lr_boilerplate/README.md

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2023-12-05 13:55:38 +07:00
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<h1 align="center">FiveM React and Lua Boilerplate</h1>
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A simple and extendable React (TypeScript) boilerplate designed around the Lua ScRT
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This repository is a basic boilerplate for getting started
with React in NUI. It contains several helpful utilities and
is bootstrapped using `create-react-app`. It is for both browser
and in-game based development workflows.
For in-game workflows, Utilizing `craco` to override CRA, we can have hot
builds that just require a resource restart instead of a full
production build
This version of the boilerplate is meant for the CfxLua runtime.
## Requirements
* [Node > v10.6](https://nodejs.org/en/)
* [Yarn](https://yarnpkg.com/getting-started/install) (Preferred but not required)
*A basic understanding of the modern web development workflow. If you don't
know this yet, React might not be for you just yet.*
## Getting Started
First clone the repository or use the template option and place
it within your `resources` folder
### Installation
*The boilerplate was made using `yarn` but is still compatible with
`npm`.*
Install dependencies by navigating to the `web` folder within
a terminal of your choice and type `npm i` or `yarn`.
## Features
This boilerplate comes with some utilities and examples to work off of.
### Lua Utils
**SendReactMessage**
This is a small wrapper for dispatching NUI messages. This is designed
to be used with the `useNuiEvent` React hook.
Signature
```lua
---@param action string The action you wish to target
---@param data any The data you wish to send along with this action
SendReactMessage(action, data)
```
Usage
```lua
SendReactMessage('setVisible', true)
```
**debugPrint**
A debug printing utility that is dependent on a convar,
if the convar is set this will print out to the console.
The convar is dependent on the name given to the resource.
It follows this format `YOUR_RESOURCE_NAME-debugMode`
To turn on debugMode add `setr YOUR_RESOURCE_NAME-debugMode 1` to
your server.cfg or use the `setr` console command instead.
Signature (Replicates `print`)
```lua
---@param ... any[] The arguments you wish to send
debugPrint(...)
```
Usage
```lua
debugPrint('wow cool string to print', true, someOtherVar)
```
### React Utils
Signatures are not included for these utilities as the type definitions
are sufficient enough.
**useNuiEvent**
This is a custom React hook that is designed to intercept and handle
messages dispatched by the game scripts. This is the primary
way of creating passive listeners.
*Note: For now handlers can only be registered a single time. I haven't
come across a personal usecase for a cascading event system*
**Usage**
```jsx
const MyComp: React.FC = () => {
const [state, setState] = useState('')
useNuiEvent<string>('myAction', (data) => {
// the first argument to the handler function
// is the data argument sent using SendReactMessage
// do whatever logic u want here
setState(data)
})
return(
<div>
<h1>Some component</h1>
<p>{state}</p>
</div>
)
}
```
**fetchNui**
This is a simple NUI focused wrapper around the standard `fetch` API.
This is the main way to accomplish active NUI data fetching
or to trigger NUI callbacks in the game scripts.
When using this, you must always at least callback using `{}`
in the gamescripts.
*This can be heavily customized to your use case*
**Usage**
```ts
// First argument is the callback event name.
fetchNui<ReturnData>('getClientData').then(retData => {
console.log('Got return data from client scripts:')
console.dir(retData)
setClientData(retData)
}).catch(e => {
console.error('Setting mock data due to error', e)
setClientData({ x: 500, y: 300, z: 200})
})
```
**debugData**
This is a function allowing for mocking dispatched game script
actions in a browser environment. It will trigger `useNuiEvent` handlers
as if they were dispatched by the game scripts. **It will only fire if the current
environment is a regular browser and not CEF**
**Usage**
```ts
// This will target the useNuiEvent hooks registered with `setVisible`
// and pass them the data of `true`
debugData([
{
action: 'setVisible',
data: true,
}
])
```
**Misc Utils**
These are small but useful included utilities.
* `isEnvBrowser()` - Will return a boolean indicating if the current
environment is a regular browser. (Useful for logic in development)
## Development Workflow
This boilerplate was designed with development workflow in mind.
It includes some helpful scripts to accomplish that.
**Hot Builds In-Game**
When developing in-game, you can use the hot build system by
running the `start:game` script. This is essentially the start
script but it writes to disk. Meaning all that is required is a
resource restart to update the game script
**Usage**
```sh
# yarn
yarn start:game
# npm
npm run start:game
```
**Production Builds**
When you are done with development phase for your resource. You
must create a production build that is optimized and minimized.
You can do this by running the following:
```sh
npm run build
yarn build
```
## Additional Notes
Need further support? Join our [Discord](https://discord.com/invite/HYwBjTbAY5)!