-- Made by Nnoggie, 2017-2022
local AddonName, MDT = ...
local L = MDT.L
local mainFrameStrata = "HIGH"
local canvasDrawLayer = "BORDER"

local tinsert, tremove, CreateFrame, tonumber, max, min, abs, pairs, ipairs, GetCursorPosition, GameTooltip, MouseIsOver = table
    .insert
    , table.remove, CreateFrame, tonumber, math.max, math.min, math.abs, pairs, ipairs, GetCursorPosition, GameTooltip,
    MouseIsOver

local sizex = 840
local sizey = 555
local framesInitialized, initFrames

local mythicColor = "|cFFFFFFFF"
MDT.BackdropColor = { 0.058823399245739, 0.058823399245739, 0.058823399245739, 0.9 }

local AceGUI = LibStub("AceGUI-3.0")
local db
local minimapIcon = LibStub("LibDBIcon-1.0")

function MDT:HideMinimapButton()
  db.minimap.hide = true
  minimapIcon:Hide("MythicDungeonTools")
  -- update the checkbox in settings
  if MDT.main_frame and MDT.main_frame.minimapCheckbox then MDT.main_frame.minimapCheckbox:SetValue(false) end
  print(L["MDT: Use /mdt minimap to show the minimap icon again"])
end

function MDT:ShowMinimapButton()
  db.minimap.hide = false
  minimapIcon:Show("MythicDungeonTools")
  -- update the checkbox in settings
  if MDT.main_frame and MDT.main_frame.minimapCheckbox then MDT.main_frame.minimapCheckbox:SetValue(true) end
end

local LDB = LibStub("LibDataBroker-1.1"):NewDataObject("MythicDungeonTools", {
  type = "data source",
  text = "Mythic Dungeon Tools",
  icon = "Interface\\AddOns\\" .. AddonName .. "\\Textures\\NnoggieMinimap",
  OnClick = function(button, buttonPressed)
    if buttonPressed == "RightButton" then
      if db.minimap.lock then
        minimapIcon:Unlock("MythicDungeonTools")
      else
        minimapIcon:Lock("MythicDungeonTools")
      end
    elseif (buttonPressed == 'MiddleButton') then
      MDT:HideMinimapButton()
    else
      MDT:Async(function()
        MDT:ShowInterfaceInternal()
      end,"showInterface")
    end
  end,
  OnTooltipShow = function(tooltip)
    if not tooltip or not tooltip.AddLine then return end
    tooltip:AddLine(mythicColor .. "Mythic Dungeon Tools|r")
    tooltip:AddLine(L["Click to toggle AddOn Window"])
    tooltip:AddLine(L["Right-click to lock Minimap Button"])
    tooltip:AddLine(L["Middle-click to disable Minimap Button"])
  end,
})

SLASH_MYTHICDUNGEONTOOLS1 = "/mplus"
SLASH_MYTHICDUNGEONTOOLS2 = "/mdt"
SLASH_MYTHICDUNGEONTOOLS3 = "/mythicdungeontools"

BINDING_NAME_MDTTOGGLE = L["Toggle Window"]
BINDING_NAME_MDTNPC = L["New NPC at Cursor Position"]
BINDING_NAME_MDTWAYPOINT = L["New Patrol Waypoint at Cursor Position"]
BINDING_NAME_MDTUNDODRAWING = L["undoDrawing"]
BINDING_NAME_MDTREDODRAWING = L["redoDrawing"]

---@diagnostic disable-next-line: duplicate-set-field
function SlashCmdList.MYTHICDUNGEONTOOLS(cmd, editbox)
  local rqst, arg = strsplit(' ', cmd)
  if rqst == "devmode" then
    MDT:ToggleDevMode()
  elseif rqst == "reset" then
    MDT:ResetMainFramePos()
  elseif rqst == "dc" then
    MDT:ToggleDataCollection()
  elseif rqst == "hardreset" then
    local prompt = L["hardResetPrompt"]
    local func = function()
      if not framesInitialized then
        initFrames()
      end
      MDT:OpenConfirmationFrame(450, 150, L["hardResetPromptTitle"], L["Delete"], prompt, MDT.HardReset)
    end
    local co = coroutine.create(func)
    MDT.coHandler:AddAction("hardReset",co)
  elseif rqst == "minimap" then
    if db.minimap.hide then
      MDT:ShowMinimapButton()
    else
      MDT:HideMinimapButton()
    end
  else
    MDT:Async(function()
      MDT:ShowInterfaceInternal()
    end,"showInterface")
  end
end

function MDT:GetLocaleIndex()
  local localeToIndex = {
    ["enUS"] = 1,
    ["deDE"] = 2,
    ["esES"] = 3,
    ["esMX"] = 4,
    ["frFR"] = 5,
    ["itIT"] = 6,
    ["ptBR"] = 7,
    ["ruRU"] = 8,
    ["koKR"] = 9,
    ["zhCN"] = 10,
    ["zhTW"] = 11,
  }
  return localeToIndex[GetLocale()] or 1
end

-------------------------
--- Saved Variables  ----
-------------------------
local defaultSavedVars = {
  global = {
    toolbarExpanded = true,
    currentSeason = 8,
    scale = 1,
    nonFullscreenScale = 1.3,
    enemyForcesFormat = 2,
    enemyStyle = 1,
    currentDungeonIdx = 70,
    currentDifficulty = 10,
    xoffset = -80,
    yoffset = -100,
    defaultColor = "228b22",
    anchorFrom = "TOP",
    anchorTo = "TOP",
    tooltipInCorner = false,
    minimap = {
      hide = false,
    },
    toolbar = {
      color = { r = 1, g = 1, b = 1, a = 1 },
      brushSize = 3,
    },
    presets = {},
    currentPreset = {},
    newDataCollectionActive = false,
    colorPaletteInfo = {
      autoColoring = true,
      forceColorBlindMode = false,
      colorPaletteIdx = 4,
      customPaletteValues = {},
      numberCustomColors = 12,
    },
    selectedDungeonList = 5,
    knownAffixWeeks = {},
  },
}
do
  for i = 1, 120 do
    defaultSavedVars.global.presets[i] = {
      [1] = { text = L["Default"], value = {}, objects = {},
        colorPaletteInfo = { autoColoring = true, colorPaletteIdx = 4 } },
      [2] = { text = L["<New Preset>"], value = 0 },
    }
    defaultSavedVars.global.currentPreset[i] = 1
  end
end

-- Init db
local eventFrame
do
  eventFrame = CreateFrame("Frame")
  eventFrame:RegisterEvent("ADDON_LOADED")
  eventFrame:RegisterEvent("GROUP_ROSTER_UPDATE")
  --TODO Register Affix Changed event
  eventFrame:SetScript("OnEvent", function(self, event, ...)
    return MDT[event](self, ...)
  end)

  function MDT.ADDON_LOADED(self, addon)
    if addon == "MythicDungeonTools" then
      db = LibStub("AceDB-3.0"):New("MythicDungeonToolsDB", defaultSavedVars).global
      minimapIcon:Register("MythicDungeonTools", LDB, db.minimap)
      if not db.minimap.hide then
        minimapIcon:Show("MythicDungeonTools")
      end
      if db.newDataCollectionActive or MDT:IsOnBetaServer() then
        MDT.DataCollection:Init()
        MDT.DataCollection:InitHealthTrack()
      end
      --fix db corruption
      do
        -- this was responsible for overwriting the default preset on load
        -- was this needed for anything?

        -- for _, presets in pairs(db.presets) do
        --   for presetIdx, preset in pairs(presets) do
        --     if presetIdx == 1 then
        --       if preset.text ~= "Default" then
        --         preset.text = "Default"
        --         preset.value = {}
        --       end
        --     end
        --   end
        -- end

        for k, v in pairs(db.currentPreset) do
          if v <= 0 then db.currentPreset[k] = 1 end
        end
      end
      eventFrame:UnregisterEvent("ADDON_LOADED")
    elseif addon == "Blizzard_ChallengesUI" then
      eventFrame:UnregisterEvent("ADDON_LOADED")
      MDT:UpdateAffixWeeks()
    end
  end

  local last = 0
  function MDT.GROUP_ROSTER_UPDATE(self, addon)
    --check not more than once per second (blizzard event spam)
    local now = GetTime()
    if last < now - 1 then
      if not MDT.main_frame then return end
      local inGroup = UnitInRaid("player") or IsInGroup()
      MDT.main_frame.LinkToChatButton:SetDisabled(not inGroup)
      MDT.main_frame.LiveSessionButton:SetDisabled(not inGroup)
      if inGroup then
        MDT.main_frame.LinkToChatButton.text:SetTextColor(1, 0.8196, 0)
        if MDT.liveSessionActive then
          MDT.main_frame.LiveSessionButton:SetText(L["*Live*"])
          MDT.main_frame.LiveSessionButton.text:SetTextColor(0, 1, 0)
        else
          MDT.main_frame.LiveSessionButton:SetText(L["Live"])
          MDT.main_frame.LiveSessionButton.text:SetTextColor(1, 0.8196, 0)
        end
      else
        MDT.main_frame.LinkToChatButton.text:SetTextColor(0.5, 0.5, 0.5)
        MDT.main_frame.LiveSessionButton.text:SetTextColor(0.5, 0.5, 0.5)
      end
      last = now
    end
  end

end

--affixID as used in C_ChallengeMode.GetAffixInfo(affixID)
--https://www.wowhead.com/affixes
--lvl 4 affix, lvl 7 affix, tyrannical/fortified, seasonal affix
local affixWeeks = {
  [1] = { 122, 14, 9, 132 },
  [2] = { 8, 12, 10, 132 },
  [3] = { 7, 13, 9, 132 },
  [4] = { 11, 124, 10, 132 },
  [5] = { 6, 3, 9, 132 },
  [6] = { 122, 12, 10, 132 },
  [7] = { 123, 4, 9, 132 },
  [8] = { 7, 14, 10, 132 },
  [9] = { 8, 124, 9, 132 },
  [10] = { 6, 13, 10, 132 },
  [11] = { 11, 3, 9, 132 },
  [12] = { 123, 4, 10, 132 },
}

function MDT:UpdateAffixWeeks()
  -- TODO: Fix this at some point
  if true then return end
  -- The idea is to know the season start date: season_start
  -- Then from current time calculate which week in the affix rotation is live
  -- By doing this weekly you can populate the entire affix weeks rotation
  if not IsAddOnLoaded("Blizzard_ChallengesUI") then
    eventFrame:RegisterEvent("ADDON_LOADED")
    LoadAddOn("Blizzard_ChallengesUI")
    return
  end
  -- copied from MDT:GetCurrentAffixWeek not sure if necessary
  C_MythicPlus.RequestCurrentAffixes()
  C_MythicPlus.RequestMapInfo()
  C_MythicPlus.RequestRewards()

  -- Save current weeks affixes to db
  local current_affixes = C_MythicPlus.GetCurrentAffixes()
  -- retry after 5 if Blizzard not ready yet
  if not current_affixes then
    C_Timer.After(5, function()
      MDT:UpdateAffixWeeks()
    end)
    return
  end

  local season_start = { -- Edit this at the start of the season - IMPORTANT: This is North America launch in PST time
    ["year"] = 2022,
    ["month"] = 8,
    ["day"] = 2,
    ["hour"] = 8 -- You'll never need to change this
  }

  -- Find current week index
  local hour = 3600
  local one_week = 604800
  local offset = time() - time(date("!*t")) + 7 * hour -- offset between na and utc
  local utc_na_season_start = time(season_start) + offset -- na regional season start time in utc time
  local utc_region_week_start = GetServerTime() - (one_week - C_DateAndTime.GetSecondsUntilWeeklyReset()) + 20 -- players regional weekly start time in utc
  if utc_na_season_start > utc_region_week_start then return end -- if the season has not started yet return
  -- 20 second buffer because GetSecondsUntilWeeklyReset is not precise
  local region_offset = (utc_region_week_start - utc_na_season_start) % one_week -- difference between na reset time and players regional reset time
  local elapsed_season = utc_region_week_start - (utc_na_season_start + region_offset) -- total time since season start
  local current_week_idx = math.floor(elapsed_season / one_week) % #affixWeeks + 1 -- weekly affix rotation index of current week for player

  db.knownAffixWeeks[current_week_idx] = {}
  for k, idx in pairs({ 2, 3, 1, 4 }) do
    tinsert(db.knownAffixWeeks[current_week_idx], current_affixes[idx]["id"])
  end

  -- return if no seasonal affix is found
  if not db.knownAffixWeeks[current_week_idx][4] then return end

  -- Replace affixWeeks with data from db
  for week_idx, known_affixes in pairs(db.knownAffixWeeks) do
    -- ensure seasonal affix from db matches current week
    if known_affixes[4] == db.knownAffixWeeks[current_week_idx][4] then
      affixWeeks[week_idx] = known_affixes
    end
  end

  local sidepanel = MDT.main_frame.sidePanel
  if not sidepanel then return end -- sidepanel not ready yet, will handle setting these itself anyway
  local dropdown = sidepanel.affixDropdown
  dropdown:UpdateAffixList()
  dropdown:SetValue(MDT:GetCurrentPreset().week)
end

MDT.mapInfo = {}
MDT.dungeonTotalCount = {}
MDT.scaleMultiplier = {}
MDT.dungeonMaps = {}
MDT.dungeonEnemies = {}
MDT.mapPOIs = {}
MDT.dungeonSubLevels = {}
MDT.dungeonList = {
  -- these were for the old dropdown menu, need to fix this at some point
  [14] = "-",
  [27] = "-",
  [28] = "-",
  [39] = "-",
}

function MDT:IsOnBetaServer()
  local realm = GetRealmName()
  return realm == "Valdrakken"
end

function MDT:GetNumDungeons() return #MDT.dungeonList - 1 end

function MDT:GetDungeonName(idx) return MDT.dungeonList[idx] end

function MDT:GetDungeonSublevels()
  return MDT.dungeonSubLevels
end

function MDT:GetSublevelName(dungeonIdx, sublevelIdx)
  if not dungeonIdx then dungeonIdx = db.currentDungeonIdx end
  return MDT.dungeonSubLevels[dungeonIdx][sublevelIdx]
end

function MDT:GetDB()
  return db
end

function MDT:ShowInterface(force)
  MDT:Async(function() MDT:ShowInterfaceInternal(force) end,"showInterface")
end

function MDT:ShowInterfaceInternal(force)
  if self:CheckAddonConflicts() then
    self.ShowConflictFrame()
    return
  end
  if not framesInitialized then initFrames() end
  if not framesInitialized then return end
  if self.main_frame:IsShown() and not force then
    MDT:HideInterface()
  else
    self.main_frame:Show()
    self:CheckCurrentZone()
    --edge case if user closed MDT window while in the process of dragging a corrupted blip
    if self.draggedBlip then
      if MDT.liveSessionActive then
        MDT:LiveSession_SendCorruptedPositions(MDT:GetRiftOffsets())
      end
      self:UpdateMap()
      self.draggedBlip = nil
    end
    MDT:UpdateBottomText()
  end
end

function MDT:HideInterface()
  self.main_frame:Hide()
end

function MDT:ToggleDataCollection()
  db.newDataCollectionActive = not db.newDataCollectionActive
  print(string.format("%sMDT|r: DataCollection %s. Reload Interface!", mythicColor,
    db.newDataCollectionActive and "|cFF00FF00Enabled|r" or "|cFFFF0000Disabled|r"))
end

function MDT:CreateMenu()
  -- Close button
  self.main_frame.closeButton = CreateFrame("Button", "MDTCloseButton", self.main_frame, "UIPanelCloseButton")
  self.main_frame.closeButton:ClearAllPoints()
  self.main_frame.closeButton:SetPoint("TOPRIGHT", self.main_frame.sidePanel, "TOPRIGHT", 0, 0)
  self.main_frame.closeButton:SetScript("OnClick", function() self:HideInterface() end)
  self.main_frame.closeButton:SetFrameLevel(4)

  --Maximize Button
  self.main_frame.maximizeButton = CreateFrame("Button", "MDTMaximizeButton", self.main_frame,
    "MaximizeMinimizeButtonFrameTemplate")
  self.main_frame.maximizeButton:ClearAllPoints()
  self.main_frame.maximizeButton:SetPoint("RIGHT", self.main_frame.closeButton, "LEFT", 0, 0)
  self.main_frame.maximizeButton:SetFrameLevel(4)
  db.maximized = db.maximized or false
  if not db.maximized then self.main_frame.maximizeButton:Minimize() end
  self.main_frame.maximizeButton:SetOnMaximizedCallback(self.Maximize)
  self.main_frame.maximizeButton:SetOnMinimizedCallback(self.Minimize)

  --return to live preset
  self.main_frame.liveReturnButton = CreateFrame("Button", "MDTLiveReturnButton", self.main_frame, "UIPanelCloseButton")
  local liveReturnButton = self.main_frame.liveReturnButton
  liveReturnButton:ClearAllPoints()
  liveReturnButton:SetPoint("RIGHT", self.main_frame.topPanel, "RIGHT", 0, 0)
  liveReturnButton.Icon = liveReturnButton:CreateTexture(nil, "OVERLAY", nil, 0)
  liveReturnButton.Icon:SetTexture("Interface\\Buttons\\UI-RefreshButton")
  liveReturnButton.Icon:SetSize(16, 16)
  liveReturnButton.Icon:SetTexCoord(1, 0, 0, 1) --flipped image
  liveReturnButton.Icon:SetPoint("CENTER", liveReturnButton, "CENTER")
  liveReturnButton:SetScript("OnClick", function() self:ReturnToLivePreset() end)
  liveReturnButton:SetFrameLevel(4)
  liveReturnButton.tooltip = L["Return to the live preset"]

  --set preset as new live preset
  self.main_frame.setLivePresetButton = CreateFrame("Button", "MDTSetLivePresetButton", self.main_frame,
    "UIPanelCloseButton")
  local setLivePresetButton = self.main_frame.setLivePresetButton
  setLivePresetButton:ClearAllPoints()
  setLivePresetButton:SetPoint("RIGHT", liveReturnButton, "LEFT", 0, 0)
  setLivePresetButton.Icon = setLivePresetButton:CreateTexture(nil, "OVERLAY", nil, 0)
  setLivePresetButton.Icon:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow")
  setLivePresetButton.Icon:SetSize(16, 16)
  setLivePresetButton.Icon:SetPoint("CENTER", setLivePresetButton, "CENTER")
  setLivePresetButton:SetScript("OnClick", function() self:SetLivePreset() end)
  setLivePresetButton:SetFrameLevel(4)
  setLivePresetButton.tooltip = L["Make this preset the live preset"]

  self:SkinMenuButtons()

  --Resize Handle
  self.main_frame.resizer = CreateFrame("BUTTON", nil, self.main_frame.sidePanel)
  local resizer = self.main_frame.resizer
  resizer:SetPoint("BOTTOMRIGHT", self.main_frame.sidePanel, "BOTTOMRIGHT", 7, -7)
  resizer:SetSize(25, 25)
  resizer:EnableMouse()
  resizer:SetScript("OnMouseDown", function()
    self.main_frame:StartSizing("BOTTOMRIGHT")
    self:StartScaling()
    self:HideAllPresetObjects()
    self:ReleaseHullTextures()
    self.main_frame:SetScript("OnSizeChanged", function()
      local height = self.main_frame:GetHeight()
      self:SetScale(height / sizey)
    end)
  end)
  resizer:SetScript("OnMouseUp", function()
    self.main_frame:StopMovingOrSizing()
    self:UpdateEnemyInfoFrame()
    self:UpdateMap()
    self.main_frame:SetScript("OnSizeChanged", function() end)
  end)
  local normal = resizer:CreateTexture(nil, "OVERLAY", nil, 0)
  normal:SetTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Up")
  normal:SetTexCoord(0, 1, 0, 1)
  normal:SetPoint("BOTTOMLEFT", resizer, 0, 6)
  normal:SetPoint("TOPRIGHT", resizer, -6, 0)
  resizer:SetNormalTexture(normal)
  local pushed = resizer:CreateTexture(nil, "OVERLAY", nil, 0)
  pushed:SetTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Down")
  pushed:SetTexCoord(0, 1, 0, 1)
  pushed:SetPoint("BOTTOMLEFT", resizer, 0, 6)
  pushed:SetPoint("TOPRIGHT", resizer, -6, 0)
  resizer:SetPushedTexture(pushed)
  local highlight = resizer:CreateTexture(nil, "OVERLAY", nil, 0)
  highlight:SetTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Highlight")
  highlight:SetTexCoord(0, 1, 0, 1)
  highlight:SetPoint("BOTTOMLEFT", resizer, 0, 6)
  highlight:SetPoint("TOPRIGHT", resizer, -6, 0)
  resizer:SetHighlightTexture(highlight)

end

function MDT:SkinMenuButtons()
  --attempt to skin close button for ElvUI
  if IsAddOnLoaded("ElvUI") and ElvUI then
    local E, L, V, P, G = unpack(ElvUI)
    local S
    if E then S = E:GetModule("Skins") end
    if S then
      S:HandleCloseButton(self.main_frame.closeButton)
      S:HandleMaxMinFrame(self.main_frame.maximizeButton)
      S:HandleButton(self.main_frame.liveReturnButton)
      self.main_frame.liveReturnButton:Size(26)
      --self.main_frame.liveReturnButton.Icon:SetVertexColor(0,1,1,1)
      S:HandleButton(self.main_frame.setLivePresetButton)
      self.main_frame.setLivePresetButton:Size(26)
      self.main_frame.setLivePresetButton.Icon:SetVertexColor(1, .82, 0, 0.8)
    end
  end
end

---GetDefaultMapPanelSize
function MDT:GetDefaultMapPanelSize()
  return sizex, sizey
end

---GetScale
---Returns scale factor stored in db
function MDT:GetScale()
  if not db.scale then db.scale = 1 end
  return db.scale
end

local oldScrollValues = {}
---StartScaling
---Stores values when we start scaling the frame
function MDT:StartScaling()
  local f = self.main_frame
  oldScrollValues.oldScrollH = f.scrollFrame:GetHorizontalScroll()
  oldScrollValues.oldScrollV = f.scrollFrame:GetVerticalScroll()
  oldScrollValues.oldSizeX = f.scrollFrame:GetWidth()
  oldScrollValues.oldSizeY = f.scrollFrame:GetHeight()
  self:DungeonEnemies_HideAllBlips()
  self:POI_HideAllPoints()
  self:KillAllAnimatedLines()
end

