AI-Studio/app/MindWork AI Studio/Plugins/assistants/README.md

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# Assistant Plugin Reference
This folder keeps the Lua manifest (`plugin.lua`) that defines a custom assistant. Treat it as the single source of truth for how AI Studio renders your assistant UI and builds the submitted prompt.
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## Table of Contents
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- [Assistant Plugin Reference](#assistant-plugin-reference)
- [How to Use This Documentation](#how-to-use-this-documentation)
- [Directory Structure](#directory-structure)
- [Structure](#structure)
- [Minimal Requirements Assistant Table](#example-minimal-requirements-assistant-table)
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- [Supported types (matching the Blazor UI components):](#supported-types-matching-the-blazor-ui-components)
- [Component References](#component-references)
- [`TEXT_AREA` reference](#text_area-reference)
- [`DROPDOWN` reference](#dropdown-reference)
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- [`BUTTON` reference](#button-reference)
- [`Action(input)` interface](#actioninput-interface)
- [`BUTTON_GROUP` reference](#button_group-reference)
- [`SWITCH` reference](#switch-reference)
- [`COLOR_PICKER` reference](#color_picker-reference)
- [Prompt Assembly - UserPrompt Property](#prompt-assembly---userprompt-property)
- [Advanced Prompt Assembly - BuildPrompt()](#advanced-prompt-assembly---buildprompt)
- [Interface](#interface)
- [`input` table shape](#input-table-shape)
- [Using `meta` inside BuildPrompt](#using-meta-inside-buildprompt)
- [Example: iterate all fields with labels and include their values](#example-iterate-all-fields-with-labels-and-include-their-values)
- [Example: handle types differently](#example-handle-types-differently)
- [Using `profile` inside BuildPrompt](#using-profile-inside-buildprompt)
- [Example: Add user profile context to the prompt](#example-add-user-profile-context-to-the-prompt)
- [Advanced Layout Options](#advanced-layout-options)
- [`LAYOUT_GRID` reference](#layout_grid-reference)
- [`LAYOUT_ITEM` reference](#layout_item-reference)
- [`LAYOUT_PAPER` reference](#layout_paper-reference)
- [`LAYOUT_STACK` reference](#layout_stack-reference)
- [`LAYOUT_ACCORDION` reference](#layout_accordion-reference)
- [`LAYOUT_ACCORDION_SECTION` reference](#layout_accordion_section-reference)
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- [Useful Lua Functions](#useful-lua-functions)
- [Included lua libraries](#included-lua-libraries)
- [Logging helpers](#logging-helpers)
- [Example: Use Logging in lua functions](#example-use-logging-in-lua-functions)
- [Date/time helpers (assistant plugins only)](#datetime-helpers-assistant-plugins-only)
- [Example: Use Logging in lua functions](#example-use-logging-in-lua-functions)
- [General Tips](#general-tips)
- [Useful Resources](#useful-resources)
## How to Use This Documentation
Use this README in layers. The early sections are a quick reference for the overall assistant manifest shape and the available component types, while the later `... reference` sections are the full detail for each component and advanced behavior.
When you build a plugin, start with the directory layout and the `Structure` section, then jump to the component references you actually use. The resource links at the end are the primary sources for Lua and MudBlazor behavior, and the `General Tips` section collects the practical rules and gotchas that matter most while authoring `plugin.lua`.
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## Directory Structure
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Each assistant plugin lives in its own directory under the assistants plugin root. In practice, you usually keep the manifest in `plugin.lua`, optional icon rendering in `icon.lua`, and any bundled media in `assets/`.
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```
.
└── com.github.mindwork-ai.ai-studio/
└── data/
└── plugins/
└── assistants/
└── your-assistant-directory/
├── assets/
│ └── your-media-files.jpg
├── icon.lua
└── plugin.lua
```
## Structure
- `ASSISTANT` is the root table. It must contain `Title`, `Description`, `SystemPrompt`, `SubmitText`, `AllowProfiles`, and the nested `UI` definition.
- `UI.Type` is always `"FORM"` and `UI.Children` is a list of component tables.
- Each component table declares `Type`, an optional `Children` array, and a `Props` table that feeds the components parameters.
### Example: Minimal Requirements Assistant Table
```lua
ASSISTANT = {
["Title"] = "",
["Description"] = "",
["SystemPrompt"] = "",
["SubmitText"] = "",
["AllowProfiles"] = true,
["UI"] = {
["Type"] = "FORM",
["Children"] = {
-- Components
}
},
}
```
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#### Supported types (matching the Blazor UI components):
- `TEXT_AREA`: user input field based on `MudTextField`; requires `Name`, `Label`, and may include `HelperText`, `HelperTextOnFocus`, `Adornment`, `AdornmentIcon`, `AdornmentText`, `AdornmentColor`, `Counter`, `MaxLength`, `IsImmediate`, `UserPrompt`, `PrefillText`, `IsSingleLine`, `ReadOnly`, `Class`, `Style`.
- `DROPDOWN`: selects between variants; `Props` must include `Name`, `Label`, `Default`, `Items`, and optionally `ValueType` plus `UserPrompt`.
- `BUTTON`: invokes a Lua callback; `Props` must include `Name`, `Text`, `Action`, and may include `IsIconButton`, `Variant`, `Color`, `IsFullWidth`, `Size`, `StartIcon`, `EndIcon`, `IconColor`, `IconSize`, `Class`, `Style`. Use this for stateless actions, including icon-only action buttons.
- `BUTTON_GROUP`: groups multiple `BUTTON` children in a `MudButtonGroup`; `Children` must contain only `BUTTON` components and `Props` may include `Variant`, `Color`, `Size`, `OverrideStyles`, `Vertical`, `DropShadow`, `Class`, `Style`.
