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ui

Public Luau surface over the `__ui` Internal FFI namespace — the egui-backed UI system's full Luau-facing surface.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

ui Module

Public Luau surface over the __ui Internal FFI namespace — the egui-backed UI system's full Luau-facing surface.

Purpose

Wrap the raw __ui.* FFI namespace in a typed Luau table that gets auto-injected as _G.ui via the prelude. Covers screens, styles, themes, widget introspection, input simulation, scroll / area / layout, per-widget responses, focus, validation, custom-widget builders, and per-widget cross-frame state.

Higher-level Luau libraries (zui, Z.tags, Z.theme, ...) build composable surfaces on top of these primitives.

Usage

-- Register a screen
ui.registerScreen("hud", {
    type = "panel",
    children = {
        { type = "label", props = { text = "Score: 0" }, id = "score" },
    },
})

-- Read responses + drive focus
local r = ui.response("score")
if r and r.clicked then ui.focus("score-input") end

-- Themes + styles
ui.setTheme("dark")
ui.defineStyle("button.primary", { bg = "#3b82f6", padding = 8 })

-- Custom widget kinds
ui.defineWidget("badge", function(props, children)
    return { type = "label", props = { text = "[" .. props.text .. "]" } }
end)

-- Per-widget state (cross-frame, screen-scoped)
ui.widgetStateSet("filterBar", "active", true)
print(ui.widgetState("filterBar", "active"))

Exports

  • Screens: registerScreen, updateScreen, showScreen, hideScreen, unregisterScreen / removeScreen, listScreens, getScreenTree, screen, captureWindow.
  • Styles + themes: defineStyle, defineStyles, useStyles, setTheme, getTheme, listThemes, registerTheme, getToken, getTokens.
  • Widget introspection: getWidgetTypes, getWidgetProps.
  • Input simulation: click, scroll.
  • Background shaders: registerBackgroundShader, setShaderUniforms.
  • Scroll / area / layout: setScrollPosition, getAreaPos, setAreaPos, getLayoutInfo.
  • Dock arrangement: getDockLayout, getPersistentDockLayout, setDockWindowRect.
  • Responses + focus: response, focus, blur, focusedWidget.
  • Validation: lastValidation.
  • Custom widgets + state: defineWidget, unregisterWidget, widgetState, widgetStateSet, widgetStateClear.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

global ui global-types module ui UI system — screens, styles, themes, widget responses, focus, custom-widget builders, per-widget state. Public Luau surface over the `__ui` Internal FFI namespace. require modules/api/engine/ui

resolveTextureSrc(value: any) → any

An `image` widget's `src` and any widget's `style.backgroundImage` name a texture ASSET (by name, path, guid, or `@lib::id`). The renderer only finds a texture once it is materialised (Disk→CPU→GPU) and keyed under `asset:<guid>`; a bare name otherwise falls through to the HTTP image cache and 404s. Resolve + materialise here, at `registerScreen` / `updateScreen` — the single seam EVERY screen tree passes through (raw tables AND builder output) — so the dependency is enforced by the system, not left for the author to wire by hand. A future generic "field → asset" mechanism replaces this one seam.

argtypedescription
valueany

resolveStyleTextures(style: any) → void

The texture references a style table names, resolved and materialised in place. A `backgroundImage` reaches the painter from whichever layer of the cascade declares it, so it is materialised on the same terms from whichever layer states it: a widget's own `style`, a named style stated through `defineStyle` / `defineStyles`, and each style a theme's `styles` map carries all pass through here.

argtypedescription
styleany

resolveTreeTextures(node: any, depth: number) → void

argtypedescription
nodeany
depthnumber

registerScreen(name: string, widgetTree: WidgetTree, layer: number?) → void

Register a named UI screen with a widget tree. Optional `layer` controls z-ordering (higher = on top), in bands: below 0 behind everything, 0-99 ordinary app depth, 100-999 always-on-top chrome, 1000+ menu and popup depth. A screen in a higher band covers one in a lower band whatever their roots are; inside a band a floating `area` or `window` root sits over ordinary content, and a `modal` root sits over the whole stack. Tag-based grouping lives in `Z.tags` (`Z.tags.set(name, { "editor" })` after register). A screen belongs to the component instance whose own code registers it (its hooks and methods, and any closure they create, such as a listener it subscribes): that instance's `onCallback` receives its callbacks, and the screen is unregistered when the instance ends. Code that is not an instance's own (a scene entrypoint, a module, a listener either subscribed) registers a screen no instance owns, which stays until it is unregistered, whichever component's hook ran that code. `topics/ui` has the rule.

argtypedescription
namestringUnique screen identifier.
widgetTreeWidgetTreeRoot widget table.
layernumber?Z-order layer (optional).

