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sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Button.luau
--[=[ @class Button A basic button that supports text, an icon, or both. This should be used as a standalone button or as a secondary button alongside a [MainButton] for the primary action in a group of options. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/button/dark.png) | ![Light](/StudioComponents/components/button/light.png) | The `OnActivated` prop should be a callback which is run when the button is clicked. For example: ```lua local function MyComponent() return React.createElement(StudioComponents.Button, { Text = "Click Me", OnActivated = function() print("Button clicked!") end }) end ``` The default size of buttons can be found in [Constants.DefaultButtonHeight]. To override this, there are two main options, which may be combined: 1. Pass a `Size` prop. 2. Pass an `AutomaticSize` prop. AutomaticSize is a simpler version of Roblox's built-in AutomaticSize system. Passing a value of `Enum.AutomaticSize.X` will override the button's width to fit the text and/or icon. Passing a value of `Enum.AutomaticSize.Y` will do the same but with the button's height. Passing `Enum.AutomaticSize.XY` will override both axes. ]=] local React = require("@pkg/@jsdotlua/react") local BaseButton = require("./Foundation/BaseButton") --[=[ @within Button @interface IconProps @field Image string @field Size Vector2 @field Transparency number? @field Color Color3? @field UseThemeColor boolean? @field Alignment HorizontalAlignment? @field ResampleMode Enum.ResamplerMode? @field RectOffset Vector2? @field RectSize Vector2? The `Alignment` prop is used to configure which side of any text the icon appears on. Left-alignment is the default and center-alignment is not supported. When specifying icon color, at most one of `Color` and `UseThemeColor` should be specified. ]=] --[=[ @within Button @interface Props @tag Component Props @field ... CommonProps @field AutomaticSize AutomaticSize? @field OnActivated (() -> ())? @field Text string? @field Icon IconProps? ]=] local function Button(props: BaseButton.BaseButtonConsumerProps) local merged = table.clone(props) :: BaseButton.BaseButtonProps merged.BackgroundColorStyle = Enum.StudioStyleGuideColor.Button merged.BorderColorStyle = Enum.StudioStyleGuideColor.ButtonBorder merged.TextColorStyle = Enum.StudioStyleGuideColor.ButtonText return React.createElement(BaseButton, merged) end return Button
602
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/ColorPicker.luau
--[=[ @class ColorPicker An interface for selecting a color with a Hue / Saturation box and a Value slider. Individual RGB and HSV values can also be modified manually. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/colorpicker/dark.png) | ![Light](/StudioComponents/components/colorpicker/light.png) | This is a controlled component, which means the current color should be passed in to the `Color` prop and a callback value to the `OnChanged` prop which gets run when the user attempts to change the color. For example: ```lua local function MyComponent() local color, setColor = React.useState(Color3.fromHex("#008080")) return React.createElement(StudioComponents.ColorPicker, { Value = color, OnChanged = setColor, }) end ``` The default size of this component is exposed in [Constants.DefaultColorPickerSize]. To keep all inputs accessible, it is recommended not to use a smaller size than this. This component is not a modal or dialog box (this should be implemented separately). ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local Constants = require("../Constants") local Label = require("./Label") local NumericInput = require("./NumericInput") local useMouseDrag = require("../Hooks/useMouseDrag") local useTheme = require("../Hooks/useTheme") local function clampVector2(v: Vector2, vmin: Vector2, vmax: Vector2) return Vector2.new(math.clamp(v.X, vmin.X, vmax.X), math.clamp(v.Y, vmin.Y, vmax.Y)) end --[=[ @within ColorPicker @interface Props @tag Component Props @field ... CommonProps @field Color Color3 @field OnChanged ((newColor: Color3) -> ())? ]=] type ColorPickerProps = CommonProps.T & { Color: Color3, OnChanged: ((newColor: Color3) -> ())?, } local SPLIT_Y = 76 local SPLIT_X = 50 local PADDING = 8 local function generateHueKeypoints(value: number) local keypoints = {} local regions = 6 for hue = 0, regions do local offset = hue / regions local color = Color3.fromHSV((regions - hue) / regions, 1, value) table.insert(keypoints, ColorSequenceKeypoint.new(offset, color)) end return ColorSequence.new(keypoints) end local noop = function() end local function ValPicker(props: { HSV: { number }, OnChanged: (hue: number, sat: number, val: number) -> (), Disabled: boolean?, }) local theme = useTheme() local hue, sat, val = unpack(props.HSV) local drag = useMouseDrag(function(rbx: GuiObject, input: InputObject) local mousePos = input.Position.Y local alpha = (mousePos - rbx.AbsolutePosition.Y) / rbx.AbsoluteSize.Y alpha = math.clamp(alpha, 0, 1) props.OnChanged(hue, sat, 1 - alpha) end, { hue, sat, val, props.OnChanged } :: { unknown }) React.useEffect(function() if props.Disabled and drag.isActive() then drag.cancel() end end, { props.Disabled, drag.isActive() }) local gradientTarget = Color3.fromHSV(hue, sat, 1) return React.createElement("TextButton", { Active = false, AutoButtonColor = false, Text = "", Size = UDim2.new(0, 14, 1, 0), AnchorPoint = Vector2.new(1, 0), Position = UDim2.new(1, -6, 0, 0), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = if props.Disabled then 0.75 else 0, [React.Event.InputBegan] = if not props.Disabled then drag.onInputBegan else nil, [React.Event.InputChanged] = if not props.Disabled then drag.onInputChanged else nil, [React.Event.InputEnded] = if not props.Disabled then drag.onInputEnded else nil, }, { Gradient = React.createElement("UIGradient", { Color = ColorSequence.new(Color3.fromRGB(0, 0, 0), gradientTarget), Rotation = 270, }), Arrow = React.createElement("ImageLabel", { AnchorPoint = Vector2.new(0, 0.5), Size = UDim2.fromOffset(5, 9), Position = UDim2.new(1, 1, 1 - val, 0), BackgroundTransparency = 1, Image = "rbxassetid://7507468017", ImageColor3 = theme:GetColor(Enum.StudioStyleGuideColor.TitlebarText), Visible = not props.Disabled, }), Cover = props.Disabled and React.createElement("Frame", { Size = UDim2.fromScale(1, 1), BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BackgroundTransparency = 0.5, ZIndex = 2, }), }) end local function HueSatPicker(props: { HSV: { number }, OnChanged: (hue: number, sat: number, val: number) -> (), Disabled: boolean?, }) local theme = useTheme() local hue, sat, val = unpack(props.HSV) local bgVal = 220 / 255 -- used to just use val but was weird when val was low local indicatorBackground = if bgVal > 0.4 then Color3.new(0, 0, 0) else Color3.fromRGB(200, 200, 200) local drag = useMouseDrag(function(rbx: GuiObject, input: InputObject) local mousePos = Vector2.new(input.Position.X, input.Position.Y) local alpha = (mousePos - rbx.AbsolutePosition) / rbx.AbsoluteSize alpha = clampVector2(alpha, Vector2.zero, Vector2.one) props.OnChanged(1 - alpha.X, 1 - alpha.Y, val) end, { hue, sat, val, props.OnChanged } :: { unknown }) React.useEffect(function() if props.Disabled and drag.isActive() then drag.cancel() end end, { props.Disabled, drag.isActive() }) return React.createElement("TextButton", { Size = UDim2.new(1, -30, 1, 0), ClipsDescendants = true, AutoButtonColor = false, BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), BackgroundTransparency = if props.Disabled then 0.75 else 0, Active = false, Text = "", [React.Event.InputBegan] = if not props.Disabled then drag.onInputBegan else nil, [React.Event.InputChanged] = if not props.Disabled then drag.onInputChanged else nil, [React.Event.InputEnded] = if not props.Disabled then drag.onInputEnded else nil, }, { Hue = React.createElement("Frame", { BackgroundColor3 = Color3.fromRGB(255, 255, 255), Size = UDim2.fromScale(1, 1), ZIndex = 0, }, { Gradient = React.createElement("UIGradient", { Color = generateHueKeypoints(bgVal), }), }), Sat = React.createElement("Frame", { BackgroundColor3 = Color3.fromRGB(255, 255, 255), Size = UDim2.fromScale(1, 1), ZIndex = 1, }, { Gradient = React.createElement("UIGradient", { Color = ColorSequence.new(Color3.fromHSV(1, 0, bgVal)), Transparency = NumberSequence.new(1, 0), Rotation = 90, }), }), Indicator = React.createElement("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), Position = UDim2.new(1 - hue, 0, 1 - sat, 0), Size = UDim2.fromOffset(20, 20), BackgroundTransparency = 1, ZIndex = 2, Visible = not props.Disabled, }, { Vertical = React.createElement("Frame", { Position = UDim2.fromOffset(9, 0), Size = UDim2.new(0, 2, 1, 0), BorderSizePixel = 0, BackgroundColor3 = indicatorBackground, }), Horizontal = React.createElement("Frame", { Position = UDim2.fromOffset(0, 9), Size = UDim2.new(1, 0, 0, 2), BorderSizePixel = 0, BackgroundColor3 = indicatorBackground, }), }), Cover = props.Disabled and React.createElement("Frame", { Size = UDim2.fromScale(1, 1), BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BackgroundTransparency = 0.5, ZIndex = 3, }), }) end local function ColorControl(props: { AnchorPoint: Vector2?, Position: UDim2?, Label: string, Value: number, Max: number, Callback: (n: number) -> (), Disabled: boolean?, }) local div = 28 return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = UDim2.new(0.5, -PADDING, 0, Constants.DefaultInputHeight), BackgroundTransparency = 1, }, { Label = React.createElement(Label, { Text = `{props.Label}:`, TextXAlignment = Enum.TextXAlignment.Right, Size = UDim2.new(0, div, 1, 0), Disabled = props.Disabled, }), Input = React.createElement(NumericInput, { AnchorPoint = Vector2.new(1, 0), Position = UDim2.fromScale(1, 0), Size = UDim2.new(1, -div - 5, 1, 0), Value = props.Value, Min = 0, Max = props.Max, OnValidChanged = props.Callback, Arrows = true, Disabled = props.Disabled, }), }) end local function ColorControls(props: { HSV: { number }, RGB: { number }, OnChangedHSV: (hue: number, sat: number, val: number) -> (), OnChangedRGB: (red: number, green: number, blue: number) -> (), Disabled: boolean?, }) local hue, sat, val = unpack(props.HSV) local red, green, blue = unpack(props.RGB) return React.createElement("Frame", { Size = UDim2.new(1, -SPLIT_X - PADDING, 1, 0), AnchorPoint = Vector2.new(1, 0), Position = UDim2.fromScale(1, 0), BackgroundTransparency = 1, }, { Hue = React.createElement(ColorControl, { AnchorPoint = Vector2.new(0, 0), Label = "Hue", Value = math.round(hue * 360), Max = 360, Callback = function(newHue) props.OnChangedHSV(newHue / 360, sat, val) end, Disabled = props.Disabled, }), Sat = React.createElement(ColorControl, { AnchorPoint = Vector2.new(0, 0.5), Position = UDim2.fromScale(0, 0.5), Label = "Sat", Value = math.round(sat * 255), Max = 255, Callback = function(newSat) props.OnChangedHSV(hue, newSat / 255, val) end, Disabled = props.Disabled, }), Val = React.createElement(ColorControl, { AnchorPoint = Vector2.new(0, 1), Position = UDim2.fromScale(0, 1), Label = "Val", Value = math.round(val * 255), Max = 255, Callback = function(newVal) props.OnChangedHSV(hue, sat, newVal / 255) end, Disabled = props.Disabled, }), Red = React.createElement(ColorControl, { AnchorPoint = Vector2.new(1, 0), Position = UDim2.fromScale(1, 0), Label = "Red", Value = math.round(red * 255), Max = 255, Callback = function(newRed) props.OnChangedRGB(newRed / 255, green, blue) end, Disabled = props.Disabled, }), Green = React.createElement(ColorControl, { AnchorPoint = Vector2.new(1, 0.5), Position = UDim2.fromScale(1, 0.5), Label = "Green", Value = math.round(green * 255), Max = 255, Callback = function(newGreen) props.OnChangedRGB(red, newGreen / 255, blue) end, Disabled = props.Disabled, }), Blue = React.createElement(ColorControl, { AnchorPoint = Vector2.new(1, 1), Position = UDim2.fromScale(1, 1), Label = "Blue", Value = math.round(blue * 255), Max = 255, Callback = function(newBlue) props.OnChangedRGB(red, green, newBlue / 255) end, Disabled = props.Disabled, }), }) end local function ColorPicker(props: ColorPickerProps) local theme = useTheme() local onChanged: (color: Color3) -> () = props.OnChanged or noop -- avoids information loss when converting hsv -> rgb -> hsv between renders local hsv, setHSV = React.useState({ props.Color:ToHSV() }) React.useEffect(function() setHSV(function(oldHSV) if Color3.fromHSV(unpack(oldHSV)) ~= props.Color then return { props.Color:ToHSV() } end return oldHSV end) end, { props.Color }) local pickerProps = { HSV = hsv, OnChanged = function(hue, sat, val) setHSV({ hue, sat, val }) onChanged(Color3.fromHSV(hue, sat, val)) end, Disabled = props.Disabled, } local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled end return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or Constants.DefaultColorPickerSize, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground, modifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border, modifier), BorderMode = Enum.BorderMode.Inset, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, }, { Padding = React.createElement("UIPadding", { PaddingLeft = UDim.new(0, PADDING), PaddingRight = UDim.new(0, PADDING), PaddingTop = UDim.new(0, PADDING), PaddingBottom = UDim.new(0, PADDING), }), TopArea = React.createElement("Frame", { Size = UDim2.new(1, 0, 1, -SPLIT_Y - PADDING), BackgroundTransparency = 1, }, { ValPicker = React.createElement(ValPicker, pickerProps), HueSatPicker = React.createElement(HueSatPicker, pickerProps), }), BtmArea = React.createElement("Frame", { AnchorPoint = Vector2.new(0, 1), Size = UDim2.new(1, 0, 0, SPLIT_Y), Position = UDim2.fromScale(0, 1), BackgroundTransparency = 1, }, { Preview = React.createElement("Frame", { Size = UDim2.new(0, SPLIT_X, 1, 0), BackgroundTransparency = if props.Disabled then 0.75 else 0, BackgroundColor3 = props.Color, BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), }), Controls = React.createElement(ColorControls, { HSV = hsv, RGB = { props.Color.R, props.Color.G, props.Color.B }, OnChangedHSV = pickerProps.OnChanged, OnChangedRGB = function(red, green, blue) onChanged(Color3.new(red, green, blue)) end, Disabled = props.Disabled, }), }), }) end return ColorPicker
3,822
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/DatePicker.luau
--[=[ @class DatePicker An interface for selecting a date from a calendar. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/datepicker/dark.png) | ![Light](/StudioComponents/components/datepicker/light.png) | This is a controlled component, which means you should pass in an initial date to the `Date` prop and a callback value to the `OnChanged` prop which gets called with the new date when the user selects one. For example: ```lua local function MyComponent() local date, setDate = React.useState(DateTime.now()) return React.createElement(StudioComponents.DatePicker, { Date = date, OnChanged = setDate, }) end ``` In most cases the desired behavior would be to close the interface once a selection is made, in which case you can use the `OnChanged` prop as a trigger for this. The default size of this component is exposed in [Constants.DefaultDatePickerSize]. To keep all inputs accessible, it is recommended not to use a smaller size than this. This component is not a modal or dialog box (this should be implemented separately). ]=] local React = require("@pkg/@jsdotlua/react") local BaseButton = require("./Foundation/BaseButton") local CommonProps = require("../CommonProps") local Constants = require("../Constants") local useTheme = require("../Hooks/useTheme") type TimeData = { Year: number, Month: number, Day: number, } local TITLE_HEIGHT = 28 local OUTER_PAD = 3 local LOCALE = "en-us" local ARROWS_ASSET = "rbxassetid://11156696202" --[[ ideas: - props for minimum and maximum date - selecting a date range - localization ]] local dayShortName = { "Mon", "Tue", "Wed", "Thu", "Fri", "Sat", "Sun" } local function getDayNumberText(day: number): string if day > 9 then return tostring(day) end return `{string.rep(" ", 2)}{day}` end local function getDaysInMonth(year: number, month: number) if month == 1 or month == 3 or month == 5 or month == 7 or month == 8 or month == 10 or month == 12 then return 31 elseif month == 4 or month == 6 or month == 9 or month == 11 then return 30 elseif year % 4 == 0 and (year % 100 ~= 0 or year % 400 == 0) then return 29 end return 28 end -- 1 = monday, 7 = sunday local function getDayOfWeek(year: number, month: number, day: number): number local time = DateTime.fromUniversalTime(year, month, day) local dayWeek = tonumber(time:FormatUniversalTime("d", LOCALE)) :: number return 1 + (dayWeek - 1) % 7 end local function DayButton(props: { LayoutOrder: number, Fade: boolean?, Text: string, Selected: boolean, Disabled: boolean?, OnActivated: () -> (), }) return React.createElement(BaseButton, { LayoutOrder = props.LayoutOrder, Selected = props.Selected, BackgroundColorStyle = Enum.StudioStyleGuideColor.RibbonButton, BorderColorStyle = Enum.StudioStyleGuideColor.RibbonButton, TextTransparency = props.Fade and 0.5 or 0, Text = props.Text, Disabled = props.Disabled, OnActivated = props.OnActivated, }) end local function MonthButton(props: { Position: UDim2, AnchorPoint: Vector2?, ImageRectOffset: Vector2, Disabled: boolean?, OnActivated: () -> (), }) local theme = useTheme() local hovered, setHovered = React.useState(false) local pressed, setPressed = React.useState(false) local color = Enum.StudioStyleGuideColor.Titlebar local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled elseif pressed then color = Enum.StudioStyleGuideColor.Button modifier = Enum.StudioStyleGuideModifier.Pressed elseif hovered then color = Enum.StudioStyleGuideColor.Button modifier = Enum.StudioStyleGuideModifier.Hover end return React.createElement("TextButton", { Text = "", AutoButtonColor = false, Position = props.Position, AnchorPoint = props.AnchorPoint, Size = UDim2.fromOffset(15, 17), BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(color, modifier), [React.Event.Activated] = function() if not props.Disabled then props.OnActivated() end end, [React.Event.InputBegan] = function(_, input) if props.Disabled then return elseif input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(true) end end :: any, [React.Event.InputEnded] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(false) end end :: any, }, { Icon = React.createElement("ImageLabel", { Size = UDim2.fromOffset(5, 9), Position = UDim2.fromOffset(5, 4), BackgroundTransparency = 1, Image = ARROWS_ASSET, ImageColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText), ImageRectSize = Vector2.new(5, 9), ImageRectOffset = props.ImageRectOffset, ImageTransparency = if props.Disabled then 0.7 else 0, }), }) end --[=[ @within DatePicker @interface Props @tag Component Props @field ... CommonProps @field Date DateTime @field OnChanged (newDate: DateTime) -> () ]=] type DatePickerProps = CommonProps.T & { Date: DateTime, OnChanged: ((newDate: DateTime) -> ())?, } type PageState = { year: number?, month: number?, } local function DatePicker(props: DatePickerProps) local theme = useTheme() local chosenPage, setChosenPage = React.useState({ year = nil, month = nil, } :: PageState) local selectedTime = props.Date local selectedData = selectedTime:ToUniversalTime() :: TimeData local displayTime = props.Date if chosenPage.year ~= nil then displayTime = DateTime.fromUniversalTime(chosenPage.year, chosenPage.month) end -- reconcile state when selected date changes -- so that we show the correct page React.useEffect(function() local data = props.Date:ToUniversalTime() :: TimeData setChosenPage({ year = data.Year, month = data.Month, }) return function() end end, { props.Date }) local displayData = displayTime:ToUniversalTime() :: TimeData local displayYear = displayData.Year local displayMonth = displayData.Month local daysInMonth = getDaysInMonth(displayYear, displayMonth) local lastMonthYear = if displayMonth == 1 then displayYear - 1 else displayYear local lastMonth = if displayMonth == 1 then 12 else displayMonth - 1 local daysInLastMonth = getDaysInMonth(lastMonthYear, lastMonth) local daysPrior = getDayOfWeek(displayYear, displayMonth, 1) - 1 local daysAfter = 7 * 6 - daysInMonth - daysPrior -- common-year february starting on a monday (e.g. february 2027) -- we display 7 days before, 1-28, then 7 days after if daysPrior == 0 and daysAfter == 14 then daysPrior = 7 daysAfter = 7 end local colorModifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then colorModifier = Enum.StudioStyleGuideModifier.Disabled end local items: { React.ReactNode } = {} local index = 1 for i = 1, 7 do items[index] = React.createElement("TextLabel", { Text = dayShortName[i], LayoutOrder = i, Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.TitlebarText, colorModifier), BackgroundTransparency = 1, }) index += 1 end local function makeOnActivated(day: number, month: number, year: number) return function() local newDate = DateTime.fromUniversalTime(year, month, day) if props.OnChanged then props.OnChanged(newDate) end end end for i = 1, daysPrior do local day = daysInLastMonth - daysPrior + i local month = (displayMonth - 2) % 12 + 1 local year = if displayMonth == 1 then displayYear - 1 else displayYear items[index] = React.createElement(DayButton, { Selected = day == selectedData.Day and month == selectedData.Month and year == selectedData.Year, Text = getDayNumberText(day), LayoutOrder = index, Fade = true, OnActivated = makeOnActivated(day, month, year), Disabled = props.Disabled, }) index += 1 end for i = 1, daysInMonth do local day = i local month = displayMonth local year = displayYear items[index] = React.createElement(DayButton, { Selected = day == selectedData.Day and month == selectedData.Month and year == selectedData.Year, Text = getDayNumberText(day), LayoutOrder = index, OnActivated = makeOnActivated(day, month, year), Disabled = props.Disabled, }) index += 1 end for i = 1, daysAfter do local day = i local month = displayMonth % 12 + 1 local year = if displayMonth == 12 then displayYear + 1 else displayYear items[index] = React.createElement(DayButton, { Selected = day == selectedData.Day and month == selectedData.Month and year == selectedData.Year, Text = getDayNumberText(i), LayoutOrder = index, Fade = true, OnActivated = makeOnActivated(day, month, year), Disabled = props.Disabled, }) index += 1 end return React.createElement("Frame", { Size = props.Size or Constants.DefaultDatePickerSize, AnchorPoint = props.AnchorPoint, Position = props.Position, ZIndex = props.ZIndex, LayoutOrder = props.LayoutOrder, }, { Main = React.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), }, { Header = React.createElement("TextLabel", { Size = UDim2.new(1, 0, 0, TITLE_HEIGHT), Text = displayTime:FormatUniversalTime("MMMM YYYY", LOCALE), Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText, colorModifier), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Titlebar), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), }, { PrevMonth = React.createElement(MonthButton, { Disabled = props.Disabled, Position = UDim2.fromOffset(4, 6), ImageRectOffset = Vector2.new(0, 0), OnActivated = function() setChosenPage({ year = displayMonth == 1 and displayYear - 1 or displayYear, month = displayMonth == 1 and 12 or displayMonth - 1, }) end, }), NextMonth = React.createElement(MonthButton, { Disabled = props.Disabled, Position = UDim2.new(1, -4, 0, 6), AnchorPoint = Vector2.new(1, 0), ImageRectOffset = Vector2.new(5, 0), OnActivated = function() setChosenPage({ year = displayMonth == 12 and displayYear + 1 or displayYear, month = displayMonth == 12 and 1 or displayMonth + 1, }) end, }), }), Grid = React.createElement("Frame", { AnchorPoint = Vector2.new(0, 1), Position = UDim2.new(0, 3, 1, -OUTER_PAD), Size = UDim2.new(1, -6, 1, -TITLE_HEIGHT - OUTER_PAD * 2), BackgroundTransparency = 1, }, { Layout = React.createElement("UIGridLayout", { SortOrder = Enum.SortOrder.LayoutOrder, CellSize = UDim2.new(1 / 7, 0, 1 / 7, 0), CellPadding = UDim2.fromOffset(0, 0), FillDirectionMaxCells = 7, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Center, }), }, items), }), }) end return DatePicker
3,041
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/DropShadowFrame.luau
--[=[ @class DropShadowFrame A container frame equivalent in appearance to a [Background] with a drop shadow in the lower right sides and corner. This matches the appearance of some built-in Roblox Studio elements such as tooltips. It is useful for providing contrast against a background. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/dropshadowframe/dark.png) | ![Light](/StudioComponents/components/dropshadowframe/light.png) | Any children passed will be parented to the container frame. For example: ```lua local function MyComponent() return React.createElement(StudioComponents.DropShadowFrame, {}, { MyLabel = React.createElement(StudioComponents.Label, ...), MyCheckbox = React.createElement(StudioComponents.Checkbox, ...), }) end ``` ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local useTheme = require("../Hooks/useTheme") local shadowData = { { Position = UDim2.fromOffset(4, 4), Size = UDim2.new(1, 1, 1, 1), Radius = 5, Transparency = 0.96, }, { Position = UDim2.fromOffset(1, 1), Size = UDim2.new(1, -2, 1, -2), Radius = 4, Transparency = 0.88, }, { Position = UDim2.fromOffset(1, 1), Size = UDim2.new(1, -2, 1, -2), Radius = 3, Transparency = 0.80, }, { Position = UDim2.fromOffset(1, 1), Size = UDim2.new(1, -2, 1, -2), Radius = 2, Transparency = 0.77, }, } --[=[ @within DropShadowFrame @interface Props @tag Component Props @field ... CommonProps @field children React.ReactNode ]=] type DropShadowFrameProps = CommonProps.T & { children: React.ReactNode, } local function DropShadowFrame(props: DropShadowFrameProps) local theme = useTheme() local shadow for i = #shadowData, 1, -1 do local data = shadowData[i] shadow = React.createElement("Frame", { Position = data.Position, Size = data.Size, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.DropShadow), BackgroundTransparency = data.Transparency, BorderSizePixel = 0, ZIndex = 0, }, { Corner = React.createElement("UICorner", { CornerRadius = UDim.new(0, data.Radius), }), }, shadow) end return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.fromScale(1, 1), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundTransparency = 1, }, { Shadow = not props.Disabled and shadow, Content = React.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), ZIndex = 1, }, props.children), }) end return DropShadowFrame
798
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Dropdown/ClearButton.luau
local React = require("@pkg/@jsdotlua/react") local useTheme = require("../../Hooks/useTheme") type ClearButtonProps = { Size: UDim2, Position: UDim2, AnchorPoint: Vector2, OnActivated: () -> (), } local function ClearButton(props: ClearButtonProps) local theme = useTheme() local hovered, setHovered = React.useState(false) return React.createElement("TextButton", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size, BackgroundTransparency = 1, ZIndex = 2, Text = "", [React.Event.InputBegan] = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) end end, [React.Event.InputEnded] = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) end end, [React.Event.Activated] = function() props.OnActivated() end, }, { Icon = React.createElement("ImageLabel", { AnchorPoint = Vector2.new(0.5, 0.5), Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromOffset(10, 10), Image = "rbxassetid://16969027907", ImageColor3 = theme:GetColor(Enum.StudioStyleGuideColor.SubText), ImageTransparency = if hovered then 0 else 0.6, BackgroundTransparency = 1, }), }) end return ClearButton
369
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Dropdown/DropdownItem.luau
local React = require("@pkg/@jsdotlua/react") local Constants = require("../../Constants") local useTheme = require("../../Hooks/useTheme") local BaseIcon = require("../Foundation/BaseIcon") local DropdownTypes = require("./Types") type DropdownItemProps = { Id: string, Text: string, Icon: DropdownTypes.DropdownItemIcon?, LayoutOrder: number, Height: number, TextInset: number, Selected: boolean, OnSelected: (item: string) -> (), } local function DropdownItem(props: DropdownItemProps) local theme = useTheme() local hovered, setHovered = React.useState(false) local modifier = Enum.StudioStyleGuideModifier.Default if props.Selected then modifier = Enum.StudioStyleGuideModifier.Selected elseif hovered then modifier = Enum.StudioStyleGuideModifier.Hover end local iconNode: React.Node? if props.Icon then local iconColor = Color3.fromRGB(255, 255, 255) if props.Icon.UseThemeColor then iconColor = theme:GetColor(Enum.StudioStyleGuideColor.MainText) elseif props.Icon.Color then iconColor = props.Icon.Color end local iconProps = (table.clone(props.Icon) :: any) :: BaseIcon.BaseIconProps iconProps.Color = iconColor iconProps.AnchorPoint = Vector2.new(0, 0.5) iconProps.Position = UDim2.fromScale(0, 0.5) iconProps.Size = UDim2.fromOffset(props.Icon.Size.X, props.Icon.Size.Y) iconProps.Disabled = nil iconProps.LayoutOrder = nil iconNode = React.createElement(BaseIcon, iconProps) end return React.createElement("Frame", { LayoutOrder = props.LayoutOrder, Size = UDim2.new(1, 0, 0, props.Height), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Item, modifier), BorderSizePixel = 0, }, { Button = React.createElement("TextButton", { Position = UDim2.fromOffset(0, 1), Size = UDim2.new(1, 0, 1, -1), BackgroundTransparency = 1, AutoButtonColor = false, Text = "", [React.Event.InputBegan] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) end end, [React.Event.InputEnded] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) end end, [React.Event.Activated] = function() props.OnSelected(props.Id) end, }, { Padding = React.createElement("UIPadding", { PaddingLeft = UDim.new(0, props.TextInset), PaddingBottom = UDim.new(0, 2), }), Icon = iconNode, Label = React.createElement("TextLabel", { BackgroundTransparency = 1, AnchorPoint = Vector2.new(1, 0), Position = UDim2.fromScale(1, 0), Size = UDim2.new(1, if props.Icon then -props.Icon.Size.X - 4 else 0, 1, 0), Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText, modifier), TextXAlignment = Enum.TextXAlignment.Left, TextTruncate = Enum.TextTruncate.AtEnd, Text = props.Text, }), }), }) end return DropdownItem
806
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Dropdown/Types.luau
--[=[ @within Dropdown @type DropdownItem string | DropdownItemDetail ]=] export type DropdownItem = string | DropdownItemDetail --[=[ @within Dropdown @interface DropdownItemDetail @field Id string @field Text string @field Icon DropdownItemIcon? ]=] export type DropdownItemDetail = { Id: string, Text: string, Icon: DropdownItemIcon?, } --[=[ @within Dropdown @interface DropdownItemIcon @field Image string @field Size Vector2 @field Transparency number? @field Color Color3? @field UseThemeColor boolean? @field ResampleMode Enum.ResamplerMode? @field RectOffset Vector2? @field RectSize Vector2? ]=] export type DropdownItemIcon = { Image: string, Size: Vector2, Transparency: number?, Color: Color3?, ResampleMode: Enum.ResamplerMode?, RectOffset: Vector2?, RectSize: Vector2?, UseThemeColor: boolean?, } return {}
223
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Foundation/BaseButton.luau
local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../../CommonProps") local Constants = require("../../Constants") local getTextSize = require("../../getTextSize") local useTheme = require("../../Hooks/useTheme") local BaseIcon = require("./BaseIcon") local PADDING_X = 8 local PADDING_Y = 4 local DEFAULT_HEIGHT = Constants.DefaultButtonHeight export type BaseButtonIconProps = { Image: string, Size: Vector2, Transparency: number?, Color: Color3?, ResampleMode: Enum.ResamplerMode?, RectOffset: Vector2?, RectSize: Vector2?, UseThemeColor: boolean?, Alignment: Enum.HorizontalAlignment?, } export type BaseButtonConsumerProps = CommonProps.T & { AutomaticSize: Enum.AutomaticSize?, OnActivated: (() -> ())?, Selected: boolean?, Text: string?, TextTransparency: number?, Icon: BaseButtonIconProps?, } export type BaseButtonProps = BaseButtonConsumerProps & { BackgroundColorStyle: Enum.StudioStyleGuideColor?, BorderColorStyle: Enum.StudioStyleGuideColor?, TextColorStyle: Enum.StudioStyleGuideColor?, } local function BaseButton(props: BaseButtonProps) local theme = useTheme() local textSize = if props.Text then getTextSize(props.Text) else Vector2.zero local iconSize = if props.Icon then props.Icon.Size else Vector2.zero local contentWidth = textSize.X + iconSize.X if props.Text and props.Icon then contentWidth += PADDING_X end local contentHeight = textSize.Y if props.Icon then contentHeight = math.max(contentHeight, iconSize.Y) end local hovered, setHovered = React.useState(false) local pressed, setPressed = React.useState(false) local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled elseif props.Selected then modifier = Enum.StudioStyleGuideModifier.Selected elseif pressed and hovered then modifier = Enum.StudioStyleGuideModifier.Pressed elseif hovered then modifier = Enum.StudioStyleGuideModifier.Hover end local backColorStyle = props.BackgroundColorStyle or Enum.StudioStyleGuideColor.Button local borderColorStyle = props.BorderColorStyle or Enum.StudioStyleGuideColor.ButtonBorder local textColorStyle = props.TextColorStyle or Enum.StudioStyleGuideColor.ButtonText local backColor = theme:GetColor(backColorStyle, modifier) local borderColor3 = theme:GetColor(borderColorStyle, modifier) local textColor = theme:GetColor(textColorStyle, modifier) local size = props.Size or UDim2.new(1, 0, 0, DEFAULT_HEIGHT) local autoSize = props.AutomaticSize if autoSize == Enum.AutomaticSize.X or autoSize == Enum.AutomaticSize.XY then size = UDim2.new(UDim.new(0, contentWidth + PADDING_X * 2), size.Height) end if autoSize == Enum.AutomaticSize.Y or autoSize == Enum.AutomaticSize.XY then size = UDim2.new(size.Width, UDim.new(0, math.max(DEFAULT_HEIGHT, contentHeight + PADDING_Y * 2))) end local iconNode: React.Node? if props.Icon then local iconProps = (table.clone(props.Icon) :: any) :: BaseIcon.BaseIconProps iconProps.Disabled = props.Disabled iconProps.Color = iconProps.Color or if props.Icon.UseThemeColor then textColor else nil iconProps.LayoutOrder = if props.Icon.Alignment == Enum.HorizontalAlignment.Right then 3 else 1 iconProps.Size = UDim2.fromOffset(props.Icon.Size.X, props.Icon.Size.Y) iconNode = React.createElement(BaseIcon, iconProps) end return React.createElement("TextButton", { AutoButtonColor = false, AnchorPoint = props.AnchorPoint, Position = props.Position, Size = size, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, Text = "", BackgroundColor3 = backColor, BorderColor3 = borderColor3, [React.Event.InputBegan] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(true) end end, [React.Event.InputEnded] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(false) end end, [React.Event.Activated] = function() if not props.Disabled and props.OnActivated then props.OnActivated() end end, }, { Layout = React.createElement("UIListLayout", { Padding = UDim.new(0, PADDING_X), SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Center, }), Icon = iconNode, Label = props.Text and React.createElement("TextLabel", { TextColor3 = textColor, Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, Text = props.Text, TextTransparency = props.TextTransparency or 0, Size = UDim2.new(0, textSize.X, 1, 0), BackgroundTransparency = 1, LayoutOrder = 2, }), }) end return BaseButton
1,208
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Foundation/BaseIcon.luau
local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../../CommonProps") export type BaseIconConsumerProps = CommonProps.T & { Image: string, Transparency: number?, Color: Color3?, ResampleMode: Enum.ResamplerMode?, RectOffset: Vector2?, RectSize: Vector2?, } export type BaseIconProps = BaseIconConsumerProps local function BaseIcon(props: BaseIconProps) return React.createElement("ImageLabel", { Size = props.Size, Position = props.Position, AnchorPoint = props.AnchorPoint, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundTransparency = 1, Image = props.Image, ImageColor3 = props.Color, ImageTransparency = 1 - (1 - (props.Transparency or 0)) * (1 - if props.Disabled then 0.2 else 0), ImageRectOffset = props.RectOffset, ImageRectSize = props.RectSize, ResampleMode = props.ResampleMode, }) end return BaseIcon
234
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Foundation/BaseLabelledToggle.luau
local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../../CommonProps") local Constants = require("../../Constants") local getTextSize = require("../../getTextSize") local useTheme = require("../../Hooks/useTheme") local DEFAULT_HEIGHT = Constants.DefaultToggleHeight local BOX_SIZE = 16 local INNER_PADDING = 6 export type BaseLabelledToggleConsumerProps = CommonProps.T & { ContentAlignment: Enum.HorizontalAlignment?, ButtonAlignment: Enum.HorizontalAlignment?, OnChanged: (() -> ())?, Label: string?, } export type BaseLabelledToggleProps = BaseLabelledToggleConsumerProps & { RenderButton: React.FC<{ Hovered: boolean }>?, } local function BaseLabelledToggle(props: BaseLabelledToggleProps) local theme = useTheme() local hovered, setHovered = React.useState(false) local mainModifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then mainModifier = Enum.StudioStyleGuideModifier.Disabled elseif hovered then mainModifier = Enum.StudioStyleGuideModifier.Hover end local contentAlignment = props.ContentAlignment or Enum.HorizontalAlignment.Left local buttonAlignment = props.ButtonAlignment or Enum.HorizontalAlignment.Left local textWidth = if props.Label then getTextSize(props.Label).X else 0 local textAlignment = Enum.TextXAlignment.Left local buttonOrder = 1 local labelOrder = 2 if buttonAlignment == Enum.HorizontalAlignment.Right then buttonOrder = 2 labelOrder = 1 textAlignment = Enum.TextXAlignment.Right end local content = nil if props.RenderButton then content = React.createElement(props.RenderButton, { Hovered = hovered, }) end return React.createElement("TextButton", { Size = props.Size or UDim2.new(1, 0, 0, DEFAULT_HEIGHT), Position = props.Position, AnchorPoint = props.AnchorPoint, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundTransparency = 1, Text = "", [React.Event.InputBegan] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) end end, [React.Event.InputEnded] = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) end end, [React.Event.Activated] = function() if not props.Disabled and props.OnChanged then props.OnChanged() end end, }, { Layout = React.createElement("UIListLayout", { HorizontalAlignment = contentAlignment, VerticalAlignment = Enum.VerticalAlignment.Center, FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, INNER_PADDING), }), Button = React.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.fromOffset(BOX_SIZE, BOX_SIZE), LayoutOrder = buttonOrder, }, { Content = content, }), Label = props.Label and React.createElement("TextLabel", { BackgroundTransparency = 1, Size = UDim2.new(1, -BOX_SIZE - INNER_PADDING, 1, 0), TextXAlignment = textAlignment, TextTruncate = Enum.TextTruncate.AtEnd, Text = props.Label, Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText, mainModifier), LayoutOrder = labelOrder, }, { Constraint = React.createElement("UISizeConstraint", { MaxSize = Vector2.new(textWidth, math.huge), }), Pad = React.createElement("UIPadding", { PaddingBottom = UDim.new(0, 1), }), }), }) end return BaseLabelledToggle
852
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Foundation/BaseTextInput.luau
local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../../CommonProps") local Constants = require("../../Constants") local getTextSize = require("../../getTextSize") local useTheme = require("../../Hooks/useTheme") local PLACEHOLDER_TEXT_COLOR = Color3.fromRGB(102, 102, 102) local EDGE_PADDING_PX = 5 local DEFAULT_HEIGHT = Constants.DefaultInputHeight local TEXT_SIZE = Constants.DefaultTextSize local FONT = Constants.DefaultFont local function joinDictionaries(dict0, dict1) local joined = table.clone(dict0) for k, v in dict1 do joined[k] = v end return joined end export type BaseTextInputConsumerProps = CommonProps.T & { PlaceholderText: string?, ClearTextOnFocus: boolean?, OnFocused: (() -> ())?, OnFocusLost: ((text: string, enterPressed: boolean, input: InputObject) -> ())?, children: React.ReactNode, } export type BaseTextInputProps = BaseTextInputConsumerProps & { Text: string, OnChanged: (newText: string) -> (), RightPaddingExtra: number?, } local function BaseTextInput(props: BaseTextInputProps) local theme = useTheme() local hovered, setHovered = React.useState(false) local focused, setFocused = React.useState(false) local disabled = props.Disabled == true local predictNextCursor = React.useRef(-1) :: { current: number } local lastCursor = React.useRef(-1) :: { current: number } local mainModifier = Enum.StudioStyleGuideModifier.Default local borderModifier = Enum.StudioStyleGuideModifier.Default if disabled then mainModifier = Enum.StudioStyleGuideModifier.Disabled borderModifier = Enum.StudioStyleGuideModifier.Disabled elseif focused then borderModifier = Enum.StudioStyleGuideModifier.Selected elseif hovered then borderModifier = Enum.StudioStyleGuideModifier.Hover end local cursor, setCursor = React.useState(-1) local containerSize, setContainerSize = React.useState(Vector2.zero) local innerOffset = React.useRef(0) :: { current: number } local fullTextWidth = getTextSize(props.Text).X local textFieldSize = UDim2.fromScale(1, 1) if not disabled then local min = EDGE_PADDING_PX local max = containerSize.X - EDGE_PADDING_PX local textUpToCursor = string.sub(props.Text, 1, cursor - 1) local offset = getTextSize(textUpToCursor).X + EDGE_PADDING_PX local innerArea = max - min local fullOffset = offset + innerOffset.current if fullTextWidth <= innerArea or not focused then innerOffset.current = 0 else if fullOffset < min then innerOffset.current += min - fullOffset elseif fullOffset > max then innerOffset.current -= fullOffset - max end innerOffset.current = math.max(innerOffset.current, innerArea - fullTextWidth) end else innerOffset.current = 0 end if focused then local textFieldWidth = math.max(containerSize.X, fullTextWidth + EDGE_PADDING_PX * 2) textFieldSize = UDim2.new(0, textFieldWidth, 1, 0) end local textFieldProps = { Size = textFieldSize, Position = UDim2.fromOffset(innerOffset.current, 0), BackgroundTransparency = 1, Font = FONT, Text = props.Text, TextSize = TEXT_SIZE, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText, mainModifier), TextXAlignment = Enum.TextXAlignment.Left, TextTruncate = if focused then Enum.TextTruncate.None else Enum.TextTruncate.AtEnd, [React.Event.InputBegan] = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) end end, [React.Event.InputEnded] = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) end end, children = { Padding = React.createElement("UIPadding", { PaddingLeft = UDim.new(0, EDGE_PADDING_PX), PaddingRight = UDim.new(0, EDGE_PADDING_PX), }), }, } local textField if disabled then textField = React.createElement("TextLabel", textFieldProps) else textField = React.createElement( "TextBox", joinDictionaries(textFieldProps, { PlaceholderText = props.PlaceholderText, PlaceholderColor3 = PLACEHOLDER_TEXT_COLOR, ClearTextOnFocus = props.ClearTextOnFocus, MultiLine = false, [React.Change.CursorPosition] = function(rbx: TextBox) -- cursor position changed fires before text changed, so we defer it until after; -- this enables us to use the pre-text-changed cursor position to revert to task.defer(function() lastCursor.current = rbx.CursorPosition end) setCursor(rbx.CursorPosition) end, [React.Change.Text] = function(rbx: TextBox) local newText = rbx.Text if newText ~= props.Text then predictNextCursor.current = rbx.CursorPosition rbx.Text = props.Text rbx.CursorPosition = math.max(1, lastCursor.current) props.OnChanged((string.gsub(newText, "[\n\r]", ""))) elseif focused then rbx.CursorPosition = math.max(1, predictNextCursor.current) end end, [React.Event.Focused] = function() setFocused(true) if props.OnFocused then props.OnFocused() end end, [React.Event.FocusLost] = function(rbx: TextBox, enterPressed: boolean, input: InputObject) setFocused(false) if props.OnFocusLost then props.OnFocusLost(rbx.Text, enterPressed, input) end end :: () -> (), }) ) end local rightPaddingExtra = props.RightPaddingExtra or 0 return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.new(1, 0, 0, DEFAULT_HEIGHT), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground, mainModifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBorder, borderModifier), BorderMode = Enum.BorderMode.Inset, [React.Change.AbsoluteSize] = function(rbx: Frame) setContainerSize(rbx.AbsoluteSize - Vector2.new(rightPaddingExtra, 0)) end, }, { Clipping = React.createElement("Frame", { Size = UDim2.new(1, -rightPaddingExtra, 1, 0), BackgroundTransparency = 1, ClipsDescendants = true, ZIndex = 0, }, { TextField = textField, }), }, props.children) end return BaseTextInput
1,581
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Label.luau
