---@type GL
local _, GL = ...;

---@type SettingsOverview
local Overview = GL.Interface.Settings.Overview;

---@type Settings
local Settings = GL.Settings;

---@class GDKPSettings
GL.Interface.Settings.GDKP = {
    description = "Type |c00a79eff/gl gdkp|r or simply |c00a79eff/gdkp|r or click the button below to get started!",
    InputElements = {},
    ItemLevelElements = {},
};
local GDKP = GL.Interface.Settings.GDKP; ---@type GDKPSettings

---@return void
function GDKP:draw(Parent)
    GL:debug("GDKPSettings:draw");
    local Spacer;

    local OpenGDKP = GL.AceGUI:Create("Button");
    OpenGDKP:SetText("Open GDKP");
    OpenGDKP:SetWidth(130);
    OpenGDKP:SetCallback("OnClick", function()
        GL.Settings:close();
        GL.Commands:call("gdkp");
    end);
    Parent:AddChild(OpenGDKP);

    local HotkeyLabel = GL.AceGUI:Create("Label");
    HotkeyLabel:SetText("  You can find the GDKP hotkeys here");
    HotkeyLabel:SetWidth(202);
    Parent:AddChild(HotkeyLabel);

    local GoToHotkeys = GL.AceGUI:Create("Button");
    GoToHotkeys:SetText("Hotkeys");
    GoToHotkeys:SetWidth(90);
    GoToHotkeys:SetCallback("OnClick", function()
        GL.Settings:draw("ShortcutKeys");
    end);
    Parent:AddChild(GoToHotkeys);

    Overview:drawHeader("General", Parent);

    Overview:drawCheckboxes({
        {
            label = "Bid window",
            description = "Show the bid window whenever the master looter starts an auction. This only works if the master looter uses Gargul!",
            setting = "GDKP.showBidWindow",
        },
        {
            label = "Show the GDKP bid queue that allows you to prebid on queued items",
            setting = "GDKP.enableBidderQueue",
            callback = function()
                local BidderQueue = GL.Interface.GDKP.BidderQueue;

                if (not GL.Settings:get("GDKP.enableBidderQueue")) then
                    BidderQueue:close();
                else
                    BidderQueue:open();
                    BidderQueue:refreshTable();
                end
            end,
        },
        {
            label = "Show GDKP data on item tooltips",
            setting = "GDKP.showHistoryOnTooltip",
        },
    }, Parent);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local BidderScale = GL.AceGUI:Create("Slider");
    BidderScale:SetLabel("Magnification scale of the bidder window");
    BidderScale.label:SetTextColor(1, .95686, .40784);
    BidderScale:SetFullWidth(true);
    BidderScale:SetValue(GL.Settings:get("GDKP.bidderScale"));
    BidderScale:SetSliderValues(.8, 1.8, .1);
    BidderScale:SetCallback("OnValueChanged", function(Slider)
        local value = tonumber(Slider:GetValue());

        if (not value) then
            return;
        end

        GL.Settings:set("GDKP.bidderScale", value);

        -- Change the existing bidder window if it's active!
        if (GL.Interface.GDKP.Bidder.Window
                and type(GL.Interface.GDKP.Bidder.Window.SetScale == "function")
        ) then
            GL.Interface.GDKP.Bidder.Window:SetScale(value);
        end
    end);
    Parent:AddChild(BidderScale);

    local HorizontalSpacer = GL.AceGUI:Create("SimpleGroup");
    HorizontalSpacer:SetLayout("FILL");
    HorizontalSpacer:SetFullWidth(true);
    HorizontalSpacer:SetHeight(20);
    Parent:AddChild(HorizontalSpacer);

    local PlaySoundWhenOutbidLabel = GL.AceGUI:Create("Label");
    PlaySoundWhenOutbidLabel:SetText("|c00FFF569Choose a sound that plays when you're outbid|r");
    PlaySoundWhenOutbidLabel:SetFullWidth(true);
    Parent:AddChild(PlaySoundWhenOutbidLabel);

    local Sounds = LibStub("LibSharedMedia-3.0"):List("sound");
    local SoundsByName = GL:tableFlip(Sounds);

    local OutbidSoundDropdown = GL.AceGUI:Create("Dropdown");
    OutbidSoundDropdown:SetValue(SoundsByName[GL.Settings:get("GDKP.outbidSound")]);
    OutbidSoundDropdown:SetList(Sounds);
    OutbidSoundDropdown:SetText(GL.Settings:get("GDKP.outbidSound"));
    OutbidSoundDropdown:SetWidth(250);
    OutbidSoundDropdown:SetCallback("OnValueChanged", function()
        local value = OutbidSoundDropdown:GetValue();
        local sound = LibStub("LibSharedMedia-3.0"):Fetch("sound", Sounds[value]);

        if (type(sound) == "string" and not GL:empty(sound)) then
            GL:playSound(sound);