examples

ui.registerScreen("hud", tree)

lastRegistration( ) →

The name and layer passed to the most recent `ui.registerScreen` call, recorded synchronously at call time. A host that mounts a nested app reads this immediately after the mount to learn which screen the nested code registered, without intercepting the `ui` table.

updateScreen(name: string, widgetTree: WidgetTree) → void

Replace the widget tree of an already-registered screen.

argtypedescription
namestringScreen identifier to update.
widgetTreeWidgetTreeNew root widget table.

showScreen(name: string) → boolean

Make a registered screen visible, and report whether a screen by that name is registered. The engine applies the show later in the frame; `listScreens` reflects it from the next call onwards.

argtypedescription
namestringScreen identifier to show.

hideScreen(name: string) → boolean

Hide a registered screen, and report whether a screen by that name is registered. The engine applies the hide later in the frame; `listScreens` reflects it from the next call onwards.

argtypedescription
namestringScreen identifier to hide.

setScreenRenderLayer(name: string, mask: number) → void

Set a screen's render-layer membership bitmask. A screen draws into a camera or capture only when this mask intersects the camera's include mask, the same rule geometry follows. Content UI carries the `ui` bit; the editor places its chrome on `EditorUI` so agent captures can drop it, and a screen carrying that bit is part of the window rather than the camera's picture. Stating a mask here fixes the membership: a screen left to itself takes the one the surface it is placed on implies, `EditorUI` for the window and `ui` for the camera's picture. `__renderLayers.bit(name)` answers with a layer's bit INDEX, so a mask sets the bit at that index and `__renderLayers.names(mask)` reads it back as the names it holds. `bit32.lshift(1, __renderLayers.bit(name))` over the layers the screen is on.

argtypedescription
namestringScreen identifier.
masknumberRender-layer membership bitmask — the OR of

examples

ui.setScreenRenderLayer("hud", bit32.lshift(1, __renderLayers.bit("ui")))

setScreenSpace(name: string, space: string) → void

Set which surface a screen is part of. `"camera"` is the picture the viewport camera produces: the screen lays out over the camera's target and is drawn into it, so it sits inside the Scene panel presenting the scene and appears in every capture of the camera — the default for content UI. `"window"` is the window itself, whatever presents the scene — where the editor's chrome lives, and the default for a screen on the `EditorUI` layer. The two are one statement made from either end, so a screen placed on the window takes the `EditorUI` membership unless `setScreenRenderLayer` states another: the window goes on drawing it while a capture that drops the authoring layers, which is what an agent takes by default, leaves it out. Where the scene presents on the window, the two surfaces coincide. A name that is neither raises.

argtypedescription
namestringScreen identifier.
spacestring`"camera"` | `"window"`.

examples

ui.setScreenSpace("agent-banner", "window")

unregisterScreen(name: string) → boolean

Remove a screen from the registry entirely. Unlike `hideScreen`, this deletes the entry so it no longer appears in `listScreens` or render iteration.

argtypedescription
namestringScreen identifier to unregister.

removeScreen(name: string) → boolean

Alias for `ui.unregisterScreen`.

argtypedescription
namestringScreen identifier to remove.

registerCallbackEnv(key: string, env: { [string]: any }) → void

Register an environment table to receive widget-callback broadcasts: its global `onCallback(id, value)` fires for any widget callback not owned by a specific component instance — the same broadcast a component's `onCallback` receives. Keyed by `key`; re-registering the same key replaces the previous env. A component instance is folded into the callback dispatch automatically, so reach for this from a non-component context that hosts a UI surface (a scene entrypoint registering its own screen). Pair with `ui.unregisterCallbackEnv(key)` so the ref is released.

argtypedescription
keystringStable identifier for this registration (re-register replaces).
env{ [string]: any }Environment table whose `onCallback` receives the broadcasts.

unregisterCallbackEnv(key: string) → void

Remove an environment registered with `ui.registerCallbackEnv`. Its `onCallback` stops receiving broadcasts. No-op if `key` isn't registered.

argtypedescription
keystringThe key passed to `ui.registerCallbackEnv`.

listScreens( ) →

List every registered screen with its current visibility, z-order `layer`, `renderLayer` (the render-layer membership mask it draws under: the mask `setScreenRenderLayer` stated, else the one the surface `setScreenSpace` named implies, else the `ui` bit), `editorChrome` (whether the mask `setScreenRenderLayer` stated carries the `EditorUI` bit, which makes the screen the editor's own chrome; a screen placed on the window without stating it is not chrome), whether the screen has a populated root widget tree, and the space it draws in (`"window"` for the editor's UI, `"camera"` for the game's), including the register / show / hide / unregister calls the running script has already made. Sorted by layer ascending, then name.

