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utils.lua
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utils.lua
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----------------------------------------------------------------------------------
--- Total RP 3
--- Util API
--- ---------------------------------------------------------------------------
--- Copyright 2014 Sylvain Cossement (telkostrasz@telkostrasz.be)
--- Copyright 2014-2019 Renaud "Ellypse" Parize <ellypse@totalrp3.info> @EllypseCelwe
---
--- Licensed under the Apache License, Version 2.0 (the "License");
--- you may not use this file except in compliance with the License.
--- You may obtain a copy of the License at
---
--- http://www.apache.org/licenses/LICENSE-2.0
---
--- Unless required by applicable law or agreed to in writing, software
--- distributed under the License is distributed on an "AS IS" BASIS,
--- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
--- See the License for the specific language governing permissions and
--- limitations under the License.
----------------------------------------------------------------------------------
---@type TRP3_API
local _, TRP3_API = ...;
local Ellyb = Ellyb(...);
local LibRPMedia = LibStub:GetLibrary("LibRPMedia-1.0");
-- Public accessor
TRP3_API.utils = {
log = {},
table = {},
str = {},
color = {},
math = {},
serial = {},
event = {},
music = {},
texture = {},
message = {},
resources = {},
};
-- TRP3 imports
local Globals = TRP3_API.globals;
local Utils = TRP3_API.utils;
local Log = Utils.log;
local loc = TRP3_API.loc;
-- WOW imports
local pcall, tostring, pairs, type, print, string, date, math, strconcat, wipe, tonumber = pcall, tostring, pairs, type, print, string, date, math, strconcat, wipe, tonumber;
local strsplit, strtrim = strsplit, strtrim;
local tinsert, assert, _G, tremove, next = tinsert, assert, _G, tremove, next;
local UnitFullName = UnitFullName;
local UNKNOWNOBJECT = UNKNOWNOBJECT;
local SetPortraitToTexture = SetPortraitToTexture;
local getZoneText, getSubZoneText = GetZoneText, GetSubZoneText;
function Utils.pcall(func, ...)
if func then
return {pcall(func, ...)};
end
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Chat frame
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Utils.print = function(...)
print(...);
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- LOGGING
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Default logger.
local logger = Ellyb.Logger("TRP3");
-- Alias the log level constants for backwards compatibility.
-- The log level defines the prefix color and serves as filter
Log.level = Ellyb.Logger.LEVELS;
-- Print a log message to the chatFrame.
local function log(message, level)
if not level then level = Log.level.INFO; end
if not Globals.DEBUG_MODE then
return;
end
logger:Log(level, message);
end
Log.log = log;
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Messaging
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local MESSAGE_PREFIX = "[|cffffaa00TRP3|r] ";
local function getChatFrame()
return DEFAULT_CHAT_FRAME;
end
-- CHAT_FRAME : ChatFrame (given by chatFrameIndex or default if nil)
-- ALERT_POPUP : TRP3 alert popup
-- RAID_ALERT : On screen alert (Raid notice frame)
Utils.message.type = {
CHAT_FRAME = 1,
ALERT_POPUP = 2,
RAID_ALERT = 3,
ALERT_MESSAGE = 4
};
local messageTypes = Utils.message.type;
-- Display a simple message. Nil free.
