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MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Action/init.lua
--!strict return { UNINITIALIZED = 0x00000000, -- (0x000) -- group 0x000: stationary actions IDLE = 0x0C400201, -- (0x001 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) START_SLEEPING = 0x0C400202, -- (0x002 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) SLEEPING = 0x0C000203, -- (0x003 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) WAKING_UP = 0x0C000204, -- (0x004 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) PANTING = 0x0C400205, -- (0x005 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) HOLD_PANTING_UNUSED = 0x08000206, -- (0x006 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) HOLD_IDLE = 0x08000207, -- (0x007 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) HOLD_HEAVY_IDLE = 0x08000208, -- (0x008 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) STANDING_AGAINST_WALL = 0x0C400209, -- (0x009 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) COUGHING = 0x0C40020A, -- (0x00A | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) SHIVERING = 0x0C40020B, -- (0x00B | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) IN_QUICKSAND = 0x0002020D, -- (0x00D | FLAG_STATIONARY | FLAG_INVULNERABLE) UNKNOWN_0002020E = 0x0002020E, -- (0x00E | FLAG_STATIONARY | FLAG_INVULNERABLE) CROUCHING = 0x0C008220, -- (0x020 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) START_CROUCHING = 0x0C008221, -- (0x021 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) STOP_CROUCHING = 0x0C008222, -- (0x022 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) START_CRAWLING = 0x0C008223, -- (0x023 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) STOP_CRAWLING = 0x0C008224, -- (0x024 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) SLIDE_KICK_SLIDE_STOP = 0x08000225, -- (0x025 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) SHOCKWAVE_BOUNCE = 0x00020226, -- (0x026 | FLAG_STATIONARY | FLAG_INVULNERABLE) FIRST_PERSON = 0x0C000227, -- (0x027 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) BACKFLIP_LAND_STOP = 0x0800022F, -- (0x02F | FLAG_STATIONARY | FLAG_PAUSE_EXIT) JUMP_LAND_STOP = 0x0C000230, -- (0x030 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) DOUBLE_JUMP_LAND_STOP = 0x0C000231, -- (0x031 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) FREEFALL_LAND_STOP = 0x0C000232, -- (0x032 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) SIDE_FLIP_LAND_STOP = 0x0C000233, -- (0x033 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) HOLD_JUMP_LAND_STOP = 0x08000234, -- (0x034 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) HOLD_FREEFALL_LAND_STOP = 0x08000235, -- (0x035 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) AIR_THROW_LAND = 0x80000A36, -- (0x036 | FLAG_STATIONARY | FLAG_AIR | FLAG_THROWING) TWIRL_LAND = 0x18800238, -- (0x038 | FLAG_STATIONARY | FLAG_ATTACKING | FLAG_PAUSE_EXIT | FLAG_SWIMMING_OR_FLYING) LAVA_BOOST_LAND = 0x08000239, -- (0x039 | FLAG_STATIONARY | FLAG_PAUSE_EXIT) TRIPLE_JUMP_LAND_STOP = 0x0800023A, -- (0x03A | FLAG_STATIONARY | FLAG_PAUSE_EXIT) LONG_JUMP_LAND_STOP = 0x0800023B, -- (0x03B | FLAG_STATIONARY | FLAG_PAUSE_EXIT) GROUND_POUND_LAND = 0x0080023C, -- (0x03C | FLAG_STATIONARY | FLAG_ATTACKING) BRAKING_STOP = 0x0C00023D, -- (0x03D | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) BUTT_SLIDE_STOP = 0x0C00023E, -- (0x03E | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT) HOLD_BUTT_SLIDE_STOP = 0x0800043F, -- (0x03F | FLAG_MOVING | FLAG_PAUSE_EXIT) -- group 0x040: moving (ground) actions WALKING = 0x04000440, -- (0x040 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) HOLD_WALKING = 0x00000442, -- (0x042 | FLAG_MOVING) TURNING_AROUND = 0x00000443, -- (0x043 | FLAG_MOVING) FINISH_TURNING_AROUND = 0x00000444, -- (0x044 | FLAG_MOVING) BRAKING = 0x04000445, -- (0x045 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) RIDING_SHELL_GROUND = 0x20810446, -- (0x046 | FLAG_MOVING | FLAG_RIDING_SHELL | FLAG_ATTACKING | FLAG_WATER_OR_TEXT) HOLD_HEAVY_WALKING = 0x00000447, -- (0x047 | FLAG_MOVING) CRAWLING = 0x04008448, -- (0x048 | FLAG_MOVING | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON) BURNING_GROUND = 0x00020449, -- (0x049 | FLAG_MOVING | FLAG_INVULNERABLE) DECELERATING = 0x0400044A, -- (0x04A | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) HOLD_DECELERATING = 0x0000044B, -- (0x04B | FLAG_MOVING) BEGIN_SLIDING = 0x00000050, -- (0x050) HOLD_BEGIN_SLIDING = 0x00000051, -- (0x051) BUTT_SLIDE = 0x00840452, -- (0x052 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_ATTACKING) STOMACH_SLIDE = 0x008C0453, -- (0x053 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_DIVING | FLAG_ATTACKING) HOLD_BUTT_SLIDE = 0x00840454, -- (0x054 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_ATTACKING) HOLD_STOMACH_SLIDE = 0x008C0455, -- (0x055 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_DIVING | FLAG_ATTACKING) DIVE_SLIDE = 0x00880456, -- (0x056 | FLAG_MOVING | FLAG_DIVING | FLAG_ATTACKING) MOVE_PUNCHING = 0x00800457, -- (0x057 | FLAG_MOVING | FLAG_ATTACKING) CROUCH_SLIDE = 0x04808459, -- (0x059 | FLAG_MOVING | FLAG_SHORT_HITBOX | FLAG_ATTACKING | FLAG_ALLOW_FIRST_PERSON) SLIDE_KICK_SLIDE = 0x0080045A, -- (0x05A | FLAG_MOVING | FLAG_ATTACKING) HARD_BACKWARD_GROUND_KB = 0x00020460, -- (0x060 | FLAG_MOVING | FLAG_INVULNERABLE) HARD_FORWARD_GROUND_KB = 0x00020461, -- (0x061 | FLAG_MOVING | FLAG_INVULNERABLE) BACKWARD_GROUND_KB = 0x00020462, -- (0x062 | FLAG_MOVING | FLAG_INVULNERABLE) FORWARD_GROUND_KB = 0x00020463, -- (0x063 | FLAG_MOVING | FLAG_INVULNERABLE) SOFT_BACKWARD_GROUND_KB = 0x00020464, -- (0x064 | FLAG_MOVING | FLAG_INVULNERABLE) SOFT_FORWARD_GROUND_KB = 0x00020465, -- (0x065 | FLAG_MOVING | FLAG_INVULNERABLE) GROUND_BONK = 0x00020466, -- (0x066 | FLAG_MOVING | FLAG_INVULNERABLE) DEATH_EXIT_LAND = 0x00020467, -- (0x067 | FLAG_MOVING | FLAG_INVULNERABLE) JUMP_LAND = 0x04000470, -- (0x070 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) FREEFALL_LAND = 0x04000471, -- (0x071 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) DOUBLE_JUMP_LAND = 0x04000472, -- (0x072 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) SIDE_FLIP_LAND = 0x04000473, -- (0x073 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) HOLD_JUMP_LAND = 0x00000474, -- (0x074 | FLAG_MOVING) HOLD_FREEFALL_LAND = 0x00000475, -- (0x075 | FLAG_MOVING) QUICKSAND_JUMP_LAND = 0x00000476, -- (0x076 | FLAG_MOVING) HOLD_QUICKSAND_JUMP_LAND = 0x00000477, -- (0x077 | FLAG_MOVING) TRIPLE_JUMP_LAND = 0x04000478, -- (0x078 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) LONG_JUMP_LAND = 0x00000479, -- (0x079 | FLAG_MOVING) BACKFLIP_LAND = 0x0400047A, -- (0x07A | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON) -- group 0x080: airborne actions JUMP = 0x03000880, -- (0x080 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) DOUBLE_JUMP = 0x03000881, -- (0x081 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) TRIPLE_JUMP = 0x01000882, -- (0x082 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) BACKFLIP = 0x01000883, -- (0x083 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) STEEP_JUMP = 0x03000885, -- (0x085 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) WALL_KICK_AIR = 0x03000886, -- (0x086 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) SIDE_FLIP = 0x01000887, -- (0x087 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) LONG_JUMP = 0x03000888, -- (0x088 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) WATER_JUMP = 0x01000889, -- (0x089 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) DIVE = 0x0188088A, -- (0x08A | FLAG_AIR | FLAG_DIVING | FLAG_ATTACKING | FLAG_ALLOW_VERTICAL_WIND_ACTION) FREEFALL = 0x0100088C, -- (0x08C | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) TOP_OF_POLE_JUMP = 0x0300088D, -- (0x08D | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) BUTT_SLIDE_AIR = 0x0300088E, -- (0x08E | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) FLYING_TRIPLE_JUMP = 0x03000894, -- (0x094 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) SHOT_FROM_CANNON = 0x00880898, -- (0x098 | FLAG_AIR | FLAG_DIVING | FLAG_ATTACKING) FLYING = 0x10880899, -- (0x099 | FLAG_AIR | FLAG_DIVING | FLAG_ATTACKING | FLAG_SWIMMING_OR_FLYING) RIDING_SHELL_JUMP = 0x0281089A, -- (0x09A | FLAG_AIR | FLAG_RIDING_SHELL | FLAG_ATTACKING | FLAG_CONTROL_JUMP_HEIGHT) RIDING_SHELL_FALL = 0x0081089B, -- (0x09B | FLAG_AIR | FLAG_RIDING_SHELL | FLAG_ATTACKING) VERTICAL_WIND = 0x1008089C, -- (0x09C | FLAG_AIR | FLAG_DIVING | FLAG_SWIMMING_OR_FLYING) HOLD_JUMP = 0x030008A0, -- (0x0A0 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) HOLD_FREEFALL = 0x010008A1, -- (0x0A1 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) HOLD_BUTT_SLIDE_AIR = 0x010008A2, -- (0x0A2 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) HOLD_WATER_JUMP = 0x010008A3, -- (0x0A3 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) TWIRLING = 0x108008A4, -- (0x0A4 | FLAG_AIR | FLAG_ATTACKING | FLAG_SWIMMING_OR_FLYING) FORWARD_ROLLOUT = 0x010008A6, -- (0x0A6 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) AIR_HIT_WALL = 0x000008A7, -- (0x0A7 | FLAG_AIR) RIDING_HOOT = 0x000004A8, -- (0x0A8 | FLAG_MOVING) GROUND_POUND = 0x008008A9, -- (0x0A9 | FLAG_AIR | FLAG_ATTACKING) SLIDE_KICK = 0x018008AA, -- (0x0AA | FLAG_AIR | FLAG_ATTACKING | FLAG_ALLOW_VERTICAL_WIND_ACTION) AIR_THROW = 0x830008AB, -- (0x0AB | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT | FLAG_THROWING) JUMP_KICK = 0x018008AC, -- (0x0AC | FLAG_AIR | FLAG_ATTACKING | FLAG_ALLOW_VERTICAL_WIND_ACTION) BACKWARD_ROLLOUT = 0x010008AD, -- (0x0AD | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION) CRAZY_BOX_BOUNCE = 0x000008AE, -- (0x0AE | FLAG_AIR) SPECIAL_TRIPLE_JUMP = 0x030008AF, -- (0x0AF | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT) BACKWARD_AIR_KB = 0x010208B0, -- (0x0B0 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) FORWARD_AIR_KB = 0x010208B1, -- (0x0B1 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) HARD_FORWARD_AIR_KB = 0x010208B2, -- (0x0B2 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) HARD_BACKWARD_AIR_KB = 0x010208B3, -- (0x0B3 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) BURNING_JUMP = 0x010208B4, -- (0x0B4 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) BURNING_FALL = 0x010208B5, -- (0x0B5 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) SOFT_BONK = 0x010208B6, -- (0x0B6 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) LAVA_BOOST = 0x010208B7, -- (0x0B7 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) GETTING_BLOWN = 0x010208B8, -- (0x0B8 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) THROWN_FORWARD = 0x010208BD, -- (0x0BD | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) THROWN_BACKWARD = 0x010208BE, -- (0x0BE | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION) -- group 0x0C0: submerged actions WATER_IDLE = 0x380022C0, -- (0x0C0 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_PAUSE_EXIT | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) HOLD_WATER_IDLE = 0x380022C1, -- (0x0C1 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_PAUSE_EXIT | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_ACTION_END = 0x300022C2, -- (0x0C2 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) HOLD_WATER_ACTION_END = 0x300022C3, -- (0x0C3 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) DROWNING = 0x300032C4, -- (0x0C4 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) BACKWARD_WATER_KB = 0x300222C5, -- (0x0C5 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) FORWARD_WATER_KB = 0x300222C6, -- (0x0C6 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_DEATH = 0x300032C7, -- (0x0C7 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_SHOCKED = 0x300222C8, -- (0x0C8 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) BREASTSTROKE = 0x300024D0, -- (0x0D0 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) SWIMMING_END = 0x300024D1, -- (0x0D1 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) FLUTTER_KICK = 0x300024D2, -- (0x0D2 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) HOLD_BREASTSTROKE = 0x300024D3, -- (0x0D3 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) HOLD_SWIMMING_END = 0x300024D4, -- (0x0D4 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) HOLD_FLUTTER_KICK = 0x300024D5, -- (0x0D5 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_SHELL_SWIMMING = 0x300024D6, -- (0x0D6 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_THROW = 0x300024E0, -- (0x0E0 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_PUNCH = 0x300024E1, -- (0x0E1 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) WATER_PLUNGE = 0x300022E2, -- (0x0E2 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) CAUGHT_IN_WHIRLPOOL = 0x300222E3, -- (0x0E3 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT) METAL_WATER_STANDING = 0x080042F0, -- (0x0F0 | FLAG_STATIONARY | FLAG_METAL_WATER | FLAG_PAUSE_EXIT) HOLD_METAL_WATER_STANDING = 0x080042F1, -- (0x0F1 | FLAG_STATIONARY | FLAG_METAL_WATER | FLAG_PAUSE_EXIT) METAL_WATER_WALKING = 0x000044F2, -- (0x0F2 | FLAG_MOVING | FLAG_METAL_WATER) HOLD_METAL_WATER_WALKING = 0x000044F3, -- (0x0F3 | FLAG_MOVING | FLAG_METAL_WATER) METAL_WATER_FALLING = 0x000042F4, -- (0x0F4 | FLAG_STATIONARY | FLAG_METAL_WATER) HOLD_METAL_WATER_FALLING = 0x000042F5, -- (0x0F5 | FLAG_STATIONARY | FLAG_METAL_WATER) METAL_WATER_FALL_LAND = 0x000042F6, -- (0x0F6 | FLAG_STATIONARY | FLAG_METAL_WATER) HOLD_METAL_WATER_FALL_LAND = 0x000042F7, -- (0x0F7 | FLAG_STATIONARY | FLAG_METAL_WATER) METAL_WATER_JUMP = 0x000044F8, -- (0x0F8 | FLAG_MOVING | FLAG_METAL_WATER) HOLD_METAL_WATER_JUMP = 0x000044F9, -- (0x0F9 | FLAG_MOVING | FLAG_METAL_WATER) METAL_WATER_JUMP_LAND = 0x000044FA, -- (0x0FA | FLAG_MOVING | FLAG_METAL_WATER) HOLD_METAL_WATER_JUMP_LAND = 0x000044FB, -- (0x0FB | FLAG_MOVING | FLAG_METAL_WATER) -- group 0x100: cutscene actions DISAPPEARED = 0x00001300, -- (0x100 | FLAG_STATIONARY | FLAG_INTANGIBLE) INTRO_CUTSCENE = 0x04001301, -- (0x101 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_ALLOW_FIRST_PERSON) STAR_DANCE_EXIT = 0x00001302, -- (0x102 | FLAG_STATIONARY | FLAG_INTANGIBLE) STAR_DANCE_WATER = 0x00001303, -- (0x103 | FLAG_STATIONARY | FLAG_INTANGIBLE) FALL_AFTER_STAR_GRAB = 0x00001904, -- (0x104 | FLAG_AIR | FLAG_INTANGIBLE) READING_AUTOMATIC_DIALOG = 0x20001305, -- (0x105 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_WATER_OR_TEXT) READING_NPC_DIALOG = 0x20001306, -- (0x106 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_WATER_OR_TEXT) STAR_DANCE_NO_EXIT = 0x00001307, -- (0x107 | FLAG_STATIONARY | FLAG_INTANGIBLE) READING_SIGN = 0x00001308, -- (0x108 | FLAG_STATIONARY | FLAG_INTANGIBLE) JUMBO_STAR_CUTSCENE = 0x00001909, -- (0x109 | FLAG_AIR | FLAG_INTANGIBLE) WAITING_FOR_DIALOG = 0x0000130A, -- (0x10A | FLAG_STATIONARY | FLAG_INTANGIBLE) DEBUG_FREE_MOVE = 0x0000130F, -- (0x10F | FLAG_STATIONARY | FLAG_INTANGIBLE) STANDING_DEATH = 0x00021311, -- (0x111 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) QUICKSAND_DEATH = 0x00021312, -- (0x112 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) ELECTROCUTION = 0x00021313, -- (0x113 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) SUFFOCATION = 0x00021314, -- (0x114 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) DEATH_ON_STOMACH = 0x00021315, -- (0x115 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) DEATH_ON_BACK = 0x00021316, -- (0x116 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) EATEN_BY_BUBBA = 0x00021317, -- (0x117 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE) END_PEACH_CUTSCENE = 0x00001918, -- (0x118 | FLAG_AIR | FLAG_INTANGIBLE) CREDITS_CUTSCENE = 0x00001319, -- (0x119 | FLAG_STATIONARY | FLAG_INTANGIBLE) END_WAVING_CUTSCENE = 0x0000131A, -- (0x11A | FLAG_STATIONARY | FLAG_INTANGIBLE) PULLING_DOOR = 0x00001320, -- (0x120 | FLAG_STATIONARY | FLAG_INTANGIBLE) PUSHING_DOOR = 0x00001321, -- (0x121 | FLAG_STATIONARY | FLAG_INTANGIBLE) WARP_DOOR_SPAWN = 0x00001322, -- (0x122 | FLAG_STATIONARY | FLAG_INTANGIBLE) EMERGE_FROM_PIPE = 0x00001923, -- (0x123 | FLAG_AIR | FLAG_INTANGIBLE) SPAWN_SPIN_AIRBORNE = 0x00001924, -- (0x124 | FLAG_AIR | FLAG_INTANGIBLE) SPAWN_SPIN_LANDING = 0x00001325, -- (0x125 | FLAG_STATIONARY | FLAG_INTANGIBLE) EXIT_AIRBORNE = 0x00001926, -- (0x126 | FLAG_AIR | FLAG_INTANGIBLE) EXIT_LAND_SAVE_DIALOG = 0x00001327, -- (0x127 | FLAG_STATIONARY | FLAG_INTANGIBLE) DEATH_EXIT = 0x00001928, -- (0x128 | FLAG_AIR | FLAG_INTANGIBLE) UNUSED_DEATH_EXIT = 0x00001929, -- (0x129 | FLAG_AIR | FLAG_INTANGIBLE) FALLING_DEATH_EXIT = 0x0000192A, -- (0x12A | FLAG_AIR | FLAG_INTANGIBLE) SPECIAL_EXIT_AIRBORNE = 0x0000192B, -- (0x12B | FLAG_AIR | FLAG_INTANGIBLE) SPECIAL_DEATH_EXIT = 0x0000192C, -- (0x12C | FLAG_AIR | FLAG_INTANGIBLE) FALLING_EXIT_AIRBORNE = 0x0000192D, -- (0x12D | FLAG_AIR | FLAG_INTANGIBLE) UNLOCKING_KEY_DOOR = 0x0000132E, -- (0x12E | FLAG_STATIONARY | FLAG_INTANGIBLE) UNLOCKING_STAR_DOOR = 0x0000132F, -- (0x12F | FLAG_STATIONARY | FLAG_INTANGIBLE) ENTERING_STAR_DOOR = 0x00001331, -- (0x131 | FLAG_STATIONARY | FLAG_INTANGIBLE) SPAWN_NO_SPIN_AIRBORNE = 0x00001932, -- (0x132 | FLAG_AIR | FLAG_INTANGIBLE) SPAWN_NO_SPIN_LANDING = 0x00001333, -- (0x133 | FLAG_STATIONARY | FLAG_INTANGIBLE) BBH_ENTER_JUMP = 0x00001934, -- (0x134 | FLAG_AIR | FLAG_INTANGIBLE) BBH_ENTER_SPIN = 0x00001535, -- (0x135 | FLAG_MOVING | FLAG_INTANGIBLE) TELEPORT_FADE_OUT = 0x00001336, -- (0x136 | FLAG_STATIONARY | FLAG_INTANGIBLE) TELEPORT_FADE_IN = 0x00001337, -- (0x137 | FLAG_STATIONARY | FLAG_INTANGIBLE) SHOCKED = 0x00020338, -- (0x138 | FLAG_STATIONARY | FLAG_INVULNERABLE) SQUISHED = 0x00020339, -- (0x139 | FLAG_STATIONARY | FLAG_INVULNERABLE) HEAD_STUCK_IN_GROUND = 0x0002033A, -- (0x13A | FLAG_STATIONARY | FLAG_INVULNERABLE) BUTT_STUCK_IN_GROUND = 0x0002033B, -- (0x13B | FLAG_STATIONARY | FLAG_INVULNERABLE) FEET_STUCK_IN_GROUND = 0x0002033C, -- (0x13C | FLAG_STATIONARY | FLAG_INVULNERABLE) PUTTING_ON_CAP = 0x0000133D, -- (0x13D | FLAG_STATIONARY | FLAG_INTANGIBLE) -- group 0x140: "automatic" actions HOLDING_POLE = 0x08100340, -- (0x140 | FLAG_STATIONARY | FLAG_ON_POLE | FLAG_PAUSE_EXIT) GRAB_POLE_SLOW = 0x00100341, -- (0x141 | FLAG_STATIONARY | FLAG_ON_POLE) GRAB_POLE_FAST = 0x00100342, -- (0x142 | FLAG_STATIONARY | FLAG_ON_POLE) CLIMBING_POLE = 0x00100343, -- (0x143 | FLAG_STATIONARY | FLAG_ON_POLE) TOP_OF_POLE_TRANSITION = 0x00100344, -- (0x144 | FLAG_STATIONARY | FLAG_ON_POLE) TOP_OF_POLE = 0x00100345, -- (0x145 | FLAG_STATIONARY | FLAG_ON_POLE) START_HANGING = 0x08200348, -- (0x148 | FLAG_STATIONARY | FLAG_HANGING | FLAG_PAUSE_EXIT) HANGING = 0x00200349, -- (0x149 | FLAG_STATIONARY | FLAG_HANGING) HANG_MOVING = 0x0020054A, -- (0x14A | FLAG_MOVING | FLAG_HANGING) LEDGE_GRAB = 0x0800034B, -- (0x14B | FLAG_STATIONARY | FLAG_PAUSE_EXIT) LEDGE_CLIMB_SLOW = 0x0000054C, -- (0x14C | FLAG_MOVING) LEDGE_CLIMB_DOWN = 0x0000054D, -- (0x14D | FLAG_MOVING) LEDGE_CLIMB_FAST = 0x0000054E, -- (0x14E | FLAG_MOVING) GRABBED = 0x00020370, -- (0x170 | FLAG_STATIONARY | FLAG_INVULNERABLE) IN_CANNON = 0x00001371, -- (0x171 | FLAG_STATIONARY | FLAG_INTANGIBLE) TORNADO_TWIRLING = 0x10020372, -- (0x172 | FLAG_STATIONARY | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING) -- group 0x180: object actions PUNCHING = 0x00800380, -- (0x180 | FLAG_STATIONARY | FLAG_ATTACKING) PICKING_UP = 0x00000383, -- (0x183 | FLAG_STATIONARY) DIVE_PICKING_UP = 0x00000385, -- (0x185 | FLAG_STATIONARY) STOMACH_SLIDE_STOP = 0x00000386, -- (0x186 | FLAG_STATIONARY) PLACING_DOWN = 0x00000387, -- (0x187 | FLAG_STATIONARY) THROWING = 0x80000588, -- (0x188 | FLAG_MOVING | FLAG_THROWING) HEAVY_THROW = 0x80000589, -- (0x189 | FLAG_MOVING | FLAG_THROWING) PICKING_UP_BOWSER = 0x00000390, -- (0x190 | FLAG_STATIONARY) HOLDING_BOWSER = 0x00000391, -- (0x191 | FLAG_STATIONARY) RELEASING_BOWSER = 0x00000392, -- (0x192 | FLAG_STATIONARY) }
7,809
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Buttons.lua
--!strict return { A_BUTTON = 0x8000, B_BUTTON = 0x4000, L_TRIG = 0x0020, R_TRIG = 0x0010, Z_TRIG = 0x2000, START_BUTTON = 0x1000, U_JPAD = 0x0800, L_JPAD = 0x0200, R_JPAD = 0x0100, D_JPAD = 0x0400, U_CBUTTONS = 0x0008, L_CBUTTONS = 0x0002, R_CBUTTONS = 0x0001, D_CBUTTONS = 0x0004, }
149
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/InputFlags.lua
--!strict return { NONZERO_ANALOG = 0x0001, A_PRESSED = 0x0002, OFF_FLOOR = 0x0004, ABOVE_SLIDE = 0x0008, FIRST_PERSON = 0x0010, NO_MOVEMENT = 0x0020, SQUISHED = 0x0040, A_DOWN = 0x0080, IN_POISON_GAS = 0x0100, IN_WATER = 0x0200, STOMPED = 0x0400, INTERACT_OBJ_GRABBABLE = 0x0800, UNKNOWN_12 = 0x1000, B_PRESSED = 0x2000, Z_DOWN = 0x4000, Z_PRESSED = 0x8000, }
177
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Cap.lua
--!strict return { DEFAULT_CAP_ON = 0, DEFAULT_CAP_OFF = 1, WING_CAP_ON = 2, WING_CAP_OFF = 3, }
39
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Flags.lua
--!strict local MarioFlags = { NORMAL_CAP = 0x00000001, VANISH_CAP = 0x00000002, METAL_CAP = 0x00000004, WING_CAP = 0x00000008, CAP_ON_HEAD = 0x00000010, CAP_IN_HAND = 0x00000020, METAL_SHOCK = 0x00000040, TELEPORTING = 0x00000080, MOVING_UP_IN_AIR = 0x00000100, ACTION_SOUND_PLAYED = 0x00010000, MARIO_SOUND_PLAYED = 0x00020000, FALLING_FAR = 0x00040000, PUNCHING = 0x00100000, KICKING = 0x00200000, TRIPPING = 0x00400000, } MarioFlags.SPECIAL_CAPS = MarioFlags.VANISH_CAP + MarioFlags.METAL_CAP + MarioFlags.WING_CAP MarioFlags.CAPS = MarioFlags.NORMAL_CAP + MarioFlags.SPECIAL_CAPS return MarioFlags
239
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Hands.lua
--!strict return { FISTS = 0, OPEN = 1, PEACE_SIGN = 2, HOLDING_CAP = 3, HOLDING_WING_CAP = 4, RIGHT_OPEN = 5, }
52
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Input.lua
--!strict return { NONZERO_ANALOG = 0x0001, A_PRESSED = 0x0002, OFF_FLOOR = 0x0004, ABOVE_SLIDE = 0x0008, FIRST_PERSON = 0x0010, NO_MOVEMENT = 0x0020, SQUISHED = 0x0040, A_DOWN = 0x0080, IN_POISON_GAS = 0x0100, IN_WATER = 0x0200, STOMPED = 0x0400, INTERACT_OBJ_GRABBABLE = 0x0800, B_PRESSED = 0x2000, Z_DOWN = 0x4000, Z_PRESSED = 0x8000, }
166
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/ParticleFlags.lua
--!strict return { DUST = bit32.lshift(1, 0), VERTICAL_STAR = bit32.lshift(1, 1), SPARKLES = bit32.lshift(1, 3), HORIZONTAL_STAR = bit32.lshift(1, 4), BUBBLE = bit32.lshift(1, 5), WATER_SPLASH = bit32.lshift(1, 6), IDLE_WATER_WAVE = bit32.lshift(1, 7), SHALLOW_WATER_WAVE = bit32.lshift(1, 8), PLUNGE_BUBBLE = bit32.lshift(1, 9), WAVE_TRAIL = bit32.lshift(1, 10), FIRE = bit32.lshift(1, 11), SHALLOW_WATER_SPLASH = bit32.lshift(1, 12), LEAF = bit32.lshift(1, 13), SNOW = bit32.lshift(1, 14), DIRT = bit32.lshift(1, 15), MIST_CIRCLE = bit32.lshift(1, 16), BREATH = bit32.lshift(1, 17), TRIANGLE = bit32.lshift(1, 18), }
272
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Steps/Air.lua
--!strict return { NONE = 0, LANDED = 1, HIT_WALL = 2, GRABBED_LEDGE = 3, GRABBED_CEILING = 4, HIT_LAVA_WALL = 6, CHECK_LEDGE_GRAB = 1, CHECK_HANG = 2, }
72
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/Steps/Ground.lua
--!strict return { LEFT_GROUND = 0, NONE = 1, HIT_WALL = 2, HIT_WALL_STOP_QSTEPS = 2, HIT_WALL_CONTINUE_QSTEPS = 3, }
49
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/SurfaceClass.lua
--!strict return { DEFAULT = 0x0000, VERY_SLIPPERY = 0x0013, SLIPPERY = 0x0014, NOT_SLIPPERY = 0x0015, }
54
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/TerrainType.lua
--!strict local TerrainType = { DEFAULT = 0, GRASS = 1, WATER = 2, STONE = 3, SPOOKY = 4, SNOW = 5, ICE = 6, SAND = 7, METAL = 8, } TerrainType.FROM_MATERIAL = { [Enum.Material.Mud] = TerrainType.GRASS, [Enum.Material.Grass] = TerrainType.GRASS, [Enum.Material.Ground] = TerrainType.GRASS, [Enum.Material.LeafyGrass] = TerrainType.GRASS, [Enum.Material.Ice] = TerrainType.ICE, [Enum.Material.Marble] = TerrainType.ICE, [Enum.Material.Glacier] = TerrainType.ICE, [Enum.Material.Wood] = TerrainType.SPOOKY, [Enum.Material.WoodPlanks] = TerrainType.SPOOKY, [Enum.Material.Foil] = TerrainType.METAL, [Enum.Material.Metal] = TerrainType.METAL, [Enum.Material.DiamondPlate] = TerrainType.METAL, [Enum.Material.CorrodedMetal] = TerrainType.METAL, [Enum.Material.Rock] = TerrainType.STONE, [Enum.Material.Salt] = TerrainType.STONE, [Enum.Material.Brick] = TerrainType.STONE, [Enum.Material.Slate] = TerrainType.STONE, [Enum.Material.Basalt] = TerrainType.STONE, [Enum.Material.Pebble] = TerrainType.STONE, [Enum.Material.Granite] = TerrainType.STONE, [Enum.Material.Sandstone] = TerrainType.STONE, [Enum.Material.Cobblestone] = TerrainType.STONE, [Enum.Material.CrackedLava] = TerrainType.STONE, [Enum.Material.Snow] = TerrainType.SNOW, [Enum.Material.Sand] = TerrainType.SAND, [Enum.Material.Water] = TerrainType.WATER, [Enum.Material.Fabric] = TerrainType.SNOW, } return TerrainType
460
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Enums/init.lua
--!strict local Enums = { Action = require(script.Action), Buttons = require(script.Buttons), ActionFlags = require(script.Action.Flags), ActionGroups = require(script.Action.Groups), MarioCap = require(script.Mario.Cap), MarioEyes = require(script.Mario.Eyes), MarioFlags = require(script.Mario.Flags), MarioHands = require(script.Mario.Hands), MarioInput = require(script.Mario.Input), AirStep = require(script.Steps.Air), WaterStep = require(script.Steps.Water), GroundStep = require(script.Steps.Ground), FloorType = require(script.FloorType), InputFlags = require(script.InputFlags), ModelFlags = require(script.ModelFlags), SurfaceClass = require(script.SurfaceClass), TerrainType = require(script.TerrainType), ParticleFlags = require(script.ParticleFlags), } local nameIndex: { [any]: { [number]: string } } = {} function Enums.GetName(map, value): string if not nameIndex[map] then local index = {} for name, value in pairs(map) do index[value] = name end nameIndex[map] = index end return nameIndex[map][value] end return table.freeze(Enums)
268
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Mario/Airborne/init.server.lua
--!strict local System = require(script.Parent) local Animations = System.Animations local Sounds = System.Sounds local Enums = System.Enums local Util = System.Util local Action = Enums.Action local ActionFlags = Enums.ActionFlags local AirStep = Enums.AirStep local MarioEyes = Enums.MarioEyes local InputFlags = Enums.InputFlags local MarioFlags = Enums.MarioFlags local ParticleFlags = Enums.ParticleFlags type Mario = System.Mario ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Helpers ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local function stopRising(m: Mario) if m.Velocity.Y > 0 then m.Velocity *= Vector3.new(1, 0, 1) end end local function playFlipSounds(m: Mario, frame1: number, frame2: number, frame3: number) local animFrame = m.AnimFrame if animFrame == frame1 or animFrame == frame2 or animFrame == frame3 then m:PlaySound(Sounds.ACTION_SPIN) end end local function playKnockbackSound(m: Mario) if m.ActionArg == 0 and math.abs(m.ForwardVel) >= 28 then m:PlaySoundIfNoFlag(Sounds.MARIO_DOH, MarioFlags.MARIO_SOUND_PLAYED) else m:PlaySoundIfNoFlag(Sounds.MARIO_UH, MarioFlags.MARIO_SOUND_PLAYED) end end local function lavaBoostOnWall(m: Mario) local wall = m.Wall if wall then local angle = Util.Atan2s(wall.Normal.Z, wall.Normal.X) m.FaceAngle = Util.SetY(m.FaceAngle, angle) end if m.ForwardVel < 24 then m.ForwardVel = 24 end if not m.Flags:Has(MarioFlags.METAL_CAP) then m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 12 else 18 end m:PlaySound(Sounds.MARIO_ON_FIRE) m:SetAction(Action.LAVA_BOOST, 1) end local function checkFallDamage(m: Mario, hardFallAction: number): boolean local fallHeight = m.PeakHeight - m.Position.Y local damageHeight = 1150 if m.Action() == Action.TWIRLING then return false end if m.Velocity.Y < -55 and fallHeight > 3000 then m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 16 else 24 m:PlaySound(Sounds.MARIO_ATTACKED) m:SetAction(hardFallAction, 4) elseif fallHeight > damageHeight and not m:FloorIsSlippery() then m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 8 else 12 m:PlaySound(Sounds.MARIO_ATTACKED) m.SquishTimer = 30 end return false end local function checkKickOrDiveInAir(m: Mario): boolean if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(if m.ForwardVel > 28 then Action.DIVE else Action.JUMP_KICK) end return false end local function updateAirWithTurn(m: Mario) local dragThreshold = if m.Action() == Action.LONG_JUMP then 48 else 32 m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.35) if m.Input:Has(InputFlags.NONZERO_ANALOG) then local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y local intendedMag = m.IntendedMag / 32 m.ForwardVel += 1.5 * Util.Coss(intendedDYaw) * intendedMag m.FaceAngle += Vector3int16.new(0, 512 * Util.Sins(intendedDYaw) * intendedMag, 0) end if m.ForwardVel > dragThreshold then m.ForwardVel -= 1 end if m.ForwardVel < -16 then m.ForwardVel += 2 end m.SlideVelX = m.ForwardVel * Util.Sins(m.FaceAngle.Y) m.SlideVelZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y) m.Velocity = Vector3.new(m.SlideVelX, m.Velocity.Y, m.SlideVelZ) end local function updateAirWithoutTurn(m: Mario) local dragThreshold = 32 if m.Action() == Action.LONG_JUMP then dragThreshold = 48 end local sidewaysSpeed = 0 m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.35) if m.Input:Has(InputFlags.NONZERO_ANALOG) then local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y local intendedMag = m.IntendedMag / 32 m.ForwardVel += intendedMag * Util.Coss(intendedDYaw) * 1.5 sidewaysSpeed = intendedMag * Util.Sins(intendedDYaw) * 10 end --! Uncapped air speed. Net positive when moving forward. if m.ForwardVel > dragThreshold then m.ForwardVel -= 1 end if m.ForwardVel < -16 then m.ForwardVel += 2 end m.SlideVelX = m.ForwardVel * Util.Sins(m.FaceAngle.Y) m.SlideVelZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y) m.SlideVelX += sidewaysSpeed * Util.Sins(m.FaceAngle.Y + 0x4000) m.SlideVelZ += sidewaysSpeed * Util.Coss(m.FaceAngle.Y + 0x4000) m.Velocity = Vector3.new(m.SlideVelX, m.Velocity.Y, m.SlideVelZ) end local function updateLavaBoostOrTwirling(m: Mario) if m.Input:Has(InputFlags.NONZERO_ANALOG) then local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y local intendedMag = m.IntendedMag / 32 m.ForwardVel += Util.Coss(intendedDYaw) * intendedMag m.FaceAngle += Vector3int16.new(0, Util.Sins(intendedDYaw) * intendedMag * 1024, 0) if m.ForwardVel < 0 then m.FaceAngle += Vector3int16.new(0, 0x8000, 0) m.ForwardVel *= -1 end if m.ForwardVel > 32 then m.ForwardVel -= 2 end end m.SlideVelX = m.ForwardVel * Util.Sins(m.FaceAngle.Y) m.SlideVelZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y) m.Velocity = Vector3.new(m.SlideVelX, m.Velocity.Y, m.SlideVelZ) end local function updateFlyingYaw(m: Mario) local targetYawVel = -Util.SignedShort(m.Controller.StickX * (m.ForwardVel / 4)) if targetYawVel > 0 then if m.AngleVel.Y < 0 then m.AngleVel += Vector3int16.new(0, 0x40, 0) if m.AngleVel.Y > 0x10 then m.AngleVel = Util.SetY(m.AngleVel, 0x10) end else local y = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x10, 0x20) m.AngleVel = Util.SetY(m.AngleVel, y) end elseif targetYawVel < 0 then if m.AngleVel.Y > 0 then m.AngleVel -= Vector3int16.new(0, 0x40, 0) if m.AngleVel.Y < -0x10 then m.AngleVel = Util.SetY(m.AngleVel, -0x10) end else local y = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x20, 0x10) m.AngleVel = Util.SetY(m.AngleVel, y) end else local y = Util.ApproachInt(m.AngleVel.Y, 0, 0x40) m.AngleVel = Util.SetY(m.AngleVel, y) end m.FaceAngle += Vector3int16.new(0, m.AngleVel.Y, 0) m.FaceAngle = Util.SetZ(m.FaceAngle, 20 * -m.AngleVel.Y) end local function updateFlyingPitch(m: Mario) local targetPitchVel = -Util.SignedShort(m.Controller.StickY * (m.ForwardVel / 5)) if targetPitchVel > 0 then if m.AngleVel.X < 0 then m.AngleVel += Vector3int16.new(0x40, 0, 0) if m.AngleVel.X > 0x20 then m.AngleVel = Util.SetX(m.AngleVel, 0x20) end else local x = Util.ApproachInt(m.AngleVel.X, targetPitchVel, 0x20, 0x40) m.AngleVel = Util.SetX(m.AngleVel, x) end elseif targetPitchVel < 0 then if m.AngleVel.X > 0 then m.AngleVel -= Vector3int16.new(0x40, 0, 0) if m.AngleVel.X < -0x20 then m.AngleVel = Util.SetX(m.AngleVel, -0x20) end else local x = Util.ApproachInt(m.AngleVel.X, targetPitchVel, 0x40, 0x20) m.AngleVel = Util.SetX(m.AngleVel, x) end else local x = Util.ApproachInt(m.AngleVel.X, 0, 0x40) m.AngleVel = Util.SetX(m.AngleVel, x) end end local function updateFlying(m: Mario) updateFlyingPitch(m) updateFlyingYaw(m) m.ForwardVel -= 2 * (m.FaceAngle.X / 0x4000) + 0.1 m.ForwardVel -= 0.5 * (1 - Util.Coss(m.AngleVel.Y)) if m.ForwardVel < 0 then m.ForwardVel = 0 end if m.ForwardVel > 16 then m.FaceAngle += Vector3int16.new((m.ForwardVel - 32) * 6, 0, 0) elseif m.ForwardVel > 4 then m.FaceAngle += Vector3int16.new((m.ForwardVel - 32) * 10, 0, 0) else m.FaceAngle -= Vector3int16.new(0x400, 0, 0) end m.FaceAngle += Vector3int16.new(m.AngleVel.X, 0, 0) if m.FaceAngle.X > 0x2AAA then m.FaceAngle = Util.SetX(m.FaceAngle, 0x2AAA) end if m.FaceAngle.X < -0x2AAA then m.FaceAngle = Util.SetX(m.FaceAngle, -0x2AAA) end local velX = Util.Coss(m.FaceAngle.X) * Util.Sins(m.FaceAngle.Y) m.SlideVelX = m.ForwardVel * velX local velZ = Util.Coss(m.FaceAngle.X) * Util.Coss(m.FaceAngle.Y) m.SlideVelZ = m.ForwardVel * velZ local velY = Util.Sins(m.FaceAngle.X) m.Velocity = m.ForwardVel * Vector3.new(velX, velY, velZ) end local function commonAirActionStep(m: Mario, landAction: number, anim: Animation, stepArg: number): number local stepResult do updateAirWithoutTurn(m) stepResult = m:PerformAirStep(stepArg) end if stepResult == AirStep.NONE then m:SetAnimation(anim) elseif stepResult == AirStep.LANDED then if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then m:SetAction(landAction) end elseif stepResult == AirStep.HIT_WALL then m:SetAnimation(anim) if m.ForwardVel > 16 then m:BonkReflection() m.FaceAngle += Vector3int16.new(0, 0x8000, 0) if m.Wall then m:SetAction(Action.AIR_HIT_WALL) else stopRising(m) if m.ForwardVel >= 38 then m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) m:SetAction(Action.BACKWARD_AIR_KB) else if m.ForwardVel > 8 then m:SetForwardVel(-8) end m:SetAction(Action.SOFT_BONK) end end else m:SetForwardVel(0) end elseif stepResult == AirStep.GRABBED_LEDGE then m:SetAnimation(Animations.IDLE_ON_LEDGE) m:SetAction(Action.LEDGE_GRAB) elseif stepResult == AirStep.GRABBED_CEILING then m:SetAction(Action.START_HANGING) elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end return stepResult end local function commonRolloutStep(m: Mario, anim: Animation) local stepResult if m.ActionState == 0 then m.Velocity = Util.SetY(m.Velocity, 30) m.ActionState = 1 end m:PlaySound(Sounds.ACTION_TERRAIN_JUMP) updateAirWithoutTurn(m) stepResult = m:PerformAirStep() if stepResult == AirStep.NONE then if m.ActionState == 1 then if m:SetAnimation(anim) == 4 then m:PlaySound(Sounds.ACTION_SPIN) end else m:SetAnimation(Animations.GENERAL_FALL) end elseif stepResult == AirStep.LANDED then m:SetAction(Action.FREEFALL_LAND_STOP) m:PlayLandingSound() elseif stepResult == AirStep.HIT_WALL then m:SetForwardVel(0) elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end if m.ActionState == 1 and m:IsAnimPastEnd() then m.ActionState = 2 end end local function commonAirKnockbackStep( m: Mario, landAction: number, hardFallAction: number, anim: Animation, speed: number ) local stepResult do m:SetForwardVel(speed) stepResult = m:PerformAirStep() end if stepResult == AirStep.NONE then m:SetAnimation(anim) elseif stepResult == AirStep.LANDED then if not checkFallDamage(m, hardFallAction) then local action = m.Action() if action == Action.THROWN_FORWARD or action == Action.THROWN_BACKWARD then m:SetAction(landAction, m.HurtCounter) else m:SetAction(landAction, m.ActionArg) end end elseif stepResult == AirStep.HIT_WALL then m:SetAnimation(Animations.BACKWARD_AIR_KB) m:BonkReflection() stopRising(m) m:SetForwardVel(-speed) elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end return stepResult end local function checkWallKick(m: Mario) if m.WallKickTimer ~= 0 then if m.Input:Has(InputFlags.A_PRESSED) then if m.PrevAction() == Action.AIR_HIT_WALL then m.FaceAngle += Vector3int16.new(0, 0x8000, 0) end end end return false end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Actions ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local AIR_STEP_CHECK_BOTH = bit32.bor(AirStep.CHECK_LEDGE_GRAB, AirStep.CHECK_HANG) local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction DEF_ACTION(Action.JUMP, function(m: Mario) if checkKickOrDiveInAir(m) then return true end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP) commonAirActionStep(m, Action.JUMP_LAND, Animations.SINGLE_JUMP, AIR_STEP_CHECK_BOTH) return false end) DEF_ACTION(Action.DOUBLE_JUMP, function(m: Mario) local anim = if m.Velocity.Y >= 0 then Animations.DOUBLE_JUMP_RISE else Animations.DOUBLE_JUMP_FALL if checkKickOrDiveInAir(m) then return true end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_HOOHOO) commonAirActionStep(m, Action.DOUBLE_JUMP_LAND, anim, AIR_STEP_CHECK_BOTH) return false end) DEF_ACTION(Action.TRIPLE_JUMP, function(m: Mario) if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.DIVE) end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP) commonAirActionStep(m, Action.TRIPLE_JUMP_LAND, Animations.TRIPLE_JUMP, 0) playFlipSounds(m, 2, 8, 20) return false end) DEF_ACTION(Action.BACKFLIP, function(m: Mario) if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_YAH_WAH_HOO) commonAirActionStep(m, Action.BACKFLIP_LAND, Animations.BACKFLIP, 0) playFlipSounds(m, 2, 3, 17) return false end) DEF_ACTION(Action.FREEFALL, function(m: Mario) if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.DIVE) end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end local anim if m.ActionArg == 0 then anim = Animations.GENERAL_FALL elseif m.ActionArg == 1 then anim = Animations.FALL_FROM_SLIDE elseif m.ActionArg == 2 then anim = Animations.FALL_FROM_SLIDE_KICK end commonAirActionStep(m, Action.FREEFALL_LAND, anim, AirStep.CHECK_LEDGE_GRAB) return false end) DEF_ACTION(Action.SIDE_FLIP, function(m: Mario) if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.DIVE, 0) end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP) commonAirActionStep(m, Action.SIDE_FLIP_LAND, Animations.SLIDEFLIP, AirStep.CHECK_LEDGE_GRAB) if m.AnimFrame == 6 then m:PlaySound(Sounds.ACTION_SIDE_FLIP) end return false end) DEF_ACTION(Action.WALL_KICK_AIR, function(m: Mario) if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.DIVE) end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayJumpSound() commonAirActionStep(m, Action.JUMP_LAND, Animations.SLIDEJUMP, AirStep.CHECK_LEDGE_GRAB) return false end) DEF_ACTION(Action.LONG_JUMP, function(m: Mario) local anim = if m.LongJumpIsSlow then Animations.SLOW_LONGJUMP else Animations.FAST_LONGJUMP m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_YAHOO) commonAirActionStep(m, Action.LONG_JUMP_LAND, anim, AirStep.CHECK_LEDGE_GRAB) return false end) DEF_ACTION(Action.TWIRLING, function(m: Mario) local startTwirlYaw = m.TwirlYaw local yawVelTarget = 0x1000 if m.Input:Has(InputFlags.A_DOWN) then yawVelTarget = 0x2000 end local yVel = Util.ApproachInt(m.AngleVel.Y, yawVelTarget, 0x200) m.AngleVel = Util.SetY(m.AngleVel, yVel) m.TwirlYaw += yVel m:SetAnimation(if m.ActionArg == 0 then Animations.START_TWIRL else Animations.TWIRL) if m:IsAnimPastEnd() then m.ActionArg = 1 end if startTwirlYaw > m.TwirlYaw then m:PlaySound(Sounds.ACTION_TWIRL) end local step = m:PerformAirStep() if step == AirStep.LANDED then m:SetAction(Action.TWIRL_LAND) elseif step == AirStep.HIT_WALL then m:BonkReflection(false) elseif step == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end m.GfxAngle += Vector3int16.new(0, m.TwirlYaw, 0) return false end) DEF_ACTION(Action.DIVE, function(m: Mario) local airStep if m.ActionArg == 0 then m:PlayMarioSound(Sounds.ACTION_THROW, Sounds.MARIO_HOOHOO) else m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP) end m:SetAnimation(Animations.DIVE) updateAirWithoutTurn(m) airStep = m:PerformAirStep() if airStep == AirStep.NONE then if m.Velocity.Y < 0 and m.FaceAngle.X > -0x2AAA then m.FaceAngle -= Vector3int16.new(0x200, 0, 0) if m.FaceAngle.X < -0x2AAA then m.FaceAngle = Util.SetX(m.FaceAngle, -0x2AAA) end end m.GfxAngle = Util.SetX(m.GfxAngle, -m.FaceAngle.X) elseif airStep == AirStep.LANDED then if not checkFallDamage(m, Action.HARD_FORWARD_GROUND_KB) then m:SetAction(Action.DIVE_SLIDE) end m.FaceAngle *= Vector3int16.new(0, 1, 1) elseif airStep == AirStep.HIT_WALL then m:BonkReflection(true) m.FaceAngle *= Vector3int16.new(0, 1, 1) stopRising(m) m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) m:SetAction(Action.BACKWARD_AIR_KB) elseif airStep == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end return false end) DEF_ACTION(Action.WATER_JUMP, function(m: Mario) if m.ForwardVel < 15 then m:SetForwardVel(15) end m:PlaySound(Sounds.ACTION_WATER_EXIT) m:SetAnimation(Animations.SINGLE_JUMP) local step = m:PerformAirStep(AirStep.CHECK_LEDGE_GRAB) if step == AirStep.LANDED then m:SetAction(Action.JUMP_LAND) elseif step == AirStep.HIT_WALL then m:SetForwardVel(15) elseif step == AirStep.GRABBED_LEDGE then m:SetAnimation(Animations.IDLE_ON_LEDGE) m:SetAction(Action.LEDGE_GRAB) elseif step == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end return false end) DEF_ACTION(Action.STEEP_JUMP, function(m: Mario) local airStep if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.DIVE) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP) m:SetForwardVel(0.98 * m.ForwardVel) airStep = m:PerformAirStep() if airStep == AirStep.LANDED then if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then m.FaceAngle *= Vector3int16.new(0, 1, 1) m:SetAction(if m.ForwardVel < 0 then Action.BEGIN_SLIDING else Action.JUMP_LAND) end elseif airStep == AirStep.HIT_WALL then m:SetForwardVel(0) elseif airStep == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end m:SetAnimation(Animations.SINGLE_JUMP) m.GfxAngle = Util.SetY(m.GfxAngle, m.SteepJumpYaw) return false end) DEF_ACTION(Action.GROUND_POUND, function(m: Mario) local stepResult local yOffset m:PlaySoundIfNoFlag(Sounds.ACTION_THROW, MarioFlags.ACTION_SOUND_PLAYED) if m.ActionState == 0 then if m.ActionTimer < 10 then yOffset = 20 - 2 * m.ActionTimer if m.Position.Y + yOffset + 160 < m.CeilHeight then m.Position += Vector3.new(0, yOffset, 0) m.PeakHeight = m.Position.Y end end m.Velocity = Util.SetY(m.Velocity, -50) m:SetForwardVel(0) m:SetAnimation(if m.ActionArg == 0 then Animations.START_GROUND_POUND else Animations.TRIPLE_JUMP_GROUND_POUND) if m.ActionTimer == 0 then m:PlaySound(Sounds.ACTION_SPIN) end m.ActionTimer += 1 m.GfxAngle = Vector3int16.new(0, m.FaceAngle.Y, 0) if m.ActionTimer >= m.AnimFrameCount + 4 then m:PlaySound(Sounds.MARIO_GROUND_POUND_WAH) m.ActionState = 1 end else m:SetAnimation(Animations.GROUND_POUND) stepResult = m:PerformAirStep() if stepResult == AirStep.LANDED then m:PlayHeavyLandingSound(Sounds.ACTION_HEAVY_LANDING) if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then m.ParticleFlags:Add(ParticleFlags.MIST_CIRCLE, ParticleFlags.HORIZONTAL_STAR) m:SetAction(Action.GROUND_POUND_LAND) end elseif stepResult == AirStep.HIT_WALL then m:SetForwardVel(-16) stopRising(m) m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) m:SetAction(Action.BACKWARD_AIR_KB) end end return false end) DEF_ACTION(Action.BURNING_JUMP, function(m: Mario) m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP) m:SetForwardVel(m.ForwardVel) if m:PerformAirStep() == AirStep.LANDED then m:PlayLandingSound() m:SetAction(Action.BURNING_GROUND) end m:SetAnimation(Animations.GENERAL_FALL) m.ParticleFlags:Add(ParticleFlags.FIRE) m:PlaySound(Sounds.MOVING_LAVA_BURN) m.BurnTimer += 3 m.Health -= 10 if m.Health < 0x100 then m.Health = 0xFF end return false end) DEF_ACTION(Action.BURNING_FALL, function(m: Mario) m:SetForwardVel(m.ForwardVel) if m:PerformAirStep() == AirStep.LANDED then m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING) m:SetAction(Action.BURNING_GROUND) end m:SetAnimation(Animations.GENERAL_FALL) m.ParticleFlags:Add(ParticleFlags.FIRE) m.BurnTimer += 3 m.Health -= 10 if m.Health < 0x100 then m.Health = 0xFF end return false end) DEF_ACTION(Action.BACKWARD_AIR_KB, function(m: Mario) if checkWallKick(m) then return true end playKnockbackSound(m) commonAirKnockbackStep( m, Action.BACKWARD_GROUND_KB, Action.HARD_BACKWARD_GROUND_KB, Animations.BACKWARD_AIR_KB, -16 ) return false end) DEF_ACTION(Action.FORWARD_AIR_KB, function(m: Mario) if checkWallKick(m) then return true end playKnockbackSound(m) commonAirKnockbackStep(m, Action.FORWARD_GROUND_KB, Action.HARD_FORWARD_GROUND_KB, Animations.FORWARD_AIR_KB, 16) return false end) DEF_ACTION(Action.HARD_BACKWARD_AIR_KB, function(m: Mario) if checkWallKick(m) then return true end playKnockbackSound(m) commonAirKnockbackStep( m, Action.HARD_BACKWARD_GROUND_KB, Action.HARD_BACKWARD_GROUND_KB, Animations.BACKWARD_AIR_KB, -16 ) return false end) DEF_ACTION(Action.HARD_FORWARD_AIR_KB, function(m: Mario) if checkWallKick(m) then return true end playKnockbackSound(m) commonAirKnockbackStep( m, Action.HARD_FORWARD_GROUND_KB, Action.HARD_FORWARD_GROUND_KB, Animations.FORWARD_AIR_KB, 16 ) return false end) DEF_ACTION(Action.THROWN_BACKWARD, function(m: Mario) local landAction = if m.ActionArg ~= 0 then Action.HARD_BACKWARD_GROUND_KB else Action.BACKWARD_GROUND_KB m:PlaySoundIfNoFlag(Sounds.MARIO_WAAAOOOW, MarioFlags.MARIO_SOUND_PLAYED) commonAirKnockbackStep(m, landAction, Action.HARD_BACKWARD_GROUND_KB, Animations.BACKWARD_AIR_KB, m.ForwardVel) m.ForwardVel *= 0.98 return false end) DEF_ACTION(Action.THROWN_FORWARD, function(m: Mario) local landAction = if m.ActionArg ~= 0 then Action.HARD_FORWARD_GROUND_KB else Action.FORWARD_GROUND_KB m:PlaySoundIfNoFlag(Sounds.MARIO_WAAAOOOW, MarioFlags.MARIO_SOUND_PLAYED) if commonAirKnockbackStep(m, landAction, Action.HARD_FORWARD_GROUND_KB, Animations.FORWARD_AIR_KB, m.ForwardVel) == AirStep.NONE then local pitch = Util.Atan2s(m.ForwardVel, -m.Velocity.Y) if pitch > 0x1800 then pitch = 0x1800 end m.GfxAngle = Util.SetX(m.GfxAngle, pitch + 0x1800) end m.ForwardVel *= 0.98 return false end) DEF_ACTION(Action.SOFT_BONK, function(m: Mario) if checkWallKick(m) then return true end playKnockbackSound(m) commonAirKnockbackStep( m, Action.FREEFALL_LAND, Action.HARD_BACKWARD_GROUND_KB, Animations.GENERAL_FALL, m.ForwardVel ) return false end) DEF_ACTION(Action.AIR_HIT_WALL, function(m: Mario) m.ActionTimer += 1 if m.ActionTimer <= 2 then if m.Input:Has(InputFlags.A_PRESSED) then m.Velocity = Util.SetY(m.Velocity, 52) m.FaceAngle += Vector3int16.new(0, 0x8000, 0) return m:SetAction(Action.WALL_KICK_AIR) end elseif m.ForwardVel >= 38 then m.WallKickTimer = 5 if m.Velocity.Y > 0 then m.Velocity = Util.SetY(m.Velocity, 0) end m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) return m:SetAction(Action.BACKWARD_AIR_KB) else m.WallKickTimer = 5 if m.Velocity.Y > 0 then m.Velocity = Util.SetY(m.Velocity, 0) end if m.ForwardVel > 8 then m:SetForwardVel(-8) end return m:SetAction(Action.SOFT_BONK) end return m:SetAnimation(Animations.START_WALLKICK) > 0 end) DEF_ACTION(Action.FORWARD_ROLLOUT, function(m: Mario) commonRolloutStep(m, Animations.FORWARD_SPINNING) return false end) DEF_ACTION(Action.BACKWARD_ROLLOUT, function(m: Mario) commonRolloutStep(m, Animations.BACKWARD_SPINNING) return false end) DEF_ACTION(Action.BUTT_SLIDE_AIR, function(m: Mario) local stepResult m.ActionTimer += 1 if m.ActionTimer > 30 and m.Position.Y - m.FloorHeight > 500 then return m:SetAction(Action.FREEFALL, 1) end updateAirWithTurn(m) stepResult = m:PerformAirStep() if stepResult == AirStep.LANDED then if m.ActionState == 0 and m.Velocity.Y < 0 then local floor = m.Floor if floor and floor.Normal.Y > 0.9848077 then m.Velocity *= Vector3.new(1, -0.5, 1) m.ActionState = 1 else m:SetAction(Action.BUTT_SLIDE) end else m:SetAction(Action.BUTT_SLIDE) end m:PlayLandingSound() elseif stepResult == AirStep.HIT_WALL then stopRising(m) m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) m:SetAction(Action.BACKWARD_AIR_KB) elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end m:SetAnimation(Animations.SLIDE) return false end) DEF_ACTION(Action.LAVA_BOOST, function(m: Mario) local stepResult m:PlaySoundIfNoFlag(Sounds.MARIO_ON_FIRE, MarioFlags.MARIO_SOUND_PLAYED) if not m.Input:Has(InputFlags.NONZERO_ANALOG) then m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.35) end updateLavaBoostOrTwirling(m) stepResult = m:PerformAirStep() if stepResult == AirStep.LANDED then local floor = m.Floor local floorType: Enum.Material? if floor then floorType = floor.Material end if floorType == Enum.Material.CrackedLava then m.ActionState = 0 if not m.Flags:Has(MarioFlags.METAL_CAP) then m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 12 else 18 end m.Velocity = Util.SetY(m.Velocity, 84) m:PlaySound(Sounds.MARIO_ON_FIRE) else m:PlayHeavyLandingSound(Sounds.ACTION_TERRAIN_BODY_HIT_GROUND) if m.ActionState < 2 and m.Velocity.Y < 0 then m.Velocity *= Vector3.new(1, -0.4, 1) m:SetForwardVel(m.ForwardVel / 2) m.ActionState += 1 else m:SetAction(Action.LAVA_BOOST_LAND) end end elseif stepResult == AirStep.HIT_WALL then m:BonkReflection() elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end m:SetAnimation(Animations.FIRE_LAVA_BURN) if not m.Flags:Has(MarioFlags.METAL_CAP) and m.Velocity.Y > 0 then m.ParticleFlags:Add(ParticleFlags.FIRE) if m.ActionState == 0 then m:PlaySound(Sounds.MOVING_LAVA_BURN) end end m.BodyState.EyeState = MarioEyes.DEAD return false end) DEF_ACTION(Action.SLIDE_KICK, function(m: Mario) local stepResult if m.ActionState == 0 and m.ActionTimer == 0 then m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_HOOHOO) m:SetAnimation(Animations.SLIDE_KICK) end m.ActionTimer += 1 if m.ActionTimer > 30 and m.Position.Y - m.FloorHeight > 500 then return m:SetAction(Action.FREEFALL, 2) end updateAirWithoutTurn(m) stepResult = m:PerformAirStep() if stepResult == AirStep.NONE then if m.ActionState == 0 then local tilt = Util.Atan2s(m.ForwardVel, -m.Velocity.Y) if tilt > 0x1800 then tilt = 0x1800 end m.GfxAngle = Util.SetX(m.GfxAngle, tilt) end elseif stepResult == AirStep.LANDED then if m.ActionState == 0 and m.Velocity.Y < 0 then m.Velocity *= Vector3.new(1, -0.5, 1) m.ActionState = 1 m.ActionTimer = 0 else m:SetAction(Action.SLIDE_KICK_SLIDE) end m:PlayLandingSound() elseif stepResult == AirStep.HIT_WALL then stopRising(m) m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) m:SetAction(Action.BACKWARD_AIR_KB) elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end return false end) DEF_ACTION(Action.JUMP_KICK, function(m: Mario) local stepResult if m.ActionState == 0 then m:PlaySoundIfNoFlag(Sounds.MARIO_PUNCH_HOO, MarioFlags.MARIO_SOUND_PLAYED) m.AnimReset = true m:SetAnimation(Animations.AIR_KICK) m.ActionState = 1 end local animFrame = m.AnimFrame if animFrame == 0 then m.BodyState.PunchType = 2 m.BodyState.PunchTimer = 6 end if animFrame >= 0 and animFrame < 8 then m.Flags:Add(MarioFlags.KICKING) end updateAirWithoutTurn(m) stepResult = m:PerformAirStep() if stepResult == AirStep.LANDED then if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then m:SetAction(Action.FREEFALL_LAND) end elseif stepResult == AirStep.HIT_WALL then m:SetForwardVel(0) end return false end) DEF_ACTION(Action.FLYING, function(m: Mario) local startPitch = m.FaceAngle.X if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end if not m.Flags:Has(MarioFlags.WING_CAP) then return m:SetAction(Action.FREEFALL) end if m.ActionState == 0 then if m.ActionArg == 0 then m:SetAnimation(Animations.FLY_FROM_CANNON) else m:SetAnimation(Animations.FORWARD_SPINNING_FLIP) if m.AnimFrame == 1 then m:PlaySound(Sounds.ACTION_SPIN) end end if m:IsAnimAtEnd() then m:SetAnimation(Animations.WING_CAP_FLY) m.ActionState = 1 end end local stepResult do updateFlying(m) stepResult = m:PerformAirStep() end if stepResult == AirStep.NONE then m.GfxAngle = Util.SetX(m.GfxAngle, -m.FaceAngle.X) m.GfxAngle = Util.SetZ(m.GfxAngle, m.FaceAngle.Z) m.ActionTimer = 0 elseif stepResult == AirStep.LANDED then m:SetAction(Action.DIVE_SLIDE) m:SetAnimation(Animations.DIVE) m:SetAnimToFrame(7) m.FaceAngle *= Vector3int16.new(0, 1, 1) elseif stepResult == AirStep.HIT_WALL then if m.Wall then m:SetForwardVel(-16) m.FaceAngle *= Vector3int16.new(0, 1, 1) stopRising(m) m:PlaySound(if m.Flags:Has(MarioFlags.METAL_CAP) then Sounds.ACTION_METAL_BONK else Sounds.ACTION_BONK) m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR) m:SetAction(Action.BACKWARD_AIR_KB) else m.ActionTimer += 1 if m.ActionTimer == 0 then m:PlaySound(Sounds.ACTION_HIT) end if m.ActionTimer == 30 then m.ActionTimer = 0 end m.FaceAngle -= Vector3int16.new(0x200, 0, 0) if m.FaceAngle.X < -0x2AAA then m.FaceAngle = Util.SetX(m.FaceAngle, -0x2AAA) end m.GfxAngle = Util.SetX(m.GfxAngle, -m.FaceAngle.X) m.GfxAngle = Util.SetZ(m.GfxAngle, m.FaceAngle.Z) end elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end if m.FaceAngle.X > 0x800 and m.ForwardVel >= 48 then m.ParticleFlags:Add(ParticleFlags.DUST) end if startPitch <= 0 and m.FaceAngle.X > 0 and m.ForwardVel >= 48 then m:PlaySound(Sounds.ACTION_FLYING_FAST) m:PlaySound(Sounds.MARIO_YAHOO_WAHA_YIPPEE) end m:PlaySound(Sounds.MOVING_FLYING) m:AdjustSoundForSpeed() return false end) DEF_ACTION(Action.FLYING_TRIPLE_JUMP, function(m: Mario) if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.DIVE) end if m.Input:Has(InputFlags.Z_PRESSED) then return m:SetAction(Action.GROUND_POUND) end m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_YAHOO) if m.ActionState == 0 then m:SetAnimation(Animations.TRIPLE_JUMP_FLY) if m.AnimFrame == 7 then m:PlaySound(Sounds.ACTION_SPIN) end if m:IsAnimPastEnd() then m:SetAnimation(Animations.FORWARD_SPINNING) m.ActionState = 1 end end if m.ActionState == 1 and m.AnimFrame == 1 then m:PlaySound(Sounds.ACTION_SPIN) end if m.Velocity.Y < 4 then if m.ForwardVel < 32 then m:SetForwardVel(32) end m:SetAction(Action.FLYING, 1) end m.ActionTimer += 1 local stepResult do updateAirWithoutTurn(m) stepResult = m:PerformAirStep() end if stepResult == AirStep.LANDED then if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then m:SetAction(Action.DOUBLE_JUMP_LAND) end elseif stepResult == AirStep.HIT_WALL then m:BonkReflection() elseif stepResult == AirStep.HIT_LAVA_WALL then lavaBoostOnWall(m) end return false end) DEF_ACTION(Action.SPAWN_SPIN_AIRBORNE, function(m: Mario) m:SetForwardVel(m.ForwardVel) if m:PerformAirStep() == AirStep.LANDED then m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING) m:SetAction(Action.SPAWN_SPIN_LANDING) end if m.ActionState == 0 and m.Position.Y - m.FloorHeight > 300 then if m:SetAnimation(Animations.FORWARD_SPINNING) == 0 then m:PlaySound(Sounds.ACTION_SPIN) end else m.ActionState = 1 m:SetAnimation(Animations.GENERAL_FALL) end return false end) DEF_ACTION(Action.SPAWN_SPIN_LANDING, function(m: Mario) m:StopAndSetHeightToFloor() m:SetAnimation(Animations.GENERAL_LAND) if m:IsAnimAtEnd() then m:SetAction(Action.IDLE) end return false end) -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
10,003
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Mario/Automatic/init.server.lua
--!strict local System = require(script.Parent) local Animations = System.Animations local Sounds = System.Sounds local Enums = System.Enums local Util = System.Util local Action = Enums.Action local ActionFlags = Enums.ActionFlags local ActionGroup = Enums.ActionGroups local AirStep = Enums.AirStep local MarioEyes = Enums.MarioEyes local InputFlags = Enums.InputFlags local MarioFlags = Enums.MarioFlags local ParticleFlags = Enums.ParticleFlags type Mario = System.Mario ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Helpers ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local function letGoOfLedge(m: Mario) local floorHeight m.Velocity *= Vector3.new(1, 0, 1) m.ForwardVel = -8 local x = 60 * Util.Sins(m.FaceAngle.Y) local z = 60 * Util.Coss(m.FaceAngle.Y) m.Position -= Vector3.new(x, 0, z) floorHeight = Util.FindFloor(m.Position) if floorHeight < m.Position.Y - 100 then m.Position -= (Vector3.yAxis * 100) else m.Position = Util.SetY(m.Position, floorHeight) end return m:SetAction(Action.SOFT_BONK) end local function climbUpLedge(m: Mario) local x = 14 * Util.Sins(m.FaceAngle.Y) local z = 14 * Util.Coss(m.FaceAngle.Y) m:SetAnimation(Animations.IDLE_HEAD_LEFT) m.Position += Vector3.new(x, 0, z) end local function updateLedgeClimb(m: Mario, anim: Animation, endAction: number) m:StopAndSetHeightToFloor() m:SetAnimation(anim) if m:IsAnimAtEnd() then m:SetAction(endAction) if endAction == Action.IDLE then climbUpLedge(m) end end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Actions ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction DEF_ACTION(Action.LEDGE_GRAB, function(m: Mario) local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y local hasSpaceForMario = m.CeilHeight - m.FloorHeight >= 160 if m.ActionTimer < 10 then m.ActionTimer += 1 end if m.Floor and m.Floor.Normal.Y < 0.9063078 then return letGoOfLedge(m) end if m.Input:Has(InputFlags.Z_PRESSED, InputFlags.OFF_FLOOR) then return letGoOfLedge(m) end if m.Input:Has(InputFlags.A_PRESSED) and hasSpaceForMario then return m:SetAction(Action.LEDGE_CLIMB_FAST) end if m.Input:Has(InputFlags.STOMPED) then return letGoOfLedge(m) end if m.ActionTimer == 10 and m.Input:Has(InputFlags.NONZERO_ANALOG) then if math.abs(intendedDYaw) <= 0x4000 then if hasSpaceForMario then return m:SetAction(Action.LEDGE_CLIMB_SLOW) end else return letGoOfLedge(m) end end local heightAboveFloor = m.Position.Y - m:FindFloorHeightRelativePolar(-0x8000, 30) if hasSpaceForMario and heightAboveFloor < 100 then return m:SetAction(Action.LEDGE_CLIMB_FAST) end if m.ActionArg == 0 then m:PlaySoundIfNoFlag(Sounds.MARIO_WHOA, MarioFlags.MARIO_SOUND_PLAYED) end m:StopAndSetHeightToFloor() m:SetAnimation(Animations.IDLE_ON_LEDGE) return false end) DEF_ACTION(Action.LEDGE_CLIMB_SLOW, function(m: Mario) if m.Input:Has(InputFlags.OFF_FLOOR) then return letGoOfLedge(m) end if m.ActionTimer >= 28 then if m.Input:Has(InputFlags.NONZERO_ANALOG, InputFlags.A_PRESSED, InputFlags.OFF_FLOOR, InputFlags.ABOVE_SLIDE) then climbUpLedge(m) return m:CheckCommonActionExits() end end if m.ActionTimer == 10 then m:PlaySoundIfNoFlag(Sounds.MARIO_EEUH, MarioFlags.MARIO_SOUND_PLAYED) end updateLedgeClimb(m, Animations.SLOW_LEDGE_GRAB, Action.IDLE) return false end) DEF_ACTION(Action.LEDGE_CLIMB_DOWN, function(m: Mario) if m.Input:Has(InputFlags.OFF_FLOOR) then return letGoOfLedge(m) end m:PlaySoundIfNoFlag(Sounds.MARIO_WHOA, MarioFlags.MARIO_SOUND_PLAYED) updateLedgeClimb(m, Animations.CLIMB_DOWN_LEDGE, Action.LEDGE_GRAB) m.ActionArg = 1 return false end) DEF_ACTION(Action.LEDGE_CLIMB_FAST, function(m: Mario) if m.Input:Has(InputFlags.OFF_FLOOR) then return letGoOfLedge(m) end m:PlaySoundIfNoFlag(Sounds.MARIO_UH2, MarioFlags.MARIO_SOUND_PLAYED) updateLedgeClimb(m, Animations.FAST_LEDGE_GRAB, Action.IDLE) if m.AnimFrame == 8 then m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING) end return false end)
1,213
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Mario/Submerged/init.server.lua
local System = require(script.Parent) local Animations = System.Animations local Sounds = System.Sounds local Enums = System.Enums local Util = System.Util local Action = Enums.Action local AirStep = Enums.AirStep local WaterStep = Enums.WaterStep local GroundStep = Enums.GroundStep local InputFlags = Enums.InputFlags local MarioFlags = Enums.MarioFlags local ActionFlags = Enums.ActionFlags local ParticleFlags = Enums.ParticleFlags local MIN_SWIM_STRENGTH = 160 local MIN_SWIM_SPEED = 16 local sWasAtSurface = false local sSwimStrength = MIN_SWIM_STRENGTH local sBobTimer = 0 local sBobIncrement = 0 local sBobHeight = 0 type Mario = System.Mario local function setSwimmingAtSurfaceParticles(m: Mario, particleFlag: number) local atSurface = m.Position.Y >= m.WaterLevel - 130 if atSurface then m.ParticleFlags:Add(particleFlag) if atSurface ~= sWasAtSurface then m:PlaySound(Sounds.ACTION_UNKNOWN431) end end sWasAtSurface = atSurface end local function swimmingNearSurface(m: Mario) if m.Flags:Has(MarioFlags.METAL_CAP) then return false end return (m.WaterLevel - 80) - m.Position.Y < 400 end local function getBuoyancy(m: Mario) local buoyancy = 0 if m.Flags:Has(MarioFlags.METAL_CAP) then if m.Action:Has(ActionFlags.INVULNERABLE) then buoyancy = -2 else buoyancy = -18 end elseif swimmingNearSurface(m) then buoyancy = 1.25 elseif not m.Action:Has(ActionFlags.MOVING) then buoyancy = -2 end return buoyancy end local function performWaterFullStep(m: Mario, nextPos: Vector3) local adjusted, wall = Util.FindWallCollisions(nextPos, 10, 110) nextPos = adjusted local floorHeight, floor = Util.FindFloor(nextPos) local ceilHeight = Util.FindCeil(nextPos, floorHeight) if floor == nil then return WaterStep.CANCELLED end if nextPos.Y >= floorHeight then if ceilHeight - nextPos.Y >= 160 then m.Position = nextPos m.Floor = floor m.FloorHeight = floorHeight if wall then return WaterStep.HIT_WALL else return WaterStep.NONE end end if ceilHeight - floorHeight < 160 then return WaterStep.CANCELLED end --! Water ceiling downwarp m.Position = Util.SetY(nextPos, ceilHeight - 160) m.Floor = floor m.FloorHeight = floorHeight return WaterStep.HIT_CEILING else if ceilHeight - floorHeight < 160 then return WaterStep.CANCELLED end m.Position = Util.SetY(nextPos, floorHeight) m.Floor = floor m.FloorHeight = floorHeight return WaterStep.HIT_FLOOR end end local function applyWaterCurrent(m: Mario, step: Vector3): Vector3 -- TODO: Implement if actually needed. -- This normally handles whirlpools and moving -- water, neither of which I think I'll be using. return step end local function performWaterStep(m: Mario) local nextPos = m.Position local step = m.Velocity if m.Action:Has(ActionFlags.SWIMMING) then step = applyWaterCurrent(m, step) end nextPos += step if nextPos.Y > m.WaterLevel - 80 then nextPos = Util.SetY(nextPos, m.WaterLevel - 80) m.Velocity *= Vector3.new(1, 0, 1) end local stepResult = performWaterFullStep(m, nextPos) m.GfxAngle = m.FaceAngle * Vector3int16.new(-1, 1, 1) m.GfxPos = m.Position return stepResult end local function updateWaterPitch(m: Mario) local gfxAngle = m.GfxAngle if gfxAngle.X > 0 then local angle = 60 * Util.Sins(gfxAngle.X) * Util.Sins(gfxAngle.X) m.GfxPos += Vector3.new(0, angle, 0) end if gfxAngle.X < 0 then local x = gfxAngle.X * 6 / 10 gfxAngle = Util.SetX(gfxAngle, x) end if gfxAngle.X > 0 then local x = gfxAngle.X * 10 / 8 gfxAngle = Util.SetX(gfxAngle, x) end m.GfxAngle = gfxAngle end local function stationarySlowDown(m: Mario) local buoyancy = getBuoyancy(m) m.AngleVel *= Vector3int16.new(0, 0, 1) m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 1, 1) local faceY = m.FaceAngle.Y local faceX = Util.ApproachInt(m.FaceAngle.X, 0, 0x200, 0x200) local faceZ = Util.ApproachInt(m.FaceAngle.Z, 0, 0x100, 0x100) local velY = Util.ApproachFloat(m.Velocity.Y, buoyancy, 2, 1) local velX = m.ForwardVel * Util.Coss(faceX) * Util.Sins(faceY) local velZ = m.ForwardVel * Util.Coss(faceX) * Util.Coss(faceY) m.FaceAngle = Vector3int16.new(faceX, faceY, faceZ) m.Velocity = Vector3.new(velX, velY, velZ) end local function updateSwimmingSpeed(m: Mario, maybeDecelThreshold: number?) local buoyancy = getBuoyancy(m) local decelThreshold = maybeDecelThreshold or MIN_SWIM_SPEED if m.Action:Has(ActionFlags.STATIONARY) then m.ForwardVel -= 2 end m.ForwardVel = math.clamp(m.ForwardVel, 0, 28) if m.ForwardVel > decelThreshold then m.ForwardVel -= 0.5 end m.Velocity = Vector3.new( m.ForwardVel * Util.Coss(m.FaceAngle.X) * Util.Sins(m.FaceAngle.Y), m.ForwardVel * Util.Sins(m.FaceAngle.X) + buoyancy, m.ForwardVel * Util.Coss(m.FaceAngle.X) * Util.Coss(m.FaceAngle.Y) ) end local function updateSwimmingYaw(m: Mario) local targetYawVel = -Util.SignedShort(10 * m.Controller.StickX) if targetYawVel > 0 then if m.AngleVel.Y < 0 then m.AngleVel += Vector3int16.new(0, 0x40, 0) if m.AngleVel.Y > 0x10 then m.AngleVel = Util.SetY(m.AngleVel, 0x10) end else local velY = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x10, 0x20) m.AngleVel = Util.SetY(m.AngleVel, velY) end elseif targetYawVel < 0 then if m.AngleVel.Y > 0 then m.AngleVel -= Vector3int16.new(0, 0x40, 0) if m.AngleVel.Y < -0x10 then m.AngleVel = Util.SetY(m.AngleVel, -0x10) end else local velY = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x20, 0x10) m.AngleVel = Util.SetY(m.AngleVel, velY) end else local velY = Util.ApproachInt(m.AngleVel.Y, 0, 0x40, 0x40) m.AngleVel = Util.SetY(m.AngleVel, velY) end m.FaceAngle += Vector3int16.new(0, m.AngleVel.Y, 0) m.FaceAngle = Util.SetZ(m.FaceAngle, -m.AngleVel.Y * 8) end local function updateSwimmingPitch(m: Mario) local targetPitch = -Util.SignedShort(252 * m.Controller.StickY) -- stylua: ignore local pitchVel = if m.FaceAngle.X < 0 then 0x100 else 0x200 if m.FaceAngle.X < targetPitch then m.FaceAngle += Vector3int16.new(pitchVel, 0, 0) if m.FaceAngle.X > targetPitch then m.FaceAngle = Util.SetX(m.FaceAngle, targetPitch) end elseif m.FaceAngle.X > targetPitch then m.FaceAngle -= Vector3int16.new(pitchVel, 0, 0) if m.FaceAngle.X < targetPitch then m.FaceAngle = Util.SetX(m.FaceAngle, targetPitch) end end end local function commonIdleStep(m: Mario, anim: Animation, maybeAccel: number?) local accel = maybeAccel or 0 local bodyState = m.BodyState local headAngleX = bodyState.HeadAngle.X updateSwimmingYaw(m) updateSwimmingPitch(m) updateSwimmingSpeed(m) performWaterStep(m) updateWaterPitch(m) if m.FaceAngle.X > 0 then headAngleX = Util.ApproachInt(headAngleX, m.FaceAngle.X / 2, 0x80, 0x200) else headAngleX = Util.ApproachInt(headAngleX, 0, 0x200, 0x200) end if accel == 0 then m:SetAnimation(anim) else m:SetAnimationWithAccel(anim, accel) end setSwimmingAtSurfaceParticles(m, ParticleFlags.IDLE_WATER_WAVE) end local function resetBobVariables(m: Mario) sBobTimer = 0 sBobIncrement = 0x800 sBobHeight = m.FaceAngle.X / 256 + 20 end local function surfaceSwimBob(m: Mario) if sBobIncrement ~= 0 and m.Position.Y > m.WaterLevel - 85 and m.FaceAngle.Y >= 0 then sBobTimer += sBobIncrement if sBobTimer >= 0 then m.GfxPos += Vector3.new(0, sBobHeight * Util.Sins(sBobTimer), 0) return end end sBobIncrement = 0 end local function commonSwimmingStep(m: Mario, swimStrength: number) local waterStep updateSwimmingYaw(m) updateSwimmingPitch(m) updateSwimmingSpeed(m, swimStrength / 10) -- do water step waterStep = performWaterStep(m) if waterStep == WaterStep.HIT_FLOOR then local floorPitch = -m:FindFloorSlope(-0x8000) if m.FaceAngle.X < floorPitch then m.FaceAngle = Util.SetX(m.FaceAngle, floorPitch) end elseif waterStep == WaterStep.HIT_CEILING then if m.FaceAngle.Y > -0x3000 then m.FaceAngle -= Vector3int16.new(0, 0x100, 0) end elseif waterStep == WaterStep.HIT_WALL then if m.Controller.StickY == 0 then if m.FaceAngle.X > 0 then m.FaceAngle += Vector3int16.new(0x200, 0, 0) if m.FaceAngle.X > 0x3F00 then m.FaceAngle = Util.SetX(m.FaceAngle, 0x3F00) end else m.FaceAngle -= Vector3int16.new(0x200, 0, 0) if m.FaceAngle.X < -0x3F00 then m.FaceAngle = Util.SetX(m.FaceAngle, -0x3F00) end end end end local headAngle = m.BodyState.HeadAngle updateWaterPitch(m) local angleX = Util.ApproachInt(headAngle.X, 0, 0x200, 0x200) m.BodyState.HeadAngle = Util.SetX(headAngle, angleX) surfaceSwimBob(m) setSwimmingAtSurfaceParticles(m, ParticleFlags.WAVE_TRAIL) end local function playSwimmingNoise(m: Mario) local animFrame = m.AnimFrame if animFrame == 0 or animFrame == 12 then m:PlaySound(Sounds.ACTION_SWIM_KICK) end end local function checkWaterJump(m: Mario) local probe = Util.SignedInt(m.Position.Y + 1.5) if m.Input:Has(InputFlags.A_PRESSED) then if probe >= m.WaterLevel - 80 and m.FaceAngle.X >= 0 and m.Controller.StickY < -60 then m.AngleVel = Vector3int16.new() m.Velocity = Util.SetY(m.Velocity, 62) return m:SetAction(Action.WATER_JUMP) end end return false end local function playMetalWaterJumpingSound(m: Mario, landing: boolean) if not m.Flags:Has(MarioFlags.ACTION_SOUND_PLAYED) then m.ParticleFlags:Add(ParticleFlags.MIST_CIRCLE) end m:PlaySoundIfNoFlag( landing and Sounds.ACTION_METAL_LAND_WATER or Sounds.ACTION_METAL_JUMP_WATER, MarioFlags.ACTION_SOUND_PLAYED ) end local function playMetalWaterWalkingSound(m: Mario) if m:IsAnimPastFrame(10) or m:IsAnimPastFrame(49) then m:PlaySound(Sounds.ACTION_METAL_STEP_WATER) m.ParticleFlags:Add(ParticleFlags.DUST) end end local function updateMetalWaterWalkingSpeed(m: Mario) local val = m.IntendedMag / 1.5 local floor = m.Floor if m.ForwardVel <= 0 then m.ForwardVel += 1.1 elseif m.ForwardVel <= val then m.ForwardVel += 1.1 - m.ForwardVel / 43 elseif floor and floor.Normal.Y >= 0.95 then m.ForwardVel -= 1 end if m.ForwardVel > 32 then m.ForwardVel = 32 end local faceY = m.IntendedYaw - Util.ApproachInt(Util.SignedShort(m.IntendedYaw - m.FaceAngle.Y), 0, 0x800, 0x800) m.FaceAngle = Util.SetY(m.FaceAngle, faceY) m.SlideVelX = m.ForwardVel * Util.Sins(faceY) m.SlideVelZ = m.ForwardVel * Util.Coss(faceY) m.Velocity = Vector3.new(m.SlideVelX, 0, m.SlideVelZ) end local function updateMetalWaterJumpSpeed(m: Mario) local waterSurface = m.WaterLevel - 100 if m.Velocity.Y > 0 and m.Position.Y > waterSurface then return true end if m.Input:Has(InputFlags.NONZERO_ANALOG) then local intendedDYaw = Util.SignedShort(m.IntendedYaw - m.FaceAngle.Y) m.ForwardVel += 0.8 * Util.Coss(intendedDYaw) m.FaceAngle += Vector3int16.new(0, 0x200 * Util.Sins(intendedDYaw), 0) else m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.25, 0.25) end if m.ForwardVel > 16 then m.ForwardVel -= 1 end if m.ForwardVel < 0 then m.ForwardVel += 2 end local velY = m.Velocity.Y local velX = m.ForwardVel * Util.Sins(m.FaceAngle.Y) local velZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y) m.SlideVelX = velX m.SlideVelZ = velZ m.Velocity = Vector3.new(velX, velY, velZ) return false end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction DEF_ACTION(Action.WATER_IDLE, function(m: Mario) local val = 0x10000 if m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.METAL_WATER_FALLING, 1) end if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.WATER_PUNCH) end if m.Input:Has(InputFlags.A_PRESSED) then return m:SetAction(Action.BREASTSTROKE) end if m.FaceAngle.X < -0x1000 then val = 0x30000 end commonIdleStep(m, Animations.WATER_IDLE, val) return false end) DEF_ACTION(Action.WATER_ACTION_END, function(m: Mario) if m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.METAL_WATER_FALLING, 1) end if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.WATER_PUNCH) end if m.Input:Has(InputFlags.A_PRESSED) then return m:SetAction(Action.BREASTSTROKE) end commonIdleStep(m, Animations.WATER_ACTION_END) if m:IsAnimAtEnd() then m:SetAction(Action.WATER_IDLE) end return false end) DEF_ACTION(Action.BREASTSTROKE, function(m: Mario) if m.ActionArg == 0 then sSwimStrength = MIN_SWIM_STRENGTH end if m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.METAL_WATER_FALLING, 1) end if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.WATER_PUNCH) end m.ActionTimer += 1 if m.ActionTimer == 14 then return m:SetAction(Action.FLUTTER_KICK) end if checkWaterJump(m) then return true end if m.ActionTimer < 6 then m.ForwardVel += 0.5 end if m.ActionTimer >= 9 then m.ForwardVel += 1.5 end if m.ActionTimer >= 2 then if m.ActionTimer < 6 and m.Input:Has(InputFlags.A_PRESSED) then m.ActionState = 1 end if m.ActionTimer == 9 and m.ActionState == 1 then m:SetAnimToFrame(0) m.ActionState = 0 m.ActionTimer = 1 sSwimStrength = MIN_SWIM_STRENGTH end end if m.ActionTimer == 1 then m:PlaySound(sSwimStrength == MIN_SWIM_STRENGTH and Sounds.ACTION_SWIM or Sounds.ACTION_SWIM_FAST) resetBobVariables(m) end m:SetAnimation(Animations.SWIM_PART1) commonSwimmingStep(m, sSwimStrength) return false end) DEF_ACTION(Action.SWIMMING_END, function(m: Mario) if m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.METAL_WATER_FALLING, 1) end if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.WATER_PUNCH) end if m.ActionTimer >= 15 then return m:SetAction(Action.WATER_ACTION_END) end if checkWaterJump(m) then return true end if m.Input:Has(InputFlags.A_DOWN) and m.ActionTimer >= 7 then if m.ActionTimer == 7 and sSwimStrength < 280 then sSwimStrength += 10 end return m:SetAction(Action.BREASTSTROKE, 1) end if m.ActionTimer >= 7 then sSwimStrength = MIN_SWIM_STRENGTH end m.ActionTimer += 1 m.ForwardVel -= 0.25 m:SetAnimation(Animations.SWIM_PART2) commonSwimmingStep(m, sSwimStrength) return false end) DEF_ACTION(Action.FLUTTER_KICK, function(m: Mario) if m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.METAL_WATER_FALLING, 1) end if m.Input:Has(InputFlags.B_PRESSED) then return m:SetAction(Action.WATER_PUNCH) end if not m.Input:Has(InputFlags.A_DOWN) then if m.ActionTimer == 0 and sSwimStrength < 280 then sSwimStrength += 10 end return m:SetAction(Action.SWIMMING_END) end m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 12, 0.1, 0.15) m.ActionTimer = 1 sSwimStrength = MIN_SWIM_STRENGTH if m.ForwardVel < 14 then playSwimmingNoise(m) m:SetAnimation(Animations.FLUTTERKICK) end commonSwimmingStep(m, sSwimStrength) return false end) DEF_ACTION(Action.WATER_PUNCH, function(m: Mario) if m.ForwardVel < 7 then m.ForwardVel += 1 end updateSwimmingYaw(m) updateSwimmingPitch(m) updateSwimmingSpeed(m) performWaterStep(m) updateWaterPitch(m) local headAngle = m.BodyState.HeadAngle local angleX = Util.ApproachInt(headAngle.X, 0, 0x200, 0x200) m.BodyState.HeadAngle = Util.SetX(headAngle, angleX) m:PlaySoundIfNoFlag(Sounds.ACTION_SWIM, MarioFlags.ACTION_SOUND_PLAYED) if m.ActionState == 0 then m:SetAnimation(Animations.WATER_GRAB_OBJ_PART1) if m:IsAnimAtEnd() then m.ActionState = 1 end elseif m.ActionState == 1 then m:SetAnimation(Animations.WATER_GRAB_OBJ_PART2) if m:IsAnimAtEnd() then m:SetAction(Action.WATER_ACTION_END) end end return false end) DEF_ACTION(Action.WATER_PLUNGE, function(m: Mario) local stepResult local endVSpeed = swimmingNearSurface(m) and 0 or -5 local hasMetalCap = m.Flags:Has(MarioFlags.METAL_CAP) local isDiving = m.PrevAction:Has(ActionFlags.DIVING) or m.Input:Has(InputFlags.A_DOWN) m.ActionTimer += 1 stationarySlowDown(m) stepResult = performWaterStep(m) if m.ActionState == 0 then m:PlaySound(Sounds.ACTION_WATER_ENTER) if m.PeakHeight - m.Position.Y > 1150 then m:PlaySound(Sounds.MARIO_HAHA) end m.ParticleFlags:Add(ParticleFlags.WATER_SPLASH) m.ActionState = 1 end if stepResult == WaterStep.HIT_FLOOR or m.Velocity.Y >= endVSpeed or m.ActionTimer > 20 then if hasMetalCap then m:SetAction(Action.METAL_WATER_FALLING) elseif isDiving then m:SetAction(Action.FLUTTER_KICK) else m:SetAction(Action.WATER_ACTION_END) end sBobIncrement = 0 end if hasMetalCap then m:SetAnimation(Animations.GENERAL_FALL) elseif isDiving then m:SetAnimation(Animations.FLUTTERKICK) else m:SetAnimation(Animations.WATER_ACTION_END) end m.Flags:Add(ParticleFlags.PLUNGE_BUBBLE) return false end) DEF_ACTION(Action.METAL_WATER_STANDING, function(m: Mario) if not m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.WATER_IDLE) end if m.Input:Has(InputFlags.A_PRESSED) then return m:SetAction(Action.METAL_WATER_JUMP) end if m.Input:Has(InputFlags.NONZERO_ANALOG) then return m:SetAction(Action.METAL_WATER_WALKING) end if m.ActionState == 0 then m:SetAnimation(Animations.IDLE_HEAD_LEFT) elseif m.ActionState == 1 then m:SetAnimation(Animations.IDLE_HEAD_RIGHT) elseif m.ActionState == 2 then m:SetAnimation(Animations.IDLE_HEAD_CENTER) end if m:IsAnimAtEnd() then m.ActionState += 1 if m.ActionState == 3 then m.ActionState = 0 end end m:StopAndSetHeightToFloor() if m.Position.Y >= m.WaterLevel - 150 then m.ParticleFlags:Add(ParticleFlags.IDLE_WATER_WAVE) end return false end) DEF_ACTION(Action.METAL_WATER_WALKING, function(m: Mario) if not m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.WATER_IDLE) end if m.Input:Has(InputFlags.A_PRESSED) then return m:SetAction(Action.METAL_WATER_JUMP) end if m.Input:Has(InputFlags.NO_MOVEMENT) then return m:SetAction(Action.METAL_WATER_STANDING) end local accel = Util.SignedInt(m.ForwardVel / 4 * 0x10000) local groundStep if accel < 0x1000 then accel = 0x1000 end m:SetAnimationWithAccel(Animations.WALKING, accel) playMetalWaterWalkingSound(m) updateMetalWaterWalkingSpeed(m) groundStep = m:PerformGroundStep() if groundStep == GroundStep.LEFT_GROUND then m:SetAction(Action.METAL_WATER_FALLING, 1) elseif groundStep == GroundStep.HIT_WALL then m.ForwardVel = 0 end return false end) DEF_ACTION(Action.METAL_WATER_JUMP, function(m: Mario) local airStep if not m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.WATER_IDLE) end if updateMetalWaterJumpSpeed(m) then return m:SetAction(Action.WATER_JUMP, 1) end playMetalWaterJumpingSound(m, false) m:SetAnimation(Animations.SINGLE_JUMP) airStep = m:PerformAirStep() if airStep == AirStep.LANDED then m:SetAction(Action.METAL_WATER_JUMP_LAND) elseif airStep == AirStep.HIT_WALL then m.ForwardVel = 0 end return false end) DEF_ACTION(Action.METAL_WATER_FALLING, function(m: Mario) if not m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.WATER_IDLE) end if m.Input:Has(InputFlags.NONZERO_ANALOG) then m.FaceAngle += Vector3int16.new(0, 0x400 * Util.Sins(m.IntendedYaw - m.FaceAngle.Y), 0) end m:SetAnimation(m.ActionArg == 0 and Animations.GENERAL_FALL or Animations.FALL_FROM_WATER) stationarySlowDown(m) if bit32.btest(performWaterStep(m), WaterStep.HIT_FLOOR) then m:SetAction(Action.METAL_WATER_FALL_LAND) end return false end) DEF_ACTION(Action.METAL_WATER_JUMP_LAND, function(m: Mario) playMetalWaterJumpingSound(m, true) if not m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.WATER_IDLE) end if m.Input:Has(InputFlags.NONZERO_ANALOG) then return m:SetAction(Action.METAL_WATER_WALKING) end m:StopAndSetHeightToFloor() m:SetAnimation(Animations.LAND_FROM_SINGLE_JUMP) if m:IsAnimAtEnd() then return m:SetAction(Action.METAL_WATER_STANDING) end return false end) DEF_ACTION(Action.METAL_WATER_FALL_LAND, function(m: Mario) playMetalWaterJumpingSound(m, true) if not m.Flags:Has(MarioFlags.METAL_CAP) then return m:SetAction(Action.WATER_IDLE) end if m.Input:Has(InputFlags.NONZERO_ANALOG) then return m:SetAction(Action.METAL_WATER_WALKING) end m:StopAndSetHeightToFloor() m:SetAnimation(Animations.GENERAL_LAND) if m:IsAnimAtEnd() then return m:SetAction(Action.METAL_WATER_STANDING) end return false end)
6,401
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Types/Flags.lua
--!strict local Flags = {} Flags.__index = Flags export type Flags = { Value: number } export type Class = typeof(setmetatable({} :: Flags, Flags)) function Flags.new(...: number): Class local flags = { Value = bit32.bor(...) } return setmetatable(flags, Flags) end function Flags.__call(self: Class): number return self.Value end function Flags.Get(self: Class): number return self.Value end function Flags.Set(self: Class, ...: number) self.Value = bit32.bor(...) end function Flags.Copy(self: Class, flags: Class) self.Value = flags.Value end function Flags.Add(self: Class, ...: number) self.Value = bit32.bor(self.Value, ...) end function Flags.Has(self: Class, ...: number): boolean local mask = bit32.bor(...) return bit32.btest(self.Value, mask) end function Flags.Remove(self: Class, ...: number) local mask = bit32.bor(...) local invert = bit32.bnot(mask) self.Value = bit32.band(self.Value, invert) end function Flags.Band(self: Class, ...: number) self.Value = bit32.band(self.Value, ...) end function Flags.Clear(self: Class) self.Value = 0 end return Flags
278
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/Types/init.lua
--!strict local Flags = require(script.Flags) export type Flags = Flags.Class export type Controller = { RawStickX: number, RawStickY: number, StickX: number, StickY: number, StickMag: number, ButtonDown: Flags, ButtonPressed: Flags, } export type BodyState = { Action: number, CapState: Flags, EyeState: number, HandState: Flags, WingFlutter: boolean, ModelState: Flags, GrabPos: number, PunchType: number, PunchTimer: number, TorsoAngle: Vector3int16, HeadAngle: Vector3int16, HeldObjLastPos: Vector3, } export type MarioState = { Input: Flags, Flags: Flags, Action: Flags, PrevAction: Flags, ParticleFlags: Flags, HitboxHeight: number, TerrainType: number, HeldObj: Instance?, ActionState: number, ActionTimer: number, ActionArg: number, IntendedMag: number, IntendedYaw: number, InvincTimer: number, FramesSinceA: number, FramesSinceB: number, WallKickTimer: number, DoubleJumpTimer: number, FaceAngle: Vector3int16, AngleVel: Vector3int16, ThrowMatrix: CFrame?, GfxAngle: Vector3int16, GfxPos: Vector3, SlideYaw: number, TwirlYaw: number, Position: Vector3, Velocity: Vector3, ForwardVel: number, SlideVelX: number, SlideVelZ: number, Wall: RaycastResult?, Ceil: RaycastResult?, Floor: RaycastResult?, CeilHeight: number, FloorHeight: number, FloorAngle: number, WaterLevel: number, BodyState: BodyState, Controller: Controller, Health: number, HurtCounter: number, HealCounter: number, SquishTimer: number, CapTimer: number, BurnTimer: number, PeakHeight: number, SteepJumpYaw: number, WalkingPitch: number, QuicksandDepth: number, LongJumpIsSlow: boolean, AnimCurrent: Animation?, AnimFrameCount: number, AnimAccel: number, AnimAccelAssist: number, AnimFrame: number, AnimDirty: boolean, AnimReset: boolean, AnimSetFrame: number, AnimSkipInterp: number, } return table.freeze({ Flags = Flags, })
556
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/client/init.server.lua