--[=[ @class Label A basic text label with default styling to match built-in labels as closely as possible. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/label/dark.png) | ![Light](/StudioComponents/components/label/light.png) | By default, text color matches the current theme's MainText color, which is the color used in the Explorer and Properties widgets as well as most other places. It can be overriden in two ways: 1. Passing a [StudioStyleGuideColor](https://create.roblox.com/docs/reference/engine/enums/StudioStyleGuideColor) to the `TextColorStyle` prop. This is the preferred way to recolor text because it will use the correct version of the color for the user's current selected theme. 2. Passing a [Color3] value to the `TextColor3` prop. This is useful when a color is not represented by any StudioStyleGuideColor or should remain constant regardless of theme. Example of creating an error message label: ```lua local function MyComponent() return React.createElement(StudioComponents.Label, { Text = "Please enter at least 5 characters!", TextColorStyle = Enum.StudioStyleGuideColor.ErrorText, }) end ``` Plugins like [Theme Color Shower](https://create.roblox.com/store/asset/3115567199/Theme-Color-Shower) are useful for finding a StudioStyleGuideColor to use. This component will parent any children passed to it to the underlying TextLabel instance. This is useful for things like adding extra padding around the text using a nested UIPadding, or adding a UIStroke / UIGradient. Labels use [Constants.DefaultFont] for Font and [Constants.DefaultTextSize] for TextSize. This cannot currently be overriden via props. ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local Constants = require("../Constants") local useTheme = require("../Hooks/useTheme") --[=[ @within Label @interface Props @tag Component Props @field ... CommonProps @field Text string @field TextWrapped boolean? @field TextXAlignment Enum.TextXAlignment? @field TextYAlignment Enum.TextYAlignment? @field TextTruncate Enum.TextTruncate? @field TextTransparency number? @field TextColor3 Color3? @field RichText boolean? @field MaxVisibleGraphemes number? @field TextColorStyle Enum.StudioStyleGuideColor? @field children React.ReactNode ]=] type LabelProps = CommonProps.T & { Text: string, TextWrapped: boolean?, TextXAlignment: Enum.TextXAlignment?, TextYAlignment: Enum.TextYAlignment?, TextTruncate: Enum.TextTruncate?, TextTransparency: number?, TextColor3: Color3?, RichText: boolean?, MaxVisibleGraphemes: number?, TextColorStyle: Enum.StudioStyleGuideColor?, children: React.ReactNode, } local function Label(props: LabelProps) local theme = useTheme() local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled end local style = props.TextColorStyle or Enum.StudioStyleGuideColor.MainText local color = theme:GetColor(style, modifier) if props.TextColor3 ~= nil then color = props.TextColor3 end return React.createElement("TextLabel", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.fromScale(1, 1), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, Text = props.Text, BackgroundTransparency = 1, Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = color, TextTransparency = props.TextTransparency, TextXAlignment = props.TextXAlignment, TextYAlignment = props.TextYAlignment, TextTruncate = props.TextTruncate, TextWrapped = props.TextWrapped, RichText = props.RichText, MaxVisibleGraphemes = props.MaxVisibleGraphemes, }, props.children) end return Label
921
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/LoadingDots.luau
--[=[ @class LoadingDots A basic animated loading indicator. This matches similar indicators used in various places around Studio. This should be used for short processes where the user does not need to see information about how complete the loading is. For longer or more detailed loading processes, consider using a [ProgressBar]. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/loadingdots/dark.gif) | ![Light](/StudioComponents/components/loadingdots/light.gif) | Example of usage: ```lua local function MyComponent() return React.createElement(StudioComponents.LoadingDots, {}) end ``` ]=] local RunService = game:GetService("RunService") local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local useTheme = require("../Hooks/useTheme") --[=[ @within LoadingDots @interface Props @tag Component Props @field ... CommonProps ]=] type LoadingDotsProps = CommonProps.T local function Dot(props: { LayoutOrder: number, Transparency: React.Binding<number>, Disabled: boolean?, }) local theme = useTheme() return React.createElement("Frame", { LayoutOrder = props.LayoutOrder, Size = UDim2.fromOffset(10, 10), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.ButtonText), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.ButtonBorder), BackgroundTransparency = if props.Disabled then 0.75 else props.Transparency, }) end local function LoadingDots(props: LoadingDotsProps) local clockBinding, setClockBinding = React.useBinding(os.clock()) React.useEffect(function() local connection = RunService.Heartbeat:Connect(function() setClockBinding(os.clock()) end) return function() return connection:Disconnect() end end, {}) local alphaBinding = clockBinding:map(function(clock: number) return clock % 1 end) return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.fromScale(1, 1), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundTransparency = 1, }, { Layout = React.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Center, Padding = UDim.new(0, 8), }), Dot0 = React.createElement(Dot, { LayoutOrder = 0, Transparency = alphaBinding, Disabled = props.Disabled, }), Dot1 = React.createElement(Dot, { LayoutOrder = 1, Transparency = alphaBinding:map(function(alpha: number) return (alpha - 0.2) % 1 end), Disabled = props.Disabled, }), Dot2 = React.createElement(Dot, { LayoutOrder = 2, Transparency = alphaBinding:map(function(alpha: number) return (alpha - 0.4) % 1 end), Disabled = props.Disabled, }), }) end return LoadingDots
740
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/MainButton.luau
--[=[ @class MainButton A variant of a [Button] used to indicate a primary action, for example an 'OK/Accept' button in a modal. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/mainbutton/dark.png) | ![Light](/StudioComponents/components/mainbutton/light.png) | See the docs for [Button] for information about customization and usage. ]=] local React = require("@pkg/@jsdotlua/react") local BaseButton = require("./Foundation/BaseButton") --[=[ @within MainButton @interface IconProps @field Image string @field Size Vector2 @field Transparency number? @field Color Color3? @field UseThemeColor boolean? @field Alignment HorizontalAlignment? @field ResampleMode Enum.ResamplerMode? @field RectOffset Vector2? @field RectSize Vector2? ]=] --[=[ @within MainButton @interface Props @tag Component Props @field ... CommonProps @field AutomaticSize AutomaticSize? @field OnActivated (() -> ())? @field Text string? @field Icon IconProps? ]=] local function MainButton(props: BaseButton.BaseButtonConsumerProps) local merged = table.clone(props) :: BaseButton.BaseButtonProps merged.BackgroundColorStyle = Enum.StudioStyleGuideColor.DialogMainButton merged.BorderColorStyle = Enum.StudioStyleGuideColor.DialogButtonBorder merged.TextColorStyle = Enum.StudioStyleGuideColor.DialogMainButtonText return React.createElement(BaseButton, merged) end return MainButton
344
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/AxisLabel.luau
local React = require("@pkg/@jsdotlua/react") local Constants = require("../../Constants") local useTheme = require("../../Hooks/useTheme") local function AxisLabel(props: { AnchorPoint: Vector2?, Position: UDim2?, TextXAlignment: Enum.TextXAlignment?, Value: number, Disabled: boolean?, }) local theme = useTheme() return React.createElement("TextLabel", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = UDim2.fromOffset(14, 14), BackgroundTransparency = 1, Text = tostring(props.Value), Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.DimmedText), TextTransparency = if props.Disabled then 0.5 else 0, TextXAlignment = props.TextXAlignment, ZIndex = -1, }) end return AxisLabel
206
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/Constants.luau
return { EnvelopeTransparency = 0.65, EnvelopeColorStyle = Enum.StudioStyleGuideColor.DialogMainButton, EnvelopeHandleHeight = 16, }
36
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/DashedLine.luau
local React = require("@pkg/@jsdotlua/react") local useTheme = require("../../Hooks/useTheme") local TEX_HORIZONTAL = "rbxassetid://15431624045" local TEX_VERTICAL = "rbxassetid://15431692101" local function DashedLine(props: { AnchorPoint: Vector2?, Position: UDim2?, Size: UDim2, Direction: Enum.FillDirection, Transparency: number?, Disabled: boolean?, }) local theme = useTheme() local horizontal = props.Direction == Enum.FillDirection.Horizontal local transparency = props.Transparency or 0 if props.Disabled then transparency = 1 - 0.5 * (1 - transparency) end return React.createElement("ImageLabel", { Image = if horizontal then TEX_HORIZONTAL else TEX_VERTICAL, AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size, BorderSizePixel = 0, ScaleType = Enum.ScaleType.Tile, TileSize = if horizontal then UDim2.fromOffset(4, 1) else UDim2.fromOffset(1, 4), BackgroundTransparency = 1, ImageColor3 = theme:GetColor(Enum.StudioStyleGuideColor.DimmedText), ImageTransparency = transparency, ZIndex = 0, }) end return DashedLine
293
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/FreeLine.luau
local React = require("@pkg/@jsdotlua/react") local TEX = "rbxassetid://15434098501" local function FreeLine(props: { Pos0: Vector2, Pos1: Vector2, Color: Color3, Transparency: number?, ZIndex: number?, Disabled: boolean?, }) local mid = (props.Pos0 + props.Pos1) / 2 local vector = props.Pos1 - props.Pos0 local rotation = math.atan2(-vector.X, vector.Y) + math.pi / 2 local length = vector.Magnitude local transparency = props.Transparency or 0 if props.Disabled then transparency = 1 - 0.5 * (1 - transparency) end return React.createElement("ImageLabel", { AnchorPoint = Vector2.one / 2, Position = UDim2.fromOffset(math.round(mid.X), math.round(mid.Y)), Size = UDim2.fromOffset(vector.Magnitude, 3), Rotation = math.deg(rotation), BackgroundTransparency = 1, ImageColor3 = props.Color, ImageTransparency = transparency, Image = TEX, ScaleType = if length < 128 then Enum.ScaleType.Crop else Enum.ScaleType.Stretch, ZIndex = props.ZIndex, }) end return FreeLine
286
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/LabelledNumericInput.luau
local React = require("@pkg/@jsdotlua/react") local Label = require("../Label") local NumericInput = require("../NumericInput") local TextInput = require("../TextInput") local getTextSize = require("../../getTextSize") local PADDING = 5 local INPUT_WIDTH = 40 local function format(n: number) return string.format(`%.3f`, n) end local noop = function() end local function LabelledNumericInput(props: { Label: string, Value: number?, Disabled: boolean?, OnChanged: (value: number) -> (), OnSubmitted: (value: number) -> (), LayoutOrder: number, Min: number?, Max: number?, }) local textWidth = getTextSize(props.Label).X local input: React.ReactNode if props.Value and not props.Disabled then local value = props.Value :: number input = React.createElement(NumericInput, { Value = value, Min = props.Min, Max = props.Max, Step = 0, FormatValue = format, OnValidChanged = props.OnChanged, OnSubmitted = props.OnSubmitted, }) else input = React.createElement(TextInput, { Text = if props.Value then format(props.Value) else "", OnChanged = noop, Disabled = true, }) end return React.createElement("Frame", { Size = UDim2.new(0, textWidth + INPUT_WIDTH + PADDING, 1, 0), BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, }, { Label = React.createElement(Label, { Size = UDim2.new(0, textWidth, 1, 0), Text = props.Label, Disabled = props.Value == nil, }), Input = React.createElement("Frame", { AnchorPoint = Vector2.new(1, 0), Position = UDim2.fromScale(1, 0), Size = UDim2.new(0, INPUT_WIDTH, 1, 0), BackgroundTransparency = 1, }, input), }) end return LabelledNumericInput
461
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/SequenceNode.luau
local React = require("@pkg/@jsdotlua/react") local useMouseDrag = require("../../Hooks/useMouseDrag") local useMouseIcon = require("../../Hooks/useMouseIcon") local useTheme = require("../../Hooks/useTheme") local PickerConstants = require("./Constants") local CATCHER_SIZE = 15 local ENVELOPE_GRAB_HEIGHT = PickerConstants.EnvelopeHandleHeight local ENVELOPE_TRANSPARENCY = PickerConstants.EnvelopeTransparency local ENVELOPE_COLOR_STYLE = PickerConstants.EnvelopeColorStyle local function EnvelopeHandle(props: { Top: boolean, Size: UDim2, OnDragBegan: () -> (), OnDragEnded: () -> (), OnEnvelopeDragged: (y: number, top: boolean) -> (), Disabled: boolean?, }) local theme = useTheme() local dragStart = React.useRef(0 :: number?) local dragOffset = React.useRef(0) local function onDragBegin(rbx: GuiObject, input: InputObject) local pos = input.Position.Y local reference if props.Top then reference = rbx.AbsolutePosition.Y else reference = rbx.AbsolutePosition.Y + rbx.AbsoluteSize.Y end dragStart.current = pos dragOffset.current = reference - pos props.OnDragBegan() end local drag = useMouseDrag(function(_, input: InputObject) local position = input.Position.Y if not dragStart.current or math.abs(position - dragStart.current) > 0 then local outPosition if props.Top then outPosition = position + dragOffset.current :: number + ENVELOPE_GRAB_HEIGHT else outPosition = position + dragOffset.current :: number - ENVELOPE_GRAB_HEIGHT end props.OnEnvelopeDragged(outPosition, props.Top) dragStart.current = nil end end, { props.OnEnvelopeDragged }, onDragBegin, props.OnDragEnded) local hovered, setHovered = React.useState(false) local mouseIcon = useMouseIcon() React.useEffect(function() if (hovered or drag.isActive()) and not props.Disabled then mouseIcon.setIcon("rbxasset://SystemCursors/SplitNS") else mouseIcon.clearIcon() end end, { hovered, drag.isActive(), props.Disabled } :: { unknown }) React.useEffect(function() return function() mouseIcon.clearIcon() end end, {}) return React.createElement("TextButton", { Text = "", AutoButtonColor = false, Size = props.Size, AnchorPoint = Vector2.new(0, if props.Top then 0 else 1), Position = UDim2.fromScale(0, if props.Top then 0 else 1), BackgroundTransparency = 1, BorderSizePixel = 0, [React.Event.InputBegan] = function(rbx, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) end drag.onInputBegan(rbx, input) end, [React.Event.InputChanged] = drag.onInputChanged, [React.Event.InputEnded] = function(rbx, input) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) end drag.onInputEnded(rbx, input) end, ZIndex = 2, }, { Visual = React.createElement("Frame", { AnchorPoint = Vector2.new(0.5, if props.Top then 0 else 1), Position = UDim2.fromScale(0.5, if props.Top then 0 else 1), Size = UDim2.fromOffset(if drag.isActive() or hovered then 3 else 1, ENVELOPE_GRAB_HEIGHT + 2), BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText), }, { Bar = React.createElement("Frame", { AnchorPoint = Vector2.new(0.5, if props.Top then 1 else 0), Position = UDim2.fromScale(0.5, if props.Top then 1 else 0), Size = UDim2.fromOffset(9, if drag.isActive() or hovered then 3 else 1), BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText), }), }), }) end local function SequenceNode(props: { ContentSize: Vector2, Keypoint: NumberSequenceKeypoint, OnNodeDragged: (position: Vector2) -> (), OnEnvelopeDragged: (y: number, top: boolean) -> (), Active: boolean, OnHovered: () -> (), OnDragBegan: () -> (), OnDragEnded: () -> (), Disabled: boolean?, }) local theme = useTheme() local mouseIcon = useMouseIcon() local nodeDragStart = React.useRef(Vector2.zero :: Vector2?) local nodeDragOffset = React.useRef(Vector2.zero) local function onNodeDragBegin(rbx: GuiObject, input: InputObject) local pos = Vector2.new(input.Position.X, input.Position.Y) local corner = rbx.AbsolutePosition local center = corner + rbx.AbsoluteSize / 2 nodeDragStart.current = pos nodeDragOffset.current = center - pos props.OnDragBegan() end local nodeDrag = useMouseDrag(function(_, input: InputObject) local position = Vector2.new(input.Position.X, input.Position.Y) if not nodeDragStart.current or (position - nodeDragStart.current).Magnitude > 0 then props.OnNodeDragged(position + nodeDragOffset.current :: Vector2) nodeDragStart.current = nil end end, { props.OnNodeDragged }, onNodeDragBegin, props.OnDragEnded) local px = math.round(props.Keypoint.Time * props.ContentSize.X) local py = math.round((1 - props.Keypoint.Value) * props.ContentSize.Y) local envelopeHeight = math.round(props.Keypoint.Envelope * props.ContentSize.Y) * 2 + 1 local fullHeight = envelopeHeight + (ENVELOPE_GRAB_HEIGHT + 1) * 2 local handleClearance = (fullHeight - CATCHER_SIZE) / 2 - 1 local innerSize = if props.Active then 11 else 7 local nodeHovered, setNodeHovered = React.useState(false) React.useEffect(function() if props.Active and nodeDrag.isActive() then mouseIcon.setIcon("rbxasset://SystemCursors/ClosedHand") elseif props.Active and nodeHovered then mouseIcon.setIcon("rbxasset://SystemCursors/OpenHand") else mouseIcon.clearIcon() end end, { props.Active, nodeHovered, nodeDrag.isActive() }) React.useEffect(function() if props.Disabled then mouseIcon.clearIcon() end if nodeDrag.isActive() then nodeDrag.cancel() end end, { props.Disabled }) local envelopeTransparency = ENVELOPE_TRANSPARENCY local mainModifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then envelopeTransparency = 1 - 0.5 * (1 - envelopeTransparency) mainModifier = Enum.StudioStyleGuideModifier.Disabled end return React.createElement("Frame", { Position = UDim2.fromOffset(px - (CATCHER_SIZE - 1) / 2, py - (fullHeight - 1) / 2), Size = UDim2.fromOffset(CATCHER_SIZE, fullHeight), BackgroundTransparency = 1, ZIndex = 2, }, { Line = React.createElement("Frame", { AnchorPoint = Vector2.one / 2, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromOffset(1, envelopeHeight), BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(ENVELOPE_COLOR_STYLE), BackgroundTransparency = envelopeTransparency, ZIndex = 0, }), Node = React.createElement("TextButton", { Text = "", AutoButtonColor = false, AnchorPoint = Vector2.one / 2, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.new(1, 0, 0, CATCHER_SIZE), BackgroundTransparency = 1, [React.Event.InputBegan] = function(rbx, input) if props.Disabled then return elseif input.UserInputType == Enum.UserInputType.MouseMovement then setNodeHovered(true) props.OnHovered() end nodeDrag.onInputBegan(rbx, input) end, [React.Event.InputChanged] = function(rbx, input) if props.Disabled then return end nodeDrag.onInputChanged(rbx, input) end, [React.Event.InputEnded] = function(rbx, input) if props.Disabled then return elseif input.UserInputType == Enum.UserInputType.MouseMovement then setNodeHovered(false) end nodeDrag.onInputEnded(rbx, input) end, ZIndex = 1, }, { Inner = React.createElement("Frame", { AnchorPoint = Vector2.one / 2, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromOffset(innerSize, innerSize), BackgroundColor3 = if props.Active then theme:GetColor(Enum.StudioStyleGuideColor.MainBackground, mainModifier) else theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground, mainModifier), ZIndex = 2, }, { Stroke = React.createElement("UIStroke", { Color = if props.Active then theme:GetColor(Enum.StudioStyleGuideColor.MainText, mainModifier) else theme:GetColor(Enum.StudioStyleGuideColor.DimmedText, mainModifier), Thickness = if nodeDrag.isActive() then 2 else 1, }), }), }), Top = props.Active and React.createElement(EnvelopeHandle, { Top = true, Size = UDim2.new(1, 0, 0, math.min(ENVELOPE_GRAB_HEIGHT, handleClearance)), OnDragBegan = props.OnDragBegan, OnDragEnded = props.OnDragEnded, OnEnvelopeDragged = props.OnEnvelopeDragged, }), Bottom = props.Active and React.createElement(EnvelopeHandle, { Top = false, Size = UDim2.new(1, 0, 0, math.min(ENVELOPE_GRAB_HEIGHT, handleClearance)), OnDragBegan = props.OnDragBegan, OnDragEnded = props.OnDragEnded, OnEnvelopeDragged = props.OnEnvelopeDragged, }), }) end return SequenceNode
2,425
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumberSequencePicker/init.luau
--[=[ @class NumberSequencePicker An interface for modifying [NumberSequence](https://create.roblox.com/docs/reference/engine/datatypes/NumberSequence) values. This closely resembles the built-in NumberSequence picker for editing properties, with minor adjustments for improved readability. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/numbersequencepicker/dark.png) | ![Light](/StudioComponents/components/numbersequencepicker/light.png) | As this is a controlled component, you should pass a NumberSequence to the `Value` prop representing the current value, and a callback to the `OnChanged` prop which gets run when the user attempts to change the sequence using the interface. For example: ```lua local function MyComponent() local sequence, setSequence = React.useState(NumberSequence.new(...)) return React.createElement(StudioComponents.NumberSequencePicker, { Value = sequence, OnChanged = setSequence, }) end ``` The default size of this component is exposed in [Constants.DefaultNumberSequencePickerSize]. To keep all inputs accessible, it is recommended not to use a smaller size than this. ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../../CommonProps") local Constants = require("../../Constants") local PickerConstants = require("./Constants") local Button = require("../Button") local useTheme = require("../../Hooks/useTheme") local AxisLabel = require("./AxisLabel") local DashedLine = require("./DashedLine") local FreeLine = require("./FreeLine") local LabelledNumericInput = require("./LabelledNumericInput") local SequenceNode = require("./SequenceNode") local function clampVector2(v: Vector2, vmin: Vector2, vmax: Vector2) return Vector2.new(math.clamp(v.X, vmin.X, vmax.X), math.clamp(v.Y, vmin.Y, vmax.Y)) end --[=[ @within NumberSequencePicker @interface Props @tag Component Props @field ... CommonProps @field Value NumberSequence @field OnChanged ((newValue: NumberSequence) -> ())? ]=] type NumberSequencePickerProps = CommonProps.T & { Value: NumberSequence, OnChanged: ((newValue: NumberSequence) -> ())?, } local GRID_ROWS = 4 local GRID_COLS = 10 local ENVELOPE_TRANSPARENCY = PickerConstants.EnvelopeTransparency local ENVELOPE_COLOR_STYLE = PickerConstants.EnvelopeColorStyle local function identity(v) return v end local function NumberSequencePicker(props: NumberSequencePickerProps) local theme = useTheme() local sequence = props.Value local onChanged: (NumberSequence) -> () = props.OnChanged or function() end local hoveringIndex: number?, setHoveringIndex = React.useState(nil :: number?) local draggingIndex: number?, setDraggingIndex = React.useState(nil :: number?) React.useEffect(function() if props.Disabled then setHoveringIndex(nil) setDraggingIndex(nil) end end, { props.Disabled }) local contentPos, setContentPos = React.useState(Vector2.zero) local contentSize, setContentSize = React.useState(Vector2.zero) local borders: { [string]: React.ReactNode } = {} for col = 0, GRID_COLS, 0.5 do local border = React.createElement(DashedLine, { Position = UDim2.fromOffset(math.round(col / GRID_COLS * contentSize.X), 0), Size = UDim2.new(0, 1, 1, 0), Direction = Enum.FillDirection.Vertical, Transparency = if col % 1 == 0 then 0 else 0.75, Disabled = props.Disabled, }) borders[`BorderCol{col}`] = border end for row = 0, GRID_ROWS, 0.5 do local border = React.createElement(DashedLine, { Position = UDim2.fromOffset(0, math.round(row / GRID_ROWS * contentSize.Y)), Size = UDim2.new(1, 0, 0, 1), Direction = Enum.FillDirection.Horizontal, Transparency = if row % 1 == 0 then 0 else 0.75, Disabled = props.Disabled, }) borders[`BorderRow{row}`] = border end local function onNodeDragged(index: number, position: Vector2) local offset = position - contentPos offset = clampVector2(offset / contentSize, Vector2.zero, Vector2.one) offset = Vector2.new(offset.X, 1 - offset.Y) local origin = sequence.Keypoints[index] local before = sequence.Keypoints[index - 1] local after = sequence.Keypoints[index + 1] local minTime = if index == #sequence.Keypoints then 1 elseif index == 1 then 0 else before.Time local maxTime = if index == 1 then 0 elseif index == #sequence.Keypoints then 1 else after.Time local newEnvelope = origin.Envelope if offset.Y + newEnvelope > 1 then newEnvelope = 1 - offset.Y end if offset.Y - newEnvelope < 0 then newEnvelope = offset.Y end local newKeypoint = NumberSequenceKeypoint.new(math.clamp(offset.X, minTime, maxTime), offset.Y, newEnvelope) local newKeypoints = table.clone(sequence.Keypoints) newKeypoints[index] = newKeypoint onChanged(NumberSequence.new(newKeypoints)) end local function onEnvelopeDragged(index: number, y: number, top: boolean) local keypoint = sequence.Keypoints[index] local offset = (y - contentPos.Y) / contentSize.Y local value = 1 - keypoint.Value local newEnvelope local maxValue = math.min(value, 1 - value) if top then newEnvelope = math.clamp(value - offset, 0, maxValue) else newEnvelope = math.clamp(offset - value, 0, maxValue) end local newKeypoints = table.clone(sequence.Keypoints) newKeypoints[index] = NumberSequenceKeypoint.new(keypoint.Time, keypoint.Value, newEnvelope) onChanged(NumberSequence.new(newKeypoints)) end local points: { [string]: React.ReactNode } = {} for i, keypoint in sequence.Keypoints do points[`Point{i}`] = React.createElement(SequenceNode, { ContentSize = contentSize, Keypoint = keypoint, Active = hoveringIndex == i or draggingIndex == i, Disabled = props.Disabled, OnHovered = function() if draggingIndex == nil and hoveringIndex ~= i then setHoveringIndex(i) end end, OnNodeDragged = function(position) onNodeDragged(i, position) end, OnEnvelopeDragged = function(y, top) onEnvelopeDragged(i, y, top) end, OnDragBegan = function() setDraggingIndex(i) end, OnDragEnded = function() setDraggingIndex(nil) end, }) end local lines: { [string]: React.ReactNode } = {} for i = 1, #sequence.Keypoints - 1 do local kp0 = sequence.Keypoints[i] local kp1 = sequence.Keypoints[i + 1] local p0 = Vector2.new(kp0.Time, 1 - kp0.Value) local p1 = Vector2.new(kp1.Time, 1 - kp1.Value) lines[`Line{i}`] = React.createElement(FreeLine, { Pos0 = p0 * contentSize, Pos1 = p1 * contentSize, Color = theme:GetColor(Enum.StudioStyleGuideColor.DialogMainButton), ZIndex = 1, Disabled = props.Disabled, }) end local envelopes: { [string]: React.ReactNode } = {} for i = 1, #sequence.Keypoints - 1 do local kp0 = sequence.Keypoints[i] local kp1 = sequence.Keypoints[i + 1] if kp0.Envelope == 0 and kp1.Envelope == 0 then continue end local p0 = Vector2.new(kp0.Time, 1 - kp0.Value) local p1 = Vector2.new(kp1.Time, 1 - kp1.Value) envelopes[`EnvelopeOver{i}`] = React.createElement(FreeLine, { Pos0 = contentSize * Vector2.new(p0.X, p0.Y - kp0.Envelope), -- NB: roblox enforces bound Pos1 = contentSize * Vector2.new(p1.X, p1.Y - kp1.Envelope), Color = theme:GetColor(ENVELOPE_COLOR_STYLE), Transparency = ENVELOPE_TRANSPARENCY, ZIndex = 1, Disabled = props.Disabled, }) envelopes[`EnvelopeUnder{i}`] = React.createElement(FreeLine, { Pos0 = contentSize * Vector2.new(p0.X, p0.Y + kp0.Envelope), Pos1 = contentSize * Vector2.new(p1.X, p1.Y + kp1.Envelope), Color = theme:GetColor(ENVELOPE_COLOR_STYLE), Transparency = ENVELOPE_TRANSPARENCY, ZIndex = 1, Disabled = props.Disabled, }) end local axisLabels: { [string]: React.ReactNode } = {} for row = 1, GRID_ROWS do axisLabels[`AxisLabelRow{row}`] = React.createElement(AxisLabel, { AnchorPoint = Vector2.new(1, 0.5), Position = UDim2.new(0, -5, 1 - row / GRID_ROWS, 0), TextXAlignment = Enum.TextXAlignment.Right, Value = row / GRID_ROWS, Disabled = props.Disabled, }) end for col = 1, GRID_COLS do axisLabels[`AxisLabelCol{col}`] = React.createElement(AxisLabel, { AnchorPoint = Vector2.new(0.5, 0), Position = UDim2.new(col / GRID_COLS, 0, 1, 5), Value = col / GRID_COLS, Disabled = props.Disabled, }) end axisLabels["AxisLabelZero"] = React.createElement(AxisLabel, { AnchorPoint = Vector2.new(1, 0), Position = UDim2.new(0, -5, 1, 5), TextXAlignment = Enum.TextXAlignment.Right, Value = 0, Disabled = props.Disabled, }) local function tryAddKeypoint(keypoint: NumberSequenceKeypoint) if #sequence.Keypoints == 20 then return end local newKeypoints = table.clone(sequence.Keypoints) for i = 1, #sequence.Keypoints do local kp0 = sequence.Keypoints[i] local kp1 = sequence.Keypoints[i + 1] if keypoint.Time >= kp0.Time and keypoint.Time <= kp1.Time then table.insert(newKeypoints, i + 1, keypoint) onChanged(NumberSequence.new(newKeypoints)) setHoveringIndex(i + 1) break end end end local activeIndex = draggingIndex or hoveringIndex local activeKeypoint = if activeIndex then sequence.Keypoints[activeIndex] else nil local minTime, maxTime if activeKeypoint then local i = activeIndex :: number local before = sequence.Keypoints[i - 1] local after = sequence.Keypoints[i + 1] minTime = if not after then 1 elseif not before then 0 else before.Time maxTime = if not before then 0 elseif not after then 1 else after.Time end local minValue = 0 local maxValue = 1 local minEnvelope = 0 local maxEnvelope if activeKeypoint then local current = activeKeypoint :: NumberSequenceKeypoint maxEnvelope = math.min(current.Value, 1 - current.Value) end local function updateKeypoint(keypointProps: { Time: number?, Value: number?, Envelope: number?, }) local current = activeKeypoint :: NumberSequenceKeypoint local newKeypoints = table.clone(sequence.Keypoints) newKeypoints[activeIndex :: number] = NumberSequenceKeypoint.new( keypointProps.Time or current.Time, keypointProps.Value or current.Value, keypointProps.Envelope or current.Envelope ) onChanged(NumberSequence.new(newKeypoints)) end return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or Constants.DefaultNumberSequencePickerSize, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BorderSizePixel = 0, }, { Padding = React.createElement("UIPadding", { PaddingLeft = UDim.new(0, PickerConstants.EnvelopeHandleHeight + 1), PaddingRight = UDim.new(0, PickerConstants.EnvelopeHandleHeight + 1), PaddingTop = UDim.new(0, PickerConstants.EnvelopeHandleHeight + 1), PaddingBottom = UDim.new(0, 10), }), ContentArea = React.createElement("Frame", { Position = UDim2.fromOffset(22, 0), -- axis labels Size = UDim2.fromScale(1, 1) - UDim2.fromOffset(0, PickerConstants.EnvelopeHandleHeight + 4 + Constants.DefaultInputHeight) - UDim2.fromOffset(22, 10) -- axis labels - UDim2.fromOffset(1, 1), -- outer/lower border BackgroundTransparency = 1, [React.Change.AbsolutePosition] = function(rbx: Frame) setContentPos(rbx.AbsolutePosition) end, [React.Change.AbsoluteSize] = function(rbx: Frame) setContentSize(rbx.AbsoluteSize) end, [React.Event.InputBegan] = function(rbx: Frame, input: InputObject) if not draggingIndex and input.UserInputType == Enum.UserInputType.MouseButton1 then local offset = Vector2.new(input.Position.X, input.Position.Y) - rbx.AbsolutePosition offset = offset / rbx.AbsoluteSize offset = clampVector2(offset, Vector2.zero, Vector2.one) local newKeypoint = NumberSequenceKeypoint.new(offset.X, 1 - offset.Y) tryAddKeypoint(newKeypoint) end end :: () -> (), }, borders, points, lines, envelopes, axisLabels), ControlsArea = React.createElement("Frame", { AnchorPoint = Vector2.new(0, 1), Position = UDim2.fromScale(0, 1), Size = UDim2.new(1, 0, 0, Constants.DefaultInputHeight), BackgroundTransparency = 1, BorderSizePixel = 0, }, { Layout = React.createElement("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, 15), }), Time = React.createElement(LabelledNumericInput, { LayoutOrder = 1, Label = "Time", Min = minTime, Max = maxTime, Value = if activeKeypoint then activeKeypoint.Time else nil, Disabled = not activeIndex or activeIndex <= 1 or activeIndex >= #sequence.Keypoints, OnChanged = identity, OnSubmitted = function(newTime) updateKeypoint({ Time = math.clamp(newTime, minTime, maxTime) }) end, }), Value = React.createElement(LabelledNumericInput, { LayoutOrder = 2, Label = "Value", Min = minValue, Max = maxValue, Value = if activeKeypoint then activeKeypoint.Value else nil, OnChanged = identity, OnSubmitted = function(newValue) updateKeypoint({ Value = math.clamp(newValue, minValue, maxValue) }) end, }), Envelope = React.createElement(LabelledNumericInput, { LayoutOrder = 3, Label = "Envelope", Min = minEnvelope, Max = maxEnvelope, Value = if activeKeypoint then activeKeypoint.Envelope else nil, OnChanged = identity, OnSubmitted = function(newEnvelope) updateKeypoint({ Envelope = math.clamp(newEnvelope, minEnvelope, maxEnvelope) }) end, }), Delete = React.createElement("Frame", { LayoutOrder = 4, Size = UDim2.new(0, 105, 1, 0), BackgroundTransparency = 1, }, { Button = React.createElement(Button, { Position = UDim2.fromOffset(0, 1), Size = UDim2.new(1, 0, 1, -2), Text = "Delete Keypoint", Disabled = activeKeypoint == nil or activeIndex <= 1 or activeIndex >= #sequence.Keypoints, OnActivated = function() if activeIndex then local newKeypoints = table.clone(sequence.Keypoints) table.remove(newKeypoints, activeIndex) onChanged(NumberSequence.new(newKeypoints)) end end, }), }), }), }) end return NumberSequencePicker
3,976
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/NumericInput.luau
--[=[ @class NumericInput An input field matching the appearance of a [TextInput] but which filters inputted text to only allow numeric values, optionally with arrow and slider controls. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/numericinput/dark.png) | ![Light](/StudioComponents/components/numericinput/light.png) | This is a controlled component with similar behavior to [TextInput]. The current numeric value to display should be passed to the `Value` prop, and a callback should be passed to the `OnValidChanged` prop which is run when the user types a (valid) numeric input. Optionally, a minimum value can be passed to the `Min` prop, as well as a maximum value to the `Max` prop. A step (increment) value may also be passed to the the `Step` prop, which defaults to 1 (allowing only whole number values). Passing a non-integer step value will also allow a decimal point to be typed in the input box. Use the `Arrows` and `Slider` props to specify whether up/down arrows and a slider should be included. If arrows or a slider are displayed, they will increment the value by the amount of the step. Completing a slide with a slider will call the `OnSubmitted` prop (if provided) with the latest value. Only decimal inputs are allowed (so, for example, hex characters a-f will not be permitted). ]=] local RunService = game:GetService("RunService") local React = require("@pkg/@jsdotlua/react") local BaseTextInput = require("./Foundation/BaseTextInput") local Slider = require("./Slider") local Constants = require("../Constants") local useFreshCallback = require("../Hooks/useFreshCallback") local useTheme = require("../Hooks/useTheme") --[=[ @within NumericInput @interface Props @tag Component Props @field ... CommonProps @field Value number @field OnValidChanged ((n: number) -> ())? @field Min number? @field Max number? @field Step number? @field OnSubmitted ((n: number) -> ())? @field FormatValue ((n: number) -> string)? @field Arrows boolean? @field Slider boolean? @field PlaceholderText string? @field ClearTextOnFocus boolean? @field OnFocused (() -> ())? @field OnFocusLost ((text: string, enterPressed: boolean, input: InputObject) -> ())? ]=] type NumericInputProps = BaseTextInput.BaseTextInputConsumerProps & { OnValidChanged: ((n: number) -> ())?, Value: number, Min: number?, Max: number?, Step: number?, OnSubmitted: ((n: number) -> ())?, FormatValue: ((n: number) -> string)?, Arrows: boolean?, Slider: boolean?, } local MAX = 2 ^ 53 local ARROW_WIDTH = 19 local SLIDER_SPLIT = 0.45 local function roundToStep(n: number, step: number): number if step == 0 then return n end return math.round(n / step) * step end local function tonumberPositiveZero(s: string): number? local n = tonumber(s) if n == -0 then return 0 end return n end local function applyFormat(n: number, formatter: ((n: number) -> string)?) if n == -0 then n = 0 end if formatter ~= nil then return formatter(n) end return tostring(n) end local function NumericInputArrow(props: { HeightBinding: React.Binding<number>, Side: number, Callback: (side: number) -> (), Disabled: boolean?, }) local theme = useTheme() local connection = React.useRef(nil) :: { current: RBXScriptConnection? } local hovered, setHovered = React.useState(false) local pressed, setPressed = React.useState(false) local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled elseif pressed then modifier = Enum.StudioStyleGuideModifier.Pressed elseif hovered then modifier = Enum.StudioStyleGuideModifier.Hover end local maybeActivate = useFreshCallback(function() if hovered then props.Callback(props.Side) end end, { hovered, props.Callback, props.Side } :: { unknown }) local function startHolding() if connection.current then connection.current:Disconnect() end local nextScroll = os.clock() + 0.35 connection.current = RunService.PostSimulation:Connect(function() if os.clock() >= nextScroll then maybeActivate() nextScroll += 0.05 end end) props.Callback(props.Side) end local function stopHolding() if connection.current then connection.current:Disconnect() connection.current = nil end end React.useEffect(stopHolding, {}) React.useEffect(function() if props.Disabled and pressed then stopHolding() setPressed(false) end if props.Disabled then setHovered(false) end end, { props.Disabled, pressed }) return React.createElement("TextButton", { AutoButtonColor = false, BorderSizePixel = 0, Text = "", BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Button, modifier), Size = props.HeightBinding:map(function(height: number) if props.Side == 0 then return UDim2.new(1, 0, 0, math.floor(height / 2)) else return UDim2.new(1, 0, 0, math.ceil(height / 2) - 1) end end), Position = props.HeightBinding:map(function(height: number) if props.Side == 0 then return UDim2.fromOffset(0, 0) else return UDim2.fromOffset(0, math.floor(height / 2) + 1) end end), [React.Event.InputBegan] = function(_, input) if props.Disabled then return elseif input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(true) startHolding() end end, [React.Event.InputEnded] = function(_, input) if props.Disabled then return elseif input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(false) stopHolding() end end, }, { Image = React.createElement("ImageLabel", { Image = "rbxassetid://14699332993", Size = UDim2.fromOffset(7, 4), ImageColor3 = theme:GetColor(Enum.StudioStyleGuideColor.ButtonText, modifier), BackgroundTransparency = 1, AnchorPoint = Vector2.new(0.5, 0.5), Position = UDim2.fromScale(0.5, 0.5), ImageRectSize = Vector2.new(7, 4), ImageRectOffset = Vector2.new(0, if props.Side == 0 then 0 else 4), ImageTransparency = if props.Disabled then 0.2 else 0, }), }) end local function NumericInput(props: NumericInputProps) local theme = useTheme() local min = math.max(props.Min or -MAX, -MAX) local max = math.min(props.Max or MAX, MAX) local step = props.Step or 1 assert(max >= min, `max ({max}) was less than min ({min})`) assert(step >= 0, `step ({step}) was less than 0`) local pattern = if step % 1 == 0 and step ~= 0 then "[^%-%d]" else "[^%-%.%d]" local lastCleanText, setLastCleanText = React.useState(applyFormat(props.Value, props.FormatValue)) local onValidChanged: (number) -> () = props.OnValidChanged or function() end React.useEffect(function() setLastCleanText(function(freshLastCleanText) if tonumberPositiveZero(freshLastCleanText) ~= props.Value then return applyFormat(props.Value, props.FormatValue) end return freshLastCleanText end) end, { props.Value, props.FormatValue } :: { unknown }) local heightBinding, setHeightBinding = React.useBinding(0) local function buttonCallback(side: number) local usingStep = (if step == 0 then 1 else step) * (if side == 0 then 1 else -1) local newValue = math.clamp(props.Value + usingStep, min, max) if newValue ~= props.Value then onValidChanged(newValue) end end local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled end return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.new(1, 0, 0, Constants.DefaultInputHeight), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BorderSizePixel = 0, BackgroundTransparency = 1, }, { InputHolder = React.createElement("Frame", { Size = UDim2.fromScale(if props.Slider then SLIDER_SPLIT else 1, 1), BackgroundTransparency = 1, }, { Input = React.createElement(BaseTextInput, { Disabled = props.Disabled, Size = UDim2.fromScale(1, 1), ClearTextOnFocus = props.ClearTextOnFocus, PlaceholderText = props.PlaceholderText, Text = lastCleanText, RightPaddingExtra = if props.Arrows then ARROW_WIDTH + 1 else 0, OnChanged = function(newText: string) local cleanText = string.gsub(newText, pattern, "") local number = tonumberPositiveZero(cleanText) if number ~= nil then if number >= min and number <= max and roundToStep(number, step) == number then onValidChanged(number) end end setLastCleanText(cleanText) end, OnFocusLost = function(_, enterPressed: boolean, inputObject: InputObject) local number = tonumberPositiveZero(lastCleanText) local outValue = props.Value if number ~= nil then outValue = math.clamp(roundToStep(number, step), min, max) end onValidChanged(outValue) if props.OnSubmitted then props.OnSubmitted(outValue) end setLastCleanText(applyFormat(outValue, props.FormatValue)) if props.OnFocusLost then props.OnFocusLost(lastCleanText, enterPressed, inputObject) end end, OnFocused = props.OnFocused, }), Arrows = props.Arrows and React.createElement("Frame", { BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Button, modifier), AnchorPoint = Vector2.new(1, 0), Position = UDim2.new(1, -1, 0, 1), Size = UDim2.new(0, ARROW_WIDTH, 1, -2), [React.Change.AbsoluteSize] = function(rbx) setHeightBinding(rbx.AbsoluteSize.Y) end, }, { Up = React.createElement(NumericInputArrow, { Disabled = props.Disabled or props.Value >= max, Callback = buttonCallback, HeightBinding = heightBinding, Side = 0, }), Down = React.createElement(NumericInputArrow, { Disabled = props.Disabled or props.Value <= min, Callback = buttonCallback, HeightBinding = heightBinding, Side = 1, }), }), }), Slider = props.Slider and React.createElement(Slider, { AnchorPoint = Vector2.new(1, 0), Position = UDim2.fromScale(1, 0), Size = UDim2.new(1 - SLIDER_SPLIT, -5, 1, 0), Value = props.Value, Min = min, Max = max, Step = step, OnChanged = props.OnValidChanged, OnCompleted = props.OnSubmitted, Disabled = props.Disabled, }), }) end return NumericInput
2,800
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/PluginProvider.luau
--[=[ @class PluginProvider This component provides an interface to plugin apis for other components in the tree. It should be provided with a single `Plugin` prop that must point to `plugin` (your plugin's root instance). You do not have to use this component unless you want custom mouse icons via the [useMouseIcon] hook. Right now, the only built-in component that relies on this is [Splitter]. Theming and all other functionality will work regardless of whether this component is used. You should only render one PluginProvider in your tree. Commonly, this is done at the top of the tree with the rest of your plugin as children/descendants. Example of usage: ```lua local function MyComponent() return React.createElement(StudioComponents.PluginProvider, { Plugin = plugin, }, { MyExample = React.createElement(MyExample, ...) }) end ``` ]=] local HttpService = game:GetService("HttpService") local React = require("@pkg/@jsdotlua/react") local PluginContext = require("../Contexts/PluginContext") type IconStackEntry = { id: string, icon: string, } --[=[ @within PluginProvider @interface Props @tag Component Props @field Plugin Plugin @field children React.ReactNode ]=] type PluginProviderProps = { Plugin: Plugin, children: React.ReactNode, } local function PluginProvider(props: PluginProviderProps) local plugin = props.Plugin local iconStack = React.useRef({}) :: { current: { IconStackEntry } } local function updateMouseIcon() local top = iconStack.current[#iconStack.current] plugin:GetMouse().Icon = if top then top.icon else "" end local function pushMouseIcon(icon) local id = HttpService:GenerateGUID(false) table.insert(iconStack.current, { id = id, icon = icon }) updateMouseIcon() return id end local function popMouseIcon(id) for i = #iconStack.current, 1, -1 do local item = iconStack.current[i] if item.id == id then table.remove(iconStack.current, i) end end updateMouseIcon() end React.useEffect(function() return function() table.clear(iconStack.current) plugin:GetMouse().Icon = "" end end, {}) return React.createElement(PluginContext.Provider, { value = { plugin = plugin, pushMouseIcon = pushMouseIcon, popMouseIcon = popMouseIcon, }, }, props.children) end return PluginProvider
563
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/ProgressBar.luau