---SetScale
---Scales the map frame and it's sub frames to a factor and stores the scale in db
function MDT:SetScale(scale)
  local f = self.main_frame
  local newSizex = sizex * scale
  local newSizey = sizey * scale
  f:SetSize(newSizex, newSizey)
  f.scrollFrame:SetSize(newSizex, newSizey)
  f.mapPanelFrame:SetSize(newSizex, newSizey)
  for i = 1, 12 do
    f["mapPanelTile" .. i]:SetSize((newSizex / 4 + 5 * scale), (newSizex / 4 + 5 * scale))
  end
  for i = 1, 10 do
    for j = 1, 15 do
      f["largeMapPanelTile" .. i .. j]:SetSize(newSizex / 15, newSizex / 15)
    end
  end
  f.scrollFrame:SetVerticalScroll(oldScrollValues.oldScrollV * (newSizey / oldScrollValues.oldSizeY))
  f.scrollFrame:SetHorizontalScroll(oldScrollValues.oldScrollH * (newSizex / oldScrollValues.oldSizeX))
  f.scrollFrame.cursorY = f.scrollFrame.cursorY * (newSizey / oldScrollValues.oldSizeY)
  f.scrollFrame.cursorX = f.scrollFrame.cursorX * (newSizex / oldScrollValues.oldSizeX)
  self:ZoomMap(0)
  db.scale = scale
  db.nonFullscreenScale = scale
end

function MDT:GetFullScreenSizes()
  local newSizey = GetScreenHeight() - 60 --top and bottom panel 30 each
  local newSizex = newSizey * (sizex / sizey)
  local isNarrow
  if newSizex + 251 > GetScreenWidth() then --251 sidebar
    newSizex = GetScreenWidth() - 251
    newSizey = newSizex * (sizey / sizex)
    isNarrow = true
  end
  local scale = newSizey / sizey --use this for adjusting NPC / POI positions later
  return newSizex, newSizey, scale, isNarrow
end

function MDT:IsFrameOffScreen()
  local topPanel = MDT.main_frame.topPanel
  local bottomPanel = MDT.main_frame.bottomPanel
  local width = GetScreenWidth()
  local height = GetScreenHeight()
  local left = topPanel:GetLeft() -->width
  local right = topPanel:GetRight() --<0
  local bottom = topPanel:GetBottom() --<0
  local top = bottomPanel:GetTop() -->height
  return left > width or right < 0 or bottom < 0 or top > height
end

local bottomTips = {
  [1] = L["Please report any bugs on https://github.com/Nnoggie/MythicDungeonTools/issues"],
  [2] = L["Hold CTRL to single-select enemies."],
  [3] = L["Hold SHIFT to create a new pull while selecting enemies."],
  [4] = L["Hold SHIFT to delete all presets with the delete preset button."],
  [5] = L["Right click a pull for more options."],
  [6] = L["Right click an enemy to open the enemy info window."],
  [7] = L["Drag the bottom right edge to resize MDT."],
  [8] = L["Click the fullscreen button for a maximized view of MDT."],
  [9] = L["Use /mdt reset to restore the default position and scale of MDT."],
  [10] = L["Mouseover the Live button while in a group to learn more about Live mode."],
  [11] = L["You are using MDT. You rock!"],
  [12] = L["You can choose from different color palettes in the automatic pull coloring settings menu."],
  [13] = L["You can cycle through different floors by holding CTRL and using the mousewheel."],
  [14] = L["You can cycle through dungeons by holding ALT and using the mousewheel."],
  [15] = L["Mouseover a patrolling enemy with a blue border to view the patrol path."],
  [16] = L["Expand the top toolbar to gain access to drawing and note features."],
  [17] = L["ConnectedTip"],
  [18] = L["EfficiencyScoreTip"]
}

function MDT:UpdateBottomText()
  local f = self.main_frame.bottomPanelString
  f:SetText(bottomTips[math.random(#bottomTips)])
end

function MDT:MakeTopBottomTextures(frame)
  frame:SetMovable(true)
  if frame.topPanel == nil then
    frame.topPanel = CreateFrame("Frame", "MDTTopPanel", frame)
    frame.topPanelTex = frame.topPanel:CreateTexture(nil, "BACKGROUND", nil, 0)
    frame.topPanelTex:SetAllPoints()
    frame.topPanelTex:SetDrawLayer(canvasDrawLayer, -5)
    frame.topPanelTex:SetColorTexture(unpack(MDT.BackdropColor))
    frame.topPanelString = frame.topPanel:CreateFontString("MDT name")
    --use default font if ElvUI is enabled
    --if IsAddOnLoaded("ElvUI") then
    frame.topPanelString:SetFontObject("GameFontNormalMed3")
    frame.topPanelString:SetTextColor(1, 1, 1, 1)
    frame.topPanelString:SetJustifyH("CENTER")
    frame.topPanelString:SetJustifyV("CENTER")
    --frame.topPanelString:SetWidth(600)
    frame.topPanelString:SetHeight(20)
    frame.topPanelString:SetText("Mythic Dungeon Tools")
    frame.topPanelString:ClearAllPoints()
    frame.topPanelString:SetPoint("CENTER", frame.topPanel, "CENTER", 10, 0)
    frame.topPanelString:Show()
    frame.topPanelString:SetFont(frame.topPanelString:GetFont(), 20)
    frame.topPanelLogo = frame.topPanel:CreateTexture(nil, "ARTWORK", nil, 7)
    frame.topPanelLogo:SetTexture("Interface\\AddOns\\" .. AddonName .. "\\Textures\\Nnoggie")
    frame.topPanelLogo:SetWidth(24)
    frame.topPanelLogo:SetHeight(24)
    frame.topPanelLogo:SetPoint("RIGHT", frame.topPanelString, "LEFT", -5, 0)
    frame.topPanelLogo:Show()
  end

  frame.topPanel:ClearAllPoints()
  frame.topPanel:SetHeight(30)
  frame.topPanel:SetPoint("BOTTOMLEFT", frame, "TOPLEFT")
  frame.topPanel:SetPoint("BOTTOMRIGHT", frame, "TOPRIGHT")

  frame.topPanel:EnableMouse(true)
  frame.topPanel:RegisterForDrag("LeftButton")
  frame.topPanel:SetScript("OnDragStart", function(self, button)
    frame:SetMovable(true)
    frame:StartMoving()
  end)
  frame.topPanel:SetScript("OnDragStop", function(self, button)
    frame:StopMovingOrSizing()
    frame:SetMovable(false)
    if MDT:IsFrameOffScreen() then
      MDT:ResetMainFramePos(true)
    else
      local from, _, to, x, y = MDT.main_frame:GetPoint(nil)
      db.anchorFrom = from
      db.anchorTo = to
      db.xoffset, db.yoffset = x, y
    end
  end)

  if frame.bottomPanel == nil then
    frame.bottomPanel = CreateFrame("Frame", "MDTBottomPanel", frame)
    frame.bottomPanelTex = frame.bottomPanel:CreateTexture(nil, "BACKGROUND", nil, 0)
    frame.bottomPanelTex:SetAllPoints()
    frame.bottomPanelTex:SetDrawLayer(canvasDrawLayer, -5)
    frame.bottomPanelTex:SetColorTexture(unpack(MDT.BackdropColor))
  end

  frame.bottomPanel:ClearAllPoints()
  frame.bottomPanel:SetHeight(30)
  frame.bottomPanel:SetPoint("TOPLEFT", frame, "BOTTOMLEFT")
  frame.bottomPanel:SetPoint("TOPRIGHT", frame, "BOTTOMRIGHT")

  frame.bottomPanelString = frame.bottomPanel:CreateFontString("MDTMid")
  frame.bottomPanelString:SetFontObject("GameFontNormalSmall")
  frame.bottomPanelString:SetJustifyH("CENTER")
  frame.bottomPanelString:SetJustifyV("CENTER")
  frame.bottomPanelString:SetPoint("CENTER", frame.bottomPanel, "CENTER", 0, 0)
  frame.bottomPanelString:SetTextColor(1, 1, 1, 1)
  frame.bottomPanelString:Show()

  frame.bottomLeftPanelString = frame.bottomPanel:CreateFontString("MDTVersion")
  frame.bottomLeftPanelString:SetFontObject("GameFontNormalSmall")
  frame.bottomLeftPanelString:SetJustifyH("LEFT")
  frame.bottomLeftPanelString:SetJustifyV("CENTER")
  frame.bottomLeftPanelString:SetPoint("LEFT", frame.bottomPanel, "LEFT", 0, 0)
  frame.bottomLeftPanelString:SetTextColor(1, 1, 1, 1)
  frame.bottomLeftPanelString:SetText(" v" .. GetAddOnMetadata(AddonName, "Version"))
  frame.bottomLeftPanelString:Show()

  frame.bottomPanel:EnableMouse(true)
  frame.bottomPanel:RegisterForDrag("LeftButton")
  frame.bottomPanel:SetScript("OnDragStart", function(self, button)
    frame:SetMovable(true)
    frame:StartMoving()
  end)
  frame.bottomPanel:SetScript("OnDragStop", function(self, button)
    frame:StopMovingOrSizing()
    frame:SetMovable(false)
    if MDT:IsFrameOffScreen() then
      MDT:ResetMainFramePos(true)
    else
      ---@diagnostic disable-next-line: missing-parameter
      local from, _, to, x, y = MDT.main_frame:GetPoint()
      db.anchorFrom = from
      db.anchorTo = to
      db.xoffset, db.yoffset = x, y
    end
  end)
end

function MDT:MakeSidePanel(frame)
  MDT:UpdateAffixWeeks()

  if frame.sidePanel == nil then
    frame.sidePanel = CreateFrame("Frame", "MDTSidePanel", frame)
    frame.sidePanelTex = frame.sidePanel:CreateTexture(nil, "BACKGROUND", nil, 0)
    frame.sidePanelTex:SetAllPoints()
    frame.sidePanelTex:SetDrawLayer(canvasDrawLayer, -5)
    frame.sidePanelTex:SetColorTexture(unpack(MDT.BackdropColor))
    frame.sidePanelTex:Show()
  end
  frame.sidePanel:EnableMouse(true)

  frame.sidePanel:ClearAllPoints()
  frame.sidePanel:SetWidth(251)
  frame.sidePanel:SetPoint("TOPLEFT", frame, "TOPRIGHT", 0, 30)
  frame.sidePanel:SetPoint("BOTTOMLEFT", frame, "BOTTOMRIGHT", 0, -30)

  frame.sidePanelString = frame.sidePanel:CreateFontString("MDTSidePanelText")
  frame.sidePanelString:SetFont("Fonts\\FRIZQT__.TTF", 10, "")
  frame.sidePanelString:SetTextColor(1, 1, 1, 1)
  frame.sidePanelString:SetJustifyH("LEFT")
  frame.sidePanelString:SetJustifyV("TOP")
  frame.sidePanelString:SetWidth(200)
  frame.sidePanelString:SetHeight(500)
  frame.sidePanelString:SetText("")
  frame.sidePanelString:ClearAllPoints()
  frame.sidePanelString:SetPoint("TOPLEFT", frame.sidePanel, "TOPLEFT", 33, -120 - 30 - 25)
  frame.sidePanelString:Hide()

  frame.sidePanel.WidgetGroup = AceGUI:Create("SimpleGroup")
  frame.sidePanel.WidgetGroup:SetWidth(245)
  frame.sidePanel.WidgetGroup:SetHeight(frame:GetHeight() + (frame.topPanel:GetHeight() * 2) - 31)
  frame.sidePanel.WidgetGroup:SetPoint("TOP", frame.sidePanel, "TOP", 3, -1)
  frame.sidePanel.WidgetGroup:SetLayout("Flow")

  frame.sidePanel.WidgetGroup.frame:SetFrameStrata(mainFrameStrata)
  if not frame.sidePanel.WidgetGroup.frame.SetBackdrop then
    Mixin(frame.sidePanel.WidgetGroup.frame, BackdropTemplateMixin)
  end
  frame.sidePanel.WidgetGroup.frame:SetBackdropColor(1, 1, 1, 0)
  frame.sidePanel.WidgetGroup.frame:Hide()

  --dirty hook to make widgetgroup show/hide
  local originalShow, originalHide = frame.Show, frame.Hide
  function frame:Show(...)
    frame.sidePanel.WidgetGroup.frame:Show()
    return originalShow(self, ...)
  end

  function frame:Hide(...)
    frame.sidePanel.WidgetGroup.frame:Hide()
    MDT.pullTooltip:Hide()
    return originalHide(self, ...)
  end

  --preset selection
  frame.sidePanel.WidgetGroup.PresetDropDown = AceGUI:Create("Dropdown")
  local dropdown = frame.sidePanel.WidgetGroup.PresetDropDown
  dropdown.frame:SetWidth(170)
  dropdown.text:SetJustifyH("LEFT")
  dropdown:SetCallback("OnValueChanged", function(widget, callbackName, key)
    if db.presets[db.currentDungeonIdx][key].value == 0 then
      MDT:OpenNewPresetDialog()
      MDT.main_frame.sidePanelDeleteButton:SetDisabled(true)
      MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(0.5, 0.5, 0.5)
    else
      if key == 1 then
        MDT.main_frame.sidePanelDeleteButton:SetDisabled(true)
        MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(0.5, 0.5, 0.5)
      else
        if not MDT.liveSessionActive then
          MDT.main_frame.sidePanelDeleteButton:SetDisabled(false)
          MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(1, 0.8196, 0)
        else
          MDT.main_frame.sidePanelDeleteButton:SetDisabled(true)
          MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(0.5, 0.5, 0.5)
        end
      end
      db.currentPreset[db.currentDungeonIdx] = key
      --Set affix dropdown to preset week
      --frame.sidePanel.affixDropdown:SetAffixWeek(MDT:GetCurrentPreset().week or MDT:GetCurrentAffixWeek())
      --UpdateMap is called in SetAffixWeek, no need to call twice
      MDT:UpdateMap()
      frame.sidePanel.affixDropdown:SetAffixWeek(MDT:GetCurrentPreset().week or MDT:GetCurrentAffixWeek() or 1)
    end
  end)
  MDT:UpdatePresetDropDown()
  frame.sidePanel.WidgetGroup:AddChild(dropdown)

  ---new profile,rename,export,delete
  local buttonWidth = 75
  frame.sidePanelNewButton = AceGUI:Create("Button")
  frame.sidePanelNewButton:SetText(L["New"])
  frame.sidePanelNewButton:SetWidth(buttonWidth)
  --button fontInstance
  local fontInstance = CreateFont("MDTButtonFont")
  if not fontInstance then return end
  fontInstance:CopyFontObject(frame.sidePanelNewButton.frame:GetNormalFontObject())
  local fontName, height = fontInstance:GetFont()
  fontInstance:SetFont(fontName, 10, "")
  frame.sidePanelNewButton.frame:SetNormalFontObject(fontInstance)
  frame.sidePanelNewButton.frame:SetHighlightFontObject(fontInstance)
  frame.sidePanelNewButton.frame:SetDisabledFontObject(fontInstance)
  frame.sidePanelNewButton:SetCallback("OnClick", function(widget, callbackName, value)
    MDT:OpenNewPresetDialog()
  end)
  frame.sidePanelNewButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanelNewButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.sidePanelNewButton.frame:GetWidth() * (-0), frame.sidePanelNewButton.frame:GetHeight())
    GameTooltip:AddLine(L["Create a new preset"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.sidePanelNewButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)

  frame.sidePanelRenameButton = AceGUI:Create("Button")
  frame.sidePanelRenameButton:SetWidth(buttonWidth)
  frame.sidePanelRenameButton:SetText(L["Rename"])
  frame.sidePanelRenameButton.frame:SetNormalFontObject(fontInstance)
  frame.sidePanelRenameButton.frame:SetHighlightFontObject(fontInstance)
  frame.sidePanelRenameButton.frame:SetDisabledFontObject(fontInstance)
  frame.sidePanelRenameButton:SetCallback("OnClick", function(widget, callbackName, value)
    MDT:HideAllDialogs()
    local currentPresetName = db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].text
    MDT.main_frame.RenameFrame:Show()
    MDT.main_frame.RenameFrame.RenameButton:SetDisabled(true)
    MDT.main_frame.RenameFrame.RenameButton.text:SetTextColor(0.5, 0.5, 0.5)
    MDT.main_frame.RenameFrame:ClearAllPoints()
    MDT.main_frame.RenameFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
    MDT.main_frame.RenameFrame.Editbox:SetText(currentPresetName)
    MDT.main_frame.RenameFrame.Editbox:HighlightText(0, string.len(currentPresetName))
    MDT.main_frame.RenameFrame.Editbox:SetFocus()
  end)
  frame.sidePanelRenameButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanelRenameButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.sidePanelRenameButton.frame:GetWidth() * (-1), frame.sidePanelRenameButton.frame:GetHeight())
    GameTooltip:AddLine(L["Rename the preset"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.sidePanelRenameButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)

  frame.sidePanelImportButton = AceGUI:Create("Button")
  frame.sidePanelImportButton:SetText(L["Import"])
  frame.sidePanelImportButton:SetWidth(buttonWidth)
  frame.sidePanelImportButton.frame:SetNormalFontObject(fontInstance)
  frame.sidePanelImportButton.frame:SetHighlightFontObject(fontInstance)
  frame.sidePanelImportButton.frame:SetDisabledFontObject(fontInstance)
  frame.sidePanelImportButton:SetCallback("OnClick", function(widget, callbackName, value)
    MDT:OpenImportPresetDialog()
  end)
  frame.sidePanelImportButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanelImportButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.sidePanelImportButton.frame:GetWidth() * (-1), frame.sidePanelImportButton.frame:GetHeight())
    GameTooltip:AddLine(L["Import a preset from a text string"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.sidePanelImportButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)

  frame.sidePanelExportButton = AceGUI:Create("Button")
  frame.sidePanelExportButton:SetText(L["Export"])
  frame.sidePanelExportButton:SetWidth(buttonWidth)
  frame.sidePanelExportButton.frame:SetNormalFontObject(fontInstance)
  frame.sidePanelExportButton.frame:SetHighlightFontObject(fontInstance)
  frame.sidePanelExportButton.frame:SetDisabledFontObject(fontInstance)
  frame.sidePanelExportButton:SetCallback("OnClick", function(widget, callbackName, value)
    if db.colorPaletteInfo.forceColorBlindMode then MDT:ColorAllPulls(_, _, _, true) end
    local preset = MDT:GetCurrentPreset()
    MDT:SetUniqueID(preset)
    preset.difficulty = db.currentDifficulty
    local export = MDT:TableToString(preset, true, 5)
    MDT:HideAllDialogs()
    MDT.main_frame.ExportFrame:Show()
    MDT.main_frame.ExportFrame:ClearAllPoints()
    MDT.main_frame.ExportFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
    MDT.main_frame.ExportFrameEditbox:SetText(export)
    MDT.main_frame.ExportFrameEditbox:HighlightText(0, string.len(export))
    MDT.main_frame.ExportFrameEditbox:SetFocus()
    MDT.main_frame.ExportFrameEditbox:SetLabel(preset.text .. " " .. string.len(export))
    if db.colorPaletteInfo.forceColorBlindMode then MDT:ColorAllPulls() end
  end)
  frame.sidePanelExportButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanelExportButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.sidePanelExportButton.frame:GetWidth() * (-2), frame.sidePanelExportButton.frame:GetHeight())
    GameTooltip:AddLine(L["Export the preset as a text string"], 1, 1, 1)
    GameTooltip:AddLine(L["stringShareExternalWebsite"], 1, 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.sidePanelExportButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)

  frame.sidePanelDeleteButton = AceGUI:Create("Button")
  frame.sidePanelDeleteButton:SetText(L["Delete"])
  frame.sidePanelDeleteButton:SetWidth(buttonWidth)
  frame.sidePanelDeleteButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanelDeleteButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.sidePanelDeleteButton.frame:GetWidth() * (-2), frame.sidePanelDeleteButton.frame:GetHeight())
    GameTooltip:AddLine(L["Delete this preset"], 1, 1, 1)
    GameTooltip:AddLine(L["Shift-Click to delete all presets for this dungeon"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.sidePanelDeleteButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)
  frame.sidePanelDeleteButton.frame:SetNormalFontObject(fontInstance)
  frame.sidePanelDeleteButton.frame:SetHighlightFontObject(fontInstance)
  frame.sidePanelDeleteButton.frame:SetDisabledFontObject(fontInstance)
  frame.sidePanelDeleteButton:SetCallback("OnClick", function(widget, callbackName, value)
    if IsShiftKeyDown() then
      --delete all profiles
      local numPresets = self:CountPresets()
      local prompt = string.format(L["deleteAllWarning"], "\n", "\n", numPresets, "\n")
      MDT:OpenConfirmationFrame(450, 150, L["Delete ALL presets"], L["Delete"], prompt, MDT.DeleteAllPresets)
    else
      MDT:HideAllDialogs()
      frame.DeleteConfirmationFrame:ClearAllPoints()
      frame.DeleteConfirmationFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
      local currentPresetName = db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].text
      frame.DeleteConfirmationFrame.label:SetText(string.format(L["Delete %s?"], currentPresetName))
      frame.DeleteConfirmationFrame:Show()
    end
  end)

  frame.LinkToChatButton = AceGUI:Create("Button")
  frame.LinkToChatButton:SetText(L["Share"])
  frame.LinkToChatButton:SetWidth(buttonWidth)
  frame.LinkToChatButton.frame:SetNormalFontObject(fontInstance)
  frame.LinkToChatButton.frame:SetHighlightFontObject(fontInstance)
  frame.LinkToChatButton.frame:SetDisabledFontObject(fontInstance)
  frame.LinkToChatButton:SetCallback("OnClick", function(widget, callbackName, value)
    local distribution = MDT:IsPlayerInGroup()
    if not distribution then return end
    local callback = function()
      frame.LinkToChatButton:SetDisabled(true)
      frame.LinkToChatButton.text:SetTextColor(0.5, 0.5, 0.5)
      frame.LiveSessionButton:SetDisabled(true)
      frame.LiveSessionButton.text:SetTextColor(0.5, 0.5, 0.5)
      frame.LinkToChatButton:SetText("...")
      frame.LiveSessionButton:SetText("...")
      MDT:SendToGroup(distribution)
    end
    local presetSize = self:GetPresetSize(false, 5)
    if presetSize > 25000 then
      local prompt = string.format(L["LargePresetWarning"], presetSize, "\n", "\n", "\n")
      MDT:OpenConfirmationFrame(450, 150, L["Sharing large preset"], "Share", prompt, callback)
    else
      callback()
    end
  end)
  frame.LinkToChatButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanelDeleteButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.LinkToChatButton.frame:GetWidth() * (-2), -frame.LinkToChatButton.frame:GetHeight())
    GameTooltip:AddLine(L["Share the preset with your party members"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.LinkToChatButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)
  local inGroup = UnitInRaid("player") or IsInGroup()
  MDT.main_frame.LinkToChatButton:SetDisabled(not inGroup)
  if inGroup then
    MDT.main_frame.LinkToChatButton.text:SetTextColor(1, 0.8196, 0)
  else
    MDT.main_frame.LinkToChatButton.text:SetTextColor(0.5, 0.5, 0.5)
  end

  frame.ClearPresetButton = AceGUI:Create("Button")
  frame.ClearPresetButton:SetText(L["Reset"])
  frame.ClearPresetButton:SetWidth(buttonWidth)
  frame.ClearPresetButton.frame:SetNormalFontObject(fontInstance)
  frame.ClearPresetButton.frame:SetHighlightFontObject(fontInstance)
  frame.ClearPresetButton.frame:SetDisabledFontObject(fontInstance)
  frame.ClearPresetButton:SetCallback("OnClick", function(widget, callbackName, value)
    MDT:OpenClearPresetDialog()
  end)
  frame.ClearPresetButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.ClearPresetButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.ClearPresetButton.frame:GetWidth() * (-0), frame.ClearPresetButton.frame:GetHeight())
    GameTooltip:AddLine(L["Reset the preset to the default state"], 1, 1, 1)
    GameTooltip:AddLine(L["Does not delete your drawings"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.ClearPresetButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)

  frame.LiveSessionButton = AceGUI:Create("Button")
  frame.LiveSessionButton:SetText(L["Live"])
  frame.LiveSessionButton:SetWidth(buttonWidth)
  frame.LiveSessionButton.frame:SetNormalFontObject(fontInstance)
  frame.LiveSessionButton.frame:SetHighlightFontObject(fontInstance)
  frame.LiveSessionButton.frame:SetDisabledFontObject(fontInstance)
  local c1, c2, c3 = frame.LiveSessionButton.text:GetTextColor()
  frame.LiveSessionButton.normalTextColor = { r = c1, g = c2, b = c3, }
  frame.LiveSessionButton:SetCallback("OnClick", function(widget, callbackName, value)
    if MDT.liveSessionActive then
      MDT:LiveSession_Disable()
    else
      MDT:LiveSession_Enable()
    end
  end)
  frame.LiveSessionButton.frame:SetScript("OnEnter", function()
    GameTooltip:SetOwner(frame.LiveSessionButton.frame, "ANCHOR_BOTTOMLEFT",
      frame.LiveSessionButton.frame:GetWidth() * (-1), frame.LiveSessionButton.frame:GetHeight())
    GameTooltip:AddLine(L["Start or join the current |cFF00FF00Live Session|r"], 1, 1, 1)
    GameTooltip:AddLine(L[
      "Clicking this button will attempt to join the ongoing Live Session of your group or create a new one if none is found"
      ], 1, 1, 1, 1)
    GameTooltip:AddLine(L[
      "The preset will continuously synchronize between all party members participating in the Live Session"], 1, 1, 1, 1)
    GameTooltip:AddLine(L[
      "Players can join the live session by either clicking this button or the Live Session chat link"], 1, 1, 1, 1)
    GameTooltip:AddLine(L[
      "To share a different preset while the live session is active simply navigate to the preferred preset and click the new 'Set to Live' Button next to the preset-dropdown"
      ], 1, 1, 1, 1)
    GameTooltip:AddLine(L[
      "You can always return to the current Live Session preset by clicking the 'Return to Live' button next to the preset-dropdown"
      ], 1, 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.LiveSessionButton.frame:SetScript("OnLeave", function()
    GameTooltip:Hide()
  end)
  MDT.main_frame.LiveSessionButton:SetDisabled(not inGroup)
  if inGroup then
    MDT.main_frame.LiveSessionButton.text:SetTextColor(1, 0.8196, 0)
  else
    MDT.main_frame.LiveSessionButton.text:SetTextColor(0.5, 0.5, 0.5)
  end

