Module:ColorParse: Difference between revisions
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m Reverted edits by Teamtoto (talk) to last revision by Librarianmage Tag: Rollback |
sort shader table. also implement css shaders. pls work |
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Line 6: | Line 6: | ||
local shaders = require'Module:ColorParse/Templates' | local shaders = require'Module:ColorParse/Templates' | ||
local stringbyte, stringchar = string.byte, string.char | local stringbyte, stringchar = string.byte, string.char | ||
local shader_to_class = { | |||
['y'] = 'y-dark', | |||
['Y'] = 'y', | |||
['b'] = 'b-dark', | |||
['B'] = 'b', | |||
['c'] = 'c-dark', | |||
['C'] = 'c', | |||
['r'] = 'r-dark', | |||
['R'] = 'r', | |||
['o'] = 'o-dark', | |||
['O'] = 'o', | |||
['w'] = 'w-dark', | |||
['W'] = 'w', | |||
['g'] = 'g-dark', | |||
['G'] = 'g', | |||
['m'] = 'm-dark', | |||
['M'] = 'm', | |||
['k'] = 'k-dark', | |||
['K'] = 'k', | |||
['Y-y-y-K-K-y-y-Y'] = 'scanning' | |||
} | |||
--[Utility stuff]-- | --[Utility stuff]-- | ||
Line 72: | Line 93: | ||
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 96: | Line 117: | ||
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 109: | Line 128: | ||
returntext = p.linebreaks(returntext) | returntext = p.linebreaks(returntext) | ||
end | end | ||
return returntext | |||
end | end | ||
Line 172: | Line 187: | ||
return table.concat(finaltbl) | return table.concat(finaltbl) | ||
end | end | ||
function p.shadermain(frame) | function p.shadermain(frame) | ||
Line 182: | Line 196: | ||
end | end | ||
return output | |||
end | end | ||
function applytemplate(shader, text, raster) | function applytemplate(shader, text, raster) | ||
shader = shader:gsub(" ", "-") | |||
class = shader_to_class[shader] | |||
if class ~= nil then | |||
shader = class | |||
end | end | ||
return '<span class=\"qud-text ' .. shader .. '\">' .. text .. '</span>' | |||
end | end | ||
function p.shaderlist() | function p.shaderlist() | ||
local tblheader = '<tr><th>Shader</th><th>Colors</th><th>Type</th></tr>' | local tblheader = '<tr><th>Shader</th><th>Colors</th><th>Type</th></tr>' | ||
local tr = {} | local tr = {} | ||
local sorted_shaders = {} | |||
for | -- Sort keys -- | ||
tr[i] = ' <tr><td | 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 | end | ||
return '<table class="wikitable sortable">' .. tblheader .. table.concat(tr) .. '</table>' | return '<table class="wikitable sortable">' .. tblheader .. table.concat(tr) .. '</table>' |
Revision as of 00:15, 14 May 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',
['Y'] = 'y',
['b'] = 'b-dark',
['B'] = 'b',
['c'] = 'c-dark',
['C'] = 'c',
['r'] = 'r-dark',
['R'] = 'r',
['o'] = 'o-dark',
['O'] = 'o',
['w'] = 'w-dark',
['W'] = 'w',
['g'] = 'g-dark',
['G'] = 'g',
['m'] = 'm-dark',
['M'] = 'm',
['k'] = 'k-dark',
['K'] = 'k',
['Y-y-y-K-K-y-y-Y'] = 'scanning'
}
--[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)
shader = shader:gsub(" ", "-")
class = shader_to_class[shader]
if class ~= nil then
shader = class
end
return '<span class=\"qud-text ' .. shader .. '\">' .. 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 p.shader('Spiked', 'R-Y', 'bordered')
--return applytemplate('soul', 'soulcurding')
end
return p