--[=[ @class ProgressBar A basic progress indicator. This should be used for longer or more detailed loading processes. For shorter loading processes, consider using a [LoadingDots] component. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/progressbar/dark.png) | ![Light](/StudioComponents/components/progressbar/light.png) | Pass a number representing the current progress into the `Value` prop. You can optionally pass a number representing the maximum value into the `Max` prop, which defaults to 1 if not provided. The `Value` prop should be between 0 and `Max`. For example: ```lua local function MyComponent() return React.createElement(StudioComponents.ProgressBar, { Value = 5, -- loaded 5 items Max = 10, -- out of a total of 10 items }) end ``` By default, the progress bar will display text indicating the progress as a percentage, rounded to the nearest whole number. This can be customized by providing a prop to `Formatter`, which should be a function that takes two numbers representing the current value and the maximum value and returns a string to be displayed. For example: ```lua local function MyComponent() return React.createElement(StudioComponents.ProgressBar, { Value = 3, Max = 20, Formatter = function(current, max) return `Loaded {current} / {max} assets...` end, }) end ``` By default, the height of a progress bar is equal to the value in [Constants.DefaultProgressBarHeight]. This can be configured via props. ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local Constants = require("../Constants") local useTheme = require("../Hooks/useTheme") --[=[ @within ProgressBar @interface Props @tag Component Props @field ... CommonProps @field Value number @field Max number? @field Formatter ((value: number, max: number) -> string)? ]=] type ProgressBarProps = CommonProps.T & { Value: number, Max: number?, Formatter: ((value: number, max: number) -> string)?, } local function defaultFormatter(value: number, max: number) return string.format("%i%%", 100 * value / max) end local function ProgressBar(props: ProgressBarProps) local theme = useTheme() local formatter: (number, number) -> string = defaultFormatter if props.Formatter then formatter = props.Formatter end local max = props.Max or 1 local value = math.clamp(props.Value, 0, max) local alpha = value / max local text = formatter(value, max) local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled end return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.new(1, 0, 0, Constants.DefaultProgressBarHeight), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground, modifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBorder, modifier), }, { Bar = React.createElement("Frame", { BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.DialogMainButton, modifier), BorderSizePixel = 0, Size = UDim2.fromScale(alpha, 1), ClipsDescendants = true, ZIndex = 1, }, { Left = React.createElement("TextLabel", { BackgroundTransparency = 1, Size = UDim2.fromScale(1 / alpha, 1) - UDim2.fromOffset(0, 1), Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = Color3.fromRGB(12, 12, 12), TextTransparency = if props.Disabled then 0.5 else 0, Text = text, }), }), Under = React.createElement("TextLabel", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1) - UDim2.fromOffset(0, 1), Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText, modifier), Text = text, ZIndex = 0, }), }) end return ProgressBar
1,018
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/RadioButton.luau
--[=[ @class RadioButton An input element similar to a [Checkbox] which can either be selected or not selected. This should be used for an option in a mutually exclusive group of options (the user can only select one out of the group). This grouping behavior is not included and must be implemented separately. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/radiobutton/dark.png) | ![Light](/StudioComponents/components/radiobutton/light.png) | The props and behavior for this component are the same as [Checkbox]. Importantly, this is also a controlled component, which means it does not manage its own selected state. A value must be passed to the `Value` prop and a callback should be passed to the `OnChanged` prop. For example: ```lua local function MyComponent() local selected, setSelected = React.useState(false) return React.createElement(StudioComponents.RadioButton, { Value = selected, OnChanged = setSelected, }) end ``` For more information about customizing this component via props, refer to the documentation for [Checkbox]. The default height for this component is found in [Constants.DefaultToggleHeight]. ]=] local React = require("@pkg/@jsdotlua/react") local BaseLabelledToggle = require("./Foundation/BaseLabelledToggle") local useTheme = require("../Hooks/useTheme") local PADDING = 1 local INNER_PADDING = 3 --[=[ @within RadioButton @interface Props @tag Component Props @field ... CommonProps @field Value boolean? @field OnChanged (() -> ())? @field Label string? @field ContentAlignment HorizontalAlignment? @field ButtonAlignment HorizontalAlignment? ]=] type RadioButtonProps = BaseLabelledToggle.BaseLabelledToggleConsumerProps & { Value: boolean, } local function RadioButton(props: RadioButtonProps) local theme = useTheme() local mergedProps = table.clone(props) :: BaseLabelledToggle.BaseLabelledToggleProps function mergedProps.RenderButton(subProps: { Hovered: boolean }) local mainModifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then mainModifier = Enum.StudioStyleGuideModifier.Disabled elseif subProps.Hovered then mainModifier = Enum.StudioStyleGuideModifier.Hover end return React.createElement("Frame", { BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.CheckedFieldBackground, mainModifier), BackgroundTransparency = 0, Size = UDim2.new(1, -PADDING * 2, 1, -PADDING * 2), Position = UDim2.fromOffset(1, PADDING), }, { Corner = React.createElement("UICorner", { CornerRadius = UDim.new(0.5, 0), }), Stroke = React.createElement("UIStroke", { Color = theme:GetColor(Enum.StudioStyleGuideColor.CheckedFieldBorder, mainModifier), Transparency = 0, }), Inner = if props.Value == true then React.createElement("Frame", { Size = UDim2.new(1, -INNER_PADDING * 2, 1, -INNER_PADDING * 2), Position = UDim2.fromOffset(INNER_PADDING, INNER_PADDING), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.DialogMainButton, mainModifier), BackgroundTransparency = 0.25, }, { Corner = React.createElement("UICorner", { CornerRadius = UDim.new(0.5, 0), }), }) else nil, }) end return React.createElement(BaseLabelledToggle, mergedProps) end return RadioButton
817
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/ScrollFrame/ScrollBar.luau
local React = require("@pkg/@jsdotlua/react") local useMouseDrag = require("../../Hooks/useMouseDrag") local useTheme = require("../../Hooks/useTheme") local Constants = require("./Constants") local ScrollBarArrow = require("./ScrollBarArrow") local Types = require("./Types") local SCROLLBAR_THICKNESS = Constants.ScrollBarThickness local INPUT_MOVE = Enum.UserInputType.MouseMovement local function flipVector2(vector: Vector2, shouldFlip: boolean) return if shouldFlip then Vector2.new(vector.Y, vector.X) else vector end local function flipUDim2(udim: UDim2, shouldFlip: boolean) return if shouldFlip then UDim2.new(udim.Height, udim.Width) else udim end type ScrollData = Types.ScrollData type ScrollBarProps = { BumpScroll: (scrollVector: Vector2) -> (), Orientation: Types.BarOrientation, ScrollData: React.Binding<ScrollData>, ScrollOffset: React.Binding<Vector2>, SetScrollOffset: (offset: Vector2) -> (), Disabled: boolean?, } local function ScrollBar(props: ScrollBarProps) local vertical = props.Orientation == "Vertical" local scrollDataBinding = props.ScrollData local theme = useTheme() local hovered, setHovered = React.useState(false) local dragStartMouse = React.useRef(nil) :: { current: Vector2? } local dragStartCanvas = React.useRef(nil) :: { current: Vector2? } local function onDragStarted(_, input: InputObject) dragStartMouse.current = Vector2.new(input.Position.X, input.Position.Y) dragStartCanvas.current = props.ScrollOffset:getValue() end local function onDragEnded() dragStartMouse.current = nil dragStartCanvas.current = nil end local function onDragged(_, input: InputObject) local scrollData = scrollDataBinding:getValue() local contentSize = scrollData.ContentSize local windowSize = scrollData.WindowSize local innerBarSize = scrollData.InnerBarSize local offsetFrom = dragStartCanvas.current :: Vector2 local mouseFrom = dragStartMouse.current :: Vector2 local mouseDelta = Vector2.new(input.Position.X, input.Position.Y) - mouseFrom local shiftAlpha = mouseDelta / (innerBarSize - scrollData.BarSize) local overflow = contentSize - windowSize local newOffset = offsetFrom + overflow * shiftAlpha newOffset = newOffset:Min(overflow) newOffset = newOffset:Max(Vector2.zero) local freshScrollOffset = props.ScrollOffset:getValue() if vertical then props.SetScrollOffset(Vector2.new(freshScrollOffset.X, newOffset.Y)) else props.SetScrollOffset(Vector2.new(newOffset.X, freshScrollOffset.Y)) end end local dragDeps = { props.ScrollOffset, props.SetScrollOffset } :: { unknown } local drag = useMouseDrag(onDragged, dragDeps, onDragStarted, onDragEnded) React.useEffect(function() if props.Disabled and drag.isActive() then drag.cancel() onDragEnded() end -- if props.Disabled then -- setHovered(false) -- end end, { props.Disabled, drag.isActive() }) local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled elseif hovered or drag.isActive() then modifier = Enum.StudioStyleGuideModifier.Pressed end return React.createElement("Frame", { BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.ScrollBarBackground), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), Visible = scrollDataBinding:map(function(data: ScrollData) return if vertical then data.BarVisible.Y else data.BarVisible.X end), AnchorPoint = flipVector2(Vector2.new(1, 0), not vertical), Position = flipUDim2(UDim2.fromScale(1, 0), not vertical), Size = scrollDataBinding:map(function(data) local extra = if (vertical and data.BarVisible.X) or (not vertical and data.BarVisible.Y) then -SCROLLBAR_THICKNESS - 1 else 0 return flipUDim2(UDim2.new(0, SCROLLBAR_THICKNESS, 1, extra), not vertical) end), }, { Arrow0 = React.createElement(ScrollBarArrow, { Side = 0, Orientation = props.Orientation, BumpScroll = props.BumpScroll, Disabled = props.Disabled, }), Arrow1 = React.createElement(ScrollBarArrow, { Side = 1, Orientation = props.Orientation, BumpScroll = props.BumpScroll, Position = flipUDim2(UDim2.fromScale(0, 1), not vertical), AnchorPoint = flipVector2(Vector2.new(0, 1), not vertical), Disabled = props.Disabled, }), Region = React.createElement("Frame", { BackgroundTransparency = 1, Position = flipUDim2(UDim2.fromOffset(0, SCROLLBAR_THICKNESS + 1), not vertical), Size = flipUDim2(UDim2.new(1, 0, 1, -(SCROLLBAR_THICKNESS + 1) * 2), not vertical), }, { Handle = React.createElement("Frame", { BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.ScrollBar, modifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border, modifier), Size = scrollDataBinding:map(function(data: ScrollData) local size = if vertical then data.BarSize.Y else data.BarSize.X return flipUDim2(UDim2.new(1, 0, 0, size), not vertical) end), Position = scrollDataBinding:map(function(data: ScrollData) local position = if vertical then data.BarPosition.Y else data.BarPosition.X return flipUDim2(UDim2.fromScale(0, position), not vertical) end), AnchorPoint = scrollDataBinding:map(function(data: ScrollData) local position = if vertical then data.BarPosition.Y else data.BarPosition.X return flipVector2(Vector2.new(0, position), not vertical) end), [React.Event.InputBegan] = function(rbx: Frame, input: InputObject) if input.UserInputType == INPUT_MOVE then setHovered(true) end if not props.Disabled then drag.onInputBegan(rbx, input) end end, [React.Event.InputChanged] = function(rbx: Frame, input: InputObject) if not props.Disabled then drag.onInputChanged(rbx, input) end end, [React.Event.InputEnded] = function(rbx: Frame, input: InputObject) if input.UserInputType == INPUT_MOVE then setHovered(false) end if not props.Disabled then drag.onInputEnded(rbx, input) end end, }), }), }) end return ScrollBar
1,588
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/ScrollFrame/ScrollBarArrow.luau
local RunService = game:GetService("RunService") local React = require("@pkg/@jsdotlua/react") local useFreshCallback = require("../../Hooks/useFreshCallback") local useTheme = require("../../Hooks/useTheme") local Constants = require("./Constants") local Types = require("./Types") local ARROW_IMAGE = "rbxassetid://6677623152" local SCROLLBAR_THICKNESS = Constants.ScrollBarThickness local ARROW_SCROLL_AMOUNT = Constants.ArrowScrollAmount local function getArrowImageOffset(orientation: Types.BarOrientation, side: number) if orientation == "Vertical" then return Vector2.new(0, side * SCROLLBAR_THICKNESS) end return Vector2.new(SCROLLBAR_THICKNESS, side * SCROLLBAR_THICKNESS) end local function getScrollVector(orientation: Types.BarOrientation, side: number) local scrollAmount = ARROW_SCROLL_AMOUNT * (if side == 0 then -1 else 1) local scrollVector = Vector2.new(0, scrollAmount) if orientation == "Horizontal" then scrollVector = Vector2.new(scrollAmount, 0) end return scrollVector end type ScrollBarArrowProps = { BumpScroll: (scrollVector: Vector2) -> (), Orientation: Types.BarOrientation, Side: number, Position: UDim2?, AnchorPoint: Vector2?, Disabled: boolean?, } local function ScrollBarArrow(props: ScrollBarArrowProps) local theme = useTheme() local connection = React.useRef(nil) :: { current: RBXScriptConnection? } local pressed, setPressed = React.useState(false) local hovered, setHovered = React.useState(false) local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled elseif pressed then modifier = Enum.StudioStyleGuideModifier.Pressed end local maybeScroll = useFreshCallback(function() if hovered then props.BumpScroll(getScrollVector(props.Orientation, props.Side)) end end, { hovered, props.BumpScroll, props.Orientation, props.Side } :: { unknown }) local function startHolding() if connection.current then connection.current:Disconnect() end local nextScroll = os.clock() + 0.35 connection.current = RunService.PostSimulation:Connect(function() if os.clock() >= nextScroll then maybeScroll() nextScroll += 0.05 end end) props.BumpScroll(getScrollVector(props.Orientation, props.Side)) end local function stopHolding() if connection.current then connection.current:Disconnect() connection.current = nil end end React.useEffect(stopHolding, {}) React.useEffect(function() if props.Disabled and pressed then stopHolding() setPressed(false) end if props.Disabled then setHovered(false) end end, { props.Disabled, pressed }) local hostClass = "ImageLabel" local hostProps = { BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.ScrollBar, modifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border, modifier), Size = UDim2.fromOffset(SCROLLBAR_THICKNESS, SCROLLBAR_THICKNESS), Image = ARROW_IMAGE, ImageRectSize = Vector2.new(SCROLLBAR_THICKNESS, SCROLLBAR_THICKNESS), ImageRectOffset = getArrowImageOffset(props.Orientation, props.Side), ImageColor3 = theme:GetColor(Enum.StudioStyleGuideColor.TitlebarText, modifier), Position = props.Position, AnchorPoint = props.AnchorPoint, } if props.Disabled ~= true then hostClass = "ImageButton" hostProps.AutoButtonColor = false hostProps[React.Event.InputBegan] = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(true) startHolding() end end hostProps[React.Event.InputEnded] = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) elseif input.UserInputType == Enum.UserInputType.MouseButton1 then setPressed(false) stopHolding() end end end return React.createElement(hostClass, hostProps) end return ScrollBarArrow
970
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/ScrollFrame/Types.luau
export type ScrollData = { ContentSize: Vector2, WindowSize: Vector2, InnerBarSize: Vector2, BarVisible: { X: boolean, Y: boolean }, BarSize: Vector2, BarPosition: Vector2, } export type BarOrientation = "Horizontal" | "Vertical" return {}
68
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/ScrollFrame/init.luau
--[=[ @class ScrollFrame A container with scrollable contents. This works the same way as a built-in [ScrollingFrame] but has visual changes to match the appearance of built-in scrollers in Studio. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/scrollframe/dark.png) | ![Light](/StudioComponents/components/scrollframe/light.png) | ScrollFrames automatically size their canvas to fit their contents, which are passed via the `children` parameters in createElement. By default, children are laid out with a [UIListLayout]; this can be overriden via the `Layout` prop. Either "UIListLayout" or "UIGridLayout" may be passed to `Layout.ClassName`. Any other properties to be applied to the layout should also be passed in the `Layout` prop. For example: ```lua local function MyComponent() return React.createElement(StudioComponents.ScrollFrame, { Layout = { ClassName = "UIListLayout", Padding = UDim.new(0, 10), FillDirection = Enum.FillDirection.Horizontal, } }, { SomeChild = React.createElement(...), AnotherChild = React.createElement(...), }) end ``` By default, scrolling on both the X and Y axes is enabled. To configure this, pass an [Enum.ScrollingDirection] value to the `ScrollingDirection` prop. Padding around the outside of contents can also be configured via the `PaddingLeft`, `PaddingRight`, `PaddingTop`, and `PaddingBottom` props. :::info The built-in Studio scrollers were changed during this project's lifetime to be significantly narrower. This component retains the old, wider, size because it is more accessible. ::: ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../../CommonProps") local useTheme = require("../../Hooks/useTheme") local Constants = require("./Constants") local ScrollBar = require("./ScrollBar") local Types = require("./Types") local SCROLL_WHEEL_SPEED = Constants.WheelScrollAmount local SCROLLBAR_THICKNESS = Constants.ScrollBarThickness local SCROLLBAR_MIN_LENGTH = SCROLLBAR_THICKNESS local function clampVector2(v: Vector2, vmin: Vector2, vmax: Vector2) return Vector2.new(math.clamp(v.X, vmin.X, vmax.X), math.clamp(v.Y, vmin.Y, vmax.Y)) end type ScrollData = Types.ScrollData local defaultLayout = { ClassName = "UIListLayout", SortOrder = Enum.SortOrder.LayoutOrder, } --[=[ @within ScrollFrame @interface Props @tag Component Props @field ... CommonProps @field Layout { ClassName: string, [string]: any }? @field ScrollingDirection Enum.ScrollingDirection? @field PaddingLeft UDim? @field PaddingRight UDim? @field PaddingTop UDim? @field PaddingBottom UDim? @field OnScrolled ((scrollOffset: Vector2) -> ())? @field children React.ReactNode ]=] type ScrollFrameProps = CommonProps.T & { ScrollingDirection: Enum.ScrollingDirection?, PaddingLeft: UDim?, PaddingRight: UDim?, PaddingTop: UDim?, PaddingBottom: UDim?, OnScrolled: ((scrollOffset: Vector2) -> ())?, Layout: { ClassName: string, -- Luau: should be "UIListLayout | "UIGridLayout" but causes problems [string]: any, -- native props }?, children: React.ReactNode, } local function computePaddingSize(data: { PaddingLeft: UDim?, PaddingRight: UDim?, PaddingTop: UDim?, PaddingBottom: UDim?, WindowSize: Vector2, }) local paddingX = (data.PaddingLeft or UDim.new(0, 0)) + (data.PaddingRight or UDim.new(0, 0)) local paddingY = (data.PaddingTop or UDim.new(0, 0)) + (data.PaddingBottom or UDim.new(0, 0)) return Vector2.new( paddingX.Scale * data.WindowSize.X + paddingX.Offset, paddingY.Scale * data.WindowSize.Y + paddingY.Offset ) end local function getRegionData(props: ScrollFrameProps, contentSize: Vector2, windowSize: Vector2) local scrollingEnabled = { X = props.ScrollingDirection ~= Enum.ScrollingDirection.Y, Y = props.ScrollingDirection ~= Enum.ScrollingDirection.X, } local paddingSize = computePaddingSize({ PaddingLeft = props.PaddingLeft, PaddingRight = props.PaddingRight, PaddingTop = props.PaddingTop, PaddingBottom = props.PaddingBottom, WindowSize = windowSize, }) contentSize += paddingSize local overflow = contentSize - windowSize local visible = { X = false, Y = false } for _ = 1, 2 do -- in case Y relayout affects X, we do it twice if overflow.X > 0 and not visible.X and scrollingEnabled.X then windowSize -= Vector2.new(0, SCROLLBAR_THICKNESS + 1) visible.X = true end if overflow.Y > 0 and not visible.Y and scrollingEnabled.Y then windowSize -= Vector2.new(SCROLLBAR_THICKNESS + 1, 0) visible.Y = true end overflow = contentSize - windowSize end return { ContentSize = contentSize, WindowSize = windowSize, Overflow = overflow, Visible = visible, } end local function ScrollFrame(props: ScrollFrameProps) local theme = useTheme() local scrollOffsetBinding, setScrollOffsetBinding = React.useBinding(Vector2.zero) local contentSizeBinding, setContentSizeBinding = React.useBinding(Vector2.zero) local windowSizeBinding, setWindowSizeBinding = React.useBinding(Vector2.zero) local function setScrollOffset(offset: Vector2) if offset ~= scrollOffsetBinding:getValue() then setScrollOffsetBinding(offset) if props.OnScrolled then props.OnScrolled(offset) end end end local function getScrollData(): ScrollData local regionData = getRegionData(props, contentSizeBinding:getValue(), windowSizeBinding:getValue()) local contentSize = regionData.ContentSize local windowSize = regionData.WindowSize local overflow = regionData.Overflow local visible = regionData.Visible local alpha = clampVector2(windowSize / contentSize, Vector2.zero, Vector2.one) local innerBarSize = windowSize - Vector2.one * (SCROLLBAR_THICKNESS + 1) * 2 local scrollOffset = scrollOffsetBinding:getValue() local offset = alpha * innerBarSize offset = offset:Max(Vector2.one * SCROLLBAR_MIN_LENGTH) offset = offset:Min(innerBarSize + Vector2.one * 2) offset = offset:Max(Vector2.zero) local sizeX = if visible.X then offset.X else 0 local sizeY = if visible.Y then offset.Y else 0 local size = Vector2.new(sizeX, sizeY) local position = clampVector2(scrollOffset / overflow, Vector2.zero, Vector2.one) return { ContentSize = contentSize, WindowSize = windowSize, InnerBarSize = innerBarSize, BarVisible = visible, BarSize = size, BarPosition = position, } end local function revalidateScrollOffset() local regionData = getRegionData(props, contentSizeBinding:getValue(), windowSizeBinding:getValue()) local currentOffset = scrollOffsetBinding:getValue() local maxOffset = regionData.Overflow:Max(Vector2.zero) maxOffset = maxOffset:Min( Vector2.new( if regionData.Visible.X then maxOffset.X else 0, if regionData.Visible.Y then maxOffset.Y else 0 ) ) local newOffset = currentOffset:Min(maxOffset) if newOffset ~= currentOffset then setScrollOffset(newOffset) end end React.useEffect( revalidateScrollOffset, { props.ScrollingDirection, props.Layout, props.PaddingLeft, props.PaddingRight, props.PaddingBottom, props.PaddingTop, } :: { unknown } ) local function bumpScroll(scrollVector: Vector2) local scrollData = getScrollData() local windowSize = scrollData.WindowSize local contentSize = scrollData.ContentSize local scrollOffset = scrollOffsetBinding:getValue() local scrollTarget = scrollOffset + scrollVector local scrollBounds = contentSize - windowSize scrollBounds = scrollBounds:Max(Vector2.zero) setScrollOffset(clampVector2(scrollTarget, Vector2.zero, scrollBounds)) end local function handleMainInput(_, input: InputObject) if props.Disabled then return elseif input.UserInputType == Enum.UserInputType.MouseWheel then local amount = SCROLL_WHEEL_SPEED * -input.Position.Z local scrollData = getScrollData() local shiftHeld = input:IsModifierKeyDown(Enum.ModifierKey.Shift) local scrollVector if shiftHeld then if scrollData.BarVisible.X then scrollVector = Vector2.new(amount, 0) end elseif scrollData.BarVisible.Y then scrollVector = Vector2.new(0, amount) elseif scrollData.BarVisible.X then scrollVector = Vector2.new(amount, 0) end if scrollVector then bumpScroll(scrollVector) end end end local scrollDataBinding = React.joinBindings({ contentSizeBinding, windowSizeBinding, scrollOffsetBinding, }):map(getScrollData) local modifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled end local layoutBase = table.clone(props.Layout or defaultLayout) local layoutProps: { [any]: any } = {} for key, val in layoutBase :: { [string]: any } do if key ~= "ClassName" then layoutProps[key] = val end end layoutProps[React.Change.AbsoluteContentSize] = function(rbx: UIListLayout | UIGridLayout) setContentSizeBinding(rbx.AbsoluteContentSize) revalidateScrollOffset() end --[[ Children need to be able to use actual window size for their sizes. To facilitate this, the parent Window frame's size equals the clipping area. However, this causes the layout in e.g. layout mode Center to lay elements out ... from the center of the Window, rather than the Canvas. We fix this by simply overriding the alignments when the bars are visible ... since those properties make no difference in those cases. ]] layoutProps.HorizontalAlignment = scrollDataBinding:map(function(data: ScrollData) return if data.BarVisible.X then Enum.HorizontalAlignment.Left else layoutBase.HorizontalAlignment end) layoutProps.VerticalAlignment = scrollDataBinding:map(function(data: ScrollData) return if data.BarVisible.Y then Enum.VerticalAlignment.Top else layoutBase.VerticalAlignment end) local mainSize = scrollDataBinding:map(function(data: ScrollData) local windowSize = data.WindowSize:Max(Vector2.zero) return UDim2.fromOffset(windowSize.X, windowSize.Y) end) return React.createElement("Frame", { -- sinks scroll input that would otherwise zoom the studio camera -- also prevents the drag-box appearing on lmb-drag Active = true, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.fromScale(1, 1), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground, modifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border, modifier), [React.Event.InputBegan] = handleMainInput, [React.Event.InputChanged] = handleMainInput, [React.Change.AbsoluteSize] = function(rbx: Frame) setWindowSizeBinding(rbx.AbsoluteSize) revalidateScrollOffset() end :: any, }, { Cover = if props.Disabled then React.createElement("Frame", { ZIndex = 2, Size = mainSize, BorderSizePixel = 0, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BackgroundTransparency = 0.25, }) else nil, Clipping = React.createElement("Frame", { Size = mainSize, BackgroundTransparency = 1, ClipsDescendants = true, }, { Window = React.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundTransparency = 1, Position = scrollOffsetBinding:map(function(offset: Vector2) return UDim2.fromOffset(-offset.X, -offset.Y) end), }, { Padding = React.createElement("UIPadding", { PaddingLeft = props.PaddingLeft, PaddingRight = props.PaddingRight, PaddingTop = props.PaddingTop, PaddingBottom = props.PaddingBottom, }), Layout = React.createElement(layoutBase.ClassName, layoutProps), }, props.children), }), VerticalScrollBar = React.createElement(ScrollBar, { Orientation = "Vertical" :: "Vertical", -- Luau ScrollData = scrollDataBinding, ScrollOffset = scrollOffsetBinding, SetScrollOffset = setScrollOffset, BumpScroll = bumpScroll, Disabled = props.Disabled, }), HorizontalScrollBar = React.createElement(ScrollBar, { Orientation = "Horizontal" :: "Horizontal", -- Luau ScrollData = scrollDataBinding, ScrollOffset = scrollOffsetBinding, SetScrollOffset = setScrollOffset, BumpScroll = bumpScroll, Disabled = props.Disabled, }), }) end return ScrollFrame
3,096
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Slider.luau
--[=[ @class Slider A component for selecting a numeric value from a range of values with an optional increment. These are seen in some number-valued properties in the built-in Properties widget, as well as in various built-in plugins such as the Terrain Editor. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/slider/dark.png) | ![Light](/StudioComponents/components/slider/light.png) | As with other components in this library, this is a controlled component. You should pass a value to the `Value` prop representing the current value, as well as a callback to the `OnChanged` prop which will be run when the user changes the value via dragging or clicking on the slider. In addition to these, you must also provide a `Min` and a `Max` prop, which together define the range of the slider. Optionally, a `Step` prop can be provided, which defines the increment of the slider. This defaults to 0, which allows any value in the range. For a complete example: ```lua local function MyComponent() local value, setValue = React.useState(1) return React.createElement(StudioComponents.Slider, { Value = value, OnChanged = setValue, Min = 0, Max = 10, Step = 1, }) end ``` Optionally, an `OnCompleted` callback prop can be provided. This will be called with the latest value of the Slider when sliding is finished. It is also called if, while sliding is in progress, the component becomes Disabled via props or is unmounted. Two further props can optionally be provided: 1. `Border` determines whether a border is drawn around the component. This is useful for giving visual feedback when the slider is hovered or selected. 2. `Background` determines whether the component has a visible background. If this is value is missing or set to `false`, any border will also be hidden. Both of these props default to `true`. By default, the height of sliders is equal to the value found in [Constants.DefaultSliderHeight]. While this can be overriden by props, in order to keep inputs accessible it is not recommended to make the component any smaller than this. ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local Constants = require("../Constants") local useFreshCallback = require("../Hooks/useFreshCallback") local useMouseDrag = require("../Hooks/useMouseDrag") local useTheme = require("../Hooks/useTheme") --[=[ @within Slider @interface Props @tag Component Props @field ... CommonProps @field Value number @field OnChanged ((newValue: number) -> ())? @field OnCompleted ((newValue: number) -> ())? @field Min number @field Max number @field Step number? @field Border boolean? @field Background boolean? ]=] type SliderProps = CommonProps.T & { Value: number, OnChanged: ((newValue: number) -> ())?, OnCompleted: ((newValue: number) -> ())?, Min: number, Max: number, Step: number?, Border: boolean?, Background: boolean?, } local PADDING_BAR_SIDE = 3 local PADDING_REGION_TOP = 1 local PADDING_REGION_SIDE = 6 local INPUT_MOVE = Enum.UserInputType.MouseMovement local function Slider(props: SliderProps) local theme = useTheme() local onChanged: (number) -> () = props.OnChanged or function() end local dragCallback = function(rbx: GuiObject, input: InputObject) local regionPos = rbx.AbsolutePosition.X + PADDING_REGION_SIDE local regionSize = rbx.AbsoluteSize.X - PADDING_REGION_SIDE * 2 local inputPos = input.Position.X local alpha = (inputPos - regionPos) / regionSize local step = props.Step or 0 local value = props.Min * (1 - alpha) + props.Max * alpha if step > 0 then value = math.round(value / step) * step end value = math.clamp(value, props.Min, props.Max) if value ~= props.Value then onChanged(value) end end local dragEndedCallback = useFreshCallback(function() if props.OnCompleted then props.OnCompleted(props.Value) end end, { props.Value, props.OnCompleted } :: { unknown }) local dragDeps = { props.Value, props.Min, props.Max, props.Step, props.OnCompleted, onChanged } :: { unknown } local drag = useMouseDrag(dragCallback, dragDeps, nil, dragEndedCallback) local hovered, setHovered = React.useState(false) local mainModifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then mainModifier = Enum.StudioStyleGuideModifier.Disabled end local handleModifier = Enum.StudioStyleGuideModifier.Default if props.Disabled then handleModifier = Enum.StudioStyleGuideModifier.Disabled elseif hovered or drag.isActive() then handleModifier = Enum.StudioStyleGuideModifier.Hover end local handleFill = theme:GetColor(Enum.StudioStyleGuideColor.Button, handleModifier) local handleBorder = theme:GetColor(Enum.StudioStyleGuideColor.Border, handleModifier) React.useEffect(function() if props.Disabled and drag.isActive() then drag.cancel() end end, { props.Disabled, drag.isActive() }) local function inputBegan(rbx: Frame, input: InputObject) if input.UserInputType == INPUT_MOVE then setHovered(true) end if not props.Disabled then drag.onInputBegan(rbx, input) end end local function inputChanged(rbx: Frame, input: InputObject) if not props.Disabled then drag.onInputChanged(rbx, input) end end local function inputEnded(rbx: Frame, input: InputObject) if input.UserInputType == INPUT_MOVE then setHovered(false) end if not props.Disabled then drag.onInputEnded(rbx, input) end end -- if we use a Frame here, the 2d studio selection rectangle will appear when dragging -- we could prevent that using Active = true, but that displays the Click cursor -- ... the best workaround is a TextButton with Active = false return React.createElement("TextButton", { Text = "", Active = false, AutoButtonColor = false, Size = props.Size or UDim2.new(1, 0, 0, Constants.DefaultSliderHeight), Position = props.Position, AnchorPoint = props.AnchorPoint, LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground, mainModifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBorder, handleModifier), BorderMode = Enum.BorderMode.Inset, BorderSizePixel = if props.Border == false then 0 else 1, BackgroundTransparency = if props.Background == false then 1 else 0, [React.Event.InputBegan] = inputBegan, [React.Event.InputChanged] = inputChanged, [React.Event.InputEnded] = inputEnded, }, { Bar = React.createElement("Frame", { ZIndex = 1, AnchorPoint = Vector2.new(0, 0.5), Position = UDim2.new(0, PADDING_BAR_SIDE, 0.5, 0), Size = UDim2.new(1, -PADDING_BAR_SIDE * 2, 0, 2), BorderSizePixel = 0, BackgroundTransparency = props.Disabled and 0.4 or 0, BackgroundColor3 = theme:GetColor( -- surprising values, but provides correct colors Enum.StudioStyleGuideColor.TitlebarText, Enum.StudioStyleGuideModifier.Disabled ), }), HandleRegion = React.createElement("Frame", { ZIndex = 2, Position = UDim2.fromOffset(PADDING_REGION_SIDE, PADDING_REGION_TOP), Size = UDim2.new(1, -PADDING_REGION_SIDE * 2, 1, -PADDING_REGION_TOP * 2), BackgroundTransparency = 1, }, { Handle = React.createElement("Frame", { AnchorPoint = Vector2.new(0.5, 0), Position = UDim2.fromScale((props.Value - props.Min) / (props.Max - props.Min), 0), Size = UDim2.new(0, 10, 1, 0), BorderMode = Enum.BorderMode.Inset, BorderSizePixel = 1, BorderColor3 = handleBorder:Lerp(handleFill, props.Disabled and 0.5 or 0), BackgroundColor3 = handleFill, }), }), }) end return Slider
1,972
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/Splitter.luau
--[=[ @class Splitter A container frame similar to a [Background] but split into two panels, with a draggable control for resizing the panels within the container. Resizing one section to be larger will reduce the size of the other section, and vice versa. This is useful for letting users resize content. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/splitter/dark.png) | ![Light](/StudioComponents/components/splitter/light.png) | This is a controlled component. The current split location should be passed as a number between 0 and 1 to the `Alpha` prop, and a callback should be passed to the `OnChanged` prop, which is run with the new alpha value when the user uses the splitter. You can also optionally provide `MinAlpha` and `MaxAlpha` props (numbers between 0 and 1) which limit the resizing. These values default to 0.1 and 0.9. To render children in each side, use the `children` parameters in createElement and provide the keys `Side0` and `Side1`. For a complete example: ```lua local function MyComponent() local division, setDivision = React.useState(0.5) return React.createElement(StudioComponents.Splitter, { Alpha = division, OnChanged = setDivision, }, { Side0 = React.createElement(...), Side1 = React.createElement(...), }) end ``` By default, the split is horizontal, which means that the frame is split into a left and right side. This can be changed, for example to a vertical split (top and bottom), by providing an [Enum.FillDirection] value to the `FillDirection` prop. This component can use your system's splitter mouse icons when interacting with the splitter bar. To enable this behavior, ensure you have rendered a [PluginProvider] somewhere higher up in the tree. ]=] local React = require("@pkg/@jsdotlua/react") local CommonProps = require("../CommonProps") local useMouseDrag = require("../Hooks/useMouseDrag") local useMouseIcon = require("../Hooks/useMouseIcon") local useTheme = require("../Hooks/useTheme") local function flipVector2(vector: Vector2, shouldFlip: boolean) return if shouldFlip then Vector2.new(vector.Y, vector.X) else vector end local function flipUDim2(udim: UDim2, shouldFlip: boolean) return if shouldFlip then UDim2.new(udim.Height, udim.Width) else udim end local HANDLE_THICKNESS = 6 local DEFAULT_MIN_ALPHA = 0.1 local DEFAULT_MAX_ALPHA = 0.9 --[=[ @within Splitter @interface Props @tag Component Props @field ... CommonProps @field Alpha number @field OnChanged ((newAlpha: number) -> ())? @field FillDirection Enum.FillDirection? @field MinAlpha number? @field MaxAlpha number? @field children { Side0: React.ReactNode?, Side1: React.ReactNode? }? ]=] export type SplitterProps = CommonProps.T & { Alpha: number, OnChanged: ((newAlpha: number) -> ())?, FillDirection: Enum.FillDirection?, MinAlpha: number?, MaxAlpha: number?, children: { Side0: React.ReactNode, Side1: React.ReactNode, }?, } local icons = { [Enum.FillDirection.Horizontal] = "rbxasset://SystemCursors/SplitEW", [Enum.FillDirection.Vertical] = "rbxasset://SystemCursors/SplitNS", } local function Splitter(props: SplitterProps) local theme = useTheme() local mouseIcon = useMouseIcon() local fillDirection = props.FillDirection or Enum.FillDirection.Horizontal local children = props.children or { Side0 = nil, Side1 = nil, } local drag = useMouseDrag(function(bar: GuiObject, input: InputObject) local region = bar.Parent :: Frame local position = Vector2.new(input.Position.X, input.Position.Y) local alpha = (position - region.AbsolutePosition) / region.AbsoluteSize alpha = alpha:Max(Vector2.one * (props.MinAlpha or DEFAULT_MIN_ALPHA)) alpha = alpha:Min(Vector2.one * (props.MaxAlpha or DEFAULT_MAX_ALPHA)) if props.OnChanged then if fillDirection == Enum.FillDirection.Horizontal and alpha.X ~= props.Alpha then props.OnChanged(alpha.X) elseif fillDirection == Enum.FillDirection.Vertical and alpha.Y ~= props.Alpha then props.OnChanged(alpha.Y) end end end, { props.Alpha, props.OnChanged, props.MinAlpha, props.MaxAlpha, fillDirection } :: { unknown }) React.useEffect(function() if props.Disabled and drag.isActive() then drag.cancel() end end, { props.Disabled, drag.isActive() }) local hovered, setHovered = React.useState(false) React.useEffect(function() if (hovered or drag.isActive()) and not props.Disabled then local icon = icons[fillDirection] mouseIcon.setIcon(icon) else mouseIcon.clearIcon() end end, { mouseIcon, hovered, drag.isActive(), props.Disabled, fillDirection } :: { unknown }) local function onInputBegan(rbx: Frame, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(true) end if not props.Disabled then drag.onInputBegan(rbx, input) end end local function onInputChanged(rbx: Frame, input: InputObject) if not props.Disabled then drag.onInputChanged(rbx, input) end end local function onInputEnded(rbx: Frame, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement then setHovered(false) end if not props.Disabled then drag.onInputEnded(rbx, input) end end local shouldFlip = fillDirection == Enum.FillDirection.Vertical local alpha = props.Alpha alpha = math.max(alpha, props.MinAlpha or DEFAULT_MIN_ALPHA) alpha = math.min(alpha, props.MaxAlpha or DEFAULT_MAX_ALPHA) local handleTransparency = if props.Disabled then 0.75 else 0 local handleColorStyle = Enum.StudioStyleGuideColor.DialogButton if props.Disabled then handleColorStyle = Enum.StudioStyleGuideColor.Border end return React.createElement("Frame", { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.fromScale(1, 1), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, BackgroundTransparency = 1, }, { Handle = React.createElement("Frame", { Active = true, -- prevents the drag-box when in coregui mode AnchorPoint = flipVector2(Vector2.new(0.5, 0), shouldFlip), Position = flipUDim2(UDim2.fromScale(alpha, 0), shouldFlip), Size = flipUDim2(UDim2.new(0, HANDLE_THICKNESS, 1, 0), shouldFlip), BackgroundTransparency = handleTransparency, BackgroundColor3 = theme:GetColor(handleColorStyle), BorderSizePixel = 0, [React.Event.InputBegan] = onInputBegan, [React.Event.InputChanged] = onInputChanged, [React.Event.InputEnded] = onInputEnded, ZIndex = 1, }, { LeftBorder = not props.Disabled and React.createElement("Frame", { Size = flipUDim2(UDim2.new(0, 1, 1, 0), shouldFlip), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), BorderSizePixel = 0, }), RightBorder = not props.Disabled and React.createElement("Frame", { Position = flipUDim2(UDim2.new(1, -1, 0, 0), shouldFlip), Size = flipUDim2(UDim2.new(0, 1, 1, 0), shouldFlip), BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), BorderSizePixel = 0, }), }), Side0 = React.createElement("Frame", { Size = flipUDim2(UDim2.new(alpha, -math.floor(HANDLE_THICKNESS / 2), 1, 0), shouldFlip), BackgroundTransparency = 1, ClipsDescendants = true, ZIndex = 0, }, { Child = children.Side0, }), Side1 = React.createElement("Frame", { AnchorPoint = flipVector2(Vector2.new(1, 0), shouldFlip), Position = flipUDim2(UDim2.fromScale(1, 0), shouldFlip), Size = flipUDim2(UDim2.new(1 - alpha, -math.ceil(HANDLE_THICKNESS / 2), 1, 0), shouldFlip), BackgroundTransparency = 1, ClipsDescendants = true, ZIndex = 0, }, { Child = children.Side1, }), }) end return Splitter
2,057
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Components/TextInput.luau
--[=[ @class TextInput A basic input field for entering any kind of text. This matches the appearance of the search boxes in the Explorer and Properties widgets, among other inputs in Studio. | Dark | Light | | - | - | | ![Dark](/StudioComponents/components/textinput/dark.png) | ![Light](/StudioComponents/components/textinput/light.png) | This is a controlled component, which means the current text should be passed in to the `Text` prop and a callback value to the `OnChanged` prop which gets run when the user attempts types in the input field. For example: ```lua local function MyComponent() local text, setText = React.useState("") return React.createElement(StudioComponents.TextInput, { Text = text, OnChanged = setText, }) end ``` This allows complete control over the text displayed and keeps the source of truth in your own code. This is helpful for consistency and controlling the state from elsewhere in the tree. It also allows you to easily filter what can be typed into the text input. For example, to only permit entering lowercase letters: ```lua local function MyComponent() local text, setText = React.useState("") return React.createElement(StudioComponents.TextInput, { Text = text, OnChanged = function(newText), local filteredText = string.gsub(newText, "[^a-z]", "") setText(filteredText) end, }) end ``` By default, the height of this component is equal to the value in [Constants.DefaultInputHeight]. While this can be overriden by props, in order to keep inputs accessible it is not recommended to make the component any smaller than this. ]=] local React = require("@pkg/@jsdotlua/react") local BaseTextInput = require("./Foundation/BaseTextInput") local Constants = require("../Constants") --[=[ @within TextInput @interface Props @tag Component Props @field ... CommonProps @field Text string @field OnChanged ((newText: string) -> ())? @field PlaceholderText string? @field ClearTextOnFocus boolean? @field OnFocused (() -> ())? @field OnFocusLost ((text: string, enterPressed: boolean, input: InputObject) -> ())? ]=] type TextInputProps = BaseTextInput.BaseTextInputConsumerProps & { Text: string, OnChanged: ((newText: string) -> ())?, } local function TextInput(props: TextInputProps) return React.createElement(BaseTextInput, { AnchorPoint = props.AnchorPoint, Position = props.Position, Size = props.Size or UDim2.new(1, 0, 0, Constants.DefaultInputHeight), LayoutOrder = props.LayoutOrder, ZIndex = props.ZIndex, Disabled = props.Disabled, Text = props.Text, PlaceholderText = props.PlaceholderText, ClearTextOnFocus = props.ClearTextOnFocus, OnFocused = props.OnFocused, OnFocusLost = props.OnFocusLost, OnChanged = props.OnChanged or function() end, }, props.children) end return TextInput
673
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Constants.luau
--[=[ @class Constants This module exposes values that are read from in various components. These can be used to, for example, match the appearance of custom components with components from this library. :::warning The table returned by this module is read-only. It is not a config. ::: ]=] local Constants = {} --- @within Constants --- @prop DefaultFont Font --- The default font for text. Constants.DefaultFont = Enum.Font.SourceSans --- @within Constants --- @prop DefaultTextSize number --- The default size for text. Constants.DefaultTextSize = 14 --- @within Constants --- @prop DefaultButtonHeight number --- The default height of buttons. Constants.DefaultButtonHeight = 24 --- @within Constants --- @prop DefaultToggleHeight number --- The default height of toggles (Checkbox and RadioButton). Constants.DefaultToggleHeight = 20 --- @within Constants --- @prop DefaultInputHeight number --- The default height of text and numeric inputs. Constants.DefaultInputHeight = 22 --- @within Constants --- @prop DefaultSliderHeight number --- The default height of sliders. Constants.DefaultSliderHeight = 22 --- @within Constants --- @prop DefaultDropdownHeight number --- The default height of the permanent section of dropdowns. Constants.DefaultDropdownHeight = 20 --- @within Constants --- @prop DefaultDropdownRowHeight number --- The default height of rows in dropdown lists. Constants.DefaultDropdownRowHeight = 16 --- @within Constants --- @prop DefaultProgressBarHeight number --- The default height of progress bars. Constants.DefaultProgressBarHeight = 14 --- @within Constants --- @prop DefaultColorPickerSize UDim2 --- The default window size of color pickers. Constants.DefaultColorPickerSize = UDim2.fromOffset(260, 285) --- @within Constants --- @prop DefaultNumberSequencePickerSize UDim2 --- The default window size of number sequence pickers. Constants.DefaultNumberSequencePickerSize = UDim2.fromOffset(425, 285) --- @within Constants --- @prop DefaultDatePickerSize UDim2 --- The default window size of date pickers. Constants.DefaultDatePickerSize = UDim2.fromOffset(202, 160) return table.freeze(Constants)
477
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Contexts/PluginContext.luau
local React = require("@pkg/@jsdotlua/react") export type PluginContext = { plugin: Plugin, pushMouseIcon: (icon: string) -> string, popMouseIcon: (id: string) -> (), } return React.createContext(nil :: PluginContext?)
