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improved documentation
This commit is contained in:
parent
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@ -2,12 +2,32 @@
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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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## How to use this Documention
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Fill our here
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## Directory Structure
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```
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.
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└── com.github.mindwork-ai.ai-studio/
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└── data/
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└── plugins/
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└── assistants/
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└── your-assistant-directory/
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├── assets/
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│ └── your-media-files.jpg
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├── icon.lua
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└── plugin.lua
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```
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## Structure
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- `ASSISTANT` is the root table. It must contain `Title`, `Description`, `SystemPrompt`, `SubmitText`, `AllowProfiles`, and the nested `UI` definition.
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- `UI.Type` is always `"FORM"` and `UI.Children` is a list of component tables.
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- Each component table declares `Type`, an optional `Children` array, and a `Props` table that feeds the component’s parameters.
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Supported types (matching the Blazor UI components):
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#### Supported types (matching the Blazor UI components):
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- `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`.
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- `DROPDOWN`: selects between variants; `Props` must include `Name`, `Label`, `Default`, `Items`, and optionally `ValueType` plus `UserPrompt`.
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@ -27,99 +47,9 @@ Supported types (matching the Blazor UI components):
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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.
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## Prompt Assembly
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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:
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More information on rendered components can be found [here](https://www.mudblazor.com/docs/overview).
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```
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context:
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<UserPrompt>
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---
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user prompt:
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<value extracted from the component>
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```
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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 LLM’s perspective.
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### Advanced: BuildPrompt (optional)
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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.
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#### Contract
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- `ASSISTANT.BuildPrompt(input)` must return a **string**.
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- If the function is missing, returns `nil`, or returns a non-string, AI Studio falls back to the default prompt assembly.
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- Errors in the function are caught and logged, then fall back to the default prompt assembly.
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#### Input table shape
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The function receives a single `input` table with:
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- `input.fields`: values keyed by component `Name`
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- Text area, dropdown, and readers are strings
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- Switch is a boolean
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- Color picker is the selected color as a string
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- `input.meta`: per-component metadata keyed by component `Name`
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- `Type` (string, e.g. `TEXT_AREA`, `DROPDOWN`, `SWITCH`, `COLOR_PICKER`)
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- `Label` (string, when provided)
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- `UserPrompt` (string, when provided)
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- `input.profile`: selected profile data
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- `Id`, `Name`, `NeedToKnow`, `Actions`, `Num`
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- When no profile is selected, values match the built-in "Use no profile" entry
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#### Table shapes (quick reference)
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```
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input = {
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fields = {
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["<Name>"] = "<string|boolean>",
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...
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},
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meta = {
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["<Name>"] = {
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Type = "<TEXT_AREA|DROPDOWN|SWITCH|WEB_CONTENT_READER|FILE_CONTENT_READER|COLOR_PICKER>",
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Label = "<string?>",
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UserPrompt = "<string?>"
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},
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...
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},
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profile = {
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Name = "<string>",
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NeedToKnow = "<string>",
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Actions = "<string>",
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Num = <number>
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}
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}
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```
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#### Using `meta` inside BuildPrompt
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`input.meta` is useful when you want to dynamically build the prompt based on component type or reuse existing UI text (labels/user prompts).
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Example: iterate all fields with labels and include their values
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```lua
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ASSISTANT.BuildPrompt = function(input)
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local parts = {}
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for name, value in pairs(input.fields) do
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local meta = input.meta[name]
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if meta and meta.Label and value ~= "" then
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table.insert(parts, meta.Label .. ": " .. tostring(value))
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end
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end
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return table.concat(parts, "\n")
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end
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```
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Example: handle types differently
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```lua
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ASSISTANT.BuildPrompt = function(input)
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local parts = {}
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for name, meta in pairs(input.meta) do
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local value = input.fields[name]
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if meta.Type == "SWITCH" then
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table.insert(parts, name .. ": " .. tostring(value))
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elseif meta.Type == "COLOR_PICKER" and value and value ~= "" then
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table.insert(parts, name .. ": " .. value)
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elseif value and value ~= "" then
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table.insert(parts, name .. ": " .. value)
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end
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end
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return table.concat(parts, "\n")
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end
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```
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## Component References
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### `TEXT_AREA` reference
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- Use `Type = "TEXT_AREA"` to render a MudBlazor text input or textarea.