--!strict local Core = script.Parent if Core:GetAttribute("HotLoading") then task.wait(3) end for i, desc in script:GetDescendants() do if desc:IsA("BaseScript") then desc.Enabled = true end end local Players = game:GetService("Players") local RunService = game:GetService("RunService") local StarterGui = game:GetService("StarterGui") local TweenService = game:GetService("TweenService") local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ContextActionService = game:GetService("ContextActionService") local Shared = require(Core.Shared) local Sounds = Shared.Sounds local Enums = require(script.Enums) local Mario = require(script.Mario) local Types = require(script.Types) local Util = require(script.Util) local Action = Enums.Action local Buttons = Enums.Buttons local MarioFlags = Enums.MarioFlags local ParticleFlags = Enums.ParticleFlags type InputType = Enum.UserInputType | Enum.KeyCode type Controller = Types.Controller type Mario = Mario.Class local player: Player = assert(Players.LocalPlayer) local mario: Mario = Mario.new() local STEP_RATE = 30 local NULL_TEXT = `<font color="#FF0000">NULL</font>` local FLIP = CFrame.Angles(0, math.pi, 0) local debugStats = Instance.new("BoolValue") debugStats.Name = "DebugStats" debugStats.Archivable = false debugStats.Parent = game local PARTICLE_CLASSES = { Fire = true, Smoke = true, Sparkles = true, ParticleEmitter = true, } local AUTO_STATS = { "Position", "Velocity", "AnimFrame", "FaceAngle", "ActionState", "ActionTimer", "ActionArg", "ForwardVel", "SlideVelX", "SlideVelZ", "CeilHeight", "FloorHeight", "WaterLevel", } local ControlModule: { GetMoveVector: (self: any) -> Vector3, } while not ControlModule do local inst = player:FindFirstChild("ControlModule", true) if inst then ControlModule = (require :: any)(inst) end task.wait(0.1) end ------------------------------------------------------------------------------------------------------------------------------------------------- -- Input Driver ------------------------------------------------------------------------------------------------------------------------------------------------- -- NOTE: I had to replace the default BindAction via KeyCode and UserInputType -- BindAction forces some mappings (such as R2 mapping to MouseButton1) which you -- can't turn off otherwise. local BUTTON_FEED = {} local BUTTON_BINDS = {} local function toStrictNumber(str: string): number local result = tonumber(str) return assert(result, "Invalid number!") end local function processAction(id: string, state: Enum.UserInputState, input: InputObject) if id == "MarioDebug" and Core:GetAttribute("DebugToggle") then if state == Enum.UserInputState.Begin then local character = player.Character if character then local isDebug = not character:GetAttribute("Debug") character:SetAttribute("Debug", isDebug) end end else local button = toStrictNumber(id:sub(5)) BUTTON_FEED[button] = state end end local function processInput(input: InputObject, gameProcessedEvent: boolean) if gameProcessedEvent then return end if BUTTON_BINDS[input.UserInputType] ~= nil then processAction(BUTTON_BINDS[input.UserInputType], input.UserInputState, input) end if BUTTON_BINDS[input.KeyCode] ~= nil then processAction(BUTTON_BINDS[input.KeyCode], input.UserInputState, input) end end UserInputService.InputBegan:Connect(processInput) UserInputService.InputChanged:Connect(processInput) UserInputService.InputEnded:Connect(processInput) local function bindInput(button: number, label: string, ...: InputType) local id = "BTN_" .. button if UserInputService.TouchEnabled then ContextActionService:BindAction(id, processAction, true) ContextActionService:SetTitle(id, label) end for i, input in { ... } do BUTTON_BINDS[input] = id end end local function updateCollisions() for i, player in Players:GetPlayers() do -- stylua: ignore local character = player.Character local rootPart = character and character.PrimaryPart if rootPart then local parts = rootPart:GetConnectedParts(true) for i, part in parts do if part:IsA("BasePart") then part.CanCollide = false end end end end end local function updateController(controller: Controller, humanoid: Humanoid?) if not humanoid then return end local moveDir = ControlModule:GetMoveVector() local pos = Vector2.new(moveDir.X, -moveDir.Z) local mag = 0 if pos.Magnitude > 0 then if pos.Magnitude > 1 then pos = pos.Unit end mag = pos.Magnitude end controller.StickMag = mag * 64 controller.StickX = pos.X * 64 controller.StickY = pos.Y * 64 humanoid:ChangeState(Enum.HumanoidStateType.Physics) controller.ButtonPressed:Clear() if humanoid.Jump then BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.Begin elseif controller.ButtonDown:Has(Buttons.A_BUTTON) then BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.End end local lastButtonValue = controller.ButtonDown() for button, state in pairs(BUTTON_FEED) do if state == Enum.UserInputState.Begin then controller.ButtonDown:Add(button) elseif state == Enum.UserInputState.End then controller.ButtonDown:Remove(button) end end table.clear(BUTTON_FEED) local buttonValue = controller.ButtonDown() controller.ButtonPressed:Set(buttonValue) controller.ButtonPressed:Band(bit32.bxor(buttonValue, lastButtonValue)) local character = humanoid.Parent if (character and character:GetAttribute("TAS")) or Core:GetAttribute("ToolAssistedInput") then if not mario.Action:Has(Enums.ActionFlags.SWIMMING) then if controller.ButtonDown:Has(Buttons.A_BUTTON) then controller.ButtonPressed:Set(Buttons.A_BUTTON) end end end end ContextActionService:BindAction("MarioDebug", processAction, false, Enum.KeyCode.P) bindInput(Buttons.B_BUTTON, "B", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonX) bindInput( Buttons.Z_TRIG, "Z", Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift, Enum.KeyCode.ButtonL2, Enum.KeyCode.ButtonR2 ) ------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Network Dispatch ------------------------------------------------------------------------------------------------------------------------------------------------------------- local Commands = {} local soundDecay = {} local lazyNetwork = ReplicatedStorage:WaitForChild("LazyNetwork") assert(lazyNetwork:IsA("RemoteEvent"), "bad lazyNetwork!") local function stepDecay(sound: Sound) local decay = soundDecay[sound] if decay then task.cancel(decay) end soundDecay[sound] = task.delay(0.1, function() sound:Stop() sound:Destroy() soundDecay[sound] = nil end) sound.Playing = true end function Commands.PlaySound(player: Player, name: string) local sound: Sound? = Sounds[name] local character = player.Character local rootPart = character and character.PrimaryPart if rootPart and sound then local oldSound: Instance? = rootPart:FindFirstChild(name) local canPlay = true if oldSound and oldSound:IsA("Sound") then canPlay = false if name:sub(1, 6) == "MOVING" or sound:GetAttribute("Decay") then -- Keep decaying audio alive. stepDecay(oldSound) elseif name:sub(1, 5) == "MARIO" then -- Restart mario sound if a 30hz interval passed. local now = os.clock() local lastPlay = oldSound:GetAttribute("LastPlay") or 0 if now - lastPlay >= 2 / STEP_RATE then oldSound.TimePosition = 0 oldSound:SetAttribute("LastPlay", now) end else -- Allow stacking. canPlay = true end end if canPlay then local newSound: Sound = sound:Clone() newSound.Parent = rootPart newSound:Play() if name:find("MOVING") then -- Audio will decay if PlaySound isn't continuously called. stepDecay(newSound) end newSound.Ended:Connect(function() newSound:Destroy() end) newSound:SetAttribute("LastPlay", os.clock()) end end end function Commands.SetParticle(player: Player, name: string, set: boolean) local character = player.Character local rootPart = character and character.PrimaryPart if rootPart then local particles = rootPart:FindFirstChild("Particles") local inst = particles and particles:FindFirstChild(name, true) if inst and PARTICLE_CLASSES[inst.ClassName] then local particle = inst :: ParticleEmitter local emit = particle:GetAttribute("Emit") if typeof(emit) == "number" then particle:Emit(emit) elseif set ~= nil then particle.Enabled = set end else warn("particle not found:", name) end end end function Commands.SetTorsoAngle(player: Player, angle: Vector3int16) local character = player.Character local waist = character and character:FindFirstChild("Waist", true) if waist and waist:IsA("Motor6D") then local props = { C1 = Util.ToRotation(-angle) + waist.C1.Position } local tween = TweenService:Create(waist, TweenInfo.new(0.1), props) tween:Play() end end function Commands.SetHeadAngle(player: Player, angle: Vector3int16) local character = player.Character local neck = character and character:FindFirstChild("Neck", true) if neck and neck:IsA("Motor6D") then local props = { C1 = Util.ToRotation(-angle) + neck.C1.Position } local tween = TweenService:Create(neck, TweenInfo.new(0.1), props) tween:Play() end end function Commands.SetCamera(player: Player, cf: CFrame?) local camera = workspace.CurrentCamera if cf ~= nil then camera.CameraType = Enum.CameraType.Scriptable camera.CFrame = cf else camera.CameraType = Enum.CameraType.Custom end end local function processCommand(player: Player, cmd: string, ...: any) local command = Commands[cmd] if command then task.spawn(command, player, ...) else warn("Unknown Command:", cmd, ...) end end local function networkDispatch(cmd: string, ...: any) lazyNetwork:FireServer(cmd, ...) processCommand(player, cmd, ...) end local function onNetworkReceive(target: Player, cmd: string, ...: any) if target ~= player then processCommand(target, cmd, ...) end end lazyNetwork.OnClientEvent:Connect(onNetworkReceive) ------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Mario Driver ------------------------------------------------------------------------------------------------------------------------------------------------------------- local lastUpdate = os.clock() local lastHeadAngle: Vector3int16? local lastTorsoAngle: Vector3int16? local activeScale = 1 local subframe = 0 -- 30hz subframe local emptyId = "" local goalCF: CFrame local prevCF: CFrame local activeTrack: AnimationTrack? local reset = Instance.new("BindableEvent") reset.Archivable = false reset.Parent = script reset.Name = "Reset" if RunService:IsStudio() then local dummySequence = Instance.new("KeyframeSequence") local provider = game:GetService("KeyframeSequenceProvider") emptyId = provider:RegisterKeyframeSequence(dummySequence) end while not player.Character do player.CharacterAdded:Wait() end local character = assert(player.Character) local pivot = character:GetPivot() mario.Position = Util.ToSM64(pivot.Position) goalCF = pivot prevCF = pivot local function setDebugStat(key: string, value: any) if typeof(value) == "Vector3" then value = string.format("%.3f, %.3f, %.3f", value.X, value.Y, value.Z) elseif typeof(value) == "Vector3int16" then value = string.format("%i, %i, %i", value.X, value.Y, value.Z) elseif type(value) == "number" then value = string.format("%.3f", value) end debugStats:SetAttribute(key, value) end local function onReset() local roblox = Vector3.yAxis * 100 local sm64 = Util.ToSM64(roblox) local char = player.Character if char then local reset = char:FindFirstChild("Reset") local cf = CFrame.new(roblox) char:PivotTo(cf) goalCF = cf prevCF = cf if reset and reset:IsA("RemoteEvent") then reset:FireServer() end end mario.SlideVelX = 0 mario.SlideVelZ = 0 mario.ForwardVel = 0 mario.IntendedYaw = 0 mario.Position = sm64 mario.Velocity = Vector3.zero mario.FaceAngle = Vector3int16.new() mario:SetAction(Action.SPAWN_SPIN_AIRBORNE) end local function getWaterLevel(pos: Vector3) local terrain = workspace.Terrain local voxelPos = terrain:WorldToCellPreferSolid(pos) local voxelRegion = Region3.new(voxelPos * 4, (voxelPos + Vector3.one + (Vector3.yAxis * 3)) * 4) voxelRegion = voxelRegion:ExpandToGrid(4) local materials, occupancies = terrain:ReadVoxels(voxelRegion, 4) local size: Vector3 = occupancies.Size local waterLevel = -11000 for y = 1, size.Y do local occupancy = occupancies[1][y][1] local material = materials[1][y][1] if occupancy >= 0.9 and material == Enum.Material.Water then local top = ((voxelPos.Y * 4) + (4 * y + 2)) waterLevel = math.max(waterLevel, top / Util.Scale) end end return waterLevel end local function update() local character = player.Character if not character then return end local now = os.clock() local gfxRot = CFrame.identity local scale = character:GetScale() if scale ~= activeScale then local marioPos = Util.ToRoblox(mario.Position) Util.Scale = scale / 20 -- HACK! Should this be instanced? mario.Position = Util.ToSM64(marioPos) activeScale = scale end -- Disabled for now because this causes parallel universes to break. -- TODO: Find a better way to do two-way syncing between these values. -- local pos = character:GetPivot().Position -- local dist = (Util.ToRoblox(mario.Position) - pos).Magnitude -- if dist > (scale * 20) then -- mario.Position = Util.ToSM64(pos) -- end local humanoid = character:FindFirstChildOfClass("Humanoid") local simSpeed = tonumber(character:GetAttribute("TimeScale") or nil) or 1 local robloxPos = Util.ToRoblox(mario.Position) mario.WaterLevel = getWaterLevel(robloxPos) Util.DebugWater(mario.WaterLevel) subframe += (now - lastUpdate) * (STEP_RATE * simSpeed) lastUpdate = now if character:GetAttribute("WingCap") or Core:GetAttribute("WingCap") then mario.Flags:Add(MarioFlags.WING_CAP) else mario.Flags:Remove(MarioFlags.WING_CAP) end if character:GetAttribute("Metal") then mario.Flags:Add(MarioFlags.METAL_CAP) else mario.Flags:Remove(MarioFlags.METAL_CAP) end subframe = math.min(subframe, 4) -- Prevent execution runoff while subframe >= 1 do subframe -= 1 updateCollisions() updateController(mario.Controller, humanoid) mario:ExecuteAction() local gfxPos = Util.ToRoblox(mario.Position) gfxRot = Util.ToRotation(mario.GfxAngle) prevCF = goalCF goalCF = CFrame.new(gfxPos) * FLIP * gfxRot end if character and goalCF then local cf = character:GetPivot() local rootPart = character.PrimaryPart local animator = character:FindFirstChildWhichIsA("Animator", true) if animator and (mario.AnimDirty or mario.AnimReset) and mario.AnimFrame >= 0 then local anim = mario.AnimCurrent local animSpeed = 0.1 / simSpeed if activeTrack and (activeTrack.Animation ~= anim or mario.AnimReset) then if tostring(activeTrack.Animation) == "TURNING_PART1" then if anim and anim.Name == "TURNING_PART2" then mario.AnimSkipInterp = 2 animSpeed *= 2 end end activeTrack:Stop(animSpeed) activeTrack = nil end if not activeTrack and anim then if anim.AnimationId == "" then if RunService:IsStudio() then warn("!! FIXME: Empty AnimationId for", anim.Name, "will break in live games!") end anim.AnimationId = emptyId end local track = animator:LoadAnimation(anim) track:Play(animSpeed, 1, 0) activeTrack = track end if activeTrack then local speed = mario.AnimAccel / 0x10000 if speed > 0 then activeTrack:AdjustSpeed(speed * simSpeed) else activeTrack:AdjustSpeed(simSpeed) end end mario.AnimDirty = false mario.AnimReset = false end if activeTrack and mario.AnimSetFrame > -1 then activeTrack.TimePosition = mario.AnimSetFrame / STEP_RATE mario.AnimSetFrame = -1 end if rootPart then local particles = rootPart:FindFirstChild("Particles") local alignPos = rootPart:FindFirstChildOfClass("AlignPosition") local alignCF = rootPart:FindFirstChildOfClass("AlignOrientation") local actionId = mario.Action() local throw = mario.ThrowMatrix if throw then local throwPos = Util.ToRoblox(throw.Position) goalCF = throw.Rotation * FLIP + throwPos end if alignCF then local nextCF = prevCF:Lerp(goalCF, subframe) -- stylua: ignore cf = if mario.AnimSkipInterp > 0 then cf.Rotation + nextCF.Position else nextCF alignCF.CFrame = cf.Rotation end local isDebug = character:GetAttribute("Debug") local limits = character:GetAttribute("EmulateLimits") script.Util:SetAttribute("Debug", isDebug) debugStats.Value = isDebug if limits ~= nil then Core:SetAttribute("TruncateBounds", limits) end if isDebug then local animName = activeTrack and tostring(activeTrack.Animation) setDebugStat("Animation", animName) local actionName = Enums.GetName(Action, actionId) setDebugStat("Action", actionName) local wall = mario.Wall setDebugStat("Wall", wall and wall.Instance.Name or NULL_TEXT) local floor = mario.Floor setDebugStat("Floor", floor and floor.Instance.Name or NULL_TEXT) local ceil = mario.Ceil setDebugStat("Ceiling", ceil and ceil.Instance.Name or NULL_TEXT) end for _, name in AUTO_STATS do local value = rawget(mario :: any, name) setDebugStat(name, value) end if alignPos then alignPos.Position = cf.Position end local bodyState = mario.BodyState local headAngle = bodyState.HeadAngle local torsoAngle = bodyState.TorsoAngle if actionId ~= Action.BUTT_SLIDE and actionId ~= Action.WALKING then bodyState.TorsoAngle *= 0 end if torsoAngle ~= lastTorsoAngle then networkDispatch("SetTorsoAngle", torsoAngle) lastTorsoAngle = torsoAngle end if headAngle ~= lastHeadAngle then networkDispatch("SetHeadAngle", headAngle) lastHeadAngle = headAngle end if particles then for name, flag in pairs(ParticleFlags) do local inst = particles:FindFirstChild(name, true) if inst and PARTICLE_CLASSES[inst.ClassName] then local particle = inst :: ParticleEmitter local emit = particle:GetAttribute("Emit") local hasFlag = mario.ParticleFlags:Has(flag) if hasFlag then print("SetParticle", name) end if emit then if hasFlag then networkDispatch("SetParticle", name) end elseif particle.Enabled ~= hasFlag then networkDispatch("SetParticle", name, hasFlag) end end end end for name: string, sound: Sound in pairs(Sounds) do local looped = false if sound:IsA("Sound") then if sound.TimeLength == 0 then continue end looped = sound.Looped end if sound:GetAttribute("Play") then networkDispatch("PlaySound", sound.Name) if not looped then sound:SetAttribute("Play", false) end elseif looped then sound:Stop() end end character:PivotTo(cf) end end end reset.Event:Connect(onReset) RunService.Heartbeat:Connect(update) while task.wait(1) do local success = pcall(function() return StarterGui:SetCore("ResetButtonCallback", reset) end) if success then break end end -------------------------------------------------------------------------------------------------------------------------------------------------------------
5,022
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/server/LazyNetworking.server.lua
--!strict local Validators: { [string]: (Player, ...any) -> boolean } = {} type Echo = () -> () local ReplicatedStorage = game:GetService("ReplicatedStorage") local Core = script.Parent.Parent local Shared = require(Core.Shared) local Sounds = Shared.Sounds local lazy = Instance.new("RemoteEvent") lazy.Parent = ReplicatedStorage lazy.Name = "LazyNetwork" lazy.Archivable = false function Validators.PlaySound(player: Player, name: string) local sound: Instance? = Sounds[name] if sound and sound:IsA("Sound") then return true end return false end function Validators.SetParticle(player: Player, name: string, set: boolean?) if typeof(name) ~= "string" then return false end local character = player.Character local rootPart = character and character.PrimaryPart if rootPart then local particles = rootPart:FindFirstChild("Particles") local particle = particles and particles:FindFirstChild(name, true) if particle then return true end end return false end function Validators.SetTorsoAngle(player: Player, angle: Vector3int16) return typeof(angle) == "Vector3int16" end function Validators.SetHeadAngle(player: Player, angle: Vector3int16) return typeof(angle) == "Vector3int16" end local function onNetworkReceive(player: Player, cmd: string, ...) local validate = Validators[cmd] if validate and validate(player, ...) then lazy:FireAllClients(player, cmd, ...) end end lazy.OnServerEvent:Connect(onNetworkReceive)
348
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/server/StarterCharacter/Appearance/init.server.lua
--!strict local Players = game:GetService("Players") local character: Instance = assert(script.Parent) assert(character:IsA("Model"), "Not a character") local player = Players:GetPlayerFromCharacter(character) assert(player, "No player!") local userId = player.UserId local hDesc: HumanoidDescription? local metalPointers = {} :: { [MeshPart]: { Metal: SurfaceAppearance?, }, } local function updateMetal(part: MeshPart) local isMetal = character:GetAttribute("Metal") local ptr = metalPointers[part] if ptr == nil then ptr = {} metalPointers[part] = ptr end if isMetal and not ptr.Metal then local surface = script.METAL_MARIO:Clone() surface.Parent = part ptr.Metal = surface elseif ptr.Metal and not isMetal then ptr.Metal:Destroy() ptr.Metal = nil end end local function onMetalChanged() for meshPart in metalPointers do updateMetal(meshPart) end end local function onDescendantAdded(desc: Instance) if desc:IsA("BasePart") then if desc.CollisionGroup ~= "Player" then local canCollide = desc:GetPropertyChangedSignal("CanCollide") desc.CollisionGroup = "Player" desc.CanQuery = false desc.CanTouch = false desc.Massless = true canCollide:Connect(function() desc.CanCollide = false end) desc.CanCollide = false end if desc:IsA("MeshPart") then updateMetal(desc) end end end local function onDescendantRemoving(desc: Instance) if desc:IsA("MeshPart") then metalPointers[desc] = nil end end local metalListener = character:GetAttributeChangedSignal("Metal") metalListener:Connect(onMetalChanged) for i, desc in character:GetDescendants() do task.spawn(onDescendantAdded, desc) end character:SetAttribute("TimeScale", 1) character.DescendantAdded:Connect(onDescendantAdded) character.DescendantRemoving:Connect(onDescendantRemoving) local function reload() character:ScaleTo(1) task.spawn(function() for i = 1, 5 do character:PivotTo(CFrame.new(0, 100, 0)) task.wait() end end) for retry = 1, 10 do local success, result = pcall(function() return Players:GetHumanoidDescriptionFromUserId(userId) end) if success then hDesc = result break else task.wait(retry / 2) end end if hDesc then hDesc.HeadScale = 1.8 hDesc.WidthScale = 1.3 hDesc.DepthScale = 1.4 hDesc.HeightScale = 1.2 hDesc.BodyTypeScale = 0 hDesc.ProportionScale = 0 else return end local humanoid = character:WaitForChild("Humanoid") assert(hDesc) if humanoid:IsA("Humanoid") then while not humanoid.RootPart do humanoid.Changed:Wait() end local rootPart = humanoid.RootPart assert(rootPart, "No HumanoidRootPart??") local particles = rootPart:FindFirstChild("Particles") humanoid:ApplyDescription(hDesc) if particles and particles:IsA("Attachment") then local floorDec = humanoid.HipHeight + (rootPart.Size.Y / 2) local pos = Vector3.new(0, -floorDec, 0) rootPart.PivotOffset = CFrame.new(pos) particles.Position = pos end end end local reset = Instance.new("RemoteEvent") reset.Parent = character reset.Name = "Reset" reset.OnServerEvent:Connect(function(player) if player == Players:GetPlayerFromCharacter(character) then reload() end end) task.spawn(reload)
883
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/server/StarterCharacter/init.server.lua
--!strict local Players = game:GetService("Players") local StarterPlayer = game:GetService("StarterPlayer") local PhysicsService = game:GetService("PhysicsService") local StarterCharacterScripts = StarterPlayer.StarterCharacterScripts local hDesc = Instance.new("HumanoidDescription") hDesc.HeightScale = 1.3 hDesc.WidthScale = 1.3 hDesc.DepthScale = 1.4 hDesc.HeadScale = 2 local character = Players:CreateHumanoidModelFromDescription(hDesc, Enum.HumanoidRigType.R15) local bodyColors = character:FindFirstChildOfClass("BodyColors") local animate = character:FindFirstChild("Animate") local oldRoot = character.PrimaryPart if animate then animate:Destroy() end if oldRoot then oldRoot:Destroy() end if bodyColors then bodyColors:Destroy() end local newRoot = script.HumanoidRootPart newRoot.Parent = character :: any local humanoid = assert(character:FindFirstChildOfClass("Humanoid")) humanoid:BuildRigFromAttachments() local dummyScripts = { "Animate", "Health", "Sound", } for _, dummy in dummyScripts do local stub = Instance.new("Hole", StarterCharacterScripts) stub.Name = dummy end for _, child in script:GetChildren() do child.Parent = StarterCharacterScripts if child:IsA("Script") then child.Disabled = false end end character.Name = "StarterCharacter" character.PrimaryPart = newRoot character.Parent = StarterPlayer PhysicsService:RegisterCollisionGroup("Player") PhysicsService:CollisionGroupSetCollidable("Default", "Player", false) for _, player in Players:GetPlayers() do task.spawn(player.LoadCharacter, player) end
376
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/tools/ImportAnimations.lua
local AvatarImportService = game:GetService("AvatarImportService") local resume = Instance.new("BindableEvent") for i, anim in pairs(game.ReplicatedFirst.SM64.Assets.Animations:GetChildren()) do local path = "C:/Users/clone/Desktop/MarioAnims/" .. anim.Name .. ".fbx" print("Importing", anim) task.defer(function() local success, err = pcall(function() AvatarImportService:ImportFBXAnimationFromFilePathUserMayChooseModel(path, workspace.Mario, function() local bin = game.ServerStorage.AnimSaves local old = bin:FindFirstChild(anim.Name) if old then old:Destroy() end local kfs = AvatarImportService:ImportLoadedFBXAnimation(false) kfs.Name = anim.Name kfs.Parent = bin resume:Fire() end) end) if not success then warn("ERROR IMPORTING", anim, err) resume:Fire() end end) resume.Event:Wait() end
229
MaximumADHD/sm64-roblox
MaximumADHD-sm64-roblox-79d5372/tools/RetargetAnimations.lua
-- This script was written (quite rigidly) for use in the provided RetargetAnimations.rbxl place. -- KeyframeSequences are not provided as mentioned in the README, you'll have to extract them yourself :) --!strict local ServerStorage = game:GetService("ServerStorage") local StarterCharacter = workspace.StarterCharacter local MarioAnim = workspace.MarioAnim local MarioBase = workspace.MarioBase local Player = workspace.Player local HIERARCHY: { [string]: { [string]: string }? } = { HumanoidRootPart = { LowerTorso = "Root" }, LowerTorso = { UpperTorso = "Waist", LeftUpperLeg = "LeftHip", RightUpperLeg = "RightHip", }, UpperTorso = { Head = "Neck", LeftUpperArm = "LeftShoulder", RightUpperArm = "RightShoulder", }, LeftUpperArm = { LeftLowerArm = "LeftElbow" }, LeftLowerArm = { LeftHand = "LeftWrist" }, RightUpperArm = { RightLowerArm = "RightElbow" }, RightLowerArm = { RightHand = "RightWrist" }, LeftUpperLeg = { LeftLowerLeg = "LeftKnee" }, LeftLowerLeg = { LeftFoot = "LeftAnkle" }, RightUpperLeg = { RightLowerLeg = "RightKnee" }, RightLowerLeg = { RightFoot = "RightAnkle" }, } local BASE_KEYFRAME = ServerStorage.BASE_KEYFRAME local statusHint = Instance.new("Hint") local statusText = "%s [%d/%d]" statusHint.Parent = workspace statusHint.Name = "Status" local function updateAnim() StarterCharacter.Humanoid.Animator:StepAnimations(0) Player.Humanoid.Animator:StepAnimations(0) task.wait() end local function clearAnims() for i, desc: Instance in pairs(workspace:GetDescendants()) do if desc:IsA("Bone") then desc.Transform = CFrame.identity elseif desc:IsA("Motor6D") then desc.Transform = CFrame.identity elseif desc:IsA("Animator") then task.defer(desc.StepAnimations, desc, 0) end end task.wait() end local function applyMotors(at: Instance) local name0 = if at:IsA("Keyframe") then "HumanoidRootPart" else at.Name local part0 = StarterCharacter:FindFirstChild(name0) local data = HIERARCHY[name0] if data and part0 and part0:IsA("BasePart") then for name1, motorName in data do local part1 = StarterCharacter:FindFirstChild(name1) if part1 and part1:IsA("BasePart") then local att: Attachment = part1:FindFirstChild(motorName .. "RigAttachment") local bone: Bone = MarioBase:FindFirstChild(motorName, true) local motor: Motor6D = part1:FindFirstChild(motorName) motor.Transform = att.WorldCFrame:ToObjectSpace(bone.TransformedWorldCFrame) local playerMotor = workspace.Player:FindFirstChild(motorName, true) local pose = at:FindFirstChild(name1) if playerMotor and playerMotor:IsA("Motor6D") then if motorName:find("Left") or motorName:find("Right") then playerMotor.Transform = motor.Transform.Rotation else playerMotor.Transform = motor.Transform end end updateAnim() if pose and pose:IsA("Pose") then if motorName:find("Left") or motorName:find("Right") then pose.CFrame = motor.Transform.Rotation else pose.CFrame = motor.Transform end applyMotors(pose) end end end end end local function remapKeyframe(keyframe: Keyframe): Keyframe clearAnims() for i, desc: Instance in pairs(keyframe:GetDescendants()) do if desc:IsA("Pose") then local bone: Instance? = MarioAnim:FindFirstChild(desc.Name, true) if bone and bone:IsA("Bone") then bone.Transform = desc.CFrame end end end for i, desc in MarioBase:GetDescendants() do if desc:IsA("Bone") then local anim = MarioAnim:FindFirstChild(desc.Name, true) if anim then local offset = desc.TransformedWorldCFrame:ToObjectSpace(anim.TransformedWorldCFrame) desc.Transform = offset end end end local newKeyframe = BASE_KEYFRAME:Clone() newKeyframe.Name = keyframe.Name newKeyframe.Time = keyframe.Time applyMotors(newKeyframe) return newKeyframe end local function remapKeyframeSequence(kfs: KeyframeSequence): KeyframeSequence local keyframes = kfs:GetKeyframes() clearAnims() local newKfs = kfs:Clone() newKfs:ClearAllChildren() for i, keyframe in keyframes do if keyframe:IsA("Keyframe") then local text = statusText:format(kfs.Name, i, #keyframes) statusHint.Text = text local newKeyframe = remapKeyframe(keyframe) newKeyframe.Parent = newKfs end end return newKfs end local animSaves = ServerStorage.AnimSaves:GetChildren() local animSavesR15 = ServerStorage.AnimSaves_R15 table.sort(animSaves, function(a, b) return a.Name < b.Name end) for i, animSave in animSaves do if animSave:IsA("KeyframeSequence") then local kfs = remapKeyframeSequence(animSave) kfs.Parent = animSavesR15 end end clearAnims() statusHint:Destroy()
1,311
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Plugins/Client-Example Plugin.luau
return function(Vargs) local client, service = Vargs.Client, Vargs.Service --Acts the same as a server plugin but with client functions instead of server. --[[ local window = client.UI.Make("Window",{ Title = "Changing DataStore"; Size = {700,300}; Icon = "rbxassetid://357249130"; }) window:Add("ImageLabel",{ Image = "rbxassetid://531490964"; }) --]] end
109
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Plugins/Server-Example Plugin.luau
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" OR "Server-" CLIENT PLUGINS' NAMES MUST START WITH "Client:" OR "Client-" Plugins have full access to the server/client tables and most variables. You can use the MakePluginEvent to use the script instead of setting up an event. PlayerJoined will fire after the player finishes initial loading CharacterAdded will also fire after the player is loaded, it does not use the CharacterAdded event. service.Events.PlayerAdded:Connect(function(p) print(`{p.Name} Joined! Example Plugin`) end) service.Events.CharacterAdded:Connect(function(p) server.RunCommand('name', plr.Name, 'BobTest Example Plugin') end) --]] return function(Vargs) local server, service = Vargs.Server, Vargs.Service server.Commands.ExampleCommand = { Prefix = server.Settings.Prefix; -- Prefix to use for command Commands = {"example"}; -- Commands Args = {"arg1"}; -- Command arguments Description = "Example command"; -- Command Description Hidden = true; -- Is it hidden from the command list? Fun = false; -- Is it fun? AdminLevel = "Players"; -- Admin level; If using settings.CustomRanks set this to the custom rank name (eg. "Baristas") Function = function(plr,args) -- Function to run for command print("HELLO WORLD FROM AN EXAMPLE COMMAND :)") print(`Player supplied args[1] {args[1]}`) end } end
344
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Settings/Cameras.luau
--[[ Use the below table to define "pre-set" cameras Format example: Cameras = { { Name = "CameraName"; Position = Vector3; -- Example: Vector3.new(0, 0, 0) or workspace.ExampleCameraPart.Position } } --]] ---------------------- -- CAMERAS SETTINGS -- ---------------------- return { Cameras = { -- { -- Name = "ExampleCamera1; -- Position = Vector3.new(0, 50, 0) -- } } }
130
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Settings/CommandAdjustments.luau
------------------------------- -- Scroll down for settings -- ------------------------------- --[[ Format example for Aliases: Aliases = { [":alias <arg1> <arg2> ..."] = ":command <arg1> <arg2> ..." } Format example for CommandCooldowns: CommandCooldowns = { [":commandname"] = { Player = 0; -- (optional) Per player cooldown in seconds Server = 0; -- (optional) Per server cooldown in seconds Cross = 0; -- (optional) Global cooldown in seconds } } Make sure to include the prefix infront of the command name. Format example for Permissions: Permissions = { "CommandName:NewLevel"; "CommandName:CustomRank1,CustomRank2,CustomRank3"; }; --]] ---------------------------------- -- COMMAND ADJUSTMENTS SETTINGS -- ---------------------------------- return { Aliases = { -- [":examplealias <player> <fireColor>"] = ":ff <player> | :fling <player> | :fire <player> <fireColor>" -- Order arguments appear in alias string determines their required order in the command message when ran later }; CommandCooldowns = { -- [":logs"] = { -- Player = 5; -- 5 seconds -- } }; Permissions = { -- "ff:HeadAdmins"; -- Changes :ff to HeadAdmins and higher (HeadAdmins = Level 300 by default) -- "kill:300"; -- Changes :kill to level 300 and higher (Level 300 = HeadAdmins by default) -- "ban:200,300"; -- Makes it so :ban is only usable by levels 200 and 300 specifically (nothing higher or lower or in between) }; }
407
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Settings/Donor.luau
-------------------- -- DONOR SETTINGS -- -------------------- return { DonorCapes = true; -- Donors get to show off their capes; Not disruptive :) DonorCommands = true; -- Show your support for the script and let donors use harmless commands like !sparkles LocalCapes = false; -- Makes Donor capes local so only the donors see their cape [All players can still disable capes locally] };
94
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Settings/General.luau
---------------------- -- GENERAL SETTINGS -- ---------------------- return { Prefix = {":", ";"}; -- A list of prefixes for commands, the : in :kill me PlayerPrefix = "!"; -- The ! in !donate; Mainly used for commands that any player can run; Do not make it the same as Prefix SpecialPrefix = ""; -- Used for things like "all", "me" and "others" (If changed to ! you would do :kill !me) SplitKey = " "; -- The space in :kill me (eg if you change it to / :kill me would be :kill/me) BatchKey = "|"; -- :kill me | :ff bob | :explode scel ConsoleKeyCode = "Quote"; -- Keybind to open the console; Rebindable per player in userpanel; KeyCodes: https://developer.roblox.com/en-us/api-reference/enum/KeyCode HideScript = true; -- When the game starts the Adonis_Loader model will be hidden so other scripts cannot access the settings module; Disable if your game uses AssetService:SavePlaceAsync() DataStoreEnabled = true; -- Disable if you don't want to load settings and admins from the datastore; PlayerData will still save LocalDatastore = false; -- If this is turned on, a mock DataStore will forcibly be used instead and shall never save across servers DataStore = "Adonis_1"; -- DataStore the script will use for saving data; Changing this will lose any saved data DataStoreKey = "CHANGE_THIS"; -- CHANGE THIS TO ANYTHING RANDOM! Key used to encrypt all datastore entries; Changing this will lose any saved data SaveAdmins = true; -- If true anyone you :admin or :headadmin in-game will save LoadAdminsFromDS = true; -- If false, any admins saved in your DataStores will not load SaveCommandLogs = true; -- If command logs are saved to the datastores MaxLogs = 5000; -- Maximum logs to save before deleting the oldest Storage = game:GetService("ServerStorage"); -- Where things like tools are stored RecursiveTools = false; -- Whether tools that are included in sub-containers within Storage will be available via the :give command (useful if your tools are organized into multiple folders) Theme = "Default"; -- UI theme MobileTheme = "Mobilius"; -- Theme to use on mobile devices; Some UI elements are disabled DefaultTheme = "Default"; -- Theme to be used as a replacement for "Default". The new replacement theme can still use "Default" as its Base_Theme however any other theme that references "Default" as its redirects to this theme. HiddenThemes = {}; -- Hide themes from the theme selector tab inside the userpanel. Each theme name must be the specific name such as "Mobilius" BanMessage = "Banned"; -- Message shown to banned users upon kick LockMessage = "Not Whitelisted"; -- Message shown to people when they are kicked while :slock is on in the server SystemTitle = "System Message"; -- Title to display in :sm and :bc --[[ Format example for Banned, Muted, Blacklist and Whitelist: Banned, Muted, Blacklist or Whitelist = { "Username"; -- Example: "roblox" "Username:UserId"; -- Example: "roblox:1" UserId; -- Example: 1 "Group:GroupId:GroupRank"; -- Example: "Group:123456:50" "Group:GroupId"; -- Example: "Group:123456" "Item:ItemID"; -- Example: "Item:123456" "GamePass:GamePassID"; -- Example: "GamePass:123456" "Subscription:SubscriptionId"; -- Example: "Subscription:123456" } --]] Banned = {}; -- List of people banned from the game Format: See the above format example Muted = {}; -- List of people muted (cannot send chat messages) Format: See the above format example Blacklist = {}; -- List of people banned from running commands Format: See the above format example Whitelist = {}; -- People who can join if whitelist enabled Format: See the above format example WhitelistEnabled = false; -- If true enables the whitelist/server lock; Only lets admins & whitelisted users join MusicList = {}; -- List of songs to appear in the :musiclist Format: {{Name = "somesong", ID = 1234567}, {Name = "anotherone", ID = 1243562}} CapeList = {}; -- List of capes Format: {{Name = "somecape", Material = "Fabric", Color = "Bright yellow", ID = 12345567, Reflectance = 1}; {etc more stuff here}} InsertList = {}; -- List of models to appear in the :insertlist and can be inserted using ':insert <name>' Format: {{Name = "somemodel", ID = 1234567}; {Name = "anotherone", ID = 1243562}} OnStartup = {}; -- List of commands ran at server start Format: {":notif TestNotif"} OnJoin = {}; -- List of commands ran as player on join (ignores adminlevel) Format: {":cmds"} OnSpawn = {}; -- List of commands ran as player on spawn (ignores adminlevel) Format: {"!fire Really red",":ff me"} FunCommands = true; -- Are fun commands enabled? PlayerCommands = true; -- Are player-level utility commands enabled? AgeRestrictedCommands = true; -- Are age restricted commands enabled? ChatCommands = true; -- If false you will not be able to run commands via the chat; Instead, you MUST use the console or you will be unable to run commands CrossServerCommands = true; -- Are commands which affect more than one server enabled? WarnDangerousCommand = false; -- Do dangerous commands ask for confirmation? CommandFeedback = false; -- Should players be notified when commands with non-obvious effects are run on them? SilentCommandDenials = false; -- If true, there will be no differences between the error messages shown when a user enters an invalid command and when they have insufficient permissions for the command OverrideChatCallbacks = true; -- If the TextChatService ShouldDeliverCallbacks of all channels are overridden by Adonis on load. Required for slowmode. Mutes use a CanSend method to mute when this is set to false. ChatCreateRobloxCommands = false; -- Whether "/" commands for Roblox should get created in new Chat CodeExecution = false; -- Enables the use of code execution in Adonis. Scripting related (such as :s) and a few other commands require this Notification = true; -- Whether or not to show the "You're an admin" and "Updated" notifications SongHint = true; -- Display a hint with the current song name and ID when a song is played via :music TopBarShift = false; -- By default hints and notifications will appear from the top edge of the window. Set this to true if you don't want hints/notifications to appear in that region. AutoClean = false; -- Will auto clean workspace of things like hats and tools AutoCleanDelay = 60; -- Time between auto cleans AutoBackup = false; -- Run :backupmap automatically when the server starts. To restore the map, run :restoremap ReJail = false; -- If true then when a player rejoins they'll go back into jail. Or if the moderator leaves everybody gets unjailed Console = true; -- Whether the command console is enabled Console_AdminsOnly = false; -- If true, only admins will be able to access the console HelpSystem = true; -- Allows players to call admins for help using !help HelpButton = true; -- Shows a little help button in the bottom right corner. HelpButtonImage = "rbxassetid://357249130"; -- Sets the image used for the Adonis help button above. HttpWait = 60; -- How long things that use the HttpService will wait before updating again };
1,871
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Settings/JoinMessages.luau
--[[ Format example for Join Messages: Messages = { "This is a message using the defaults!"; { Title = "Message title"; Message = "Message body"; Time = 10; Icon = "rbxassetid://7510999669"; Level = 300; }; } Messages are shown to HeadAdmins+ (300) by default but tables can define a different minimum level via .Level --]] return { Messages = { -- { -- Title = "Message title"; -- Message = "Message body"; -- Time = 10; -- Icon = "rbxassetid://7510999669"; -- Level = 300; -- }; }; -- A list of notifications shown on join. Messages can either be strings or tables. };
196
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/Config/Settings/Waypoints.luau
