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578 lines
24 KiB
Markdown
578 lines
24 KiB
Markdown
# Assistant Plugin Reference
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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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## 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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- `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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- `BUTTON`: invokes a Lua callback; `Props` must include `Name`, `Text`, `Action`, and may include `Variant`, `Color`, `IsFullWidth`, `Size`, `StartIcon`, `EndIcon`, `IconColor`, `IconSize`, `Class`, `Style`.
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- `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`.
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- `LAYOUT_GRID`: renders a `MudGrid`; `Children` must contain only `LAYOUT_ITEM` components and `Props` may include `Justify`, `Spacing`, `Class`, `Style`.
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- `LAYOUT_ITEM`: renders a `MudItem`; use it inside `LAYOUT_GRID` and configure breakpoints with `Xs`, `Sm`, `Md`, `Lg`, `Xl`, `Xxl`, plus optional `Class`, `Style`.
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- `LAYOUT_PAPER`: renders a `MudPaper`; may include `Elevation`, `Height`, `MaxHeight`, `MinHeight`, `Width`, `MaxWidth`, `MinWidth`, `IsOutlined`, `IsSquare`, `Class`, `Style`.
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- `LAYOUT_STACK`: renders a `MudStack`; may include `IsRow`, `IsReverse`, `Breakpoint`, `Align`, `Justify`, `Stretch`, `Wrap`, `Spacing`, `Class`, `Style`.
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- `SWITCH`: boolean option; requires `Name`, `Label`, `Value`, and may include `Disabled`, `UserPrompt`, `LabelOn`, `LabelOff`, `LabelPlacement`, `Icon`, `IconColor`, `CheckedColor`, `UncheckedColor`, `Class`, `Style`.
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- `COLOR_PICKER`: color input based on `MudColorPicker`; requires `Name`, `Label`, and may include `Placeholder`, `ShowAlpha`, `ShowToolbar`, `ShowModeSwitch`, `PickerVariant`, `UserPrompt`, `Class`, `Style`.
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- `PROVIDER_SELECTION` / `PROFILE_SELECTION`: hooks into the shared provider/profile selectors.
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- `WEB_CONTENT_READER`: renders `ReadWebContent`; include `Name`, `UserPrompt`, `Preselect`, `PreselectContentCleanerAgent`.
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- `FILE_CONTENT_READER`: renders `ReadFileContent`; include `Name`, `UserPrompt`.
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- `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).
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- `HEADING`, `TEXT`, `LIST`: descriptive helpers.
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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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```
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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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### `TEXT_AREA` reference
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- Use `Type = "TEXT_AREA"` to render a MudBlazor text input or textarea.
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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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- `HelperText`: helper text rendered below the input.
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- `HelperTextOnFocus`: defaults to `false`; show helper text only while the field is focused.
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- `Adornment`: one of `Start`, `End`, `None`; invalid or omitted values fall back to `Start`.
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- `AdornmentIcon`: MudBlazor icon identifier string for the adornment.
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- `AdornmentText`: plain adornment text. Do not set this together with `AdornmentIcon`.
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- `AdornmentColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; invalid or omitted values fall back to `Default`.
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- `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`.
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- `MaxLength`: maximum number of characters allowed; defaults to `524288`.
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- `IsImmediate`: defaults to `false`; updates the bound value on each input event instead of on blur/change.
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- `UserPrompt`: prompt context text for this field.
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- `PrefillText`: initial input value.
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- `IsSingleLine`: defaults to `false`; render as a one-line input instead of a textarea.
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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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```lua
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{
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["Type"] = "TEXT_AREA",
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["Props"] = {
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["Name"] = "Budget",
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["Label"] = "Budget",
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["HelperText"] = "Enter the expected amount.",
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["Adornment"] = "Start",
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["AdornmentIcon"] = "Icons.Material.Filled.AttachMoney",
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["AdornmentColor"] = "Success",
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["Counter"] = 0,
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["MaxLength"] = 100,
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["IsImmediate"] = true,
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["UserPrompt"] = "Use this budget information in your answer.",
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["PrefillText"] = "",
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["IsSingleLine"] = true
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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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- Required props:
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- `Name`: unique identifier used to track execution state and logging.
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- `Text`: visible button label.
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- `Action`: Lua function called on button click.
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- Optional props:
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- `Variant`: one of the MudBlazor `Variant` enum names such as `Filled`, `Outlined`, `Text`; omitted values fall back to `Filled`.
