Module:DecodeEncode
Appearance
Implements Lua functions mw.text.decode, mw.text.encode in a module.
{{#invoke:decodeEncode|decode|s=Source text©}}
→Source text©
See List of XML and HTML character entity references.
Decode (© → ©)
[edit source]- 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
[edit source]By setting |subset_only=true
, only these five entity names are decoded: '<', '>', '&', '"', ' ' (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
|decodeNamedEntities=
, 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|subset_only=
:|decodeNamedEntities=false
=|subset_only=true
.
- Also, this module ignores the "omitted" logic:
|subset_only=
should be set explicitly to 'true' to be effective.
Encode (© → ©)
[edit source]- Function
encode
encodes some entity-named characters into that name (for example:&
→&
).
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 >100 °F, & with a "burning" sun above, we walked. ©
- Renders as:
- "At >100 °F, & with a "burning" sun above, we walked. ©"
character set to encode
[edit source]Per Lua documentation, only a small set of characters is processed. The characterset can be set (expanded) by using |charset=
.
- Example:
|charset=<>" \'&
(the default),|charset=<>°"'&©{{!}}
; characters not in the default will be replaced by their decimal entity:©
→©
(hexadecimal number, not decimal nor named ©)
Known issues
[edit source]- 13 Sep 2021: NOTE: The encode function with user-supplied charset is now used productively in {{R/superscript}} and {{R/ref}}. Before implementing breaking changes here, these templates need to be adjusted accordingly!
- 26 Sep 2021: U+2009 THIN SPACE (HTML
 
· 
)
- Note: Possible bug: Decoding
 
works, but 
doesn't. - Resolved in code.
- 4 Feb 2023: U+03B5 ε GREEK SMALL LETTER EPSILON (HTML
ε
·ε
)
- See :w:Module talk:DecodeEncode § Bug report: bad decoding of U+03B5 ε (epsilon)
- Resolved in code.
See also
[edit source]require('strict')
local p = {}
local 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 = frame.args['s'] or ''
local subset_only = _getBoolean(frame.args['subset_only'] or false)
return p._decode( s, subset_only )
end
function p._decode( s, subset_only )
-- U+2009 THIN SPACE: workaround for bug: HTML entity   is decoded incorrect. Entity   gets decoded properly
s = mw.ustring.gsub( s, ' ', ' ' )
-- U+03B5 ε GREEK SMALL LETTER EPSILON: workaround for bug (phab:T328840): HTML entity ε is decoded incorrect for gsub(). Entity ε gets decoded properly
s = mw.ustring.gsub( s, 'ε', 'ε' )
local ret = mw.text.decode( s, not subset_only )
return ret
end
function p.encode( frame )
local s = frame.args['s'] or ''
local 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 and charset ~= '' 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