Module:ColorParse: Difference between revisions

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5,105 bytes added ,  14:55, 20 January 2023
fix bordered shaders
(Parse now removes curly braces from text)
(fix bordered shaders)
 
(76 intermediate revisions by 2 users not shown)
Line 1: Line 1:
local p = {}
local p = {}


function p.parse(frame)
local luatable = require'Module:Color'
local b = string.gsub(frame.args[1],"([{}])", "")
local textutil = require'Module:Text Utility'
local a = string.gsub(b,"(&)(%w)([^&\n]*)", function(_,color,text)
local process_args = require'Module:ProcessArgs'
        local luatable = {
local shaders = require'Module:ColorParse/Templates'
            ['r'] = "#a64a2e",
local stringbyte, stringchar = string.byte, string.char
            ['R'] = "#d74200",
            ['g'] = "#009403",
            ['G'] = "#00c420",
            ['b'] = "#0048bd",
            ['B'] = "#0096ff",
            ['c'] = "#40a4b9",
            ['C'] = "#77bfcf",
            ['m'] = "#b154cf",
            ['M'] = "#da5bd6",
            ['w'] = "#98875f",
            ['W'] = "#cfc041",
            ['k'] = "#0f3b3a",
            ['K'] = "#155352",
            ['y'] = "#b1c9c3",
            ['Y'] = "#FFFFFF",
            ['o'] = "#f15f22",
            ['O'] = "#e99f10"
        }


         return "<span style=\"color: " .. luatable[color] .. ";\">"  .. text .. "</span>"
--[Utility stuff]--
    end)
 
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
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] = "&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('Spiked', 'R-Y', 'bordered')
    --return applytemplate('soul', 'soulcurding')
end
end


return p
return p

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