Module:ColorParse: Difference between revisions
Jump to navigation
Jump to search
(made ~ in parse represent a line break for multi possible dialogues. made not xml replace \n with a html br) |
(fix bordered shaders) |
||
(73 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
local p = {} | 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 | |||
return "<span style=\"color: " .. | --[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 hexcolor = luatable.parse(color) | |||
if hexcolor == nil then | |||
error ("There was no specified color for color code: " .. color) | |||
end | |||
text = text or "" | |||
return "<span style=\"color: " .. hexcolor .. ";\">" .. text .. "</span>" | |||
else | |||
return "" | |||
end | |||
end) | |||
return a | return a | ||
end | end | ||
return "<span style=\"color: " .. luatable | function p.main(frame) | ||
end) | |||
return b | 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 == 'unbolded' then | |||
unbolded = true | |||
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 | |||
if unbolded == true then | |||
return returntext | |||
else | |||
return '<b>' .. (returntext or '') .. '</b>' | |||
end | |||
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 #strtbl - f == 0 then return colorlist[1] else return colorlist[2] end | |||
end | |||
elseif type == 'chaotic' then | |||
overflowbehavior = function(f) return 'y' end -- placeholder | |||
end | |||
local ci = 1 | |||
if bordered == true then | |||
ci = 1 | |||
end | |||
for i=1, #strtbl do | |||
if ci > #colorlist or ci <= 0 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 | |||
if bordered == true then | |||
ci = ci + 1 | |||
else | |||
ci = ci + 1 | |||
end | |||
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 | |||
if (args['unbolded'] == 'true') then | |||
return output | |||
else | |||
return '<b>' .. (output or '') .. '</b>' | |||
end | |||
end | |||
function applytemplate(shader, text, raster) | |||
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.shaderlist() | |||
local tblheader = '<tr><th>Shader</th><th>Colors</th><th>Type</th></tr>' | |||
local tr = {} | |||
i = 0 | |||
for a, v in pairs(shaders) do | |||
tr[i] = ' <tr><td><b>' .. applytemplate(a, a, 'true') .. '</b></td><td>' .. v[1] .. '</td><td>' .. v[2] .. '</td></tr>' | |||
i = i + 1 | |||
end | |||
return '<table class="wikitable sortable">' .. tblheader .. table.concat(tr) .. '</table>' | |||
end | |||
function p.test() | |||
return p.shader('Spiked', 'R-Y', 'bordered') | |||
--return applytemplate('soul', 'soulcurding') | |||
end | end | ||
return p | return p |
Latest revision as of 14:55, 20 January 2023
Documentation
[purge]
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
--[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 hexcolor = luatable.parse(color)
if hexcolor == nil then
error ("There was no specified color for color code: " .. color)
end
text = text or ""
return "<span style=\"color: " .. hexcolor .. ";\">" .. 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 == 'unbolded' then
unbolded = true
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
if unbolded == true then
return returntext
else
return '<b>' .. (returntext or '') .. '</b>'
end
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 #strtbl - f == 0 then return colorlist[1] else return colorlist[2] end
end
elseif type == 'chaotic' then
overflowbehavior = function(f) return 'y' end -- placeholder
end
local ci = 1
if bordered == true then
ci = 1
end
for i=1, #strtbl do
if ci > #colorlist or ci <= 0 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
if bordered == true then
ci = ci + 1
else
ci = ci + 1
end
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
if (args['unbolded'] == 'true') then
return output
else
return '<b>' .. (output or '') .. '</b>'
end
end
function applytemplate(shader, text, raster)
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.shaderlist()
local tblheader = '<tr><th>Shader</th><th>Colors</th><th>Type</th></tr>'
local tr = {}
i = 0
for a, v in pairs(shaders) do
tr[i] = ' <tr><td><b>' .. applytemplate(a, a, 'true') .. '</b></td><td>' .. v[1] .. '</td><td>' .. v[2] .. '</td></tr>'
i = i + 1
end
return '<table class="wikitable sortable">' .. tblheader .. table.concat(tr) .. '</table>'
end
function p.test()
return p.shader('Spiked', 'R-Y', 'bordered')
--return applytemplate('soul', 'soulcurding')
end
return p