56
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Hooks/useFreshCallback.luau
local React = require("@pkg/@jsdotlua/react") type Callback<Args..., Rets...> = (Args...) -> Rets... local function useFreshCallback<Args..., Rets...>( -- stylua: ignore callback: Callback<Args..., Rets...>, deps: { any }? ): Callback<Args..., Rets...> local ref = React.useRef(callback) :: { current: Callback<Args..., Rets...> } React.useEffect(function() ref.current = callback end, deps) return function(...) return ref.current(...) end end return useFreshCallback
128
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Hooks/useMouseDrag.luau
local React = require("@pkg/@jsdotlua/react") local useFreshCallback = require("../Hooks/useFreshCallback") local function useMouseDrag( callback: (rbx: GuiObject, input: InputObject) -> (), deps: { any }?, onBeganCallback: ((rbx: GuiObject, input: InputObject) -> ())?, -- NB: consumer needs to guard against stale state onEndedCallback: (() -> ())? ) local freshCallback = useFreshCallback(callback, deps) -- we use a state so consumers can re-render -- ... as well as a ref so we have an immediately-updated/available value local holdingState, setHoldingState = React.useState(false) local holding = React.useRef(false) local lastRbx = React.useRef(nil :: GuiObject?) local moveInput = React.useRef(nil :: InputObject?) local moveConnection = React.useRef(nil :: RBXScriptConnection?) local function runCallback(input: InputObject) freshCallback(lastRbx.current :: GuiObject, input) end local function connect() if moveConnection.current then moveConnection.current:Disconnect() end local input = moveInput.current :: InputObject local signal = input:GetPropertyChangedSignal("Position") moveConnection.current = signal:Connect(function() runCallback(input) end) runCallback(input) end local function disconnect() if moveConnection.current then moveConnection.current:Disconnect() moveConnection.current = nil end if onEndedCallback and holding.current == true then onEndedCallback() end end -- React.useEffect(function() -- if moveInput.current then -- runCallback(moveInput.current) -- end -- end, deps) React.useEffect(function() return disconnect end, {}) local function onInputBegan(rbx: GuiObject, input: InputObject) lastRbx.current = rbx if input.UserInputType == Enum.UserInputType.MouseMovement then moveInput.current = input elseif input.UserInputType == Enum.UserInputType.MouseButton1 then holding.current = true setHoldingState(true) if onBeganCallback then onBeganCallback(rbx, input) end if moveInput.current then connect() else -- case: clicked without move input first -- this can happen if the instance moves to be under the mouse runCallback(input) end end end local function onInputChanged(rbx: GuiObject, input: InputObject) lastRbx.current = rbx if input.UserInputType == Enum.UserInputType.MouseMovement then moveInput.current = input if holding.current and not moveConnection.current then -- handles the case above and connects listener on first move connect() end end end local function onInputEnded(rbx: GuiObject, input: InputObject) lastRbx.current = rbx if input.UserInputType == Enum.UserInputType.MouseButton1 then disconnect() holding.current = false setHoldingState(false) end end local function isActive() return holdingState == true end local function cancel() disconnect() holding.current = false moveInput.current = nil setHoldingState(false) end return { isActive = isActive, cancel = cancel, onInputBegan = onInputBegan, onInputChanged = onInputChanged, onInputEnded = onInputEnded, } end return useMouseDrag
776
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Hooks/useMouseIcon.luau
--[=[ @class useMouseIcon A hook used internally by components for setting and clearing custom mouse icons. To use this hook, you need to also render a single [PluginProvider] somewhere higher up in the tree. To set the mouse icon, use the `setIcon` function and pass an asset url. All components under the PluginProvider that use this hook share an icon stack; the most recent component to call `setIcon` will have its icon set as the final mouse icon. Calling `setIcon` twice without clearing it in between will override the previous icon set by this component. Calling `clearIcon` removes the icon set by this component from the stack, which may mean the mouse icon falls back to the next icon on the stack set by another component. Ensure you call `clearIcon` on unmount otherwise your icon may never get unset. For example: ```lua local function MyComponent() local mouseIconApi = useMouseIcon() React.useEffect(function() -- clear icon on unmount return function() mouseIconApi.clearIcon() end end, {}) return React.createElement(SomeComponent, { OnHoverStart = function() mouseIconApi.setIcon(...) -- some icon for hover end, OnHoverEnd = function() mouseIconApi.clearIcon() end }) end ``` ]=] --[=[ @within useMouseIcon @interface mouseIconApi @field setIcon (icon: string) -> () @field getIcon () -> string? @field clearIcon () -> () ]=] local React = require("@pkg/@jsdotlua/react") local PluginContext = require("../Contexts/PluginContext") local useFreshCallback = require("../Hooks/useFreshCallback") local function useMouseIcon() local plugin = React.useContext(PluginContext) local lastIconId: string?, setLastIconId = React.useState(nil :: string?) local lastIconAssetUrl: string?, setLastIconAssetUrl = React.useState(nil :: string?) local function getIcon(): string? return lastIconAssetUrl end local function setIcon(assetUrl: string) if plugin ~= nil and assetUrl ~= lastIconAssetUrl then if lastIconId ~= nil then plugin.popMouseIcon(lastIconId) end local newId = plugin.pushMouseIcon(assetUrl) setLastIconId(newId) setLastIconAssetUrl(assetUrl) end end local clearIcon = useFreshCallback(function() if plugin ~= nil and lastIconId ~= nil then plugin.popMouseIcon(lastIconId) setLastIconId(nil) setLastIconAssetUrl(nil) end end, { lastIconId }) React.useEffect(function() return clearIcon end, {}) return { getIcon = getIcon, setIcon = setIcon, clearIcon = clearIcon, } end return useMouseIcon
634
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Hooks/usePlugin.luau
--[=[ @class usePlugin A hook used to obtain a reference to the root [plugin](https://create.roblox.com/docs/reference/engine/classes/Plugin) instance associated with the current plugin. It requires a single [PluginProvider] to be present higher up in the tree. ```lua local function MyComponent() local plugin = usePlugin() ... end ``` ]=] local React = require("@pkg/@jsdotlua/react") local PluginContext = require("../Contexts/PluginContext") local function usePlugin() local pluginContext = React.useContext(PluginContext) return pluginContext and pluginContext.plugin end return usePlugin
141
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Hooks/useTheme.luau
--[=[ @class useTheme A hook used internally by components for reading the selected Studio Theme and thereby visually theming components appropriately. It is exposed here so that custom components can use this API to achieve the same effect. Calling the hook returns a [StudioTheme] instance. For example: ```lua local function MyThemedComponent() local theme = useTheme() local color = theme:GetColor( Enum.StudioStyleGuideColor.ScriptBackground, Enum.StudioStyleGuideModifier.Default ) return React.createElement("Frame", { BackgroundColor3 = color, ... }) end ``` ]=] local Studio = settings().Studio local React = require("@pkg/@jsdotlua/react") local ThemeContext = require("../Contexts/ThemeContext") local function useTheme() local theme = React.useContext(ThemeContext) local studioTheme, setStudioTheme = React.useState(Studio.Theme) React.useEffect(function() if theme then return end local connection = Studio.ThemeChanged:Connect(function() setStudioTheme(Studio.Theme) end) return function() connection:Disconnect() end end, { theme }) return theme or studioTheme end return useTheme
269
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Background.story.luau
local React = require("@pkg/@jsdotlua/react") local Background = require("../Components/Background") local createStory = require("./Helpers/createStory") local function Story() return React.createElement(Background) end return createStory(Story)
49
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Button.story.luau
local React = require("@pkg/@jsdotlua/react") local Button = require("../Components/Button") local createStory = require("./Helpers/createStory") local function StoryButton(props: { Text: string?, HasIcon: boolean?, Disabled: boolean?, }) return React.createElement(Button, { LayoutOrder = if props.Disabled then 2 else 1, Icon = props.HasIcon and { Image = "rbxassetid://18786011824", UseThemeColor = true, Size = Vector2.new(16, 16), Alignment = Enum.HorizontalAlignment.Left, RectOffset = Vector2.new(1000, 0), RectSize = Vector2.new(16, 16), } :: any, Text = props.Text, OnActivated = if not props.Disabled then function() end else nil, Disabled = props.Disabled, AutomaticSize = Enum.AutomaticSize.XY, }) end local function StoryItem(props: { LayoutOrder: number, Text: string?, HasIcon: boolean?, Disabled: boolean?, }) local height, setHeight = React.useBinding(0) return React.createElement("Frame", { Size = height:map(function(value) return UDim2.new(1, 0, 0, value) end), LayoutOrder = props.LayoutOrder, BackgroundTransparency = 1, }, { Layout = React.createElement("UIListLayout", { Padding = UDim.new(0, 10), SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, [React.Change.AbsoluteContentSize] = function(rbx) setHeight(rbx.AbsoluteContentSize.Y) end, }), Enabled = React.createElement(StoryButton, { Text = props.Text, HasIcon = props.HasIcon, }), Disabled = React.createElement(StoryButton, { Text = props.Text, HasIcon = props.HasIcon, Disabled = true, }), }) end local function Story() return React.createElement(React.Fragment, {}, { Icon = React.createElement(StoryItem, { LayoutOrder = 1, HasIcon = true, }), Text = React.createElement(StoryItem, { LayoutOrder = 2, Text = "Example Text", }), TextLonger = React.createElement(StoryItem, { LayoutOrder = 3, Text = "Example Longer Text", }), TextMulti = React.createElement(StoryItem, { LayoutOrder = 4, Text = "Example Text\nover two lines", }), IconTextIcon = React.createElement(StoryItem, { LayoutOrder = 5, HasIcon = true, Text = "Example Text with Icon", }), }) end return createStory(Story)
635
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Checkbox.story.luau
local React = require("@pkg/@jsdotlua/react") local Checkbox = require("../Components/Checkbox") local createStory = require("./Helpers/createStory") local function StoryItem(props: { LayoutOrder: number, Value: boolean?, Label: string, }) return React.createElement("Frame", { Size = UDim2.new(0, 200, 0, 50), BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, }, { Layout = React.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, 2), VerticalAlignment = Enum.VerticalAlignment.Center, }), Enabled = React.createElement(Checkbox, { Label = props.Label, Value = props.Value, OnChanged = function() end, LayoutOrder = 1, }), Disabled = React.createElement(Checkbox, { Label = `{props.Label} (Disabled)`, Value = props.Value, OnChanged = function() end, Disabled = true, LayoutOrder = 2, }), }) end local function Story() local value, setValue = React.useState(true) return React.createElement(React.Fragment, {}, { Interactive = React.createElement(Checkbox, { Size = UDim2.fromOffset(200, 20), Label = "Interactive (try me)", Value = value, OnChanged = function() setValue(not value) end, LayoutOrder = 1, }), True = React.createElement(StoryItem, { Label = "True", Value = true, LayoutOrder = 2, }), False = React.createElement(StoryItem, { Label = "False", Value = false, LayoutOrder = 3, }), Indeterminate = React.createElement(StoryItem, { Label = "Indeterminate", Value = nil, LayoutOrder = 4, }), }) end return createStory(Story)
449
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/ColorPicker.story.luau
local React = require("@pkg/@jsdotlua/react") local ColorPicker = require("../Components/ColorPicker") local createStory = require("./Helpers/createStory") local function StoryItem(props: { Disabled: boolean? }) local color, setColor = React.useState(Color3.fromRGB(255, 255, 0)) return React.createElement(ColorPicker, { Color = color, OnChanged = setColor, Disabled = props.Disabled, }) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryItem), Disabled = React.createElement(StoryItem, { Disabled = true }), }) end return createStory(Story)
142
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/DatePicker.story.luau
local React = require("@pkg/@jsdotlua/react") local DatePicker = require("../Components/DatePicker") local Label = require("../Components/Label") local createStory = require("./Helpers/createStory") local function Story() local date, setDate = React.useState(DateTime.now()) return React.createElement(React.Fragment, {}, { Picker = React.createElement(DatePicker, { Date = date, OnChanged = setDate, LayoutOrder = 1, }), Display = React.createElement(Label, { LayoutOrder = 2, Size = UDim2.new(1, 0, 0, 20), Text = `Selected: {date:FormatUniversalTime("LL", "en-us")}`, }), }) end return createStory(Story)
164
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/DropShadowFrame.story.luau
local React = require("@pkg/@jsdotlua/react") local Checkbox = require("../Components/Checkbox") local DropShadowFrame = require("../Components/DropShadowFrame") local Label = require("../Components/Label") local createStory = require("./Helpers/createStory") local function Story() local boxValue, setBoxValue = React.useState(false) return React.createElement(DropShadowFrame, { Size = UDim2.fromOffset(175, 75), }, { Layout = React.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, 10), }), Padding = React.createElement("UIPadding", { PaddingLeft = UDim.new(0, 10), PaddingRight = UDim.new(0, 10), PaddingTop = UDim.new(0, 10), PaddingBottom = UDim.new(0, 10), }), Label = React.createElement(Label, { LayoutOrder = 1, Text = "Example label", Size = UDim2.new(1, 0, 0, 16), TextXAlignment = Enum.TextXAlignment.Left, }), Checkbox = React.createElement(Checkbox, { LayoutOrder = 2, Value = boxValue, OnChanged = function() setBoxValue(not boxValue) end, Label = "Example checkbox", }), }) end return createStory(Story)
322
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Dropdown.story.luau
local React = require("@pkg/@jsdotlua/react") local Constants = require("../Constants") local Dropdown = require("../Components/Dropdown") local createStory = require("./Helpers/createStory") local useTheme = require("../Hooks/useTheme") local classNames = { "Part", "Script", "Player", "Folder", "Tool", "SpawnLocation", "MeshPart", "Model", "ClickDetector", "Decal", "ProximityPrompt", "SurfaceAppearance", "Texture", "Animation", "Accessory", "Humanoid", } -- hack to get themed class images local function getClassImage(className: string, theme: StudioTheme) return `rbxasset://studio_svg_textures/Shared/InsertableObjects/{theme}/Standard/{className}.png` end local function StoryItem(props: { LayoutOrder: number, Disabled: boolean?, }) local theme = useTheme() local selectedClassName: string?, setSelectedClassName = React.useState(nil :: string?) local classes = {} for i, className in classNames do classes[i] = { Id = className, Text = className, Icon = { Image = getClassImage(className, theme), Size = Vector2.one * 16, }, } end return React.createElement(Dropdown, { Size = UDim2.fromOffset(200, Constants.DefaultDropdownHeight), BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Items = classes, SelectedItem = selectedClassName, OnItemSelected = function(newName: string?) setSelectedClassName(newName) end, DefaultText = "Select a Class...", MaxVisibleRows = 8, RowHeight = 24, ClearButton = true, Disabled = props.Disabled, }) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryItem, { LayoutOrder = 1, }), Disabled = React.createElement(StoryItem, { LayoutOrder = 2, Disabled = true, }), }) end return createStory(Story)
465
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Helpers/createStory.luau
local React = require("@pkg/@jsdotlua/react") local ReactRoblox = require("@pkg/@jsdotlua/react-roblox") local PluginProvider = require("../../Components/PluginProvider") local ScrollFrame = require("../../Components/ScrollFrame") local ThemeContext = require("../../Contexts/ThemeContext") local getStoryPlugin = require("./getStoryPlugin") local themes = settings().Studio:GetAvailableThemes() themes[1], themes[2] = themes[2], themes[1] local function StoryTheme(props: { Theme: StudioTheme, Size: UDim2, LayoutOrder: number, } & { children: React.ReactNode, }) return React.createElement("Frame", { Size = props.Size, LayoutOrder = props.LayoutOrder, BackgroundColor3 = props.Theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BorderSizePixel = 0, }, { Provider = React.createElement(ThemeContext.Provider, { value = props.Theme, }, { Inner = React.createElement(ScrollFrame, { Layout = { ClassName = "UIListLayout", SortOrder = Enum.SortOrder.LayoutOrder, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Center, Padding = UDim.new(0, 10), }, PaddingLeft = UDim.new(0, 10), PaddingRight = UDim.new(0, 10), PaddingTop = UDim.new(0, 10), PaddingBottom = UDim.new(0, 10), }, props.children), }), }) end local function createStory(component: React.FC<any>) return function(target: Frame) local items: { React.ReactNode } = {} local order = 0 local function getOrder() order += 1 return order end for i, theme in themes do local widthOffset = if #themes > 2 and i == #themes then -1 else 0 if i == 1 and #themes > 1 then widthOffset -= 1 end table.insert( items, React.createElement(StoryTheme, { Theme = theme, Size = UDim2.new(1 / #themes, widthOffset, 1, 0), LayoutOrder = getOrder(), }, React.createElement(component)) ) -- invisible divider to prevent scrollframe edges overlapping as -- they have default borders (outside, not inset) if i < #themes then table.insert( items, React.createElement("Frame", { Size = UDim2.new(0, 2, 1, 0), BackgroundTransparency = 1, LayoutOrder = getOrder(), }) ) end end local element = React.createElement(PluginProvider, { Plugin = getStoryPlugin(), }, { Layout = React.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, }), Padding = React.createElement("UIPadding", { PaddingBottom = UDim.new(0, 45), -- tray buttons }), }, items) local root = ReactRoblox.createRoot(Instance.new("Folder")) local portal = ReactRoblox.createPortal(element, target) root:render(portal) return function() root:unmount() end end end return createStory
765
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Helpers/getStoryPlugin.luau
--!nocheck --!nolint UnknownGlobal -- selene: allow(undefined_variable) local plugin = PluginManager():CreatePlugin() return function() return plugin end
38
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Helpers/studiocomponents.storybook.luau
--!nocheck local React = require("@pkg/@jsdotlua/react") local ReactRoblox = require("@pkg/@jsdotlua/react-roblox") return { name = "StudioComponents", storyRoots = { script.Parent.Parent, }, packages = { React = React, ReactRoblox = ReactRoblox, }, }
78
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Label.story.luau
local React = require("@pkg/@jsdotlua/react") local Label = require("../Components/Label") local createStory = require("./Helpers/createStory") local styles = { Enum.StudioStyleGuideColor.MainText, Enum.StudioStyleGuideColor.SubText, Enum.StudioStyleGuideColor.TitlebarText, Enum.StudioStyleGuideColor.BrightText, Enum.StudioStyleGuideColor.DimmedText, Enum.StudioStyleGuideColor.ButtonText, Enum.StudioStyleGuideColor.LinkText, Enum.StudioStyleGuideColor.WarningText, Enum.StudioStyleGuideColor.ErrorText, Enum.StudioStyleGuideColor.InfoText, } local function StoryItem(props: { TextColorStyle: Enum.StudioStyleGuideColor, LayoutOrder: number, }) return React.createElement("Frame", { Size = UDim2.new(0, 170, 0, 40), LayoutOrder = props.LayoutOrder, BackgroundTransparency = 1, }, { Enabled = React.createElement(Label, { Text = props.TextColorStyle.Name, TextColorStyle = props.TextColorStyle, TextXAlignment = Enum.TextXAlignment.Center, Size = UDim2.new(1, 0, 0, 20), }), Disabled = React.createElement(Label, { Text = `{props.TextColorStyle.Name} (Disabled)`, Size = UDim2.new(1, 0, 0, 20), Position = UDim2.fromOffset(0, 20), TextColorStyle = props.TextColorStyle, TextXAlignment = Enum.TextXAlignment.Center, Disabled = true, }), }) end local function Story() local items = {} for i, style in styles do items[i] = React.createElement(StoryItem, { TextColorStyle = style, LayoutOrder = i, }) end return React.createElement(React.Fragment, {}, items) end return createStory(Story)
429
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/LoadingDots.story.luau
local React = require("@pkg/@jsdotlua/react") local LoadingDots = require("../Components/LoadingDots") local createStory = require("./Helpers/createStory") local function Story() return React.createElement(LoadingDots, {}) end return createStory(Story)
56
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/MainButton.story.luau
local React = require("@pkg/@jsdotlua/react") local MainButton = require("../Components/MainButton") local createStory = require("./Helpers/createStory") local function StoryButton(props: { Text: string?, HasIcon: boolean?, Disabled: boolean?, }) return React.createElement(MainButton, { LayoutOrder = if props.Disabled then 2 else 1, Icon = if props.HasIcon then { Image = "rbxasset://studio_svg_textures/Shared/InsertableObjects/Dark/Standard/Part.png", Size = Vector2.one * 16, UseThemeColor = true, Alignment = Enum.HorizontalAlignment.Left, } else nil, Text = props.Text, OnActivated = if not props.Disabled then function() end else nil, Disabled = props.Disabled, AutomaticSize = Enum.AutomaticSize.XY, }) end local function StoryItem(props: { LayoutOrder: number, Text: string?, HasIcon: boolean?, Disabled: boolean?, }) local height, setHeight = React.useBinding(0) return React.createElement("Frame", { Size = height:map(function(value) return UDim2.new(1, 0, 0, value) end), LayoutOrder = props.LayoutOrder, BackgroundTransparency = 1, }, { Layout = React.createElement("UIListLayout", { Padding = UDim.new(0, 10), SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, [React.Change.AbsoluteContentSize] = function(rbx) setHeight(rbx.AbsoluteContentSize.Y) end, }), Enabled = React.createElement(StoryButton, { Text = props.Text, HasIcon = props.HasIcon, }), -- Disabled = React.createElement(StoryButton, { -- Text = props.Text, -- HasIcon = props.HasIcon, -- Disabled = true, -- }), }) end local function Story() return React.createElement(React.Fragment, {}, { Icon = React.createElement(StoryItem, { LayoutOrder = 1, HasIcon = true, }), Text = React.createElement(StoryItem, { LayoutOrder = 2, Text = "Example Text", }), TextLonger = React.createElement(StoryItem, { LayoutOrder = 3, Text = "Example Longer Text", }), TextMulti = React.createElement(StoryItem, { LayoutOrder = 4, Text = "Example Text\nover two lines", }), IconTextIcon = React.createElement(StoryItem, { LayoutOrder = 5, HasIcon = true, Text = "Example Text with Icon", }), }) end return createStory(Story)
636
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/NumberSequencePicker.story.luau
local React = require("@pkg/@jsdotlua/react") local NumberSequencePicker = require("../Components/NumberSequencePicker") local createStory = require("./Helpers/createStory") local function Story() local value, setValue = React.useState(NumberSequence.new({ NumberSequenceKeypoint.new(0.0, 0.00), NumberSequenceKeypoint.new(0.4, 0.75, 0.10), NumberSequenceKeypoint.new(0.5, 0.45, 0.15), NumberSequenceKeypoint.new(0.8, 0.75), NumberSequenceKeypoint.new(1.0, 0.50), })) return React.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, { Picker = React.createElement(NumberSequencePicker, { Value = value, OnChanged = setValue, AnchorPoint = Vector2.new(0.5, 0.5), Position = UDim2.fromScale(0.5, 0.5), }), }) end return createStory(Story)
257
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/NumericInput.story.luau
local React = require("@pkg/@jsdotlua/react") local Constants = require("../Constants") local NumericInput = require("../Components/NumericInput") local createStory = require("./Helpers/createStory") local function StoryItem(props: { LayoutOrder: number, Arrows: boolean?, Slider: boolean?, }) local value, setValue = React.useState(5) local min = 0 local max = 10 local step = 0.25 local function format(n: number) return string.format("%.2f", n) end return React.createElement("Frame", { LayoutOrder = props.LayoutOrder, Size = UDim2.new(0, 150, 0, Constants.DefaultInputHeight * 2 + 10), BackgroundTransparency = 1, }, { Enabled = React.createElement(NumericInput, { LayoutOrder = 1, Size = UDim2.new(1, 0, 0, Constants.DefaultInputHeight), Value = value, Min = min, Max = max, Step = step, ClearTextOnFocus = false, OnValidChanged = setValue, FormatValue = format, Arrows = props.Arrows, Slider = props.Slider, }), Disabled = React.createElement(NumericInput, { LayoutOrder = 3, Size = UDim2.new(1, 0, 0, Constants.DefaultInputHeight), Position = UDim2.fromOffset(0, Constants.DefaultInputHeight + 5), Value = value, Min = min, Max = max, Step = step, ClearTextOnFocus = false, OnValidChanged = function() end, FormatValue = format, Arrows = props.Arrows, Slider = props.Slider, Disabled = true, }), }) end local function Story() return React.createElement(React.Fragment, {}, { Regular = React.createElement(StoryItem, { LayoutOrder = 1, }), Arrows = React.createElement(StoryItem, { LayoutOrder = 2, Arrows = true, }), Slider = React.createElement(StoryItem, { LayoutOrder = 3, Slider = true, }), Both = React.createElement(StoryItem, { LayoutOrder = 4, Arrows = true, Slider = true, }), }) end return createStory(Story)
551
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/ProgressBar.story.luau
local React = require("@pkg/@jsdotlua/react") local ProgressBar = require("../Components/ProgressBar") local createStory = require("./Helpers/createStory") local HEIGHT = 14 local function StoryItem(props: { Value: number, Max: number?, Formatter: ((number, number) -> string)?, LayoutOrder: number, }) return React.createElement("Frame", { Size = UDim2.new(1, 0, 0, HEIGHT), LayoutOrder = props.LayoutOrder, BackgroundTransparency = 1, }, { Enabled = React.createElement(ProgressBar, { Value = props.Value, Max = props.Max, Formatter = props.Formatter, --Size = UDim2.new(0.5, -5, 1, 0), Size = UDim2.new(0, 225, 1, 0), Position = UDim2.fromOffset(20, 0), }), -- Disabled = React.createElement(ProgressBar, { -- Value = props.Value, -- Max = props.Max, -- Formatter = props.Formatter, -- AnchorPoint = Vector2.new(1, 0), -- Position = UDim2.fromScale(1, 0), -- Size = UDim2.new(0.5, -5, 1, 0), -- Disabled = true, -- }), }) end local function Story() return React.createElement(React.Fragment, {}, { Zero = React.createElement(StoryItem, { Value = 0, LayoutOrder = 1, }), Fifty = React.createElement(StoryItem, { Value = 0.5, LayoutOrder = 1, }), Hundred = React.createElement(StoryItem, { Value = 1, LayoutOrder = 2, }), Custom = React.createElement(StoryItem, { Value = 5, Max = 14, LayoutOrder = 3, Formatter = function(value, max) return `loaded {value} / {max} assets` end, }), }) end return createStory(Story)
493
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/RadioButton.story.luau
local React = require("@pkg/@jsdotlua/react") local RadioButton = require("../Components/RadioButton") local createStory = require("./Helpers/createStory") local function Story() local value, setValue = React.useState(true) return React.createElement(React.Fragment, {}, { Enabled = React.createElement(RadioButton, { Label = "Enabled", Value = value, OnChanged = function() setValue(not value) end, LayoutOrder = 1, }), Disabled = React.createElement(RadioButton, { Label = "Disabled", Value = value, Disabled = true, LayoutOrder = 2, }), }) end return createStory(Story)
148
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/ScrollFrame.story.luau
local React = require("@pkg/@jsdotlua/react") local Constants = require("../Constants") local ScrollFrame = require("../Components/ScrollFrame") local createStory = require("./Helpers/createStory") local numRows = 10 local numCols = 10 local size = Vector2.new(48, 32) local function StoryRow(props: { Row: number, }) local children = {} for i = 1, numCols do children[i] = React.createElement("TextLabel", { LayoutOrder = i, Text = string.format("%i,%i", i - 1, props.Row - 1), Font = Constants.DefaultFont, TextSize = Constants.DefaultTextSize, TextColor3 = Color3.fromRGB(0, 0, 0), Size = UDim2.new(0, size.X, 1, 0), BorderSizePixel = 0, BackgroundTransparency = 0, BackgroundColor3 = Color3.fromHSV((i + props.Row) % numCols / numCols, 0.6, 0.8), }) end return React.createElement("Frame", { LayoutOrder = props.Row, Size = UDim2.fromOffset(numCols * size.X, size.Y), BackgroundTransparency = 1, }, { Layout = React.createElement("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, }), }, children) end local function StoryScroller(props: { Size: UDim2, LayoutOrder: number, Disabled: boolean?, }) local rows = {} for i = 1, numRows do rows[i] = React.createElement(StoryRow, { Row = i }) end return React.createElement(ScrollFrame, { ScrollingDirection = Enum.ScrollingDirection.XY, Size = props.Size, Disabled = props.Disabled, Layout = { ClassName = "UIListLayout", SortOrder = Enum.SortOrder.LayoutOrder, }, }, rows) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryScroller, { Size = UDim2.new(1, -10, 0, 220), LayoutOrder = 1, }), Disabled = React.createElement(StoryScroller, { Size = UDim2.new(1, -10, 0, 220), LayoutOrder = 2, Disabled = true, }), }) end return createStory(Story)
564
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Slider.story.luau
local React = require("@pkg/@jsdotlua/react") local Slider = require("../Components/Slider") local createStory = require("./Helpers/createStory") local function StoryItem(props: { LayoutOrder: number, Disabled: boolean?, }) local value, setValue = React.useState(3) return React.createElement(Slider, { Value = value, Min = 0, Max = 10, Step = 0, OnChanged = setValue, Disabled = props.Disabled, }) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryItem, { LayoutOrder = 1, }), Disabled = React.createElement(StoryItem, { LayoutOrder = 2, Disabled = true, }), }) end return createStory(Story)
183
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/Splitter.story.luau
local React = require("@pkg/@jsdotlua/react") local Label = require("../Components/Label") local Splitter = require("../Components/Splitter") local createStory = require("./Helpers/createStory") local useTheme = require("../Hooks/useTheme") local function StoryItem(props: { Size: UDim2, LayoutOrder: number, Disabled: boolean?, }) local theme = useTheme() local alpha0, setAlpha0 = React.useState(0.5) local alpha1, setAlpha1 = React.useState(0.5) local postText = if props.Disabled then "\n(Disabled)" else "" return React.createElement("Frame", { Size = props.Size, LayoutOrder = props.LayoutOrder, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainBackground), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border), BorderMode = Enum.BorderMode.Inset, }, { Splitter = React.createElement(Splitter, { Alpha = alpha0, OnChanged = setAlpha0, FillDirection = Enum.FillDirection.Vertical, Disabled = props.Disabled, }, { Side0 = React.createElement(Label, { Text = "Top" .. postText, Disabled = props.Disabled, }), Side1 = React.createElement(Splitter, { Alpha = alpha1, OnChanged = setAlpha1, FillDirection = Enum.FillDirection.Horizontal, Disabled = props.Disabled, }, { Side0 = React.createElement(Label, { Text = "Bottom Left" .. postText, Disabled = props.Disabled, }), Side1 = React.createElement(Label, { Text = "Bottom Right" .. postText, Disabled = props.Disabled, }), }), }), }) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryItem, { Size = UDim2.new(1, 0, 0.5, -5), LayoutOrder = 1, }), Disabled = React.createElement(StoryItem, { Size = UDim2.new(1, 0, 0.5, -5), LayoutOrder = 2, Disabled = true, }), }) end return createStory(Story)
510
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/TabContainer.story.luau
local React = require("@pkg/@jsdotlua/react") local TabContainer = require("../Components/TabContainer") local createStory = require("./Helpers/createStory") local function StoryItemContent(props: { BackgroundColor3: Color3, }) return React.createElement("Frame", { Position = UDim2.fromOffset(10, 10), Size = UDim2.fromOffset(50, 50), BackgroundColor3 = props.BackgroundColor3, }) end local function StoryItem(props: { LayoutOrder: number, Disabled: boolean?, }) local selected, setSelected = React.useState("First") return React.createElement(TabContainer, { Size = UDim2.new(1, -50, 0.5, -50), LayoutOrder = props.LayoutOrder, SelectedTab = selected, OnTabSelected = setSelected, Disabled = props.Disabled, }, { First = { LayoutOrder = 1, Content = React.createElement(StoryItemContent, { BackgroundColor3 = Color3.fromRGB(255, 0, 255), }), }, Second = { LayoutOrder = 2, Content = React.createElement(StoryItemContent, { BackgroundColor3 = Color3.fromRGB(255, 255, 0), }), }, Third = { LayoutOrder = 3, Content = React.createElement(StoryItemContent, { BackgroundColor3 = Color3.fromRGB(0, 255, 255), }), Disabled = true, }, }) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryItem, { LayoutOrder = 1, }), Disabled = React.createElement(StoryItem, { LayoutOrder = 2, Disabled = true, }), }) end return createStory(Story)
419
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/Stories/TextInput.story.luau
local React = require("@pkg/@jsdotlua/react") local TextInput = require("../Components/TextInput") local createStory = require("./Helpers/createStory") local function StoryItem(props: { Label: string, LayoutOrder: number, Disabled: boolean?, Filter: ((s: string) -> string)?, }) local text, setText = React.useState(if props.Disabled then props.Label else "") return React.createElement("Frame", { Size = UDim2.fromOffset(175, 20), LayoutOrder = props.LayoutOrder, BackgroundTransparency = 1, }, { Input = React.createElement(TextInput, { Text = text, PlaceholderText = props.Label, Disabled = props.Disabled, OnChanged = function(newText) local filtered = newText if props.Filter then filtered = props.Filter(newText) end setText(filtered) end, }), }) end local function Story() return React.createElement(React.Fragment, {}, { Enabled = React.createElement(StoryItem, { Label = "Any text allowed", LayoutOrder = 1, }), Filtered = React.createElement(StoryItem, { Label = "Numbers only", LayoutOrder = 2, Filter = function(text) return (string.gsub(text, "%D", "")) end, }), Disabled = React.createElement(StoryItem, { Label = "Disabled", LayoutOrder = 3, Disabled = true, }), }) end return createStory(Story)
336
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/getTextSize.luau
local TextService = game:GetService("TextService") local Constants = require("./Constants") local TEXT_SIZE = Constants.DefaultTextSize local FONT = Constants.DefaultFont local FRAME_SIZE = Vector2.one * math.huge local function getTextSize(text: string) local size = TextService:GetTextSize(text, TEXT_SIZE, FONT, FRAME_SIZE) return Vector2.new(math.ceil(size.X), math.ceil(size.Y)) + Vector2.one end return getTextSize
97
sircfenner/StudioComponents
sircfenner-StudioComponents-ceb9d45/src/init.luau
return { Constants = require("./Constants"), Background = require("./Components/Background"), Button = require("./Components/Button"), Checkbox = require("./Components/Checkbox"), ColorPicker = require("./Components/ColorPicker"), DatePicker = require("./Components/DatePicker"), Dropdown = require("./Components/Dropdown"), DropShadowFrame = require("./Components/DropShadowFrame"), Label = require("./Components/Label"), LoadingDots = require("./Components/LoadingDots"), MainButton = require("./Components/MainButton"), NumberSequencePicker = require("./Components/NumberSequencePicker"), NumericInput = require("./Components/NumericInput"), PluginProvider = require("./Components/PluginProvider"), ProgressBar = require("./Components/ProgressBar"), RadioButton = require("./Components/RadioButton"), ScrollFrame = require("./Components/ScrollFrame"), Slider = require("./Components/Slider"), Splitter = require("./Components/Splitter"), TabContainer = require("./Components/TabContainer"), TextInput = require("./Components/TextInput"), ThemeContext = require("./Contexts/ThemeContext"), useTheme = require("./Hooks/useTheme"), usePlugin = require("./Hooks/usePlugin"), useMouseIcon = require("./Hooks/useMouseIcon"), }
251
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/.lune/build-rbxm.luau
local process = require("@lune/process") process.exec("rojo", { "build", "--output", "crunchyroll.rbxm" }, { stdio = "forward" })
40
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/.lune/clone-mirrors.luau
local fs = require("@lune/fs") local process = require("@lune/process") local serde = require("@lune/serde") local mirror_configs = fs.readDir("./benches/mirror_list") -- thank you nick from lute local function get_git_version(): { major: number, minor: number, path: number } local git_ver_string = process.exec("git", { "--version" }).stdout local git_ver = string.split(git_ver_string, " ")[3] local components = string.split(git_ver, ".") return { major = tonumber(components[1]) or 0, minor = tonumber(components[2]) or 0, path = tonumber(components[3]) or 0, } end local git_version = get_git_version() for _, file_name in mirror_configs do local path = "./benches/mirror_list/" .. file_name local config: unknown = serde.decode("toml", fs.readFile(path)) assert(type(config) == "table", `[mirror] {path} must be a table`) -- Lovely type errors :3 assert(type(config.revision) == "string", `[mirror] {path} config.revision must be a string`) assert(type(config.branch) == "string", `[mirror] {path} config.branch must be a string`) assert(type(config.name) == "string", `[mirror] {path} config.name must be a string`) assert(type(config.remote) == "string", `[mirror] {path} config.remote must be a string`) local mirror_path = "./benches/mirrors/" .. config.name local full_mirror_path = mirror_path .. "/src/" if fs.isDir(mirror_path) then process.exec( "git", { "fetch", "--depth=1", "origin", config.revision }, { stdio = "forward", cwd = full_mirror_path } ) process.exec( "git", { "checkout", config.revision }, { stdio = "forward", cwd = full_mirror_path } ) continue end if git_version.major >= 3 or (git_version.major == 2 and git_version.minor >= 49) then process.exec("git", { "clone", "--depth=1", "--revision", config.revision, config.remote, full_mirror_path, }) else process.exec("git", { "clone", "--depth=1", "--branch", config.branch, config.remote, full_mirror_path, }) end end
557
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/.lune/dev.luau
local process = require("@lune/process") local task = require("@lune/task") task.spawn(function() process.exec("rojo", { "sourcemap", "roblox-tests.project.json", "--output", "sourcemap.json", "--watch", "--include-non-scripts", }, { stdio = "forward", }) end) task.spawn(function() process.exec("rojo", { "serve", "roblox-tests.project.json" }, { stdio = "forward" }) end)
116
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/.lune/styling.luau
local process = require("@lune/process") local directories = { ".lune", "src", "tests" } -- kinda cursed but, easiest way to do this. table.insert(directories, "--check") local result = process.exec("stylua", directories, { stdio = "forward", }) process.exit(result.code)
68
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/benches/create_bench.luau
export type Profiler = { Begin: (label: string) -> (), stop: () -> () } local function create_bench<T...>( parameter_generator: () -> T..., bench_table: { [string]: (profiler: Profiler, T...) -> (), } ): any return { Functions = bench_table, ParameterGenerator = parameter_generator, } end return create_bench
89
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/benches/create_entry.luau
local ReplicatedStorage = game:GetService("ReplicatedStorage") local create_bench = require(ReplicatedStorage.benches.create_bench) local rig_template = require(ReplicatedStorage.client.rig) :: any local SAMPLES = 500 local ANIMATION_TEMPLATE = ReplicatedStorage.benches.assets.orange_justice type Rig = { __symbol: "RigSymbol" } type Animation = { __symbol: "AnimationSymbol" } type Profiler = create_bench.Profiler export type Crunchyroll = { create_rig: (root: typeof(rig_template)) -> Rig, solve_animation: ( rig: Rig, animations: { [Animation]: { start_fade_time: number, stop_fade_time: number, weight: number, priority: number, alpha: number, }, }, root: CFrame ) -> (), load_keyframe_sequence: (keyframe_sequence: KeyframeSequence, rig: Rig?) -> Animation, } local function create_entry<T...>(library: Crunchyroll): (Profiler, T...) -> () local rig = library.create_rig(rig_template) local animation = library.load_keyframe_sequence(ANIMATION_TEMPLATE, rig) return function(Profiler: Profiler, ...) for index = 1, SAMPLES do library.solve_animation(rig, { [animation] = { priority = 1, start_fade_time = 0, stop_fade_time = 0, weight = 1, alpha = (index / SAMPLES), }, }, CFrame.identity) end end end return create_entry
363
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/benches/solver.bench.luau
local ReplicatedStorage = game:GetService("ReplicatedStorage") local create_bench = require(ReplicatedStorage.benches.create_bench) local create_entry = require(ReplicatedStorage.benches.create_entry) type Crunchyroll = create_entry.Crunchyroll local entries = { latest = create_entry(require(ReplicatedStorage.crunchyroll:Clone()) :: Crunchyroll), } for _, mirror in ReplicatedStorage.benches.mirrors:GetChildren() do local label = mirror.Name assert(entries[label] == nil, `duplicate bench entry "{label}"`) local module = assert(mirror:FindFirstChild("crunchyroll")) local library = (require)(module:Clone()) :: Crunchyroll entries[label] = create_entry(library) end return create_bench(function() end, entries)
