlocal primarySwitch = Synthetic.Components.Switch.ColdFusion.primary(\n style,\n function(isSelected: boolean)\n print(\"is selected\", isSelected)\n end, -- onSelect\n true, -- initialSelection\n)\n\n-- here's a basic switch with all optional parameters\nlocal fullPrimarySwitch = Synthetic.Components.Switch.ColdFusion.primary(\n style,\n function(isSelected: boolean)\n print(\"is selected\", isSelected)\n end, -- onSelect\n true, -- initialSelection,\n true, -- isEnabled\n true, -- includeIconOnSelected\n true -- includeIconOnDeselected\n)\n\n-- this constructor can be used without a style state - it's much more verbose / slower to implement\nlocal fullSwitch = Module.ColdFusion.new(\n function(isSelected: boolean?)\n print(\"is selected\", isSelected)\n end, -- onSelect\n true, -- initialSelection\n true, -- isEnabled\n true, -- includeIconOnSelected\n true, -- includeIconOnDeselected\n style:GetColor(Enums.ColorRoleType.SurfaceContainerHighest), -- backgroundColor\n style:GetColor(Enums.ColorRoleType.Outline), -- onBackgroundColor\n style:GetColor(Enums.ColorRoleType.Primary), -- fillColor\n style:GetColor(Enums.ColorRoleType.PrimaryContainer), -- buttonColor\n style:GetColor(Enums.ColorRoleType.OnPrimaryContainer), -- onButtonColor\n style:GetColor(Enums.ColorRoleType.Surface), -- disabledColor\n style:GetColor(Enums.ColorRoleType.OnSurface), -- onDisabledColor\n 1, -- elevation\n style.SchemeType, -- schemeType\n style:GetFontData(Enums.FontType.LabelLarge), -- fontData\n style.Scale -- scale\n)\nA style type is mostly composed of two underlying immutable classes: Theme and Typography.\n\n## Theme\nTheme is inspired by the philosophy of the [Material Design color role system](https://m3.material.io/styles/color/roles), and powered by a manual port of their [open source color engine](https://github.com/material-foundation/material-color-utilities).\n\nThe theme engine is a bit slow due to all the crazy math (~10 ms construction), so it caches the results from prior constructions. This shouldn't be a problem if you're only constructing a handful of these and passing them around, however if you find yourself creating a new one from dynamic input multiple times a second be warned. From my own experience though, since I added caching I haven't noticed any notable performance issues.\n\n### Construction\nShould you want to define the theme manually, you can construct one and pass it as a parameter when creating the Style type.\n```luau\nlocal source: Color3 = Color3.new(1,0,0)\nlocal customPalette: {[string]: Color3} = {\n RobloxRed = Color3.fromHex(\"#E2231A\"),\nlocal theme = Synthetic.Theme.new(\n source,\n customPalette -- can be nil\n)\n\n### Type Usage\n![example color roles](./media/color-roles.png)\nThe entire goal of the theme type is to replace hours tinkering with colors, and replace them with a few context relevant tokens. The theme type will then take those tokens and return the appropriate color.\n```luau\n-- using official color role\nlocal role = \"Primary\"\nlocal scheme = \"Light\"\nlocal elevation = 0 -- from (0-6) how much color is modified to appear close to the camera.\nlocal color: Color3 = theme:Get(\n role,\n scheme,\n elevation -- optional, will default to 0\n)\n\n-- using custom color role\nlocal customRole = \"RobloxRed\"\nlocal colorType: \"Custom\" | \"CustomContainer\" | \"OnCustom\" | \"OnCustomContainer\" = \"CustomContainer\"\n\nlocal customColor: Color3 = theme:GetCustom(\n customRole,\n colorType,\n scheme\n elevation\n)\n### Palettes\n![example palette](./media/tonal-palette.png)\nThe theme engine also generates palettes - functions that return a color with a consistent tone, but a brightness level dependent on the provided parameter. If you're interested in going deeper into color customization, you can do so with the palettes.\n\n```luau\nlocal tone: \"Primary\" | \"Secondary\" | \"Tertiary\" | \"Neutral\" | \"NeutralVariant\" | \"Error\" = \"Primary\"\nlocal isClampEnabled = true -- bright white and pitch black lack a tone, so on default it clamps the values to visually distinct ranges\nlocal brightness = 0.7\nlocal color = style.Palettes[tone](\n brightness,\n isClampEnabled -- optional, defaults to true\n)\n\n### Interface Usage\nIf you just want to quickly solve a color's elevation, you can do that without constructing a theme.\n```luau\nlocal sourceColor: Color3 = Color3.new(1,0,0)\nlocal elevation: number = 3\nlocal scheme = \"Light\"\nlocal elevatedColor = Synthetic.Theme.getElevatedColor(sourceColor, elevation, scheme)\n\n## Typography\nThe typography half of the style type is fairly simple. It's basically a dictionary of tokenized use cases as the keys, and FontData as the values.\n\n### FontData\nFontData is the immutable data structure that all text appearance related state is stored.\n```luau\ntype FontData = {\n Font: Font, -- the font to apply to the text\n Size: number, -- the pixel height of the typical character\n Tracking: number, -- the letter spacing ratio. 1.0 = monospaced\n LineHeight: number, -- the pixel height of the line + the gap separating it from a neighboring line\n\nlocal fontData = Synthetic.Types.FontData.new(\n Font.fromEnum(Enum.Font.Arial),\n 12,\n 0.4,\n 14\n)\n\nThis data is much easier to pass around across functions. It's used heavily internally, however you're welcome to use it externally if you like.\n\n### Construction\nTo create a custom typography off of a Roblox font, you can do so like this:\n```luau\nlocal font = Font.fromEnum(Enum.Font.Arial)\nlocal typography = Synthetic.Typography.fromFont(font)\n\nIf you want something more custom, you'll have to define all of the font-data manually\n```luau\nlocal typography = Synthetic.Typography.new({\n DisplayLarge = Synthetic.Types.FontData.new(\n Font.fromEnum(Enum.Font.Arial),\n 12,\n 0.4,\n 14\n ),\n DisplayMedium = Synthetic.Types.FontData.new(\n Font.fromEnum(Enum.Font.Arial),\n 10,\n 0.35,\n 12\n ),\n -- etc\n})\n\n### Usage\nThe goal of typography is to quickly provide fontData.\n```luau\nlocal fontData = typography:Get(\"DisplayLarge\")\n\n### Manual Application\nIf you aren't sending the fontData as a constructor parameter, you can apply it yourself.\n```luau\nlocal fontData = typography:Get(\"BodySmall\")\nlocal scale = 1\n\nlocal textLabel = Instance.new(\"TextLabel\")\ntextLabel.TextSize = Synthetic.Typography.getTextSize(fontData.Size, scale),\ntextLabel.LineHeight = Synthetic.Typography.getGuiLineHeight(fontData.LineHeight, fontData.Size)\ntextLabel.FontFace = fontData.Font\n\n-- or, if it's just the main text property\nSynthetic.Typography.apply(\n textLabel,\n fontData,\n scale -- scale is optional, defaults to 1\n)\n\n-- alternatively if you have a Typography type around\ntypography:Apply(\n textLabel,\n \"BodySmall\",\n scale -- scale is optional, defaults to 1\n)\n\n# Sounds\nI've gone and uploaded [all the sounds](https://m2.material.io/design/sound/sound-resources.html) made open source by an older version of the Material Design site. They're available as a static dictionary with keys taken from the original file names. They're used throughout the components, however you're welcome to use them as well!\n\n# Icons\nAll of the google icons are [imported as spritesheets](https://github.com/nightcycle/material-icons), and are recommended to use with this library. They natively support the ImageData type, and are just handy to have around.\n\n# Utility Components\nIn making this framework, various patterns became apparent. To save code frequent instance use-cases were organized into internal components. You can access them under `Synthetic.Util`.\n\nThey're not really meant for developers, however you might find them handy. Currently these aren't translated into other frameworks, however if this is something people find handy then I'll definitely fast-track it.\n\n## Containers\nThe container interface helps quickly construct invisible frames that scale with the contents. Very handy when dealing with flex hierarchies.\n\n## ImageLabel\nAllows for the quick construction of basic icons and images using the ImageData format\n\n## List\nVarious list constructors, typically more focused on dealing with flex logic.\n\n## Padding\nQuickly add scale considerate UIPadding to instances.\n\n## ScrollingContainer\nA set of scrolling container constructors that tries to fit whatever you put into it, disappearing into a container if everything fits at once.\n\n## TextLabel\nQuickly add labels to things. Includes built in support for icons at beginning / end of text.\n\n# Transitions\nThe Material Design philosophies on [motion](https://m3.material.io/styles/motion/overview) is a very interesting read - however it's not one that is currently hooked up to most components. However if you do want their expertly curated theories on motion in your game, the Transitions utility may help you.\n\n# Contributing\nIf you like this framework, please feel free to contribute!\n\n## Bug Fixes / Optimizations / Refactors\nDefinitely feel free to make pull requests for bug fixes, for the most part I've got no issue with those so long as they don't change any APIs or expected behaviors.\n\n## New Components\nPlease make an issue before you start working on anything new. For the most part any [Material Design Components](https://m3.material.io/components) are fair game. Please rely on the specs sections of each component to make sure the port properly translates the majority of functionality.\n\nThat being said - I recognize Material Design is tackling a slightly different problem than game development, so some components such as proximity prompts, color pickers, etc just don't exist. In the cases where the component is a clear upgrade, I am more than happy to allow for its addition.\n\nNew components can be written in non [Cold Fusion](https://github.com/nightcycle/cold-fusion) frameworks, however if you can stomach it, using Cold Fusion is preferred as we want to avoid adding too many translation layers for performance reasons. If you do a fusion variant language, the public facing parameters should all be a `CanBeState` type.", "tokens": 3936, "type": "readme"} {"repo": "gaymeowing/luauberries", "file_path": "README.md", "text": "# luauberries\nA collection of libraries for luau, lune, and roblox\n\n> [!NOTE]\n> Newsolver versions of libraries with better types can be found under the [`newsolver`](https://github.com/gaymeowing/luauberries/tree/newsolver) branch.\n\n## Notable libraries:\n- [character]() - a simple utility module for getting more accurate character types with character added and character removing\n- [grouper]() - a module for getting accurate group ranks for players on the server, and detecting rank changes\n- [pages util]() - roblox pages utility, with an easy to use iterator function for pages instances\n- [retryer]() - a nice easy to use library for retrying functions\n- [random]() - a pure luau functional equivalent to robloxs random class\n- [safe teleport]() - a typed version of roblox's safe teleport function from the TeleportService docs\n- [text chat]() - utility library for working with TextChatService and its annoying quirks in behavior", "tokens": 295, "type": "readme"} {"repo": "SirMallard/Iris", "file_path": "README.md", "text": "# Iris\n\nIris is an Immediate mode GUI Library for Roblox, Based on [Dear ImGui](https://github.com/ocornut/imgui). It solves the same problems as Dear ImGui: providing a simple and bloat-free UI system, designed for visualisation and debugging. It is fast, portable, and self-contained (no external dependencies).\n\n#### What is Dear ImGui, and why is it important?\nDear ImGui is best known for allowing developers to create content-creation and visualisation and debugging UI. Using the Dear ImGui paradigm (Immediate Mode), UI design is remarkably easy and simple. Because of this, Dear ImGui has been adopted in almost every major game engine from Unity and Unreal Engine to in-house engines from Rockstar and Ubisoft (and now Roblox!).\n\nIris favors simplicity and productivity; It is designed to simplify UI, streamlining the process for creating visualisation, debug, and data input tools. To accomplish this, Iris offers a different approach to Roblox UI than existing libraries, at the cost of certain features commonly found in more intricate UI libraries. Iris opts to supercede the Roblox UI API, instead having a streamlined Immediate-Mode library and a set of widgets which developers can use to build the UI and tools they need.\n\nDemo Place: https://rblx.games/7245022703\n\n### Usage\n\nIris can be installed as a [package](https://wally.run/package/sirmallard/iris) using [Wally](https://wally.run/), as an rbxm file from the [latest GitHub release](https://github.com/SirMallard/Iris/releases/latest) or building from [source](https://github.com/SirMallard/Iris/archive/refs/heads/main.zip). You can import the rbxm into any roblox project, and begin creating UI in any client side script. No external dependences are needed. Iris can be used under any kind of Roblox UI, including PlayerGui, CoreGui, BillboardGui, SurfaceGui, and PluginGui.\n\nHeres a basic Example:\n\n```lua\nlocal StarterPlayerScripts = game.StarterPlayer.StarterPlayerScripts\nlocal Iris = require(StarterPlayerScripts.Client.Iris).Init()\n\nIris:Connect(function()\n Iris.Window({\"My First Window!\"})\n Iris.Text({\"Hello, World\"})\n Iris.Button({\"Save\"})\n Iris.InputNum({\"Input\"})\n Iris.End()\nend)\n\nAnd a more complex Example:\n\n```lua\nlocal StarterPlayerScripts = game.StarterPlayer.StarterPlayerScripts\nlocal Iris = require(StarterPlayerScripts.Client.Iris).Init()\n\nIris:Connect(function()\n -- use a unique window size, rather than default\n local windowSize = Iris.State(Vector2.new(300, 400))\n\n Iris.Window({\"My Second Window\"}, {size = windowSize})\n Iris.Text({\"The current time is: \" .. time()})\n\n Iris.InputText({\"Enter Text\"})\n\n if Iris.Button({\"Click me\"}).clicked() then\n print(\"button was clicked\")\n end\n\n Iris.InputColor4()\n\n Iris.Tree()\n for i = 1,8 do\n Iris.Text({\"Text in a loop: \" .. i})\n end\n Iris.End()\n Iris.End()\nend)\n\nThe appearance of Iris is fully customizable, including colors, fonts, transparencies and layout. By default, Iris comes with a dark theme and light theme, as well as 2 layout themes.\n\n```lua\nIris.UpdateGlobalConfig(Iris.TemplateConfig.colorLight)\nIris.UpdateGlobalConfig(Iris.TemplateConfig.sizeClear)\n\nIris:Connect(Iris.ShowDemoWindow)\n\nFinally, Iris comes with a demo window, `Iris.ShowDemoWindow`. This window demonstrates the functionality of every part of the library, and contains useful utilities, like a style editor and a runtime information window. It is a useful reference for you and other coders can to refer to.\n\n### Learning Iris\n\nThe best way to learn Iris is to look at the `Iris.DemoWindow` example file, which showcases all of Iris' features. The code can be found under `lib\\demoWindow.lua`.\n\n### How it Works\n\nIris is an immediate mode UI library, as opposed to retained mode.\n\nIn a retained mode model, you might make a button and connect a clicked event, with code that is invoked when the event happens. The button is retained in the DataModel, and to change the text on it you need to store a reference to it.\n\nIn an immediate mode model, we call the button function and check if it's been clicked every frame (60 times per second). There's no need for a clicked event or to store a reference to the button.\n\nTherefore, you are not keeping track of the UI instances, you just declare what functionality you would like and Iris manages all instances and cleanup for you.\n\nCheck out the Dear ImGuis [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm.\n\n### Extensions\n\nIris has an amazing community, who have created some extensions to Iris or adding new features. Check them out!\n- [ImPlot](https://devforum.roblox.com/t/4301691): a range of 2D graphing and plotting widgets - [LinusKat/ImPlot](https://github.com/LinusKat/ImPlot)\n- [Ceive ImGizmo](https://devforum.roblox.com/t/2470790): a 3D gizmo rendering library - [JakeyWasTaken/CeiveImGizmo](https://github.com/JakeyWasTaken/CeiveImGizmo)\n\n### Credits\n\nCreated originally by [Michael_48](https://github.com/Michael-48) and now maintained by [SirMallard](https://github.com/SirMallard).\n\nMany thanks to [JakeyWasTaken](https://github.com/JakeyWasTaken), [OverHash](https://github.com/OverHash) and everyone else who has contributed to Iris in any way.\n\nInspriation and design: [Omar Cornut](https://www.miracleworld.net/), [Evaera](https://github.com/evaera).\n\nThanks!\n", "tokens": 1355, "type": "readme"} {"repo": "SirMallard/Iris", "source_url": "https://sirmallard.github.io/Iris/", "text": "### Fast, portable, self-contained\n\nIris is a standalone module, with no dependencies, designed to be as lightweight and easy on resources whilst providing a rich experience.\n\n### Favouring simplicity and functionality\n\nIris favours writing as little code as possible. You describe what you want and Iris organises handles everything else.\n\n### Wide range of widgets\n\nIris offers a wide assortment of widgets, from handling user interaction to displaying complex information, all with rich customisability.\n\nIris is an Immediate mode GUI Library for Roblox, Based on [Dear ImGui](https://github.com/ocornut/imgui). It solves the same problems as Dear ImGui: providing a simple and bloat-free UI system, designed for visualisation and debugging. It is fast, portable, and self-contained (no external dependencies).\n\n## What is Dear ImGui, and why is it important?\n\nDear ImGui is best known for allowing developers to create content-creation and visualisation and debugging UI. Using the Dear ImGui paradigm (Immediate Mode), UI design is remarkably easy and simple. Because of this, Dear ImGui has been adopted in almost every major game engine from Unity and Unreal Engine to in-house engines from Rockstar and Ubisoft (and now Roblox!).\n\nIris favors simplicity and productivity; It is designed to simplify UI, streamlining the process for creating visualisation, debug, and data input tools. To accomplish this, Iris offers a different approach to Roblox UI than existing libraries, at the cost of certain features commonly found in more intricate UI libraries. Iris opts to supercede the Roblox UI API, instead having a streamlined Immediate-Mode library and a set of widgets which developers can use to build the UI and tools they need.\n\nDemo Place: \n\n## Usage\n\nIris can be installed as a [package](https://wally.run/package/sirmallard/iris) using [Wally](https://wally.run/), as an rbxm file from the [latest GitHub release](https://github.com/SirMallard/Iris/releases/latest) or building from [source](https://github.com/SirMallard/Iris/archive/refs/heads/main.zip). You can import the rbxm into any roblox project, and begin creating UI in any client side script. No external dependences are needed. Iris can be used under any kind of Roblox UI, including PlayerGui, CoreGui, BillboardGui, SurfaceGui, and PluginGui.\n\n## Credits\n\nCreated originally by [Michael_48](https://github.com/Michael-48) and now maintained by [SirMallard](https://github.com/SirMallard).\n\nMany thanks to [JakeyWasTaken](https://github.com/JakeyWasTaken), [OverHash](https://github.com/OverHash) and everyone else who has contributed to Iris in any way.\n\nInspriation and design: [Omar Cornut](https://www.miracleworld.net/), [Evaera](https://github.com/evaera).\n\nThanks!", "tokens": 631, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Oct 3, 2025 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nRead first: [FAQ entry: What is the difference between Dear ImGui and traditional UI toolkits?](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits).\nAlso note References section where several good articles have been written about this topic.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2024, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is completely off the mark and incorrect. (As of August 2024 the page seemingly have been nuked). There are reasons for that:\n\n * the acronym can be misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_SaveItem;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n void SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n void UpdateUI()\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nSean Barrett (@nothings) also contributed to popularizing the IMGUI paradigm by publishing [an article in the September 2005 issue of Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34) and [accompanying sample code](http://silverspaceship.com/inner/imgui).\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, the lib is storing a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition.\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * An IMGUI API favors the application code owning its data and being the single source of truth for it.\n * An IMGUI API tries to minimize the application having to retain/manage data related to the UI system.\n * An IMGUI API tries to minimize the UI system having to retain/manage data related to the application.\n * Synchronization between application data and UI data is natural and less error-prone.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately or looks a certain way.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTL;DR; It does not matter much. Consider specific properties of each library rather than comparing two umbrella concepts.\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [FAQ entry: What is the difference between Dear ImGui and traditional UI toolkits?](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits).\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and sample code](http://silverspaceship.com/inner/imgui), @nothings, September 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4516, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Getting-Started", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Getting-Started).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Getting Started\n\nJump to bottom\n\nomar edited this page Mar 2, 2026 \u00b7 [52 revisions](https://github.com/ocornut/imgui/wiki/Getting-Started/_history)\n\n_(had to turn off wiki editing, see[Home](https://github.com/ocornut/imgui/wiki/Home) for details. you may post meaningful wiki diff in issues/pr)_\n\n## Index\n\n * Feedback Wanted!\n * Preamble\n * What is a Game Loop?\n * Checking Out\n * Compiling/Linking\n * Setting up Dear ImGui & Backends\n * Example: If you are using Raw Win32 API + DirectX11\n * Example: If you are using Raw Win32 API + DirectX12\n * Example: If you are using GLFW + OpenGL/WebGL\n * Example: If you are using GLFW + Metal (on Apple devices)\n * Example: If you are using SDL2/SDL3 + OpenGL/WebGL\n * Example: If you are using SDL2/SDL3 + Vulkan\n * Example: If you are using SDL3 + SDL_GPU\n * Using another combination of backends?\n * Additional code to enable Docking\n * Additional code to enable Multi-viewports\n * Once you are setup...\n\n## Feedback Wanted!\n\nImportant\n\nAfter you are done setting up Dear ImGui in your application/project, please share _any feedback_ you may have in [#9040](https://github.com/ocornut/imgui/discussions/9040).\nEven if you made mistakes or created yourself a problem of your own, or misread a documentation: your feedback helps tweaking documentation for future users.\n\n## Preamble\n\n**This is a Tutorial for getting Dear ImGui integrated in your C++ application using our standard backends.**\nThis is _not_ a Tutorial for _using_ the Dear ImGui API. For that, refer to the Once you are setup... section of this page.\nThis is _not_ a Tutorial for _implementing your own backend_. For that, refer to the [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) file.\n\n**If you are using a third-party backend (e.g. Godot, raylib, Sokol, Unity, Unreal Engine, etc. see [List of third-party backends](https://github.com/ocornut/imgui/wiki/Bindings#frameworkengine-backends)):** instructions will differ, but well designed backends should either (1) mimick the naming convention of our backends either (2) provide examples or instructions.\n\nAlso refer to our [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) and others [Wiki](https://github.com/ocornut/imgui/wiki) pages.\n\nBefore anything, **Build and run one of the examples application, play around with it.**\nWith Visual Studio, open `examples/imgui_examples.sln`. XCode projects and Makefiles are also often provided.\nYou may not have all of the corresponding SDKs installed as we support many systems, but you should get some working out of the box.\n\nThe [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications demonstrating Dear ImGui with a variety of common windowing and graphics API. They are designed to be as straightforward possible. However in most cases, a majority of the example-specific code is related to setting up the windowing and graphics API (aka setting up a basic application) rather than setting up Dear ImGui itself.\n\nIf you have issues integrating Dear ImGui in your app, most of the time to easiest thing to do it refer to those [examples](https://github.com/ocornut/imgui/tree/master/examples).\n\nFor various reasons, our examples are very raw: we don't load fancy fonts and generally the Demo window cannot read anything from the filesystem, so our examples cannot showcase the use of e.g. texture.\n\n## What is a Game Loop?\n\nIf you are already working in games you may not need to read this.\n\nDear ImGui comes from a game development background, where applications are expected to update continuously at interactive framerates (e.g. 60 FPS) and where it is expected that an underlying graphics-heavy application is running and showing behind Dear ImGui. This is how our examples are generally structured. While it is technically possible to lift some of those assumptions when using Dear ImGui (e.g. going idle, using variable frame rates, having no \"main viewport\"), those uses cases are technically possible but currently not well supported by default, requires a more intimate understanding of both the system and dear imgui, and are outside the scope of this article.\n\nA typical game-like application taking advantage of GPU rendering would run in a loop:\n\n while (application_not_closed)\n // Poll events\n // Update application/game state\n // Render contents into a framebuffer\n // Swap/Present framebuffer to the screen\n // Wait some time (e.g. 1/60 of a second)\n\nIn the case of your example application, we explicitly attempt to synchronize to screen refresh on swap/present, making the application refresh at the natural screen refresh rate. A full-fledged application may use different timing mechanism to throttle framerate, but this is outside of our scope.\n\n## Checking Out\n\nIt is preferable that your build yourself from sources.\n\n * (1) Decide which branch to pull:\n * `master` or `docking`, the later adds support for [Docking](https://github.com/ocornut/imgui/wiki/Docking) and [Multi-viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports).\n * Both branches are maintained, you can easily switch anytime.\n * (2) Pull the repository into a sub-module of your project, or simply download/copy the repository in yours and commit it.\n\n## Compiling/Linking\n\nDear ImGui does not mandate a particular build system. It is designed to be added to your existing application with an existing build system.\n\n * (1) Add `imgui/` and `imgui/backends/` folders to include paths.\n * e.g. `-Irelative/path/to/imgui` with Clang/GCC.\n * (2) Add files to your project or build system of your choice, so they get compiled and linked into your app.\n * Add core: all source files from the root folder: `imgui/*.cpp` and `imgui/*.h`.\n * Add backends: add `imgui/backends/imgui_impl_xxxx.cpp`/`.h` files corresponding to the technology you use from the `imgui/backends/` folder (e.g. if your app uses SDL2 + DirectX11, add `imgui_impl_sdl2.cpp`/`.h` and `imgui_impl_dx11.cpp`/`.h` etc.). If your engine uses multiple APIs you may include multiple backends.\n * Misc: Debugger users: See [misc/debuggers](https://github.com/ocornut/imgui/tree/master/misc/debuggers) to improve your debugging experience. Visual Studio users can add `imgui.natvis` and `imgui.natstepfilter` to their project.\n * Misc: std::string users: Add `misc/cpp/imgui_stdlib.*` to easily use `InputText()` with `std::string` type.\n\nIt is recommended that you follow those steps and not attempt to build Dear ImGui as a static or shared library! It's perfectly possible to do, but if you are following a \"Getting Started\" guide the last thing you want to do is to create yourself more problems. Note that Dear ImGui is both small and easy to build, so adding its files directly to your project should be fine. Note that Dear ImGui is a very call-heavy API, so building as a shared library is not ideal because of increased function calling overhead.\n\n**If your application already uses the API you pulled the backends for, things should compile and link already.**\n\nMost users with linking problems are in fact having problems because of the underlying windowing or graphics tech they use. e.g. If you use DirectX11 you need to link with d3d11.lib, if you use SDL2 you need to obtain the library (from their website or vcpkg) and link with SDL2.lib+SDL2main.lib etc. If you already have an app running then by definition you shouldn't have a problem including corresponding header files and linking libraries.\n\nIf you are creating a new application from scratch: while it is generally outside of scope of Dear ImGui to document how to use every windowing/graphics stacks, you can refer to our [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder to see which libs/settings we are using. Some people just copy our example to start a new testbed app. For the convenience of providing easy-to-compile examples, for years our repository has included an (old) precompiled version of GLFW 3.2 for Windows.\n\n## Setting up Dear ImGui & Backends\n\nThis list may be a little abstract. You can may skip to a dedicated \"Example: If you are using XXX\" section for concrete code.\n\n * (1) Include header files for main lib (`#include \"imgui.h\"`) + backends (e.g. `#include \"imgui_impl_win32.h\"`, `#include \"imgui_impl_dx11.h\"`).\n * (2) Create Dear ImGui context with `ImGui::CreateContext()`.\n * (3) Optionally set configuration flags, load fonts, setup style.\n * (4) Initialize Platform and Rendering backends (e.g. `ImGui_ImplWin32_Init()` \\+ `ImGui_ImplDX11_Init()`).\n * (5) Start of main loop: poll events + call backends' `ImGui_ImplXXX_NewFrame()` functions + call `ImGui::NewFrame()`.\n * (6) End of main loop: call `ImGui::Render()` \\+ call Render function of Rendering backend (e.g. `ImGui_ImplDX11_Render()`).\n * (7) Most backends require some extra steps to hook or forward events. (e.g. calling `ImGui_ImplWin32_WndProcHandler`)\n * (8) Call backend shutdown functions and destroy Dear ImGui context with `ImGui::DestroyContext()`.\n * (9) In your application's input logic: you can poll `ImGui::GetIO().WantCaptureMouse`/`WantCaptureKeyboard` to check if Dear ImGui wants to obstruct mouse/keyboard inputs from underlying apps. e.g. when hovering a window `WantCaptureMouse` will be set to true, one possible strategy would be to stop passing mouse events to your main application.\n\n## Example: If you are using Raw Win32 API + DirectX11\n\nFull standalone example: [example_win32_directx11/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/main.cpp)\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_win32.h\"\n #include \"imgui_impl_dx11.h\"\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplWin32_Init(YOUR_HWND);\n ImGui_ImplDX11_Init(YOUR_D3D_DEVICE, YOUR_D3D_DEVICE_CONTEXT);\n\nAdd to start of main loop:\n\n // (Your code process and dispatch Win32 messages)\n // Start the Dear ImGui frame\n ImGui_ImplDX11_NewFrame();\n ImGui_ImplWin32_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());\n // (Your code calls swapchain's Present() function)\n\nAdd to your WndProc handler:\n\n extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);\n if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))\n return true;\n // (Your code process Win32 messages)\n // (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)\n\nAdd to Shutdown:\n\n ImGui_ImplDX11_Shutdown();\n ImGui_ImplWin32_Shutdown();\n ImGui::DestroyContext();\n\nThat should be all!\n\n## Example: If you are using Raw Win32 API + DirectX12\n\nFull standalone example: [example_win32_directx12/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/main.cpp)\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_win32.h\"\n #include \"imgui_impl_dx12.h\"\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplDX12_InitInfo init_info = {};\n init_info.Device = YOUR_D3D_DEVICE;\n init_info.CommandQueue = YOUR_COMMAND_QUEUE;\n init_info.NumFramesInFlight = NUM_FRAMES_IN_FLIGHT;\n init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM; // Or your render target format.\n\n // Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.\n // The example_win32_directx12/main.cpp application include a simple free-list based allocator.\n init_info.SrvDescriptorHeap = YOUR_SRV_DESC_HEAP;\n init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return YOUR_ALLOCATOR_FUNCTION_FOR_SRV_DESCRIPTORS(...); };\n init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return YOUR_FREE_FUNCTION_FOR_SRV_DESCRIPTORS(...); };\n\n // (before 1.91.6 the DirectX12 backend required a single SRV descriptor passed)\n // (there is a legacy version of ImGui_ImplDX12_Init() that supports those, but a future version of Dear ImGuii will requires more descriptors to be allocated)\n\nAdd to start of main loop:\n\n // (Your code process and dispatch Win32 messages)\n // Start the Dear ImGui frame\n ImGui_ImplDX12_NewFrame();\n ImGui_ImplWin32_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), YOUR_DX12_COMMAND_LIST);\n // (Your code calls ExecuteCommandLists, swapchain's Present(), etc.)\n\nAdd to your WndProc handler:\n\n extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);\n if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))\n return true;\n (Your code process Windows messages.)\n // (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)\n\nAdd to Shutdown:\n\n ImGui_ImplDX12_Shutdown();\n ImGui_ImplWin32_Shutdown();\n ImGui::DestroyContext();\n\nThat should be all!\n\n## Example: If you are using GLFW + OpenGL/WebGL\n\nFull standalone example: [example_glfw_opengl3/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/main.cpp)\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_glfw.h\"\n #include \"imgui_impl_opengl3.h\"\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplGlfw_InitForOpenGL(YOUR_WINDOW, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.\n ImGui_ImplOpenGL3_Init();\n\nAdd to start of main loop:\n\n // (Your code calls glfwPollEvents())\n // ...\n // Start the Dear ImGui frame\n ImGui_ImplOpenGL3_NewFrame();\n ImGui_ImplGlfw_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());\n // (Your code calls glfwSwapBuffers() etc.)\n\nAdd to Shutdown:\n\n ImGui_ImplOpenGL3_Shutdown();\n ImGui_ImplGlfw_Shutdown();\n ImGui::DestroyContext();\n\nEvent handling:\n\n * You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.\n\nThat should be all!\n\n## Example: If you are using GLFW + Metal (on Apple devices)\n\nFull standalone example: [example_glfw_metal/main.mm](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/main.mm)\n\n brew install glfw\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_glfw.h\"\n #include \"imgui_impl_metal.h\"\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplGlfw_InitForOpenGL(YOUR_WINDOW, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.\n ImGui_ImplMetal_Init(YOUR_METAL_DEVICE);\n\nAdd to start of main loop:\n\n // (Your code calls glfwPollEvents())\n // ...\n // Start the Dear ImGui frame\n ImGui_ImplMetal_NewFrame(YOUR_RENDER_PASS_DESCRIPTOR);\n ImGui_ImplGlfw_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), YOUR_METAL_COMMAND_BUFFER, YOUR_METAL_RENDER_ENCODER);\n // (Your code calls endEncoding, presentDrawable, commit etc.)\n\nAdd to Shutdown:\n\n ImGui_ImplMetal_Shutdown();\n ImGui_ImplGlfw_Shutdown();\n ImGui::DestroyContext();\n\nEvent handling:\n\n * You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.\n\nThat should be all!\n\n## Example: If you are using SDL2/SDL3 + OpenGL/WebGL\n\nFull standalone example for SDL2: [example_sdl2_opengl3/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/main.cpp)\nFull standalone example for SDL3: [example_sdl3_opengl3/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/main.cpp)\n\nAll instructions below are for SDL2. Simply replace \"SDL2\" with \"SDL3\" to get SDL3 equivalent.\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_sdl2.h\"\n #include \"imgui_impl_opengl3.h\"\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplSDL2_InitForOpenGL(window, YOUR_SDL_GL_CONTEXT);\n ImGui_ImplOpenGL3_Init();\n\nAdd to start of main loop:\n\n // (Where your code calls SDL_PollEvent())\n ImGui_ImplSDL2_ProcessEvent(&event); // Forward your event to backend\n // (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)\n\n // (After event loop)\n // Start the Dear ImGui frame\n ImGui_ImplOpenGL3_NewFrame();\n ImGui_ImplSDL2_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());\n // (Your code calls SDL_GL_SwapWindow() etc.)\n\nAdd to Shutdown:\n\n ImGui_ImplOpenGL3_Shutdown();\n ImGui_ImplSDL2_Shutdown();\n ImGui::DestroyContext();\n\nThat should be all!\n\n## Example: If you are using SDL2/SDL3 + Vulkan\n\nFull standalone example for SDL2+Vulkan: [example_sdl2_vulkan/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/main.cpp)\nFull standalone example for SDL3+Vulkan: [example_sdl3_vulkan/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/main.cpp)\nFull standalone example for GLFW+Vulkan: [example_glfw_vulkan/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/main.cpp)\n\nUnfortunately this is the most complex one and may not work with all app setups. We are always working on making imgui_impl_vulkan.cpp more compatible with existing engines, so please don't hesitate to post feedback.\n\nYou must provide a Descriptor Pool with room for at least `IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE` combined image sampler (`VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER`). You may also set the ImGui_ImplVulkan_InitInfo::DescriptorPoolSize field to that or a larger value for the backend to automatically create one for you, which won't be shared with your app.\n\nAll instructions below are for SDL3. Simply replace \"SDL2\" with \"SDL3\" to get SDL3 equivalent.\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_sdl2.h\"\n #include \"imgui_impl_vulkan.h\"\n\n static void check_vk_result(VkResult err)\n if (err == 0)\n return;\n fprintf(stderr, \"[vulkan] Error: VkResult = %d\\n\", err);\n if (err < 0)\n abort();\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplSDL2_InitForVulkan(YOUR_SDL_WINDOW);\n ImGui_ImplVulkan_InitInfo init_info = {};\n init_info.Instance = YOUR_INSTANCE;\n init_info.PhysicalDevice = YOUR_PHYSICAL_DEVICE;\n init_info.Device = YOUR_DEVICE;\n init_info.QueueFamily = YOUR_QUEUE_FAMILY;\n init_info.Queue = YOUR_QUEUE;\n init_info.PipelineCache = YOUR_PIPELINE_CACHE;\n init_info.DescriptorPool = YOUR_DESCRIPTOR_POOL;\n init_info.MinImageCount = 2;\n init_info.ImageCount = 2;\n init_info.Allocator = YOUR_ALLOCATOR;\n init_info.PipelineInfoMain.RenderPass = wd->RenderPass;\n init_info.PipelineInfoMain.Subpass = 0;\n init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;\n init_info.CheckVkResultFn = check_vk_result;\n ImGui_ImplVulkan_Init(&init_info);\n\nAdd to start of main loop:\n\n // (Where your code calls SDL_PollEvent())\n ImGui_ImplSDL2_ProcessEvent(&event); // Forward your event to backend\n // (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)\n\n // (After event loop)\n // Start the Dear ImGui frame\n ImGui_ImplVulkan_NewFrame();\n ImGui_ImplSDL2_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), YOUR_COMMAND_BUFFER);\n // (Your code calls vkCmdEndRenderPass, vkQueueSubmit, vkQueuePresentKHR etc.)\n\nAdd to Shutdown:\n\n ImGui_ImplVulkan_Shutdown();\n ImGui_ImplSDL2_Shutdown();\n ImGui::DestroyContext();\n\nThat should be all!\n\n## Example: If you are using SDL3 + SDL_GPU\n\nFull standalone example [example_sdl3_sdlgpu3/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/main.cpp)\n\nAdd to Includes:\n\n #include \"imgui.h\"\n #include \"imgui_impl_sdl3.h\"\n #include \"imgui_impl_sdlgpu3.h\"\n\nAdd to Initialization:\n\n // Setup Dear ImGui context\n IMGUI_CHECKVERSION();\n ImGui::CreateContext();\n ImGuiIO& io = ImGui::GetIO();\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls\n io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch\n\n // Setup Platform/Renderer backends\n ImGui_ImplSDL3_InitForSDLGPU(window);\n ImGui_ImplSDLGPU3_InitInfo init_info = {};\n init_info.Device = gpu_device;\n init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);\n init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1; // Only used in multi-viewports mode.\n init_info.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.\n init_info.PresentMode = SDL_GPU_PRESENTMODE_VSYNC;\n ImGui_ImplSDLGPU3_Init(&init_info);\n\nAdd to start of main loop:\n\n // (Where your code calls SDL_PollEvent())\n ImGui_ImplSDL3_ProcessEvent(&event); // Forward your event to backend\n // (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)\n\n // (After event loop)\n // Start the Dear ImGui frame\n ImGui_ImplSDLGPU3_NewFrame();\n ImGui_ImplSDL3_NewFrame();\n ImGui::NewFrame();\n ImGui::ShowDemoWindow(); // Show demo window! :)\n\nAdd to end of main loop:\n\n // Rendering\n // (Your code clears your framebuffer, renders your other stuff etc.)\n ImGui::Render();\n\n SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer\n SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture\n\n ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);\n\n // Setup and start a render pass\n SDL_GPUColorTargetInfo target_info = {};\n target_info.texture = swapchain_texture;\n target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };\n target_info.load_op = SDL_GPU_LOADOP_CLEAR;\n target_info.store_op = SDL_GPU_STOREOP_STORE;\n target_info.mip_level = 0;\n target_info.layer_or_depth_plane = 0;\n target_info.cycle = false;\n SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);\n\n // Render ImGui\n ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);\n\n SDL_EndGPURenderPass(render_pass);\n\nAdd to Shutdown:\n\n ImGui_ImplSDL3_Shutdown();\n ImGui_ImplSDLGPU3_Shutdown();\n ImGui::DestroyContext();\n\nThat should be all!\n\n## Using another combination of backends?\n\nThe various examples above should reflect integration with a majority of backends, so you can follow the same logic. Some backends require more information from you (e.g. in particular Vulkan and DirectX12 rendering backends). When in doubt, refer to the corresponding [examples](https://github.com/ocornut/imgui/tree/master/examples) application.\n\n## Additional code to enable Docking\n\nTo use the [Docking](https://github.com/ocornut/imgui/wiki/Docking) feature, pull the `docking` branch and enable the configuration flag:\n\n io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;\n\n## Additional code to enable Multi-viewports\n\nTo use the [Multi-viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports) feature, pull the `docking` branch and enable the configuration flag:\n\n io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;\n\nAt the end of your render loop, generally after rendering your main viewport but before presenting/swapping it:\n\n if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)\n // Update and Render additional Platform Windows\n ImGui::UpdatePlatformWindows();\n ImGui::RenderPlatformWindowsDefault();\n\n // TODO for OpenGL: restore current GL context.\n\nNote that there may be additional calls required surrounding this depending on the backend you are using (**OpenGL in particular needs backup/restore of current GL context**). Check the [example project](https://github.com/ocornut/imgui/tree/docking/examples) appropriate to your setup for details.\n\n## Once you are setup...\n\n * Run `ImGui::ShowDemoWindow()`. Browse imgui_demo.cpp to find how things are done.\n * You may also refer to @pthom's [imgui_explorer](https://pthom.github.io/imgui_explorer) which matches the output of the demo window with corresponding source code.\n * Use [Item Picker](https://github.com/ocornut/imgui/wiki/Debug-Tools) to easily debug break into the code of a given item.\n * Read [Wiki](https://github.com/ocornut/imgui/wiki) for more.\n * You may edit `imconfig.h` or use `#define IMGUI_USER_CONFIG \\\"my_imconfig.h\\\"` to use compile-time configuration features.\n\n### Clone this wiki locally", "tokens": 7065, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Useful-Extensions", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Useful-Extensions).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Useful Extensions\n\nJump to bottom\n\nomar edited this page Mar 20, 2026 \u00b7 [123 revisions](https://github.com/ocornut/imgui/wiki/Useful-Extensions/_history)\n\n**An exhaustive list of all known extensions/plugins/reusable piece of code related to Dear ImGui.**\n\nTo get your extension added here: please make a post in the [latest Gallery topic](https://github.com/ocornut/imgui/labels/gallery), with a link and preferably with a 500x250 image. Thank you!\n\n_(We had to turn off wiki editing, see[Home](https://github.com/ocornut/imgui/wiki/Home) for details. you may post small edit requests in [#9292](https://github.com/ocornut/imgui/issues/9292))_\n_(Wiki Editors: the images on this page are 500x250 pixels. please try to keep new images the same size)_\n_(Help Wanted! add missing 500x250 images for links that don't have one! You can post them in[#9292](https://github.com/ocornut/imgui/issues/9292))_\n\n**Looking into integrating Dear ImGui with another language?**\n**Looking into integrating Dear ImGui with another engine or framework not supported by our standard backends?**\nSee: [Bindings & Backends](https://github.com/ocornut/imgui/wiki/Bindings).\n\n## Index\n\n * Automation / Testing\n * Text Editors\n * Node Editors\n * Hex / Memory Editors\n * Plotting, Graph\n * Curves, Animations, Gradients Editors\n * File Browsers / File Dialog\n * Rich Text / Markdown\n * Input Method Editors (IME)\n * Knobs\n * Spinners\n * Toggles\n * Layout\n * GUI/Layout Editor/Generator\n * Styling\n * Software Renderer/Rasterizer\n * Remoting\n * Terminal / Text mode\n * Midi/OSC interfacing\n * Virtual Reality (VR) / Reprojected UI plane\n * Image manipulation\n * Date Picker\n * 2D/3D manipulation Gizmos\n * Inspectors, Serialization, Reflection\n * C++ness\n * Multi-Context\n * Unreal Engine specific\n * Docking\n * Miscellaneous\n * Third Party Repos\n\n# Automation / Testing\n\n**imgui_test_engine**: Dear ImGui Test Engine + Test Suite (2022-2024)\n[github/ocornut/imgui_test_engine](https://github.com/ocornut/imgui_test_engine)\n\n# Text Editors\n\n**ImGuiColorTextEdit (goossens's)**: Colorizing text editor for Dear ImGui (2024-2026)\n[github/goossens/ImGuiColorTextEdit](https://github.com/goossens/ImGuiColorTextEdit)\n\n**ImGuiColorTextEdit**: Colorizing text editor for Dear ImGui (2017-2019)\n[github/BalazsJako/ImGuiColorTextEdit](https://github.com/BalazsJako/ImGuiColorTextEdit)\n[github/pthom/ImGuiColorTextEdit](https://github.com/pthom/ImGuiColorTextEdit/tree/imgui_bundle) \\- pthom's fork (2026)\n\n**Ned**: ImGui Text Editor with GL Shaders\n[github/nealnick/ned](https://github.com/nealmick/ned/)\n\n**Zep**: An embeddable editor, with optional support for using vim keystrokes (2018-2023)\n[github/Rezonality/zep](https://github.com/Rezonality/zep)\n\n**Scintilla** integration (2015)\n[issue #108](https://github.com/ocornut/imgui/issues/108) (likely obsolete)\n\n# Node Editors\n\n**imgui-node-editor**: node editor using Dear ImGui (2016-2023)\n[github/thedmd/imgui-node-editor](https://github.com/thedmd/imgui-node-editor)\n\n**ImNodes**: Node graph implementation for Dear ImGui (2019-2022)\n[github/rokups/ImNodes](https://github.com/rokups/ImNodes)\n\n**imnodes**: A small, dependency-free node editor for dear imgui (2019-2024)\n[github/Nelarius/imnodes](https://github.com/Nelarius/imnodes)\n\n**ImNodeFlow**: Node based editor/blueprints for Dear ImGui (2024-2025)\n[github/Fattorino/ImNodeFlow](https://github.com/Fattorino/ImNodeFlow)\n\nMore Node Editors stuff at [#306](https://github.com/ocornut/imgui/issues/306).\n\n# Hex / Memory Editors\n\n**imgui_memory_editor**: hexadecimal editor (2017-2024)\n[github/ocornut/imgui_club](https://github.com/ocornut/imgui_club)\n\n**imgui_hex_editor**: My version of hexadecimal editor for the Dear ImGui (2024)\n[github/Teselka/imgui_hex_editor](https://github.com/Teselka/imgui_hex_editor)\n\n# Plotting, Graph\n\n**ImPlot**: Advanced 2D Plotting for Dear ImGui (2020-2025)\n[github/epezent/implot](https://github.com/epezent/implot)\n\n**ImPlot3D**: Immediate Mode 3D Plotting for Dear ImGui (2024)\n[github/brenocq/implot3d](https://github.com/brenocq/implot3d)\n\n**imgui-plot** (2019-2023)\n[github/soulthreads/imgui-plot](https://github.com/soulthreads/imgui-plot)\n\n**SimpleImGuiFlameGraph** (2024)\n[github/CheapMeow/SimpleImGuiFlameGraph](https://github.com/CheapMeow/SimpleImGuiFlameGraph)\n\n**imgui-flame-graph** (2019-2023)\n[github/bwrsandman/imgui-flame-graph](https://github.com/bwrsandman/imgui-flame-graph)\n\n**Plot Var Helper** (2016)\n[comment](https://github.com/ocornut/imgui/issues/1772#issuecomment-1127830067)\n\n# Curves, Animations, Gradients Editors\n\n**Cubic Bezier / Curve Editor** (2016-2021)\n[github](https://github.com/ocornut/imgui/issues/786)\n\n**ImSequencer**: animation sequencer (2018-2022)\n[github/CedricGuillemet/ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo)\n\n**ImGradient**: gradient editor (2018-2022)\n[github/CedricGuillemet/ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo)\n\n**ImCurveEdit**: curve editor (2018-2022)\n[github/CedricGuillemet/ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo)\n\n**Gradient Color Generator** (2016)\n[gist/galloscript](https://gist.github.com/galloscript/8a5d179e432e062550972afcd1ecf112)\n\n**ImAnim**: Animation Engine for Dear ImGui (2025)\n[github/soufianekhiat/ImAnim](https://github.com/soufianekhiat/ImAnim)\n\n**im-neo-sequencer** (2022-2023)\n[gitlab/GroGy/im-neo-sequencer](https://gitlab.com/GroGy/im-neo-sequencer) / [discussion](https://github.com/ocornut/imgui/issues/4967)\n\n**HImGuiAnimation**: Create animations easily (2024)\n[github/Half-People/HImGuiAnimation](https://github.com/Half-People/HImGuiAnimation)\n\n# File Browsers / File Dialog\n\n(also consider using [native file dialogs](https://github.com/btzy/nativefiledialog-extended).)\n\n**ImFileDialog**: A simple file dialog library [... ] supports favorites, actual Windows icons, image previews, zooming in, (2021)\n[github/dfranx/ImFileDialog](https://github.com/dfranx/ImFileDialog)\n\n**imfile**: Rust-only file dialog for ImGui (2023)\n[github/tseli0s/imfile](https://github.com/tseli0s/imfile)\n\n**ImGuiFD**: A Dear ImGui based File Dialog without any extra dependencies (not even STL!) (2022-2024)\n[github/Julianiolo/ImGuiFD](https://github.com/Julianiolo/ImGuiFD)\n\n**L2DFileDialog** (2020-2022)\n[github/Limeoats/L2DFileDialog](https://github.com/Limeoats/L2DFileDialog)\n\n**aiekick/ImGuiFileDialog**: (2019-2024) (win/linux/mac) thumbnails, advanced file styling, custom pane, bookmarks, etc..\n[github/aiekick/ImGuiFileDialog](https://github.com/aiekick/ImGuiFileDialog)\n\n**OverShifted's Directory tree view** (2020-2024)\n[thread](https://github.com/ocornut/imgui/issues/3384) / [gist](https://gist.github.com/OverShifted/13aec504dfe376dcc2171e8b7451c5b5)\n\n**AirGuanZ's imgui-filebrowser** (2019-2024)\n[github/AirGuanZ-imgui-filebrowser](https://github.com/AirGuanZ/imgui-filebrowser)\n\n**gallickgunner's ImGui-Addons** (2021-2023)\n[github/gallickgunner/ImGui-Addons](https://github.com/gallickgunner/ImGui-Addons)\n\n**Flix01's ImGui-Addons**\n[github/Flix01/imgui](https://github.com/Flix01/imgui/wiki/ImGui-Addons-Branch-Home)\n\n# Rich text / Markdown\n\n**imgui_markdown**: Markdown for Dear ImGui (2019-2024)\n[github/juliettef/imgui_markdown](https://github.com/juliettef/imgui_markdown)\n\n**imgui_md**: Markdown renderer for Dear ImGui using MD4C parser (2021)\n[github/mekhontsev/imgui_md](https://github.com/mekhontsev/imgui_md)\n\n**ImHTML: Render HTML in ImGui (using litehtml) (2025)\n[github.com/BigJk/ImHTML](https://github.com/BigJk/ImHTML)\n\n**UntitledImGuiTextUtils**: small utility functions to make marking down text in ImGui easier (2023-2024)\n[github/MadLadSquad/UntitledImGuiTextUtils](https://github.com/MadLadSquad/UntitledImGuiTextUtils)\n\n**url/hyperlinks**\n~~[gist/dougbinks](https://gist.github.com/dougbinks/ef0962ef6ebe2cadae76c4e9f0586c69#file-imguiutils-h-L228-L262)~~\nSince 1.91.0 you can use `TextLink()`, `TextLinkOpenURL()`\n\n# Input Method Editors (IME)\n\n**DearImGui-with-IMM32**: Microsoft IME Overlay using Dear ImGui (2020)\n[github/maildrop/DearImGui-with-IMM32](https://github.com/maildrop/DearImGui-with-IMM32)\n\n**UntitledIBusHandwriting**: A multilingual handwriting IM for IBus (2023)\n[github/MadLadSquad/UntitledIBusHandwriting](https://github.com/MadLadSquad/UntitledIBusHandwriting)\n\n# Knobs\n\n**imgui-rs-knobs**: A library for designing knobs for imgui-rs [Rust] (2021)\n[github/DGriffin91/imgui-rs-knobs](https://github.com/DGriffin91/imgui-rs-knobs)\n\n**imgui-knobs**: This is a port/adaptation of imgui-rs-knobs (2022-2023)\n\n[github/altschuler/imgui-knobs](https://github.com/altschuler/imgui-knobs)\n\n**thread**\n[issue #942](https://github.com/ocornut/imgui/issues/942#issuecomment-268369298)\n\n# Spinners\n\n**imspinner**: Set of nice spinners for imgui (2022-2023)\n[github/dalerank/imspinner](https://github.com/dalerank/imspinner) / [issue #5421](https://github.com/ocornut/imgui/issues/5421)\n\n**Spinner/Loading progress indicators**\n[issue #1901](https://github.com/ocornut/imgui/issues/1901)\n\n**ImGui_Arc_ProgressBar** A lightweight, customizable arc/circular progress bar widget (2025)\n[github/AnClark/ImGui_Arc_ProgressBar](https://github.com/AnClark/ImGui_Arc_ProgressBar)\n\n# Toggles\n\n**Toggle Button**\n[issue #1537](https://github.com/ocornut/imgui/issues/1537)\n\n**imgui_toggle** (2022)\n[github/cmdwft/imgui_toggle](https://github.com/cmdwtf/imgui_toggle)\n\n# Layout\n\n**Splitters**\n[issue #319](https://github.com/ocornut/imgui/issues/319)\n\n**Stack Layout (pr/branch)**\n\n\n# GUI/Layout Editor/Generator\n\n**ImRAD** (2023-2025)\n_ImRAD is a GUI builder for the ImGui library. It generates and parses C++ code which can be directly used in your application._\n[github/tpecholt/imrad](https://github.com/tpecholt/imrad)\n\n**ImStudio** (2021-2022)\n[github/Raais/ImStudio](https://github.com/Raais/ImStudio), [web app](https://raais.github.io/ImStudio/)\n\n**ImGuiBuilder**: gui editor of the Imgui framework (2021)\n[github/Code-Building/ImGuiBuilder](https://github.com/Code-Building/ImGuiBuilder)\n\n**ImGuiDesigner**: interactive gui editor (2023)\n[github/iamclint/ImGuiDesigner](https://github.com/iamclint/ImGuiDesigner)\n\n**Fellow ImGui** (2024)\n\n[github/poirierlouis/FellowImGui](https://github.com/poirierlouis/FellowImGui)\n\n**HImGuiEditor (2020-2023)**\n[issue #6157](https://github.com/ocornut/imgui/issues/6157) / [GitHub/HalfPeople/HImGuiEditor](https://github.com/Half-People/HImGuiEditor/tree/main)\n\n**Dear-Design-Manager (2025)**\n[github/Toikron/Dear-Design-Manager](https://github.com/Toikron/Dear-Design-Manager)\n\n**Imery**: Declarative ImGui UIs using YAML (2025)\n[github/zokrezyl/imery](https://github.com/zokrezyl/imery)\n\n# Styling\n\n**Thread: Using gradients in widgets** (2021)\n\n\n**imgui-spectrum** ImGui library [...] embracing Adobe's Spectrum guidelines\n\n\n# Software Renderer/Rasterizer\n\n**Software Renderer for Dear ImGui** (2018)\n[github/emilk/imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)\n\n**ImSoft (softraster for ImGui)** (2019)\n[github/LAK132/ImSoft](https://github.com/LAK132/ImSoft/blob/master/examples/imgui_impl_softraster.cpp)\n\n**Fast(er) Software Rasterizer for Dear ImGui**\n[github/malamanteau](https://github.com/malamanteau/ImFastRast) [down]\n\n**Backend for Xlux**\n[github/Jaysmito101/Xlux](https://github.com/Jaysmito101/Xlux/blob/main/Sandbox/Source/imgui_impl_xlux.cpp)\n\n# Remoting\n\n**netImGui: Dear ImGui remote access library and application** (2020-2022)\n[github/sammyfreg/netImgui](https://github.com/sammyfreg/netImgui)\n\\+ **UnrealNetImgui**: Unreal Engine 4's support of NetImgui. (2020-2022)\n\n\n**imgui-ws**: Dear ImGui over WebSockets (2019-2022)\n[github/ggerganov/imgui-ws](https://github.com/ggerganov/imgui-ws)\n\n**ImGui_WS**: Unreal ImGui_WS plugin provides the ability to display debugging information from the unreal engine on remote web pages and also supports packaged games. (2024)\n[github/Eragon-Brisingr/ImGui_WS](https://github.com/Eragon-Brisingr/ImGui_WS)\n\n**RemoteImGui**: send vertices over the network (2014-2022)\n[github/JordiRos/remoteimgui](https://github.com/JordiRos/remoteimgui)\n\n**AndroidAppViewer**: Android GLES3 stub with RemoteImGui (2018-2019)\n[github/CedricGuillemet/AndroidAppViewer](https://github.com/CedricGuillemet/AndroidAppViewer)\n\n# Terminal / Text mode\n\n**ImTui**: Immediate Mode Text-based User Interface (2019-2021)\n[github/ggerganov/imtui](https://github.com/ggerganov/imtui)\n\n**tear imgui**: Experiment for a terminal-based renderer for imgui (2017)\n[github/jonvaldes/tear_imgui](https://github.com/jonvaldes/tear_imgui)\n\n# Midi/OSC interfacing\n\n**midi2osc**: midi to opensoundcontrol bridge (2018-2020)\n[github/mmalex/midi2osc](https://github.com/mmalex/midi2osc)\n\n**devmidi**: A simple MIDI input library that also dovetails into Dear ImGui (2020)\n[github/antonthefirst/devmidi](https://github.com/antonthefirst/devmidi)\n\n**shric/midi**: A C++ program to read midi input and display things with Dear ImGui (2020)\n[github/shric/midi](https://github.com/shric/midi)\n\n# Virtual Reality (VR) / Reprojected UI plane\n\n**Desktop+**: Advanced desktop access for OpenVR (2021)\n[github/elvissteinjr/DesktopPlus](https://github.com/elvissteinjr/DesktopPlus)\n\n**ImGuiVR**: Demo code for using Imgui with OpenVR (2017)\n[github/temcgraw/ImguiVR](https://github.com/temcgraw/ImguiVR) / [video](https://www.youtube.com/watch?v=nlwfn4HJw5E)\n\n**BIMXplorer**:\n[homepage](https://www.bimxplorer.com/)\n\n**mpFluid CAVE Front End**\n[github/sariug/mpfluid_cave_frontend](https://github.com/sariug/mpfluid_cave_frontend)\n\n# Image manipulation\n\n**imgInspect** (2019)\n[github/CedricGuillemet/imgInspect](https://github.com/CedricGuillemet/imgInspect)\n\n**ImGuiTexInspect**: Advanced, flexible texture inspector (2021-2023)\n[github/andyborrell/imgui_tex_inspect](https://github.com/andyborrell/imgui_tex_inspect) ([discussion](https://github.com/ocornut/imgui/issues/4352), [online demo](https://andyborrell.github.io/imgui_tex_inspect))\n[](https://user-images.githubusercontent.com/5911521/126656032-b045b65b-5f42-4065-9c49-c1a22e866a28.png)\n\n**imgui_zoomable_image**: A zoomable image display for Dear ImGui (2025)\n[github/danielm5/imgui_zoomable_image](https://github.com/danielm5/imgui_zoomable_image)\n\n# Date Picker\n\n**ImGuiDatePicker** (2024)\n[DnA-IntRicate/ImGuiDatePicker](https://github.com/DnA-IntRicate/ImGuiDatePicker)\n\n**BrotBoxEngine's ImGuiExtensions.cpp** (in engine-snippet) (2024)\n[#8159](https://github.com/ocornut/imgui/issues/8159)\n\n**Flix01's ImGui-Addons**\n[github/Flix01/imgui](https://github.com/Flix01/imgui/wiki/ImGui-Addons-Branch-Home)\n\n# 2D/3D manipulation Gizmos\n\n**ImGuizmo**: 3d translation/rotation Gizmo (2016-2025)\n[github/CedricGuillemet/ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo)\n\n**imGuiZMO.quat**: 3d translation/rotation Gizmo (2020-2025)\n[github/BrutPitt/imGuIZMO.quat](https://github.com/BrutPitt/imGuIZMO.quat)\n\n**ImViewGuizmo**: 3D view gizmo for Dear ImGui, inspired by the navigation widgets found in Blender and Godot (2025)\n[github/Ka1serM/ImViewGuizmo](https://github.com/Ka1serM/ImViewGuizmo)\n\n**ImGui-2D-HArrow** :2D Mobile Components (2023)\n[github/Half-People/ImGui-2D-HArrow](https://github.com/Half-People/ImGui-2D-HArrow)\n\n**ImOGuizmo**: A simple C++11 header only interactive orientation gizmo for ImGui (2023-2025)\n[github/fknfilewalker/imoguizmo](https://github.com/fknfilewalker/imoguizmo)\n\n# Inspectors, Serialization, Reflection\n\n**ImGui::Auto()**: auto serialize into UI using C++17 (2017)\n[github/Csabix/imgui](https://github.com/Csabix/imgui/tree/master/auto)\n\n**ImQuick**: render UI elements automagically based only on the variable type. (2021)\n[github/martinpetkovski/ImQuick](https://github.com/martinpetkovski/ImQuick)\n\n**ImReflect**: Reflection based ImGui wrapper. (2025)\n[github/Sven-vh/ImReflect](https://github.com/Sven-vh/ImReflect)\n\n**ImRefl**: A C++26 reflection library for ImGui (2026)\n[github/fullptr/imrefl](https://github.com/fullptr/imrefl)\n\n**imgui-inspect**: [Rust] An inspector UI using imgui in Rust (2021)\n[github/aclysma/imgui-inspect](https://github.com/aclysma/imgui-inspect)\n\n# C++ness\n\n**imgui_stdlib**: InputText() wrappers for C++ standard library (STL) type: std::string (2018-2025+)\n[in main repository](https://github.com/ocornut/imgui/tree/master/misc/cpp)\n\n**imgui-module**: C++20 Module Binding for ImGui (2025)\n[github/stripe2933/imgui-module](https://github.com/stripe2933/imgui-module/)\n\n**TextFmt()**: helper to use fmt (2023)\n[pastebin](https://pastebin.com/QCnFhDMu)\n\n**imgui_scoped**: Add some RAII-style wrappers\n[#2096](https://github.com/ocornut/imgui/issues/2096), [#2197](https://github.com/ocornut/imgui/pull/2197)\n\n**imgui_sugar**: C++11 syntactic sugar for Dear ImGui with RAII guards. (2021-2025)\n[github/mnesarco/imgui_sugar](https://github.com/mnesarco/imgui_sugar)\n\n**ImSweet**: A helper library for ImGui - RAII & std format wrappers. (2025)\n[github/ZXShady/ImSweet](https://github.com/ZXShady/ImSweet)\n\n**imguiwrap**: CMake wrapper for imgui and C++17+ based RAII bindings, and helpers for bootstrapping simple projects. (2021-2024)\n[github/kfsone/imguiwrap](https://github.com/kfsone/imguiwrap)\n\n# Multi-Context\n\n**Explicit context pointer PR/patch** (2023-2024)\n[#5856](https://github.com/ocornut/imgui/pull/5856)\n[github/Dragnalith/imgui](https://github.com/Dragnalith/imgui)\n\n**Multi-Context Compositor** (2024)\n[github/ocornut/imgui_club](https://github.com/ocornut/imgui_club)\n\n# Unreal Engine specific\n\n(to be combined with an Unreal Engine backend, see [Bindings & Backends](https://github.com/ocornut/imgui/wiki/Bindings))\n\n**Cog**: Cog is a set of debug tools for Unreal Engine built on top of Dear ImGui (2023)\n[github/arnaud-jamin/Cog](https://github.com/arnaud-jamin/Cog)\n\n**PropertyWatcher**: A runtime variable watch window for Unreal Engine using ImGui (2023)\n[github/guitarfreak/PropertyWatcher](https://github.com/guitarfreak/PropertyWatcher)\n\n**UnrealImGuiTools**: A set of tools and utilities for use with Unreal Engine projects using ImGui (2022)\n[github/nakdeyes/UnrealImGuiTools)](https://github.com/nakdeyes/UnrealImGuiTools)\n\n**UnrealNetImgui**: Unreal Engine 4's support of NetImgui. (2020-2022)\n[github/sammyfreg/UnrealNetImgui](https://github.com/sammyfreg/UnrealNetImgui)\n\n**SrgImGui**: plugin extends the functionality of ImGui by providing automatic setup, full BP-only usage and an Unreal property inspector. (2024)\n[github/SurgentStudios/SrgImGui](https://github.com/SurgentStudios/SrgImGui)\n\n# Docking\n\nLegacy (pre-2018) docking extensions/snippets:\n\n * @nem0's one [github](https://github.com/nem0/LumixEngine/tree/v0.34/external/imgui)\n * @paniq's one (based on @nem0's), [github](https://github.com/ocornut/imgui/issues/351#issuecomment-219775521)\n * @BentleyBlanks's one (based on @paniq's), [github](https://github.com/BentleyBlanks/imguiDock)\n * @thennequin's ImWindow, with OS window managing, [github](https://github.com/thennequin/ImWindow), refactored in bgfx's imgui_wm [github](https://github.com/bkaradzic/bgfx/tree/master/3rdparty/ocornut-imgui)\n * @edin-purkovic's one, [github](https://github.com/edin-purkovic/ImGuiDock)\n * @flix01's one, [github](https://github.com/Flix01/imgui/tree/2015-10-Addons/addons/imguidock)\n * @aoterodelaroza's one, [github](https://github.com/aoterodelaroza/imgui-goodies)\n\n# Miscellaneous\n\n**imgui_keyboard**, **imgui_mouse**: keyboard layout rendering for imgui (2026)\n[github/mgerhardy/imgui_keyboard](https://github.com/mgerhardy/imgui_keyboard)\n\n**ImSearch**: Immediate mode searching, an extension for Dear ImGui (2025)\n[github.com/GuusKemperman/imsearch](https://github.com/GuusKemperman/imsearch)\n\n**Combos with custom filtering and preview**\n[issue #1658](https://github.com/ocornut/imgui/issues/1658)\n\n**ImGuiTextSelect**: a text selection implementation for Dear ImGui (2024)\n[github/AidanSun05/ImGuiTextSelect](https://github.com/AidanSun05/ImGuiTextSelect)\n\n**ImZoomSlider**: Range/Zooming Slider (2020-20220\n[github/CedricGuillemet/ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo)\n\n**Slider 2D and Slider 3D**\n[issue #3484](https://github.com/ocornut/imgui/issues/3484)\n\n**imgui-notify**: header-only wrapper made to create toast notifications** (2021-2023)\n[github/patrickcjk/imgui-notify](https://github.com/patrickcjk/imgui-notify)\n\n**ImHotKey**: hotkey editor\n[github/CedricGuillemet/ImHotKey](https://github.com/CedricGuillemet/ImHotKey)\n\n**IP Entry Box**\n[issue #388](https://github.com/ocornut/imgui/issues/388)\n\n**Pie Menu**\n[issue #434](https://github.com/ocornut/imgui/issues/434)\n\n**nnview**: a neural network viewer\n[github/lighttransport/nnview](https://github.com/lighttransport/nnview)\n\n**ImGui Command Palette** (2022)\n[github/hnOsmium0001/imgui-command-palette](https://github.com/hnOsmium0001/imgui-command-palette)\n\n**imlottie**: Renderer Lottie animation for imgui (2023)\n\n\n**ImCoolBar** : a MacOs Dockbar Like for Dear ImGui\n[github/aiekick/ImCoolBar](https://github.com/aiekick/ImCoolBar)\n\n**InAppGpuProfiler** : a ImGui based In App Gpu Profiler\n[github/aiekick/InAppGpuProfiler](https://github.com/aiekick/InAppGpuProfiler)\n\nAlso [Useful Widgets](https://github.com/ocornut/imgui/labels/useful%20widgets) Tag in Issues.\n\n# Third party repos\n\n**Flix01's ImGui-Addons**: file dialog, date picker, listview, toolbar etc.\n[github/Flix01/imgui](https://github.com/Flix01/imgui/wiki/ImGui-Addons-Branch-Home)\n\n**@leiradel's snippets**\n[github/leiradel/ImGuiAl](https://github.com/leiradel/ImGuiAl/)\n\n**@nem0's snippets** (in imgui_user.* files)\n[github/nem0/LumixEngine](https://github.com/nem0/LumixEngine/tree/master/external/imgui)\n\n**@aoterodelaroza's snippets**\n[github/aoterodelaroza/imgui-goodies](https://github.com/aoterodelaroza/imgui-goodies)\n\n**MetricsGui**: controls for displaying performance metrics\n[github/GameTechDev/MetricsGui](https://github.com/GameTechDev/MetricsGui)\n\n**nakedeyes' UnrealImGuiTools**: game agnostic ImGui tools and utilities for Unreal Engine game development.\n[github/UnrealImGuiTools](https://github.com/nakdeyes/UnrealImGuiTools)\n\nAlso see [Gallery Threads](https://github.com/ocornut/imgui/labels/gallery) and [Software Using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for references of other software which may be open-sourced.\n\n### Clone this wiki locally", "tokens": 6982, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Software using dear imgui\n\nJump to bottom\n\nomar edited this page Mar 20, 2026 \u00b7 [702 revisions](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/_history)\n\n_(we had to turn off wiki editing, see[Home](https://github.com/ocornut/imgui/wiki/Home) for details. you may post meaningful wiki diff in issues)_\n\nAlso see: [Quotes](https://github.com/ocornut/imgui/wiki/Quotes).\n\nHelp us complete this list!\n\n * **This is a list of disclosed users only**. The game industry has traditionally been rather private, and a majority of game studios who are using Dear ImGui haven't disclosed their use publicly. If you work for one of those studio, consider disclosing your use via in-game credits, tech-oriented publications / blog posts, community shout-outs, or simply posting in the [gallery threads](https://github.com/ocornut/imgui/labels/gallery). I work or talked with some of those studios but I am unable to disclose them without their approval.\n\n * The [MIT License](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) technically requires attribution... but most shipped games are not linking with Dear ImGui (avoiding this requirement), and many which are [linking with it](https://github.com/user-attachments/assets/669560e0-3462-4e22-8bcb-aeebb7c052df) are not honoring the requirement (technically they are at fault, but it's fairly common...).\n\n * The field listing author/company/team name is provided to make this list easier to parse and contextualize. It doesn't imply any endorsement from said author/company/team.\n\n * The library is also used by many smaller personal, research or throwaway projects that are difficult to track and not listed here.\n\n * Noted in bold and with a \ud83d\udc9b the teams/companies who financially contributed to Dear ImGui (see [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)) around the development window of said product. A small amount of them chose to not disclose their sponsorship.\n\n## Games\n\nType | Title | By | Sp | Links\n---|---|---|---|---\nGame | 9-Bit Armies: A Bit Too Far | Petroglyph | | [steam](https://store.steampowered.com/app/1439750/9Bit_Armies_A_Bit_Too_Far/)\nGame | 22 Racing Series | GOATi | | [homepage](http://www.22series.com/)\nGame | Absolum | Guard Crush Games | | [homepage](https://playabsolum.com/) / [shot](https://github.com/ocornut/imgui/issues/8942#issuecomment-3666614329)\nGame | Age of Empires II: Definitive Edition | | | [steam](https://store.steampowered.com/app/813780/Age_of_Empires_II_Definitive_Edition/)\nGame | Age of Empires III: Definitive Edition | | | [steam](https://store.steampowered.com/app/933110/Age_of_Empires_III_Definitive_Edition)\nGame | Age of Mythology Retold | | | [homepage](https://www.ageofempires.com/games/aom/age-of-mythology-retold/)\nGame | Agents of Mayhem | Volition | | [homepage](https://www.aomthegame.com/)\nGame | Alan Wake 2 | **Remedy Entertainment** | \ud83d\udc9b | [shots](https://github.com/ocornut/imgui/issues/6478#issuecomment-1706218873)\nGame | Apex Legends | EA | | [homepage](https://www.ea.com/games/apex-legends)\nGame | A Plague Tale: Requiem | **Asobo** | \ud83d\udc9b | [homepage](https://www.focus-entmt.com/en/games/a-plague-tale-requiem)\nGame | American Truck Simulator | **SCS Software** | \ud83d\udc9b | [steam](https://store.steampowered.com/app/270880/American_Truck_Simulator/)\nGame | Arcane Worlds | Ranmantaru Games | | [steam](http://steamcommunity.com/app/269610) / [patch note](http://steamcommunity.com/app/269610/discussions/0/357288572127498771)\nGame | Art of the Rail | RocketWerkz | | [steam](https://store.steampowered.com/app/1286190/Art_of_the_Rail)\nGame | Assassin's Creed Mirage | **Ubisoft** | | [shot](https://github.com/ocornut/imgui/issues/7503#issuecomment-2155235956)\nGame | Assassin's Creed Odyssey | **Ubisoft** | \ud83d\udc9b | [blog](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)\nGame | Assassin's Creed Origins | **Ubisoft** | \ud83d\udc9b | [blog](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)\nGame | Assassin's Creed Valhalla | **Ubisoft** | |\nGame | Assassin's Creed Shadows | **Ubisoft** | |\nGame | Assetto Corsa EVO | Kunos | | [video](https://github.com/ocornut/imgui/issues/9169#issuecomment-3933212817) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2797610845)\nGame | Astro Bot Rescue Mission | Sony/SIE | | [homepage](https://www.playstation.com/en-us/games/astro-bot-rescue-mission-ps4/) / [shot](https://user-images.githubusercontent.com/8225057/56029150-0f601a00-5d1a-11e9-9615-f4fd04a1d734.JPG)\nGame | Astronimo | | | [steam](https://store.steampowered.com/app/1808640/Astronimo/)\nGame | Avatar: Frontiers of Pandora | Massive Entertainment | |\nGame | Avoyd | **Enkisoftware** | \ud83d\udc9b | [homepage](https://www.enkisoftware.com) / [shot](https://github.com/ocornut/imgui/issues/707#issuecomment-226993714)\nGame | AV-Racer | | | [steam](https://store.steampowered.com/app/1978850/AVRacer/)\nGame | Azure Striker Gunvolt | INTI Creates | | [homepage](http://gunvolt.com/en/) / [shot](https://user-images.githubusercontent.com/8225057/225102441-f0b1a97b-4acd-484b-bdf4-8749685bd389.png)\nGame | Barbearian | Gimblll | | [homepage](http://www.gimblll.com/barbearian/) / [shot](https://user-images.githubusercontent.com/8225057/45208439-deeb6580-b28a-11e8-8e65-bcc93254e515.png)\nGame | BeamNG.drive | **BeamNG** | \ud83d\udc9b | [homepage](https://www.beamng.com) / [steam](https://store.steampowered.com/app/284160/BeamNGdrive/)\nGame | Beatblock | BubbleTabby | | [steam](https://store.steampowered.com/app/3045200/Beatblock/)\nGame | Below | Capybara Games | | [homepage](http://www.whatliesbelow.com) / [shots](https://github.com/ocornut/imgui/issues/973#issuecomment-301079827)\nGame | Bento Blocks | Sometimes ltd | | [steam](https://store.steampowered.com/app/3311670/Bento_Blocks/) / [shot](https://github.com/ocornut/imgui/issues/9169#issuecomment-3941599091)\nGame | Beyond Good and Evil 2 | **Ubisoft** | \ud83d\udc9b | [blog](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)\nGame | BioMenace: Remastered | | | [steam](https://store.steampowered.com/app/3459100/BioMenace_Remastered/)\nGame | Blightmare | | | [steam](https://store.steampowered.com/app/859160/Blightmare/) / [blog](https://blightmare.com/2020/08/18/immediate-mode-user-interface/)\nGame | Blood & Truth | SCEE Studio London | | [homepage](https://www.playstation.com/en-us/games/blood-and-truth-ps4/) / [credits](https://www.mobygames.com/game/playstation-4/blood-truth/credits)\nGame | Boundless | Wonderstruck Games | | [homepage](http://playboundless.com) / [shots 1](https://github.com/ocornut/imgui/issues/539#issuecomment-234486231) [2](https://github.com/ocornut/imgui/issues/973#issuecomment-276030982)\nGame | Brigador | **Stellar Jockeys** | \ud83d\udc9b | [steam](http://store.steampowered.com/app/274500/Brigador_UpArmored_Edition)\nGame | Brigador Killers | **Stellar Jockeys** | \ud83d\udc9b | [steam](https://store.steampowered.com/app/903930/Brigador_Killers/) / [shots](https://store.steampowered.com/news/app/903930/view/3712700495650530761)\nGame | Burning Knight | Rexcellent Games | | [steam](https://store.steampowered.com/app/851150/Burning_Knight/)\nGame | Call of Duty Black Ops Cold War | Treyarch | | [tech talk](https://research.activision.com/publications/2021/10/shadows-of-cold-war--a-scalable-approach-to-shadowing) / [shots](https://github.com/ocornut/imgui/issues/4451#issuecomment-1025179064)\nGame | Castlevania: Belmont's Curse | Evil Empire | | [homepage](https://www.konami.com/games/castlevania/belmonts_curse)\nGame | Chessplosion | | | [steam](https://store.steampowered.com/app/1571220/Chessplosion/)\nGame | Chef & Friends: Recipe for success | Mytona | | [shot](https://github.com/user-attachments/assets/e19ab233-3b6e-457f-a5d3-465b5e1094c5)\nGame | Chronicles IV: Ebonheim | | | [blog](https://www.reddit.com/r/roguelikedev/comments/1d8vvbt/introducing_chronicles_iv_ebonheim/)\nGame | Chronicles: Medieval | Raw Power Games | | [homepage](https://www.rawpowergames.com/games/chronicles-medieval)\nGame | Chrono-Drive | | | [video](https://www.youtube.com/watch?v=gFbh4wxZ6DE&feature=youtu.be&t=2m3s)\nGame | City of None | | | [blog](https://noelberry.ca/posts/making_games_in_2025/)\nGame | Clash of Clans | **Supercell** | \ud83d\udc9b | [homepage](https://supercell.com/en/games/clashofclans/) / [shot](https://user-images.githubusercontent.com/8225057/81696947-e3572100-9464-11ea-8f96-d88db7379420.PNG)\nGame | Clockwork Aquario | Westone, United Games Entertainment | | [homepage](https://www.iningames.com/games/clockwork-aquario)\nGame | Cooking Diary | Mytona | | [video](https://www.youtube.com/watch?v=c33btiw-vhg)\nGame | Control | **Remedy Entertainment** | \ud83d\udc9b | [homepage](https://www.remedygames.com)\nGame | Counter-Strike 2 | Valve Software | \ud83d\udc9b | [shot](https://user-images.githubusercontent.com/8225057/226986982-6b7a8924-ebfb-4b0a-9dbd-26a4cb6308ef.JPG)\nGame | Crayta | **Unit 2 Games** | \ud83d\udc9b | [web](https://crayta.com/) / [video](https://www.youtube.com/watch?v=yWArxAPI8Jg)\nGame | Crisis Core: Final Fantasy VII Reunion | Square Enix | | [ref](https://www.jp.square-enix.com/ccffvii_reunion/license.html)\nGame | Crossout | Targem Games | | [web](https://crossout.net) / [shot](https://user-images.githubusercontent.com/8225057/51042368-65f37600-15bc-11e9-99cf-36e9f9822610.jpg)\nGame | Cultist Astronaut | | | [steam](https://store.steampowered.com/app/1834700/Cultist_Astronaut/)\nGame | Cyberpunk 2077 | CD Projekt Red | | [homepage](https://www.cyberpunk.net/)\nGame | Dandan Z | Retsuzan | | [steam](https://store.steampowered.com/app/2729430/DANDAN_Z/)\nGame | DCS World | Eagle Dynamics | | [homepage](https://www.digitalcombatsimulator.com/)\nGame | Deadlock | Valve Software | |\nGame | Deathloop | **Arkane Studios** | | [homepage](https://bethesda.net/fr/game/deathloop)\nGame | Deformers | Ready at Dawn | | [homepage](https://www.deformers.com/)\nGame | Delores: A Thimbleweed Park Mini Adventure | Terrible ToyBox | | [steam](https://store.steampowered.com/app/1305720/Delores_A_Thimbleweed_Park_MiniAdventure/)\nGame | Devil Daggers | Sorath | | [homepage](http://devildaggers.com/) / [steam](https://store.steampowered.com/app/422970/Devil_Daggers/)\nGame | Diablo IV | **Blizzard** | \ud83d\udc9b | [homepage](https://diablo4.blizzard.com) / [shot](https://github.com/ocornut/imgui/assets/8225057/bb89c8bb-9244-438c-928f-659a92a18176)\nGame | Dishonored 2 | **Arkane Studios** | \ud83d\udc9b | [homepage](https://bethesda.net/fr/game/dishonored)\nGame | Dishonored: Death of the Outsider | **Arkane Studios** | \ud83d\udc9b | [homepage](https://bethesda.net/fr/game/dishonored)\nGame | Doom Eternal | id Software | | [shot](https://user-images.githubusercontent.com/8225057/77301209-93bf6900-6cef-11ea-9e89-9b4334ef6f53.jpg) / [credits](https://www.mobygames.com/game/windows/doom-eternal/credits)\nGame | Doom: The Dark Ages | **id Software** | \ud83d\udc9b | [homepage](https://doom.bethesda.net/)\nGame | Don't Starve Together | Klei | | [steam](https://store.steampowered.com/app/322330/Dont_Starve_Together/)\nGame | Door Kickers 2 | KillHouse | | [video](https://twitter.com/inthekillhouse/status/1243610799979089921)\nGame | Dreams | **Media Molecule** | \ud83d\udc9b | [homepage](http://dreams.mediamolecule.com) / [shot](https://github.com/ocornut/imgui/assets/8225057/e9629b4c-33c9-4bcd-bec1-4c7fc9faba8b)\nGame | Druidstone: The Secret of the Menhir Forest | **Ctrl Alt Ninja** | \ud83d\udc9b | [credits](https://www.mobygames.com/game/windows/druidstone-the-secret-of-the-menhir-forest/credits)\nGame | Ducky's Delivery Service | | | [steam](https://store.steampowered.com/app/2080970/Duckys_Delivery_Service/)\nGame | Dual Universe | Novaquark | | [homepage](https://www.dualthegame.com) / [video](https://www.youtube.com/watch?v=WTvT4BAg7RI)\nGame | Dungeons of Everchange | Dark Gnosis | | [homepage](http://www.darkgnosis.com/game/dungeons-of-everchange/) / [shots](https://github.com/ocornut/imgui/issues/1607#issuecomment-387039874)\nGame | Dying Light: The Beast | Techland | | [steam](https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/)\nGame | Echoes of the End | Myrkur Games | | [steam](https://store.steampowered.com/app/2821610/Echoes_of_the_End/)\nGame | Earthblade | Extremely OK Games | | [shot](https://user-images.githubusercontent.com/8225057/179963524-c42cbee7-7b95-4882-9fe3-def07de0b8e4.jpg)\nGame | Egglien | Penguin Pop Games | | [homepage](https://www.penguinpop.com/egglien/)\nGame | Elite Dangerous | Frontier | | [homepage](https://www.elitedangerous.com)\nGame | Ellingby House | | | [steam](https://store.steampowered.com/app/3247290/Ellingby_House/)\nGame | Endless Fables 3: Dark Moor | Sunward Games | | [steam](https://store.steampowered.com/app/867050/Endless_Fables_3_Dark_Moor/)\nGame | Enigmatis 2 - The Mists of Ravenwood | Artifex Mundi | | [steam](https://store.steampowered.com/app/284770/Enigmatis_2_The_Mists_of_Ravenwood)\nGame | Erica | Flavourworks | | [ps store](https://store.playstation.com/fr-fr/product/EP9000-CUSA11882_00-ERICA00000000000) / [credits](https://www.mobygames.com/game/playstation-4/erica/credits)\nGame | Escape from the Metaverse | | | [homepage](https://spacemoguls.com/)\nGame | Euro Truck Simulator 2 | **SCS Software** | \ud83d\udc9b | [video](https://www.youtube.com/watch?v=rx43bLMZmxU)\nGame | Exoplanet: First Contact | | | [steam](https://store.steampowered.com/app/531660/Exoplanet_First_Contact)\nGame | F1\u00ae 22 | Codemasters | | [steam](https://store.steampowered.com/app/1692250/F1_22)\nGame | F1\u00ae 23 | Codemasters | | [steam](https://store.steampowered.com/app/2108330/F1_23)\nGame | F1\u00ae 24 | Codemasters | | [steam](https://store.steampowered.com/app/2488620/F1_24)\nGame | F1 Manager 2022 | Frontier | | [homepage](https://www.f1manager.com)\nGame | Fallout 76 | Bethesda | | [homepage](https://fallout.bethesda.net) / [shot](https://user-images.githubusercontent.com/4228359/41322748-b9756e6e-6e78-11e8-8dfc-9a3437c1fd1a.png)\nGame | FIA European Truck Racing Championship | N-Racing | |\nGame | Fields of Mistria | NPC Studio | | [steam](https://store.steampowered.com/app/2142790/Fields_of_Mistria/)\nGame | FightNJokes | Mental Drink | | [steam](https://store.steampowered.com/app/1328400/FightNJokes/) / [shots](https://github.com/ocornut/imgui/issues/4451#issuecomment-1049744030)\nGame | Final Fantasy VII Remake | SquareEnix | | [video](https://www.youtube.com/watch?time_continue=675&v=DliMpiemUy8) / [talk](https://news.yahoo.co.jp/articles/50a6994718d63d323f9efb6b90f55a39b21c6f9a)\nGame | Final Fantasy X/X-2 HD Remaster | SquareEnix | | [ref](https://finalfantasyxhd.square-enix-games.com/de-de/license/)\nGame | Fishdom | Playrix | | [video](https://www.youtube.com/watch?v=siGNaiytfRo&t=77s)\nGame | Fisherboy | | | [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-315665148)\nGame | Flight Simulator | **Asobo** | \ud83d\udc9b | [homepage](https://www.flightsimulator.com/) / [video](https://youtu.be/10P21oFOxAU?t=481)\nGame | Flight Simulator 2024 | **Asobo** | \ud83d\udc9b | [homepage](https://www.flightsimulator.com/)\nGame | Flooded Burials | **Emlise** | | [steam](https://store.steampowered.com/app/3045030/Flooded_Burials/)\nGame | For Honor | **Ubisoft** | \ud83d\udc9b | [blog](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)\nGame | Fortnite | Epic Games | | [homepage](https://www.fortnite.com)\nGame | Fugl | Team Fugl | | [steam](https://store.steampowered.com/app/643810/Fugl/) / [homepage](http://fuglgame.com)\nGame | Future Unfolding | Spaces of Play | | [credits](https://www.mobygames.com/game/playstation-4/future-unfolding/credits)\nGame | Gloamvault | | | [steam](https://store.steampowered.com/app/3460840/Gloamvault/) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2841577387)\nGame | GOATi Traffic Simulation | GOATi | | [video](https://www.youtube.com/watch?v=A0ZdyzekVBo)\nGame | God of War Ragnar\u00f6k | Santa Monica Studio | | [shots](https://github.com/ocornut/imgui/issues/5886#issuecomment-1514971994)\nGame | Good Company | Chasing Carrots | | [homepage](https://www.chasing-carrots.com/)\nGame | Graceful Explosion Machine | Vertex Pop | | [steam](https://store.steampowered.com/app/575450/Graceful_Explosion_Machine) / [eshop](https://www.nintendo.com/games/detail/graceful-explosion-machine-switch) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-297435445)\nGame | Grand Theft Auto VI | Rockstar Games | |\nGame | Griftlands | Klei | | [steam](https://store.steampowered.com/app/601840/Griftlands)\nGame | GunHero | Olli-Samuli Lehmus | | [steam](http://store.steampowered.com/app/568840/GunHero/)\nGame | Half Life 2 RTX | Orbifold Studios | |\nGame | Halo Infinite | 343 Industries | | [shots](https://github.com/ocornut/imgui/issues/5886#issuecomment-1486685055)\nGame | Hazard Pay | Smitner.Studio | | [steam](https://store.steampowered.com/app/2692620/Hazard_Pay/), [shot](https://github.com/ocornut/imgui/issues/8649#issuecomment-3137535927)\nGame | Hearts of Iron IV | Paradox Interactive | | [homepage](https://www.heartsofiron4.com) / [blog](https://devtrackers.gg/heartsofiron/p/67fbd64f-dev-diary-a-tech-lead-s-life) / [blog](https://store.steampowered.com/news/app/394360/view/3740859408917364814?l=english)\nGame | Hellbreaker | Enhex | | [homepage](https://enhex.itch.io/hellbreaker) / [shot](https://img.itch.zone/aW1hZ2UvMTY5MjQ4Lzg2MTI5NC5qcGc=/original/1InRJS.jpg)\nGame | Heretic + Hexen | Nightdive Studios | | [steam](https://store.steampowered.com/app/3286930/Heretic__Hexen/)\nGame | Hexterminate | | | [homepage](https://www.pedro-nunes.net/hexterminate/)\nGame | Hogs of War Lardcore | Urbanscan | | [homepage](https://www.hogsofwar.org/lardcore) / [video](https://www.youtube.com/watch?v=WPbHhDVaT74&t=126s)\nGame | Homescapes | Playrix | | [video](https://www.youtube.com/watch?v=siGNaiytfRo&t=77s)\nGame | Hyper Scape | **Ubisoft** | \ud83d\udc9b | [blog](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) / [video](https://www.youtube.com/watch?v=Q9gBfhZWQ6E)\nGame | Hypersomnia | | | [steam](https://store.steampowered.com/app/2660970/Hypersomnia)\nGame | Indiana Jones and the Great Circle | **MachineGames** | \ud83d\udc9b | [homepage](https://indianajones.bethesda.net)\nGame | Indivisible | Lab Zero Games | | [homepage](http://www.indivisiblegame.com/)\nGame | Into the Breach | Subset Games | | [homepage](https://subsetgames.com/itb.html)\nGame | Into the Necrovale | Casey Clyde | | [steam](https://store.steampowered.com/app/1717090/Into_the_Necrovale/)\nGame | iRacing | iRacing.com\nMotorsport Simulations | | [blog](https://www.iracing.com/road-new-damage/)\nGame | Irony Curtain: From Matryoshka with Love | Artifex Mundi | | [steam](https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryoshka_with_Love)\nGame | Jurassic World Evolution | Frontier | | [homepage](http://www.jurassicworldevolutiongame.com)\nGame | Jurassic World Evolution 2 | Frontier | | [homepage](http://www.jurassicworldevolutiongame.com)\nGame | Kitten Space Agency | **RocketWerkz** | \ud83d\udc9b | [homepage](https://ahwoo.com/store/KPbAA1Au/kitten-space-agency)\nGame | Klaoro - Abyss of the Soul | | | [steam](https://store.steampowered.com/app/2822010/Klaroro__Abyss_of_the_Soul/)\nGame | Knockout City | Velan Studios | | [homepage](https://www.velanstudios.com)\nGame | League of Legends | **Riot Games** | \ud83d\udc9b | [homepage](http://www.leagueoflegends.com) / [shot](https://twitter.com/Beardilocks/status/1258568789303586817)\nGame | Legend of Zelda: Tears of the Kingdom | Nintendo | | [shot](https://github.com/ocornut/imgui/issues/7503#issuecomment-2308380962)\nGame | Librelancer | @CallumDev | | [shot](https://camo.githubusercontent.com/746f970dbd4f0b2fb64df8e188cce35e023fbd5c/68747470733a2f2f692e696d6775722e636f6d2f666b344f6164382e706e67) / [github](https://github.com/Librelancer/Librelancer)\nGame | Like a Dragon: Ishin! | Sega | | [homepage](https://ishin.sega.com/)\nGame | Ligo | | | [steam](https://store.steampowered.com/app/2462810/Ligo/)\nGame | Limit Theory | Procedural Reality | | [homepage](http://ltheory.com/) / [blog](http://forums.ltheory.com/viewtopic.php?f=30&t=6459#p160975) / [shots](https://github.com/ocornut/imgui/issues/1607#issuecomment-372018336)\nGame | Lumote | Luminawesome Games | | [homepage](http://www.luminawesome.com) / [shot](https://github.com/ocornut/imgui/issues/539#issuecomment-199952613)\nGame | Ma'am Popcorn | JSR-Productions | | [homepage](https://www.jsr-productions.com/maam-popcorn.html) / [play](https://www.jsr-productions.com/maamPopcorn/index.html) / [video](https://www.youtube.com/watch?v=eoGgYbHBJa0)\nGame | Mario Kart World | Nintendo | |\nGame | Marvel's Spider-Man | Insomniac Games | | [homepage](https://insomniac.games/game/spider-man-ps4/) / [shot](https://user-images.githubusercontent.com/8225057/72074984-2a84a800-32f3-11ea-9380-e43dc599a356.jpg)\nGame | Marvel's Spider-Man: Miles Morales | Insomniac Games | | [homepage](https://www.playstation.com/fr-fr/games/marvels-spider-man-miles-morales/)\nGame | Marvel's Spider-Man 2 | Insomniac Games | | [homepage](https://insomniac.games/game/marvels-spider-man-2/) / [shot](https://github.com/ocornut/imgui/assets/8225057/dbef7fef-7d31-4f81-9dd7-c7073703fc08)\nGame | MicroWorks | Agiriko | | [steam](https://store.steampowered.com/app/1233410/MicroWorks) / [shots](https://store.steampowered.com/news/app/1233410/view/6413755401138265292)\nGame | Midnight Murder Club | Velan Studios | | [homepage](https://www.midnightmurderclub.com/) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2722580253)\nGame | Minecraft Bedrock | Mojang, Xbox Game Studios | | [homepage](http://www.minecraft.net) / [video](https://www.youtube.com/watch?v=Hi9Uv1EYFmQ)\nGame | Monaco II | **Pocketwatch Games** | \ud83d\udc9b | [homepage](https://www.monacotwo.com)\nGame | Monster Boy & The Cursed Kingdom | Game Atelier | | [homepage](http://www.monsterboy.com)\nGame | Monstro Maestro | | | [steam](https://store.steampowered.com/app/2969590/Monstro_Maestro/)\nGame | Moonman/MoonQuest | @eigenbom | | [kickstarter](https://www.kickstarter.com/projects/eigenbom/moonman) / [blog](http://discuss.moonman.io/t/june-12-2016/1478)\nGame | Mount & Blade II Bannerlord | TaleWorlds | | [blog](https://www.taleworlds.com/en/Games/Bannerlord/Blog/25) / [shot](https://user-images.githubusercontent.com/8225057/30460822-b4e9cadc-99b9-11e7-97fd-377a615b1e4e.jpg)\nGame | My Brother Rabbit | Artifex Mundi | | [steam](https://store.steampowered.com/app/855640/My_Brother_Rabbit/)\nGame | New World | Amazon Game Studios | | [homepage](https://newworld.com)\nGame | NieR Replicant ver.1.22474487139... | Toylogic/Cavia/Square Enix | | [homepage](https://nier.square-enix-games.com/en-us/) / [shot](https://user-images.githubusercontent.com/8225057/116219511-fc2b1600-a74b-11eb-8f0b-d8cd8c9b8410.jpg)\nGame | Omni Blade | | | [steam](https://store.steampowered.com/app/3089800/Omni_Blade/)\nGame | Onrush | Codemasters | | [homepage](http://www.codemasters.com/game/onrush/) / [video](https://www.youtube.com/watch?v=rC9wmXDzAX0&feature=youtu.be&t=18m42s)\nGame | Openblack | | | [github](https://github.com/openblack/openblack) / [shot](https://user-images.githubusercontent.com/1013356/67159752-54a87880-f349-11e9-9df5-628594b3a745.gif)\nGame | Orion Drift | Another Axiom | | [video](https://www.youtube.com/watch?v=LWvzanMj_sk)\nGame | Out of Sight | Mainframe Games | | [steam](https://store.steampowered.com/app/1622570/Out_of_Sight/)\nGame | Overgrowth | Wolfire Games | | [homepage](http://www.wolfire.com/overgrowth) / [shots](https://github.com/ocornut/imgui/issues/973#issuecomment-277081512)\nGame | Overwatch 2 | **Blizzard** | \ud83d\udc9b | [blog](https://playoverwatch.com/en-us/news/23674944/) / [shot](https://user-images.githubusercontent.com/8225057/121402149-d784a980-c959-11eb-8617-b3e41c60c8c5.jpg)\nGame | Oxygen Not Included | Klei | | [steam](https://store.steampowered.com/app/457140/Oxygen_Not_Included)\nGame | Palworld | Pocketpair | | [steam](https://store.steampowered.com/app/1623730/Palworld/) / [shots](https://twitter.com/perchbird_/status/1748421087635861747)\nGame | Paperhead | | | [steam](https://store.steampowered.com/app/2680280/PAPERHEAD/)\nGame | Paperhead EP.0 | | | [steam](https://store.steampowered.com/app/3008200/PAPERHEAD_EP0)\nGame | Particubes | | | [homepage](https://particubes.com/) / [shots](https://github.com/ocornut/imgui/issues/3075#issuecomment-604307758)\nGame | Path of Exile Legion | Grinding Gear Games | \ud83d\udc9b | [homepage](https://www.pathofexile.com/legion) / [video](https://github.com/ocornut/imgui/issues/2529#issuecomment-494933892)\nGame | Payday 3 | Starbreeze Studios | | [homepage](https://www.paydaythegame.com/payday3/) / [shot](https://github.com/user-attachments/assets/7ba69f93-c782-4849-9847-5099aee23da3)\nGame | Penny's Big Breakaway | Evening Star | | [homepage](https://eveningstar.studio/games.html)\nGame | Pikifen | @Espyo | | [github](https://github.com/Espyo/Pikifen), [shot](https://github.com/ocornut/imgui/issues/8649#issuecomment-3192448156)\nGame | Pikmin 4 | Nintendo | | [homepage](https://www.nintendo.com/store/products/pikmin-4-switch/)\nGame | Pioneer Space Sim | | | [homepage](https://pioneerspacesim.net/) / [github](https://github.com/pioneerspacesim/pioneer)\nGame | Pirate Power | **Godzilab** | \ud83d\udc9b | [app store](https://itunes.apple.com/us/app/pirate-power/id605057245) / [android](https://play.google.com/store/apps/details?id=com.godzilab.happypirate&hl=en)\nGame | Planet Coaster: Console Edition | Frontier | | [homepage](https://console.planetcoaster.com)\nGame | Planet Zoo | Frontier | | [homepage](https://www.planetzoogame.com/)\nGame | Pok\u00e9mon Legends: Arceus | Game Freak | | [homepage](https://legends.pokemon.com/en-us/)\nGame | Pok\u00e9mon: Let's Go, Pikachu! / Eevee! | Game Freak | | [homepage](https://pokemonletsgo.pokemon.com/) / [shot 1](https://user-images.githubusercontent.com/8225057/51388476-d274f480-1b29-11e9-9573-f5986f3833dc.jpg) [2](https://user-images.githubusercontent.com/8225057/51388479-d4d74e80-1b29-11e9-8368-8ccbc09b6f25.jpg)\nGame | Pok\u00e9mon Sword and Shield | Game Freak | | [shots](https://github.com/ocornut/imgui/issues/3488#issuecomment-714048146)\nGame | Pok\u00e9mon Scarlet and Violet | Game Freak | | [homepage](https://scarletviolet.pokemon.com/en-us/)\nGame | Portal with RTX | Lightspeed Studios / NVIDIA | | [homepage](https://www.nvidia.com/en-us/geforce/campaigns/play-portal-with-rtx/) / [shot](https://user-images.githubusercontent.com/278957/206586315-2f8a8f80-b468-4236-a510-453e6a63d77d.png)\nGame | Portal: Revolution | Second Face Software | | [steam](https://store.steampowered.com/app/601360/Portal_Revolution)\nGame | Prince of Persia: The Lost Crown | **Ubisoft** | |\nGame | Project Zomboid | The Indie Stone | | [steam](https://store.steampowered.com/app/108600/Project_Zomboid/) / [video](https://www.youtube.com/watch?v=Qy8xQC1KKh4) / [blog](https://projectzomboid.com/blog/news/2024/02/leapdoid/)\nGame | Puzzle Catcher | BlitWise Productions | | [homepage](https://www.puzzlecatcher.com)\nGame | Quake (2021 remaster) | Bethesda | | [homepage](https://bethesda.net/en/game/quake)\nGame | Quake II (2023 remaster) | | | [blog](https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii)\nGame | Quake Champions | | | [post](https://www.unknowncheats.me/forum/quake-champions/212973-quake-champions-using-imgui.html)\nGame | Railway Empire 2 | Gaming Minds | | [steam](https://store.steampowered.com/app/1644320/Railway_Empire_2/)\nGame | Ravenswatch | **Passtech Games** | \ud83d\udc9b | [steam](https://store.steampowered.com/app/2071280/Ravenswatch/)\nGame | Receiver 2 | Wolfire Games | | [homepage](https://store.steampowered.com/app/1129310/Receiver_2/) / [shots](https://github.com/ocornut/imgui/issues/3075#issuecomment-675511275)\nGame | Re:creation | @eliasdaler | | [blog](https://eliasdaler.github.io/)\nGame | Red Dead Redemption 2 | Rockstar Games | | [homepage](https://www.rockstargames.com/reddeadredemption2) / [credits](https://github.com/ocornut/imgui/issues/2847#issuecomment-568252670)\nGame | Rematch | Sloclap | | [homepage](https://www.playrematch.com)\nGame | Return to Monkey Island | **Terrible Toybox** | \ud83d\udc9b | [homepage](https://returntomonkeyisland.com)\nGame | Returnal | Housemarque | |\nGame | Rise of the Tomb Raider | Feral Interactive | | [video](https://www.youtube.com/watch?v=ptakmFGcIRU&feature=youtu.be&t=638)\nGame | Rise of the Triad: Ludicrious Edition | | | [steam](https://store.steampowered.com/app/1421490/Rise_of_the_Triad_Ludicrous_Edition/) / [shot](https://github.com/ocornut/imgui/issues/6478#issuecomment-1668606409)\nGame | Rue Valley | | | [steam](https://store.steampowered.com/app/2126190/Rue_Valley/)\nGame | RuneScape | Jagex | | [homepage](https://play.runescape.com/) / [ref](https://content.runescape.com/downloads/LICENCE.txt)\nGame | Seaquence | | | [homepage](http://okaynokay.xyz/seaquence) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-308277401)\nGame | Shakedown Rally | | | [itchio](https://nothke.itch.io/shakedown)\nGame | Sigil of Kings | Byte Arcane | | [steam](https://store.steampowered.com/app/2195820/Sigil_of_Kings/)\nGame | Silicium | | | [steam](https://store.steampowered.com/app/3048990/Silicium/)\nGame | Shenmue I & II (2018) | Sega, d3t | | [homepage](https://shenmue.sega.com)\nGame | Shinorubi | | | [steam](https://store.steampowered.com/app/1665900/SHINORUBI/)\nGame | Skull and Bones | Ubisoft | | [homepage](https://www.ubisoft.com/en-us/game/skull-and-bones)\nGame | Sky: Children of the Light | thatgamecompany | | [steam](https://store.steampowered.com/app/2325290/Sky_Children_of_the_Light/)\nGame | Slitterhead | Bokeh Game Studio | |\nGame | SNES Classic Mini | Nintendo | | [shot](https://user-images.githubusercontent.com/8225057/31039823-4aef87e2-a581-11e7-8329-077f5ded258d.jpg)\nGame | SpaceBourne 2 | Burak Dabak | | [steam](https://store.steampowered.com/app/1646850/SpaceBourne_2/)\nGame | Squarium | | | [homepage](https://bartveldstra.com/game/squarium/) / [android](https://play.google.com/store/apps/details?id=nl.ghostweb.Squarium)\nGame | S.T.A.L.K.E.R. 2: Heart of Chornobyl | GSC Game World | | [steam](https://store.steampowered.com/app/1643320/STALKER_2_Heart_of_Chornobyl/) / [shot](https://github.com/ocornut/imgui/issues/6478#issuecomment-1572970617)\nGame | Star Citizen | Cloud Imperium Games | | [blog](https://starcitizenprivateer.tumblr.com/post/184141580116/star-citizen-monthly-report-march-2019) / [shot](https://user-images.githubusercontent.com/600573/76033357-58c1e500-5f3c-11ea-8c78-6299cc0f280c.png)\nGame | Starfield | Bethesda | | [homepage](https://bethesda.net/fr/game/starfield) / [ref](https://www.reddit.com/r/Starfield/comments/166uhzb/starfield_console_command_list/)\nGame | Star Ocean: The Divine Force | Square Enix | | [ref](https://webcache.googleusercontent.com/search?q=cache:e0-aGFgkVq4J:https://www.square-enix-games.com/documents/star-ocean-the-divine-force-pc-installer-software-and-associated-plug-ins-content-protection-disclosure&cd=29)\nGame | Star Wars Eclipse | Quantic Dream | | [homepage](https://www.starwarseclipse.com/)\nGame | Star Wars Jedi: Survivor | Respawn | | [homepage](https://www.ea.com/games/starwars/jedi/jedi-survivor)\nGame | Star Wars: Outlaws | Massive | | [homepage](https://store.ubisoft.com/fr/star-wars-outlaws/645ba713a9ce0448bffa4c12.html)\nGame | Stationeers | | | [steam](https://store.steampowered.com/app/544550/Stationeers)\nGame | Stellaris | Paradox Development | | [homepage](https://www.paradoxinteractive.com/games/stellaris/about)\nGame | Streets of Rage 4 | Guard Crush / Lizardcube | | [homepage](https://www.streets4rage.com/) / [shot](https://user-images.githubusercontent.com/8225057/68775486-d7fa7880-062e-11ea-8448-9aab3ca4837e.jpg)\nGame | Stronghold: Warlords | FireFly Studios | | [homepage](https://www.strongholdwarlords.com/)\nGame | Structura | GreenGolem | | [steam](https://store.steampowered.com/app/1422980/Structura/) / [shot](https://user-images.githubusercontent.com/5115332/102346005-e7bd5c80-3fa6-11eb-8ed0-bbc17668719e.jpg)\nGame | Super Crush KO | Vertex Pop | | [homepage](http://www.vertexpop.com/supercrushko/)\nGame | Super Mario Bros. Wonder | Nintendo | | [shot](https://github.com/user-attachments/assets/0cbd5df1-6973-415f-bb05-6be608dcca9b)\nGame | Swords of Calengal | United Lines Studio | | [homepage](https://www.unitedlinesstudio.com/)\nGame | Teamfight Tactics | Riot Games | | [blog](https://www.upcomer.com/the-three-innovators-how-the-tft-live-balance-team-built-patch-11-24/) / [shot](https://user-images.githubusercontent.com/2294209/145396948-c7ee3944-2925-4d2e-b83c-c5cd69fce621.png)\nGame | Tegula - Rise of the Roman Republic | | | [steam](https://store.steampowered.com/app/3736990/Tegula__Rise_of_the_Roman_Republic/)\nGame | Tearaway | **Media Molecule** | \ud83d\udc9b | [homepage](http://tearaway.mediamolecule.com/)\nGame | Tearaway Unfolded | **Media Molecule** | \ud83d\udc9b | [homepage](http://tearaway.mediamolecule.com/) / [shots](https://github.com/ocornut/imgui/issues/539#issuecomment-193710713)\nGame | Teardown | Tuxedo Labs | | [homepage](http://teardowngame.com) / [shot](https://user-images.githubusercontent.com/8225057/79001463-d3d77600-7b4e-11ea-9d7c-7469157f5feb.jpg)\nGame | Terminator: Dark Fate - Defiance | Slitherine | | [steam](https://store.steampowered.com/app/1839950/Terminator_Dark_Fate__Defiance)\nGame | Territory Control 2 | | | [steam](https://store.steampowered.com/app/690290/Territory_Control_2/)\nGame | The Big Catch | Filet Group | | [shots](https://github.com/ocornut/imgui/issues/5243#issuecomment-1258825665)\nGame | The Big Catch: Tacklebox | Filet Group | | [steam](https://store.steampowered.com/app/2985610/The_Big_Catch_Tacklebox/?curator_clanid=4777282)\nGame | The Bus | TML-Studios | | [steam](https://store.steampowered.com/app/491540/The_Bus/)\nGame | The Grand Tour Game | Amazon | | [ref](https://www.amazon.com/gp/help/customer/display.html?nodeId=GUNPF35EQCSJFJY6)\nGame | The Riftbreaker: Prologue | EXOR Studios | | [steam](https://store.steampowered.com/app/1293860/The_Riftbreaker_Prologue/)\nGame | The Rogue Prince of Persia | Evil Empire | | [steam](https://store.steampowered.com/app/2717880/The_Rogue_Prince_of_Persia/)\nGame | The Siege and The Sandfox | Cardboard Sword | | [steam](https://store.steampowered.com/app/653060/The_Siege_and_the_Sandfox/)\nGame | The Sinking City | Frogwares | | [steam](https://store.steampowered.com/app/750130/The_Sinking_City/)\nGame | The Surge 2 | Deck 13 | | [web](http://thesurge-game.com) / [video](https://www.youtube.com/watch?v=WjPiJn9dkxs)\nGame | Ticket To Ride | Asmodee Digital | | [homepage](https://www.asmodee-digital.com/en/ticket-to-ride/)\nGame | Tom Clancy's Ghost Recon Breakpoint | **Ubisoft** | \ud83d\udc9b | [homepage](https://ghost-recon.ubisoft.com/game/en-us/breakpoint)\nGame | Tom Clancy's Rainbow Six Siege | **Ubisoft** | \ud83d\udc9b | [blog](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) / [shots](https://github.com/ocornut/imgui/issues/2847#issuecomment-567692465)\nGame | TopSpin 2K25 | Hangar 13 Brighton | | [homepage](https://topspin.2k.com/2k25/)\nGame | Tortuga - A Pirate's Tale | Gaming Minds | | [store](https://store.epicgames.com/en-US/p/tortuga-a-pirates-tale-e02635)\nGame | Total Battle | **Scorewarrior** | \ud83d\udc9b | [ios](https://apps.apple.com/us/app/total-battle-war-of-empires/id1274132545) / [android](https://play.google.com/store/apps/details?id=com.totalbattle&hl=en)\nGame | Total War: Three Kingdoms | Creative Assembly | | [steam](https://store.steampowered.com/app/779340/Total_War_THREE_KINGDOMS)\nGame | TT Isle of Man: Ride of the Edge | **Kylotonn** | \ud83d\udc9b | [shots](https://github.com/ocornut/imgui/issues/1269#issuecomment-322049726)\nGame | Unravel Two | Coldwood Interactive | | [shot](https://user-images.githubusercontent.com/8225057/41195062-e06fcb4e-6c26-11e8-9ef3-0a00c9541029.jpg)\nGame | Victoria 3 | Paradox | | [steam](https://store.steampowered.com/app/529340/Victoria_3)\nGame | Voxile | VoxRay Games | | [steam](https://store.steampowered.com/app/2283580/Voxile/)\nGame | V-Rally 4 | **Kylotonn** | \ud83d\udc9b |\nGame | VRMONLINE-NX | | | [homepage](https://vrmcloud.net/nx/beta)\nGame | Warcana | 1000 Orks | | [steam](https://store.steampowered.com/app/2022930/WARCANA/)\nGame | Warcraft III: Reforged | **Blizzard** | \ud83d\udc9b | [homepage](https://playwarcraft3.com)\nGame | Warfork | | | [steam](https://store.steampowered.com/app/671610/Warfork/)\nGame | Warhammer: Chaosbane | Eko Software | | [steam](https://store.steampowered.com/app/774241/Warhammer_Chaosbane/) / [shots](https://github.com/ocornut/imgui/issues/2847#issuecomment-560856396)\nGame | Warhammer 40,000: Darktide | Fatshark AB | | [homepage](https://www.playdarktide.com/)\nGame | Warhammer 40,000: Space Marine 2 | Saber Interactive | | [steam](https://store.steampowered.com/app/2183900/Warhammer_40000_Space_Marine_2/)\nGame | Watch Dogs: Legion | **Ubisoft** | \ud83d\udc9b | [homepage](https://www.ubisoft.com/en-gb/game/watch-dogs/legion) / [credits](https://www.mobygames.com/game/windows/watch-dogs-legion/credits)\nGame | Windjammers 2 | **Dotemu** | \ud83d\udc9b | [homepage](http://www.dotemu.com/game/windjammers-2/)\nGame | WiLD | **Wild Sheep Studio** | \ud83d\udc9b | [homepage](http://www.wildsheepstudio.com) / [shots](https://github.com/ocornut/imgui/issues/539#issuecomment-193720307)\nGame | Wonder Boy: The Dragon's Trap | **Lizardcube** | \ud83d\udc9b | [homepage](http://www.TheDragonsTrap.com) / [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-262975159)\nGame | World Racing 2 - Champion Edition | | | [steam](https://store.steampowered.com/app/1301010/World_Racing_2__Champion_Edition/)\nGame | World of Tanks Blitz | Wargaming | | [homepage](https://wotblitz.com/)\nGame | World of Warcraft | **Blizzard** | \ud83d\udc9b | [blog](https://worldofwarcraft.com/en-us/news/23507730/engineers-workshop-developing-for-mobile-and-pc)\nGame | World of Warships | Wargaming | | [homepage](https://worldofwarships.eu/)\nGame | WRC 7 | **Kylotonn** | \ud83d\udc9b |\nGame | WRC 8 | **Kylotonn** | \ud83d\udc9b |\nGame | WRC 9 | **Kylotonn** | \ud83d\udc9b |\nGame | WRC 10 FIA World Rally Championship | **Kylotonn** | \ud83d\udc9b |\nGame | WRC Generations | Kylotonn | |\nGame | Yo-Kai Watch 4 | Level-5 | | [shot](https://user-images.githubusercontent.com/8225057/97118313-a24c8380-1709-11eb-812d-c0bff0a3bc17.png)\nGame | Zombie Tsunami | **Mobigame** | \ud83d\udc9b | [appstore](https://itunes.apple.com/us/app/zombie-tsunami/id529652920?mt=8)\n\n## Applications, Engines and others\n\nType | Title | By | Sp | Links\n---|---|---|---|---\nApp | 6SigmaRoom | | | [homepage](https://www.futurefacilities.com/products/6sigmaroom/)\nApp | 3d Object Scatter | | | [homepage](https://cubebrush.co/3dobjectscatter?product_id=jyheqw)\nApp | 8th Wall's SLAM systems | | | [blog](https://www.8thwall.com/blog/post/45697581391/building-the-next-generation-of-slam-for-the-browser) / [shot](https://user-images.githubusercontent.com/8225057/116219141-950d6180-a74b-11eb-8af3-0bf78a84a344.jpg)\nApp | Aimation Studio | AIMation | | [homepage](https://aimation-studio.com/)\nApp | alphaTerm | | | [homepage](http://www.alphaticks.io) / [shot](https://user-images.githubusercontent.com/8225057/105607011-af2a5300-5d9c-11eb-9bc8-39d3310e2192.jpg)\nEmu | Amiberry | | | [homepage](https://amiberry.com/) / [shots](https://github.com/ocornut/imgui/issues/9169#issuecomment-4066690620)\nApp | amodemGUI | | | [github](https://github.com/YD1RUH/amodemGUI)\nEngine | ANARI SDK | Khronos Group | | [github](https://github.com/KhronosGroup/ANARI-SDK/tree/main/libs/anari_viewer)\nApp | App3D | | | [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2612333616)\nEmu | Apple2Emu | @allender | | [github](https://github.com/allender/apple2emu) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-280105757)\nApp | Ark VCS | | | [homepage](https://ark-vcs.com/)\nApp | ARVu | **G3DVu** | \ud83d\udc9b | [homepage](https://g3dvu.com/) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2603029344)\nApp | AVETO.vis | B-plus | | [homepage](https://www.b-plus.com/en/products/automotive/measurement-logging/avetorec/avetovis.html)\nApp | AV Latency.com Toolkit | | | [homepage](https://avlatency.com/tools/av-latency-com-toolkit/)\nApp | AXIOM Remote | | | [github](https://github.com/apertus-open-source-cinema/AXIOM-Remote)\nApp | AX Tracker | | | [shots](https://github.com/ocornut/imgui/issues/7959#issuecomment-2535535568)\nApp | Azure Kinect Viewer | Microsoft | | [homepage](https://docs.microsoft.com/en-us/azure/kinect-dk/azure-kinect-viewer)\nApp | b2 | | | [homepage](https://github.com/tom-seddon/b2) / [shot](https://github.com/ocornut/imgui/issues/1269#issuecomment-340313270)\nEngine | AlgeSDK | Acnodelabs | | [github](http://github.com/Acnodelabs/AlgeSDK.git) / [shot](https://raw.githubusercontent.com/AcnodeLabs/AlgeSDK/develop/_acnode_/icon.png)\nEngine | BabylonCpp | @samdauwe | | [github](https://github.com/samdauwe/BabylonCpp) / [video](https://www.youtube.com/watch?v=o05_5Wyzv54)\nApp | Banuba SDK | | |\nMisc | B.A.M. | @berkayylmao | | [github](https://github.com/berkayylmao/BerkaysAssortedMods)\nApp | BASIC8 | Tony Wang | | [homepage](https://paladin-t.github.io/b8/) / [steam](https://store.steampowered.com/app/767240/)\nEngine | Bezel Engine | Nintendo | | [shot](https://user-images.githubusercontent.com/8225057/105606992-9621a200-5d9c-11eb-8b60-fea1e71f43a7.jpg)\nEngine | bgfx | | | [github](https://github.com/bkaradzic/bgfx)\nEngine | Bitty Engine | | | [itch.io](https://paladin-t.github.io/bitty/)\nApp | Browser Tamer | @aloneguid | | [homepage](https://www.aloneguid.uk/projects/bt/)\nApp | Cacu Studio | | | [video](https://v.qq.com/x/page/i0181kqlx02.html)\nApp | CADRays | Open Cascade | | [homepage](https://www.opencascade.com/content/cadrays) / [video](https://www.youtube.com/watch?v=D6_uGxmhuVk)\nApp | Cafe-Shader-Studio | | | [github](https://github.com/KillzXGaming/Cafe-Shader-Studio) / [shot](https://user-images.githubusercontent.com/8225057/118979693-04f0bf80-b979-11eb-9244-bb3268210571.png)\nApp | Cheevos Hunter | @leiradel | | [github](https://github.com/leiradel/CheevosHunter) / [shot](https://raw.githubusercontent.com/leiradel/CheevosHunter/master/ch.png)\nMisc | Cinder-Experiments | @simongeilfus | | [github](https://github.com/simongeilfus/Cinder-Experiments)\nApp | Cisco Modelling Labs | Cisco | |\nApp | Clavicula | | | [homepage](https://clavicula.link/)\nApp | clownmdemu-frontend | @clownacy | | [github](https://github.com/clownacy/clownmdemu-frontend) / [shot](https://raw.githubusercontent.com/Clownacy/clownmdemu-frontend/712b4744f78ec0ebd903feed49cdca509531e1bb/screenshot-debug.png)\nApp | CodeNect | @flamendless | | [homepage](https://flamendless.itch.io/codenect) / [github](https://github.com/flamendless/CodeNect-VPS)\nApp | Codeperfect 95 | | | [homepage](https://codeperfect95.com/) / [shot](https://user-images.githubusercontent.com/8225057/121209006-c9139080-c87a-11eb-9f33-63bebdfc86a9.png)\nApp | ColumnLens | | | [homepage](https://columnlens.com/) / [shots](https://github.com/ocornut/imgui/issues/9169#issuecomment-4038906249)\nApp | ContExt | | | [github](https://github.com/RafaelCasamaximo/contExt)\nApp | CortexRecognition | **Recognition Robotics** | \ud83d\udc9b | [homepage](http://www.recognitionrobotics.com) / [shots](https://github.com/ocornut/imgui/issues/123#issuecomment-114941904) / [photos](https://github.com/ocornut/imgui/issues/973#issuecomment-303784406)\nApp | cq-admin | @cqmpact | | [github](https://github.com/cqmpact/cq-admin) / [video](https://github.com/ocornut/imgui/issues/9250)\nApp | CVEDIA-RT | CVEDIA | |\nApp | Cycloid | | | [github](https://github.com/a1k0n/cycloid/) / [blog](https://www.a1k0n.net/2021/01/22/indoor-localization.html)\nApp | Datoviz | | | [homepage](https://datoviz.org) / [shot](https://user-images.githubusercontent.com/8225057/108081248-04424780-7071-11eb-86dd-f6c4deef12c3.png)\nApp | DBCHelper | @aiekick | | [github](https://github.com/aiekick/DBCHelper)\nApp | Decaf | | | [github](https://github.com/decaf-emu/decaf-emu)\nApp | DefleMask | Leonardo Demartino | | [homepage](http://www.deflemask.com/) / [ios](https://itunes.apple.com/app/deflemask/id1390797126) / [android](https://play.google.com/store/apps/details?id=com.deflemask.mobile)\nApp | Desktop+ OpenVR Overlay | @elvissteinjr | | [github](https://github.com/elvissteinjr/DesktopPlus) / [shot](https://raw.githubusercontent.com/elvissteinjr/DesktopPlus/master/docs/screenshot.jpg)\nEngine | DiligentEngine | | | [github](https://github.com/DiligentGraphics/DiligentEngine)\nEngine | Spartan Engine | @PanosK92 | | [github](https://github.com/PanosK92/SpartanEngine) / [shot](https://raw.githubusercontent.com/PanosK92/SpartanEngine/master/.github/images/screenshot-v0.3_preview4.jpg)\nPlugins | KXStudio / DISTRHO Ildaeil | | | [github](https://github.com/DISTRHO/Ildaeil/tree/v1.0#screenshots)\nApp | Duckstation | | | [github](https://github.com/stenzek/duckstation)\nEmu | Dolphin Emulator | | | [homepage](https://dolphin-emu.org) / [patch note](https://dolphin-emu.org/blog/2019/02/01/dolphin-progress-report-dec-2018-and-jan-2019/)\nApp | Downhole Imaging Technology | | | [homepage](https://darkvisiontech.com/)\nEngine | Dreaded Portal Engine | @Bram_Ridder | | [homepage](http://bramridder.com/conc8/index.php/hobby-projects/projects/dreaded-portal-engine) / [youtube](https://www.youtube.com/bramridder) / [shot](https://user-images.githubusercontent.com/8752240/88486655-38d89f80-cf77-11ea-973b-4269cebc31a0.png)\nApp | dromaius | | | [github](https://github.com/ThomasRinsma/dromaius)\nApp | Effekseer | | | [homepage](https://twitter.com/Effekseer)\nApp | Electric Eye | Netflix | | [video](https://www.youtube.com/watch?v=uEQ3be0ss2A) / [shot](https://cloud.githubusercontent.com/assets/8225057/22478523/9062f8fe-e7ea-11e6-8761-f29cb317bf1a.jpg)\nEngine | Enjon | | | [shot](https://user-images.githubusercontent.com/7358367/39782964-3dc7eb6c-52d9-11e8-8029-723ea5fa5546.png) / [video](https://www.youtube.com/watch?v=fHUdVhmsi6s&t=855s)\nTech | Euclideon Vault | Euclideon | | [homepage](https://www.euclideon.com/vaultinfo/) / [shot](https://user-images.githubusercontent.com/8225057/53256670-b6381a80-36c8-11e9-9c3e-f0a73af84e0d.JPG)\nEngine | EtherealEngine | | | [github](https://github.com/volcoma/EtherealEngine) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-276082731)\nMisc | Falcor | **NVIDIA** | \ud83d\udc9b | [github](https://github.com/NVIDIAGameWorks/Falcor)\nApp | F.E.I.S.: Jubeat chart editor | @Stepland | | [github](https://github.com/Stepland/F.E.I.S.)\nEngine | Filament | **Google** | \ud83d\udc9b | [github](https://github.com/google/filament)\nEngine | FishEngine | @yushroom | | [github](https://github.com/yushroom/FishEngine) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-282622054)\nApp | FlexBV | pldaniels | | [homepage](https://pldaniels.com/flexbv/)\nApp | Flipper Zero Animation Manager | @Ooggle | | [github](https://github.com/Ooggle/FlipperAnimationManager)\nApp | Fluid FX | CodeManua | | [homepage](https://codemanu.itch.io/fluid-fx)\nApp | ftpd | @mtheall | | [github](https://github.com/mtheall/ftpd/)\nApp | Furnace (chiptune tracker) | @tildearrow | | [github](https://github.com/tildearrow/furnace) / [shot](https://github.com/ocornut/imgui/assets/8225057/bee9c9e8-04ae-4ba7-8264-3103ddd99a15)\nEmu | Gearboy | @drhelius | | [github](https://github.com/drhelius/Gearboy)\nEmu | Gearcoleco | @drhelius | | [github](https://github.com/drhelius/Gearcoleco)\nEmu | Geargrafx | @drhelius | | [github](https://github.com/drhelius/Geargrafx)\nEmu | Gearsystem | @drhelius | | [github](https://github.com/drhelius/Gearsystem)\nEngine | GeeXLab | | | [homepage](http://www.geeks3d.com/geexlab/)\nApp | Geocod/Geogram | Loria | | [homepage](http://homepages.loria.fr/BLevy/GEOGRAM) / [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-249678740) / [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-270942101)\nApp | Geolidar | Geobotica | | [homepage](https://www.geobotica.com/geolidar/)\nApp | Geopoint | Geobotica | | [homepage](https://www.geobotica.com/geolidar/)\nApp | Geo::Math | brbl | | [homepage](https://brbl.itch.io/geomath)\nApp | git-whale | JSR-Productions | | [homepage](https://www.jsr-productions.com/git-whale.html) / [shot](https://user-images.githubusercontent.com/55633089/232242767-c1b5535a-fb61-47b6-8e8e-dd7b89ce1232.jpg)\nApp | glChAoS.P | @BrutPitt | | [homepage](https://www.michelemorrone.eu/glchaosp/) / [shots](https://www.michelemorrone.eu/glchaosp/screenshots.html)\nApp | Glimpse | | | [github](https://github.com/glimpse-project/glimpse) / [shot](https://raw.githubusercontent.com/wiki/glimpse-project/glimpse/images/screenshot-2017-12-07.png)\nApp | GlslOptimizerV2 | @Aiekick | | [github](https://github.com/aiekick/GlslOptimizerV2)\nApp | GL-Z | | | [homepage](https://www.geeks3d.com/glz/)\nApp | GNOMIC | C.Potena B.Della Corte | | [bitbucket](https://bitbucket.org/gnomicSolver/gnomic/src/master/)\nApp | Goxel | | \ud83d\udc9b | [homepage](https://guillaumechereau.github.io/goxel)\nApp | gputop | @rib | | [github](https://github.com/rib/gputop/) / [web demo](http://www.gputop.com/)\nApp | gpuvis | Valve Software | | [github](https://github.com/mikesart/gpuvis) / [shot](https://github.com/ocornut/imgui/issues/1269#issuecomment-325657871)\nApp | graph based noise tool | | | [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-288334906)\nApp | Graphic Depictions | | | [github](https://github.com/blackhole89/graphicdepictions) / [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-254023884)\nApp | Grunka | | | [homepage](https://www.grunka.app/)\nDemo | Guberniya | Macau Exports | | [homepage](http://www.pouet.net/prod.php?which=69652) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-298192944) / [blog](http://www.lofibucket.com/articles/64k_intro.html#the-tool)\nEngine | Harfang 3d | **Movida Prod/NWNC** | \ud83d\udc9b | [homepage](https://www.harfang3d.com) / [shot](https://github.com/harfang3d/image-storage/raw/main/portfolio/3.2.2/harfang-studio-cyber-city.png) / [github](https://github.com/harfang3d/harfang3d)\nApp | Havok Visual Debugger | | | [blog](https://www.havok.com/blog/havok-2025-1-release-highlights/)\nEngine | Hazel | TheCherno | | [github](https://github.com/TheCherno/Hazel)\nApp | HCK_ | | | [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-274636854)\nApp | OpenDiablo 2 HellSpawner | | | [github](https://github.com/OpenDiablo2/HellSpawner)\nApp | IceSL | Loria | | [homepage](http://shapeforge.loria.fr/icesl/)\nApp | IEMidi | | | [github](https://github.com/Interactive-Echoes/IEMidi) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2708916200)\nApp | IFStile | | | [homepage](https://ifstile.com)\nApp | IKEA Str\u00e5la Editor | IKEA | | [video](https://youtu.be/Kup0d4Te3n0?si=hfL0MAUdbhnFVnjX&t=882)\nApp | Inkeys | @Alan-CRL | | [homepage](https://www.inkeys.top/) [github](https://github.com/Alan-CRL/Inkeys)\nEmu | ImChip8 | | | [github](https://github.com/uafio/ImChip8)\nApp | ImGuiFontStudio | @aiekick | | [github](https://github.com/aiekick/ImGuiFontStudio)\nApp | ImHex | @WerWolv | | [github](https://github.com/WerWolv/ImHex) / [shot](https://user-images.githubusercontent.com/8225057/100979084-9e4f2500-3543-11eb-99f4-e9323863d7c0.png)\nEmu | ImNES | @gordnzhou | | [github](https://github.com/gordnzhou/imnes-emulator)\nApp | ImPlay Media Player | @tsl0922 | | [github](https://github.com/tsl0922/ImPlay)\nApp | IMX HSV SDK | | | [ref](https://www.macnica.co.jp/business/semiconductor/manufacturers/d46d52bee416f49ef840e92e875642ae_9.pdf)\nApp | Inochi2D | @LunaTheFoxgirl | | [github](https://github.com/Inochi2D/inochi2d) / [shot](https://user-images.githubusercontent.com/7032834/122651408-ec6ef300-d138-11eb-93f6-af216aa32aa8.png)\nApp | Imogen | @CedricGuillemet | | [github](https://github.com/CedricGuillemet/Imogen)\nEngine | Impeller | Fluter | | [github](https://github.com/flutter/flutter/tree/master/engine/src/flutter/impeller)\nApp | InkyBlackness HackEd | | | [homepage](https://inkyblackness.github.io/) / [github](https://github.com/inkyblackness/hacked) / [shot](https://user-images.githubusercontent.com/1508944/43354138-a4676cc4-9246-11e8-883f-46ddde4aba25.png)\nMisc | Inori-Prayer | | | [homepage](http://www.k2.t.u-tokyo.ac.jp/vision/WOW_TOKYO_AYABAMBI/index-e.html)\nLib | Intermediate Graphics Library | Meta | | [github](https://github.com/facebook/igl)\nEngine | IOLITE | | | [homepage](https://iolite-engine.com/) / [shot](https://github.com/ocornut/imgui/issues/6897#issuecomment-1752593465)\nLib | IYFThreading | | | [github](https://github.com/manvis/IYFThreading) / [shot](https://raw.githubusercontent.com/wiki/manvis/IYFThreading/images/profiler.png)\nApp | JangaFX | JangaFX | | [homepage](https://jangafx.com/) / [video](https://twitter.com/JangaFX/status/1031357366711803910)\nEngine | jle | @mormert | | [github](https://github.com/mormert/jle)\nApp | jzIntvImGui | | | [github](https://github.com/jenergy/jzIntvImGui) / [shot](https://github.com/ocornut/imgui/assets/8225057/c98f901c-946c-4ac7-82c7-30b20d06d146)\nApp | karmaMapper | Karma Kusala | | [github](https://github.com/Karma-Kusala/karmaMapper) / [shot](https://raw.githubusercontent.com/Karma-Kusala/karmaMapper/master/karmaMapper-cover-GIF.gif)\nApp | Karnaugh Studio | | | [homepage](https://sevcikdaniel.github.io/karnaugh-studio/) / [shot](https://user-images.githubusercontent.com/51830734/60018216-0e892400-968b-11e9-94cf-91444d6a0d8f.png)\nEngine | KESTD Ronin | KerboGames | | [homepage](http://www.kerbogames.com/) / [youtube](https://www.youtube.com/channel/UC6ySgw2VTP4fd0rCsO5DWIA)\nApp | Keytap/kbd-audio | | | [homepage](https://ggerganov.github.io/jekyll/update/2018/11/24/keytap.html) / [shot](https://camo.githubusercontent.com/00e50db2d5e64f98c168afcae7ad8d95dfd20653/68747470733a2f2f692e696d6775722e636f6d2f4c526e546b50412e6a7067)\nEngine | Kit Framework | | \ud83d\udc9b | [shot](https://github.com/ocornut/imgui/issues/539#issuecomment-226131049)\nApp | kkpView | @ConspiracyHu | | [github](https://github.com/ConspiracyHu/kkpView-public)\nApp | Kolosal AI | Genta Technology | | [github](https://github.com/Genta-Technology/Kolosal)\nApp | LabSound GraphToy | @meshula | | [github](https://github.com/LabSound/LabSoundGraphToy)\nApp | Lasir270 | Rekrom Optoelektronik | | [homepage](https://rekrom.com/)\nApp | ledSynthMaster | @olekristensen | | [github](https://github.com/olekristensen/ledSynthMaster) / [shot](https://github.com/ocornut/imgui/issues/539#issuecomment-233914952)\nLib | Libigl | | | [github](https://github.com/libigl/libigl)\nApp | Lifecast | | | [homepage](https://www.lifecastvr.com/)\nApp | LightAct 4 / Media Server | LightAct | | [homepage](https://lightact.io) / [shots](https://github.com/ocornut/imgui/issues/7959#issuecomment-2485334395)\nApp | Light Tracer | | | [homepage](http://lighttracer.org/) / [shots](https://github.com/ocornut/imgui/issues/2529#issuecomment-503015800)\nApp | Linebaby | @winduptoy | | [homepage](https://winduptoy.itch.io/linebaby)\nMisc | Linear algebra and collision detection | @gszauer | | [github](https://github.com/gszauer/GamePhysicsCookbook)\nLib | LIONant Property System | @TomasArce | | [gitlab](https://gitlab.com/LIONant/properties) / [shot](https://user-images.githubusercontent.com/7424060/56275269-ffd63c00-6132-11e9-8562-8aea040caac1.png)\nApp | LogToGraph | @aiekick | | [github](https://github.com/aiekick/LogToGraph)\nMisc | Lullaby | **Google** | \ud83d\udc9b | [github](https://github.com/google/lullaby)\nEngine | Lumina Engine | @MrDrElliot | | [github](https://github.com/MrDrElliot/LuminaEngine) / [shots](https://github.com/ocornut/imgui/issues/8942#issuecomment-3426645309)\nEngine | Lumix Engine | @nem0 | | [github](https://github.com/nem0/LumixEngine) / [shots](https://github.com/ocornut/imgui/issues/1269#issuecomment-322048463)\nApp | Lumo | @aiekick | | [github](https://github.com/aiekick/Lumo)\nApp | LumoMotion | | | [twitter](https://twitter.com/LumoMotion)\nApp | LuxCoreUI | | | [github](https://github.com/LuxCoreRender/LuxCore) / [shots](https://github.com/ocornut/imgui/issues/123#issuecomment-163197372)\nMisc | Magic Leap SDK | Magic Leap | | [homepage](https://creator.magicleap.com/home)\nApp | Marlin Firmware Simulator | | | [homepage](https://marlinfw.org/) / [video](https://github.com/ocornut/imgui/issues/8942#issuecomment-3347418008)\nApp | MCUViewer | | | [homepage](https://mcuviewer.com/) / [videos](https://github.com/ocornut/imgui/issues/8333#issuecomment-2802434726)\nApp | Meta XR Simulator | Meta | | [homepage](https://developer.oculus.com/downloads/package/meta-xr-simulator)\nEmu | MAME (alternate debugger) | | | [homepage](http://mamedev.org/) / [shot](https://github.com/ocornut/imgui/issues/539#issuecomment-211326923)\nEmu | MetalNES | @iaddis | | [github](https://github.com/iaddis/metalnes)\nApp | Milton | | | [homepage](https://www.miltonpaint.com/)\nApp | mindmap | | | [github](https://github.com/azula1A89/mindmap) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2615011919)\nApp | MiniDart | @ebachard | | [homepage](https://framagit.org/ericb/miniDart) / [shot](https://framagit.org/ericb/miniDart/wikis/Pr%C3%A9sentation-du-logiciel-miniDart)\nApp | Mitsuba IM | | | [homepage](http://alphanew.net/projects.php)\nApp | Mockingbird | @Farfetch | | [github](https://github.com/Farfetch/mockingbird)\nApp | MoonRay GUI | Dreamworks | | [github](https://github.com/dreamworksanimation/openmoonray)\nApp | MMT / Market Monkey Terminal | | | [homepage](https://marketmonkeyterminal.com/)\nApp | MSI Kombustor | MSI/Geeks3D | | [homepage](https://geeks3d.com/furmark/kombustor/)\nApp | MungPlex | | | [github](https://github.com/CosmoCortney/MungPlex) / [shots](https://github.com/ocornut/imgui/issues/7959#issuecomment-2578606520)\nEngine | NAP Framework | NAP Labs | | [homepage](https://www.napframework.com)\nApp | Naut | | | [homepage](https://antovsky.itch.io/naut)\nEngine | nCine | @encelo | | [homepage](https://ncine.github.io/) / [shot](https://ncine.github.io/img/gallery/ncParticleEditor.png) / [shot](https://ncine.github.io/img/gallery/ImGui_overlay.png)\nApp | Neuro-OCT | | | [homepage](https://mll-luebeck.com/en/public-projects/neuro-oct/)\nApp | ngscopeclient | @azonenberg | | [homepage](http://www.ngscopeclient.org/) / [shot](https://github.com/ocornut/imgui/assets/8225057/fc5745a8-b6f5-4ba3-af31-78ef69442671)\nApp | nnview | @syoyo | | [github](https://github.com/lighttransport/nnview) / [shot](https://user-images.githubusercontent.com/8225057/61595449-37c6a280-abac-11e9-991a-1c4246c9ccc3.jpg)\nApp | Nodable | @berdal84 | | [github](https://github.com/berdal84/Nodable) / [video](https://www.youtube.com/watch?v=_9_wzS7Hme8)\nApp | Nomad Sculpt | Hexanomad | | [homepage](https://nomadsculpt.com/) / [shot 1](https://user-images.githubusercontent.com/8225057/217941357-c141fdb3-eb25-47e2-b990-9774d62aa59b.png) [2](https://user-images.githubusercontent.com/8225057/217941364-f5a5fe63-b9f5-441d-81c6-5f4f102b6148.png)\nApp | NoodlesPlate | @aiekick | | [github](https://github.com/aiekick/NoodlesPlate) / [videos](https://twitter.com/search?src=typd&q=noodlesplate)\nEngine | Northlight | **Remedy Entertainment** | \ud83d\udc9b | [homepage](https://www.remedygames.com/northlight)\nApp | npp-trener | | | [homepage](http://npp-trener.ru/) / [shot](https://user-images.githubusercontent.com/8225057/61595512-03071b00-abad-11e9-8a64-a7f59f2cdf3b.jpg)\nApp | NST | @martinpetkovski | | [homepage](https://www.najjak.com/nst) / [shots](https://github.com/ocornut/imgui/issues/4451#issuecomment-955198217)\nApp | NVIDIA Omniverse | **NVIDIA** | \ud83d\udc9b | [homepage](https://developer.nvidia.com/nvidia-omniverse) / [video](https://github.com/ocornut/imgui/issues/2529#issuecomment-495553527)\nApp | NVIDIA Texture Tools Exporter | **NVIDIA** | \ud83d\udc9b | [homepage](https://developer.nvidia.com/nvidia-texture-tools-exporter) / [shot](https://user-images.githubusercontent.com/8225057/78002103-f8ee0c80-7336-11ea-9fe6-660e22f3e3f0.jpg)\nEngine | Nuake Engine | | | [github](https://github.com/antopilo/nuake) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2615857733)\nEngine | Nu Game Engine | | | [github](https://github.com/bryanedds/Nu)\nEngine | ObjectTalk | @goossens | | [github](https://github.com/goossens/ObjectTalk)\nApp | Oculus Home | Oculus | |\nApp | Oculus Monitor | @rajetic | | [post](https://forums.oculusvr.com/community/discussion/69471/oculus-monitor) / [github](https://github.com/rajetic/OculusMonitor)\nApp | OdinVR | OdinVR | | [homepage](http://odenvr.com)\nApp | Old School Player | @notnotme | | [github](https://github.com/notnotme/osp) / [shot](https://user-images.githubusercontent.com/3787595/79979969-abcb0980-84a2-11ea-8516-1f0be79badf6.png)\nApp | Omnispect | | | [homepage](https://omnispect.dev/) / [shot](https://github.com/ocornut/imgui/issues/8942#issuecomment-3627645771)\nEngine | Open 3D Engine | | | [github](https://github.com/o3de/o3de)\nApp | OpenBoardView | | | [homepage](http://openboardview.org)\nApp | Openplanet | | | [homepage](https://openplanet.dev/) / [shots](https://github.com/ocornut/imgui/issues/1269#issuecomment-359883857)\nEmu | openMSX | | | [github](https://github.com/openMSX/openMSX)\nApp | OpenSim Creator | | | [github](https://github.com/ComputationalBiomechanicsLab/opensim-creator) / [shot](https://user-images.githubusercontent.com/8225057/220927964-3febebcc-a786-4a82-8851-0ed91da15d6a.png)\nApp | OpenSpace | | | [homepage](https://www.openspaceproject.com) / [github](https://github.com/OpenSpace/OpenSpace)\nApp | Orbital | @AlexAltea | | [github](https://github.com/AlexAltea/orbital)\nEngine | OverEngine | @OverShifted | | [github](http://github.com/OverShifted/OverEngine)\nEngine | Overload | Overload Tech | | [github](https://github.com/adriengivry/Overload) / [homepage](http://overloadengine.org/) / [video](https://youtu.be/ARXSJh-ZMHM)\nApp | Palanteer | @dfeneyrou | | [github](https://github.com/dfeneyrou/palanteer) / [shot](https://user-images.githubusercontent.com/85834195/122688618-fd496280-d225-11eb-9f3c-e5696e2e7745.gif)\nApp | Panorama | @ronen25 | | [github](https://github.com/ronen25/panorama)\nApp | Papercraft | @rodrigorc | | [github](https://github.com/rodrigorc/papercraft)\nApp | Parsec | | | [homepage](https://parsecgaming.com)\nApp | Patterns of Life | @armadillu | | [shots](https://github.com/ocornut/imgui/issues/1902#issuecomment-413715089)\nApp | PiSP | | | [github](https://github.com/twentytwoo/PiSP)\nApp | Pixel FX Designer 2 | | | [itch](https://codemanu.itch.io/particle-fx-designer), [steam](https://store.steampowered.com/news/app/939360/view/3146325916575568976), [shot](https://user-images.githubusercontent.com/8225057/161227487-502aca98-b02d-4e2e-9b50-75b0b4d9030d.png)\nApp | Pixi | | | [homepage](https://foxnne.github.io/pixi/) / [shots](https://github.com/ocornut/imgui/issues/6897#issuecomment-1871639866)\nEngine | PhyreEngine | SIE R&D West | | [homepage](http://rdwest.playstation.com/research-technology/phyreengine)\nApp | PlayPod | | | [homepage](https://playpod.gg/en/)\nApp | Project Lavina | ChaosGroup | | [homepage](https://www.chaosgroup.com/lavina) / [video](https://www.youtube.com/watch?v=eW33uFWoI-M)\nApp | Protosmasher | | | [homepage](https://github.com/ocornut/imgui/wiki/www.protosmasher.net)\nApp | PocketTrace | Pocketwatch Games | | [github](https://github.com/PocketwatchGames/PocketTrace)\nEngine | Polly | | | [homepage](https://polly2d.org/)\nApp | Polyscope | | | [homepage](http://polyscope.run/)\nApp | Qt 3D Studio Viewer | Qt Company | | [blog](http://blog.qt.io/blog/2018/06/27/whats-qt-3d-studio-scene/) / [blog](http://blog.qt.io/blog/2018/05/16/qt-3d-studio-2-0-beta-available/)\nApp | QuantMage | | | [homepage](https://quantmage.app) / [shots](https://github.com/ocornut/imgui/issues/6897#issuecomment-1785733325)\nLib | Raisim | | | [github](https://github.com/leggedrobotics/raisimLib) / [video](https://raw.githubusercontent.com/leggedrobotics/raisimOgre/master/img/laikago.gif)\nApp | RAT GUI | | | [homepage](https://rat-gui.ch/index.html) / [shot](https://user-images.githubusercontent.com/8225057/219034488-c475e875-dc05-4a53-8245-46e890854d7a.png)\nApp | RayTeak | | | [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-248678671)\nEngine | RCRL (Read-Compile-Run-Loop) | @onqtam | | [github](https://github.com/onqtam/rcrl)\nMisc | RealSense SDK | Intel | | [homepage](https://realsense.intel.com/sdk/) / [gif](https://github.com/ocornut/imgui/issues/1269#issuecomment-358929119)\nEmu | Redream | @inolen | | [gitlab](https://gitlab.com/inolen/redream/)\nApp | ReNoder | | | [blog](https://www.casperstein.com/renoder)\nApp | RemedyBG | | | [homepage](https://remedybg.itch.io/remedybg)\nApp | ReShade | | | [homepage](http://reshade.me) / [github](https://github.com/crosire/reshade)\nDemo | Rise and Shine | Aberration Creations | | [homepage](http://www.pouet.net/prod.php?which=68178) / [shot](https://user-images.githubusercontent.com/8225057/37464207-f1ec0a8a-2857-11e8-9f84-bbc4eede53ba.jpg)\nApp | RNDR Network | | | [ref](https://rndr.x.io/assets/third-party-code-70c0893ac2ea65d9bfbbafabd1dff721995b9d07be71153a689865145ca3ad50.pdf)\nApp | rntviewer | | | [github](https://codeberg.org/silverweed/rntviewer)\nApp | RoboForm Revolutions | Machina Labs | | [video](https://www.youtube.com/watch?v=dCXu8Ju_fdY&t=400s)\nApp | Rocky | | | [github](https://github.com/pelicanmapping/rocky)\nApp | rprof | @RudjiGames | | [github](https://github.com/RudjiGames/rprof)\nApp | R&S WinIQSIM2 | Rohde & Schwarz | | [web](https://www.rohde-schwarz.com/fr/produits/test-et-mesure/logiciel-de-generation-de-signaux/rs-winiqsim2_63493-7614.html)\nApp | SatDump | Aang23 | | [homepage](https://www.satdump.org) / [shots](https://github.com/ocornut/imgui/issues/8333#issuecomment-2706734935)\nApp | ScalaPixel | | | [github](https://github.com/lapinozz/ScalaPixel) / [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-248404445) / [shot](https://user-images.githubusercontent.com/8225057/37464208-f201c8ac-2857-11e8-97be-66010be9e7be.jpg)\nApp | Sculptron | OTOY | | [post](https://render.otoy.com/forum/viewtopic.php?f=7&t=73278) / [video](https://www.youtube.com/watch?v=aEcKpEvTVcc)\nApp | SdfFontDesigner | @aiekick | | [github](https://github.com/aiekick/SdfFontDesigner) / [shot](https://twitter.com/hashtag/SdfFontDesigner)\nApp | SdfMesher | @aiekick | | [shot](https://twitter.com/aiekick/status/975873174930907136)\nApp | SDR++ | | | [homepage](https://sdrpp.org) / [github](https://github.com/AlexandreRouma/SDRPlusPlus)\nMisc | Seed | EA | | [homepage](https://www.ea.com/seed)\nApp | SHADERed | | | [homepage](https://shadered.org)\nApp | Slic3r Prusa Edition | Prusa Research | | [github](https://github.com/prusa3d/Slic3r)\nApp | SmartPeak2 | | | [github](https://github.com/dmccloskey/SmartPeak2)\nApp | SOFA | | | [homepage](https://www.sofa-framework.org/), [shot](https://github.com/ocornut/imgui/issues/8649#issuecomment-3134720625)\nApp | SoShade | @aiekick | | [shot](https://twitter.com/aiekick/status/915133246157008896)\nApp | SpecialK Modding System | | | [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-295128588)\nApp | Spectrum Analyser | | | [homepage](https://colourclash.co.uk/spectrum-analyser/)\nApp | Speljongen | | | [github](https://github.com/fallahn/speljongen) / [video](https://twitter.com/TrederiaGames/status/1010566791062605824)\nApp | SpiritCalc | | | [github](https://github.com/ShrewdSpirit/SpiritCalc)\nApp | Splash | | | [homepage](https://github.com/paperManu/splash/wiki) / [shot](https://github.com/ocornut/imgui/issues/539#issuecomment-192671061)\nApp | splatviz | | | [github](https://github.com/Florian-Barthel/splatviz)\nApp | SpookyGhost | @encelo | | [homepage](https://encelo.itch.io/spookyghost) / [video](https://www.youtube.com/watch?v=04KZe4M_4Is)\nApp | SpriteMancer | | | [homepage](https://spritemancer.com) / [shots](https://github.com/ocornut/imgui/issues/5886#issuecomment-1380262213)\nApp | Stagemaster | | | [homepage](http://cityboundsim.com/devblog/introducing-stagemaster) / [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-299647845)\nApp | Storymachine | | | [homepage](https://www.trystorymachine.com) / [shots](https://github.com/ocornut/imgui/issues/7503#issuecomment-2061184265)\nApp | Substance 3D Modeler | **Adobe** | \ud83d\udc9b | [homepage](https://www.adobe.com/products/substance3d)\nApp | Syntacts | @epezent | | [homepage](https://www.syntacts.org)\nApp | Tacent View | @bluescan | | [homepage](https://bluescan.github.io/tacentview) / [shots](https://github.com/ocornut/imgui/issues/2847#issuecomment-570201599)\nApp | Tejotron | | | [homepage](https://www.tejotron.com)\nApp | TerraForge3D | @Jaysmito101 | | [github](https://github.com/Jaysmito101/TerraForge3D)\nApp | Texeled | @thennequin | | [github](https://github.com/thennequin/Texeled)\nApp | TexGraph | @galloscript | | [web](https://galloscript.itch.io/texgraph)\nEngine | The Forge | | | [github](https://github.com/ConfettiFX/The-Forge)\nApp | Timelapse View for HG | @jschmidt42 | | [github](https://github.com/jschmidt42/timelapse)\nApp | Tiny8bit | @floooh | | [web](https://floooh.github.io/tiny8bit/) / [shot](https://user-images.githubusercontent.com/1699414/50175000-02976080-02fc-11e9-9e51-42369c8e5792.png)\nEngine | Thorium 3D | | | [shots](https://github.com/ocornut/imgui/issues/772#issuecomment-268208362) / [shots](https://github.com/ocornut/imgui/issues/973#issuecomment-286752876)\nApp | Tracy | @wolfpld | | [github](https://github.com/wolfpld/tracy) / [video](https://www.youtube.com/watch?v=fB5B46lbapc)\nEngine | Tristeon | | | [github](https://github.com/HyperionDH/Tristeon)\nApp | Tug | @kyle-sylvestre | | [github](https://github.com/kyle-sylvestre/Tug)\nApp | Tweet2Doom | @ggerganov | | [homepage](https://tweet2doom.github.io/)\nApp | TwoTriangles | @fabioarnold | | [github](https://github.com/fabioarnold/TwoTriangles)\nApp | Typechart Studio | | | [steam](https://store.steampowered.com/app/2332940/Typechart_Studio)\nApp | Unknown tool | @thedmd | | [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-244512595)\nApp | Unknown tool | @r-lyeh | | [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-239956235)\nApp | Unknown tool | @invghost | | [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-257132835)\nApp | Unknown tool | @mellinoe | | [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-274290052)\nApp | Unknown tool | Dwarf Labs | | [homepage](https://www.dwarfanimation.com)\nApp | Unknown animation tool | ArenaNet | | [shot](https://github.com/ocornut/imgui/issues/772#issuecomment-241142663)\nEmu | Unknown NDS emulator | @StrikerX3 | | [shot](https://github.com/ocornut/imgui/issues/7503#issuecomment-2296783942)\nEngine | Unknown engine | @antoniozero | | [shot](https://github.com/ocornut/imgui/issues/1269#issuecomment-320994182)\nApp | Unknown sprite editor | @johanwendin | | [shot](https://github.com/ocornut/imgui/issues/973#issuecomment-294857022)\nApp | Unknown software | Airbus | | [video](https://youtu.be/Te3qptOwTK4?t=20s) (at 00:20)\nApp | Unknown software | Boston Dynamics | | [shot](https://user-images.githubusercontent.com/8225057/81697446-52347a00-9465-11ea-81be-6fa35ae73821.JPG)\nApp | Unknown software | Future Facilities | | [licence](https://www.futurefacilities.com/LicenseAgreement/ThirdParty/)\nApp | Unknown software | Rovio | | [licence](https://www.rovio.com/oss/license/imgui)\nApp | uscope / \u03bcscope | | | [github](https://github.com/jcalabro/uscope)\nApp | vdb | | | [homepage](https://lightbits.github.io/vdb/) / [gallery](https://github.com/lightbits/vdb/blob/master/gallery.md)\nApp | vengi-voxedit Voxel Editor | @mgerhardy | | [homepage](https://mgerhardy.github.io/vengi) / [github](https://github.com/mgerhardy/vengi)\nApp | vicius software updater | @nefarius | | [github](https://github.com/nefarius/vicius)\nApp | virtualkc | | | [homepage](http://floooh.github.io/virtualkc)\nApp | Virtual Reality Neuron Tracer | Visus | | [steam](https://store.steampowered.com/app/791040/Virtual_Reality_Neuron_Tracer/)\nApp | Visible | Darisa LLC | | [github](https://github.com/DarisaLLC/dev) / [shot](https://github.com/DarisaLLC/dev/blob/tiff_input_rls_0/screenshot.jpg)\nApp | Visual Designer 3D | | | [video](https://www.youtube.com/watch?v=211NzYhNSFQ)\nApp | Vita3K | | | [homepage](https://vita3k.org) / [github](https://github.com/Vita3K/Vita3K)\nEngine | Vk_Engine | @Ostef | | [github](https://github.com/ostef/Vk-Engine/), [shots](https://github.com/ocornut/imgui/issues/8649#issuecomment-3193088412)\nApp | VkHandybug, debugger for Atari Lynx | | | [github](https://github.com/LLeny/VkHandybug)\nApp | VK Pipeline Layout Editor | | | [shot](https://github.com/ocornut/imgui/issues/539#issuecomment-236273659)\nApp | vk_slang_editor | NVIDIA | | [github](https://github.com/nvpro-samples/vk_slang_editor)\nApp | Volumetric Capture | | | [github](https://github.com/VCL3D/VolumetricCapture)\nDemo | VX2 | Spectrals | | [homepage](http://www.pouet.net/prod.php?which=85304) / [shot](https://github.com/ocornut/imgui/issues/3075#issuecomment-613415534)\nApp | Wallet | | | [homepage](https://wallet.wiimag.com/) / [shots](https://github.com/ocornut/imgui/issues/6897#issuecomment-1775955920)\nApp | WaveEdit | | | [homepage](http://synthtech.com/waveedit/) / [github](https://github.com/AndrewBelt/WaveEdit)\nApp | wave-gui | | | [github](https://github.com/ggerganov/wave-gui)\nApp | Waver: Data Over Sound | Georgi Gerganov | | [appstore](https://apps.apple.com/us/app/waver-data-over-sound/id1543607865#?platform=iphone)\nApp | W\u00e4chter | | | [github](https://github.com/univrsal/waechter) / [shot](https://github.com/ocornut/imgui/issues/9169#issuecomment-3801031456)\nApp | What The Loop | | | [homepage](https://whattheloop.net/) / [shot](https://github.com/ocornut/imgui/issues/1269#issuecomment-332807951)\nApp | WhiteBox | | | [homepage](https://whitebox.systems/)\nEngine | WickedEngine | | | [github](https://github.com/plemsoft)\nPlugin | WSTD M3NGLR | Wasted Audio | | [itch.io](https://wasted-audio.itch.io/wstd-m3nglr)\nEngine | Wonderland Engine | Vhite Rabbit | \ud83d\udc9b | [web](https://www.wonderlandengine.com) / [shot](https://user-images.githubusercontent.com/8225057/76844857-3bdfb880-683e-11ea-979a-29e36e9e3d74.png)\nApp | WonderLeak | Relyze Software Limited | | [web](https://www.relyze.com/wonderleak_overview.html) / [shot](https://www.relyze.com/images/img/sliders/wonderleak-slider1.png)\nPlugin | XSquawkBox 2.0 | | | [homepage](http://xsb.xsquawkbox.net/) / [shot](http://xsb.xsquawkbox.net/wp-content/uploads/sites/6/2018/03/XSB-NewUI-WIP.png) / [github](https://github.com/kuroneko/xsb_public/)\nEngine | XT | | | [github](https://github.com/invghost/XT)\nEngine | Yave | @gan74 | | [github](https://github.com/gan74/Yave)\nApp | Yaze | @scawful | | [github](https://github.com/scawful/yaze) / [shots](https://github.com/ocornut/imgui/issues/6478#issuecomment-1693108362)\nMisc | Zep | | | [github](https://github.com/cmaughan/zep)\n\nAlso see: [Useful Extensions for Dear ImGui](https://github.com/ocornut/imgui/wiki/Useful-Extensions).\n\n### Clone this wiki locally", "tokens": 25207, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Quotes", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Quotes).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Quotes\n\nJump to bottom\n\nomar edited this page Sep 20, 2024 \u00b7 [16 revisions](https://github.com/ocornut/imgui/wiki/Quotes/_history)\n\nmeme by @newincpp\n\n\n_\"imgui revolutionised our game development, i cannot imagine making tools without it. from tiny test projects to a large console game, it's utterly dependable and delightful to use. its simple & deep, a rare combination._\"\n-Alex Evans ([Media Molecule](https://www.mediamolecule.com/))\n\n_\"Dear ImGui is stunning. I don't know how I lasted so long without ever knowing about this. I've removed all my old debugging GUI code and replaced it with this.\"_\n-Ron Gilbert ([Terrible Toybox](https://thimbleweedpark.com))\n\n_\"Imgui is a small, well written immediate mode GUI that allowed me to build and very quickly iterate on my gpuvis tool features. Its portability also allowed me to easily get it running on Mac, Windows, and Linux. I really enjoy working with Omar and sincerely hope I never have to work with large bloated UI toolkits ever again. Love Imgui!\"_\n-Michael Sartain ([Valve Software](https://www.valvesoftware.com))\n\n_\"Fundamentally changes the way that production and debug tools are developed at Ubisoft. This productivity library is an amazingly efficient way to increase the quality of these tools,\"_\n-Nicolas Fleury (Technical Architect, Rainbow Six: Siege, [Ubisoft](https://www.ubisoft.com))\n\n_\"so easy to use\"_\n-John Carmack (\"Independent AI researcher\")\n\n_\"Dear ImGui packing so much power into such a straightforward interface makes me wonder why every other GUI package is so hard to use. Dear ImGui makes writing clean UI look easy. [...] The least annoying middleware I\u2019ve ever used!\"_\n-Elan Ruskin ([Insomniac Games](https://insomniac.games))\n\n_\"ImGui is the perfect fit for any personal projects, games and R &D apps. I use it as a git module: easy to include and straight to the point, while still allowing me to create customised and advanced UI. A pleasure to use!\"_\n-S\u00e9bastien Hillaire ([Frostbite](https://www.ea.com/frostbite) / [Electronic Arts](https://www.ea.com))\n\n_\"Dear ImGui is amazing. It's pretty much the only sizable library written by someone else that I've ever enjoyed using.\"_\n-Shawn McGrath ([RAD Game Tools](http://www.radgametools.com/))\n\n_\"Dear imgui is the best thing that happened to programming since the invention of the debugger.\"_\n-Sherief Farouk (Senior Software Engineer, [NVIDIA](http://www.nvidia.com))\n\n_\"Dear ImGui is our favorite UI System of choice since a few years. We're proud of being one of the first companies applying it in the Industrial Robotics Field. We use it on all sort of software running 24 hours/day on production lines and even on Robot Programming Teach Pendants. Our customer base loves the ability to remote the UI seamlessly in browser or through a tablet/smartphone, a feature that is easily achievable through some non-official extensions of the main library. It provides most of the functionality of every other UI system we've tried (WPF, HTML5 and Qt), while still keeping complexity down by many orders of magnitude. The source code is easy to understand, to integrate and to update because of its \"lightweight with no dependencies\" approach that has been enforced by its creator since the very first releases. Seriously, there's no reason not to start using it today for your next big project!\"_\n-Stefano Cristiano (R&D Director, [Recognition Robotics](https://recognitionrobotics.com/))\n\n_\"The biggest productivity boost I regularly see in a codebase is adding Dear IMGUI.\"_\n-Noel Austin (Technical Director, [d3tLtd](https://d3tltd.com/))\n\n_\"From fast prototyping to professional UI, Dear ImGui is a stellar library. We moved our tools to Dear ImGui three years ago, and never looked back. Omar did an amazing job!\"_\n-Benoit Jacquier ([Kylotonn](https://www.kylotonn.com))\n\n_\"From generic property list to very specific realtime tool UI, dear imgui covers all our needs. Tool UI has never been so easy.\"_\n-Damien Quilot (Lead developer, [Nadeo](https://www.nadeo.com/))\n\n_\"Dear ImGui is hands down the best C++ GUI library I've ever used. It's easy to setup and integrate, the API is very intuitive, and the feature-set is broad and flexible. I couldn't imagine building our engine tools without it!\"_\n-Mobeen Fikree ([Vertex Pop](http://www.vertexpop.com/))\n\nAlso see [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) page.\n\n### Clone this wiki locally", "tokens": 1226, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Releases-Recap", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Releases-Recap).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Releases Recap\n\nJump to bottom\n\nomar edited this page Jun 13, 2024 \u00b7 [1 revision](https://github.com/ocornut/imgui/wiki/Releases-Recap/_history)\n\nThis is a very synthetic recap of some features, but most individual releases have 20~40 new features or fixes.\n\n * [v1.90.8](https://github.com/ocornut/imgui/releases/tag/v1.90.8): scroll by page, empty scalar input fields & many more\n * [v1.90.7](https://github.com/ocornut/imgui/releases/tag/v1.90.7): macos cmd<>ctrl, macos ctrl+click, shortcut(), input routing policies & many more\n * [v1.90.6](https://github.com/ocornut/imgui/releases/tag/v1.90.6): extend default window cliprect, tables, webgpu-native/dawn, backends & many more\n * [v1.90.5](https://github.com/ocornut/imgui/releases/tag/v1.90.5): concave fill functions, windows, menus/popups & many more\n * [v1.90.4](https://github.com/ocornut/imgui/releases/tag/v1.90.4): debug item picker, angled headers, popups, many more\n * [v1.90.3](https://github.com/ocornut/imgui/releases/tag/v1.90.3): sdl gamepad improvements & many more\n * [v1.90.2](https://github.com/ocornut/imgui/releases/tag/v1.90.2): nav activation feedback, nav, popup no reopen, debug break tools, input text reload from buf, backends & many more\n * [v1.90.1](https://github.com/ocornut/imgui/releases/tag/v1.90.1): debug tools, unfiltered text inputs in scalar inputs, drags, sliders, glfw emscripten, backends & many more\n * [v1.90](https://github.com/ocornut/imgui/releases/tag/v1.90): resizable child windows, separators, tables angle headers & fixes, listbox, font rasterizer density, extra key enums, ellipses, simpler vulkan texture setup & many more\n * [v1.89.9](https://github.com/ocornut/imgui/releases/tag/v1.89.9): tables, clipper & many more\n * [v1.89.8](https://github.com/ocornut/imgui/releases/tag/v1.89.8): svg font icons w/ imgui_freetype+lunasvg, easier imdrawdata amends, tables, scrolling & many more\n * [v1.89.7](https://github.com/ocornut/imgui/releases/tag/v1.89.7): tooltips and hover tests with delay and stationary checks, overlapping items & many more\n * [v1.89.6](https://github.com/ocornut/imgui/releases/tag/v1.89.6): nav record preferred per-axis pos, sdlrenderer3, backends & many more\n * [v1.89.5](https://github.com/ocornut/imgui/releases/tag/v1.89.5): nav triggered scroll bubble up to parent, io queue tweaks for touch inputs, inputtext, ime, backends & many more\n * [v1.89.4](https://github.com/ocornut/imgui/releases/tag/v1.89.4): proper nav tabbing, courtesy math operators in imgui.h, overlapping drag and drop targets, backends & many more\n * [v1.89.3](https://github.com/ocornut/imgui/releases/tag/v1.89.3): SeparatorText(), mouse wheel fixes, sdl3 backend & many more\n * [v1.89.2](https://github.com/ocornut/imgui/releases/tag/v1.89.2): tables nav works with frozen rows & many more\n * [v1.89.1](https://github.com/ocornut/imgui/releases/tag/v1.89.1): fixes & many more\n * [v1.89](https://github.com/ocornut/imgui/releases/tag/v1.89): begin() nested inside popups, nav & inputtext, ImGuiMod orable with ImGuiKey, remove io.NavInputs[], ImageButton() signature, debug log lookup items id & many more\n * [v1.88](https://github.com/ocornut/imgui/releases/tag/v1.88): input queue fixes, debug utf-8 encoding viewer & many more\n * [v1.87](https://github.com/ocornut/imgui/releases/tag/v1.87): input queue & new io api, updated all backends, c++11 required, new key enums, ime fixes, metal c++ & many more\n * [v1.86](https://github.com/ocornut/imgui/releases/tag/v1.86): modals, nav, menus, inputtext, clipper, backends & many more\n * [v1.85](https://github.com/ocornut/imgui/releases/tag/v1.85): debug stack tool, focused/hovered tests flags, nav, coloredit, menus, backends & many more\n * [v1.84.2](https://github.com/ocornut/imgui/releases/tag/v1.84.2): BeginDisabled() fixes\n * [v1.84.1](https://github.com/ocornut/imgui/releases/tag/v1.84.1): BeginDisabled() fixes\n * [v1.84](https://github.com/ocornut/imgui/releases/tag/v1.84): BeginDisabled(), tables, drag and drop, fonts, win32 dpi without manifest, backends callbacks & many more\n * [v1.83](https://github.com/ocornut/imgui/releases/tag/v1.83): scrolling, nav, tables, backends & many more\n * [v1.82](https://github.com/ocornut/imgui/releases/tag/v1.82): draw functions use ImDrawFlags, revamped rounding params, drags, sliders, renderig backends blend better with bg & many more\n * [v1.81](https://github.com/ocornut/imgui/releases/tag/v1.81): list box, freetype, basic viewport/monitor types stuff in master, vulkan loaders & many more\n * [v1.80](https://github.com/ocornut/imgui/releases/tag/v1.80): tables api, added imgui_tables.cpp, tabs, backends & many more\n * [v1.79](https://github.com/ocornut/imgui/releases/tag/v1.79):\n * [v1.78](https://github.com/ocornut/imgui/releases/tag/v1.78):\n * [v1.77](https://github.com/ocornut/imgui/releases/tag/v1.77):\n * [v1.76](https://github.com/ocornut/imgui/releases/tag/v1.76):\n * [v1.75](https://github.com/ocornut/imgui/releases/tag/v1.75):\n * [v1.74](https://github.com/ocornut/imgui/releases/tag/v1.74):\n * [v1.73](https://github.com/ocornut/imgui/releases/tag/v1.73):\n * [v1.72b](https://github.com/ocornut/imgui/releases/tag/v1.72b):\n * [v1.72](https://github.com/ocornut/imgui/releases/tag/v1.72):\n * [v1.71](https://github.com/ocornut/imgui/releases/tag/v1.77):\n * [v1.70](https://github.com/ocornut/imgui/releases/tag/v1.70):\n * [v1.69](https://github.com/ocornut/imgui/releases/tag/v1.69):\n * [v1.68](https://github.com/ocornut/imgui/releases/tag/v1.68):\n * [v1.67](https://github.com/ocornut/imgui/releases/tag/v1.67):\n * [v1.66b](https://github.com/ocornut/imgui/releases/tag/v1.66b):\n * [v1.66](https://github.com/ocornut/imgui/releases/tag/v1.66):\n * [v1.65](https://github.com/ocornut/imgui/releases/tag/v1.65):\n * [v1.64](https://github.com/ocornut/imgui/releases/tag/v1.64):\n * [v1.63](https://github.com/ocornut/imgui/releases/tag/v1.63):\n * [v1.62](https://github.com/ocornut/imgui/releases/tag/v1.62):\n * [v1.61](https://github.com/ocornut/imgui/releases/tag/v1.61):\n * [v1.60](https://github.com/ocornut/imgui/releases/tag/v1.60): ImGui_ImplXXXX_RenderDrawData() revamp, gamepad/keyboard nav, CreateContext(), io.ConfigFlags, io.BackendFlags, windows, styles, popups, columns, font atlas, backends/examples & many more\n\n### Clone this wiki locally", "tokens": 2238, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Bindings", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Bindings).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Bindings\n\nJump to bottom\n\nomar edited this page Mar 16, 2026 \u00b7 [223 revisions](https://github.com/ocornut/imgui/wiki/Bindings/_history)\n\n_(We had to turn off wiki editing, see[Home](https://github.com/ocornut/imgui/wiki/Home) for details. you may post small edit requests in [#9292](https://github.com/ocornut/imgui/issues/9292))_\n\n## Index\n\n * Binding Generators\n * Language Bindings (C, C#, Rust, Zig & many more)\n * Framework/Engine Backends (Unreal Engine, Unity, Godot and many more)\n * Software Renderers/Rasterizers\n * Miscellaneous\n * Ports, Rewrites, Clones\n\n## Binding Generators\n\n### cimgui\n\n (2015-2025)\nOutput C API + output metadata (see `generator/output/` folder) which can be used to automatically generate other bindings.\n**(Important: if your generator uses cimgui with imgui_internal.h parsing: both imgui.h and imgui_internal.h contents are output in the same file! PLEASE use the \"location\" metadata to detect internal contents and expose them differently to your users (e.g. separate namespace). Please do not expose internal contents to your users without them knowing about it!)