  --Settings cogwheel
  frame.settingsCogwheel = AceGUI:Create("Icon")
  local settinggsCogwheel = frame.settingsCogwheel
  settinggsCogwheel:SetImage("Interface\\AddOns\\MythicDungeonTools\\Textures\\helpIconGrey")
  settinggsCogwheel:SetImageSize(25, 25)
  settinggsCogwheel:SetWidth(30)
  settinggsCogwheel:SetCallback("OnEnter", function(...)
    GameTooltip:SetOwner(settinggsCogwheel.frame, "ANCHOR_CURSOR")
    GameTooltip:AddLine(L["openSettingsTooltip"], 1, 1, 1)
    GameTooltip:Show()
  end)
  settinggsCogwheel:SetCallback("OnLeave", function(...)
    GameTooltip:Hide()
  end)
  settinggsCogwheel:SetCallback("OnClick", function(...)
    self:OpenSettingsDialog()
  end)

  frame.sidePanel.WidgetGroup:AddChild(frame.sidePanelNewButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.sidePanelRenameButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.sidePanelDeleteButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.ClearPresetButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.sidePanelImportButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.sidePanelExportButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.LinkToChatButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.LiveSessionButton)
  frame.sidePanel.WidgetGroup:AddChild(frame.settingsCogwheel)

  --Week Dropdown (Infested / Affixes)
  local function makeAffixString(week, affixes, longText)
    return week
  end

  frame.sidePanel.affixDropdown = AceGUI:Create("Dropdown")
  local affixDropdown = frame.sidePanel.affixDropdown
  affixDropdown.text:SetJustifyH("LEFT")
  affixDropdown:SetLabel(L["Affixes"])

  function affixDropdown:UpdateAffixList()
    local affixWeekMarkups = {}
    for week, affixes in ipairs(affixWeeks) do
      tinsert(affixWeekMarkups, makeAffixString(week, affixes))
    end
    local order = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 }
    affixDropdown:SetList(affixWeekMarkups, order)
    --mouseover list items
    for itemIdx, item in ipairs(affixDropdown.pullout.items) do
      item:SetOnEnter(function()
        GameTooltip:SetOwner(item.frame, "ANCHOR_LEFT", -11, -25)
        local v = affixWeeks[itemIdx]
        GameTooltip:SetText(makeAffixString(itemIdx, v, true), 1, 1, 1, 1)
        GameTooltip:Show()
      end)
      item:SetOnLeave(function()
        GameTooltip:Hide()
      end)
    end
  end

  function affixDropdown:SetAffixWeek(key, ignoreReloadPullButtons, ignoreUpdateProgressBar)
    affixDropdown:SetValue(key)
    if not MDT:GetCurrentAffixWeek() then
      frame.sidePanel.affixWeekWarning.image:Hide()
      frame.sidePanel.affixWeekWarning:SetDisabled(true)
    elseif MDT:GetCurrentAffixWeek() == key then
      frame.sidePanel.affixWeekWarning.image:Hide()
      frame.sidePanel.affixWeekWarning:SetDisabled(true)
    else
      frame.sidePanel.affixWeekWarning.image:Show()
      frame.sidePanel.affixWeekWarning:SetDisabled(false)
    end
    MDT:GetCurrentPreset().week = key
    local teeming = MDT:IsPresetTeeming(MDT:GetCurrentPreset())
    MDT:GetCurrentPreset().value.teeming = teeming

    if MDT.EnemyInfoFrame and MDT.EnemyInfoFrame.frame:IsShown() then MDT:UpdateEnemyInfoData() end
    MDT:UpdateMap(nil, ignoreReloadPullButtons, ignoreUpdateProgressBar)
  end

  affixDropdown:SetCallback("OnValueChanged", function(widget, callbackName, key)
    affixDropdown:SetAffixWeek(key)
    if MDT.liveSessionActive and MDT:GetCurrentPreset().uid == MDT.livePresetUID then
      MDT:LiveSession_SendAffixWeek(key)
    end
  end)
  affixDropdown:SetCallback("OnEnter", function(...)
    local selectedWeek = affixDropdown:GetValue()
    if not selectedWeek then return end
    GameTooltip:SetOwner(affixDropdown.frame, "ANCHOR_LEFT", -6, -41)
    local v = affixWeeks[selectedWeek]
    GameTooltip:SetText(makeAffixString(selectedWeek, v, true), 1, 1, 1, 1)
    GameTooltip:Show()
  end)
  affixDropdown:SetCallback("OnLeave", function(...)
    GameTooltip:Hide()
  end)

  -- frame.sidePanel.WidgetGroup:AddChild(affixDropdown)

  --affix not current week warning
  frame.sidePanel.affixWeekWarning = AceGUI:Create("Icon")
  local affixWeekWarning = frame.sidePanel.affixWeekWarning
  affixWeekWarning:SetImage("Interface\\DialogFrame\\UI-Dialog-Icon-AlertNew")
  affixWeekWarning:SetImageSize(25, 25)
  affixWeekWarning:SetWidth(30)
  affixWeekWarning:SetCallback("OnEnter", function(...)
    GameTooltip:SetOwner(affixDropdown.frame, "ANCHOR_CURSOR")
    GameTooltip:AddLine(L["The selected affixes are not the ones of the current week"], 1, 1, 1)
    GameTooltip:AddLine(L["Click to switch to current week"], 1, 1, 1)
    GameTooltip:Show()
  end)
  affixWeekWarning:SetCallback("OnLeave", function(...)
    GameTooltip:Hide()
  end)
  affixWeekWarning:SetCallback("OnClick", function(...)
    if not MDT:GetCurrentAffixWeek() then return end
    affixDropdown:SetAffixWeek(MDT:GetCurrentAffixWeek())
    if MDT.liveSessionActive and MDT:GetCurrentPreset().uid == MDT.livePresetUID then
      MDT:LiveSession_SendAffixWeek(MDT:GetCurrentAffixWeek())
    end
  end)
  affixWeekWarning.image:Hide()
  affixWeekWarning:SetDisabled(true)
  -- frame.sidePanel.WidgetGroup:AddChild(affixWeekWarning)

  --difficulty slider
  frame.sidePanel.DifficultySlider = AceGUI:Create("Slider")
  frame.sidePanel.DifficultySlider:SetSliderValues(1, 35, 1)
  frame.sidePanel.DifficultySlider:SetLabel(L["Dungeon Level"])
  frame.sidePanel.DifficultySlider.label:SetJustifyH("LEFT")
  frame.sidePanel.DifficultySlider.label:SetFontObject("GameFontNormalSmall")
  frame.sidePanel.DifficultySlider:SetWidth(200)
  frame.sidePanel.DifficultySlider:SetValue(db.currentDifficulty)
  local timer
  frame.sidePanel.DifficultySlider:SetCallback("OnValueChanged", function(widget, callbackName, value)
    local difficulty = tonumber(value)
    if (difficulty >= 10 and db.currentDifficulty < 10) or (difficulty < 10 and db.currentDifficulty >= 10) then
      db.currentDifficulty = difficulty or db.currentDifficulty
      MDT:DungeonEnemies_UpdateSeasonalAffix()
      frame.sidePanel.difficultyWarning:Toggle(difficulty)
      MDT:POI_UpdateAll()
      MDT:KillAllAnimatedLines()
      MDT:DrawAllAnimatedLines()
      MDT:ReloadPullButtons()
      MDT:DrawAllHulls()
    else
      db.currentDifficulty = difficulty or db.currentDifficulty
    end
    MDT:GetCurrentPreset().difficulty = db.currentDifficulty
    MDT:UpdateProgressbar()
    if MDT.EnemyInfoFrame and MDT.EnemyInfoFrame.frame:IsShown() then MDT:UpdateEnemyInfoData() end
    if timer then timer:Cancel() end
    timer = C_Timer.NewTimer(2, function()
      MDT:ReloadPullButtons()
      if MDT.liveSessionActive then
        local livePreset = MDT:GetCurrentLivePreset()
        local shouldUpdate = livePreset == MDT:GetCurrentPreset()
        if shouldUpdate then MDT:LiveSession_SendDifficulty() end
      end
    end)
  end)
  frame.sidePanel.DifficultySlider:SetCallback("OnMouseUp", function()
    if timer then timer:Cancel() end
    MDT:ReloadPullButtons()
    if MDT.liveSessionActive then
      local livePreset = MDT:GetCurrentLivePreset()
      local shouldUpdate = livePreset == MDT:GetCurrentPreset()
      if shouldUpdate then MDT:LiveSession_SendDifficulty() end
    end
  end)
  frame.sidePanel.DifficultySlider:SetCallback("OnEnter", function()
    GameTooltip:SetOwner(frame.sidePanel.DifficultySlider.frame, "ANCHOR_BOTTOMLEFT", 0, 40)
    GameTooltip:AddLine(L["Select the dungeon level"], 1, 1, 1)
    GameTooltip:AddLine(L["The selected level will affect displayed npc health"], 1, 1, 1)
    GameTooltip:AddLine(L["Levels below 10 will hide enemies related to seasonal affixes"], 1, 1, 1)
    GameTooltip:Show()
  end)
  frame.sidePanel.DifficultySlider:SetCallback("OnLeave", function()
    GameTooltip:Hide()
  end)
  -- frame.sidePanel.WidgetGroup:AddChild(frame.sidePanel.DifficultySlider)

  --dungeon level below 10 warning
  frame.sidePanel.difficultyWarning = AceGUI:Create("Icon")
  local difficultyWarning = frame.sidePanel.difficultyWarning
  difficultyWarning:SetImage("Interface\\DialogFrame\\UI-Dialog-Icon-AlertNew")
  difficultyWarning:SetImageSize(25, 25)
  difficultyWarning:SetWidth(30)
  difficultyWarning:SetCallback("OnEnter", function(...)
    GameTooltip:SetOwner(frame.sidePanel.DifficultySlider.frame, "ANCHOR_CURSOR")
    GameTooltip:AddLine(L["The selected dungeon level is below 10"], 1, 1, 1)
    GameTooltip:AddLine(L["Enemies related to seasonal affixes are currently hidden"], 1, 1, 1)
    GameTooltip:AddLine(L["Click to set dungeon level to 10"], 1, 1, 1)
    GameTooltip:Show()
  end)
  difficultyWarning:SetCallback("OnLeave", function(...)
    GameTooltip:Hide()
  end)
  difficultyWarning:SetCallback("OnClick", function(...)
    frame.sidePanel.DifficultySlider:SetValue(10)
    db.currentDifficulty = 10
    MDT:GetCurrentPreset().difficulty = db.currentDifficulty
    MDT:DungeonEnemies_UpdateSeasonalAffix()
    MDT:POI_UpdateAll()
    MDT:UpdateProgressbar()
    MDT:ReloadPullButtons()
    difficultyWarning:Toggle(db.currentDifficulty)
    if MDT.liveSessionActive then
      local livePreset = MDT:GetCurrentLivePreset()
      local shouldUpdate = livePreset == MDT:GetCurrentPreset()
      if shouldUpdate then MDT:LiveSession_SendDifficulty() end
    end
    MDT:KillAllAnimatedLines()
    MDT:DrawAllAnimatedLines()
  end)
  function difficultyWarning:Toggle(difficulty)
    if difficulty < 10 then
      self.image:Show()
      self:SetDisabled(false)
    else
      self.image:Hide()
      self:SetDisabled(true)
    end
  end

  difficultyWarning:Toggle(db.currentDifficulty)
  -- frame.sidePanel.WidgetGroup:AddChild(difficultyWarning)

  frame.sidePanel.middleLine = AceGUI:Create("Heading")
  frame.sidePanel.middleLine:SetWidth(240)
  frame.sidePanel.WidgetGroup:AddChild(frame.sidePanel.middleLine)
  frame.sidePanel.WidgetGroup.frame:SetFrameLevel(3)

  --progress bar
  frame.sidePanel.ProgressBar = CreateFrame("Frame", nil, frame.sidePanel, "TooltipProgressBarTemplate")
  frame.sidePanel.ProgressBar:Show()
  frame.sidePanel.ProgressBar:ClearAllPoints()
  frame.sidePanel.ProgressBar:SetPoint("TOP", frame.sidePanel.WidgetGroup.frame, "BOTTOM", -10, 5)
end

function MDT:UpdatePresetDropDown()
  local dropdown = MDT.main_frame.sidePanel.WidgetGroup.PresetDropDown
  local presetList = {}
  for k, v in pairs(db.presets[db.currentDungeonIdx]) do
    table.insert(presetList, k, v.text)
  end
  dropdown:SetList(presetList)
  dropdown:SetValue(db.currentPreset[db.currentDungeonIdx])
  dropdown:ClearFocus()
end

function MDT:UpdatePresetDropdownTextColor(forceReset)
  local preset = self:GetCurrentPreset()
  local livePreset = self:GetCurrentLivePreset()
  if self.liveSessionActive and preset == livePreset and (not forceReset) then
    local dropdown = MDT.main_frame.sidePanel.WidgetGroup.PresetDropDown
    dropdown.text:SetTextColor(0, 1, 0, 1)
  else
    local dropdown = MDT.main_frame.sidePanel.WidgetGroup.PresetDropDown
    dropdown.text:SetTextColor(1, 1, 1, 1)
  end
end

---FormatEnemyForces
function MDT:FormatEnemyForces(forces, forcesmax, progressbar)
  if not forcesmax then forcesmax = MDT:IsCurrentPresetTeeming() and MDT.dungeonTotalCount[db.currentDungeonIdx].teeming
        or MDT.dungeonTotalCount[db.currentDungeonIdx].normal
  end
  if db.enemyForcesFormat == 1 then
    if progressbar then return forces .. "/" .. forcesmax end
    return forces
  elseif db.enemyForcesFormat == 2 then
    if progressbar then return string.format((forces .. "/" .. forcesmax .. " (%.2f%%)"), (forces / forcesmax) * 100) end
    return string.format(forces .. " (%.2f%%)", (forces / forcesmax) * 100)
  end
end

---Progressbar_SetValue
---Sets the value/progress/color of the count progressbar to the apropriate data
function MDT:Progressbar_SetValue(self, totalCurrent, totalMax)
  local percent = (totalCurrent / totalMax) * 100
  if percent >= 102 then
    if totalCurrent - totalMax > 8 then
      self.Bar:SetStatusBarColor(1, 0, 0, 1)
    else
      self.Bar:SetStatusBarColor(0, 1, 0, 1)
    end
  elseif percent >= 100 then
    self.Bar:SetStatusBarColor(0, 1, 0, 1)
  else
    self.Bar:SetStatusBarColor(0.26, 0.42, 1)
  end
  self.Bar:SetValue(percent)
  self.Bar.Label:SetText(MDT:FormatEnemyForces(totalCurrent, totalMax, true))
  self.AnimValue = percent
end

---UpdateProgressbar
---Update the progressbar on the sidepanel with the correct values
function MDT:UpdateProgressbar()
  local teeming = db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.teeming
  MDT:EnsureDBTables()
  local grandTotal = MDT:CountForces()
  MDT:Progressbar_SetValue(MDT.main_frame.sidePanel.ProgressBar, grandTotal,
    teeming == true and MDT.dungeonTotalCount[db.currentDungeonIdx].teeming or
    MDT.dungeonTotalCount[db.currentDungeonIdx].normal)
end

function MDT:OnPan(cursorX, cursorY)
  local scrollFrame = MDTScrollFrame
  local scale = MDTMapPanelFrame:GetScale() / 1.5
  local deltaX = (scrollFrame.cursorX - cursorX) / scale
  local deltaY = (cursorY - scrollFrame.cursorY) / scale

  if (scrollFrame.panning) then
    local newHorizontalPosition = max(0, deltaX + scrollFrame:GetHorizontalScroll())
    newHorizontalPosition = min(newHorizontalPosition, scrollFrame.maxX)
    local newVerticalPosition = max(0, deltaY + scrollFrame:GetVerticalScroll())
    newVerticalPosition = min(newVerticalPosition, scrollFrame.maxY)
    scrollFrame:SetHorizontalScroll(newHorizontalPosition)
    scrollFrame:SetVerticalScroll(newVerticalPosition)
    scrollFrame.cursorX = cursorX
    scrollFrame.cursorY = cursorY

    scrollFrame.wasPanningLastFrame = true;
    scrollFrame.lastDeltaX = deltaX;
    scrollFrame.lastDeltaY = deltaY;

  else
    if (scrollFrame.wasPanningLastFrame) then

      scrollFrame.isFadeOutPanning = true
      scrollFrame.fadeOutXStart = scrollFrame.lastDeltaX
      scrollFrame.fadeOutYStart = scrollFrame.lastDeltaY
      scrollFrame.panDuration = 0

      scrollFrame.wasPanningLastFrame = false;
    end
  end
end

function MDT:OnPanFadeOut(deltaTime)
  local scrollFrame = MDTScrollFrame
  local panDuration = 0.5
  local panAtenuation = 7
  if (scrollFrame.isFadeOutPanning) then
    scrollFrame.panDuration = scrollFrame.panDuration + deltaTime

    local phase = scrollFrame.panDuration / panDuration
    local phaseLog = -math.log(phase)
    local stepX = (scrollFrame.fadeOutXStart * phaseLog) / panAtenuation
    local stepY = (scrollFrame.fadeOutYStart * phaseLog) / panAtenuation

    local newHorizontalPosition = max(0, stepX + scrollFrame:GetHorizontalScroll())
    newHorizontalPosition = min(newHorizontalPosition, scrollFrame.maxX)
    local newVerticalPosition = max(0, stepY + scrollFrame:GetVerticalScroll())
    newVerticalPosition = min(newVerticalPosition, scrollFrame.maxY)
    scrollFrame:SetHorizontalScroll(newHorizontalPosition)
    scrollFrame:SetVerticalScroll(newVerticalPosition)

    if (scrollFrame.panDuration > panDuration) then
      scrollFrame.isFadeOutPanning = false
    end
  end
end

function MDT:ExportCurrentZoomPanSettings()
  local zoom = MDTMapPanelFrame:GetScale()
  local panH = MDTScrollFrame:GetHorizontalScroll() / MDT:GetScale()
  local panV = MDTScrollFrame:GetVerticalScroll() / MDT:GetScale()

  local output = "        [" ..
      db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel .. "] = {\n"
  output = output .. "            zoomScale = " .. zoom .. ";\n"
  output = output .. "            horizontalPan = " .. panH .. ";\n"
  output = output .. "            verticalPan = " .. panV .. ";\n"
  output = output .. "        };\n"

  MDT:HideAllDialogs()
  MDT.main_frame.ExportFrame:Show()
  MDT.main_frame.ExportFrame:ClearAllPoints()
  MDT.main_frame.ExportFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  MDT.main_frame.ExportFrameEditbox:SetText(output)
  MDT.main_frame.ExportFrameEditbox:HighlightText(0, string.len(output))
  MDT.main_frame.ExportFrameEditbox:SetFocus()
  MDT.main_frame.ExportFrameEditbox:SetLabel("Current pan/zoom settings");
end

function MDT:SetViewPortPosition(zoomScale, horizontalPan, verticalPan)
  local scaledSizeX = MDTMapPanelFrame:GetWidth() * zoomScale
  local scaledSizeY = MDTMapPanelFrame:GetHeight() * zoomScale
  MDTScrollFrame.maxX = (scaledSizeX - MDTMapPanelFrame:GetWidth()) / zoomScale
  MDTScrollFrame.maxY = (scaledSizeY - MDTMapPanelFrame:GetHeight()) / zoomScale
  MDTScrollFrame.zoomedIn = abs(zoomScale - 1) > 0.02
  MDTMapPanelFrame:SetScale(zoomScale)
  MDTScrollFrame:SetHorizontalScroll(horizontalPan * MDT:GetScale())
  MDTScrollFrame:SetVerticalScroll(verticalPan * MDT:GetScale())
end

function MDT:ZoomMapToDefault()
  local currentMap = db.presets[db.currentDungeonIdx]
  local currentSublevel = currentMap[db.currentPreset[db.currentDungeonIdx]].value.currentSublevel
  local mainFrame = MDTMapPanelFrame
  local scrollFrame = MDTScrollFrame

  local currentMapInfo = MDT.mapInfo[db.currentDungeonIdx]
  if (
      currentMapInfo and currentMapInfo.viewportPositionOverrides and
          currentMapInfo.viewportPositionOverrides[currentSublevel]) then
    local data = currentMapInfo.viewportPositionOverrides[currentSublevel];

    local scaledSizeX = mainFrame:GetWidth() * data.zoomScale
    local scaledSizeY = mainFrame:GetHeight() * data.zoomScale

    scrollFrame.maxX = (scaledSizeX - mainFrame:GetWidth()) / data.zoomScale
    scrollFrame.maxY = (scaledSizeY - mainFrame:GetHeight()) / data.zoomScale
    scrollFrame.zoomedIn = abs(data.zoomScale - 1) > 0.02

    mainFrame:SetScale(data.zoomScale)

    scrollFrame:SetHorizontalScroll(data.horizontalPan * MDT:GetScale())
    scrollFrame:SetVerticalScroll(data.verticalPan * MDT:GetScale())

  else
    scrollFrame.maxX = 1
    scrollFrame.maxY = 1
    scrollFrame.zoomedIn = false

    mainFrame:SetScale(1);

    scrollFrame:SetHorizontalScroll(0)
    scrollFrame:SetVerticalScroll(0)
  end

end

function MDT:ZoomMap(delta)
  local scrollFrame = MDTScrollFrame
  if not scrollFrame:GetLeft() then return end
  local oldScrollH = scrollFrame:GetHorizontalScroll()
  local oldScrollV = scrollFrame:GetVerticalScroll()

  local mainFrame = MDTMapPanelFrame

  local oldScale = mainFrame:GetScale()
  local newScale = oldScale + delta * 0.3

  newScale = max(1, newScale)
  newScale = min(15, newScale)

  mainFrame:SetScale(newScale)

  local scaledSizeX = mainFrame:GetWidth() * newScale
  local scaledSizeY = mainFrame:GetHeight() * newScale

  scrollFrame.maxX = (scaledSizeX - mainFrame:GetWidth()) / newScale
  scrollFrame.maxY = (scaledSizeY - mainFrame:GetHeight()) / newScale
  scrollFrame.zoomedIn = abs(newScale - 1) > 0.02

  local cursorX, cursorY = GetCursorPosition()
  local frameX = (cursorX / UIParent:GetScale()) - scrollFrame:GetLeft()
  local frameY = scrollFrame:GetTop() - (cursorY / UIParent:GetScale())
  local scaleChange = newScale / oldScale
  local newScrollH = (scaleChange * frameX - frameX) / newScale + oldScrollH
  local newScrollV = (scaleChange * frameY - frameY) / newScale + oldScrollV

  newScrollH = min(newScrollH, scrollFrame.maxX)
  newScrollH = max(0, newScrollH)
  newScrollV = min(newScrollV, scrollFrame.maxY)
  newScrollV = max(0, newScrollV)

  scrollFrame:SetHorizontalScroll(newScrollH)
  scrollFrame:SetVerticalScroll(newScrollV)

  MDT:SetPingOffsets(newScale)
end

---ActivatePullTooltip
---
function MDT:ActivatePullTooltip(pull)
  local pullTooltip = MDT.pullTooltip
  --[[
    if not pullTooltip.ranOnce then
        --fix elvui skinning
        pullTooltip:SetPoint("TOPRIGHT",UIParent,"BOTTOMRIGHT")
        pullTooltip:SetPoint("BOTTOMRIGHT",UIParent,"BOTTOMRIGHT")
        pullTooltip:Show()
        pullTooltip.ranOnce = true
    end
    ]]
  pullTooltip.currentPull = pull
  pullTooltip:Show()
end

---UpdatePullTooltip
---Updates the tooltip which is being displayed when a pull is mouseovered
function MDT:UpdatePullTooltip(tooltip)
  local frame = MDT.main_frame
  if not MouseIsOver(frame.sidePanel.pullButtonsScrollFrame.frame) then
    tooltip:Hide()
  elseif MouseIsOver(frame.sidePanel.newPullButton.frame) then
    tooltip:Hide()
  else
    if frame.sidePanel.newPullButtons and tooltip.currentPull and frame.sidePanel.newPullButtons[tooltip.currentPull] then
      local showData

      local shroudedIcon = frame.sidePanel.newPullButtons[tooltip.currentPull].shroudedIcon
      local shroudedCounter = frame.sidePanel.newPullButtons[tooltip.currentPull].shroudedCounter
      if MouseIsOver(shroudedIcon) and shroudedIcon:IsShown() then
        tooltip.topString:SetText("\n\n\n\n" .. L["Bounty stacks \nafter this pull"] .. ": " .. shroudedCounter:GetText())
        local shroudedDisplayId = 101016
        if (not tooltip.modelNpcId or (tooltip.modelNpcId ~= shroudedDisplayId)) then
          tooltip.Model:SetDisplayInfo(shroudedDisplayId)
          tooltip.modelNpcId = shroudedDisplayId
        end
        showData = true
      end

