---------------------------------------------------------------
-- EasyMotion.lua: Combo shortcuts for targeting
---------------------------------------------------------------
-- Creates a set of combinations for different pools of units,
-- in order to alleviate targeting. A healer's delight. 
-- Thanks to Yoki for original concept and code! :) 

local addOn, db = ...
---------------------------------------------------------------
-- Stuff
local COMBOS_MULTIPLIER = 3
local COMBOS_MAX = 4 ^ COMBOS_MULTIPLIER
local Key = {
	L = {
		UP 		= ConsolePort:GetUIControlKey('CP_L_UP'),
		DOWN 	= ConsolePort:GetUIControlKey('CP_L_DOWN'),
		LEFT 	= ConsolePort:GetUIControlKey('CP_L_LEFT'),
		RIGHT 	= ConsolePort:GetUIControlKey('CP_L_RIGHT'),
	},
	R = {
		UP		= ConsolePort:GetUIControlKey('CP_R_UP'),
		DOWN 	= ConsolePort:GetUIControlKey('CP_R_DOWN'),
		LEFT 	= ConsolePort:GetUIControlKey('CP_R_LEFT'),
		RIGHT 	= ConsolePort:GetUIControlKey('CP_R_RIGHT'),
	},
}
---------------------------------------------------------------
-- Create handler frame, EasyMotion -> EM for brevity
local EM = CreateFrame('Button', 'ConsolePortEasyMotionButton', UIParent, 'SecureHandlerBaseTemplate, SecureActionButtonTemplate, SecureHandlerStateTemplate')
EM:SetAttribute('type', 'macro')
EM:SetAttribute('MAX', COMBOS_MAX)
EM:RegisterForClicks('AnyUp', 'AnyDown')
EM.HighlightTarget = TargetPriorityHighlightStart
EM:Hide()

-- Input handler
local Input = CreateFrame('Button', 'ConsolePortEasyMotionInput', EM, 'SecureHandlerBaseTemplate')
Input:Hide()
Input:RegisterForClicks('AnyUp', 'AnyDown')

-- Mixin functions for the hotkey display
local HotkeyMixin = {}

-- Initialize secure namespace
---------------------------------------------------------------
EM:Execute([[
	-- References to other frames
	headers = newtable()

	-- Unit tables
	units, ignore, plates, sorted = newtable(), newtable(), newtable(), newtable()

	-- Binding tables
	btns, bindings, lookup = newtable(), newtable(), newtable()

	-- Ignore self and current target
	ignore.player = true
	ignore.target = true
	ignore.mouseover = true

	bindRef = 'ConsolePortEasyMotionInput'
	MAX = self:GetAttribute('MAX')
]])

for side, set in pairs(Key) do
	EM:Execute('btns.'..side..' = newtable()')
	for name, keyID in pairs(set) do
		EM:Execute(format([[ btns.%s.%s = '%s' ]], side, name, keyID))
	end
end

-- Set up nameplate registration.. or not. Thanks for the nerf Blizzard. :/
---------------------------------------------------------------
-- local NAMEPLATES_MAX_VISIBLE = 30
-- for i=1, NAMEPLATES_MAX_VISIBLE do
-- 	RegisterStateDriver(EM, 'nameplate'..i, '[@nameplate'..i..',exists] true; nil')
-- 	EM:SetAttribute('_onstate-nameplate'..i, [[plates['nameplate]]..i..[['] = newstate]])
-- end
---------------------------------------------------------------

-- Run snippets
---------------------------------------------------------------
local EM_SECURE_FUNCTIONS = {
	-- Parse the input
	Input = [[
		key = ...
		input = input and ( input .. ' ' .. key ) or key
		self:CallMethod('Filter', input)
	]],
	
	-- Set the new target
	SetTarget = [[
		local unit = lookup[input]
		if unit then
			self:SetAttribute('macrotext', '/target '..unit)
		elseif defaultToTab then
			self:SetAttribute('macrotext', '/targetenemy')
		end

		pool = nil
		self:ClearBindings()
		self:RunAttribute('Wipe')
		self:CallMethod('HideBindings', unit)
	]],