idCollisions( ) →

Element ids more than one screen recorded, each mapped to the screens that recorded it. An id addresses one element: two screens sharing one leave `ui.getLayoutInfo` and the `gui` element tools answering for whichever painted last, and the `gui` tools refuse such an id. Empty while every id is unique.

examples

for id, screens in ui.idCollisions() do print(id, table.concat(screens, ", ")) end

defineStyle(name: string, style: StyleProps) → void

Define a named style. Style keys follow `<widgetType>.<className>` (e.g. `"label.h1"`, `"button.primary"`) or bare `<className>` to apply across widget types. Widgets reference styles via the `classes` (or `class`) prop.

argtypedescription
namestringStyle name.
styleStylePropsStyle properties table.

defineStyles(styles: { [string]: StyleProps }) → void

Define multiple named styles at once.

argtypedescription
styles{ [string]: StyleProps }Map of style name to style properties.

useStyles(themeName: string) → void

Apply a registered style file's classes additively without changing the active theme.

argtypedescription
themeNamestringName of the registered style / theme asset.

getWidgetTypes( ) →

Get all available widget type names that can be used in widget trees.

getWidgetProps(typeName: string) →

Get the property definitions for a widget type.

argtypedescription
typeNamestringWidget type name.

setTheme(name: string) → void

Switch the active global theme by name.

argtypedescription
namestringTheme name to activate.

getTheme( ) → string

Get the name of the currently active theme.

listThemes( ) →

List all registered theme names.

listFonts( ) →

Every font family a `style.fontFamily` can select. Read from the registry the UI text renderer resolves a family token through, so a family this returns is one a label renders in. `family` and every name in `aliases` are accepted as a `fontFamily`, case-insensitively; `aliases` carries the web-font names, CSS generic families and face names that select the same group. `faces` names the concrete face in each weight/style slot, so a `fontWeight = 700` against a family with no `bold` face gets a synthesised heavy. `more` lists the other faces registered in the family's slots, each drawing the codepoints the slot's face lacks: the installed chunks of an on-demand face (`font.onDemand()` lists them all). `system = true` marks a family taken from the host OS — present on this machine, absent on one without it, and absent on WASM — so a UI that must look the same everywhere picks a family with `system = false`. A `fontFamily` naming nothing in this list is reported as an `unknown-font-family` warning through `ui.lastValidation(screen)` once the screen paints, and the text renders in the default proportional face.

examples

for _, f in ui.listFonts() do print(f.family) end

missingGlyphs( ) →

The characters the UI is showing without a glyph: each appears in text a UI surface (the window, the game view, a camera's UI overlay, a screen drawn into a texture) drew in what it last painted, and no face of the family it was drawn in has a glyph for it, so it shows as the replacement box. Every family falls back glyph by glyph to every face the UI holds, so a character here is one no installed face covers. A character a declared on-demand face covers (`font.onDemand()`) requests that face the frame it is met, and leaves this list once the face is installed and the next frame draws it. character drawn had a glyph.

examples

if #ui.missingGlyphs() > 0 then print(table.concat(ui.missingGlyphs(), " ")) end

registerTheme(name: string, theme: ThemeDefinition) → void

Register a theme from a flat Luau table. Most callers should use `Z.theme.register(name, table)` which runs the cascade for them.

argtypedescription
namestringTheme name to register.
themeThemeDefinitionFlat-resolved theme table.

getToken(name: string) → string

Look up a single design token value from the active theme.

argtypedescription
namestringToken name (without `$` prefix).

getTokens( ) →

Get all design tokens from the active theme as a key-value map.

click(callbackId: string, value: any?) → boolean

Simulate a widget click / interaction by its callback id. The call carries no screen, so an id that names widgets on several screens reaches every component that declared it, once each. The callback id is the one a widget emits: the string its `onClick` / `onChange` / other `on*` prop names, or its element `id` where it leaves that prop unnamed (a button clicked without an `onClick`, a slider changed without an `onChange`). Given the element id of a widget whose interactions emit other ids, it raises an error naming those ids, and clicks nothing. `on*` prop). a string, a boolean, or a table with the fields a structured interaction delivers (a code editor's `{ token, line, col }`, a canvas drag's deltas). none does, and the click then still reaches every `ui.registerCallbackEnv` env and every component and scene entrypoint that receives callbacks no screen claims.

argtypedescription
callbackIdstringCallback id the widget emits (its `onClick` / `onChange` /
valueany?Optional value the callback receives as `data.value`: a number,

scroll(deltaX: number, deltaY: number) → void

Simulate a mouse-wheel scroll event on the UI.

argtypedescription
deltaXnumberHorizontal scroll delta.
deltaYnumberVertical scroll delta.

registerBackgroundShader(shaderHandle: any, width: number?, height: number?) → void

