Module:Icon
This module contains several functions for rendering icons from the game, for use with both wikitext templates as well as from other Lua modules.
Wikitext functions
These functions are designed to be used directly in templates via {{#invoke:}}.
renderGameIcon
Renders the in-game icon of something.
Parameters
- type
- The type of thing being shown - quest, item, currency, action, achievement, etc. Usually pulled from Property:Has context.
- icon
- Icon file reference, including
File:namespace and file extension. Usually pulled from Property:Has game icon. - link
- Where the icon should link when clicked, usually the article name of the relevant concept.
- size
- Icon size. One of small, mid, or large. Defaults to small.
For item icons specifically, these parameters can also be used:
- hq
- If set, renders a high-quality item.
- dyeCount
- If set, renders an item with a number of dye slots. Usually pulled from Property:Has dye channels.
Example
{{#invoke: Icon | renderGameIcon
| type = Action
| icon = File:Transpose.png
| link = Transpose
| size = big
}}
renderGameIconWithLabel
Renders an in-game icon, alongside a label which links back to the thing, plus an optional quantity.
Parameters
All parameters taken by renderGameIcon, plus:
- text
- Label text. This text will be a link that directs to the
linkparameter. Pass nothing or set to "x" to hide the label (useful to display quantity in a condensed way). - qty
- Quantity, displayed between the item icon and the label.
- allowWrap
- By default, icon and label will be grouped in a container that prevents text wrapping. Set this parameter to disable that behavior. This should only really be used in infoboxes and other narrow templates.
Examples
{{#invoke: Icon | renderGameIconWithLabel
| type = Action
| icon = File:Cure.png
| link = Cure
| size = small
| text = Freecure isn't real and can't hurt you
}}
Freecure isn't real and can't hurt you
Lua functions
These functions are designed to be called from other Lua modules and accept Lua values as their parameters instead of mw.frame objects. To use any of these functions, load the module first with e.g.
local icon = require("Module:Icon")
plainIcon
Displays a non-framed icon from the game, for example quest icons.
Parameters
Takes a single table parameter with the following keys:
- icon
- Icon file reference, including File: namespace and file extension.
- link
- Where the icon should link when clicked, usually the article name of the relevant concept.
- size
- Icon size. One of small, mid, or large. Defaults to small.
Returns
- A wikitext string.
Example
local questIcon = icon.plainIcon({
icon = "File:Quest icon.png",
link = "Quest",
size = "big",
})
frameIcon
Displays a framed icon from the game, for example an item or action.
Parameters
Takes a single table parameter with the following keys:
- icon
- Icon file reference, including File: namespace and file extension.
- link
- Where the icon should link when clicked, usually the article name of the relevant concept.
- frame
- Frame type for the icon. Can be hq, trait, achievement, or leave
nilfor the standard frame. - dyeCount
- For items, the number of dye slots the item has. Default is 0.
- size
- Icon size. One of small, mid, or large. Defaults to small.
Returns
- An HTML builder node.
Example
local traitIcon = icon.frameIcon({
icon = "File:Heavier shot.png",
link = "Heavier Shot",
frame = "trait",
size = "big",
})
--[[
A module for rendering icons from the game.
Provides both library functions for use in other modules, and template functions for use with {{#invoke}}.
]]
-- TODO: break this out into its own module
local yesno = require("Module:Yesno")
local p = {}
-- CSS classes assigned to a frame icon based on desired frame type
local frameClasses = {
trait = "standard-frame-icon-trait",
achievement = "standard-frame-icon-achievement",
hq = "standard-frame-icon-hq",
}
-- CSS classes assigned to frame icons at different sizes
local frameIconSizeClasses = {
small = "small",
mid = "mid",
big = nil, -- default in CSS
}
-- Pixel dimensions of frame icons at different sizes
local frameIconSizeDimensions = {
small = 20,
mid = 30,
big = 40
}
-- Pixel dimensions of non-frame icons at different sizes
local plainIconSizeDimensions = {
small = 24,
mid = 36,
big = 48,
}
--- Renders a non-framed icon from the game.