Utils.message.displayMessage = function(message, messageType, noPrefix, chatFrameIndex)
if not messageType or messageType == messageTypes.CHAT_FRAME then
local chatFrame = _G["ChatFrame"..tostring(chatFrameIndex)] or getChatFrame();
if noPrefix then
chatFrame:AddMessage(tostring(message), 1, 1, 1);
else
chatFrame:AddMessage(MESSAGE_PREFIX..tostring(message), 1, 1, 1);
end
elseif messageType == messageTypes.ALERT_POPUP then
TRP3_API.popup.showAlertPopup(tostring(message));
elseif messageType == messageTypes.RAID_ALERT then
RaidNotice_AddMessage(RaidWarningFrame, tostring(message), ChatTypeInfo["RAID_WARNING"]);
elseif messageType == messageTypes.ALERT_MESSAGE then
UIErrorsFrame:AddMessage(message, 1.0, 0.0, 0.0);
end
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Table utils
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Print all table content (resursively)
-- Debug purpose
-- Better than /dump as it prints one message per line (avoid chat show limit)
local dumpColor1, dumpColor2, dumpColor3, dumpColor4 = "|cffffaa00", "|cff00ff00", "|cffffff00", "|cffff9900";
local function tableDump(table, level, withCount)
local i = 0;
local dumpIndent = "";
for _ = 1, level, 1 do
dumpIndent = dumpIndent .. " ";
end
if type(table) == "table" then
for key, value in pairs(table) do
if type(key) == "string" then
key = "[\"" .. key .. "\"]"
end
if type(value) == "table" then
log(dumpIndent .. dumpColor2 .. key .. "|r=".. dumpColor3 .. "{", Log.level.DEBUG);
tableDump(value, level + 1);
log(dumpIndent .. dumpColor3 .. "}", Log.level.DEBUG);
elseif type(value) == "function" then
log(dumpIndent .. dumpColor2 .. key .. "|r=" .. dumpColor4 .. " <" .. type(value) ..">", Log.level.DEBUG);
else
log(dumpIndent .. dumpColor2 .. key .. "|r=" .. dumpColor3 .. tostring(value) .. dumpColor4 .. " <" .. type(value) ..">", Log.level.DEBUG);
end
i = i + 1;
end
end
if withCount then
log(dumpIndent .. dumpColor1 .. ("Level %s size: %s elements"):format(level, i), Log.level.DEBUG);
end
end
Utils.table.dump = function(table, withCount)
log(dumpColor1 .. "Dump: ".. tostring(table), Log.level.DEBUG);
if table then
tableDump(table, 1, withCount);
end
end
-- Recursively copy all content from a table to another one.
-- Argument "destination" must be a non nil table reference.
local function tableCopy(destination, source)
if destination == nil or source == nil then return end
for k,v in pairs(source) do
if(type(v)=="table") then
destination[k] = {};
tableCopy(destination[k], v);
else
destination[k] = v;
end
end
end
Utils.table.copy = tableCopy;
-- Return the table size.
-- Less effective than #table but works for hash table as well (#hashtable don't).
local function tableSize(table)
local count = 0;
for _,_ in pairs(table) do
count = count + 1;
end
return count;
end
Utils.table.size = tableSize;
-- Remove an object from table
-- Return true if the object is found.
-- Object is search with == operator.
Utils.table.remove = function(table, object)
for index, value in pairs(table) do
if value == object then
tremove(table, index);
return true;
end
end
return false;
end
function Utils.table.keys(table)
local keys = {};
for key, _ in pairs(table) do
tinsert(keys, key);
end
return keys;
end
-- Create a weak tables pool.
local TABLE_POOL = setmetatable( {}, { __mode = "k" } );
-- Return an already created table, or a new one if the pool is empty
-- It ultra mega important to release the table once you finished using it !
function Utils.table.getTempTable()
local t = next( TABLE_POOL );
if t then
TABLE_POOL[t] = nil;
return wipe(t);
end
return {};
end
-- Release a temp table.
function Utils.table.releaseTempTable(table)
TABLE_POOL[ table ] = true;
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- String utils
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- A secure way to check if a String matches a pattern.
-- This is useful when using user-given pattern, as malformed pattern would produce lua error.
Utils.str.match = function(stringToCheck, pattern)
local ok, result = pcall(string.find, string.lower(stringToCheck), string.lower(pattern));
if not ok then
return false; -- Syntax error.
end
-- string.find should return a number if the string matches the pattern
return string.find(tostring(result), "%d");
end
local ID_CHARS = {};
for i=48, 57 do
tinsert(ID_CHARS, string.char(i));
end
for i=65, 90 do
tinsert(ID_CHARS, string.char(i));
end
for i=97, 122 do
tinsert(ID_CHARS, string.char(i));
end
local sID_CHARS = #ID_CHARS;
--- Generate a pseudo-unique random ID.
