@el4cteo/rbx-studio-mcp 0.3.1 → 0.3.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +20 -26
- package/dist/index.js +1 -1
- package/dist/lib/format.js +18 -2
- package/dist/lib/format.js.map +1 -1
- package/dist/tools/api.js +20 -1
- package/dist/tools/api.js.map +1 -1
- package/dist/tools/debug.js +18 -8
- package/dist/tools/debug.js.map +1 -1
- package/dist/tools/discover.js +5 -0
- package/dist/tools/discover.js.map +1 -1
- package/dist/tools/instances.js +49 -2
- package/dist/tools/instances.js.map +1 -1
- package/dist/tools/perf.js +9 -8
- package/dist/tools/perf.js.map +1 -1
- package/dist/tools/scripts.js +10 -1
- package/dist/tools/scripts.js.map +1 -1
- package/package.json +1 -1
- package/plugin/src/Config.luau +1 -1
- package/plugin/src/Console.luau +257 -116
- package/plugin/src/Serialize.luau +43 -3
- package/plugin/src/ThemePicker.luau +458 -0
- package/plugin/src/Themes/Aurora.luau +147 -0
- package/plugin/src/Themes/Blueprint.luau +213 -0
- package/plugin/src/Themes/Draw.luau +177 -0
- package/plugin/src/Themes/Lattice.luau +304 -0
- package/plugin/src/Themes/Nebula.luau +182 -0
- package/plugin/src/Themes/Observatory.luau +200 -0
- package/plugin/src/Themes/Orbit.luau +268 -0
- package/plugin/src/Themes/Phosphor.luau +200 -0
- package/plugin/src/Themes/Theme.luau +121 -0
- package/plugin/src/Themes/Void.luau +230 -0
- package/plugin/src/Themes/init.luau +116 -0
- package/plugin/src/Visuals.luau +788 -907
- package/plugin/src/handlers/Discover.luau +75 -1
- package/plugin/src/handlers/Exec.luau +17 -5
- package/plugin/src/handlers/Instances.luau +35 -3
- package/plugin/src/init.server.luau +386 -354
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--!strict
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--[[
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Phosphor -- a CRT oscilloscope.
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A Lissajous figure traced by a moving beam, with the phosphor decaying
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behind it. The head is white-hot, the tail fades to green over about forty
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samples, and the whole cell sits under scanlines.
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It deliberately does NOT reuse the wireframe. Drawing Lattice's solid in
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green with a trail would be the obvious CRT gag and would leave two of the
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eight presets doing the same thing in different colours. A beam tracing a
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curve is what a scope actually does, and it gives the theme its own answer
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to "is this alive": the figure's shape changes with the session, because the
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frequency ratio is driven by activity. Idle it draws a lazy ellipse; busy it
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knots into a rose.
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The sample buffer is a ring rather than a growing list. The head advances,
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the sample under it is overwritten, and age is computed from the distance
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back to the head -- so nothing is allocated or shifted per frame.
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]]
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local Draw = require(script.Parent.Draw)
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local Theme = require(script.Parent.Theme)
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local SAMPLES = 46
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-- Samples per second the beam advances. Fast enough that the figure is a curve
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-- rather than a dotted line, slow enough that the decay is visible.
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local RATE = 60
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local Phosphor = {}
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Phosphor.id = "phosphor"
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Phosphor.label = "Phosphor"
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Phosphor.blurb = "CRT scope beam"
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Phosphor.palette = {
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background = Color3.fromRGB(4, 8, 5),
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surface = Color3.fromRGB(9, 16, 11),
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rule = Color3.fromRGB(86, 232, 122),
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text = Color3.fromRGB(178, 236, 190),
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dim = Color3.fromRGB(70, 112, 82),
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green = Color3.fromRGB(86, 240, 128),
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red = Color3.fromRGB(248, 118, 96),
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amber = Color3.fromRGB(240, 208, 106),
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cyan = Color3.fromRGB(122, 234, 208),
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violet = Color3.fromRGB(150, 226, 150),
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}
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local dots: { Frame } = {}
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local scanlines: { Frame } = {}
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local samples: { Vector2 } = {}
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local head = 0
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local accumulator = 0
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function Phosphor.mount(cell: Frame)
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dots = Draw.pool(cell, SAMPLES, "Sample", true)
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scanlines = {}
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samples = {}
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head = 0
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accumulator = 0
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--[[
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Scanlines last, so they lie OVER the beam.