176
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/src/animation_solver.luau
local animation_asset = require("./roblox/animation_asset") local create_rig = require("./rig") export type AnimationTrack = { -- 0-1 alpha: number, -- 0-1 start_fade_time: number, stop_fade_time: number, weight: number, -- arbitrary number priority: number, } local function quat_dot(a_vector: vector, a_scalar: number, b_vector: vector, b_scalar: number) return vector.dot(a_vector, b_vector) + (a_scalar * b_scalar) end local function quat_nlerp( a_vector: vector, a_scalar: number, b_vector: vector, b_scalar: number, t: number ): (vector, number) if quat_dot(a_vector, a_scalar, b_vector, b_scalar) < 0 then b_vector, b_scalar = -b_vector, -b_scalar end local quat_vector = vector.lerp(a_vector, b_vector, t) local quat_scalar = math.lerp(a_scalar, b_scalar, t) local magnitude = math.sqrt((vector.dot(quat_vector, quat_vector) + (quat_scalar * quat_scalar))) return quat_vector / magnitude, quat_scalar / magnitude end local function solve_fade_time_influence( real_time: number, animation_length: number, start_fade_time: number, stop_fade_time: number ): number if real_time <= start_fade_time then return math.min(1, 1 - ((start_fade_time - real_time) / start_fade_time)) elseif real_time >= (animation_length + stop_fade_time) then return math.min( 1, 1 - ((real_time - (animation_length - stop_fade_time)) / stop_fade_time) ) else return 1 end end local function animation_solver( rig: create_rig.Identity, tracks: { [animation_asset.Identity]: AnimationTrack, }, root: CFrame, skip_result_coordinate_frames: boolean? ) local limb_transforms = rig.limb_transforms for _, limb in limb_transforms do limb.priority = -1 end local total_weight = 0 for _, track in tracks do total_weight += track.weight end for animation, playback in tracks do local priority = playback.priority local real_time = animation.length * playback.alpha local influence = (playback.weight / total_weight) * solve_fade_time_influence( real_time, animation.length, playback.start_fade_time, playback.stop_fade_time ) -- Figure out which keyframes to interpolate between local keyframe_times = animation.keyframe_times local high: number = #keyframe_times local low: number = 1 while high > low do local index: number = bit32.rshift(low + high, 1) if keyframe_times[index + 1] >= real_time then high = index else low = index + 1 end end local pose_time_after: number? = keyframe_times[high + 1] local pose_time_before: number? = keyframe_times[high] local poses_before: animation_asset.Poses? = animation.keyframe_poses[high] local poses_after: animation_asset.Poses? = animation.keyframe_poses[high + 1] -- Solve limb transforms for index, node in limb_transforms do if node.priority > priority then continue end -- find holes in the animation local left_pose = poses_before and poses_before[index] local time_before = pose_time_before if left_pose == nil then local left_pose_pointer = if animation.keyframe_holes[index] then animation.keyframe_holes[index][high][1] else 1 left_pose = animation.keyframe_poses[left_pose_pointer][index] time_before = keyframe_times[left_pose_pointer] end local right_pose = poses_after and poses_after[index] local time_after = pose_time_after local pointer = animation.keyframe_holes[index] and animation.keyframe_holes[index][high + 1] local right_pose_pointer = pointer and pointer[2] if right_pose_pointer then right_pose = animation.keyframe_poses[right_pose_pointer][index] time_after = keyframe_times[right_pose_pointer] end --stylua: ignore start if left_pose and right_pose then local alpha = left_pose.easing_function((real_time - (time_before :: number)) / ((time_after :: number) - (time_before :: number))) local position = vector.lerp(left_pose.position, right_pose.position, alpha) local quat_vector, quat_scalar = quat_nlerp( left_pose.quat_vector, left_pose.quat_scalar, right_pose.quat_vector, right_pose.quat_scalar, alpha ) node.position = vector.lerp(node.position, position, influence) node.quat_vector, node.quat_scalar = quat_nlerp( node.quat_vector, node.quat_scalar, quat_vector, quat_scalar, influence ) node.priority = priority elseif left_pose then node.position = vector.lerp(node.position, left_pose.position, influence) node.quat_vector, node.quat_scalar = quat_nlerp( node.quat_vector, node.quat_scalar, left_pose.quat_vector, left_pose.quat_scalar, influence ) node.priority = priority end --stylua: ignore end end end if not skip_result_coordinate_frames then local result_coordinate_frames: { [string]: CFrame } = rig.result_coordinate_frames result_coordinate_frames["root"] = root for index, limb in rig.limbs do local limb_transform = limb_transforms[index] local position = limb_transform.position local quat_vector = limb_transform.quat_vector local quat_scalar = limb_transform.quat_scalar --stylua: ignore local transform = CFrame.new( position.x, position.y, position.z, quat_vector.x, quat_vector.y, quat_vector.z, quat_scalar ) result_coordinate_frames[limb.name] = result_coordinate_frames[limb.depends_on] * limb.c0 * transform * limb.c1 end end end return { solve_fade_time_influence = solve_fade_time_influence, solver = animation_solver, }
1,439
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/src/easings.luau
--!native local function linear(value: number): number return value end local function cubic_in(alpha: number): number return alpha ^ 3 end local function cubic_out(alpha: number): number return 1 - ((1 - alpha) ^ 3) end local function cubic_in_out(alpha: number): number if alpha < 0.5 then return 4 * (alpha ^ 3) end return 1 - ((-2 * alpha + 2) ^ 3) * 0.5 end local function bounce_in(alpha: number): number local Compliment = 1 - alpha if Compliment < 0.36363636363636365 then return 1 - 7.5625 * Compliment * Compliment end if Compliment < 0.7272727272727273 then local Base = Compliment - 0.5454545454545454 return 1 - 7.5625 * Base * Base + 0.75 end if Compliment < 0.9090909090909091 then local Base = Compliment - 0.9090909090909091 return 1 - 7.5625 * Base * Base + 0.9375 end local Base = Compliment - 0.9545454545454546 return 1 - 7.5625 * Base * Base + 0.984375 end local function bounce_out(alpha: number): number if alpha < 0.36363636363636365 then return 7.5625 * alpha * alpha end if alpha < 0.7272727272727273 then local Base = alpha - 0.5454545454545454 return 7.5625 * Base * Base + 0.75 end if alpha < 0.9090909090909091 then local Base = alpha - 0.9090909090909091 return 7.5625 * Base * Base + 0.9375 end local Base = alpha - 0.9545454545454546 return 7.5625 * Base * Base + 0.984375 end local function bounce_in_out(Value: number): number if Value < 0.5 then local Compliment = 1 - 2 * Value if Compliment < 0.36363636363636365 then return (1 - 7.5625 * Compliment * Compliment) * 0.5 end if Compliment < 0.7272727272727273 then local Base = Compliment - 0.5454545454545454 return (1 - 7.5625 * Base * Base + 0.75) * 0.5 end if Compliment < 0.9090909090909091 then local Base = Compliment - 0.9090909090909091 return (1 - 7.5625 * Base * Base + 0.9375) * 0.5 end local Base = Compliment - 0.9545454545454546 return (1 - 7.5625 * Base * Base + 0.984375) * 0.5 end local Compliment = 2 * Value - 1 if Compliment < 0.36363636363636365 then return (1 + 7.5625 * Compliment * Compliment) * 0.5 end if Compliment < 0.7272727272727273 then local Base = Compliment - 0.5454545454545454 return (1 + 7.5625 * Base * Base + 0.75) * 0.5 end if Compliment < 0.9090909090909091 then local Base = Compliment - 0.9090909090909091 return (1 + 7.5625 * Base * Base + 0.9375) * 0.5 end local Base = Compliment - 0.9545454545454546 return (1 + 7.5625 * Base * Base + 0.984375) * 0.5 end local function elastic_in(alpha: number): number return -2 ^ (10 * alpha - 10) * math.sin((alpha * 10 - 10.75) * 2.0943951023931953) end local function elastic_out(Value: number): number return 2 ^ (-10 * Value) * math.sin((Value * 10 - 0.75) * 2.0943951023931953) + 1 end local function elastic_in_out(Value: number): number if Value < 0.5 then return -2 ^ (20 * Value - 10) * math.sin((20 * Value - 11.125) * 1.3962634015954636) * 0.5 end return 2 ^ -20 * Value + 10 * math.sin(20 * Value - 11.125 * 1.3962634015954636) * 0.5 + 1 end local function constant(Value: number): number return 0 end return { linear = linear, constant = constant, cubic_in = cubic_in, cubic_out = cubic_out, cubic_in_out = cubic_in_out, bounce_in = bounce_in, bounce_out = bounce_out, bounce_in_out = bounce_in_out, elastic_in = elastic_in, elastic_out = elastic_out, elastic_in_out = elastic_in_out, }
1,286
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/src/init.luau
local animation_asset = require("@self/roblox/animation_asset") local animation_solver = require("@self/animation_solver") local rig = require("@self/rig") --[=[ @class Crunchyroll The root module. ]=] --[=[ @function load_keyframe_sequence @within Crunchyroll Load a keyframe sequence from Roblox. This will return an AnimationAsset. @param keyframe_sequence KeyframeSequence @return AnimationAsset ]=] --[=[ @function create_rig @within Crunchyroll Create a rig from a model. This will return a Rig. @param rig_hierarchy Limb @return Rig ]=] --[=[ @function solve_animation @within Crunchyroll The primary function of the module. This will solve the animation for a rig. Example: ```lua crunchyroll.solve_animation(rig, { [animation] = { priority = 1, start_fade_time = 0, stop_fade_time = 0, weight = 1, alpha = 0.5, }, }, character.HumanoidRootPart.CFrame) ``` @param rig Rig @param tracks { [AnimationAsset]: AnimationTrack } @param root CFrame @param skip_result_coordinate_frames boolean? ]=] --[=[ @class Rig An animated rig. Pass this into the animation solver. ]=] --[=[ @prop result_coordinate_frames { [string]: CFrame } @within Rig The result table of the rig. Structured as { [limb name]: CFrame } ]=] --[=[ @class AnimationAsset An animation asset. This stores the animation length, and the keyframes. ]=] --[=[ @interface AnimationTrack @within Crunchyroll .stop_fade_time number .start_fade_time number .weight number .alpha number .priority number This table describes the state of an animation. It is agnostic to the animation asset. ]=] --[=[ @interface Limb @within Crunchyroll .name string .c0 CFrame .c1 CFrame .depends_on string This is the Crunchyroll equivalent of a Roblox Motor6D. `depends_on` is how the hierarchy works; for example "Head" depends on "Torso" ]=] export type LimbInfo = rig.LimbInfo export type Rig = rig.Identity export type AnimationTrack = animation_solver.AnimationTrack export type AnimationAsset = animation_asset.Identity return { load_keyframe_sequence = animation_asset.load_keyframe_sequence, create_rig = rig.create_rig, solve_animation = animation_solver.solver, }
579
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/src/rig.luau
export type LimbInfo = { c0: CFrame, c1: CFrame, name: string, children: { LimbInfo }?, } export type Limb = { name: string, c0: CFrame, c1: CFrame, depends_on: string, } export type LimbTransform = { priority: number, position: vector, quat_vector: vector, quat_scalar: number, } export type Identity = { limbs: { Limb }, limb_transforms: { LimbTransform }, --- used in animation loading to quickly map pose name to limb index limb_name_to_index: { [string]: number }, result_coordinate_frames: { [string]: CFrame }, } local function topological_sort(array: { Limb }, node: LimbInfo) if not node.children then return end for _, value in node.children do table.insert(array, { name = value.name, depends_on = node.name, c0 = value.c0, c1 = value.c1:Inverse(), }) topological_sort(array, value) end end local function create_rig(root: LimbInfo): Identity local limbs: { Limb } = {} table.insert(limbs, { name = root.name, depends_on = "root", c0 = root.c0, c1 = root.c1:Inverse(), }) topological_sort(limbs, root) local limb_transforms: { LimbTransform } = {} local limb_name_to_index: { [string]: number } = {} for index, limb in limbs do limb_transforms[index] = { priority = -1, position = vector.zero, quat_vector = vector.zero, quat_scalar = 1, } limb_name_to_index[limb.name] = index end return { limbs = limbs, limb_transforms = limb_transforms, limb_name_to_index = limb_name_to_index, result_coordinate_frames = {}, } end return { create_rig = create_rig, }
462
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/src/roblox/animation_asset.luau
local easing = require("../easings") local easing_enum_map = require("./easing_enum_map") local rig = require("../rig") export type PoseNode = { position: vector, quat_vector: vector, quat_scalar: number, easing_function: (alpha: number) -> number, } --- [1] = previous keyframe index --- [2] = (next keyframe index)? export type KeyframeHole = { number } export type Poses = { PoseNode } type KeyframeNode = { time: number, poses: { [string]: PoseNode }, } export type Identity = { keyframe_times: { number }, keyframe_poses: { Poses }, keyframe_holes: { [number]: { KeyframeHole } }, length: number, } local function recursive_tree_from_pose(poses: { [string]: PoseNode }, root_pose: Pose) local sub_poses = root_pose:GetSubPoses() :: { Pose } for _, sub_pose in sub_poses do recursive_tree_from_pose(poses, sub_pose) end -- example, a keyframe that is deeply nested. but ancestor(s) is not animated, roblox will indicate this with .Weight == 0 if root_pose.Weight == 0 then return end local cframe = root_pose.CFrame local axis, angle = cframe:ToAxisAngle() local half_angle = angle * 0.5 local position = cframe.Position :: any local quat_vector = math.sin(half_angle) * axis :: any local quat_scalar = math.cos(half_angle) poses[root_pose.Name] = { position = position, quat_vector = quat_vector, quat_scalar = quat_scalar, easing_function = easing_enum_map[root_pose.EasingStyle][root_pose.EasingDirection], } end local animation_asset = {} function animation_asset.load_keyframe_sequence( keyframe_sequence: KeyframeSequence, rig: rig.Identity ): Identity local keyframes = keyframe_sequence:GetKeyframes() :: { Keyframe } local markers = {} local keyframe_nodes: { KeyframeNode } = {} for keyframe_index, keyframe in keyframes do for _, marker in keyframe:GetMarkers() :: { KeyframeMarker } do markers[marker.Name] = keyframe_index end local poses: { [string]: PoseNode } = {} for _, pose_instance in keyframe:GetPoses() do recursive_tree_from_pose(poses, pose_instance :: Pose) end table.insert(keyframe_nodes, { time = keyframe.Time, poses = poses, }) end table.sort(keyframe_nodes, function(left: KeyframeNode, right: KeyframeNode) return left.time < right.time end) local limb_name_to_index = rig.limb_name_to_index local keframe_holes: { [number]: { KeyframeHole } } = {} -- previous keyframe that had no holes, [limb_index]: keyframe_node_index local no_holes: { [number]: number } = {} local future_right: { [number]: true | nil } = {} for index, node in keyframe_nodes do for limb_name, limb_index in limb_name_to_index do -- if we are the first keyframe, we should fill in the default pose if index == 1 and node.poses[limb_name] == nil then node.poses[limb_name] = { position = vector.zero, quat_vector = vector.zero, quat_scalar = 1, easing_function = easing.linear, } end if node.poses[limb_name] then no_holes[limb_index] = index future_right[limb_index] = nil elseif not node.poses[limb_name] and future_right[limb_index] == nil then -- there's a holes, find the left and right keyframes and fill the indexes between -- left should always be avaliable local left_pointer = no_holes[limb_index] assert(left_pointer, "there should always be a left pointer keyframe") local right_pointer for right_pose_counter = index + 1, #keyframe_nodes do if keyframe_nodes[right_pose_counter].poses[limb_name] then right_pointer = right_pose_counter break end end future_right[limb_index] = true local hole = { left_pointer, right_pointer, } local limb_holes = keframe_holes[limb_index] if limb_holes == nil then limb_holes = {} keframe_holes[limb_index] = limb_holes end -- if left_pointer, the limb does not have any future keyframes for fill_in = left_pointer + 1, (right_pointer or #keyframe_nodes) do limb_holes[fill_in] = hole end end end end local length = keyframe_nodes[#keyframe_nodes].time local keyframe_times = {} local keyframe_poses = {} for index, keyframe_node in keyframe_nodes do local mapped_poses: Poses = {} for name, pose in keyframe_node.poses do local limb_index = limb_name_to_index[name] if limb_index ~= nil then mapped_poses[limb_index] = pose end end keyframe_poses[index] = mapped_poses keyframe_times[index] = keyframe_node.time end return { keyframe_times = keyframe_times, keyframe_poses = keyframe_poses, length = length, keyframe_holes = keframe_holes, } end return animation_asset
1,274
ffrostfall/crunchyroll
ffrostfall-crunchyroll-736bdb0/src/roblox/easing_enum_map.luau
local Enum = Enum or (require("@lune/roblox").Enum :: any) :: typeof(Enum) local easings = require("../easings") local EASING_IN = Enum.PoseEasingDirection.In local EASING_OUT = Enum.PoseEasingDirection.Out local EASING_IN_OUT = Enum.PoseEasingDirection.InOut local LINEAR = Enum.PoseEasingStyle.Linear local CUBIC = Enum.PoseEasingStyle.Cubic local BOUNCE = Enum.PoseEasingStyle.Bounce local ELASTIC = Enum.PoseEasingStyle.Elastic local CONSTANT = Enum.PoseEasingStyle.Constant return { [LINEAR] = { [EASING_IN] = easings.linear, [EASING_OUT] = easings.linear, [EASING_IN_OUT] = easings.linear, }, [CUBIC] = { [EASING_IN] = easings.cubic_in, [EASING_OUT] = easings.cubic_out, [EASING_IN_OUT] = easings.cubic_in_out, }, [BOUNCE] = { [EASING_IN] = easings.bounce_in, [EASING_OUT] = easings.bounce_out, [EASING_IN_OUT] = easings.bounce_in_out, }, [ELASTIC] = { [EASING_IN] = easings.elastic_in, [EASING_OUT] = easings.elastic_out, [EASING_IN_OUT] = easings.elastic_in_out, }, [CONSTANT] = { [EASING_IN] = easings.constant, [EASING_OUT] = easings.constant, [EASING_IN_OUT] = easings.constant, }, }
396
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/MainModule.luau
--Wraps the Nexus VR Character Model main module for loading. --When required with an id, the main module's source isn't --included, which makes the client see an empty script. --!strict local REQUIRED_LIBRARIES = { Enigma = "enigma", NexusAppendage = "nexus-appendage", NexusBufferedReplication = "nexus-buffered-replication", NexusButton = "nexus-button", NexusInstance = "nexus-instance", NexusVRCore = "nexus-vr-core", } --Copy the dependencies if it is a Wally package. --This is meant to provide backward compatibility with the expected final module location. local SourcePackages = script.Parent if SourcePackages then local TargetPackages = script:WaitForChild("NexusVRCharacterModel"):WaitForChild("Packages") if not TargetPackages:FindFirstChild("_Index") then local Index = Instance.new("Folder") Index.Name = "_Index" Index.Parent = TargetPackages for PackageName, WallyPackageName in REQUIRED_LIBRARIES do local SourceReference = SourcePackages:FindFirstChild(PackageName) local SourcePackage = SourcePackages:FindFirstChild(WallyPackageName, true) local TargetPackage = TargetPackages:FindFirstChild(PackageName) if SourceReference and SourcePackage and TargetPackage then SourceReference:Clone().Parent = TargetPackages SourcePackage.Parent:Clone().Parent = Index TargetPackage:Destroy() end end end end --Load the module. return require(script:WaitForChild("NexusVRCharacterModel"))
344
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Api.luau
--Main module for creating the usable API. --!strict local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") return function() local NexusVRCharacterModel = script.Parent local TypedEvent = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusInstance")).TypedEvent local API = {} :: any API.Registered = TypedEvent.new() --[[ Stores an API that can be referenced. If the API is already stored, an error will be thrown. --]] function API:Register(ApiName: string, Api: any): () if self[ApiName] ~= nil then error(`API already registered: {ApiName}`) end self[ApiName] = Api self.Registered:Fire(ApiName) end --[[ Waits for an API to be registered and returns the API. If it was already registered, it returns the API without waiting. Similar to instances, this would be treated like WaitForChild where the usage is optional instead of indexing (ex: API:WaitFor("MyApi") vs API.MyApi) as long as the consequences of an API not being registered are accepted. --]] function API:WaitFor(ApiName: string): any while not self[ApiName] do self.Registered:Wait() end return self[ApiName] end --[[ Invokes a callback when an API is registered with a given name. If it is already registered, the callback will run asynchronously. This is intended for setting up an API call without blocking for WaitFor. --]] function API:OnRegistered(ApiName: string, RegisteredCallback: (any) -> ()): () --Run the callback immediately if the API is loaded. if self[ApiName] then task.spawn(function() RegisteredCallback(self[ApiName]) end) return end --Connect the registered event. self.Registered:Connect(function(RegisteredFunctionName) if ApiName ~= RegisteredFunctionName then return end RegisteredCallback(self[ApiName]) end) end --Create the client API. --Done in a task to resolve recurisve requiring. if RunService:IsClient() then task.defer(function() --Create the camera API. local CameraService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("CameraService")).GetInstance() local CameraAPI = {} function CameraAPI:SetActiveCamera(Name: string): () CameraService:SetActiveCamera(Name) end function CameraAPI:GetActiveCamera(): string return CameraService.ActiveCamera end API:Register("Camera", CameraAPI) --Create the controller API. local ActiveControllers = {} local ControlService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("ControlService")).GetInstance() local ControllerAPI = {} function ControllerAPI:SetActiveController(Name: string): () ControlService:SetActiveController(Name) end function ControllerAPI:GetActiveController(): (string) return ControlService.ActiveController end function ControllerAPI:SetControllerInputEnabled(Hand: Enum.UserCFrame, Enabled: boolean): () if Hand ~= Enum.UserCFrame.LeftHand and Hand ~= Enum.UserCFrame.RightHand then error(`The following UserCFrame is invalid and can't be disabled: {Hand}`) end ActiveControllers[Hand] = (Enabled ~= false) end function ControllerAPI:EnableControllerInput(Hand: Enum.UserCFrame): () self:SetControllerInputEnabled(Hand, true) end function ControllerAPI:DisableControllerInput(Hand: Enum.UserCFrame): () self:SetControllerInputEnabled(Hand, false) end function ControllerAPI:IsControllerInputEnabled(Hand: Enum.UserCFrame): boolean if Hand ~= Enum.UserCFrame.LeftHand and Hand ~= Enum.UserCFrame.RightHand then error(`The following UserCFrame is invalid and can't be disabled: {Hand}`) end return ActiveControllers[Hand] ~= false end API:Register("Controller", ControllerAPI) --Create the input API. local VRInputService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("VRInputService")).GetInstance() local InputAPI = {} InputAPI.Recentered = VRInputService.Recentered InputAPI.EyeLevelSet = VRInputService.EyeLevelSet function InputAPI:Recenter(): () VRInputService:Recenter() end function InputAPI:SetEyeLevel(): () VRInputService:SetEyeLevel() end API:Register("Input", InputAPI) --Create the Menu API. --The Menu API does not work outside of VR. --Release 454 and later has/had a bug that made VREnabled false on start. This mitigates that now and in the future if VR loads dynamically. local MenuAPI = {} :: any local function GetMainMenu(): any if not MenuAPI.Enabled then error("Menu API is not enabled for non-VR players. Check Api.Menu.Enabled before calling.") end return require(NexusVRCharacterModel:WaitForChild("UI"):WaitForChild("MainMenu")).GetInstance() end if UserInputService.VREnabled then MenuAPI.Enabled = true else MenuAPI.Enabled = false UserInputService:GetPropertyChangedSignal("VREnabled"):Connect(function() MenuAPI.Enabled = UserInputService.VREnabled end) end MenuAPI.CreateView = function(_, ...) return GetMainMenu():CreateView(...) end MenuAPI.IsOpen = function() return GetMainMenu().ScreenGui.Enabled end MenuAPI.Open = function(self) if self:IsOpen() then return end GetMainMenu():Toggle() end MenuAPI.Close = function(self) if not self:IsOpen() then return end GetMainMenu():Toggle() end API:Register("Menu", MenuAPI) --Create the settings API. local SettingsService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local SettingsAPI = {} function SettingsAPI:GetSetting(Setting: string): any return SettingsService:GetSetting(Setting) end function SettingsAPI:SetSetting(Setting: string, Value: any): () SettingsService:SetSetting(Setting, Value) end function SettingsAPI:GetSettingsChangedSignal(Setting: string) return SettingsService:GetSettingsChangedSignal(Setting) end API:Register("Settings", SettingsAPI) end) end --Return the APIs. return API end
1,489
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Appendage.luau
--Stores information about an appendage, such as an arm or a leg. --!strict local NexusAppendage = require(script.Parent.Parent:WaitForChild("Packages"):WaitForChild("NexusAppendage")) local Limb = NexusAppendage.Limb local Appendage = {} Appendage.__index = Appendage setmetatable(Appendage, Limb) export type Appendage = { UpperLimb: BasePart, LowerLimb: BasePart, LimbEnd: BasePart, StartAttachment: string, LimbJointAttachment: string, LimbEndAttachment: string, LimbHoldAttachment: string, InvertBendDirection: boolean, PreventDisconnection: boolean, } & typeof(setmetatable({}, Appendage)) & NexusAppendage.Limb --[[ Creates an appendage. --]] function Appendage.new(UpperLimb: BasePart, LowerLimb: BasePart, LimbEnd: BasePart, StartAttachment: string, LimbJointAttachment: string, LimbEndAttachment: string, LimbHoldAttachment: string, PreventDisconnection: boolean?): Appendage local self = setmetatable(Limb.new() :: any, Appendage) self.UpperLimb = UpperLimb self.LowerLimb = LowerLimb self.LimbEnd = LimbEnd self.StartAttachment = StartAttachment self.LimbJointAttachment = LimbJointAttachment self.LimbEndAttachment = LimbEndAttachment self.LimbHoldAttachment = LimbHoldAttachment self.InvertBendDirection = false self.PreventDisconnection = PreventDisconnection or false return setmetatable(self, Appendage) end --[[ Attempts to solve a joint. This uses the "naive" approach for inverse kinematics. --]] function Appendage.SolveJoint(self: Appendage, OriginCFrame: CFrame, TargetPosition: Vector3, Length1: number, Length2: number): (CFrame, number, number) local LocalizedPosition = OriginCFrame:PointToObjectSpace(TargetPosition) local LocalizedUnit = LocalizedPosition.Unit local Hypotenuse = LocalizedPosition.Magnitude --Get the axis and correct it if it is 0. local Axis = Vector3.new(0, 0, -1):Cross(LocalizedUnit) if Axis == Vector3.new(0, 0, 0) then if LocalizedPosition.Z < 0 then Axis = Vector3.new(0, 0, 0.001) else Axis = Vector3.new(0, 0, -0.001) end end --Calculate and return the angles. local PlaneRotation = math.acos(-LocalizedUnit.Z) local PlaneCFrame = OriginCFrame * CFrame.fromAxisAngle(Axis, PlaneRotation) if Hypotenuse < math.max(Length2, Length1) - math.min(Length2, Length1) then local ShoulderAngle, ElbowAngle = -math.pi / 2, math.pi if self.PreventDisconnection then return PlaneCFrame, ShoulderAngle, ElbowAngle else return PlaneCFrame * CFrame.new(0, 0, math.max(Length2, Length1) - math.min(Length2, Length1) - Hypotenuse), ShoulderAngle, ElbowAngle end elseif Hypotenuse > Length1 + Length2 then local ShoulderAngle, ElbowAngle = math.pi / 2, 0 if self.PreventDisconnection then return PlaneCFrame, ShoulderAngle, ElbowAngle else return PlaneCFrame * CFrame.new(0, 0, Length1 + Length2 - Hypotenuse), ShoulderAngle, ElbowAngle end else local Angle1 = -math.acos((-(Length2 * Length2) + (Length1 * Length1) + (Hypotenuse * Hypotenuse)) / (2 * Length1 * Hypotenuse)) local Angle2 = math.acos(((Length2 * Length2) - (Length1 * Length1) + (Hypotenuse * Hypotenuse)) / (2 * Length2 * Hypotenuse)) if self.InvertBendDirection then Angle1 = -Angle1 Angle2 = -Angle2 end return PlaneCFrame , Angle1 + math.pi / 2, Angle2 - Angle1 end end --[[ Returns the rotation offset relative to the Y axis to an end CFrame. --]] function Appendage.RotationTo(self: Appendage, StartCFrame: CFrame, EndCFrame: CFrame): CFrame local Offset = (StartCFrame:Inverse() * EndCFrame).Position return CFrame.Angles(math.atan2(Offset.Z, Offset.Y), 0, -math.atan2(Offset.X, Offset.Y)) end --[[ Returns the CFrames of the appendage for the starting and holding CFrames. The implementation works, but could be improved. --]] function Appendage.GetAppendageCFrames(self: Appendage, StartCFrame: CFrame, HoldCFrame: CFrame): (CFrame, CFrame, CFrame) --Get the attachment CFrames. local LimbHoldCFrame = self:GetAttachmentCFrame(self.LimbEnd, self.LimbHoldAttachment) local LimbEndCFrame = self:GetAttachmentCFrame(self.LimbEnd, self.LimbEndAttachment) local UpperLimbStartCFrame = self:GetAttachmentCFrame(self.UpperLimb, self.StartAttachment) local UpperLimbJointCFrame = self:GetAttachmentCFrame(self.UpperLimb, self.LimbJointAttachment) local LowerLimbJointCFrame = self:GetAttachmentCFrame(self.LowerLimb, self.LimbJointAttachment) local LowerLimbEndCFrame = self:GetAttachmentCFrame(self.LowerLimb, self.LimbEndAttachment) --Calculate the appendage lengths. local UpperLimbLength = (UpperLimbStartCFrame.Position - UpperLimbJointCFrame.Position).Magnitude local LowerLimbLength = (LowerLimbJointCFrame.Position - LowerLimbEndCFrame.Position).Magnitude --Calculate the end point of the limb. local AppendageEndJointCFrame = HoldCFrame * LimbHoldCFrame:Inverse() * LimbEndCFrame --Solve the join. local PlaneCFrame,UpperAngle,CenterAngle = self:SolveJoint(StartCFrame, AppendageEndJointCFrame.Position, UpperLimbLength, LowerLimbLength) --Calculate the CFrame of the limb join before and after the center angle. local JointUpperCFrame = PlaneCFrame * CFrame.Angles(UpperAngle, 0, 0) * CFrame.new(0, -UpperLimbLength, 0) local JointLowerCFrame = JointUpperCFrame * CFrame.Angles(CenterAngle, 0, 0) --Calculate the part CFrames. --The appendage end is not calculated with hold CFrame directly since it can ignore PreventDisconnection = true. local UpperLimbCFrame = JointUpperCFrame * self:RotationTo(UpperLimbJointCFrame, UpperLimbStartCFrame):Inverse() * UpperLimbJointCFrame:Inverse() local LowerLimbCFrame = JointLowerCFrame * self:RotationTo(LowerLimbEndCFrame, LowerLimbJointCFrame):Inverse() * LowerLimbJointCFrame:Inverse() local AppendageEndCFrame = CFrame.new((LowerLimbCFrame * LowerLimbEndCFrame).Position) * (CFrame.new(-AppendageEndJointCFrame.Position) * AppendageEndJointCFrame) * LimbEndCFrame:Inverse() --Return the part CFrames. return UpperLimbCFrame, LowerLimbCFrame, AppendageEndCFrame end return Appendage
1,746
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Camera/CommonCamera.luau
--Common camera functionality. --!strict local Workspace = game:GetService("Workspace") local VRService = game:GetService("VRService") local NexusVRCharacterModel = script.Parent.Parent.Parent local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local CommonCamera = {} CommonCamera.__index = CommonCamera export type CommonCamera = typeof(setmetatable({}, CommonCamera)) --[[ Creates the common camera. --]] function CommonCamera.new(): CommonCamera return setmetatable({}, CommonCamera) end --[[ Enables the camera. --]] function CommonCamera.Enable(self: CommonCamera): () end --[[ Disables the camera. --]] function CommonCamera.Disable(self: CommonCamera): () end --[[ Updates the camera. --]] function CommonCamera.UpdateCamera(self: CommonCamera, HeadsetCFrameWorld: CFrame): () end --[[ Sets the camera CFrame. --]] function CommonCamera.SetCFrame(self: CommonCamera, HeadsetCFrameWorld: CFrame): () --Lock HeadLocked to false. --The default behavior is to do it for backwards compatibility with 2.6.0 and earlier. local Camera = Workspace.CurrentCamera if Settings:GetSetting("Camera.DisableHeadLocked") ~= false then Camera.HeadLocked = false end --Set the camera CFrame. local TargetCFrame = HeadsetCFrameWorld if Camera.HeadLocked then local HeadCFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) TargetCFrame = HeadsetCFrameWorld * (CFrame.new(HeadCFrame.Position * (Workspace.CurrentCamera.HeadScale - 1)) * HeadCFrame):Inverse() Camera.VRTiltAndRollEnabled = true end Camera.CameraType = Enum.CameraType.Scriptable Camera.CFrame = TargetCFrame Camera.Focus = TargetCFrame end return CommonCamera
415
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Camera/DefaultCamera.luau
--Default camera that follows the character. --!strict local BUMP_DEFAULT_TRANSPARENCY_WORKAROUND = true local HIDDEN_ACCESSORIES = { [Enum.AccessoryType.Hat] = true; [Enum.AccessoryType.Hair] = true; [Enum.AccessoryType.Face] = true; [Enum.AccessoryType.Eyebrow] = true; [Enum.AccessoryType.Eyelash] = true; } local Players = game:GetService("Players") local VRService = game:GetService("VRService") local NexusVRCharacterModel = script.Parent.Parent.Parent local CommonCamera = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Camera"):WaitForChild("CommonCamera")) local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local DefaultCamera = {} DefaultCamera.__index = DefaultCamera setmetatable(DefaultCamera, CommonCamera) export type DefaultCamera = { TransparencyEvents: {RBXScriptConnection}?, } & typeof(setmetatable({}, DefaultCamera)) & CommonCamera.CommonCamera --[[ Returns true if the provided part should be hidden in first person. --]] function DefaultCamera.ShouldHidePart(Part: BasePart): boolean local Parent: Instance? = Part.Parent if Parent then if Parent:IsA("Accessory") then local AccessoryType = Parent.AccessoryType return HIDDEN_ACCESSORIES[AccessoryType] or false elseif Parent:IsA("Model") then return false else return not Parent:IsA("Tool") end end if Part:FindFirstChildWhichIsA("WrapLayer") then return false end return true end --[[ Creates a default camera object. --]] function DefaultCamera.new(): DefaultCamera return setmetatable(CommonCamera.new() :: any, DefaultCamera) :: DefaultCamera end --[[ Enables the camera. --]] function DefaultCamera.Enable(self: DefaultCamera): () local TransparencyEvents = {} self.TransparencyEvents = TransparencyEvents if Players.LocalPlayer.Character then --Connect children being added. local Transparency = Settings:GetSetting("Appearance.LocalCharacterTransparency") if BUMP_DEFAULT_TRANSPARENCY_WORKAROUND then if Transparency == 0.5 then Transparency = 0.501 elseif Transparency < 0.5 then warn("Values of <0.5 with Appearance.LocalCharacterTransparency are currently known to cause black screen issues. This will hopefully be resolved by Roblox in a future update: https://devforum.roblox.com/t/vr-screen-becomes-black-due-to-non-transparent-character/2215099") end end table.insert(TransparencyEvents, Players.LocalPlayer.Character.DescendantAdded:Connect(function(Part: BasePart) if Part:IsA("BasePart") then local PartTransparency = Transparency if Part:FindFirstAncestorOfClass("Tool") then PartTransparency = 0 elseif DefaultCamera.ShouldHidePart(Part) then PartTransparency = 1 end Part.LocalTransparencyModifier = PartTransparency table.insert(TransparencyEvents, Part:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function() Part.LocalTransparencyModifier = PartTransparency end)) end end)) for _, Part in Players.LocalPlayer.Character:GetDescendants() do if Part:IsA("BasePart") then local PartTransparency = Transparency if Part:FindFirstAncestorOfClass("Tool") then PartTransparency = 0 elseif DefaultCamera.ShouldHidePart(Part) then PartTransparency = 1 end Part.LocalTransparencyModifier = PartTransparency table.insert(TransparencyEvents, Part:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function() Part.LocalTransparencyModifier = PartTransparency end)) end end end --Connect the character and local transparency changing. table.insert(TransparencyEvents, Players.LocalPlayer:GetPropertyChangedSignal("Character"):Connect(function() self:Disable() self:Enable() end)) table.insert(TransparencyEvents, Settings:GetSettingsChangedSignal("Appearance.LocalCharacterTransparency"):Connect(function() self:Disable() self:Enable() end) :: any) --Keep the camera in first person. if VRService.AvatarGestures then Players.LocalPlayer.CameraMaxZoomDistance = Players.LocalPlayer.CameraMinZoomDistance end end --[[ Disables the camera. --]] function DefaultCamera.Disable(self: DefaultCamera): () --Disconnect the character events. if self.TransparencyEvents then for _, Event in self.TransparencyEvents do Event:Disconnect() end self.TransparencyEvents = {} end --Reset the local transparency modifiers. if Players.LocalPlayer.Character then for _, Part in Players.LocalPlayer.Character:GetDescendants() do if Part:IsA("BasePart") then Part.LocalTransparencyModifier = 0 end end end end --[[ Updates the camera. --]] function DefaultCamera.UpdateCamera(self: DefaultCamera, HeadsetCFrameWorld: CFrame): () if VRService.AvatarGestures then return end self:SetCFrame(HeadsetCFrameWorld) end return DefaultCamera
1,172
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Camera/ThirdPersonTrackCamera.luau
--Third person camera that moves with the player. --!strict local THIRD_PERSON_ZOOM = 10 local Players = game:GetService("Players") local NexusVRCharacterModel = script.Parent.Parent.Parent local CommonCamera = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Camera"):WaitForChild("CommonCamera")) local ThirdPersonTrackCamera = {} ThirdPersonTrackCamera.__index = ThirdPersonTrackCamera setmetatable(ThirdPersonTrackCamera, CommonCamera) export type ThirdPersonTrackCamera = { FetchInitialCFrame: boolean?, BaseFaceAngleY: number?, BaseCFrame: CFrame?, } & typeof(setmetatable({}, ThirdPersonTrackCamera)) & CommonCamera.CommonCamera --[[ Creates a third-person camera object. --]] function ThirdPersonTrackCamera.new(): ThirdPersonTrackCamera return setmetatable(CommonCamera.new() :: any, ThirdPersonTrackCamera) :: ThirdPersonTrackCamera end --[[ Enables the camera. --]] function ThirdPersonTrackCamera.Enable(self: ThirdPersonTrackCamera): () self.FetchInitialCFrame = true end --[[ Disables the camera. --]] function ThirdPersonTrackCamera.Disable(self: ThirdPersonTrackCamera): () self.FetchInitialCFrame = nil end --[[ Updates the camera. --]] function ThirdPersonTrackCamera.UpdateCamera(self: ThirdPersonTrackCamera, HeadsetCFrameWorld: CFrame): () --Set the initial CFrame to use. if self.FetchInitialCFrame then local BaseFaceAngleY = math.atan2(-HeadsetCFrameWorld.LookVector.X, -HeadsetCFrameWorld.LookVector.Z) self.BaseFaceAngleY = BaseFaceAngleY self.BaseCFrame = CFrame.new(HeadsetCFrameWorld.Position) * CFrame.Angles(0, BaseFaceAngleY, 0) self.FetchInitialCFrame = nil end --Get the scale. local Scale = 1 local Character = Players.LocalPlayer.Character if Character then local Humanoid = Character:FindFirstChildOfClass("Humanoid") if Humanoid then local BodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale") if BodyHeightScale then Scale = BodyHeightScale.Value end end end --Calculate the third person CFrame. local BaseCFrame = self.BaseCFrame :: CFrame local HeadsetRelative = BaseCFrame:Inverse() * HeadsetCFrameWorld local TargetCFrame = BaseCFrame * CFrame.new(0, 0, -THIRD_PERSON_ZOOM * Scale) * CFrame.Angles(0, math.pi, 0) * HeadsetRelative --Update the camera. self:SetCFrame(TargetCFrame) end return ThirdPersonTrackCamera
606
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Controller/BaseController.luau