--[[ List of waypoints you can teleport via ':to wp-WAYPOINTNAME' or ':teleport PLAYER tp.WAYPOINTNAME' Use the below table to define "pre-set" waypoints Format example: Waypoints = { EXAMPLEWAYPOINT1NAME = Vector3; -- Example: Vector3.new(0, 0, 0) or workspace.ExampleWaypointPart.Position } --]] ------------------------ -- WAYPOINTS SETTINGS -- ------------------------ return { Waypoints = { -- YOURNAME1 = Vector3.new(5, 20, 10) }; };
128
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/Loader/README.luau
--[[ -------------------------------------------- -- Adonis -- -- By Epix Incorporated -- -------------------------------------------- -- Not Everything is so Black and White -- -------------------------------------------- A lot of time goes into maintaining and updating Adonis. If you enjoy using Adonis, please consider leaving us a review, as your feedback means a lot: https://create.roblox.com/store/asset/7510622625/ --------------------- -- Getting started -- --------------------- - It's recommend you store Adonis_Loader in 'ServerScriptService'. - Configure Ranks in Config -> Settings -> Ranks module. - Configure general settings like prefixes, command settings, etc in Config -> Settings -> General module. - You can find the rest of the settings modules at Config -> Settings. They are sorted by categories. - You can create custom commands and plugins in Config -> Plugins. --------------------- -- Basic luau info -- --------------------- This is only here to help you when editing settings so you understand how they work and don't break something. In case you don't know what Luau is; Luau is the scripting language Roblox uses... so every script you see (such as this one) and pretty much any code on Roblox is written in Luau. Anything that looks like {} is known as a table. Tables contain things, like the Luau version of a box. An example of a table would be setting = {"John", "Mary", "Bill"} You can have tables inside of tables, such in the case of setting = {{Group = 1234, Rank = 123, Type = "Admin"}} Just like real boxes, tables can contain pretty much anything including other tables. Note: Commas (,) as well as semicolons (;) can both be used to separate things inside a table. Anything that looks like "Bob" is what's known as a string. Strings are basically plain text; setting = "Bob" would be correct however setting = Bob would not; because if it's not surrounded by quotes Luau will think that Bob is a variable; Quotes indicate something is a string and therefore not a variable/number/code Numbers do not use quotes. setting = 56 This block of text you are reading is called a comment. It's like a message from the programmer to anyone who reads their stuff. Anything in a comment will not be seen by Luau when the script is run. Comments can be made by putting -- at the start of a line For more information about roblox luau visit: https://create.roblox.com/docs/luau --]]
567
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/Plugins/Misc_Features.luau
--// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER! return function(Vargs, GetEnv) local client = Vargs.Client; local service = Vargs.Service; local Settings = client.Settings local Functions, Anti, Core, Logs, Remote, Process, Variables = client.Functions, client.Anti, client.Core, client.Logs, client.Remote, client.Process, client.Variables -- // Backwards compatibility local Pcall = client.Pcall local function cPcall(func, ...) return Pcall(function(...) return coroutine.resume(coroutine.create(func), ...) end, ...) end client.cPcall, service.cPcall = cPcall, cPcall service.CloneTable = function(tbl) return (getmetatable(tbl) and not pcall(setmetatable(tbl, getmetatable(tbl)))) and setmetatable({}, {__index = function(_, k) return tbl[k] end}) or table.clone(tbl) end service.AltUnpack = function(args, shift) -- TODO: Remove. This is not used in Adonis at all and is easily replicatable so you can safely remove it withour fear return table.unpack(args, 1 + (shift and shift - 1 or 0), 10 + (shift and shift - 1 or 0)) end service.GoodSignal = service.Signal service.Yield = function() local event = service.Signal.new() return { Release = function(...) event:Fire(...) end; Wait = function(...) return event:Wait(...) end; Destroy = function() event:Destroy() end; Event = event; } end Remote.UnEncrypted = setmetatable({}, { __newindex = function(_, ind, val) warn("Unencrypted remote commands are deprecated; moving", ind, "to Remote.Commands. Replace `Remote.Unencrypted` with `Remote.Commands`!") Remote.Commands[ind] = val Logs:AddLog("Script", `Attempted to add {ind} to legacy Remote.Unencrypted. Moving to Remote.Commands`) end }) client.Folder:SetSpecial("Shared", client.Shared) Functions.GetRandom = function(pLen) local random = math.random local format = string.format local Len = (type(pLen) == "number" and pLen) or random(5,10) --// reru local Res = {} for Idx = 1, Len do Res[Idx] = format("%02x", random(255)) end return table.concat(Res) end -- TODO: Remove \\/ service.OwnsAsset = service.CheckAssetOwnership Functions.CatchError = client.Pcall Logs:AddLog("Script", "Misc Features Module Loaded") end
626
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Default/Music/Slider.luau
--!native -------------------------------------------------------------------------------------------- -------------------------------------- Slider Module --------------------------------------- -- [Adonis Maintainer]: P3tray -- [Author]: Krypt -- [Description]: Creates a slider based on a start, end and incremental value. Allows ... -- ... sliders to be moved, tracked/untracked, reset, and have specific properties such ... -- ... as their current value and increment to be overriden. -- [Version]: 2.1.1 -- [Created]: 22/12/2021 -- [Updated]: 23/11/2022 -- [Dev Forum Link]: https://devforum.roblox.com/t/1597785/ -------------------------------------------------------------------------------------------- --!nonstrict local Slider = {Sliders = {}} local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local TweenService = game:GetService("TweenService") assert(RunService:IsClient(), "Slider module can only be used on the Client!") local SliderFuncs = {} do function SliderFuncs.snapToScale(val: number, step: number): number return math.clamp(math.round(val / step) * step, 0, 1) end function lerp(start: number, finish: number, percent: number): number return (1 - percent) * start + percent * finish end function SliderFuncs.map(value: number, start: number, stop: number, newStart: number, newEnd: number, constrain: boolean): number local newVal = lerp(newStart, newEnd, SliderFuncs.getAlphaBetween(start, stop, value)) if not constrain then return newVal end if newStart < newEnd then newStart, newEnd = newEnd, newStart end return math.max(math.min(newVal, newStart), newEnd) end function SliderFuncs.getNewPosition(self): UDim2 local absoluteSize = self._data.Button.AbsoluteSize[self._config.Axis] local holderSize = self._holder.AbsoluteSize[self._config.Axis] local anchorPoint = self._data.Button.AnchorPoint[self._config.Axis] local paddingScale = (self._config.Padding / holderSize) local minScale = ((anchorPoint * absoluteSize) / holderSize + paddingScale) local decrement = ((2 * absoluteSize) * anchorPoint) - absoluteSize local maxScale = (1 - minScale) + (decrement / holderSize) local newPercent = SliderFuncs.map(self._data._percent, 0, 1, minScale, maxScale, true) return if self._config.Axis == "X" then UDim2.fromScale(newPercent, self._data.Button.Position.Y.Scale) else UDim2.fromScale(self._data.Button.Position.X.Scale, newPercent) end function SliderFuncs.getScaleIncrement(self) return 1 / ((self._config.SliderData.End - self._config.SliderData.Start) / self._config.SliderData.Increment) end function SliderFuncs.getAlphaBetween(a: number, b: number, c: number): number return (c - a) / (b - a) end function SliderFuncs.getNewValue(self) local newValue = lerp(self._config.SliderData.Start, self._config.SliderData.End, self._data._percent) local incrementScale = (1 / self._config.SliderData.Increment) newValue = math.round(newValue * incrementScale) / incrementScale return newValue end end local Signal = require(script.Parent.Signal) Slider.__index = function(object, indexed) local deprecated = { {".OnChange", ".Changed", rawget(object, "Changed")} } for _, tbl in ipairs(deprecated) do local deprecatedStr = string.sub(tbl[1], 2) if deprecatedStr == indexed then warn(string.format("%s is deprecated, please use %s instead", tbl[1], tbl[2])) return tbl[3] end end return Slider[indexed] end export type configDictionary = { SliderData: {Start: number, End: number, Increment: number, DefaultValue: number | nil}, MoveType: "Tween" | "Instant" | nil, MoveInfo: TweenInfo | nil, Axis: string | nil, Padding: number | nil, AllowBackgroundClick: boolean } function Slider.new(holder: GuiBase2d, config: configDictionary) assert(pcall(function() return holder.AbsoluteSize, holder.AbsolutePosition end), "Holder argument does not have an AbsoluteSize/AbsolutePosition") local duplicate = false for _, slider in ipairs(Slider.Sliders) do if slider._holder == holder then duplicate = true break end end assert(not duplicate, "Cannot set two sliders with same frame!") assert(config.SliderData.Increment ~= nil, "Failed to find Increment in SliderData table") assert(config.SliderData.Start ~= nil, "Failed to find Start in SliderData table") assert(config.SliderData.End ~= nil, "Failed to find End in SliderData table") assert(config.SliderData.Increment > 0, "SliderData.Increment must be greater than 0") assert(config.SliderData.End > config.SliderData.Start, string.format("Slider end value must be greater than its start value! (%.1f <= %.1f)", config.SliderData.End, config.SliderData.Start)) local self = setmetatable({}, Slider) self._holder = holder self._data = { -- Buttons Button = nil, HolderButton = nil, -- Clicking _clickOverride = false, _mainConnection = nil, _clickConnections = {}, _otherConnections = {}, _inputPos = nil, -- Internal _percent = 0, _value = 0, _scaleIncrement = 0, _currentTween = nil, _allowBackgroundClick = if config.AllowBackgroundClick == false then false else true } self._config = config self._config.Axis = string.upper(config.Axis or "X") self._config.Padding = config.Padding or 5 self._config.MoveInfo = config.MoveInfo or TweenInfo.new(0.2) self._config.MoveType = config.MoveType or "Tween" self.IsHeld = false local sliderBtn = holder:FindFirstChild("Slider") assert(sliderBtn ~= nil, "Failed to find slider button.") assert(sliderBtn:IsA("GuiButton"), "Slider is not a GuiButton") self._data.Button = sliderBtn -- Holder button -- if self._data._allowBackgroundClick then local holderClickButton = Instance.new("TextButton") holderClickButton.BackgroundTransparency = 1 holderClickButton.Text = "" holderClickButton.Name = "HolderClickButton" holderClickButton.Size = UDim2.fromScale(1, 1) holderClickButton.ZIndex = -1 holderClickButton.Parent = self._holder self._data.HolderButton = holderClickButton end -- Finalise -- self._data._percent = 0 if config.SliderData.DefaultValue then config.SliderData.DefaultValue = math.clamp(config.SliderData.DefaultValue, config.SliderData.Start, config.SliderData.End) self._data._percent = SliderFuncs.getAlphaBetween(config.SliderData.Start, config.SliderData.End, config.SliderData.DefaultValue) end self._data._percent = math.clamp(self._data._percent, 0, 1) self._data._value = SliderFuncs.getNewValue(self) self._data._increment = config.SliderData.Increment self._data._scaleIncrement = SliderFuncs.getScaleIncrement(self) self.Changed = Signal.new() self.Dragged = Signal.new() self.Released = Signal.new() self._data._percent = SliderFuncs.snapToScale(self._data._percent, self._data._scaleIncrement) self:Move() table.insert(self._data._otherConnections, sliderBtn:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() self:Move("Instant") end)) table.insert(Slider.Sliders, self) return self end function Slider:Track() for _, connection in ipairs(self._data._clickConnections) do connection:Disconnect() end table.insert(self._data._clickConnections, self._data.Button.MouseButton1Down:Connect(function() self.IsHeld = true end)) table.insert(self._data._clickConnections, self._data.Button.MouseButton1Up:Connect(function() if self.IsHeld then self.Released:Fire(self._data._value) end self.IsHeld = false end)) if self._data._allowBackgroundClick then table.insert(self._data._clickConnections, self._data.HolderButton.Activated:Connect(function(inputObject: InputObject) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch then self._data._inputPos = inputObject.Position self._data._clickOverride = true self:Update() self._data._clickOverride = false end end)) end if self.Changed then self.Changed:Fire(self._data._value) end if self._data._mainConnection then self._data._mainConnection:Disconnect() end self._data._mainConnection = UserInputService.InputChanged:Connect(function(inputObject, gameProcessed) if inputObject.UserInputType == Enum.UserInputType.MouseMovement or inputObject.UserInputType == Enum.UserInputType.Touch then self._data._inputPos = inputObject.Position self:Update() end end) end function Slider:Update() if (self.IsHeld or self._data._clickOverride) and self._data._inputPos then local sliderSize = self._holder.AbsoluteSize[self._config.Axis] local sliderPos = self._holder.AbsolutePosition[self._config.Axis] local mousePos = self._data._inputPos[self._config.Axis] if mousePos then local relativePos = (mousePos - sliderPos) local newPos = SliderFuncs.snapToScale(relativePos / sliderSize, self._data._scaleIncrement) local percent = math.clamp(newPos, 0, 1) self._data._percent = percent self.Dragged:Fire(self._data._value) self:Move() end end end function Slider:Untrack() for _, connection in ipairs(self._data._clickConnections) do connection:Disconnect() end if self._data._mainConnection then self._data._mainConnection:Disconnect() end self.IsHeld = false end function Slider:Reset() for _, connection in ipairs(self._data._clickConnections) do connection:Disconnect() end if self._data._mainConnection then self._data._mainConnection:Disconnect() end self.IsHeld = false self._data._percent = 0 if self._config.SliderData.DefaultValue then self._data._percent = SliderFuncs.getAlphaBetween(self._config.SliderData.Start, self._config.SliderData.End, self._config.SliderData.DefaultValue) end self._data._percent = math.clamp(self._data._percent, 0, 1) self:Move() end function Slider:OverrideValue(newValue: number, supressEvent: boolean?) -- Patch by ccuser44 to prevent music glitching self.IsHeld = false self._data._percent = SliderFuncs.getAlphaBetween(self._config.SliderData.Start, self._config.SliderData.End, newValue) self._data._percent = math.clamp(self._data._percent, 0, 1) self._data._percent = SliderFuncs.snapToScale(self._data._percent, self._data._scaleIncrement) self:Move(nil, supressEvent) end function Slider:Move(override: string, supressEvent: boolean?) self._data._value = SliderFuncs.getNewValue(self) local moveType = if override ~= nil then override else self._config.MoveType if moveType == "Tween" or moveType == nil then if self._data._currentTween then self._data._currentTween:Cancel() end self._data._currentTween = TweenService:Create(self._data.Button, self._config.MoveInfo, { Position = SliderFuncs.getNewPosition(self) }) self._data._currentTween:Play() elseif moveType == "Instant" then self._data.Button.Position = SliderFuncs.getNewPosition(self) end if not supressEvent then self.Changed:Fire(self._data._value) end end function Slider:OverrideIncrement(newIncrement: number) self._config.SliderData.Increment = newIncrement self._data._increment = newIncrement self._data._scaleIncrement = SliderFuncs.getScaleIncrement(self) self._data._percent = math.clamp(self._data._percent, 0, 1) self._data._percent = SliderFuncs.snapToScale(self._data._percent, self._data._scaleIncrement) self:Move() end function Slider:GetValue() return self._data._value end function Slider:GetIncrement() return self._data._increment end function Slider:Destroy() for _, connection in ipairs(self._data._clickConnections) do connection:Disconnect() end for _, connection in ipairs(self._data._otherConnections) do connection:Disconnect() end if self._data._mainConnection then self._data._mainConnection:Disconnect() end if self._data.HolderButton then self._data.HolderButton:Destroy() self._data.HolderButton = nil end self.Changed:Destroy() self.Dragged:Destroy() self.Released:Destroy() for index = 1, #Slider.Sliders do if Slider.Sliders[index] == self then table.remove(Slider.Sliders, index) end end setmetatable(self, nil) self = nil end UserInputService.InputEnded:Connect(function(inputObject: InputObject, internallyProcessed: boolean) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch then for _, slider in ipairs(Slider.Sliders) do if slider.IsHeld then slider.Released:Fire(slider._data._value) end slider.IsHeld = false end end end) return Slider -----------------------------------------------------------------------------------------
3,206
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Default/Music/Visualizer.luau
--!native --!optimize 2 local RunService = game:GetService("RunService") local module = {} local function AlphaColorSequence(Sequence, Alpha) local Keypoints = Sequence.Keypoints local StartKeypoint, EndKeypoint = 1, #Keypoints for i, Keypoint in ipairs(Keypoints) do if Keypoint.Time >= Alpha then EndKeypoint = Keypoint StartKeypoint = Keypoints[math.max(1, i-1)] break end end local StartTime, EndTime = StartKeypoint.Time, EndKeypoint.Time local StartValue, EndValue = StartKeypoint.Value, EndKeypoint.Value local KeyframeAlpha = (Alpha - StartTime) / (EndTime - StartTime) return StartValue:Lerp(EndValue, KeyframeAlpha) end function module.new(Frame, BarCount) -- Determine settings local BAR_COUNT = math.clamp(type(BarCount) == "number" and BarCount or 41, 11,601) local SAMPLE_HZ = math.clamp(BAR_COUNT/2,10,500) if BAR_COUNT%2==0 then BAR_COUNT += 1 end local BAR_SIZE = 1/BAR_COUNT local BUFFER_COUNT = math.ceil(BAR_COUNT/2) local BAR_TO_BUFFER = table.create(BAR_COUNT) local BAR_TO_MULTIPLIER = table.create(BAR_COUNT) for i=1, BAR_COUNT do BAR_TO_BUFFER[i] = math.abs(BUFFER_COUNT- (i+ (i<=BUFFER_COUNT and -1 or 1) )) BAR_TO_MULTIPLIER[i] = 1-(math.clamp(math.abs(BUFFER_COUNT- (i+ (i<=BUFFER_COUNT and -1 or 1) ))/BUFFER_COUNT, 0.01,1)^2) end local UPDATE_WAIT = 1/SAMPLE_HZ -- Setup visualizer local Visualizer = { Frame = Frame; VolumeBuffer = table.create(BUFFER_COUNT+1); Bars = {}; BufferConnection = nil; PlayingConnection = nil; Sound = nil; } -- Create the bar guis for i=1, BAR_COUNT do local Bar = Frame:Add("Frame", { BorderSizePixel = 0; BackgroundColor3 = Color3.new(0.98,0.98,0.99); AnchorPoint = Vector2.new(0,0.5); Size = UDim2.new(BAR_SIZE,0,0.02,0); Position = UDim2.new(BAR_SIZE* (i-1), 0,0.5,0); }) Visualizer.Bars[i] = Bar end local function HandlePlaying() if Visualizer.BufferConnection then Visualizer.BufferConnection:Disconnect() Visualizer.BufferConnection = nil end local Sound = Visualizer.Sound if not Sound then return end if Sound.Playing then local LastStored = os.clock() Visualizer.BufferConnection = RunService.Heartbeat:Connect(function() local success, void = pcall(function() Visualizer.VolumeBuffer[1] = Sound.PlaybackLoudness Visualizer.Bars[BUFFER_COUNT]:TweenSize( UDim2.new( BAR_SIZE,0, math.clamp((Sound.PlaybackLoudness/400), 0.02,1),0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.014, true ) if os.clock()-LastStored > UPDATE_WAIT then LastStored = os.clock() table.insert(Visualizer.VolumeBuffer,1,Sound.PlaybackLoudness) local Length = #Visualizer.VolumeBuffer if Length > BUFFER_COUNT then Visualizer.VolumeBuffer[#Visualizer.VolumeBuffer] = nil end local Color = Visualizer.Color local ColorType = typeof(Color) for i,Bar in ipairs(Visualizer.Bars) do local Alpha = math.clamp( ((Visualizer.VolumeBuffer[BAR_TO_BUFFER[i]] or 0)/400), 0.02, 1 ) Bar:TweenSize( UDim2.new( BAR_SIZE,0, Alpha,0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, UPDATE_WAIT, true ) if Color then if ColorType == "Color3" then Bar.BackgroundColor3 = Color elseif ColorType == "ColorSequence" then Bar.BackgroundColor3 = AlphaColorSequence(Color, Alpha) end end end end end) if not success then Visualizer:UnlinkFromSound() end end) else table.clear(Visualizer.VolumeBuffer) for i,Bar in ipairs(Visualizer.Bars) do Bar:TweenSize( UDim2.new(BAR_SIZE,0,0.02,0), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, UPDATE_WAIT, true ) end end end function Visualizer:LinkToSound(Sound) Visualizer:UnlinkFromSound() table.clear(Visualizer.VolumeBuffer) Visualizer.Sound = Sound HandlePlaying() Visualizer.PlayingConnection = Sound:GetPropertyChangedSignal("Playing"):Connect(HandlePlaying) end function Visualizer:UnlinkFromSound() if Visualizer.PlayingConnection then Visualizer.PlayingConnection:Disconnect() Visualizer.PlayingConnection = nil end if Visualizer.BufferConnection then Visualizer.BufferConnection:Disconnect() Visualizer.BufferConnection = nil end Visualizer.Sound = nil for i,Bar in ipairs(Visualizer.Bars) do Bar:TweenSize( UDim2.new(BAR_SIZE,0,0.02,0), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, UPDATE_WAIT, true ) end end function Visualizer:Destroy() if Visualizer.PlayingConnection then Visualizer.PlayingConnection:Disconnect() Visualizer.PlayingConnection = nil end if Visualizer.BufferConnection then Visualizer.BufferConnection:Disconnect() Visualizer.BufferConnection = nil end for i,Bar in ipairs(Visualizer.Bars) do Bar:Destroy() end table.clear(Visualizer.VolumeBuffer) end return Visualizer end return module
1,473
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/AdonisModernComponents.storybook.luau
local AdonisModernComponents = script.Parent local Packages = AdonisModernComponents.Parent.Packages local Roact = require(Packages.Roact) local function SortProps(Props) table.sort(Props, function(A, B) return A.Name < B.Name end) end local function ParseDocument(Document: string) local Summary = '' local RequiredProps = {} local OptionalProps = {} local Styles = {} Summary = Document:split('\n')[1] for _, Line in pairs(Document:split('\n')) do if Line:find('@prop') then Line = Line:gsub('@prop', '') -- Optional local Target = RequiredProps if Line:find('@optional') then Line = Line:gsub('@optional', '') Target = OptionalProps end -- Style if Line:find('@style') then Line = Line:gsub('@style', '') Target = Styles end -- Parse local Name, Type, Comment = Line:match('([%w%p]+)%s([%w%p]+)%s(.+)') if not (Name and Type and Comment) then warn('Invalid prop tag:' .. Line) continue end table.insert(Target, { Name = Name, Type = Type, Comment = Comment }) end end -- Sort the props SortProps(RequiredProps) SortProps(OptionalProps) return { Summary = Summary, Docs = { Required = RequiredProps, Optional = OptionalProps, Style = Styles } } end return { name = 'Adonis Modern Theme', roact = Roact, storyRoots = { script.Parent }, mapDefinition = function (Story) -- Parse the document local Parsed = ParseDocument(Story.source.Parent:FindFirstChild((Story.source.Name::string):gsub('.story', '')).Source) Story.summary = Parsed.Summary Story.docs = Parsed.Docs return Story end }
461
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/FadeInOutAnimationWrapper.luau
local Components = script.Parent local Packages = Components.Parent.Packages local Maid = require(Packages.Maid) local Flipper = require(Packages.Flipper) local Roact = require(Packages.Roact) local new = Roact.createElement -- ////////// AnimationWrapper for Message component local AnimationWrapper = Roact.PureComponent:extend(script.Name) function AnimationWrapper:init() local props = self.props self.Maid = Maid.new() self.CurrentAnimationState = 'Rest' self.TransparencyMotor = Flipper.SingleMotor.new(1) self.Transparency, self.SetTransparency = Roact.createBinding(1) self.Maid.TransparencyMotor = function() self.TransparencyMotor:destroy() end -- ////////// Animation self.TransparencyMotor:onStep(function(Value) self.SetTransparency(Value) end) self.TransparencyMotor:onComplete(function() if self.CurrentAnimationState == 'FadeOut' then props.OnFadeOutCompleted() end self.CurrentAnimationState = 'Rest' end) self.Maid.FadeIn = props.FadeInSignal:Connect(function() self.CurrentAnimationState = 'FadeIn' self.TransparencyMotor:setGoal(Flipper.Linear.new(0, { velocity = props.FadeInVelocity, })) end) self.Maid.FadeOut = props.FadeOutSignal:Connect(function() self.CurrentAnimationState = 'FadeOut' self.TransparencyMotor:setGoal(Flipper.Linear.new(1, { velocity = props.FadeOutVelocity, })) end) end function AnimationWrapper:willUnmount() self.Maid:Destroy() end function AnimationWrapper:render() local props = self.props return new('CanvasGroup', { GroupTransparency = self.Transparency, BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, props[Roact.Children]) end return AnimationWrapper
410
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/Hint.luau
-- Hint: Subtle hint appearing on the top of the screen local Components = script.Parent local Packages = Components.Parent.Packages local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local Hint = Roact.PureComponent:extend(script.Name) Hint.validateProps = t.strictInterface({ --- @prop @optional Image string Image Image = t.optional(t.string), --- @prop @optional TitleText string Title text TitleText = t.optional(t.string), --- @prop @optional BodyText string Message content BodyText = t.optional(t.string), }) local FONT_FACE = Font.fromId(12187364147) local FONT_SIZE = 18 function Hint:render() local props = self.props self.HasThumbnailAsImage = (props.Image and props.Image:find("rbxthumb")) and true or false self.HasAvatarThumbnailAsImage = ( self.HasThumbnailAsImage and (props.Image:match("type=Avatar") or props.Image:match("type=HeadShot")) ) and true or false return new("Frame", { AutomaticSize = Enum.AutomaticSize.Y, BackgroundColor3 = Color3.fromRGB(43, 43, 43), BackgroundTransparency = 0.2, BorderSizePixel = 0, Size = UDim2.fromScale(1, 0), }, { Layout = new("UIListLayout", { Padding = UDim.new(0, 10), FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Center, }), Padding = new("UIPadding", { PaddingBottom = UDim.new(0, 5), PaddingTop = UDim.new(0, 5), }), Text = new("Frame", { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, LayoutOrder = 1, }, { Layout = new("UIListLayout", { FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top, }), SizeConstraint = new("UISizeConstraint", { MaxSize = Vector2.new(500, math.huge), }), Body = props.BodyText and new("TextLabel", { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, LayoutOrder = 1, FontFace = FONT_FACE, RichText = true, Text = props.BodyText, TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = FONT_SIZE, TextWrapped = true, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }), Title = props.TitleText and new("TextLabel", { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, LayoutOrder = 0, FontFace = FONT_FACE, RichText = true, Text = props.TitleText, TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = FONT_SIZE, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }), }), Image = props.Image and new("ImageLabel", { BackgroundColor3 = Color3.fromRGB(45, 45, 45), BackgroundTransparency = self.HasThumbnailAsImage and 0 or 1, Size = UDim2.fromOffset(48/2, 48/2), Image = props.Image, }, { Corner = self.HasThumbnailAsImage and new("UICorner", { CornerRadius = UDim.new( self.HasAvatarThumbnailAsImage and 0.5 or 0, (not self.HasAvatarThumbnailAsImage) and 4 or 0 ), }) or nil, }), }) end return Hint
926
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/Hint.story.luau
local Components = script.Parent local Packages = Components.Parent.Packages local Roact = require(Packages.Roact) local new = Roact.createElement local Hint = require(script.Parent.Hint) local HintStory = Roact.PureComponent:extend(script.Name) function HintStory:render() local props = self.props local Image = props.Image and "rbxthumb://type=AvatarHeadShot&id=649787117&w=48&h=48" or nil if Image and not props.ThumbnailAsImage then Image = "rbxassetid://8303332379" end return new(Hint, { TitleText = props.Title and "<i>subtle</i> hint" or nil, BodyText = "Hints shouldnt have that much text", Image = Image, }) end return { controls = { Title = false, ThumbnailAsImage = true, Image = true, }, story = function(StoryProps) return new(HintStory, StoryProps.controls) end, }
223
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/Message.luau
-- Message: Attention grabbing on screen message local Components = script.Parent local Packages = Components.Parent.Packages local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local Message = Roact.PureComponent:extend(script.Name) Message.validateProps = t.strictInterface({ --- @prop @optional Image string Image Image = t.optional(t.string), --- @prop @optional TitleText string Title text TitleText = t.optional(t.string), --- @prop @optional BodyText string Message content BodyText = t.optional(t.string), }) function Message:render() local props = self.props self.HasThumbnailAsImage = (props.Image and props.Image:find('rbxthumb')) and true or false self.HasAvatarThumbnailAsImage = (self.HasThumbnailAsImage and ( props.Image:match('type=Avatar') or props.Image:match('type=HeadShot') )) and true or false return new('Frame', { AnchorPoint = props.Condensed and Vector2.new(0.5, 0) or Vector2.new(0, 0.5), AutomaticSize = props.Condensed and Enum.AutomaticSize.XY or Enum.AutomaticSize.Y, BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 0.2, BorderSizePixel = 0, Position = props.Condensed and UDim2.new(0.5, 0, 0, 150) or UDim2.fromScale(0, 0.5), Size = props.Condensed and UDim2.fromScale(0.5, 0.5) or UDim2.fromScale(1, 0), }, { Layout = new('UIListLayout', { Padding = UDim.new(0, 15), FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Center, }), Padding = new('UIPadding', { PaddingBottom = UDim.new(0, 15), PaddingTop = UDim.new(0, 15), PaddingLeft = UDim.new(0, props.Condensed and 15 or 50), PaddingRight = UDim.new(0, props.Condensed and 15 or 50), }), Corners = props.Condensed and new('UICorner', { CornerRadius = UDim.new(0, 8), }) or nil, Text = new('Frame', { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, LayoutOrder = 1, }, { Layout = new('UIListLayout', { Padding = UDim.new(0, 5), FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = props.Image and Enum.HorizontalAlignment.Left or Enum.HorizontalAlignment.Center, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Top, }), SizeConstraint = new('UISizeConstraint', { MaxSize = Vector2.new(500, math.huge), }), Body = props.BodyText and new('TextLabel', { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, LayoutOrder = 1, FontFace = Font.fromEnum(Enum.Font.SourceSans), RichText = true, Text = props.BodyText, TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = 18, TextWrapped = true, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }), Title = props.TitleText and new('TextLabel', { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, LayoutOrder = 0, FontFace = Font.fromEnum(Enum.Font.SourceSansBold), RichText = true, Text = props.TitleText, TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = 18, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }), }), Image = props.Image and new('ImageLabel', { BackgroundColor3 = Color3.fromRGB(45, 45, 45), BackgroundTransparency = self.HasThumbnailAsImage and 0 or 1, Size = UDim2.fromOffset(48, 48), Image = props.Image, }, { Corner = self.HasThumbnailAsImage and new('UICorner', { CornerRadius = UDim.new(self.HasAvatarThumbnailAsImage and 0.5 or 0, (not self.HasAvatarThumbnailAsImage) and 4 or 0), }) or nil, }), }) end return Message
1,107
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/Message.story.luau
local Components = script.Parent local Packages = Components.Parent.Packages local Roact = require(Packages.Roact) local new = Roact.createElement local Message = require(script.Parent.Message) local MessageStory = Roact.PureComponent:extend(script.Name) function MessageStory:render() local props = self.props local Image = props.Image and 'rbxthumb://type=AvatarHeadShot&id=649787117&w=48&h=48' or nil if Image and not props.ThumbnailAsImage then Image = 'rbxassetid://8303332379' end return new(Message, { TitleText = props.TitleText or 'Message from <b>omwot</b>', BodyText = 'Dont we all love text wrapping because it is so great and this text should be wrapped, if it is not wrapped then something is wrong or it is just bad design. We all know about the things that we have to do but this is just some nonsense text in order to test some stuff. Blah blah blah is all i hear right now because yes and the yeaaou aou afouwa elf oug.', Image = Image, Condensed = props.Condensed, }) end return { controls = { ThumbnailAsImage = true, Image = true, }, stories = { Message = function(props) return new(MessageStory, props.controls) end, SmallMessage = function(props) local controlprops = table.clone(props.controls) controlprops.Condensed = true return new(MessageStory, controlprops) end } }
344
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/Notification.luau
-- Notification: Ported from roblox studio using codify plugin due to complexity, work on a better component soon local Components = script.Parent local Packages = Components.Parent.Packages local Roact = require(Packages.Roact) local new = Roact.createElement return function (props) return new("Frame", { AutomaticSize = Enum.AutomaticSize.Y, BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 0.4, BorderSizePixel = 0, Size = UDim2.fromScale(1, 0), AutoLocalize = false, }, { content = new("Frame", { AutomaticSize = Enum.AutomaticSize.Y, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, LayoutOrder = 1, Size = UDim2.fromScale(1, 0), }, props[Roact.Children]), uIListLayout = new("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Bottom, }), header = new("Frame", { BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = 1, BorderColor3 = Color3.fromRGB(27, 42, 53), BorderSizePixel = 0, Size = UDim2.new(1, 0, 0, 25), }, { fill = new("CanvasGroup", { GroupColor3 = Color3.fromRGB(0, 0, 0), GroupTransparency = 0.5, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, BorderSizePixel = 0, Size = UDim2.fromScale(1, 1), ZIndex = 0, }, { corner = new("Frame", { BackgroundColor3 = Color3.fromRGB(255, 255, 255), Size = UDim2.new(1, 0, 0, 35), }, { uICorner = new("UICorner", { CornerRadius = UDim.new(0, 4), }), cornerFilling = new("Frame", { AnchorPoint = Vector2.new(0, 1), BackgroundColor3 = Color3.fromRGB(255, 255, 255), BorderSizePixel = 0, Position = UDim2.fromScale(0, 1), Size = UDim2.new(1, 0, 0, 5), }), }), }), wrapper = new("Frame", { BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, { uIPadding = new("UIPadding", { PaddingBottom = UDim.new(0, 5), PaddingLeft = UDim.new(0, 5), PaddingRight = UDim.new(0, 5), PaddingTop = UDim.new(0, 5), }), left = new("Frame", { BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, { icon = props.Image and new("ImageLabel", { Image = props.Image, BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.fromOffset(5, 5), Size = UDim2.fromOffset(16, 16), ZIndex = 10, AutoLocalize = false, }), title = new("TextLabel", { FontFace = Font.fromEnum(Enum.Font.SourceSansBold), Text = props.TitleText, TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = 14, TextStrokeColor3 = Color3.fromRGB(90, 90, 90), TextWrapped = true, TextXAlignment = Enum.TextXAlignment.Left, BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.fromOffset(30, 8), Size = UDim2.new(1, -60, 0, 15), ZIndex = 10, AutoLocalize = false, }), uIListLayout1 = new("UIListLayout", { Padding = UDim.new(0, 5), FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center, }), }), right = new("Frame", { BackgroundColor3 = Color3.fromRGB(255, 255, 255), BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, { close = new("TextButton", { FontFace = Font.fromEnum(Enum.Font.FredokaOne), Text = "x", TextColor3 = Color3.fromRGB(255, 255, 255), TextSize = 19, TextWrapped = true, BackgroundColor3 = Color3.fromRGB(195, 33, 35), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(1, -25, 0, 5), Size = UDim2.fromOffset(12, 12), ZIndex = 10, AutoLocalize = false, [Roact.Event.Activated] = props.OnClose, }), uIListLayout2 = new("UIListLayout", { Padding = UDim.new(0, 5), FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Right, SortOrder = Enum.SortOrder.LayoutOrder, }), }), }), }), uICorner1 = new("UICorner", { CornerRadius = UDim.new(0, 4), }), }) end
1,453
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/AdonisModernComponents/Notification.story.luau
local Components = script.Parent local Packages = Components.Parent.Packages local Roact = require(Packages.Roact) local new = Roact.createElement local Notification = require(script.Parent.Notification) local NotificationStory = Roact.PureComponent:extend(script.Name) function NotificationStory:render() return new(Notification, { TitleText = "Notification", OnClose = warn, }, { Test = new('TextLabel', { Size = UDim2.fromOffset(200, 100), BackgroundTransparency = 0.9, Text = '[Roact.Children] goes here.\n200 x 100 test TextLabel', TextColor3 = Color3.fromRGB(255, 255, 255), }) }) end return NotificationStory
163
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Effect/DropShadow.luau
-- DropShadow: A component that is the base structure for a UI DropShadow local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local DropShadow = Roact.PureComponent:extend(script.Name) DropShadow.defaultProps = { CornerRadius = UDim.new(0, 8), --- @defaultProp } DropShadow.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The DropShadow's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional @style BackgroundColor string|table The DropShadow's background color BackgroundColor = t.optional(StyleValidator), --- @prop @optional CornerRadius UDim Corner radius CornerRadius = t.optional(t.UDim), --- @prop @optional AutomaticSize Enum.AutomaticSize Auto sizing AutomaticSize = t.optional(t.EnumItem), --- @prop @optional Position UDim2 The DropShadow's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The DropShadow's size Size = t.union(t.UDim2, t.table), --- @prop @optional [Roact.Children] table The contents to display in the DropShadow area [Roact.Children] = t.optional(t.table), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function DropShadow:render() local props = self.props or {} return WithTheme(function(Theme) -- ////////// DropShadow return new('ImageLabel', Sift.Dictionary.join({ BackgroundTransparency = 1, AnchorPoint = props.AnchorPoint, Position = props.Position, Image = 'rbxassetid://186491278', ImageTransparency = 0.25, ScaleType = Enum.ScaleType.Slice, SliceCenter = Rect.new(20, 15, 76, 71), SliceScale = props.CornerRadius.Offset / 4, -- This works kinda? Size = props.Size, }, props.Native), props[Roact.Children]) end) end return DropShadow
527
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Effect/FocusFrame.luau