- `LAYOUT_GRID`: renders a `MudGrid`; `Children` must contain only `LAYOUT_ITEM` components and `Props` may include `Justify`, `Spacing`, `Class`, `Style`.
- `LAYOUT_ITEM`: renders a `MudItem`; use it inside `LAYOUT_GRID` and configure breakpoints with `Xs`, `Sm`, `Md`, `Lg`, `Xl`, `Xxl`, plus optional `Class`, `Style`.
- `LAYOUT_PAPER`: renders a `MudPaper`; may include `Elevation`, `Height`, `MaxHeight`, `MinHeight`, `Width`, `MaxWidth`, `MinWidth`, `IsOutlined`, `IsSquare`, `Class`, `Style`.
- `LAYOUT_STACK`: renders a `MudStack`; may include `IsRow`, `IsReverse`, `Breakpoint`, `Align`, `Justify`, `Stretch`, `Wrap`, `Spacing`, `Class`, `Style`.
- `LAYOUT_ACCORDION`: renders a `MudExpansionPanels`; may include `AllowMultiSelection`, `IsDense`, `HasOutline`, `IsSquare`, `Elevation`, `HasSectionPaddings`, `Class`, `Style`.
- `LAYOUT_ACCORDION_SECTION`: renders a `MudExpansionPanel`; requires `Name`, `HeaderText`, and may include `IsDisabled`, `IsExpanded`, `IsDense`, `HasInnerPadding`, `HideIcon`, `HeaderIcon`, `HeaderColor`, `HeaderTypo`, `HeaderAlign`, `MaxHeight`, `ExpandIcon`, `Class`, `Style`.
- `SWITCH`: boolean option; requires `Name`, `Label`, `Value`, and may include `OnChanged`, `Disabled`, `UserPrompt`, `LabelOn`, `LabelOff`, `LabelPlacement`, `Icon`, `IconColor`, `CheckedColor`, `UncheckedColor`, `Class`, `Style`.
- `COLOR_PICKER`: color input based on `MudColorPicker`; requires `Name`, `Label`, and may include `Placeholder`, `ShowAlpha`, `ShowToolbar`, `ShowModeSwitch`, `PickerVariant`, `UserPrompt`, `Class`, `Style`.
- `PROVIDER_SELECTION` / `PROFILE_SELECTION`: hooks into the shared provider/profile selectors.
- `WEB_CONTENT_READER`: renders `ReadWebContent`; include `Name`, `UserPrompt`, `Preselect`, `PreselectContentCleanerAgent`.
- `FILE_CONTENT_READER`: renders `ReadFileContent`; include `Name`, `UserPrompt`.
- `IMAGE`: embeds a static illustration; `Props` must include `Src` plus optionally `Alt` and `Caption`. `Src` can be an HTTP/HTTPS URL, a `data:` URI, or a plugin-relative path (`plugin://assets/your-image.png`). The runtime will convert plugin-relative paths into `data:` URLs (base64).
- `HEADING`, `TEXT`, `LIST`: descriptive helpers.
Images referenced via the `plugin://` scheme must exist in the plugin directory (e.g., `assets/example.png`). Drop the file there and point `Src` at it. The component will read the file at runtime, encode it as Base64, and render it inside the assistant UI.
| Component | Required Props | Optional Props | Renders |
|----------------------------|-------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------|
| `TEXT_AREA` | `Name`, `Label` | `HelperText`, `HelperTextOnFocus`, `Adornment`, `AdornmentIcon`, `AdornmentText`, `AdornmentColor`, `Counter`, `MaxLength`, `IsImmediate`, `UserPrompt`, `PrefillText`, `IsSingleLine`, `ReadOnly`, `Class`, `Style` | [MudTextField](https://www.mudblazor.com/components/textfield) |
| `DROPDOWN` | `Name`, `Label`, `Default`, `Items` | `IsMultiselect`, `HasSelectAll`, `SelectAllText`, `HelperText`, `OpenIcon`, `CloseIcon`, `IconColor`, `IconPositon`, `Variant`, `ValueType`, `UserPrompt` | [MudSelect](https://www.mudblazor.com/components/select) |
| `BUTTON` | `Name`, `Text`, `Action` | `IsIconButton`, `Variant`, `Color`, `IsFullWidth`, `Size`, `StartIcon`, `EndIcon`, `IconColor`, `IconSize`, `Class`, `Style` | [MudButton](https://www.mudblazor.com/components/button) / [MudIconButton](https://www.mudblazor.com/components/button#icon-button) |
| `SWITCH` | `Name`, `Label`, `Value` | `OnChanged`, `Disabled`, `UserPrompt`, `LabelOn`, `LabelOff`, `LabelPlacement`, `Icon`, `IconColor`, `CheckedColor`, `UncheckedColor`, `Class`, `Style` | [MudSwitch](https://www.mudblazor.com/components/switch) |
| `PROVIDER_SELECTION` | `None` | `None` | [`internal`](https://github.com/MindWorkAI/AI-Studio/blob/main/app/MindWork%20AI%20Studio/Components/ProviderSelection.razor) |
| `PROFILE_SELECTION` | `None` | `None` | [`internal`](https://github.com/MindWorkAI/AI-Studio/blob/main/app/MindWork%20AI%20Studio/Components/ProfileSelection.razor) |
| `FILE_CONTENT_READER` | `Name` | `UserPrompt` | [`internal`](https://github.com/MindWorkAI/AI-Studio/blob/main/app/MindWork%20AI%20Studio/Components/ReadFileContent.razor) |
| `WEB_CONTENT_READER` | `Name` | `UserPrompt` | [`internal`](https://github.com/MindWorkAI/AI-Studio/blob/main/app/MindWork%20AI%20Studio/Components/ReadWebContent.razor) |
| `COLOR_PICKER` | `Name`, `Label` | `Placeholder`, `ShowAlpha`, `ShowToolbar`, `ShowModeSwitch`, `PickerVariant`, `UserPrompt`, `Class`, `Style` | [MudColorPicker](https://www.mudblazor.com/components/colorpicker) |
| `HEADING` | `Text` | `Level` | [MudText Typo="Typo.<h2\|h3\|h4\|h5\|h6>"](https://www.mudblazor.com/components/typography) |
| `TEXT` | `Content` | `None` | [MudText Typo="Typo.body1"](https://www.mudblazor.com/components/typography) |