-- If you encounter a collision, you really should playing lottery
--- ID's have a id_length characters length
local function generateID()
local ID = date("%m%d%H%M%S");
for _=1, 5 do
ID = ID .. ID_CHARS[math.random(1, sID_CHARS)];
end
return ID;
end
Utils.str.id = generateID;
-- Create a unit ID from a unit name and unit realm. If realm = nil then we use current realm.
-- This method ALWAYS return a nil free UnitName-RealmShortName string.
Utils.str.unitInfoToID = function(unitName, unitRealmID)
-- Some functions (like GetPlayerInfoByGUID(GUID)) will return an empty string for the realm instead of null…
-- Thanks Blizz…
if not unitRealmID or unitRealmID == "" then
unitRealmID = Globals.player_realm_id
end
return strconcat(unitName or "_", '-', unitRealmID or "_");
end
-- Separates the unit name and realm from an unit ID
Utils.str.unitIDToInfo = function(unitID)
if not unitID:find('-') then
return unitID, Globals.player_realm_id;
end
return unitID:sub(1, unitID:find('-') - 1), unitID:sub(unitID:find('-') + 1);
end
-- Separates the owner ID and companion name from a companion ID
Utils.str.companionIDToInfo = function(companionID)
if not companionID:find('_') then
return companionID, nil;
end
return companionID:sub(1, companionID:find('_') - 1), companionID:sub(companionID:find('_') + 1);
end
-- Create a unit ID based on a targetType (target, player, mouseover ...)
-- The returned id can be nil.
function Utils.str.getUnitID(unit)
local playerName, realm = UnitFullName(unit);
if not playerName or playerName:len() == 0 or playerName == UNKNOWNOBJECT then
return nil;
end
if not realm then
realm = Globals.player_realm_id;
end
return playerName .. "-" .. realm;
end
local UnitGUID = UnitGUID;
function Utils.str.getUnitDataFromGUIDDirect(GUID)
local unitType, _, _, _, _, npcID = strsplit("-", GUID or "");
return unitType, npcID;
end
function Utils.str.getUnitDataFromGUID(unitID)
return Utils.str.getUnitDataFromGUIDDirect(UnitGUID(unitID));
end
function Utils.str.getUnitNPCID(unitID)
local _, npcID = Utils.str.getUnitDataFromGUID(unitID);
return npcID;
end
function Utils.str.GetGuildName(unitID)
local guildName = GetGuildInfo(unitID);
return guildName;
end
function Utils.str.GetGuildRank(unitID)
local _, rank = GetGuildInfo(unitID);
return rank;
end
function Utils.str.GetRace(unitID)
local _, race = UnitRace(unitID);
return race;
end
function Utils.str.GetClass(unitID)
local _, class = UnitClass(unitID);
return class;
end
function Utils.str.GetFaction(unitID)
local faction = UnitFactionGroup(unitID);
return faction;
end
-- Return an texture text tag based on the given image url and size.
function Utils.str.texture(iconPath, iconSize)
assert(iconPath, "Icon path is nil.");
iconSize = iconSize or 15;
return strconcat("|T", iconPath, ":", iconSize, ":", iconSize, "|t");
end
-- Return an texture text tag based on the given icon url and size. Nil safe.
function Utils.str.icon(iconPath, iconSize)
iconPath = iconPath or Globals.icons.default;
return Utils.str.texture(Utils.getIconTexture(iconPath), iconSize);
end
--- Gives the full texture path of an individual icon.