      --enemy portraits
      for k, v in pairs(frame.sidePanel.newPullButtons[tooltip.currentPull].enemyPortraits) do
        if MouseIsOver(v) then
          if v:IsShown() then
            --model
            if v.enemyData.displayId and (not tooltip.modelNpcId or (tooltip.modelNpcId ~= v.enemyData.displayId)) then
              tooltip.Model:SetDisplayInfo(v.enemyData.displayId)
              tooltip.modelNpcId = v.enemyData.displayId
            end
            --topString
            local newLine = "\n"
            local text = newLine .. newLine .. newLine .. L[v.enemyData.name] .. " x" .. v.enemyData.quantity .. newLine
            text = text .. string.format(L["Level %d %s"], v.enemyData.level, L[v.enemyData.creatureType]) .. newLine
            local boss = v.enemyData.isBoss or false
            local health = MDT:CalculateEnemyHealth(boss, v.enemyData.baseHealth, db.currentDifficulty,
              v.enemyData.ignoreFortified)
            text = text .. string.format(L["%s HP"], MDT:FormatEnemyHealth(health)) .. newLine

            local totalForcesMax = MDT:IsCurrentPresetTeeming() and MDT.dungeonTotalCount[db.currentDungeonIdx].teeming
                or MDT.dungeonTotalCount[db.currentDungeonIdx].normal
            local count = MDT:IsCurrentPresetTeeming() and v.enemyData.teemingCount or v.enemyData.count
            text = text .. L["Forces"] .. ": " .. MDT:FormatEnemyForces(count, totalForcesMax, false)

            tooltip.topString:SetText(text)
            showData = true
          end
          break
        end
      end
      if showData then
        tooltip.topString:Show()
        tooltip.Model:Show()
      else
        tooltip.topString:Hide()
        tooltip.Model:Hide()
      end

      local countEnemies = 0
      for k, v in pairs(frame.sidePanel.newPullButtons[tooltip.currentPull].enemyPortraits) do
        if v:IsShown() then countEnemies = countEnemies + 1 end
      end
      if countEnemies == 0 then
        tooltip:Hide()
        return
      end
      local pullForces = MDT:CountForces(tooltip.currentPull, true)
      local totalForces = MDT:CountForces(tooltip.currentPull, false)
      local totalForcesMax = MDT:IsCurrentPresetTeeming() and MDT.dungeonTotalCount[db.currentDungeonIdx].teeming or
          MDT.dungeonTotalCount[db.currentDungeonIdx].normal

      local text = L["Forces"] .. ": " .. MDT:FormatEnemyForces(pullForces, totalForcesMax, false)
      text = text .. "\n" .. L["Total"] .. ": " .. MDT:FormatEnemyForces(totalForces, totalForcesMax, true)
      -- local pullHealth = MDT:SumCurrentPullHealth(tooltip.currentPull)
      -- text = text .. "\n" .. L["Efficiency Score"] .. ": " .. MDT:GetEfficiencyScoreString(pullForces, pullHealth)

      tooltip.botString:SetText(text)
      tooltip.botString:Show()
    end
  end
end

---CountForces
---Counts total selected enemy forces in the current preset up to pull
function MDT:CountForces(currentPull, currentOnly)
  --count up to and including the currently selected pull
  currentPull = currentPull or 1000
  local preset = self:GetCurrentPreset()
  local teeming = self:IsCurrentPresetTeeming()
  local pullCurrent = 0
  for pullIdx, pull in pairs(preset.value.pulls) do
    if not currentOnly or (currentOnly and pullIdx == currentPull) then
      if pullIdx <= currentPull then
        for enemyIdx, clones in pairs(pull) do
          if tonumber(enemyIdx) then
            for k, v in pairs(clones) do
              if MDT:IsCloneIncluded(enemyIdx, v) then
                local count = teeming
                    and self.dungeonEnemies[db.currentDungeonIdx][enemyIdx].teemingCount
                    or self.dungeonEnemies[db.currentDungeonIdx][enemyIdx].count
                pullCurrent = pullCurrent + count
              end
            end
          end
        end
      else
        break
      end
    end
  end
  return pullCurrent
end

---Adds up health of all enemies in the current pull
function MDT:SumCurrentPullHealth(currentPull)
  currentPull = currentPull or 1000
  local preset = self:GetCurrentPreset()
  local totalHealth = 0
  for pullIdx, pull in pairs(preset.value.pulls) do
    if pullIdx == currentPull then
      for enemyIdx, clones in pairs(pull) do
        if tonumber(enemyIdx) then
          for k, v in pairs(clones) do
            if MDT:IsCloneIncluded(enemyIdx, v) then
              local health = self.dungeonEnemies[db.currentDungeonIdx][enemyIdx].health
              totalHealth = totalHealth + health
            end
          end
        end
      end
    end
  end
  return totalHealth
end

local emissaryIds = { [155432] = true, [155433] = true, [155434] = true }

---Checks if the specified clone is part of the current map configuration
function MDT:IsCloneIncluded(enemyIdx, cloneIdx)
  local preset = MDT:GetCurrentPreset()
  local enemy = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]
  local clone = enemy["clones"][cloneIdx]

  local week = self:GetEffectivePresetWeek()

  if db.currentSeason ~= 3 then
    if emissaryIds[enemy.id] then return false end
  elseif db.currentSeason ~= 4 then
    if enemy.corrupted then return false end
  end

  --shrouded
  local shroudedActive = db.currentSeason == 8 and db.currentDifficulty >= 10
  if shroudedActive then
    if clone.disguised then return false end
  else
    if clone.shrouded then return false end
  end


  --filter enemies out that have filters and conditions are not met
  local include = clone.include or enemy.include
  if include then
    local pass = {}
    if include.affix then
      local affixIncluded = false
      for _, value in pairs(affixWeeks[week]) do
        if value == include.affix then
          affixIncluded = true
        end
      end
      tinsert(pass, affixIncluded)
    end
    if include.level then
      local levelIncluded = db.currentDifficulty >= include.level
      tinsert(pass, levelIncluded)
    end
    --TODO: week
    local shouldInclude = true
    for _, v in pairs(pass) do
      shouldInclude = shouldInclude and v
    end
    if not shouldInclude then return false end
  end

  --beguiling weekly configuration
  local weekData = clone.week
  if weekData then
    if weekData[week] and not (clone.faction and clone.faction ~= preset.faction) and db.currentDifficulty >= 10 then
      return true
    else
      return false
    end
  end

  week = week % 3
  if week == 0 then week = 3 end
  local isBlacktoothWeek = week == 2

  if not clone.blacktoothEvent or isBlacktoothWeek then
    if not (clone.faction and clone.faction ~= preset.faction) then
      if MDT:IsCurrentPresetTeeming() or ((clone.teeming and clone.teeming == false) or (not clone.teeming)) then
        if not (MDT:IsCurrentPresetTeeming() and clone.negativeTeeming) then
          return true
        end
      end
    end
  end
end

---Returns true if the current preset has teeming turned on, false otherwise
function MDT:IsCurrentPresetTeeming()
  --return self:GetCurrentPreset().week
  return db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.teeming
end

function MDT:IsCurrentPresetFortified()
  return affixWeeks[self:GetCurrentPreset().week][3] == 10
end

function MDT:IsCurrentPresetTyrannical()
  return not MDT:IsCurrentPresetFortified()
end

function MDT:IsCurrentPresetThundering()
  return affixWeeks[self:GetCurrentPreset().week][4] == 132
end

function MDT:MouseDownHook()

end

---Handles mouse-down events on the map scrollframe
MDT.OnMouseDown = function(self, button)
  local scrollFrame = MDT.main_frame.scrollFrame
  if scrollFrame.zoomedIn then
    scrollFrame.panning = true
    scrollFrame.cursorX, scrollFrame.cursorY = GetCursorPosition()
  end
  scrollFrame.oldX = scrollFrame.cursorX
  scrollFrame.oldY = scrollFrame.cursorY
  MDT:MouseDownHook()
end

---handles mouse-up events on the map scrollframe
MDT.OnMouseUp = function(self, button)
  local scrollFrame = MDT.main_frame.scrollFrame
  if scrollFrame.panning then scrollFrame.panning = false end

  --play minimap ping on right click at cursor position
  --only ping if we didnt pan
  if MDT:IsDragonflight() then
    if scrollFrame.oldX == scrollFrame.cursorX or scrollFrame.oldY == scrollFrame.cursorY then
      if button == "RightButton" then
        local x, y = MDT:GetCursorPosition()
        MDT:PingMap(x, y)
        local sublevel = MDT:GetCurrentSubLevel()
        if MDT.liveSessionActive then MDT:LiveSession_SendPing(x, y, sublevel) end
      end
    end
  end
end

---Pings the map
function MDT:PingMap(x, y)
  -- self.ping:ClearAllPoints()
  -- self.ping:SetPoint("CENTER", self.main_frame.mapPanelTile1, "TOPLEFT", x, y)
  -- self.ping:SetModel("interface/minimap/ping/minimapping.m2")
  -- local mainFrame = MDTMapPanelFrame
  -- local mapScale = mainFrame:GetScale()
  -- self:SetPingOffsets(mapScale)
  -- self.ping:Show()
  -- UIFrameFadeOut(self.ping, 2, 1, 0)
  -- self.ping:SetSequence(0)
end

function MDT:SetPingOffsets(mapScale)
  --local scale = 0.35
  --local offset = (10.25 / 1000) * mapScale
  ---@diagnostic disable-next-line: redundant-parameter
  --self.ping:SetTransform(CreateVector3D(offset, offset, 0), CreateVector3D(0, 0, 0), scale)
end

---Sets the sublevel of the currently active preset, need to UpdateMap to reflect the change in UI
function MDT:SetCurrentSubLevel(sublevel)
  MDT:GetCurrentPreset().value.currentSublevel = sublevel
end

---Returns the current pull of the currently active preset
function MDT:GetCurrentPull()
  local selection = MDT:GetSelection()
  return selection[#selection]
end

---Returns the sublevel of the currently active preset
function MDT:GetCurrentSubLevel()
  return MDT:GetCurrentPreset().value.currentSublevel
end

---Returns the current preset
function MDT:GetCurrentPreset()
  return db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]]
end

function MDT:GetCurrentLivePreset()
  if not self.livePresetUID then return end
  if self.liveUpdateFrameOpen then
    for fullName, cachedPreset in pairs(self.transmissionCache) do
      if cachedPreset.uid == self.livePresetUID then
        return cachedPreset
      end
    end
  end
  for dungeonIdx, presets in pairs(db.presets) do
    for presetIdx, preset in pairs(presets) do
      if preset.uid and preset.uid == self.livePresetUID then
        return preset, presetIdx
      end
    end
  end
end

function MDT:GetEffectivePresetWeek(preset)
  preset = preset or self:GetCurrentPreset()
  local week
  week = preset.week
  return week
end

function MDT:GetEffectivePresetSeason(preset)
  local season = db.currentSeason
  return season
end

function MDT:ReturnToLivePreset()
  local preset, presetIdx = self:GetCurrentLivePreset()
  ---@diagnostic disable-next-line: need-check-nil
  self:UpdateToDungeon(preset.value.currentDungeonIdx, true)
  db.currentPreset[db.currentDungeonIdx] = presetIdx
  self:UpdatePresetDropDown()
  self:UpdateMap()
end

function MDT:SetLivePreset()
  local preset = self:GetCurrentPreset()
  self:SetUniqueID(preset)
  self.livePresetUID = preset.uid
  self:LiveSession_SendPreset(preset)
  self:UpdatePresetDropdownTextColor()
  self.main_frame.setLivePresetButton:Hide()
  self.main_frame.liveReturnButton:Hide()
end

---Returns if the current week has an affix week set that includes the teeming affix
function MDT:IsWeekTeeming(week)
  if not week then week = MDT:GetCurrentAffixWeek() or 1 end
  return affixWeeks[week][1] == 5
end

---Returns if the current week has an affix weeks set that includes the inspiring affix
function MDT:IsWeekInspiring(week)
  if not week then week = MDT:GetCurrentAffixWeek() or 1 end
  return affixWeeks[week][1] == 122 or affixWeeks[week][2] == 122
end

---Returns if the preset is set to a week which contains the teeming affix
function MDT:IsPresetTeeming(preset)
  return MDT:IsWeekTeeming(preset.week)
end

function MDT:GetRiftOffsets()
  local week = self:GetEffectivePresetWeek()
  local preset = self:GetCurrentPreset()
  preset.value.riftOffsets = preset.value.riftOffsets or {}
  local riftOffsets = preset.value.riftOffsets
  riftOffsets[week] = riftOffsets[week] or {}
  return riftOffsets[week]
end

function MDT:MakeMapTexture(frame)
  MDT.contextMenuList = {}

  tinsert(MDT.contextMenuList, {
    text = "Close",
    notCheckable = 1,
    func = frame.contextDropdown:Hide()
  })

  -- Scroll Frame
  if frame.scrollFrame == nil then
    frame.scrollFrame = CreateFrame("ScrollFrame", "MDTScrollFrame", frame)
    frame.scrollFrame:ClearAllPoints()
    frame.scrollFrame:SetSize(sizex * db.scale, sizey * db.scale)
    --frame.scrollFrame:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
    frame.scrollFrame:SetAllPoints(frame)

    -- Enable mousewheel scrolling
    frame.scrollFrame:EnableMouseWheel(true)
    local lastModifiedScroll
    frame.scrollFrame:SetScript("OnMouseWheel", function(self, delta)
      if IsControlKeyDown() then
        if not lastModifiedScroll or lastModifiedScroll < GetTime() - 0.1 then
          lastModifiedScroll = GetTime()
          delta = delta * -1
          local target = MDT:GetCurrentSubLevel() + delta
          if MDT.dungeonSubLevels[db.currentDungeonIdx][target] then
            MDT:SetCurrentSubLevel(target)
            MDT:UpdateMap()
            MDT:ZoomMapToDefault()
          end
        end
      elseif IsAltKeyDown() then
        if not lastModifiedScroll or lastModifiedScroll < GetTime() - 0.3 then
          lastModifiedScroll = GetTime()
          delta = delta * -1
          MDT:ScrollToNextDungeon(delta)
        end
      else
        MDT:ZoomMap(delta)
      end
    end)

    --PAN
    frame.scrollFrame:EnableMouse(true)
    frame.scrollFrame:SetScript("OnMouseDown", MDT.OnMouseDown)
    frame.scrollFrame:SetScript("OnMouseUp", MDT.OnMouseUp)


    frame.scrollFrame:SetScript("OnUpdate", function(self, elapsed)
      local x, y = GetCursorPosition()
      MDT:OnPan(x, y)
      MDT:OnPanFadeOut(elapsed)
    end)

    if frame.mapPanelFrame == nil then
      frame.mapPanelFrame = CreateFrame("frame", "MDTMapPanelFrame", nil)
      frame.mapPanelFrame:ClearAllPoints()
      frame.mapPanelFrame:SetSize(sizex * db.scale, sizey * db.scale)
      --frame.mapPanelFrame:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
      frame.mapPanelFrame:SetAllPoints(frame)
    end

    --create the 12 tiles and set the scrollchild
    for i = 1, 12 do
      frame["mapPanelTile" .. i] = frame.mapPanelFrame:CreateTexture("MDTmapPanelTile" .. i, "BACKGROUND", nil, 0)
      frame["mapPanelTile" .. i]:SetDrawLayer(canvasDrawLayer, 0)
      --frame["mapPanelTile"..i]:SetAlpha(0.3)
      frame["mapPanelTile" .. i]:SetSize(frame:GetWidth() / 4 + (5 * db.scale), frame:GetWidth() / 4 + (5 * db.scale))
    end
    frame.mapPanelTile1:SetPoint("TOPLEFT", frame.mapPanelFrame, "TOPLEFT", 0, 0)
    frame.mapPanelTile2:SetPoint("TOPLEFT", frame.mapPanelTile1, "TOPRIGHT")
    frame.mapPanelTile3:SetPoint("TOPLEFT", frame.mapPanelTile2, "TOPRIGHT")
    frame.mapPanelTile4:SetPoint("TOPLEFT", frame.mapPanelTile3, "TOPRIGHT")
    frame.mapPanelTile5:SetPoint("TOPLEFT", frame.mapPanelTile1, "BOTTOMLEFT")
    frame.mapPanelTile6:SetPoint("TOPLEFT", frame.mapPanelTile5, "TOPRIGHT")
    frame.mapPanelTile7:SetPoint("TOPLEFT", frame.mapPanelTile6, "TOPRIGHT")
    frame.mapPanelTile8:SetPoint("TOPLEFT", frame.mapPanelTile7, "TOPRIGHT")
    frame.mapPanelTile9:SetPoint("TOPLEFT", frame.mapPanelTile5, "BOTTOMLEFT")
    frame.mapPanelTile10:SetPoint("TOPLEFT", frame.mapPanelTile9, "TOPRIGHT")
    frame.mapPanelTile11:SetPoint("TOPLEFT", frame.mapPanelTile10, "TOPRIGHT")
    frame.mapPanelTile12:SetPoint("TOPLEFT", frame.mapPanelTile11, "TOPRIGHT")

    --create the 150 large map tiles
    for i = 1, 10 do
      for j = 1, 15 do
        frame["largeMapPanelTile" .. i .. j] = frame.mapPanelFrame:CreateTexture("MDTLargeMapPanelTile" .. i .. j,
          "BACKGROUND")
        local tile = frame["largeMapPanelTile" .. i .. j]
        tile:SetDrawLayer(canvasDrawLayer, 5)
        tile:SetSize(frame:GetWidth() / 15, frame:GetWidth() / 15)
        if i == 1 and j == 1 then
          --to mapPanel
          tile:SetPoint("TOPLEFT", frame.mapPanelFrame, "TOPLEFT", 0, 0)
        elseif j == 1 then
          --to tile above
          tile:SetPoint("TOPLEFT", frame["largeMapPanelTile" .. (i - 1) .. j], "BOTTOMLEFT", 0, 0)
        else
          --to tile to the left
          tile:SetPoint("TOPLEFT", frame["largeMapPanelTile" .. i .. (j - 1)], "TOPRIGHT", 0, 0)
        end
        tile:SetColorTexture(i / 10, j / 10, 0, 1)
        tile:Hide()
      end
    end

    frame.scrollFrame:SetScrollChild(frame.mapPanelFrame)
    frame.scrollFrame.cursorX = 0
    frame.scrollFrame.cursorY = 0
    frame.scrollFrame.queuedDeltaX = 0;
    frame.scrollFrame.queuedDeltaY = 0;
  end

end

local function round(number, decimals)
  return tonumber((("%%.%df"):format(decimals)):format(number))
end

function MDT:CalculateEnemyHealth(boss, baseHealth, level, ignoreFortified)
  local fortified = MDT:IsCurrentPresetFortified()
  local tyrannical = MDT:IsCurrentPresetTyrannical()
  local thundering = MDT:IsCurrentPresetThundering()
  local mult = 1
  if boss == false and fortified == true and (not ignoreFortified) then mult = 1.2 end
  if boss == true and tyrannical == true then mult = 1.3 end
  if thundering == true then mult = mult * 1.05 end

  -- https://www.wowhead.com/news/impact-of-new-mythic-scaling-in-dragonflight-10-scaling-starting-at-keystone-11-329269
  -- the part of lvl 10 and below -  8% gain per level
  local levelsTenBelow = math.min(level, 10)
  mult = round((1.08 ^ math.max(levelsTenBelow - 2, 0)) * mult, 2)
  -- the part of lvl 11 and above -  10% gain per level
  local levelsElevenAbove = math.max(level - 10, 0)
  mult = round((1.1 ^ levelsElevenAbove) * mult, 2)

  return round(mult * baseHealth, 0)
end

function MDT:ReverseCalcEnemyHealth(health, level, boss, fortified, tyrannical, thundering)
  local mult = 1
  if boss == false and fortified == true then mult = 1.2 end
  if boss == true and tyrannical == true then mult = 1.3 end
  if thundering then mult = mult * 1.05 end

  -- the part of lvl 10 and below -  8% gain per level
  local levelsTenBelow = math.min(level, 10)
  mult = round((1.08 ^ math.max(levelsTenBelow - 2, 0)) * mult, 2)
  -- the part of lvl 11 and above -  10% gain per level
  local levelsElevenAbove = math.max(level - 10, 0)
  mult = round((1.1 ^ levelsElevenAbove) * mult, 2)

  local baseHealth = round(health / mult, 0)
  return baseHealth
end

function MDT:FormatEnemyHealth(amount)
  amount = tonumber(amount)
  if not amount then return "" end

  if self:GetLocaleIndex() == 9 then

    if amount < 1e3 then
      return 0
    elseif amount >= 1e16 then
      return string.format("%.3f경", amount / 1e16)
    elseif amount >= 1e12 then
      return string.format("%.3f조", amount / 1e12)
    elseif amount >= 1e8 then
      return string.format("%.2f억", amount / 1e8)
    elseif amount >= 1e4 then
      return string.format("%.1f만", amount / 1e4)
    end

  else

    if amount < 1e3 then
      return 0
    elseif amount >= 1e12 then
      return string.format("%.3ft", amount / 1e12)
    elseif amount >= 1e9 then
      return string.format("%.3fb", amount / 1e9)
    elseif amount >= 1e6 then
      return string.format("%.2fm", amount / 1e6)
    elseif amount >= 1e3 then
      return string.format("%.1fk", amount / 1e3)
    end

  end
end

function MDT:UpdateDungeonEnemies()
  MDT:DungeonEnemies_UpdateEnemies()
end

function MDT:HideAllDialogs()
  MDT.main_frame.presetCreationFrame:Hide()
  MDT.main_frame.presetImportFrame:Hide()
  MDT.main_frame.ExportFrame:Hide()
  MDT.main_frame.RenameFrame:Hide()
  MDT.main_frame.ClearConfirmationFrame:Hide()
  MDT.main_frame.DeleteConfirmationFrame:Hide()
  if MDT.main_frame.settingsFrame then
    MDT.main_frame.settingsFrame.CustomColorFrame:Hide()
    MDT.main_frame.settingsFrame:Hide()
  end
  if MDT.main_frame.ConfirmationFrame then MDT.main_frame.ConfirmationFrame:Hide() end
end

function MDT:OpenImportPresetDialog()
  MDT:HideAllDialogs()
  MDT.main_frame.presetImportFrame:ClearAllPoints()
  MDT.main_frame.presetImportFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  MDT.main_frame.presetImportFrame:Show()
  MDT.main_frame.presetImportBox:SetText("")
  MDT.main_frame.presetImportBox:SetFocus()
  MDT.main_frame.presetImportLabel:SetText(nil)
end

function MDT:OpenNewPresetDialog()
  MDT:HideAllDialogs()
  local presetList = {}
  local countPresets = 0
  for k, v in pairs(db.presets[db.currentDungeonIdx]) do
    if v.text ~= L["<New Preset>"] then
      table.insert(presetList, k, v.text)
      countPresets = countPresets + 1
    end
  end
  table.insert(presetList, 1, L["Empty"])
  MDT.main_frame.PresetCreationDropDown:SetList(presetList)
  MDT.main_frame.PresetCreationDropDown:SetValue(1)
  MDT.main_frame.PresetCreationEditbox:SetText(L["defaultPresetName"] .. " " .. countPresets + 1)
  MDT.main_frame.presetCreationFrame:ClearAllPoints()
  MDT.main_frame.presetCreationFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  MDT.main_frame.presetCreationFrame:SetStatusText("")
  MDT.main_frame.presetCreationFrame:Show()
  MDT.main_frame.presetCreationCreateButton:SetDisabled(false)
  MDT.main_frame.presetCreationCreateButton.text:SetTextColor(1, 0.8196, 0)
  MDT.main_frame.PresetCreationEditbox:SetFocus()
  MDT.main_frame.PresetCreationEditbox:HighlightText(0, 50)
  MDT.main_frame.presetImportBox:SetText("")
end

function MDT:OpenClearPresetDialog()
  MDT:HideAllDialogs()
  MDT.main_frame.ClearConfirmationFrame:ClearAllPoints()
  MDT.main_frame.ClearConfirmationFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  local currentPresetName = db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].text
  MDT.main_frame.ClearConfirmationFrame.label:SetText(string.format(L["Reset %s?"], currentPresetName))
  MDT.main_frame.ClearConfirmationFrame:Show()
end

function MDT:OpenSettingsDialog()
  MDT:HideAllDialogs()
  MDT.main_frame.settingsFrame:ClearAllPoints()
  MDT.main_frame.settingsFrame:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  MDT.main_frame.settingsFrame:SetStatusText("")
  MDT.main_frame.settingsFrame:Show()
  MDT.main_frame.settingsFrame.CustomColorFrame:Hide()
  if db.colorPaletteInfo.colorPaletteIdx == 6 then
    MDT:OpenCustomColorsDialog()
  end
end

function MDT:OpenCustomColorsDialog(frame)
  MDT:HideAllDialogs()
  MDT.main_frame.settingsFrame:Show() --Not the prettiest way to handle this, but it works.
  MDT.main_frame.settingsFrame.CustomColorFrame:ClearAllPoints()
  MDT.main_frame.settingsFrame.CustomColorFrame:SetPoint("CENTER", 264, -7)
  MDT.main_frame.settingsFrame.CustomColorFrame:SetStatusText("")
  MDT.main_frame.settingsFrame.CustomColorFrame:Show()
end