--Base class for controlling the local character. --!strict local THUMBSTICK_INPUT_START_RADIUS = 0.6 local THUMBSTICK_INPUT_RELEASE_RADIUS = 0.4 local THUMBSTICK_SNAP_ROTATION_ANGLE = math.rad(30) --Roblox's snap rotation is 30 degrees. local THUMBSTICK_SMOOTH_LOCOMOTION_DEADZONE = 0.2 local THUMBSTICK_MANUAL_SMOOTH_ROTATION_RATE = math.rad(360) --May or may not be accurate for Roblox's player scripts. local BLUR_TWEEN_INFO = TweenInfo.new(0.25, Enum.EasingStyle.Quad) local USER_CFRAME_TO_THUMBSTICK = { [Enum.UserCFrame.LeftHand] = Enum.KeyCode.Thumbstick1, [Enum.UserCFrame.RightHand] = Enum.KeyCode.Thumbstick2, } local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local HttpService = game:GetService("HttpService") local ContextActionService = game:GetService("ContextActionService") local TweenService = game:GetService("TweenService") local VRService = game:GetService("VRService") local NexusVRCharacterModel = script.Parent.Parent.Parent local NexusVRCharacterModelApi = require(NexusVRCharacterModel).Api local Character = require(NexusVRCharacterModel:WaitForChild("Character")) local CameraService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("CameraService")).GetInstance() local CharacterService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("CharacterService")).GetInstance() local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local VRInputService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("VRInputService")).GetInstance() local BaseController = {} BaseController.__index = BaseController export type BaseController = { Active: boolean, ActionsToLock: {Enum.KeyCode}, ActionsToUnbind: {Enum.KeyCode}?, Character: Character.Character?, Connections: {RBXScriptConnection}?, LastHeadCFrame: CFrame?, LastRotationUpdateTick: number?, } & typeof(setmetatable({}, BaseController)) --[[ Returns the Y-axis angle of the given CFrame. --]] local function GetAngleToGlobalY(CF: CFrame): number return math.atan2(-CF.LookVector.X, -CF.LookVector.Z) end --[[ Creates a base controller object. --]] function BaseController.new(): BaseController return setmetatable({ Active = false, ActionsToLock = {Enum.KeyCode.ButtonR3}, }, BaseController) :: BaseController end --[[ Updates the character. Returns if it changed. --]] function BaseController.UpdateCharacterReference(self: BaseController): boolean local LastCharacter = self.Character self.Character = CharacterService:GetCharacter(Players.LocalPlayer) if not self.Character then return false end return LastCharacter ~= self.Character end --[[ Enables the controller. --]] function BaseController.Enable(self: BaseController): () if not self.Connections then self.Connections = {} end self.Active = true --Bind the actions to sink inputs from the PlayerScripts. if not self.ActionsToUnbind then self.ActionsToUnbind = {} end for _, KeyCode in self.ActionsToLock do local ActionName = HttpService:GenerateGUID() ContextActionService:BindActionAtPriority(ActionName, function() return self.Active and Enum.ContextActionResult.Sink or Enum.ContextActionResult.Pass end, false, Enum.ContextActionPriority.High.Value, KeyCode) table.insert(self.ActionsToUnbind :: {Enum.KeyCode}, ActionName) end --Update the character and return if the character is nil. self:UpdateCharacterReference() if not self.Character then return end --Connect the eye level being set. local Connections = self.Connections :: {RBXScriptConnection} table.insert(Connections, VRInputService.EyeLevelSet:Connect(function() local LastHeadCFrame = self.LastHeadCFrame if LastHeadCFrame and LastHeadCFrame.Y > 0 then self.LastHeadCFrame = CFrame.new(0, -LastHeadCFrame.Y, 0) * LastHeadCFrame end end) :: any) --Connect the character entering a seat. table.insert(Connections, self.Character.Humanoid:GetPropertyChangedSignal("SeatPart"):Connect(function() local SeatPart = self.Character:GetHumanoidSeatPart() if SeatPart then self:PlayBlur() VRInputService:Recenter() end end)) --Disable auto rotate so that the default controls work. self.Character.Humanoid.AutoRotate = false end --[[ Disables the controller. --]] function BaseController.Disable(self: BaseController): () self.Active = false self.Character = nil self.LastHeadCFrame = nil self.LastRotationUpdateTick = nil if self.Connections then for _, Connection in self.Connections do Connection:Disconnect() end end if self.ActionsToUnbind then for _, ActionName in self.ActionsToUnbind do ContextActionService:UnbindAction(ActionName) end end self.Connections = nil end --[[ Scales the local-space input CFrame based on the height multiplier of the character. --]] function BaseController.ScaleInput(self: BaseController, InputCFrame: CFrame): CFrame --Return the original CFrame if there is no character. if not self.Character or not InputCFrame then return InputCFrame end --Return the modified CFrame. return CFrame.new(InputCFrame.Position * (self.Character:GetHumanoidScale("BodyHeightScale") - 1)) * InputCFrame end --[[ Updates the provided 'Store' table with the state of its Thumbstick (Enum.KeyCode.ThumbstickX) field. Returns the direction state, radius state, and overall state change. --]] function BaseController.GetJoystickState(self: BaseController, Store: any): (string, string, string) local InputPosition = VRInputService:GetThumbstickPosition(Store.Thumbstick) local InputRadius = ((InputPosition.X ^ 2) + (InputPosition.Y ^ 2)) ^ 0.5 local InputAngle = math.atan2(InputPosition.X, InputPosition.Y) local DirectionState, RadiusState if InputAngle >= math.rad(-135) and InputAngle <= math.rad(-45) then DirectionState = "Left" elseif InputAngle >= math.rad(-45) and InputAngle <= math.rad(45) then DirectionState = "Forward" elseif InputAngle >= math.rad(45) and InputAngle <= math.rad(135) then DirectionState = "Right" end if InputRadius >= THUMBSTICK_INPUT_START_RADIUS then RadiusState = "Extended" elseif InputRadius <= THUMBSTICK_INPUT_RELEASE_RADIUS then RadiusState = "Released" else RadiusState = "InBetween" end --Update the stored state. local StateChange = nil if RadiusState == "Released" then if Store.RadiusState == "Extended" then StateChange = "Released" end Store.RadiusState = "Released" Store.DirectionState = nil elseif RadiusState == "Extended" then if Store.RadiusState == nil or Store.RadiusState == "Released" then if Store.RadiusState ~= "Extended" then StateChange = "Extended" end Store.RadiusState = "Extended" Store.DirectionState = DirectionState elseif Store.DirectionState ~= DirectionState then if Store.RadiusState ~= "Cancelled" then StateChange = "Cancel" end Store.RadiusState = "Cancelled" Store.DirectionState = nil end end return DirectionState, RadiusState, StateChange end --[[ Plays a temporary blur effect to make teleports and snap turns less jarring. ]]-- function BaseController.PlayBlur(self: BaseController): () local SnapTeleportBlur = Settings:GetSetting("Movement.SnapTeleportBlur") SnapTeleportBlur = (if SnapTeleportBlur == nil then true else SnapTeleportBlur) if not SnapTeleportBlur then return end local Blur = Instance.new("BlurEffect") Blur.Parent = workspace.CurrentCamera Blur.Size = 56 local BlurTween = TweenService:Create(Blur, BLUR_TWEEN_INFO, { Size = 0 }) BlurTween:Play() BlurTween.Completed:Connect(function() Blur:Destroy() end) end --[[ Updates the reference world CFrame. --]] function BaseController.UpdateCharacter(self: BaseController): () --Return if the character is nil. local CharacterChanged = self:UpdateCharacterReference() if not self.Character then return end if CharacterChanged then self:Enable() end --Get the VR inputs. local VRInputs = VRInputService:GetVRInputs() local VRHeadCFrame = self:ScaleInput(VRInputs[Enum.UserCFrame.Head]) local VRLeftHandCFrame,VRRightHandCFrame = self:ScaleInput(VRInputs[Enum.UserCFrame.LeftHand]), self:ScaleInput(VRInputs[Enum.UserCFrame.RightHand]) local HeadToLeftHandCFrame = VRHeadCFrame:Inverse() * VRLeftHandCFrame local HeadToRightHandCFrame = VRHeadCFrame:Inverse() * VRRightHandCFrame --Update the character. local SeatPart = self.Character:GetHumanoidSeatPart() if not SeatPart then --Offset the character by the change in the head input. if self.LastHeadCFrame then --Get the eye CFrame of the current character, except the Y offset from the HumanoidRootPart. --The Y position will be added absolutely since doing it relatively will result in floating or short characters. local HumanoidRootPartCFrame = self.Character.Parts.HumanoidRootPart.CFrame local LowerTorsoCFrame = HumanoidRootPartCFrame * self.Character.Attachments.HumanoidRootPart.RootRigAttachment.CFrame * CFrame.new(0, -self.Character.Motors.Root.Transform.Position.Y, 0) * self.Character.Motors.Root.Transform * self.Character.Attachments.LowerTorso.RootRigAttachment.CFrame:Inverse() local UpperTorsoCFrame = LowerTorsoCFrame * self.Character.Attachments.LowerTorso.WaistRigAttachment.CFrame * self.Character.Motors.Waist.Transform * self.Character.Attachments.UpperTorso.WaistRigAttachment.CFrame:Inverse() local HeadCFrame = UpperTorsoCFrame * self.Character.Attachments.UpperTorso.NeckRigAttachment.CFrame * self.Character.Motors.Neck.Transform * self.Character.Attachments.Head.NeckRigAttachment.CFrame:Inverse() local EyesOffset = self.Character.Head:GetEyesOffset() local CharacterEyeCFrame = HeadCFrame * EyesOffset --Determine the input components. local InputDelta = self.LastHeadCFrame:Inverse() * VRHeadCFrame if VRHeadCFrame.UpVector.Y < 0 then InputDelta = CFrame.Angles(0,math.pi,0) * InputDelta end local HeadRotationXZ = (CFrame.new(VRHeadCFrame.Position) * CFrame.Angles(0, math.atan2(-VRHeadCFrame.LookVector.X, -VRHeadCFrame.LookVector.Z), 0)):Inverse() * VRHeadCFrame local LastHeadAngleY = GetAngleToGlobalY(self.LastHeadCFrame) local HeadAngleY = GetAngleToGlobalY(VRHeadCFrame) local HeightOffset = CFrame.new(0, (CFrame.new(0, EyesOffset.Y, 0) * (VRHeadCFrame * EyesOffset:Inverse())).Y, 0) --Offset the character eyes for the current input. local CurrentCharacterAngleY = GetAngleToGlobalY(CharacterEyeCFrame) local RotationY = CFrame.Angles(0, CurrentCharacterAngleY + (HeadAngleY - LastHeadAngleY), 0) local NewCharacterEyePosition = (HeightOffset * CFrame.new((RotationY * CFrame.new(InputDelta.X, 0, InputDelta.Z)).Position) * CharacterEyeCFrame).Position local NewCharacterEyeCFrame = CFrame.new(NewCharacterEyePosition) * RotationY * HeadRotationXZ --Update the character. self.Character:UpdateFromInputs(NewCharacterEyeCFrame, NewCharacterEyeCFrame * HeadToLeftHandCFrame,NewCharacterEyeCFrame * HeadToRightHandCFrame) end else --Set the absolute positions of the character. self.Character:UpdateFromInputsSeated(VRHeadCFrame, VRHeadCFrame * HeadToLeftHandCFrame,VRHeadCFrame * HeadToRightHandCFrame) end --Update the camera. if self.Character.Parts.HumanoidRootPart:IsDescendantOf(Workspace) and self.Character.Humanoid.Health > 0 then --Update the camera based on the character. --Done based on the HumanoidRootPart instead of the Head because of Motors not updating the same frame, leading to a delay. local HumanoidRootPartCFrame = self.Character.Parts.HumanoidRootPart.CFrame local LowerTorsoCFrame = HumanoidRootPartCFrame * self.Character.Attachments.HumanoidRootPart.RootRigAttachment.CFrame * self.Character.Motors.Root.Transform * self.Character.Attachments.LowerTorso.RootRigAttachment.CFrame:Inverse() local UpperTorsoCFrame = LowerTorsoCFrame * self.Character.Attachments.LowerTorso.WaistRigAttachment.CFrame * self.Character.Motors.Waist.Transform * self.Character.Attachments.UpperTorso.WaistRigAttachment.CFrame:Inverse() local HeadCFrame = UpperTorsoCFrame * self.Character.Attachments.UpperTorso.NeckRigAttachment.CFrame * self.Character.Motors.Neck.Transform * self.Character.Attachments.Head.NeckRigAttachment.CFrame:Inverse() CameraService:UpdateCamera(HeadCFrame * self.Character.Head:GetEyesOffset()) self.LastHeadCFrame = VRHeadCFrame elseif not Workspace.CurrentCamera.HeadLocked then --Update the camera based on the last CFrame if the motors can't update (not in Workspace). local CurrentCameraCFrame = Workspace.CurrentCamera:GetRenderCFrame() local LastHeadCFrame = self.LastHeadCFrame or CFrame.new() local HeadCFrame = self:ScaleInput(VRInputService:GetVRInputs()[Enum.UserCFrame.Head]) CameraService:UpdateCamera(CurrentCameraCFrame * LastHeadCFrame:Inverse() * HeadCFrame) self.LastHeadCFrame = HeadCFrame end end --[[ Performs snap or smooth rotating based on the thumbstick input. --]] function BaseController.UpdateRotating(self: BaseController, Hand: Enum.UserCFrame, Direction: string, StateChange: string): () if VRService.AvatarGestures then self.LastRotationUpdateTick = nil return end if not self.Character or self.Character.Humanoid.Sit then self.LastRotationUpdateTick = nil return end if Direction ~= "Left" and Direction ~= "Right" then self.LastRotationUpdateTick = nil return end --Return if the input is inactive. if NexusVRCharacterModelApi.Controller and not NexusVRCharacterModelApi.Controller:IsControllerInputEnabled(Hand) then return end --Rotate the character. local HumanoidRootPart = self.Character.Parts.HumanoidRootPart if UserSettings():GetService("UserGameSettings").VRSmoothRotationEnabled then --Smoothly rotate the character. local InputPosition = VRInputService:GetThumbstickPosition(USER_CFRAME_TO_THUMBSTICK[Hand]) if math.abs(InputPosition.X) >= THUMBSTICK_SMOOTH_LOCOMOTION_DEADZONE then local LastRotationUpdateTick = self.LastRotationUpdateTick or tick() local CurrentRotationUpdateTick = tick() local RotationUpdateDeltaTime = (CurrentRotationUpdateTick - LastRotationUpdateTick) HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position) * CFrame.Angles(0, -InputPosition.X * THUMBSTICK_MANUAL_SMOOTH_ROTATION_RATE * RotationUpdateDeltaTime, 0) * (CFrame.new(-HumanoidRootPart.Position) * HumanoidRootPart.CFrame) self.LastRotationUpdateTick = CurrentRotationUpdateTick else self.LastRotationUpdateTick = nil end else --Snap rotate the character. if StateChange == "Extended" then if Direction == "Left" then --Turn the player to the left. self:PlayBlur() HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position) * CFrame.Angles(0, THUMBSTICK_SNAP_ROTATION_ANGLE, 0) * (CFrame.new(-HumanoidRootPart.Position) * HumanoidRootPart.CFrame) elseif Direction == "Right" then --Turn the player to the right. self:PlayBlur() HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position) * CFrame.Angles(0, -THUMBSTICK_SNAP_ROTATION_ANGLE, 0) * (CFrame.new(-HumanoidRootPart.Position) * HumanoidRootPart.CFrame) end end end end return BaseController
3,889
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Controller/SmoothLocomotionController.luau
--Local character controller using teleporting. --!strict local BaseController = require(script.Parent:WaitForChild("BaseController")) local SmoothLocomotionController = {} SmoothLocomotionController.__index = SmoothLocomotionController setmetatable(SmoothLocomotionController, BaseController) export type SmoothLocomotionController = { JoystickState: {[string]: Enum.KeyCode}?, } & typeof(setmetatable({}, SmoothLocomotionController)) & BaseController.BaseController --[[ Creates a smooth locomotion controller object. --]] function SmoothLocomotionController.new(): SmoothLocomotionController return setmetatable(BaseController.new(), SmoothLocomotionController) :: SmoothLocomotionController end --[[ Enables the controller. --]] function SmoothLocomotionController.Enable(self: SmoothLocomotionController): () BaseController.Enable(self) self.JoystickState = {Thumbstick = Enum.KeyCode.Thumbstick2} end --[[ Disables the controller. --]] function SmoothLocomotionController.Disable(self: SmoothLocomotionController): () BaseController.Disable(self) self.JoystickState = nil end --[[ Updates the local character. Must also update the camara. --]] function SmoothLocomotionController.UpdateCharacter(self: SmoothLocomotionController): () --Update the base character. BaseController.UpdateCharacter(self) if not self.Character then return end --Rotate the character. local DirectionState, _, StateChange = self:GetJoystickState(self.JoystickState) self:UpdateRotating(Enum.UserCFrame.RightHand, DirectionState, StateChange) end return SmoothLocomotionController
349
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Controller/TeleportController.luau
--Local character controller using teleporting. --!strict local Workspace = game:GetService("Workspace") local NexusVRCharacterModel = script.Parent.Parent.Parent local NexusVRCharacterModelApi = require(NexusVRCharacterModel).Api local BaseController = require(script.Parent:WaitForChild("BaseController")) local ArcWithBeacon = require(script.Parent:WaitForChild("Visual"):WaitForChild("ArcWithBeacon")) local VRInputService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("VRInputService")).GetInstance() local TeleportController = {} TeleportController.__index = TeleportController setmetatable(TeleportController, BaseController) export type TeleportController = { LeftArc: ArcWithBeacon.ArcWithBeacon, RightArc: ArcWithBeacon.ArcWithBeacon, ArcControls: { { Thumbstick: Enum.KeyCode, UserCFrame: Enum.UserCFrame, Arc: ArcWithBeacon.ArcWithBeacon, WaitForRelease: boolean?, RadiusState: ("Forward" | "Released")?, LastHitPart: BasePart?, LastHitPosition: Vector3?, } }, IgnoreNextExternalTeleport: boolean?, } & typeof(setmetatable({}, TeleportController)) & BaseController.BaseController --[[ Creates a teleport controller object. --]] function TeleportController.new(): TeleportController local self = setmetatable(BaseController.new(), TeleportController) :: TeleportController self.ActionsToLock = {Enum.KeyCode.Thumbstick1, Enum.KeyCode.ButtonR3} return self end --[[ Enables the controller. --]] function TeleportController.Enable(self: TeleportController): () BaseController.Enable(self) --Create the arcs. self.LeftArc = ArcWithBeacon.new() self.RightArc = ArcWithBeacon.new() self.ArcControls = { { Thumbstick = Enum.KeyCode.Thumbstick1, UserCFrame = Enum.UserCFrame.LeftHand, Arc = self.LeftArc, }, { Thumbstick = Enum.KeyCode.Thumbstick2, UserCFrame = Enum.UserCFrame.RightHand, Arc = self.RightArc, }, } end --[[ Disables the controller. --]] function TeleportController.Disable(self: TeleportController): () BaseController.Disable(self) --Destroy the arcs. self.LeftArc:Destroy() self.RightArc:Destroy() end --[[ Updates the local character. Must also update the camara. --]] function TeleportController.UpdateCharacter(self: TeleportController): () --Update the base character. BaseController.UpdateCharacter(self) if not self.Character then return end --Get the VR inputs. local VRInputs = VRInputService:GetVRInputs() for _, InputEnum in Enum.UserCFrame:GetEnumItems() do VRInputs[InputEnum] = self:ScaleInput(VRInputs[InputEnum]) end --Update the arcs. local SeatPart = self.Character:GetHumanoidSeatPart() for _, ArcData in self.ArcControls do --Reset the left arc if the player is in a vehicle seat. if ArcData.Thumbstick == Enum.KeyCode.Thumbstick1 and SeatPart and SeatPart:IsA("VehicleSeat") then ArcData.Arc:Hide() continue end --Update and fetch the current state. local InputActive = (not NexusVRCharacterModelApi.Controller or NexusVRCharacterModelApi.Controller:IsControllerInputEnabled(ArcData.UserCFrame)) local DirectionState, RadiusState, StateChange = self:GetJoystickState(ArcData) if not InputActive then ArcData.Arc:Hide() ArcData.WaitForRelease = false ArcData.RadiusState = nil continue end --Update from the state. local HumanoidRootPart = self.Character.Parts.HumanoidRootPart if DirectionState ~= "Forward" or RadiusState == "Released" then ArcData.Arc:Hide() end if StateChange == "Released" then ArcData.Arc:Hide() if DirectionState == "Forward" then --Teleport the player. local LastHitPart = ArcData.LastHitPart if LastHitPart and ArcData.LastHitPosition then --Unsit the player. --The teleport event is set to ignored since the CFrame will be different when the player gets out of the seat. local WasSitting = false self:PlayBlur() if SeatPart then WasSitting = true self.IgnoreNextExternalTeleport = true self.Character.Humanoid.Sit = false end if (LastHitPart:IsA("Seat") or LastHitPart:IsA("VehicleSeat")) and not LastHitPart.Occupant and not LastHitPart.Disabled then --Sit in the seat. --Waiting is done if the player was in an existing seat because the player no longer sitting will prevent sitting. local LastHitSeat = (LastHitPart :: Seat) if WasSitting then task.spawn(function() while self.Character.Humanoid.SeatPart do task.wait() end LastHitSeat:Sit(self.Character.Humanoid) end) else LastHitSeat:Sit(self.Character.Humanoid) end else --Teleport the player. --Waiting is done if the player was in an existing seat because the player will teleport the seat. if WasSitting then task.spawn(function() while self.Character.Humanoid.SeatPart do task.wait() end HumanoidRootPart.CFrame = CFrame.new(ArcData.LastHitPosition) * CFrame.new(0, 4.5 * self.Character:GetHumanoidScale("BodyHeightScale"), 0) * (CFrame.new(-HumanoidRootPart.Position) * HumanoidRootPart.CFrame) end) else HumanoidRootPart.CFrame = CFrame.new(ArcData.LastHitPosition) * CFrame.new(0, 4.5 * self.Character:GetHumanoidScale("BodyHeightScale"), 0) * (CFrame.new(-HumanoidRootPart.Position) * HumanoidRootPart.CFrame) end end end end elseif StateChange == "Cancel" then ArcData.Arc:Hide() elseif DirectionState == "Forward" and RadiusState == "Extended" then ArcData.LastHitPart, ArcData.LastHitPosition = ArcData.Arc:Update(Workspace.CurrentCamera:GetRenderCFrame() * VRInputs[Enum.UserCFrame.Head]:Inverse() * VRInputs[ArcData.UserCFrame]) end --Rotate the character. self:UpdateRotating(ArcData.UserCFrame, DirectionState, StateChange) end end return TeleportController
1,484
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Controller/Visual/Arc.luau
--Visual indicator aiming with an arc. --!strict local MAX_SEGMENTS = 100 local SEGMENT_SEPARATION = 2 local BASE_POINTER_ANGLE = math.rad(60) local POINTER_PARABOLA_HEIGHT_MULTIPLIER = -0.2 local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local NexusVRCharacterModel = script.Parent.Parent.Parent.Parent local FindCollidablePartOnRay = require(NexusVRCharacterModel:WaitForChild("Util"):WaitForChild("FindCollidablePartOnRay")) local Arc = {} Arc.__index = Arc export type Arc = { BeamParts: {BasePart}, } & typeof(setmetatable({}, Arc)) --[[ Creates an arc. --]] function Arc.new(): Arc local self = setmetatable({ BeamParts = {}, }, Arc) :: Arc self:Hide() return self end --[[ Updates the arc. Returns the part and position that were hit. --]] function Arc.Update(self: Arc, StartCFrame: CFrame): (BasePart?, Vector3?) --Calculate the starting angle. local StartPosition = StartCFrame.Position local FaceAngle = math.atan2(-StartCFrame.LookVector.X, -StartCFrame.LookVector.Z) local StartAngle = math.asin(StartCFrame.LookVector.Y) StartAngle = StartAngle + (BASE_POINTER_ANGLE * ((math.pi / 2) - math.abs(StartAngle)) / (math.pi / 2)) --Calculate the start CFrame and start offset of the parabola. --The start is the where the derivative of POINTER_PARABOLA_HEIGHT_MULTIPLIER * x^2 is tan(StartAngle). local StartCF = CFrame.new(StartPosition) * CFrame.Angles(0, FaceAngle, 0) local StartOffset = math.tan(StartAngle) / (POINTER_PARABOLA_HEIGHT_MULTIPLIER * 2) local StartValue = POINTER_PARABOLA_HEIGHT_MULTIPLIER * (StartOffset ^ 2) --Create the parts until the limit is reached. for i = 0, MAX_SEGMENTS - 1 do --Calculate the current and next position. local SegmentStartPosition = (StartCF * CFrame.new(0, POINTER_PARABOLA_HEIGHT_MULTIPLIER * ((i + StartOffset) ^ 2) - StartValue, -SEGMENT_SEPARATION * i)).Position local SegmentEndPosition = (StartCF * CFrame.new(0, POINTER_PARABOLA_HEIGHT_MULTIPLIER * ((i + 1 + StartOffset) ^ 2) - StartValue, -SEGMENT_SEPARATION * (i + 1))).Position --Create the parts if they don't exist. if not self.BeamParts[i] then self.BeamParts[i] = Instance.new("Part") self.BeamParts[i].Transparency = 1 self.BeamParts[i].Size = Vector3.new(0, 0, 0) self.BeamParts[i].Anchored = true self.BeamParts[i].CanCollide = false self.BeamParts[i].CanQuery = false self.BeamParts[i].Parent = Workspace.CurrentCamera local Attachment = Instance.new("Attachment") Attachment.Name = "BeamAttachment" Attachment.CFrame = CFrame.Angles(0, 0, math.pi / 2) Attachment.Parent = self.BeamParts[i] end if not self.BeamParts[i + 1] then --Create the part and attachment. self.BeamParts[i + 1] = Instance.new("Part") self.BeamParts[i + 1].Transparency = 1 self.BeamParts[i + 1].Size = Vector3.new(0, 0, 0) self.BeamParts[i + 1].Anchored = true self.BeamParts[i + 1].CanCollide = false self.BeamParts[i + 1].CanQuery = false self.BeamParts[i + 1].Parent = Workspace.CurrentCamera local Attachment = Instance.new("Attachment") Attachment.Name = "BeamAttachment" Attachment.CFrame = CFrame.Angles(0, 0, math.pi / 2) Attachment.Parent = self.BeamParts[i + 1] --Create the beam. local Beam = Instance.new("Beam") Beam.Name = "Beam" Beam.Attachment0 = (self.BeamParts[i] :: any).BeamAttachment Beam.Attachment1 = Attachment Beam.Segments = 1 Beam.Width0 = 0.1 Beam.Width1 = 0.1 Beam.Parent = self.BeamParts[i + 1] end --Cast the ray to the end. --Return if an end was hit and make the arc blue. local HitPart, HitPosition = FindCollidablePartOnRay(SegmentStartPosition, SegmentEndPosition - SegmentStartPosition, Players.LocalPlayer and Players.LocalPlayer.Character,Players.LocalPlayer and Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChild("HumanoidRootPart")) self.BeamParts[i].CFrame = CFrame.new(SegmentStartPosition) * CFrame.Angles(0, FaceAngle, 0); (self.BeamParts[i + 1] :: any).Beam.Enabled = true if HitPart then self.BeamParts[i + 1].CFrame = CFrame.new(HitPosition) for j = 0, i do (self.BeamParts[j + 1] :: any).Beam.Color = ColorSequence.new(Color3.fromRGB(0, 170, 255)) end for j = i + 1, #self.BeamParts - 1 do (self.BeamParts[j + 1] :: any).Beam.Enabled = false end return HitPart, HitPosition else self.BeamParts[i + 1].CFrame = CFrame.new(SegmentEndPosition) end end --Set the beams to red. for i = 0, #self.BeamParts - 1 do (self.BeamParts[i + 1] :: any).Beam.Color = ColorSequence.new(Color3.fromRGB(200, 0, 0)) end return nil, nil end --[[ Hides the arc. --]] function Arc.Hide(self: Arc): () for i = 0, #self.BeamParts - 1 do (self.BeamParts[i + 1] :: any).Beam.Enabled = false end end --[[ Destroys the arc. --]] function Arc.Destroy(self: Arc): () for _, BeamPart in self.BeamParts do BeamPart:Destroy() end self.BeamParts = {} end return Arc
1,492
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Controller/Visual/ArcWithBeacon.luau
--Extension of the arc to add a beacon. --!strict local Arc = require(script.Parent:WaitForChild("Arc")) local Beacon = require(script.Parent:WaitForChild("Beacon")) local ArcWithBeacon = {} ArcWithBeacon.__index = ArcWithBeacon setmetatable(ArcWithBeacon, Arc) export type ArcWithBeacon = { Beacon: Beacon.Beacon, } & typeof(setmetatable({}, ArcWithBeacon)) & Arc.Arc --[[ Creates an arc. --]] function ArcWithBeacon.new(): ArcWithBeacon local self = setmetatable(Arc.new() :: any, ArcWithBeacon) :: ArcWithBeacon self.Beacon = Beacon.new() self:Hide() return self :: ArcWithBeacon end --[[ Updates the arc. Returns the part and position that were hit. --]] function ArcWithBeacon.Update(self: ArcWithBeacon, StartCFrame: CFrame): (BasePart?, Vector3?) --Update the arc. local HitPart, HitPosition = Arc.Update(self, StartCFrame) --Update the beacon. local Beacon = (self :: any).Beacon :: Beacon.Beacon if HitPart then Beacon:Update(CFrame.new(HitPosition :: Vector3) * CFrame.new(0, 0.001, 0), HitPart) else Beacon:Hide() end --Return the arc's returns. return HitPart, HitPosition end --[[ Hides the arc. --]] function ArcWithBeacon.Hide(self: ArcWithBeacon): () Arc.Hide(self); self.Beacon:Hide() end --[[ Destroys the arc. --]] function ArcWithBeacon.Destroy(self: ArcWithBeacon): () Arc.Destroy(self); self.Beacon:Destroy() end return ArcWithBeacon
409
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Controller/Visual/Beacon.luau
--Visual indicator for the end of aiming. --!strict local BEACON_SPEED_MULTIPLIER = 2 local Workspace = game:GetService("Workspace") local Beacon = {} Beacon.__index = Beacon export type Beacon = { Sphere: Part, ConstantRing: ImageHandleAdornment, MovingRing: ImageHandleAdornment, } & typeof(setmetatable({}, Beacon)) --[[ Creates a beacon. --]] function Beacon.new(): Beacon --Create the object. local self = {} setmetatable(self, Beacon) --Create the parts. local Sphere = Instance.new("Part") Sphere.Transparency = 1 Sphere.Material = Enum.Material.Neon Sphere.Anchored = true Sphere.CanCollide = false Sphere.CanQuery = false Sphere.Size = Vector3.new(0.5, 0.5, 0.5) Sphere.Shape = Enum.PartType.Ball Sphere.Parent = Workspace.CurrentCamera local ConstantRing = Instance.new("ImageHandleAdornment") ConstantRing.Adornee = Sphere ConstantRing.Size = Vector2.new(2, 2) ConstantRing.Image = "rbxasset://textures/ui/VR/VRPointerDiscBlue.png" ConstantRing.Visible = false ConstantRing.Parent = Sphere local MovingRing = Instance.new("ImageHandleAdornment") MovingRing.Adornee = Sphere MovingRing.Size = Vector2.new(2, 2) MovingRing.Image = "rbxasset://textures/ui/VR/VRPointerDiscBlue.png" MovingRing.Visible = false MovingRing.Parent = Sphere --Return the object. return setmetatable({ Sphere = Sphere, ConstantRing = ConstantRing, MovingRing = MovingRing, }, Beacon) :: Beacon end --[[ Updates the beacon at a given CFrame. --]] function Beacon.Update(self: Beacon, CenterCFrame: CFrame, HoverPart: BasePart): () --Calculate the size for the current time. local Height = 0.4 + (-math.cos(tick() * 2 * BEACON_SPEED_MULTIPLIER) / 8) local BeaconSize = 2 * ((tick() * BEACON_SPEED_MULTIPLIER) % math.pi) / math.pi --Update the size and position of the beacon. self.Sphere.CFrame = CenterCFrame * CFrame.new(0, Height, 0) self.ConstantRing.CFrame = CFrame.new(0, -Height, 0) * CFrame.Angles(math.pi / 2, 0, 0) self.MovingRing.CFrame = CFrame.new(0, -Height, 0) * CFrame.Angles(math.pi / 2, 0, 0) self.MovingRing.Transparency = BeaconSize / 2 self.MovingRing.Size = Vector2.new(BeaconSize, BeaconSize) --Update the beacon color. local BeaconColor = Color3.fromRGB(0, 170, 0) if HoverPart then local VRBeaconColor = HoverPart:FindFirstChild("VRBeaconColor") :: Color3Value if VRBeaconColor then BeaconColor = VRBeaconColor.Value elseif (HoverPart:IsA("Seat") or HoverPart:IsA("VehicleSeat")) and not HoverPart.Disabled then BeaconColor = Color3.fromRGB(0, 170, 255) end end self.Sphere.Color = BeaconColor --Show the beacon. self.Sphere.Transparency = 0 self.ConstantRing.Visible = true self.MovingRing.Visible = true end --[[ Hides the beacon. --]] function Beacon.Hide(self: Beacon): () --Hide the beacon. self.Sphere.Transparency = 1 self.ConstantRing.Visible = false self.MovingRing.Visible = false end --[[ Destroys the beacon. --]] function Beacon.Destroy(self: Beacon): () self.Sphere:Destroy() end return Beacon
874
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/FootPlanter.luau
--[[ Attempts to solve footplanting. This code is heavily "zombified" off of a project by Stravant, and is taken from Nexus VR Character Model V1 with minimal changes. It really needs to be replaced by someone who better unstands foot placement. No automated tests are done on this code. --]] local FootPlanter = {} local CFnew,CFAngles = CFrame.new,CFrame.Angles local V3new = Vector3.new local rad,atan2,acos = math.rad,math.atan2,math.acos local min,max,abs,log = math.min,math.max,math.abs,math.log function FootPlanter:CreateSolver(CenterPart,ScaleValue) --Heavily modified code from Stravant local FootPlanterClass = {} local ignoreModel = CenterPart.Parent local LEG_GAP = 1.2 -- local STRIDE_FORWARD = 1.7 / 2 local STRIDE_BACKWARD = 3.3 / 2 local STRIDE_HEIGHT = 0.6 local STRIDE_RESTING = 1 -- local WALK_SPEED_VR_THRESHOLD = 2 local FOOT_MAX_SPEED_FACTOR = 2 -- local WALK_CYCLE_POWER = 1 -- local FOOT_ANGLE = rad(5) local function flatten(CF) local X,Y,Z = CF.X,CF.Y,CF.Z local LX,LZ = CF.lookVector.X,CF.lookVector.Z return CFnew(X,Y,Z) * CFAngles(0,atan2(LX,LZ),0) end local lastPosition,lastPollTime local overrideVelocityWithZero = false local function getVelocity(CF) if overrideVelocityWithZero then overrideVelocityWithZero = true local curTime = tick() lastPosition = CF.p return V3new() end if lastPollTime then local curTime = tick() local newPosition = CF.p local velocity = (newPosition - lastPosition) * 1/(curTime - lastPollTime) lastPollTime = curTime lastPosition = newPosition return velocity else lastPollTime = tick() lastPosition = CF.p return V3new() end end local function getWalkSpeed(velocity) return V3new(velocity.x,0,velocity.z).magnitude end local function getWalkDirection(velocity) if velocity.magnitude > 0. then return velocity.unit else return V3new(0,0,-1) end end local function isWalking(velocity) return getWalkSpeed(velocity) > WALK_SPEED_VR_THRESHOLD end local CurrentScale = 1 local function getBaseCFrame() return CenterPart.CFrame * CFnew(0,-CenterPart.Size.Y/2 - (CurrentScale * 2),0) end local function getBaseRotationY() local lookVector = getBaseCFrame().lookVector return atan2(lookVector.X,lookVector.Z) end local FindCollidablePartOnRay = require(script.Parent.Parent:WaitForChild("Util"):WaitForChild("FindCollidablePartOnRay")) local function FindPartOnRay(ray,ignore) return FindCollidablePartOnRay(ray.Origin,ray.Direction,ignore,CenterPart) end -- Leg data local mRightLeg, mLeftLeg, mRightArm, mLeftArm; local mLegs = {} local lastCF local function initLegs() local cf = flatten(getBaseCFrame()) lastCF = cf mRightLeg = { OffsetModifier = CFnew(-LEG_GAP/2, 0, 0); Side = -1; -- StepCycle = 0; FootPosition = cf*CFnew(-LEG_GAP/2, 0, 0).p; LastStepTo = cf*CFnew(-LEG_GAP/2, 0, 0).p; Takeoff = cf*CFnew(-LEG_GAP/2, 0, 0).p; } mLeftLeg = { OffsetModifier = CFnew( LEG_GAP/2, 0, 0); Side = 1; -- StepCycle = 0; FootPosition = cf*CFnew( LEG_GAP/2, 0, 0).p; LastStepTo = cf*CFnew(-LEG_GAP/2, 0, 0).p; Takeoff = cf*CFnew(-LEG_GAP/2, 0, 0).p; } mRightLeg.OtherLeg = mLeftLeg mLeftLeg.OtherLeg = mRightLeg mLegs = {mLeftLeg, mRightLeg} end local LastScale = 1 local function UpdateScaling() local CurrentScaleValue = (ScaleValue and ScaleValue.Value or 1) local Multiplier = CurrentScaleValue / LastScale LastScale = CurrentScaleValue LEG_GAP = LEG_GAP * Multiplier STRIDE_FORWARD = STRIDE_FORWARD * Multiplier STRIDE_BACKWARD = STRIDE_BACKWARD * Multiplier STRIDE_HEIGHT = STRIDE_HEIGHT * Multiplier STRIDE_RESTING = STRIDE_RESTING * Multiplier mRightLeg.OffsetModifier = CFnew(-LEG_GAP/2, 0, 0) --[[mRightLeg.FootPosition mRightLeg.LastStepTo mRightLeg.Takeoff = ; Side = -1; -- StepCycle = 0; = lastCF*CFnew(-LEG_GAP/2, 0, 0).p; = lastCF*CFnew(-LEG_GAP/2, 0, 0).p; = lastCF*CFnew(-LEG_GAP/2, 0, 0).p; } mLeftLeg = { OffsetModifier = CFnew( LEG_GAP/2, 0, 0); Side = 1; -- StepCycle = 0; FootPosition = lastCF*CFnew( LEG_GAP/2, 0, 0).p; LastStepTo = lastCF*CFnew(-LEG_GAP/2, 0, 0).p; Takeoff = lastCF*CFnew(-LEG_GAP/2, 0, 0).p; }]] end if ScaleValue then ScaleValue.Changed:Connect(function() if mRightLeg then UpdateScaling() end end) end local mAirborneFraction = 0 local mLandedFraction = 0 local mCurrentSpeed = 1 local mStableStanding = false local function getStrideForward() if mCurrentSpeed > 0 then return STRIDE_FORWARD + STRIDE_FORWARD*1*mCurrentSpeed else return STRIDE_FORWARD + STRIDE_FORWARD*0.5*mCurrentSpeed end end local function getStrideFull() if mCurrentSpeed > 0 then return (STRIDE_FORWARD + STRIDE_BACKWARD) + (STRIDE_FORWARD + STRIDE_BACKWARD)*1.5*mCurrentSpeed else return (STRIDE_FORWARD + STRIDE_BACKWARD) + (STRIDE_FORWARD + STRIDE_BACKWARD)*0.5*mCurrentSpeed end end local function snapDown(pos) local orig, dir = (pos + V3new(0, 2, 0)), V3new(0, -500, 0) local hit, at = FindPartOnRay(Ray.new(orig, dir), ignoreModel) if hit then local hit1, at1 = FindPartOnRay(Ray.new(orig + V3new(0, 0, 0.01), dir), ignoreModel) local hit2, at2 = FindPartOnRay(Ray.new(orig + V3new(0, 0, -0.01), dir), ignoreModel) local hit3, at3 = FindPartOnRay(Ray.new(orig + V3new(0.01, 0, 0 ), dir), ignoreModel) local norm; if hit1 and hit2 and hit3 then norm = (at1 - at2):Cross(at2 - at3).unit if norm.Y < 0 then norm = -norm end end return at, norm else return pos, V3new(0, 1, 0) end end local function fixFeetPositionsY() for _,leg in pairs(mLegs) do local targetPos,norm = snapDown(leg.FootPosition) leg.FootPosition = targetPos end end local lastTime function FootPlanterClass:GetFeetCFrames() if not mLeftLeg then initLegs() UpdateScaling() end local curTime = tick() if not lastTime then lastTime = curTime end local dt = curTime - lastTime lastTime = curTime local velocity = getVelocity(CenterPart.CFrame) local speed = getWalkSpeed(velocity) local realBaseCF = flatten(CenterPart.CFrame) local baseCF = realBaseCF local baseAxis = baseCF.lookVector local baseAxisPerp = baseAxis:Cross(V3new(0, 1, 0)) local walkAxis = getWalkDirection(velocity) local walkAxisPerp = walkAxis:Cross(V3new(0, 1, 0)) -- mCurrentSpeed = max(-1, min(1, log(speed/16)/log(2))) -- local leftStepping = mLeftLeg.StepCycle > 0 local rightStepping = mRightLeg.StepCycle > 0 -- local function spline(t2, n, p) if n == 1 then return p[1] else local t1 = (1 - t2) for i = 1, n-1 do p[i] = t1*p[i] + t2*p[i+1] end return spline(t2, n-1, p) end end local function positionFootByCycle(leg, stepTarget) local baseVector = stepTarget - leg.Takeoff local sideVector = walkAxisPerp*leg.Side local baseLen = baseVector.magnitude local towardsSide = sideVector*(LEG_GAP/2)*0.3 local towardsTop = V3new(0, 1.3*STRIDE_HEIGHT*(1 / leg.StepSpeedMod), 0) local topPoint = leg.Takeoff + baseVector * 1/2 + towardsTop + towardsSide local nextPoint = leg.Takeoff + baseVector * 0.9 + towardsTop + towardsSide --local a, b, c = leg.Takeoff, topPoint, stepTarget --local fb = leg.StepCycle --fb = fb^(_G.A or WALK_CYCLE_POWER) --local fa = 1-fb -- --local footDesiredPos = fa*fa*a + 2*fa*fb*b + fb*fb*c local fb = leg.StepCycle^(_G.A or WALK_CYCLE_POWER) local footDesiredPos = spline(fb, 4, {leg.Takeoff, topPoint, nextPoint, stepTarget}) --makeP(CFnew(footDesiredPos)) if (footDesiredPos - leg.FootPosition).magnitude > dt*speed*FOOT_MAX_SPEED_FACTOR then local forcePos = (1 - leg.StepCycle) * leg.FootPosition + leg.StepCycle * footDesiredPos local movePos = leg.FootPosition + (footDesiredPos - leg.FootPosition).unit * dt*speed*FOOT_MAX_SPEED_FACTOR if (forcePos - footDesiredPos).magnitude < (movePos - footDesiredPos).magnitude then footDesiredPos = forcePos else footDesiredPos = movePos end end leg.FootPosition = footDesiredPos leg.LastStepTo = stepTarget end -- local isCharacterWalking = isWalking(velocity) if isCharacterWalking then mStableStanding = false end -- if isCharacterWalking then -- Get the desired ahead step local centeringMod = walkAxisPerp * (LEG_GAP/2) * 0.5 local rightDesiredAheadStep = (baseCF * mRightLeg.OffsetModifier + getStrideForward()*walkAxis - mRightLeg.Side*centeringMod).p local leftDesiredAheadStep = (baseCF * mLeftLeg.OffsetModifier + getStrideForward()*walkAxis - mLeftLeg.Side*centeringMod).p local rightNorm, leftNorm; rightDesiredAheadStep, rightNorm = snapDown(rightDesiredAheadStep) leftDesiredAheadStep, leftNorm = snapDown(leftDesiredAheadStep) if not rightStepping or not mRightLeg.AheadStep or (rightDesiredAheadStep - mRightLeg.AheadStep).magnitude < dt*speed then mRightLeg.AheadStep = rightDesiredAheadStep else mRightLeg.AheadStep = mRightLeg.AheadStep + (rightDesiredAheadStep - mRightLeg.AheadStep).unit * dt*speed*2 end mRightLeg.NormalHint = rightNorm if not leftStepping or not mLeftLeg.AheadStep or (leftDesiredAheadStep - mLeftLeg.AheadStep).magnitude < dt*speed then mLeftLeg.AheadStep = leftDesiredAheadStep else mLeftLeg.AheadStep = mLeftLeg.AheadStep + (leftDesiredAheadStep - mLeftLeg.AheadStep).unit * dt*speed*2 end mLeftLeg.NormalHint = leftNorm local strideFactor = 0.9 - 0.3*max(0, mCurrentSpeed) local stepSpeed = speed / getStrideFull() * strideFactor -- Which legs are stepping? if not leftStepping and not rightStepping then -- Neither leg is stepping pick up the closer leg into the step if mAirborneFraction < 0.8 then -- don't pick up feet if we just landed if (mLeftLeg.FootPosition - mLeftLeg.AheadStep).magnitude < (mRightLeg.FootPosition - mRightLeg.AheadStep).magnitude then -- step p1 local fracThere = min(0.9, max(0, (mLeftLeg.FootPosition - mLeftLeg.AheadStep).magnitude / getStrideFull())) mLeftLeg.StepSpeedMod = 1 / (1 - fracThere) mLeftLeg.StepCycle = dt mLeftLeg.Takeoff = mLeftLeg.FootPosition else -- step p2 local fracThere = min(0.9, max(0, (mRightLeg.FootPosition - mRightLeg.AheadStep).magnitude / getStrideFull())) mRightLeg.StepSpeedMod = 1 / (1 - fracThere) mRightLeg.StepCycle = dt mRightLeg.Takeoff = mRightLeg.FootPosition end end elseif leftStepping and rightStepping then -- Both legs are stepping -- just step both legs -- The leg closer to |aheadStep| should step there, and the -- other leg should for _, leg in pairs(mLegs) do leg.StepCycle = min(1, leg.StepCycle + dt*stepSpeed*leg.StepSpeedMod) positionFootByCycle(leg, leg.AheadStep) if leg.StepCycle == 1 then leg.StepCycle = 0 end end else -- One leg is stepping. -- Step the one leg, and see if the other needs to enter a step for _, leg in pairs(mLegs) do if leg.StepCycle > 0 then -- Step this leg leg.StepCycle = min(1, leg.StepCycle + dt*stepSpeed*leg.StepSpeedMod) positionFootByCycle(leg, leg.AheadStep) -- Check if leg.Other needs to start a step if leg.StepCycle > strideFactor then leg.OtherLeg.StepSpeedMod = 1 leg.OtherLeg.StepCycle = dt leg.OtherLeg.Takeoff = leg.OtherLeg.FootPosition positionFootByCycle(leg.OtherLeg, leg.AheadStep) end if leg.StepCycle == 1 then leg.StepCycle = 0 end break end end end else local stepSpeed = 2 -- Not walking, we need to try to get to a suitable base position if leftStepping or rightStepping then for _, leg in pairs(mLegs) do if leg.StepCycle > 0 then leg.StepCycle = min(1, leg.StepCycle + dt*stepSpeed) local restingPos = (baseCF * leg.OffsetModifier).p local toVec = (leg.LastStepTo - restingPos) local targetPos; if toVec.magnitude > STRIDE_RESTING then targetPos = restingPos + (toVec.unit * STRIDE_RESTING) else targetPos = leg.LastStepTo end local norm; targetPos, norm = snapDown(targetPos) leg.AheadStep = targetPos leg.NormalHint = norm positionFootByCycle(leg, targetPos) if leg.StepCycle == 1 then leg.StepCycle = 0 end else end end else fixFeetPositionsY() end -- Now, we stepped both legs. If both legs are resting now. See if -- they are on roughly opposite offsets from where they should be. if mRightLeg.StepCycle == 0 and mLeftLeg.StepCycle == 0 then local rightResting = (baseCF * mRightLeg.OffsetModifier).p local leftResting = (baseCF * mLeftLeg.OffsetModifier).p local rightSep = mRightLeg.FootPosition - rightResting local leftSep = mLeftLeg.FootPosition - leftResting -- local tooFar = abs(rightSep:Dot(baseAxis) - leftSep:Dot(baseAxis)) > 3 local thetaBetweenFeet = acos(min(1, max(-1, rightSep.unit:Dot(leftSep.unit)))) local distBetweenFeet = abs(rightSep.magnitude - leftSep.magnitude) -- if rightSep:Dot(baseAxisPerp) > LEG_GAP/4 then mStableStanding = false mRightLeg.Takeoff = mRightLeg.FootPosition mRightLeg.StepCycle = dt --mRightLeg.LastStepTo = rightResting - baseAxisPerp*0.5 local modLeftSep = leftSep.unit * 0.5 if leftSep.magnitude == 0 then modLeftSep = -baseAxisPerp*0.5 elseif leftSep:Dot(baseAxisPerp) > 0 then modLeftSep = (leftSep - 2*baseAxisPerp*leftSep:Dot(baseAxisPerp)).unit*0.5 end mRightLeg.LastStepTo = rightResting + modLeftSep if (mRightLeg.LastStepTo - mRightLeg.Takeoff).magnitude < 0.5 then mRightLeg.StepCycle = 0 end local fracThere = min(0.9, max(0, (mRightLeg.FootPosition - mRightLeg.LastStepTo).magnitude / getStrideFull())) mRightLeg.StepSpeedMod = 1 / (1 - fracThere) elseif leftSep:Dot(baseAxisPerp) < -LEG_GAP/4 then mStableStanding = false mLeftLeg.Takeoff = mLeftLeg.FootPosition mLeftLeg.StepCycle = dt --mLeftLeg.LastStepTo = leftResting + baseAxisPerp*0.5 local modRightSep = rightSep.unit * 0.5 if rightSep.magnitude == 0 then modRightSep = baseAxisPerp*0.5 elseif rightSep:Dot(baseAxisPerp) < 0 then modRightSep = (rightSep - 2*baseAxisPerp*rightSep:Dot(baseAxisPerp)).unit*0.5 end mLeftLeg.LastStepTo = leftResting + modRightSep if (mRightLeg.LastStepTo - mRightLeg.Takeoff).magnitude < 0.5 then mRightLeg.StepCycle = 0 end local fracThere = min(0.9, max(0, (mLeftLeg.FootPosition - mLeftLeg.LastStepTo).magnitude / getStrideFull())) mLeftLeg.StepSpeedMod = 1 / (1 - fracThere) elseif not mStableStanding and (thetaBetweenFeet < rad(150) or distBetweenFeet > 0.2 or tooFar) and mAirborneFraction < 0.5 then mStableStanding = true -- Step the foot further from the rest pos local furtherLeg, furtherResting, otherSep; if rightSep.magnitude > leftSep.magnitude then furtherLeg = mRightLeg furtherResting = rightResting otherSep = leftSep else furtherLeg = mLeftLeg furtherResting = leftResting otherSep = rightSep end -- furtherLeg.StepCycle = dt furtherLeg.Takeoff = furtherLeg.FootPosition furtherLeg.StepSpeedMod = 1 if tooFar then furtherLeg.LastStepTo = furtherResting - 0.5*otherSep else furtherLeg.LastStepTo = furtherResting - otherSep end if (furtherLeg.Takeoff - furtherLeg.LastStepTo).magnitude < 0.2 then furtherLeg.StepCycle = 0 end end end fixFeetPositionsY() end local leftFootPosition,rightFootPosition = mLeftLeg.FootPosition,mRightLeg.FootPosition local footAngle = getBaseRotationY() local leftFootRotation = CFAngles(0,FOOT_ANGLE + footAngle,0) local rightFootRotation = CFAngles(0,-FOOT_ANGLE + footAngle,0) return CFnew(leftFootPosition) * leftFootRotation,CFnew(rightFootPosition) * rightFootRotation end function FootPlanterClass:OffsetFeet(Offset) overrideVelocityWithZero = true for _,leg in pairs(mLegs) do leg.FootPosition = leg.FootPosition + Offset leg.LastStepTo = leg.LastStepTo + Offset if leg.Takeoff then leg.Takeoff = leg.Takeoff + Offset end if leg.AheadStep then leg.AheadStep = leg.AheadStep + Offset end end overrideVelocityWithZero = true end return FootPlanterClass end return FootPlanter