--- Handle using icon as a string, a file ID or as an Ellyb.icon
--- @param icon string|Icon
--- @return string
function Utils.getIconTexture(icon)
if type(icon) == "table" and icon.isInstanceOf and icon:isInstanceOf(Ellyb.Icon) then
return icon:GetFileID()
elseif type(icon) == "number" then
return icon
else
return "Interface\\ICONS\\" .. tostring(icon)
end
end
-- Return a color tag based on a letter
function Utils.str.color(color)
color = color or "w"; -- default color if bad argument
if color == "r" then return "|cffff0000" end -- red
if color == "g" then return "|cff00ff00" end -- green
if color == "b" then return "|cff0000ff" end -- blue
if color == "y" then return "|cffffff00" end -- yellow
if color == "p" then return "|cffff00ff" end -- purple
if color == "c" then return "|cff00ffff" end -- cyan
if color == "w" then return "|cffffffff" end -- white
if color == "0" then return "|cff000000" end -- black
if color == "o" then return "|cffffaa00" end -- orange
end
-- If the given string is empty, return nil
function Utils.str.emptyToNil(text)
if text and #text > 0 then
return text;
end
return nil;
end
-- Assure that the given string will not be nil
function Utils.str.nilToEmpty(text)
return text or "";
end
function Utils.str.buildZoneText()
local text = getZoneText() or ""; -- assuming that there is ALWAYS a zone text. Don't know if it's true.
if getSubZoneText():len() > 0 then
text = strconcat(text, " - ", getSubZoneText());
end
return text;
end
-- Search if the string matches the pattern in error-safe way.
-- Useful if the pattern his user writen.
function Utils.str.safeMatch(text, pattern)
local trace = Utils.pcall(string.find, text, pattern);
if trace[1] then
return type(trace[2]) == "number";
end
return nil; -- Pattern error
end
local escapes = {
["|c%x%x%x%x%x%x%x%x"] = "", -- color start
["|r"] = "", -- color end
["|H.-|h(.-)|h"] = "%1", -- links
["|T.-|t"] = "", -- textures
["|A.-|a"] = "", -- atlas textures
}
function Utils.str.sanitize(text)
if not text then return end
for k, v in pairs(escapes) do
text = text:gsub(k, v);
end
return text;
end
function Utils.str.crop(text, size)
text = strtrim(text or "");
if text:len() > size then
text = text:sub(1, size) .. "…";
end
return text
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- GUID
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
--[[
http://wow.gamepedia.com/API_UnitGUID
GUID formats (since 6.0.2):
For players: Player-[server ID]-[player UID] (Example: "Player-976-0002FD64")
For creatures, pets, objects, and vehicles: [Unit type]-0-[server ID]-[instance ID]-[zone UID]-[ID]-[Spawn UID] (Example: "Creature-0-976-0-11-31146-000136DF91")
Unit Type Names: "Creature", "Pet", "GameObject", and "Vehicle"
For vignettes: Vignette-0-[server ID]-[instance ID]-[zone UID]-0-[spawn UID] (Example: "Vignette-0-970-1116-7-0-0017CAE465" for rare mob Sulfurious)
]]
Utils.guid = {};
local GUID_TYPES = {
PLAYER = "Player",
CREATURE = "Creature",
PET = "Pet",
GAME_OBJECT = "GameObject",
VEHICLE = "Vehicle",
VIGNETTE = "Vignette"
}
--- Check that the given GUID is correctly formatted to be a player GUID
-- @param GUID
--
function Utils.guid.getUnitType(GUID)
return GUID:match("%a+");
end
--- Check that the given GUID is correctly formatted to be a player GUID
-- I made this because WIM sends invalid GUID at us so I have to check that…
-- @param GUID
--
function Utils.guid.isAPlayerGUID(GUID)