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Underneath they were invisible -- the beam is the brightest thing in the
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cell and simply covered them. A CRT's lines cross what it is drawing;
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that is what makes it read as a screen rather than as a dark background
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with stripes on it.
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]]
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for index = 1, 10 do
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local line = Instance.new("Frame")
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line.Name = string.format("Scan%02d", index)
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line.BorderSizePixel = 0
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line.BackgroundColor3 = Color3.new(0, 0, 0)
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line.BackgroundTransparency = 0.78
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line.Size = UDim2.new(1, 0, 0, 1)
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line.Position = UDim2.fromOffset(0, index * 4)
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line.ZIndex = 4
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line.Parent = cell
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scanlines[index] = line
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end
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end
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function Phosphor.unmount()
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dots = {}
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scanlines = {}
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samples = {}
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end
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function Phosphor.paint(ctx: Theme.Context, delta: number)
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local radius = ctx.size * 0.33 * ctx.scale
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--[[
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The figure's ratio, from activity.
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A Lissajous curve closes when its two frequencies are a simple ratio, so
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holding X at 2 and sliding Y between 3 and roughly 5 walks it from an
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open ellipse through a figure-eight into a knot. The session's load
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therefore changes the SHAPE, not just the speed -- which is the same
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trick Lattice plays with its solids, done continuously.
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]]
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local ratio = 3 + math.clamp(ctx.activity, 0, 1) * 2.1
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-- Fixed-step sampling. Advancing one sample per frame would make the trail's
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-- length depend on Studio's frame rate, so the beam would visibly speed up
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-- whenever the editor was idle.
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accumulator += math.min(delta, 1 / 15)
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local advance = math.floor(accumulator * RATE)
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if advance > 0 then
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accumulator -= advance / RATE
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for _ = 1, math.min(advance, SAMPLES) do
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head += 1
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local t = head / RATE
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samples[(head % SAMPLES) + 1] = Vector2.new(
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math.sin(t * 2) * radius,
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math.sin(t * ratio + ctx.clock * 0.15) * radius
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)
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end
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end
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for index = 1, SAMPLES do
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local frame = dots[index]
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local point = samples[index]
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if frame == nil then
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continue
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end
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if point == nil then
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frame.Visible = false
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continue
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end
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--[[
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How far back from the head this sample is, 0 (newest) to 1 (about to
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be overwritten). The modulo is what lets the ring buffer stand in for
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an ordered trail without moving anything.
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]]
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local back = (head - (index - 1)) % SAMPLES
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local age = back / SAMPLES
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-- Squared, so the head is a bright point with a long dim tail rather
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-- than an evenly grey worm. Phosphor decays fast at first.
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local glow = (1 - age) * (1 - age)
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Draw.dot(
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frame,
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ctx.centre + point,
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math.max(1, math.floor(1 + glow * 2 + ctx.flare * 1.5)),
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ctx.palette.green:Lerp(Color3.new(1, 1, 1), glow * 0.85),
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math.clamp(0.94 - glow * 0.9 - ctx.flare * 0.2, 0, 1)
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)
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end
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end
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--[[
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History as scope columns: hard-edged, one pixel wide, no rounding. The trace
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is the one part of a scope's screen that is supposed to look like a chart.