| `LIST` | `Type`, `Text` | `Href` | [MudList](https://www.mudblazor.com/componentss/list) |
| `IMAGE` | `Src` | `Alt`, `Caption`,`Src` | [MudImage](https://www.mudblazor.com/components/image) |
| `BUTTON_GROUP` | `None` | `Variant`, `Color`, `Size`, `OverrideStyles`, `Vertical`, `DropShadow`, `Class`, `Style` | [MudButtonGroup](https://www.mudblazor.com/components/buttongroup) |
| `LAYOUT_PAPER` | `None` | `Elevation`, `Height`, `MaxHeight`, `MinHeight`, `Width`, `MaxWidth`, `MinWidth`, `IsOutlined`, `IsSquare`, `Class`, `Style` | [MudPaper](https://www.mudblazor.com/components/paper) |
| `LAYOUT_ITEM` | `None` | `Xs`, `Sm`, `Md`, `Lg`, `Xl`, `Xxl`, `Class`, `Style` | [MudItem](https://www.mudblazor.com/api/MudItem) |
| `LAYOUT_STACK` | `None` | `IsRow`, `IsReverse`, `Breakpoint`, `Align`, `Justify`, `Stretch`, `Wrap`, `Spacing`, `Class`, `Style` | [MudStack](https://www.mudblazor.com/components/stack) |
| `LAYOUT_GRID` | `None` | `Justify`, `Spacing`, `Class`, `Style` | [MudGrid](https://www.mudblazor.com/components/grid) |
| `LAYOUT_ACCORDION` | `None` | `AllowMultiSelection`, `IsDense`, `HasOutline`, `IsSquare`, `Elevation`, `HasSectionPaddings`, `Class`, `Style` | [MudExpansionPanels](https://www.mudblazor.com/components/expansionpanels) |
| `LAYOUT_ACCORDION_SECTION` | `Name`, `HeaderText` | `IsDisabled`, `IsExpanded`, `IsDense`, `HasInnerPadding`, `HideIcon`, `HeaderIcon`, `HeaderColor`, `HeaderTypo`, `HeaderAlign`, `MaxHeight`, `ExpandIcon`, `Class`, `Style` | [MudExpansionPanel](https://www.mudblazor.com/components/expansionpanels) |
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More information on rendered components can be found [here](https://www.mudblazor.com/docs/overview).
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## Component References
### `TEXT_AREA` reference
- Use `Type = "TEXT_AREA"` to render a MudBlazor text input or textarea.
- Required props:
- `Name`: unique state key used in prompt assembly and `BuildPrompt(input.fields)`.
- `Label`: visible field label.
- Optional props:
- `HelperText`: helper text rendered below the input.
- `HelperTextOnFocus`: defaults to `false`; show helper text only while the field is focused.
- `Adornment`: one of `Start`, `End`, `None`; invalid or omitted values fall back to `Start`.
- `AdornmentIcon`: MudBlazor icon identifier string for the adornment.
- `AdornmentText`: plain adornment text. Do not set this together with `AdornmentIcon`.
- `AdornmentColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; invalid or omitted values fall back to `Default`.
- `Counter`: nullable integer. Omit it to hide the counter entirely. Set `0` to show only the current character count. Set `1` or higher to show `current/max`.
- `MaxLength`: maximum number of characters allowed; defaults to `524288`.
- `IsImmediate`: defaults to `false`; updates the bound value on each input event instead of on blur/change.
- `UserPrompt`: prompt context text for this field.
- `PrefillText`: initial input value.
- `IsSingleLine`: defaults to `false`; render as a one-line input instead of a textarea.
- `ReadOnly`: defaults to `false`; disables editing.
- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### Example Textarea component
```lua
{
["Type"] = "TEXT_AREA",
["Props"] = {
["Name"] = "Budget",
["Label"] = "Budget",
["HelperText"] = "Enter the expected amount.",
["Adornment"] = "Start",
["AdornmentIcon"] = "Icons.Material.Filled.AttachMoney",
["AdornmentColor"] = "Success",
["Counter"] = 0,
["MaxLength"] = 100,
["IsImmediate"] = true,
["UserPrompt"] = "Use this budget information in your answer.",
["PrefillText"] = "",
["IsSingleLine"] = true
}
}
```
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---
### `DROPDOWN` reference
- Use `Type = "DROPDOWN"` to render a MudBlazor select field.
- Required props:
- `Name`: unique state key used in prompt assembly, button actions, and `BuildPrompt(input.fields)`.
- `Label`: visible field label.
- `Default`: dropdown item table with the shape `{ ["Value"] = "<internal value>", ["Display"] = "<visible label>" }`.
- `Items`: array of dropdown item tables with the same shape as `Default`.
- Optional props:
- `UserPrompt`: prompt context text for this field.
- `ValueType`: one of `string`, `int`, `double`, `bool`; currently the dropdown values exposed to prompt building and button actions are handled as the configured item `Value`s, with typical usage being `string`.
- `IsMultiselect`: defaults to `false`; when `true`, the component allows selecting multiple items.
- `HasSelectAll`: defaults to `false`; enables MudBlazor's select-all behavior for multiselect dropdowns.
- `SelectAllText`: custom label for the select-all action in multiselect mode.
- `HelperText`: helper text rendered below the dropdown.
- `OpenIcon`: MudBlazor icon identifier used while the dropdown is closed.