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- `Color`: one of the MudBlazor `Color` enum names such as `Default`, `Primary`, `Secondary`, `Info`; omitted values fall back to `Default`.
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- `IsFullWidth`: defaults to `false`; when `true`, the button expands to the available width.
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- `Size`: one of the MudBlazor `Size` enum names such as `Small`, `Medium`, `Large`; omitted values fall back to `Medium`.
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- `StartIcon`: MudBlazor icon identifier string rendered before the button text.
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- `EndIcon`: MudBlazor icon identifier string rendered after the button text.
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- `IconColor`: one of the MudBlazor `Color` enum names; omitted values fall back to `Inherit`.
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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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- 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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- `fields` keys must reference existing component `Name` values.
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- Supported write targets:
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- `TEXT_AREA`, `DROPDOWN`, `WEB_CONTENT_READER`, `FILE_CONTENT_READER`, `COLOR_PICKER`: string values
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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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```lua
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{
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["Type"] = "BUTTON",
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["Props"] = {
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["Name"] = "buildEmailOutput",
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["Text"] = "Build output",
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["Variant"] = "Filled",
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["Color"] = "Primary",
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["IsFullWidth"] = false,
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["Size"] = "Medium",
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["StartIcon"] = "Icons.Material.Filled.AutoFixHigh",
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["EndIcon"] = "Icons.Material.Filled.ArrowForward",
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["IconColor"] = "Inherit",
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["IconSize"] = "Medium",
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["Action"] = function(input)
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local email = input.fields.emailContent or ""
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local translate = input.fields.translateEmail or false
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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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end
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return {
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fields = {
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outputBuffer = output
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}
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}
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end,
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["Class"] = "mb-3",
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["Style"] = "min-width: 12rem;"
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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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- Required structure:
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- `Children`: array of `BUTTON` component tables. Other child component types are ignored.
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- Optional props:
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- `Variant`: one of the MudBlazor `Variant` enum names such as `Filled`, `Outlined`, `Text`; omitted values fall back to `Filled`.
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- `Color`: one of the MudBlazor `Color` enum names such as `Default`, `Primary`, `Secondary`, `Info`; omitted values fall back to `Default`.
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- `Size`: one of the MudBlazor `Size` enum names such as `Small`, `Medium`, `Large`; omitted values fall back to `Medium`.
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- `OverrideStyles`: defaults to `false`; enables MudBlazor button-group style overrides.
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- `Vertical`: defaults to `false`; when `true`, buttons are rendered vertically instead of horizontally.
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- `DropShadow`: defaults to `true`; controls the group shadow.
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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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```lua
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{
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["Type"] = "BUTTON_GROUP",
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["Props"] = {
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["Variant"] = "Filled",
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["Color"] = "Primary",
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["Size"] = "Medium",
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["OverrideStyles"] = false,
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["Vertical"] = false,
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["DropShadow"] = true
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},
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["Children"] = {
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{
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["Type"] = "BUTTON",
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["Props"] = {
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["Name"] = "buildEmailOutput",
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["Text"] = "Build output",
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["Action"] = function(input)
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return {
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fields = {
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outputBuffer = input.fields.emailContent or ""
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}
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}
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end,
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["StartIcon"] = "Icons.Material.Filled.Build"
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}
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},
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{
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["Type"] = "BUTTON",
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["Props"] = {
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["Name"] = "logColor",
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["Text"] = "Log color",
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["Action"] = function(input)
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LogError("ColorPicker value: " .. tostring(input.fields.colorPicker or ""))
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return nil
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end,
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["EndIcon"] = "Icons.Material.Filled.BugReport"
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}
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}
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}
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}
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```
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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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- Required props:
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- `Name`: unique identifier for the layout node.
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- Required structure:
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- `Children`: array of `LAYOUT_ITEM` component tables. Other child component types are ignored.
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- Optional props:
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- `Justify`: one of the MudBlazor `Justify` enum names such as `FlexStart`, `Center`, `SpaceBetween`; omitted values fall back to `FlexStart`.
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- `Spacing`: integer spacing between grid items; omitted values fall back to `6`.
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- `Class`, `Style`: forwarded to the rendered `MudGrid` for layout/styling.
