TLDR; local DatGUI = require(game.ReplicatedStorage:WaitForChild("dat.GUI"))
local obj = {
Name = "Alex Rodin",
Num = 1,
Winner = true
}
local gui = DatGUI.new()
gui.add(obj, 'Name')
gui.add(obj, 'Num', 1, 50).step(1)
gui.add(obj, 'Winner') You can do the installation directly from Roblox Studio, through the Toolbox search for dat.GUI, this is the minified version of the engine (//www.roblox.com/library/5802329341/dat-GUI). If you want to work with the original source code (for debugging or working on improvements), access the repository at //github.com/nidorx/roblox-dat-gui Allows you to easily manipulate variables and fire functions on the fly, inspired by the venerable dat-gui. dat.GUI magically generates a graphical user interface (sliders, color selector, etc) for each of your variables. dat.gui's niche is in listening to and controlling data such that it can be visualized into charts or other graphics. Creating a new DAT.GUI instance provides a new sliding pane for which to add controls to: In your script, import the dat.GUI and instantiate it local DatGUI = require(game.ReplicatedStorage:WaitForChild("dat.GUI"))
-- Create an instance, which also creates a UI pane
local gui = DatGUI.new();Links
Installation
Roblox dat.GUI
Use cases
How to use
Color3, Color3Value
local color3Value = Instance.new('Color3Value') local Color3Object = { Color3 = Color3.fromRGB(255, 0, 255), Color3Value = color3Value } gui.add(Color3Object, 'Color3').listen().onChange(function(value) assert(Color3Object.Color3.R == value.R) assert(Color3Object.Color3.G == value.G) assert(Color3Object.Color3.B == value.B) end) gui.add(Color3Object, 'Color3Value').listen().onChange(function(value) assert(Color3Object.Color3Value.Value.R == value.R) assert(Color3Object.Color3Value.Value.G == value.G) assert(Color3Object.Color3Value.Value.B == value.B) end)
Boolean, BoolValue
local boolValue = Instance.new('BoolValue') local BooleansObject = { Bool = true, BoolValue = boolValue } gui.add(BooleansObject, 'Bool').listen().onChange(function(value) assert(BooleansObject.Bool == value) end) gui.add(BooleansObject, 'BoolValue').listen().onChange(function(value) assert(BooleansObject.BoolValue.Value == value) end)
Number, NumberValue
Note: with a number slider available depending on options passed to it
local numberValue = Instance.new('NumberValue') local NumbersObject = { Number = 25, NumberSlider = 0.5, NumberDouble = 33, NumberValue = numberValue, NumberValueSlider = numberValue } gui.add(NumbersObject, 'Number').step(1).listen().onChange(function(value) assert(NumbersObject.Number == value) end) gui.add(NumbersObject, 'NumberSlider', 0, 1).listen().onChange(function(value) assert(NumbersObject.NumberSlider == value) end) gui.add(NumbersObject, 'NumberDouble').step(0.001).listen().onChange(function(value) assert(NumbersObject.NumberDouble == value) end) gui.add(NumbersObject, 'NumberValue').listen().onChange(function(value) assert(NumbersObject.NumberValue.Value == value) end) gui.add(NumbersObject, 'NumberValueSlider', 0, 100).listen().onChange(function(value) assert(NumbersObject.NumberValueSlider.Value == value) end)
String, StringValue
Note: with Multiline option
local stringValue = Instance.new('StringValue') local StringsObject = { String = 'Lorem ipsum dolor', StringValue = stringValue, StringMultiline = 'Lorem ipsum dolor \nLorem ipsum dolor ' } gui.add(StringsObject, 'String').listen().onChange(function(value) assert(StringsObject.String == value) end) gui.add(StringsObject, 'StringValue').listen().onChange(function(value) assert(StringsObject.StringValue.Value == value) end) gui.add(StringsObject, 'StringMultiline', true).listen().onChange(function(value) assert(StringsObject.StringMultiline == value) end)
Options = Enum, EnumItem, Array (Strings), Object (Key => Value string)
local OptionsObject = { OptionsEnum = 2, OptionsEnumItem = Enum.ScaleType.Slice, OptionsArray = 1, OptionsObject = 'THREE', } gui.add(OptionsObject, 'OptionsEnum', Enum.ScaleType).listen().onChange(function(value, text) assert(OptionsObject.OptionsEnum == value) end) gui.add(OptionsObject, 'OptionsEnumItem').listen().onChange(function(value, text) assert(OptionsObject.OptionsEnumItem == value) end) gui.add(OptionsObject, 'OptionsArray', {'One', 'Two', 'Three'}).listen().onChange(function(value, text) assert(OptionsObject.OptionsArray == value) end) gui.add(OptionsObject, 'OptionsObject', { ONE = 'One', TWO = 'Two', THREE = 'Three' }).listen().onChange(function(value, text) assert(OptionsObject.OptionsObject == value) end)