**\n\n### dear_bindings\n\n (2021-2025)\nDear Bindings generates a C API for Dear ImGui, and metadata so other languages can easily generate their own bindings on top.\nCan parse imgui.h, imgui_internal.h etc. and generate neatly decorated C versions (full comments, alignment).\n\n### litgen\n\n (2022-2024)\nlitgen is an automatic bindings generator from C++ to Python. It emits binary bindings and preserves the original documentation in a python stub (comparable to a C header file): compare [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h) to its [python translation](https://github.com/pthom/imgui_bundle/blob/main/bindings/imgui_bundle/imgui/__init__.pyi). It can produce bindings for Dear ImGui and other libraries. It is used to maintain up to date bindings inside Dear ImGui Bundle ([link](https://github.com/pthom/imgui_bundle)).\n\n## Language Bindings\n\nNote: those bindings may be more or less maintained, more or less close to the spirit of original API. People who create language bindings sometimes haven't used the C++ API themselves. Dear ImGui was designed for C++ and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, always check the original C++ version first!\n\nNow on to the list...\n\n### Beef\n\n * **imgui-beef**: auto-generated Beef wrapper library for Dear ImGui\n\n\n### C\n\n * **cimgui**: auto-generated c-api wrapper for Dear ImGui\n****(metadata output from cimgui can be used to automatically generate other bindings**)**\n\n * **dear_bindings**: auto-generated c-api wrapper for Dear ImGui\n****(metadata output from dcimgui can be used to automatically generate other bindings**)**\n\n\n### C#/.Net\n\n * **ImGui.NET**: An ImGui wrapper for .NET Core\n\n * **DearImGui**: imgui + implot for .NET + a controller for OpenGL (OpenTK)\n\n * **Hexa.NET.ImGui**: A .NET wrapper for the Dear ImGui.\n\n\n### C++17\n\n * **ImGuiWrapper**: CMakeList wrapper and C++17 RAII encapsulation for accessing Imgui\n\n### ChaiScript\n\n * **imgui-chaiscript**: ChaiScript bindings for ImGui\n\n\n### CovScript\n\n * **covscript-imgui**: ImGui Extension for CovScript (Covariant)\n\n\n### Crystal\n\n * **crystal-imgui**: Crystal bindings to Dear ImGui\n\n\n### D\n\n * **BindBC-ImGui**: Static & dynamic bindings to Dear ImGui, compatible with BetterC, @nogc, and nothrow.\n\n * **DerelictImgui**: Dynamic bindings to cimgui for the D programming language\n\n\n### Go\n\n * **cimgui-go**: Go wrapper library for \"Dear ImGui\"\n\n\n### Harbour\n\n * **harbour-cimgui-sokol-starterkit**: Quite minimal Harbour language + Dear ImGui starter project\n\n\n### Haskell\n\n * **dear-imgui.hs**: Haskell bindings to Dear ImGui,\n\n * **imgui-haskell**: Haskell bindings for Dear ImGui\n\n\n### Haxe\n\n * **linc_imgui**: binding for imgui (Haxe/hxcpp)\n\n * **hlimgui**: [Heaps](https://heaps.io/) game engine binding for Dear ImGui\n\n\n### Jank\n\n * **jank-imgui**: Demonstrates calling the C++ imgui library from jank\n\n\n### Java\n\n * **jimgui**: Pure Java binding for dear imgui\n\n * **imgui-java**: JNI based binding for Dear ImGui\n\n\n### JavaScript\n\n * **imgui-js**: JavaScript bindings for Dear ImGui using Emscripten and TypeScript\n \\+ also see [web demo](https://flyover.github.io/imgui-js/example/)\n * **jsimgui** JavaScript bindings for Dear ImGui\n\n\n### Julia\n\n * **CImGui.jl**: Julia wrapper for cimgui\n\n\n### Kotlin\n\n * **kotlin-imgui**: Kotlin bindings for Dear ImGui\n\n\n### Lobster\n\n * **imgui.lobster**:\n\n\n### Lua\n\n * **LuaJIT-ImGui**: LuaJIT ffi binding for imgui and implementations\n\n * **imgui_lua_bindings**: imgui bindings for lua (also see L\u00d6VE binding)\n (unmaintained)\n (up to date fork)\n * **lua-ffi-bindings**: FFI bindings for LuaJIT\n\n * **sol2_imgui_bindings**: ImGui bindings for Sol2\n\n * **Gideros_ImGui**: ImGui bindings for Gideros Studio\n\n * **ImGuiLuaGen**: Dear ImGUI <> LuaJIT-FFI wrapper generator\n\n\n### Nim\n\n * **nim-imgui**: cimgui bindings for Nim\n\n\n### Odin\n\n * **odin-imgui**: Odin binding for Dear ImGui\n\n * **imgui-odin-backends**: A custom backend for 'Dear ImGui' written in Odin\n\n\n### Pascal\n\n * **imgui-pas**: pascal bindings for imgui\n\n\n### PureBasic\n\n * **pb-cimgui**: PureBasic interface to CImGui Wrapper\n\n\n### Python\n\n * **pyimgui**: Cython-based Python bindings for dear imgui\n\n * **Bimpy**: Bundled imgui for python\n\n * **CyImGui**: Python bindings for ImGui using Cython. (obsolete)\n\n * **Ogre-imgui**:\n\n * **deargui**: Python bindings for dear imgui, generated with clang and pybind11\n\n * **Dear ImGui Bundle**: autogenerated bindings and stubs for ImGui (as well as ImPlot, ImGuizmo, node-editor, etc.)\n\n * Also see **DearPyGui** below for a RM-style framework.\n\n### ReaScript\n\n * **ReaImGui**: ReaScript binding and REAPER backend for Dear ImGui\n\n\n### Ruby\n\n * **ruby-imgui**: Yet another ImGui wrapper for Ruby\n\n\n### Rust\n\n * **imgui-rs**: Rust bindings for ImGui\n\n * **dear-imgui-rs**: Rust bindings ecosystem for Dear ImGui, with docking, WGPU/GL backends, and rich set of extensions (ImPlot, ImPlot3D, ImGuizmo, ImNodes & more).\n\n * **imgui-rust**: Alternative (personal) imgui rust bindings\n\n * **ImStrv** Patch Branch [features/string_view](https://github.com/ocornut/imgui/tree/features/string_view) to use string-range more commonly instead of zero-terminated strings.\n\n * **rust-imgui-opengl-renderer**\n\n * **easy-imgui-rs**: Rust crates to build full GUI applications.\n\n\n### Swift\n\n * **SwiftGui**: an experimental API inspired by SwiftUI declarative code, using Dear ImGui and running on OSX and iOS.\n\n * **SwiftImGui**: Swift wrapper around Dear imgui for macOS, iOS and linux\n\n * **Swift-imgui**: Dear ImGui Swift Wrapper API for macOS and iOS\n\n\n### Zig\n\n * **zig-gamedev/zgui**: Zig build package and bindings for imgui and and optional extras.\n\n * **Zig-ImGui**: Zig bindings for ocornut/imgui, generated using cimgui/cimgui\n\n * **zig-imgui**: ImGui bindings for Zig, generated using dear bindings\n\n * **zig_workbench**\n\n\n## Framework/Engine Backends\n\nMain repository include examples for DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL2/3, Vulkan, SDL_Renderer, iOS, WebGPU, using frameworks such as GLFW, SDL2, Win32, GLUT, Android, OSX/Cocoa, Allegro. See [examples/](https://github.com/ocornut/imgui/tree/master/examples) and [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) for details.\n\n### AGS / Adventure Game Studio\n\n * **agsimgui**: \n\n### Amethyst\n\n * **amethyst-imgui**: \n\n### bgfx\n\n * **bgfx**: \n\n### Blender\n\n * **BlenderImgui**: \n\n### bsf\n\n * **bsfimgui**: \n\n### Cinder\n\n * **Cinder-ImGui**: \n\n### Cocos2d-x\n\n * **imguix**: \n * **cocos2dx-imgui**: , and [#551](https://github.com/ocornut/imgui/issues/551)\n * **ImGui for axmol**: \n\n### Defold\n\n * **extension-imgui**: \n\n### Diligent Engine\n\n * **DiligentTools**: [DiligentTools](https://github.com/DiligentGraphics/DiligentTools/blob/master/Imgui/src/ImGuiImplDiligent.cpp), [example](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Samples/ImguiDemo)\n\n### DirectX7\n\n * **D3D7Imgui**: \n\n### Ebiten\n\n * **ebiten-imgui**: \n\n### Flexium\n\n * **FlexGUI**: \n\n### GLEQ\n\n * Event processing: [#3034](https://github.com/ocornut/imgui/issues/3034)\n\n### GML / GameMaker Studio 2\n\n * **ImGuiGML**: \n * **ImGui_GM**: / \n\n * Dear ImGui seems integrated in recent versions of GameMaker Studio.\n\n### Godot\n\n * **imgui-godot**: \n * **godot-dear-imgui**: \n\n### GTK3 + OpenGL3\n\n * **imgui_impl_gtk3**: Unmerged PR: [#2032](https://github.com/ocornut/imgui/pull/2032)\n\n### Irrlicht Engine\n\n * **IrrIMGUI**: \n\n### JUCE\n\n * **imgui_juce**: \n\n### L\u00d6VE+LUA\n\n * **love-imgui**: \n * **love-imgui (fork)**: \n * **LuaJIT-ImGui (ffi)**: \n * **cimgui-love (ffi)**: \n\n### Mach engine\n\n * **mach/imgui**: \n\n### Magnum\n\n * **magnum-integration**: , [doc](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html), [example](https://doc.magnum.graphics/magnum/examples-imgui.html)\n\n### Marmalade\n\n * **imgui_impl_marmalade**: [backend](https://github.com/ocornut/imgui/tree/v1.85/backends) \\+ [example](https://github.com/ocornut/imgui/tree/v1.85/examples/example_marmalade)\n\n### Monogame\n\n * **ImGui.NET for MonoGame**: \n\n### NanoRT\n\n * **imgui_impl_raytrace**: \n\n### nCine\n\n * **nCine Out-of-the-box integration**: and [example 1](https://github.com/nCine/nCine/blob/master/tests/apptest_scene.cpp), [example 2](https://github.com/nCine/nCine/blob/master/tests/apptest_simdbench.cpp)\n\n### Nim Game Lib\n\n * **NimGL**: \n\n### Nintendo 3DS (homebrew)\n\n * **libctru/libcitro3d**: \n\n### Nintendo Switch (homebrew)\n\n * **libnx/libdeko3d**: \n\n\n### Nintendo Wii U (homebrew)\n\n * **wut/GX2**: \n\n### Ogre\n\n * **ogre-imgui**: \n\n### openFrameworks\n\n * **ofxImGui**: \n\n### OpenSceneGraph/OSG\n\n * **imgui-osg**: and older gist: \n\n### Orx\n\n * **ImGuiOrx**: (was [#1843](https://github.com/ocornut/imgui/pull/1843))\n\n### Photoshop\n\n * **Recipe: Custom UI for plug-ins using Dear ImGui**: , \n\n### PSP\n\n * **imgui_psp**: \n\n### px_render\n\n * **px_render_imgui.h**: (was [#1935](https://github.com/ocornut/imgui/pull/1935))\n\n### raylib\n\n * **rlImGui**: \n\n### RGFW\n\n * **imgui_imp_rgfw.h**: \n\n### Qt\n\n * **imgui-qt3d**: \n * **QQuickItem (qrhiimgui2)**: Qt >= 6.4 \nHas a sample to integrate it in a QWindow if not using QtQuick. Supports imgui 1.87+\n * **QQuickItem (qrhiimgui)**: Qt >= 6 \nHas a sample to integrate it in a QWindow if not using QtQuick. _IMPORTANT: Requires a patch merged in a newer version of Qt 6 in order to use it in QML. Consider using qrhiimgui2 instead._\n * **QQuickItem (imgui-qtquick)**: OpenGL only, Qt 5+: \n * **QOpenGLWindow (qtimgui)**: \n * **QtDirect3D**: \n\n### SDL_Renderer\n\n * ~~**imgui_sdl** : ~~\n * We now have an official [imgui_impl_sdlrenderer2](https://github.com/ocornut/imgui/tree/master/backends) backend.\n\n### SFML\n\n * **imgui-sfml**: \n\n### Slang Graphics Layer\n\n * **thread #8089**: \n\n### Sokol\n\n * **sokol-samples**: \n\n### Unity\n\n * **uimgui**: (2022-2024)\n * charlietran's fork: (2024+)\n * yCatDev's fork: (2026+)\n * **dear-imgui-unity**: (2020-2024)\n * **ImGuiUnityEditor**: (2025)\n\n### Unreal Engine\n\nSee [Converging toward a principal Unreal Engine backend/binding for Dear ImGui?](https://github.com/ocornut/imgui/issues/9122). The situation with the amount of Unreal Engine backends is a bit unfortunate. Here's hoping to Epic eventually spend a little bit of time maintaining a backend that ticks all the boxes. In the meanwhile, feast yourself!\n\n * **UnrealImGui (IDI-Systems fork)** (2022-2025): \n * **VesCodes/ImGui** (2023-2025) (w/ docking and multi-viewports) \n * **Cog** (2023-2025) (w/ many ready to use tools): \n * **amuTBKT/ImGuiPlugin** (2025) (w/ docking and ImPlot etc.): \n * **DFoundryFX** (2023-2025): \n * **ImGui_WS** (2022-2025): \n * **UnrealNetImgui** (plugin for NetImgui, 2020-2024): \n * Also see: [Useful Extensions: Unreal Engine specific](https://github.com/ocornut/imgui/wiki/Useful-Extensions#unreal-engine-specific) for: Cog, PropertyWatcher, UnrealImGuiTools etc.\n * Legacy:\n * **UnrealImGui (original)** (2017-2021): ~~~~\n * **UnrealImGui (benui-dev fork)** (2022-2023): ~~~~\n * **UnrealImGuiDocker** (2023) (w/ docking and multi-viewports): ~~~~ (prefer VesCodes)\n * **UnrealEngine_ImGui** (2017): ~~~~\n * **ImGui-for-Blueprints** (2022): ~~ (2022)~~\n\n### UWP\n\n * **imgui-uwp**: , \n\n### vtk\n\n * **imgui-vtk**: \n * **vtkDearImGUIInjector**: \n * **vtkImGuiAdapter**: \n\n### VulkanHpp\n\n * **ImGui-VulkanHpp**: \n\n### VulkanSceneGraph\n\n * **vsgImGui**: \n\n### vvvv\n\n * **VL.ImGui**: (shipping with vvvv out-of-the-box)\n\n### Win32 GDI renderer\n\n * **imgui_impl_gdi**: Unmerged PR: [#2724](https://github.com/ocornut/imgui/pull/2724)\n\n### WxWidgets\n\n * **wxImGuiCanvas.h**: \n\n### Xbox 360\n\n * **imgui-xbox360**: \n\n## Software Renderers/Rasterizers\n\n * **imgui_software_renderer**\n\n * **ImFastRast**\n\n * **ImSoft**\n\n * **ImDuino**\n\n\n## Miscellaneous\n\n### Retained Frameworks over Dear ImGui\n\n * **DearPyGui** A retained framework build over Dear ImGui\n\n * **Omniverse Kit**\n\n\n### API wrapping\n\n * **ReShade** includes support for plenty of graphics API + supports creating and loading dll add-ons that can utilize ImGui by linking against imgui.h and ReShade's own API headers. While ReShade itself stays up to date with ImGui releases on the docking branch, the add-on API has been designed to handle version changes without recompilation. See [#9286](https://github.com/ocornut/imgui/issues/9286).\n\n\n## Ports, Rewrites, Clones\n\n(notable rewrites or clones, those are not supported on this repository, and are technically different projects)\n\n### Javascript Port/Rewrite\n\n * **imgui-njs**: imgui-njs is a manual-port / partial-rewrite of dear imgui\n\n\n### Kotlin Port/Rewrite\n\n * **dear jvm imgui**: full JVM port/rewrite\n\n\n### Lua Port/Rewrite\n\n * **imgui-lua**: WIP port of Dear ImGui in pure Lua, supports games/engines that enable advanced Lua scripting such as Garry's Mod, Love2D and so on.\n\n\n### Roblox Port/Rewrite\n\n * **Iris**: Iris is an Immediate mode GUI Library for Roblox, Based on Dear ImGui\n\n\n### Clone this wiki locally", "tokens": 6505, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Docking", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Docking).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Docking\n\nJump to bottom\n\nomar edited this page Jan 23, 2026 \u00b7 [23 revisions](https://github.com/ocornut/imgui/wiki/Docking/_history)\n\n * Search Issues: \n * See: [Glossary -> Docking terms](https://github.com/ocornut/imgui/wiki/Glossary#docking-terms).\n\n_Docked windows_\n\n## Preamble\n\n#### Where to find it?\n\nDocking is currently available in the [docking](https://github.com/ocornut/imgui/tree/docking) branch.\n\n * This is a well maintained branch and most large teams have been using this branch for a while.\n * It is safe and recommended to use that branch.\n * The branch also include the [Multi-viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports) feature.\n * Since July 2023, releases are also tagged for docking, e.g. `v1.92.0` `v1.92.0-docking`.\n\n#### How can I enable docking?\n\nEnable config flag:\n\n * `ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable;`\n\nCreate a fullscreen dockspace (optional)\n\n * `ImGui::DockSpaceOverViewport();`\n\nThat's pretty much it. There are additional docked related configuration flags in the ImGuiIO structure which you may toy with.\n\n#### Why is not merged to master???\n\n(This is the most asked question ever)\nTL;DR; I am not happy with the current state of the code. I am a cautious person.\n\n * I want to rewrite it from scratch a third time (1st version was never released).\n * DockBuilder API is kept in imgui_internal.h because it is not great.\n * Many open issues don't have easy enough fixes, which suggests the code being too complex or fragile compared to the quality I strive for.\n * Some core concepts needs to be re-implemented or redesigned.\n * I have been incrementally adding automated tests to [imgui_test_suite](https://github.com/ocornut/imgui_test_engine) in order to facilitate rewriting the code.\n\nHowever, you can benefit from a lot of docking features without being impacted by any of this. **The largest amount of interactions you'll have with the docking system are at end-user level and do not require API calls**. By just enabling the config flag above and calling a few functions you can benefit from 90% of Docking features. Even the hypothetical full rewrite of Docking system is not expected to impact most users. API that are most at risk of changing are hidden in `imgui_internal.h` for this reason, and even so, if they do change, we'll make reasonable effort to document the reasoning the update path.\n\nIn addition, Docking will only move forward with feedback from users, so the more people using it, the closer we are to a reach mergeable version. TL;DR; is totally fine to use for most users.\n\n## Usage Guide\n\nAlso see our [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) about Docking terminology.\n\n#### Docking\n\nDock by dragging windows from their title tab or tab (hold SHIFT to disable docking)\n\n * Dock into an existing window or node\n\n * Split existing node\n\n#### Undocking\n\n * Undock a window from a node\n\n * Undock a node (all windows) from a hierarchy\n\n#### Other features\n\n * Tab bar may be hidden\n\n## Dockspace\n\nIf you want to dock window on the edge of your screen (rather than only into other windows), most application can do:\n\n ImGui::NewFrame();\n\n // Create a dockspace in main viewport.\n ImGui::DockSpaceOverViewport();\n\nor\n\n ImGui::NewFrame();\n\n // Create a dockspace in main viewport, where central node is transparent.\n ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode);\n\n`DockSpaceOverViewport()` is a helper which:\n\n * Create an invisible window covering the given viewport.\n * Then submits a `DockSpace()` into it.\n\nThat's pretty much what it does.\n\nA `DockSpace()` is an arbitrary location inside a window, where other windows may be docked into.\n\n * Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!\n * (because of this constraint, the implicit `\"Debug\"` window can not be docked into an explicit DockSpace() node, because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create your own implicit `\"Debug##2\"` window after submitting a dockspace, leave it in the window stack for anyone to use)\n * Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.\n * If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with `ImGuiDockNodeFlags_KeepAliveOnly`.\n\n## Programmatically setting up docking layout (DockBuider api)\n\nUnfortunately, there is no great API for this yet. I am sorry! I know everyone is asking for this!\n\n * There _is_ a DockBuilder API in imgui_internal.h. **It's not great, it is unfinished, and not well documented** (you can find more examples if you search in Issues).\n * An alternative is to manually create desired settings, save them using `SaveIniSettingsXXX()` function, strip the data to whatever is necessary to you and call `LoadIniSettingsXXX()`.\n\nDockBuilder API idiomatic example:\n\n #include \"imgui_internal.h\"\n\n ImGuiID dockspace_id = ImGui::GetID(\"My Dockspace\");\n ImGuiViewport* viewport = ImGui::GetMainViewport();\n\n // Create settings\n if (ImGui::DockBuilderGetNode(dockspace_id) == nullptr)\n ImGui::DockBuilderAddNode(dockspace_id, ImGuiDockNodeFlags_DockSpace);\n ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);\n ImGuiID dock_id_left = 0;\n ImGuiID dock_id_main = dockspace_id;\n ImGui::DockBuilderSplitNode(dock_id_main, ImGuiDir_Left, 0.20f, &dock_id_left, &dock_id_main);\n ImGuiID dock_id_left_top = 0;\n ImGuiID dock_id_left_bottom = 0;\n ImGui::DockBuilderSplitNode(dock_id_left, ImGuiDir_Up, 0.50f, &dock_id_left_top, &dock_id_left_bottom);\n ImGui::DockBuilderDockWindow(\"Game\", dock_id_main);\n ImGui::DockBuilderDockWindow(\"Properties\", dock_id_left_top);\n ImGui::DockBuilderDockWindow(\"Scene\", dock_id_left_bottom);\n ImGui::DockBuilderFinish(dockspace_id);\n\n // Submit dockspace\n ImGui::DockSpaceOverViewport(dockspace_id, viewport, ImGuiDockNodeFlags_PassthruCentralNode);\n\n // Submit windows\n ImGui::Begin(\"Properties\");\n ...\n\n * I dislike this API probably even more than you. I expect to redesign this before it reaches the public API.\n\n### Debugging\n\n * Use the [Debug Log](https://github.com/ocornut/imgui/wiki/Debug-Tools#debug-log) to log docking events.\n * Use the [Metrics/Debugger Window](https://github.com/ocornut/imgui/wiki/Debug-Tools#metricsdebugger-window)'s Docking section to browse internal docking data.\n\n### More\n\n * TODO: explain what data is persisting in .ini file, how and why.\n\n### Clone this wiki locally", "tokens": 1804, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Implementing Power Save, aka Idling outside of ImGui\n\nJump to bottom\n\nPascal Thomet edited this page Oct 19, 2023 \u00b7 [4 revisions](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/_history)\n\n### Intro\n\nImGui applications can consume a lot of CPU, since they update the screen very frequently. In order to reduce the CPU usage, it can be desirable to reduce the FPS when no user interaction is detected, in a controllable manner.\n\n[Various PRs address power save](https://github.com/ocornut/imgui/pulls?q=is%3Apr+is%3Aopen+power), by proposing to modify ImGui.\n\nInstead of modifying ImGui, an alternative approach is possible and it is not that difficult. It's motto is to say that this is neither a responsibility of ImGui in itself, nor a responsibility of the backend, but the responsibility of an application \"runner\" that is developed by the user around the backend.\n\nThis approach is summarized below. Of course, you may adapt it to your liking.\n\n### 1. Create a storage for the idling data\n\nFirst, inside the application state, let's add a storage for the Idling parameters.\n\nFor example:\n\n struct FpsIdling\n float fpsIdle = 9.f; // FPS when idling\n bool enableIdling = true; // a bool to enable/disable idling\n bool isIdling = false; // an output parameter filled by the runner\n };\n\n // This is your application/runner state.\n // Call it whatever you want, store whatever you want in it!\n struct RunnerState\n // [...] Lots of other params, probably\n FpsIdling fpsIdling;\n\n### 2. Update your rendering logic\n\nSomewhere in the code, there ought to be a function that polls events, call `ImGui::NewFrame`, calls your Gui code, etc. It is probably called in a loop until the window is closed.\n\nLet's suppose it is called `RenderLogic`. It could be updated like this:\n\n void RenderLogic(RunnerState& ioState)\n //[...]\n\n #ifndef __EMSCRIPTEN__\n // This form of idling will call sleep (and is not adapted for emscripten)\n IdleBySleeping(ioState.fpsIdling);\n #endif\n\n // Backend specific call to poll incoming events (glfwPollEvents, etc.)\n XXXX_PollEvents();\n\n #ifdef __EMSCRIPTEN__\n if (ShallIdleThisFrame_Emscripten(ioState.fpsIdling))\n // early exit for emscripten\n return;\n #endif\n\n // Backend specific calls create a new frame, followed by ImGui::NewFrame()\n XXXX_NewFrame_3D();\n XXXX_NewFrame_Backend();\n ImGui::NewFrame();\n\n //[...] Rest of the rendering logic\n\nThen, you can implement idling like this:\n\n // Idling for non emscripten, where your app is responsible for the main loop.\n // This form of idling will call WaitForEventTimeout(), which may call sleep()\n void IdleBySleeping(FpsIdling& ioIdling)\n ioIdling.isIdling = false;\n if ((ioIdling.fpsIdle > 0.f) && ioIdling.enableIdling)\n double beforeWait = ClockSeconds();\n double waitTimeout = 1. / (double) params.fpsIdling.fpsIdle;\n\n // Backend specific call that will wait for an event for a maximum duration of waitTimeout\n // (for example glfwWaitEventsTimeout(timeout_seconds))\n XXXWaitForEventTimeout(waitTimeout);\n\n double afterWait = Internal::ClockSeconds();\n double waitDuration = (afterWait - beforeWait);\n double waitIdleExpected = 1. / params.fpsIdling.fpsIdle;\n ioIdling.isIdling = (waitDuration > waitIdleExpected * 0.9);\n\nHere, we assume that ClockSeconds() returns the time measured by a global clock ([example](https://github.com/pthom/hello_imgui/blob/master/src/hello_imgui/internal/clock_seconds.cpp))\n\n### 3. If using emscripten change the approach!\n\nFor emscripten, the situation is a bit different: in order to not overload the browser, you are supposed to not call your rendering logic in a loop, but instead to register `RenderLogic`, like so:\n\n void emscripten_imgui_main_loop(void* arg) {\n RenderLogic(whereverYouStoreYourAppState);\n\n int main() {\n // [...]\n emscripten_set_main_loop_arg(emscripten_imgui_main_loop, NULL, ...);\n // [...]\n\nYou cannot call sleep inside emscripten (which would result in a _busy loop_ , flooding the cpu). So instead, you opt for an early exit. Something like this can work:\n\n // Logic for idling under emscripten\n // This test should be done after calling Impl_PollEvents() since it checks the event queue for incoming events!\n bool ShallIdleThisFrame_Emscripten(FpsIdling& ioIdling)\n ImGuiContext& g = *GImGui;\n bool hasInputEvent = ! g.InputEventsQueue.empty();\n\n if (! ioIdling.enableIdling)\n ioIdling.isIdling = false;\n return false;\n\n static double lastRefreshTime = 0.;\n double now = ClockSeconds();\n\n bool shallIdleThisFrame = false;\n if (hasInputEvent)\n ioIdling.isIdling = false;\n shallIdleThisFrame = false;\n else\n ioIdling.isIdling = true;\n if ((now - lastRefreshTime) < 1. / params.fpsIdling.fpsIdle)\n shallIdleThisFrame = true;\n else\n shallIdleThisFrame = false;\n\n if (! shallIdleThisFrame)\n lastRefreshTime = now;\n\n return shallIdleThisFrame;\n\nwhere ClockSeconds could be implemented for example like this:\n\n #include \n\n double ClockSeconds()\n static const auto start = std::chrono::steady_clock::now();\n auto now = std::chrono::steady_clock::now();\n std::chrono::duration elapsed = now - start;\n return elapsed.count();\n\n### Clone this wiki locally", "tokens": 1528, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Funding", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Funding).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Funding\n\nJump to bottom\n\nomar edited this page Feb 26, 2026 \u00b7 [45 revisions](https://github.com/ocornut/imgui/wiki/Funding/_history)\n\n### Software doesn't maintain itself\n\nYour contributions are keeping this project good. Dear ImGui is used by [many projects](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui). The main library is available under a free and permissive license, but continued maintenance and development have been a many-years full-time commitment for me, which we'd like to sustain and grow (including hiring focused contributors more often). In addition to maintenance and stability there are many desirable features yet to be added.\n\nDear ImGui has first been conceptualized and prototyped in 2012, first released and developed as a side-project from 2014, then became my main focus from the end of 2017. You can read [10 years of Dear ImGui](https://github.com/ocornut/imgui/issues/7892) if you are interested in the history of this project. Thanks to sponsors, in 2020, we poured ~2500 hours of work into Dear ImGui R&D. In 2021 ~1600 hours.\n\nDear ImGui in 2025 is incredibly more powerful and versatile than Dear ImGui was 2014. We are committed to keep improving the software while keeping it sane, optimal, flexible, respectful to the user. Every engineering teams will benefit from it.\n\nWe are consistently doing R&D and sitting on unfinished features needing work.\n\nWe have answered [thousands of community questions/issues](https://github.com/ocornut/imgui/issues?q=state%3Aopen) in the open and in one centralized place in order to create a database of knowledge.\n\nWe have created a [test engine & test suite](https://github.com/ocornut/imgui_test_engine) to test the library, minimize regressions, facilitate contributions and effectively contributes to documenting the code (pro-tip: if you are unsure what some code is for, disable it and run the test suite!).\n\nWe are ensuring at every moment that the library is the most efficient it can be (with strict standards aligning with the needs of game developers, such as: 0 heap allocations on most frames).\n\nWe are designing easy and well-documented transitions to updated APIs when changes are necessary, because code written by users often lives for years or decades.\n\nBut we can only keep doing that and move forward with continued support.\n\n### How to financially support Dear ImGui? (Businesses)\n\n * You can support continued development and maintenance via invoiced sponsoring.\n * You can support continued development and maintenance via invoiced technical support, enterprise support, maintenance contracts. Your engineering team will be able to reach us directly, save time, minimize issues and tech debts, get prioritized bug fixes, and benefit from all sorts of technical support.\n * You may purchase commercial licenses for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine), which is a separate project, useful if you want to automate processing and testing of your tools, engine or game. Its licensing scheme is designed to support funding the main library.\n * *COUGH* it is perfectly ok to buy hours of support and not use them all. It is perfectly ok to buy licenses and not use the Test Engine thoroughly. Whatever makes it easiest for your company to fund Dear ImGui we can work with.\n\nFor any of the above, please e-mail _omar AT discohello dot com_ to get started!\n**If your company is using Dear ImGui, please consider reaching out today to say hello!**. All B2B transactions are invoiced and handled by [Disco Hello](https://www.discohello.com/). We are disclosed for variety of console systems and work with several major game studios and non-game businesses.\n\n### How to financially support Dear ImGui? (Individuals)\n\nYou can support continued development and maintenance with one-off or recurring donations [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). In the event that you are an individual and wish to make an unusually large contribution, please e-mail beforehand to discuss more optimal ways to do it.\n\n### Past and present supporters\n\n(Recent years supporters with links)\n\n**Platinum-chocolate sponsors**\n\n * **Blizzard**\n\n**Double-chocolate sponsors**\n\n * [Supercell](http://www.supercell.com)\n * [Riot Games](http://www.riotgames.com)\n * [Valve](https://www.valvesoftware.com)\n * [Scorewarrior](https://scwr.gg/imgui)\n * [BeamNG](https://www.beamng.com)\n * NVIDIA\n * Ubisoft\n\n**Chocolate sponsors**\n\n * **[G3Dvu](https://www.g3dvu.com)**\n * **[OTOY](https://www.otoy.com/)**\n * **[Tanius Technology](http://www.tanius.com)**\n * [Adobe](https://www.adobe.com/products/substance3d/apps/modeler.html)\n * [Aras Pranckevi\u010dius](http://aras-p.info/)\n * [Asobo Studio](https://www.asobostudio.com)\n * [id Software](https://www.idsoftware.com)\n * [Lucid Games](https://www.lucidgames.co.uk)\n * [MachineGames](https://www.machinegames.com/)\n * [Planestate Software](http://www.plane9.com)\n * [RocketWerkz](https://rocketwerkz.com/)\n * Arkane Lyon\n * Avalanche Studios Group\n * Epic\n * Google\n * Noel Berry\n * Pocketwatch Games\n * RAD Game Tools\n\n**Salty-caramel sponsors**\n\n * [Remedy Entertainment](https://www.remedygames.com)\n * [Thatgamecompany](https://thatgamecompany.com/)\n * [Vector Unit](https://www.vectorunit.com)\n * [Passtech Games](https://www.passtechgames.com/)\n * [SCS Software](https://www.scssoft.com)\n * [River End Games](https://riverendgames.com/)\n * [Mobigame](https://www.mobigame.net)\n * [Sebastian Sch\u00f6ner](http://blog.s-schoener.com/)\n * [Sofistik](https://www.sofistik.com/en/company/about-us)\n * [FUTO](https://futo.org)\n * [Tuxedo Labs](https://www.tuxedolabs.com/)\n * Dirk Gregorius\n * Dotemu\n * Esoterica Engine\n * Framefield\n * Gravity Well\n * Grinding Gear Games\n * Hexagon\n * Kylotonn\n * Media Molecule\n * Mesh Consultants\n * O-Net Communications (USA)\n * Nadeo\n * Next Level Games\n * Recognition Robotics\n * Unit 2 Games\n * Terrible Toybox\n * Wonderland Engine\n\n### Patreon supporters (2015-2019) <3\n\nFrom November 2014 to December 2019, the development of Dear ImGui has been financially supported by generous users on Patreon. Here's a list of those supporters, roughly ordered by joining date (some people opted out of this list, please reach out to be added/removed). (Note that the sponsoring levels here don't match the ones used for corps above)\n\n_Double Chocolate_\n\n * Greggman, Aras Pranckevi\u010dius, Runner, Aiden Koss.\n\n_Salty Caramel_\n\n * Jetha Chan, Wild Sheep Studio, Pastagames, M\u0101rti\u0146\u0161 Mo\u017eeiko, Daniel Collin, Chris Genova, Glenn Fiedler, Dakko Dakko, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Morten Skaaning, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Neil Bickford, Bill Six, Graham Manders.\n\n_Caramel_\n\n * Michel Courtine, C\u00e9sar Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin H\u00fcbner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Milo\u0161 To\u0161i\u0107, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Frederik De Bleser, Anticrisis, Matt Reyer.\n\nAnd all other past and present supporters; THANK YOU!\nYou can read [10 years of Dear ImGui](https://github.com/ocornut/imgui/issues/7892) if you are interested in the history of this project\n\n### Clone this wiki locally", "tokens": 2434, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Multi-Viewports", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Multi-Viewports).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Multi Viewports\n\nJump to bottom\n\nomar edited this page Dec 3, 2025 \u00b7 [10 revisions](https://github.com/ocornut/imgui/wiki/Multi-Viewports/_history)\n\n * Development Thread: \n * Open Issues: \n * Also see: [Glossary: Multi-Viewports terms](https://github.com/ocornut/imgui/wiki/Glossary#multi-viewports-terms).\n\n#### What is it?\n\nMulti-viewports is the feature allowing you to **seamlessly extract Dear ImGui windows out of your main rendering context**. In traditional game programming, your engine/game generally create an OS window associated to a graphics context (e.g. using DirectX, OpenGL) and all rendering has to happen inside this graphics context.\n\nWith multi-viewports, Dear ImGui gets the ability to create new OS windows and graphics contexts, as required to host Dear ImGui that have been moved outside the boundaries of the primary OS window. This is achieved via a set of flags and functions (inside `ImGuiPlatformIO` structure) which allows Dear ImGui to communicate with individual back-ends. **Most back-ends provided in the `backends/` folder can support multi-viewports**.\n\nAmong other things, Multi-viewports also facilitate the use of Dear ImGui over multiple monitors.\n\n#### Where to find it?\n\nMulti-viewports are currently available in the [docking](https://github.com/ocornut/imgui/tree/docking) branch. This is a well maintained branch and most large teams have been using this branch for a while. It is safe and recommended to use that branch.\n\n#### How can I enable Multi-viewports ?\n\nIf you are using platform and renderer back-ends from the `backends/` folder, they already support multi-viewports.\n\n * Add to your configuration flags:\n\n io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;\n\n * Add in your main loop, after rendering your main viewport:\n\n // Update and Render additional Platform Windows\n if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)\n ImGui::UpdatePlatformWindows();\n ImGui::RenderPlatformWindowsDefault();\n // TODO for OpenGL: restore current GL context.\n\nThat's pretty much it. There may be additional calls required surrounding this depending on the backend you are using: OpenGL in particular needs backup/restore of current GL context. Check the [example project](https://github.com/ocornut/imgui/tree/docking/examples) appropriate to your setup for details.\n\nThere are a few additional multi-viewports related configuration flags in the IO structure which you may toy with.\n\nIf you are using a custom back-end, refer to the `ImGuiPlatformIO` structure and existing `backends/` \\+ `examples/` to implement support for multi-viewports in your engine. This is not particularly easy to add.\n\n#### Issues\n\n * The feature tends to be broken on Linux/X11 with many window managers. It's been endlessly reported and will only likely ever be fixed if a Linux user wants to commit the time to investigate this seriously (aka run and implement new tests, and test their changes on other OS than their own). See [#2117](https://github.com/ocornut/imgui/issues/2117).\n * The feature doesn't work in Wayland. Wayland doesn't let application read or write windows positions.\n\n#### FAQ\n\n * Q: What happens to the coordinate systems?\n\n * A: When enabling `ImGuiConfigFlags_ViewportsEnable`, the coordinate system used by Dear ImGui changes to match the coordinate system of your OS/desktop (e.g. (0,0) generally becomes the top-left corner of your primary monitor). This shouldn't affect most code, but if you have code using absolute coordinates you may want to change them to be relative to a window, relative to a monitor or relative to your main viewport (`GetMainViewport()->Pos`).\n\n * Q: How to handle varying DPI over multiple monitors?\n\n * A: See [this FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).\n\n### Clone this wiki locally", "tokens": 1061, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Upcoming-Changes", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Upcoming Changes\n\nJump to bottom\n\nomar edited this page Mar 5, 2025 \u00b7 [6 revisions](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/_history)\n\nThis is a rarely updated, higher-level list of intent.\n**Section 6 of \"[10 years of Dear ImGui](https://github.com/ocornut/imgui/issues/7892)\" has more details on some of those topics.**\n\n## Viewport\n\n * Improve [Multi-Viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports) feature toward merging in Master (~2.00) ([#1542](https://github.com/ocornut/imgui/issues/1542)).\n\n## DPI\n\n * Better DPI support (current solution is for user to load font + scale style according to DPI). (v1.92: [#8465](https://github.com/ocornut/imgui/issues/8465), [#1676](https://github.com/ocornut/imgui/issues/1676))\n\n## Navigation, Controls\n\n * Improve gamepad and keyboard controls. ([#787](https://github.com/ocornut/imgui/issues/787))\n * Inputs: Promote ownership and routing system to public API.\n * Shortcuts: Promote shortcut system to public API (+ finish proof-of-concept for shortcuts in hidden menus).\n * Shortcuts: alt-style local shortcuts.\n * Menus: once menus are able to handle their shortcuts (aka recursing in non-visible menus) we could envision Mac-style menu searching.\n\n## Docking\n\n * Improve/rewrite [Docking](https://github.com/ocornut/imgui/wiki/Docking) toward merging in v2.00. ([#2109](https://github.com/ocornut/imgui/issues/2109))\n\n## Text/Fonts\n\n * Finish work on dynamic font and incremental atlas updates (v1.92: [#8465](https://github.com/ocornut/imgui/issues/8465)).\n * Incremental font atlas updates.\n * Rewrite better text primitives.\n\n## Styling\n\n * Improve styling support (easier to add more colors, basic inheritance system, cache float4->ImU32 conversions).\n * Improve basic render primitives (allow for gradients, etc.).\n * Optimize basic render primitives (e.g. using 8-way texture for curved shapes, borders, circles) to reduce CPU +vertices cost.\n\n## Bindings\n\n * Improve [dear_bindings](https://github.com/dearimgui/dear_bindings) to ease the generation of language bindings (e.g. C).\n\n## Automation, Tests\n\n * Continued work on [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) and Dear ImGui Test Suite.\n\n### Clone this wiki locally", "tokens": 766, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Tips", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Tips).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Tips\n\nJump to bottom\n\nomar edited this page Jul 2, 2024 \u00b7 [15 revisions](https://github.com/ocornut/imgui/wiki/Tips/_history)\n\n**This section is old and lacking... Most of the tips here are not super relevant anymore.**\n\nAlso see [Debug Tools](https://github.com/ocornut/imgui/wiki/Debug-Tools).\n\n### Visual debugging\n\n * `ImGui::DebugDrawCursorPos()`, `ImGui::DebugDrawItemRect()` are a convenient way to easily display the current layout position or previous item geometry.\n\n * You can use ImDrawList primitives on the foreground drawlist, e.g. `GetForegroundDrawList()->AddRectFilled(...)` to bypass clipping of the current window. Whenever you are working with coordinates and unsure of their values, consider displaying them on screen using `AddRect()`, `AddCircle()`, etc.\n\n * Using keyboard modifiers is a convenient way to easily enable/disable something.\n\n ImGui::SliderFloat(\"float\", &f, 0.0f, 1.0f);\n ImVec2 my_pos= ImGui::GetCursorScreenPos();\n\n if (ImGui::GetIO().KeyShift)\n ImGui::DebugDrawItemRect(); // Helper to draw a rectangle between GetItemRectMin() and GetItemRectMax()\n ImGui::GetForegroundDrawList()->AddCircleFilled(my_pos, 3, IM_COL32(255, 0, 0, 255)); // Draw red circle at position\n ImGui::Text(\"Shift held: %d\", ImGui::GetIO().KeyShift);\n\n### Using Begin/BeginChild\n\n * You can omit `Begin()`/`End()`, widgets will be created into an implicit \"Debug\" window.\n * You can call `Begin()` multiple times to append to a same window from different place.\n * Use `Begin()`/`BeginChild()` to put yourself back into the context of another window (see [#270](https://github.com/ocornut/imgui/issues/270)\n * Similarly, functions like `BeginMenuBar()` or `BeginTabBar()` allow appending into a menu or tab-bar.\n * An interesting trick that isn't obvious is that you can use Begin() just to put yourself into the context of that window. So here I want to react to the user inputting an address to scroll to, I use BeginChild() again on the child that I've already drawn so I can use SetScrollFromPosY() on it.\n\n ImGui::BeginChild(\"##scrolling\", ImVec2(0, -ImGui::GetFrameHeightWithSpacing()));\n // ...(draw main content)\n ImGui::EndChild();\n\n // And then much later in the main window, get back into child context to change scrolling offset\n ImGui::BeginChild(\"##scrolling\");\n ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + (goto_addr / Rows) * line_height);\n ImGui::End();\n\n### Using ImGuiOnceUponAFrame\n\nThe `ImGuiOnceUponAFrame` helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code. (It is essentially just a helper which stores and compare a frame number).\n\n### Plot: Use Stride for easily plotting a field in array of structures\n\n\n\nHere I've got some code sampling joints of an animation as e.g 60 hz. And I can plot that directly from the joint structure without copying the data around one more time\n\n int stride = skel.getBoneCount() * sizeof(JointTransform);\n ImGui::PlotLines(\"RightFoot y\", &all_sampled_joints[skel.getBoneIndex(\"RightFoot\")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);\n ImGui::PlotLines(\"RightToeBase y\", &all_sampled_joints[skel.getBoneIndex(\"RightToeBase\")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);\n ImGui::PlotLines(\"LeftFoot y\", &all_sampled_joints[skel.getBoneIndex(\"LeftFoot\")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);\n ImGui::PlotLines(\"LeftToeBase y\", &all_sampled_joints[skel.getBoneIndex(\"LeftToeBase\")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);\n\n### Use C++11 lambas with Combo/ListBox/Plot functions\n\n_Update: Since 1.53 you can use`BeginCombo()/EndCombo()` and submit items yourself, which is more adequate than using Combo with a function._\n\n void SelectBoneByName(const char* label, int* bone_idx, const Skeleton* skeleton)\n ImGui::Combo(label, bone_idx,\n [](void* data, int idx, const char** out_text) { *out_text = skeleton->GetBoneName(idx); return *out_text != NULL; },\n (void*)skeleton, skeleton->GetBoneCount());\n\n ImGui::PlotLines(\"Sin\", [](void*data, int idx) { return sinf(idx*0.2f); }, NULL, 100);\n ImGui::PlotLines(\"Cos\", [](void*data, int idx) { return cosf(idx*0.2f); }, NULL, 100);\n\nBit awkward with sample indices to plot an actual math function. Ideally here we could introduce variants of plot that use all floats. Will probably add something.\n\nLikewise for combo boxes, don't copy data around creating list of strings! Use a function to retrieve your data from whatever format it is naturally. The whole plot API is a little awkward and could be reworked along with adding some form of iterator scheme for sparse combo / list-box.\n\n### Clone this wiki locally", "tokens": 1435, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / About the IMGUI paradigm\n\n## Revisions\n\nCompare revisions\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 3, 2025\n\n[ebf7d8c](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/ebf7d8c122bf595b3c8aca6221d62a8b54430d6c)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 2, 2025\n\n[349a93f](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/349a93f469fc28e21101a18bfc70538a4902eb3c)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 8, 2024\n\n[8449109](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/8449109121cbd3a88104cb804710bf05475a0c42)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 3, 2024\n\n[cb2696c](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/cb2696cef64c89ed4901749b9361f0bdbf1f9723)\n\n * Sean Barrett's work\n\n[ ocornut ](https://github.com/ocornut) committed Sep 3, 2024\n\n[fc434f3](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fc434f33fd6d8e2b87cf8701735fdab91393bb9b)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 3, 2024\n\n[7911d8c](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/7911d8c618bf6b2a8ce227253071aba876f5f5fb)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 17, 2024\n\n[6f563cf](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/6f563cf7ca9a102670ff93f6e74c71847a39799c)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 25, 2023\n\n[f1aa74b](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/f1aa74b704827693b924e450b4905b08239c4404)\n\n * corrected the declaration of m_SaveItem in RMGUI example\n\n[ occcy ](https://github.com/occcy) committed Apr 26, 2023\n\n[a03978a](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/a03978a2e5658383df4be1f2c58519e26251b415)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[e295c99](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/e295c9911b04865c7610607d69e06133112ccf1a)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[64338b3](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/64338b38002a41df1631cd4526873850a37aff95)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[ebe40c4](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/ebe40c46c9c7a2b4f5c4a7fa0bb90cdf9d78fc00)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[6007255](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/60072550fab67d73a2703768a6552d225911aab5)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[01aa9f5](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/01aa9f57ae6a20083ba960e43ae394e11d477f70)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[da99a0b](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/da99a0bf2d85dfe42a017d36563848c7abd3f13f)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[4958d48](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/4958d48e3268cad2d209cf801dc7783a34734b7b)\n\n * Links\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[9213dc9](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/9213dc95741499dab75984e8500e7cb4b6fffccc)\n\n * Added links to MollyRocket archives\n\n[ ocornut ](https://github.com/ocornut) committed Jan 25, 2023\n\n[b6fdab7](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/b6fdab7f0c92165197f03118cb4fec340edd82d6)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 14, 2022\n\n[95bc6ad](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/95bc6ad90ce1538c3bda7d457a4bda33541efc41)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 14, 2022\n\n[fbf1ff2](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fbf1ff2fdf45527317407a59a3ac4d6397b7afc0)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 29, 2022\n\n[a7cad09](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/a7cad09f866c5c993d9950e562e168f778f4d85c)\n\n * Modeless writeup\n\n[ ocornut ](https://github.com/ocornut) committed Mar 29, 2022\n\n[fb7df1e](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fb7df1ea0165d4914ff73005e48c01db3ebad7cf)\n\n * Fixed words coming in the wrong order. Removed question marks for reasons.\n\n[ fishermans-friend ](https://github.com/fishermans-friend) committed Sep 24, 2021\n\n[480b88b](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/480b88be65d7e2b58bc4f379d5ad77636c131f96)\n\n * Sean Barrett's article in Game Developer Magazine\n\n[ ocornut ](https://github.com/ocornut) committed May 21, 2021\n\n[839110f](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/839110f05df7dfee26ef9c480de00bf489eaba28)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2021\n\n[4da17a3](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/4da17a3396f3a2fb03198eb594a46006aa177144)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 15, 2021\n\n[b96cff4](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/b96cff43c9f9664c3e5a59c6a3ccb859d01a0aeb)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 15, 2021\n\n[e814164](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/e814164f58b8c0827d0461e581139c48293cf3f6)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 15, 2021\n\n[f436aa9](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/f436aa91d9bbf30db0348b602fdc6ea35858a95f)\n\n * Updated About the IMGUI paradigm (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 15, 2021\n\n[5c38cc6](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/5c38cc6a6812fff344d63dfb9c1e7182e8469a7c)\n\n * Working on definition\n\n[ ocornut ](https://github.com/ocornut) committed Feb 15, 2021\n\n[9534bbc](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/9534bbca7269ee05d61670fab127f6f0ab9865fd)", "tokens": 2755, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Help-Wanted", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Help-Wanted).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Help Wanted\n\nJump to bottom\n\nomar edited this page Jan 4, 2023 \u00b7 [39 revisions](https://github.com/ocornut/imgui/wiki/Help-Wanted/_history)\n\nCurrently looking for help with those things.\n**This is absolutely not a complete list** (there a millions of other things to do, see [Issues](https://github.com/ocornut/imgui/issues) and [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt)), those are merely some suggestions of things I am particularly struggling with before I may not have the hardware or expertise. If you are motivated and want to help this project and the community there is almost certainly a spot for you :)\n\n**Funding**\n\n * If your company uses Dear ImGui, please reach to [contact@dearimgui.com](mailto:contact@dearimgui.com).\n\n**Documentation**\n\n * The wiki needs improvements.\n * How about creating visual gallery showcasing external widgets?\n * We need features overview pages describing Gamepad/Keyboard Navigation, Docking, Multi-Viewports, Tables etc. for users.\n * We need technical overview pages describing the same but from the point of view of programmers wanting to work on them.\n\n**Community**\n\n * Helping to answer some [GitHub issues/threads](https://github.com/ocornut/imgui/issues) or [Discussions](https://github.com/ocornut/imgui/discussions)?\n\n**Third-party Software**\nIf you are familiar or interested in GLFW, designing/developing/submitting those changes to GLFW would be great\n\n * **Linux/Mac: implement per-OS workarounds for other GLFW/SDL issues**, see \n * GLFW: Solve in GLFW (transparent inputs) for portable multi-viewport support. OR implement per-OS workaround in imgui_impl_glfw.cpp. Done PR: , Waiting for GLFW merge.\n * GLFW: implement/solve in GLFW (add missing diagonal resize mouse cursors).\n\n**Features**\n\n * Viewport: The multi-viewport feature needs users/testers to move forward! (see [#1542](https://github.com/ocornut/imgui/issues/1542), available in `docking` branch`).\n * Viewport: In particular, Linux/OSX have issues and need some work from volunteers. See [#2117](https://github.com/ocornut/imgui/issues/2117).\n * Tables: Feedback wanted! See [#2957](https://github.com/ocornut/imgui/issues/2957).\n * Docking: Feedback wanted! See [#2109](https://github.com/ocornut/imgui/issues/2109).\n\n**Platform/Renderer Backends**\n\n * Mac: imgui_impl_osx.mm need some love ([#1873](https://github.com/ocornut/imgui/issues/1873))\n * Mobile: Wanted imgui_impl_ios.cpp Platform Binding+Example for iOS (+ use existing renderer).\n * Web: Wanted imgui_impl_emscripten.cpp Platform Binding+Example for Emscripten (+ use existing renderer to create a new example). ([#336](https://github.com/ocornut/imgui/pull/336))\n * **Any of the third-party Unreal backend need multi-viewport support!**\n * **Any of the third-party Unity backend need multi-viewport support!**\n\n**External Language Bindings**\n\n * Many language bindings are not kept up to date (see )\n * Considering switching bindings to use the [dear_bindings](https://github.com/dearimgui/dear_bindings) or [cimgui](https://github.com/cimgui/cimgui) generated data so users of your framework/language can stay up to date without manual intervention.\n\n### Clone this wiki locally", "tokens": 1040, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Error-Handling", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Error-Handling).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Error Handling\n\nJump to bottom\n\nomar edited this page Sep 30, 2024 \u00b7 [7 revisions](https://github.com/ocornut/imgui/wiki/Error-Handling/_history)\n\nSince Dear ImGui 1.91.3 we provide way to configure how to handle _SOME_ recoverable errors.\n\n * Error recovery is provided as a way to facilitate:\n * Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).\n * Recovery after running an exception handler or any error processing which may skip code after an error has been detected.\n * Error recovery is not perfect nor guaranteed! It is a feature to ease development. You are not supposed to rely on it in the course of a normal application run.\n * By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!\n * Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API call! Otherwise it would severely hinder your ability to catch and correct mistakes!\n\nTypical scenarios:\n\n#### (1) Programmer seats (current default)\n\n * Recoverable errors will call `IM_ASSERT_USER_ERROR()`, leading to `IM_ASSERT()` being executed.\n * If you can resume execution from your assert, recovery will generally be performed.\n * If you can configure your assert to be ignored, recover will generally be performed and the error tooltip will be visible.\n\n#### (2) Programmer seats (nicer/experimental)\n\n * Disable Asserts `io.ConfigErrorRecoveryEnableAssert=false` but keep Tooltips visible.\n * Recoverable errors will be visible in an error tooltip.\n * The error tooltip will allow user to enable asserts.\n * This implicitly rely on functional recovery. A few cases might probably still crash/assert. If this works well, we may make it the default in future versions.\n\n#### (3) Non-programmer seats: what you might want to setup:\n\n * Use `io.ConfigErrorRecoveryEnableAssert=false`, but make sure log entries are well visible or reported somewhere.\n * If errors are not well resurfaced to programmers, it may hinder your ability to prevent errors from staying/spreading in the codebase. Use with caution!\n\n#### (4) If you offer the ability to write Dear ImGui code via e.g. scripting language, you may want to:\n\n * Use `ErrorRecoveryStoreState()` to record stack sizes before running the script interpreter.\n * Use `io.ConfigErrorRecoveryEnableAssert=false` but only while in the context of the script interpreter.\n * Maybe trigger a script break from your `ErrorCallback` if you can.\n * Ensure that `io.ConfigErrorRecoveryEnableTooltip=true`! And that log entries are well surfaced and visible somewhere.\n\n#### (5) To handle resuming code execution after an exception:\n\n * Use `ErrorRecoveryStoreState()` to record stack sizes before your try {} block.\n * Temporary adjust settings (e.g. disable assert, set a log callback).\n * Call `ErrorRecoveryTryToRecoverState()`.\n * Restore settings.\n\n### API\n\nIn `ImGuiIO`:\n\n bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.\n bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()\n bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.\n bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.\n\n### Manual stack state backup/restore\n\ne.g.\n\n ImGuiErrorRecoveryState state;\n ImGui::ErrorRecoveryStoreState(&state);\n .... run scripting code\n ImGui::ErrorRecoveryTryToRecoverState(&state);\n\nException handling:\n\n ImGuiErrorRecoveryState state;\n ImGui::ErrorRecoveryStoreState(&state);\n try\n .... run code\n catch\n ImGui::ErrorRecoveryTryToRecoverState(&state);\n\n### Clone this wiki locally", "tokens": 1072, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Sponsors", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Sponsors).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Sponsors\n\nJump to bottom\n\nomar edited this page Mar 17, 2024 \u00b7 [85 revisions](https://github.com/ocornut/imgui/wiki/Sponsors/_history)\n\nThis section has been moved to [Funding](https://github.com/ocornut/imgui/wiki/Funding).\n\n### Clone this wiki locally", "tokens": 237, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Home\n\nJump to bottom\n\nomar edited this page Mar 15, 2026 \u00b7 [384 revisions](https://github.com/ocornut/imgui/wiki/Home/_history)\n\nWelcome to the Dear ImGui wiki! Feel free to edit and contribute!\n\nNew to Dear ImGui? Check out the [Getting Started guide](https://github.com/ocornut/imgui/wiki/Getting-Started).\n\n**2026-03**: You can request small wiki edits at [#9292](https://github.com/ocornut/imgui/issues/9292).\n**2024-07: Wiki editing is unfortunately disabled because it is the only way for this wiki to be indexed by search engines. I have submitted a suggestion to GitHub to workaround this problem: [#133123](https://github.com/orgs/community/discussions/133123). Please consider upvoting to help.** GitHub is [preventing search engines from indexing editable wikis](https://github.com/orgs/community/discussions/4992). There are third-party crawlable mirrors (e.g. ) but Google is doing a poor job surfacing the information. DuckDuckGo or Bing may occasionally do a better job, and the GitHub search bar exists. If you have meaningful Wiki edits to make you can checkout the Wiki git repo, make a change and submit it as a PR in main repo. We may need to move the Wiki elsewhere since GitHub is not cooperating by not allowing project owners to even e.g. add wiki editors.)\n\n# Index\n\n * General\n * General documentation\n * Community\n * Demo, Examples\n * **Language Bindings**\n * **Platform and Rendering Backends**\n * **Third-Party Extensions**\n * **Testing / Automation**\n * Notable branches\n * Features\n * Debug Tools\n * Rendering Textures / Images\n * Fonts / Text\n * Tables\n * Multi-Select\n * Docking\n * Multi-viewports\n * Inputs\n * Miscellaneous\n * Building / Packaging Cruft\n * Third-party Frameworks, Templates, Starter Packs\n * Notable forks\n * Ports, Rewrites, Clones\n * Related/Suggested Libraries\n * Job Board\n * Articles, Videos\n * Articles/Videos About Dear ImGui\n * About the IMGUI paradigm\n\n# General\n\n### General documentation\n\n * [FAQ (Frequently Asked Questions)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) (docs/FAQ.md)\n * [Homepage Readme](https://github.com/ocornut/imgui/blob/master/docs/README.md) (docs/README.md)\n * **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started)**\n * **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** << If you use Dear ImGui as part of your business/work, please read.\n * [Glossary](https://github.com/ocornut/imgui/wiki/Glossary)\n * [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)\n * [User quotes](https://github.com/ocornut/imgui/wiki/Quotes)\n * [Upcoming changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes) (~roadmap)\n * [Tips](https://github.com/ocornut/imgui/wiki/Tips) (for people working _with_ dear imgui)\n * [Developer tips](https://github.com/ocornut/imgui/wiki/Developer-Tips) (for people working _on_ dear imgui)\n * [Releases / Changelogs](https://github.com/ocornut/imgui/releases) with annotations and pictures.\n\n### Community\n\n * [Github Issues](https://github.com/ocornut/imgui/issues): for feature requests, bug reports, feedback, code snippets, etc. Searching there is recommended as many topics have been discussed and referenced already! Also see [Labels](https://github.com/ocornut/imgui/labels) for categorized issues.\n * [How to open an Issue or Pull Request #2261](https://github.com/ocornut/imgui/issues/2261)\n * [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted)\n * [Gallery threads](https://github.com/ocornut/imgui/issues/7503) / [Gallery Label](https://github.com/ocornut/imgui/labels/gallery): Post your screenshots / code here\n * [Community Guest Book](https://github.com/ocornut/imgui/issues/7840)\n\n### Demo, Examples\n\n * [About Examples apps](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) (docs/EXAMPLES.md)\n * The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder contains 23 standalone example applications for varieties of platforms and frameworks.\n * The [imgui_demo.cpp](https://github.com/ocornut/imgui/tree/master/imgui_demo.cpp) file has a `ImGui::ShowDemoWindow()` function which you can call from any imgui-enabled application to showcase variety of features. The demo function is called from all examples/ apps.\n * Third-party: @pthom's [imgui_explorer](https://pthom.github.io/imgui_explorer): an interactive manual for Dear ImGui, ImPlot and ImPlot3d.\n\n### Language Bindings\n\n * [List of language bindings](https://github.com/ocornut/imgui/wiki/Bindings) (C, C#, D, Go, JavaScript, Lua, Python, Rust and many others...)\n * [List of binding generators](https://github.com/ocornut/imgui/wiki/Bindings#binding-generators) (cimgui, dear_bindings)\n\n### Platform and Rendering Backends\n\n * [List of engine/framework backends](https://github.com/ocornut/imgui/wiki/Bindings#frameworkengine-backends) (Unity, Unreal and many others...)\n * [About Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) (docs/BACKENDS.md)\n * The [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder contains 18 reusable backends for varieties of platforms and frameworks.\n\n### Third-Party Extensions\n\n * [List of useful third-party extensions/widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions): Text editors, node editors, plotting/graphing, curves/animations/gradients editors, file dialogs, knobs, spinners, toggles, layout, remoting, 3d gizmos, inspectors, and many more!\n\n### Testing / Automation\n\n * [Dear ImGui Test Engine + Dear ImGui Test Suite](https://github.com/ocornut/imgui_test_engine)\n\n### Notable branches\n\n * [master](https://github.com/ocornut/imgui/tree/master) branch\n * [docking](https://github.com/ocornut/imgui/tree/docking) branch (fully maintained): include [Docking](https://github.com/ocornut/imgui/wiki/docking) \\+ [Multi-Viewports](https://github.com/ocornut/imgui/wiki/multi-viewports) features.\n\nReturn to Index\n\n# Features\n\n### Debug Tools\n\n * See [Debug Tools](https://github.com/ocornut/imgui/wiki/Debug-Tools) wiki page explaining `ShowMetricsWindow()`, `ShowDebugLogWindow()`, `ShowIdStackToolWindow()`, Item Picker..\n * See [Error Handling](https://github.com/ocornut/imgui/wiki/Error-Handling) wiki page about ways to configure error handling and state recovery.\n\n### Rendering Textures / Images\n\n * Article: [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) (helpful if you are confused about `ImTextureID`).\n\n### Fonts / Text\n\n * Read: [Using Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) (docs/FONTS.md)\n * Search in Issues: [font/text](https://github.com/ocornut/imgui/issues?q=label%3Afont%2Ftext+)\n * Freetype renderer: [imgui_freetype](https://github.com/ocornut/imgui/tree/master/misc/freetype) (misc/freetype/imgui_freetype)\n\n### Tables\n\n * [#3740](https://github.com/ocornut/imgui/issues/3740) Main Tables Topic\n * Search in Issues: [tables/columns](https://github.com/ocornut/imgui/issues?q=label%3Atables%2Fcolumns+)\n\n### Multi-Select\n\n * [About Multi-Select](https://github.com/ocornut/imgui/wiki/Multi-Select)\n\n### Docking\n\n * [About Docking](https://github.com/ocornut/imgui/wiki/Docking)\n * Search in Issues: [docking](https://github.com/ocornut/imgui/issues?q=label%3Adocking+)\n * [#2109](https://github.com/ocornut/imgui/issues/2109) Main Docking topic\n * [List of legacy third-party Docking extensions](https://github.com/ocornut/imgui/wiki/Docking#legacy-third-party-docking-extensions) (prior to official docking: LumixEngine, imguiDock, ImWindow, imgui_wm, etc.)\n\n### Multi-viewports\n\n * [About Multi-Viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports)\n * Search in Issues: [multi-viewports](https://github.com/ocornut/imgui/issues?q=label%3Amulti-viewports+)\n * [#1542](https://github.com/ocornut/imgui/issues/1542) Main Multi-viewports topic\n * [#2117](https://github.com/ocornut/imgui/issues/2117) Linux/Mac compatibility of multi-viewports\n\n### Inputs\n\n * Search in Issues: [inputs](https://github.com/ocornut/imgui/issues?q=label%3Ainputs)\n * 1.87 new IO event queue API [#4921](https://github.com/ocornut/imgui/issues/4921)\n * ~~Input / IO queue for very low framerate applications:[gist](https://gist.github.com/ocornut/8417344f3506790304742b07887adf9f)~~\n\nReturn to Index\n\n# Miscellaneous\n\n### Building / Packaging Cruft\n\n * [https://vcpkg.io/](https://github.com/ocornut/imgui/wiki/vcpkg) has Dear ImGui available.\n * [Meson WrapDB](https://mesonbuild.com/Wrapdb-projects.html) has a Meson Wrap for Dear ImGui.\n * [#1713](https://github.com/ocornut/imgui/pull/1713) CMake project to build Examples (PR) by @podsvirov (need feedback)\n * [#3027](https://github.com/ocornut/imgui/pull/3027) Add CMake configuration (PR) by @Qix- (need feedback)\n * [rokups' cmake](https://gist.github.com/rokups/f771217b2d530d170db5cb1e08e9a8f4) Self-contained single-file cmake build script\n * Premake5 (feature branch)\n * Conan [github/conan-center-index/conan-imgui](https://github.com/conan-io/conan-center-index/tree/master/recipes/imgui), [conan-center](https://conan.io/center/recipes/imgui)\n * Fips (fips-imgui): fipsified imgui for fips build system [github/fungos/fips-imgui](https://github.com/fungos/fips-imgui)\n * GN (Chromium, ninja) BUILD.gn file: [github/ndsol/VolcanoSamples](https://github.com/ndsol/VolcanoSamples/blob/master/src/BUILD.gn)\n\n### Third-party Frameworks, Templates, Starter Packs\n\n(Please also check our [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder in the repo, they work fine as starter apps!)\n\nC/C++\n\n * asap: Starter project for portable app with optional GUI (GLFW/ImGui) [github/abdes/asap](https://github.com/abdes/asap) (2018-2024)\n * Gear: A modern C++ sandbox application with ImGui, GLFW, and modular architecture. [github/adamsepp/GEAR](https://github.com/adamsepp/GEAR) (2025-2026)\n * GGWeb: Template for making a GUI app with C++ / Dear ImGui / SDL / OpenGL / Emscripten that can run both natively and in the browser. [github/ggerganov/ggweb](https://github.com/ggerganov/ggweb) (2022)\n * fenestra: an effort to create a cross-platform, free and open source Windowing and UI system based on SDL and ImGui. [github/WerWolv/Fenestra](https://github.com/WerWolv/Fenestra) (2024)\n * Walnut: simple application framework for Vulkan and Dear ImGui apps. [github/TheCherno/Walnut](https://github.com/TheCherno/Walnut) (2022-2023)\n * imgui-app: amalgamation of Dear ImGui and Sokol into two files [github/pplux/imgui-app](https://github.com/pplux/imgui-app) (2021-2022)\n * imgui_application: Tiny library for making c++ imgui-based apps (web & native) [github/inobelar/imgui_application](https://github.com/inobelar/imgui_application) (2023)\n * ImPlatform: aim to simplify the multiplatform development with Dear ImGui[github/soufianekhiat/ImPlatform](https://github.com/soufianekhiat/ImPlatform) (2024)\n * wiimag's framework: C/C++ Application Framework for Windows, MacOS, and Linux. [github/wiimag/framework](https://github.com/wiimag/framework) (2023)\n * Hello ImGui: enables quickly writing multiplatform apps with the simplicity of a \"Hello World\" app [github/pthom/hello_imgui](https://github.com/pthom/hello_imgui) (2019-2024)\n * imgui_dojo: an easy setup example for imgui [github/LiuZHolmes/imgui_dojo](https://github.com/LiuZHolmes/imgui_dojo) (2019)\n * mahi-gui: Dirt Simple C++ GUI Toolkit using GLFW, glad, and ImGui [github/mahilab/mahi-gui](https://github.com/mahilab/mahi-gui) (2020-2021)\n * sdl-bgfx-imgui-starter: A starter project for graphics applications [github/pr0g/sdl-bgfx-imgui-starter](https://github.com/pr0g/sdl-bgfx-imgui-starter) (2020-2023)\n * Starter dear-imgui GLFW/OpenGL 3 based CMake C++ project: [github/urddru/imgui-glfw](https://github.com/urddru/imgui-glfw)\n * ImDuino (ESP32+TFT+ImSoft+ImGui example): [github/LAK132/ImDuino](https://github.com/LAK132/ImDuino) (2019-2020)\n * ImFrame: Dear ImGui + GLFW C++ / CMake application framework: [github/JamesBoer/ImFrame](https://github.com/JamesBoer/ImFrame) (2021-2023)\n * UntitledImGuiFramework: A desktop software development framework: [github/MadLadSquad/UntitledImGuiFramework](https://github.com/MadLadSquad/UntitledImGuiFramework) (2022-2024)\n\nC/C++, Python:\n\n * imgui_bundle: bundle including various powerful libraries [...] easily create ImGui applications in C++ and Python, under Windows, macOS, and Linux [github/pthom/imgui_bundle](https://github.com/pthom/imgui_bundle) (2022-2024)\n\nOther:\n\n * ImTemplate: Template for making a single-windowed (or not) Dear ImGui application in Nim. [github/Patitotective/ImTemplate](https://github.com/Patitotective/ImTemplate) (2022-2024)\n * Bimpy: bundled imgui for python: [github/podgorskiy/bimpy](https://github.com/podgorskiy/bimpy) (2019-2020)\n * giu: Cross platform rapid GUI framework for golang based on Dear ImGui. [github/AllenDang/giu](https://github.com/AllenDang/giu) (2020-2024)\n * Dear PyGui: A Simple Python GUI framework [github/hoffstadt/DearPyGui](https://github.com/hoffstadt/DearPyGui) (2020-2024)\n * ImGui Javascript Sandbox: [web](https://codepen.io/flyovergames/pen/xYPBaj)\n * DarknessFX Zig projects, templates, programs, libs and tools: [github.com/DarknessFX/zig_workbench](https://github.com/DarknessFX/zig_workbench) (2023)\n\n### Notable forks\n\n * \n * \n * \n * \n * \n * \n\n### Ports, Rewrites, Clones\n\n * See: [Ports, Rewrites, Clones](https://github.com/ocornut/imgui/wiki/Bindings#ports-rewrites-clones) section.\n\n### Related/Suggested Libraries\n\n * stb (stb single-file public domain libraries for C/C++) \n * str (lightweight C++ string type with an optional local buffer) \n * nuklear (A single-header ANSI C gui library) \n * egui (egui: an easy-to-use immediate mode GUI in Rust) \n * im3d (Immediate mode rendering and 3d gizmos) \n * An immediate mode 3D gizmo (translation, rotation, scale for scene editing) \n * small libraries with minimal dependencies \n\n### Job Board\n\nSee for industry job offers relating to use of Dear ImGui.\n\nReturn to Index\n\n# Articles, Videos\n\n### Articles/Videos About Dear ImGui\n\n**English**\n\n * 2016-07: Using imgui with STL types [blog](https://eliasdaler.github.io/using-imgui-with-sfml-pt2/#using-imgui-with-stl) _[note that this article is now outdated: BeginCombo() api makes it natural to enumerate from any containers, InputText() supports resizing callbacks and[imgui_stdlib.h](https://github.com/ocornut/imgui/tree/master/misc/cpp) provides wrapper for std::string]_\n * 2016-10: CppCon 2016: Nicolas Guillemot \u201cDear imgui,\": [video](https://www.youtube.com/watch?v=LSRJ1jZq90k).\n * 2017-03: Why I think Immediate Mode GUI is way to go for GameDev tools: [post](https://gist.github.com/bkaradzic/853fd21a15542e0ec96f7268150f1b62).\n * 2018-04: TheChernoProject: [ImGui in OpenGL](https://www.youtube.com/watch?v=nVaQuNXueFw) / [ImGui Game Engine series](https://www.youtube.com/watch?v=st4lgNI6_F4) / [ImGui Events](https://www.youtube.com/watch?v=yBP1gSbQPPM) / [Docking & Viewport](https://www.youtube.com/watch?v=lZuje-3iyVE)\n * 2018-08: Mana Engine: Thread safety of APIs [medium/tloch34](https://medium.com/@tloch14/mana-engine-thread-safety-of-apis-7e73d482a5c6)\n * 2018-10: C++ DirectX 11 Engine Tutorial 35/36: Set up ImGui: [Part 35](https://www.youtube.com/watch?v=Btx_tujnyB4), [Part 36](https://www.youtube.com/watch?v=o5sJClp0HDY)\n * 2019-01: Could ImGUI be the future of GUIs? [games.greggman.com](https://games.greggman.com/game/imgui-future/)\n * 2019-03: Rust: Making a basic game ui with imgui and ggez [blog](http://iolivia.me/posts/imgui-ggez)\n * 2019-05: Frictionless Debug UI In C++: [pdf](http://evanachahn.com/Frictionless%20Debug%20UI%20In%20C++.pdf)\n * 2019-06: An introduction to the Dear ImGui library: [blog](https://blog.conan.io/2019/06/26/An-introduction-to-the-Dear-ImGui-library.html).\n * 2019-08: Integrating Dear ImGui in a custom Vulkan renderer [blog](https://frguthmann.github.io/posts/vulkan_imgui/)\n * 2020-02: Runtime Compiled C++ Dear ImGui and DX11 Tutorial: [blog](https://www.enkisoftware.com/devlogpost-20200202-1-Runtime-Compiled-C++-Dear-ImGui-and-DirectX11-Tutorial).\n * 2020-03: C++ Weekly - Ep 210: Getting Started With SFML & Dear ImGui [youtube](https://www.youtube.com/watch?v=av0SYeUxVMU)\n * 2020-03: C++ desktop application with Dear Imgui: [blog](https://ruurdsdevlog.wordpress.com/2020/03/07/c-desktop-application-with-dear-imgui)\n * 2020-06: A Preface to the Dear ImGUI C++ Library: [blog](https://medium.com/@jfrog.community/an-introduction-to-the-dear-imgui-c-library-918cdca75930)\n * 2020-09: A Vulkan + Dear ImGui Sandbox: [blog](https://tstullich.github.io/posts/vulkan-sandbox/)\n * 2021-01: Gamefromscratch: Dear ImGui C++ GUI Framework For AAA Games and Game Engines [youtube](https://www.youtube.com/watch?v=Du--cH01ZWI)\n * 2021-02: Introduction to the Dear ImGui C++ Library with Conan: [video](https://www.youtube.com/watch?v=O2E-W9P-jKc), [blog](https://blog.conan.io/2019/06/26/An-introduction-to-the-Dear-ImGui-library.html)\n * 2021-04: Thinking in Immediate: [video](https://www.youtube.com/watch?v=a1VLfd3RpCk)\n * 2021-05: ImGui-SFML: Using CMake and managing dependencies: [blog](https://eliasdaler.github.io/using-cmake/)\n * 2021-05: ImGui + GLFW Tutorial: [video](https://www.youtube.com/watch?v=VRwhNKoxUtk)\n * 2022-02: BEST WAY to make Desktop Applications in C++: [video](https://www.youtube.com/watch?v=vWXrFetSH8w)\n * 2022-04: Make your own GUI apps in C++ (with Dear ImGui and Vulkan) [video](https://www.youtube.com/watch?v=5zS-DZhCA2g)\n * 2022-05: Dear ImGui in Unreal Engine 5 with C++ [video](https://www.youtube.com/watch?v=qyO38jX5RU8) \\+ [followup](https://www.youtube.com/watch?v=oS1vLHA3_jw)\n * 2023-02: Dear ImGui for Unity - easiest GUI menus and bars [video](https://www.youtube.com/watch?v=i9yjuJC11zU)\n * 2023-07: Custom title bars (Make Beautiful Desktop Applications in C++) [video](https://www.youtube.com/watch?v=-NJDxf4XwlQ)\n * 2023-08: Dear IMGUI in C# .NET! Tutorial [video](https://www.youtube.com/watch?v=vuiMjD_Z7aY)\n * 2023-09: Leveraging Dear ImGui in Unreal: [blog](https://sharundaar.github.io/leveraging-dearimgui-in-unreal.html)\n * 2023-09: Visual node graph with ImGui: [blog](https://gboisse.github.io/posts/node-graph/)\n * 2024-09: Debug BETTER with ImGui in Godot 4: [video](https://www.youtube.com/watch?v=Zcgz3FNdj5w)\n * 2024-11: Dear ImGui: Build a c++ debugger and editor | Jack Chen | NZGDC 2024: [video](https://www.youtube.com/watch?v=c33btiw-vhg)\n * 2025-03: Odin SDL3 GPU Tutorial: Dear ImGui, Tuning stuff with Debug UI: [video](https://www.youtube.com/watch?v=HHYYE-ihLLg)\n * 2025-04: C++: Rendering An OpenGL Framebuffer Into A Dear ImGui Window: [blog](https://www.codingwiththomas.com/blog/rendering-an-opengl-framebuffer-into-a-dear-imgui-window)\n * 2025-11: Wookash podcast with Omar Cornut: [video](https://www.youtube.com/watch?v=2KPUMvyUMzM&t=2775s)\n * 2026-01: Building Lightweight Profiling & Visualization Tools in Unreal Using ImGui [medium/@GroundZer0](https://medium.com/@GroundZer0/building-lightweight-profiling-visualization-tools-in-unreal-using-imgui-7329c4bd32e6)\n\n**Arabic**\n\n * 2026-03: Dear ImGui \u0645\u0631\u062c\u0639 [almhajer.github.io/GraphicsProgrammingAtlas](https://almhajer.github.io/GraphicsProgrammingAtlas/#imgui-index)\n\n**Korean**\n\n * 2018-01: GLFW \uc0ac\uc6a9 \ubc29\ubc95 \uc815\ub9ac (Windows 10, VS2017) [3dshovel.blogspot.com](https://3dshovel.blogspot.com/2018/01/glfw-windows-10-visual-studio-2017.html)\n\n**Japanese**\n\n * 2016-12: OpenGL\u3084DirectX\u306aGUI\u306bimgui\u304c\u6700\u5f37\u3059\u304e\u308b [qiita.com/Ushio](https://qiita.com/Ushio/items/446d78c881334919e156)\n * 2016-16: \u6700\u5f37\u3059\u304e\u308bGUI\u3053\u3068ImGui\u306e\u898b\u305f\u76ee\u3082\u30a4\u30a4\u611f\u3058\u306b\u3059\u308b [qiita.com/izumin5210](https://qiita.com/izumin5210/items/26eaed69eea2c4318fcd)\n * 2018-03: ImGui\u3067\u30c7\u30d0\u30c3\u30b0\u30c4\u30fc\u30eb [hikita12312.hatenablog.com](http://hikita12312.hatenablog.com/entry/2018/03/17/100535)\n * 2018-02: OpenSiv3D\u3067ImGui\u3092\u4f7f\u3046 [qiita.com/RareAmayuki](https://qiita.com/RareAmayuki/items/ca802071b452b42ad630)\n * 2018-12: \u30c0\u30c3\u30b7\u30e5\u30dc\u30fc\u30c9\u30aa\u30fc\u30d0\u30fc\u30ec\u30a4\uff08OpenVR overlay\uff09\u3092\u4f5c\u308aimgui\u3068DirectX\u3067\u63cf\u3044\u3066\u307f\u308b [qiita.com/ondorela](https://qiita.com/ondorela/items/bf4bebf747f90ebf52d8)\n * 2019-07: imgui \u3067 GUI \u3092\u4f5c\u308b\u3068\u304d\u306e\u30e1\u30e2 [qiita.com/syoyo](https://qiita.com/syoyo/items/85571b0697f1a9cbea71)\n * 2019-12: Dear ImGui\u306e\u4f7f\u3044\u65b9\u307e\u3068\u3081 [qiita.com/mizuma](https://qiita.com/mizuma/items/73218dab2f6b022b0227)\n * 2020-01: imgui\u306ewindow\u306e\u4e2d\u30673d cube\u306e\u63cf\u753b\u3092\u3057\u3066\u3084\u3063\u305f [qiita.com/ssaattwworg](https://qiita.com/ssaattwworg/items/32ee9a6fdb0476833c02)\n * 2020-02: imgui \u4f7f\u3063\u3066\u307f\u305f [note.com/onswar](https://note.com/onswar/n/nf5bbe6e1e5b3)\n * 2020-03: Dear ImGui \u3067\u4f5c\u6210\u3057\u305f\u30a6\u30a3\u30f3\u30c9\u30a6\u306e\u4e2d\u306b OpenGL \u3067\u63cf\u753b\u3059\u308b\u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b0\u30e9\u30e0 [github/tokoik](https://github.com/tokoik/DrawOpenGLinImGuiWindow)\n * 2020-12: OpenSiv3D\u3067\u81ea\u4f5c\u3057\u305fImGui\u30e9\u30a4\u30af\u306aGUI\u30e9\u30a4\u30d6\u30e9\u30ea\u306e\u7d39\u4ecb [qiita.com/sthairno](https://qiita.com/sthairno/items/edfb969a4d8f51f57a2a)\n * 2020-12:\u3010UE4\u3011GUI\u30d5\u30ec\u30fc\u30e0\u30ef\u30fc\u30af\u300cDear ImGui\u300d\u3092\u4f7f\u3063\u3066\u30c7\u30d0\u30c3\u30b0\u30fb\u30c4\u30fc\u30eb\u7528UI\u3092\u4f5c\u3063\u3066\u307f\u3088\u3046\uff01[pafuhana1213.hatenablog.com](https://pafuhana1213.hatenablog.com/entry/UnrealImGui-HowTo-Basic)\n * 2020-12:\u3010UE4\u3011\u3010C++\u3011ImGui\u3092\u4f7f\u3063\u3066\u307f\u3066\u30cf\u30de\u3063\u305f\u6240\u3001\u6c17\u4ed8\u3044\u305f\u6240 [toofu0.hatenablog.com](https://toofu0.hatenablog.com/entry/2020/12/18/014706)\n * 2021-03: UE4\uff1aImGui\u5c0e\u5165\u624b\u9806 [toncrimentan-w.hatenablog.com](https://toncrimentan-w.hatenablog.com/entry/2021/03/08/154022)\n * 2022-07: ImGui \u3067\u65e5\u672c\u8a9e\u3068\u8a18\u53f7\u2665\u3068\u7d75\u6587\u5b57\ud83d\ude3a\u306e\u8868\u793a [zenn.dev/tenka](https://zenn.dev/tenka/articles/display_japanese_symbols_and_emoji_with_imgui)\n * 2022-11:\u3010Unity\u3011Dear ImGui\u306e\u5c0e\u5165\u65b9\u6cd5 [limegame.hatenablog](https://limegame.hatenablog.com/entry/2022/11/11/131111) +\u3010Unity\u3011Dear ImGui\u306e\u30e1\u30cb\u30e5\u30fc\u30d0\u30fc\u5b9f\u88c5\u65b9\u6cd5 [limegame.hatenablog](https://limegame.hatenablog.com/entry/2022/11/21/153547)\n * 2023-01: Java 3D LWJGL \u6539\u9020 \u301cChapter10\uff1aImgui \u3092\u4f7f\u7528\u3057\u305f GUI \u63cf\u753b\u3092\u6539\u9020\u301c [zenryokuservice.com](https://zenryokuservice.com/wp/2023/01/03/java-3d-lwjgl-%e6%94%b9%e9%80%a0-%e3%80%9cchapter10%ef%bc%9aimgui-%e3%82%92%e4%bd%bf%e7%94%a8%e3%81%97%e3%81%9f-gui-%e6%8f%8f%e7%94%bb%e3%82%92%e6%94%b9%e9%80%a0%e3%80%9c/)\n * 2023-03: DirectX12\u3067ImGui\u3092\u4f7f\u7528\u3059\u308b [zenn.dev/norainu](https://zenn.dev/norainu/articles/10856bfe120aa2)\n * 2023-06:\u3010Unity\u3011Dear ImGui\u306e\u65e5\u672c\u8a9e\u30d5\u30a9\u30f3\u30c8\u5c0e\u5165\u65b9\u6cd5 [limegame.hatenablog.com](https://limegame.hatenablog.com/entry/2023/06/12/141924)\n * 2024-12: \u795e\u8a71\u306e\u30d7\u30ed\u30b0\u30e9\u30e0\u8a00\u8a9e Odin\u3067Dear ImGui\u3092\u52d5\u304b\u3059 [zenn.dev/ohkan](https://zenn.dev/ohkan/articles/c706be73c21b60)\n\n**Chinese (Trad)**\n\n * 2020-10: Day 17 ImGui \u5143\u4ef6 [ithelp.ithome.com.tw](https://ithelp.ithome.com.tw/articles/10246595)\n * 2022-11:\u3010ImGui \u5165\u95e8\u5230\u7cbe\u901a \u8bfe\u7a0b\u4ecb\u7ecd\u3011 [video](https://www.bilibili.com/video/BV13e4y1m73N/?share_source=copy_web&vd_source=f1c007c0c824bfae9d1cc94d21fada0d)\n\n**French**\n\n * 2020-11: Dear ImGui : une biblioth\u00e8que d'interface utilisateur graphique \"bloat-free\" pour C++ [cpp.developpez.com](https://cpp.developpez.com/actu/310179)\n\n**German**\n\n * 2023-04: Interaktive GUI mit C++ und ImGui: Praktische Beispiele [udemy.com/course](https://www.udemy.com/course/interaktive-gui-mit-c-und-imgui-praktische-beispiele/)\n\n**Portuguese**\n\n * 2022-05: Como Criar Interfaces Gr\u00e1ficas com Dear ImGui e SFML [video](https://www.youtube.com/watch?v=XmiEkoqodcg)\n\n**Polish**\n\n * 2018-01: Szkolenie z biblioteki dear imgui [Video Part 1](https://www.youtube.com/watch?v=TOop9EGngKY) [2](https://www.youtube.com/watch?v=fh6uOdherYw) [3](https://www.youtube.com/watch?v=bF2eOvsX7kY) [4](https://www.youtube.com/watch?v=rcCReEX6h-M) [5](https://www.youtube.com/watch?v=N2Jan6IizbA) [6](https://www.youtube.com/watch?v=70A0YH9h3Ek) [7](https://www.youtube.com/watch?v=0JRaThBx9Ww) [8](https://www.youtube.com/watch?v=O7PVZ6OKDtI) [9](https://www.youtube.com/watch?v=uIp7tLqFzKo), [Slide](https://docs.google.com/presentation/d/1F3jkWkRGCNrCAKi34KXvrkZ9luhS_7RUwHwdYDTFEiY/preview#slide=id.p)\n * 2021-02: Dear ImGui: pragmatyczne podej\u015bcie do programowania interfejs\u00f3w u\u017cytkownika [programista mag](https://programistamag-pl.translate.goog/programista-1-2021-95/?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=pl&_x_tr_pto=wapp)\n\n### About the IMGUI paradigm\n\nDear ImGui is one possible implementation of an idea generally described as the IMGUI (Immediate Mode GUI) paradigm. The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because \"Retained Mode\" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.\n\n * **[FAQ entry: What is the difference between Dear ImGui and traditional UI toolkits?](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits)**.\n * **[Our Wiki page About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm)**.\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n\nAnother notable uses of IMGUI paradigm include [Unity's own IMGUI widget library](https://docs.unity3d.com/Manual/GUIScriptingGuide.html), often informally referred to as `OnGUI()`, which powers the Unity editor and its extensions. This library is unrelated from Dear ImGui. The IMGUI library used by Unity has in the past received mixed feedback from its users, presumably because it may have been perceived as a potential candidate for game-facing UI solutions, which it doesn't excel at. However Unity has since provided separate libraries to tackle that case, and their IMGUI library is still very much in use for the Unity Editor and has been its UI backbone for the past 15+ years.\n\nReturn to Index\n\n### Clone this wiki locally", "tokens": 8939, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Glossary", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Glossary).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Glossary\n\nJump to bottom\n\nomar edited this page Apr 19, 2024 \u00b7 [21 revisions](https://github.com/ocornut/imgui/wiki/Glossary/_history)\n\n(work in progress)\n\n## Index\n\n * General Terms\n * Widget Status Terms\n * Docking Terms\n * Multi-Viewports Terms\n\n## General Terms\n\n**Backends/Bindings**: a piece of code that connects your OS/platform/windowing system, graphics API or programming language to Dear ImGui. In the `examples/` folder we provide a bunch of `imgui_impl_xxxx` files which are backends for a variety of platforms and graphics API. See [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). Many other [third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) exist.\n\n**Demo**: the demo code in `imgui_demo.cpp`, whose main entry point is the `ImGui::ShowDemoWindow()` function. See [interaction web version of the demo](https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html).\n\n**Docking**: refers to the feature (currently available in the `docking` branch) where multiple windows can be combined with each other, used to create tab bars, or laid out next to each other. See [Docking](https://github.com/ocornut/imgui/wiki/Docking) page.\n\n**Draw command, ImDrawCmd**: refers to one item within an `ImDrawList`. One draw command generally maps to one draw call in the underlying graphics API. Some draw commands hold callbacks or special functions that don't necessarily map to an actual draw call in the graphics API.\n\n**Draw list, ImDrawList**: refers to the low-level rendering API which you can use to submit shapes (such as rectangles, lines, circles or text elements). The ImGui API uses the ImDrawList API to draw elements. You can easily access the drawlist of the current ImGui window using `ImGui::GetWindowDrawList()` or access special drawlists such as `ImGui::GetBackgroundDrawList()` (drawn before all ImGui windows) or `ImGui::GetForegroundDrawList()` (drawn after all ImGui windows). A draw list is generally comprised of multiple draw commands.\n\n**Examples**: the example applications in the sub-folders of `examples/`. An example application generally combines one or two backends + dear imgui code + a main.cpp file to form a running application. Also see [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).\n\n**Font atlas**: a font atlas manage multiple fonts, which for performance reasons are generally rasterized and packed together into a single graphics texture. The font atlas also contains other graphics data that is used by ImGui and ImDrawList.\n\n**Item**: (same as Widget): a single ImGui element (e.g. a `ImGui::Button()` or `ImGui::Text()` call).\n\n**Navigation**: refer to the subsystem in charge of allowing full control of the UI using Gamepad or Keyboard inputs. Initially Dear ImGui mostly used mouse inputs, and the \"navigation\" feature allows directional navigation within a set of widgets, handling of tabbing, PageUp/PageDown etc.\n\n**Metrics**: refers to the confusingly named `Dear ImGui Metrics/Debugger` window, whose main entry point is the `ImGui::ShowMetricsWindow()` function. The Metrics window exposes lots of internal information about the state of your Dear ImGui context. Using it can help you debug and understand many problems you may have with Dear ImGui. It may also help you better understand how Dear ImGui works. See [Debug Tools](https://github.com/ocornut/imgui/wiki/Debug-Tools).\n\n**Multi-Viewports**: refers to the feature (currently available in the `docking` branch) where Dear ImGui windows can easily be moved outside the boundaries of your main application window. The multi-viewports feature provides an interface to interact with bindings in order to create its own application windows to host the floating Dear ImGui windows. See [Multi-Viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports).\n\n**Root Window**: a top-level window created with `Begin()`. Child windows created with `BeginChild()` tend to share the same Root Window.\n\n**Widget**: (same as Item): a single ImGui element (e.g. a `ImGui::Button()` or `ImGui::Text()` call).\n\n## Widget Status Terms\n\n**Hovered**: Mouse is hovering the window hosting the widget + mouse position is the widget's bounding box. Some windows (popups/modals) frequently disable hovering on windows behind them. When keyboard or gamepad are being used, many widgets have IsItemHovered() return true when Focused. Only one widget can be Hovered at a given time.\n\n**Active**: Widget is being clicked on, edited, activated, dragged. Only one widget can be Active at a given time (generally set for a short amount of time while manipulating a widget).\n\n**Focused**: Widget is the last that been clicked on, or has been navigated to using keyboard or gamepad. Only one widget can be focused at a given time.\n\n**Visible**: Widget is within view: parent window is not collapsed, not tabbed out, and widget is within the visible scrolling region.\n\n**Edited**: Widget just changed the underlying value (generally set for 1 frame).\n\n**Activated**: Widget was just made active (action started) (generally set for 1 frame).\n\n**Deactivated**: Widget was just made inactive (action stopped) (generally set for 1 frame).\n\n**DeactivatedAfterEdit**: Widget was just made inactive and was in Edited state at least once during its Active state. (generally set for 1 frame).\n\nRefer to `Demo->Widgets->Querying Item Status (Edited,Active,Hovered etc.)` for an interactive version of this.\n\n## Docking Terms\n\n([Read about Docking](https://github.com/ocornut/imgui/wiki/Docking))\n\n**Central Node**: a specific node inside in _Dockspace_ which: stay visible when empty, use leftover space instead of claiming space, can be made transparent (with the \"PassthruCentralNode\" flag). This is the node often perceived as an \"empty node\". It only gets initially created when a node is created with the \"DockSpace\" flag. CURRENTLY, CREATING A DOCKSPACE ALWAYS CREATES A CENTRAL NODE, WHICH HAS BEEN PROBLEMATIC FOR USERS WHO DON'T HAVE AN OBVIOUS \"central\" GAME/TOOL VIEWPORT.\n\n**Docking** (noun): refers to the Docking subsystem as a whole.\n\n**Docking** (verb): refers to the action of combining one Window or Dock Node into another Window or Dock Node. A docking operation can be a \"Split\" (split the target window/node into two sections) or an \"Merge\" (add into the existing target window/node).\n\n**Docking Decorations**: Tab Bar and Close Buttons (when managed by a dock node), Resizing Separators.\n\n**Dock Node**: carries a Tab Bar + zero or more Windows _or_ child dock nodes. A Dock Node can be either a Floating Dock Node or a Dockspace.\n\n**Dock Node Hierarchy**: a dock node and all its child dock nodes.\n\n**Dockspace**: a dock node whose Host Window has been created by the user. This implies that the position and size of the dock node is not controlled by the Docking system. It also implies that the lifetime of the dock node is not controlled by the Docking system.\n\n**Floating Dock Node**: a dock node whose Host Window is automatically created and managed by the Docking system. They are generally freely moveable.\n\n**Root Dock Node**: a dock node that has no parent dock node.\n\n**Leaf Dock Node**: a dock node that that no child dock nodes.\n\n**Host Window**: the Window used to display _Docking Decorations_. In a Dock Node Hierarchy sitting over a Dockspace, the Host Window is always the window where the Dockspace was submitted. In a Dock Node Hierarchy sitting over a Floating Window, the Host Window is created by the Docking system.\n\n## Multi-Viewports Terms\n\n([Read about Multi-Viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports))\n\nNote: when talking about issues related to the multi-viewports feature, always try to remove ambiguity by specifying if an item is controlled by Dear ImGui or the host system - e.g. \"_Dear ImGui Window_ \" vs \"_Platform Window_ \".\n\n**Desktop**: the area managed by the Operating System or Window Manager that covers all _Platform Monitors_.\n\n**Platform**: refers to the low-level system used to interface with native windows: it could be an Operating System library (Win32) or a cross-platform library (such as SDL, GLFW, Allegro).\n\n**Platform Backend**: refers to the piece of glue code used to have Dear ImGui interact with a given platform (e.g. the `imgui_impl_glfw.cpp` file). This code typically creates and destroy _Platform Windows_ associated with each _Viewport_ , and sets up the _Platform Decorations_ based on the _Viewport_ flags.\n\n**Platform Decoration**: refers to the frame and title bar managed and displayed by the Operating System or Window Manager.\n\n**Platform Monitor**: refers to the representation of a monitor. On a modern OS, each monitor is associated with a non-overlapping set of coordinates (position, size), a work area (main area minus OS task bar) and a DPI scaling factor. Dear ImGui takes advantage of _Platform Monitor_ knowledge for certain tasks (for example, tooltip windows get clamped to fit within a single _Platform Monitor_ and not straddle multiple monitors, new popups try not to overlap the OS task-bar).\n\n**Platform Window**: a window managed by the Operating System. This is typically associated with a framebuffer, a swap chain and the machinery to perform 3D rendering via some graphics API.\n\n**ImGui Decoration**: refers to the frame, title bar, collapse and close buttons managed and displayed by _ImGui Windows_.\n\n**ImGui Window**: a window managed by Dear ImGui. For the purposes of multi-viewports, we often use \"ImGui Window\" to refer to a top-level _ImGui Window_ only, not child or docked windows.\n\n**Host Viewport**: A _Host Viewport_ can contains multiple _ImGui Windows_. Currently the _Main Viewport_ is always a _Host Viewport_. In the future we would like to allow application to create zero, one or more _Host Viewports_. When a _Host Viewport_ is moved, all the _ImGui Windows_ it contains get moved along with it. By default, any _ImGui Window_ overlapping a _Host Viewport_ will be merged into it. Setting `io.ConfigViewportsNoAutoMerge` disables that behavior, causing every _ImGui Window_ to be hosted by their own unique _Single-Window Viewport_.\n\n**Single-Window Viewport, Owned Viewport**: a _Viewport_ owned by a single _ImGui Window_. In the typical setup, dragging a _ImGui Window_ outside the boundaries of a _Host Viewport_ will create a _Single-Window Viewport_ for the purpose of allowing the _ImGui Window_ to be displayed anywhere on the _Desktop_.\n\n**Main Viewport**: Due to common usage and backward compatibility reasons, the system currently enforces the creation of one _Main Viewport_ which is typically the main application window of the user application. The _Main Viewport_ is also a _Host Viewport_. In most traditional applications, the _Main Viewport_ has _Platform Decorations_ enabled when not maximized, and has _Platform Decorations_ disabled when fullscreen. In the future we would like to completely remove the concept of a \"Main Viewport\" and instead allow the application to freely create zero, one or more _Host Viewports_. Most games applications will create one of them, whereas most desktop applications are expected to create none. Under this scheme, an application creating no _Host Viewport_ would have every _ImGui Window_ using an individual _Platform Window_ with _Platform Decorations_ disabled. It would become the application's responsibility to shutdown when all the windows are closed.\n\n**Viewport**: The Dear ImGui representation of a _Platform Window_. When a _Viewport_ is active, the _Platform Backend_ creates a _Platform Window_ for it. Whether the _Platform Window_ has _Platform Decorations_ enabled currently depends on `io.ConfigViewportsNoDecoration` flag which gets turned into a `ImGuiViewportFlags_NoDecoration` for the _Platform Backend_ to honor.\n\n### Clone this wiki locally", "tokens": 2810, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Image Loading and Displaying Examples\n\nJump to bottom\n\nomar edited this page Sep 8, 2025 \u00b7 [68 revisions](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples/_history)\n\n## Index\n\n * TL;DR;\n * Rendering your game scene into a texture\n * About filenames\n * About ImTextureId\n * Example for OpenGL users\n * Example for DirectX9 users\n * Example for DirectX11 users\n * Example for DirectX12 users\n * Example for SDL_GPU users\n * Example for SDL_Renderer users\n * Example for Vulkan users\n * Example for WebGPU users\n * About Texture Coordinates\n * Modifying Render State\n\n## TL;DR;\n\nLoading an image file into a GPU texture is outside of the scope of Dear ImGui and has more to do with your Graphics API. Because this is such a recurring issue for Dear ImGui users, we are providing a guide here.\n\nThis guide will have us load an image file from disk and display it in a Dear ImGui window.\n\nWe will load this image: (Right-click to save as MyImage01.jpg, 20,123 bytes)\n\nThis is generally done in two steps:\n\n * Load image from the disk into RAM. In this example, we'll decompress the image into RGBA a image. You may use helper libraries such as [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) to do this.\n * Load the raw decompressed RGBA image from RAM into a GPU texture. You'll want to use dedicated functions of your graphics API (e.g. OpenGL, DirectX11) to do this.\n\nOnce you have an image in GPU texture memory, you can use functions such as `ImGui::Image()` to request Dear ImGui to create a draw command that your Dear ImGui rendering back-end will turn into a draw call.\n\n(Note: Large games and applications are likely to be using texture formats that are compressed on the GPU or more advanced techniques that are outside of the scope of this article. Generally, if you are reading this you shouldn't need to worry or care about that.)\n\n##### Return to Index\n\n## Rendering your game scene into a texture\n\nThis guide covers loading an image file from disk and turning it into a GPU texture. Another frequent use of textures is wanting to rendering your application/game scene into a texture and then display that texture inside a Dear ImGui window.\n\nThis is not covered by this guide, however you should first read this guide in order to get a better understanding of how texture works. Then you can look up resources about rendering to a texture, e.g.\n\n * DirectX9: [google search](https://www.google.com/search?q=dx9+render+to+texture), [ID3DXRenderToSurface interface](https://docs.microsoft.com/en-us/windows/win32/direct3d9/id3dxrendertosurface)\n * DirectX11: [google search](https://www.google.com/search?q=dx11+render+to+texture)\n * OpenGL: [google search](https://www.google.com/search?q=opengl+render+to+texture), e.g. [this blog post](https://www.codingwiththomas.com/blog/rendering-an-opengl-framebuffer-into-a-dear-imgui-window)\n\n##### Return to Index\n\n## About filenames\n\n**Please note that many new C/C++ users have issues with their files _because the filename they provide is wrong_.**\n\nTwo things to watch for:\n\n * In C/C++ and most programming languages if you want to use a backslash `\\` within a string literal, you need to write it double backslash `\\\\`. As it happens, Windows uses backslashes as a path separator, so be mindful.\n\n filename = \"C:\\MyFiles\\MyImage01.jpg\" // This is INCORRECT!!\n filename = \"C:\\\\MyFiles\\\\MyImage01.jpg\" // This is CORRECT\n\nIn some situations, you may also use `/` path separator under Windows.\n\n * Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.\n\n filename = \"MyImage01.jpg\"; // Relative filename depends on your Working Directory when running your program!\n filename = \"../MyImage01.jpg\"; // Load from parent folder\n\n##### Return to Index\n\n## About ImTextureId\n\nFrom the FAQ: [Q: What are ImTextureID/ImTextureRef?](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-what-are-imtextureidimtextureref)\n\nShort explanation:\n\n * You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. Using `ImGui::GetBackgroundDrawList()` you may submit AddImage() calls that are not part of a specific ImGui window but displayed between your background contents and ImGui windows.\n * Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as a `ImTextureID` value (which is no other than an opaque u64).\n * Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). You can read documentations or tutorials on your graphics API to understand how to upload textures. Onward in this document you'll find examples.\n\nLong explanation:\n\n * Dear ImGui's job is to create \"meshes\", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).\n * Each rendering function decides on a data type to represent \"textures\". The concept of what is a \"texture\" is entirely tied to your underlying engine/graphics API. We carry the information to identify a \"texture\" in the ImTextureID type. ImTextureID default to ImU64, aka 8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice (note: before 1.91.3, ImTextureID defaulted to being a void*, which couldn't fit e.g. a 64-bit descriptor in 32-bits builds). Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.\n * In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:\n\n OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() in imgui_impl_opengl3.cpp)\n DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() in imgui_impl_dx9.cpp)\n DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() in imgui_impl_dx11.cpp)\n DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() in imgui_impl_dx12.cpp)\n SDL_Renderer: ImTextureID = SDL_Texture* (see ImGui_ImplSDLRenderer2_RenderDrawData() in imgui_impl_sdlrenderer2.cpp)\n Vulkan: ImTextureID = VkDescriptorSet (see ImGui_ImplVulkan_RenderDrawData() in imgui_impl_vulkan.cpp)\n WebGPU: ImTextureID = WGPUTextureView (see ImGui_ImplWGPU_RenderDrawData() in imgui_impl_wgpu.cpp)\n\nFor example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.\n\n * If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for \"textures\" and \"material\" then you may want to use them. If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice. (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) User code may do:\n\n // Cast our texture type to ImTextureID\n MyTexture* texture = g_CoffeeTableTexture;\n ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height));\n\nThe renderer function called after ImGui::Render() will receive that same value that the user code passed:\n\n // Cast ImTextureID stored in the draw command as our texture type\n MyTexture* texture = (MyTexture*)(intptr_t)pcmd->TextureId;\n MyEngineBindTexture2D(texture);\n\nOnce you understand this design you can begin understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. In reality, the concept of what constitute a \"texture\" is largely open-ended, and Dear ImGui doesn't want to narrow that concept. If you want to display an image file (e.g. PNG file) into the screen, please refer to tutorials above.\n\nFinally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.\n\n##### Return to Index\n\n## Example for OpenGL users\n\nWe will here use [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) to load images from disk.\n\nAdd at the top of one of your source file:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n // Simple helper function to load an image into a OpenGL texture with common settings\n bool LoadTextureFromMemory(const void* data, size_t data_size, GLuint* out_texture, int* out_width, int* out_height)\n // Load from file\n int image_width = 0;\n int image_height = 0;\n unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL, 4);\n if (image_data == NULL)\n return false;\n\n // Create a OpenGL texture identifier\n GLuint image_texture;\n glGenTextures(1, &image_texture);\n glBindTexture(GL_TEXTURE_2D, image_texture);\n\n // Setup filtering parameters for display\n glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n\n // Upload pixels into texture\n glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);\n glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);\n stbi_image_free(image_data);\n\n *out_texture = image_texture;\n *out_width = image_width;\n *out_height = image_height;\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, GLuint* out_texture, int* out_width, int* out_height)\n FILE* f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n size_t file_size = (size_t)ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void* file_data = IM_ALLOC(file_size);\n fread(file_data, 1, file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, file_size, out_texture, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\nLoad our texture after initializing OpenGL loader (for example after `glewInit()`):\n\n int my_image_width = 0;\n int my_image_height = 0;\n GLuint my_image_texture = 0;\n bool ret = LoadTextureFromFile(\"../../MyImage01.jpg\", &my_image_texture, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nIn the snippet of code above, we added an assert `IM_ASSERT(ret)` to check if the image file was loaded correctly. You may also use your Debugger and confirm that `my_image_texture` is not zero and that `my_image_width` `my_image_height` are correct.\n\nNow that we have an OpenGL texture and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"OpenGL Texture Text\");\n ImGui::Text(\"pointer = %x\", my_image_texture);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n ImGui::Image((ImTextureID)(intptr_t)my_image_texture, ImVec2(my_image_width, my_image_height));\n ImGui::End();\n\n##### Return to Index\n\n## Example for DirectX9 users\n\nUnlike the majority of modern graphics API, DirectX9 include helper functions to load image files from disk. We are going to use them here, instead of using `stb_image.h`.\n\nAdd at the top of one of your source file:\n\n #include \n #pragma comment(lib, \"D3dx9\")\n\n // Simple helper function to load an image into a DX9 texture with common settings\n bool LoadTextureFromFile(const char* filename, PDIRECT3DTEXTURE9* out_texture, int* out_width, int* out_height)\n // Load texture from disk\n PDIRECT3DTEXTURE9 texture;\n HRESULT hr = D3DXCreateTextureFromFileA(g_pd3dDevice, filename, &texture);\n if (hr != S_OK)\n return false;\n\n // Retrieve description of the texture surface so we can access its size\n D3DSURFACE_DESC my_image_desc;\n texture->GetLevelDesc(0, &my_image_desc);\n *out_texture = texture;\n *out_width = (int)my_image_desc.Width;\n *out_height = (int)my_image_desc.Height;\n return true;\n\nAt initialization time, load our texture:\n\n int my_image_width = 0;\n int my_image_height = 0;\n PDIRECT3DTEXTURE9 my_texture = NULL;\n bool ret = LoadTextureFromFile(\"../../MyImage01.jpg\", &my_texture, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nNow that we have an DirectX9 texture and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"DirectX9 Texture Test\");\n ImGui::Text(\"pointer = %p\", my_texture);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2(my_image_width, my_image_height));\n ImGui::End();\n\n##### Return to Index\n\n## Example for DirectX11 users\n\nAdd at the top of one of your source file:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n // Simple helper function to load an image into a DX11 texture with common settings\n bool LoadTextureFromMemory(const void* data, size_t data_size, ID3D11ShaderResourceView** out_srv, int* out_width, int* out_height)\n // Load from disk into a raw RGBA buffer\n int image_width = 0;\n int image_height = 0;\n unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL, 4);\n if (image_data == NULL)\n return false;\n\n // Create texture\n D3D11_TEXTURE2D_DESC desc;\n ZeroMemory(&desc, sizeof(desc));\n desc.Width = image_width;\n desc.Height = image_height;\n desc.MipLevels = 1;\n desc.ArraySize = 1;\n desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n desc.SampleDesc.Count = 1;\n desc.Usage = D3D11_USAGE_DEFAULT;\n desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;\n desc.CPUAccessFlags = 0;\n\n ID3D11Texture2D *pTexture = NULL;\n D3D11_SUBRESOURCE_DATA subResource;\n subResource.pSysMem = image_data;\n subResource.SysMemPitch = desc.Width * 4;\n subResource.SysMemSlicePitch = 0;\n g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);\n\n // Create texture view\n D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;\n ZeroMemory(&srvDesc, sizeof(srvDesc));\n srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;\n srvDesc.Texture2D.MipLevels = desc.MipLevels;\n srvDesc.Texture2D.MostDetailedMip = 0;\n g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, out_srv);\n pTexture->Release();\n\n *out_width = image_width;\n *out_height = image_height;\n stbi_image_free(image_data);\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, ID3D11ShaderResourceView** out_srv, int* out_width, int* out_height)\n FILE* f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n size_t file_size = (size_t)ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void* file_data = IM_ALLOC(file_size);\n fread(file_data, 1, file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, file_size, out_srv, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\nAt initialization time, load our texture:\n\n int my_image_width = 0;\n int my_image_height = 0;\n ID3D11ShaderResourceView* my_texture = NULL;\n bool ret = LoadTextureFromFile(\"../../MyImage01.jpg\", &my_texture, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nNow that we have an DirectX11 texture and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"DirectX11 Texture Test\");\n ImGui::Text(\"pointer = %p\", my_texture);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2(my_image_width, my_image_height));\n ImGui::End();\n\n##### Return to Index\n\n## Example for DirectX12 users\n\nIt should be noted that the DirectX12 API is substantially more complex than previous iterations, and assumes that you will be writing your own code to manage various things such as resource allocation. As such, it's a lot harder to provide a \"one size fits all\" example than with some APIs, and in all probability the code below will need modification to work with any existing engine code. It should however work if inserted into the Dear ImGui DirectX12 example project. Since 1.91.5, the DirectX12 backend was changed to accept a callback for allocating/free SRV descriptor, so this is the responsability of the app. The DirectX12 example creates a free list (see `int APP_SRV_HEAP_SIZE = 64;' near top of the file).\n\nThe actual implementation itself is as follows - firstly, at the top of one of your source files add:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n // Simple helper function to load an image into a DX12 texture with common settings\n // Returns true on success, with the SRV CPU handle having an SRV for the newly-created texture placed in it (srv_cpu_handle must be a handle in a valid descriptor heap)\n bool LoadTextureFromMemory(const void* data, size_t data_size, ID3D12Device* d3d_device, D3D12_CPU_DESCRIPTOR_HANDLE srv_cpu_handle, ID3D12Resource** out_tex_resource, int* out_width, int* out_height)\n // Load from disk into a raw RGBA buffer\n int image_width = 0;\n int image_height = 0;\n unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL, 4);\n if (image_data == NULL)\n return false;\n\n // Create texture resource\n D3D12_HEAP_PROPERTIES props;\n memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));\n props.Type = D3D12_HEAP_TYPE_DEFAULT;\n props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;\n props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;\n\n D3D12_RESOURCE_DESC desc;\n ZeroMemory(&desc, sizeof(desc));\n desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;\n desc.Alignment = 0;\n desc.Width = image_width;\n desc.Height = image_height;\n desc.DepthOrArraySize = 1;\n desc.MipLevels = 1;\n desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n desc.SampleDesc.Count = 1;\n desc.SampleDesc.Quality = 0;\n desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;\n desc.Flags = D3D12_RESOURCE_FLAG_NONE;\n\n ID3D12Resource* pTexture = NULL;\n d3d_device->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,\n D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));\n\n // Create a temporary upload resource to move the data in\n UINT uploadPitch = (image_width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);\n UINT uploadSize = image_height * uploadPitch;\n desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;\n desc.Alignment = 0;\n desc.Width = uploadSize;\n desc.Height = 1;\n desc.DepthOrArraySize = 1;\n desc.MipLevels = 1;\n desc.Format = DXGI_FORMAT_UNKNOWN;\n desc.SampleDesc.Count = 1;\n desc.SampleDesc.Quality = 0;\n desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;\n desc.Flags = D3D12_RESOURCE_FLAG_NONE;\n\n props.Type = D3D12_HEAP_TYPE_UPLOAD;\n props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;\n props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;\n\n ID3D12Resource* uploadBuffer = NULL;\n HRESULT hr = d3d_device->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,\n D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));\n IM_ASSERT(SUCCEEDED(hr));\n\n // Write pixels into the upload resource\n void* mapped = NULL;\n D3D12_RANGE range = { 0, uploadSize };\n hr = uploadBuffer->Map(0, &range, &mapped);\n IM_ASSERT(SUCCEEDED(hr));\n for (int y = 0; y < image_height; y++)\n memcpy((void*)((uintptr_t)mapped + y * uploadPitch), image_data + y * image_width * 4, image_width * 4);\n uploadBuffer->Unmap(0, &range);\n\n // Copy the upload resource content into the real resource\n D3D12_TEXTURE_COPY_LOCATION srcLocation = {};\n srcLocation.pResource = uploadBuffer;\n srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;\n srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n srcLocation.PlacedFootprint.Footprint.Width = image_width;\n srcLocation.PlacedFootprint.Footprint.Height = image_height;\n srcLocation.PlacedFootprint.Footprint.Depth = 1;\n srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;\n\n D3D12_TEXTURE_COPY_LOCATION dstLocation = {};\n dstLocation.pResource = pTexture;\n dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;\n dstLocation.SubresourceIndex = 0;\n\n D3D12_RESOURCE_BARRIER barrier = {};\n barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;\n barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;\n barrier.Transition.pResource = pTexture;\n barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;\n barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;\n barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;\n\n // Create a temporary command queue to do the copy with\n ID3D12Fence* fence = NULL;\n hr = d3d_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));\n IM_ASSERT(SUCCEEDED(hr));\n\n HANDLE event = CreateEvent(0, 0, 0, 0);\n IM_ASSERT(event != NULL);\n\n D3D12_COMMAND_QUEUE_DESC queueDesc = {};\n queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;\n queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;\n queueDesc.NodeMask = 1;\n\n ID3D12CommandQueue* cmdQueue = NULL;\n hr = d3d_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));\n IM_ASSERT(SUCCEEDED(hr));\n\n ID3D12CommandAllocator* cmdAlloc = NULL;\n hr = d3d_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));\n IM_ASSERT(SUCCEEDED(hr));\n\n ID3D12GraphicsCommandList* cmdList = NULL;\n hr = d3d_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));\n IM_ASSERT(SUCCEEDED(hr));\n\n cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);\n cmdList->ResourceBarrier(1, &barrier);\n\n hr = cmdList->Close();\n IM_ASSERT(SUCCEEDED(hr));\n\n // Execute the copy\n cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);\n hr = cmdQueue->Signal(fence, 1);\n IM_ASSERT(SUCCEEDED(hr));\n\n // Wait for everything to complete\n fence->SetEventOnCompletion(1, event);\n WaitForSingleObject(event, INFINITE);\n\n // Tear down our temporary command queue and release the upload resource\n cmdList->Release();\n cmdAlloc->Release();\n cmdQueue->Release();\n CloseHandle(event);\n fence->Release();\n uploadBuffer->Release();\n\n // Create a shader resource view for the texture\n D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;\n ZeroMemory(&srvDesc, sizeof(srvDesc));\n srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;\n srvDesc.Texture2D.MipLevels = desc.MipLevels;\n srvDesc.Texture2D.MostDetailedMip = 0;\n srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;\n d3d_device->CreateShaderResourceView(pTexture, &srvDesc, srv_cpu_handle);\n\n // Return results\n *out_tex_resource = pTexture;\n *out_width = image_width;\n *out_height = image_height;\n stbi_image_free(image_data);\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, ID3D12Device* d3d_device, D3D12_CPU_DESCRIPTOR_HANDLE srv_cpu_handle, ID3D12Resource** out_tex_resource, int* out_width, int* out_height)\n FILE* f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n size_t file_size = (size_t)ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void* file_data = IM_ALLOC(file_size);\n fread(file_data, 1, file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, file_size, d3d_device, srv_cpu_handle, out_tex_resource, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\n void DestroyTexture(ID3D12Resource** tex_resources)\n (*tex_resources)->Release();\n *tex_resources = NULL;\n\nThen at initialization time, load our texture:\n\n // We need to pass a D3D12_CPU_DESCRIPTOR_HANDLE in ImTextureID, so make sure it will fit\n static_assert(sizeof(ImTextureID) >= sizeof(D3D12_CPU_DESCRIPTOR_HANDLE), \"D3D12_CPU_DESCRIPTOR_HANDLE is too large to fit in an ImTextureID\");\n\n // We presume here that we have our D3D device pointer in g_pd3dDevice\n\n int my_image_width = 0;\n int my_image_height = 0;\n ID3D12Resource* my_texture = NULL;\n\n // Get CPU/GPU handles for the shader resource view\n // Normally your engine will have some sort of allocator for these.\n // In our example we use a simple ExampleDescriptorHeapAllocator helper.\n D3D12_CPU_DESCRIPTOR_HANDLE my_texture_srv_cpu_handle;\n D3D12_GPU_DESCRIPTOR_HANDLE my_texture_srv_gpu_handle;\n g_pd3dSrvDescHeapAlloc.Alloc(&my_texture_srv_cpu_handle, &my_texture_srv_gpu_handle);\n\n // Load the texture from a file\n bool ret = LoadTextureFromFile(\"../../MyImage01.jpg\", g_pd3dDevice, my_texture_srv_cpu_handle, &my_texture, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nAnd finally now that we have an DirectX12 texture and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"DirectX12 Texture Test\");\n ImGui::Text(\"CPU handle = %p\", my_texture_srv_cpu_handle.ptr);\n ImGui::Text(\"GPU handle = %p\", my_texture_srv_gpu_handle.ptr);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n // Note that we pass the GPU SRV handle here, *not* the CPU handle. We're passing the internal pointer value, cast to an ImTextureID\n ImGui::Image((ImTextureID)my_texture_srv_gpu_handle.ptr, ImVec2((float)my_image_width, (float)my_image_height));\n ImGui::End();\n\n##### Return to Index\n\n## Example for SDL_GPU users\n\n**IMPORTANT** The code below requires 1.92.2 (IMGUI_VERSION_NUM >= 19214) as the type of ImTextureID for SDL_GPU3 backend changed from 'SDL_GPUTextureSamplerBinding*' to 'SDL_GPUTexture*'.\n\nWe will here use [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) to load images from disk.\n\nAdd at the top of one of your source files:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n bool LoadTextureFromMemory(const void* data, size_t data_size, SDL_GPUDevice* device, SDL_GPUTexture** out_texture, int* out_width, int* out_height)\n // Load from disk into a raw RGBA buffer\n int image_width = 0;\n int image_height = 0;\n unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL, 4);\n if (image_data == NULL)\n return false;\n\n // Create texture\n SDL_GPUTextureCreateInfo texture_info = {};\n texture_info.type = SDL_GPU_TEXTURETYPE_2D;\n texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;\n texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;\n texture_info.width = image_width;\n texture_info.height = image_height;\n texture_info.layer_count_or_depth = 1;\n texture_info.num_levels = 1;\n texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;\n\n SDL_GPUTexture* texture = SDL_CreateGPUTexture(device, &texture_info);\n\n // Create transfer buffer\n // FIXME: A real engine would likely keep one around, see what the SDL_GPU backend is doing.\n SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};\n transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;\n transferbuffer_info.size = image_width * image_height * 4;\n SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(device, &transferbuffer_info);\n IM_ASSERT(transferbuffer != NULL);\n\n // Copy to transfer buffer\n uint32_t upload_pitch = image_width * 4;\n void* texture_ptr = SDL_MapGPUTransferBuffer(device, transferbuffer, true);\n for (int y = 0; y < image_height; y++)\n memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), image_data + y * upload_pitch, upload_pitch);\n SDL_UnmapGPUTransferBuffer(device, transferbuffer);\n\n SDL_GPUTextureTransferInfo transfer_info = {};\n transfer_info.offset = 0;\n transfer_info.transfer_buffer = transferbuffer;\n\n SDL_GPUTextureRegion texture_region = {};\n texture_region.texture = texture;\n texture_region.x = (Uint32)0;\n texture_region.y = (Uint32)0;\n texture_region.w = (Uint32)image_width;\n texture_region.h = (Uint32)image_height;\n texture_region.d = 1;\n\n // Upload\n SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device);\n SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);\n SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);\n SDL_EndGPUCopyPass(copy_pass);\n SDL_SubmitGPUCommandBuffer(cmd);\n\n SDL_ReleaseGPUTransferBuffer(device, transferbuffer);\n\n *out_texture = texture;\n *out_width = image_width;\n *out_height = image_height;\n stbi_image_free(image_data);\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, SDL_GPUDevice* device, SDL_GPUTexture** out_texture, int* out_width, int* out_height)\n FILE* f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n size_t file_size = (size_t)ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void* file_data = IM_ALLOC(file_size);\n fread(file_data, 1, file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, file_size, device, out_texture, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\n void DestroyTexture(SDL_GPUDevice* device, SDL_GPUTexture* texture)\n SDL_ReleaseGPUTexture(device, texture);\n\nLoad our texture after initialising SDL3 and SDL_GPU:\n\n SDL_GPUTexture* my_texture;\n int my_image_width, my_image_height;\n bool ret = LoadTextureFromFile(\"MyImage01.jpg\", gpu_device, &my_texture, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nNow that we have a SDL_GPUTexture* and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"SDL_GPU Texture Test\");\n ImGui::Text(\"pointer = %p\", &my_texture);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2((float)my_image_width, (float)my_image_height));\n ImGui::End();\n\n##### Return to Index\n\n## Example for SDL_Renderer users\n\nWe will here use [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) to load images from disk.\n\nSDL_Renderer2: Add at the top of one of your source files:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n bool LoadTextureFromMemory(const void* data, size_t data_size, SDL_Renderer* renderer, SDL_Texture** out_texture, int* out_width, int* out_height)\n int image_width = 0;\n int image_height = 0;\n int channels = 4;\n unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL, 4);\n if (image_data == nullptr)\n fprintf(stderr, \"Failed to load image: %s\\n\", stbi_failure_reason());\n return false;\n\n SDL_Surface* surface = SDL_CreateRGBSurfaceFrom((void*)image_data, image_width, image_height, channels * 8, channels * image_width, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);\n if (surface == nullptr)\n fprintf(stderr, \"Failed to create SDL surface: %s\\n\", SDL_GetError());\n return false;\n\n SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);\n if (texture == nullptr)\n fprintf(stderr, \"Failed to create SDL texture: %s\\n\", SDL_GetError());\n\n *out_texture = texture;\n *out_width = image_width;\n *out_height = image_height;\n\n SDL_FreeSurface(surface);\n stbi_image_free(image_data);\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, SDL_Renderer* renderer, SDL_Texture** out_texture, int* out_width, int* out_height)\n FILE* f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n size_t file_size = (size_t)ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void* file_data = IM_ALLOC(file_size);\n fread(file_data, 1, file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, file_size, renderer, out_texture, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\nSDL_Renderer3: Add at the top of one of your source files:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n bool LoadTextureFromMemory(const void* data, size_t data_size, SDL_Renderer* renderer, SDL_Texture** out_texture, int* out_width, int* out_height)\n int image_width = 0;\n int image_height = 0;\n int channels = 4;\n unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL, 4);\n if (image_data == nullptr)\n fprintf(stderr, \"Failed to load image: %s\\n\", stbi_failure_reason());\n return false;\n\n SDL_Surface* surface = SDL_CreateSurfaceFrom(image_width, image_height, SDL_PIXELFORMAT_RGBA32, (void*)image_data, channels * image_width);\n if (surface == nullptr)\n fprintf(stderr, \"Failed to create SDL surface: %s\\n\", SDL_GetError());\n return false;\n\n SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);\n if (texture == nullptr)\n fprintf(stderr, \"Failed to create SDL texture: %s\\n\", SDL_GetError());\n\n *out_texture = texture;\n *out_width = image_width;\n *out_height = image_height;\n\n SDL_DestroySurface(surface);\n stbi_image_free(image_data);\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, SDL_Renderer* renderer, SDL_Texture** out_texture, int* out_width, int* out_height)\n FILE* f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n size_t file_size = (size_t)ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void* file_data = IM_ALLOC(file_size);\n fread(file_data, 1, file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, file_size, renderer, out_texture, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\nLoad our texture after initialising SDL:\n\n SDL_Texture* my_texture;\n int my_image_width, my_image_height;\n bool ret = LoadTextureFromFile(\"MyImage01.jpg\", renderer, &my_texture, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nNow that we have a SDL_Texture and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"SDL_Renderer Texture Test\");\n ImGui::Text(\"pointer = %p\", my_texture);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2((float)my_image_width, (float)my_image_height));\n ImGui::End();\n\n##### Return to Index\n\n## Example for Vulkan users\n\nWe will here use [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) to load images from disk.\n\nNote that since 2023/07/29, our examples Vulkan application are creating minimum-sized descriptor pools. You'll need to increase pool sizes in examples's main.cpp to fit extra descriptors.\n\n**THIS IS ONE WAY TO DO THIS AMONG MANY, and provided for informational purpose. Unfortunately due to the nature of Vulkan, it is not really possible to provide a function that will work in all setups and codebases.**\n\nAdd at the top of the Vulkan example main.cpp file after the `check_vk_result()` function:\n\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n // A struct to manage data related to one image in vulkan\n struct MyTextureData\n VkDescriptorSet DS; // Descriptor set: this is what you'll pass to Image()\n int Width;\n int Height;\n int Channels;\n\n // Need to keep track of these to properly cleanup\n VkImageView ImageView;\n VkImage Image;\n VkDeviceMemory ImageMemory;\n VkSampler Sampler;\n VkBuffer UploadBuffer;\n VkDeviceMemory UploadBufferMemory;\n\n MyTextureData() { memset(this, 0, sizeof(*this)); }\n };\n\n // Helper function to find Vulkan memory type bits. See ImGui_ImplVulkan_MemoryType() in imgui_impl_vulkan.cpp\n uint32_t findMemoryType(uint32_t type_filter, VkMemoryPropertyFlags properties)\n VkPhysicalDeviceMemoryProperties mem_properties;\n vkGetPhysicalDeviceMemoryProperties(g_PhysicalDevice, &mem_properties);\n\n for (uint32_t i = 0; i < mem_properties.memoryTypeCount; i++)\n if ((type_filter & (1 << i)) && (mem_properties.memoryTypes[i].propertyFlags & properties) == properties)\n return i;\n\n return 0xFFFFFFFF; // Unable to find memoryType\n\n // Helper function to load an image with common settings and return a MyTextureData with a VkDescriptorSet as a sort of Vulkan pointer\n bool LoadTextureFromFile(const char* filename, MyTextureData* tex_data)\n // Specifying 4 channels forces stb to load the image in RGBA which is an easy format for Vulkan\n tex_data->Channels = 4;\n unsigned char* image_data = stbi_load(filename, &tex_data->Width, &tex_data->Height, 0, tex_data->Channels);\n\n if (image_data == NULL)\n return false;\n\n // Calculate allocation size (in number of bytes)\n size_t image_size = tex_data->Width * tex_data->Height * tex_data->Channels;\n\n VkResult err;\n\n // Create the Vulkan image.\n VkImageCreateInfo info = {};\n info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;\n info.imageType = VK_IMAGE_TYPE_2D;\n info.format = VK_FORMAT_R8G8B8A8_UNORM;\n info.extent.width = tex_data->Width;\n info.extent.height = tex_data->Height;\n info.extent.depth = 1;\n info.mipLevels = 1;\n info.arrayLayers = 1;\n info.samples = VK_SAMPLE_COUNT_1_BIT;\n info.tiling = VK_IMAGE_TILING_OPTIMAL;\n info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;\n info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;\n info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;\n err = vkCreateImage(g_Device, &info, g_Allocator, &tex_data->Image);\n check_vk_result(err);\n VkMemoryRequirements req;\n vkGetImageMemoryRequirements(g_Device, tex_data->Image, &req);\n VkMemoryAllocateInfo alloc_info = {};\n alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;\n alloc_info.allocationSize = req.size;\n alloc_info.memoryTypeIndex = findMemoryType(req.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);\n err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &tex_data->ImageMemory);\n check_vk_result(err);\n err = vkBindImageMemory(g_Device, tex_data->Image, tex_data->ImageMemory, 0);\n check_vk_result(err);\n\n // Create the Image View\n VkImageViewCreateInfo info = {};\n info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;\n info.image = tex_data->Image;\n info.viewType = VK_IMAGE_VIEW_TYPE_2D;\n info.format = VK_FORMAT_R8G8B8A8_UNORM;\n info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;\n info.subresourceRange.levelCount = 1;\n info.subresourceRange.layerCount = 1;\n err = vkCreateImageView(g_Device, &info, g_Allocator, &tex_data->ImageView);\n check_vk_result(err);\n\n // Create Sampler\n VkSamplerCreateInfo sampler_info{};\n sampler_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;\n sampler_info.magFilter = VK_FILTER_LINEAR;\n sampler_info.minFilter = VK_FILTER_LINEAR;\n sampler_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;\n sampler_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; // outside image bounds just use border color\n sampler_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;\n sampler_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;\n sampler_info.minLod = -1000;\n sampler_info.maxLod = 1000;\n sampler_info.maxAnisotropy = 1.0f;\n err = vkCreateSampler(g_Device, &sampler_info, g_Allocator, &tex_data->Sampler);\n check_vk_result(err);\n\n // Create Descriptor Set using ImGUI's implementation\n tex_data->DS = ImGui_ImplVulkan_AddTexture(tex_data->Sampler, tex_data->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);\n\n // Create Upload Buffer\n VkBufferCreateInfo buffer_info = {};\n buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;\n buffer_info.size = image_size;\n buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;\n buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;\n err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &tex_data->UploadBuffer);\n check_vk_result(err);\n VkMemoryRequirements req;\n vkGetBufferMemoryRequirements(g_Device, tex_data->UploadBuffer, &req);\n VkMemoryAllocateInfo alloc_info = {};\n alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;\n alloc_info.allocationSize = req.size;\n alloc_info.memoryTypeIndex = findMemoryType(req.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);\n err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &tex_data->UploadBufferMemory);\n check_vk_result(err);\n err = vkBindBufferMemory(g_Device, tex_data->UploadBuffer, tex_data->UploadBufferMemory, 0);\n check_vk_result(err);\n\n // Upload to Buffer:\n void* map = NULL;\n err = vkMapMemory(g_Device, tex_data->UploadBufferMemory, 0, image_size, 0, &map);\n check_vk_result(err);\n memcpy(map, image_data, image_size);\n VkMappedMemoryRange range[1] = {};\n range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;\n range[0].memory = tex_data->UploadBufferMemory;\n range[0].size = image_size;\n err = vkFlushMappedMemoryRanges(g_Device, 1, range);\n check_vk_result(err);\n vkUnmapMemory(g_Device, tex_data->UploadBufferMemory);\n\n // Release image memory using stb\n stbi_image_free(image_data);\n\n // Create a command buffer that will perform following steps when hit in the command queue.\n // TODO: this works in the example, but may need input if this is an acceptable way to access the pool/create the command buffer.\n VkCommandPool command_pool = g_MainWindowData.Frames[g_MainWindowData.FrameIndex].CommandPool;\n VkCommandBuffer command_buffer;\n VkCommandBufferAllocateInfo alloc_info{};\n alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;\n alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;\n alloc_info.commandPool = command_pool;\n alloc_info.commandBufferCount = 1;\n\n err = vkAllocateCommandBuffers(g_Device, &alloc_info, &command_buffer);\n check_vk_result(err);\n\n VkCommandBufferBeginInfo begin_info = {};\n begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;\n begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;\n err = vkBeginCommandBuffer(command_buffer, &begin_info);\n check_vk_result(err);\n\n // Copy to Image\n VkImageMemoryBarrier copy_barrier[1] = {};\n copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;\n copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;\n copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;\n copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;\n copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;\n copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;\n copy_barrier[0].image = tex_data->Image;\n copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;\n copy_barrier[0].subresourceRange.levelCount = 1;\n copy_barrier[0].subresourceRange.layerCount = 1;\n vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);\n\n VkBufferImageCopy region = {};\n region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;\n region.imageSubresource.layerCount = 1;\n region.imageExtent.width = tex_data->Width;\n region.imageExtent.height = tex_data->Height;\n region.imageExtent.depth = 1;\n vkCmdCopyBufferToImage(command_buffer, tex_data->UploadBuffer, tex_data->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);\n\n VkImageMemoryBarrier use_barrier[1] = {};\n use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;\n use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;\n use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;\n use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;\n use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;\n use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;\n use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;\n use_barrier[0].image = tex_data->Image;\n use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;\n use_barrier[0].subresourceRange.levelCount = 1;\n use_barrier[0].subresourceRange.layerCount = 1;\n vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);\n\n // End command buffer\n VkSubmitInfo end_info = {};\n end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;\n end_info.commandBufferCount = 1;\n end_info.pCommandBuffers = &command_buffer;\n err = vkEndCommandBuffer(command_buffer);\n check_vk_result(err);\n err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);\n check_vk_result(err);\n err = vkDeviceWaitIdle(g_Device);\n check_vk_result(err);\n\n return true;\n\n // Helper function to cleanup an image loaded with LoadTextureFromFile\n void RemoveTexture(MyTextureData* tex_data)\n vkFreeMemory(g_Device, tex_data->UploadBufferMemory, nullptr);\n vkDestroyBuffer(g_Device, tex_data->UploadBuffer, nullptr);\n vkDestroySampler(g_Device, tex_data->Sampler, nullptr);\n vkDestroyImageView(g_Device, tex_data->ImageView, nullptr);\n vkDestroyImage(g_Device, tex_data->Image, nullptr);\n vkFreeMemory(g_Device, tex_data->ImageMemory, nullptr);\n ImGui_ImplVulkan_RemoveTexture(tex_data->DS);\n\nLoad our texture after initializing Vulkan loader (for example after `ImGui_ImplVulkan_Init()`):\n\n MyTextureData my_texture;\n bool ret = LoadTextureFromFile(\"../../MyImage01.jpg\", &my_texture);\n IM_ASSERT(ret);\n\nIn the snippet of code above, we added an assert `IM_ASSERT(ret)` to check if the image file was loaded correctly. You may also use your Debugger and confirm that `my_image_texture` is not zero and that `my_image_texture.Width` `my_image_texture.Height` are correct.\n\nNow that we have an Vulkan texture and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"Vulkan Texture Test\");\n ImGui::Text(\"pointer = %p\", my_texture.DS);\n ImGui::Text(\"size = %d x %d\", my_texture.Width, my_texture.Height);\n ImGui::Image((ImTextureID)my_texture.DS, ImVec2(my_texture.Width, my_texture.Height));\n ImGui::End();\n\nIn the cleanup stage remember to call the RemoveTexture function to avoid leaks, and angry Vulkan Validation Layers! Call it before `ImGui_ImplVulkan_Shutdown()`\n\n RemoveTexture(&my_texture);\n\n##### Return to Index\n\n## Example for WebGPU users\n\nWe will here use [stb_image.h](https://github.com/nothings/stb/blob/master/stb_image.h) to load images from disk.\n\nAdd at the top of one of your source file:\n\n #define _CRT_SECURE_NO_WARNINGS\n #define STB_IMAGE_IMPLEMENTATION\n #include \"stb_image.h\"\n\n // Simple helper function to load an image into a WebGPU texture with common settings\n bool LoadTextureFromMemory(const void* data, size_t data_size, WGPUDevice device, WGPUQueue queue, WGPUTexture* out_texture, WGPUTextureView* out_texture_view, int* out_width, int* out_height)\n // Load image\n int image_width = 0;\n int image_height = 0;\n // Ask stbi to output 4 channels since WebGPU doesn't have 3-channels texture format\n const int output_channels = 4;\n void* const image_data = stbi_load_from_memory((const unsigned char *)data, (int)data_size, &image_width, &image_height, NULL, output_channels);\n if (image_data == NULL)\n return false;\n\n // Create a WebGPU texture\n WGPUTextureDescriptor texture_desc;\n texture_desc.nextInChain = NULL;\n texture_desc.label = NULL;\n texture_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;\n texture_desc.dimension = WGPUTextureDimension_2D;\n texture_desc.size.width = (uint32_t)image_width;\n texture_desc.size.height = (uint32_t)image_height;\n texture_desc.size.depthOrArrayLayers = 1;\n texture_desc.format = WGPUTextureFormat_RGBA8Unorm;\n texture_desc.mipLevelCount = 1;\n texture_desc.sampleCount = 1;\n texture_desc.viewFormatCount = 0;\n texture_desc.viewFormats = NULL;\n WGPUTexture image_texture = wgpuDeviceCreateTexture(device, &texture_desc);\n\n // Write loaded data to texture\n WGPUImageCopyTexture dest;\n dest.nextInChain = NULL;\n dest.texture = image_texture;\n dest.mipLevel = 0;\n dest.origin.x = 0;\n dest.origin.y = 0;\n dest.origin.z = 0;\n dest.aspect = WGPUTextureAspect_All;\n\n WGPUTextureDataLayout src;\n src.nextInChain = NULL;\n src.offset = 0;\n src.bytesPerRow = (uint32_t)(output_channels * image_width);\n src.rowsPerImage = (uint32_t)image_height;\n\n const size_t bytes = src.bytesPerRow * src.rowsPerImage;\n WGPUExtent3D write_size;\n write_size.width = (uint32_t)image_width;\n write_size.height = (uint32_t)image_height;\n write_size.depthOrArrayLayers = 1;\n wgpuQueueWriteTexture(queue, &dest, image_data, bytes, &src, &write_size);\n\n // Create a WebGPU texture view\n WGPUTextureViewDescriptor view_desc;\n view_desc.nextInChain = NULL;\n view_desc.label = NULL;\n view_desc.format = WGPUTextureFormat_RGBA8Unorm;\n view_desc.dimension = WGPUTextureViewDimension_2D;\n view_desc.baseMipLevel = 0;\n view_desc.mipLevelCount = 1;\n view_desc.baseArrayLayer = 0;\n view_desc.arrayLayerCount = 1;\n view_desc.aspect = WGPUTextureAspect_All;\n\n *out_texture = image_texture;\n *out_texture_view = wgpuTextureCreateView(image_texture, &view_desc);\n *out_width = image_width;\n *out_height = image_height;\n\n return true;\n\n // Open and read a file, then forward to LoadTextureFromMemory()\n bool LoadTextureFromFile(const char* file_name, WGPUDevice device, WGPUQueue queue, WGPUTexture* out_texture, WGPUTextureView* out_texture_view, int* out_width, int* out_height)\n FILE * f = fopen(file_name, \"rb\");\n if (f == NULL)\n return false;\n fseek(f, 0, SEEK_END);\n long file_size = ftell(f);\n if (file_size == -1)\n return false;\n fseek(f, 0, SEEK_SET);\n void * file_data = IM_ALLOC(file_size);\n fread(file_data, 1, (size_t)file_size, f);\n fclose(f);\n bool ret = LoadTextureFromMemory(file_data, (size_t)file_size, device, queue, out_texture, out_texture_view, out_width, out_height);\n IM_FREE(file_data);\n return ret;\n\nAfter initializing a `WGPUDevice` and a `WGPUQueue`, load our texture:\n\n WGPUDevice device = /* ... */;\n WGPUQueue queue = /* ... */;\n\n WGPUTexture my_texture = NULL;\n WGPUTextureView my_texture_view = NULL;\n int my_image_width = 0;\n int my_image_height = 0;\n bool ret = LoadTextureFromFile(\"../../MyImage01.jpg\", device, queue, &my_texture, &my_texture_view, &my_image_width, &my_image_height);\n IM_ASSERT(ret);\n\nIn the snippet of code above, we added an assert `IM_ASSERT(ret)` to check if the image file was loaded correctly. You may also use your Debugger and confirm that `my_image_texture` is not zero and that `my_image_width` `my_image_height` are correct.\n\nNow that we have a WebGPU texture view and its dimensions, we can display it in our main loop:\n\n ImGui::Begin(\"WebGPU Texture Test\");\n ImGui::Text(\"pointer = %p\", my_texture_view);\n ImGui::Text(\"size = %d x %d\", my_image_width, my_image_height);\n ImGui::Image((ImTextureID)(intptr_t)my_texture_view, ImVec2(my_image_width, my_image_height));\n ImGui::End();\n\nDon't forget to clean the memory at the end of the program:\n\n wgpuTextureViewRelease(my_texture_view);\n wgpuTextureRelease(my_texture);\n\n##### Return to Index\n\n## About Texture Coordinates\n\nSee e.g. \n\nFor the purpose of this section we use \"Texture Coordinates\" and \"UV Coordinates\" interchangeably.\n\nThe `ImGui::Image()` and `ImDrawList::AddImage()` functions allow you to pass \"UV coordinates\" corresponding to the upper-left and bottom-right portion of the texture you want to display. Using the default values, respectively `(0.0f, 0.0f)` and `(1.0f, 1.0f)` for those coordinates allow you to display the entire underlying texture. UV coordinates are traditionally normalized coordinates, meaning that for each axis, instead of counting a number of texels, we address a location in the texture using a number from 0.0f to 1.0f. So (0.0f, 0.0f) is generally addressing the upper-left section of the texture and (1.0f, 1.0f) is addressing the lower-right corner of the texture. Some graphics systems may use coordinates that are inverted on the Y axis.\n\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2(256, 256), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f)); // Default coordinates\n ImGui::Text(\"Flip Y coordinates:\");\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2(256, 256), ImVec2(0.0f, 1.0f), ImVec2(1.0f, 0.0f)); // Flip Y coordinates\n\nIf you want to display part of a texture, say display a 100x200 rectangle stored from pixel (10,10) to pixel (110,210) out of a 256x256 texture, you will need to calculate the normalized coordinates of those pixels:\n\n // Normalized coordinates of pixel (10,10) in a 256x256 texture.\n ImVec2 uv0 = ImVec2(10.0f/256.0f, 10.0f/256.0f);\n\n // Normalized coordinates of pixel (110,210) in a 256x256 texture.\n ImVec2 uv1 = ImVec2((10.0f+100.0f)/256.0f, (10.0f+200.0f)/256.0f);\n\n ImGui::Text(\"uv0 = (%f, %f)\", uv0.x, uv0.y);\n ImGui::Text(\"uv1 = (%f, %f)\", uv1.x, uv1.y);\n\n // Display the 100x200 section starting at (10,10)\n ImGui::Image((ImTextureID)(intptr_t)my_image_texture, ImVec2(100.0f, 200.0f), uv0, uv1);\n\nSame code written differently, with named variables:\n\n ImVec2 display_min = ImVec2(10.0f, 10.0f);\n ImVec2 display_size = ImVec2(100.0f, 200.0f);\n ImVec2 texture_size = ImVec2(256.0f, 256.0f);\n\n // Normalized coordinates of pixel (10,10) in a 256x256 texture.\n ImVec2 uv0 = ImVec2(display_min.x / texture_size.x, display_min.y / texture_size.y);\n\n // Normalized coordinates of pixel (110,210) in a 256x256 texture.\n ImVec2 uv1 = ImVec2((display_min.x + display_size.x) / texture_size.x, (display_min.y + display_size.y) / texture_size.y);\n\n ImGui::Text(\"uv0 = (%f, %f)\", uv0.x, uv0.y);\n ImGui::Text(\"uv1 = (%f, %f)\", uv1.x, uv1.y);\n\n // Display the 100x200 section starting at (10,10)\n ImGui::Image((ImTextureID)(intptr_t)my_image_texture, ImVec2(display_size.x, display_size.y), uv0, uv1);\n\nYou can look up \"texture coordinates\" from other resources such as your favorite search engine, or graphics tutorials. Tip: map your UV coordinates to widgets (using `SliderFloat2` or `DragFloat2`) so you can manipulate them in real-time and better understand the meaning of those values.\n\nIf you want to display the same image but scaled, keep the same UV coordinates but alter the Size:\n\n // Normal size\n ImGui::Image((ImTextureID)(intptr_t)my_image_texture, ImVec2(my_image_width, my_image_height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f));\n\n // Half size, same contents\n ImGui::Image((ImTextureID)(intptr_t)my_image_texture, ImVec2(my_image_width*0.5f, my_image_height*0.5f), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f));\n\n## Modifying Render State\n\nYou can use draw callbacks to manipulate the render state, e.g. alter sampling. Since 1.91.3, backends are now exposing some of their state during the render loop, which should make it easier to leverage callbacks. Refer to the .h file of each backend to see if a `ImGui_ImplXXXX_RenderState` struct is exposed.\nAccess them with e.g. `ImGui_ImplDX11_RenderState* state = (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;`.\n\n // For DX11 backend: Callback to modify current sampler\n void ImDrawCallback_ImplDX11_SetSampler(const ImDrawList* parent_list, const ImDrawCmd* cmd)\n ImGui_ImplDX11_RenderState* state = (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;\n ID3D11SamplerState* sampler = cmd->UserCallbackData ? (ID3D11SamplerState*)cmd->UserCallbackData : state->SamplerDefault;\n state->DeviceContext->PSSetSamplers(0, 1, &sampler);\n\n // For DX11 backend: Create a Point sampler\n D3D11_SAMPLER_DESC desc;\n ZeroMemory(&desc, sizeof(desc));\n desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;\n desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;\n desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;\n desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;\n desc.MipLODBias = 0.f;\n desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;\n desc.MinLOD = 0.f;\n desc.MaxLOD = 0.f;\n g_pd3dDevice->CreateSamplerState(&desc, &g_SamplerPoint);\n\n // Usage\n ImGui::GetWindowDrawList()->AddCallback(ImDrawCallback_ImplDX11_SetSampler, g_SamplerPoint); // Set custom sampler\n ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2((float)my_image_width * 4, (float)my_image_height * 4));\n ImGui::GetWindowDrawList()->AddCallback(ImDrawCallback_ImplDX11_SetSampler, NULL); // Restore sampler\n\nThis may be easier or harder to use for some backends. Don't hesitate to open issues to discuss your needs and so we can improve the feature.\n\n // For SDLGPU3 backend: Callback to modify current sampler\n void ImDrawCallback_ImplSDLGPU3_SetSampler(const ImDrawList* parent_list, const ImDrawCmd* cmd)\n ImGui_ImplSDLGPU3_RenderState* state = (ImGui_ImplSDLGPU3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;\n SDL_GPUSampler* sampler = cmd->UserCallbackData ? (SDL_GPUSampler*)cmd->UserCallbackData : state->SamplerDefault;\n state->SamplerCurrent = sampler;\n\n##### Return to Index\n\n### Clone this wiki locally", "tokens": 15450, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Developer-Tips", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Developer-Tips).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Developer Tips\n\nJump to bottom\n\nomar edited this page Sep 8, 2023 \u00b7 [17 revisions](https://github.com/ocornut/imgui/wiki/Developer-Tips/_history)\n\nTips for when working on Dear ImGui codebase.\n\nAlso see [Tips](https://github.com/ocornut/imgui/wiki/Tips), [Debug Tools](https://github.com/ocornut/imgui/wiki/Debug-Tools).\n\n### Automation and regression testing system\n\nGet yourself familiarized with running the [Dear ImGui Test Suite](https://github.com/ocornut/imgui_test_engine). You can use it to:\n\n * catch regression and contract changes.\n * understand when some code is exercised or which condition may be leading to a given state. e.g. \"can this value ever be NULL?\": add a break-point or assert and run the Test Suite, you are likely to find out!\n\nMaking a change and running the Test Suite is a good way to understand possible side-effects of that change.\n\nWhen fixing bugs or adjusting some esoteric features, adding a new test case is generally useful.\n\n### Metrics\n\nThe Metrics window exposes lots of information about the library state. See [Debug Tools](https://github.com/ocornut/imgui/wiki/Debug-Tools).\n\n### Logging\n\nYou can use the `IMGUI_DEBUG_LOG_XXX` macros (declared in `imgui_internal.h`) to easily print text to console and in 'Debug Log' while including the current frame counter, which is very often useful in log.\n\n### Using breakpoints\n\nUsing debugger breakpoints can be tedious in an interactive application dealing with lots of data. Even more so as the state of the application may be so reliant on mouse and keyboard inputs. One convenient trick is filter breakpoint based on custom conditions, e.g checking for the Alt key modifier to be pressed:\n\n if (ImGui::GetIO().KeyAlt)\n printf(\"\"); // Set a debugger breakpoint here!\n\nSo you can setup your UI state for debugging (open windows, mouse position, active action etc.) and then only when you press ALT your breakpoint will trigger.\n\n### Continuous integration\n\nBranches pushed publicly will have [build actions](https://github.com/ocornut/imgui/actions) run on them.\n\n### Using Natvis file for Visual Studio debugging\n\nThe `misc/natvis/imgui.natvis` file may be included in your project to provide support for Dear ImGui types in the debugger (e.g. expanding of `ImVector<>` arrays).\n\n### Using static analysis with PVS-Studio:\n\nI am using [PVS-Studio](https://www.viva64.com/en/pvs-studio/) (Viva64 had kindly provided a license to use with free software products) for static code analysis and it's been extremely helpful in reducing the amount of errors or confusing code.\n\n_run_pvs_studio.bat_ :\n\n @echo off\n set PVS_DIR=C:\\Program Files (x86)\\PVS-Studio\n set WORK_DIR=C:\\Work\\imgui_dev\\pvs_studio\n set PROJ_DIR=C:\\Work\\imgui\\examples\\example_win32_directx11\n set PROJ_NAME=example_win32_directx11\n \"%PVS_DIR%\\PVS-Studio_Cmd.exe\" -r -t \"%PROJ_DIR%\\%PROJ_NAME%.vcxproj\"\n mkdir \"%WORK_DIR%\\output\"\n \"%PVS_DIR%\\PlogConverter.exe\" -a GA:1,2;OP:1 -t Html,FullHtml,Txt,Totals \"%PROJ_DIR%\\%PROJ_NAME%.plog\" -o \"%WORK_DIR%\\output\"\n del \"%PROJ_DIR%\\%PROJ_NAME%.plog\"\n echo ---- Totals:\n type \"%WORK_DIR%\\output\\%PROJ_NAME%.plog_totals.txt\"\n start \"\" \"%WORK_DIR%\\output\\fullhtml\\index.html\"\n\n### Clone this wiki locally", "tokens": 986, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Debug-Tools", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Debug-Tools).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Debug Tools\n\nJump to bottom\n\nomar edited this page Dec 16, 2025 \u00b7 [20 revisions](https://github.com/ocornut/imgui/wiki/Debug-Tools/_history)\n\n## Index\n\n * Stack recovery / Error handling\n * Highlight ID Conflicts\n * Item Picker\n * Metrics/Debugger window\n * Debug Log\n * Debug Configuration Flags\n * Debug Break Buttons\n * ID Stack Tool\n * UTF-8 Encoding Viewer\n\n## Error Handling & Stack Mismatch recovery\n\nSee [Error Handling](https://github.com/ocornut/imgui/wiki/Error-Handling) page.\n\n## Highlight ID Conflicts\n\nHighlight and show an error message when multiple items have conflicting identifiers. Set `io.ConfigDebugHighlightIdConflicts = true` or toggle via `Demo -> Tools -> Highlight ID Conflicts`.\n\nThe highlight and popup will only show when hovering item, due to technical/performance reason.\n\n(with `#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS` at compile-time you can enable highlighting items **before** hovering them, but this will make everything in Dear ImGui costlier/slower and should only be enabled temporarily. Active efforts will be made to prevent you from keeping this enabled.)\n\n## Item Picker\n\n\n\nThe Item Picker will allow you to pick an item with the mouse and have Dear ImGui break within the call-stack of that item. This is useful if you have large UI / codebase and you would to easily find out where some UI item is emitted. You can find it in _Demo >Tools>ItemPicker_* or _Metrics >Tools>Item Picker_ or expose it in your own UI by calling `ImGui::DebugStartItemPicker()`.See [#2673](https://github.com/ocornut/imgui/issues/2673) for more details.\n\n**(*) The Item Picker shortcut from 'Demo->Tools->Item Picker' is disabled until your code set `io.ConfigDebugIsDebuggerPresent = true`. This is in order to avoid accidental use by non-debugger users. It is always available from Demo->Tools->Metrics regardless of that setting.**\n\n## Metrics/Debugger window\n\nAccess the Metrics/Debugger window via `Demo->Tools->Metrics/Debugger` or by calling `ShowMetricsWindow()` from your code.\n\nMany internal state and tools are exposed in the Metrics window. They will help you understand how Dear ImGui works, and can help you diagnose many problems.\n\n_Some of the debug tools_\n\n## Debug Log\n\nAccess the Debug Log window via `Demo->Tools->Debug Log` or `Metrics->Tools->Debug Log` or by calling `ShowDebugLogWindow()`. Also see [#5855](https://github.com/ocornut/imgui/issues/5855).\n\n**Dear ImGui carefully sends categorized events which you can filter with the provided checkboxes. **You may also call IMGUI_DEBUG_LOG() to submit unfiltered events. USE WITH CAUTION, THE LAST THING YOU WANT IS TO ADD LOG SPAM IN YOUR CODEBASE.\n\nIt has options to enable logging of variety of events. Useful e.g.:\n\n * You have issue with focus or active id being taken away.\n * You have issue with popup closing.\n * You have issue with windows being undocked.\n * You want to visualize submitted input events.\n * You want to visualize clipper steps etc.\n * etc.