
local DF = _G ["DetailsFramework"]
if (not DF or not DetailsFrameworkCanLoad) then
	return 
end

local _
--> lua locals
local _rawset = rawset --> lua local
local _rawget = rawget --> lua local
local _setmetatable = setmetatable --> lua local
local _unpack = unpack --> lua local
local _type = type --> lua local
local _math_floor = math.floor --> lua local
local loadstring = loadstring --> lua local

local cleanfunction = function() end
local APIFrameFunctions

do
	local metaPrototype = {
		WidgetType = "panel",
		SetHook = DF.SetHook,
		RunHooksForWidget = DF.RunHooksForWidget,
	}

	_G [DF.GlobalWidgetControlNames ["panel"]] = _G [DF.GlobalWidgetControlNames ["panel"]] or metaPrototype
end

local PanelMetaFunctions = _G [DF.GlobalWidgetControlNames ["panel"]]

--> mixin for options functions
DF.OptionsFunctions = {
	SetOption = function (self, optionName, optionValue)
		if (self.options) then
			self.options [optionName] = optionValue
		else
			self.options = {}
			self.options [optionName] = optionValue
		end
		
		if (self.OnOptionChanged) then
			DF:Dispatch (self.OnOptionChanged, self, optionName, optionValue)
		end
	end,
	
	GetOption = function (self, optionName)
		return self.options and self.options [optionName]
	end,
	
	GetAllOptions = function (self)
		if (self.options) then
			local optionsTable = {}
			for key, _ in pairs (self.options) do
				optionsTable [#optionsTable + 1] = key
			end
			return optionsTable
		else
			return {}
		end
	end,
	
	BuildOptionsTable = function (self, defaultOptions, userOptions)
		self.options = self.options or {}
		DF.table.deploy (self.options, userOptions or {})
		DF.table.deploy (self.options, defaultOptions or {})
	end
}

--> default options for the frame layout
local default_framelayout_options = {
	amount_per_line = 4,
	start_x = 2,
	start_y = -2,
	is_vertical = false,
	grow_right = true, --on vertical (if not grow next line left)
	grow_down = true, --on horizontal (if not grow next line up)
	anchor_to_child = false, --if true set the point to the previous frame instead of coordinate
	anchor_point = "topleft",
	anchor_relative = "topleft",
	offset_x = 100,
	offset_y = 20,
	width = 0, --if bigger than 0, it will set the value
	height = 0,
	break_if_hidden = true, --stop if encounters a hidden frame
}

--> mixin for frame layout
DF.LayoutFrame = {
	AnchorTo = function (self, anchor, point, x, y)
		if (point == "top") then
			self:ClearAllPoints()
			self:SetPoint ("bottom", anchor, "top", x or 0, y or 0)
			
		elseif (point == "bottom") then
			self:ClearAllPoints()
			self:SetPoint ("top", anchor, "bottom", x or 0, y or 0)
			
		elseif (point == "left") then
			self:ClearAllPoints()
			self:SetPoint ("right", anchor, "left", x or 0, y or 0)
			
		elseif (point == "right") then
			self:ClearAllPoints()
			self:SetPoint ("left", anchor, "right", x or 0, y or 0)
		end
	end,
	
	ArrangeFrames = function (self, frameList, options)
		
		if (not frameList) then
			frameList = {self:GetChildren()}
		end
		
		options = options or {}
		DF.table.deploy (options, default_framelayout_options)
		
		local breakLine = options.amount_per_line + 1
		local currentX, currentY = options.start_x, options.start_y
		local offsetX, offsetY = options.offset_x, options.offset_y
		local anchorPoint = options.anchor_point
		local anchorAt = options.anchor_relative
		local latestFrame = self
		local firstRowFrame = frameList [1]
		
		if (options.is_vertical) then
			for i = 1, #frameList do 
				local thisFrame =  frameList [i]
				if (options.break_if_hidden and not thisFrame:IsShown()) then
					break
				end
				thisFrame:ClearAllPoints()
				
				if (options.anchor_to_child) then
					if (i == breakLine) then
						if (options.grow_right) then
							thisFrame:SetPoint ("topleft", firstRowFrame, "topright", offsetX, 0)
						else
							thisFrame:SetPoint ("topright", firstRowFrame, "topleft", -offsetX, 0)
						end
						firstRowFrame = thisFrame
						latestFrame = thisFrame
						breakLine = breakLine + options.amount_per_line
					else
						thisFrame:SetPoint (anchorPoint, latestFrame, i == 1 and "topleft" or anchorAt, offsetX, i == 1 and 0 or offsetY)
						latestFrame = thisFrame
					end
				else
					if (i == breakLine) then
						if (options.grow_right) then
							currentX = currentX + offsetX
						else
							currentX = currentX - offsetX
						end
						currentY = options.start_y
						
						firstRowFrame = thisFrame
						breakLine = breakLine + options.amount_per_line
					end
					
					thisFrame:SetPoint (anchorPoint, self, anchorAt, currentX, currentY)
					currentY = currentY - offsetY
				end
			end
		
		else
			for i = 1, #frameList do 
				local thisFrame =  frameList [i]
				if (options.break_if_hidden and not thisFrame:IsShown()) then
					break
				end
				thisFrame:ClearAllPoints()
				
				if (options.anchor_to_child) then
					if (i == breakLine) then
						if (options.grow_down) then
							thisFrame:SetPoint ("topleft", firstRowFrame, "bottomleft", 0, -offsetY)
						else
							thisFrame:SetPoint ("bottomleft", firstRowFrame, "topleft", 0, offsetY)
						end
						firstRowFrame = thisFrame
						latestFrame = thisFrame
						breakLine = breakLine + options.amount_per_line
					else
						thisFrame:SetPoint (anchorPoint, latestFrame, i == 1 and "topleft" or anchorAt, i == 1 and 0 or offsetX, offsetY)
						latestFrame = thisFrame
					end
				else
					if (i == breakLine) then
						if (options.grow_down) then
							currentY = currentY - offsetY
						else
							currentY = currentY + offsetY
						end
						currentX = options.start_x
						
						firstRowFrame = thisFrame
						breakLine = breakLine + options.amount_per_line
					end
					
					thisFrame:SetPoint (anchorPoint, self, anchorAt, currentX, currentY)
					currentX = currentX + offsetX
				end
			end
		end
	end
	
}


------------------------------------------------------------------------------------------------------------
--> metatables

	PanelMetaFunctions.__call = function (_table, value)
		--> nothing to do
		return true
	end

------------------------------------------------------------------------------------------------------------
--> members

	--> tooltip
	local gmember_tooltip = function (_object)
		return _object:GetTooltip()
	end
	--> shown
	local gmember_shown = function (_object)
		return _object:IsShown()
	end
	--> backdrop color
	local gmember_color = function (_object)
		return _object.frame:GetBackdropColor()
	end
	--> backdrop table
	local gmember_backdrop = function (_object)
		return _object.frame:GetBackdrop()
	end
	--> frame width
	local gmember_width = function (_object)
		return _object.frame:GetWidth()
	end
	--> frame height
	local gmember_height = function (_object)
		return _object.frame:GetHeight()
	end
	--> locked
	local gmember_locked = function (_object)
		return _rawget (_object, "is_locked")
	end

	PanelMetaFunctions.GetMembers = PanelMetaFunctions.GetMembers or {}
	PanelMetaFunctions.GetMembers ["tooltip"] = gmember_tooltip
	PanelMetaFunctions.GetMembers ["shown"] = gmember_shown
	PanelMetaFunctions.GetMembers ["color"] = gmember_color
	PanelMetaFunctions.GetMembers ["backdrop"] = gmember_backdrop
	PanelMetaFunctions.GetMembers ["width"] = gmember_width
	PanelMetaFunctions.GetMembers ["height"] = gmember_height
	PanelMetaFunctions.GetMembers ["locked"] = gmember_locked
	
	PanelMetaFunctions.__index = function (_table, _member_requested)

		local func = PanelMetaFunctions.GetMembers [_member_requested]
		if (func) then
			return func (_table, _member_requested)
		end
		
		local fromMe = _rawget (_table, _member_requested)
		if (fromMe) then
			return fromMe
		end
		
		return PanelMetaFunctions [_member_requested]
	end
	

	--> tooltip
	local smember_tooltip = function (_object, _value)
		return _object:SetTooltip (_value)
	end
	--> show
	local smember_show = function (_object, _value)
		if (_value) then
			return _object:Show()
		else
			return _object:Hide()
		end
	end
	--> hide
	local smember_hide = function (_object, _value)
		if (not _value) then
			return _object:Show()
		else
			return _object:Hide()
		end
	end
	--> backdrop color
	local smember_color = function (_object, _value)
		local _value1, _value2, _value3, _value4 = DF:ParseColors (_value)
		return _object:SetBackdropColor (_value1, _value2, _value3, _value4)
	end
	--> frame width
	local smember_width = function (_object, _value)
		return _object.frame:SetWidth (_value)
	end
	--> frame height
	local smember_height = function (_object, _value)
		return _object.frame:SetHeight (_value)
	end

	--> locked
	local smember_locked = function (_object, _value)
		if (_value) then
			_object.frame:SetMovable (false)
			return _rawset (_object, "is_locked", true)
		else
			_object.frame:SetMovable (true)
			_rawset (_object, "is_locked", false)
			return
		end
	end	
	
	--> backdrop
	local smember_backdrop = function (_object, _value)
		return _object.frame:SetBackdrop (_value)
	end
	
	--> close with right button
	local smember_right_close = function (_object, _value)
		return _rawset (_object, "rightButtonClose", _value)
	end
	
	PanelMetaFunctions.SetMembers = PanelMetaFunctions.SetMembers or {}
	PanelMetaFunctions.SetMembers["tooltip"] = smember_tooltip
	PanelMetaFunctions.SetMembers["show"] = smember_show
	PanelMetaFunctions.SetMembers["hide"] = smember_hide
	PanelMetaFunctions.SetMembers["color"] = smember_color
	PanelMetaFunctions.SetMembers["backdrop"] = smember_backdrop
	PanelMetaFunctions.SetMembers["width"] = smember_width
	PanelMetaFunctions.SetMembers["height"] = smember_height
	PanelMetaFunctions.SetMembers["locked"] = smember_locked
	PanelMetaFunctions.SetMembers["close_with_right"] = smember_right_close

	PanelMetaFunctions.__newindex = function (_table, _key, _value)
		local func = PanelMetaFunctions.SetMembers [_key]
		if (func) then
			return func (_table, _value)
		else
			return _rawset (_table, _key, _value)
		end
	end

------------------------------------------------------------------------------------------------------------
--> methods

--> right click to close
	function PanelMetaFunctions:CreateRightClickLabel (textType, w, h, close_text)
		local text
		w = w or 20
		h = h or 20
		
		if (close_text) then
			text = close_text
		else
			if (textType) then
				textType = string.lower (textType)
				if (textType == "short") then
					text = "close window"
				elseif (textType == "medium") then
					text = "close window"
				elseif (textType == "large") then
					text = "close window"
				end
			else
				text = "close window"
			end
		end
		
		return DF:NewLabel (self, _, "$parentRightMouseToClose", nil, "|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:"..w..":"..h..":0:1:512:512:8:70:328:409|t " .. text)
	end

--> show & hide
	function PanelMetaFunctions:Show()
		self.frame:Show()
		
	end
	function PanelMetaFunctions:Hide()
		self.frame:Hide()
		
	end

-- setpoint
	function PanelMetaFunctions:SetPoint (v1, v2, v3, v4, v5)
		v1, v2, v3, v4, v5 = DF:CheckPoints (v1, v2, v3, v4, v5, self)
		if (not v1) then
			print ("Invalid parameter for SetPoint")
			return
		end
		return self.widget:SetPoint (v1, v2, v3, v4, v5)
	end
	
-- sizes 
	function PanelMetaFunctions:SetSize (w, h)
		if (w) then
			self.frame:SetWidth (w)
		end
		if (h) then
			self.frame:SetHeight (h)
		end
	end
	
-- clear
	function PanelMetaFunctions:HideWidgets()
		for widgetName, widgetSelf in pairs (self) do 
			if (type (widgetSelf) == "table" and widgetSelf.dframework) then
				widgetSelf:Hide()
			end
		end
	end

-- backdrop
	function PanelMetaFunctions:SetBackdrop (background, edge, tilesize, edgesize, tile, left, right, top, bottom)
	
		if (_type (background) == "boolean" and not background) then
			return self.frame:SetBackdrop (nil)
			
		elseif (_type (background) == "table") then
			self.frame:SetBackdrop (background)
			
		else
			local currentBackdrop = self.frame:GetBackdrop() or {edgeFile="Interface\\DialogFrame\\UI-DialogBox-Border", bgFile="Interface\\DialogFrame\\UI-DialogBox-Background", tile=true, tileSize=16, edgeSize=16, insets={left=1, right=0, top=0, bottom=0}}
			currentBackdrop.bgFile = background or currentBackdrop.bgFile
			currentBackdrop.edgeFile = edgeFile or currentBackdrop.edgeFile
			currentBackdrop.tileSize = tilesize or currentBackdrop.tileSize
			currentBackdrop.edgeSize = edgesize or currentBackdrop.edgeSize
			currentBackdrop.tile = tile or currentBackdrop.tile
			currentBackdrop.insets.left = left or currentBackdrop.insets.left
			currentBackdrop.insets.right = left or currentBackdrop.insets.right
			currentBackdrop.insets.top = left or currentBackdrop.insets.top
			currentBackdrop.insets.bottom = left or currentBackdrop.insets.bottom
			self.frame:SetBackdrop (currentBackdrop)
		end
	end
	
-- backdropcolor
	function PanelMetaFunctions:SetBackdropColor (color, arg2, arg3, arg4)
		if (arg2) then
			self.frame:SetBackdropColor (color, arg2, arg3, arg4 or 1)
		else
			local _value1, _value2, _value3, _value4 = DF:ParseColors (color)
			self.frame:SetBackdropColor (_value1, _value2, _value3, _value4)
		end
	end
	
-- border color	
	function PanelMetaFunctions:SetBackdropBorderColor (color, arg2, arg3, arg4)
		if (arg2) then
			return self.frame:SetBackdropBorderColor (color, arg2, arg3, arg4)
		end
		local _value1, _value2, _value3, _value4 = DF:ParseColors (color)
		self.frame:SetBackdropBorderColor (_value1, _value2, _value3, _value4)
	end
	
-- tooltip
	function PanelMetaFunctions:SetTooltip (tooltip)
		if (tooltip) then
			return _rawset (self, "have_tooltip", tooltip)
		else
			return _rawset (self, "have_tooltip", nil)
		end
	end
	function PanelMetaFunctions:GetTooltip()
		return _rawget (self, "have_tooltip")
	end

-- frame levels
	function PanelMetaFunctions:GetFrameLevel()
		return self.widget:GetFrameLevel()
	end
	function PanelMetaFunctions:SetFrameLevel (level, frame)
		if (not frame) then
			return self.widget:SetFrameLevel (level)
		else
			local framelevel = frame:GetFrameLevel (frame) + level
			return self.widget:SetFrameLevel (framelevel)
		end
	end

-- frame stratas
	function PanelMetaFunctions:SetFrameStrata()
		return self.widget:GetFrameStrata()
	end
	function PanelMetaFunctions:SetFrameStrata (strata)
		if (_type (strata) == "table") then
			self.widget:SetFrameStrata (strata:GetFrameStrata())
		else
			self.widget:SetFrameStrata (strata)
		end
	end

------------------------------------------------------------------------------------------------------------
--> scripts
	
	local OnEnter = function (frame)
		local capsule = frame.MyObject
		local kill = capsule:RunHooksForWidget ("OnEnter", frame, capsule)
		if (kill) then
			return
		end
		
		if (frame.MyObject.have_tooltip) then 
			GameCooltip2:Reset()
			GameCooltip2:SetType ("tooltip")
			GameCooltip2:SetColor ("main", "transparent")
			GameCooltip2:AddLine (frame.MyObject.have_tooltip)
			GameCooltip2:SetOwner (frame)
			GameCooltip2:ShowCooltip()
		end
	end

	local OnLeave = function (frame)
		local capsule = frame.MyObject
		local kill = capsule:RunHooksForWidget ("OnLeave", frame, capsule)
		if (kill) then
			return
		end
		
		if (frame.MyObject.have_tooltip) then 
			GameCooltip2:ShowMe (false)
		end
		
	end
	
	local OnHide = function (frame)
		local capsule = frame.MyObject
		local kill = capsule:RunHooksForWidget ("OnHide", frame, capsule)
		if (kill) then
			return
		end
	end
	
	local OnShow = function (frame)
		local capsule = frame.MyObject
		local kill = capsule:RunHooksForWidget ("OnShow", frame, capsule)
		if (kill) then
			return
		end
	end
	
	local OnMouseDown = function (frame, button)
		local capsule = frame.MyObject
		local kill = capsule:RunHooksForWidget ("OnMouseDown", frame, button, capsule)
		if (kill) then
			return
		end
		
		if (frame.MyObject.container == UIParent) then
			if (not frame.isLocked and frame:IsMovable()) then
				frame.isMoving = true
				frame:StartMoving()
			end
		
		elseif (not frame.MyObject.container.isLocked and frame.MyObject.container:IsMovable()) then
			if (not frame.isLocked and frame:IsMovable()) then
				frame.MyObject.container.isMoving = true
				frame.MyObject.container:StartMoving()
			end
		end
		

	end
	
	local OnMouseUp = function (frame, button)
		local capsule = frame.MyObject
		local kill = capsule:RunHooksForWidget ("OnMouseUp", frame, button, capsule)
		if (kill) then
			return
		end
		
		if (button == "RightButton" and frame.MyObject.rightButtonClose) then
			frame.MyObject:Hide()
		end
		
		if (frame.MyObject.container == UIParent) then
			if (frame.isMoving) then
				frame:StopMovingOrSizing()
				frame.isMoving = false
			end
		else
			if (frame.MyObject.container.isMoving) then
				frame.MyObject.container:StopMovingOrSizing()
				frame.MyObject.container.isMoving = false
			end
		end
	end
	
------------------------------------------------------------------------------------------------------------
--> object constructor
function DF:CreatePanel (parent, w, h, backdrop, backdropcolor, bordercolor, member, name)
	return DF:NewPanel (parent, parent, name, member, w, h, backdrop, backdropcolor, bordercolor)
end

function DF:NewPanel (parent, container, name, member, w, h, backdrop, backdropcolor, bordercolor)

	if (not name) then
		name = "DetailsFrameworkPanelNumber" .. DF.PanelCounter
		DF.PanelCounter = DF.PanelCounter + 1

	elseif (not parent) then
		parent = UIParent
	end
	if (not container) then
		container = parent
	end
	
	if (name:find ("$parent")) then
		name = name:gsub ("$parent", parent:GetName())
	end
	
	local PanelObject = {type = "panel", dframework = true}
	
	if (member) then
		parent [member] = PanelObject
	end
	
	if (parent.dframework) then
		parent = parent.widget
	end
	if (container.dframework) then
		container = container.widget
	end

	--> default members:
		--> misc
		PanelObject.is_locked = true
		PanelObject.container = container
		PanelObject.rightButtonClose = false
	
	PanelObject.frame = CreateFrame ("frame", name, parent)
	PanelObject.frame:SetSize (100, 100)
	PanelObject.frame.Gradient = {
					["OnEnter"] = {0.3, 0.3, 0.3, 0.5},
					["OnLeave"] = {0.9, 0.7, 0.7, 1}
	}
	PanelObject.frame:SetBackdrop ({bgFile = [[Interface\DialogFrame\UI-DialogBox-Background]], edgeFile = "Interface\DialogFrame\UI-DialogBox-Border", edgeSize = 10, tileSize = 64, tile = true})
	
	PanelObject.widget = PanelObject.frame
	
	if (not APIFrameFunctions) then
		APIFrameFunctions = {}
		local idx = getmetatable (PanelObject.frame).__index
		for funcName, funcAddress in pairs (idx) do 
			if (not PanelMetaFunctions [funcName]) then
				PanelMetaFunctions [funcName] = function (object, ...)
					local x = loadstring ( "return _G['"..object.frame:GetName().."']:"..funcName.."(...)")
					return x (...)
				end
			end
		end
	end
	
	PanelObject.frame:SetWidth (w or 100)
	PanelObject.frame:SetHeight (h or 100)
	
	PanelObject.frame.MyObject = PanelObject
	
	PanelObject.HookList = {
		OnEnter = {},
		OnLeave = {},
		OnHide = {},
		OnShow = {},
		OnMouseDown = {},
		OnMouseUp = {},
	}
	
	--> hooks
		PanelObject.frame:SetScript ("OnEnter", OnEnter)
		PanelObject.frame:SetScript ("OnLeave", OnLeave)
		PanelObject.frame:SetScript ("OnHide", OnHide)
		PanelObject.frame:SetScript ("OnShow", OnShow)
		PanelObject.frame:SetScript ("OnMouseDown", OnMouseDown)
		PanelObject.frame:SetScript ("OnMouseUp", OnMouseUp)
		
	_setmetatable (PanelObject, PanelMetaFunctions)

	if (backdrop) then
		PanelObject:SetBackdrop (backdrop)
	elseif (_type (backdrop) == "boolean") then
		PanelObject.frame:SetBackdrop (nil)
	end
	
	if (backdropcolor) then
		PanelObject:SetBackdropColor (backdropcolor)
	end
	
	if (bordercolor) then
		PanelObject:SetBackdropBorderColor (bordercolor)
	end

	return PanelObject
end

------------fill panel

local button_on_enter = function (self)
	self.MyObject._icon:SetBlendMode ("ADD")
	if (self.MyObject.onenter_func) then
		pcall (self.MyObject.onenter_func, self.MyObject)
	end
end
local button_on_leave = function (self)
	self.MyObject._icon:SetBlendMode ("BLEND")
	if (self.MyObject.onleave_func) then
		pcall (self.MyObject.onleave_func, self.MyObject)
	end
end

local add_row = function (self, t, need_update)
	local index = #self.rows+1
	
	local thisrow = DF:NewPanel (self, self, "$parentHeader_" .. self._name .. index, nil, 1, 20)
	thisrow.backdrop = {bgFile = [[Interface\DialogFrame\UI-DialogBox-Gold-Background]]}
	thisrow.color = "silver"
	thisrow.type = t.type
	thisrow.func = t.func
	thisrow.name = t.name
	thisrow.notext = t.notext
	thisrow.icon = t.icon
	thisrow.iconalign = t.iconalign
	
	thisrow.hidden = t.hidden or false
	
	thisrow.onenter = t.onenter
	thisrow.onleave = t.onleave
	
	local text = DF:NewLabel (thisrow, nil, self._name .. "$parentLabel" .. index, "text")
	text:SetPoint ("left", thisrow, "left", 2, 0)
	text:SetText (t.name)

	tinsert (self._raw_rows, t)
	tinsert (self.rows, thisrow)
	
	if (need_update) then
		self:AlignRows()
	end
end

local align_rows = function (self)

	local rows_shown = 0
	for index, row in ipairs (self.rows) do
		if (not row.hidden) then
			rows_shown = rows_shown + 1
		end
	end

	local cur_width = 0
	local row_width = self._width / rows_shown

	local sindex = 1
	
	wipe (self._anchors)
	
	for index, row in ipairs (self.rows) do
		if (not row.hidden) then
			if (self._autowidth) then
				if (self._raw_rows [index].width) then
					row.width = self._raw_rows [index].width
				else
					row.width = row_width
				end
				row:SetPoint ("topleft", self, "topleft", cur_width, 0)
				tinsert (self._anchors, cur_width)
				cur_width = cur_width + row_width + 1
			else
				row:SetPoint ("topleft", self, "topleft", cur_width, 0)
				row.width = self._raw_rows [index].width
				tinsert (self._anchors, cur_width)
				cur_width = cur_width + self._raw_rows [index].width + 1
			end
			
			row:Show()

			local type = row.type

			if (type == "text") then
				for i = 1, #self.scrollframe.lines do
					local line = self.scrollframe.lines [i]
					local text = tremove (line.text_available)
					if (not text) then
						self:CreateRowText (line)
						text = tremove (line.text_available)
					end
					tinsert (line.text_inuse, text)
					text:SetPoint ("left", line, "left", self._anchors [#self._anchors], 0)
					text:SetWidth (row.width)
					
					DF:SetFontSize (text, row.textsize or 10)
					text:SetJustifyH (row.textalign or "left")
				end
			elseif (type == "entry") then
				for i = 1, #self.scrollframe.lines do
					local line = self.scrollframe.lines [i]
					local entry = tremove (line.entry_available)
					if (not entry) then
						self:CreateRowEntry (line)
						entry = tremove (line.entry_available)
					end
					tinsert (line.entry_inuse, entry)
					entry:SetPoint ("left", line, "left", self._anchors [#self._anchors], 0)
					if (sindex == rows_shown) then
						entry:SetWidth (row.width - 25)
					else
						entry:SetWidth (row.width)
					end
					entry.func = row.func
					
					entry.onenter_func = nil
					entry.onleave_func = nil
					
					if (row.onenter) then
						entry.onenter_func = row.onenter
					end
					if (row.onleave) then
						entry.onleave_func = row.onleave
					end
				end
			elseif (type == "button") then
				for i = 1, #self.scrollframe.lines do
					local line = self.scrollframe.lines [i]
					local button = tremove (line.button_available)
					if (not button) then
						self:CreateRowButton (line)
						button = tremove (line.button_available)
					end
					tinsert (line.button_inuse, button)
					button:SetPoint ("left", line, "left", self._anchors [#self._anchors], 0)
					if (sindex == rows_shown) then
						button:SetWidth (row.width - 25)
					else
						button:SetWidth (row.width)
					end
					
					if (row.icon) then
						button._icon.texture = row.icon
						button._icon:ClearAllPoints()
						if (row.iconalign) then
							if (row.iconalign == "center") then
								button._icon:SetPoint ("center", button, "center")
							elseif (row.iconalign == "right") then
								button._icon:SetPoint ("right", button, "right")
							end
						else
							button._icon:SetPoint ("left", button, "left")
						end
					end
					
					if (row.name and not row.notext) then
						button._text:SetPoint ("left", button._icon, "right", 2, 0)
						button._text.text = row.name
					end
					
					button.onenter_func = nil
					button.onleave_func = nil
					
					if (row.onenter) then
						button.onenter_func = row.onenter
					end
					if (row.onleave) then
						button.onleave_func = row.onleave
					end
					
				end
			elseif (type == "icon") then
				for i = 1, #self.scrollframe.lines do
					local line = self.scrollframe.lines [i]
					local icon = tremove (line.icon_available)
					if (not icon) then
						self:CreateRowIcon (line)
						icon = tremove (line.icon_available)
					end
					tinsert (line.icon_inuse, icon)
					icon:SetPoint ("left", line, "left", self._anchors [#self._anchors] + ( ((row.width or 22) - 22) / 2), 0)
					icon.func = row.func
				end
				
			elseif (type == "texture") then
				for i = 1, #self.scrollframe.lines do
					local line = self.scrollframe.lines [i]
					local texture = tremove (line.texture_available)
					if (not texture) then
						self:CreateRowTexture (line)
						texture = tremove (line.texture_available)
					end
					tinsert (line.texture_inuse, texture)
					texture:SetPoint ("left", line, "left", self._anchors [#self._anchors] + ( ((row.width or 22) - 22) / 2), 0)
				end
				
			end
			
			sindex = sindex + 1
		else
			row:Hide()
		end
	end
	
	if (#self.rows > 0) then
		if (self._autowidth) then
			self.rows [#self.rows]:SetWidth (row_width - rows_shown + 1)
		else
			self.rows [#self.rows]:SetWidth (self._raw_rows [rows_shown].width - rows_shown + 1)
		end
	end
	
	self.showing_amt = rows_shown
end

local update_rows = function (self, updated_rows)

	for i = 1, #updated_rows do
		local t = updated_rows [i]
		local raw = self._raw_rows [i]
		
		if (not raw) then
			self:AddRow (t)
		else
			raw.name = t.name
			raw.hidden = t.hidden or false
			raw.textsize = t.textsize
			raw.textalign = t.textalign
			
			local widget = self.rows [i]
			widget.name = t.name
			widget.textsize = t.textsize
			widget.textalign = t.textalign
			widget.hidden = t.hidden or false
			
			--
			widget.onenter = t.onenter
			widget.onleave = t.onleave
			--
			
			widget.text:SetText (t.name)
			DF:SetFontSize (widget.text, raw.textsize or 10)
			widget.text:SetJustifyH (raw.textalign or "left")
			
		end
	end
	
	for i = #updated_rows+1, #self._raw_rows do
		local raw = self._raw_rows [i]
		local widget = self.rows [i]
		raw.hidden = true
		widget.hidden = true
	end
	
	for index, row in ipairs (self.scrollframe.lines) do
		for i = #row.text_inuse, 1, -1 do
			tinsert (row.text_available, tremove (row.text_inuse, i))
		end
		for i = 1, #row.text_available do
			row.text_available[i]:Hide()
		end
		
		for i = #row.entry_inuse, 1, -1 do
			tinsert (row.entry_available, tremove (row.entry_inuse, i))
		end
		for i = 1, #row.entry_available do
			row.entry_available[i]:Hide()
		end
		
		for i = #row.button_inuse, 1, -1 do
			tinsert (row.button_available, tremove (row.button_inuse, i))
		end
		for i = 1, #row.button_available do
			row.button_available[i]:Hide()
		end
		
		for i = #row.icon_inuse, 1, -1 do
			tinsert (row.icon_available, tremove (row.icon_inuse, i))
		end
		for i = 1, #row.icon_available do
			row.icon_available[i]:Hide()
		end
		
		for i = #row.texture_inuse, 1, -1 do
			tinsert (row.texture_available, tremove (row.texture_inuse, i))
		end
		for i = 1, #row.texture_available do
			row.texture_available[i]:Hide()
		end
	end
	
	self.current_header = updated_rows
	
	self:AlignRows()

end

local create_panel_text = function (self, row)
	row.text_total = row.text_total + 1
	local text = DF:NewLabel (row, nil, self._name .. "$parentLabel" .. row.text_total, "text" .. row.text_total)
	tinsert (row.text_available, text)
end

local create_panel_entry = function (self, row)
	row.entry_total = row.entry_total + 1
	local editbox = DF:NewTextEntry (row, nil, "$parentEntry" .. row.entry_total, "entry", 120, 20)
	editbox.align = "left"
	
	editbox:SetHook ("OnEnterPressed", function()
		editbox.widget.focuslost = true
		editbox:ClearFocus()
		editbox.func (editbox.index, editbox.text)
		return true
	end)
	
	editbox:SetHook ("OnEnter", function()
		if (editbox.onenter_func) then
			pcall (editbox.onenter_func, editbox)
		end
	end)
	editbox:SetHook ("OnLeave", function()
		if (editbox.onleave_func) then
			pcall (editbox.onleave_func, editbox)
		end
	end)
	
	editbox:SetBackdrop ({bgFile = [[Interface\DialogFrame\UI-DialogBox-Background]], edgeFile = "Interface\\ChatFrame\\ChatFrameBackground", edgeSize = 1})
	editbox:SetBackdropColor (1, 1, 1, 0.1)
	editbox:SetBackdropBorderColor (1, 1, 1, 0.1)
	editbox.editbox.current_bordercolor = {1, 1, 1, 0.1}
	
	editbox:SetTemplate (DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
	
	tinsert (row.entry_available, editbox)
end

local create_panel_button = function (self, row)
	row.button_total = row.button_total + 1
	local button = DF:NewButton (row, nil, "$parentButton" .. row.button_total, "button" .. row.button_total, 120, 20)

	--> create icon and the text
	local icon = DF:NewImage (button, nil, 20, 20)
	local text = DF:NewLabel (button)
	
	button._icon = icon
	button._text = text

	button:SetHook ("OnEnter", button_on_enter)
	button:SetHook ("OnLeave", button_on_leave)
	
	tinsert (row.button_available, button)
end

local icon_onclick = function (texture, iconbutton)
	iconbutton._icon.texture = texture
	iconbutton.func (iconbutton.index, texture)
end

local create_panel_icon = function (self, row)
	row.icon_total = row.icon_total + 1
	local iconbutton = DF:NewButton (row, nil, "$parentIconButton" .. row.icon_total, "iconbutton", 22, 20)
	iconbutton:InstallCustomTexture()
	
	iconbutton:SetHook ("OnEnter", button_on_enter)
	iconbutton:SetHook ("OnLeave", button_on_leave)
	
	iconbutton:SetHook ("OnMouseUp", function()
		DF:IconPick (icon_onclick, true, iconbutton)
		return true
	end)
	
	local icon = DF:NewImage (iconbutton, nil, 20, 20, "artwork", nil, "_icon", "$parentIcon" .. row.icon_total)
	iconbutton._icon = icon

	icon:SetPoint ("center", iconbutton, "center", 0, 0)

	tinsert (row.icon_available, iconbutton)
end

local create_panel_texture = function (self, row)
	row.texture_total = row.texture_total + 1
	local texture = DF:NewImage (row, nil, 20, 20, "artwork", nil, "_icon" .. row.texture_total, "$parentIcon" .. row.texture_total)
	tinsert (row.texture_available, texture)
end

local set_fill_function = function (self, func)
	self._fillfunc = func
end
local set_total_function = function (self, func)
	self._totalfunc = func
end
local drop_header_function = function (self)
	wipe (self.rows)
end

local fillpanel_update_size = function (self, elapsed)
	local panel = self.MyObject
	
	panel._width = panel:GetWidth()
	panel._height = panel:GetHeight()
		
	panel:UpdateRowAmount()
	if (panel.current_header) then
		update_rows (panel, panel.current_header)
	end
	panel:Refresh()
	
	self:SetScript ("OnUpdate", nil)
end

 -- ~fillpanel
  --alias
function DF:CreateFillPanel (parent, rows, w, h, total_lines, fill_row, autowidth, options, member, name)
	return DF:NewFillPanel (parent, rows, name, member, w, h, total_lines, fill_row, autowidth, options)
end
 
function DF:NewFillPanel (parent, rows, name, member, w, h, total_lines, fill_row, autowidth, options)
	
	local panel = DF:NewPanel (parent, parent, name, member, w, h)
	panel.backdrop = nil
	
	options = options or {rowheight = 20}
	panel.rows = {}
	
	panel.AddRow = add_row
	panel.AlignRows = align_rows
	panel.UpdateRows = update_rows
	panel.CreateRowText = create_panel_text
	panel.CreateRowEntry = create_panel_entry
	panel.CreateRowButton = create_panel_button
	panel.CreateRowIcon = create_panel_icon
	panel.CreateRowTexture = create_panel_texture
	panel.SetFillFunction = set_fill_function
	panel.SetTotalFunction = set_total_function
	panel.DropHeader = drop_header_function
	
	panel._name = name
	panel._width = w
	panel._height = h
	panel._raw_rows = {}
	panel._anchors = {}
	panel._fillfunc = fill_row
	panel._totalfunc = total_lines
	panel._autowidth = autowidth
	
	panel:SetScript ("OnSizeChanged", function() 
		panel:SetScript ("OnUpdate", fillpanel_update_size)
	end)
	
	for index, t in ipairs (rows) do 
		panel.AddRow (panel, t)
	end

	local refresh_fillbox = function (self)
	
		local offset = FauxScrollFrame_GetOffset (self)
		local filled_lines = panel._totalfunc (panel)		
	
		for index = 1, #self.lines do
	
			local row = self.lines [index]
			if (index <= filled_lines) then

				local real_index = index + offset
				local results = panel._fillfunc (real_index, panel)
				
				if (results and results [1]) then
					row:Show()

					local text, entry, button, icon, texture = 1, 1, 1, 1, 1
					
					for index, t in ipairs (panel.rows) do
						if (not t.hidden) then
							if (t.type == "text") then
								local fontstring = row.text_inuse [text]
								text = text + 1
								fontstring:SetText (results [index])
								fontstring.index = real_index
								fontstring:Show()

							elseif (t.type == "entry") then
								local entrywidget = row.entry_inuse [entry]
								entry = entry + 1
								entrywidget.index = real_index
								
								if (type (results [index]) == "table") then
									entrywidget:SetText (results [index].text)
									entrywidget.id = results [index].id
									entrywidget.data1 = results [index].data1
									entrywidget.data2 = results [index].data2
								else
									entrywidget:SetText (results [index])
								end
								
								entrywidget:SetCursorPosition(0)
								
								entrywidget:Show()
								
							elseif (t.type == "button") then
								local buttonwidget = row.button_inuse [button]
								button = button + 1
								buttonwidget.index = real_index

								if (type (results [index]) == "table") then
									if (results [index].text) then
										buttonwidget:SetText (results [index].text)
									end
									
									if (results [index].icon) then
										buttonwidget._icon:SetTexture (results [index].icon)
									end
									
									if (results [index].func) then
										local func = function()
											t.func (real_index, results [index].value)
											panel:Refresh()
										end
										buttonwidget:SetClickFunction (func)
									else
										local func = function()
											t.func (real_index, index)
											panel:Refresh()
										end
										buttonwidget:SetClickFunction (func)
									end
									
									buttonwidget.id = results [index].id
									buttonwidget.data1 = results [index].data1
									buttonwidget.data2 = results [index].data2
									
								else
									local func = function()
										t.func (real_index, index)
										panel:Refresh()
									end
									buttonwidget:SetClickFunction (func)
									buttonwidget:SetText (results [index])
								end
								
								buttonwidget:Show()
								
							elseif (t.type == "icon") then
								local iconwidget = row.icon_inuse [icon]
								icon = icon + 1
								
								iconwidget.line = index
								iconwidget.index = real_index
								
								--print (index, results [index])
								if (type (results [index]) == "string") then
									local result = results [index]:gsub (".-%\\", "")
									iconwidget._icon.texture = results [index]
								else
									iconwidget._icon:SetTexture (results [index])
								end
								
								iconwidget:Show()
								
							elseif (t.type == "texture") then
								local texturewidget = row.texture_inuse [texture]
								texture = texture + 1
								
								texturewidget.line = index
								texturewidget.index = real_index

								if (type (results [index]) == "string") then
									local result = results [index]:gsub (".-%\\", "")
									texturewidget.texture = results [index]
								else
									texturewidget:SetTexture (results [index])
								end
								
								texturewidget:Show()
							end
						end
					end

				else
					row:Hide()
				end
			else
				row:Hide()
			end
		end
	end
	
	function panel:Refresh()
		if (type (panel._totalfunc) == "boolean") then
			--> not yet initialized
			return
		end
		local filled_lines = panel._totalfunc (panel)
		local scroll_total_lines = #panel.scrollframe.lines
		local line_height = options.rowheight
		refresh_fillbox (panel.scrollframe)
		FauxScrollFrame_Update (panel.scrollframe, filled_lines, scroll_total_lines, line_height)
		panel.scrollframe:Show()
	end
	
	local scrollframe = CreateFrame ("scrollframe", name .. "Scroll", panel.widget, "FauxScrollFrameTemplate")
	scrollframe:SetScript ("OnVerticalScroll", function (self, offset) FauxScrollFrame_OnVerticalScroll (self, offset, 20, panel.Refresh) end)
	scrollframe:SetPoint ("topleft", panel.widget, "topleft", 0, -21)
	scrollframe:SetPoint ("topright", panel.widget, "topright", -23, -21)
	scrollframe:SetPoint ("bottomleft", panel.widget, "bottomleft")
	scrollframe:SetPoint ("bottomright", panel.widget, "bottomright", -23, 0)
	scrollframe:SetSize (w, h)
	panel.scrollframe = scrollframe
	scrollframe.lines = {}
	