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]]
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function Phosphor.paintSlot(slot: Theme.Slot, ctx: Theme.Context)
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local frame = slot.frame
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local recency = 1 - slot.age
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local height = math.max(1, math.floor(1 + slot.weight * 22))
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frame.AnchorPoint = Vector2.new(0.5, 1)
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frame.Size = UDim2.fromOffset(2, height)
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frame.Position = UDim2.new(frame.Position.X.Scale, frame.Position.X.Offset, 1, 0)
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frame.BackgroundColor3 = if slot.ok
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then ctx.palette.green:Lerp(Color3.new(1, 1, 1), recency * 0.4)
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else ctx.palette.red
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frame.BackgroundTransparency = math.clamp(0.7 - recency * 0.65, 0, 1)
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frame.Rotation = 0
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end
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function Phosphor.swatch(frame: Frame, palette: Theme.Palette)
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local centre = Vector2.new(20, 12)
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local pool = Draw.pool(frame, 30, "Sample", true)
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for index = 1, 30 do
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local t = index / 6
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local glow = index / 30
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Draw.dot(
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pool[index],
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centre + Vector2.new(math.sin(t * 2) * 15, math.sin(t * 3) * 9),
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1 + math.floor(glow * 2),
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palette.green:Lerp(Color3.new(1, 1, 1), glow * 0.8),
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0.85 - glow * 0.8
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)
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end
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for index = 1, 6 do
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local line = Instance.new("Frame")
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line.BorderSizePixel = 0
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line.BackgroundColor3 = Color3.new(0, 0, 0)
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line.BackgroundTransparency = 0.75
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line.Size = UDim2.new(1, 0, 0, 1)
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line.Position = UDim2.fromOffset(0, index * 4)
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line.ZIndex = 4
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line.Parent = frame
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end
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end
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return Phosphor
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--!strict
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--[[
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The contract every preset satisfies.
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A theme owns two surfaces and nothing else. `cell` is the square at the left
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of the activity band -- the slot the wireframe prism occupies under the
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default theme, and which any other theme is free to fill with something that
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is not a prism at all. `slots` are the forty most recent calls, drawn as bars
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under the default theme and as anything else under the rest.
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What a theme deliberately does NOT own is the simulation. Energy, activity,
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flare, shake, the scale spring and the quiet timer are computed once in
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Visuals and handed to whichever preset is active. That is the whole reason
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eight presets do not mean eight animation systems: they are eight painters
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over one set of physics, so a preset is a few hundred lines of drawing and
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holds no state that could drift out of step with the session.
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]]
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export type Palette = {
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background: Color3,
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surface: Color3,
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rule: Color3,
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text: Color3,
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dim: Color3,
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green: Color3,
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red: Color3,
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amber: Color3,
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cyan: Color3,
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violet: Color3,
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}
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--[[
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The session, as numbers a painter can use.
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Everything here decays on its own, so a painter never has to schedule
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anything: read the value, draw that frame, and the motion follows.
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`energy` rises with each command and falls over about a second -- use it for
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anything that should react. `activity` is the slower average, over roughly
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ten seconds, and is what should drive how BUSY a scene looks rather than how
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startled. `flare` spikes to 1 the instant a reply lands and is gone in a
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third of a second, which is what makes a completed call read as an event.
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`shake` is the same but only for failures. `quiet` is seconds since anything
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ran; past `QUIET_AFTER` the session has stopped rather than paused, and a
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scene that keeps working at full pace after that is claiming an activity
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which is not happening.
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]]
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export type Context = {
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palette: Palette,
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-- Connection state blended toward the kind of work last done.
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tint: Color3,
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energy: number,
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activity: number,
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flare: number,
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shake: number,
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-- The scale spring: 1 at rest, overshoots past 1 on a reply, 0.82 when idle.
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scale: number,
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quiet: number,
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-- Accumulated rotation on three axes. Meaningful to anything that turns;
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-- ignorable by anything that does not.
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angle: Vector3,
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-- `os.clock()`, sampled once per frame so every painter agrees on the time.
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clock: number,
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-- The cell is square; this is its side in pixels.
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size: number,
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centre: Vector2,
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}
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--[[
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One finished call, as history rather than as an event.
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`age` is 0 for the newest and rises toward 1 for the oldest still on screen,
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which is what lets a preset fade its history out without tracking when
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anything happened. `frame` is pooled and reused as bars shift left, so a
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painter must set every property it cares about rather than assuming the
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frame arrives clean.
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]]
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export type Slot = {
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frame: Frame,
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milliseconds: number,
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ok: boolean,
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title: string,
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age: number,
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-- Duration against the "slow" reference, clamped to 1. Height, for a bar.
