roblox-dat-gui
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A lightweight graphical user interface and controller library that allows you to easily manipulate variables and fire functions on the fly, inspired by the venerable dat-gui js.
Roblox dat.GUI
dat.GUI - A lightweight graphical user interface and controller library that allows you to easily manipulate variables and fire functions on the fly, inspired by the venerable dat-gui js.
TLDR;
local DatGUI = require(game.ReplicatedStorage:WaitForChild("dat.GUI"))
local obj = {
Name = "Alex Rodin",
Num = 1,
Winner = true
}
local gui = DatGUI.new()
gui.add(obj, 'Name')
gui.add(obj, 'Num', 1, 50).step(1)
gui.add(obj, 'Winner')
Links
- Latest stable version
- https://www.roblox.com/library/5802329341/dat-GUI
- Live Demo {SHOWCASE}
- https://www.roblox.com/games/5801132990/dat-GUI
- Forum
- https://devforum.roblox.com/t/817209
- Releases
- https://github.com/nidorx/roblox-dat-gui/releases
Installation
You can do the installation directly from Roblox Studio, through the Toolbox search for dat.GUI, this is the minified version of the engine (https://www.roblox.com/library/5802329341/dat-GUI).
If you want to work with the original source code (for debugging or working on improvements), access the repository at https://github.com/nidorx/roblox-dat-gui
Roblox dat.GUI
Allows you to easily manipulate variables and fire functions on the fly, inspired by the venerable dat-gui.
dat.GUI magically generates a graphical user interface (sliders, color selector, etc) for each of your variables.
dat.gui's niche is in listening to and controlling data such that it can be visualized into charts or other graphics. Creating a new DAT.GUI instance provides a new sliding pane for which to add controls to:
Use cases
- To visually debug the various variables in your scripts during development
- To create a rich interface for your auxiliary tools (map editors, effects editors, etc.)
- For the construction of fast administrative interfaces
How to use
In your script, import the dat.GUI and instantiate it
local DatGUI = require(game.ReplicatedStorage:WaitForChild("dat.GUI"))
-- Create an instance, which also creates a UI pane
local gui = DatGUI.new();
Color3, Color3Value

local color3Value = Instance.new('Color3Value')
local Color3Object = {
Color3 = Color3.fromRGB(255, 0, 255),
Color3Value = color3Value
}
gui.add(Color3Object, 'Color3').listen().onChange(function(value)
assert(Color3Object.Color3.R == value.R)
assert(Color3Object.Color3.G == value.G)
assert(Color3Object.Color3.B == value.B)
end)
gui.add(Color3Object, 'Color3Value').listen().onChange(function(value)
assert(Color3Object.Color3Value.Value.R == value.R)
assert(Color3Object.Color3Value.Value.G == value.G)
assert(Color3Object.Color3Value.Value.B == value.B)
end)
Boolean, BoolValue

local boolValue = Instance.new('BoolValue')
local BooleansObject = {
Bool = true,
BoolValue = boolValue
}
gui.add(BooleansObject, 'Bool').listen().onChange(function(value)
assert(BooleansObject.Bool == value)
end)
gui.add(BooleansObject, 'BoolValue').listen().onChange(function(value)
assert(BooleansObject.BoolValue.Value == value)
end)
Number, NumberValue

Note: with a number slider available depending on options passed to it
local numberValue = Instance.new('NumberValue')
local NumbersObject = {
Number = 25,
NumberSlider = 0.5,
NumberDouble = 33,
NumberValue = numberValue,
NumberValueSlider = numberValue
}
gui.add(NumbersObject, 'Number').step(1).listen().onChange(function(value)
assert(NumbersObject.Number == value)
end)
gui.add(NumbersObject, 'NumberSlider', 0, 1).listen().onChange(function(value)
assert(NumbersObject.NumberSlider == value)
end)
gui.add(NumbersObject, 'NumberDouble').step(0.001).listen().onChange(function(value)
assert(NumbersObject.NumberDouble == value)
end)
gui.add(NumbersObject, 'NumberValue').listen().onChange(function(value)
assert(NumbersObject.NumberValue.Value == value)
end)
gui.add(NumbersObject, 'NumberValueSlider', 0, 100).listen().onChange(function(value)
assert(NumbersObject.NumberValueSlider.Value == value)
end)
String, StringValue