            GL.Settings:set("GDKP.outbidSound", Sounds[value]);
        end
    end);
    Parent:AddChild(OutbidSoundDropdown);

    Overview:drawHeader("Auctions", Parent);

    Overview:drawCheckboxes({
        {
            label = "Accept bids lower than minimum",
            description = "Accept bids that don't meet the minimum, useful for identifying off spec bids",
            setting = "GDKP.acceptBidsLowerThanMinimum",
        },
        {
            label = "Allow invalid bids to trigger anti-snipe",
            description = "Bids that are too low will still trigger the anti-snipe timer",
            setting = "GDKP.invalidBidsTriggerAntiSnipe",
        },
        {
            label = "Auto award items",
            description = "Auto award an item to the highest bidder when the timer runs out (clicking \"Stop\" during an auction will not trigger this)",
            setting = "GDKP.autoAwardViaAuctioneer",
        },
    }, Parent);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local QueuedAuctionNoBidsActionLabel = GL.AceGUI:Create("Label");
    QueuedAuctionNoBidsActionLabel:SetText("|c00FFF569Default action when no one bids on a queued auction|r");
    QueuedAuctionNoBidsActionLabel:SetFullWidth(true);
    Parent:AddChild(QueuedAuctionNoBidsActionLabel);

    local Actions = GL.Data.Constants.GDKP.QueuedAuctionNoBidsActions;

    local QueuedAuctionNoBidsActionDropdown = GL.AceGUI:Create("Dropdown");
    QueuedAuctionNoBidsActionDropdown:SetValue(GL.Settings:get("GDKP.queuedAuctionNoBidsAction"));
    QueuedAuctionNoBidsActionDropdown:SetList(Actions);
    QueuedAuctionNoBidsActionDropdown:SetText(GL.Settings:get("GDKP.queuedAuctionNoBidsAction"));
    QueuedAuctionNoBidsActionDropdown:SetWidth(250);
    QueuedAuctionNoBidsActionDropdown:SetCallback("OnValueChanged", function()
        local value = QueuedAuctionNoBidsActionDropdown:GetValue();

        if (GL.Data.Constants.GDKP.QueuedAuctionNoBidsActions[value]) then
            GL.Settings:set("GDKP.queuedAuctionNoBidsAction", value);
        end
    end);
    Parent:AddChild(QueuedAuctionNoBidsActionDropdown);


    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local AuctionBidLeeway = GL.AceGUI:Create("Slider");
    AuctionBidLeeway:SetLabel("Accept bids till how long after auction an auction ends?");
    AuctionBidLeeway.label:SetTextColor(1, .95686, .40784);
    AuctionBidLeeway:SetFullWidth(true);
    AuctionBidLeeway:SetValue(GL.Settings:get("GDKP.auctionEndLeeway", 2));
    AuctionBidLeeway:SetSliderValues(1, 5, .5);
    AuctionBidLeeway:SetCallback("OnValueChanged", function(Slider)
        local value = tonumber(Slider:GetValue()) or 0;

        if (value >= 1) then
            GL.Settings:set("GDKP.auctionEndLeeway", value);
        end
    end);
    Parent:AddChild(AuctionBidLeeway);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local DelayInSecondsBetweenQueuedAuctions = GL.AceGUI:Create("Slider");
    DelayInSecondsBetweenQueuedAuctions:SetLabel("Delay in seconds between queued auctions");
    DelayInSecondsBetweenQueuedAuctions.label:SetTextColor(1, .95686, .40784);
    DelayInSecondsBetweenQueuedAuctions:SetFullWidth(true);
    DelayInSecondsBetweenQueuedAuctions:SetValue(GL.Settings:get("GDKP.delayBetweenQueuedAuctions", 1));
    DelayInSecondsBetweenQueuedAuctions:SetSliderValues(1, 30, 1);
    DelayInSecondsBetweenQueuedAuctions:SetCallback("OnValueChanged", function(Slider)
        local value = math.floor(tonumber(Slider:GetValue()));

        if (value >= 0) then
            GL.Settings:set("GDKP.delayBetweenQueuedAuctions", value);
        end
    end);
    Parent:AddChild(DelayInSecondsBetweenQueuedAuctions);

