Module:ColorParse: Difference between revisions
Jump to navigation
Jump to search
Revert css implementation for now |
No edit summary |
||
(3 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
local shader_to_class = { | local shader_to_class = { | ||
['y'] = 'y-dark', | ['y'] = 'y-dark', | ||
['gray'] = 'y-dark', | |||
['Y'] = 'y', | ['Y'] = 'y', | ||
['white'] = 'y', | |||
['silvery'] = 'y', | |||
['b'] = 'b-dark', | ['b'] = 'b-dark', | ||
['dark blue'] = 'b-dark', | |||
['B'] = 'b', | ['B'] = 'b', | ||
['blue'] = 'b', | |||
['azure'] = 'b', | |||
['c'] = 'c-dark', | ['c'] = 'c-dark', | ||
['dark cyan'] = 'c-dark', | |||
['teal'] = 'c-dark', | |||
['C'] = 'c', | ['C'] = 'c', | ||
['cyan'] = 'c', | |||
['freezing'] = 'c', | |||
['rules'] = 'c', | |||
['r'] = 'r-dark', | ['r'] = 'r-dark', | ||
['R'] = 'r', | ['R'] = 'r', | ||
Line 18: | Line 29: | ||
['O'] = 'o', | ['O'] = 'o', | ||
['w'] = 'w-dark', | ['w'] = 'w-dark', | ||
['emote'] = 'w-dark', | |||
['brown'] = 'w-dark', | |||
['dark keybind'] = 'w-dark', | |||
['W'] = 'w', | ['W'] = 'w', | ||
['gold'] = 'w', | |||
['yellow'] = 'w', | |||
['important'] = 'w', | |||
['keybind'] = 'w', | |||
['electrical'] = 'w', | |||
['hotkey'] = 'w', | |||
['internals'] = 'w', | |||
['g'] = 'g-dark', | ['g'] = 'g-dark', | ||
['G'] = 'g', | ['G'] = 'g', | ||
Line 25: | Line 46: | ||
['k'] = 'k-dark', | ['k'] = 'k-dark', | ||
['K'] = 'k', | ['K'] = 'k', | ||
} | } | ||
Line 201: | Line 221: | ||
function applytemplate(shader, text, raster) | function applytemplate(shader, text, raster) | ||
if shader_to_class[shader] ~= nil then | |||
return p.cssshader(text, shader_to_class[shader]) | |||
end | |||
if shaders[shader] == nil then | if shaders[shader] == nil then | ||
error('There was no shader called ' .. (shader or '') .. '!') | error('There was no shader called ' .. (shader or '') .. '!') | ||
Line 206: | Line 229: | ||
return p.shader(text, shaders[shader][1], shaders[shader][2], raster) | return p.shader(text, shaders[shader][1], shaders[shader][2], raster) | ||
end | end | ||
end | |||
function p.cssshader(text, shaderclass) | |||
return "<span class=\"qud-text " .. shaderclass .. "\">" .. text .. "</span>" | |||
end | end | ||
Line 227: | Line 254: | ||
function p.test() | function p.test() | ||
return | return applytemplate('w', '*Barathrum pauses.*', true) | ||
--return applytemplate('soul', 'soulcurding') | --return applytemplate('soul', 'soulcurding') | ||
end | end | ||
return p | return p |
Latest revision as of 00:08, 10 June 2025
This module parses the game's color codes in strings and formats them for the wiki. This shouldn't be directly called anymore. Use Template:Qud text instead. If the text in question has pronouns in syntax =pronouns.(pronountype)= or a similar style, use Template:Grammar.
Usage
{{#invoke: ColorParse | parse |(your text here)}}
Code:
{{#invoke: ColorParse | parse |&RS&rt&Ko&yp&Ys&Rv&ra&Kl&yi&Yn&Rn&y}}
Result:
Stopsvalinn
local p = {}
local luatable = require'Module:Color'
local textutil = require'Module:Text Utility'
local process_args = require'Module:ProcessArgs'
local shaders = require'Module:ColorParse/Templates'
local stringbyte, stringchar = string.byte, string.char
local shader_to_class = {
['y'] = 'y-dark',
['gray'] = 'y-dark',
['Y'] = 'y',
['white'] = 'y',
['silvery'] = 'y',
['b'] = 'b-dark',
['dark blue'] = 'b-dark',
['B'] = 'b',
['blue'] = 'b',
['azure'] = 'b',
['c'] = 'c-dark',
['dark cyan'] = 'c-dark',
['teal'] = 'c-dark',
['C'] = 'c',
['cyan'] = 'c',
['freezing'] = 'c',
['rules'] = 'c',
['r'] = 'r-dark',
['R'] = 'r',
['o'] = 'o-dark',
['O'] = 'o',
['w'] = 'w-dark',
['emote'] = 'w-dark',
['brown'] = 'w-dark',
['dark keybind'] = 'w-dark',
['W'] = 'w',
['gold'] = 'w',
['yellow'] = 'w',
['important'] = 'w',
['keybind'] = 'w',
['electrical'] = 'w',
['hotkey'] = 'w',
['internals'] = 'w',
['g'] = 'g-dark',
['G'] = 'g',
['m'] = 'm-dark',
['M'] = 'm',
['k'] = 'k-dark',
['K'] = 'k',
}
--[Utility stuff]--
function normalize(input, type)
type = type or 'xml'
local b = clean(input)
local a = '&y'
if type == 'notxml' then
a = '&y'
end
if not b:match('^%&') then
b = a .. b
end
b = b:gsub("(\\n)","\n")
return b
end
function clean(input)
local b = input:gsub("(~J211)", "")
b = b:gsub("([{}])", "")
return b
end
function p.determinexml(input)
return (input:match('&') ~= nil)
end
function strtotbl(str)
tbl = {stringbyte(str, 1, #str)}
for i = 1, #tbl do
tbl[i] = stringchar(tbl[i])
end
return tbl
end
function p.linebreaks(frame)
local b = string.gsub(frame,"(~)","\n")
return b
end
--[ The main function. Takes the first argument and snips out stuff we don't need
--[ depending on regextype.