-- @param icon
-- @param link
-- @param size
-- @return wikitext
function p.plainIcon(args)
if not args.size or args.size == "" then
args.size = "small"
end
args.link = args.link or args.icon -- default to icon page if no link is provided
return ("[[%s|%dpx|link=%s]]"):format(
args.icon,
plainIconSizeDimensions[args.size],
args.link
)
end
--- Renders frame icon dye slots if there are any
-- @return HTML builder node
local function dyeSlots(dyeCount)
if not dyeCount or dyeCount < 1 then
return ""
end
span = mw.html.create("span"):addClass("standard-frame-icon-dye-slots")
for i = 1, dyeCount do
span:node(mw.html.create("span"))
end
return span
end
--- Renders an icon image inside a frame.
-- @param icon Image to use as icon, including "File:" namespace and ".png" extension
-- @param link Optional link for the icon, defaults to the icon image's file page
-- @param size Icon size, one of "small" "mid" "big"
-- @param frame Frame type, one of "trait" "achievement" "hq" or nil for standard frame
-- @param dyeCount For item icons: number of dye slots. One of 0, 1, 2, or nil
-- @return HTML builder node
function p.frameIcon(args)
if not args.icon then
error("icon is required")
end
if not args.size or args.size == "" then
args.size = "small"
end
args.dyeCount = args.dyeCount or 0
args.link = args.link or args.icon -- default to icon page if no link is provided
return mw.html.create("span")
:addClass("plainlinks")
:addClass("standard-frame-icon")
:addClass(frameClasses[args.frame])
:addClass(frameIconSizeClasses[args.size])
:wikitext(
("[[%s|%dpx|link=%s]]"):format(
args.icon,
frameIconSizeDimensions[args.size],
args.link
)
)
:node(dyeSlots(args.dyeCount))
end
--- internal helper for generic template usage where type of icon isn't known beforehand and we're relying on SMW data
-- @param icon
-- @param link
-- @param size
-- @param type
-- @param hq For items only
-- @param dyeCount For items only
local function gameIcon(args)
-- use a plain icon for currencies and quests
if args.type:lower() == "currency" or args.type:lower() == "quest" then
return p.plainIcon({
icon = args.icon,
link = args.link,
size = args.size,
})
end
-- everything else uses a frame icon
local frame = nil
if args.type == "Item" and args.hq then
frame = "hq"
elseif args.type == "Trait" then
frame = "trait"
elseif args.type == "Achievement" then
frame = "achievement"
end
return p.frameIcon({
icon = args.icon,
link = args.link,
size = args.size,
frame = frame,
})
end
-- function to be invoked from templates that don't display labels
function p.renderGameIcon(frame)
return gameIcon({
-- normalize parameters
icon = frame.args.icon,
link = frame.args.link,
size = frame.args.size,
type = frame.args.type,
hq = yesno(frame.args.hq),
dyeCount = tonumber(frame.args.dyeCound),
})
end
-- implementation for {{Game icon}} and other templates that do display labels
function p.renderGameIconWithLabel(frame)
-- if qty is empty then don't render it
local qty = frame.args.qty
if qty == "" then
qty = nil
end
-- if text is empty or set to "x" (in template usage) don't render it
local text = frame.args.text
if text == "" or text == "x" then
text = nil
end
local span = mw.html.create("span")
-- set text wrapping
if not yesno(frame.args.allowWrap) then
span:css("white-space", "nowrap")
end
-- render icon using other passed parameters - this is a bit hacky but w/e
span:node(p.renderGameIcon(frame))
-- render quantity, if present
if qty then
span:node(" " .. qty)
end
-- render text link, if any
if text then
span:node((" [[%s|%s]]"):format(frame.args.link or frame.args.icon, text))
end
return span
end
return p