Note: with Multiline option
local stringValue = Instance.new('StringValue')
local StringsObject = {
String = 'Lorem ipsum dolor',
StringValue = stringValue,
StringMultiline = 'Lorem ipsum dolor \nLorem ipsum dolor '
}
gui.add(StringsObject, 'String').listen().onChange(function(value)
assert(StringsObject.String == value)
end)
gui.add(StringsObject, 'StringValue').listen().onChange(function(value)
assert(StringsObject.StringValue.Value == value)
end)
gui.add(StringsObject, 'StringMultiline', true).listen().onChange(function(value)
assert(StringsObject.StringMultiline == value)
end)
Options = Enum, EnumItem, Array (Strings), Object (Key => Value string)

local OptionsObject = {
OptionsEnum = 2,
OptionsEnumItem = Enum.ScaleType.Slice,
OptionsArray = 1,
OptionsObject = 'THREE',
}
gui.add(OptionsObject, 'OptionsEnum', Enum.ScaleType).listen().onChange(function(value, text)
assert(OptionsObject.OptionsEnum == value)
end)
gui.add(OptionsObject, 'OptionsEnumItem').listen().onChange(function(value, text)
assert(OptionsObject.OptionsEnumItem == value)
end)
gui.add(OptionsObject, 'OptionsArray', {'One', 'Two', 'Three'}).listen().onChange(function(value, text)
assert(OptionsObject.OptionsArray == value)
end)
gui.add(OptionsObject, 'OptionsObject', { ONE = 'One', TWO = 'Two', THREE = 'Three' }).listen().onChange(function(value, text)
assert(OptionsObject.OptionsObject == value)
end)
Vector3, Vector3Value

Note: with a number slider available depending on options passed to it
local vector3Value = Instance.new('Vector3Value')
local Vector3Object = {
Vector3 = Vector3.new(10, 11, 12),
Vector3Slider = Vector3.new(10, 11, 12),
Vector3Value = vector3Value
}
gui.add(Vector3Object, 'Vector3').step(1).listen().onChange(function(value)
assert(Vector3Object.Vector3:FuzzyEq(value))
end)
gui.add(Vector3Object, 'Vector3Slider', 0, 100).listen().onChange(function(value)
assert(Vector3Object.Vector3Slider:FuzzyEq(value))
end)
gui.add(Vector3Object, 'Vector3Value', 0, 100).listen().onChange(function(value)
assert(Vector3Object.Vector3Value.Value:FuzzyEq(value))
end)
Function, removeChild and changeName