	-- Create key combinations
	CreateBindings = [[
		-- instantiate a keySet with a fixed format
		local keySet = newtable(set.UP, set.LEFT, set.DOWN, set.RIGHT)
		local current = 1

		for _, key in pairs(keySet) do
			bindings[current] = key
			current = current + 1
		end

		for _, key1 in pairs(keySet) do
			for _, key2 in pairs(keySet) do
				bindings[current] = key2 .. ' ' .. key1
				current = current + 1
			end
		end

		for _, key1 in pairs(keySet) do
			for _, key2 in pairs(keySet) do
				for _, key3 in pairs(keySet) do
					bindings[current] = key3 .. ' ' .. key2 .. ' ' .. key1
					current = current + 1

					if (current > MAX) then
						return
					end
				end
			end
		end
	]],

	-- Assign units to key combinations
	AssignUnits = [[
		self:RunAttribute('CreateBindings')

		for i, unit in pairs(sorted) do
			local binding = bindings[i]
			lookup[binding] = unit
		end
	]],

	-- Refresh everything on down press
	Refresh = [[
		pool, onDown = ...
		if not onDown then
			self:RunAttribute('SetTarget')
			return
		end

		self:SetAttribute('macrotext', nil)
		self:RunAttribute('Wipe')
		self:RunAttribute('SetBindings', pool)
		self:RunAttribute('UpdateUnits', pool)
		self:RunAttribute('SortUnits')
		self:RunAttribute('AssignUnits', pool)
		self:RunAttribute('DisplayBindings', pool)
	]],

	-- Feed existing nameplate units into the unit table
	UpdatePlates = [[
		for plate in pairs(plates) do
			units[plate] = true
		end
	]],

	-- Find existing unit frames
	UpdateFrames = [[
		local stack
		if not current then
			stack = newtable(self:GetParent():GetChildren())
		elseif current:IsVisible() then
			local unit = current:GetAttribute('unit')
			if unit and not ignore[unit] and not headers[current] then
				units[unit] = true
			end
			stack = newtable(current:GetChildren())
		end
		if stack then
			for i, frame in pairs(stack) do
				if frame:IsProtected() then
					current = frame
					self:RunAttribute('UpdateFrames')
				end
			end
		end
	]],

	-- Update sources of units
	UpdateUnits = [[
		local pool = ...

		if pool == 'frames' then
			self:RunAttribute('UpdateFrames')
		elseif pool == 'plates' or pool == 'tab' then
			self:RunAttribute('UpdatePlates')
		end
	]],

	-- Sort the units by name, to retain some coherence when setting up bindings
	SortUnits = [[
		local specific = self:GetAttribute('unitpool')
		for unit in pairs(units) do
			if ( not specific ) or ( unit:match(specific) ) then
				sorted[#sorted + 1] = unit
			end
		end
		table.sort(sorted)
	]],

	-- Set the bindings that control the input
	SetBindings = [[
		local pool = ...
		if pool == 'frames' then
			set = btns[frameSet]
			side = frameSet
			modifier = frameMod
		elseif pool == 'plates' then
			set = btns[plateSet]
			side = plateSet
			modifier = plateMod
		elseif pool == 'tab' then
			set = btns[tabSet]
			side = tabSet
			modifier = tabMod
		end
		if set then
			for binding, keyID in pairs(set) do
				local key = GetBindingKey('CP_' .. side .. '_' .. binding)
				if key then
					self:SetBindingClick(true, key, bindRef, keyID)
					self:SetBindingClick(true, modifier..key, bindRef, keyID)
				end
			end
		end
	]],

	-- Display the bindings on frames/plates
	DisplayBindings = [[
		self:CallMethod('SetFramePool', pool, side)
		self:CallMethod('HideBindings')
		for binding, unit in pairs(lookup) do
			self:CallMethod('DisplayBinding', binding, unit)
		end
	]],

	-- Wipe tables and settings
	Wipe = [[
		lookup = wipe(lookup)
		units = wipe(units)
		sorted = wipe(sorted)
		bindings = wipe(bindings)
		defaultToTab = nil
		current = nil
		input = nil
		set = nil
	]],
}

local EM_SECURE_WRAPPERS = {
	PreClick = [[
		-- Unit frames
		if button == 'LeftButton' then
			self:RunAttribute('Refresh', 'frames', down)

		-- Nameplates
		elseif button == 'RightButton' then
			self:RunAttribute('Refresh', 'plates', down)
		