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@ -142,7 +72,7 @@ end
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- `ReadOnly`: defaults to `false`; disables editing.
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- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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Example:
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#### Example:
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```lua
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{
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["Type"] = "TEXT_AREA",
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@ -162,6 +92,7 @@ Example:
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}
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}
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```
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---
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### `BUTTON` reference
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- Use `Type = "BUTTON"` to render a clickable action button.
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@ -180,7 +111,7 @@ Example:
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- `IconSize`: one of the MudBlazor `Size` enum names; omitted values fall back to `Medium`.
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- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### `Action(input)` contract
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#### `Action(input)` interface
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- The function receives the same `input` structure as `ASSISTANT.BuildPrompt(input)`.
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- Return `nil` for no state update.
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- To update component state, return a table with a `fields` table.
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@ -190,7 +121,7 @@ Example:
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- `SWITCH`: boolean values
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- Unknown field names and wrong value types are ignored and logged.
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Example:
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#### Example:
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```lua
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{
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["Type"] = "BUTTON",
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@ -211,12 +142,12 @@ Example:
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local output = email
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if translate then
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output = output .. "\n\nTranslate this email."
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output = output .. "\n\nTranslate this email:"
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end
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return {
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fields = {
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outputBuffer = output
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outputTextField = output
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}
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}
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end,
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@ -225,6 +156,7 @@ Example:
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}
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}
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```
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---
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### `BUTTON_GROUP` reference
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- Use `Type = "BUTTON_GROUP"` to render multiple `BUTTON` children as a single MudBlazor button group.
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@ -240,7 +172,7 @@ Example:
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- `Class`, `Style`: forwarded to the rendered `MudButtonGroup` for layout/styling.
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- Child buttons use the existing `BUTTON` props and behavior, including Lua `Action(input)`.
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Example:
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#### Example:
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```lua
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{
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["Type"] = "BUTTON_GROUP",
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@ -283,6 +215,193 @@ Example:
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}
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}
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```
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---
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### `SWITCH` reference
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- Use `Type = "SWITCH"` to render a boolean toggle.
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- Required props:
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- `Name`: unique state key used in prompt assembly and `BuildPrompt(input.fields)`.
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- `Label`: visible label for the switch field.
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- `Value`: initial boolean state (`true` or `false`).
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- Optional props:
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- `Disabled`: defaults to `false`; disables user interaction while still allowing the value to be included in prompt assembly.
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- `UserPrompt`: prompt context text for this field.
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- `LabelOn`: text shown when the switch value is `true`.
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- `LabelOff`: text shown when the switch value is `false`.
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- `LabelPlacement`: one of `Bottom`, `End`, `Left`, `Right`, `Start`, `Top`; omitted values follow the renderer default.
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- `Icon`: MudBlazor icon identifier string displayed inside the switch thumb.
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- `IconColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; omitted values default to `Inherit`.
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- `CheckedColor`: color used when the switch state is `true`; omitted values default to `Inherit`.
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- `UncheckedColor`: color used when the switch state is `false`; omitted values default to `Inherit`.
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- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### Example:
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```lua
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{
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["Type"] = "SWITCH",
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["Props"] = {
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["Name"] = "IncludeSummary",
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["Label"] = "Include summary",
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["Value"] = true,
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["Disabled"] = false,
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["UserPrompt"] = "Decide whether the final answer should include a short summary.",
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["LabelOn"] = "Summary enabled",
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["LabelOff"] = "Summary disabled",
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["LabelPlacement"] = "End",
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["Icon"] = "Icons.Material.Filled.Summarize",
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["IconColor"] = "Primary",
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["CheckedColor"] = "Success",
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["UncheckedColor"] = "Default",
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["Class"] = "mb-6",
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}
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}
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```
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---
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### `COLOR_PICKER` reference
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- Use `Type = "COLOR_PICKER"` to render a MudBlazor color picker.