local toggleVec3Controller
local Vector3Object = {
ToggleVector3Slider = function()
if vec3Controller ~= nil then
guiVector3.removeChild(vec3Controller)
vec3Controller = nil
toggleVec3Controller.name('AddVector3Slider')
else
vec3Controller = guiVector3.add(Vector3Object, 'Vector3Slider', 0, 100).listen().onChange(function(value)
assert(Vector3Object.Vector3Slider:FuzzyEq(value))
end)
toggleVec3Controller.name('RemoveVector3Slider')
end
end
}
toggleVec3Controller = gui.add(Vector3Object, 'ToggleVector3Slider')
More...
gui.addCustom(name, {Frame, Color, OnRemove, Height})controller.help (text)gui.addLogo(assetId, height)- pin folders
- move (stick when being moved)
- resize
- close
- actions
API
Folder (GUI)
DatGUI.new(params)gui.addFolder(name: string, params)- Creates a new GUI/subfolder instance
params.nameThe name of this GUI{string}
params.parentThe parent GUI{gui}(optional)
params.widthThe initial width of the GUI{number}(optional default=250)
params.closeableIf true, this GUI can be permanently closed. (Only applicable if parent == nil){bool}(optional default=false)
params.fixedIf true, this folder cannot be unpinned from the parent. (Only applicable if parent ~= nil){bool}(optional default=true)
params.closedIf true, starts closed{bool}(optional default=false)
gui.add(object, property: string, ...arguments):Controller- Adds a new Controller to the GUI. The type of controller created is inferred from the initial value of
object[property].
- Adds a new Controller to the GUI. The type of controller created is inferred from the initial value of
gui.addLogo(assetId: string, height: number):Controller- Add a control that displays an image.
gui.addCustom(name: string, config: number):Controller- Allows creation of custom controllers
config.frameThe content that will be presented in the controller{Frame}
config.heightthe height of the content{number}
config.colorThe color of the controller's side edge{Color3}(optional)
config.onRemoveInvoked when controller is destroyed{function()}(optional)
config.methodsAllows you to add custom methods that can be invoked by the controller instance{{ [key:String] => function }}(optional)
gui.name(name: string)- Sets the name of the gui
gui.open()- Opens the GUI
gui.close()- Closes the GUI
gui.remove()- Removes the GUI and unbinds all event listeners
gui.removeChild(child: GUI|Controller)- Removes the given controller/folder from the GUI
gui.resize(width: number, height: number)- Allows to resize the gui. Only applicable when
parent=nilor is unpinned from parent
- Allows to resize the gui. Only applicable when
gui.move(hor, vert)- Updates the position of the instance. Only applicable when
parent=nilor is unpinned from parent horIf negative, consider the position from the right edge of the screen{number|"left"|"right"|"center"}
vertIf negative, consider the position from the bottom edge of the screen{number|"top"|"bottom"|"center"}
- Updates the position of the instance. Only applicable when
gui.action(config)- Add an action button on the right side of the header
config.iconRoblox image asset url (Ex."rbxassetid://7229830060"){string}
config.titleAdd a HINT on the icon{string}(optional)
config.color{Color3}(optional)
config.colorHover{Color3}(optional)
config.onHover{function(isHover: bool)}(optional)
config.onClick{function()}(optional)
@return{ {frame:Frame, remove:function()} }
gui.onRemove(callback: function) :RBXScriptConnection- allows to be informed when the gui is removed
- Gui Fields
gui.Panel{Panel}gui.Content{Frame = panel.Content}
Controller
controller.name(name: string):Controller- Sets the name/label of the controller
controller.label(visible: bool):Controller- show/hide label
controller.help(text: string):Controller- Add a help box when the cursor is positioned over the controller
controller.readonly(value: bool):Controller- Disable editing of values by the controller
controller.onChange(callback: function):Controller- Listening to Value Changes
controller.getValue():value- Get the object's value
controller.setValue(value):Controller- Sets the object's value
controller.listen():Controller- Sets controller to listen for changes on its underlying object.
controller.remove()- Removes the controller from its parent GUI and unbinds all event listeners
controller.onRemove(callback: function) :RBXScriptConnection- allows to be informed when the controller is removed
- Controller Fields
controller.frame{Frame}controller.height{number}
Lib
Dat.GUI exposes the various components used internally. For usage details see source code
DatGUI.Lib = {
Panel = Panel,
Popover = Popover,
Scrollbar = Scrollbar,
GUIUtils = GUIUtils,
GuiEvents = GuiEvents,
Constants = Constants
}
DatGUI.Lib.Panel
The basic structure of the GUI. Can be used to create custom dashboards outside of the DAT.GUI framework
Panel.new():Panelpanel.attachTo(parent: Frame, isFixed: bool)- Add this panel to another element. When doing this, the panel loses some features like scrollbar, resizing and moving
isFixedWhen true, no longer allow unpin this panel
panel.detach(closeable: bool)- Unpin this panel from the parent element
closeableWhen true, display panel close button, if false, display panel atach button