-- FocusFrame: This frame will show above all other ui local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local FocusFrame = Roact.PureComponent:extend(script.Name) FocusFrame.defaultProps = { Priority = 1, --- @defaultProp RelativeToParent = false, --- @defaultProp ConsumeInput = true, --- @defaultProp BackgroundTransparency = 1, --- @defaultProp Size = UDim2.fromScale(1, 1), --- @defaultProp } FocusFrame.validateProps = t.interface({ --- @prop @optional Priority number THe priority the frame will be shown at Priority = t.optional(t.number), --- @prop Reason string The reason that this frame is being used for orver another frame, this is for futureproofing, a few examples are: DROPDOWN, TOOLTIP, MOUSECURSORADORNMENT Reason = t.string, --- @prop @optional RelativeToParent boolean Determines if the position is relative to the Frame's parent RelativeToParent = t.optional(t.boolean), --- @prop @optional ConsumeInput boolean If true, the FocusFrame will block all input to other components, any attempt to interact with external components will cause the focus to be lost ConsumeInput = t.optional(t.boolean), --- @prop @optional [Roact.Event.FocusLost] function The functin to call when the focus is lost [Roact.Event.FocusLost] = t.optional(t.callback), }) function FocusFrame:init() local props = self.props -- Connection container self.Connections = {} -- ////////// Safe Props local SafeProps = Sift.Dictionary.copy(props) -- Remove unsafe props SafeProps.Priority = nil SafeProps.RelativeToParent = nil SafeProps.Reason = nil SafeProps.ConsumeInput = nil SafeProps[Roact.Event.FocusLost] = nil -- Register safe props self.SafeProps = SafeProps -- ////////// Wrapper Frame -- Frame reference for mirroring size and position self.rbx = props[Roact.Ref] or Roact.createRef() -- Roact does not support multiple refs, use provided end function FocusFrame:didMount() local SafeProps = self.SafeProps -- ////////// Wrapper Frame -- Create a wrapper frame local WrapperFrame = Instance.new('Frame') for Property, Value in pairs(SafeProps) do -- Avoid Roact PropMarkers if typeof(Property) ~= 'string' then continue end WrapperFrame[Property] = Value end -- Register self.WrapperFrame = WrapperFrame -- ////////// Mirror -- Mirror self:Update() local rbx = self.rbx.current local Gui = rbx:FindFirstAncestorWhichIsA('GuiMain') or rbx:FindFirstAncestorWhichIsA('PluginGui') self.Connections.Changed = rbx.Changed:Connect(function() self:Update() end) end function FocusFrame:didUpdate() self:Update() end function FocusFrame:Update() local props = self.props local rbx = self.rbx.current local WrapperFrame = self.WrapperFrame local Gui = rbx:FindFirstAncestorWhichIsA('GuiMain') or rbx:FindFirstAncestorWhichIsA('PluginGui') if not Gui then return end -- ////////// Input Consumer if props.ConsumeInput and not self.InputConsumer then local InputConsumer = Instance.new('ImageButton') InputConsumer.BackgroundTransparency = 1 InputConsumer.Size = UDim2.fromScale(1, 1) -- Sink input self.Connections.InputConsumerHover = InputConsumer.MouseEnter:Connect(function()end) self.Connections.InputConsumerFocusLost = InputConsumer.MouseButton1Down:Connect(function() self:ReleaseFocus() end) self.InputConsumer = InputConsumer InputConsumer.Parent = Gui local ScrollConsumer = Instance.new('ScrollingFrame') ScrollConsumer.Size = UDim2.fromScale(1, 1) ScrollConsumer.ScrollingEnabled = true ScrollConsumer.CanvasSize = UDim2.fromScale(1, 1) ScrollConsumer.BorderSizePixel = 1 ScrollConsumer.BackgroundTransparency = 1 ScrollConsumer.ScrollBarImageTransparency = 1 ScrollConsumer.ScrollBarThickness = 0 ScrollConsumer.Parent = InputConsumer end -- ////////// Wrapper Frame local AbsoluteSize = rbx.AbsoluteSize local AbsolutePosition = rbx.AbsolutePosition local AbsoluteRotation = rbx.AbsoluteRotation WrapperFrame.Size = UDim2.fromOffset(AbsoluteSize.X, AbsoluteSize.Y) WrapperFrame.Position = UDim2.fromOffset(AbsolutePosition.X, AbsolutePosition.Y) WrapperFrame.Rotation = AbsoluteRotation -- Move children for _, Child in pairs(rbx:GetChildren()) do Child.Parent = WrapperFrame end -- Priority level WrapperFrame.ZIndex = props.Priority -- Show above all Gui with the MainGui WrapperFrame.Parent = Gui end function FocusFrame:ReleaseFocus() if self.props[Roact.Event.FocusLost] then task.spawn(self.props[Roact.Event.FocusLost], self.rbx.current) end end function FocusFrame:Cleanup() self.WrapperFrame:Destroy() if self.InputConsumer then self.InputConsumer:Destroy() end for _, Connection in pairs(self.Connections) do pcall(Connection.Disconnect, Connection) end end function FocusFrame:willUnmount() self:Cleanup() end function FocusFrame:render() local SafeProps = self.SafeProps -- ////////// FocusFrame return new('Frame', Sift.Dictionary.join({ [Roact.Ref] = self.rbx, }, SafeProps)) end return FocusFrame
1,300
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Effect/UIStroke.luau
-- UIStroke: A custom UIStroke wrapper with support for stroke inset local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local UIStroke = Roact.PureComponent:extend(script.Name) UIStroke.defaultProps = { Thickness = 1, --- @defaultProp BorderMode = Enum.BorderMode.Inset, --- @defaultProp } function UIStroke:ClearConnections() if self.SizeChangedConnection then self.SizeChangedConnection = self.SizeChangedConnection:Disconnect() end if self.CornerChangedConnection then self.CornerChangedConnection = self.CornerChangedConnection:Disconnect() end if self.ChildAddedConnection then self.ChildAddedConnection = self.ChildAddedConnection:Disconnect() end end function UIStroke:willUnmount() self:ClearConnections() end function UIStroke:ApplyChanges(rbx) local props = self.props local Parent = rbx and rbx.Parent if rbx and Parent and Parent:IsA('GuiObject') then -- Apply the size local AbsoluteSize = Parent.AbsoluteSize rbx.Size = UDim2.fromOffset(AbsoluteSize.X, AbsoluteSize.Y) - (props.BorderMode == Enum.BorderMode.Inset and UDim2.fromOffset(props.Thickness * 2, props.Thickness * 2) or UDim2.new()) -- Account for stroke width and inset -- Apply corner radius local Corner = Parent:FindFirstChildOfClass('UICorner') if Corner then if not self.CornerChangedConnection then self.CornerChangedConnection = Corner:GetPropertyChangedSignal('CornerRadius'):Connect(function() self:ApplyChanges(rbx) end) end rbx.Corner.CornerRadius = Corner.CornerRadius - (props.BorderMode == Enum.BorderMode.Inset and UDim.new(0, props.Thickness) or UDim.new()) -- Account for stroke width end end end function UIStroke:render() local props = self.props local SafeProps = Sift.Dictionary.copy(props) SafeProps.BorderMode = nil return new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.fromScale(0.5, 0.5), -- Used for size and corner detection [Roact.Ref] = function (rbx: GuiObject) if rbx and rbx.Parent and rbx.Parent:IsA('GuiObject') then -- Prepare self:ClearConnections() self:ApplyChanges(rbx) -- Detect whenever an applicable UI modifier is added self.ChildAddedConnection = rbx.Parent.ChildAdded:Connect(function() self:ApplyChanges(rbx) end) -- Detect whenever the parent frame's size is changed self.SizeChangedConnection = rbx.Parent:GetPropertyChangedSignal('AbsoluteSize'):Connect(function() self:ApplyChanges(rbx) end) end end }, { Stroke = new('UIStroke', SafeProps), Corner = new('UICorner', { CornerRadius = UDim.new(0, 0), }), }) end return UIStroke
727
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Flyout/Flyout.luau
-- Flyout: Flyout component local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local Acrylic = require(Winro.App.Surface.Acrylic) local FLYOUT_BASE_FILL = "colors/Background/Fill_Color/Acrylic_Background/Base" local FLYOUT_BASE_STROKE = "colors/Stroke_Color/Surface_Stroke/Flyout" local FLYOUT_TEXT_STYLE = "colors/Fill_Color/Text/Primary" local FLYOUT_FONT_STYLE = "fonts/Body" local Flyout = Roact.PureComponent:extend(script.Name) Flyout.defaultProps = { Size = UDim2.fromOffset(320, 72), --- @defaultProp FitContents = true, --- @defaultProp } Flyout.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Flyout's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional Position UDim2 The Flyout's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The Flyout's size Size = t.optional(t.UDim2), --- @prop @optional RichText boolean The Flyout's rich text property RichText = t.optional(t.boolean), --- @prop @optional Text string The Flyout's text Text = t.optional(t.string), --- @prop @optional FitContents boolean Determines if the Flyout will resize to fit it's contents FitContents = t.optional(t.boolean), --- @prop @optional Native table {property:value} The native props for the Flyout's main element Native = t.optional(t.table), --- @prop @optional [Roact.Children] table The flyout's contents [Roact.Children] = t.optional(t.table), }) function Flyout:init() -- Content fitting self.ContentSize, self.SetContentSize = Roact.createBinding(self.props.Size) end function Flyout:render() local props = self.props return WithTheme(function(Theme) -- ////////// Flyout Surface local SurfaceStyle = Theme[FLYOUT_BASE_FILL] local StrokeStyle = Theme[FLYOUT_BASE_STROKE] local Base = new(Acrylic, { BackgroundColor3 = SurfaceStyle.Color, BackgroundTransparency = SurfaceStyle.Transparency, BorderSizePixel = 0, Size = self.ContentSize, }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer'] - 1), -- -1px to account for stroke }), Stroke = new('UIStroke', { Color = StrokeStyle.Color, Transparency = StrokeStyle.Transparency, Thickness = 1, }), }) -- ////////// Flyout Content local TextStyle = Theme[FLYOUT_TEXT_STYLE] local TextFont = Theme[FLYOUT_FONT_STYLE] local Container = new('Frame', { AutomaticSize = props.FitContents and 'Y' or 'None', BackgroundTransparency = 1, Size = self.ContentSize, }, { Layout = new('UIListLayout', { SortOrder = Enum.SortOrder.LayoutOrder }), Content = new('Frame', { AutomaticSize = props.FitContents and 'Y' or 'None', BackgroundTransparency = 1, Size = self.ContentSize, [Roact.Change.AbsoluteSize] = function(rbx) if props.FitContents then self.SetContentSize(UDim2.fromOffset(rbx.AbsoluteSize.X, rbx.AbsoluteSize.Y)) end end, }, { Contents = Roact.createFragment(props[Roact.Children] or {}), _Padding = new('UIPadding', { PaddingBottom = UDim.new(0, 16), PaddingLeft = UDim.new(0, 16), PaddingRight = UDim.new(0, 16), PaddingTop = UDim.new(0, 16), }), _Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Vertical, Padding = UDim.new(0, 16), SortOrder = Enum.SortOrder.LayoutOrder, }), _Text = props.Text and new('TextLabel', { LayoutOrder = -1, BackgroundTransparency = 1, AutomaticSize = props.FitContents and 'Y' or 'None', FontFace = TextFont.Font, Size = UDim2.fromScale(1, props.FitContents and 0 or 1), LineHeight = TextFont.LineHeight, RichText = props.RichText, Text = props.Text, TextColor3 = TextStyle.Color, TextSize = TextFont.Size, TextTransparency = TextStyle.Transparency, TextWrapped = true, TextXAlignment = 'Left', TextYAlignment = 'Top', }), }) }) -- ////////// Flyout return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, AutomaticSize = props.FitContents and 'Y' or 'None', BackgroundTransparency = 1, Position = props.Position, Size = self.ContentSize, [Roact.Change.AbsoluteSize] = function(rbx) self.SetContentSize(UDim2.fromOffset(rbx.AbsoluteSize.X, rbx.AbsoluteSize.Y)) end, }, props.Native), { Base = Base, Container = Container, }) end) end return Flyout
1,291
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Flyout/Flyout.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local Flyout = require(script.Parent.Flyout) local Button = require(Winro.App.Input.Button.Button) local FlyoutStory = Roact.PureComponent:extend(script.Name) function FlyoutStory:render() return new(Flyout, Sift.Dictionary.join({ Size = UDim2.new(1, 0, 0, 0), FitContents = true, Text = 'This is the flyout component\nThe flyout component should not be used as a dialog but instead to show quick actions or notification alerts.', [Roact.Children] = self.props.IncludeContents and new(Button, { Size = UDim2.new(0, 150, 0, 30), Text = 'Contents' }) }, self.props.controls)) end return { controls = { IncludeContents = true, }, stories = { Flyout = function (props) return new(FlyoutStory, props.controls) end } }
256
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Info/Tooltip.luau
-- Tooltip: A flyout style label local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local GetTextSize = require(Winro.Utility.GetTextSize) local DropShadow = require(Winro.App.Effect.DropShadow) local Acrylic = require(Winro.App.Surface.Acrylic) local Tooltip = Roact.PureComponent:extend(script.Name) Tooltip.defaultProps = { AutomaticSize = Enum.AutomaticSize.XY, --- @defaultProp Position = UDim2.new(), --- @defaultProp Size = UDim2.fromOffset(0, 28), --- @defaultProp DropShadowEnabled = true, --- @defaultProp } Tooltip.validateProps = t.strictInterface({ --- @prop @optional AutomaticSize Enum.AutomaticSize The Tooltip's automatic scaling AutomaticSize = t.optional(t.enum(Enum.AutomaticSize)), --- @prop @optional AnchorPoint Vector2 Anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional DropShadowEnabled boolan Drop shadow's enabled status DropShadowEnabled = t.optional(t.boolean), --- @prop @optional Position UDim2 Position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 Size Size = t.optional(t.UDim2), --- @prop Text string The Tooltip's text Text = t.string, --- @prop @optional Icon string|table The Tooltip's icon Icon = t.optional(StyleValidator), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function Tooltip:init() -- Size binding, for `AutomaticSize` self.Size, self.SetSize = Roact.createBinding(UDim2.new()) end function Tooltip:render() local props = self.props return WithTheme(function(Theme) -- ////////// Text label local LabelFontStyle = Theme['fonts/Caption'] local LabelTextStyle = Theme['colors/Fill_Color/Text/Primary'] local GotTextSize, TextSize = GetTextSize(props.Text, LabelFontStyle.Font, LabelFontStyle.Size) -- Fallback TextSize if not GotTextSize then warn('GetTextSize() Failed:', TextSize) TextSize = Vector2.new(0, 100) end local Label = new('TextLabel', { AutomaticSize = if GotTextSize then props.AutomaticSize else Enum.AutomaticSize.X, BackgroundTransparency = 1, FontFace = LabelFontStyle.Font, LayoutOrder = 2, Size = UDim2.fromOffset(TextSize.X, TextSize.Y), Text = props.Text, TextColor3 = LabelTextStyle.Color, TextSize = LabelFontStyle.Size, TextTransparency = LabelTextStyle.Transparency, TextXAlignment = Enum.TextXAlignment.Left, }) -- ////////// Icon local IconImage = props.Icon and Theme[props.Icon] local IconImageSize = nil if IconImage then local IconImageRectSize = IconImage.ImageRectSize == Vector2.new() and Vector2.new(16, 16) or IconImage.ImageRectSize IconImageSize = UDim2.fromOffset( math.clamp(IconImageRectSize.X, 0, 9*4), math.clamp(IconImageRectSize.Y, 0, 9*4) ) else IconImageSize = UDim2.fromOffset(16, 16) end local Icon = IconImage and new('ImageLabel', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Image = IconImage.Image, ImageColor3 = LabelTextStyle.Color, ImageRectOffset = IconImage.ImageRectOffset, ImageRectSize = IconImage.ImageRectSize, ImageTransparency = LabelTextStyle.Transparency, Position = UDim2.fromScale(0.5, 0.5), ResampleMode = IconImage.ResampleMode, Size = IconImageSize, }) -- ////////// Text and Icon Wrapper local Wrapper = new('Frame', { AutomaticSize = props.AutomaticSize, BackgroundTransparency = 1, }, { Text = Label, Icon = Icon, Layout = new('UIListLayout', { SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center, FillDirection = Enum.FillDirection.Horizontal, Padding = UDim.new(0, 8), }), }) -- ////////// Stroke local StrokeStyle = Theme['colors/Stroke_Color/Surface_Stroke/Flyout'] local Stroke = new('UIStroke', { Color = StrokeStyle.Color, Transparency = StrokeStyle.Transparency, }) -- ////////// Tooltip local TooltipStyle = Theme['colors/Background/Fill_Color/Acrylic_Background/Default'] local Tooltip = new(Acrylic, { AutomaticSize = props.AutomaticSize, AnchorPoint = props.DropShadowEnabled and Vector2.new(0.5, 0.5) or props.AnchorPoint, BackgroundColor3 = TooltipStyle.Color, BackgroundTransparency = TooltipStyle.Transparency, Position = props.DropShadowEnabled and UDim2.fromScale(0.5, 0.5) or props.Position, Size = props.Size, [Roact.Change.AbsoluteSize] = function (rbx) local AbsoluteSize = rbx.AbsoluteSize self.SetSize(UDim2.fromOffset(AbsoluteSize.X, AbsoluteSize.Y) - UDim2.fromOffset(8 + 8, 7 + 5)) -- Account for padding end }, { TextAndIconWrapper = Wrapper, Stroke = Stroke, Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Inner']), }), Layout = new('UIListLayout', { SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center, Padding = UDim.new(0, 10), }), Padding = new('UIPadding', { PaddingBottom = UDim.new(0, 7), PaddingLeft = UDim.new(0, 8), PaddingRight = UDim.new(0, 8), PaddingTop = UDim.new(0, 5), }), }) if props.DropShadowEnabled then return new(DropShadow, { AnchorPoint = props.AnchorPoint, Position = props.Position - UDim2.fromOffset(20 / 2, 20 / 2), CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Inner']), Size = self.Size:map(function(Size) return Size + UDim2.fromOffset(20, 20) + UDim2.fromOffset(8 + 8, 7 + 5) -- Accont for padding end), }, Tooltip) else return Tooltip end end) end return Tooltip
1,646
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Info/Tooltip.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local Tooltip = require(script.Parent.Tooltip) local TooltipStory = Roact.PureComponent:extend(script.Name) function TooltipStory:render() local props = self.props return new(Tooltip, Sift.Dictionary.join({ Text = props.Text .. (props.Wrapped and '\nThat is wrapped' or ''), Icon = props.Icon and 'images/roblox/icons/logo/studiologo_small/1x' or nil, }, props.Props)) end return { controls = { Text = 'Tooltip Text', Icon = false, Wrapped = false, }, stories = { Tooltip = function(props) return new(TooltipStory, props.controls) end, } }
196
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/Button.luau
-- Button: The basic button component -- https://www.figma.com/file/uNmIxgdbUT44MZjQCTIMe3/Windows-UI-3-(Community)?node-id=24412%3A121169 local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local ApplyDescription = Theme.ApplyDescription local RegisterStateAction = Theme.RegisterStateAction local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local ButtonRoot = script.Parent local ButtonStyleValidator = require(ButtonRoot.Validators.ButtonStyleValidator) local Descriptions = require(ButtonRoot.Descriptions.ButtonStateDescriptions) local BUTTON_COLOR_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/Input/Button/Color" local BUTTON_TRANSPARENCY_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/Input/Button/Transparency" local Button = Roact.PureComponent:extend(script.Name) Button.StyleBindings = { 'Fill', 'Stroke', 'Text', } Button.defaultProps = { AnchorPoint = Vector2.new(0.5, 0.5), --- @defaultProp BorderSizePixel = 1, --- @defaultProp Font = "fonts/Body", --- @defaultProp Position = UDim2.fromScale(0.5, 0.5), --- @defaultProp Size = UDim2.fromOffset(240, 30), --- @defaultProp Style = 'Standard', --- @defaultProp Text = 'Text', --- @defaultProp } Button.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Button's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional @style BackgroundColor string|table The style to use for the Button's background color BackgroundColor = t.optional(StyleValidator), --- @prop @optional @style BorderColor string|table The button's border style BorderColor = t.optional(StyleValidator), --- @prop @optional BorderSizePixel number The size, in pixels, of the border BorderSizePixel = t.optional(t.numberPositive), --- @prop @optional CornerRadius UDim The radius of the Button's corners CornerRadius = t.optional(t.UDim), --- @prop @optional Disabled boolean If `true`, the button will appear as disabled Disabled = t.optional(t.boolean), --- @prop @optional @style Font string|table The font style of the Button's text Font = t.optional(StyleValidator), --- @prop @optional LayoutOrder number The Button's layout order LayoutOrder = t.optional(t.number), --- @prop @optional Position UDim2 The Button's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The Button's size Size = t.optional(t.UDim2), --- @prop @optional Style string The Button's style Style = t.optional(ButtonStyleValidator), --- @prop @optional Text string The Button's text Text = t.optional(t.string), --- @prop @optional Native table The native props Native = t.optional(t.table), --- @prop @optional [Roact.Children] table Child contents [Roact.Children] = t.optional(t.table), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), }) function Button:init() -- Create Style Bindings for _, StyleBinding in pairs(self.StyleBindings) do self[StyleBinding], self['Set' .. StyleBinding] = Roact.createBinding({}) end -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial State self:setState({ State = 'Rest' }) end function Button:willUnmount() -- Clear motors for each style binding for _, StyleBinding in pairs(self.StyleBindings) do -- Look for a motor local Motor = self[StyleBinding .. 'Motor'] -- Remove motor if found if Motor then pcall(Motor.destroy, Motor) self[StyleBinding .. 'Motor'] = nil end end end function Button:ApplyDescription(Description, Theme) local props = self.props Description = Sift.Dictionary.copy(Description) -- Prop Overrides local FillOverride = props.BackgroundColor local StrokeOverride = props.BorderColor local TextOverride = props.TextColor if FillOverride then Description.Fill = FillOverride end if StrokeOverride then Description.Stroke = StrokeOverride end if TextOverride then Description.Text = TextOverride end ApplyDescription(self, Description, Theme, Theme[BUTTON_COLOR_ANIMATION_SPRING_SETTINGS], Theme[BUTTON_TRANSPARENCY_ANIMATION_SPRING_SETTINGS]) end function Button:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- Apply Description if props.Style == 'Accent' then if props.Disabled then self:ApplyDescription(Descriptions.Accent.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Accent.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Accent.Hover, Theme) elseif state.State == 'Pressed' then self:ApplyDescription(Descriptions.Accent.Pressed, Theme) end elseif props.Style == 'Standard' or props.Style == 'Default' then if props.Disabled then self:ApplyDescription(Descriptions.Standard.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Standard.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Standard.Hover, Theme) elseif state.State == 'Pressed' then self:ApplyDescription(Descriptions.Standard.Pressed, Theme) end elseif props.Style == 'Primary' then if props.Disabled then self:ApplyDescription(Descriptions.Primary.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Primary.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Primary.Hover, Theme) elseif state.State == 'Pressed' then self:ApplyDescription(Descriptions.Primary.Pressed, Theme) end elseif props.Style == 'Secondary' then if props.Disabled then self:ApplyDescription(Descriptions.Secondary.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Secondary.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Secondary.Hover, Theme) elseif state.State == 'Pressed' then self:ApplyDescription(Descriptions.Secondary.Pressed, Theme) end end -- ////////// Button Stroke local Stroke = new('UIStroke', { Enabled = not props.Disabled, ApplyStrokeMode = 'Border', Thickness = props.BorderSizePixel, Color = self.Stroke:map(function(Style) return Style.Color end), }, { Gradient = new('UIGradient', { Rotation = 90, Color = self.Stroke:map(function(Style) return (Style.ColorSequence or ColorSequence.new(Style.Color)) end), Transparency = self.Stroke:map(function(Style) return (Style.TransparencySequence or NumberSequence.new(Style.Transparency)) end), }) }) -- ////////// Button local ButtonFont = Theme[props.Font] local Button = new('TextButton', { AutoButtonColor = false, AnchorPoint = Vector2.new(0.5, 0.5), FontFace = ButtonFont.Font, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromScale(1, 1) - UDim2.fromOffset(2, 2), -- Account for stroke thickness Text = props.Text, TextSize = ButtonFont.Size, BackgroundColor3 = self.Fill:map(function(Style) return Style.Color end), BackgroundTransparency = self.Fill:map(function(Style) return Style.Transparency end), TextColor3 = self.Text:map(function(Style) return Style.Color end), TextTransparency = self.Text:map(function(Style) return Style.Transparency end), [Roact.Event.Activated] = self[Roact.Event.Activated], [Roact.Event.MouseButton1Down] = self[Roact.Event.MouseButton1Down], [Roact.Event.MouseButton1Up] = self[Roact.Event.MouseButton1Up], [Roact.Event.MouseEnter] = self[Roact.Event.MouseEnter], [Roact.Event.MouseLeave] = self[Roact.Event.MouseLeave], }, { Stroke = Stroke, Corners = new('UICorner', { CornerRadius = props.CornerRadius or UDim.new(0, Theme['styles/CornerRadius/Default/Inner']), }), }) -- ////////// Content Wrapper local ContentWrapper = props[Roact.Children] and new('Frame', { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, props[Roact.Children]) or nil -- ////////// Button Wrapper return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Position = props.Position, Size = props.Size, }, props.Native), { Button = Button, ContentWrapper = ContentWrapper, }) end) end return Button
2,411
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/Button.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local ButtonRoot = script.Parent local Button = require(ButtonRoot.Button) local BORDER_PADDING = UDim.new(0, 8) local ButtonStory = Roact.PureComponent:extend(script.Name) function ButtonStory:render() local props = self.props return WithTheme(function(Theme) return new('Frame', { BackgroundTransparency = props.BackgroundTransparency, BackgroundColor3 = Theme['colors/Background/Fill_Color/Solid_Background/Base'].Color, AutomaticSize = 'XY' }, { Padding = new('UIPadding', { PaddingBottom = BORDER_PADDING, PaddingLeft = BORDER_PADDING, PaddingRight = BORDER_PADDING, PaddingTop = BORDER_PADDING, }), Button = new(Button, { AnchorPoint = Vector2.new(0, 0), Disabled = props.Disabled, Position = UDim2.fromScale(0, 0), Style = props.Style, [Roact.Event.Activated] = print }) }) end) end return { controls = { Disabled = false, Style = { 'Accent', 'Primary', 'Secondary', 'Standard', 'Default', } }, stories = { Button = function (props) return Roact.createFragment({ OnBackground = new(ButtonStory, Sift.Dictionary.join({ BackgroundTransparency = 0, }, props.controls)), NoBackground = new(ButtonStory, Sift.Dictionary.join({ BackgroundTransparency = 1, }, props.controls)) }) end } }
425
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/ButtonStack-DESKTOP-5MGM2GN.luau
-- ButtonStack: A button list local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local ButtonRoot = script.Parent local Button = require(ButtonRoot.Button) local ButtonStack = Roact.PureComponent:extend(script.Name) ButtonStack.defaultProps = { ButtonHeight = UDim.new(0, 30), --- @defaultProp, Padding = UDim.new(0, 8), --- @defaultProp ButtonAlignment = Enum.HorizontalAlignment.Left, --- @defaultProp HorizontalAlignment = Enum.HorizontalAlignment.Right, --- @defaultProp VerticalAlignment = Enum.VerticalAlignment.Center, --- @defaultProp MinSlack = 50, --- @defaultProp StackWidth = UDim.new(1, 0), --- @defaultProp PaddingLeft = UDim.new(), --- @defaultProp PaddingRight = UDim.new(), --- @defaultProp PaddingBottom = UDim.new(), --- @defaultProp PaddingTop = UDim.new(), --- @defaultProp } ButtonStack.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Stack's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional LayoutOrder number THe Stack's layout order LayoutOrder = t.optional(t.number), --- @prop @optional Position UDim2 The Stack's position Position = t.optional(t.UDim2), --- @prop @optional FillWidth boolean Determines if buttons fill the entire Stack FillWidth = t.optional(t.boolean), --- @prop @optional Padding UDim The padding between each button Padding = t.optional(t.UDim), --- @prop @optional PaddingLeft UDim The left padding PaddingLeft = t.optional(t.UDim), --- @prop @optional PaddingRight UDim The right padding PaddingRight = t.optional(t.UDim), --- @prop @optional PaddingTop UDim The top padding PaddingTop = t.optional(t.UDim), --- @prop @optional PaddingBottom UDim The bottom padding PaddingBottom = t.optional(t.UDim), --- @prop @optional Size UDim2 The Stack's size Size = t.optional(t.UDim2), --- @prop @optional StackWidth UDim The space to fill StackWidth = t.optional(t.UDim), --- @prop Buttons table The props for the buttons to display Buttons = t.table, --- @prop @optional ButtonHeight UDim Each Button's height ButtonHeight = t.optional(t.UDim), --- @prop @optional ButtonAlignment Enum.HorizontalAlignment The aligmnent of buttons ButtonAlignment = t.optional(t.enum(Enum.HorizontalAlignment)), --- @prop @optional HorizontalAlignment Enum.HorizontalAlignment The Horizontal alignment of the buttons HorizontalAlignment = t.optional(t.enum(Enum.HorizontalAlignment)), --- @prop @optional VerticalAlignment Enum.VerticalAlignment The Vertical alignment of the buttons VerticalAlignment = t.optional(t.enum(Enum.VerticalAlignment)), --- @prop @optional MinSlack number The MinSlack width between the end of the buttons to the end of the stack before buttons fill the entire Stack MinSlack = t.optional(t.number), --- @prop @optional [Roact.Children] table Roact.Children [Roact.Children] = t.optional(t.table), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function ButtonStack:init() -- Initial state self:setState({ Width = 0 }) end function ButtonStack:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- ////////// Buttons local Buttons = {} -- Get the divided size for each button local FullWidthSize = UDim2.new(1 / #props.Buttons) local IsFirstButton = true for ButtonIndex, ButtonProps in pairs(props.Buttons) do Buttons['Button' .. ButtonIndex] = new(Button, Sift.Dictionary.join(ButtonProps, { LayoutOrder = props.ButtonAlignment == Enum.HorizontalAlignment.Right and -ButtonIndex or ButtonIndex, Size = UDim2.new(FullWidthSize.X.Scale, FullWidthSize.X.Offset - (IsFirstButton and 0 or props.Padding.Offset), props.ButtonHeight.Scale, props.ButtonHeight.Offset), })) -- Register first button IsFirstButton = false end -- ////////// Button Container local ButtonContainer = new('Frame', { BackgroundTransparency = 1, Size = UDim2.new(props.StackWidth.Scale, props.StackWidth.Offset, 1, 0), }, { Buttons = Roact.createFragment(Buttons), Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = props.HorizontalAlignment, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = props.VerticalAlignment, Padding = props.Padding, }), }) -- ////////// Button Stack return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Position = props.Position, Size = props.Size, [Roact.Change.AbsoluteSize] = function (rbx) self:setState({ Width = rbx.AbsoluteSize.X }) end, }, props.Native), { ButtonContainer = ButtonContainer, PropChildren = Roact.createFragment(props[Roact.Children] or {}), Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = props.HorizontalAlignment, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = props.VerticalAlignment, }), Padding = new('UIPadding', { PaddingTop = props.PaddingTop, PaddingBottom = props.PaddingBottom, PaddingLeft = props.PaddingLeft, PaddingRight = props.PaddingRight, }), }) end) end return ButtonStack
1,366
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/ButtonStack.luau
-- ButtonStack: A button list local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local ButtonRoot = script.Parent local Button = require(ButtonRoot.Button) local ButtonStack = Roact.PureComponent:extend(script.Name) ButtonStack.defaultProps = { ButtonHeight = UDim.new(0, 30), --- @defaultProp, Padding = UDim.new(0, 8), --- @defaultProp ButtonAlignment = Enum.HorizontalAlignment.Left, --- @defaultProp HorizontalAlignment = Enum.HorizontalAlignment.Right, --- @defaultProp VerticalAlignment = Enum.VerticalAlignment.Center, --- @defaultProp MinSlack = 50, --- @defaultProp StackWidth = UDim.new(1, 0), --- @defaultProp PaddingLeft = UDim.new(), --- @defaultProp PaddingRight = UDim.new(), --- @defaultProp PaddingTop = UDim.new(), --- @defaultProp } ButtonStack.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Stack's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional LayoutOrder number THe Stack's layout order LayoutOrder = t.optional(t.number), --- @prop @optional Position UDim2 The Stack's position Position = t.optional(t.UDim2), --- @prop @optional FillWidth boolean Determines if buttons fill the entire Stack FillWidth = t.optional(t.boolean), --- @prop @optional Padding UDim The padding between each button Padding = t.optional(t.UDim), --- @prop @optional PaddingLeft UDim The left padding PaddingLeft = t.optional(t.UDim), --- @prop @optional PaddingRight UDim The right padding PaddingRight = t.optional(t.UDim), --- @prop @optional PaddingTop UDim The top padding PaddingTop = t.optional(t.UDim), --- @prop @optional PaddingBottom UDim The bottom padding PaddingBottom = t.optional(t.UDim), --- @prop @optional Size UDim2 The Stack's size Size = t.optional(t.UDim2), --- @prop @optional StackWidth UDim The space to fill StackWidth = t.optional(t.UDim), --- @prop Buttons table The props for the buttons to display Buttons = t.table, --- @prop @optional ButtonHeight UDim Each Button's height ButtonHeight = t.optional(t.UDim), --- @prop @optional ButtonAlignment Enum.HorizontalAlignment The aligmnent of buttons ButtonAlignment = t.optional(t.enum(Enum.HorizontalAlignment)), --- @prop @optional HorizontalAlignment Enum.HorizontalAlignment The Horizontal alignment of the buttons HorizontalAlignment = t.optional(t.enum(Enum.HorizontalAlignment)), --- @prop @optional VerticalAlignment Enum.VerticalAlignment The Vertical alignment of the buttons VerticalAlignment = t.optional(t.enum(Enum.VerticalAlignment)), --- @prop @optional MinSlack number The MinSlack width between the end of the buttons to the end of the stack before buttons fill the entire Stack MinSlack = t.optional(t.number), --- @prop @optional [Roact.Children] table Roact.Children [Roact.Children] = t.optional(t.table), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function ButtonStack:init() -- Initial state self:setState({ Width = 0 }) end function ButtonStack:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- ////////// Buttons local Buttons = {} -- Get the divided size for each button local FullWidthSize = UDim2.new(1 / #props.Buttons) local IsFirstButton = true for ButtonIndex, ButtonProps in pairs(props.Buttons) do Buttons['Button' .. ButtonIndex] = new(Button, Sift.Dictionary.join(ButtonProps, { LayoutOrder = props.ButtonAlignment == Enum.HorizontalAlignment.Right and -ButtonIndex or ButtonIndex, Size = UDim2.new(FullWidthSize.X.Scale, FullWidthSize.X.Offset - (IsFirstButton and 0 or props.Padding.Offset), props.ButtonHeight.Scale, props.ButtonHeight.Offset), })) -- Register first button IsFirstButton = false end -- ////////// Button Container local ButtonContainer = new('Frame', { BackgroundTransparency = 1, Size = UDim2.new(props.StackWidth.Scale, props.StackWidth.Offset, 1, 0), }, { Buttons = Roact.createFragment(Buttons), Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = props.HorizontalAlignment, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = props.VerticalAlignment, Padding = props.Padding, }), }) -- ////////// Button Stack return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Position = props.Position, Size = props.Size, [Roact.Change.AbsoluteSize] = function (rbx) self:setState({ Width = rbx.AbsoluteSize.X }) end, }, props.Native), { ButtonContainer = ButtonContainer, PropChildren = Roact.createFragment(props[Roact.Children] or {}), Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = props.HorizontalAlignment, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = props.VerticalAlignment, }), Padding = new('UIPadding', { PaddingLeft = props.PaddingLeft, PaddingRight = props.PaddingRight, }), }) end) end return ButtonStack
1,335
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/ButtonStack.story.luau
-- TitleBar: The top bar of a window component local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local FrameVisualizer = require(Winro.Utility.FrameVisualizer) local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local ButtonStack = require(script.Parent.ButtonStack) local ButtonStackStory = Roact.PureComponent:extend(script.Name) function ButtonStackStory:render() local ButtonStack = new(ButtonStack, Sift.Dictionary.join({ Size = UDim2.new(1, 0, 0, 30), ButtonHeight = UDim.new(0, 30), Buttons = { [1] = { Text = 'Primary', Style = 'Accent', [Roact.Event.Activated] = print, }, [2] = { Text = 'Secondary', Style = 'Standard', [Roact.Event.Activated] = print, }, [3] = { Text = 'Tertiary', Style = 'Standard', [Roact.Event.Activated] = print, }, } }, self.props.Props)) if self.props.Wireframe then return new(FrameVisualizer, { Size = UDim2.new(1, 0, 1, 0), }, ButtonStack) else return ButtonStack end end return { controls = { Wireframe = false, }, stories = { ButtonStack = function(props) return new(ButtonStackStory, props.controls) end } }
364
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/Descriptions/ButtonStateDescriptions.luau
return { Accent = { Disabled = { Name = 'Accent/Disabled', Fill = 'colors/Fill_Color/Accent/Disabled', Stroke = 'colors/Fill_Color/Accent/Disabled', Text = 'colors/Fill_Color/Text_On_Accent/Disabled', }, Rest = { Name = 'Accent/Rest', Fill = 'colors/Fill_Color/Accent/Default', Stroke = 'colors/Elevation/Accent_Control/Border', Text = 'colors/Fill_Color/Text_On_Accent/Primary', }, Hover = { Name = 'Accent/Hover', Fill = 'colors/Fill_Color/Accent/Secondary', Stroke = 'colors/Elevation/Accent_Control/Border', Text = 'colors/Fill_Color/Text_On_Accent/Primary', }, Pressed = { Name = 'Accent/Pressed', Fill = 'colors/Fill_Color/Accent/Tertiary', Stroke = 'colors/Stroke_Color/Control_Stroke/On_Accent_Default', Text = 'colors/Fill_Color/Text_On_Accent/Secondary', }, }, Standard = { Disabled = { Name = 'Standard/Disabled', Fill = 'colors/Fill_Color/Control/Disabled', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Disabled', }, Rest = { Name = 'Standard/Rest', Fill = 'colors/Fill_Color/Control/Default', Stroke = 'colors/Elevation/Control/Border', Text = 'colors/Fill_Color/Text/Primary', }, Hover = { Name = 'Standard/Hover', Fill = 'colors/Fill_Color/Control/Secondary', Stroke = 'colors/Elevation/Control/Border', Text = 'colors/Fill_Color/Text/Primary', }, Pressed = { Name = 'Standard/Pressed', Fill = 'colors/Fill_Color/Control/Tertiary', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Secondary', }, }, Primary = { Disabled = { Name = 'Primary/Disabled', Fill = 'colors/Fill_Color/Accent/Disabled', Stroke = 'colors/Fill_Color/Accent/Disabled', Text = 'colors/Fill_Color/Text_On_Accent/Disabled', }, Rest = { Name = 'Primary/Rest', Fill = 'colors/Fill_Color/Subtle/Transparent', Stroke = 'colors/Fill_Color/Accent/Secondary', Text = 'colors/Fill_Color/Text/Primary', }, Hover = { Name = 'Primary/Hover', Fill = 'colors/Fill_Color/Accent/Tertiary', Stroke = 'colors/Fill_Color/Accent/Secondary', Text = 'colors/Fill_Color/Text_On_Accent/Primary', }, Pressed = { Name = 'Primary/Pressed', Fill = 'colors/Fill_Color/Accent/Tertiary', Stroke = 'colors/Stroke_Color/Control_Stroke/On_Accent_Default', Text = 'colors/Fill_Color/Text_On_Accent/Secondary', }, }, Secondary = { Disabled = { Name = 'Secondary/Disabled', Fill = 'colors/Fill_Color/Control/Disabled', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Disabled', }, Rest = { Name = 'Secondary/Rest', Fill = 'colors/Fill_Color/Control/Default', Stroke = 'colors/Elevation/Control/Border', Text = 'colors/Fill_Color/Text/Primary', }, Hover = { Name = 'Secondary/Hover', Fill = 'colors/Fill_Color/Control/Secondary', Stroke = 'colors/Elevation/Control/Border', Text = 'colors/Fill_Color/Text/Primary', }, Pressed = { Name = 'Standard/Pressed', Fill = 'colors/Fill_Color/Control/Tertiary', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Secondary', }, } }
996
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Button/Validators/ButtonStyleValidator.luau
return function (Style) return ( Style == 'Default' or Style == 'Accent' or Style == 'Standard' or Style == 'Primary' or Style == 'Secondary' ), 'Expected `Accent`, `Standard`, `Primary`, `Secondary` or `Default`' end
65
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/Checkbox.luau