Vector3, Vector3Value
Note: with a number slider available depending on options passed to it
local vector3Value = Instance.new('Vector3Value') local Vector3Object = { Vector3 = Vector3.new(10, 11, 12), Vector3Slider = Vector3.new(10, 11, 12), Vector3Value = vector3Value } gui.add(Vector3Object, 'Vector3').step(1).listen().onChange(function(value) assert(Vector3Object.Vector3:FuzzyEq(value)) end) gui.add(Vector3Object, 'Vector3Slider', 0, 100).listen().onChange(function(value) assert(Vector3Object.Vector3Slider:FuzzyEq(value)) end) gui.add(Vector3Object, 'Vector3Value', 0, 100).listen().onChange(function(value) assert(Vector3Object.Vector3Value.Value:FuzzyEq(value)) end)
Function, removeChild and changeName
local toggleVec3Controller local Vector3Object = { ToggleVector3Slider = function() if vec3Controller ~= nil then guiVector3.removeChild(vec3Controller) vec3Controller = nil toggleVec3Controller.name('AddVector3Slider') else vec3Controller = guiVector3.add(Vector3Object, 'Vector3Slider', 0, 100).listen().onChange(function(value) assert(Vector3Object.Vector3Slider:FuzzyEq(value)) end) toggleVec3Controller.name('RemoveVector3Slider') end end } toggleVec3Controller = gui.add(Vector3Object, 'ToggleVector3Slider')
More...
- gui.addCustom(name, {Frame, Color, OnRemove, Height})
- controller.help (text)
- gui.addLogo(assetId, height)
- pin folders
- move (stick when being moved)
- resize
- close
- actions
API
Folder (GUI)
- DatGUI.new(params)
- gui.addFolder(name: string, params)
- Creates a new GUI/subfolder instance
- params.name The name of this GUI
- params.parent The parent GUI
- params.width The initial width of the GUI
- {number} (optional default=250)
- params.closeable If true, this GUI can be permanently closed. (Only applicable if parent == nil)
- {bool} (optional default=false)
- params.fixed If true, this folder cannot be unpinned from the parent. (Only applicable if parent ~= nil)
- {bool} (optional default=true)
- params.closed If true, starts closed
- {bool} (optional default=false)
- gui.add(object, property: string, ...arguments) :Controller
- Adds a new Controller to the GUI. The type of controller created is inferred from the initial value of object[property].
- gui.addLogo(assetId: string, height: number) :Controller
- Add a control that displays an image.
- gui.addCustom(name: string, config: number) :Controller
- Allows creation of custom controllers
- config.frame The content that will be presented in the controller
- config.height the height of the content
- config.color The color of the controller's side edge
- config.onRemove Invoked when controller is destroyed
- config.methods Allows you to add custom methods that can be invoked by the controller instance
- {{ [key:String] => function }} (optional)
- gui.name(name: string)
- gui.open()
- gui.close()
- gui.remove()
- Removes the GUI and unbinds all event listeners
- gui.removeChild(child: GUI|Controller)
- Removes the given controller/folder from the GUI
- gui.resize(width: number, height: number)
- Allows to resize the gui. Only applicable when parent=nil or is unpinned from parent
- gui.move(hor, vert)
- Updates the position of the instance. Only applicable when parent=nil or is unpinned from parent
- hor If negative, consider the position from the right edge of the screen
- {number|"left"|"right"|"center"}
- vert If negative, consider the position from the bottom edge of the screen
- {number|"top"|"bottom"|"center"}
- gui.action(config)
- Add an action button on the right side of the header
- config.icon Roblox image asset url (Ex. "rbxassetid://7229830060")
- config.title Add a HINT on the icon
- config.color
- config.colorHover
- config.onHover
- {function(isHover: bool)} (optional)
- config.onClick
- @return
- { {frame:Frame, remove:function()} }
- gui.onRemove(callback: function) :RBXScriptConnection
- allows to be informed when the gui is removed
- Gui Fields
- gui.Panel {Panel}
- gui.Content {Frame = panel.Content}
Controller
- controller.name(name: string) :Controller
- Sets the name/label of the controller
- controller.label(visible: bool) :Controller
- controller.help(text: string) :Controller
- Add a help box when the cursor is positioned over the controller
- controller.readonly(value: bool) :Controller
- Disable editing of values by the controller
- controller.onChange(callback: function) :Controller
- Listening to Value Changes
- controller.getValue() :value
- controller.setValue(value) :Controller
- controller.listen() :Controller
- Sets controller to listen for changes on its underlying object.
