Substantial documentation improvements

This commit is contained in:
Lucien Greathouse
2019-06-07 18:29:09 -07:00
parent 0ed6c57c7f
commit 2a4ca21050
12 changed files with 221 additions and 107 deletions

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[TOC]
## Project File
Rojo projects are JSON files that have the `.project.json` extension. They have these fields:
* `name`: A string indicating the name of the project.
* This is only used for diagnostics.
* `tree`: An [Instance Description](#instance-description) describing the root instance of the project.
## Instance Description
Instance Descriptions correspond one-to-one with the actual Roblox Instances in the project. They can be specified directly in the project file or be pulled from the filesystem.
* `$className`: The ClassName of the Instance being described.
* Optional if `$path` is specified.
* `$path`: The path on the filesystem to pull files from into the project.
* Optional if `$className` is specified.
* Paths are relative to the folder containing the project file.
* `$properties`: Properties to apply to the instance. Values should be [Instance Property Values](#instance-property-value).
* Optional
* `$ignoreUnknownInstances`: Whether instances that Rojo doesn't know about should be deleted.
* Optional
* Default is `false` if `$path` is specified, otherwise `true`.
All other fields in an Instance Description are turned into instances whose name is the key. These values should also be Instance Descriptions!
Instance Descriptions are fairly verbose and strict. In the future, it'll be possible for Rojo to [infer class names for known services like `Workspace`](https://github.com/LPGhatguy/rojo/issues/179).
## Instance Property Value
There are two kinds of property values on instances, **implicit** and **explicit**.
In the vast majority of cases, you should be able to use **implicit** property values. To use them, just use a value that's the same shape as the type that the property has:
```json
"MyPart": {
"$className": "Part",
"$properties": {
"Size": [3, 5, 3],
"Color": [0.5, 0, 0.5],
"Anchored": true,
"Material": "Granite"
}
}
```
`Vector3` and `Color3` properties can just be arrays of numbers, as can types like `Vector2`, `CFrame`, and more!
Enums can be set to a string containing the enum variant. Rojo will raise an error if the string isn't a valid variant for the enum.
There are some cases where this syntax for assigning properties _doesn't_ work. In these cases, Rojo requires you to use the **explicit** property syntax.
Some reasons why you might need to use an **explicit** property:
* Using exotic property types like `BinaryString`
* Using properties added to Roblox recently that Rojo doesn't know about yet
The shape of explicit property values is defined by the [rbx-dom](https://github.com/LPGhatguy/rbx-dom) library, so it uses slightly different conventions than the rest of Rojo.
Each value should be an object with the following required fields:
* `Type`: The type of property to represent.
* [Supported types can be found here](https://github.com/LPGhatguy/rbx-tree#property-type-coverage).
* `Value`: The value of the property.
* The shape of this field depends on which property type is being used. `Vector3` and `Color3` values are both represented as a list of numbers, while `BinaryString` expects a base64-encoded string, for example.
Here's the same object, but with explicit properties:
```json
"MyPart": {
"$className": "Part",
"$properties": {
"Size": {
"Type": "Vector3",
"Value": [3, 5, 3]
},
"Color": {
"Type": "Color3",
"Value": [0.5, 0, 0.5]
},
"Anchored": {
"Type": "Bool",
"Value": true
},
"Material": {
"Type": "Enum",
"Value": 832
}
}
}
```
## Example Projects
This project bundles up everything in the `src` directory. It'd be suitable for making a plugin or model:
```json
{
"name": "AwesomeLibrary",
"tree": {
"$path": "src"
}
}
```
This project describes the layout you might use if you were making the next hit simulator game, *Sisyphus Simulator*:
```json
{
"name": "Sisyphus Simulator",
"tree": {
"$className": "DataModel",
"HttpService": {
"$className": "HttpService",
"$properties": {
"HttpEnabled": true
}
},
"ReplicatedStorage": {
"$className": "ReplicatedStorage",
"$path": "src/ReplicatedStorage"
},
"StarterPlayer": {
"$className": "StarterPlayer",
"StarterPlayerScripts": {
"$className": "StarterPlayerScripts",
"$path": "src/StarterPlayerScripts"
}
},
"Workspace": {
"$className": "Workspace",
"$properties": {
"Gravity": 67.3
},
"Terrain": {
"$path": "Terrain.rbxm"
}
}
}
}
```

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This page aims to describe how Rojo turns files on the filesystem into Roblox objects.
[TOC]
## Overview
| File Name | Instance Type |
| -------------- | ------------------- |
| any directory | `Folder` |
| `*.server.lua` | `Script` |
| `*.client.lua` | `LocalScript` |
| `*.lua` | `ModuleScript` |
| `*.csv` | `LocalizationTable` |
| `*.txt` | `StringValue` |
| `*.model.json` | Any |
| `*.rbxm` | Any |
| `*.rbxmx` | Any |
## Limitations
Not all property types can be synced by Rojo in real-time due to limitations of the Roblox Studio plugin API. In these cases, you can usually generate a place file and open it when you start working on a project.
Some common cases you might hit are:
* Binary data (Terrain, CSG, CollectionService tags)
* `MeshPart.MeshId`
* `HttpService.HttpEnabled`
For a list of all property types that Rojo can reason about, both when live-syncing and when building place files, look at [rbx_tree's type coverage chart](https://github.com/LPGhatguy/rbx-tree#property-type-coverage).
## Folders
Any directory on the filesystem will turn into a `Folder` instance unless it contains an 'init' script, described below.
## Scripts
The default script type in Rojo projects is `ModuleScript`, since most scripts in well-structued Roblox projects will be modules.
If a directory contains a file named `init.server.lua`, `init.client.lua`, or `init.lua`, that folder will be transformed into a `*Script` instance with the contents of the 'init' file. This can be used to create scripts inside of scripts.
For example, these files:
![Tree of files on disk](../images/sync-example-files.svg)
{: align="center" }
Will turn into these instances in Roblox:
![Tree of instances in Roblox](../images/sync-example-instances.svg)
{: align="center" }
## Localization Tables
Any CSV files are transformed into `LocalizationTable` instances. Rojo expects these files to follow the same format that Roblox does when importing and exporting localization information.
## Plain Text Files
Plain text files (`.txt`) files are transformed into `StringValue` instances. This is useful for bringing in text data that can be read by scripts at runtime.
## JSON Models
Files ending in `.model.json` can be used to describe simple models. They're designed to be hand-written and are useful for instances like `RemoteEvent`.
A JSON model describing a folder containing a `Part` and a `RemoteEvent` could be described as:
```json
{
"Name": "My Cool Model",
"ClassName": "Folder",
"Children": [
{
"Name": "RootPart",
"ClassName": "Part",
"Properties": {
"Size": {
"Type": "Vector3",
"Value": [4, 4, 4]
}
}
},
{
"Name": "SendMoney",
"ClassName": "RemoteEvent"
}
]
}
```
It would turn into instances in this shape:
![Tree of instances in Roblox](../images/sync-example-json-model.svg)
{: align="center" }
## Binary and XML Models
Rojo supports both binary (`.rbxm`) and XML (`.rbxmx`) models generated by Roblox Studio or another tool.
Support for the `rbxmx` is very good, while support for `rbxm` is still very early, buggy, and lacking features.
For a rundown of supported types, check out [rbx-dom's type coverage chart](https://github.com/LPGhatguy/rbx-dom#property-type-coverage).