-- Checkbox: The basic checkbox component -- https://www.figma.com/file/uNmIxgdbUT44MZjQCTIMe3/Windows-UI-3-(Community)?node-id=25616%3A1593 local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local ApplyDescription = Theme.ApplyDescription local RegisterStateAction = Theme.RegisterStateAction local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local Flipper = require(Packages.Flipper) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local CheckboxRoot = script.Parent local Descriptions = require(CheckboxRoot.Descriptions.CheckboxStateDescriptions) local GetSelectedStateFromValue = require(CheckboxRoot.Util.GetSelectedStateFromValue) local CHECKBOX_COLOR_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/Input/Checkbox/Color" local CHECKBOX_TRANSPARENCY_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/Input/Checkbox/Transparency" local CHECKBOX_CHECKED = "images/Fluent/AcceptMedium/12px" local CHECKBOX_INDETERMINATE = "images/Fluent/Dash12/12px" local LABEL_FONT = "font/Body" local CHECKBOX_LEFT_MARGIN = 4 local Checkbox = Roact.PureComponent:extend(script.Name) Checkbox.StyleBindings = { 'Check', 'Fill', 'Stroke', 'Text', } Checkbox.defaultProps = { Size = UDim2.fromOffset(20, 20) --- @defaultProp } Checkbox.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Checkbox's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional @style Font string|table The label's font style Font = t.optional(StyleValidator), --- @prop @optional Position UDim2 The Checkbox's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The Checkbox's size Size = t.optional(t.UDim2), --- @prop Selected boolean The Checkbox's selected status Selected = t.optional(t.boolean), --- @prop @optional Label string The Checkbox's label Label = t.optional(t.string), --- @prop @optional TextWrapped boolean For the `Label` prop TextWrapped = t.optional(t.boolean), --- @prop @optional @style TextColor string|table The label's text color style TextColor = t.optional(StyleValidator), --- @prop @optional Disabled boolean Determines if the Checkbox is disabled Disabled = t.optional(t.boolean), --- @prop @optional Native table Native props Native = t.optional(t.table), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), }) function Checkbox:init() -- Create Style Bindings for _, StyleBinding in pairs(self.StyleBindings) do self[StyleBinding], self['Set' .. StyleBinding] = Roact.createBinding({}) end -- Custom Style binding self.CheckObscureWidth, self.SetCheckObscureWidth = Roact.createBinding(0) -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial State self:setState({ State = 'Rest' }) end function Checkbox:willUnmount() -- Clear motors for each style binding for _, StyleBinding in pairs(self.StyleBindings) do -- Look for a motor local Motor = self[StyleBinding .. 'Motor'] -- Remove motor if found if Motor then pcall(Motor.destroy, Motor) self[StyleBinding .. 'Motor'] = nil end end end function Checkbox:ApplyDescription(Description, Theme) Description = Sift.Dictionary.copy(Description) -- Custom style binding local CheckObscureWidth = self.CheckObscureWidth:getValue() -- Animate if CheckObscureWidth then -- Remove exiting motor local Existing = self.CheckObscureWidthMotor if Existing then pcall(Existing.destroy, Existing) end -- Create a new motor local Motor = Flipper.SingleMotor.new(CheckObscureWidth) self.CheckObscureWidthMotor = Motor -- Bind Motor:onStep(self.SetCheckObscureWidth) Motor:onComplete(function() Motor:destroy() self.CheckObscureWidthMotor = nil end) -- Animate Motor:setGoal(Flipper.Spring.new(Description.CheckObscureWidth, { frequency = 2.5, dampingRatio = 1, })) else self.SetCheckObscureWidth(Description.CheckObscureWidth) end -- Prop overrides local TextStyleOverride = self.props.TextColor if TextStyleOverride then Description.Text = TextStyleOverride end ApplyDescription(self, Description, Theme, Theme[CHECKBOX_COLOR_ANIMATION_SPRING_SETTINGS], Theme[CHECKBOX_TRANSPARENCY_ANIMATION_SPRING_SETTINGS]) end function Checkbox:render() local props = self.props local state = self.state return WithTheme(function(Theme) local SelectedState = GetSelectedStateFromValue(props.Selected) -- Apply Description if SelectedState == 'None' then if props.Disabled then self:ApplyDescription(Descriptions.NoFill.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.NoFill.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.NoFill.Hover, Theme) else self:ApplyDescription(Descriptions.NoFill.Pressed, Theme) end else if props.Disabled then self:ApplyDescription(Descriptions.Fill.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Fill.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Fill.Hover, Theme) else self:ApplyDescription(Descriptions.Fill.Pressed, Theme) end end -- ////////// Checkbox Label local LabelFont = Theme[props.Font or LABEL_FONT] local Label = props.Label and new('TextLabel', { AnchorPoint = Vector2.new(0, 0.5), BackgroundTransparency = 1, FontFace = LabelFont.Font, Position = UDim2.new(0, props.Size.X.Offset + 20 + CHECKBOX_LEFT_MARGIN, 0.5, 0), Size = UDim2.new(1, -30, 1, 0), Text = props.Label, TextSize = LabelFont.Size, TextXAlignment = 'Left', TextColor3 = self.Text:map(function(Style) return Style.Color end), TextTransparency = self.Text:map(function(Style) return Style.Transparency end), }) -- ////////// Check animation gradient local Gradient = new('UIGradient', { Transparency = NumberSequence.new({ [1] = NumberSequenceKeypoint.new(0.0, 0), [2] = NumberSequenceKeypoint.new(0.001, 0), [3] = NumberSequenceKeypoint.new(0.002, 1), [4] = NumberSequenceKeypoint.new(1, 1) }), Offset = self.CheckObscureWidth:map(function(Width) return Vector2.new(1 - Width, 0) end) }) -- ////////// Checkbox Icon local CheckStyle = Theme[SelectedState == 'Selected' and CHECKBOX_CHECKED or CHECKBOX_INDETERMINATE] local Check = new('ImageLabel', { Visible = SelectedState ~= 'None', AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, ResampleMode = CheckStyle.ResampleMode, Image = CheckStyle.Image, ImageRectOffset = CheckStyle.ImageRectOffset, ImageRectSize = CheckStyle.ImageRectSize, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromOffset(CheckStyle.ImageRectSize.X, CheckStyle.ImageRectSize.Y), ImageColor3 = self.Check:map(function(Style) return Style.Color end), ImageTransparency = self.Check:map(function(Style) return Style.Transparency end), }, { ObscureGradient = Gradient }) -- ////////// Checkbox Stroke local Stroke = new('UIStroke', { ApplyStrokeMode = Enum.ApplyStrokeMode.Border, Thickness = 1, Color = self.Stroke:map(function(Style) return Style.Color end), Transparency = self.Stroke:map(function(Style) return Style.Transparency end), }) -- ////////// Checkbox Base local Checkbox = new('ImageButton', { AnchorPoint = Vector2.new(0, 0.5), AutoButtonColor = false, BorderSizePixel = 0, Position = UDim2.new(0, 1 + (props.Label and CHECKBOX_LEFT_MARGIN or 0), 0.5, 0), Size = props.Size - UDim2.fromOffset(2, 2), -- Target size is 20px * 20px, but border adds 2px each axis [Roact.Event.Activated] = self[Roact.Event.Activated], [Roact.Event.MouseButton1Down] = self[Roact.Event.MouseButton1Down], [Roact.Event.MouseButton1Up] = self[Roact.Event.MouseButton1Up], [Roact.Event.MouseEnter] = self[Roact.Event.MouseEnter], [Roact.Event.MouseLeave] = self[Roact.Event.MouseLeave], BackgroundColor3 = self.Fill:map(function(Style) return Style.Color end), BackgroundTransparency = self.Fill:map(function(Style) return Style.Transparency end), }, { Check = Check, Stroke = Stroke, Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Inner'] - 1) -- Account for the 1px added by UIStroke }), }) -- ////////// Checkbox return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, Position = props.Position, BackgroundTransparency = 1, Size = props.Size }, props.Native), { Checkbox = Checkbox, Label = Label }) end) end return Checkbox
2,638
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/Checkbox.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Roact = require(Packages.Roact) local new = Roact.createElement local Checkbox = require(script.Parent.Checkbox) local BORDER_PADDING = UDim.new(0, 8) local CheckboxStory = Roact.PureComponent:extend(script.Name) function CheckboxStory:init() self:setState({ Selected = nil }) end function CheckboxStory:render() local props = self.props local state = self.state return WithTheme(function(Theme) local Checkbox = new(Checkbox, { Label = state.Selected == nil and 'Indeterminate' or state.Selected == true and 'Selected' or 'Deselected', Selected = state.Selected, Disabled = self.props.Disabled, [Roact.Event.Activated] = function(...) print(...) self:setState({ Selected = not state.Selected }) end }) if props.OnBackground then return new('Frame', { BackgroundTransparency = props.BackgroundTransparency, BackgroundColor3 = Theme['colors/Background/Fill_Color/Solid_Background/Base'].Color, AutomaticSize = 'XY', Size = UDim2.new(1, 0, 0, 45) }, { Padding = new('UIPadding', { PaddingBottom = BORDER_PADDING, PaddingLeft = BORDER_PADDING, PaddingRight = BORDER_PADDING, PaddingTop = BORDER_PADDING, }), Checkbox = Checkbox }) else return Checkbox end end) end local Controls = { OnBackground = true, Disabled = false } return { storyElement = CheckboxStory, roact = Roact, controls = Controls, stories = { Checkbox = function(props) local controls = props.controls return Roact.createElement(CheckboxStory, controls) end } }
439
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/CheckboxGroup.luau
-- CheckboxGroup: A grouped collection of CheckBox elements -- https://www.figma.com/file/uNmIxgdbUT44MZjQCTIMe3/Windows-UI-3-(Community)?node-id=25616%3A1593 local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local CheckboxRoot = script.Parent local Checkbox = require(CheckboxRoot.Checkbox) local CheckboxGroup = Roact.PureComponent:extend(script.Name) CheckboxGroup.defaultProps = { HeaderFont = 'fonts/Body', --- @defaultProp HeaderTextColor = 'colors/Fill_Color/Text/Primary', --- @defaultProp HeaderHeight = 21, --- @defaultProp FitContents = false, --- @defaultProp Size = UDim2.new(1, 0, 1, 0), --- @defaultProp } CheckboxGroup.validateProps = t.strictInterface({ --- @prop @optional HeaderText string The CheckboxGroup's header text HeaderText = t.string, --- @prop Checkboxes table {CheckboxProps} The checkboxes to display Checkboxes = t.table, --- @prop @optional Size UDim2 The CheckboxGroup's size Size = t.optional(t.UDim2), --- @prop @optional FitContents boolean Determines if the CheckboxGroup will resize to fit its contents FitContents = t.optional(t.boolean), --- @prop @optional @style HeaderTextColor string The color of the header's text HeaderTextColor = t.optional(t.string), --- @prop @optional @style HeaderFont string The font of the header HeaderFont = t.optional(t.string), --- @prop @optional HeaderHeight number The height, in pixels of the header HeaderHeight = t.optional(t.numberPositive), --- @prop @optional Native table Native props Native = t.optional(t.table) }) function CheckboxGroup:init() -- CheckboxGroup Checkbox Container height self.ContainerHeight, self.SetContainerHeight = Roact.createBinding(0) end function CheckboxGroup:GetCheckboxes() local props = self.props local Checkboxes = {} for Index, props in pairs(props.Checkboxes) do Checkboxes[Index] = new(Checkbox, props) end return Checkboxes end function CheckboxGroup:render() local props = self.props return WithTheme(function(Theme) -- ////////// CheckboxGroup Header Label local HeaderTextColor = Theme[props.HeaderTextColor] local HeaderFont = Theme[props.HeaderFont] local Label = new('TextLabel', { BackgroundTransparency = 1, FontFace = HeaderFont.Font, Position = UDim2.fromOffset(3, 1), Size = UDim2.new(1, -3, 1, -1), Text = props.HeaderText, TextColor3 = HeaderTextColor.Color, TextSize = HeaderFont.Size, TextTransparency = HeaderTextColor.Transparency, TextXAlignment = 'Left', }) -- ////////// CheckboxGroup Header local Header = new('Frame', { BackgroundTransparency = 1, Size = UDim2.new(1, 0, 0, props.HeaderHeight), }, { Label = Label, }) -- ////////// CheckboxGroup Container local CheckboxContainer = new('Frame', { AutomaticSize = props.FitContents and 'Y' or 'None', BackgroundTransparency = 1, Position = UDim2.fromOffset(0, props.HeaderHeight), [Roact.Change.AbsoluteSize] = function(rbx) self.SetContainerHeight(rbx.AbsoluteSize.Y) end, Size = self.ContainerHeight:map(function(Height) -- Do not auto-size if FitContents is not set if not props.FitContents then return props.Size end return UDim2.new(1, 0, 0, Height) end), }, { Checkboxes = Roact.createFragment(self:GetCheckboxes()), InitialPadding = new('Frame', { BackgroundTransparency = 1, LayoutOrder = -1, Size = UDim2.new(1, 0, 0, 8) }), Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Vertical, Padding = UDim.new(0, 8), SortOrder = Enum.SortOrder.LayoutOrder }), }) -- ////////// CheckboxGroup return new('Frame', Sift.Dictionary.join({ BackgroundTransparency = 1, Size = self.ContainerHeight:map(function(Height) -- Do not auto-size if FitContents is not set if not props.FitContents then return props.Size end return UDim2.new(props.Size.X.Scale, props.Size.X.Offset, 0, Height + props.HeaderHeight) end) }, props.Native), { Header = Header, CheckboxContainer = CheckboxContainer }) end) end return CheckboxGroup
1,148
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/CheckboxGroup.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Roact = require(Packages.Roact) local new = Roact.createElement local CheckboxRoot = script.Parent local CheckboxGroup = require(CheckboxRoot.CheckboxGroup) local CheckboxStoryElement = require(CheckboxRoot["Checkbox.story"]).storyElement local CheckboxGroupStory = Roact.PureComponent:extend(script.Name) function CheckboxGroupStory:GetCheckboxes() local Checkboxes = {} for Index = 1, self.props.Amount do Checkboxes[Index] = { Label = tostring(Index), } end return Checkboxes end function CheckboxGroupStory:render() return new(CheckboxGroup, { HeaderText = self.props.HeaderText, Checkboxes = self:GetCheckboxes() }) end return { controls = { HeaderText = 'Header text', Amount = 10, Disabled = false, }, stories = { CheckboxGroup = function (props) return new(CheckboxGroupStory, props.controls) end } }
231
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/Descriptions/CheckboxStateDescriptions.luau
local ClearColor = { Color = Color3.new(), Transparency = 1 } return { NoFill = { Disabled = { Name = 'NoFill/Disabled', Check = ClearColor, CheckObscureWidth = 1, Fill = "colors/Fill_Color/Control_Alt/Disabled", Stroke = "colors/Stroke_Color/Control_Strong_Stroke/Disabled", Text = "colors/Fill_Color/Text/Disabled", }, Rest = { Name = 'NoFill/Rest', Check = ClearColor, CheckObscureWidth = 1, Fill = "colors/Fill_Color/Control_Alt/Secondary", Stroke = "colors/Stroke_Color/Control_Strong_Stroke/Default", Text = "colors/Fill_Color/Text/Primary" }, Hover = { Name = 'NoFill/Hover', Check = ClearColor, CheckObscureWidth = 1, Fill = "colors/Fill_Color/Control_Alt/Tertiary", Stroke = "colors/Stroke_Color/Control_Strong_Stroke/Default", Text = "colors/Fill_Color/Text/Primary" }, Pressed = { Name = 'NoFill/Pressed', Check = ClearColor, CheckObscureWidth = 1, Fill = "colors/Fill_Color/Control_Alt/Quarternary", Stroke = "colors/Stroke_Color/Control_Strong_Stroke/Disabled", Text = "colors/Fill_Color/Text/Primary" } }, Fill = { Disabled = { Name = 'Fill/Disabled', Check = "colors/Fill_Color/Text_On_Accent/Disabled", CheckObscureWidth = 0, Fill = "colors/Fill_Color/Accent/Disabled", Stroke = "colors/Fill_Color/Accent/Disabled", Text = "colors/Fill_Color/Text/Disabled" }, Rest = { Name = 'Fill/Rest', Check = "colors/Fill_Color/Text_On_Accent/Primary", CheckObscureWidth = 0, Fill = "colors/Fill_Color/Accent/Default", Stroke = "colors/Fill_Color/Accent/Default", Text = "colors/Fill_Color/Text/Primary" }, Hover = { Name = 'Fill/Hover', Check = "colors/Fill_Color/Text_On_Accent/Primary", CheckObscureWidth = 0, Fill = "colors/Fill_Color/Accent/Secondary", Stroke = "colors/Fill_Color/Accent/Secondary", Text = "colors/Fill_Color/Text/Primary" }, Pressed = { Name = 'Fill/Pressed', Check = "colors/Fill_Color/Text_On_Accent/Secondary", CheckObscureWidth = 0, Fill = "colors/Fill_Color/Accent/Tertiary", Stroke = "colors/Fill_Color/Accent/Tertiary", Text = "colors/Fill_Color/Text/Primary" } } }
702
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/Util/GetSelectedStateFromValue.luau
return function (Value) if Value == nil then return 'Indeterminate' elseif Value == true then return 'Selected' elseif Value == false then return 'None' end end
43
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Checkbox/Validators/ValidateCheckboxGroupCheckboxes.luau
local Winro = script.Parent.Parent local Packages = Winro.Parent local t = require(Packages.t) return t.table(t.strictInterface({ Selected = t.string, Label = t.optional(t.string), OnClicked = t.callback }))
50
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Dropdown/ComboBox.luau
-- ComboBox: A drop down option selector local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local ContextMenu = require(Winro.App.Menu.ContextMenu) local FocusFrame = require(Winro.App.Effect.FocusFrame) local DropdownRoot = script.Parent local DropdownButton = require(DropdownRoot.DropdownButton) local ComboBox = Roact.PureComponent:extend(script.Name) ComboBox.defaultProps = { Size = UDim2.fromOffset(120, 32), --- @defaultProp } ComboBox.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 Anchorpoint AnchorPoint = t.optional(t.Vector2), --- @prop @optional LayoutOrder number Layout order LayoutOrder = t.optional(t.number), --- @prop @optional Size UDim2 Size Size = t.optional(t.UDim2), --- @prop @optional Position UDim2 Position Position = t.optional(t.UDim2), --- @prop @optional DropdownButtonProps table The props for the dropdown button DropdownButtonProps = t.optional(t.table), --- @prop Options table The options to display Options = t.table, --- @prop @optional SelectedOption string The currently selected option SelectedOption = t.optional(t.string), --- @prop @optional OnOptionSelected function The callback to call when an option is selected OnOptionSelected = t.optional(t.callback), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function ComboBox:render() local props = self.props local state = self.state -- ////////// Context Menu local Options = {} for Index, Option in pairs(props.Options) do Options[Index] = { Text = Option, Selected = (Option == props.SelectedOption), OnClicked = function() self:setState({ ContextMenuVisible = not state.ContextMenuVisible, }) props.OnOptionSelected(Option) end } end local ContextMenu = state.ContextMenuVisible and new(FocusFrame, { RelativeToParent = true, Reason = 'COMBOBOX_DROPDOWN_CONTEXT_MENU', [Roact.Event.FocusLost] = function() self:setState({ ContextMenuVisible = not state.ContextMenuVisible, }) end, }, { ContextMenu = new(ContextMenu, { BackgroundTransparency = 0, Options = Options, Size = UDim2.new(1, 0, 0, props.Size), }), }) -- ////////// Dropdown Button local Button = new(DropdownButton, Sift.Dictionary.join({ AnchorPoint = Vector2.new(0.5, 0.5), Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromScale(1, 1), Text = props.SelectedOption or '*', [Roact.Event.Activated] = function () if props.DropdownButtonProps and props.DropdownButtonProps.Disabled then return end self:setState({ ContextMenuVisible = not state.ContextMenuVisible }) end, }, props.DropdownButtonProps)) -- ////////// ComboBox wrapper return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Position = props.Position, Size = props.Size, }, props.Native), { Button = Button, ContextMenu = ContextMenu, }) end return ComboBox
803
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Dropdown/ComboBox.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local DropdownRoot = script.Parent local ComboBox = require(DropdownRoot.ComboBox) local BORDER_PADDING = UDim.new(0, 8) local ComboBoxStory = Roact.PureComponent:extend(script.Name) function ComboBoxStory:render() local props = self.props return WithTheme(function(Theme) return new('Frame', { Size = UDim2.fromOffset(120, 32) + UDim2.fromOffset(BORDER_PADDING.Offset * 2, BORDER_PADDING.Offset * 2), BackgroundTransparency = props.BackgroundTransparency, BackgroundColor3 = Theme['colors/Background/Fill_Color/Solid_Background/Base'].Color, AutomaticSize = 'XY' }, { Padding = new('UIPadding', { PaddingBottom = BORDER_PADDING, PaddingLeft = BORDER_PADDING, PaddingRight = BORDER_PADDING, PaddingTop = BORDER_PADDING, }), ComboBox = new(ComboBox, { DropdownButtonProps = { Disabled = props.Disabled, }, SelectedOption = self.state.SelectedOption, OnOptionSelected = function(Option, ...) print(Option, ...) self:setState({ SelectedOption = Option }) end, Options = { 'Option A', 'Option B', 'Option C', 'Option D', 'Really really long option text', } }) }) end) end return { controls = { Disabled = false, }, stories = { DropdownButton = function (props) return new(ComboBoxStory, Sift.Dictionary.join({ BackgroundTransparency = 0, }, props.controls)) end, NoBackground = function(props) return new(ComboBoxStory, Sift.Dictionary.join({ BackgroundTransparency = 1, }, props.controls)) end } }
474
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Dropdown/Descriptions/DropdownButtonDescriptions.luau
return { Disabled = { Name = 'Disabled', Fill = 'colors/Fill_Color/Control/Disabled', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Disabled', }, Rest = { Name = 'Rest', Fill = 'colors/Fill_Color/Control/Default', Stroke = 'colors/Elevation/Control/Border', Text = 'colors/Fill_Color/Text/Primary', }, Hover = { Name = 'Hover', Fill = 'colors/Fill_Color/Control/Secondary', Stroke = 'colors/Elevation/Control/Border', Text = 'colors/Fill_Color/Text/Primary', }, Pressed = { Name = 'Pressed', Fill = 'colors/Fill_Color/Control/Tertiary', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Secondary', } }
217
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Dropdown/DropdownButton.luau
-- DropdownButton: A button that is meant to be used as the button for dropdown components local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local ApplyDescription = Theme.ApplyDescription local RegisterStateAction = Theme.RegisterStateAction local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local UIStroke = require(Winro.App.Effect.UIStroke) local DROPDOWNBUTTON_CHEVRONDOWN_IMAGE = 'images/Fluent/ChevronDownMed/12px' local DROPDOWNBUTTON_COLOR_ANIMATION_SPRING_SETTINGS = 'styles/AnimationSpringParams/Control/Input/Button/Color' local DROPDOWNBUTTON_TRANSPARENCY_ANIMATION_SPRING_SETTINGS = 'styles/AnimationSpringParams/Control/Input/Button/Transparency' local DROPDOWNBUTTON_LAYOUT_PADDING = 11 local DROPDOWNBUTTON_PADDING_HORIZONTAL = 11 local DROPDOWNBUTTON_PADDING_VERTICAL = 4 local DropdownRoot = script.Parent local Descriptions = require(DropdownRoot.Descriptions.DropdownButtonDescriptions) local DropdownButton = Roact.PureComponent:extend(script.Name) DropdownButton.Descriptions = Descriptions DropdownButton.StyleBindings = { 'Stroke', 'Fill', 'Text', } DropdownButton.defaultProps = { Size = UDim2.fromOffset(120, 32), --- @defaultProp } DropdownButton.validateProps = t.strictInterface({ --- @prop @optional Text string The DropdownButton's text Text = t.optional(t.string), --- @prop @optional AnchorPoint Vector2 The DropdownButton's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional Disabled boolean Determines if the DropdownButton is shown as disabled Disabled = t.optional(t.boolean), --- @prop @optional LayoutOrder number The DropdownButton's Layout order LayoutOrder = t.optional(t.number), --- @prop @optional Position UDim2 The DropdownButton's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The DropdownButton's size Size = t.optional(t.UDim2), --- @prop @optional Native table Native props Native = t.optional(t.table), --- @prop @optional [Roact.Children] table Roact.Children [Roact.Children] = t.optional(t.table), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), }) function DropdownButton:init() -- Create Style Bindings for _, StyleBinding in pairs(self.StyleBindings) do self[StyleBinding], self['Set' .. StyleBinding] = Roact.createBinding({}) end -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial State self:setState({ State = 'Rest', }) end function DropdownButton:ApplyDescription(Description, Theme) ApplyDescription(self, Description, Theme, Theme[DROPDOWNBUTTON_COLOR_ANIMATION_SPRING_SETTINGS], Theme[DROPDOWNBUTTON_TRANSPARENCY_ANIMATION_SPRING_SETTINGS]) end function DropdownButton:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- Apply description if props.Disabled then self:ApplyDescription(self.Descriptions.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(self.Descriptions.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(self.Descriptions.Hover, Theme) elseif state.State == 'Pressed' then self:ApplyDescription(self.Descriptions.Pressed, Theme) end -- ////////// Chevron Icon local ChevronImageIcon = Theme[DROPDOWNBUTTON_CHEVRONDOWN_IMAGE] local Chevron = new('ImageButton', { AnchorPoint = Vector2.new(1, 0.5), BackgroundTransparency = 1, Image = ChevronImageIcon.Image, ImageRectOffset = ChevronImageIcon.ImageRectOffset, ImageRectSize = ChevronImageIcon.ImageRectSize, Position = UDim2.new(1, -DROPDOWNBUTTON_PADDING_HORIZONTAL, 0.5, 0), Size = UDim2.fromOffset(ChevronImageIcon.ImageRectSize.X, ChevronImageIcon.ImageRectSize.Y), ImageColor3 = self.Text:map(function(Style) return Style.Color end), ImageTransparency = self.Text:map(function(Style) return Style.Transparency end), }) -- ////////// Button Label local LabelFontStyle = Theme['fonts/Body'] local Label = new('TextLabel', { AnchorPoint = Vector2.new(0, 0.5), BackgroundTransparency = 1, FontFace = LabelFontStyle.Font, LineHeight = LabelFontStyle.LineHeight, Position = UDim2.new(0, DROPDOWNBUTTON_PADDING_HORIZONTAL, 0.5, 0), Size = UDim2.new(0, 0), Text = props.Text, TextSize = LabelFontStyle.Size, TextXAlignment = Enum.TextXAlignment.Left, TextColor3 = self.Text:map(function(Style) return Style.Color end), TextTransparency = self.Text:map(function(Style) return Style.Transparency end) }) -- ////////// Button Fill local Fill = new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5), Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.new(1, -2, 1, -2), -- Account for stroke thickness BackgroundColor3 = self.Fill:map(function(Style) return Style.Color end), BackgroundTransparency = self.Fill:map(function(Style) return Style.Transparency end), }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Inner']), }), Stroke = new(UIStroke, { BorderMode = Enum.BorderMode.Outline, }, { Gradient = new('UIGradient', { Rotation = 90, Color = self.Stroke:map(function(Style) return Style.ColorSequence or ColorSequence.new(Style.Color) end), Transparency = self.Stroke:map(function(Style) return Style.TransparencySequence or NumberSequence.new(Style.Transparency) end), }), }), }) -- ////////// Dropdown Button return new('ImageButton', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, Size = props.Size, Position = props.Position, LayoutOrder = props.LayoutOrder, [Roact.Event.Activated] = self[Roact.Event.Activated], [Roact.Event.MouseButton1Down] = self[Roact.Event.MouseButton1Down], [Roact.Event.MouseButton1Up] = self[Roact.Event.MouseButton1Up], [Roact.Event.MouseEnter] = self[Roact.Event.MouseEnter], [Roact.Event.MouseLeave] = self[Roact.Event.MouseLeave], }, props.Native), { Label = Label, Chevron = Chevron, Fill = Fill, ChildWrapper = props[Roact.Children] and new('Frame', { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), ZIndex = 2, }, props[Roact.Children]) }) end) end return DropdownButton
1,913
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Dropdown/DropdownButton.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local DropdownRoot = script.Parent local DropdownButton = require(DropdownRoot.DropdownButton) local BORDER_PADDING = UDim.new(0, 8) local DropdownButtonStory = Roact.PureComponent:extend(script.Name) function DropdownButtonStory:render() local props = self.props return WithTheme(function(Theme) return new('Frame', { Size = UDim2.fromOffset(120, 32) + UDim2.fromOffset(BORDER_PADDING.Offset * 2, BORDER_PADDING.Offset * 2), BackgroundTransparency = props.BackgroundTransparency, BackgroundColor3 = Theme['colors/Background/Fill_Color/Solid_Background/Base'].Color, AutomaticSize = 'XY' }, { Padding = new('UIPadding', { PaddingBottom = BORDER_PADDING, PaddingLeft = BORDER_PADDING, PaddingRight = BORDER_PADDING, PaddingTop = BORDER_PADDING, }), Button = new(DropdownButton, { AnchorPoint = Vector2.new(0, 0), Disabled = props.Disabled, Position = UDim2.fromScale(0, 0), [Roact.Event.Activated] = print }) }) end) end return { controls = { Disabled = false, }, stories = { DropdownButton = function (props) return new(DropdownButtonStory, Sift.Dictionary.join({ BackgroundTransparency = 0, }, props.controls)) end, NoBackground = function(props) return new(DropdownButtonStory, Sift.Dictionary.join({ BackgroundTransparency = 1, }, props.controls)) end } }
427
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Hyperlink/Descriptions.luau
return { Rest = { Name = 'Rest', Text = 'colors/Fill_Color/Accent_Text/Primary', }, Hover = { Name = 'Hover', Text = 'colors/Fill_Color/Accent_Text/Secondary', }, Pressed = { Name = 'Pressed', Text = 'colors/Fill_Color/Accent_Text/Tertiary', }, Disabled = { Name = 'Disabled', Text = 'colors/Fill_Color/Accent_Text/Disabled', }, }
111
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Hyperlink/HyperlinkButton.luau
-- Hyperlink: Hyperlink Compoent local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local RegisterStateAction = Theme.RegisterStateAction local ApplyDescription = Theme.ApplyDescription local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local HyperlinkRoot = script.Parent local Descriptions = require(HyperlinkRoot.Descriptions) local HYPERLINK_TRANSPARENCY_ANIMATION_OPTIONS = 'styles/AnimationSpringParams/Control/Input/Button/Color' local HYPERLINK_COLOR_ANIMATION_OPTIONS = 'styles/AnimationSpringParams/Control/Input/Button/Transparency' local HyperlinkButton = Roact.PureComponent:extend(script.Name) HyperlinkButton.StyleBindings = { 'Text', } HyperlinkButton.defaultProps = { Size = UDim2.fromScale(1, 1), --- @defaultProp Text = 'Hyperlink', --- @defaultProp } HyperlinkButton.validateProps = t.strictInterface({ --- @prop @optional AutomaticSize Enum.AutmaticSize Autmatic size AutomaticSize = t.optional(t.enum(Enum.AutomaticSize)), --- @prop @optional Disabled boolean Determines if the HyperlinkButton shows as disabled Disabled = t.optional(t.boolean), --- @prop @optional Text string The hyperlink's text Text = t.optional(t.string), --- @prop @optional TextXAlignment Enum.TextXAlignment Horizontal text alignment TextXAlignment = t.optional(t.enum(Enum.TextXAlignment)), --- @prop @optional TextYAlignment Enum.TextYAlignment Vertical text alignment TextYAlignment = t.optional(t.enum(Enum.TextYAlignment)), --- @prop @optional Size UDim2 The Hyperlink's size Size = t.optional(t.UDim2), --- @prop @optional AnchorPoint Vector2 The Hyperlink's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional Position UDim2 The Hyperlink's positon Position = t.optional(t.UDim2), --- @prop @optional LayoutOrder number The Hyperlink's layout order LayoutOrder = t.optional(t.number), --- @prop @optional Native table Native props Native = t.optional(t.table), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), }) function HyperlinkButton:init() -- Create Style Bindings for _, StyleBinding in pairs(self.StyleBindings) do self[StyleBinding], self['Set' .. StyleBinding] = Roact.createBinding({}) end -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial State self:setState({ State = 'Rest' }) end function HyperlinkButton:willUnmount() -- Clear motors for each style binding for _, StyleBinding in pairs(self.StyleBindings) do -- Look for a motor local Motor = self[StyleBinding .. 'Motor'] -- Remove motor if found if Motor then pcall(Motor.destroy, Motor) self[StyleBinding .. 'Motor'] = nil end end end function HyperlinkButton:ApplyDescription(Description, Theme) ApplyDescription(self, Description, Theme, Theme[HYPERLINK_COLOR_ANIMATION_OPTIONS], Theme[HYPERLINK_TRANSPARENCY_ANIMATION_OPTIONS]) end function HyperlinkButton:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- Apply Description if props.Disabled then self:ApplyDescription(Descriptions.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Hover, Theme) elseif state.State == 'Pressed' then self:ApplyDescription(Descriptions.Pressed, Theme) end -- ////////// Hyperlink Button local HyperlinkButtonFontStyle = Theme['fonts/Body'] return new('TextButton', Sift.Dictionary.join({ AutomaticSize = props.AutomaticSize, AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, FontFace = HyperlinkButtonFontStyle.Font, LayoutOrder = props.LayoutOrder, LineHeight = HyperlinkButtonFontStyle.LineHeight, Position = props.Position, Size = props.Size, Text = props.Text, TextSize = HyperlinkButtonFontStyle.Size, TextXAlignment = props.TextXAlignment, TextYalignment = props.TextYAlignment, [Roact.Event.Activated] = self[Roact.Event.Activated], [Roact.Event.MouseButton1Down] = self[Roact.Event.MouseButton1Down], [Roact.Event.MouseButton1Up] = self[Roact.Event.MouseButton1Up], [Roact.Event.MouseEnter] = self[Roact.Event.MouseEnter], [Roact.Event.MouseLeave] = self[Roact.Event.MouseLeave], TextColor3 = self.Text:map(function(Style) return Style.Color end), TextTransparency = self.Text:map(function(Style) return Style.Transparency end), }, props.Native)) end) end return HyperlinkButton
1,388
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Hyperlink/HyperlinkButton.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local HyperlinkButton = require(script.Parent.HyperlinkButton) local HyperlinkButtonStory = Roact.PureComponent:extend(script.Name) function HyperlinkButtonStory:render() local props = self.props return new(HyperlinkButton, Sift.Dictionary.join({ Disabled = props.Disabled, Text = 'Hyperlink Story' }, props.Props)) end return { controls = { Disabled = false, }, stories = { HyperlinkButton = function(props) return new(HyperlinkButtonStory, props.controls) end } }
168
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Text/Descriptions/TextInputDescriptions.luau
local TRANSPARENT = { Color = Color3.new(), Transparency = 1, } return { Rest = { Focus = { Button = 'colors/Fill_Color/Text/Secondary', Highlight = 'colors/Fill_Color/Accent/Default', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Primary', }, Rest = { Button = TRANSPARENT, Highlight = 'colors/Elevation/Text_Control/Border', Stroke = 'colors/Stroke_Color/Control_Stroke/Default', Text = 'colors/Fill_Color/Text/Primary', }, }, }
150
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Text/TextInput.luau
-- TextInput: A string input component, a textbox local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local ApplyDescription = Theme.ApplyDescription local RegisterStateAction = Theme.RegisterStateAction local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local TextRoot = script.Parent local Descriptions = require(TextRoot.Descriptions.TextInputDescriptions) local TEXTINPUT_COLOR_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/Input/Button/Color" local TEXTINPUT_TRANSPARENCY_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/Input/Button/Transparency" local TextInput = Roact.PureComponent:extend(script.Name) TextInput.StyleBindings = { 'Button', 'Highlight', 'Stroke', 'Text', } TextInput.defaultProps = { --- @prop @optional Text string Current text Text = t.optional(t.string), --- @prop @optional Native table The native props Native = t.optional(t.table), --- @prop @optional [Roact.Children] table Child contents [Roact.Children] = t.optional(t.table), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), } TextInput.validateProps = t.strictInterface({ }) function TextInput:init() local props = self.props -- Text value binding self.Text, self.SetText = Roact.createBinding(props.Text) -- Create Style Bindings for _, StyleBinding in pairs(self.StyleBindings) do self[StyleBinding], self['Set' .. StyleBinding] = Roact.createBinding({}) end -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial State self:setState({ State = 'Rest', }) end function TextInput:willUnmount() -- Clear motors for each style binding for _, StyleBinding in pairs(self.StyleBindings) do -- Look for a motor local Motor = self[StyleBinding .. 'Motor'] -- Remove motor if found if Motor then pcall(Motor.destroy, Motor) self[StyleBinding .. 'Motor'] = nil end end end function TextInput:ApplyDescription(Description, Theme) return ApplyDescription(self, Description, Theme, Theme[TEXTINPUT_COLOR_ANIMATION_SPRING_SETTINGS], Theme[TEXTINPUT_TRANSPARENCY_ANIMATION_SPRING_SETTINGS]) end function TextInput:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- Apply description if state.State == 'Focused' then end end) end return TextInput
817
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Input/Text/TextInput.story.luau
local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local TextInput = require(script.Parent.TextInput) local TextInputStory = Roact.PureComponent:extend(script.Name) function TextInputStory:render() local props = self.props return new(TextInput, Sift.Dictionary.join({ }, props.Props)) end return { controls = {}, stories = { TextInput = function(props) return new(TextInputStory, props.controls) end } }
130
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/List/Descriptions/ListItemDescriptions.luau
return { NoFill = { Disabled = { Name = 'NoFill/Disabled', IndicatorHeight = 0, Fill = "colors/Fill_Color/Subtle/Disabled", Indicator = "colors/Fill_Color/Accent/Disabled", Stroke = "colors/Fill_Color/Subtle/Disabled", Text = "colors/Fill_Color/Text/Disabled" }, Rest = { Name = 'NoFill/Rest', IndicatorHeight = 0, Fill = "colors/Fill_Color/Subtle/Transparent", Indicator = "colors/Fill_Color/Accent/Default", Stroke = "colors/Fill_Color/Subtle/Transparent", Text = "colors/Fill_Color/Text/Primary" }, Hover = { Name = 'NoFill/Hover', IndicatorHeight = 0, Fill = "colors/Fill_Color/Subtle/Secondary", Indicator = "colors/Fill_Color/Accent/Default", Stroke = "colors/Fill_Color/Subtle/Secondary", Text = "colors/Fill_Color/Text/Primary" }, Pressed = { Name = 'NoFill/Pressed', IndicatorHeight = 10, Fill = "colors/Fill_Color/Subtle/Tertiary", Indicator = "colors/Fill_Color/Accent/Default", Stroke = "colors/Fill_Color/Subtle/Tertiary", Text = "colors/Fill_Color/Text/Secondary" } }, Fill = { Disabled = { Name = 'Fill/Disabled', IndicatorHeight = 16, Fill = "colors/Fill_Color/Subtle/Secondary", Indicator = "colors/Fill_Color/Accent/Disabled", Stroke = "colors/Fill_Color/Subtle/Secondary", Text = "colors/Fill_Color/Text/Disabled" }, Rest = { Name = 'Fill/Rest', IndicatorHeight = 16, Fill = "colors/Fill_Color/Subtle/Secondary", Indicator = "colors/Fill_Color/Accent/Default", Stroke = "colors/Fill_Color/Subtle/Secondary", Text = "colors/Fill_Color/Text/Primary" }, Hover = { Name = 'Fill/Hover', IndicatorHeight = 16, Fill = "colors/Fill_Color/Subtle/Tertiary", Indicator = "colors/Fill_Color/Accent/Default", Stroke = "colors/Fill_Color/Subtle/Tertiary", Text = "colors/Fill_Color/Text/Primary" }, Pressed = { Name = 'Fill/Pressed', IndicatorHeight = 10, Fill = "colors/Fill_Color/Subtle/Secondary", Indicator = "colors/Fill_Color/Accent/Secondary", Stroke = "colors/Fill_Color/Subtle/Secondary", Text = "colors/Fill_Color/Text/Secondary" } } }
661
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/List/Expander.luau
-- Expander: An expandable list collector local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local GetTextSize = require(Winro.Utility.GetTextSize) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local RoundedSurface = require(Winro.App.Surface.RoundedSurface) local Expander = Roact.PureComponent:extend(script.Name) Expander.defaultProps = { Size = UDim2.new(1, 0, 0, 62), --- @defaultProp } function Expander:render() local props = self.props -- ////////// Expander return WithTheme(function(Theme) -- ////////// LeftContent/Icon local IconImageStyle = props.Icon and Theme[props.Icon] local IconStyle = Theme[IconImageStyle and IconImageStyle.Color or 'colors/Fill_Color/Text/Primary'] local IconImage = props.Icon and new('ImageLabel', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Image = IconImageStyle.Image, ImageColor3 = IconStyle.Color, ImageRectOffset = IconImageStyle.ImageRectOffset, ImageRectSize = IconImageStyle.ImageRectSize, ImageTransparency = IconStyle.Transparency, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromOffset(IconImageStyle.ImageRectSize.X, IconImageStyle.ImageRectSize.Y), }) or nil local Icon = IconImage and new('Frame', { BackgroundTransparency = 1, LayoutOrder = 1, Size = UDim2.fromOffset(16, 16), }, IconImage) -- ////////// LeftContent/Text/Heading local HeadingTextStyle = Theme['colors/Fill_Color/Text/Primary'] local HeadingFontStyle = Theme['fonts/Body'] local GotHeadingTextSize, HeadingTextSize = GetTextSize( props.Heading, HeadingFontStyle.Font, HeadingFontStyle.Size ) local Heading = props.Heading and new('TextLabel', { AutomaticSize = (not GotHeadingTextSize) and Enum.AutomaticSize.XY or Enum.AutomaticSize.None, BackgroundTransparency = 1, FontFace = HeadingFontStyle.Font, LayoutOrder = 1, LineHeight = HeadingFontStyle.LineHeight, Size = UDim2.fromOffset(HeadingTextSize.X, HeadingTextSize.Y), Text = props.Heading, TextColor3 = HeadingTextStyle.Color, TextTransparency = HeadingTextStyle.Transparency, TextSize = HeadingFontStyle.Size, }) or nil -- ////////// LeftContent/Text/Caption local CaptionTextStyle = Theme['colors/Fill_Color/Text/Secondary'] local CaptionFontStyle = Theme['fonts/Caption'] local GotCaptionTextSize, CaptionTextSize = GetTextSize( props.Caption, CaptionFontStyle.Font, CaptionFontStyle.Size ) local Caption = props.Caption and new('TextLabel', { AutomaticSize = (not GotCaptionTextSize) and Enum.AutomaticSize.XY or Enum.AutomaticSize.None, BackgroundTransparency = 1, FontFace = CaptionFontStyle.Font, LayoutOrder = 2, LineHeight = CaptionFontStyle.LineHeight, Size = UDim2.fromOffset(CaptionTextSize.X, CaptionTextSize.Y), Text = props.Caption, TextColor3 = CaptionTextStyle.Color, TextTransparency = CaptionTextStyle.Transparency, TextSize = CaptionFontStyle.Size, }) or nil -- ////////// LeftContent/Text local Text = new('Frame', { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, Size = UDim2.fromScale(0, 0), LayoutOrder = 2, }, { Heading = Heading, Caption = Caption, Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center, }), }) -- ////////// LeftContent local LeftContent = new('Frame', { AutomaticSize = Enum.AutomaticSize.X, BackgroundTransparency = 1, Size = UDim2.fromScale(0, 1), }, { Icon = Icon, Text = Text, Layout = new('UIListLayout', { Padding = UDim.new(0, 16), FillDirection = Enum.FillDirection.Horizontal, HorizontalAlignment = Enum.HorizontalAlignment.Left, SortOrder = Enum.SortOrder.LayoutOrder, VerticalAlignment = Enum.VerticalAlignment.Center, }), Padding = new('UIPadding', { PaddingLeft = UDim.new(0, 15), PaddingTop = UDim.new(0, 13), PaddingBottom = UDim.new(0, 13), }), }) -- ////////// RightContent/ -- ////////// Expander local ExpanderStyle = Theme['colors/Fill_Color/Subtle/Tertiary'] return new(RoundedSurface, { BackgroundColor = ExpanderStyle, BackgroundTransparency = 0, CornerRadius = UDim.new(0, 3), Size = props.Size, LayoutOrder = 1, ShowTopLeftCorner = true, ShowTopRightCorner = true, ShowBottomLeftCorner = not props.Expanded, ShowBottomRightCorner = not props.Expanded, }, LeftContent) end) end return Expander
1,311