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weight: number,
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}
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export type Theme = {
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id: string,
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label: string,
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-- One line, shown under the label in the picker.
|
|
92
|
+
blurb: string,
|
|
93
|
+
palette: Palette,
|
|
94
|
+
--[[
|
|
95
|
+
Builds whatever the cell needs, once. Pooled Instances belong here:
|
|
96
|
+
allocating inside `paint` is how a decorative strip becomes a performance
|
|
97
|
+
complaint.
|
|
98
|
+
]]
|
|
99
|
+
mount: (cell: Frame) -> (),
|
|
100
|
+
paint: (ctx: Context, delta: number) -> (),
|
|
101
|
+
--[[
|
|
102
|
+
Destroys what `mount` built. Called on every theme switch, so it must
|
|
103
|
+
leave the cell empty enough for the next preset to start clean.
|
|
104
|
+
]]
|
|
105
|
+
unmount: () -> (),
|
|
106
|
+
--[[
|
|
107
|
+
Draws one call of history. Optional: a preset that wants ordinary bars
|
|
108
|
+
omits it and Visuals draws them.
|
|
109
|
+
]]
|
|
110
|
+
paintSlot: ((slot: Slot, ctx: Context) -> ())?,
|
|
111
|
+
--[[
|
|
112
|
+
A still miniature for the picker, drawn into a 40x24 frame.
|
|
113
|
+
|
|
114
|
+
Static on purpose. Eight live renderers running behind a hover menu is
|
|
115
|
+
the one place the "only one preset runs at a time" argument breaks, and
|
|
116
|
+
it breaks in a drawer the user looks at for two seconds.
|
|
117
|
+
]]
|
|
118
|
+
swatch: (frame: Frame, palette: Palette) -> (),
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
return {}
|
|
@@ -0,0 +1,230 @@
|
|
|
1
|
+
--!strict
|
|
2
|
+
--[[
|
|
3
|
+
Void -- an accretion disc, and the most literal of the eight.
|
|
4
|
+
|
|
5
|
+
A dark core with matter spiralling into it. Orbital speed rises as radius
|
|
6
|
+
falls, the way it actually does, so the inner ring visibly outruns the outer
|
|
7
|
+
one and the disc shears instead of turning as a plate. That single detail is
|
|
8
|
+
what separates it from a spinning ring of dots.
|
|
9
|
+
|
|
10
|
+
The trace is where the metaphor pays for itself. A slow call is drawn
|
|
11
|
+
stretched and shifted red, so latency is not a height you have to compare
|
|
12
|
+
against its neighbours -- it is a thing visibly being pulled apart. A
|
|
13
|
+
forty-bar chart makes you measure; this makes you look.
|
|
14
|
+
|
|
15
|
+
It is also the least legible preset in the set, and that is a real trade
|
|
16
|
+
rather than an oversight: the disc is dark, the motion is continuous, and
|
|
17
|
+
there is no baseline to read heights against. It is here because someone
|
|
18
|
+
will want it, not because it is the best instrument.
|
|
19
|
+
]]
|
|
20
|
+
|
|
21
|
+
local Draw = require(script.Parent.Draw)
|
|
22
|
+
local Theme = require(script.Parent.Theme)
|
|
23
|
+
|
|
24
|
+
local MOTES = 34
|
|
25
|
+
local RINGS = 4
|
|
26
|
+
|
|
27
|
+
--[[
|
|
28
|
+
How far the disc reaches, and how flat it is seen.
|
|
29
|
+
|
|
30
|
+
The reach was already near the cell's limit; the disc read as small because
|
|
31
|
+
it was a HAIRLINE -- flattened to 0.3, four rings of it occupied about 10px
|
|
32
|
+
of vertical space in a 40px cell, so a wide thin smear was doing the work of
|
|
33
|
+
a picture. Opening the viewing angle to 0.48 nearly doubles the height for
|
|
34
|
+
no extra width, which is the axis that actually had room spare.
|
|
35
|
+
]]
|
|
36
|
+
local DISC_SPREAD = 0.54
|
|
37
|
+
local FLATTEN = 0.48
|
|
38
|
+
|
|
39
|
+
-- The disc barely breathes: same reasoning as Orbit. A ring sized to fill the
|
|
40
|
+
-- cell at rest would be cut off by the clip at every overshoot, so the CORE
|
|
41
|
+
-- carries the spring and the matter around it holds its radius.