---Makes sure profiles are valid and have their fields set
function MDT:EnsureDBTables()
  --dungeonIdx doesnt exist
  local seasonList = MDT:GetSeasonList()
  if not MDT.dungeonList[db.currentDungeonIdx] or string.find(MDT.dungeonList[db.currentDungeonIdx], ">") or
      not db.selectedDungeonList or not seasonList[db.selectedDungeonList] then
    db.currentDungeonIdx = defaultSavedVars.global.currentDungeonIdx
    db.selectedDungeonList = defaultSavedVars.global.selectedDungeonList
  end
  local preset = MDT:GetCurrentPreset()
  if preset.week and (preset.week < 1 or preset.week > 12) then preset.week = nil end
  preset.week = preset.week or 1
  db.currentPreset[db.currentDungeonIdx] = db.currentPreset[db.currentDungeonIdx] or 1
  db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentDungeonIdx = db.currentDungeonIdx
  db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel = db.presets[
      db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel or 1
  db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentPull = db.presets[
      db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentPull or 1
  db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls = db.presets[db.currentDungeonIdx
      ][db.currentPreset[db.currentDungeonIdx]].value.pulls or {}
  -- make sure, that at least 1 pull exists
  if #db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls == 0 then
    db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls[1] = {}
  end

  --detect gaps in pull list and delete invalid pulls
  for k, v in pairs(preset.value.pulls) do
    if k == 0 or k > #preset.value.pulls then
      preset.value.pulls[k] = nil
    end
  end

  -- Set current pull to last pull, if the actual current pull does not exists anymore
  if not
      db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls[
      db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentPull] then
    db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentPull = #
        db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls
  end

  for k, v in pairs(db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls) do
    if k == 0 then
      db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls[0] = nil
      break
    end
  end

  --removed clones: remove data from presets
  for pullIdx, pull in pairs(preset.value.pulls) do
    for enemyIdx, clones in pairs(pull) do

      if tonumber(enemyIdx) then
        --enemy does not exist at all anymore
        if not MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx] then
          pull[enemyIdx] = nil
        else
          --only clones
          for k, v in pairs(clones) do
            if not MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["clones"][v] then
              clones[k] = nil
            end
          end
        end
      end
    end
    pull["color"] = pull["color"] or db.defaultColor
  end

  MDT:GetCurrentPreset().week = MDT:GetCurrentPreset().week or 1

  if db.currentDungeonIdx == 19 then
    local englishFaction = UnitFactionGroup("player")
    preset.faction       = preset.faction or (englishFaction and englishFaction == "Alliance") and 2 or 1
  end

  preset.difficulty = preset.difficulty or db.currentDifficulty

  --make sure sublevel actually exists for the dungeon
  --this might have been caused by bugged dropdowns in the past
  local maxSublevel = -1
  for _, _ in pairs(MDT.dungeonMaps[db.currentDungeonIdx]) do
    maxSublevel = maxSublevel + 1
  end
  if preset.value.currentSublevel > maxSublevel then preset.value.currentSublevel = maxSublevel end
  --make sure teeeming flag is set
  preset.value.teeming = MDT:IsWeekTeeming(preset.week)
end

function MDT:GetTileFormat(dungeonIdx, sublevel)
  local mapInfo = MDT.mapInfo[dungeonIdx]
  return mapInfo and mapInfo.tileFormat and mapInfo.tileFormat[sublevel] or 4
end

function MDT:UpdateMap(ignoreSetSelection, ignoreReloadPullButtons, ignoreUpdateProgressBar)
  local mapName
  local frame = MDT.main_frame
  mapName = MDT.dungeonMaps[db.currentDungeonIdx][0]
  MDT:EnsureDBTables()
  local preset = MDT:GetCurrentPreset()
  if preset.difficulty then
    db.currentDifficulty = preset.difficulty
    frame.sidePanel.DifficultySlider:SetValue(db.currentDifficulty)
    frame.sidePanel.difficultyWarning:Toggle(db.currentDifficulty)
  end
  local fileName = MDT.dungeonMaps[db.currentDungeonIdx][preset.value.currentSublevel]
  local path = "Interface\\WorldMap\\" .. mapName .. "\\"
  local tileFormat = MDT:GetTileFormat(db.currentDungeonIdx, preset.value.currentSublevel)
  for i = 1, 12 do
    if tileFormat == 4 then
      local texName = path .. fileName .. i
      if frame["mapPanelTile" .. i] then
        frame["mapPanelTile" .. i]:SetTexture(texName)
        frame["mapPanelTile" .. i]:Show()
      end
    else
      if frame["mapPanelTile" .. i] then
        frame["mapPanelTile" .. i]:Hide()
      end
    end
  end
  for i = 1, 10 do
    for j = 1, 15 do
      if tileFormat == 15 then
        local texName = path .. fileName .. ((i - 1) * 15 + j)
        frame["largeMapPanelTile" .. i .. j]:SetTexture(texName)
        frame["largeMapPanelTile" .. i .. j]:Show()
      else
        frame["largeMapPanelTile" .. i .. j]:Hide()
      end
    end
  end
  MDT:UpdateDungeonEnemies()
  MDT:DungeonEnemies_UpdateTeeming()
  MDT:DungeonEnemies_UpdateSeasonalAffix()
  MDT:DungeonEnemies_UpdateInspiring()

  if not ignoreReloadPullButtons then
    MDT:ReloadPullButtons()
  end
  --handle delete button disable/enable
  local presetCount = 0
  for k, v in pairs(db.presets[db.currentDungeonIdx]) do
    presetCount = presetCount + 1
  end
  if (db.currentPreset[db.currentDungeonIdx] == 1 or db.currentPreset[db.currentDungeonIdx] == presetCount) or
      MDT.liveSessionActive then
    MDT.main_frame.sidePanelDeleteButton:SetDisabled(true)
    MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(0.5, 0.5, 0.5)
  else
    MDT.main_frame.sidePanelDeleteButton:SetDisabled(false)
    MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(1, 0.8196, 0)
  end
  --live mode
  local livePreset = MDT:GetCurrentLivePreset()
  if MDT.liveSessionActive and preset ~= livePreset then
    MDT.main_frame.liveReturnButton:Show()
    MDT.main_frame.setLivePresetButton:Show()
  else
    MDT.main_frame.liveReturnButton:Hide()
    MDT.main_frame.setLivePresetButton:Hide()
  end
  MDT:UpdatePresetDropdownTextColor()

  if not ignoreSetSelection then MDT:SetSelectionToPull(preset.value.currentPull) end
  MDT:UpdateDungeonDropDown()
  --frame.sidePanel.affixDropdown:SetAffixWeek(MDT:GetCurrentPreset().week,ignoreReloadPullButtons,ignoreUpdateProgressBar)
  frame.sidePanel.affixDropdown:SetValue(MDT:GetCurrentPreset().week)
  MDT:DrawAllPresetObjects()
  MDT:KillAllAnimatedLines()
  MDT:DrawAllAnimatedLines()
  MDT:POI_UpdateAll()
end

---Updates the map to the specified dungeon
function MDT:UpdateToDungeon(dungeonIdx, ignoreUpdateMap, init)
  db.currentDungeonIdx = dungeonIdx
  if not db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel then
    db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel = 1
  end
  if init then return end
  MDT:UpdatePresetDropDown()
  if not ignoreUpdateMap then MDT:UpdateMap() end
  MDT:ZoomMapToDefault()
  --Colors the first pull in "Default" presets
  if db.currentPreset[db.currentDungeonIdx] == 1 then MDT:ColorPull() end
end

function MDT:DeletePreset(index)
  tremove(db.presets[db.currentDungeonIdx], index)
  db.currentPreset[db.currentDungeonIdx] = index - 1
  MDT:UpdatePresetDropDown()
  MDT:UpdateMap()
  MDT:ZoomMapToDefault()
end

MDT.zoneIdToDungeonIdx = {
  [934] = 15, --atal
  [935] = 15, --atal
  [936] = 16, --fh
  [1004] = 17, --kr
  [1039] = 18, --shrine
  [1040] = 18, --shrine
  [1162] = 19, --siege
  [1038] = 20, --temple
  [1043] = 20, --temple
  [1010] = 21, --motherlode
  [1041] = 22, --underrot
  [1042] = 22, --underrot
  [974] = 23, --toldagor
  [975] = 23, --toldagor
  [976] = 23, --toldagor
  [977] = 23, --toldagor
  [978] = 23, --toldagor
  [979] = 23, --toldagor
  [980] = 23, --toldagor
  [1015] = 24, --wcm
  [1016] = 24, --wcm
  [1017] = 24, --wcm
  [1018] = 24, --wcm
  [1029] = 24, --wcm
  [1490] = 25, --lower mecha
  [1491] = 26, --upper mecha
  [1493] = 26, --upper mecha
  [1494] = 26, --upper mecha
  [1497] = 26, --upper mecha
  [1663] = 30, --halls of atonement
  [1664] = 30, --halls of atonement
  [1665] = 30, --halls of atonement
  [1666] = 35, --necrotic wake
  [1667] = 35, --necrotic wake
  [1668] = 35, --necrotic wake
  [1669] = 31, --mists of tirna scithe
  [1674] = 32, --plaguefall
  [1675] = 33, --sanguine depths
  [1676] = 33, --sanguine depths
  [1677] = 29, --de other side
  [1678] = 29, --de other side
  [1679] = 29, --de other side
  [1680] = 29, --de other side
  [1683] = 36, --theater of pain
  [1684] = 36, --theater of pain
  [1685] = 36, --theater of pain
  [1686] = 36, --theater of pain
  [1687] = 36, --theater of pain
  [1692] = 34, --spires of ascension
  [1693] = 34, --spires of ascension
  [1694] = 34, --spires of ascension
  [1695] = 34, --spires of ascension
  [1697] = 32, --plaguefall
  [1989] = 37, --tazavesh streets
  [1990] = 37, --tazavesh streets
  [1991] = 37, --tazavesh streets
  [1992] = 37, --tazavesh streets
  [1993] = 38, --tazavesh gambit
  [1995] = 38, --tazavesh gambit
  [1996] = 38, --tazavesh gambit
  [606] = 40, --grimrail depot
  [607] = 40, --grimrail depot
  [608] = 40, --grimrail depot
  [609] = 40, --grimrail depot
  [595] = 41, --iron docks
  --https://wowpedia.fandom.com/wiki/UiMapID
}
local lastUpdatedDungeonIdx
function MDT:CheckCurrentZone(init)
  local zoneId = C_Map.GetBestMapForUnit("player")
  local dungeonIdx = MDT.zoneIdToDungeonIdx[zoneId]
  if dungeonIdx and (not lastUpdatedDungeonIdx or dungeonIdx ~= lastUpdatedDungeonIdx) then
    lastUpdatedDungeonIdx = dungeonIdx
    MDT:UpdateToDungeon(dungeonIdx, nil, init)
    local dropDown = self.main_frame.DungeonSelectionGroup and self.main_frame.DungeonSelectionGroup.DungeonDropdown
    if dropDown and (not dropDown.value) then
      MDT:FixDungeonDropDownList()
    end
  end
end

---Counts the number of presets of the current dungeon
function MDT:CountPresets()
  return #db.presets[db.currentDungeonIdx] - 2
end

---Deletes all presets from the current dungeon
function MDT:DeleteAllPresets()
  local countPresets = #db.presets[db.currentDungeonIdx] - 1
  for i = countPresets, 2, -1 do
    tremove(db.presets[db.currentDungeonIdx], i)
    db.currentPreset[db.currentDungeonIdx] = i - 1
  end
  MDT:UpdatePresetDropDown()
  MDT:UpdateMap()
end

function MDT:ClearPreset(preset, silent)
  if preset == self:GetCurrentPreset() then silent = false end
  table.wipe(preset.value.pulls)
  preset.value.currentPull = 1
  table.wipe(preset.value.riftOffsets)
  --MDT:DeleteAllPresetObjects()
  self:EnsureDBTables()
  if not silent then
    self:UpdateMap()
    self:ReloadPullButtons()
  end
  MDT:ColorPull()
end

function MDT:CreateNewPreset(name)
  if name == "<New Preset>" then
    MDT.main_frame.presetCreationLabel:SetText(string.format(L["Cannot create preset '%s'"], name))
    MDT.main_frame.presetCreationCreateButton:SetDisabled(true)
    MDT.main_frame.presetCreationCreateButton.text:SetTextColor(0.5, 0.5, 0.5)
    MDT.main_frame.presetCreationFrame:DoLayout()
    return
  end
  local duplicate = false
  local countPresets = 0
  for k, v in pairs(db.presets[db.currentDungeonIdx]) do
    countPresets = countPresets + 1
    if v.text == name then duplicate = true end
  end
  if duplicate == false then
    db.presets[db.currentDungeonIdx][countPresets + 1] = db.presets[db.currentDungeonIdx][countPresets] --put <New Preset> at the end of the list

    local startingPointPresetIdx = MDT.main_frame.PresetCreationDropDown:GetValue() - 1
    if startingPointPresetIdx > 0 then
      db.presets[db.currentDungeonIdx][countPresets] = MDT:CopyObject(db.presets[db.currentDungeonIdx][
        startingPointPresetIdx])
      db.presets[db.currentDungeonIdx][countPresets].text = name
      db.presets[db.currentDungeonIdx][countPresets].uid = nil
    else
      db.presets[db.currentDungeonIdx][countPresets] = { text = name, value = {} }
    end

    db.currentPreset[db.currentDungeonIdx] = countPresets
    MDT.main_frame.presetCreationFrame:Hide()
    MDT:UpdatePresetDropDown()
    MDT:UpdateMap()
    MDT:ZoomMapToDefault()
    MDT:SetPresetColorPaletteInfo()
    MDT:ColorAllPulls()
  else
    MDT.main_frame.presetCreationLabel:SetText(string.format(L["Preset '%s' already exists"], name))
    MDT.main_frame.presetCreationCreateButton:SetDisabled(true)
    MDT.main_frame.presetCreationCreateButton.text:SetTextColor(0.5, 0.5, 0.5)
    MDT.main_frame.presetCreationFrame:DoLayout()
  end
end

function MDT:SanitizePresetName(text)
  --check if name is valid, block button if so, unblock if valid
  if text == "<New Preset>" then
    return false
  else
    local duplicate = false
    local countPresets = 0
    for k, v in pairs(db.presets[db.currentDungeonIdx]) do
      countPresets = countPresets + 1
      if v.text == text then duplicate = true end
    end
    return not duplicate and text or false
  end
end

function MDT:MakeChatPresetImportFrame(frame)
  frame.chatPresetImportFrame = AceGUI:Create("Frame")
  local chatImport = frame.chatPresetImportFrame
  chatImport:SetTitle(L["Import Preset"])
  chatImport:SetWidth(400)
  chatImport:SetHeight(100)
  chatImport:EnableResize(false)
  chatImport:SetLayout("Flow")
  chatImport:SetCallback("OnClose", function(widget)
    MDT:UpdatePresetDropDown()
    if db.currentPreset[db.currentDungeonIdx] ~= 1 then
      MDT.main_frame.sidePanelDeleteButton:SetDisabled(false)
      MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(1, 0.8196, 0)
    end
  end)
  chatImport.defaultText = L["Import Preset"] .. ":\n"
  chatImport.importLabel = AceGUI:Create("Label")
  chatImport.importLabel:SetText(chatImport.defaultText)
  chatImport.importLabel:SetWidth(250)
  --chatImport.importLabel:SetColor(1,0,0)

  chatImport.importButton = AceGUI:Create("Button")
  local importButton = chatImport.importButton
  importButton:SetText(L["Import"])
  importButton:SetWidth(100)
  importButton:SetCallback("OnClick", function()
    local newPreset = chatImport.currentPreset
    if MDT:ValidateImportPreset(newPreset) then
      chatImport:Hide()
      MDT:ImportPreset(MDT:DeepCopy(newPreset))
    else
      print(L["MDT: Error importing preset"])
    end
  end)
  chatImport:AddChild(chatImport.importLabel)
  chatImport:AddChild(importButton)
  chatImport:Hide()

end

function MDT:OpenChatImportPresetDialog(sender, preset, live)
  MDT:HideAllDialogs()
  local chatImport = MDT.main_frame.chatPresetImportFrame
  chatImport:ClearAllPoints()
  chatImport:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  chatImport.currentPreset = preset
  local dungeon = MDT:GetDungeonName(preset.value.currentDungeonIdx)
  local name = preset.text
  chatImport:Show()
  chatImport.importLabel:SetText(chatImport.defaultText .. sender .. ": " .. dungeon .. " - " .. name)
  chatImport:SetTitle(L["Import Preset"])
  chatImport.importButton:SetText(L["Import"])
  chatImport.live = nil
  if live then
    chatImport.importLabel:SetText(string.format(L["Join Live Session"], "\n", sender, dungeon, name))
    chatImport:SetTitle(L["Live Session"])
    chatImport.importButton:SetText(L["Join"])
    chatImport.live = true
  end
end

function MDT:MakePresetImportFrame(frame)
  frame.presetImportFrame = AceGUI:Create("Frame")
  frame.presetImportFrame:SetTitle(L["Import Preset"])
  frame.presetImportFrame:SetWidth(400)
  frame.presetImportFrame:SetHeight(200)
  frame.presetImportFrame:EnableResize(false)
  frame.presetImportFrame:SetLayout("Flow")
  frame.presetImportFrame:SetCallback("OnClose", function(widget)
    MDT:UpdatePresetDropDown()
    if db.currentPreset[db.currentDungeonIdx] ~= 1 then
      MDT.main_frame.sidePanelDeleteButton:SetDisabled(false)
      MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(1, 0.8196, 0)
    end
  end)

  frame.presetImportLabel = AceGUI:Create("Label")
  frame.presetImportLabel:SetText(nil)
  frame.presetImportLabel:SetWidth(390)
  frame.presetImportLabel:SetColor(1, 0, 0)

  local importString = ""
  frame.presetImportBox = AceGUI:Create("EditBox")
  frame.presetImportBox:SetLabel(L["Import Preset"] .. ":")
  frame.presetImportBox:SetWidth(255)
  frame.presetImportBox:SetCallback("OnTextChanged", function(widget, event, text) importString = text end)
  frame.presetImportBox:DisableButton(true)
  frame.presetImportFrame:AddChild(frame.presetImportBox)

  local importButton = AceGUI:Create("Button")
  importButton:SetText(L["Import"])
  importButton:SetWidth(100)
  importButton:SetCallback("OnClick", function()
    local newPreset = MDT:StringToTable(importString, true)
    if MDT:ValidateImportPreset(newPreset) then
      MDT.main_frame.presetImportFrame:Hide()
      MDT:ImportPreset(newPreset)
      if db.colorPaletteInfo.forceColorBlindMode then
        MDT:ColorAllPulls()
      end

    else
      frame.presetImportLabel:SetText(L["Invalid import string"])
    end
  end)
  frame.presetImportFrame:AddChild(importButton)
  frame.presetImportFrame:AddChild(frame.presetImportLabel)
  frame.presetImportFrame:Hide()

end

function MDT:MakePresetCreationFrame(frame)
  frame.presetCreationFrame = AceGUI:Create("Frame")
  frame.presetCreationFrame:SetTitle(L["New Preset"])
  frame.presetCreationFrame:SetWidth(400)
  frame.presetCreationFrame:SetHeight(200)
  frame.presetCreationFrame:EnableResize(false)
  --frame.presetCreationFrame:SetCallback("OnClose", function(widget) AceGUI:Release(widget) end)
  frame.presetCreationFrame:SetLayout("Flow")
  frame.presetCreationFrame:SetCallback("OnClose", function(widget)
    MDT:UpdatePresetDropDown()
    if db.currentPreset[db.currentDungeonIdx] ~= 1 then
      MDT.main_frame.sidePanelDeleteButton:SetDisabled(false)
      MDT.main_frame.sidePanelDeleteButton.text:SetTextColor(1, 0.8196, 0)
    end
  end)


  frame.PresetCreationEditbox = AceGUI:Create("EditBox")
  frame.PresetCreationEditbox:SetLabel(L["Preset Name"] .. ":")
  frame.PresetCreationEditbox:SetWidth(255)
  frame.PresetCreationEditbox:SetCallback("OnEnterPressed", function(widget, event, text)
    --check if name is valid, block button if so, unblock if valid
    if MDT:SanitizePresetName(text) then
      frame.presetCreationLabel:SetText(nil)
      frame.presetCreationCreateButton:SetDisabled(false)
      frame.presetCreationCreateButton.text:SetTextColor(1, 0.8196, 0)
    else
      frame.presetCreationLabel:SetText(string.format(L["Cannot create preset '%s'"], text))
      frame.presetCreationCreateButton:SetDisabled(true)
      frame.presetCreationCreateButton.text:SetTextColor(0.5, 0.5, 0.5)
    end
    frame.presetCreationFrame:DoLayout()
  end)
  frame.presetCreationFrame:AddChild(frame.PresetCreationEditbox)

  frame.presetCreationCreateButton = AceGUI:Create("Button")
  frame.presetCreationCreateButton:SetText(L["Create"])
  frame.presetCreationCreateButton:SetWidth(100)
  frame.presetCreationCreateButton:SetCallback("OnClick", function()
    local name = frame.PresetCreationEditbox:GetText()
    MDT:CreateNewPreset(name)
  end)
  frame.presetCreationFrame:AddChild(frame.presetCreationCreateButton)

  frame.presetCreationLabel = AceGUI:Create("Label")
  frame.presetCreationLabel:SetText(nil)
  frame.presetCreationLabel:SetWidth(390)
  frame.presetCreationLabel:SetColor(1, 0, 0)
  frame.presetCreationFrame:AddChild(frame.presetCreationLabel)


  frame.PresetCreationDropDown = AceGUI:Create("Dropdown")
  frame.PresetCreationDropDown:SetLabel(L["Use as a starting point:"])
  frame.PresetCreationDropDown.text:SetJustifyH("LEFT")
  frame.presetCreationFrame:AddChild(frame.PresetCreationDropDown)

  frame.presetCreationFrame:Hide()
end

function MDT:ValidateImportPreset(preset)
  if type(preset) ~= "table" then return false end
  if not preset.text then return false end
  if not preset.value then return false end
  if type(preset.text) ~= "string" then return false end
  if type(preset.value) ~= "table" then return false end
  if not preset.value.currentDungeonIdx then return false end
  if not preset.value.currentPull then return false end
  if not preset.value.currentSublevel then return false end
  if not preset.value.pulls then return false end
  if type(preset.value.pulls) ~= "table" then return false end
  return true
end

function MDT:ImportPreset(preset, fromLiveSession)
  --change dungeon to dungeon of the new preset
  self:UpdateToDungeon(preset.value.currentDungeonIdx, true)
  --search for uid
  local updateIndex
  local duplicatePreset
  for k, v in pairs(db.presets[db.currentDungeonIdx]) do
    if v.uid and v.uid == preset.uid then
      updateIndex = k
      duplicatePreset = v
      break
    end
  end

  local updateCallback = function()
    if self.main_frame.ConfirmationFrame then
      self.main_frame.ConfirmationFrame:SetCallback("OnClose", function() end)
    end
    db.presets[db.currentDungeonIdx][updateIndex] = preset
    db.currentPreset[db.currentDungeonIdx] = updateIndex
    self.liveUpdateFrameOpen = nil
    self:UpdatePresetDropDown()
    self:UpdateMap()
    if fromLiveSession then
      self.main_frame.SendingStatusBar:Hide()
      if self.main_frame.LoadingSpinner then
        self.main_frame.LoadingSpinner:Hide()
        self.main_frame.LoadingSpinner.Anim:Stop()
      end
    end
  end
  local copyCallback = function()
    if self.main_frame.ConfirmationFrame then
      self.main_frame.ConfirmationFrame:SetCallback("OnClose", function() end)
    end
    local name = preset.text
    local num = 2
    for k, v in pairs(db.presets[db.currentDungeonIdx]) do
      if name == v.text then
        name = preset.text .. " " .. num
        num = num + 1
      end
    end
    preset.text = name
    if fromLiveSession then
      if duplicatePreset then duplicatePreset.uid = nil end
    else
      preset.uid = nil
    end
    local countPresets = 0
    for k, v in pairs(db.presets[db.currentDungeonIdx]) do
      countPresets = countPresets + 1
    end
    db.presets[db.currentDungeonIdx][countPresets + 1] = db.presets[db.currentDungeonIdx][countPresets] --put <New Preset> at the end of the list
    db.presets[db.currentDungeonIdx][countPresets] = preset
    db.currentPreset[db.currentDungeonIdx] = countPresets
    self.liveUpdateFrameOpen = nil
    self:UpdatePresetDropDown()
    self:UpdateMap()
    if fromLiveSession then
      self.main_frame.SendingStatusBar:Hide()
      if self.main_frame.LoadingSpinner then
        self.main_frame.LoadingSpinner:Hide()
        self.main_frame.LoadingSpinner.Anim:Stop()
      end
    end
  end
  local closeCallback = function()
    self.liveUpdateFrameOpen = nil
    self:LiveSession_Disable()
    self.main_frame.ConfirmationFrame:SetCallback("OnClose", function() end)
    if fromLiveSession then
      self.main_frame.SendingStatusBar:Hide()
      if self.main_frame.LoadingSpinner then
        self.main_frame.LoadingSpinner:Hide()
        self.main_frame.LoadingSpinner.Anim:Stop()
      end
    end
  end