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- Required props:
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- `Name`: unique state key used in prompt assembly and `BuildPrompt(input.fields)`.
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- `Label`: visible field label.
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- Optional props:
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- `Placeholder`: default color hex string (e.g. `#FF10FF`) or initial hint text.
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- `ShowAlpha`: defaults to `true`; enables alpha channel editing.
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- `ShowToolbar`: defaults to `true`; shows picker/grid/palette toolbar.
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- `ShowModeSwitch`: defaults to `true`; allows switching between HEX/RGB(A)/HSL modes.
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- `PickerVariant`: one of `DIALOG`, `INLINE`, `STATIC`; invalid or omitted values fall back to `STATIC`.
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- `UserPrompt`: prompt context text for the selected color.
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- `Class`, `Style`: forwarded to the rendered component for layout/styling.
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#### Example:
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```lua
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{
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["Type"] = "COLOR_PICKER",
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["Props"] = {
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["Name"] = "accentColor",
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["Label"] = "Accent color",
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["Placeholder"] = "#FFAA00",
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["ShowAlpha"] = false,
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["ShowToolbar"] = true,
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["ShowModeSwitch"] = true,
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["PickerVariant"] = "STATIC",
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["UserPrompt"] = "Use this as the accent color for the generated design."
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}
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}
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```
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## Prompt Assembly - UserPrompt Property
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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:
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```
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context:
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<UserPrompt>
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---
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user prompt:
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<value extracted from the component>
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```
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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 LLM’s perspective.
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## Advanced Prompt Assembly - BuildPrompt()
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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.
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---
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### Interface
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- `ASSISTANT.BuildPrompt(LuaTable input) => string` must return a **string**, the complete User Prompt.
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- If the function is missing, returns `nil`, or returns a non-string, AI Studio falls back to the default prompt assembly.
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- Errors in the function are caught and logged, then fall back to the default prompt assembly.
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---
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### `input` table shape
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The function receives a single `input` Lua table with:
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- `input.fields`: values keyed by component `Name`
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- Text area, dropdown, and readers are strings
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- Switch is a boolean
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- Color picker is the selected color as a string
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- `input.meta`: per-component metadata keyed by component `Name`
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- `Type` (string, e.g. `TEXT_AREA`, `DROPDOWN`, `SWITCH`, `COLOR_PICKER`)
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- `Label` (string, when provided)
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- `UserPrompt` (string, when provided)
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- `input.profile`: selected profile data
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- `Name`, `NeedToKnow`, `Actions`, `Num`
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- When no profile is selected, values match the built-in "Use no profile" entry
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```
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input = {
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fields = {
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["<Name>"] = "<string|boolean>",
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...
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},
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meta = {
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["<Name>"] = {
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Type = "<TEXT_AREA|DROPDOWN|SWITCH|WEB_CONTENT_READER|FILE_CONTENT_READER|COLOR_PICKER>",
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Label = "<string?>",
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UserPrompt = "<string?>"
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},
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...
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},
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profile = {
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Name = "<string>",
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NeedToKnow = "<string>",
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Actions = "<string>",
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Num = <number>
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}
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}
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-- <Name> is the value you set in the components name property
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```
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---
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### Using `meta` inside BuildPrompt
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`input.meta` is useful when you want to dynamically build the prompt based on component type or reuse existing UI text (labels/user prompts).