panel.resize(width: number, height: number)- Allows you to resize the panel only if it is detached
panel.move(hor, vert)- Allows the panel to be moved (only when it is not fixed)
horIf negative, consider the position from the right edge of the screen{number|"left"|"right"|"center"}
vertIf negative, consider the position from the bottom edge of the screen{number|"top"|"bottom"|"center"}
panel.addAction(config)- Add an action button on the right side of the header
config.iconRoblox image asset url (Ex."rbxassetid://7229830060"){string}
config.titleAdd a HINT on the icon{string}(optional)
config.color{Color3}(optional)
config.colorHover{Color3}(optional)
config.onHover{function(isHover: bool)}(optional)
config.onClick{function()}(optional)
@return{ {frame:Frame, remove:function()} }
panel.onDestroy(callback: function) :RBXScriptConnection- Add a callback to be executed when this panel is destroyed
panel.destroy()- destroy this instance and unbinds all event listeners
panel.updateContentSize()- Force update of content size information. Informs parents about the content update and triggers the scrollbar update
- Panel Fields
panel.Frame{Frame}panel.Content{Frame}panel.Header{Frame}panel.Closed{BoolValue}panel.Label{StringValue}
DatGUI.Lib.Popover
Popover is a tooltip-like component that allows displaying content above other screen elements. Internally used in ColorController and OptionController. There are 4 popover placement options ("left"|"top"|"bottom"|"right")
Popover.new(reference, size, position, offset)- Instantiate a new popover
referenceGUI object used for popover positioning reference{GUIObject|Frame}
sizePopover dimensions{Vector2}
positionPreferred popover position.{"left"|"top"|"bottom"|"right"}(optional default=top)
offsetAllows you to add a margin between the reference object and the popover{number}(optional default=0)
popover.resize(size: Vector2)popover.show(chevron: bool, chevronColor: Color3)popover.hide()popover.destroy()- Popover Fields
panel.Frame{Frame}
DatGUI.Lib.GuiEvents
Utility methods to facilitate interaction with interface events on elements
GuiEvents.onEnter(element :GUIObject|"*", callback :function(isEnter:bool)) :CancelFunction- Fired whenever the mouse is over the element (or when it starts a touch event)
GuiEvents.onHover(element :GUIObject|"*", callback :function(isHover:bool)) :CancelFunction- Fired when the mouse is over the element and this is the element with the highest Z-index
GuiEvents.onDown(element :GUIObject|"*", callback :function()) :CancelFunction- Fired when the mouse key is pressed over element and this is the element with the highest Z-index
GuiEvents.onUp(element :GUIObject|"*", callback :function()) :CancelFunction- Fired when the mouse is released over element and this is the element with the highest Z-index
GuiEvents.onClick(element :GUIObject|"*", callback :function()) :CancelFunction- The click event is sent to an element when the mouse pointer is over the element, and the mouse button is pressed and released.
GuiEvents.onMove(element :GUIObject|"*", callback :function(position:Vector2)) :CancelFunction- Occurs when the mouse is moving over an element
GuiEvents.onDrag(element :GUIObject|"*", callback) :CancelFunction- Allows dragging elements
callback{function(event, startPos:Vector2, position:Vector2, delta:Vector2)}event:"start"|"drag"|"end"
GuiEvents.onScroll(element :GUIObject|"*", callback :function(z:number)) :CancelFunction- Allows you to watch the mouse scroll over elements
DatGUI.Lib.Scrollbar
DatGUI.Lib.GUIUtils
DatGUI.Lib.Constants
Building your own dat.GUI
To edit
- Make sure Rojo 0.5.x or later is installed
- Clone this repository to your computer
- Set the location to this repo's root directory and run this command in CMD/PowerShell/Cmder:
rojo serve - Create a new project on Roblox Studio and install Rojo Plugin, then, connect
- Edit sources with Visual Studio Code, all changes will replicated automaticaly to Roblox Studio
To build
In the terminal, enter the following:
npm install
npm run build
Feedback, Requests and Roadmap
Please use GitHub issues for feedback, questions or comments.
If you have specific feature requests or would like to vote on what others are recommending, please go to the GitHub issues section as well. I would love to see what you are thinking.
Contributing
You can contribute in many ways to this project.
Translating and documenting
I'm not a native speaker of the English language, so you may have noticed a lot of grammar errors in this documentation.
You can FORK this project and suggest improvements to this document (https://github.com/nidorx/roblox-dat-gui/edit/master/README.md).
If you find it more convenient, report a issue with the details on GitHub issues.
Reporting Issues
If you have encountered a problem with this component please file a defect on GitHub issues.
Describe as much detail as possible to get the problem reproduced and eventually corrected.
Fixing defects and adding improvements
- Fork it (https://github.com/nidorx/roblox-dat-gui/fork)
- Commit your changes (
git commit -am 'Add some fooBar') - Push to your master branch (
git push) - Create a new Pull Request
License
This code is distributed under the terms and conditions of the MIT license.
Developed on JetBrains Intellij