return Utils.guid.getUnitType(GUID) == GUID_TYPES.PLAYER;
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Colors
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
--- Value must be 256 based
local function numberToHexa(number)
number = string.format('%x', number);
if number:len() == 1 then
number = '0' .. number;
end
return number;
end
Utils.color.numberToHexa = numberToHexa;
--- Value must be a string with hexa decimal representation
-- Return 256 based
local function hexaToNumber(hexa)
if not hexa then
return nil, nil, nil;
end
local redH = tonumber(hexa:sub(1, 2), 16)
local greenH = tonumber(hexa:sub(3, 4), 16)
local blueH = tonumber(hexa:sub(5, 6), 16)
return redH, greenH, blueH;
end
Utils.color.hexaToNumber = hexaToNumber;
local function hexaToFloat(hexa)
local r, g, b = hexaToNumber(hexa);
return r / 255, g / 255, b / 255;
end
Utils.color.hexaToFloat = hexaToFloat;
--- Values must be 256 based
local function colorCode(red, green, blue)
local redH = numberToHexa(red);
local greenH = numberToHexa(green);
local blueH = numberToHexa(blue);
return strconcat("|cff", redH, greenH, blueH);
end
Utils.color.colorCode = colorCode;
--- Values must be 0..1 based
Utils.color.colorCodeFloat = function(red, green, blue)
return colorCode(math.ceil(red*255), math.ceil(green*255), math.ceil(blue*255));
end
--- From r, g, b tab
Utils.color.colorCodeFloatTab = function(tab)
return colorCode(math.ceil(tab.r*255), math.ceil(tab.g*255), math.ceil(tab.b*255));
end
---
-- Function to test if a color is correctly readable on a specified.
-- We will calculate the luminance of the text color
-- using known values that take into account how the human eye perceive color
-- and then compute the contrast ratio.
-- The contrast ratio should be higher than 50%.
-- @external [](http://www.whydomath.org/node/wavlets/imagebasics.html)
--
-- @param textColor Color of the text {r, g, b}, must be 256 based
-- @return True if the text will be readable
--
local textColorIsReadableOnBackground = function(textColor)
return ((0.299 * textColor.r + 0.587 * textColor.g + 0.114 * textColor.b)) >= 0.5;
end
Utils.color.textColorIsReadableOnBackground = textColorIsReadableOnBackground;
Utils.color.lightenColorUntilItIsReadable = function(textColor)
-- If the color is too dark to be displayed in the tooltip, we will ligthen it up a notch
while not textColorIsReadableOnBackground(textColor) do
textColor.r = textColor.r + 0.01;
textColor.g = textColor.g + 0.01;
textColor.b = textColor.b + 0.01;
end
if textColor.r > 1 then textColor.r = 1 end
if textColor.g > 1 then textColor.g = 1 end
if textColor.b > 1 then textColor.b = 1 end
return textColor;
end
local function mixinColor(color)
-- Backward compatibility
color.LightenColorUntilItIsReadable = color.LightenColorUntilItIsReadableOnDarkBackgrounds;
return color;
end
---@return ColorMixin
local function CreateColor(...)
return mixinColor(Ellyb.Color(...));
end
Utils.color.CreateColor = CreateColor;
-- Backward compatibility
function Utils.color.getColorFromHexadecimalCode(...)
return mixinColor(Ellyb.Color.CreateFromHexa(...));
end
--- Returns a Color using Blizzard's ColorMixin for a given class (english, not localized)
-- @see ColorMixin
function Utils.color.getClassColor(englishClass)
return mixinColor(Ellyb.ColorManager.getClassColor(englishClass));
end
--- Returns the custom color defined in the unitID's profile as a Color using Blizzard's ColorMixing.