	DF:ReskinSlider (scrollframe)
	
	--create lines
	function panel:UpdateRowAmount()
		local size = options.rowheight
		local amount = math.floor (((panel._height-21) / size))

		for i = #scrollframe.lines+1, amount do
			local row = CreateFrame ("frame", panel:GetName() .. "Row_" .. i, panel.widget)
			row:SetSize (1, size)
			row.color = {1, 1, 1, .2}
			
			row:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]]})
			
			if (i%2 == 0) then
				row:SetBackdropColor (.5, .5, .5, 0.2)
			else
				row:SetBackdropColor (1, 1, 1, 0.00)
			end
			
			row:SetPoint ("topleft", scrollframe, "topleft", 0, (i-1) * size * -1)
			row:SetPoint ("topright", scrollframe, "topright", 0, (i-1) * size * -1)
			tinsert (scrollframe.lines, row)
			
			row.text_available = {}
			row.text_inuse = {}
			row.text_total = 0
			
			row.entry_available = {}
			row.entry_inuse = {}
			row.entry_total = 0
			
			row.button_available = {}
			row.button_inuse = {}
			row.button_total = 0
			
			row.icon_available = {}
			row.icon_inuse = {}
			row.icon_total = 0

			row.texture_available = {}
			row.texture_inuse = {}
			row.texture_total = 0
		end
	end
	panel:UpdateRowAmount()

	panel.AlignRows (panel)
	
	return panel
end


------------color pick
local color_pick_func = function()
	local r, g, b = ColorPickerFrame:GetColorRGB()
	local a = OpacitySliderFrame:GetValue()
	ColorPickerFrame:dcallback (r, g, b, a, ColorPickerFrame.dframe)
end
local color_pick_func_cancel = function()
	ColorPickerFrame:SetColorRGB (unpack (ColorPickerFrame.previousValues))
	local r, g, b = ColorPickerFrame:GetColorRGB()
	local a = OpacitySliderFrame:GetValue()
	ColorPickerFrame:dcallback (r, g, b, a, ColorPickerFrame.dframe)
end

function DF:ColorPick (frame, r, g, b, alpha, callback)

	ColorPickerFrame:ClearAllPoints()
	ColorPickerFrame:SetPoint ("bottomleft", frame, "topright", 0, 0)
	
	ColorPickerFrame.dcallback = callback
	ColorPickerFrame.dframe = frame
	
	ColorPickerFrame.func = color_pick_func
	ColorPickerFrame.opacityFunc = color_pick_func
	ColorPickerFrame.cancelFunc = color_pick_func_cancel
	
	ColorPickerFrame.opacity = alpha
	ColorPickerFrame.hasOpacity = alpha and true
	
	ColorPickerFrame.previousValues = {r, g, b}
	ColorPickerFrame:SetParent (UIParent)
	ColorPickerFrame:SetFrameStrata ("tooltip")
	ColorPickerFrame:SetColorRGB (r, g, b)
	ColorPickerFrame:Show()

end

------------icon pick
function DF:IconPick (callback, close_when_select, param1, param2)

	if (not DF.IconPickFrame) then 
	
		local string_lower = string.lower
	
		DF.IconPickFrame = CreateFrame ("frame", "DetailsFrameworkIconPickFrame", UIParent)
		tinsert (UISpecialFrames, "DetailsFrameworkIconPickFrame")
		DF.IconPickFrame:SetFrameStrata ("TOOLTIP")
		
		DF.IconPickFrame:SetPoint ("center", UIParent, "center")
		DF.IconPickFrame:SetWidth (350)
		DF.IconPickFrame:SetHeight (277)
		DF.IconPickFrame:EnableMouse (true)
		DF.IconPickFrame:SetMovable (true)
		
		DF:CreateTitleBar (DF.IconPickFrame, "Icon Picker")
		
		DF.IconPickFrame:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})

		DF.IconPickFrame:SetBackdropBorderColor (0, 0, 0)
		DF.IconPickFrame:SetBackdropColor (24/255, 24/255, 24/255, .8)
		DF.IconPickFrame:SetFrameLevel (5000)
		
		DF.IconPickFrame:SetScript ("OnMouseDown", function (self)
			if (not self.isMoving) then
				DF.IconPickFrame:StartMoving()
				self.isMoving = true
			end
		end)
		
		DF.IconPickFrame:SetScript ("OnMouseUp", function (self)
			if (self.isMoving) then
				DF.IconPickFrame:StopMovingOrSizing()
				self.isMoving = nil
			end
		end)
		
		DF.IconPickFrame.emptyFunction = function() end
		DF.IconPickFrame.callback = DF.IconPickFrame.emptyFunction
		
		DF.IconPickFrame.preview =  CreateFrame ("frame", nil, UIParent)
		DF.IconPickFrame.preview:SetFrameStrata ("tooltip")
		DF.IconPickFrame.preview:SetFrameLevel (6001)
		DF.IconPickFrame.preview:SetSize (76, 76)
		
		local preview_image_bg = DF:NewImage (DF.IconPickFrame.preview, nil, 76, 76)
		preview_image_bg:SetDrawLayer ("background", 0)
		preview_image_bg:SetAllPoints (DF.IconPickFrame.preview)
		preview_image_bg:SetColorTexture (0, 0, 0)
		
		local preview_image = DF:NewImage (DF.IconPickFrame.preview, nil, 76, 76)
		preview_image:SetAllPoints (DF.IconPickFrame.preview)
		
		DF.IconPickFrame.preview.icon = preview_image
		DF.IconPickFrame.preview:Hide()
		
		--serach
		DF.IconPickFrame.searchLabel =  DF:NewLabel (DF.IconPickFrame, nil, "$parentSearchBoxLabel", nil, "search:", font, size, color)
		DF.IconPickFrame.searchLabel:SetPoint ("topleft", DF.IconPickFrame, "topleft", 12, -36)
		DF.IconPickFrame.searchLabel:SetTemplate (DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
		
		DF.IconPickFrame.search = DF:NewTextEntry (DF.IconPickFrame, nil, "$parentSearchBox", nil, 140, 20)
		DF.IconPickFrame.search:SetPoint ("left", DF.IconPickFrame.searchLabel, "right", 2, 0)
		DF.IconPickFrame.search:SetTemplate (DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
		
		DF.IconPickFrame.search:SetHook ("OnTextChanged", function() 
			DF.IconPickFrame.searching = DF.IconPickFrame.search:GetText()
			if (DF.IconPickFrame.searching == "") then
				DF.IconPickFrameScroll:Show()
				DF.IconPickFrame.searching = nil
				DF.IconPickFrame.updateFunc()
			else
				DF.IconPickFrameScroll:Hide()
				FauxScrollFrame_SetOffset (DF.IconPickFrame, 1)
				DF.IconPickFrame.last_filter_index = 1
				DF.IconPickFrame.updateFunc()
			end
		end)
		
		--manually enter the icon path
		DF.IconPickFrame.customIcon = DF:CreateLabel (DF.IconPickFrame, "Icon Path:", DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
		DF.IconPickFrame.customIcon:SetPoint ("bottomleft", DF.IconPickFrame, "bottomleft", 12, 16)
		
		DF.IconPickFrame.customIconEntry = DF:CreateTextEntry (DF.IconPickFrame, function()end, 200, 20, "CustomIconEntry", _, _, DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
		DF.IconPickFrame.customIconEntry:SetPoint ("left", DF.IconPickFrame.customIcon, "right", 2, 0)
		
		DF.IconPickFrame.customIconEntry:SetHook ("OnTextChanged", function() 
			DF.IconPickFrame.preview:SetPoint ("bottom", DF.IconPickFrame.customIconEntry.widget, "top", 0, 2)
			DF.IconPickFrame.preview.icon:SetTexture (DF.IconPickFrame.customIconEntry:GetText())
			DF.IconPickFrame.preview:Show()
		end)
		
		DF.IconPickFrame.customIconEntry:SetHook ("OnEnter", function() 
			DF.IconPickFrame.preview:SetPoint ("bottom", DF.IconPickFrame.customIconEntry.widget, "top", 0, 2)
			DF.IconPickFrame.preview.icon:SetTexture (DF.IconPickFrame.customIconEntry:GetText())
			DF.IconPickFrame.preview:Show()
		end)
		
		--> close button
		local close_button = CreateFrame ("button", nil, DF.IconPickFrame, "UIPanelCloseButton")
		close_button:SetWidth (32)
		close_button:SetHeight (32)
		close_button:SetPoint ("TOPRIGHT", DF.IconPickFrame, "TOPRIGHT", -8, -7)
		close_button:SetFrameLevel (close_button:GetFrameLevel()+2)
		close_button:SetAlpha (0) --just hide, it is used below
		
		--> accept custom icon button
		local accept_custom_icon = function()
			local path = DF.IconPickFrame.customIconEntry:GetText()
			
			DF:QuickDispatch (DF.IconPickFrame.callback, path, DF.IconPickFrame.param1, DF.IconPickFrame.param2)
			
			if (DF.IconPickFrame.click_close) then
				close_button:Click()
			end
		end
		
		DF.IconPickFrame.customIconAccept = DF:CreateButton (DF.IconPickFrame, accept_custom_icon, 82, 20, "Accept", nil, nil, nil, nil, nil, nil, DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE"), DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
		DF.IconPickFrame.customIconAccept:SetPoint ("left", DF.IconPickFrame.customIconEntry, "right", 2, 0)
		
		--fill with icons
		
		local MACRO_ICON_FILENAMES = {}
		local SPELLNAMES_CACHE = {}
		
		DF.IconPickFrame:SetScript ("OnShow", function()
			
			MACRO_ICON_FILENAMES [1] = "INV_MISC_QUESTIONMARK"
			local index = 2
		
			for i = 1, GetNumSpellTabs() do
				local tab, tabTex, offset, numSpells, _ = GetSpellTabInfo (i)
				offset = offset + 1
				local tabEnd = offset + numSpells
				
				for j = offset, tabEnd - 1 do
					--to get spell info by slot, you have to pass in a pet argument
					local spellType, ID = GetSpellBookItemInfo (j, "player")
					if (spellType ~= "FUTURESPELL") then
						MACRO_ICON_FILENAMES [index] = GetSpellBookItemTexture (j, "player") or 0
						index = index + 1
						
					elseif (spellType == "FLYOUT") then
						local _, _, numSlots, isKnown = GetFlyoutInfo (ID)
						if (isKnown and numSlots > 0) then
							for k = 1, numSlots do 
								local spellID, overrideSpellID, isKnown = GetFlyoutSlotInfo (ID, k)
								if (isKnown) then
									MACRO_ICON_FILENAMES [index] = GetSpellTexture (spellID) or 0
									index = index + 1
								end
							end
						end
						
					end
				end
			end
			
			GetLooseMacroItemIcons (MACRO_ICON_FILENAMES)
			GetLooseMacroIcons (MACRO_ICON_FILENAMES)
			GetMacroIcons (MACRO_ICON_FILENAMES)
			GetMacroItemIcons (MACRO_ICON_FILENAMES)
			
			--reset the custom icon text entry
			DF.IconPickFrame.customIconEntry:SetText ("")
			--reset the search text entry
			DF.IconPickFrame.search:SetText ("")
		end)
		
		DF.IconPickFrame:SetScript ("OnHide", function()
			wipe (MACRO_ICON_FILENAMES)
			DF.IconPickFrame.preview:Hide()
			collectgarbage()
		end)
		
		DF.IconPickFrame.buttons = {}
		
		local OnClickFunction = function (self) 
		
			DF:QuickDispatch (DF.IconPickFrame.callback, self.icon:GetTexture(), DF.IconPickFrame.param1, DF.IconPickFrame.param2)
			
			if (DF.IconPickFrame.click_close) then
				close_button:Click()
			end
		end
		
		local onenter = function (self)
			DF.IconPickFrame.preview:SetPoint ("bottom", self, "top", 0, 2)
			DF.IconPickFrame.preview.icon:SetTexture (self.icon:GetTexture())
			DF.IconPickFrame.preview:Show()
			self.icon:SetBlendMode ("ADD")
		end
		local onleave = function (self)
			DF.IconPickFrame.preview:Hide()
			self.icon:SetBlendMode ("BLEND")
		end
		
		local backdrop = {bgFile = DF.folder .. "background", tile = true, tileSize = 16,
		insets = {left = 0, right = 0, top = 0, bottom = 0}, edgeFile = [[Interface\DialogFrame\UI-DialogBox-Border]], edgeSize = 10}
		
		for i = 0, 9 do 
			local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..(i+1), DF.IconPickFrame)
			local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..(i+1).."Icon", "overlay")
			newcheck.icon = image
			image:SetPoint ("topleft", newcheck, "topleft", 2, -2) image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
			newcheck:SetSize (30, 28)
			newcheck:SetBackdrop (backdrop)
			
			newcheck:SetScript ("OnClick", OnClickFunction)
			newcheck.param1 = i+1
			
			newcheck:SetPoint ("topleft", DF.IconPickFrame, "topleft", 12 + (i*30), -60)
			newcheck:SetID (i+1)
			DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
			newcheck:SetScript ("OnEnter", onenter)
			newcheck:SetScript ("OnLeave", onleave)
		end
		for i = 11, 20 do
			local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
			local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
			newcheck.icon = image
			image:SetPoint ("topleft", newcheck, "topleft", 2, -2) image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
			newcheck:SetSize (30, 28)
			newcheck:SetBackdrop (backdrop)
			
			newcheck:SetScript ("OnClick", OnClickFunction)
			newcheck.param1 = i
			
			newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
			newcheck:SetID (i)
			DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
			newcheck:SetScript ("OnEnter", onenter)
			newcheck:SetScript ("OnLeave", onleave)
		end
		for i = 21, 30 do 
			local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
			local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
			newcheck.icon = image
			image:SetPoint ("topleft", newcheck, "topleft", 2, -2) image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
			newcheck:SetSize (30, 28)
			newcheck:SetBackdrop (backdrop)
			
			newcheck:SetScript ("OnClick", OnClickFunction)
			newcheck.param1 = i
			
			newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
			newcheck:SetID (i)
			DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
			newcheck:SetScript ("OnEnter", onenter)
			newcheck:SetScript ("OnLeave", onleave)
		end
		for i = 31, 40 do 
			local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
			local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
			newcheck.icon = image
			image:SetPoint ("topleft", newcheck, "topleft", 2, -2) image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
			newcheck:SetSize (30, 28)
			newcheck:SetBackdrop (backdrop)
			
			newcheck:SetScript ("OnClick", OnClickFunction)
			newcheck.param1 = i
			
			newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
			newcheck:SetID (i)
			DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
			newcheck:SetScript ("OnEnter", onenter)
			newcheck:SetScript ("OnLeave", onleave)
		end
		for i = 41, 50 do 
			local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
			local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
			newcheck.icon = image
			image:SetPoint ("topleft", newcheck, "topleft", 2, -2) image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
			newcheck:SetSize (30, 28)
			newcheck:SetBackdrop (backdrop)
			
			newcheck:SetScript ("OnClick", OnClickFunction)
			newcheck.param1 = i
			
			newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
			newcheck:SetID (i)
			DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
			newcheck:SetScript ("OnEnter", onenter)
			newcheck:SetScript ("OnLeave", onleave)
		end
		for i = 51, 60 do 
			local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
			local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
			newcheck.icon = image
			image:SetPoint ("topleft", newcheck, "topleft", 2, -2) image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
			newcheck:SetSize (30, 28)
			newcheck:SetBackdrop (backdrop)
			
			newcheck:SetScript ("OnClick", OnClickFunction)
			newcheck.param1 = i
			
			newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
			newcheck:SetID (i)
			DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
			newcheck:SetScript ("OnEnter", onenter)
			newcheck:SetScript ("OnLeave", onleave)
		end
		
		local scroll = CreateFrame ("ScrollFrame", "DetailsFrameworkIconPickFrameScroll", DF.IconPickFrame, "ListScrollFrameTemplate")
		DF:ReskinSlider (scroll)

		local ChecksFrame_Update = function (self)

			local numMacroIcons = #MACRO_ICON_FILENAMES
			local macroPopupIcon, macroPopupButton
			local macroPopupOffset = FauxScrollFrame_GetOffset (scroll)
			local index

			local texture
			local filter
			if (DF.IconPickFrame.searching) then
				filter = string_lower (DF.IconPickFrame.searching)
			end

			local pool
			local shown = 0
			
			if (filter and filter ~= "") then
				if (#SPELLNAMES_CACHE == 0) then
					--build name cache
					local GetSpellInfo = GetSpellInfo
					for i = 1, #MACRO_ICON_FILENAMES do
						local spellName = GetSpellInfo (MACRO_ICON_FILENAMES [i])
						SPELLNAMES_CACHE [i] = spellName or "NULL"
					end
				end
				
				--do the filter
				pool = {}
				for i = 1, #SPELLNAMES_CACHE do
					if (SPELLNAMES_CACHE [i]:find (filter)) then
						pool [#pool+1] = MACRO_ICON_FILENAMES [i]
						shown = shown + 1
					end
				end
			else
				shown = nil
			end
			
			if (not pool) then
				pool = MACRO_ICON_FILENAMES
			end
			
			for i = 1, 60 do
				macroPopupIcon = _G ["DetailsFrameworkIconPickFrameButton"..i.."Icon"]
				macroPopupButton = _G ["DetailsFrameworkIconPickFrameButton"..i]
				index = (macroPopupOffset * 10) + i
				texture = pool [index]
				if ( index <= numMacroIcons and texture ) then

					if (type (texture) == "number") then
						macroPopupIcon:SetTexture (texture)
					else
						macroPopupIcon:SetTexture ("INTERFACE\\ICONS\\" .. texture)
					end

					macroPopupIcon:SetTexCoord (4/64, 60/64, 4/64, 60/64)
					macroPopupButton.IconID = index
					macroPopupButton:Show()
				else
					macroPopupButton:Hide()
				end
			end

			pool = nil
			
			-- Scrollbar stuff
			FauxScrollFrame_Update (scroll, ceil ((shown or numMacroIcons) / 10) , 5, 20 )
		end

		DF.IconPickFrame.updateFunc = ChecksFrame_Update
		
		scroll:SetPoint ("topleft", DF.IconPickFrame, "topleft", -18, -58)
		scroll:SetWidth (330)
		scroll:SetHeight (178)
		scroll:SetScript ("OnVerticalScroll", function (self, offset) FauxScrollFrame_OnVerticalScroll (scroll, offset, 20, ChecksFrame_Update) end)
		scroll.update = ChecksFrame_Update
		DF.IconPickFrameScroll = scroll
		DF.IconPickFrame:Hide()
		
	end
	
	DF.IconPickFrame.param1, DF.IconPickFrame.param2 = param1, param2
	
	DF.IconPickFrame:Show()
	DF.IconPickFrameScroll.update (DF.IconPickFrameScroll)
	DF.IconPickFrame.callback = callback or DF.IconPickFrame.emptyFunction
	DF.IconPickFrame.click_close = close_when_select
	
end	

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

function DF:ShowPanicWarning (text)
	if (not DF.PanicWarningWindow) then
		DF.PanicWarningWindow = CreateFrame ("frame", "DetailsFrameworkPanicWarningWindow", UIParent)
		DF.PanicWarningWindow:SetHeight (80)
		DF.PanicWarningWindow:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
		DF.PanicWarningWindow:SetBackdropColor (1, 0, 0, 0.2)
		DF.PanicWarningWindow:SetPoint ("topleft", UIParent, "topleft", 0, -250)
		DF.PanicWarningWindow:SetPoint ("topright", UIParent, "topright", 0, -250)
		
		DF.PanicWarningWindow.text = DF.PanicWarningWindow:CreateFontString (nil, "overlay", "GameFontNormal")
		DF.PanicWarningWindow.text:SetPoint ("center", DF.PanicWarningWindow, "center")
		DF.PanicWarningWindow.text:SetTextColor (1, 0.6, 0)
	end
	
	DF.PanicWarningWindow.text:SetText (text)
	DF.PanicWarningWindow:Show()
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


local simple_panel_mouse_down = function (self, button)
	if (button == "RightButton") then
		if (self.IsMoving) then
			self.IsMoving = false
			self:StopMovingOrSizing()
			if (self.db and self.db.position) then
				DF:SavePositionOnScreen (self)
			end
		end
		if (not self.DontRightClickClose) then
			self:Hide()
		end
		return
	end
	if (not self.IsMoving and not self.IsLocked) then
		self.IsMoving = true
		self:StartMoving()
	end
end
local simple_panel_mouse_up = function (self, button)
	if (self.IsMoving) then
		self.IsMoving = false
		self:StopMovingOrSizing()
		if (self.db and self.db.position) then
			DF:SavePositionOnScreen (self)
		end
	end
end
local simple_panel_settitle = function (self, title)
	self.Title:SetText (title)
end

local simple_panel_close_click = function (self)
	self:GetParent():GetParent():Hide()
end

local SimplePanel_frame_backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true}
local SimplePanel_frame_backdrop_color = {0, 0, 0, 0.9}
local SimplePanel_frame_backdrop_border_color = {0, 0, 0, 1}

--with_label was making the frame stay in place while its parent moves
--the slider was anchoring to with_label and here here were anchoring the slider again
function DF:CreateScaleBar (frame, config)
	local scaleBar, text = DF:CreateSlider (frame, 120, 14, 0.6, 1.6, 0.1, config.scale, true, "ScaleBar", nil, "Scale:", DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE"), DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
	--scaleBar:SetPoint ("right", frame.Close, "left", -26, 0)
	text:SetPoint ("topleft", frame, "topleft", 12, -7)
	scaleBar:SetFrameLevel (DF.FRAMELEVEL_OVERLAY)
	scaleBar.OnValueChanged = function (_, _, value)
		config.scale = value
		if (not scaleBar.IsValueChanging) then
			frame:SetScale (config.scale)
		end
	end
	scaleBar:SetHook ("OnMouseUp", function()
		frame:SetScale (config.scale)
	end)
	
	scaleBar:SetAlpha (0.2)
	
	return scaleBar
end

local no_options = {}
function DF:CreateSimplePanel (parent, w, h, title, name, panel_options, db)
	
	if (db and name and not db [name]) then
		db [name] = {scale = 1}
	end
	
	if (not name) then
		name = "DetailsFrameworkSimplePanel" .. DF.SimplePanelCounter
		DF.SimplePanelCounter = DF.SimplePanelCounter + 1
	end
	if (not parent) then
		parent = UIParent
	end
	
	panel_options = panel_options or no_options
	
	local f = CreateFrame ("frame", name, UIParent)
	f:SetSize (w or 400, h or 250)
	f:SetPoint ("center", UIParent, "center", 0, 0)
	f:SetFrameStrata ("FULLSCREEN")
	f:EnableMouse()
	f:SetMovable (true)
	f:SetBackdrop (SimplePanel_frame_backdrop)
	f:SetBackdropColor (unpack (SimplePanel_frame_backdrop_color))
	f:SetBackdropBorderColor (unpack (SimplePanel_frame_backdrop_border_color))
	
	f.DontRightClickClose = panel_options.DontRightClickClose
	
	if (not panel_options.NoTUISpecialFrame) then
		tinsert (UISpecialFrames, name)
	end
	
	local title_bar = CreateFrame ("frame", name .. "TitleBar", f)
	title_bar:SetPoint ("topleft", f, "topleft", 2, -3)
	title_bar:SetPoint ("topright", f, "topright", -2, -3)
	title_bar:SetHeight (20)
	title_bar:SetBackdrop (SimplePanel_frame_backdrop)
	title_bar:SetBackdropColor (.2, .2, .2, 1)
	title_bar:SetBackdropBorderColor (0, 0, 0, 1)
	f.TitleBar = title_bar
	
	local close = CreateFrame ("button", name and name .. "CloseButton", title_bar)
	close:SetFrameLevel (DF.FRAMELEVEL_OVERLAY)
	close:SetSize (16, 16)
	close:SetNormalTexture (DF.folder .. "icons")
	close:SetHighlightTexture (DF.folder .. "icons")
	close:SetPushedTexture (DF.folder .. "icons")
	close:GetNormalTexture():SetTexCoord (0, 16/128, 0, 1)
	close:GetHighlightTexture():SetTexCoord (0, 16/128, 0, 1)
	close:GetPushedTexture():SetTexCoord (0, 16/128, 0, 1)
	close:SetAlpha (0.7)
	close:SetScript ("OnClick", simple_panel_close_click)
	f.Close = close
	
	local title_string = title_bar:CreateFontString (name and name .. "Title", "overlay", "GameFontNormal")
	title_string:SetTextColor (.8, .8, .8, 1)
	title_string:SetText (title or "")
	f.Title = title_string
	
	if (panel_options.UseScaleBar and db [name]) then
		DF:CreateScaleBar (f, db [name])
		f:SetScale (db [name].scale)
	end
	
	f.Title:SetPoint ("center", title_bar, "center")
	f.Close:SetPoint ("right", title_bar, "right", -2, 0)
	
	f:SetScript ("OnMouseDown", simple_panel_mouse_down)
	f:SetScript ("OnMouseUp", simple_panel_mouse_up)
	
	f.SetTitle = simple_panel_settitle
	
	return f
end

local Panel1PxBackdrop = {bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 64,
edgeFile = DF.folder .. "border_3", edgeSize = 9, insets = {left = 2, right = 2, top = 3, bottom = 3}}

local Panel1PxOnClickClose = function (self)
	self:GetParent():Hide()
end
local Panel1PxOnToggleLock = function (self)
	if (self.IsLocked) then
		self.IsLocked = false
		self:SetMovable (true)
		self:EnableMouse (true)
		self.Lock:GetNormalTexture():SetTexCoord (32/128, 48/128, 0, 1)
		self.Lock:GetHighlightTexture():SetTexCoord (32/128, 48/128, 0, 1)
		self.Lock:GetPushedTexture():SetTexCoord (32/128, 48/128, 0, 1)
		if (self.OnUnlock) then
			self:OnUnlock()
		end
		if (self.db) then
			self.db.IsLocked = self.IsLocked
		end
	else
		self.IsLocked = true
		self:SetMovable (false)
		self:EnableMouse (false)
		self.Lock:GetNormalTexture():SetTexCoord (16/128, 32/128, 0, 1)
		self.Lock:GetHighlightTexture():SetTexCoord (16/128, 32/128, 0, 1)
		self.Lock:GetPushedTexture():SetTexCoord (16/128, 32/128, 0, 1)
		if (self.OnLock) then
			self:OnLock()
		end
		if (self.db) then
			self.db.IsLocked = self.IsLocked
		end
	end
end
local Panel1PxOnClickLock = function (self)
	local f = self:GetParent()
	Panel1PxOnToggleLock (f)
end
local Panel1PxSetTitle = function (self, text)
	self.Title:SetText (text or "")
end

local Panel1PxSetLocked= function (self, lock_state)
	if (type (lock_state) ~= "boolean") then
		return
	end
	if (lock_state) then
		-- lock it
		self.IsLocked = false
		Panel1PxOnClickLock (self.Lock)
	else
		-- unlockit
		self.IsLocked = true
		Panel1PxOnClickLock (self.Lock)
	end
end

local Panel1PxReadConfig = function (self)
	local db = self.db
	if (db) then
		db.IsLocked = db.IsLocked or false
		self.IsLocked = db.IsLocked
		db.position = db.position or {x = 0, y = 0}
		db.position.x = db.position.x or 0
		db.position.y = db.position.y or 0
		DF:RestoreFramePosition (self)
	end
end

function DF:SavePositionOnScreen (frame)
	if (frame.db and frame.db.position) then
		local x, y = DF:GetPositionOnScreen (frame)
		--print ("saving...", x, y, frame:GetName())
		if (x and y) then
			frame.db.position.x, frame.db.position.y = x, y
		end
	end
end

function DF:GetPositionOnScreen (frame)
	local xOfs, yOfs = frame:GetCenter()
	if (not xOfs) then
		return
	end
	local scale = frame:GetEffectiveScale()
	local UIscale = UIParent:GetScale()
	xOfs = xOfs*scale - GetScreenWidth()*UIscale/2
	yOfs = yOfs*scale - GetScreenHeight()*UIscale/2
	return xOfs/UIscale, yOfs/UIscale
end

function DF:RestoreFramePosition (frame)
	if (frame.db and frame.db.position) then
		local scale, UIscale = frame:GetEffectiveScale(), UIParent:GetScale()
		frame:ClearAllPoints()
		frame.db.position.x = frame.db.position.x or 0
		frame.db.position.y = frame.db.position.y or 0
		frame:SetPoint ("center", UIParent, "center", frame.db.position.x * UIscale / scale, frame.db.position.y * UIscale / scale)
	end
end

local Panel1PxSavePosition= function (self)
	DF:SavePositionOnScreen (self)
end

local Panel1PxHasPosition = function (self)
	local db = self.db
	if (db) then
		if (db.position and db.position.x and (db.position.x ~= 0 or db.position.y ~= 0)) then
			return true
		end
	end
end

function DF:Create1PxPanel (parent, w, h, title, name, config, title_anchor, no_special_frame)
	local f = CreateFrame ("frame", name, parent or UIParent)
	f:SetSize (w or 100, h or 75)
	f:SetPoint ("center", UIParent, "center")
	
	if (name and not no_special_frame) then
		tinsert (UISpecialFrames, name)
	end
	
	f:SetScript ("OnMouseDown", simple_panel_mouse_down)
	f:SetScript ("OnMouseUp", simple_panel_mouse_up)
	
	f:SetBackdrop (Panel1PxBackdrop)
	f:SetBackdropColor (0, 0, 0, 0.5)
	
	f.IsLocked = (config and config.IsLocked ~= nil and config.IsLocked) or false
	f:SetMovable (true)
	f:EnableMouse (true)
	f:SetUserPlaced (true)
	
	f.db = config
	--print (config.position.x, config.position.x)
	Panel1PxReadConfig (f)
	
	local close = CreateFrame ("button", name and name .. "CloseButton", f)
	close:SetSize (16, 16)
	close:SetNormalTexture (DF.folder .. "icons")
	close:SetHighlightTexture (DF.folder .. "icons")
	close:SetPushedTexture (DF.folder .. "icons")
	close:GetNormalTexture():SetTexCoord (0, 16/128, 0, 1)
	close:GetHighlightTexture():SetTexCoord (0, 16/128, 0, 1)
	close:GetPushedTexture():SetTexCoord (0, 16/128, 0, 1)
	close:SetAlpha (0.7)
	
	local lock = CreateFrame ("button", name and name .. "LockButton", f)
	lock:SetSize (16, 16)
	lock:SetNormalTexture (DF.folder .. "icons")
	lock:SetHighlightTexture (DF.folder .. "icons")
	lock:SetPushedTexture (DF.folder .. "icons")
	lock:GetNormalTexture():SetTexCoord (32/128, 48/128, 0, 1)
	lock:GetHighlightTexture():SetTexCoord (32/128, 48/128, 0, 1)
	lock:GetPushedTexture():SetTexCoord (32/128, 48/128, 0, 1)
	lock:SetAlpha (0.7)
	
	close:SetPoint ("topright", f, "topright", -3, -3)
	lock:SetPoint ("right", close, "left", 3, 0)
	
	close:SetScript ("OnClick", Panel1PxOnClickClose)
	lock:SetScript ("OnClick", Panel1PxOnClickLock)
	
	local title_string = f:CreateFontString (name and name .. "Title", "overlay", "GameFontNormal")
	title_string:SetPoint ("topleft", f, "topleft", 5, -5)
	title_string:SetText (title or "")
	
	if (title_anchor) then
		if (title_anchor == "top") then
			title_string:ClearAllPoints()
			title_string:SetPoint ("bottomleft", f, "topleft", 0, 0)
			close:ClearAllPoints()
			close:SetPoint ("bottomright", f, "topright", 0, 0)
		end
		f.title_anchor = title_anchor
	end
	
	f.SetTitle = Panel1PxSetTitle
	f.Title = title_string
	f.Lock = lock
	f.Close = close
	f.HasPosition = Panel1PxHasPosition
	f.SavePosition = Panel1PxSavePosition
	
	f.IsLocked = not f.IsLocked
	f.SetLocked = Panel1PxSetLocked
	Panel1PxOnToggleLock (f)
	
	return f
end

------------------------------------------------------------------------------------------------------------------------------------------------
-- ~prompt
function DF:ShowPromptPanel (message, func_true, func_false)
	
	if (not DF.prompt_panel) then
		local f = CreateFrame ("frame", "DetailsFrameworkPromptSimple", UIParent) 
		f:SetSize (400, 80)
		f:SetFrameStrata ("DIALOG")
		f:SetPoint ("center", UIParent, "center", 0, 300)
		f:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
		f:SetBackdropColor (0, 0, 0, 0.8)
		f:SetBackdropBorderColor (0, 0, 0, 1)
		tinsert (UISpecialFrames, "DetailsFrameworkPromptSimple")
		
		DF:CreateTitleBar (f, "Prompt!")
		DF:ApplyStandardBackdrop (f)
		
		local prompt = f:CreateFontString (nil, "overlay", "GameFontNormal")
		prompt:SetPoint ("top", f, "top", 0, -28)
		prompt:SetJustifyH ("center")
		f.prompt = prompt
		
		local button_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
		local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
		
		local button_true = DF:CreateButton (f, nil, 60, 20, "Yes", nil, nil, nil, nil, nil, nil, options_dropdown_template)
		button_true:SetPoint ("bottomright", f, "bottomright", -5, 5)
		f.button_true = button_true
		
		local button_false = DF:CreateButton (f, nil, 60, 20, "No", nil, nil, nil, nil, nil, nil, options_dropdown_template)
		button_false:SetPoint ("bottomleft", f, "bottomleft", 5, 5)
		f.button_false = button_false
		
		button_true:SetClickFunction (function()
			local my_func = button_true.true_function
			if (my_func) then
				local okey, errormessage = pcall (my_func, true)
				if (not okey) then
					print ("error:", errormessage)
				end
				f:Hide()
			end
		end)
		
		button_false:SetClickFunction (function()
			local my_func = button_false.false_function
			if (my_func) then
				local okey, errormessage = pcall (my_func, true)
				if (not okey) then
					print ("error:", errormessage)
				end
				f:Hide()
			end
		end)
		
		f:Hide()
		DF.promtp_panel = f
	end
	
	assert (type (func_true) == "function" and type (func_false) == "function", "ShowPromptPanel expects two functions.")
	