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Example:
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```lua
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{
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["Type"] = "LAYOUT_GRID",
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["Props"] = {
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["Name"] = "mainGrid",
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["Justify"] = "FlexStart",
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["Spacing"] = 2
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},
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["Children"] = {
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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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["Xs"] = 12,
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["Md"] = 6
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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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["Xs"] = 12,
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["Md"] = 6
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}
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}
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}
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}
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```
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### `LAYOUT_ITEM` reference
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- Use `Type = "LAYOUT_ITEM"` to render a MudBlazor grid item.
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- Required props:
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- `Name`: unique identifier for the layout node.
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- Intended parent:
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- Use this component inside `LAYOUT_GRID`.
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- Optional props:
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- `Xs`, `Sm`, `Md`, `Lg`, `Xl`, `Xxl`: integer breakpoint widths. Omit a breakpoint to leave it unset.
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- `Class`, `Style`: forwarded to the rendered `MudItem` for layout/styling.
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- `Children` may contain any other assistant components you want to place inside the item.
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Example:
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```lua
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{
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["Type"] = "LAYOUT_ITEM",
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["Props"] = {
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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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}
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```
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### `LAYOUT_PAPER` reference
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- Use `Type = "LAYOUT_PAPER"` to render a MudBlazor paper container.
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- Required props:
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- `Name`: unique identifier for the layout node.
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- Optional props:
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- `Elevation`: integer elevation; omitted values fall back to `1`.
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- `Height`, `MaxHeight`, `MinHeight`, `Width`, `MaxWidth`, `MinWidth`: CSS size values such as `100%`, `24rem`, `50vh`.
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- `IsOutlined`: defaults to `false`; toggles outlined mode.
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- `IsSquare`: defaults to `false`; removes rounded corners.
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- `Class`, `Style`: forwarded to the rendered `MudPaper` for layout/styling.
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- `Children` may contain any other assistant components you want to wrap.
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Example:
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```lua
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{
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["Type"] = "LAYOUT_PAPER",
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["Props"] = {
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["Name"] = "contentPaper",
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["Elevation"] = 2,
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["Width"] = "100%",
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["IsOutlined"] = true
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}
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}
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```
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### `LAYOUT_STACK` reference
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- Use `Type = "LAYOUT_STACK"` to render a MudBlazor stack layout.
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- Required props:
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- `Name`: unique identifier for the layout node.
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- Optional props:
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- `IsRow`: defaults to `false`; renders items horizontally.
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- `IsReverse`: defaults to `false`; reverses the visual order.
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- `Breakpoint`: one of the MudBlazor `Breakpoint` enum names such as `Sm`, `Md`, `Lg`; omitted values fall back to `None`.
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- `Align`: one of the MudBlazor `AlignItems` enum names such as `Start`, `Center`, `Stretch`; omitted values fall back to `Stretch`.
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- `Justify`: one of the MudBlazor `Justify` enum names such as `FlexStart`, `Center`, `SpaceBetween`; omitted values fall back to `FlexStart`.
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- `Stretch`: one of the MudBlazor `StretchItems` enum names such as `None`, `Start`, `End`, `Stretch`; omitted values fall back to `None`.
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- `Wrap`: one of the MudBlazor `Wrap` enum names such as `Wrap`, `NoWrap`, `WrapReverse`; omitted values fall back to `Wrap`.
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- `Spacing`: integer spacing between child components; omitted values fall back to `3`.
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- `Class`, `Style`: forwarded to the rendered `MudStack` for layout/styling.
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- `Children` may contain any other assistant components you want to arrange.
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Example:
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```lua
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{
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["Type"] = "LAYOUT_STACK",
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["Props"] = {
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["Name"] = "toolbarRow",
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["IsRow"] = true,
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["Align"] = "Center",
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["Justify"] = "SpaceBetween",
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["Spacing"] = 2
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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`.
|
||
- `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
|
||
```
|
||
|
||
### 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)
|
||
|
||
### Logging helpers (assistant plugins only)
|
||
The assistant runtime exposes basic logging helpers to Lua. Use them to debug custom prompt building.
|
||
|
||
- `LogDebug(message)`
|
||
- `LogInfo(message)`
|
||
- `LogWarn(message)`
|
||
- `LogError(message)`
|
||
|
||
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.
|
||
|
||
- `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`.
|
||
|
||
Example:
|
||
```lua
|
||
local dt = DateTime("yyyy-MM-dd HH:mm:ss")
|
||
LogInfo(dt.formatted)
|
||
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
|
||
```
|
||
|
||
#### 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.
|
||
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.
|