- `CloseIcon`: MudBlazor icon identifier used while the dropdown is open.
- `IconColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; invalid or omitted values fall back to `Default`.
- `IconPositon`: one of `Start` or `End`; controls where the icon adornment is rendered.
- `Variant`: one of the MudBlazor `Variant` enum names such as `Text`, `Filled`, `Outlined`; invalid or omitted values fall back to `Outlined`.
- `Class`, `Style`: forwarded to the rendered component for layout/styling.
- Dropdown item shape:
- `Value`: the internal raw value stored in component state and passed to prompt building.
- `Display`: the visible label shown to the user in the menu and selection text.
- Behavior notes:
- For single-select dropdowns, `input.fields.<Name>` is a single raw value such as `germany`.
- For multiselect dropdowns, `input.fields.<Name>` is an array-like Lua table of raw values.
- The UI shows the `Display` text, while prompt assembly and `BuildPrompt(input)` receive the raw `Value`.
- `Default` should usually also exist in `Items`. If it is missing there, the runtime currently still renders it as an available option.
#### Example Dropdown component
```lua
{
["Type"] = "DROPDOWN",
["Props"] = {
["Name"] = "targetCountries",
["Label"] = "Target countries",
["UserPrompt"] = "Use the selected countries in your answer.",
["ValueType"] = "string",
["IsMultiselect"] = true,
["HasSelectAll"] = true,
["SelectAllText"] = "Select all countries",
["HelperText"] = "Pick one or more countries.",
["OpenIcon"] = "Icons.Material.Filled.ArrowDropDown",
["CloseIcon"] = "Icons.Material.Filled.ArrowDropUp",
["IconColor"] = "Secondary",
["IconPositon"] = "End",
["Variant"] = "Filled",
["Default"] = { ["Value"] = "germany", ["Display"] = "Germany" },
["Items"] = {
{ ["Value"] = "germany", ["Display"] = "Germany" },
{ ["Value"] = "austria", ["Display"] = "Austria" },
{ ["Value"] = "france", ["Display"] = "France" }
},
["Class"] = "mb-3",
["Style"] = "min-width: 16rem;"
}
}
```
---
### `BUTTON` reference
- Use `Type = "BUTTON"` to render a clickable action button.
- `BUTTON` is the only action-button component in the assistant plugin API. Keep plugin authoring simple by treating it as one concept with two visual modes:
- default button mode: text button, optionally with start/end icons
- icon-button mode: set `IsIconButton = true` to render the action as an icon-only button
- Do not model persistent on/off state with `BUTTON`. For boolean toggles, use `SWITCH`. The plugin API intentionally does not expose a separate `TOGGLE_BUTTON` component.
- Required props:
- `Name`: unique identifier used to track execution state and logging.
- `Text`: button label used for standard buttons. Keep providing it for icon buttons too so the manifest stays self-describing.
- `Action`: Lua function called on button click.
- Optional props:
- `IsIconButton`: defaults to `false`; when `true`, renders the action as a `MudIconButton` using `StartIcon` as the icon glyph.
- `Variant`: one of the MudBlazor `Variant` enum names such as `Filled`, `Outlined`, `Text`; omitted values fall back to `Filled`.
- `Color`: one of the MudBlazor `Color` enum names such as `Default`, `Primary`, `Secondary`, `Info`; omitted values fall back to `Default`.
- `IsFullWidth`: defaults to `false`; when `true`, the button expands to the available width.
- `Size`: one of the MudBlazor `Size` enum names such as `Small`, `Medium`, `Large`; omitted values fall back to `Medium`.
- `StartIcon`: MudBlazor icon identifier string rendered before the button text, or used as the icon itself when `IsIconButton = true`.
- `EndIcon`: MudBlazor icon identifier string rendered after the button text.
- `IconColor`: one of the MudBlazor `Color` enum names for text-button icons; omitted values fall back to `Inherit`.
- `IconSize`: one of the MudBlazor `Size` enum names; omitted values fall back to `Medium`.
- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### `Action(input)` interface
- The function receives the same `input` structure as `ASSISTANT.BuildPrompt(input)`.
- Return `nil` for no state update.
- To update component state, return a table with a `fields` table.
- `fields` keys must reference existing component `Name` values.
- Supported write targets:
- `TEXT_AREA`, single-select `DROPDOWN`, `WEB_CONTENT_READER`, `FILE_CONTENT_READER`, `COLOR_PICKER`: string values
- multiselect `DROPDOWN`: array-like Lua table of strings
- `SWITCH`: boolean values
- Unknown field names and wrong value types are ignored and logged.
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#### Example Button component
```lua
{
["Type"] = "BUTTON",
["Props"] = {
["Name"] = "buildEmailOutput",
["Text"] = "Build output",
["Variant"] = "Filled",
["Color"] = "Primary",
["IsFullWidth"] = false,
["Size"] = "Medium",
["StartIcon"] = "Icons.Material.Filled.AutoFixHigh",
["EndIcon"] = "Icons.Material.Filled.ArrowForward",
["IconColor"] = "Inherit",
["IconSize"] = "Medium",
["Action"] = function(input)
local email = input.fields.emailContent or ""
local translate = input.fields.translateEmail or false
local output = email
if translate then
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output = output .. "\n\nTranslate this email:"
end
return {
fields = {
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outputTextField = output
}
}
end,
["Class"] = "mb-3",
["Style"] = "min-width: 12rem;"
}
}
```
#### Example Icon-Button action
```lua
{
["Type"] = "BUTTON",
["Props"] = {
["Name"] = "refreshPreview",
["Text"] = "Refresh preview",
["IsIconButton"] = true,
["Variant"] = "Outlined",
["Color"] = "Primary",
["Size"] = "Medium",
["StartIcon"] = "Icons.Material.Filled.Refresh",
["Action"] = function(input)
return {
fields = {
outputTextField = "Preview refreshed at " .. Timestamp()
}
}
end
}
}
```
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---
### `BUTTON_GROUP` reference
- Use `Type = "BUTTON_GROUP"` to render multiple `BUTTON` children as a single MudBlazor button group.