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/List/Expander.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local Expander = require(script.Parent.Expander) local ExpanderStory = Roact.PureComponent:extend(script.Name) function ExpanderStory:render() local props = self.props local state = self.state return new(Expander, Sift.Dictionary.join({ Expanded = state.Expanded, Heading = props.Heading and 'Power button functionality' or nil, Caption = props.Caption and 'Adjust what your power buttons control' or nil, Icon = props.Icon and 'images/roblox/icons/logo/studiologo/1x', [Roact.Event.Activated] = function(...) print(...) self:setState({ Expanded = not state.Expanded, }) end, }, props.Props)) end return { controls = { Icon = true, Heading = true, Caption = true, }, stories = { Expander = function(props) return new(ExpanderStory, props.controls) end } }
263
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/List/ListDivider.luau
-- Simple divider, with theme local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local WithTheme = require(Winro.Theme).WithTheme local Roact = require(Packages.Roact) local new = Roact.createElement local ListDivider = Roact.PureComponent:extend(script.Name) function ListDivider:render() local props = self.props return WithTheme(function(Theme) local DividerStyle = Theme["colors/Stroke_Color/Divider_Stroke/Default"] return new('Frame', { BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Position = props.Position, Size = UDim2.new( props.Size.X.Scale, props.Size.X.Offset, props.Size.Y.Scale, props.Size.Y.Offset == 0 and 4 or props.Size.Y.Offset ), }, { Divider = new('Frame', { AnchorPoint = Vector2.new(0, 1), BorderSizePixel = 0, BackgroundColor3 = DividerStyle.Color, BackgroundTransparency = DividerStyle.Transparency, Position = UDim2.new(0, 1, 0.5, 0), Size = UDim2.new(1, -2, 0, 1) }) }) end) end return ListDivider
295
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/List/ListItem.luau
-- ListItem: A list item -- Assets/Lists & Collections/Lists & Collections/List View/List Item local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local ApplyDescription = Theme.ApplyDescription local RegisterStateAction = Theme.RegisterStateAction local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local Flipper = require(Packages.Flipper) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local ListRoot = script.Parent local Descriptions = require(ListRoot.Descriptions.ListItemDescriptions) local LISTITEM_COLOR_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/List/ListItem/Color" local LISTITEM_TRANSPARENCY_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/List/ListItem/Transparency" local LISTITEM_INDICATOR_SIZE_ANIMATION_SPRING_SETTINGS = "styles/AnimationSpringParams/Control/List/ListItem/Indicator" local ListItem = Roact.PureComponent:extend(script.Name) ListItem.StyleBindings = { 'Fill', 'Indicator', 'Stroke', 'Text', } ListItem.defaultProps = { Width = UDim.new(0, 160), --- @defaultProp Height = UDim.new(0, 40), --- @defaultProp ShowIndicator = true, --- @defaultProp Font = "fonts/Body", --- @defaultProp } ListItem.validateProps = t.strictInterface({ --- @prop @optional Selected boolean The ListItem's selected state Selected = t.optional(t.boolean), --- @prop @optional Size UDim2 The ListItem's size Size = t.optional(t.UDim2), --- @prop @optional ShowIndicator boolean Determines indicator visability ShowIndicator = t.optional(t.boolean), --- @prop @optional @style Font string|table The label's font style Font = t.optional(StyleValidator), --- @prop @optional AnchorPoint Vector2 The ListItem's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional Disabled boolean Determines if the item is shown as disabled Disabled = t.optional(t.boolean), --- @prop @optional LayoutOrder number The ListItem's layout order LayoutOrder = t.optional(t.number), --- @prop @optional Position UDim2 The ListItem's position Position = t.optional(t.UDim2), --- @prop @optional Width UDim The ListItem's Width @depricated Use Size instead Width = t.optional(t.UDim), --- @prop @optional Height UDim The ListItem's Height @depricated Use Size instead Height = t.optional(t.UDim), --- @prop @optional Text string The ListItem's text Text = t.optional(t.string), --- @prop @optional @style Icon string|table The ListItem's icon Icon = t.optional(StyleValidator), --- @prop @optional Native table The native props Native = t.optional(t.table), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), }) function ListItem:init() -- Indicator size binding self.IndicatorHeight, self.SetIndicatorHeight = Roact.createBinding(0) -- Create Style Bindings for _, StyleBinding in pairs(self.StyleBindings) do self[StyleBinding], self['Set' .. StyleBinding] = Roact.createBinding({}) end -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial State self:setState({ State = 'Rest' }) end function ListItem:willUnmount() -- Clear motors for each style binding for _, StyleBinding in pairs(self.StyleBindings) do -- Look for a motor local Motor = self[StyleBinding .. 'Motor'] -- Remove motor if found if Motor then pcall(Motor.Destroy, Motor) self[StyleBinding .. 'Motor'] = nil end end end function ListItem:ApplyDescription(Description, Theme) local props = self.props Description = Sift.Dictionary.copy(Description) -- Prop Overrides local FillOverride = props.BackgroundColor local TextOverride = props.TextColor if FillOverride then Description.Fill = FillOverride end if TextOverride then Description.Text = TextOverride end -- Set Indicator Size local InitialIndicatorHeight = self.IndicatorHeight:getValue() -- Animate if InitialIndicatorHeight then -- Remove exiting motor local Existing = self.IndicatorHeightMotor if Existing then pcall(Existing.destroy, Existing) end -- Create a new motor local Motor = Flipper.SingleMotor.new(InitialIndicatorHeight) self.IndicatorHeightMotor = Motor -- Bind Motor:onStep(self.SetIndicatorHeight) Motor:onComplete(function() Motor:destroy() self.IndicatorHeightMotor = nil end) -- Animate Motor:setGoal(Flipper.Spring.new(Description.IndicatorHeight, Theme[LISTITEM_INDICATOR_SIZE_ANIMATION_SPRING_SETTINGS]) ) else self.SetIndicatorHeight(Description.IndicatorHeight) end ApplyDescription(self, Description, Theme, LISTITEM_COLOR_ANIMATION_SPRING_SETTINGS, LISTITEM_TRANSPARENCY_ANIMATION_SPRING_SETTINGS) end function ListItem:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- Apply Description if not props.Selected then if props.Disabled then self:ApplyDescription(Descriptions.NoFill.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.NoFill.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.NoFill.Hover, Theme) else self:ApplyDescription(Descriptions.NoFill.Pressed, Theme) end else if props.Disabled then self:ApplyDescription(Descriptions.Fill.Disabled, Theme) elseif state.State == 'Rest' then self:ApplyDescription(Descriptions.Fill.Rest, Theme) elseif state.State == 'Hover' then self:ApplyDescription(Descriptions.Fill.Hover, Theme) else self:ApplyDescription(Descriptions.Fill.Pressed, Theme) end end -- ///////// ListItem Label local LabelFontStyle = Theme[props.Font] local Label = new('TextLabel', { AnchorPoint = Vector2.new(0, 0.5), BackgroundTransparency = 1, FontFace = LabelFontStyle.Font, Position = UDim2.new(0, 16 + (props.Icon and 28 or 0), 0.5, 0), Size = UDim2.new(0, 10, 1, 0), Text = props.Text, TextSize = LabelFontStyle.Size, TextXAlignment = 'Left', TextColor3 = self.Text:map(function(Style) return Style.Color end), TextTransparency = self.Text:map(function(Style) return Style.Transparency end), }) -- ////////// ListItem Indicator local Indicator = new('Frame', { Visible = props.ShowIndicator, AnchorPoint = Vector2.new(0, 0.5), BorderSizePixel = 0, Position = UDim2.new(0, 5, 0.5, 0), BackgroundColor3 = self.Indicator:map(function(Style) return Style.Color end), BackgroundTransparency = self.Indicator:map(function(Style) return Style.Transparency end), Size = self.IndicatorHeight:map(function(Height) return UDim2.fromOffset(3, Height) end), }, { Corners = new('UICorner', { CornerRadius = UDim.new(1, 0) }), }) -- ////////// ListItem Base local Base = new('ImageButton', { AnchorPoint = Vector2.new(0, 0.5), AutoButtonColor = false, Size = UDim2.new(1, -(4 * 2), 1, -(2 * 2)) - UDim2.fromOffset(2, 2), -- Account for stroke thickness Position = UDim2.new(0, 4, 0.5, 0) + UDim2.fromOffset(1, 0), -- Accont for stroke thickness BackgroundColor3 = self.Fill:map(function(Style) return Style.Color end), BackgroundTransparency = self.Fill:map(function(Style) return Style.Transparency end), [Roact.Event.Activated] = self[Roact.Event.Activated], [Roact.Event.MouseButton1Down] = self[Roact.Event.MouseButton1Down], [Roact.Event.MouseButton1Up] = self[Roact.Event.MouseButton1Up], [Roact.Event.MouseEnter] = self[Roact.Event.MouseEnter], [Roact.Event.MouseLeave] = self[Roact.Event.MouseLeave], }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Inner'] - 1) -- Account for 1px added by stroke }), Stroke = new('UIStroke', { Thickness = 1, Color = self.Stroke:map(function(Style) return Style.Color end), Transparency = self.Stroke:map(function(Style) return Style.Transparency end) }) }) -- ////////// ListItem Icon local IconImage = props.Icon and Theme[props.Icon] local IconImageSize = nil if IconImage then local IconImageRectSize = IconImage.ImageRectSize == Vector2.new() and Vector2.new(16, 16) or IconImage.ImageRectSize IconImageSize = UDim2.fromOffset( math.clamp(IconImageRectSize.X, 0, 9*4), math.clamp(IconImageRectSize.Y, 0, 9*4) ) else IconImageSize = UDim2.fromOffset(16, 16) end local IconImage = IconImage and new('ImageLabel', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Image = IconImage.Image, ImageRectOffset = IconImage.ImageRectOffset, ImageRectSize = IconImage.ImageRectSize, Position = UDim2.fromScale(0.5, 0.5), ResampleMode = IconImage.ResampleMode, Size = IconImageSize, ImageColor3 = self.Text:map(function(Style) return Style.Color end), ImageTransparency = self.Text:map(function(Style) return Style.Transparency end), }) local Icon = new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.new(0, 16 + 8, 0.5, 0), Size = UDim2.new(0, 0, 1, 0), }, IconImage) return new('Frame', Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, Position = props.Position, Size = props.Size or UDim2.new(props.Width.Scale, props.Width.Offset, props.Height.Scale, props.Height.Offset), LayoutOrder = props.LayoutOrder }), { Text = Label, Indicator = Indicator, Base = Base, Icon = Icon }) end) end return ListItem
2,860
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/List/ListItem.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local FrameVisualizer = require(Winro.Utility.FrameVisualizer) local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local ListRoot = script.Parent local ListItem = require(ListRoot.ListItem) local BORDER_PADDING = UDim.new(0, 8) local ListItemStory = Roact.PureComponent:extend(script.Name) function ListItemStory:render() local props = self.props return WithTheme(function(Theme) local Element = new('Frame', { BackgroundTransparency = props.BackgroundTransparency, BackgroundColor3 = Theme['colors/Background/Fill_Color/Solid_Background/Base'].Color, AutomaticSize = 'XY', Size = UDim2.fromOffset(160+16, 40+16) }, { Padding = new('UIPadding', { PaddingBottom = BORDER_PADDING, PaddingLeft = BORDER_PADDING, PaddingRight = BORDER_PADDING, PaddingTop = BORDER_PADDING, }), ListItem = new(ListItem, { Icon = props.Icon and 'images/roblox/icons/logo/studiologo_small/1x' or nil, AnchorPoint = Vector2.new(0, 0), Disabled = props.Disabled, Position = UDim2.fromScale(0, 0), Selected = self.state.Selected, [Roact.Event.Activated] = function(...) print(...) self:setState({ Selected = not self.state.Selected }) end }) }) if props.FrameVisualizer then return new(FrameVisualizer, {}, Element) else return Element end end) end return { controls = { Disabled = false, FrameVisualizer = false, Icon = true, }, stories = { Button = function (props) return Roact.createFragment({ OnBackground = new(ListItemStory, Sift.Dictionary.join({ BackgroundTransparency = 0, }, props.controls)), NoBackground = new(ListItemStory, Sift.Dictionary.join({ BackgroundTransparency = 1, }, props.controls)) }) end } }
519
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Menu/ContextMenu.luau
-- ContextMenu: A Context menu element local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local ListDivider = require(Winro.App.List.ListDivider) local ListItem = require(Winro.App.List.ListItem) local Acrylic = require(Winro.App.Surface.Acrylic) local CONTEXTMENU_BACKGROUND_STYLE = "colors/Background/Fill_Color/Acrylic_Background/Default" local CONTEXTMENU_BORDER_STYLE = "colors/Stroke_Color/Surface_Stroke/Flyout" local ContextMenu = Roact.PureComponent:extend(script.Name) ContextMenu.defaultProps = { AnchorPoint = Vector2.new(), --- @defaultProp Position = UDim2.new(), --- @defaultProp Size = UDim2.fromOffset(150, 150), --- @defaultProp FitContents = true, --- @defaultProp } ContextMenu.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Context Menu's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional BackgroundTransparency number Background Transparency BackgroundTransparency = t.optional(t.number), --- @prop @optional Position UDim2 The Context Menu's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The Context Menu's size Size = t.optional(t.UDim2), --- @prop @optional UseIcon boolean Determines the visibility of an icon on each option UseIcon = t.optional(t.boolean), --- @prop @optional FitContents boolean Determines if the Context Menu will resize to fit it's contents FitContents = t.optional(t.boolean), --- @prop Options array The options to display Options = t.array(t.strictInterface({ Disabled = t.optional(t.boolean), IsDivider = t.optional(t.boolean), LayoutOrder = t.optional(t.numberPositive), OnClicked = t.optional(t.callback), Selected = t.optional(t.boolean), Text = t.optional(t.string), Icon = t.optional(StyleValidator) })) }) function ContextMenu:init() -- Content size binding self.ContentSize, self.SetContentSize = Roact.createBinding(self.props.Size) end function ContextMenu:GetOptions() local props = self.props -- Create a list of all options to display local Children = {} -- Go through each option, creating it for LayoutOrder, OptionProps in pairs(props.Options) do -- Create divider, if set if OptionProps.IsDivider then Children[LayoutOrder] = new(ListDivider, { LayoutOrder = OptionProps.LayoutOrder or LayoutOrder, Size = UDim2.fromScale(1, 0) }) -- Create list items else Children[LayoutOrder] = new(ListItem, { ShowIndicator = OptionProps.Selected, Disabled = OptionProps.Disabled, LayoutOrder = OptionProps.LayoutOrder or LayoutOrder, [Roact.Event.Activated] = OptionProps.OnClicked, Selected = OptionProps.Selected, Width = UDim.new(1, 0), Text = OptionProps.Text, Icon = props.UseIcon and (OptionProps.Icon or { Image = '', ImageRectSize = Vector2.new(), ImageRectOffset = Vector2.new() }) or nil }) end end return Roact.createFragment(Children) end function ContextMenu:render() local props = self.props return WithTheme(function(Theme) -- Create a list items container local Container = new('Frame', { AutomaticSize = props.FitContents and 'Y' or 'None', BackgroundTransparency = 1, Position = UDim2.fromOffset(0, 2), Size = UDim2.fromScale(1, props.FitContents and 0 or 1), [Roact.Change.AbsoluteSize] = function(rbx) if props.FitContents then self.SetContentSize(UDim2.fromOffset(rbx.AbsoluteSize.X, rbx.AbsoluteSize.Y + 2 * 2)) -- Accont for Vertical padding end end }, { Layout = new('UIListLayout', { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Vertical, HorizontalAlignment = Enum.HorizontalAlignment.Center, VerticalAlignment = Enum.VerticalAlignment.Bottom }), Contents = self:GetOptions() }) local BaseStyle = Theme[CONTEXTMENU_BACKGROUND_STYLE] local StrokeStyle = Theme[CONTEXTMENU_BORDER_STYLE] local Base = new(Acrylic, { BackgroundColor3 = BaseStyle.Color, BackgroundTransparency = props.BackgroundTransparency or BaseStyle.Transparency, BorderSizePixel = 0, Size = self.ContentSize, }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer'] - 1), -- -1px to account for stroke }), Stroke = new('UIStroke', { Color = StrokeStyle.Color, Transparency = StrokeStyle.Transparency, Thickness = 1 }), }) return new('Frame', { AutomaticSize = props.FitContents and 'Y' or 'None', AnchorPoint = props.AnchorPoint, BackgroundTransparency = 1, Position = props.Position, Size = self.ContentSize }, { Container = Container, Base = Base, }) end) end return ContextMenu
1,276
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Menu/ContextMenu.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local FrameVisualizer = require(Winro.Utility.FrameVisualizer) local ContextMenu = require(script.Parent.ContextMenu) local ContextMenuStory = Roact.PureComponent:extend(script.Name) function ContextMenuStory:render() local Element = new(ContextMenu, Sift.Dictionary.join({ Size = UDim2.new(0, 200, 0, 0), FitContents = true, UseIcon = self.props.Icon, Options = { { Selected = true, Text = 'Selected', Icon = 'images/roblox/icons/actions/randomize/1x', OnClicked = print }, { Selected = false, Text = 'Deselected', Icon = 'images/roblox/icons/controls/keys/command/1x', OnClicked = print }, { IsDivider = true }, { Disabled = true, Text = 'Disabled', Icon = 'images/roblox/icons/controls/keys/alt/1x', OnClicked = print }, { Selected = true, Disabled = true, Text = 'DisabledSelected', Icon = 'images/roblox/icons/graphic/blocktheft_2xl/1x', OnClicked = print }, { Selected = false, Text = 'No icon', OnClicked = print }, { IsDivider = true }, { Selected = true, Text = 'No icon selected', OnClicked = print }, } }, self.props.Props)) if self.props.Wireframe then return new(FrameVisualizer, {}, Element) else return Element end end return { controls = { Wireframe = false, Icon = true, }, stories = { ContextMenu = function (props) return new(ContextMenuStory, props.controls) end } }
478
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Progress/RadialProgressBar.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local RadialProgressBar = require(script.Parent.RadialProgressBar) local RadialProgressBarStory = Roact.PureComponent:extend(script.Name) function RadialProgressBarStory:render() local props = self.props return new(RadialProgressBar, Sift.Dictionary.join({ --StartValue = props.Start, Clockwise = props.Clockwise, Value = props.End, }, props.Props)) end return { controls = { Clockwise = false, End = 0.5, }, stories = { ClockwiseRadialProgressBar = function(props) props.controls.Clockwise = true return new(RadialProgressBarStory, props.controls) end, ConterClockwiseRadialProgressBar = function(props) props.controls.Clockwise = false return new(RadialProgressBarStory, props.controls) end }, }
229
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Surface/Acrylic.luau
-- Acrylic: The acrylic surface local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local WithTheme = require(Winro.Theme).WithTheme local ACRYLIC_TEXTURE_STYLE = 'images/Texture/Effect/Acrylic' local Acrylic = Roact.PureComponent:extend(script.Name) function Acrylic:render() -- Use the acrylic styling return WithTheme(function(Theme) -- Get the acrylic texture local Texture = Theme[ACRYLIC_TEXTURE_STYLE] return new('ImageLabel', Sift.Dictionary.join({ BackgroundTransparency = 0.5, Image = Texture.Image, ImageRectOffset = Texture.ImageRectOffset, ImageRectSize = Texture.ImageRectSize, ImageTransparency = Texture.ImageTransparency, ScaleType = Texture.ScaleType, TileSize = Texture.TileSize }, self.props)) end) end return Acrylic
231
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Surface/RoundedSurface.luau
-- RoundedSurface: A rounded surface with individual corner visibility support local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local DEFAULT_CORNER_RADIUS = UDim.new(0, 5) local RoundedSurface = Roact.PureComponent:extend(script.Name) RoundedSurface.Corners = { TopLeft = 'TopLeft', TopRight = 'TopRight', BottomLeft = 'BottomLeft', BottomRight = 'BottomRight', } RoundedSurface.defaultProps = { Size = UDim2.fromScale(1, 1), --- @defaultProp BackgroundTransparency = 0, --- @defaultProp CornerRadius = DEFAULT_CORNER_RADIUS, --- @defaultProp ShowTopLeftCorner = false, --- @defaultProp ShowTopRightCorner = false, --- @defaultProp ShowBottomLeftCorner = false, --- @defaultProp ShowBottomRightCorner = false, --- @defaultProp } RoundedSurface.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Frame's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional AutomaticSize Enum.AutomaticSize The Frame's autmatic size AutomaticSize = t.optional(t.enum(Enum.AutomaticSize)), --- @prop @optional @style BackgroundColor string|table Style BackgroundColor = t.optional(StyleValidator), --- @prop @optional BackgroundColor3 Color3 Background Color BackgroundColor3 = t.optional(t.Color3), --- @prop @optional BackgroundTransparency number positive Background Transparency BackgroundTransparency = t.optional(t.number), --- @prop @optional BorderSizePixel number Border thickness, in pixels BorderSizePixel = t.optional(t.number), --- @prop @optional LayoutOrder number The Surface's layout order LayoutOrder = t.optional(t.number), --- @prop @optional ShowTopLeftCorner boolean Determines the visibility status of the TopLeft Corner ShowTopLeftCorner = t.optional(t.boolean), --- @prop @optional ShowTopRightCorner boolean Determines the visibility status of the TopRight Corner ShowTopRightCorner = t.optional(t.boolean), --- @prop @optional ShowBottomLeftCorner boolean Determines the visibility status of the BottomLeft Corner ShowBottomLeftCorner = t.optional(t.boolean), --- @prop @optional ShowBottomRightCorner boolean Determines the visibility status of the BottomRight Corner ShowBottomRightCorner = t.optional(t.boolean), --- @prop @optional CornerRadius UDim The corner radius CornerRadius = t.optional(t.UDim), --- @prop @optional Position UDim2 The Frame's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The Frame's size Size = t.optional(t.UDim2), --- @prop @optional Native table {property:value} The native props for the Frame's main element Native = t.optional(t.table), --- @prop @optional [Roact.Change.AbsoluteSize] function Roact.Change.AbsoluteSize [Roact.Change.AbsoluteSize] = t.optional(t.callback), --- @prop @optional [Roact.Children] table The Frame's contents [Roact.Children] = t.optional(t.table), }) function RoundedSurface:CreateCornerFilling(Corner, Theme) local props = self.props local state = self.state local Radius = self.props.CornerRadius local AnchorPoint, Position = nil, nil -- Calculate the size local Size = UDim2.new(Radius.Scale, Radius.Offset, Radius.Scale, Radius.Offset) if Corner == self.Corners.TopLeft then AnchorPoint = Vector2.new(0, 0) Position = UDim2.fromScale(0, 0) elseif Corner == self.Corners.TopRight then AnchorPoint = Vector2.new(1, 0) Position = UDim2.fromScale(1, 0) elseif Corner == self.Corners.BottomLeft then AnchorPoint = Vector2.new(0, 1) Position = UDim2.fromScale(0, 1) elseif Corner == self.Corners.BottomRight then AnchorPoint = Vector2.new(1, 1) Position = UDim2.fromScale(1, 1) end local FillStyle = Theme[props.BackgroundColor or { Color = props.BackgroundColor3, Transparency = props.BackgroundTransparency, }] return new('Frame', { AnchorPoint = AnchorPoint, BackgroundColor3 = (not state.FallbackMode) and Color3.new(1, 1, 1) or FillStyle.Color, BackgroundTransparency = state.FallbackMode and FillStyle.Transparency or nil, BorderSizePixel = 0, Position = Position, Size = Size, }) end function RoundedSurface:init() local props = self.props -- Content size binding self.Size, self.SetSize = Roact.createBinding(UDim2.fromScale(0, 0)) -- Update size and call prop self[Roact.Change.AbsoluteSize] = function(rbx, ...) local AbsoluteSize = rbx.AbsoluteSize self.SetSize(UDim2.fromOffset(AbsoluteSize.X, AbsoluteSize.Y)) local PropCallback = props[Roact.Change.AbsoluteSize] if PropCallback then task.spawn(PropCallback, rbx, ...) end end end function RoundedSurface:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- ////////// Corner Fillings -- Gather corner fillings local CornerFillings = {} for _, Corner in pairs(self.Corners) do local CornerVisibility = props['Show' .. Corner .. 'Corner'] if not CornerVisibility then CornerFillings[Corner .. 'CornerFilling'] = self:CreateCornerFilling(Corner, Theme) end end -- ////////// Rounded frame local FillStyle = Theme[props.BackgroundColor or { Color = props.BackgroundColor3, Transparency = props.BackgroundTransparency, }] local RoundedFrame = new('Frame', { Size = self.Size, BackgroundColor3 = state.FallbackMode and FillStyle.Color or Color3.new(1, 1, 1), BorderSizePixel = props.BorderSizePixel, BackgroundTransparency = state.FallbackMode and FillStyle.Transparency or 0, }, { CornerFillings = Roact.createFragment(CornerFillings), Corners = new('UICorner', { CornerRadius = props.CornerRadius, }), }) -- ////////// Rounded Filling local RoundedFilling = new((not state.FallbackMode) and 'CanvasGroup' or 'Frame', { GroupColor3 = (not state.FallbackMode) and FillStyle.Color or nil, GroupTransparency = (not state.FallbackMode) and FillStyle.Transparency or nil, BackgroundTransparency = 1, Size = self.Size, ZIndex = 1, -- Determine fallback mode, as CanvasGroup instances only work under a ScreenGui with ZIndexBehavior set to Sibling [Roact.Ref] = function (rbx: CanvasGroup | Frame) if self.DeterminedFallback then return end if rbx then task.spawn(function() task.wait(0.1) local Gui = rbx:FindFirstAncestorWhichIsA('LayerCollector') or rbx:FindFirstAncestorWhichIsA('PluginGui') self.DeterminedFallback = true if not Gui then self:setState({ FallbackMode = true }) warn( '[Winro Component Library]: The Component Winro.App.Surface.RoundedSurface must be the descendant of a ScreenGui in order to function correctly.' .. '\nDue to not being a descendant of a ScreenGui, rounded corners are being rendered in Fallback mode and may not display correctly.' ) return end if Gui.ZIndexBehavior ~= Enum.ZIndexBehavior.Sibling then -- -- Automatically resolve on storybook -- if Gui.Name:lower():find('storybook') then -- Gui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling -- self:setState({ -- FallbackMode = Roact.None, -- }) -- return -- end self:setState({ FallbackMode = true, }) warn( '[Winro Component Library]: The Component Winro.App.Surface.RoundedSurface must be the descendant of a ScreenGui with ZIndexBehavior set to Enum.ZIndexBehavior.Sibling in order to function correctly.' .. '\nDue to ZIndexBehavior not being set to Enum.ZIndexBahavior.Sibling, rounded corners are being rendered in Fallback mode and may not display correctly.' .. '\nPlease set the ScreenGui\'s ZIndexBehaviour property to Enum.ZIndexBehavior.Sibling in order to resolve this issue.' ) return end -- Disable fallback mode self:setState({ FallbackMode = Roact.None, }) end) end end }, { RoundedFrame = RoundedFrame }) -- ////////// Content Wrapper local ContentWrapper = new('Frame', { AutomaticSize = props.AutomaticSize, BackgroundTransparency = 1, Size = props.Size, ZIndex = 2, [Roact.Change.AbsoluteSize] = self[Roact.Change.AbsoluteSize], }, props[Roact.Children]) -- ////////// Rounded Surface return new('Frame', Sift.Dictionary.join({ AutomaticSize = props.AutomaticSize, BackgroundTransparency = 1, LayoutOrder = props.LayoutOrder, Size = props.Size, Position = props.Position, AnchorPoint = props.AnchorPoint, }, props.Native), { ContentWrapper = ContentWrapper, RoundedFilling = RoundedFilling, }) end) end return RoundedSurface
2,286
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Surface/RoundedSurface.story.luau
local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local SurfaceRoot = script.Parent local RoundedSurface = require(SurfaceRoot.RoundedSurface) local RoundedSurfaceStory = Roact.PureComponent:extend(script.Name) function RoundedSurfaceStory:render() return new(RoundedSurface, Sift.Dictionary.join({ Size = UDim2.fromOffset(50, 50), BackgroundColor = { Color = Color3.new(1, 1, 1), Transparency = self.props.Alpha or 0.5 }, CornerRadius = UDim.new(0, self.props.Radius or 5), ShowTopLeftCorner = self.props.TLeft, ShowTopRightCorner =self.props.TRight, ShowBottomLeftCorner =self.props.BLeft, ShowBottomRightCorner = self.props.BRight, }, self.props.Props)) end return { controls = { Radius = 10, Alpha = 0.5, TLeft = false, TRight = true, BLeft = true, BRight = false, }, stories = { RoundedSurface = function (props) return new(RoundedSurfaceStory, props.controls) end } }
301
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/Dialog.luau
-- Window: A component that is the base structure for a UI Window local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local HyperlinkButton = require(Winro.App.Input.Hyperlink.HyperlinkButton) local ButtonStack = require(Winro.App.Input.Button.ButtonStack) local WindowRoot = script.Parent local Window = require(WindowRoot.Window) local Dialog = Roact.PureComponent:extend(script.Name) Dialog.defaultProps = { AutomaticSize = Enum.AutomaticSize.Y, --- @defaultProp Position = UDim2.fromScale(0.5, 0.5), --- @defaultProp Size = UDim2.fromOffset(540, 0), --- @defaultProp TitleBarProps = {}, --- @defaultProp WindowProps = {}, --- @defaultProp } Dialog.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Window's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional AutomaticSize Enum.AutomaticSize Auto sizing AutomaticSize = t.optional(t.EnumItem), --- @prop @optional Butttons table The buttons to be displayed Buttons = t.optional(t.table), --- @prop @optional Position UDim2 The Window's position Position = t.optional(t.UDim2), --- @prop @optional RichText boolean Body text Rich Text RichText = t.optional(t.boolean), --- @prop @optional Size UDim2 The Window's size Size = t.optional(t.UDim2), --- @prop @optional DetailTitle string The detail section's tile text DetailTitle = t.optional(t.string), --- @prop @optional DetailBody string The detail section's body text DetailBody = t.optional(t.string), --- @prop @optional DetailContents table The contents to display in the detail section DetailContents = t.optional(t.table), --- @prop @optional BodyText string Body text BodyText = t.optional(t.string), --- @prop @optional TitleText string Title text TitleText = t.optional(t.string), --- @prop @optional TitleBarProps table The props to be provided to the Title Bar TitleBarProps = t.optional(t.table), --- @prop @optional WindowProps table The props to be provided to the Window WindowProps = t.optional(t.table), --- @prop @optional [Roact.Children] table The contents to display in the window area [Roact.Children] = t.optional(t.table), --- @prop @optional ButtonStackProps table ButtonStackProps ButtonStackProps = t.optional(t.table), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function Dialog:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- ////////// Title local TitleFontStyle = Theme['fonts/Subtitle'] local TitleTextStyle = Theme['colors/Fill_Color/Text/Primary'] local Title = props.TitleText and new('TextLabel', { AutomaticSize = Enum.AutomaticSize.Y, BackgroundTransparency = 1, FontFace = TitleFontStyle.Font, LayoutOrder = 1, LineHeight = TitleFontStyle.LineHeight, Size = UDim2.fromScale(1, 0), Text = props.TitleText, TextSize = TitleFontStyle.Size, TextColor3 = TitleTextStyle.Color, TextTransparency = TitleTextStyle.Transparency, TextWrapped = true, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }) -- ////////// Body local BodyFontStyle = Theme['fonts/Body'] local BodyTextStyle = Theme['colors/Fill_Color/Text/Primary'] local Body = props.BodyText and new('TextLabel', { AutomaticSize = Enum.AutomaticSize.Y, BackgroundTransparency = 1, FontFace = BodyFontStyle.Font, LayoutOrder = 2, LineHeight = BodyFontStyle.LineHeight, RichText = props.RichText, Size = UDim2.fromScale(1, 0), Text = props.BodyText, TextSize = BodyFontStyle.Size, TextColor3 = BodyTextStyle.Color, TextTransparency = BodyTextStyle.Transparency, TextWrapped = true, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, }) -- ////////// Detail Hyperlink -- Check if the detail container should be craeted local DetailContainerEnabled = props.DetailTitle or props.DetailBody or props.DetailContents local DetailHyperlink = DetailContainerEnabled and new(HyperlinkButton, { AutomaticSize = Enum.AutomaticSize.XY, LayoutOrder = state.DetailShown and 4 or 3, Size = UDim2.fromScale(0, 0), Text = props.DetailButtonText, TextXAlignment = Enum.TextXAlignment.Left, }) -- ////////// Buttons local Buttons = props.Buttons and new(ButtonStack, Sift.Dictionary.join({ AnchorPoint = Vector2.new(0.5, 0.5), Buttons = props.Buttons, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.new(1, 0, 1, 0), PaddingLeft = UDim.new(0, Theme['styles/Padding/Default/Outer/Left']), PaddingRight = UDim.new(0, Theme['styles/Padding/Default/Outer/Right']), }, props.ButtonStackProps)) -- ////////// Dialog return new(Window, Sift.Dictionary.join({ AnchorPoint = props.AnchorPoint, AutomaticSize = props.AutomaticSize, ContentBackgroundColor = 'colors/Background/Fill_Color/Layer/Alt', Position = props.Position, Size = props.Size, Native = props.Native, FooterHeight = Buttons and 80 or 0, FooterContents = Buttons, TitleBarProps = Sift.Dictionary.join({ BackgroundColor = 'colors/Background/Fill_Color/Layer/Alt', }, props.TitleBarProps), }, props.WindowProps), { Title = Title, Body = Body, DetailHyperlink = DetailHyperlink, Layout = new('UIListLayout', { SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, 12), }), Padding = new('UIPadding', { PaddingBottom = UDim.new(0, Theme['styles/Padding/Content/Outer/Bottom']), PaddingLeft = UDim.new(0, Theme['styles/Padding/Content/Outer/Left']), PaddingRight = UDim.new(0, Theme['styles/Padding/Content/Outer/Right']), PaddingTop = UDim.new(0, Theme['styles/Padding/Content/Outer/Top']), }), }) end) end return Dialog
1,590
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/Dialog.story.luau
-- TitleBar: The top bar of a window component local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local FrameVisualizer = require(Winro.Utility.FrameVisualizer) local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local Dialog = require(script.Parent.Dialog) local DialogStory = Roact.PureComponent:extend(script.Name) function DialogStory:render() local props = self.props local Dialog = new(Dialog, Sift.Dictionary.join({ TitleText = 'Title', BodyText = props.BodyText, Buttons = props.Buttons and { [1] = { Text = 'Accept', Style = 'Accent', [Roact.Event.Activated] = print, }, [2] = { Text = 'Cancel', Style = 'Standard', [Roact.Event.Activated] = print, }, [3] = { Disabled = true, Text = 'Disabled', Style = 'Standard', [Roact.Event.Activated] = print, }, }, -- ButtonStackProps = { -- StackWidth = UDim.new(0, 300), -- }, TitleBarProps = { Icon = 'images/roblox/icons/logo/studiologo_small/1x', Text = 'App name', ReleaseText = 'Preview', OnClose = print, }, WindowProps = { FooterHeight = 80, } }, self.props.Props)) if self.props.Wireframe then return new(FrameVisualizer, { Size = UDim2.new(1, 0, 1, 0), }, Dialog) else return Dialog end end return { controls = { Wireframe = false, Buttons = true, BodyText = [[This is body text. Windows 11 marks a visual evolution of the operating system. We have evolved our design language alongside with Fluent to create a design which is human, universal and truly feels like Windows. The design principles below have guided us throughout the journey of making Windows the best-in-class implementation of Fluent.]] }, stories = { Dialog = function(props) return new(DialogStory, props.controls) end } }
524
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/TitleBar/CaptionClose.luau
-- CaptionClose: The TitleBar close button local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local RegisterStateAction = Theme.RegisterStateAction local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local RoundedSurface = require(Winro.App.Surface.RoundedSurface) local CAPTIONCLOSE_TEXT_REST = 'colors/Fill_Color/Text/Primary' local CAPTIONCLOSE_TEXT_PRIMARY = 'colors/Shell/Fill_Color/Caption_Close_Text/Primary' local CAPTIONCLOSE_TEXT_SECONDARY = 'colors/Shell/Fill_Color/Caption_Close_Text/Secondary' local CAPTIONCLOSE_FILL_REST = 'colors/Fill_Color/Subtle/Transparent' local CAPTIONCLOSE_FILL_PRIMARY = 'colors/Shell/Fill_Color/Caption_Control_Close_Fill/Primary' local CAPTIONCLOSE_FILL_SECONDARY = 'colors/Shell/Fill_Color/Caption_Control_Close_Fill/Secondary' local CAPTIONCLOSE_ICON = 'images/roblox/icons/navigation/close/1x' local CaptionClose = Roact.PureComponent:extend(script.Name) CaptionClose.defaultProps = { Width = 48, --- @defaultProp } CaptionClose.validateProps = t.strictInterface({ --- @prop @optional @style TextColor string|table X icon color TextColor = t.optional(StyleValidator), --- @prop @optional AlwaysShow boolean Determines if the caption close button is always shown AlwaysShow = t.optional(t.boolean), --- @prop @optional Width number positive The Button's width in pixels Width = t.optional(t.numberPositive), --- @prop @optional [Roact.Event.Activated] function Roact.Event.Activated [Roact.Event.Activated] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Down] function Roact.Event.MouseButton1Down [Roact.Event.MouseButton1Down] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseButton1Up] function Roact.Event.MouseButton1Up [Roact.Event.MouseButton1Up] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseEnter] function Roact.Event.MouseEnter [Roact.Event.MouseEnter] = t.optional(t.callback), --- @prop @optional [Roact.Event.MouseLeave] function Roact.Event.MouseLeave [Roact.Event.MouseLeave] = t.optional(t.callback), }) function CaptionClose:init() -- Actions RegisterStateAction(self, Roact.Event.Activated, nil) RegisterStateAction(self, Roact.Event.MouseButton1Down, 'Pressed') RegisterStateAction(self, Roact.Event.MouseButton1Up, 'Hover') RegisterStateAction(self, Roact.Event.MouseEnter, 'Hover') RegisterStateAction(self, Roact.Event.MouseLeave, 'Rest') -- Initial state self:setState({ State = 'Rest' }) end function CaptionClose:render() local props = self.props local state = self.state return WithTheme(function(Theme) -- ////////// Button local FillStyle = nil local TextStyle = nil if state.State == 'Rest' then if props.AlwaysShow then TextStyle = Theme[CAPTIONCLOSE_TEXT_PRIMARY] FillStyle = Theme[CAPTIONCLOSE_FILL_PRIMARY] else TextStyle = Theme[props.TextColor or CAPTIONCLOSE_TEXT_REST] FillStyle = Theme[CAPTIONCLOSE_FILL_REST] end elseif state.State == 'Hover' then TextStyle = Theme[CAPTIONCLOSE_TEXT_PRIMARY] FillStyle = Theme[CAPTIONCLOSE_FILL_PRIMARY] else TextStyle = Theme[CAPTIONCLOSE_TEXT_SECONDARY] FillStyle = Theme[CAPTIONCLOSE_FILL_SECONDARY] end return new(RoundedSurface, { AnchorPoint = Vector2.new(1, 0), BackgroundColor = FillStyle, CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer']), Position = UDim2.fromScale(1, 0), Size = UDim2.new(0, props.Width, 1, 0), ShowTopRightCorner = true, }, { Button = new('ImageButton', { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), [Roact.Event.Activated] = self[Roact.Event.Activated], [Roact.Event.MouseButton1Down] = self[Roact.Event.MouseButton1Down], [Roact.Event.MouseButton1Up] = self[Roact.Event.MouseButton1Up], [Roact.Event.MouseEnter] = self[Roact.Event.MouseEnter], [Roact.Event.MouseLeave] = self[Roact.Event.MouseLeave], }), Icon = new('ImageLabel', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.fromScale(0.5, 0.5), Size = UDim2.fromOffset(18, 18), ImageColor3 = TextStyle.Color, ImageTransparency = TextStyle.Transparency, Image = Theme[CAPTIONCLOSE_ICON].Image, ImageRectSize = Theme[CAPTIONCLOSE_ICON].ImageRectSize, ImageRectOffset = Theme[CAPTIONCLOSE_ICON].ImageRectOffset, ScaleType = Enum.ScaleType.Fit, --ResampleMode = Enum.ResamplerMode.Pixelated, }) }) end) end return CaptionClose
1,249
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/TitleBar/TitleBar.luau