- controller.remove()
- Removes the controller from its parent GUI and unbinds all event listeners
- controller.onRemove(callback: function) :RBXScriptConnection
- allows to be informed when the controller is removed
- Controller Fields
- controller.frame {Frame}
- controller.height {number}
Lib
Dat.GUI exposes the various components used internally. For usage details see source code
DatGUI.Lib = { Panel = Panel, Popover = Popover, Scrollbar = Scrollbar, GUIUtils = GUIUtils, GuiEvents = GuiEvents, Constants = Constants }
DatGUI.Lib.Panel
The basic structure of the GUI. Can be used to create custom dashboards outside of the DAT.GUI framework
- Panel.new() :Panel
- panel.attachTo(parent: Frame, isFixed: bool)
- Add this panel to another element. When doing this, the panel loses some features like scrollbar, resizing and moving
- isFixed When true, no longer allow unpin this panel
- panel.detach(closeable: bool)
- Unpin this panel from the parent element
- closeable When true, display panel close button, if false, display panel atach button
- panel.resize(width: number, height: number)
- Allows you to resize the panel only if it is detached
- panel.move(hor, vert)
- Allows the panel to be moved (only when it is not fixed)
- hor If negative, consider the position from the right edge of the screen
- {number|"left"|"right"|"center"}
- vert If negative, consider the position from the bottom edge of the screen
- {number|"top"|"bottom"|"center"}
- panel.addAction(config)
- Add an action button on the right side of the header
- config.icon Roblox image asset url (Ex. "rbxassetid://7229830060")
- config.title Add a HINT on the icon
- config.color
- config.colorHover
- config.onHover
- {function(isHover: bool)} (optional)
- config.onClick
- @return
- { {frame:Frame, remove:function()} }
- panel.onDestroy(callback: function) :RBXScriptConnection
- Add a callback to be executed when this panel is destroyed
- panel.destroy()
- destroy this instance and unbinds all event listeners
- panel.updateContentSize()
- Force update of content size information. Informs parents about the content update and triggers the scrollbar update
- Panel Fields
- panel.Frame {Frame}
- panel.Content {Frame}
- panel.Header {Frame}
- panel.Closed {BoolValue}
- panel.Label {StringValue}
DatGUI.Lib.Popover
Popover is a tooltip-like component that allows displaying content above other screen elements. Internally used in ColorController and OptionController. There are 4 popover placement options ("left"|"top"|"bottom"|"right")
- Popover.new(reference, size, position, offset)
- Instantiate a new popover
- reference GUI object used for popover positioning reference
- size Popover dimensions
- position Preferred popover position.
- {"left"|"top"|"bottom"|"right"} (optional default=top)
- offset Allows you to add a margin between the reference object and the popover
- {number} (optional default=0)
- popover.resize(size: Vector2)
- popover.show(chevron: bool, chevronColor: Color3)
- popover.hide()
- popover.destroy()
- Popover Fields
DatGUI.Lib.GuiEvents
Utility methods to facilitate interaction with interface events on elements
- GuiEvents.onEnter(element :GUIObject|"*", callback :function(isEnter:bool)) :CancelFunction
- Fired whenever the mouse is over the element (or when it starts a touch event)
- GuiEvents.onHover(element :GUIObject|"*", callback :function(isHover:bool)) :CancelFunction
- Fired when the mouse is over the element and this is the element with the highest Z-index
- GuiEvents.onDown(element :GUIObject|"*", callback :function()) :CancelFunction
- Fired when the mouse key is pressed over element and this is the element with the highest Z-index
- GuiEvents.onUp(element :GUIObject|"*", callback :function()) :CancelFunction
- Fired when the mouse is released over element and this is the element with the highest Z-index
- GuiEvents.onClick(element :GUIObject|"*", callback :function()) :CancelFunction
- The click event is sent to an element when the mouse pointer is over the element, and the mouse button is pressed and released.