\n\nInside the log, if you hover an ImGuiID identifier (formatted as `0xXXXXXXXX`) it will automatically attempt to visually locate the item if the item still exists:\n\nIf `io.ConfigDebugIsDebuggerPresent` is enabled, an additional tooltip will appear after some time:\n\n## Debug Configuration Flags\n\nRuntime flags available in `ImGuiIO` (and exposed in Demo->Configuration):\n\n // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.\n // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.\n // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.\n // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).\n bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().\n\n // Tools to detect code submitting items with conflicting/duplicate IDs\n // - Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers.\n // - Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!\n // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system\n bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.\n\n // Tools to test correct Begin/End and BeginChild/EndChild behaviors.\n // Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()\n // This is inconsistent with other BeginXXX functions and create confusion for many users.\n // We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.\n bool ConfigDebugBeginReturnValueOnce; // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.\n bool ConfigDebugBeginReturnValueLoop; // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add \"io.ConfigDebugBeginReturnValue = io.KeyShift\" in your main loop then occasionally press SHIFT. Windows should be flickering while running.\n\n // Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.\n // Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.\n bool ConfigDebugIgnoreFocusLoss; // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.\n\n // Options to audit .ini data\n bool ConfigDebugIniSettings; // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)\n\n## Debug Break Buttons\n\nWhen `io.ConfigDebugIsDebuggerPresent` is enabled, various `**DebugBreak**` buttons will appears in debug tools. Clicking them will attempt to break you in debugger in the desired location:\n\n * Request a debug break in a Begin() call.\n * Request a debug break in a ItemAdd() call via debug log and hovering 0xXXXXXX identifiers.\n * Request a debug break in a BeginTable() call.\n * Request a debug break in a SetShortcutRouting()/Shortcut() call. [Internal]\n\nIn the Debug Log you can also hover a 0xXXXXXXXX identifier and press the `Pause/Break` keyboard key to attempt to break in the ItemAdd() function for this item.\n\n## ID Stack Tool\n\n\n\n ImGui::ShowIdStackToolWindow();\n\n## UTF-8 Encoding Viewer\n\nSee \n\n ImGui::SeparatorText(\"CORRECT\");\n ImGui::DebugTextEncoding(u8\"\u3053\u3093\u306b\u3061\u306f\");\n\n ImGui::SeparatorText(\"INCORRECT\");\n ImGui::DebugTextEncoding(\"\u3053\u3093\u306b\u3061\u306f\");\n\nAlso see [Tips](https://github.com/ocornut/imgui/wiki/Tips) page.\n\n### Clone this wiki locally", "tokens": 1806, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Multi-Select", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Multi-Select).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Multi Select\n\nJump to bottom\n\nomar edited this page Mar 23, 2026 \u00b7 [16 revisions](https://github.com/ocornut/imgui/wiki/Multi-Select/_history)\n\n_The feature has been merged into master on July 18, 2024 (version 1.91.0)_\n\n### Index\n\n * Overview\n * Features\n * Demo Code\n * Using ImGuiSelectionBasicStorage helper\n * Main API\n * About ImGuiSelectionUserData\n * Using ImGuiSelectionExternalStorage helper\n * Using multi-select with trees\n\n### Overview\n\n * **This system implements standard multi-selection idioms** (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) and supports a clipper being used. Handling this manually and correctly is tricky, this is why we provide the functionality. If you don't need SHIFT+Mouse/Keyboard range-select + clipping, you could technically implement a simple form of multi-selection yourself, by reacting to click/presses on Selectable() items.\n * Selectable(), Checkbox() are supported but custom widgets may use it as well.\n * TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.\n * **In the spirit of Dear ImGui design, your code owns actual selection data**. This is designed to allow all kinds of selection storage you may use in your application e.g. external selection (set/map/hash), intrusive selection (bool inside your objects) etc.\n * The work involved to deal with multi-selection differs whether you want to only submit visible items and clip others, or submit all items regardless of their visibility. Clipping items is more efficient and will allow you to deal with large lists (1k~100k items). See \"Usage flow\" section below for details. If you are not sure, always start without clipping! You can work your way to the optimized version afterwards.\n\n### Features\n\n * Design allows all item data and selection data to be fully owned by user. Agnostic to storage type.\n * Support CTRL+Click\n * Support Shift+Click\n * Support mouse box-selection (with scrolling).\n * Compatible with keyboard navigation, incl CTRL+Arrow, SHIFT+Arrows but also naturally works with PageUp/PageDown, Home/End etc.\n * Compatible with ImGuiListClipper.\n * Compatible with drag and drop idioms.\n * `ImGuiSelectionBasicStorage` helper used by demos and for quick-start/convenience. Advanced users may bypass it.\n * `ImGuiSelectionExternalStorage` helper used to easily wire multi-select to existing randomly accessible storage.\n\n### Demo Code\n\nAlways refer to demo code for usage. Demos are in `Demo->Widgets->Selection State & Multi-Select` and `Demo->Examples->Assets Browser`.\n\n### Using ImGuiSelectionBasicStorage helper\n\n\ud83d\udca1 `ImGuiSelectionBasicStorage` is an optional helper to store multi-selection state + apply multi-selection requests.\n\n * Used by our demos and provided as a convenience to easily implement basic multi-selection.\n * USING THIS IS NOT MANDATORY. This is only a helper and not a required API.\n\nMinimum pseudo-code example using this helper:\n\n static vector items; // Your items\n static ImGuiSelectionBasicStorage selection; // Your selection\n selection.UserData = (void*)&items; // Setup adapter so selection.ApplyRequests() function can convert indexes to identifiers.\n selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((vector*)self->UserData))[idx].ID; };\n\n ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ImGuiMultiSelectFlags_None, selection.Size, items.Size);\n selection.ApplyRequests(ms_io);\n for (int idx = 0; idx < items.Size; idx++)\n bool item_is_selected = selection.Contains(items[idx].ID);\n ImGui::SetNextItemSelectionUserData(idx);\n ImGui::Selectable(label, item_is_selected);\n ms_io = ImGui::EndMultiSelect();\n selection.ApplyRequests(ms_io);\n\nTo store a multi-selection, in your real application you could:\n\n * A) Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement.\n * B) Use your own external storage: e.g. std::set, std::vector, interval trees, etc.\n * C) Use intrusively stored selection (e.g. 'bool IsSelected' inside objects). Not recommended because you can't have multiple views over same objects. Also some features requires to provide selection _size_ , which with this strategy requires additional work.\n\nOur BeginMultiSelect() api/system doesn't make assumption about:\n\n * how you want to identify items in multi-selection API? (Indices or Custom Ids or Pointers? Indices are better: easy to iterate/interpolate)\n * how you want to store persistent selection data? (Indices or Custom Ids or Pointers? Custom Ids is better: as selection can persist)\n\nIn ImGuiSelectionBasicStorage we:\n\n * always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)\n * use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.\n * in some cases we use Index as custom identifier (default implementation returns Index cast as Identifier): only valid for a never changing item list.\n * in some cases we read an ID from some custom item data structure (better, and closer to what you would do in your codebase)\n\nMany combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. When your application settles on a choice, you may want to get rid of this indirection layer and do your own thing.\n\n(In theory, for maximum abstraction, this class could contains AdapterIndexToUserData() and AdapterUserDataToIndex() functions as well, but because we mostly use indices in SetNextItemSelectionUserData(), we omit those indirection for clarity.)\n\n### Main API\n\n\ud83d\udca1 This is the low-level API. When using the `ImGuiSelectionBasicStorage` you may not need to care about details of `ImGuiMultiSelectIO` and `ImGuiSelectionRequest`.\n\n // Flags for BeginMultiSelect()\n enum ImGuiMultiSelectFlags_\n ImGuiMultiSelectFlags_None = 0,\n ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!\n ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.\n ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.\n ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes)\n ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes)\n ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item\n ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. only full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.\n ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.\n ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.\n ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.\n ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.\n ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.\n ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.\n ImGuiMultiSelectFlags_SelectOnAuto = 1 << 13, // Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)\n ImGuiMultiSelectFlags_SelectOnClickAlways = 1 << 14, // Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)\n ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 15, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.\n ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.\n ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.\n };\n\n // Main API\n ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);\n ImGuiMultiSelectIO* EndMultiSelect();\n void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);\n\n // Main IO structure returned by BeginMultiSelect()/EndMultiSelect().\n // This mainly contains a list of selection requests.\n // - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.\n // - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)\n // - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.\n struct ImGuiMultiSelectIO\n //------------------------------------------// BeginMultiSelect / EndMultiSelect\n ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.\n ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (generally the first selected item when multi-selecting, which is used as a reference point) must never be clipped!\n ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).\n bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).\n bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).\n int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.\n };\n\n // Selection request item\n struct ImGuiSelectionRequest\n //------------------------------------------// BeginMultiSelect / EndMultiSelect\n ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.\n bool Selected; // / ms:w, app:r // Parameter for SetAll/SetRange request (true = select, false = unselect)\n ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.\n ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom)\n ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top)\n };\n\n // Selection request type\n enum ImGuiSelectionRequestType\n ImGuiSelectionRequestType_None = 0,\n ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true)\n ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.\n };\n\nTL;DR;\n\n * Identify submitted items with `SetNextItemSelectionUserData()`, most likely using an index into your current data-set.\n * Store and maintain actual selection data using persistent object identifiers.\n * Usage Flow:\n * (1) Call `BeginMultiSelect()` and retrieve the `ImGuiMultiSelectIO*` result.\n * (2) [If using clipper] Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.\n * (3) [If using clipper] You need to make sure RangeSrcItem is always submitted.\n * Calculate its index and pass to `clipper.IncludeItemByIndex()`.\n * If storing indices in `ImGuiSelectionUserData`, a simple `clipper.IncludeItemByIndex(ms_io->RangeSrcItem)` call will work.\n * (4) Submit your items with `SetNextItemSelectionUserData()` \\+ `Selectable()`/`TreeNode()` calls.\n * (5) Call `EndMultiSelect()` and retrieve the `ImGuiMultiSelectIO*` result.\n * (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.\n * If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.\n\n### About ImGuiSelectionUserData\n\n * For each item is it submitted by your call to `SetNextItemSelectionUserData()`.\n * This can store an application-defined identifier (e.g. index or pointer).\n * In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in `ImGuiMultiSelectIO`.\n * Most applications will store an object INDEX, hence the chosen name and type. Storing an integer index is the easiest thing to do, as SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.\n * However it is perfectly possible to store a POINTER or another IDENTIFIER inside this value! Our system never assume that you identify items by indices, it never attempts to interpolate between two values.\n * As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.\n * If you need to wrap this API for another language/framework, feel free to expose this as 'int' if simpler.\n\n### Using ImGuiSelectionExternalStorage helper\n\nOptional helper to apply multi-selection requests to existing randomly accessible storage. Convenient if you want to quickly wire multi-select API on e.g. items storing their own selection state, or an array of bools.\n\n### Using multi-select with trees\n\nWe do provide a demo, however, **THIS IS CURRENTLY NOT SIMPLE**.\nNext version after 1.91, I aim to provide better idioms and examples for dealing with trees.\n\n### Clone this wiki locally", "tokens": 3838, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Getting-Started/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Getting-Started/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Getting Started\n\n## Revisions\n\nCompare revisions\n\n * imgui_manual -> imgui_explorer\n\n[ ocornut ](https://github.com/ocornut) committed Mar 2, 2026\n\n[cfeaa73](https://github.com/ocornut/imgui/wiki/Getting-Started/cfeaa73a1e448a7be2db6a17b965d003465aef39)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2026\n\n[04ceedf](https://github.com/ocornut/imgui/wiki/Getting-Started/04ceedf1648dc767abee5e9bd96040f68c777886)\n\n * What is a Game Loop?\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2026\n\n[c001585](https://github.com/ocornut/imgui/wiki/Getting-Started/c0015859c47a7abd87edb8e6c155fbeb519a3428)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2026\n\n[7877c34](https://github.com/ocornut/imgui/wiki/Getting-Started/7877c349b664ac2d1d56560fdd278725ede3fcb1)\n\n * Checking Out section\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2026\n\n[229ee53](https://github.com/ocornut/imgui/wiki/Getting-Started/229ee539c733f06fb93f8440606eef5e4b01a2bb)\n\n * Fixed GLFW+Metal path\n\n[ ocornut ](https://github.com/ocornut) committed Feb 10, 2026\n\n[36d083e](https://github.com/ocornut/imgui/wiki/Getting-Started/36d083eb9a96a2bcc3d675f28dd00ff8b17eb6e0)\n\n * Tweaks + add reference to C++20 imgui-module\n\n[ ocornut ](https://github.com/ocornut) committed Nov 26, 2025\n\n[3aa43bc](https://github.com/ocornut/imgui/wiki/Getting-Started/3aa43bcbac021d4b7a77098257caeb03a57dafb3)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 30, 2025\n\n[f8c243d](https://github.com/ocornut/imgui/wiki/Getting-Started/f8c243d1e63bb142673403a3b1be29776a06630b)\n\n * Added note about feedback + event handling\n\n[ ocornut ](https://github.com/ocornut) committed Oct 30, 2025\n\n[7a7d1f1](https://github.com/ocornut/imgui/wiki/Getting-Started/7a7d1f1b5e62f7b72c853bb5a70d8adc41b1b2e9)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 22, 2025\n\n[8ecd79c](https://github.com/ocornut/imgui/wiki/Getting-Started/8ecd79c6328edf4ef5e7bdcbe8539591a284b1bf)\n\n * Added SDL3+SDL_GPU3 example.\n\n[ ocornut ](https://github.com/ocornut) committed Aug 20, 2025\n\n[92e768a](https://github.com/ocornut/imgui/wiki/Getting-Started/92e768ae83ffc2ba9c9df00d1d476488c0551ab1)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 14, 2025\n\n[3605277](https://github.com/ocornut/imgui/wiki/Getting-Started/3605277ebe73d7e82a420350289359b74a78e729)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 23, 2025\n\n[4fb7782](https://github.com/ocornut/imgui/wiki/Getting-Started/4fb7782e7a736ba0b461a513c5a4c7a694ba072e)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 23, 2025\n\n[5f19b30](https://github.com/ocornut/imgui/wiki/Getting-Started/5f19b30dc81e36834b92e002766ae2bda136f7b9)\n\n * Add SDL3\n\n[ ocornut ](https://github.com/ocornut) committed Feb 4, 2025\n\n[ff77ca4](https://github.com/ocornut/imgui/wiki/Getting-Started/ff77ca470903063dd0512482c746ee2c47d2c62a)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 10, 2025\n\n[d6cbe4d](https://github.com/ocornut/imgui/wiki/Getting-Started/d6cbe4dc030617f246406269473f427cdab75a05)\n\n * Update DirectX12 example\n\n[ ocornut ](https://github.com/ocornut) committed Nov 20, 2024\n\n[cee2e70](https://github.com/ocornut/imgui/wiki/Getting-Started/cee2e708425b4afa0fc954dc4c0f712a083519cd)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 3, 2024\n\n[ff6a3ca](https://github.com/ocornut/imgui/wiki/Getting-Started/ff6a3ca52e6d6399377b3e1a10cd90b0c24ba22e)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 29, 2024\n\n[ef83b50](https://github.com/ocornut/imgui/wiki/Getting-Started/ef83b506fd03e225272a716573bdbf39275f2832)\n\n * Amend section 5 (#7953)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 4, 2024\n\n[0db00a7](https://github.com/ocornut/imgui/wiki/Getting-Started/0db00a798d1d8f3aeca5a97f9291b0d7ba4d0bee)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 20, 2024\n\n[7e1d554](https://github.com/ocornut/imgui/wiki/Getting-Started/7e1d5547801bd6d3b849449f3e0a3ff2d32d3ab8)\n\n * Updated Getting Started (markdown)\n\n[ Exp1iots ](https://github.com/Exp1iots) committed Jul 3, 2024\n\n[d98df47](https://github.com/ocornut/imgui/wiki/Getting-Started/d98df47af5772a9b327e45540a890ef28f4bcc29)\n\n * Updated Getting Started (markdown)\n\n[ Exp1iots ](https://github.com/Exp1iots) committed Jul 3, 2024\n\n[48ebf38](https://github.com/ocornut/imgui/wiki/Getting-Started/48ebf384996981df6d2258e8dde8939601336ba7)\n\n * Updated Getting Started (markdown)\n\n[ Exp1iots ](https://github.com/Exp1iots) committed Jul 3, 2024\n\n[d2e82b3](https://github.com/ocornut/imgui/wiki/Getting-Started/d2e82b304f854f99bd460a7a5943ca18372a626d)\n\n * Fix - \"misc/debugger/\" is \"misc/debuggers/\" in the source tree\n\n[ bprb ](https://github.com/bprb) committed May 28, 2024\n\n[833cad9](https://github.com/ocornut/imgui/wiki/Getting-Started/833cad99ee4ed1e29e339baf194044813d68e8ae)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 14, 2024\n\n[a358434](https://github.com/ocornut/imgui/wiki/Getting-Started/a35843418df399a16c2861262b7ebea98fc2f2b5)\n\n * If you use this code verbatim in OpenGL it won't work properly - the context needs backing up & restoring. Signposting to help users.\n\n[ Yann4 ](https://github.com/Yann4) committed Dec 20, 2023\n\n[b9ddd1c](https://github.com/ocornut/imgui/wiki/Getting-Started/b9ddd1cd431a91165d4a7d5f1dbbe0181e41a6f1)\n\n * Corrected a small typo.\n\n[ GitGeddes ](https://github.com/GitGeddes) committed Nov 7, 2023\n\n[50cbe82](https://github.com/ocornut/imgui/wiki/Getting-Started/50cbe82f51eaec12f03fc653da56bb1c424f3a63)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 15, 2023\n\n[63699b5](https://github.com/ocornut/imgui/wiki/Getting-Started/63699b5d5046a0f742df317e107ca89f3256da8d)\n\n * Updated Getting Started (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 23, 2023\n\n[16760b0](https://github.com/ocornut/imgui/wiki/Getting-Started/16760b0764172f5beec1d7050839cc52105964f9)", "tokens": 2591, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Useful-Extensions/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Useful-Extensions/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Useful Extensions\n\n## Revisions\n\nCompare revisions\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 20, 2026\n\n[60eac58](https://github.com/ocornut/imgui/wiki/Useful-Extensions/60eac5887ffc5c0f4e3375319f1081d598e8aeb9)\n\n * goossens's ImGuiColorTextEdit\n\n[ ocornut ](https://github.com/ocornut) committed Mar 20, 2026\n\n[9872235](https://github.com/ocornut/imgui/wiki/Useful-Extensions/9872235cea9fef336a8c32fbbfce9a7562fadaae)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 11, 2026\n\n[7de6292](https://github.com/ocornut/imgui/wiki/Useful-Extensions/7de62925a627fe4b11b7c51433890c1bb55f59f5)\n\n * ImGuiColorTextEdit fork\n\n[ ocornut ](https://github.com/ocornut) committed Feb 24, 2026\n\n[8d4b40f](https://github.com/ocornut/imgui/wiki/Useful-Extensions/8d4b40fe8254968bdd20d25a1be6de3039441c3a)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 20, 2026\n\n[57bf4e5](https://github.com/ocornut/imgui/wiki/Useful-Extensions/57bf4e536f76eb06650bd613edb94d4330682df8)\n\n * imgui_keyboard\n\n[ ocornut ](https://github.com/ocornut) committed Feb 20, 2026\n\n[f1e04a8](https://github.com/ocornut/imgui/wiki/Useful-Extensions/f1e04a828a7d477f4264944d4c6a744ad862f8a0)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 20, 2026\n\n[65e81a8](https://github.com/ocornut/imgui/wiki/Useful-Extensions/65e81a8b33956cbf46c41b34d8e8c2219dc4d8bf)\n\n * ImRefl\n\n[ ocornut ](https://github.com/ocornut) committed Feb 12, 2026\n\n[2772ee9](https://github.com/ocornut/imgui/wiki/Useful-Extensions/2772ee9f8c8763bac143cbe27afe79c8c2eafd92)\n\n * imgui_keyboard\n\n[ ocornut ](https://github.com/ocornut) committed Jan 28, 2026\n\n[e12ef9a](https://github.com/ocornut/imgui/wiki/Useful-Extensions/e12ef9ae5727771855e61f2b24b280f4fb02b61c)\n\n * Imery: Declarative ImGui UIs using YAML\n\n[ ocornut ](https://github.com/ocornut) committed Dec 17, 2025\n\n[b3a2de2](https://github.com/ocornut/imgui/wiki/Useful-Extensions/b3a2de255219a4f557856110a681d1301b59902a)\n\n * imgui_zoomable_image\n\n[ ocornut ](https://github.com/ocornut) committed Dec 17, 2025\n\n[81fc6ca](https://github.com/ocornut/imgui/wiki/Useful-Extensions/81fc6ca73e9aa4c9ea38504f1f72a653c31e4c23)\n\n * ImAnim\n\n[ ocornut ](https://github.com/ocornut) committed Dec 1, 2025\n\n[e9abd41](https://github.com/ocornut/imgui/wiki/Useful-Extensions/e9abd4168d74079a0395ac1c5c73dd5d9f23a261)\n\n * ImHTML\n\n[ ocornut ](https://github.com/ocornut) committed Nov 3, 2025\n\n[6e216b9](https://github.com/ocornut/imgui/wiki/Useful-Extensions/6e216b98c2175090309f91294e3668d273f29dbc)\n\n * ImGui_Arc_ProgressBar\n\n[ ocornut ](https://github.com/ocornut) committed Oct 28, 2025\n\n[71032f5](https://github.com/ocornut/imgui/wiki/Useful-Extensions/71032f5d35fb98dfac1fa12d7d6e1feef10ed6a2)\n\n * ImSweet\n\n[ ocornut ](https://github.com/ocornut) committed Oct 28, 2025\n\n[80be313](https://github.com/ocornut/imgui/wiki/Useful-Extensions/80be313a9340d83cb34e731f81ec3eb7013d3a8c)\n\n * Legacy docking extension\n\n[ ocornut ](https://github.com/ocornut) committed Oct 14, 2025\n\n[37c39dd](https://github.com/ocornut/imgui/wiki/Useful-Extensions/37c39dd89cb6f9bfd1fab52af4853d957deb1448)\n\n * ImReflect\n\n[ ocornut ](https://github.com/ocornut) committed Oct 8, 2025\n\n[bb8a805](https://github.com/ocornut/imgui/wiki/Useful-Extensions/bb8a805d982dac89b279847a9b6506628bd52d42)\n\n * ImViewGuizmo\n\n[ ocornut ](https://github.com/ocornut) committed Sep 8, 2025\n\n[9f79084](https://github.com/ocornut/imgui/wiki/Useful-Extensions/9f79084e98a6ecb85688d6b15222ccf3fad83459)\n\n * Ned text editor\n\n[ ocornut ](https://github.com/ocornut) committed Aug 11, 2025\n\n[54b96c8](https://github.com/ocornut/imgui/wiki/Useful-Extensions/54b96c82c4d187f872397ff6f34b5fe54da1b40c)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 7, 2025\n\n[77b0b1c](https://github.com/ocornut/imgui/wiki/Useful-Extensions/77b0b1c819640d9d9408b1e52209da15cda114f6)\n\n * Dates\n\n[ ocornut ](https://github.com/ocornut) committed Jun 12, 2025\n\n[8c0ff75](https://github.com/ocornut/imgui/wiki/Useful-Extensions/8c0ff7519589d76df1c1a43f25052a77914fac1f)\n\n * ImSearch\n\n[ ocornut ](https://github.com/ocornut) committed Apr 30, 2025\n\n[7c27938](https://github.com/ocornut/imgui/wiki/Useful-Extensions/7c279385275c59540d3216e14cdbf2bddae7b4c8)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 26, 2025\n\n[0aa64e6](https://github.com/ocornut/imgui/wiki/Useful-Extensions/0aa64e6d886aba02915f8bbd5a410985b4a209a2)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 5, 2025\n\n[38c2b32](https://github.com/ocornut/imgui/wiki/Useful-Extensions/38c2b32b81a3d2fab97c312e99d724b4f6eb8d02)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 12, 2025\n\n[8443f8d](https://github.com/ocornut/imgui/wiki/Useful-Extensions/8443f8dda8b44cbc66f3c497aa145d2fa9cd0dd8)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 12, 2025\n\n[52442d4](https://github.com/ocornut/imgui/wiki/Useful-Extensions/52442d42ea3c20b1ecf492777ace33839795650d)\n\n * Updated Useful Extensions (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 12, 2025\n\n[446efae](https://github.com/ocornut/imgui/wiki/Useful-Extensions/446efae7560cfe927005cca20b2a6056d068a594)\n\n * ImPlot3D\n\n[ ocornut ](https://github.com/ocornut) committed Dec 18, 2024\n\n[e654a43](https://github.com/ocornut/imgui/wiki/Useful-Extensions/e654a43dce4afae6fa12f60231426d4f5356cabd)\n\n * ImGuiFD\n\n[ ocornut ](https://github.com/ocornut) committed Nov 26, 2024\n\n[a7fde38](https://github.com/ocornut/imgui/wiki/Useful-Extensions/a7fde3817fe915f561216bd6c908509cccd564c5)\n\n * Date Pickers\n\n[ ocornut ](https://github.com/ocornut) committed Nov 18, 2024\n\n[bce7dc5](https://github.com/ocornut/imgui/wiki/Useful-Extensions/bce7dc53ac66e3e1c9e82bafeef37115a79ca4d5)", "tokens": 2561, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/Flix01/imgui/wiki/ImGui-Addons-Branch-Home", "text": "[ Flix01 ](https://github.com/Flix01) / ** [imgui](https://github.com/Flix01/imgui) ** Public\n\nforked from [ocornut/imgui](https://github.com/ocornut/imgui)\n\n * [ Notifications ](https://github.com/login?return_to=%2FFlix01%2Fimgui) You must be signed in to change notification settings\n * [ Fork 35 ](https://github.com/login?return_to=%2FFlix01%2Fimgui)\n * [ Star 404 ](https://github.com/login?return_to=%2FFlix01%2Fimgui)\n\n# ImGui Addons Branch Home\n\nJump to bottom [ Edit ](https://github.com/Flix01/imgui/wiki/ImGui-Addons-Branch-Home/_edit) [ New page ](https://github.com/Flix01/imgui/wiki/_new)\n\nFlix edited this page Dec 23, 2018 \u00b7 [31 revisions](https://github.com/Flix01/imgui/wiki/ImGui-Addons-Branch-Home/_history)\n\n# **ImGui Addons Branch**\n\n### What is \"ImGui Addons\" ?\n\nIt's a fork of **\"Dear ImGui\"** (the original repository is hosted here: ).\n\nIt's a collection of \"extra imgui widgets\" together with an automatic way of \"binding\" ImGui to a specific openGL library (**glfw**, **SDL2**, **glut** and **WinAPI**), or to the **Direct3D9** library, so that a single \"main.cpp\" file can be used for all of them.\n\n**\"ImGui Addons Branch\"** is hosted here: .\n\n\"ImGui Addons\" **does NOT modify** the original ImGui library **in any way** (i.e. imgui.cpp, imgui_draw.cpp and imgui_demo.cpp are untouched); it just adds:\n\n * the \"addons\" subfolder.\n * the two files \"imgui_user.h\" and \"imgui_user.inl\" (in the base ImGui folder).\n * (optional) the \"examples/addons_examples\" subfolder.\n\nCurrently the extra imgui widgets that are available are:\n\n * _imguistyleserializer_ : to load and save ImGuiStyle from/to file.\n * _imguifilesystem_ : this addon provides: chooseFileDialog, chooseFolderDialog, saveFileDialog together with plenty of handy methods to perform file system operations and an experimental support for browsing inside zip files (through an additional definition).\n * _imguidatechooser_ : a combobox-like datechooser.\n * _imguilistview_ : a list view widget with a lot of optional features (setting its height, row sorting through column header clicking, cell editing).\n * _imguitoolbar_ : a very flexible imagebutton-bar that can be used inside ImGui Windows (with dynamic layout) and outside (docked at the sides of the screen).\n * _imguipanelmanager_ : a mini dock panel layout. Basically it uses imguitoolbar and optionally assigns an ImGui Window to some buttons. Please see main2.cpp for an extensive example on how to use it.\n * _imguitabwindow_ : contains ImGui::TabWindow, a self-partitioning ImGui::Window with TabLabels that can be dragged around (it's used in the central window of main2.cpp) and ImGui::TabLabels(...)/ImGui::TabLabelsVertical(...) that can be used as a general tab control in common windows.\n * _imguidock_ : Lumix Engine's docking system [from: https://github.com/nem0/LumixEngine/blob/master/src/editor/imgui/imgui_dock.h].\n * _imguivariouscontrols_ : a series of minor widgets, such as: _ProgressBar_ , _PopupMenuSimple_ (a fast, single column, scrollable, popup menu), _PopupMenu_ (a single column menu with image entries), _ColorChooser_ and _ColorCombo_ (based on the code from: ), _InputTextMultilineWithHorizontalScrolling_ (based on the code by Roflraging, ), _ImageButtonWithText_ and _ImageWithZoomAndPan_ , the _ImageAnimation_ struct (that can be used to display animated images or animated buttons from frames in a texture or from a .gif image), _TreeView_ (a generic tree control), and many others.\n * _imguinodegrapheditor_ : Based on the code posted by Omar, the creator of ImGui.\n\nAnd in addition:\n\n * _imguistring_ : This file contains some classes that can be used to replace some STL classes, such as ImString and ImVectorEx<...> (but they do not support iterators).\n * _imguihelper_ : Currently it contains: OpenWithDefaultApplication(...), that should work with urls, folders and files, two serialization helper classes (mainly for internal usage, to provide serialization support to other addons) in a dedicated ImGuiHelper namespace and two optional Gz decompression helper methods (that require the zlib library) that can be used to load .ttf.gz fonts.\n * _imguicodeeditor_ : WIP (UNUSABLE NOW): this is an attempt to develop a code editor using ImGui only (without direct STL support). However, developing such a control is a huge challange, and I'm not sure when and if it will eventually be functional. An experimental cut-down version of this editor is available in the form of the function: ImGui::InputTextWithSyntaxHighlighting(...).\n\nTip: every single imgui \"widget\" addon listed above can be excluded by defining at the project level something like: NO_IMGUIFILESYSTEM, etc (and the first demo, main.cpp, should always compile).\n\nAnd furthermore there's a new kind of imgui addons, called \"yes addons\", that must be explicitly enabled using a definition (e.g. YES_IMGUISDF). Currently they are: _imguipdfviewer_ , _imguisdf_ , _imguisoloud_ , _imguitinyfiledialogs_ , _imguisqlite3_ , _imguifreetype_ , _imguiminigames_ and _imguiimageeditor_.\n\n## **Further info**\n\nFurther info about the ImGui Addons Branch, together with two demos (that are additionally available precompiled to html), can be found in the ImGui Addons Branch repository (see: [examples/addons_examples/README_FIRST.txt](https://github.com/Flix01/imgui/tree/imgui_with_addons/examples/addons_examples/README_FIRST.txt)).\n\n## **Live demos**\n\n[Demo1](https://rawgit.com/Flix01/imgui/imgui_with_addons/examples/addons_examples/html/main.html) (with most of the addon widgets described above).\n\n[Demo2](https://rawgit.com/Flix01/imgui/imgui_with_addons/examples/addons_examples/html/main2.html) (test demo of imguipanelmanager and imguitabwindow, with a custom font).\n\n[Demo3](https://rawgit.com/Flix01/imgui/imgui_with_addons/examples/addons_examples/html/main3.html) (development playground for the imguicodeeditor control [WIP: UNUSABLE!]).\n\n## **Screenshots**\n\n[ Add a custom footer ](https://github.com/Flix01/imgui/wiki/_new?wiki%5Bname%5D=_Footer)\n\n[ Add a custom sidebar ](https://github.com/Flix01/imgui/wiki/_new?wiki%5Bname%5D=_Sidebar)\n\n### Clone this wiki locally", "tokens": 1643, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/paperManu/splash", "text": "[ paperManu ](https://github.com/paperManu) / ** [splash](https://github.com/paperManu/splash) ** Public\n\n * [ Notifications ](https://github.com/login?return_to=%2FpaperManu%2Fsplash) You must be signed in to change notification settings\n * [ Fork 43 ](https://github.com/login?return_to=%2FpaperManu%2Fsplash)\n * [ Star 487 ](https://github.com/login?return_to=%2FpaperManu%2Fsplash)\n\n[](https://github.com/paperManu/splash)\n\nmaster\n\n[Branches](https://github.com/paperManu/splash/branches)[Tags](https://github.com/paperManu/splash/tags)\n\n[](https://github.com/paperManu/splash/branches)[](https://github.com/paperManu/splash/tags)\n\nGo to file\n\nCode\n\nOpen more actions menu\n\n## Folders and files\n\nName| Name| Last commit message| Last commit date\n---|---|---|---\n## Latest commit ## History[2,903 Commits](https://github.com/paperManu/splash/commits/master/)[](https://github.com/paperManu/splash/commits/master/)2,903 Commits\n[.gitlab/issue_templates](https://github.com/paperManu/splash/tree/master/.gitlab/issue_templates \"This path skips through empty directories\")| [.gitlab/issue_templates](https://github.com/paperManu/splash/tree/master/.gitlab/issue_templates \"This path skips through empty directories\")| |\n[.hooks](https://github.com/paperManu/splash/tree/master/.hooks \".hooks\")| [.hooks](https://github.com/paperManu/splash/tree/master/.hooks \".hooks\")| |\n[addons](https://github.com/paperManu/splash/tree/master/addons \"addons\")| [addons](https://github.com/paperManu/splash/tree/master/addons \"addons\")| |\n[cmake](https://github.com/paperManu/splash/tree/master/cmake \"cmake\")| [cmake](https://github.com/paperManu/splash/tree/master/cmake \"cmake\")| |\n[data](https://github.com/paperManu/splash/tree/master/data \"data\")| [data](https://github.com/paperManu/splash/tree/master/data \"data\")| |\n[docs](https://github.com/paperManu/splash/tree/master/docs \"docs\")| [docs](https://github.com/paperManu/splash/tree/master/docs \"docs\")| |\n[external](https://github.com/paperManu/splash/tree/master/external \"external\")| [external](https://github.com/paperManu/splash/tree/master/external \"external\")| |\n[src](https://github.com/paperManu/splash/tree/master/src \"src\")| [src](https://github.com/paperManu/splash/tree/master/src \"src\")| |\n[tests](https://github.com/paperManu/splash/tree/master/tests \"tests\")| [tests](https://github.com/paperManu/splash/tree/master/tests \"tests\")| |\n[tools](https://github.com/paperManu/splash/tree/master/tools \"tools\")| [tools](https://github.com/paperManu/splash/tree/master/tools \"tools\")| |\n[.clang-format](https://github.com/paperManu/splash/blob/master/.clang-format \".clang-format\")| [.clang-format](https://github.com/paperManu/splash/blob/master/.clang-format \".clang-format\")| |\n[.gitattributes](https://github.com/paperManu/splash/blob/master/.gitattributes \".gitattributes\")| [.gitattributes](https://github.com/paperManu/splash/blob/master/.gitattributes \".gitattributes\")| |\n[.gitignore](https://github.com/paperManu/splash/blob/master/.gitignore \".gitignore\")| [.gitignore](https://github.com/paperManu/splash/blob/master/.gitignore \".gitignore\")| |\n[.gitlab-ci.yml](https://github.com/paperManu/splash/blob/master/.gitlab-ci.yml \".gitlab-ci.yml\")| [.gitlab-ci.yml](https://github.com/paperManu/splash/blob/master/.gitlab-ci.yml \".gitlab-ci.yml\")| |\n[.gitmodules](https://github.com/paperManu/splash/blob/master/.gitmodules \".gitmodules\")| [.gitmodules](https://github.com/paperManu/splash/blob/master/.gitmodules \".gitmodules\")| |\n[Authors.md](https://github.com/paperManu/splash/blob/master/Authors.md \"Authors.md\")| [Authors.md](https://github.com/paperManu/splash/blob/master/Authors.md \"Authors.md\")| |\n[CMakeLists.txt](https://github.com/paperManu/splash/blob/master/CMakeLists.txt \"CMakeLists.txt\")| [CMakeLists.txt](https://github.com/paperManu/splash/blob/master/CMakeLists.txt \"CMakeLists.txt\")| |\n[Code_of_conduct.md](https://github.com/paperManu/splash/blob/master/Code_of_conduct.md \"Code_of_conduct.md\")| [Code_of_conduct.md](https://github.com/paperManu/splash/blob/master/Code_of_conduct.md \"Code_of_conduct.md\")| |\n[Contributing.md](https://github.com/paperManu/splash/blob/master/Contributing.md \"Contributing.md\")| [Contributing.md](https://github.com/paperManu/splash/blob/master/Contributing.md \"Contributing.md\")| |\n[License.md](https://github.com/paperManu/splash/blob/master/License.md \"License.md\")| [License.md](https://github.com/paperManu/splash/blob/master/License.md \"License.md\")| |\n[News.md](https://github.com/paperManu/splash/blob/master/News.md \"News.md\")| [News.md](https://github.com/paperManu/splash/blob/master/News.md \"News.md\")| |\n[README.md](https://github.com/paperManu/splash/blob/master/README.md \"README.md\")| [README.md](https://github.com/paperManu/splash/blob/master/README.md \"README.md\")| |\n[make_deps.sh](https://github.com/paperManu/splash/blob/master/make_deps.sh \"make_deps.sh\")| [make_deps.sh](https://github.com/paperManu/splash/blob/master/make_deps.sh \"make_deps.sh\")| |\nView all files\n\n## Repository files navigation\n\n# IMPORTANT\n\nThis repository has _MOVED_ to another forge, namely [Gitlab](https://gitlab.com/splashmapper/splash), as I don't trust Github to use correctly whatever data I put in there.\n\nFor people willing to know more about Splash and its most recent improvements, go check the offical website: \n\n# Splash, a multi-projector video-mapping software\n\n[](http://perso.crans.org/besson/LICENSE.html) [](https://gitlab.com/splashmapper/splash/commits/develop) [](https://gitlab.com/splashmapper/splash/commits/develop)\n\nFor a more complete documentation, go visit the [official website](https://splashmapper.xyz).\n\n## Table of Contents\n\nIntroduction\n\nInstallation\n\nCode contribution\n\nGoing forward\n\n## Introduction\n\n### About\n\nSplash is a free (as in GPL) modular mapping software. Provided that the user creates a 3D model with UV mapping of the projection surface, Splash will take care of calibrating the videoprojectors (intrinsic and extrinsic parameters, blending and color), and feed them with the input video sources. Splash can handle multiple inputs, mapped on multiple 3D models, and has been tested with up to eight outputs on two graphic cards. It currently runs on a single computer but support for multiple computers is planned. It also runs on some ARM hardware, in particular NVIDIA Jetsons are known to work well with Splash.\n\nAlthough Splash was primarily targeted toward fulldome mapping and has been extensively tested in this context, it can be used for virtually any surface provided that a 3D model of the geometry is available. Multiple fulldomes have been mapped, either by the authors of this software (two small dome (3m wide) with 4 projectors, a big one (20m wide) with 8 projectors) or by other teams. It has also been tested sucessfully as a more regular video-mapping software to project on buildings, or [onto moving objects](https://vimeo.com/268028595).\n\nSplash can read videos from various sources amoung which video files (most common format and Hap variations), video input (such as video cameras, capture cards), NDI video feeds, and shmdata (a shared memory library used to make softwares from the SAT Metalab communicate between each others). An addon for Blender is included which allows for exporting draft configurations and update in real-time the meshes.\n\n### Licenses\n\nThis program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.\n\nThis program uses external libraries, some of them being bundled in the source code repository (directly or as submodules). They are located in `external`, and are not necessarily licensed under GPLv3. Please refer to the respective licenses for details.\n\n### Authors\n\nSee [AUTHORS.md](https://github.com/paperManu/splash/blob/master/docs/Authors.md)\n\n### Project URL\n\nThis project can be found either on [its official website](https://splashmapper.xyz), on the [Gitlab repository](https://gitlab.com/splashmapper/splash) or on [Github](https://github.com/paperManu/splash).\n\n### Sponsors\n\nThis project is made possible thanks to the [Society for Arts and Technologies](http://www.sat.qc.ca) (also known as SAT) as well as the [Lab148 cooperative](https://lab148.xyz)\n\n## How to use Splash\n\n### Dependencies\n\nSplash relies on a few libraries to get the job done. The mandatory libraries are:\n\n * External dependencies:\n * [FFmpeg](http://ffmpeg.org/) to read and write video files\n * [OpenGL](http://opengl.org), which should be installed by the graphic driver\n * [GSL](http://gnu.org/software/gsl) (GNU Scientific Library) to compute calibration\n * External dependencies bundled as submodules:\n * [GLFW](http://glfw.org) to handle the GL context creation\n * [GLM](http://glm.g-truc.net) to ease matrix manipulation\n * [Snappy](https://code.google.com/p/snappy/) to handle Hap codec decompression\n * [ZMQ](http://zeromq.org) to communicate between the various process involved in a Splash session\n * [cppzmq](https://github.com/zeromq/cppzmq.git) for its C++ bindings of ZMQ\n * [JsonCpp](http://jsoncpp.sourceforge.net) to load and save the configuration\n * [stduuid](https://github.com/mariusbancila/stduuid) to help with UUIDs\n * Dependencies built at compile-time from submodules:\n * [doctest](https://github.com/onqtam/doctest/) to do some unit testing\n * [ImGui](https://github.com/ocornut/imgui) to draw the GUI\n * [stb_image](https://github.com/nothings/stb) to read images\n\nSome other libraries are optional:\n\n * External dependencies:\n * [libshmdata](http://gitlab.com/sat-mtl/tools/shmdata) to read video flows from a shared memory\n * [portaudio](http://portaudio.com/) to read and output audio\n * [Python](https://python.org) for scripting capabilities\n * [GPhoto](http://gphoto.sourceforge.net/) to use a camera for color calibration\n * Dependencies built at compile-time from submodules:\n * [libltc](http://x42.github.io/libltc/) to read timecodes from an audio input\n\nAlso, the [Roboto](https://www.fontsquirrel.com/fonts/roboto) font and the [DSEG font family](https://github.com/keshikan/DSEG) are used and distributed under their respective open source licenses.\n\nBy default Splash is built and linked against the libraries included as submodules, but it is possible to force it to use the libraries installed on the system. This is described in the next section.\n\n### Installation\n\nSplash can be installed from a pre-built package, or compiled by hand. Newcomers are advised to try the packaged version first, and try to compile it if necessary only.\n\n#### Install from packages\n\nTo install from the binary packages, please refer to [Splash documentation](https://splashmapper.xyz).\n\n#### Build from sources\n\nYou can also compile Splash by hand, especially if you are curious about its internals or want to tinker with the code (or even, who knows, contribute!). Note that although what follows compiles the develop branch, it is more likely to contain bugs alongside new features / optimizations so if you experience crash you can try with the master branch.\n\n##### Installing the dependencies\n\nThe packages necessary to compile Splash are the following:\n\n * Ubuntu 20.04 and newer:\n\n sudo apt install build-essential git-core cmake cmake-extras libxrandr-dev \\\n libxi-dev mesa-common-dev libgsl0-dev libatlas3-base libgphoto2-dev \\\n libz-dev libxinerama-dev libxcursor-dev python3-dev yasm portaudio19-dev \\\n python3-numpy libopencv-dev libjsoncpp-dev libavcodec-dev libavformat-dev \\\n libavutil-dev libswscale-dev ninja-build libwayland-dev libxkbcommon-dev\n\n # Non mandatory libraries needed to link against system libraries only\n sudo apt install libglm-dev libsnappy-dev libzmq3-dev\n\n * Fedora 39:\n\nIf not already installed, add the RPM Fusion additional package repository (needed for some of the following dependencies). This only adds the free repository:\n\n sudo dnf install https://mirrors.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm\n\nThen install the dependencies:\n\n sudo dnf install gcc g++ cmake gsl-devel atlas-devel libgphoto2-devel python3-devel \\\n yasm portaudio-devel python3-numpy opencv-devel jsoncpp-devel libuuid-devel \\\n libX11-devel libXrandr-devel libXinerama-devel libXcursor-devel libXi-devel \\\n mesa-libGL-devel libavcodec-free-devel libavformat-free-devel libavutil-free-devel \\\n libswscale-free-devel ninja-build wayland-devel libxkbcommon-devel\n\n * Archlinux (not well maintained, please signal any issue):\n\n pacman -Sy git cmake ninja gcc yasm pkgconfig libxi libxinerama libxrandr libxcursor jsoncpp \\\n mesa glm gsl libgphoto2 python3 portaudio zip zlib ffmpeg opencv qt6-base vtk hdf5 glew \\\n libxkbcommon fmt\n\n * Windows:\n\nOn Windows, you need to install a development environment to be able to run Splash. Fortunately there are some very nice ones, and for Splash we use [MSYS2](https://www.msys2.org/). Install it as explained on their website, then run `MSYS2 UCRT64` from the Start menu. This will give you a terminal with the correct environment to build Splash.\n\nTo finalize with the dependencies, you need to install a few ones:\n\n pacman -Sy --needed zip git\n pacman -Sy --needed mingw-w64-ucrt-x86_64-{cmake,make,gcc,yasm,pkg-config,jsoncpp,glm,gsl,python3,portaudio,zlib,ffmpeg,zeromq,cppzmq,snappy,opencv,gphoto2}\n\n##### Building Splash\n\nOnce everything is installed, you can go on with building Splash. To build and link it against the bundled libraries (note that this will not work on Windows):\n\n git clone --recurse-submodules https://gitlab.com/splashmapper/splash\n cd splash\n ./make_deps.sh\n mkdir -p build && cd build\n # The BUILD_GENERIC_ARCH flag allows for building an executable which can run on any\n # sufficiently modern (less than 15 years) CPU. It is usually safe to remove it but\n # people had issues in the past with some arch-specific flags\n cmake -GNinja -DBUILD_GENERIC_ARCH=ON ..\n ninja\n\nOtherwise, to build Splash and link it against the system libraries (this is the path to take on Windows):\n\n git clone --recurse-submodules https://gitlab.com/splashmapper/splash\n cd splash\n mkdir -p build && cd build\n # The BUILD_GENERIC_ARCH flag allows for building an executable which can run on any\n # sufficiently modern (less than 15 years) CPU. It is usually safe to remove it but\n # people had issues in the past with some arch-specific flags\n cmake -DUSE_SYSTEM_LIBS=ON -DBUILD_GENERIC_ARCH=ON ..\n ninja\n\nYou can now try launching Splash:\n\n ./src/splash --help\n\n##### Installing and/or packaging\n\n * Linux: installing from the sources\n\nOnce Splash is compiled (see previous subsection), you can install it from the build directory:\n\n sudo ninja install\n # And then it can be run from anywhere\n splash --help\n\n * Windows: generating a package ready to be installed and distributed\n\nOn Windows, you can install it like on Linux using the `install` build target. But to do things more like they are done on Windows, it is suggested to generate an installation package and then install Splash like any other software. This way it will be available from the Start menu, among other advantages.\n\nFirst, you need to install the Nullsoft Scriptable Install System (or NSIS), after downloading it from [their webpage](https://nsis.sourceforge.io/Main_Page). This is used by CPack to generate the package. Once installed, run from the build directory:\n\n ninja package\n\nAn installation file named `splash-$VERSION-win64.exe` will be generated. Double-click on it from the explorer to run it and install Splash. Once done it can be found in the Start menu, or in `C:\\Program Files\\splash\\bin`.\n\n#### Uninstall Splash (when built from sources)\n\nTo uninstall Splash when built from sources, you need to do from the very same directory where Splash has been built:\n\n cd ${PATH_TO_SPLASH}/build\n sudo ninja uninstall\n\n##### Advanced configuration\n\n###### Realtime scheduling\n\nIf you want to have access to realtime scheduling within Splash, you need to create a group \"realtime\", add yourself to it and set some limits:\n\n sudo addgroup realtime\n sudo adduser $USER realtime\n sudo cp ./data/config/realtime.conf /etc/security/limits.d/\n\nAnd if you want the logs to be written to /var/log/splash.log:\n\n sudo adduser $USER syslog\n\nThen log out and log back in.\n\n###### Attributes default values\n\nIf you want to specify some defaults values for the objects, you can set the environment variable SPLASH_DEFAULTS with the path to a file defining default values for given types. An example of such a file can be found in [data/config/splashrc](https://github.com/paperManu/splash/blob/master/data/config/splashrc)\n\nAnd that's it, you can move on to the [First steps](https://splashmapper.xyz/en/tutorials/first_steps.html) page.\n\n###### Wayland support\n\n**Support for the Wayland display server is still a work-in-progress**, and follows the progress of the GLFW library which is used to give a cross-platform way to handle graphic contexts. An example of a current limitation is that if any Splash window is hidden, the whole rendering will be stalled on some Wayland compositors.\n\n## Code contribution\n\nContributions are welcome ! See [CONTRIBUTING.md](https://github.com/paperManu/splash/blob/master/Contributing.md) and [CODE_OF_CONDUCT.md](https://github.com/paperManu/splash/blob/master/Code_of_conduct.md) for details.\n\n## Going forward\n\nTo learn how to configure and use Splash, the best resource is [its official website](https://splashmapper.xyz).\n\n## About\n\nMirror repository - Modular video-mapping software\n\n[splashmapper.xyz](https://splashmapper.xyz \"https://splashmapper.xyz\")\n\n### Topics\n\n[ linux ](https://github.com/topics/linux \"Topic: linux\") [ c-plus-plus ](https://github.com/topics/c-plus-plus \"Topic: c-plus-plus\") [ projection-mapping ](https://github.com/topics/projection-mapping \"Topic: projection-mapping\") [ blending ](https://github.com/topics/blending \"Topic: blending\") [ autocalibration ](https://github.com/topics/autocalibration \"Topic: autocalibration\")\n\n### Resources\n\nReadme\n\n### License\n\nGPL-3.0 license\n\n### Code of conduct\n\nCode of conduct\n\n### Contributing\n\nContributing\n\n### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/paperManu/splash).\n\n[ Activity](https://github.com/paperManu/splash/activity)\n\n### Stars\n\n[ **487** stars](https://github.com/paperManu/splash/stargazers)\n\n### Watchers\n\n[ **35** watching](https://github.com/paperManu/splash/watchers)\n\n### Forks\n\n[ **43** forks](https://github.com/paperManu/splash/forks)\n\n[ Report repository ](https://github.com/contact/report-content?content_url=https%3A%2F%2Fgithub.com%2FpaperManu%2Fsplash&report=paperManu+%28user%29)\n\n## [Releases 27](https://github.com/paperManu/splash/releases)\n\n[ 0.10.8 Latest Mar 5, 2024 ](https://github.com/paperManu/splash/releases/tag/0.10.8)\n\n[\\+ 26 releases](https://github.com/paperManu/splash/releases)\n\n## [Packages 0](https://github.com/users/paperManu/packages?repo_name=splash)\n\n### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/paperManu/splash).\n\n## [Contributors](https://github.com/paperManu/splash/graphs/contributors)\n\n### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/paperManu/splash).\n\n## Languages\n\n * [ C++ 93.4% ](https://github.com/paperManu/splash/search?l=c%2B%2B)\n * [ Python 4.0% ](https://github.com/paperManu/splash/search?l=python)\n * [ CMake 2.1% ](https://github.com/paperManu/splash/search?l=cmake)\n * Other 0.5%", "tokens": 5013, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# Home\n\nJump to bottom\n\nomar edited this page Mar 15, 2026 \u00b7 [384 revisions](https://github.com/ocornut/imgui/wiki/Home/_history)\n\nWelcome to the Dear ImGui wiki! Feel free to edit and contribute!\n\nNew to Dear ImGui? Check out the [Getting Started guide](https://github.com/ocornut/imgui/wiki/Getting-Started).\n\n**2026-03**: You can request small wiki edits at [#9292](https://github.com/ocornut/imgui/issues/9292).\n**2024-07: Wiki editing is unfortunately disabled because it is the only way for this wiki to be indexed by search engines. I have submitted a suggestion to GitHub to workaround this problem: [#133123](https://github.com/orgs/community/discussions/133123). Please consider upvoting to help.** GitHub is [preventing search engines from indexing editable wikis](https://github.com/orgs/community/discussions/4992). There are third-party crawlable mirrors (e.g. ) but Google is doing a poor job surfacing the information. DuckDuckGo or Bing may occasionally do a better job, and the GitHub search bar exists. If you have meaningful Wiki edits to make you can checkout the Wiki git repo, make a change and submit it as a PR in main repo. We may need to move the Wiki elsewhere since GitHub is not cooperating by not allowing project owners to even e.g. add wiki editors.)\n\n# Index\n\n * General\n * General documentation\n * Community\n * Demo, Examples\n * **Language Bindings**\n * **Platform and Rendering Backends**\n * **Third-Party Extensions**\n * **Testing / Automation**\n * Notable branches\n * Features\n * Debug Tools\n * Rendering Textures / Images\n * Fonts / Text\n * Tables\n * Multi-Select\n * Docking\n * Multi-viewports\n * Inputs\n * Miscellaneous\n * Building / Packaging Cruft\n * Third-party Frameworks, Templates, Starter Packs\n * Notable forks\n * Ports, Rewrites, Clones\n * Related/Suggested Libraries\n * Job Board\n * Articles, Videos\n * Articles/Videos About Dear ImGui\n * About the IMGUI paradigm\n\n# General\n\n### General documentation\n\n * [FAQ (Frequently Asked Questions)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) (docs/FAQ.md)\n * [Homepage Readme](https://github.com/ocornut/imgui/blob/master/docs/README.md) (docs/README.md)\n * **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started)**\n * **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** << If you use Dear ImGui as part of your business/work, please read.\n * [Glossary](https://github.com/ocornut/imgui/wiki/Glossary)\n * [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)\n * [User quotes](https://github.com/ocornut/imgui/wiki/Quotes)\n * [Upcoming changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes) (~roadmap)\n * [Tips](https://github.com/ocornut/imgui/wiki/Tips) (for people working _with_ dear imgui)\n * [Developer tips](https://github.com/ocornut/imgui/wiki/Developer-Tips) (for people working _on_ dear imgui)\n * [Releases / Changelogs](https://github.com/ocornut/imgui/releases) with annotations and pictures.\n\n### Community\n\n * [Github Issues](https://github.com/ocornut/imgui/issues): for feature requests, bug reports, feedback, code snippets, etc. Searching there is recommended as many topics have been discussed and referenced already! Also see [Labels](https://github.com/ocornut/imgui/labels) for categorized issues.\n * [How to open an Issue or Pull Request #2261](https://github.com/ocornut/imgui/issues/2261)\n * [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted)\n * [Gallery threads](https://github.com/ocornut/imgui/issues/7503) / [Gallery Label](https://github.com/ocornut/imgui/labels/gallery): Post your screenshots / code here\n * [Community Guest Book](https://github.com/ocornut/imgui/issues/7840)\n\n### Demo, Examples\n\n * [About Examples apps](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) (docs/EXAMPLES.md)\n * The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder contains 23 standalone example applications for varieties of platforms and frameworks.\n * The [imgui_demo.cpp](https://github.com/ocornut/imgui/tree/master/imgui_demo.cpp) file has a `ImGui::ShowDemoWindow()` function which you can call from any imgui-enabled application to showcase variety of features. The demo function is called from all examples/ apps.\n * Third-party: @pthom's [imgui_explorer](https://pthom.github.io/imgui_explorer): an interactive manual for Dear ImGui, ImPlot and ImPlot3d.\n\n### Language Bindings\n\n * [List of language bindings](https://github.com/ocornut/imgui/wiki/Bindings) (C, C#, D, Go, JavaScript, Lua, Python, Rust and many others...)\n * [List of binding generators](https://github.com/ocornut/imgui/wiki/Bindings#binding-generators) (cimgui, dear_bindings)\n\n### Platform and Rendering Backends\n\n * [List of engine/framework backends](https://github.com/ocornut/imgui/wiki/Bindings#frameworkengine-backends) (Unity, Unreal and many others...)\n * [About Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) (docs/BACKENDS.md)\n * The [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder contains 18 reusable backends for varieties of platforms and frameworks.\n\n### Third-Party Extensions\n\n * [List of useful third-party extensions/widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions): Text editors, node editors, plotting/graphing, curves/animations/gradients editors, file dialogs, knobs, spinners, toggles, layout, remoting, 3d gizmos, inspectors, and many more!\n\n### Testing / Automation\n\n * [Dear ImGui Test Engine + Dear ImGui Test Suite](https://github.com/ocornut/imgui_test_engine)\n\n### Notable branches\n\n * [master](https://github.com/ocornut/imgui/tree/master) branch\n * [docking](https://github.com/ocornut/imgui/tree/docking) branch (fully maintained): include [Docking](https://github.com/ocornut/imgui/wiki/docking) \\+ [Multi-Viewports](https://github.com/ocornut/imgui/wiki/multi-viewports) features.\n\nReturn to Index\n\n# Features\n\n### Debug Tools\n\n * See [Debug Tools](https://github.com/ocornut/imgui/wiki/Debug-Tools) wiki page explaining `ShowMetricsWindow()`, `ShowDebugLogWindow()`, `ShowIdStackToolWindow()`, Item Picker..\n * See [Error Handling](https://github.com/ocornut/imgui/wiki/Error-Handling) wiki page about ways to configure error handling and state recovery.\n\n### Rendering Textures / Images\n\n * Article: [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) (helpful if you are confused about `ImTextureID`).\n\n### Fonts / Text\n\n * Read: [Using Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) (docs/FONTS.md)\n * Search in Issues: [font/text](https://github.com/ocornut/imgui/issues?q=label%3Afont%2Ftext+)\n * Freetype renderer: [imgui_freetype](https://github.com/ocornut/imgui/tree/master/misc/freetype) (misc/freetype/imgui_freetype)\n\n### Tables\n\n * [#3740](https://github.com/ocornut/imgui/issues/3740) Main Tables Topic\n * Search in Issues: [tables/columns](https://github.com/ocornut/imgui/issues?q=label%3Atables%2Fcolumns+)\n\n### Multi-Select\n\n * [About Multi-Select](https://github.com/ocornut/imgui/wiki/Multi-Select)\n\n### Docking\n\n * [About Docking](https://github.com/ocornut/imgui/wiki/Docking)\n * Search in Issues: [docking](https://github.com/ocornut/imgui/issues?q=label%3Adocking+)\n * [#2109](https://github.com/ocornut/imgui/issues/2109) Main Docking topic\n * [List of legacy third-party Docking extensions](https://github.com/ocornut/imgui/wiki/Docking#legacy-third-party-docking-extensions) (prior to official docking: LumixEngine, imguiDock, ImWindow, imgui_wm, etc.)\n\n### Multi-viewports\n\n * [About Multi-Viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports)\n * Search in Issues: [multi-viewports](https://github.com/ocornut/imgui/issues?q=label%3Amulti-viewports+)\n * [#1542](https://github.com/ocornut/imgui/issues/1542) Main Multi-viewports topic\n * [#2117](https://github.com/ocornut/imgui/issues/2117) Linux/Mac compatibility of multi-viewports\n\n### Inputs\n\n * Search in Issues: [inputs](https://github.com/ocornut/imgui/issues?q=label%3Ainputs)\n * 1.87 new IO event queue API [#4921](https://github.com/ocornut/imgui/issues/4921)\n * ~~Input / IO queue for very low framerate applications:[gist](https://gist.github.com/ocornut/8417344f3506790304742b07887adf9f)~~\n\nReturn to Index\n\n# Miscellaneous\n\n### Building / Packaging Cruft\n\n * [https://vcpkg.io/](https://github.com/ocornut/imgui/wiki/vcpkg) has Dear ImGui available.\n * [Meson WrapDB](https://mesonbuild.com/Wrapdb-projects.html) has a Meson Wrap for Dear ImGui.\n * [#1713](https://github.com/ocornut/imgui/pull/1713) CMake project to build Examples (PR) by @podsvirov (need feedback)\n * [#3027](https://github.com/ocornut/imgui/pull/3027) Add CMake configuration (PR) by @Qix- (need feedback)\n * [rokups' cmake](https://gist.github.com/rokups/f771217b2d530d170db5cb1e08e9a8f4) Self-contained single-file cmake build script\n * Premake5 (feature branch)\n * Conan [github/conan-center-index/conan-imgui](https://github.com/conan-io/conan-center-index/tree/master/recipes/imgui), [conan-center](https://conan.io/center/recipes/imgui)\n * Fips (fips-imgui): fipsified imgui for fips build system [github/fungos/fips-imgui](https://github.com/fungos/fips-imgui)\n * GN (Chromium, ninja) BUILD.gn file: [github/ndsol/VolcanoSamples](https://github.com/ndsol/VolcanoSamples/blob/master/src/BUILD.gn)\n\n### Third-party Frameworks, Templates, Starter Packs\n\n(Please also check our [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder in the repo, they work fine as starter apps!)\n\nC/C++\n\n * asap: Starter project for portable app with optional GUI (GLFW/ImGui) [github/abdes/asap](https://github.com/abdes/asap) (2018-2024)\n * Gear: A modern C++ sandbox application with ImGui, GLFW, and modular architecture. [github/adamsepp/GEAR](https://github.com/adamsepp/GEAR) (2025-2026)\n * GGWeb: Template for making a GUI app with C++ / Dear ImGui / SDL / OpenGL / Emscripten that can run both natively and in the browser. [github/ggerganov/ggweb](https://github.com/ggerganov/ggweb) (2022)\n * fenestra: an effort to create a cross-platform, free and open source Windowing and UI system based on SDL and ImGui. [github/WerWolv/Fenestra](https://github.com/WerWolv/Fenestra) (2024)\n * Walnut: simple application framework for Vulkan and Dear ImGui apps. [github/TheCherno/Walnut](https://github.com/TheCherno/Walnut) (2022-2023)\n * imgui-app: amalgamation of Dear ImGui and Sokol into two files [github/pplux/imgui-app](https://github.com/pplux/imgui-app) (2021-2022)\n * imgui_application: Tiny library for making c++ imgui-based apps (web & native) [github/inobelar/imgui_application](https://github.com/inobelar/imgui_application) (2023)\n * ImPlatform: aim to simplify the multiplatform development with Dear ImGui[github/soufianekhiat/ImPlatform](https://github.com/soufianekhiat/ImPlatform) (2024)\n * wiimag's framework: C/C++ Application Framework for Windows, MacOS, and Linux. [github/wiimag/framework](https://github.com/wiimag/framework) (2023)\n * Hello ImGui: enables quickly writing multiplatform apps with the simplicity of a \"Hello World\" app [github/pthom/hello_imgui](https://github.com/pthom/hello_imgui) (2019-2024)\n * imgui_dojo: an easy setup example for imgui [github/LiuZHolmes/imgui_dojo](https://github.com/LiuZHolmes/imgui_dojo) (2019)\n * mahi-gui: Dirt Simple C++ GUI Toolkit using GLFW, glad, and ImGui [github/mahilab/mahi-gui](https://github.com/mahilab/mahi-gui) (2020-2021)\n * sdl-bgfx-imgui-starter: A starter project for graphics applications [github/pr0g/sdl-bgfx-imgui-starter](https://github.com/pr0g/sdl-bgfx-imgui-starter) (2020-2023)\n * Starter dear-imgui GLFW/OpenGL 3 based CMake C++ project: [github/urddru/imgui-glfw](https://github.com/urddru/imgui-glfw)\n * ImDuino (ESP32+TFT+ImSoft+ImGui example): [github/LAK132/ImDuino](https://github.com/LAK132/ImDuino) (2019-2020)\n * ImFrame: Dear ImGui + GLFW C++ / CMake application framework: [github/JamesBoer/ImFrame](https://github.com/JamesBoer/ImFrame) (2021-2023)\n * UntitledImGuiFramework: A desktop software development framework: [github/MadLadSquad/UntitledImGuiFramework](https://github.com/MadLadSquad/UntitledImGuiFramework) (2022-2024)\n\nC/C++, Python:\n\n * imgui_bundle: bundle including various powerful libraries [...] easily create ImGui applications in C++ and Python, under Windows, macOS, and Linux [github/pthom/imgui_bundle](https://github.com/pthom/imgui_bundle) (2022-2024)\n\nOther:\n\n * ImTemplate: Template for making a single-windowed (or not) Dear ImGui application in Nim. [github/Patitotective/ImTemplate](https://github.com/Patitotective/ImTemplate) (2022-2024)\n * Bimpy: bundled imgui for python: [github/podgorskiy/bimpy](https://github.com/podgorskiy/bimpy) (2019-2020)\n * giu: Cross platform rapid GUI framework for golang based on Dear ImGui. [github/AllenDang/giu](https://github.com/AllenDang/giu) (2020-2024)\n * Dear PyGui: A Simple Python GUI framework [github/hoffstadt/DearPyGui](https://github.com/hoffstadt/DearPyGui) (2020-2024)\n * ImGui Javascript Sandbox: [web](https://codepen.io/flyovergames/pen/xYPBaj)\n * DarknessFX Zig projects, templates, programs, libs and tools: [github.com/DarknessFX/zig_workbench](https://github.com/DarknessFX/zig_workbench) (2023)\n\n### Notable forks\n\n * \n * \n * \n * \n * \n * \n\n### Ports, Rewrites, Clones\n\n * See: [Ports, Rewrites, Clones](https://github.com/ocornut/imgui/wiki/Bindings#ports-rewrites-clones) section.\n\n### Related/Suggested Libraries\n\n * stb (stb single-file public domain libraries for C/C++) \n * str (lightweight C++ string type with an optional local buffer) \n * nuklear (A single-header ANSI C gui library) \n * egui (egui: an easy-to-use immediate mode GUI in Rust) \n * im3d (Immediate mode rendering and 3d gizmos) \n * An immediate mode 3D gizmo (translation, rotation, scale for scene editing) \n * small libraries with minimal dependencies \n\n### Job Board\n\nSee for industry job offers relating to use of Dear ImGui.\n\nReturn to Index\n\n# Articles, Videos\n\n### Articles/Videos About Dear ImGui\n\n**English**\n\n * 2016-07: Using imgui with STL types [blog](https://eliasdaler.github.io/using-imgui-with-sfml-pt2/#using-imgui-with-stl) _[note that this article is now outdated: BeginCombo() api makes it natural to enumerate from any containers, InputText() supports resizing callbacks and[imgui_stdlib.h](https://github.com/ocornut/imgui/tree/master/misc/cpp) provides wrapper for std::string]_\n * 2016-10: CppCon 2016: Nicolas Guillemot \u201cDear imgui,\": [video](https://www.youtube.com/watch?v=LSRJ1jZq90k).\n * 2017-03: Why I think Immediate Mode GUI is way to go for GameDev tools: [post](https://gist.github.com/bkaradzic/853fd21a15542e0ec96f7268150f1b62).\n * 2018-04: TheChernoProject: [ImGui in OpenGL](https://www.youtube.com/watch?v=nVaQuNXueFw) / [ImGui Game Engine series](https://www.youtube.com/watch?v=st4lgNI6_F4) / [ImGui Events](https://www.youtube.com/watch?v=yBP1gSbQPPM) / [Docking & Viewport](https://www.youtube.com/watch?v=lZuje-3iyVE)\n * 2018-08: Mana Engine: Thread safety of APIs [medium/tloch34](https://medium.com/@tloch14/mana-engine-thread-safety-of-apis-7e73d482a5c6)\n * 2018-10: C++ DirectX 11 Engine Tutorial 35/36: Set up ImGui: [Part 35](https://www.youtube.com/watch?v=Btx_tujnyB4), [Part 36](https://www.youtube.com/watch?v=o5sJClp0HDY)\n * 2019-01: Could ImGUI be the future of GUIs? [games.greggman.com](https://games.greggman.com/game/imgui-future/)\n * 2019-03: Rust: Making a basic game ui with imgui and ggez [blog](http://iolivia.me/posts/imgui-ggez)\n * 2019-05: Frictionless Debug UI In C++: [pdf](http://evanachahn.com/Frictionless%20Debug%20UI%20In%20C++.pdf)\n * 2019-06: An introduction to the Dear ImGui library: [blog](https://blog.conan.io/2019/06/26/An-introduction-to-the-Dear-ImGui-library.html).\n * 2019-08: Integrating Dear ImGui in a custom Vulkan renderer [blog](https://frguthmann.github.io/posts/vulkan_imgui/)\n * 2020-02: Runtime Compiled C++ Dear ImGui and DX11 Tutorial: [blog](https://www.enkisoftware.com/devlogpost-20200202-1-Runtime-Compiled-C++-Dear-ImGui-and-DirectX11-Tutorial).\n * 2020-03: C++ Weekly - Ep 210: Getting Started With SFML & Dear ImGui [youtube](https://www.youtube.com/watch?v=av0SYeUxVMU)\n * 2020-03: C++ desktop application with Dear Imgui: [blog](https://ruurdsdevlog.wordpress.com/2020/03/07/c-desktop-application-with-dear-imgui)\n * 2020-06: A Preface to the Dear ImGUI C++ Library: [blog](https://medium.com/@jfrog.community/an-introduction-to-the-dear-imgui-c-library-918cdca75930)\n * 2020-09: A Vulkan + Dear ImGui Sandbox: [blog](https://tstullich.github.io/posts/vulkan-sandbox/)\n * 2021-01: Gamefromscratch: Dear ImGui C++ GUI Framework For AAA Games and Game Engines [youtube](https://www.youtube.com/watch?v=Du--cH01ZWI)\n * 2021-02: Introduction to the Dear ImGui C++ Library with Conan: [video](https://www.youtube.com/watch?v=O2E-W9P-jKc), [blog](https://blog.conan.io/2019/06/26/An-introduction-to-the-Dear-ImGui-library.html)\n * 2021-04: Thinking in Immediate: [video](https://www.youtube.com/watch?v=a1VLfd3RpCk)\n * 2021-05: ImGui-SFML: Using CMake and managing dependencies: [blog](https://eliasdaler.github.io/using-cmake/)\n * 2021-05: ImGui + GLFW Tutorial: [video](https://www.youtube.com/watch?v=VRwhNKoxUtk)\n * 2022-02: BEST WAY to make Desktop Applications in C++: [video](https://www.youtube.com/watch?v=vWXrFetSH8w)\n * 2022-04: Make your own GUI apps in C++ (with Dear ImGui and Vulkan) [video](https://www.youtube.com/watch?v=5zS-DZhCA2g)\n * 2022-05: Dear ImGui in Unreal Engine 5 with C++ [video](https://www.youtube.com/watch?v=qyO38jX5RU8) \\+ [followup](https://www.youtube.com/watch?v=oS1vLHA3_jw)\n * 2023-02: Dear ImGui for Unity - easiest GUI menus and bars [video](https://www.youtube.com/watch?v=i9yjuJC11zU)\n * 2023-07: Custom title bars (Make Beautiful Desktop Applications in C++) [video](https://www.youtube.com/watch?v=-NJDxf4XwlQ)\n * 2023-08: Dear IMGUI in C# .NET! Tutorial [video](https://www.youtube.com/watch?v=vuiMjD_Z7aY)\n * 2023-09: Leveraging Dear ImGui in Unreal: [blog](https://sharundaar.github.io/leveraging-dearimgui-in-unreal.html)\n * 2023-09: Visual node graph with ImGui: [blog](https://gboisse.github.io/posts/node-graph/)\n * 2024-09: Debug BETTER with ImGui in Godot 4: [video](https://www.youtube.com/watch?v=Zcgz3FNdj5w)\n * 2024-11: Dear ImGui: Build a c++ debugger and editor | Jack Chen | NZGDC 2024: [video](https://www.youtube.com/watch?v=c33btiw-vhg)\n * 2025-03: Odin SDL3 GPU Tutorial: Dear ImGui, Tuning stuff with Debug UI: [video](https://www.youtube.com/watch?v=HHYYE-ihLLg)\n * 2025-04: C++: Rendering An OpenGL Framebuffer Into A Dear ImGui Window: [blog](https://www.codingwiththomas.com/blog/rendering-an-opengl-framebuffer-into-a-dear-imgui-window)\n * 2025-11: Wookash podcast with Omar Cornut: [video](https://www.youtube.com/watch?v=2KPUMvyUMzM&t=2775s)\n * 2026-01: Building Lightweight Profiling & Visualization Tools in Unreal Using ImGui [medium/@GroundZer0](https://medium.com/@GroundZer0/building-lightweight-profiling-visualization-tools-in-unreal-using-imgui-7329c4bd32e6)\n\n**Arabic**\n\n * 2026-03: Dear ImGui \u0645\u0631\u062c\u0639 [almhajer.github.io/GraphicsProgrammingAtlas](https://almhajer.github.io/GraphicsProgrammingAtlas/#imgui-index)\n\n**Korean**\n\n * 2018-01: GLFW \uc0ac\uc6a9 \ubc29\ubc95 \uc815\ub9ac (Windows 10, VS2017) [3dshovel.blogspot.com](https://3dshovel.blogspot.com/2018/01/glfw-windows-10-visual-studio-2017.html)\n\n**Japanese**\n\n * 2016-12: OpenGL\u3084DirectX\u306aGUI\u306bimgui\u304c\u6700\u5f37\u3059\u304e\u308b [qiita.com/Ushio](https://qiita.com/Ushio/items/446d78c881334919e156)\n * 2016-16: \u6700\u5f37\u3059\u304e\u308bGUI\u3053\u3068ImGui\u306e\u898b\u305f\u76ee\u3082\u30a4\u30a4\u611f\u3058\u306b\u3059\u308b [qiita.com/izumin5210](https://qiita.com/izumin5210/items/26eaed69eea2c4318fcd)\n * 2018-03: ImGui\u3067\u30c7\u30d0\u30c3\u30b0\u30c4\u30fc\u30eb [hikita12312.hatenablog.com](http://hikita12312.hatenablog.com/entry/2018/03/17/100535)\n * 2018-02: OpenSiv3D\u3067ImGui\u3092\u4f7f\u3046 [qiita.com/RareAmayuki](https://qiita.com/RareAmayuki/items/ca802071b452b42ad630)\n * 2018-12: \u30c0\u30c3\u30b7\u30e5\u30dc\u30fc\u30c9\u30aa\u30fc\u30d0\u30fc\u30ec\u30a4\uff08OpenVR overlay\uff09\u3092\u4f5c\u308aimgui\u3068DirectX\u3067\u63cf\u3044\u3066\u307f\u308b [qiita.com/ondorela](https://qiita.com/ondorela/items/bf4bebf747f90ebf52d8)\n * 2019-07: imgui \u3067 GUI \u3092\u4f5c\u308b\u3068\u304d\u306e\u30e1\u30e2 [qiita.com/syoyo](https://qiita.com/syoyo/items/85571b0697f1a9cbea71)\n * 2019-12: Dear ImGui\u306e\u4f7f\u3044\u65b9\u307e\u3068\u3081 [qiita.com/mizuma](https://qiita.com/mizuma/items/73218dab2f6b022b0227)\n * 2020-01: imgui\u306ewindow\u306e\u4e2d\u30673d cube\u306e\u63cf\u753b\u3092\u3057\u3066\u3084\u3063\u305f [qiita.com/ssaattwworg](https://qiita.com/ssaattwworg/items/32ee9a6fdb0476833c02)\n * 2020-02: imgui \u4f7f\u3063\u3066\u307f\u305f [note.com/onswar](https://note.com/onswar/n/nf5bbe6e1e5b3)\n * 2020-03: Dear ImGui \u3067\u4f5c\u6210\u3057\u305f\u30a6\u30a3\u30f3\u30c9\u30a6\u306e\u4e2d\u306b OpenGL \u3067\u63cf\u753b\u3059\u308b\u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b0\u30e9\u30e0 [github/tokoik](https://github.com/tokoik/DrawOpenGLinImGuiWindow)\n * 2020-12: OpenSiv3D\u3067\u81ea\u4f5c\u3057\u305fImGui\u30e9\u30a4\u30af\u306aGUI\u30e9\u30a4\u30d6\u30e9\u30ea\u306e\u7d39\u4ecb [qiita.com/sthairno](https://qiita.com/sthairno/items/edfb969a4d8f51f57a2a)\n * 2020-12:\u3010UE4\u3011GUI\u30d5\u30ec\u30fc\u30e0\u30ef\u30fc\u30af\u300cDear ImGui\u300d\u3092\u4f7f\u3063\u3066\u30c7\u30d0\u30c3\u30b0\u30fb\u30c4\u30fc\u30eb\u7528UI\u3092\u4f5c\u3063\u3066\u307f\u3088\u3046\uff01[pafuhana1213.hatenablog.com](https://pafuhana1213.hatenablog.com/entry/UnrealImGui-HowTo-Basic)\n * 2020-12:\u3010UE4\u3011\u3010C++\u3011ImGui\u3092\u4f7f\u3063\u3066\u307f\u3066\u30cf\u30de\u3063\u305f\u6240\u3001\u6c17\u4ed8\u3044\u305f\u6240 [toofu0.hatenablog.com](https://toofu0.hatenablog.com/entry/2020/12/18/014706)\n * 2021-03: UE4\uff1aImGui\u5c0e\u5165\u624b\u9806 [toncrimentan-w.hatenablog.com](https://toncrimentan-w.hatenablog.com/entry/2021/03/08/154022)\n * 2022-07: ImGui \u3067\u65e5\u672c\u8a9e\u3068\u8a18\u53f7\u2665\u3068\u7d75\u6587\u5b57\ud83d\ude3a\u306e\u8868\u793a [zenn.dev/tenka](https://zenn.dev/tenka/articles/display_japanese_symbols_and_emoji_with_imgui)\n * 2022-11:\u3010Unity\u3011Dear ImGui\u306e\u5c0e\u5165\u65b9\u6cd5 [limegame.hatenablog](https://limegame.hatenablog.com/entry/2022/11/11/131111) +\u3010Unity\u3011Dear ImGui\u306e\u30e1\u30cb\u30e5\u30fc\u30d0\u30fc\u5b9f\u88c5\u65b9\u6cd5 [limegame.hatenablog](https://limegame.hatenablog.com/entry/2022/11/21/153547)\n * 2023-01: Java 3D LWJGL \u6539\u9020 \u301cChapter10\uff1aImgui \u3092\u4f7f\u7528\u3057\u305f GUI \u63cf\u753b\u3092\u6539\u9020\u301c [zenryokuservice.com](https://zenryokuservice.com/wp/2023/01/03/java-3d-lwjgl-%e6%94%b9%e9%80%a0-%e3%80%9cchapter10%ef%bc%9aimgui-%e3%82%92%e4%bd%bf%e7%94%a8%e3%81%97%e3%81%9f-gui-%e6%8f%8f%e7%94%bb%e3%82%92%e6%94%b9%e9%80%a0%e3%80%9c/)\n * 2023-03: DirectX12\u3067ImGui\u3092\u4f7f\u7528\u3059\u308b [zenn.dev/norainu](https://zenn.dev/norainu/articles/10856bfe120aa2)\n * 2023-06:\u3010Unity\u3011Dear ImGui\u306e\u65e5\u672c\u8a9e\u30d5\u30a9\u30f3\u30c8\u5c0e\u5165\u65b9\u6cd5 [limegame.hatenablog.com](https://limegame.hatenablog.com/entry/2023/06/12/141924)\n * 2024-12: \u795e\u8a71\u306e\u30d7\u30ed\u30b0\u30e9\u30e0\u8a00\u8a9e Odin\u3067Dear ImGui\u3092\u52d5\u304b\u3059 [zenn.dev/ohkan](https://zenn.dev/ohkan/articles/c706be73c21b60)\n\n**Chinese (Trad)**\n\n * 2020-10: Day 17 ImGui \u5143\u4ef6 [ithelp.ithome.com.tw](https://ithelp.ithome.com.tw/articles/10246595)\n * 2022-11:\u3010ImGui \u5165\u95e8\u5230\u7cbe\u901a \u8bfe\u7a0b\u4ecb\u7ecd\u3011 [video](https://www.bilibili.com/video/BV13e4y1m73N/?share_source=copy_web&vd_source=f1c007c0c824bfae9d1cc94d21fada0d)\n\n**French**\n\n * 2020-11: Dear ImGui : une biblioth\u00e8que d'interface utilisateur graphique \"bloat-free\" pour C++ [cpp.developpez.com](https://cpp.developpez.com/actu/310179)\n\n**German**\n\n * 2023-04: Interaktive GUI mit C++ und ImGui: Praktische Beispiele [udemy.com/course](https://www.udemy.com/course/interaktive-gui-mit-c-und-imgui-praktische-beispiele/)\n\n**Portuguese**\n\n * 2022-05: Como Criar Interfaces Gr\u00e1ficas com Dear ImGui e SFML [video](https://www.youtube.com/watch?v=XmiEkoqodcg)\n\n**Polish**\n\n * 2018-01: Szkolenie z biblioteki dear imgui [Video Part 1](https://www.youtube.com/watch?v=TOop9EGngKY) [2](https://www.youtube.com/watch?v=fh6uOdherYw) [3](https://www.youtube.com/watch?v=bF2eOvsX7kY) [4](https://www.youtube.com/watch?v=rcCReEX6h-M) [5](https://www.youtube.com/watch?v=N2Jan6IizbA) [6](https://www.youtube.com/watch?v=70A0YH9h3Ek) [7](https://www.youtube.com/watch?v=0JRaThBx9Ww) [8](https://www.youtube.com/watch?v=O7PVZ6OKDtI) [9](https://www.youtube.com/watch?v=uIp7tLqFzKo), [Slide](https://docs.google.com/presentation/d/1F3jkWkRGCNrCAKi34KXvrkZ9luhS_7RUwHwdYDTFEiY/preview#slide=id.p)\n * 2021-02: Dear ImGui: pragmatyczne podej\u015bcie do programowania interfejs\u00f3w u\u017cytkownika [programista mag](https://programistamag-pl.translate.goog/programista-1-2021-95/?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=pl&_x_tr_pto=wapp)\n\n### About the IMGUI paradigm\n\nDear ImGui is one possible implementation of an idea generally described as the IMGUI (Immediate Mode GUI) paradigm. The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because \"Retained Mode\" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.\n\n * **[FAQ entry: What is the difference between Dear ImGui and traditional UI toolkits?](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits)**.\n * **[Our Wiki page About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm)**.\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n\nAnother notable uses of IMGUI paradigm include [Unity's own IMGUI widget library](https://docs.unity3d.com/Manual/GUIScriptingGuide.html), often informally referred to as `OnGUI()`, which powers the Unity editor and its extensions. This library is unrelated from Dear ImGui. The IMGUI library used by Unity has in the past received mixed feedback from its users, presumably because it may have been perceived as a potential candidate for game-facing UI solutions, which it doesn't excel at. However Unity has since provided separate libraries to tackle that case, and their IMGUI library is still very much in use for the Unity Editor and has been its UI backbone for the past 15+ years.\n\nReturn to Index\n\n### Clone this wiki locally", "tokens": 8940, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Software using dear imgui\n\n## Revisions\n\nCompare revisions\n\n * ObjectTalk\n\n[ ocornut ](https://github.com/ocornut) committed Mar 20, 2026\n\n[559dfa9](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/559dfa958168834f58037df7fc86a1d98755f25e)\n\n * vk_slang_editor\n\n[ ocornut ](https://github.com/ocornut) committed Mar 20, 2026\n\n[148c0f0](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/148c0f0830e41ce52c9203e1962632aa98318e10)\n\n * Amiberry\n\n[ ocornut ](https://github.com/ocornut) committed Mar 16, 2026\n\n[9ccb86c](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/9ccb86cba19c5bce4fea10e4593e5778da923283)\n\n * Amiberry\n\n[ ocornut ](https://github.com/ocornut) committed Mar 16, 2026\n\n[b3b7cde](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/b3b7cde874014c691ab37bc00b306c03e2bfec05)\n\n * BioMenace: Remastered\n\n[ ocornut ](https://github.com/ocornut) committed Mar 12, 2026\n\n[a552286](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/a55228690b865c09ae3f4699aedd0d55e924daee)\n\n * ColumnLens\n\n[ ocornut ](https://github.com/ocornut) committed Mar 11, 2026\n\n[1d7ff5a](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/1d7ff5afedd0d92aa4aae74fa6b19193053e50bf)\n\n * Silicium\n\n[ ocornut ](https://github.com/ocornut) committed Mar 9, 2026\n\n[7a66e65](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/7a66e654bf79f701f0a0029bf28667153f2ddc61)\n\n * Updated Software using dear imgui (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 6, 2026\n\n[e013fd8](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/e013fd854c46c210b9ce0a6e55db168976b25907)\n\n * Updated Software using dear imgui (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 6, 2026\n\n[bfc3890](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/bfc389045a528a0cb606157bccecec44c4ce411e)\n\n * Castlevania: Belmont's Curse\n\n[ ocornut ](https://github.com/ocornut) committed Mar 6, 2026\n\n[ca50b42](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/ca50b4283b842c9dc2bb318226d6eec40d999327)\n\n * The Rogue Prince of Persia\n\n[ ocornut ](https://github.com/ocornut) committed Mar 6, 2026\n\n[2020fd0](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/2020fd0ace356f119f4699490f87140daec1281a)\n\n * Rematch\n\n[ ocornut ](https://github.com/ocornut) committed Mar 6, 2026\n\n[1d438fb](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/1d438fb3164262e40968a36d469883f3e7e7fd76)\n\n * Impeller\n\n[ ocornut ](https://github.com/ocornut) committed Feb 26, 2026\n\n[e50ea8a](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/e50ea8a432fd085a206a7d89c157e39ad0cadb70)\n\n * Voxland -> Voxile\n\n[ ocornut ](https://github.com/ocornut) committed Feb 25, 2026\n\n[72182d5](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/72182d54dd11103eef7837738e1d26889d4ce3af)\n\n * Bento Blocks\n\n[ ocornut ](https://github.com/ocornut) committed Feb 23, 2026\n\n[da0680f](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/da0680f0b9dac654d01f549cff271fee936f544a)\n\n * Assetto Corsa EVO\n\n[ ocornut ](https://github.com/ocornut) committed Feb 20, 2026\n\n[2c757be](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/2c757bec22ec126c552786a948a63ae9190754a5)\n\n * cq-admin\n\n[ ocornut ](https://github.com/ocornut) committed Feb 19, 2026\n\n[459e92c](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/459e92c65866c0d3d605ad85846a41f4cbbf281e)\n\n * cq-admin\n\n[ ocornut ](https://github.com/ocornut) committed Feb 19, 2026\n\n[e38d947](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/e38d94794a8e4d0866c0209f2e262c67131f5728)\n\n * Absolum\n\n[ ocornut ](https://github.com/ocornut) committed Feb 16, 2026\n\n[1be903d](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/1be903d4925be6b259d663d1569fcdf564c1bc8a)\n\n * Tegula - Rise of the Roman Republic\n\n[ ocornut ](https://github.com/ocornut) committed Feb 12, 2026\n\n[db563eb](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/db563ebf7d77f94466f48f026197f51ce9afeac9)\n\n * MoonRay since 2.4\n\n[ ocornut ](https://github.com/ocornut) committed Feb 12, 2026\n\n[61ef2e7](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/61ef2e70b3f66603244f899139056c736597afc8)\n\n * W\u00e4chter\n\n[ ocornut ](https://github.com/ocornut) committed Jan 26, 2026\n\n[2c78225](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/2c782257751533e0064db8b6d983e9591ac9c663)\n\n * Bento Blocks\n\n[ ocornut ](https://github.com/ocornut) committed Jan 26, 2026\n\n[55dd937](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/55dd937a64f4f88edf82b90c6925d0eb6f770d66)\n\n * CVEDIA-RT\n\n[ ocornut ](https://github.com/ocornut) committed Jan 14, 2026\n\n[11443fa](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/11443fafd874feeeafbfe7d9c35cc8f0c8e12080)\n\n * Geopoint\n\n[ ocornut ](https://github.com/ocornut) committed Jan 14, 2026\n\n[7274aaa](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/7274aaa626fa6edccc55a7da3530f8d63e495c76)\n\n * Geolidar\n\n[ ocornut ](https://github.com/ocornut) committed Jan 14, 2026\n\n[4ed42ec](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/4ed42ec0f1d78ec78bb4e40ceebeb5771732551a)\n\n * Monstro Maestro\n\n[ ocornut ](https://github.com/ocornut) committed Jan 4, 2026\n\n[cd6319b](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/cd6319b7a2c988bdcc5b6439f787dd0e04f6d130)\n\n * Tacent View\n\n[ ocornut ](https://github.com/ocornut) committed Jan 2, 2026\n\n[8bcf2e7](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/8bcf2e706ff09287a8e0846fb2635beb3de9076a)\n\n * Heretic + Hexen\n\n[ ocornut ](https://github.com/ocornut) committed Dec 22, 2025\n\n[c7a94e5](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/c7a94e53f968636bc7f3aa27704a8e1a7802c24b)\n\n * Chronicles: Medieval\n\n[ ocornut ](https://github.com/ocornut) committed Dec 18, 2025\n\n[3acdde1](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui/3acdde1c246d08e2e26b8660b3a2d06aeb2f6605)", "tokens": 2584, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Quotes/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Quotes/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Quotes\n\n## Revisions\n\nCompare revisions\n\n * Updated Quotes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 20, 2024\n\n[6edd638](https://github.com/ocornut/imgui/wiki/Quotes/6edd638119ee62f7a18f7792c1db6e1f821c529c)\n\n * Revert 18c9e1d10263ab49b5f6af19b141f794d9d351bf...bb072b6c347503a542f1ac34b95704f24abfc009 on Quotes\n\n[ ocornut ](https://github.com/ocornut) committed Mar 17, 2024\n\n[fdd144f](https://github.com/ocornut/imgui/wiki/Quotes/fdd144f2bb9b5dda6e69ddb52337d59a45563ba9)\n\n * Updated Quotes (markdown)\n\n[ Lucas G ](https://github.com/) committed Mar 16, 2024\n\n[bb072b6](https://github.com/ocornut/imgui/wiki/Quotes/bb072b6c347503a542f1ac34b95704f24abfc009)\n\n * Updated Quotes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 12, 2022\n\n[18c9e1d](https://github.com/ocornut/imgui/wiki/Quotes/18c9e1d10263ab49b5f6af19b141f794d9d351bf)\n\n * https://twitter.com/id_aa_carmack/status/1331072051730395136?lang=en\n\n[ Count-MHM ](https://github.com/Count-MHM) committed Sep 20, 2022\n\n[2d14f91](https://github.com/ocornut/imgui/wiki/Quotes/2d14f914e4f196610ba9cf0cce55af8e0c9c9e85)\n\n * Updated Quotes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 16, 2021\n\n[545faff](https://github.com/ocornut/imgui/wiki/Quotes/545faffe66f087d9d5a5d67fc9c83699f24ddccb)\n\n * Updated Quotes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 6, 2020\n\n[ee9ce7c](https://github.com/ocornut/imgui/wiki/Quotes/ee9ce7c8556eec8904817090f6bf1537484cea0f)\n\n * Ubisoft\n\n[ ocornut ](https://github.com/ocornut) committed Dec 19, 2019\n\n[4bf8b72](https://github.com/ocornut/imgui/wiki/Quotes/4bf8b7270e4d38097d358e95a96e4e06d49d6581)\n\n * Fixed bad links for Media Molecule and Kylotonn Games\n\n[ xndc ](https://github.com/xndc) committed Apr 1, 2019\n\n[41eb0ac](https://github.com/ocornut/imgui/wiki/Quotes/41eb0ac99f977876dc6c162cbb491b81d813ef8e)\n\n * Typo\n\n[ ocornut ](https://github.com/ocornut) committed Jan 15, 2019\n\n[6bf7cfe](https://github.com/ocornut/imgui/wiki/Quotes/6bf7cfe037bf3afab7913e83c3d8cd0d500c8291)\n\n * Insomniac Games\n\n[ ocornut ](https://github.com/ocornut) committed Jan 9, 2019\n\n[7bbb7f4](https://github.com/ocornut/imgui/wiki/Quotes/7bbb7f4c82e5664044a1ee314770f224caa15b11)\n\n * Added quotes/links\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2018\n\n[77de94d](https://github.com/ocornut/imgui/wiki/Quotes/77de94da73aa8c928e41c3c3f9ed46d745761682)\n\n * Added quotes/links\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2018\n\n[fa9a24f](https://github.com/ocornut/imgui/wiki/Quotes/fa9a24f0a9dbf5a66b45fdcbbd7ff0df4eb41288)\n\n * Added quotes\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2018\n\n[aeb11f7](https://github.com/ocornut/imgui/wiki/Quotes/aeb11f7c230bc778854a113859c4d555f9ac6946)\n\n * Added quotes\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2018\n\n[4ca3a73](https://github.com/ocornut/imgui/wiki/Quotes/4ca3a734b759253a8551e0104c6cbca9d8d3cfbd)\n\n * Added quotes\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2018\n\n[0215169](https://github.com/ocornut/imgui/wiki/Quotes/021516977c23980eb1398b29d668acf03213cc9b)", "tokens": 1462, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Releases-Recap/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Releases-Recap/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Releases Recap\n\n## Revisions\n\n * Updated ReleasesRecap (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jun 13, 2024\n\n[7181640](https://github.com/ocornut/imgui/wiki/Releases-Recap/71816408826816875e95a3730e029db4eac45bd6)", "tokens": 276, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Bindings/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Bindings/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Bindings\n\n## Revisions\n\nCompare revisions\n\n * Julia bindings\n\n[ ocornut ](https://github.com/ocornut) committed Mar 16, 2026\n\n[cd77905](https://github.com/ocornut/imgui/wiki/Bindings/cd779054c3d38d7940de03843bd938eeaf356273)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 15, 2026\n\n[3854d59](https://github.com/ocornut/imgui/wiki/Bindings/3854d591480517688e766fd44c3223b322152352)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 11, 2026\n\n[841a36c](https://github.com/ocornut/imgui/wiki/Bindings/841a36c60ed23c45085147c8836a2ede1fd708d7)\n\n * Software Renderers/Rasterizers section\n\n[ ocornut ](https://github.com/ocornut) committed Mar 11, 2026\n\n[004551d](https://github.com/ocornut/imgui/wiki/Bindings/004551d3b9f3d52e04e06c83c283b92e18afa360)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 11, 2026\n\n[c1a8d0a](https://github.com/ocornut/imgui/wiki/Bindings/c1a8d0aa08d9824b88a078a4a77956f3de7a7905)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 9, 2026\n\n[3138f63](https://github.com/ocornut/imgui/wiki/Bindings/3138f63e1ce09ba5f210d03bd93a846c3055e551)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 9, 2026\n\n[7450790](https://github.com/ocornut/imgui/wiki/Bindings/74507901ef596224a70509a775be4d52694a2201)\n\n * Added imgui-lua port/rewrite\n\n[ ocornut ](https://github.com/ocornut) committed Mar 7, 2026\n\n[7bec2fb](https://github.com/ocornut/imgui/wiki/Bindings/7bec2fb0f072b9b35a86334ed94a933f225cc169)\n\n * imgui_psp\n\n[ ocornut ](https://github.com/ocornut) committed Feb 17, 2026\n\n[e6c5f5e](https://github.com/ocornut/imgui/wiki/Bindings/e6c5f5e12ca6cc14fb6162e74557efa30fa978ef)\n\n * ImGui_WS\n\n[ ocornut ](https://github.com/ocornut) committed Feb 11, 2026\n\n[fbfb3ca](https://github.com/ocornut/imgui/wiki/Bindings/fbfb3ca3d8341d0c7841eb6aea46d647a2f6de6d)\n\n * ImGuiUnityEditor\n\n[ ocornut ](https://github.com/ocornut) committed Feb 2, 2026\n\n[c83a057](https://github.com/ocornut/imgui/wiki/Bindings/c83a0575ec63d88e7009366a77bd119659af9db7)\n\n * Unity backends\n\n[ ocornut ](https://github.com/ocornut) committed Jan 12, 2026\n\n[f5dcefb](https://github.com/ocornut/imgui/wiki/Bindings/f5dcefb8addfe53e4cf5bcb2d39cf49c1e04d574)\n\n * dear-imgui-rs\n\n[ ocornut ](https://github.com/ocornut) committed Dec 18, 2025\n\n[9cdd5c6](https://github.com/ocornut/imgui/wiki/Bindings/9cdd5c6a430efb2f7e81aec583815a4148412cc4)\n\n * DFoundryFX\n\n[ ocornut ](https://github.com/ocornut) committed Dec 16, 2025\n\n[f6c1f2a](https://github.com/ocornut/imgui/wiki/Bindings/f6c1f2a8005f0a1299d4a301536d781572deb3a5)\n\n * Unreal Engine\n\n[ ocornut ](https://github.com/ocornut) committed Dec 16, 2025\n\n[269e5a9](https://github.com/ocornut/imgui/wiki/Bindings/269e5a90a609ca0fe09952182a5e8a6ea9e61a87)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Dec 16, 2025\n\n[9ed4fc2](https://github.com/ocornut/imgui/wiki/Bindings/9ed4fc226e9af0a8a07e04a0f0a27acd9e0edbcd)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Dec 12, 2025\n\n[fb1021a](https://github.com/ocornut/imgui/wiki/Bindings/fb1021a244f21ab05c7e1711ab8c28214f409158)\n\n * Links\n\n[ ocornut ](https://github.com/ocornut) committed Dec 12, 2025\n\n[3649c26](https://github.com/ocornut/imgui/wiki/Bindings/3649c2602a27de0ce783a82ce86321cba0b8a9ce)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 22, 2025\n\n[d5054ca](https://github.com/ocornut/imgui/wiki/Bindings/d5054ca6fa6cde8f8e4dd137dfc2db17976960bf)\n\n * amuTBKT/ImGuiPlugin\n\n[ ocornut ](https://github.com/ocornut) committed Oct 16, 2025\n\n[d134f47](https://github.com/ocornut/imgui/wiki/Bindings/d134f477b4e91c4a7761b36bcb0e09132a1b7036)\n\n * imgui-odin-backends\n\n[ ocornut ](https://github.com/ocornut) committed Oct 10, 2025\n\n[00840e1](https://github.com/ocornut/imgui/wiki/Bindings/00840e1e724ad257e700fb6846ac8f9d82245f1e)\n\n * DirectX7\n\n[ ocornut ](https://github.com/ocornut) committed Oct 6, 2025\n\n[121772a](https://github.com/ocornut/imgui/wiki/Bindings/121772a4a03b46548b40a75523d26e75fc4da5cb)\n\n * dear-imgui-rs\n\n[ ocornut ](https://github.com/ocornut) committed Sep 30, 2025\n\n[0d9f4e7](https://github.com/ocornut/imgui/wiki/Bindings/0d9f4e7ffe6cdc98928ec60626faf7a7209a1ca6)\n\n * Updated Bindings (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 29, 2025\n\n[3104991](https://github.com/ocornut/imgui/wiki/Bindings/3104991943e7c7cf2d56466a4b090d43454d1198)\n\n * Dates\n\n[ ocornut ](https://github.com/ocornut) committed Sep 2, 2025\n\n[0c046cc](https://github.com/ocornut/imgui/wiki/Bindings/0c046ccda7ca0ce07dadc65d1d69c2d5e2434073)\n\n * Jank / jank-imgui\n\n[ ocornut ](https://github.com/ocornut) committed Aug 13, 2025\n\n[f98e10d](https://github.com/ocornut/imgui/wiki/Bindings/f98e10d28cc6635957d226d1f23871afadc6ff88)\n\n * Xbox 360\n\n[ ocornut ](https://github.com/ocornut) committed Jul 22, 2025\n\n[ffe7c2e](https://github.com/ocornut/imgui/wiki/Bindings/ffe7c2e0dd3a72186b764ed74411782bedc7f058)\n\n * Harbour\n\n[ ocornut ](https://github.com/ocornut) committed Jun 25, 2025\n\n[3e9247b](https://github.com/ocornut/imgui/wiki/Bindings/3e9247bd740c8a7120fea1b0cfcbe4799f2d45e3)\n\n * ImGuiLuaGen\n\n[ ocornut ](https://github.com/ocornut) committed Apr 14, 2025\n\n[a0bd637](https://github.com/ocornut/imgui/wiki/Bindings/a0bd63783b0ca8b17becaef192b618cb5e5ad55f)\n\n * jsimgui\n\n[ ocornut ](https://github.com/ocornut) committed Feb 2, 2025\n\n[62aff83](https://github.com/ocornut/imgui/wiki/Bindings/62aff833e1326f86c050a78c44308bcbda22fb13)", "tokens": 2460, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Docking/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Docking/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Docking\n\n## Revisions\n\nCompare revisions\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 23, 2026\n\n[c8961bc](https://github.com/ocornut/imgui/wiki/Docking/c8961bcb5810b94fecabdbd9f966e0b0208af592)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 24, 2025\n\n[3daba6c](https://github.com/ocornut/imgui/wiki/Docking/3daba6c9b584e74cc86badfe2dd33088b391f93d)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 14, 2025\n\n[8b96023](https://github.com/ocornut/imgui/wiki/Docking/8b96023457d1705d8716561562dd85d41c5f03f2)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 14, 2025\n\n[d59a6c2](https://github.com/ocornut/imgui/wiki/Docking/d59a6c29c019576770cafb1317672efd5813adae)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 14, 2025\n\n[40f13ba](https://github.com/ocornut/imgui/wiki/Docking/40f13ba486e446b72f043ef2b6b7ace4bc4cce9c)\n\n * Removed \"Legacy Third-Party Docking Extensions\" (there are in Useful Extensions page)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 14, 2025\n\n[50a478d](https://github.com/ocornut/imgui/wiki/Docking/50a478d8bb4a1706c0c0caf74579967f7b55b089)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 4, 2024\n\n[cf3ba3e](https://github.com/ocornut/imgui/wiki/Docking/cf3ba3e2f9670586bd750a48a1cd4a4e1cc159fd)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 5, 2023\n\n[d08f6a1](https://github.com/ocornut/imgui/wiki/Docking/d08f6a14d91f18f2a3e6b566ae7ec78c7124f8f7)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 5, 2023\n\n[146edff](https://github.com/ocornut/imgui/wiki/Docking/146edff8a6a718650b581ae6e135ae366bf89b39)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 5, 2022\n\n[5c071d9](https://github.com/ocornut/imgui/wiki/Docking/5c071d99013a48c7246dbd1d6df4985ade04c8bd)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 30, 2021\n\n[f95e623](https://github.com/ocornut/imgui/wiki/Docking/f95e623fb2bb98dcc737f09dae31fc8bf0066239)\n\n * Legacy Third-Party Docking Extensions\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2021\n\n[f563b68](https://github.com/ocornut/imgui/wiki/Docking/f563b68201d80bc860ae5a1fee3a7300ee22cf37)\n\n * Index\n\n[ ocornut ](https://github.com/ocornut) committed Oct 29, 2020\n\n[ab2dcd4](https://github.com/ocornut/imgui/wiki/Docking/ab2dcd4ada8b2e7101288d0d26529eb581f6b334)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 29, 2020\n\n[c918421](https://github.com/ocornut/imgui/wiki/Docking/c9184210ff7d71674f36b4955c342f58cb8aadf9)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 16, 2020\n\n[8fd031f](https://github.com/ocornut/imgui/wiki/Docking/8fd031f1befa17a7dd1d7a7e6d3b8e86a5ce15bd)\n\n * Updated Docking (markdown)\n\n[ rokups ](https://github.com/rokups) committed Sep 9, 2020\n\n[bbfad05](https://github.com/ocornut/imgui/wiki/Docking/bbfad05fb361b9bf0a4be7e0b3e92291e98259e1)\n\n * Updated Docking (markdown)\n\n[ rokups ](https://github.com/rokups) committed May 22, 2020\n\n[45cf491](https://github.com/ocornut/imgui/wiki/Docking/45cf4914eb2ba5e03dbbabe7afcc3b428cad5bb6)\n\n * Updated Docking (markdown)\n\n[ rokups ](https://github.com/rokups) committed May 22, 2020\n\n[412501d](https://github.com/ocornut/imgui/wiki/Docking/412501daa0e507b511d8ea0b8d41771901af1115)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 19, 2020\n\n[0e12be3](https://github.com/ocornut/imgui/wiki/Docking/0e12be3898788a1e30ba559cc7a05e99f4988bb8)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 19, 2020\n\n[f247345](https://github.com/ocornut/imgui/wiki/Docking/f247345c0167709e4b25ddaee9478c266a153b61)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 19, 2020\n\n[9ee0d60](https://github.com/ocornut/imgui/wiki/Docking/9ee0d60b1825acae740c1179b4b5e0c27407618f)\n\n * Updated Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 19, 2020\n\n[015cb31](https://github.com/ocornut/imgui/wiki/Docking/015cb31e8d649d461dae27f460345bb542176b8f)\n\n * Created Docking (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 19, 2020\n\n[2f01a4c](https://github.com/ocornut/imgui/wiki/Docking/2f01a4ca1e3770d1c7046c8cb94423f71be92095)", "tokens": 1954, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Implementing Power Save, aka Idling outside of ImGui\n\n## Revisions\n\nCompare revisions\n\n * Updated Implementing Power Save, aka Idling outside of ImGui (markdown)\n\n[ pthom ](https://github.com/pthom) committed Oct 19, 2023\n\n[94262bd](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/94262bd0c0ea122dc3cbeef5c7fd37e779f2e95c)\n\n * Updated Implementing Power Save, aka Idling outside of ImGui (markdown)\n\n[ pthom ](https://github.com/pthom) committed Feb 3, 2023\n\n[1bcbf64](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/1bcbf648084de5cd6d0168f6570a42327fe2aa41)\n\n * Updated Implementing Power Save, aka Idling outside of ImGui (markdown)\n\n[ pthom ](https://github.com/pthom) committed Feb 3, 2023\n\n[3ea2c50](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/3ea2c50a8c93074af9910d6bc4082cdefd671c83)\n\n * Created Implementing Power Save, aka Idling outside of ImGui (markdown)\n\n[ pthom ](https://github.com/pthom) committed Feb 3, 2023\n\n[3f1aa74](https://github.com/ocornut/imgui/wiki/Implementing-Power-Save,-aka-Idling-outside-of-ImGui/3f1aa743f1544c7d53335fb13c32ed09086678d7)", "tokens": 623, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Funding/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Funding/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Funding\n\n## Revisions\n\nCompare revisions\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 26, 2026\n\n[66e76bd](https://github.com/ocornut/imgui/wiki/Funding/66e76bdfb05a0ab5c37cf1b670aab0c18d8e1287)\n\n * RocketWerkz\n\n[ ocornut ](https://github.com/ocornut) committed Feb 26, 2026\n\n[bcbad78](https://github.com/ocornut/imgui/wiki/Funding/bcbad784711296fc1d076aa1efcbc8a630caeea6)\n\n * Passtech Games\n\n[ ocornut ](https://github.com/ocornut) committed Feb 17, 2026\n\n[edec1b7](https://github.com/ocornut/imgui/wiki/Funding/edec1b701875247f2865202ea3a51a2ccbc7a199)\n\n * River End Games\n\n[ ocornut ](https://github.com/ocornut) committed Nov 5, 2025\n\n[6a5ff45](https://github.com/ocornut/imgui/wiki/Funding/6a5ff453136690164b0455bf0e18637a7e9c69ef)\n\n * Thatgamecompany\n\n[ ocornut ](https://github.com/ocornut) committed Oct 10, 2025\n\n[ff5774c](https://github.com/ocornut/imgui/wiki/Funding/ff5774cce92b5b50de1a9c3834718677eb55a020)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 30, 2025\n\n[2b77ead](https://github.com/ocornut/imgui/wiki/Funding/2b77eada2f8216b60ffdb276367b49bafbd6df2c)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Aug 25, 2025\n\n[8b6ec78](https://github.com/ocornut/imgui/wiki/Funding/8b6ec78d52af2f0402c625c984a2176148b69fb5)\n\n * Vector Unit\n\n[ ocornut ](https://github.com/ocornut) committed Jun 28, 2025\n\n[9e4ca56](https://github.com/ocornut/imgui/wiki/Funding/9e4ca56225020a2cae3278678f742bdd33d704c4)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jun 25, 2025\n\n[d62b55b](https://github.com/ocornut/imgui/wiki/Funding/d62b55b1890ef7152da30594ca77a0b5269bd0f1)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jun 25, 2025\n\n[fbd9bdc](https://github.com/ocornut/imgui/wiki/Funding/fbd9bdc8107cae72c734178eefa3e6c5b164eaea)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 15, 2025\n\n[47fdddb](https://github.com/ocornut/imgui/wiki/Funding/47fdddb7043a1acb65070a4bb7bf0e7450f148d8)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Apr 24, 2025\n\n[b20b417](https://github.com/ocornut/imgui/wiki/Funding/b20b417051594f347c9e108685730f06e9b4fb1b)\n\n * Issues link\n\n[ ocornut ](https://github.com/ocornut) committed Mar 17, 2025\n\n[fd0af77](https://github.com/ocornut/imgui/wiki/Funding/fd0af778aa2110fe44bf6ddec259f1768880bfb1)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 10, 2025\n\n[6a668e5](https://github.com/ocornut/imgui/wiki/Funding/6a668e5a7e18c3d5530fe4d36862e0ae5ad8995b)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 7, 2025\n\n[afb5b61](https://github.com/ocornut/imgui/wiki/Funding/afb5b619c2c0e006696e6da046e9d17e7d8aeb04)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 26, 2025\n\n[4633f38](https://github.com/ocornut/imgui/wiki/Funding/4633f38fda94847c60677a5470c974c968825ffe)\n\n * Scorewarrior\n\n[ ocornut ](https://github.com/ocornut) committed Feb 26, 2025\n\n[9dae56d](https://github.com/ocornut/imgui/wiki/Funding/9dae56de91ba1653857b24306a1a0e88187337d2)\n\n * Tanius\n\n[ ocornut ](https://github.com/ocornut) committed Feb 21, 2025\n\n[0c2b87e](https://github.com/ocornut/imgui/wiki/Funding/0c2b87e03c7e6ea0196c3cee8420074272c94b28)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 1, 2025\n\n[6c157db](https://github.com/ocornut/imgui/wiki/Funding/6c157dbc95cdeb11a323b76770227ee874af59ac)\n\n * Machine Games\n\n[ ocornut ](https://github.com/ocornut) committed Dec 13, 2024\n\n[cfc0fcf](https://github.com/ocornut/imgui/wiki/Funding/cfc0fcffdc006eb4e9c507830e06f1653c954812)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2024\n\n[fba1ff1](https://github.com/ocornut/imgui/wiki/Funding/fba1ff16dd7ad2f9fccf3efb09da571551e7abc5)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2024\n\n[a0232c7](https://github.com/ocornut/imgui/wiki/Funding/a0232c7f0ffbb4896c37be3adb8cade4b3a8e925)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 22, 2024\n\n[4dd1e70](https://github.com/ocornut/imgui/wiki/Funding/4dd1e70f4e5fbaee1ab22303b3a4c4192499ad42)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 7, 2024\n\n[dc33659](https://github.com/ocornut/imgui/wiki/Funding/dc33659649c16570604f3a343bdc800b9395faa7)\n\n * id Software\n\n[ ocornut ](https://github.com/ocornut) committed Nov 7, 2024\n\n[52e7cb7](https://github.com/ocornut/imgui/wiki/Funding/52e7cb75e1ca1ef06b78ed64b6c236a0c367498d)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 6, 2024\n\n[22904e6](https://github.com/ocornut/imgui/wiki/Funding/22904e67378815bdcccf1845c23c623d4ceccfb9)\n\n * Gravity Well\n\n[ ocornut ](https://github.com/ocornut) committed Oct 9, 2024\n\n[770b13a](https://github.com/ocornut/imgui/wiki/Funding/770b13a60bc908ac9ffda08d75708aacebc79ea7)\n\n * SCS Software\n\n[ ocornut ](https://github.com/ocornut) committed Sep 16, 2024\n\n[80dca32](https://github.com/ocornut/imgui/wiki/Funding/80dca32f62132e9962df64181025a854a0a3aa73)\n\n * Updated Funding (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 4, 2024\n\n[d9b2140](https://github.com/ocornut/imgui/wiki/Funding/d9b2140d399589152486150e128c909dc4cee3ac)\n\n * OTOY\n\n[ ocornut ](https://github.com/ocornut) committed Sep 4, 2024\n\n[ab97223](https://github.com/ocornut/imgui/wiki/Funding/ab97223fe85ac978bb7f9f1a68272894bf3f0e3d)", "tokens": 2424, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Multi-Viewports/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Multi-Viewports/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Multi Viewports\n\n## Revisions\n\nCompare revisions\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Dec 3, 2025\n\n[65a4529](https://github.com/ocornut/imgui/wiki/Multi-Viewports/65a4529d9b91080bee7d6507599efcad1eeea905)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 23, 2024\n\n[1e55501](https://github.com/ocornut/imgui/wiki/Multi-Viewports/1e55501488fbc93a74e8d7de79c9a68633190bd2)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed May 23, 2024\n\n[8853485](https://github.com/ocornut/imgui/wiki/Multi-Viewports/8853485dee7f22e602c229d10d0e41e0b3dc3e9a)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 5, 2023\n\n[1e8ffbb](https://github.com/ocornut/imgui/wiki/Multi-Viewports/1e8ffbb2ebee63aa0109ae88a727e24bdc0fb8e6)\n\n * Linux, Wayland\n\n[ ocornut ](https://github.com/ocornut) committed Feb 12, 2021\n\n[7ae53ab](https://github.com/ocornut/imgui/wiki/Multi-Viewports/7ae53ab0a4720c5229466e1e232bf010e2fa9a19)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 20, 2020\n\n[91ee536](https://github.com/ocornut/imgui/wiki/Multi-Viewports/91ee536a2030a62dcd1b982d608c321f35014e52)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 20, 2020\n\n[1e3f72f](https://github.com/ocornut/imgui/wiki/Multi-Viewports/1e3f72ffbf6b3e7cd928aa65dc9d8d689342756d)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 19, 2020\n\n[01ed1c6](https://github.com/ocornut/imgui/wiki/Multi-Viewports/01ed1c67c2afb02009ab06b9d4c42cbe32288f0b)\n\n * Updated Multi Viewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 29, 2020\n\n[1e948a7](https://github.com/ocornut/imgui/wiki/Multi-Viewports/1e948a7f3c1dfce9b63dc62eb016f9def8c300c4)\n\n * Updated MultiViewports (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 29, 2020\n\n[66d30f2](https://github.com/ocornut/imgui/wiki/Multi-Viewports/66d30f2b7e4e6124f5f69c316e6ece17678aa33b)", "tokens": 1018, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Upcoming-Changes/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Upcoming Changes\n\n## Revisions\n\nCompare revisions\n\n * Updated Upcoming Changes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Mar 5, 2025\n\n[0bf878e](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/0bf878e68244dff3fe909a05c24533affcffc154)\n\n * Updated Upcoming Changes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 7, 2025\n\n[d7e746a](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/d7e746a9708262304c3b576897b9705aa6307a01)\n\n * Updated Upcoming Changes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 5, 2023\n\n[f473cd6](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/f473cd656d2a0b39138e57cbf1397f152b036a95)\n\n * Updated Upcoming Changes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 3, 2023\n\n[ba546d6](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/ba546d6f705dc645952909654315ecaaf1e38584)\n\n * Updated Upcoming Changes (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jan 3, 2023\n\n[919ede9](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/919ede91b8c9a08bb322fef1f75fa7e080a8fd59)\n\n * Updated Incoming Work (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 14, 2022\n\n[c67be8f](https://github.com/ocornut/imgui/wiki/Upcoming-Changes/c67be8fdc8c02aab73bc6b1e47294d829ae88990)", "tokens": 665, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/Tips/_history", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/Tips/_history).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# [History](https://github.com/ocornut/imgui/wiki/_history) / Tips\n\n## Revisions\n\nCompare revisions\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 2, 2024\n\n[a5913f2](https://github.com/ocornut/imgui/wiki/Tips/a5913f2a923c7396c8f33cfcc9e5662a0145db7b)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 20, 2022\n\n[ddee246](https://github.com/ocornut/imgui/wiki/Tips/ddee24619476bb8a5134cd268b3070dc5ff59f21)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Sep 20, 2022\n\n[b9a521b](https://github.com/ocornut/imgui/wiki/Tips/b9a521bd8eadfc8256e9616928bf70839b444286)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 22, 2021\n\n[f3b701d](https://github.com/ocornut/imgui/wiki/Tips/f3b701d23a9f99884d8e7ed2f216a90ae0904075)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 22, 2021\n\n[1ddee5b](https://github.com/ocornut/imgui/wiki/Tips/1ddee5be4a8c68c74f382941a5825434c27b4ea9)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Feb 18, 2021\n\n[7706141](https://github.com/ocornut/imgui/wiki/Tips/7706141db8620a90fd709f5289d79eae8f20f343)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 12, 2019\n\n[bca60cc](https://github.com/ocornut/imgui/wiki/Tips/bca60ccea6914cef69fe5550771c2758327f2f4b)\n\n * Tips\n\n[ ocornut ](https://github.com/ocornut) committed Oct 12, 2019\n\n[d578b53](https://github.com/ocornut/imgui/wiki/Tips/d578b532c828037361944bf9a904ffa8e42c0203)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Oct 12, 2019\n\n[74bdc0d](https://github.com/ocornut/imgui/wiki/Tips/74bdc0d9c75149ff2d1ca5bc443b597c56407142)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Jul 19, 2019\n\n[cbc06d4](https://github.com/ocornut/imgui/wiki/Tips/cbc06d4e826fe3fe4fdcaa8d513deb222936de8a)\n\n * Metrics\n\n[ ocornut ](https://github.com/ocornut) committed Jul 18, 2019\n\n[9ad3951](https://github.com/ocornut/imgui/wiki/Tips/9ad39516db1e339334204aae1895679fe1cf48ae)\n\n * apply C++ syntax color on all blocks of code\n\n[ Ybalrid ](https://github.com/Ybalrid) committed Apr 4, 2019\n\n[db6a38d](https://github.com/ocornut/imgui/wiki/Tips/db6a38dc7403fa63f42799c98b4e3320c9a2de3c)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 15, 2015\n\n[86d2b7b](https://github.com/ocornut/imgui/wiki/Tips/86d2b7be69116d40f451c0e8711c9e5e7ddfe800)\n\n * Updated Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 15, 2015\n\n[f7a723f](https://github.com/ocornut/imgui/wiki/Tips/f7a723f6651d4c57f68182182e3bdfa29ab58824)\n\n * Created Tips (markdown)\n\n[ ocornut ](https://github.com/ocornut) committed Nov 15, 2015\n\n[7545642](https://github.com/ocornut/imgui/wiki/Tips/75456420564e6b92050e9ba51fd558883fcd0e7d)", "tokens": 1309, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/f1aa74b704827693b924e450b4905b08239c4404", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/f1aa74b704827693b924e450b4905b08239c4404).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Aug 25, 2023 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2023, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_SaveItem;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n void SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n void UpdateUI()\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4383, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fc434f33fd6d8e2b87cf8701735fdab91393bb9b", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fc434f33fd6d8e2b87cf8701735fdab91393bb9b).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Sep 3, 2024 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2024, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_SaveItem;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n void SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n void UpdateUI()\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nSean Barrett (@nothings) contributed to popularizing the IMGUI paradigm by publishing [an article in the September 2005 issue of Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34) and [accompanying sample code](http://silverspaceship.com/inner/imgui) around the same time.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and sample code](http://silverspaceship.com/inner/imgui), @nothings, September 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4463, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/7911d8c618bf6b2a8ce227253071aba876f5f5fb", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/7911d8c618bf6b2a8ce227253071aba876f5f5fb).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Sep 3, 2024 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2024, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_SaveItem;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n void SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n void UpdateUI()\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nSean Barrett (@nothings) contributed to popularizing the IMGUI paradigm by publishing [an article in the September 2005 issue of Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), and publishing [an IMGUI demo with sources](http://silverspaceship.com/inner/imgui) around the same time.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4463, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fbf1ff2fdf45527317407a59a3ac4d6397b7afc0", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/fbf1ff2fdf45527317407a59a3ac4d6397b7afc0).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Sep 14, 2022 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of Feb 2021, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is completely off the mark. There are reasons for that:\n\n * the acronym is very misleading.\n * people didn't do a good enough job explaining or documenting what IMGUI means\n * they are different interpretation of what IMGUI means\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is very misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. The choice of that word got us into years, maybe decades of misunderstanding.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good feeling of some of the advantages usually associated to the IMGUI paradigm.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nIt has been privately researched before and after. Casey's work on formulating and popularizing research on this topic has been invaluable. I however believe that picking the word \"immediate-mode\" was a mistake which a decade later we are still paying for in term of misunderstanding what IMGUI are.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ [tweet](https://twitter.com/pervognsen/status/1361241939593416705)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### Links\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 3367, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/e295c9911b04865c7610607d69e06133112ccf1a", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/e295c9911b04865c7610607d69e06133112ccf1a).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Jan 25, 2023 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2023, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_Item;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n set SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4378, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/ebe40c46c9c7a2b4f5c4a7fa0bb90cdf9d78fc00", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/ebe40c46c9c7a2b4f5c4a7fa0bb90cdf9d78fc00).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Jan 25, 2023 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2023, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is very misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API. The choice of that word got us into years, maybe decades of misunderstanding.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated to the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_Item;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = OnSave(); // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n set SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n if (Lib_MenuItem(\"SAVE\"))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to ease getting a quick first-intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs before fully illustrating the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUI **tends to facilitate data binding, action binding, and creation/destruction of widgets**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57)\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts)\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4371, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/6f563cf7ca9a102670ff93f6e74c71847a39799c", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/6f563cf7ca9a102670ff93f6e74c71847a39799c).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Jan 17, 2024 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2024, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_SaveItem;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n void SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n void UpdateUI()\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4386, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/a03978a2e5658383df4be1f2c58519e26251b415", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/a03978a2e5658383df4be1f2c58519e26251b415).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nBj\u00f6rn Albowitz edited this page Apr 26, 2023 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2023, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_SaveItem;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n set SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57) (with posts).\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts).\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4385, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/5c38cc6a6812fff344d63dfb9c1e7182e8469a7c", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/5c38cc6a6812fff344d63dfb9c1e7182e8469a7c).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Feb 15, 2021 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of Feb 2021, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is completely off the mark. There are reasons for that:\n\n * the acronym is very misleading.\n * people didn't do a good job enough explaining or documentation what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nIt has been privately researched before and after. Casey's work on formulating and popularizing research on this topic has been invaluable. I however believe that picking the word \"immediate-mode\" was a mistake which a decade later we are still paying for in term of misunderstanding what IMGUI are.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ [tweet](https://twitter.com/pervognsen/status/1361241939593416705)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain more artifacts from the UI system (e.g. create objects, maintain references).\n * RMGUI APIs often require more synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### Links\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 2729, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/64338b38002a41df1631cd4526873850a37aff95", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/64338b38002a41df1631cd4526873850a37aff95).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Jan 25, 2023 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ January 2023, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is **COMPLETELY** off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means?\n * they are different interpretation of what IMGUI means?\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good intuition of some of the advantages usually associated with the IMGUI paradigm.\n\n**In order to further clarify this intuition**, we'll provide an example.\n\nTypical RMGUI:\n\n // editor.h\n // [...] somewhere in a class declaration\n MenuItem* m_Item;\n\n // editor.cpp\n // [...] somewhere in an init/constructor function\n m_SaveItem = Lib_CreateMenuItem(m_ContainerMenu);\n m_SaveItem->OnActivated = &OnSave; // Bind action\n\n // [...] somewhere in a shutdown/destructor function\n Lib_DestroyItem(m_SaveItem);\n m_SaveItem = NULL;\n // TODO: Ensure initial dirty state is reflected\n\n // [...] React to item being pressed\n void OnSave()\n m_Document->Save();\n\n // [...] Sync enable state so item can be greyed\n // IMPORTANT: Don't forget to call otherwise update menu color won't be correct!\n void UpdateSaveEnabledState()\n m_SaveItem->SetEnabled(m_Document != NULL && m_Document->m_IsDirty);\n void SetDocumentDirty(bool dirty)\n if (m_Document)\n m_Document->m_IsDirty = dirty;\n UpdateSaveEnabledState();\n set SetDocument(Document* document)\n m_Document = document;\n UpdateSaveEnabledState();\n\nTypical IMGUI:\n\n // editor.cpp\n bool is_save_allowed = (m_Document != NULL && m_Document->m_IsDirty);\n if (Lib_MenuItem(\"SAVE\", is_save_allowed))\n m_Document->Save();\n\nThis is a simple and perhaps exaggerated example provided to get a better intuition about the difference of IMGUI vs RMGUI. There are lots of things to say and criticize about this example. It tends to illustrates the shortcoming of RMGUIs more than it illustrates the shortcomings of IMGUIs. But it should illustrate the core benefit that IMGUIs **tends to facilitate data binding, action binding, and creation/destruction of UI components**. It does facilitate those things because it generally doesn't need them.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it. Archive.org has a [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57), including [first notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd). Unfortunately the [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) has index but no actual posts.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [First notable post by Casey on 2005-07-05](https://web.archive.org/web/20070824213736/http://www.mollyrocket.com/forums/viewtopic.php?t=134&start=0&sid=cb913629aa8310947c0476848a8824dd).\n * [2007 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20070824203105/http://www.mollyrocket.com/forums/viewforum.php?f=10&sid=9680eeedbe87034741d936cbfe319f57)\n * [2013 Mirror of Molly Rocket's IMGUI forums](https://web.archive.org/web/20131221233224/http://mollyrocket.com/forums/viewforum.php?f=10&sid=b7ce0b0de4493f63edd88d13c99501a9) (index only, missing posts)\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Sean Barrett's IMGUI page and toolkit](http://silverspaceship.com/inner/imgui), @nothings, 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 4372, "type": "documentation"} {"repo": "SirMallard/Iris", "source_url": "https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/95bc6ad90ce1538c3bda7d457a4bda33541efc41", "text": "[ ocornut ](https://github.com/ocornut) / ** [imgui](https://github.com/ocornut/imgui) ** Public\n\n * ### Uh oh!\n\nThere was an error while loading. [Please reload this page](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/95bc6ad90ce1538c3bda7d457a4bda33541efc41).\n\n * [ Notifications ](https://github.com/login?return_to=%2Focornut%2Fimgui) You must be signed in to change notification settings\n * [ Fork 11.6k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n * [ Star 72.2k ](https://github.com/login?return_to=%2Focornut%2Fimgui)\n\n# About the IMGUI paradigm\n\nJump to bottom\n\nomar edited this page Sep 14, 2022 \u00b7 [47 revisions](https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm/_history)\n\nTHIS IS WIP/DRAFT / [Discuss this article](https://github.com/ocornut/imgui/issues/3815)\n\n### Why\n\n**This is an attempt at explaining what the IMGUI paradigm stands for, and what it could be**.\n\nPlease note the References section where other articles have been written about this.\n\nProponent of the IMGUI paradigm have noticed that it was widely misunderstood, over and over. As of ~~Feb 2021~~ August 2022, even the [IMGUI Wikipedia page](https://en.wikipedia.org/wiki/Immediate_mode_GUI) is completely off the mark and incorrect. There are reasons for that:\n\n * the acronym is misleading (read below).\n * people didn't do a good enough job explaining or documenting what IMGUI means.\n * they are different interpretation of what IMGUI means.\n * many popular IMGUI implementation have made similar design choices, making it more confusing what is actually the soul and backbone of the IMGUI paradigm vs a set of implementation choices.\n * the naming and success of \"Dear ImGui\" blurred the line a little bit further (should have used another name).\n\nThe acronym is very misleading because \"immediate-mode\" was initially coined as a reference to obsolete graphics API which made it very easy to render contents. Some people still incorrectly assume that IMGUIs are often rendering using those API. The choice of that word got us into years, maybe decades of misunderstanding.\n\nFrom now on, IMGUI will stand for \"Incredibly Magic Graphics User Interface\" ;)\n\nThe second purpose of this page should be to make it clear that there is a large space to explore in UI programming.\n\n### The Pitch of Dear ImGui\n\nFrom [README](https://github.com/ocornut/imgui#the-pitch), notice the four first points:\n\n * \"Minimize state synchronization.\"\n * \"Minimize state storage on user side.\"\n * \"Minimize setup and maintenance.\"\n * \"Easy to use to create dynamic UI which are the reflection of a dynamic data set.\"\n\nWhile they don't constitute a definition of the IMGUI paradigm, they may give a good feeling of some of the advantages usually associated to the IMGUI paradigm.\n\n### History\n\nThe acronym IMGUI was coined by Casey Muratori in this video in 2005:\n (see also [blog](https://caseymuratori.com/blog_0001))\n\n_\"I\u2019ve also seen lots of people getting into arguments about immediate-mode vs. retained-mode GUI APIs. I think this has something to do with how simple the IMGUI concept is, as it leads people to think they understand it, and then they proceed to get into heated arguments as if they actually know what they\u2019re talking about. I rarely see this problem when I\u2019m talking about anything even mildly complicated, like quaternions.\"_\n\nCasey's work on formulating and popularizing research on this topic has been pivotal and invaluable. His video and the forums that followed helped people gather around the concept and talk about it.\n\nThe concept has been privately researched before and after. [Thierry Excoffier's Zero Memory Widget](https://web.archive.org/web/20220516003813/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/) and his [research report](https://web.archive.org/web/20220516004122/https://perso.univ-lyon1.fr/thierry.excoffier/ZMW/rr_2003_03_11.pdf) in 2003 are also very notable although they didn't reach the game development sphere back then.\n\n### Do we need a definition?\n\n_\"I kind of wish there was more radical experimentation in this space\"_ ([tweet](https://twitter.com/pervognsen/status/1361241939593416705))\n_\"But, I need to store a variable therefore it isn't IMGUI anymore!!!\"_ (many people)\n\nNowadays I am starting to believe that the term has caused more harm than benefits, because it suggests there are two camps \"IMGUI\" vs \"RMGUI\". The reality is there is a continuum of possibilities over multiple unrelated axises. Many of them haven't been explored enough, as popular IMGUI libraries have been designed for certain needs and not others. Many of them are at reach as extension of existing popular frameworks. Some are likely to only ever exist as part of yet undeveloped IMGUI frameworks.\n\nThe existence of those two terms effectively has hindered both discussions and research. The fact that we are even trying to put an official definition to a label is hindering people's imagination about the many possible areas of researches to be done in UI space.\n\n### Half of a definition\n\n@ocornut's attempt for a definition (WIP, 2021)\n\nWhat we care about:\n\n * IMGUI refers to the API: literally the interface between the application and the UI system.\n * The API tries to minimize the application having to retain data related to the UI system.\n * The API tries to minimize the UI system having to retain data related to the application.\n * IMGUI does NOT refer to the implementation. Whatever happens inside the UI system doesn't matter.\n\nThis is in comparison with typical RMGUI (\"retained-mode UI\"):\n\n * RMGUI APIs often have the application retain artifacts from the UI system (e.g. maintain references to UI objects).\n * RMGUI APIs often require synchronization mechanisms because the UI system retain more application data.\n\nWhat it doesn't stands for:\n\n * IMGUI does not mean that the library doesn't retain data.\n * IMGUI does not mean that stuff are drawn immediately.\n * IMGUI does not mean it needs a continuous loop nor need to refresh continuously.\n * IMGUI does not mean it needs to refresh all-or-nothing.\n * IMGUI does not mean that states are polled.\n * IMGUI does not mean the UI doesn't look \"native\" or looks a certain way.\n * IMGUI does not mean it cannot animate.\n * IMGUI does not mean it needs a GPU to render.\n * IMGUI does not mean that the library can or cannot support feature x or y.\n * IMGUI does not mean that the library is more or less portable.\n\nTODO: Each of those points should be explained with a paragraph. We could also describe how common UI libraries (of all types) stand on a given axis. We could also describe less explored paths and envision what new UI libraries could do.\n\nIt's particularly important we develop this section to dissociate the promise (sometimes unfulfilled) vs current implementation. The full-feature bell-and-whistle promise is more likely to be ever fulfilled by a UI library if people understand that it is possible.\n\n### Examples\n\n_TODO_\n\n### Modeless write-up\n\nMarch 2022: \n\n_\"Immediate mode is a style of API where important state is kept in user code [editor note: this should be \"user side\" not \"user code\"] instead of being retained inside the API implementation. For example, an immediate mode GUI checkbox implementation does not store a boolean value determining whether the checkbox is checked. Instead, user code passes that information as a function parameter whenever the UI needs to be drawn. Even the fact that a checkbox exists on screen is not stored in the GUI library. The checkbox is simply drawn when user code requests it each frame.\"_\n\n_\"Counter intuitively this is often less complicated than the traditional \"retained mode\" style of GUI libraries because there is no duplication of state. That means no setup or teardown of widget object trees, no syncing of state between GUI objects and application code, no hooking up or removing event handlers, no \"data binding\", etc. The structure and function of your UI is naturally expressed in the code of the functions that draw it, instead of in ephemeral and opaque object trees that only exist in RAM after they're constructed at runtime. You retain control over the event loop and you define the order in which everything happens rather than receiving callbacks in some uncertain order from someone else's event dispatching code.\"_\n\n_\"Crucially, \"immediate mode\" is a statement about the interface of the library, not the internals. Common objections of the form \"immediate mode GUIs can't support X\" or \"immediate mode GUIs are inefficient because Y\" are generally false and based on a misconception that immediate mode GUIs are forbidden from retaining any internal state at all. It is perfectly normal for an immediate mode library to retain various types of internal state for efficiency or other reasons, and this is fine as long as the state stored in user code remains the source of truth. This can even go as far as internally constructing a whole retained widget tree and maintaining it via React-like tree diffing.\"_\n\n### Vurtun's write-up\n\n[@vurtun](https://github.com/vurtun) said very eloquently around April 2019:\n\n_\"I usually don't like to write about immediate mode UI since there are a lot of preconceived notions about them. Addressing all of them is hard since often that is required since they all are thrown at once. For example a single implementation of a concept does not define a concept (dear imgui is a immediate mode UI not all imgui are like dear imgui)._\n\n_Everything that can be done with \"retained\" gui can by definition be done by an immediate mode gui (I hate this whole divide at this point). Then we have state. For some reason like andrew already said I often see confusion that immediate mode means stateless. Immediate mode has nothing to do with how or if state is stored. Immediate mode in guis doesn't remove having two data representation. One on the calling side and one in the library. Even dear imgui and nuklear both have internal state they keep track of. Rather at its core immediate mode is about how this state is updated. In classical gui the state of the application was synchronized to the gui state by modification. On the other hand immediate mode is closer to functional programming. Instead of mutating state, all previous state is immutable and new state can only be generated by taking the previous state and applying new changes. Both in dear imgui and nuklear there is very little previous state and most is build up every \"frame\"._\n\n_Next up handling widget events (press,clicked,...). Immediate mode has nothing to do with events vs polling for input changes. The famously convenient if (button(...)). You can even have retained libraries that use polling instead of events._\n\n_Then we have \"immediate mode bundles layouting, input and rendering\". Once again only dear imgui and nuklear do this. At this point all my imguis have multiple passes. For example if I cache state for layouting I have (layout, input, render). Any change in the input or render pass will will jump back to layouting. If I don't cache state for layouting I still have two passes (input, render) to prevent glitches. To make sure that performance is not a problem I make sure that only those elements that are actually visible are updated, which is important for datastructures (list, trees). Invisible widgets are not only not rendered but also not layouted or have input handling. In a current implementation they are not even iterated over._\n\n_Another argument I've read is that immediate mode cannot be used with OOP. While I try to stay away from that term since at this point it has taken so many meaning that it is basically worthless, what I hear it in context of is having composability for widgets. Once again just because dear imgui and nuklear don't have does not mean it has to be or even should be that way. For example the imgui we have at work supports composability and just like retain mode UIs you can put any widget inside any other. Want a slider inside a tab you can just compose them (not that it makes sense in this case)._\n\n_Getting to game vs. tool ui. Disclaimer: I spend most of my time on tool ui however I played around with game ui or rather the concept behind it in my immediate/retain mode hybrid ()._\n\n_Personally for me tool and game ui are two completely different use cases. Interestingly at work we actually have a single immediate mode core that is used for both game as well as tool ui and it still works. However our advantage is that our UI designer can code. Immediate mode biggest advantage is that state mutation is extremely simple and easy. However in games all UI (including stuff like animations) outside datastructures likes list are know at compile time or loading time. So most advantages of immediate mode doesn't hold up (outside mentioned datastructures). Interestingly for datastructures you can even have an immediate mode API inside a retained state UI. So having the best of both worlds by having a hybrid._\n\n_Finally state handling. For games this is easier since most state is known beforehand and can be reserved/preallocated. For tool ui it is a bit more complicated. First of it is possible to have state per widget. That is what we currently do at keen core. The state itself is lifetime tracked and freed if not used anymore. However what is actually possible as well is having a concept of an window/view and managing state outside the library. By that I mean a tabbed window with content. Like for example a log view or scene view storing all needed state for the UI and the actually data needed (log entries for the log view). Instead of trying to do state handling on the widget level it makes a lot more sense to have state management inside the view itself, since unlike the actually widgets the view itself has an easy to track lifetime. Just to clarify the view in the library API would just an handle while the actual view implementation would store the state._\n\n_A lot in ui depends on the problem on hand so I feel there is no silver bullet. But what is actually great about UI is that it is possible to write a version fitting the problem. I hope if anything is taken from this rant is that \"imgui\" currently entangles a lot of concepts that however don't define it. So everytime it does not work out immediate mode as a grand concept itself is tossed aside instead of reevaluating the parts that did not work out.\"_\n\n### References\n\n * [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html), 2007.\n * [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf), 2011.\n * [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/), @jarikomppa, 2006.\n * [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861), 2005.\n * [Sean Barrett's article in Game Developer Magazine](https://archive.org/details/GDM_September_2005) (Page 34), September 2005.\n * [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k), 2016.\n * [Thierry Excoffier's ZMV (Zero Memory Widget)](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/), 2004.\n * [Unity's IMGUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html)\n\n### Clone this wiki locally", "tokens": 3554, "type": "documentation"} {"repo": "Epix-Incorporated/Adonis-Plugins", "file_path": "README.md", "text": "# Adonis-Plugins\nA repository of Adonis plugins made by me or community members.\n\nFeel free to submit your own, just be sure to include information about the plugin in a comment at the top of it, such as author and description.\n\nWhen someone asks me to make a plugin for some niche use case that doesn't fit in the main script, I'll probably put it here as a plugin.\n\nIf you have an issue with a plugin, or need help setting it up, make sure you contact the AUTHOR. If I (Sceleratis/Davey_Bones) did not make it, do not ask me about it because I probably can't help you.", "tokens": 136, "type": "readme"} {"repo": "MadStudioRoblox/Sera", "file_path": "README.md", "text": "# Sera\nThis is a Low-level schematized serialization library for Roblox for handling limited size dictionaries with primitive types. This library aims to do as few operations (table lookups, comparisons, etc.) as possible to achieve it's result while staying a good-enough serialization library.\n\nSera's intended purpose is to help with serialization schemas when handling high-efficiency game entity replication to clients. Note that this is not a module for beginners and you should at least know the basics of using the [`buffer`](https://create.roblox.com/docs/reference/engine/libraries/buffer) class.\n\n## Perks:\n- Fast.\n- Efficient-enough representation of a dictionary inside a `buffer`.\n- `Sera.Serialize`, `Sera.Push`, `Sera.DeltaSerialize` and `Sera.DeltaPush` outputs can be combined inside a large buffer - `Sera.Deserialize` and `Sera.DeltaDeserialize` understand when an entry ends given a buffer and offset and returns a new offset for the developer to continue reading the buffer.\n- `Sera.DeltaSerialize` and `Sera.DeltaPush` treats a schema as an enumerator and serializes an incomplete dictionary with added (n + 1) bytes in the output where \"n\" is the number of fields present.\n\n## Limitations:\n- Schemas can only hold up to 255 fields in Sera and it's going to stay that way - you may fork the project and easily change this for yourself.\n- `Sera.Serialize` and `Sera.DeltaSerialize` will fail if resulting buffer size is larger than the constant `BIG_BUFFER_SIZE` inside the `Sera` module - This value should be moderate, but within reason since that's the memory `Sera` will take and never release during runtime.\n\n[Source Code (Single ModuleScript)](https://github.com/MadStudioRoblox/Sera/blob/main/Sera.luau)\n\n[Longer Example Code](https://github.com/MadStudioRoblox/Sera/blob/main/Test.luau)\n\n[Join the discussion in the Roblox Developer Forum (click here)](https://devforum.roblox.com/t/sera-low-level-schematized-serialization-library/3304206)\n\n***This is an experimental project - there will be no guarantees for backwards-compatibility on further updates***\n\n## Short Example:\n\n```lua\n\nlocal Sera = require(game.ReplicatedStorage.Sera)\n\nlocal Schema = Sera.Schema({\n Health = Sera.Int16,\n Position = Sera.Vector3,\n Name = Sera.String8,\n})\n\nlocal serialized, error_message = Sera.Serialize(Schema, {\n Health = 150,\n Position = Vector3.new(1001, 69, 0.1),\n Name = \"loleris\",\n})\n\nif error_message ~= nil then\n error(error_message)\nend\n\nlocal deserialized = Sera.Deserialize(Schema, serialized :: buffer)\n\nprint(`Serialized buffer size: {buffer.len(serialized :: buffer)} bytes`)\nprint(`Deserialized:`, deserialized)", "tokens": 630, "type": "readme"} {"repo": "ActualMasterOogway/Fluent-Renewed", "file_path": "README.md", "text": "# Fluent Renewed\n\n![Fluent Renewed Title](Assets/darkmode.png#gh-dark-mode-only)\n![Fluent Renewed Title](Assets/darkmode.png#gh-light-mode-only)\n\n## \u26a1 Features\n\n- Modern design\n- Many customization options\n- Almost any UI Element you would ever need\n\n## \ud83d\udd0c Installation\n\nYou can load Fluent through a GitHub Release:\n\n```lua\nlocal Library = loadstring(game:GetService(\"HttpService\"):GetAsync(\"https://github.com/ActualMasterOogway/Fluent-Renewed/releases/latest/download/Fluent.luau\", true))()\n\n```lua\nlocal Library = loadstring(game:HttpGetAsync(\"https://github.com/ActualMasterOogway/Fluent-Renewed/releases/latest/download/Fluent.luau\", true))()\n\n## \ud83d\udcdc Usage\n\n[Example Script the studio environment](https://github.com/ActualMasterOogway/Fluent-Renewed/blob/master/Example.client.luau)\n\n[Example Script for an exploit environment](https://github.com/ActualMasterOogway/Fluent-Renewed/blob/master/Example.luau)\n\n## Credits\n\n- [Master Oogway](https://github.com/ActualMasterOogway/Fluent-Renewed) - The master mind behind Fluent Renewed\n- [dawid](https://github.com/dawid-scripts/Fluent) - The master mind behind Fluent\n- [Lucide](https://github.com/lucide-icons), [Phosphor](https://github.com/phosphor-icons) - The sexy icons\n- [richie0866/remote-spy](https://github.com/richie0866/remote-spy) - Assets for the UI, some of the code\n- [violin-suzutsuki/LinoriaLib](https://github.com/violin-suzutsuki/LinoriaLib) - Code for most of the elements, save manager\n- [7kayoh/Acrylic](https://github.com/7kayoh/Acrylic) - Porting richie0866's acrylic module to lua\n- [Latte Softworks & Kotera](https://github.com/latte-soft/wax/) - Bundler\n- [Pepsied-5229/Pepsi-UI-Library](https://github.com/Pepsied-5229/Pepsi-UI-Library) - Inspiration for new features, some of the code", "tokens": 511, "type": "readme"} {"repo": "Kampfkarren/ultimate-list", "file_path": "README.md", "text": "# UltimateList\nA library to declaratively create virtualized lists in Roblox React.\n\nRead the documentation [**here**](https://kampfkarren.github.io/ultimate-list).\n\n## Example usage\n```luau\nreturn React.createElement(UltimateList.Components.ScrollingFrame, {\n dataSource = UltimateList.DataSources.array(letters),\n\n dimensions = UltimateList.Dimensions.consistentSize(48),\n\n renderer = UltimateList.Renderers.byState(function(value)\n return React.createElement(\"TextLabel\", {\n BackgroundColor3 = Color3.new(1, 1, 1),\n Font = Enum.Font.BuilderSansBold,\n Text = value,\n TextColor3 = Color3.new(0, 0, 0),\n TextSize = 36,\n Size = UDim2.fromScale(1, 1),\n })\n end),\n\n direction = \"y\",\n})\n\n## Installation\nUltimateList is available on Wally under [`kampfkarren/ultimate-list`](https://wally.run/package/kampfkarren/ultimate-list).", "tokens": 223, "type": "readme"} {"repo": "tacheometry/Rostar", "file_path": "README.md", "text": "# Rostar\n\n Dead simple fully managed Rojo helper for Roblox projects\n\n## Description\n\nRostar is a command-line tool that unpacks/packs Roblox place files (`rbxl`/`rbxlx`) into model files and `.lua` scripts in the filesystem, for use with [Rojo](https://rojo.space/). It is useful to both developers that prefer Roblox Studio, but also to Rojo users that would like a fully managed workflow without a hassle.\n\n## Documentation\n\nhttps://tacheometry.github.io/Rostar", "tokens": 116, "type": "readme"} {"repo": "tacheometry/Rostar", "source_url": "https://tacheometry.github.io/Rostar/", "text": "### Fully managed Rojo\n\nGain the benefits of [fully managed Rojo](https://rojo.space/docs/v7/workflows/#fully-managed-rojo). Models and scripts are stored as files, and are able to be tracked with Git.\n\n### Rojo compatible\n\nOther project editors do not need to have Rostar installed to be able to work on the project.\n\n### No extra configuration\n\nRostar does not require any extra configuration. Specify an input rbxl/rbxlx file and it will extracted into the filesystem with ease.", "tokens": 110, "type": "documentation"} {"repo": "howmanysmall/Janitor", "file_path": "README.md", "text": "# Janitor\n\nJanitor library. This branch is for the thread safe version of Janitor that does not use a global state.\n\n[Original](https://github.com/RoStrap/Events/blob/master/Janitor.lua) was made by [Validark](https://github.com/Validark), however he doesn't really maintain that version anymore. It does have all the [original documentation](https://rostrap.github.io/Libraries/Events/Janitor/) for it though.\n\n[Now on roblox-ts!](https://www.npmjs.com/package/@rbxts/janitor)\n\n## Projects that use Janitor\n\nIf your project uses Janitor, leave a PR on the readme!\n\n- [Armtastic](https://www.roblox.com/games/6242582774/SHOP-Armtastic-Alpha) by [Mullets Mafia Red](https://www.roblox.com/groups/9160772/Mullet-Mafia-Red#!/about)\n- [Be an Alien: Renewal](https://www.roblox.com/games/463915360/Be-an-Alien-Renewal) by [PeZsmistic](https://www.roblox.com/users/121643/profile)\n- [Benchmarker](https://www.roblox.com/library/5853950046/Benchmarker) by [boatbomber](https://www.roblox.com/users/33655127/profile/)\n- [RBLX04](https://www.roblox.com/games/5040794421/RBLX04-A-ROBLOX-2004-Simulation) by [movsb](https://www.roblox.com/games/5040794421/RBLX04-A-ROBLOX-2004-Simulation)\n- [RepoToRoblox](https://www.roblox.com/library/6284281701/RepoToRoblox) by [a great friend](https://www.roblox.com/users/33655127/profile) (boatbomber lol)\n- [Science Simulator](https://www.roblox.com/games/5414779423/5M-EVENT-Science-Simulator) by [Interbyte Studio](https://www.roblox.com/groups/5126818/Interbyte-Studio#!/about)\n- [Studio Tweaks](https://www.roblox.com/library/5601031949/Studio-Tweaks) by [PeZsmistic](https://www.roblox.com/users/121643/profile)\n- [Bloopville (NOT RELEASED)](https://www.roblox.com/games/1919575283/BloopVille0) by [BloopVille Team](https://www.bloopville.com/)\n- [Tropical Town Tycoon](https://www.roblox.com/games/8391439627/) by [Mightybull Games](https://www.roblox.com/groups/8573100/Mightybull-Games)\n\n## Why use Janitor?\n\n- Janitor makes dealing with garbage collection much less annoying and stressful because it manages them all in a nice interface.\n- `Janitor:Add` returns whatever was added, which Maid doesn't.\n- `Janitor:Add` also accepts a custom method, if you want to call `:Stop` on a `Tween`. You can see this being used in the [JanitorPromise](https://github.com/howmanysmall/Janitor/blob/main/src/Promise/init.lua#L100) library.\n- `Janitor:Add` also accepts a custom reference to store under, which keeps the api more consistent. (`Maid.A = X` and `Maid:GiveTask(Y)` vs `Janitor:Add(X, nil, \"A\")` and `Janitor:Add(Y)`)\n- Janitor also allows linking to an Instance, so when the Instance is destroyed, the Janitor cleans up everything along with it.\n\n### Some less important benefits\n\n- Runs a little better than Maid does.\n\n## Performance\n\nJanitor runs incredibly well. It is quite a bit faster than [Maid](https://github.com/Quenty/NevermoreEngine/blob/version2/Modules/Shared/Events/Maid.lua) and around as fast as [Dumpster](https://gist.github.com/Fraktality/f0ab4ad950698e9f08bb01bea486845e). You can run the benchmark for yourself using [boatbomber's benchmark plugin](https://devforum.roblox.com/t/benchmarker-plugin-compare-function-speeds-with-graphs-percentiles-and-more/829912) and the bench found [here](https://github.com/boatbomber/BenchmarkerLibrary).\n\n![Benchmark results](https://cdn.discordapp.com/attachments/507950082285502465/807365433388433408/unknown.png)\n\nBenchmarks ran on an R9 3900X with 32GB of DDR4-3600 RAM.", "tokens": 1024, "type": "readme"} {"repo": "howmanysmall/Janitor", "source_url": "https://howmanysmall.github.io/Janitor/", "text": "### Custom cleanup methods\n\nOther garbage collection implementations such as Maid don't give you a choice with how you clean up objects. You can either give a function, a connection, an Instance, or a table with a Destroy method. Janitor allows you to specify how you clean up objects, so you can cancel a Tween when the Janitor is cleaned up.\n\n### Promise Support\n\nJanitor supports adding Promises to it natively, which will then cancel if the Janitor is cleaned up. This makes Janitor the only library of its kind with support for this implementation of Promises.\n\n### Instances linking\n\nJanitor's LinkToInstance method allows you to cleanup the Janitor when a linked Instance is destroyed. This allows you to execute behavior on destruction as well as cleanup objects quickly.", "tokens": 158, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Events/Janitor/", "text": "# [Janitor](https://github.com/RoStrap/Events/blob/master/Janitor.lua)\u00b6\n\nLight-weight, flexible object for cleaning up connections, instances, or anything. This implementation covers all use cases, as it doesn't force you to rely on naive typechecking to guess how an instance should be cleaned up. Instead, the developer may specify any behavior for any object.\n\n local Janitor = Resources:LoadLibrary(\"Janitor\")\n\n## Library API\u00b6\n\n### Janitor.new\u00b6\n\nJanitor Janitor.new()\n\nInstantiates a new Janitor object\n\n## Janitor API\u00b6\n\n### Janitor:Add\u00b6\n\nany Janitor:Add(any Object, MethodName = \"Destroy\" [, string Index])\n\nAdds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be Remove()d or overwritten. Returns the Object.\n\nExample\n\n local Obliterator = Janitor.new()\n\n -- Queue the Part to be Destroyed at Cleanup time\n Obliterator:Add(workspace.Part, \"Destroy\")\n\n -- Queue function to be called with `true` MethodName\n Obliterator:Add(print, true)\n\n -- This implementation allows you to specify behavior for any object\n Obliterator:Add(Tween.new(0.5, 0, print), \"Stop\")\n\n -- By passing an Index, the Object will occupy a namespace\n -- If \"CurrentTween\" already exists, it will call :Remove(\"CurrentTween\") before writing\n Obliterator:Add(Tween.new(0.5, 0, print), \"Stop\", \"CurrentTween\")\n\nNote\n\nObjects not given an explicit `MethodName` will be passed into the `typeof` function for a very naive typecheck. RBXConnections will be assigned to \"Disconnect\", functions will be assigned to `true`, and everything else will default to \"Destroy\". Not recommended, but hey, you do you.\n\n### Janitor:Remove\u00b6\n\nvoid Janitor:Remove(string Index)\n\nCleans up whatever Object was set to this namespace by the 3rd parameter of [:Add()](https://rostrap.github.io/Libraries/Events/Janitor/#janitoradd)\n\nExample\n\n Obliterator:Remove(\"CurrentTween\")\n\n### Janitor:Cleanup\u00b6\n\nvoid Janitor:Cleanup()\n\nCalls each Object's `MethodName` (or calls the Object if `MethodName == true`) and removes them from the Janitor. Also clears the namespace. This function is also called when you call a Janitor Object (so it can be used as a destructor callback).\n\nExample\n\n Obliterator:Cleanup()\n Obliterator()\n\n### Janitor:LinkToInstance\u00b6\n\nRbxScriptConnection Janitor:LinkToInstance(RbxObject Instance [, boolean AllowMultiple])\n\n\"Links\" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected. A Janitor may only be linked to one instance at a time, unless `AllowMultiple` is true.\n\nWhen called with a truthy `AllowMultiple` parameter, the Janitor will \"link\" the Instance without overwriting any previous links, and will also not be overwritable. When called with a falsy `AllowMultiple` parameter, the Janitor will overwrite the previous link which was also called with a falsy `AllowMultiple` parameter, if applicable.\n\nExample\n\n local Janitor = Janitor.new()\n\n Janitor:Add(function()\n print(\"Cleaning up!\")\n end)\n\n do\n local Folder = Instance.new(\"Folder\")\n Janitor:LinkToInstance(Folder)\n Folder:Destroy()\n end\n\n -- Cleaning up!", "tokens": 798, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://howmanysmall.github.io/Janitor/docs/intro/", "text": "Here are some quick links to get started using Janitor:\n\n * [Installation guide](https://howmanysmall.github.io/Janitor/docs/installation)\n * [**API Docs**](https://howmanysmall.github.io/Janitor/api/Janitor)\n * [Why use Janitor?](https://howmanysmall.github.io/Janitor/docs/why-use-janitor)\n * [Who uses Janitor?](https://howmanysmall.github.io/Janitor/docs/who-uses-janitor)", "tokens": 114, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Interpolation/Bezier/", "text": "# [Bezier](https://github.com/RoStrap/Interpolation/blob/master/Bezier.lua)\u00b6\n\nUsed to create Bezier functions.\n\n## API\u00b6\n\n local EasingFunc = Bezier.new(0.17, 0.67, 0.83, 0.67)\n\nTest and generate Bezier curves here at [cubic-bezier.com](http://cubic-bezier.com/) or at [greweb.me](http://greweb.me/bezier-easing-editor/example/) Credit: Math borrowed from [here](https://github.com/gre/bezier-easing)", "tokens": 124, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/ChoiceDialog/", "text": "# [ChoiceDialog](https://github.com/RoStrap/RoStrapUI/blob/master/ChoiceDialog.lua)\u00b6\n\nA two-step, single-choice Dialog with built-in Replication.\n\nThis library registers a Material Design `ChoiceDialog` PseudoInstance which can be instantiated via `PseudoInstance.new(\"ChoiceDialog\")`.