Register a screen-domain `.shader` as a UI background, drawn via the `backgroundShader` style. Takes the shader's asset handle from `asset.resolve`. A shader whose compile failed (`shaderHandle:compileStatus()` reads `failed`), or whose program the compile gate refuses, is not registered: the call raises an error naming the shader and the compiler's message, the one `compileStatus().error` reads. A shader whose `compileStatus()` still reads `pending` raises too: register it once it reads `compiled`.

argtypedescription
shaderHandleanyThe screen `.shader`'s asset handle, from `asset.resolve`.
widthnumber?Render target width (default 1280).
heightnumber?Render target height (default 720).

setShaderUniforms(name: string, uniforms: { [string]: number }) → void

Set uniform values on a registered background shader.

argtypedescription
namestringShader name identifier.
uniforms{ [string]: number }Map of uniform name to number value.

setScrollPosition(widgetId: string, offsetY: number) → void

Set the scroll offset of a scrollArea widget.

argtypedescription
widgetIdstringScroll area widget id.
offsetYnumberVertical scroll offset in pixels.

getAreaPos(id: string) → AreaPos

Read the current pivot position of an `area` widget, including any user drag deltas. Returns `{ x, y }` or nil if the area didn't render this frame.

argtypedescription
idstringArea widget id.

getAreaSize(id: string) → AreaSize

Read the measured size of an `area` widget, including any user resize-grip drags if the area is `resizable`. Returns `{ w, h }` or nil if the area didn't render this frame.

argtypedescription
idstringArea widget id.

getDockLayout(id: string) → string

Read the current serialized layout (split/tab arrangement) of a `dockArea` widget as a JSON string. Returns nil if the dockArea didn't render this frame. Persist the string and pass it back via the dockArea's `layout` prop to restore the arrangement.

argtypedescription
idstringDockArea widget id.

getPersistentDockLayout(id: string) → string

Read a `dockArea`'s arrangement as a JSON string with every tab whose `dockPanel` is `transient` left out — the form to save and restore across sessions. Returns nil if the dockArea didn't render this frame.

argtypedescription
idstringDockArea widget id.

setAreaPos(id: string, x: number, y: number) → void

Programmatically move a movable `area` widget to `(x, y)`. Applied for one frame; subsequent frames let drag tracking take over.

argtypedescription
idstringArea widget id.
xnumberTarget pivot x (screen coords).
ynumberTarget pivot y (screen coords).

setAreaSize(id: string, w: number, h: number) → void

Programmatically set a `resizable` `area`'s size (the user-size override) — for maximize / restore / tile. Persists until the area's declared width/height changes or `ui.resetAreaSize(id)` clears it.

argtypedescription
idstringArea widget id.
wnumberTarget width (screen coords).
hnumberTarget height (screen coords).

resetAreaSize(id: string) → void

Clear a `resizable` `area`'s remembered size (from a grip drag or `ui.setAreaSize`) so its declared — or content — size takes over again.

argtypedescription
idstringArea widget id.

bringAreaToFront(id: string) → void

Raise a movable `area` to the top of the window stacking order — the programmatic equivalent of clicking it. Areas sharing a stacking band order by interaction, so this is the call that brings one forward from code: use it when a taskbar button, focus change, or app launch should raise a window. Moving a screen to a higher `layer` band raises it over the bands below.

argtypedescription
idstringArea widget id.

getLayoutInfo(widgetId: string?) → LayoutInfo

Get layout info (position, size, content bounds) for UI containers. If `widgetId` is given, returns info for that widget only; otherwise returns all.

argtypedescription
widgetIdstring?Optional widget id to query.

screenSize( ) →

The UI coordinate space as `{ width, height }` (logical points). This is the space `area` `pos`, anchors, and `getLayoutInfo` rects use — and it is NOT the pixel size of a `capture` screenshot, which may be downscaled. Use this for absolute `area` positioning (e.g. pinning a menu above a bottom taskbar) instead of guessing the size from a capture image. It follows the size the engine draws at, and `renderer.setViewportSize` changes that size at runtime — which is how a layout written against this is checked at a second shape without rebooting the engine. The pixel size behind these points is `renderer.surfaceSize()` — the whole drawing surface a screen is laid out over, which an editor layout makes larger than the rect `renderer.viewportSize()` draws the scene into — and `ui.pixelRatio()` is the factor between the two spaces.

pixelRatio( ) → number

Physical pixels per logical point — the factor between the logical space `ui.screenSize()` / `getLayoutInfo` rects live in and the physical space `input.mousePosition`, the camera viewport rect and `input.simulateMouse*` coordinates live in. Multiply a layout coordinate by this to aim a simulated pointer at a widget.