5,274
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Head.luau
--Stores information about the head of a character. --!strict local NexusVRCharacterModel = script.Parent.Parent local NexusAppendage = require(script.Parent.Parent:WaitForChild("Packages"):WaitForChild("NexusAppendage")) local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local Limb = NexusAppendage.Limb local Head = {} Head.__index = Head setmetatable(Head, Limb) export type Head = { Head: BasePart, LastNeckRotationGlobal: number?, } & typeof(setmetatable({}, Head)) & NexusAppendage.Limb --[[ Creates a head. --]] function Head.new(HeadPart: BasePart): Head local self = setmetatable(Limb.new() :: any, Head) :: Head self.Head = HeadPart return self end --[[ Returns the offset from the head to the location of the eyes. --]] function Head.GetEyesOffset(self: Head): CFrame return (self:GetAttachmentCFrame(self.Head, "FaceFrontAttachment") :: CFrame) * CFrame.new(0, (self.Head :: BasePart).Size.Y / 4, 0) end --[[ Returns the head CFrame for the given VR input in global world space. --]] function Head.GetHeadCFrame(self: Head, VRHeadCFrame: CFrame): CFrame return VRHeadCFrame * self:GetEyesOffset():Inverse() end --[[ Returns the neck CFrame for the given VR input in global world space. --]] function Head.GetNeckCFrame(self: Head, VRHeadCFrame: CFrame, TargetAngle: number?): CFrame --Get the base neck CFrame and angles. local BaseNeckCFrame = (self:GetHeadCFrame(VRHeadCFrame) :: CFrame) * (self:GetAttachmentCFrame(self.Head, "NeckRigAttachment") :: CFrame) local BaseNeckLookVector = BaseNeckCFrame.LookVector local BaseNeckLook,BaseNeckTilt = math.atan2(BaseNeckLookVector.X, BaseNeckLookVector.Z) + math.pi, math.asin(BaseNeckLookVector.Y) --Clamp the new neck tilt. local NewNeckTilt = 0 local MaxNeckTilt = Settings:GetSetting("Appearance.MaxNeckTilt") or math.rad(60) if BaseNeckTilt > MaxNeckTilt then NewNeckTilt = BaseNeckTilt - MaxNeckTilt elseif BaseNeckTilt < -MaxNeckTilt then NewNeckTilt = BaseNeckTilt + MaxNeckTilt end --Clamp the neck rotation if it is turning. if TargetAngle then --Determine the minimum angle difference. --Modulus is not used as it guarentees a positive answer, not the minimum answer, which can be negative. local RotationDifference = (BaseNeckLook - TargetAngle) while RotationDifference > math.pi do RotationDifference = RotationDifference - (2 * math.pi) end while RotationDifference < -math.pi do RotationDifference = RotationDifference + (2 * math.pi) end --Set the angle based on if it is over the limit or not. local MaxNeckSeatedRotation = Settings:GetSetting("Appearance.MaxNeckSeatedRotation") or math.rad(60) if RotationDifference > MaxNeckSeatedRotation then BaseNeckLook = RotationDifference - MaxNeckSeatedRotation elseif RotationDifference < -MaxNeckSeatedRotation then BaseNeckLook = RotationDifference + MaxNeckSeatedRotation else BaseNeckLook = 0 end else local MaxNeckRotation = Settings:GetSetting("Appearance.MaxNeckRotation") or math.rad(35) local LastNeckRotationGlobal = self.LastNeckRotationGlobal if LastNeckRotationGlobal then --Determine the minimum angle difference. --Modulus is not used as it guarentees a positive answer, not the minimum answer, which can be negative. local RotationDifference = (BaseNeckLook - LastNeckRotationGlobal) while RotationDifference > math.pi do RotationDifference = RotationDifference - (2 * math.pi) end while RotationDifference < -math.pi do RotationDifference = RotationDifference + (2 * math.pi) end --Set the angle based on if it is over the limit or not. --Ignore if there is no previous stored rotation or if the rotation is "big" (like teleporting). if math.abs(RotationDifference) < 1.5 * MaxNeckRotation then if RotationDifference > MaxNeckRotation then BaseNeckLook = BaseNeckLook - MaxNeckRotation elseif RotationDifference < -MaxNeckRotation then BaseNeckLook = BaseNeckLook + MaxNeckRotation else BaseNeckLook = LastNeckRotationGlobal end end end end self.LastNeckRotationGlobal = BaseNeckLook --Return the new neck CFrame. return CFrame.new(BaseNeckCFrame.Position) * CFrame.Angles(0, BaseNeckLook, 0) * CFrame.Angles(NewNeckTilt, 0, 0) end return Head
1,191
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/Torso.luau
--Stores information about the torso of a character. --!strict local NexusVRCharacterModel = script.Parent.Parent local NexusAppendage = require(script.Parent.Parent:WaitForChild("Packages"):WaitForChild("NexusAppendage")) local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local Limb = NexusAppendage.Limb local Torso = {} Torso.__index = Torso setmetatable(Torso, Limb) export type Torso = { LowerTorso: BasePart, UpperTorso: BasePart, } & typeof(setmetatable({}, Torso)) & NexusAppendage.Limb --[[ Creates a torso. --]] function Torso.new(LowerTorso: BasePart, UpperTorso: BasePart): Torso local self = setmetatable(Limb.new() :: any, Torso) :: Torso self.LowerTorso = LowerTorso self.UpperTorso = UpperTorso return self end --[[ Returns the lower and upper torso CFrames for the given neck CFrame in global world space. --]] function Torso.GetTorsoCFrames(self: Torso, NeckCFrame: CFrame): (CFrame, CFrame) --Determine the upper torso CFrame. local UpperTorsoCFrame = NeckCFrame * self:GetAttachmentCFrame(self.UpperTorso, "NeckRigAttachment"):Inverse() --Determine the center CFrame with bending. local MaxTorsoBend = Settings:GetSetting("Appearance.MaxTorsoBend") or math.rad(10) local NeckTilt = math.asin(NeckCFrame.LookVector.Y) local LowerTorsoAngle = math.sign(NeckTilt) * math.min(math.abs(NeckTilt), MaxTorsoBend) local TorsoCenterCFrame = UpperTorsoCFrame * self:GetAttachmentCFrame(self.UpperTorso, "WaistRigAttachment") * CFrame.Angles(-LowerTorsoAngle, 0, 0) --Return the lower and upper CFrames. return TorsoCenterCFrame * self:GetAttachmentCFrame(self.LowerTorso, "WaistRigAttachment"):Inverse(), UpperTorsoCFrame end --[[ Returns the CFrames of the joints for the appendages. --]] function Torso.GetAppendageJointCFrames(self: Torso, LowerTorsoCFrame: CFrame, UpperTorsoCFrame: CFrame): {[string]: CFrame} return { RightShoulder = UpperTorsoCFrame * self:GetAttachmentCFrame(self.UpperTorso, "RightShoulderRigAttachment"), LeftShoulder = UpperTorsoCFrame * self:GetAttachmentCFrame(self.UpperTorso, "LeftShoulderRigAttachment"), LeftHip = LowerTorsoCFrame * self:GetAttachmentCFrame(self.LowerTorso, "LeftHipRigAttachment"), RightHip = LowerTorsoCFrame * self:GetAttachmentCFrame(self.LowerTorso, "RightHipRigAttachment"), } end return Torso
677
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/Character/init.luau
--Manipulates a character model. --!strict local SMOOTHING_DURATION_SECONDS = 1 / 30 local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local VRService = game:GetService("VRService") local NexusVRCharacterModel = script.Parent local Head = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Head")) local Torso = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Torso")) local AppendageLegacy = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Appendage")) local FootPlanter = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("FootPlanter")) local EnigmaService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("EnigmaService")).GetInstance() local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local VRInputService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("VRInputService")).GetInstance() local NexusAppendage = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusAppendage")) local UpdateInputs = NexusVRCharacterModel:WaitForChild("UpdateInputs") :: UnreliableRemoteEvent local Appendage = NexusAppendage.Appendage local Character = {} Character.__index = Character export type Character = { CharacterModel: Model, Humanoid: Humanoid, Head: Head.Head, Torso: Torso.Torso, LeftArm: NexusAppendage.Appendage, RightArm: NexusAppendage.Appendage, LeftLeg: NexusAppendage.Appendage, RightLeg: NexusAppendage.Appendage, FootPlanter: any, CurrentWalkspeed: number, TweenComponents: boolean, UseIKControl: boolean, PreventArmDisconnection: boolean, Parts: {[string]: BasePart}, Motors: {[string]: Motor6D}, Attachments: {[string]: {[string]: Attachment}}, CurrentMotor6DTransforms: {[Motor6D]: CFrame}, LastMotor6DTransforms: {[Motor6D]: CFrame}, LastRefreshTime: number, ReplicationCFrames: {[string]: CFrame}?, LastReplicationCFrames: {[string]: CFrame}?, ReplicationTrackerData: {[string]: CFrame}?, LastReplicationTrackerData: {[string]: CFrame}?, AppearanceChangedConnection: RBXScriptConnection?, } & typeof(setmetatable({}, Character)) --[[ Creates a character. --]] function Character.new(CharacterModel: Model): Character local self = setmetatable({ CharacterModel = CharacterModel, TweenComponents = (CharacterModel ~= Players.LocalPlayer.Character), UseIKControl = Settings:GetSetting("Extra.TEMPORARY_UseIKControl"), }, Character) :: Character --Determine if the arms can be disconnected. --Checking for the setting to be explicitly false is done in case the setting is undefined (default is true). local PreventArmDisconnection = false if Players.LocalPlayer and Players.LocalPlayer.Character == CharacterModel then local Setting = Settings:GetSetting("Appearance.LocalAllowArmDisconnection") if Setting == false then PreventArmDisconnection = true end else local Setting = Settings:GetSetting("Appearance.NonLocalAllowArmDisconnection") if Setting == false then PreventArmDisconnection = true end end --Store the body parts. self.Humanoid = CharacterModel:WaitForChild("Humanoid") :: Humanoid self.CurrentWalkspeed = 0 self.Humanoid.Running:Connect(function(WalkSpeed) if VRService.AvatarGestures and VRInputService:GetThumbstickPosition(Enum.KeyCode.Thumbstick1).Magnitude < 0.2 then WalkSpeed = 0 end self.CurrentWalkspeed = WalkSpeed end) --Set up the character parts. self.PreventArmDisconnection = PreventArmDisconnection self:SetUpVRParts() --Set up a connection for Character Appearance changes. self.AppearanceChangedConnection = nil :: RBXScriptConnection? self:SetUpAppearanceChanged() self.CurrentMotor6DTransforms = {} self.LastMotor6DTransforms = {} self.LastRefreshTime = tick() --Set up replication at 30hz. if Players.LocalPlayer and Players.LocalPlayer.Character == CharacterModel then task.spawn(function() while (self.Humanoid :: Humanoid).Health > 0 do --Send the new CFrames if the CFrames changed. local ReplicationCFrames = self.ReplicationCFrames local ReplicationTrackerData = self.ReplicationTrackerData if ReplicationCFrames and self.LastReplicationCFrames ~= ReplicationCFrames and self.LastReplicationTrackerData ~= ReplicationTrackerData then self.LastReplicationCFrames = ReplicationCFrames self.LastReplicationTrackerData = ReplicationTrackerData local NewTrackerData = { UpdateTime = tick(), CurrentWalkspeed = self.CurrentWalkspeed, LeftFootCFrame = ReplicationTrackerData and ReplicationTrackerData.LeftFoot, RightFootCFrame = ReplicationTrackerData and ReplicationTrackerData.RightFoot, } if not VRService.AvatarGestures then NewTrackerData.HeadCFrame = ReplicationCFrames.HeadCFrame NewTrackerData.LeftHandCFrame = ReplicationCFrames.LeftHandCFrame NewTrackerData.RightHandCFrame = ReplicationCFrames.RightHandCFrame end UpdateInputs:FireServer(NewTrackerData) end --Wait 1/30th of a second to send the next set of CFrames. task.wait(1 / 30) end end) end return self end --[[ Set up Character Parts for VR. This is also used, to refresh character parts. --]] function Character.SetUpVRParts(self: Character): () local CharacterModel = self.CharacterModel local PreventArmDisconnection = self.PreventArmDisconnection self.Parts = { Head = CharacterModel:WaitForChild("Head") :: BasePart, UpperTorso = CharacterModel:WaitForChild("UpperTorso") :: BasePart, LowerTorso = CharacterModel:WaitForChild("LowerTorso") :: BasePart, HumanoidRootPart = CharacterModel:WaitForChild("HumanoidRootPart") :: BasePart, RightUpperArm = CharacterModel:WaitForChild("RightUpperArm") :: BasePart, RightLowerArm = CharacterModel:WaitForChild("RightLowerArm") :: BasePart, RightHand = CharacterModel:WaitForChild("RightHand") :: BasePart, LeftUpperArm = CharacterModel:WaitForChild("LeftUpperArm") :: BasePart, LeftLowerArm = CharacterModel:WaitForChild("LeftLowerArm") :: BasePart, LeftHand = CharacterModel:WaitForChild("LeftHand") :: BasePart, RightUpperLeg = CharacterModel:WaitForChild("RightUpperLeg") :: BasePart, RightLowerLeg = CharacterModel:WaitForChild("RightLowerLeg") :: BasePart, RightFoot = CharacterModel:WaitForChild("RightFoot") :: BasePart, LeftUpperLeg = CharacterModel:WaitForChild("LeftUpperLeg") :: BasePart, LeftLowerLeg = CharacterModel:WaitForChild("LeftLowerLeg") :: BasePart, LeftFoot = CharacterModel:WaitForChild("LeftFoot") :: BasePart, } self.Motors = { Neck = self.Parts.Head:WaitForChild("Neck") :: Motor6D, Waist = self.Parts.UpperTorso:WaitForChild("Waist") :: Motor6D, Root = self.Parts.LowerTorso:WaitForChild("Root") :: Motor6D, RightShoulder = self.Parts.RightUpperArm:WaitForChild("RightShoulder") :: Motor6D, RightElbow = self.Parts.RightLowerArm:WaitForChild("RightElbow") :: Motor6D, RightWrist = self.Parts.RightHand:WaitForChild("RightWrist") :: Motor6D, LeftShoulder = self.Parts.LeftUpperArm:WaitForChild("LeftShoulder") :: Motor6D, LeftElbow = self.Parts.LeftLowerArm:WaitForChild("LeftElbow") :: Motor6D, LeftWrist = self.Parts.LeftHand:WaitForChild("LeftWrist") :: Motor6D, RightHip = self.Parts.RightUpperLeg:WaitForChild("RightHip") :: Motor6D, RightKnee = self.Parts.RightLowerLeg:WaitForChild("RightKnee") :: Motor6D, RightAnkle = self.Parts.RightFoot:WaitForChild("RightAnkle") :: Motor6D, LeftHip = self.Parts.LeftUpperLeg:WaitForChild("LeftHip") :: Motor6D, LeftKnee = self.Parts.LeftLowerLeg:WaitForChild("LeftKnee") :: Motor6D, LeftAnkle = self.Parts.LeftFoot:WaitForChild("LeftAnkle") :: Motor6D, } self.Attachments = { Head = { NeckRigAttachment = self.Parts.Head:WaitForChild("NeckRigAttachment") :: Attachment, }, UpperTorso = { NeckRigAttachment = self.Parts.UpperTorso:WaitForChild("NeckRigAttachment") :: Attachment, LeftShoulderRigAttachment = self.Parts.UpperTorso:WaitForChild("LeftShoulderRigAttachment") :: Attachment, RightShoulderRigAttachment = self.Parts.UpperTorso:WaitForChild("RightShoulderRigAttachment") :: Attachment, WaistRigAttachment = self.Parts.UpperTorso:WaitForChild("WaistRigAttachment") :: Attachment, }, LowerTorso = { WaistRigAttachment = self.Parts.LowerTorso:WaitForChild("WaistRigAttachment") :: Attachment, LeftHipRigAttachment = self.Parts.LowerTorso:WaitForChild("LeftHipRigAttachment") :: Attachment, RightHipRigAttachment = self.Parts.LowerTorso:WaitForChild("RightHipRigAttachment") :: Attachment, RootRigAttachment = self.Parts.LowerTorso:WaitForChild("RootRigAttachment") :: Attachment, }, HumanoidRootPart = { RootRigAttachment = self.Parts.HumanoidRootPart:WaitForChild("RootRigAttachment") :: Attachment, }, RightUpperArm = { RightShoulderRigAttachment = self.Parts.RightUpperArm:WaitForChild("RightShoulderRigAttachment") :: Attachment, RightElbowRigAttachment = self.Parts.RightUpperArm:WaitForChild("RightElbowRigAttachment") :: Attachment, }, RightLowerArm = { RightElbowRigAttachment = self.Parts.RightLowerArm:WaitForChild("RightElbowRigAttachment") :: Attachment, RightWristRigAttachment = self.Parts.RightLowerArm:WaitForChild("RightWristRigAttachment") :: Attachment, }, RightHand = { RightWristRigAttachment = self.Parts.RightHand:WaitForChild("RightWristRigAttachment") :: Attachment, }, LeftUpperArm = { LeftShoulderRigAttachment = self.Parts.LeftUpperArm:WaitForChild("LeftShoulderRigAttachment") :: Attachment, LeftElbowRigAttachment = self.Parts.LeftUpperArm:WaitForChild("LeftElbowRigAttachment") :: Attachment, }, LeftLowerArm = { LeftElbowRigAttachment = self.Parts.LeftLowerArm:WaitForChild("LeftElbowRigAttachment") :: Attachment, LeftWristRigAttachment = self.Parts.LeftLowerArm:WaitForChild("LeftWristRigAttachment") :: Attachment, }, LeftHand = { LeftWristRigAttachment = self.Parts.LeftHand:WaitForChild("LeftWristRigAttachment") :: Attachment, }, RightUpperLeg = { RightHipRigAttachment = self.Parts.RightUpperLeg:WaitForChild("RightHipRigAttachment") :: Attachment, RightKneeRigAttachment = self.Parts.RightUpperLeg:WaitForChild("RightKneeRigAttachment") :: Attachment, }, RightLowerLeg = { RightKneeRigAttachment = self.Parts.RightLowerLeg:WaitForChild("RightKneeRigAttachment") :: Attachment, RightAnkleRigAttachment = self.Parts.RightLowerLeg:WaitForChild("RightAnkleRigAttachment") :: Attachment, }, RightFoot = { RightAnkleRigAttachment = self.Parts.RightFoot:WaitForChild("RightAnkleRigAttachment") :: Attachment, RightFootAttachment = self.Parts.RightFoot:FindFirstChild("RightFootAttachment") :: Attachment, }, LeftUpperLeg = { LeftHipRigAttachment = self.Parts.LeftUpperLeg:WaitForChild("LeftHipRigAttachment") :: Attachment, LeftKneeRigAttachment = self.Parts.LeftUpperLeg:WaitForChild("LeftKneeRigAttachment") :: Attachment, }, LeftLowerLeg = { LeftKneeRigAttachment = self.Parts.LeftLowerLeg:WaitForChild("LeftKneeRigAttachment") :: Attachment, LeftAnkleRigAttachment = self.Parts.LeftLowerLeg:WaitForChild("LeftAnkleRigAttachment") :: Attachment, }, LeftFoot = { LeftAnkleRigAttachment = self.Parts.LeftFoot:WaitForChild("LeftAnkleRigAttachment") :: Attachment, LeftFootAttachment = self.Parts.LeftFoot:FindFirstChild("LeftFootAttachment") :: Attachment, }, } --Force IKControl when AnimationConstraints is active. if not self.Motors.Neck:IsA("Motor6D") then self.UseIKControl = true end --Add the missing attachments that not all rigs have. if not self.Attachments.RightFoot.RightFootAttachment then local NewAttachment = Instance.new("Attachment") NewAttachment.Position = Vector3.new(0, -(self.Parts.RightFoot :: BasePart).Size.Y / 2, 0) NewAttachment.Name = "RightFootAttachment" local OriginalPositionValue = Instance.new("Vector3Value") OriginalPositionValue.Name = "OriginalPosition" OriginalPositionValue.Value = NewAttachment.Position OriginalPositionValue.Parent = NewAttachment NewAttachment.Parent = self.Parts.RightFoot self.Attachments.RightFoot.RightFootAttachment = NewAttachment end if not self.Attachments.LeftFoot.LeftFootAttachment then local NewAttachment = Instance.new("Attachment") NewAttachment.Position = Vector3.new(0, -(self.Parts.LeftFoot :: BasePart).Size.Y / 2, 0) NewAttachment.Name = "LeftFootAttachment" local OriginalPositionValue = Instance.new("Vector3Value") OriginalPositionValue.Name = "OriginalPosition" OriginalPositionValue.Value = NewAttachment.Position OriginalPositionValue.Parent = NewAttachment NewAttachment.Parent = self.Parts.LeftFoot self.Attachments.LeftFoot.LeftFootAttachment = NewAttachment end --Store the limbs. self.Head = Head.new(self.Parts.Head :: BasePart) self.Torso = Torso.new(self.Parts.LowerTorso :: BasePart, self.Parts.UpperTorso :: BasePart) if self.UseIKControl then self.LeftArm = Appendage.FromPreset("LeftArm", CharacterModel, not PreventArmDisconnection, self.TweenComponents and 0.1 or 0) self.RightArm = Appendage.FromPreset("RightArm", CharacterModel, not PreventArmDisconnection, self.TweenComponents and 0.1 or 0) self.LeftLeg = Appendage.FromPreset("LeftLeg", CharacterModel, false, self.TweenComponents and 0.1 or 0) self.RightLeg = Appendage.FromPreset("RightLeg", CharacterModel, false, self.TweenComponents and 0.1 or 0) else local LeftArm = AppendageLegacy.new(CharacterModel:WaitForChild("LeftUpperArm") :: BasePart, CharacterModel:WaitForChild("LeftLowerArm") :: BasePart, CharacterModel:WaitForChild("LeftHand") :: BasePart, "LeftShoulderRigAttachment", "LeftElbowRigAttachment", "LeftWristRigAttachment", "LeftGripAttachment", PreventArmDisconnection) local RightArm = AppendageLegacy.new(CharacterModel:WaitForChild("RightUpperArm") :: BasePart, CharacterModel:WaitForChild("RightLowerArm") :: BasePart, CharacterModel:WaitForChild("RightHand") :: BasePart, "RightShoulderRigAttachment", "RightElbowRigAttachment", "RightWristRigAttachment", "RightGripAttachment", PreventArmDisconnection) local LeftLeg = AppendageLegacy.new(CharacterModel:WaitForChild("LeftUpperLeg") :: BasePart, CharacterModel:WaitForChild("LeftLowerLeg") :: BasePart, CharacterModel:WaitForChild("LeftFoot") :: BasePart, "LeftHipRigAttachment", "LeftKneeRigAttachment", "LeftAnkleRigAttachment", "LeftFootAttachment", true) LeftLeg.InvertBendDirection = true local RightLeg = AppendageLegacy.new(CharacterModel:WaitForChild("RightUpperLeg") :: BasePart, CharacterModel:WaitForChild("RightLowerLeg") :: BasePart, CharacterModel:WaitForChild("RightFoot") :: BasePart, "RightHipRigAttachment", "RightKneeRigAttachment", "RightAnkleRigAttachment", "RightFootAttachment", true) RightLeg.InvertBendDirection = true self.LeftArm = LeftArm :: any self.RightArm = RightArm :: any self.LeftLeg = LeftLeg :: any self.RightLeg = RightLeg :: any end self.FootPlanter = FootPlanter:CreateSolver(CharacterModel:WaitForChild("LowerTorso"), self.Humanoid:FindFirstChild("BodyHeightScale")) end --[[ This sets up a connection that fires when HumanoidDescription is added under a Humanoid, to listen for appearance changes to refresh the character parts. --]] function Character.SetUpAppearanceChanged(self: Character): () local CharacterModel = self.CharacterModel local Humanoid = CharacterModel:WaitForChild("Humanoid") :: Humanoid --Reset connection if it already exists if self.AppearanceChangedConnection then self.AppearanceChangedConnection:Disconnect() self.AppearanceChangedConnection = nil end self.AppearanceChangedConnection = Humanoid.ChildAdded:Connect(function(Child) --If a new HumanoidDescription appeared, then something changed on the avatar. --We should re-ensure that everything is still connected to NexusVR. if Child:IsA("HumanoidDescription") then --Refresh character parts self:SetUpVRParts() end end) end --[[ Returns the scale value of the humanoid, or the default value. --]] function Character.GetHumanoidScale(self: Character, ScaleName: string): number local Value = self.Humanoid:FindFirstChild(ScaleName) :: NumberValue if Value then return Value.Value end return (ScaleName == "BodyTypeScale" and 0 or 1) end --[[ Returns the SeatPart of the humanoid. SeatPart is not replicated to new players, which results in strange movements of character. https://devforum.roblox.com/t/seat-occupant-and-humanoid-seatpart-not-replicating-to-new-players-to-a-server/261545 --]] function Character.GetHumanoidSeatPart(self: Character): BasePart? --Return nil if the Humanoid is not sitting. if not self.Humanoid.Sit then return nil end --Return if the seat part is defined. if self.Humanoid.SeatPart then return self.Humanoid.SeatPart end --Iterated through the connected parts and return if a seat exists. --While SeatPart may not be set, a SeatWeld does exist. for _, ConnectedPart in self.Parts.HumanoidRootPart:GetConnectedParts() do if ConnectedPart:IsA("Seat") or ConnectedPart:IsA("VehicleSeat") then return ConnectedPart end end return nil end --[[ Sets a property. The property will either be set instantly or tweened depending on how it is configured. --]] function Character.SetCFrameProperty(self: Character, Object: Instance, PropertyName: string, PropertyValue: any): () if self.TweenComponents and PropertyName ~= "Transform" then TweenService:Create( Object, TweenInfo.new(SMOOTHING_DURATION_SECONDS, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { [PropertyName] = PropertyValue, } ):Play() else (Object :: any)[PropertyName] = PropertyValue end if PropertyName == "Transform" then self.CurrentMotor6DTransforms[Object :: Motor6D] = PropertyValue end end --[[ Sets the transform of a motor. --]] function Character.SetTransform(self: Character, MotorName: string, AttachmentName: string, StartLimbName: string, EndLimbName: string, StartCFrame: CFrame, EndCFrame: CFrame): () self:SetCFrameProperty(self.Motors[MotorName], "Transform", (StartCFrame * self.Attachments[StartLimbName][AttachmentName].CFrame):Inverse() * (EndCFrame * self.Attachments[EndLimbName][AttachmentName].CFrame)) end --[[ Refreshes the Motor6D Transforms. Intended to be run for the local character after Stepped to override the animations. --]] function Character.RefreshCharacter(self: Character): () if self.TweenComponents then local CurrentRefreshTime = tick() local SmoothRatio = math.min((CurrentRefreshTime - self.LastRefreshTime) / SMOOTHING_DURATION_SECONDS, 1) for Motor6D, Transform in self.CurrentMotor6DTransforms do local LastTransform = self.LastMotor6DTransforms[Motor6D] if LastTransform then Motor6D.Transform = LastTransform:Lerp(Transform, SmoothRatio) else Motor6D.Transform = Transform end end else for Motor6D, Transform in self.CurrentMotor6DTransforms do Motor6D.Transform = Transform end end end --[[ Updates the character from the inputs. --]] function Character.UpdateFromInputs(self: Character, HeadControllerCFrame: CFrame?, LeftHandControllerCFrame: CFrame?, RightHandControllerCFrame: CFrame?, CurrentWalkspeed: number?, TrackerData: {[string]: CFrame}?): () --Return if the humanoid is dead. if self.Humanoid.Health <= 0 then return end --Call the other method if there is a SeatPart. --The math below is not used while in seats due to assumptions made while standing. --The CFrames will already be in local space from the replication. local SeatPart = self:GetHumanoidSeatPart() if SeatPart then self:UpdateFromInputsSeated(HeadControllerCFrame, LeftHandControllerCFrame, RightHandControllerCFrame) return end --Store the current Motor6D transforms. for Motor6D, _ in self.CurrentMotor6DTransforms do self.LastMotor6DTransforms[Motor6D] = Motor6D.Transform end self.LastRefreshTime = tick() --Get the CFrames. local CurrentHeadControllerCFrame = HeadControllerCFrame or (self.Parts.Head.CFrame * self.Head:GetEyesOffset()) local HeadCFrame = self.Head:GetHeadCFrame(CurrentHeadControllerCFrame) local NeckCFrame = self.Head:GetNeckCFrame(CurrentHeadControllerCFrame) local LowerTorsoCFrame: CFrame, UpperTorsoCFrame = self.Torso:GetTorsoCFrames(NeckCFrame) local JointCFrames = self.Torso:GetAppendageJointCFrames(LowerTorsoCFrame, UpperTorsoCFrame) --Get the tracker CFrames from Enigma and fallback feet CFrames. local IsLocalCharacter = (Players.LocalPlayer and Players.LocalPlayer.Character == self.CharacterModel) local LeftFoot: CFrame, RightFoot: CFrame = self.FootPlanter:GetFeetCFrames() local LeftFootTrackerActive, RightFootTrackerActive = false, false if TrackerData and TrackerData.LeftFoot then LeftFoot = TrackerData.LeftFoot LeftFootTrackerActive = true else LeftFoot = LeftFoot * CFrame.Angles(0, math.pi, 0) end if TrackerData and TrackerData.RightFoot then RightFoot = TrackerData.RightFoot RightFootTrackerActive = true else RightFoot = RightFoot * CFrame.Angles(0, math.pi, 0) end if IsLocalCharacter then local NewTrackerCFrames = EnigmaService:GetCFrames(self) if NewTrackerCFrames.LeftFoot then LeftFoot = NewTrackerCFrames.LeftFoot LeftFootTrackerActive = true end if NewTrackerCFrames.RightFoot then RightFoot = NewTrackerCFrames.RightFoot RightFootTrackerActive = true end self.ReplicationTrackerData = { LeftFoot = NewTrackerCFrames.LeftFoot, RightFoot = NewTrackerCFrames.RightFoot, } :: {[string]: CFrame} end --Set the character CFrames. --HumanoidRootParts must always face up. This makes the math more complicated. --Setting the CFrame directly to something not facing directly up will result in the physics --attempting to correct that within the next frame, causing the character to appear to move. local AvatarGesturesEnabled = VRService.AvatarGestures local IsWalking = ((CurrentWalkspeed or self.CurrentWalkspeed) > 0.1) local TargetHumanoidRootPartCFrame = LowerTorsoCFrame * self.Attachments.LowerTorso.RootRigAttachment.CFrame * self.Attachments.HumanoidRootPart.RootRigAttachment.CFrame:Inverse() local ActualHumanoidRootPartCFrame: CFrame = self.Parts.HumanoidRootPart.CFrame local HumanoidRootPartHeightDifference = ActualHumanoidRootPartCFrame.Y - TargetHumanoidRootPartCFrame.Y local NewTargetHumanoidRootPartCFrame = CFrame.new(TargetHumanoidRootPartCFrame.Position) * CFrame.Angles(0, math.atan2(TargetHumanoidRootPartCFrame.LookVector.X, TargetHumanoidRootPartCFrame.LookVector.Z) + math.pi, 0) if not AvatarGesturesEnabled then self:SetCFrameProperty(self.Parts.HumanoidRootPart, "CFrame", CFrame.new(0, HumanoidRootPartHeightDifference, 0) * NewTargetHumanoidRootPartCFrame) self:SetCFrameProperty(self.Motors.Root, "Transform", CFrame.new(0, -HumanoidRootPartHeightDifference, 0) * (NewTargetHumanoidRootPartCFrame * self.Attachments.HumanoidRootPart.RootRigAttachment.CFrame):Inverse() * LowerTorsoCFrame * self.Attachments.LowerTorso.RootRigAttachment.CFrame) self:SetTransform("Neck", "NeckRigAttachment", "UpperTorso", "Head", UpperTorsoCFrame, HeadCFrame) self:SetTransform("Waist", "WaistRigAttachment", "LowerTorso", "UpperTorso", LowerTorsoCFrame, UpperTorsoCFrame) end if self.UseIKControl then if not AvatarGesturesEnabled and LeftHandControllerCFrame and RightHandControllerCFrame then --CFrames aren't send with AvatarGestures. Checks included for typing. self.LeftArm:MoveToWorld(LeftHandControllerCFrame) self.RightArm:MoveToWorld(RightHandControllerCFrame) end if not IsWalking and (not AvatarGesturesEnabled or LeftFootTrackerActive) then self.LeftLeg:MoveToWorld(LeftFoot) self.LeftLeg:Enable() else self.LeftLeg:Disable() end if not IsWalking and (not AvatarGesturesEnabled or RightFootTrackerActive) then self.RightLeg:MoveToWorld(RightFoot) self.RightLeg:Enable() else self.RightLeg:Disable() end else if not AvatarGesturesEnabled then local LeftUpperArmCFrame, LeftLowerArmCFrame, LeftHandCFrame = (self.LeftArm :: any):GetAppendageCFrames(JointCFrames["LeftShoulder"], LeftHandControllerCFrame) local RightUpperArmCFrame, RightLowerArmCFrame, RightHandCFrame = (self.RightArm :: any):GetAppendageCFrames(JointCFrames["RightShoulder"], RightHandControllerCFrame) self:SetTransform("RightShoulder", "RightShoulderRigAttachment", "UpperTorso", "RightUpperArm", UpperTorsoCFrame, RightUpperArmCFrame) self:SetTransform("RightElbow", "RightElbowRigAttachment", "RightUpperArm", "RightLowerArm", RightUpperArmCFrame, RightLowerArmCFrame) self:SetTransform("RightWrist", "RightWristRigAttachment", "RightLowerArm", "RightHand", RightLowerArmCFrame, RightHandCFrame) self:SetTransform("LeftShoulder", "LeftShoulderRigAttachment", "UpperTorso", "LeftUpperArm", UpperTorsoCFrame, LeftUpperArmCFrame) self:SetTransform("LeftElbow", "LeftElbowRigAttachment", "LeftUpperArm", "LeftLowerArm", LeftUpperArmCFrame, LeftLowerArmCFrame) self:SetTransform("LeftWrist", "LeftWristRigAttachment", "LeftLowerArm", "LeftHand", LeftLowerArmCFrame, LeftHandCFrame) end if not IsWalking and (not AvatarGesturesEnabled or LeftFootTrackerActive) then local LeftUpperLegCFrame, LeftLowerLegCFrame, LeftFootCFrame = (self.LeftLeg :: any):GetAppendageCFrames(JointCFrames["LeftHip"], LeftFoot) self:SetTransform("LeftHip", "LeftHipRigAttachment", "LowerTorso", "LeftUpperLeg", LowerTorsoCFrame, LeftUpperLegCFrame) self:SetTransform("LeftKnee", "LeftKneeRigAttachment", "LeftUpperLeg", "LeftLowerLeg", LeftUpperLegCFrame, LeftLowerLegCFrame) self:SetTransform("LeftAnkle", "LeftAnkleRigAttachment", "LeftLowerLeg", "LeftFoot", LeftLowerLegCFrame, LeftFootCFrame) else self.CurrentMotor6DTransforms[self.Motors.LeftHip] = nil self.CurrentMotor6DTransforms[self.Motors.LeftKnee] = nil self.CurrentMotor6DTransforms[self.Motors.LeftAnkle] = nil end if not IsWalking and (not AvatarGesturesEnabled or RightFootTrackerActive) then local RightUpperLegCFrame, RightLowerLegCFrame, RightFootCFrame = (self.RightLeg :: any):GetAppendageCFrames(JointCFrames["RightHip"], RightFoot) self:SetTransform("RightHip", "RightHipRigAttachment", "LowerTorso", "RightUpperLeg", LowerTorsoCFrame, RightUpperLegCFrame) self:SetTransform("RightKnee", "RightKneeRigAttachment", "RightUpperLeg", "RightLowerLeg", RightUpperLegCFrame, RightLowerLegCFrame) self:SetTransform("RightAnkle", "RightAnkleRigAttachment", "RightLowerLeg", "RightFoot", RightLowerLegCFrame, RightFootCFrame) else self.CurrentMotor6DTransforms[self.Motors.RightHip] = nil self.CurrentMotor6DTransforms[self.Motors.RightKnee] = nil self.CurrentMotor6DTransforms[self.Motors.RightAnkle] = nil end end --Replicate the changes to the server. if IsLocalCharacter then self.ReplicationCFrames = { HeadCFrame = HeadControllerCFrame :: CFrame, LeftHandCFrame = LeftHandControllerCFrame :: CFrame, RightHandCFrame = RightHandControllerCFrame :: CFrame, } end end --[[ Updates the character from the inputs while seated. The CFrames are in the local space instead of global space since the seat maintains the global space. --]] function Character.UpdateFromInputsSeated(self: Character, HeadControllerCFrame: CFrame?, LeftHandControllerCFrame: CFrame?, RightHandControllerCFrame: CFrame?): () --Return if the humanoid is dead. if self.Humanoid.Health <= 0 then return end if VRService.AvatarGestures or not HeadControllerCFrame or not LeftHandControllerCFrame or not RightHandControllerCFrame then --CFrames aren't send with AvatarGestures. Checks included for typing. return end --Get the CFrames. local HeadCFrame = self.Head:GetHeadCFrame(HeadControllerCFrame) local NeckCFrame = self.Head:GetNeckCFrame(HeadControllerCFrame,0) local LowerTorsoCFrame, UpperTorsoCFrame = self.Torso:GetTorsoCFrames(NeckCFrame) local JointCFrames = self.Torso:GetAppendageJointCFrames(LowerTorsoCFrame,UpperTorsoCFrame) local EyesOffset = self.Head:GetEyesOffset() local HeightOffset = CFrame.new(0, (CFrame.new(0, EyesOffset.Y, 0) * (HeadControllerCFrame * EyesOffset:Inverse())).Y, 0) --Set the head, toros, and arm CFrames. self:SetCFrameProperty(self.Motors.Root, "Transform", HeightOffset * CFrame.new(0, -LowerTorsoCFrame.Y, 0) * LowerTorsoCFrame) self:SetTransform("Neck", "NeckRigAttachment", "UpperTorso", "Head", UpperTorsoCFrame, HeadCFrame) self:SetTransform("Waist", "WaistRigAttachment", "LowerTorso", "UpperTorso", LowerTorsoCFrame, UpperTorsoCFrame) if self.UseIKControl then local HeadWorldSpaceCFrame = (self.Parts.Head.CFrame :: CFrame) * EyesOffset self.LeftArm:MoveToWorld(HeadWorldSpaceCFrame * HeadControllerCFrame:Inverse() * LeftHandControllerCFrame) self.RightArm:MoveToWorld(HeadWorldSpaceCFrame * HeadControllerCFrame:Inverse() * RightHandControllerCFrame) self.LeftLeg:Disable() self.RightLeg:Disable() else local LeftUpperArmCFrame, LeftLowerArmCFrame, LeftHandCFrame = (self.LeftArm:: any):GetAppendageCFrames(JointCFrames["LeftShoulder"], LeftHandControllerCFrame) local RightUpperArmCFrame, RightLowerArmCFrame, RightHandCFrame = (self.RightArm:: any):GetAppendageCFrames(JointCFrames["RightShoulder"], RightHandControllerCFrame) self:SetTransform("RightShoulder", "RightShoulderRigAttachment", "UpperTorso", "RightUpperArm", UpperTorsoCFrame, RightUpperArmCFrame) self:SetTransform("RightElbow", "RightElbowRigAttachment", "RightUpperArm", "RightLowerArm", RightUpperArmCFrame, RightLowerArmCFrame) self:SetTransform("RightWrist", "RightWristRigAttachment", "RightLowerArm", "RightHand", RightLowerArmCFrame, RightHandCFrame) self:SetTransform("LeftShoulder", "LeftShoulderRigAttachment", "UpperTorso", "LeftUpperArm", UpperTorsoCFrame, LeftUpperArmCFrame) self:SetTransform("LeftElbow", "LeftElbowRigAttachment", "LeftUpperArm", "LeftLowerArm", LeftUpperArmCFrame, LeftLowerArmCFrame) self:SetTransform("LeftWrist", "LeftWristRigAttachment", "LeftLowerArm", "LeftHand", LeftLowerArmCFrame, LeftHandCFrame) end --Reset the leg transforms to allow for animations. self.CurrentMotor6DTransforms[self.Motors.RightHip] = nil self.CurrentMotor6DTransforms[self.Motors.LeftHip] = nil self.CurrentMotor6DTransforms[self.Motors.RightKnee] = nil self.CurrentMotor6DTransforms[self.Motors.LeftKnee] = nil self.CurrentMotor6DTransforms[self.Motors.RightAnkle] = nil self.CurrentMotor6DTransforms[self.Motors.LeftAnkle] = nil --Replicate the changes to the server. if Players.LocalPlayer and Players.LocalPlayer.Character == self.CharacterModel then self.ReplicationCFrames = { HeadCFrame = HeadControllerCFrame, LeftHandCFrame = LeftHandControllerCFrame, RightHandCFrame = RightHandControllerCFrame, } end end return Character
8,287
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/State/CameraService.luau
--Manages the local camera. --!strict local NexusVRCharacterModel = script.Parent.Parent local CommonCamera = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Camera"):WaitForChild("CommonCamera")) local DefaultCamera = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Camera"):WaitForChild("DefaultCamera")) local ThirdPersonTrackCamera = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Camera"):WaitForChild("ThirdPersonTrackCamera")) local CameraService = {} CameraService.__index = CameraService local StaticInstance = nil export type CameraService = { ActiveCamera: string, CurrentCamera: CameraInterface?, RegisteredCameras: {[string]: CameraInterface}, } & typeof(setmetatable({}, CameraService)) export type CameraInterface = { Enable: (self: CameraInterface) -> (), Disable: (self: CameraInterface) -> (), UpdateCamera: (self: CameraInterface, HeadsetCFrameWorld: CFrame) -> (), } --[[ Creates a camera service. --]] function CameraService.new(): CameraService --Create the object. local self = setmetatable({ RegisteredCameras = {}, }, CameraService) :: CameraService --Register the default controllers. self:RegisterCamera("Default", DefaultCamera.new() :: any) self:RegisterCamera("ThirdPersonTrack", ThirdPersonTrackCamera.new() :: any) self:RegisterCamera("Disabled", CommonCamera.new() :: any) --Return the object. return self end --[[ Returns a singleton instance of the camera service. --]] function CameraService.GetInstance(): CameraService if not StaticInstance then StaticInstance = CameraService.new() end return StaticInstance end --[[ Registers a camera. --]] function CameraService.RegisterCamera(self: CameraService, Name: string, Camera: CameraInterface): () self.RegisteredCameras[Name] = Camera end --[[ Sets the active camera. --]] function CameraService.SetActiveCamera(self: CameraService, Name: string): () --Return if the camera didn't change. if self.ActiveCamera == Name then return end self.ActiveCamera = Name --Disable the current camera. if self.CurrentCamera then self.CurrentCamera:Disable() end --Enable the new camera. self.CurrentCamera = self.RegisteredCameras[Name] if self.CurrentCamera then self.CurrentCamera:Enable() elseif Name ~= nil then warn(`Nexus VR Character Model camera \"{Name}\" is not registered.`) end end --[[ Updates the local camera. --]] function CameraService.UpdateCamera(self: CameraService,HeadsetCFrameWorld: CFrame): () if self.CurrentCamera then self.CurrentCamera:UpdateCamera(HeadsetCFrameWorld) end end return CameraService
618
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/State/CharacterService.luau
--Manages VR characters. --!strict local Players = game:GetService("Players") local NexusVRCharacterModel = script.Parent.Parent local Character = require(NexusVRCharacterModel:WaitForChild("Character")) local CharacterService = {} CharacterService.__index = CharacterService local StaticInstance = nil export type CharacterService = { Characters: {[Player]: { Character: Model, VRCharacter: Character.Character, }}, } & typeof(setmetatable({}, CharacterService)) --[[ Creates a character service. --]] function CharacterService.new(): CharacterService --Create the object. local self = setmetatable({ Characters = {}, }, CharacterService) :: CharacterService --Connect clearing players. Players.PlayerRemoving:Connect(function(Player) self.Characters[Player] = nil end) --Return the object. return self end --[[ Returns a singleton instance of the character service. --]] function CharacterService.GetInstance(): CharacterService if not StaticInstance then StaticInstance = CharacterService.new() end return StaticInstance end --[[ Returns the VR character for a player. --]] function CharacterService.GetCharacter(self: CharacterService, Player: Player): Character.Character? --Return if the character is nil. if not Player.Character or not Player.Character:FindFirstChild("Head") then return nil end --Create the VR character if it isn't valid. local PlayerCharacter = self.Characters[Player] if not PlayerCharacter or PlayerCharacter.Character ~= Player.Character then self.Characters[Player] = { Character = Player.Character, VRCharacter = Character.new(Player.Character :: Model), } end --Return the stored character. return self.Characters[Player].VRCharacter end --[[ Refreshes all the characters. --]] function CharacterService.RefreshAllCharacters(self: CharacterService): () for _, Character in self.Characters do Character.VRCharacter:RefreshCharacter() end end return CharacterService
429
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/State/ControlService.luau