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local ChoiceDialog = PseudoInstance.new(\"ChoiceDialog\")\n\n## ChoiceDialog API\u00b6\n\nChoiceDialog inherits from [ReplicatedPseudoInstance](https://rostrap.github.io/Libraries/Classes/ReplicatedPseudoInstance)\n\n### Fields\u00b6\n\nProperty | Type | Description\n---|---|---\nPrimaryColor3 | Color3 | The color of the radio/ripple buttons\nOptions | array of strings | The options presented\nHeaderText | string | The Dialog title\nDismissText | string | The Dismiss text (the left button)\nConfirmText | string | The Confirm text (the right button)\n\n### Events\u00b6\n\nEvent | Description | Signature\n---|---|---\nOnConfirmed | Fires after the ChoiceDialog was Confirmed/Dismissed: if confirmed, passes in string `OptionChosen` | (Player Player, string Choice)\n\n###### ChoiceDialog also inherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstance-api)\u00b6\n\n## Example\u00b6\n\n[Click here for the example place](https://rostrap.github.io/assets/demos/ChoiceDialog.rbxl)\n\nDemo code:\n\n -- This code is valid on the client and server\n -- Just make sure that both call `Resources:LoadLibrary(\"ReplicatedPseudoInstance\")`\n\n -- If this is in a Script, it will Replicate this ChoiceDialog to every\n -- Player in the game and everyone who joins\n -- If this is in a LocalScript, it will generate it on the client only\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Color = Resources:LoadLibrary(\"Color\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n Resources:LoadLibrary(\"ReplicatedPseudoInstance\")\n\n local PrimaryColor3 = Color.Teal[500] -- This is just a Color3 value\n\n local Dialog = PseudoInstance.new(\"ChoiceDialog\")\n Dialog.HeaderText = \"Repository Location\"\n Dialog.Options = {\"ServerStorage\", \"ServerScriptService\"}\n Dialog.DismissText = \"CANCEL\"\n Dialog.ConfirmText = \"INSTALL\"\n Dialog.PrimaryColor3 = PrimaryColor3\n\n Dialog.OnConfirmed:Connect(function(Player, Choice)\n print(Player, Choice)\n\n if Choice then\n -- Choice is a string of the option they chose\n else\n -- They chose Dismiss, so Choice is false\n end\n end)\n\n Dialog.Parent = ReplicatedStorage", "tokens": 643, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Time/Date/", "text": "# [Date](https://github.com/RoStrap/Time/blob/master/Date.lua)\u00b6\n\nA reimplementation of the vanilla Lua os.date function built upon the one exposed by RobloxLua\n\n local Date = Resources:LoadLibrary(\"Date\")\n\nDemo:\n\n -- ISO 8601:\n print(Date(\"%FT%T\")) -- 2020-01-01T01:03:05\n print(Date(\"%Y-%m-%dT%H:%M:%S\")) -- 2020-01-01T01:03:05\n print(Date(\"%FT%T%#z\")) -- 2020-01-01T01:03:05-05:00\n\n -- Time:\n print(Date(\"%T\")) -- 08:37:43\n\n -- Date:\n print(Date(\"%D\")) -- 01/12/20\n\n`Date` functions just like the vanilla Lua `os.date` function, except padding can be toggled by inserting a '#' like so:\n\n print(Date(\"%#x\", os.time()))\n\nString reference:\n\n The following patterns will be replaced by their tags below:\n %c = \"%a %b %e %X %Y\"\n %D = \"%m/%d/%y\"\n %F = \"%Y-%m-%d\"\n %n = \"\\n\"\n %R = \"%H:%M\"\n %r = \"%I:%M:%S %p\"\n %T = \"%H:%M:%S\"\n %t = \"\\t\"\n %v = \"%e-%b-%Y\"\n %X = \"%T\"\n %x = \"%D\"\n\n %#c = \"%#x, %#X\"\n %#r = \"%#I:%M:%S %#p\"\n %#T = \"%#H:%M:%S\"\n %#X = \"%#T\"\n %#x = \"%A, %B %#d, %#Y\"\n\n The following tags will be replaced as follows:\n %% = the character `%\u00b4\n %a = abbreviated weekday name (e.g., Wed)\n %A = full weekday name (e.g., Wednesday)\n %b = abbreviated month name (e.g., Sep)\n %B = full month name (e.g., September)\n %C = century: (year / 100) (padded)\n %d = day of the month (16) [01-31]\n %e = day of month as decimal number [ 1, 31]\n %g = Same year as in %G, but as a decimal number without century [00, 99]\n %G = a 4-digit year as a decimal number with century\n %H = hour, using a 24-hour clock (23) [00-23]\n %I = hour, using a 12-hour clock (11) [01-12]\n %j = day of year [001-366]\n %k = Hour in 24-hour format [ 0, 23]\n %l = Hour in 12-hour format [ 1, 12]\n %m = month (09) [01, 12]\n %M = minute (48) [00, 59]\n %p = either \"am\" or \"pm\" ('#' makes it uppercase)\n %s = Day of year suffix: e.g. 12th, 31st, 22nd\n %S = Second as decimal number [00, 59]\n %u = ISO 8601 weekday as number with Monday as 1 [1, 7]\n %U = Week of year, Sunday Based [00, 53]\n %V = week number of year (Monday as beginning of week) [01, 53]\n %w = weekday (3) [0-6 = Sunday-Saturday]\n %W = Week of year with Monday as first day of week [0, 53]\n %y = two-digit year (98) [00, 99]\n %Y = full year (1998)\n %z = Time zone offset from UTC in the form [+-]%02Hours%02Minutes, e.g. +0500\n\nExample:\n\n print(Date(\"It is currently %#r\"))\n --> It is currently 1:41:20 am", "tokens": 909, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Time/SyncedPoller/", "text": "# [SyncedPoller](https://github.com/RoStrap/Time/blob/master/SyncedPoller.lua)\u00b6\n\nCalls functions on an interval along `os.time` (for cross-server simultaneous calls)\n\n local Resources = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Resources\"))\n local SyncedPoller = Resources:LoadLibrary(\"SyncedPoller\")\n\n -- SyncedPoller.new(number Interval, function Func)\n SyncedPoller.new(10, print)\n\nCalls a function every `Interval` seconds, whenever `(os.time() % Interval == 0)`. Functions are called with the current `os.time()` (with `tick()` precision).", "tokens": 143, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Try/", "text": "# [Try](https://github.com/Validark/RBX-Try-Library/tree/patch-4)\u00b6\n\n(DEPRECATED) An asynchronous pcall-wrapper library for controlling the flow of error-prone, interdependent functions.\n\n## How to use\u00b6\n\nUpon requiring the Library, it returns a function called Try:\n\n -- Without RoStrap\n local Try = require(TryLibrary)\n\n -- With RoStrap\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Try = Resources:LoadLibrary(\"Try\")\n\n### API\u00b6\n\n`Attempt Try(Function, ...)`\n\n`Try` calls `pcall(Function, ...)` **on a separate thread**, and returns a table Object called an `Attempt`.\n\n#### Attempt\u00b6\n\n`Attempt :Then(Callback)`\n\nThis method takes a callback of the form ` Callback(...)`, and pcalls it **if the previous pcall didn't error**, with `...` being that which was returned by that `pcall`. This also returns the attempt, for further chaining.\n\n local HttpService = game:GetService('HttpService')\n\n Try(wait, 0.1)\n\n -- Try hashing the time\n :Then(function (Delta, ElapsedTime)\n return HttpService:GetAsync('http://md5.jsontest.com/?text=' .. Delta)\n end)\n\n -- Try decoding the response\n :Then(function (RawResponse)\n return HttpService:JSONDecode(RawResponse)\n end)\n\n -- Print the decoded response data\n :Then(function (Response)\n print('Input:', Response.original, '\\nMD5:', Response.md5)\n end)\n\n`Attempt :Catch([string Patterns...], Callback)`\n\nThis method takes a callback of the form `Variant Callback(string Error, string Stack, Attempt FailedAttempt)`, and pcalls it **if the previous pcall had an error**. Errors can be optionally filtered by providing a list of [patterns which the error should match](http://wiki.roblox.com/index.php?title=String_pattern#Simple_matching), otherwise all errors are caught by the function. Once an attempt's error is caught, it will not be caught by the next chained `:Catch` method, unless `Callback` itself has an error. The attempt is then returned for chaining.\n\nIf the first returned value from the attempt is an `Attempt`, it will be executed and the method will process its errors.\n\n local HttpService = game:GetService('HttpService')\n\n Try(HttpService.GetAsync, HttpService, 'http://httpstat.us/404')\n :Then(function (Data)\n print('Found', Data)\n end)\n\n -- Catch when the URL doesn't exist\n :Catch('HTTP 404', function (Error, Stack, Attempt)\n warn('Not found, error:', Error)\n end)\n\n -- Catch any other error\n :Catch(function (Error, Stack, Attempt)\n warn('Unknown error:', Error)\n end)\n\n[httpstat.us](http://httpstat.us/) is a good way to test Http request errors.\n\n`Attempt :Retry()`\n\nThis method can only be called within a `Catch` callback. It retries the last function called in the chain before the error (with the same old arguments). `Attempt.RetryCount` is incremented each time the attempt is retried, and is reset after a `Retry` `pcall` doesn't error.\n\nYou can use this method to retry a sequence of interdependent function calls that fail, and even limit the number of, or space out, retries. For example:\n\n local HttpService = game:GetService('HttpService')\n\n Try(HttpService.GetAsync, HttpService, 'http://httpstat.us/503')\n :Then(function (Data)\n print('Found', Data)\n end)\n\n -- Catch when the server is having issues and retry\n :Catch('HTTP 503', 'Timeout was reached', function (Error, Stack, Attempt)\n\n -- Limit the number of retries to 3\n if Attempt.RetryCount < 3 then\n\n -- Space out each retry\n local BackoffTime = Attempt.RetryCount * 3 + 3\n warn('Retrying in', BackoffTime, 'seconds...')\n wait(BackoffTime)\n\n -- Retry the attempt\n return Attempt:Retry()\n\n -- Give up if retry limit reached\n else\n warn('Failed')\n end\n\n end)\n\n -- Catch any other errors\n :Catch(function (Error, Stack, Attempt)\n warn('Unknown error:', Error)\n end)\n\n`Attempt :Wait()`\n\nThis method yields until all of the pcalls before it have finished running.\n\n Try(wait, 0.5)\n :Then(wait)\n :Wait()\n print(\"Hello!\") -- Runs after all of the threads finish\n\nA `:Wait()` can go anywhere in the Chain:\n\n local Attempt = Try(wait, 2)\n\n print(\"Hey!\") -- This runs immediately after Try is called on a separate thread\n\n Attempt\n :Wait() -- Wait until this Attempt's thread finishes yielding\n :Then(function(...) -- This is still on a separate thread\n wait(1)\n print(\"This was returned by wait(2)\", ...)\n end)\n print(\"The Attempt has finished yielding!\")", "tokens": 1110, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/", "text": "# Overview\u00b6\n\nWhat follows is an overview of the [libraries installable by RoStrap](https://github.com/RoStrap/Libraries/blob/master/Libraries.lua):\n\n## RoStrap-owned Libraries by category\u00b6\n\n#### Core\u00b6\n\n###### [Resources](https://rostrap.github.io/Resources) \\- The core resource manager and library loader for RoStrap. Centralizes library loading and simplifies resource management.\n\n#### Classes\u00b6\n\n###### [Enumeration](https://rostrap.github.io/Libraries/Classes/Enumeration) \\- A Lua implementation of Roblox Enums with the ability to declare new ones\n\n Enumeration.SelectionControllerType = {\"Checkbox\", \"Radio\", \"Switch\"}\n local Radio = Enumeration.SelectionControllerType.Radio\n\n print(Radio) --> Enumeration.SelectionControllerType.Radio\n print(Radio.EnumerationType) --> SelectionControllerType\n print(Radio.Name) --> Radio\n print(Radio.Value) --> 1\n\n###### [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance) \\- A library for declaring black-boxed classes similar to Roblox Instances\n\n###### [ReplicatedPseudoInstance](https://rostrap.github.io/Libraries/Classes/ReplicatedPseudoInstance) \\- An extension of PseudoInstance with an automatic replication system\n\n#### DataTypes\u00b6\n\n###### [Array](https://rostrap.github.io/Libraries/DataTypes/Array) \\- A few utility functions which can operate on Arrays\n\n###### [SortedArray](https://rostrap.github.io/Libraries/DataTypes/SortedArray) \\- A class for sorted arrays using the binary search algorithm\n\n###### [Table](https://rostrap.github.io/Libraries/DataTypes/Table) \\- A few utility functions which operate on Tables, notably Table.Lock\n\n#### Debugging\u00b6\n\n###### [Debug](https://rostrap.github.io/Libraries/Debugging/Debug) \\- Better error/warn functions and an implementation of TableToString\n\n###### [Typer](https://rostrap.github.io/Libraries/Debugging/Typer) \\- Type Checker and Function Signature Assigner\n\n local AddPlayer = Typer.AssignSignature(Typer.InstanceWhichIsAPlayer, function(plr)\n print(plr)\n end)\n\n AddPlayer(game:GetService(\"Players\").LocalPlayer) -- good!\n AddPlayer(10) -- [Typer] {AddPlayer} bad argument #1: expected Instance which is a Player, got number 10\n\n#### Events\u00b6\n\n###### [Janitor](https://rostrap.github.io/Libraries/Events/Janitor) \\- Light-weight, flexible object for cleaning up connections, instances, or anything. Intended to reach all use cases\n\n###### [Signal](https://rostrap.github.io/Libraries/Events/Signal) \\- A class for creating API-compatible Roblox Events\n\n#### Helper\u00b6\n\n###### [FastSpawn](https://rostrap.github.io/Libraries/Helper/FastSpawn) \\- Expensive method of running a function on a new thread without yielding a frame (like spawn) and works within Roblox's thread scheduler (`coroutine.resume(coroutine.create(Func))` is now preferred)\n\n###### [Make](https://rostrap.github.io/Libraries/Helper/Make) \\- Shorthand for instance declarations\n\n#### Input\u00b6\n\n###### [Keys](https://rostrap.github.io/Libraries/Input/Keys) \\- Simplifies Key input bindings\n\n local Q = Keys.Q -- returns a Key Object\n\n Q.KeyDown:Connect(function()\n print(\"Q was pressed!\")\n end)\n\n Q.KeyUp:Connect(function()\n print(\"Q was let go!\")\n end)\n\n#### Interpolation\u00b6\n\n###### [Bezier](https://rostrap.github.io/Libraries/Interpolation/Bezier) \\- Lua implementation of (2D) [Bezier curves](http://cubic-bezier.com/)\n\n local EasingFunc = Bezier.new(0.17, 0.67, 0.83, 0.67)\n\n###### [EasingFunctions](https://rostrap.github.io/Libraries/Interpolation/EasingFunctions) \\- A bunch of reuseable Easing Functions, including those from the Material Design specification ([Standard, Acceleration, and Deceleration](https://material.io/design/motion/speed.html#easing))\n\n###### [Lerps](https://rostrap.github.io/Libraries/Interpolation/Lerps) \\- Holds all Lerp functions for Roblox objects, with a special visually-linear color lerping function\n\n###### [Tween](https://rostrap.github.io/Libraries/Interpolation/Tween) \\- Tweening library modeled after the [TweenPosition](http://duckduckgo.com/?q=!rowiki+TweenPosition) method built upon [Lerps](https://rostrap.github.io/Libraries/Interpolation/Lerps) and [EasingFunctions](https://rostrap.github.io/Libraries/Interpolation/EasingFunctions)\n\n Tween(workspace.Part, \"Transparency\", 1, Standard, 2, true)\n\n#### Math\u00b6\n\n###### [BigNum](https://rostrap.github.io/Libraries/Math/BigNum) \\- A BigNum with Fractions implementation for big-integer calculations, optimized for DataStore storage and networking.\n\n print(BigNum.new(\"1025123\") ^ BigNum.new(\"9\"))\n --> 1250212389547080859766804627957328989496357747253559363\n\n###### [Leveler](https://rostrap.github.io/Libraries/Math/Leveler) \\- Level and Experience class, because why not?\n\n###### [Normal](https://rostrap.github.io/Libraries/Math/Normal) \\- Random number generator along a Normal distribution curve\n\n###### [WeightedProbabilityFunction](https://rostrap.github.io/Libraries/Math/WeightedProbabilityFunction) \\- A syntactically pleasing way of creating functions which randomly pick an option based upon its relative probability\n\n local CoinToss = WeightedProbabilityFunction.new {\n Heads = 0.5;\n Tails = 0.5;\n\n print(CoinToss()) --> Heads\n\n#### RoStrapUI\u00b6\n\n###### [AsymmetricTransformation](https://rostrap.github.io/Libraries/RoStrapUI/AsymmetricTransformation) \\- Transform function for Paper from the Material Design specifications\n\n###### [Checkbox](https://rostrap.github.io/Libraries/RoStrapUI/Checkbox) \\- A Material Design checkbox element\n\n###### [ChoiceDialog](https://rostrap.github.io/Libraries/RoStrapUI/ChoiceDialog) \\- A Material Design ChoiceDialog element with built-in replication\n\n###### [Color](https://rostrap.github.io/Libraries/RoStrapUI/Color) \\- Material Design's 2014 Color Palette\n\n###### [Radio](https://rostrap.github.io/Libraries/RoStrapUI/Radio) \\- A Material Design radio element\n\n###### [RadioGroup](https://rostrap.github.io/Libraries/RoStrapUI/RadioGroup) \\- A wrapper class for a group of radio elements\n\n###### [RippleButton](https://rostrap.github.io/Libraries/RoStrapUI/RippleButton) \\- A Material Design button element\n\n###### [Rippler](https://rostrap.github.io/Libraries/RoStrapUI/Rippler) \\- A Material design class responsible for creating ripples\n\n###### [SelectionController](https://rostrap.github.io/Libraries/RoStrapUI/SelectionController) \\- A class from which the checkbox and radio classes inherit\n\n###### [Shadow](https://rostrap.github.io/Libraries/RoStrapUI/Shadow) \\- A Shadow/Elevation rendering PseudoInstance\n\n###### [Snackbar](https://rostrap.github.io/Libraries/RoStrapUI/Snackbar) \\- A Material Design Snackbar element with built-in replication\n\n#### Time\u00b6\n\n###### [Date](https://rostrap.github.io/Libraries/Time/Date) \\- A reimplementation of the vanilla Lua os.date function built upon the one exposed by RobloxLua\n\n print(Date(\"ISO 8601: %FT%T%#z\")) --> ISO 8601: 2020-12-31T01:03:05-05:00\n\n###### [SyncedPoller](https://rostrap.github.io/Libraries/Time/SyncedPoller) \\- Calls functions on an interval along `os.time` (for cross-server simultaneous calls)\n\n#### Sentry\u00b6\n\n###### [Sentry](https://rostrap.github.io/Libraries/Sentry) \\- A library for reporting errors/warnings/messages to your [Sentry account](https://sentry.io)\n\n###### [Try](https://rostrap.github.io/Libraries/Try) \\- (DEPRECATED in favor of Promise) An asynchronous pcall-wrapper library for controlling the flow of error-prone, interdependent functions.\n\n## Roblox-owned Libraries\u00b6\n\n###### [Roact](https://github.com/Roblox/roact) \\- A declarative UI library similar to Facebook's React\n\n###### [Rodux](https://github.com/Roblox/rodux) \\- A state management library inspired by Redux\n\n###### [Roact-Rodux](https://github.com/Roblox/roact-rodux) \\- An ergonomic binding between Roact and Rodux\n\n## Highly trusted Libraries\u00b6\n\n###### [Promise](https://github.com/LPGhatguy/roblox-lua-promise) \\- An implementation of Promise similar to Promise/A+\n\n###### [Aurora](https://github.com/evaera/Aurora) \\- Manages status effects (known as \"Auras\")\n\n###### [DataStoreService](https://github.com/buildthomas/MockDataStoreService) \\- An implementation of Roblox's DataStoreService in Lua for seamless offline development & testing\n\n###### [Cmdr](https://github.com/evaera/Cmdr) \\- A fully extensible and type-safe admin command console\n\n[](https://giant.gfycat.com/HatefulTanAzurewingedmagpie.mp4)\n\n###### [EvLightning](https://github.com/evaera/EvLightning) \\- Realistic-looking lightning bolt generator\n\n###### [RadialImage](https://github.com/evaera/RadialSpriteSheetGenerator) \\- A library which displays radial progress indicators using a sprite sheet generated by a nifty tool\n\n## Third-Party Libraries\u00b6\n\n###### [Ready](https://github.com/EmeraldSlash/RbxReady) \\- A Library for yielding until an object's descendants have finished replicating\n\n## Libraries Lacking documentation\u00b6\n\n###### [ConditionalPoller](https://github.com/RoStrap/Time/blob/master/ConditionalPoller.lua) \\- A class that continually calls a callback as long as a condition is true\n\n###### [ReplicatedValue](https://github.com/RoStrap/Events/blob/master/ReplicatedValue.lua) \\- A server-authoritative value replicated across the network\n\n###### [Spring](https://github.com/RoStrap/Math/blob/master/Spring.lua) \\- Simulates the motion of a critically damped spring\n\n## RoStrap Discord\u00b6\n\n###### Questions? Comments? Concerns? Join us!\n\n[ ](https://discord.gg/ZaT5RwV)", "tokens": 2351, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Getting-Started/", "text": "# Getting Started\u00b6\n\nTo begin using RoStrap, simply install it by clicking the icon below and pressing the `Install` button:\n\n[](https://www.roblox.com/library/725884332/RoStrap)\n\nAfter installing, open a place and enable Http requests from Home \u2192 Game Settings \u2192 Security.\n\nNext, navigate to the `PLUGINS` tab. Click the RoStrap logo.\n\nThe plugin will install the [Resources](https://github.com/RoStrap/Resources/blob/master/Resources.lua) library and create an example \"Repository\" folder in [ServerStorage](http://wiki.roblox.com/index.php?title=API:Class/ServerStorage) from which libraries may be loaded using `LoadLibrary`\n\n * Only [Folders](http://wiki.roblox.com/index.php?title=API:Class/Folder) and libraries should go in this repository.\n * Folder heiarchy of libraries is ignored.\n * A [ModuleScript](http://wiki.roblox.com/index.php?title=API:Class/ModuleScript) and its descendants are considered a single library.\n * Thus, only parent [ModuleScripts](http://wiki.roblox.com/index.php?title=API:Class/ModuleScript) will be accessible via `LoadLibrary`\n\nExample\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Keys = Resources:LoadLibrary(\"Keys\") -- Keys\n local Thin = Resources:LoadLibrary(\"Thin\") -- Error! Not a valid library\n\n# Libraries\u00b6\n\nWhenever a developer updates their Library on GitHub, you will see an update button appear (under the `INSTALLED` tab). Installing or updating a library automatically installs its dependencies.\n\nUpdates are detected when your source code doesn't match the source code of the latest version of GitHub, excluding whitespace, comments, and _configurable variables_. Configurable variables (as RoStrap recognizes them) have to look like this:\n\n local ALL_CAMEL_CASE = \"SINGLE-LINE-VALUE\"", "tokens": 430, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/Rippler/", "text": "# [Rippler](https://github.com/RoStrap/RoStrapUI/blob/master/Rippler.lua)\u00b6\n\nRegisters a Material Design Rippler PseudoInstance which can be instantiated via `PseudoInstance.new(\"Rippler\")`\n\nOnly Global ZIndexBehavior is officially supported.\n\n## Rippler API\u00b6\n\n### Rippler:Down\u00b6\n\nTween Rippler:Down([number X, number Y])\n\nAnimates a Circular Ripple at position UDim2.new(0, X, 0, Y) within Container. Defaults to the center. Returns the Tween Object which is Tweening the `Size` of the Ripple.\n\n### Rippler:Up\u00b6\n\nvoid Rippler:Up()\n\nFades the currently open Ripple out\n\n### Rippler:Ripple\u00b6\n\nvoid Rippler:Ripple([number X, number Y, number Duration = 0.15])\n\nCalls `Rippler:Down(X, Y)` and calls `Rippler:Up()` after `Duration`\n\n### Fields\u00b6\n\nProperty | Type | Description\n---|---|---\nStyle | Enumeration.RipplerStyle | Full, Icon, or Round\nBorderRadius | Enumeration.BorderRadius | How rounded the corners should be (0, 2, 4, or 8)\nRippleFadeDuration | number | How long it takes for a Ripple to Fade\nMaxRippleDiameter | number | A cap at how large the Ripples can get (defaults to math.huge)\nRippleExpandDuration | number | How long it takes a Ripple to expand to full size\nRippleColor3 | Color3 | The Color of the Ripples\nRippleTransparency | number | The Transparency of the Ripples\nContainer | GuiObject | The parent to which Ripples are Parented\n\nWhen the `Style` is set to `Enumeration.RipplerStyle.Icon`, it will constrain the diameter of the Ripples to twice the height of the Container.", "tokens": 400, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Debugging/Debug/", "text": "# [Debug](https://github.com/RoStrap/Debugging/blob/master/Debug.lua)\u00b6\n\nStandard RoStrap debugging library. Contains better error/warn functions and an implementation of `TableToString`.\n\n local Debug = Resources:LoadLibrary(\"Debug\")\n\n## Library API\u00b6\n\n### Debug.TableToString\u00b6\n\nstring Debug.TableToString(table Table [, bool Multiline = false, string TableName])\n\nPretty self-explanatory. Table is the table to convert into a string. String TableName puts `local TableName =` at the beginning. Multiline makes it multiline. Returns a string-readable version of Table.\n\n### Debug.DirectoryToString\u00b6\n\nstring Debug.DirectoryToString(RbxObject Object)\n\nA fixed version of GetFullName.\n\n### Debug.Inspect\u00b6\n\nstring Debug.Inspect(any Object)\n\nReturns a string representation of Object\n\n### Debug.EscapeString\u00b6\n\nstring Debug.EscapeString(string String)\n\nTurns strings into Lua-readable format. Returns Objects location in proper Lua format. Useful for when you are doing string-intensive coding. Those minus signs are so tricky!\n\n### Debug.AlphabeticalOrder\u00b6\n\nfunction Debug.AlphabeticalOrder(table Dictionary)\n\nIteration function that iterates over a dictionary in alphabetical order. Dictionary is that which will be iterated over in alphabetical order. Not case-sensitive.\n\nExample\n\n for Key, Value in next, Debug.AlphabeticalOrder{Apple = true, Noodles = 5, Soup = false} do\n print(Key, Value)\n end\n\n### Debug.Error\u00b6\n\nvoid Debug.Error(string ErrorMessage, ... strings argumentsToFormatIn)\n\nStandard RoStrap Erroring system. Prefixing ErrorMessage with '!' makes it expect the `[error origin script].Name` as first parameter in `{...}`. Past the initial Error string, subsequent arguments get unpacked in a string.format of the error string. Assert falls back on Error. Error blames the latest item on the traceback as the cause of the error. Error makes it clear which Library and function are being misused.\n\n### Debug.Assert\u00b6\n\nCondition Debug.Assert(Variant Condition, ... strings TupleToSendToError)\n\nReturns `Condition or Debug.Error(...)`\n\n### Debug.Warn\u00b6\n\nvoid Debug.Warn(string ErrorMessage, ... strings argumentsToFormatIn)\n\nFunctions the same as Debug.Error, but internally calls warn instead of error.\n\n### Debug.UnionIteratorFunctions\u00b6\n\nfunction Debug.UnionIteratorFunctions(functions ...)\n\nUnions iterator functions in the order they are passed in, without duplicates from overlap.\n\n for i, v in Debug.UnionIteratorFunctions(ipairs, pairs){1,2,3,4, a = 1, b = 2} do\n print(i, v)\n end", "tokens": 543, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Guides/PluginBundling/", "text": "# Bundling RoStrapUI with a plugin\n\nLet's say we want to Bundle ChoiceDialog with a plugin. Specifically, an \"Object to Lua\" plugin.\n\nWe're going to want all of our libraries under the same Object. In this case we are going to place our libraries under the main Script of the plugin.\n\nNext, we are going to run a script that will replace the Resources functions with some simple replacements.\n\nEnable your command bar (under the View tab) and paste the following script in. Make sure to change `PARENT_OF_LIBRARIES` to fit your use case.\n\n local PARENT_OF_LIBRARIES = workspace.ObjectsToLua\n\n local LocalTables = {}\n for _, Object in next, PARENT_OF_LIBRARIES:GetDescendants() do\n if Object:IsA(\"LuaSourceContainer\") then\n local Source, Reps = Object.Source\n :gsub(\"local Resources = [^\\r\\n]+[\\r\\n]\", \"\\nlocal function _Load_Library_(Name)\\n\\treturn require(script.Parent[Name])\\nend\\n\")\n :gsub(\"Resources:LoadLibrary(%b())\", \"_Load_Library_%1\")\n :gsub(\"Resources:GetLocalTable(%b())\", function(x)\n local Name = \"LocalTable\" .. x:sub(3, -3)\n\n if not LocalTables[Name] then\n LocalTables[Name] = true\n local Mod = Instance.new(\"ModuleScript\", PARENT_OF_LIBRARIES)\n Mod.Source = \"return {}\\n\"\n Mod.Name = Name\n end\n\n return \"_Load_Library_(\\\"\" .. Name .. \"\\\")\"\n end)\n :gsub(\"Resources:Get(%a+)(%b())\", function(x, y)\n return \"_Resource_Get_(\\\"\" .. x .. \"\\\", \" .. y:sub(2, -2) .. \")\"\n end)\n\n if Reps > 0 then\n Source = \"local function _Resource_Get_(ClassName, Name, Parent)\\n\\tlocal IsPlugin = script.Parent.Parent.ClassName == \\\"Plugin\\\"\\n\\n\\tif not Parent then\\n\\t\\tParent = _Resource_Get_(\\\"Folder\\\", ClassName .. \\\"Folder\\\", game:GetService(IsPlugin and \\\"CoreGui\\\" or \\\"ReplicatedStorage\\\"))\\n\\tend\\n\\n\\tif IsPlugin or game:GetService(\\\"RunService\\\"):IsServer() then\\n\\t\\tlocal Object = Instance.new(ClassName)\\n\\t\\tObject.Name = Name\\n\\t\\tObject.Parent = Parent\\n\\t\\treturn Object\\n\\telse\\n\\t\\treturn Parent:WaitForChild(Name)\\n\\tend\\nend\\n\\n\" .. Source\n end\n\n Object.Source = Source\n end\n end\n\nThis code should work for any of the libraries under the RoStrap organization, with the exception of the `Sentry` library.\n\nNow we can write some code for the plugin:\n\n require(script.ChoiceDialog) -- Preload the libraries\n require(script.ReplicatedPseudoInstance)\n local PseudoInstance = require(script.PseudoInstance)\n\n local Dialog = PseudoInstance.new(\"ChoiceDialog\")\n Dialog.HeaderText = \"Script Class\"\n Dialog.Options = {\"ModuleScript\", \"Script\", \"LocalScript\"}\n Dialog.DismissText = \"CANCEL\"\n Dialog.ConfirmText = \"CONVERT\"\n Dialog.PrimaryColor3 = PrimaryColor3\n Dialog.Parent = game\n\n local _, Choice = Dialog.OnConfirmed:Wait()\n\n print(Choice)\n\nAdd some glue, and you've got yourself a plugin running RoStrapUI! Publish your plugin and try it out. Also be sure to check out my RbxObject2Lua plugin by clicking the following image:\n\n[](https://www.roblox.com/library/2307140444/Obj2Lua)", "tokens": 787, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Math/Leveler/", "text": "# [Leveler](https://github.com/RoStrap/Math/blob/master/Leveler.lua)\u00b6\n\nLevel and Experience class.\n\n## Library API\u00b6\n\n### Leveler.new\u00b6\n\nLevelerObject Leveler.new(number PointsToStartWith = 0)\n\nReturns a Leveler Object.\n\n## Leveler API\u00b6\n\n### Leveler:Award\u00b6\n\nself Leveler:Award(number Points = 1)\n\nAwards Points to Leveler, recalculating its Fields.\n\nFields:\n\nField | Description | Type\n---|---|---\nTotal | Total Exp | number\nLvl | Current level | number\nExp | Current Exp within level | number\nNext | Total Exp required to advance from this level to the next level | number\nPercent | Decimal progress to next level | number\n\nRun this little demo and you will learn everything you need to know.\n\n local require = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Resources\")).LoadLibrary\n local Leveler = require(\"Leveler\")\n\n local Kills = Leveler.new()\n table.foreach(Kills, print)\n print()\n\n Kills:Award()\n table.foreach(Kills, print)\n print()\n\n Kills:Award(6)\n table.foreach(Kills, print)", "tokens": 257, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/RippleButton/", "text": "# [RippleButton](https://github.com/RoStrap/RoStrapUI/blob/master/RippleButton.lua)\u00b6\n\nRegisters a Material Design RippleButton PseudoInstance which can be instantiated via `PseudoInstance.new(\"RippleButton\")`\n\nOnly Global ZIndexBehavior is officially supported.\n\n## RippleButton API\u00b6\n\nRippleButtons work very similarly to regular TextButtons or ImageButtons. Just set the fields to whatever you want.\n\n### Fields\u00b6\n\n#### Wrapped Properties\u00b6\n\nProperties which access its top-level ImageButton:\n\nProperty | Type\nAnchorPoint | Vector2\nActive | boolean\nName | string\nParent | Instance\nSize | UDim2\nPosition | UDim2\nTextTransparency | string\nLayoutOrder | int\nNextSelectionDown | Instance\nNextSelectionLeft | Instance\nNextSelectionRight | Instance\nNextSelectionUp | Instance\nVisible | boolean\nZIndex | int\n\nProperties which access its TextLabel:\n\nProperty | Type\nFont | Enum.Font\nText | string\nTextSize | number\nTextXAlignment | Enum.TextXAlignment\nTextYAlignment | Enum.TextYAlignment\n\nProperties which access its Shadow:\n\nProperty | Type\nElevation | Enumeration.Elevation\n\n#### RippleButton Properties\u00b6\n\nProperty | Type | Description\n---|---|---\nDisabled | Boolean | Whether the RippleButton is Disabled\nTooltip | string | The tip to display upon hover, with \"\" being the disabled value\nBorderRadius | Enumeration.BorderRadius | How rounded the corners should be (0, 2, 4, or 8)\nStyle | Enumeration.ButtonStyle | \"Flat\", \"Outlined\", or \"Contained\" style\nPrimaryColor3 | Color3 | The color of the text in Flat and Outlined styles or the color of the background in a Contained style when not Disabled\nSecondaryColor3 | Color3 | The color of the text in Raised style, by popular request, despite my insistance to conform to Material Design. Not the original intention.\n\n#### Events\u00b6\n\nEvent | Description\nOnPressed | Fires after the Button was tapped or left-clicked\nOnRightPressed | Fires after the Button was right-clicked\nOnMiddlePressed | Fires after the Button was middle-clicked\n\n###### RippleButton inherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstance-api)\u00b6\n\n## Example\u00b6\n\n[Click here for the example place](https://rostrap.github.io/assets/demos/RippleButton.rbxl)\n\nDemo code:\n\nExample\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Color = Resources:LoadLibrary(\"Color\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n local LocalPlayer repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait()\n local PlayerGui repeat PlayerGui = LocalPlayer:FindFirstChildOfClass(\"PlayerGui\") until PlayerGui or not wait()\n\n local Screen = Instance.new(\"ScreenGui\", PlayerGui)\n\n local Frame = Instance.new(\"Frame\", Screen)\n Frame.BackgroundColor3 = Color.Grey[200]\n Frame.BorderSizePixel = 0\n Frame.Size = UDim2.new(1, 0, 1, 0)\n\n local Flat = PseudoInstance.new(\"RippleButton\")\n Flat.AnchorPoint = Vector2.new(0.5, 0.5)\n Flat.Size = UDim2.new(0, 83, 0, 36)\n Flat.Position = UDim2.new(0.5, 0, 0.5, -36 - 16)\n Flat.PrimaryColor3 = Color.Teal[500]\n Flat.BorderRadius = 4\n Flat.Style = \"Flat\"\n Flat.Text = \"SUBMIT\"\n Flat.Parent = Frame\n\n local Outlined = Flat:Clone()\n Outlined.Style = \"Outlined\"\n Outlined.Position = UDim2.new(0.5, 0, 0.5, 0)\n Outlined.Parent = Frame\n\n local Contained = Flat:Clone()\n Contained.Style = \"Contained\"\n Contained.Position = UDim2.new(0.5, 0, 0.5, 36 + 16)\n Contained.Parent = Frame\n\n Flat.OnPressed:Connect(function()\n print(\"Pressed Flat\")\n end)\n\n Outlined.OnPressed:Connect(function()\n print(\"Pressed Outlined\")\n end)\n\n Contained.OnPressed:Connect(function()\n print(\"Pressed Contained\")\n end)", "tokens": 964, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Contributing/Image%20Standards/", "text": "# Image Standards\u00b6\n\nIf uploading icons, images must be 2x size so that high-density screens can still appreciate the beautiful icons. Icons should also be white (so that you can change ImageColor3 to whatever you want, including black).\n\nFor example, for a 24x24 image (toggle_on) from [material.io](https://material.io/tools/icons/) we would download the following.\n\nGo with the 48x48 image in the 2x folder.\n\nPixels of 100% transparency (0% opacity/alpha) must have white color values.\n\nBad | Good\n\nTo fix this in GIMP, do the following. First, create a new layer:\n\nMake sure it is filled with white pixels:\n\nNext, cut out all of the pixels, leaving only transparent white pixels. To do this, press `R` (open select tool), click on the image, hit `Ctrl + A` (select all), then hit `Ctrl + X` (cut). Click and drag on this transparent white layer and make sure it is on the bottom. Then `Right Click` \\+ `Merge Down`\n\nMake sure to `save color values from transparent pixels` when you export the image.", "tokens": 245, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/SelectionController/", "text": "# [SelectionController](https://github.com/RoStrap/RoStrapUI/blob/master/SelectionController.lua)\u00b6\n\nThe Class from which Checkbox and Radio inherit.", "tokens": 36, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Classes/PseudoInstance/", "text": "# [PseudoInstance](https://github.com/RoStrap/Classes/blob/master/PseudoInstance.lua)\u00b6\n\nSummary\n\nRigidly defined PseudoInstance class system based upon Roblox Instances. The goal is to create encapsulated instances whose state is simply a function of its externally accessible properties. In other words, a cloned instance should render exactly the same as the original instance.\n\n## Library API\u00b6\n\n### PseudoInstance.new\u00b6\n\nPseudoInstance PseudoInstance.new(string ClassName, ...)\n\nInstantiates a new PseudoInstance of type `ClassName`. Arguments (...) are passed to the `Init` constructor.\n\nExample\n\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n local Shadow = PseudoInstance.new(\"Shadow\")\n Shadow.Elevation = 8 -- this will cast to Enumeration.ShadowElevation.Elevation8\n Shadow.Parent = Background -- Whatever Gui you wish\n\nNote\n\nOnly classes which have been [Registered](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstanceregister) may be instantiated. If you attempt to instantiate a class which has not been [Registered](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstanceregister), it will call `Resources:LoadLibrary(ClassName)` and try again.\n\n### PseudoInstance.Make\u00b6\n\nPseudoInstance PseudoInstance.Make(string ClassName, dictionary Properties, ...)\n\n`PseudoInstance.new` wrapper which automatically assigns properties in dictionary `Properties`. Arguments passed to (...) must be dictionaries of Properties too. The only downside is you cannot pass any parameters to the `Init` constructor, but you probably don't need to. [See the Make library's documentation for more information, as it works identically.](https://rostrap.github.io/Libraries/Helper/Make/)\n\nExample\n\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n local Shadow = PseudoInstance.Make(\"Shadow\", {\n Elevation = 8; -- this will cast to Enumeration.ShadowElevation.Elevation8\n Parent = Background; -- Parent is set last\n })\n\n### PseudoInstance:Register\u00b6\n\nPseudoTemplate PseudoInstance:Register(string ClassName, table Template, table InheritsFrom = PseudoInstance)\n\nRegisters a new class of PseudoInstances which can be instantiated via `PseudoInstance.new(ClassName)`. Please read all the documentation in the example below:\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local Typer = Resources:LoadLibrary(\"Typer\")\n local Enumeration = Resources:LoadLibrary(\"Enumeration\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n Enumeration.PastaStyle = {\"Spaghetti\", \"Fusilli\", \"Penne\", \"Rigatoni\", \"Rotelle\"}\n\n local ClassNameTemplate = PseudoInstance:Register(\"ClassName\", {\n Events = {\n -- These are the events (see: Signal) of the PseudoInstance. These can be Connect()ed to,\n -- Fire()d, Wait()ed on, etc\n\n -- implicit numerical indeces define an Event member without Constuctors or Destructors\n \"OnPressed\";\n\n OnRightPressed = function(self)\n -- self is the PseudoInstance for which this Event is being constructed.\n -- Must return two functions, one constuctor and\n -- one destructor with which to call Signal.new (see docs)\n return function()\n end, function()\n end\n end;\n };\n\n Internals = {\n -- These values are internal-only and not externally accessible\n\n -- implicit numerical indeces are set by default to false, to be defined at run-time\n \"NumChildren\";\n\n Set = function(self, Bool) -- These can be set to anything\n return Bool == true and 1 or 0\n end;\n };\n\n Methods = {\n Kill = function(self)\n -- Methods and the Init functions are sent an internal-access table version of self\n\n self.OnPressed:Fire() -- Internal Signal-access has full control\n return self:Set(true)\n end;\n\n Destroy = function(self, ...)\n print(\"We are being destroyed!\")\n\n -- self:super() calls the superclass's method by the name of the first parameter\n -- In this case, this calls Superclass.Destroy(self, ...)\n self:super(\"Destroy\", ...)\n end;\n\n -- When set to 0, it makes the class Abstract\n FunctionWhichMustBeImplementedByAClassThatInheritsFromThisOne = 0;\n };\n\n Properties = {\n -- Can be set to a Typer value for typechecking\n Name = Typer.String;\n\n -- This is equivalent to the previous declaration\n Name = Typer.AssignSignature(2, Typer.String, function(self, Value)\n self:rawset(\"Name\", Value)\n end)\n\n -- Can also be constrained to a certain EnumerationType\n Style = Typer.EnumerationOfTypePastaStyle;\n\n Parent = function(self, Parent)\n -- Always called with the Object and the Property value it is being set to\n\n -- Do stuff\n self:rawset(\"Parent\", Parent) -- Make sure to rawset the Property to what it should be\n end;\n };\n\n Init = function(self)\n -- Called by PseudoInstance.new()\n\n -- Every PseudoInstance comes with a built-in Janitor which is called upon Destruction\n self.Janitor:Add(workspace.ChildAdded:Connect(function() end))\n\n -- Sets externally-accessible Value of PseudoInstance directly\n -- without calling a Property setting function\n -- This can also be used for read-only values\n self:rawset(\"IsPlayer\", true)\n\n -- Must be in your init function, to run the constructor in the superclass\n -- Will not exist after the Init function runs if the constructors resolved properly\n self:superinit()\n end;\n })\n\n -- Will Error, because `ClassName` is Abstract\n print(pcall(PseudoInstance.new, \"ClassName\"))\n\n local MyClass = PseudoInstance:Register(\"MyClass\", {\n Methods = {\n FunctionWhichMustBeImplementedByAClassThatInheritsFromThisOne = function(self)\n end;\n };\n\n Init = function(self)\n self:superinit()\n end;\n }, ClassNameTemplate)\n\n local MyInstance = PseudoInstance.new(\"MyClass\")\n MyInstance.Style = \"Rigatoni\" -- Gets cast to Enumeration\n MyInstance.Style = 3 -- Gets cast to Rigatoni\n MyInstance:Kill()\n\n -- Externally, one only may Connect() and Wait() on events\n MyInstance.OnPressed:Connect(print)\n\n -- Error: Cannot `Fire` externally.\n print(pcall(MyInstance.OnPressed.Fire, MyInstance.OnPressed))\n\n print(pcall(function()\n MyInstance:Set(true)\n end)) -- Set does not exist externally\n\n## PseudoInstance API\u00b6\n\nProperties | type\nArchivable | Boolean\nParent | OptionalInstance\nName | String\nClassName | _read-only_ String\nMethods\nClone\nGetFullName\nIsDescendantOf\nGetPropertyChangedSignal\nFindFirstChild\nGetChildren\nIsA\nDestroy\nEvents\nChanged", "tokens": 1525, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Debugging/Typer/", "text": "# [Typer](https://github.com/RoStrap/Debugging/blob/master/Typer.lua)\u00b6\n\nType Checker and Function Signature Assigner\n\n## Library API\u00b6\n\n### Typer.AssignSignature\u00b6\n\nfunction Typer.AssignSignature([number ParameterIndexToStartChecking = 1, ] types ... , function Callback)\n\nReturns a function which checks to make sure the arguments passed in exactly match the parameters specified. If they match, it will call `Callback`, otherwise it will error, stating which parameter caused the error and what was expected.\n\nEach parameter corresponds to the parameter with which the function is being called. Parameters should be arrays containing all valid strings which may be returned by `typeof(parameter)`. For example: `{\"string\", \"number\", \"nil\"}` would allow the corresponding parameter to be a `string`, `number`, or `nil`. Optionally, a table may have a `[string TypeNameKey] = function Callback` which may be called to determine whether a parameter is of the type `TypeNameKey`.\n\nThe first parameter may optionally be a positive integer which is the first parameter `AssignSignature` should start checking.\n\nExample\n\n local Typer = Resources:LoadLibrary(\"Typer\")\n\n local function IsButton(Value, TypeOfString)\n -- Value is the Parameter\n -- TypeOfString is the string returned by typeof(Value)\n\n return TypeOfString == \"Instance\" and (Value:IsA(\"TextButton\") or Value:IsA(\"ImageButton\"))\n end\n\n local foo = Typer.AssignSignature({\"string\", \"number\", \"nil\", Button = IsButton}, function(s)\n -- s can be a string, number, nil, or Button (TextButton or ImageButton)\n -- Will error if `s` is none of the aforementioned\n -- Will error if 2 or more parameters are passed in\n\n return s\n end)\n\n foo(2) -- 2\n foo(\"Hello\") -- Hello\n foo({}) -- [Typer] {Foo} bad argument #1: expected Button or string or number or nil, got table {}\n\n local bar = Typer.AssignSignature(2, {\"string\"}, {\"number\"}, function(p1, p2, p3)\n -- The 2 signifies that the first checked parameter will be the second one\n -- Makes sure the 2nd parameter is a string, 3rd is a number\n -- The first parameter is not checked\n\n print(p1, p2, p3)\n\n end)\n\n bar(false, \"\", 1)\n\n### Typer.Check\u00b6\n\nboolean Typer.Check(table PotentialType, any Parameter [, ArgumentName])\n\nChecks if an individual Parameter matches a PotentialType in the same way `Typer.AssignSignature` does. Returns `Parameter` if it's a truthy value. If it isn't a truthy value, return true. ArgumentName is just the name or number of the argument being Checked which can be used in the error message.\n\nExample\n\n local Debug = Resources:LoadLibrary(\"Debug\")\n local Typer = Resources:LoadLibrary(\"Typer\")\n\n local function foo(a)\n -- `assert` can be used instead of Debug.Assert\n return Debug.Assert(Typer.Check({\"number\"}, a, 1))\n end\n\n foo(2) -- 2\n foo(\"Noodle\") -- [Script] {Foo} bad argument #1: expected number, got string Noodle\n\n### Typer.MapDefinition\u00b6\n\nfunction Typer.MapDefinition(table Definition)\n\nReturns a function which returns the table if it matches the definition, or `false, errorMessage` if it doesn't.\n\nExample\n\n local PlayerDefinition = Typer.MapDefinition {\n Name = Typer.String;\n UserId = Typer.PositiveInteger;\n\n local Player1 = {\n Name = \"Validark\";\n UserId = 2966752;\n\n Player1 = assert(PlayerDefinition(Player1))\n\n -- Can also be used with AssignSignature\n Typer.AssignSignature({Player = PlayerDefinition}, function(...)\n print(...)\n end)(Player1)\n\n### Typer.TYPE\u00b6\n\ntable Typer.TypeString\n\nTyper will procedurally generate tables which can be cast to valid types. These may be used with `Typer.AssignSignature` or `Typer.Check` to avoid duplicate table definitions. These tables may also be called directly, since their metatable `__call` is set to `Typer.Check`\n\n assert(Typer.String(\"Yup\"))\n assert(Typer.String(1))\n\n assert(Typer.Number(1))\n assert(Typer.Boolean(true))\n assert(Typer.Function(function() end)\n assert(Typer.Userdata(newproxy(false)))\n\n local foo = Typer.AssignSignature(Typer.String, function(a)\n print(a)\n end)\n\n foo(\"Hello, world!\")\n\n#### Built-in Types\u00b6\n\nKey | Matches\nNil | type(Object) = \"nil\"\nBoolean | type(Object) = \"boolean\"\nNumber | type(Object) = \"number\"\nString | type(Object) = \"string\"\nUserdata | type(Object) = \"userdata\"\nFunction | type(Object) = \"function\"\nThread | type(Object) = \"thread\"\nTable | type(Object) = \"table\"\n\nTyper accepts anything returned by `typeof`\n\n#### Custom Types\u00b6\n\nKey | Matches\nAny | Anything\nArray | A non-empty table with only numeric keys\nDictionary | A non-empty table with only non-numeric keys\nEmptyTable | An empty table\nNonNil | Any value which isn't nil\nInteger | Any whole number\nPositiveInteger | An integer higher than 0\nNegativeInteger | An integer lower than 0\nNonPositiveInteger | An integer lower than 0 or 0\nNonNegativeInteger | An integer higher than 0 or 0\nPositiveNumber | A number higher than 0\nNegativeNumber | A number lower than 0\nNonPositiveNumber | A number lower than 0 or 0\nNonNegativeNumber | A number higher than 0 or 0\nTruthy | Any value which isn't false or nil\nFalsy | False or nil\nEnum | An EnumType or EnumItem\nEnumType | A roblox EnumType\nEnumItem | An EnumItem\nTrue | true\nFalse | false\n\n#### Types from parsed strings\u00b6\n\nTypes separated by \"Or\" will function as expected.\n\n assert(Typer.NumberOrString(2))\n assert(Typer.OptionalBooleanOrNumberOrString(2))\n\n#### Prefixes\u00b6\n\nPrefix | Matches\nOptional | Accepts `nil` as well\nInstanceOfClass | Returns `Object.ClassName == ClassName`\nInstanceWhichIsA | Returns `Object:IsA(ClassName)`\nEnumOfType | Returns the (Roblox) Enum if it can be cast to it via its string, number, or reference\nEnumerationOfType | Returns `EnumerationType:Cast(Object)`\nDictionaryOf | Ensures it's a dictionary with values of a given type\nArrayOf | Ensures it's an array with values of a given type\nTableOf | Ensures it's a table with values of a given type\n\nWarning\n\nYou may not nest prefixes, but you may use multiple on the top level using \"Or\"\n\nExample\n\n assert(Typer.ArrayOfStringsOrDictionaryOfNumbers{\"a\", \"b\", \"c\"})\n\n assert(Typer.ArrayOfStringsOrDictionaryOfNumbers{\n a = 1;\n b = 2;\n c = 3;\n })", "tokens": 1536, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/AsymmetricTransformation/", "text": "# [AsymmetricTransformation](https://github.com/RoStrap/RoStrapUI/blob/master/AsymmetricTransformation.lua)\u00b6\n\nTransform function for Paper from the Material Design specifications\n\n`AsymmetricTransformation(GuiObject Button, UDim2 EndSize)`\n\nOnly supports Offsets, doesn't support Scaling", "tokens": 64, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Math/BigNum/", "text": "# [BigNum](https://github.com/RoStrap/Math/blob/master/BigNum.lua)\u00b6\n\nA BigNum with Fractions implementation for big-integer calculations, optimized for DataStore storage and networking.\n\n local BigNum = Resources:LoadLibrary(\"BigNum\")\n print(BigNum.new(\"1025123\") ^ BigNum.new(\"9\"))\n --> 1250212389547080859766804627957328989496357747253559363\n\nThe BigNum library utilizes Lua's doubles to hold place values, called \"radix\" (similar to digits but in a different base). Each double represents a single \"radix\" of the BigNum. By default, the BigNum library instantiates BigNums with 32 radix (256 bytes) to do calculations. This is big enough for numbers as large as `7.76e230` (see `BigNum:GetRange()`). If you need integers higher than that, simply pass in how many doubles it should allocate.\n\n -- Explicitly allocate 128 doubles (1024 bytes) for each BigNum\n print(BigNum.new(\"8\", 128) ^ BigNum.new(\"900\", 128))\n\nOtherwise, you can externally set the default number of allocated radix:\n\n BigNum:SetDefaultRadix(64)\n\nThe library also ships with a data type called BigNumFractions, which can be used for exact calculations with Fractions.\n\n## Library API\u00b6\n\n### BigNum.new\u00b6\n\nBigNum BigNum.new(string Base10Number [, integer Radix])\n\nReturns a new BigNum with the allocated number of Radix (defaults to 32)\n\n### BigNum.fromString64\u00b6\n\nBigNum BigNum.fromString64(string Base64String)\n\nMeant to instantiate BigNums from strings returned via the `toString64` method.\n\n### BigNum.newFraction\u00b6\n\nBigNumFraction BigNum.newFraction(BigNum Numerator, BigNum Denominator)\n\nInstantiates a new Fraction in the form `(Numerator / Denominator)`\n\n### BigNum:GetRange\u00b6\n\nstring BigNum:GetRange(integer Radix)\n\nReturns a string representation of approximately how large of integers can be represented with a given number of Radix\n\n print(BigNum:GetRange(128))\n --> +/- 2.90e924\n\n### BigNum:SetDefaultRadix\u00b6\n\nvoid BigNum:SetDefaultRadix(integer DefaultRadix)\n\nSets the default number of Radix allocated for each number (default is 32)\n\n## BigNum API\u00b6\n\nThese are the methods which operate on BigNums themselves.\n\n### BigNum:toString64\u00b6\n\nstring BigNum:toString64()\n\nReturns a string-base64 encoding of the BigNum, which can be reproduced using `BigNum.fromString64`\n\n### BigNum:toConstantForm\u00b6\n\nvoid BigNum:toConstantForm(integer NumberOfDoublesPerLine = 16)\n\nCreates a file (or on Roblox, a script in the Lighting) with a constant representation of the BigNum. This is useful for directly instantiating BigNums with Big values which would take a lot of processing at run-time to convert from a base10 string to the internal representation.\n\nLooks like this:\n\n local CONSTANT_NUMBER = BigNum.new{\n 0, 0, 154059, 3375645, 903522, 1038360, 13086355, 12524895, 10900259, 11967773, 5580376, 3468437, 579970, 6766011, 8397479, 8219103,\n 8206478, 4226184, 11579046, 8128945, 3969135, 407937, 10824426, 1462231, 7523964, 16399268, 11691710, 13651477, 10604193, 2791442, 9280589, 5604105\n\n### BigNum:stringify\u00b6\n\nstring BigNum:stringify()\n\nReturns a representation of the internal format of how BigNums are stored in their array.\n\n## BigNumFraction API\u00b6\n\n### BigNumFraction:Reduce\u00b6\n\nBigNumFraction BigNumFraction:Reduce()\n\nReduces the Fraction and returns it.\n\n### BigNumFraction:toScientificNotation\u00b6\n\nstring BigNumFraction:toScientificNotation(integer NumDigitsAfterDecimalPoint = 2)\n\nReturns a string representation of the Fraction in scientific notation with the given number of digits after the decimal. If there aren't enough digits to format it will just return the unformatted string.\n\n## Demo\u00b6\n\nHere the library is used to calculate the [Birthday problem](https://en.wikipedia.org/wiki/Birthday_problem).\n\n local BigNum = Resources:LoadLibrary(\"BigNum\")\n local _1 = BigNum.newFraction(\"1\", \"1\")\n local DaysInYear = BigNum.new(\"365\")\n\n local function BirthdayProblem(NumPeople)\n local Chance = BigNum.newFraction(DaysInYear, DaysInYear)\n\n for i = 2, NumPeople do\n Chance = Chance * BigNum.newFraction(DaysInYear + (1 - i), DaysInYear)\n end\n\n return _1 - Chance\n end\n\n print(BirthdayProblem(70):toScientificNotation(6))\n --> 2.291582e179 / 2.293509e179\n\n## Writing Optimal Code with BigNum\u00b6\n\nSometimes, you will need to perform a massive calculation which might take up too much time to calculate on Roblox without having the thread scheduler cut you off.\n\nWhat follows is a list of what this library is optimized for and what this library is slow at.\n\nOptimized for:\n\n * Any code given to you via the `toConstantForm` method\n\n * Encoding/Decoding for DataStores/Replication using `toString64` and `fromString64`\n\nRuns slowly:\n\n * Printing massive numbers (in Base 10) a lot (Never use GetRange at run-time!)\n\n * Creating BigNums from a Base10String at run-time (toConstantForm is recommended)\n\n * Using more Radix than the library can be performant with. In my tests, 32 radix approaches native speeds, with going too far above 128 leading to unstability in intensive calculations\n\n## Probably asked Questions\u00b6\n\n_What if I want to know what's after the decimal point?_\n\n**Use Fractions!**\n\n_How does this library work?_\n\n**It uses a modified version of two's-complement numbers (but in base 2^24).**\n\n_Why are calculations done in base 2^24?_\n\n**Because the highest integer representable by a double is 2^53. 2^24 is the nicest high number which won't result in the internal calculations reaching higher than 2^53. Multiplying two numbers with the highest radix and the highest previous value can result in: (2^24 - 1)(2^24 - 1) + (2^24 - 1)**", "tokens": 1466, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/Snackbar/", "text": "# [Snackbar](https://github.com/RoStrap/RoStrapUI/blob/master/Snackbar.lua)\u00b6\n\nA [Snackbar](https://material.io/design/components/snackbars.html) is a light-weight feedback bar appearing from the bottom of the screen. This implementation has built-in replication.\n\nThis library registers a Material Design `Snackbar` PseudoInstance which can be instantiated via `PseudoInstance.new(\"Snackbar\")`.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local Snackbar = PseudoInstance.new(\"Snackbar\")\n\n## Snackbar API\u00b6\n\nSnackbar inherits from [ReplicatedPseudoInstance](https://rostrap.github.io/Libraries/Classes/ReplicatedPseudoInstance).\n\nOnly one can be present on the screen at once.\n\n### Fields\u00b6\n\nProperty | Type | Description\n---|---|---\nText | string | The main text of the snackbar (required)\nActionText | string | The text on the button. `\"\"` will remove the button\n\n### Events\u00b6\n\nEvent | Description | Signature\n---|---|---\nOnAction | Fires after the Action button on the Snackbar was pressed | (Player Player)\n\n###### Snackbar also inherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstance-api)\u00b6\n\n## Example\u00b6\n\n[Click here for the example place](https://rostrap.github.io/assets/demos/Snackbar.rbxl)\n\nDemo code:\n\n -- This code is valid on the client and server\n -- Just make sure that both call `Resources:LoadLibrary(\"ReplicatedPseudoInstance\")`\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local ReplicatedPseudoInstance = Resources:LoadLibrary(\"ReplicatedPseudoInstance\")\n\n local Color = Resources:LoadLibrary(\"Color\")\n\n local Snackbar = PseudoInstance.new(\"Snackbar\")\n Snackbar.ActionText = \"CANCEL\"\n Snackbar.OnAction:Connect(function()\n print(\"Canceled!\")\n end)\n\n -- If this is in a Script, it will Replicate this ChoiceDialog to every\n -- Player in the game and everyone who joins\n -- If this is in a LocalScript, it will generate it on the client only\n\n local PrimaryColor3 = Color.Teal[500] -- This is just a Color3 value\n\n local Dialog = PseudoInstance.new(\"ChoiceDialog\")\n Dialog.HeaderText = \"Repository Location\"\n Dialog.Options = {\"ServerStorage\", \"ServerScriptService\"}\n Dialog.DismissText = \"CANCEL\"\n Dialog.ConfirmText = \"INSTALL\"\n Dialog.PrimaryColor3 = PrimaryColor3\n\n Dialog.OnConfirmed:Connect(function(Player, Choice)\n print(Player, Choice)\n Snackbar.Text = \"Chosen: \" .. Choice\n Snackbar.Parent = Player\n\n if Choice then\n -- Choice is a string of the option they chose\n else\n -- They chose Dismiss, so Choice is false\n end\n end)\n\n Dialog.Parent = ReplicatedStorage", "tokens": 695, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Interpolation/Lerps/", "text": "# [Lerps](https://github.com/RoStrap/Interpolation/blob/master/Lerps.lua)\u00b6\n\nHolds all Lerp functions for Roblox objects, with a special color lerping function by Fractality.\n\nContains functions which take arguments `(variant beginning, variant last, number alpha [0, 1])` and returns a value in between `beginning` and `last` inclusive where `0` is `beginning` and `1` is `last`.\n\nContains CIELUV color lerping, which looks like this:", "tokens": 115, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Classes/ReplicatedPseudoInstance/", "text": "# [ReplicatedPseudoInstance](https://github.com/RoStrap/Classes/blob/master/ReplicatedPseudoInstance.lua)\u00b6\n\nSummary\n\nA ReplicatedPseudoInstance is an Instance which, when instantiated on the server, has built-in replication. While the parent is set to `Workspace`, `ReplicatedStorage`, or descendants of these, or set to `Players`, it will be Replicated to all players (including those who join the server later). If it is parented to an individual player or a descendant of an individual Player, it will replicate solely to that Player.\n\nIf a property changes on the server, clients will be sent the new property's value and update their local version of the instance with the new property.\n\nEvents which are fired on the client (by replicating instances originating from the server) are automatically fired on the server via a RemoteEvent.\n\nReplicatedPseudoInstances which are Destroyed on the server have their destruction replicated.\n\nInherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance)\n\nWarning\n\nIn order for replication to work, the `ReplicatedPseudoInstance` library **must** be loaded on the client.\n\nWarning\n\nAll events fired on a client must have `LocalPlayer` as the first parameter. On the server, it will use the automatically-passed PlayerFrom parameter (which is built-in to RemoteEvents)\n\nExample\n\nTo make a library inherit from ReplicatedPseudoInstance, simply pass it in as the third parameter to [PseudoInstance:Register](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstanceregister). [ChoiceDialog](https://github.com/RoStrap/RoStrapUI/blob/master/ChoiceDialog.lua) is a good example of a ReplicatedPseudoInstance, but here is a re-implementation of the ClickDetector object (but also passes along what face of an Object you clicked.)\n\n -- ClickDetector Class\n -- @author Validark\n\n local Players = game:GetService(\"Players\")\n local Workspace = game:GetService(\"Workspace\")\n local RunService = game:GetService(\"RunService\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Debug = Resources:LoadLibrary(\"Debug\")\n local Enumeration = Resources:LoadLibrary(\"Enumeration\")\n local SortedArray = Resources:LoadLibrary(\"SortedArray\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local ReplicatedPseudoInstance = Resources:LoadLibrary(\"ReplicatedPseudoInstance\")\n\n local Parts = setmetatable({}, {__mode = \"k\"})\n local LocalPlayer\n\n if RunService:IsClient() then\n repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait()\n local Mouse = Players.LocalPlayer:GetMouse()\n local Targets = {}\n local MouseDowns = {}\n local CurrentMoval = 0\n local MaximumInteger = 2 ^ 53\n\n local function MouseMoved()\n local Target = Mouse.Target\n local ActiveIcon\n\n while Target do\n local Detectors = Parts[Target]\n if Detectors then\n for i = 1, #Detectors do\n local Detector = Detectors[i]\n if Detector.MaxActivationDistance >= LocalPlayer:DistanceFromCharacter(Target.Position) then\n if not Targets[Detector] then\n Detector.MouseHoverEnter:Fire(LocalPlayer)\n end\n Targets[Detector] = CurrentMoval\n ActiveIcon = true\n Mouse.Icon = Detector.CursorIcon\n end\n end\n end\n Target = Target.Parent\n end\n\n for Detector, Moval in next, Targets do\n if Moval ~= CurrentMoval then\n Targets[Detector] = nil\n MouseDowns[Detector] = nil\n if not ActiveIcon then\n Mouse.Icon = \"\"\n end\n Detector.MouseHoverLeave:Fire(LocalPlayer)\n end\n end\n\n CurrentMoval = (CurrentMoval + 1) % MaximumInteger\n end\n\n Mouse.Move:Connect(MouseMoved)\n local Connection = Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):Connect(MouseMoved)\n Workspace:GetPropertyChangedSignal(\"CurrentCamera\"):Connect(function()\n Connection:Disconnect()\n Connection = Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):Connect(MouseMoved)\n end)\n\n for i = 1, 2 do\n local Event = i == 1 and \"MouseClick\" or \"RightMouseClick\"\n\n Mouse[\"Button\" .. i .. \"Down\"]:Connect(function()\n local Target = Mouse.Target\n\n while Target do\n local Detectors = Parts[Target]\n if Detectors then\n for a = 1, #Detectors do\n local Detector = Detectors[a]\n if Detector.MaxActivationDistance >= LocalPlayer:DistanceFromCharacter(Target.Position) then\n MouseDowns[Detector] = i\n end\n end\n end\n Target = Target.Parent\n end\n end)\n\n Mouse[\"Button\" .. i .. \"Up\"]:Connect(function()\n for Detector, Down in next, MouseDowns do\n if Down == i then\n Detector[Event]:Fire(LocalPlayer, Mouse.TargetSurface)\n end\n end\n end)\n end\n end\n\n local function CompareClickDetectors(a, b)\n return a.__id < b.__id\n end\n\n return PseudoInstance:Register(\"ClickDetector\", {\n Internals = {};\n\n Storage = {};\n\n Properties = {\n MaxActivationDistance = Enumeration.ValueType.Number;\n CursorIcon = Enumeration.ValueType.String;\n\n Parent = function(self, PVInstance)\n if PVInstance == nil then\n return true\n elseif typeof(PVInstance) == \"Instance\" and PVInstance:IsA(\"PVInstance\") then\n self.Janitor:LinkToInstance(PVInstance)\n if LocalPlayer then\n local OldParent = self.Parent\n if OldParent ~= PVInstance then\n if OldParent then\n local Data = Parts[PVInstance]\n\n if #Data == 1 and Data[1] == self then\n Parts[PVInstance] = nil\n else\n Data:RemoveElement(self)\n end\n end\n\n local Data = Parts[PVInstance]\n if Data then\n Data:Insert(self)\n else\n Parts[PVInstance] = SortedArray.new({self}, CompareClickDetectors)\n end\n end\n end\n return true\n else\n Debug.Error(\"The Parent of a \" .. self.ClassName .. \" must either be nil or a PVInstance\")\n end\n end;\n };\n\n Events = {\"MouseClick\", \"MouseHoverEnter\", \"MouseHoverLeave\", \"RightMouseClick\"}; -- If these values are indexed from a ClickDetector, it will return a `Signal`\n\n Methods = {};\n\n Init = function(self, Id)\n self.MaxActivationDistance = 32\n self.CursorIcon = \"rbxassetid://1727841997\" -- 1727849582\n self:superinit(Id)\n end;\n }, ReplicatedPseudoInstance)", "tokens": 1518, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/Radio/", "text": "# [Radio](https://github.com/RoStrap/RoStrapUI/blob/master/Radio.lua)\u00b6\n\nRegisters a Material Design Radio PseudoInstance which can be instantiated via `PseudoInstance.new(\"Radio\")`\n\n local Resources = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Resources\"))\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local Radio = PseudoInstance.new(\"Radio\")\n\nOnly Global ZIndexBehavior is officially supported.\n\n## Radio API\u00b6\n\nRadio inherits from PseudoInstance and SelectionController, so all properties, methods, and events of these can also be used on Checkboxes.\n\n### Radio:SetChecked\u00b6\n\nvoid Radio:SetChecked(boolean Checked = not self.Checked)\n\nSets the `Checked` property and animates to the new state. Fires `OnChecked`\n\n### Fields\u00b6\n\n#### Wrapped Properties\u00b6\n\nProperties which access its top-level ImageButton:\n\nProperty | Type\nAnchorPoint | Vector2\nName | string\nParent | Instance\nPosition | UDim2\nLayoutOrder | int\nNextSelectionDown | Instance\nNextSelectionLeft | Instance\nNextSelectionRight | Instance\nNextSelectionUp | Instance\nZIndex | int\n\n#### SelectionController Properties\u00b6\n\nProperty | Type | Description\n---|---|---\nChecked | Boolean | Whether the Radio is Checked\nDisabled | Boolean | Whether the Radio is Disabled\nPrimaryColor3 | Color3 | The Color3 of the Radio when Checked\nTheme | Enumeration.MaterialTheme | \"Dark\" or \"Light\" colored frame when not Checked\n\n#### Events\u00b6\n\nEvent | Description\nOnChecked | Fires after the `Checked` property was changed\n\n###### Radio inherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstance-api)\u00b6\n\n### Example\u00b6\n\n[Click here for the example place](https://rostrap.github.io/assets/demos/RadioGroup.rbxl)\n\nDemo code:\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Color = Resources:LoadLibrary(\"Color\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n local LocalPlayer repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait()\n local PlayerGui repeat PlayerGui = LocalPlayer:FindFirstChildOfClass(\"PlayerGui\") until PlayerGui or not wait()\n\n local Screen = Instance.new(\"ScreenGui\", PlayerGui)\n local Frame = Instance.new(\"Frame\", Screen)\n Frame.BackgroundColor3 = Color3.fromRGB(50, 50, 50)\n Frame.BorderSizePixel = 0\n Frame.Size = UDim2.new(1, 0, 1, 0)\n\n local Template = PseudoInstance.new(\"Radio\")\n Template.AnchorPoint = Vector2.new(0.5, 0.5)\n Template.Theme = \"Dark\"\n\n local RadioGroup = PseudoInstance.new(\"RadioGroup\")\n\n local Choice1 = Template:Clone()\n Choice1.PrimaryColor3 = Color.Red[500]\n Choice1.Position = UDim2.new(0.5, 0, 0.5, -32)\n Choice1.Parent = Frame\n\n local Choice2 = Template:Clone()\n Choice2.PrimaryColor3 = Color.Yellow[500]\n Choice2.Position = UDim2.new(0.5, 0, 0.5, 0)\n Choice2.Parent = Frame\n\n local Choice3 = Template:Clone()\n Choice3.PrimaryColor3 = Color.Green[500]\n Choice3.Position = UDim2.new(0.5, 0, 0.5, 32)\n Choice3.Parent = Frame\n\n RadioGroup:Add(Choice1, \"Apples\")\n RadioGroup:Add(Choice2, \"Bananas\")\n RadioGroup:Add(Choice3, \"Carrots\")\n\n RadioGroup.SelectionChanged:Connect(print)", "tokens": 832, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Math/Normal/", "text": "# [Normal](https://github.com/RoStrap/Math/blob/master/Normal.lua)\u00b6\n\nRandom number generator along a Normal distribution curve\n\n`number Normal(Average, StdDeviation)` returns: `Normal curve [-1, 1] * StdDeviation + Average`", "tokens": 58, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/", "text": "# RoStrap\u00b6\n\nRoStrap is the name of a [Roblox plugin](https://www.roblox.com/library/725884332/RoStrap) and resource management system designed to expedite game development on Roblox. Its main goals are to increase code reusability and simplify the networking of resources **without penalty for not using features**. The plugin allows for easy access and installation of incredibly useful **open-source** libraries hosted on GitHub.\n\nWith the click of a button you can install any library:\n\nGain access to a variety of beautiful Material Design elements, like the [Choice Dialog](https://rostrap.github.io/Libraries/RoStrapUI/ChoiceDialog):\n\nOr some very clickable Material Design [RippleButtons](https://rostrap.github.io/Libraries/RoStrapUI/RippleButton), [Checkboxes](https://rostrap.github.io/Libraries/RoStrapUI/Checkbox), and [Radio buttons](https://rostrap.github.io/Libraries/RoStrapUI/Radio):\n\nAnd [much more](https://rostrap.github.io/Libraries/)!", "tokens": 225, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Contributing/", "text": "# Contributing\u00b6\n\nIf you wish to contribute a Library, simply submit a pull request to [Libraries.lua](https://github.com/RoStrap/Libraries/blob/master/Libraries.lua). Simply insert a new table with fields `URL` (you can leave off ) and an optional `Description` and you are good to go!\n\n## Library Standards\u00b6\n\nLibraries contributed to RoStrap must be useful, reusable, and reasonably universal. The code must be stable, maintained, readable, and speedy. It must have a readme or documentation website that clearly outlines its use and includes functioning demo code. Images/Videos help.\n\nSubmitted Libraries may or may not be subject to code review.\n\nAll images must meet the [image standards](https://rostrap.github.io/Contributing/Image Standards)\n\n## How to Package Libraries\u00b6\n\nTo indicate to the plugin's installer that a Lua file is a descendant of another, simply make a folder with the name of the parent Lua file, and place the parent Lua file inside with the name \"init\" (or \"main\" or \"_\"). Here is [an example of a single Library that has ModuleScripts within it using this method.](https://github.com/evaera/EvLightning)\n\n## Dependencies\u00b6\n\nDependencies are detected by the plugin using [this handy script](https://github.com/RoStrap/Libraries/blob/GetDeps/GetDependencies.ignore.lua). It can detect from the following source code that `Tween` and `Maid` are the names a Library will need to have installed in order to work. If your source code intends to rely on dependencies from the RoStrap system, [the detection script](https://github.com/RoStrap/Libraries/blob/GetDeps/GetDependencies.ignore.lua) _must_ be able to successfully determine the dependencies of your Libraries.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\") -- You have to use game:GetService\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\")) -- You have to use WaitForChild\n local require = Resources.LoadLibrary -- You can localize LoadLibrary\n\n local Tween = require(\"Tween\") -- Either of these work\n local Maid = Resources:LoadLibrary('Maid')\n\n## RoStrap Discord\u00b6\n\nQuestions? Comments? Concerns? Join us!\n\n[ ](https://discord.gg/ZaT5RwV)", "tokens": 500, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Math/WeightedProbabilityFunction/", "text": "# [WeightedProbabilityFunction](https://github.com/RoStrap/Math/blob/master/WeightedProbabilityFunction.lua)\u00b6\n\nA syntactically pleasing way of creating functions which randomly pick an option based upon its relative probability\n\nExample:\n\n local require = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Resources\")).LoadLibrary\n local WeightedProbabilityFunction = require(\"WeightedProbabilityFunction\")\n\n local CoinToss = WeightedProbabilityFunction.new {\n Heads = 0.5;\n Tails = 0.5;\n\n local DiceRoll = WeightedProbabilityFunction.new {\n -- These weights are relative to one another, so if they are all 1, they will each have a 1/6 chance\n [1] = 1;\n [2] = 1;\n [3] = 1;\n [4] = 1;\n [5] = 1;\n [6] = 1;\n\n local DiceRollOrCoinToss = WeightedProbabilityFunction.new {\n -- 9/10 of the time, toss a coin\n -- 1/10 of the time, roll a dice\n\n [CoinToss] = 9;\n [DiceRoll] = 1;\n\n local t = {}\n\n for i = 1, 10000 do\n local pick = DiceRollOrCoinToss()\n t[pick] = (t[pick] or 0) + 1\n end\n\n table.foreach(t, print)", "tokens": 321, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Interpolation/Tween/", "text": "# [Tween](https://github.com/RoStrap/Interpolation/blob/master/Tween.lua)\u00b6\n\nRoStrap's premier Tween Module built for Roblox. Allows you to write interpolation code faster with a clear and simple API.\n\n## Declaration\u00b6\n\nFirst let's load the module:\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Tween = Resources:LoadLibrary(\"Tween\")\n local Enumeration = Resources:LoadLibrary(\"Enumeration\")\n\nOnce you've loaded the Tween Module, there are two ways to create a Tween. You can either interpolate a property of an object, or create a custom Tween with a function you want called each `Heartbeat` frame.\n\n## Library API\u00b6\n\n### Tween\u00b6\n\nTweenObject Tween(Object Object, string PropertyName, Variant EndValue, Enumeration.EasingFunction EasingFunction, number Time, bool Override = false, function(TweenStatus) Callback = nil, [arg InitialParameter])\n\nTween function for tweening any property. Like `GuiObject:TweenPosition()` but the first two arguments are Object and Property. If InitialParameter isn't `nil`, it will be pushed to the first argument passed to the Callback.\n\n -- Localizing the `.Value` of an EasingFunction is fastest\n local OutQuad = Enumeration.EasingFunction.OutQuad.Value\n local Standard = Enumeration.EasingFunction.Standard.Value\n\n Tween(workspace.Part, \"CFrame\", CFrame.new(10, 10, 10), OutQuad, 2, true)\n Tween(workspace.Part, \"Transparency\", 1, Standard, 2, true)\n\n`Override` works a bit differently in this system than in Roblox's. Roblox's override parameter should be named \"Overridable\" whereas this parameter is whether the new Tween should override any previous open Tweens. The same things can be accomplished with both, but this is a notable difference.\n\n### Tween.new\u00b6\n\nTweenObject Tween.new(number Duration, string EasingFunctionName, function Callback, [arg InitialParameter])\n\nTweens created with `Tween.new` will call Callback every tween `Heartbeat` frame, with EasingFunction interpolating from 0 to 1 over the allotted duration. If InitialParameter isn't `nil`, it will be pushed to the first argument passed to the Callback.\n\n Tween.new(number Duration, string EasingFunctionName, function Callback)\n\n local Deceleration = Enumeration.EasingFunction.Deceleration.Value\n\n local newTween = Tween.new(0.5, Deceleration, function(x)\n print(\"This will be called with each 'Frame' of this tween\")\n end)\n\n## TweenObject API\u00b6\n\n### Tween:Resume\u00b6\n\nTweenObject Tween:Resume()\n\nResumes a Tween that was Stop()ed\n\n### Tween:Stop\u00b6\n\nTweenObject Tween:Stop()\n\nStops a Tween\n\n### Tween:Wait\u00b6\n\nTweenObject Tween:Wait()\n\nYields until Tween finishes interpolating\n\n### Tween:Restart\u00b6\n\nTweenObject Tween:Restart()\n\nMakes the Tween go back to timeElapsed = 0\n\n### Fields\u00b6\n\nField | Description | Type | Default value\n---|---|---|---\nRunning | Whether the Tween is active | bool | true", "tokens": 678, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Contributing/Website/", "text": "# Website\u00b6\n\nThe website is compiled from markdown (`.md`) files, so anyone can help write documentation for this website! Click [here](https://github.com/RoStrap/rostrap.github.io/tree/master/docs) to visit the repository where the markdown files are kept. The [documentation for the Signal library](https://rostrap.github.io/Libraries/Events/Signal/) follows the format that will be standard.", "tokens": 87, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/Color/", "text": "# [Color](https://github.com/RoStrap/RoStrapUI/blob/master/Color.lua)\u00b6\n\nColor utilities with [Material Design's 2014 Color Palette](https://material.io/design/color/#tools-for-picking-colors)\n\n## Library API\u00b6\n\n### Color.toRGBString\u00b6\n\nstring Color.toRGBString(Color3 Color [, number Alpha])\n\nReturns a string representation of the rgb or rgba value for a given Color.\n\n### Color.toHexString\u00b6\n\nstring Color.toHexString(Color3 Color [, number Alpha])\n\nReturns a string representation of the hexidecimal Color code for a given Color.\n\n### Color.fromHex\u00b6\n\nColor3 Color.fromHex( Hex)\n\nConverts a 3-digit or 6-digit hex color to a Color3. Takes in a string of the form: \"#FFFFFF\" or \"#FFF\" or a 6-digit hexadecimal number (e.g. 0xFFFFFF)\n\n### Color.toHex\u00b6\n\nnumber Color.toHex(Color3 Color)\n\nReturns the Color in its hexidecimal-number form.\n\n### Color.COLOR\u00b6\n\nThe `Color` table contains all the colors from the [2014 Material Design Color Pallete](https://material.io/design/color/#tools-for-picking-colors). These Colors are structured like so:\n\n Cyan = {\n [50] = rgb(224, 247, 250);\n [100] = rgb(178, 235, 242);\n [200] = rgb(128, 222, 234);\n [300] = rgb(77, 208, 225);\n [400] = rgb(38, 198, 218);\n [500] = rgb(0, 188, 212);\n [600] = rgb(0, 172, 193);\n [700] = rgb(0, 151, 167);\n [800] = rgb(0, 131, 143);\n [900] = rgb(0, 96, 100);\n\n Accent = {\n [100] = rgb(132, 255, 255);\n [200] = rgb(24, 255, 255);\n [400] = rgb(0, 229, 255);\n [700] = rgb(0, 184, 212);\n };\n };\n\nExample\n\n local Color = Resources:LoadLibrary(\"Color\")\n local Cyan = Color.Cyan[500]\n local DarkCyan = Color.Cyan[900]\n local CyanAccent = Color.Cyan.Accent[700]", "tokens": 528, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Interpolation/EasingFunctions/", "text": "# [EasingFunctions](https://github.com/RoStrap/Interpolation/blob/master/EasingFunctions.lua)\u00b6\n\nA bunch of reuseable Easing Functions, including those from the Material Design specification ([Standard, Acceleration, and Deceleration](https://material.io/design/motion/speed.html#easing))\n\nThese are the available EasingFunctions:\n\nDirectionless | In | Out | InOut | OutIn\n---|---|---|---|---\nLinear | InQuad | OutQuad | InOutQuad | OutInQuad\nSpring | InCubic | OutCubic | InOutCubic | OutInCubic\nSoftSpring | InQuart | OutQuart | InOutQuart | OutInQuart\nRevBack | InQuint | OutQuint | InOutQuint | OutInQuint\nRidiculousWiggle | InSine | OutSine | InOutSine | OutInSine\nSmooth | InExpo | OutExpo | InOutExpo | OutInExpo\nSmoother | InCirc | OutCirc | InOutCirc | OutInCirc\nAcceleration | InElastic | OutElastic | InOutElastic | OutInElastic\nDeceleration | InBack | OutBack | InOutBack | OutInBack\nSharp | InBounce | OutBounce | InOutBounce | OutInBounce\nStandard | | | |\n\nThis library returns an array of these functions, with values corresponding to their Enumerations' values.\n\n local Enumeration = Resources:LoadLibrary(\"Enumeration\")\n local EasingFunctions = Resources:LoadLibrary(\"EasingFunctions\")\n\n local InSine = EasingFunctions[Enumeration.EasingFunction.InSine.Value]\n\n -- If you want an array of all EasingFunction Enumerations\n local EnumerationItems = Enumeration.EasingFunction:GetEnumerationItems()\n\n for i = 1, #EnumerationItems do\n local EnumerationItem = EnumerationItems[i]\n print(EnumerationItem, EasingFunctions[EnumerationItem.Value])\n end", "tokens": 440, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Resources/", "text": "# [Resources](https://github.com/RoStrap/Resources/blob/master/Resources.lua)\u00b6\n\nThe core resource manager and library loader for RoStrap. It is designed to streamline the retrieval and networking of resources and centralize the loading of libraries.\n\n## Demo\u00b6\n\nIt can be used to require your libraries:\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local Date = Resources:LoadLibrary(\"Date\")\n print(Date()) --> Sat Dec 31 15:38:01 2022\n\nIt can be used to manage your RemoteEvents and RemoteFunctions:\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Chatted = Resources:GetRemoteEvent(\"Chatted\")\n local ClientLoaded = Resources:GetRemoteFunction(\"ClientLoaded\")\n\n## Functionality\u00b6\n\nUpon being [required](http://wiki.roblox.com/index.php?title=Global_namespace/Roblox_namespace#require) on the server for the first time, [Resources](https://github.com/RoStrap/Resources/blob/master/Resources.lua) moves libraries within `ServerStorage.Repository` to folder `ReplicatedStorage.Resources.Libraries`, where both the client and server can [require](http://wiki.roblox.com/index.php?title=Global_namespace/Roblox_namespace#require) them via the function `LoadLibrary`.\n\n * Only [Folders](http://wiki.roblox.com/index.php?title=API:Class/Folder) and libraries should go in this repository.\n * Folder heiarchy of libraries is ignored.\n * A [ModuleScript](http://wiki.roblox.com/index.php?title=API:Class/ModuleScript) and its descendants are considered a single library.\n * Thus, only parent [ModuleScripts](http://wiki.roblox.com/index.php?title=API:Class/ModuleScript) will be accessible via `LoadLibrary`\n * Anything within the Repository with \"Server\" (case-sensitive) in its name as well as its children will not be accessible to clients\n * This includes [Folders](http://wiki.roblox.com/index.php?title=API:Class/Folder), libraries, and descendants of libraries.\n * Server-only objects will be located within folder `ServerStorage.Resources`\n\nInfo\n\nInternally, `LoadLibrary` caches and returns `require(Resources:GetLibrary(LibraryName))`. `GetLibrary` is the only function that can \"retrieve\" objects from both `ServerStorage` and `ReplicatedStorage`. This is because server libraries are added directly to its cache.\n\n## API\u00b6\n\nAll methods of [Resources](https://github.com/RoStrap/Resources/blob/master/Resources.lua) have hybrid syntax, meaning they can be called using either a `:` or `.`\n\n### LoadLibrary\u00b6\n\nVariant Resources:LoadLibrary(string LibraryName)\n\nA require-by-string function which internally calls `require(Resources:GetLibrary(string LibraryName))` and caches the results.\n\nExample\n\n local SortedArray = Resources:LoadLibrary(\"SortedArray\")\n\n -- Some people like to overwrite the default require function\n local require = Resources.LoadLibrary\n\n local Signal = require(\"Signal\")\n\nInfo\n\nThis is the only function with a hard-coded name for its cache, so you may access cached require results using the following:\n\n -- Resources uses this table to cache LoadLibrary results\n local LoadedLibraries = Resources:GetLocalTable(\"LoadedLibraries\")\n\n### Get functions\u00b6\n\nRef Resources:GetCLASSNAME(string InstanceName)\n\nGet functions can be procedurally generated by [Resources](https://github.com/RoStrap/Resources/blob/master/Resources.lua) at run-time in the form of `Resources:GetCLASSNAME(string InstanceName)`. These functions return an [Instance](http://wiki.roblox.com/index.php?title=API:Class/Instance) named `InstanceName` under `Resources:GetFolder(CLASSNAME:gsub(\"y$\", \"ie\") .. \"s\")`. On the server, missing instances will be instantiated via [Instance.new](http://wiki.roblox.com/index.php?title=Instance_\\(Data_Structure\\)). On the client, the function will yield for the missing instances via [WaitForChild](http://wiki.roblox.com/index.php?title=API:Class/Instance/WaitForChild).\n\nThe following is the internal call tree. Keep in mind that these functions cache so the 3rd function will only run once per machine and `GetFolder` will only run once per function generation (e.g. the first time `GetRemoteEvent` is called).\n\nStep | Object to search for | Function call\n---|---|---\n1 | RemoteEvent `Chatted` inside | GetRemoteEvent(\"Chatted\")\n2 | Folder `RemoteEvents` in | GetFolder(\"RemoteEvents\")\n3 | `Resources` | ROOT\n\nInfo\n\n * Caches results in `Resources:GetLocalTable(CLASSNAME:gsub(\"y$\", \"ie\") .. \"s\")`\n\nExample\n\nGet functions can also manage instance types that aren't instantiable by `Instance.new`. However, these instances must be preinstalled in the locations in which they would otherwise be instantiated because they cannot be generated at run-time. This allows you to do things like the following:\n\n local Falchion = Resources:GetSword(\"Falchion\")\n\n#### GetLocal functions\u00b6\n\nRef Resources:GetLocalCLASSNAME(string InstanceName)\n\nGet functions in the form of `GetLocalCLASSNAME` work in the same way as regular Get functions, except clients may also instantiate missing instances and `GetLocalFolder` searches in different locations. Not meant to be used very much.\n\n**Machine** | LOCALSTORAGE | LOCALRESOURCES\n---|---|---\n**Server** | `ServerStorage` | `ServerStorage.Resources`\n**Client** | `Players.LocalPlayer.PlayerScripts` | `Players.LocalPlayer.PlayerScripts.Resources`\nStep | Object to search for | Function call\n---|---|---\n1 | BindableEvent `Attacking` inside | GetLocalBindableEvent(\"Attacking\")\n2 | Folder `BindableEvents` in | GetLocalFolder(\"BindableEvents\")\n3 | Folder `LOCALSTORAGE.Resources` | LOCALRESOURCES\n\nExample\n\n local Attacking = Resources:GetLocalBindableEvent(\"Attacking\")\n\nHere is what the above code would do if ran by the server versus what it would do if ran by a client:\n\nServer | Client\n\nWarning\n\nIn Play-Solo Mode, all local objects will go under `ServerStorage`, as there is no difference between the client and server. If you use identical Local-function calls on the client and server, this could cause conflicts in Play-Solo. The same problem applies to caches, which have \"Local\" appended to the front of the string to differentiate from regular caches. `LOCALSTORAGE` is typically just for `GetLocalBindableEvent` calls and having a place to store server-only Libraries, which are under `GetLocalFolder(\"Resources\")`.\n\n### GetLocalTable\u00b6\n\ntable Resources:GetLocalTable(string TableName)\n\nA function which caches a local table by string, and returns said table. Does not replicate. Useful for eliminating the need for [_G](http://wiki.roblox.com/index.php?title=Global_namespace/Basic_functions#G) or ModuleScripts which return an empty table.\n\nNote\n\nBecause this is hard-coded and not procedurally generated, it doesn't obey the rules of other GetLocal functions.\n\nExample\n\n -- Can be used in any script on the same machine to get this table\n local MyItems = Resources:GetLocalTable(\"MyItems\") -- {}\n\nInfo\n\nResources uses `GetLocalTable` internally, so you can access its internals using this function:\n\n -- Resources uses this table to cache LoadLibrary results\n local LoadedLibraries = Resources:GetLocalTable(\"LoadedLibraries\")\n\n## RoStrap Discord\u00b6\n\nQuestions? Comments? Concerns? Join us!\n\n[ ](https://discord.gg/ZaT5RwV)", "tokens": 1675, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Helper/Make/", "text": "# [Make](https://github.com/RoStrap/Helper/blob/master/Make.lua)\u00b6\n\nShorthand for instance declarations.\n\nYou probably shouldn't use this function, but if you really really like it, here it is.\n\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local Make = Resources:LoadLibrary(\"Make\")\n\n Make(\"TextLabel\"){\n TextSize = 11;\n Font = \"Arial\";\n Name = \"Yup\";\n Parent = workspace;\n\nYou can also create multiple instances at once. When you pass subsequent tables as parameters, the object created by the first table is Cloned and modified by the properties in its table. Each subsequent table generates a new instance.\n\n Make(\"TextLabel\")({\n TextSize = 11;\n Font = \"Arial\";\n Name = \"Yup\";\n Parent = workspace;\n }, {\n Name = \"So!\";\n Font = \"SourceSans\";\n }, {\n Name = \"Yellow!\";\n })", "tokens": 207, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Input/Keys/", "text": "# [Keys](https://github.com/RoStrap/Input/blob/master/Keys.lua)\u00b6\n\nA light-weight library for simplifying Key input.\n\n## API\u00b6\n\n### Keys\u00b6\n\nThe library returns a table `Keys`. Within this table, Keys from Enum.KeyCode can be indexed.\n\n local Resources = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Resources\"))\n local Keys = Resources:LoadLibrary(\"Keys\")\n\n -- Each of these can be called with either a '.' or a ':', as it doesn't need 'self'\n Keys:Pause() -- Disconnects this module's InputEnded and InputBegan connections to UserInputService\n Keys:Resume() -- Reconnects what Pause disconnects\n\n local Q = Keys.Q -- returns a Key Object\n\n### Key\u00b6\n\nThese table objects contain two custom Signals (technically, they are interfaces). `KeyDown` and `KeyUp`\n\n local Q = Keys.Q -- returns a Key Object\n\n Q.KeyDown:Connect(function()\n print(\"Q was pressed!\")\n end)\n\n Q.KeyUp:Connect(function()\n print(\"Q was let go!\")\n end)\n\n### Signals\u00b6\n\nIn this module, `KeyDown` and `KeyUp` Signals have the following functions:\n\n local Shift = Keys.Shift.KeyDown\n local E = Keys.E.KeyDown\n\n E:Connect(function() -- Connects a function\n print(\"E!\")\n end)\n\n E:Press() -- Fires open connections\n E:Fire() -- Same as Press()\n E:Wait() -- Yields until event fires\n\n ;(Shift + E):Connect(function() -- You can add 2 Keys together to get a combo event!\n print(\"Shift + E!\")\n -- NOTE: Neither Shift nor E fire when (Shift + E) fires\n -- If you want to fire one or both of them, do Shift:Press() or E:Press()\n end)\n\n## Overhead\u00b6\n\nThis is an extremely light library. The tables within `Keys` are merely interface tables, and are not directly involved with calling connected Functions. The tables interface with a system that looks mostly like this:\n\n local KeyUps = {\n Q = function()\n print(\"Q was let up\")\n end;\n\n E = function()\n print(\"E was let up\")\n end\n\n UserInputService.InputEnded:Connect(function(Data, GuiInput)\n if not GuiInput and Data.KeyCode ~= Enum.KeyCode.Unknown then\n local Function = KeyUps[Data.KeyCode.Name]\n if Function then\n Function()\n end\n end\n end)", "tokens": 541, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Sentry/", "text": "# [Sentry](https://github.com/RoStrap/Sentry)\u00b6\n\nA library for reporting errors/warnings/messages to your [Sentry account](https://sentry.io).\n\n## Getting started\u00b6\n\nSign up for [Sentry](https://sentry.io/) to get started.\n\nNavigate to the `Projects` tab on the left-hand side.\n\nIn the top right, navigate to \"Add new...\" and select \"Project\"\n\nDon't select a project or framework, since this Library isn't officially supported by Sentry (but don't worry, **it is still officially supported by RoStrap**). Give your project a name and create project!\n\nNow you need to find your DSN. You will hopefully be shown the following screen, but if not you can always find these in the \"Settings\" tab.\n\nYou will need to locate a DSN that looks like this:\n\nNext, install this library using [the RoStrap plugin](https://www.roblox.com/library/725884332/RoStrap), and navigate to the Server-side Sentry library.\n\nUnder the configuration, modify the `DSN` variable to your DSN\n\nNow you have a working Sentry library!\n\n## API\u00b6\n\nThe API is the same for both the client and the server.\n\n local Sentry = Resources:LoadLibrary(\"Sentry\")\n local Enumeration = Resources:LoadLibrary(\"Enumeration\") -- Optional\n\n Sentry:Post(string Message [, string Traceback, MessageType])\n -- Traceback defaults to debug.traceback()\n -- MessageType defaults to \"Error\"\n -- MessageType accepts any of the following Enumerations (or their corresponding numbers or strings)\n\n -- 0: Enumeration.IssueType.Debug\n -- 1: Enumeration.IssueType.Info\n -- 2: Enumeration.IssueType.Warning\n -- 3: Enumeration.IssueType.Error\n -- 4: Enumeration.IssueType.Fatal\n\n -- MessageType also accepts Roblox's MessageType Enums (but NOT their numbers or strings)\n -- Enum.MessageType.MessageError\n -- Enum.MessageType.MessageInfo\n -- Enum.MessageType.MessageOutput\n -- Enum.MessageType.MessageWarning\n\nIt is intended to be easily compatible with the `Try` library\n\n local Try = Resources:LoadLibrary(\"Try\")\n local Sentry = Resources:LoadLibrary(\"Sentry\")\n\n Try(function(x) error(\"test client error \" .. x) end, \"1\")\n :Catch(Sentry.Post)\n\nHere are your free Sentry rate limits:\n\nEnjoy!", "tokens": 519, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Events/Signal/", "text": "# [Signal](https://github.com/RoStrap/Events/blob/master/Signal.lua)\u00b6\n\nSummary\n\nA class for creating API-compatible Roblox Events\n\nThis new version originally designed by Anaminus addresses two flaws in previous implementations:\n\n * Previous versions held a reference to the last set of fired arguments.\n * Arguments would be overridden if the signal was fired by a listener.\n\n## Library API\u00b6\n\n### Signal.new\u00b6\n\nSignal Signal.new([function Constructor, function Destructor])\n\nReturns a new signal. Receives optional constructor and destructor functions. The constructor is called when the number of listeners/threads becomes greater than 0. The destructor is called when then number of threads/listeners becomes 0. The values returned by the constructor are passed into the destructor.\n\nExample\n\n local Signal = Resources:LoadLibrary(\"Signal\")\n local Event = Signal.new()\n\n## Signal API\u00b6\n\n### Signal:Fire\u00b6\n\nvoid Signal:Fire(...)\n\nFire the signal, passing the arguments to each listener and waiting threads. Arguments are **always** passed by reference.\n\n### Signal:Wait\u00b6\n\n(...) Signal:Wait()\n\nBlock the current thread until the signal is fired. Returns the arguments passed to Fire.\n\n### Signal:Connect\u00b6\n\nPseudoScriptConnection Signal:Connect(function Function [, any Argument])\n\nSets a function to be called when the signal is fired. The listener function receives the arguments passed to Fire. Returns a [PseudoScriptConnection](https://rostrap.github.io/Libraries/Events/Signal/#pseudoscriptconnection-api)\n\n### Signal:Destroy\u00b6\n\nvoid Signal:Destroy()\n\nDisconnects all listeners and becomes unassociated with currently blocked threads. The signal becomes unusable and ready to be garbage collected.\n\n### Fields\u00b6\n\nField | Description | Type | Default value\n---|---|---|---\nEvent | Interface which can only access `Connect` and `Wait` | PseudoScriptSignal | N / A\nBindable | Dispatches scheduler-compatible Threads | BindableEvent | Instance.new(\"BindableEvent\")\nArguments | Holds arguments for pending listener functions and Threads | table | { }\nConnections | SignalConnections connected to the signal | table | { }\nConstructor | Called when the number of listeners becomes greater than 0 | function | nil\nDestructor | Called when then number of listeners becomes 0 | function | nil\n\n## PseudoScriptConnection API\u00b6\n\nvoid PseudoScriptConnection:Disconnect()\n\nDisconnects the listener, causing it to no longer be called when the signal is fired.\n\n### Fields\u00b6\n\nField | Description | Type | Default value\n---|---|---|---\nConnected | Whether the listener is connected | bool | true", "tokens": 539, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/RadioGroup/", "text": "# [RadioGroup](https://github.com/RoStrap/RoStrapUI/blob/master/RadioGroup.lua)\u00b6\n\nRegisters a Material Design RadioGroup PseudoInstance which can be instantiated via `PseudoInstance.new(\"RadioGroup\")`. It acts as an interface for a set of Radio elements.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local RadioGroup = PseudoInstance.new(\"RadioGroup\")\n\nOnly Global ZIndexBehavior is officially supported.\n\n## RadioGroup API\u00b6\n\n### RadioGroup:Add\u00b6\n\nvoid RadioGroup:Add(RadioButton Item, variant Option)\n\nAdds an Item to the group. The `Selection` returned by `GetSelection` will become the `Option` when `Item` is selected.\n\n### RadioGroup:GetSelection\u00b6\n\nOption RadioGroup:GetSelection()\n\nReturns the current Selected `Option`.\n\n### Events\u00b6\n\nEvent | Description\nSelectionChanged | Fires after Selection changes with the new selected Option\n\n### Example\u00b6\n\n[Click here for the example place](https://rostrap.github.io/assets/demos/RadioGroup.rbxl)\n\nDemo code:\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Color = Resources:LoadLibrary(\"Color\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n local LocalPlayer repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait()\n local PlayerGui repeat PlayerGui = LocalPlayer:FindFirstChildOfClass(\"PlayerGui\") until PlayerGui or not wait()\n\n local Screen = Instance.new(\"ScreenGui\", PlayerGui)\n local Frame = Instance.new(\"Frame\", Screen)\n Frame.BackgroundColor3 = Color3.fromRGB(50, 50, 50)\n Frame.BorderSizePixel = 0\n Frame.Size = UDim2.new(1, 0, 1, 0)\n\n local Template = PseudoInstance.new(\"Radio\")\n Template.AnchorPoint = Vector2.new(0.5, 0.5)\n Template.Theme = \"Dark\"\n\n local RadioGroup = PseudoInstance.new(\"RadioGroup\")\n\n local Choice1 = Template:Clone()\n Choice1.PrimaryColor3 = Color.Red[500]\n Choice1.Position = UDim2.new(0.5, 0, 0.5, -32)\n Choice1.Parent = Frame\n\n local Choice2 = Template:Clone()\n Choice2.PrimaryColor3 = Color.Yellow[500]\n Choice2.Position = UDim2.new(0.5, 0, 0.5, 0)\n Choice2.Parent = Frame\n\n local Choice3 = Template:Clone()\n Choice3.PrimaryColor3 = Color.Green[500]\n Choice3.Position = UDim2.new(0.5, 0, 0.5, 32)\n Choice3.Parent = Frame\n\n RadioGroup:Add(Choice1, \"Apples\")\n RadioGroup:Add(Choice2, \"Bananas\")\n RadioGroup:Add(Choice3, \"Carrots\")\n\n RadioGroup.SelectionChanged:Connect(print)", "tokens": 687, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/Checkbox/", "text": "# [Checkbox](https://github.com/RoStrap/RoStrapUI/blob/master/Checkbox.lua)\u00b6\n\nRegisters a Material Design Checkbox PseudoInstance which can be instantiated via `PseudoInstance.new(\"Checkbox\")`\n\n local Resources = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Resources\"))\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n local Checkbox = PseudoInstance.new(\"Checkbox\")\n\nOnly Global ZIndexBehavior is officially supported.\n\n## Checkbox API\u00b6\n\nCheckbox inherits from PseudoInstance and SelectionController, so all properties, methods, and events of these can also be used on Checkboxes.\n\n### Checkbox:SetChecked\u00b6\n\nvoid Checkbox:SetChecked(boolean Checked = not self.Checked)\n\nSets the `Checked` property and animates to the new state. Fires `OnChecked`\n\n### Fields\u00b6\n\n#### Wrapped Properties\u00b6\n\nProperties which access its top-level ImageButton:\n\nProperty | Type\nAnchorPoint | Vector2\nName | string\nParent | Instance\nPosition | UDim2\nLayoutOrder | int\nNextSelectionDown | Instance\nNextSelectionLeft | Instance\nNextSelectionRight | Instance\nNextSelectionUp | Instance\nZIndex | int\n\n#### SelectionController Properties\u00b6\n\nProperty | Type | Description\n---|---|---\nIndeterminate | Boolean | Whether the Checkbox is Indeterminate\nChecked | Boolean | Whether the Checkbox is Checked\nDisabled | Boolean | Whether the Checkbox is Disabled\nPrimaryColor3 | Color3 | The Color3 of the Checkbox when Checked\nTheme | Enumeration.MaterialTheme | \"Dark\" or \"Light\" colored frame when not Checked\n\n#### Events\u00b6\n\nEvent | Description\nOnChecked | Fires after the `Checked` property was changed\n\n###### Checkbox inherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstance-api)\u00b6\n\n### Example\u00b6\n\n[Click here for the example place](https://rostrap.github.io/assets/demos/Checkbox.rbxl)\n\nDemo code:\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n\n local Color = Resources:LoadLibrary(\"Color\")\n local PseudoInstance = Resources:LoadLibrary(\"PseudoInstance\")\n\n local LocalPlayer repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait()\n local PlayerGui repeat PlayerGui = LocalPlayer:FindFirstChildOfClass(\"PlayerGui\") until PlayerGui or not wait()\n\n local Screen = Instance.new(\"ScreenGui\", PlayerGui)\n local Frame = Instance.new(\"Frame\", Screen)\n Frame.BackgroundColor3 = Color.Grey[200]\n Frame.BorderSizePixel = 0\n Frame.Size = UDim2.new(1, 0, 1, 0)\n\n local ReceiveUpdates = PseudoInstance.new(\"Checkbox\")\n ReceiveUpdates.PrimaryColor3 = Color.Teal[500]\n ReceiveUpdates.Checked = true\n ReceiveUpdates.OnChecked:Connect(function(On)\n print(On) -- On is the new value of `Checked`\n end)\n ReceiveUpdates.AnchorPoint = Vector2.new(0.5, 0.5)\n ReceiveUpdates.Position = UDim2.new(0.5, 0, 0.5, 0)\n ReceiveUpdates.Theme = \"Light\" -- \"Dark\" is also valid\n ReceiveUpdates.Parent = Frame", "tokens": 710, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Classes/Enumeration/", "text": "# [Enumeration](https://github.com/RoStrap/Classes/blob/master/Enumeration.lua)\u00b6\n\nPure-lua Enumeration implementation that function identically to Roblox Enums, except one may declare their own. Enumerations are a set of named reference constants for when a value must be a discrete value from a list. For example:\n\n local Enumeration = Resources:LoadLibrary(\"Enumeration\")\n\n Enumeration.ButtonType = {\"Custom\", \"Flat\", \"Raised\"}\n Enumeration.SelectionControllerType = {\"Checkbox\", \"Radio\", \"Switch\"}\n\n local Radio = Enumeration.SelectionControllerType.Radio\n\n print(Radio)\n print(Radio.EnumerationType)\n print(Radio.Name)\n print(Radio.Value)\n\n > Enumeration.SelectionControllerType.Radio\n > SelectionControllerType\n > Radio\n > 1\n\nEnumerations have a `Value` equal to their index in the declarative array minus one:\n\nEnumeration.ButtonType = { | \"Custom\" | \"Flat\" | \"Raised\" | }\n---|---|---|---|---\n| 0 | 1 | 2 |\n\nIn this implementation, we use `Enumeration` in the places where Roblox uses `Enum`:\n\n print(\"All Roblox Enums:\")\n for i, EnumType in ipairs(Enum:GetEnums()) do\n print(i, EnumType)\n for j, EnumName in ipairs(EnumType:GetEnumItems()) do\n print(\" \", j, EnumName)\n end\n end\n\n print(\"All RoStrap Enumerations:\")\n for i, EnumerationType in ipairs(Enumeration:GetEnumerations()) do\n print(i, EnumerationType)\n for j, EnumName in ipairs(EnumerationType:GetEnumerationItems()) do\n print(\" \", j, EnumName)\n end\n end", "tokens": 373, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/DataTypes/Table/", "text": "# [Table](https://github.com/RoStrap/DataTypes/blob/master/Table.lua)\u00b6\n\nA few utility functions which operate on Tables. Purposefully light.\n\n## Library API\u00b6\n\n### Table.Move\u00b6\n\na2 Table.Move(array a1, number f, number e, number t, array a2)\n\nMoves elements [f, e] from array a1 into a2 starting at index t. Equivalent to Lua 5.3's `table.move`.\n\n -- @param table a1 from which to draw elements from range\n -- @param number f starting index for range\n -- @param number e ending index for range\n -- @param number t starting index to move elements from a1 within [f, e]\n -- @param table a2 the second table to move these elements to\n -- @default a2 = a1\n -- @returns a2\n\nExample\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local Table = Resources:LoadLibrary(\"Table\")\n local Debug = Resources:LoadLibrary(\"Debug\")\n\n print(Debug.TableToString(Table.Move({1, 2, 3}, 1, 3, 2)))\n -- {1, 1, 2, 3}\n\n -- Explanation:\n -- Inserts {1, 2, 3} @ 2\n\n### Table.Lock\u00b6\n\nuserdata Table.Lock(table Table [, function __call])\n\nReturns a userdata with read-only access to a table. `__call` is the function which may be set as its metamethod of the same name.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local Table = Resources:LoadLibrary(\"Table\")\n local Debug = Resources:LoadLibrary(\"Debug\")\n\n local t = Table.Lock {\n x = 5\n\n print(t.x) -- 5\n print(t.y) -- error!\n t.x = 2 -- error!\n t.y = 3 -- error!\n\n local bar = Table.Lock({\n x = 2;\n y = 3;\n }, Debug.TableToString)\n\n print(bar()) -- {x = 2, y = 3}", "tokens": 487, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/DataTypes/SortedArray/", "text": "# [SortedArray](https://github.com/RoStrap/DataTypes/blob/master/SortedArray.lua)\u00b6\n\nA class to create sorted arrays. Must contain objects comparable to one another (that can use the `<` and `==` operators). Numbers and strings support these operators by default.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Resources = require(ReplicatedStorage:WaitForChild(\"Resources\"))\n local SortedArray = Resources:LoadLibrary(\"SortedArray\")\n\n local Array = SortedArray.new()\n\n -- Alternatively\n local Sorted = SortedArray.new{2, 1, 5, 3} -- Will get `table.sort`ed\n\n## Library API\u00b6\n\n### SortedArray.new\u00b6\n\ntable SortedArray.new(array InitialSet [, function SortFunction])\n\nInstantiates and returns a new SortedArray, with optional parameters. \\- `InitialSet`: Pass in an array of data which will be sorted upon instantiation. If this is omitted, an empty array is used. \\- `SortFunction`: An optional comparison function which is used to customize the element sorting, which will be given two elements `a` and `b` from the array as parameters. The function should return a boolean value specifying whether the first argument should be before the second argument in the sequence. If no comparison function is passed, the Lua-default `a < b` sorting is used.\n\n## SortedArray API\u00b6\n\n`SortedArray:Concat()` and `SortedArray:Unpack()` are equivalent to `table.concat` and `unpack` respectively.\n\n### SortedArray:Insert\u00b6\n\nnumber SortedArray:Insert(Variant Element)\n\nInserts an element in the proper place which would preserve the array's orderedness. Returns the index the element was inserted.\n\n local Sorted = SortedArray.new{1, 2, 3, 5}\n print(Sorted:Insert(4)) -- 4\n print(\"{\" .. Sorted:Concat(\", \") .. \"}\")\n -- {1, 2, 3, 4, 5}\n\n### SortedArray:Find\u00b6\n\nnumber SortedArray:Find(variant Signature [, function Eq, function Lt])\n\nFinds an Element in a SortedArray and returns its position (or nil if non-existant).\n\n`Signature` is the element to find or something that will be matched by the `Eq` function.\n\n`Eq` is an optional function which checks for equality between the passed-in element and the other elements in the SortedArray.\n\n`Lt` is an optional less-than comparison function, which falls back on the comparison passed in from `SortedArray.new`\n\nReturns the numerical index of the element which was found, else nil.\n\n### SortedArray:Copy\u00b6\n\ntable SortedArray:Copy()\n\nReturns a raw array with the same values.\n\n### SortedArray:Clone\u00b6\n\ntable SortedArray:Clone()\n\nReturns a SortedArray clone.\n\n### SortedArray:RemoveIndex\u00b6\n\nvariant SortedArray:RemoveIndex(number Index)\n\nRemoves an element from index, returning that element. The same as `table.remove`.\n\n### SortedArray:RemoveElement\u00b6\n\nvariant SortedArray:RemoveElement(variant Signature, function Eq, function Lt)\n\nSearches the array via `SortedArray:Find(Signature, Eq, Lt)`. If found, it removes the value and returns the value, otherwise returns nil. Only removes a single occurence.\n\n local Sorted = SortedArray.new{1, 2, 3, 3, 3, 3, 5}\n Sorted:RemoveElement(1)\n print(\"{\" .. Sorted:Concat(\", \") .. \"}\") -- {2, 3, 3, 3, 3, 5}\n while Sorted:RemoveElement(3) do end\n print(\"{\" .. Sorted:Concat(\", \") .. \"}\") -- {2, 5}\n\n### SortedArray:SortIndex\u00b6\n\nnumber SortedArray:SortIndex(number Index)\n\nRemoves the value at Index and re-inserts it. This is useful for when a value may have updated in a way that could change it's position in a SortedArray. Returns Index.\n\n### SortedArray:SortElement\u00b6\n\nnumber SortedArray:SortElement(variant Signature [, function Eq, function Lt])\n\nCalls `RemoveElement(Signature, Eq, Lt)` and re-inserts the value. This is useful for when a value may have updated in a way that could change it's position in a SortedArray. Returns Index.\n\n### SortedArray:Sort\u00b6\n\nvoid SortedArray:Sort()\n\nDoes `table.sort(self, Comparison_From_SortedArray_new)`", "tokens": 945, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/Helper/FastSpawn/", "text": "# [FastSpawn](https://github.com/RoStrap/Helper/blob/master/FastSpawn.lua)\u00b6\n\nExpensive method of running a function on a new thread without yielding a frame (like `spawn`) and works within Roblox's thread scheduler. If passed arguments, they will be passed by reference.\n\n local t = {}\n print(t)\n\n FastSpawn(function(...)\n wait(5)\n print(...)\n end, t)", "tokens": 91, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/DataTypes/Array/", "text": "# [Array](https://github.com/RoStrap/DataTypes/blob/master/Array.lua)\u00b6\n\nA few utility functions which can operate on Arrays. Purposefully light.\n\n## Library API\u00b6\n\n### Array.Flatten\u00b6\n\na1 Array.Flatten(array a1)\n\nTakes in an array, a1, which may have arrays inside of it. Unpacks all arrays in their proper place into a1. Returns a1.\n\nExample\n\n Array.Flatten{{1, 2}, 3, 4, {5, {6, {{7, 8}, 9}, 10}, 11}, {}, 12}\n --> {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12}\n\n### Array.Contains\u00b6\n\nnumber Array.Contains(array a1, variant v)\n\nReturns the index at which v exists within array a1.\n\nExample\n\n print(Array.Contains({0, 1, 2}, 2)) --> 3\n print(Array.Contains({0, 1, 2}, 4)) --> nil", "tokens": 238, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://rostrap.github.io/Libraries/RoStrapUI/Shadow/", "text": "# [Shadow](https://github.com/RoStrap/RoStrapUI/blob/master/Shadow.lua)\u00b6\n\nOnly Global ZIndexBehavior is officially supported.\n\nRegisters a Material Design Shadow PseudoInstance which can be instantiated via `PseudoInstance.new(\"Shadow\")`\n\n## ShadowElevation Enumeration\u00b6\n\nShadowElevation | Castable number\nElevation0 | 0\nElevation1 | 1\nElevation2 | 2\nElevation3 | 3\nElevation4 | 4\nElevation6 | 6\nElevation8 | 8\nElevation9 | 9\nElevation12 | 12\nElevation16 | 16\n\n## Shadow API\u00b6\n\n### Shadow:ChangeElevation\u00b6\n\nvoid Shadow:ChangeElevation(Enumeration.ShadowElevation Elevation [, number TweenTime = 0.175])\n\nAnimates a Shadow to a new Elevation over the course of `TweenTime` seconds.\n\n### Fields\u00b6\n\nProperty | Type | Description\n---|---|---\nElevation | Enumeration.ShadowElevation | The Elevation of the Shadow\nTransparency | number | How transparent the Shadow is\n\n###### Shadow inherits from [PseudoInstance](https://rostrap.github.io/Libraries/Classes/PseudoInstance/#pseudoinstance-api)\u00b6", "tokens": 269, "type": "documentation"} {"repo": "howmanysmall/Janitor", "source_url": "https://howmanysmall.github.io/Janitor/docs/who-uses-janitor/", "text": "Several games both big and small use Janitor as well as many plugins.\n\n * [Armtastic](https://www.roblox.com/games/6242582774/SHOP-Armtastic-Alpha) by [Mullets Mafia Red](https://www.roblox.com/groups/9160772/Mullet-Mafia-Red#!/about)\n * [Be an Alien: Renewal](https://www.roblox.com/games/463915360/Be-an-Alien-Renewal) by [PeZsmistic](https://www.roblox.com/users/121643/profile)\n * [Benchmarker](https://www.roblox.com/library/5853950046/Benchmarker) by [boatbomber](https://www.roblox.com/users/33655127/profile/)\n * [Bloopville (NOT RELEASED)](https://www.roblox.com/games/1919575283/BloopVille0) by [BloopVille Team](https://www.bloopville.com/)\n * [RBLX04](https://www.roblox.com/games/5040794421/RBLX04-A-ROBLOX-2004-Simulation) by [movsb](https://www.roblox.com/games/5040794421/RBLX04-A-ROBLOX-2004-Simulation)\n * [RepoToRoblox](https://www.roblox.com/library/6284281701/RepoToRoblox) by [boatbomber](https://www.roblox.com/users/33655127/profile)\n * [Science Simulator](https://www.roblox.com/games/5414779423/5M-EVENT-Science-Simulator) by [Interbyte Studio](https://www.roblox.com/groups/5126818/Interbyte-Studio#!/about)\n * [Studio Tweaks](https://www.roblox.com/library/5601031949/Studio-Tweaks) by [PeZsmistic](https://www.roblox.com/users/121643/profile)\n * [Tropical Town Tycoon](https://www.roblox.com/games/8391439627/) by [Mightybull Games](https://www.roblox.com/groups/8573100/Mightybull-Games)\n\nIf you want your project featured here, leave a pull request! Make sure to change this file as well.", "tokens": 508, "type": "documentation"} {"repo": "7kayoh/Lydie", "file_path": "README.md", "text": "# Lydie (previously Frapp\u00e9UI)\nVersion 1.0\n\n> [!IMPORTANT]\n> Lydie is currently being rebuilt from the ground up. This new version brings major changes, including a redesigned structure and updated design. Development on the current version is paused for now. For more details, check out the [Discord server](https://discord.gg/JSHRQkrafN).\n\n## What is this?\nThis is the first iteration of the Frapp\u00e9UI component library. Named after Lydie Malen from Atelier because she has a unique sense of art, so do we when we are creating Lydie.\n\nCreated 2-3 years ago, it was originally used for building the interface of Frapp\u00e9's future games and toolkits.\nPowered by Fusion and FusionRouter, it is a powerful component library with features such as hot theme switching.\n\nAnyway, we have moved on and used other libraries due to some circumstances. As a result, this library is now\nabandoned and will no longer be used in Frapp\u00e9. I was not paid for the work put into this library and was initially\nstarted as an unofficial project. I have decided to release this very version of Frapp\u00e9 as open-source software.\n\nGiven its creation date, the code and libraries used here are pretty much outdated, but it should still work with some\nporting.\n\n## License\nMIT License.\n\n## Author\n7kayoh \n\n## Build version\nLydie v1.0.0 (Based on Frapp\u00e9UI v1.2.1 git:630fda6)", "tokens": 334, "type": "readme"} {"repo": "AlexanderLindholt/SignalPlus", "file_path": "README.md", "text": "An exceptionally fast, lightweight, and elegant open-source signal\nlibrary for Luau \u2014 with generic types and detailed documentation.\n\n[](https://create.roblox.com/store/asset/118793070598362) \u200b [](https://devforum.roblox.com/t/3552231) \u200b [](https://alexxander.gitbook.io/signalplus)\n\n# \u26a1 Speed. Reliability. Elegance.\nSignal+ is built for developers who demand performance without compromise.\nIt\u2019s fast, reliable, and equipped with every feature that matters.\n\n**It easily outperforms leading alternatives like\nGood-, Lemon-, and FastSignal \u2014 in both design and execution.**\n\n## Visit the [documentation](https://alexxander.gitbook.io/signalplus) to learn more!", "tokens": 158, "type": "readme"} {"repo": "AlexanderLindholt/SignalPlus", "source_url": "https://alexxander.gitbook.io/signalplus", "text": "1\n\nGet the module\n\nGitHub (Recommended)\n\nCreator Store\n\n[See Latest Release](https://github.com/AlexanderLindholt/SignalPlus/releases/latest)\n\n * Download the `.rbxm` file.\n\n * Find the file in your file explorer.\n\n * Drag the file into Roblox Studio.\n\n**Bonus:** The package will auto-update if you enable it in the `PackageLink` inside.\n\n[Get Roblox Asset](https://create.roblox.com/store/asset/118793070598362)\n\n * Click `Get Model`.\n\n * Open the ToolBox in Roblox Studio.\n\n * Go to the `Inventory` tab.\n\n * Click on `Signal+` to insert.\n\n2\n\nPlace it\n\nFind a great place for the module, where other scripts can reference it.\n\n[NextIntroduction](https://alexxander.gitbook.io/signalplus/getting-started/introduction)\n\nLast updated 3 months ago", "tokens": 194, "type": "documentation"} {"repo": "AlexanderLindholt/SignalPlus", "source_url": "https://alexxander.gitbook.io/signalplus/getting-started/introduction", "text": "When you require the module, it\u2019ll return a function, which you can use to create signals:\n\nCopy\n\n local Signal = require(script.SignalPlus)\n\n local signal = Signal() -- Creates a new signal.\n\nYou can then use methods to control and fire connections on the signal \u2014 just like BindableEvents and other signal alternatives. See the full API on the next page.\n\n[PreviousInstallation](https://alexxander.gitbook.io/signalplus)[NextAPI Reference](https://alexxander.gitbook.io/signalplus/getting-started/api-reference)\n\nLast updated 3 months ago", "tokens": 120, "type": "documentation"} {"repo": "AlexanderLindholt/SignalPlus", "source_url": "https://alexxander.gitbook.io/signalplus/getting-started/sharing-signals", "text": "Should you be in doubt, here are the main ways to share signals between scripts:\n\nModules\n\nYou can return a table of signals in a ModuleScript, which multiple other scripts can then require and thereby access the same signals and communicate.\n\nScripts can also add or remove signals from the ModuleScript at any time.\n\nExample:\n\nSignals (ModuleScript)\n\nCopy\n\n local Signal = require(script.SignalPlus)\n\n return {\n CoolSignal = Signal()\n SuperCoolSignal = Signal() :: Signal.Signal -- Custom type :D\n\nSome script\n\nCopy\n\n local signals = require(script.Signals)\n local coolSignal = signals.CoolSignal\n\n task.wait(5)\n\n coolSignal:Fire()\n\nSome other script\n\nCopy\n\n local signals = require(script.Signals)\n local coolSignal = signals.CoolSignal\n\n coolSignal:Connect(function()\n print(\"CoolSignal fired!\")\n end)\n\nBuilt-in shared table (Roblox-specific)\n\nYou can store signals in the built-in shared table, which multiple other scripts can then access and thereby access the same signals and communicate.\n\nScripts can also add or remove signals from the shared table at any time.\n\nExample:\n\nSome script\n\nCopy\n\n local Signal = require(script.SignalPlus)\n shared.CoolSignal = Signal()\n\n task.wait(5)\n\n shared.CoolSignal:Fire()\n\nSome other script\n\nCopy\n\n -- Just make sure that this part runs after\n -- the signal has been added to the shared table.\n shared.CoolSignal:Connect(function()\n print(\"CoolSignal fired!\")\n end)\n\n[PreviousGeneric types](https://alexxander.gitbook.io/signalplus/getting-started/custom-types)\n\nLast updated 3 months ago", "tokens": 351, "type": "documentation"} {"repo": "AlexanderLindholt/SignalPlus", "source_url": "https://alexxander.gitbook.io/signalplus/getting-started/api-reference", "text": "`Signal`:\n\nName\n\nType\n\nDescription\n\nConnect\n\nMethod\n\nConnects a function. \u200b **Returns:** _Connection_\n\nOnce\n\nMethod\n\nConnects a function, then auto-disconnects after the first call. \u200b **Returns:** _Connection_\n\nWait\n\nMethod\n\nYields the calling thread until the next fire.\n\nFire\n\nMethod\n\nRuns all connected functions and resumes all waiting threads.\n\nDisconnectAll\n\nMethod\n\nErases all connections.\n\n**Much faster than calling **`**Disconnect**`** on each.**\n\nDestroy\n\nMethod\n\nErases all connections and methods.\n\n**To fully erase, also remove all references to the signal.**\n\n`Connection`:\n\nName\n\nType\n\nDescription\n\nDisconnect\n\nMethod\n\nRemoves the connection from the signal.\n\n**The connection\u2019s data remains.**\n\nConnected\n\nProperty\n\nA boolean representing the connection state.\n\nSignal\n\nProperty\n\nA reference to the signal the connection is a part of.\n\n[PreviousIntroduction](https://alexxander.gitbook.io/signalplus/getting-started/introduction)[NextGeneric types](https://alexxander.gitbook.io/signalplus/getting-started/custom-types)\n\nLast updated 3 months ago", "tokens": 238, "type": "documentation"} {"repo": "AlexanderLindholt/SignalPlus", "source_url": "https://alexxander.gitbook.io/signalplus/getting-started/custom-types", "text": "It\u2019s super easy to define generic types for your signals with Signal+. This means you can have autocompletion for the [parameters](https://create.roblox.com/docs/tutorials/fundamentals/coding-2/use-parameters-and-events) in your signals:\n\nYou can provide your own parameters as shown in the screenshot above:\n\nAll methods (`Connect`, `Once`, `Wait`, and `Fire`) will display your desired parameters.\n\n[PreviousAPI Reference](https://alexxander.gitbook.io/signalplus/getting-started/api-reference)[NextSharing signals](https://alexxander.gitbook.io/signalplus/getting-started/sharing-signals)\n\nLast updated 3 months ago", "tokens": 141, "type": "documentation"} {"repo": "nezuo/spark", "file_path": "README.md", "text": "# Spark\nSpark is an input-action manager for Roblox.\n\n## Features\n- Supports button, 1D, and 2D inputs.\n- Create virtual 1D/2D inputs using `VirtualAxis1d`/`VirtualAxis2d`.\n- Rebind inputs using `Bindings`.\n\n## Example\n```lua\nlocal actions = Actions.new({ \"attack\", \"move\" }):setRebuildBindings(function(bindings)\n bindings:bind(\"attack\", Enum.UserInputType.MouseButton1)\n bindings:bind(\"move\", VirtualAxis2d.wasd())\nend)\n\nactions:justPressedSignal(\"attack\"):connect(function()\n print(\"Attacked!\")\nend)\n\nRunService.Heartbeat:Connect(function()\n print(\"Moved\", actions:clampedAxis2d(\"move\"))\nend)\n\nTo get started, visit the [docs](https://nezuo.github.io/spark).", "tokens": 183, "type": "readme"} {"repo": "nezuo/spark", "source_url": "https://nezuo.github.io/spark/docs/intro/", "text": "Spark is an input-action manager for Roblox.\n\nTo get started, visit the [Getting Started](https://nezuo.github.io/spark/docs/GettingStarted) page.", "tokens": 35, "type": "documentation"} {"repo": "nezuo/spark", "source_url": "https://nezuo.github.io/spark/docs/Mobile/", "text": "Spark allows you to activate an action manually. This is especially useful to implement mobile touch controls.\n\nFor buttons, you can activate an action with `Actions:press`. Here's how you might implement a mobile button:\n\n local imageButton = Instance.new(\"ImageButton\")\n\n local hold = nil\n\n imageButton.InputBegan:Connect(function(inputObject)\n if inputObject.UserInputState ~= Enum.UserInputState.Begin then\n -- UserInputState will be Change if the touch was dragged onto the button.\n return\n end\n\n if hold == nil then\n -- Press the button every frame before input is updated. If held inputs don't matter, you could call press without a loop.\n local connection = RunService.PreRender:Connect(function()\n actions:press(\"attack\")\n end)\n\n hold = {\n connection = connection,\n inputObject = inputObject,\n end\n end)\n\n imageButton.InputEnded:Connect(function(inputObject)\n -- Only stop the hold if it's the same touch that started it.\n if hold ~= nil and hold.inputObject == inputObject then\n hold.connection:Disconnect()\n hold = nil\n end\n end)\n\nFor 1D/2D axis values like movement, camera movement, or camera zoom, use `Actions:moveAxis` and `Actions:moveAxis2d`.\n\n local thumbstickDirection = Vector2.one -- Get this value from your thumbstick.\n\n -- This will increase the 2D axis value of the move action by thumbstickDirection.\n -- It's reset every time `Actions:update` is called, so you need to call it every frame.\n actions:moveAxis2d(\"move\", thumbstickDirection)\n\n local cameraZoomDelta = 0 -- Could be a value from a pinch motion\n\n actions:moveAxis(\"cameraZoom\", cameraZoomDelta)", "tokens": 385, "type": "documentation"} {"repo": "nezuo/spark", "source_url": "https://nezuo.github.io/spark/docs/GettingStarted/", "text": "-- First we create the InputState object. This should only be created once.\n local inputState = InputState.new()\n\n -- Next, we create our Actions object.\n -- The casting is optional but will provide autocomplete/typechecking for the action names.\n local actions = (Actions.new({ \"jump\", \"attack\", \"move\" }) :: any) :: Spark.Actions<\"jump\" | \"attack\" | \"move\">\n\n -- Next, we set the callback to setup up the bindings for each action.\n -- This will be called once here and anytime actions:rebuildBindings() is called.\n actions:setRebuildBindings(function(bindings)\n bindings:bind(\"jump\", Enum.KeyCode.Space, Enum.KeyCode.ButtonA)\n bindings:bind(\"attack\", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR1)\n bindings:bind(\"move\", VirtualAxis2d.wasd(), Enum.KeyCode.Thumbstick1)\n end)\n\n -- You need to update your Actions objects each frame before any code that reads from it.\n RunService:BindToRenderStep(\"Spark\", Enum.RenderPriority.Input.Value, function()\n -- First we update our Actions object with the InputState.\n actions:update(inputState)\n\n -- InputState:clear needs to be called after updating all Actions objects.\n -- It resets the values of the mouse wheel and mouse movement so they don't persist across frames.\n inputState:clear()\n end)", "tokens": 297, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "file_path": "README.md", "text": "\n \n\n## \ud83d\udca5 Luau's Unstoppable Force\n\n> [!WARNING]\n> **Prvd 'M Wrong is unfinished.** Do not use Prvd 'M Wrong for production.\n\nLuau has often meant navigating sprawling mazes of dependencies, grappling with\nincomplete frameworks, and a challenging development experience.\n\nNo longer. Prvd 'M Wrong is the Luau provider framework, freeing you from\nlogistical nightmares so you can focus just on your project's logic.\n\nUse Prvd 'M Wrong to structure your project with providers. Prvd 'M Wrong\ndelivers type-safe APIs, method lifecycles, and dependency injection.\n\nWhether you prefer batteries to be included, or want to use your favorite\npackages and patterns, Prvd 'M Wrong adapts to your needs.\n\nBuilt with fantastic user extensibility, modular composability and runtime\nintegration, Prvd 'M Wrong can be dropped in for both new projects and existing\nframeworks. In particular, Prvd 'M Wrong gleams anywhere Luau runs, from Roblox\nto Lune.\n\nAll free from logistical nightmares and without sprawling mazes of bloaty\ndependencies.\n\nWant to prove them wrong?\n[Get going with the Prvd 'M Wrong on rails tutorial,][Tutorial]\nor [read through the library of example projects.][Examples]\n\n[Tutorial]: https://prvdmwrong.luau.page/latest/tutorials\n[Examples]: https://prvdmwrong.luau.page/latest/examples\n\n## \ud83d\ude80 Crash Course\n\nAssuming a Roblox project, create a \"Providers\" folder in ServerScriptService.\n\nCreate a new server Script inside ServerScriptService, this is where we will\nbootstrap Prvd 'M Wrong.\n\nFirst, create and start a root. Roots are starting points for Prvd 'M Wrong:\n\n```luau\n-- replace with path to Prvd 'M Wrong!\nlocal prvd = require(...)\n\nlocal root = prvd.root()\n -- use all descendant module scripts inside our Providers folder\n :useModules(script.Parent:WaitForChild(\"Providers\"):GetDescendants())\n -- start!\n :start()\n\n-- when the server closes, the root should be finished.\ngame:BindToClose(function()\n root:finish()\nend)\n\nNow, let's create your first provider! Inside your \"Providers\" folder, create a\nModuleScript called \"TimeProvider\":\n\n```luau\n-- replace with path to Prvd 'M Wrong!\nlocal prvd = require(...)\n\n-- Providers are just defined as tables.\nlocal TimeProvider = {}\n\n-- When starting the root, Prvd 'M Wrong will construct each provider one by\n-- one.\nfunction TimeProvider.constructor(self: TimeProvider)\n self.time = 0\nend\n\n-- `start` will be called after all providers have constructed. `start` also\n-- runs in it's own thread!\nfunction TimeProvider.start(self: TimeProvider)\n while true do\n self.time += task.wait()\n end\nend\n\n-- Prvd 'M Wrong takes advantage of the Luau type solver, so your providers\n-- enjoy type safety!\nexport type TimeProvider = typeof(TimeProvider)\n\n-- Export the provider.\nreturn prvd(TimeProvider)\n\nPrvd 'M Wrong can also resolve your provider's dependencies as so the\ndependencies it needs are constructed before the dependent. Create a new\n\"ServerTimeProvider\" ModuleScript:\n\n```luau\n-- replace with path to Prvd 'M Wrong!\nlocal prvd = require(...)\n\nlocal ServerTimeProvider = {}\n\n-- `dependencies` is a special table that Prvd 'M Wrong will read and collect\n-- dependencies.\nServerTimeProvider.dependencies = {\n -- `depend` tells Prvd 'M Wrong this is a dependency that it should track.\n -- It also refines the type to the actual constructed provider!\n TimeProvider = prvd.depend(require(\"./TimeProvider\"))\n\n-- To use the dependencies, get it as the second argument of the constructor:\nfunction ServerTimeProvider.constructor(\n self: ServerTimeProvider,\n dependencies: typeof(self.dependencies)\n)\n -- Need to hold on dependencies for later? Just set it!\n self.timeProvider = dependencies.TimeProvider\nend\n\n-- Now you can access `TimeProvider` in other methods!\nfunction ServerTimeProvider.start(self: ServerTimeProvider)\n while true do\n print(\n \"The server has been alive for\",\n math.round(self.timeProvider.time),\n \"seconds!\"\n )\n end\nend\n\nexport type ServerTimeProvider = typeof(ServerTimeProvider)\nreturn prvd(ServerTimeProvider)\n\nWith that, you've written your first Prvd 'M Wrong project, touching on all of\nthe major Prvd 'M Wrong concepts!\n\n[In the tutorials][Tutorial], we'll dig deeper into what exactly all of this code\nis doing. Feel free to review these code snippets as many times as you need.\n\n## \ud83c\udf0f Cultural Impact\n\nPrvd 'M Wrong has a significant cultural impact following the archival of the\nKnit framework. Many packages inspired by Prvd 'M Wrong, which you can use if\nyou're unsastified, as listed below:\n\n- [Artwork](https://ratplier.github.io/artwork)\n- [Saphhire (archived)](https://github.com/Mark-Marks/sapphire)\n\n## \ud83d\udcdd License\n\nPrvd 'M Wrong 0.2 is licensed under the Mozilla Public License 2.0.\n\nNote that historical versions of Prvd 'M Wrong were licensed under the MIT\nLicense and sometimes the Apache License 2.0.", "tokens": 1199, "type": "readme"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/", "text": "# Home\n\nThe framework for everything roblox\nMade with by [@ratplier](https://github.com/ratplier)\n\nframework inspired by [flamework](https://flamework.fireboltofdeath.dev/) and [prvdmwrong](https://prvdmwrong.github.io/prvdmwrong/latest/)\n\n## **Boilerplate**\n\nThe bare minimal example of a provider , which can listen to any [lifecycle event](https://ratplier.github.io/artwork/tutorials/fundamentals/lifecycles)\n\n local artwork = require(\"@packages/artwork\")\n\n local provider = {}\n artwork.register(provider)\n\n## **Full Example**\n\nA more in-depth example of a framework usage\n\n -- DataProvider.luau\n local artwork = require(\"@packages/artwork\")\n\n local DataProvider = {\n registeredPlayers = {},\n data = {},\n\n function DataProvider.registerPlayer(player: Player)\n if DataProvider.registeredPlayers[player.UserId] then return end\n\n DataProvider.data[player.UserId] = {}\n DataProvider.registeredPlayers[player.UserId] = true\n end\n\n function DataProvider.setData(player: Player, key: string, value: any)\n DataProvider.registerPlayer(player)\n\n local playerData = DataProvider.data[player.UserId]\n playerData[key] = value\n end\n\n return artwork.register(DataProvider)\n\n -- CoinsProvider.luau\n local artwork = require(\"@packages/artwork\")\n\n local CoinsProvider = {\n dataProvider = require(\"DataProvider\")\n\n function CoinsProvider.setCoins(player: Player, amount: number)\n CoinsProvider.dataProvider.setData(player, \"Coins\", amount)\n end\n\n return artwork.register(CoinsProvider)\n\n -- main.server.luau\n local artwork = require(\"@packages/artwork\")\n\n artwork.loadDescendants(\"@providers\")\n local shutdown = artwork.ignite()\n\n game:BindToClose(shutdown)\n\nBack to top", "tokens": 391, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/tutorials/fundamentals/provider/", "text": "# Providers\n\nProviders are objects that are registered with the framework. They work like every other `ModuleScript` in your code, but they can listen to lifecycles\n\nYou can define a provider like you would define a module\n\n local provider = {}\n provider.a = 1\n\n function provider.hello()\n print(\"Hello World!\")\n end\n\n### Registering a provider\n\nTo register a provider, you can use the [`artwork.register`](https://ratplier.github.io/artwork/tutorials/fundamentals/provider/refrence/core/#register) function to register a object for listening to lifecycles. the priority can also be passed but it is optional\n\n return artwork.register(provider, 1)\n\n### Load Order\n\nDependency Injection\n\nThis framework will automatically determine the correct load order for you, so it is recommended to avoid setting this manually. The property will take priority over the automatic order but providers with the same load order will still run in the automatic order.\n\nThe higher the priority, the earlier the provider is registered on ignition. The default priority is `1` and providers with lower priority are registered after providers with a higher priority.\n\n return artwork.register(provider, 0) -- will run BEFORE default priority\n\n return artwork.register(provider, 2) -- will run AFTER default priority\n\nBack to top", "tokens": 269, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/tutorials/fundamentals/lifecycles/", "text": "# Lifecycle Events\n\n## Built-in Lifecycle Events\n\n### onStart\n\nThe `onStart` lifecycle event is similar to `onInit`, however, instead of calling each event sequentially, they are all called at the same time. This means yielding, or failures, in onStart won't affect others.\n\n### onInit\n\nAvoid Use\n\nYou should always use onStart except in very rare circumstances where you need the unique behavior of onInit.\n\nThe `onInit` lifecycle event is one of the initialization events. This is only called once, and the function must complete successfully before the framework will call the next onInit or other events. It isnt recommended to yield in `onInit` since yielding will yield ignition. Errors and such will be logged but not pause execution.\n\n### onStop\n\nThe `onStop` lifecycle event is the opposite of `onStart`. It is called once right before the framework is shutdown. This is your chance to cleanup any resources that were allocated in `onStart` or anytime during execution.\n\n## Custom Lifecycle Events\n\n### Custom Events\n\nCustom lifecycle events are a powerful feature that allows you to create custom lifecycle events that can be used by any module. To create a custom lifecycle event you can use the `artwork.createLifecycle` method.\n\nYou can create client/server specific lifecycles with `artwork.createClientLifecycle` and `artwork.createServerLifecycle`\n\n local artwork = require(\"@packages/artwork\")\n\n artwork.createLifecycle(\"onPlayerAdded\", function(fire)\n Players.PlayerAdded:Connect(fire)\n for _, player in Players:GetPlayers() do\n fire(player)\n end\n end)\n\n -- then you can use the lifecycle event in any module like so:\n local provider = {}\n\n function provider.onPlayerAdded(player)\n print(`Player {player.Name} joined the game! ({player.UserId})`)\n end\n\n artwork.register(provider)\n\nBack to top", "tokens": 385, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/tutorials/fundamentals/startup/", "text": "# Preloading & Ignition\n\nTo start the framework, you should load the required modules by calling the `loadDescendants` method. The `loadDescendants` method is a generic module loader that can be used to load modules from a given parent instance. The method accepts a parent of type `Instance` and an optional `predicate` function, which can be used to filter the descendants that should be loaded. If a `predicate` is provided, only the descendants for which the predicate returns `true` will be loaded.\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n artwork.loadDescendants(ReplicatedStorage.Shared)\n\n -- loading with custom predicate\n artwork.loadDescendants(ReplicatedStorage.Shared, function(instance)\n return instance:HasTag(\"ignore\") == false\n end)\n\n -- custom loadChildren implementation\n -- this method is already built-in so this is a example\n local function loadChildren(parent, predicate)\n return artwork.loadDescendants(parent, function(descendant)\n local isChild = descendant.Parent == parent\n return isChild and (not predicate or predicate(descendant))\n end)\n end\n\n loadChildren(ReplicatedStorage.Modules)\n\n### Ignition!\n\nAfter loading the providers you can then ignite the framework! Igniting the framework will initialize all registered providers in the order of their priority. The priority of a provider is used to determine the order in which the providers are registered.\n\nWarning\n\nLoading providers will **NOT** register the module. The [loadDescendants](https://ratplier.github.io/artwork/refrence/core/#loaddescendants)/[loadChildren](https://ratplier.github.io/artwork/refrence/core/#loadchildren) methods dont have any special features other than loading modules. In order to register a provider, you must use the [`artwork.register`](https://ratplier.github.io/artwork/refrence/core/#register) method.\n\nIf you want to check if the framework is currently ignited, you can use the [`artwork.ignited`](https://ratplier.github.io/artwork/refrence/core/#ignited) method, which returns a boolean indicating whether the framework is currently ignited or not.\n\n artwork.ignite()\n\nBack to top", "tokens": 453, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/refrence/modding/", "text": "# Modding\n\n## Methods\n\n### addListener\n\nRegisters an object as a listener. The API scans the object for string keys with function values and subscribes them to the corresponding lifecycle events.\n\n function Modding.addListener(object: object, ignoreList: { string }?)\n\n**Parameters**\n\n * `object` (`table`): The listener object to register.\n * `ignoreList` (`{string}?`): An optional array of string keys to ignore. Callbacks with these names will not be registered.\n\n local MyListener = {\n onStart = function()\n print(\"MyListener has started!\")\n end,\n\n onStop = function()\n print(\"MyListener is shutting down.\")\n end\n\n -- Register the entire object as a listener\n Modding.addListener(MyListener)\n\n### removeListener\n\nRemoves and cleans up all event subscriptions for a given listener object. This is crucial for preventing memory leaks when a listener is disabled or unloaded.\n\n function Modding.removeListener(object: object)\n\n**Parameters**\n\n * `object` (`table`): The listener object to unregister.\n\n -- Assuming MyListener was added previously\n Modding.removeListener(MyListener)\n\n### addLifecycleListener\n\nA convenience function for adding a single event listener without creating a full object. It returns a `cleanup` function that can be called to remove the listener.\n\n function Modding.addLifecycleListener(name: string, callback: (...any) -> ()) -> (() -> ())\n\n**Parameters**\n\n * `name` (`string`): The ID of the event to listen for.\n * `callback` (`function`): The function to execute when the event fires.\n\n**Returns**\n\n * (`function`): A function that, when called, will remove the listener.\n\n local function onPlayerChat(player, message)\n print(player.Name .. \": \" .. message)\n end\n\n -- Add the listener and store the disconnect function\n local disconnectChatListener = Modding.addLifecycleListener(\"onPlayerChat\", onPlayerChat)\n\n -- Sometime later, to stop listening...\n disconnectChatListener()\n\n### getListeners\n\nGets all the listeners under a specific id. The resulting array is not ordered.\n\n function Modding.getListeners(id: string) -> { object }\n\n**Parameters**\n\n * `id` (`string`): The specific event ID to watch for.\n\n**Returns**\n\n * (`{ object }`): An array of listener objects that implement the given event ID.\n\n local listeners = Modding.getListeners(\"onPlayerChat\")\n\n### onListenerAdded\n\nConnects a callback that fires whenever a listener is added via `Modding.addListener`.\n\nThe function can operate in two modes: 1\\. **Global:** If `id` is `nil`, the callback fires for _any_ listener added. 2\\. **Specific:** If an `id` is provided, the callback fires only when a listener subscribing to that specific event ID is added.\n\nIn both modes, the callback will be immediately fired for all _already existing_ listeners that match the criteria.\n\n function Modding.onListenerAdded(callback: (object: object) -> (), id: string?) -> RBXScriptConnection\n\n**Parameters**\n\n * `callback` (`function`): A function that receives the listener object that was added.\n * `id` (`string?`): Optional. The specific event ID to watch for.\n\n**Returns**\n\n * (`RBXScriptConnection`): A connection object that can be disconnected to stop listening.\n\n -- Listen for any listener that implements \"OnUpdate\"\n local connection = Modding.onListenerAdded(function(listenerObject)\n print(\"A new listener for OnUpdate was just added!\")\n -- Maybe do something with listenerObject here\n end, \"OnUpdate\")\n\n -- Listen for any new listener, regardless of its events\n Modding.onListenerAdded(function(listenerObject)\n print(\"A new listener was added to the system.\")\n end)\n\n -- Stop listening after a while...\n connection:Disconnect()\n\n### onListenerRemoved\n\nConnects a callback that fires whenever a listener is removed via `Modding.removeListener`.\n\n function Modding.onListenerRemoved(callback: (object: object) -> (), id: string?) -> RBXScriptConnection\n\n**Parameters**\n\n * `callback` (`function`): A function that receives the listener object that was added.\n * `id` (`string?`): Optional. The specific event ID to watch for.\n\n**Returns**\n\n * (`RBXScriptConnection`): A connection object that can be disconnected to stop listening.\n\n -- Listen for when any listener with an \"OnUpdate\" event is removed\n local connection = Modding.onListenerRemoved(function(listenerObject)\n print(\"A listener for OnUpdate was removed.\")\n end, \"OnUpdate\")\n\n -- Stop listening after a while...\n connection:Disconnect()\n\nBack to top", "tokens": 996, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/tutorials/installation/", "text": "# Installation\n\nartwork is available to download as packages for your game. you can use `pesde` or `wally` to install the framework. you can also download a binary from the github releases or build it yourself.\n\n## From pesde (recommended)\n\n 1. Make sure you have [pesde](https://docs.pesde.dev/installation/) installed.\n 2. Add the package\n\n pesde add ratplier/artwork\n\n 3. Import the package\n\n local art = require(ReplicatedStorage.roblox_packages.artwork)\n\n## From wally\n\n 1. Make sure you have [wally](https://wally.run/install) installed.\n 2. Add the package\n\n artwork = \"ratplier/artwork@1.0.0\"\n\n 3. Import the package\n\n local art = require(ReplicatedStorage.Packages.artwork)\n\n## From source\n\n 1. Clone the artwork repository\n\n git clone https://github.com/ratplier/artwork.git\n cd artwork\n\n 2. Install all tools\n\n rokit install\n\n 3. Build with rojo\n\n rojo build -o out/artwork.rbxm\n\nBack to top", "tokens": 259, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/refrence/core/", "text": "# Core\n\n## Types\n\n### object\n\nThe `object` type represents a generic object in the framework. It is used as a base type for structures.\n\n type object = { [any]: any }\n\n### predicate\n\nThe `predicate` type represents a function that takes a value of type `T` and returns a boolean.\n\n type predicate = (T) -> boolean\n\n## Methods\n\n### loadDescendants\n\nThe `artwork.loadDescendants` method is used to load all modules within the descendants of a given parent instance. This method accepts a parent of type `Instance` and an optional `predicate` function, which can be used to filter the descendants that should be loaded. If a `predicate` is provided, only the descendants for which the predicate returns `true` will be loaded.\n\nInformation\n\nThis is a generic module loader, there are no extra features included in the source method.\n\n function artwork.loadDescendants(parent: Instance, predicate: predicate?): void\n\n### loadChildren\n\nThe `artwork.loadChildren` method is used to load all modules within the children of a given parent instance. This method accepts a parent of type `Instance` and an optional `predicate` function, which can be used to filter the children that should be loaded. If a `predicate` is provided, only the children for which the predicate returns `true` will be loaded.\n\nInformation\n\nThis is a generic module loader, there are no extra features included in the source method.\n\n function artwork.loadChildren(parent: Instance, predicate: predicate?): void\n\n### register\n\nThe `artwork.register` function registers a object for listening to lifecycles. The priority determines the order in which objects are registered when the framework is ignited. If no priority is specified, the default priority of `1` is used. The function returns the same table of members that was passed to it.\n\nWatch out\n\nThe higher the priority, the earlier the provider is registered on ignition. The default priority is `1` and providers with lower priority are registered after providers with a higher priority.\n\n function artwork.register(members: object, priority: number?): T\n\n### listen\n\nThe `artwork.listen` method is used to listen to a specific lifecycle event. It returns a cleanup function to disconnect the listener.\n\n function artwork.listen(name: string, listener: (...any) -> ()): () -> ()\n\n### ignited\n\nThe `artwork.ignited` method is used to check if the framework is currently ignited.\n\n function artwork.ignited(): boolean\n\n### shutdown\n\nThe `artwork.shutdown` method is used to check if the framework is currently shutdown.\n\n function artwork.shutdown(): boolean\n\n### ignite\n\nThe `artwork.ignite` method is used to start the framework by initializing all registered providers and setting up the necessary event listeners. It processes providers based on their priority and also returns a function to shutdown the framework.\n\n function artwork.ignite(): void\n\n### extend\n\nThe `artwork.extend` method is used to extend a table with other tables. It merges all the tables with the highest priority being the last given argument. It is also fully strictly typed and is very useful in creating [extensions] for the library.\n\n function artwork.extend(...: object): object\n\n## Properties\n\n### version\n\nThe `artwork.version` method is used to get the current version of the framework. It returns a string in the format of `major.minor`.\n\n string artwork.version\n\nBack to top", "tokens": 717, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/tutorials/fundamentals/dependencies/", "text": "# Dependencies\n\nTo add dependencies to a provider, you can assign other registered providers to specific keys within your provider table. The key names are arbitrary, but using descriptive names is recommended.\n\nTo set up a dependency, first require the module where the dependency is defined, and then assign it to a key in your provider table. Ensure the dependency is registered before registering your provider to allow proper injection.\n\nWhen done correctly, providers with fewer dependencies will load before those with many, ensuring an efficient loading order.\n\n### Example\n\n local Dependency = {}\n\n function Depdendency.hello()\n print(\"Hello world!\")\n end\n\n return artwork.register(Dependency)\n -- IMPORTANT: make sure to register your dependencies else\n -- the dependency injection will not work\n\n -- Provider.luau\n local Dependency = require(\"Dependency\")\n local Provider = {\n myDependency = Dependency,\n\n Provider.myDependency.hello()\n\n return artwork.register(Provider)\n -- only when Dependency is registered, the dependency\n -- will be injected\n\nBack to top", "tokens": 212, "type": "documentation"} {"repo": "team-fireworks/prvdmwrong", "source_url": "https://ratplier.github.io/artwork/refrence/reflect/", "text": "# Reflect\n\n## Methods\n\n### defineMetadata\n\nDefines or updates a piece of metadata for an object. This is the primary function for writing metadata. If the object has not been seen by the API before, it will be registered automatically.\n\n function Reflect.defineMetadata(object: object, key: string, value: unknown)\n\n**Parameters**\n\n * `object` (`table`): The target object to associate metadata with.\n * `key` (`string`): The key for the piece of metadata.\n * `value` (`any`): The value of the metadata to store.\n\n local player = { name = \"Alice\", health = 100 }\n\n -- Associate some metadata with the 'player' object\n Reflect.defineMetadata(player, \"LastLogin\", os.time())\n Reflect.defineMetadata(player, \"IsAdmin\", false)\n\n -- Note: The 'player' table itself remains unchanged.\n -- player.IsAdmin is still nil\n\n### readMetadata\n\nReads a piece of metadata from an object for a given key.\n\n function Reflect.readMetadata(object: object, key: string): unknown\n\n**Parameters**\n\n * `object` (`table`): The target object.\n * `key` (`string`): The key of the metadata to retrieve.\n\n**Returns**\n\n * (`any`): The value of the metadata, or `nil` if the key or object does not have metadata defined.\n\n local isAdmin = Reflect.readMetadata(player, \"IsAdmin\")\n print(\"Is Admin:\", isAdmin)\n -- > Is Admin: false\n\n### getMetadata\n\nRetrieves the entire metadata table for a given object. This is useful if you need to read multiple metadata keys at once. If the object has no metadata, it will be registered automatically.\n\n function Reflect.getMetadata(object: object): metadata\n\n**Parameters**\n\n * `object` (`table`): The target object.\n\n**Returns**\n\n * (`table`): The complete metadata table for the object. Changes to this table will be persisted.\n\n -- Get the whole metadata container\n local allMeta = Reflect.getMetadata(player)\n\n -- You can read from it...\n print(\"Is Admin:\", allMeta.IsAdmin) -- > false\n\n -- ...or write to it directly\n allMeta.NewValue = \"hello\"\n print(Reflect.readMetadata(player, \"NewValue\")) -- > hello\n\n### register\n\nExplicitly registers an object with the Reflect API, preparing it for metadata storage.\n\nNote\n\nIn normal usage, you do not need to call this function. `defineMetadata` and `getMetadata` will call it automatically. It's provided for edge cases where you might want to pre-register a batch of objects.\n\n function Reflect.register(object: object)\n\n**Parameters**\n\n * `object` (`table`): The object to register.\n\n local someObject = {}\n Reflect.register(someObject)\n -- someObject is now known to the Reflect API\n\n### getId\n\nGets the unique internal ID string generated for an object. This is mainly useful for debugging.\n\n function Reflect.getId(object: object): string\n\n**Parameters**\n\n * `object` (`table`): The target object.\n\n**Returns**\n\n * (`string`): The unique ID used by the API to track the object (e.g., `reflect:12345678`).\n\n local myObject = {}\n local id = Reflect.getId(myObject)\n print(id) -- e.g., \"reflect:59103819\"\n\nBack to top", "tokens": 716, "type": "documentation"} {"repo": "Coyenn/awesome-roblox-ts", "file_path": "README.md", "text": "# Awesome Roblox-TS\n\nA list of all packages for [roblox-ts](https://roblox-ts.com/).\n\n## Packages\n\n- [@rbxts/3a](https://www.npmjs.com/package/@rbxts/3a) - An overhaul to Roblox user input\n- [@rbxts/abbreviate](https://www.npmjs.com/package/@rbxts/abbreviate) - A lightweight number abbreviator\n- [@rbxts/abstractify](https://www.npmjs.com/package/@rbxts/abstractify) - Roblox networking similar to many event based systems found in TypeScript and JavaScript. Slightly based off of Electron and their implementation of IPC.\n- [@rbxts/aether](https://www.npmjs.com/package/@rbxts/aether) - A Roblox library to position floating elements and make interactions for them.\n- [@rbxts/aether-react](https://www.npmjs.com/package/@rbxts/aether-react) - React bindings for Aether.\n- [@rbxts/aether-vide](https://www.npmjs.com/package/@rbxts/aether-vide) - Vide bindings for Aether\n- [@rbxts/airfoil](https://www.npmjs.com/package/@rbxts/airfoil) - Widgeon's modified Sleitnick airfoil module, ported to roblox-ts\n- [@rbxts/allocator](https://www.npmjs.com/package/@rbxts/allocator) - Roblox-TS object pooling system with configurable allocation strategies for efficient object management.\n- [@rbxts/altmake](https://www.npmjs.com/package/@rbxts/altmake) - Alternative to @rbxts/make to increase Typescript speed.\n- [@rbxts/amulet](https://www.npmjs.com/package/@rbxts/amulet) - Atomic state management for Roblox\n- [@rbxts/anatta](https://www.npmjs.com/package/@rbxts/anatta)\n- [@rbxts/animation](https://www.npmjs.com/package/@rbxts/animation) - @rbxts/animation is inspired by Flameworks networking package and streamlines the process of creating, and loading\n- [@rbxts/animation-replicator](https://www.npmjs.com/package/@rbxts/animation-replicator)\n- [@rbxts/api-dump-fetcher](https://www.npmjs.com/package/@rbxts/api-dump-fetcher) - Fully types MaximumADHD Api-Dump (mostly for plugins)\n- [@rbxts/app-forge](https://www.npmjs.com/package/@rbxts/app-forge) - An App Manager for Vide\n- [@rbxts/array-utils](https://www.npmjs.com/package/@rbxts/array-utils) - Extra utility methods for roblox-ts arrays\n- [@rbxts/asciify](https://www.npmjs.com/package/@rbxts/asciify) - Package to convert UTF-8 to ASCII with minimal loss\n- [@rbxts/assert_eq](https://www.npmjs.com/package/@rbxts/assert_eq)\n- [@rbxts/ast-macros](https://www.npmjs.com/package/@rbxts/ast-macros) - Some extensions and utilities for roblox-ts using AST macros\n- [@rbxts/astar](https://www.npmjs.com/package/@rbxts/astar) - A*(a-star) pathfinding in TypeScript\n- [@rbxts/atlas](https://www.npmjs.com/package/@rbxts/atlas) - Atlas is a rbxts library designed to help eliminate the repetitive aspects of Roblox Development.\n- [@rbxts/atomic-binding](https://www.npmjs.com/package/@rbxts/atomic-binding) - Types for AtomicBinding module\n- [@rbxts/attribute](https://www.npmjs.com/package/@rbxts/attribute) - A small attribute manager for Roblox TS.\n- [@rbxts/attribute-util](https://www.npmjs.com/package/@rbxts/attribute-util) - Typed instance attribute helper functions for Roblox.\n- [@rbxts/attributes](https://www.npmjs.com/package/@rbxts/attributes) - Roblox Typescript package for using type-safe attributes.\n- [@rbxts/attributes-validate](https://www.npmjs.com/package/@rbxts/attributes-validate) - Package for validating instance attributes\n- [@rbxts/audio](https://www.npmjs.com/package/@rbxts/audio)\n- [@rbxts/axis](https://www.npmjs.com/package/@rbxts/axis) - roblox-ts typings for NeonD00m/axis\n- [@rbxts/backpack-plus](https://www.npmjs.com/package/@rbxts/backpack-plus) - A modern Roblox backpack made /w React & inspired by ryanlua/satchel\n- [@rbxts/banner-notify](https://www.npmjs.com/package/@rbxts/banner-notify) - Banner Notifications is intuitive and customizable. You can easily notify a player for what they have done or whatnot.\n- [@rbxts/base64](https://www.npmjs.com/package/@rbxts/base64)\n- [@rbxts/baseplate](https://www.npmjs.com/package/@rbxts/baseplate) - Quick, make a baseplate!\n- [@rbxts/basic-utilities](https://www.npmjs.com/package/@rbxts/basic-utilities) - DEPRECATED. Replaced by @rbxts/linked-lists, @rbxts/stacks-and-queues, @rbxts/lazy, @rbxts/strict-map, and @rbxts/reverse-array\n- [@rbxts/basicstate](https://www.npmjs.com/package/@rbxts/basicstate) - Typings for csqrl's BasicState module.\n- [@rbxts/batch-collector](https://www.npmjs.com/package/@rbxts/batch-collector) - A module for collecting batches of items, be they logs or tasks, to be posted together in order.\n- [@rbxts/beacon](https://www.npmjs.com/package/@rbxts/beacon) - Beacon is a signal implementation for sending and receiving events\n- [@rbxts/behavior-tree](https://www.npmjs.com/package/@rbxts/behavior-tree) - A package to compose behavior trees with nodes.\n- [@rbxts/behavior-tree-3](https://www.npmjs.com/package/@rbxts/behavior-tree-3) - Defaultio's BehaviorTree3 with types!\n- [@rbxts/behavior-tree-5](https://www.npmjs.com/package/@rbxts/behavior-tree-5) - Defaultio's BehaviorTree5 with types!\n- [@rbxts/behaviour-tree](https://www.npmjs.com/package/@rbxts/behaviour-tree)\n- [@rbxts/berry-bin](https://www.npmjs.com/package/@rbxts/berry-bin)\n- [@rbxts/better-binding](https://www.npmjs.com/package/@rbxts/better-binding) - A better binding for Roact!\n- [@rbxts/better-builders](https://www.npmjs.com/package/@rbxts/better-builders) - A set of DataType builder factories.\n- [@rbxts/better-gizmos](https://www.npmjs.com/package/@rbxts/better-gizmos) - Visual debug library for Roblox.\n- [@rbxts/better-immut](https://www.npmjs.com/package/@rbxts/better-immut) - Immutable data library\n- [@rbxts/better-janitor](https://www.npmjs.com/package/@rbxts/better-janitor) - A stack-based Janitor implementation for Roblox platform.\n- [@rbxts/better-maid](https://www.npmjs.com/package/@rbxts/better-maid) - Essentially @rbxts/janitor but improved (and renamed to Maid due to perference as its shorter). Look at the index.d.ts file for documentation.\n- [@rbxts/better-queue](https://www.npmjs.com/package/@rbxts/better-queue) - Simple O(1) queue implementation for Roblox\n- [@rbxts/better-react-components](https://www.npmjs.com/package/@rbxts/better-react-components)\n- [@rbxts/better-refx](https://www.npmjs.com/package/@rbxts/better-refx) - A library for Replicating Visual Effects in Roblox.