    Overview:drawHeader("Queues", Parent);

    Overview:drawCheckboxes({
        {
            label = "Completely disable queues",
            setting = "GDKP.disableQueues",
            callback = function (Checkbox)
                local checked = Checkbox:GetValue();
                GL.Settings:set("GDKP.disableQueues", checked);

                if (checked) then
                    local enableQueue = function ()
                        GL.Settings:set("GDKP.disableQueues", true);
                        Checkbox:SetValue(false);
                    end;

                    GL.Interface.Dialogs.PopupDialog:open({
                        question = string.format("Are you sure? If used properly this will save you A LOT of time!"),
                        OnYes = function ()
                            GL.Interface.Dialogs.PopupDialog:open({
                                question = string.format("Your raiders will no longer be able prebid without a queue!"),
                                OnYes = function ()
                                    GL.Interface.Dialogs.PopupDialog:open({
                                        question = string.format("Wanting to disable queues usually points to using the add-on wrong. Are you still sure?"),
                                        OnYes = function ()
                                            GL.GDKP.Auctioneer:clearQueue();
                                            C_UI.Reload();
                                            return;
                                        end,
                                        OnNo = function ()
                                            enableQueue();
                                        end
                                    });
                                end,
                                OnNo = function ()
                                    enableQueue();
                                end
                            });
                        end,
                        OnNo = function ()
                            enableQueue();
                        end
                    });
                end
            end
        },
        {
            label = "Automatically add drops to queue",
            setting = "GDKP.addDropsToQueue",
        },
        {
            label = "Include BOEs",
            setting = "GDKP.addBOEDropsToQueue",
        }
    }, Parent);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local MinimumDropQualityLabel = GL.AceGUI:Create("Label");
    MinimumDropQualityLabel:SetText("|c00FFF569Minimum quality of items to automatically add to queue|r");
    MinimumDropQualityLabel:SetFullWidth(true);
    Parent:AddChild(MinimumDropQualityLabel);

    local QualityList = {};
    local ItemQualityColors = GL.Data.Constants.ItemQualityColors;
    for i = 0, #ItemQualityColors do
        QualityList[i] = string.format("|c00%s%s|r", ItemQualityColors[i].hex, ItemQualityColors[i].description);
    end

    local MinimumDropQuality = GL.AceGUI:Create("Dropdown");
    MinimumDropQuality:SetHeight(20);
    MinimumDropQuality:SetWidth(250);
    MinimumDropQuality:SetList(QualityList);
    MinimumDropQuality:SetValue(GL.Settings:get("GDKP.minimumDropQuality"));
    MinimumDropQuality:SetCallback("OnValueChanged", function()
        GL.Settings:set("GDKP.minimumDropQuality", MinimumDropQuality:GetValue());
    end);
    Parent:AddChild(MinimumDropQuality);

    Overview:drawHeader("Communication", Parent);

    Overview:drawCheckboxes({
        {
            label = "Announce auction start",
            setting = "GDKP.announceAuctionStart",
        },
        {
            label = "Announce pot after awarding item",
            setting = "GDKP.announcePotAfterAuction",
        },
        {
            label = "Whisper bidder if bid is too low",
            setting = "GDKP.notifyIfBidTooLow",
        },
        {
            label = "Announce countdown in raid warning",
            description = "Announce countdown in /rw instead of /ra",
            setting = "GDKP.announceCountdownInRW",
        },
        {
            label = "Announce incoming bids",
            description = "Announce all accepted bids in group chat",
            setting = "GDKP.announceNewBid",
        },
        {
            label = "Announce incoming bids in raid warning",
            description = "Announce bids in /rw instead of /ra. Requires |c00967FD2Announce incoming bids|r to be enabled!|r",
            setting = "GDKP.announceNewBidInRW",
        },
    }, Parent);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local NumberOfSecondsToCountdown = GL.AceGUI:Create("Slider");
    NumberOfSecondsToCountdown:SetLabel("Countdown every second starting from (0 to disable)");
    NumberOfSecondsToCountdown.label:SetTextColor(1, .95686, .40784);
    NumberOfSecondsToCountdown:SetFullWidth(true);
    NumberOfSecondsToCountdown:SetValue(GL.Settings:get("GDKP.numberOfSecondsToCountdown", 5));
    NumberOfSecondsToCountdown:SetSliderValues(0, 25, 1);
    NumberOfSecondsToCountdown:SetCallback("OnValueChanged", function(Slider)
        local value = math.floor(tonumber(Slider:GetValue()));