function p.parse(frame, regextype)
args = frame.args or {[1] = frame}
regextype = regextype
if regextype == nil then
if p.determinexml(args[1]) then
regextype = 'xml'
else
regextype = 'notxml'
end
end
--[Determine regex type]
local regex = "&(%w)([^&\n]*)"
if regextype == 'notxml' then
regex = "&(%w)([^&\n]*)"
end
local b = normalize(args[1],regextype)
local a = string.gsub(b, regex, function(color,text)
if text ~= nil and text ~= "" then
local class = shader_to_class[color]
if class == nil then
error ("There was no specified color for color code: " .. color)
end
text = text or ""
return "<span class=\"qud-text " .. class .. "\">" .. text .. "</span>"
else
return ""
end
end)
return a
end
function p.main(frame)
local parsetype = nil
local unbolded = false
local tildes = false
local text = ''
local args = process_args.merge(true)
for _, arg in ipairs(args) do
if arg == 'notxml' then
parsetype = 'notxml'
elseif arg == 'tildes are new lines' then
tildes = true
elseif text == '' then
text = arg
end
end
local returntext = p.parse(text, parsetype)
if tildes == true then
returntext = p.linebreaks(returntext)
end
return returntext
end
-- Shader Parse --
function p.shader(text, colors, type, rasterize)
-- split the colors into a list
local colorlist = textutil.split(colors, '-')
-- check shader type:
-- default | if pattern is shorter than text, text will remain uncolored (y)
-- sequence | pattern will repeat until text is over
-- alternation | pattern will stretch to fit word length (?)
local type = type or 'default'
local brasterize = false
if rasterize == 'true' then
brasterize = true
end
local strtbl = strtotbl(text)
local finaltbl = {}
local interval = 1
local bordered = false
local overflowbehavior = function(f) return 'y' end
if type == 'alternation' then
interval = math.floor(#strtbl/#colorlist) --sets interval that color code switches.
if interval <= 0 then interval = 1 end
overflowbehavior = function(f) return colorlist[#colorlist] end
elseif type == 'sequence' or type == 'solid' then
overflowbehavior = function(f)
local e = f%#colorlist
if e == 0 then e = #colorlist end
return colorlist[e]
end
elseif type == 'bordered' then
bordered = true
overflowbehavior = function(f)
-- If it's the first or last character, use the second color, otherwise use the first.
if #strtbl - f <= 0 or f == 1 then return colorlist[2] else return colorlist[1] end
end
elseif type == 'chaotic' then
overflowbehavior = function(f) return 'y' end -- placeholder
end
local ci = 1
for i=1, #strtbl do
if ci > #colorlist or ci <= 0 or bordered == true then
hexcolor = overflowbehavior(ci)
else
hexcolor = colorlist[ci]
end
if brasterize then
finaltbl[i] = "<span style=\"color: " .. luatable.parse(hexcolor) .. ";\">" .. strtbl[i].. "</span>"
else
finaltbl[i] = "&" .. hexcolor .. strtbl[i]
end
if i%interval == 0 then
ci = ci + 1
end
end
return table.concat(finaltbl)
end
function p.shadermain(frame)
local args = process_args.merge(true)
if args[1] and args[2] then -- shader template
output = applytemplate(args[1], clean(args[2]), (args['rasterize'] or 'true'))
else
output = p.shader(clean(args['text']), args['colors'], args['type'], (args['rasterize'] or 'true'))
end
return output
end
function applytemplate(shader, text, raster)
if shader_to_class[shader] ~= nil then
return p.cssshader(text, shader_to_class[shader])
end
if shaders[shader] == nil then
error('There was no shader called ' .. (shader or '') .. '!')
else
return p.shader(text, shaders[shader][1], shaders[shader][2], raster)
end
end
function p.cssshader(text, shaderclass)
return "<span class=\"qud-text " .. shaderclass .. "\">" .. text .. "</span>"
end
function p.shaderlist()
local tblheader = '<tr><th>Shader</th><th>Colors</th><th>Type</th></tr>'
local tr = {}
local sorted_shaders = {}
-- Sort keys --
for k,v in pairs(shaders) do table.insert(sorted_shaders, k) end
table.sort(sorted_shaders)
-- Do logic on the sorted table --
for i, a in ipairs(sorted_shaders) do
local v = shaders[a]
tr[i] = ' <tr><td>' .. applytemplate(a, a, 'true') .. '</td><td>' .. v[1] .. '</td><td>' .. v[2] .. '</td></tr>'
end
return '<table class="wikitable sortable">' .. tblheader .. table.concat(tr) .. '</table>'
end
function p.test()
return applytemplate('w', '*Barathrum pauses.*', true)
--return applytemplate('soul', 'soulcurding')
end
return p