- GuiEvents.onMove(element :GUIObject|"*", callback :function(position:Vector2)) :CancelFunction
- Occurs when the mouse is moving over an element
- GuiEvents.onDrag(element :GUIObject|"*", callback) :CancelFunction
- Allows dragging elements
- callback {function(event, startPos:Vector2, position:Vector2, delta:Vector2)}
- event:"start"|"drag"|"end"
- GuiEvents.onScroll(element :GUIObject|"*", callback :function(z:number)) :CancelFunction
- Allows you to watch the mouse scroll over elements
DatGUI.Lib.Scrollbar
DatGUI.Lib.GUIUtils
DatGUI.Lib.Constants
Building your own dat.GUI
To edit
- Make sure Rojo 0.5.x or later is installed
- Clone this repository to your computer
- Set the location to this repo's root directory and run this command in CMD/PowerShell/Cmder:
- Create a new project on Roblox Studio and install Rojo Plugin, then, connect
- Edit sources with Visual Studio Code, all changes will replicated automaticaly to Roblox Studio
To build
In the terminal, enter the following:
npm install npm run build
Feedback, Requests and Roadmap
Please use GitHub issues for feedback, questions or comments.
If you have specific feature requests or would like to vote on what others are recommending, please go to the GitHub issues section as well. I would love to see what you are thinking.
Contributing
You can contribute in many ways to this project.
Translating and documenting
I'm not a native speaker of the English language, so you may have noticed a lot of grammar errors in this documentation.
You can FORK this project and suggest improvements to this document (//github.com/nidorx/roblox-dat-gui/edit/master/README.md).
If you find it more convenient, report a issue with the details on GitHub issues.
Reporting Issues
If you have encountered a problem with this component please file a defect on GitHub issues.
Describe as much detail as possible to get the problem reproduced and eventually corrected.
Fixing defects and adding improvements
License
This code is distributed under the terms and conditions of the MIT license.
Developed on JetBrains Intellij
Page 2
TLDR; local DatGUI = require(game.ReplicatedStorage:WaitForChild("dat.GUI"))
local obj = {
Name = "Alex Rodin",
Num = 1,
Winner = true
}
local gui = DatGUI.new()
gui.add(obj, 'Name')
gui.add(obj, 'Num', 1, 50).step(1)
gui.add(obj, 'Winner') You can do the installation directly from Roblox Studio, through the Toolbox search for dat.GUI, this is the minified version of the engine (//www.roblox.com/library/5802329341/dat-GUI). If you want to work with the original source code (for debugging or working on improvements), access the repository at //github.com/nidorx/roblox-dat-gui Allows you to easily manipulate variables and fire functions on the fly, inspired by the venerable dat-gui. dat.GUI magically generates a graphical user interface (sliders, color selector, etc) for each of your variables. dat.gui's niche is in listening to and controlling data such that it can be visualized into charts or other graphics. Creating a new DAT.GUI instance provides a new sliding pane for which to add controls to: In your script, import the dat.GUI and instantiate it local DatGUI = require(game.ReplicatedStorage:WaitForChild("dat.GUI"))
-- Create an instance, which also creates a UI pane
local gui = DatGUI.new();Links
Installation
Roblox dat.GUI
Use cases
How to use
Color3, Color3Value
local color3Value = Instance.new('Color3Value') local Color3Object = { Color3 = Color3.fromRGB(255, 0, 255), Color3Value = color3Value } gui.add(Color3Object, 'Color3').listen().onChange(function(value) assert(Color3Object.Color3.R == value.R) assert(Color3Object.Color3.G == value.G) assert(Color3Object.Color3.B == value.B) end) gui.add(Color3Object, 'Color3Value').listen().onChange(function(value) assert(Color3Object.Color3Value.Value.R == value.R) assert(Color3Object.Color3Value.Value.G == value.G) assert(Color3Object.Color3Value.Value.B == value.B) end)