--Manages controlling the local characters. --!strict local NexusVRCharacterModel = script.Parent.Parent local BaseController = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Controller"):WaitForChild("BaseController")) local TeleportController = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Controller"):WaitForChild("TeleportController")) local SmoothLocomotionController = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Controller"):WaitForChild("SmoothLocomotionController")) local ControlService = {} ControlService.__index = ControlService local StaticInstance = nil export type ControlService = { RegisteredControllers: {[string]: ControllerInterface}, ActiveController: string, CurrentController: ControllerInterface?, } & typeof(setmetatable({}, ControlService)) export type ControllerInterface = { Disable: (self: ControllerInterface) -> (), Enable: (self: ControllerInterface) -> (), UpdateCharacter: (self: ControllerInterface) -> (), } --[[ Creates a control service. --]] function ControlService.new(): ControlService --Create the object. local self = setmetatable({ RegisteredControllers = {}, }, ControlService) :: ControlService --Register the default controllers. local EmptyController = BaseController.new() EmptyController.ActionsToLock = {Enum.KeyCode.Thumbstick1, Enum.KeyCode.Thumbstick2, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonA} self:RegisterController("None", EmptyController :: any) self:RegisterController("Teleport", TeleportController.new() :: any) self:RegisterController("SmoothLocomotion", SmoothLocomotionController.new() :: any) --Return the object. return self end --[[ Returns a singleton instance of the character service. --]] function ControlService.GetInstance(): ControlService if not StaticInstance then StaticInstance = ControlService.new() end return StaticInstance end --[[ Registers a controller. --]] function ControlService.RegisterController(self: ControlService, Name: string, Controller: ControllerInterface): () self.RegisteredControllers[Name] = Controller end --[[ Sets the active controller. --]] function ControlService.SetActiveController(self: ControlService, Name: string): () --Return if the controller didn't change. if self.ActiveController == Name then return end self.ActiveController = Name --Disable the current controller. if self.CurrentController then self.CurrentController:Disable() end --Enable the new controller. self.CurrentController = self.RegisteredControllers[Name] if self.CurrentController then self.CurrentController:Enable() elseif Name ~= nil then warn(`Nexus VR Character Model controller \"{Name}\" is not registered.`) end end --[[ Updates the local character. --]] function ControlService:UpdateCharacter() if self.CurrentController then self.CurrentController:UpdateCharacter() end end return ControlService
633
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/State/EnigmaService.luau
--Manages reeading UserCframes from Enigma. --!strict local THUMBSTICK_DEADZONE = 0.2 local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local VRService = game:GetService("VRService") local NexusVRCharacterModel = script.Parent.Parent local Enigma = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("Enigma")) local Head = require(NexusVRCharacterModel:WaitForChild("Character"):WaitForChild("Head")) local EnigmaService = {} EnigmaService.__index = EnigmaService local StaticInstance = nil export type EnigmaService = { Offsets: { LeftFoot: CFrame?, RightFoot: CFrame?, }, } & typeof(setmetatable({}, EnigmaService)) export type TrackerData = { LeftFoot: CFrame?, RightFoot: CFrame?, } --[[ Creates an Enigma service. --]] function EnigmaService.new(): EnigmaService return setmetatable({ Offsets = {}, }, EnigmaService) :: EnigmaService end --[[ Returns a singleton instance of the Enigma service. --]] function EnigmaService.GetInstance(): EnigmaService if not StaticInstance then StaticInstance = EnigmaService.new() end return StaticInstance end --[[ Returns the CFrames for the trackers. --]] function EnigmaService.GetCFrames(self: EnigmaService, Character: any): TrackerData if not Enigma.Enabled then return {} end local HeadsetWorldCFrame = Character.Parts.Head.CFrame * Character.Head:GetEyesOffset() local OriginWorldCFrame = HeadsetWorldCFrame * UserInputService:GetUserCFrame(Enum.UserCFrame.Head):Inverse() local LeftFootTrackerCFrame = Enigma:GetUserCFrame("LeftFoot") local RightFootTrackerCFrame = Enigma:GetUserCFrame("RightFoot") local Offsets = {} if LeftFootTrackerCFrame and self.Offsets.LeftFoot then Offsets.LeftFoot = OriginWorldCFrame * LeftFootTrackerCFrame * self.Offsets.LeftFoot end if RightFootTrackerCFrame and self.Offsets.RightFoot then Offsets.RightFoot = OriginWorldCFrame * RightFootTrackerCFrame * self.Offsets.RightFoot end return Offsets end --[[ Calibrates any inputs based on the current inputs. --]] function EnigmaService.Calibrate(self: EnigmaService, Character: any): () if not Enigma.Enabled then return end local LeftFootTrackerCFrame = Enigma:GetUserCFrame("LeftFoot") local RightFootTrackerCFrame = Enigma:GetUserCFrame("RightFoot") if not LeftFootTrackerCFrame and not RightFootTrackerCFrame then return end local Attachments = Character.Attachments local HeadsetWorldCFrame = Workspace.CurrentCamera:GetRenderCFrame() local OriginWorldCFrame = HeadsetWorldCFrame * UserInputService:GetUserCFrame(Enum.UserCFrame.Head):Inverse() local FloorWorldCFrame = OriginWorldCFrame * UserInputService:GetUserCFrame(Enum.UserCFrame.Floor) local NewCharacterHead = Head.new(Character.Parts.Head) local HeadWorldCFrame = NewCharacterHead:GetHeadCFrame(HeadsetWorldCFrame) local NeckWorldCFrame = NewCharacterHead:GetNeckCFrame(HeadWorldCFrame) local LowerTorsoCFrame = NeckWorldCFrame * Attachments.UpperTorso.NeckRigAttachment.CFrame:Inverse() * Attachments.UpperTorso.WaistRigAttachment.CFrame * Attachments.LowerTorso.WaistRigAttachment.CFrame:Inverse() if LeftFootTrackerCFrame then local LeftFootTrackerWorldCFrame = OriginWorldCFrame * LeftFootTrackerCFrame local LeftUpperLegCFrame = LowerTorsoCFrame * Attachments.LowerTorso.LeftHipRigAttachment.CFrame * Attachments.LeftUpperLeg.LeftHipRigAttachment.CFrame:Inverse() local LeftLowerLegCFrame = LeftUpperLegCFrame * Attachments.LeftUpperLeg.LeftKneeRigAttachment.CFrame * Attachments.LeftLowerLeg.LeftKneeRigAttachment.CFrame:Inverse() local LeftFootCFrame = LeftLowerLegCFrame * Attachments.LeftLowerLeg.LeftAnkleRigAttachment.CFrame * Attachments.LeftFoot.LeftAnkleRigAttachment.CFrame:Inverse() local LeftFootBottomCFrame = LeftFootCFrame * Attachments.LeftFoot.LeftFootAttachment.CFrame LeftFootCFrame = CFrame.new(0, FloorWorldCFrame.Y - LeftFootBottomCFrame.Y, 0) * LeftFootCFrame self.Offsets.LeftFoot = LeftFootTrackerWorldCFrame:Inverse() * LeftFootCFrame end if RightFootTrackerCFrame then local RightFootTrackerWorldCFrame = OriginWorldCFrame * RightFootTrackerCFrame local RightUpperLegCFrame = LowerTorsoCFrame * Attachments.LowerTorso.RightHipRigAttachment.CFrame * Attachments.RightUpperLeg.RightHipRigAttachment.CFrame:Inverse() local RightLowerLegCFrame = RightUpperLegCFrame * Attachments.RightUpperLeg.RightKneeRigAttachment.CFrame * Attachments.RightLowerLeg.RightKneeRigAttachment.CFrame:Inverse() local RightFootCFrame = RightLowerLegCFrame * Attachments.RightLowerLeg.RightAnkleRigAttachment.CFrame * Attachments.RightFoot.RightAnkleRigAttachment.CFrame:Inverse() local RightFootBottomCFrame = RightFootCFrame * Attachments.RightFoot.RightFootAttachment.CFrame RightFootCFrame = CFrame.new(0, FloorWorldCFrame.Y - RightFootBottomCFrame.Y, 0) * RightFootCFrame self.Offsets.RightFoot = RightFootTrackerWorldCFrame:Inverse() * RightFootCFrame end end --[[ Enables Enigma. --]] function EnigmaService.Enable(self: EnigmaService): () --Enable Enigma. Enigma:Enable() --Implement the inputs. --Pasting data interrupts the gamepad inputs. local LastLeftThumbstick = Vector3.zero local ButtonADown = false UserInputService.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.ButtonA then ButtonADown = true end end) UserInputService.InputChanged:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Thumbstick1 then if Input.Position.Magnitude > THUMBSTICK_DEADZONE then LastLeftThumbstick = Input.Position else LastLeftThumbstick = Vector3.zero end end end) UserInputService.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Thumbstick1 then LastLeftThumbstick = Vector3.zero elseif Input.KeyCode == Enum.KeyCode.ButtonA then ButtonADown = false end end) RunService:BindToRenderStep("EnigmaCustomMovement", Enum.RenderPriority.Input.Value + 1, function() --Return if Enigma isn't active. if not Enigma:IsActive() then return end --Return if the character is invalid. local Character = Players.LocalPlayer.Character if not Character then return end local Humanoid = Character:FindFirstChildOfClass("Humanoid") if not Humanoid or Humanoid.Health <= 0 then return end --Move the character. local MovementReferenceWorldCFrame = Workspace.CurrentCamera:GetRenderCFrame() local MovementReferenceRotation = CFrame.new(-MovementReferenceWorldCFrame.Position) * MovementReferenceWorldCFrame local MoveDirection = (MovementReferenceRotation * CFrame.new(LastLeftThumbstick.X, 0, -LastLeftThumbstick.Y)).Position if MoveDirection.Magnitude > 0.01 or not VRService.AvatarGestures then --Move is not overriden with AvatarGestures since it does continous movements when not walking. Players.LocalPlayer:Move(MoveDirection, false) end if ButtonADown then Humanoid.Jump = true end end) end return EnigmaService
1,812
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/State/Settings.luau
--Stores settings. --!strict local NexusVRCharacterModel = script.Parent.Parent local NexusInstance = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusInstance")) local TypedEvent = NexusInstance.TypedEvent local Settings ={} Settings.__index = Settings local StaticInstance = nil export type Settings ={ Defaults: any, Overrides: any, SettingsChangeEvents: {[string]: NexusInstance.TypedEvent<>}, SettingsCache: {[string]: any}, } & typeof(setmetatable({}, Settings)) --[[ Creates a settings object. --]] function Settings.new(): Settings return setmetatable({ Defaults = {}, Overrides = {}, SettingsChangeEvents = {}, SettingsCache = {}, }, Settings) :: Settings end --[[ Returns a singleton instance of settings. --]] function Settings.GetInstance(): Settings if not StaticInstance then StaticInstance = Settings.new() end return StaticInstance end --[[ Returns the value of a setting. --]] function Settings.GetSetting(self: Settings, Setting: string): any --Return a cached entry if one exists. if self.SettingsCache[Setting] ~= nil then return self.SettingsCache[Setting] end --Get the table containing the setting. local Defaults, Overrides = self.Defaults, self.Overrides local SplitSettingNames = string.split(Setting, ".") for i = 1, #SplitSettingNames - 1 do Defaults = Defaults[SplitSettingNames[i]] or {} Overrides = Overrides[SplitSettingNames[i]] or {} end --Return the value. local Value = Overrides[SplitSettingNames[#SplitSettingNames]] if Value == nil then Value = Defaults[SplitSettingNames[#SplitSettingNames]] end self.SettingsCache[Setting] = Value return Value end --[[ Sets the value of a setting. --]] function Settings.SetSetting(self: Settings, Setting: string, Value: any): () --Set the setting. local Overrides = self.Overrides local SplitSettingNames = string.split(Setting,".") for i = 1, #SplitSettingNames - 1 do if not Overrides[SplitSettingNames[i]] then Overrides[SplitSettingNames[i]] = {} end Overrides = Overrides[SplitSettingNames[i]] end Overrides[SplitSettingNames[#SplitSettingNames]] = Value self.SettingsCache[Setting] = Value --Fire the changed signal. local Event = self.SettingsChangeEvents[string.lower(Setting)] if Event then Event:Fire() end end --[[ Sets all the defaults. --]] function Settings.SetDefaults(self: Settings, Defaults: {[string]: any}): () --Set the defaults. self.Defaults = Defaults self.SettingsCache = {} --Fire all the event changes. for _, Event in self.SettingsChangeEvents do (Event :: NexusInstance.TypedEvent<>):Fire() end end --[[ Sets all the overrides. --]] function Settings.SetOverrides(self: Settings, Overrides: {[string]: any}): () --Set the overrides. self.Overrides = Overrides self.SettingsCache = {} --Fire all the event changes. for _, Event in self.SettingsChangeEvents do (Event :: NexusInstance.TypedEvent<>):Fire() end end --[[ Returns a changed signal for a setting. --]] function Settings.GetSettingsChangedSignal(self: Settings, Overrides: string): NexusInstance.TypedEvent<> Overrides = string.lower(Overrides) --Create the event if none exists. if not self.SettingsChangeEvents[Overrides] then self.SettingsChangeEvents[Overrides] = TypedEvent.new() end --Return the event. return self.SettingsChangeEvents[Overrides] end --[[ Destroys the settings. --]] function Settings.Destroy(self: Settings): () --Disconnect the settings. for _,Event in self.SettingsChangeEvents do (Event :: NexusInstance.TypedEvent<>):Destroy() end self.SettingsChangeEvents = {} end return Settings
879
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/State/VRInputService.luau
--Manages VR inputs. This normalizes the inputs from --the headsets as the Y position of the inputs is arbitrary, --meaning it can be the floor, eye level, or random. --!strict local NexusVRCharacterModel = script.Parent.Parent local NexusInstance = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusInstance")) local TypedEvent = NexusInstance.TypedEvent local VRInputService = {} VRInputService.__index = VRInputService local StaticInstance = nil export type VRInputService = { RecenterOffset: CFrame, ManualNormalHeadLevel: number?, HighestHeadHeight: number?, ThumbstickValues: {[Enum.KeyCode]: Vector3}, VRService: VRService, UserInputService: UserInputService, Recentered: NexusInstance.TypedEvent<>, EyeLevelSet: NexusInstance.TypedEvent<>, } & typeof(setmetatable({}, VRInputService)) --[[ Creates a settings object. --]] function VRInputService.new(VRService: VRService?, UserInputService: UserInputService?): VRInputService --Create the object. local self = setmetatable({ RecenterOffset = CFrame.identity, ThumbstickValues = { [Enum.KeyCode.Thumbstick1] = Vector3.zero, [Enum.KeyCode.Thumbstick2] = Vector3.zero, }, VRService = VRService or game:GetService("VRService"), UserInputService = UserInputService or game:GetService("UserInputService"), Recentered = TypedEvent.new(), EyeLevelSet = TypedEvent.new(), }, VRInputService) :: VRInputService --Connect updating the thumbsticks. self.UserInputService.InputEnded:Connect(function(Input) if self.ThumbstickValues[Input.KeyCode] then self.ThumbstickValues[Input.KeyCode] = Vector3.zero end end) self.UserInputService.InputChanged:Connect(function(Input) if self.ThumbstickValues[Input.KeyCode] then self.ThumbstickValues[Input.KeyCode] = Input.Position end end) --Return the object. return self end --[[ Returns a singleton instance of the VR input service. --]] function VRInputService.GetInstance(): VRInputService if not StaticInstance then StaticInstance = VRInputService.new() end return StaticInstance end --[[ Returns the VR inputs to use. The inputs are normalized so that 0 is the head height. --]] function VRInputService.GetVRInputs(self: VRInputService): {[Enum.UserCFrame]: CFrame} --Get the head input. local VRInputs = { [Enum.UserCFrame.Head] = self.VRService:GetUserCFrame(Enum.UserCFrame.Head), } :: {[Enum.UserCFrame]: CFrame} --Get the hand inputs. if self.VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand) then VRInputs[Enum.UserCFrame.LeftHand] = self.VRService:GetUserCFrame(Enum.UserCFrame.LeftHand) else VRInputs[Enum.UserCFrame.LeftHand] = VRInputs[Enum.UserCFrame.Head] * CFrame.new(-1, -2.5, 0.5) end if self.VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) then VRInputs[Enum.UserCFrame.RightHand] = self.VRService:GetUserCFrame(Enum.UserCFrame.RightHand) else VRInputs[Enum.UserCFrame.RightHand] = VRInputs[Enum.UserCFrame.Head] * CFrame.new(1, -2.5, 0.5) end --Determine the height offset. local HeightOffset = 0 if self.ManualNormalHeadLevel then --Adjust to normalize the height around the set value. HeightOffset = -self.ManualNormalHeadLevel else --Adjust to normalize the height around the highest value. --The head CFrame is moved back 0.5 studs for when the headset suddenly goes up (like putting on and taking off). local CurrentVRHeadHeight = (VRInputs[Enum.UserCFrame.Head] * CFrame.new(0, 0, 0.5)).Y if not self.HighestHeadHeight or CurrentVRHeadHeight > self.HighestHeadHeight then self.HighestHeadHeight = CurrentVRHeadHeight end HeightOffset = -self.HighestHeadHeight :: number end --Normalize the CFrame heights. --A list of enums is used instead of VRInputs because modifying a table stops pairs(). for _, InputEnum in {Enum.UserCFrame.Head, Enum.UserCFrame.LeftHand, Enum.UserCFrame.RightHand} do VRInputs[InputEnum] = CFrame.new(0, HeightOffset, 0) * self.RecenterOffset * VRInputs[InputEnum] end --Return the CFrames. return VRInputs end --[[ Recenters the service. Does not alter the Y axis. --]] function VRInputService.Recenter(self: VRInputService): () local HeadCFrame = self.VRService:GetUserCFrame(Enum.UserCFrame.Head) self.RecenterOffset = CFrame.Angles(0, -math.atan2(-HeadCFrame.LookVector.X, -HeadCFrame.LookVector.Z), 0) * CFrame.new(-HeadCFrame.X, 0, -HeadCFrame.Z) self.Recentered:Fire() end --[[ Sets the eye level. --]] function VRInputService.SetEyeLevel(self: VRInputService): () self.ManualNormalHeadLevel = self.VRService:GetUserCFrame(Enum.UserCFrame.Head).Y self.EyeLevelSet:Fire() end --[[ Returns the current value for a thumbstick. --]] function VRInputService.GetThumbstickPosition(self: VRInputService, Thumbsick: Enum.KeyCode): Vector3 return self.ThumbstickValues[Thumbsick] or Vector3.zero end return VRInputService
1,314
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/UI/MainMenu.luau
--Main menu for Nexus VR Character Model. --!strict local MENU_OPEN_TIME_REQUIREMENT = 1 local MENU_OPEN_TIME = 0.25 local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local GuiService = game:GetService("GuiService") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local NexusVRCharacterModel = script.Parent.Parent local NexusButton = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusButton")) local NexusVRCore = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusVRCore")) local Settings = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("Settings")).GetInstance() local VRInputService = require(NexusVRCharacterModel:WaitForChild("State"):WaitForChild("VRInputService")).GetInstance() local ApiBaseView = require(NexusVRCharacterModel:WaitForChild("UI"):WaitForChild("View"):WaitForChild("ApiBaseView")) local EnigmaView = require(NexusVRCharacterModel:WaitForChild("UI"):WaitForChild("View"):WaitForChild("EnigmaView")) local SettingsView = require(NexusVRCharacterModel:WaitForChild("UI"):WaitForChild("View"):WaitForChild("SettingsView")) local TextButtonFactory = NexusButton.TextButtonFactory.CreateDefault(Color3.fromRGB(0, 170, 255)) TextButtonFactory:SetDefault("Theme", "RoundedCorners") local ScreenGui3D = NexusVRCore.ScreenGui3D local MainMenu = {} MainMenu.__index = MainMenu local StaticInstance = nil export type MainMenu = { CurrentView: number, Views: {any}, ScreenGui: NexusVRCore.NexusInstanceScreenGui3D, ViewAdornFrame: Frame, LeftButton: NexusButton.NexusInstanceNexusButton, RightButton: NexusButton.NexusInstanceNexusButton, ViewTextLabel: TextLabel, LeftHandHintVisible: boolean, RightHandHintVisible: boolean, } & typeof(setmetatable({}, MainMenu)) --[[ Creates the main menu. --]] function MainMenu.new(): any local self = setmetatable({}, MainMenu) :: MainMenu --Set up the ScreenGui. local MainMenuScreenGui = ScreenGui3D.new() MainMenuScreenGui.ResetOnSpawn = false MainMenuScreenGui.Enabled = false MainMenuScreenGui.CanvasSize = Vector2.new(500, 605) MainMenuScreenGui.FieldOfView = 0 MainMenuScreenGui.Easing = 0.25 self.ScreenGui = MainMenuScreenGui --Create the parent frame, display text, and toggle buttons. local ViewAdornFrame = Instance.new("Frame") ViewAdornFrame.BackgroundTransparency = 1 ViewAdornFrame.Size = UDim2.new(0, 500, 0, 500) ViewAdornFrame.Parent = MainMenuScreenGui:GetContainer() self.ViewAdornFrame = ViewAdornFrame local ButtonAdornFrame = Instance.new("Frame") ButtonAdornFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0) ButtonAdornFrame.BackgroundTransparency = 0.6 * GuiService.PreferredTransparency ButtonAdornFrame.Position = UDim2.new(0, 0, 0, 505) ButtonAdornFrame.Size = UDim2.new(1, 0, 0, 100) ButtonAdornFrame.Parent = ViewAdornFrame GuiService:GetPropertyChangedSignal("PreferredTransparency"):Connect(function() ButtonAdornFrame.BackgroundTransparency = 0.6 * GuiService.PreferredTransparency end) local UICorner = Instance.new("UICorner") UICorner.CornerRadius = UDim.new(5 * 0.05, 0) UICorner.Parent = ButtonAdornFrame local LeftButton, LeftText = TextButtonFactory:Create() LeftButton.BorderSize = UDim.new(0.075, 0) LeftButton.Size = UDim2.new(0, 80, 0, 80) LeftButton.Position = UDim2.new(0, 10, 0, 10) LeftButton.Parent = ButtonAdornFrame LeftText.Text = "<" self.LeftButton = LeftButton local RightButton, RightText = TextButtonFactory:Create() RightButton.BorderSize = UDim.new(0.075, 0) RightButton.Size = UDim2.new(0, 80, 0, 80) RightButton.Position = UDim2.new(0, 410, 0, 10) RightButton.Parent = ButtonAdornFrame RightText.Text = ">" self.RightButton = RightButton local ViewTextLabel = Instance.new("TextLabel") ViewTextLabel.BackgroundTransparency = 1 ViewTextLabel.Size = UDim2.new(0, 300, 0, 60) ViewTextLabel.Position = UDim2.new(0, 100, 0, 20) ViewTextLabel.Font = Enum.Font.SourceSansBold ViewTextLabel.TextScaled = true ViewTextLabel.TextColor3 = Color3.fromRGB(255, 255, 255) ViewTextLabel.TextStrokeColor3 = Color3.fromRGB(0, 0, 0) ViewTextLabel.TextStrokeTransparency = 0 ViewTextLabel.Parent = ButtonAdornFrame self.ViewTextLabel = ViewTextLabel --Set up the default views. self.CurrentView = 1 self.Views = {} SettingsView.new(self:CreateView("Settings")); EnigmaView.new(self:CreateView("Enigma"), self); self:UpdateVisibleView() --Connect changing views. local DB = true LeftButton.MouseButton1Down:Connect(function() if not DB then return end DB = false --De-increment the current view. self.CurrentView = self.CurrentView - 1 if self.CurrentView == 0 then self.CurrentView = #self.Views end --Update the views. self:UpdateVisibleView() task.wait() DB = true end) RightButton.MouseButton1Down:Connect(function() if not DB then return end DB = false --Increment the current view. self.CurrentView = self.CurrentView + 1 if self.CurrentView > #self.Views then self.CurrentView = 1 end --Update the views. self:UpdateVisibleView() task.wait() DB = true end) --Parent the menu. MainMenuScreenGui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui") return self end --[[ Returns a singleton instance of the character service. --]] function MainMenu.GetInstance(): MainMenu if not StaticInstance then StaticInstance = MainMenu.new() end return StaticInstance end --[[ Sets up opening based on the controllers being rotated upwards. --]] function MainMenu.SetUpOpening(self: MainMenu): () --Create the animation parts. local InitialMenuToggleGestureActive = Settings:GetSetting("Menu.MenuToggleGestureActive") if InitialMenuToggleGestureActive == nil then InitialMenuToggleGestureActive = true end local LeftAdornPart = Instance.new("Part") LeftAdornPart.Transparency = 1 LeftAdornPart.Size = Vector3.new() LeftAdornPart.Anchored = true LeftAdornPart.CanCollide = false LeftAdornPart.CanQuery = false LeftAdornPart.Parent = Workspace.CurrentCamera local LeftAdorn = Instance.new("BoxHandleAdornment") LeftAdorn.Color3 = Color3.fromRGB(0, 170, 255) LeftAdorn.AlwaysOnTop = true LeftAdorn.ZIndex = 0 LeftAdorn.Adornee = LeftAdornPart LeftAdorn.Parent = LeftAdornPart local RightAdornPart = Instance.new("Part") RightAdornPart.Transparency = 1 RightAdornPart.Size = Vector3.new() RightAdornPart.Anchored = true RightAdornPart.CanCollide = false RightAdornPart.CanQuery = false RightAdornPart.Parent = Workspace.CurrentCamera local RightAdorn = Instance.new("BoxHandleAdornment") RightAdorn.Color3 = Color3.fromRGB(0, 170 , 255) RightAdorn.AlwaysOnTop = true RightAdorn.ZIndex = 0 RightAdorn.Adornee = RightAdornPart RightAdorn.Parent = RightAdornPart local LeftMenuToggleHintAdornPart = Instance.new("Part") LeftMenuToggleHintAdornPart.Transparency = 1 LeftMenuToggleHintAdornPart.Size = Vector3.new(1,1,0) LeftMenuToggleHintAdornPart.Anchored = true LeftMenuToggleHintAdornPart.CanCollide = false LeftMenuToggleHintAdornPart.CanQuery = false LeftMenuToggleHintAdornPart.Parent = Workspace.CurrentCamera local RightMenuToggleHintAdornPart = Instance.new("Part") RightMenuToggleHintAdornPart.Transparency = 1 RightMenuToggleHintAdornPart.Size = Vector3.new(1,1,0) RightMenuToggleHintAdornPart.Anchored = true RightMenuToggleHintAdornPart.CanCollide = false RightMenuToggleHintAdornPart.CanQuery = false RightMenuToggleHintAdornPart.Parent = Workspace.CurrentCamera local LeftMenuToggleHintGuiFront = Instance.new("SurfaceGui") LeftMenuToggleHintGuiFront.Active = false LeftMenuToggleHintGuiFront.Face = Enum.NormalId.Front LeftMenuToggleHintGuiFront.CanvasSize = Vector2.new(500,500) LeftMenuToggleHintGuiFront.LightInfluence = 0 LeftMenuToggleHintGuiFront.Enabled = InitialMenuToggleGestureActive LeftMenuToggleHintGuiFront.AlwaysOnTop = true LeftMenuToggleHintGuiFront.Adornee = LeftMenuToggleHintAdornPart LeftMenuToggleHintGuiFront.Parent = LeftMenuToggleHintAdornPart local LeftMenuToggleHintFrontArrow = Instance.new("ImageLabel") LeftMenuToggleHintFrontArrow.ImageTransparency = 1 LeftMenuToggleHintFrontArrow.BackgroundTransparency = 1 LeftMenuToggleHintFrontArrow.Rotation = 180 LeftMenuToggleHintFrontArrow.Size = UDim2.new(1,0,1,0) LeftMenuToggleHintFrontArrow.Image = "rbxassetid://6537091378" LeftMenuToggleHintFrontArrow.ImageRectSize = Vector2.new(512,512) LeftMenuToggleHintFrontArrow.ImageRectOffset = Vector2.new(0,0) LeftMenuToggleHintFrontArrow.Parent = LeftMenuToggleHintGuiFront local LeftMenuToggleHintFrontText = Instance.new("ImageLabel") LeftMenuToggleHintFrontText.ImageTransparency = 1 LeftMenuToggleHintFrontText.BackgroundTransparency = 1 LeftMenuToggleHintFrontText.Size = UDim2.new(1,0,1,0) LeftMenuToggleHintFrontText.ZIndex = 2 LeftMenuToggleHintFrontText.Image = "rbxassetid://6537091378" LeftMenuToggleHintFrontText.ImageRectSize = Vector2.new(512,512) LeftMenuToggleHintFrontText.ImageRectOffset = Vector2.new(0,512) LeftMenuToggleHintFrontText.Parent = LeftMenuToggleHintGuiFront local LeftMenuToggleHintGuiBack = Instance.new("SurfaceGui") LeftMenuToggleHintGuiBack.Active = false LeftMenuToggleHintGuiBack.Face = Enum.NormalId.Back LeftMenuToggleHintGuiBack.CanvasSize = Vector2.new(500,500) LeftMenuToggleHintGuiBack.LightInfluence = 0 LeftMenuToggleHintGuiBack.Enabled = InitialMenuToggleGestureActive LeftMenuToggleHintGuiBack.AlwaysOnTop = true LeftMenuToggleHintGuiBack.Adornee = LeftMenuToggleHintAdornPart LeftMenuToggleHintGuiBack.Parent = LeftMenuToggleHintAdornPart local LeftMenuToggleHintBackArrow = Instance.new("ImageLabel") LeftMenuToggleHintBackArrow.ImageTransparency = 1 LeftMenuToggleHintBackArrow.BackgroundTransparency = 1 LeftMenuToggleHintBackArrow.Size = UDim2.new(1,0,1,0) LeftMenuToggleHintBackArrow.Image = "rbxassetid://6537091378" LeftMenuToggleHintBackArrow.ImageRectSize = Vector2.new(512,512) LeftMenuToggleHintBackArrow.ImageRectOffset = Vector2.new(512,0) LeftMenuToggleHintBackArrow.Parent = LeftMenuToggleHintGuiBack local LeftMenuToggleHintBackText = Instance.new("ImageLabel") LeftMenuToggleHintBackText.ImageTransparency = 1 LeftMenuToggleHintBackText.BackgroundTransparency = 1 LeftMenuToggleHintBackText.Size = UDim2.new(1,0,1,0) LeftMenuToggleHintBackText.ZIndex = 2 LeftMenuToggleHintBackText.Image = "rbxassetid://6537091378" LeftMenuToggleHintBackText.ImageRectSize = Vector2.new(512,512) LeftMenuToggleHintBackText.ImageRectOffset = Vector2.new(0,512) LeftMenuToggleHintBackText.Parent = LeftMenuToggleHintGuiBack local RightMenuToggleHintGuiFront = Instance.new("SurfaceGui") RightMenuToggleHintGuiFront.Active = false RightMenuToggleHintGuiFront.Face = Enum.NormalId.Front RightMenuToggleHintGuiFront.CanvasSize = Vector2.new(500,500) RightMenuToggleHintGuiFront.LightInfluence = 0 RightMenuToggleHintGuiFront.Enabled = InitialMenuToggleGestureActive RightMenuToggleHintGuiFront.AlwaysOnTop = true RightMenuToggleHintGuiFront.Adornee = RightMenuToggleHintAdornPart RightMenuToggleHintGuiFront.Parent = RightMenuToggleHintAdornPart local RightMenuToggleHintFrontArrow = Instance.new("ImageLabel") RightMenuToggleHintFrontArrow.ImageTransparency = 1 RightMenuToggleHintFrontArrow.BackgroundTransparency = 1 RightMenuToggleHintFrontArrow.Size = UDim2.new(1,0,1,0) RightMenuToggleHintFrontArrow.Image = "rbxassetid://6537091378" RightMenuToggleHintFrontArrow.ImageRectSize = Vector2.new(512,512) RightMenuToggleHintFrontArrow.ImageRectOffset = Vector2.new(512,0) RightMenuToggleHintFrontArrow.Parent = RightMenuToggleHintGuiFront local RightMenuToggleHintFrontText = Instance.new("ImageLabel") RightMenuToggleHintFrontText.ImageTransparency = 1 RightMenuToggleHintFrontText.BackgroundTransparency = 1 RightMenuToggleHintFrontText.Size = UDim2.new(1,0,1,0) RightMenuToggleHintFrontText.ZIndex = 2 RightMenuToggleHintFrontText.Image = "rbxassetid://6537091378" RightMenuToggleHintFrontText.ImageRectSize = Vector2.new(512,512) RightMenuToggleHintFrontText.ImageRectOffset = Vector2.new(0,512) RightMenuToggleHintFrontText.Parent = RightMenuToggleHintGuiFront local RightMenuToggleHintGuiBack = Instance.new("SurfaceGui") RightMenuToggleHintGuiBack.Active = false RightMenuToggleHintGuiBack.Face = Enum.NormalId.Back RightMenuToggleHintGuiBack.CanvasSize = Vector2.new(500,500) RightMenuToggleHintGuiBack.LightInfluence = 0 RightMenuToggleHintGuiBack.Enabled = InitialMenuToggleGestureActive RightMenuToggleHintGuiBack.AlwaysOnTop = true RightMenuToggleHintGuiBack.Adornee = RightMenuToggleHintAdornPart RightMenuToggleHintGuiBack.Parent = RightMenuToggleHintAdornPart local RightMenuToggleHintBackArrow = Instance.new("ImageLabel") RightMenuToggleHintBackArrow.ImageTransparency = 1 RightMenuToggleHintBackArrow.BackgroundTransparency = 1 RightMenuToggleHintBackArrow.Size = UDim2.new(1,0,1,0) RightMenuToggleHintBackArrow.Image = "rbxassetid://6537091378" RightMenuToggleHintBackArrow.ImageRectSize = Vector2.new(512,512) RightMenuToggleHintBackArrow.ImageRectOffset = Vector2.new(0,0) RightMenuToggleHintBackArrow.Parent = RightMenuToggleHintGuiBack local RightMenuToggleHintBackText = Instance.new("ImageLabel") RightMenuToggleHintBackText.BackgroundTransparency = 1 RightMenuToggleHintBackText.Rotation = 180 RightMenuToggleHintBackText.ImageTransparency = 1 RightMenuToggleHintBackText.Size = UDim2.new(1,0,1,0) RightMenuToggleHintBackText.ZIndex = 2 RightMenuToggleHintBackText.Image = "rbxassetid://6537091378" RightMenuToggleHintBackText.ImageRectSize = Vector2.new(512,512) RightMenuToggleHintBackText.ImageRectOffset = Vector2.new(0,512) RightMenuToggleHintBackText.Parent = RightMenuToggleHintGuiBack --Connect hiding the hints when the setting changes. Settings:GetSettingsChangedSignal("Menu.MenuToggleGestureActive"):Connect(function() --Determine if the gesture is active. local MenuToggleGestureActive = Settings:GetSetting("Menu.MenuToggleGestureActive") if MenuToggleGestureActive == nil then MenuToggleGestureActive = true end --Update the visibility of the hints. LeftMenuToggleHintGuiFront.Enabled = MenuToggleGestureActive LeftMenuToggleHintGuiBack.Enabled = MenuToggleGestureActive RightMenuToggleHintGuiFront.Enabled = MenuToggleGestureActive RightMenuToggleHintGuiBack.Enabled = MenuToggleGestureActive end) --Start checking for the controllers to be upside down. --Done in a task since this function is non-yielding. local BothControllersUpStartTime local MenuToggleReached = false task.spawn(function() while true do --Determine if the gesture is active. local MenuToggleGestureActive = Settings:GetSetting("Menu.MenuToggleGestureActive") if MenuToggleGestureActive == nil then MenuToggleGestureActive = true end --Get the inputs and determine if the hands are both upside down and pointing forward. local VRInputs = VRInputService:GetVRInputs() local LeftHandCFrameRelative, RightHandCFrameRelative = VRInputs[Enum.UserCFrame.Head]:Inverse() * VRInputs[Enum.UserCFrame.LeftHand], VRInputs[Enum.UserCFrame.Head]:Inverse() * VRInputs[Enum.UserCFrame.RightHand] local LeftHandFacingUp, RightHandFacingUp = LeftHandCFrameRelative.UpVector.Y < 0, RightHandCFrameRelative.UpVector.Y < 0 local LeftHandFacingForward, RightHandFacingForward = LeftHandCFrameRelative.LookVector.Z < 0, RightHandCFrameRelative.LookVector.Z < 0 local LeftHandUp, RightHandUp = LeftHandFacingUp and LeftHandFacingForward, RightHandFacingUp and RightHandFacingForward local BothHandsUp = MenuToggleGestureActive and LeftHandUp and RightHandUp if BothHandsUp then BothControllersUpStartTime = BothControllersUpStartTime or tick() else BothControllersUpStartTime = nil :: any MenuToggleReached = false end --Update the adorn part CFrames. local CameraCenterCFrame = Workspace.CurrentCamera:GetRenderCFrame() * VRInputs[Enum.UserCFrame.Head]:Inverse() LeftAdornPart.CFrame = CameraCenterCFrame * VRInputs[Enum.UserCFrame.LeftHand] * CFrame.new(0, -0.25, 0.25) RightAdornPart.CFrame = CameraCenterCFrame * VRInputs[Enum.UserCFrame.RightHand] * CFrame.new(0, -0.25, 0.25) LeftMenuToggleHintAdornPart.CFrame = CameraCenterCFrame * VRInputs[Enum.UserCFrame.LeftHand] RightMenuToggleHintAdornPart.CFrame = CameraCenterCFrame * VRInputs[Enum.UserCFrame.RightHand] --Update the progress bars. if BothControllersUpStartTime and not MenuToggleReached then local DeltaTimePercent = (tick() - BothControllersUpStartTime) / MENU_OPEN_TIME_REQUIREMENT LeftAdorn.Size = Vector3.new(0.1, 0, 0.25 * DeltaTimePercent) RightAdorn.Size = Vector3.new(0.1, 0, 0.25 * DeltaTimePercent) LeftAdorn.Visible = true RightAdorn.Visible = true --Toggle the menu if the time threshold was reached. if DeltaTimePercent >= 1 then MenuToggleReached = true task.spawn(function() self:Toggle() end) end else LeftAdorn.Visible = false RightAdorn.Visible = false end --[[ Updates the given hint parts. --]] local function UpdateHintParts(Visible,Part,FrontArrow,BackArrow,FrontText,BackText) local TweenData = TweenInfo.new(0.25) TweenService:Create(Part,TweenData,{ Size = Visible and Vector3.new(1, 1, 0) or Vector3.new(1.5, 1.5, 0) }):Play() TweenService:Create(FrontArrow,TweenData,{ ImageTransparency = Visible and 0 or 1 }):Play() TweenService:Create(BackArrow,TweenData,{ ImageTransparency = Visible and 0 or 1 }):Play() TweenService:Create(FrontText,TweenData,{ ImageTransparency = Visible and 0 or 1 }):Play() TweenService:Create(BackText,TweenData,{ ImageTransparency = Visible and 0 or 1 }):Play() end --Update the hints. local LeftHandHintVisible, RightHandHintVisible = self.ScreenGui.Enabled and not LeftHandUp, self.ScreenGui.Enabled and not RightHandUp if self.LeftHandHintVisible ~= LeftHandHintVisible then self.LeftHandHintVisible = LeftHandHintVisible UpdateHintParts(LeftHandHintVisible, LeftMenuToggleHintAdornPart, LeftMenuToggleHintFrontArrow, LeftMenuToggleHintBackArrow, LeftMenuToggleHintFrontText, LeftMenuToggleHintBackText) end if self.RightHandHintVisible ~= RightHandHintVisible then self.RightHandHintVisible = RightHandHintVisible UpdateHintParts(RightHandHintVisible, RightMenuToggleHintAdornPart, RightMenuToggleHintFrontArrow, RightMenuToggleHintBackArrow, RightMenuToggleHintFrontText, RightMenuToggleHintBackText) end local Rotation = (tick() * 10) % 360 LeftMenuToggleHintFrontArrow.Rotation = Rotation LeftMenuToggleHintBackArrow.Rotation = -Rotation RightMenuToggleHintFrontArrow.Rotation = -Rotation RightMenuToggleHintBackArrow.Rotation = Rotation --Wait to poll again. RunService.RenderStepped:Wait() end end) end --[[ Toggles the menu being open. --]] function MainMenu.Toggle(self: MainMenu, Visible: boolean?): () if self.ScreenGui.Enabled == Visible then return end --Determine the start and end values. local StartFieldOfView, EndFieldOfView = (self.ScreenGui.Enabled and math.rad(40) or 0), (self.ScreenGui.Enabled and 0 or math.rad(40)) --Show the menu if it isn't visible. if not self.ScreenGui.Enabled then self.ScreenGui.Enabled = true end --Tween the field of view. local StartTime = tick() while tick() - StartTime < MENU_OPEN_TIME do local Delta = (tick() - StartTime) / MENU_OPEN_TIME Delta = (math.sin((Delta - 0.5) * math.pi) / 2) + 0.5 self.ScreenGui.FieldOfView = StartFieldOfView + ((EndFieldOfView - StartFieldOfView) * Delta) RunService.RenderStepped:Wait() end --Hide thhe menu if it is closed. if EndFieldOfView == 0 then self.ScreenGui.Enabled = false end end --[[ Registers a view. --]] function MainMenu.RegisterView(self: MainMenu, ViewName: string, ViewInstance: any): () warn("MainMenu::RegisterView is deprecated and may be removed in the future. Use MainMenu::CreateView instead.") --Set up the view instance. ViewInstance.Visible = false ViewInstance.Name = ViewName ViewInstance.Parent = self.ViewAdornFrame --Store the view. table.insert(self.Views, ViewInstance) end --[[ Creates a menu view. --]] function MainMenu.CreateView(self: MainMenu, InitialViewName: string): any --Create and store the view. local View = ApiBaseView.new(InitialViewName) View.Frame.Parent = (self :: any).ViewAdornFrame table.insert(self.Views, View) --Connect the events. View:GetPropertyChangedSignal("Name"):Connect(function() self:UpdateVisibleView() end) View.Destroyed:Connect(function() for i = 1, #self.Views do if self.Views[i] == View then table.remove(self.Views, i) if self.CurrentView > i then self.CurrentView += -1 end break end end self:UpdateVisibleView() end) return View end --[[ Updates the visible view. --]] function MainMenu.UpdateVisibleView(self: MainMenu, NewView: string?): () --Update the button visibility. self.LeftButton.Visible = (#self.Views > 1) self.RightButton.Visible = (#self.Views > 1) --Update the display text. if NewView then for i, View in self.Views do if View.Name ~= NewView then continue end self.CurrentView = i break end end self.ViewTextLabel.Text = self.Views[self.CurrentView].Name --Update the view visibilites. for i, View in self.Views do View.Visible = (i == self.CurrentView) end end return MainMenu
5,889
TheNexusAvenger/Nexus-VR-Character-Model
TheNexusAvenger-Nexus-VR-Character-Model-c6e3ad0/src/UI/R6Message.luau
--Displays a message if R6 is used. --!strict local MESSAGE_OPEN_TIME = 0.25 local Players = game:GetService("Players") local RunService = game:GetService("RunService") local NexusVRCharacterModel = script.Parent.Parent local NexusButton = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusButton")) local NexusVRCore = require(NexusVRCharacterModel:WaitForChild("Packages"):WaitForChild("NexusVRCore")) local TextButtonFactory = NexusButton.TextButtonFactory.CreateDefault(Color3.fromRGB(0, 170, 255)) TextButtonFactory:SetDefault("Theme", "RoundedCorners") local ScreenGui3D = NexusVRCore.ScreenGui3D local R6Message = {} R6Message.__index = R6Message export type R6Message = { ScreenGui: any, } & typeof(setmetatable({}, R6Message)) --[[ Creates the R6 message. --]] function R6Message.new(): R6Message --Set up the ScreenGui. local MessageScreenGui = ScreenGui3D.new() MessageScreenGui.ResetOnSpawn = false MessageScreenGui.Enabled = false MessageScreenGui.CanvasSize = Vector2.new(500, 500) MessageScreenGui.FieldOfView = 0 MessageScreenGui.Easing = 0.25 --Create the object. local self = setmetatable({ ScreenGui = MessageScreenGui, }, R6Message) :: R6Message --Create the logo and message. local Logo = Instance.new("ImageLabel") Logo.BackgroundTransparency = 1 Logo.Size = UDim2.new(0.4, 0, 0.4, 0) Logo.Position = UDim2.new(0.3, 0, -0.1, 0) Logo.Image = "http://www.roblox.com/asset/?id=1499731139" Logo.Parent = MessageScreenGui:GetContainer() local UpperText = Instance.new("TextLabel") UpperText.BackgroundTransparency = 1 UpperText.Size = UDim2.new(0.8, 0, 0.1, 0) UpperText.Position = UDim2.new(0.1, 0, 0.25, 0) UpperText.Font = Enum.Font.SourceSansBold UpperText.Text = "R6 Not Supported" UpperText.TextScaled = true UpperText.TextColor3 = Color3.fromRGB(255, 255, 255) UpperText.TextStrokeColor3 = Color3.fromRGB(0, 0, 0) UpperText.TextStrokeTransparency = 0 UpperText.Parent = MessageScreenGui:GetContainer() local LowerText = Instance.new("TextLabel") LowerText.BackgroundTransparency = 1 LowerText.Size = UDim2.new(0.8, 0, 0.25, 0) LowerText.Position = UDim2.new(0.1, 0, 0.4, 0) LowerText.Font = Enum.Font.SourceSansBold LowerText.Text = "Nexus VR Character Model does not support using R6. Use R15 instead." LowerText.TextScaled = true LowerText.TextColor3 = Color3.fromRGB(255, 255, 255) LowerText.TextStrokeColor3 = Color3.fromRGB(0, 0, 0) LowerText.TextStrokeTransparency = 0 LowerText.Parent = MessageScreenGui:GetContainer() --Create and connect the close button. local CloseButton, CloseText = TextButtonFactory:Create() CloseButton.Size = UDim2.new(0.3, 0, 0.1, 0) CloseButton.Position = UDim2.new(0.35, 0, 0.7, 0) CloseButton.Parent = MessageScreenGui:GetContainer() CloseText.Text = "Ok" CloseButton.MouseButton1Down:Connect(function() self:SetOpen(false) MessageScreenGui:Destroy() end) --Parent the message. MessageScreenGui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui") return self end --[[ Sets the window open or closed. --]] function R6Message.SetOpen(self: R6Message, Open: boolean): () --Determine the start and end values. local StartFieldOfView, EndFieldOfView = (Open and 0 or math.rad(40)), (Open and math.rad(40) or 0) --Show the message if it isn't visible. if Open then self.ScreenGui.Enabled = true end --Tween the field of view. local StartTime = tick() while tick() - StartTime < MESSAGE_OPEN_TIME do local Delta = (tick() - StartTime) / MESSAGE_OPEN_TIME Delta = (math.sin((Delta - 0.5) * math.pi) / 2) + 0.5 self.ScreenGui.FieldOfView = StartFieldOfView + ((EndFieldOfView - StartFieldOfView) * Delta) RunService.RenderStepped:Wait() end --Hide thhe message if it is closed. if EndFieldOfView == 0 then self.ScreenGui.Enabled = false end end --[[ Opens the message. --]] function R6Message.Open(self: R6Message): () self:SetOpen(true) end return R6Message
1,196