- Required structure:
- `Children`: array of `BUTTON` component tables. Other child component types are ignored.
- Optional props:
- `Variant`: one of the MudBlazor `Variant` enum names such as `Filled`, `Outlined`, `Text`; omitted values fall back to `Filled`.
- `Color`: one of the MudBlazor `Color` enum names such as `Default`, `Primary`, `Secondary`, `Info`; omitted values fall back to `Default`.
- `Size`: one of the MudBlazor `Size` enum names such as `Small`, `Medium`, `Large`; omitted values fall back to `Medium`.
- `OverrideStyles`: defaults to `false`; enables MudBlazor button-group style overrides.
- `Vertical`: defaults to `false`; when `true`, buttons are rendered vertically instead of horizontally.
- `DropShadow`: defaults to `true`; controls the group shadow.
- `Class`, `Style`: forwarded to the rendered `MudButtonGroup` for layout/styling.
- Child buttons use the existing `BUTTON` props and behavior, including Lua `Action(input)`. That includes `IsIconButton = true` when you want an icon-only action inside the group.
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#### Example Button-Group component
```lua
{
["Type"] = "BUTTON_GROUP",
["Props"] = {
["Variant"] = "Filled",
["Color"] = "Primary",
["Size"] = "Medium",
["OverrideStyles"] = false,
["Vertical"] = false,
["DropShadow"] = true
},
["Children"] = {
{
["Type"] = "BUTTON",
["Props"] = {
["Name"] = "buildEmailOutput",
["Text"] = "Build output",
["Action"] = function(input)
return {
fields = {
outputBuffer = input.fields.emailContent or ""
}
}
end,
["StartIcon"] = "Icons.Material.Filled.Build"
}
},
{
["Type"] = "BUTTON",
["Props"] = {
["Name"] = "logColor",
["Text"] = "Log color",
["Action"] = function(input)
LogError("ColorPicker value: " .. tostring(input.fields.colorPicker or ""))
return nil
end,
["EndIcon"] = "Icons.Material.Filled.BugReport"
}
}
}
}
```
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---
### `SWITCH` reference
- Use `Type = "SWITCH"` to render a boolean toggle.
- Required props:
- `Name`: unique state key used in prompt assembly and `BuildPrompt(input.fields)`.
- `Label`: visible label for the switch field.
- `Value`: initial boolean state (`true` or `false`).
- Optional props:
- `OnChanged`: Lua callback invoked after the switch value changes. It receives the same `input` table as `BUTTON.Action(input)` and may return `{ fields = { ... } }` to update component state. The new switch value is already reflected in `input.fields[Name]`.
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- `Disabled`: defaults to `false`; disables user interaction while still allowing the value to be included in prompt assembly.
- `UserPrompt`: prompt context text for this field.
- `LabelOn`: text shown when the switch value is `true`.
- `LabelOff`: text shown when the switch value is `false`.
- `LabelPlacement`: one of `Bottom`, `End`, `Left`, `Right`, `Start`, `Top`; omitted values follow the renderer default.
- `Icon`: MudBlazor icon identifier string displayed inside the switch thumb.
- `IconColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; omitted values default to `Inherit`.
- `CheckedColor`: color used when the switch state is `true`; omitted values default to `Inherit`.
- `UncheckedColor`: color used when the switch state is `false`; omitted values default to `Inherit`.
- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### Example Switch component
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```lua
{
["Type"] = "SWITCH",
["Props"] = {
["Name"] = "IncludeSummary",
["Label"] = "Include summary",
["Value"] = true,
["OnChanged"] = function(input)
local includeSummary = input.fields.IncludeSummary or false
return {
fields = {
SummaryMode = includeSummary and "short-summary" or "no-summary"
}
}
end,
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["Disabled"] = false,
["UserPrompt"] = "Decide whether the final answer should include a short summary.",
["LabelOn"] = "Summary enabled",
["LabelOff"] = "Summary disabled",
["LabelPlacement"] = "End",
["Icon"] = "Icons.Material.Filled.Summarize",
["IconColor"] = "Primary",
["CheckedColor"] = "Success",
["UncheckedColor"] = "Default",
["Class"] = "mb-6",
}
}
```
---
### `COLOR_PICKER` reference
- Use `Type = "COLOR_PICKER"` to render a MudBlazor color picker.
- Required props:
- `Name`: unique state key used in prompt assembly and `BuildPrompt(input.fields)`.
- `Label`: visible field label.
- Optional props:
- `Placeholder`: default color hex string (e.g. `#FF10FF`) or initial hint text.
- `ShowAlpha`: defaults to `true`; enables alpha channel editing.
- `ShowToolbar`: defaults to `true`; shows picker/grid/palette toolbar.
- `ShowModeSwitch`: defaults to `true`; allows switching between HEX/RGB(A)/HSL modes.
- `PickerVariant`: one of `DIALOG`, `INLINE`, `STATIC`; invalid or omitted values fall back to `STATIC`.
- `UserPrompt`: prompt context text for the selected color.
- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### Example Colorpicker component
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```lua
{
["Type"] = "COLOR_PICKER",
["Props"] = {
["Name"] = "accentColor",
["Label"] = "Accent color",
["Placeholder"] = "#FFAA00",
["ShowAlpha"] = false,
["ShowToolbar"] = true,
["ShowModeSwitch"] = true,
["PickerVariant"] = "STATIC",
["UserPrompt"] = "Use this as the accent color for the generated design."