safeArea( ) → SafeArea

The part of the screen no system bar, display cutout or on-screen keyboard covers, in the logical points `ui.screenSize()` reports. `top` / `right` / `bottom` / `left` are how far in from each edge the covered band reaches; `x` / `y` / `width` / `height` are the rect they leave; `cutouts` lists each display cutout (a camera hole or a notch) as `{ x, y, width, height }`. Screens lay out inside this rect, so anchors, top-level `%` sizes and a window's default position already keep clear of it; read it to place something by absolute `pos`, or to run a background under the bars while its controls stay inside. `revision` advances every time the area changes (a rotation, the system bars shown or hidden, the keyboard opening, a window resize): compare it with the one you last laid out against. All zero on a desktop window; `ui.simulateSafeArea` lays the UI out as a phone would on any engine.

examples

local safe = ui.safeArea()
ui.setAreaPos("hud", safe.x + 8, safe.y + 8)

simulateSafeArea(area: SafeAreaSpec?) → void

Lay the UI out as if the system covered the screen by `area` (logical points) in place of what the platform states: each inset defaults to 0 and `cutouts` is a list of `{ x, y, width, height }`. Previews a phone's status bar, camera cutout and navigation bar on a desktop or headless engine, and makes a layout test independent of the device it runs on. `ui.safeArea()` reports it from the next frame. Call it with no argument (or `nil`) to return to the platform's own safe area. A negative or non-number inset is refused by name.

argtypedescription
areaSafeAreaSpec?`{ top?, right?, bottom?, left?, cutouts? }` in logical points; nil returns to the platform's safe area.

examples

ui.simulateSafeArea({ top = 40, bottom = 30, cutouts = { { x = 600, y = 0, width = 80, height = 40 } } })
ui.simulateSafeArea()

displayScale( ) → DisplayScale

The physical scale the UI is sized at. `density` is the physical pixels one density-independent point covers on a handheld display (a phone, a tablet, a page in a touch browser): a point of the UI covers at least that many pixels whatever the screen's width or orientation, so text and buttons keep their physical size. It is nil on a desktop window, whose UI is sized by its width alone. `textScale` is the user's text size setting, which multiplies every font size the UI typesets (labels, buttons, inputs, editor chrome; canvas text is drawn at the size it names). `touchTarget` is the smallest target, in points, a touch reaches an interactive widget within: 48 on a handheld display, 0 on a desktop. `pixelRatio` is `ui.pixelRatio()` of the same frame. `ui.simulateDisplayScale` previews a phone's on any engine.

examples

local scale = ui.displayScale()
local buttonHeight = math.max(32, scale.touchTarget)

simulateDisplayScale(scale: DisplayScaleSpec?) → void

Size the UI as a display stating `scale` would, in place of what the platform states. A `density` sizes it as a handheld display of that many physical pixels per point (omit it for a desktop display sized by its width), and `textScale` multiplies every font size the UI typesets (1 when omitted). Previews a phone's UI on a desktop or headless engine, and makes a layout test independent of the device it runs on. `ui.displayScale()`, `ui.screenSize()` and `ui.pixelRatio()` report it from the next frame. Call it with no argument (or `nil`) to return to the platform's own scale. A value that is not a number above 0 and at most 8 is refused by name.

argtypedescription
scaleDisplayScaleSpec?`{ density?, textScale? }`; nil returns to the platform's scale.

examples

ui.simulateDisplayScale({ density = 2.625, textScale = 1.3 })
ui.simulateDisplayScale()

orientation( ) → OrientationReading

The orientation the display presents the app in, and the lock it is held to. `current` is `"landscape"` (wider than tall) or `"portrait"`: the shape of the window the app presents in. `lock` is what `ui.lockOrientation` last asked, `"any"` when the display follows the device. `enforced` is whether the platform holds the display to it: Android always does, a browser does once it grants the Screen Orientation lock, and a desktop window never does, presenting in the shape it is given; `reason` names why when it does not. `rotation` is the display's rotation from its natural orientation in degrees (0, 90, 180, 270) where the platform states one, and nil on a desktop window. `revision` advances every time any of these changes; `ui.onOrientationChange` calls back on each change.

examples

if ui.orientation().current == "portrait" then layoutForTallScreen() end

lockOrientation(lock: OrientationLock) → void

Hold the display to the orientations `lock` allows: `"landscape"` (both landscape directions, so turning the device over turns the app with it), `"portrait"` (both portrait directions) or `"any"` (the display follows the device). A world states the orientation it plays in as `world.orientation`, which the engine locks to in play mode and releases in edit mode, so the editor follows the device; call this to change it while the world runs. Android turns the app at once, a browser grants the lock only to a page in fullscreen in most cases (the page asks again each time it enters fullscreen), and a desktop window presents in the shape it is given. `ui.orientation()` reports the lock and whether the platform holds it from the next frame. Any other value is refused by name.