  --open dialog to ask for replacing
  if updateIndex then
    local prompt = string.format(L["Earlier Version"], duplicatePreset.text, "\n", "\n", "\n", "\n")
    self:OpenConfirmationFrame(450, 150, L["Import Preset"], L["Update"], prompt, updateCallback, L["Copy"], copyCallback)
    if fromLiveSession then
      self.liveUpdateFrameOpen = true
      self.main_frame.ConfirmationFrame:SetCallback("OnClose", function() closeCallback() end)
    end
  else
    copyCallback()
  end
end

---Stores r g b values for coloring pulls with MDT:ColorPull()
local colorPaletteValues = {
  [1] = { --Rainbow values
    [1] = { [1] = 0.2446, [2] = 1, [3] = 0.2446 },
    [2] = { [1] = 0.2446, [2] = 1, [3] = 0.6223 },
    [3] = { [1] = 0.2446, [2] = 1, [3] = 1 },
    [4] = { [1] = 0.2446, [2] = 0.6223, [3] = 1 },
    [5] = { [1] = 0.2446, [2] = 0.2446, [3] = 1 },
    [6] = { [1] = 0.6223, [2] = 0.6223, [3] = 1 },
    [7] = { [1] = 1, [2] = 0.2446, [3] = 1 },
    [8] = { [1] = 1, [2] = 0.2446, [3] = 0.6223 },
    [9] = { [1] = 1, [2] = 0.2446, [3] = 0.2446 },
    [10] = { [1] = 1, [2] = 0.60971, [3] = 0.2446 },
    [11] = { [1] = 1, [2] = 0.98741, [3] = 0.2446 },
    [12] = { [1] = 0.63489, [2] = 1, [3] = 0.2446 },
    --[13] = {[1]=1, [2]=0.2446, [3]=0.54676},
    --[14] = {[1]=1, [2]=0.2446, [3]=0.32014},
    --[15] = {[1]=1, [2]=0.38309, [3]=0.2446},
    --[16] = {[1]=1, [2]=0.60971, [3]=0.2446},
    --[17] = {[1]=1, [2]=0.83633, [3]=0.2446},
    --[18] = {[1]=0.93705, [2]=1, [3]=0.2446},
    --[19] = {[1]=0.71043, [2]=1, [3]=0.2446},
    --[20] = {[1]=0.48381, [2]=1, [3]=0.2446},
  },
  [2] = { --Black and Yellow values
    [1] = { [1] = 0.4, [2] = 0.4, [3] = 0.4 },
    [2] = { [1] = 1, [2] = 1, [3] = 0.0 },
  },
  [3] = { --Red, Green and Blue values
    [1] = { [1] = 0.85882, [2] = 0.058824, [3] = 0.15294 },
    [2] = { [1] = 0.49804, [2] = 1.0, [3] = 0.0 },
    [3] = { [1] = 0.0, [2] = 0.50196, [3] = 1.0 },
  },
  [4] = { --High Contrast values
    [1] = { [1] = 1, [2] = 0.2446, [3] = 1 },
    [2] = { [1] = 0.2446, [2] = 1, [3] = 0.6223 },
    [3] = { [1] = 1, [2] = 0.2446, [3] = 0.2446 },
    [4] = { [1] = 0.2446, [2] = 0.6223, [3] = 1 },
    [5] = { [1] = 1, [2] = 0.98741, [3] = 0.2446 },
    [6] = { [1] = 0.2446, [2] = 1, [3] = 0.2446 },
    [7] = { [1] = 1, [2] = 0.2446, [3] = 0.6223 },
    [8] = { [1] = 0.2446, [2] = 1, [3] = 1 },
    [9] = { [1] = 1, [2] = 0.60971, [3] = 0.2446 },
    [10] = { [1] = 0.2446, [2] = 0.2446, [3] = 1 },
    [11] = { [1] = 0.63489, [2] = 1, [3] = 0.2446 },
  },
  [5] = { --Color Blind Friendly values (Based on IBM's color library "Color blind safe"
    [1] = { [1] = 0.39215686274509803, [2] = 0.5607843137254902, [3] = 1.0 },
    --[2] = {[1]=0.47058823529411764, [2]=0.3686274509803922, [3]=0.9411764705882353},
    [2] = { [1] = 0.8627450980392157, [2] = 0.14901960784313725, [3] = 0.4980392156862745 },
    [3] = { [1] = 0.996078431372549, [2] = 0.3803921568627451, [3] = 0.0 },
    [4] = { [1] = 1.0, [2] = 0.6901960784313725, [3] = 0.0 },
  },

}

---Dropdown menu items for color settings frame
local colorPaletteNames = {
  [1] = L["Rainbow"],
  [2] = L["Black and Yellow"],
  [3] = L["Red, Green and Blue"],
  [4] = L["High Contrast"],
  [5] = L["Color Blind Friendly"],
  [6] = L["Custom"],
}

---Saves currently selected automatic coloring settings to the current
---This can be achieved easier, but it will increase the export text length significantly for non custom palettes.
function MDT:SetPresetColorPaletteInfo()
  local preset = MDT:GetCurrentPreset()
  preset.colorPaletteInfo = {}
  preset.colorPaletteInfo.autoColoring = db.colorPaletteInfo.autoColoring
  if preset.colorPaletteInfo.autoColoring then
    preset.colorPaletteInfo.colorPaletteIdx = db.colorPaletteInfo.colorPaletteIdx
    if preset.colorPaletteInfo.colorPaletteIdx == 6 then
      preset.colorPaletteInfo.customPaletteValues = db.colorPaletteInfo.customPaletteValues
      preset.colorPaletteInfo.numberCustomColors = db.colorPaletteInfo.numberCustomColors
    end
  end
  --Code below works, but in most cases it saves more data to the preset and thereby significantly increases the export string length
  --MDT:GetCurrentPreset().colorPaletteInfo = db.colorPaletteInfo
end

function MDT:GetPresetColorPaletteInfo(preset)
  preset = preset or MDT:GetCurrentPreset()
  if not preset.colorPaletteInfo then
    MDT:SetPresetColorPaletteInfo()
  end
  return preset.colorPaletteInfo
end

---Function executes full coloring of a pull and it's blips
function MDT:ColorPull(colorValues, pullIdx, preset, bypass, exportColorBlind) -- bypass can be passed as true to color even when automatic coloring is toggled off
  local colorPaletteInfo = MDT:GetPresetColorPaletteInfo(preset)
  local pullIdx = pullIdx or MDT:GetCurrentPull()
  if (pullIdx) then
    local colorValues
    local numberColors
    local r, g, b
    if colorPaletteInfo.autoColoring or bypass == true then
      --Force color blind mode locally, will not alter the color values saved to a preset
      if db.colorPaletteInfo.forceColorBlindMode == true and not exportColorBlind then
        --Local color blind mode, will not alter the colorPaletteInfo saved to a preset
        colorValues = colorValues or colorPaletteValues[colorValues] or colorPaletteValues[5]
        numberColors = #colorValues
      else
        --Regular coloring
        colorValues = colorValues or colorPaletteValues[colorValues] or
            colorPaletteInfo.colorPaletteIdx == 6 and colorPaletteInfo.customPaletteValues or
            colorPaletteValues[colorPaletteInfo.colorPaletteIdx]
        numberColors = colorPaletteInfo.colorPaletteIdx == 6 and colorPaletteInfo.numberCustomColors or #colorValues -- tables must start from 1 and have no blank rows
      end
      local colorIdx = (pullIdx - 1) % numberColors + 1
      r, g, b = colorValues[colorIdx][1], colorValues[colorIdx][2], colorValues[colorIdx][3]

      MDT:DungeonEnemies_SetPullColor(pullIdx, r, g, b)
      MDT:UpdatePullButtonColor(pullIdx, r, g, b)
      MDT:DungeonEnemies_UpdateBlipColors(pullIdx, r, g, b)
    end
  end
end

---Loops over all pulls in a preset and colors them
function MDT:ColorAllPulls(colorValues, startFrom, bypass, exportColorBlind)
  local preset = self:GetCurrentPreset()
  local startFrom = startFrom or 0
  for pullIdx, _ in pairs(preset.value.pulls) do
    if pullIdx >= startFrom then
      MDT:ColorPull(colorValues, pullIdx, preset, bypass, exportColorBlind)
    end
  end
end

---creates frame housing settings for user customized color palette
function MDT:MakeCustomColorFrame(frame)
  --Base frame for custom palette setup
  frame.CustomColorFrame = AceGUI:Create("Frame")
  frame.CustomColorFrame:SetTitle(L["Custom Color Palette"])
  frame.CustomColorFrame:SetWidth(290)
  frame.CustomColorFrame:SetHeight(220)
  frame.CustomColorFrame:EnableResize(false)
  frame.CustomColorFrame:SetLayout("Flow")
  frame:AddChild(frame.CustomColorFrame)

  --Slider to adjust number of different colors and remake the frame OnMouseUp
  frame.CustomColorFrame.ColorSlider = AceGUI:Create("Slider")
  frame.CustomColorFrame.ColorSlider:SetSliderValues(2, 20, 1)
  frame.CustomColorFrame.ColorSlider:SetValue(db.colorPaletteInfo.numberCustomColors)
  frame.CustomColorFrame.ColorSlider:SetLabel(L["Choose number of colors"])
  frame.CustomColorFrame.ColorSlider:SetRelativeWidth(1)
  frame.CustomColorFrame.ColorSlider:SetCallback("OnMouseUp", function(event, callbackName, value)
    if value > 20 then
      db.colorPaletteInfo.numberCustomColors = 20
    elseif value < 2 then
      db.colorPaletteInfo.numberCustomColors = 2
    else
      db.colorPaletteInfo.numberCustomColors = value
    end
    MDT:SetPresetColorPaletteInfo()
    MDT:ColorAllPulls()
    MDT:DrawAllHulls()
    frame.CustomColorFrame:ReleaseChildren()
    frame.CustomColorFrame:Release()
    MDT:MakeCustomColorFrame(frame)
    MDT:OpenCustomColorsDialog()
  end)
  frame.CustomColorFrame:AddChild(frame.CustomColorFrame.ColorSlider)

  --Loop to create as many colorpickers as requested limited by db.colorPaletteInfo.numberCustomColors
  local ColorPicker = {}
  for i = 1, db.colorPaletteInfo.numberCustomColors do
    ColorPicker[i] = AceGUI:Create("ColorPicker")
    if db.colorPaletteInfo.customPaletteValues[i] then
      ColorPicker[i]:SetColor(db.colorPaletteInfo.customPaletteValues[i][1],
        db.colorPaletteInfo.customPaletteValues[i][2], db.colorPaletteInfo.customPaletteValues[i][3])
    else
      db.colorPaletteInfo.customPaletteValues[i] = { 1, 1, 1 }
      ColorPicker[i]:SetColor(db.colorPaletteInfo.customPaletteValues[i][1],
        db.colorPaletteInfo.customPaletteValues[i][2], db.colorPaletteInfo.customPaletteValues[i][3])
    end
    ColorPicker[i]:SetLabel(" " .. i)
    ColorPicker[i]:SetRelativeWidth(0.25)
    ColorPicker[i]:SetHeight(15)
    ColorPicker[i]:SetCallback("OnValueConfirmed", function(widget, event, r, g, b)
      db.colorPaletteInfo.customPaletteValues[i] = { r, g, b }
      MDT:SetPresetColorPaletteInfo()
      MDT:ColorAllPulls()
      MDT:DrawAllHulls()
    end)
    frame.CustomColorFrame:AddChild(ColorPicker[i])
  end
  frame.CustomColorFrame:Hide()
end

function MDT:MakeSettingsFrame(frame)
  frame.settingsFrame = AceGUI:Create("Frame")
  frame.settingsFrame:SetTitle(L["Settings"])
  frame.settingsFrame:SetWidth(240)
  frame.settingsFrame:SetHeight(220)
  frame.settingsFrame:EnableResize(false)
  frame.settingsFrame:SetLayout("Flow")

  frame.minimapCheckbox = AceGUI:Create("CheckBox")
  frame.minimapCheckbox:SetLabel(L["Enable Minimap Button"])
  frame.minimapCheckbox:SetValue(not db.minimap.hide)
  frame.minimapCheckbox:SetCallback("OnValueChanged", function(widget, callbackName, value)
    db.minimap.hide = not value
    if not db.minimap.hide then
      minimapIcon:Show("MythicDungeonTools")
    else
      minimapIcon:Hide("MythicDungeonTools")
    end
  end)
  frame.settingsFrame:AddChild(frame.minimapCheckbox)

  frame.AutomaticColorsCheck = AceGUI:Create("CheckBox")
  frame.AutomaticColorsCheck:SetLabel(L["Automatically color pulls"])
  frame.AutomaticColorsCheck:SetValue(db.colorPaletteInfo.autoColoring)
  frame.AutomaticColorsCheck:SetCallback("OnValueChanged", function(widget, callbackName, value)
    db.colorPaletteInfo.autoColoring = value
    MDT:SetPresetColorPaletteInfo()
    frame.AutomaticColorsCheckSidePanel:SetValue(db.colorPaletteInfo.autoColoring)
    if value == true then
      frame.toggleForceColorBlindMode:SetDisabled(false)
      MDT:ColorAllPulls()
      MDT:DrawAllHulls()
      MDT.main_frame.settingsCogwheel:SetImage("Interface\\AddOns\\MythicDungeonTools\\Textures\\helpIconRnbw")
    else
      frame.toggleForceColorBlindMode:SetDisabled(true)
      MDT.main_frame.settingsCogwheel:SetImage("Interface\\AddOns\\MythicDungeonTools\\Textures\\helpIconGrey")
    end
  end)
  frame.settingsFrame:AddChild(frame.AutomaticColorsCheck)

  --Toggle local color blind mode
  frame.toggleForceColorBlindMode = AceGUI:Create("CheckBox")
  frame.toggleForceColorBlindMode:SetLabel(L["Local color blind mode"])
  frame.toggleForceColorBlindMode:SetValue(db.colorPaletteInfo.forceColorBlindMode)
  frame.toggleForceColorBlindMode:SetCallback("OnValueChanged", function(widget, callbackName, value)
    db.colorPaletteInfo.forceColorBlindMode = value
    MDT:SetPresetColorPaletteInfo()
    MDT:ColorAllPulls()
    MDT:DrawAllHulls()
  end)
  frame.settingsFrame:AddChild(frame.toggleForceColorBlindMode)

  frame.PaletteSelectDropdown = AceGUI:Create("Dropdown")
  frame.PaletteSelectDropdown:SetList(colorPaletteNames)
  frame.PaletteSelectDropdown:SetLabel(L["Choose preferred color palette"])
  frame.PaletteSelectDropdown:SetValue(db.colorPaletteInfo.colorPaletteIdx)
  frame.PaletteSelectDropdown:SetCallback("OnValueChanged", function(widget, callbackName, value)
    if value == 6 then
      db.colorPaletteInfo.colorPaletteIdx = value
      MDT:OpenCustomColorsDialog()
    else
      MDT.main_frame.settingsFrame.CustomColorFrame:Hide()
      db.colorPaletteInfo.colorPaletteIdx = value
    end
    MDT:SetPresetColorPaletteInfo()
    MDT:ColorAllPulls()
    MDT:DrawAllHulls()
  end)
  frame.settingsFrame:AddChild(frame.PaletteSelectDropdown)

  -- The reason this button exists is to allow altering colorPaletteInfo of an imported preset
  -- Without the need to untoggle/toggle or swap back and forth in the PaletteSelectDropdown
  frame.button = AceGUI:Create("Button")
  frame.button:SetText(L["Apply to preset"])
  frame.button:SetCallback("OnClick", function(widget, callbackName)
    if not db.colorPaletteInfo.autoColoring then
      db.colorPaletteInfo.autoColoring = true
      frame.AutomaticColorsCheck:SetValue(db.colorPaletteInfo.autoColoring)
      frame.AutomaticColorsCheckSidePanel:SetValue(db.colorPaletteInfo.autoColoring)
      MDT.main_frame.settingsCogwheel:SetImage("Interface\\AddOns\\MythicDungeonTools\\Textures\\helpIconRnbw")
      frame.toggleForceColorBlindMode:SetDisabled(false)
    end
    MDT:SetPresetColorPaletteInfo()
    MDT:ColorAllPulls()
    MDT:DrawAllHulls()
  end)
  frame.settingsFrame:AddChild(frame.button)

  frame.settingsFrame:Hide()
end

function MDT:MakePullSelectionButtons(frame)
  frame.PullButtonScrollGroup = AceGUI:Create("SimpleGroup")
  frame.PullButtonScrollGroup:SetWidth(248)
  frame.PullButtonScrollGroup:SetHeight(410)
  frame.PullButtonScrollGroup:SetPoint("TOPLEFT", frame.WidgetGroup.frame, "BOTTOMLEFT", -4, -32)
  frame.PullButtonScrollGroup:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 30)
  frame.PullButtonScrollGroup:SetLayout("Fill")
  frame.PullButtonScrollGroup.frame:SetFrameStrata(mainFrameStrata)
  if not frame.PullButtonScrollGroup.frame.SetBackdrop then
    Mixin(frame.PullButtonScrollGroup.frame, BackdropTemplateMixin)
  end
  frame.PullButtonScrollGroup.frame:SetBackdropColor(1, 1, 1, 0)
  frame.PullButtonScrollGroup.frame:Hide()

  self:FixAceGUIShowHide(frame.PullButtonScrollGroup)

  frame.pullButtonsScrollFrame = AceGUI:Create("ScrollFrame")
  frame.pullButtonsScrollFrame:SetLayout("Flow")

  frame.PullButtonScrollGroup:AddChild(frame.pullButtonsScrollFrame)

  frame.newPullButtons = {}
  --rightclick context menu
  frame.optionsDropDown = CreateFrame("frame", "MDTPullButtonsOptionsDropDown", nil, "UIDropDownMenuTemplate")
end

function MDT:PresetsAddPull(index, data, preset)
  preset = preset or self:GetCurrentPreset()
  if not data then data = {} end
  if index then
    tinsert(preset.value.pulls, index, data)
  else
    tinsert(preset.value.pulls, data)
  end
  self:EnsureDBTables()
end

---Merges a list of pulls and inserts them at a specified destination.
---
---@param pulls table List of all pull indices, that shall be merged (and deleted). If pulls
---                   is a number, then the pull list is automatically generated from pulls
---                   and destination.
---@param destination number The pull index, where the merged pull shall be inserted.
---
---@author Dradux
function MDT:PresetsMergePulls(pulls, destination)
  if type(pulls) == "number" then
    pulls = { pulls, destination }
  end

  if not destination then
    destination = pulls[#pulls]
  end

  local count_if = self.U.count_if

  local newPull = {}
  local removed_pulls = {}

  for _, pullIdx in ipairs(pulls) do
    local offset = count_if(removed_pulls, function(entry)
      return entry < pullIdx
    end)

    local index = pullIdx - offset
    local pull = self:GetCurrentPreset().value.pulls[index]

    for enemyIdx, clones in pairs(pull) do
      if string.match(enemyIdx, "^%d+$") then
        -- it's really an enemy index
        if tonumber(enemyIdx) then
          if not newPull[enemyIdx] then
            newPull[enemyIdx] = clones
          else
            for k, v in pairs(clones) do
              if newPull[enemyIdx][k] ~= nil then
                local newIndex = #newPull[enemyIdx] + 1
                newPull[enemyIdx][newIndex] = v
              else
                newPull[enemyIdx][k] = v
              end

            end
          end
        end
      else
        -- it's another pull option like color
        local optionName = enemyIdx
        local optionValue = clones
        newPull[optionName] = optionValue
      end
    end

    self:PresetsDeletePull(index)
    tinsert(removed_pulls, pullIdx)
  end

  local offset = count_if(removed_pulls, function(entry)
    return entry < destination
  end)

  local index = destination - offset
  self:PresetsAddPull(index, newPull)
  return index
end

function MDT:PresetsDeletePull(p, preset)
  preset = preset or self:GetCurrentPreset()
  if p == preset.value.currentPull then
    preset.value.currentPull = math.max(p - 1, 1)
  end
  tremove(preset.value.pulls, p)
end

function MDT:GetPulls(preset)
  preset = preset or self:GetCurrentPreset()
  return preset.value.pulls
end

function MDT:GetPullsNum(preset)
  preset = preset or self:GetCurrentPreset()
  return table.getn(preset.value.pulls)
end

function MDT:CopyObject(obj, seen)
  if type(obj) ~= 'table' then return obj end
  if seen and seen[obj] then return seen[obj] end
  local s = seen or {}
  local res = setmetatable({}, getmetatable(obj))
  s[obj] = res
  for k, v in pairs(obj) do res[self:CopyObject(k, s)] = self:CopyObject(v, s) end
  return res
end

function MDT:PresetsSwapPulls(p1, p2)
  local p1copy = self:CopyObject(self:GetCurrentPreset().value.pulls[p1])
  local p2copy = self:CopyObject(self:GetCurrentPreset().value.pulls[p2])
  self:GetCurrentPreset().value.pulls[p1] = p2copy
  self:GetCurrentPreset().value.pulls[p2] = p1copy
end

function MDT:SetMapSublevel(pull)
  --set map sublevel
  local shouldResetZoom = false
  local lastSubLevel
  for enemyIdx, clones in pairs(db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls[
    pull]) do
    if tonumber(enemyIdx) then
      for idx, cloneIdx in pairs(clones) do
        if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["clones"][cloneIdx] then
          lastSubLevel = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["clones"][cloneIdx].sublevel
        end
      end
    end
  end
  if lastSubLevel then
    shouldResetZoom = db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel ~=
        lastSubLevel
    db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.currentSublevel = lastSubLevel
    if shouldResetZoom then
      MDT:UpdateMap(true, true, true)
    end
  end

  MDT:UpdateDungeonDropDown()
  if shouldResetZoom then MDT:ZoomMapToDefault() end
end

function MDT:SetSelectionToPull(pull,ignoreHulls)
  --if pull is not specified set pull to last pull in preset (for adding new pulls)
  if not pull then
    local count = 0
    for k, v in pairs(MDT:GetCurrentPreset().value.pulls) do
      count = count + 1
    end
    pull = count
  end

  --SaveCurrentPresetPull
  if type(pull) == "number" and pull > 0 then
    MDT:GetCurrentPreset().value.currentPull = pull
    MDT:GetCurrentPreset().value.selection = { pull }
    MDT:PickPullButton(pull)

    MDT:DungeonEnemies_UpdateSelected(pull, nil, ignoreHulls)
  elseif type(pull) == "table" then
    MDT:GetCurrentPreset().value.currentPull = pull[#pull]
    MDT:GetCurrentPreset().value.selection = pull

    MDT:ClearPullButtonPicks()
    for _, pullIdx in ipairs(MDT:GetSelection()) do
      MDT:PickPullButton(pullIdx, true)
      MDT:DungeonEnemies_UpdateSelected(pullIdx, nil, ignoreHulls)
    end
  end
end

