Module:ColorParse: Difference between revisions
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imported>Teamtotobot (by SublimeText.Mediawiker) |
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local luatable = require'Module:Color' | local luatable = require'Module:Color' | ||
local textutil = require'Module:Text Utility' | |||
local process_args = require'Module:ProcessArgs' | 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]-- | --[Utility stuff]-- | ||
Line 8: | Line 52: | ||
function normalize(input, type) | function normalize(input, type) | ||
type = type or 'xml' | type = type or 'xml' | ||
local b = input | local b = clean(input) | ||
local a = '&y' | |||
if type == ' | if type == 'notxml' then | ||
a = '&y' | |||
end | |||
if not b:match('^%&') then | |||
b = a .. b | |||
end | end | ||
b = b:gsub("(\\n)","\n") | b = b:gsub("(\\n)","\n") | ||
return b | 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 | end | ||
function p.linebreaks(frame) | function p.linebreaks(frame) | ||
local b = string.gsub(frame,"(~)"," | local b = string.gsub(frame,"(~)","\n") | ||
return b | return b | ||
end | end | ||
--[ The main function. Takes the first argument and snips out stuff we don't need | --[ The main function. Takes the first argument and snips out stuff we don't need | ||
--[ depending on regextype. | --[ depending on regextype. | ||
function p.parse(frame, regextype) | function p.parse(frame, regextype) | ||
args = frame.args or {[1] = frame} | args = frame.args or {[1] = frame} | ||
regextype = regextype | regextype = regextype | ||
if regextype == nil then | if regextype == nil then | ||
if args[1] | if p.determinexml(args[1]) then | ||
regextype = 'xml' | |||
else | else | ||
regextype = 'notxml' | |||
end | end | ||
end | end | ||
Line 45: | Line 113: | ||
local a = string.gsub(b, regex, function(color,text) | local a = string.gsub(b, regex, function(color,text) | ||
if text ~= nil and text ~= "" then | if text ~= nil and text ~= "" then | ||
local | local class = shader_to_class[color] | ||
if | if class == nil then | ||
error ("There was no specified color for color code: " .. color) | error ("There was no specified color for color code: " .. color) | ||
end | end | ||
text = text or "" | text = text or "" | ||
return "<span | return "<span class=\"qud-text " .. class .. "\">" .. text .. "</span>" | ||
else | else | ||
return "" | return "" | ||
Line 57: | Line 125: | ||
return a | return a | ||
end | end | ||
function p.main(frame) | function p.main(frame) | ||
local parsetype = | local parsetype = nil | ||
local unbolded = false | local unbolded = false | ||
local tildes = false | local tildes = false | ||
Line 68: | Line 137: | ||
if arg == 'notxml' then | if arg == 'notxml' then | ||
parsetype = 'notxml' | parsetype = 'notxml' | ||
elseif arg == 'tildes are new lines' then | elseif arg == 'tildes are new lines' then | ||
tildes = true | tildes = true | ||
Line 81: | Line 148: | ||
returntext = p.linebreaks(returntext) | returntext = p.linebreaks(returntext) | ||
end | end | ||
if | 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 | 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