		-- Combined nameplates/nearest
		elseif button == 'MiddleButton' then
			self:RunAttribute('Refresh', 'tab', down)
			if down then
				defaultToTab = true
				self:CallMethod('HighlightTarget', false)
			end
		end
	]],
}

local INPUT_SECURE_WRAPPERS = {
	OnClick = [[
		if down then
			owner:RunAttribute('Input', button)
		end
	]],
}

for name, script in pairs(EM_SECURE_FUNCTIONS) do EM:SetAttribute(name, script) end
for name, script in pairs(EM_SECURE_WRAPPERS) do EM:WrapScript(EM, name, script) end
for name, script in pairs(INPUT_SECURE_WRAPPERS) do EM:WrapScript(Input, name, script) end

function EM:OnNewBindings(...)
	local keys = {
		plate = {ConsolePort:GetCurrentBindingOwner('CLICK ConsolePortEasyMotionButton:RightButton')},
		frame = {ConsolePort:GetCurrentBindingOwner('CLICK ConsolePortEasyMotionButton:LeftButton')},
		tab = {ConsolePort:GetCurrentBindingOwner('CLICK ConsolePortEasyMotionButton:MiddleButton')},
	}
	if db.Settings.unitHotkeyPool then
		self:SetAttribute('unitpool', db.Settings.unitHotkeyPool)
	end
	local hSet = db.Settings.unitHotkeySet
	if hSet then
		hSet = hSet:lower()
		hSet = hSet:match('left') and 'L' or hSet:match('right') and 'R'
	end
	for unitType, info in pairs(keys) do
		local key, mod = unpack(info)
		if key and mod then
			local set = hSet or ( key:match('CP_R_') and 'L' or 'R' )
			self:Execute(format([[ %sSet = '%s' %sMod = '%s' ]], unitType, set, unitType, mod))
		end
	end
end

ConsolePort:RegisterCallback('OnNewBindings', EM.OnNewBindings, EM)

EM.FramePool = {}
EM.ActiveFrames = 0
EM.UnitFrames = {}

EM.InputCodes = {
	'CP_R_RIGHT',	-- 1
	'CP_R_LEFT',	-- 2
	'CP_R_UP',		-- 3
	'CP_L_UP',		-- 4
	'CP_L_DOWN',	-- 5
	'CP_L_LEFT',	-- 6
	'CP_L_RIGHT',	-- 7
	'CP_R_DOWN', 	-- 8
}

function EM:SetFramePool(unitType, side)
	self.unitType = unitType
	self.set = Key[side]
	if unitType == 'frames' then
		wipe(self.UnitFrames)
		self.current = nil
		self:RefreshUnitFrames()
	end
end

function EM:RefreshUnitFrames()
	local current, stack = self.current
	if not current then
		stack = {self:GetParent():GetChildren()}
	elseif current:IsVisible() then
		local unit = current:GetAttribute('unit')
		if unit then
			self.UnitFrames[unit] = current
		end
		stack = {current:GetChildren()}
	end
	if stack then
		for i, frame in pairs(stack) do
			if not frame:IsForbidden() and frame:IsProtected() then
				self.current = frame
				self:RefreshUnitFrames()
			end
		end
	end
end

function EM:Filter(input)
	local filter = '^' .. input
	for idx, frame in self:GetFrames() do
		if frame.isActive and frame.binding:match(filter) then
			local icon, level, previous = frame.Keys, 0
			for id in input:gmatch('%S+') do
				id = tonumber(id)
				if previous then
					previous:Hide()
					tremove(frame.ShownKeys, previous.shownID)
				end
				previous = icon[id]
				icon = icon[id]
				level = level + 1
			end
			frame:Adjust(level > 1 and level)
		else
			frame:Clear()
		end
	end
end

function EM:DisplayBinding(binding, unit)
	local frame = self:GetFrame(binding)
	local icon, shown = frame.Keys, 0
	for id in binding:gmatch('%S+') do
		id = tonumber(id)
		local size = frame.size
		if icon[id] then
			icon = icon[id]
		else
			icon[id] = frame:CreateTexture(nil, 'OVERLAY')
			icon = icon[id]
			icon:SetTexture(db.ICONS[self.InputCodes[id]])
			icon:SetSize(size, size)
		end
		shown = shown + 1
		frame.ShownKeys[shown] = icon
		icon.shownID = shown
		icon:SetPoint('LEFT', ( shown - 1) * ( size * 0.75 ), 0)
		icon:Show()
	end