argtypedescription
lockOrientationLock`"any"`, `"landscape"` or `"portrait"`.

examples

ui.lockOrientation("portrait")
ui.lockOrientation("any")

onOrientationChange(callback: (reading: OrientationReading) →

Call `callback` with the new reading every time `ui.orientation()` changes: the display turns between landscape and portrait or to another rotation, the lock changes, or the platform starts or stops holding it. Each listener is watched by a task of the context that registered it, so a listener a component registered ends when that component is removed, and every other listener goes on hearing changes.

argtypedescription
callback(reading: OrientationReadingReceives the reading, as `ui.orientation()` returns it.

examples

local off = ui.onOrientationChange(function(o) print(o.current, o.rotation) end)

response(widgetId: string) → WidgetResponse

Per-widget interaction snapshot for the most recent frame. Returns `{ clicked, hovered, focused, changed, value }` where `clicked` / `changed` mark transitions and `hovered` / `focused` mark current state.

argtypedescription
widgetIdstringThe widget id (NOT the onClick / onChange callback id).

focus(widgetId: string) → void

Programmatically request keyboard focus on a widget. Queued as a one-shot; the next render of the matching widget calls `response.request_focus()`.

argtypedescription
widgetIdstringWidget id to focus.

blur( ) → void

Surrender keyboard focus from whichever widget currently holds it, in the editor's UI and the game's alike.

copyText(text: string) → void

Put `text` on the host clipboard — the operating system's clipboard on a native build, the browser's in a web build. What a "Copy path" or "Copy reference" action calls.

argtypedescription
textstringThe text to copy.

examples

ui.copyText("/zero/source/scenes/main.scene")

focusedWidget( ) →

Return the widget id of whichever widget currently holds keyboard focus, or nil, and the space it draws in: `"window"` for the editor's UI around the game view, `"camera"` for the game's own UI in the game view. Snapshotted post-render each frame.

examples

local id, space = ui.focusedWidget()

dragState( ) →

The in-flight drag-and-drop payload while a `dragPayload` widget is being dragged, else nil. `x`/`y` are the pointer's position in the logical space `ui.getLayoutInfo` rects live in, so the reading resolves directly against widget rects. `label` is the text the drag ghost beside the pointer reads (`dragLabel`, else the source's `text`; nil for an outline ghost), and `ghost` whether the engine draws one (`dragGhost`) — a capture never shows the ghost, so this is how a drag's name-at-cursor is checked. Poll during a drag to drive live feedback; the drop itself still lands through the target's `onDrop`. Snapshotted each frame.

getScreenTree(screenName: string) → WidgetTree

Return the last widget tree table passed to `registerScreen` / `updateScreen` for `screenName`.

argtypedescription
screenNamestringScreen name to query.

lastValidation(screenName: string?) → any

Validation diagnostics produced at the most recent `registerScreen` / `updateScreen`, plus what the render stage found while painting — `unknown-font-family` reports a `style.fontFamily` that named no registered font family, once per family per screen, `wrap-label-no-width` reports a label with `props.wrap` whose box came out narrower than its own longest word, once per label per screen, and `svg-not-as-declared` reports an `svg` widget whose document declared something the picture does not hold — a `<text>` whose `font-family` selected no registered family, a `<text>` the picture holds no glyph of, or a shape whose `url(#id)` paint resolved to nothing — once per finding per widget per screen. With no args `{ [screen] = entry }` map; with a name returns that screen's entry or nil. Validation gated by world setting `ui.validation` = `"off" | "warn" | "strict"` (default `"warn"`).

argtypedescription
screenNamestring?Optional screen name.

screen(name: string) →

Get a screen proxy with methods like `setResolution` and `rasterize`.

argtypedescription
namestringScreen name.

captureWindow(screen: string, window: string, opts: CaptureOpts?) → CaptureResult

Render a single Window widget to its own offscreen texture and write the result as PNG at `/runtime/render_surfaces/<rtHandle>.png`. The screen does NOT need to be visible. Returns `{ rtHandle, texturePath }` or nil on invalid inputs (width/height clamped to `[1, 8192]`, defaults 600x400).

argtypedescription
screenstringScreen id containing the target Window.
windowstringWidget id of the Window.
optsCaptureOpts?`{ width, height }` (optional).

elementTree(screenName: string) → ElementNode

Introspect a screen's rendered widget hierarchy with each element's layout rect. Every node the renderer draws appears, nested exactly as the widgets nest, under the id it records layout against: the `id` set on the node when the author gave it one, otherwise `<screen>/<type>@<path>`. `bounds` is that element's rect — the same table `ui.getLayoutInfo(id)` returns — and appears once the element has been measured. Kinds registered through `ui.defineWidget` appear expanded into the primitives they build. Feeds the `gui.captureElement` tool: list the tree, pick the ids to frame, capture their region. that name.