-- @param unitID
-- @return Color
-- @see ColorMixin
function Utils.color.getUnitCustomColor(unitID)
local info = TRP3_API.register.getUnitIDCurrentProfileSafe(unitID);
if info.characteristics and info.characteristics.CH then
return CreateColor(info.characteristics.CH);
end
end
function Utils.color.getChatColorForChannel(channel)
return mixinColor(Ellyb.ColorManager.getChatColorForChannel(channel));
end
local GetPlayerInfoByGUID = GetPlayerInfoByGUID;
---GetClassColorByGUID
---@param GUID string
---@return ColorMixin
function TRP3_API.utils.color.GetClassColorByGUID(GUID)
local _, englishClass, _, _, _, _, _ = GetPlayerInfoByGUID(GUID);
local classColorTable = RAID_CLASS_COLORS[englishClass];
if classColorTable then
return CreateColor(classColorTable.r, classColorTable.g, classColorTable.b, 1);
end
end
---GetCustomColorByGUID
---@param GUID string
---@return ColorMixin
function TRP3_API.utils.color.GetCustomColorByGUID(GUID)
local _, _, _, _, _, name, realm = GetPlayerInfoByGUID(GUID);
local unitID = Utils.str.unitInfoToID(name, realm);
return Utils.color.getUnitCustomColor(unitID)
end
---
-- Returns the color for the unit corresponding to the given GUID.
-- @param GUID The GUID to use to retrieve player information
-- @param useCustomColors If we should use custom color or not (usually defined in settings)
-- @param lightenColorUntilItIsReadable If we should increase the color so it is readable on dark background (usually defined in settings)
--
function Utils.color.getUnitColorByGUID(GUID, useCustomColors, lightenColorUntilItIsReadable)
assert(GUID, "Invalid GUID given to Utils.color.getUnitColorByGUID(GUID)");
local _, englishClass, _, _, _, name, realm = GetPlayerInfoByGUID(GUID);
local color;
if not englishClass then return end
color = Utils.color.getClassColor(englishClass);
if useCustomColors then
local unitID = Utils.str.unitInfoToID(name, realm);
color = Utils.color.getUnitCustomColor(unitID) or color;
if lightenColorUntilItIsReadable then
color:LightenColorUntilItIsReadable();
end
end
return color ;
end
function Utils.color.extractColorFromText(text)
local r, g, b = 1, 1, 1;
local rgb = text:match("|c%x%x(%x%x%x%x%x%x)");
if rgb then
r, g, b = hexaToFloat(rgb);
end
return CreateColor(r, g, b, 1);
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Math
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local function incrementNumber(version, figures)
local incremented = version + 1;
if incremented >= math.pow(10, figures) then
incremented = 1;
end
return incremented;
end
Utils.math.incrementNumber = incrementNumber;
--- Return the interpolation.
-- delta is a number between 0 and 1;
local function lerp(delta, from, to)
local diff = to - from;
return from + (delta * diff);
end
Utils.math.lerp = lerp;
Utils.math.color = function(delta, fromR, fromG, fromB, toR, toG, toB)
return lerp(delta, fromR, toR), lerp(delta, fromG, toG), lerp(delta, fromB, toB);
end
--- Values must be 256 based
Utils.math.colorCode = function(delta, fromR, fromG, fromB, toR, toG, toB)
return colorCode(lerp(delta, fromR, toR), lerp(delta, fromG, toG), lerp(delta, fromB, toB));
end
function Utils.math.round(value, decimals)
local mult = 10 ^ (decimals or 0)
return math.floor(value * mult) / mult;
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- Text tags utils
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local directReplacements = {
["/col"] = "|r",
};
local function convertTextTag(tag)
if directReplacements[tag] then -- Direct replacement
return directReplacements[tag];
elseif tag:match("^col%:%a$") then -- Color replacement
return Utils.str.color(tag:match("^col%:(%a)$"));
elseif tag:match("^col:%x%x%x%x%x%x$") then -- Hexa color replacement
return "|cff"..tag:match("^col:(%x%x%x%x%x%x)$");
elseif tag:match("^icon%:[%w%s%_%-%d]+%:%d+$") then -- Icon
local icon, size = tag:match("^icon%:([%w%s%_%-%d]+)%:(%d+)$");
return Utils.str.icon(icon, size);
end
return "{"..tag.."}";
end
local function convertTextTags(text)
if text then
text = text:gsub("%{(.-)%}", convertTextTag);
return text;
end
end
Utils.str.convertTextTags = convertTextTags;
local escapedHTMLCharacters = {
["<"] = "<",
[">"] = ">",
["\""] = """,
};
local structureTags = {
["{h(%d)}"] = "<h%1>",
["{h(%d):c}"] = "<h%1 align=\"center\">",
["{h(%d):r}"] = "<h%1 align=\"right\">",
["{/h(%d)}"] = "</h%1>",
["{p}"] = "<P>",
["{p:c}"] = "<P align=\"center\">",
["{p:r}"] = "<P align=\"right\">",
["{/p}"] = "</P>",
};
--- alignmentAttributes is a conversion table for taking a single-character
-- alignment specifier and getting a value suitable for use in the HTML
-- "align" attribute.