}
}
```
## Prompt Assembly - UserPrompt Property
Each component exposes a `UserPrompt` string. When the assistant runs, `AssistantDynamic` recursively iterates over the component tree and, for each component that has a prompt, emits:
```
context:
<UserPrompt>
---
user prompt:
<value extracted from the component>
```
For switches the “value” is the boolean `true/false`; for readers it is the fetched/selected content; for color pickers it is the selected color text (for example `#FFAA00` or `rgba(...)`, depending on the picker mode). Always provide a meaningful `UserPrompt` so the final concatenated prompt remains coherent from the LLMs perspective.
## Advanced Prompt Assembly - BuildPrompt()
If you want full control over prompt composition, define `ASSISTANT.BuildPrompt` as a Lua function. When present, AI Studio calls it and uses its return value as the final user prompt. The default prompt assembly is skipped.
---
### Interface
- `ASSISTANT.BuildPrompt(LuaTable input) => string` must return a **string**, the complete User Prompt.
- If the function is missing, returns `nil`, or returns a non-string, AI Studio falls back to the default prompt assembly.
- Errors in the function are caught and logged, then fall back to the default prompt assembly.
---
### `input` table shape
The function receives a single `input` Lua table with:
- `input.fields`: values keyed by component `Name`
- Text area, single-select dropdown, and readers are strings
- Multiselect dropdown is an array-like Lua table of strings
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- Switch is a boolean
- Color picker is the selected color as a string
- `input.meta`: per-component metadata keyed by component `Name`
- `Type` (string, e.g. `TEXT_AREA`, `DROPDOWN`, `SWITCH`, `COLOR_PICKER`)
- `Label` (string, when provided)
- `UserPrompt` (string, when provided)
- `input.profile`: selected profile data
- `Name`, `NeedToKnow`, `Actions`, `Num`
- When no profile is selected, values match the built-in "Use no profile" entry
```
input = {
fields = {
["<Name>"] = "<string|boolean>",
...
},
meta = {
["<Name>"] = {
Type = "<TEXT_AREA|DROPDOWN|SWITCH|WEB_CONTENT_READER|FILE_CONTENT_READER|COLOR_PICKER>",
Label = "<string?>",
UserPrompt = "<string?>"
},
...
},
profile = {
Name = "<string>",
NeedToKnow = "<string>",
Actions = "<string>",
Num = <number>
}
}
-- <Name> is the value you set in the components name property
```
---
### Using `meta` inside BuildPrompt
`input.meta` is useful when you want to dynamically build the prompt based on component type or reuse existing UI text (labels/user prompts).
#### Example: iterate all fields with labels and include their values
```lua
ASSISTANT.BuildPrompt = function(input)
local parts = {}
for name, value in pairs(input.fields) do
local meta = input.meta[name]
if meta and meta.Label and value ~= "" then
table.insert(parts, meta.Label .. ": " .. tostring(value))
end
end
return table.concat(parts, "\n")
end
```
#### Example: handle types differently
```lua
ASSISTANT.BuildPrompt = function(input)
local parts = {}
for name, meta in pairs(input.meta) do
local value = input.fields[name]
if meta.Type == "SWITCH" then
table.insert(parts, name .. ": " .. tostring(value))
elseif meta.Type == "COLOR_PICKER" and value and value ~= "" then
table.insert(parts, name .. ": " .. value)
elseif value and value ~= "" then
table.insert(parts, name .. ": " .. value)
end
end
return table.concat(parts, "\n")
end
```
---
### Using `profile` inside BuildPrompt
Profiles are optional user context (e.g., "NeedToKnow" and "Actions"). You can inject this directly into the user prompt if you want the LLM to always see it.
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#### Example: Add user profile context to the prompt
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```lua
ASSISTANT.BuildPrompt = function(input)
local parts = {}
if input.profile and input.profile.NeedToKnow ~= "" then
table.insert(parts, "User context:")
table.insert(parts, input.profile.NeedToKnow)
table.insert(parts, "")
end
table.insert(parts, input.fields.Main or "")
return table.concat(parts, "\n")
end
```
## Advanced Layout Options
### `LAYOUT_GRID` reference
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A 12-column grid system for organizing content with responsive breakpoints for different screen sizes.
```
+------------------------------------------------------------+
| 12 |
+------------------------------------------------------------+
+----------------------------+ +----------------------------+
| 6 | | 6 |
+----------------------------+ +----------------------------+
+------------+ +------------+ +-----------+ +-------------+
| 3 | | 3 | | 3 | | 3 |
+------------+ +------------+ +-----------+ +-------------+
```
- Use `Type = "LAYOUT_GRID"` to render a MudBlazor grid container.
- Required props:
- `Name`: unique identifier for the layout node.
- Required structure:
- `Children`: array of `LAYOUT_ITEM` component tables. Other child component types are ignored.
- Optional props:
- `Justify`: one of the MudBlazor `Justify` enum names such as `FlexStart`, `Center`, `SpaceBetween`; omitted values fall back to `FlexStart`.
- `Spacing`: integer spacing between grid items; omitted values fall back to `6`.
- `Class`, `Style`: forwarded to the rendered `MudGrid` for layout/styling.
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#### Example: How to define a flexible grid
```lua
{
["Type"] = "LAYOUT_GRID",
["Props"] = {
["Name"] = "mainGrid",
["Justify"] = "FlexStart",
["Spacing"] = 2
},
["Children"] = {
{
["Type"] = "LAYOUT_ITEM",
["Props"] = {
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["Name"] = "contentColumn",
["Xs"] = 12,
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["Lg"] = 8
},
["Children"] = {
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
},
},
{
["Type"] = "LAYOUT_ITEM",
["Props"] = {
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["Name"] = "contentColumn2",
["Xs"] = 12,
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["Lg"] = 8
},
["Children"] = {
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
},
},
...