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#### Example: iterate all fields with labels and include their values
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```lua
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ASSISTANT.BuildPrompt = function(input)
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local parts = {}
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for name, value in pairs(input.fields) do
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local meta = input.meta[name]
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if meta and meta.Label and value ~= "" then
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table.insert(parts, meta.Label .. ": " .. tostring(value))
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end
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end
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return table.concat(parts, "\n")
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end
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```
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#### Example: handle types differently
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```lua
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ASSISTANT.BuildPrompt = function(input)
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local parts = {}
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for name, meta in pairs(input.meta) do
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local value = input.fields[name]
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if meta.Type == "SWITCH" then
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table.insert(parts, name .. ": " .. tostring(value))
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elseif meta.Type == "COLOR_PICKER" and value and value ~= "" then
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table.insert(parts, name .. ": " .. value)
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elseif value and value ~= "" then
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table.insert(parts, name .. ": " .. value)
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end
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end
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return table.concat(parts, "\n")
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end
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```
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---
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### Using `profile` inside BuildPrompt
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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:
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```lua
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ASSISTANT.BuildPrompt = function(input)
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local parts = {}
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if input.profile and input.profile.NeedToKnow ~= "" then
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table.insert(parts, "User context:")
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table.insert(parts, input.profile.NeedToKnow)
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table.insert(parts, "")
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end
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table.insert(parts, input.fields.Main or "")
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return table.concat(parts, "\n")
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end
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```
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## Advanced Layout Options
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### `LAYOUT_GRID` reference
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- Use `Type = "LAYOUT_GRID"` to render a MudBlazor grid container.
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@ -308,22 +427,32 @@ Example:
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{
|
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["Type"] = "LAYOUT_ITEM",
|
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["Props"] = {
|
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["Name"] = "leftItem",
|
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["Name"] = "contentColumn",
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["Xs"] = 12,
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["Md"] = 6
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}
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["Lg"] = 8
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},
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["Children"] = {
|
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["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
|
||||
["Props"] = {...},
|
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},
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},
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{
|
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["Type"] = "LAYOUT_ITEM",
|
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["Props"] = {
|
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["Name"] = "rightItem",
|
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["Name"] = "contentColumn2",
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["Xs"] = 12,
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["Md"] = 6
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}
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}
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["Lg"] = 8
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},
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["Children"] = {
|
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["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
|
||||
["Props"] = {...},
|
||||
},
|
||||
},
|
||||
...
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||||
}
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||||
}
|
||||
```
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||||
---
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||||
|
||||
### `LAYOUT_ITEM` reference
|
||||
- Use `Type = "LAYOUT_ITEM"` to render a MudBlazor grid item.
|
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@ -344,9 +473,17 @@ Example:
|
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["Name"] = "contentColumn",
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||||
["Xs"] = 12,
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["Lg"] = 8
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||||
},
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||||
["Children"] = {
|
||||
{
|
||||
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
|
||||
["Props"] = {...},
|
||||
},
|
||||
...
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||||
}
|
||||
}
|
||||
```
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||||
---
|
||||
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||||
### `LAYOUT_PAPER` reference
|
||||
- Use `Type = "LAYOUT_PAPER"` to render a MudBlazor paper container.
|
||||
@ -369,9 +506,17 @@ Example:
|
||||
["Elevation"] = 2,
|
||||
["Width"] = "100%",
|
||||
["IsOutlined"] = true
|
||||
},
|
||||
["Children"] = {
|
||||
{
|
||||
["Type"] = "<TEXT_AREA|BUTTON|BUTTON_GROUP|SWITCH|PROVIDER_SELECTION|...>",
|
||||
["Props"] = {...},
|
||||
},
|
||||
...
|
||||
}
|
||||
}
|
||||
```
|
||||
---
|
||||
|
||||
### `LAYOUT_STACK` reference
|
||||
- Use `Type = "LAYOUT_STACK"` to render a MudBlazor stack layout.
|
||||
@ -403,94 +548,7 @@ Example:
|
||||
}
|
||||
```
|
||||
|
||||
### `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:
|
||||
- `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.
|
||||
-
|
||||
Example:
|
||||
```lua
|
||||
{
|
||||
["Type"] = "SWITCH",
|
||||
["Props"] = {
|
||||
["Name"] = "IncludeSummary",
|
||||
["Label"] = "Include summary",
|
||||
["Value"] = true,
|
||||
["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.
|
||||
|
||||
Example:
|
||||
```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."