local alignmentAttributes = {
["c"] = "center",
["l"] = "left",
["r"] = "right",
};
--- IMAGE_PATTERN is the string pattern used for performing image replacements
-- in strings that should be rendered as HTML.
---
--- The accepted form this is "{img:<src>:<width>:<height>[:align]}".
---
--- Each individual segment matches up to the next present colon. The third
--- match (height) and everything thereafter needs to check up-to the next
--- colon -or- ending bracket since they could be the final segment.
---
--- Optional segments should of course have the "?" modifer attached to
--- their preceeding colon, and should use * for the content match rather
--- than +.
local IMAGE_PATTERN = [[{img%:([^:]+)%:([^:]+)%:([^:}]+)%:?([^:}]*)%}]];
--- Note that the image tag has to be outside a <P> tag.
---@language HTML
local IMAGE_TAG = [[</P><img src="%s" width="%s" height="%s" align="%s"/><P>]];
-- Convert the given text by his HTML representation
Utils.str.toHTML = function(text, noColor)
local linkColor = "|cff00ff00";
if noColor then
linkColor = "";
end
-- 1) Replacement : & character
text = text:gsub("&", "&");
-- 2) Replacement : escape HTML characters
for pattern, replacement in pairs(escapedHTMLCharacters) do
text = text:gsub(pattern, replacement);
end
-- 3) Replace Markdown
local titleFunction = function(titleChars, title)
local titleLevel = #titleChars;
return "\n<h" .. titleLevel .. ">" .. strtrim(title) .. "</h" .. titleLevel .. ">";
end;
text = text:gsub("^(#+)(.-)\n", titleFunction);
text = text:gsub("\n(#+)(.-)\n", titleFunction);
text = text:gsub("\n(#+)(.-)$", titleFunction);
text = text:gsub("^(#+)(.-)$", titleFunction);
-- 4) Replacement : text tags
for pattern, replacement in pairs(structureTags) do
text = text:gsub(pattern, replacement);
end
local tab = {};
local i=1;
while text:find("<") and i<500 do
local before;
before = text:sub(1, text:find("<") - 1);
if #before > 0 then
tinsert(tab, before);
end
local tagText;
local tag = text:match("</(.-)>");
if tag then
tagText = text:sub( text:find("<"), text:find("</") + #tag + 2);
if #tagText == #tag + 3 then
return loc.PATTERN_ERROR;
end
tinsert(tab, tagText);
else
return loc.PATTERN_ERROR;
end
local after;
after = text:sub(#before + #tagText + 1);
text = after;
--- Log.log("Iteration "..i);
--- Log.log("before ("..(#before).."): "..before);
--- Log.log("tagText ("..(#tagText).."): "..tagText);
--- Log.log("after ("..(#before).."): "..after);
i = i+1;
if i == 500 then
log("HTML overfloooow !", Log.level.SEVERE);
end
end
if #text > 0 then
tinsert(tab, text); -- Rest of the text
end
--- log("Parts count "..(#tab));
local finalText = "";
for _, line in pairs(tab) do
if not line:find("<") then
line = "<P>" .. line .. "</P>";
end
line = line:gsub("\n","<br/>");
-- Image tag. Specifiers after the height are optional, so they
-- must be suitably defaulted and validated.
line = line:gsub(IMAGE_PATTERN, function(img, width, height, align)
-- If you've not given an alignment, or it's entirely invalid,
-- you'll get the old default of center.
align = alignmentAttributes[align] or "center";
-- Don't blow up on non-numeric inputs. They won't display properly
-- but that's a separate issue.
width = tonumber(width) or 128;
height = tonumber(height) or 128;
-- Width and height should be absolute.