Boolean, BoolValue
local boolValue = Instance.new('BoolValue') local BooleansObject = { Bool = true, BoolValue = boolValue } gui.add(BooleansObject, 'Bool').listen().onChange(function(value) assert(BooleansObject.Bool == value) end) gui.add(BooleansObject, 'BoolValue').listen().onChange(function(value) assert(BooleansObject.BoolValue.Value == value) end)
Number, NumberValue
Note: with a number slider available depending on options passed to it
local numberValue = Instance.new('NumberValue') local NumbersObject = { Number = 25, NumberSlider = 0.5, NumberDouble = 33, NumberValue = numberValue, NumberValueSlider = numberValue } gui.add(NumbersObject, 'Number').step(1).listen().onChange(function(value) assert(NumbersObject.Number == value) end) gui.add(NumbersObject, 'NumberSlider', 0, 1).listen().onChange(function(value) assert(NumbersObject.NumberSlider == value) end) gui.add(NumbersObject, 'NumberDouble').step(0.001).listen().onChange(function(value) assert(NumbersObject.NumberDouble == value) end) gui.add(NumbersObject, 'NumberValue').listen().onChange(function(value) assert(NumbersObject.NumberValue.Value == value) end) gui.add(NumbersObject, 'NumberValueSlider', 0, 100).listen().onChange(function(value) assert(NumbersObject.NumberValueSlider.Value == value) end)
String, StringValue
Note: with Multiline option
local stringValue = Instance.new('StringValue') local StringsObject = { String = 'Lorem ipsum dolor', StringValue = stringValue, StringMultiline = 'Lorem ipsum dolor \nLorem ipsum dolor ' } gui.add(StringsObject, 'String').listen().onChange(function(value) assert(StringsObject.String == value) end) gui.add(StringsObject, 'StringValue').listen().onChange(function(value) assert(StringsObject.StringValue.Value == value) end) gui.add(StringsObject, 'StringMultiline', true).listen().onChange(function(value) assert(StringsObject.StringMultiline == value) end)
Options = Enum, EnumItem, Array (Strings), Object (Key => Value string)
local OptionsObject = { OptionsEnum = 2, OptionsEnumItem = Enum.ScaleType.Slice, OptionsArray = 1, OptionsObject = 'THREE', } gui.add(OptionsObject, 'OptionsEnum', Enum.ScaleType).listen().onChange(function(value, text) assert(OptionsObject.OptionsEnum == value) end) gui.add(OptionsObject, 'OptionsEnumItem').listen().onChange(function(value, text) assert(OptionsObject.OptionsEnumItem == value) end) gui.add(OptionsObject, 'OptionsArray', {'One', 'Two', 'Three'}).listen().onChange(function(value, text) assert(OptionsObject.OptionsArray == value) end) gui.add(OptionsObject, 'OptionsObject', { ONE = 'One', TWO = 'Two', THREE = 'Three' }).listen().onChange(function(value, text) assert(OptionsObject.OptionsObject == value) end)
Vector3, Vector3Value
Note: with a number slider available depending on options passed to it
local vector3Value = Instance.new('Vector3Value') local Vector3Object = { Vector3 = Vector3.new(10, 11, 12), Vector3Slider = Vector3.new(10, 11, 12), Vector3Value = vector3Value } gui.add(Vector3Object, 'Vector3').step(1).listen().onChange(function(value) assert(Vector3Object.Vector3:FuzzyEq(value)) end) gui.add(Vector3Object, 'Vector3Slider', 0, 100).listen().onChange(function(value) assert(Vector3Object.Vector3Slider:FuzzyEq(value)) end) gui.add(Vector3Object, 'Vector3Value', 0, 100).listen().onChange(function(value) assert(Vector3Object.Vector3Value.Value:FuzzyEq(value)) end)
Function, removeChild and changeName
local toggleVec3Controller local Vector3Object = { ToggleVector3Slider = function() if vec3Controller ~= nil then guiVector3.removeChild(vec3Controller) vec3Controller = nil toggleVec3Controller.name('AddVector3Slider') else vec3Controller = guiVector3.add(Vector3Object, 'Vector3Slider', 0, 100).listen().onChange(function(value) assert(Vector3Object.Vector3Slider:FuzzyEq(value)) end) toggleVec3Controller.name('RemoveVector3Slider') end end } toggleVec3Controller = gui.add(Vector3Object, 'ToggleVector3Slider')
More...