---Updates the portraits display of a button to show which and how many npcs are selected
function MDT:UpdatePullButtonNPCData(idx)
  if db.devMode then return end
  local preset = MDT:GetCurrentPreset()
  local frame = MDT.main_frame.sidePanel
  local enemyTable = {}
  if preset.value.pulls[idx] then
    local enemyTableIdx = 0
    for enemyIdx, clones in pairs(preset.value.pulls[idx]) do
      if tonumber(enemyIdx) then
        --check if enemy exists, remove if not
        if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx] then
          local incremented = false
          local npcId = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["id"]
          local name = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["name"]
          local creatureType = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["creatureType"]
          local level = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["level"]
          local baseHealth = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["health"]
          for k, cloneIdx in pairs(clones) do
            --check if clone exists, remove if not
            if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["clones"][cloneIdx] then
              if self:IsCloneIncluded(enemyIdx, cloneIdx) then
                if not incremented then enemyTableIdx = enemyTableIdx + 1
                  incremented = true
                end
                if not enemyTable[enemyTableIdx] then enemyTable[enemyTableIdx] = {} end
                enemyTable[enemyTableIdx].quantity = enemyTable[enemyTableIdx].quantity or 0
                enemyTable[enemyTableIdx].npcId = npcId
                enemyTable[enemyTableIdx].count = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["count"]
                enemyTable[enemyTableIdx].teemingCount = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx][
                    "teemingCount"]
                enemyTable[enemyTableIdx].displayId = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["displayId"]
                enemyTable[enemyTableIdx].quantity = enemyTable[enemyTableIdx].quantity + 1
                enemyTable[enemyTableIdx].name = name
                enemyTable[enemyTableIdx].level = level
                enemyTable[enemyTableIdx].creatureType = creatureType
                enemyTable[enemyTableIdx].baseHealth = baseHealth
                enemyTable[enemyTableIdx].ignoreFortified = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx][
                    "ignoreFortified"]
                enemyTable[enemyTableIdx].isBoss = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx][
                    "isBoss"]
              end
            end
          end
        end
      end
    end
  end
  frame.newPullButtons[idx]:SetNPCData(enemyTable)

  --display reaping icon
  local pullForces = MDT:CountForces(idx, false)
  local totalForcesMax = MDT:IsCurrentPresetTeeming() and MDT.dungeonTotalCount[db.currentDungeonIdx].teeming or
      MDT.dungeonTotalCount[db.currentDungeonIdx].normal
  local currentPercent = pullForces / totalForcesMax
  local oldPullForces
  if idx == 1 then
    oldPullForces = 0
  else
    oldPullForces = MDT:CountForces(idx - 1, false)
  end
  local oldPercent = oldPullForces / totalForcesMax
  frame.newPullButtons[idx]:ShowReapingIcon(false, currentPercent, oldPercent)
  --prideful icon
  if (math.floor(currentPercent / 0.2) > math.floor(oldPercent / 0.2)) and oldPercent < 1 and db.currentSeason == 5 then
    frame.newPullButtons[idx]:ShowPridefulIcon(true, currentPercent, oldPercent)
  else
    frame.newPullButtons[idx]:ShowPridefulIcon(false, currentPercent, oldPercent)
  end
  --shrouded icon
  --count amount of shrouded in this pull
  local shroudedCount = 0
  if preset.value.pulls[idx] then
    for enemyIdx, clones in pairs(preset.value.pulls[idx]) do
      if tonumber(enemyIdx) then
        if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx] then
          for k, cloneIdx in pairs(clones) do
            local cloneData = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["clones"][cloneIdx]
            if cloneData and cloneData.shrouded then
              -- count zul'gamux as 3
              if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx].id == 190128 then
                shroudedCount = shroudedCount + 3
              else
                shroudedCount = shroudedCount + 1
              end
            end
          end
        end
      end
    end
  end
  if shroudedCount > 0 then
    -- count amount of shrouded in all previous pulls
    local shroudedCountAllPrevious = 1 -- get one buff stack for free
    for i = 1, idx - 1 do
      if preset.value.pulls[i] then
        for enemyIdx, clones in pairs(preset.value.pulls[i]) do
          if tonumber(enemyIdx) then
            if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx] then
              for k, cloneIdx in pairs(clones) do
                local cloneData = MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx]["clones"][cloneIdx]
                if cloneData and cloneData.shrouded then
                  -- count zul'gamux as 3
                  if MDT.dungeonEnemies[db.currentDungeonIdx][enemyIdx].id == 190128 then
                    shroudedCountAllPrevious = shroudedCountAllPrevious + 3
                  else
                    shroudedCountAllPrevious = shroudedCountAllPrevious + 1
                  end
                end
              end
            end
          end
        end
      end
    end
    frame.newPullButtons[idx]:ShowShroudedIcon(true, shroudedCountAllPrevious + shroudedCount)
  else
    frame.newPullButtons[idx]:ShowShroudedIcon(false)
  end

  --count per health
  if pullForces > 0 then
    frame.newPullButtons[idx]:ShowCountPerHealth(true, pullForces, totalForcesMax)
  else
    frame.newPullButtons[idx]:ShowCountPerHealth(true, pullForces, totalForcesMax)
  end
end

---Reloads all pull buttons in the scroll frame
function MDT:ReloadPullButtons()
  local frame = MDT.main_frame.sidePanel
  if not frame.pullButtonsScrollFrame then return end
  local preset = db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]]
  --store scroll value
  local oldScrollValue = frame.pullButtonsScrollFrame.localstatus.scrollvalue
  --first release all children of the scroll frame
  frame.pullButtonsScrollFrame:ReleaseChildren()
  local maxPulls = 0
  for k, v in pairs(preset.value.pulls) do
    maxPulls = maxPulls + 1
  end
  --add new children to the scrollFrame, the frames are from the widget pool so no memory is wasted
  local idx = 0
  for k, pull in ipairs(preset.value.pulls) do
    idx = idx + 1
    frame.newPullButtons[idx] = AceGUI:Create("MDTPullButton")
    frame.newPullButtons[idx]:SetMaxPulls(maxPulls)
    frame.newPullButtons[idx]:SetIndex(idx)
    MDT:UpdatePullButtonNPCData(idx)
    frame.newPullButtons[idx]:Initialize()
    frame.newPullButtons[idx]:Enable()
    frame.pullButtonsScrollFrame:AddChild(frame.newPullButtons[idx])
  end
  --add the "new pull" button
  frame.newPullButton = AceGUI:Create("MDTNewPullButton")
  frame.newPullButton:Initialize()
  frame.newPullButton:Enable()
  frame.pullButtonsScrollFrame:AddChild(frame.newPullButton)
  --set the scroll value back to the old value
  frame.pullButtonsScrollFrame.scrollframe.obj:SetScroll(oldScrollValue)
  frame.pullButtonsScrollFrame.scrollframe.obj:FixScroll()
  if self:GetCurrentPreset().value.currentPull then
    self:PickPullButton(self:GetCurrentPreset().value.currentPull)
  end
end

---Deselects all pull buttons
function MDT:ClearPullButtonPicks()
  local frame = MDT.main_frame.sidePanel
  for k, v in pairs(frame.newPullButtons) do
    v:ClearPick()
  end
end

---Selects the current pull button and deselects all other buttons
function MDT:PickPullButton(idx, keepPicked)
  if db.devMode then return end

  if not keepPicked then
    MDT:ClearPullButtonPicks()
  end
  local frame = MDT.main_frame.sidePanel
  frame.newPullButtons[idx]:Pick()
end

---Creates a new pull in the current preset and calls ReloadPullButtons to reflect the change in the scrollframe
function MDT:AddPull(index)
  MDT:PresetsAddPull(index)
  MDT:ReloadPullButtons()
  MDT:SetSelectionToPull(index)
  MDT:ColorPull()
  MDT:DrawAllHulls()
end

function MDT:SetAutomaticColor(index)
  --if not db.colorPaletteInfo.autoColoring then return end

  local H = (index - 1) * 360 / 12 + 120 --db.automaticColorsNum
  --if db.alternatingColors and index % 2 == 0 then
  --	H = H + 180
  --end

  local V = 1 --0.5451
  --if db.brightColors then V = 1 end

  local r, g, b = self:HSVtoRGB(H, 0.7554, V)

  --self:DungeonEnemies_SetPullColor(index, r, g, b)
  --self:UpdatePullButtonColor(index, r, g, b)
  --self:DungeonEnemies_UpdateBlipColors(index, r, g, b)
  --if self.liveSessionActive and self:GetCurrentPreset().uid == self.livePresetUID then
  --	self:LiveSession_QueueColorUpdate()
  --end
end

function MDT:UpdateAutomaticColors(index)
  if not db.colorPaletteInfo.autoColoring then return end
  for i = index or 1, self:GetPullsNum() do
    self:SetAutomaticColor(i)
  end
end

---Clears all the npcs out of a pull
function MDT:ClearPull(index)
  table.wipe(db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].value.pulls[index])
  MDT:EnsureDBTables()
  MDT:ReloadPullButtons()
  MDT:SetSelectionToPull(index)
  MDT:ColorPull()
  MDT:DrawAllHulls()
  --MDT:SetAutomaticColor(index)
end

---Moves the selected pull up
function MDT:MovePullUp(index)
  MDT:PresetsSwapPulls(index, index - 1)
  MDT:ReloadPullButtons()
  MDT:SetSelectionToPull(index - 1)
  MDT:ColorAllPulls(_, index - 1)
  MDT:DrawAllHulls()
  --MDT:UpdateAutomaticColors(index - 1)
end

---Moves the selected pull down
function MDT:MovePullDown(index)
  MDT:PresetsSwapPulls(index, index + 1)
  MDT:ReloadPullButtons()
  MDT:SetSelectionToPull(index + 1)
  MDT:ColorAllPulls(_, index)
  MDT:DrawAllHulls()
  --MDT:UpdateAutomaticColors(index)
end

---Deletes the selected pull and makes sure that a pull will be selected afterwards
function MDT:DeletePull(index)
  local pulls = self:GetPulls()
  if #pulls == 1 then return end
  self:PresetsDeletePull(index)
  self:ReloadPullButtons()
  local pullCount = 0
  for k, v in pairs(pulls) do
    pullCount = pullCount + 1
  end
  if index > pullCount then index = pullCount end
  self:SetSelectionToPull(index)
  --self:UpdateAutomaticColors(index)
  self:ColorAllPulls(_, index - 1)
  MDT:DrawAllHulls()
end

function MDT:RenamePreset(renameText)
  db.presets[db.currentDungeonIdx][db.currentPreset[db.currentDungeonIdx]].text = renameText
  MDT.main_frame.RenameFrame:Hide()
  MDT:UpdatePresetDropDown()
end

function MDT:GetFirstNotSelectedPullButton(start, direction)
  if not direction then
    direction = -1
  elseif direction == "UP" then
    direction = -1
  elseif direction == "DOWN" then
    direction = 1
  end

  local pullIdx = start
  while MDT.U.contains(MDT:GetCurrentPreset().value.selection, pullIdx)
      and MDT.U.isInRange(pullIdx, 1, #MDT:GetCurrentPreset().value.pulls) do
    pullIdx = pullIdx + direction
  end

  if not MDT.U.isInRange(pullIdx, 1, #MDT:GetCurrentPreset().value.pulls) then
    return
  end

  return pullIdx
end

function MDT:MakeRenameFrame(frame)
  frame.RenameFrame = AceGUI:Create("Frame")
  frame.RenameFrame:SetTitle(L["Rename Preset"])
  frame.RenameFrame:SetWidth(350)
  frame.RenameFrame:SetHeight(150)
  frame.RenameFrame:EnableResize(false)
  frame.RenameFrame:SetLayout("Flow")
  frame.RenameFrame:SetCallback("OnClose", function(widget)

  end)
  frame.RenameFrame:Hide()

  local renameText
  frame.RenameFrame.Editbox = AceGUI:Create("EditBox")
  frame.RenameFrame.Editbox:SetLabel(L["Preset Name"] .. ":")
  frame.RenameFrame.Editbox:SetWidth(200)
  frame.RenameFrame.Editbox:SetCallback("OnTextChanged", function(widget, event, text)
    --check if name is valid, block button if so, unblock if valid
    if MDT:SanitizePresetName(text) then
      frame.RenameFrame.PresetRenameLabel:SetText(nil)
      frame.RenameFrame.RenameButton:SetDisabled(false)
      frame.RenameFrame.RenameButton.text:SetTextColor(1, 0.8196, 0)
      renameText = text
    else
      frame.RenameFrame.PresetRenameLabel:SetText(string.format(L["Cannot rename preset to '%s'"], text))
      frame.RenameFrame.RenameButton:SetDisabled(true)
      frame.RenameFrame.RenameButton.text:SetTextColor(0.5, 0.5, 0.5)
      renameText = nil
    end
    frame.RenameFrame:DoLayout()
  end)
  frame.RenameFrame.Editbox:DisableButton(true)

  frame.RenameFrame:AddChild(frame.RenameFrame.Editbox)

  frame.RenameFrame.RenameButton = AceGUI:Create("Button")
  frame.RenameFrame.RenameButton:SetText(L["Rename"])
  frame.RenameFrame.RenameButton:SetWidth(100)
  frame.RenameFrame.RenameButton:SetCallback("OnClick", function() MDT:RenamePreset(renameText) end)
  frame.RenameFrame:AddChild(frame.RenameFrame.RenameButton)

  frame.RenameFrame.PresetRenameLabel = AceGUI:Create("Label")
  frame.RenameFrame.PresetRenameLabel:SetText(nil)
  frame.RenameFrame.PresetRenameLabel:SetWidth(390)
  frame.RenameFrame.PresetRenameLabel:SetColor(1, 0, 0)
  frame.RenameFrame:AddChild(frame.RenameFrame.PresetRenameLabel)

end

---Creates the frame used to export presets to a string which can be uploaded to text sharing websites like pastebin
function MDT:MakeExportFrame(frame)
  frame.ExportFrame = AceGUI:Create("Frame")
  frame.ExportFrame:SetTitle(L["Preset Export"])
  frame.ExportFrame:SetWidth(600)
  frame.ExportFrame:SetHeight(400)
  frame.ExportFrame:EnableResize(false)
  frame.ExportFrame:SetLayout("Flow")
  frame.ExportFrame:SetCallback("OnClose", function(widget)

  end)

  frame.ExportFrameEditbox = AceGUI:Create("MultiLineEditBox")
  frame.ExportFrameEditbox:SetWidth(600)
  frame.ExportFrameEditbox:DisableButton(true)
  frame.ExportFrameEditbox:SetNumLines(20)
  frame.ExportFrameEditbox:SetCallback("OnEnterPressed", function(widget, event, text)

  end)
  frame.ExportFrame:AddChild(frame.ExportFrameEditbox)
  --frame.presetCreationFrame:SetStatusText("AceGUI-3.0 Example Container Frame")
  frame.ExportFrame:Hide()
end

---MakeDeleteConfirmationFrame
---Creates the delete confirmation dialog that pops up when a user wants to delete a preset
function MDT:MakeDeleteConfirmationFrame(frame)
  frame.DeleteConfirmationFrame = AceGUI:Create("Frame")
  frame.DeleteConfirmationFrame:SetTitle(L["Delete Preset"])
  frame.DeleteConfirmationFrame:SetWidth(250)
  frame.DeleteConfirmationFrame:SetHeight(120)
  frame.DeleteConfirmationFrame:EnableResize(false)
  frame.DeleteConfirmationFrame:SetLayout("Flow")
  frame.DeleteConfirmationFrame:SetCallback("OnClose", function(widget)

  end)

  frame.DeleteConfirmationFrame.label = AceGUI:Create("Label")
  frame.DeleteConfirmationFrame.label:SetWidth(390)
  frame.DeleteConfirmationFrame.label:SetHeight(10)
  --frame.DeleteConfirmationFrame.label:SetColor(1,0,0)
  frame.DeleteConfirmationFrame:AddChild(frame.DeleteConfirmationFrame.label)

  frame.DeleteConfirmationFrame.OkayButton = AceGUI:Create("Button")
  frame.DeleteConfirmationFrame.OkayButton:SetText(L["Delete"])
  frame.DeleteConfirmationFrame.OkayButton:SetWidth(100)
  frame.DeleteConfirmationFrame.OkayButton:SetCallback("OnClick", function()
    MDT:DeletePreset(db.currentPreset[db.currentDungeonIdx])
    frame.DeleteConfirmationFrame:Hide()
  end)
  frame.DeleteConfirmationFrame.CancelButton = AceGUI:Create("Button")
  frame.DeleteConfirmationFrame.CancelButton:SetText(L["Cancel"])
  frame.DeleteConfirmationFrame.CancelButton:SetWidth(100)
  frame.DeleteConfirmationFrame.CancelButton:SetCallback("OnClick", function()
    frame.DeleteConfirmationFrame:Hide()
  end)

  frame.DeleteConfirmationFrame:AddChild(frame.DeleteConfirmationFrame.OkayButton)
  frame.DeleteConfirmationFrame:AddChild(frame.DeleteConfirmationFrame.CancelButton)
  frame.DeleteConfirmationFrame:Hide()

end

---Creates the clear confirmation dialog that pops up when a user wants to clear a preset
function MDT:MakeClearConfirmationFrame(frame)
  frame.ClearConfirmationFrame = AceGUI:Create("Frame")
  frame.ClearConfirmationFrame:SetTitle(L["Reset Preset"])
  frame.ClearConfirmationFrame:SetWidth(250)
  frame.ClearConfirmationFrame:SetHeight(120)
  frame.ClearConfirmationFrame:EnableResize(false)
  frame.ClearConfirmationFrame:SetLayout("Flow")
  frame.ClearConfirmationFrame:SetCallback("OnClose", function(widget)

  end)

  frame.ClearConfirmationFrame.label = AceGUI:Create("Label")
  frame.ClearConfirmationFrame.label:SetWidth(390)
  frame.ClearConfirmationFrame.label:SetHeight(10)
  --frame.DeleteConfirmationFrame.label:SetColor(1,0,0)
  frame.ClearConfirmationFrame:AddChild(frame.ClearConfirmationFrame.label)

  frame.ClearConfirmationFrame.OkayButton = AceGUI:Create("Button")
  frame.ClearConfirmationFrame.OkayButton:SetText(L["Reset"])
  frame.ClearConfirmationFrame.OkayButton:SetWidth(100)
  frame.ClearConfirmationFrame.OkayButton:SetCallback("OnClick", function()
    self:ClearPreset(self:GetCurrentPreset())
    if self.liveSessionActive and self:GetCurrentPreset().uid == self.livePresetUID then MDT:LiveSession_SendCommand("clear") end
    frame.ClearConfirmationFrame:Hide()
  end)
  frame.ClearConfirmationFrame.CancelButton = AceGUI:Create("Button")
  frame.ClearConfirmationFrame.CancelButton:SetText(L["Cancel"])
  frame.ClearConfirmationFrame.CancelButton:SetWidth(100)
  frame.ClearConfirmationFrame.CancelButton:SetCallback("OnClick", function()
    frame.ClearConfirmationFrame:Hide()
  end)

  frame.ClearConfirmationFrame:AddChild(frame.ClearConfirmationFrame.OkayButton)
  frame.ClearConfirmationFrame:AddChild(frame.ClearConfirmationFrame.CancelButton)
  frame.ClearConfirmationFrame:Hide()

end

---Creates a generic dialog that pops up when a user wants needs confirmation for an action
function MDT:OpenConfirmationFrame(width, height, title, buttonText, prompt, callback, buttonText2, callback2)
  local f = MDT.main_frame.ConfirmationFrame
  if not f then
    MDT.main_frame.ConfirmationFrame = AceGUI:Create("Frame")
    f = MDT.main_frame.ConfirmationFrame
    f:EnableResize(false)
    f:SetLayout("Flow")
    f:SetCallback("OnClose", function(widget) end)

    f.label = AceGUI:Create("Label")
    f.label:SetWidth(390)
    f.label:SetHeight(height - 20)
    f:AddChild(f.label)

    f.OkayButton = AceGUI:Create("Button")
    f.OkayButton:SetWidth(100)
    f:AddChild(f.OkayButton)

    f.CancelButton = AceGUI:Create("Button")
    f.CancelButton:SetText(L["Cancel"])
    f.CancelButton:SetWidth(100)
    f.CancelButton:SetCallback("OnClick", function()
      MDT:HideAllDialogs()
    end)
    f:AddChild(f.CancelButton)
  end
  f:SetWidth(width or 250)
  f:SetHeight(height or 120)
  f:SetTitle(title)
  f.OkayButton:SetText(buttonText)
  f.OkayButton:SetCallback("OnClick", function() callback()
    MDT:HideAllDialogs()
  end)
  if buttonText2 then
    f.CancelButton:SetText(buttonText2)
  else
    f.CancelButton:SetText(L["Cancel"])
  end
  if callback2 then
    f.CancelButton:SetCallback("OnClick", function() callback2()
      MDT:HideAllDialogs()
    end)
  else
    f.CancelButton:SetCallback("OnClick", function()
      MDT:HideAllDialogs()
    end)
  end
  MDT:HideAllDialogs()
  f:ClearAllPoints()
  f:SetPoint("CENTER", MDT.main_frame, "CENTER", 0, 50)
  f.label:SetText(prompt)
  f:Show()
end

function MDT:Round(number, decimals)
  return (("%%.%df"):format(decimals)):format(number)
end

function MDT:RGBToHex(r, g, b)
  r = r * 255
  g = g * 255
  b = b * 255
  return ("%.2x%.2x%.2x"):format(r, g, b)
end

function MDT:HexToRGB(rgb)
  if string.len(rgb) == 6 then
    local r, g, b
    r, g, b = tonumber('0x' .. strsub(rgb, 0, 2)), tonumber('0x' .. strsub(rgb, 3, 4)), tonumber('0x' ..
      strsub(rgb, 5, 6))
    if not r then r = 0 else r = r / 255 end
    if not g then g = 0 else g = g / 255 end
    if not b then b = 0 else b = b / 255 end
    return r, g, b
  else
    return
  end
end

---https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB_alternative
function MDT:HSVtoRGB(H, S, V)
  H = H % 361

  local function f(n)
    local k = (n + H / 60) % 6
    return V - V * S * math.max(math.min(k, 4 - k, 1), 0)
  end

  return f(5), f(3), f(1)
end

function MDT:DeepCopy(orig)
  local orig_type = type(orig)
  local copy
  if orig_type == 'table' then
    copy = {}
    for orig_key, orig_value in next, orig, nil do
      copy[MDT:DeepCopy(orig_key)] = MDT:DeepCopy(orig_value)
    end
    setmetatable(copy, MDT:DeepCopy(getmetatable(orig)))
  else -- number, string, boolean, etc
    copy = orig
  end
  return copy
end

---scale if preset comes from live session
function MDT:StorePresetObject(obj, ignoreScale, preset)
  --adjust scale
  if not ignoreScale then
    local scale = self:GetScale()
    if obj.n then
      obj.d[1] = obj.d[1] * (1 / scale)
      obj.d[2] = obj.d[2] * (1 / scale)
    else
      for idx, coord in pairs(obj.l) do
        obj.l[idx] = self:Round(obj.l[idx] * (1 / scale), 1)
      end
    end
  end
  preset = preset or self:GetCurrentPreset()
  preset.objects = preset.objects or {}
  --we insert the object infront of the first hidden oject
  local pos = 1
  for k, v in ipairs(preset.objects) do
    pos = pos + 1
    if v.d[4] == false then
      pos = pos - 1
    end
  end
  if pos > 1 then
    tinsert(preset.objects, pos, self:DeepCopy(obj))
  else
    tinsert(preset.objects, self:DeepCopy(obj))
  end
end

---excluding notes, these are handled in OverrideScrollFrameScripts
function MDT:UpdatePresetObjectOffsets(idx, x, y, preset, silent)
  --adjust coords to scale
  local scale = self:GetScale()
  x = self:Round(x * (1 / scale), 1)
  y = self:Round(y * (1 / scale), 1)
  preset = preset or self:GetCurrentPreset()
  for objectIndex, obj in pairs(preset.objects) do
    if objectIndex == idx then
      for coordIdx, coord in pairs(obj.l) do
        if coordIdx % 2 == 1 then
          obj.l[coordIdx] = coord - x
        else
          obj.l[coordIdx] = coord - y
        end
      end
    end
  end
  --redraw everything
  if not silent then self:DrawAllPresetObjects() end
end

---Draws all Preset objects on the map canvas/sublevel
function MDT:DrawAllPresetObjects()
  self:ReleaseAllActiveTextures()
  local scale = self:GetScale()
  local currentPreset = self:GetCurrentPreset()
  local currentSublevel = self:GetCurrentSubLevel()
  currentPreset.objects = currentPreset.objects or {}
  for objectIndex, obj in pairs(currentPreset.objects) do
    self:DrawPresetObject(obj, objectIndex, scale, currentPreset, currentSublevel)
  end
end