        if (value >= 0) then
            GL.Settings:set("GDKP.numberOfSecondsToCountdown", value);
        end
    end);
    Parent:AddChild(NumberOfSecondsToCountdown);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local NumberOfFiveSecondsToCountdown = GL.AceGUI:Create("Slider");
    NumberOfFiveSecondsToCountdown:SetLabel("Countdown every 5 seconds starting from (0 to disable)");
    NumberOfFiveSecondsToCountdown.label:SetTextColor(1, .95686, .40784);
    NumberOfFiveSecondsToCountdown:SetFullWidth(true);
    NumberOfFiveSecondsToCountdown:SetValue(GL.Settings:get("GDKP.numberOfFiveSecondsToCountdown", 15));
    NumberOfFiveSecondsToCountdown:SetSliderValues(0, 30, 5);
    NumberOfFiveSecondsToCountdown:SetCallback("OnValueChanged", function(Slider)
        local value = math.floor(tonumber(Slider:GetValue()));

        if (value >= 0) then
            GL.Settings:set("GDKP.numberOfFiveSecondsToCountdown", value);
        end
    end);
    Parent:AddChild(NumberOfFiveSecondsToCountdown);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    Overview:drawHeader("Item Prices", Parent);

    local ImportPerItemSettings = GL.AceGUI:Create("Button");
    ImportPerItemSettings:SetText("Import item prices and increments");
    ImportPerItemSettings:SetFullWidth(true);
    ImportPerItemSettings:SetCallback("OnClick", function()
        GL.Interface.GDKP.ImportPrices:open();
    end);
    Parent:AddChild(ImportPerItemSettings);

    local SettingPrioExplanation = GL.AceGUI:Create("Label");
    SettingPrioExplanation:SetText([[

An item's price and increment are determined in the following order:
1: Item specific (if remember minimum bid/increment setting below is enabled)
2: Item level specific settings
3: Default minimum bid and increment

]]);
    SettingPrioExplanation:SetFullWidth(true);
    Parent:AddChild(SettingPrioExplanation);

    Overview:drawCheckboxes({
        {
            label = "Remember minimum bid and increment for each item",
            description = "If enabled, minimum and increment are remembered for each item. If not, the last minimum/increment you used will remain in place",
            setting = "GDKP.storeMinimumAndIncrementPerItem",
        },
    }, Parent);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local DefaultMinimumBidLabel = GL.AceGUI:Create("Label");
    DefaultMinimumBidLabel:SetText("|c00FFF569Set a default minimum bid|r");
    DefaultMinimumBidLabel:SetFullWidth(true);
    Parent:AddChild(DefaultMinimumBidLabel);

    local DefaultMinimumBid = GL.AceGUI:Create("EditBox");
    DefaultMinimumBid:DisableButton(true);
    DefaultMinimumBid:SetHeight(20);
    DefaultMinimumBid:SetFullWidth(true);
    DefaultMinimumBid:SetText(GL.Settings:get("GDKP.defaultMinimumBid"));
    DefaultMinimumBid:SetCallback("OnTextChanged", function (self)
        local value = self:GetText();

        if (type(value) ~= "string"
            or GL:empty(value)
        ) then
            return;
        end

        value = tonumber(value);

        if (not value or value < 1) then
            return;
        end

        GL.Settings:set("GDKP.defaultMinimumBid", value);
    end);
    Parent:AddChild(DefaultMinimumBid);

