Open 7kayoh opened 4 months ago
Stumbled on this repo last week, it looks really promising! This library would help me creating in-game debug UIs, custom moderation workflows, basically anything back-end related without sacrificing too much resources (or having bad UX).
To support these use cases, it would be helpful if Lydie had components like Typography (Title, Subtitle, Label) and Cards.
e.g:
Are components like these planned with your new design language?
Typography classes will be planned, but I need to think how they should be implemented nicely, in a style like markup languages
Some progress to Lydie V1.0 (the version supporting Fusion V0.3) is being made, this will be a 100% redo because I find the current code structure a little bit horrifying to look at. This means everything in 0.1 won't work with 1.0.
Changes so far:
Controls
and Views
, we are renaming the categories and creating a few new ones: Containment
, Navigation
, Inputs
, Feedback
, Images
, Pickers
. This makes components more organized and actually reflects the name of the category they are in.Fusion.Value
) instead.Proposals:
[Lydie.Directive "Tooltip"] = scope:State("Tip!")
.Scope for theme Right now, theming is handled by a module, this is totally fine but creating a new theme would mean the developer need to fork Lydie and add their own theme file, sorta. We honestly do not want that to happen because developers will have to spend some extra time syncing their Lydie fork to the new version while keeping their changes. In V1, it would be nice to have the current theming system deprecated in favor of a Scope-based theme provider. For instance:
local scope; scope = Fusion.scoped(Fusion, Lydie, {
Theme = scope:State({
Value = "MyCustomTheme",
Colors = { ... },
Variables = { ... },
})
})
Button(scope, { ... })
This is somewhat similar to the ThemeProvider in Vuetify, except this will be handled by the scope and not Lydie itself. Developers can create custom themes by adding a dictionary member to the Colors/Variables dictionary, i.e. MyCustomTheme = { ... } -- color goes here
.
- Directives We want to create some sort of directive implementation in Lydie, so it will make things more easier to deal with, especially adding tooltip to buttons. It could be done using a key like
[Lydie.Directive "Tooltip"] = scope:State("Tip!")
.
Changed how directives work by a bit, instead of calling Lydie.Directive
with the directive name, we are letting users to index a metatable under Lydie.Directives
, which will give a SpecialKey (Directive) containing the directive function in return.
local Directives = Lydie.Directives
local TooltipDirective = Directives.Tooltip
New "TextLabel" {
[TooltipDirective] = "Hello world!",
}
The purpose behind open sourcing Lydie is to provide developers with a comprehensive set of components, thus eliminating the need to expend time reinventing the wheel for trivial tasks, such as creating small plugins.
Lydie is outdated in terms of supporting new Fusion versions and leveraging the latest UI enhancements from Roblox. To ensure its relevance in the future, some actions must be taken to refresh Lydie, rendering it at least future-proof for the next several years. This could entail either extending the existing codebase or developing a new iteration with a similar architecture, ensuring a smooth transition for existing users. Notably, Lydie was developed prior to the introduction of Automatic Sizing, resulting in many components, particularly the button class, necessitating manual resizing to accommodate text strings. While not a significant issue, this inconvenience can accumulate over time, contradicting Lydie's objective of facilitating rapid UI development.
Here are my plans for the next version of Lydie.
While additional enhancements may be needed for the next Lydie iteration, the aforementioned represent the primary goals right now. Due to university and jobs, this will be carried out only after university break hopefully. Feedback and suggestions on these proposed initiatives are welcomed for further refinement.