\n- [@rbxts/better-variant](https://www.npmjs.com/package/@rbxts/better-variant) - Upstream of the variant library for Roblox.\n- [@rbxts/bettersignal](https://www.npmjs.com/package/@rbxts/bettersignal)\n- [@rbxts/bezier](https://www.npmjs.com/package/@rbxts/bezier) - Simple package to calculate points on bezier curves\n- [@rbxts/bezierpath](https://www.npmjs.com/package/@rbxts/bezierpath) - BezierPath is an easy to use bezier spline module, designed to be used for TD games and general paths while being optimized for large scale uses.\n- [@rbxts/bezierts](https://www.npmjs.com/package/@rbxts/bezierts) - This library helps you create smooth position animations with bezier curves in Roblox.\n- [@rbxts/bin](https://www.npmjs.com/package/@rbxts/bin) - Manages things to be cleaned up later\n- [@rbxts/bind](https://www.npmjs.com/package/@rbxts/bind) - Utilities for binding functions to RBXScriptSignals (or similar) with a simple decorator, similar to @rbxts/proton's @Lifecycle decorator.\n- [@rbxts/binder](https://www.npmjs.com/package/@rbxts/binder) - Typings for Quenty's Binder module\n- [@rbxts/bint](https://www.npmjs.com/package/@rbxts/bint) - Arbitrary-precision signed integer library for Luau with operator support, multiple algorithms, and TypeScript typings.\n- [@rbxts/bitbuffer](https://www.npmjs.com/package/@rbxts/bitbuffer) - A binary stream module for packing binary data. roblox-ts typings for bitbuffer by Dekkonot.\n- [@rbxts/bitbuffer2](https://www.npmjs.com/package/@rbxts/bitbuffer2) - Typings for rstk's BitBuffer module\n- [@rbxts/bloxstrap-rpc-sdk](https://www.npmjs.com/package/@rbxts/bloxstrap-rpc-sdk) - Bloxstrap RPC SDK library\n- [@rbxts/bloxstraprpc](https://www.npmjs.com/package/@rbxts/bloxstraprpc)\n- [@rbxts/boat-tween](https://www.npmjs.com/package/@rbxts/boat-tween) - TypeScript port of boatbomber's BoatTween\n- [@rbxts/boba](https://www.npmjs.com/package/@rbxts/boba) - Boba is a general-purpose runtime typechecking library for Luau.\n- [@rbxts/boba-roblox](https://www.npmjs.com/package/@rbxts/boba-roblox) - Implements Roblox data types and instances for the Boba runtime typechecker.\n- [@rbxts/brand](https://www.npmjs.com/package/@rbxts/brand) - Source was taken from: https://github.com/kourge/ts-brand for the purpose of it working with roblox TypeScript compiler.\n- [@rbxts/bridge](https://www.npmjs.com/package/@rbxts/bridge) - A simple and efficient way to share data between server and client in Roblox\n- [@rbxts/bridgenet](https://www.npmjs.com/package/@rbxts/bridgenet) - A networking library for Roblox\n- [@rbxts/btrees5](https://www.npmjs.com/package/@rbxts/btrees5) - Behavior Trees V5 with TS typings.\n- [@rbxts/buffering](https://www.npmjs.com/package/@rbxts/buffering)\n- [@rbxts/bufferlayout](https://www.npmjs.com/package/@rbxts/bufferlayout) - A simple and efficient way to manage buffers.\n- [@rbxts/builders](https://www.npmjs.com/package/@rbxts/builders) - Gives builder APIs to common parameter objects on Roblox\n- [@rbxts/bus](https://www.npmjs.com/package/@rbxts/bus) - Lightweight Event bus for Roblox\n- [@rbxts/bytebuf](https://www.npmjs.com/package/@rbxts/bytebuf) - ByteBuf is a self-describing serialization library for Roblox.\n- [@rbxts/bytenet](https://www.npmjs.com/package/@rbxts/bytenet) - ---\n- [@rbxts/bytenet-fixed](https://www.npmjs.com/package/@rbxts/bytenet-fixed)\n- [@rbxts/cachefy](https://www.npmjs.com/package/@rbxts/cachefy) - Cachefy is a tool that provides an advanced cache that auto-cleanups every-time you want and also replicates if you need it, useful for user in-server global interactions sync so it seems like it is live while it isn't\n- [@rbxts/callback-pool](https://www.npmjs.com/package/@rbxts/callback-pool) - Includes a CallbackPool class, than, when drained, will execute all functions currently in it's pool and then remove them from the pool.\n- [@rbxts/camera-shaker](https://www.npmjs.com/package/@rbxts/camera-shaker) - roblox-ts package for Crazyman32's Roblox port of \"EZ Camera Shake\"\n- [@rbxts/canaryengine](https://www.npmjs.com/package/@rbxts/canaryengine) - CanaryEngine is a lightweight and performant game framework for beginners and power-users alike.\n- [@rbxts/cargo-semver](https://www.npmjs.com/package/@rbxts/cargo-semver) - A parser and evaluator for Cargo's flavor of Semantic Versioning\n- [@rbxts/cascade](https://www.npmjs.com/package/@rbxts/cascade) - Simple lightweight state library for Roblox-TS\n- [@rbxts/catmull-rom-spline](https://www.npmjs.com/package/@rbxts/catmull-rom-spline) - The module that makes it easy to create on Roblox.\n- [@rbxts/catppuccin](https://www.npmjs.com/package/@rbxts/catppuccin) - Brings the catppuccin color pallete to Roblox!\n- [@rbxts/catppuccin-roact](https://www.npmjs.com/package/@rbxts/catppuccin-roact) - Roact hooks and context for catppuccin.\n- [@rbxts/ccdik-controller](https://www.npmjs.com/package/@rbxts/ccdik-controller) - Alternate inverse kinematics method for Roblox Motor6D rigs. roblox-ts typings for datlass's CCDIK Controller.\n- [@rbxts/ceive-im-gizmo](https://www.npmjs.com/package/@rbxts/ceive-im-gizmo) - TypeScript types for CeiveImGizmo\n- [@rbxts/centurion](https://www.npmjs.com/package/@rbxts/centurion) - A flexible and extensible command framework for roblox-ts\n- [@rbxts/centurion-commands](https://www.npmjs.com/package/@rbxts/centurion-commands) - Centurion-Commands is a Roblox-TS Library built for Centurion to easily create Commands and focus on what matters.\n- [@rbxts/centurion-ui](https://www.npmjs.com/package/@rbxts/centurion-ui) - Terminal UI for the Centurion command framework\n- [@rbxts/chain](https://www.npmjs.com/package/@rbxts/chain) - Generic chain of command / middleware thingy implementation for roblox-ts.\n- [@rbxts/character](https://www.npmjs.com/package/@rbxts/character)\n- [@rbxts/character-promise](https://www.npmjs.com/package/@rbxts/character-promise) - Based on @rbxts/promise-character, with a different API. Also uses @rbxts/validate-tree as a cached dependency.\n- [@rbxts/character-realism](https://www.npmjs.com/package/@rbxts/character-realism) - By: CloneTrooper1019 Ported to roblox-ts by: sasial-dev\n- [@rbxts/character-utils](https://www.npmjs.com/package/@rbxts/character-utils) - A set of helpful utils.\n- [@rbxts/character-viewport](https://www.npmjs.com/package/@rbxts/character-viewport) - Character viewport for roblox-ts\n- [@rbxts/charm](https://www.npmjs.com/package/@rbxts/charm) - An atomic state management library for Roblox\n- [@rbxts/charm-payload-converter](https://www.npmjs.com/package/@rbxts/charm-payload-converter) - Converts @rbxts/charm's SyncPayload in such a way, that makes it serializeable for flamework-binary-serializer.\n- [@rbxts/charm-sync](https://www.npmjs.com/package/@rbxts/charm-sync) - Sync server state with clients using Charm\n- [@rbxts/charm-with-dispatchers](https://www.npmjs.com/package/@rbxts/charm-with-dispatchers) - An atomic state management library for Roblox\n- [@rbxts/charmed-components](https://www.npmjs.com/package/@rbxts/charmed-components) - Library that adds sweet-charm atoms power to flamework components\n- [@rbxts/chat-service](https://www.npmjs.com/package/@rbxts/chat-service) - Roblox chat service typings\n- [@rbxts/chatty](https://www.npmjs.com/package/@rbxts/chatty)\n- [@rbxts/chroma](https://www.npmjs.com/package/@rbxts/chroma) - A lightweight theming system for creating context-aware UI themes in Roblox with .\n- [@rbxts/clack](https://www.npmjs.com/package/@rbxts/clack) - User input helper classes\n- [@rbxts/clan-labs](https://www.npmjs.com/package/@rbxts/clan-labs) - An object-orientated TypeScript implementation of all public known ClanLabs apis.\n- [@rbxts/clanware-justice-sdk](https://www.npmjs.com/package/@rbxts/clanware-justice-sdk) - Clanware Justice API SDK for Roblox\n- [@rbxts/class-cache](https://www.npmjs.com/package/@rbxts/class-cache) - WIP - A class cache for rbxts\n- [@rbxts/class-validator](https://www.npmjs.com/package/@rbxts/class-validator) - In-depth validation library using classes and decorators\n- [@rbxts/cldr](https://www.npmjs.com/package/@rbxts/cldr)\n- [@rbxts/cleanser](https://www.npmjs.com/package/@rbxts/cleanser) - A port of RobloxianDemo's Cleanser class.\n- [@rbxts/clientcast](https://www.npmjs.com/package/@rbxts/clientcast) - typings for the clientcast module made by PysephRBX\n- [@rbxts/cmdr](https://www.npmjs.com/package/@rbxts/cmdr) - View Docs\n- [@rbxts/cmove-wrapper](https://www.npmjs.com/package/@rbxts/cmove-wrapper) - A sophisticated Roblox camera controller with smooth movement, rotation tracking, and intelligent occlusion detection. Features configurable smoothing, multiple tracking modes (lock/follow), and automatic obstacle avoidance with customizable reactions.\n- [@rbxts/color](https://www.npmjs.com/package/@rbxts/color) - Color ============= Library for manipulating colors\n- [@rbxts/colour-utils](https://www.npmjs.com/package/@rbxts/colour-utils) - Colour manipulation utility for Roblox\n- [@rbxts/comet](https://www.npmjs.com/package/@rbxts/comet) - A fast framework for plugin development inspired by flamework.\n- [@rbxts/command](https://www.npmjs.com/package/@rbxts/command) - Very simple command/argument management system.\n- [@rbxts/commander](https://www.npmjs.com/package/@rbxts/commander) - A flexible command framework built for roblox-ts\n- [@rbxts/compiler-types](https://www.npmjs.com/package/@rbxts/compiler-types)\n- [@rbxts/component](https://www.npmjs.com/package/@rbxts/component) - A simple tag-based component library for Roblox TS.\n- [@rbxts/computelua](https://www.npmjs.com/package/@rbxts/computelua) - Typings for compute lua\n- [@rbxts/conf](https://www.npmjs.com/package/@rbxts/conf) - Instance based configuration management.\n- [@rbxts/confetti](https://www.npmjs.com/package/@rbxts/confetti) - Install with :\\ Confetti = \"shouxtech/Confetti@1.0.2\"\n- [@rbxts/config](https://www.npmjs.com/package/@rbxts/config) - Config is a simple configuration maker for RobloxTS. Setting a variable on a config creates a value instance for it which can be later read from another config with the same name and parent.\n- [@rbxts/constrained-markers](https://www.npmjs.com/package/@rbxts/constrained-markers) - Contains typings for Anaminus's ConstrainedMarkers Module. See https://devforum.roblox.com/t/constrainedmarkers-module/67640\n- [@rbxts/context-stack](https://www.npmjs.com/package/@rbxts/context-stack) - ContextStack component for React.\n- [@rbxts/controller-cursor](https://www.npmjs.com/package/@rbxts/controller-cursor) - A port of MrAsync's Controller Cursor module.\n- [@rbxts/convexhull](https://www.npmjs.com/package/@rbxts/convexhull) - A simple package for generating convex hulls using Chan's Algorithm.\n- [@rbxts/corepackages-boolean](https://www.npmjs.com/package/@rbxts/corepackages-boolean) - Type declarations for Roblox's licensed CorePackage of 'Boolean'\n- [@rbxts/corepackages-collections](https://www.npmjs.com/package/@rbxts/corepackages-collections) - Type declarations for Roblox's licensed CorePackage of 'Collections'\n- [@rbxts/corepackages-console](https://www.npmjs.com/package/@rbxts/corepackages-console) - Type declarations for Roblox's licensed CorePackage of 'Console'\n- [@rbxts/corepackages-es7types](https://www.npmjs.com/package/@rbxts/corepackages-es7types) - Type declarations for Roblox's licensed CorePackage of 'ES7Types'\n- [@rbxts/corepackages-instanceof](https://www.npmjs.com/package/@rbxts/corepackages-instanceof) - Type declarations for Roblox's licensed CorePackage of 'InstanceOf'\n- [@rbxts/corepackages-luapolyfill](https://www.npmjs.com/package/@rbxts/corepackages-luapolyfill) - Type declarations for Roblox's licensed CorePackage of 'LuaPolyfill'\n- [@rbxts/corepackages-math](https://www.npmjs.com/package/@rbxts/corepackages-math) - Type declarations for Roblox's licensed CorePackage of 'Math'\n- [@rbxts/corepackages-number](https://www.npmjs.com/package/@rbxts/corepackages-number) - Type declarations for Roblox's licensed CorePackage of 'Number'\n- [@rbxts/corepackages-react](https://www.npmjs.com/package/@rbxts/corepackages-react) - Type declarations for Roblox's licensed CorePackage of 'React'\n- [@rbxts/corepackages-reactreconciler](https://www.npmjs.com/package/@rbxts/corepackages-reactreconciler) - Type declarations for Roblox's licensed CorePackage of 'ReactReconciler'\n- [@rbxts/corepackages-reactroblox](https://www.npmjs.com/package/@rbxts/corepackages-reactroblox) - Type declarations for Roblox's licensed CorePackage of 'ReactRoblox'\n- [@rbxts/corepackages-roactcompat](https://www.npmjs.com/package/@rbxts/corepackages-roactcompat) - Type declarations for Roblox's licensed CorePackage of 'RoactCompat'\n- [@rbxts/corepackages-scheduler](https://www.npmjs.com/package/@rbxts/corepackages-scheduler) - Type declarations for Roblox's licensed CorePackage of 'Scheduler'\n- [@rbxts/corepackages-shared](https://www.npmjs.com/package/@rbxts/corepackages-shared) - Type declarations for Roblox's licensed CorePackage of 'Shared'\n- [@rbxts/corepackages-string](https://www.npmjs.com/package/@rbxts/corepackages-string) - Type declarations for Roblox's licensed CorePackage of 'String'\n- [@rbxts/corepackages-symbol](https://www.npmjs.com/package/@rbxts/corepackages-symbol) - Type declarations for Roblox's licensed CorePackage of 'Symbol'\n- [@rbxts/corepackages-timers](https://www.npmjs.com/package/@rbxts/corepackages-timers) - Type declarations for Roblox's licensed CorePackage of 'Timers'\n- [@rbxts/coro](https://www.npmjs.com/package/@rbxts/coro) - Coro is a library for managing Actors in Roblox\n- [@rbxts/covenant](https://www.npmjs.com/package/@rbxts/covenant)\n- [@rbxts/coverage](https://www.npmjs.com/package/@rbxts/coverage) - Coverage instrumentation for Roblox Luau\n- [@rbxts/crate](https://www.npmjs.com/package/@rbxts/crate) - A tiny state manager for roblox-ts.\n- [@rbxts/create-shared-toolbar](https://www.npmjs.com/package/@rbxts/create-shared-toolbar) - A library that helps you create a shared plugin toolbar for your plugins.\n- [@rbxts/create-slice](https://www.npmjs.com/package/@rbxts/create-slice) - Helpful function to easily define rodux reducers.\n- [@rbxts/crochet](https://www.npmjs.com/package/@rbxts/crochet) - Crochet is a framework for Roblox games using roblox-ts.\n- [@rbxts/crosshair](https://www.npmjs.com/package/@rbxts/crosshair) - Easy crosshair in Roblox Studio with Typescipt\n- [@rbxts/crunchwrap](https://www.npmjs.com/package/@rbxts/crunchwrap) - A powerful ffrostfall/crunchyroll wrapper\n- [@rbxts/crunchyroll](https://www.npmjs.com/package/@rbxts/crunchyroll) - A custom animation solver for Roblox.\n- [@rbxts/crypto](https://www.npmjs.com/package/@rbxts/crypto) - An Open-Source Cryptography library for Roblox.\n- [@rbxts/cubic-bezier](https://www.npmjs.com/package/@rbxts/cubic-bezier) - A library for generating smooth two-dimensional interpolation curves\n- [@rbxts/cue](https://www.npmjs.com/package/@rbxts/cue) - The fastest and lightest Event object ever made\n- [@rbxts/cullthrottle](https://www.npmjs.com/package/@rbxts/cullthrottle) - Fork of https://github.com/boatbomber/CullThrottle for roblox-ts support\n- [@rbxts/cw-terminal](https://www.npmjs.com/package/@rbxts/cw-terminal) - Create competitive game modes with ease!\n- [@rbxts/data-pooler](https://www.npmjs.com/package/@rbxts/data-pooler) - Synchronise eventually-consistent collections of data between multiple servers\n- [@rbxts/data-structures](https://www.npmjs.com/package/@rbxts/data-structures) - A collection of data structures and algorithms for use in Roblox.\n- [@rbxts/datastore-promises](https://www.npmjs.com/package/@rbxts/datastore-promises) - Promisifed DataStore API\n- [@rbxts/datastore2](https://www.npmjs.com/package/@rbxts/datastore2) - a roblox-ts package of Kampfkarren's Datastore2\n- [@rbxts/datastructures](https://www.npmjs.com/package/@rbxts/datastructures) - Typings for HowManySmall's datastructures\n- [@rbxts/date](https://www.npmjs.com/package/@rbxts/date) - A re-implementation of vanilla Lua's os.date function.\n- [@rbxts/debris](https://www.npmjs.com/package/@rbxts/debris) - A port of RobloxianDemo's Debris module.\n- [@rbxts/debug-random](https://www.npmjs.com/package/@rbxts/debug-random) - A wrapper around Roblox's Random class that enables users to serialize and set the state of the Random object\n- [@rbxts/deep-charm](https://www.npmjs.com/package/@rbxts/deep-charm) - Use Charm with plain Luau tables\n- [@rbxts/deep-equal](https://www.npmjs.com/package/@rbxts/deep-equal) - Recursive comparator for ROBLOX projects.\n- [@rbxts/deepcopy](https://www.npmjs.com/package/@rbxts/deepcopy) - DeepCopy utility function.\n- [@rbxts/default](https://www.npmjs.com/package/@rbxts/default) - Generate boilerplate default values from just a type\n- [@rbxts/default-map](https://www.npmjs.com/package/@rbxts/default-map) - A roblox-ts Map wrapper that automatically creates default values for missing keys.\n- [@rbxts/delay-spawn-wait](https://www.npmjs.com/package/@rbxts/delay-spawn-wait) - Replacement for the default delay, spawn, and wait functions\n- [@rbxts/delta](https://www.npmjs.com/package/@rbxts/delta) - A lightweight deterministic physics library for Roblox.\n- [@rbxts/delta-compress](https://www.npmjs.com/package/@rbxts/delta-compress) - DeltaCompress is a Roblox library to efficiently replicate tables. It calculates the difference between two tables that can be sent as a buffer.\n- [@rbxts/depot](https://www.npmjs.com/package/@rbxts/depot) - Depot - A powerful and flexible state management library for modern applications.\n- [@rbxts/destroyable](https://www.npmjs.com/package/@rbxts/destroyable) - A class with a janitor and a destroy() method\n- [@rbxts/destroyed-instance-logging](https://www.npmjs.com/package/@rbxts/destroyed-instance-logging) - Just a simple set of functions for making consistent destroyed instance logs.\n- [@rbxts/device](https://www.npmjs.com/package/@rbxts/device) - Platform/Device helper functions for Roblox\n- [@rbxts/discord-webhook](https://www.npmjs.com/package/@rbxts/discord-webhook) - An easy way to send rich Discord webhooks\n- [@rbxts/dispatcher](https://www.npmjs.com/package/@rbxts/dispatcher) - A multi-purpose dispatcher for easy cross-boundary and internal communication\n- [@rbxts/distancepoller](https://www.npmjs.com/package/@rbxts/distancepoller) - A small utility for priority distance polling. This means that it polls an object's distance quicker/slower depending on how far away it was last time it checked\n- [@rbxts/distinct-array](https://www.npmjs.com/package/@rbxts/distinct-array) - A TypeScript/roblox-ts array that enforces uniqueness of elements. Each value can only appear once in the array.\n- [@rbxts/djecs](https://www.npmjs.com/package/@rbxts/djecs) - Stupidly fast Entity Component System\n- [@rbxts/document-service](https://www.npmjs.com/package/@rbxts/document-service) - DocumentService is a strictly typed Luau library for saving data with Roblox DataStores. It can be used for sesssion-locked data, such as player data, or for non-session-locked data, like shared groups or houses.\n- [@rbxts/dodge](https://www.npmjs.com/package/@rbxts/dodge) - This is a rewrite of Spark in roblox-ts.\n- [@rbxts/droblox-core](https://www.npmjs.com/package/@rbxts/droblox-core) - Droblox core library\n- [@rbxts/dumpster](https://www.npmjs.com/package/@rbxts/dumpster) - Written by ( )\n- [@rbxts/earcut](https://www.npmjs.com/package/@rbxts/earcut)\n- [@rbxts/easing-functions](https://www.npmjs.com/package/@rbxts/easing-functions) - A bunch of reuseable Easing Functions, including those from the Material Design specification and Robert Penner.\n- [@rbxts/easy-path](https://www.npmjs.com/package/@rbxts/easy-path) - This package will help you build paths with smooth turns\n- [@rbxts/easybullet](https://www.npmjs.com/package/@rbxts/easybullet) - A simple bullet runtime that handles network replication, network syncing, and adjusts the rendered bullets by client framerate.\n- [@rbxts/easytween](https://www.npmjs.com/package/@rbxts/easytween)\n- [@rbxts/ebba](https://www.npmjs.com/package/@rbxts/ebba) - jabby is a debugger for based off\n- [@rbxts/ecr](https://www.npmjs.com/package/@rbxts/ecr) - A sparse-set based ECS library for Luau, now with TS types.\n- [@rbxts/ecs-lite](https://www.npmjs.com/package/@rbxts/ecs-lite) - Lightweight and fast ECS framework for Roblox-TS\n- [@rbxts/eis](https://www.npmjs.com/package/@rbxts/eis) - A roblox UI manager with useful utils\n- [@rbxts/ejt](https://www.npmjs.com/package/@rbxts/ejt) - A library for interacting with difficulties in the EToH Joke Towers wiki.\n- [@rbxts/emitter](https://www.npmjs.com/package/@rbxts/emitter) - Roblox Typescript package for creating event-emitting objects and classes.\n- [@rbxts/emittery](https://www.npmjs.com/package/@rbxts/emittery) - Emittery v0.11.0 bindings for Roblox.\n- [@rbxts/encryptednet](https://www.npmjs.com/package/@rbxts/encryptednet) - Typings for the EncryptedNet Library.\n- [@rbxts/enumerator](https://www.npmjs.com/package/@rbxts/enumerator) - enumerations in pure Luau, following an api almost identical to enumerate\n- [@rbxts/event-emitter](https://www.npmjs.com/package/@rbxts/event-emitter) - \"node:events\" implementation in roblox-ts\n- [@rbxts/eventemitter](https://www.npmjs.com/package/@rbxts/eventemitter) - Node.js-like EventEmitter classes, one using coroutines for speed and one using BindableEvents for easy error logging.\n- [@rbxts/evlightning](https://www.npmjs.com/package/@rbxts/evlightning) - EvLightning by evaera with types\n- [@rbxts/expect](https://www.npmjs.com/package/@rbxts/expect) - Test-agnostic assertion library for ROBLOX.\n- [@rbxts/experimental-reflect](https://www.npmjs.com/package/@rbxts/experimental-reflect) - An experimental and incomplete Roblox-TS implementation of the Reflect Metadata API.\n- [@rbxts/extendable-resources](https://www.npmjs.com/package/@rbxts/extendable-resources) - An extendable object retrieval system for defining folders.\n- [@rbxts/ez-bezier](https://www.npmjs.com/package/@rbxts/ez-bezier) - Cubic bezier curve calculations made simple.\n- [@rbxts/ez-log](https://www.npmjs.com/package/@rbxts/ez-log) - A very flexible and modifiable, yet simple logger class\n- [@rbxts/ezui-core](https://www.npmjs.com/package/@rbxts/ezui-core)\n- [@rbxts/fable](https://www.npmjs.com/package/@rbxts/fable) - An easy to use story (game) creator for Roblox. Made in roblox-ts.\n- [@rbxts/fabric](https://www.npmjs.com/package/@rbxts/fabric) - roblox-ts typings for evaera's Fabric.\n- [@rbxts/fade-ts](https://www.npmjs.com/package/@rbxts/fade-ts) - A light package that fades all descendants of a element at the same time smoothly, with just one function\n- [@rbxts/faker](https://www.npmjs.com/package/@rbxts/faker) - A library that mocks Roblox user data, inspired by faker-js.\n- [@rbxts/falldown](https://www.npmjs.com/package/@rbxts/falldown) - A realistic ragdoll physics system for Roblox with smooth getup animations, collision management, and customizable velocity modes. Supports both R6 and R15 rigs with surface-aware positioning.\n- [@rbxts/fast-replica](https://www.npmjs.com/package/@rbxts/fast-replica) - A simple and intuitive package for sharing data from server to client.\n- [@rbxts/fast-rotated-region3](https://www.npmjs.com/package/@rbxts/fast-rotated-region3) - Faster version of EgoMoose's RotatedRegion3 GJK module.\n- [@rbxts/fast-spawn](https://www.npmjs.com/package/@rbxts/fast-spawn) - Spawns a new thread without waiting one step\n- [@rbxts/fastcast](https://www.npmjs.com/package/@rbxts/fastcast) - Typescript types for EtiTheSpirit's FastCast\n- [@rbxts/fastcast-redux](https://www.npmjs.com/package/@rbxts/fastcast-redux) - Types for FastCast: Redux\n- [@rbxts/feces](https://www.npmjs.com/package/@rbxts/feces) - Fast Entity Component Export System\n- [@rbxts/fenwick-tree](https://www.npmjs.com/package/@rbxts/fenwick-tree) - A 1-based Fenwick Tree implementation.\n- [@rbxts/fetch](https://www.npmjs.com/package/@rbxts/fetch) - Fetch for Roblox-TS!\n- [@rbxts/fetch-patched](https://www.npmjs.com/package/@rbxts/fetch-patched) - quick workaround for @rbxts/fetch\n- [@rbxts/fetchu](https://www.npmjs.com/package/@rbxts/fetchu) - Simplifying requests out of Roblox making HttpService easier.\n- [@rbxts/fflag](https://www.npmjs.com/package/@rbxts/fflag) - TypeScript wrapper for Boatbomber's SheetValues FFlag implementation.\n- [@rbxts/find-up](https://www.npmjs.com/package/@rbxts/find-up) - Find an Instance by walking up ancestors\n- [@rbxts/finite-state-machine](https://www.npmjs.com/package/@rbxts/finite-state-machine) - A simple Finite State Machine implementation for Roblox development written using roblox-ts.\n- [@rbxts/firebase](https://www.npmjs.com/package/@rbxts/firebase) - Firebase real-time database wrapper for Roblox\n- [@rbxts/firebase-rtdb](https://www.npmjs.com/package/@rbxts/firebase-rtdb) - roblox-ts typings for RBLX-Firebase for Firebase's RealTime DataBase\n- [@rbxts/firestore](https://www.npmjs.com/package/@rbxts/firestore) - Roblox API for interfacing with Google Cloud Firestore\n- [@rbxts/first-person-camera](https://www.npmjs.com/package/@rbxts/first-person-camera) - First person Camera perfect for FPS games!\n- [@rbxts/fitumi](https://www.npmjs.com/package/@rbxts/fitumi) - Fake It 'Till You Make It - A unit testing utility for faking everything from Roblox Instances to custom objects.\n- [@rbxts/flamecs](https://www.npmjs.com/package/@rbxts/flamecs) - Flamework + ECS = Flamecs \ud83d\udd25\n- [@rbxts/flamework](https://www.npmjs.com/package/@rbxts/flamework) - Flamework is a highly opinionated (and currently experimental) game framework. It requires typescript and offers many useful features and abstractions.\n- [@rbxts/flamework-binary-serializer](https://www.npmjs.com/package/@rbxts/flamework-binary-serializer) - This is a small and simple library that allows you to specify a small and optimized structure for binary data.\n- [@rbxts/flamework-di-toolkit](https://www.npmjs.com/package/@rbxts/flamework-di-toolkit) - Library that buffs flamework dependency injection system\n- [@rbxts/flamework-gateways-mod](https://www.npmjs.com/package/@rbxts/flamework-gateways-mod) - A class-based Flamework networking mod\n- [@rbxts/flamework-instance-parser](https://www.npmjs.com/package/@rbxts/flamework-instance-parser) - This is a small library that allows you to convert instances into a specified structure.\n- [@rbxts/flamework-instance-pooling](https://www.npmjs.com/package/@rbxts/flamework-instance-pooling) - Classes to pool Roblox instances, UIPool and PartPool included\n- [@rbxts/flamework-meta-utils](https://www.npmjs.com/package/@rbxts/flamework-meta-utils) - Metadata utility and utility macros for Flamework\n- [@rbxts/flamework-react-utils](https://www.npmjs.com/package/@rbxts/flamework-react-utils)\n- [@rbxts/flamework-shared-components-react](https://www.npmjs.com/package/@rbxts/flamework-shared-components-react)\n- [@rbxts/fletchette](https://www.npmjs.com/package/@rbxts/fletchette) - Simple networking library for roblox-ts.\n- [@rbxts/flipper](https://www.npmjs.com/package/@rbxts/flipper) - An animation library for Roblox\n- [@rbxts/flow](https://www.npmjs.com/package/@rbxts/flow) - Roblox-TS types for the Flow library (https://github.com/grilme99/Flow)\n- [@rbxts/forge](https://www.npmjs.com/package/@rbxts/forge) - An App Manager for Vide\n- [@rbxts/forge-vfx](https://www.npmjs.com/package/@rbxts/forge-vfx) - Typescript typings for\n- [@rbxts/format-number](https://www.npmjs.com/package/@rbxts/format-number) - This contains the typing for\n- [@rbxts/formati](https://www.npmjs.com/package/@rbxts/formati) - formati is a simple formatting library for creating valid Roblox strings, getting rid of the need to memorize RichText tags.\n- [@rbxts/formatting](https://www.npmjs.com/package/@rbxts/formatting) - Utility functions for formatting numbers and parsing strings back into numbers for Roblox\n- [@rbxts/fsm](https://www.npmjs.com/package/@rbxts/fsm) - Generic finite state machine implementation for roblox-ts.\n- [@rbxts/fusion](https://www.npmjs.com/package/@rbxts/fusion) - TypeScript support for Fusion\n- [@rbxts/fusion-0.3-temp](https://www.npmjs.com/package/@rbxts/fusion-0.3-temp) - Typescript Fusion 0.3\n- [@rbxts/fuzzy-search](https://www.npmjs.com/package/@rbxts/fuzzy-search) - Fuzzy search allows you to find the results even with the spelling mistaces or approximate search words\n- [@rbxts/gameanalytics](https://www.npmjs.com/package/@rbxts/gameanalytics) - The GameAnalytics SDK for roblox-ts\n- [@rbxts/gameanalytics-ab-service](https://www.npmjs.com/package/@rbxts/gameanalytics-ab-service) - A/B testing service for GameAnalytics in Roblox TypeScript\n- [@rbxts/gameanalytics-sdk](https://www.npmjs.com/package/@rbxts/gameanalytics-sdk) - GameAnalytics SDK for Roblox-TS\n- [@rbxts/gamejoy](https://www.npmjs.com/package/@rbxts/gamejoy) - A simple class-based input library\n- [@rbxts/gameutil](https://www.npmjs.com/package/@rbxts/gameutil) - Various utility modules for Roblox TS.\n- [@rbxts/geom](https://www.npmjs.com/package/@rbxts/geom)\n- [@rbxts/ghostevents](https://www.npmjs.com/package/@rbxts/ghostevents) - Prevent hackers from calling events\n- [@rbxts/gizmo](https://www.npmjs.com/package/@rbxts/gizmo) - gizmo is a visual debug library designed for the Roblox game engine.\n- [@rbxts/gizmos](https://www.npmjs.com/package/@rbxts/gizmos) - TypeScript port of sg3cko's Gizmos library - Debug drawing utilities for Roblox including shapes, raycasts, paths, and world-space text.\n- [@rbxts/glassmorphicui](https://www.npmjs.com/package/@rbxts/glassmorphicui) - Glassmorphic UI in Roblox.\n- [@rbxts/glicko2](https://www.npmjs.com/package/@rbxts/glicko2) - Types for the Lua implementation of the Glicko-2 rating system.\n- [@rbxts/goap](https://www.npmjs.com/package/@rbxts/goap) - A direct port of to Roblox. Should work functionally the same: albeit a few differences. Eventually, this will support parallel Luau.\n- [@rbxts/goap-solver](https://www.npmjs.com/package/@rbxts/goap-solver) - A lightweight, pure functional GOAP solver in TypeScript for creating complex AI agent behavior in games and simulations\n- [@rbxts/goodpool](https://www.npmjs.com/package/@rbxts/goodpool) - A simple, flexible, and lightweight object pooling module for Roblox that works with any type of object, not just Instances.\n- [@rbxts/goodsignal](https://www.npmjs.com/package/@rbxts/goodsignal)\n- [@rbxts/google-analytics](https://www.npmjs.com/package/@rbxts/google-analytics)\n- [@rbxts/gorp](https://www.npmjs.com/package/@rbxts/gorp) - A hacky ECS debugger\n- [@rbxts/gorp-ecr](https://www.npmjs.com/package/@rbxts/gorp-ecr) - gorp ecr layer\n- [@rbxts/graph](https://www.npmjs.com/package/@rbxts/graph) - boatbomber's Graph class with types!\n- [@rbxts/graph-data-structure](https://www.npmjs.com/package/@rbxts/graph-data-structure) - A graph data structure with topological sort.\n- [@rbxts/gravity-controller](https://www.npmjs.com/package/@rbxts/gravity-controller) - TypeScript bindings for with ground-normal-based wall walking by .\n- [@rbxts/greedycanvas](https://www.npmjs.com/package/@rbxts/greedycanvas) - A canvas renderer using greedy gradients to draw efficiently in Roblox\n- [@rbxts/greenwichdb](https://www.npmjs.com/package/@rbxts/greenwichdb) - Bindings from GreenwichDB to be compatible with roblox-ts\n- [@rbxts/grouper](https://www.npmjs.com/package/@rbxts/grouper) - A module for getting accurate group ranks for players on the server, and detecting rank changes.\n- [@rbxts/hashlib](https://www.npmjs.com/package/@rbxts/hashlib) - Roblox-TS port of HashLib by Egor Skriptunoff, boatbomber, and howmanysmall.\n- [@rbxts/heap](https://www.npmjs.com/package/@rbxts/heap) - A TypeScript/roblox-ts binary heap (priority queue) implementation with support for both min-heap and max-heap configurations.\n- [@rbxts/heatup](https://www.npmjs.com/package/@rbxts/heatup) - Why cool down when you can heat up? A Roblox Datastore wrapper that avoids the cooldown limit.\n- [@rbxts/hero-framework](https://www.npmjs.com/package/@rbxts/hero-framework) - Generated by 7.4.1.\n- [@rbxts/hexane](https://www.npmjs.com/package/@rbxts/hexane)\n- [@rbxts/hfsm](https://www.npmjs.com/package/@rbxts/hfsm) - uml inspired hierarchical state machine\n- [@rbxts/hidden-signal](https://www.npmjs.com/package/@rbxts/hidden-signal)\n- [@rbxts/highlighter](https://www.npmjs.com/package/@rbxts/highlighter) - Types for boatbomber/Highlighter\n- [@rbxts/hmr](https://www.npmjs.com/package/@rbxts/hmr) - This package hot-reloads modules in roblox studio with an isolated environment and avoids module caching.\n- [@rbxts/hook-bag](https://www.npmjs.com/package/@rbxts/hook-bag) - Collection of custom roact hooks\n- [@rbxts/horseman](https://www.npmjs.com/package/@rbxts/horseman)\n- [@rbxts/hot-reloader](https://www.npmjs.com/package/@rbxts/hot-reloader) - Modules hot reload solution for Roblox.\n- [@rbxts/hotfusion](https://www.npmjs.com/package/@rbxts/hotfusion) - Fork of Fusion with improvements used by Team Fireworks\n- [@rbxts/hsm](https://www.npmjs.com/package/@rbxts/hsm) - Hierarchal state machine class for Roblox\n- [@rbxts/htn-shop](https://www.npmjs.com/package/@rbxts/htn-shop) - a simple HTN SHOP-like planner\n- [@rbxts/http-queue](https://www.npmjs.com/package/@rbxts/http-queue) - A small library to queue requests for your different external services\n- [@rbxts/humanoid-stat-manager](https://www.npmjs.com/package/@rbxts/humanoid-stat-manager)\n- [@rbxts/id](https://www.npmjs.com/package/@rbxts/id) - Utility classes for IDing objects\n- [@rbxts/immut](https://www.npmjs.com/package/@rbxts/immut) - A draft-based immutable data library based on Immer\n- [@rbxts/infinitum](https://www.npmjs.com/package/@rbxts/infinitum) - A BigNum implementation\n- [@rbxts/input-actions](https://www.npmjs.com/package/@rbxts/input-actions) - A flexible input system for Roblox TypeScript inspired by Godot's input handling, providing action mapping, context switching, and advanced input utilities.\n- [@rbxts/input-capturer](https://www.npmjs.com/package/@rbxts/input-capturer) - A Roblox module to capture inputs and replay them later\n- [@rbxts/input-categorizer](https://www.npmjs.com/package/@rbxts/input-categorizer) - Observe the preferred input category of the player.\n- [@rbxts/insitux](https://www.npmjs.com/package/@rbxts/insitux) - Extensible s-expression scripting language enabling players to safely mod Roblox games themselves.\n- [@rbxts/inspect](https://www.npmjs.com/package/@rbxts/inspect) - https://github.com/kikito/inspect.lua\n- [@rbxts/instance-cache](https://www.npmjs.com/package/@rbxts/instance-cache) - Easily cache any instance to improve memory and performance.\n- [@rbxts/instance-utility](https://www.npmjs.com/package/@rbxts/instance-utility) - Utility functions for Roblox instances\n- [@rbxts/instance-utils](https://www.npmjs.com/package/@rbxts/instance-utils) - Package that contains utility classes and functions for Instances.\n- [@rbxts/ip-data](https://www.npmjs.com/package/@rbxts/ip-data) - https://ip-api.com API Wrapper\n- [@rbxts/iris](https://www.npmjs.com/package/@rbxts/iris) - RobloxTS definitions for .\n- [@rbxts/iris-plugin](https://www.npmjs.com/package/@rbxts/iris-plugin) - RobloxTS definitions for .\n- [@rbxts/jabby](https://www.npmjs.com/package/@rbxts/jabby) - jabby is a debugger for based off\n- [@rbxts/jade](https://www.npmjs.com/package/@rbxts/jade) - Attempt at porting made by Ralith to Roblox. Semantically identical API and documentation.\n- [@rbxts/janitor](https://www.npmjs.com/package/@rbxts/janitor) - A port of howmanysmall's janitor module.\n- [@rbxts/janitor-utilities](https://www.npmjs.com/package/@rbxts/janitor-utilities) - Generated by 7.4.4.\n- [@rbxts/jecs](https://www.npmjs.com/package/@rbxts/jecs) - Stupidly fast Entity Component System\n- [@rbxts/jecs-addons](https://www.npmjs.com/package/@rbxts/jecs-addons)\n- [@rbxts/jecs-assemblies](https://www.npmjs.com/package/@rbxts/jecs-assemblies) - Utility for calculating cframe offset chains for Jecs.\n- [@rbxts/jecs-gizmo](https://www.npmjs.com/package/@rbxts/jecs-gizmo) - Utility for debug gizmos for Jecs.\n- [@rbxts/jecs-hooks](https://www.npmjs.com/package/@rbxts/jecs-hooks) - Hooks for Jecs ECS\n- [@rbxts/jecs-spring](https://www.npmjs.com/package/@rbxts/jecs-spring) - Utility for running springs in Jecs.\n- [@rbxts/jecs-topo-runtime](https://www.npmjs.com/package/@rbxts/jecs-topo-runtime) - A Runtime for Jecs\n- [@rbxts/jecs-utils](https://www.npmjs.com/package/@rbxts/jecs-utils) - Utilities for Jecs.\n- [@rbxts/jecs-vide](https://www.npmjs.com/package/@rbxts/jecs-vide) - Utilities for using Jecs with Vide.\n- [@rbxts/jest](https://www.npmjs.com/package/@rbxts/jest) - Delightful testing for Roblox TypeScript\n- [@rbxts/jest-benchmark](https://www.npmjs.com/package/@rbxts/jest-benchmark) - JestBenchmark bindings for Roblox\n- [@rbxts/jest-diff](https://www.npmjs.com/package/@rbxts/jest-diff) - JestDiff bindings for Roblox\n- [@rbxts/jest-extended](https://www.npmjs.com/package/@rbxts/jest-extended) - Additional Jest matchers for roblox-ts projects.\n- [@rbxts/jest-globals](https://www.npmjs.com/package/@rbxts/jest-globals) - JestGlobal bindings for Roblox\n- [@rbxts/jest-matcher-utils](https://www.npmjs.com/package/@rbxts/jest-matcher-utils) - JestMatcherUtils bindings for Roblox\n- [@rbxts/jest-utils](https://www.npmjs.com/package/@rbxts/jest-utils) - A collection of utilities that can be used alongside roblox Jest\n- [@rbxts/jest-vendor](https://www.npmjs.com/package/@rbxts/jest-vendor) - Internal module for @rbxts/jest\n- [@rbxts/jsnatives](https://www.npmjs.com/package/@rbxts/jsnatives) - A TypeScript library for Roblox that provides JavaScript-like native functionality, including Proxy, Object utilities, setTimeout/setInterval, JSON, and more.\n- [@rbxts/jwt](https://www.npmjs.com/package/@rbxts/jwt) - JWT lib for Luau\n- [@rbxts/keyed](https://www.npmjs.com/package/@rbxts/keyed) - Replica of Minecraft Bukkit's cool namespace system\n- [@rbxts/knit](https://www.npmjs.com/package/@rbxts/knit) - Roblox game framework (Alpha)\n- [@rbxts/lapis-mockdatastore](https://www.npmjs.com/package/@rbxts/lapis-mockdatastore)\n- [@rbxts/layoututil](https://www.npmjs.com/package/@rbxts/layoututil) - LayoutUtil; manages aspect ratios of UILayouts.\n- [@rbxts/lazy](https://www.npmjs.com/package/@rbxts/lazy) - A simple implementation of a lazy loading wrapper for any type of value.\n- [@rbxts/lazy-iterator](https://www.npmjs.com/package/@rbxts/lazy-iterator) - Combines multiple array operations into an iterator and only applies operations when the iterator is processed\n- [@rbxts/lemon-signal](https://www.npmjs.com/package/@rbxts/lemon-signal) - Typings for .\n- [@rbxts/lerp-functions](https://www.npmjs.com/package/@rbxts/lerp-functions) - Interpolation functions\n- [@rbxts/lexi](https://www.npmjs.com/package/@rbxts/lexi) - Localisation for Vide, simplified.\n- [@rbxts/libopen-docleanup](https://www.npmjs.com/package/@rbxts/libopen-docleanup) - LibOpen's doCleanup\n- [@rbxts/libopen-dontyield](https://www.npmjs.com/package/@rbxts/libopen-dontyield) - LibOpen's DontYield\n- [@rbxts/libopen-event](https://www.npmjs.com/package/@rbxts/libopen-event) - LibOpen's Event\n- [@rbxts/libopen-finally](https://www.npmjs.com/package/@rbxts/libopen-finally) - LibOpen's Finally\n- [@rbxts/libopen-finallytask](https://www.npmjs.com/package/@rbxts/libopen-finallytask) - LibOpen's FinallyTask\n- [@rbxts/libopen-fzy](https://www.npmjs.com/package/@rbxts/libopen-fzy) - LibOpen's fzy\n- [@rbxts/libopen-maybe](https://www.npmjs.com/package/@rbxts/libopen-maybe) - LibOpen's Maybe\n- [@rbxts/libopen-oklab](https://www.npmjs.com/package/@rbxts/libopen-oklab) - LibOpen's Oklab\n- [@rbxts/libopen-pushpull](https://www.npmjs.com/package/@rbxts/libopen-pushpull) - LibOpen's PushPull\n- [@rbxts/libopen-radium](https://www.npmjs.com/package/@rbxts/libopen-radium) - LibOpen's Radium\n- [@rbxts/libopen-sortingby](https://www.npmjs.com/package/@rbxts/libopen-sortingby) - LibOpen's sortingBy\n- [@rbxts/libopen-tabby](https://www.npmjs.com/package/@rbxts/libopen-tabby) - LibOpen's Tabby\n- [@rbxts/libopen-ty](https://www.npmjs.com/package/@rbxts/libopen-ty) - LibOpen's ty\n- [@rbxts/libopen-whyhttp](https://www.npmjs.com/package/@rbxts/libopen-whyhttp) - LibOpen's whyhttp\n- [@rbxts/light-promise](https://www.npmjs.com/package/@rbxts/light-promise) - Lightweight Promise implementation in Luau.\n- [@rbxts/lightning-beams](https://www.npmjs.com/package/@rbxts/lightning-beams) - TypeScript support for LightningBeams\n- [@rbxts/lightsignal](https://www.npmjs.com/package/@rbxts/lightsignal) - Lightweight signal implementation.\n- [@rbxts/link](https://www.npmjs.com/package/@rbxts/link) - Extremely simple networking library that allows you to create shared modules for remotes that are the same between both the client and server.\n- [@rbxts/linked-lists](https://www.npmjs.com/package/@rbxts/linked-lists) - A module that provides basic linked list data structures.\n- [@rbxts/llama](https://www.npmjs.com/package/@rbxts/llama) - Lua Library for Immutable Data (Llama) by freddylist\n- [@rbxts/loader](https://www.npmjs.com/package/@rbxts/loader) - A simple module loader for Roblox-TS.\n- [@rbxts/localize](https://www.npmjs.com/package/@rbxts/localize) - Roblox localization framework.\n- [@rbxts/log](https://www.npmjs.com/package/@rbxts/log) - Structured logging library for Roblox\n- [@rbxts/logger](https://www.npmjs.com/package/@rbxts/logger) - A lightweight and flexible logger utility for Roblox projects. Supports message templates for clean, readable log statements.\n- [@rbxts/logsnag](https://www.npmjs.com/package/@rbxts/logsnag) - LogSnag SDK for roblox-ts\n- [@rbxts/loleris-replica](https://www.npmjs.com/package/@rbxts/loleris-replica) - Roblox server to client state replication solution which lets the developer subscribe certain players to certain states. Originally made by loleris\n- [@rbxts/loner1536-pebble](https://www.npmjs.com/package/@rbxts/loner1536-pebble)\n- [@rbxts/loners-pretty-react-hooks](https://www.npmjs.com/package/@rbxts/loners-pretty-react-hooks) - Useful hooks for @rbxts/react\n- [@rbxts/loners-pretty-vide-utils](https://www.npmjs.com/package/@rbxts/loners-pretty-vide-utils) - Useful utilities for @rbxts/vide\n- [@rbxts/longuint-ui](https://www.npmjs.com/package/@rbxts/longuint-ui) - A lightweight ui component library.\n- [@rbxts/loot](https://www.npmjs.com/package/@rbxts/loot)\n- [@rbxts/lua-table-utils](https://www.npmjs.com/package/@rbxts/lua-table-utils) - A helper package for Lua tables, adding certain abstraction layers to repetitive patterns.\n- [@rbxts/luanoid](https://www.npmjs.com/package/@rbxts/luanoid) - TypeScript support for Luanoid\n- [@rbxts/luaquaternion](https://www.npmjs.com/package/@rbxts/luaquaternion) - A quaternion library for Roblox\n- [@rbxts/luaquaternion2](https://www.npmjs.com/package/@rbxts/luaquaternion2) - A quaternion library for Roblox (typings fix)\n- [@rbxts/luau-character](https://www.npmjs.com/package/@rbxts/luau-character) - A Luau library for Unicode character classification and conversion\n- [@rbxts/luau-polyfill](https://www.npmjs.com/package/@rbxts/luau-polyfill) - LuauPolyfill with types.\n- [@rbxts/luau-polyfill-internal](https://www.npmjs.com/package/@rbxts/luau-polyfill-internal)\n- [@rbxts/luau-thread](https://www.npmjs.com/package/@rbxts/luau-thread) - Parallel Luau library designed for simplicity and ease of use.\n- [@rbxts/luau-thread-fixed](https://www.npmjs.com/package/@rbxts/luau-thread-fixed) - Fork of for Roblox-ts\n- [@rbxts/luban](https://www.npmjs.com/package/@rbxts/luban) - -\n- [@rbxts/lucide](https://www.npmjs.com/package/@rbxts/lucide) - Lucide Icons for Roblox\n- [@rbxts/lumin-framework](https://www.npmjs.com/package/@rbxts/lumin-framework) - A feather light framework for Roblox-TS games\n- [@rbxts/lunit](https://www.npmjs.com/package/@rbxts/lunit)\n- [@rbxts/lyra](https://www.npmjs.com/package/@rbxts/lyra) - A DataStoreService wrapper\n- [@rbxts/lzw](https://www.npmjs.com/package/@rbxts/lzw) - Typings for Lua LZW Compression. https://devforum.roblox.com/t/lua-lzw-compression/22028\n- [@rbxts/mad-replica](https://www.npmjs.com/package/@rbxts/mad-replica) - Replica typings.\n- [@rbxts/maid](https://www.npmjs.com/package/@rbxts/maid) - Quenty's Maid class with types!\n- [@rbxts/make](https://www.npmjs.com/package/@rbxts/make) - Shorthand for declaring Instances with properties.\n- [@rbxts/make-jsx](https://www.npmjs.com/package/@rbxts/make-jsx) - JSX version of Make\n- [@rbxts/manim](https://www.npmjs.com/package/@rbxts/manim) - A flexible math animation library.\n- [@rbxts/markdown-ast](https://www.npmjs.com/package/@rbxts/markdown-ast) - Exposes a simple 'parse' function that generates an AST from Markdown\n- [@rbxts/matchmakingservice](https://www.npmjs.com/package/@rbxts/matchmakingservice)\n- [@rbxts/math](https://www.npmjs.com/package/@rbxts/math) - A port of RobloxianDemo's Math module.\n- [@rbxts/mathcat](https://www.npmjs.com/package/@rbxts/mathcat) - a collection of math helpers for 3D graphics and simulations\n- [@rbxts/mathparser](https://www.npmjs.com/package/@rbxts/mathparser) - Math expression parser and evaluator + more for roblox-ts\n- [@rbxts/matter](https://www.npmjs.com/package/@rbxts/matter) - Insert > Import Roblox Model](https://i.imgur.com/BHQFt4O.png)\n\n# Guide?\n* **Main.luau** - The main part of the Facial Unification module. You can name it as you like.\n* **Content** - Modules that should be located inside of Main.luau instance.\n * You can remove \"Attribution\" when you credit me somewhere in-game, in the description or DevForum Bulletin Board post.\n\nStarting from version 1.4, you will get notifications in the console about Updates!", "tokens": 241, "type": "readme"} {"repo": "loneka/avalog", "file_path": "README.md", "text": "\n\n Easy, themable avatar catalog for Roblox\n\n## Demo \ud83d\udcfd\ufe0f\n\nhttps://github.com/user-attachments/assets/4f278391-142b-46b9-bed0-8018e638d70c\n\n[Or try it out in-game! \ud83c\udfae](https://www.roblox.com/games/95426183703947)\n\n## Simplicity \ud83d\ude0c\n\nAvalog prioritizes your experience, and doesn't bombard you with branding, sign-up, or clunk.\n\n## Customization \ud83d\udd8c\ufe0f\n\nComprehensive theming properties allow you to match your game's mood and style with ease.\n\n## Monetization \ud83d\udcb8\n\nEarn 40% on all items sold in your game, and list your own UGC items.\n\n## [Documentation \ud83d\udcc4](https://loneka.com/avalog/)", "tokens": 189, "type": "readme"} {"repo": "loneka/avalog", "source_url": "https://docs.loneka.com/avalog/", "text": "### Simplicity\n\nAvalog prioritizes your experience, and doesn't bombard you with branding, sign-up, or clunk.\n\n### Customization \ud83d\udd8c\ufe0f\n\nComprehensive theming properties allow you to match your game's mood and style with ease.\n\n### Monetization \ud83d\udcb8\n\nEarn 40% on all items sold in your game, and list your own UGC items.", "tokens": 81, "type": "documentation"} {"repo": "TheNexusAvenger/Nexus-Admin", "file_path": "README.md", "text": "# Nexus-Admin\nNexus Admin is admin system built on top of [Cmdr](https://github.com/evaera/Cmdr)\nto simplify load and add additional functionality, including\na built in UI. Included is an API for registering custom commands\nfor integration into games that require more than what Cmdr offers.\n\n## Should I Just Use Cmdr?\nNexus Admins adds additional functionality that may be useful through\nsome of it's modules, like fast flags and authorization. If none of the\nadditional features or commands are needed and the more involved setup\nis acceptable for a lighter weight system, Cmdr should be considered.\n\n## Documentation\nSee the [docs](docs/) directory for documentation.\n\n### Frequently Asked Questions\nBefore creating a GitHub Issue or using private communication methods\nfor support, please view the [frequently asked questions](docs/frequently-asked-questions.md).\nHistorically, all support requests could have been resolved by viewing\nthe questions.\n\n## License\nNexus Admin is available under the terms of the MIT\nLiscence. See [LICENSE](LICENSE) for details.", "tokens": 227, "type": "readme"} {"repo": "ffrostfall/fluid", "file_path": "README.md", "text": "# fluid\n\n## Overview\n\n- Declarative UI library aimed to support modern UI\n - New solver focus\n - No defaults (Causes friction with stylesheets)\n- Focus on correctness, simplicity, & stability\n- Mixed-table approach to properties & children. `fluid.create(\"Frame\")({ Name = \"hi\", child() })`\n- Go fast and try things out, we can slow down when we approach 1.0\n\n## Interesting features\n\nThis section details the interesting bits where Fluid has an advantage.\n\n- Support for async reactive nodes. `fluid.async`\n- Push-pull reactive graph with deferred mode\n- `interval` utility to poll values. `fluid.interval` will run at the specified hz\n- Exported `UsedAs` type\n- `_G.__DEV__` for development mode, which will enhance error messages & print useful information at the cost of performance.\n\n## Prior Art\n\n- **Heavily** based off [Vide](https://github.com/centau/vide/), which is based off [solidjs](https://github.com/solidjs/solid). This project started as a series of W.I.P. pull requests to Vide, which ended up in full (opinionated) rewrites and significant breaking changes.\n - Vide was used as reference for implementing the reactive graph functions (derive, source, )\n- Utilizes Alice's [hybrid push-pull reactive graph](https://gist.github.com/alicesaidhi/32f5bd225932a5d0239d0798c3d2e292) (based off Vide's reactive graph)\n- Animation, time & color utilities inspired by [Fusion](https://github.com/dphfox/Fusion).", "tokens": 357, "type": "readme"} {"repo": "ffrostfall/fluid", "source_url": "https://ffrostfall.github.io/fluid/guides/getting-started.html", "text": "# Installation \u200b\n\nWARNING\n\nFluid is extremely early in development. There are dragons.\n\nFluid is available on Wally.\n\ntoml\n\n fluid = \"ffrostfall/fluid@\"\n\n# API overview \u200b\n\n * fluid.create(\"Frame\")({ property = value })\n * fluid.source()\n * fluid.async()\n * fluid.derive()\n * fluid.cleanup()\n * fluid.root()\n * fluid.untrack()\n * fluid.effect()\n * fluid.interval()\n * fluid.read()\n * fluid.for_values()\n * fluid.action()", "tokens": 116, "type": "documentation"} {"repo": "notreux/UpsideEngine", "file_path": "README.md", "text": "# Upside Engine\nUpside Engine It's a 2d framework that lets you create amazing games with ease. You can use it to make platformers, puzzles, shooters, and more. Upside Engine has many features to help you design your game, such as physics, animations, sounds and more. Upside Engine is the ultimate tool for 2d game development in roblox.\n\n[Get Started](https://notreux.github.io/UpsideEngine/tutorials/get-started/Installation.html) [Documentation](https://notreux.github.io/UpsideEngine/documentation/Welcome.html)\n\n# Roadmap\n\u2705 Collision Masks\n\u2705 Parallel lighting system\n\u2705 Angular Velocity\n\u2705 Parallax Objects\n\u2b1c Beams\n\u2705 Spotlights\n\u2705 Update outdated tests\n\n### WARNING\nSome Upside Engine features may not work if you don't have [EditableImages](https://create.roblox.com/docs/es-es/reference/engine/classes/EditableImage) enabled in your game\n\n# Changelog v3.3.0\n\n## Summary\n\nPhysics improvements focused on correctness and per-object control. Adds gravity scaling, mass-based collision response, and fixes raycast blacklist filtering.\n\n### Added\n\n- `GravityScale` property on `PhysicalObject`. Multiplier for gravity per object (default `1`). Set to `0` to disable gravity (useful for projectiles, floating objects).\n\n### Changed\n\n- Collision response now distributes correction proportionally to mass. Heavier objects move less on impact, lighter objects move more. Falls back to 50/50 when both masses are zero.\n\n### Fixed\n\n- Raycast blacklist mode now correctly accepts arrays (`{ objectA, objectB }`) in addition to dictionaries (`{ [id] = true }`), consistent with whitelist mode.\n\n# Changelog v3.2.0\n\n## Summary\n\nMajor physics overhaul focused on performance and reliability. Introduces angular velocity, optimizes the collision pipeline, and fixes several physics behavioral issues.\n\n**Key Features:**\n- Angular velocity system with collision-generated spin and configurable properties\n- Adaptive spatial hash grid for broad-phase collision optimization\n- Fixed-timestep physics loop with accumulator pattern\n- Improved collision response and jump reliability\n\n### Added\n\n- Angular physics properties: `AngularVelocity`, `AngularFriction`, `AngularScale`, `AngularStiffness`, `Torque`.\n- `ApplyTorque()` method on `PhysicalObject`.\n- Spatial hash grid for O(n) broad-phase collision detection (activates at 30+ objects).\n- Continuous collision detection via velocity subdivision.\n- Spring-damper stabilization system that snaps objects to stable angles when grounded.\n\n### Changed\n\n- Physics loop now runs at a fixed 250Hz timestep with accumulator cap to prevent death spiral on lag spikes.\n- Camera and parallax trackers moved to fixed-rate loop for smoother visuals.\n- Collision corrections use min/max per direction to prevent wall-squeeze flying.\n- Velocity corrections clamped to never reverse direction.\n- Jump uses direct velocity impulse instead of `ApplyForce` for reliability.\n- GJK/EPA collision modules now use `--!native` and `--!optimize 2` for native compilation.\n- Pre-allocated table buffers to reduce GC pressure.\n\n### Fixed\n\n- Objects flying when squeezed between walls or jumping against walls.\n- Jump pausing at apex due to incorrect `IsGrounded` persistence.\n- Performance regression from spatial grid table allocation (resolved with table reuse).\n- Character visual judder caused by camera tracking at different rate than physics.", "tokens": 722, "type": "readme"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/Welcome.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/Welcome.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/Welcome.md \"View source of this page\")\n\n# Welcome to the documentation!\u00b6\n\nCite\n\nIf a class was inherited from another class, the properties of the class from which it was inherited will not show its properties on the current page, you will have to go to its respective page to read more about its information.\n\nHere are a few pages that are essential to read if this is your first time using the upside engine framework:\n\n * [Upside Engine](https://notreux.github.io/UpsideEngine/documentation/UpsideEngine.html)\n * [SceneManager](https://notreux.github.io/UpsideEngine/documentation/autogen/SceneManager.html)\n * [CrossPlatformService](https://notreux.github.io/UpsideEngine/documentation/autogen/CrossPlatformService.html)\n * [Scene](https://notreux.github.io/UpsideEngine/documentation/autogen/Scene.html)\n * [Sprite](https://notreux.github.io/UpsideEngine/documentation/autogen/Sprite.html)\n\nBack to top", "tokens": 260, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/get-started/Installation.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/get-started/Installation.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/get-started/Installation.md \"View source of this page\")\n\n# Installation\u00b6\n\nWorking-with-roblox-studio\n\nThis tutorial is oriented to external code editors, so there are probably some terms that you do not understand if you only use roblox studio, so here are some clarifications:\n\n * When the tutorial talks about `whatever.client.luau` or `whatever.server.luau`:\n * in the .client case is talking about a _local script_ inside StarterPlayerScripts.\n * in the .server case is talking about a _script_ inside ServerScriptService.\n * When the tutorial talks about any script like for example `whatever.client.luau`, the script's name would be everything before the first dot. In this case, it would be \"whatever\".\n * When the tutorial doesn't specify if a script is a local script or a server script in the script name (example: `whatever.luau`), the tutorial is talking about a module script.\n * When we talk about `src/client` we are are talking about `StarterPlayerScripts`.\n\nFollow this steps to \"install\" the package in roblox studio\n\n * Create a folder in ReplicatedStorage and then name it as \"packages\"\n * Place the upside engine module in the packages folder (click on the download button below to get the module)\n * Once you finished the steps before, continue the tutorial in the \"An important step\" section.\n\n[Download Upside Engine](https://github.com/notreux/UpsideEngine/releases/latest/download/UpsideEngine.rbxm)\n\n## Project Setup\u00b6\n\nFor this tutorial, we will need the following:\n\n * Initialize Git\n * Start a new project with Rojo\n\n## Downloading Upside Engine\u00b6\n\nTo install Upside Engine, you can use `github submodules` or `wally`\n\n### Github submodules\u00b6\n\nTo install upside engine using github submodules run this command:\n\n git submodule add https://github.com/notreux/UpsideEngine packages/UpsideEngine\n\n### Wally\u00b6\n\nTo install upside engine with wally add this line to your `wally.toml`:\n\n UpsideEngine = \"notreux/upsideengine@3.0.0\"\n\n## Recommended Rojo Template (optional)\u00b6\n\nInfo\n\n \"name\": \"My first 2D Game\",\n \"tree\": {\n \"$className\": \"DataModel\",\n \"ReplicatedStorage\": {\n \"$className\": \"ReplicatedStorage\",\n \"packages\": {\n \"$className\": \"Folder\",\n \"$path\": \"packages\"\n },\n\n \"StarterPlayer\": {\n \"$className\": \"StarterPlayer\",\n \"StarterPlayerScripts\": {\n \"$className\": \"StarterPlayerScripts\",\n \"client\":{\n \"$path\": \"src/client\"\n },\n\n \"ServerScriptService\": {\n \"$className\": \"ServerScriptService\",\n \"server\": {\n \"$path\":\"src/server\"\n\n## Recommended LSP (optional)\u00b6\n\nFor the best experience, we recommend to use the [LuauLSP](https://marketplace.visualstudio.com/items?itemName=JohnnyMorganz.luau-lsp) extension for Visual Studio Code. Once you have installed LuauLSP then go to extension settings and search \u201cDefinition Files\u201d\n\nTypescript-types\n\nYou can also use TypeScript, just make sure you have [roblox-ts](https://roblox-ts.com/) installed\n\n### Github submodules\u00b6\n\nIf you are using github submodules, click on \"Add Item\" and then enter this path `packages/UpsideEngine/src/init.d.luau`.\n\n### Wally\u00b6\n\nWarning\n\nIn the paths below change `VERSION` for the version you are using, for example, if you use the version 3.0.0 change the path to `Packages/_Index/notreux_upsideengine@3.0.0/upsideengine/src/init.d.luau`\n\nIf you are using wally, click on \"Add Item\" and then enter this path `Packages/_Index/notreux_upsideengine@VERSION/upsideengine/src/init.d.luau`.\n\n## An important step\u00b6\n\nTo ensure that the Upside Engine works correctly, it is important to initialize the engine on the server, even if you are not using any server-side functionality. This is because some services, such as `NetworkingService`, depend on the server side.\n\nWe will create a new script `initializer.server.luau` in `ServerScriptService` with the following content:\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage.packages\n\n local upsideEngine = require(packages.UpsideEngine)\n print(\"Upside Engine version: \" .. upsideEngine.Version)\n\n##### Congratulations you finished the installation of the upside engine framework \ud83c\udf89\ud83c\udf89\u00b6\n\nBack to top", "tokens": 1053, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/games.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/games.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/games.md \"View source of this page\")\n\n# Games\u00b6\n\nHere you can explore a list of games created with the `Upside Engine Framework`, if you would like to add your game here send us a request in [our discord ](https://discord.com/invite/pE3svUvmnu). Before send us a request about your game make sure your game is public, otherwise it will be rejected.\n\nBack to top", "tokens": 128, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/get-started/FirstGame.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/get-started/FirstGame.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/get-started/FirstGame.md \"View source of this page\")\n\n# Your first game\n\nIn this guide, we'll walk you through the process of creating a basic game scenario using Upside Engine, a framework for Roblox 2d game development.\n\nTip\n\nIn this guide we are going to use Offset, scale should never be used for a 2D game, as it is problematic on some devices, it is recommended that when building your game you use 1920x1080 resolution in the device emulator as it will adapt to most devices.\n\n## Step 1: Setting up the scene\u00b6\n\nThe first thing we need to do is to create a scenario for our game. To do this, we'll use the `Scene` object, which is a useful tool for creating scenarios quickly and easily.\n\nWarning\n\nIf you are using roblox studio, the scripts with \"init\" as name works different, means that all the scripts in the same directory are gonna be children of that script, so to explain it easier, just create a local script named \"Client\" in StarterPlayerScripts and place any `module script` as a children of it.\n\nexample:\n\nIn your `init.client.luau` script, add the following code:\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local tweenService = game:GetService(\"TweenService\")\n local players = game:GetService(\"Players\")\n\n local packages = replicatedStorage.packages\n local playerGui = players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\n local upsideEngine = require(packages.UpsideEngine)\n local screen = Instance.new(\"ScreenGui\")\n screen.Name = \"MyGame\"\n screen.IgnoreGuiInset = true\n screen.Parent = playerGui\n\n local scene = upsideEngine.new(\"Scene\")\n scene.Instance.Parent = screen\n scene:SetName(\"MyFirstScene\") -- We set the scene name\n scene:Enable() -- We mark as enabled the scene\n\nThis code creates a new Scene object and adds it to the PlayerGui object in your game.\n\n## Step 2: Creating the floor\u00b6\n\nNow that we have our scene set up, we can create a floor for our game. To do this, we'll use the PhysicalObject object.\n\n local leftFloor = upsideEngine.new(\"PhysicalObject\")\n leftFloor.Anchored = true\n leftFloor:SetScene(scene)\n\n local lfInstance = leftFloor.Instance\n lfInstance.Image = \"rbxassetid://12980969571\" -- We set the floor texture\n lfInstance.Size = UDim2.fromOffset(600, 160) -- We set the size to 600x160 pixels\n lfInstance.Position = UDim2.fromOffset(300, 1000) -- We set the position to 300x1000 pixels\n\n local rightFloor = upsideEngine.new(\"PhysicalObject\") -- We create the floor and pass the scene as the parent object\n rightFloor.Anchored = true\n rightFloor:SetScene(scene)\n\n local rfInstance = rightFloor.Instance\n rfInstance.Image = \"rbxassetid://12980969571\" -- We set the floor texture\n rfInstance.Size = UDim2.fromOffset(600, 160) -- We set the size to 600x160 pixels\n rfInstance.Position = UDim2.fromOffset(1620, 1000) -- We set the position to 1620x1000 pixels\n\nThis code creates a new PhysicalObject object and adds it to our scene. We then set the floor's texture and size.\n\n## Step 3: Creating a background\u00b6\n\nNext, let's add a background to our game. This time we'll use another PhysicalObject object, but we'll set it up a little differently.\n\n local background = Instance.new(\"Frame\")\n background.BackgroundTransparency = 0 -- We set the background transparency\n background.BackgroundColor3 = Color3.fromRGB(27, 62, 82)\n background.Size = UDim2.fromScale(1, 1) -- We set the size to the target screen size\n background.Position = UDim2.fromOffset(0.5, 0.5) -- We set the position to the center\n background.ZIndex = -1\n background.Parent = scene.Instance.Parent\n\nThis code creates a new PhysicalObject object and adds it to our scene. We then set the background's texture and size to the full screen size.\n\n## Step 4: Adding decoration\u00b6\n\nNext, let's add a the decoration to our game. This time we'll use another PhysicalObject object, but we'll set it up a little differently.\n\n local decoration = upsideEngine.new(\"PhysicalObject\") -- We create the decoration and pass the scene as the parent object\n decoration.TrackCollisions = false\n decoration:SetScene(scene)\n\n local decInstance = decoration.Instance\n decInstance.Image = \"rbxassetid://12993235175\" -- We set the decoration texture\n decInstance.Size = UDim2.fromOffset(1920, 1080) -- We set the size to the target screen size\n decInstance.Position = UDim2.fromOffset(960, 540) -- We set the position to the center\n decInstance.ZIndex = 0\n\nThis code creates a new PhysicalObject object and adds it to our scene. We then set the background's texture and size to the full screen size.\n\n## Step 5: Creating platforms\u00b6\n\nFinally, let's create some interactive platforms for our game, we will create a platform that falls once it detects a collision.\n\n -- Create platform object and set properties\n local function createPlatform(x, y)\n local position = UDim2.fromOffset(x, y)\n local platform = upsideEngine.new(\"PhysicalObject\")\n platform:SetScene(scene)\n platform.Mass = 0\n platform.Anchored = false\n\n local platInstance = platform.Instance\n platInstance.Image = \"rbxassetid://12979703349\"\n platInstance.Size = UDim2.fromOffset(250, 80)\n platInstance.Position = position\n platInstance.ZIndex = 2\n\n -- Create Tween to animate platform to its original position on collision\n local info = TweenInfo.new(1)\n local goal = { Position = position }\n\n local toOrigin = tweenService:Create(platform.Instance, info, goal)\n local falling = false\n toOrigin.Completed:Connect(function()\n falling = false\n end)\n\n -- Listen to the \"Collision\" event\n platform:On(\"Collision\", function(object) -- Create a function to detect when the plaform collides\n if not object:IsA(\"Character\") or falling then\n return\n end\n\n task.wait(1)\n falling = true\n platform.Mass = 200\n\n task.wait(5)\n platform.Mass = 0\n platform.Force = Vector2.zero\n\n toOrigin:Play()\n end)\n end\n\n createPlatform(800, 900)\n createPlatform(1120, 900)\n\n for _, scr in script:GetChildren() do\n require(scr) --Initializate the secondary scripts\n end\n\n##### Congratulations! You've now created your first scenario using Upside Engine \ud83c\udf89\ud83c\udf89\u00b6\n\nBack to top", "tokens": 1579, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/TextTagService.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/TextTagService.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/TextTagService.md \"View source of this page\")\n\n# [Extended from BaseClass](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseClass.md) TextTagService\u00b6\n\n# Properties\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) TextTags\u00b6\n\n# Methods\u00b6\n\nThere is no methods for this class\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 152, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/get-started/LicensePage.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/get-started/LicensePage.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/get-started/LicensePage.md \"View source of this page\")\n\n# License\u00b6\n\nThe Upside Engine Framework has an Apache 2.0 License, so you can use this engine for anything you want, it will always be mandatory to give credits except if it is for a videogame `(but it would be very appreciated)`, for any other kind of projects it will be mandatory to give credits, you can read more about this license [here ](https://github.com/TheHackerPuppy/UpsideEngine/blob/main/LICENSE).\n\nIf you still have any doubt on how can you use the upside engine framework in your projects ask us in our [discord ](https://discord.com/invite/pE3svUvmnu).\n\nBack to top", "tokens": 203, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/plugin-guide/MCPGuide.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/plugin-guide/MCPGuide.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/plugin-guide/MCPGuide.md \"View source of this page\")\n\n# Using MCP\n\n### Using the Upside Engine MCP Plugin\u00b6\n\nIn this page, you will learn how to use the MCP (Model Context Protocol) for the Upside Engine plugin. If you are not interested in integrating the Upside Engine plugin with AI, you can skip this page.\n\nTo follow along, make sure you have **Claude Desktop** or **Cursor** installed, as they are required to connect the plugin with a Large Language Model (LLM).\n\n### Setup\u00b6\n\nOnce you have Claude Desktop or Cursor installed, follow the installation guide for the [Upside Engine MCP](https://github.com/notreux/UpsideEngineMCP). After completing the setup, open Claude Desktop or Cursor. You will find two new tools available:\n\n * `get_tilemap`\n * `place_tiles`\n\nThese tools allow the LLM to create scenarios using the plugin. Currently, only these two tools exist, but more may be added in the future.\n\n### Important Notes\u00b6\n\nFor the LLM to function correctly, **every tile you want it to use must have a name**. If a tile is unnamed, the LLM will not be able to see it.\n\nIn the image below, the first tile is named **\"LeftWall\"**. Be sure to give your tiles very descriptive names. For example, instead of simply **\"LeftWall\"**, a more informative name like **\"LeftTopCornerWall\"** provides much clearer context for the LLM. Since tile names are the only reference the LLM has for placement, descriptive naming is key.\n\n## Example\u00b6\n\nThe model that we recommend is `Claude 4.1 opus`, because it usually give better results than other models.\n\n### Prompt\u00b6\n\n> Using Upside Engine, create a basic scenario for a 2D top-down game about a dungeon\n\nOutput\n\nAs you can see, the result is not perfect, but it can be very useful to speed up the scenario building process.\n\nBack to top", "tokens": 468, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/style-guide/ProjectStructure.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/style-guide/ProjectStructure.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/style-guide/ProjectStructure.md \"View source of this page\")\n\n# Upside Engine Project Structure\u00b6\n\nIn this guide, we'll explain the recommended project structure for a basic game scenario using Upside Engine. The structure is designed to keep your code modular, maintainable, and scalable.\n\nThis is an example how the project structure of a game should look:\n\n UpsideEngineGame/\n \u251c\u2500\u2500 client/\n \u2502 \u251c\u2500\u2500 main.client.luau\n \u2502 \u251c\u2500\u2500 ui/**\n \u2502 \u2514\u2500\u2500 modules/\n \u2502 \u251c\u2500\u2500 globals/\n \u2502 \u2502 \u251c\u2500\u2500 sword.luau\n \u2502 \u2502 \u2514\u2500\u2500 player.luau\n \u2502 \u251c\u2500\u2500 city/\n \u2502 \u2502 \u251c\u2500\u2500 car.luau\n \u2502 \u2502 \u251c\u2500\u2500 building.luau\n \u2502 \u2502 \u251c\u2500\u2500 shop.luau\n \u2502 \u2502 \u2514\u2500\u2500 etc.\n \u2502 \u2514\u2500\u2500 forest/\n \u2502 \u251c\u2500\u2500 item.luau\n \u2502 \u251c\u2500\u2500 tree.luau\n \u2502 \u251c\u2500\u2500 enemy.luau\n \u2502 \u2514\u2500\u2500 etc.\n \u251c\u2500\u2500 server/\n \u2502 \u251c\u2500\u2500 main.server.luau\n \u2502 \u2514\u2500\u2500 modules/\n \u2502 \u251c\u2500\u2500 networking.luau\n \u2502 \u251c\u2500\u2500 gameLogic.luau\n \u2502 \u251c\u2500\u2500 dataStore.luau\n \u2502 \u2514\u2500\u2500 etc.\n \u251c\u2500\u2500 shared/\n \u2502 \u251c\u2500\u2500 util/\n \u2502 \u2502 \u251c\u2500\u2500 setup.luau\n \u2502 \u2502 \u2514\u2500\u2500 etc.\n \u2502 \u2514\u2500\u2500 etc.\n \u2514\u2500\u2500 packages/\n \u2514\u2500\u2500 UpsideEngine\n\nBack to top", "tokens": 378, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/shader-guide/BasicEffect.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/shader-guide/BasicEffect.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/shader-guide/BasicEffect.md \"View source of this page\")\n\n# Basic effect\n\nOn this page, you will explore the fundamentals of how a shader works and discover techniques for creating a variety of interesting effects. By understanding the underlying principles, you'll be able to enhance your projects with visually stunning elements.\n\n### How it works\u00b6\n\nWhen we create a function for our shader, we are creating a function that is executed for each pixel of an image. This function allows us to manipulate various parameters, to achieve the desired visual effects, such as color and position.\n\nUpside Engine provides a typed table containing all the necessary variables. This approach simplifies the function interface by eliminating the need for numerous parameters, as the table's structure ensures that all required variables are clearly defined and accessible.\n\n### Shader variables\u00b6\n\n * red Represents the red intensity of the pixel, with a value ranging from 0 to 255.\n * green Represents the green intensity of the pixel, with a value ranging from 0 to 255.\n * blue Represents the blue intensity of the pixel, with a value ranging from 0 to 255.\n * opacity Represents the opacity of the pixel, with a value ranging from 0 to 255.\n * x Represents the position of the pixel on the X-axis.\n * y Represents the position of the pixel on the Y-axis.\n\n### Inverting the color of our image\u00b6\n\nIf we want to invert the colors of our image, we just need to return to our `Shader.luau` script and write the following code:\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage:WaitForChild(\"packages\")\n local upsideEngine = require(packages:WaitForChild(\"UpsideEngine\"))\n\n @native\n local function shadingFunction(params: upsideEngine.ShadingParams)\n params.red = 255 - params.red\n params.green = 255 - params.green\n params.blue = 255 - params.blue\n end\n\n return shadingFunction\n\nSince all values range from 0 to 255, subtracting each color value from 255 inverts the pixel's color for that channel.\n\n### Water Shader\u00b6\n\nLet's take it a step further and create an interesting effect, such as a water effect. We can achieve this using the following code:\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage:WaitForChild(\"packages\")\n local upsideEngine = require(packages:WaitForChild(\"UpsideEngine\"))\n\n @native\n local function shadingFunction(params: upsideEngine.ShadingParams)\n local clock = os.clock()\n local speed = 10\n\n local amplitude = 0.1\n local waveSize = 1\n\n local timeFactor = clock * speed\n local offset = params.x * amplitude + params.y * amplitude\n\n params.x += math.sin(timeFactor + offset) * waveSize\n params.y += math.cos(timeFactor + offset) * waveSize\n end\n\n return shadingFunction\n\n`clock` continuously increases, causing our shader to move constantly. The `x` and `y` variables help the shader move diagonally, adding more realism to the effect. If we only used `x`, the shader would move horizontally, and similarly, if we only used `y`, it would move vertically.\n\n`math.sin` and `math.cos` are functions that return values ranging from -1 to 1. These functions help create the wave patterns that give the water effect its characteristic movement.\n\nAs you can see at the bottom of the image, there is a blue gradient that seems unrelated to our image. But why does this happen? When we modify the position of a pixel in our shader, gaps can appear in the image. Upside Engine automatically fills these gaps in a way that is not noticeable, which results in this effect.\n\nFortunately, there is a property that allows us to fix this issue: `Precision`. The values for this property should be between 0 and 1. Adjust the value as needed to ensure your shader appears as expected. For example, changing `Precision` to `0.75` resolves the problem.\n\n##### Good job, you finished the first steps to create a basic effect with a Shader!\u00b6\n\nBack to top", "tokens": 941, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/TextTag.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/TextTag.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/TextTag.md \"View source of this page\")\n\n# [Extended from BaseClass](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseClass.md) TextTag\u00b6\n\nClass representing a text tag for UpsideEngine.\n\n# Properties\u00b6\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) TagName\u00b6\n\nThe tag name that defines a rendering style.\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) DisplayMode\u00b6\n\nDisplay mode, either \"letter\" (character by character) or \"word\" (word by word).\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) TypingSoundVolume\u00b6\n\nVolume of the typing sound.\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) WordsPerSecond\u00b6\n\nTyping speed expressed in words per second.\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) IdleTime\u00b6\n\nIdle time.\n\n# Methods\u00b6\n\nThere is no methods for this class\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 317, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Light.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Light.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Light.md \"View source of this page\")\n\n# [Extended from StaticObject](https://notreux.github.io/UpsideEngine/documentation/autogen/StaticObject.html) Light\u00b6\n\nThis class is used to illuminate areas in the darkness\n\n# Properties\u00b6\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) Shape\u00b6\n\nIs how the light should be shown, there are two modes \"PointLight\" and \"SpotLight\"\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Rotation\u00b6\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Angle\u00b6\n\n## [Color3](https://notreux.github.io/UpsideEngine/documentation/autogen/Color3.md) Color\u00b6\n\nThe color you want the light to have\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Range\u00b6\n\nIs the range of the light\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Brightness\u00b6\n\nIs the brightness of the light\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) Inverted\u00b6\n\nWarning\n\nOnly works on Pointlights\n\nInverts the light source\n\n# Methods\u00b6\n\nThere is no methods for this class\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 375, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/proximity-prompt/Introduction.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/proximity-prompt/Introduction.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/proximity-prompt/Introduction.md \"View source of this page\")\n\n# Introduction\n\n### ProximityPrompt2D\u00b6\n\nThe `ProximityPrompt2D` is a UI component in the Upside Engine that allows players to interact with in-game objects when they're nearby, using a customizable 2D interface.\n\n### How it works\u00b6\n\nTo create a `ProximityPrompt2D`, you instantiate it using the Upside Engine:\n\n local ProximityPrompt = UpsideEngine.new(\"ProximityPrompt2D\")\n\nOnce created, you must define its visual behavior and connection to your scene:\n\n ProximityPrompt:SetScene(Scene)\n ProximityPrompt.Instance.Position = UDim2.new(0, 0, 0, -250)\n ProximityPrompt.Range = 500\n\nTo attach the prompt to a specific object (so it follows its position), use:\n\n ProximityPrompt:Attach(car)\n\nTo detach it:\n\n ProximityPrompt:Detach()\n\n### Key Properties\u00b6\n\n * **Range : `number`** Maximum distance at which the prompt becomes visible (default: `100`).\n\n * **ActionName : `string`** Identifier used to bind the prompt to a specific input key or control scheme. Defaults to `\"Interact\"`.\n\nTo configure which key triggers it, use:\n\n CrossPlatformService:SetDeviceKey(\"Keyboard\", \"T\", \"Interact\")\n\n * **Enabled : `boolean`** Enables or disables the prompt entirely.\n\n * **ShowIfClosest : `boolean`** When true (default), the prompt only shows if it's the closest one to the player.\n\n * **FadeDuration : `number`** Time (in seconds) for the prompt to fade in or out when entering or leaving range.\n\n * **LabelPositions : `UDim2[]`** An array of `UDim2` values defining the position of the text label for each frame of the idle spritesheet animation. The label adjusts its position depending on the current frame.\n\n * **IsClosest : `boolean`** _(informative)_ Read-only value set by the system to indicate whether this is the closest prompt.\n\n * **InRange : `boolean`** _(informative)_ Read-only value set by the system to indicate if the player is within range.\n\n### Customizing the Visuals\u00b6\n\nYou can override the default idle animation by changing the spritesheet:\n\n ProximityPrompt:SetSpriteSheet(\"idle\", url, Vector2.new(framesX, framesY))\n\nMake sure the number of elements in `LabelPositions` matches the number of frames defined in the spritesheet.\n\n### Example Usage\u00b6\n\n local ProximityPrompt = UpsideEngine.new(\"ProximityPrompt2D\")\n ProximityPrompt.Instance.Position = UDim2.new(0, 0, 0, -250)\n ProximityPrompt:SetScene(Scene)\n ProximityPrompt.Range = 500\n ProximityPrompt.ActionName = \"OpenShop\"\n\n CrossPlatformService:SetDeviceKey(\"Keyboard\", \"F\", \"OpenShop\")\n\nThis configuration creates a prompt that becomes visible when the player is within 500 pixels and will trigger when the \"F\" key is pressed.\n\n### Use Cases\u00b6\n\n * Opening a door when the player gets close\n * Talking to an NPC\n * Interacting with a vendor, terminal, or sign\n\n### Final Notes\u00b6\n\n * You should not modify `IsClosest` or `InRange`; they are managed internally.\n * Always call `SetScene` to ensure the prompt is correctly added to the game scene.\n\n##### With ProximityPrompt2D, bringing interactive UI to life in 2D games has never been easier!\u00b6\n\nBack to top", "tokens": 811, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/plugin-guide/PluginScripts.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/plugin-guide/PluginScripts.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/plugin-guide/PluginScripts.md \"View source of this page\")\n\n# Plugin Scripts\n\nNow you are ready to use the plugin, but you can't run the game only with the plugin, so you will need to import upside engine and also some code.\n\n## Import upside engine\u00b6\n\nFollow this steps to import upside engine\n\n * Create a folder in ReplicatedStorage and then name it as \"packages\"\n * Click on the button below to download the latest Upside Engine rbxm file\n * Place the upside engine module in the packages folder\n\n[Download Upside Engine](https://github.com/notreux/UpsideEngine/releases/latest/download/UpsideEngine.rbxm)\n\n## Essential code\u00b6\n\nPlace this in StarterPlayerScripts as a local script to make your player move\n\n ------------- SETTINGS -------------\n local sceneName = \"MyScene\" -- Change \"MyScene\" for your scene name\n local characterName = \"MyCharacter\" -- Change \"MyCharacter\" for your character name\n local isPlatformer = true -- Change this to false if your game is not a platformer\n ------------------------------------\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local playerGui = game:GetService(\"Players\").LocalPlayer:WaitForChild(\"PlayerGui\")\n\n local packages = replicatedStorage:WaitForChild(\"packages\")\n local upsideEngine = require(packages:WaitForChild(\"UpsideEngine\"))\n\n local sceneManager = upsideEngine.GetService(\"SceneManager\")\n local crossPlatformService = upsideEngine.GetService(\"CrossPlatformService\")\n local pluginSupportService = upsideEngine.GetService(\"PluginSupportService\")\n pluginSupportService:LoadPluginContent()\n\n local scene = sceneManager:FindByName(sceneName)\n local character = scene.Objects:FindByName(characterName)\n\n crossPlatformService.SideView = isPlatformer\n crossPlatformService:SetPlayerCharacter(character)\n scene.Camera:SetSubject(character)\n scene:Enable()\n\n local screenGui = Instance.new(\"ScreenGui\")\n screenGui.IgnoreGuiInset = true\n screenGui.ResetOnSpawn = false\n screenGui.Parent = playerGui\n screenGui.ZIndexBehavior = Enum.ZIndexBehavior.Global\n scene.Instance.Parent = screenGui\n\n##### Congratulations! you are true master of upside engine \ud83c\udf89\ud83c\udf89!!\u00b6\n\nBack to top", "tokens": 527, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/lighting-guide/Spotlight.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/lighting-guide/Spotlight.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/lighting-guide/Spotlight.md \"View source of this page\")\n\n# Spotlight\u00b6\n\nSpotlights create a focused beam of light. In this section, we create a spotlight and add interactivity by making it follow the mouse cursor and rotate over time.\n\n local spotlight = UpsideEngine.new(\"Light\")\n spotlight:SetScene(scene)\n spotlight.Shape = \"spotlight\" -- Set the light's shape to \"spotlight\" to simulate\n -- a directional beam.\n spotlight.Range = 500\n spotlight.Angle = 100 -- Set the angle (in degrees) of the spotlight's beam\n -- smaller angle results in a narrower, more focused beam.\n spotlight.Color = Color3.fromRGB(0, 0, 255)\n\n RunService.Heartbeat:Connect(function(dt)\n spotlight.Instance.Position = UDim2.fromOffset(mouse.X, mouse.Y)\n spotlight.Rotation = spotlight.Rotation + 100 * dt -- Rotate the spotlight continuously\n end)\n\nWith these three sections, You have learned how the UpsideEngine lighting system works. Experiment with the properties and behavior of the lights to best suit your game's esthetic and interactive needs.\n\nBack to top", "tokens": 295, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/SoundEnvironment.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/SoundEnvironment.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/SoundEnvironment.md \"View source of this page\")\n\n# [Extended from Environment](https://notreux.github.io/UpsideEngine/documentation/autogen/Environment.html) SoundEnvironment\u00b6\n\n# Properties\u00b6\n\n# Methods\u00b6\n\nThere is no methods for this class\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 122, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/datatypes/Raycast2DParams.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/datatypes/Raycast2DParams.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/datatypes/Raycast2DParams.md \"View source of this page\")\n\n# Raycast2DParams\u00b6\n\nThe parameters for a raycast operation\n\n# Properties\u00b6\n\n FilterType -> \"Whitelist\", -- Whitelist/Blacklist\n From -> Vector2.new(),\n To -> Vector2.new(),\n List -> { ... } -- Dictionary\n\nBack to top", "tokens": 129, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/replication-guide/AuthoritySystem.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/replication-guide/AuthoritySystem.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/replication-guide/AuthoritySystem.md \"View source of this page\")\n\n# Authority System\u00b6\n\nThe Authority System is one of the most important features introduced in Upside Engine v3.1.0. It determines who has control over objects and prevents conflicts in multiplayer environments.\n\n## What is authority?\u00b6\n\nAuthority determines which entity (client or server) has the right to modify an object and send updates. Think of it as \"ownership\" or \"control rights\" over an object.\n\n## Authority types\u00b6\n\nThere are two types of authority:\n\nAuthority | Description | Can modify object | Updates are sent\n---|---|---|---\n`\"Server\"` | Server controls the object | Only server | Server \u2192 Clients\n`\"Client\"` | Client controls the object | Specific client + server | Client \u2192 Server \u2192 Other clients\n\n## How authority works\u00b6\n\n### Default behavior\u00b6\n\nWhen the server accepts the first replication request, **the server automatically takes authority**:\n\nServer Code - Default Behavior\n\n -- Server code\n networkingService:On(\"ReplicationRequest\", function(request)\n local object = request:Accept()\n -- At this point, server has authority\n -- ReplicationRequest won't fire again for this object!\n end)\n\nImportant\n\nWithout client authority, `ReplicationRequest` fires **only once** (when the object is created). The client cannot send more replication updates.\n\n### Granting client authority\u00b6\n\nTo allow clients to continue sending replication updates, you must explicitly grant authority:\n\nServer Code - Grant Authority\n\n -- Server code\n networkingService:On(\"ReplicationRequest\", function(request)\n local object = request:Accept()\n authorityService:SetAuthority(object, \"Client\")\n -- Now ReplicationRequest will fire on every property change\n -- You must continue to accept each request!\n end)\n\nWith Client Authority\n\nWith client authority, `ReplicationRequest` fires **on every property change**. You must call `Accept()` each time to apply the changes.\n\n## Practical examples\u00b6\n\n### Example 1: Player characters (Client authority)\u00b6\n\nPlayers should control their own characters:\n\nServer Code - Player Characters\n\n -- Server code\n networkingService:On(\"ReplicationRequest\", function(request)\n if request.Content.ClassName == \"Character\" then\n local character = request:Accept()\n -- Give control back to the client\n authorityService:SetAuthority(character, \"Client\")\n end\n end)\n\nResult\n\n * Players can move freely\n * Movement is synchronized to all clients\n * Smooth multiplayer experience\n\n### Example 2: Server-controlled NPCs (Server authority)\u00b6\n\nNPCs should be controlled by the server:\n\nServer Code - NPCs\n\n -- Server code\n local npc = UpsideEngine.new(\"Character\")\n npc:SetScene(scene)\n -- Configure NPC...\n\n -- Server objects replicate automatically to all clients\n -- No need to call ReplicateOnChange() - it's automatic!\n -- Server keeps authority (default)\n -- Server can move NPC, clients just see updates\n\nResult\n\n * Server controls NPC behavior\n * Clients can't manipulate NPCs\n * Prevents cheating\n * Automatic replication to all clients\n\n### Example 3: Temporary server control\u00b6\n\nSometimes you need to temporarily take control from a client:\n\nServer Code - Temporary Control\n\n -- Server code\n local function applyKnockback(character, force)\n -- Take temporary control\n authorityService:SetAuthority(character, \"Server\")\n\n -- Apply physics force\n character:ApplyForce(force)\n\n -- Let physics settle\n task.wait(0.5)\n\n -- Give control back to client\n authorityService:SetAuthority(character, \"Client\")\n end\n\nUse cases\n\n * Knockback effects\n * Server-validated teleportation\n * Forced movement (wind, conveyor belts)\n * Stuns or crowd control effects\n\n## Authority and the replication flow\u00b6\n\nLet's see the complete flow with authority:\n\n### For client-created objects:\u00b6\n\n 1. CLIENT creates object and calls ReplicateOnChange()\n \u2502\n \u251c\u2500\u2500> ReplicationRequest sent to server (first time)\n \u2502\n 2. SERVER receives ReplicationRequest event\n \u2502\n \u251c\u2500\u2500> request:Accept() called\n \u2502\n \u251c\u2500\u2500> Object created on server\n \u2502\n \u251c\u2500\u2500> \u26a0\ufe0f Server automatically has authority\n \u2502\n \u251c\u2500\u2500> authorityService:SetAuthority(object, \"Client\")\n \u2502\n \u251c\u2500\u2500> \u2705 Client now has authority\n \u2502\n 3. CLIENT modifies a property\n \u2502\n \u251c\u2500\u2500> ReplicationRequest sent to server (with changes)\n \u2502\n 4. SERVER receives ReplicationRequest event again\n \u2502\n \u251c\u2500\u2500> request:Accept() called\n \u2502\n \u251c\u2500\u2500> Changes applied\n \u2502\n \u251c\u2500\u2500> Server distributes changes to all other clients\n \u2502\n 5. REPEAT steps 3-4 for every property change\n \u2502\n \u251c\u2500\u2500> Each change triggers new ReplicationRequest\n \u2502\n \u251c\u2500\u2500> Server must Accept() each one\n\n### For server-created objects:\u00b6\n\n 1. SERVER creates object\n \u2502\n \u251c\u2500\u2500> Object automatically replicates to all clients\n \u2502\n \u251c\u2500\u2500> Server has authority (default)\n \u2502\n 2. SERVER modifies a property\n \u2502\n \u251c\u2500\u2500> Changes automatically replicate to all clients\n \u2502\n \u251c\u2500\u2500> No ReplicationRequest events\n\n## Checking authority\u00b6\n\nYou can check who has authority over an object:\n\nCheck Authority\n\n local authority = authorityService:GetAuthority(object)\n -- Returns \"Server\" or \"Client\"\n\n if authority == \"Server\" then\n print(\"Server controls this object\")\n elseif authority == \"Client\" then\n print(\"Client controls this object\")\n end\n\n## Common mistakes\u00b6\n\n### \u274c Mistake 1: Forgetting to set authority\u00b6\n\nServer Code - WRONG!\n\n -- Server code - WRONG!\n networkingService:On(\"ReplicationRequest\", function(request)\n request:Accept()\n -- No authority set - client can't update!\n end)\n\nProblem\n\nPlayers can't move, or only they see their own movement locally.\n\n### \u274c Mistake 2: Setting authority on the wrong side\u00b6\n\nClient Code - WRONG!\n\n -- Client code - WRONG!\n authorityService:SetAuthority(character, \"Client\")\n -- This does nothing! Authority can only be set on the server\n\nProblem\n\nAuthority management is server-only. Clients can't set authority.\n\n### \u274c Mistake 3: Constantly switching authority\u00b6\n\nServer Code - WRONG!\n\n -- Server code - WRONG!\n while true do\n authorityService:SetAuthority(object, \"Server\")\n task.wait(0.1)\n authorityService:SetAuthority(object, \"Client\")\n task.wait(0.1)\n end\n\nProblem\n\nCreates synchronization issues and lag. Set authority once and only change it when necessary.\n\n## Best practices\u00b6\n\nBest Practices\n\n 1. **Set authority once**: Set it in the `ReplicationRequest` handler and leave it\n\n 2. **Client authority for player objects**: Players should control their own characters\n\n 3. **Server authority for game objects**: NPCs, items, and world objects should be server-controlled\n\n 4. **Temporary server control is okay**: It's fine to temporarily take control for specific events\n\n 5. **Don't overthink it**: For most games, simply giving clients authority over their characters is enough\n\n## Authority and security\u00b6\n\nThe authority system is designed to prevent unauthorized modifications:\n\nSecurity Benefits\n\n * Clients can only send updates for objects they have authority over\n * The server validates that the client has authority before accepting updates\n * Other clients cannot modify objects they don't have authority over\n\nThis means:\n\n * Players can't modify other players' characters\n * Players can't modify server-controlled objects\n * Server has final say on authority assignments\n\n## Summary\u00b6\n\nScenario | Authority | Who sets it | When to set it | ReplicationRequest fires | Replication type\n---|---|---|---|---|---\nPlayer character | Client | Server | After first Accept() | On every property change | Client \u2192 Server \u2192 Clients\nServer NPC | Server | Default | No action needed | No | Server \u2192 Clients (automatic)\nTemporary control | Server \u2194 Client | Server | As needed | Depends on current authority | Varies\nWorld objects | Server | Default | No action needed | No | Server \u2192 Clients (automatic)\n\nRemember\n\n * Server objects replicate automatically - no `ReplicateOnChange()` needed\n * Client objects need `ReplicateOnChange()` to send updates to server\n * Authority determines how often `ReplicationRequest` fires (for client objects only)\n * Without client authority: Fires **once** (object creation)\n * With client authority: Fires **on every property change**\n * You must call `Accept()` on **every** request to apply changes\n * Set authority on the server, after accepting the first request\n\n**Next:** [Practical Example](https://notreux.github.io/UpsideEngine/tutorials/replication-guide/PracticalExample.html)\n\nBack to top", "tokens": 1975, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Environment.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Environment.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Environment.md \"View source of this page\")\n\n# [Extended from BaseObject](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseObject.html) Environment\u00b6\n\nThis class is used to storage objects and interact with them in an easier way\n\n# Properties\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Content\u00b6\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Count\u00b6\n\nThe amount of objects in this environment\n\n# Methods\u00b6\n\n## [any](https://notreux.github.io/UpsideEngine/documentation/autogen/any.link) Get(`index: string`)\u00b6\n\nGets the object with the specified index\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/any.link) SetOne(`value: any, index: string`)\u00b6\n\nAdds an object with the specified index, if no parameter is specified it will use the next number of the count property as index\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/any.link) AddOne(`value: any, index: string`)\u00b6\n\nAdds an object with the specified index, if no parameter is specified it will use the next number of the count property as index\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) RemoveOne(`index: string`)\u00b6\n\nRemoves the object with the specified index\n\n## [boolean](https://create.roblox.com/docs/scripting/luau/booleans) HasOne(`index: string`)\u00b6\n\nChecks if the environment has a value with the specified index\n\n## [(boolean, Dictionary)](https://create.roblox.com/docs/scripting/luau/booleans) Has(`objects: Array`)\u00b6\n\nChecks if the environment contains every specified index and returns a boolean and a dictionary with boolean values, example:\n\n local hasAll, dictionary = treeEnv:Has({\n \"Tree1\",\n \"Tree2\",\n \"Tree4\"\n })\n\n print(hasAll, dictionary) -- output: false, { Tree1 = true, Tree2 = true, Tree4 = false }\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Add(`objects: Dictionary`)\u00b6\n\nAdds objects with the specified index\n\n treeEnv:Add({\n \"Tree1\" = tree.new(),\n \"Tree2\" = tree.new(),\n \"Tree3\" = tree.new()\n })\n\n print(treeEnv:Get(\"Tree2\")) -- output: Tree2\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Remove(`objects: Array`)\u00b6\n\nRemoves the objects with the specified index, example:\n\n treeEnv:Remove({ \"Tree1\", \"Tree2\", \"Tree3\" })\n print(treeEnv:Get(\"Tree2\")) -- output: nil\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Update(`objects: Dictionary`)\u00b6\n\nUpdates the objects with the specified index, example:\n\n treeEnv:Update({\n Tree1 = treeEnv:Get(\"Tree2\"),\n Tree2 = treeEnv:Get(\"Tree1\"),\n })\n\n## [any](https://notreux.github.io/UpsideEngine/documentation/autogen/any.link) FindByName(`name: string`)\u00b6\n\nFinds an object by his name\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetProperty(`property: string, value: any`)\u00b6\n\nSets the specified property in every object in the environment\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Run(`method: string, ...any`)\u00b6\n\nExecutes the specified methods in every object in the environment with the specified parameters\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 906, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/plugin-guide/CollisionEditor.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/plugin-guide/CollisionEditor.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/plugin-guide/CollisionEditor.md \"View source of this page\")\n\n# Using collision editor\n\nOn this page, you will learn an essential tool to make better collisions for your game objects.\n\n## Introduction to collision mask\u00b6\n\nClick on the Collision Editor button, and a new window named \"Collision Editor\" will appear. In this interface, you can easily create a collision mask.\n\n## A basic usage\u00b6\n\nSelect an object, and to start from scratch Let's remove the whole collision mask, for this we will right click 4 times on every red point.\n\nNow we can draw our collision mask, Let's draw a mask around the object, for this we will use left click.\n\n##### Congratulations! you are ready create collision masks, let's move on to the next page \ud83c\udf89\ud83c\udf89\u00b6\n\nBack to top", "tokens": 215, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Character.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Character.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Character.md \"View source of this page\")\n\n# [Extended from Sprite](https://notreux.github.io/UpsideEngine/documentation/autogen/Sprite.html) Character\u00b6\n\nThis class is used for the player character and for npcs\n\n# Properties\u00b6\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) Anchored\u00b6\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Health\u00b6\n\nThe amount of health of the character\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) MaxHealth\u00b6\n\nThe maximum amount of health of the character\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) WalkSpeed\u00b6\n\nThe walk speed of the character\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) JumpPower\u00b6\n\nThe jump power of the character\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) IsJumping\u00b6\n\nSet to true when the character is jumping\n\n# Methods\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) UpdateHealth(`Health: number`)\u00b6\n\nUpdates the amount of health of the character\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Jump(`jumpPower: number?`)\u00b6\n\nThe character jumps with the provided jump power, if none is provided it will use the JumpPower property as value\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) MoveTo(`target: Vector2`)\u00b6\n\nThe character walks directly to the provided position\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 456, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/ProximityPrompt2D.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/ProximityPrompt2D.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/ProximityPrompt2D.md \"View source of this page\")\n\n# [Extended from Sprite](https://notreux.github.io/UpsideEngine/documentation/autogen/Sprite.html) ProximityPrompt2D\u00b6\n\nThe proximity prompt is a UI element that will show a prompt when the player is close to it, this is used to interact with objects in the game, it will show a label and a hitbox that will be used to detect when the player is close to it\n\n# Properties\u00b6\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Range\u00b6\n\nThe range of the prompt, this will be used to detect when the prompt should be shown\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) ActionName\u00b6\n\nThe action name of the prompt, this will be used to detect when the prompt is triggered, if you change the default action name you should change or add a new action in the CrossPlatformService, 'Interact' by default\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) Enabled\u00b6\n\nIf the prompt is enabled or not, if it is not enabled the prompt will not be shown\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) IsClosest\u00b6\n\nTrue if the proximity prompt is the closest one to the player\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) InRange\u00b6\n\nTrue if the proximity prompt is visible on the player's screen. Useful for detecting when the prompt is within interaction range\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) ShowIfClosest\u00b6\n\nDetermines whether this proximity prompt should only be shown when it is the closest one to the player. If set to true, the prompt will only appear if it is the nearest among all prompts within interaction range. If set to false, the prompt will be shown as long as it is within range, regardless of other nearby prompts. The property is enabled by default\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) FadeDuration\u00b6\n\nThe duration of the fade in and out of the prompt, this will be used to make the prompt appear and disappear smoothly\n\n## [Instance](https://notreux.github.io/UpsideEngine/documentation/autogen/Instance.md) Label\u00b6\n\nThe text label of the prompt, this will be shown when the prompt is active\n\n## [Instance](https://notreux.github.io/UpsideEngine/documentation/autogen/Instance.md) HitboxButton\u00b6\n\nThe button that will be used to trigger the proximity prompt on mobile devices\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) SecondsPerFrame\u00b6\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) Name\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) LabelPositions\u00b6\n\nA table containing the positions(as UDim2) of the label, this will be used to adjust the text to the proximity prompt sprites, position 0 will be the position on the first frame, position 1 will be the position on the second frame, etc.\n\n# Methods\u00b6\n\nThere is no methods for this class\n\n# Events\u00b6\n\nName | Description\nTriggered | Fired when the proximity prompt is triggered. This occurs when the player begins interacting with the prompt.\n\nTriggerEnded | Fired when the proximity prompt interaction ends. This occurs when the player releases the interaction.\n\nBack to top", "tokens": 852, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/replication-guide/ServerSetup.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/replication-guide/ServerSetup.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/replication-guide/ServerSetup.md \"View source of this page\")\n\n# Server Setup\u00b6\n\nThe server plays a crucial role in replication - it validates requests, manages authority, and distributes updates to all clients. Let's set up a proper server for your multiplayer game.\n\n## Understanding server replication\u00b6\n\nBefore we dive into the code, it's important to understand two types of replication:\n\nReplication Types\n\n 1. **Client-to-Server replication**: When clients create objects (like player characters) and want to share them with other players, they use `ReplicateOnChange()`. The server receives `ReplicationRequest` events and must accept them.\n\n 2. **Server-to-Clients replication**: When the server creates objects (like NPCs, world objects, etc.), they automatically replicate to all clients. No `ReplicateOnChange()` needed - it's automatic!\n\nThis guide focuses on handling client-to-server replication requests.\n\n## Basic server structure\u00b6\n\nHere's a minimal server setup:\n\nBasic Server Script\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Players = game:GetService(\"Players\")\n\n local UpsideEngine = require(ReplicatedStorage.Packages.UpsideEngine)\n local networkingService = UpsideEngine.GetService(\"NetworkingService\")\n local authorityService = UpsideEngine.GetService(\"AuthorityService\")\n\n -- Handle replication requests from clients\n networkingService:On(\"ReplicationRequest\", function(request)\n -- Accept the request and create the object\n local object = request:Accept()\n\n -- CRITICAL: Grant authority to the client\n -- Without this, the client won't be able to update the object!\n authorityService:SetAuthority(object, \"Client\")\n end)\n\nThat's It!\n\n**This is all you need for basic multiplayer functionality!**\n\n## Understanding the request object\u00b6\n\nThe `request` parameter contains important information:\n\nRequest Object Properties\n\n networkingService:On(\"ReplicationRequest\", function(request)\n -- Get information about the request\n local clientId = request.ClientId -- The UserId of the player\n local content = request.Content -- Information about the object\n local className = content.ClassName -- Type of object (\"Character\", \"StaticObject\", etc.)\n local instance = content.Instance -- The Roblox instance data\n\n -- Accept the request\n local object = request:Accept()\n end)\n\n## Why you must set authority\u00b6\n\nLet me explain why setting authority is critical with a comparison:\n\n\u274c Without authority assignment\u2705 With authority assignment\n\n networkingService:On(\"ReplicationRequest\", function(request)\n request:Accept()\n -- Server now has authority\n end)\n\n**What happens:**\n\n 1. Client sends first replication \u2192 `ReplicationRequest` fires \u2192 Object created\n 2. Client moves \u2192 No `ReplicationRequest` sent (server has authority)\n 3. `ReplicationRequest` event never fires again\n 4. Other players see a frozen character\n 5. Only the local player sees movement (not synchronized)\n\n networkingService:On(\"ReplicationRequest\", function(request)\n local object = request:Accept()\n authorityService:SetAuthority(object, \"Client\")\n -- Client now has authority\n end)\n\n**What happens:**\n\n 1. Client sends first replication \u2192 `ReplicationRequest` fires \u2192 Object created + Authority granted\n 2. Client moves \u2192 `ReplicationRequest` fires again with new position\n 3. Server calls `Accept()` \u2192 Changes applied and distributed to all clients\n 4. Every property change \u2192 New `ReplicationRequest` \u2192 You accept it\n 5. All players see smooth synchronized movement\n\nThe key point\n\n * When the server calls `request:Accept()` on the first request, it automatically takes authority\n * Without client authority: `ReplicationRequest` fires **only once** (object creation)\n * With client authority: `ReplicationRequest` fires **every time the client changes a property**\n * You must call `Accept()` on each request to apply the changes\n\n## Tracking players and their objects\u00b6\n\nA better approach is to keep track of each player's objects:\n\nEnhanced Server Script with Tracking\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Players = game:GetService(\"Players\")\n\n local UpsideEngine = require(ReplicatedStorage.Packages.UpsideEngine)\n local networkingService = UpsideEngine.GetService(\"NetworkingService\")\n local authorityService = UpsideEngine.GetService(\"AuthorityService\")\n\n -- Store each player's character\n local characters = {}\n\n networkingService:On(\"ReplicationRequest\", function(request)\n local content = request.Content\n local player = Players:GetPlayerByUserId(request.ClientId)\n\n -- Check if this is a character\n if content.ClassName == \"Character\" then\n local character = request:Accept()\n\n -- Only grant authority if this is a new character for this player\n if not characters[player] then\n authorityService:SetAuthority(character, \"Client\")\n characters[player] = character\n\n print(player.Name .. \"'s character replicated successfully\")\n end\n else\n -- For other object types, accept and grant authority\n local object = request:Accept()\n authorityService:SetAuthority(object, \"Client\")\n end\n end)\n\n -- Clean up when players leave\n Players.PlayerRemoving:Connect(function(player)\n characters[player] = nil\n print(player.Name .. \" left the game\")\n end)\n\n## Managing the scene on the server\u00b6\n\nYou can also set up a scene on the server for server-side logic:\n\nServer Scene Setup\n\n local sceneManager = UpsideEngine.GetService(\"SceneManager\")\n local scene = sceneManager:FindByName(\"game\") -- Find your scene\n\n -- Wait for the scene to be ready\n while not scene do\n scene = sceneManager:FindByName(\"game\")\n task.wait()\n end\n\n -- Now you can do server-side operations\n print(\"Server scene is ready!\")\n\n## Complete server example\u00b6\n\nHere's a complete, production-ready server setup:\n\nComplete Server Script\n\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Players = game:GetService(\"Players\")\n\n local UpsideEngine = require(ReplicatedStorage.Packages.UpsideEngine)\n local networkingService = UpsideEngine.GetService(\"NetworkingService\")\n local authorityService = UpsideEngine.GetService(\"AuthorityService\")\n local sceneManager = UpsideEngine.GetService(\"SceneManager\")\n\n -- State tracking\n local characters = {}\n local scene = nil\n\n -- Initialize server\n local function initialize()\n -- Find the game scene\n scene = sceneManager:FindByName(\"game\")\n while not scene do\n scene = sceneManager:FindByName(\"game\")\n task.wait()\n end\n\n print(\"Server initialized successfully\")\n end\n\n -- Handle replication requests\n networkingService:On(\"ReplicationRequest\", function(request)\n local content = request.Content\n local player = Players:GetPlayerByUserId(request.ClientId)\n\n if not player then\n print(\"Warning: Received request from unknown player\")\n return\n end\n\n -- Accept the object\n local object = request:Accept()\n\n -- Handle different object types\n if content.ClassName == \"Character\" then\n -- Track the player's character\n if not characters[player] then\n authorityService:SetAuthority(object, \"Client\")\n characters[player] = object\n print(player.Name .. \" joined the game\")\n end\n else\n -- For other objects, grant authority\n authorityService:SetAuthority(object, \"Client\")\n end\n end)\n\n -- Handle player disconnections\n Players.PlayerRemoving:Connect(function(player)\n characters[player] = nil\n print(player.Name .. \" left the game\")\n end)\n\n -- Start the server\n initialize()\n\n## Important notes\u00b6\n\nReplicationRequest Behavior\n\n 1. **ReplicationRequest behavior depends on authority**:\n 2. Without client authority: Fires **once** (object creation only)\n 3. With client authority: Fires **on every property change**\n\n 4. **You must accept every request**: Call `request:Accept()` on every `ReplicationRequest` to apply the changes\n\n 5. **Authority must be set on the first request**: Call `SetAuthority()` after accepting the first request to enable continuous replication\n\n 6. **Server has authority by default**: After calling `request:Accept()` on the first request, the server automatically takes authority\n\n 7. **Don't reject requests unnecessarily**: Every time you don't call `Accept()`, those changes are discarded\n\n## What about validation?\u00b6\n\nYou might be wondering: \"Should I validate player positions or check for exploits?\"\n\nValidation Guidelines\n\nWhile you _can_ add validation, it's often better to:\n\n * Trust the client for basic movement\n * Use the authority system to prevent unauthorized modifications\n * Implement server-side validation only for critical actions (damage, item pickup, etc.)\n * Consider player experience - aggressive validation can cause lag or false positives\n\nIf you need validation, do it for specific actions using RemoteEvents, not for every position update.\n\n**Next:** [Authority System](https://notreux.github.io/UpsideEngine/tutorials/replication-guide/AuthoritySystem.html)\n\nBack to top", "tokens": 2011, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/CrossPlatformService.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/CrossPlatformService.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/CrossPlatformService.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) CrossPlatformService\u00b6\n\nThis class is used to make the controls functional in any device (Keyboards, Mobiles, Gamepads), this service vinculate actions to specified keys, and also provides a movement system for the player character which can be disabled with the `DefaultControllersEnabled` property, here is an example to make our player jumps in every device:\n\n -- Device, Key, Action\n CrossPlatformService:SetDeviceKey(\"Keyboard\", \"Space\", \"Up\")\n CrossPlatformService:SetDeviceKey(\"Mobile\", \"JumpButton\", \"Up\")\n CrossPlatformService:SetDeviceKey(\"Gamepad\", \"ButtonA\", \"Up\")\n\nBut this is not limited only to movement actions, you can also assign other kind of actions, for example:\n\n CrossPlatformService:SetDeviceKey(\"Keyboard\", \"E\", \"Collect\")\n CrossPlatformService:SetDeviceKey(\"Mobile\", \"JumpButton\", \"Collect\")\n CrossPlatformService:SetDeviceKey(\"Gamepad\", \"ButtonA\", \"Collect\")\n\nWe assigned an action for our devices but how can we detect when an action is triggered? well we can listen to three events \"InputBegin\", \"InputChange\", \"InputEnd\", example of use:\n\n -- If the movement belongs to a stick, the second parameter will give the current position of the stick\n CrossPlatformService:On(\"InputBegin\", function(inputObject)\n local character = CrossPlatformService.Character\n\n if inputObject.Action == \"Up\" then\n character:Jump(150)\n end\n end)\n\n# Properties\u00b6\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) DefaultControllersEnabled\u00b6\n\nDefines if the default movement system is enabled\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) SideView\u00b6\n\nDefines if the character is going to be seen from the side or from the top\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) StickSensibility\u00b6\n\nThis is the sensibility of the sticks in mobile and in game controllers\n\n## [CharacterDestroyConnection](https://notreux.github.io/UpsideEngine/documentation/autogen/CharacterDestroyConnection.md) CharacterDestroyConnection\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Configs\u00b6\n\nThis table stores the default controllers\n\n [\"Keyboard\"]: {\n [\"W\"]: string,\n [\"A\"]: string,\n [\"S\"]: string,\n [\"D\"]: string,\n [\"Up\"]: string,\n [\"Left\"]: string,\n [\"Down\"]: string,\n [\"Right\"]: string,\n [\"Space\"]: string,\n [\"E\"]: string,\n },\n [\"Gamepad\"]: {\n [\"ButtonA\"]: string,\n [\"ButtonX\"]: string,\n [\"Thumbstick1\"]: {\n [\"Up\"]: string,\n [\"Left\"]: string,\n [\"Down\"]: string,\n [\"Right\"]: string,\n },\n },\n [\"Mobile\"]: {\n [\"JumpButton\"]: string,\n [\"Thumbstick1\"]: {\n [\"Up\"]: string,\n [\"Left\"]: string,\n [\"Down\"]: string,\n [\"Right\"]: string,\n },\n },\n\n# Methods\u00b6\n\n## [string](https://create.roblox.com/docs/reference/engine/libraries/string) DetectCurrentDevice()\u00b6\n\nDetects the current device type based on user input capabilities\n\n## [string?](https://create.roblox.com/docs/reference/engine/libraries/string) GetTargetActionKey(`action: string`)\u00b6\n\nReturns the current key for a specific action based on the current device (Mobile, Gamepad, or Keyboard)\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetDeviceKey(`device: string, key: string, action: string`)\u00b6\n\nAssigns an action to a device key, example:\n\n CrossPlatformService:SetDeviceKey(\"Keyboard\", \"Space\", \"Up\")\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetDeviceConfig(`device: string, controls: Dictionary`)\u00b6\n\nSets the entire configuration of a device, example:\n\n CrossPlatformService:SetDeviceConfig(\"Keyboard\", {\n W = \"Up\",\n A = \"Left\",\n S = \"Down\",\n D = \"Right\",\n\n Up = \"Up\",\n Left = \"Left\",\n Down = \"Down\",\n Right = \"Right\",\n Space = \"Up\",\n })\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetPlayerCharacter(`character: Character`)\u00b6\n\nSets the player character\n\n# Events\u00b6\n\nName | Description\nInputBegin | Params -> [UpsideEngineInput](https://notreux.github.io/documentation/datatypes/UpsideEngineInput.html)\nFired when one of the keys/sticks in the configuration is pressed/moved\n\nInputChange | Params -> [UpsideEngineInput](https://notreux.github.io/documentation/datatypes/UpsideEngineInput.html)\nFired when the an active input change its value, for example the position of a stick\n\nInputEnd | Params -> [UpsideEngineInput](https://notreux.github.io/documentation/datatypes/UpsideEngineInput.html)\nFired when one of the keys/sticks in the configuration finish to be pressed/moved\n\nBack to top", "tokens": 1226, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/replication-guide/HowItWorks.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/replication-guide/HowItWorks.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/replication-guide/HowItWorks.md \"View source of this page\")\n\n# How Replication Works\u00b6\n\nUnderstanding the replication flow is crucial for building robust multiplayer games. Let's break down exactly what happens when you replicate an object.\n\n## The replication flow\u00b6\n\nHere's the complete flow of how replication works in Upside Engine v3.1.0:\n\n### Client to Server replication (Client-created objects)\u00b6\n\n CLIENT SERVER OTHER CLIENTS\n \u2502 \u2502 \u2502\n \u251c\u2500 Create object \u2502 \u2502\n \u251c\u2500 ReplicateOnChange() \u2502 \u2502\n \u2502 (Tells server about object) \u2502 \u2502\n \u2502 \u2502 \u2502\n \u251c\u2500\u2500\u2500\u2500 ReplicationRequest \u2500\u2500\u2500\u2500\u2500\u2500>\u2502 \u2502\n \u2502 (First time - new object) \u2502 \u2502\n \u2502 \u251c\u2500 ReplicationRequest event fires \u2502\n \u2502 \u251c\u2500 request:Accept() \u2502\n \u2502 \u251c\u2500 Object created on server \u2502\n \u2502 \u251c\u2500 Server takes authority \u2502\n \u2502 \u2502 \u2502\n \u2502 \u251c\u2500\u2500\u2500\u2500 Replicate to all clients \u2500\u2500\u2500\u2500\u2500>\u2502\n \u2502 \u2502 \u251c\u2500 Build event fires\n \u2502 \u2502 \u251c\u2500 Object created\n \u2502 \u2502 \u2502\n \u2502 \u26a0\ufe0f PROBLEM: Client can't send more updates! \u2502\n \u2502 ReplicationRequest won't fire again without authority \u2502\n \u2502 \u2502 \u2502\n \u2502 \u251c\u2500 SetAuthority(object, \"Client\") \u2502\n \u2502 \u2502 \u2705 NOW client can send updates \u2502\n \u2502 \u2502 \u2502\n \u251c\u2500\u2500\u2500\u2500 ReplicationRequest \u2500\u2500\u2500\u2500\u2500\u2500>\u2502 \u2502\n \u2502 (Every property change!) \u251c\u2500 ReplicationRequest event fires \u2502\n \u2502 \u251c\u2500 request:Accept() \u2502\n \u2502 \u251c\u2500\u2500\u2500\u2500 Updates to all clients \u2500\u2500\u2500\u2500\u2500\u2500\u2500>\u2502\n \u2502 \u2502 \u2502\n \u251c\u2500\u2500\u2500\u2500 ReplicationRequest \u2500\u2500\u2500\u2500\u2500\u2500>\u2502 \u2502\n \u2502 (Another change) \u251c\u2500 ReplicationRequest event fires \u2502\n \u2502 \u251c\u2500 request:Accept() \u2502\n \u2502 \u251c\u2500\u2500\u2500\u2500 Updates to all clients \u2500\u2500\u2500\u2500\u2500\u2500\u2500>\u2502\n \u2502 \u2502 \u2502\n\n### Server to Client replication (Server-created objects)\u00b6\n\n SERVER ALL CLIENTS\n \u2502 \u2502\n \u251c\u2500 Create object \u2502\n \u2502 (Automatically replicates) \u2502\n \u2502 \u2502\n \u251c\u2500\u2500\u2500\u2500\u2500 Replicate to all clients \u2500\u2500\u2500\u2500>\u2502\n \u2502 \u251c\u2500 Build event fires\n \u2502 \u251c\u2500 Object created\n \u2502 \u2502\n \u251c\u2500 Modify object property \u2502\n \u2502 (Automatically replicates) \u2502\n \u2502 \u2502\n \u251c\u2500\u2500\u2500\u2500\u2500 Updates to all clients \u2500\u2500\u2500\u2500\u2500\u2500>\u2502\n \u2502 \u251c\u2500 Property updated\n \u2502 \u2502\n\nImportant\n\nServer objects replicate to clients automatically by default - no `ReplicateOnChange()` needed!\n\n## Key concepts\u00b6\n\n### 1. ReplicateOnChange (Client-side)\u00b6\n\n`ReplicateOnChange()` is used by **clients** to tell the server about objects they want to replicate:\n\nClient Code\n\n -- Client code\n local character = UpsideEngine.new(\"Character\")\n character:SetScene(scene)\n -- Tell server to replicate this object\n networkingService:ReplicateOnChange(character)\n\nServer Objects\n\nServer objects replicate automatically without calling `ReplicateOnChange()`.\n\n### 2. ReplicationRequest (Server-side only)\u00b6\n\nThe `ReplicationRequest` event is **only fired on the server** when a client sends replication data.\n\nServer Code - ONLY works on the server!\n\n -- This ONLY works on the server!\n networkingService:On(\"ReplicationRequest\", function(request)\n -- You must accept each request\n request:Accept()\n end)\n\nCritical Understanding\n\n * **Without client authority**: `ReplicationRequest` fires **only once** (when the object is first created)\n * **With client authority**: `ReplicationRequest` fires **on every property change** that the client sends\n\n### 3. How ReplicationRequest behavior changes with authority\u00b6\n\nThis is the most important concept to understand:\n\nWithout client authority (default)With client authority\n\n networkingService:On(\"ReplicationRequest\", function(request)\n request:Accept()\n -- Server has authority, ReplicationRequest won't fire again\n end)\n\n * First `ReplicationRequest` fires \u2192 Object created\n * No more `ReplicationRequest` events \u2192 Client can't update\n * Object appears frozen to other players\n\n networkingService:On(\"ReplicationRequest\", function(request)\n local object = request:Accept()\n authorityService:SetAuthority(object, \"Client\")\n -- Client has authority, ReplicationRequest will fire on every change\n end)\n\n * First `ReplicationRequest` fires \u2192 Object created\n * Client modifies object \u2192 `ReplicationRequest` fires again\n * You call `request:Accept()` \u2192 Changes applied and distributed\n * Every property change \u2192 New `ReplicationRequest` \u2192 Must accept\n * Smooth continuous replication\n\n### 4. Authority system\u00b6\n\nAuthority determines who can send replication updates:\n\nAuthority Type | Who can send updates | ReplicationRequest behavior\n---|---|---\n`\"Server\"` | Only the server | Fires once (object creation only)\n`\"Client\"` | Specific client + server | Fires on every property change\n\nCritical Point\n\nWhen the server accepts the first replication request of a new object, it **automatically takes authority**. You must explicitly grant authority to the client if you want them to continue sending replication updates.\n\n## Why authority assignment is critical\u00b6\n\nLet's see what happens without proper authority management:\n\n\u274c BAD: Without Authority\u2705 GOOD: With Authority\n\n -- ReplicationRequest won't fire again after the first time\n networkingService:On(\"ReplicationRequest\", function(request)\n request:Accept()\n -- Server has authority, ReplicationRequest won't fire again!\n end)\n\n**What happens:**\n\n 1. First `ReplicationRequest` fires \u2192 Object created\n 2. Client modifies object \u2192 No `ReplicationRequest` sent\n 3. `ReplicationRequest` event never fires again\n 4. Player's character appears frozen to other players\n 5. Player sees their own movement locally but others can't\n\n -- ReplicationRequest will fire on every property change\n networkingService:On(\"ReplicationRequest\", function(request)\n local object = request:Accept()\n authorityService:SetAuthority(object, \"Client\")\n -- Now ReplicationRequest fires on every change!\n end)\n\n**What happens:**\n\n 1. First `ReplicationRequest` fires \u2192 Object created \u2192 Authority granted\n 2. Client modifies object \u2192 `ReplicationRequest` fires again\n 3. Server calls `Accept()` \u2192 Changes applied and distributed\n 4. Every property change \u2192 New `ReplicationRequest` \u2192 You must accept it\n 5. Smooth synchronized multiplayer experience\n\n## Understanding the Accept method\u00b6\n\nThe `request:Accept()` method is crucial - it's what actually applies the changes:\n\n networkingService:On(\"ReplicationRequest\", function(request)\n -- This applies the changes from the client and distributes to other clients\n request:Accept()\n end)\n\nImportant\n\nYou must call `Accept()` on **every** `ReplicationRequest`:\n\n * **First request**: Creates the object\n * **Subsequent requests** (with client authority): Applies property changes\n * If you don't call `Accept()`, the changes are rejected and not applied\n\n## Summary\u00b6\n\nEvent/Method | Where it's used | When it's used | Purpose\n---|---|---|---\n`ReplicateOnChange()` | Client only | For client-created objects | Tell server to replicate object\n`ReplicationRequest` | Server only | Once per new client object | Accept/reject replication\nAutomatic replication | Server only | For server-created objects | Objects replicate automatically\nProperty updates | Automatic | Continuous | Sync object changes\n\nRemember\n\n * Client objects need `ReplicateOnChange()` to be sent to the server\n * Server objects replicate automatically - no `ReplicateOnChange()` needed\n * `ReplicationRequest` fires **once** per client object, not per update\n * Server gets authority by default after accepting for the first time\n * You **must** set client authority for continuous updates from client\n * Once authority is set, updates happen automatically\n\n**Next:** [Client Setup](https://notreux.github.io/UpsideEngine/tutorials/replication-guide/ClientSetup.html)\n\nBack to top", "tokens": 1901, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/EventEmitter.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/EventEmitter.md \"View source of this page\")\n\n# [Extended from BaseClass](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseClass.md) EventEmitter\u00b6\n\nThe event emitter is used to manage the events of a class\n\n# Properties\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) EventsStorage\u00b6\n\nThis table store all the events of the class\n\n# Methods\u00b6\n\n## [Connection](https://notreux.github.io/UpsideEngine/documentation/autogen/Connection.html) On(`name: string, callback: () -> any`)\u00b6\n\n## [Connection](https://notreux.github.io/UpsideEngine/documentation/autogen/Connection.html) Once(`name: string, callback: () -> any`)\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Fire(`name: string, ...any`)\u00b6\n\nTriggers an event with the specified arguments\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 277, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/shader-guide/FirstSteps.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/shader-guide/FirstSteps.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/shader-guide/FirstSteps.md \"View source of this page\")\n\n# First Steps\n\nOn this page, you will learn how a shader is created and how to assign it to your objects. To start Let's create a new script `guide.client.luau` in which we will place this code:\n\n## A basic setup\u00b6\n\nLet's begin by setting up the essentials. We'll create a scene that will be our main workspace for building and refining our project in this guide.\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local players = game:GetService(\"Players\")\n\n local packages = replicatedStorage.packages\n local playerGui = players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\n local upsideEngine = require(packages.UpsideEngine)\n local screen = Instance.new(\"ScreenGui\")\n screen.Name = \"Screen\"\n screen.IgnoreGuiInset = true\n screen.Parent = playerGui\n\n local scene = upsideEngine.new(\"Scene\")\n scene.Instance.Parent = screen\n scene:SetName(\"MyScene\")\n scene:Enable()\n\n## Assets\u00b6\n\nRoblox only allows you to modify the images uploaded by the owner of the experience, so you will have to download the assets we will work with in this guide.\n\n## Creating our shader\u00b6\n\nFirst, we need to create a new Module Script that returns a function. Let's name it `Shader.luau`.\n\n return function()\n -- shader code\n end\n\nNow, back in our main script \"guide.client.luau\", let's create the shader:\n\n local shader = upsideEngine.new(\"Shader\")\n shader:SetSource(script.Parent.Shader) -- we set the shader source in the module script created previously\n\nNext, let's create an object to apply our shader to:\n\n local water = upsideEngine.new(\"StaticObject\")\n water:SetScene(scene)\n water:SetShader(shader)\n\n local instance = water.Instance\n instance.Image = \"rbxassetid://waterId\"\n instance.Size = UDim2.fromOffset(800, 800)\n\nLet's add some decoration too:\n\n local terrain = upsideEngine.new(\"StaticObject\")\n terrain:SetScene(scene)\n\n local instance = terrain.Instance\n instance.Image = \"rbxassetid://terrainId\"\n instance.Size = UDim2.fromOffset(800, 800)\n\n##### Good job, you finished the first steps to create a shader!\u00b6\n\nBack to top", "tokens": 549, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/BaseClass.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/BaseClass.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/BaseClass.md \"View source of this page\")\n\n# BaseClass\u00b6\n\nAll objects are based on this class\n\n# Properties\u00b6\n\n## [readonly](https://notreux.github.io/UpsideEngine/documentation/BaseClass.html) [string](https://create.roblox.com/docs/reference/engine/libraries/string) _ClassName_\u00b6\n\nThe name of the class\n\n## [readonly](https://notreux.github.io/UpsideEngine/documentation/BaseClass.html) [string](https://create.roblox.com/docs/reference/engine/libraries/string) _Name_\u00b6\n\nThe name of the object\n\n## [string](https://create.roblox.com/docs/reference/engine/libraries/string) _Id_\u00b6\n\nA unique identifier for each object\n\n# Methods\u00b6\n\n## [BaseClass](https://notreux.github.io/UpsideEngine/documentation/BaseClass.html) `new()`\u00b6\n\nCreates a new object\n\nExample\n\n BaseClass.new()\n\n## [boolean](https://create.roblox.com/docs/scripting/luau/nil) `IsA(className: string)`\u00b6\n\nIsA returns true if the Instance's class is equivalent to or a subclass of a given class name\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) `SetName(name: string)`\u00b6\n\nSets the object name\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) `Destroy()`\u00b6\n\nDestroys the object\n\n# Events\u00b6\n\n## Destroy\u00b6\n\nParameters | DataType\nProperty | String\n\nBack to top", "tokens": 371, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/reactive-label/TextTags.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/reactive-label/TextTags.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/reactive-label/TextTags.md \"View source of this page\")\n\n# Creating a Custom TextTag\n\nUpside Engine allows you to create custom text effects using the `TextTag` object. This makes it possible to extend the functionality of `ReactiveLabel` with your own unique animations and formatting behaviors.\n\nIn this guide, you'll learn how to define a custom tag called `wave` that animates characters in a vertical sinusoidal motion.\n\n### Step-by-Step: Creating the `wave` TextTag\u00b6\n\n local frameRate = 60\n local defaultAmplitude = 5\n\n local wave = upsideEngine.new(\"TextTag\")\n wave:SetTagName(\"wave\")\n\n wave:SetRenderFunction(function(label, i, args)\n local amplitude = args.intensity or defaultAmplitude\n local duration = args.duration or 1\n local steps = math.max(1, math.floor(duration * frameRate))\n\n for step = 0, steps do\n local phase = (2 * math.pi) * (step / steps) + (i or 0)\n local offsetY = amplitude * math.sin(phase)\n label.Position = UDim2.new(0, 0, 0, offsetY)\n task.wait(duration / steps)\n end\n\n label.Position = UDim2.new(0, 0, 0, 0)\n end)\n\n#### Key Elements:\u00b6\n\n * `SetTagName(\"wave\")` defines the tag name used inside the text.\n * `SetRenderFunction(...)` registers the function that will animate each character individually.\n * `i` refers to the character index in the string.\n * `args` allows you to pass custom parameters from the tag, like `intensity` and `duration`.\n\n### Using the Custom Tag in ReactiveLabel\u00b6\n\nOnce you've defined your `wave` tag, you can use it directly inside the text string assigned to `ReactiveLabel.Text`:\n\n reactiveLabel.Text = [[\n Wavy text is cool!\n\n reactiveLabel:Render()\n\nThis will animate each character with a vertical wave effect using the parameters provided.\n\n### Final Result Example\u00b6\n\n local reactiveLabel = upsideEngine.new(\"ReactiveLabel\")\n reactiveLabel.Instance.Parent = dialogBox\n reactiveLabel.Instance.Size = UDim2.fromScale(1, 1)\n reactiveLabel.Font = Enum.Font.Arcade\n reactiveLabel.StopSoundOnFinish = false\n\n reactiveLabel.Text = [[\n Hello!! \n I'm feeling good today,\n how are you? \n\n reactiveLabel:Render()\n\nIn this example, the `wave` tag is combined with color and gradient tags to produce a vibrant animated dialog effect.\n\n> \u2705 You can define as many custom `TextTags` as you'd like\u2014experiment with different animations and bring your text to life!\n\n### Tips\u00b6\n\n * Keep animations lightweight for performance.\n * Combine tags creatively (e.g., `text`).\n * Always test on multiple screen resolutions for best results.\n\n##### You're now ready to build your own animated text effects using `TextTag`!\u00b6\n\nBack to top", "tokens": 769, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/replication-guide/Introduction.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/replication-guide/Introduction.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/replication-guide/Introduction.md \"View source of this page\")\n\n# Understanding Replication in Upside Engine\u00b6\n\nWelcome to the comprehensive guide on replication in Upside Engine! This tutorial will teach you how to create multiplayer games by understanding how objects are synchronized across clients.\n\n## What is replication?\u00b6\n\nReplication is the process of synchronizing game objects and their properties across multiple clients in a multiplayer environment. When a player moves their character, jumps, or performs any action, that information needs to be:\n\n 1. Sent to the server\n 2. Validated by the server\n 3. Distributed to all other connected clients\n\nThis ensures that all players see a consistent game state.\n\n## Prerequisites\u00b6\n\nBefore starting this tutorial, you should have:\n\nRequirements\n\n * Upside Engine installed in your project. Follow the [installation guide](https://notreux.github.io/UpsideEngine/tutorials/get-started/Installation.html)\n * Basic understanding of Luau/Lua programming\n * Basic knowledge of Roblox's client-server architecture\n\n## Tutorial structure\u00b6\n\nThis guide is divided into several sections:\n\nGuide Sections\n\n 1. **How Replication Works** \\- Understanding the core concepts and flow\n 2. **Client Setup** \\- Setting up your client-side replication\n 3. **Server Setup** \\- Handling replication requests on the server\n 4. **Authority System** \\- Understanding and managing object authority\n 5. **Practical Example** \\- Building a complete multiplayer game\n\nLet's get started!\n\n**Next:** [How Replication Works](https://notreux.github.io/UpsideEngine/tutorials/replication-guide/HowItWorks.html)\n\nBack to top", "tokens": 411, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/ai-assets/Introduction.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/ai-assets/Introduction.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/ai-assets/Introduction.md \"View source of this page\")\n\n# Creating Pixel Art Assets Using AI\u00b6\n\nFor developers working with limited budgets, hiring professional pixel artists may not always be an option. Fortunately, there are some AI-powered tools that can help generate pixel art assets efficiently and affordably.\n\nHere are a couple of suggestions that might be useful:\n\n * \n * \n\nPlease note that we are not affiliated with any of these platforms\u2014this is simply a recommendation based on available tools that could support your creative workflow.\n\nBack to top", "tokens": 175, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/PluginSupportService.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/PluginSupportService.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/PluginSupportService.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) PluginSupportService\u00b6\n\nThis class save and build the engine data\n\n# Properties\u00b6\n\n# Methods\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) LoadPluginContent()\u00b6\n\nLoads the engine data stored in the \"UpsideEngineDB\" attribute of replicated storage, when it ends sets the attribute as an empty table\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SavePluginContent(`content: {}`)\u00b6\n\nSaves the engine data in replicated storage as attribute with the name \"UpsideEngineDB\" can be useful to create plugins\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 238, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/style-guide/ModuleStructure.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/style-guide/ModuleStructure.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/style-guide/ModuleStructure.md \"View source of this page\")\n\n# Module Structure\u00b6\n\nOn this page, you will learn the recommended approach to structuring modules, which will enable us to develop in a more scalable and user-friendly manner.\n\n## Structure\u00b6\n\n -- imports\n local exports = {}\n function exports.load(scene: Scene)\n -- initialization code\n end\n\n function exports.start(scene: Scene)\n -- code to run once everything is ready\n end\n\n function exports.unload(scene: Scene)\n -- code to run before the scene is unloaded\n end\n\n return exports\n\n## The Benefits of This Structure\u00b6\n\nThis organization ensures that all objects you intend to use are properly initialized. For instance, if you call something like `scene.Objects:FindByName(\"Dog\")` before the object has been created, it could lead to an error. By initializing everything in the `load` function and then using them in the `start` function, we guarantee that all required elements are ready as expected. Additionally, the `unload` function is executed when a scene is unloaded, making it the perfect place to handle scene transitions safely.\n\n`client/modules/myScene/character.luau`\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local runService = game:GetService(\"RunService\")\n local packages = replicatedStorage:WaitForChild(\"packages\")\n\n local upsideEngine = require(packages.UpsideEngine)\n local crossPlatformService = upsideEngine.GetService(\"CrossPlatformService\")\n\n local exports = {}\n function exports.load(scene: Scene)\n local character = upsideEngine.new(\"Character\")\n character.JumpPower = 100\n character:SetScene(scene)\n character:SetSpriteSheet(\"idle\", \"rbxassetid://12908048527\", Vector2.new(12, 1))\n character:SetSpriteSheet(\"right\", \"rbxassetid://12908048527\", Vector2.new(12, 1))\n character:SetSpriteSheet(\"jump\", \"rbxassetid://12908048527\", Vector2.new(12, 1))\n character:SetSpriteSheet(\"left\", \"rbxassetid://12970115106\", Vector2.new(12, 1))\n\n local plrInstance = character.Instance\n plrInstance.ZIndex = 2\n plrInstance.ImageRectSize = Vector2.new(37, 64)\n plrInstance.Size = UDim2.fromOffset(100, 100)\n\n crossPlatformService:SetPlayerCharacter(character)\n scene.Camera:SetSubject(character)\n\n character:Play(\"idle\")\n exports.character = character\n end\n\n function exports.start(scene: Scene)\n local spawnPosition = UDim2.fromOffset(350, 800)\n local character = exports.character\n local instance = character.Instance\n\n -- Avoid infinite fall\n exports.connection = runService.Heartbeat:Connect(function()\n local yPosition = instance.Position.Y.Offset\n if yPosition >= 1000 then\n instance.Position = spawnPosition\n end\n end)\n end\n\n function exports.unload()\n exports.connection:Disconnect()\n end\n\n return exports\n\nBack to top", "tokens": 710, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/Welcome.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/Welcome.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/Welcome.md \"View source of this page\")\n\n# Welcome to the Upside Engine Tutorial Section!\u00b6\n\n## Explore, Learn, and Create!\u00b6\n\nWe are thrilled to welcome you to the tutorial section of Upside Engine, our advanced yet easy-to-use 2D engine for Roblox. Here, you'll find a series of detailed guides designed to help you make the most powerful 2d games on the platform.\n\n## Community Forum\u00b6\n\nJoin [our community](https://discord.com/invite/pE3svUvmnu) of passionate developers. Here, you can share your projects, receive feedback, collaborate on new concepts, and solve doubts with the help of other members and experts in Upside Engine.\n\n## What You'll Find in This Section\u00b6\n\n * ### Step-by-Step Tutorials\u00b6\n\nOur tutorials are crafted to guide you from the basics to the most advanced techniques in 2D game development using Upside Engine in Roblox. Each tutorial is structured to provide progressive learning, with practical examples and clear explanations.\n\n * ### User Graphic Interface\u00b6\n\nOur user interface is designed to be intuitive and user-friendly, making it easy for developers to create their games. Learn how to navigate and use the Upside Engine UI to create the most fun experiences.\n\n * ### Code Examples\u00b6\n\nWe include Luau code examples that you can use as references or starting points for your own projects. These examples will show you how to implement various functionalities, from basic physics to advanced visual effects.\n\nThank you for joining us on this exciting adventure! We look forward to seeing the amazing games you create and hope you enjoy using Upside Engine as much as we enjoy developing it.\n\nHappy Developing!\n\n##### \u2014 The Upside Engine Development Team\u00b6\n\nBack to top", "tokens": 405, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/datatypes/UpsideEngineInput.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/datatypes/UpsideEngineInput.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/datatypes/UpsideEngineInput.md \"View source of this page\")\n\n# UpsideEngineInput\u00b6\n\nAn UpsideEngineInput represents a single user input, such as joystick movement, key presses, mobile actions and more\n\n# Properties\u00b6\n\n Action -> string,\n Position -> Vector2,\n KeyCode -> KeyCode,\n\nBack to top", "tokens": 118, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Sound.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Sound.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Sound.md \"View source of this page\")\n\n# [Extended from BaseObject](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseObject.html) Sound\u00b6\n\nThis class is used to play sounds\n\n# Properties\u00b6\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Range\u00b6\n\nThis is the SoundEnvironment of the scene\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) MaxVolume\u00b6\n\nThis is the ParticleEnvironment of the scene\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) DistanceFading\u00b6\n\nThe volume will depend on the player distance\n\n## [Character](https://notreux.github.io/UpsideEngine/documentation/autogen/Character.html) Subject\u00b6\n\nThis table stores all the objects in the scene\n\n## [SubjectDestroyConnection](https://notreux.github.io/UpsideEngine/documentation/autogen/SubjectDestroyConnection.md) SubjectDestroyConnection\u00b6\n\n# Methods\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetSubject(`subject: Character, useSceneSoundGroup: boolean?`)\u00b6\n\nSets the provided character as subject, if is provided a sound group, this will be the new sound group of the sound\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 358, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/BaseObject.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/BaseObject.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/BaseObject.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) BaseObject\u00b6\n\nThis class is the base class of the majority of classes\n\n# Properties\u00b6\n\n## [Instance](https://notreux.github.io/UpsideEngine/documentation/autogen/Instance.md) Instance\u00b6\n\nThe object instance\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) Scene\u00b6\n\nThe object scene ID\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Tags\u00b6\n\nThis table stores all the tags of the object\n\n# Methods\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetScene(`scene: Scene`)\u00b6\n\nSets the object scene\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) AddTag(`tag: string`)\u00b6\n\nAdds a tag to the object\n\n## [boolean](https://create.roblox.com/docs/scripting/luau/booleans) HasTag(`tag: string`)\u00b6\n\nChecks if the object contain the specified tag\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) RemoveTag(`tag: string`)\u00b6\n\nRemoves a tag from the object\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 366, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/AuthorityService.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/AuthorityService.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/AuthorityService.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) AuthorityService\u00b6\n\nThis service manages authority assignments for objects in the game. Authority determines which client or server has control over specific objects. This is essential for network synchronization and preventing conflicts in multiplayer environments. Only the server can manage authority assignments.\n\n Example usage:\n\n`lua -- Set authority for an object to server AuthorityService:SetAuthority(myObject, \"Server\") -- Check authority local authority = AuthorityService:GetAuthority(myObject) if authority then print(\"Authority is assigned to:\", authority) end`\n\n# Properties\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) AuthorityAssignments\u00b6\n\nA table that stores the authority assignments for objects, indexed by object Id\n\n# Methods\u00b6\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/void.md) SetAuthority(`object: BaseObject, authorityType: AuthorityType`)\u00b6\n\nAssigns authority for a specific object to a given authority type. This determines who has control over the object's state and behavior in the networked environment. AuthorityType can be \"Client\" or \"Server\".\n\n## [AuthorityType](https://notreux.github.io/UpsideEngine/documentation/autogen/AuthorityType.md) GetAuthority(`object: BaseObject`)\u00b6\n\nRetrieves the current authority assignment for a specific object. Returns the authority type that has control over the object, defaulting to \"Server\" authority when not explicitly set.\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 403, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/replication-guide/ClientSetup.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/replication-guide/ClientSetup.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/replication-guide/ClientSetup.md \"View source of this page\")\n\n# Client Setup\u00b6\n\nNow that you understand how replication works, let's set up the client side of your multiplayer game.\n\n## Basic client structure\u00b6\n\nHere's a complete client setup with all the essentials:\n\nClient Script\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\n local packages = ReplicatedStorage.Packages\n local playerGui = Players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\n -- Load Upside Engine\n local UpsideEngine = require(packages.UpsideEngine)\n\n -- Get required services\n local networkingService = UpsideEngine.GetService(\"NetworkingService\")\n local crossPlatformService = UpsideEngine.GetService(\"CrossPlatformService\")\n\n -- Create the screen container\n local screen = Instance.new(\"ScreenGui\")\n screen.Name = \"MultiplayerGame\"\n screen.IgnoreGuiInset = true\n screen.Parent = playerGui\n\n -- Create and configure the scene\n local scene = UpsideEngine.new(\"Scene\")\n scene.Instance.Parent = screen\n scene:SetName(\"GameScene\")\n scene:Enable()\n\n## Creating the game environment\u00b6\n\nLet's create a simple environment for our game:\n\nCreate Terrain\n\n -- Create a terrain/background\n local terrain = UpsideEngine.new(\"StaticObject\")\n terrain:SetScene(scene)\n\n local terrainInstance = terrain.Instance\n terrainInstance.Position = UDim2.fromOffset(0, 0)\n terrainInstance.Size = UDim2.fromOffset(800, 800)\n terrainInstance.Image = \"rbxassetid://yourTerrainId\"\n terrainInstance.ZIndex = 1\n\n## Creating your player character\u00b6\n\nNow let's create the player character that will be replicated:\n\nCreate Character\n\n local character = UpsideEngine.new(\"Character\")\n character:SetScene(scene)\n\n -- Basic properties\n local size = 256\n character.Instance.Position = UDim2.fromOffset(400, 300)\n character.Instance.Size = UDim2.fromOffset(size, size)\n character.Instance.ImageRectSize = Vector2.new(64, 64)\n character.Instance.ZIndex = 100\n\n -- Physics properties\n character.Mass = 0\n character.WalkSpeed = 200\n character.SecondsPerFrame = 1 / 10\n\n -- Set up sprite sheets for different animations\n character:SetSpriteSheet(\"idle_down\", \"rbxassetid://yourIdleDownId\", Vector2.new(4, 1))\n character:SetSpriteSheet(\"walk_down\", \"rbxassetid://yourWalkDownId\", Vector2.new(4, 1))\n character:SetSpriteSheet(\"idle_up\", \"rbxassetid://yourIdleUpId\", Vector2.new(4, 1))\n character:SetSpriteSheet(\"walk_up\", \"rbxassetid://yourWalkUpId\", Vector2.new(4, 1))\n -- Add more sprite sheets as needed...\n\n -- Start with an idle animation\n character:Play(\"idle_down\")\n\n -- Configure player controls and camera\n crossPlatformService.SideView = false\n crossPlatformService:SetPlayerCharacter(character)\n scene.Camera:SetSubject(character)\n\n## Setting up replication\u00b6\n\nNow comes the important part - telling Upside Engine to replicate this character:\n\nEnable Replication\n\n -- Start replicating the character\n -- This will send replication data to the server\n networkingService:ReplicateOnChange(character)\n\nWhat happens when you call `ReplicateOnChange()`?\n\n 1. The object's initial state is sent to the server as a `ReplicationRequest`\n 2. The server must accept it with `request:Accept()` to create the object\n 3. The server should grant authority with `SetAuthority(object, \"Client\")`\n 4. Once authority is granted, every property change sends a new `ReplicationRequest`\n 5. The server must call `Accept()` on each request to apply the changes\n 6. You don't need to manually trigger updates - they happen automatically!\n\n## Handling other players' characters\u00b6\n\nWhen other players join, their characters need to be displayed on your client:\n\nHandle Build Event\n\n -- The Build event fires when an object from another player is created on your client\n networkingService:On(\"Build\", function(object)\n -- Add the object to your scene so it becomes visible\n object:SetScene(scene)\n\n -- You can also do additional setup here if needed\n -- For example, you might want to set a specific ZIndex or configure visuals\n end)\n\nImportant notes about the Build event\n\n * Fires once per object when it's first created on your client\n * The object is already fully created, you just need to add it to your scene\n * Some properties might not be replicated (this depends on the property type)\n\n## Complete client example\u00b6\n\nHere's a complete working example:\n\nComplete Client Script\n\n local Players = game:GetService(\"Players\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = ReplicatedStorage.Packages\n local playerGui = Players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\n local UpsideEngine = require(packages.UpsideEngine)\n local networkingService = UpsideEngine.GetService(\"NetworkingService\")\n local crossPlatformService = UpsideEngine.GetService(\"CrossPlatformService\")\n\n -- Setup screen and scene\n local screen = Instance.new(\"ScreenGui\")\n screen.Name = \"MultiplayerGame\"\n screen.IgnoreGuiInset = true\n screen.Parent = playerGui\n\n local scene = UpsideEngine.new(\"Scene\")\n scene.Instance.Parent = screen\n scene:Enable()\n\n -- Create environment\n local terrain = UpsideEngine.new(\"StaticObject\")\n terrain:SetScene(scene)\n terrain.Instance.Position = UDim2.fromOffset(0, 0)\n terrain.Instance.Size = UDim2.fromOffset(800, 800)\n terrain.Instance.Image = \"rbxassetid://yourTerrainId\"\n\n -- Create player character\n local character = UpsideEngine.new(\"Character\")\n character:SetScene(scene)\n character.Instance.Position = UDim2.fromOffset(400, 300)\n character.Instance.Size = UDim2.fromOffset(256, 256)\n character.Instance.ImageRectSize = Vector2.new(64, 64)\n character.Mass = 0\n character.WalkSpeed = 200\n\n character:SetSpriteSheet(\"idle\", \"rbxassetid://yourIdleId\", Vector2.new(4, 1))\n character:Play(\"idle\")\n\n crossPlatformService.SideView = false\n crossPlatformService:SetPlayerCharacter(character)\n scene.Camera:SetSubject(character)\n\n -- Start replication\n networkingService:ReplicateOnChange(character)\n\n -- Handle other players' characters\n networkingService:On(\"Build\", function(object)\n object:SetScene(scene)\n end)\n\n## What gets replicated?