-- TitleBar: The top bar of a window component local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local GetTextSize = require(Winro.Utility.GetTextSize) local RoundedSurface = require(Winro.App.Surface.RoundedSurface) local TitleBarRoot = script.Parent local CaptionClose = require(TitleBarRoot.CaptionClose) local TITLEBAR_LABEL_FONT_STYLE = 'fonts/Caption' local TITLEBAR_LABEL_TEXT_STYLE = 'colors/Fill_Color/Text/Primary' local TITLEBAR_RELEASE_TEXT_STYLE = 'colors/Fill_Color/Text/Secondary' local TitleBar = Roact.PureComponent:extend(script.Name) TitleBar.defaultProps = { Height = 32, --- @defaultProp Text = 'TitleBar', --- @defaultProp CaptionButtonWidth = 48, --- @defaultProp BackgroundColor = { Color = Color3.new(), Transparency = 1, }, --- @defaultProp } TitleBar.validateProps = t.strictInterface({ --- @prop @optional AlwaysShowClose boolean Always show the close button AlwaysShowClose = t.optional(t.boolean), --- @prop @optional CaptionButtonWidth number Caption Button's width CaptionButtonWidth = t.optional(t.number), --- @prop @optional Text string The TitleBar's text Text = t.optional(t.string), --- @prop @optional LayoutOrder number The TitleBar's layout order LayoutOrder = t.optional(t.number), --- @prop @optional Icon string|table The TitleBar's icon Icon = t.optional(StyleValidator), --- @prop @optional ReleaseText string The TitleBar's release text ReleaseText = t.optional(t.string), --- @prop @optional @style TextColor string|table The Label's text fill TextColor = t.optional(StyleValidator), --- @prop @optional @style BackgroundColor string|table The TitleBars's background fill BackgroundColor = t.optional(StyleValidator), --- @prop @optional Height number positive The TitleBar's height, in pixels Height = t.optional(t.numberPositive), --- @prop @optional OnClose function The function to call when the close button is pressed OnClose = t.optional(t.callback), --- @prop @optional Native table Native props Native = t.optional(t.table) }) function TitleBar:render() local props = self.props return WithTheme(function(Theme) -- ////////// Label local LabelFontStyle = Theme[TITLEBAR_LABEL_FONT_STYLE] local LabelTextStyle = Theme[props.TextColor or TITLEBAR_LABEL_TEXT_STYLE] local GotLabelTextSize, LabelTextSize = GetTextSize(props.Text, LabelFontStyle.Font, LabelFontStyle.Size) local Label = new('TextLabel', { AutomaticSize = (not GotLabelTextSize) and Enum.AutomaticSize.X or nil, -- Fallback BackgroundTransparency = 1, FontFace = LabelFontStyle.Font, LayoutOrder = 1, Size = UDim2.new(0, GotLabelTextSize and LabelTextSize.X or 0, 1, 0), Text = props.Text, TextColor3 = LabelTextStyle.Color, TextSize = LabelFontStyle.Size, TextTransparency = LabelTextStyle.Transparency, }) -- ////////// Release Label local ReleaseLabelTextStyle = Theme[TITLEBAR_RELEASE_TEXT_STYLE] local GotReleaseLabelTextSize, ReleaseLabelTextSize = nil, nil if props.ReleaseText then GotReleaseLabelTextSize, ReleaseLabelTextSize = GetTextSize(props.ReleaseText, LabelFontStyle.Font, LabelFontStyle.Size) end local ReleaseLabel = props.ReleaseText and new('TextLabel', { AutomaticSize = (not GotReleaseLabelTextSize) and Enum.AutomaticSize.X or nil, -- Fallback BackgroundTransparency = 1, FontFace = LabelFontStyle.Font, LayoutOrder = 2, Size = UDim2.new(0, GotReleaseLabelTextSize and ReleaseLabelTextSize.X or 0, 1, 0), Text = props.ReleaseText, TextColor3 = ReleaseLabelTextStyle.Color, TextSize = LabelFontStyle.Size, TextTransparency = ReleaseLabelTextStyle.Transparency, }) or nil -- ////////// Text Container local TextContainerWidth = LabelTextSize.X if GotReleaseLabelTextSize then TextContainerWidth += ReleaseLabelTextSize.X + 8 -- Account for 8px layout padding end local TextContainer = new('Frame', { BackgroundTransparency = 1, LayoutOrder = 2, Size = UDim2.new(0, TextContainerWidth, 1, 0), }, { Label = Label, ReleaseLabel = ReleaseLabel, Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Horizontal, Padding = UDim.new(0, 8), }), }) -- ////////// Icon local IconImage = props.Icon and Theme[props.Icon] local IconImageSize = nil if IconImage then local IconImageRectSize = IconImage.ImageRectSize == Vector2.new() and Vector2.new(16, 16) or IconImage.ImageRectSize IconImageSize = UDim2.fromOffset( math.clamp(IconImageRectSize.X, 0, 9*4), math.clamp(IconImageRectSize.Y, 0, 9*4) ) else IconImageSize = UDim2.fromOffset(0, 0) end local IconImage = IconImage and new('ImageLabel', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Image = IconImage.Image, ImageRectOffset = IconImage.ImageRectOffset, ImageRectSize = IconImage.ImageRectSize, Position = UDim2.fromScale(0.5, 0.5), ResampleMode = IconImage.ResampleMode, Size = IconImageSize, ImageColor3 = IconImage.ImageColor3, ImageTransparency = IconImage.ImageTransparency, }) local Icon = IconImage and new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.new(0, 16 + 8, 0.5, 0), Size = UDim2.new(0, 16, 1, 0), }, IconImage) -- ////////// Icon and Title local TotalPartsSize = UDim2.new(0, TextContainerWidth + (IconImage and 16 * 2 or 0) + 12, 1, 0) -- Account for 12px left padding, Account for additional 16px padding if an icon is present local IconAndTitle = new('Frame', { BackgroundTransparency = 1, LayoutOrder = 2, Size = TotalPartsSize, }, { Icon = Icon, TextConatainer = TextContainer, Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Horizontal, Padding = UDim.new(0, 16), }), Padding = new('UIPadding', { PaddingLeft = UDim.new(0, 12), }), }) -- ////////// TitleBar parts local Parts = new('Frame', { BackgroundTransparency = 1, Size = TotalPartsSize + UDim2.fromOffset(4, 0), -- Account for 4px left padding }, { IconAndTitle = IconAndTitle, Padding = new('UIPadding', { PaddingLeft = UDim.new(0, 4), }), }) -- ////////// Caption buttons local CaptionContainerWidth = 0 local CaptionButtons = {} if props.OnClose then CaptionButtons.Close = new(CaptionClose, { AlwaysShow = props.AlwaysShowClose, Width = props.CaptionButtonWidth, [Roact.Event.Activated] = props.OnClose, }) end local CaptionButtonContainer = new('Frame', { AnchorPoint = Vector2.new(1, 0), BackgroundTransparency = 1, Position = UDim2.fromScale(1, 0), Size = UDim2.new(0, CaptionContainerWidth, 1, 0), }, CaptionButtons) -- ////////// TitleBar return new(RoundedSurface, { BackgroundColor = Theme[props.BackgroundColor], CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer']), LayoutOrder = props.LayoutOrder, Size = UDim2.new(1, 0, 0, props.Height), ShowTopLeftCorner = true, ShowTopRightCorner = true, Native = props.Native, }, { Parts = Parts, CaptionButtonContainer = CaptionButtonContainer, }) end) end return TitleBar
2,070
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/TitleBar/TitleBar.story.luau
-- TitleBar: The top bar of a window component local Winro = script.Parent.Parent.Parent.Parent local Packages = Winro.Parent local FrameVisualizer = require(Winro.Utility.FrameVisualizer) local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local TitleBar = require(script.Parent.TitleBar) local TitleBarStory = Roact.PureComponent:extend(script.Name) function TitleBarStory:render() local TitleBar = new(TitleBar, Sift.Dictionary.join({ Icon = self.props.Icon and 'images/roblox/icons/logo/studiologo_small/1x' or nil, ReleaseText = 'Story', AlwaysShowClose = self.props.AlwaysShowClose, BackgroundColor = 'colors/Background/Fill_Color/Solid_Background/Base', Height = self.props.Size == 'Standard' and 32 or self.props.Size == 'Large' and 48 or 29, OnClose = print, CaptionButtonWidth = self.props.Size == 'Small' and 29 or 32 }, self.props.Props)) if self.props.Wireframe then return new(FrameVisualizer, { Size = UDim2.new(1, 0, 1, 0), }, TitleBar) else return TitleBar end end return { controls = { AlwaysShowClose = false, Wireframe = false, Icon = false, Size = {'Standard', 'Large', 'Small'}, }, stories = { TitleBar = function(props) return new(TitleBarStory, props.controls) end } }
366
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/Window.luau
-- Window: A component that is the base structure for a UI Window local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local Theme = require(Winro.Theme) local WithTheme = Theme.WithTheme local Validators = Winro.Validators local StyleValidator = require(Validators.StyleValidator) local Sift = require(Packages.Sift) local t = require(Packages.t) local Roact = require(Packages.Roact) local new = Roact.createElement local UserInputService = game:GetService('UserInputService') local DropShadow = require(Winro.App.Effect.DropShadow) local RoundedSurface = require(Winro.App.Surface.RoundedSurface) local WindowRoot = script.Parent local TitleBar = require(WindowRoot.TitleBar.TitleBar) local Window = Roact.PureComponent:extend(script.Name) Window.defaultProps = { AnchorPoint = Vector2.new(0.5, 0.5), --- @defaultProp BackgroundColor = 'colors/Background/Fill_Color/Solid_Background/Base', --- @defaultProp ContentBackgroundColor = { Color = Color3.new(), Transparency = 1, }, --- @defaultProp DropShadowEnabled = true, --- @defaultProp Draggable = true, --- @defaultProp FooterHeight = 0, --- @defaultProp Position = UDim2.fromScale(0.5, 0.5), --- @defaultProp Size = UDim2.fromOffset(300, 300), --- @defaultProp TitleBarProps = {}, --- @defaultProp } Window.validateProps = t.strictInterface({ --- @prop @optional AnchorPoint Vector2 The Window's anchor point AnchorPoint = t.optional(t.Vector2), --- @prop @optional @style BackgroundColor string|table The Window's background color BackgroundColor = t.optional(StyleValidator), --- @prop @optional @style ContentBackgroundColor string|table The Content's background color ContentBackgroundColor = t.optional(StyleValidator), --- @prop @optional DropShadowEnabled boolean Determines if a drop shadow is shown DropShadowEnabled = t.optional(t.boolean), --- @prop @optional Draggable boolean Determines if the window can be dragged via the TopBar Draggable = t.optional(t.boolean), --- @prop @optional AutomaticSize Enum.AutomaticSize Auto sizing AutomaticSize = t.optional(t.EnumItem), --- @prop @optional FooterHeight number The Footer's height, in pixels FooterHeight = t.optional(t.number), --- @prop @optional FooterContents table The contents to display in the footer FooterContents = t.optional(t.table), --- @prop @optional Position UDim2 The Window's position Position = t.optional(t.UDim2), --- @prop @optional Size UDim2 The Window's size Size = t.optional(t.UDim2), --- @prop @optional TitleBarProps table The props to be provided to the Title Bar TitleBarProps = t.optional(t.table), --- @prop @optional [Roact.Children] table The contents to display in the window area [Roact.Children] = t.optional(t.table), --- @prop @optional Native table Native props Native = t.optional(t.table), }) function Window:init() -- Size binding, for FitContents self.Size, self.SetSize = Roact.createBinding(self.props.Size) -- TitleBar ref, for dragging and for height sizing self.TitleBarRef = Roact.createRef() -- Window ref, for dragging self.WindowRef = Roact.createRef() -- Connection, for dragging if self.props.Draggable then self.DragConnection = UserInputService.InputChanged:Connect(function(Input) -- Get the window local Window = self.WindowRef:getValue() -- Validate that this is drag input if Window and Input == self.DragInput and self.Dragging then local Delta = Input.Position - self.DragStart -- Set the position Window.Position = UDim2.new(self.StartPos.X.Scale, self.StartPos.X.Offset + Delta.X, self.StartPos.Y.Scale, self.StartPos.Y.Offset + Delta.Y) end end) end end function Window:willUnmount() if self.DragConnection then self.DragConnection:Disconnect() end end function Window:didMount() local TitleBar = self.TitleBarRef:getValue() local Window = self.WindowRef:getValue() -- Sizing if TitleBar then TitleBar:GetPropertyChangedSignal('AbsoluteSize'):Connect(function() local AbsoluteSize = TitleBar.AbsoluteSize self.TitleBarHeight = AbsoluteSize.Y end) end if TitleBar and Window and self.props.Draggable then TitleBar.InputBegan:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then self.Dragging = true self.DragStart = Input.Position self.StartPos = Window.Position local Connection = nil Connection = Input.Changed:Connect(function() if Input.UserInputState == Enum.UserInputState.End then self.Dragging = nil Connection:Disconnect() end end) end end) TitleBar.InputChanged:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.MouseMovement or Input.UserInputType == Enum.UserInputType.Touch then self.DragInput = Input end end) end end function Window:render() local props = self.props return WithTheme(function(Theme) -- ////////// Title Bar local TitleBar = new(TitleBar, Sift.Dictionary.join({ LayoutOrder = 1, Height = 32,--28, CaptionButtonWidth = 45, Native = { [Roact.Ref] = self.TitleBarRef, } }, props.TitleBarProps)) -- ////////// Content Wrapper local ContentWrapperFillStyle = Theme[props.ContentBackgroundColor] local ContentWrapper = new(RoundedSurface, { AutomaticSize = props.AutomaticSize, BackgroundColor3 = ContentWrapperFillStyle.Color, BackgroundTransparency = ContentWrapperFillStyle.Transparency, BorderSizePixel = 0, CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer']), ShowBottomLeftCorner = props.FooterHeight < Theme['styles/CornerRadius/Default/Outer'] / 2, ShowBottomRightCorner = props.FooterHeight < Theme['styles/CornerRadius/Default/Outer'] / 2, LayoutOrder = 2, Size = props.Size, [Roact.Change.AbsoluteSize] = function (rbx) local AbsoluteSize = rbx.AbsoluteSize self.SetSize(UDim2.fromOffset(AbsoluteSize.X, AbsoluteSize.Y)) end }, self.props[Roact.Children]) -- ////////// Footer local Footer = new('Frame', { BackgroundTransparency = 1, LayoutOrder = 3, Size = UDim2.new(1, 0, 0, props.FooterHeight), }, props.FooterContents) -- ////////// Window local WindowFillStyle = Theme[props.BackgroundColor] local StrokeStyle = Theme['colors/Stroke_Color/Surface_Stroke/Default'] local Window = new('Frame', Sift.Dictionary.join({ AnchorPoint = props.DropShadowEnabled and Vector2.new(0.5, 0.5) or props.AnchorPoint, Position = props.DropShadowEnabled and UDim2.fromScale(0.5, 0.5) or props.Position, BackgroundColor3 = WindowFillStyle.Color, BackgroundTransparency = WindowFillStyle.Transparency, [Roact.Ref] = (not props.Draggable) and self.WindowRef or nil, Size = self.Size:map(function(Size) return Size + UDim2.fromOffset(0, (self.TitleBarHeight or 0) + props.FooterHeight) end), }, props.Native), { TitleBar = TitleBar, ContentWrapper = ContentWrapper, Footer = Footer, Stroke = new('UIStroke', { Color = StrokeStyle.Color, Transparency = StrokeStyle.Transparency, }), Corners = new('UICorner', { CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer']), }), Layout = new('UIListLayout', { SortOrder = Enum.SortOrder.LayoutOrder, }) }) if props.DropShadowEnabled then -- ////////// Drop Shadow return new(DropShadow, { AnchorPoint = props.AnchorPoint, Position = props.Position, CornerRadius = UDim.new(0, Theme['styles/CornerRadius/Default/Outer']), Size = self.Size:map(function(Size) return Size + UDim2.fromOffset(0, (self.TitleBarHeight or 0) + props.FooterHeight) + UDim2.new(0, 50, 0, 50) end), Native = { [Roact.Ref] = self.WindowRef, }, }, Window) else return Window end end) end return Window
2,042
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/App/Window/Window.story.luau
-- TitleBar: The top bar of a window component local Winro = script.Parent.Parent.Parent local Packages = Winro.Parent local FrameVisualizer = require(Winro.Utility.FrameVisualizer) local Sift = require(Packages.Sift) local Roact = require(Packages.Roact) local new = Roact.createElement local Flyout = require(Winro.App.Flyout.Flyout) local Window = require(script.Parent.Window) local WindowStory = Roact.PureComponent:extend(script.Name) function WindowStory:render() local props = self.props local Window = new(Window, Sift.Dictionary.join({ AutomaticSize = Enum.AutomaticSize.XY, Size = UDim2.fromOffset(400, 200), ContentBackgroundColor = 'colors/Background/Fill_Color/Layer/Default', FooterHeight = props.FooterHeight, TitleBarProps = { Icon = 'images/roblox/icons/logo/studiologo_small/1x', -- BackgroundColor = 'colors/Background/Fill_Color/Layer/Alt', Text = 'Window', ReleaseText = 'Story', OnClose = props.CanClose and print or nil, }, FooterContents = { Label = new('TextLabel', { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), Text = '`FooterContents` goes here', TextColor3 = Color3.new(1, 1, 1), TextStrokeTransparency = 0, }) } }, self.props.Props), { Label = new('TextLabel', { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), Text = '\n\n\n\n\n\n\n\n\n`[Roact.Children]` goes here', TextColor3 = Color3.new(1, 1, 1), TextStrokeTransparency = 0, ZIndex = 2, }), Flyout = new(Flyout, { AnchorPoint = Vector2.new(0.5, 0), Position = UDim2.new(0.5, 0, 0, 25), RichText = true, Text = '<b>Note:</b>\nWindow dragging will not work while inside a plugin widget window.' }), }) if self.props.Wireframe then return new(FrameVisualizer, { Size = UDim2.new(1, 0, 1, 0), }, Window) else return Window end end return { controls = { Wireframe = false, CanClose = true, FooterHeight = 80, }, stories = { Window = function(props) return new(WindowStory, props.controls) end } }
623
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/Theme/ApplyDescription.luau
local Packages = script.Parent.Parent.Parent local Flipper = require(Packages.Flipper) local function CollectKeypoints(Sequence) if typeof(Sequence) == 'ColorSequence' then -- Extract each keypoint local Keypoints = {} for Index, Keypoint in pairs(Sequence.Keypoints) do local Color = Keypoint.Value Keypoints[Index] = { T = Keypoint.Time, V = { R = Color.R, G = Color.G, B = Color.B, } } end return Keypoints else -- Extract each keypoint local Keypoints = {} for Index, Keypoint in pairs(Sequence.Keypoints) do Keypoints[Index] = { T = Keypoint.Time, V = Keypoint.Value } end return Keypoints end end local function SpringKeypoints(Keypoints, SpringOptions) -- Get springed keypoints local SpringedKeypoints = {} for Index, Keypoint in pairs(Keypoints) do SpringedKeypoints[Index] = { T = Flipper.Spring.new(Keypoint.T, SpringOptions) } -- Color keypoints if typeof(Keypoint.V) == 'table' then local Color = Keypoint.V SpringedKeypoints[Index].V = { R = Flipper.Spring.new(Color.R, SpringOptions), G = Flipper.Spring.new(Color.G, SpringOptions), B = Flipper.Spring.new(Color.B, SpringOptions) } -- Number keypoints else SpringedKeypoints[Index].V = Flipper.Spring.new(Keypoint.V, SpringOptions) end end return SpringedKeypoints end return function (self, Description, Theme, ColorAnimationSettings, TransparencyAnimationSettings) --- todo: Add a way to determine if the theme wash changed -- -- Skip if our current description is the same -- if self.Description and (Description.Name == self.Description.Name) then -- return -- end -- -- Register -- self.Description = Description -- Update each style binding for _, StyleBinding in pairs(self.StyleBindings) do -- Get the style key local StyleKey = Description[StyleBinding] -- Get the style local Style = Theme[StyleKey] -- Extract initial style, for animation local InitialStyle = self[StyleBinding]:getValue() -- If no initial, animation isn't noticeable if not (InitialStyle and InitialStyle.Color) then self['Set' .. StyleBinding](Style) continue end local InitialColor = InitialStyle.Color local R, G, B = InitialColor.R, InitialColor.G, InitialColor.B -- Remove existing motor, if found local ExistingMotor = self[StyleBinding .. 'Motor'] if ExistingMotor then pcall(ExistingMotor.destroy, ExistingMotor) end -- Extract initial values for motor local InitialValues = { R = R, G = G, B = B, T = InitialStyle.Transparency, } -- Color and Transparency sequences if InitialStyle.ColorSequence then InitialValues.CS = CollectKeypoints(InitialStyle.ColorSequence) end if InitialStyle.TransparencySequence then InitialValues.TS = CollectKeypoints(InitialStyle.TransparencySequence) end -- Create animation motor local Motor = Flipper.GroupMotor.new(InitialValues) self[StyleBinding .. 'Motor'] = Motor -- Bind motor Motor:onStep(function(Values) local CS, TS = nil, nil -- Build ColorSequence if Values.CS then -- Build keypoints local Keypoints = {} for Index, KeypointData in pairs(Values.CS) do local Color = KeypointData.V Keypoints[Index] = ColorSequenceKeypoint.new(KeypointData.T, Color3.new(Color.R, Color.G, Color.B)) end -- Create sequence CS = ColorSequence.new(Keypoints) end -- Build TransparencySequence if Values.TS then -- Build keypoints local Keypoints = {} for Index, KeypointData in pairs(Values.TS) do Keypoints[Index] = NumberSequenceKeypoint.new(KeypointData.T, KeypointData.V) end -- Create sequence TS = NumberSequence.new(Keypoints) end -- Update style self['Set' .. StyleBinding]({ Color = Color3.new(Values.R, Values.G, Values.B), Transparency = Values.T, ColorSequence = Style.ColorSequence, -- todo: fix CS TransparencySequence = Style.TransparencySequence, -- todo: fix TS }) end) Motor:onComplete(function() Motor:destroy() self[StyleBinding .. 'Motor'] = nil end) -- Gather goals local Color = Style.Color local R, G, B = Color.R, Color.G, Color.B local Goals = { R = Flipper.Spring.new(R, ColorAnimationSettings), G = Flipper.Spring.new(G, ColorAnimationSettings), B = Flipper.Spring.new(B, ColorAnimationSettings), T = Flipper.Spring.new(Style.Transparency, TransparencyAnimationSettings), } -- Color and Transparency sequences if Style.ColorSequence then --Goals.CS = SpringKeypoints(CollectKeypoints(Style.ColorSequence), ColorAnimationSettings) end if Style.TransparencySequence then --Goals.TS = SpringKeypoints(CollectKeypoints(Style.TransparencySequence), TransparencyAnimationSettings) end -- Play animation Motor:setGoal(Goals) end end
1,351
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/Theme/RegisterStateAction.luau
return function (self, Event, State) self[Event] = function(...) -- Set state self:setState({ State = State }) -- Custom callback local Callback = self.props[Event] if Callback then Callback(...) end end end
68
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/Theme/StyleContext.luau
local Theme = script.Parent local Winro = Theme.Parent local Roact = require(Winro.parent.Roact) return Roact.createContext(nil)
33
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/Theme/StyleProvider.luau
local StarterGui = game:GetService("StarterGui") local Theme = script.Parent local Winro = Theme.Parent local Packages = Winro.Parent local Roact = require(Packages.Roact) local StyleContext = require(Theme.StyleContext) local StyleProvider = Roact.Component:extend("StyleProvider") -- // UIBlox theme provider // function StyleProvider:init() -- This is typically considered an anti-pattern, but it's the simplest -- way to preserve the behavior that these context solutions employed self.UpdateConnection = StarterGui:GetAttributeChangedSignal('Theme'):Connect(function() -- If provided as a prop, ignore override if self.props.Theme then return end self.ThemeObject:Update(require(Theme).Themes[StarterGui:GetAttribute('Theme')]) end) self:setState({ Theme = self.props.Theme or require(Theme).Themes[StarterGui:GetAttribute('Theme')], }) end function StyleProvider:render() local ThemeObject = { Theme = self.state.Theme, Update = function(_self, NewTheme) if self.mounted then _self.Theme = NewTheme self:setState({ Theme = NewTheme }) end end, } self.ThemeObject = ThemeObject return Roact.createElement(StyleContext.Provider, { value = ThemeObject, }, Roact.createFragment(self.props[Roact.Children])) end function StyleProvider:didMount() self.mounted = true end function StyleProvider:willUnmount() self.UpdateConnection:Disconnect() self.mounted = false end return StyleProvider
340
Epix-Incorporated/Adonis
Epix-Incorporated-Adonis-735143f/MainModule/Client/UI/Modern/Components/Packages/Winro/Theme/Themes/Color.DarkTheme.luau
local AccentColor = Color3.fromRGB(118, 185, 237) -- Color3.fromRGB(96, 205, 255) return { ["colors/Fill_Color/Text/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Fill_Color/Text/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.21568627450980393, }, ["colors/Fill_Color/Text/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.4549019607843138, }, ["colors/Fill_Color/Text/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.6352941176470588, }, ["colors/Fill_Color/Accent_Text/Primary"] = { Color = Color3.fromRGB(153, 235, 255), Transparency = 0, }, ["colors/Fill_Color/Accent_Text/Secondary"] = { Color = Color3.fromRGB(153, 235, 255), Transparency = 0, }, ["colors/Fill_Color/Accent_Text/Tertiary"] = { Color = AccentColor, Transparency = 0, }, ["colors/Fill_Color/Accent_Text/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.6352941176470588, }, ["colors/Fill_Color/Text_On_Accent/Primary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0, }, ["colors/Fill_Color/Text_On_Accent/Secondary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.4980392156862745, }, ["colors/Fill_Color/Text_On_Accent/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.47058823529411764, }, ["colors/Fill_Color/Text_On_Accent/Selected_Text"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Fill_Color/Control/Transparent"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Fill_Color/Control/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Fill_Color/Control/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9176470588235294, }, ["colors/Fill_Color/Control/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9686274509803922, }, ["colors/Fill_Color/Control/Quarternary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Fill_Color/Control/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9568627450980393, }, ["colors/Fill_Color/Control/Input_Active"] = { Color = Color3.fromRGB(30, 30, 30), Transparency = 0.3019607843137255, }, ["colors/Fill_Color/Control_Strong/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.4549019607843138, }, ["colors/Fill_Color/Control_Strong/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.7529411764705882, }, ["colors/Fill_Color/Control_Alt/Transparent"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Fill_Color/Control_Alt/Secondary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8980392156862745, }, ["colors/Fill_Color/Control_Alt/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9568627450980393, }, ["colors/Fill_Color/Control_Alt/Quarternary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9294117647058824, }, ["colors/Fill_Color/Control_Alt/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Fill_Color/Subtle/Transparent"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Fill_Color/Subtle/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Fill_Color/Subtle/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9568627450980393, }, ["colors/Fill_Color/Subtle/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Fill_Color/Accent/Default"] = { Color = AccentColor, Transparency = 0, }, ["colors/Fill_Color/Accent/Secondary"] = { Color = AccentColor, Transparency = 0.10196078431372546, }, ["colors/Fill_Color/Accent/Tertiary"] = { Color = AccentColor, Transparency = 0.19999999999999996, }, ["colors/Fill_Color/Accent/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8431372549019608, }, ["colors/Fill_Color/Accent/Selected_Text_Background"] = { Color = Color3.fromRGB(0, 120, 212), Transparency = 0, }, ["colors/Fill_Color/Control_Solid/Default"] = { Color = Color3.fromRGB(69, 69, 69), Transparency = 0, }, ["colors/Fill_Color/System/Critical"] = { Color = Color3.fromRGB(255, 153, 164), Transparency = 0, }, ["colors/Fill_Color/System/Success"] = { Color = Color3.fromRGB(108, 203, 95), Transparency = 0, }, ["colors/Fill_Color/System/Attention"] = { Color = AccentColor, Transparency = 0, }, ["colors/Fill_Color/System/Caution"] = { Color = Color3.fromRGB(252, 225, 0), Transparency = 0, }, ["colors/Fill_Color/System/Attention_Background"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9686274509803922, }, ["colors/Fill_Color/System/Success_Background"] = { Color = Color3.fromRGB(57, 61, 27), Transparency = 0, }, ["colors/Fill_Color/System/Caution_Background"] = { Color = Color3.fromRGB(67, 53, 25), Transparency = 0, }, ["colors/Fill_Color/System/Critical_Background"] = { Color = Color3.fromRGB(68, 39, 38), Transparency = 0, }, ["colors/Fill_Color/System/Neutral"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.4549019607843138, }, ["colors/Fill_Color/System/Neutral_Background"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9686274509803922, }, ["colors/Fill_Color/System/Solid_Attention_Background"] = { Color = Color3.fromRGB(46, 46, 46), Transparency = 0, }, ["colors/Fill_Color/System/Solid_Neutral"] = { Color = Color3.fromRGB(157, 157, 157), Transparency = 0, }, ["colors/Fill_Color/System/Solid_Neutral_Background"] = { Color = Color3.fromRGB(46, 46, 46), Transparency = 0, }, ["colors/Fill_Color/Control_On_Image/Default"] = { Color = Color3.fromRGB(28, 28, 28), Transparency = 0.3019607843137255, }, ["colors/Fill_Color/Control_On_Image/Secondary"] = { Color = Color3.fromRGB(26, 26, 26), Transparency = 0, }, ["colors/Fill_Color/Control_On_Image/Tertiary"] = { Color = Color3.fromRGB(19, 19, 19), Transparency = 0, }, ["colors/Fill_Color/Control_On_Image/Disabled"] = { Color = Color3.fromRGB(30, 30, 30), Transparency = 1, }, ["colors/Stroke_Color/Control_Stroke/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9294117647058824, }, ["colors/Stroke_Color/Control_Stroke/On_Accent_Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9215686274509804, }, ["colors/Stroke_Color/Control_Stroke/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9058823529411765, }, ["colors/Stroke_Color/Control_Stroke/On_Accent_Secondary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8588235294117648, }, ["colors/Stroke_Color/Control_Stroke/On_Accent_Tertiary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.7843137254901961, }, ["colors/Stroke_Color/Control_Stroke/On_Accent_Disabled"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8, }, ["colors/Stroke_Color/Control_Stroke/For_Strong_Fill_When_On_Image"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.580392156862745, }, ["colors/Stroke_Color/Control_Strong_Stroke/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.39607843137254906, }, ["colors/Stroke_Color/Control_Strong_Stroke/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8431372549019608, }, ["colors/Stroke_Color/Divider_Stroke/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9176470588235294, }, ["colors/Stroke_Color/Surface_Stroke/Default"] = { Color = Color3.fromRGB(117, 117, 117), Transparency = 0.6, }, ["colors/Stroke_Color/Surface_Stroke/Flyout"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8, }, ["colors/Stroke_Color/Card_Stroke/Default"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8980392156862745, }, ["colors/Stroke_Color/Card_Stroke/Default_Solid"] = { Color = Color3.fromRGB(28, 28, 28), Transparency = 0, }, ["colors/Stroke_Color/Focus_Stroke/Outer"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Stroke_Color/Focus_Stroke/Inner"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.3019607843137255, }, ["colors/Background/Fill_Color/Card_Background/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9490196078431372, }, ["colors/Background/Fill_Color/Card_Background/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9686274509803922, }, ["colors/Background/Fill_Color/Card_Background/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9294117647058824, }, ["colors/Background/Fill_Color/Smoke/Default"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.6980392156862745, }, ["colors/Background/Fill_Color/Layer/Default"] = { Color = Color3.fromRGB(58, 58, 58), Transparency = 0.6980392156862745, }, ["colors/Background/Fill_Color/Layer/Alt"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9450980392156862, }, ["colors/Background/Fill_Color/Layer_On_Acrylic/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9647058823529412, }, ["colors/Background/Fill_Color/Layer_on_Accent_Acrylic/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9647058823529412, }, ["colors/Background/Fill_Color/Acrylic_Background/Default"] = { Color = Color3.fromRGB(44, 44, 44), Transparency = 0.039215686274509776, }, ["colors/Background/Fill_Color/Acrylic_Background/Base"] = { Color = Color3.fromRGB(32, 32, 32), Transparency = 0.039215686274509776, }, ["colors/Background/Fill_Color/Accent_Acrylic_Background/Base"] = { Color = Color3.fromRGB(0, 63, 146), Transparency = 0.19999999999999996, }, ["colors/Background/Fill_Color/Accent_Acrylic_Background/Default"] = { Color = Color3.fromRGB(0, 120, 212), Transparency = 0.19999999999999996, }, ["colors/Background/Fill_Color/Layer_On_Mica_Base_Alt/Default"] = { Color = Color3.fromRGB(58, 58, 58), Transparency = 0.5490196078431373, }, ["colors/Background/Fill_Color/Layer_On_Mica_Base_Alt/Transparent"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 1, }, ["colors/Background/Fill_Color/Layer_On_Mica_Base_Alt/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Background/Fill_Color/Layer_On_Mica_Base_Alt/Tertiary"] = { Color = Color3.fromRGB(44, 44, 44), Transparency = 0, }, ["colors/Background/Fill_Color/Mica_Background/Base"] = { Color = Color3.fromRGB(32, 32, 32), Transparency = 0, }, ["colors/Background/Fill_Color/Mica_Background/Base_Alt"] = { Color = Color3.fromRGB(10, 10, 10), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Base"] = { Color = Color3.fromRGB(32, 32, 32), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Base_Alt"] = { Color = Color3.fromRGB(10, 10, 10), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Secondary"] = { Color = Color3.fromRGB(28, 28, 28), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Tertiary"] = { Color = Color3.fromRGB(40, 40, 40), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Quarternary"] = { Color = Color3.fromRGB(44, 44, 44), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Quinary"] = { Color = Color3.fromRGB(51, 51, 51), Transparency = 0, }, ["colors/Background/Fill_Color/Solid_Background/Senary"] = { Color = Color3.fromRGB(55, 55, 55), Transparency = 0, }, ["colors/Shell/Fill_Color/Caption_Close_Text/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Shell/Fill_Color/Caption_Close_Text/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.3019607843137255, }, ["colors/Shell/Fill_Color/Caption_Control_Close_Fill/Primary"] = { Color = Color3.fromRGB(196, 43, 28), Transparency = 0, }, ["colors/Shell/Fill_Color/Caption_Control_Close_Fill/Secondary"] = { Color = Color3.fromRGB(196, 43, 28), Transparency = 0.10196078431372546, }, ["colors/Shell/Fill_Color/Keyboard_Button_Alt/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9137254901960784, }, ["colors/Shell/Fill_Color/Keyboard_Button_Alt/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8745098039215686, }, ["colors/Shell/Fill_Color/Keyboard_Button_Alt/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9333333333333333, }, ["colors/Shell/Fill_Color/Keyboard_Button_Alt/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9647058823529412, }, ["colors/Shell/Fill_Color/Keyboard_Button/Default"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8745098039215686, }, ["colors/Shell/Fill_Color/Keyboard_Button/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9137254901960784, }, ["colors/Shell/Fill_Color/Keyboard_Button/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9333333333333333, }, ["colors/Shell/Fill_Color/Keyboard_Button/Disabled"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9647058823529412, }, ["colors/Shell/Fill_Color/Taskbar_Item_Fill/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9176470588235294, }, ["colors/Shell/Fill_Color/Taskbar_Item_Fill/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Shell/Fill_Color/Taskbar_Item_Fill/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9568627450980393, }, ["colors/Shell/Fill_Color/Taskbar_Item_Fill/Transparent"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Shell/Fill_Color/Taskbar_Item_Indicator/Running"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.611764705882353, }, ["colors/Shell/Fill_Color/Subtle_Item_Fill/Transparent"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 1, }, ["colors/Shell/Fill_Color/Subtle_Item_Fill/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Shell/Fill_Color/Subtle_Item_Fill/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9568627450980393, }, ["colors/Shell/Fill_Color/Shimmer_Fill/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Shell/Fill_Color/Shimmer_Fill/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9686274509803922, }, ["colors/Shell/Fill_Color/Illustration_On_Acrylic/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8392156862745098, }, ["colors/Shell/Stroke_Color/Keyboard_Button/Primary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8509803921568627, }, ["colors/Shell/Stroke_Color/Keyboard_Button/Secondary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.6980392156862745, }, ["colors/Shell/Stroke_Color/Taskbar_Item_Stroke/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8745098039215686, }, ["colors/Shell/Stroke_Color/Taskbar_Item_Stroke/Secondary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.8980392156862745, }, ["colors/Shell/Stroke_Color/Taskbar_Item_Stroke/Tertiary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9176470588235294, }, ["colors/Shell/Stroke_Color/Taskbar_Item_Stroke/Quarternary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9411764705882353, }, ["colors/Shell/Stroke_Color/Taskbar_Item_Stroke/Quinary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.9568627450980393, }, ["colors/Shell/Stroke_Color/Illustration_On_Acrylic_Strong/Primary"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.580392156862745, }, ["colors/Shell/Background/Fill_Color/Card_Background_On_Thin_Acrylic/Default"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.34901960784313724, }, ["colors/Shell/Background/Fill_Color/Card_Background_On_Thin_Acrylic/Secondary"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.4745098039215686, }, ["colors/Shell/Background/Fill_Color/Layer_On_Thin_Acrylic/Default"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0.8, }, ["colors/Shell/Background/Fill_Color/Acrylic/Thin_Acrylic"] = { Color = Color3.fromRGB(84, 84, 84), Transparency = 0.36078431372549025, }, ["colors/Contrast/Aquatic/Window_Text"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Contrast/Aquatic/Window"] = { Color = Color3.fromRGB(32, 32, 32), Transparency = 0, }, ["colors/Contrast/Aquatic/Highlight_Text"] = { Color = Color3.fromRGB(38, 59, 80), Transparency = 0, }, ["colors/Contrast/Aquatic/Highlight"] = { Color = Color3.fromRGB(142, 227, 240), Transparency = 0, }, ["colors/Contrast/Aquatic/Button_Text"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Contrast/Aquatic/Button"] = { Color = Color3.fromRGB(32, 32, 32), Transparency = 0, }, ["colors/Contrast/Aquatic/Hotlight"] = { Color = Color3.fromRGB(117, 233, 252), Transparency = 0, }, ["colors/Contrast/Aquatic/Gray_Text"] = { Color = Color3.fromRGB(166, 166, 166), Transparency = 0, }, ["colors/Contrast/Desert/Window_Text"] = { Color = Color3.fromRGB(61, 61, 61), Transparency = 0, }, ["colors/Contrast/Desert/WIndow"] = { Color = Color3.fromRGB(255, 250, 239), Transparency = 0, }, ["colors/Contrast/Desert/Highlight_Text"] = { Color = Color3.fromRGB(255, 245, 227), Transparency = 0, }, ["colors/Contrast/Desert/Highlight"] = { Color = Color3.fromRGB(144, 57, 9), Transparency = 0, }, ["colors/Contrast/Desert/Button_Text"] = { Color = Color3.fromRGB(32, 32, 32), Transparency = 0, }, ["colors/Contrast/Desert/Button"] = { Color = Color3.fromRGB(255, 250, 239), Transparency = 0, }, ["colors/Contrast/Desert/Hotlight"] = { Color = Color3.fromRGB(28, 94, 117), Transparency = 0, }, ["colors/Contrast/Desert/Gray_Text"] = { Color = Color3.fromRGB(103, 103, 103), Transparency = 0, }, ["colors/Contrast/Dusk/Window_Text"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Contrast/Dusk/Window"] = { Color = Color3.fromRGB(45, 50, 54), Transparency = 0, }, ["colors/Contrast/Dusk/Highlight_Text"] = { Color = Color3.fromRGB(33, 45, 59), Transparency = 0, }, ["colors/Contrast/Dusk/Highlight"] = { Color = Color3.fromRGB(171, 207, 242), Transparency = 0, }, ["colors/Contrast/Dusk/Button_Text"] = { Color = Color3.fromRGB(182, 246, 240), Transparency = 0, }, ["colors/Contrast/Dusk/Button"] = { Color = Color3.fromRGB(45, 50, 54), Transparency = 0, }, ["colors/Contrast/Dusk/Hotlight"] = { Color = Color3.fromRGB(112, 235, 222), Transparency = 0, }, ["colors/Contrast/Dusk/Gray_Text"] = { Color = Color3.fromRGB(166, 166, 166), Transparency = 0, }, ["colors/Contrast/Night_Sky/Window_Text"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0, }, ["colors/Contrast/Night_Sky/Window"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0, }, ["colors/Contrast/Night_Sky/Highlight_Text"] = { Color = Color3.fromRGB(43, 43, 43), Transparency = 0, }, ["colors/Contrast/Night_Sky/Highlight"] = { Color = Color3.fromRGB(214, 180, 253), Transparency = 0, }, ["colors/Contrast/Night_Sky/Button_Text"] = { Color = Color3.fromRGB(255, 238, 50), Transparency = 0, }, ["colors/Contrast/Night_Sky/Button"] = { Color = Color3.fromRGB(0, 0, 0), Transparency = 0, }, ["colors/Contrast/Night_Sky/Hotlight"] = { Color = Color3.fromRGB(128, 128, 255), Transparency = 0, }, ["colors/Contrast/Night_Sky/Gray_Text"] = { Color = Color3.fromRGB(166, 166, 166), Transparency = 0, }, -- Custom ["colors/Elevation/Accent_Control/Border"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.08, ColorSequence = ColorSequence.new({ [1] = ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), [2] = ColorSequenceKeypoint.new(0.6, Color3.fromRGB(255, 255, 255)), [3] = ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)), }), TransparencySequence = NumberSequence.new({ [1] = NumberSequenceKeypoint.new(0, 1 - 0.08), [2] = NumberSequenceKeypoint.new(0.6, 1 - 0.08), [3] = NumberSequenceKeypoint.new(1, 1 - 0.14), }), }, ["colors/Elevation/Control/Border"] = { Color = Color3.fromRGB(255, 255, 255), Transparency = 0.07, ColorSequence = ColorSequence.new({ [1] = ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), [2] = ColorSequenceKeypoint.new(0.1, Color3.fromRGB(255, 255, 255)), [3] = ColorSequenceKeypoint.new(1, Color3.fromRGB(255, 255, 255)), }), TransparencySequence = NumberSequence.new({ [1] = NumberSequenceKeypoint.new(0, 1 - 0.093), [2] = NumberSequenceKeypoint.new(0.1, 1 - 0.0698), [3] = NumberSequenceKeypoint.new(1, 1 - 0.0698), }), }, }
7,799