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 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.
|
||||
|
||||
Example:
|
||||
```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
|
||||
```
|
||||
|
||||
## Useful Functions
|
||||
### 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)
|
||||
@ -498,8 +556,9 @@ end
|
||||
- [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)
|
||||
---
|
||||
|
||||
### Logging helpers (assistant plugins only)
|
||||
### Logging helpers
|
||||
The assistant runtime exposes basic logging helpers to Lua. Use them to debug custom prompt building.
|
||||
|
||||
- `LogDebug(message)`
|
||||
@ -507,13 +566,14 @@ The assistant runtime exposes basic logging helpers to Lua. Use them to debug cu
|
||||
- `LogWarn(message)`
|
||||
- `LogError(message)`
|
||||
|
||||
Example:
|
||||
#### Example:
|
||||
```lua
|
||||
ASSISTANT.BuildPrompt = function(input)
|
||||
LogInfo("BuildPrompt called")
|
||||
return input.fields.Text or ""
|
||||
end
|
||||
```
|
||||
---
|
||||
|
||||
### Date/time helpers (assistant plugins only)
|
||||
Use these when you need timestamps inside Lua.
|
||||
@ -524,7 +584,7 @@ Use these when you need timestamps inside Lua.
|
||||
- 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`.
|
||||
|
||||
Example:
|
||||
#### Example:
|
||||
```lua
|
||||
local dt = DateTime("yyyy-MM-dd HH:mm:ss")
|
||||
LogInfo(dt.formatted)
|
||||
@ -532,46 +592,15 @@ LogInfo(Timestamp())
|
||||
LogInfo(dt.day .. "." .. dt.month .. "." .. dt.year)
|
||||
```
|
||||
|
||||
#### Example: simple custom prompt
|
||||
```lua
|
||||
ASSISTANT.BuildPrompt = function(input)
|
||||
local f = input.fields
|
||||
return "Topic: " .. (f.Topic or "") .. "\nDetails:\n" .. (f.Details or "")
|
||||
end
|
||||
```
|
||||
## General Tips
|
||||
|
||||
#### Example: structured prompt (similar to Coding assistant)
|
||||
```lua
|
||||
ASSISTANT.BuildPrompt = function(input)
|
||||
local f = input.fields
|
||||
local parts = {}
|
||||
|
||||
if (f.Code or "") ~= "" then
|
||||
table.insert(parts, "I have the following code:")
|
||||
table.insert(parts, "```")
|
||||
table.insert(parts, f.Code)
|
||||
table.insert(parts, "```")
|
||||
table.insert(parts, "")
|
||||
end
|
||||
|
||||
if (f.CompilerMessages or "") ~= "" then
|
||||
table.insert(parts, "I have the following compiler messages:")
|
||||
table.insert(parts, "```")
|
||||
table.insert(parts, f.CompilerMessages)
|
||||
table.insert(parts, "```")
|
||||
table.insert(parts, "")
|
||||
end
|
||||
|
||||
table.insert(parts, "My questions are:")
|
||||
table.insert(parts, f.Questions or "")
|
||||
return table.concat(parts, "\n")
|
||||
end
|
||||
```
|
||||
|
||||
# Tips
|
||||
|
||||
1. Give every component a unique `Name`— it’s used to track state.
|
||||
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.
|
||||
1. Give every component a _**unique**_ `Name`— it’s 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.
|
||||
|
||||
## Useful Resources
|
||||
- [plugin.lua - Lua Manifest](https://github.com/MindWorkAI/AI-Studio/tree/main/app/MindWork%20AI%20Studio/Plugins/assistants/plugin.lua)
|
||||
- [Lua 5.2 Reference Manual](https://www.lua.org/manual/5.2/manual.html)
|
||||
- [MudBlazor Documentation](https://www.mudblazor.com/docs/overview)
|
||||
|
||||
Loading…
Reference in New Issue
Block a user