}
}
```
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For a visual example and a full explanation look [here](https://www.mudblazor.com/components/grid#spacing)
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---
### `LAYOUT_ITEM` reference
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`LAYOUT_ITEM` is used to wrap children components to use them into a grid.
The Breakpoints define how many columns the wrapped components take up in a 12-column grid.
Read more about breakpoint [here](https://www.mudblazor.com/features/breakpoints#breakpoints).
- Use `Type = "LAYOUT_ITEM"` to render a MudBlazor grid item.
- Required props:
- `Name`: unique identifier for the layout node.
- Intended parent:
- Use this component inside `LAYOUT_GRID`.
- Optional props:
- `Xs`, `Sm`, `Md`, `Lg`, `Xl`, `Xxl`: integer breakpoint widths. Omit a breakpoint to leave it unset.
- `Class`, `Style`: forwarded to the rendered `MudItem` for layout/styling.
- `Children` may contain any other assistant components you want to place inside the item.
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#### Example: How to wrap a child component and define its breakpoints
```lua
{
["Type"] = "LAYOUT_ITEM",
["Props"] = {
["Name"] = "contentColumn",
["Xs"] = 12,
["Lg"] = 8
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},
["Children"] = {
{
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
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}
}
}
```
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For a full explanation look [here](https://www.mudblazor.com/api/MudItem#pages)
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---
### `LAYOUT_PAPER` reference
- Use `Type = "LAYOUT_PAPER"` to render a MudBlazor paper container.
- Required props:
- `Name`: unique identifier for the layout node.
- Optional props:
- `Elevation`: integer elevation; omitted values fall back to `1`.
- `Height`, `MaxHeight`, `MinHeight`, `Width`, `MaxWidth`, `MinWidth`: CSS size values such as `100%`, `24rem`, `50vh`.
- `IsOutlined`: defaults to `false`; toggles outlined mode.
- `IsSquare`: defaults to `false`; removes rounded corners.
- `Class`, `Style`: forwarded to the rendered `MudPaper` for layout/styling.
- `Children` may contain any other assistant components you want to wrap.
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#### Example: How to define a MudPaper wrapping child components
```lua
{
["Type"] = "LAYOUT_PAPER",
["Props"] = {
["Name"] = "contentPaper",
["Elevation"] = 2,
["Width"] = "100%",
["IsOutlined"] = true
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},
["Children"] = {
{
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
},
...
}
}
```
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For a visual example and a full explanation look [here](https://www.mudblazor.com/components/paper#material-design)
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---
### `LAYOUT_STACK` reference
- Use `Type = "LAYOUT_STACK"` to render a MudBlazor stack layout.
- Required props:
- `Name`: unique identifier for the layout node.
- Optional props:
- `IsRow`: defaults to `false`; renders items horizontally.
- `IsReverse`: defaults to `false`; reverses the visual order.
- `Breakpoint`: one of the MudBlazor `Breakpoint` enum names such as `Sm`, `Md`, `Lg`; omitted values fall back to `None`.
- `Align`: one of the MudBlazor `AlignItems` enum names such as `Start`, `Center`, `Stretch`; omitted values fall back to `Stretch`.
- `Justify`: one of the MudBlazor `Justify` enum names such as `FlexStart`, `Center`, `SpaceBetween`; omitted values fall back to `FlexStart`.
- `Stretch`: one of the MudBlazor `StretchItems` enum names such as `None`, `Start`, `End`, `Stretch`; omitted values fall back to `None`.
- `Wrap`: one of the MudBlazor `Wrap` enum names such as `Wrap`, `NoWrap`, `WrapReverse`; omitted values fall back to `Wrap`.
- `Spacing`: integer spacing between child components; omitted values fall back to `3`.
- `Class`, `Style`: forwarded to the rendered `MudStack` for layout/styling.
- `Children` may contain any other assistant components you want to arrange.
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#### Example: Define a stack of children components
```lua
{
["Type"] = "LAYOUT_STACK",
["Props"] = {
["Name"] = "toolbarRow",
["IsRow"] = true,
["Align"] = "Center",
["Justify"] = "SpaceBetween",
["Spacing"] = 2
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},
["Children"] = {
{
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
},
...
}
}
```
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For a visual example and a full explanation look [here](https://www.mudblazor.com/components/stack#basic-usage)
---
### `LAYOUT_ACCORDION` reference
- Use `Type = "LAYOUT_ACCORDION"` to render a MudBlazor accordion container (`MudExpansionPanels`).
- Required props:
- `Name`: unique identifier for the layout node.
- Required structure:
- `Children`: array of `LAYOUT_ACCORDION_SECTION` component tables. Other child component types are ignored by intent and should be avoided.
- Optional props:
- `AllowMultiSelection`: defaults to `false`; allows multiple sections to stay expanded at the same time.
- `IsDense`: defaults to `false`; reduces the visual density of the accordion.
- `HasOutline`: defaults to `false`; toggles outlined panel styling.
- `IsSquare`: defaults to `false`; removes rounded corners from the accordion container.
- `Elevation`: integer elevation; omitted values fall back to `0`.
- `HasSectionPaddings`: defaults to `false`; toggles the section gutter/padding behavior.
- `Class`, `Style`: forwarded to the rendered `MudExpansionPanels` for layout/styling.
#### Example: Define an accordion container
```lua
{
["Type"] = "LAYOUT_ACCORDION",
["Props"] = {
["Name"] = "settingsAccordion",
["AllowMultiSelection"] = true,
["IsDense"] = false,
["HasOutline"] = true,
["IsSquare"] = false,
["Elevation"] = 0,
["HasSectionPaddings"] = true
},
["Children"] = {
{
["Type"] = "LAYOUT_ACCORDION_SECTION",
["Props"] = {
["Name"] = "generalSection",
["HeaderText"] = "General"
},
["Children"] = {
{
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
}
}
}
}
}
```
Use `LAYOUT_ACCORDION` as the outer wrapper and put the actual content into one or more `LAYOUT_ACCORDION_SECTION` children.
