Module:ColorParse: Difference between revisions

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function normalize(input, type)
function normalize(input, type)
   type = type or 'xml'
   type = type or 'xml'
  local b = clean(input)
   local a = '&y'  
   local a = '&y'  
   if type == 'notxml' then
   if type == 'notxml' then
     a = '&y'
     a = '&y'
   end
   end
  local b = input:gsub("(~J211)", "")
   if not b:match('^%&') then
   if not b:match('^%&') then
     b = a .. b  
     b = a .. b  
  end
  b = b:gsub("(%*)", "*")
  if type == 'xml' then
    b = b:gsub("([{}])", "")
   end
   end
   b = b:gsub("(\\n)","\n")
   b = b:gsub("(\\n)","\n")
   return b
   return b
end
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)
function strtotbl(str)
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     return tbl
     return tbl
end
end


function p.linebreaks(frame)
function p.linebreaks(frame)
   local b = string.gsub(frame,"(~)","\n\n")
   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]:match('&') ~= nil then
     if p.determinexml(args[1]) then
      regextype = 'xml'
      regextype = 'xml'
     else
     else
      regextype = 'notxml'
      regextype = 'notxml'
     end
     end
   end
   end
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return a
return a
end
end


function p.main(frame)
function p.main(frame)
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-- Beta Parse --
-- Shader Parse --
function p.shader(text, colors, type)
function p.shader(text, colors, type, rasterize)
     -- split the colors into a list  
     -- split the colors into a list  
     local colorlist = textutil.split(colors, '-')
     local colorlist = textutil.split(colors, '-')
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     -- alternation | pattern will stretch to fit word length (?)
     -- alternation | pattern will stretch to fit word length (?)
     local type = type or 'default'
     local type = type or 'default'
    local brasterize = false
    if rasterize == 'true' then
      brasterize = true
    end
     local strtbl = strtotbl(text)
     local strtbl = strtotbl(text)
     local finaltbl = {}
     local finaltbl = {}
     local interval = 1
     local interval = 1
    local bordered = false
    local overflowbehavior = function(f) return 'y' end
     if type == 'alternation' then
     if type == 'alternation' then
         interval = math.floor(#strtbl/#colorlist)  --sets interval that color code switches.
         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
         overflowbehavior = function(f) return colorlist[#colorlist] end
     elseif type == 'sequence' then
     elseif type == 'sequence' or type == 'solid' then
         overflowbehavior = function(f)  
         overflowbehavior = function(f)  
         local e = f%#colorlist  
         local e = f%#colorlist
         if e == 0 then e = #colorlist end
         if e == 0 then e = #colorlist end
         return colorlist[e]  
         return colorlist[e]
         end
         end
     else
     elseif type == 'bordered' then
         overflowbehavior = function(f) return 'y' end
      bordered = true
      overflowbehavior = function(f)
        if f + #strtbl == 3 then return colorlist[2] else return colorlist[1] end
         end
    elseif type == 'chaotic' then
      overflowbehavior = function(f) return 'y' end -- placeholder
     end
     end
     local ci = 1
     local ci = 1
    if bordered == true then
      ci = #colorlist
    end
     for i=1, #strtbl do
     for i=1, #strtbl do
       if ci > #colorlist then
       if ci > #colorlist or ci <= 0 then
           hexcolor = overflowbehavior(ci)
           hexcolor = overflowbehavior(ci)
       else
       else
           hexcolor = colorlist[ci]
           hexcolor = colorlist[ci]
       end
       end
      finaltbl[i] = "<span style=\"color: " .. luatable.parse(hexcolor) .. ";\">"  .. strtbl[i].. "</span>"
          if brasterize then
            finaltbl[i] = "<span style=\"color: " .. luatable.parse(hexcolor) .. ";\">"  .. strtbl[i].. "</span>"
          else
            finaltbl[i] = "&amp;" .. hexcolor .. strtbl[i]
          end
       if i%interval == 0 then
       if i%interval == 0 then
           ci = ci + 1
           if bordered == true then
              ci = ci - 1
          else
              ci = ci + 1
          end
       end       
       end       
     end
     end
     return table.concat(finaltbl)
     return table.concat(finaltbl)
end
end


function p.shadermain(frame)
function p.shadermain(frame)
     local args = process_args.merge(true)
     local args = process_args.merge(true)
     if args[1] and args[2] then -- shader template
     if args[1] and args[2] then -- shader template
       output = p.applytemplate(args['1'], args['2'])
       output = applytemplate(args[1], clean(args[2]), (args['rasterize'] or 'true'))
     else
     else
       output = p.shader(args['text'], args['colors'], args['type'])
       output = p.shader(clean(args['text']), args['colors'], args['type'], (args['rasterize'] or 'true'))
     end
     end


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end
end


function p.applytemplate(shader, text)
 
   return p.shader(text, shaders[shader][1], shaders[shader][2])
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
end


function p.test()
function p.test()
    return p.applytemplate('structural', 'structural')
     --return p.shader('Stopsvalinn', 'R-r-K-y-Y', 'sequence')
     --return p.shader('Stopsvalinn', 'R-r-K-y-Y', 'sequence')
    return applytemplate('soul', 'soulcurding')
end
end


return p
return p

Revision as of 02:22, 29 December 2020

Template-info.png Documentation

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 = '&amp;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('&amp;') ~= 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 = "&amp;(%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 f + #strtbl == 3 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
    if bordered == true then
       ci = #colorlist
    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] = "&amp;" .. 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('Stopsvalinn', 'R-r-K-y-Y', 'sequence')
    return applytemplate('soul', 'soulcurding')
end

return p