Module:ItemsNav

local p = {} local h = {}

local Franchise = require("Module:Franchise") local Term = require("Module:Term") local utilsLayout = require("Module:UtilsLayout") local utilsMarkup = require("Module:UtilsMarkup") local utilsString = require("Module:UtilsString") local utilsTable = require("Module:UtilsTable")

local data = mw.loadData("Module:Items/Data")

local classes = { stateContainer = "state-container", states = "state-container__states", state = "state-container__state", defaultState = "state-container__state state-container__state--active", controls = "state-container__controls state-container__controls--vertical", stateControlForward = "state-control state-control-forward", stateControlBack = "state-control state-control-back", stateControlDisabled = "state-control--disabled", } local defaultSpacing = "8px"

local currentPage = mw.title.getCurrentTitle.text

function p.Main(frame) local isTemplatePage = frame:getParent:getTitle == currentPage return p.printNav(frame.args[1], frame:getParent.args[1]) end

function p.printNav(game, frameDisabled) local nav = h.createNav(game) if frameDisabled then return nav end local header = "Items in " .. Franchise.link(game) local footer = utilsMarkup.inline("Click on an item", {		caption = true,		italic = true,	}) return utilsLayout.table({		styles = {			["margin"] = "1em auto"		},		rows = {			{				header = true,				cells = {header}			},			{				cells = {nav},			},			{				footer = true,				cells = {footer},			},		},	}) end

function h.createNav(game) local tabs = {} local defaultTab for i, tabData in ipairs(data[game]) do		local component, pages = h.createNavComponent(game, tabData) tabs[i] = { label = tabData.tab, caption = tabData.tabCaption, content = component, }		defaultTab = defaultTab or utilsTable.keyOf(pages, currentPage) end return utilsLayout.tabs(tabs, {		defaultTab = defaultTab or 1,		align = "center",		collapse = true,		fixedWidth = true,	}) end

function h.createNavComponent(game, data) if data.subtabs then return h.createNav(game, data.subtabs) end if data.map then return h.createMapNav(game, data.map) end if data.rows then return h.createRowsNav(game, data.rows) end end

function h.createRowsNav(game, data) local html = mw.html.create("div") :css("display", "flex") local rowSpacing = data.rowSpacing or defaultSpacing local marginDirection = data.singleLine and "margin-left" or "margin-top" local flexDirection = data.singleLine and "row" or "column" html:css({		[marginDirection] = "-" .. rowSpacing,		["flex-direction"] = flexDirection,		["align-items"] = data.singleLine and "flex-end" or "stretch",		["justify-content"] = "center",	}) local pages = {} local items = data.items if type(items[1]) == "string" then items = { items } end for _, rowItems in ipairs(items) do		local rowData = { fileType = data.fileType, scale = data.scale, spacing = data.spacing, items = rowItems, }		local row, rowPages = h.printRow(game, rowData) pages = utilsTable.concat(pages, rowPages) html:tag("div") :wikitext(row) :css({				[marginDirection] = rowSpacing,			}) :done end return tostring(html), pages end

function h.printRow(game, data, options) local vertical = options and options.vertical local styles = options and options.styles local pages = {} local row = mw.html.create("div") :css({			["display"] = "flex",			["flex-wrap"] = "wrap",			["flex-direction"] = (vertical and "column") or "row",			["justify-content"] = "center",			["align-items"] = "flex-end",			["margin-top"] = "-" .. defaultSpacing,			["margin-left"] = "-" .. (data.spacing or defaultSpacing),		}) :css(styles or {}) for _, item in ipairs(data.items) do		table.insert(pages, item) row :tag("div") :wikitext(h.rowItem(game, data, item)) :css({				["margin-top"] = defaultSpacing,				["margin-left"] = (data.spacing or defaultSpacing),			}) :done end return tostring(row), pages end

function h.rowItem(game, rowData, page) local link = utilsMarkup.link(page, nil, true) if not size then local fileWidth = rowData.scale and mw.title.makeTitle("File", fileName).file.width local thumbnailWidth = fileWidth and fileWidth * rowData.scale size = thumbnailWidth and thumbnailWidth .. "px" end local term = Term.fetchTerm(page) return utilsMarkup.gameFile(game, term or page, rowData.fileType, {		size = size,		link = link,		caption = term or page	}) end function h.createMapNav(game, mapData) local states, pages, defaultState = h.printMapStates(mapData) if mapData.leftColumn then local column, columnPages = h.printRow(game, mapData.leftColumn, {			vertical = true,			styles = {				["margin-right"] = defaultSpacing,			},		}) defaultState = utilsTable.keyOf(columnPages, currentPage) or defaultState pages = utilsTable.concat(pages, columnPages) end return h.printStatefulMap(states, defaultState), pages end