    local DefaultIncrementLabel = GL.AceGUI:Create("Label");
    DefaultIncrementLabel:SetText("|c00FFF569Set a default increment|r");
    DefaultIncrementLabel:SetFullWidth(true);
    Parent:AddChild(DefaultIncrementLabel);

    local DefaultIncrement = GL.AceGUI:Create("EditBox");
    DefaultIncrement:DisableButton(true);
    DefaultIncrement:SetHeight(20);
    DefaultIncrement:SetFullWidth(true);
    DefaultIncrement:SetText(GL.Settings:get("GDKP.defaultIncrement"));
    DefaultIncrement:SetCallback("OnTextChanged", function (self)
        local value = self:GetText();

        if (type(value) ~= "string"
                or GL:empty(value)
        ) then
            return;
        end

        value = tonumber(value);

        if (not value or value < 1) then
            return;
        end

        GL.Settings:set("GDKP.defaultIncrement", value);
    end);
    Parent:AddChild(DefaultIncrement);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local ItemLevelExplanation = GL.AceGUI:Create("Label");
    ItemLevelExplanation:SetText("Set a minimum price and increment per item level. Example: 252 -> 5000 -> 500");
    ItemLevelExplanation:SetFullWidth(true);
    Parent:AddChild(ItemLevelExplanation);

    local ItemLevelSettings = GL:tableValues(Settings:get("GDKP.ItemLevelDetails", {}));
    table.sort(ItemLevelSettings, function (a, b)
        return a.level < b.level;
    end);

    for i = 1, 5 do
        local Details = ItemLevelSettings[i] or {};

        local Level = GL.AceGUI:Create("EditBox");
        Level:DisableButton(true);
        Level:SetHeight(20);
        Level:SetWidth(100);
        Level:SetText(Details.level or "");
        Parent:AddChild(Level);

        local Minimum = GL.AceGUI:Create("EditBox");
        Minimum:DisableButton(true);
        Minimum:SetHeight(20);
        Minimum:SetWidth(100);
        Minimum:SetText(Details.minimum or "");
        Parent:AddChild(Minimum);

        local Increment = GL.AceGUI:Create("EditBox");
        Increment:DisableButton(true);
        Increment:SetHeight(20);
        Increment:SetWidth(100);
        Increment:SetText(Details.increment or "");
        Parent:AddChild(Increment);

        self.ItemLevelElements[i] = {
            Level = Level,
            Minimum = Minimum,
            Increment = Increment,
        };

        if (i == 1) then
            Level:SetLabel("|cffFFF569Level|r");
            Minimum:SetLabel("|cffFFF569Minimum|r");
            Increment:SetLabel("|cffFFF569Increment|r");
        end

        if (i < 5) then
            Spacer = GL.AceGUI:Create("SimpleGroup");
            Spacer:SetLayout("FILL");
            Spacer:SetFullWidth(true);
            Spacer:SetHeight(10);
            Parent:AddChild(Spacer);
        end
    end

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    Overview:drawHeader("UI Style", Parent);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    local LedgerAuctionSizeExplanation = GL.AceGUI:Create("Label");
    LedgerAuctionSizeExplanation:SetText("The slider below affects how tightly auctions are packed together in the |c00967FD2/gdkp|r overview");
    LedgerAuctionSizeExplanation:SetFullWidth(true);
    Parent:AddChild(LedgerAuctionSizeExplanation);

    local LedgerAuctionSize = GL.AceGUI:Create("Slider");
    LedgerAuctionSize:SetLabel("Auction scale");
    LedgerAuctionSize.label:SetTextColor(1, .95686, .40784);
    LedgerAuctionSize:SetFullWidth(true);
    LedgerAuctionSize:SetValue(GL.Settings:get("GDKP.ledgerAuctionScale"));
    LedgerAuctionSize:SetSliderValues(11, 50, 1);
    LedgerAuctionSize:SetCallback("OnValueChanged", function(Slider)
        local value = math.floor(tonumber(Slider:GetValue()));
        local currentValue = GL.Settings:get("GDKP.ledgerAuctionScale");

        if (currentValue ~= value) then
            GL.Settings:set("GDKP.ledgerAuctionScale", value);

            if (GL.Interface.GDKP.Overview.isVisible) then
                GL.Interface.GDKP.Overview:refreshLedger();
            end
        end
    end);
    Parent:AddChild(LedgerAuctionSize);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(20);
    Parent:AddChild(Spacer);