\u00b6\n\nNot all properties are replicated automatically. The replication system only syncs properties marked as `Replicable`. Common replicated properties include:\n\n * Position\n * Size\n * Rotation\n * Velocity\n * Active sprite sheet\n * Custom properties you define\n\nProperties like visual effects, some physics properties, or local-only data might not be replicated.\n\n## Best practices\u00b6\n\nBest Practices\n\n 1. **Create objects on the client**: Each player should create their own character locally\n 2. **Call ReplicateOnChange() immediately**: Start replication as soon as the object is ready\n 3. **Keep the Build handler simple**: Just add objects to the scene, don't do heavy processing\n 4. **Don't replicate everything**: Only replicate objects that other players need to see\n\n**Next:** [Server Setup](https://notreux.github.io/UpsideEngine/tutorials/replication-guide/ServerSetup.html)\n\nBack to top", "tokens": 1712, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/get-started/Music.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/get-started/Music.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/get-started/Music.md \"View source of this page\")\n\n# Music\u00b6\n\nWe'll create a new script called `radio.luau` in the `src/client` folder. We are going to add inmersive background music, for this we are going to create a Sprite that represents a radio that is going to have a song gets louder when you get closer to it\n\n -- Get necessary services\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage.packages\n\n -- Require the upside engine module\n local upsideEngine = require(packages.UpsideEngine)\n local sceneManager = upsideEngine.GetService(\"SceneManager\")\n local scene = sceneManager:FindByName(\"MyFirstScene\")\n\n -- Create the radio\n local radio = upsideEngine.new(\"Sprite\")\n radio.Instance.ImageRectSize = Vector2.new(37, 64)\n radio.TrackCollisions = false\n radio:SetScene(scene)\n radio:SetSpriteSheet(\"default\", \"rbxassetid://12908065852\", Vector2.new(14, 1)) -- We pass 14, 1 to say we have 1 row and 14 columns\n radio:Play(\"default\")\n\n local radioInstance = radio.Instance\n radioInstance.Size = UDim2.fromOffset(128, 128)\n radioInstance.Position = UDim2.fromOffset(1540, 865)\n radioInstance.ZIndex = 1\n\n -- Create a new sound\n local music = upsideEngine.new(\"Sound\")\n music.Instance.SoundId = \"rbxassetid://1844102827\"\n music.Instance:Play()\n music.Range = 1500\n music:SetScene(scene)\n music:SetSubject(radio)\n\nBug\n\nRemember that you are using a module script, don't forget to return a value at the end of the script!\n\n return {}\n\nYou can view and edit the finished project [here](https://www.roblox.com/games/13021482729/Upside-Engine-Getting-Started).\n\n##### Great job! You have successfully learned the fundamentals of the Upside Engine framework \ud83c\udf89\ud83c\udf89\nThe following pages are dedicated to interesting information that you may want to know\u00b6\n\nBack to top", "tokens": 516, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Request.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Request.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Request.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) Request\u00b6\n\nThis class is used for the client replication\n\n# Properties\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Content\u00b6\n\nThe content of the request\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) ClientId\u00b6\n\nThe UserId of the client which sent the request if exists\n\n# Methods\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Send(`content: Dictionary`)\u00b6\n\nSends the request to the server\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Approve()\u00b6\n\nThe request is approved and its replicated all the clients\n\n## [BaseObject](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseObject.html) Accept()\u00b6\n\nAccepts the request and builds the object to be replicated\n\n## [Player](https://create.roblox.com/docs/reference/engine/classes/Player) GetClient()\u00b6\n\nReturns the player which sent the request\n\n# Events\u00b6\n\nName | Description\nBuild | Params -> [BaseObject](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseObject.html)\nFired when a request is accepted and the object to be replicated is being built\n\nBack to top", "tokens": 377, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Connection.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Connection.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Connection.md \"View source of this page\")\n\n# [Extended from BaseClass](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseClass.md) Connection\u00b6\n\nThis class is used in the event emitter class, its used to manage a listener\n\n# Properties\u00b6\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) Active\u00b6\n\nDefines if the connection is active or not\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) EventId\u00b6\n\nThe id of the linked event\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Event\u00b6\n\n# Methods\u00b6\n\n## [thread?](https://create.roblox.com/docs/reference/engine/libraries/coroutine) Wait(`seconds: number?`)\u00b6\n\nWait until the event gets fired, if seconds were specified, once the specified seconds have elapsed, it will stop waiting\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Disconnect()\u00b6\n\nDeletes the connection and the listener\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 308, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Particle.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Particle.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Particle.md \"View source of this page\")\n\n# [Extended from BaseObject](https://notreux.github.io/UpsideEngine/documentation/autogen/BaseObject.html) Particle\u00b6\n\nWarning\n\nCurrently it's recommended to use sprites to make particles/vfx, this class is in experimental state and can change a lot\n\nThis class is used for vfx\n\n# Properties\u00b6\n\n## [Vector2](https://notreux.github.io/UpsideEngine/documentation/autogen/Vector2.md) Angle\u00b6\n\nDepending on the value the particles will be more dispersed\n\n## [TweenInfo](https://notreux.github.io/UpsideEngine/documentation/autogen/TweenInfo.md) Info\u00b6\n\nIs the tween info of the tween which is going to be used to move the particles\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) Enabled\u00b6\n\nWhen its enabled new particles can be emitted\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Rotation\u00b6\n\nRotation in degrees applied to the emission direction (offset for theta)\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) MaxRate\u00b6\n\nIs the maximum amount of particles that can exist at the same time\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Units\u00b6\n\nIs the amount of particles that are existing at this moment\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Range\u00b6\n\nIs the distance that can be traveled by each particle\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) LifeTime\u00b6\n\nThe number of seconds the particle will be active before being destroyed\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Clock\u00b6\n\nUsed for internal purposes\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Rate\u00b6\n\nIs the amount of particles which is going to be generated\n\n## [Character](https://notreux.github.io/UpsideEngine/documentation/autogen/Character.html) Subject\u00b6\n\nThe subject which is going to be the center of emission of the particle, a character, sprite, etc...\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Properties\u00b6\n\nIs a table with the initial properties of the particle which is going to be generated\n\n [\"Image\"]: string,\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Goals\u00b6\n\nIs a table with the goals of the particles\n\n [\"Size\"]: UDim2,\n [\"ImageTransparency\"]: number,\n\n# Methods\u00b6\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/void.md) SetSubject(`subject: Character`)\u00b6\n\nSets the subject property\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/void.md) SetAngle(`Angle: Vector2`)\u00b6\n\nSets the angle property of the particle\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/void.md) SetMaxRate(`maxRate: number`)\u00b6\n\nSets the maximum amount of particles that can exist at the same time\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/autogen/void.md) SetRotation(`rotation: number`)\u00b6\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) Emit(`rate: number?`)\u00b6\n\nEmits the specified amount of particles, if none is provided then will use as amount the Rate property\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 886, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Fluid.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Fluid.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Fluid.md \"View source of this page\")\n\n# [Extended from PhysicalObject](https://notreux.github.io/UpsideEngine/documentation/autogen/PhysicalObject.html) Fluid\u00b6\n\nThis class is used to simulate fluids\n\n# Properties\u00b6\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Density\u00b6\n\nIndicates how much dense the fluid should be. Higher values indicate a denser fluid, affecting buoyancy and movement of objects within the fluid\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Viscosity\u00b6\n\nDetermines the flow resistance of the fluid. Higher values indicate a thicker fluid, affecting the speed at which objects can move through it\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) WavesAmplitude\u00b6\n\nSpecifies the magnitude of the fluid waves. These waves are not visible but influence buoyancy and object stability.\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) WavesSpeed\u00b6\n\nDetermines how fast the waves should move\n\n# Methods\u00b6\n\nThere is no methods for this class\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 324, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/SceneManager.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/SceneManager.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/SceneManager.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) SceneManager\u00b6\n\nThis class save and build the engine data\n\n# Properties\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) Scenes\u00b6\n\n## [table](https://notreux.github.io/UpsideEngine/documentation/autogen/table.md) ActiveScenes\u00b6\n\nThis dictionary stores all the active scenes\n\n# Methods\u00b6\n\n## [Scene?](https://create.roblox.com/docs/scripting/luau/nil) FindByName(`name: string`)\u00b6\n\nFinds a scene by the name\n\n## [Scene](https://notreux.github.io/UpsideEngine/documentation/autogen/Scene.html) Get(`Id: string`)\u00b6\n\nReturns the scene with the specified Id\n\n# Events\u00b6\n\nName | Description\nSceneLoaded | Params -> [Scene](https://notreux.github.io/UpsideEngine/documentation/autogen/Scene.html)\nFired when a scene is loaded\n\nSceneUnloaded | Params -> [Scene](https://notreux.github.io/UpsideEngine/documentation/autogen/Scene.html)\nFired when a scene is unloaded\n\nBack to top", "tokens": 325, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/get-started/GraphicInterface.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/get-started/GraphicInterface.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/get-started/GraphicInterface.md \"View source of this page\")\n\n# Upside Engine Plugin\u00b6\n\nUpside Engine GUI is a powerful and accessible tool designed for creating 2D games in Roblox. This plugin provides an intuitive graphical interface that significantly simplifies the development process, allowing developers to focus on creativity and design.\n\n[Get the Plugin](https://create.roblox.com/marketplace/asset/11645918543/Upside-Engine-GUI)\n\nWarning\n\nBy playing this video, you agree youtube cookies\n\nBack to top", "tokens": 161, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/shader-guide/IntegratedFunctions.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/shader-guide/IntegratedFunctions.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/shader-guide/IntegratedFunctions.md \"View source of this page\")\n\n# Integrated Functions\u00b6\n\nOn this page, you will explore the functions that the Upside Engine passes as parameters to your shading function, enabling you to create interesting effects.\n\n# Shader Functions\u00b6\n\n## [r, g, b, a](https://create.roblox.com/docs/luau/numbers) texture(`source: ImageLabel`, `position: Vector2`)\u00b6\n\n * source The image from which the specified pixel is read.\n\n * position It's the position of the pixel to read.\n\n * returns Returns the RGBA values of a pixel at a specified position and returns them as numbers.\n\n## [x, y](https://create.roblox.com/docs/luau/numbers) rotate(`centre: Vector2`, `position: Vector2`, `degrees: number`)\u00b6\n\n * centre The position that will be used as the center when rotating the other pixels.\n\n * position The position of the pixel to be rotated.\n\n * degrees The number of degrees you want to rotate that pixel.\n\n * returns Returns the rotated position of the pixel as numbers.\n\n## Example\u00b6\n\nLet's apply the image from a camera to our water texture. Initially, the camera image will appear in the top left corner, but we can adjust its position to a more suitable location. To do this, we will modify its position by subtracting an offset, which is a Vector2 that allows us to move the camera image across the texture.\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage:WaitForChild(\"packages\")\n\n local upsideEngine = require(packages:WaitForChild(\"UpsideEngine\"))\n local source = Instance.new(\"ImageLabel\")\n source.Image = \"rbxassetid://cameraId\"\n\n @native\n local function shadingFunction(params: upsideEngine.ShadingParams)\n local offset = Vector2.new(60, 80)\n local position = Vector2.new(params.x, params.y)\n local r, g, b, a = params.texture(source, position - offset)\n\n params.red += r\n params.green += g\n params.blue += b\n params.opacity += a\n end\n\n return shadingFunction\n\nAs you can see, the camera image appears in the water:\n\nBut it has a bluish tint. This happens because we are blending the water's pixel colors with the camera's. If we want to display the pure camera pixels, we can do the following:\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage:WaitForChild(\"packages\")\n\n local upsideEngine = require(packages:WaitForChild(\"UpsideEngine\"))\n local source = Instance.new(\"ImageLabel\")\n source.Image = \"rbxassetid://cameraId\"\n\n @native\n local function shadingFunction(params: upsideEngine.ShadingParams)\n local offset = Vector2.new(60, 80)\n local position = Vector2.new(params.x, params.y)\n local r, g, b, a = params.texture(source, position - offset)\n\n if a == 0 then\n return\n end\n\n params.red = r\n params.green = g\n params.blue = b\n params.opacity = a\n end\n\n return shadingFunction\n\nAs you can see, now the camera looks normal:\n\nPerfect, now let's use the `rotate` function. With this function, we'll rotate the water image around itself. Since the image resolution is 128x128, we'll use the position 64, 64 as the center. Additionally, we'll use `clock` to make our image rotate continuously, multiplying it by the desired rotational speed.\n\n local replicatedStorage = game:GetService(\"ReplicatedStorage\")\n local packages = replicatedStorage:WaitForChild(\"packages\")\n local upsideEngine = require(packages:WaitForChild(\"UpsideEngine\"))\n\n @native\n local function shadingFunction(params: upsideEngine.ShadingParams)\n local clock = os.clock()\n local speed = 25\n\n local centre = Vector2.new(64, 64)\n local position = Vector2.new(params.x, params.y)\n\n local rx, ry = params.rotate(centre, position, clock * speed)\n params.x = rx\n params.y = ry\n end\n\n return shadingFunction\n\nfinal result:\n\nBack to top", "tokens": 977, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/UpsideEngine.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/UpsideEngine.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/UpsideEngine.md \"View source of this page\")\n\n# Upside Engine\u00b6\n\nOn this page you will find information about the object that is returned when you access the engine. In this object you have access to all classes and services of the engine\n\nInfo\n\nThis object was extended from [EventEmitter](https://notreux.github.io/UpsideEngine/documentation/Classes/EventEmitter.md)\n\n# Properties\u00b6\n\n## [string](https://create.roblox.com/docs/datatypes/string) _Version_\u00b6\n\nThe current installed upside engine version\n\n# Methods\u00b6\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/UpsideEngine.html) `new(ClassName: string)`\u00b6\n\nThis method creates any of these classes:\n\n * [Scene](https://notreux.github.io/UpsideEngine/documentation/autogen/Scene.html)\n * [Environment](https://notreux.github.io/UpsideEngine/documentation/autogen/Environment.html)\n * [Particle](https://notreux.github.io/UpsideEngine/documentation/autogen/Particle.html)\n * [Light](https://notreux.github.io/UpsideEngine/documentation/autogen/Light.html)\n * [Sound](https://notreux.github.io/UpsideEngine/documentation/autogen/Sound.html)\n * [Shader](https://notreux.github.io/UpsideEngine/documentation/autogen/Shader.html)\n * [StaticObject](https://notreux.github.io/UpsideEngine/documentation/autogen/StaticObject.html)\n * [PhysicalObject](https://notreux.github.io/UpsideEngine/documentation/autogen/PhysicalObject.html)\n * [Sprite](https://notreux.github.io/UpsideEngine/documentation/autogen/Sprite.html)\n * [Character](https://notreux.github.io/UpsideEngine/documentation/autogen/Character.html)\n * [Fluid](https://notreux.github.io/UpsideEngine/documentation/autogen/Fluid.html)\n * [Parallax](https://notreux.github.io/UpsideEngine/documentation/autogen/Parallax.html)\n\n## [void](https://notreux.github.io/UpsideEngine/documentation/UpsideEngine.html) `GetService(ServiceName: string)`\u00b6\n\nThis method returns any of these services:\n\n * [SceneManager](https://notreux.github.io/UpsideEngine/documentation/autogen/SceneManager.html)\n * [NetworkingService](https://notreux.github.io/UpsideEngine/documentation/autogen/NetworkingService.html)\n * [CrossPlatformService](https://notreux.github.io/UpsideEngine/documentation/autogen/CrossPlatformService.html)\n * [PluginSupportService](https://notreux.github.io/UpsideEngine/documentation/autogen/PluginSupportService.html)\n\nBack to top", "tokens": 646, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/documentation/autogen/Camera.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/documentation/autogen/Camera.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/documentation/autogen/Camera.md \"View source of this page\")\n\n# [Extended from EventEmitter](https://notreux.github.io/UpsideEngine/documentation/autogen/EventEmitter.html) Camera\u00b6\n\nThis class is included on every scene, it's used to move you around the scene\n\n# Properties\u00b6\n\n## [UDim2](https://notreux.github.io/UpsideEngine/documentation/autogen/UDim2.md) OffsetPosition\u00b6\n\nThis property serves to move as many pixels as you want the camera to adjust it to a desired position\n\n## [Vector2](https://notreux.github.io/UpsideEngine/documentation/autogen/Vector2.md) LocalPosition\u00b6\n\nThis property is used to move the camera internally\n\n## [Vector2](https://notreux.github.io/UpsideEngine/documentation/autogen/Vector2.md) Limits\u00b6\n\nThis property marks the limits to move the camera, for example, if you set `Vector2.new(0.5, 0.5)` the camera will move only when it reaches the limit\n\n## [boolean](https://notreux.github.io/UpsideEngine/documentation/autogen/boolean.md) FollowSubject\u00b6\n\nThis property defines if the camera is going to follow the defined subject\n\n## [string](https://notreux.github.io/UpsideEngine/documentation/autogen/string.md) Scene\u00b6\n\nThis is the Scene Id of the camera\n\n## [number](https://notreux.github.io/UpsideEngine/documentation/autogen/number.md) Smoothness\u00b6\n\nThis property defines the smoothness with which the camera will move, it only works in a range between 0 and 1\n\n## [Character](https://notreux.github.io/UpsideEngine/documentation/autogen/Character.html) Subject\u00b6\n\nThis property defines the object which is going to follow the camera\n\n## [SubjectDestroyConnection](https://notreux.github.io/UpsideEngine/documentation/autogen/SubjectDestroyConnection.md) SubjectDestroyConnection\u00b6\n\n# Methods\u00b6\n\n## [UDim2](https://create.roblox.com/docs/reference/engine/datatypes/UDim2) GetPosition()\u00b6\n\nGets the camera position\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetPosition(`udim2: UDim2`)\u00b6\n\nSets the camera position\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) SetSubject(`subject: Character`)\u00b6\n\nSets the camera subject\n\n## [void](https://create.roblox.com/docs/scripting/luau/nil) LookTo(`object: StaticObject`)\u00b6\n\nPosition the camera in a centered location relative to the provided object\n\n# Events\u00b6\n\nThere is no events for this class\n\nBack to top", "tokens": 637, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/index.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/index.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/index.md \"View source of this page\")\n\n# Home\n\n### Upside Engine\n\nUpside Engine is the ultimate 2d framework to make your own 2d games!\n\n[Get Started](https://notreux.github.io/UpsideEngine/tutorials/get-started/Installation.html) [Documentation](https://notreux.github.io/UpsideEngine/documentation/Welcome.html)\n\nUpside Engine helps you creating immersive 2D lighting effects. With Upside Engine, you can easily create lighting environments for your roblox videogames.\n\nUpside Engine Let's you create immersive 2D particles for your games. Whether you need fire, smoke, sparks, or magic effects, Upside Engine has you covered.\n\nUpside Engine, gives you the freedom and flexibility to make your 2D games as fun and immersive, add physics to your character and bring it to life.\n\nBack to top", "tokens": 223, "type": "documentation"} {"repo": "notreux/UpsideEngine", "source_url": "https://notreux.github.io/UpsideEngine/tutorials/replication-guide/PracticalExample.html", "text": "[ ](https://github.com/notreux/UpsideEngine/edit/docs/docs/tutorials/replication-guide/PracticalExample.md \"Edit this page\") [ ](https://github.com/notreux/UpsideEngine/raw/docs/docs/tutorials/replication-guide/PracticalExample.md \"View source of this page\")\n\n# Practical Example: Complete Multiplayer Game\u00b6\n\nNow let's put everything together and build a complete multiplayer game! This example will show you how to structure your code properly for a real project.\n\n[Get Multiplayer Example ](https://github.com/notreux/UpsideEngineMultiplayerDemo)\n\n## What you should see\u00b6\n\nWhen everything works correctly:\n\nExpected Behavior\n\n * Each player sees their own character\n * Each player sees other players' characters\n * Movement is synchronized\n * Console shows \"Player joined the game\" messages\n * No errors in the output\n\n## Extending this example\u00b6\n\nNow that you have a working multiplayer base, you can add:\n\nExtension Ideas\n\n 1. **Chat system**: Add a multiplayer chat using TextLabels\n 2. **Items and inventory**: Replicate item pickups and inventory state\n 3. **NPCs**: Create server-controlled characters with server authority\n 4. **Animations**: Add more sprite sheets for different actions\n\n## Summary\u00b6\n\nThis example demonstrates:\n\nWhat You Learned\n\n * Proper project structure with modules\n * Separation of client and server logic\n * Correct replication setup\n * Authority management\n * Player tracking and cleanup\n * Clean code organization\n\nYou now have a solid foundation for building multiplayer games with Upside Engine!\n\nCongratulations! You've completed the replication guide!\n\nYou now understand:\n\n * How replication works in Upside Engine\n * The authority system and why it's important\n * How to set up both client and server properly\n * How to structure a multiplayer project\n * Common issues and how to solve them\n\nHappy game development!\n\nBack to top", "tokens": 417, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "file_path": "README.md", "text": "## Quick Start\n\n- [**Documentation**]\n- [**Basic Use**]\n- [**To-do**]\n- **Getting Started**\n - [**Routes**]\n - [**Middleware**]\n - [**Hooks**]\n- **Setup Guides**\n - [**Matter**]\n - [**Other**]\n- [**Support & Contribution**]\n- **Installation**\n - [**Wally**]\n - [**NPM**]\n\n[**Documentation**]: https://yetanotherclown.github.io/YetAnotherNet/\n[**Basic Use**]: #basic-usage\n[**To-do**]: #to-do\n[**Routes**]: https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/routes\n[**Middleware**]: https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/middleware\n[**Hooks**]: https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/hooks\n[**Matter**]: https://yetanotherclown.github.io/YetAnotherNet/docs/setup/matter\n[**Other**]: https://yetanotherclown.github.io/YetAnotherNet/docs/setup/other\n[**Support & Contribution**]: #support-and-contribution\n[**Wally**]: #wally\n[**NPM**]: #npm-for-roblox-typescript\n\n## About\n\nYetAnotherNet is a Networking Library for Roblox, which wraps around Roblox's RemoteEvents to improve developer experience, offer efficient networking, and provide other tools, utilities, and features relating to Networking on Roblox.\n\n### Features\n\n- Hassle-free Buffer Compression\n- Complete Typechecking & Intellisense\n- No Overhead from RemoteEvents\n- Ordered Networking\n- Middleware\n- Data-Driven Design\n- Simple Integration & API\n- Hot-reloading Support with [Rewire]\n\n[Rewire]: https://github.com/sayhisam1/Rewire\n\n### Data-driven by design\n\nOne thing that separates YetAnotherNet from other networking libraries on Roblox is this key design choice. YetAnotherNet was made to work with ECS, a Data-driven approach to game design, which has influenced the design of the library largely and makes it unique from the rest.\n\nWith inspiration from [Bevy_Renet], a Networking crate for use with the Bevy ECS in Rust, and another networking library on Roblox, [BridgeNet2], YetAnotherNet pushes to provide similar functionality to these two libraries for ECS on Roblox.\n\n[Bevy_Renet]: https://github.com/lucaspoffo/renet/tree/master/bevy_renet\n[BridgeNet2]: https://ffrostfall.github.io/BridgeNet2/\n\n#### Why go for Data-Driven Design?\n\nData-driven design opposes Event-driven design, which is what you can commonly see on Roblox, such as RemoteEvents themselves. Event-driven design has it's woes, which is why we opt for ECS and generally Data-driven design.\n\nEvent-driven design is sensitive to ordering, this makes it difficult to know when you might get data from an event. To solve this, YetAnotherNet does not use Events, it encourages you to query and send data in an ordered manner frame-by-frame, preferably with ECS.\n\nSince it's encouraged to use ECS with YetAnotherNet, though not required, we suggest reading [Matter \u2014 Why ECS?] by Evaera.\n\n[Matter \u2014 Why ECS?]: https://matter-ecs.github.io/matter/docs/WhyECS\n\n## To-do\n\nTasks to complete before version 1.0.0 is released.\n\n- [x] Basic Functionality\n- [x] Stable Core API\n- [x] Strict Typing\n- [x] Unreliable Channel\n- [X] Middleware\n- [X] Typescript Support\n- [X] Automatic Buffer Compression\n- [x] Unit + Integration Tests w/ Jest\n- [ ] Rate limiting\n- [ ] Debugger\n\nOther Tasks\n- [ ] Support more [Unsupported Datatypes] in internal Ser/Des library\n- [ ] More extensive tests with Jest\n- [ ] Minimal Example\n- [ ] ECR Setup Guide\n- [ ] ECR Example\n- [ ] Flamework Binary Serializer Example\n- [ ] Docs Page for Technical Details\n\n[Unsupported Datatypes]: https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/buffer-compression#unsupported-datatypes\n\n## Basic Usage\n\n> [!TIP]\n> See full documentation on [How to Use Routes] and [How to Setup with Matter] on the Documentation Site.\n\n[How to Use Routes]: https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/routes\n[How to Setup with Matter]: https://yetanotherclown.github.io/YetAnotherNet/docs/setup/matter\n\n### Setup\n\nBasic Setup for Routes\n```lua\nlocal YetAnotherNet = require(\"@packages/YetAnotherNet\")\n\nlocal Route = YetAnotherNet.Route\ntype Route = YetAnotherNet.Route;\n\n-- You can specify the type(s) between the <> for Typechecking + Intellisense\nlocal ExampleRoute: Route = Route.new()\n\nreturn {\n ExampleRoute = ExampleRoute\n\n### Example Use\n\nExample of how to use YetAnotherNet in a [Matter] System\n```lua\nlocal routes = require(\"@shared/routes\")\nlocal ExampleRoute = routes.ExampleOne\n\nlocal function exampleSystem(world)\n -- Query through every networking call that frame on the Server\n for i, player, ...data in ExampleRoute:query() do\n -- Do something\n end\n\n -- Query through every networking call that frame on the Client\n for i, _, ...data in ExampleRoute:query() do\n -- Do something\n end\n\n -- Send data from the Client to the Server\n ExampleRoute:send(...)\n\n -- Send data to a Client from the Server\n ExampleRoute:send(...):to(Player)\nend\n\n[Matter]: https://github.com/matter-ecs/matter\n\n## Support and Contribution\n\n### Discord\n\nWe have a Project Thread in the [Roblox OSS Community Server](https://quenty.org/oss/conduct), please read the Code of Conduct on that link before joining.\nYou can find the Project thread under the [#Projects](https://discord.com/channels/385151591524597761/1019724676265676930) threads channel titled as \"YetAnotherNet,\" or you can follow [this link](https://discord.com/channels/385151591524597761/1179944163844825209).\n\n**Please be mindful that the Roblox OSS Community is a professional workspace and not a general help desk, please keep questions and discussions about YetAnotherNet in our Project Thread and keep any other appropriate conversations in their respective channels.**\n\nPlease also be patient when awaiting a response in the thread, I will get to it when I can.\n\n### Contributing\n\nSee the [CONTRIBUTING.md](CONTRIBUTING.md) file for a detailed guide on contributing. If you need any assistance, don't hesitate to ping me in the project thread or on GitHub.\n\n## Installation\n\n### Wally\n\nAdd YetAnotherNet to your project with [Wally] by adding the following to your ``wally.toml`` file:\n```toml\n[dependencies]\nYetAnotherNet = \"yetanotherclown/yetanothernet@0.10.0-alpha.5\"\n\n> [!NOTE]\n> Wally does not export types automatically, if you wish to use Strict Typing with YetAnotherNet, install [Wally Package Types] with Aftman.\n\n[Wally]: https://github.com/UpliftGames/wally\n[Wally Package Types]: https://github.com/JohnnyMorganz/wally-package-types\n\n### NPM for Roblox Typescript\n\nYou can find YetAnotherNet on [NPM], or install it with the command line:\n\nnpm i @rbxts/yetanothernet\n\n[NPM]: https://www.npmjs.com/package/@rbxts/yetanothernet\n\n## Building\n\nTo build yourself with Rojo, use:\n```bash\n./scripts/build.sh\n\nFor more help, check out [the Rojo documentation].\n\n[the Rojo documentation]: https://rojo.space/docs\n\n## Derived Works\n\nThe Darklua setup and Github Workflows are inspired and built off of the work of **grilme99**'s [roblox-project-template](https://github.com/grilme99/roblox-project-template).", "tokens": 1783, "type": "readme"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://yetanotherclown.github.io/YetAnotherNet/docs/setup/matter/", "text": "tip\n\nCheck out the adapted version of the Matter Example game to see how it's used in a real game.\n\nSee all of YetAnotherNet's [example projects](https://github.com/YetAnotherClown/YetAnotherNet/tree/main/examples) in the repository.\n\n * Luau\n * Typescript\n\nBeing initially made for the Matter ECS, YetAnotherNet provides a simple function for scheduling your Routes to run on your Matter Loop.\n\nFirstly, create a `routes.luau` ModuleScript in ReplicatedStorage to strictly declare your Routes.\n\nshared/routes.luau\n\n local YetAnotherNet = require(\"@shared/routes\")\n\n local Route = YetAnotherNet.Route\n type Route = YetAnotherNet.Route;\n\n local defaultConfiguration = {\n Channel = \"Reliable\",\n Event = \"default\",\n\n -- Payload for replicating Entities\n type EntityPayload = {\n [string]: { -- EntityId\n [string]: { -- Component name\n data: ComponentInstance\n\n -- Replicate Matter Components\n local MatterReplication: Route = Route.new(defaultConfiguration)\n\n -- Signal that the Player has loaded\n local PlayerLoaded: Route = Route.new(defaultConfiguration)\n\n return {\n MatterReplication = MatterReplication,\n PlayerLoaded = PlayerLoaded,\n\nAnd now in the same script where you create your Matter Loop, you can run the `YetAnotherNet.start(Loop, { Route })` function to schedule your Routes to run on Matter's Middleware.\n\ninit.server.luau / init.client.luau\n\n local RunService = game:GetService(\"RunService\")\n\n local Matter = require(\"@packages/Matter\")\n local World = Matter.World\n local Loop = Matter.Loop\n\n local YetAnotherNet = require(\"@packages/YetAnotherNet\")\n local routes = require(\"@shared/routes\")\n\n local world = World.new()\n local loop = Loop.new(world)\n\n -- Schedules your Routes\n YetAnotherNet.start(loop, routes)\n\n local systems = {}\n for _, child in script.systems:GetChildren() do\n if child:IsA(\"ModuleScript\") then\n table.insert(systems, require(child))\n end\n end\n\n loop:scheduleSystems(systems) -- Schedule systems after running ``YetAnotherNet.start()``\n\n -- Begin the loop and make sure the ``Event`` key in your Routes configuration are added here\n loop:begin({\n default = RunService.Heartbeat\n })\n\nFinally, in a Matter System we can use our `routes.luau` ModuleScript to access our Routes and use them within our Systems.\n\nsystems/exampleSystem.luau\n\n local routes = require(\"@shared/routes\")\n local PlayerLoaded = routes.PlayerLoaded\n\n local function exampleSystem(world)\n -- Query through every networking call that frame on the Server\n for i, player, ...data in PlayerLoaded:query() do\n -- Do something\n end\n\n -- Query through every networking call that frame on the Client\n for i, _, ...data in PlayerLoaded:query() do\n -- Do something\n end\n\n -- Send data from the Client to the Server\n PlayerLoaded:send(...data)\n\n -- Send data to a Client from the Server\n PlayerLoaded:send(...data):to(Player)\n end\n\nBeing initially made for the Matter ECS, YetAnotherNet provides a simple function for scheduling your Routes to run on your Matter Loop.\n\nFirstly, create a `routes.ts` ModuleScript in ReplicatedStorage to strictly declare your Routes.\n\nroutes.ts\n\n import { Route, Configuration } from \"@rbxts/yetanothernet\";\n\n const defaultConfiguration: Configuration = {\n Channel: \"Reliable\",\n Event: \"default\",\n };\n\n // Replicate Matter Components\n const MatterReplication = new Route(defaultConfiguration);\n\n // Signal that the Player has loaded\n const PlayerLoaded: Route<[boolean]> = new Route(defaultConfiguration);\n\n export = {\n MatterReplication: MatterReplication,\n PlayerLoaded: PlayerLoaded,\n };\n\nAnd now in the same script where you create your Matter Loop, you can run the `Net.start(Loop, { route: Route })` function to schedule your Routes to run on Matter's Middleware.\n\nmain.server.ts / main.client.ts\n\n import { RunService } from \"@rbxts/services\";\n\n import { Loop, System } from \"@rbxts/matter\";\n\n import Net from \"@rbxts/yetanothernet\";\n import routes from \"shared/routes\";\n\n const loop = new Loop();\n\n // Schedules your Routes\n Net.start(loop, routes);\n\n // Schedule systems\n const systems: System<[]>[] = [];\n loop.scheduleSystems(systems);\n\n // Begin the loop and make sure the ``Event`` key in your Routes configuration are added here\n loop.begin({\n default: RunService.Heartbeat\n });\n\nFinally, in a Matter System we can use our `routes.ts` ModuleScript to access our Routes and use them within our Systems.\n\nsystems/exampleSystem.ts\n\n import routes from \"shared/routes\";\n\n const PlayerLoaded = routes.PlayerLoaded;\n\n function exampleSystem(world) {\n // Query through every networking call that frame on the Server\n for (const [pos, player, bool] of PlayerLoaded.query()) {\n // Do something\n\n // Query through every networking call that frame on the Client\n for (const [pos, _, bool] of PlayerLoaded.query()) {\n // Do something\n\n // Send data from the Client to the Server\n PlayerLoaded.send(true);\n\n // Send data to a Client from the Server\n PlayerLoaded.send(true).to(Player);\n\n export = {\n system: exampleSystem", "tokens": 1197, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://ffrostfall.github.io/BridgeNet2/", "text": "### Cuts the header from RemoteEvents\n\nBridgeNet2 cuts down successive remote event call size from 9 bytes to 2 bytes\n\n### High quality logging\n\nBridgeNet2 makes logging network traffic incredibly easy in an extremely readable manner\n\n### Oriented around performance\n\nIf your game is having performance issues related to networking, switching to BridgeNet2 will help.", "tokens": 73, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://matter-ecs.github.io/matter/docs/WhyECS/", "text": "* Behavior is declarative. Systems run every frame, and declare what the state of the world should be right now. This makes code self-healing and more resilient to game-breaking bugs than in an event-driven model where reacting to something happening only happens once.\n * Game state and behavior are entirely decoupled and all game state is accessible to any system.\n * Game state is structured and easy to reason about. We [reconcile state into the data model](https://matter-ecs.github.io/matter/docs/BestPractices/Reconciliation) so we have one source of truth.\n * Systems are self-contained and adding new behaviors to your game is as simple as adding a new system that declares something about how the world should be.\n * Reusing code is easy because an entity can have many different types of components. Existing systems can affect new types of entities, and new systems automatically affect all related entities.\n * All system code runs contiguously and in a fixed order, every frame. Event-driven code can be sensitive to ordering, because doing anything can trigger an event that jumps into another code path, which in turn could do something else that triggers an event. With systems, your code always runs in the same, fixed order, which makes it much more predictable and resilient to new behaviors caused from refactors.", "tokens": 272, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://yetanotherclown.github.io/YetAnotherNet/", "text": "# A Type-safe Networking Library\n\nYetAnotherNet is strictly-typed, giving you full auto-completion and type-safety.\n\nSend arguments and Query return values of your Routes are fully typed, giving you auto-completion and type-checking when writing your Networking code.\n\n# Hassle-free Compression Included\n\nYetAnotherNet works behind the scenes to automatically compress the data you send over the network. It features an internal Ser/Des library to serialize all Luau Datatypes and most Roblox Datatypes.\n\nThis process requires no work on the user's end besides making sure to avoid any [Unsupported Datatypes](https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/buffer-compression#unsupported-datatypes).\n\n# Data-driven by Design\n\nWith it's roots in ECS, YetAnotherNet was designed to promote a Data-driven design.\nYetAnotherNet's API integrates seamlessly into ECS Libraries like Matter to bring Data-driven Networking in ECS architectures.\n\nRead more on why you should use an ECS [here](https://matter-ecs.github.io/matter/docs/WhyECS).\n\n# Available for Roblox Typescript\n\nWe provide Typings for Roblox Typescript users, you can get them on NPM [here](https://www.npmjs.com/package/@rbxts/yetanothernet), or you can install using `npm i @rbxts/yetanothernet`.\n\n# Routes\n\nRoutes are the way you send and receive data through YetAnotherNet. They are uniquely identified so you're encouraged to create as many as you need as if you were creating individual RemoteEvents.\n\nRoutes can be Reliable or Unreliable. Reliable events are never dropped and are always in order per frame. Unreliable events might be dropped on bad connections, but they are always received in order per frame.\n\nYou can also strictly type Routes to get autocompletion and typechecking when Sending and Querying packets.\n\n# Middleware\n\nMiddleware is another powerful feature of YetAnotherNet, allowing you to validate types before they reach your code.\n\nTo create Middleware, you set a function in your Route's Middleware that will give you the event `\"send\" | \"receive\"` and the data that is about to be processed `U...`, the types you specify in your type annotation `Net`\n\nIn the Middleware function, you can validate your types. If your data does not match your types, you can do `return nil` to drop the packet. Dropped packets will never reach your code, meaning you can ensure that the types your code receives are always the types you expect.\n\nYou may want to use Middleware to Compress or Decompress your data, but YetAnotherNet has built-in buffer compression!\n\n# Hooks\n\nHooks are a simple and versatile way to integrate YetAnotherNet into any code architecture.\n\nHooks allow you to run your Route's scheduling whenever you want, such as a specific event. A Hook is simply a function that you can call which will run each Route's scheduling code to process the current frame. Data is not sent over the Network until your hook is called.\n\nYetAnotherNet also provides a simple function that hooks your Routes to your Matter Middleware to run before/after your systems. This allows for a simple setup when using the Matter ECS, leaving you to not worry about scheduling your Routes.", "tokens": 671, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/hooks/", "text": "Hooks allow you full control of scheduling logic, allowing YetAnotherNet to be used for any game structure whether ECS or not.\n\nWhen you use `createHook`, it will return a `beginFrame` and `endFrame` function which should be called at the beginning and end of each frame respectively.\n\nIt's expected, and recommended that you still run your scheduling code on `RunService.Heartbeat`, otherwise you may run into unexpected behavior. If you know what you're doing, you can ignore this warning.\n\n * Luau\n * Typescript\n\n local RunService = game:GetService(\"RunService\")\n\n local YetAnotherNet = require(\"@packages/YetAnotherNet\")\n local routes = require(\"@shared/routes\")\n\n local myRoute = routes.myRoute\n\n local beginFrame, endFrame = YetAnotherNet.createHook({ Route })\n RunService.Heartbeat:Connect(function()\n beginFrame()\n\n myRoute:send(...)\n for i, player, data in myRoute:query() do\n -- Do something\n end\n\n endFrame()\n end)\n\n import { RunService } from \"@rbxts/services\";\n\n import Net from \"@rbxts/yetanothernet\";\n import routes from \"shared/routes\";\n\n const myRoute = routes.myRoute;\n\n const [beginFrame, endFrame] = Net.createHook(routes);\n RunService.Heartbeat.Connect(() => {\n beginFrame();\n\n myRoute.send(...)\n for (const [pos, sender, ...] of myRoute.query()) {\n // Do something\n\n endFrame();\n });", "tokens": 328, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://yetanotherclown.github.io/YetAnotherNet/docs/setup/other/", "text": "* Luau\n * Typescript\n\nYou can integrate YetAnotherNet into whatever game architecture you want by creating a Hook using `YetAnotherNet.createHook({ Route })` which is identical to the `YetAnotherNet.start(loop, { Route })` function. This function will return another function which you can call whenever you want to process your Routes' queues and send/receive your Packets on the Server or Client.\n\nBelow is a simple example of creating custom scheduling behavior using `YetAnotherNet.createHook({ Route })`,\n\n local RunService = game:GetService(\"RunService\")\n\n local YetAnotherNet = require(\"@packages/YetAnotherNet\")\n local routes = require(\"@shared/routes\")\n\n local myRoute = routes.myRoute\n\n local beginFrame, endFrame = YetAnotherNet.createHook({ Route })\n RunService.Heartbeat:Connect(function()\n beginFrame()\n\n myRoute:send(...)\n for i, player, data in myRoute:query() do\n -- Do something\n end\n\n endFrame()\n end)\n\nYou can integrate YetAnotherNet into whatever game architecture you want by creating a Hook using `Net.createHook({ route: Route })` which is identical to the `Net.start(loop, { route: Route })` function. This function will return another function which you can call whenever you want to process your Routes' queues and send/receive your Packets on the Server or Client.\n\nBelow is a simple example of creating custom scheduling behavior using `Net.createHook({ route: Route })`,\n\n import { RunService } from \"@rbxts/services\";\n\n import Net from \"@rbxts/yetanothernet\";\n import routes from \"shared/routes\";\n\n const myRoute = routes.myRoute;\n\n const [beginFrame, endFrame] = Net.createHook(routes);\n RunService.Heartbeat.Connect(() => {\n beginFrame();\n\n myRoute.send(...)\n for (const [pos, sender, ...] of myRoute.query()) {\n // Do something\n\n endFrame();\n });", "tokens": 422, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://yetanotherclown.github.io/YetAnotherNet/docs/getting-started/middleware/", "text": "* Luau\n * Typescript\n\nMiddleware is a powerful feature of YetAnotherNet that allows you to validate types before they are processed when sending and receiving data.\n\nTo create Middleware, you can specify a function in either `Route:addIncomingMiddleware()` or `Route:addOutgoingMiddleware()`.\n\n local YetAnotherNet = require(\"@packages/YetAnotherNet\")\n\n local Route = YetAnotherNet.Route\n type Route = YetAnotherNet.Route;\n\n local route: Route = Route.new()\n\n -- Sets a function to be ran on Incoming packets before they are received over the network\n route:addIncomingMiddleware(function(number: unknown, string: unknown, boolean: unknown)\n -- Do something, e.g., Validate Types\n\n return number, string, boolean\n end)\n\n -- Sets a function to be ran on Outgoing packets before they are sent over the network\n route:addOutgoingMiddleware(function(number: number, string: string, boolean: boolean)\n -- Do something\n\n return number, string, boolean\n end)\n\nTo validate your types, you can return the values in order to allow it to be processed, or you can drop the packet by returning `nil`. Dropped packets will never reach your code, meaning you can ensure that the types your code receives are always the types you expect.\n\nMiddleware is a powerful feature of YetAnotherNet that allows you to validate types before they are processed when sending and receiving data.\n\nTo create Middleware, you can specify a function in either `Route.addIncomingMiddleware()` or `Route.addOutgoingMiddleware()`.\n\n import { Route } from \"@rbxts/yetanothernet\";\n\n const route: Route<[number, boolean, string]> = new Route({\n Channel: \"Reliable\",\n Event: undefined,\n });\n\n // Sets a function to be ran on Incoming packets before they are received over the network\n route.addIncomingMiddleware(function (number, string, boolean) {\n // Do something, e.g., Validate Types\n\n return $tuple(number, string, boolean);\n });\n\n // Sets a function to be ran on Outgoing packets before they are sent over the network\n route.addOutgoingMiddleware(function (number, string, boolean) {\n // Do something\n\n return $tuple(number, string, boolean);\n });\n\nTo validate your types, you can return the values in order to allow it to be processed, or you can drop the packet by returning `undefined`. Dropped packets will never reach your code, meaning you can ensure that the types your code receives are always the types you expect.", "tokens": 542, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://matter-ecs.github.io/matter/docs/Guides/CollectionService/", "text": "As a pure ECS first and foremost, Matter provides no special functionality for CollectionService tags out of the box. However, it's rather simple to implement this yourself. Here's an example taken from the official [Matter example game](https://github.com/matter-ecs/matter/tree/main/example/src/server).\n\n local CollectionService = game:GetService(\"CollectionService\")\n local ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n local Components = require(ReplicatedStorage.Game.components)\n\n local boundTags = {\n Spinner = Components.Spinner,\n\n local function setupTags(world)\n local function spawnBound(instance, component)\n local id = world:spawn(\n component(),\n Components.Model({\n model = instance,\n }),\n Components.Transform({\n cframe = instance.PrimaryPart.CFrame,\n })\n )\n\n instance:SetAttribute(\"entityId\", id)\n end\n\n for tagName, component in pairs(boundTags) do\n for _, instance in ipairs(CollectionService:GetTagged(tagName)) do\n spawnBound(instance, component)\n end\n\n CollectionService:GetInstanceAddedSignal(tagName):Connect(function(instance)\n spawnBound(instance, component)\n end)\n\n CollectionService:GetInstanceRemovedSignal(tagName):Connect(function(instance)\n local id = instance:GetAttribute(\"entityId\")\n if id then\n world:despawn(id)\n end\n end)\n end\n end\n\n return setupTags\n\nThis example can be modified to meet your game's needs as you see fit.", "tokens": 316, "type": "documentation"} {"repo": "YetAnotherClown/YetAnotherNet", "source_url": "https://matter-ecs.github.io/matter/docs/BestPractices/DerivedState/", "text": "Oftentimes, games will have state that needs to be affected by multiple, distinct gameplay systems.\n\nFor example, imagine you had a game where equipping a heavy weapon lowered your walk speed. There might be other things that affect your walk speed too, like being Poisoned!\n\nSo, let's say both equipping the heavy weapon and being poisoned both need to lower your player's walk speed.\n\nInstead of directly controlling the walk speed in the weapon system and then again in the poison system, we should make a dedicated system to manage walk speed.\n\nLet's say that whenever a player is poisoned or has a heavy weapon equipped, our game adds the `Poison` or `HeavyWeapon` components to the player entity. For the sake of this example, we can imagine that each one lowers walk speed by half.\n\n local affectsWalkSpeed = {Poison, HeavyWeapon}\n\n local function walkSpeed(world)\n for id, player in world:query(Player) do\n\n local results = {world:get(id, unpack(affectsWalkSpeed))}\n\n -- NOTE: You can't be tricky by just checking the length of this table!\n -- We MUST iterate over it because the Lua length operator does not work\n -- as you might expect when a table has nil values in it.\n -- See for yourself: Lua says #{nil,nil,nil,1,nil} is 0!\n\n local modifier = 1\n\n for _ in results do\n -- For each result, reduce speed by half.\n modifier *= 0.5\n end\n\n -- The default Roblox walk speed is 16\n local speed = 16 * modifier\n\n world:insert(id, WalkSpeed({\n speed = speed,\n modifier = modifier,\n }))\n end\n end\n\n return walkSpeed\n\nBy listing out everything that can affect the walk speed in this system, we've created one source of truth for the player's walk speed. Any time there's a bug or something wrong with player movement, just check this one file. It's much easier to track down changes when everything that can affect something is in one place.\n\nThe value of the `WalkSpeed` component we use here is completely derived from the state of other components on the entity. This is _derived state_!\n\nMaybe in a separate system, we could update anything with a Model and a WalkSpeed component, perhaps:\n\n -- Update anything with WalkSpeed and Model (this could be a separate system)\n for id, walkSpeed, model in world:query(WalkSpeed, Model) do\n if model.model:FindFirstChild(\"Humanoid\") then\n model.model.Humanoid.WalkSpeed = walkSpeed.speed\n end\n end", "tokens": 559, "type": "documentation"} {"repo": "Blupo/ColorPane", "file_path": "README.md", "text": "# ColorPane\n\nColorPane is a suite of color tools for Roblox Studio plugins. Some of the tools included are:\n\n- A color editor with a color wheel, several types of sliders, and various color palettes, with the ability to create, import, and export your own palettes.\n- A gradient editor, similar to the Studio editor, with some quality-of-life changes including keypoint snapping, buttons to swap keypoint colors around, and a gradient palette.\n\n \n \n\n \n \n\n## Installing\n\n**ColorPane comes in 2 parts. Install the one that applies to your situation.**\n\n### Library\n\nIf you want to use these color tools in your own plugin, you'll want to install the ColorPane library:\n\n[![Get it on Roblox](https://gist.githubusercontent.com/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/roblox_dev.svg)](https://create.roblox.com/store/asset/17844182825) [![Get it on GitHub](https://gist.githubusercontent.com/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/github.svg)](https://github.com/Blupo/ColorPane/releases/latest)\n\nIf you use [Rojo](https://rojo.space), you can add the [source repository](https://github.com/Blupo/ColorPane) as a submodule. Take a look at the [Integration](https://blupo.github.io/ColorPane/0.5/developer-guide/integration) page to learn how to put these tools in your plugin.\n\n### Companion\n\nIf you're looking to try out ColorPane to see if it's right for you, or you use a plugin with ColorPane and want to unlock it's full capabilities, you'll want to install the Companion plugin.\n\n[![Get it on Roblox](https://gist.githubusercontent.com/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/roblox_dev.svg)](https://create.roblox.com/store/asset/6474565567) [![Get it on GitHub](https://gist.githubusercontent.com/cxmeel/0dbc95191f239b631c3874f4ccf114e2/raw/github.svg)](https://github.com/Blupo/ColorPane/releases/latest)\n\nThese additional capablities include:\n\n* Creating and editing palettes\n* Modifying settings\n* Editing [color properties](https://blupo.github.io/ColorPane/0.5/user-guide/color-properties)\n\nTake a look at the [User Guide](https://blupo.github.io/ColorPane/0.5/user-guide/color-editor) to learn how to use the color tools.\n\n## Contributing\n\nFound a bug? Want to request a new feature? Interested in translating ColorPane? Read the [Contributing](https://blupo.github.io/ColorPane/0.5/contributing) page for guidelines on contributing to the project!\n\nIf you like ColorPane, consider [donating](https://ko-fi.com/blupo)!", "tokens": 732, "type": "readme"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/developer-guide/integration/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/developer-guide/integration.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/developer-guide/integration.md \"View source of this page\")\n\n# Integration\u00b6\n\nNote\n\nThe pages in the Developer Guide are for plugin developers who want to integrate ColorPane in their projects. If you simply want to use the color tools, you're looking for the [the user guide](https://blupo.github.io/ColorPane/0.5/user-guide/color-editor/).\n\nFirst, you'll need to grab the module from the [Creator Store](https://create.roblox.com/store/asset/17844182825). If you use [Rojo](https://rojo.space), you can alternatively add the [GitHub repo](https://github.com/Blupo/ColorPane) as a submodule.\n\n## Initialisation\u00b6\n\nBefore we can start getting colors and gradients, we need to initialise the API. To do that, we'll simply call the function returned by the library script, which will give us the API.\n\n local ColorPaneInit = require(path.to.library)\n local ColorPane = ColorPaneInit(plugin, \"MyProjectId\")\n\nThe parameters for the initialisation function are (1) a [Plugin](https://create.roblox.com/docs/reference/engine/classes/Plugin) object and (2) a unique identifier, used to make sure each instance of ColorPane has its own plugin windows.\n\n## Getting Colors\u00b6\n\nNote\n\nFamiliarity with the promise pattern, as well as the specific Promises from evaera's [roblox-lua-promise](https://eryn.io/roblox-lua-promise/) library, is recommended. While some explanation is given here, the additional reading may help you.\n\nTo prompt the user for colors, you will use [`PromptForColor`](https://blupo.github.io/ColorPane/0.5/developer-guide/api-reference/#promptforcolor).\n\n local colorPromise = ColorPane.PromptForColor({\n PromptTitle = \"Pick a color!\"\n InitialColor = Color3.new(0.5, 0.5, 0.5),\n })\n\nTo customise the prompt, you can pass a table of options. The two options specified here are the most common. `PromptTitle` sets what the window text says, and `InitialColor` sets what color the user starts with (grey in this example).\n\nThe API will return a Promise. The basic idea is that a Promise represents a value that will be given _in the future_. That Promise will either be fulfilled (resolved), or broken (rejected). In this example, if the Promise resolves, it will resolve with a [Color3](https://create.roblox.com/docs/reference/engine/datatypes/Color3), and if it rejects, it will reject with an error object or message, depending on where the rejection came from.\n\nWe can attach callbacks onto the Promise to handle resolutions and rejections with `Promise:andThen()`.\n\n colorPromise\n :andThen(function(color)\n -- This function is called when the Promise resolves\n end, function(err)\n -- This function is called when the Promise rejects\n end)\n\nThe Promise may reject for a variety of reasons, including:\n\n * You passed some bad options into the function (e.g. setting `InitialColor` to a string)\n * The color editor is already open\n * The user decides to close the prompt without selecting a color\n\nIf you don't want or need to use the Promise pattern, you can use `Promise:await()` to turn it into a synchronous function (a yielding function, like [`task.wait`](https://create.roblox.com/docs/reference/engine/libraries/task#wait)). The function will return values in the same manner as [`pcall`](https://create.roblox.com/docs/reference/engine/globals/LuaGlobals#pcall): the first value tells you if the Promise resolved, and then any other values the Promise resolves/rejects with.\n\n local resolved, value = colorPromise:await()\n\n if (resolved) then\n -- do stuff with the color\n else\n -- do stuff with the error\n end\n\n## Getting Gradients\u00b6\n\nThe same rules for Promises apply here as they do for getting colors. To prompt the user for gradients, you'll use [`PromptForGradient`](https://blupo.github.io/ColorPane/0.5/developer-guide/api-reference/#promptforgradient). The configuration options are slightly different here, and in this example, the Promise will resolve with a [ColorSequence](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence).\n\n local gradientPromise = ColorPane.PromptForGradient({\n PromptTitle = \"Pick a gradient!\",\n InitialGradient = ColorSequence.new(\n Color3.new(0, 0, 0),\n Color3.new(1, 1, 1)\n )\n })\n\n gradientPromise:andThen(function(gradient)\n -- resolved\n end, function(err)\n -- rejected\n end)\n\n## Advanced\u00b6\n\n### Previewing Changes\u00b6\n\nAn additional configuration option, `OnColorChanged` for [`PromptForColor`](https://blupo.github.io/ColorPane/0.5/developer-guide/api-reference/#promptforcolor) and `OnGradientChanged` for [`PromptForGradient`](https://blupo.github.io/ColorPane/0.5/developer-guide/api-reference/#promptforgradient), lets you \"preview\" color changes. This option is a callback that will be called every time the user makes a modification to the color or gradient. This is useful for letting the user see their changes before committing to them.\n\nThe callbacks you pass **must not** yield, meaning that you can't use [`task.wait()`](https://create.roblox.com/docs/reference/engine/libraries/task#wait), [`RBXScriptSignal:Wait()`](https://create.roblox.com/docs/reference/engine/datatypes/RBXScriptSignal#Wait), [`Instance:WaitForChild()`](https://create.roblox.com/docs/reference/engine/classes/Instance#WaitForChild) or any other function that yields or suspends a thread.\n\n ColorPane.PromptForColor({\n InitialColor = Color3.new(1, 1, 1),\n\n OnColorChanged = function(color)\n -- your code here\n end,\n })\n\n ColorPane.PromptForGradient({\n InitialGradient = ColorSequence.new(\n Color3.new(0, 0, 0),\n Color3.new(1, 1, 1)\n ),\n\n OnGradientChanged = function(gradient)\n -- your code here\n end,\n })\n\nWarning\n\nThe values passed to `OnColorChanged`/`OnGradientChanged` are for **temporary use only**. If the user cancels color selection, anything you've changed with the preview colors should be changed back to their original values.\n\n### Alternate Color Objects\u00b6\n\nIf you're familiar with the [Color](https://blupo.github.io/Color/) library, the API also allows you to prompt for these types of colors instead of [Color3s](https://create.roblox.com/docs/reference/engine/datatypes/Color3) and [ColorSequences](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence). Note that this will also affect the types of the values passed to `OnColorChanged`/`OnGradientChanged`.\n\n ColorPane.PromptForColor({\n ColorType = \"Color\",\n }) -- Will resolve with a Color instead of a Color3\n\n ColorPane.PromptForGradient({\n GradientType = \"Gradient\",\n }) -- Will resolve with a Gradient instead of a ColorSequence\n\nFor Gradients, you can also specify the options used for generating intermediate colors:\n\n ColorPane.PromptForGradient({\n GradientType = \"Gradient\",\n InitialGradient = Gradient.fromColors(\n Color.new(0, 0, 0),\n Color.new(1, 1, 1)\n ),\n\n InitialColorSpace = \"Lab\",\n InitialHueAdjustment = \"Longer\",\n InitialPrecision = 0,\n })\n\n## Plugin Permissions\u00b6\n\nColorPane includes some functionality that requires certain plugin permissions. These permissions are not required, and the core functionality of ColorPane will still work without them. Your plugin itself, however, may need these permissions to work, and ColorPane will also be able to use them if granted.\n\n * Script injection\n * Exporting palettes into the DataModel as a ModuleScript\n * HTTP requests\n * The Picular palette sends HTTP requests to [backend.picular.co](https://backend.picular.co)\n * Importing palettes via URL, which can be from _any_ domain", "tokens": 1844, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/user-guide/color-editor/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/color-editor.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/color-rawor.md \"View source of this page\")\n\n# The Color Editor\u00b6\n\n## Color Wheel\u00b6\n\nThe buttons below the wheel let you select [color harmonies](https://en.wikipedia.org/wiki/Harmony_\\(color\\)), which will be marked on the wheel using squares, while the main color marker will be a circle.\n\n## Sliders\u00b6\n\nThe editor includes several sliders:\n\n * RGB\n * CMYK\n * HSB/L\n * Monochrome\n * Temperature\n\n## Palettes\u00b6\n\nWarning\n\nIf you don't have the Companion plugin installed, you won't be able to create, edit, or import palettes.\n\nPalettes let you store lists of colors. For most palettes, you will see (from top to bottom, left to right): a search bar, buttons to switch between grid or list layout, a button to add the current color to the palette, and the list of colors.\n\nThere are several built-in palettes, some of which have custom layouts:\n\n * BrickColors\n * ColorBrewer\n * Picular\n * Web Colors\n\nThe overflow menu (accessed using the button) has several options such as creating new palettes, deleting existing palettes, and importing palettes.\n\n### Layouts\u00b6\n\nThe grid layout (pictured above) is the default layout, and allows for quick access to colors. Clicking on a color will select it, which then allows you to set the current color, remove the color, change its position in the palette, or rename it.\n\nThe list layout (pictured below) is useful for palettes where color names are important.\n\n### Import and Export\u00b6\n\nPalettes can be imported and exported, for uses such as sharing them with collaborators or backing them up. You can access the import/export options from the overflow menu (the Export option does not appear for built-in palettes).\n\nThere are various ways to import palettes, but the UI will look similar for each method. After you extract the palette from the method you choose and it's in the [correct format](https://blupo.github.io/ColorPane/0.5/developer-guide/palette-format/), the Import button will be enabled. You can also change the name of the palette before you import it, and the name input will be pre-filled with the name from the palette file/object.\n\nNote\n\nWhen importing via URL, you may be prompted by Studio to allow HTTP requests to the domain you're importing from.\n\nPalettes can be exported as ModuleScripts or StringValues to ServerStorage, and the exported object will contain the JSON string for the palette (as well as some metadata for ModuleScripts).\n\nNote\n\nWhen exporting to a ModuleScript, you may be prompted by Studio to allow script injection.\n\nPalettes cannot be exported to JSON files, as Studio does not have this capability. If you need a JSON file, you can copy the content of the JSON string into a file. For StringValue exports, you can copy the `Value` property. For ModuleScripts, copy the text inside the double-square-brackets (`[[...]]`).\n\n### ColorBrewer Palette\u00b6\n\n[ColorBrewer](https://colorbrewer2.org) is a collection of color sets used in cartography. You can select the data type and number of classes, and the palette will display the various color sets that match the criteria.\n\n### Picular Palette\u00b6\n\n[Picular](https://picular.co) is an online tool that lets you search \"the color of anything\". You can use the search bar to search for things you want the color of, e.g. \"roblox\". There is also a search history tab where you can view previous entries you have looked up.\n\n## Color Tools\u00b6\n\nVarious color tools are included, such as a color information tool, and a gradient picker.\n\n### Color Info\u00b6\n\nThe information tool shows the current color in different representations. You can copy text to paste somewhere else, and paste into the text boxes to change the current color (assuming what you paste follows the same format).\n\n### Color Sorter\u00b6\n\nThe sorter tool allows you to check how similar a list of colors is to a particular color, where the colors are listed from most to least similar after pressing Sort. The sorter uses [CIEDE2000](https://en.wikipedia.org/wiki/Color_difference#CIEDE2000).\n\n### Color Variations\u00b6\n\nThe variations tools shows various tints, tones, shades, and hue rotations of the current color, with an adjuster to change how many colors are shown.\n\n### Gradient Pickers\u00b6\n\nThe gradient pickers allow you to select a color from the different gradients in your gradient palette. Clicking anywhere on a gradient will set the current color to the color at that position. You can also click and drag to select colors as if it were a slider.\n\n## Other Tools\u00b6\n\nThe two colors in a large square at the bottom-left of the editor represent the current (top) and initial (bottom) colors. You can click on the initial color if you want to reset the current color. The hex input below it accepts either 3 (`ABC` = `AABBCC`) or 6 (`ABCDEF`) digits.\n\nThe list of colors to the right of the large square is the quick palette, and lets you temporarily store colors for quick access. You can add as many colors as you like, but you can't remove any colors. The number of colors that the quick palette displays depends on the size of the window (i.e. a larger window displays more colors).\n\nThe button selects a random color.", "tokens": 1199, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/user-guide/color-properties/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/color-properties.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/color-properties.md \"View source of this page\")\n\n# Editing Color Properties\u00b6\n\nNote\n\nThis feature is exclusive to the Companion plugin and isn't provided in the ColorPane library.\n\nThe Color Properties window allows you to edit the color properties of objects in your projects.\n\nEach property will have a little icon next to its color button to indicate the type of property it is (the Part class icon for BrickColors, a rainbow color wheel for Color3s, and a vertical black and white gradient for ColorSequences). When multiple properties with the same name are listed, their class names will also be listed. Clicking on the color button will allow you to edit the property's value.\n\nNote\n\nThe Terrain material properties you will see when you select a Terrain object (e.g. \"Asphalt Material\", \"Basalt Material\", etc.) are not real properties, but you can still use them to modify Terrain colors.\n\n## Activation\u00b6\n\nColor Properties will require manual activation the first time you use it. You will see a prompt when you open the window telling you that the API data has not been loaded (pictured below). On this screen you can load the API data and change the settings for automatic activation and caching (see the next section).\n\nNote\n\nAPI data is retrieved via HTTP requests to `setup.rbxcdn.com`. You may be prompted by Studio to allow HTTP requests to this domain when you use Color Properties. If you deny this permission, you will not be able to use this part of the Companion.\n\n## Play-Testing\u00b6\n\nSince HTTP requests are not allowed from plugins during play-testing, trying to use Color Properties won't work. You can enable the _Cache Roblox API data_ setting to get around this, which will store the Roblox API data on your computer so that it can be used instead of having to make an HTTP request. Enabling this option may cause noticable pauses whenever the cache needs to be updated, since the size of the API data is quite large.", "tokens": 448, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/contributing/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/contributing.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/contributing.md \"View source of this page\")\n\n# Contributing\u00b6\n\n## Feature Requests\u00b6\n\nFeatures requests should be submitted through GitHub issue. Feature requests should align with ColorPane's purpose of being a general-purpose suite of color tools. Please be as detailed as possible, and include images and/or video if necessary. New features should be fully discussed before contributing any code.\n\n## Bug Reports\u00b6\n\nBugs should be submitted via GitHub issue. Make sure that the bug you're reporting isn't already part of another issue.\n\nPlease include a detailed description and an image and/or video of the bug to make it easier to track down. If there's relevant error output in Studio, please include it.\n\n## Documentation\u00b6\n\nIf you find any errors or places for improvement in the documentation, feel free to open an issue or submit a pull request. ColorPane's documentation uses [Material for MkDocs](https://squidfunk.github.io/mkdocs-material/) (version 9.5.27 as of this writing).\n\n## Translations\u00b6\n\nTo reach as many developers as possible, one of ColorPane's goals is to be fully translated into several languages. If you would like to help translate ColorPane, you can contribute to the [Crowdin project](https://crowdin.com/project/colorpane). Translations for the documentation are currently not being accepted, but this may change in the future.\n\nCurrently, the targeted languages are:\n\n * [Simplifed Chinese](https://crowdin.com/project/colorpane/zh-CN) (`zh-CN`)\n * [Traditional Chinese](https://crowdin.com/project/colorpane/zh-TW) (`zh-TW`)\n * [French](https://crowdin.com/project/colorpane/fr) (`fr`)\n * [German](https://crowdin.com/project/colorpane/de) (`de`)\n * [Indonesian](https://crowdin.com/project/colorpane/id) (`id`)\n * [Italian](https://crowdin.com/project/colorpane/it) (`it`)\n * [Japanese](https://crowdin.com/project/colorpane/jp) (`jp`)\n * [Korean](https://crowdin.com/project/colorpane/ko) (`ko`)\n * [Portuguese](https://crowdin.com/project/colorpane/pt-PT) (`pt-PT`)\n * [Russian](https://crowdin.com/project/colorpane/ru) (`ru`)\n * [Spanish](https://crowdin.com/project/colorpane/es-ES) (`es-ES`)\n\n## Code Contributions\u00b6\n\nNote\n\nCode contributions should target the [develop](https://github.com/Blupo/ColorPane/tree/develop) branch, unless they're critical fixes.\n\nIf you have code you would like to contribute to ColorPane, please submit a pull request. ColorPane uses [Rojo](https://rojo.space) (version 7.4.3 as of this writing) for project management. When testing the plugin in Studio, serve `workspace.project.json` instead of the `default.project.json`. There will be 3 build objects in ServerStorage:\n\n * CPTest, which is a debug plugin that provides direct access to the ColorPane API script from the Workspace\n * Companion, the Companion plugin\n * ColorPane, the ColorPane library\n\n## Donations\u00b6\n\nIf you like ColorPane, consider [donating](https://ko-fi.com/blupo)!", "tokens": 746, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/index.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/index.md \"View source of this page\")\n\n# ColorPane\u00b6\n\nColorPane is a suite of color tools for Roblox Studio plugins. Some of the tools included are:\n\n * A color editor with a color wheel, several types of sliders, and various color palettes, with the ability to create, import, and export your own palettes.\n * A gradient editor, similar to the Studio editor, with some quality-of-life changes including keypoint snapping, buttons to swap keypoint colors around, and a gradient palette.\n\n## Installing\u00b6\n\n**ColorPane comes in 2 parts. Install the one that applies to your situation.**\n\n### Library\u00b6\n\nIf you want to use these color tools in your own plugin, you'll want to install the ColorPane library:\n\n[](https://create.roblox.com/store/asset/17844182825) [](https://github.com/Blupo/ColorPane/releases/latest)\n\nIf you use [Rojo](https://rojo.space), you can add the [source repository](https://github.com/Blupo/ColorPane) as a submodule. Take a look at the [Integration](https://blupo.github.io/ColorPane/latest/developer-guide/integration/) page to learn how to put these tools in your plugin.\n\n### Companion\u00b6\n\nIf you're looking to try out ColorPane to see if it's right for you, or you use a plugin with ColorPane and want to unlock its full capabilities, you'll want to install the Companion plugin.\n\n[](https://create.roblox.com/store/asset/6474565567) [](https://github.com/Blupo/ColorPane/releases/latest)\n\nThese additional capablities include:\n\n * Creating and editing palettes\n * Modifying settings\n * Editing [color properties](https://blupo.github.io/ColorPane/latest/user-guide/color-properties/)\n\nTake a look at the [User Guide](https://blupo.github.io/ColorPane/latest/user-guide/color-editor/) to learn how to use the color tools.\n\n## Contributing\u00b6\n\nFound a bug? Want to request a new feature? Interested in translating ColorPane? Read the [Contributing](https://blupo.github.io/ColorPane/latest/contributing/) page for guidelines on contributing to the project!", "tokens": 507, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/developer-guide/palette-format/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/developer-guide/palette-format.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/developer-guide/palette-format.md \"View source of this page\")\n\n# Palette Format\n\nWhen [importing](https://blupo.github.io/ColorPane/0.5/user-guide/color-editor/#import-and-export) palettes, they must follow this JSON format:\n\n \"name\": \"Palette Name\",\n\n \"colors\": [\n \"name\": \"Color Name\",\n \"color\": [0, 0, 0]\n },\n\n \"name\": \"Another Color Name\",\n \"color\": [0.5, 0.5, 0.5]\n },\n\n \"name\": \"Yet Another Color Name\",\n \"color\": [1, 1, 1]\n\nThe color array of each color object is a 3-element array, with the elements representing the 3 sRGB channels, which typically range from [0, 1]. No two colors can share the same name, however any number of colors have have the same color array.\n\nIf importing from a ModuleScript, the palette can also be a Lua table in the same format, e.g.\n\n name = \"Palette Name\",\n\n colors = {\n name = \"Color Name\",\n color = {0, 0, 0}\n },\n\n name = \"Another Color Name\",\n color = {0.5, 0.5, 0.5}\n },\n\n name = \"Yet Another Color Name\",\n color = {1, 1, 1}", "tokens": 350, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/attribution/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/attribution.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/attribution.md \"View source of this page\")\n\n# Attribution\u00b6\n\nThis page gives attribution to the various open-source projects used in ColorPane, as well as whatever else seems appropriate.\n\n## ColorBrewer\u00b6\n\nThis product includes color specifications and designs developed by Cynthia Brewer ().\n\n Apache-Style Software License for ColorBrewer software and ColorBrewer Color\n Schemes\n\n Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The Pennsylvania State\n University.\n\n Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n use this file except in compliance with the License. You may obtain a copy of\n the License at\n\n Unless required by applicable law or agreed to in writing, software\n distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n License for the specific language governing permissions and limitations under\n the License.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n 1. Redistributions as source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n 2. The end-user documentation included with the redistribution, if any, must\n include the following acknowledgment: \"This product includes color\n specifications and designs developed by Cynthia Brewer\n (http://colorbrewer.org/).\" Alternately, this acknowledgment may appear in the\n software itself, if and wherever such third-party acknowledgments normally\n appear.\n\n 4. The name \"ColorBrewer\" must not be used to endorse or promote products\n derived from this software without prior written permission. For written\n permission, please contact Cynthia Brewer at cbrewer@psu.edu.\n\n 5. Products derived from this software may not be called \"ColorBrewer\", nor\n may \"ColorBrewer\" appear in their name, without prior written permission of\n Cynthia Brewer.\n\n## color-temperature\u00b6\n\nThe implementation of the Kelvin color module is based on Neil Bartlett's [color-temperature](https://github.com/neilbartlett/color-temperature), which is licensed under the MIT License.\n\n## Markdown Buttons\u00b6\n\n[@cxmeel](https://github.com/cxmeel)'s [Material Buttons](https://gist.github.com/cxmeel/b3af232eba0ace022e2fba8b7b286520) are cool and you should know about them.\n\n## Material Icons\u00b6\n\nGoogle's [Material Icons](https://fonts.google.com/icons) are licensed under the [Apache License 2.0](https://www.apache.org/licenses/LICENSE-2.0.html).\n\n## roact, rodux, roact-rodux\u00b6\n\n[@roblox](https://github.com/Roblox)'s [roact](https://github.com/Roblox/roact), [rodux](https://github.com/Roblox/rodux), and [roact-rodux](https://github.com/Roblox/roact-rodux) are licensed under the [Apache License 2.0](https://www.apache.org/licenses/LICENSE-2.0.html).\n\n## roblox-lua-promise\u00b6\n\n[@evaera](https://github.com/evaera)'s [roblox-lua-promise](https://github.com/evaera/roblox-lua-promise) is licensed under the [MIT License](https://github.com/evaera/roblox-lua-promise/blob/master/LICENSE).\n\n## t\u00b6\n\n[@osyrisrblx](https://github.com/osyrisrblx)'s [t](https://github.com/osyrisrblx/t) is licensed under the [MIT License](https://github.com/osyrisrblx/t/blob/master/LICENSE).\n\n## Translations\u00b6\n\n * French (`fr`) translation:\n * [Clem Gaming (clmntfeugere)](https://crowdin.com/profile/clmntfeugere)\n * [CROISSANT0011](https://crowdin.com/profile/croissant0011)\n * Korean (`ko`) translation:\n * [CoouDo](https://crowdin.com/profile/cooudo)\n * Russian (`ru`) translation:\n * [Artemiy Zaitsev (ztsff)](https://crowdin.com/profile/ztsff)", "tokens": 990, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/user-guide/gradient-editor/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/gradient-editor.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/gradient-rawor.md \"View source of this page\")\n\n# The Gradient Editor\u00b6\n\n## Editing Keypoints\u00b6\n\nKeypoints can be added by clicking anywhere in the gradient view (as long as the cursor isn't snapped to another keypoint). Clicking on a keypoint will select it, which allows you to delete it, change its color or position, and use the left or right buttons (_not_ the arrow keys) to swap its color with the keypoint on the left or right, respectively. You can also change the position by dragging it around the gradient view.\n\n## Other Controls\u00b6\n\n * The button reverses the order of the colors in the gradient\n * The _Snap_ input can be used to modify the interval at which keypoints snap\n * The Reset button resets the gradient to its initial value\n\nThe button toggles showing the ColorSequence code for the gradient, if you wish to copy it. You'll probably have to increase the size of the window to view the whole code, but clicking on the text will select all of it, for quick copying.\n\n## Gradient Palette\u00b6\n\nYou can open the gradient palette using the button. Similar to [color palettes](https://blupo.github.io/ColorPane/0.5/user-guide/color-editor/#palettes), you can store gradients for later use. The first 3 gradients in the palette are built-in, so you cannot modify or delete them.\n\n## Gradient Info\u00b6\n\nYou can access gradient info with the button. Editing gradient information is an advanced feature that allows you to create gradients with interpolation in different color spaces. The available options for the color space and hue interpolation are the same as those used in [Color.mix](https://blupo.github.io/Color/api/color/#colormix).\n\nIncreasing precision allows you to get a more visually-accurate gradient for the specified color space, but at the cost of the number of keypoints that you're allowed to insert.\n\nFor non-RGB color spaces, the precision should be at least 1, otherwise the gradient will not look any different from itself in RGB space. For RGB space, the precision should always be 0, since ColorSequences already use RGB interpolation.", "tokens": 504, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/index.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/index.md \"View source of this page\")\n\n# ColorPane\u00b6\n\nColorPane is a suite of color tools for Roblox Studio plugins. Some of the tools included are:\n\n * A color editor with a color wheel, several types of sliders, and various color palettes, with the ability to create, import, and export your own palettes.\n * A gradient editor, similar to the Studio editor, with some quality-of-life changes including keypoint snapping, buttons to swap keypoint colors around, and a gradient palette.\n\n## Installing\u00b6\n\n**ColorPane comes in 2 parts. Install the one that applies to your situation.**\n\n### Library\u00b6\n\nIf you want to use these color tools in your own plugin, you'll want to install the ColorPane library:\n\n[](https://create.roblox.com/store/asset/17844182825) [](https://github.com/Blupo/ColorPane/releases/latest)\n\nIf you use [Rojo](https://rojo.space), you can add the [source repository](https://github.com/Blupo/ColorPane) as a submodule. Take a look at the [Integration](https://blupo.github.io/ColorPane/0.5/developer-guide/integration/) page to learn how to put these tools in your plugin.\n\n### Companion\u00b6\n\nIf you're looking to try out ColorPane to see if it's right for you, or you use a plugin with ColorPane and want to unlock its full capabilities, you'll want to install the Companion plugin.\n\n[](https://create.roblox.com/store/asset/6474565567) [](https://github.com/Blupo/ColorPane/releases/latest)\n\nThese additional capablities include:\n\n * Creating and editing palettes\n * Modifying settings\n * Editing [color properties](https://blupo.github.io/ColorPane/0.5/user-guide/color-properties/)\n\nTake a look at the [User Guide](https://blupo.github.io/ColorPane/0.5/user-guide/color-editor/) to learn how to use the color tools.\n\n## Contributing\u00b6\n\nFound a bug? Want to request a new feature? Interested in translating ColorPane? Read the [Contributing](https://blupo.github.io/ColorPane/0.5/contributing/) page for guidelines on contributing to the project!", "tokens": 519, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/Color/", "text": "[ ](https://github.com/Blupo/Color/edit/master/docs/index.md \"Edit this page\")\n\n# Color\u00b6\n\nColor is a Roblox Luau library for color management and manipulation, inspired by [chroma.js](https://vis4.net/chromajs/).\n\n## Installing\u00b6\n\nThe module is available in the library [here](https://roblox.com/library/7933448750) if you want to install it using the Toolbox. You can also grab a [release](https://github.com/Blupo/Color/releases) from GitHub and install it manually.\n\nIf you know how to use [Rojo](https://rojo.space), you can build the latest code from the development branch to get the newest features. Keep in mind that this is **development code**, and things can break or change quickly.\n\nThe library has two parts: the Color module and the Gradient module. You can access them using `[Module].Color` and `[Module].Gradient`.\n\n local ColorLib = require(...)\n\n local Color = ColorLib.Color\n local Gradient = ColorLib.Gradient\n\n## Conversions\u00b6\n\nColors can be constructed from different [color types](https://blupo.github.io/Color/api/color/#color-types), including hex strings, HSB/L, and L*a*b*. You can use [`Color.from`](https://blupo.github.io/Color/api/color/#colorfrom) or `Color.from[ColorType]` (e.g. `Color.fromHex`).\n\nThere are also a few additional constructors:\n\n * [`Color.new`](https://blupo.github.io/Color/api/color/#colornew), which is equivalent to `Color3.new`\n * [`Color.random`](https://blupo.github.io/Color/api/color/#colorrandom) for making random colors\n * [`Color.gray`](https://blupo.github.io/Color/api/color/#colorgray) for making greyscale colors\n * [`Color.named`](https://blupo.github.io/Color/api/color/#colornamed) for referencing [CSS colors](https://www.w3.org/TR/2021/REC-css-color-3-20210805/#svg-color)\n\n local pink = Color.fromHex(\"#ff69b4\")\n local blue = Color.from(\"HSB\", 240, 1, 1)\n local yellow = Color.fromLab(0.97139, -0.21554, 0.94478)\n\n local newYeller = Color.fromBrickColor(BrickColor.new(\"New Yeller\"))\n local white = Color.new(1, 1, 1) -- or Color.gray(1)\n\n local hotpink = Color.named(\"hotpink\")\n\nLikewise, you can also convert Colors to various color types, using [`Color.to`](https://blupo.github.io/Color/api/color/#colorto) or `Color.to[ColorType]` (e.g. `Color.toHex`). You can also get the RGB components of a color using [`Color.components`](https://blupo.github.io/Color/api/color/#colorcomponents).\n\n local blue = Color.new(0, 0, 1)\n\n print(blue:toHex()) --> \"0000ff\"\n print(blue:toHSB()) --> 240, 1, 1\n print(blue:to(\"Lab\")) --> 0.32297, 0.79188, -1.07860\n\n print(blue:components()) --> 0, 0, 1\n\n## Interpolation\u00b6\n\nColor interpolation in RGB (e.g. using `Color3.Lerp`) can result in grey or dark intermediate colors. This can be avoided by interpolating in a perceptually-uniform color space such as CIELAB or CIELUV, or by doing a \"linear RGB\" interpolation in XYZ. You can interpolate colors using [`Color.mix`](https://blupo.github.io/Color/api/color/#colormix).\n\n local red = Color.named(\"red\")\n local aqua = Color.named(\"aqua\")\n\n red:mix(aqua, 0.5)\n red:mix(aqua, 0.5, \"XYZ\")\n red:mix(aqua, 0.5, \"Lab\")\n red:mix(aqua, 0.5, \"Luv\")\n\nHere are images of what these interpolations look like:\n\n## Miscellaneous\u00b6\n\nThe library includes some general-purpose manipulation functions:\n\n * [`Color.invert`](https://blupo.github.io/Color/api/color/#colorinvert) for inverting colors\n * [`Color.brighten`](https://blupo.github.io/Color/api/color/#colorbrighten) and [`Color.darken`](https://blupo.github.io/Color/api/color/#colordarken) for making colors brighter or darker\n * [`Color.saturate`](https://blupo.github.io/Color/api/color/#colorsaturate) and [`Color.desaturate`](https://blupo.github.io/Color/api/color/#colordesaturate) for (de)saturating colors\n * [`Color.blend`](https://blupo.github.io/Color/api/color/#colorblend) for blending colors\n\nIt also includes some functions which can be used for accessibility:\n\n * [`Color.luminance`](https://blupo.github.io/Color/api/color/#colorluminance) for calculating the relative luminance of a color\n * [`Color.contrast`](https://blupo.github.io/Color/api/color/#colorcontrast) for calculating the contrast ratio between colors\n * [`Color.bestContrastingColor`](https://blupo.github.io/Color/api/color/#colorbestcontrastingcolor) for determining the color with the highest contrast ratio\n\nThere are also functions that don't fall into a general category:\n\n * [`Color.deltaE`](https://blupo.github.io/Color/api/color/#colordeltae) for calculating the difference between colors\n * [`Color.harmonies`](https://blupo.github.io/Color/api/color/#colorharmonies) for calculating harmonious colors\n\n## Gradients\u00b6\n\nGradients are similar in construction and behaviour to ColorSequences. They can be used to generate intermediate colors or ColorSequences so that they can be used in places where they're required, such as ParticleEmitters or UIGradients.\n\nA Gradient can be constructed using an array of \"gradient keypoints\", which is just a dictionary with a `Time` and `Color` field, similar to the `Time` and `Value` fields of a [ColorSequenceKeypoint](https://developer.roblox.com/api-reference/datatype/ColorSequenceKeypoint). The constructor for this method is [`Gradient.new`](https://blupo.github.io/Color/api/gradient/#gradientnew).\n\n local keypoints = {\n {Time = 0, Color = Color.grey(0)},\n {Time = 0.25, Color = Color.grey(0.5)},\n {Time = 1, Color = Color.grey(1)}\n\n local gradient = Gradient.new(keypoints)\n\nYou can also construct a Gradient with a list of Colors using [`Gradient.fromColors`](https://blupo.github.io/Color/api/gradient/#gradientfromcolors). This creates a gradient where the colors are equidistant from each other.\n\n local gradient = Gradient.fromColors(\n Color.named(\"red\"),\n Color.named(\"green\"),\n Color.named(\"blue\")\n )\n\nFinally, the constructor [`Gradient.fromColorSequence`](https://blupo.github.io/Color/api/gradient/#gradientfromcolorsequence) creates a gradient from a ColorSequence.\n\n local cs = ColorSequence.new(\n Color3.new(0, 0, 0),\n Color3.new(1, 1, 1)\n )\n\n local gradient = Gradient.fromColorSequence(cs)\n\nGenerating colors from a gradient is similar to mixing colors, using [`Gradient.color`](https://blupo.github.io/Color/api/gradient/#gradientcolor). If you need a list of colors, you can use [`Gradient.colors`](https://blupo.github.io/Color/api/gradient/#gradientcolors). If you need a ColorSequence, you can use [`Gradient.colorSequence`](https://blupo.github.io/Color/api/gradient/#gradientcolorsequence).\n\n local gradient = Gradient.fromColors(\n Color.named(\"red\"),\n Color.named(\"green\"),\n Color.named(\"blue\")\n )\n\n print(gradient:color(0.6, \"XYZ\"):toHex()) --> \"00737c\"\n print(gradient:color(0.6, \"HSB\", \"Increasing\"):to(\"Hex\")) --> \"00993d\"\n\n -- generates a list of 50 equidistant colors on the gradient\n gradient:colors(50, \"XYZ\")\n\n -- generates a ColorSequence using the maximum number of keypoints (currently 20)\n gradient:colorSequence(nil, \"XYZ\")", "tokens": 1844, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/user-guide/tips/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/tips.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/tips.md \"View source of this page\")\n\n# Tips and Tricks\u00b6\n\n## Color Editor\u00b6\n\n### Page Pickers\u00b6\n\n * On the Slider and Palette sections, you can use the scroll wheel with the mouse hovering over the dropdown button to quickly switch between pages.\n\n### Palettes\u00b6\n\n * If you have a color selected, you can use the `Up`, `Down`, `Left`, or `Right` keys to select a different color, and you can hold down the key to change selections faster.\n * You can skip the confirmation screen to delete a palette if you hold down the `Shift` key before you click the _Delete_ option.\n * If you prefer to name palettes _after_ you create them, there is an option in the [Settings](https://blupo.github.io/ColorPane/0.5/user-guide/settings/) that lets you create palettes without naming them. They will have the default name _New Palette_.\n\n## Gradient Editor\u00b6\n\n * If you have a keypoint selected, you can use the `Left` or `Right` arrow keys to select a different keypoint.\n * You can right-click on a keypoint to delete it instead of having to use the button.", "tokens": 302, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/user-guide/settings/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/settings.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/settings.md \"View source of this page\")\n\n# Settings\n\nNote\n\nSettings can only be modified if you have the Companion plugin installed.\n\nThis page explains the various options in the Settings window, in the order that they appear.\n\n## ColorPane Settings\u00b6\n\nThese settings apply to all instances of ColorPane.\n\n * _Name palettes before creating them_ : If enabled, you will have the opportunity to change a palette's name _before_ you create it. If not, you can only do that _after_ the palette is created.\n * _Gradient keypoint snap %_ : The [gradient editor's](https://blupo.github.io/ColorPane/0.5/user-guide/gradient-editor/) keypoint snap value.\n\n## Companion Settings\u00b6\n\nThese settings only apply to the Companion plugin itself.\n\n * _Automatically load the Roblox API data for Color Properties on startup_ : Used in [Color Properties](https://blupo.github.io/ColorPane/0.5/user-guide/color-properties/). If enabled, the plugin will automatically load Roblox API data, which lets you use Color Properties without having to manually activate it.\n * _Cache Roblox API data for use during testing sessions_ : Used in Color Properties. If enabled, Roblox API data will be saved to plugin settings, which lets you use Color Properties while testing your games.\n\n## Setting Controls\u00b6\n\nThere are several buttons at the bottom of the settings page for settings management.\n\n * Import Settings: Allows you to restore backed-up settings information.\n * Export Settings: Allows you to back up your settings information.", "tokens": 371, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/changelog/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/changelog.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/changelog.md \"View source of this page\")\n\n# Changelog\n\n## [0.5.0] - 2024-08-13\u00b6\n\n### Added\u00b6\n\n * Added partial translations for French (`fr`), Korean (`ko`), and Russian (`ru`)\n * Color editor: Added a dedicated \"Set Color\" button for colors in the palette list layout\n * Color editor: Added a random color button\n * Gradient editor: Added a \"Reset\" button for gradient precision\n * Companion: Added settings importing and exporting\n * API: Added `API.IsColorPromptAvailable` to check if calling `API.PromptForColor` will succeed or immediately reject (replaces `API.IsColorEditorOpen`)\n * API: Added `API.IsGradientPromptAvailable` to check if calling `API.PromptForGradient` will succeed or immediately reject (replaces `API.IsGradientEditorOpen`)\n\n### Changed\u00b6\n\n * Script injection is no longer a required plugin permission\n * Settings: Invalid palettes will no longer cause the entire list of palettes to be removed, just the invalid palettes\n * Color editor: Duplicating palettes with the same name will now create or increment a counter instead of naming it \"Palette (1) (1) (1) ...\"\n * Color Properties: Changing color properties now uses the [Recording API](https://devforum.roblox.com/t/2512500)\n * API: Promises from the API no longer cancel if the user closes the prompt, they will now instead reject with `PromptError.PromptCancelled`\n * API: For `GradientPromptOptions`, the type of `InitialGradient` and the value of `GradientType` are no longer required to match\n * API: For `ColorPromptOptions`, the type of `InitialColor` and the value of `ColorType` are no longer required to match\n * API: The `API.PromptError` enum has been re-named to `API.PromptRejection`\n * API: The `API.PromptForColor` Promise now rejects with `SameAsInitial` instead of `PromptCancelled` if the initial and new colors are the same\n * API: The `API.PromptForGradient` Promise now rejects with `SameAsInitial` instead of `PromptCancelled` if the initial and new gradients are the same\n * API: The color tools of ColorPane have been spun off into their own library, and the old method of using ColorPane will no longer work. Please read the Integration page of the documentation for details on the updated integration method.\n\n### Fixed\u00b6\n\n * API: `API.PromptForColorSequence` (deprecated) now returns a Promise as expected\n * API: Promises returned by `API.PromptForColor` will no longer reject when the initial and new colors are the same even though you didn't specify an initial color\n * API: Promises returned by `API.PromptForGradient` will no longer reject when the initial and new gradients are the same even though you didn't specify an initial gradient\n\n### Deprecated\u00b6\n\n * API: `API.IsColorEditorOpen` is now deprecated, please use `API.IsColorPromptAvailable` for new work\n * API: `API.IsGradientEditorOpen` is now deprecated, please use `API.IsGradientPromptAvailable` for new work\n * API: `API.PromptError` is now deprecated, please use `API.PromptRejection` for new work\n * API: `API.Unloading` is now deprecated, you should use your plugin's [Unloading](https://create.roblox.com/docs/reference/engine/classes/Plugin#Unloading) event instead\n * API: `API.GetVersion` is now deprecated\n\n### Removed\u00b6\n\n * Removed the first-time use plugin permissions warning\n * Automatic update-checking has been removed\n * Color editor: Removed the Copic color palette\n\n## [0.4.1] - 2022-09-30\u00b6\n\n### Fixed\u00b6\n\n * Fixed a bug where the HSL saturation and lightness sliders would only show a red hue (this is _purely_ a visual bug and did not affect color selection)\n\n## [0.4.0] - 2022-04-19\u00b6\n\n### Added\u00b6\n\n * Added `API.GetVersion` which allows external applications to check which version of the plugin is installed\n * Added `API.PromptForGradient` as a replacement for `API.PromptForColorSequence`, which can prompt for either [Gradients](https://blupo.github.io/Color/api/gradient/) or [ColorSequences](https://developer.roblox.com/api-reference/datatype/ColorSequence)\n * Added color interpolation controls and ColorSequence code exporting to the Gradient Editor\n * Added the Color Tools section where the Color Info page used to be\n * Added HWB, Lab, Luv, LCh(ab/uv), xyY, and XYZ to Color Info\n * A first-time use prompt will now appear informing the user that script injection is required for exporting palettes to ModuleScripts and the API\n * Added a warning in the export dialog that script injection is required for exporting palettes to ModuleScripts\n * Added a color sorter that uses CIEDE2000 in the Color Tools section\n * Added a Picular palette (idea from csqrl's [Picular plugin](https://devforum.roblox.com/t/914148))\n * Added a Gradient picker tool which allows users to pick colors from their gradients\n * Color Properties now shows the color type of the each property\n * Right-clicking on a property in Color Properties now shows a menu to view the property documentation\n * Mouse drag inputs now work outside of editor windows\n\n### Changed\u00b6\n\n * `API.PromptForColor` now allows for prompting either [Colors](https://blupo.github.io/Color/api/color/) or [Color3s](https://developer.roblox.com/api-reference/datatype/Color3)\n * Improved keypoint dragging behaviour in the Gradient Editor\n * Improved performance (probably)\n * `API.PromptForColor` and `API.PromptForGradient` now reject with PromptErrors instead of message strings\n * Checking for updates now gracefully handles errors\n * Checking for updates no longer does excess work if an update notice has already been shown\n * Changed the message when notifying the user that a new version is available\n * Moved the Color Variations palette to the Color Tools section\n * API injection is now automatically done at startup\n * Releases now contain binary (rbxm) files, so file size is reduced\n * Terrain material color properties were renamed to \"[Material] Material\" (e.g. \"Asphalt Material\") from \"[Material] Color\" (e.g. \"Asphalt Color\")\n\n### Fixed\u00b6\n\n * Exporting palettes now lists color components correctly (components were listed in the order R _BG_ instead of R _GB_)\n * Changing palettes now deselects the selected color\n * Changing palettes in the export dialog now correctly persists the export type\n * Scrollbars no longer interfere with mouse drag inputs\n\n### Deprecated\u00b6\n\n * `API.PromptForColorSequence` has been deprecated, please use `API.PromptForGradient` for new work\n * `API.IsColorSequenceEditorOpen` has been deprecated, please use `API.IsGradientEditorOpen` for new work\n\n### Removed\u00b6\n\n * The \"_Preview color changes before applying them when using Color Properties_ \" setting was removed\n\n## [0.3.1] - 2021-12-09\u00b6\n\n### Fixed\u00b6\n\n * Fixed a bug where trying to use the scroll wheel on a dropdown selector (e.g. slider or palette pickers) resulted in a blank page\n\n## [0.3.0] - 2021-07-21\u00b6\n\n### Added\u00b6\n\n * Added the ability to import palettes from ModuleScripts, StringValues, JSON files, or URLs\n * Added the ability to export palettes as ModuleScripts or StringValues\n * Users will now be notified at startup if their version of ColorPane is out-of-date, with the option to disable this in the Settings\n * Added a palette showing variations of the selected color, including hues, shades, tints, and tones\n * Added a [Copic](https://copic.jp/en/) color palette\n * Holding down either Shift key when selecting the option to delete a palette will now bypass the confirmation dialog\n * Users can now use the arrow keys to traverse palettes when a color is selected, as well as switch between keypoints in the ColorSequence editor when one is selected\n * Setting data will now automatically save instead of only when the plugin is unloaded or when the Settings window is closed, with options to disable this or modify the interval in the Settings\n * Users now have the option to cache the Roblox API data so that Color Properties can be used during testing or offline with the \"Cache Roblox API data\" setting\n * Added a gradient palette\n * Added a toolbar button to summon the Gradient Editor\n * Added a setting to toggle previewing color changes before applying them when using Color Properties\n\n### Fixed\u00b6\n\n * Fixed a bug that occurred when the API script was modified while the API wasn't loaded\n * Fixed a bug where trying to use the scroll wheel on the palette page picker would break the palettes page if the user didn't have any User Palettes\n * Fixed a bug that occurred if Color Properties tried referencing an object property that existed in the API dump but didn't exist on the object, most likely because the Studio and API dump versions were mismatched\n * Fixed a bug that occurred when a text input was focused and destroyed due to a re-render\n\n### Changed\u00b6\n\n * Testing sessions (e.g. Play Solo) can no longer modify settings or write data to disk\n * Changed the behaviour for data writing when multiple Studio sessions are open\n * Modified some setting descriptions to more accurately reflect what they actually do\n * Changed the \"Load API\" toolbar button's text and description to more accurately reflect what it actually does\n * Color Properties now shows a notice if the selection has no color properties instead of showing a blank window\n * Several text inputs, mainly for color components, will now select their entire text when you focus on them\n * Palette search will now update as the search text changes and no longer requires the user to release the TextBox's focus\n * Text inputs will now respond to overflow text and changes to the cursor position\n * When adding a new color to a palette, the search query will reset and the new color will be selected\n * Changed the icons for the Color and Gradient Editor toolbar buttons\n * Differentiated the icon denoting a removal from a subtraction\n * Removed the 99 quick palette color limit\n * Settings will now visually indicate to the user if saving is disabled\n\n## [0.2.1] - 2021-03-29\u00b6\n\n### Fixed\u00b6\n\n * The Color Properties window no longer tries to load in testing modes\n * The Color Properties window will now show the loading screen if it is enabled on startup instead of being blank\n\n## [0.2.0] - 2021-03-29\u00b6\n\n### Added\u00b6\n\n * Added a Settings window\n * Integrated the functionality of ColorProps into ColorPane, with the option to automatically load the window at startup in the Settings\n * You can now view palettes in either a grid or list layout\n * Added a palette of [web colors](https://www.w3.org/TR/2020/WD-css-color-4-20201112/#named-colors)\n * Added sections to the palette list to distinguish between built-in and user-created palettes\n * Added an editor page that lets you copy/paste between different color types\n\n### Changed\u00b6\n\n * API loading is no longer occurs at startup by default, the user must now explicitly load it or set the option to automatically load it in the Settings\n * Color Properties: You can now click anywhere inside a property list item to edit the color, not just on the item's color indicator\n * Changed the behaviour of the palette grid double-click shortcut: clicking on the color at any time after it has been selected will set the current color, not just within the amount of time that would be considered a \"double click\"\n * When searching for a palette color, if the selected color is included in the filtered list, it will now stay selected instead of being deselected\n * You will now be asked to input a name _before_ creating new palettes, with the option to disable this in the Settings\n * The palette naming prompt will now show you what the actual new name will be if the inputted name is already being used\n\n### Fixed\u00b6\n\n * The titles of the editor windows now reset to an identifiable name once they are closed\n * Setting the initial prompt value when calling `PromptForColor` no longer causes `OnColorChanged` to be called\n * Improved the performance of multiple components, the effects of which will be particularly noticable when resizing editor windows or using the palettes page\n * The editor page bar in the color editor window now correctly highlights the currently-chosen editor page\n * Editor pages in the color editor now have the proper minimum width, previously the calculations did not take padding into account and ended up making them slightly smaller than the minimum\n * Fixed improper behaviour in the color wheel due to some misplaced code: the color value should have updated when the left mouse button was pressed down on the saturation-brightness square, however it occurred when the mouse button was released instead\n * If you close the Color Properties window while editing a property, the color editor window(s) should now close\n\n### Removed\u00b6\n\n * Removed the undocumented `OpenColorEditor` function from the API\n * Removed the name restrictions on user-created palettes\n\n## [0.1.2] - 2021-03-10\u00b6\n\n### Added\u00b6\n\n * Added a toolbar button that lets the user attempt to drop the API script into CoreGui if it could not be done automatically\n * Added toolbar button icons\n * Added a warning when modifying the API script's Source\n\n### Changed\u00b6\n\n * Updated and fixed some documentation\n * Changed the name of the color editor toolbar button to \"Color Editor\" (from just \"Editor\")\n\n### Removed\u00b6\n\n * Removed the undocumented `OpenColorSequenceEditor` function from the API (`OpenColorEditor` will be removed in future update)\n\n## [0.1.1] - 2021-03-09\u00b6\n\n### Changed\u00b6\n\n * Now gracefully handles script injection\n\n## [0.1.0] - 2021-03-09\u00b6\n\n### Added\u00b6\n\n * ColorPane first release", "tokens": 3184, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/0.5/developer-guide/api-reference/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/developer-guide/api-reference.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/developer-guide/api-reference.md \"View source of this page\")\n\n# ColorPane\u00b6\n\nNote\n\nThe pages in the Developer Guide are for plugin developers who want to integrate ColorPane in their projects. If you simply want to use the color tools, you're looking for the [the user guide](https://blupo.github.io/ColorPane/0.5/user-guide/color-editor/).\n\n## Types\u00b6\n\n### ColorPromptOptions\u00b6\n\n type ColorPromptOptions = {\n PromptTitle: string?,\n InitialColor: ([Color](https://blupo.github.io/Color/api/color/) | [Color3](https://create.roblox.com/docs/reference/engine/datatypes/Color3))?,\n ColorType: (\"Color\" | \"Color3\")?,\n OnColorChanged: ((([Color](https://blupo.github.io/Color/api/color/)) -> ()) | (([Color3](https://create.roblox.com/docs/reference/engine/datatypes/Color3)) -> ()))?\n\n`ColorType` determines the type of value the Promise will resolve with, and the type of value passed to `OnColorChanged`.\n\n### GradientPromptOptions\u00b6\n\n type GradientPromptOptions = {\n PromptTitle: string?,\n InitialGradient: ([Gradient](https://blupo.github.io/Color/api/gradient/) | [ColorSequence](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence))?,\n InitialColorSpace: [MixableColorType](https://blupo.github.io/Color/api/color/#colormix)?,\n InitialHueAdjustment: [HueAdjustment](https://blupo.github.io/Color/api/color/#colormix)?,\n InitialPrecision: number?,\n GradientType: (\"Gradient\" | \"ColorSequence\")?,\n OnGradientChanged: ((([Gradient](https://blupo.github.io/Color/api/gradient/)) -> ()) | (([ColorSequence](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence)) -> ()))?\n\n`GradientType` determines the type of value the Promise will resolve with, and the type of value passed to `OnGradientChanged`.\n\n## Enums\u00b6\n\n### PromptRejection\u00b6\n\n InvalidPromptOptions,\n PromptAlreadyOpen,\n ReservationProblem,\n PromptCancelled,\n SameAsInitial\n\n * `PromptRejection.InvalidPromptOptions`: One or more of the prompt configuration options was invalid (bad value, wrong type, etc.)\n * `PromptRejection.PromptAlreadyOpen`: The prompt you were trying to open is already open\n * `PromptRejection.ReservationProblem`: If you were trying to open the color prompt, then the gradient prompt is currently open. If you were trying to open the gradient prompt, the color prompt is currently open.\n * `PromptRejection.PromptCancelled`: The user closed the prompt without confirming a color/gradient\n * `PromptRejection.SameAsInitial`: If you provided an initial color/gradient value, the user confirmed the exact same value\n\n### PromiseStatus\u00b6\n\nSame as [`Promise.Status`](https://eryn.io/roblox-lua-promise/api/Promise#Status).\n\n Started,\n Resolved,\n Rejected,\n Cancelled\n\n## Functions\u00b6\n\n### IsColorPromptAvailable\u00b6\n\n ColorPane.IsColorPromptAvailable(): boolean\n\nReturns if a request to prompt for a color will succeed instead of immediately rejecting.\n\n### IsGradientPromptAvailable\u00b6\n\n ColorPane.IsGradientPromptAvailable(): boolean\n\nReturns if a request to prompt for a gradient will succeed instead of immediately rejecting.\n\n### PromptForColor\u00b6\n\n ColorPane.PromptForColor(options: ColorPromptOptions?): Promise\n\nPrompts the user for a color.\n\n local colorPromise = ColorPane.PromptForColor({\n PromptTitle = \"Hello, world!\",\n InitialColor = Color3.new(0.1, 0.2, 0.3),\n\n ColorType = \"Color3\",\n OnColorChanged = print,\n })\n\n`OnColorChanged` must not yield. The specified `ColorType` and the type parameter to `OnColorChanged` should match, i.e.\n\n * `ColorType` is `\"Color3\"`, and `OnColorChanged` accepts a `Color3`, or\n * `ColorType` is `\"Color\"`, and `OnColorChanged` accepts a `Color`\n\nbut not\n\n * `ColorType` is `\"Color3\"`, and `OnColorChanged` accepts a `Color`, nor\n * `ColorType` is `\"Color\"`, and `OnColorChanged` accepts a `Color3`\n\n### PromptForGradient\u00b6\n\n ColorPane.PromptForGradient(options: GradientPromptOptions?): Promise\n\nPrompts the user for a gradient.\n\n local gradientPromise = ColorPane.PromptForGradient({\n PromptTitle = \"Hello, world!\",\n InitialGradient = ColorSequence.new(Color3.new(0, 0, 0), Color3.new(1, 1, 1)),\n\n GradientType = \"ColorSequence\",\n OnGradientChanged = print,\n })\n\n`OnGradientChanged` must not yield. The specified `GradientType` and the type parameter to `OnGradientChanged` should match, i.e.\n\n * `GradientType` is `\"ColorSequence\"`, and `OnGradientChanged` accepts a `ColorSequence`, or\n * `GradientType` is `\"Gradient\"`, and `OnGradientChanged` accepts a `Gradient`\n\nbut not\n\n * `GradientType` is `\"ColorSequence\"`, and `OnGradientChanged` accepts a `Gradient`, nor\n * `GradientType` is `\"Gradient\"`, and `OnGradientChanged` accepts a `ColorSequence`.", "tokens": 1230, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/user-guide/color-editor/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/color-editor.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/color-rawor.md \"View source of this page\")\n\n# The Color Editor\u00b6\n\n## Color Wheel\u00b6\n\nThe buttons below the wheel let you select [color harmonies](https://en.wikipedia.org/wiki/Harmony_\\(color\\)), which will be marked on the wheel using squares, while the main color marker will be a circle.\n\n## Sliders\u00b6\n\nThe editor includes several sliders:\n\n * RGB\n * CMYK\n * HSB/L\n * Monochrome\n * Temperature\n\n## Palettes\u00b6\n\nWarning\n\nIf you don't have the Companion plugin installed, you won't be able to create, edit, or import palettes.\n\nPalettes let you store lists of colors. For most palettes, you will see (from top to bottom, left to right): a search bar, buttons to switch between grid or list layout, a button to add the current color to the palette, and the list of colors.\n\nThere are several built-in palettes, some of which have custom layouts:\n\n * BrickColors\n * ColorBrewer\n * Picular\n * Web Colors\n\nThe overflow menu (accessed using the button) has several options such as creating new palettes, deleting existing palettes, and importing palettes.\n\n### Layouts\u00b6\n\nThe grid layout (pictured above) is the default layout, and allows for quick access to colors. Clicking on a color will select it, which then allows you to set the current color, remove the color, change its position in the palette, or rename it.\n\nThe list layout (pictured below) is useful for palettes where color names are important.\n\n### Import and Export\u00b6\n\nPalettes can be imported and exported, for uses such as sharing them with collaborators or backing them up. You can access the import/export options from the overflow menu (the Export option does not appear for built-in palettes).\n\nThere are various ways to import palettes, but the UI will look similar for each method. After you extract the palette from the method you choose and it's in the [correct format](https://blupo.github.io/ColorPane/latest/developer-guide/palette-format/), the Import button will be enabled. You can also change the name of the palette before you import it, and the name input will be pre-filled with the name from the palette file/object.\n\nNote\n\nWhen importing via URL, you may be prompted by Studio to allow HTTP requests to the domain you're importing from.\n\nPalettes can be exported as ModuleScripts or StringValues to ServerStorage, and the exported object will contain the JSON string for the palette (as well as some metadata for ModuleScripts).\n\nNote\n\nWhen exporting to a ModuleScript, you may be prompted by Studio to allow script injection.\n\nPalettes cannot be exported to JSON files, as Studio does not have this capability. If you need a JSON file, you can copy the content of the JSON string into a file. For StringValue exports, you can copy the `Value` property. For ModuleScripts, copy the text inside the double-square-brackets (`[[...]]`).\n\n### ColorBrewer Palette\u00b6\n\n[ColorBrewer](https://colorbrewer2.org) is a collection of color sets used in cartography. You can select the data type and number of classes, and the palette will display the various color sets that match the criteria.\n\n### Picular Palette\u00b6\n\n[Picular](https://picular.co) is an online tool that lets you search \"the color of anything\". You can use the search bar to search for things you want the color of, e.g. \"roblox\". There is also a search history tab where you can view previous entries you have looked up.\n\n## Color Tools\u00b6\n\nVarious color tools are included, such as a color information tool, and a gradient picker.\n\n### Color Info\u00b6\n\nThe information tool shows the current color in different representations. You can copy text to paste somewhere else, and paste into the text boxes to change the current color (assuming what you paste follows the same format).\n\n### Color Sorter\u00b6\n\nThe sorter tool allows you to check how similar a list of colors is to a particular color, where the colors are listed from most to least similar after pressing Sort. The sorter uses [CIEDE2000](https://en.wikipedia.org/wiki/Color_difference#CIEDE2000).\n\n### Color Variations\u00b6\n\nThe variations tools shows various tints, tones, shades, and hue rotations of the current color, with an adjuster to change how many colors are shown.\n\n### Gradient Pickers\u00b6\n\nThe gradient pickers allow you to select a color from the different gradients in your gradient palette. Clicking anywhere on a gradient will set the current color to the color at that position. You can also click and drag to select colors as if it were a slider.\n\n## Other Tools\u00b6\n\nThe two colors in a large square at the bottom-left of the editor represent the current (top) and initial (bottom) colors. You can click on the initial color if you want to reset the current color. The hex input below it accepts either 3 (`ABC` = `AABBCC`) or 6 (`ABCDEF`) digits.\n\nThe list of colors to the right of the large square is the quick palette, and lets you temporarily store colors for quick access. You can add as many colors as you like, but you can't remove any colors. The number of colors that the quick palette displays depends on the size of the window (i.e. a larger window displays more colors).\n\nThe button selects a random color.", "tokens": 1196, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/developer-guide/api-reference/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/developer-guide/api-reference.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/developer-guide/api-reference.md \"View source of this page\")\n\n# ColorPane\u00b6\n\nNote\n\nThe pages in the Developer Guide are for plugin developers who want to integrate ColorPane in their projects. If you simply want to use the color tools, you're looking for the [the user guide](https://blupo.github.io/ColorPane/latest/user-guide/color-editor/).\n\n## Types\u00b6\n\n### ColorPromptOptions\u00b6\n\n type ColorPromptOptions = {\n PromptTitle: string?,\n InitialColor: ([Color](https://blupo.github.io/Color/api/color/) | [Color3](https://create.roblox.com/docs/reference/engine/datatypes/Color3))?,\n ColorType: (\"Color\" | \"Color3\")?,\n OnColorChanged: ((([Color](https://blupo.github.io/Color/api/color/)) -> ()) | (([Color3](https://create.roblox.com/docs/reference/engine/datatypes/Color3)) -> ()))?\n\n`ColorType` determines the type of value the Promise will resolve with, and the type of value passed to `OnColorChanged`.\n\n### GradientPromptOptions\u00b6\n\n type GradientPromptOptions = {\n PromptTitle: string?,\n InitialGradient: ([Gradient](https://blupo.github.io/Color/api/gradient/) | [ColorSequence](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence))?,\n InitialColorSpace: [MixableColorType](https://blupo.github.io/Color/api/color/#colormix)?,\n InitialHueAdjustment: [HueAdjustment](https://blupo.github.io/Color/api/color/#colormix)?,\n InitialPrecision: number?,\n GradientType: (\"Gradient\" | \"ColorSequence\")?,\n OnGradientChanged: ((([Gradient](https://blupo.github.io/Color/api/gradient/)) -> ()) | (([ColorSequence](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence)) -> ()))?\n\n`GradientType` determines the type of value the Promise will resolve with, and the type of value passed to `OnGradientChanged`.\n\n## Enums\u00b6\n\n### PromptRejection\u00b6\n\n InvalidPromptOptions,\n PromptAlreadyOpen,\n ReservationProblem,\n PromptCancelled,\n SameAsInitial\n\n * `PromptRejection.InvalidPromptOptions`: One or more of the prompt configuration options was invalid (bad value, wrong type, etc.)\n * `PromptRejection.PromptAlreadyOpen`: The prompt you were trying to open is already open\n * `PromptRejection.ReservationProblem`: If you were trying to open the color prompt, then the gradient prompt is currently open. If you were trying to open the gradient prompt, the color prompt is currently open.\n * `PromptRejection.PromptCancelled`: The user closed the prompt without confirming a color/gradient\n * `PromptRejection.SameAsInitial`: If you provided an initial color/gradient value, the user confirmed the exact same value\n\n### PromiseStatus\u00b6\n\nSame as [`Promise.Status`](https://eryn.io/roblox-lua-promise/api/Promise#Status).\n\n Started,\n Resolved,\n Rejected,\n Cancelled\n\n## Functions\u00b6\n\n### IsColorPromptAvailable\u00b6\n\n ColorPane.IsColorPromptAvailable(): boolean\n\nReturns if a request to prompt for a color will succeed instead of immediately rejecting.\n\n### IsGradientPromptAvailable\u00b6\n\n ColorPane.IsGradientPromptAvailable(): boolean\n\nReturns if a request to prompt for a gradient will succeed instead of immediately rejecting.\n\n### PromptForColor\u00b6\n\n ColorPane.PromptForColor(options: ColorPromptOptions?): Promise\n\nPrompts the user for a color.\n\n local colorPromise = ColorPane.PromptForColor({\n PromptTitle = \"Hello, world!\",\n InitialColor = Color3.new(0.1, 0.2, 0.3),\n\n ColorType = \"Color3\",\n OnColorChanged = print,\n })\n\n`OnColorChanged` must not yield. The specified `ColorType` and the type parameter to `OnColorChanged` should match, i.e.\n\n * `ColorType` is `\"Color3\"`, and `OnColorChanged` accepts a `Color3`, or\n * `ColorType` is `\"Color\"`, and `OnColorChanged` accepts a `Color`\n\nbut not\n\n * `ColorType` is `\"Color3\"`, and `OnColorChanged` accepts a `Color`, nor\n * `ColorType` is `\"Color\"`, and `OnColorChanged` accepts a `Color3`\n\n### PromptForGradient\u00b6\n\n ColorPane.PromptForGradient(options: GradientPromptOptions?): Promise\n\nPrompts the user for a gradient.\n\n local gradientPromise = ColorPane.PromptForGradient({\n PromptTitle = \"Hello, world!\",\n InitialGradient = ColorSequence.new(Color3.new(0, 0, 0), Color3.new(1, 1, 1)),\n\n GradientType = \"ColorSequence\",\n OnGradientChanged = print,\n })\n\n`OnGradientChanged` must not yield. The specified `GradientType` and the type parameter to `OnGradientChanged` should match, i.e.\n\n * `GradientType` is `\"ColorSequence\"`, and `OnGradientChanged` accepts a `ColorSequence`, or\n * `GradientType` is `\"Gradient\"`, and `OnGradientChanged` accepts a `Gradient`\n\nbut not\n\n * `GradientType` is `\"ColorSequence\"`, and `OnGradientChanged` accepts a `Gradient`, nor\n * `GradientType` is `\"Gradient\"`, and `OnGradientChanged` accepts a `ColorSequence`.", "tokens": 1227, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/user-guide/tips/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/tips.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/tips.md \"View source of this page\")\n\n# Tips and Tricks\u00b6\n\n## Color Editor\u00b6\n\n### Page Pickers\u00b6\n\n * On the Slider and Palette sections, you can use the scroll wheel with the mouse hovering over the dropdown button to quickly switch between pages.\n\n### Palettes\u00b6\n\n * If you have a color selected, you can use the `Up`, `Down`, `Left`, or `Right` keys to select a different color, and you can hold down the key to change selections faster.\n * You can skip the confirmation screen to delete a palette if you hold down the `Shift` key before you click the _Delete_ option.\n * If you prefer to name palettes _after_ you create them, there is an option in the [Settings](https://blupo.github.io/ColorPane/latest/user-guide/settings/) that lets you create palettes without naming them. They will have the default name _New Palette_.\n\n## Gradient Editor\u00b6\n\n * If you have a keypoint selected, you can use the `Left` or `Right` arrow keys to select a different keypoint.\n * You can right-click on a keypoint to delete it instead of having to use the button.", "tokens": 299, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/user-guide/settings/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/settings.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/settings.md \"View source of this page\")\n\n# Settings\n\nNote\n\nSettings can only be modified if you have the Companion plugin installed.\n\nThis page explains the various options in the Settings window, in the order that they appear.\n\n## ColorPane Settings\u00b6\n\nThese settings apply to all instances of ColorPane.\n\n * _Name palettes before creating them_ : If enabled, you will have the opportunity to change a palette's name _before_ you create it. If not, you can only do that _after_ the palette is created.\n * _Gradient keypoint snap %_ : The [gradient editor's](https://blupo.github.io/ColorPane/latest/user-guide/gradient-editor/) keypoint snap value.\n\n## Companion Settings\u00b6\n\nThese settings only apply to the Companion plugin itself.\n\n * _Automatically load the Roblox API data for Color Properties on startup_ : Used in [Color Properties](https://blupo.github.io/ColorPane/latest/user-guide/color-properties/). If enabled, the plugin will automatically load Roblox API data, which lets you use Color Properties without having to manually activate it.\n * _Cache Roblox API data for use during testing sessions_ : Used in Color Properties. If enabled, Roblox API data will be saved to plugin settings, which lets you use Color Properties while testing your games.\n\n## Setting Controls\u00b6\n\nThere are several buttons at the bottom of the settings page for settings management.\n\n * Import Settings: Allows you to restore backed-up settings information.\n * Export Settings: Allows you to back up your settings information.", "tokens": 365, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/developer-guide/integration/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/developer-guide/integration.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/developer-guide/integration.md \"View source of this page\")\n\n# Integration\u00b6\n\nNote\n\nThe pages in the Developer Guide are for plugin developers who want to integrate ColorPane in their projects. If you simply want to use the color tools, you're looking for the [the user guide](https://blupo.github.io/ColorPane/latest/user-guide/color-editor/).\n\nFirst, you'll need to grab the module from the [Creator Store](https://create.roblox.com/store/asset/17844182825). If you use [Rojo](https://rojo.space), you can alternatively add the [GitHub repo](https://github.com/Blupo/ColorPane) as a submodule.\n\n## Initialisation\u00b6\n\nBefore we can start getting colors and gradients, we need to initialise the API. To do that, we'll simply call the function returned by the library script, which will give us the API.\n\n local ColorPaneInit = require(path.to.library)\n local ColorPane = ColorPaneInit(plugin, \"MyProjectId\")\n\nThe parameters for the initialisation function are (1) a [Plugin](https://create.roblox.com/docs/reference/engine/classes/Plugin) object and (2) a unique identifier, used to make sure each instance of ColorPane has its own plugin windows.\n\n## Getting Colors\u00b6\n\nNote\n\nFamiliarity with the promise pattern, as well as the specific Promises from evaera's [roblox-lua-promise](https://eryn.io/roblox-lua-promise/) library, is recommended. While some explanation is given here, the additional reading may help you.\n\nTo prompt the user for colors, you will use [`PromptForColor`](https://blupo.github.io/ColorPane/latest/developer-guide/api-reference/#promptforcolor).\n\n local colorPromise = ColorPane.PromptForColor({\n PromptTitle = \"Pick a color!\"\n InitialColor = Color3.new(0.5, 0.5, 0.5),\n })\n\nTo customise the prompt, you can pass a table of options. The two options specified here are the most common. `PromptTitle` sets what the window text says, and `InitialColor` sets what color the user starts with (grey in this example).\n\nThe API will return a Promise. The basic idea is that a Promise represents a value that will be given _in the future_. That Promise will either be fulfilled (resolved), or broken (rejected). In this example, if the Promise resolves, it will resolve with a [Color3](https://create.roblox.com/docs/reference/engine/datatypes/Color3), and if it rejects, it will reject with an error object or message, depending on where the rejection came from.\n\nWe can attach callbacks onto the Promise to handle resolutions and rejections with `Promise:andThen()`.\n\n colorPromise\n :andThen(function(color)\n -- This function is called when the Promise resolves\n end, function(err)\n -- This function is called when the Promise rejects\n end)\n\nThe Promise may reject for a variety of reasons, including:\n\n * You passed some bad options into the function (e.g. setting `InitialColor` to a string)\n * The color editor is already open\n * The user decides to close the prompt without selecting a color\n\nIf you don't want or need to use the Promise pattern, you can use `Promise:await()` to turn it into a synchronous function (a yielding function, like [`task.wait`](https://create.roblox.com/docs/reference/engine/libraries/task#wait)). The function will return values in the same manner as [`pcall`](https://create.roblox.com/docs/reference/engine/globals/LuaGlobals#pcall): the first value tells you if the Promise resolved, and then any other values the Promise resolves/rejects with.\n\n local resolved, value = colorPromise:await()\n\n if (resolved) then\n -- do stuff with the color\n else\n -- do stuff with the error\n end\n\n## Getting Gradients\u00b6\n\nThe same rules for Promises apply here as they do for getting colors. To prompt the user for gradients, you'll use [`PromptForGradient`](https://blupo.github.io/ColorPane/latest/developer-guide/api-reference/#promptforgradient). The configuration options are slightly different here, and in this example, the Promise will resolve with a [ColorSequence](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence).\n\n local gradientPromise = ColorPane.PromptForGradient({\n PromptTitle = \"Pick a gradient!\",\n InitialGradient = ColorSequence.new(\n Color3.new(0, 0, 0),\n Color3.new(1, 1, 1)\n )\n })\n\n gradientPromise:andThen(function(gradient)\n -- resolved\n end, function(err)\n -- rejected\n end)\n\n## Advanced\u00b6\n\n### Previewing Changes\u00b6\n\nAn additional configuration option, `OnColorChanged` for [`PromptForColor`](https://blupo.github.io/ColorPane/latest/developer-guide/api-reference/#promptforcolor) and `OnGradientChanged` for [`PromptForGradient`](https://blupo.github.io/ColorPane/latest/developer-guide/api-reference/#promptforgradient), lets you \"preview\" color changes. This option is a callback that will be called every time the user makes a modification to the color or gradient. This is useful for letting the user see their changes before committing to them.\n\nThe callbacks you pass **must not** yield, meaning that you can't use [`task.wait()`](https://create.roblox.com/docs/reference/engine/libraries/task#wait), [`RBXScriptSignal:Wait()`](https://create.roblox.com/docs/reference/engine/datatypes/RBXScriptSignal#Wait), [`Instance:WaitForChild()`](https://create.roblox.com/docs/reference/engine/classes/Instance#WaitForChild) or any other function that yields or suspends a thread.\n\n ColorPane.PromptForColor({\n InitialColor = Color3.new(1, 1, 1),\n\n OnColorChanged = function(color)\n -- your code here\n end,\n })\n\n ColorPane.PromptForGradient({\n InitialGradient = ColorSequence.new(\n Color3.new(0, 0, 0),\n Color3.new(1, 1, 1)\n ),\n\n OnGradientChanged = function(gradient)\n -- your code here\n end,\n })\n\nWarning\n\nThe values passed to `OnColorChanged`/`OnGradientChanged` are for **temporary use only**. If the user cancels color selection, anything you've changed with the preview colors should be changed back to their original values.\n\n### Alternate Color Objects\u00b6\n\nIf you're familiar with the [Color](https://blupo.github.io/Color/) library, the API also allows you to prompt for these types of colors instead of [Color3s](https://create.roblox.com/docs/reference/engine/datatypes/Color3) and [ColorSequences](https://create.roblox.com/docs/reference/engine/datatypes/ColorSequence). Note that this will also affect the types of the values passed to `OnColorChanged`/`OnGradientChanged`.\n\n ColorPane.PromptForColor({\n ColorType = \"Color\",\n }) -- Will resolve with a Color instead of a Color3\n\n ColorPane.PromptForGradient({\n GradientType = \"Gradient\",\n }) -- Will resolve with a Gradient instead of a ColorSequence\n\nFor Gradients, you can also specify the options used for generating intermediate colors:\n\n ColorPane.PromptForGradient({\n GradientType = \"Gradient\",\n InitialGradient = Gradient.fromColors(\n Color.new(0, 0, 0),\n Color.new(1, 1, 1)\n ),\n\n InitialColorSpace = \"Lab\",\n InitialHueAdjustment = \"Longer\",\n InitialPrecision = 0,\n })\n\n## Plugin Permissions\u00b6\n\nColorPane includes some functionality that requires certain plugin permissions. These permissions are not required, and the core functionality of ColorPane will still work without them. Your plugin itself, however, may need these permissions to work, and ColorPane will also be able to use them if granted.\n\n * Script injection\n * Exporting palettes into the DataModel as a ModuleScript\n * HTTP requests\n * The Picular palette sends HTTP requests to [backend.picular.co](https://backend.picular.co)\n * Importing palettes via URL, which can be from _any_ domain", "tokens": 1829, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/developer-guide/palette-format/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/developer-guide/palette-format.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/developer-guide/palette-format.md \"View source of this page\")\n\n# Palette Format\n\nWhen [importing](https://blupo.github.io/ColorPane/latest/user-guide/color-editor/#import-and-export) palettes, they must follow this JSON format:\n\n \"name\": \"Palette Name\",\n\n \"colors\": [\n \"name\": \"Color Name\",\n \"color\": [0, 0, 0]\n },\n\n \"name\": \"Another Color Name\",\n \"color\": [0.5, 0.5, 0.5]\n },\n\n \"name\": \"Yet Another Color Name\",\n \"color\": [1, 1, 1]\n\nThe color array of each color object is a 3-element array, with the elements representing the 3 sRGB channels, which typically range from [0, 1]. No two colors can share the same name, however any number of colors have have the same color array.\n\nIf importing from a ModuleScript, the palette can also be a Lua table in the same format, e.g.\n\n name = \"Palette Name\",\n\n colors = {\n name = \"Color Name\",\n color = {0, 0, 0}\n },\n\n name = \"Another Color Name\",\n color = {0.5, 0.5, 0.5}\n },\n\n name = \"Yet Another Color Name\",\n color = {1, 1, 1}", "tokens": 347, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/ColorPane/latest/user-guide/gradient-editor/", "text": "[ ](https://github.com/Blupo/ColorPane/edit/develop/docs/user-guide/gradient-editor.md \"Edit this page\") [ ](https://github.com/Blupo/ColorPane/raw/develop/docs/user-guide/gradient-rawor.md \"View source of this page\")\n\n# The Gradient Editor\u00b6\n\n## Editing Keypoints\u00b6\n\nKeypoints can be added by clicking anywhere in the gradient view (as long as the cursor isn't snapped to another keypoint). Clicking on a keypoint will select it, which allows you to delete it, change its color or position, and use the left or right buttons (_not_ the arrow keys) to swap its color with the keypoint on the left or right, respectively. You can also change the position by dragging it around the gradient view.\n\n## Other Controls\u00b6\n\n * The button reverses the order of the colors in the gradient\n * The _Snap_ input can be used to modify the interval at which keypoints snap\n * The Reset button resets the gradient to its initial value\n\nThe button toggles showing the ColorSequence code for the gradient, if you wish to copy it. You'll probably have to increase the size of the window to view the whole code, but clicking on the text will select all of it, for quick copying.\n\n## Gradient Palette\u00b6\n\nYou can open the gradient palette using the button. Similar to [color palettes](https://blupo.github.io/ColorPane/latest/user-guide/color-editor/#palettes), you can store gradients for later use. The first 3 gradients in the palette are built-in, so you cannot modify or delete them.\n\n## Gradient Info\u00b6\n\nYou can access gradient info with the button. Editing gradient information is an advanced feature that allows you to create gradients with interpolation in different color spaces. The available options for the color space and hue interpolation are the same as those used in [Color.mix](https://blupo.github.io/Color/api/color/#colormix).\n\nIncreasing precision allows you to get a more visually-accurate gradient for the specified color space, but at the cost of the number of keypoints that you're allowed to insert.\n\nFor non-RGB color spaces, the precision should be at least 1, otherwise the gradient will not look any different from itself in RGB space. For RGB space, the precision should always be 0, since ColorSequences already use RGB interpolation.", "tokens": 501, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/Color/api/color/", "text": "[ ](https://github.com/Blupo/Color/edit/master/docs/api/color.md \"Edit this page\")\n\n# Color\n\n## Constructors\u00b6\n\n### Color.new\u00b6\n\n Color.new(r: number, g: number, b: number): Color\n\nStandard Color constructor. Arguments should be in the range [0, 1], similar to [Color3.new](https://developer.roblox.com/en-us/api-reference/datatype/Color3#constructors).\n\n### Color.random\u00b6\n\n Color.random(): Color\n\nCreates a Color with random RGB components.\n\n### Color.gray\u00b6\n\n Color.gray(scale: number): Color\n\nCreates an achromatic Color using the scale, which should be in the range [0, 1]. `0` corresponds to black, and `1` corresponds to white.\n\n### Color.named\u00b6\n\n Color.named(name: string): Color\n\nCreates a Color based on a [named CSS color](https://www.w3.org/TR/2021/REC-css-color-3-20210805/#svg-color). Names are case-insensitive.\n\n### Color.from\u00b6\n\n Color.from(colorType: string, ...: any): Color\n\nCreates a Color from various color types. See the Color Types section for the list of available conversions and what arguments they require.\n\nInfo\n\nYou can also use an alternative constructor using `Color.from[ColorType]` (e.g. `Color.fromColor3(...)` instead of `Color.from(\"Color3\", ...)`), **except** for the `xyY` color type.\n\n## Properties\u00b6\n\n### Color.R\u00b6\n\n Color.R: number\n\nThe clipped red RGB channel of the color, in the range [0, 1].\n\n### Color.G\u00b6\n\n Color.G: number\n\nThe clipped green RGB channel of the color, in the range [0, 1].\n\n### Color.B\u00b6\n\n Color.B: number\n\nThe clipped blue RGB channel of the color, in the range [0, 1].\n\n## Functions\u00b6\n\n### Color.isAColor\u00b6\n\n Color.isAColor(color: any): boolean\n\nReturns whether the provided value is a Color. Checks if the value is a table with the following properties:\n\n * The table is frozen\n * The table has keys `R`, `G`, `B`, `__r`, `__g`, `__b` with numeric values\n * The table has a `to` function\n\n### Color.isClipped\u00b6\n\n Color.isClipped(color: Color): boolean\n\nReturns whether the Color's RGB components are clipped. Some conversions (e.g. XYZ to sRGB) may result in RGB components outside of the range [0, 1]. In this case, the components will be clipped to the range [0, 1].\n\n print(Color.new(1, 1, 1):isClipped()) --> false\n print(Color.new(2, 2, 2):isClipped()) --> true\n\n### Color.unclippedEq\u00b6\n\n Color.unclippedEq(refColor: Color, testColor: Color): boolean\n\nCompares the unclipped components of the Colors for equality.\n\n print(Color.new(1, 1, 1) == Color.new(2, 2, 2)) --> true\n print(Color.new(1, 1, 1):unclippedEq(Color.new(2, 2, 2))) --> false\n\n### Color.components\u00b6\n\n Color.components(color: Color, unclipped: boolean? = false): (number, number, number)\n\nReturns the RGB components of the Color, either clipped or unclipped.\n\nYou can also access the individual clipped components using Color.R, Color.G, and Color.B.\n\n### Color.to\u00b6\n\n Color.to(color: Color, colorType: string): ...any\n\nConverts a Color to different formats. See the Color Types section for the list of available conversions and what values they output.\n\nInfo\n\nYou can also use an alternative converter using `Color.to[ColorType]`, e.g. `Color:toColor3()` instead of `Color:to(\"Color3\")`.\n\n### Color.invert\u00b6\n\n Color.invert(color: Color): Color\n\nReturns a Color with inverted RGB components.\n\n### Color.mix\u00b6\n\n Color.mix(startColor: Color, endColor: Color, ratio: number, mode: string? = \"RGB\", hueAdjustment: string? = \"Shorter\"): Color\n\nInterpolates the start and end Colors in various color spaces. `ratio` should be in the range [0, 1]. Supported spaces are: `RGB` (default), `CMYK`, `HSB` (or `HSV`), `HWB`, `HSL`, `Lab`, `Luv`, `LChab` (or `LCh`), `LChuv`, `xyY`, and `XYZ` (`XYZ` interpolation can be used for linear RGB interpolation).\n\nFor color spaces with a hue component (e.g. HSB/L or LCh), there are different ways to interpolate the hue, and you can specify how it should be done by passing `hueAdjustment`: `Shorter` (default), `Longer`, `Increasing`, `Decreasing`, or `Specified`. These adjustments correspond to those specified in [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#hue-interpolation).\n\nHere are images of what the various interpolations look like, using red and aqua as example colors (with the default hue adjustment):\n\n### Color.blend\u00b6\n\n Color.blend(backgroundColor: Color, foregroundColor: Color, mode: string): Color\n\nBlends the background and foreground Colors in various modes. The available blending modes are: `Normal`, `Multiply`, `Screen`, `Overlay`, `Darken`, `Lighten`, `ColorDodge`, `ColorBurn`, `HardLight`, `SoftLight`, `Difference`, and `Exclusion`. The blending modes correspond to those specified in [Compositing and Blending Level 1](https://www.w3.org/TR/2015/CR-compositing-1-20150113/#blendingseparable).\n\n### Color.deltaE\u00b6\n\n Color.deltaE(refColor: Color, testColor: Color, kL: number? = 1, kC: number? = 1, kH: number? = 1): number\n\nCalculates the [color difference](https://en.wikipedia.org/wiki/Color_difference) of two Colors using [CIEDE2000](https://en.wikipedia.org/wiki/Color_difference#CIEDE2000), which can be used to compare the similarity (or difference) between colors. Smaller numbers correspond to greater similarity, while larger numbers correspond to less similarity.\n\n### Color.luminance\u00b6\n\n Color.luminance(color: Color): number\n\nReturns the [relative luminance](https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef) of the Color.\n\n### Color.contrast\u00b6\n\n Color.contrast(refColor: Color, testColor: Color): number\n\nReturns the [contrast ratio](https://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef) between two Colors.\n\n### Color.bestContrastingColor\u00b6\n\n Color.bestContrastingColor(refColor: Color, ...: Color): (Color, number)\n\nReturns the Color with the highest contrast ratio to the reference color, along with the contrast ratio itself.\n\n### Color.brighten\u00b6\n\n Color.brighten(color: Color, amount: number? = 1): Color\n\nBrightens a Color by modifying its L* component.\n\n### Color.darken\u00b6\n\n Color.darken(color: Color, amount: number? = 1): Color\n\nEquivalent to `Color.brighten(color, -amount)`.\n\n### Color.saturate\u00b6\n\n Color.saturate(color: Color, amount: number? = 1): Color\n\nSaturates a Color by modifying its C* component.\n\n### Color.desaturate\u00b6\n\n Color.desaturate(color: Color, amount: number? = 1): Color\n\nEquivalent to `Color.saturate(color, -amount)`.\n\n### Color.harmonies\u00b6\n\n Color.harmonies(color: Color, harmony: string, analogyAngle: number? = 60): array\n\nGenerates a list of Colors with a certain HSB [harmony](https://en.wikipedia.org/wiki/Harmony_\\(color\\)) to the reference Color. The available harmonies are: `Analogous`, `Complementary`, `SplitComplementary`, `Triadic`, `Tetradic` (sometimes known as _rectangle_), and `Square`.\n\nYou may also specify an angle for the `Analogous`, `SplitComplementary`, and `Tetradic` harmonies.\n\n## Math Operations\u00b6\n\n### Color == Color\u00b6\n\nComparing Colors with `==` returns whether their clipped RGB components are the same.\n\n print(Color.new(0, 0, 0) == Color.new(0, 0, 0)) --> true\n print(Color.new(0, 0, 0) == Color.new(1, 1, 1)) --> false\n print(Color.new(1, 1, 1) == Color.new(2, 2, 2)) --> true\n\n## Color Types\u00b6\n\n### BrickColor\u00b6\n\n * `color: BrickColor`\n\n### Color3\u00b6\n\n * `color: Color3`\n\n### Hex\u00b6\n\n * `hex: string`\n\nThe hex string can be in the format `ABC` or `AABBCC`, with or without a leading `#`.\n\n### Number\u00b6\n\n * `color: number` [0, 16777215]\n\n### RGB\u00b6\n\n * `r: number` [0, 255]\n * `g: number` [0, 255]\n * `b: number` [0, 255]\n\n### HSB\u00b6\n\n * `h: number` [0, 360) or NaN\n * `s: number` [0, 1]\n * `b: number` [0, 1]\n\nFor an explanation on HSB, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/HSL_and_HSV) on it.\n\n### HSV\u00b6\n\nAlias for `HSB`\n\n### HWB\u00b6\n\n * `h: number` [0, 360) or NaN\n * `w: number` [0, 1]\n * `b: number` [0, 1]\n\nFor an explanation on HWB, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/HWB_color_model) on it.\n\n### HSL\u00b6\n\n * `h: number` [0, 360) or NaN\n * `s: number` [0, 1]\n * `l: number` [0, 1]\n\nFor an explanation on HSL, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/HSL_and_HSV) on it.\n\n### CMYK\u00b6\n\n * `c: number` [0, 1]\n * `m: number` [0, 1]\n * `y: number` [0, 1]\n * `k: number` [0, 1]\n\nFor an explanation on CMYK, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/CMYK_color_model) on it. The RGB-CMYK conversions are naive and do not take color profiles into account.\n\n### Temperature\u00b6\n\n * `kelvin: number`\n\nFor best results, use temperatures in the range [1000, 40000]. The RGB-Temperature conversions are on based on Neil Bartlett's [color-temperature](https://github.com/neilbartlett/color-temperature).\n\n### XYZ\u00b6\n\n * `x: number` [0, 1] (typical)\n * `y: number` [0, 1]\n * `z: number` [0, 1] (typical)\n\nFor an explanation on XYZ, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/CIE_1931_color_space) on it. The RGB-XYZ conversions use [illuminant D65](https://en.wikipedia.org/wiki/Illuminant_D65).\n\n### xyY\u00b6\n\n * `x: number` [0, 1]\n * `y: number` [0, 1]\n * `Y: number` [0, 1]\n\n[xyY](https://en.wikipedia.org/wiki/CIE_1931_color_space#CIE_xy_chromaticity_diagram_and_the_CIE_xyY_color_space) is a color space related to [XYZ](https://en.wikipedia.org/wiki/CIE_1931_color_space).\n\n### Lab\u00b6\n\n * `l: number` [0, 1]\n * `a: number` [-1.28, 1.27] (typically)\n * `b: number` [-1.28, 1.27] (typically)\n\nFor an explanation on CIELAB, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/CIELAB_color_space) on it.\n\n### LChab\u00b6\n\n * `l: number` [0, 1]\n * `c: number` [0, 1.50] (typically)\n * `h: number` [0, 360)\n\nLCh(ab) is the cylindrical model of [CIELAB](https://en.wikipedia.org/wiki/CIELAB_color_space#Cylindrical_model).\n\n### LCh\u00b6\n\nAlias for `LChab`\n\n### Luv\u00b6\n\n * `l: number` [0, 1]\n * `u: number` [-1, 1] (typically)\n * `v: number` [-1, 1] (typically)\n\nFor an explanation on CIELUV, you can read the [Wikipedia article](https://en.wikipedia.org/wiki/CIELUV) on it.\n\n### LChuv\u00b6\n\n * `l: number` [0, 1]\n * `c: number` [0, 1.50] (typically)\n * `h: number` [0, 360)\n\nLCh(uv) is the cylindrical model of [CIELUV](https://en.wikipedia.org/wiki/CIELUV#Cylindrical_representation_\\(CIELCh\\)).", "tokens": 3068, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/Color/api/gradient/", "text": "[ ](https://github.com/Blupo/Color/edit/master/docs/api/gradient.md \"Edit this page\")\n\n# Gradient\n\n## Types\u00b6\n\n### GradientKeypoint\u00b6\n\n Time: number,\n Color: Color\n\n`Time` must be in the range [0, 1].\n\n## Constructors\u00b6\n\n### Gradient.new\u00b6\n\n Gradient.new(keypoints: array): Gradient\n\nStandard Gradient constructor. The first keypoint must have a `Time` of 0, and the last keypoint must have a `Time` of 1. (Consequently, there must be at least 2 keypoints.) The keypoint list must be sorted by time.\n\n### Gradient.fromColors\u00b6\n\n Gradient.fromColors(...: Color): Gradient\n\nCreates a Gradient from one or more Colors. If one Color is passed, the start and end keypoints will have the same color. If two Colors are passed, the start and end keypoints will have the first and second color, respectively. If 3 or more Colors is passed, the keypoints will be equidistant with respect to time.\n\n### Gradient.fromColorSequence\u00b6\n\n Gradient.fromColorSequence(colorSequence: ColorSequence): Gradient\n\nCreates a Gradient from a [ColorSequence](https://developer.roblox.com/en-us/api-reference/datatype/ColorSequence).\n\n## Properties\u00b6\n\n### Gradient.Keypoints\u00b6\n\n Gradient.Keypoints: array\n\n## Functions\u00b6\n\n### Gradient.invert\u00b6\n\n Gradient.invert(gradient: Gradient): Gradient\n\nReturns a Gradient with reversed keypoints.\n\n### Gradient.color\u00b6\n\n Gradient.color(gradient: Gradient, time: number, mode: string? = \"RGB\", hueAdjustment: string? = \"Shorter\"): Color\n\nReturns a Color from the Gradient at the specified time, mixing mode, and hue adjustment (see [Color.mix](https://blupo.github.io/Color/api/color/#colormix) for what those are). `time` should be in the range [0, 1].\n\n### Gradient.colors\u00b6\n\n Gradient.colors(gradient: Gradient, amount: number?, mode: string? = \"RGB\", hueAdjustment: string? = \"Shorter\"): array\n\nReturns an array of `amount` equidistant colors, using the specified mixing mode and hue adjustment (see [Color.mix](https://blupo.github.io/Color/api/color/#colormix) for what those are).\n\n### Gradient.colorSequence\u00b6\n\n Gradient.colorSequence(gradient: Gradient, steps: number? = 20, mode: string? = \"RGB\", hueAdjustment: string? = \"Shorter\"): ColorSequence\n\nReturns a [ColorSequence](https://developer.roblox.com/en-us/api-reference/datatype/ColorSequence) with `steps` equidistant colors. If the [mixing mode](https://blupo.github.io/Color/api/color/#colormix) is RGB, the ColorSequence will instead consist of the colors from the GradientKeypoints used to construct it.\n\nInfo\n\nDue to an engine limitation that only allows up to 20 keypoints in a ColorSequence, you may notice differences between the ColorSequence's intermediate colors and the Gradient's intermediate colors if you are using a mixing mode other than RGB.\n\n## Math Operations\u00b6\n\n### Gradient == Gradient\u00b6\n\nComparing Gradients with `==` checks if they have the same number of keypoints, that the keypoints have the same Time values, and that the keypoints have the same Color values (using [Color.unclippedEq](https://blupo.github.io/Color/api/color/#colorunclippedeq)).\n\n local gradient1 = Gradient.fromColors(\n Color.new(0, 0, 0),\n Color.new(1, 1, 1)\n )\n\n local gradient2 = Gradient.new({\n {Time = 0, Color = Color.new(0, 0, 0)},\n {Time = 1, Color = Color.new(1, 1, 1)}\n })\n\n local gradient3 = Gradient.new({\n {Time = 0, Color = Color.new(1, 1, 1)},\n {Time = 1, Color = Color.new(0, 0, 0)}\n })\n\n print(gradient1 == gradient2) --> true\n print(gradient1 == gradient3) --> false\n print(gradient1 == gradient3:invert()) --> true", "tokens": 922, "type": "documentation"} {"repo": "Blupo/ColorPane", "source_url": "https://blupo.github.io/Color/changelog/", "text": "[ ](https://github.com/Blupo/Color/edit/master/docs/changelog.md \"Edit this page\")\n\n# Changelog\n\n## [0.2.2] - 2022-04-06\u00b6\n\n### Changed\u00b6\n\n * Replaced the `Raw` hue adjustment option with `Specified` to match spec, however `Raw` will still work\n\n## [0.2.1] - 2022-01-06\u00b6\n\n### Changed\u00b6\n\n * The `Gradient.new` constructor now creates a copy of the input table instead of using the input table itself\n * `Gradient.Keypoints` is now correctly frozen, where previously it was possible to modify the individual keypoints but not the keypoint list itself\n\n## [0.2.0] - 2021-12-01\u00b6\n\n### Added\u00b6\n\n * Added links in the documentation for further reading on various color types\n * Added alternative from/to functions for the various color types\n * e.g. `Color.fromColor3(...)` instead of `Color.from(\"Color3\", ...)