function h.printMapStates(mapData) local states = {} local baseMap, pages = h.printImageMap(mapData) local defaultState = utilsTable.keyOf(pages, currentPage) table.insert(states, baseMap) for i, upgradeData in ipairs(mapData.upgrades or {}) do		local upgradeMapData = h.resolveUpgradeMap(mapData, upgradeData) local upgradeMap, upgradePages = h.printImageMap(upgradeMapData) defaultState = defaultState or utilsTable.keyOf(pages, currentPage) pages = utilsTable.concat(pages, upgradePages) table.insert(states, upgradeMap) baseMap = upgradeMap end return states, pages end

function h.resolveUpgradeMap(mapData, upgradeData) local areas = {} for i, area in ipairs(mapData.areas) do		local before = mapData.areas[i] local change = upgradeData.changes[before.page] if not change then table.insert(areas, before) elseif change == "" then -- no-op elseif type(change) == "string" then table.insert(areas, {				area = before.area,				page = change,				display = before.display			}) else table.insert(areas, {				area = change.area or before.area,				page = change.page or before.page,				display = change.display			}) end end areas = utilsTable.concat(upgradeData.areas, areas) local upgradeMapData = { image = upgradeData.image, maxWidth = mapData.maxWidth, areas = areas, }	return upgradeMapData end

function h.printStatefulMap(states, defaultState, leftColumn) defaultState = defaultState or 1 local statesNode = mw.html.create("div") :addClass(classes.states) :css({			["display"] = "flex",			["align-items"] = "center",			["justify-content"] = "center"		}) for i, state in ipairs(states) do 		local default = i == defaultState statesNode :tag("div") :addClass(default and classes.defaultState or classes.state) :css("flex", "1") :wikitext(state) :done end local controlCss = { ["height"] = "12%", ["min-height"] = "32px", ["margin-left"] = "15%", }	local controlsNode = mw.html.create("div") :addClass(classes.controls) :tag("div") :addClass(classes.stateControlForward) :addClass(defaultState == #states and classes.stateControlDisabled or nil) :css(controlCss) :wikitext("") :done :tag("div") :addClass(classes.stateControlBack) :addClass(defaultState == 1 and classes.stateControlDisabled or nil) :css(controlCss) :wikitext("") :done local stateContainer = mw.html.create("div") :addClass(classes.stateContainer) -- TODO: :node(mw.clone(controlsNode):css("visibility", "hidden")) --Hack to "balance" the left side and keep the content centered :node(leftColumn) :node(statesNode) :node(controlsNode) :node(leftColumn and mw.html.create("div"):css("visibility", "hidden"):node(leftColumn)) :css({			["display"] = "flex",			["justify-content"] = "center",			["margin-bottom"] = defaultSpacing,		}) return tostring(stateContainer) end

function h.printImageMap(data) local lines = { data.image } local pages = {} for _, area in ipairs(data.areas) do		local page = area.page local term = Term.fetchTerm(page, area.game) local href = tostring(mw.uri.fullUrl(page)) local link = ("[%s %s]"):format(href, area.display or term or page) table.insert(pages, page) table.insert(lines, area.area .. link) end table.insert(lines, " desc none") lines = table.concat(lines, "\n") local imagemap = mw.getCurrentFrame:extensionTag("imagemap", lines) local responsiveImageMap = mw.html.create("div") :addClass("responsive-imagemap") :css({			["max-width"] = data.maxWidth and data.maxWidth .. "px",			["margin"] = "0 auto",		}) :wikitext(imagemap) return tostring(responsiveImageMap), pages end