	DF.promtp_panel.prompt:SetText (message)
	DF.promtp_panel.button_true.true_function = func_true
	DF.promtp_panel.button_false.false_function = func_false
	
	DF.promtp_panel:Show()
end


function DF:ShowTextPromptPanel (message, callback)
	
	if (not DF.text_prompt_panel) then
		
		local f = CreateFrame ("frame", "DetailsFrameworkPrompt", UIParent) 
		f:SetSize (400, 120)
		f:SetFrameStrata ("FULLSCREEN")
		f:SetPoint ("center", UIParent, "center", 0, 100)
		f:EnableMouse (true)
		f:SetMovable (true)
		f:RegisterForDrag ("LeftButton")
		f:SetScript ("OnDragStart", function() f:StartMoving() end)
		f:SetScript ("OnDragStop", function() f:StopMovingOrSizing() end)
		f:SetScript ("OnMouseDown", function (self, button) if (button == "RightButton") then f.EntryBox:ClearFocus() f:Hide() end end)
		tinsert (UISpecialFrames, "DetailsFrameworkPrompt")
		
		DF:CreateTitleBar (f, "Prompt!")
		DF:ApplyStandardBackdrop (f)
		
		local prompt = f:CreateFontString (nil, "overlay", "GameFontNormal")
		prompt:SetPoint ("top", f, "top", 0, -25)
		prompt:SetJustifyH ("center")
		prompt:SetSize (360, 36)
		f.prompt = prompt

		local button_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
		local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")

		local textbox = DF:CreateTextEntry (f, function()end, 380, 20, "textbox", nil, nil, options_dropdown_template)
		textbox:SetPoint ("topleft", f, "topleft", 10, -60)
		f.EntryBox = textbox

		local button_true = DF:CreateButton (f, nil, 60, 20, "Okey", nil, nil, nil, nil, nil, nil, options_dropdown_template)
		button_true:SetPoint ("bottomright", f, "bottomright", -10, 5)
		f.button_true = button_true

		local button_false = DF:CreateButton (f, function() f.textbox:ClearFocus() f:Hide() end, 60, 20, "Cancel", nil, nil, nil, nil, nil, nil, options_dropdown_template)
		button_false:SetPoint ("bottomleft", f, "bottomleft", 10, 5)
		f.button_false = button_false
		
		local executeCallback = function()
			local my_func = button_true.true_function
			if (my_func) then
				local okey, errormessage = pcall (my_func, textbox:GetText())
				textbox:ClearFocus()
				if (not okey) then
					print ("error:", errormessage)
				end
				f:Hide()
			end
		end
		
		button_true:SetClickFunction (function()
			executeCallback()
		end)
		
		textbox:SetHook ("OnEnterPressed", function()
			executeCallback()
		end)
	
		f:Hide()
		DF.text_prompt_panel = f
	end

	DF.text_prompt_panel:Show()
	
	DetailsFrameworkPrompt.EntryBox:SetText ("")
	DF.text_prompt_panel.prompt:SetText (message)
	DF.text_prompt_panel.button_true.true_function = callback
	DF.text_prompt_panel.textbox:SetFocus (true)
	
end

------------------------------------------------------------------------------------------------------------------------------------------------
--> options button -- ~options
function DF:CreateOptionsButton (parent, callback, name)
	
	local b = CreateFrame ("button", name, parent)
	b:SetSize (14, 14)
	b:SetNormalTexture (DF.folder .. "icons")
	b:SetHighlightTexture (DF.folder .. "icons")
	b:SetPushedTexture (DF.folder .. "icons")
	b:GetNormalTexture():SetTexCoord (48/128, 64/128, 0, 1)
	b:GetHighlightTexture():SetTexCoord (48/128, 64/128, 0, 1)
	b:GetPushedTexture():SetTexCoord (48/128, 64/128, 0, 1)
	b:SetAlpha (0.7)
	
	b:SetScript ("OnClick", callback)
	b:SetScript ("OnEnter", function (self) 
		GameCooltip2:Reset()
		GameCooltip2:AddLine ("Options")
		GameCooltip2:ShowCooltip (self, "tooltip")
	end)
	b:SetScript ("OnLeave", function (self) 
		GameCooltip2:Hide()
	end)
	
	return b

end

------------------------------------------------------------------------------------------------------------------------------------------------
--> feedback panel -- ~feedback

function DF:CreateFeedbackButton (parent, callback, name)
	local b = CreateFrame ("button", name, parent)
	b:SetSize (12, 13)
	b:SetNormalTexture (DF.folder .. "mail")
	b:SetPushedTexture (DF.folder .. "mail")
	b:SetHighlightTexture (DF.folder .. "mail")
	
	b:SetScript ("OnClick", callback)
	b:SetScript ("OnEnter", function (self) 
		GameCooltip2:Reset()
		GameCooltip2:AddLine ("Send Feedback")
		GameCooltip2:ShowCooltip (self, "tooltip")
	end)
	b:SetScript ("OnLeave", function (self) 
		GameCooltip2:Hide()
	end)
	
	return b
end

local backdrop_fb_line = {bgFile = DF.folder .. "background", edgeFile = DF.folder .. "border_3", 
tile = true, tileSize = 64, edgeSize = 8, insets = {left = 2, right = 2, top = 2, bottom = 2}}

local on_enter_feedback = function (self)
	self:SetBackdropColor (1, 1, 0, 0.5)
end
local on_leave_feedback = function (self)
	self:SetBackdropColor (0, 0, 0, 0.3)
end

local on_click_feedback = function (self)

	local feedback_link_textbox = DF.feedback_link_textbox
	
	if (not feedback_link_textbox) then
		local editbox = DF:CreateTextEntry (AddonFeedbackPanel, _, 275, 34)
		editbox:SetAutoFocus (false)
		editbox:SetHook ("OnEditFocusGained", function() 
			editbox.text = editbox.link
			editbox:HighlightText()
		end)
		editbox:SetHook ("OnEditFocusLost", function() 
			editbox:Hide()
		end)
		editbox:SetHook ("OnChar", function() 
			editbox.text = editbox.link
			editbox:HighlightText()
		end)
		editbox.text = ""
		
		DF.feedback_link_textbox = editbox
		feedback_link_textbox = editbox
	end
	
	feedback_link_textbox.link = self.link
	feedback_link_textbox.text = self.link
	feedback_link_textbox:Show()
	
	feedback_link_textbox:SetPoint ("topleft", self.icon, "topright", 3, 0)
	
	feedback_link_textbox:HighlightText()
	
	feedback_link_textbox:SetFocus()
	feedback_link_textbox:SetFrameLevel (self:GetFrameLevel()+2)
end

local feedback_get_fb_line = function (self)

	local line = self.feedback_lines [self.next_feedback]
	if (not line) then
		line = CreateFrame ("frame", "AddonFeedbackPanelFB" .. self.next_feedback, self)
		line:SetBackdrop (backdrop_fb_line)
		line:SetBackdropColor (0, 0, 0, 0.3)
		line:SetSize (390, 42)
		line:SetPoint ("topleft", self.feedback_anchor, "bottomleft", 0, -5 + ((self.next_feedback-1) * 46 * -1))
		line:SetScript ("OnEnter", on_enter_feedback)
		line:SetScript ("OnLeave", on_leave_feedback)
		line:SetScript ("OnMouseUp", on_click_feedback)
		
		line.icon = line:CreateTexture (nil, "overlay")
		line.icon:SetSize (90, 36)
		
		line.desc = line:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
		
		line.icon:SetPoint ("left", line, "left", 5, 0)
		line.desc:SetPoint ("left", line.icon, "right", 5, 0)
		
		local arrow = line:CreateTexture (nil, "overlay")
		arrow:SetTexture ([[Interface\Buttons\JumpUpArrow]])
		arrow:SetRotation (-1.55)
		arrow:SetPoint ("right", line, "right", -5, 0)
		
		self.feedback_lines [self.next_feedback] = line
	end
	
	self.next_feedback = self.next_feedback + 1
	
	return line
end

local on_click_feedback = function (self)

	local feedback_link_textbox = DF.feedback_link_textbox
	
	if (not feedback_link_textbox) then
		local editbox = DF:CreateTextEntry (AddonFeedbackPanel, _, 275, 34)
		editbox:SetAutoFocus (false)
		editbox:SetHook ("OnEditFocusGained", function() 
			editbox.text = editbox.link
			editbox:HighlightText()
		end)
		editbox:SetHook ("OnEditFocusLost", function() 
			editbox:Hide()
		end)
		editbox:SetHook ("OnChar", function() 
			editbox.text = editbox.link
			editbox:HighlightText()
		end)
		editbox.text = ""
		
		DF.feedback_link_textbox = editbox
		feedback_link_textbox = editbox
	end
	
	feedback_link_textbox.link = self.link
	feedback_link_textbox.text = self.link
	feedback_link_textbox:Show()
	
	feedback_link_textbox:SetPoint ("topleft", self.icon, "topright", 3, 0)
	
	feedback_link_textbox:HighlightText()
	
	feedback_link_textbox:SetFocus()
	feedback_link_textbox:SetFrameLevel (self:GetFrameLevel()+2)
end

local on_enter_addon = function (self)
	if (self.tooltip) then
		GameCooltip2:Preset (2)
		GameCooltip2:AddLine ("|cFFFFFF00" .. self.name .. "|r")
		GameCooltip2:AddLine ("")
		GameCooltip2:AddLine (self.tooltip)
		GameCooltip2:ShowCooltip (self, "tooltip")
	end
	self.icon:SetBlendMode ("ADD")
end
local on_leave_addon = function (self)
	if (self.tooltip) then
		GameCooltip2:Hide()
	end
	self.icon:SetBlendMode ("BLEND")
end
local on_click_addon = function (self)
	local addon_link_textbox = DF.addon_link_textbox
	
	if (not addon_link_textbox) then
		local editbox = DF:CreateTextEntry (AddonFeedbackPanel, _, 128, 64)
		editbox:SetAutoFocus (false)
		editbox:SetHook ("OnEditFocusGained", function() 
			editbox.text = editbox.link
			editbox:HighlightText()
		end)
		editbox:SetHook ("OnEditFocusLost", function() 
			editbox:Hide()
		end)
		editbox:SetHook ("OnChar", function() 
			editbox.text = editbox.link
			editbox:HighlightText()
		end)
		editbox.text = ""
		
		DF.addon_link_textbox = editbox
		addon_link_textbox = editbox
	end
	
	addon_link_textbox.link = self.link
	addon_link_textbox.text = self.link
	addon_link_textbox:Show()
	
	addon_link_textbox:SetPoint ("topleft", self.icon, "topleft", 0, 0)
	
	addon_link_textbox:HighlightText()
	
	addon_link_textbox:SetFocus()
	addon_link_textbox:SetFrameLevel (self:GetFrameLevel()+2)
end

local feedback_get_addons_line = function (self)
	local line = self.addons_lines [self.next_addons]
	if (not line) then
	
		line = CreateFrame ("frame", "AddonFeedbackPanelSA" .. self.next_addons, self)
		line:SetSize (128, 64)

		if (self.next_addons == 1) then
			line:SetPoint ("topleft", self.addons_anchor, "bottomleft", 0, -5)
		elseif (self.next_addons_line_break == self.next_addons) then
			line:SetPoint ("topleft", self.addons_anchor, "bottomleft", 0, -5 + floor (self.next_addons_line_break/3) * 66 * -1)
			self.next_addons_line_break = self.next_addons_line_break + 3
		else
			local previous = self.addons_lines [self.next_addons - 1]
			line:SetPoint ("topleft", previous, "topright", 2, 0)
		end

		line:SetScript ("OnEnter", on_enter_addon)
		line:SetScript ("OnLeave", on_leave_addon)
		line:SetScript ("OnMouseUp", on_click_addon)
		
		line.icon = line:CreateTexture (nil, "overlay")
		line.icon:SetSize (128, 64)

		line.icon:SetPoint ("topleft", line, "topleft", 0, 0)
		
		self.addons_lines [self.next_addons] = line
	end
	
	self.next_addons = self.next_addons + 1
	
	return line
end

local default_coords = {0, 1, 0, 1}
local feedback_add_fb = function (self, table)
	local line = self:GetFeedbackLine()
	line.icon:SetTexture (table.icon)
	line.icon:SetTexCoord (unpack (table.coords or default_coords))
	line.desc:SetText (table.desc)
	line.link = table.link
	line:Show()
end

local feedback_add_addon = function (self, table)
	local block = self:GetAddonsLine()
	block.icon:SetTexture (table.icon)
	block.icon:SetTexCoord (unpack (table.coords or default_coords))
	block.link = table.link
	block.tooltip = table.desc
	block.name = table.name
	block:Show()
end

local feedback_hide_all = function (self)
	self.next_feedback = 1
	self.next_addons = 1
	
	for index, line in ipairs (self.feedback_lines) do
		line:Hide()
	end
	
	for index, line in ipairs (self.addons_lines) do
		line:Hide()
	end
end

-- feedback_methods = { { icon = icon path, desc = description, link = url}}
function DF:ShowFeedbackPanel (addon_name, version, feedback_methods, more_addons)

	local f = _G.AddonFeedbackPanel

	if (not f) then
		f = DF:Create1PxPanel (UIParent, 400, 100, addon_name .. " Feedback", "AddonFeedbackPanel", nil)
		f:SetFrameStrata ("FULLSCREEN")
		f:SetPoint ("center", UIParent, "center")
		f:SetBackdropColor (0, 0, 0, 0.8)
		f.feedback_lines = {}
		f.addons_lines = {}
		f.next_feedback = 1
		f.next_addons = 1
		f.next_addons_line_break = 4
		
		local feedback_anchor = f:CreateFontString (nil, "overlay", "GameFontNormal")
		feedback_anchor:SetText ("Feedback:")
		feedback_anchor:SetPoint ("topleft", f, "topleft", 5, -30)
		f.feedback_anchor = feedback_anchor
		local excla_text = f:CreateFontString (nil, "overlay", "GameFontNormal")
		excla_text:SetText ("click and copy the link")
		excla_text:SetPoint ("topright", f, "topright", -5, -30)
		excla_text:SetTextColor (1, 0.8, 0.2, 0.6)
		
		local addons_anchor = f:CreateFontString (nil, "overlay", "GameFontNormal")
		addons_anchor:SetText ("AddOns From the Same Author:")
		f.addons_anchor = addons_anchor
		local excla_text2 = f:CreateFontString (nil, "overlay", "GameFontNormal")
		excla_text2:SetText ("click and copy the link")
		excla_text2:SetTextColor (1, 0.8, 0.2, 0.6)
		f.excla_text2 = excla_text2
		
		f.GetFeedbackLine = feedback_get_fb_line
		f.GetAddonsLine = feedback_get_addons_line
		f.AddFeedbackMethod = feedback_add_fb
		f.AddOtherAddon = feedback_add_addon
		f.HideAll = feedback_hide_all

		DF:SetFontSize (f.Title, 14)
		
	end
	
	f:HideAll()
	f:SetTitle (addon_name)
	
	for index, feedback in ipairs (feedback_methods) do
		f:AddFeedbackMethod (feedback)
	end
	
	f.addons_anchor:SetPoint ("topleft", f, "topleft", 5, f.next_feedback * 50 * -1)
	f.excla_text2:SetPoint ("topright", f, "topright", -5, f.next_feedback * 50 * -1)
	
	for index, addon in ipairs (more_addons) do
		f:AddOtherAddon (addon)
	end
	
	f:SetHeight (80 + ((f.next_feedback-1) * 50) + (ceil ((f.next_addons-1)/3) * 66))
	
	f:Show()
	
	return true
end


------------------------------------------------------------------------------------------------------------------------------------------------
--> chart panel -- ~chart

local chart_panel_backdrop = {bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 32, insets = {left = 5, right = 5, top = 5, bottom = 5}}

local chart_panel_align_timelabels = function (self, elapsed_time)

	self.TimeScale = elapsed_time

	local linha = self.TimeLabels [17]
	local minutos, segundos = math.floor (elapsed_time / 60), math.floor (elapsed_time % 60)
	if (segundos < 10) then
		segundos = "0" .. segundos
	end
	
	if (minutos > 0) then
		if (minutos < 10) then
			minutos = "0" .. minutos
		end
		linha:SetText (minutos .. ":" .. segundos)
	else
		linha:SetText ("00:" .. segundos)
	end
	
	local time_div = elapsed_time / 16 --786 -- 49.125
	
	for i = 2, 16 do
	
		local linha = self.TimeLabels [i]
		
		local this_time = time_div * (i-1)
		local minutos, segundos = math.floor (this_time / 60), math.floor (this_time % 60)
		
		if (segundos < 10) then
			segundos = "0" .. segundos
		end
		
		if (minutos > 0) then
			if (minutos < 10) then
				minutos = "0" .. minutos
			end
			linha:SetText (minutos .. ":" .. segundos)
		else
			linha:SetText ("00:" .. segundos)
		end
		
	end
	
end

local chart_panel_set_scale = function (self, amt, func, text)
	if (type (amt) ~= "number") then
		return
	end
	
	--each line amount, then multiply the line index by this number
	local piece = amt / 8

	for i = 1, 8 do
		if (func) then
			self ["dpsamt" .. math.abs (i-9)]:SetText (func (piece*i))
		else
			if (piece*i > 1) then
				self ["dpsamt" .. math.abs (i-9)]:SetText (DF.FormatNumber (piece*i))
			else
				self ["dpsamt" .. math.abs (i-9)]:SetText (format ("%.3f", piece*i))
			end
		end
	end
end

local chart_panel_can_move = function (self, can)
	self.can_move = can
end

local chart_panel_overlay_reset = function (self)
	self.OverlaysAmount = 1
	for index, pack in ipairs (self.Overlays) do
		for index2, texture in ipairs (pack) do
			texture:Hide()
		end
	end
end

local chart_panel_reset = function (self)

	self.Graphic:ResetData()
	self.Graphic.max_value = 0
	
	self.TimeScale = nil
	self.BoxLabelsAmount = 1
	table.wipe (self.GData)
	table.wipe (self.OData)
	
	for index, box in ipairs (self.BoxLabels) do
		box.check:Hide()
		box.button:Hide()
		box.box:Hide()
		box.text:Hide()
		box.border:Hide()
		box.showing = false
	end
	
	chart_panel_overlay_reset (self)
end

local chart_panel_enable_line = function (f, thisbox)

	local index = thisbox.index
	local type = thisbox.type
	
	if (thisbox.enabled) then
		--disable
		thisbox.check:Hide()
		thisbox.enabled = false
	else
		--enable
		thisbox.check:Show()
		thisbox.enabled = true
	end
	
	if (type == "graphic") then
	
		f.Graphic:ResetData()
		f.Graphic.max_value = 0
		
		local max = 0
		local max_time = 0
		
		for index, box in ipairs (f.BoxLabels) do
			if (box.type == type and box.showing and box.enabled) then
				local data = f.GData [index]
				
				f.Graphic:AddDataSeries (data[1], data[2], nil, data[3])
				
				if (data[4] > max) then
					max = data[4]
				end
				if (data [5] > max_time) then
					max_time = data [5]
				end
			end
		end
		
		f:SetScale (max)
		f:SetTime (max_time)
		
	elseif (type == "overlay") then

		chart_panel_overlay_reset (f)
		
		for index, box in ipairs (f.BoxLabels) do
			if (box.type == type and box.showing and box.enabled) then
				
				f:AddOverlay (box.index)
				
			end
		end
	
	end
end

local create_box = function (self, next_box)

	local thisbox = {}
	self.BoxLabels [next_box] = thisbox
	
	local box = DF:NewImage (self.Graphic, nil, 16, 16, "border")
	local text = DF:NewLabel (self.Graphic)
	
	local border = DF:NewImage (self.Graphic, [[Interface\DialogFrame\UI-DialogBox-Gold-Corner]], 30, 30, "artwork")
	border:SetPoint ("center", box, "center", -3, -4)
	border:SetTexture ([[Interface\DialogFrame\UI-DialogBox-Gold-Corner]])
	
	local checktexture = DF:NewImage (self.Graphic, [[Interface\Buttons\UI-CheckBox-Check]], 18, 18, "overlay")
	checktexture:SetPoint ("center", box, "center", 0, -1)
	checktexture:SetTexture ([[Interface\Buttons\UI-CheckBox-Check]])
	
	thisbox.box = box
	thisbox.text = text
	thisbox.border = border
	thisbox.check = checktexture
	thisbox.enabled = true

	local button = CreateFrame ("button", nil, self.Graphic)
	button:SetSize (20, 20)
	button:SetScript ("OnClick", function()
		chart_panel_enable_line (self, thisbox)
	end)
	button:SetPoint ("topleft", box.widget or box, "topleft", 0, 0)
	button:SetPoint ("bottomright", box.widget or box, "bottomright", 0, 0)
	
	button:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
	button:SetBackdropColor (0, 0, 0, 0.0)
	button:SetBackdropBorderColor (0, 0, 0, 1)
	
	thisbox.button = button
	
	thisbox.box:SetPoint ("right", text, "left", -4, 0)
	
	if (next_box == 1) then
		thisbox.text:SetPoint ("topright", self, "topright", -35, -16)
	else
		thisbox.text:SetPoint ("right", self.BoxLabels [next_box-1].box, "left", -17, 0)
	end

	return thisbox
	
end

local realign_labels = function (self)
	
	if (not self.ShowHeader) then
		for _, box in ipairs (self.BoxLabels) do
			box.check:Hide()
			box.button:Hide()
			box.border:Hide()
			box.box:Hide()
			box.text:Hide()
		end
		return
	end
	
	local width = self:GetWidth() - 108
	
	local first_box = self.BoxLabels [1]
	first_box.text:SetPoint ("topright", self, "topright", -35, -16)
	
	local line_width = first_box.text:GetStringWidth() + 26
	
	for i = 2, #self.BoxLabels do
	
		local box = self.BoxLabels [i]
		
		if (box.box:IsShown()) then
		
			line_width = line_width + box.text:GetStringWidth() + 26
			
			if (line_width > width) then
				line_width = box.text:GetStringWidth() + 26
				box.text:SetPoint ("topright", self, "topright", -35, -40)
			else
				box.text:SetPoint ("right", self.BoxLabels [i-1].box, "left", -27, 0)
			end
		else
			break
		end
	end
	
	if (self.HeaderOnlyIndicator) then
		for _, box in ipairs (self.BoxLabels) do
				box.check:Hide()
			box.button:Hide()
		end
		return
	end
	
end

local chart_panel_add_label = function (self, color, name, type, number)
	
	local next_box = self.BoxLabelsAmount
	local thisbox = self.BoxLabels [next_box]
	
	if (not thisbox) then
		thisbox = create_box (self, next_box)
	end
	
	self.BoxLabelsAmount = self.BoxLabelsAmount + 1
	
	thisbox.type = type
	thisbox.index = number
	
	thisbox.box:SetColorTexture (unpack (color))
	thisbox.text:SetText (name)
	
	thisbox.check:Show()
	thisbox.button:Show()
	thisbox.border:Hide()
	thisbox.box:Show()
	thisbox.text:Show()
	
	thisbox.showing = true
	thisbox.enabled = true
	
	realign_labels (self)
	
end

local line_default_color = {1, 1, 1}
local draw_overlay = function (self, this_overlay, overlayData, color)

	local pixel = self.Graphic:GetWidth() / self.TimeScale
	local index = 1
	local r, g, b, a = unpack (color or line_default_color)
	
	for i = 1, #overlayData, 2 do
		local aura_start = overlayData [i]
		local aura_end = overlayData [i+1]
		
		local this_block = this_overlay [index]
		if (not this_block) then
			this_block = self.Graphic:CreateTexture (nil, "border")
			tinsert (this_overlay, this_block)
		end
		this_block:SetHeight (self.Graphic:GetHeight())
		
		this_block:SetPoint ("left", self.Graphic, "left", pixel * aura_start, 0)
		if (aura_end) then
			this_block:SetWidth ((aura_end-aura_start)*pixel)
		else
			--malformed table
			this_block:SetWidth (pixel*5)
		end
		
		this_block:SetColorTexture (r, g, b, a or 0.25)
		this_block:Show()
		
		index = index + 1
	end

end

local chart_panel_add_overlay = function (self, overlayData, color, name, icon)

	if (not self.TimeScale) then
		error ("Use SetTime (time) before adding an overlay.")
	end

	if (type (overlayData) == "number") then
		local overlay_index = overlayData
		draw_overlay (self, self.Overlays [self.OverlaysAmount], self.OData [overlay_index][1], self.OData [overlay_index][2])
	else
		local this_overlay = self.Overlays [self.OverlaysAmount]
		if (not this_overlay) then
			this_overlay = {}
			tinsert (self.Overlays, this_overlay)
		end

		draw_overlay (self, this_overlay, overlayData, color)

		tinsert (self.OData, {overlayData, color or line_default_color})
		if (name and self.HeaderShowOverlays) then
			self:AddLabel (color or line_default_color, name, "overlay", #self.OData)
		end
	end

	self.OverlaysAmount = self.OverlaysAmount + 1
end

-- Define the tricube weight function
function calc_cubeweight (i, j, d)
    local w = ( 1 - math.abs ((j-i)/d)^3)^3
    if w < 0 then
        w = 0
    end
    return w
end

local calc_lowess_smoothing = function (self, data, bandwidth)
	local length = #data
	local newData = {}
	
	for i = 1, length do
		local A = 0
		local B = 0
		local C = 0
		local D = 0
		local E = 0
	
		-- Calculate span of values to be included in the regression
		local jmin = floor (i-bandwidth/2)
		local jmax = ceil (i+bandwidth/2)
		if jmin < 1 then
			jmin = 1
		end
		if jmax > length then
			jmax = length
		end
		
		-- For all the values in the span, compute the weight and then the linear fit		
	
		for j = jmin, jmax do
			w = calc_cubeweight (i, j, bandwidth/2)
			x = j
			y = data [j]

			A = A + w*x
			B = B + w*y
			C = C + w*x^2
			D = D + w*x*y
			E = E + w
		end
		
		-- Calculate a (slope) and b (offset) for the linear fit
		local a = (A*B-D*E)/(A^2 - C*E)
		local b = (A*D-B*C)/(A^2 - C*E)

		-- Calculate the smoothed value by the formula y=a*x+b (x <- i)
		newData [i] = a*i+b
	
	end
	
	return newData
end

local calc_stddev = function (self, data)
	local total = 0
	for i = 1, #data do
		total = total + data[i]
	end
	local mean = total / #data
	
	local totalDistance = 0
	for i = 1, #data do
		totalDistance = totalDistance + ((data[i] - mean) ^ 2)
	end
	
	local deviation = math.sqrt (totalDistance / #data)
	return deviation
end



local SMA_table = {}
local SMA_max = 0
local reset_SMA = function()
	table.wipe (SMA_table)
	SMA_max = 0
end

local calc_SMA
calc_SMA = function (a, b, ...)
	if (b) then 
		return calc_SMA (a + b, ...) 
	else 
		return a
	end 
end

local do_SMA = function (value, max_value)

	if (#SMA_table == 10) then 
		tremove (SMA_table, 1)
	end
	
	SMA_table [#SMA_table + 1] = value
	
	local new_value = calc_SMA (unpack (SMA_table)) / #SMA_table
	
	if (new_value > SMA_max) then
		SMA_max = new_value
		return new_value, SMA_max
	else
		return new_value
	end
	
end

local chart_panel_onresize = function (self)
	local width, height = self:GetSize()
	local spacement = width - 78 - 60
	spacement = spacement / 16
	
	for i = 1, 17 do
		local label = self.TimeLabels [i]
		label:SetPoint ("bottomleft", self, "bottomleft", 78 + ((i-1)*spacement), self.TimeLabelsHeight)
		label.line:SetHeight (height - 45)
	end
	
	local spacement = (self.Graphic:GetHeight()) / 8
	for i = 1, 8 do
		self ["dpsamt"..i]:SetPoint ("TOPLEFT", self, "TOPLEFT", 27, -25 + (-(spacement* (i-1))) )
		self ["dpsamt"..i].line:SetWidth (width-20)
	end
	
	self.Graphic:SetSize (width - 135, height - 67)
	self.Graphic:SetPoint ("topleft", self, "topleft", 108, -35)
end

local chart_panel_add_data = function (self, graphicData, color, name, elapsed_time, lineTexture, smoothLevel, firstIndex)

	local f = self
	self = self.Graphic

	local _data = {}
	local max_value = graphicData.max_value
	local amount = #graphicData
	
	local scaleW = 1/self:GetWidth()
	
	local content = graphicData
	tinsert (content, 1, 0)
	tinsert (content, 1, 0)
	tinsert (content, #content+1, 0)
	tinsert (content, #content+1, 0)
	
	local _i = 3
	
	local graphMaxDps = math.max (self.max_value, max_value)
	
	if (not smoothLevel) then
		while (_i <= #content-2) do 
			local v = (content[_i-2]+content[_i-1]+content[_i]+content[_i+1]+content[_i+2])/5 --> normalize
			_data [#_data+1] = {scaleW*(_i-2), v/graphMaxDps} --> x and y coords
			_i = _i + 1
		end
	
	elseif (smoothLevel == "SHORT") then
		while (_i <= #content-2) do 
			local value = (content[_i] + content[_i+1]) / 2
			_data [#_data+1] = {scaleW*(_i-2), value}
			_data [#_data+1] = {scaleW*(_i-2), value}
			_i = _i + 2
		end
	
	elseif (smoothLevel == "SMA") then
		reset_SMA()
		while (_i <= #content-2) do 
			local value, is_new_max_value = do_SMA (content[_i], max_value)
			if (is_new_max_value) then
				max_value = is_new_max_value
			end
			_data [#_data+1] = {scaleW*(_i-2), value} --> x and y coords
			_i = _i + 1
		end
	
	elseif (smoothLevel == -1) then
		while (_i <= #content-2) do
			local current = content[_i]
			
			local minus_2 = content[_i-2] * 0.6
			local minus_1 = content[_i-1] * 0.8
			local plus_1 = content[_i+1] * 0.8
			local plus_2 = content[_i+2] * 0.6
			
			local v = (current + minus_2 + minus_1 + plus_1 + plus_2)/5 --> normalize
			_data [#_data+1] = {scaleW*(_i-2), v/graphMaxDps} --> x and y coords
			_i = _i + 1
		end
	
	elseif (smoothLevel == 1) then
		_i = 2
		while (_i <= #content-1) do 
			local v = (content[_i-1]+content[_i]+content[_i+1])/3 --> normalize
			_data [#_data+1] = {scaleW*(_i-1), v/graphMaxDps} --> x and y coords
			_i = _i + 1
		end
		
	elseif (smoothLevel == 2) then
		_i = 1
		while (_i <= #content) do 
			local v = content[_i] --> do not normalize
			_data [#_data+1] = {scaleW*(_i), v/graphMaxDps} --> x and y coords
			_i = _i + 1
		end
		
	end
	
	tremove (content, 1)
	tremove (content, 1)
	tremove (content, #graphicData)
	tremove (content, #graphicData)

	if (max_value > self.max_value) then 
		--> normalize previous data
		if (self.max_value > 0) then
			local normalizePercent = self.max_value / max_value
			for dataIndex, Data in ipairs (self.Data) do 
				local Points = Data.Points
				for i = 1, #Points do 
					Points[i][2] = Points[i][2]*normalizePercent
				end
			end
		end
	
		self.max_value = max_value
		f:SetScale (max_value)

	end
	
	tinsert (f.GData, {_data, color or line_default_color, lineTexture, max_value, elapsed_time})
	if (name) then
		f:AddLabel (color or line_default_color, name, "graphic", #f.GData)
	end
	
	if (firstIndex) then
		if (lineTexture) then
			if (not lineTexture:find ("\\") and not lineTexture:find ("//")) then 
				local path = string.match (debugstack (1, 1, 0), "AddOns\\(.+)LibGraph%-2%.0%.lua")
				if path then
					lineTexture = "Interface\\AddOns\\" .. path .. lineTexture
				else
					lineTexture = nil
				end
			end
		end
		
		table.insert (self.Data, 1, {Points = _data, Color = color or line_default_color, lineTexture = lineTexture, ElapsedTime = elapsed_time})
		self.NeedsUpdate = true
	else
		self:AddDataSeries (_data, color or line_default_color, nil, lineTexture)
		self.Data [#self.Data].ElapsedTime = elapsed_time
	end
	
	local max_time = 0
	for _, data in ipairs (self.Data) do
		if (data.ElapsedTime > max_time) then
			max_time = data.ElapsedTime
		end
	end
	
	f:SetTime (max_time)
	
	chart_panel_onresize (f)
end




local chart_panel_vlines_on = function (self)
	for i = 1, 17 do
		local label = self.TimeLabels [i]
		label.line:Show()
	end
end

local chart_panel_vlines_off = function (self)
	for i = 1, 17 do
		local label = self.TimeLabels [i]
		label.line:Hide()
	end
end

local chart_panel_set_title = function (self, title)
	self.chart_title.text = title
end

local chart_panel_mousedown = function (self, button)
	if (button == "LeftButton" and self.can_move) then
		if (not self.isMoving) then
			self:StartMoving()
			self.isMoving = true
		end
	elseif (button == "RightButton" and not self.no_right_click_close) then
		if (not self.isMoving) then
			self:Hide()
		end
	end
end
local chart_panel_mouseup = function (self, button)
	if (button == "LeftButton" and self.isMoving) then
		self:StopMovingOrSizing()
		self.isMoving = nil
	end
end

local chart_panel_hide_close_button = function (self)
	self.CloseButton:Hide()
end

local chart_panel_right_click_close = function (self, value)
	if (type (value) == "boolean") then
		if (value) then
			self.no_right_click_close = nil
		else
			self.no_right_click_close = true
		end
	end
end

function DF:CreateChartPanel (parent, w, h, name)

	if (not name) then
		name = "DFPanel" .. DF.PanelCounter
		DF.PanelCounter = DF.PanelCounter + 1
	end
	
	parent = parent or UIParent
	w = w or 800
	h = h or 500

	local f = CreateFrame ("frame", name, parent)
	f:SetSize (w or 500, h or 400)
	f:EnableMouse (true)
	f:SetMovable (true)
	
	f:SetScript ("OnMouseDown", chart_panel_mousedown)
	f:SetScript ("OnMouseUp", chart_panel_mouseup)

	f:SetBackdrop (chart_panel_backdrop)
	f:SetBackdropColor (.3, .3, .3, .3)

	local c = CreateFrame ("Button", nil, f, "UIPanelCloseButton")
	c:SetWidth (32)
	c:SetHeight (32)
	c:SetPoint ("TOPRIGHT",  f, "TOPRIGHT", -3, -7)
	c:SetFrameLevel (f:GetFrameLevel()+1)
	c:SetAlpha (0.9)
	f.CloseButton = c
	
	local title = DF:NewLabel (f, nil, "$parentTitle", "chart_title", "Chart!", nil, 20, {1, 1, 0})
	title:SetPoint ("topleft", f, "topleft", 110, -13)

	f.Overlays = {}
	f.OverlaysAmount = 1
	
	f.BoxLabels = {}
	f.BoxLabelsAmount = 1
	
	f.ShowHeader = true
	f.HeaderOnlyIndicator = false
	f.HeaderShowOverlays = true
	
	--graphic
		local g = LibStub:GetLibrary("LibGraph-2.0"):CreateGraphLine (name .. "Graphic", f, "topleft","topleft", 108, -35, w - 120, h - 67)
		g:SetXAxis (-1,1)
		g:SetYAxis (-1,1)
		g:SetGridSpacing (false, false)
		g:SetGridColor ({0.5,0.5,0.5,0.3})
		g:SetAxisDrawing (false,false)
		g:SetAxisColor({1.0,1.0,1.0,1.0})
		g:SetAutoScale (true)
		g:SetLineTexture ("smallline")
		g:SetBorderSize ("right", 0.001)
		g:SetBorderSize ("left", 0.000)
		g:SetBorderSize ("top", 0.002)
		g:SetBorderSize ("bottom", 0.001)
		g.VerticalLines = {}
		g.max_value = 0
		
		g:SetLineTexture ("line")
		
		f.Graphic = g
		f.GData = {}
		f.OData = {}
		f.ChartFrames = {}
	
	--div lines
		for i = 1, 8, 1 do
			local line = g:CreateTexture (nil, "overlay")
			line:SetColorTexture (1, 1, 1, .05)
			line:SetWidth (670)
			line:SetHeight (1.1)
		
			local s = f:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
			f ["dpsamt"..i] = s
			s:SetText ("100k")
			s:SetPoint ("topleft", f, "topleft", 27, -61 + (-(24.6*i)))
		
			line:SetPoint ("topleft", s, "bottom", -27, 0)
			line:SetPoint ("topright", g, "right", 0, 0)
			s.line = line
		end
	
	--create time labels and the bottom texture to use as a background to these labels
		f.TimeLabels = {}
		f.TimeLabelsHeight = 16
		
		for i = 1, 17 do 
			local time = f:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
			time:SetText ("00:00")
			time:SetPoint ("bottomleft", f, "bottomleft", 78 + ((i-1)*36), f.TimeLabelsHeight)
			f.TimeLabels [i] = time
			
			local line = f:CreateTexture (nil, "border")
			line:SetSize (1, h-45)
			line:SetColorTexture (1, 1, 1, .1)
			line:SetPoint ("bottomleft", time, "topright", 0, -10)
			line:Hide()
			time.line = line
		end	
		
		local bottom_texture = DF:NewImage (f, nil, 702, 25, "background", nil, nil, "$parentBottomTexture")
		bottom_texture:SetColorTexture (.1, .1, .1, .7)
		bottom_texture:SetPoint ("topright", g, "bottomright", 0, 0)
		bottom_texture:SetPoint ("bottomleft", f, "bottomleft", 8, 12)
	