---
### `LAYOUT_ACCORDION_SECTION` reference
- Use `Type = "LAYOUT_ACCORDION_SECTION"` to render one expandable section inside `LAYOUT_ACCORDION`.
- Required props:
- `Name`: unique identifier for the layout node.
- `HeaderText`: visible header text shown in the section title row.
- Intended parent:
- Use this component inside `LAYOUT_ACCORDION`.
- Optional props:
- `IsDisabled`: defaults to `false`; disables user interaction for the section.
- `IsExpanded`: defaults to `false`; sets the initial expanded state.
- `IsDense`: defaults to `false`; reduces section density.
- `HasInnerPadding`: defaults to `true`; controls the inner content gutter/padding.
- `HideIcon`: defaults to `false`; hides the expand/collapse icon.
- `HeaderIcon`: MudBlazor icon identifier rendered before the header text.
- `HeaderColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; omitted values fall back to `Inherit`.
- `HeaderTypo`: one of the MudBlazor `Typo` enum names such as `body1`, `subtitle1`, `h6`; omitted values follow the renderer default.
- `HeaderAlign`: one of the MudBlazor `Align` enum names such as `Start`, `Center`, `End`; omitted values follow the renderer default.
- `MaxHeight`: nullable integer max height in pixels for the expanded content area.
- `ExpandIcon`: MudBlazor icon identifier used for the expand/collapse control.
- `Class`, `Style`: forwarded to the rendered `MudExpansionPanel` for layout/styling.
- `Children` may contain any other assistant components you want to reveal inside the section.
#### Example: Define an accordion section
```lua
{
["Type"] = "LAYOUT_ACCORDION_SECTION",
["Props"] = {
["Name"] = "advancedOptions",
["HeaderText"] = "Advanced options",
["IsDisabled"] = false,
["IsExpanded"] = true,
["IsDense"] = false,
["HasInnerPadding"] = true,
["HideIcon"] = false,
["HeaderIcon"] = "Icons.Material.Filled.Tune",
["HeaderColor"] = "Primary",
["HeaderTypo"] = "subtitle1",
["HeaderAlign"] = "Start",
["MaxHeight"] = 320,
["ExpandIcon"] = "Icons.Material.Filled.ExpandMore"
},
["Children"] = {
{
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
["Props"] = {...},
}
}
}
```
`MaxHeight` is an integer pixel value, unlike `LAYOUT_PAPER` sizing props which accept CSS length strings such as `24rem` or `50vh`.
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## Useful Lua Functions
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### Included lua libraries
- [Basic Functions Library](https://www.lua.org/manual/5.2/manual.html#6.1)
- [Coroutine Manipulation Library](https://www.lua.org/manual/5.2/manual.html#6.2)
- [String Manipulation Library](https://www.lua.org/manual/5.2/manual.html#6.4)
- [Table Manipulation Library](https://www.lua.org/manual/5.2/manual.html#6.5)
- [Mathematical Functions Library](https://www.lua.org/manual/5.2/manual.html#6.6)
- [Bitwise Operations Library](https://www.lua.org/manual/5.2/manual.html#6.7)
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---
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### Logging helpers
The assistant runtime exposes basic logging helpers to Lua. Use them to debug custom prompt building.
- `LogDebug(message)`
- `LogInfo(message)`
- `LogWarn(message)`
- `LogError(message)`
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#### Example: Use Logging in lua functions
```lua
ASSISTANT.BuildPrompt = function(input)
LogInfo("BuildPrompt called")
return input.fields.Text or ""
end
```
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---
### Date/time helpers (assistant plugins only)
Use these when you need timestamps inside Lua.
- `DateTime(format)` returns a table with date/time parts plus a formatted string.
- `format` is optional; default is `yyyy-MM-dd HH:mm:ss` (ISO 8601-like).
- `formatted` contains the date in your desired format (e.g. `dd.MM.yyyy HH:mm`) or the default.
- Members: `year`, `month`, `day`, `hour`, `minute`, `second`, `millisecond`, `formatted`.
- `Timestamp()` returns a UTC timestamp in ISO-8601 format (`O` / round-trip), e.g. `2026-03-02T21:15:30.1234567Z`.
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#### Example: Use the datetime functions in lua
```lua
local dt = DateTime("yyyy-MM-dd HH:mm:ss")
LogInfo(dt.formatted)
LogInfo(Timestamp())
LogInfo(dt.day .. "." .. dt.month .. "." .. dt.year)
```
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## General Tips
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1. Give every component a _**unique**_ `Name`— its used to track state and treated like an Id.
2. Keep in mind that components and their properties are _**case-sensitive**_ (e.g. if you write `["Type"] = "heading"` instead of `["Type"] = "HEADING"` the component will not be registered). Always copy-paste the component from the `plugin.lua` manifest to avoid this.
3. When you expect default content (e.g., a textarea with instructions), keep `UserPrompt` but also set `PrefillText` so the user starts with a hint.
4. If you need extra explanatory text (before or after the interactive controls), use `TEXT` or `HEADING` components.
5. Keep `Preselect`/`PreselectContentCleanerAgent` flags in `WEB_CONTENT_READER` to simplify the initial UI for the user.
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## Useful Resources
- [plugin.lua - Lua Manifest](https://github.com/MindWorkAI/AI-Studio/tree/main/app/MindWork%20AI%20Studio/Plugins/assistants/plugin.lua)
- [AI Studio Repository](https://github.com/MindWorkAI/AI-Studio/)
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- [Lua 5.2 Reference Manual](https://www.lua.org/manual/5.2/manual.html)
- [MudBlazor Documentation](https://www.mudblazor.com/docs/overview)