p.Schemas = { Data = { type = "map", keys = { type = "string", enum = Franchise.enum },		values = { type = "array", items = { _ref = "#/definitions/tab" } },		desc = "A map of game codes to one or more image-based navs for that game. If there is more than one nav in a game, these are displayed as tabs.", definitions = { area = { type = "record", required = true, properties = { {						name = "area", type = "string", -- TODO: regex required = true, desc = "The shape and coordinates of the area. For example: ", },					{						name = "page", type = "string", required = true, desc = "The name of the page to link to." },					{						name = "display", default = "Term.fetchTerm(game, page) or page", type = "string", desc = "The alt text for the link. Defaults to the game term stored on the linked page. If there is no term, defaults to the page name.", },				},			},			upgrade = { type = "record", properties = { {						name = "image", type = "string", required = true, desc = "File name for the upgrade state image map.", },					{						name = "changes", type = "map", keys = { type = "string" }, values = { oneOf = { { 									type = "string", desc = 'The new page that an area must link to. If set to empty string, the area will be unset.', },								{ 									type = "record", desc = "Override other properties of an area, namely its coordinates.", properties = { { name = "area", type = "string" }, -- TODO: regex { name = "page", type = "string" }, { name = "display", type = "string" }, },								},							}						},						desc = 							Used to model state transitions for items that occupy the same inventory slot.							By default, the "upgrade state" image map has all the same areas as the previous state. 							Use this property to modify which page an area links to, without having to repeat coordinates for it.							This property can also be used to 'unset' areas which are no longer applicable. },					{						name = "areas", type = "array", items = { _ref = "#/definitions/area", _hideSubkeys = true }, desc = "A list of new areas that are applicable to the upgrade state and its successors.", },				},			},			imagemap = { type = "record", properties = { {						name = "image", type = "string", required = true, desc = "Base file name for the image map." },					{						name = "maxWidth", type = "number", desc = "Maximum width in pixels for the responsive image.", },					{						name = "areas", type = "array", required = true, items = { _ref = "#/definitions/area", },						desc = "The clickable areas of the image map.", },					{						name = "upgrades", type = "array", items = { _ref = "#/definitions/upgrade" }, desc = 							Represents upgraded inventory states, where each state is rendered as its own imagemap that is clicked to with "upgrade" and "downgrade" arrows.							This is used in cases such as .. "Template:OoA Items" .. , when different inventory items occupy the same inventory slot at different points in the game.							In these cases, the goal should be to represent all the items in as few "upgrade" states as possible, even if this means some items appearing together that never would in-game. 							It's not feasible to represent every possible inventory state as this A) detracts from the actual purpose of navigation, and B) generates too many image maps affecting page size and loading time. },					{						name = "leftColumn", _ref = "#/definitions/rows", _hideSubkeys = true, desc = "Designed specifically for Template:LADX Items.", },				},			},			rows = { type = "record", properties = { {						name = "fileType", type = "string", required = true, },					{						name = "scale", -- TODO: remove? type = "number", default = 1, },					{						name = "fileSize", -- TODO: remove? type = "string", },					{						name = "spacing", type = "string", default = defaultSpacing, desc = "Horizontal space between each image in the row.", },					{						name = "rowSpacing", type = "string", default = defaultSpacing, desc = "Space between rows, if there are more than one." },					{						name = "singleLine", type = "boolean", desc = 'If true and there are multiple rows, attempt to render rows on a single line. For example, see Template:SS Items, "Dungeon Items" tab.', },					{						name = "items", required = true, desc = 							An array of strings representing an image row. Or, an array of rows if there are multiple rows.							The thumbnail for each file in the row is generated as follows (not taking into account the size, which is computed automatically): .. "\n" .. utilsMarkup.code("") .. ,						oneOf = { {								type = "array", items = { type = "string" }, },							{								type = "array", items = { type = "array", items = { type = "string" }, },							},						},					},				}			},			tab = { allOf = { {						type = "record", properties = { {								name = "tab", type = "string", required = true, desc = "Tab label. Displayed only when game has more than one tab.", },							{								name = "tabCaption", type = "string", desc = "Tooltip to be displayed for the tab.", },						},					},					{						oneOf = { ["Image Maps"] = { type = "record", desc = "Generates image maps of items that mimic in-game inventory.", properties = { {										name = "map", required = true, _ref = "#/definitions/imagemap", }								},							},							["Subtabs"] = { type = "record", desc = 'A nav can have one or more "subnavs". These usually map to in-game submenus. For example, see Template:TWW Items, "Bag Items" tab.', properties = { {										name = "subtabs", required = true, type = "array", items = { _ref = "#/definitions/tab" }, }								},							},							["Rows"] = { type = "record", desc = "Icons or sprites of items displayed in one or more rows. Used for items that do not appear in inventory screens.", properties = { {										name = "rows", required = true, _ref = "#/definitions/rows", }								},							},						},					},				},			}		}	} }

return p