	
	
	f.SetTime = chart_panel_align_timelabels
	f.EnableVerticalLines = chart_panel_vlines_on
	f.DisableVerticalLines = chart_panel_vlines_off
	f.SetTitle = chart_panel_set_title
	f.SetScale = chart_panel_set_scale
	f.Reset = chart_panel_reset
	f.AddLine = chart_panel_add_data
	f.CanMove = chart_panel_can_move
	f.AddLabel = chart_panel_add_label
	f.AddOverlay = chart_panel_add_overlay
	f.HideCloseButton = chart_panel_hide_close_button
	f.RightClickClose = chart_panel_right_click_close
	f.CalcStdDev = calc_stddev
	f.CalcLowessSmoothing = calc_lowess_smoothing
	
	f:SetScript ("OnSizeChanged", chart_panel_onresize)
	chart_panel_onresize (f)
	
	return f
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~gframe
local gframe_on_enter_line = function (self)
	self:SetBackdropColor (0, 0, 0, 0)

	local parent = self:GetParent()
	local ball = self.ball
	ball:SetBlendMode ("ADD")
	
	local on_enter = parent._onenter_line
	if (on_enter) then
		return on_enter (self, parent)
	end
end

local gframe_on_leave_line = function (self)
	self:SetBackdropColor (0, 0, 0, .6)
	
	local parent = self:GetParent()
	local ball = self.ball
	ball:SetBlendMode ("BLEND")
	
	local on_leave = parent._onleave_line
	if (on_leave) then
		return on_leave (self, parent)
	end
end

local gframe_create_line = function (self)
	local index = #self._lines+1
	
	local f = CreateFrame ("frame", nil, self)
	self._lines [index] = f
	f.id = index
	f:SetScript ("OnEnter", gframe_on_enter_line)
	f:SetScript ("OnLeave", gframe_on_leave_line)
	
	f:SetWidth (self._linewidth)
	
	if (index == 1) then
		f:SetPoint ("topleft", self, "topleft")
		f:SetPoint ("bottomleft", self, "bottomleft")
	else
		local previous_line = self._lines [index-1]
		f:SetPoint ("topleft", previous_line, "topright")
		f:SetPoint ("bottomleft", previous_line, "bottomright")
	end
	
	local t = f:CreateTexture (nil, "background")
	t:SetWidth (1)
	t:SetPoint ("topright", f, "topright")
	t:SetPoint ("bottomright", f, "bottomright")
	t:SetColorTexture (1, 1, 1, .1)
	f.grid = t
	
	local b = f:CreateTexture (nil, "overlay")
	b:SetTexture ([[Interface\COMMON\Indicator-Yellow]])
	b:SetSize (16, 16)
	f.ball = b
	local anchor = CreateFrame ("frame", nil, f)
	anchor:SetAllPoints (b)
	b.tooltip_anchor = anchor
	
	local spellicon = f:CreateTexture (nil, "artwork")
	spellicon:SetPoint ("bottom", b, "bottom", 0, 10)
	spellicon:SetSize (16, 16)
	f.spellicon = spellicon
	
	local text = f:CreateFontString (nil, "overlay", "GameFontNormal")
	local textBackground = f:CreateTexture (nil, "artwork")
	textBackground:SetSize (30, 16)
	textBackground:SetColorTexture (0, 0, 0, 0.5)
	textBackground:SetPoint ("bottom", f.ball, "top", 0, -6)
	text:SetPoint ("center", textBackground, "center")
	DF:SetFontSize (text, 10)
	f.text = text
	f.textBackground = textBackground
	
	local timeline = f:CreateFontString (nil, "overlay", "GameFontNormal")
	timeline:SetPoint ("bottomright", f, "bottomright", -2, 0)
	DF:SetFontSize (timeline, 8)
	f.timeline = timeline
	
	return f
end

local gframe_getline = function (self, index)
	local line = self._lines [index]
	if (not line) then
		line = gframe_create_line (self)
	end
	return line
end

local gframe_reset = function (self)
	for i, line in ipairs (self._lines) do
		line:Hide()
	end
	if (self.GraphLib_Lines_Used) then
		for i = #self.GraphLib_Lines_Used, 1, -1 do
			local line = tremove (self.GraphLib_Lines_Used)
			tinsert (self.GraphLib_Lines, line)
			line:Hide()
		end
	end
end

local gframe_update = function (self, lines)
	
	local g = LibStub:GetLibrary ("LibGraph-2.0")
	local h = self:GetHeight()/100
	local amtlines = #lines
	local linewidth = self._linewidth
	
	local max_value = 0
	for i = 1, amtlines do
		if (lines [i].value > max_value) then
			max_value = lines [i].value
		end
	end
	
	self.MaxValue = max_value
	
	local o = 1
	local lastvalue = self:GetHeight()/2
	max_value = math.max (max_value, 0.0000001)
	
	for i = 1, min (amtlines, self._maxlines) do
		
		local data = lines [i]

		local pvalue = data.value / max_value * 100
		if (pvalue > 98) then
			pvalue = 98
		end
		pvalue = pvalue * h
	
		g:DrawLine (self, (o-1)*linewidth, lastvalue, o*linewidth, pvalue, linewidth, {1, 1, 1, 1}, "overlay")
		lastvalue = pvalue

		local line = self:GetLine (i)
		line:Show()
		line.ball:Show()
		
		line.ball:SetPoint ("bottomleft", self, "bottomleft", (o*linewidth)-8, pvalue-8)
		line.spellicon:SetTexture (nil)
		line.timeline:SetText (data.text)
		line.timeline:Show()
		
		if (data.utext) then
			line.text:Show()
			line.textBackground:Show()
			line.text:SetText (data.utext)
		else
			line.text:Hide()
			line.textBackground:Hide()
		end
		
		line.data = data
		
		o = o + 1
	end
	
end

function DF:CreateGFrame (parent, w, h, linewidth, onenter, onleave, member, name)
	local f = CreateFrame ("frame", name, parent)
	f:SetSize (w or 450, h or 150)
	--f.CustomLine = [[Interface\AddOns\Details\Libs\LibGraph-2.0\line]]
	
	if (member) then
		parent [member] = f
	end
	
	f.CreateLine = gframe_create_line
	f.GetLine = gframe_getline
	f.Reset = gframe_reset
	f.UpdateLines = gframe_update
	
	f.MaxValue = 0
	
	f._lines = {}
	
	f._onenter_line = onenter
	f._onleave_line = onleave
	
	f._linewidth = linewidth or 50
	f._maxlines = floor (f:GetWidth() / f._linewidth)
	
	return f
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~buttoncontainer

function DF:CreateButtonContainer (parent, name)
	local f = CreateFrame ("frame", name, parent)
--	f.
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> options tabs and buttons -dot

function DF:FindHighestParent (self)
	local f
	if (self:GetParent() == UIParent) then
		f = self
	end
	if (not f) then
		f = self
		for i = 1, 6 do
			local parent = f:GetParent()
			if (parent == UIParent) then
				break
			else
				f = parent
			end
		end
	end
	
	return f
end

DF.TabContainerFunctions = {}

local button_tab_template = DF.table.copy ({}, DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE"))
button_tab_template.backdropbordercolor = nil

DF.TabContainerFunctions.CreateUnderlineGlow = function (button)
	local selectedGlow = button:CreateTexture (nil, "background", -4)
	selectedGlow:SetPoint ("topleft", button.widget, "bottomleft", -7, 0)
	selectedGlow:SetPoint ("topright", button.widget, "bottomright", 7, 0)
	selectedGlow:SetTexture ([[Interface\BUTTONS\UI-Panel-Button-Glow]])
	selectedGlow:SetTexCoord (0, 95/128, 30/64, 38/64)
	selectedGlow:SetBlendMode ("ADD")
	selectedGlow:SetHeight (8)
	selectedGlow:SetAlpha (.75)
	selectedGlow:Hide()
	button.selectedUnderlineGlow = selectedGlow
end

DF.TabContainerFunctions.OnMouseDown = function (self, button)
	--> search for UIParent
	local f = DF:FindHighestParent (self)
	local container = self:GetParent()
	
	if (button == "LeftButton") then
		if (not f.IsMoving and f:IsMovable()) then
			f:StartMoving()
			f.IsMoving = true
		end
	elseif (button == "RightButton") then
		if (not f.IsMoving and container.IsContainer) then
			if (self.IsFrontPage) then
				if (container.CanCloseWithRightClick) then
					if (f.CloseFunction) then
						f:CloseFunction()
					else
						f:Hide()
					end
				end
			else
				--goes back to front page
				DF.TabContainerFunctions.SelectIndex (self, _, 1)
			end
		end
	end
end

DF.TabContainerFunctions.OnMouseUp = function (self, button)
	local f = DF:FindHighestParent (self)
	if (f.IsMoving) then
		f:StopMovingOrSizing()
		f.IsMoving = false
	end
end

DF.TabContainerFunctions.SelectIndex = function (self, fixedParam, menuIndex)
	local mainFrame = self.AllFrames and self or self.mainFrame or self:GetParent()
	
	for i = 1, #mainFrame.AllFrames do
		mainFrame.AllFrames[i]:Hide()
		if (mainFrame.ButtonNotSelectedBorderColor) then
			mainFrame.AllButtons[i]:SetBackdropBorderColor (unpack (mainFrame.ButtonNotSelectedBorderColor))
		end
		if (mainFrame.AllButtons[i].selectedUnderlineGlow) then
			mainFrame.AllButtons[i].selectedUnderlineGlow:Hide()
		end
	end
	
	mainFrame.AllFrames[menuIndex]:Show()
	if (mainFrame.ButtonSelectedBorderColor) then
		mainFrame.AllButtons[menuIndex]:SetBackdropBorderColor (unpack (mainFrame.ButtonSelectedBorderColor))
	end
	if (mainFrame.AllButtons[menuIndex].selectedUnderlineGlow) then
		mainFrame.AllButtons[menuIndex].selectedUnderlineGlow:Show()
	end
	mainFrame.CurrentIndex = menuIndex
end

DF.TabContainerFunctions.SetIndex = function (self, index)
	self.CurrentIndex = index
end

local tab_container_on_show = function (self)
	local index = self.CurrentIndex
	self.SelectIndex (self.AllButtons[index], nil, index)
end

function DF:CreateTabContainer (parent, title, frame_name, frame_list, options_table)
	
	local options_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
	local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
	local options_switch_template = DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_TEMPLATE")
	local options_slider_template = DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE")
	local options_button_template = DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE")
	
	options_table = options_table or {}
	local frame_width = parent:GetWidth()
	local frame_height = parent:GetHeight()
	local y_offset = options_table.y_offset or 0
	local button_width = options_table.button_width or 160
	local button_height = options_table.button_height or 20
	local button_anchor_x = options_table.button_x or 230
	local button_anchor_y = options_table.button_y or -32
	local button_text_size = options_table.button_text_size or 10
	
	local mainFrame = CreateFrame ("frame", frame_name, parent.widget or parent)
	mainFrame:SetAllPoints()
	DF:Mixin (mainFrame, DF.TabContainerFunctions)
	
	local mainTitle = DF:CreateLabel (mainFrame, title, 24, "white")
	mainTitle:SetPoint ("topleft", mainFrame, "topleft", 10, -30 + y_offset)
	
	mainFrame:SetFrameLevel (200)
	
	mainFrame.AllFrames = {}
	mainFrame.AllButtons = {}
	mainFrame.CurrentIndex = 1
	mainFrame.IsContainer = true
	mainFrame.ButtonSelectedBorderColor = options_table.button_selected_border_color or {1, 1, 0, 1}
	mainFrame.ButtonNotSelectedBorderColor = options_table.button_border_color or {0, 0, 0, 0}
	
	if (options_table.right_click_interact ~= nil) then
		mainFrame.CanCloseWithRightClick = options_table.right_click_interact
	else
		mainFrame.CanCloseWithRightClick = true
	end
	
	for i, frame in ipairs (frame_list) do
		local f = CreateFrame ("frame", "$parent" .. frame.name, mainFrame)
		f:SetAllPoints()
		f:SetFrameLevel (210)
		f:Hide()
		
		local title = DF:CreateLabel (f, frame.title, 16, "silver")
		title:SetPoint ("topleft", mainTitle, "bottomleft", 0, 0)
		
		local tabButton = DF:CreateButton (mainFrame, DF.TabContainerFunctions.SelectIndex, button_width, button_height, frame.title, i, nil, nil, nil, nil, false, button_tab_template)
		PixelUtil.SetSize (tabButton, button_width, button_height)
		tabButton:SetFrameLevel (220)
		tabButton.textsize = button_text_size
		tabButton.mainFrame = mainFrame
		DF.TabContainerFunctions.CreateUnderlineGlow (tabButton)
		
		local right_click_to_back
		if (i == 1 or options_table.rightbutton_always_close) then
			right_click_to_back = DF:CreateLabel (f, "right click to close", 10, "gray")
			right_click_to_back:SetPoint ("bottomright", f, "bottomright", -1, options_table.right_click_y or 0)
			if (options_table.close_text_alpha) then
				right_click_to_back:SetAlpha (options_table.close_text_alpha)
			end
			f.IsFrontPage = true
		else
			right_click_to_back = DF:CreateLabel (f, "right click to go back to main menu", 10, "gray")
			right_click_to_back:SetPoint ("bottomright", f, "bottomright", -1, options_table.right_click_y or 0)
			if (options_table.close_text_alpha) then
				right_click_to_back:SetAlpha (options_table.close_text_alpha)
			end
		end
		
		if (options_table.hide_click_label) then
			right_click_to_back:Hide()
		end
		
		f:SetScript ("OnMouseDown", DF.TabContainerFunctions.OnMouseDown)
		f:SetScript ("OnMouseUp", DF.TabContainerFunctions.OnMouseUp)
		
		tinsert (mainFrame.AllFrames, f)
		tinsert (mainFrame.AllButtons, tabButton)
	end
	
	--order buttons
	local x = button_anchor_x
	local y = button_anchor_y
	local space_for_buttons = frame_width - (#frame_list*3) - button_anchor_x
	local amount_buttons_per_row = floor (space_for_buttons / button_width)
	local last_button = mainFrame.AllButtons[1]
	
	mainFrame.AllButtons[1]:SetPoint ("topleft", mainTitle, "topleft", x, y)
	x = x + button_width + 2
	
	for i = 2, #mainFrame.AllButtons do
		local button = mainFrame.AllButtons [i]
		PixelUtil.SetPoint (button, "topleft", mainTitle, "topleft", x, y)
		x = x + button_width + 2
		
		if (i % amount_buttons_per_row == 0) then
			x = button_anchor_x
			y = y - button_height - 1
		end
	end
	
	--> when show the frame, reset to the current internal index
	mainFrame:SetScript ("OnShow", tab_container_on_show)
	--> select the first frame
	mainFrame.SelectIndex (mainFrame.AllButtons[1], nil, 1)

	return mainFrame
end





------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~listbox

local simple_list_box_ResetWidgets = function (self)
	for _, widget in ipairs (self.widgets) do 
		widget:Hide()
	end
	self.nextWidget = 1
end

local simple_list_box_onenter = function (self, capsule)
	self:GetParent().options.onenter (self, capsule, capsule.value)
end

local simple_list_box_onleave = function (self, capsule)
	self:GetParent().options.onleave (self, capsule, capsule.value)
	GameTooltip:Hide()
end

local simple_list_box_GetOrCreateWidget = function (self)
	local index = self.nextWidget
	local widget = self.widgets [index]
	if (not widget) then
		widget = DF:CreateButton (self, function()end, self.options.width, self.options.row_height, "", nil, nil, nil, nil, nil, nil, DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE"))
		widget:SetHook ("OnEnter", simple_list_box_onenter)
		widget:SetHook ("OnLeave", simple_list_box_onleave)
		widget.textcolor = self.options.textcolor
		widget.textsize = self.options.text_size
		widget.onleave_backdrop = self.options.backdrop_color
		
		widget.XButton = DF:CreateButton (widget, function()end, 16, 16)
		widget.XButton:SetPoint ("topright", widget.widget, "topright")
		widget.XButton:SetIcon ([[Interface\BUTTONS\UI-Panel-MinimizeButton-Up]], 16, 16, "overlay", nil, nil, 0, -4, 0, false)
		widget.XButton.icon:SetDesaturated (true)
		
		if (not self.options.show_x_button) then
			widget.XButton:Hide()
		end
		
		tinsert (self.widgets, widget)
	end
	self.nextWidget = self.nextWidget + 1
	return widget
end

local simple_list_box_RefreshWidgets = function (self)
	self:ResetWidgets()
	local amt = 0
	for value, _ in pairs (self.list_table) do
		local widget = self:GetOrCreateWidget()
		widget:SetPoint ("topleft", self, "topleft", 1, -self.options.row_height * (self.nextWidget-2) - 4)
		widget:SetPoint ("topright", self, "topright", -1, -self.options.row_height * (self.nextWidget-2) - 4)
		
		widget:SetClickFunction (self.func, value)
		
		if (self.options.show_x_button) then
			widget.XButton:SetClickFunction (self.options.x_button_func, value)
			widget.XButton.value = value
			widget.XButton:Show()
		else
			widget.XButton:Hide()
		end
		
		widget.value = value
		
		if (self.options.icon) then
			if (type (self.options.icon) == "string" or type (self.options.icon) == "number") then
				local coords = type (self.options.iconcoords) == "table" and self.options.iconcoords or {0, 1, 0, 1}
				widget:SetIcon (self.options.icon, self.options.row_height - 2, self.options.row_height - 2, "overlay", coords)
				
			elseif (type (self.options.icon) == "function") then
				local icon = self.options.icon (value)
				if (icon) then
					local coords = type (self.options.iconcoords) == "table" and self.options.iconcoords or {0, 1, 0, 1}
					widget:SetIcon (icon, self.options.row_height - 2, self.options.row_height - 2, "overlay", coords)
				end
			end
		else
			widget:SetIcon ("", self.options.row_height, self.options.row_height)
		end
		
		if (self.options.text) then
			if (type (self.options.text) == "function") then
				local text = self.options.text (value)
				if (text) then
					widget:SetText (text)
				else
					widget:SetText ("")
				end
			else
				widget:SetText (self.options.text or "")
			end
		else
			widget:SetText ("")
		end
		
		widget.value = value
		
		local r, g, b, a = DF:ParseColors (self.options.backdrop_color)
		widget:SetBackdropColor (r, g, b, a)
		
		widget:Show()
		amt = amt + 1
	end
	if (amt == 0) then
		self.EmptyLabel:Show()
	else
		self.EmptyLabel:Hide()
	end
end

local backdrop = {bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1}
local default_options = {
	height = 400, 
	row_height = 16,
	width = 230, 
	icon = false, 
	text = "",
	text_size = 10,
	textcolor = "wheat",
	
	backdrop_color = {1, 1, 1, .5},
	panel_border_color = {0, 0, 0, 0.5},
	
	onenter = function (self, capsule)
		if (capsule) then
			capsule.textcolor = "white"
		end
	end,
	onleave = function (self, capsule)
		if (capsule) then
			capsule.textcolor = self:GetParent().options.textcolor
		end
		GameTooltip:Hide()
	end,
}

local simple_list_box_SetData = function (self, t)
	self.list_table = t
end

function DF:CreateSimpleListBox (parent, name, title, empty_text, list_table, onclick, options)
	local f = CreateFrame ("frame", name, parent)
	
	f.ResetWidgets = simple_list_box_ResetWidgets
	f.GetOrCreateWidget = simple_list_box_GetOrCreateWidget
	f.Refresh = simple_list_box_RefreshWidgets
	f.SetData = simple_list_box_SetData
	f.nextWidget = 1
	f.list_table = list_table
	f.func = function (self, button, value)
		--onclick (value)
		DF:QuickDispatch (onclick, value)
		f:Refresh()
	end
	f.widgets = {}
	
	DF:ApplyStandardBackdrop (f)
	
	f.options = options or {}
	self.table.deploy (f.options, default_options)
	
	if (f.options.x_button_func) then
		local original_X_function = f.options.x_button_func
		f.options.x_button_func = function (self, button, value)
			DF:QuickDispatch (original_X_function, value)
			f:Refresh()
		end
	end
	
	f:SetBackdropBorderColor (unpack (f.options.panel_border_color))
	
	f:SetSize (f.options.width + 2, f.options.height)
	
	local name = DF:CreateLabel (f, title, 12, "silver")
	name:SetTemplate (DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	name:SetPoint ("bottomleft", f, "topleft", 0, 2)
	f.Title = name
	
	local emptyLabel = DF:CreateLabel (f, empty_text, 12, "gray")
	emptyLabel:SetAlpha (.6)
	emptyLabel:SetSize (f.options.width-10, f.options.height)
	emptyLabel:SetPoint ("center", 0, 0)
	emptyLabel:Hide()
	emptyLabel.align = "center"
	f.EmptyLabel = emptyLabel
	
	return f
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~scrollbox

DF.SortFunctions = {}

local SortMember = ""
local SortByMember = function (t1, t2)
	return t1[SortMember] > t2[SortMember]
end
local SortByMemberReverse = function (t1, t2)
	return t1[SortMember] < t2[SortMember]
end

DF.SortFunctions.Sort = function (self, t, by, is_reverse)
	SortMember = by
	if (not is_reverse) then
		table.sort (t, SortByMember)
	else
		table.sort (t, SortByMemberReverse)
	end
end


DF.ScrollBoxFunctions = {}

DF.ScrollBoxFunctions.Refresh = function (self)
	for _, frame in ipairs (self.Frames) do 
		frame:Hide()
		frame._InUse = nil
	end
	
	local offset = 0
	if (self.IsFauxScroll) then
		FauxScrollFrame_Update (self, #self.data, self.LineAmount, self.LineHeight+1)
		offset = FauxScrollFrame_GetOffset (self)
	end	
	
	DF:CoreDispatch ((self:GetName() or "ScrollBox") .. ":Refresh()", self.refresh_func, self, self.data, offset, self.LineAmount)

	for _, frame in ipairs (self.Frames) do 
		if (not frame._InUse) then
			frame:Hide()
		else
			frame:Show()
		end
	end
	
	self:Show()
	
	if (self.HideScrollBar) then
		local frameName = self:GetName()
		if (frameName) then
			local scrollBar = _G [frameName .. "ScrollBar"]
			if (scrollBar) then
				scrollBar:Hide()
			end
		else
		
		end
		
	end
	
	return self.Frames
end

DF.ScrollBoxFunctions.OnVerticalScroll = function (self, offset)
	FauxScrollFrame_OnVerticalScroll (self, offset, self.LineHeight, self.Refresh)
	return true
end

DF.ScrollBoxFunctions.CreateLine = function (self, func)
	if (not func) then
		func = self.CreateLineFunc
	end
	local okay, newLine = pcall (func, self, #self.Frames+1)
	if (okay) then
		tinsert (self.Frames, newLine)
		newLine.Index = #self.Frames
		return newLine
	else
		error ("Details! FrameWork: CreateLine(): " .. newLine)
	end
end

DF.ScrollBoxFunctions.GetLine = function (self, line_index)
	local line = self.Frames [line_index]
	if (line) then
		line._InUse = true
	end
	return line
end

DF.ScrollBoxFunctions.SetData = function (self, data)
	self.data = data
end
DF.ScrollBoxFunctions.GetData = function (self)
	return self.data
end

DF.ScrollBoxFunctions.GetFrames = function (self)
	return self.Frames
end

DF.ScrollBoxFunctions.GetNumFramesCreated = function (self)
	return #self.Frames
end

DF.ScrollBoxFunctions.GetNumFramesShown = function (self)
	return self.LineAmount
end

DF.ScrollBoxFunctions.SetNumFramesShown = function (self, new_amount)
	--> hide frames which won't be used
	if (new_amount < #self.Frames) then
		for i = new_amount+1, #self.Frames do
			self.Frames [i]:Hide()
		end
	end
	
	--> set the new amount
	self.LineAmount = new_amount
end

DF.ScrollBoxFunctions.SetFramesHeight = function (self, new_height)
	self.LineHeight = new_height
	self:OnSizeChanged()
	self:Refresh()
end

DF.ScrollBoxFunctions.OnSizeChanged = function (self)
	if (self.ReajustNumFrames) then
		--> how many lines the scroll can show
		local amountOfFramesToShow = floor (self:GetHeight() / self.LineHeight)
		
		--> how many lines the scroll already have
		local totalFramesCreated = self:GetNumFramesCreated()
		
		--> how many lines are current shown
		local totalFramesShown = self:GetNumFramesShown()

		--> the amount of frames increased
		if (amountOfFramesToShow > totalFramesShown) then
			for i = totalFramesShown+1, amountOfFramesToShow do
				--> check if need to create a new line
				if (i > totalFramesCreated) then
					self:CreateLine (self.CreateLineFunc)
				end
			end
			
		--> the amount of frames decreased
		elseif (amountOfFramesToShow < totalFramesShown) then
			--> hide all frames above the new amount to show
			for i = totalFramesCreated, amountOfFramesToShow, -1 do
				if (self.Frames [i]) then
					self.Frames [i]:Hide()
				end
			end
		end

		--> set the new amount of frames
		self:SetNumFramesShown (amountOfFramesToShow)
		
		--> refresh lines
		self:Refresh()
	end
end

function DF:CreateScrollBox (parent, name, refresh_func, data, width, height, line_amount, line_height, create_line_func, auto_amount, no_scroll)
	local scroll = CreateFrame ("scrollframe", name, parent, "FauxScrollFrameTemplate")
	
	DF:ApplyStandardBackdrop (scroll)
	
	scroll:SetSize (width, height)
	scroll.LineAmount = line_amount
	scroll.LineHeight = line_height
	scroll.IsFauxScroll = true
	scroll.HideScrollBar = no_scroll
	scroll.Frames = {}
	scroll.ReajustNumFrames = auto_amount
	scroll.CreateLineFunc = create_line_func
	
	DF:Mixin (scroll, DF.SortFunctions)
	DF:Mixin (scroll, DF.ScrollBoxFunctions)
	
	scroll.refresh_func = refresh_func
	scroll.data = data
	
	scroll:SetScript ("OnVerticalScroll", scroll.OnVerticalScroll)
	scroll:SetScript ("OnSizeChanged", DF.ScrollBoxFunctions.OnSizeChanged)
	
	return scroll
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~resizers

function DF:CreateResizeGrips (parent)
	if (parent) then
		local parentName = parent:GetName()
		
		local leftResizer = CreateFrame ("button", parentName and parentName .. "LeftResizer" or nil, parent)
		local rightResizer = CreateFrame ("button", parentName and parentName .. "RightResizer" or nil, parent)
		
		leftResizer:SetPoint ("bottomleft", parent, "bottomleft")
		rightResizer:SetPoint ("bottomright", parent, "bottomright")
		leftResizer:SetSize (16, 16)
		rightResizer:SetSize (16, 16)
		
		rightResizer:SetNormalTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Up]])
		rightResizer:SetHighlightTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Highlight]])
		rightResizer:SetPushedTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Down]])
		leftResizer:SetNormalTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Up]])
		leftResizer:SetHighlightTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Highlight]])
		leftResizer:SetPushedTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Down]])
		
		leftResizer:GetNormalTexture():SetTexCoord (1, 0, 0, 1)
		leftResizer:GetHighlightTexture():SetTexCoord (1, 0, 0, 1)
		leftResizer:GetPushedTexture():SetTexCoord (1, 0, 0, 1)
		
		return leftResizer, rightResizer
	end
end


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~keybind


--------------------------------
--> keybind frame ~key


local ignoredKeys = {
	["LSHIFT"] = true,
	["RSHIFT"] = true,
	["LCTRL"] = true,
	["RCTRL"] = true,
	["LALT"] = true,
	["RALT"] = true,
	["UNKNOWN"] = true,
}

local mouseKeys = {
	["LeftButton"] = "type1",
	["RightButton"] = "type2",
	["MiddleButton"] = "type3",
	["Button4"] = "type4",
	["Button5"] = "type5",
	["Button6"] = "type6",
	["Button7"] = "type7",
	["Button8"] = "type8",
	["Button9"] = "type9",
	["Button10"] = "type10",
	["Button11"] = "type11",
	["Button12"] = "type12",
	["Button13"] = "type13",
	["Button14"] = "type14",
	["Button15"] = "type15",
	["Button16"] = "type16",
}

local keysToMouse = {
	["type1"] = "LeftButton",
	["type2"] = "RightButton",
	["type3"] = "MiddleButton",
	["type4"] = "Button4",
	["type5"] = "Button5",
	["type6"] = "Button6",
	["type7"] = "Button7",
	["type8"] = "Button8",
	["type9"] = "Button9",
	["type10"] = "Button10",
	["type11"] = "Button11",
	["type12"] = "Button12",
	["type13"] = "Button13",
	["type14"] = "Button14",
	["type15"] = "Button15",
	["type16"] = "Button16",
}

local keybind_set_data = function (self, new_data_table)
	self.Data = new_data_table
	self.keybindScroll:UpdateScroll()
end

function DF:CreateKeybindBox (parent, name, data, callback, width, height, line_amount, line_height)
	
	local options_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
	local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
	local options_switch_template = DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_TEMPLATE")
	local options_slider_template = DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE")
	local options_button_template = DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE")
	
	local SCROLL_ROLL_AMOUNT = line_amount
	
	--keybind set frame
	local new_keybind_frame = CreateFrame ("frame", name, parent)
	new_keybind_frame:SetSize (width, height)
	
	-- keybind scrollframe
	local keybindScroll = CreateFrame ("scrollframe", "$parentScrollFrame", new_keybind_frame, "FauxScrollFrameTemplate")
	keybindScroll:SetSize (1019, 348)
	keybindScroll.Frames = {}
	new_keybind_frame.keybindScroll = keybindScroll
	
	--waiting the player to press a key
	new_keybind_frame.IsListening = false
	
	--check for valid data table
	if (type (data) ~= "table") then
		print ("error: data must be a table. DF > CreateKeybindBox()")
		return
	end

	if (not next (data)) then
		--> build data table for the character class
		local _, unitClass = UnitClass ("player")
		if (unitClass) then
			local specIds = DF:GetClassSpecIDs (unitClass)
			if (specIds) then
				for _, specId in ipairs (specIds) do
					data [specId] = {}
				end
			end
		end
	end
	
	new_keybind_frame.Data = data
	new_keybind_frame.SetData = keybind_set_data
	
	new_keybind_frame.EditingSpec = DF:GetCurrentSpec()
	new_keybind_frame.CurrentKeybindEditingSet = new_keybind_frame.Data [new_keybind_frame.EditingSpec]
	
	local allSpecButtons = {}
	local switch_spec = function (self, button, specID)
		new_keybind_frame.EditingSpec = specID
		new_keybind_frame.CurrentKeybindEditingSet = new_keybind_frame.Data [specID]
		
		for _, button in ipairs (allSpecButtons) do
			button.selectedTexture:Hide()
		end
		self.MyObject.selectedTexture:Show()
		
		--feedback ao jogador uma vez que as keybinds podem ter o mesmo valor
		C_Timer.After (.04, function() new_keybind_frame:Hide() end)
		C_Timer.After (.06, function() new_keybind_frame:Show() end)
		
		--atualiza a scroll
		keybindScroll:UpdateScroll()
	end

	--choose which spec to use
	local spec1 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec1 Placeholder Text", 1, _, _, "SpecButton1", _, 0, options_button_template, options_text_template)
	local spec2 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec2 Placeholder Text", 1, _, _, "SpecButton2", _, 0, options_button_template, options_text_template)
	local spec3 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec3 Placeholder Text", 1, _, _, "SpecButton3", _, 0, options_button_template, options_text_template)
	local spec4 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec4 Placeholder Text", 1, _, _, "SpecButton4", _, 0, options_button_template, options_text_template)
	
	--format the button label and icon with the spec information
	local className, class = UnitClass ("player")
	local i = 1
	local specIds = DF:GetClassSpecIDs (class)
	
	for index, specId in ipairs (specIds) do
		local button = new_keybind_frame ["SpecButton" .. index]
		local spec_id, spec_name, spec_description, spec_icon, spec_background, spec_role, spec_class = GetSpecializationInfoByID (specId)
		button.text = spec_name
		button:SetClickFunction (switch_spec, specId)
		button:SetIcon (spec_icon)
		button.specID = specId
		
		local selectedTexture = button:CreateTexture (nil, "background")
		selectedTexture:SetAllPoints()
		selectedTexture:SetColorTexture (1, 1, 1, 0.5)
		if (specId ~= new_keybind_frame.EditingSpec) then
			selectedTexture:Hide()
		end
		button.selectedTexture = selectedTexture
		
		tinsert (allSpecButtons, button)
		i = i + 1
	end
	
	local specsTitle = DF:CreateLabel (new_keybind_frame, "Config keys for spec:", 12, "silver")
	specsTitle:SetPoint ("topleft", new_keybind_frame, "topleft", 10, mainStartY)
	
	keybindScroll:SetPoint ("topleft", specsTitle.widget, "bottomleft", 0, -120)
	
	spec1:SetPoint ("topleft", specsTitle, "bottomleft", 0, -10)
	spec2:SetPoint ("topleft", specsTitle, "bottomleft", 0, -30)
	spec3:SetPoint ("topleft", specsTitle, "bottomleft", 0, -50)
	if (class == "DRUID") then
		spec4:SetPoint ("topleft", specsTitle, "bottomleft", 0, -70)
	end
	
	local enter_the_key = CreateFrame ("frame", nil, new_keybind_frame)
	enter_the_key:SetFrameStrata ("tooltip")
	enter_the_key:SetSize (200, 60)
	enter_the_key:SetBackdrop ({bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1})
	enter_the_key:SetBackdropColor (0, 0, 0, 1)
	enter_the_key:SetBackdropBorderColor (1, 1, 1, 1)
	enter_the_key.text = DF:CreateLabel (enter_the_key, "- Press a keyboard key to bind.\n- Click to bind a mouse button.\n- Press escape to cancel.", 11, "orange")
	enter_the_key.text:SetPoint ("center", enter_the_key, "center")
	enter_the_key:Hide()
	
	local registerKeybind = function (self, key) 
		if (ignoredKeys [key]) then
			return
		end
		if (key == "ESCAPE") then
			enter_the_key:Hide()
			new_keybind_frame.IsListening = false
			new_keybind_frame:SetScript ("OnKeyDown", nil)
			return
		end
		
		local bind = (IsShiftKeyDown() and "SHIFT-" or "") .. (IsControlKeyDown() and "CTRL-" or "") .. (IsAltKeyDown() and "ALT-" or "")
		bind = bind .. key
	
		--adiciona para a tabela de keybinds
		local keybind = new_keybind_frame.CurrentKeybindEditingSet [self.keybindIndex]
		keybind.key = bind
		
		new_keybind_frame.IsListening = false
		new_keybind_frame:SetScript ("OnKeyDown", nil)
		
		enter_the_key:Hide()
		new_keybind_frame.keybindScroll:UpdateScroll()
		