    Overview:drawHeader("Trading", Parent);

    Overview:drawCheckboxes({
        {
            label = "Whisper a gold to give or receive message",
            setting = "GDKP.whisperGoldDetails",
        },
        {
            label = "Automatically add gold you owe",
            setting = "GDKP.addGoldToTradeWindow",
        },
    }, Parent);

    Overview:drawHeader("|c00FF0000DANGER ZONE|r", Parent);

    local ResetPerItemSettings = GL.AceGUI:Create("Button");
    ResetPerItemSettings:SetText("Reset all minimum prices and increments");
    ResetPerItemSettings:SetFullWidth(true);
    ResetPerItemSettings:SetCallback("OnClick", function()
        GL.Interface.Dialogs.PopupDialog:open({
            question = "Are you sure you want to reset all individual item settings?",
            OnYes = function ()
                GL.GDKP:resetPerItemSettings();
            end,
        });
    end);
    Parent:AddChild(ResetPerItemSettings);

    local ResetGDKPSettings = GL.AceGUI:Create("Button");
    ResetGDKPSettings:SetText("Reset GDKP settings to default");
    ResetGDKPSettings:SetFullWidth(true);
    ResetGDKPSettings:SetCallback("OnClick", function()
        GL.Interface.Dialogs.PopupDialog:open({
            question = "Are you sure you want to reset all GDKP settings?",
            OnYes = function ()
                local PerItemSettings = Settings:get("GDKP.SettingsPerItem", {});
                Settings:set("GDKP", {});
                Settings:set("GDKP.SettingsPerItem", PerItemSettings);
                C_UI.Reload();
            end,
        });
    end);
    Parent:AddChild(ResetGDKPSettings);

    local ResetGDKPSessionData = GL.AceGUI:Create("Button");
    ResetGDKPSessionData:SetText("Reset GDKP session data");
    ResetGDKPSessionData:SetFullWidth(true);
    ResetGDKPSessionData:SetCallback("OnClick", function()
        GL.Interface.Dialogs.PopupDialog:open({
            question = "Are you sure you want to delete all session data? You will lose ALL auction data. Use with extreme caution!",
            OnYes = function ()
                GL.DB:set("GDKP", {});
                C_UI.Reload();
            end,
        });
    end);
    Parent:AddChild(ResetGDKPSessionData);

    local MutatorHeader = Overview:drawHeader("    Mutators", Parent);

    local HelpIcon = GL.AceGUI:Create("Icon");
    HelpIcon:SetWidth(12);
    HelpIcon:SetHeight(12);
    HelpIcon:SetImageSize(12, 12);
    HelpIcon:SetImage("interface/friendsframe/informationicon");
    HelpIcon.frame:SetParent(MutatorHeader.Label.frame);
    HelpIcon.frame:SetPoint("BOTTOMLEFT", MutatorHeader.Label.frame, "BOTTOMLEFT", -2, -5);
    HelpIcon.frame:Show();

    HelpIcon:SetCallback("OnEnter", function()
        GameTooltip:SetOwner(HelpIcon.frame, "ANCHOR_RIGHT");
        GameTooltip:AddLine(" ");
        GameTooltip:AddLine("You can automatically apply this mutator to raiders using\none or multiple (comma-separated) keywords in the 'Apply to' fields below:");
        GameTooltip:AddLine(" ");

        for _, placeholder in pairs (GL.GDKP.Pot.ValidAutoApplyPlaceholders) do
            GameTooltip:AddLine(string.format("|c00967FD2%s|r", placeholder));
        end

        GameTooltip:AddLine(" ");
        GameTooltip:AddLine("Example:");
        GameTooltip:AddLine("|c00967FD2SELF,RL,HEALER|r");
        GameTooltip:AddLine(" ");
        GameTooltip:Show();
    end);

    HelpIcon:SetCallback("OnLeave", function()
        GameTooltip:Hide();
    end);

    local MutatorExplanation = GL.AceGUI:Create("Label");
    MutatorExplanation:SetText("The mutators shown below will automatically be added to all new GDKP sessions\n\n");
    MutatorExplanation:SetFullWidth(true);
    Parent:AddChild(MutatorExplanation);

