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Ce module définit des fonctions permettant de manipuler les données d’Unicode.

Fonctions pour modules

getBlocks()

Retourne la liste de tous les blocs Unicode.

Type de retour
table

getScripts()

Retourne la liste de tous les scripts Unicode.

Type de retour
table

getScriptRanges()

Retourne la liste des plages de tous les scripts Unicode.

Type de retour
table

getBlock(lowerCodepoint)

Retourne le bloc Unicode dont le point de code le plus petit correspond au paramètre ou nil si aucun ne correspond.

Paramètres
  • lowerCodepoint (entier) : La borne inférieure du bloc (point de code).
Type de retour
table ou nil

getBlockForChar(char)

Retourne le bloc Unicode contenant le caractère donné ou nil s’il n’appartient à aucun bloc. Lance une erreur si aucun caractère ou plusieurs sont passés.

Paramètres
  • char (chaîne) : Le caractère.
Type de retour
table ou nil

getScript(code)

Retourne le script Unicode correspondant au code donné ou nil si aucun ne correspond.

Paramètres
  • code (chaîne) : Le code du script.
Type de retour
table ou nil

getScriptForChar(char)

Retourne le script Unicode pour le caractère donné. Lance une erreur si aucun caractère ou plusieurs sont passés.

Paramètres
  • char (chaîne) : Le caractère.
Type de retour
table

getScriptForText(text)

Retourne le script Unicode pour le texte donné. Si le texte est composé de caractères dans plusieurs scripts, autres que Common ou Inherited, le script retourné est Common.

Paramètres
  • text (chaîne) : Le texte.
Type de retour
table

getScriptsForText(text)

Retourne les scripts Unicode pour le texte donné.

Paramètres
  • text (chaîne) : Le texte.
Type de retour
table

textHasScript(text, scriptCode)

Indique si le texte donné est dans le script Unicode donné. Retourne faux si le code ne correspond à aucun script existant.

Paramètres
  • text (chaîne) : Le texte.
  • scriptCode (chaîne) : Le code du script.
Type de retour
booléen

setWritingDirection(text)

Définit le sens d’écriture pour le texte donné, à partir de son script Unicode, en l’insérant dans une balise span.

Paramètres
  • text (chaîne) : Le texte.
Type de retour
chaîne

Fonctions pour modèles

blockReference

Retourne le wikicode pour le modèle Modèle:R:Bloc Unicode.

Paramètres
  • 1 (entier, optionnel) : Le point de code de la borne inférieure du bloc (décimal ou hexadécimal avec préfixe « 0x »). Si ce paramètre n’est pas renseigné, le code sera extrait du titre de la page.
Type de retour
chaîne

writingDirection

Définit le sens d’écriture pour le texte donné, à partir de son script Unicode, en l’insérant dans une balise span.

Paramètres
  • 1 (chaîne) : Le texte.
Type de retour
chaîne

codepoint

Retourne le point de code Unicode du caractère donné. Lance une erreur si aucun caractère ou plusieurs sont passés.

Paramètres
  • 1 (1 seul caractère) : Le caractère dont on veut le point de code.
  • hexa (booléen, défaut = faux) : Indique si le point de code doit être retourné en hexadécimal (cf. Module:paramètres pour les valeurs possibles). La valeur hexadécimale est retournée sans le préfixe « 0x ».
Type de retour
chaîne ou entier

character

Retourne le caractère correspondant au point de code Unicode donné. Lance une erreur si le point de code est invalide.

Paramètres
  • 1 (entier) : Le point de code (décimal ou hexadécimal avec préfixe « 0x »).
Type de retour
chaîne

Liste des sous-pages


local m_table = require("Module:table")
local m_params = require("Module:paramètres")

local p = {}

---------------------------------
-- Functions for other modules --
---------------------------------

-- Data loading functions --

--- Returns the list of all Unicode blocks.
--- @return table
function p.getBlocks()
  return mw.loadData("Module:données Unicode/data/blocks")
end

--- Returns the list of all Unicode scripts.
--- @return table
function p.getScripts()
  return mw.loadData("Module:données Unicode/data/scripts")
end

--- Returns the list of all Unicode script ranges.
--- @return table
function p.getScriptRanges()
  -- Loaded with require() instead of mw.loadData() as the returned table
  -- has tables as keys.
  return require("Module:données Unicode/data/script ranges")
end

--- Returns the list of all number systems.
--- @return table
function p.getNumberSystems()
  return mw.loadData("Module:données Unicode/data/numbers")
end

