Module:InventorySlot: Difference between revisions

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(aliases attempt #3)
(aliases attempt #4)
Line 52: Line 52:
if #t == 1 then
if #t == 1 then
spr = Sprites.minecraft:Item(item)
spr = Sprites.minecraft:Item(item)
             if aliases then
             if aliases[item] then
                 spr.__settings.name = aliases[item].title
                 spr.__settings.name = aliases[item].title
             end
             end
Line 60: Line 60:
if spr then
if spr then
spr = spr:Item(mw.text.trim(t[2]))
spr = spr:Item(mw.text.trim(t[2]))
                 if aliases then
                 if aliases[item] then
                     spr.__settings.name = aliases[item].title
                     spr.__settings.name = aliases[item].title
                 end
                 end

Revision as of 12:10, 10 August 2020

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

local UISlot = {}

local aliasData = {
	moduleAliases = [[Module:InventorySlot/Aliases]]
}
UISlot.aliasData = aliasData
local aliases = mw.loadData( aliasData.moduleAliases )

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

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
			spr = Sprites.minecraft:Item(item)
            if aliases[item] then
                spr.__settings.name = aliases[item].title
            end
            return spr
		elseif #t == 2 then
			local spr = Sprites[mw.text.trim(t[1])]
			if spr then
				spr = spr:Item(mw.text.trim(t[2]))
                if aliases[item] then
                    spr.__settings.name = aliases[item].title
                end
                return spr
			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

return UISlot