|
|
42
|
+
local DISC_BREATH = 0.1
|
|
43
|
+
|
|
44
|
+
local Void = {}
|
|
45
|
+
|
|
46
|
+
Void.id = "void"
|
|
47
|
+
Void.label = "Void"
|
|
48
|
+
Void.blurb = "Accretion disc"
|
|
49
|
+
|
|
50
|
+
Void.palette = {
|
|
51
|
+
background = Color3.fromRGB(6, 5, 10),
|
|
52
|
+
surface = Color3.fromRGB(13, 11, 20),
|
|
53
|
+
rule = Color3.fromRGB(168, 108, 236),
|
|
54
|
+
text = Color3.fromRGB(206, 200, 222),
|
|
55
|
+
dim = Color3.fromRGB(84, 78, 102),
|
|
56
|
+
green = Color3.fromRGB(120, 220, 176),
|
|
57
|
+
red = Color3.fromRGB(252, 96, 118),
|
|
58
|
+
amber = Color3.fromRGB(250, 174, 108),
|
|
59
|
+
cyan = Color3.fromRGB(126, 202, 244),
|
|
60
|
+
violet = Color3.fromRGB(178, 122, 246),
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
local motes: { Frame } = {}
|
|
64
|
+
local core: Frame? = nil
|
|
65
|
+
local shadow: Frame? = nil
|
|
66
|
+
|
|
67
|
+
--[[
|
|
68
|
+
Which ring a mote belongs to, and where it sits on that ring.
|
|
69
|
+
|
|
70
|
+
Distributed by index rather than randomly so every ring gets a similar share
|
|
71
|
+
-- a random assignment leaves visible gaps at forty motes, and a gap in a
|
|
72
|
+
disc reads as a rendering fault rather than as structure.
|
|
73
|
+
]]
|
|
74
|
+
local function ringOf(index: number): (number, number)
|
|
75
|
+
local ring = 1 + (index - 1) % RINGS
|
|
76
|
+
local along = Draw.hash(index, 41)
|
|
77
|
+
return ring, along
|
|
78
|
+
end
|
|
79
|
+
|
|
80
|
+
function Void.mount(cell: Frame)
|
|
81
|
+
local dark = Instance.new("Frame")
|
|
82
|
+
dark.Name = "Shadow"
|
|
83
|
+
dark.AnchorPoint = Vector2.new(0.5, 0.5)
|
|
84
|
+
dark.BorderSizePixel = 0
|
|
85
|
+
dark.Parent = cell
|
|
86
|
+
local darkCorner = Instance.new("UICorner")
|
|
87
|
+
darkCorner.CornerRadius = UDim.new(1, 0)
|
|
88
|
+
darkCorner.Parent = dark
|
|
89
|
+
shadow = dark
|
|
90
|
+
|
|
91
|
+
motes = Draw.pool(cell, MOTES, "Mote", true)
|
|
92
|
+
|
|
93
|
+
--[[
|
|
94
|
+
The core is built LAST so it draws over the motes.
|
|
95
|
+
|
|
96
|
+
That is the entire illusion: matter passing behind the core has to
|
|
97
|
+
disappear behind something, and with the core underneath, motes crossed
|
|
98
|
+
it and the disc read as a flat ring with a dot in the middle.
|
|
99
|
+
]]
|
|
100
|
+
local sphere = Instance.new("Frame")
|
|
101
|
+
sphere.Name = "Core"
|
|
102
|
+
sphere.AnchorPoint = Vector2.new(0.5, 0.5)
|
|
103
|
+
sphere.BorderSizePixel = 0
|
|
104
|
+
sphere.Parent = cell
|
|
105
|
+
local corner = Instance.new("UICorner")
|
|
106
|
+
corner.CornerRadius = UDim.new(1, 0)
|
|
107
|
+
corner.Parent = sphere
|
|
108
|
+
core = sphere
|
|
109
|
+
end
|
|
110
|
+
|
|
111
|
+
function Void.unmount()
|
|
112
|
+
motes = {}
|
|
113
|
+
core = nil
|
|
114
|
+
shadow = nil
|
|
115
|
+
end
|
|
116
|
+
|
|
117
|
+
function Void.paint(ctx: Theme.Context, _delta: number)
|
|
118
|
+
local breath = (1 - DISC_BREATH) + ctx.scale * DISC_BREATH
|
|
119
|
+
local scale = ctx.size * DISC_SPREAD * breath
|
|
120
|
+
-- Lensing: a failure warps the disc rather than shaking the panel, which on
|
|
121
|
+
-- a strip this small would read as a glitch.