		DF:QuickDispatch (callback)
	end
	
	local set_keybind_key = function (self, button, keybindIndex)
		if (new_keybind_frame.IsListening) then
			key = mouseKeys [button] or button
			return registerKeybind (new_keybind_frame, key)
		end
		new_keybind_frame.IsListening = true
		new_keybind_frame.keybindIndex = keybindIndex
		new_keybind_frame:SetScript ("OnKeyDown", registerKeybind)
		
		enter_the_key:Show()
		enter_the_key:SetPoint ("bottom", self, "top")
	end
	
	local new_key_bind = function (self, button, specID)
		tinsert (new_keybind_frame.CurrentKeybindEditingSet, {key = "-none-", action = "_target", actiontext = ""})
		FauxScrollFrame_SetOffset (new_keybind_frame.keybindScroll, max (#new_keybind_frame.CurrentKeybindEditingSet-SCROLL_ROLL_AMOUNT, 0))
		new_keybind_frame.keybindScroll:UpdateScroll()
	end	
	
	local set_action_text = function (keybindIndex, _, text)
		local keybind = new_keybind_frame.CurrentKeybindEditingSet [keybindIndex]
		keybind.actiontext = text
		DF:QuickDispatch (callback)
	end
	
	local set_action_on_espace_press = function (textentry, capsule)
		capsule = capsule or textentry.MyObject
		local keybind = new_keybind_frame.CurrentKeybindEditingSet [capsule.CurIndex]
		textentry:SetText (keybind.actiontext)
		DF:QuickDispatch (callback)
	end
	
	local lock_textentry = {
		["_target"] = true,
		["_taunt"] = true,
		["_interrupt"] = true,
		["_dispel"] = true,
		["_spell"] = false,
		["_macro"] = false,
	}
	
	local change_key_action = function (self, keybindIndex, value)
		local keybind = new_keybind_frame.CurrentKeybindEditingSet [keybindIndex]
		keybind.action = value
		new_keybind_frame.keybindScroll:UpdateScroll()
		DF:QuickDispatch (callback)
	end
	local fill_action_dropdown = function()
	
		local locClass, class = UnitClass ("player")
		
		local taunt = ""
		local interrupt = ""
		local dispel = ""
		
		if (type (dispel) == "table") then
			local dispelString = "\n"
			for specID, spellid in pairs (dispel) do
				local specid, specName = GetSpecializationInfoByID (specID)
				local spellName = GetSpellInfo (spellid)
				dispelString = dispelString .. "|cFFE5E5E5" .. specName .. "|r: |cFFFFFFFF" .. spellName .. "\n"
			end
			dispel = dispelString
		else
			dispel = ""
		end
		
		return {
			--{value = "_target", label = "Target", onclick = change_key_action, desc = "Target the unit"},
			--{value = "_taunt", label = "Taunt", onclick = change_key_action, desc = "Cast the taunt spell for your class\n\n|cFFFFFFFFSpell: " .. taunt},
			--{value = "_interrupt", label = "Interrupt", onclick = change_key_action, desc = "Cast the interrupt spell for your class\n\n|cFFFFFFFFSpell: " .. interrupt},
			--{value = "_dispel", label = "Dispel", onclick = change_key_action, desc = "Cast the interrupt spell for your class\n\n|cFFFFFFFFSpell: " .. dispel},
			{value = "_spell", label = "Cast Spell", onclick = change_key_action, desc = "Type the spell name in the text box"},
			{value = "_macro", label = "Run Macro", onclick = change_key_action, desc = "Type your macro in the text box"},
		}
	end
	
	local copy_keybind = function (self, button, keybindIndex)
		local keybind = new_keybind_frame.CurrentKeybindEditingSet [keybindIndex]
		for specID, t in pairs (new_keybind_frame.Data) do
			if (specID ~= new_keybind_frame.EditingSpec) then
				local key = CopyTable (keybind)
				local specid, specName = GetSpecializationInfoByID (specID)
				tinsert (new_keybind_frame.Data [specID], key)
				DF:Msg ("Keybind copied to " .. specName)
			end
		end
		DF:QuickDispatch (callback)
	end
	
	local delete_keybind = function (self, button, keybindIndex)
		tremove (new_keybind_frame.CurrentKeybindEditingSet, keybindIndex)
		new_keybind_frame.keybindScroll:UpdateScroll()
		DF:QuickDispatch (callback)
	end
	
	local newTitle = DF:CreateLabel (new_keybind_frame, "Create a new Keybind:", 12, "silver")
	newTitle:SetPoint ("topleft", new_keybind_frame, "topleft", 200, mainStartY)
	local createNewKeybind = DF:CreateButton (new_keybind_frame, new_key_bind, 160, 20, "New Key Bind", 1, _, _, "NewKeybindButton", _, 0, options_button_template, options_text_template)
	createNewKeybind:SetPoint ("topleft", newTitle, "bottomleft", 0, -10)
	--createNewKeybind:SetIcon ([[Interface\Buttons\UI-GuildButton-PublicNote-Up]])

	local update_keybind_list = function (self)
		
		local keybinds = new_keybind_frame.CurrentKeybindEditingSet
		FauxScrollFrame_Update (self, #keybinds, SCROLL_ROLL_AMOUNT, 21)
		local offset = FauxScrollFrame_GetOffset (self)
		
		for i = 1, SCROLL_ROLL_AMOUNT do
			local index = i + offset
			local f = self.Frames [i]
			local data = keybinds [index]

			if (data) then
				--index
				f.Index.text = index
				--keybind
				local keyBindText = keysToMouse [data.key] or data.key
				
				keyBindText = keyBindText:gsub ("type1", "LeftButton")
				keyBindText = keyBindText:gsub ("type2", "RightButton")
				keyBindText = keyBindText:gsub ("type3", "MiddleButton")
				
				f.KeyBind.text = keyBindText
				f.KeyBind:SetClickFunction (set_keybind_key, index, nil, "left")
				f.KeyBind:SetClickFunction (set_keybind_key, index, nil, "right")
				--action
				f.ActionDrop:SetFixedParameter (index)
				f.ActionDrop:Select (data.action)
				--action text
				f.ActionText.text = data.actiontext
				f.ActionText:SetEnterFunction (set_action_text, index)
				f.ActionText.CurIndex = index
				
				if (lock_textentry [data.action]) then
					f.ActionText:Disable()
				else
					f.ActionText:Enable()
				end
				
				--copy
				f.Copy:SetClickFunction (copy_keybind, index)
				--delete
				f.Delete:SetClickFunction (delete_keybind, index)
				
				f:Show()
			else
				f:Hide()
			end
		end
		
		self:Show()
	end
	

	
	keybindScroll:SetScript ("OnVerticalScroll", function (self, offset)
		FauxScrollFrame_OnVerticalScroll (self, offset, 21, update_keybind_list)
	end)
	keybindScroll.UpdateScroll = update_keybind_list
	
	local backdropColor = {.3, .3, .3, .3}
	local backdropColorOnEnter = {.6, .6, .6, .6}
	local on_enter = function (self)
		self:SetBackdropColor (unpack (backdropColorOnEnter))
	end
	local on_leave = function (self)
		self:SetBackdropColor (unpack (backdropColor))
	end
	
	local font = "GameFontHighlightSmall"
	
	for i = 1, SCROLL_ROLL_AMOUNT do
		local f = CreateFrame ("frame", "$KeyBindFrame" .. i, keybindScroll)
		f:SetSize (1009, 20)
		f:SetPoint ("topleft", keybindScroll, "topleft", 0, -(i-1)*29)
		f:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
		f:SetBackdropColor (unpack (backdropColor))
		f:SetScript ("OnEnter", on_enter)
		f:SetScript ("OnLeave", on_leave)
		tinsert (keybindScroll.Frames, f)
		
		f.Index = DF:CreateLabel (f, "1")
		f.KeyBind = DF:CreateButton (f, set_key_bind, 100, 20, "", _, _, _, "SetNewKeybindButton", _, 0, options_button_template, options_text_template)
		f.ActionDrop = DF:CreateDropDown (f, fill_action_dropdown, 0, 120, 20, "ActionDropdown", _, options_dropdown_template)
		f.ActionText = DF:CreateTextEntry (f, function()end, 660, 20, "TextBox", _, _, options_dropdown_template)
		f.Copy = DF:CreateButton (f, copy_keybind, 20, 20, "", _, _, _, "CopyKeybindButton", _, 0, options_button_template, options_text_template)
		f.Delete = DF:CreateButton (f, delete_keybind, 16, 20, "", _, _, _, "DeleteKeybindButton", _, 2, options_button_template, options_text_template)
		
		f.Index:SetPoint ("left", f, "left", 10, 0)
		f.KeyBind:SetPoint ("left", f, "left", 43, 0)
		f.ActionDrop:SetPoint ("left", f, "left", 150, 0)
		f.ActionText:SetPoint ("left", f, "left", 276, 0)
		f.Copy:SetPoint ("left", f, "left", 950, 0)
		f.Delete:SetPoint ("left", f, "left", 990, 0)
		
		f.Copy:SetIcon ([[Interface\Buttons\UI-GuildButton-PublicNote-Up]], nil, nil, nil, nil, nil, nil, 4)
		f.Delete:SetIcon ([[Interface\Buttons\UI-StopButton]], nil, nil, nil, nil, nil, nil, 4)
		
		f.Copy.tooltip = "copy this keybind to other specs"
		f.Delete.tooltip = "erase this keybind"
		
		--editbox
		f.ActionText:SetJustifyH ("left")
		f.ActionText:SetHook ("OnEscapePressed", set_action_on_espace_press)
		f.ActionText:SetHook ("OnEditFocusGained", function()
			local playerSpells = {}
			local tab, tabTex, offset, numSpells = GetSpellTabInfo (2)
			for i = 1, numSpells do
				local index = offset + i
				local spellType, spellId = GetSpellBookItemInfo (index, "player")
				if (spellType == "SPELL") then
					local spellName = GetSpellInfo (spellId)
					tinsert (playerSpells, spellName)
				end
			end
			f.ActionText.WordList = playerSpells
		end)
		
		f.ActionText:SetAsAutoComplete ("WordList")
	end
	
	local header = CreateFrame ("frame", "$parentOptionsPanelFrameHeader", keybindScroll)
	header:SetPoint ("bottomleft", keybindScroll, "topleft", 0, 2)
	header:SetPoint ("bottomright", keybindScroll, "topright", 0, 2)
	header:SetHeight (16)
	
	header.Index = DF:CreateLabel  (header, "Index", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	header.Key = DF:CreateLabel  (header, "Key", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	header.Action = DF:CreateLabel  (header, "Action", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	header.Macro = DF:CreateLabel  (header, "Spell Name / Macro", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	header.Copy = DF:CreateLabel  (header, "Copy", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	header.Delete = DF:CreateLabel  (header, "Delete", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
	
	header.Index:SetPoint ("left", header, "left", 10, 0)
	header.Key:SetPoint ("left", header, "left", 43, 0)
	header.Action:SetPoint ("left", header, "left", 150, 0)
	header.Macro:SetPoint ("left", header, "left", 276, 0)
	header.Copy:SetPoint ("left", header, "left", 950, 0)
	header.Delete:SetPoint ("left", header, "left", 990, 0)

	new_keybind_frame:SetScript ("OnShow", function()
		
		--new_keybind_frame.EditingSpec = EnemyGrid.CurrentSpec
		--new_keybind_frame.CurrentKeybindEditingSet = EnemyGrid.CurrentKeybindSet
		
		for _, button in ipairs (allSpecButtons) do
			if (new_keybind_frame.EditingSpec ~= button.specID) then
				button.selectedTexture:Hide()
			else
				button.selectedTexture:Show()
			end
		end
		
		keybindScroll:UpdateScroll()
	end)
	
	new_keybind_frame:SetScript ("OnHide", function()
		if (new_keybind_frame.IsListening) then
			new_keybind_frame.IsListening = false
			new_keybind_frame:SetScript ("OnKeyDown", nil)
		end
	end)

	return new_keybind_frame
end

function DF:BuildKeybindFunctions (data, prefix)

	--~keybind
	local classLoc, class = UnitClass ("player")
	local bindingList = data
	
	local bindString = "self:ClearBindings()"
	local bindKeyBindTypeFunc = [[local unitFrame = ...]]
	local bindMacroTextFunc = [[local unitFrame = ...]]
	local isMouseBinding
	
	for i = 1, #bindingList do
		local bind = bindingList [i]
		local bindType
		
		--which button to press
		if (bind.key:find ("type")) then
			local keyNumber = tonumber (bind.key:match ("%d"))
			bindType = keyNumber
			isMouseBinding = true
		else
			bindType = prefix .. "" .. i
			bindString = bindString .. "self:SetBindingClick (0, '" .. bind.key .. "', self:GetName(), '" .. bindType .. "')"
			bindType = "-" .. prefix .. "" .. i
			isMouseBinding = nil
		end
		
		--keybind type
		local shift, alt, ctrl = bind.key:match ("SHIFT"), bind.key:match ("ALT"), bind.key:match ("CTRL")
		local CommandKeys = alt and alt .. "-" or ""
		CommandKeys = ctrl and CommandKeys .. ctrl .. "-" or CommandKeys
		CommandKeys = shift and CommandKeys .. shift .. "-" or CommandKeys
		
		local keyBindType
		if (isMouseBinding) then
			keyBindType = [[unitFrame:SetAttribute ("@COMMANDtype@BINDTYPE", "macro")]]
		else
			keyBindType = [[unitFrame:SetAttribute ("type@BINDTYPE", "macro")]]
		end
		
		keyBindType = keyBindType:gsub ("@BINDTYPE", bindType)
		keyBindType = keyBindType:gsub ("@COMMAND", CommandKeys)
		bindKeyBindTypeFunc = bindKeyBindTypeFunc .. keyBindType
		
		--spell or macro
		if (bind.action == "_spell") then
			local macroTextLine
			if (isMouseBinding) then
				macroTextLine = [[unitFrame:SetAttribute ("@COMMANDmacrotext@BINDTYPE", "/cast [@mouseover] @SPELL")]]
			else
				macroTextLine = [[unitFrame:SetAttribute ("macrotext@BINDTYPE", "/cast [@mouseover] @SPELL")]]
			end
			macroTextLine = macroTextLine:gsub ("@BINDTYPE", bindType)
			macroTextLine = macroTextLine:gsub ("@SPELL", bind.actiontext)
			macroTextLine = macroTextLine:gsub ("@COMMAND", CommandKeys)
			bindMacroTextFunc = bindMacroTextFunc .. macroTextLine
			
		elseif (bind.action == "_macro") then
			local macroTextLine
			if (isMouseBinding) then
				macroTextLine = [[unitFrame:SetAttribute ("@COMMANDmacrotext@BINDTYPE", "@MACRO")]]
			else
				macroTextLine = [[unitFrame:SetAttribute ("macrotext@BINDTYPE", "@MACRO")]]
			end
			macroTextLine = macroTextLine:gsub ("@BINDTYPE", bindType)
			macroTextLine = macroTextLine:gsub ("@MACRO", bind.actiontext)
			macroTextLine = macroTextLine:gsub ("@COMMAND", CommandKeys)
			bindMacroTextFunc = bindMacroTextFunc .. macroTextLine
			
		end
	end
	
	--~key
	local bindTypeFuncLoaded = loadstring (bindKeyBindTypeFunc)
	local bindMacroFuncLoaded = loadstring (bindMacroTextFunc)
	
	if (not bindMacroFuncLoaded or not bindTypeFuncLoaded) then
		return
	end
	
	return bindString, bindTypeFuncLoaded, bindMacroFuncLoaded
end


function DF:SetKeybindsOnProtectedFrame (frame, bind_string, bind_type_func, bind_macro_func)
	
	bind_type_func (frame)
	bind_macro_func (frame)
	frame:SetAttribute ("_onenter", bind_string)
	
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~standard backdrop

function DF:ApplyStandardBackdrop (f, darkTheme, alphaScale)
	alphaScale = alphaScale or 1.0

	if (darkTheme) then
		f:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Cooldown\cooldown2]], tileSize = 32, tile = true})
		f:SetBackdropBorderColor (0, 0, 0, 1)
		f:SetBackdropColor (.54, .54, .54, .54 * alphaScale)
	else
		f:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
		f:SetBackdropBorderColor (0, 0, 0, 1)
		f:SetBackdropColor (0, 0, 0, 0.2 * alphaScale)
	end
	
	if (not f.__background) then
		f.__background = f:CreateTexture (nil, "background")
	end
	
	f.__background:SetColorTexture (0.2317647, 0.2317647, 0.2317647)
	f.__background:SetVertexColor (0.27, 0.27, 0.27)
	f.__background:SetAlpha (0.8 * alphaScale)
	f.__background:SetVertTile (true)
	f.__background:SetHorizTile (true)
	f.__background:SetAllPoints()
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~title bar

DF.TitleFunctions = {

	SetTitle = function (self, titleText, titleColor, font, size)
		self.TitleLabel:SetText (titleText or self.TitleLabel:GetText())
		
		if (titleColor) then
			local r, g, b, a = DF:ParseColors (titleColor)
			self.TitleLabel:SetTextColor (r, g, b, a)
		end
		
		if (font) then
			DF:SetFontFace (self.TitleLabel, font)
		end
		
		if (size) then
			DF:SetFontSize (self.TitleLabel, size)
		end
	end
	
	
}

function DF:CreateTitleBar (f, titleText)

	local titleBar = CreateFrame ("frame", f:GetName() and f:GetName() .. "TitleBar" or nil, f)
	titleBar:SetPoint ("topleft", f, "topleft", 2, -3)
	titleBar:SetPoint ("topright", f, "topright", -2, -3)
	titleBar:SetHeight (20)
	titleBar:SetBackdrop (SimplePanel_frame_backdrop) --it's an upload from this file
	titleBar:SetBackdropColor (.2, .2, .2, 1)
	titleBar:SetBackdropBorderColor (0, 0, 0, 1)
	
	local closeButton = CreateFrame ("button", titleBar:GetName() and titleBar:GetName() .. "CloseButton" or nil, titleBar)
	closeButton:SetSize (16, 16)
	closeButton:SetNormalTexture (DF.folder .. "icons")
	closeButton:SetHighlightTexture (DF.folder .. "icons")
	closeButton:SetPushedTexture (DF.folder .. "icons")
	closeButton:GetNormalTexture():SetTexCoord (0, 16/128, 0, 1)
	closeButton:GetHighlightTexture():SetTexCoord (0, 16/128, 0, 1)
	closeButton:GetPushedTexture():SetTexCoord (0, 16/128, 0, 1)
	closeButton:SetAlpha (0.7)
	closeButton:SetScript ("OnClick", simple_panel_close_click) --upvalue from this file
	
	local titleLabel = titleBar:CreateFontString (titleBar:GetName() and titleBar:GetName() .. "TitleText" or nil, "overlay", "GameFontNormal")
	titleLabel:SetTextColor (.8, .8, .8, 1)
	titleLabel:SetText (titleText or "")
	
	--anchors
	closeButton:SetPoint ("right", titleBar, "right", -2, 0)
	titleLabel:SetPoint ("center", titleBar, "center")
	
	--members
	f.TitleBar = titleBar
	f.CloseButton = closeButton
	f.TitleLabel = titleLabel
	
	DF:Mixin (f, DF.TitleFunctions)
	
	return titleBar
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~icon row

DF.IconRowFunctions = {
	
	GetIcon = function (self)
		local iconFrame = self.IconPool [self.NextIcon]
		
		if (not iconFrame) then
			local newIconFrame = CreateFrame ("frame", "$parentIcon" .. self.NextIcon, self)
			
			newIconFrame.Texture = newIconFrame:CreateTexture (nil, "artwork")
			PixelUtil.SetPoint (newIconFrame.Texture, "topleft", newIconFrame, "topleft", 1, -1)
			PixelUtil.SetPoint (newIconFrame.Texture, "bottomright", newIconFrame, "bottomright", -1, 1)
			
			newIconFrame.Border = newIconFrame:CreateTexture (nil, "background")
			newIconFrame.Border:SetAllPoints()
			newIconFrame.Border:SetColorTexture (0, 0, 0)

			newIconFrame:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1})
			newIconFrame:SetBackdropBorderColor (0, 0, 0, 0)
			newIconFrame:EnableMouse (false)
			
			local cooldownFrame = CreateFrame ("cooldown", "$parentIconCooldown" .. self.NextIcon, newIconFrame, "CooldownFrameTemplate")
			cooldownFrame:SetAllPoints()
			cooldownFrame:EnableMouse (false)
			cooldownFrame:SetFrameLevel (newIconFrame:GetFrameLevel()+1)
			
			newIconFrame.CountdownText = cooldownFrame:CreateFontString (nil, "overlay", "GameFontNormal")
			newIconFrame.CountdownText:SetPoint ("center")
			newIconFrame.CountdownText:Hide()
			
			newIconFrame.Desc = newIconFrame:CreateFontString (nil, "overlay", "GameFontNormal")
			newIconFrame.Desc:SetPoint ("bottom", newIconFrame, "top", 0, 2)
			newIconFrame.Desc:Hide()
			
			newIconFrame.Cooldown = cooldownFrame
			
			self.IconPool [self.NextIcon] = newIconFrame
			iconFrame = newIconFrame
		end
		
		iconFrame:ClearAllPoints()
		
		local anchor = self.options.anchor
		local anchorTo = self.NextIcon == 1 and self or self.IconPool [self.NextIcon - 1]
		local xPadding = self.NextIcon == 1 and self.options.left_padding or self.options.icon_padding
		local growDirection = self.options.grow_direction

		if (growDirection == 1) then --grow to right
			if (self.NextIcon == 1) then
				PixelUtil.SetPoint (iconFrame, "left", anchorTo, "left", xPadding, 0)
			else
				PixelUtil.SetPoint (iconFrame, "left", anchorTo, "right", xPadding, 0)
			end
			
		elseif (growDirection == 2) then --grow to left
			if (self.NextIcon == 1) then
				PixelUtil.SetPoint (iconFrame, "right", anchorTo, "right", xPadding, 0)
			else
				PixelUtil.SetPoint (iconFrame, "right", anchorTo, "left", xPadding, 0)
			end
			
		end
		
		DF:SetFontColor (iconFrame.CountdownText, self.options.text_color)
		
		self.NextIcon = self.NextIcon + 1
		return iconFrame
	end,
	
	SetIcon = function (self, spellId, borderColor, startTime, duration, forceTexture, descText)
	
		local spellName, _, spellIcon
	
		if (not forceTexture) then
			spellName, _, spellIcon = GetSpellInfo (spellId)
		else
			spellIcon = forceTexture
		end
		
		if (spellIcon) then
			local iconFrame = self:GetIcon()
			iconFrame.Texture:SetTexture (spellIcon)
			iconFrame.Texture:SetTexCoord (unpack (self.options.texcoord))
			
			if (borderColor) then
				iconFrame:SetBackdropBorderColor (Plater:ParseColors (borderColor))
			else
				iconFrame:SetBackdropBorderColor (0, 0, 0 ,0)
			end	
			
			if (startTime) then
				CooldownFrame_Set (iconFrame.Cooldown, startTime, duration, true, true)
				
				if (self.options.show_text) then
					iconFrame.CountdownText:Show()
					
					local formattedTime = floor (startTime + duration - GetTime())
					
					if (formattedTime >= 3600) then
						formattedTime = floor (formattedTime / 3600) .. "h"
						
					elseif (formattedTime >= 60) then
						formattedTime = floor (formattedTime / 60) .. "m"
						
					else
						formattedTime = floor (formattedTime)
					end
					
					iconFrame.CountdownText:SetText (formattedTime)
					iconFrame.Cooldown:SetHideCountdownNumbers (true)
				else
					iconFrame.CountdownText:Hide()
					iconFrame.Cooldown:SetHideCountdownNumbers (false)
				end
			else
				iconFrame.CountdownText:Hide()
			end
			
			if (descText and self.options.desc_text) then
				iconFrame.Desc:Show()
				iconFrame.Desc:SetText (descText.text)
				iconFrame.Desc:SetTextColor (DF:ParseColors (descText.text_color or self.options.desc_text_color))
				DF:SetFontSize (iconFrame.Desc, descText.text_size or self.options.desc_text_size)
			else
				iconFrame.Desc:Hide()
			end
			
			PixelUtil.SetSize (iconFrame, self.options.icon_width, self.options.icon_height)
			iconFrame:Show()
			
			--> update the size of the frame
			self:SetWidth ((self.options.left_padding * 2) + (self.options.icon_padding * (self.NextIcon-2)) + (self.options.icon_width * (self.NextIcon - 1)))
			self:SetHeight (self.options.icon_height + (self.options.top_padding * 2))

			--> show the frame
			self:Show()
			
			return iconFrame
		end
	end,
	
	ClearIcons = function (self)
		for i = 1, self.NextIcon -1 do
			self.IconPool [i]:Hide()
		end
		self.NextIcon = 1
		self:Hide()
	end,
	
	GetIconGrowDirection = function (self)
		local side = self.options.anchor.side
		
		if (side == 1) then
			return 1
		elseif (side == 2) then
			return 2
		elseif (side == 3) then
			return 1		
		elseif (side == 4) then
			return 1
		elseif (side == 5) then
			return 2
		elseif (side == 6) then
			return 1
		elseif (side == 7) then
			return 2
		elseif (side == 8) then
			return 1
		elseif (side == 9) then
			return 1
		elseif (side == 10) then
			return 1
		elseif (side == 11) then
			return 2
		elseif (side == 12) then
			return 1
		elseif (side == 13) then
			return 1
		end
	end,
	
	OnOptionChanged = function (self, optionName)
		self:SetBackdropColor (unpack (self.options.backdrop_color))
		self:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))
	end,
}

local default_icon_row_options = {
	icon_width = 20, 
	icon_height = 20, 
	texcoord = {.1, .9, .1, .9},
	show_text = true,
	text_color = {1, 1, 1, 1},
	desc_text = true,
	desc_text_color = {1, 1, 1, 1},
	desc_text_size = 7,
	left_padding = 1, --distance between right and left
	top_padding = 1, --distance between top and bottom 
	icon_padding = 1, --distance between each icon
	backdrop = {},
	backdrop_color = {0, 0, 0, 0.5},
	backdrop_border_color = {0, 0, 0, 1},
	anchor = {side = 6, x = 2, y = 0},
	grow_direction = 1, --1 = to right 2 = to left
}

function DF:CreateIconRow (parent, name, options)
	local f = CreateFrame ("frame", name, parent)
	f.IconPool = {}
	f.NextIcon = 1
	
	DF:Mixin (f, DF.IconRowFunctions)
	DF:Mixin (f, DF.OptionsFunctions)
	
	f:BuildOptionsTable (default_icon_row_options, options)
	
	f:SetSize (f.options.icon_width, f.options.icon_height + (f.options.top_padding * 2))
	
	f:SetBackdrop (f.options.backdrop)
	f:SetBackdropColor (unpack (f.options.backdrop_color))
	f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
	
	return f
end


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> ~header

DF.HeaderFunctions = {
	AddFrameToHeaderAlignment = function (self, frame)
		self.FramesToAlign = self.FramesToAlign or {}
		tinsert (self.FramesToAlign, frame)
	end,

	AlignWithHeader = function (self, headerFrame, anchor)
		local headerFrames = headerFrame.HeadersCreated
		anchor = anchor or "topleft"
		
		for i = 1, #self.FramesToAlign do
			local frame = self.FramesToAlign [i]
			frame:ClearAllPoints()
			
			local headerFrame = headerFrames [i]
			frame:SetPoint (anchor, self, anchor, headerFrame.XPosition, 0)
		end
	end,
}

DF.HeaderCoreFunctions = {
	SetHeaderTable = function (self, newTable)
		self.HeadersCreated = self.HeadersCreated or {}
		self.HeaderTable = newTable
		self.NextHeader = 1
		self.HeaderWidth = 0
		self.HeaderHeight = 0
		self:Refresh()
	end,
	
	Refresh = function (self)
	
		--> refresh background frame
		self:SetBackdrop (self.options.backdrop)
		self:SetBackdropColor (unpack (self.options.backdrop_color))
		self:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))
	
		--> reset all header frames
		for i = 1, #self.HeadersCreated do
			self.HeadersCreated [i].InUse = false
			self.HeadersCreated [i]:Hide()
		end
	
		local previousHeaderFrame
		local growDirection = string.lower (self.options.grow_direction)
	
		--> update header frames
		local headerSize = #self.HeaderTable
		for i = 1, headerSize do
			local headerFrame = self:GetNextHeader()
			self:UpdateHeaderFrame (headerFrame, i)
			
			--> grow direction
			if (not previousHeaderFrame) then
				headerFrame:SetPoint ("topleft", self, "topleft", 0, 0)
			else
				if (growDirection == "right") then
					headerFrame:SetPoint ("topleft", previousHeaderFrame, "topright", self.options.padding, 0)
				elseif (growDirection == "left") then
					headerFrame:SetPoint ("topright", previousHeaderFrame, "topleft", -self.options.padding, 0)
				elseif (growDirection == "bottom") then
					headerFrame:SetPoint ("topleft", previousHeaderFrame, "bottomleft", 0, -self.options.padding)
				elseif (growDirection == "top") then
					headerFrame:SetPoint ("bottomleft", previousHeaderFrame, "topleft", 0, self.options.padding)
				end
			end
			
			previousHeaderFrame = headerFrame
		end
		
		self:SetSize (self.HeaderWidth, self.HeaderHeight)

	end,
	
	UpdateHeaderFrame = function (self, headerFrame, headerIndex)
		local headerData = self.HeaderTable [headerIndex]
		
		if (headerData.icon) then
			headerFrame.Icon:SetTexture (headerData.icon)
			
			if (headerData.texcoord) then
				headerFrame.Icon:SetTexCoord (unpack (headerData.texcoord))
			else
				headerFrame.Icon:SetTexCoord (0, 1, 0, 1)
			end
			
			headerFrame.Icon:SetPoint ("left", headerFrame, "left", self.options.padding, 0)
			headerFrame.Icon:Show()
		end
		
		if (headerData.text) then
			headerFrame.Text:SetText (headerData.text)
			
			--> text options
			DF:SetFontColor (headerFrame.Text, self.options.text_color)
			DF:SetFontSize (headerFrame.Text, self.options.text_size)
			DF:SetFontOutline (headerFrame.Text, self.options.text_shadow)
			
			--> point
			if (not headerData.icon) then
				headerFrame.Text:SetPoint ("left", headerFrame, "left", self.options.padding, 0)
			else
				headerFrame.Text:SetPoint ("left", headerFrame.Icon, "right", self.options.padding, 0)
			end
			
			headerFrame.Text:Show()
		end
		
		--> size
		if (headerData.width) then
			headerFrame:SetWidth (headerData.width)
		end
		if (headerData.height) then
			headerFrame:SetHeight (headerData.height)
		end
		
		headerFrame.XPosition = self.HeaderWidth-- + self.options.padding
		headerFrame.YPosition = self.HeaderHeight-- + self.options.padding
		
		--> add the header piece size to the total header size
		local growDirection = string.lower (self.options.grow_direction)
		
		if (growDirection == "right" or growDirection == "left") then
			self.HeaderWidth = self.HeaderWidth + headerFrame:GetWidth() + self.options.padding
			self.HeaderHeight = math.max (self.HeaderHeight, headerFrame:GetHeight())
			
		elseif (growDirection == "top" or growDirection == "bottom") then
			self.HeaderWidth =  math.max (self.HeaderWidth, headerFrame:GetWidth())
			self.HeaderHeight = self.HeaderHeight + headerFrame:GetHeight() + self.options.padding
		end

		headerFrame:Show()
		headerFrame.InUse = true
	end,
	
	RefreshHeader = function (self, headerFrame)
		headerFrame:SetSize (self.options.header_width, self.options.header_height)
		headerFrame:SetBackdrop (self.options.header_backdrop)
		headerFrame:SetBackdropColor (unpack (self.options.header_backdrop_color))
		headerFrame:SetBackdropBorderColor (unpack (self.options.header_backdrop_border_color))
		
		headerFrame:ClearAllPoints()
		
		headerFrame.Icon:SetTexture ("")
		headerFrame.Icon:Hide()
		headerFrame.Text:SetText ("")
		headerFrame.Text:Hide()
	end,
	
	GetNextHeader = function (self)
		local nextHeader = self.NextHeader
		local headerFrame = self.HeadersCreated [nextHeader]
		
		if (not headerFrame) then
			local newHeader = CreateFrame ("frame", "$parentHeaderIndex" .. nextHeader, self)
			
			DF:CreateImage (newHeader, "", self.options.header_height, self.options.header_height, "ARTWORK", nil, "Icon", "$parentIcon")
			DF:CreateLabel (newHeader, "", self.options.text_size, self.options.text_color, "GameFontNormal", "Text", "$parentText", "ARTWORK")
			
			tinsert (self.HeadersCreated, newHeader)
			headerFrame = newHeader
		end
		
		self:RefreshHeader (headerFrame)
		self.NextHeader = self.NextHeader + 1
		return headerFrame
	end,
	
	NextHeader = 1,
	HeaderWidth = 0,
	HeaderHeight = 0,
}

local default_header_options = {
	backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	backdrop_color = {0, 0, 0, 0.2},
	backdrop_border_color = {0.1, 0.1, 0.1, .2},

	text_color = {1, 1, 1, 1},
	text_size = 10,
	text_shadow = false,
	grow_direction = "RIGHT",
	padding = 2,
	
	--each piece of the header
	header_backdrop = {bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	header_backdrop_color = {0, 0, 0, 0.5},
	header_backdrop_border_color = {0, 0, 0, 0},
	header_width = 120,
	header_height = 20,

}

function DF:CreateHeader (parent, headerTable, options)
	local f = CreateFrame ("frame", "$parentHeaderLine", parent)
	
	DF:Mixin (f, DF.OptionsFunctions)
	DF:Mixin (f, DF.HeaderCoreFunctions)
	
	f:BuildOptionsTable (default_header_options, options)
	
	f:SetBackdrop (f.options.backdrop)
	f:SetBackdropColor (unpack (f.options.backdrop_color))
	f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
	
	f:SetHeaderTable (headerTable)
	
	return f
end

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> radio group

local default_radiogroup_options = {
	width = 1,
	height = 1,
	backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	backdrop_color = {0, 0, 0, 0.2},
	backdrop_border_color = {0.1, 0.1, 0.1, .2},
	is_radio = false,
}

DF.RadioGroupCoreFunctions = {
	RadioOnClick = function (self, fixedParam, value)
		--turn off all checkboxes
		local frameList = {self:GetParent():GetChildren()}
		for _, checkbox in ipairs (frameList) do
			checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
			checkbox:SetValue (false)
		end
		
		--turn on the clicked checkbox
		self:SetValue (true)
		
		--callback
		DF:QuickDispatch (self._set, fixedParam)
	end,
	
	Disable = function (self)
		local frameList = {self:GetChildren()}
		for _, checkbox in ipairs (frameList) do
			checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
			checkbox:Disable()
		end
	end,
	
	Enable = function (self)
		local frameList = {self:GetChildren()}
		for _, checkbox in ipairs (frameList) do
			checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
			checkbox:Enable()
		end
	end,
	
	DeselectAll = function (self)
		local frameList = {self:GetChildren()}
		for _, checkbox in ipairs (frameList) do
			checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
			checkbox:SetValue (false)
		end
	end,

	FadeIn = function (self)
		local frameList = {self:GetChildren()}
		for _, checkbox in ipairs (frameList) do
			checkbox:SetAlpha (1)
		end
	end,
	
	FadeOut = function (self)
		local frameList = {self:GetChildren()}
		for _, checkbox in ipairs (frameList) do
			checkbox:SetAlpha (.7)
		end
	end,
	
	SetFadeState = function (self, state)
		if (state) then
			self:FadeIn()
		else
			self:FadeOut()
		end
	end,
	
	CreateCheckbox = function (self)
		local checkbox = DF:CreateSwitch (self, function()end, false, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_BRIGHT_TEMPLATE"))
		checkbox:SetAsCheckBox()
		checkbox.Icon = DF:CreateImage (checkbox, "", 16, 16)
		checkbox.Label = DF:CreateLabel (checkbox, "")
		
		return checkbox
	end,
	
	RefreshCheckbox = function (self, checkbox, optionTable)
		checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
		
		local setFunc = self.options.is_radio and self.RadioOnClick or optionTable.set
		checkbox:SetSwitchFunction (setFunc)
		checkbox._set = setFunc
		checkbox:SetFixedParameter (optionTable.param)
		
		local isChecked = DF:Dispatch (optionTable.get)
		checkbox:SetValue (isChecked)
		
		checkbox.Label:SetText (optionTable.name)
		
		if (optionTable.texture) then
			checkbox.Icon:SetTexture (optionTable.texture)
			checkbox.Icon:SetPoint ("left", checkbox, "right", 2, 0)
			checkbox.Label:SetPoint ("left", checkbox.Icon, "right", 2, 0)
			
			if (optionTable.texcoord) then
				checkbox.Icon:SetTexCoord (unpack (optionTable.texcoord))
			else
				checkbox.Icon:SetTexCoord (0, 1, 0, 1)
			end
		else
			checkbox.Icon:SetTexture ("")
			checkbox.Label:SetPoint ("left", checkbox, "right", 2, 0)
		end
	end,

	Refresh = function (self)
		local radioOptions = self.RadioOptionsTable
		local radioCheckboxes = {self:GetChildren()}
		
		for _, checkbox in ipairs (radioCheckboxes) do
			checkbox:Hide()
		end
		
		for radioIndex, optionsTable in ipairs (radioOptions) do
			local checkbox = radioCheckboxes [radioIndex]
			if (not checkbox) then
				checkbox = self:CreateCheckbox()
			end
			checkbox.OptionID = radioIndex
			checkbox:Show()
			self:RefreshCheckbox (checkbox, optionsTable)
		end
		
		--sending false to automatically use the radio group children
		self:ArrangeFrames (false, self.AnchorOptions)
	end,
	
	SetOptions = function (self, radioOptions)
		self.RadioOptionsTable = radioOptions
		self:Refresh()
	end,
}

--[=[
	radionOptions: an index table with options for the radio group {name = "", set = func (self, param, value), param = value, get = func, texture = "", texcoord = {}}
		set function receives as self the checkbox, use :GetParent() to get the radion group frame
		if get function return nil or false the checkbox isn't checked
	name: the name of the frame
	options: override options for default_radiogroup_options table
	anchorOptions: override options for default_framelayout_options table
--]=]
function DF:CreateRadionGroup (parent, radioOptions, name, options, anchorOptions)
	local f = CreateFrame ("frame", name, parent)
	
	DF:Mixin (f, DF.OptionsFunctions)
	DF:Mixin (f, DF.RadioGroupCoreFunctions)
	DF:Mixin (f, DF.LayoutFrame)
	
	f:BuildOptionsTable (default_radiogroup_options, options)
	
	f:SetSize (f.options.width, f.options.height)
	f:SetBackdrop (f.options.backdrop)
	f:SetBackdropColor (unpack (f.options.backdrop_color))
	f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
	
	f.AnchorOptions = anchorOptions or {}
	
	if (f.options.title) then
		local titleLabel = DF:CreateLabel (f, f.options.title, DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
		titleLabel:SetPoint ("bottomleft", f, "topleft", 0, 2)
		f.Title = titleLabel
	end
	
	f:SetOptions (radioOptions)

	return f
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> load conditions panel

--this is the table prototype to hold load conditions settings
local default_load_conditions = {
	class = {},
	spec = {},
	race = {},
	talent = {},
	pvptalent = {},
	group = {},
	role = {},
	affix = {},
	encounter_ids = {},
	map_ids = {},
}

local default_load_conditions_frame_options = {
	title = "Details! Framework: Load Conditions",
	name = "Object",
}

function DF:CreateLoadFilterParser (callback)
	local f = CreateFrame ("frame")
	f:RegisterEvent ("PLAYER_ENTERING_WORLD")
	f:RegisterEvent ("PLAYER_SPECIALIZATION_CHANGED")
	f:RegisterEvent ("PLAYER_TALENT_UPDATE")
	f:RegisterEvent ("PLAYER_ROLES_ASSIGNED")
	f:RegisterEvent ("ZONE_CHANGED_NEW_AREA")
	f:RegisterEvent ("CHALLENGE_MODE_START")
	f:RegisterEvent ("ENCOUNTER_START")
	f:RegisterEvent ("PLAYER_REGEN_ENABLED")
	
	f:SetScript ("OnEvent", function (self, event, ...)
		if (event == "ENCOUNTER_START") then
			local encounterID = ...
			f.EncounterIDCached = encounterID
			
		elseif (event == "PLAYER_REGEN_ENABLED") then
			f.EncounterIDCached = nil
			
		elseif (event == "PLAYER_SPECIALIZATION_CHANGED") then
			if (DetailsFrameworkLoadConditionsPanel and DetailsFrameworkLoadConditionsPanel:IsShown()) then
				DetailsFrameworkLoadConditionsPanel:Refresh()
			end
			
			local unit = ...
			if (not unit or not UnitIsUnit ("player", unit)) then
				return
			end
		
		elseif (event == "PLAYER_ROLES_ASSIGNED") then
			local assignedRole = UnitGroupRolesAssigned ("player")
			if (assignedRole == "NONE") then
				local spec = GetSpecialization()
				if (spec) then
					assignedRole = GetSpecializationRole (spec)
				end
			end
			
			if (DF.CurrentPlayerRole == assignedRole) then
				return
			end
			
			DF.CurrentPlayerRole = assignedRole
		end
		
		--print ("Plater Script Update:", event, ...)
		