argtypedescription
screenNamestringScreen id passed to `ui.registerScreen`.

defineWidget(name: string, builderFn: (WidgetTree, { WidgetTree }) → void

Register a custom widget kind. When a tree contains `{ type = name, props = ..., children = ... }`, the decoder calls `builderFn(props, children)` at register / update time and substitutes the returned widget table in place. Errors surface through `ui.lastValidation()` with codes `widget-builder-error` / `widget-builder-bad-return` / `decode-recursion-depth-exceeded`.

argtypedescription
namestringCustom widget kind name.
builderFn(WidgetTree, { WidgetTree }Builder closure `(props, children) -> widgetTable`.

unregisterWidget(name: string) → void

Drop a registered custom widget kind. Subsequent references produce an `unknown-widget-type` diagnostic.

argtypedescription
namestringCustom widget kind name.

observe(screenName: string?) → PaintObservation

What the last UI frame painted. Returns `{ generation, viewport, pointer, pointerOverUi, pointerWidget, widgets }` with one `widgets` row per widget any registered screen holds — its layout box, the clip chain it painted under, the part of that box which reached the frame (`visible`), the order it painted in (`paintIndex`), and its `reason` from the closed set `ui.invisibilityReasons()` lists. Every rect, the reading's `viewport` (the window) and `pointer` are in logical points on the window; a row's `viewport` is the region the pass that drew it paints into (the whole window, or the rect a Scene panel presents the camera's picture in), and `offViewport` is judged against it. `generation` advances once per re-rendered frame, so two calls reporting the same number describe the same frame. `screenName` no registered screen answers to.

argtypedescription
screenNamestring?Narrow the rows to one screen. Omit for every screen.

examples

"hud"

diagnose(widgetId: string) → WidgetPaint

Why one widget did or did not reach the last frame. Returns that widget's row from `ui.observe()` — the same fields, resolved against the same reading. An id no registered screen carries reads `noSuchWidget`, which is how a misspelling separates from a widget whose screen is hidden and from one the frame laid out no box for.

argtypedescription
widgetIdstringThe id the widget records layout under.

examples

"hud-healthbar"

hitTest(x: number, y: number) → PaintHitTest

Which widget a pointer at `(x, y)` reaches, and the stack beneath it. Coordinates are logical points on the window, the space `getLayoutInfo` and `gui.bounds` rects are in wherever a widget's screen draws (a screen in the Scene view's picture included). A widget that takes no pointer, a canvas declaring `pointerEvents = "none"`, is passed over: the answer is the widget beneath it. over no UI — or nil before the UI has published a frame.

argtypedescription
xnumberLogical X.
ynumberLogical Y.

examples

640, 360

pointerWidget( ) → PointerRead

Whether the UI is consuming the pointer, and which widget holds it — the pointer counterpart of `ui.focusedWidget()`. `x`, `y` are in logical points on the window, the space `getLayoutInfo` rects are in. published a frame.

paintOrder(a: string, b: string) → number

Which of two widgets paints later: `-1` when `a` paints before `b`, `1` when after, `0` when level. This is what separates two widgets whose rects are identical.

argtypedescription
astringFirst widget id.
bstringSecond widget id.

examples

"panel-a", "panel-b"

invisibilityReasons( ) →

Every verdict `ui.diagnose` can report, as a closed list.

widgetState(widgetId: string, key: string, default: any?) → any

Read per-widget cross-frame state. Returns the value previously written via `widgetStateSet`, or `default` (or nil). State is keyed by widget id and persists across re-renders within a screen's lifetime; cleared automatically when the owning screen is unregistered.

argtypedescription
widgetIdstringWidget id whose state to read.
keystringState key.
defaultany?Value to return when nothing has been written.

widgetStateSet(widgetId: string, key: string, value: any) → void

Write per-widget cross-frame state. Replaces any existing value under `(widgetId, key)`. Tables are stored by reference.

argtypedescription
widgetIdstringWidget id to scope the state under.
keystringState key.
valueanyValue to store (must be non-nil).

widgetStateClear(widgetId: string, key: string) → void

Remove a per-widget state entry.