|
|
122
|
+
local warp = 1 + ctx.shake * 0.28
|
|
123
|
+
|
|
124
|
+
for index = 1, MOTES do
|
|
125
|
+
local frame = motes[index]
|
|
126
|
+
if frame == nil then
|
|
127
|
+
continue
|
|
128
|
+
end
|
|
129
|
+
local ring, along = ringOf(index)
|
|
130
|
+
local radius = (0.3 + ring * 0.14) * scale * warp
|
|
131
|
+
|
|
132
|
+
--[[
|
|
133
|
+
Keplerian, near enough: inner orbits are faster. Anything uniform
|
|
134
|
+
turns the disc as a rigid plate, and the shear is what says the
|
|
135
|
+
thing at the centre is pulling rather than spinning.
|
|
136
|
+
]]
|
|
137
|
+
local speed = 2.4 / (0.3 + ring * 0.14)
|
|
138
|
+
local turn = along * math.pi * 2 + ctx.clock * speed * 0.1 * (1 + ctx.energy)
|
|
139
|
+
|
|
140
|
+
-- Flattened on Y: a disc seen nearly edge-on, not a set of circles.
|
|
141
|
+
local x = math.cos(turn) * radius
|
|
142
|
+
local y = math.sin(turn) * radius * FLATTEN
|
|
143
|
+
-- Depth from the same angle, so a mote on the far side dims.
|
|
144
|
+
local near = (math.sin(turn) + 1) / 2
|
|
145
|
+
|
|
146
|
+
local heat = 1 - ring / RINGS
|
|
147
|
+
Draw.dot(
|
|
148
|
+
frame,
|
|
149
|
+
ctx.centre + Vector2.new(x, y),
|
|
150
|
+
math.max(2, math.floor(1.5 + heat * 2.5 + ctx.flare * 1.5)),
|
|
151
|
+
ctx.palette.violet
|
|
152
|
+
:Lerp(ctx.palette.amber, heat)
|
|
153
|
+
:Lerp(Color3.new(1, 1, 1), ctx.flare * 0.4),
|
|
154
|
+
math.clamp(0.82 - near * 0.45 - heat * 0.2 - ctx.flare * 0.25, 0, 1)
|
|
155
|
+
)
|
|
156
|
+
end
|
|
157
|
+
|
|
158
|
+
local halo = shadow
|
|
159
|
+
if halo ~= nil then
|
|
160
|
+
Draw.dot(
|
|
161
|
+
halo,
|
|
162
|
+
ctx.centre,
|
|
163
|
+
math.max(12, math.floor(16 * ctx.scale + ctx.energy * 5)),
|
|
164
|
+
ctx.palette.violet,
|
|
165
|
+
0.88
|
|
166
|
+
)
|
|
167
|
+
end
|
|
168
|
+
|
|
169
|
+
local sphere = core
|
|
170
|
+
if sphere ~= nil then
|
|
171
|
+
-- The core does not brighten on a reply. Everything around it does, and
|
|
172
|
+
-- the hole staying black through a flare is what sells it as a hole.
|
|
173
|
+
Draw.dot(
|
|
174
|
+
sphere,
|
|
175
|
+
ctx.centre,
|
|
176
|
+
math.max(6, math.floor(9 * ctx.scale)),
|
|
177
|
+
ctx.palette.background,
|
|
178
|
+
0
|
|
179
|
+
)
|
|
180
|
+
end
|
|
181
|
+
end
|
|
182
|
+
|
|
183
|
+
--[[
|
|
184
|
+
History falling inward.
|
|
185
|
+
|
|
186
|
+
A slow call is drawn taller AND redder AND further from the baseline, so
|
|
187
|
+
three channels carry the same fact. That is redundant on purpose: the disc
|
|
188
|
+
behind it is busy, and one channel would be lost in it.