-- The tag accepts negative value but people used that to fuck up their profiles
return string.format(IMAGE_TAG, img, math.abs(width), math.abs(height), align);
end);
line = line:gsub("%!%[(.-)%]%((.-)%)", function(icon, size)
if icon:find("\\") then
-- If icon text contains \ we have a full texture path
local width, height;
if size:find("%,") then
width, height = strsplit(",", size);
else
width = tonumber(size) or 128;
height = width;
end
-- Width and height should be absolute.
-- The tag accepts negative value but people used that to fuck up their profiles
return string.format(IMAGE_TAG, icon, math.abs(width), math.abs(height), "center");
end
return Utils.str.icon(icon, tonumber(size) or 25);
end);
line = line:gsub("%[(.-)%]%((.-)%)",
"<a href=\"%2\">" .. linkColor .. "[%1]|r</a>");
line = line:gsub("{link%*(.-)%*(.-)}",
"<a href=\"%1\">" .. linkColor .. "[%2]|r</a>");
line = line:gsub("{twitter%*(.-)%*(.-)}",
"<a href=\"twitter%1\">|cff61AAEE%2|r</a>");
finalText = finalText .. line;
end
finalText = convertTextTags(finalText);
return "<HTML><BODY>" .. finalText .. "</BODY></HTML>";
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- COMPRESSION / Serialization / HASH
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local libCompress = LibStub:GetLibrary("LibCompress");
local libCompressEncoder = libCompress:GetAddonEncodeTable();
local libSerializer = LibStub:GetLibrary("AceSerializer-3.0");
local function serialize(structure)
return libSerializer:Serialize(structure);
end
Utils.serial.serialize = serialize;
local function deserialize(structure)
local status, data = libSerializer:Deserialize(structure);
assert(status, "Deserialization error:\n" .. tostring(structure) .. "\n" .. tostring(data));
return data;
end
Utils.serial.deserialize = deserialize;
Utils.serial.errorCount = 0;
local function safeDeserialize(structure, default)
local status, data = libSerializer:Deserialize(structure);
if not status then
Log.log("Deserialization error:\n" .. tostring(structure) .. "\n" .. tostring(data), Log.level.WARNING);
return default;
end
return data;
end
Utils.serial.safeDeserialize = safeDeserialize;
local function encodeCompressMessage(message)
return libCompressEncoder:Encode(libCompress:Compress(message));
end
Utils.serial.encodeCompressMessage = encodeCompressMessage;
Utils.serial.decompressCodedMessage = function(message)
return libCompress:Decompress(libCompressEncoder:Decode(message));
end
Utils.serial.safeEncodeCompressMessage = function(serial)
local encoded = encodeCompressMessage(serial);
-- Rollback test
local decoded = Utils.serial.decompressCodedMessage(encoded);
if decoded == serial then
return encoded;
else
Log.log("safeEncodeCompressStructure error:\n" .. tostring(serial), Log.level.WARNING);
return nil;
end
end
Utils.serial.decompressCodedStructure = function(message)
return deserialize(libCompress:Decompress(libCompressEncoder:Decode(message)));
end
Utils.serial.safeDecompressCodedStructure = function(message)
return safeDeserialize(libCompress:Decompress(libCompressEncoder:Decode(message)));
end
Utils.serial.encodeCompressStructure = function(structure)
return encodeCompressMessage(serialize(structure));
end
Utils.serial.hashCode = function(str)
return libCompress:fcs32final(libCompress:fcs32update(libCompress:fcs32init(), str));
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- EVENT HANDLING
-- Handles WOW events
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*