`\n * e.g. `Color:toColor3()` instead of `Color:to(\"Color3\")`\n * Added `Color.gray` as a shortcut for creating achromatic colors\n * Added `Color.harmonies` for generating color harmonies\n * Added `Color.deltaE` for calculating color differences\n * Added `Color.named` for referencing CSS colors\n * Added the `xyY` color type\n\n### Removed\u00b6\n\n * `lRGB` interpolation has been removed, since it can be done in `XYZ`\n\n### Changed\u00b6\n\n * Refined code to reduce type-check warnings\n * Documentation now reflects that the Hue component for some color types can be NaN\n * Static functions in the documentation now have a badge\n * Read-only properties in the documentation now have a badge\n * The Color and Gradient modules of the library are now split apart\n * You can access the modules using `[Module].Color` and `[Module].Gradient`\n * Updated the allowed interpolations for `Color.mix`\n * `Color.isAColor` should work for Colors from different versions of the library\n * `Color.components` now allows you to obtain unclipped components\n * `Color.luminance` compensates for the [error](https://www.w3.org/WAI/GL/wiki/index.php?title=Relative_luminance&oldid=11187) from the equation provided in WCAG 2\n * `Gradient.toColorSequence` was renamed to `Gradient.colorSequence`\n\n## [0.1.0] - 2021-11-09\u00b6\n\n### Added\u00b6\n\n * Initial release", "tokens": 573, "type": "documentation"} {"repo": "fewkz/studio-wally", "file_path": "README.md", "text": "# Studio Wally\n\nStudio Wally is a plugin for Roblox Studio that lets you install and update [Wally](https://github.com/UpliftGames/wally) packages all from in studio.\n\nThis plugin is intended to be used by projects that aren't managed by Rojo, such as prototypes or legacy games.\n\nThis plugin relies on the experimental [Rojo headless API](https://github.com/rojo-rbx/rojo/pull/639) to connect to a server for syncing the packages in.\nThe headless API is currently not available in the main branch of Rojo, and must be installed from a fork,\nwhich is available on the [Roblox Library](https://www.roblox.com/library/11092943149/Rojo-Boatly).\n\n## How to get\n\nYou can get the latest version of the plugin from [Roblox Library](https://www.roblox.com/library/11121595926/Studio-Wally),\nor download a build of the plugin from [GitHub Releases](https://github.com/fewkz/studio-wally/releases)\n\nYou will also need the [Rojo Boatly](https://www.roblox.com/library/11092943149/Rojo-Boatly) plugin installed in order for it to work.\n\n## How to use\n\nThe plugin adds two buttons to the plugin toolbar, the \"Edit Packages\" button will open the studio wally manifest,\nwhich stores the configuration for studio wally and what packages to install.\n\nThe \"Install Packages\" button will send a request to the server to download the packages, which will use Rojo to sync the packages in.\n\nMake sure to check the output if something unexpected happened, as it gives errors when something goes wrong. Feel free to open an issue if you run into any problems.", "tokens": 372, "type": "readme"} {"repo": "MaximumADHD/Roblox-Utils", "file_path": "README.md", "text": "# Roblox-Utils\n\nA set of modules I've built for my games, now available as wally packages!\nMore to follow soon :)", "tokens": 29, "type": "readme"} {"repo": "daily3014/rbx-cryptography", "file_path": "README.md", "text": "# Luau Cryptography\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** - Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** - Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n- Thanks to those who gave feedback and testing\n- Special thanks to all contributors and bug reporters\n- AES was originally made by @RobloxGamerPro200007\n- XChaCha20 was originally made by @littleBitsman\n- Murmur3 hash was originally made by @kohltastrophe\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Documentation\n\n## Installation\n\n### Wally\n\n```toml\n[dependencies]\ncryptography = \"daily3014/cryptography@3.1.0\"\n\n### Pesde\n\n```yaml\npesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n- [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n- [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n- [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n- [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n- **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n- **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n- **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Non-cryptographic Hash Functions**\n\n- [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n- [Murmur3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Murmur.luau): Fast non-cryptographic hash\n\n**Message Authentication**\n\n- [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n- [KMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/KMAC.luau): Hash-based Message Authentication Code (uses Keccak)\n\n**Authenticated Encryption**\n\n- [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n- [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n- [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n- [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Advanced Encryption Standard\n- [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n- [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n- [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n- [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n- [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n\n### Utilities\n\n**Encoding & Conversion**\n\n- [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n- [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n- [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n- Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on AMD Ryzen 5 7600X using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\n| Algorithm | Data Size | This Library | HashLib | Alternative | Other Libraries | Improvement |\n|-----------|-----------|--------------|---------|-------------|-----------------|-------------|\n| SHA-256 | 20k | **271 \u03bcs** | 2058 \u03bcs | 493 \u03bcs (Old Version) | 596 \u03bcs (Dekkonot) | **7.6x faster** than HashLib |\n| SHA-512 | 20k | **421 \u03bcs** | 4348 \u03bcs | 1066 \u03bcs (Dekkonot) | - | **10.3x faster** than HashLib |\n| SHA3-512 | 20k | **826 \u03bcs** | 10.60 ms | - | - | **12.8x faster** than HashLib |\n| BLAKE3 | 20k | **133 \u03bcs** | - | - | - | - |\n| HMAC-BLAKE3 | 20k | **145 \u03bcs** | - | - | - | - |\n| KMAC-128 | 20k | **443 \u03bcs** | - | - | - | - |\n| KMAC-256 | 20k | **501 \u03bcs** | - | - | - | - |\n| Adler-32 | 200k | **163 \u03bcs** | - | 1.65 ms (Naive Approach) | - | **10.1x faster** |\n| CRC32 | 200k | **1.43 ms** | - | 6.26 ms (DevForum) | - | **4.4x faster** |\n\n### Encryption\n\n| Algorithm | Data Size | This Library | Alternative | Other Libraries | Improvement |\n|-----------|-----------|--------------|-------------|-----------------|-------------|\n| ChaCha20 (Encrypt) | 20k | **177 \u03bcs** | 7.87 ms (EncryptedNet) | - | **44.5x faster** |\n| ChaCha20 (Roundtrip) | 20k | **338 \u03bcs** | ~15 ms (EncryptedNet) | - | **44.4x faster** |\n| ChaCha20-Poly1305 (Encrypt) | 20k | **232 \u03bcs** | - | - | - |\n| ChaCha20-Poly1305 (Roundtrip) | 20k | **448 \u03bcs** | - | - | - |\n| Simon (Encrypt) | 20k | **239 \u03bcs** | - | - | - |\n| Simon (Roundtrip) | 20k | **466 \u03bcs** | - | - | - |\n| Speck (Encrypt) | 20k | **193 \u03bcs** | - | - | - |\n| Speck (Roundtrip) | 20k | **388 \u03bcs** | - | - | - |\n| AES-GCM (Encrypt) | 20k | **833 \u03bcs** | 1.877 ms (RobloxGamerPro200007 AES256-CTR) | - | **2.3x faster** |\n| AES-GCM (Roundtrip) | 20k | **1.5 ms** | - | - | - |\n| XOR (Encrypt) | 1 million | **1.10 ms** | ~49.5 ms (Devfourm) | ~171000 ms (daily) | **155,454x faster** |\n| XOR (Roundtrip) | 1 million | **2.20 ms** | 98.9 ms (Devfourm) | ~342000 ms (daily) | **155,454x faster** |\n\n### Digital Signatures & Key Exchange\n\n| Algorithm | Operation | Time | Alternative | Improvement |\n|-----------|-----------|------|-------------|-------------|\n| EdDSA (Roundtrip) | Sign+Verify | **691 \u03bcs** | - | - |\n| ML-DSA-44 (Roundtrip) | Sign+Verify | **3.65 ms** | - | - |\n| ML-KEM-512 (Roundtrip) | Encap+Decap | **754 \u03bcs** | - | - |\n\n### Utilities\n\n| Algorithm | Data Size | Time | Alternative | Improvement |\n|-----------|-----------|------|-------------|-------------|\n| Base64 (Roundtrip) | 1 million | **3.77ms** | Lute: 9.11msReselim: 12.08ms | **2.4x faster** than Lute**3.2x faster** than Reselim |\n\n*Roundtrip: Complete encrypt/decrypt or sign/verify cycle*\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n```bash\nbash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n```bash\nbash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](CONTRIBUTING.md) for detailed guidelines.\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](./LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u2022 [Discord](https://discord.gg/Fg3sM8qKPp) \u2022 [Docs](https://xoifaii.github.io/) \u2022 [Wally](https://wally.run/package/daily3014/cryptography) \u2022 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 2666, "type": "readme"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography", "text": "# daily3014/cryptography\n\nv3.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\n[](https://xoifaii.github.io/) [](https://discord.gg/Fg3sM8qKPp) [](https://wally.run/package/daily3014/cryptography) [](https://pesde.dev/packages/daily3014/cryptography)\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n * XChaCha20 was originally made by @littleBitsman\n * Murmur3 hash was originally made by @kohltastrophe\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Documentation\n\n[](https://xoifaii.github.io/)\n\n## Installation\n\n### Wally\n\n [dependencies]\n cryptography = \"daily3014/[[email\u00a0protected]](https://pesde.dev/cdn-cgi/l/email-protection)\"\n\n### Pesde\n\n pesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n * [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n * [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n * [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n * [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n * **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n * **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n * **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Non-cryptographic Hash Functions**\n\n * [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n * [Murmur3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Murmur.luau): Fast non-cryptographic hash\n\n**Message Authentication**\n\n * [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n * [KMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/KMAC.luau): Hash-based Message Authentication Code (uses Keccak)\n\n**Authenticated Encryption**\n\n * [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n * [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Advanced Encryption Standard\n * [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n * [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n * [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n * [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n * [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n\n### Utilities\n\n**Encoding & Conversion**\n\n * [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n * [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n * [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n * Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on AMD Ryzen 5 7600X using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nSHA-256| 20k| **271 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **7.6x faster** than HashLib\nSHA-512| 20k| **421 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **10.3x faster** than HashLib\nSHA3-512| 20k| **826 \u00ce\u00bcs**| 10.60 ms| -| -| **12.8x faster** than HashLib\nBLAKE3| 20k| **133 \u00ce\u00bcs**| -| -| -| -\nHMAC-BLAKE3| 20k| **145 \u00ce\u00bcs**| -| -| -| -\nKMAC-128| 20k| **443 \u00ce\u00bcs**| -| -| -| -\nKMAC-256| 20k| **501 \u00ce\u00bcs**| -| -| -| -\nAdler-32| 200k| **163 \u00ce\u00bcs**| -| 1.65 ms (Naive Approach)| -| **10.1x faster**\nCRC32| 200k| **1.43 ms**| -| 6.26 ms (DevForum)| -| **4.4x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nChaCha20 (Encrypt)| 20k| **177 \u00ce\u00bcs**| 7.87 ms (EncryptedNet)| -| **44.5x faster**\nChaCha20 (Roundtrip)| 20k| **338 \u00ce\u00bcs**| ~15 ms (EncryptedNet)| -| **44.4x faster**\nChaCha20-Poly1305 (Encrypt)| 20k| **232 \u00ce\u00bcs**| -| -| -\nChaCha20-Poly1305 (Roundtrip)| 20k| **448 \u00ce\u00bcs**| -| -| -\nSimon (Encrypt)| 20k| **239 \u00ce\u00bcs**| -| -| -\nSimon (Roundtrip)| 20k| **466 \u00ce\u00bcs**| -| -| -\nSpeck (Encrypt)| 20k| **193 \u00ce\u00bcs**| -| -| -\nSpeck (Roundtrip)| 20k| **388 \u00ce\u00bcs**| -| -| -\nAES-GCM (Encrypt)| 20k| **833 \u00ce\u00bcs**| 1.877 ms (RobloxGamerPro200007 AES256-CTR)| -| **2.3x faster**\nAES-GCM (Roundtrip)| 20k| **1.5 ms**| -| -| -\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (Devfourm)| ~171000 ms (daily)| **155,454x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (Devfourm)| ~342000 ms (daily)| **155,454x faster**\n\n### Digital Signatures & Key Exchange\n\nAlgorithm| Operation| Time| Alternative| Improvement\n---|---|---|---|---\nEdDSA (Roundtrip)| Sign+Verify| **691 \u00ce\u00bcs**| -| -\nML-DSA-44 (Roundtrip)| Sign+Verify| **3.65 ms**| -| -\nML-KEM-512 (Roundtrip)| Encap+Decap| **754 \u00ce\u00bcs**| -| -\n\n### Utilities\n\nAlgorithm| Data Size| Time| Alternative| Improvement\n---|---|---|---|---\nBase64 (Roundtrip)| 1 million| **3.77ms**| Lute: 9.11ms\nReselim: 12.08ms| **2.4x faster** than Lute\n**3.2x faster** than Reselim\n\n_Roundtrip: Complete encrypt/decrypt or sign/verify cycle_\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/CONTRIBUTING.md) for detailed guidelines.\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](https://pesde.dev/packages/daily3014/LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u00e2\u0080\u00a2 [Discord](https://discord.gg/Fg3sM8qKPp) \u00e2\u0080\u00a2 [Docs](https://xoifaii.github.io/) \u00e2\u0080\u00a2 [Wally](https://wally.run/package/daily3014/cryptography) \u00e2\u0080\u00a2 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 2766, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://xoifaii.github.io/", "text": "# rbx-cryptography\n\nThe fastest cryptography library for Roblox\n\n[Get Started](https://xoifaii.github.io/docs/intro)[GitHub](https://github.com/daily3014/rbx-cryptography)\n\n local Crypto = require(\"@daily3014/cryptography\")\n\n -- Hash\n local Hash = Crypto.Hashing.Blake3.Digest(Data)\n\n -- Encrypt\n local Ciphertext, Tag = Crypto.Encryption.AEAD.Encrypt(Data, Key, Nonce)\n\n -- Sign\n local Signature = Crypto.Verification.EdDSA.Sign(Message, SecretKey, PublicKey)\n\n### Comprehensive\n\nSHA2, SHA3, BLAKE, HMAC, ChaCha20 Poly1305, AES GCM, Ed25519, X25519, ML DSA, ML KEM\n\n### Blazing Fast\n\nOptimized for Luau with native compilation. Includes algorithmic optimizations like shoup tables.\n\n### Secure\n\nConstanttime operations. Builtin CSPRNG. Post quantum algorithms. Wycheproof tested.\n\n### Post Quantum Ready\n\nML DSA and ML KEM implementations for quantum resistant signatures and key exchange.\n\n## Everything You Need\n\n#### Hashing\n\n * SHA 224/256/384/512\n * SHA3 224/256/384/512\n * BLAKE2b, BLAKE3\n * HMAC, HKDF, KMAC\n\n#### Encryption\n\n * ChaCha20 Poly1305\n * XChaCha20 Poly1305\n * AES 128/192/256 GCM\n * Simon, Speck\n\n#### Signatures\n\n * Ed25519\n * ML DSA 44/65/87\n\n#### Key Exchange\n\n * X25519\n * ML KEM 512/768/1024\n\n## Quick Install\n\n#### Wally\n\n Cryptography = \"daily3014/cryptography@3.0.1\"\n\n#### Pesde\n\n pesde add daily3014/cryptography\n\n## Developers\n\n[daily3014](https://github.com/daily3014)[Xoifail](https://github.com/XoifaiI)", "tokens": 442, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/3.1.1/luau/dependencies", "text": "# daily3014/cryptography\n\nv3.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Dev Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.4.4 \u00c2\u00b7 lune\n\n### [pesde/scripts_rojo ](https://pesde.dev/packages/pesde/scripts_rojo/latest/lune)\n\n^0.1.0 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/versions", "text": "# daily3014/cryptography\n\nv3.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## [3.1.1 (latest)](https://pesde.dev/packages/daily3014/cryptography/3.1.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [3.1.0 ](https://pesde.dev/packages/daily3014/cryptography/3.1.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [3.0.1 ](https://pesde.dev/packages/daily3014/cryptography/3.0.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [3.0.0 ](https://pesde.dev/packages/daily3014/cryptography/3.0.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.9.2 ](https://pesde.dev/packages/daily3014/cryptography/2.9.2/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.9.1 ](https://pesde.dev/packages/daily3014/cryptography/2.9.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.9.0 ](https://pesde.dev/packages/daily3014/cryptography/2.9.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.8.0 ](https://pesde.dev/packages/daily3014/cryptography/2.8.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.7.3 ](https://pesde.dev/packages/daily3014/cryptography/2.7.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.7.1 ](https://pesde.dev/packages/daily3014/cryptography/2.7.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.7.0 ](https://pesde.dev/packages/daily3014/cryptography/2.7.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.6.3 ](https://pesde.dev/packages/daily3014/cryptography/2.6.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.6.1 ](https://pesde.dev/packages/daily3014/cryptography/2.6.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.6.0 ](https://pesde.dev/packages/daily3014/cryptography/2.6.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.5.4 ](https://pesde.dev/packages/daily3014/cryptography/2.5.4/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.5.3 ](https://pesde.dev/packages/daily3014/cryptography/2.5.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.5.2 ](https://pesde.dev/packages/daily3014/cryptography/2.5.2/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.5.1 ](https://pesde.dev/packages/daily3014/cryptography/2.5.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.5.0 ](https://pesde.dev/packages/daily3014/cryptography/2.5.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.4.0 ](https://pesde.dev/packages/daily3014/cryptography/2.4.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.3.0 ](https://pesde.dev/packages/daily3014/cryptography/2.3.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.2.1 ](https://pesde.dev/packages/daily3014/cryptography/2.2.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.2.0 ](https://pesde.dev/packages/daily3014/cryptography/2.2.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.1.1 ](https://pesde.dev/packages/daily3014/cryptography/2.1.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.1.0 ](https://pesde.dev/packages/daily3014/cryptography/2.1.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [2.0.0 ](https://pesde.dev/packages/daily3014/cryptography/2.0.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.11.0 ](https://pesde.dev/packages/daily3014/cryptography/1.11.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.10.0 ](https://pesde.dev/packages/daily3014/cryptography/1.10.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.9.5 ](https://pesde.dev/packages/daily3014/cryptography/1.9.5/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.9.4 ](https://pesde.dev/packages/daily3014/cryptography/1.9.4/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.9.3 ](https://pesde.dev/packages/daily3014/cryptography/1.9.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.9.2 ](https://pesde.dev/packages/daily3014/cryptography/1.9.2/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.9.1 ](https://pesde.dev/packages/daily3014/cryptography/1.9.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.9.0 ](https://pesde.dev/packages/daily3014/cryptography/1.9.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.8.0 ](https://pesde.dev/packages/daily3014/cryptography/1.8.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.7.0 ](https://pesde.dev/packages/daily3014/cryptography/1.7.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.6.1 ](https://pesde.dev/packages/daily3014/cryptography/1.6.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.6.0 ](https://pesde.dev/packages/daily3014/cryptography/1.6.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.5.4 ](https://pesde.dev/packages/daily3014/cryptography/1.5.4/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.5.3 ](https://pesde.dev/packages/daily3014/cryptography/1.5.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.5.2 ](https://pesde.dev/packages/daily3014/cryptography/1.5.2/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.5.1 ](https://pesde.dev/packages/daily3014/cryptography/1.5.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.5.0 ](https://pesde.dev/packages/daily3014/cryptography/1.5.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.4.0 ](https://pesde.dev/packages/daily3014/cryptography/1.4.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.3.3 ](https://pesde.dev/packages/daily3014/cryptography/1.3.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.3.2 ](https://pesde.dev/packages/daily3014/cryptography/1.3.2/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.3.1 ](https://pesde.dev/packages/daily3014/cryptography/1.3.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.3.0 ](https://pesde.dev/packages/daily3014/cryptography/1.3.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.2.0 ](https://pesde.dev/packages/daily3014/cryptography/1.2.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.6 ](https://pesde.dev/packages/daily3014/cryptography/1.1.6/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.5 ](https://pesde.dev/packages/daily3014/cryptography/1.1.5/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.4 ](https://pesde.dev/packages/daily3014/cryptography/1.1.4/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.3 ](https://pesde.dev/packages/daily3014/cryptography/1.1.3/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.2 ](https://pesde.dev/packages/daily3014/cryptography/1.1.2/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.1 ](https://pesde.dev/packages/daily3014/cryptography/1.1.1/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.1.0 ](https://pesde.dev/packages/daily3014/cryptography/1.1.0/any)\n\n... \u00c2\u00b7 Luau\n\n## [1.0.4 ](https://pesde.dev/packages/daily3014/cryptography/1.0.4/any)\n\n... \u00c2\u00b7 Roblox\n\n## [1.0.3 ](https://pesde.dev/packages/daily3014/cryptography/1.0.3/any)\n\n... \u00c2\u00b7 Roblox\n\n## [1.0.2 ](https://pesde.dev/packages/daily3014/cryptography/1.0.2/any)\n\n... \u00c2\u00b7 Roblox\n\n## [1.0.1 ](https://pesde.dev/packages/daily3014/cryptography/1.0.1/any)\n\n... \u00c2\u00b7 Roblox\n\n## [1.0.0 ](https://pesde.dev/packages/daily3014/cryptography/1.0.0/any)\n\n... \u00c2\u00b7 Roblox\n\n## [0.2.1 ](https://pesde.dev/packages/daily3014/cryptography/0.2.1/any)\n\n... \u00c2\u00b7 Roblox\n\n## [0.1.1 ](https://pesde.dev/packages/daily3014/cryptography/0.1.1/any)\n\n... \u00c2\u00b7 Roblox\n\n## [0.1.0 ](https://pesde.dev/packages/daily3014/cryptography/0.1.0/any)\n\n... \u00c2\u00b7 Roblox", "tokens": 2401, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/", "text": "# Manage your packages\nfor Luau for Luau\n\nA package manager for the Luau programming language, supporting multiple runtimes including Roblox and Lune.\n\n[Get Started](https://docs.pesde.daimond113.com/)\n\n## Recently Published\n\n### [josephh310/vide_typed](https://pesde.dev/packages/josephh310/vide_typed/0.4.4/any)\n\nv0.4.4 \u00c2\u00b7 Roblox\n\nVide with types, fixed for the new luau version\n\n...\n\n### [riptide/core](https://pesde.dev/packages/riptide/core/0.5.0/any)\n\nv0.5.0 \u00c2\u00b7 Roblox\n\nA lightweight and professional framework for Roblox.\n\n...\n\n### [josephh310/observers_typed](https://pesde.dev/packages/josephh310/observers_typed/1.1.0/any)\n\nv1.1.0 \u00c2\u00b7 Roblox\n\nUtility observer functions, with updated types\n\n...\n\n### [bizwiz3/nova](https://pesde.dev/packages/bizwiz3/nova/0.3.4/any)\n\nv0.3.4 \u00c2\u00b7 Lune\n\nA high-performance, filesystem-based web framework built specifically for the Lune runtime.\n\n...\n\n### [realthx1/mock_data_store](https://pesde.dev/packages/realthx1/mock_data_store/0.1.3/any)\n\nv0.1.3 \u00c2\u00b7 Roblox\n\nComplete mock implementation of DataStoreService\n\n...\n\n### [studio713/fem](https://pesde.dev/packages/studio713/fem/0.2.1/any)\n\nv0.2.1 \u00c2\u00b7 Roblox\n\nA framework for plugins\n\n...\n\n### [pesde/asphalt](https://pesde.dev/packages/pesde/asphalt/2.0.0-rc.5/any)\n\nv2.0.0-rc.5 \u00c2\u00b7 Lune\n\nAn assets-as-files tool for Roblox\n\n...\n\n### [ophidiedev/minstance](https://pesde.dev/packages/ophidiedev/minstance/0.8.0/any)\n\nv0.8.0 \u00c2\u00b7 Roblox\n\nA very fast Instance serializer for Roblox that can serialize 40,000 Instances and compress it into a 100K+ character string in only 0.4s\n\n...\n\n### [lithhash/alloyecs](https://pesde.dev/packages/lithhash/alloyecs/0.1.30/any)\n\nv0.1.30 \u00c2\u00b7 Roblox\n\nA fast, feature-rich Entity Component System for Roblox.\n\n...\n\n### [project_roadwork/light_reflector](https://pesde.dev/packages/project_roadwork/light_reflector/1.1.1-beta/any)\n\nv1.1.1-beta \u00c2\u00b7 Roblox\n\nA vehicle-based light reflector that reflects decals and basepart reflectors at long distances on a road.\n\n...\n\n### [wrello/plums](https://pesde.dev/packages/wrello/plums/0.2.1/any)\n\nv0.2.1 \u00c2\u00b7 Roblox\n\nReplicate table changes from server to client in Roblox\n\n...\n\n### [pepeeltoro41/pepecs](https://pesde.dev/packages/pepeeltoro41/pepecs/0.0.8/any)\n\nv0.0.8 \u00c2\u00b7 Luau\n\nPepecs: an ecs\n\n...\n\n### [pesde/stylua](https://pesde.dev/packages/pesde/stylua/2.4.0/any)\n\nv2.4.0 \u00c2\u00b7 Lune\n\nA Lua code formatter\n\n...\n\n### [isoopod/pack](https://pesde.dev/packages/isoopod/pack/0.11.0/any)\n\nv0.11.0 \u00c2\u00b7 Roblox\n\nSchematized Luau buffer serialization library.\n\n...\n\n### [acecateer/lune_redis](https://pesde.dev/packages/acecateer/lune_redis/0.1.0/any)\n\nv0.1.0 \u00c2\u00b7 Lune\n\nLune interface for Redis\n\n...\n\n### [bizwiz3/aura](https://pesde.dev/packages/bizwiz3/aura/0.1.2/any)\n\nv0.1.2 \u00c2\u00b7 Lune\n\nThe HTTP client for Lune. Aura is a lightweight wrapper around Lune's native net library for handling request. Inspired by Axios, it simplifies data fetching by handling JSON encoding/decoding, URL normalization, and standardized response objects automatically.\n\n...\n\n### [magic/starknet_luau](https://pesde.dev/packages/magic/starknet_luau/0.2.0/any)\n\nv0.2.0 \u00c2\u00b7 Roblox\n\nPure Luau SDK for Starknet blockchain interaction from Roblox games\n\n...\n\n### [envger/screen3d_mod](https://pesde.dev/packages/envger/screen3d_mod/0.1.4/any)\n\nv0.1.4 \u00c2\u00b7 Roblox\n\nvibecoded fixes for screen3d\n\n...\n\n### [athar_adv/uniplugin](https://pesde.dev/packages/athar_adv/uniplugin/1.0.0/any)\n\nv1.0.0 \u00c2\u00b7 Roblox\n\nA simple wrapper for Roblox inter-Plugin import/export semantics\n\n...\n\n### [pesde/luau_lsp](https://pesde.dev/packages/pesde/luau_lsp/1.63.0/any)\n\nv1.63.0 \u00c2\u00b7 Lune\n\nLanguage Server Implementation for Luau\n\n...\n\n### [pesde/selene](https://pesde.dev/packages/pesde/selene/0.30.1/any)\n\nv0.30.1 \u00c2\u00b7 Lune\n\nA blazing-fast modern Lua linter written in Rust\n\n...\n\n### [pesde/argon](https://pesde.dev/packages/pesde/argon/2.0.28/any)\n\nv2.0.28 \u00c2\u00b7 Lune\n\nArgon - Full featured tool for Roblox development\n\n...\n\n### [codjo3/run_in_roblox](https://pesde.dev/packages/codjo3/run_in_roblox/0.3.0/any)\n\nv0.3.0 \u00c2\u00b7 Lune\n\nLuau port of the run-in-roblox Rojo tool.\n\n...\n\n### [daily3014/cryptography](https://pesde.dev/packages/daily3014/cryptography/3.1.1/any)\n\nv3.1.1 \u00c2\u00b7 Luau\n\nLuau implementations of popular hashing/encryption algorithms\n\n...", "tokens": 1406, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/rojo/latest/lune", "text": "# pesde/rojo\n\nv7.6.1 \u00c2\u00b7 published ...\n\nRojo enables Roblox developers to use professional-grade software engineering tools\n\nTarget\n\nLune\n\n[](https://rojo.space)\n\n\u00c2\n\n[](https://github.com/rojo-rbx/rojo/actions) [](https://crates.io/crates/rojo) [](https://rojo.space/docs)\n\n**Rojo** is a tool designed to enable Roblox developers to use professional-grade software engineering tools.\n\nWith Rojo, it's possible to use industry-leading tools like **Visual Studio Code** and **Git**.\n\nRojo is designed for power users who want to use the best tools available for building games, libraries, and plugins.\n\n## Features\n\nRojo enables:\n\n * Working on scripts and models from the filesystem, in your favorite editor\n * Versioning your game, library, or plugin using Git or another VCS\n * Streaming `rbxmx` and `rbxm` models into your game in real time\n * Packaging and deploying your project to Roblox.com from the command line\n\nIn the future, Rojo will be able to:\n\n * Sync instances from Roblox Studio to the filesystem\n * Automatically convert your existing game to work with Rojo\n * Import custom instances like MoonScript code\n\n## [Documentation](https://rojo.space/docs)\n\nDocumentation is hosted in the [rojo.space repository](https://github.com/rojo-rbx/rojo.space).\n\n## Contributing\n\nCheck out our [contribution guide](https://pesde.dev/packages/pesde/rojo/latest/CONTRIBUTING.md) for detailed instructions for helping work on Rojo!\n\nPull requests are welcome!\n\nRojo supports Rust 1.88 and newer. The minimum supported version of Rust is based on the latest versions of the dependencies that Rojo has.\n\n## License\n\nRojo is available under the terms of the Mozilla Public License, Version 2.0. See [LICENSE.txt](https://pesde.dev/packages/pesde/rojo/latest/LICENSE.txt) for details.", "tokens": 432, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/3.1.1/luau", "text": "# daily3014/cryptography\n\nv3.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\n[](https://xoifaii.github.io/) [](https://discord.gg/Fg3sM8qKPp) [](https://wally.run/package/daily3014/cryptography) [](https://pesde.dev/packages/daily3014/cryptography)\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n * XChaCha20 was originally made by @littleBitsman\n * Murmur3 hash was originally made by @kohltastrophe\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Documentation\n\n[](https://xoifaii.github.io/)\n\n## Installation\n\n### Wally\n\n [dependencies]\n cryptography = \"daily3014/[[email\u00a0protected]](https://pesde.dev/cdn-cgi/l/email-protection)\"\n\n### Pesde\n\n pesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n * [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n * [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n * [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n * [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n * **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n * **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n * **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Non-cryptographic Hash Functions**\n\n * [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n * [Murmur3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Murmur.luau): Fast non-cryptographic hash\n\n**Message Authentication**\n\n * [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n * [KMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/KMAC.luau): Hash-based Message Authentication Code (uses Keccak)\n\n**Authenticated Encryption**\n\n * [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n * [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Advanced Encryption Standard\n * [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n * [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n * [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n * [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n * [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n\n### Utilities\n\n**Encoding & Conversion**\n\n * [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n * [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n * [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n * Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on AMD Ryzen 5 7600X using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nSHA-256| 20k| **271 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **7.6x faster** than HashLib\nSHA-512| 20k| **421 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **10.3x faster** than HashLib\nSHA3-512| 20k| **826 \u00ce\u00bcs**| 10.60 ms| -| -| **12.8x faster** than HashLib\nBLAKE3| 20k| **133 \u00ce\u00bcs**| -| -| -| -\nHMAC-BLAKE3| 20k| **145 \u00ce\u00bcs**| -| -| -| -\nKMAC-128| 20k| **443 \u00ce\u00bcs**| -| -| -| -\nKMAC-256| 20k| **501 \u00ce\u00bcs**| -| -| -| -\nAdler-32| 200k| **163 \u00ce\u00bcs**| -| 1.65 ms (Naive Approach)| -| **10.1x faster**\nCRC32| 200k| **1.43 ms**| -| 6.26 ms (DevForum)| -| **4.4x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nChaCha20 (Encrypt)| 20k| **177 \u00ce\u00bcs**| 7.87 ms (EncryptedNet)| -| **44.5x faster**\nChaCha20 (Roundtrip)| 20k| **338 \u00ce\u00bcs**| ~15 ms (EncryptedNet)| -| **44.4x faster**\nChaCha20-Poly1305 (Encrypt)| 20k| **232 \u00ce\u00bcs**| -| -| -\nChaCha20-Poly1305 (Roundtrip)| 20k| **448 \u00ce\u00bcs**| -| -| -\nSimon (Encrypt)| 20k| **239 \u00ce\u00bcs**| -| -| -\nSimon (Roundtrip)| 20k| **466 \u00ce\u00bcs**| -| -| -\nSpeck (Encrypt)| 20k| **193 \u00ce\u00bcs**| -| -| -\nSpeck (Roundtrip)| 20k| **388 \u00ce\u00bcs**| -| -| -\nAES-GCM (Encrypt)| 20k| **833 \u00ce\u00bcs**| 1.877 ms (RobloxGamerPro200007 AES256-CTR)| -| **2.3x faster**\nAES-GCM (Roundtrip)| 20k| **1.5 ms**| -| -| -\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (Devfourm)| ~171000 ms (daily)| **155,454x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (Devfourm)| ~342000 ms (daily)| **155,454x faster**\n\n### Digital Signatures & Key Exchange\n\nAlgorithm| Operation| Time| Alternative| Improvement\n---|---|---|---|---\nEdDSA (Roundtrip)| Sign+Verify| **691 \u00ce\u00bcs**| -| -\nML-DSA-44 (Roundtrip)| Sign+Verify| **3.65 ms**| -| -\nML-KEM-512 (Roundtrip)| Encap+Decap| **754 \u00ce\u00bcs**| -| -\n\n### Utilities\n\nAlgorithm| Data Size| Time| Alternative| Improvement\n---|---|---|---|---\nBase64 (Roundtrip)| 1 million| **3.77ms**| Lute: 9.11ms\nReselim: 12.08ms| **2.4x faster** than Lute\n**3.2x faster** than Reselim\n\n_Roundtrip: Complete encrypt/decrypt or sign/verify cycle_\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/3.1.1/CONTRIBUTING.md) for detailed guidelines.\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](https://pesde.dev/packages/daily3014/cryptography/3.1.1/LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u00e2\u0080\u00a2 [Discord](https://discord.gg/Fg3sM8qKPp) \u00e2\u0080\u00a2 [Docs](https://xoifaii.github.io/) \u00e2\u0080\u00a2 [Wally](https://wally.run/package/daily3014/cryptography) \u00e2\u0080\u00a2 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 2782, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/scripts_rojo/latest/lune", "text": "# pesde/scripts_rojo\n\nv0.2.0 \u00c2\u00b7 published ...\n\nScripts for Rojo-based Roblox projects.\n\nTarget\n\nLune\n\n# `pesde/scripts_rojo`\n\nCommon scripts intended for use with Rojo.\n\n## Included scripts\n\n### roblox_sync_config_generator\n\nGenerates a Rojo sync config for pesde Roblox packages.\n\n### sourcemap_generator\n\nPrints out a sourcemap for Wally dependencies for type extraction.", "tokens": 94, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.11.0/any", "text": "# daily3014/cryptography\n\nv1.11.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**I can't believe I have to spell this out, but this cryptography library was NOT made for users to exploit, harass, or engage in any illegal activities whatsoever.** **If I had known what sick things people were going to use this for, I wouldn't have released it in the first place.** **If you see this being used for explicit content, illegal purposes, harassment, or any other disgusting misuse REPORT IT. This kind of abuse is absolutely unacceptable.**\n\n**Discord**: \n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, EdDSA and post quantum cryptography\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (2):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification\n * **ML-DSA**: Post-quantum digital signature scheme (Dilithium-based), secure against quantum attacks, standardized in NIST PQC\n\n**Key Encapsulation (2):**\n\n * ML-KEM: Post-quantum key encapsulation mechanism (Kyber-based), used for secure key exchange and hybrid encryption\n * X25519: Elliptic curve Diffie\u00e2\u0080\u0093Hellman (ECDH) over Curve25519 with cofactor clearing\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### Verification/CSPRNG Usage\n\n print(\"Check examples.\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (PrimarySecret, MaskSecret).\n\n Verification.EdDSA.MaskedX25519.MaskComponent(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte random mask component from a 64-byte masked key.\n\n**MlDSA):**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-44 keypair (128-bit security).\n\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-44. Returns true if signing succeeded.\n\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-44 signature. Returns true if valid.\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-65 keypair (192-bit security).\n\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-65.\n\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-65 signature.\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-87 keypair (256-bit security).\n\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-87.\n\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-87 signature.\n\n**(MlKEM):**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-44 keypair (128-bit security).\n\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-44. Returns true if signing succeeded.\n\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-44 signature. Returns true if valid.\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-65 keypair (192-bit security).\n\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-65.\n\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-65 signature.\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-87 keypair (256-bit security).\n\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-87.\n\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-87 signature.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519RandomBytes(): buffer\n -- Generate a buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/1.11.0/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, Blake3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for speed, AES for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, MlDSA if you need security.", "tokens": 5100, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.1.1/any", "text": "# daily3014/cryptography\n\nv1.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (3):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\nTable would be too large if everything was benched. Every implementations is faster than all alternatives:\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\n**SHA512**| 10k| **415 \u00ce\u00bcs**| 2232 \u00ce\u00bcs| -| 641 \u00ce\u00bcs| **5.6x faster** than HashLib\n**SHA256**| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (old version)| 596 \u00ce\u00bcs| **5.5x faster** than HashLib\n**Keccak/SHA3-512**| 20k| **6.28 ms**| 10.60 ms| -| -| **1.7x faster** than HashLib\n**ChaCha20**| 20k| **0.91 ms**| -| 7.87 ms (EncryptedNet)| -| **8.6x faster**\n**AES**| 20k| **1.16 ms**| -| 5.34 ms (RobloxGamerPro200007)| -| **4.6x faster**\n**CRC32**| 200k| **2.58 ms**| -| 6.26 ms (DevForum)| -| **2.4x faster**\n**Adler32**| 200k| **0.19 ms**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n local EdDSA = Verification.EdDSA\n\n -- Standard EdDSA usage\n local SecretKey = RandomBytes.Random(32) -- You may use any random string generator but it has to be a buffer!\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- EdDSA with signature masking (enhanced security)\n local SecretKey = RandomBytes.Random(32)\n local MaskedSignatureKey = EdDSA.MaskedX25519.Mask(SecretKey)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- Masked X25519 key exchange via EdDSA module\n local AliceSecret = buffer.fromstring(string.rep(\"a\", 32))\n local AliceMaskedKey = EdDSA.MaskedX25519.Mask(AliceSecret)\n local AlicePublicKey = EdDSA.MaskedX25519.PublicKey(AliceMaskedKey)\n\n local BobSecret = buffer.fromstring(string.rep(\"b\", 32))\n local BobMaskedKey = EdDSA.MaskedX25519.Mask(BobSecret)\n local BobPublicKey = EdDSA.MaskedX25519.PublicKey(BobMaskedKey)\n\n -- Note that the secrets *shouldn't match!*\n local AliceStaticSecret, AliceEphemeralSecret = EdDSA.MaskedX25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = EdDSA.MaskedX25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking for ongoing security\n local AliceRemaskedKey = EdDSA.MaskedX25519.Remask(AliceMaskedKey)\n\n --- Masked X25519 Examples\n\n -- Generate keypair\n local SecretKey = RandomBytes.Random(32)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n\n -- Sign message\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n\n -- Verify signature\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n assert(IsValid)\n\n -- Alice setup\n local AliceSecret = RandomBytes.Random(32)\n local AliceMaskedKey = EdDSA.MaskedX25519.Mask(AliceSecret)\n local AlicePublicKey = EdDSA.MaskedX25519.PublicKey(AliceMaskedKey)\n\n -- Bob setup\n local BobSecret = RandomBytes.Random(32)\n local BobMaskedKey = EdDSA.MaskedX25519.Mask(BobSecret)\n local BobPublicKey = EdDSA.MaskedX25519.PublicKey(BobMaskedKey)\n\n -- Key exchange\n -- (The secrets themselves won't match, but can derive the same shared key)\n local AliceStaticSecret, AliceEphemeralSecret = EdDSA.MaskedX25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = EdDSA.MaskedX25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking\n local AliceRemasked = EdDSA.MaskedX25519.Remask(AliceMaskedKey)\n\n -- Create masked signing key\n local AliceSigningMasked = EdDSA.MaskedX25519.MaskSignature(SecretKey)\n local AliceSigningPublic = EdDSA.MaskedX25519.PublicKey(AliceSigningMasked)\n\n -- Get ephemeral key\n local EphemeralKey = EdDSA.MaskedX25519.EphemeralSecretKey(AliceMaskedKey)\n\n -- Test that signatures work correctly\n local TestMessage = buffer.fromstring(\"Test validation message\")\n local TestSignature = EdDSA.Sign(SecretKey, PublicKey, TestMessage)\n local TestValid = EdDSA.Verify(PublicKey, TestMessage, TestSignature)\n assert(TestValid)\n\n -- Test that wrong signature fails\n local WrongMessage = buffer.fromstring(\"Different message\")\n local WrongValid = EdDSA.Verify(PublicKey, WrongMessage, TestSignature)\n assert(not WrongValid)\n\n -- Test that key exchange produces 32-byte secrets\n assert(buffer.len(AliceStaticSecret) == 32, \"Alice static secret should be 32 bytes\")\n assert(buffer.len(AliceEphemeralSecret) == 32, \"Alice ephemeral secret should be 32 bytes\")\n assert(buffer.len(BobStaticSecret) == 32, \"Bob static secret should be 32 bytes\")\n assert(buffer.len(BobEphemeralSecret) == 32, \"Bob ephemeral secret should be 32 bytes\")\n\n -- Test that public keys are 32 bytes\n assert(buffer.len(PublicKey) == 32, \"EdDSA public key should be 32 bytes\")\n assert(buffer.len(AlicePublicKey) == 32, \"Alice X25519 public key should be 32 bytes\")\n assert(buffer.len(BobPublicKey) == 32, \"Bob X25519 public key should be 32 bytes\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Block Cipher:**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nWe welcome contributions to improve the library.\n\n### Development Setup\n\n 1. Fork the repository\n 2. Clone your fork: `git clone https://github.com/daily3014/rbx-cryptography.git`\n 3. Install dependencies if needed\n 4. Start development server: `bash scripts/dev.sh`\n\n### Guidelines\n\n * **Bug Reports**: Use issues with reproduction steps\n * **Feature Requests**: Open an issue to discuss before implementing\n * **Pull Requests**:\n * Follow existing code style\n * Add tests for new features\n * Make sure all tests pass\n\n### Adding New Algorithms\n\nWhen contributing new cryptographic algorithms:\n\n 1. Implement the algorithm in the appropriate module (Hashing, Encryption, etc.)\n 2. Add tests\n 3. Add performance benchmarks\n 4. Submit a pull request\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originaly made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4512, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.5.1/any", "text": "# daily3014/cryptography\n\nv2.5.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\n[](https://discord.gg/Fg3sM8qKPp) [](https://wally.run/package/daily3014/cryptography) [](https://pesde.dev/packages/daily3014/cryptography)\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Installation\n\n### Wally\n\n [dependencies]\n cryptography = \"daily3014/[[email\u00a0protected]](https://pesde.dev/cdn-cgi/l/email-protection)\"\n\n### Pesde\n\n pesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n * [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n * [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n * [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n * [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n * **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n * **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n * **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Message Authentication**\n\n * [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n**Authenticated Encryption**\n\n * [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n * [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES): Advanced Encryption Standard\n * [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n * [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n * [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n * [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n * [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n * [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n\n### Utilities\n\n**Encoding & Conversion**\n\n * [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n * [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n * [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n * Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on Intel Core i7-12700 using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nSHA-256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA-512| 20k| **766 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.7x faster** than HashLib\nSHA3-512| 20k| **1.0 ms**| 10.60 ms| -| -| **10.6x faster** than HashLib\nBLAKE3| 20k| **168 \u00ce\u00bcs**| -| -| -| -\nHMAC-BLAKE3| 20k| **165 \u00ce\u00bcs**| -| -| -| -\nAdler-32| 200k| **190 \u00ce\u00bcs**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nChaCha20 (Encrypt)| 20k| **266 \u00ce\u00bcs**| 7.87 ms (EncryptedNet)| -| **29.6x faster**\nChaCha20 (Roundtrip)| 20k| **538 \u00ce\u00bcs**| ~15 ms (EncryptedNet)| -| **27.9x faster**\nChaCha20-Poly1305 (Encrypt)| 20k| **310 \u00ce\u00bcs**| -| -| -\nChaCha20-Poly1305 (Roundtrip)| 20k| **642 \u00ce\u00bcs**| -| -| -\nSimon (Encrypt)| 20k| **395 \u00ce\u00bcs**| -| -| -\nSimon (Roundtrip)| 20k| **790 \u00ce\u00bcs**| -| -| -\nSpeck (Encrypt)| 20k| **350 \u00ce\u00bcs**| -| -| -\nSpeck (Roundtrip)| 20k| **700 \u00ce\u00bcs**| -| -| -\nAES-GCM (Encrypt)| 20k| **12.34 ms**| -| -| -\nAES-GCM (Roundtrip)| 20k| **21.92 ms**| -| -| -\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000 ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000 ms (daily)| **64.3x faster**\n\n### Digital Signatures & Key Exchange\n\nAlgorithm| Operation| Time| Alternative| Improvement\n---|---|---|---|---\nEdDSA (Roundtrip)| Sign+Verify| **1.4 ms**| -| -\nML-DSA-44 (Roundtrip)| Sign+Verify| **9.1 ms**| -| -\nML-KEM-512 (Roundtrip)| Encap+Decap| **1.02 ms**| -| -\n\n### Utilities\n\nAlgorithm| Data Size| Time| Alternative| Improvement\n---|---|---|---|---\nBase64 (Encode/Decode)| 20k| **181 \u00ce\u00bcs**| -| -\n\n_Roundtrip: Complete encrypt/decrypt or sign/verify cycle_\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n Hashing.Blake3.DeriveKey(Context: buffer): (buffer, number?) -> (string, buffer)\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n\n**Block Ciphers:**\n\n -- AES-GCM\n AES.Encrypt(Key: buffer, IV: buffer, Plaintext: buffer, AAD: buffer?) -> (buffer, buffer)\n AES.Decrypt(Key: buffer, IV: buffer, Ciphertext: buffer, Tag: buffer, AAD: buffer?) -> (boolean, buffer?)\n\n -- Simon\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n -- Speck\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n**Simple Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n\n**Masked X25519:**\n\n Verification.EdDSA.X25519.Mask(SecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.Remask(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.PublicKey(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n Verification.EdDSA.X25519.MaskComponent(MaskedKey: buffer) -> buffer\n\n**ML-DSA (Post-Quantum):**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n### Key Encapsulation\n\n**ML-KEM (Post-Quantum):**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_512.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_768.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_1024.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n Utilities.Base64.Decode(Input: buffer) -> string\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random() -> number\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomBytes(Count: number) -> buffer\n Utilities.CSPRNG.RandomHex(Length: number) -> string\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?) -> buffer | string\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer) -> buffer\n Utilities.CSPRNG.Ed25519Random() -> buffer\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n Utilities.CSPRNG.AddEntropyProvider(ProviderFunction: () -> buffer?)\n Utilities.CSPRNG.RemoveEntropyProvider(ProviderFunction: () -> buffer?)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n Checksums.Adler(Message: buffer) -> number\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/2.5.1/CONTRIBUTING.md) for detailed guidelines.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! It depends on whether the algorithm is feasible to implement in Luau without requiring extremely expensive calculations like RSA/Argon.\n\n### How is this library faster?\n\nThrough extensive optimizations including efficient buffer operations, algorithm tuning, and Luau-specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXH32 for speed, BLAKE3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for authenticated encryption, AES-GCM for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, ML-DSA for post-quantum security\n * **Key Exchange**: ML-KEM for post-quantum key encapsulation, X25519 for compatibility\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](https://pesde.dev/packages/daily3014/cryptography/2.5.1/LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u00e2\u0080\u00a2 [Discord](https://discord.gg/Fg3sM8qKPp) \u00e2\u0080\u00a2 [Wally](https://wally.run/package/daily3014/cryptography) \u00e2\u0080\u00a2 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 4560, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.9.5/any", "text": "# daily3014/cryptography\n\nv1.9.5 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**I can't believe I have to spell this out, but this cryptography library was NOT made for users to exploit, harass, or engage in any illegal activities whatsoever.** **If I had known what sick things people were going to use this for, I wouldn't have released it in the first place.** **If you see this being used for explicit content, illegal purposes, harassment, or any other disgusting misuse REPORT IT. This kind of abuse is absolutely unacceptable.**\n\n**Discord**: \n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (PrimarySecret, MaskSecret).\n\n Verification.EdDSA.MaskedX25519.MaskComponent(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte random mask component from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519RandomBytes(): buffer\n -- Generate a buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/1.9.5/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4171, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.3.0/any", "text": "# daily3014/cryptography\n\nv1.3.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **0.19 ms**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| -| 1066 \u00ce\u00bcs| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nChaCha20 (Encrypt)| 20k| **0.62 ms**| 7.87 ms (EncryptedNet)| -| **8.6x faster**\nChaCha20 (Roundtrip)| 20k| **1.25 ms**| ~15 ms (EncryptedNet)| -| **8.6x faster**\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_ Roundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nWe welcome contributions to improve the library.\n\n### Development Setup\n\n 1. Fork the repository\n 2. Clone your fork: `git clone https://github.com/daily3014/rbx-cryptography.git`\n 3. Install dependencies if needed\n 4. Start development server: `bash scripts/dev.sh`\n\n### Guidelines\n\n * **Bug Reports**: Use issues with reproduction steps\n * **Feature Requests**: Open an issue to discuss before implementing\n * **Pull Requests**:\n * Follow existing code style\n * Add tests for new features\n * Make sure all tests pass\n\n### Adding New Algorithms\n\nWhen contributing new cryptographic algorithms:\n\n 1. Implement the algorithm in the appropriate module (Hashing, Encryption, etc.)\n 2. Add tests\n 3. Add performance benchmarks\n 4. Submit a pull request\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 3888, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.1.0/any", "text": "# daily3014/cryptography\n\nv1.1.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (3):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\nTable would be too large if everything was benched. Every implementations is faster than all alternatives:\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\n**SHA512**| 10k| **512 \u00ce\u00bcs**| 2232 \u00ce\u00bcs| -| 641 \u00ce\u00bcs| **4.4x faster** than HashLib\n**SHA256**| 20k| **390 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (old version)| 596 \u00ce\u00bcs| **5.3x faster** than HashLib\n**Keccak/SHA3-512**| 20k| **6.28 ms**| 10.60 ms| -| -| **1.7x faster** than HashLib\n**ChaCha20**| 20k| **0.91 ms**| -| 7.87 ms (EncryptedNet)| -| **8.6x faster**\n**AES**| 20k| **1.16 ms**| -| 5.34 ms (RobloxGamerPro200007)| -| **4.6x faster**\n**CRC32**| 200k| **2.58 ms**| -| 6.26 ms (DevForum)| -| **2.4x faster**\n**Adler32**| 200k| **0.19 ms**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n local EdDSA = Verification.EdDSA\n\n -- Standard EdDSA usage\n local SecretKey = RandomBytes.Random(32) -- You may use any random string generator but it has to be a buffer!\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- EdDSA with signature masking (enhanced security)\n local SecretKey = RandomBytes.Random(32)\n local MaskedSignatureKey = EdDSA.Masked25519.Mask(SecretKey)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- Masked X25519 key exchange via EdDSA module\n local AliceSecret = buffer.fromstring(string.rep(\"a\", 32))\n local AliceMaskedKey = EdDSA.Masked25519.Mask(AliceSecret)\n local AlicePublicKey = EdDSA.Masked25519.PublicKey(AliceMaskedKey)\n\n local BobSecret = buffer.fromstring(string.rep(\"b\", 32))\n local BobMaskedKey = EdDSA.Masked25519.Mask(BobSecret)\n local BobPublicKey = EdDSA.Masked25519.PublicKey(BobMaskedKey)\n\n -- Note that the secrets *shouldn't match!*\n local AliceStaticSecret, AliceEphemeralSecret = EdDSA.Masked25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = EdDSA.Masked25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking for ongoing security\n local AliceRemaskedKey = EdDSA.Masked25519.Remask(AliceMaskedKey)\n\n --- Masked X25519 Examples\n\n -- Generate keypair\n local SecretKey = RandomBytes.Random(32)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n\n -- Sign message\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n\n -- Verify signature\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n assert(IsValid)\n\n -- Alice setup\n local AliceSecret = RandomBytes.Random(32)\n local AliceMaskedKey = MaskedX25519.Mask(AliceSecret)\n local AlicePublicKey = MaskedX25519.PublicKey(AliceMaskedKey)\n\n -- Bob setup\n local BobSecret = RandomBytes.Random(32)\n local BobMaskedKey = MaskedX25519.Mask(BobSecret)\n local BobPublicKey = MaskedX25519.PublicKey(BobMaskedKey)\n\n -- Key exchange\n -- (The secrets themselves won't match, but can derive the same shared key)\n local AliceStaticSecret, AliceEphemeralSecret = MaskedX25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = MaskedX25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking\n local AliceRemasked = MaskedX25519.Remask(AliceMaskedKey)\n\n -- Create masked signing key\n local AliceSigningMasked = MaskedX25519.MaskSignature(SecretKey)\n local AliceSigningPublic = MaskedX25519.PublicKey(AliceSigningMasked)\n\n -- Get ephemeral key\n local EphemeralKey = MaskedX25519.EphemeralSecretKey(AliceMaskedKey)\n\n -- Test that signatures work correctly\n local TestMessage = buffer.fromstring(\"Test validation message\")\n local TestSignature = EdDSA.Sign(SecretKey, PublicKey, TestMessage)\n local TestValid = EdDSA.Verify(PublicKey, TestMessage, TestSignature)\n assert(TestValid)\n\n -- Test that wrong signature fails\n local WrongMessage = buffer.fromstring(\"Different message\")\n local WrongValid = EdDSA.Verify(PublicKey, WrongMessage, TestSignature)\n assert(not WrongValid)\n\n -- Test that key exchange produces 32-byte secrets\n assert(buffer.len(AliceStaticSecret) == 32, \"Alice static secret should be 32 bytes\")\n assert(buffer.len(AliceEphemeralSecret) == 32, \"Alice ephemeral secret should be 32 bytes\")\n assert(buffer.len(BobStaticSecret) == 32, \"Bob static secret should be 32 bytes\")\n assert(buffer.len(BobEphemeralSecret) == 32, \"Bob ephemeral secret should be 32 bytes\")\n\n -- Test that public keys are 32 bytes\n assert(buffer.len(PublicKey) == 32, \"EdDSA public key should be 32 bytes\")\n assert(buffer.len(AlicePublicKey) == 32, \"Alice X25519 public key should be 32 bytes\")\n assert(buffer.len(BobPublicKey) == 32, \"Bob X25519 public key should be 32 bytes\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Block Cipher:**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.Masked25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.Masked25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.Masked25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.Masked25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.Masked25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.Masked25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nWe welcome contributions to improve the library.\n\n### Development Setup\n\n 1. Fork the repository\n 2. Clone your fork: `git clone https://github.com/daily3014/rbx-cryptography.git`\n 3. Install dependencies if needed\n 4. Start development server: `bash scripts/dev.sh`\n\n### Guidelines\n\n * **Bug Reports**: Use issues with reproduction steps\n * **Feature Requests**: Open an issue to discuss before implementing\n * **Pull Requests**:\n * Follow existing code style\n * Add tests for new features\n * Make sure all tests pass\n\n### Adding New Algorithms\n\nWhen contributing new cryptographic algorithms:\n\n 1. Implement the algorithm in the appropriate module (Hashing, Encryption, etc.)\n 2. Add tests\n 3. Add performance benchmarks\n 4. Submit a pull request\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originaly made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4416, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.0.3/any", "text": "# daily3014/cryptography\n\nv1.0.3 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (3):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Cryptographically secure random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\nTable would be too large if everything was benched. Every implementations is faster than all alternatives:\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\n**SHA512**| 10k| **512 \u00ce\u00bcs**| 2232 \u00ce\u00bcs| -| 641 \u00ce\u00bcs| **4.4x faster** than HashLib\n**SHA256**| 20k| **390 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (old version)| 596 \u00ce\u00bcs| **5.3x faster** than HashLib\n**Keccak/SHA3-512**| 20k| **6.28 ms**| 10.60 ms| -| -| **1.7x faster** than HashLib\n**ChaCha20**| 20k| **0.91 ms**| -| 7.87 ms (EncryptedNet)| -| **8.6x faster**\n**AES**| 20k| **1.16 ms**| -| 5.34 ms (RobloxGamerPro200007)| -| **4.6x faster**\n**CRC32**| 200k| **2.58 ms**| -| 6.26 ms (DevForum)| -| **2.4x faster**\n**Adler32**| 200k| **0.19 ms**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n local EdDSA = Verification.EdDSA\n\n -- Standard EdDSA usage\n local SecretKey = RandomBytes.Generate(32)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- EdDSA with signature masking (enhanced security)\n local SecretKey = RandomBytes.Generate(32)\n local MaskedSignatureKey = EdDSA.MaskedX25519.Mask(SecretKey)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- Masked X25519 key exchange via EdDSA module\n local AliceSecret = buffer.fromstring(string.rep(\"a\", 32))\n local AliceMaskedKey = EdDSA.MaskedX25519.Mask(AliceSecret)\n local AlicePublicKey = EdDSA.MaskedX25519.PublicKey(AliceMaskedKey)\n\n local BobSecret = buffer.fromstring(string.rep(\"b\", 32))\n local BobMaskedKey = EdDSA.MaskedX25519.Mask(BobSecret)\n local BobPublicKey = EdDSA.MaskedX25519.PublicKey(BobMaskedKey)\n\n local AliceStaticSecret, AliceEphemeralSecret = EdDSA.MaskedX25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = EdDSA.MaskedX25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking for ongoing security\n local AliceRemaskedKey = EdDSA.MaskedX25519.Remask(AliceMaskedKey)\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Block Cipher:**\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AESCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate secure random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode?: \"Jam\" | \"Iso\", Hex?: boolean) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nWe welcome contributions to improve the library.\n\n### Development Setup\n\n 1. Fork the repository\n 2. Clone your fork: `git clone https://github.com/daily3014/rbx-cryptography.git`\n 3. Install dependencies if needed\n 4. Start development server: `bash scripts/dev.sh`\n\n### Guidelines\n\n * **Bug Reports**: Use issues with reproduction steps\n * **Feature Requests**: Open an issue to discuss before implementing\n * **Pull Requests**:\n * Follow existing code style\n * Add tests for new features\n * Make sure all tests pass\n\n### Adding New Algorithms\n\nWhen contributing new cryptographic algorithms:\n\n 1. Implement the algorithm in the appropriate module (Hashing, Encryption, etc.)\n 2. Add tests\n 3. Add performance benchmarks\n 4. Submit a pull request\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originaly made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 3710, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.2.0/any", "text": "# daily3014/cryptography\n\nv2.2.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**I can't believe I have to spell this out, but this cryptography library was NOT made for users to exploit, harass, or engage in any illegal activities whatsoever.** **If I had known what sick things people were going to use this for, I wouldn't have released it in the first place.** **If you see this being used for explicit content, illegal purposes, harassment, or any other disgusting misuse REPORT IT. This kind of abuse is absolutely unacceptable.**\n\n**Discord**: \n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, EdDSA and post quantum cryptography\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256, 384, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES-GCM, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD, AES-GCM\n\n**Digital Signatures (2):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification\n * **ML-DSA**: Post-quantum digital signature scheme (Dilithium-based), secure against quantum attacks, standardized in NIST PQC\n\n**Key Encapsulation (2):**\n\n * **ML-KEM**: Post-quantum key encapsulation mechanism (Kyber-based), used for secure key exchange and hybrid encryption\n * **X25519**: Elliptic curve Diffie\u00e2\u0080\u0093Hellman (ECDH) over Curve25519 with cofactor clearing\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES-GCM (Encrypt)| 20k| **16.41 ms**| -| -| -\nAES-GCM (Roundtrip)| 20k| **32.40 ms**| -| -| -\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### Verification/CSPRNG Usage\n\n print(\"Check examples.\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n AES.Encrypt(Key: buffer, IV: buffer, Plaintext: buffer, AAD: buffer?): (buffer, buffer)\n -- AES-GCM Encryption Mode. Returns the result and tag.\n\n AES.Decrypt(Key: buffer, IV: buffer, Ciphertext: buffer, AAD: buffer?, Tag: buffer): (boolean, buffer?)\n -- AES-GCM Decryption Mode. Returns false on tag failure, true and result buffer on success.\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (PrimarySecret, MaskSecret).\n\n Verification.EdDSA.MaskedX25519.MaskComponent(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte random mask component from a 64-byte masked key.\n\n**MlDSA:**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-44 keypair (128-bit security).\n\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-44. Returns true if signing succeeded.\n\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-44 signature. Returns true if valid.\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-65 keypair (192-bit security).\n\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-65.\n\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-65 signature.\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-87 keypair (256-bit security).\n\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-87.\n\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-87 signature.\n\n**MlKEM:**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-512 keypair (128-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-512 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_512.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-512. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_512.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-512. Returns the shared secret.\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-768 keypair (192-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-768 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_768.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-768. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_768.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-768. Returns the shared secret.\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-1024 keypair (256-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-1024 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_1024.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-1024. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_1024.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-1024. Returns the shared secret.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n CSPRNG.AddEntropyProvider(ProviderFunction: () -> buffer?)\n -- Option to pass a custom function that supplies the entropy, only called once its used up all the entropy from init\n -- So you need to do `CSPRNG.Reseed(CustomEntropy())` if you want it from the gecko\n\n CSPRNG.RemoveEntropyProvider(ProviderFunction: () -> buffer?)\n -- Removes the given provider for CSPRNG\n\n### Checksum Functions:\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/2.2.0/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, Blake3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for speed, AES for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, MlDSA if you need security.", "tokens": 5307, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.9.0/any", "text": "# daily3014/cryptography\n\nv1.9.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Discord**: \n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (PrimarySecret, MaskSecret).\n\n Verification.EdDSA.MaskedX25519.MaskComponent(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte random mask component from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519RandomBytes(): buffer\n -- Generate a buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/1.9.0/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4074, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.7.3/any", "text": "# daily3014/cryptography\n\nv2.7.3 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\n[](https://discord.gg/Fg3sM8qKPp) [](https://wally.run/package/daily3014/cryptography) [](https://pesde.dev/packages/daily3014/cryptography)\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n * XChaCha20 was originally made by @littleBitsman\n * Murmur3 hash was originally made by @kohltastrophe\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Installation\n\n### Wally\n\n [dependencies]\n cryptography = \"daily3014/[[email\u00a0protected]](https://pesde.dev/cdn-cgi/l/email-protection)\"\n\n### Pesde\n\n pesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n * [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n * [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n * [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n * [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n * **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n * **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n * **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Non-cryptographic Hash Functions**\n\n * [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n * [Murmur3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Murmur.luau): Fast non-cryptographic hash\n\n**Message Authentication**\n\n * [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n * [KMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/KMAC.luau): Hash-based Message Authentication Code (uses Keccak)\n\n**Authenticated Encryption**\n\n * [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n * [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Advanced Encryption Standard\n * [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n * [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n * [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n * [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n * [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n\n### Utilities\n\n**Encoding & Conversion**\n\n * [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n * [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n * [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n * Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on Intel Core i7-12700 using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nSHA-256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA-512| 20k| **766 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.7x faster** than HashLib\nSHA3-512| 20k| **1.0 ms**| 10.60 ms| -| -| **10.6x faster** than HashLib\nBLAKE3| 20k| **168 \u00ce\u00bcs**| -| -| -| -\nHMAC-BLAKE3| 20k| **165 \u00ce\u00bcs**| -| -| -| -\nKMAC-128| 20k| **1.3 ms**| -| -| -| -\nKMAC-256| 20k| **1.6 ms**| -| -| -| -\nAdler-32| 200k| **190 \u00ce\u00bcs**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nChaCha20 (Encrypt)| 20k| **266 \u00ce\u00bcs**| 7.87 ms (EncryptedNet)| -| **29.6x faster**\nChaCha20 (Roundtrip)| 20k| **538 \u00ce\u00bcs**| ~15 ms (EncryptedNet)| -| **27.9x faster**\nChaCha20-Poly1305 (Encrypt)| 20k| **310 \u00ce\u00bcs**| -| -| -\nChaCha20-Poly1305 (Roundtrip)| 20k| **642 \u00ce\u00bcs**| -| -| -\nSimon (Encrypt)| 20k| **395 \u00ce\u00bcs**| -| -| -\nSimon (Roundtrip)| 20k| **790 \u00ce\u00bcs**| -| -| -\nSpeck (Encrypt)| 20k| **350 \u00ce\u00bcs**| -| -| -\nSpeck (Roundtrip)| 20k| **700 \u00ce\u00bcs**| -| -| -\nAES-GCM (Encrypt)| 20k| **11.41 ms**| -| -| -\nAES-GCM (Roundtrip)| 20k| **21.88 ms**| -| -| -\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000 ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000 ms (daily)| **64.3x faster**\n\n### Digital Signatures & Key Exchange\n\nAlgorithm| Operation| Time| Alternative| Improvement\n---|---|---|---|---\nEdDSA (Roundtrip)| Sign+Verify| **1.4 ms**| -| -\nML-DSA-44 (Roundtrip)| Sign+Verify| **8.4 ms**| -| -\nML-KEM-512 (Roundtrip)| Encap+Decap| **891 \u00ce\u00bcs**| -| -\n\n### Utilities\n\nAlgorithm| Data Size| Time| Alternative| Improvement\n---|---|---|---|---\nBase64 (Encode/Decode)| 1 million| **4.62ms**| Lute: 9.11ms\nReselim: 12.08ms| **2.0x faster** than Lute\n**2.6x faster** than Reselim\n\n_Roundtrip: Complete encrypt/decrypt or sign/verify cycle_\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> (string, buffer)\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> (string, buffer)\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> (string, buffer)\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> (string, buffer)\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHA3_256(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHA3_384(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHA3_512(Message: buffer) -> (string, buffer)\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHAKE_256(Message: buffer) -> (string, buffer)\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> (string, buffer)\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> (string, buffer)\n Hashing.Blake3.DeriveKey(Context: buffer): (buffer, number?) -> (string, buffer)\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> (string, buffer)\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number, BigEndian: boolean?) -> (string, buffer)\n Hashing.KMAC.KMAC128(Data: buffer, Key: buffer, Output: buffer, CustomBuffer: buffer?) -> (string, buffer)\n Hashing.KMAC.KMAC256(Data: buffer, Key: buffer, Output: buffer, CustomBuffer: buffer?) -> (string, buffer)\n -- SHA3/Blake family should have BigEndian = false\n\n**Non-Cryptographic Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n Hashing.MurMur(Message: buffer, Seed: number?) -> number\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n Encryption.AEAD.XChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter: number?, Rounds: number?) -> buffer\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number, UseXChaCha20: boolean?) -> (buffer, buffer)\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number, UseXChaCha20: boolean?) -> buffer?\n\n**Block Ciphers:**\n\n -- AES-GCM\n AES.Encrypt(Key: buffer, IV: buffer, Plaintext: buffer, AAD: buffer?) -> (buffer, buffer)\n AES.Decrypt(Key: buffer, IV: buffer, Ciphertext: buffer, Tag: buffer, AAD: buffer?) -> (boolean, buffer?)\n\n -- Simon\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n -- Speck\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n**Simple Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n\n**Masked X25519:**\n\n Verification.EdDSA.X25519.Mask(SecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.Remask(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.PublicKey(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n Verification.EdDSA.X25519.MaskComponent(MaskedKey: buffer) -> buffer\n\n**ML-DSA (Post-Quantum):**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n### Key Encapsulation\n\n**ML-KEM (Post-Quantum):**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_512.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_768.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_1024.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n Utilities.Base64.Decode(Input: buffer) -> buffer\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number, AsBuffer: false) -> string\n Utilities.RandomString(Length: number, AsBuffer: true) -> buffer\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random() -> number\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomBytes(Count: number) -> buffer\n Utilities.CSPRNG.RandomHex(Length: number) -> string\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?) -> buffer | string\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer) -> buffer\n Utilities.CSPRNG.Ed25519Random() -> buffer\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n Utilities.CSPRNG.AddEntropyProvider(ProviderFunction: () -> buffer?)\n Utilities.CSPRNG.RemoveEntropyProvider(ProviderFunction: () -> buffer?)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n Checksums.Adler(Message: buffer) -> number\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/2.7.3/CONTRIBUTING.md) for detailed guidelines.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! It depends on whether the algorithm is feasible to implement in Luau without requiring extremely expensive calculations like RSA/Argon.\n\n### How is this library faster?\n\nThrough extensive optimizations including efficient buffer operations, algorithm tuning, and Luau-specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXH32 for speed, BLAKE3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for authenticated encryption, AES-GCM for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, ML-DSA for post-quantum security\n * **Key Exchange**: ML-KEM for post-quantum key encapsulation, X25519 for compatibility\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](https://pesde.dev/packages/daily3014/cryptography/2.7.3/LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u00e2\u0080\u00a2 [Discord](https://discord.gg/Fg3sM8qKPp) \u00e2\u0080\u00a2 [Wally](https://wally.run/package/daily3014/cryptography) \u00e2\u0080\u00a2 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 4979, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/0.1.1/any", "text": "# daily3014/cryptography\n\nv0.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n_No README provided_", "tokens": 36, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.7.0/any", "text": "# daily3014/cryptography\n\nv1.7.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519RandomBytes(): buffer\n -- Generate a buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/1.7.0/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4060, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.5.4/any", "text": "# daily3014/cryptography\n\nv1.5.4 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519RandomBytes(): buffer\n -- Generate a buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/1.5.4/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4060, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.1.3/any", "text": "# daily3014/cryptography\n\nv1.1.3 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (3):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\nTable would be too large if everything was benched. Every implementations is faster than all alternatives:\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\n**SHA512**| 10k| **415 \u00ce\u00bcs**| 2232 \u00ce\u00bcs| -| 641 \u00ce\u00bcs| **5.6x faster** than HashLib\n**SHA256**| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (old version)| 596 \u00ce\u00bcs| **5.5x faster** than HashLib\n**Keccak/SHA3-512**| 20k| **6.28 ms**| 10.60 ms| -| -| **1.7x faster** than HashLib\n**ChaCha20**| 20k| **0.91 ms**| -| 7.87 ms (EncryptedNet)| -| **8.6x faster**\n**AES**| 20k| **1.16 ms**| -| 5.34 ms (RobloxGamerPro200007)| -| **4.6x faster**\n**CRC32**| 200k| **2.58 ms**| -| 6.26 ms (DevForum)| -| **2.4x faster**\n**Adler32**| 200k| **0.19 ms**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n local EdDSA = Verification.EdDSA\n\n -- Standard EdDSA usage\n local SecretKey = RandomBytes.Random(32) -- You may use any random string generator but it has to be a buffer!\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- EdDSA with signature masking (enhanced security)\n local SecretKey = RandomBytes.Random(32)\n local MaskedSignatureKey = EdDSA.MaskedX25519.Mask(SecretKey)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n\n -- Masked X25519 key exchange via EdDSA module\n local AliceSecret = buffer.fromstring(string.rep(\"a\", 32))\n local AliceMaskedKey = EdDSA.MaskedX25519.Mask(AliceSecret)\n local AlicePublicKey = EdDSA.MaskedX25519.PublicKey(AliceMaskedKey)\n\n local BobSecret = buffer.fromstring(string.rep(\"b\", 32))\n local BobMaskedKey = EdDSA.MaskedX25519.Mask(BobSecret)\n local BobPublicKey = EdDSA.MaskedX25519.PublicKey(BobMaskedKey)\n\n -- Note that the secrets *shouldn't match!*\n local AliceStaticSecret, AliceEphemeralSecret = EdDSA.MaskedX25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = EdDSA.MaskedX25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking for ongoing security\n local AliceRemaskedKey = EdDSA.MaskedX25519.Remask(AliceMaskedKey)\n\n --- Masked X25519 Examples\n\n -- Generate keypair\n local SecretKey = RandomBytes.Random(32)\n local PublicKey = EdDSA.PublicKey(SecretKey)\n\n -- Sign message\n local Message = buffer.fromstring(\"Hello World\")\n local Signature = EdDSA.Sign(SecretKey, PublicKey, Message)\n\n -- Verify signature\n local IsValid = EdDSA.Verify(PublicKey, Message, Signature)\n assert(IsValid)\n\n -- Alice setup\n local AliceSecret = RandomBytes.Random(32)\n local AliceMaskedKey = EdDSA.MaskedX25519.Mask(AliceSecret)\n local AlicePublicKey = EdDSA.MaskedX25519.PublicKey(AliceMaskedKey)\n\n -- Bob setup\n local BobSecret = RandomBytes.Random(32)\n local BobMaskedKey = EdDSA.MaskedX25519.Mask(BobSecret)\n local BobPublicKey = EdDSA.MaskedX25519.PublicKey(BobMaskedKey)\n\n -- Key exchange\n -- (The secrets themselves won't match, but can derive the same shared key)\n local AliceStaticSecret, AliceEphemeralSecret = EdDSA.MaskedX25519.Exchange(AliceMaskedKey, BobPublicKey)\n local BobStaticSecret, BobEphemeralSecret = EdDSA.MaskedX25519.Exchange(BobMaskedKey, AlicePublicKey)\n\n -- Refresh masking\n local AliceRemasked = EdDSA.MaskedX25519.Remask(AliceMaskedKey)\n\n -- Create masked signing key\n local AliceSigningMasked = EdDSA.MaskedX25519.MaskSignature(SecretKey)\n local AliceSigningPublic = EdDSA.MaskedX25519.PublicKey(AliceSigningMasked)\n\n -- Get ephemeral key\n local EphemeralKey = EdDSA.MaskedX25519.EphemeralSecretKey(AliceMaskedKey)\n\n -- Test that signatures work correctly\n local TestMessage = buffer.fromstring(\"Test validation message\")\n local TestSignature = EdDSA.Sign(SecretKey, PublicKey, TestMessage)\n local TestValid = EdDSA.Verify(PublicKey, TestMessage, TestSignature)\n assert(TestValid)\n\n -- Test that wrong signature fails\n local WrongMessage = buffer.fromstring(\"Different message\")\n local WrongValid = EdDSA.Verify(PublicKey, WrongMessage, TestSignature)\n assert(not WrongValid)\n\n -- Test that key exchange produces 32-byte secrets\n assert(buffer.len(AliceStaticSecret) == 32, \"Alice static secret should be 32 bytes\")\n assert(buffer.len(AliceEphemeralSecret) == 32, \"Alice ephemeral secret should be 32 bytes\")\n assert(buffer.len(BobStaticSecret) == 32, \"Bob static secret should be 32 bytes\")\n assert(buffer.len(BobEphemeralSecret) == 32, \"Bob ephemeral secret should be 32 bytes\")\n\n -- Test that public keys are 32 bytes\n assert(buffer.len(PublicKey) == 32, \"EdDSA public key should be 32 bytes\")\n assert(buffer.len(AlicePublicKey) == 32, \"Alice X25519 public key should be 32 bytes\")\n assert(buffer.len(BobPublicKey) == 32, \"Bob X25519 public key should be 32 bytes\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Block Cipher:**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nWe welcome contributions to improve the library.\n\n### Development Setup\n\n 1. Fork the repository\n 2. Clone your fork: `git clone https://github.com/daily3014/rbx-cryptography.git`\n 3. Install dependencies if needed\n 4. Start development server: `bash scripts/dev.sh`\n\n### Guidelines\n\n * **Bug Reports**: Use issues with reproduction steps\n * **Feature Requests**: Open an issue to discuss before implementing\n * **Pull Requests**:\n * Follow existing code style\n * Add tests for new features\n * Make sure all tests pass\n\n### Adding New Algorithms\n\nWhen contributing new cryptographic algorithms:\n\n 1. Implement the algorithm in the appropriate module (Hashing, Encryption, etc.)\n 2. Add tests\n 3. Add performance benchmarks\n 4. Submit a pull request\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originaly made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 4512, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.3.1/any", "text": "# daily3014/cryptography\n\nv1.3.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| -| 1066 \u00ce\u00bcs| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nChaCha20 (Encrypt)| 20k| **0.62 ms**| 7.87 ms (EncryptedNet)| -| **8.6x faster**\nChaCha20 (Roundtrip)| 20k| **1.25 ms**| ~15 ms (EncryptedNet)| -| **8.6x faster**\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nWe welcome contributions to improve the library.\n\n### Development Setup\n\n 1. Fork the repository\n 2. Clone your fork: `git clone https://github.com/daily3014/rbx-cryptography.git`\n 3. Install dependencies if needed\n 4. Start development server: `bash scripts/dev.sh`\n\n### Guidelines\n\n * **Bug Reports**: Use issues with reproduction steps\n * **Feature Requests**: Open an issue to discuss before implementing\n * **Pull Requests**:\n * Follow existing code style\n * Add tests for new features\n * Make sure all tests pass\n\n### Adding New Algorithms\n\nWhen contributing new cryptographic algorithms:\n\n 1. Implement the algorithm in the appropriate module (Hashing, Encryption, etc.)\n 2. Add tests\n 3. Add performance benchmarks\n 4. Submit a pull request\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 3886, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.3.3/any", "text": "# daily3014/cryptography\n\nv1.3.3 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples (website soon)\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256,3 84, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES with multiple modes (CBC, ECB, etc.) and padding schemes, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD\n\n**Digital Signatures (3):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification with masking and double key exchange\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES (Encrypt)| 20k| **0.87 ms**| 1.13 ms (@RobloxGamerPro200007)| -| **1.3x faster**\nAES (Roundtrip)| 20k| **2.40 ms**| 2.91 ms (@RobloxGamerPro200007)| -| **1.2x faster**\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### EdDsa Usage\n\n -- *Moved to examples/MaskedX25519.luau*\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n -- Modes are found in AES.Modes\n -- Pads are found in AES.Pads\n\n Encryption.AES.New(Key: buffer, Mode: AESMode, Padding: AESPadding) -> AesCipher\n -- Create AES encryption profile with specified mode and padding scheme.\n\n -- Example AES usage:\n local AESProfile = Encryption.AES.New(\n buffer.fromstring(\"A24ByteEncryptionKeyHere\"),\n Encryption.AES.Modes.CBC,\n Encryption.AES.Pads.Pkcs7\n )\n\n local Message = \"Can be a buffer too!\"\n\n local Encrypted = AESProfile:Encrypt(Message, nil, InitVector)\n local Decrypted = AESProfile:Decrypt(Encrypted, nil, InitVector)\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (StaticSecret, EphemeralSecret).\n\n Verification.EdDSA.MaskedX25519.EphemeralSecretKey(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte ephemeral secret from a 64-byte masked key.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> string\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/1.3.3/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for secure communication, AES for compatibility\n * **Signatures**: Ed25519 for digital signatures and key exchange", "tokens": 3751, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.3.0/any", "text": "# daily3014/cryptography\n\nv2.3.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**I can't believe I have to spell this out, but this cryptography library was NOT made for users to exploit, harass, or engage in any illegal activities whatsoever.** **If I had known what sick things people were going to use this for, I wouldn't have released it in the first place.** **If you see this being used for explicit content, illegal purposes, harassment, or any other disgusting misuse REPORT IT. This kind of abuse is absolutely unacceptable.**\n\n**Discord**: \n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, EdDSA and post quantum cryptography\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256, 384, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES-GCM, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD, AES-GCM\n\n**Digital Signatures (2):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification\n * **ML-DSA**: Post-quantum digital signature scheme (Dilithium-based), secure against quantum attacks, standardized in NIST PQC\n\n**Key Encapsulation (2):**\n\n * **ML-KEM**: Post-quantum key encapsulation mechanism (Kyber-based), used for secure key exchange and hybrid encryption\n * **X25519**: Elliptic curve Diffie\u00e2\u0080\u0093Hellman (ECDH) over Curve25519 with cofactor clearing\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES-GCM (Encrypt)| 20k| **16.41 ms**| -| -| -\nAES-GCM (Roundtrip)| 20k| **32.40 ms**| -| -| -\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### Verification/CSPRNG Usage\n\n print(\"Check examples.\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n AES.Encrypt(Key: buffer, IV: buffer, Plaintext: buffer, AAD: buffer?): (buffer, buffer)\n -- AES-GCM Encryption Mode. Returns the result and tag.\n\n AES.Decrypt(Key: buffer, IV: buffer, Ciphertext: buffer, AAD: buffer?, Tag: buffer): (boolean, buffer?)\n -- AES-GCM Decryption Mode. Returns false on tag failure, true and result buffer on success.\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (PrimarySecret, MaskSecret).\n\n Verification.EdDSA.MaskedX25519.MaskComponent(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte random mask component from a 64-byte masked key.\n\n**MlDSA:**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-44 keypair (128-bit security).\n\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-44. Returns true if signing succeeded.\n\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-44 signature. Returns true if valid.\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-65 keypair (192-bit security).\n\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-65.\n\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-65 signature.\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-87 keypair (256-bit security).\n\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-87.\n\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-87 signature.\n\n**MlKEM:**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-512 keypair (128-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-512 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_512.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-512. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_512.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-512. Returns the shared secret.\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-768 keypair (192-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-768 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_768.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-768. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_768.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-768. Returns the shared secret.\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-1024 keypair (256-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-1024 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_1024.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-1024. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_1024.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-1024. Returns the shared secret.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n CSPRNG.AddEntropyProvider(ProviderFunction: () -> buffer?)\n -- Option to pass a custom function that supplies the entropy, only called once its used up all the entropy from init\n -- So you need to do `CSPRNG.Reseed(CustomEntropy())` if you want it from the gecko\n\n CSPRNG.RemoveEntropyProvider(ProviderFunction: () -> buffer?)\n -- Removes the given provider for CSPRNG\n\n### Checksum Functions:\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/2.3.0/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, Blake3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for speed, AES for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, MlDSA if you need security.", "tokens": 5307, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/3.0.0/any", "text": "# daily3014/cryptography\n\nv3.0.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\n[](https://discord.gg/Fg3sM8qKPp) [](https://wally.run/package/daily3014/cryptography) [](https://pesde.dev/packages/daily3014/cryptography)\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n * XChaCha20 was originally made by @littleBitsman\n * Murmur3 hash was originally made by @kohltastrophe\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Installation\n\n### Wally\n\n [dependencies]\n cryptography = \"daily3014/[[email\u00a0protected]](https://pesde.dev/cdn-cgi/l/email-protection)\"\n\n### Pesde\n\n pesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n * [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n * [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n * [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n * [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n * **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n * **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n * **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Non-cryptographic Hash Functions**\n\n * [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n * [Murmur3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Murmur.luau): Fast non-cryptographic hash\n\n**Message Authentication**\n\n * [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n * [KMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/KMAC.luau): Hash-based Message Authentication Code (uses Keccak)\n\n**Authenticated Encryption**\n\n * [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n * [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES.luau): Advanced Encryption Standard\n * [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n * [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n * [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n * [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n * [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n\n### Utilities\n\n**Encoding & Conversion**\n\n * [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n * [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n * [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n * Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on Intel AMD Ryzen 5 7600X using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nSHA-256| 20k| **271 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **7.6x faster** than HashLib\nSHA-512| 20k| **421 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **10.3x faster** than HashLib\nSHA3-512| 20k| **826 \u00ce\u00bcs**| 10.60 ms| -| -| **12.8x faster** than HashLib\nBLAKE3| 20k| **133 \u00ce\u00bcs**| -| -| -| -\nHMAC-BLAKE3| 20k| **145 \u00ce\u00bcs**| -| -| -| -\nKMAC-128| 20k| **443 \u00ce\u00bcs**| -| -| -| -\nKMAC-256| 20k| **501 \u00ce\u00bcs**| -| -| -| -\nAdler-32| 200k| **163 \u00ce\u00bcs**| -| 1.65 ms (Naive Approach)| -| **10.1x faster**\nCRC32| 200k| **1.43 ms**| -| 6.26 ms (DevForum)| -| **4.4x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nChaCha20 (Encrypt)| 20k| **177 \u00ce\u00bcs**| 7.87 ms (EncryptedNet)| -| **44.5x faster**\nChaCha20 (Roundtrip)| 20k| **338 \u00ce\u00bcs**| ~15 ms (EncryptedNet)| -| **44.4x faster**\nChaCha20-Poly1305 (Encrypt)| 20k| **232 \u00ce\u00bcs**| -| -| -\nChaCha20-Poly1305 (Roundtrip)| 20k| **448 \u00ce\u00bcs**| -| -| -\nSimon (Encrypt)| 20k| **239 \u00ce\u00bcs**| -| -| -\nSimon (Roundtrip)| 20k| **466 \u00ce\u00bcs**| -| -| -\nSpeck (Encrypt)| 20k| **193 \u00ce\u00bcs**| -| -| -\nSpeck (Roundtrip)| 20k| **388 \u00ce\u00bcs**| -| -| -\nAES-GCM (Encrypt)| 20k| **833 \u00ce\u00bcs**| 1.877 ms (RobloxGamerPro200007 AES256-CTR)| -| **2.3x faster**\nAES-GCM (Roundtrip)| 20k| **1.5 ms**| -| -| -\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (Devfourm)| ~171000 ms (daily)| **155,454x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (Devfourm)| ~342000 ms (daily)| **155,454x faster**\n\n### Digital Signatures & Key Exchange\n\nAlgorithm| Operation| Time| Alternative| Improvement\n---|---|---|---|---\nEdDSA (Roundtrip)| Sign+Verify| **691 \u00ce\u00bcs**| -| -\nML-DSA-44 (Roundtrip)| Sign+Verify| **3.65 ms**| -| -\nML-KEM-512 (Roundtrip)| Encap+Decap| **754 \u00ce\u00bcs**| -| -\n\n### Utilities\n\nAlgorithm| Data Size| Time| Alternative| Improvement\n---|---|---|---|---\nBase64 (Roundtrip)| 1 million| **3.77ms**| Lute: 9.11ms\nReselim: 12.08ms| **2.4x faster** than Lute\n**3.2x faster** than Reselim\n\n_Roundtrip: Complete encrypt/decrypt or sign/verify cycle_\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer) -> (string, buffer)\n Hashing.SHA2.SHA256(Message: buffer) -> (string, buffer)\n Hashing.SHA2.SHA384(Message: buffer) -> (string, buffer)\n Hashing.SHA2.SHA512(Message: buffer) -> (string, buffer)\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHA3_256(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHA3_384(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHA3_512(Message: buffer) -> (string, buffer)\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> (string, buffer)\n Hashing.SHA3.SHAKE_256(Message: buffer) -> (string, buffer)\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> (string, buffer)\n Hashing.Blake3.DigestKeyed(Message: buffer, Key: buffer, Length?: number) -> (string, buffer)\n Hashing.Blake3.DeriveKey(Context: buffer): (buffer, number?) -> (string, buffer)\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> (string, buffer)\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number, BigEndian: boolean?) -> (string, buffer)\n Hashing.KMAC.KMAC128(Data: buffer, Key: buffer, Output: buffer, CustomBuffer: buffer?) -> (string, buffer)\n Hashing.KMAC.KMAC256(Data: buffer, Key: buffer, Output: buffer, CustomBuffer: buffer?) -> (string, buffer)\n -- SHA3/Blake family should have BigEndian = false\n\n**Non-Cryptographic Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n Hashing.MurMur(Message: buffer, Seed: number?) -> number\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n Encryption.AEAD.XChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter: number?, Rounds: number?) -> buffer\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number, UseXChaCha20: boolean?) -> (buffer, buffer)\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number, UseXChaCha20: boolean?) -> buffer?\n\n**Block Ciphers:**\n\n -- AES-GCM\n AES.Encrypt(Plaintext: buffer, Key: buffer, IV: buffer, AAD: buffer?) -> (buffer, buffer)\n AES.Decrypt(Ciphertext: buffer, Key: buffer, IV: buffer, Tag: buffer, AAD: buffer?) -> (boolean, buffer?)\n\n -- Simon\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n -- Speck\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n**Simple Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n Verification.EdDSA.Sign(Message: buffer, SecretKey: buffer, PublicKey: buffer) -> buffer\n Verification.EdDSA.Verify(Message: buffer, PublicKey: buffer, Signature: buffer) -> boolean\n\n**Masked X25519:**\n\n Verification.EdDSA.X25519.Mask(SecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.Remask(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.PublicKey(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n Verification.EdDSA.X25519.MaskComponent(MaskedKey: buffer) -> buffer\n\n**ML-DSA (Post-Quantum):**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_44.Sign(Message: buffer, RandomSeed: buffer, SecretKey: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_44.Verify(Message: buffer, PublicKey: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_65.Sign(Message: buffer, RandomSeed: buffer, SecretKey: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_65.Verify(Message: buffer, PublicKey: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_87.Sign(Message: buffer, RandomSeed: buffer, SecretKey: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_87.Verify(Message: buffer, PublicKey: buffer, Context: buffer, Signature: buffer) -> boolean\n\n### Key Encapsulation\n\n**ML-KEM (Post-Quantum):**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.Encapsulate(Message: buffer, PublicKey: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_512.Decapsulate(Ciphertext: buffer, SecretKey: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.Encapsulate(Message: buffer, PublicKey: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_768.Decapsulate(Ciphertext: buffer, SecretKey: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.Encapsulate(Message: buffer, PublicKey: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_1024.Decapsulate(Ciphertext: buffer, SecretKey: buffer) -> SharedSecret: buffer\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n Utilities.Base64.Decode(Input: buffer) -> buffer\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number, AsBuffer: false) -> string\n Utilities.RandomString(Length: number, AsBuffer: true) -> buffer\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random() -> number\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomBytes(Count: number) -> buffer\n Utilities.CSPRNG.RandomHex(Length: number) -> string\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?) -> buffer | string\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer) -> buffer\n Utilities.CSPRNG.Ed25519Random() -> buffer\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n Utilities.CSPRNG.AddEntropyProvider(ProviderFunction: () -> buffer?)\n Utilities.CSPRNG.RemoveEntropyProvider(ProviderFunction: () -> buffer?)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n Checksums.Adler(Message: buffer) -> number\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/3.0.0/CONTRIBUTING.md) for detailed guidelines.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! It depends on whether the algorithm is feasible to implement in Luau without requiring extremely expensive calculations like RSA/Argon.\n\n### How is this library faster?\n\nThrough extensive optimizations including efficient buffer operations, algorithm tuning, and Luau-specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXH32 for speed, BLAKE3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for authenticated encryption, AES-GCM for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, ML-DSA for post-quantum security\n * **Key Exchange**: ML-KEM for post-quantum key encapsulation, X25519 for compatibility\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](https://pesde.dev/packages/daily3014/cryptography/3.0.0/LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u00e2\u0080\u00a2 [Discord](https://discord.gg/Fg3sM8qKPp) \u00e2\u0080\u00a2 [Wally](https://wally.run/package/daily3014/cryptography) \u00e2\u0080\u00a2 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 4966, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.4.0/any", "text": "# daily3014/cryptography\n\nv2.4.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n# Luau Cryptography\n\n[](https://discord.gg/Fg3sM8qKPp) [](https://wally.run/package/daily3014/cryptography) [](https://pesde.dev/packages/daily3014/cryptography)\n\n**Luau Cryptography** is a library of cryptographic algorithims written in Luau. It supports Post-Quantum (PQ), Elliptic Curve Cryptography (ECC), authenticated encryption and CSPRNG with many utilities.\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Disclaimer\n\nWhile this library has extensive testing, it's always recommended that you do your own tests. Keep in mind that there may be timing vulnerabilities that cannot be fixed due to how Luau compiles functions. **This library is NOT intended for exploitation, harassment, illegal activities, or explicit content.** All security issues should be reported in the Discord server.\n\n## Installation\n\n### Wally\n\n [dependencies]\n cryptography = \"daily3014/[[email\u00a0protected]](https://pesde.dev/cdn-cgi/l/email-protection)\"\n\n### Pesde\n\n pesde add daily3014/cryptography\n\n### Manual Installation\n\nDownload the latest release from GitHub and place it in your Roblox Studio project.\n\n## List of Algorithms\n\n### Elliptic Curve Cryptography\n\n**Digital Signature Schemes**\n\n * [Ed25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA) signatures with masked operations for side-channel protection\n\n**Key Exchange**\n\n * [X25519](https://github.com/daily3014/rbx-cryptography/blob/main/src/Verification/EdDSA/X25519.luau): Elliptic curve Diffie-Hellman over Curve25519\n\n### Post-Quantum Cryptography\n\n**KEM: Key Encapsulation Methods**\n\n * [ML-KEM](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlKEM): modes 512, 768, 1024 (Kyber-based, NIST standardized)\n\n**Digital Signature Schemes**\n\n * [ML-DSA](https://github.com/daily3014/rbx-cryptography/tree/main/src/Verification/MlDSA): modes 44, 65, 87 (Dilithium-based, [FIPS 204](https://doi.org/10.6028/NIST.FIPS.204))\n\n### Symmetric Cryptography\n\n**Hash Functions**\n\n * **SHA-2 Family**: SHA-224, SHA-256, SHA-384, SHA-512, SHA-512/224, SHA-512/256 with optional salt support\n * **SHA-3 Family**: SHA3-224, SHA3-256, SHA3-384, SHA3-512, SHAKE-128, SHAKE-256 ([FIPS 202](https://doi.org/10.6028/NIST.FIPS.202))\n * **BLAKE Family**: [BLAKE3](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake3.luau) (fastest available), BLAKE3-Keyed, BLAKE3-DeriveKey, [BLAKE2b](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/Blake2b.luau)\n\n**Message Authentication**\n\n * [HMAC](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/HMAC.luau): Hash-based Message Authentication Code (works with any hash function)\n\n**Authenticated Encryption**\n\n * [ChaCha20-Poly1305](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AEAD): AEAD construction ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES-GCM](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES): Galois/Counter Mode\n\n**Stream & Block Ciphers**\n\n * [ChaCha20](https://github.com/daily3014/rbx-cryptography/tree/main/src/Encryption/AEAD): Stream cipher ([RFC 8439](https://doi.org/10.17487/RFC8439))\n * [AES](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/AES): Advanced Encryption Standard\n * [Simon](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Simon.luau): Lightweight block cipher\n * [Speck](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/Speck.luau): Lightweight block cipher\n * [XOR](https://github.com/daily3014/rbx-cryptography/blob/main/src/Encryption/XOR.luau): Simple additive cipher\n\n**Checksums**\n\n * [CRC32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/CRC32.luau): Cyclic Redundancy Check (JAM/ISO modes)\n * [Adler-32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Checksums/Adler.luau): Checksum algorithm\n * [XXH32](https://github.com/daily3014/rbx-cryptography/blob/main/src/Hashing/XXH32.luau): Ultra-fast non-cryptographic hash\n\n### Utilities\n\n**Encoding & Conversion**\n\n * [Base64](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Base64.luau): Encode and decode\n * [Hexadecimal](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/Conversions.luau): Buffer to/from hex string conversion\n\n**Random Generation**\n\n * [CSPRNG](https://github.com/daily3014/rbx-cryptography/blob/main/src/Utilities/CSPRNG): Cryptographically Secure Pseudo-Random Number Generator with entropy management\n * Random strings and bytes generation\n\n## Performance\n\nPerformance benchmarks conducted in Roblox Studio on Intel Core i7-12700 using Benchmarker by @boatbomber.\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nSHA-256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA-512| 20k| **766 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.7x faster** than HashLib\nSHA3-512| 20k| **1.38 ms**| 10.60 ms| -| -| **7.7x faster** than HashLib\nBLAKE3| 20k| **168 \u00ce\u00bcs**| -| -| -| -\nHMAC-BLAKE3| 20k| **165 \u00ce\u00bcs**| -| -| -| -\nAdler-32| 200k| **190 \u00ce\u00bcs**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nChaCha20 (Encrypt)| 20k| **266 \u00ce\u00bcs**| 7.87 ms (EncryptedNet)| -| **29.6x faster**\nChaCha20 (Roundtrip)| 20k| **538 \u00ce\u00bcs**| ~15 ms (EncryptedNet)| -| **27.9x faster**\nChaCha20-Poly1305 (Encrypt)| 20k| **310 \u00ce\u00bcs**| -| -| -\nChaCha20-Poly1305 (Roundtrip)| 20k| **642 \u00ce\u00bcs**| -| -| -\nSimon (Encrypt)| 20k| **395 \u00ce\u00bcs**| -| -| -\nSimon (Roundtrip)| 20k| **790 \u00ce\u00bcs**| -| -| -\nSpeck (Encrypt)| 20k| **350 \u00ce\u00bcs**| -| -| -\nSpeck (Roundtrip)| 20k| **700 \u00ce\u00bcs**| -| -| -\nAES-GCM (Encrypt)| 20k| **16.25 ms**| -| -| -\nAES-GCM (Roundtrip)| 20k| **32.47 ms**| -| -| -\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000 ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000 ms (daily)| **64.3x faster**\n\n### Digital Signatures & Key Exchange\n\nAlgorithm| Operation| Time| Alternative| Improvement\n---|---|---|---|---\nEdDSA (Roundtrip)| Sign+Verify| **1.4 ms**| -| -\nML-DSA-44 (Roundtrip)| Sign+Verify| **9.59 ms**| -| -\nML-KEM-512 (Roundtrip)| Encap+Decap| **1.19 ms**| -| -\n\n### Utilities\n\nAlgorithm| Data Size| Time| Alternative| Improvement\n---|---|---|---|---\nBase64 (Encode/Decode)| 20k| **181 \u00ce\u00bcs**| -| -\n\n_Roundtrip: Complete encrypt/decrypt or sign/verify cycle_\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n Hashing.Blake3.DeriveKey(Context: buffer): (buffer, number?) -> (string, buffer)\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n\n**Block Ciphers:**\n\n -- AES-GCM\n AES.Encrypt(Key: buffer, IV: buffer, Plaintext: buffer, AAD: buffer?) -> (buffer, buffer)\n AES.Decrypt(Key: buffer, IV: buffer, Ciphertext: buffer, Tag: buffer, AAD: buffer?) -> (boolean, buffer?)\n\n -- Simon\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n -- Speck\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n\n**Simple Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n\n**Masked X25519:**\n\n Verification.EdDSA.X25519.Mask(SecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n Verification.EdDSA.X25519.Remask(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.PublicKey(MaskedKey: buffer) -> buffer\n Verification.EdDSA.X25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n Verification.EdDSA.X25519.MaskComponent(MaskedKey: buffer) -> buffer\n\n**ML-DSA (Post-Quantum):**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n\n### Key Encapsulation\n\n**ML-KEM (Post-Quantum):**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_512.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_512.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_768.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_768.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n MlKem.MLKEM_1024.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n MlKem.MLKEM_1024.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n Utilities.Base64.Decode(Input: buffer) -> string\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random() -> number\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?) -> number\n Utilities.CSPRNG.RandomBytes(Count: number) -> buffer\n Utilities.CSPRNG.RandomHex(Length: number) -> string\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?) -> buffer | string\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer) -> buffer\n Utilities.CSPRNG.Ed25519Random() -> buffer\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n Utilities.CSPRNG.AddEntropyProvider(ProviderFunction: () -> buffer?)\n Utilities.CSPRNG.RemoveEntropyProvider(ProviderFunction: () -> buffer?)\n\n### Checksum Functions\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n Checksums.Adler(Message: buffer) -> number\n\n## Testing and Benchmarking\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nTo contribute, fork this repository and make your changes, and then make a Pull Request. A Pull Request needs approval.\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/2.4.0/CONTRIBUTING.md) for detailed guidelines.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! It depends on whether the algorithm is feasible to implement in Luau without requiring extremely expensive calculations like RSA/Argon.\n\n### How is this library faster?\n\nThrough extensive optimizations including efficient buffer operations, algorithm tuning, and Luau-specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXH32 for speed, BLAKE3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for authenticated encryption, AES-GCM for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, ML-DSA for post-quantum security\n * **Key Exchange**: ML-KEM for post-quantum key encapsulation, X25519 for compatibility\n\n## License\n\nThis project is licensed under the MIT License. See the [LICENSE](https://pesde.dev/packages/daily3014/cryptography/2.4.0/LICENSE) file for details.\n\n[DevForum](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271) \u00e2\u0080\u00a2 [Discord](https://discord.gg/Fg3sM8qKPp) \u00e2\u0080\u00a2 [Wally](https://wally.run/package/daily3014/cryptography) \u00e2\u0080\u00a2 [Pesde](https://pesde.dev/packages/daily3014/cryptography)", "tokens": 4558, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.0.0/any", "text": "# daily3014/cryptography\n\nv2.0.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Luau Cryptography\n\nA tested, high performance cryptography library for Roblox built in Luau. Has over 30+ cryptographic functions including modern algorithms like SHA-3, BLAKE3, ChaCha20-Poly1305, and EdDSA alongside classic implementations. Through alot of optimizations, the implementations are **200-900% faster** than alternatives while having actual readable code.\n\n**I can't believe I have to spell this out, but this cryptography library was NOT made for users to exploit, harass, or engage in any illegal activities whatsoever.** **If I had known what sick things people were going to use this for, I wouldn't have released it in the first place.** **If you see this being used for explicit content, illegal purposes, harassment, or any other disgusting misuse REPORT IT. This kind of abuse is absolutely unacceptable.**\n\n**Discord**: \n\n**Links:**\n\n * [DevForum Documentation](https://devforum.roblox.com/t/fastest-cryptography-library-for-roblox/3680271)\n * [Wally Package](https://wally.run/package/daily3014/cryptography)\n * [Pesde Package](https://pesde.dev/packages/daily3014/cryptography)\n\n## Authors\n\n**daily3014** \\- Developer - [@daily3014](https://github.com/daily3014)\n**Xoifail** \\- Developer - [@xoifail](https://github.com/xoifaii)\n\n### Acknowledgments\n\n * Thanks to those who gave feedback and testing\n * Special thanks to all contributors and bug reporters\n * AES was originally made by @RobloxGamerPro200007\n\n## Features\n\n * **High Performance**: 2x-8.7x faster than alternative implementations\n * **Algorithm Support**: 30+ cryptographic functions covering all major use cases\n * **Modern Cryptography**: Latest algorithms including SHA-3, BLAKE3, ChaCha20-Poly1305, EdDSA and post quantum cryptography\n * **Easy Integration**: Clean modular API designed for Roblox environments\n * **Multiple Package Managers**: Available on both Wally and Pesde\n * **Buffer Based**: Efficient buffer usage for everything\n * **Fully Testing**: Every algorithm is tested with NIST test vectors\n * **Type Safe**: Complete type definitions\n * **Well Documented**: Good documentation and examples\n\n### Supported Algorithms\n\n**Hashing Functions (20):**\n\n * **SHA-2 Family**: SHA-224, 256, 384, 512, 512_224, 512_256 (optional salt support)\n * **SHA-3 Family**: SHA3-224, 256, 384, 512, Shake128, Shake256 (latest NIST standard)\n * **BLAKE Family**: BLAKE3 (fastest available), BLAKE3-Keyed\n * **Authentication**: HMAC (works with any hash function)\n * **Fast Hashing**: XXH32 (ultra-fast non-cryptographic)\n\n**Encryption Functions (6):**\n\n * **Stream Cipher**: ChaCha20 (stream cipher)\n * **Block Cipher**: AES-GCM, Simon, Speck\n * **Additive Cipher**: XOR\n * **Authenticated Encryption**: ChaCha20-Poly1305 AEAD, AES-GCM\n\n**Digital Signatures (2):**\n\n * **EdDSA**: Ed25519 key generation, signing, and verification\n * **ML-DSA**: Post-quantum digital signature scheme (Dilithium-based), secure against quantum attacks, standardized in NIST PQC\n\n**Key Encapsulation (2):**\n\n * **ML-KEM**: Post-quantum key encapsulation mechanism (Kyber-based), used for secure key exchange and hybrid encryption\n * **X25519**: Elliptic curve Diffie\u00e2\u0080\u0093Hellman (ECDH) over Curve25519 with cofactor clearing\n\n**Utility Functions (10+):**\n\n * **Encoding**: Base64 encode/decode\n * **Conversions**: Hex to/from buffer, string utilities\n * **Random Generation**: Generates random strings\n * **Checksums**: CRC32 (JAM/ISO modes), Adler\n\n## Performance\n\n(Only some of the algorithms are present!)\nEvery implementation is faster than all alternatives\n\n### Hashing / Checksum\n\nAlgorithm| Data Size| This Library| HashLib| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---|---\nAdler32| 200k| **190 us**| -| 1.65 ms (Naive Approach)| -| **8.7x faster**\nSHA256| 20k| **370 \u00ce\u00bcs**| 2058 \u00ce\u00bcs| 493 \u00ce\u00bcs (Old Version)| 596 \u00ce\u00bcs (Dekkonot)| **5.5x faster** than HashLib\nSHA512| 20k| **822 \u00ce\u00bcs**| 4348 \u00ce\u00bcs| 1066 \u00ce\u00bcs (Dekkonot)| -| **5.6x faster** than HashLib\nKeccak/SHA3-512| 20k| **1.74 ms**| 10.60 ms| -| -| **6.1x faster** than HashLib\nCRC32| 200k| **2.01 ms**| -| 6.26 ms (DevForum)| -| **3.1x faster**\n\n### Encryption\n\nAlgorithm| Data Size| This Library| Alternative| Other Libraries| Improvement\n---|---|---|---|---|---\nXOR (Encrypt)| 1 million| **1.10 ms**| ~49.5 ms (@TwiistedRoyalty)| 4000ms (daily)| **64.3x faster**\nXOR (Roundtrip)| 1 million| **2.20 ms**| 98.9 ms (@TwiistedRoyalty)| ~8000ms (daily)| **64.3x faster**\nChaCha20 (Encrypt)| 20k| **0.31 ms**| 7.87 ms (EncryptedNet)| -| **25.3x faster**\nChaCha20 (Roundtrip)| 20k| **0.64 ms**| ~15 ms (EncryptedNet)| -| **25.3x faster**\nSimon (Encrypt)| 20k| **0.42 ms**| -| -| -\nSimon (Roundtrip)| 20k| **0.85 ms**| -| -| -\nSpeck (Encrypt)| 20k| **0.48 ms**| -| -| -\nSpeck (Roundtrip)| 20k| **0.98 ms**| -| -| -\nAES-GCM (Encrypt)| 20k| **16.41 ms**| -| -| -\nAES-GCM (Roundtrip)| 20k| **32.40 ms**| -| -| -\n\n_Benchmarks performed in Roblox Studio on an Intel Core i7-12700_\n_Plugin used: Benchmarker by @boatbomber_\nRoundtrip: Encrypt and Decrypt\n\n## Installation\n\n### Wally\n\n\n\n### Pesde\n\n\n\n### Manual Installation\n\n 1. Download the latest release from GitHub\n 2. Drag the rbxm/rbxmx file into studio\n 3. Require the module in your scripts\n\n## Quick Start\n\n### Basic Setup\n\n -- Require the library\n local Cryptography = require(game:GetService(\"ReplicatedStorage\").Cryptography)\n\n -- Module shortcuts\n local Hashing = Cryptography.Hashing\n local Encryption = Cryptography.Encryption\n local Utilities = Cryptography.Utilities\n local Verification = Cryptography.Verification\n local Checksums = Cryptography.Checksums\n\n### Hash Something Quickly\n\n -- Hash a message with SHA-256\n local MessageBuffer = buffer.fromstring(\"Hello World!\")\n local Hash = Hashing.SHA2.SHA256(MessageBuffer)\n print(\"SHA256:\", Hash) -- Output is already in hex format\n\n### Secure Password Hashing\n\n -- Hash a password with salt\n local function HashPassword(Password, Salt)\n local PasswordBuffer = buffer.fromstring(Password)\n local SaltBuffer = buffer.fromstring(Salt or \"defaultsalt\")\n\n return Hashing.SHA2.SHA256(PasswordBuffer, SaltBuffer)\n end\n\n -- Example usage\n local UserPassword = \"MySecurePassword123\"\n local HashedPassword = HashPassword(UserPassword, \"randomsalt\")\n print(\"Hashed password:\", HashedPassword)\n\n -- Verify password by comparing hashes\n local function VerifyPassword(InputPassword, StoredHash, Salt)\n local InputHash = HashPassword(InputPassword, Salt)\n return InputHash == StoredHash\n end\n\n local IsValid = VerifyPassword(\"MySecurePassword123\", HashedPassword, \"randomsalt\")\n print(\"Password is valid:\", IsValid)\n\n### Authenticated Encryption (AEAD)\n\n local PlainText = buffer.fromstring(\"Hello World\")\n local Key = buffer.fromstring(string.rep(\"k\", 32))\n local Nonce = buffer.fromstring(string.rep(\"n\", 12))\n local AAD = buffer.fromstring(\"additional data\")\n\n local Ciphertext, Tag = Encryption.AEAD.Encrypt(PlainText, Key, Nonce, AAD)\n local DecryptedText = Encryption.AEAD.Decrypt(Ciphertext, Key, Nonce, Tag, AAD)\n\n### Verification/CSPRNG Usage\n\n print(\"Check examples.\")\n\n## API Reference\n\n### Hashing Functions\n\n**SHA-2 Family:**\n\n Hashing.SHA2.SHA224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA256(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA384(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_224(Message: buffer, Salt?: buffer) -> string\n Hashing.SHA2.SHA512_256(Message: buffer, Salt?: buffer) -> string\n -- Computes SHA2-xxx hash with optional salt. Most commonly used cryptographic hash function.\n\n**SHA-3 Family:**\n\n Hashing.SHA3.SHA3_224(Message: buffer) -> string\n Hashing.SHA3.SHA3_256(Message: buffer) -> string\n Hashing.SHA3.SHA3_384(Message: buffer) -> string\n Hashing.SHA3.SHA3_512(Message: buffer) -> string\n -- Modern SHA3-xxx hash function.\n\n Hashing.SHA3.SHAKE_128(Message: buffer) -> string\n Hashing.SHA3.SHAKE_256(Message: buffer) -> string\n -- Modern SHAKE-xxx hash function.\n\n**BLAKE Family:**\n\n Hashing.Blake3.Digest(Message: buffer, Length?: number) -> string\n -- Fastest cryptographic hash function available. Optimized for performance.\n Hashing.Blake3.DigestKeyed(Key: buffer, Message: buffer, Length?: number) -> string\n -- Keyed Blake3 hash for authenticated hashing scenarios.\n\n Hashing.Blake2b(InputData: buffer, OutputLength: number?, KeyData: buffer?) -> string\n -- Secure cryptographic hash function with optional keying (1-64 byte output, 0-64 byte key).\n\n**Authentication:**\n\n Hashing.HMAC(Message: buffer, Key: buffer, HashFn: function, BlockSize: number) -> string\n -- Hash based message authentication code. Works with any underlying hash function.\n\n**Fast Hashing:**\n\n Hashing.XXH32(Message: buffer, Seed?: number) -> number\n -- Fast non cryptographic hash function. Perfect for hash tables and checksums.\n\n### Encryption Functions\n\n**Stream Cipher:**\n\n Encryption.AEAD.ChaCha20(Data: buffer, Key: buffer, Nonce: buffer, Counter?: number, Rounds?: number) -> buffer\n -- ChaCha20 stream cipher encryption/decryption.\n\n**Additive Cipher:**\n\n Encryption.XOR(Data: buffer, Key: buffer) -> buffer\n -- XOR additive cipher encryption/decryption.\n\n**Block Cipher: AES**\n\n AES.Encrypt(Key: buffer, IV: buffer, Plaintext: buffer, AAD: buffer?): (buffer, buffer)\n -- AES-GCM Encryption Mode. Returns the result and tag.\n\n AES.Decrypt(Key: buffer, IV: buffer, Ciphertext: buffer, AAD: buffer?, Tag: buffer): (boolean, buffer?)\n -- AES-GCM Decryption Mode. Returns false on tag failure, true and result buffer on success.\n\n**Block Cipher: Simon and Speck**\n\n Encryption.Simon.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher encryption. Recommended key size is 16 bytes\n\n Encryption.Simon.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Simon cipher decryption. Recommended key size is 16 bytes\n\n Encryption.Speck.Encrypt(PlaintextBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher encryption. Recommended key size is 8 bytes\n\n Encryption.Speck.Decrypt(CipherBuffer: buffer, KeyBuffer: buffer) -> buffer\n -- Speck cipher decryption. Recommended key size is 8 bytes\n\n**Authenticated Encryption:**\n\n Encryption.AEAD.Encrypt(Message: buffer, Key: buffer, Nonce: buffer, AAD?: buffer, Rounds?: number) -> (buffer, buffer)\n -- ChaCha20-Poly1305 authenticated encryption. Returns ciphertext and authentication tag.\n\n Encryption.AEAD.Decrypt(Ciphertext: buffer, Key: buffer, Nonce: buffer, Tag: buffer, AAD?: buffer, Rounds?: number) -> buffer?\n -- ChaCha20-Poly1305 authenticated decryption. Returns plaintext or nil if authentication fails.\n\n### Digital Signatures\n\n**EdDSA (Ed25519):**\n\n Verification.EdDSA.PublicKey(SecretKey: buffer) -> buffer\n -- Generate public key from secret key using Ed25519 algorithm.\n\n Verification.EdDSA.Sign(SecretKey: buffer, PublicKey: buffer, Message: buffer) -> buffer\n -- Create digital signature for a message using Ed25519.\n\n Verification.EdDSA.Verify(PublicKey: buffer, Message: buffer, Signature: buffer) -> boolean\n -- Returns true if signature is valid.\n\n Verification.EdDSA.MaskedX25519.Mask(SecretKey: buffer) -> buffer\n -- Creates a 64-byte masked key from a 32-byte secret key for side-channel attack protection.\n\n Verification.EdDSA.MaskedX25519.MaskSignature(SignatureSecretKey: buffer) -> buffer\n -- Creates a masked key from an EdDSA signature secret key (applies SHA512 then masking).\n\n Verification.EdDSA.MaskedX25519.Remask(MaskedKey: buffer) -> buffer\n -- Refreshes the masking on a 64-byte masked key with new randomness.\n\n Verification.EdDSA.MaskedX25519.PublicKey(MaskedKey: buffer) -> buffer\n -- Generates a 32-byte public key from a 64-byte masked key.\n\n Verification.EdDSA.MaskedX25519.Exchange(MaskedSecretKey: buffer, TheirPublicKey: buffer) -> (buffer, buffer)\n -- Performs double key exchange returning (PrimarySecret, MaskSecret).\n\n Verification.EdDSA.MaskedX25519.MaskComponent(MaskedKey: buffer) -> buffer\n -- Extracts the 32-byte random mask component from a 64-byte masked key.\n\n**MlDSA:**\n\n Mldsa.ML_DSA_44.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-44 keypair (128-bit security).\n\n Mldsa.ML_DSA_44.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-44. Returns true if signing succeeded.\n\n Mldsa.ML_DSA_44.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-44 signature. Returns true if valid.\n\n Mldsa.ML_DSA_65.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-65 keypair (192-bit security).\n\n Mldsa.ML_DSA_65.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-65.\n\n Mldsa.ML_DSA_65.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-65 signature.\n\n Mldsa.ML_DSA_87.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-DSA-87 keypair (256-bit security).\n\n Mldsa.ML_DSA_87.Sign(RandomSeed: buffer, SecretKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Sign a message with ML-DSA-87.\n\n Mldsa.ML_DSA_87.Verify(PublicKey: buffer, Message: buffer, Context: buffer, Signature: buffer) -> boolean\n -- Verify a ML-DSA-87 signature.\n\n**MlKEM:**\n\n MlKem.MLKEM_512.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-512 keypair (128-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_512.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-512 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_512.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-512. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_512.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-512. Returns the shared secret.\n\n MlKem.MLKEM_768.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-768 keypair (192-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_768.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-768 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_768.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-768. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_768.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-768. Returns the shared secret.\n\n MlKem.MLKEM_1024.GenerateKeys() -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-1024 keypair (256-bit security). Uses cryptographically secure random number generation.\n\n MlKem.MLKEM_1024.KeyGen(D: buffer, Z: buffer) -> (PublicKey: buffer, SecretKey: buffer)\n -- Generate a ML-KEM-1024 keypair using provided entropy. D and Z must be 32-byte buffers.\n\n MlKem.MLKEM_1024.Encapsulate(PublicKey: buffer, Message: buffer) -> (Ciphertext: buffer?, SharedSecret: buffer?)\n -- Encapsulate a message using ML-KEM-1024. Returns ciphertext and shared secret, or nil on failure.\n\n MlKem.MLKEM_1024.Decapsulate(SecretKey: buffer, Ciphertext: buffer) -> SharedSecret: buffer\n -- Decapsulate a ciphertext using ML-KEM-1024. Returns the shared secret.\n\n### Utility Functions\n\n**Encoding:**\n\n Utilities.Base64.Encode(Input: buffer) -> buffer\n -- Encode buffer data to Base64 string representation.\n\n Utilities.Base64.Decode(Input: buffer) -> string\n -- Decode Base64 string.\n\n**Conversions:**\n\n Utilities.Conversions.ToHex(Buffer: buffer) -> string\n -- Convert buffer to hexadecimal string representation.\n\n Utilities.Conversions.FromHex(Hex: string) -> buffer\n -- Convert hexadecimal string to buffer.\n\n**Random Generation:**\n\n Utilities.RandomString(Length: number) -> string\n -- Generate random string of specified length.\n\n**CSPRNG:**\n\n Utilities.CSPRNG.Random()\n -- Generate a random number between 0 and 1\n\n Utilities.CSPRNG.RandomInt(Min: number, Max: number?): number\n -- Generate a random integer between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomNumber(Min: number, Max: number?): number\n -- Generate a random number between Min and Max or 0 - Min\n\n Utilities.CSPRNG.RandomBytes(Count: number): buffer\n -- Generate a buffer with random bytes of length Count\n\n Utilities.CSPRNG.RandomHex(Length: number): string\n -- Generate a random hexadecimal string\n\n Utilities.CSPRNG.RandomString(Length: number, AsBuffer: boolean?): buffer | string\n -- Generate a random string / buffer\n\n Utilities.CSPRNG.Ed25519RandomBytes(): buffer\n -- Generate a buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Ed25519ClampedBytes(Input: buffer): buffer\n -- Clamp the bytes to always work with EdDSA\n\n Utilities.CSPRNG.Ed25519Random(): buffer\n -- Generate a clamped buffer with random bytes for use with EdDSA\n\n Utilities.CSPRNG.Reseed(CustomEntropy: buffer?)\n -- Add new entropy to the CSPRNG with up to 1024 bytes of custom entropy (in most cases it will be less)\n\n### Checksum Functions:\n\n Checksums.CRC32(Message: buffer, Mode: \"Jam\" | \"Iso\"?, Hex: boolean?) -> number\n -- Calculate CRC32 checksum with optional mode and output format.\n\n Checksums.Adler(Message: buffer) -> number\n -- Calculate Adler checksum.\n\n## Testing\n\n### Running Tests\n\nTo run the complete test suite:\n\n bash scripts/test.sh\n\nThis will launch Roblox Studio, execute all tests, and display results in your terminal.\n\n### Development Testing\n\nFor continuous testing during development:\n\n bash scripts/dev.sh\n\nThis starts a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Contributing\n\nPlease read the [CONTRIBUTING.md file](https://pesde.dev/packages/daily3014/cryptography/2.0.0/CONTRIBUTING.md).\n\n## License\n\nThis project is licensed under the MIT License. See the LICENSE file for details.\n\n## FAQ\n\n### Will you add other algorithms?\n\nMaybe! Depends if its possible in Luau without needing really expensive calculations like RSA.\n\n### How is this library faster?\n\nThrough many optimizations including buffer operations, algorithm tuning and Luau specific optimizations.\n\n### Which algorithms should I use?\n\n * **Hashing**: SHA-256 for general use, XXHASH32 for speed, Blake3 for speed and security, SHA3-256 for latest standards\n * **Encryption**: ChaCha20-Poly1305 AEAD for speed, AES for compatibility and security\n * **Signatures**: Ed25519 for fast digital signatures and key exchange, MlDSA if you need security.", "tokens": 5243, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/0.1.0/any", "text": "# daily3014/cryptography\n\nv0.1.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n_No README provided_", "tokens": 36, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/0.2.1/any", "text": "# daily3014/cryptography\n\nv0.2.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n# rbx cryptography by daily3014 and xoifail\n\nWarning\n\nEdDSA is not optimized yet, currently it **processes 1 kilobyte of data in 4.4ms**\n\nDevforum Documentation: \nWally link: \nPesde link: \n\n## Why use this one?\n\nThrough extensive optimizations, our implementations are 2x-4x faster than alternatives while also trying to stay somewhat readable.\n\n## Will you add other algorithms?\n\nMaybe!\n\n## Contributing\n\nTo easily run tests often while developing, run the following command in the terminal:\n\n bash scripts/dev.sh\n\nThis will start a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Testing\n\nTo run the test suite, run the following command in the terminal:\n\n bash scripts/test.sh\n\nThis will launch and run the test suite in Roblox Studio, and forward the results to the terminal.", "tokens": 288, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.0.1/any", "text": "# daily3014/cryptography\n\nv1.0.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n# rbx cryptography by daily3014 and xoifail\n\nDevforum Documentation: \nWally link: [Updated - v1.0.1]\nPesde link: [Updated - v1.0.1]\n\n## Why use this one?\n\nThrough extensive optimizations, our implementations are 2x-4x faster than alternatives while also trying to stay somewhat readable.\n\n## Will you add other algorithms?\n\nMaybe!\n\n## Contributing\n\nTo easily run tests often while developing, run the following command in the terminal:\n\n bash scripts/dev.sh\n\nThis will start a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Testing\n\nTo run the test suite, run the following command in the terminal:\n\n bash scripts/test.sh\n\nThis will launch and run the test suite in Roblox Studio, and forward the results to the terminal.", "tokens": 280, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.0.0/any", "text": "# daily3014/cryptography\n\nv1.0.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n_No README provided_", "tokens": 36, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.0.2/any", "text": "# daily3014/cryptography\n\nv1.0.2 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nRoblox\n\n# rbx cryptography by daily3014 and xoifail\n\nDevforum Documentation: \nWally link: [Updated - v1.0.1]\nPesde link: [Updated - v1.0.1]\n\n## Why use this one?\n\nThrough extensive optimizations, our implementations are 2x-4x faster than alternatives while also trying to stay somewhat readable.\n\n## Will you add other algorithms?\n\nMaybe!\n\n## Contributing\n\nTo easily run tests often while developing, run the following command in the terminal:\n\n bash scripts/dev.sh\n\nThis will start a Rojo server. Open Roblox Studio and sync Rojo into a Baseplate. Whenever you run the game server, the test suites will run and results will show in the Output widget.\n\n## Testing\n\nTo run the test suite, run the following command in the terminal:\n\n bash scripts/test.sh\n\nThis will launch and run the test suite in Roblox Studio, and forward the results to the terminal.", "tokens": 280, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/acecateer/lune_redis/0.1.0/any", "text": "# acecateer/lune_redis\n\nv0.1.0 \u00c2\u00b7 published ...\n\nLune interface for Redis\n\nTarget\n\nLune\n\n_No README provided_", "tokens": 33, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/isoopod/pack/0.11.0/any", "text": "# isoopod/pack\n\nv0.11.0 \u00c2\u00b7 published ...\n\nSchematized Luau buffer serialization library.\n\nTarget\n\nRoblox\n\n# Pack\n\n## [Documentation](https://isoopod.github.io/Pack/)\n\nSchematized buffer serialization library for Roblox.\n\nPack enables the definition of complex data structures using schemas, which describe the layout of the input data (parallel data). It serializes these structures into compact buffers (serial data) and can later deserialize them to accurately reconstruct the original values.\n\nPack focuses on efficient data compression, making it suitable for networking and storage scenarios while maintaining clear, schema-driven structure for reliable data interchange.\n\nThis project implements a high-performance binary serialization framework for Roblox, designed for precise control over data layout, efficient memory usage, and deterministic encoding across a wide range of datatypes. It provides a unified system for describing packet structures, defining custom datatypes, and encoding or decoding structured data at byte and bit-level granularity.\n\nSchemas and datatype interfaces form the core of the typing model. A schema defines the structure of a packet, specifying the expected fields and their types. Both static and dynamic datatypes are supported, allowing primitives, arrays, structs, unions, and more advanced constructs to be composed declaratively.\n\n## Roadmap\n\n_These features are planned or partially implemented, but not in the current release or not completely finished._\n_Ticked features are partially implemented_\n\n * Full test coverage with Jest-Lua\n * Full instance marshalling (instead of baked references)\n * Documentation (comprehensive rewrite in the works)", "tokens": 321, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/selene/0.30.1/any", "text": "# pesde/selene\n\nv0.30.1 \u00c2\u00b7 published ...\n\nA blazing-fast modern Lua linter written in Rust\n\nTarget\n\nLune\n\n# selene\n\n## [Read the documentation here!](https://kampfkarren.github.io/selene/)\n\nselene is a blazing-fast modern Lua linter written in Rust.\n\nPriorities:\n\n * It's okay to not diagnose every problem, as long as the diagnostics that are made are never wrong\n * Easy to extend and modify\n * Easy to configure\n * ...but the user should need to configure as little as possible", "tokens": 127, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/envger/screen3d_mod/0.1.4/any", "text": "# envger/screen3d_mod\n\nv0.1.4 \u00c2\u00b7 published ...\n\nvibecoded fixes for screen3d\n\nTarget\n\nRoblox\n\n_No README provided_", "tokens": 37, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/athar_adv/uniplugin/1.0.0/any", "text": "# athar_adv/uniplugin\n\nv1.0.0 \u00c2\u00b7 published ...\n\nA simple wrapper for Roblox inter-Plugin import/export semantics\n\nTarget\n\nRoblox\n\n_No README provided_", "tokens": 40, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/realthx1/mock_data_store/0.1.3/any", "text": "# realthx1/mock_data_store\n\nv0.1.3 \u00c2\u00b7 published ...\n\nComplete mock implementation of DataStoreService\n\nTarget\n\nRoblox\n\n# mock-data-store\n\n**Complete mock implementation of DataStoreService**\n\n[](https://pesde.dev/packages/realthx1/mock_data_store/0.1.3/LICENSE) [](https://pesde.dev/packages/realthx1/mock_data_store)\n\n## Installation\n\nUsing [**pesde**](https://pesde.dev/):\n\n pesde add realthx1/mock_data_store -t roblox\n\n## Usage\n\nTODO\n\n## Documentation\n\nTODO\n\nRefer to [the original documentation](https://create.roblox.com/docs/reference/engine/classes/DataStoreService) for methods and classes related to a created mock DataStoreService.\n\n## Deviations\n\n * TODO\n * Currently, almost no methods throw errors with original error messages, this will be fixed in the future.\n * Throttling and request limits are currently not simulated.\n * Yielding is not checked.\n * Some data may not be copied, but used as passed instead.\n * There are no GetRequestBudgetForRequestType and SetRateLimitForRequestType methods.\n * Deprecated and unlisted methods/properties are not implemented.", "tokens": 260, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/lithhash/alloyecs/0.1.30/any", "text": "# lithhash/alloyecs\n\nv0.1.30 \u00c2\u00b7 published ...\n\nA fast, feature-rich Entity Component System for Roblox.\n\nTarget\n\nRoblox\n\n# AlloyECS\n\nA simple and lightweight Entity Component System (ECS) for Luau.\n\n## Example Usage\n\n local world = world()\n\n --// Create components\n local position = world:component()\n local velocity = world:component()\n\n --// Create an entity and assign components\n local entity = world:entity()\n world:assign(entity, position, { x = 0, y = 0 })\n world:assign(entity, velocity, { x = 1, y = 1 })\n\n --/ Query entities with both position and velocity\n local view = world:view(position, velocity)\n view:forEach(function(id, pos, vel)\n print(id, pos.x, pos.y)\n end)\n\n## Installation\n\nPesde:\n\n pesde add lithhash/alloyecs\n\n## License\n\nMIT License", "tokens": 208, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/wrello/plums/0.2.1/any", "text": "# wrello/plums\n\nv0.2.1 \u00c2\u00b7 published ...\n\nReplicate table changes from server to client in Roblox\n\nTarget\n\nRoblox\n\n_No README provided_", "tokens": 37, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/rojo/7.6.1/lune/dependencies", "text": "# pesde/rojo\n\nv7.6.1 \u00c2\u00b7 published ...\n\nRojo enables Roblox developers to use professional-grade software engineering tools\n\nTarget\n\nLune\n\n## Dependencies\n\n### [lukadev_0/option ](https://pesde.dev/packages/lukadev_0/option/latest/lune)\n\n^1.2.1 \u00c2\u00b7 lune\n\n### [lukadev_0/result ](https://pesde.dev/packages/lukadev_0/result/latest/lune)\n\n^1.2.1 \u00c2\u00b7 lune\n\n### [pesde/toolchainlib ](https://pesde.dev/packages/pesde/toolchainlib/latest/lune)\n\n^0.2.1 \u00c2\u00b7 lune", "tokens": 154, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/rojo/versions", "text": "# pesde/rojo\n\nv7.6.1 \u00c2\u00b7 published ...\n\nRojo enables Roblox developers to use professional-grade software engineering tools\n\nTarget\n\nLune\n\n## [7.7.0-rc.1 (latest)](https://pesde.dev/packages/pesde/rojo/7.7.0-rc.1/any)\n\n... \u00c2\u00b7 Lune\n\n## [7.6.1 ](https://pesde.dev/packages/pesde/rojo/7.6.1/any)\n\n... \u00c2\u00b7 Lune\n\n## [7.6.0 ](https://pesde.dev/packages/pesde/rojo/7.6.0/any)\n\n... \u00c2\u00b7 Lune\n\n## [7.5.1+toolchainlib.1 ](https://pesde.dev/packages/pesde/rojo/7.5.1%2Btoolchainlib.1/any)\n\n... \u00c2\u00b7 Lune\n\n## [7.5.1 ](https://pesde.dev/packages/pesde/rojo/7.5.1/any)\n\n... \u00c2\u00b7 Lune\n\n## [7.5.0 ](https://pesde.dev/packages/pesde/rojo/7.5.0/any)\n\n... \u00c2\u00b7 Lune\n\n## [7.4.4 ](https://pesde.dev/packages/pesde/rojo/7.4.4/any)\n\n... \u00c2\u00b7 Lune", "tokens": 318, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/scripts_rojo/0.2.0/lune/dependencies", "text": "# pesde/scripts_rojo\n\nv0.2.0 \u00c2\u00b7 published ...\n\nScripts for Rojo-based Roblox projects.\n\nTarget\n\nLune\n\n## Dependencies\n\n### [pesde/scripts_core ](https://pesde.dev/packages/pesde/scripts_core/latest/lune)\n\n^0.2.0 \u00c2\u00b7 lune\n\n## Peer Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.5.1 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/pesde/scripts_rojo/versions", "text": "# pesde/scripts_rojo\n\nv0.2.0 \u00c2\u00b7 published ...\n\nScripts for Rojo-based Roblox projects.\n\nTarget\n\nLune\n\n## [0.2.0 (latest)](https://pesde.dev/packages/pesde/scripts_rojo/0.2.0/any)\n\n... \u00c2\u00b7 Lune\n\n## [0.1.1 ](https://pesde.dev/packages/pesde/scripts_rojo/0.1.1/any)\n\n... \u00c2\u00b7 Lune\n\n## [0.1.0 ](https://pesde.dev/packages/pesde/scripts_rojo/0.1.0/any)\n\n... \u00c2\u00b7 Lune", "tokens": 143, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.11.0/luau/dependencies", "text": "# daily3014/cryptography\n\nv1.11.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Dev Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.4.4 \u00c2\u00b7 lune\n\n### [pesde/scripts_rojo ](https://pesde.dev/packages/pesde/scripts_rojo/latest/lune)\n\n^0.1.0 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.1.1/luau/dependencies", "text": "# daily3014/cryptography\n\nv1.1.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Dev Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.4.4 \u00c2\u00b7 lune\n\n### [pesde/scripts_rojo ](https://pesde.dev/packages/pesde/scripts_rojo/latest/lune)\n\n^0.1.0 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/2.5.1/luau/dependencies", "text": "# daily3014/cryptography\n\nv2.5.1 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Dev Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.4.4 \u00c2\u00b7 lune\n\n### [pesde/scripts_rojo ](https://pesde.dev/packages/pesde/scripts_rojo/latest/lune)\n\n^0.1.0 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.9.5/luau/dependencies", "text": "# daily3014/cryptography\n\nv1.9.5 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Dev Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.4.4 \u00c2\u00b7 lune\n\n### [pesde/scripts_rojo ](https://pesde.dev/packages/pesde/scripts_rojo/latest/lune)\n\n^0.1.0 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "daily3014/rbx-cryptography", "source_url": "https://pesde.dev/packages/daily3014/cryptography/1.3.0/luau/dependencies", "text": "# daily3014/cryptography\n\nv1.3.0 \u00c2\u00b7 published ...\n\nLuau implementations of popular hashing/encryption algorithms\n\nTarget\n\nLuau\n\n## Dev Dependencies\n\n### [pesde/rojo ](https://pesde.dev/packages/pesde/rojo/latest/lune)\n\n^7.4.4 \u00c2\u00b7 lune\n\n### [pesde/scripts_rojo ](https://pesde.dev/packages/pesde/scripts_rojo/latest/lune)\n\n^0.1.0 \u00c2\u00b7 lune", "tokens": 107, "type": "documentation"} {"repo": "g0ofycat/Match", "file_path": "README.md", "text": "# Match (Roblox)\n\nA customizable matchmaking system for Roblox games with **extremely** easy-to-use API. Handles queueing, grouping, ELO balancing, continent grouping, and cross-server match creation; Handles edge cases well. **(NOTE: Must be used on the server since this uses MemoryStoreService and MessagingService; The print statements from matchmaking use the local queue count since you don't want to use MemoryStore calls on prints)**\n\n## Features & Design Choices\n\n- **Queue Management (Player, Mode, Sub-Mode)**\n- **Party System (EXPERIMENTAL)**\n- **Dynamic ELO Spread Balancing with Wait-Time Expansion**\n- **Continent-Based Player Grouping**\n- **Cross-Server Match Creation via MessagingService**\n- **Teleport Handling with Retries & Backoff**\n- **Safe Player Locking / Unlocking using MemoryStore**\n- **Everything is customizable (Check Settings.luau)**\n\n**Basic Example Usage:**\n\n```lua\n-- // Start matchmaking loops\nMatch.StartMatchmaking()\n\n-- // Queue a player with an optional ELO parameter (Player, Mode, SubMode, ELO?)\nMatch.QueuePlayer(player, \"Ranked\", \"1v1\", 1200)\n\n-- // Bulk queue multiple players (all in the same mode/submode, optional shared ELO)\nMatch.QueuePlayer({player1, player2, player3}, \"Ranked\", \"2v2\", 1300)\n\n-- // Stop the queue of a player\nMatch.StopQueue(player)\n\n-- // Bulk stop the queue of multiple players\nMatch.StopQueue({player1, player2, player3})\n\n-- // Stop matchmaking loops\nMatch.StopMatchmaking()\n\n-- // Function to run when matchmaking finds all players\nMatch.OnMatchmake(function(matched_players)\n print(\"Matchmaking complete!\")\n\n print(matched_players) -- // { Types.ParsedPlayerData }\nend)\n\n# Settings (How to use)\n\n```lua\nlocal Settings = {}\n\nSettings.Matches = {\n -- // MATCHMAKING\n\n MATCHMAKING_DURATION = 300, -- // How long the player is in matchmaking before removing them\n CHECK_MATCHMAKING_INTERVALS = 5, -- // How fast to check for matches\n CACHE_CLEANUP_INTERVAL = 300, -- // How fast cached data gets cleaned up\n CROSS_SERVER_DATA_TTL = 120, -- // The Lifetime for the cross server data\n TELEPORT_RETRIES = 3, -- // How many times the game tries to teleport you on fail\n\n -- // ELO SETTINGS\n\n ELO_CHANGE = 200, -- // How close ELO can be for matchmaking\n ELO_INCREASE_RATE = 50, -- // Higher ELO people may not be put in any matches. Finds more people in range every loop so they can be matchmaked\n\n -- // BATCHING\n\n BATCH_SIZE = 50, -- // The Batch of the amount of keys fetched from the MemoryStore\n MAX_QUEUE_STATUS_PLAYERS = 50, -- // The max amount of players are gotten and sent for each PublishAsync\n\n -- // LOCKING\n\n LOCK_TIMEOUT = 10 -- // How long 'Locking' lives before being removed. Locking is a state that tells servers that the player is in a match so the edge case where 2 servers try to match make someone at the same time doesn't happen\n\nSettings.Information = {\n PLACE_ID = game.PlaceId, -- // The Place ID of where you want the player to go when they're matchmaked\n SERVER_ID = game.JobId\n\nSettings.Modes = {\"Casual\", \"Ranked\"} -- // Modes act like parents to SubModes\n\nSettings.SubModes = { -- // Names of mode, totalPlayers is how many players can be in that mode. All SubModes are in each Modes\n [\"1v1\"] = { totalPlayers = 2 },\n [\"2v2\"] = { totalPlayers = 4 },\n [\"3v3\"] = { totalPlayers = 6 },\n [\"4v4\"] = { totalPlayers = 8 }\n\nMost of the *Settings* are self explanitory, this section will mostly be about **Modes** and **SubModes**. You can create new modes by adding their name to **Settings.SubModes**, each mode will have all SubModes inside of them. SubModes are self explanitory, the key is the name of the SubMode and they hold a table which holds a **totalPlayers** variable which will see how many players can be in 1 match. *(e.x. 1v1 has 2 'totalPlayers' since it's a player versus a player)*.\n\n**(NOTE: Each Mode and SubMode has a seperate MemoryStoreSortedMap which would look something like: MatchQueue_Casual_1v1)**\n\n# Party System\n\nYou can access the **Party API** with **Match.Modules.PartyManager**. It includes all of the basic operations for party handling.\n\n**Basic Example Usage:**\n\n```lua\n\nlocal Members = { game.Players.Player1, game.Players.Player2 }\n\n-- // Create a party\nMatch.Modules.PartyManager.CreateParty(game.Players.LeaderPlayer, Members)\n\n-- // Add a new member\nMatch.Modules.PartyManager.AddPlayer(game.Players.LeaderPlayer, game.Players.Player3)\n\n-- // Remove a member\nMatch.Modules.PartyManager.RemovePlayer(game.Players.LeaderPlayer, game.Players.Player2)\n\n-- // Queue the party for a game mode (ELO should usually be the leaders ELO)\nMatch.Modules.PartyManager.QueueParty(game.Players.LeaderPlayer, \"Casual\", \"2v2\", 1000)\n\n-- // Stop queueing the party\nMatch.Modules.PartyManager.StopParty(game.Players.LeaderPlayer)\n\n-- // Delete the party\nMatch.Modules.PartyManager.DeleteParty(game.Players.LeaderPlayer)\n\n# **Receiving data**\n\nThe following data is sent when players are teleported:\n\n```lua\n{ MatchId = data.MatchId, Mode = data.Mode, SubMode = data.SubMode, Parties = data.PartyMapping[serverId] }\n\nThe others are self explanitory. Although to set up teams for partied players, you can just check the **Parties** table.\n\n**Table Format:**\n\n```lua\nexport type Parties = {\n [string]: {\n Members: { number },\n Leader: number?\n\nYou can easily convert the **Parties** table into actual teams by using **Match.Modules.PartyManager.CreateTeamsFromPartyMap(Parties)**\n\n*PR's are welcome, let me know if you find any bugs or changes that this project can use!*\n\nsupport me \ud83d\ude4f: https://www.roblox.com/games/78613731270986/im-broke-pls-dono", "tokens": 1406, "type": "readme"} {"repo": "AlexanderLindholt/TextPlus", "file_path": "README.md", "text": "An efficient, robust, open-source text-rendering library for\nRoblox, featuring custom fonts and advanced text control.\n\n[](https://create.roblox.com/store/asset/138658986432597) \u200b [](https://devforum.roblox.com/t/3521684) \u200b [](https://alexxander.gitbook.io/textplus)\n\n\u200b\n\n# \u2728 Powerful creativity.\nExperience text in Roblox like never before.\n- **Custom fonts:** Use any font file, whether one of your own or one you found online.\n- **Advanced control**:\n - Easily transform and style any individual character, word or line with freedom.\n - Utilize awesome text styling like justified alignments and spacing controls.\n - Effortlessly setup text scaling, ensuring perfect size on all devices.\n - *Differs from `TextScaled`. Learn more at the documentation.*\n\n# \u26a1 Fast, stable, intuitive.\n- Blazingly fast, lag-free performance.\n- Catches errors with clear feedback.\n- Proper typing and documentation.\n\n# Check out showcases and more information [here](https://devforum.roblox.com/t/3521684)!", "tokens": 234, "type": "readme"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus", "text": "1\n\nGet the module\n\nGitHub (Recommended)\n\nCreator Store\n\n[See Latest Release](https://github.com/AlexanderLindholt/TextPlus/releases/latest)\n\n * Download the `.rbxm` file.\n\n * Find the file in your file explorer.\n\n * Drag the file into Roblox Studio.\n\n**Bonus:** The package will auto-update if you enable it in the `PackageLink` inside.\n\n[Get Roblox Asset](https://create.roblox.com/store/asset/138658986432597)\n\n * Click `Get Model`.\n\n * Open the ToolBox in Roblox Studio.\n\n * Go to the `Inventory` tab.\n\n * Click on `Text+` to insert.\n\n2\n\nPlace it\n\nFind a great place for the module, where other scripts can reference it.\n\n[NextIntroduction](https://alexxander.gitbook.io/textplus/fundamentals/fundamentals)\n\nLast updated 3 months ago", "tokens": 193, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/advanced-control/introduction", "text": "The sorting options in the customization are crucial to fine-control. Using word and line sorting, you can not only modify individual characters, but whole words and lines together, easily.\n\nYou can enable the sorting like this:\n\nCopy\n\n Text.Create(\n \"This text is awesome!\",\n frame,\n LineSorting = true,\n WordSorting = true\n )\n\nBy default, line and word sorting will both be off, meaning your frame will contain pure characters.\n\nAll instances are named numerically, relative to its parent.\n\nBoth lines and words will be sorted using folders: _(Full sorting on)_\n\n[ PreviousUpdate](https://alexxander.gitbook.io/textplus/fundamentals/signals/update)[NextFull iteration](https://alexxander.gitbook.io/textplus/advanced-control/full-iteration)\n\nLast updated 3 months ago", "tokens": 170, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/data-module", "text": "1\n\nCreate module\n\nCreate a new module and name it whatever you want \u2014 `Fonts` is recommended.\n\n2\n\nTag module\n\nGive the module the [tag](https://create.roblox.com/docs/studio/properties#instance-tags) `Fonts`, so that Text+ can identify it.\n\n3\n\nModule content\n\nThe module has to return a table, like this:\n\nCopy\n\n return {\n\n[PreviousIntroduction](https://alexxander.gitbook.io/textplus/custom-fonts/introduction)[NextFont to XML](https://alexxander.gitbook.io/textplus/custom-fonts/font-to-xml)\n\nLast updated 3 months ago", "tokens": 131, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/signals", "text": "You can enable signals by installing a signal library.\n\n[Signal+](https://devforum.roblox.com/t/3552231) is highly recommended because it\u2019s the best.\n\nMake sure to [tag](https://create.roblox.com/docs/studio/properties#instance-tags) the module `Signal`.\n\n[PreviousText bounds](https://alexxander.gitbook.io/textplus/fundamentals/text-bounds)[NextUpdate](https://alexxander.gitbook.io/textplus/fundamentals/signals/update)\n\nLast updated 3 months ago", "tokens": 112, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/using-the-fonts", "text": "Using custom fonts is extremely simple.\n\nInstead of providing a `Font` object, just directly reference the font data table, like this:\n\nCopy\n\n local fonts = require(path.to.Fonts)\n\n Text.Create(\n frame,\n \"Text\",\n Font = fonts.MyFont\n )\n\n[PreviousImport font data](https://alexxander.gitbook.io/textplus/custom-fonts/import-font-data)\n\nLast updated 3 months ago", "tokens": 88, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/modification", "text": "You can modify text after the initial creation, like this:\n\nCopy\n\n Text.Create(\n frame, -- Frame that already has text created within it.