|
|
189
|
+
]]
|
|
190
|
+
function Void.paintSlot(slot: Theme.Slot, ctx: Theme.Context)
|
|
191
|
+
local frame = slot.frame
|
|
192
|
+
local recency = 1 - slot.age
|
|
193
|
+
local height = math.max(2, math.floor(2 + slot.weight * 18))
|
|
194
|
+
|
|
195
|
+
frame.AnchorPoint = Vector2.new(0.5, 1)
|
|
196
|
+
frame.Size = UDim2.fromOffset(2, height)
|
|
197
|
+
-- Lifted off the baseline in proportion to how slow it was: the bar has
|
|
198
|
+
-- started to fall in.
|
|
199
|
+
frame.Position = UDim2.new(
|
|
200
|
+
frame.Position.X.Scale,
|
|
201
|
+
frame.Position.X.Offset,
|
|
202
|
+
1,
|
|
203
|
+
-math.floor(slot.weight * 4)
|
|
204
|
+
)
|
|
205
|
+
frame.BackgroundColor3 = if slot.ok
|
|
206
|
+
then ctx.palette.amber:Lerp(ctx.palette.red, slot.weight)
|
|
207
|
+
else ctx.palette.red
|
|
208
|
+
frame.BackgroundTransparency = math.clamp(0.7 - recency * 0.6, 0, 1)
|
|
209
|
+
frame.Rotation = 0
|
|
210
|
+
end
|
|
211
|
+
|
|
212
|
+
function Void.swatch(frame: Frame, palette: Theme.Palette)
|
|
213
|
+
local centre = Vector2.new(20, 12)
|
|
214
|
+
local pool = Draw.pool(frame, 26, "Mote", true)
|
|
215
|
+
for index = 1, 24 do
|
|
216
|
+
local ring = 1 + (index - 1) % 3
|
|
217
|
+
local turn = Draw.hash(index, 43) * math.pi * 2
|
|
218
|
+
local radius = 5 + ring * 3.4
|
|
219
|
+
Draw.dot(
|
|
220
|
+
pool[index],
|
|
221
|
+
centre + Vector2.new(math.cos(turn) * radius, math.sin(turn) * radius * FLATTEN),
|
|
222
|
+
1 + math.floor((3 - ring) * 0.7),
|
|
223
|
+
palette.violet:Lerp(palette.amber, 1 - ring / 3),
|
|
224
|
+
0.45
|
|
225
|
+
)
|
|
226
|
+
end
|
|
227
|
+
Draw.dot(pool[25], centre, 9, palette.background, 0)
|
|
228
|
+
end
|
|
229
|
+
|
|
230
|
+
return Void
|
|
@@ -0,0 +1,116 @@
|
|
|
1
|
+
--!strict
|
|
2
|
+
--[[
|
|
3
|
+
The preset registry: which themes exist, which is active, and who to tell
|
|
4
|
+
when that changes.
|
|
5
|
+
|
|
6
|
+
Deliberately dumb. It holds no drawing code and no Instances -- it maps ids
|
|
7
|
+
to modules, remembers one id, and fires listeners. Everything visual lives
|
|
8
|
+
in the preset modules and everything stateful lives in Visuals, so this file
|
|
9
|
+
is the one place you can look to answer "what themes are there" without
|
|
10
|
+
reading eight renderers.
|
|
11
|
+
|
|
12
|
+
Persistence is not done here either. `plugin` is a script-level global that
|
|
13
|
+
ModuleScripts do not get, so init.server.luau reads the stored id at startup
|
|
14
|
+
and writes it back from `onChanged`. That keeps the only Studio-specific
|
|
15
|
+
dependency in the one file that already has it.
|
|
16
|
+
]]
|
|
17
|
+
|
|
18
|
+
local Theme = require(script.Theme)
|
|
19
|
+
|
|
20
|
+
local Themes = {}
|
|
21
|
+
|
|
22
|
+
export type Theme = Theme.Theme
|
|
23
|
+
export type Palette = Theme.Palette
|
|
24
|
+
export type Context = Theme.Context
|
|
25
|
+
export type Slot = Theme.Slot
|
|
26
|
+
|
|
27
|
+
--[[
|
|
28
|
+
Presentation order in the picker, which is not alphabetical.