	frame:Adjust()
	frame.unit = unit

	if self.unitType == 'plates' or self.unitType == 'tab' then
		frame:SetNamePlate(unit)
	elseif self.unitType == 'frames' then
		frame:SetUnitFrame(unit)
	end
end

function EM:HideBindings(unit)
	self.ActiveFrames = 0
	for _, frame in self:GetFrames() do
		if unit and frame.unit == unit then
			frame:Animate()
		else
			frame:Clear()
		end
	end
end

function EM:GetFrame(binding)
	local frame
	self.ActiveFrames = self.ActiveFrames + 1
	if self.ActiveFrames > #self.FramePool then
		frame = CreateFrame('Frame', 'ConsolePortEasyMotionDisplay'..self.ActiveFrames, self)
		frame:SetFrameStrata("TOOLTIP")
		frame.size = db.Settings.unitHotkeySize or 32
		frame.offsetX = db.Settings.unitHotkeyOffsetX or 0
		frame.offsetY = db.Settings.unitHotkeyOffsetY or -8
		frame:SetSize(1, 1)
		frame:Hide()
		frame.Keys = {}
		frame.ShownKeys = {}
		frame.GetNamePlateForUnit = C_NamePlate.GetNamePlateForUnit

		Mixin(frame, HotkeyMixin)

		self.FramePool[self.ActiveFrames] = frame
	else
		frame = self.FramePool[self.ActiveFrames]
	end
	frame.binding = binding
	frame.isActive = true
	return frame
end

function EM:GetFrames() return pairs(self.FramePool) end

function HotkeyMixin:Clear()
	self.isActive = false
	self.binding = nil
	self.unit = nil
	self:SetParent(EM)
	self:SetFrameLevel(1)
	self:SetSize(1, 1)
	self:SetScale(1)
	self:ClearAllPoints()
	self:Hide()
	for _, icon in pairs(self.ShownKeys) do
		icon:Hide()
	end
	wipe(self.ShownKeys)
end

function HotkeyMixin:Adjust(depth)
	local offset = depth and #self.ShownKeys + depth or #self.ShownKeys
	self:SetWidth( offset * ( self.size * 0.75 ) )
end

function HotkeyMixin:Animate()
	if not self.Group then
		self.Group = self:CreateAnimationGroup()
		self.Enlarge = self.Group:CreateAnimation('SCALE')
		self.Shrink = self.Group:CreateAnimation('SCALE')
		self.Alpha = self.Group:CreateAnimation('ALPHA')
		---
		self.Enlarge:SetOrigin('CENTER', 0, 0)
		self.Enlarge:SetScale(2, 2)
		self.Enlarge:SetDuration(0.1)
		self.Enlarge:SetSmoothing('OUT')
		---
		self.Shrink:SetOrigin('CENTER', 0, 0)
		self.Shrink:SetScale(0.25, 0.25)
		self.Shrink:SetDuration(0.2)
		self.Shrink:SetStartDelay(0.1)
		self.Shrink:SetSmoothing('OUT')
		---
		self.Alpha:SetStartDelay(0.1)
		self.Alpha:SetFromAlpha(1)
		self.Alpha:SetToAlpha(0)
		self.Alpha:SetDuration(0.2)
		self.Group:SetScript('OnFinished', function() self:Clear() end)
	end
	self.Group:Play()
end

function HotkeyMixin:SetNamePlate(unit)
	local plate = self.GetNamePlateForUnit(unit)
	if plate and plate.UnitFrame then
		self:SetParent(WorldFrame)
		self:SetPoint('CENTER', plate.UnitFrame, frame.offsetX, frame.offsetY)
		self:Show()
		self:SetScale(UIParent:GetScale())
		self:SetFrameLevel(plate.UnitFrame:GetFrameLevel() + 1)
	end
end

function HotkeyMixin:SetUnitFrame(unit)
	local frame = EM.UnitFrames[unit]
	if frame then
		self:SetParent(UIParent)
		self:SetPoint('CENTER', frame, frame.offsetX, frame.offsetY)
		self:Show()
		self:SetScale(1)
		self:SetFrameLevel(frame:GetFrameLevel() + 1)
	end
end