		DF:QuickDispatch (callback, f.EncounterIDCached)
	end)
end

function DF:PassLoadFilters (loadTable, encounterID)
	--class
	local passLoadClass
	if (loadTable.class.Enabled) then
		local _, classFileName = UnitClass ("player")
		if (not loadTable.class [classFileName]) then
			return false
		else
			passLoadClass = true
		end
	end
	
	--spec
	if (loadTable.spec.Enabled) then
		local canCheckTalents = true
		
		if (passLoadClass) then
			--if is allowed to load on this class, check if the talents isn't from another class
			local _, classFileName = UnitClass ("player")
			local specsForThisClass = DF:GetClassSpecIDs (classFileName)
			
			canCheckTalents = false
			
			for _, specID in ipairs (specsForThisClass) do
				if (loadTable.spec [specID]) then
					--theres a talent for this class
					canCheckTalents = true
					break
				end
			end
		end
		
		if (canCheckTalents) then
			local specIndex = GetSpecialization()
			if (specIndex) then
				local specID = GetSpecializationInfo (specIndex)
				if (not loadTable.spec [specID]) then
					return false
				end
			else
				return false
			end
		end
	end
	
	--race
	if (loadTable.race.Enabled) then
		local raceName, raceFileName, raceID = UnitRace ("player")
		if (not loadTable.race [raceFileName]) then
			return false
		end
	end
	
	--talents
	if (loadTable.talent.Enabled) then
		local talentsInUse = DF:GetCharacterTalents (false, true)
		local hasTalent
		for talentID, _ in pairs (talentsInUse) do
			if (loadTable.talent [talentID]) then
				hasTalent =  true
				break
			end
		end
		if (not hasTalent) then
			return false
		end
	end
	
	--pvptalent
	if (loadTable.pvptalent.Enabled) then
		local talentsInUse = DF:GetCharacterPvPTalents (false, true)
		local hasTalent
		for talentID, _ in pairs (talentsInUse) do
			if (loadTable.pvptalent [talentID]) then
				hasTalent =  true
				break
			end
		end
		if (not hasTalent) then
			return false
		end
	end
	
	--group
	if (loadTable.group.Enabled) then
		local _, zoneType = GetInstanceInfo()
		if (not loadTable.group [zoneType]) then
			return
		end
	end
	
	--role
	if (loadTable.role.Enabled) then
		local assignedRole = UnitGroupRolesAssigned ("player")
		if (assignedRole == "NONE") then
			local spec = GetSpecialization()
			if (spec) then
				assignedRole = GetSpecializationRole (spec)
			end
		end
		if (not loadTable.role [assignedRole]) then
			return false
		end
	end
	
	--affix
	if (loadTable.affix.Enabled) then
		local isInMythicDungeon = C_ChallengeMode.IsChallengeModeActive()
		if (not isInMythicDungeon) then
			return false
		end
		
		local level, affixes, wasEnergized = C_ChallengeMode.GetActiveKeystoneInfo()
		local hasAffix = false
		for _, affixID in ipairs (affixes) do
			if (loadTable.affix [affixID]) then
				hasAffix = true
				break
			end
		end
		
		if (not hasAffix) then
			return false
		end
	end
	
	--encounter id
	if (loadTable.encounter_ids.Enabled) then
		if (not encounterID) then
			return
		end
		local hasEncounter
		for _, ID in ipairs (loadTable.encounter_ids) do
			if (ID == encounterID) then
				hasEncounter = true
				break
			end
			if (not hasEncounter) then
				return false
			end
		end
	end
	
	--map id
	if (loadTable.map_ids.Enabled) then
		local _, _, _, _, _, _, _, zoneMapID = GetInstanceInfo()
		local uiMapID = C_Map.GetBestMapForUnit ("player")
		
		local hasMapID
		for _, ID in ipairs (loadTable.map_ids) do
			if (ID == zoneMapID or ID == uiMapID) then
				hasMapID = true
				break
			end
			if (not hasMapID) then
				return false
			end
		end
	end
	
	return true
end

--this func will deploy the default values from the prototype into the config table
function DF:UpdateLoadConditionsTable (configTable)
	configTable = configTable or {}
	DF.table.deploy (configTable, default_load_conditions)
	return configTable
end

--/run Plater.OpenOptionsPanel()PlaterOptionsPanelContainer:SelectIndex (Plater, 14)

function DF:OpenLoadConditionsPanel (optionsTable, callback, frameOptions)

	frameOptions = frameOptions or {}
	DF.table.deploy (frameOptions, default_load_conditions_frame_options)

	DF:UpdateLoadConditionsTable (optionsTable)

	if (not DetailsFrameworkLoadConditionsPanel) then
	
		local f = DF:CreateSimplePanel (UIParent, 970, 505, "Load Conditions", "DetailsFrameworkLoadConditionsPanel")
		f:SetBackdropColor (0, 0, 0, 1)
		f.AllRadioGroups = {}
		f.AllTextEntries = {}
		f.OptionsTable = optionsTable
		
		DF:ApplyStandardBackdrop (f, false, 1.1)
		
		local xStartAt = 10
		local x2StartAt = 500
		local anchorPositions = {
			class = {xStartAt, -70},
			spec = {xStartAt, -170},
			race = {xStartAt, -210},
			role = {xStartAt, -310},
			talent = {xStartAt, -350},
			pvptalent = {x2StartAt, -70},
			group = {x2StartAt, -210},
			affix = {x2StartAt, -270},
			encounter_ids = {x2StartAt, -360},
			map_ids = {x2StartAt, -400},
		}
		
		local editingLabel = DF:CreateLabel (f, "Load Conditions For:")
		local editingWhatLabel = DF:CreateLabel (f, "")
		editingLabel:SetPoint ("topleft", f, "topleft", 10, -35)
		editingWhatLabel:SetPoint ("left", editingLabel, "right", 2, 0)
		
		--this label store the name of what is being edited
		f.EditingLabel = editingWhatLabel
		
		--when the user click on an option, run the callback
			f.RunCallback = function()
				DF:Dispatch (f.CallbackFunc)
			end

		--when the user click on an option or when the panel is opened
		--check if there's an option enabled and fadein all options, fadeout otherwise
			f.OnRadioStateChanged = function (radioGroup, subConfigTable)
				subConfigTable.Enabled = nil
				subConfigTable.Enabled = next (subConfigTable) and true or nil
				radioGroup:SetFadeState (subConfigTable.Enabled)
			end

		--create the radio group for character class
			f.OnRadioCheckboxClick = function (self, key, value)
				--hierarchy: DBKey ["class"] key ["HUNTER"] value TRUE
				local DBKey = self:GetParent().DBKey
				f.OptionsTable [DBKey] [key] = value and true or nil
				f.OnRadioStateChanged (self:GetParent(), f.OptionsTable [DBKey])
				f.RunCallback()
			end
			
		--create the radio group for classes
			local classes = {}
			for _, classTable in pairs (DF:GetClassList()) do
				tinsert (classes, {
					name = classTable.Name, 
					set = f.OnRadioCheckboxClick, 
					param = classTable.FileString, 
					get = function() return f.OptionsTable.class [classTable.FileString] end,
					texture = classTable.Texture,
					texcoord = classTable.TexCoord,
				})
			end
			
			local classGroup = DF:CreateRadionGroup (f, classes, name, {width = 200, height = 200, title = "Character Class"}, {offset_x = 130, amount_per_line = 3})
			classGroup:SetPoint ("topleft", f, "topleft", anchorPositions.class [1], anchorPositions.class [2])
			classGroup.DBKey = "class"
			tinsert (f.AllRadioGroups, classGroup)
		
		--create the radio group for character spec
			local specs = {}
			for _, specID in ipairs (DF:GetClassSpecIDs (select (2, UnitClass ("player")))) do
				local specID, specName, specDescription, specIcon, specBackground, specRole, specClass = GetSpecializationInfoByID (specID)
				tinsert (specs, {
					name = specName,
					set = f.OnRadioCheckboxClick,
					param = specID,
					get = function() return f.OptionsTable.spec [specID] end,
					texture = specIcon,
				})
			end
			local specGroup = DF:CreateRadionGroup (f, specs, name, {width = 200, height = 200, title = "Character Spec"}, {offset_x = 130, amount_per_line = 4})
			specGroup:SetPoint ("topleft", f, "topleft", anchorPositions.spec [1], anchorPositions.spec [2])
			specGroup.DBKey = "spec"
			tinsert (f.AllRadioGroups, specGroup)
			
		--create radio group for character races
			local raceList = {}
			for _, raceTable in ipairs (DF:GetCharacterRaceList()) do
				tinsert (raceList, {
					name = raceTable.Name, 
					set = f.OnRadioCheckboxClick,
					param = raceTable.FileString,
					get = function() return f.OptionsTable.race [raceTable.FileString] end,
				})
			end
			local raceGroup = DF:CreateRadionGroup (f, raceList, name, {width = 200, height = 200, title = "Character Race"})
			raceGroup:SetPoint ("topleft", f, "topleft", anchorPositions.race [1], anchorPositions.race [2])
			raceGroup.DBKey = "race"
			tinsert (f.AllRadioGroups, raceGroup)
			
		--create radio group for talents
			local talentList = {}
			for _, talentTable in ipairs (DF:GetCharacterTalents()) do
				tinsert (talentList, {
					name = talentTable.Name, 
					set = f.OnRadioCheckboxClick,
					param = talentTable.ID,
					get = function() return f.OptionsTable.talent [talentTable.ID] end,
					texture = talentTable.Texture,
				})
			end
			local talentGroup = DF:CreateRadionGroup (f, talentList, name, {width = 200, height = 200, title = "Characer Talents"}, {offset_x = 150, amount_per_line = 3})
			talentGroup:SetPoint ("topleft", f, "topleft", anchorPositions.talent [1], anchorPositions.talent [2])
			talentGroup.DBKey = "talent"
			tinsert (f.AllRadioGroups, talentGroup)
			f.TalentGroup = talentGroup
			
			do
				--create a frame to show talents selected in other specs or characters
				local otherTalents = CreateFrame ("frame", nil, f)
				otherTalents:SetSize (26, 26)
				otherTalents:SetPoint ("left", talentGroup.Title.widget, "right", 10, -2)
				otherTalents.Texture = DF:CreateImage (otherTalents, [[Interface\BUTTONS\AdventureGuideMicrobuttonAlert]], 24, 24)
				otherTalents.Texture:SetAllPoints()
				
				local removeTalent = function (_, _, talentID)
					f.OptionsTable.talent [talentID] = nil
					GameCooltip2:Hide()
					f.OnRadioStateChanged (talentGroup, f.OptionsTable [talentGroup.DBKey])
					f.CanShowTalentWarning()
				end
				
				local buildTalentMenu = function()
					local playerTalents = DF:GetCharacterTalents()
					local indexedTalents = {}
					for _, talentTable in ipairs (playerTalents) do
						tinsert (indexedTalents, talentTable.ID)
					end
					
					--talents selected to load
					GameCooltip2:AddLine ("select a talent to remove it (added from a different spec or character)", "", 1, "orange", "orange", 9)
					GameCooltip2:AddLine ("$div", nil, nil, -1, -1)
					
					for talentID, _ in pairs (f.OptionsTable.talent) do
						if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
							local talentID, name, texture, selected, available = GetTalentInfoByID (talentID)
							if (name) then
								GameCooltip2:AddLine (name)
								GameCooltip2:AddIcon (texture, 1, 1, 16, 16, .1, .9, .1, .9)
								GameCooltip2:AddMenu (1, removeTalent, talentID)
							end
						end
					end
				end
				
				otherTalents.CoolTip = {
					Type = "menu",
					BuildFunc = buildTalentMenu,
					OnEnterFunc = function (self) end,
					OnLeaveFunc = function (self) end,
					FixedValue = "none",
					ShowSpeed = 0.05,
					Options = function()
						GameCooltip2:SetOption ("TextFont", "Friz Quadrata TT")
						GameCooltip2:SetOption ("TextColor", "orange")
						GameCooltip2:SetOption ("TextSize", 12)
						GameCooltip2:SetOption ("FixedWidth", 220)
						GameCooltip2:SetOption ("ButtonsYMod", -4)
						GameCooltip2:SetOption ("YSpacingMod", -4)
						GameCooltip2:SetOption ("IgnoreButtonAutoHeight", true)
						
						GameCooltip2:SetColor (1, 0.5, 0.5, 0.5, 0)
						
						local preset2_backdrop = {bgFile = DF.folder .. "background", edgeFile = [[Interface\Buttons\WHITE8X8]], tile = true, edgeSize = 1, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}
						local gray_table = {0.37, 0.37, 0.37, 0.95}
						local black_table = {0.2, 0.2, 0.2, 1}
						GameCooltip2:SetBackdrop (1, preset2_backdrop, gray_table, black_table)
						GameCooltip2:SetBackdrop (2, preset2_backdrop, gray_table, black_table)
					end,
				}
				GameCooltip2:CoolTipInject (otherTalents)
			
				function f.CanShowTalentWarning()
					local playerTalents = DF:GetCharacterTalents()
					local indexedTalents = {}
					for _, talentTable in ipairs (playerTalents) do
						tinsert (indexedTalents, talentTable.ID)
					end
					for talentID, _ in pairs (f.OptionsTable.talent) do
						if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
							otherTalents:Show()
							return
						end
					end
					otherTalents:Hide()
				end
			end
			
		--create radio group for pvp talents
			local pvpTalentList = {}
			for _, talentTable in ipairs (DF:GetCharacterPvPTalents()) do
				tinsert (pvpTalentList, {
					name = talentTable.Name, 
					set = f.OnRadioCheckboxClick,
					param = talentTable.ID,
					get = function() return f.OptionsTable.pvptalent [talentTable.ID] end,
					texture = talentTable.Texture,
				})
			end
			local pvpTalentGroup = DF:CreateRadionGroup (f, pvpTalentList, name, {width = 200, height = 200, title = "Characer PvP Talents"}, {offset_x = 150, amount_per_line = 3})
			pvpTalentGroup:SetPoint ("topleft", f, "topleft", anchorPositions.pvptalent [1], anchorPositions.pvptalent [2])
			pvpTalentGroup.DBKey = "pvptalent"
			tinsert (f.AllRadioGroups, pvpTalentGroup)
			f.PvPTalentGroup = pvpTalentGroup
			
			do
				--create a frame to show talents selected in other specs or characters
				local otherTalents = CreateFrame ("frame", nil, f)
				otherTalents:SetSize (26, 26)
				otherTalents:SetPoint ("left", pvpTalentGroup.Title.widget, "right", 10, -2)
				otherTalents.Texture = DF:CreateImage (otherTalents, [[Interface\BUTTONS\AdventureGuideMicrobuttonAlert]], 24, 24)
				otherTalents.Texture:SetAllPoints()
				
				local removeTalent = function (_, _, talentID)
					f.OptionsTable.pvptalent [talentID] = nil
					GameCooltip2:Hide()
					f.OnRadioStateChanged (pvpTalentGroup, f.OptionsTable [pvpTalentGroup.DBKey])
					f.CanShowPvPTalentWarning()
				end
				
				local buildTalentMenu = function()
					local playerTalents = DF:GetCharacterPvPTalents()
					local indexedTalents = {}
					for _, talentTable in ipairs (playerTalents) do
						tinsert (indexedTalents, talentTable.ID)
					end
					
					--talents selected to load
					GameCooltip2:AddLine ("select a talent to remove it (added from a different spec or character)", "", 1, "orange", "orange", 9)
					GameCooltip2:AddLine ("$div", nil, nil, -1, -1)
					
					for talentID, _ in pairs (f.OptionsTable.pvptalent) do
						if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
							local _, name, texture = GetPvpTalentInfoByID (talentID)
							if (name) then
								GameCooltip2:AddLine (name)
								GameCooltip2:AddIcon (texture, 1, 1, 16, 16, .1, .9, .1, .9)
								GameCooltip2:AddMenu (1, removeTalent, talentID)
							end
						end
					end
				end
				
				otherTalents.CoolTip = {
					Type = "menu",
					BuildFunc = buildTalentMenu,
					OnEnterFunc = function (self) end,
					OnLeaveFunc = function (self) end,
					FixedValue = "none",
					ShowSpeed = 0.05,
					Options = function()
						GameCooltip2:SetOption ("TextFont", "Friz Quadrata TT")
						GameCooltip2:SetOption ("TextColor", "orange")
						GameCooltip2:SetOption ("TextSize", 12)
						GameCooltip2:SetOption ("FixedWidth", 220)
						GameCooltip2:SetOption ("ButtonsYMod", -4)
						GameCooltip2:SetOption ("YSpacingMod", -4)
						GameCooltip2:SetOption ("IgnoreButtonAutoHeight", true)
						
						GameCooltip2:SetColor (1, 0.5, 0.5, 0.5, 0)
						
						local preset2_backdrop = {bgFile = DF.folder .. "background", edgeFile = [[Interface\Buttons\WHITE8X8]], tile = true, edgeSize = 1, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}
						local gray_table = {0.37, 0.37, 0.37, 0.95}
						local black_table = {0.2, 0.2, 0.2, 1}
						GameCooltip2:SetBackdrop (1, preset2_backdrop, gray_table, black_table)
						GameCooltip2:SetBackdrop (2, preset2_backdrop, gray_table, black_table)
					end,
				}
				GameCooltip2:CoolTipInject (otherTalents)
			
				function f.CanShowPvPTalentWarning()
					local playerTalents = DF:GetCharacterPvPTalents()
					local indexedTalents = {}
					for _, talentTable in ipairs (playerTalents) do
						tinsert (indexedTalents, talentTable.ID)
					end
					for talentID, _ in pairs (f.OptionsTable.pvptalent) do
						if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
							otherTalents:Show()
							return
						end
					end
					otherTalents:Hide()
				end
			end

		--create radio for group types
			local groupTypes = {}
			for _, groupTable in ipairs (DF:GetGroupTypes()) do
				tinsert (groupTypes, {
					name = groupTable.Name, 
					set = f.OnRadioCheckboxClick,
					param = groupTable.ID,
					get = function() return f.OptionsTable.group [groupTable.ID] end,
				})
			end
			local groupTypesGroup = DF:CreateRadionGroup (f, groupTypes, name, {width = 200, height = 200, title = "Group Types"})
			groupTypesGroup:SetPoint ("topleft", f, "topleft", anchorPositions.group [1], anchorPositions.group [2])
			groupTypesGroup.DBKey = "group"
			tinsert (f.AllRadioGroups, groupTypesGroup)
		
		--create radio for character roles
			local roleTypes = {}
			for _, roleTable in ipairs (DF:GetRoleTypes()) do
				tinsert (roleTypes, {
					name = roleTable.Texture .. " " .. roleTable.Name, 
					set = f.OnRadioCheckboxClick,
					param = roleTable.ID,
					get = function() return f.OptionsTable.role [roleTable.ID] end,
				})
			end
			local roleTypesGroup = DF:CreateRadionGroup (f, roleTypes, name, {width = 200, height = 200, title = "Role Types"})
			roleTypesGroup:SetPoint ("topleft", f, "topleft", anchorPositions.role [1], anchorPositions.role [2])
			roleTypesGroup.DBKey = "role"
			tinsert (f.AllRadioGroups, roleTypesGroup)
		
		--create radio group for mythic+ affixes
			local affixes = {}
			for i = 2, 1000 do
				local affixName, desc, texture = C_ChallengeMode.GetAffixInfo (i)
				if (affixName) then
					tinsert (affixes, {
						name = affixName, 
						set = f.OnRadioCheckboxClick,
						param = i, 
						get = function() return f.OptionsTable.affix [i] end,
						texture = texture,
					})
				end
			end
			local affixTypesGroup = DF:CreateRadionGroup (f, affixes, name, {width = 200, height = 200, title = "M+ Affixes"})
			affixTypesGroup:SetPoint ("topleft", f, "topleft", anchorPositions.affix [1], anchorPositions.affix [2])
			affixTypesGroup.DBKey = "affix"
			tinsert (f.AllRadioGroups, affixTypesGroup)
		
		--text entries functions
			local textEntryRefresh = function (self)
				local idList = f.OptionsTable [self.DBKey]
				self:SetText ("")
				for i = 1, #idList do 
					self:SetText (self:GetText() .. " " .. idList [i])
				end
				self:SetText (self:GetText():gsub ("^ ", ""))
			end
			
			local textEntryOnEnterPressed = function (_, self)
				wipe (f.OptionsTable [self.DBKey])
				local text = self:GetText()
				
				for _, ID in ipairs ({strsplit ("", text)}) do
					ID = DF:trim (ID)
					ID = tonumber (ID)
					if (ID) then
						tinsert (f.OptionsTable [self.DBKey], ID)
						f.OptionsTable [self.DBKey].Enabled = true
					end
				end
			end
		
		--create the text entry to type the encounter ID
			local encounterIDLabel = DF:CreateLabel (f, "Encounter ID", DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
			local encounterIDEditbox = DF:CreateTextEntry (f, function()end, 200, 20, "EncounterEditbox", _, _, DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
			encounterIDLabel:SetPoint ("topleft", f, "topleft", anchorPositions.encounter_ids [1], anchorPositions.encounter_ids [2])
			encounterIDEditbox:SetPoint ("topleft", encounterIDLabel, "bottomleft", 0, -2)
			encounterIDEditbox.DBKey = "encounter_ids"
			encounterIDEditbox.Refresh = textEntryRefresh
			encounterIDEditbox.tooltip = "Enter multiple IDs separating with a semicolon ()\nExample: 35 45 95\n\nUldir:\n"
			for _, encounterTable in ipairs (DF:GetCLEncounterIDs()) do
				encounterIDEditbox.tooltip = encounterIDEditbox.tooltip .. encounterTable.ID .. " - " .. encounterTable.Name .. "\n"
			end
			encounterIDEditbox:SetHook ("OnEnterPressed", textEntryOnEnterPressed)
			tinsert (f.AllTextEntries, encounterIDEditbox)
			
		--create the text entry for map ID
			local mapIDLabel = DF:CreateLabel (f, "Map ID", DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
			local mapIDEditbox = DF:CreateTextEntry (f, function()end, 200, 20, "MapEditbox", _, _, DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
			mapIDLabel:SetPoint ("topleft", f, "topleft", anchorPositions.map_ids [1], anchorPositions.map_ids [2])
			mapIDEditbox:SetPoint ("topleft", mapIDLabel, "bottomleft", 0, -2)
			mapIDEditbox.DBKey = "map_ids"
			mapIDEditbox.Refresh = textEntryRefresh
			mapIDEditbox.tooltip = "Enter multiple IDs separating with a semicolon ()\nExample: 35 45 95"
			mapIDEditbox:SetHook ("OnEnterPressed", textEntryOnEnterPressed)
			tinsert (f.AllTextEntries, mapIDEditbox)

		function f.Refresh (self)
			do
				--update the talents (might have changed if the player changed its specialization)
				local talentList = {}
				for _, talentTable in ipairs (DF:GetCharacterTalents()) do
					tinsert (talentList, {
						name = talentTable.Name, 
						set = DetailsFrameworkLoadConditionsPanel.OnRadioCheckboxClick,
						param = talentTable.ID,
						get = function() return DetailsFrameworkLoadConditionsPanel.OptionsTable.talent [talentTable.ID] end,
						texture = talentTable.Texture,
					})
				end
				DetailsFrameworkLoadConditionsPanel.TalentGroup:SetOptions (talentList)
			end
			
			do
				local pvpTalentList = {}
				for _, talentTable in ipairs (DF:GetCharacterPvPTalents()) do
					tinsert (pvpTalentList, {
						name = talentTable.Name, 
						set = DetailsFrameworkLoadConditionsPanel.OnRadioCheckboxClick,
						param = talentTable.ID,
						get = function() return DetailsFrameworkLoadConditionsPanel.OptionsTable.pvptalent [talentTable.ID] end,
						texture = talentTable.Texture,
					})
				end
				DetailsFrameworkLoadConditionsPanel.PvPTalentGroup:SetOptions (pvpTalentList)
			end
			
			--refresh the radio group
			for _, radioGroup in ipairs (DetailsFrameworkLoadConditionsPanel.AllRadioGroups) do
				radioGroup:Refresh()
				DetailsFrameworkLoadConditionsPanel.OnRadioStateChanged (radioGroup, DetailsFrameworkLoadConditionsPanel.OptionsTable [radioGroup.DBKey])
			end
			
			--refresh text entries
			for _, textEntry in ipairs (DetailsFrameworkLoadConditionsPanel.AllTextEntries) do
				textEntry:Refresh()
			end
			
			DetailsFrameworkLoadConditionsPanel.CanShowTalentWarning()
			DetailsFrameworkLoadConditionsPanel.CanShowPvPTalentWarning()
		end
			
	end

	--set the options table
	DetailsFrameworkLoadConditionsPanel.OptionsTable = optionsTable

	--set the callback func
	DetailsFrameworkLoadConditionsPanel.CallbackFunc = callback
	DetailsFrameworkLoadConditionsPanel.OptionsTable = optionsTable

	--set title
	DetailsFrameworkLoadConditionsPanel.EditingLabel:SetText (frameOptions.name)
	DetailsFrameworkLoadConditionsPanel.Title:SetText (frameOptions.title)

	--show the panel to the user
	DetailsFrameworkLoadConditionsPanel:Show()
	
	DetailsFrameworkLoadConditionsPanel:Refresh()
end


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> simple data scroll

DF.DataScrollFunctions = {
	RefreshScroll = function (self, data, offset, totalLines)
		local filter = self.Filter
		local currentData = {}
		if (type (filter) == "string" and filter ~= "") then
			for i = 1, #data do
				for o = 1, #data[i] do
					if (data[i][o]:find (filter)) then
						tinsert (currentData, data[i])
						break
					end
				end
			end
		else
			currentData = data
		end
		
		if (self.SortAlphabetical) then
			table.sort (currentData, function(t1, t2) return t1[1] < t2[1] end)
		end
		
		--update the scroll
		for i = 1, totalLines do
			local index = i + offset
			local thisData = currentData [index]
			if (thisData) then
				local line = self:GetLine (i)
				line:Update (index, thisData)
			end
		end
	end,
	
	CreateLine = function (self, index)
		--create a new line
		local line = CreateFrame ("button", "$parentLine" .. index, self)
		line.Update = self.options.update_line_func
		
		--set its parameters
		line:SetPoint ("topleft", self, "topleft", 1, -((index-1) * (self.options.line_height+1)) - 1)
		line:SetSize (self.options.width - 2, self.options.line_height)
		line:RegisterForClicks ("LeftButtonDown", "RightButtonDown")
		
		line:SetScript ("OnEnter",	self.options.on_enter)
		line:SetScript ("OnLeave",	self.options.on_leave)
		line:SetScript ("OnClick",	self.options.on_click)
		
		line:SetBackdrop (self.options.backdrop)
		line:SetBackdropColor (unpack (self.options.backdrop_color))
		line:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))
		
		local title = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.title_template))
		local date = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.title_template))
		local text = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.text_tempate))
		
		title.textsize = 14
		date.textsize = 14
		text:SetSize (self.options.width - 20, self.options.line_height)
		text:SetJustifyV ("top")
		
		--setup anchors
		if (self.options.show_title) then
			title:SetPoint ("topleft", line, "topleft", 2, 0)
			date:SetPoint ("topright", line, "topright", -2, 0)
			text:SetPoint ("topleft", title, "bottomleft", 0, -4)
		else
			text:SetPoint ("topleft", line, "topleft", 2, 0)
		end

		line.Title = title
		line.Date = date
		line.Text = text
		
		line.backdrop_color = self.options.backdrop_color or {.1, .1, .1, .3}
		line.backdrop_color_highlight = self.options.backdrop_color_highlight or {.3, .3, .3, .5}
		
		return line
	end,
	
	LineOnEnter = function (self)
		self:SetBackdropColor (unpack (self.backdrop_color_highlight))
	end,
	
	LineOnLeave = function (self)
		self:SetBackdropColor (unpack (self.backdrop_color))
	end,
	
	OnClick = function (self)
	
	end,
	
	UpdateLine = function (line, lineIndex, data)
		local parent = line:GetParent()
		
		if (parent.options.show_title) then
			line.Title.text = data [2] or ""
			line.Date.text = data [3] or ""
			line.Text.text = data [4] or ""
		else
			line.Text.text = data [2] or ""
		end
		
		if (line:GetParent().OnUpdateLineHook) then
			DF:CoreDispatch ((line:GetName() or "ScrollBoxDataScrollUpdateLineHook") .. ":UpdateLineHook()", line:GetParent().OnUpdateLineHook, line, lineIndex, data)
		end
	end,
}

local default_datascroll_options = {
	width = 400,
	height = 700,
	line_amount = 10,
	line_height = 20,
	
	show_title = true,
	
	backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	backdrop_color = {0, 0, 0, 0.2},
	backdrop_color_highlight = {.2, .2, .2, 0.4},
	backdrop_border_color = {0.1, 0.1, 0.1, .2},
	
	title_template = "ORANGE_FONT_TEMPLATE",
	text_tempate = "OPTIONS_FONT_TEMPLATE",
	
	create_line_func = DF.DataScrollFunctions.CreateLine,
	update_line_func = DF.DataScrollFunctions.UpdateLine,
	refresh_func = DF.DataScrollFunctions.RefreshScroll,
	on_enter = DF.DataScrollFunctions.LineOnEnter,
	on_leave = DF.DataScrollFunctions.LineOnLeave,
	on_click =  DF.DataScrollFunctions.OnClick,
	
	data = {},
}

--[=[
	Create a scroll frame to show text in an organized way
	Functions in the options table can be overritten to customize the layout
	@parent = the parent of the frame
	@name = the frame name to use in the CreateFrame call
	@options = options table to override default values from the table above
--]=]
function DF:CreateDataScrollFrame (parent, name, options)
	--call the mixin with a dummy table to built the default options before the frame creation
	--this is done because CreateScrollBox needs parameters at creation time
	local optionsTable = {}
	DF.OptionsFunctions.BuildOptionsTable (optionsTable, default_datascroll_options, options)
	optionsTable = optionsTable.options
	
	--scroll frame
	local newScroll = DF:CreateScrollBox (parent, name, optionsTable.refresh_func, optionsTable.data, optionsTable.width, optionsTable.height, optionsTable.line_amount, optionsTable.line_height)
	DF:ReskinSlider (newScroll)
	
	DF:Mixin (newScroll, DF.OptionsFunctions)
	DF:Mixin (newScroll, DF.LayoutFrame)
	
	newScroll:BuildOptionsTable (default_datascroll_options, options)
	
	--create the scrollbox lines
	for i = 1, newScroll.options.line_amount do 
		newScroll:CreateLine (newScroll.options.create_line_func)
	end
	
	newScroll:Refresh()
	
	return newScroll
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> what's new window

local default_newsframe_options = {
	width = 400,
	height = 700,
	
	line_amount = 16,
	line_height = 40,
	
	backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	backdrop_color = {0, 0, 0, 0.2},
	backdrop_border_color = {0.1, 0.1, 0.1, .2},
	
	title = "What's New?",
	show_title = true,
}

DF.NewsFrameFunctions = {

}

--[=[
	Get the amount of news that the player didn't see yet
	@newsTable = an indexed table of tables
	@lastNewsTime = last time the player opened the news window
--]=]
function DF:GetNumNews (newsTable, lastNewsTime)
	local now = time()
	local nonReadNews = 0
	
	for _, news in ipairs (newsTable) do
		if (news[1] > lastNewsTime) then
			nonReadNews = nonReadNews + 1
		end
	end
	
	return nonReadNews
end

--[=[
	Creates a panel with a scroll to show texts organized in separated lines
	@parent =  the parent of the frame
	@name = the frame name to use in the CreateFrame call
	@options = options table to override default values from the table above
	@newsTable = an indexed table of tables
	@db = (optional) an empty table from the addon database to store the position of the frame between game sessions
--]=]
function DF:CreateNewsFrame (parent, name, options, newsTable, db)
	
	local f = DF:CreateSimplePanel (parent, 400, 700, options and options.title or default_newsframe_options.title, name, {UseScaleBar = db and true}, db)
	f:SetFrameStrata ("MEDIUM")
	DF:ApplyStandardBackdrop (f)
	
	DF:Mixin (f, DF.OptionsFunctions)
	DF:Mixin (f, DF.LayoutFrame)
	
	f:BuildOptionsTable (default_newsframe_options, options)
	
	f:SetSize (f.options.width, f.options.height)
	f:SetBackdrop (f.options.backdrop)
	f:SetBackdropColor (unpack (f.options.backdrop_color))
	f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
	
	local scrollOptions = {
		data = newsTable,
		width = f.options.width - 32, --frame distance from walls and scroll bar space
		height = f.options.height - 40 + (not f.options.show_title and 20 or 0),
		line_amount = f.options.line_amount,
		line_height = f.options.line_height,
	}
	local newsScroll = DF:CreateDataScrollFrame (f, "$parentScroll", scrollOptions)

	if (not f.options.show_title) then
		f.TitleBar:Hide()
		newsScroll:SetPoint ("topleft", f, "topleft", 5, -10)
	else
		newsScroll:SetPoint ("topleft", f, "topleft", 5, -30)
	end
	
	f.NewsScroll = newsScroll
	
	return f
end



------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> statusbar info

function DF:BuildStatusbarAuthorInfo (f)
	
	local authorName = DF:CreateLabel (f, "An addon by |cFFFFFFFFTercioo|r")
	authorName.textcolor = "silver"
	local discordLabel = DF:CreateLabel (f, "Discord: ")
	discordLabel.textcolor = "silver"
	
	local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
	local discordTextEntry = DF:CreateTextEntry (f, function()end, 200, 18, "DiscordTextBox", _, _, options_dropdown_template)
	discordTextEntry:SetText ("https://discord.gg/AGSzAZX")
	discordTextEntry:SetFrameLevel (5000)
	
	authorName:SetPoint ("left", f, "left", 2, 0)
	discordLabel:SetPoint ("left", authorName, "right", 20, 0)
	discordTextEntry:SetPoint ("left", discordLabel, "right", 2, 0)
	
	--format
	authorName:SetAlpha (.4)
	discordLabel:SetAlpha (.4)
	discordTextEntry:SetAlpha (.4)
	discordTextEntry:SetBackdropBorderColor (1, 1, 1, 0)
	
	discordTextEntry:SetHook ("OnEditFocusGained", function()
		discordTextEntry:HighlightText()
	end)
end



------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> statusbar mixin

--[=[
	collection of functions to embed into a statusbar
	statusBar:GetTexture()
	statusBar:SetTexture (texture)
	statusBar:SetColor (unparsed color)
	statusBar:GetColor()
	statusBar:
	statusBar:
	
--]=]