- gui.addCustom(name, {Frame, Color, OnRemove, Height})
- controller.help (text)
- gui.addLogo(assetId, height)
- pin folders
- move (stick when being moved)
- resize
- close
- actions
API
Folder (GUI)
- DatGUI.new(params)
- gui.addFolder(name: string, params)
- Creates a new GUI/subfolder instance
- params.name The name of this GUI
- params.parent The parent GUI
- params.width The initial width of the GUI
- {number} (optional default=250)
- params.closeable If true, this GUI can be permanently closed. (Only applicable if parent == nil)
- {bool} (optional default=false)
- params.fixed If true, this folder cannot be unpinned from the parent. (Only applicable if parent ~= nil)
- {bool} (optional default=true)
- params.closed If true, starts closed
- {bool} (optional default=false)
- gui.add(object, property: string, ...arguments) :Controller
- Adds a new Controller to the GUI. The type of controller created is inferred from the initial value of object[property].
- gui.addLogo(assetId: string, height: number) :Controller
- Add a control that displays an image.
- gui.addCustom(name: string, config: number) :Controller
- Allows creation of custom controllers
- config.frame The content that will be presented in the controller
- config.height the height of the content
- config.color The color of the controller's side edge
- config.onRemove Invoked when controller is destroyed
- config.methods Allows you to add custom methods that can be invoked by the controller instance
- {{ [key:String] => function }} (optional)
- gui.name(name: string)
- gui.open()
- gui.close()
- gui.remove()
- Removes the GUI and unbinds all event listeners
- gui.removeChild(child: GUI|Controller)
- Removes the given controller/folder from the GUI
- gui.resize(width: number, height: number)
- Allows to resize the gui. Only applicable when parent=nil or is unpinned from parent
- gui.move(hor, vert)
- Updates the position of the instance. Only applicable when parent=nil or is unpinned from parent
- hor If negative, consider the position from the right edge of the screen
- {number|"left"|"right"|"center"}
- vert If negative, consider the position from the bottom edge of the screen
- {number|"top"|"bottom"|"center"}
- gui.action(config)
- Add an action button on the right side of the header
- config.icon Roblox image asset url (Ex. "rbxassetid://7229830060")
- config.title Add a HINT on the icon
- config.color
- config.colorHover
- config.onHover
- {function(isHover: bool)} (optional)
- config.onClick
- @return
- { {frame:Frame, remove:function()} }
- gui.onRemove(callback: function) :RBXScriptConnection
- allows to be informed when the gui is removed
- Gui Fields
- gui.Panel {Panel}
- gui.Content {Frame = panel.Content}
Controller
- controller.name(name: string) :Controller
- Sets the name/label of the controller
- controller.label(visible: bool) :Controller
- controller.help(text: string) :Controller
- Add a help box when the cursor is positioned over the controller
- controller.readonly(value: bool) :Controller
- Disable editing of values by the controller
- controller.onChange(callback: function) :Controller
- Listening to Value Changes
- controller.getValue() :value
- controller.setValue(value) :Controller
- controller.listen() :Controller
- Sets controller to listen for changes on its underlying object.
- controller.remove()
- Removes the controller from its parent GUI and unbinds all event listeners
- controller.onRemove(callback: function) :RBXScriptConnection
- allows to be informed when the controller is removed
- Controller Fields
- controller.frame {Frame}
- controller.height {number}
Lib
Dat.GUI exposes the various components used internally. For usage details see source code
DatGUI.Lib = { Panel = Panel, Popover = Popover, Scrollbar = Scrollbar, GUIUtils = GUIUtils, GuiEvents = GuiEvents, Constants = Constants }
DatGUI.Lib.Panel
The basic structure of the GUI. Can be used to create custom dashboards outside of the DAT.GUI framework
- Panel.new() :Panel
- panel.attachTo(parent: Frame, isFixed: bool)
- Add this panel to another element. When doing this, the panel loses some features like scrollbar, resizing and moving
- isFixed When true, no longer allow unpin this panel
- panel.detach(closeable: bool)
- Unpin this panel from the parent element
- closeable When true, display panel close button, if false, display panel atach button
- panel.resize(width: number, height: number)
- Allows you to resize the panel only if it is detached
- panel.move(hor, vert)
- Allows the panel to be moved (only when it is not fixed)
- hor If negative, consider the position from the right edge of the screen
- {number|"left"|"right"|"center"}
- vert If negative, consider the position from the bottom edge of the screen
- {number|"top"|"bottom"|"center"}
- panel.addAction(config)
- Add an action button on the right side of the header
- config.icon Roblox image asset url (Ex. "rbxassetid://7229830060")
- config.title Add a HINT on the icon
- config.color
- config.colorHover
- config.onHover
- {function(isHover: bool)} (optional)
- config.onClick
- @return
- { {frame:Frame, remove:function()} }
- panel.onDestroy(callback: function) :RBXScriptConnection
- Add a callback to be executed when this panel is destroyed
- panel.destroy()
- destroy this instance and unbinds all event listeners
- panel.updateContentSize()
- Force update of content size information. Informs parents about the content update and triggers the scrollbar update
- Panel Fields
- panel.Frame {Frame}
- panel.Content {Frame}
- panel.Header {Frame}
- panel.Closed {BoolValue}
- panel.Label {StringValue}
DatGUI.Lib.Popover
Popover is a tooltip-like component that allows displaying content above other screen elements. Internally used in ColorController and OptionController. There are 4 popover placement options ("left"|"top"|"bottom"|"right")
- Popover.new(reference, size, position, offset)
- Instantiate a new popover
- reference GUI object used for popover positioning reference
- size Popover dimensions
- position Preferred popover position.