-- Block-related functions --

--- Returns the Unicode block that has the given lowest codepoint.
--- @param lowerCodepoint number The lowest codepoint of the block.
--- @return table|nil The block or nil if none were found.
function p.getBlock(lowerCodepoint)
  return p.getBlocks()[lowerCodepoint]
end

--- Returns the Unicode block that contains the given character.
--- Throws an error if zero or more than 1 characters were given.
--- @param char string The character.
--- @return table|nil The block or nil if the character doesn’t belong to any block.
function p.getBlockForChar(char)
  local len = mw.ustring.len(char)
  if len ~= 1 then
    error(mw.ustring.format('Un seul caractère attendu, %d donnés ("%s")', len, char))
  end
  local code = mw.ustring.codepoint(char)

  for _, block in pairs(p.getBlocks()) do
    if block.lower <= code and code <= block.upper then
      return block
    end
  end

  return nil
end

-- Script-related functions --

--- Returns the Unicode script for the given code.
--- @param code string The script’s code.
--- @return table|nil The script or nil if none were found.
function p.getScript(code)
  return p.getScripts()[code]
end

--- Returns the Unicode script for the given character.
--- Throws an error if zero or more than 1 characters were given.
--- @param char string The character.
--- @return table|nil The script or nil if the character doesn’t belong to any block.
function p.getScriptForChar(char)
  local len = mw.ustring.len(char)
  if len ~= 1 then
    error(mw.ustring.format("Un seul caractère attendu, %d donnés", len))
  end
  local code = mw.ustring.codepoint(char)
  local scripts = p.getScripts()

  for range, script_code in pairs(p.getScriptRanges()) do
    if range[1] <= code and code <= range[2] then
      return scripts[script_code]
    end
  end

  return scripts["Unknown"]
end

--- Returns the Unicode script for the given text.
--- If the text contains character from several scripts other than
--- Common or Inherited, the returned script is Common.
--- @param text string The text.
--- @return table The script.
function p.getScriptForText(text)
  local inheritedFound = false
  local commonFound = false
  local res

  for _, script in pairs(p.getScriptsForText(text)) do
    local name = script.code

    if not commonFound and name == "Common" then
      commonFound = true
    elseif not inheritedFound and name == "Inherited" then
      inheritedFound = true
    elseif name ~= "Common" and name ~= "Inherited" then
      if res == nil or res.code == "Unknown" then
        res = script
      elseif res and script.code ~= "Unknown" and script.code ~= res.code then
        return p.getScript("Unknown")
      end
    end
  end

  if res == nil then
    if inheritedFound then
      return p.getScript("Inherited")
    elseif commonFound then
      return p.getScript("Common")
    end
  end

  return res
end

--- Returns the Unicode scripts for the given text.
--- @param text string The text.
--- @param getRanges boolean If true, ranges for each script will be returned
--- @return table The list of scripts (unsorted).
function p.getScriptsForText(text, getRanges)
  local res = {}
  local scriptsRanges = {}

  local i = 1
  while i <= mw.ustring.len(text) do
    local c = mw.ustring.sub(text, i, i)

    -- Skip HTML tags
    local skip = false
    if c == "<" then
      local j = mw.ustring.find(text, ">", i, true)
      if j ~= nil then
        table.insert(scriptsRanges, { script = nil, from = i, to = j })
        i = j
        skip = true
      end
    end

    if not skip then
      local script = p.getScriptForChar(c)
      local name = script.code

      if not res[name] then
        res[name] = script
        table.insert(scriptsRanges, { script = name, from = i, to = i })
      else
        local lastRange = scriptsRanges[#scriptsRanges]
        if lastRange.script == name and lastRange.to + 1 == i then
          lastRange.to = i
        else
          table.insert(scriptsRanges, { script = name, from = i, to = i })
        end
      end
    end

    i = i + 1
  end

  if getRanges then
    return res, scriptsRanges
  end
  return res
end

--- Indicates whether the given text contains characters in the given Unicode script.
--- @param text string The text.
--- @param scriptCode string The script’s code.
--- @return boolean True if the code exists and the text contains characters in this script,
---                 false otherwise.
function p.textHasScript(text, scriptCode)
  local script = p.getScript(scriptCode)
  return script ~= nil and p.getScriptsForText(text)[script.code] ~= nil
end