DF.StatusBarFunctions = {
	
	GetTexture = function (self)
		return self.barTexture:GetTexture()
	end,
	
	SetTexture = function (self, texture)
		self.barTexture:SetTexture (texture)
	end,
	
	SetColor = function (self, r, g, b, a)
		r, g, b, a = DF:ParseColors (r, g, b, a)
		self:SetStatusBarColor (r, g, b, a)
	end,

	GetColor = function (self)
		return self:GetStatusBarColor()
	end,
	
}

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> health bar frame

--[=[
	DF:CreateHealthBar (parent, name, settingsOverride)
	creates a health bar to show an unit health
	@parent = frame to pass for the CreateFrame function
	@name = absolute name of the frame, if omitted it uses the parent's name .. "HealthBar"
	@settingsOverride = table with keys and values to replace the defaults from the framework
	
	methods:
	healthbar:SetUnit (unit)
	healthBar:GetTexture()
	healthBar:SetTexture (texture)
--]=]

local debugPerformance = {
	eventCall = {},
	unitCall = {},
	functionCall = {},
	CPUUsageByFunction = {},
}

local function CalcPerformance (type, data)
	if (type == "event") then
		debugPerformance.eventCall [data] = (debugPerformance.eventCall [data] or 0) + 1
		
	elseif (type == "unit") then
		debugPerformance.unitCall [data] = (debugPerformance.unitCall [data] or 0) + 1
	
	elseif (type == "call") then
		debugPerformance.functionCall [data] = (debugPerformance.functionCall [data] or 0) + 1
		
	end
end

function DF_CalcCpuUsage (name)
	local cpu = debugPerformance.CPUUsageByFunction [name] or {usage = 0, last = 0, active = false}
	debugPerformance.CPUUsageByFunction [name] = cpu
	
	if (cpu.active) then
		cpu.active = false
		local diff = debugprofilestop() - cpu.last
		cpu.usage = cpu.usage + diff
	else
		cpu.active = true
		cpu.last = debugprofilestop()
	end
end

function UnitFrameStats()
	for functionName, functionTable in pairs (debugPerformance.CPUUsageByFunction) do
		debugPerformance.CPUUsageByFunction [functionName] = floor (functionTable.usage)
	end

	Details:Dump (debugPerformance)
	
	for functionName, functionTable in pairs (debugPerformance.CPUUsageByFunction) do
		debugPerformance.CPUUsageByFunction [functionName] = {usage = 0, last = 0, active = false}
	end
end


--CalcPerformance ("unit", data)

DF.HealthFrameFunctions = {

	WidgetType = "healthBar",
	SetHook = DF.SetHook,
	RunHooksForWidget = DF.RunHooksForWidget,
	
	HookList = {
		OnHide = {}, 
		OnShow = {},
	},

	Settings = {
		CanTick = false, --> if true calls the method 'OnTick' every tick, the function needs to be overloaded, it receives self and deltaTime as parameters
		ShowHealingPrediction = true, --> when casting a healing pass, show the amount of health that spell will heal
		ShowShields = true, --> indicator of the amount of damage absortion the unit has
		
		--appearance
		BackgroundColor = DF:CreateColorTable (.2, .2, .2, .8),
		Texture = [[Interface\RaidFrame\Raid-Bar-Hp-Fill]],
		ShieldIndicatorTexture = [[Interface\RaidFrame\Shield-Fill]],
		ShieldGlowTexture = [[Interface\RaidFrame\Shield-Overshield]],
		ShieldGlowWidth = 16,

		--default size
		Width = 100,
		Height = 20,
	},
	
	HealthBarEvents = {
		{"PLAYER_ENTERING_WORLD"},
		--{"UNIT_HEALTH", true},
		{"UNIT_MAXHEALTH", true},
		{"UNIT_HEALTH_FREQUENT", true},
		{"UNIT_HEAL_PREDICTION", true},
		{"UNIT_ABSORB_AMOUNT_CHANGED", true},
		{"UNIT_HEAL_ABSORB_AMOUNT_CHANGED", true},
	},
	
	--> setup the castbar to be used by another unit
	SetUnit = function (self, unit, displayedUnit)
		if (self.unit ~= unit or self.displayedUnit ~= displayedUnit or unit == nil) then
		
			CalcPerformance ("call", "SetUnit")
		
			self.unit = unit
			self.displayedUnit = displayedUnit or unit

			--> register events
			if (unit) then
				self.currentHealth = UnitHealth (unit) or 0
				self.currentHealthMax = UnitHealthMax (unit) or 0
				
				for _, eventTable in ipairs (self.HealthBarEvents) do
					local event = eventTable [1]
					local isUnitEvent = eventTable [2]
					if (isUnitEvent) then
						self:RegisterUnitEvent (event, self.displayedUnit, self.unit)
					else
						self:RegisterEvent (event)
					end
				end
				
				--> check for settings and update some events
				if (not self.Settings.ShowHealingPrediction) then
					self:UnregisterEvent ("UNIT_HEAL_PREDICTION")
					self:UnregisterEvent ("UNIT_HEAL_ABSORB_AMOUNT_CHANGED")
					self.incomingHealIndicator:Hide()
					self.healAbsorbIndicator:Hide()
				end
				if (not self.Settings.ShowShields) then
					self:UnregisterEvent ("UNIT_ABSORB_AMOUNT_CHANGED")
					self.shieldAbsorbIndicator:Hide()
					self.shieldAbsorbGlow:Hide()
				end
				
				--> set scripts
				self:SetScript ("OnEvent", self.OnEvent)
				
				if (self.Settings.CanTick) then
					self:SetScript ("OnUpdate", self.OnTick)
				end
				
				self:PLAYER_ENTERING_WORLD (self.unit, self.displayedUnit)
			else
				--> remove all registered events
				for _, eventTable in ipairs (self.HealthBarEvents) do
					local event = eventTable [1]
					self:UnregisterEvent (event)
				end
				
				--> remove scripts
				self:SetScript ("OnEvent", nil)
				self:SetScript ("OnUpdate", nil)
				self:Hide()
			end
		end
	end,
	
	Initialize = function (self)
		PixelUtil.SetWidth (self, self.Settings.Width, 1)
		PixelUtil.SetHeight (self, self.Settings.Height, 1)
		
		self:SetTexture (self.Settings.Texture)
		
		self.background:SetAllPoints()
		self.background:SetColorTexture (self.Settings.BackgroundColor:GetColor())

		--setpoint of these widgets are set inside the function that updates the incoming heal
		self.incomingHealIndicator:SetTexture (self:GetTexture())
		self.healAbsorbIndicator:SetTexture (self:GetTexture())
		self.healAbsorbIndicator:SetVertexColor (.1, .8, .8)
		self.shieldAbsorbIndicator:SetTexture (self.Settings.ShieldIndicatorTexture, true, true)

		self.shieldAbsorbGlow:SetWidth (self.Settings.ShieldGlowWidth)
		self.shieldAbsorbGlow:SetTexture (self.Settings.ShieldGlowTexture)
		self.shieldAbsorbGlow:SetBlendMode ("ADD")
		self.shieldAbsorbGlow:SetPoint ("topright", self, "topright", 8, 0)
		self.shieldAbsorbGlow:SetPoint ("bottomright", self, "bottomright", 8, 0)
		self.shieldAbsorbGlow:Hide()
		
		self:SetUnit (nil)
		
		CalcPerformance ("call", "HealthBar-Initialize")
	end,
	
	--> call every tick
	OnTick = function (self, deltaTime) end, --if overrided, set 'CanTick' to true on the settings table

	--> when an event happen for this unit, send it to the apropriate function
	OnEvent = function (self, event, ...)
		CalcPerformance ("unit", self.unit)
		CalcPerformance ("event", event)
		CalcPerformance ("call", "HealthBar-OnEvent")
	
		DF_CalcCpuUsage ("healthBar-OnEvent")
		local eventFunc = self [event]
		if (eventFunc) then
			--the function doesn't receive which event was, only 'self' and the parameters
			eventFunc (self, ...)
		end
		DF_CalcCpuUsage ("healthBar-OnEvent")
	end,

	--colocar mais coisas aqui, um member dizendo quanto de health e o health max da unit
	UpdateMaxHealth = function (self)
		DF_CalcCpuUsage ("HealthBar-UpdateMaxHealth")
			local maxHealth = UnitHealthMax (self.displayedUnit)
			self:SetMinMaxValues (0, maxHealth)
			self.currentHealthMax = maxHealth
		DF_CalcCpuUsage ("HealthBar-UpdateMaxHealth")

		CalcPerformance ("call", "HealthBar-UpdateMaxHealth")
	end,

	UpdateHealth = function (self)
		DF_CalcCpuUsage ("HealthBar-UpdateHealth")
			local health = UnitHealth (self.displayedUnit)
			self.currentHealth = health
			PixelUtil.SetStatusBarValue (self, health)
		DF_CalcCpuUsage ("HealthBar-UpdateHealth")
		
		CalcPerformance ("call", "HealthBar-UpdateHealth")
	end,
	
	--isso aqui vai ser complicado!
	UpdateHealPrediction = function (self)
		CalcPerformance ("call", "HealthBar-UpdateHealPrediction")
		
		DF_CalcCpuUsage ("HealthBar-UpdateHealPrediction")
		
		local currentHealth = self.currentHealth
		local currentHealthMax = self.currentHealthMax
		local healthPercent = currentHealth / currentHealthMax
		
		if (not currentHealthMax or currentHealthMax <= 0) then
			DF_CalcCpuUsage ("HealthBar-UpdateHealPrediction")
			return
		end
		
		--order is: the health of the unit > damage absorb > heal absorb > incoming heal
		local width = self:GetWidth()
		
		if (self.Settings.ShowHealingPrediction) then
			--incoming heal on the unit from all sources
			local unitHealIncoming = UnitGetIncomingHeals (self.displayedUnit) or 0
			--heal absorbs
			local unitHealAbsorb = UnitGetTotalHealAbsorbs (self.displayedUnit) or 0
		
			if (unitHealIncoming > 0) then
				--calculate what is the percent of health incoming based on the max health the player has
				local incomingPercent = unitHealIncoming / currentHealthMax
				self.incomingHealIndicator:Show()
				self.incomingHealIndicator:SetWidth (max (1, min (width * incomingPercent, abs (healthPercent - 1) * width)))
				self.incomingHealIndicator:SetPoint ("topleft", self, "topleft", width * healthPercent, 0)
				self.incomingHealIndicator:SetPoint ("bottomleft", self, "bottomleft", width * healthPercent, 0)
			else
				self.incomingHealIndicator:Hide()
			end
			
			if (unitHealAbsorb > 0) then
				local healAbsorbPercent = unitHealAbsorb / currentHealthMax
				self.healAbsorbIndicator:Show()
				self.healAbsorbIndicator:SetWidth (max (1, min (width * healAbsorbPercent, abs (healthPercent - 1) * width)))
				self.healAbsorbIndicator:SetPoint ("topleft", self, "topleft", width * healthPercent, 0)
				self.healAbsorbIndicator:SetPoint ("bottomleft", self, "bottomleft", width * healthPercent, 0)
			else
				self.healAbsorbIndicator:Hide()
			end
		end
		
		if (self.Settings.ShowShields) then
			--damage absorbs
			local unitDamageAbsorb = UnitGetTotalAbsorbs (self.displayedUnit) or 0
		
			if (unitDamageAbsorb > 0) then
				local damageAbsorbPercent = unitDamageAbsorb / currentHealthMax
				self.shieldAbsorbIndicator:Show()
				--set the width where the max width size is what is lower: the absorb size or the missing amount of health in the health bar
				--/dump NamePlate1PlaterUnitFrameHealthBar.shieldAbsorbIndicator:GetSize()
				self.shieldAbsorbIndicator:SetWidth (max (1, min (width * damageAbsorbPercent, abs (healthPercent - 1) * width)))
				self.shieldAbsorbIndicator:SetPoint ("topleft", self, "topleft", width * healthPercent, 0)
				self.shieldAbsorbIndicator:SetPoint ("bottomleft", self, "bottomleft", width * healthPercent, 0)
				
				--if the absorb percent pass 100%, show the glow
				if ((healthPercent + damageAbsorbPercent) > 1) then
					self.shieldAbsorbGlow:Show()
				else
					self.shieldAbsorbGlow:Hide()
				end
			else
				self.shieldAbsorbIndicator:Hide()
				self.shieldAbsorbGlow:Hide()
			end
		else
			self.shieldAbsorbIndicator:Hide()
			self.shieldAbsorbGlow:Hide()
		end
		
		DF_CalcCpuUsage ("HealthBar-UpdateHealPrediction")
	end,

	PLAYER_ENTERING_WORLD = function (self, ...) 
		self:UpdateMaxHealth()
		self:UpdateHealth()
		self:UpdateHealPrediction()
	end,
	
	--> health events
	UNIT_HEALTH = function (self, ...) 
		self:UpdateHealth()
		self:UpdateHealPrediction()
		
		local unitName = UnitName (self.unit)
		CalcPerformance ("call", "HealthBar-UNIT_HEALTH-" .. unitName)
	end,
	UNIT_HEALTH_FREQUENT = function (self, ...)
		self:UpdateHealth()
		self:UpdateHealPrediction()
	end,
	UNIT_MAXHEALTH = function (self, ...)
		self:UpdateMaxHealth()
		self:UpdateHealth()
		self:UpdateHealPrediction()
	end,

	UNIT_HEAL_PREDICTION = function (self, ...)
		self:UpdateMaxHealth()
		self:UpdateHealth()
		self:UpdateHealPrediction()
	end,
	UNIT_ABSORB_AMOUNT_CHANGED = function (self, ...)
		self:UpdateMaxHealth()
		self:UpdateHealth()
		self:UpdateHealPrediction()
	end,
	UNIT_HEAL_ABSORB_AMOUNT_CHANGED = function (self, ...)
		self:UpdateMaxHealth()
		self:UpdateHealth()
		self:UpdateHealPrediction()
	end,
}

-- ~healthbar
function DF:CreateHealthBar (parent, name, settingsOverride)

	assert (name or parent:GetName(), "DetailsFramework:CreateHealthBar parameter 'name' omitted and parent has no name.")

	local healthBar = CreateFrame ("StatusBar", name or (parent:GetName() .. "HealthBar"), parent)
		do --layers
			--background
			healthBar.background = healthBar:CreateTexture (nil, "background")
			healthBar.background:SetDrawLayer ("background", -6)
			
			--artwork
			--healing incoming
			healthBar.incomingHealIndicator = healthBar:CreateTexture (nil, "artwork")
			healthBar.incomingHealIndicator:SetDrawLayer ("artwork", 4)
			--current shields on the unit
			healthBar.shieldAbsorbIndicator =  healthBar:CreateTexture (nil, "artwork")
			healthBar.shieldAbsorbIndicator:SetDrawLayer ("artwork", 5)
			--debuff absorbing heal
			healthBar.healAbsorbIndicator = healthBar:CreateTexture (nil, "artwork")
			healthBar.healAbsorbIndicator:SetDrawLayer ("artwork", 6)
			--the shield fills all the bar, show that cool glow
			healthBar.shieldAbsorbGlow = healthBar:CreateTexture (nil, "artwork")
			healthBar.shieldAbsorbGlow:SetDrawLayer ("artwork", 7)
			--statusbar texture
			healthBar.barTexture = healthBar:CreateTexture (nil, "artwork")
			healthBar:SetStatusBarTexture (healthBar.barTexture)
		end

	--> mixins
	DF:Mixin (healthBar, DF.HealthFrameFunctions)
	DF:Mixin (healthBar, DF.StatusBarFunctions)
	
	--> settings and hooks
	local settings = DF.table.copy ({}, DF.HealthFrameFunctions.Settings)
	if (settingsOverride) then
		DF.table.copy (settings, settingsOverride)
	end
	healthBar.Settings = settings
	
	local hookList = DF.table.copy ({}, DF.HealthFrameFunctions.HookList)
	healthBar.HookList = hookList
	
	--> initialize the cast bar
	healthBar:Initialize()
	
	return healthBar
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> power bar frame

--[=[
	DF:CreatePowerBar (parent, name, settingsOverride)
	creates statusbar frame to show the unit power bar
	@parent = frame to pass for the CreateFrame function
	@name = absolute name of the frame, if omitted it uses the parent's name .. "PPowerBar"
	@settingsOverride = table with keys and values to replace the defaults from the framework
--]=]

DF.PowerFrameFunctions = {

	WidgetType = "powerBar",
	SetHook = DF.SetHook,
	RunHooksForWidget = DF.RunHooksForWidget,
	
	HookList = {
		OnHide = {}, 
		OnShow = {},
	},
	
	Settings = {
		--> misc
		ShowAlternatePower = true, --> if true it'll show alternate power over the regular power the unit uses
		ShowPercentText = true, --> if true show a text with the current energy percent
		HideIfNoPower = true, --> if true and the UnitMaxPower returns zero, it'll hide the power bar with self:Hide()
		CanTick = false, --> if it calls the OnTick function every tick
		
		--appearance
		BackgroundColor = DF:CreateColorTable (.2, .2, .2, .8),
		Texture = [[Interface\RaidFrame\Raid-Bar-Resource-Fill]],
		
		--> default size
		Width = 100,
		Height = 20,
	},
	
	PowerBarEvents = {
		{"PLAYER_ENTERING_WORLD"},
		{"UNIT_DISPLAYPOWER", true},
		{"UNIT_POWER_BAR_SHOW", true},
		{"UNIT_POWER_BAR_HIDE", true},
		{"UNIT_MAXPOWER", true},
		{"UNIT_POWER_UPDATE", true},
		{"UNIT_POWER_FREQUENT", true},
	},
	
	--> setup the castbar to be used by another unit
	SetUnit = function (self, unit, displayedUnit)
		if (self.unit ~= unit or self.displayedUnit ~= displayedUnit or unit == nil) then
			self.unit = unit
			self.displayedUnit = displayedUnit or unit
			
			--> register events
			if (unit) then
				for _, eventTable in ipairs (self.PowerBarEvents) do
					local event = eventTable [1]
					local isUnitEvent = eventTable [2]
					
					if (isUnitEvent) then
						self:RegisterUnitEvent (event, self.displayedUnit)
					else
						self:RegisterEvent (event)
					end
				end
				
				--> set scripts
				self:SetScript ("OnEvent", self.OnEvent)
				
				if (self.Settings.CanTick) then
					self:SetScript ("OnUpdate", self.OnTick)
				end
				
				self:Show()
				self:UpdatePowerBar()
			else
				--> remove all registered events
				for _, eventTable in ipairs (self.PowerBarEvents) do
					local event = eventTable [1]
					self:UnregisterEvent (event)
				end
				
				--> remove scripts
				self:SetScript ("OnEvent", nil)
				self:SetScript ("OnUpdate", nil)
				self:Hide()
			end
		end
	end,
	
	Initialize = function (self)
		PixelUtil.SetWidth (self, self.Settings.Width)
		PixelUtil.SetHeight (self, self.Settings.Height)
		
		self:SetTexture (self.Settings.Texture)
		
		self.background:SetAllPoints()
		self.background:SetColorTexture (self.Settings.BackgroundColor:GetColor())
		
		if (self.Settings.ShowPercentText) then
			self.percentText:Show()
			PixelUtil.SetPoint (self.percentText, "center", self, "center", 0, 0)
			
			DF:SetFontSize (self.percentText, 9)
			DF:SetFontColor (self.percentText, "white")
			DF:SetFontOutline (self.percentText, "OUTLINE")
		else
			self.percentText:Hide()
		end
		
		self:SetUnit (nil)
	end,
	
	--> call every tick
	OnTick = function (self, deltaTime) end, --if overrided, set 'CanTick' to true on the settings table

	--> when an event happen for this unit, send it to the apropriate function
	OnEvent = function (self, event, ...)
		DF_CalcCpuUsage ("Powerbar-OnEvent")
		local eventFunc = self [event]
		if (eventFunc) then
			--the function doesn't receive which event was, only 'self' and the parameters
			eventFunc (self, ...)
		end
		DF_CalcCpuUsage ("Powerbar-OnEvent")
	end,
	
	UpdatePowerBar = function (self)
		self:UpdatePowerInfo()
		self:UpdateMaxPower()
		self:UpdatePower()
		self:UpdatePowerColor()
	end,
	
	--> power update
	UpdateMaxPower = function (self)
		self.currentPowerMax = UnitPowerMax (self.displayedUnit, self.powerType)
		self:SetMinMaxValues (self.minPower, self.currentPowerMax)
		
		if (self.currentPowerMax == 0 and self.Settings.HideIfNoPower) then
			self:Hide()
		end
	end,
	UpdatePower = function (self)
		DF_CalcCpuUsage ("Powerbar-UpdatePower")
		self.currentPower = UnitPower (self.displayedUnit, self.powerType)
		PixelUtil.SetStatusBarValue (self, self.currentPower)
		
		if (self.Settings.ShowPercentText) then
			self.percentText:SetText (floor (self.currentPower / self.currentPowerMax * 100) .. "%")
		end
		DF_CalcCpuUsage ("Powerbar-UpdatePower")
	end,
	
	--> when a event different from unit_power_update is triggered, update which type of power the unit should show
	UpdatePowerInfo = function (self)
		DF_CalcCpuUsage ("Powerbar-UpdatePowerInfo")
		if (self.Settings.ShowAlternatePower) then
			local _, minPower, _, _, _, _, showOnRaid = UnitAlternatePowerInfo (self.displayedUnit)
			if (showOnRaid and IsInGroup()) then
				self.powerType = ALTERNATE_POWER_INDEX
				self.minPower = minPower
				DF_CalcCpuUsage ("Powerbar-UpdatePowerInfo")
				return
			end
		end
		
		self.powerType = UnitPowerType (self.displayedUnit)
		self.minPower = 0
		DF_CalcCpuUsage ("Powerbar-UpdatePowerInfo")
	end,
	
	--> tint the bar with the color of the power, e.g. blue for a mana bar
	UpdatePowerColor = function (self)
		if (not UnitIsConnected (self.unit)) then
			self:SetStatusBarColor (.5, .5, .5)
			return
		end
		
		if (self.powerType == ALTERNATE_POWER_INDEX) then
			--> don't change this, keep the same color as the game tints on CompactUnitFrame.lua
			self:SetStatusBarColor (0.7, 0.7, 0.6)
			return
		end
		
		local powerColor = PowerBarColor [self.powerType] --> don't appear to be, but PowerBarColor is a global table with all power colors /run Details:Dump (PowerBarColor)
		if (powerColor) then
			self:SetStatusBarColor (powerColor.r, powerColor.g, powerColor.b)
			return
		end
		
		local _, _, r, g, b = UnitPowerType (self.displayedUnit)
		if (r) then
			self:SetStatusBarColor (r, g, b)
			return
		end
		
		--> if everything else fails, tint as rogue energy
		powerColor = PowerBarColor ["ENERGY"]
		self:SetStatusBarColor (powerColor.r, powerColor.g, powerColor.b)
	end,

	--> events
	PLAYER_ENTERING_WORLD = function (self, ...)
		self:UpdatePowerBar()
	end,
	UNIT_DISPLAYPOWER  = function (self, ...) 
		self:UpdatePowerBar()
	end,
	UNIT_POWER_BAR_SHOW = function (self, ...) 
		self:UpdatePowerBar()
	end,
	UNIT_POWER_BAR_HIDE = function (self, ...)
		self:UpdatePowerBar()
	end,
	
	UNIT_MAXPOWER = function (self, ...)
		self:UpdateMaxPower()
		self:UpdatePower()
	end,
	UNIT_POWER_UPDATE = function (self, ...)
		self:UpdatePower()
	end,
	UNIT_POWER_FREQUENT = function (self, ...)
		self:UpdatePower()
	end,
}

-- ~powerbar
function DF:CreatePowerBar (parent, name, settingsOverride)

	assert (name or parent:GetName(), "DetailsFramework:CreatePowerBar parameter 'name' omitted and parent has no name.")

	local powerBar = CreateFrame ("StatusBar", name or (parent:GetName() .. "PowerBar"), parent)
		do --layers
			--background
			powerBar.background = powerBar:CreateTexture (nil, "background")
			powerBar.background:SetDrawLayer ("background", -6)
			
			--artwork
			powerBar.barTexture = powerBar:CreateTexture (nil, "artwork")
			powerBar:SetStatusBarTexture (powerBar.barTexture)
			
			--overlay
			powerBar.percentText = powerBar:CreateFontString (nil, "overlay", "GameFontNormal")
		end

	--> mixins
	DF:Mixin (powerBar, DF.PowerFrameFunctions)
	DF:Mixin (powerBar, DF.StatusBarFunctions)
	
	--> settings and hooks
	local settings = DF.table.copy ({}, DF.PowerFrameFunctions.Settings)
	if (settingsOverride) then
		DF.table.copy (settings, settingsOverride)
	end
	powerBar.Settings = settings
	
	local hookList = DF.table.copy ({}, DF.PowerFrameFunctions.HookList)
	powerBar.HookList = hookList
	
	--> initialize the cast bar
	powerBar:Initialize()
	
	return powerBar
end
	
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> cast bar frame

--[=[
	DF:CreateCastBar (parent, name, settingsOverride)
	creates a cast bar to show an unit cast
	@parent = frame to pass for the CreateFrame function
	@name = absolute name of the frame, if omitted it uses the parent's name .. "CastBar"
	@settingsOverride = table with keys and values to replace the defaults from the framework
--]=]

DF.CastFrameFunctions = {

	WidgetType = "castBar",
	SetHook = DF.SetHook,
	RunHooksForWidget = DF.RunHooksForWidget,
	
	HookList = {
		OnHide = {}, 
		OnShow = {},
		
		--can be regular cast or channel
		OnCastStart = {},
	},

	CastBarEvents = {
		{"UNIT_SPELLCAST_INTERRUPTED"},
		{"UNIT_SPELLCAST_DELAYED"},
		{"UNIT_SPELLCAST_CHANNEL_START"},
		{"UNIT_SPELLCAST_CHANNEL_UPDATE"},
		{"UNIT_SPELLCAST_CHANNEL_STOP"},
		{"UNIT_SPELLCAST_INTERRUPTIBLE"},
		{"UNIT_SPELLCAST_NOT_INTERRUPTIBLE"},
		{"PLAYER_ENTERING_WORLD"},
		{"UNIT_SPELLCAST_START", true},
		{"UNIT_SPELLCAST_STOP", true},
		{"UNIT_SPELLCAST_FAILED", true},
	},
	
	Settings = {
		NoFadeEffects = false, --if true it won't play fade effects when a cast if finished
		ShowTradeSkills = false, --if true, it shows cast for trade skills, e.g. creating an icon with blacksmith
		ShowShield = true, --if true, shows the shield above the spell icon for non interruptible casts
		CanTick = true, --if true it will run its OnTick function every tick.
		ShowCastTime = true, --if true, show the remaining time to finish the cast, lazy tick must be enabled
		FadeInTime = 0.1, --amount of time in seconds to go from zero to 100% alpha when starting to cast
		FadeOutTime = 0.5, --amount of time in seconds to go from 100% to zero alpha when the cast finishes
		CanLazyTick = true, --if true, it'll execute the lazy tick function, it ticks in a much slower pace comparece with the regular tick
		LazyUpdateCooldown = 0.2, --amount of time to wait for the next lazy update, this updates non critical things like the cast timer
		
		--default size
		Width = 100,
		Height = 20,
		
		--colour the castbar statusbar by the type of the cast
		Colors = {
			Casting = DF:CreateColorTable (1, 0.73, .1, 1),
			Channeling = DF:CreateColorTable (1, 0.73, .1, 1),
			Finished = DF:CreateColorTable (0, 1, 0, 1),
			NonInterruptible = DF:CreateColorTable (.7, .7, .7, 1),
			Failed = DF:CreateColorTable (.4, .4, .4, 1),
			Interrupted = DF:CreateColorTable (.965, .754, .154, 1),
		},

		--appearance
		BackgroundColor = DF:CreateColorTable (.2, .2, .2, .8),
		Texture = [[Interface\TargetingFrame\UI-StatusBar]],
		BorderShieldWidth = 10,
		BorderShieldHeight = 12,
		BorderShieldCoords = {0.26171875, 0.31640625, 0.53125, 0.65625},
		BorderShieldTexture = 1300837,
		SpellIconWidth = 10,
		SpellIconHeight = 10,
		ShieldIndicatorTexture = [[Interface\RaidFrame\Shield-Fill]],
		ShieldGlowTexture = [[Interface\RaidFrame\Shield-Overshield]],
		SparkTexture = [[Interface\CastingBar\UI-CastingBar-Spark]],
		SparkWidth = 16,
		SparkHeight = 16,
		SparkOffset = 0,
	},
	
	Initialize = function (self)
		self.unit = "unutilized unit"
		self.lazyUpdateCooldown = self.Settings.LazyUpdateCooldown
		self.Colors = self.Settings.Colors
		
		self:SetUnit (nil)
		PixelUtil.SetWidth (self, self.Settings.Width)
		PixelUtil.SetHeight (self, self.Settings.Height)
		
		self.background:SetColorTexture (self.Settings.BackgroundColor:GetColor())
		self.background:SetAllPoints()		
		self.extraBackground:SetColorTexture (0, 0, 0, 1)
		self.extraBackground:SetVertexColor (self.Settings.BackgroundColor:GetColor())
		self.extraBackground:SetAllPoints()
		
		self:SetTexture (self.Settings.Texture)
		
		self.BorderShield:SetPoint ("center", self, "left", 0, 0)
		self.BorderShield:SetTexture (self.Settings.BorderShieldTexture)
		self.BorderShield:SetTexCoord (unpack (self.Settings.BorderShieldCoords))
		self.BorderShield:SetSize (self.Settings.BorderShieldWidth, self.Settings.BorderShieldHeight)
		
		self.Icon:SetPoint ("center", self, "left", 2, 0)
		self.Icon:SetSize (self.Settings.SpellIconWidth, self.Settings.SpellIconHeight)
		
		self.Spark:SetTexture (self.Settings.SparkTexture)
		self.Spark:SetSize (self.Settings.SparkWidth, self.Settings.SparkHeight)
		
		self.percentText:SetPoint ("right", self, "right", -2, 0)
		self.percentText:SetJustifyH ("right")
		
		self.fadeOutAnimation.alpha1:SetDuration (self.Settings.FadeOutTime)
		self.fadeInAnimation.alpha1:SetDuration (self.Settings.FadeInTime)
	end,
	
	SetDefaultColor = function (self, colorType, r, g, b, a)
		assert (type (colorType) == "string", "DetailsFramework: CastBar:SetDefaultColor require a string in the first argument.")
		self.Colors [colorType]:SetColor (r, g, b, a)
	end,
	
	--> this get a color suggestion based on the type of cast being shown in the cast bar
	GetCastColor = function (self)
		if (not self.canInterrupt) then
			return self.Colors.NonInterruptible
			
		elseif (self.channeling) then
			return self.Colors.Channeling
		
		elseif (self.failed) then
			return self.Colors.Failed
		
		elseif (self.interrupted) then
			return self.Colors.Interrupted
		
		elseif (self.finished) then
			return self.Colors.Finished
		
		else		
			return self.Colors.Casting
		end
	end,
	
	--> update all colors of the cast bar
	UpdateCastColor = function (self)
		local castColor = self:GetCastColor()
		self:SetColor (castColor) --SetColor handles with ParseColors()
	end,
	
	--> initial checks to know if this is a valid cast and should show the cast bar, if this fails the cast bar won't show
	IsValid = function (self, unit, castName, isTradeSkill, ignoreVisibility)
		if (not ignoreVisibility and not self:IsShown()) then
			return false
		end
		
		if (not self.Settings.ShowTradeSkills) then
			if (isTradeSkill) then
				return false
			end
		end
		
		if (not castName) then
			return false
		end
		
		return true
	end,
	
	--> handle the interrupt state of the cast
	--> this does not change the cast bar color because this function is called inside the start cast where is already handles the cast color
	UpdateInterruptState = function (self)
		if (self.Settings.ShowShield and not self.canInterrupt) then
			self.BorderShield:Show()
		else
			self.BorderShield:Hide()
		end
	end,
	
	--> this check if the cast did reach 100% in the statusbar, mostly called from OnTick
	CheckCastIsDone = function (self, event, isFinished)

		--> check max value
		if (not isFinished and not self.finished) then
			if (self.casting) then
				if (self.value >= self.maxValue or self.value < 0) then
					isFinished = true
				end
				
			elseif (self.channeling) then
				if (self.value > self.maxValue or self.value <= 0) then
					isFinished = true
				end
			end
			
			--> check if passed an event (not begin used at the moment)
			if (event) then
				if (event == UNIT_SPELLCAST_STOP or event == UNIT_SPELLCAST_CHANNEL_STOP) then
					isFinished = true
				end
			end
		end
		
		--> the cast is finished
		if (isFinished) then
			if (self.casting) then
				self.UNIT_SPELLCAST_STOP (self, self.unit, self.unit, self.castID, self.spellID)

			elseif (self.channeling) then
				self.UNIT_SPELLCAST_CHANNEL_STOP (self, self.unit, self.unit, self.castID, self.spellID)
			end
			
			return true
		end
	end,
	
	--> setup the castbar to be used by another unit
	SetUnit = function (self, unit, displayedUnit)
		if (self.unit ~= unit or self.displayedUnit ~= displayedUnit or unit == nil) then
			self.unit = unit
			self.displayedUnit = displayedUnit or unit

			--> reset the cast bar
			self.casting = nil
			self.channeling = nil
			self.caninterrupt = nil
			
			--> register events
			if (unit) then
				for _, eventTable in ipairs (self.CastBarEvents) do
					local event = eventTable [1]
					local isUnitEvent = eventTable [2]
					
					if (isUnitEvent) then
						self:RegisterUnitEvent (event, unit)
					else
						self:RegisterEvent (event)
					end
				end
				
				--> set scripts
				self:SetScript ("OnEvent", self.OnEvent)
				self:SetScript ("OnShow", self.OnShow)
				self:SetScript ("OnHide", self.OnHide)
				
				if (self.Settings.CanTick) then
					self:SetScript ("OnUpdate", self.OnTick)
				end
				
				--> check is can show the cast time text
				if (self.Settings.ShowCastTime and self.Settings.CanLazyTick) then
					self.percentText:Show()
				else
					self.percentText:Hide()
				end

				--> setup animtions
				self:CancelScheduleToHide()

				--self:PLAYER_ENTERING_WORLD (unit, unit)
				self:OnEvent ("PLAYER_ENTERING_WORLD", unit, unit)
				
			else
				for _, eventTable in ipairs (self.CastBarEvents) do
					local event = eventTable [1]
					self:UnregisterEvent (event)
				end
				
				--> register main events
				self:SetScript ("OnUpdate", nil)
				self:SetScript ("OnEvent", nil)
				self:SetScript ("OnShow", nil)
				self:SetScript ("OnHide", nil)
				
				self:Hide()
			end
		end
	end,
	
	--> executed after a scheduled to hide timer is done
	DoScheduledHide = function (timerObject)
		timerObject.castBar.scheduledHideTime = nil
		
		--just to make sure it isn't casting
		if (not timerObject.castBar.casting and not timerObject.castBar.channeling) then
			if (not timerObject.castBar.Settings.NoFadeEffects) then
				timerObject.castBar:Animation_FadeOut()
			else
				timerObject.castBar:Hide()
			end
		end
	end,
	
	HasScheduledHide = function (self)
		return self.scheduledHideTime and not self.scheduledHideTime._cancelled
	end,
	
	CancelScheduleToHide = function (self)
		if (self:HasScheduledHide()) then
			self.scheduledHideTime:Cancel()
		end
	end,
	
	--> after an interrupt, do not immediately hide the cast bar, let it up for short amount of time to give feedback to the player
	ScheduleToHide = function (self, delay)
		if (not delay) then
			if (self.scheduledHideTime and not self.scheduledHideTime._cancelled) then
				self.scheduledHideTime:Cancel()
			end
			
			self.scheduledHideTime = nil
			return
		end

		--> already have a scheduled timer?
		if (self.scheduledHideTime and not self.scheduledHideTime._cancelled) then
			self.scheduledHideTime:Cancel()
		end
		
		self.scheduledHideTime = C_Timer.NewTimer (delay, self.DoScheduledHide)
		self.scheduledHideTime.castBar = self
	end,

	OnHide = function (self)
		--> just in case some other effects made it have a different alpha since SetUnit won't load if the unit is the same.
		self:SetAlpha (1)
		--> cancel any timer to hide scheduled
		self:CancelScheduleToHide()
	end,
	
	--> just update the current value if a spell is being cast since it wasn't running its tick function during the hide state
	--> everything else should be in the correct state
	OnShow = function (self)
		self.flashTexture:Hide()
		
		if (self.unit) then
			if (self.casting) then
				local name, text, texture, startTime = UnitCastingInfo (self.unit)
				if (name) then
					self.value = GetTime() - self.spellStartTime
				end

				self:RunHooksForWidget ("OnShow", self, self.unit)
				
			elseif (self.channeling) then
				local name, text, texture, endTime = UnitChannelInfo (self.unit)
				if (name) then
					self.value = self.spellEndTime - GetTime()
				end

				self:RunHooksForWidget ("OnShow", self, self.unit)
			end
		end
	end,
	
	--it's triggering several events since it's not registered for the unit with RegisterUnitEvent
	OnEvent = function (self, event, ...)
		local arg1 = ...
		local unit = self.unit

		if (event == "PLAYER_ENTERING_WORLD") then
			local newEvent = self.PLAYER_ENTERING_WORLD (self, unit, ...)
			if (newEvent) then
				self.OnEvent (self, newEvent, unit)
				return
			end
			
		elseif (arg1 ~= unit) then
			return
		end

		local eventFunc = self [event]
		if (eventFunc) then
			eventFunc (self, unit, ...)
		end
	end,
	