argtypedescription
widgetIdstringWidget id whose state to clear.
keystringState key.
⌬ Types
WidgetTree = { [string]: any } | { any }ScreenSummary = {FontFamilyInfo = {StyleProps = { [string]: any }WidgetPropDescriptor = {WidgetResponse = {LayoutInfo = {SafeAreaRect = { x: number, y: number, width: number, height: number }SafeArea = {SafeAreaSpec = {DisplayScale = {DisplayScaleSpec = {Orientation = "landscape" | "portrait"OrientationLock = "any" | "landscape" | "portrait"OrientationReading = {ValidationIssue = {ValidationEntry = {ThemeDefinition = {CaptureOpts = { width: number?, height: number? }CaptureResult = { rtHandle: string, texturePath: string }ElementNode = {AreaPos = { x: number, y: number }AreaSize = { w: number, h: number }UiRect = Observe.RectWidgetPaint = Observe.WidgetPaintPaintObservation = Observe.ObservationPaintHitTest = Observe.HitTestPointerRead = Observe.PointerRead

Sub-parts

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·
assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
▲ 0↑ born
▣
module · born here
❒asset
# ui_observe What the last UI frame painted, which widget owns a point, and why a widget is not on screen. Reached through the `ui` namespace — `ui.observe`, `ui.diagnose`, `ui.hitTest`, `ui.pointerWidget`, `ui.paintOrder`, `ui.invisibilityReasons` — and served to a non-Luau reader at `/zero/runtime/ui/<screen>/paint.json`. ## The reading `ui.observe()` returns one document. Its `widgets` rows cover every widget any registered screen's tree holds, each carrying: | field | what it is | |---|---| | `parent` | the nearest ancestor in its screen's tree carrying an id | | `rect` | the box layout gave the widget | | `clip` | the clip it painted under — every `overflow: hidden`/`clip`/`scroll` box above it, intersected down from the viewport | | `visible` | the part of `rect` that survived `clip` and the viewport; `w`/`h` are zero when nothing did | | `viewport` | the region the pass that recorded it paints into: the whole window for a screen on the window, the rect a Scene panel presents the camera's picture in for a screen in that picture | | `paintIndex` | order within the frame, so two identical rects still separate | | `painted` | whether the pass that recorded it is the one drawing the viewport | | `opaqueFill` | whether it filled its whole box at full alpha | | `hovered` | whether the pointer was over it on the recorded frame | | `reason` | its verdict, from the closed set below | | `detail` | a sentence naming what the verdict is about | | `occludedBy` | the widget covering it, when `reason` is `occluded` | `generation` advances once per re-rendered frame. Two calls reporting the same number describe the same frame. Every rect, the document's own `viewport` (the window) and its `pointer` are in logical points on the window, the space `ui.getLayoutInfo` and `gui.bounds` answer in, wherever a widget's screen draws. A screen in the camera's picture lays out on the camera's canvas (the size `ui.screenSize()` reports); while a Scene panel presents that picture, its rects are mapped onto the window through the panel. Times `ui.pixelRatio()` a point is in the window's physical pixels, where `Zin.test`'s mouse primitives and the `inputSim` toolbox's `click` / `mouseMove` with target `"ui"` place a pointer. ## The verdicts `ui.invisibilityReasons()` lists them: | reason | what the engine found | |---|---| | `painted` | it reached the frame | | `noSuchWidget` | no registered screen's element tree carries the id | | `hiddenByAuthor` | `props.visible = false` on it or an ancestor kept it out of the render | | `screenNotShown` | its screen is registered and not shown | | `neverLaidOut` | its screen is shown and the frame laid out no box | | `zeroSize` | its own box has no area | | `offViewport` | its box sits entirely outside the viewport of the pass that drew it (the row's `viewport`) | | `clippedByAncestor` | an ancestor's clip removed the whole box | | `occluded` | a later widget covered it with an opaque fill | | `screenNotOnViewport` | its box is fine and the camera holding the viewport excludes its screen's render layer, so the frame measured it without drawing it | The resolution reports the nearest cause among them — a widget both clipped away and covered reports the clip — and `painted` when nothing kept the widget out. The camera's render-layer mask decides the screens in the camera's picture. With no Scene panel presenting the game viewport, the window is that picture too, and the mask decides every screen on it. While a Scene panel presents the game viewport, the window around it is the editor's own picture: a screen placed on the window (`ui.setScreenSpace`, and the default for a screen on `EditorUI`) paints there whatever the camera's mask holds, and reads `painted`. A screen placed in the camera's picture reads `screenNotOnViewport` under a camera that excludes its layer, with or without a Scene panel. ## The pointer `ui.hitTest(x, y)` names the widget a pointer at that point reaches and the stack beneath it, topmost first, in logical points on the window. Where several boxes take the point in, the one that paints last is the one that gets it, and the containers holding them follow — nearest first, by `parent`. `ui.pointerWidget()` reports where the pointer sat, whether the UI claimed it, and which widget the frame reported it over.
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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module · born here
❒asset
# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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module · born here
❒asset
# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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module · born here
❒asset
# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars — the bare indicators only. A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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module · born here
❒asset
# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · modules/api/engine/ui.module

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