--- Indicates whether the given text should be in italics, based on the different character scripts.
--- A text should be in italics if and only if p.getScriptForText(text) returns either Latin, Common or Inherit;
--- in all other cases, it should not.
--- @param text string The text.
--- @return boolean True if the text should be in italics.
function p.shouldItalicize(text)
  local name = p.getScriptForText(text).code
  return name == "Latin" or name == "Common" or name == "Inherited"
end

local directionToCss = {
  ["lr"] = "horizontal-tb",
  ["rl"] = "horizontal-tb",
  ["tb"] = "vertical-lr",
  ["i"] = "inherit",
  ["m"] = "inherit",
}

local directionToDir = {
  ["lr"] = "ltr",
  ["rl"] = "rtl",
  ["tb"] = "ltr",
}

--- Sets the writing direction for the given text, based on its Unicode scripts,
--- by inserting span tags.
--- @param text string The text.
--- @return string The text which contains span tags with the writing-mode CSS rule and dir attribute.
function p.setWritingDirection(text)
  local dirsToIgnore = { lr = true, rl = true }
  local res = ""
  local scripts, intervals = p.getScriptsForText(text, true)

  local prevScriptName
  local inSpan = false
  for i, interval in ipairs(intervals) do
    local substr = mw.ustring.sub(text, interval.from, interval.to)

    if interval.script then
      local script = scripts[interval.script]
      local scriptName = script.name
      local scriptDir = script.direction or "i"
      local nextScript = intervals[i + 1] and scripts[intervals[i + 1].script] or nil
      local nextScriptDir = nextScript and (nextScript.direction or "i") or nil

      if inSpan and scriptDir ~= "i" and scriptDir ~= "m" and scriptName ~= prevScriptName then
        res = res .. "</span>"
        inSpan = false
      end

      if dirsToIgnore[scriptDir] or prevScriptName == scriptName
          -- Special case for when text begins with i or m scripts and is followed by script that is not lr nor rl
          or ((scriptDir == "i" or scriptDir == "m") and ((i == 1 and (dirsToIgnore[nextScriptDir] or nextScriptDir == "i" or nextScriptDir == "m")) or i > 1 or not nextScript)) then
        res = res .. substr
      else
        local dir
        local cssDir
        -- Include current span in next script’s span
        if scriptDir ~= "i" and scriptDir ~= "m" then
          dir = directionToDir[scriptDir]
          cssDir = scriptDir
          prevScriptName = scriptName
        elseif nextScriptDir then
          dir = directionToDir[nextScriptDir]
          cssDir = nextScriptDir
          prevScriptName = nextScript.name
        end

        if dir then
          local dirAttr = dir and ('dir="' .. dir .. '"') or ""
          local writingMode = directionToCss[cssDir]
          res = res .. mw.ustring.format('<span %s style="writing-mode:%s">', dirAttr, writingMode) .. substr
          inSpan = true
        end
      end

    else
      if inSpan then
        res = res .. "</span>"
        inSpan = false
      end
      res = res .. substr
      prevScriptName = nil
    end
  end

  if inSpan then
    res = res .. "</span>"
  end

  return res
end

--- Converts an integer into another system.
--- @param n number The number to convert.
--- @param system string The target number system.
--- @return string The converted number as a string of digits.
function p.convertNumber(n, system)
  if n < 0 then
    error("Le nombre doit être un entier positif ou nul !")
  end
  local s = p.getNumberSystems()[system]
  if not s then
    error("Système numérique invalide : " .. tostring(system))
  end
  if (s.min_value and n < s.min_value) or (s.max_value and n > s.max_value) then
    error("Valeur invalide : " .. tostring(n))
  end

  -- Positional systems
  if s.positional then
    local base = s.base
    local offset = s.zero_offset
    local digit = function(i)
      return mw.ustring.char(i + offset)
    end

    if n == 0 then
      return digit(0)
    end

    local res = ""
    local i = n
    while i > 0 do
      res = digit(i % base) .. res
      i = math.floor(i / base)
    end

    return res

    -- Roman numerals
  elseif system == "romain" then
    local symbols = {
      "I", "V",
      "X", "L",
      "C", "D",
      "M", "ↁ",
      "ↂ", "ↇ",
      "ↈ",
    }
    local exp = 0;
    local res = "";

    local i = n
    while i > 0 do
      local d = i % 10;
      local unit1 = symbols[exp * 2 + 1];
      local unit5 = symbols[(exp + 1) * 2];
      local unit10 = symbols[(exp + 1) * 2 + 1];
      local str = "";

      if d ~= 0 then
        if d <= 3 then
          for _ = 0, d - 1 do
            str = str .. unit1
          end
        elseif d == 4 then
          str = str .. unit1 .. unit5
        elseif d == 5 then
          str = str .. unit5
        elseif 5 < d and d < 9 then
          str = str .. unit5
          for _ = 0, d - 6 do
            str = str .. unit1
          end
        else
          str = str .. unit1 .. unit10
        end
      end
      res = str .. res;
      i = math.floor(i / 10);
      exp = exp + 1;
    end

    return res;

