---------------------------------------------------------------
-- Hooks.lua: Default interface hooking and script alteration
---------------------------------------------------------------
-- Customizes the behaviour of Blizzard frames to accommodate
-- the gimmicky nature of controller input. Also contains a
-- terrible tooltip hook to provide click instructions.

local _, db = ...

do 
	-- Give default UI action buttons their correct action IDs.
	-- This is to make it easier to distinguish action buttons,
	-- since action bar addons use this attribute to perform actions.
	-- Blizzard's own system does not use the attribute by default,
	-- instead resorting to table keys to determine correct action.
	-- Assigning the attribute manually unifies default UI with addons.
	local bars = {
		["ActionButton"] = 1,
		["MultiBarRightButton"] = 3,
		["MultiBarLeftButton"] = 4,
		["MultiBarBottomRightButton"] = 5,
		["MultiBarBottomLeftButton"] = 6,
	}

	for bar, page in pairs(bars) do
		for btn=1, 12 do
			local button = _G[bar..btn]
			button:SetAttribute("action", (12 * (page - 1)) + btn)
		end
	end

	ExtraActionButton1:SetAttribute("action", 169)

	for i=1, 6 do
		_G["OverrideActionBarButton"..i]:SetAttribute("action", 132 + i)
	end
end


function ConsolePort:LoadHookScripts()
	-- Click instruction hooks. Pending removal for cleaner solution
	local core = self
	GameTooltip:HookScript("OnTooltipSetItem", function(self)
		if 	not InCombatLockdown() then
			local CLICK_STRING
			local owner = self:GetOwner()
			local item = self:GetItem()
			if core:IsCurrentNode(owner) then
				local ownerParent = owner and owner:GetParent()
				local parentName = ownerParent and ownerParent:GetName()
				if		parentName and parentName:match("MerchantItem") then
						CLICK_STRING = db.CLICK.BUY
						if GetMerchantItemMaxStack(owner:GetID()) > 1 then 
							self:AddLine(db.CLICK.STACK_BUY, 1,1,1)
						end
				-- This is a loot item.
				elseif	ownerParent == LootFrame then
						self:AddLine(db.CLICK_LOOT, 1,1,1)
				-- This item is in a bag.
				elseif owner and owner.JunkIcon then
					-- This is an item in the bag while talking to a merchant.
					if 	MerchantFrame:IsVisible() and not IsEquippedItem(item) then 
						CLICK_STRING = db.CLICK.SELL
					-- This item is equippable.
					elseif 	IsEquippableItem(item) then -- and not IsEquippedItem(item) then
						self:AddLine(db.CLICK.COMPARE, 1,1,1)
						CLICK_STRING = db.CLICK.EQUIP
					-- This item is usable.
					elseif 	GetItemSpell(item) then 
						CLICK_STRING = db.CLICK.USE
					end
					self:AddLine(db.CLICK.PICKUP_ITEM, 1,1,1)
				end
				if 	GetItemCount(item, false) ~= 0 or
					MerchantFrame:IsVisible() then
					if 	EquipmentFlyoutFrame:IsVisible() then
						self:AddLine(db.CLICK_CANCEL, 1,1,1)
					end
					self:AddLine(CLICK_STRING, 1,1,1)

					local hasStack = select(8, GetItemInfo(item))
					hasStack = hasStack and hasStack > 1
					
					if CLICK_STRING == db.CLICK.USE then
						self:AddLine(db.CLICK.ADD_TO_EXTRA, 1,1,1)
					elseif hasStack then
						self:AddLine(db.CLICK.STACK_SPLIT)
					end
					if not ownerParent == LootFrame then
						self:AddLine(db.CLICK.PICKUP, 1,1,1)
					end
					self:Show()
				end
	--		else
			--	ConsolePort:SetCurrentNode(owner)
			end
		end
	end)
	GameTooltip:HookScript("OnTooltipSetSpell", function(self)
		if not InCombatLockdown() then
			local owner = self:GetOwner()
			if core:IsCurrentNode(owner) then
				if 	owner and owner:GetParent() == SpellBookSpellIconsFrame and not owner.isPassive then
					if not owner.UnlearnedFrame:IsVisible() then
						self:AddLine(db.CLICK.USE_NOCOMBAT, 1,1,1)
						self:AddLine(db.CLICK.PICKUP, 1,1,1)
					end
					self:Show()
				end
			end
		end
	end)
	-- Disable keyboard input when splitting stacks (will obstruct controller input)
	StackSplitFrame:EnableKeyboard(false)
	-- Remove the need to type "DELETE" when removing rare or better quality items
	StaticPopupDialogs.DELETE_GOOD_ITEM = StaticPopupDialogs.DELETE_ITEM

	-- This hook might cause issues, but refines the interaction
	-- with dropdowns. This causes separators and arrow buttons to
	-- be ignored. 

	if db.Settings.UIdropDownFix then
		local dropDowns = {
			DropDownList1,
			DropDownList2,
		}

		for i, DD in pairs(dropDowns) do
			DD:HookScript("OnShow", function(self)
				local children = {self:GetChildren()}
				for j, child in pairs(children) do
					if (child.IsVisible and not child:IsVisible()) or (child.IsEnabled and not child:IsEnabled()) then
						child.ignoreNode = true
					else
						child.ignoreNode = nil
					end
					if child.hasArrow then
						child.ignoreChildren = true
					else
						child.ignoreChildren = false
					end
				end
			end)
		end
	end

	self.LoadHookScripts = nil
end