Module:DecodeEncode

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Template:Module rating Implements Lua functions mw.text.decode, mw.text.encode in a module.

{{#invoke:decode|s=Source text}}Source text

See List of XML and HTML character entity references.

Decode (© → ©)

Decodes Named Entities from entity name into a regular (unicode) character:
©©
>>

All welldefined named entities are decoded (HTML Named character references, formally: as defined in the PHP table).

A regular, rendered sentence:
"At 100 °F, & with a "burning" sun above, we , we ⁄walked⁄."
In code:
"At 100 °F, & with a "burning" sun above, we ⁄walked⁄." -- wikitext
Processing:
{{#invoke:decodeEncode|decode|s=At 100 °F, & with a "burning" sun above, we ⁄walked⁄.}}
At 100 °F, & with a "burning" sun above, we ⁄walked⁄. -- In code: straight characters, no named entities.
Renders, again:
"At 100 °F, & with a "burning" sun above, we ⁄walked⁄."

Decode a reduced set only

By setting Template:Para, only these five entity names are decoded: '&lt;', '&gt;', '&amp;', '&quot;', '&nbsp;' (that is, into '<', '>', '&', '"', ' ').

Note: There is a difference with the relevant Lua parameter. (This only concerns your task if you also work directly with the Lua mw.text.decode function). Lua documentation defines parameter Template:Para, having this effect: when omitted or false, only the reduced set of entities is recognized and decoded. This use of 'false' is inverted in using Template:Para: Template:Para = Template:Para.
Also, this module ignores the "omitted" logic: Template:Para should be set explicitly to 'true' to be effective.

Encode (© → &copy;)

Function encode encodes some entity-named characters into that name (for example: &&amp;).

Regular sentence:

"At >100 °F, & with a "burning" sun above, we walked. ©"

In code:

"At >100 °F, & with a "burning" sun above, we walked. ©"

Encode:

{{#invoke:decodeEncode|encode|s=At >100 °F, & with a "burning" sun above, we walked. ©|charset=&<>{{!}}°"'&©}}
At &gt;100 &#176;F, &amp; with a &quot;burning&quot; sun above, we walked. &#169;
Renders as:
"At >100 °F, & with a "burning" sun above, we walked. ©"

character set to encode

Per Lua documentation, only a small set of characters is processed. The characterset can be set (expanded) by using Template:Para.

Example: Template:Para (the default), Template:Para; characters not in the default will be replaced by their decimal entity: ©&#169; (hexadecimal number, not decimal nor named &copy;)

Template

Template:As of, there are no tempates implementing this module.

See also

Template:Sandbox other


local p = {}

function _getBoolean( boolean_str )
	-- from: module:String; adapted
	-- requires an explicit true
	local boolean_value

	if type( boolean_str ) == 'string' then
		boolean_str = boolean_str:lower()
		if boolean_str == 'true' or boolean_str == 'yes' or boolean_str == '1' then
			boolean_value = true
		else
			boolean_value = false
		end
	elseif type( boolean_str ) == 'boolean' then
		boolean_value = boolean_str
	else
		boolean_value = false
	end
	return boolean_value
end

function p.decode( frame )
	local s
	local subset_only 

	s = frame.args['s'] or ''
	subset_only = _getBoolean(frame.args['subset_only'] or false)

	return p._decode( s, subset_only )
end

function p._decode( s, subset_only )
	local ret = nil;

	ret = mw.text.decode( s, not subset_only )

	return ret
end

function p.encode( frame )
	local s
	local charset

	s = frame.args['s'] or ''
	charset = frame.args['charset']

	return p._encode( s, charset )
end

function p._encode( s, charset )
	-- example: charset = '_&©−°\\\"\'\=' -- do escape with backslash not %;
	local ret

	if charset ~= (nil or '') then
		ret = mw.text.encode( s, charset )
	else
		-- use default: chartset = '<>&"\' ' (outer quotes = lua required; space = NBSP)
		ret = mw.text.encode( s )
	end 
	
	return ret
end

return p