- {"left"|"top"|"bottom"|"right"} (optional default=top)
- offset Allows you to add a margin between the reference object and the popover
- {number} (optional default=0)
- popover.resize(size: Vector2)
- popover.show(chevron: bool, chevronColor: Color3)
- popover.hide()
- popover.destroy()
- Popover Fields
DatGUI.Lib.GuiEvents
Utility methods to facilitate interaction with interface events on elements
- GuiEvents.onEnter(element :GUIObject|"*", callback :function(isEnter:bool)) :CancelFunction
- Fired whenever the mouse is over the element (or when it starts a touch event)
- GuiEvents.onHover(element :GUIObject|"*", callback :function(isHover:bool)) :CancelFunction
- Fired when the mouse is over the element and this is the element with the highest Z-index
- GuiEvents.onDown(element :GUIObject|"*", callback :function()) :CancelFunction
- Fired when the mouse key is pressed over element and this is the element with the highest Z-index
- GuiEvents.onUp(element :GUIObject|"*", callback :function()) :CancelFunction
- Fired when the mouse is released over element and this is the element with the highest Z-index
- GuiEvents.onClick(element :GUIObject|"*", callback :function()) :CancelFunction
- The click event is sent to an element when the mouse pointer is over the element, and the mouse button is pressed and released.
- GuiEvents.onMove(element :GUIObject|"*", callback :function(position:Vector2)) :CancelFunction
- Occurs when the mouse is moving over an element
- GuiEvents.onDrag(element :GUIObject|"*", callback) :CancelFunction
- Allows dragging elements
- callback {function(event, startPos:Vector2, position:Vector2, delta:Vector2)}
- event:"start"|"drag"|"end"
- GuiEvents.onScroll(element :GUIObject|"*", callback :function(z:number)) :CancelFunction
- Allows you to watch the mouse scroll over elements
DatGUI.Lib.Scrollbar
DatGUI.Lib.GUIUtils
DatGUI.Lib.Constants
Building your own dat.GUI
To edit
- Make sure Rojo 0.5.x or later is installed
- Clone this repository to your computer
- Set the location to this repo's root directory and run this command in CMD/PowerShell/Cmder:
- Create a new project on Roblox Studio and install Rojo Plugin, then, connect
- Edit sources with Visual Studio Code, all changes will replicated automaticaly to Roblox Studio
To build
In the terminal, enter the following:
npm install npm run build
Feedback, Requests and Roadmap
Please use GitHub issues for feedback, questions or comments.
If you have specific feature requests or would like to vote on what others are recommending, please go to the GitHub issues section as well. I would love to see what you are thinking.
Contributing
You can contribute in many ways to this project.
Translating and documenting
I'm not a native speaker of the English language, so you may have noticed a lot of grammar errors in this documentation.
You can FORK this project and suggest improvements to this document (//github.com/nidorx/roblox-dat-gui/edit/master/README.md).
If you find it more convenient, report a issue with the details on GitHub issues.
Reporting Issues
If you have encountered a problem with this component please file a defect on GitHub issues.
Describe as much detail as possible to get the problem reproduced and eventually corrected.
Fixing defects and adding improvements
License
This code is distributed under the terms and conditions of the MIT license.
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