Module:UI

local slot = require( Module:Inventory slot ).slot local animate = require( Module:AnimateSprite ).animate local addSlot = function( args, item, prefix, class, default ) local none, nostacksize prefix = prefix or '' if #prefix == 0 then none = 'none' nostacksize = ((item ==  or nil) and ) or (args and args[item] and args[item]:gsub( '[,%d]',  ) or ) end return slot{ nostacksize or args[item], mod = args.Mod, link = none or args[prefix .. 'link'], title = none or args[prefix .. 'title'], class = class, default = default, parsed = args.parsed } end

local p = {}

-- Crafting table function p.craftingTable( f ) local args = f	if f == mw.getCurrentFrame then args = f:getParent.args else f = mw.getCurrentFrame end local body = mw.html.create( 'span' ):addClass( 'mcui mcui-Crafting_Table pixel-image' ) local input = body:tag( 'span' ):addClass( 'mcui-input' ) for num = 1, 3 do		local row = input:tag( 'span' ):addClass( 'mcui-row' ) for _, letter in ipairs{ 'A', 'B', 'C' } do row:wikitext( addSlot( args, letter .. num, 'I' ) ) end end local arrow = body:tag( 'span' ):addClass( 'mcui-arrow' ):tag( 'br' ):done if args.arrow or  ~=  then arrow:css(			'background-image',			''		) end body :tag( 'span' ) :addClass( 'mcui-output' ) :wikitext( addSlot( args, 'Output', 'O', 'invslot-large' ) ) local shapeless = args.shapeless or '' local fixed = args.fixed or '' if shapeless ~=  or fixed ~=  then local icon = body:tag( 'span' ) :addClass( 'mcui-icons' ) :tag( 'span' ) :tag( 'br' ) :done if shapeless ~= '' then icon:addClass( 'mcui-shapeless' ) :attr( 'title',					'This recipe is shapeless, the inputs may be placed in any arrangement in the crafting grid.'				) elseif fixed ~= '' then local notFixed = args.notfixed or '' local exceptFixed = '' if notFixed ~= '' then exceptFixed = '; except for ' .. notFixed .. ', which can go anywhere' end icon:addClass( 'mcui-fixed' ) :attr( 'title',					'This recipe is fixed, the input arrangement may not be moved or mirrored in the crafting grid' .. exceptFixed .. '.'				) end end return tostring( mw.html.create( 'div' ):node( body ) ) end

-- Furnace function p.furnace( f ) local args = f	if f == mw.getCurrentFrame then args = f:getParent.args else f = mw.getCurrentFrame end local body = mw.html.create( 'span' ):addClass( 'mcui mcui-Furnace pixel-image' ) local input = body:tag( 'span' ):addClass( 'mcui-input' ) input:wikitext( addSlot( args, 'Input', 'I' ) ) local fuel = input:tag( 'span' ):addClass( 'mcui-fuel' ):tag( 'br' ):done local fuelImg = args.FuelUsage or '' local burning = args.Input or  ~=  and args.Fuel or  ~=  if not burning then fuel:addClass( 'mcui-inactive' ) if fuelImg ~= '' then fuelImg = fuelImg .. ' (in-active)' end end if fuelImg ~= '' then fuel:css(			'background-image',			''		) end input:wikitext( addSlot( args, 'Fuel', 'F' ) ) local arrow = body:tag( 'span' ):addClass( 'mcui-arrow' ):tag( 'br' ):done local arrowImg = args.Progress or '' if not burning or ( args.Output or  ) ==  then arrow:addClass( 'mcui-inactive' ) if arrowImg ~= '' then arrowImg = arrowImg .. ' (in-active)' end end if arrowImg ~= '' then arrow:css(			'background-image',			''		) end body :tag( 'span' ) :addClass( 'mcui-output' ) :wikitext( addSlot( args, 'Output', 'O', 'invslot-large' ) ) return tostring( mw.html.create( 'div' ):node( body ) ) end

-- Brewing Stand function p.brewingStand( f ) local args = f	if f == mw.getCurrentFrame then args = f:getParent.args else f = mw.getCurrentFrame end local body = mw.html.create( 'span' ):addClass( 'mcui mcui-Brewing_Stand pixel-image' ) local input = body:tag( 'span' ):addClass( 'mcui-input' ) input:tag( 'span' ):addClass( 'mcui-bubbling' ):tag( 'br' ) input:wikitext( addSlot( args, 'Input', 'I' ) ) input:tag( 'span' ):addClass( 'mcui-arrow' ):tag( 'br' ) if ( args.Input or  ) ==  or		( ( args.Output1 or  ) ==  and ( args.Output2 or  ) ==  and ( args.Output3 or  ) ==  ) then input:addClass( 'mcui-inactive' ) end body:tag( 'span' ):addClass( 'mcui-paths' ):tag( 'br' ) local output = body:tag( 'span' ):addClass( 'mcui-output' ) for i = 1, 3 do output:wikitext( addSlot( args, 'Output' .. i, 'O' .. i, 'mcui-output' .. i ) ) end return tostring( mw.html.create( 'div' ):node( body ) ) end

-- Stonecutter function p.stonecutter( f ) local args = f	if f == mw.getCurrentFrame then args = f:getParent.args else f = mw.getCurrentFrame end local body = mw.html.create( 'span' ):addClass( 'mcui mcui-Stonecutter pixel-image' ) local input = body:tag( 'span' ):addClass( 'mcui-input' ) input:wikitext( addSlot( args, 'Input', 'I' ) ) local arrow = body:tag( 'span' ):addClass( 'mcui-stonecutterArrow' ) if (args.arrow or ) ~=  then arrow:css(			'background-image',			''		) end arrow:wikitext( addSlot( args, 'Output', '', 'invslot-plain mcui-stonecutterSprite' ) ) body :tag( 'span' ) :addClass( 'mcui-output' ) :wikitext( addSlot( args, 'Output', 'O', 'invslot-large' ) ) return tostring( mw.html.create( 'div' ):node( body ) ) end

-- Loom function p.loom( f ) local args = f	if f == mw.getCurrentFrame then args = f:getParent.args else f = mw.getCurrentFrame end local body = mw.html.create( 'span' ):addClass( 'mcui mcui-Loom pixel-image' ) local tapestry = body:tag( 'span' ):addClass( 'mcui-tapestry' ) if args.Banner and #args.Banner>0 then tapestry:wikitext( addSlot( args, 'Banner', 'B', 'mcui-inputBanner' ) ) end if args.Dye and #args.Dye>0 then tapestry:wikitext( addSlot( args, 'Dye', 'D', 'mcui-inputDye' ) ) end if args.Pattern and #args.Pattern>0 then tapestry:wikitext( addSlot( args, 'Pattern', 'P', 'mcui-inputPattern' ) ) end tapestry:tag( 'span' ):tag( 'br' ):done local arrow = body:tag( 'span' ):addClass( 'mcui-loomArrow' ) if args.arrow or  ~=  then arrow:css(			'background-image',			''		) end local sprite = args.Sprite local bannerSprite if sprite and #sprite>0 then bannerSprite = animate{ args.Sprite, sheet = 'SlotSprite' }	else bannerSprite = ' ' end arrow :tag( 'span' ) :addClass( 'mcui-bannerSprite' ) :wikitext( bannerSprite ) body :tag( 'span' ) :addClass( 'mcui-output' ) :wikitext( addSlot( args, 'Output', 'O', 'invslot-large' ) ) return tostring( mw.html.create( 'div' ):node( body ) ) end

return p