    Spacer = GL.AceGUI:Create("SimpleGroup");
    Spacer:SetLayout("FILL");
    Spacer:SetFullWidth(true);
    Spacer:SetHeight(10);
    Parent:AddChild(Spacer);

    local MutatorNames = {};
    local Mutators = Settings:get("GDKP.Mutators", {});

    for name in pairs(Mutators) do
        tinsert(MutatorNames, name);
    end

    table.sort(MutatorNames);

    for i = 1, 20 do
        local mutatorName = MutatorNames[i] or nil;
        local MutatorDetails = {};

        if (mutatorName) then
            MutatorDetails = Settings:get("GDKP.Mutators." .. mutatorName, {});
        end

        local Name = GL.AceGUI:Create("EditBox");
        Name:DisableButton(true);
        Name:SetHeight(20);
        Name:SetWidth(80);
        Name:SetText(MutatorDetails.name);
        Parent:AddChild(Name);

        local Percentage = GL.AceGUI:Create("EditBox");
        Percentage:DisableButton(true);
        Percentage:SetHeight(20);
        Percentage:SetWidth(100);
        Percentage:SetText(MutatorDetails.percentage);
        Parent:AddChild(Percentage);

        local Flat = GL.AceGUI:Create("EditBox");
        Flat:DisableButton(true);
        Flat:SetHeight(20);
        Flat:SetWidth(100);
        Flat:SetText(MutatorDetails.flat);
        Parent:AddChild(Flat);

        local AutoApplyTo = GL.AceGUI:Create("EditBox");
        AutoApplyTo:DisableButton(true);
        AutoApplyTo:SetHeight(20);
        AutoApplyTo:SetWidth(220);
        AutoApplyTo:SetText(MutatorDetails.autoApplyTo);
        AutoApplyTo:SetMaxLetters(2);
        Parent:AddChild(AutoApplyTo);

        self.InputElements[i] = {
            Name = Name,
            Percentage = Percentage,
            Flat = Flat,
            AutoApplyTo = AutoApplyTo,
        };

        if (i == 1) then
            Name:SetLabel("|cffFFF569Name|r");
            Percentage:SetLabel("|cffFFF569Percentage|r");
            Flat:SetLabel("|cffFFF569Flat g|r");
            AutoApplyTo:SetLabel("|cffFFF569Apply to|r");
        end

        if (i < 20) then
            Spacer = GL.AceGUI:Create("SimpleGroup");
            Spacer:SetLayout("FILL");
            Spacer:SetFullWidth(true);
            Spacer:SetHeight(10);
            Parent:AddChild(Spacer);
        end
    end
end

--- Store the button details (will be overwritten by the draw method)
function GDKP:onClose()
    GL.Settings:set("GDKP.Mutators", {});
    GL.Settings:set("GDKP.ItemLevelDetails", {});

    for _, Details in pairs(self.ItemLevelElements or {}) do
        (function ()
            local level = tonumber(strtrim(Details.Level:GetText())) or 0;
            if (level < 1) then
                return;
            end

            local minimum = tonumber(strtrim(Details.Minimum:GetText())) or 0;
            if (minimum < 0) then
                return;
            end

            local increment = tonumber(strtrim(Details.Increment:GetText())) or 0;
            if (increment < 1) then
                return;
            end

            GL.Settings:set(("GDKP.ItemLevelDetails.%s"):format(level), {
                increment = increment,
                level = level,
                minimum = minimum,
            });
        end)();
    end

    for _, Mutator in pairs(self.InputElements or {}) do
        (function ()
            local name = strtrim(Mutator.Name:GetText());
            if (GL:empty(name)) then
                return;
            end

            local percentage = strtrim(Mutator.Percentage:GetText());
            if (not GL:empty(percentage)
                and GL:empty(tonumber(percentage))
            ) then
                return;
            end

            local flat = strtrim(Mutator.Flat:GetText());
            if (not GL:empty(flat)
                and GL:empty(tonumber(flat))
            ) then
                return;
            end

            local autoApplyTo = strtrim(Mutator.AutoApplyTo:GetText());

            local MutatorObj = {
                autoApplyTo = autoApplyTo,
                flat = flat,
                name = name,
                percentage = percentage,
            };

            GL.Settings:set("GDKP.Mutators." .. name, MutatorObj);
        end)();
    end
end

GL:debug("Interface/Settings/GDKP.lua");