|
|
29
|
+
|
|
30
|
+
Lattice first because it is the default and the one people return to. Then
|
|
31
|
+
the two dark presets closest to it, then the colourful ones, then the two
|
|
32
|
+
that abandon the aesthetic entirely. A user scanning the drawer should be
|
|
33
|
+
able to stop as soon as the list stops looking like what they came for.
|
|
34
|
+
]]
|
|
35
|
+
local ORDER: { Theme.Theme } = {
|
|
36
|
+
require(script.Lattice),
|
|
37
|
+
require(script.Observatory),
|
|
38
|
+
require(script.Orbit),
|
|
39
|
+
require(script.Void),
|
|
40
|
+
require(script.Nebula),
|
|
41
|
+
require(script.Aurora),
|
|
42
|
+
require(script.Phosphor),
|
|
43
|
+
require(script.Blueprint),
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
local byId: { [string]: Theme.Theme } = {}
|
|
47
|
+
for _, theme in ORDER do
|
|
48
|
+
byId[theme.id] = theme
|
|
49
|
+
end
|
|
50
|
+
|
|
51
|
+
local DEFAULT = "lattice"
|
|
52
|
+
local activeId = DEFAULT
|
|
53
|
+
local listeners: { (Theme.Theme) -> () } = {}
|
|
54
|
+
|
|
55
|
+
function Themes.list(): { Theme.Theme }
|
|
56
|
+
return ORDER
|
|
57
|
+
end
|
|
58
|
+
|
|
59
|
+
--[[
|
|
60
|
+
Looks up a preset, falling back to the default rather than erroring.
|
|
61
|
+
|
|
62
|
+
The id can come from a saved setting written by an older or newer build, so
|
|
63
|
+
an unknown one is expected rather than exceptional -- and a console that
|
|
64
|
+
refuses to start because a theme was renamed would be a bad trade for a
|
|
65
|
+
cosmetic feature.
|
|
66
|
+
]]
|
|
67
|
+
function Themes.get(id: string?): Theme.Theme
|
|
68
|
+
if id ~= nil then
|
|
69
|
+
local found = byId[id]
|
|
70
|
+
if found ~= nil then
|
|
71
|
+
return found
|
|
72
|
+
end
|
|
73
|
+
end
|
|
74
|
+
return byId[DEFAULT]
|
|
75
|
+
end
|
|
76
|
+
|
|
77
|
+
function Themes.active(): Theme.Theme
|
|
78
|
+
return Themes.get(activeId)
|
|
79
|
+
end
|
|
80
|
+
|
|
81
|
+
function Themes.palette(): Theme.Palette
|
|
82
|
+
return Themes.active().palette
|
|
83
|
+
end
|
|
84
|
+
|
|
85
|
+
function Themes.activeId(): string
|
|
86
|
+
return activeId
|
|
87
|
+
end
|
|
88
|
+
|
|
89
|
+
--[[
|
|
90
|
+
Switches presets and tells everyone who cares.
|
|
91
|
+
|
|
92
|
+
Returns whether anything changed, so a caller re-selecting the current theme
|
|
93
|
+
does not pay for a full remount and a repaint of the log.
|
|
94
|
+
]]
|
|
95
|
+
function Themes.use(id: string): boolean
|
|
96
|
+
local theme = Themes.get(id)
|
|
97
|
+
if theme.id == activeId then
|
|
98
|
+
return false
|
|
99
|
+
end
|
|
100
|
+
activeId = theme.id
|
|
101
|
+
for _, listener in listeners do
|
|
102
|
+
listener(theme)
|
|
103
|
+
end
|
|
104
|
+
return true
|
|
105
|
+
end
|
|
106
|
+
|
|
107
|
+
--[[
|
|
108
|
+
Registers a listener. There is no unsubscribe: every listener here lives as
|
|
109
|
+
long as the plugin does, and an unsubscribe nobody calls is a function that
|
|
110
|
+
rots rather than one that helps.
|
|
111
|
+
]]
|
|
112
|
+
function Themes.onChanged(listener: (Theme.Theme) -> ())
|
|
113
|
+
table.insert(listeners, listener)
|
|
114
|
+
end
|
|
115
|
+
|
|
116
|
+
return Themes
|