---Draws specific preset object
function MDT:DrawPresetObject(obj, objectIndex, scale, currentPreset, currentSublevel)
  if not objectIndex then
    for oIndex, o in pairs(currentPreset.objects) do
      if o == obj then
        objectIndex = oIndex
        break
      end
    end
  end
  --d: size,lineFactor,sublevel,shown,colorstring,drawLayer,[smooth]
  --l: x1,y1,x2,y2,...
  local color = {}
  if obj.d[3] == currentSublevel and obj.d[4] then
    if obj.n then
      local x = obj.d[1] * scale
      local y = obj.d[2] * scale
      local text = obj.d[5]
      self:DrawNote(x, y, text, objectIndex)
    else
      obj.d[1] = obj.d[1] or 5
      color.r, color.g, color.b = self:HexToRGB(obj.d[5])
      --lines
      local x1, y1, x2, y2
      local lastx, lasty
      for _, coord in pairs(obj.l) do
        if not x1 then x1 = coord
        elseif not y1 then y1 = coord
        elseif not x2 then
          x2 = coord
          lastx = coord
        elseif not y2 then
          y2 = coord
          lasty = coord
        end
        if x1 and y1 and x2 and y2 then
          x1 = x1 * scale
          x2 = x2 * scale
          y1 = y1 * scale
          y2 = y2 * scale
          self:DrawLine(x1, y1, x2, y2, obj.d[1] * 0.3 * scale, color, obj.d[7], nil, obj.d[6], obj.d[2], nil,
            objectIndex)
          --circles if smooth
          if obj.d[7] then
            self:DrawCircle(x1, y1, obj.d[1] * 0.3 * scale, color, nil, obj.d[6], nil, objectIndex)
            self:DrawCircle(x2, y2, obj.d[1] * 0.3 * scale, color, nil, obj.d[6], nil, objectIndex)

          end
          x1, y1, x2, y2 = nil, nil, nil, nil
        end
      end
      --triangle
      if obj.t and lastx and lasty then
        lastx = lastx * scale
        lasty = lasty * scale
        self:DrawTriangle(lastx, lasty, obj.t[1], obj.d[1] * scale, color, nil, obj.d[6], nil, objectIndex)
      end
      --remove empty objects leftover from erasing
      if obj.l then
        local lineCount = 0
        for _, _ in pairs(obj.l) do
          lineCount = lineCount + 1
        end
        if lineCount == 0 then
          currentPreset.objects[objectIndex] = nil
        end
      end
    end
  end
end

---Deletes objects from the current preset in the current sublevel
function MDT:DeletePresetObjects(preset, silent)
  preset = preset or self:GetCurrentPreset()
  if preset == self:GetCurrentPreset() then silent = false end
  local currentSublevel = self:GetCurrentSubLevel()
  for objectIndex, obj in pairs(preset.objects) do
    if obj.d[3] == currentSublevel then
      preset.objects[objectIndex] = nil
    end
  end
  if not silent then self:DrawAllPresetObjects() end
end

---Undo the latest drawing
function MDT:PresetObjectStepBack(preset, silent, ignoreLiveSession)
  --keybind can be pressed before the frames are initialized
  if not framesInitialized then return end
  preset = preset or self:GetCurrentPreset()
  if preset == self:GetCurrentPreset() then silent = false end
  preset.objects = preset.objects or {}
  local length = 0
  for k, v in pairs(preset.objects) do
    length = length + 1
  end
  if length > 0 then
    for i = length, 1, -1 do
      if preset.objects[i] and preset.objects[i].d[4] then
        preset.objects[i].d[4] = false
        if not silent then self:DrawAllPresetObjects() end
        break
      end
    end
  end
  if self.liveSessionActive and not ignoreLiveSession then self:LiveSession_SendCommand("undo") end
end

---Redo the latest drawing
function MDT:PresetObjectStepForward(preset, silent, ignoreLiveSession)
  if not framesInitialized then return end
  preset = preset or MDT:GetCurrentPreset()
  if preset == self:GetCurrentPreset() then silent = false end
  preset.objects = preset.objects or {}
  local length = 0
  for k, v in ipairs(preset.objects) do
    length = length + 1
  end
  if length > 0 then
    for i = 1, length do
      if preset.objects[i] and not preset.objects[i].d[4] then
        preset.objects[i].d[4] = true
        if not silent then self:DrawAllPresetObjects() end
        break
      end
    end
  end
  if self.liveSessionActive and not ignoreLiveSession then self:LiveSession_SendCommand("redo") end
end

function MDT:FixAceGUIShowHide(widget, frame, isFrame, hideOnly)
  frame = frame or MDT.main_frame
  local originalShow, originalHide = frame.Show, frame.Hide
  if not isFrame then
    widget = widget.frame
  end
  function frame:Hide(...)
    widget:Hide()
    return originalHide(self, ...)
  end

  if hideOnly then return end
  function frame:Show(...)
    widget:Show()
    return originalShow(self, ...)
  end
end

function MDT:GetCurrentAffixWeek()
  return 1
end

---Helper function to print out current affixes with their ids and their names
function MDT:PrintCurrentAffixes()
  --run this once so blizz stuff is loaded
  MDT:GetCurrentAffixWeek()
  --https://www.wowhead.com/affixes
  local affixNames = {
    [1] = L["Overflowing"],
    [2] = L["Skittish"],
    [3] = L["Volcanic"],
    [4] = L["Necrotic"],
    [5] = L["Teeming"],
    [6] = L["Raging"],
    [7] = L["Bolstering"],
    [8] = L["Sanguine"],
    [9] = L["Tyrannical"],
    [10] = L["Fortified"],
    [11] = L["Bursting"],
    [12] = L["Grievous"],
    [13] = L["Explosive"],
    [14] = L["Quaking"],
    [15] = L["Relentless"],
    [16] = L["Infested"],
    [117] = L["Reaping"],
    [119] = L["Beguiling"],
    [120] = L["Awakened"],
    [121] = L["Prideful"],
    [122] = L["Inspiring"],
    [123] = L["Spiteful"],
    [124] = L["Storming"],
    [128] = L["Tormented"],
    [130] = L["Encrypted"],
    [131] = L["Shrouded"],
    [132] = L["Thundering"],
  }
  local affixIds = C_MythicPlus.GetCurrentAffixes()
  for idx, data in ipairs(affixIds) do
    print(data.id, affixNames[data.id])
  end
end

---Checks if the players is in a group/raid and returns the type
function MDT:IsPlayerInGroup()
  local inGroup = (UnitInRaid("player") and "RAID") or (IsInGroup() and "PARTY")
  return inGroup
end

function MDT:ResetMainFramePos(soft)
  local func = function()
    --soft reset just redraws the window with existing coordinates from db
    local f = self.main_frame
    if not soft then
      db.nonFullscreenScale = 1
      db.maximized = false
      if not framesInitialized then initFrames() end
      if not framesInitialized then return end
      f.maximizeButton:Minimize()
      db.xoffset = 0
      db.yoffset = -150
      db.anchorFrom = "TOP"
      db.anchorTo = "TOP"
    end
    f:ClearAllPoints()
    f:SetPoint(db.anchorTo, UIParent, db.anchorFrom, db.xoffset, db.yoffset)
  end
  local co = coroutine.create(func)
  MDT.coHandler:AddAction("showInterface",co)
end

function MDT:DropIndicator()
  local indicator = MDT.main_frame.drop_indicator
  if not indicator then
    indicator = CreateFrame("Frame", "MDT_DropIndicator")
    indicator:SetHeight(4)
    indicator:SetFrameStrata("FULLSCREEN")

    local texture = indicator:CreateTexture(nil, "OVERLAY", nil, 0)
    texture:SetBlendMode("ADD")
    texture:SetAllPoints(indicator)
    texture:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-Tab-Highlight")

    local icon = indicator:CreateTexture(nil, "OVERLAY", nil, 0)
    icon:ClearAllPoints()
    icon:SetSize(16, 16)
    icon:SetPoint("CENTER", indicator)

    indicator.icon = icon
    indicator.texture = texture
    MDT.main_frame.drop_indicator = indicator

    indicator:Hide()
  end

  return indicator
end

function MDT:IsShown_DropIndicator()
  local indicator = MDT:DropIndicator()
  return indicator:IsShown()
end

function MDT:Show_DropIndicator(target, pos)
  local indicator = MDT:DropIndicator()
  indicator:ClearAllPoints()
  if pos == "TOP" then
    indicator:SetPoint("BOTTOMLEFT", target.frame, "TOPLEFT", 0, -1)
    indicator:SetPoint("BOTTOMRIGHT", target.frame, "TOPRIGHT", 0, -1)
    indicator:Show()
  elseif pos == "BOTTOM" then
    indicator:SetPoint("TOPLEFT", target.frame, "BOTTOMLEFT", 0, 1)
    indicator:SetPoint("TOPRIGHT", target.frame, "BOTTOMRIGHT", 0, 1)
    indicator:Show()
  end
end

function MDT:Hide_DropIndicator()
  local indicator = MDT:DropIndicator()
  indicator:Hide()
end

function MDT:GetSelection()
  if not MDT:GetCurrentPreset().value.selection or #MDT:GetCurrentPreset().value.selection == 0 then
    MDT:GetCurrentPreset().value.selection = { MDT:GetCurrentPreset().value.currentPull }
  end

  return MDT:GetCurrentPreset().value.selection
end

function MDT:GetScrollingAmount(scrollFrame, pixelPerSecond)
  local viewheight = scrollFrame.frame.obj.content:GetHeight()
  return (pixelPerSecond / viewheight) * 1000
end

function MDT:ScrollToPull(pullIdx)
  -- Get scroll frame
  local scrollFrame = MDT.main_frame.sidePanel.pullButtonsScrollFrame
  -- Get amount of total pulls plus the extra button "+ Add Pull"
  local pulls = #MDT:GetCurrentPreset().value.pulls + 1 or 1
  local percentage = pullIdx / pulls
  local value = percentage * 1000
  scrollFrame:SetScroll(value)
  scrollFrame:FixScroll()
end

function MDT:CopyPullOptions(sourceIdx, destinationIdx)
  local preset = MDT:GetCurrentPreset()
  local pulls = preset.value.pulls
  local source = pulls[sourceIdx]
  local destination = pulls[destinationIdx]

  if source and destination then
    for optionName, optionValue in pairs(source) do
      -- Assure, that it is an option and not an enemy index
      if not string.match(optionName, "^%d+$") then
        destination[optionName] = optionValue
      end
    end
  end
end

function MDT:GetPullButton(pullIdx)
  local frame = MDT.main_frame.sidePanel
  return frame.newPullButtons[pullIdx]
end

function MDT:UpdatePullButtonColor(pullIdx, r, g, b)
  local button = MDT:GetPullButton(pullIdx)

  local function updateSwatch(t)
    for k, v in pairs(t) do
      if v.hasColorSwatch then
        v.r, v.g, v.b = r, g, b
        return
      end
    end
  end

  button.color.r, button.color.g, button.color.b = r, g, b
  updateSwatch(button.menu)
  updateSwatch(button.multiselectMenu)
  button:UpdateColor()
end

--/run MDT:ResetDataCache();
function MDT:ResetDataCache()
  db.dungeonEnemies = nil
  db.mapPOIs = nil
  ReloadUI()
end

function MDT:HardReset()
  MythicDungeonToolsDB = nil
  ReloadUI()
end

MDT.modules = {}
function MDT:RegisterModule(modulename, module)
  MDT.modules[modulename] = module
end

-- credit to WeakAuras
function MDT:CreateCoroutineHandler()
  local coHandler = {}
  coHandler.frame = CreateFrame("Frame")
  coHandler.update = {}
  coHandler.size = 0

  function coHandler.AddAction(self, name, func)
      if not name then
          name = string.format("NIL", coHandler.size+1);
      end
      if not coHandler.update[name] then
          coHandler.update[name] = func;
          coHandler.size = coHandler.size + 1
          coHandler.frame:Show();
      end
  end

  function coHandler.RemoveAction(self, name)
      if coHandler.update[name] then
          coHandler.update[name] = nil;
          coHandler.size = coHandler.size - 1
          if coHandler.size == 0 then
              coHandler.frame:Hide();
          end
      end
  end

  -- Setup frame
coHandler.frame:Hide();
coHandler.frame:SetScript("OnUpdate", function(self, elapsed)
  -- Start timing
  local start = debugprofilestop();
  local hasData = true;

  -- Resume
  while (debugprofilestop() - start < max(1,((InCombatLockdown() and IsInInstance()) and 8 or 40) - (elapsed * 1000)) and hasData) do
    -- Stop loop without data
    hasData = false;

    -- Resume all coroutines
    for name, func in pairs(coHandler.update) do
      -- Loop has data
      hasData = true;

      -- Resume or remove
      if coroutine.status(func) ~= "dead" then
        local ok, msg = coroutine.resume(func)
        if not ok then
          geterrorhandler()(msg .. '\n' .. debugstack(func))
        end
      else
        coHandler:RemoveAction(name);
      end
    end
  end
end);
MDT.coHandler = coHandler
end

function MDT:Async(func,name)
  local co = coroutine.create(func)
  MDT.coHandler:AddAction(name,co)
end

MDT:CreateCoroutineHandler()


function initFrames()

  for _, module in pairs(MDT.modules) do
    if module.OnInitialize then
      module:OnInitialize()
    end
  end

  local initSpinner = CreateFrame("Button", "MDTInitSpinner", UIParent,"LoadingSpinnerTemplate")
  initSpinner.BackgroundFrame.Background:SetVertexColor(0,1,0,1)
  initSpinner.AnimFrame.Circle:SetVertexColor(0,1,0,1)
  initSpinner:SetPoint("CENTER", UIParent, "CENTER",0,150)
  initSpinner:SetSize(60, 60)
  initSpinner:Show()
  initSpinner.Anim:Play()

  local main_frame = CreateFrame("frame", "MDTFrame", UIParent)
  main_frame:Hide()
  tinsert(UISpecialFrames, "MDTFrame")

  --cache dungeon data to not lose data during reloads
  if db.devMode and db.loadCache then
    if db.dungeonEnemies then
      MDT.dungeonEnemies = db.dungeonEnemies
    else
      db.dungeonEnemies = MDT.dungeonEnemies
    end
    if db.mapPOIs then
      MDT.mapPOIs = db.mapPOIs
    else
      db.mapPOIs = MDT.mapPOIs
    end
  end

  db.nonFullscreenScale = db.nonFullscreenScale or 1
  if not db.maximized then db.scale = db.nonFullscreenScale end
  main_frame:SetFrameStrata(mainFrameStrata)
  main_frame:SetFrameLevel(1)
  main_frame.background = main_frame:CreateTexture(nil, "BACKGROUND", nil, 0)
  main_frame.background:SetAllPoints()
  main_frame.background:SetDrawLayer(canvasDrawLayer, 1)
  main_frame.background:SetColorTexture(unpack(MDT.BackdropColor))
  main_frame.background:SetAlpha(0.2)
  main_frame:SetSize(sizex * db.scale, sizey * db.scale)
  main_frame:SetResizable(true)
  local _, _, fullscreenScale = MDT:GetFullScreenSizes()
  main_frame:SetResizeBounds(sizex * 0.75, sizey * 0.75, sizex * fullscreenScale, sizey * fullscreenScale)
  MDT.main_frame = main_frame

  main_frame.mainFrametex = main_frame:CreateTexture(nil, "BACKGROUND", nil, 0)
  main_frame.mainFrametex:SetAllPoints()
  main_frame.mainFrametex:SetDrawLayer(canvasDrawLayer, -5)
  main_frame.mainFrametex:SetColorTexture(unpack(MDT.BackdropColor))

  local version = GetAddOnMetadata(AddonName, "Version"):gsub("%.", "")
  db.version = tonumber(version)
  -- Set frame position
  main_frame:ClearAllPoints()
  main_frame:SetPoint(db.anchorTo, UIParent, db.anchorFrom, db.xoffset, db.yoffset)
  main_frame.contextDropdown = CreateFrame("frame", "MDTContextDropDown", nil, "UIDropDownMenuTemplate")

  MDT:CheckCurrentZone(true)
  MDT:EnsureDBTables()
  MDT:MakeTopBottomTextures(main_frame)
  coroutine.yield()
  MDT:MakeMapTexture(main_frame)
  coroutine.yield()
  MDT:MakeSidePanel(main_frame)
  coroutine.yield()
  MDT:CreateMenu()
  coroutine.yield()
  MDT:MakePresetCreationFrame(main_frame)
  coroutine.yield()
  MDT:MakePresetImportFrame(main_frame)
  coroutine.yield()
  MDT:DungeonEnemies_CreateFramePools()
  --MDT:UpdateDungeonEnemies(main_frame)
  MDT:CreateDungeonSelectDropdown(main_frame)
  coroutine.yield()
  MDT:MakePullSelectionButtons(main_frame.sidePanel)
  coroutine.yield()
  MDT:MakeExportFrame(main_frame)
  coroutine.yield()
  MDT:MakeRenameFrame(main_frame)
  coroutine.yield()
  MDT:MakeDeleteConfirmationFrame(main_frame)
  coroutine.yield()
  MDT:MakeClearConfirmationFrame(main_frame)
  coroutine.yield()
  MDT:POI_CreateFramePools()
  MDT:MakeChatPresetImportFrame(main_frame)
  coroutine.yield()
  MDT:MakeSendingStatusBar(main_frame)
  coroutine.yield()
  MDT:MakeSettingsFrame(main_frame)
  coroutine.yield()
  MDT:MakeCustomColorFrame(main_frame.settingsFrame)
  coroutine.yield()
  MDT:POI_CreateDropDown(main_frame)

  --devMode
  if db.devMode and MDT.CreateDevPanel then
    MDT:CreateDevPanel(MDT.main_frame)
  end

  db.currentSeason = defaultSavedVars.global.currentSeason

  --ElvUI skinning
  local skinTooltip = function(tooltip)
    if IsAddOnLoaded("ElvUI") and ElvUI and ElvUI[1].Tooltip then
      if not tooltip.SetBackdrop then
        Mixin(tooltip, BackdropTemplateMixin)
      end
      tooltip:HookScript("OnShow", function(self) --ignore updates
        if self:IsForbidden() then return end
        self:ClearBackdrop()
        self:CreateBackdrop('Transparent')
        local r, g, b = self:GetBackdropColor()
        self:SetBackdropColor(r, g, b, ElvUI[1].Tooltip.db.colorAlpha)
      end)
      if tooltip.String then tooltip.String:SetFont(tooltip.String:GetFont(), 11, "") end
      if tooltip.topString then tooltip.topString:SetFont(tooltip.topString:GetFont(), 11, "") end
      if tooltip.botString then tooltip.botString:SetFont(tooltip.botString:GetFont(), 11, "") end
    end
  end
  --tooltip new
  do
    MDT.tooltip = CreateFrame("Frame", "MDTModelTooltip", UIParent, "TooltipBorderedFrameTemplate")
    local tooltip = MDT.tooltip
    tooltip:SetClampedToScreen(true)
    tooltip:SetFrameStrata("TOOLTIP")
    tooltip.mySizes = { x = 290, y = 120 }
    tooltip:SetSize(tooltip.mySizes.x, tooltip.mySizes.y)
    tooltip.Model = CreateFrame("PlayerModel", nil, tooltip)
    tooltip.Model:SetFrameLevel(1)
    tooltip.Model:SetSize(100, 100)
    tooltip.Model.fac = 0
    tooltip.Model:SetScript("OnUpdate", function(self, elapsed)
      self.fac = self.fac + 0.5
      if self.fac >= 360 then
        self.fac = 0
      end
      self:SetFacing(PI * 2 / 360 * self.fac)
    end)
    tooltip.Model:SetPoint("TOPLEFT", tooltip, "TOPLEFT", 7, -7)
    tooltip.String = tooltip:CreateFontString("MDTToolTipString")
    tooltip.String:SetFontObject("GameFontNormalSmall")
    tooltip.String:SetFont(tooltip.String:GetFont(), 10, "")
    tooltip.String:SetTextColor(1, 1, 1, 1)
    tooltip.String:SetJustifyH("LEFT")
    --tooltip.String:SetJustifyV("CENTER")
    tooltip.String:SetWidth(tooltip:GetWidth())
    tooltip.String:SetHeight(90)
    tooltip.String:SetWidth(175)
    tooltip.String:SetText(" ")
    tooltip.String:SetPoint("TOPLEFT", tooltip, "TOPLEFT", 110, -10)
    tooltip.String:Show()
    skinTooltip(tooltip)
  end

  --pullTooltip
  do
    MDT.pullTooltip = CreateFrame("Frame", "MDTPullTooltip", UIParent, "TooltipBorderedFrameTemplate")
    --MDT.pullTooltip:SetOwner(UIParent, "ANCHOR_NONE")
    local pullTT = MDT.pullTooltip
    MDT.pullTooltip:SetClampedToScreen(true)
    MDT.pullTooltip:SetFrameStrata("TOOLTIP")
    MDT.pullTooltip.myHeight = 180
    MDT.pullTooltip:SetSize(250, MDT.pullTooltip.myHeight)
    MDT.pullTooltip.Model = CreateFrame("PlayerModel", nil, MDT.pullTooltip)
    MDT.pullTooltip.Model:SetFrameLevel(1)
    MDT.pullTooltip.Model.fac = 0
    if true then
      MDT.pullTooltip.Model:SetScript("OnUpdate", function(self, elapsed)
        self.fac = self.fac + 0.5
        if self.fac >= 360 then
          self.fac = 0
        end
        self:SetFacing(PI * 2 / 360 * self.fac)
      end)
    else
      MDT.pullTooltip.Model:SetPortraitZoom(1)
      MDT.pullTooltip.Model:SetFacing(PI * 2 / 360 * 2)
    end

    MDT.pullTooltip.Model:SetSize(110, 110)
    MDT.pullTooltip.Model:SetPoint("TOPLEFT", MDT.pullTooltip, "TOPLEFT", 7, -7)

    MDT.pullTooltip.topString = MDT.pullTooltip:CreateFontString("MDTToolTipString")
    MDT.pullTooltip.topString:SetFontObject("GameFontNormalSmall")
    MDT.pullTooltip.topString:SetFont(MDT.pullTooltip.topString:GetFont(), 10, "")
    MDT.pullTooltip.topString:SetTextColor(1, 1, 1, 1)
    MDT.pullTooltip.topString:SetJustifyH("LEFT")
    MDT.pullTooltip.topString:SetJustifyV("TOP")
    MDT.pullTooltip.topString:SetHeight(110)
    MDT.pullTooltip.topString:SetWidth(130)
    MDT.pullTooltip.topString:SetPoint("TOPLEFT", MDT.pullTooltip, "TOPLEFT", 110, -7)
    MDT.pullTooltip.topString:Hide()

    local heading = MDT.pullTooltip:CreateTexture(nil, "OVERLAY", nil, 0)
    heading:SetHeight(8)
    heading:SetPoint("LEFT", 12, -30)
    heading:SetPoint("RIGHT", MDT.pullTooltip, "RIGHT", -12, -30)
    heading:SetTexture("Interface\\Tooltips\\UI-Tooltip-Border")
    heading:SetTexCoord(0.81, 0.94, 0.5, 1)
    heading:Show()

    MDT.pullTooltip.botString = MDT.pullTooltip:CreateFontString("MDTToolTipString")
    local botString = MDT.pullTooltip.botString
    botString:SetFontObject("GameFontNormalSmall")
    botString:SetFont(MDT.pullTooltip.topString:GetFont(), 10, "")
    botString:SetTextColor(1, 1, 1, 1)
    botString:SetJustifyH("TOP")
    botString:SetJustifyV("TOP")
    botString:SetHeight(40)
    botString:SetWidth(250)
    botString:SetPoint("TOPLEFT", heading, "LEFT", -12, -7)
    botString:Hide()
    skinTooltip(pullTT)
  end

  coroutine.yield()
  MDT:initToolbar(main_frame)
  coroutine.yield()
  if db.toolbarExpanded then
    main_frame.toolbar.toggleButton:Click()
    main_frame.toolbar.widgetGroup.frame:Hide()
  end

  --ping
  MDT.ping = CreateFrame("PlayerModel", nil, MDT.main_frame.mapPanelFrame)
  -- local ping = MDT.ping
  -- --ping:SetModel("interface/minimap/ping/minimapping.m2")
  -- ping:SetModel(120590)
  -- ping:SetPortraitZoom(1)
  -- ping:SetCamera(1)
  -- ping:SetFrameLevel(50)
  -- ping:SetFrameStrata("DIALOG")
  -- ping.mySize = 45
  -- ping:SetSize(ping.mySize, ping.mySize)
  -- ping:Hide()

  --Set affix dropdown to preset week
  --gotta set the list here, as affixes are not ready to be retrieved yet on login
  main_frame.sidePanel.affixDropdown:UpdateAffixList()
  main_frame.sidePanel.affixDropdown:SetAffixWeek(MDT:GetCurrentPreset().week or (MDT:GetCurrentAffixWeek() or 1))
  coroutine.yield()
  MDT:UpdateToDungeon(db.currentDungeonIdx)
  coroutine.yield()

  --Maximize if needed
  if db.maximized then MDT:Maximize() end

  if MDT:IsFrameOffScreen() then
    MDT:ResetMainFramePos()
  end

  framesInitialized = true
  initSpinner:Hide()
  initSpinner.Anim:Stop()
end