\n \"This text has been modified!\" -- New text.\n )\n\nYou can even modify the options, like this:\n\nCopy\n\n Text.Create(\n frame,\n \"This text has been modified!\",\n { -- New options (optional).\n Size = 12 -- Overwrite size.\n -- Everything else will stay like before!\n )\n\nIt will retain all previous options, only overwriting with those you provide as new ones.\n\nYou can reset any of the options to the default by simply setting it to `false`.\n\n[PreviousCustom defaults](https://alexxander.gitbook.io/textplus/fundamentals/options/custom-defaults)[NextText bounds](https://alexxander.gitbook.io/textplus/fundamentals/text-bounds)\n\nLast updated 3 months ago", "tokens": 187, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/fundamentals", "text": "You\u2019ll be creating text using GUI objects as frames, like this:\n\nCopy\n\n local Text = require(script.TextPlus)\n\n local frame = script.frame\n\n Text.Create(\n frame, -- Parent and boundary.\n \"This text is awesome!\" -- Text.\n )\n\nThe text will be wrapped inside of the frame.\n\nThe frame can be any [GUI object](https://create.roblox.com/docs/reference/engine/classes/GuiObject).\n\n**Content recognized as a part of the rendered text, including folders, will be cleared upon render.**\n\nAdding any folders or labels might screw up the rendering process as instances are cached and re-used.\n\nYou can get the raw text content of a frame at any time through the following function:\n\nCopy\n\n Text.GetText(frame)\n\n[PreviousInstallation](https://alexxander.gitbook.io/textplus)[NextLine breaks](https://alexxander.gitbook.io/textplus/fundamentals/line-breaks)\n\nLast updated 17 days ago", "tokens": 198, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/line-breaks", "text": "You can manually break lines very easily. There are two simple ways to do this:\n\nLine-break symbol\n\nMultiline strings\n\nYou can use `\\n` to break to the next line at any place. `\\n` will not be shown in the text.\n\nExample:\n\nCopy\n\n \"First line\\nSecond line\"\n\nNot a `/` (slash) but a `\\` (backslash).\n\nUsing `[[]]` instead of `\"\"` will allow you to create a string that spans multiple lines. You simply make an actual line break and it will work.\n\nExample:\n\nCopy\n\n [[First line\n Second line]]\n\n[PreviousIntroduction](https://alexxander.gitbook.io/textplus/fundamentals/fundamentals)[NextOptions](https://alexxander.gitbook.io/textplus/fundamentals/options)\n\nLast updated 17 days ago", "tokens": 171, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/xml-to-lua", "text": "1\n\nVisit conversion website\n\nHead over to my website, [LuauXML](https://alexanderlindholt.github.io/LuauXML/).\n\n2\n\nImport XML\n\nSelect or drag-and-drop your XML font file.\n\n3\n\nCopy or save output\n\nMake sure to save the output for later.\n\n[PreviousFont to XML](https://alexxander.gitbook.io/textplus/custom-fonts/font-to-xml)[NextUpload font image](https://alexxander.gitbook.io/textplus/custom-fonts/upload-font-image)\n\nLast updated 3 months ago", "tokens": 115, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/import-font-data", "text": "Open the fonts data module you created earlier.\n\nAdd your font like this:\n\nCopy\n\n return {\n MyFont = -- Paste converted XML here.\n\nAdd your image id for the font in the same table as the `Size` and `Characters`, like this:\n\nCopy\n\n MyFont = {\n Image = 0, -- Image id.\n -- Converted XML:\n Size = 32,\n Characters = {\n\nFor fonts that have multiple weights and/or styles, it\u2019s recommended to use the following format:\n\nCopy\n\n return {\n -- Fonts.\n MyFont = {\n -- Weights.\n Bold = {\n -- Styles.\n Italic = {\n Image = 0, -- Image id.\n -- Converted XML:\n Size = 32,\n Characters = {\n\nYou will be notified at runtime about any mistakes you made in the font data module.\n\n[PreviousUpload font image](https://alexxander.gitbook.io/textplus/custom-fonts/upload-font-image)[NextUsing the fonts](https://alexxander.gitbook.io/textplus/custom-fonts/using-the-fonts)\n\nLast updated 3 months ago", "tokens": 231, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options", "text": "The options are provided in a table. You may provide any amount of options you like. Those not provided will fallback to their respective defaults.\n\nExample:\n\nCopy\n\n Text.Create(\n frame,\n \"This text is awesome!\",\n { -- Options (optional).\n Size = 24,\n Color = Color3.fromRGB(255, 255, 255),\n XAlignment = \"Center\",\n YAlignment = \"Center\"\n )\n\nYou can get the current options for a frame at any time like this:\n\nCopy\n\n Text.GetOptions(frame)\n\nThe options received from the `GetOptions` function will always be valid, and will contain _all_ options except booleans set to `false` and those that aren\u2019t mandatory.\n\n[PreviousLine breaks](https://alexxander.gitbook.io/textplus/fundamentals/line-breaks)[NextOptions list](https://alexxander.gitbook.io/textplus/fundamentals/options/options-list)\n\nLast updated 3 months ago", "tokens": 201, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/advanced-control/full-iteration", "text": "It\u2019s quite simple to iterate through the text. Just make sure you respect sorting.\n\nSimple method\n\nIt\u2019s clean and easy to use the `GetCharacters` function, which will iterate through _all_ characters. This function is optimized and respects all sorting.\n\nYou can simply iterate through the characters like this:\n\nCopy\n\n for characterNumber, character in Text.GetCharacters(frame) do\n -- For Roblox fonts, 'character' will be a TextLabel.\n -- For custom fonts, 'character' will be an ImageLabel.\n end\n\nAdvanced method\n\nYou can also manually loop through. This is useful for more controlled iteration.\n\nHere\u2019s an example with full sorting on:\n\nCopy\n\n for lineNumber, line in frame:GetChildren() do\n -- 'line' will be a folder.\n for wordNumber, word in line:GetChildren() do\n -- 'word' will be a folder.\n for characterNumber, character in word:GetChildren() do\n -- For Roblox fonts, 'character' will be a TextLabel.\n -- For custom fonts, 'character' will be an ImageLabel.\n end\n end\n end\n\nIf you have only one of the sorting types enabled, there will only be one layer of folders, and you\u2019ll have to do something like this:\n\n[PreviousIntroduction](https://alexxander.gitbook.io/textplus/advanced-control/introduction)[NextSpecific access](https://alexxander.gitbook.io/textplus/advanced-control/specific-access)\n\nLast updated 3 months ago", "tokens": 316, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/advanced-control/transform-and-style", "text": "All characters are instances that can be directly modified:\n\n * **Roblox fonts:** TextLabels\n\n * **Custom fonts:** ImageLabels\n\nThis means that you can modify and animate them however you like, so be creative!\n\nFor animation, [Tween+](https://devforum.roblox.com/t/3599638) is highly recommended, as it allows for more advanced and customizable animations than TweenService and other alternatives \u2014 additionally, it includes beautiful syntax, efficient networking and overall optimization, making it ideal for any use-case.\n\n[PreviousSpecific access](https://alexxander.gitbook.io/textplus/advanced-control/specific-access)[NextIntroduction](https://alexxander.gitbook.io/textplus/custom-fonts/introduction)\n\nLast updated 17 days ago", "tokens": 155, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/introduction", "text": "Currently supported font files are:\n\n * [TTF (TrueType)](https://en.wikipedia.org/wiki/TrueType)\n\n * [OTF (OpenType)](https://en.wikipedia.org/wiki/OpenType)\n\nWeights and styles have to be split up into individual fonts.\n\nThe process is mostly automated, as you will be using some external tools to speed up the process of importing awesome fonts to Roblox!\n\n[PreviousModification](https://alexxander.gitbook.io/textplus/advanced-control/transform-and-style)[NextData module](https://alexxander.gitbook.io/textplus/custom-fonts/data-module)\n\nLast updated 3 months ago", "tokens": 132, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/advanced-control/specific-access", "text": "You can always access the exact line, word or character you want by indexing like this:\n\nCopy\n\n frame[\"1\"]\n\nWith some sorting enabled, you\u2019ll be able to easily access and loop through specific lines and words.\n\nAccess a character (requires having no sorting)\n\nCopy\n\n local character = frame[\"1\"] -- (Character-1)\n -- For Roblox fonts, 'character' will be a TextLabel.\n -- For custom fonts, 'character' will be an ImageLabel.\n\nAccess a word (requires word sorting)\n\nCopy\n\n local word = frame[\"1\"] -- (Word-1) \u2014 Word sorting.\n local word = frame[\"1\"][\"1\"] -- (Line-1 -> Word-1) \u2014 Line+word sorting.\n\n for characterNumber, character in word:GetChildren() do\n -- For Roblox fonts, 'character' will be a TextLabel.\n -- For custom fonts, 'character' will be an ImageLabel.\n end\n\nAccess a line (requires line sorting)\n\n[PreviousFull iteration](https://alexxander.gitbook.io/textplus/advanced-control/full-iteration)[NextModification](https://alexxander.gitbook.io/textplus/advanced-control/transform-and-style)\n\nLast updated 3 months ago", "tokens": 259, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/upload-font-image", "text": "Upload the image at [the creator hub](https://create.roblox.com/dashboard/creations/upload?assetType=Decal).\n\nThen go to [your images](https://create.roblox.com/dashboard/creations?activeTab=Image) \u2014 _**not decals**_. Find your image, click the three dots on it, and then click `Copy Asset ID`.\n\n[PreviousXML to Luau](https://alexxander.gitbook.io/textplus/custom-fonts/xml-to-lua)[NextImport font data](https://alexxander.gitbook.io/textplus/custom-fonts/import-font-data)\n\nLast updated 3 months ago", "tokens": 131, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/custom-fonts/font-to-xml", "text": "1\n\nVisit font generation website\n\nHead over to [snowb.org](https://snowb.org/), where we\u2019re going to generate the necessary font files. It\u2019s a free, simple bitmap font generation website.\n\n2\n\nSelect characters\n\nYou\u2019ll have to specify which characters you want to include in your font. This is done in the `Glyphs` section in the top-left corner.\n\nThere\u2019s often already all the characters you need by default. But feel free to add any extra characters you desire!\n\n3\n\nFont settings\n\nHead over to the `Font` section, located right below `Glyphs`.\n\nGet a `.ttf` or `.otf` font file, whether it\u2019s one of your own or one you found online. Press `ADD FONT FILE`, and select your file.\n\nSet `Font Size` to your largest intended use case.\n\nFor pixel-art fonts, you should set the size significantly smaller of course.\n\n4\n\nLayout settings\n\nHead over to the `Layout` section, located right below `Font`.\n\nSet `Padding` and `Spacing` to `0`.\n\n5\n\nFill settings\n\nHead over to the `Fill` section, located in the top-right corner.\n\nSet `Color` to pure white (255, 255, 255, 100).\n\nA pure white color means leaving your original font color untouched.\n\n6\n\nGenerate and export files\n\nClick `Export` in the top bar. Input a `File Name` for your font. For the `Export Type` select the `.fnt (BMFont XML)` option.\n\nPress `Save` in the bottom-right corner of the pop-up. It should save a `.fnt` and a `.png` file.\n\n[PreviousData module](https://alexxander.gitbook.io/textplus/custom-fonts/data-module)[NextXML to Luau](https://alexxander.gitbook.io/textplus/custom-fonts/xml-to-lua)\n\nLast updated 3 months ago", "tokens": 397, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/text-bounds", "text": "Text bounds are automatically calculated upon text creation. You can always get the text bounds of a frame like this:\n\nCopy\n\n Text.GetBounds(frame)\n\nThe text bounds are represented with a Vector2.\n\n[PreviousModification](https://alexxander.gitbook.io/textplus/fundamentals/modification)[NextSignals](https://alexxander.gitbook.io/textplus/fundamentals/signals)\n\nLast updated 3 months ago", "tokens": 85, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/signals/update", "text": "Every text frame has this signal, which fires every time text is rendered in the frame. The signal can be retrieved like this:\n\nCopy\n\n Text.GetUpdateSignal(frame)\n\n[PreviousSignals](https://alexxander.gitbook.io/textplus/fundamentals/signals)[NextIntroduction](https://alexxander.gitbook.io/textplus/advanced-control/introduction)\n\nLast updated 3 months ago", "tokens": 80, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/custom-defaults", "text": "You can actually replace the default defaults with your own defaults of choice.\n\nSimply create a new module in your game, then [tag](https://create.roblox.com/docs/studio/properties#instance-tags) it `TextDefaults`.\n\nAll you do is return a list of options whose defaults you want to modify. Here are the default defaults:\n\nCopy\n\n return {\n Font = Font.new(\"rbxasset://fonts/families/SourceSansPro.json\"),\n\n Size = 14,\n\n ScaleSize = nil,\n MinimumSize = nil,\n MaximumSize = nil,\n\n Color = Color3.fromRGB(0, 0, 0),\n Transparency = 0,\n\n Offset = Vector2.zero,\n Rotation = 0,\n\n StrokeSize = 5,\n StrokeColor = Color3.fromRGB(0, 0, 0),\n\n ShadowOffset = Vector2.new(0, 20),\n ShadowColor = Color3.fromRGB(50, 50, 50),\n\n LineHeight = 1,\n CharacterSpacing = 1,\n\n Truncate = false,\n\n XAlignment = \"Left\",\n YAlignment = \"Top\",\n\n WordSorting = false,\n LineSorting = false,\n\n Dynamic = false\n\nYou don\u2019t need to list all options. Those not provided will stay at the default default.\n\nCustom defaults are not verified. Therefore, be cautious of what you set them to, as they might cause errors if set incorrectly.\n\n[PreviousDynamic](https://alexxander.gitbook.io/textplus/fundamentals/options/dynamic)[NextModification](https://alexxander.gitbook.io/textplus/fundamentals/modification)\n\nLast updated 3 months ago", "tokens": 349, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/scale-size", "text": "There are six scale-size options:\n\n * \"RootX\"\n\n * \"RootY\"\n\n * \"RootXY\" \u200b\n\n * \"FrameX\"\n\n * \"FrameY\"\n\n * \"FrameXY\"\n\nEnabling scale-size will make `Size` a percentage of the root/frame size instead of a fixed pixel amount. Additionally, it will make all other offsets and sizes relative to the `Size`.\n\nIt will use the specified axis \u2014 for `XY` it will get the in-between of the two axis sizes.\n\nWhen using a \\- ScreenGui: `Root` is the user\u2019s screen. \\- SurfaceGui: `Root` is the SurfaceGui.\n\n`Frame` will always be the text the frame is contained within.\n\nVisualizing & calculating size (for root only)\n\nYou can easily find the `Size` that maintains the aspect ratio you are seeing in the studio viewport using the code snippets I\u2019ve made for you.\n\nRun the code for your GUI root in the command bar:\n\nScreenGui\n\nCopy\n\n local scaleSize = \"X\" local textLabelSize = 14 local viewportSize = workspace.CurrentCamera.ViewportSize if scaleSize == \"XY\" then viewportSize = (viewportSize.X + viewportSize.Y)/2 else viewportSize = viewportSize[scaleSize] end warn(math.round(textLabelSize/viewportSize*100*1000)/1000)\n\nSurfaceGui\n\n _Make sure to select your SurfaceGui before running._\n\n_Make sure to input your desired_` _ScaleSize_` _type/axis and the TextLabel\u2019s size._\n\nIt should print out a number in the `Output` window. This is what you want to input for the `Size` to maintain the aspect ratio you are seeing in studio.\n\n[PreviousPixelated](https://alexxander.gitbook.io/textplus/fundamentals/options/pixelated)[NextMinimum- and maximum-size](https://alexxander.gitbook.io/textplus/fundamentals/options/scale-size/minimum-and-maximum-size)\n\nLast updated 16 days ago", "tokens": 419, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/truncation", "text": "`Truncate` is one of the many options.\n\nWhen enabled:\n\nWhen text exceeds the boundaries and can no longer fit within the frame, the engine will intelligently find/make enough space for `...` at the end.\n\nFor example: `Hello there!` might become `Hello the...` in certain scenarios.\n\nThe dots (called an ellipsis) is a universal indication that there is more text out of sight.\n\n[PreviousMinimum- and maximum-size](https://alexxander.gitbook.io/textplus/fundamentals/options/scale-size/minimum-and-maximum-size)[NextDynamic](https://alexxander.gitbook.io/textplus/fundamentals/options/dynamic)\n\nLast updated 16 days ago", "tokens": 144, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/dynamic", "text": "`Dynamic` is one of the many options.\n\nEnabling dynamic will enable automatic re-rendering for when the text frame\u2019s size is updated.\n\n[PreviousTruncation](https://alexxander.gitbook.io/textplus/fundamentals/options/truncation)[NextCustom defaults](https://alexxander.gitbook.io/textplus/fundamentals/options/custom-defaults)\n\nLast updated 17 days ago", "tokens": 81, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/options-list", "text": "Most of the following defaults can be overwritten by [custom defaults](https://alexxander.gitbook.io/textplus/fundamentals/options/custom-defaults).\n\nDefault values marked with _**bold italic**_ can\u2019t be overwritten by custom defaults.\n\n_**C**__**o**__**l**__**o**__**re**__**d**__** groups:**_ _**All **_`_**nil**_`_** by default, but if 1 or more of them are provided, they will default to the defaults.**_\n\n * **Font:** Font | CustomFont _Default:_ `Font.new(\"rbxasset://fonts/families/SourceSansPro.json\")`\n\n\u200b\n\n * **Size:** number _Default:_ `14` \u200b\n\n * **ScaleSize:** \"RootX\" | \"RootY\" | \"RootXY\" | \"FrameX\" | \"FrameY\" | \"FrameXY\" _Default:_ `nil`\n\n * **MinimumSize:** number _Default:_ `nil`\n\n * **MaximumSize:** number _Default:_ `nil` \u200b\n\n * **Color:** Color3 _Default:_ `Color3.fromRGB(0, 0, 0)`\n\n * **Transparency:** number _Default:_ `0` \u200b\n\n * **Pixelated:** boolean _Default:_ `false` \u200b\n\n * **Offset:** Vector2 _Default:_ `Vector2.new(0, 0)`\n\n * **Rotation:** number _Default:_ `0` \u200b\n\n * **StrokeSize:** number _Default:_ `5`\n\n * **StrokeColor:** Color3 _Default:_ `Color3.fromRGB(0, 0, 0)`\n\n * **StrokeTransparency:** number _Default:___`_**Transparency**_` \u200b\n\n * **ShadowOffset:** Vector2 _Default:_ `Vector2.new(0, 20)`\n\n * **ShadowColor:** Color3 _Default:_ `Color3.fromRGB(50, 50, 50)`\n\n * **ShadowTransparency:** number _Default:___`_**Transparency**_` \u200b\n\n * **LineHeight:** number _Default:_ `1`\n\n * **CharacterSpacing:** number _Default:_ `1` \u200b\n\n * **Truncate:** boolean _Default:_ `false` \u200b\n\n * **XAlignment:** \"Left\" | \"Center\" | \"Right\" | \"Justified\" _Default:_ `\"Left\"`\n\n * **YAlignment:** \"Top\" | \"Center\" | \"Bottom\" | \"Justified\" _Default:_ `\"Top\"` \u200b\n\n * **WordSorting:** boolean _Default:_ `false`\n\n * **LineSorting:** boolean _Default:_ `false` \u200b\n\n * **Dynamic:** boolean _Default:_ `false`\n\n[PreviousOptions](https://alexxander.gitbook.io/textplus/fundamentals/options)[NextFonts](https://alexxander.gitbook.io/textplus/fundamentals/options/fonts)\n\nLast updated 3 months ago", "tokens": 635, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/fonts", "text": "`Font` is one of the many options.\n\nIt accepts two types of data:\n\n * A `Font` object.\n\n * A custom font data table.\n\nYou can use Roblox\u2019s officially supported fonts like this:\n\nCopy\n\n Text.Create(\n frame,\n \"This text is awesome!\",\n Font = Font.new(\n \"rbxasset://fonts/families/Arial.json\", -- Family.\n Enum.FontWeight.Regular, -- Weight.\n Enum.FontStyle.Normal -- Style.\n )\n )\n\nBuilt-in fonts\n\nYou can find a lot of fonts on [the documentation page](https://create.roblox.com/docs/reference/engine/datatypes/Font).\n\nSimply copy the asset id from the font list and paste it into the `Font` object\u2019s `Family`.\n\nCreator store fonts\n\nAlternatively, browse many more fonts at [the creator store](https://create.roblox.com/store/fonts).\n\nClick `Get Font`. Create a `TextLabel` in Roblox Studio and apply the font to it. Make sure you have the `TextLabel` selected, then run this in the command bar:\n\nIt will output the asset id you need. Simply copy-and-paste it into the `Font` object\u2019s `Family`.\n\nCustom fonts\n\nIf it\u2019s still not enough, custom fonts offer endless possibilities. Learn all about it in the dedicated section:\n\n[Custom fonts](https://alexxander.gitbook.io/textplus/custom-fonts/introduction)\n\n[PreviousOptions list](https://alexxander.gitbook.io/textplus/fundamentals/options/options-list)[NextPixelated](https://alexxander.gitbook.io/textplus/fundamentals/options/pixelated)\n\nLast updated 16 days ago", "tokens": 342, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/pixelated", "text": "`Pixelated` is one of the many options.\n\nIf a custom font is used, and this option is enabled, the ImageLabels that make up each character will have their [`ResampleMode`](https://devforum.roblox.com/t/resamplemode-new-property-for-image-gui-objects/1418681) set to `Pixelated`.\n\n[PreviousFonts](https://alexxander.gitbook.io/textplus/fundamentals/options/fonts)[NextScale-size](https://alexxander.gitbook.io/textplus/fundamentals/options/scale-size)\n\nLast updated 6 months ago", "tokens": 119, "type": "documentation"} {"repo": "AlexanderLindholt/TextPlus", "source_url": "https://alexxander.gitbook.io/textplus/fundamentals/options/scale-size/minimum-and-maximum-size", "text": "`MinimumSize` and `MaximumSize` are two size-limit options.\n\nBoth options are numbers, that are pixel amounts even when scale-size is enabled. You don\u2019t have to provide both, or even any.\n\nThese are only for when scale-size is enabled.\n\n[PreviousScale-size](https://alexxander.gitbook.io/textplus/fundamentals/options/scale-size)[NextTruncation](https://alexxander.gitbook.io/textplus/fundamentals/options/truncation)\n\nLast updated 16 days ago", "tokens": 105, "type": "documentation"} {"repo": "administer-org/administer", "file_path": "README.md", "text": "![Administer|65%](/.readme/Administer-Text.png)\n\n# Simple & Open Administration\n\n [![Hits-of-Code](https://hitsofcode.com/github/administer-org/administer?branch=main)](https://hitsofcode.com/github/administer-org/administer/view?branch=main)\n\n### [Install from Roblox](https://to.admsoftware.org/roblox) \u00b7 [DevForum Topic](https://to.admsoftware.org/devforum) \u00b7 [Development Trello](https://trello.com/b/GA5Kc0vB/administer) \u00b7 [Documentation](https://docs.admsoftware.org)\n\n## What is it?\n\nAdminister is a next-generation admin system for Roblox which features modularity, granular permissions, a community-powered App Marketplace, and more.\n\n## Installation\n\n### 1. Get the model\nYou can get the latest release [on Roblox.](https://to.admsoftware.org/roblox)\n\n### 2. Make sure the game can run Administer properly:\nYou **must** enable the following permissions in your game for Administer to function. Everything can be found in Game Security settings.\n- Studio APIs (for saving data and initializing settings, admins, apps, etc)\n- HTTP Requests (for communicating with app servers)\n\n(Optionally, Image APIs for rendering some nice looking blur effects)\n\n### 3. Move to the correct location\nMove Administer to ServerScriptService. If you would like, this is where you can hardcode admins inside of the Core/Configuration module. Please do not change any settings in this module.\n\n### 4. Configure admins and settings\nEnter the game and you should be greeted with the onboarding wizard, where you can configure your new Administer installation. Have fun!\n\n## Custom commands & apps\nPlease read [our documentation.](https://docs.admsoftware.org) You'll be able to find video and text tutorials on Administer APIs, basic concepts, and advanced modification of the system.\n\n## Contributions\n\nContributions are more than welcome and will be reviewed within a couple business days. We use Rojo so it's an easy sync (given you have the proper setup). Please read the CONTRIBUTING file at the top of the README.\n\nFeeling nice? Add a feature from [our development priorities.](https://trello.com/b/GA5Kc0vB/administer) Want to fix a bug? Just push the fix.\n\nIf you're adding a new feature, you may want to open an issue before coding something. We may deny PRs if it does not contribute to the project in a way an app can't. If you want an app on the main app server please [reach out to us](https://to.admsoftware.org/discord).\n\n## Credits\n\nAdminister is owned and maintained by [@theblackdragon5](http://github.com/theblackdragon5).\n\nWe utilize many other open-source resources such as:\n- UICons: FlatIcon\n- QuickBlur: [@pixe_ated](https://devforum.roblox.com/u/pixe_ated)\n- neon: [@fractality](https://devforum.roblox.com/u/fractality)\n\n© theblackdragon5 2024 - 2026 • Usage of Administster or its code is governed under the GPL-3.0 License.", "tokens": 699, "type": "readme"} {"repo": "administer-org/administer", "source_url": "https://admsoftware.org/", "text": "[ __ Get Administer 2.0.0 ](https://to.admsoftware.org/discord)\n\n# Modern & Modular Administration\n\nWelcome to Administer, the future of modular administration on Roblox.\n\n[ __Get on Roblox[ __Documentation](https://docs.admsoftware.org) ](https://to.admsoftware.org/devforum)\n\n## Why Administer?\n\nAdminister is a one-of-a-kind solution merging the best of simplicity and modularity. Experience an easy-to-use application API with many powerful built-in apps available in just a few clicks.\n\n### Lightweight\n\nLow memory footprint, quick startup, and a snappy interface.\n\n### Customizable\n\nWith settings for everything, granular permissions, and live-updating ranks, you're always in control.\n\n### Modular\n\nEvery core function is an app which can be freely removed and reinstalled at any time, making Administer a one-size-fits-all solution, including the Application API.\n\n## An app for everything.\n\nOn Administer, instead of one central module which controls everything, you get apps which individually act as groups of commands, such as Player Management, Soft Shutdown Pro, or Global Announcements.", "tokens": 238, "type": "documentation"} {"repo": "v-champion/nexus-sync", "file_path": "README.md", "text": "# Roblox Nexus Sync\nDisplays Roblox Studio output to an output channel in Visual Studio Code, with added Rojo/Argon sourcemap support for click to open script functionality.\n\n Useful for certain projects where you want to quickly open scripts that error without having to navigate through your folders and file structures.\n\n ![VSCode output view](https://raw.githubusercontent.com/v-champion/nexus-sync/main/images/screenshots/1.png)\n\n## Features\n* Colorised output messages, formatted based on message type\n\n* Connects automatically or manually via plugin settings\n\n* Rojo/Argon support: clickable stack trace file sources\n\n## Installation\n\n* Install the Visual Studio Code [Extension](https://marketplace.visualstudio.com/items?itemName=v-champion.nexus-sync) from the marketplace or package it yourself\n* Install the [Roblox Plugin](https://create.roblox.com/store/asset/18890584157/Nexus-Sync) from Roblox or build it yourself using Rojo\n\n## Usage\n\n1. Start the server by running the `Nexus Sync: Start Server` command\n2. Navigate to `View > Output`, click on the dropdown, and select `Roblox Studio`\n3. Next to the dropdown, click the settings cog icon and select `Trace`, then select `Set As Default`\n4. Open your place in Roblox Studio, and you should be connected!\n\n### Automatically start output server on launch\nIf you want Nexus Sync to start automatically, right click the extension and select `Extension Settings`, then enable the `Auto Start` setting. It is recommended you enable this in your workspace settings only!\n\n### Important step when using VSCode output channels\n\n#### Ensure you complete the following for stack traces to show in your output:\nSet the \"Roblox Studio\" output channel log level to \"Trace\", then set this as the default log level like shown below:\n\n![How to set output log level](https://raw.githubusercontent.com/v-champion/nexus-sync/main/images/screenshots/2.gif)\n\n### Have traces but still missing/scrambled messages ?\nThis is a Roblox bug with LogService, sometimes it will fail to send output messages in chronological order or may leave out a few messages, even with :GetLogHistory() / .MessageOut\n\nIt should work to a satisfactory degree most of the time, but you may get the odd occurence. Once Roblox fixes this problem it will resolve on its own.\n\n## Limitations\n\n### If you are using Rojo or Argon\nFor Rojo and Argon users, this extension relies on your sourcemap file(s) to locate scripts that error, so if it does not exist, your output will not contain clickable output text for script errors.\n\n### Output Flooding\nIf the studio output is flooded with prints/errors etc in a very short period of time (i.e. RunService events) the plugin may throttle the messages sent because of HttpService constraints\n\n### Singular Channel\n\nCurrently there is only one `Roblox Studio` channel that all the output messages will be logged to. You can still however log multiple studio places.\n\n### Play Tests\n\nAs of this time there are no detections in place yet to clear the output whenever a test session is launched.", "tokens": 661, "type": "readme"} {"repo": "team-fireworks/rocket", "file_path": "README.md", "text": "# Rocket\n\n Rocket is a Roblox Studio plugin to supercharge your workflows with\n\n powerful productivity commands, all packaged with an extendable command\n launcher.\n\n## Features\n\n- **Powerful:** Rocket replaces your 20 plugins with the batteries-included\n suite of versatile core extensions\n- **Supercharger:** One menu to launch commands, with fuzzy searching and\n shortcuts, alongside settings to align Rocket with your workflow\n- **Extensible:** Write and use third-party extensions with command arguments,\n preferences, and UI via Iris\n\n## Non-Goals\n\n- **Aesthetics:** Rocket prioritizes functionality and ease of use, so\n aesthetics come later with Iris themes.", "tokens": 146, "type": "readme"} {"repo": "team-fireworks/rocket", "source_url": "https://rocket.luau.page/", "text": "# Supercharge Roblox Studio\n\nRocket is a Roblox Studio plugin to supercharge your workflows with powerful productivity commands, all packaged with an extendable command launcher.\n\n[ Download Rocket ](https://rocket.luau.page/downloads) [ Getting Started ](https://rocket.luau.page/getting-started/welcome-to-rocket) [ Source Code ](https://github.com/team-fireworks/rocket)", "tokens": 81, "type": "documentation"} {"repo": "PogoDigitalism/BetterReplication", "file_path": "README.md", "text": "\u2757 Even though BetterReplication performs stable and is considered ready for production, a refactor will be needed to clean up the codebase a bit.\nI appreciate any PR's to help along the way!\n\nhttps://devforum.roblox.com/t/betterreplication-vastly-improve-your-combat-experience-by-fighting-lag/3260027?u=baukeblox12\n> 18/04/2025: Finally a new update! V7 has now released with a refactor! BetterReplication is no longer a plug-and-play based model but a proper framework instead!\n\n> 15/02/2025: V6 BetterReplication has moved away from ByteNet and now has its own buffer reader and writer!\n- new config option; makeRagdollFriendly. Replicates the player's entire CFrame orientation instead of solely its yaw.\nResults in higher bandwidth consumption however. It is recommended to not enable this setting when its not directly necessary.\nMore elaboration on this config option soon.\n- V6.1; reduced replication packet size by 40%!\n\n> 30/01/2025: V5 contains some back-end changes that should make replication much more reliable.\n- For the advanced users under us; clients now forward their own ticks instead of the server doing this for them.\nIn V4; BetterReplication assumed the same tick for every client (as it forwarded the position cache in bulk at 20hz). This\nis not the proper way to do it as receiving the tick information from the original client is the most accurate. This does mean an\nincrease of 4 bytes (f32) per packet (but also less overhead at the same time as we dont use a ByteNet map anymore).\n- The position forwarder on the client has been reduced from 30hz to 20hz, reduced send and recv for the same result!\n\n> 23/01/2025: Late happy new year! V4 contains huge improvements and a big refactor.\n- BetterReplication now supports a replication buffer this makes BetterReplication much more compatible with production-ready scenarios!\n- Proximity based replication has also been added! You can easily configure this and decide on how much bandwith you wish to save.\n(Notice that swapping in-and-outside of the replication zone causes jitters as the Roblox replication buffer will take over.)\n(Make sure therefore that it is not intrusive to the gameplay when people enter and leave this proximity.)\n- Easier configurations\n\n> 24/11/2024: added easier PlayerPositionsHandler configurations, finetuned and fixed vertical position updates!\n\n> 18/11/2024: fixed buggy player collisions, large networking improvements and R6 incorrect position fix!", "tokens": 560, "type": "readme"} {"repo": "PossiblePanda/QueryAuth", "file_path": "README.md", "text": "# What is QueryAuth?\n\nQueryAuth is a type-safe permissions module for Roblox that allows for complicated permission checking logic, simplified into easy function calls.\n\n## Installation\n### Roblox Studio\nIf you are using just Roblox studio, or want to manually import the module, you can get the latest version from the [Releases](https://github.com/PossiblePanda/QueryAuth/releases) tab, OR get it from the [Creator Marketplace/Toolbox](https://create.roblox.com/store/asset/83237880339343/QueryAuth)\n\n### Wally\nIf you are using Wally, simply just add `queryauth = \"possiblepanda/queryauth@1.1.0\"` under your `[dependencies]` in `wally.toml`.\n\n### Pesde\nIf you are using Pesde, just run `pesde install possiblepanda/queryauth@1.1.0` to install the module.\n\n## Features\n\n- Blazingly Fast\n- Fully Type-Safe\n- Easy to add new conditions\n- Simple syntax\n\n## Examples\nBelow is an example of a simple permission made with QueryAuth.\n\n```lua\nlocal condition = QueryAuth.any { -- ONLY returns true if any conditions are true\n QueryAuth.UserId(123456),\n QueryAuth.Team(\"Enemy\"),\n\n QueryAuth.all { -- ONLY returns true if ALL conditions are true. You can nest these because they return Lambdas.\n QueryAuth.UserId(654321),\n QueryAuth.Team(\"Heroes\")\n },\n\n function(plr: Player) -- Because conditions return a Lambda, you can just put a function in that returns a boolean!\n return RunService:IsStudio()\n end\n\nprint(condition(player)) -- Conditions are just functions, so you run them using parentheses.", "tokens": 365, "type": "readme"} {"repo": "latte-soft/lucide-roblox", "file_path": "README.md", "text": "[stars]: https://github.com/latte-soft/lucide-roblox/stargazers\n[license]: https://github.com/latte-soft/lucide-roblox/blob/master/LICENSE.md\n[latest-release]: https://github.com/latte-soft/lucide-roblox/releases/latest\n[commits]: https://github.com/latte-soft/lucide-roblox/commits\n[discord]: https://latte.to/discord\n\n[wally-package]: https://wally.run/package/latte-soft/lucide-icons\n[roblox-marketplace]: https://roblox.com/library/15279939717\n\n[badges/stars]: https://img.shields.io/github/stars/latte-soft/lucide-roblox?label=Stars&logo=GitHub\n[badges/license]: https://img.shields.io/badge/License-MIT%20AND%20ISC-8dba05\n[badges/latest-release]: https://img.shields.io/github/v/release/latte-soft/lucide-roblox?label=Latest%20Release\n[badges/last-modified]: https://img.shields.io/github/last-commit/latte-soft/lucide-roblox?label=Last%20Modifed\n[badges/discord]: https://img.shields.io/discord/892211155303538748?label=Latte%20Softworks%20Discord&color=5865F2\n\n[badges/wally]: repo-assets/wally-badge.svg\n[badges/roblox-marketplace]: repo-assets/roblox-marketplace-badge.svg\n\n[img/lucide-logo]: repo-assets/lucide-logo-dark.svg\n\n# [![Lucide Logo][img/lucide-logo]](https://lucide.dev) Lucide Icons Library for Roblox\n\n[![License][badges/license]][license] [![Latest Release][badges/latest-release]][latest-release] [![Last Modified][badges/last-modified]][commits] [![Discord Server][badges/discord]][discord]\n\n[![Get it from Wally][badges/wally]][wally-package] [![Get it from the Roblox Marketplace][badges/roblox-marketplace]][roblox-marketplace]\n\nLibrary to Use the Lucide Icon Set () in Roblox\n\nUnlike the similar [plugin](https://kotera.7kayoh.net/lucide) (which uses this library as well!), this exists to serve as a library/package that you can access *programmatically* at runtime in any other games, applications, plugins etc.\n\nThis library was originally made for the intent of use with the [Commander](https://github.com/commanderhq) project, but stands applicable to anything else as well.\n\nSee list of rendered icons and their internal identifiers: [md/icon-index.md](md/icon-index.md)\n\n## \u2699\ufe0f Installation\n\nThere are multiple methods of using the library in your project; you can download the model/script file directly, use the [Wally](https://wally.run) package manager, or get it on Roblox's official Developer Marketplace.\n\n### Manual Download\n\nFrom the [releases page](https://github.com/latte-soft/lucide-roblox/releases), on the latest published release, you can download either `lucide-roblox.rbxm`, or `lucide-roblox.luau` (built by the [Wax](https://github.com/latte-soft/wax) bundler) if you want to use the library from one module. From there, just import into your project/Studio, and you're done!\n\n### Via the Wally Package Manager\n\nIf you're familiar with [Wally](https://wally.run), you can also import the `latte-soft/lucide-icons` package in your `wally.toml` file:\n\n```toml\n[dependencies]\nLucide = \"latte-soft/lucide-icons@0.1.2\"\n\n### Get from the Roblox Developer Marketplace\n\nIf you really want to, you could even [take the model for your inventory][roblox-marketplace], and import it from Studio's `Toolbox` etc.\n\n## \ud83d\udd28 Usage/API\n\nYou must define a `Lucide` variable mapping to wherever the library's module is located - `ReplicatedStorage`, Wally's `Packages` directory, wherever..\n\nFor the sake of generalization, here's an example for if the module was under `ReplicatedStorage` in a standard game/workflow:\n\n```lua\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal Lucide = require(ReplicatedStorage.Lucide)\n\nFrom here, you can use any of the API members listed below.\n\n#### Sections\n\n* [Constants](#constants)\n* [Functions](#functions)\n* [Types](#types)\n\n### Constants\n\n* ```lua\n Lucide.PackageVersion: string\n\n The version of the `lucide-roblox` library itself *(e.g. `0.1.0`)*\n\n* ```lua\n Lucide.LucideVersion: string\n\n The version of Lucide Icons itself that's aligned with the current library version *(e.g. `0.292.0`)*\n\n* ```lua\n Lucide.IconNames: {string}\n\n An alphabetically-sorted array of every icon name/identifier accessible\n\n### Functions\n\n* ```lua\n function Lucide.GetAsset(iconName: string, iconSize: number?): Asset\n\n Attempts to retrieve and wrap an asset object from a specified icon name, with\n an optional target icon size argument, fetching the closest to what's supported\n\n *Will* throw an error if the icon name provided is invalid/not found\n\n *Example:*\n\n ```lua\n local Asset = Lucide.GetAsset(\"server\", 48) -- iconSize will default to `256` if not provided\n assert(Asset, \"Failed to fetch asset!\")\n\n print(Asset.IconName) -- \"server\"\n print(Asset.Id) -- 15269177520\n print(Asset.Url) -- \"rbxassetid://15269177520\"\n print(Asset.ImageRectSize) -- Vector2.new(48, 48)\n print(Asset.ImageRectOffset) -- Vector2.new(0, 771)\n\n* ```lua\n function Lucide.GetAllAssets(inputSize: number?): {Asset}\n\n Returns a dictionary of every `Asset` from every icon name in `Lucide.IconNames`\n\n This could also be useful for, for example, working with a custom asset\n preloading system via `ContentProvider:PreloadAsync()` etc\n\n *Example:*\n\n ```lua\n local AllAssets = Lucide.GetAllAssets(256) -- Also defaults to `256`, just like `Lucide.GetAsset()`\n\n for _, Asset in AllAssets do\n print(Asset.IconName, Asset.Url)\n end\n\n* ```lua\n function Lucide.ImageLabel(iconName: string, imageSize: number?, propertyOverrides: {[string]: any}?): ImageLabel\n\n Wrapper around `Lucide.GetAsset()` that fetches asset info for the specified\n icon name and size, anc creates an `ImageLabel` Instance. Accepts an additional\n optional argument for providing a table of properties to automatically apply\n after the asset has been applied to said `ImageLabel`\n\n Without providing any extra property overrides, the icon is colored to its\n default of #FFFFFF, and theinput from the `imageSize` argument is the\n offset value of `ImageLabel.Size`\n\n Throws an error under the same terms as `Lucide.GetAsset()`\n\n *Example:*\n\n ```lua\n local PlayerGui = game:GetService(\"Players\").LocalPlayer.PlayerGui\n local ScreenGui = Instance.new(\"ScreenGui\")\n\n Lucide.ImageLabel(\"server-crash\", 256, {\n AnchorPoint = Vector2.new(0.5, 0.5),\n Position = UDim2.fromScale(0.5, 0.5),\n\n Parent = ScreenGui,\n })\n\n ScreenGui.Parent = PlayerGui\n\n### Types\n\n* ```lua\n export type Asset = {\n IconName: string, -- \"icon-name\"\n Id: number, -- 123456789\n Url: string, -- \"rbxassetid://123456789\"\n ImageRectSize: Vector2, -- Vector2.new(48, 48)\n ImageRectOffset: Vector2, -- Vector2.new(648, 266)\n\n## License\n\nThe `lucide-roblox` package itself is licensed under the MIT License, while Lucide Icons as a whole is licensed under the ISC License. (Derivatively compatible)\n\nSee the complete license notice at [LICENSE.md](LICENSE.md).", "tokens": 1883, "type": "readme"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/community", "text": "# Community Guide \u200b\n\nWelcome to the Lucide community! This guide provides information on how to get involved, contribute, and connect with other members of the Lucide community.\n\n## Code of Conduct \u200b\n\nPlease read and adhere to our [Code of Conduct](https://lucide.dev/code-of-conduct) to ensure a welcoming and inclusive environment for all community members.\n\n## Connecting with the Community \u200b\n\nThere are several ways to get involved with the Lucide community:\n\n * **Join the Discord Server**: Connect with other Lucide users, ask questions, and share your projects on our [Discord server](https://discord.gg/EH6nSts).\n * **Follow us on X**: Stay updated with the latest news and updates by following us on [X](https://x.com/lucide_icons).\n * **Join discussions on GitHub**: Participate in discussions, provide feedback, and help others on our [GitHub Discussions page](https://github.com/lucide-icons/lucide/discussions).\n\n## Getting Involved \u200b\n\n * **Contribute to the Project**: Check out our [contribution guidelines](https://lucide.dev/contribute/) to learn how you can contribute to the Lucide project.\n * **Report Issues**: If you encounter any bugs or have feature requests, please report them on our [GitHub Issues page](https://github.com/lucide-icons/lucide/issues).\n\n## What you can do \u200b\n\nThere are many ways to contribute to the Lucide community.\n\n### Help other people \u200b\n\nContribution in form of code or new icons is always welcome, but you can also help by answering questions from other community members on Discord or GitHub Discussions.\n\n### Design New Icons \u200b\n\nIf you have design skills, consider contributing new icons to the Lucide library. Check out our [icon design guide](https://lucide.dev/contribute/icon-design-guide) for tips and guidelines on creating icons that fit the Lucide style.\n\n### Contribute Code \u200b\n\nIf you're a developer, you can contribute code to the Lucide project. Whether it's fixing bugs, adding new features, or improving documentation, your contributions are valuable. Check out our [contribution guidelines](https://lucide.dev/contribute/) for more information.\n\n### Triage Issues \u200b\n\nYou can help by reviewing and triaging issues on our GitHub repository. This includes confirming bugs, providing additional information, and helping to prioritize issues for the maintainers.\n\n### Improve Documentation \u200b\n\nLucide's documentation is open for contributions. If you find any areas that could be improved or if you have ideas for new guides or tutorials, feel free to submit a pull request. The documentation can be found in the [repository](https://github.com/lucide-icons/lucide/tree/main/docs)\n\n### Share your experiences \u200b\n\nShare your experiences using Lucide in your projects. Write blog posts, create tutorials, or share your projects on social media to help others discover and learn about Lucide.", "tokens": 610, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/icons/", "text": "a-arrow-down\n\na-arrow-up\n\na-large-small\n\naccessibility\n\nactivity\n\nair-vent\n\nairplay\n\nalarm-clock\n\nalarm-clock-check\n\nalarm-clock-minus\n\nalarm-clock-off\n\nalarm-clock-plus\n\nalarm-smoke\n\nalbum\n\nalign-center-horizontal\n\nalign-center-vertical\n\nalign-end-horizontal\n\nalign-end-vertical\n\nalign-horizontal-distribute-center\n\nalign-horizontal-distribute-end\n\nalign-horizontal-distribute-start\n\nalign-horizontal-justify-center\n\nalign-horizontal-justify-end\n\nalign-horizontal-justify-start\n\nalign-horizontal-space-around\n\nalign-horizontal-space-between\n\nalign-start-horizontal\n\nalign-start-vertical\n\nalign-vertical-distribute-center\n\nalign-vertical-distribute-end\n\nalign-vertical-distribute-start\n\nalign-vertical-justify-center\n\nalign-vertical-justify-end\n\nalign-vertical-justify-start\n\nalign-vertical-space-around\n\nalign-vertical-space-between\n\nambulance\n\nampersand\n\nampersands\n\namphora\n\nanchor\n\nangry\n\nannoyed\n\nantenna\n\nanvil\n\naperture\n\napp-window\n\napp-window-mac\n\napple\n\narchive\n\narchive-restore\n\narchive-x\n\narmchair\n\narrow-big-down\n\narrow-big-down-dash\n\narrow-big-left\n\narrow-big-left-dash\n\narrow-big-right\n\narrow-big-right-dash\n\narrow-big-up\n\narrow-big-up-dash\n\narrow-down\n\narrow-down-0-1\n\narrow-down-1-0\n\narrow-down-a-z\n\narrow-down-from-line\n\narrow-down-left\n\narrow-down-narrow-wide\n\narrow-down-right\n\narrow-down-to-dot\n\narrow-down-to-line\n\narrow-down-up\n\narrow-down-wide-narrow\n\narrow-down-z-a\n\narrow-left\n\narrow-left-from-line\n\narrow-left-right\n\narrow-left-to-line\n\narrow-right\n\narrow-right-from-line\n\narrow-right-left\n\narrow-right-to-line\n\narrow-up\n\narrow-up-0-1\n\narrow-up-1-0\n\narrow-up-a-z\n\narrow-up-down\n\narrow-up-from-dot\n\narrow-up-from-line\n\narrow-up-left\n\narrow-up-narrow-wide\n\narrow-up-right\n\narrow-up-to-line\n\narrow-up-wide-narrow\n\narrow-up-z-a\n\narrows-up-from-line\n\nasterisk\n\nat-sign\n\natom\n\naudio-lines\n\naudio-waveform\n\naward\n\naxe\n\naxis-3d\n\nbaby\n\nbackpack\n\nbadge\n\nbadge-alert\n\nbadge-cent\n\nbadge-check\n\nbadge-dollar-sign\n\nbadge-euro\n\nbadge-indian-rupee\n\nbadge-info\n\nbadge-japanese-yen\n\nbadge-minus\n\nbadge-percent\n\nbadge-plus\n\nbadge-pound-sterling\n\nbadge-question-mark", "tokens": 514, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/contribute", "text": "# Contribution Guide \u200b\n\n\ud83d\udc4d\ud83c\udf89 First off, thanks for taking the time to contribute! \ud83c\udf89\ud83d\udc4d\n\nThe following is a set of guidelines for contributing to Lucide. Feel free to propose changes to this document in a pull request.\n\n## Pull Requests \u200b\n\nFeel free to open a pull-request to contribute to this project.\n\n**Working on your first Pull Request?** You can learn how from this _free_ series [How to Contribute to an Open Source Project on GitHub](https://app.egghead.io/playlists/how-to-contribute-to-an-open-source-project-on-github)\n\nGuidelines for pull requests:\n\n * **Make your commit messages as descriptive as possible.** Include as much information as you can. Explain anything that the file diffs themselves won\u2019t make apparent.\n * **Document your pull request**. Explain your fix, link to the relevant issue, add screenshots when adding new icons.\n * **Make sure the target of your pull request is the relevant branch**. Most of bug fixes or new feature should go to the `main` branch.\n * **Include only related work**. If your pull request has unrelated commits, it won't be accepted.\n\n### Contributing Icons \u200b\n\nWe love contributions of new icons from the community! If you want to contribute new icons, please follow the guidelines below.\n\n#### Guidelines \u200b\n\nPlease make sure you follow the icon guidelines, that should be followed to keep quality and consistency when making icons for Lucide.\n\nRead it here: [ICON_GUIDELINES](https://lucide.dev/contribute/icon-design-guide).\n\n#### Lucide Studio \u200b\n\nFor formatting and adjusting SVG icons, [@jguddas](https://github.com/jguddas) made a great tool called [Lucide Studio](https://studio.lucide.dev/). It is a web-based SVG editor that allows you to edit and adjust icons in the Lucide style. You can use it to create new icons or modify existing ones.\n\n#### Editor guides \u200b\n\nHere you can find instructions on how to implement the guidelines with different vector graphics editors:\n\n##### [Adobe Illustrator Guide](https://lucide.dev/contribute/illustrator-guide) \u200b\n\nYou can also [download an Adobe Illustrator template](https://lucide.dev/templates/illustrator_template.ai).\n\n##### [Inkscape Guide](https://lucide.dev/contribute/inkscape-guide) \u200b\n\n##### [Figma Guide](https://lucide.dev/contribute/figma-guide) \u200b\n\n##### [Affinity Designer Guide](https://lucide.dev/contribute/affinity-designer-guide) \u200b\n\n#### Submitting Multiple Icons \u200b\n\nIf you want to submit multiple icons, please separate the icons and group them. That makes reviewing the icons easier and keeps the thread clean and scoped. So don't submit multiple icons in one PR that have nothing to do with each other. So for example don't create one PR with icons: `arrow-up`, `bicycle`, `arrow-down`. Separate them into two PRs; 'pr-01' `arrow`, `arrow-down` and 'pr-02' `bicycle`.\n\n## Icon Requests \u200b\n\nBefore creating an icon request, please search to see if someone has requested the icon already. If there is an open request, please add a \ud83d\udc4d.\n\nIf the icon has not already been requested, [create an icon request issue](https://github.com/lucide-icons/lucide/issues/new?assignees=&labels=%F0%9F%99%8C+icon+request&projects=&template=01_icon_request.yml) and add as much information as possible.\n\n### Icon Requests from Feather \u200b\n\nIf you are a designer who wants to contribute to Lucide but you don't know what icons to work on, then have a look at the Requests from Feather. All open, unfinished and valid requests can be found in [Feather Icon Requests](https://github.com/lucide-icons/lucide/issues/119).\n\n## Development \u200b\n\nYou will need minimum version of [Nodejs 16.4+](https://nodejs.org) For package management you will need [PNPM](https://pnpm.io/installation). For flutter package development, you need [Flutter 1.17+](https://docs.flutter.dev/get-started/install).\n\nAfter cloning the project you need to run:\n\nsh\n\n pnpm install # Install dependencies, including the workspace packages\n\n### Packages -> PNPM Workspaces \u200b\n\nTo distribute different packages we use [PNPM workspaces](https://pnpm.io/workspaces). Before you start make sure you are familiar with this concept. The concept of working in workspaces is created by Yarn, they have a well written introduction: [yarn workspaces](https://classic.yarnpkg.com/en/docs/workspaces).\n\nThe configured directory for workspaces is the [packages](https://github.com/lucide-icons/lucide/tree/main/packages) directory, located in the root directory. There you will find all the current packages from lucide. There are more workspaces defined, see [`pnpm-workspace.yaml`](https://github.com/lucide-icons/lucide/blob/main/pnpm-workspace.yaml).\n\n> Note: One package is not managed by pnpm: **lucide-flutter**, this package is written in Dart and uses pub for publishing.\n\n### Generated Code \u200b\n\nFor icons we use one single source of truth the icons svgs located in the icons directory. To distribute icons to the packages we generate code including: icon files with svg paths, index files with imports, and types files. Depending on the use case other necessary code will be generated.\n\nThe commands for generating this code you will read in the next chapter.\n\n### Commonly used scripts \u200b\n\n#### Building \u200b\n\nThe build script includes multiple subcommands to: clean the dist directory, generate icon files, generate types files, and build/transpile code for each build format.\n\nsh\n\n pnpm [package-name] build\n\n #example:\n\n pnpm lucide-react build\n\n#### Testing \u200b\n\nRun unit tests with jest for each package to make sure all the package apis still works as expected.\n\nsh\n\n pnpm [package-name] test\n\n #example:\n\n pnpm lucide-vue test\n\nRecommended to run the test watcher when making changes.\n\nsh\n\n pnpm [package-name] test:watch\n\n #example:\n\n pnpm lucide-preact test:watch\n\n### Unit Testing \u200b\n\nWhen adding new features to for example the icon component for a framework. It is required to have this covered with some unit tests.\n\n### Local Testing \u200b\n\nTo test changes in a local project, you can use `yarn link`, `npm link`, `bun link` or `pnpm link` to link the package. Before you do this make sure you've built the package first.\n\nsh\n\n # in packages/lucide-react\n\n npm run build &&\n npm link\n\n # in your local project\n\n npm link lucide-react\n\n## Project Structure \u200b\n\nRoot directories\n\nsh\n\n lucide\n \u251c\u2500\u2500 docs\n \u2502 \u251c\u2500\u2500 guide\n \u251c\u2500\u2500 icons\n \u251c\u2500\u2500 packages\n \u2514\u2500\u2500 scripts\n\n### Docs \u200b\n\nThe lucide.dev website is using [vitepress](https://vitepress.dev/) to generate the static website. The markdown files are located in the docs directory.\n\n#### Running the Docs Website Locally \u200b\n\nTo test the docs website locally, follow these steps:\n\n 1. **Navigate to the docs directory**\n\nsh\n\n cd docs\n\n 2. **Start the Local Development Server**\n\nsh\n\n pnpm run docs:dev\n\n 3. **Open the Website Locally**\n\nVitepress should open with the following format:\n\nVitePress dev server is running at:\n\n * **Local**: `http://localhost:3000/`\n * **Network**: `http://192.168.x.x:3000/`\n\n### Guides \u200b\n\nDetailed documentation about: installation, guides, packages, design guides etc.\n\n### Icons \u200b\n\nAll the icons of Lucide in SVG format. These will be used as source for all the packages and other distributions for the Lucide icons.\n\n### Packages \u200b\n\nIncludes all the (npm) packages of lucide.\n\n### Scripts \u200b\n\nIncludes useful scripts to automate certain jobs. Big part of the scripts is the template generation, for example it generates icon components for all the packages. These scripts are usually executed from the \"scripts\" section in the package.json.\n\n## Documentation \u200b\n\nThe documentation files are located in the [docs](https://github.com/lucide-icons/lucide/tree/main/docs) directory. All these markdown files will be loaded in the build of the lucide.dev website.\n\nFeel free to write, adjust or add new markdown files to improve our documentation.\n\n## Support \u200b\n\nIf you need any help or have problems with you contribution. Please don't hesitate to contact the Lucide Community, you can find us on [Github](https://github.com/lucide-icons/lucide) and [Discord](https://discord.gg/EH6nSts).\n\n## Credits \u200b\n\nThank you to all the people who already contributed to Lucide!\n\n[](https://github.com/lucide-icons/lucide/graphs/contributors)", "tokens": 1929, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/packages/lucide-react-native", "text": "# Lucide React Native \u200b\n\nReact Native components for Lucide icons that work seamlessly across iOS and Android platforms. Built on top of react-native-svg, each icon renders as a native SVG component, providing consistent visual appearance and performance across mobile devices.\n\n**What you can accomplish:**\n\n * Use icons as React Native components with platform-consistent rendering\n * Build cross-platform mobile apps with scalable vector icons\n * Create responsive interfaces that adapt to different screen densities\n * Integrate with React Native's styling system and animation libraries\n * Maintain consistent icon appearance across iOS and Android platforms\n\n## Installation \u200b\n\nFirst, ensure that you have `react-native-svg` (version between 12 and 15) installed. Then, install the package:\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide-react-native\n\nsh\n\n yarn add lucide-react-native\n\nsh\n\n npm install lucide-react-native\n\nsh\n\n bun add lucide-react-native\n\n## How to use \u200b\n\nEach icon can be imported as a React component.\n\n### Example \u200b\n\nAdditional props can be passed to adjust the icon:\n\njsx\n\n import { Camera } from 'lucide-react-native';\n\n // Usage\n const App = () => {\n return ;\n };\n\n export default App;\n\n## Props \u200b\n\nname| type| default\n---|---|---\n`size`| _number_| 24\n`color`| _string_| currentColor\n`strokeWidth`| _number_| 2\n`absoluteStrokeWidth`| _boolean_| false\n\n### Applying props \u200b\n\nTo customize the appearance of an icon, you can pass custom properties as props directly to the component. The component accepts all SVG attributes as props, which allows flexible styling of the SVG elements.\n\njsx\n\n // Usage\n const App = () => {\n return ;\n };\n\n## With Lucide Lab or custom icons \u200b\n\n[Lucide Lab](https://github.com/lucide-icons/lucide-lab) is a collection of icons that are not part of the Lucide main library.\n\nThey can be used by using the `Icon` component. All props like regular Lucide icons can be passed to adjust the icon appearance.\n\n### Using the `Icon` component \u200b\n\nThis creates a single icon based on the iconNode passed and renders a Lucide icon component.\n\njsx\n\n import { Icon } from 'lucide-react-native';\n import { coconut } from '@lucide/lab';\n\n const App = () => (\n \n );\n\n## One generic icon component \u200b\n\nIt is possible to create one generic icon component to load icons, but it is not recommended.\n\nWARNING\n\nThe example below imports all ES Modules, so exercise caution when using it. Importing all icons will significantly increase the build size of the application, negatively affecting its performance. This is especially important to keep in mind when using bundlers like `Webpack`, `Rollup`, or `Vite`.\n\n### Icon Component Example \u200b\n\ntsx\n\n import * as icons from 'lucide-react-native/icons';\n\n interface IconProps {\n name: keyof typeof icons;\n color?: string;\n size?: number;\n\n const Icon = ({ name, color, size }: IconProps) => {\n const LucideIcon = icons[name];\n\n return ;\n };\n\n export default Icon;\n\n#### Using the Icon Component \u200b\n\ntsx\n\n import Icon from './Icon';\n\n const App = () => {\n return ;\n };\n\n export default App;", "tokens": 774, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/lucide", "text": "# Lucide for Vanilla JavaScript \u200b\n\nThe core Lucide package for vanilla JavaScript applications. This package allows you to easily add scalable vector icons to any web project without framework dependencies. Perfect for static websites, legacy applications, or when you need lightweight icon integration with maximum browser compatibility.\n\n**What you can accomplish:**\n\n * Add icons to HTML using simple data attributes\n * Dynamically create and insert SVG icons with JavaScript\n * Customize icon appearance with CSS classes and inline styles\n * Tree-shake unused icons to keep bundle sizes minimal\n * Use icons in Vanilla JS with HTML\n\nLucide is designed to be lightweight and easy to use, making it an excellent choice for projects that require icons without the overhead of a full framework integration.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide.](https://lucide.dev/guide/lucide/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide.](https://lucide.dev/guide/lucide/migration)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/lucide/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/lucide/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/lucide/basics/stroke-width)\n\n### Advanced \u200b\n\n[Global stylingApply options and styles globally](https://lucide.dev/guide/lucide/advanced/global-styling)[Shadow DOMAll exported types and how to use them](https://lucide.dev/guide/lucide/advanced/shadow-dom)[Template elementUsing content template element with lucide](https://lucide.dev/guide/lucide/advanced/content-template-element)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/lucide/advanced/accessibility)[With Lucide LabUsing lucide-lab with lucide](https://lucide.dev/guide/lucide/advanced/with-lucide-lab)[Filled iconsUsing filled icons in lucide](https://lucide.dev/guide/lucide/advanced/filled-icons)\n\n### Resources \u200b\n\n[Accessibility in depthAccessibility best practices](https://lucide.dev/guide/accessibility)", "tokens": 488, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react", "text": "# Lucide for React \u200b\n\nLucide provides a React component library for using icons in your applications. Each icon is available as a standalone component that renders an optimized inline SVG.\n\nList of features:\n\n * **Easy to use** \u2013 Import icons and use them directly in JSX.\n * **Customizable** \u2013 Adjust size, color, stroke width, and other properties via props.\n * **Tree-shakable** \u2013 Only the icons you import are included in your final bundle.\n * **TypeScript support** \u2013 Fully typed components for a better developer experience.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide for React.](https://lucide.dev/guide/react/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide.](https://lucide.dev/guide/react/migration)[Migration from React FeatherLearn how to migrate from `react-feather` to `lucide-react`](https://lucide.dev/guide/react/migration-from-feather)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/react/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/react/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/react/basics/stroke-width)\n\n### Advanced \u200b\n\n[TypescriptAll exported types and how to use them](https://lucide.dev/guide/react/advanced/typescript)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/react/advanced/accessibility)[Global stylingApply global styles to all icons](https://lucide.dev/guide/react/advanced/global-styling)[With Lucide LabUsing lucide-lab with lucide-react](https://lucide.dev/guide/react/advanced/with-lucide-lab)[Filled iconsUsing filled icons in lucide-react](https://lucide.dev/guide/react/advanced/filled-icons)[Aliased NamesUsing aliased icon names](https://lucide.dev/guide/react/advanced/aliased-names)[Combining iconsCombine multiple icons into one](https://lucide.dev/guide/react/advanced/combining-icons)[Dynamic icon componentDynamically import icons as needed](https://lucide.dev/guide/react/advanced/dynamic-icon-component)\n\n### Resources \u200b\n\n[Accessibility in depthAccessibility best practices](https://lucide.dev/guide/accessibility)[VSCodeVSCode and Lucide](https://lucide.dev/guide/vscode)", "tokens": 542, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/solid", "text": "# Lucide for Solid \u200b\n\nLucide provides a Solid icon component library that makes it easy to integrate icons into your Solid applications. Each icon is available as a standalone Solid component, allowing for seamless integration and customization.\n\nList of features:\n\n * **Easy to Use**: Import icons as Solid components and use them directly in your Solid components with JSX.\n * **Customizable**: Adjust size, color, and other properties via props.\n * **Tree-shakable**: Only the icons you use are included in your final bundle\n * **TypeScript Support**: Fully typed components for better developer experience.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide.](https://lucide.dev/guide/solid/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide.](https://lucide.dev/guide/solid/migration)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/solid/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/solid/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/solid/basics/stroke-width)\n\n### Advanced \u200b\n\n[TypescriptAll exported types and how to use them](https://lucide.dev/guide/solid/advanced/typescript)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/solid/advanced/accessibility)[Global stylingApply global styles to all icons](https://lucide.dev/guide/solid/advanced/global-styling)[With Lucide LabUsing lucide-lab with lucide-solid](https://lucide.dev/guide/solid/advanced/with-lucide-lab)[Filled iconsUsing filled icons in lucide-solid](https://lucide.dev/guide/solid/advanced/filled-icons)[Aliased NamesUsing aliased icon names](https://lucide.dev/guide/solid/advanced/aliased-names)\n\n### Resources \u200b\n\n[Accessibility in depthAccessibility best practices](https://lucide.dev/guide/accessibility)[VSCodeVSCode and Lucide](https://lucide.dev/guide/vscode)", "tokens": 470, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/svelte", "text": "# Lucide for Svelte \u200b\n\nLucide provides a Svelte icon component library that makes it easy to integrate icons into your Svelte applications. Each icon is available as a standalone Svelte component, allowing for seamless integration and customization.\n\nList of features:\n\n * **Easy to Use**: Import icons as Svelte components and use them directly in your Svelte components with JSX.\n * **Customizable**: Adjust size, color, and other properties via props and global context.\n * **Tree-shakable**: Only the icons you use are included in your final bundle\n * **TypeScript Support**: Fully typed components for better developer experience.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide for Svelte.](https://lucide.dev/guide/svelte/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide.](https://lucide.dev/guide/svelte/migration)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/svelte/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/svelte/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/svelte/basics/stroke-width)\n\n### Advanced \u200b\n\n[TypescriptAll exported types and how to use them](https://lucide.dev/guide/svelte/advanced/typescript)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/svelte/advanced/accessibility)[Global stylingApply global styles to all icons](https://lucide.dev/guide/svelte/advanced/global-styling)[With Lucide LabUsing lucide-lab with @lucide/svelte](https://lucide.dev/guide/svelte/advanced/with-lucide-lab)[Filled iconsUsing filled icons in @lucide/svelte](https://lucide.dev/guide/svelte/advanced/filled-icons)[Combining iconsCombine multiple icons into one](https://lucide.dev/guide/svelte/advanced/combining-icons)", "tokens": 445, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/vue", "text": "# Lucide for Vue \u200b\n\nLucide provides a Vue icon component library that makes it easy to integrate icons into your Vue applications. Each icon is available as a standalone Vue component, allowing for seamless integration and customization.\n\nList of features:\n\n * **Easy to Use**: Import icons as Vue components and use them directly in your Vue components with JSX.\n * **Customizable**: Adjust size, color, and other properties via props.\n * **Tree-shakable**: Only the icons you use are included in your final bundle\n * **TypeScript Support**: Fully typed components for better developer experience.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide for Vue.](https://lucide.dev/guide/vue/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide.](https://lucide.dev/guide/vue/migration)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/vue/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/vue/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/vue/basics/stroke-width)\n\n### Advanced \u200b\n\n[TypescriptAll exported types and how to use them](https://lucide.dev/guide/vue/advanced/typescript)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/vue/advanced/accessibility)[Global stylingApply global styles to all icons](https://lucide.dev/guide/vue/advanced/global-styling)[With Lucide LabUsing lucide-lab with @lucide/vue](https://lucide.dev/guide/vue/advanced/with-lucide-lab)[Filled iconsUsing filled icons in @lucide/vue](https://lucide.dev/guide/vue/advanced/filled-icons)[Aliased NamesUsing aliased icon names](https://lucide.dev/guide/vue/advanced/aliased-names)[Combining iconsCombine multiple icons into one](https://lucide.dev/guide/vue/advanced/combining-icons)", "tokens": 447, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/packages/angular", "text": "# `@lucide/angular` \u200b\n\nWARNING\n\nThis documentation is for `@lucide/angular`.\n\nTo learn about our legacy package for Angular, please refer to [`lucide-angular`](https://lucide.dev/guide/packages/lucide-angular).\n\nA standalone, signal-based, zoneless implementation of Lucide icons for Angular.\n\n**What you can accomplish:**\n\n * Use icons as standalone Angular components with full dependency injection support\n * Configure icons globally through modern Angular providers\n * Integrate with Angular's reactive forms and data binding\n * Build scalable applications with tree-shaken icons and lazy loading support\n\n## Prerequisites \u200b\n\nThis package requires Angular 17+ and uses standalone components, signals, and zoneless change detection.\n\n## Installation \u200b\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add @lucide/angular\n\nsh\n\n yarn add @lucide/angular\n\nsh\n\n npm install @lucide/angular\n\nsh\n\n bun add @lucide/angular\n\n## How to use \u200b\n\n### Standalone icons \u200b\n\nEvery icon can be imported as a ready-to-use standalone component:\n\nhtml\n\n \n\nts\n\n import { Component } from '@angular/core';\n import { LucideFileText } from '@lucide/angular';\n\n @Component({\n selector: 'app-foobar',\n templateUrl: './foobar.html',\n imports: [LucideFileText],\n })\n export class Foobar { }\n\nTIP\n\nStandalone icon components use the selector `svg[lucide{PascalCaseIconName}]`.\n\nThis ensures minimal bloating of the DOM and the ability to directly manipulate all attributes of the resulting SVG element.\n\n### Dynamic icon component \u200b\n\nYou may also use the dynamic `LucideIcon` component to dynamically render icons.\n\n#### With tree-shaken imports \u200b\n\nYou may pass imported icons directly to the component:\n\nhtml\n\n @for (item of items) {\n \n \n {{ item.title }}\n \n\nts\n\n import { Component } from '@angular/core';\n import { LucideIcon, LucideHouse, LucideUsersRound } from '@lucide/angular';\n import { NavbarItem, NavbarItemModel } from './navbar-item';\n\n @Component({\n selector: 'app-navbar',\n templateUrl: './navbar.html',\n imports: [LucideIcon, NavbarItem],\n })\n export class Navbar {\n readonly items: NavbarItemModel[] = [\n title: 'Home',\n icon: LucideHouse,\n routerLink: [''],\n },\n title: 'Users',\n icon: LucideUsersRound,\n routerLink: ['admin/users'],\n },\n ];\n\n#### With icons provided via dependency injection \u200b\n\nAlternatively, the component also accepts string inputs.\n\nTo use icons this way, first, you have to provide icons via `provideLucideIcons`:\n\napp.config.tsfoobar.htmlfoobar.ts\n\nts\n\n import { ApplicationConfig } from '@angular/core';\n import { provideLucideIcons, LucideCircleCheck, LucideCircleX } from '@lucide/angular';\n\n export const appConfig: ApplicationConfig = {\n providers: [\n // ...\n provideLucideIcons(\n LucideCircleCheck,\n LucideCircleX,\n ),\n };\n\nhtml\n\n \n\nts\n\n import { Component } from '@angular/core';\n import { LucideIcon } from '@lucide/angular';\n\n @Component({\n selector: 'app-foobar',\n templateUrl: './template-url',\n imports: [LucideIcon],\n })\n export class Foobar { }\n\nTIP\n\nFor optimal bundle size, provide icons at the highest appropriate level in your application.\n\nProviding all icons at the root level may increase your initial bundle size, while providing them at feature module level enables better code splitting.\n\nWARNING\n\nWhile you may provide your icons at any level of the dependency injection tree, be aware that [Angular's DI system is hierarchical](https://angular.dev/guide/di/defining-dependency-providers#injector-hierarchy-in-angular): `LucideIcon` will only have access to the icons provided closest to it in the tree.\n\n## Accessible labels \u200b\n\nYou can use the `title` input property to set the [accessible name element](https://developer.mozilla.org/en-US/docs/Web/SVG/Reference/Element/title) on the SVG:\n\nhtml\n\n \n\nThis will result in the following output:\n\nhtml\n\n \n Go to dashboard\n \n \n\n## Props \u200b\n\nYou can pass additional props to adjust the icon appearance.\n\nname| type| default\n---|---|---\n`size`| _number_| 24\n`color`| _string_| currentColor\n`strokeWidth`| _number_| 2\n`absoluteStrokeWidth`| _boolean_| false\n\nhtml\n\n \n\n## Global configuration \u200b\n\nYou can use `provideLucideConfig` to configure the default property values as defined above:\n\nts\n\n import { ApplicationConfig } from '@angular/core';\n import { provideLucideConfig } from '@lucide/angular';\n\n export const appConfig: ApplicationConfig = {\n providers: [\n // ...\n provideLucideConfig({\n strokeWidth: 1.5\n }),\n };\n\n## Styling via CSS \u200b\n\nIcons can also be styled by using custom CSS classes:\n\nhtml\n\n \n\ncss\n\n svg.my-icon {\n width: 12px;\n height: 12px;\n stroke-width: 3;\n\n## With Lucide lab or custom icons \u200b\n\n[Lucide lab](https://github.com/lucide-icons/lucide-lab) is a collection of icons that are not part of the Lucide main library.\n\nWhile they aren't provided as standalone components, they can be still be passed to the `LucideIcon` component the same way as official icons:\n\nhtml\n\n \n \n\n \n \n\nts\n\n import { provideLucideIcons } from '@lucide/angular';\n import { coconut } from '@lucide/lab';\n\n @Component({\n templateUrl: './foobar.html',\n // For using by name via provider:\n providers: [provideLucideIcons({ coconut })],\n imports: [LucideIcon]\n })\n export class Foobar {\n // For passing directly as LucideIconData:\n readonly CoconutIcon = coconut;\n\n## Troubleshooting \u200b\n\n### The icon is not being displayed \u200b\n\nIf using per-icon-components:\n\n 1. Ensure that the icon component is being imported, if using per-icon-components\n 2. Check that the icon name matches exactly (case-sensitive)\n\nIf using the dynamic component:\n\n 1. Ensure the icon is provided via `provideLucideIcons()` if using string names\n 2. Verify the icon is imported from `@lucide/angular` and not the legacy package\n\n### TypeScript errors? \u200b\n\nMake sure you're importing from `@lucide/angular` and not `lucide-angular`.\n\n### Icons render with wrong defaults \u200b\n\nEnsure `provideLucideConfig()` is used at the right level.\n\n## Migration guide \u200b\n\nMigrating from `lucide-angular`? Read our [comprehensive migration guide](https://github.com/lucide-icons/lucide/blob/main/packages/angular/MIGRATION.md).", "tokens": 1677, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/brand-logo-statement", "text": "# Brand Logos Statement \u200b\n\nOur official stance on including brand logos in Lucide\n\n## TL;DR \u200b\n\nLucide **does not accept** brand logos, and we do not plan to add them in the future.\n\nThis is due to a combination of **legal restrictions**, **design consistency concerns**, and **practical maintenance reasons**.\n\nIf you need brand logos, we recommend [Simple Icons](https://simpleicons.org/), which provides an extensive, legally safer collection of brand marks.\n\n## 1. Historical Context \u200b\n\nThis is not a new debate \u2014 other icon sets have gone through the same discussion:\n\n * **Material Design Icons** [deprecated all brand icons](https://github.com/Templarian/MaterialDesign/issues/6602) because they didn't fit the style, didn't work well in one color, and often looked out of place in a 24\u00d724px grid.\n * **Feather Icons** [came to the same conclusion](https://github.com/feathericons/feather/issues/763): brand logos have their own style, and forcing them into another inevitably leads to aesthetic compromises.\n * **Lucide** learned from these examples \u2014 we'd rather focus on making a consistent set of non-brand icons that all work together.\n\n## 2. Legal Considerations \u200b\n\nMost brand logos:\n\n * Are **protected by trademark or copyright**.\n * Have **strict rules** for how they can be used (colors, spacing, proportions, etc.).\n * **Don't allow modification** \u2014 but we'd have to change them to fit Lucide's style.\n\nThis means adding them could:\n\n 1. Break copyright or trademark law.\n 2. Make both you and the Lucide project legally responsible.\n 3. Force us to review every new request one by one for legal issues \u2014 something we simply can't do.\n\n> **Note:** Simple Icons avoids this by keeping logos exactly as the brand provides them \u2014 though even they sometimes face [legal challenges](https://github.com/simple-icons/simple-icons/issues/11236).\n\n## 3. Design & Consistency \u200b\n\nLucide is all about **visual consistency**.\n\nAdding brand logos would:\n\n * Break [our own design rules](https://lucide.dev/guide/design/icon-design-guide#icon-design-principles) for shapes, proportions, and stroke.\n * Mix two fundamentally different categories of graphics (pictograms vs. corporate logos).\n * Create a library where a subset of icons will always look \"out of place\".\n\nIf the logos are not in Lucide's style, why include them in Lucide at all? Better to use them from a dedicated brand icon source.\n\n## 4. Maintenance Burden \u200b\n\nEven with our current **\"no brand icon requests\"** policy, people still request them regularly.\n\nHaving any brand icons in the set:\n\n * Makes people think we might add more in the future.\n * Leads to repeated requests and the same conversations over and over.\n * Wastes maintainer time redirecting people to the same explanation.\n\nRemoving them entirely solves this problem.\n\n## 5. Recommended Alternatives \u200b\n\nIf you need brand icons, try:\n\n * [Simple Icons](https://simpleicons.org/): offers a huge range of brands, in consistent SVG format, using a 24\u00d724 viewBox, the same as ours.\n * Official brand asset pages: most major companies provide downloadable SVGs.\n\nYou can use these alongside Lucide without bloating our core library.\n\n## Final Words \u200b\n\nLucide is an **icon** set, not a **logo** set.\n\nLogos belong in dedicated logo resources.\n\nWe're focusing on what Lucide does best: providing a clean, cohesive, and legally safe collection of open-source icons.", "tokens": 779, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/license", "text": "# Lucide License \u200b\n\nISC License\n\nCopyright (c) 2026 Lucide Icons and Contributors\n\nPermission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.\n\nThe following Lucide icons are derived from the Feather project:\n\nairplay, alert-circle, alert-octagon, alert-triangle, aperture, arrow-down-circle, arrow-down-left, arrow-down-right, arrow-down, arrow-left-circle, arrow-left, arrow-right-circle, arrow-right, arrow-up-circle, arrow-up-left, arrow-up-right, arrow-up, at-sign, calendar, cast, check, chevron-down, chevron-left, chevron-right, chevron-up, chevrons-down, chevrons-left, chevrons-right, chevrons-up, circle, clipboard, clock, code, columns, command, compass, corner-down-left, corner-down-right, corner-left-down, corner-left-up, corner-right-down, corner-right-up, corner-up-left, corner-up-right, crosshair, database, divide-circle, divide-square, dollar-sign, download, external-link, feather, frown, hash, headphones, help-circle, info, italic, key, layout, life-buoy, link-2, link, loader, lock, log-in, log-out, maximize, meh, minimize, minimize-2, minus-circle, minus-square, minus, monitor, moon, more-horizontal, more-vertical, move, music, navigation-2, navigation, octagon, pause-circle, percent, plus-circle, plus-square, plus, power, radio, rss, search, server, share, shopping-bag, sidebar, smartphone, smile, square, table-2, tablet, target, terminal, trash-2, trash, triangle, tv, type, upload, x-circle, x-octagon, x-square, x, zoom-in, zoom-out\n\nThe MIT License (MIT) (for the icons listed above)\n\nCopyright (c) 2013-present Cole Bemis\n\nPermission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the \"Software\"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.", "tokens": 716, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/", "text": "# What is Lucide? \u200b\n\nLucide is an open-source icon library that provides 1600+ vector (svg) files for displaying icons and symbols in digital and non-digital projects. The library aims to make it easier for designers and developers to incorporate icons into their projects by providing several official [packages](https://lucide.dev/packages).\n\n## Available Icons \u200b\n\nLucide contains icons with different variants and states, allowing users to choose the most suitable icon for their needs. And if a desired icon isn't available yet, users can open a design request, and the Lucide community contributors will help provide new icons. With more icons to choose from, users have more options to work with in their projects.\n\n### Complete Set of Icons \u200b\n\nAs new applications with specific features arise, Lucide aims to provide a complete set of icons for every project. The community follows a set of design rules when designing new icons. These rules maintain standards for the icons, such as recognizability, consistency in style, and readability at all sizes. While creativity is valued in new icons, recognizable design conventions are important to ensure that the icons are easily identifiable by users.\n\n## Code Optimization \u200b\n\nIn addition to design, code is also important. Assets like icons can significantly increase bandwidth usage in web projects. With the growing internet, Lucide has a responsibility to keep their assets as small as possible. To achieve this, Lucide uses SVG compression and specific code architecture for tree-shaking abilities. After tree-shaking, you only ship the icons you used, which helps to keep software distribution size to a minimum.\n\n## Accessibility \u200b\n\nIcons are pictures that show what something means without using words. They can be very helpful because they can quickly give information.\n\nHowever, not everyone can understand them easily. Read more about [how to use Lucide in an accessible way](https://lucide.dev/guide/accessibility).\n\n## Official Packages \u200b\n\nLucide's official packages are designed to work on different platforms, making it easier for users to integrate icons into their projects. The packages are available for various technologies, including [Web (Vanilla)](https://lucide.dev/guide/packages/lucide), [React](https://lucide.dev/guide/packages/lucide-react), [React Native](https://lucide.dev/guide/packages/lucide-react-native), [Vue](https://lucide.dev/guide/packages/lucide-vue), [Vue 3](https://lucide.dev/guide/packages/lucide-vue-next), [Svelte](https://lucide.dev/guide/packages/lucide-svelte), [Preact](https://lucide.dev/guide/packages/lucide-preact), [Solid](https://lucide.dev/guide/packages/lucide-solid), [Angular](https://lucide.dev/guide/packages/angular), [Astro](https://lucide.dev/guide/packages/lucide-astro), and [NodeJS](https://lucide.dev/guide/packages/lucide-static#nodejs).\n\n## Community \u200b\n\nIf you have any questions about Lucide, feel free to reach out to the community. You can find them on [GitHub](https://github.com/lucide-icons/lucide) and [Discord](https://discord.gg/EH6nSts).", "tokens": 689, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/contribute/icon-design-guide", "text": "# Icon Design Guide \u200b\n\nGuidelines and best practices for designing icons for the Lucide icon library.\n\n## Icon Design Principles \u200b\n\nHere are rules that should be followed to keep quality and consistency when making icons for Lucide.\n\n### 1. Icons must be designed on a **24 by 24 pixels** canvas. \u200b\n\n### 2. Icons must have at least **1 pixel padding** within the canvas. \u200b\n\n### 3. Icons must have a **stroke width of 2 pixels**. \u200b\n\n### 4. Icons must use **round joins**. \u200b\n\n### 5. Icons must use **round caps**. \u200b\n\n### 6. Icons must use **centered strokes**. \u200b\n\n### 7. Shapes (such as rectangles) must have a **border radius of** \u200b\n\n#### A. **2 pixels** if they are at least 8 pixels in size \u200b\n\n#### B. **1 pixel** if they are smaller than 8 pixels in size \u200b\n\n### 8. Distinct elements must have **2 pixels of spacing between each other** \u200b\n\n### 9. Icons should have a similar optical volume to `circle` and `square`. \u200b\n\n**Tip:** place your icon next to the circle or square icon and blur them both; your icon should not feel much darker than the base shape.\n\n### 10. Icons should be visually centered by their center of gravity. \u200b\n\n**Tip:** place your icon both above/below and next to the square or circle icon and check if it feels off center. Symmetrical icons should always be aligned to the center.\n\n### 11. Icons should have similar visual density and level of detail. \u200b\n\n**Tip:** try to make abstractions to dense elements. Blur your icon, and when blurred it should not feel overly dark.\n\n### 12. Continuous curves should join smoothly. \u200b\n\n**Tip:** make sure to use arcs or quadratic curves. When using cubic curves control points should have mirrored angles for smooth curves.\n\n### 13. Icons should aim to be pixel perfect so that they will be sharp on low DPI displays. \u200b\n\n**Tip:** whenever possible align elements and arc centers to the grid.\n\n### 14. Icons should share common shapes \u200b\n\nYou should try to create consistent groups and variants, reuse and try to create uniformity. Consistency inside groups and variants has a lower priority than the rules above.\n\n**Example:** All `-off` icons should look the same unless it for example violates the optical volume rule.\n\n**Tip:** Try to not move the base shape to enable better use in a toggle context.\n\n## Naming conventions \u200b\n\n 1. Icon names use lower kebab case.\nFor example: `arrow-up` instead of `Arrow Up`.\n\n 2. Icon names use International English names, as opposed to local variants.\nFor example: `color` instead of `colour`.\n\n 3. Icons should be named for what they depict rather than their use case or what they represent.\nFor example: `floppy-disk` instead of `save` and `circle-slash` rather than `ban`.\n\n 4. Icons that are part of a group are named `-`.\nFor example: `badge-plus` is based on `badge`.\n\n 5. Icon names for alternate icons should represent what makes the alternate unique instead of being numbered.\nFor example: `send-horizontal` instead of `send-2`.\n\n 6. Names containing numerals are not allowed, unless the number itself is represented in the icon.\nFor example: `arrow-down-0-to-1` contains both numerals.\n\n 7. Icons depicting multiple elements (e.g. a person and a circle) of different sizes must list these elements in decreasing order of size.\nFor example: if the circle is bigger, it should be `circle-person`, if the person is bigger, it should be `person-circle`.\n\n 8. Icons depicting multiple elements of roughly equal sizes (e.g. a `ruler` and a `pencil`) must list these elements front to back in case one element is in front of the other, otherwise in English reading order (top to bottom, left to right).\nFor example: if the `pencil` is either in front of, above or left of `ruler`, it should be `pencil-ruler`, otherwise, it should be `ruler-pencil`.\n\n 9. Icons depicting some sort of variation of an element must use the `[element]-[modifier]` naming scheme, with modifiers being applied to each element respectively.\nFor example: a dashed circle must be named `circle-dashed`, not `dashed-circle`, and in coordination with the previous guidelines, a dashed circle containing a broken heart would be named `circle-dashed-heart-broken`, due to the heart being smaller than the circle.\n\n## Code Conventions \u200b\n\nBefore an icon is added to the library, we like to have readable and optimized SVG code.\n\n### Global Attributes \u200b\n\nFor each icon these attributes are applied, corresponding to the above rules.\n\nxml\n\n \n \n\n### Minify paths \u200b\n\nThe code of paths can sometimes get quite large. To reduce file size we like to minify the code. We recommend to use [Lucide Studio](https://studio.lucide.dev/) to tidy paths to 3 points of precision.\n\n### Allowed elements \u200b\n\nSVG files may only contain simple path and shape elements, which may not have any attributes other than sizing and spacing.\nIn practice only the following elements and attributes are allowed:\n\n * ``\n * ``\n * ``\n * ``\n * ``\n * ``\n * ``\n\nThis also means that no transforms, filters, fills or explicit strokes are allowed.\n\nNever use [``](https://developer.mozilla.org/en-US/docs/Web/SVG/Element/use). While it may sometimes seem like a good way to optimize file size, there's no way to ensure that the referenced element IDs will be unique once the SVGs are embedded in HTML documents.\n\n## JSON metadata descriptor \u200b\n\nEach icon added must also come with a matching JSON file listing tags and categories for the icon. Please use the following template:\n\njson\n\n \"$schema\": \"../icon.schema.json\",\n \"contributors\": [\n \"github-username\",\n \"another-github-username\"\n ],\n \"tags\": [\n \"foo\",\n \"bar\"\n ],\n \"categories\": [\n \"devices\"", "tokens": 1437, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/packages", "text": "# Packages\n\nA Lucide icon library package for web and javascript applications.\n\nA Lucide icon library package for React applications.\n\nA Lucide icon library package for Vue applications.\n\nA Lucide icon library package for Svelte applications.\n\nA Lucide icon library package for Solid applications.\n\nA Lucide icon library package for React Native applications.\n\nA Lucide icon library package for Angular applications.\n\nOur legacy Angular package with a module based API.\n\nA Lucide icon library package for Preact applications.\n\nA Lucide icon library package for Astro applications.\n\nLucide is a community-run fork of Feather Icons, open for anyone to contribute icons.\n\n## Third-party packages\n\nImplementation of Lucide icon's using blade-icons for Laravel based projects.\n\nImplementation of Lucide icon's using Hyv\u00e4's svg php viewmodal to render icons for Magento 2 Hyva theme based projects.\n\nUsing this plugin, Eleventy projects can incorporate Lucide icons. it makes it simple to use Lucide icons into your themes via shortcodes, improving your website's overall usability and visual appeal.\n\nUsing this module, Nuxt projects can incorporate Lucide icons. It is fully configurable and supports auto imports and tree-shaking.\n\nA library providing https://lucide.dev icons to lustre.\n\nA library providing https://lucide.dev icons to Flutter.\n\nImplementation of the Lucide icon library for Slint.\n\nImplementation of Lucide icons for Go's html/template package.\n\nRuby on Rails views helper method for rendering Lucide icons.\n\nImplementation of Lucide icons in Web Components custom elements.\n\nLucide icon picker custom field for Strapi.", "tokens": 321, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/code-of-conduct", "text": "# Contributor Covenant Code of Conduct \u200b\n\nThis Code of Conduct outlines our expectations for participant behavior as well as the consequences for unacceptable behavior within our community. We are committed to providing a welcoming, safe, and inclusive environment for all members of our community.\n\n## Our Pledge \u200b\n\nWe pledge to make our community welcoming, safe, and equitable for all.\n\nWe are committed to fostering an environment that respects and promotes the dignity, rights, and contributions of all individuals, regardless of characteristics including race, ethnicity, caste, color, age, physical characteristics, neurodiversity, disability, sex or gender, gender identity or expression, sexual orientation, language, philosophy or religion, national or social origin, socio-economic position, level of education, or other status. The same privileges of participation are extended to everyone who participates in good faith and in accordance with this Covenant.\n\n## Encouraged Behaviors \u200b\n\nWhile acknowledging differences in social norms, we all strive to meet our community's expectations for positive behavior. We also understand that our words and actions may be interpreted differently than we intend based on culture, background, or native language.\n\nWith these considerations in mind, we agree to behave mindfully toward each other and act in ways that center our shared values, including:\n\n 1. Respecting the **purpose of our community**, our activities, and our ways of gathering.\n 2. Engaging **kindly and honestly** with others.\n 3. Respecting **different viewpoints** and experiences.\n 4. **Taking responsibility** for our actions and contributions.\n 5. Gracefully giving and accepting **constructive feedback**.\n 6. Committing to **repairing harm** when it occurs.\n 7. Behaving in other ways that promote and sustain the **well-being of our community**.\n\n## Restricted Behaviors \u200b\n\nWe agree to restrict the following behaviors in our community. Instances, threats, and promotion of these behaviors are violations of this Code of Conduct.\n\n 1. **Harassment.** Violating explicitly expressed boundaries or engaging in unnecessary personal attention after any clear request to stop.\n 2. **Character attacks.** Making insulting, demeaning, or pejorative comments directed at a community member or group of people.\n 3. **Stereotyping or discrimination.** Characterizing anyone\u2019s personality or behavior on the basis of immutable identities or traits.\n 4. **Sexualization.** Behaving in a way that would generally be considered inappropriately intimate in the context or purpose of the community.\n 5. **Violating confidentiality**. Sharing or acting on someone's personal or private information without their permission.\n 6. **Endangerment.** Causing, encouraging, or threatening violence or other harm toward any person or group.\n 7. Behaving in other ways that **threaten the well-being** of our community.\n\n### Other Restrictions \u200b\n\n 1. **Misleading identity.** Impersonating someone else for any reason, or pretending to be someone else to evade enforcement actions.\n 2. **Failing to credit sources.** Not properly crediting the sources of content you contribute.\n 3. **Promotional materials**. Sharing marketing or other commercial content in a way that is outside the norms of the community.\n 4. **Irresponsible communication.** Failing to responsibly present content which includes, links or describes any other restricted behaviors.\n\n## Reporting an Issue \u200b\n\nTensions can occur between community members even when they are trying their best to collaborate. Not every conflict represents a code of conduct violation, and this Code of Conduct reinforces encouraged behaviors and norms that can help avoid conflicts and minimize harm.\n\nWhen an incident does occur, it is important to report it promptly. To report a possible violation, email: [info@lucide.dev](mailto:info@lucide.dev)\n\nCommunity Moderators take reports of violations seriously and will make every effort to respond in a timely manner. They will investigate all reports of code of conduct violations, reviewing messages, logs, and recordings, or interviewing witnesses and other participants. Community Moderators will keep investigation and enforcement actions as transparent as possible while prioritizing safety and confidentiality. In order to honor these values, enforcement actions are carried out in private with the involved parties, but communicating to the whole community may be part of a mutually agreed upon resolution.\n\n## Addressing and Repairing Harm \u200b\n\nIf an investigation by the Community Moderators finds that this Code of Conduct has been violated, the following enforcement ladder may be used to determine how best to repair harm, based on the incident's impact on the individuals involved and the community as a whole. Depending on the severity of a violation, lower rungs on the ladder may be skipped.\n\n 1. Warning\n 1. Event: A violation involving a single incident or series of incidents.\n 2. Consequence: A private, written warning from the Community Moderators.\n 3. Repair: Examples of repair include a private written apology, acknowledgement of responsibility, and seeking clarification on expectations.\n 2. Temporarily Limited Activities\n 1. Event: A repeated incidence of a violation that previously resulted in a warning, or the first incidence of a more serious violation.\n 2. Consequence: A private, written warning with a time-limited cooldown period designed to underscore the seriousness of the situation and give the community members involved time to process the incident. The cooldown period may be limited to particular communication channels or interactions with particular community members.\n 3. Repair: Examples of repair may include making an apology, using the cooldown period to reflect on actions and impact, and being thoughtful about re-entering community spaces after the period is over.\n 3. Temporary Suspension\n 1. Event: A pattern of repeated violation which the Community Moderators have tried to address with warnings, or a single serious violation.\n 2. Consequence: A private written warning with conditions for return from suspension. In general, temporary suspensions give the person being suspended time to reflect upon their behavior and possible corrective actions.\n 3. Repair: Examples of repair include respecting the spirit of the suspension, meeting the specified conditions for return, and being thoughtful about how to reintegrate with the community when the suspension is lifted.\n 4. Permanent Ban\n 1. Event: A pattern of repeated code of conduct violations that other steps on the ladder have failed to resolve, or a violation so serious that the Community Moderators determine there is no way to keep the community safe with this person as a member.\n 2. Consequence: Access to all community spaces, tools, and communication channels is removed. In general, permanent bans should be rarely used, should have strong reasoning behind them, and should only be resorted to if working through other remedies has failed to change the behavior.\n 3. Repair: There is no possible repair in cases of this severity.\n\nThis enforcement ladder is intended as a guideline. It does not limit the ability of Community Managers to use their discretion and judgment, in keeping with the best interests of our community.\n\n## Scope \u200b\n\nThis Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public or other spaces. Examples of representing our community include using an official email address, posting via an official social media account, or acting as an appointed representative at an online or offline event.\n\n## Attribution \u200b\n\nThis Code of Conduct is adapted from the Contributor Covenant, version 3.0, permanently available at .\n\nContributor Covenant is stewarded by the Organization for Ethical Source and licensed under CC BY-SA 4.0. To view a copy of this license, visit \n\nFor answers to common questions about Contributor Covenant, see the FAQ at . Translations are provided at . Additional enforcement and community guideline resources can be found at . The enforcement ladder was inspired by the work of [Mozilla\u2019s code of conduct team](https://github.com/mozilla/inclusion).", "tokens": 1703, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/astro", "text": "# Lucide for Astro \u200b\n\nAstro components for Lucide icons that work perfectly with Astro's island architecture and multi-framework support. Each icon is an Astro component that renders as an inline SVG, providing excellent performance for static sites and server-side rendering scenarios.\n\nList of features:\n\n * **Easy to Use**: Import icons as Astro components and use them directly in your Astro application.\n * **Customizable**: Adjust size, color, and other properties via props.\n * **Tree-shakable**: Integrate seamlessly with Astro's component islands and partial hydration\n * **TypeScript Support**: Fully typed components for better developer experience.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide for Astro.](https://lucide.dev/guide/astro/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide Astro.](https://lucide.dev/guide/astro/migration)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/astro/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/astro/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/astro/basics/stroke-width)\n\n### Advanced \u200b\n\n[TypescriptAll exported types and how to use them](https://lucide.dev/guide/astro/advanced/typescript)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/astro/advanced/accessibility)[Global stylingApply global styles to all icons](https://lucide.dev/guide/astro/advanced/global-styling)[With Lucide LabUsing lucide-lab with @lucide/astro](https://lucide.dev/guide/astro/advanced/with-lucide-lab)", "tokens": 387, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/preact", "text": "# Lucide for Preact \u200b\n\nLucide provides a Preact icon component library that makes it easy to integrate icons into your Preact applications. Each icon is available as a standalone Preact component, allowing for seamless integration and customization.\n\nList of features:\n\n * **Easy to Use**: Import icons as Preact components and use them directly in your Preact components with JSX.\n * **Customizable**: Adjust size, color, and other properties via props.\n * **Tree-shakable**: Only the icons you use are included in your final bundle\n * **TypeScript Support**: Fully typed components for better developer experience.\n\n## Overview \u200b\n\n[Getting startedLearn how to get started with Lucide for PReact.](https://lucide.dev/guide/preact/getting-started)[Migration from v0Learn how to migrate from v0 to v1 of Lucide.](https://lucide.dev/guide/preact/migration)\n\n### Basics \u200b\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/preact/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/preact/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/preact/basics/stroke-width)\n\n### Advanced \u200b\n\n[TypescriptAll exported types and how to use them](https://lucide.dev/guide/preact/advanced/typescript)[AccessibilityMaking your icons accessible](https://lucide.dev/guide/preact/advanced/accessibility)[Global stylingApply global styles to all icons](https://lucide.dev/guide/preact/advanced/global-styling)[With Lucide LabUsing lucide-lab with lucide-preact](https://lucide.dev/guide/preact/advanced/with-lucide-lab)[Filled iconsUsing filled icons in lucide-preact](https://lucide.dev/guide/preact/advanced/filled-icons)[Aliased NamesUsing aliased icon names](https://lucide.dev/guide/preact/advanced/aliased-names)[Combining iconsCombine multiple icons into one](https://lucide.dev/guide/preact/advanced/combining-icons)\n\n### Resources \u200b\n\n[Accessibility in depthAccessibility best practices](https://lucide.dev/guide/accessibility)[VSCodeVSCode and Lucide](https://lucide.dev/guide/vscode)", "tokens": 507, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/showcase", "text": "# Used by\n\n[](https://vercel.com)\n\n[](https://developer.mozilla.org/)\n\n[](https://supabase.com)\n\n[](https://obsidian.md)\n\n[](https://nuxt.com/)\n\n[](https://opencollective.com)\n\n[](https://super.so)\n\n[](https://noodle.run/)\n\n# Used in\n\n[](https://ui.shadcn.com/)\n\n[](https://tamagui.dev/)\n\n[](https://reflex.dev)", "tokens": 95, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/version-1", "text": "# Lucide Version 1 \u200b\n\nAfter years of work and dedication, Lucide Version 1 has been officially **released**!. This milestone marks a significant achievement in our journey to provide a comprehensive and versatile icon library for developers and designers alike.\n\nIt's been quite a ride \u2014 especially over the past year. Lucide has grown to over 30 million downloads per week and is used by million of projects worldwide. This release is a testament to the hard work of our community and contributors who have helped shape Lucide into what it is today.\n\nThank you to everyone who has supported us along the way. We couldn't have done this without you!\n\n## What's New in Version 1? TLDR; \u200b\n\n * Removed brand icons, see our [brand logo statement](https://lucide.dev/brand-logo-statement) for more details.\n * Improved documentation, guides per framework.\n * Improved accessibility, `aria-hidden` is now set by default on icons.\n * Removed UMD build, only ESM and CJS now (exception for the [`lucide`](https://lucide.dev/guide/lucide/) package).\n * Package rename from `lucide-vue-next` to `@lucide/vue`.\n * A modern, standalone implementation for Angular, `@lucide/angular`\n * Support for context providers in React, Vue, Svelte, and Solid.\n * Stable code points for Lucide font.\n * Support for shadow DOM in the `lucide` package.\n * Many bug fixes and improvements.\n\n## Upgrading to Version 1 \u200b\n\nSee our guides:\n\n[Lucide for Vanilla JavaScript Migration](https://lucide.dev/guide/lucide/migration)[Lucide for React Migration](https://lucide.dev/guide/react/migration)[Lucide for Vue Migration](https://lucide.dev/guide/vue/migration)[Lucide for Svelte Migration](https://lucide.dev/guide/svelte/migration)[Lucide for Solid Migration](https://lucide.dev/guide/solid/migration)[Lucide for Angular Migration](https://lucide.dev/guide/angular/migration)[Lucide for Preact Migration](https://lucide.dev/guide/preact/migration)[Lucide for Astro Migration](https://lucide.dev/guide/astro/migration)[Lucide for Static Migration](https://lucide.dev/guide/static/migration)\n\n## Removed All Brand Icons \u200b\n\nAs part of our commitment to maintaining a sustainable and legally compliant icon library, we have made the decision to remove all brand icons from Lucide Version 1. This change is in response to increasing legal pressures and the complexities associated with trademarked brand icons. See our [brand logo statement](https://lucide.dev/brand-logo-statement) for more details.\n\nWe understand that brand icons are important to many of our users, and we want to assure you that this decision was not made lightly. Our primary goal is to ensure that Lucide remains a reliable and legally sound resource for the community.\n\nFor users who still require brand icons, we recommend [Simple Icons](https://simpleicons.org/), which provides an extensive, legally safer collection of brand logos.\n\n## Improved documentation, guides per framework \u200b\n\nWe have revamped our documentation to provide clearer, more comprehensive guides tailored to each supported framework. Whether you're using React, Vue, Svelte, Solid, Angular, Astro or Vanilla JavaScript, you'll find: step-by-step instructions, code examples and best practices to help you integrate Lucide seamlessly into your projects.\n\nAlso, a `llms.txt` is now available for LLMs to use.\n\n## Improved accessibility \u200b\n\nWe have improved the accessibility of our icons by setting `aria-hidden` to `true` by default. This change ensures that screen readers will ignore icons that are purely decorative, improving the overall accessibility of your applications. If you need to make an icon accessible, you can provide an appropriate `aria-label` or add a `title` attribute to the icon element.\n\nSee our [accessibility in-depth guide](https://lucide.dev/guide/accessibility) for more details and best practices on making your icons accessible.\n\n## Removed UMD build, only ESM and CJS now \u200b\n\nTo streamline our build process and focus on modern JavaScript module formats, we have removed the UMD build from Lucide Version 1. We now only support ESM (ECMAScript Modules) and CJS (CommonJS) formats. This results in a 32.3% size reduction (11.4 MB \u2192 1 MB gzipped) for `lucide-react`, with more than 25 million weekly downloads, this is a huge saving for the ecosystem.\n\n## Package rename from `lucide-vue-next` to `@lucide/vue` \u200b\n\n`lucide-vue-next` is now renamed to `@lucide/vue` to get rid of the \"next\" suffix, which was only meant to indicate that it was the next version of the Vue package. This change is part of our effort to simplify our package naming and make it more consistent across all frameworks.\n\n## Support for context providers \u200b\n\nWe have added support for context providers in React, Vue, Svelte, and Solid. This allows you to set default properties for all icons within a specific context, making it easier to manage icon styles and behavior across your application.\n\nWe have always recommended using CSS, but with this it was not possible to set properties like `size` or `color` on specific icons, as CSS would override them. With this new feature, you can now easily set default properties for all icons within a specific context, without having to manually define them on each icon.\n\nReactVueSvelteSolidAngularPreactReact Native\n\ntsx\n\n import { LucideProvider, Home } from 'lucide-react';\n\n const App = () => (\n \n \n );\n\nts\n\n import { setLucideProps } from '@lucide/vue';\n\n setLucideProps({\n size: 32,\n color: '#4f46e5',\n strokeWidth: 1.5,\n });\n\nts\n\n import { setLucideProps } from '@lucide/svelte';\n\n setLucideProps({\n size: 32,\n color: '#4f46e5',\n strokeWidth: 1.5,\n });\n\ntsx\n\n import { LucideProvider, Home } from 'lucide-solid';\n\n const App = () => (\n \n \n );\n\nts\n\n import { ApplicationConfig } from '@angular/core';\n import { provideLucideConfig } from '@lucide/angular';\n\n export const appConfig: ApplicationConfig = {\n providers: [\n provideLucideConfig({\n size: 32,\n color: '#4f46e5',\n strokeWidth: 1.5,\n }),\n };\n\ntsx\n\n import { LucideProvider, Home } from 'lucide-preact';\n\n const App = () => (\n \n \n );\n\ntsx\n\n import { LucideProvider, Home } from 'lucide-react-native';\n\n const App = () => (\n \n \n );\n\n## Stable code points for Lucide font \u200b\n\nWe have assigned stable code points for the Lucide font, each icon has a fixed code point that will not change in future releases. This ensures that if you are using the Lucide font in your projects, you can rely on the code points to remain consistent, even as we continue to add new icons and make improvements to the library.\n\n## Support for shadow DOM in Lucide package \u200b\n\nLucide package supports shadow DOM, allowing you to use Lucide icons in web components and other contexts where shadow DOM is used. This ensures that your icons will render correctly and maintain their styles, even when used within a shadow DOM.", "tokens": 1745, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/contribute/illustrator-guide", "text": "# Illustrator Template Guide \u200b\n\nThis Guide explains how to properly use the Adobe Illustrator Template for Lucide.\n\n> Attention: Even though it is unlikely the template can be outdated or not 100% correct. Please check the Icon Design Guide before you start working with the template to ensure integrity with the Lucide icon pack.\n\n## General Workflow \u200b\n\nThe Illustrator template is created following guidelines from the [Icon Design Guide](https://lucide.dev/contribute/icon-design-guide).\n\n**Workflow:**\n\n 1. Download and open the [Illustrator template](https://github.com/lucide-icons/lucide/blob/main/docs/public/templates/illustrator_template.ai).\n\n 2. You can now remove the content from the example logo layer (\"Draw\") and start creating.\n\n 3. Verify that you follow the [Icon Design Guidelines](https://lucide.dev/contribute/icon-design-guide).\n\n 4. Before you export the file as an SVG make sure to check that you followed the guidelines and remove all unnecessary layers (especially \"Padding\" and \"Grid\").\n\n 5. Export the file with the export menu under: `Export > Export As..` then save the file as SVG. Select the following options in the SVG Options dialog:\n\nAfter that, double check that the [code conventions and SVG global attributes](https://lucide.dev/contribute/icon-design-guide#code-conventions) are correct.\n\n 7. Minify paths with [SVGOMG](https://jakearchibald.github.io/svgomg/).", "tokens": 315, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/contribute/affinity-designer-guide", "text": "# Affinity Designer Template Guide \u200b\n\nThis guide describes how to use the Affinity Designer template for Lucide.\n\n## General Workflow \u200b\n\n> Attention: By default, Affinity Designer sets the unit for stroke to points. Make sure that it is set to pixel. To do this, open `Preferences > User Interface`. Under `Decimal Places for Unit Types`, uncheck `Show Lines in points`.\n\n 1. Download and open the [Affinity Designer template](https://github.com/lucide-icons/lucide/blob/main/docs/public/templates/affinity_designer.aftemplate).\n\n 2. Follow the [Icon Design Principles](https://lucide.dev/contribute/icon-design-guide) while you use the template (to ensure integrity with the Lucide icon pack).\n\n 3. Export the file as SVG (`File > Export`). Make sure that _Rastering_ is set to _Nothing_ , _Export text as curves_ is checked (hopefully, you won't need this), _Use hex colors_ is checked, and _Flatten transforms_ is checked.\n\n 4. Optimize the exported SVG file further with [SVGOMG](https://jakearchibald.github.io/svgomg/) or [`svgo`](https://github.com/svg/svgo) (using `svgo --multipass exported_icon.svg`).", "tokens": 277, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/contribute/inkscape-guide", "text": "# Inkscape Setup Guide \u200b\n\nThis guide shows the steps to setup Inkscape for creating icons that conform to the Lucide design guidelines.\n\n## Setting up The Canvas \u200b\n\nWhen opening a new document, Inkscape will create a canvas of a default size. To change the size to 24x24:\n\n 1. Open the Document Properties dialog (File -> Document Properties).\n 2. On the \u201cPage Size\u201d tab, under \u201cCustom Size\u201d set the Units to `px` and set both Height and Width to 24.\n 3. On the \u201cGrid\u201d tab, select `Rectangular Grid` and click \u201cNew Grid\u201d.\n 4. Set the Grid Units to `px` and set Spacing X and Spacing Y both to 1.\n 5. Close the Document Properties dialog.\n 6. To center the canvas in the viewport, select View -> Zoom -> Drawing.\n\n## Setting up The Paths \u200b\n\n 1. Create a path or shape.\n 2. With the path selected, open the Stroke and Fill panel by pressing `Ctrl+Shift+F` on your keyboard.\n 3. On the \u201cStroke Style\u201d tab:\n * Set Stroke Width to `2px`.\n * Select the rounded join type.\n * Select the rounded cap type.\n 4. If the shape is a rectangle, select the rectangle and in the top of the screen below the menu bar, set `Rx` and `Ry` to `2px`.\n\n## Saving A File \u200b\n\n 1. When ready to save the file, click Save As and select \u201cOptimized SVG\u201d as the file type.\n 2. After clicking Save, to conform with the other icons in the package, set Pretty Printing to use spaces and set the indentation depth to 2.", "tokens": 380, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/contribute/figma-guide", "text": "# Figma Template Guide \u200b\n\nThis guide shows the steps to setup Figma for creating icons that conform to the Featherity design guidelines.\n\n## Setting Up The Frame \u200b\n\nWhen you create a new document in Figma, the document. Each individual icon you want to create, has to be created in a separate frame.\n\nTo do this, create a frame of 24x24 pixels.\n\n 1. Click the frame button (or press `F`)\n 2. Draw a 24x24 frame (or edit it afterwards from the design window)\n\nIn this newly created frame, you will create your icon. If you want, you can change the name of your frame to the name of the icon you are going to create. Then it will be exported as `FRAME-NAME.svg`.\n\n## Create Your icon \u200b\n\nTo design your icon in the style of Feather Icons, you need to adjust a few settings in Figma.\n\nDraw in your new frame with the pen tool. You can open it with the window at the top, or with the shortcut `P`. Once you click in your frame, you can adjust the settings for the pen tool in the design-window on the right.\n\nSet the following:\n\n 1. Vector\n 1. Corner radius: 2px\n 2. Stroke\n 1. Stroke width: 2px\n 2. Stroke alignment: center\n\n## Export Or Copy Your Icon \u200b\n\nOnce you have completed your icon, you can export it.\n\n 1. Select the frame\n 2. Open the _Export_ tab on the right\n 3. Set the file type as SVG\n 4. Press export\n\nOr you can also copy its source as SVG.\n\n 1. Select the frame\n 2. Right click it\n 3. Click on _Copy/Paste as_\n 4. Click on _Copy as SVG_\n\nThat's it. You just made your first icon. Congratulations!\n\n## Figma Tips \u200b\n\n 1. The [Icon Design Guidelines](https://lucide.dev/contribute/icon-design-guide) dictate that you keep 2px spacing between detached elements. In Figma, you can easily check this with: `\u2325` Option (MacOS) or `Alt` (Windows).", "tokens": 479, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/dynamic-icon-component", "text": "# Dynamic Icon Component \u200b\n\nIt is possible to use one generic icon component to load icons. But it is not recommended, since it is importing all icons during the build. See Caveats.\n\n`DynamicIcon` is useful for applications that want to show icons dynamically by icon name. For example, when using a content management system where icon names are stored in a database.\n\nFor static use cases, it is recommended to import the icons directly.\n\nThe same props can be passed to adjust the icon appearance. The `name` prop is required to load the correct icon.\n\njsx\n\n import { DynamicIcon } from 'lucide-react/dynamic';\n\n const App = () => (\n \n );\n\nCaveats\n\n * All icons are imported during build time, which increases build time.\n * The bundler will create a separate module for each icon, which can increase the number of network requests.\n * You can encounter flashing when loading the icon, since the icon is loaded dynamically.\n * When using server-side rendering, you need to make sure that the icon is available during the initial render.", "tokens": 240, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/filled-icons", "text": "# Filled Icons \u200b\n\nFills are officially not supported. However, all SVG properties are available on all icons. Fill can still be used and will work fine on certain icons.\n\nExample with stars:\n\nApp.jsicon.css\n\n import { Star, StarHalf } from \"lucide-react\";\n import \"./icon.css\";\n\n function App() {\n return (\n
\n
\n
\n { Array.from({ length: 5 }, () => (\n \n ))}\n
\n
\n \n \n \n
\n
\n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")", "tokens": 226, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/global-styling", "text": "# Global Styling \u200b\n\nAdjusting icons can be done by using [color](https://lucide.dev/guide/react/basics/color), [size](https://lucide.dev/guide/react/basics/sizing) and [stroke width](https://lucide.dev/guide/react/basics/stroke-width). To style all icons globally, you can either use CSS, or use a context provider.\n\nWe recommend using CSS for global styling, as it is the most straightforward way to achieve this. But using CSS prevents you from using props like `size`, `color` and `strokeWidth` on individual icons, since CSS specificity will override these props, to be able to use the props on individual ones you need to use the Lucide context provider.\n\n## Context Provider \u200b\n\nFor global styling using a context provider, you can use the `LucideProvider` component that is provided by the `lucide-react` package.\n\ntsx\n\n import { LucideProvider, Home } from 'lucide-react';\n\n const App = () => (\n \n \n );\n\nThis will apply the `color`, `size` and `strokeWidth` props to all icons that are children of the `LucideProvider`.\n\n## Style by using CSS \u200b\n\nStyling icons is easy to accomplish using CSS.\n\nEvery icon has a class attribute applied called `lucide`. This class name can be used in the CSS file to target all icons that are being used within the app.\n\n * The **color** of the icons can be changed using the [`color`](https://developer.mozilla.org/en-US/docs/Web/CSS/color) CSS property.\n * The **size** of the icons can be changed using [`width`](https://developer.mozilla.org/en-US/docs/Web/CSS/width) and [`height`](https://developer.mozilla.org/en-US/docs/Web/CSS/height) CSS properties.\n * The **stroke width** of the icons can be changed using the [`stroke-width`](https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-width) CSS property.\n\nicon.cssApp.js\n\n .lucide {\n /* Change this! */\n color: #ffadff;\n width: 56px;\n height: 56px;\n stroke-width: 1px;\n\n .app {\n display: grid;\n grid-template-columns: 1fr 1fr 1fr;\n grid-template-rows: 1fr 1fr 1fr;\n gap: 6px;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n### Absolute stroke width \u200b\n\nFor global absolute stroke width styling the `vector-effect: non-scaling-stroke` CSS property can be applied to the children. This will keep the stroke-width the same size no matter the size of the icon. See [absolute-stroke-width](https://lucide.dev/guide/react/basics/stroke-width#absolute-stroke-width) for more info.\n\nicon.cssApp.js\n\n .lucide {\n width: 48px;\n height: 48px;\n stroke-width: 1.5;\n\n .lucide * {\n vector-effect: non-scaling-stroke;\n\n .app {\n display: grid;\n grid-template-columns: 1fr 1fr 1fr;\n grid-template-rows: 1fr 1fr 1fr;\n gap: 6px;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")", "tokens": 794, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/combining-icons", "text": "# Combining icons \u200b\n\nYou can combine multiple icons into a single icon by nesting SVG elements. This is useful if you want to create custom icons icons by combining existing ones.\n\n import { Scan, User } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\nThis is valid, since [SVGs can be nested](https://developer.mozilla.org/en-US/docs/Web/SVG/Reference/Element/svg#nested_svg_element), and all SVG properties are supported on the icons. The `x` and `y` coordinates can be adjusted to position the icons as you like.\n\nLimitation\n\nWhen combining icons, you need to make sure that the `x` and `y` coordinates are within the `viewBox` of the outer icon (24x24).\n\n## With native SVG elements \u200b\n\nYou can also combine Lucide icons with native SVG elements to build custom icon variations.\n\n### Example with notification badge \u200b\n\nFor example, you can add a notification badge to an icon by using the `circle` SVG element.\n\n import { Mail } from \"lucide-react\";\n\n function App() {\n const hasUnreadMessages = true;\n\n return (\n
\n \n {hasUnreadMessages && (\n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n### Example with text element \u200b\n\nYou can also use the `text` SVG element to add text to your icon.\n\n import { File } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n \n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")", "tokens": 579, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/migration", "text": "# Migration from v0 \u200b\n\nBrand icons are removed in v1. If you are using any of the following icons, you will need to replace them with a custom SVG or an alternative icon:\n\n * Chromium\n * Codepen\n * Codesandbox\n * Dribbble\n * Facebook\n * Figma\n * Framer\n * Github\n * Gitlab\n * Instagram\n * LinkedIn\n * Pocket\n * RailSymbol (based on the British Rail logo)\n * Slack\n\nWe recommend to use the official SVG icons provided by the respective brands, most of them can be found on their websites or in their brand guidelines. Alternatively, you can use the icons from [Simple Icons](https://simpleicons.org/), which provides a large collection of brand icons. Also with links to the official Brand Guidelines and SVG icons.", "tokens": 180, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/basics/sizing", "text": "# Sizing \u200b\n\nBy default, the size of all icons is `24px` by `24px`. The size is adjustable using the `size` prop and CSS.\n\n## Adjusting the icon size using the `size` prop \u200b\n\n import { Landmark } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n## Adjusting the icon size via CSS \u200b\n\nThe CSS properties `width` and `height` can be used to adjust the icon size.\n\nicon.cssApp.js\n\n .my-beer-icon {\n /* Change this! */\n width: 64px;\n height: 64px;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n### Dynamically change the icon size based on the font size \u200b\n\nIt is possible to resize icons based on font size. This can be achieved using the `em` unit. See this [MDN article](https://developer.mozilla.org/en-US/docs/Web/CSS/font-size#ems) for more information on the `em` unit.\n\nicon.cssApp.js\n\n .my-icon {\n /* Icon size will relative to font-size of .text-wrapper */\n width: 1em;\n height: 1em;\n\n .text-wrapper {\n /* Change this! */\n font-size: 96px;\n\n /* layout stuff */\n display: flex;\n gap: 0.25em;\n align-items: center;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n### Resizing with Tailwind \u200b\n\n`size-*` utilities can be used to adjust the size of the icon. See the [Tailwind documentation](https://tailwindcss.com/docs/width#setting-both-width-and-height) for more information on the `size-*` utilities.\n\n import { PartyPopper } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")", "tokens": 554, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/accessibility", "text": "# Accessibility \u200b\n\nLucide icons ship with `aria-hidden=\"true\"` by default. In almost all cases this is exactly what you want.\n\n## Should icons be accessible? \u200b\n\nMost of the time, icons are used purely for decoration or visual reinforcement. Exposing decorative icons to assistive technologies can create unnecessary noise for screen reader users.\n\nFor a broader explanation of this, and other best practices on how to use icons accessibly in your application, please refer to our detailed guide on accessibility:\n\n[Accessible IconsBest practices for accessible icons in your application.](https://lucide.dev/guide/accessibility)\n\nOnly if an icon **conveys essential meaning on its own** should it be made accessible. The sections below explain how to do that in React.\n\n## Making an icon accessible \u200b\n\nTo expose an icon to assistive technologies, provide an accessible name by passing a `title` element as a child or passing the `aria-label` prop to the icon component.\n\nThis removes the `aria-hidden` attribute and makes the icon visible to screen readers.\n\ntsx\n\n \n This is my house\n \n\n // or\n\n \n\nChoose a label that clearly describes the meaning of the icon or the action it represents in the context of your application.\n\n## Accessible icon buttons \u200b\n\nWhen an icon is used inside a button, the accessible label should usually be applied to the button itself, and not the icon.\n\ntsx\n\n \n\nThis ensures assistive technologies describe the interactive element, rather than the decorative graphic inside it.", "tokens": 344, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/aliased-names", "text": "# Aliased Names \u200b\n\nSome icons have multiple names. This is because we sometimes choose to rename them to make them more consistent with the rest of the icon set, or the name was not generic. For example, the `edit-2` icon is renamed to `pen` to make the name more generic, since it is just a pen icon.\n\nBeside these aliases, Lucide also includes prefixed and suffixed names to use within your project. This is to prevent import name collisions with other libraries or your own code.\n\ntsx\n\n // These are all the same icon\n import {\n House,\n HouseIcon,\n LucideHouse,\n } from \"lucide-react\";\n\n## Choosing import name style \u200b\n\nIf you want consistent imports across your project, or if you want to change the autocompletion of Lucide icons in your IDE, there an option to choose the import name style you prefer.\n\nThis can be done by creating a custom module declaration file to override Lucide imports and turning off the autocomplete in your IDE.\n\n### Turn off autocomplete in your IDE \u200b\n\n.vscode/settings.json\n\njson\n\n \"js/ts.preferences.autoImportFileExcludePatterns\": [\n \"lucide-react\",\n\n### Create a custom module declaration file \u200b\n\nCreate a custom TypeScript declaration file that re-exports the preferred naming style:\n\nlucide-react.d.ts\n\nts\n\n declare module \"lucide-react\" {\n // Prefixed import names\n export * from \"lucide-react/dist/lucide-react.prefixed\";\n // or\n // Suffixed import names\n export * from \"lucide-react/dist/lucide-react.suffixed\";\n\nPlace this file in your project root or in a directory included in your TypeScript configuration. A common approach is to create a `@types` folder and name the file `lucide-react.d.ts`.\n\n### Import name styles \u200b\n\nImport Style| Available imports| Declaration file import\n---|---|---\nDefault| Home, HomeIcon, LucideHome|\nPrefixed| LucideHome| lucide-react.prefixed\nSuffixed| HomeIcon| lucide-react.suffixed", "tokens": 443, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/getting-started", "text": "# Getting started \u200b\n\nThis guide will help you get started with Lucide in your React project. Make sure you have a React environment set up. If you don't have one yet, you can create a new React project using Create React App, Vite, or any other React boilerplate of your choice.\n\n## Installation \u200b\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide-react\n\nsh\n\n yarn add lucide-react\n\nsh\n\n npm install lucide-react\n\nsh\n\n bun add lucide-react\n\n## Importing your first icon \u200b\n\nLucide is built with ES Modules, so it's completely tree-shakable.\n\nEach icon can be imported as a React component, which renders an inline SVG element. This way, only the icons that are imported into your project are included in the final bundle. The rest of the icons are tree-shaken away.\n\njsx\n\n import { Camera } from 'lucide-react';\n // Usage\n const App = () => {\n return ;\n };\n export default App;\n\n## Props \u200b\n\nTo customize the appearance of an icon, you can use the following props:\n\nname| type| default\n---|---|---\n`size`| _number_| 24\n`color`| _string_| currentColor\n`strokeWidth`| _number_| 2\n`absoluteStrokeWidth`| _boolean_| false\n\nBecause icons render as SVG elements, all standard SVG attributes can also be applied as props. See the list of SVG Presentation Attributes on [MDN](https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/Presentation).\n\njsx\n\n // Usage\n const App = () => {\n return ;\n };\n\nMore examples and details how to use props, continue the guide:\n\n[ColorAdjust the color of your icons](https://lucide.dev/guide/react/basics/color)[SizingAdjust the size of your icons](https://lucide.dev/guide/react/basics/sizing)[Stroke widthAdjust the stroke width of your icons](https://lucide.dev/guide/react/basics/stroke-width)", "tokens": 462, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/basics/color", "text": "# Color \u200b\n\nBy default, all icons have the color value: `currentColor`. This keyword uses the element's computed text `color` value to represent the icon color.\n\nRead more about [`currentColor` on MDN](https://developer.mozilla.org/en-US/docs/Web/CSS/color_value#currentcolor_keyword).\n\n## Adjust the color using the `color` prop \u200b\n\nThe color can be adjusted by passing the color prop to the element.\n\n import { Smile } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n## Using parent elements text color value \u200b\n\nBecause the color of lucide icons uses `currentColor`, the color of the icon depends on the computed `color` of the element, or it inherits it from its parent.\n\nFor example, if a parent element's color value is `#fff` and one of the children is a lucide icon, the color of the icon will be rendered as `#fff`. This is browser native behavior.\n\n import { ThumbsUp } from \"lucide-react\";\n\n function LikeButton() {\n return (\n \n );\n\n export default LikeButton;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")", "tokens": 351, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/accessibility", "text": "# Accessibility in depth \u200b\n\nIcons are pictures that show what something means without using words. They can be very helpful because they can quickly give information.\n\nHowever, not everyone can understand them easily. When using icons it is very important to consider the following aspects of accessibility.\n\nINFO\n\nBy default, we hide icons from screen readers using `aria-hidden=\"true\"`. You can make them accessible yourself by following the guidelines below.\n\n## Provide visible labels \u200b\n\nIcons are a helpful tool to improve perception, but they aren't a replacement for text.\n\nIn most cases, it is probably a good idea to also provide a textual representation of your icon's function.\n\n## Contrast \u200b\n\nEnsure there's enough contrast between the icon and its background so that it's visible to people with low vision or color vision deficiencies.\n\nWe recommend following [WCAG 2.1 SC 1.4.3](https://www.w3.org/WAI/WCAG21/Understanding/contrast-minimum.html).\n\n## Use of color \u200b\n\nAvoid relying solely on color to convey meaning in icons, as some users may have color blindness. Instead, use additional visual cues like shape, shading or text.\n\n## Interactivity \u200b\n\nEnsure that interactive icons are accessible via keyboard navigation and provide clear feedback when activated.\n\nIn most cases this is easily done by wrapping them in icon buttons.\n\n## Minimum target size \u200b\n\nSmall targets can be difficult to click or touch, if your icon is interactive, we recommend that it should have a minimum target size of 44\u00d744 pixels.\n\nIn practice, this doesn't necessarily mean that the icon itself should be this large, only its interactive wrapper element.\n\n## Meaningfulness \u200b\n\nIcons should represent concepts or actions in a universally understandable way. Avoid using abstract or ambiguous, or culture-specific symbols that might confuse some users.\n\n## Consistency \u200b\n\nMaintain consistency in icon design and usage across your interface to help users learn and understand their meanings more easily.\n\n## Text Alternatives \u200b\n\nYou may have to provide text labels or alternative text descriptions for icons, especially for screen readers used by people with visual impairments.\n\nHowever: descriptions should only be provided to standalone icons that aren't purely decorative, as providing accessible names to non-functional elements only increases clutter when using screen readers.\n\n### On standalone icons \u200b\n\nIcons are usually very unlikely to stand on their own with no semantically meaningful wrapper element. In most cases they will be part of a badge, button (including icon buttons), navigation item or other interactive UI element.\n\nWARNING\n\nIn case some of your icons stand alone, and they serve a non-decorative function, make sure to provide the appropriate accessible label for them.\n\nIn general try to avoid using functional icons with no interactivity, we recommend that:\n\n 1. you either add a visible description next to them, or\n 2. place them in badges, labels or on buttons, and at least add a tooltip to them.\n\nIn any such case, it is preferred that the accessible name be provided for these interactive elements (badges, buttons, nav items etc.) only, _not_ the icons themselves.\n\n### On buttons \u200b\n\nDo not provide an accessible label to icons when used on a button, as this label will be read out by screen readers, leading to nonsensical text.\n\nCode examples\n\ntsx\n\n // Don't do this\n \n\n // Do this, just leave it\n \n\n### On icon buttons \u200b\n\nIcon buttons are buttons that do not contain any visible text apart from the icon itself (think of the close button of a dialog for example).\n\nAs previously stated, you should provide your accessible label on the icon button itself, not the contained icon.\n\nCode examples\n\ntsx\n\n // Don't do this\n \n\n // Don't do this either\n \n\n // This works but might not be the best solution, see below\n \n\n // Do this instead\n \n\n## A note on `aria-label` \u200b\n\nAlthough you could provide accessible labels to your elements via the `aria-label` attribute, we generally recommend avoiding this and instead suggest that you use your chosen CSS framework's \" visually hidden\" utility whenever possible. You can [read more about why `aria-label` might not be the best solution](https://gomakethings.com/revisting-aria-label-versus-a-visually-hidden-class/).\n\n### Example - Radix UI \u200b\n\nUse [Radix UI's built-in accessible icon utility component](https://www.radix-ui.com/primitives/docs/utilities/accessible-icon).\n\ntsx\n\n import { ArrowRightIcon } from 'lucide-react';\n import { AccessibleIcon } from '@radix-ui/react-accessible-icon';\n\n \n \n \n\n### Example - Bootstrap \u200b\n\nhtml\n\n
\n \n Phone number\n
\n\n### Example - Tailwind CSS \u200b\n\nhtml\n\n
\n \n Phone number\n
\n\nIf you're not sure, you may consider learning more about [how to hide content.](https://www.a11yproject.com/posts/how-to-hide-content/)\n\n## Further resources \u200b\n\nWe also recommend checking out the following resources about accessibility:\n\n * [Web Content Accessibility Guidelines (WCAG) 2.1](https://www.w3.org/TR/WCAG21/)\n * [Web Accessibility Initiative (WAI)](https://www.w3.org/WAI/)\n * [Learn accessibility on web.dev](https://web.dev/learn/accessibility)\n * [Inclusive Components](https://inclusive-components.design/)\n * [A11yTalks](https://www.a11ytalks.com/)\n * [A11y automation tracker](https://a11y-automation.dev/)\n * [The A11Y Project](https://www.a11yproject.com/)", "tokens": 1374, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/migration-from-feather", "text": "# Migration Guide: react-feather \u2192 lucide-react \u200b\n\n`react-feather` is similar to `lucide-react`, the package is inspired by `react-feather`. The API is nearly identical, so migration is straightforward.\n\n## 1. Install the new package \u200b\n\nsh\n\n npm install lucide-react\n npm uninstall react-feather\n\n## 2. Update imports \u200b\n\nReplace all `react-feather` imports with `lucide-react`:\n\ndiff\n\n - import { Home, User } from 'react-feather'\n + import { Home, User } from 'lucide-react'\n\nYou can do this across your entire codebase with a find-and-replace:\n\n * Find: `from 'react-feather'`\n * Replace: `from 'lucide-react'`\n\n## 3. Renamed icons \u200b\n\nFour icons have been renamed. Update any usages of these:\n\nreact-feather| lucide-react\n`GitHub`| `Github`\n`Grid`| `LayoutGrid`\n`Table`| `Table2`\n`Tool`| `Wrench`\n\n### Examples \u200b\n\ndiff\n\n - import { GitHub, Grid, Table, Tool } from 'react-feather'\n + import { Github, LayoutGrid, Table2, Wrench } from 'lucide-react'\n\n - \n + \n\n - \n + \n\n - \n + \n\n - \n + \n\n## 4. All other icons \u200b\n\nAll remaining icons keep the same name and work as drop-in replacements. No other changes to props or usage are required.", "tokens": 353, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/with-lucide-lab", "text": "# With Lucide Lab or custom icons \u200b\n\n[Lucide Lab](https://github.com/lucide-icons/lucide-lab) is a collection of icons that are not part of the Lucide main library.\n\nThey can be used by using the `Icon` component. All props like regular lucide icons can be passed to adjust the icon appearance.\n\n## Using the `Icon` component \u200b\n\nThis creates a single icon based on the iconNode passed and renders a Lucide icon component.\n\njsx\n\n import { Icon } from 'lucide-react';\n import { coconut } from '@lucide/lab';\n\n const App = () => (\n \n );", "tokens": 146, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/vscode", "text": "# Visual Studio Code \u200b\n\nVisual Studio Code (VS Code) is a popular code editor that provides a wide range of features and extensions to enhance your development experience.\n\n## Turn off autocomplete in your IDE \u200b\n\nAll icons are exported from the main module. This can create a lot of noise in the autocomplete suggestions of your IDE. You can turn this off by adding the following setting to your VS Code settings.\n\n.vscode/settings.json\n\njson\n\n \"js/ts.preferences.autoImportFileExcludePatterns\": [\n \"lucide-react\", // or\n \"lucide-preact\", // or\n \"lucide-react-native\", // or\n \"@lucide/vue\",\n\n## JS Docs and icon preview \u200b\n\nEach icon is provided with JS docs. In VS Code, you can hover over the icon component to see the JSdocs.\n\nAlso a little preview of the icon is shown.\n\n## Third party plugins \u200b\n\nThere are several third party plugins available for VS Code that provide additional features for working with Lucide icons.\n\nSee the [VSCode Marketplace](https://marketplace.visualstudio.com/search?term=lucide&target=VSCode&category=All%20categories&sortBy=Relevance) for available extensions.", "tokens": 252, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/advanced/typescript", "text": "# TypeScript Support \u200b\n\nList of exported types from the `lucide-react` package. These can be used to type your components when using Lucide icons in a TypeScript React project\n\n## `LucideProps` \u200b\n\nExports all props that can be passed to an icon component and any other SVG attributes, see: [SVG Presentation Attributes on MDN](https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/Presentation).\n\nts\n\n interface LucideProps {\n size?: number | string;\n color?: string;\n strokeWidth?: number;\n absoluteStrokeWidth?: boolean;\n [key: string]: any; // Any other SVG attributes\n\n### Using `LucideProps` \u200b\n\nYou can use the `LucideProps` interface to type your custom icon components or when you need to work with icon props.\n\ntsx\n\n import { type LucideProps } from 'lucide-react';\n import { Camera } from 'lucide-react';\n\n const WrapIcon = (props: LucideProps) => {\n return ;\n };\n\n export default WrapIcon;\n\n## `LucideIcon` \u200b\n\nType for individual icon components.\n\nts\n\n type LucideIcon = React.FC;\n\n### Using `LucideIcon` \u200b\n\nYou can use the `LucideIcon` type when you need to work with icon components directly.\n\ntsx\n\n import { type LucideIcon } from 'lucide-react';\n\n interface ButtonProps {\n icon: LucideIcon;\n label: string;\n\n const IconButton = ({ icon: Icon, label }: ButtonProps) => {\n return (\n \n );\n };\n\n export default IconButton;\n\n## `IconNode` \u200b\n\nType for the raw SVG structure of an icon. This is an array of SVG elements and their attributes to render the icon. Not commonly used directly in application code. But can be useful for advanced use cases, such as using custom icons or with Lucide Lab.\n\nts\n\n type IconNode = [elementName: string, attrs: Record][];\n\n### Using `IconNode` \u200b\n\nYou can use the `IconNode` type when you need to work with the raw SVG structure of an icon.\n\ntsx\n\n import { type IconNode, Icon } from 'lucide-react';\n\n const customIcon: IconNode = [\n ['circle', { cx: 12, cy: 12, r: 10 }],\n ['line', { x1: 12, y1: 8, x2: 12, y2: 12 }],\n ['line', { x1: 12, y1: 16, x2: 12, y2: 16 }],\n ];\n\n const MyCustomIcon = () => {\n return (\n \n );\n };\n\n export default MyCustomIcon;", "tokens": 631, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/react/basics/stroke-width", "text": "# Stroke width \u200b\n\nAll icons are designed with SVG elements using strokes. These have a default stroke width of `2px`.\n\nThe `strokeWidth` can be adjusted to create a different look of the icons.\n\n## Adjusting stroke width with `strokeWidth` prop \u200b\n\n import { FolderLock } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n
\n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")\n\n## Absolute stroke width \u200b\n\nWhen adjusting the `size` prop the size of the stroke width will be relative to the size of the icon, this is the default SVG behavior. The `absoluteStrokeWidth` prop is introduced to adjust this behavior to make the stroke width constant no matter the size of the icon.\n\nThis means that when `absoluteStrokeWidth` is enabled and the `size` of the icons is set to `48px` the `strokeWidth` will still be `2px` on the screen.\n\nNote `2px` is the default stroke width for a Lucide icon, this can be adjusted to all sizes.\n\n### Adjusting stroke width with `absoluteStrokeWidth` prop \u200b\n\nSetting `absoluteStrokeWidth` to `true` will make the stroke width absolute.\n\n import { RollerCoaster } from \"lucide-react\";\n\n function App() {\n return (\n
\n \n );\n\n export default App;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=create-react-app \"Open in CodeSandbox\")", "tokens": 391, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/installation", "text": "# Installation \u200b\n\n## Web \u200b\n\nImplementation of the Lucide icon library for web applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide@next\n\nsh\n\n yarn add lucide@next\n\nsh\n\n npm install lucide@next\n\nsh\n\n bun add lucide@next\n\nFor more details, see the [documentation](https://lucide.dev/guide/lucide/).\n\n## React \u200b\n\nImplementation of the Lucide icon library for React applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide-react@next\n\nsh\n\n yarn add lucide-react@next\n\nsh\n\n npm install lucide-react@next\n\nsh\n\n bun add lucide-react@next\n\nFor more details, see the [documentation](https://lucide.dev/guide/react/). For React Native use the `lucide-react-native` package.\n\n## Vue \u200b\n\nImplementation of the Lucide icon library for Vue applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add @lucide/vue\n\nsh\n\n yarn add @lucide/vue\n\nsh\n\n npm install @lucide/vue\n\nsh\n\n bun add @lucide/vue\n\nFor more details, see the [documentation](https://lucide.dev/guide/vue/).\n\n## Svelte \u200b\n\nImplementation of the Lucide icon library for Svelte applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add @lucide/svelte@next\n\nsh\n\n yarn add @lucide/svelte@next\n\nsh\n\n npm install @lucide/svelte@next\n\nsh\n\n bun add @lucide/svelte@next\n\n> `@lucide/svelte` is only for Svelte 5, for Svelte 4 use the `lucide-svelte` package.\n\nFor more details, see the [documentation](https://lucide.dev/guide/svelte/).\n\n## Solid \u200b\n\nImplementation of the Lucide icon library for Solid applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide-solid@next\n\nsh\n\n yarn add lucide-solid@next\n\nsh\n\n npm install lucide-solid@next\n\nsh\n\n bun add lucide-solid@next\n\nFor more details, see the [documentation](https://lucide.dev/guide/solid/).\n\n## Angular \u200b\n\nImplementation of the Lucide icon library for Angular applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add @lucide/angular\n\nsh\n\n yarn add @lucide/angular\n\nsh\n\n npm install @lucide/angular\n\nsh\n\n bun add @lucide/angular\n\nFor more details, see the [documentation](https://lucide.dev/guide/angular/).\n\n## Preact \u200b\n\nImplementation of the Lucide icon library for preact applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide-preact@next\n\nsh\n\n yarn add lucide-preact@next\n\nsh\n\n npm install lucide-preact@next\n\nsh\n\n bun add lucide-preact@next\n\nFor more details, see the [documentation](https://lucide.dev/guide/preact/).\n\n## Astro \u200b\n\nImplementation of the Lucide icon library for Astro applications.\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add @lucide/astro@next\n\nsh\n\n yarn add @lucide/astro@next\n\nsh\n\n npm install @lucide/astro@next\n\nsh\n\n bun add @lucide/astro@next\n\nFor more details, see the [documentation](https://lucide.dev/guide/astro/).\n\n## Static usage \u200b\n\nImplementation of the Lucide icon library for multiple usages that like to use: SVG files icons, SVG Sprite, Icon Fonts and static SVG strings export in Common JS modules (for NodeJS).\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide-static@next\n\nsh\n\n yarn add lucide-static@next\n\nsh\n\n npm install lucide-static@next\n\nsh\n\n bun add lucide-static@next\n\nFor more details, see the [documentation](https://lucide.dev/guide/static/).\n\n## Figma \u200b\n\nThe Lucide Figma plugin.\n\nVisit [Figma community page](https://www.figma.com/community/plugin/939567362549682242/Lucide-Icons) to install the plugin.", "tokens": 951, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/lucide/basics/stroke-width", "text": "# Stroke width \u200b\n\nAll icons are designed with SVG elements using strokes. These have a default stroke width of `2px`.\n\nThe `strokeWidth` can be adjusted to create a different look of the icons.\n\n## Adjusting stroke width with `strokeWidth` prop \u200b\n\n \n \n \n \n\n \n \n \n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")", "tokens": 138, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/lucide/advanced/global-styling", "text": "## Global styling \u200b\n\nAdjusting icons can be done by using [color](https://lucide.dev/guide/lucide/basics/color), [size](https://lucide.dev/guide/lucide/basics/sizing) and [stroke width](https://lucide.dev/guide/lucide/basics/stroke-width). To style all icons globally, you can either use CSS, or use the `attrs` option in `createIcons`.\n\nWe recommend using CSS for global styling, as it is the most straightforward way to achieve this.\n\nThis will apply the `color`, `size` and `strokeWidth` props to all icons.\n\n### Style by using attrs on `createIcons` \u200b\n\nYou can also apply global styles by passing attributes to the `createIcons` function.\n\n \n \n \n \n\n \n \n \n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")\n\n### Style by using CSS \u200b\n\nStyling icons is easy to accomplish using CSS.\n\nEvery icon has a class attribute applied called `lucide`. This class name can be used in the CSS file to target all icons that are being used within the app.\n\n * The **color** of the icons can be changed using the [`color`](https://developer.mozilla.org/en-US/docs/Web/CSS/color) CSS property.\n * The **size** of the icons can be changed using [`width`](https://developer.mozilla.org/en-US/docs/Web/CSS/width) and [`height`](https://developer.mozilla.org/en-US/docs/Web/CSS/height) CSS properties.\n * The **stroke width** of the icons can be changed using the [`stroke-width`](https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-width) CSS property.\n\n .lucide {\n /* Change this! */\n color: #ffadff;\n width: 48px;\n height: 48px;\n stroke-width: 1px;\n\n .app {\n display: grid;\n grid-template-columns: 1fr 1fr 1fr;\n grid-template-rows: 1fr 1fr 1fr;\n gap: 6px;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")", "tokens": 537, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/lucide/basics/sizing", "text": "# Sizing \u200b\n\nBy default, the size of all icons is `24px` by `24px`. The size is adjustable using the `width` and `height` attributes and or by CSS.\n\n## Adjusting the icon size using the `width` and `height` attribute \u200b\n\n \n \n \n \n\n \n \n \n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")\n\n## Adjusting the icon size via CSS \u200b\n\nThe CSS properties `width` and `height` can be used to adjust the icon size.\n\nicon.cssindex.htmlindex.js\n\n .my-beer-icon {\n /* Change this! */\n width: 64px;\n height: 64px;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")\n\n### Dynamically change the icon size based on the font size \u200b\n\nIt is possible to resize icons based on font size. This can be achieved using the `em` unit. See this [MDN article](https://developer.mozilla.org/en-US/docs/Web/CSS/font-size#ems) for more information on the `em` unit.\n\nicon.cssindex.jsindex.html\n\n .my-icon {\n /* Icon size will relative to font-size of .text-wrapper */\n width: 1em;\n height: 1em;\n\n .text-wrapper {\n /* Change this! */\n font-size: 96px;\n\n /* layout stuff */\n display: flex;\n gap: 0.25em;\n align-items: center;\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")\n\n### Resizing with Tailwind \u200b\n\n`size-*` utilities can be used to adjust the size of the icon. See the [Tailwind documentation](https://tailwindcss.com/docs/width#setting-both-width-and-height) for more information on the `size-*` utilities.\n\nindex.htmlindex.js\n\n import { createIcons, PartyPopper } from 'lucide/dist/cjs/lucide';\n import \"./styles.css\";\n\n createIcons({\n icons: {\n PartyPopper,\n });\n\n[Open Sandbox](https://codesandbox.io/api/v1/sandboxes/define?\\[object Object\\]&environment=parcel \"Open in CodeSandbox\")", "tokens": 569, "type": "documentation"} {"repo": "latte-soft/lucide-roblox", "source_url": "https://lucide.dev/guide/lucide/getting-started", "text": "# Getting started \u200b\n\nThis guide will help you get started with Lucide in your Vanilla JavaScript project. Make sure you have a your environment set up. If you don't have one yet, you can create a new project using Vite, Parcel or any other boilerplate of your choice.\n\n## Installation \u200b\n\n### Package Managers \u200b\n\npnpmyarnnpmbun\n\nsh\n\n pnpm add lucide\n\nsh\n\n yarn add lucide\n\nsh\n\n npm install lucide\n\nsh\n\n bun add lucide\n\n### CDN \u200b\n\nhtml\n\n \n \n\n \n \n\nWe strongly suggest you anchor to a specific version, such as `https://unpkg.com/lucide@x.xxx.x/dist/umd/lucide.min.js`, rather than using `@latest`. This is because the latest version may introduce breaking changes that could potentially break your application. By anchoring to a specific version, you can ensure that your application remains stable and functional, even if there are updates to the library in the future.\n\n## Importing your first icon \u200b\n\nLucide is built with ES Modules, so it's completely tree-shakable.\n\nThe `createIcons` function will search for HTMLElements with the attribute `data-lucide` and replace it with the svg from the given icon name.\n\n### Example \u200b\n\nhtml\n\n \n \n\njs\n\n import { createIcons, icons } from 'lucide';\n\n // Caution, this will import all the icons and bundle them.\n createIcons({ icons });\n\n // Recommended way, to include only the icons you need.\n import { createIcons, Menu, ArrowRight, Globe } from 'lucide';\n\n createIcons({\n icons: {\n Menu,\n ArrowRight,\n Globe\n });\n\n## Advanced Usage \u200b\n\n### Additional Options \u200b\n\nIn the `createIcons` function you can pass some extra parameters:\n\n * you can pass `nameAttr` to adjust the attribute name to replace icons (default is `data-lucide`).\n * you can pass `attrs` to pass additional custom attributes, for instance CSS classes or stroke options.\n * you can pass `root` to provide a custom DOM element the icons should be replaced in (useful when manipulating small sections of a large DOM or elements in the shadow DOM)\n * you can pass `inTemplates: true` to also replace icons inside `