Module:InventorySlot: Difference between revisions

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m (local function)
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end
end


-- uh, figure this out then update makeItem
-- uhh
--local frames
local frames
--if args.parsed then
if args.parsed then
-- frames = args[1]
frames = args[1]
--end
end
Line 251: Line 251:


-- Figure out cycling here
-- Figure out cycling here
-- until then, just use args instead of frame,i,args
for i, frame in ipairs( frames ) do
local item = makeItem(args)
local item
-- how?
item = makeItem( frame, i, args)
body:node( item )


if i == activeFrame and animated then
item:addClass( 'animated-active' )
end
end
return tostring( body )
end
end


return UISlot
return UISlot

Revision as of 21:37, 5 March 2024

-- Based on work by the MC wiki: https://minecraft.gamepedia.com/

local UISlot = {}

local sprite = require([[Module:Sprite]])
local Sprites = {
	minecraft = sprite:new("inventory"),
	gm4 = sprite:new("gm4"),
	effect = sprite:new("effect"),
	trophy = sprite:new("trophy"),
	gm4RP = sprite:new("gm4RP")
}

function UISlot:new(item, large)
	o = {}
	setmetatable(o, {__index = self})
	o:SetItem(item)
	o.__large = large
	return o
end

-- Sets the item of this UISlot. If 'raw html' (=first char == '<') then
--			this will return said html wrapped instead of doing a item lookup
function UISlot:SetItem(item)
	if string.sub(item or "",1,1) == '<' then
		-- If the item is already html just save that
		self.__html = item
		return self
	end

	self.__sprite = UISlot.Decode(item)



	return self
end

function UISlot.Decode(item)
	if not(item) then return nil end
	item = mw.text.trim(item)
	if item == "" then item = nil end
	if item then
		-- split at ':'
		local t={}
		for str in string.gmatch(item, "([^:]+)") do
			table.insert(t, str)
		end
		if #t == 1 then
			return Sprites.minecraft:Item(item,"minecraft")
		elseif #t == 2 then
			local spr = Sprites[mw.text.trim(t[1])]
			if spr then
				return spr:Item(mw.text.trim(t[2]), mw.text.trim(t[1]))
			else
				error("Unknown namespace: " .. mw.text.trim(t[1]))
			end
		else
			error("Got unexpected amount of ':', namely:" .. (#t - 1))
		end

	else
		return nil
	end
end

-- Append the HTML for an item
function UISlot.Item(item, large, html)
	return UISlot:new(item, large):GenerateHTML(html)
end

-- Generate the HTML for a grid of items
function UISlot.Call(items, width, height, size)
	local w = width or 1
	local h = height or 1
	local grid = {}
	local large = size
	for i = 1,h do
		grid[i] = {}
		for j = 1,w do
			grid[i][j] = mw.text.trim(items[j+(i-1)*w] or "")
		end
	end
	return UISlot.Grid(grid, large)
end

-- Convert a 2d list of itemnames to an HTML grid
function UISlot.Grid(items, large)
	local root = mw.html.create( "table" ):addClass("invgrid")
	for i = 1, #items do
		local row = root:tag("tr"):addClass("invrow")
		for j = 1, #items[i] do
			UISlot.Item(items[i][j], large, row)
		end
	end
	return root
end

function UISlot:GenerateHTML (html)
	local slot
	if html then
		slot = html:tag("td")
	else
		slot = mw.html.create("div")
	end
	slot:addClass( "invslot" )

	if self.__large then
		slot:addClass( "invslot-large")
	end

	if self.__html then
		slot:wikitext(self.__html)
	end

	if self.__sprite then
		self.__sprite:GenerateHTML(slot)
	end
	return slot
end


-- Well Template:InventorySlot does not use any of the above code, so I'm going
-- to start brand new from here, with the Minecraft code
-- Based on work by the Minecraft wiki, https://minecraft.wiki


local i18n = {
	filename = 'Invicon $1',
	moduleAliases = [[Module:Inventory slot/Aliases]],
	prefixes = {
		any = 'Any',
		matching = 'Matching',
		damaged = 'Damaged',
		unwaxed = 'Unwaxed',
	},
}

local function makeItem( args )
	local item = mw.html.create( 'span' ):addClass( 'invslot-item' )
	if args.imgclass then
		item:addClass( args.imgclass )
	end
	if frame.name == '' then
		return item
	end

	local title = frame.title or mw.text.trim( args.title or '' )
	local name = frame.name or ''
	local count = frame.count
	local description = frame.text
	local img
	
	if name:match( '%.gif$' ) or name:match( '%.png$' ) then
		img = file:gsub( '%$1', name )
		-- Remove file extension from name
		name = il8n.filename:sub( 0, -5 )
	else
		-- Fall back to an individual image if the sprite is lacking
		img = i18n.filename:gsub( '%$1', name .. '.png' )
	end

	local link = args.link or ''
	if link == '' then
		link = name:gsub( '^' .. i18n.prefixes.damaged .. ' ', '' )
		for _, suffix in pairs( i18n.suffixes ) do
			link = link:gsub( ' ' .. suffix .. '$', '' )
		end
	elseif link:lower() == 'none' then
		link = nil
	end
	if link == pageName then
		link = nil
	end
	
	local formattedTitle
	local plainTitle
	if title == '' then
		plainTitle = name
	elseif title:lower() ~= 'none' then
		plainTitle = title:gsub( '\\\\', '&#92;' ):gsub( '\\&', '&#38;' )
		
		local formatPattern = '&[0-9a-fk-or]'
		if plainTitle:match( formatPattern ) then
			formattedTitle = title
			plainTitle = plainTitle:gsub( formatPattern, '' )
		end
		
		if plainTitle == '' then
			plainTitle = name
		else
			plainTitle = plainTitle:gsub( '&#92;', '\\' ):gsub( '&#38;', '&' )
		end
	elseif link then
		formattedTitle = ''
	end
	
	item:attr{
		['data-title'] = formattedTitle,
		['data-lore'] = description
	}
	
	item:addClass( 'invslot-item-image' )
		:wikitext( '[[File:', img, '|32x32px|link=', link or '', '|alt=', altText, '|', escapedTitle, ']]' )
	
	if count and count > 1 and count < 1000 then
		if link then
			item:wikitext( '[[', link, '|' )
		end
		local number = item
		:tag( 'span' )
			:addClass( 'invslot-stacksize' )
			:attr{ title = plainTitle }
			:wikitext( count )
		if link then
			item:wikitext( ']]' )
		end
	end
	
	return item
end

function UISlot.slot( f )
	local args = f.args or f
	-- not really sure what this does
	local args = f.args or f
	if f == mw.getCurrentFrame() and args[1] == nil then
		args = f:getParent().args
	end
	
	if not args.parsed then
		args[1] = mw.text.trim( args[1] or '' )
	end

	-- uhh
	local frames
	if args.parsed then
		frames = args[1]
	end
	
	
	local body = mw.html.create( 'span' ):addClass( 'invslot' ):css{ ['vertical-align'] = args.align }
	if animated then
		body:addClass( 'animated' )
	end
	if args.class then
		body:addClass( args.class )
	end
	if args.style then
		body:cssText( args.style )
	end

	-- Figure out cycling here
	for i, frame in ipairs( frames ) do
		local item
		-- how?
		item = makeItem( frame, i, args)
		body:node( item )

		if i == activeFrame and animated then
			item:addClass( 'animated-active' )
		end
	end
	return tostring( body ) 
end

return UISlot