    -- Greek numerals
  elseif system == "grec" then
    local symbols = {
      "α", "β", "γ", "δ", "ε", "ϛ", "ζ", "η", "θ", -- 1 to 9
      "ι", "κ", "λ", "μ", "ν", "ξ", "ο", "π", "ϟ", -- 10 to 90
      "ρ", "σ", "τ", "υ", "φ", "χ", "ψ", "ω", "ϡ", -- 100 to 900
    }

    local exp = 1;
    local res = "";

    local i = n
    while i > 0 do
      local d = i % 10
      if d > 0 then
        if exp == 10 or exp == 10000 then
          d = d + 9
        elseif exp == 100 or exp == 100000 then
          d = d + 18
        end
        res = symbols[d] .. res
        if exp >= 1000 then
          res = "͵" .. res
        end
      end
      exp = exp * 10
      i = math.floor(i / 10)
    end
    if n % 1000 ~= 0 then
      res = res .. "ʹ"
    end

    return res

    -- Chinese and japanese numerals
  elseif system == "sinogrammes" then
    local symbols = { "〇", "一", "二", "三", "四", "五", "六", "七", "八", "九" }

    if n == 0 then
      return symbols[1]
    end

    local res = "";
    local i = n
    while i > 0 do
      res = symbols[(i % 10) + 1] .. res
      i = math.floor(i / 10)
    end

    return res
  end
end

-----------------------------
-- Functions for templates --
-----------------------------

--- Returns the wikitext for template [[Modèle:Bloc Unicode]].
---  frame.args[1] (int, optional): The lower bound of the Unicode block
---   (decimal or hexadecimal with “0x” prefix).
---   If undefined, the code will be extracted from the page’s title.
--- @return string The template’s wikicode.
function p.blockReference(frame)
  local args = m_params.process(frame.args, {
    [1] = { type = m_params.INT },
  })
  local blockCode = args[1]
  local block

  if blockCode then
    block = p.getBlock(blockCode)
  else
    block = p.getBlockForChar(mw.title.getCurrentTitle().text)
  end

  if block then
    return mw.ustring.format("Unicode, Inc., ''[%s %s]'', The Unicode Standard, version %s, %d",
        block.url, block.name.en, block.version, block.year)
  end

  error(mw.ustring.format("Bloc Unicode «&nbsp;%s&nbsp;» invalide", blockCode or ""))
end

--- Sets the writing direction for the given text, based on its Unicode script,
--- by inserting it inside a span tag.
---  frame.args[1] (string): The text.
--- @return string The text, included in a span tag with the writing-mode CSS rule.
function p.writingDirection(frame)
  local args = m_params.process(frame.args, {
    [1] = { required = true, allow_empty = true },
  })
  if args[1] then
    return p.setWritingDirection(args[1])
  end
  return ""
end

--- Returns the Unicode codepoint of the given character.
--- Throws an error if zero or more than 1 characters were given.
---  frame.args[1] (string, only one character): The character.
---  frame.args[2] (boolean, default = false) : Indicates wether the returned codepoint
---   will be in hexadecimal.
--- @return string|number The character’s codepoint without the “0x” prefix if it is in hexadecimal.
function p.codepoint(frame)
  local args = m_params.process(frame.args, {
    [1] = {
      required = true,
      checker = function(value)
        return mw.ustring.len(value) == 1
      end,
    },
    ["hexa"] = { type = m_params.BOOLEAN, default = false },
  })
  local char = args[1]
  local isHex = args["hexa"]

  local code = mw.ustring.codepoint(char)
  if isHex then
    return string.format("%04X", code)
  end
  return code
end

--- Returns the character with the given Unicode codepoint.
--- Throws an error if the codepoint is invalid.
---  frame.args[1] (int): The codepoint.
--- @return string The character.
function p.character(frame)
  local args = m_params.process(frame.args, {
    [1] = { required = true, type = m_params.INT },
  })
  local code = tonumber(args[1])

  if code ~= nil then
    local success, char = pcall(mw.ustring.char, code)
    if success then
      return char
    end
  end

  error("Point de code incorrect")
end

--- Converts an arab number into the given system.
---  frame.args[1] (int): The number.
---  frame.args["script"] (string): The target system.
--- @return string The converted number as a string of digits.
function p.number(frame)
  local args = m_params.process(frame.args, {
    [1] = { required = true, type = m_params.INT, checker = function(i)
      return tonumber(i) >= 0
    end },
    ["script"] = { enum = m_table.keysToList(p.getNumberSystems()), default = "latin" }
  })

  return p.convertNumber(args[1], args["script"])
end

return p