	OnTick_LazyTick = function (self)
		--> run the lazy tick if allowed
		if (self.Settings.CanLazyTick) then
			--> update the cast time
			if (self.Settings.ShowCastTime) then
				if (self.casting) then
					self.percentText:SetText (format ("%.1f", abs (self.value - self.maxValue)))
					
				elseif (self.channeling) then
					local remainingTime = abs (self.value)
					if (remainingTime > 999) then
						self.percentText:SetText ("")
					else
						self.percentText:SetText (format ("%.1f", remainingTime))
					end
				else
					self.percentText:SetText ("")
				end
			end
			
			return true
		else
			return false
		end
	end,
	
	--> tick function for regular casts
	OnTick_Casting = function (self, deltaTime)
		self.value = self.value + deltaTime
		
		if (self:CheckCastIsDone()) then
			return
		else
			self:SetValue (self.value)
		end
		
		--update spark position
		local sparkPosition = self.value / self.maxValue * self:GetWidth()
		self.Spark:SetPoint ("center", self, "left", sparkPosition + self.Settings.SparkOffset, 0)
		
		--in order to allow the lazy tick run, it must return true, it tell that the cast didn't finished
		return true
	end,

	--> tick function for channeling casts
	OnTick_Channeling = function (self, deltaTime)
		self.value = self.value - deltaTime
		
		if (self:CheckCastIsDone()) then
			return
		else
			self:SetValue (self.value)
		end
		
		--update spark position
		local sparkPosition = self.value / self.maxValue * self:GetWidth()
		self.Spark:SetPoint ("center", self, "left", sparkPosition + self.Settings.SparkOffset, 0)
		
		return true
	end,
	
	OnTick = function (self, deltaTime)
		DF_CalcCpuUsage ("CastBar-OnTick")
		if (self.casting) then
			if (not self:OnTick_Casting (deltaTime)) then
				DF_CalcCpuUsage ("CastBar-OnTick")
				return
			end

			--lazy tick
			self.lazyUpdateCooldown = self.lazyUpdateCooldown - deltaTime
			if (self.lazyUpdateCooldown < 0) then
				self:OnTick_LazyTick()
				self.lazyUpdateCooldown = self.Settings.LazyUpdateCooldown
			end
			
		elseif (self.channeling) then
			if (not self:OnTick_Channeling (deltaTime)) then
				DF_CalcCpuUsage ("CastBar-OnTick")
				return
			end
			
			--lazy tick
			self.lazyUpdateCooldown = self.lazyUpdateCooldown - deltaTime
			if (self.lazyUpdateCooldown < 0) then
				self:OnTick_LazyTick()
				self.lazyUpdateCooldown = self.Settings.LazyUpdateCooldown
			end
		end
		DF_CalcCpuUsage ("CastBar-OnTick")
	end,
	
	--> animation start script
	Animation_FadeOutStarted = function (self)
		
	end,
	
	--> animation finished script
	Animation_FadeOutFinished = function (self)
		local castBar = self:GetParent()
		castBar:SetAlpha (1)
		castBar:Hide()
	end,
	
	--> animation start script
	Animation_FadeInStarted = function (self)
		
	end,
	
	--> animation finished script
	Animation_FadeInFinished = function (self)
		local castBar = self:GetParent()
		castBar:Show()
		castBar:SetAlpha (1)
	end,
	
	--> animation calls
	Animation_FadeOut = function (self)
		self:ScheduleToHide (false)
		
		if (self.fadeInAnimation:IsPlaying()) then
			self.fadeInAnimation:Stop()
		end
		
		if (not self.fadeOutAnimation:IsPlaying()) then
			self.fadeOutAnimation:Play()
		end
	end,
	
	Animation_FadeIn = function (self)
		self:ScheduleToHide (false)
		
		if (self.fadeOutAnimation:IsPlaying()) then
			self.fadeOutAnimation:Stop()
		end
		
		if (not self.fadeInAnimation:IsPlaying()) then
			self.fadeInAnimation:Play()
		end
	end,
	
	Animation_Flash = function (self)
		if (not self.flashAnimation:IsPlaying()) then
			self.flashAnimation:Play()
		end
	end,
	
	Animation_StopAllAnimations = function (self)
		if (self.flashAnimation:IsPlaying()) then
			self.flashAnimation:Stop()
		end
		
		if (self.fadeOutAnimation:IsPlaying()) then
			self.fadeOutAnimation:Stop()
		end
		
		if (self.fadeInAnimation:IsPlaying()) then
			self.fadeInAnimation:Stop()
		end
	end,
	
	PLAYER_ENTERING_WORLD = function (self, unit, arg1)
		local isChannel = UnitChannelInfo (unit)
		local isRegularCast = UnitCastingInfo (unit)
		
		if (isChannel) then
			self.channeling = true
			return self.unit == arg1 and "UNIT_SPELLCAST_CHANNEL_START"
			
		elseif (isRegularCast) then
			self.casting = true
			return self.unit == arg1 and "UNIT_SPELLCAST_START"
			
		else
			self.casting = nil
			self.channeling = nil
			self.failed = nil
			self.finished = nil
			self.interrupted = nil
			self.Spark:Hide()
			self:Hide()
		end
	end,
	
	UNIT_SPELLCAST_START = function (self, unit)

		local name, text, texture, startTime, endTime, isTradeSkill, castID, notInterruptible, spellID = UnitCastingInfo (unit)
		
		--> is valid?
		if (not self:IsValid (unit, name, isTradeSkill, true)) then
			return
		end
		
		--> setup cast
			self.casting = true
			self.channeling = nil
			self.interrupted = nil
			self.failed = nil
			self.finished = nil
			self.canInterrupt = not notInterruptible
			self.spellID = spellID
			self.castID = castID
			self.spellName = name
			self.spellTexture = texture
			self.spellStartTime = startTime / 1000
			self.spellEndTime = endTime / 1000
			self.value = GetTime() - self.spellStartTime
			self.maxValue = self.spellEndTime - self.spellStartTime
			
			self:SetMinMaxValues (0, self.maxValue)
			self:SetValue (self.value)
			self:SetAlpha (1)
			self.Icon:SetTexture (texture)
			self.Icon:Show()
			self.Text:SetText (text)
			
			if (self.Settings.ShowCastTime and self.Settings.CanLazyTick) then
				self.percentText:Show()
			end
			
			self.flashTexture:Hide()
			self:Animation_StopAllAnimations()
			
			if (not self:IsShown()) then
				self:Animation_FadeIn()
			end
			
			self.Spark:Show()
			self:SetAlpha (1)
			self:Show()
		
		--> set the statusbar color
		self:UpdateCastColor()
		
		--> update the interrupt cast border
		self:UpdateInterruptState()
		
		self:RunHooksForWidget ("OnCastStart", self, self.unit, "UNIT_SPELLCAST_START")
	end,
	
	UNIT_SPELLCAST_CHANNEL_START = function (self, unit, ...)
		local name, text, texture, startTime, endTime, isTradeSkill, notInterruptible, spellID = UnitChannelInfo (unit)

		--> is valid?
		if (not self:IsValid (unit, name, isTradeSkill, true)) then
			return
		end

		--> setup cast
			self.casting = nil
			self.channeling = true
			self.interrupted = nil
			self.failed = nil
			self.finished = nil
			self.canInterrupt = not notInterruptible
			self.spellID = spellID
			self.castID = castID
			self.spellName = name
			self.spellTexture = texture
			self.spellStartTime = startTime / 1000
			self.spellEndTime = endTime / 1000
			self.value = self.spellEndTime - GetTime()
			self.maxValue = self.spellEndTime - self.spellStartTime
			
			self:SetMinMaxValues (0, self.maxValue)
			self:SetValue (self.value)
			
			self:SetAlpha (1)
			self.Icon:SetTexture (texture)
			self.Icon:Show()
			self.Text:SetText (text)
			
			if (self.Settings.ShowCastTime and self.Settings.CanLazyTick) then
				self.percentText:Show()
			end
			
			self.flashTexture:Hide()
			self:Animation_StopAllAnimations()
			
			if (not self:IsShown()) then
				self:Animation_FadeIn()
			end
			
			self.Spark:Show()
			self:SetAlpha (1)
			self:Show()
			
		--> set the statusbar color
		self:UpdateCastColor()
		
		--> update the interrupt cast border
		self:UpdateInterruptState()

		self:RunHooksForWidget ("OnCastStart", self, self.unit, "UNIT_SPELLCAST_CHANNEL_START")
	end,
	
	UNIT_SPELLCAST_STOP = function (self, unit, ...)
		local unitID, castID, spellID = ...
		if (self.castID == castID) then
			self.Spark:Hide()
			self.percentText:Hide()
			
			local value = self:GetValue()
			local _, maxValue = self:GetMinMaxValues()
			self:SetValue (self.maxValue or maxValue or 1)
			
			self.casting = nil
			self.finished = true
			
			if (not self:HasScheduledHide()) then
				--> check if settings has no fade option or if its parents are not visible
				if (not self:IsVisible()) then
					self:Hide()
					
				elseif (self.Settings.NoFadeEffects) then
					self:ScheduleToHide (0.3)
					
				else
					self:Animation_Flash()
					self:Animation_FadeOut()
				end
			end
			
			self:UpdateCastColor()
		end
	end,

	UNIT_SPELLCAST_CHANNEL_STOP = function (self, unit, ...)
		local unitID, castID, spellID = ...
		
		if (self.channeling and castID == self.castID) then
			self.Spark:Hide()
			self.percentText:Hide()
			
			local value = self:GetValue()
			local _, maxValue = self:GetMinMaxValues()
			self:SetValue (self.maxValue or maxValue or 1)
			
			self.channeling = nil
			self.finished = true

			if (not self:HasScheduledHide()) then
				--> check if settings has no fade option or if its parents are not visible
				if (not self:IsVisible()) then
					self:Hide()
					
				elseif (self.Settings.NoFadeEffects) then
					self:ScheduleToHide (0.3)
					
				else
					self:Animation_Flash()
					self:Animation_FadeOut()
				end
			end
			
			self:UpdateCastColor()
		end	
	end,

	UNIT_SPELLCAST_FAILED = function (self, unit, ...)
		local unitID, castID, spellID = ...
	
		if (self.casting and castID == self.castID and not self.fadeOut) then
			self.casting = nil
			self.channeling = nil
			self.failed = true
			self.finished = true
			self:SetValue (self.maxValue or select (2, self:GetMinMaxValues()) or 1)
			
			--> set the statusbar color
			self:UpdateCastColor()

			self.Spark:Hide()
			self.percentText:Hide()
			self.Text:SetText (FAILED) --> auto locale within the global namespace
			
			self:ScheduleToHide (1)
		end
	end,
	
	UNIT_SPELLCAST_INTERRUPTED = function (self, unit, ...)
		local unitID, castID, spellID = ...

		if (self.casting and castID == self.castID and not self.fadeOut) then
			self.casting = nil
			self.channeling = nil
			self.interrupted = true
			self.finished = true
			self:SetValue (self.maxValue or select (2, self:GetMinMaxValues()) or 1)
			
			local castColor = self:GetCastColor()
			self:SetColor (castColor) --SetColor handles with ParseColors()
			
			self.Spark:Hide()
			self.percentText:Hide()
			self.Text:SetText (INTERRUPTED) --> auto locale within the global namespace
			
			self:ScheduleToHide (1)
		end
	end,

	UNIT_SPELLCAST_DELAYED = function (self, unit, ...)
		local name, text, texture, startTime, endTime, isTradeSkill, castID, notInterruptible = UnitCastingInfo (unit)
		
		if (not self:IsValid (unit, name, isTradeSkill)) then
			return
		end

		--> update the cast time
		self.spellStartTime = startTime / 1000
		self.spellEndTime = endTime / 1000
		self.value = GetTime() - self.spellStartTime
		self.maxValue = self.spellEndTime - self.spellStartTime
		self:SetMinMaxValues (0, self.maxValue)
	end,

	UNIT_SPELLCAST_CHANNEL_UPDATE = function (self, unit, ...)
		local name, text, texture, startTime, endTime, isTradeSkill = UnitChannelInfo (unit)
		
		if (not self:IsValid (unit, name, isTradeSkill)) then
			return
		end
		
		--> update the cast time
		self.spellStartTime = startTime / 1000
		self.spellEndTime = endTime / 1000
		self.value = self.spellEndTime - GetTime()
		self.maxValue = self.spellEndTime - self.spellStartTime
		self:SetMinMaxValues (0, self.maxValue)
		self:SetValue (self.value)
	end,
	
	--> cast changed its state to interruptable
	UNIT_SPELLCAST_INTERRUPTIBLE = function (self, unit, ...)
		self.canInterrupt = true
		self:UpdateCastColor()
		self:UpdateInterruptState()
	end,
	
	--> cast changed its state to non interruptable
	UNIT_SPELLCAST_NOT_INTERRUPTIBLE = function (self, unit, ...)
		self.canInterrupt = false
		self:UpdateCastColor()
		self:UpdateInterruptState()
	end,

}

-- ~castbar

function DF:CreateCastBar (parent, name, settingsOverride)
	
	assert (name or parent:GetName(), "DetailsFramework:CreateCastBar parameter 'name' omitted and parent has no name.")
	
	local castBar = CreateFrame ("StatusBar", name or (parent:GetName() .. "CastBar"), parent)
	
		do --layers
		
			--these widgets was been made with back compatibility in mind
			--they are using the same names as the retail game uses on the nameplate castbar
			--this should make Plater core and Plater scripts made by users compatible with the new unit frame made on the framework
		
			--background
			castBar.background = castBar:CreateTexture (nil, "background")
			castBar.background:SetDrawLayer ("background", -6)
			
			castBar.extraBackground = castBar:CreateTexture (nil, "background")
			castBar.extraBackground:SetDrawLayer ("background", -5)
			
			--overlay
			castBar.Text = castBar:CreateFontString (nil, "overlay", "SystemFont_Shadow_Small")
			castBar.Text:SetPoint ("center", 0, 0)
			castBar.Text:SetDrawLayer ("overlay", 1)
			
			castBar.BorderShield = castBar:CreateTexture (nil, "overlay")
			castBar.BorderShield:SetDrawLayer ("overlay", 5)
			castBar.BorderShield:Hide()
			
			castBar.Icon = castBar:CreateTexture (nil, "overlay")
			castBar.Icon:SetDrawLayer ("overlay", 4)
			castBar.Icon:Hide()
			
			castBar.Spark = castBar:CreateTexture (nil, "overlay")
			castBar.Spark:SetDrawLayer ("overlay", 3)
			castBar.Spark:SetBlendMode ("ADD")
			
			--time left on the cast
			castBar.percentText = castBar:CreateFontString (nil, "overlay", "SystemFont_Shadow_Small")
			castBar.percentText:SetDrawLayer ("overlay", 7)
			
			--statusbar texture
			castBar.barTexture = castBar:CreateTexture (nil, "artwork")
			castBar:SetStatusBarTexture (castBar.barTexture)
			
			--animations fade in and out
			local fadeOutAnimationHub = DF:CreateAnimationHub (castBar, DF.CastFrameFunctions.Animation_FadeOutStarted, DF.CastFrameFunctions.Animation_FadeOutFinished)
			fadeOutAnimationHub.alpha1 = DF:CreateAnimation (fadeOutAnimationHub, "ALPHA", 1, 1, 1, 0)
			castBar.fadeOutAnimation = fadeOutAnimationHub
			
			local fadeInAnimationHub = DF:CreateAnimationHub (castBar, DF.CastFrameFunctions.Animation_FadeInStarted, DF.CastFrameFunctions.Animation_FadeInFinished)
			fadeInAnimationHub.alpha1 = DF:CreateAnimation (fadeInAnimationHub, "ALPHA", 1, 0.150, 0, 1)
			castBar.fadeInAnimation = fadeInAnimationHub
			
			--animatios flash
			local flashTexture = castBar:CreateTexture (nil, "overlay")
			flashTexture:SetDrawLayer ("overlay", 7)
			flashTexture:SetColorTexture (1, 1, 1, 1)
			flashTexture:SetAllPoints()
			flashTexture:SetAlpha (0)
			flashTexture:Hide()
			flashTexture:SetBlendMode ("ADD")
			castBar.flashTexture = flashTexture
			
			local flashAnimationHub = DF:CreateAnimationHub (flashTexture, function() flashTexture:Show() end, function() flashTexture:Hide() end)
			DF:CreateAnimation (flashAnimationHub, "ALPHA", 1, 0.2, 0, 0.8)
			DF:CreateAnimation (flashAnimationHub, "ALPHA", 2, 0.2, 1, 0)
			castBar.flashAnimation = flashAnimationHub			
		end
	
	--> mixins
	DF:Mixin (castBar, DF.CastFrameFunctions)
	DF:Mixin (castBar, DF.StatusBarFunctions)
	
	--> settings and hooks
	local settings = DF.table.copy ({}, DF.CastFrameFunctions.Settings)
	if (settingsOverride) then
		DF.table.copy (settings, settingsOverride)
	end
	castBar.Settings = settings
	
	local hookList = DF.table.copy ({}, DF.CastFrameFunctions.HookList)
	castBar.HookList = hookList
	
	--> initialize the cast bar
	castBar:Initialize()

	return castBar
end

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> border frame

--[=[
	DF:CreateBorderFrame (parent, name)
	creates a frame with 4 child textures attached to each one of the 4 sides of a frame
	@parent = parent frame to pass to CreateFrame function
	@name = name of the frame, if omitted a random name is created
--]=]

DF.BorderFunctions = {
	SetBorderColor = function (self, r, g, b, a)
		r, g, b, a = DF:ParseColors (r, g, b, a)
		for _, texture in ipairs (self.allTextures) do
			texture:SetVertexColor (r, g, b, a)
		end
	end,
	
	SetBorderThickness = function (self, newThickness)
		PixelUtil.SetWidth (f.leftBorder, newThickness, newThickness)
		PixelUtil.SetWidth (f.rightBorder, newThickness, newThickness)
		PixelUtil.SetHeight (f.topBorder, newThickness, newThickness)
		PixelUtil.SetHeight (f.bottomBorder, newThickness, newThickness)
	end,
	
	WidgetType = "border",
}

-- ~borderframe
function DF:CreateBorderFrame (parent, name)

	local parentName = name or "DetailsFrameworkBorderFrame" .. tostring (math.random (1, 100000000))

	local f = CreateFrame ("frame", parentName, parent)
	f:SetFrameLevel (f:GetFrameLevel()+1)
	f:SetAllPoints()
	
	DF:Mixin (f, DF.BorderFunctions)
	
	f.allTextures = {}
	
	--> create left border
		local leftBorder = f:CreateTexture (nil, "overlay")
		leftBorder:SetDrawLayer ("overlay", 7)
		leftBorder:SetColorTexture (1, 1, 1, 1)
		tinsert (f.allTextures, leftBorder)
		f.leftBorder = leftBorder
		PixelUtil.SetPoint (leftBorder, "topright", f, "topleft", 0, 1, 0, 1)
		PixelUtil.SetPoint (leftBorder, "bottomright", f, "bottomleft", 0, -1, 0, -1)
		PixelUtil.SetWidth (leftBorder, 1, 1)

	--> create right border
		local rightBorder = f:CreateTexture (nil, "overlay")
		rightBorder:SetDrawLayer ("overlay", 7)
		rightBorder:SetColorTexture (1, 1, 1, 1)
		tinsert (f.allTextures, rightBorder)
		f.rightBorder = rightBorder
		PixelUtil.SetPoint (rightBorder, "topleft", f, "topright", 0, 1, 0, 1)
		PixelUtil.SetPoint (rightBorder, "bottomleft", f, "bottomright", 0, -1, 0, -1)
		PixelUtil.SetWidth (rightBorder, 1, 1)
	
	--> create top border
		local topBorder = f:CreateTexture (nil, "overlay")
		topBorder:SetDrawLayer ("overlay", 7)
		topBorder:SetColorTexture (1, 1, 1, 1)
		tinsert (f.allTextures, topBorder)
		f.topBorder = topBorder
		PixelUtil.SetPoint (topBorder, "bottomleft", f, "topleft", 0, 0, 0, 0)
		PixelUtil.SetPoint (topBorder, "bottomright", f, "topright", 0, 0, 0, 0)
		PixelUtil.SetHeight (topBorder, 1, 1)
	
	--> create  border
		local bottomBorder = f:CreateTexture (nil, "overlay")
		bottomBorder:SetDrawLayer ("overlay", 7)
		bottomBorder:SetColorTexture (1, 1, 1, 1)
		tinsert (f.allTextures, bottomBorder)
		f.bottomBorder = bottomBorder
		PixelUtil.SetPoint (bottomBorder, "topleft", f, "bottomleft", 0, 0, 0, 0)
		PixelUtil.SetPoint (bottomBorder, "topright", f, "bottomright", 0, 0, 0, 0)
		PixelUtil.SetHeight (bottomBorder, 1, 1)
		
	return f
end



------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> unit frame

--[=[
	DF:CreateUnitFrame (parent, name, settingsOverride)
	creates a very basic unit frame with a healthbar, castbar and power bar
	each unit frame has a .Settings table which isn't shared among other unit frames created with this method
	all members names are the same as the unit frame from the retail game
	
	@parent = frame to pass for the CreateFrame function
	@name = absolute name of the frame, if omitted a random name is created
	@settingsOverride = table with keys and values to replace the defaults from the framework
	
--]=]

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> unit frame

	--> return true if the unit has been claimed by another player (health bar is gray)
	local unit_is_tap_denied = function (unit)
		return unit and not UnitPlayerControlled (unit) and UnitIsTapDenied (unit)
	end

	DF.UnitFrameFunctions = {
	
		WidgetType = "unitFrame",
		
		Settings = {
			--> unit frames
			ClearUnitOnHide = true, --> if tue it'll set the unit to nil when the unit frame is set to hide
			ShowCastBar = true, --if this is false, the cast bar for the unit won't be shown
			ShowPowerBar = true, --if true it'll show the power bar for the unit, e.g. the mana bar
			ShowUnitName = true, --if false, the unit name won't show
			ShowBorder = true, --if false won't show the border frame
			
			--> health bar color
			CanModifyHealhBarColor = true, --> if false it won't change the color of the health bar
			ColorByAggro = false, --if true it'll color the healthbar with red color when the unit has aggro on player
			FixedHealthColor = false, --color override with a table {r=1, g=1, b=1}
			UseFriendlyClassColor = true, --make the healthbar class color for friendly players
			UseEnemyClassColor = true, --make the healthbar class color for enemy players
			
			--> misc
			ShowTargetOverlay = true, --shows a highlighht for the player current target
			BorderColor = DF:CreateColorTable (0, 0, 0, 1), --border color, set to alpha zero for no border
			CanTick = false, --if true it'll run the OnTick event
			
			--> size
			Width = 100,
			Height = 20,
			PowerBarHeight = 4,
			CastBarHeight = 8,
		},
		
		UnitFrameEvents = {
			--> run for all units
			{"PLAYER_ENTERING_WORLD"},
			{"PARTY_MEMBER_DISABLE"},
			{"PARTY_MEMBER_ENABLE"},
			{"PLAYER_TARGET_CHANGED"},
			
			--> run for one unit
			{"UNIT_NAME_UPDATE", true},
			{"UNIT_CONNECTION", true},
			{"UNIT_ENTERED_VEHICLE", true},
			{"UNIT_EXITED_VEHICLE", true},
			{"UNIT_PET", true},
			{"UNIT_THREAT_LIST_UPDATE", true},
		},

		--> used when a event is triggered to quickly check if is a unit event
		IsUnitEvent = {
			["UNIT_NAME_UPDATE"] = true,
			["UNIT_CONNECTION"] = true,
			["UNIT_ENTERED_VEHICLE"] = true,
			["UNIT_EXITED_VEHICLE"] = true,
			["UNIT_PET"] = true,
			["UNIT_THREAT_LIST_UPDATE"] = true,
		},
		
		Initialize = function (self)
			self.border:SetBorderColor (self.Settings.BorderColor)
			
			PixelUtil.SetWidth (self, self.Settings.Width, 1)
			PixelUtil.SetHeight (self, self.Settings.Height, 1)

			PixelUtil.SetPoint (self.powerBar, "bottomleft", self, "bottomleft", 0, 0, 1, 1)
			PixelUtil.SetPoint (self.powerBar, "bottomright", self, "bottomright", 0, 0, 1, 1)
			PixelUtil.SetHeight (self.powerBar, self.Settings.PowerBarHeight, 1)
			
			--make the castbar overlap the powerbar
			PixelUtil.SetPoint (self.castBar, "bottomleft", self, "bottomleft", 0, 0, 1, 1)
			PixelUtil.SetPoint (self.castBar, "bottomright", self, "bottomright", 0, 0, 1, 1)
			PixelUtil.SetHeight (self.castBar, self.Settings.CastBarHeight, 1)
		end,
		
		SetHealthBarColor = function (self, r, g, b, a)
			self.healthBar:SetColor (r, g, b, a)
		end,
		
		--> register all events which will be used by the unit frame
		RegisterEvents = function (self)
			--> register events
			for index, eventTable in ipairs (self.UnitFrameEvents) do
				local event, isUnitEvent = unpack (eventTable)
				if (not isUnitEvent) then
					self:RegisterEvent (event)
				else
					self:RegisterUnitEvent (event, self.unit, self.displayedUnit ~= unit and self.displayedUnit or nil)
				end
			end
			
			--> check settings and unregister events for disabled features
			if (not self.Settings.ColorByAggro) then
				self:UnregisterEvent ("UNIT_THREAT_LIST_UPDATE")
			end
			
			--> set scripts
			self:SetScript ("OnEvent", self.OnEvent)
			self:SetScript ("OnHide", self.OnHide)
			
			if (self.Settings.CanTick) then
				self:SetScript ("OnUpdate", self.OnTick)
			end
		end,
		
		--> unregister events, called when this unit frame losses its unit
		UnregisterEvents = function (self)
			for index, eventTable in ipairs (self.UnitFrameEvents) do
				local event, firstUnit, secondUnit = unpack (eventTable)
				self:UnregisterEvent (event)
			end
			
			self:SetScript ("OnEvent", nil)
			self:SetScript ("OnUpdate", nil)
			self:SetScript ("OnHide", nil)
		end,
		
		--> call every tick
		OnTick = function (self, deltaTime) end, --if overrided, set 'CanTick' to true on the settings table

		--> when an event happen for this unit, send it to the apropriate function
		OnEvent = function (self, event, ...)
			--> run the function for this event
			DF_CalcCpuUsage ("unitFrame-OnEvent")
			local eventFunc = self [event]
			if (eventFunc) then
				--> is this event an unit event?
				if (self.IsUnitEvent [event]) then
					local unit = ...
					--> check if is for this unit (even if the event is registered only for the unit)
					if (unit == self.unit or unit == self.displayedUnit) then
						eventFunc (self, ...)
					end
				else
					eventFunc (self, ...)
				end
			end
			DF_CalcCpuUsage ("unitFrame-OnEvent")
		end,
		
		OnHide = function (self)
			if (self.Settings.ClearUnitOnHide) then
				self:SetUnit (nil)
			end
		end,
		
		--> run if the unit currently shown is different than the new one
		SetUnit = function (self, unit)
			if (unit ~= self.unit or unit == nil) then
				self.unit = unit --absolute unit
				self.displayedUnit = unit --~todo rename to 'displayedUnit' for back compatibility with older scripts in Plater
				self.unitInVehicle = nil --true when the unit is in a vehicle
				
				if (unit) then
					self:RegisterEvents()
					
					self.healthBar:SetUnit (unit, self.displayedUnit)
					
					--> is using castbars?
					if (self.Settings.ShowCastBar) then
						self.castBar:SetUnit (unit, self.displayedUnit)
					else
						self.castBar:SetUnit (nil)
					end
					
					--> is using powerbars?
					if (self.Settings.ShowPowerBar) then
						self.powerBar:SetUnit (unit, self.displayedUnit)
					else
						self.powerBar:SetUnit (nil)
					end
					
					--> is using the border?
					if (self.Settings.ShowBorder) then
						self.border:Show()
					else
						self.border:Hide()
					end
					
					if (not self.Settings.ShowUnitName) then
						self.unitName:Hide()
					end
				else
					self:UnregisterEvents()
					self.healthBar:SetUnit (nil)
					self.castBar:SetUnit (nil)
					self.powerBar:SetUnit (nil)
				end
				
				self:UpdateUnitFrame()
			end
		end,

		--> if the unit is controlling a vehicle, need to show the vehicle instead
		--> .unit and .displayedUnit is always the same execept when the unit is controlling a vehicle, then .displayedUnit is the unitID for the vehicle
		--> todo: see what 'UnitTargetsVehicleInRaidUI' is, there's a call for this in the CompactUnitFrame.lua but zero documentation
		CheckVehiclePossession = function (self)
			--> this unit is possessing a vehicle?
			local unitPossessVehicle = UnitHasVehicleUI (self.unit)			
			if (unitPossessVehicle) then
				if (not self.unitInVehicle) then
					if (UnitIsUnit ("player", self.unit)) then
						self.displayedUnit = "vehicle"
						self.unitInVehicle = true
						self:RegisterEvents()
						self:UpdateAllWidgets()
						return true
					end
					
					local prefix, id, suffix = string.match (self.unit, "([^%d]+)([%d]*)(.*)") --CompactUnitFrame.lua
					local vehicleUnitID = prefix .. "pet" .. id .. suffix
					if (UnitExists (vehicleUnitID)) then
						self.displayedUnit = vehicleUnitID
						self.unitInVehicle = true
						self:RegisterEvents()
						self:UpdateAllWidgets()
						return true
					end
				end
			end
			
			if (self.unitInVehicle) then
				self.displayedUnit = self.unit
				self.unitInVehicle = nil
				self:RegisterEvents()
				self:UpdateAllWidgets()
			end
		end,

		--> find a color for the health bar, if a color has been passed in the arguments use it instead, 'CanModifyHealhBarColor' must be true for this function run
		UpdateHealthColor = function (self, r, g, b)
		
			--> check if color changes is disabled
			if (not self.Settings.CanModifyHealhBarColor) then
				return
			end
		
			local unit = self.displayedUnit
			
			--> check if a color has been passed within the parameters
			if (r) then
				--> check if passed a special color
				if (type (r) ~= "number") then
					r, g, b = DF:ParseColors (r)
				end
				
				self:SetHealthBarColor (r, g, b)
				return
			end
			
			--> check if there is a color override in the settings
			if (self.Settings.FixedHealthColor) then
				local FixedHealthColor = self.Settings.FixedHealthColor
				r, g, b = FixedHealthColor.r, FixedHealthColor.g, FixedHealthColor.b
				self:SetHealthBarColor (r, g, b)
				return
			end
			
			--> check if the unit is a player
			if (UnitIsPlayer (unit)) then
			
				--> check if the unit is disconnected (in case it is a player
				if (not UnitIsConnected (unit)) then
					self:SetHealthBarColor (.5, .5, .5)
					return
				end
			
				--is a friendly or enemy player?
				if (UnitIsFriend ("player", unit)) then
					if (self.Settings.UseFriendlyClassColor) then
						local _, className = UnitClass (unit)
						if (className) then
							local classColor = RAID_CLASS_COLORS [className]
							if (classColor) then
								self:SetHealthBarColor (classColor.r, classColor.g, classColor.b)
								return
							end
						end
					else
						self:SetHealthBarColor (0, 1, 0)
						return
					end
				else
					if (self.Settings.UseEnemyClassColor) then
						local _, className = UnitClass (unit)
						if (className) then
							local classColor = RAID_CLASS_COLORS [className]
							if (classColor) then
								self:SetHealthBarColor (classColor.r, classColor.g, classColor.b)
								return
							end
						end
					else
						self:SetHealthBarColor (1, 0, 0)
						return
					end
				end
			end
			
			--> is tapped?
			if (unit_is_tap_denied (unit)) then
				self:SetHealthBarColor (.6, .6, .6)
				return
			end
			
			--> is this is a npc attacking the player?
			if (self.Settings.ColorByAggro) then
				local _, threatStatus = UnitDetailedThreatSituation ("player", unit)
				if (threatStatus) then
					self:SetHealthBarColor (1, 0, 0)
					return
				end
			end
			
			-->  get the regular color by selection
			r, g, b = UnitSelectionColor (unit)
			self:SetHealthBarColor (r, g, b)
		end,	

		--> misc
		UpdateName = function (self)
			if (not self.Settings.ShowUnitName) then
				return
			end
			
			--unit name without realm names by default
			local name = UnitName (self.unit)
			self.unitName:SetText (name)
			self.unitName:Show()
		end,

		--> this runs when the player it self changes its target, need to update the current target overlay
		--> todo: add focus overlay
		UpdateTargetOverlay = function (self)
			if (not self.Settings.ShowTargetOverlay) then
				self.targetOverlay:Hide()
				return
			end

			if (UnitIsUnit (self.displayedUnit, "target")) then
				self.targetOverlay:Show()
			else
				self.targetOverlay:Hide()
			end
		end,
		
		UpdateAllWidgets = function (self)
			if (UnitExists (self.displayedUnit)) then
				local unit = self.unit
				local displayedUnit = self.displayedUnit
			
				self:SetUnit (unit, displayedUnit)
				
				--> is using castbars?
				if (self.Settings.ShowCastBar) then
					self.castBar:SetUnit (unit, displayedUnit)
				end
				
				--> is using powerbars?
				if (self.Settings.ShowPowerBar) then
					self.powerBar:SetUnit (unit, displayedUnit)
				end
				
				self:UpdateName()
				self:UpdateTargetOverlay()
				self:UpdateHealthColor()
			end
		end,
		
		--> update the unit frame and its widgets
		UpdateUnitFrame = function (self)
			local unitInVehicle = self:CheckVehiclePossession()
			
			--> if the unit is inside a vehicle, the vehicle possession function will call an update on all widgets
			if (not unitInVehicle) then
				self:UpdateAllWidgets()
			end
		end,
		
		--> event handles
		PLAYER_ENTERING_WORLD = function (self, ...)
			self:UpdateUnitFrame()
		end,
		
		--> update overlays when the player changes its target
		PLAYER_TARGET_CHANGED = function (self, ...)
			self:UpdateTargetOverlay()
		end,
		
		--> unit received a name update
		UNIT_NAME_UPDATE = function (self, ...)
			self:UpdateName()
		end,
		
		--> this is registered only if .settings.ColorByAggro is true
		UNIT_THREAT_LIST_UPDATE = function (self, ...)
			if (self.Settings.ColorByAggro) then
				self:UpdateHealthColor()
			end
		end,

		--> vehicle
		UNIT_ENTERED_VEHICLE = function (self, ...) 
			self:UpdateUnitFrame()
		end,
		UNIT_EXITED_VEHICLE = function (self, ...) 
			self:UpdateUnitFrame()
		end,

		--> pet
		UNIT_PET = function (self, ...)
			self:UpdateUnitFrame()
		end,

		--> player connection
		UNIT_CONNECTION = function (self, ...)
			if (UnitIsConnected (self.unit)) then
				self:UpdateUnitFrame()
			end
		end,
		PARTY_MEMBER_ENABLE = function (self, ...)
			if (UnitIsConnected (self.unit)) then
				self:UpdateName()
			end
		end,
	}

-- ~unitframe
function DF:CreateUnitFrame (parent, name, unitFrameSettingsOverride, healthBarSettingsOverride, castBarSettingsOverride, powerBarSettingsOverride)
	
	local parentName = name or ("DetailsFrameworkUnitFrame" .. tostring (math.random (1, 100000000)))
	
	--> create the main unit frame
	local f = CreateFrame ("button", parentName, parent)
	
	--> base level
	local baseFrameLevel = f:GetFrameLevel()
	
	--> create the healthBar
	local healthBar = DF:CreateHealthBar (f, false, healthBarSettingsOverride)
	healthBar:SetFrameLevel (baseFrameLevel + 1)
	f.healthBar = healthBar
	
	--> create the power bar
	local powerBar = DF:CreatePowerBar (f, false, powerBarSettingsOverride)
	powerBar:SetFrameLevel (baseFrameLevel + 2)
	f.powerBar = powerBar
	
	--> create the castBar
	local castBar = DF:CreateCastBar (f, false, castBarSettingsOverride)
	castBar:SetFrameLevel (baseFrameLevel + 3)
	f.castBar = castBar
	
	--> border frame
	local borderFrame = DF:CreateBorderFrame (f, f:GetName() .. "Border")
	borderFrame:SetFrameLevel (f:GetFrameLevel() + 5)
	f.border = borderFrame
	
	--> overlay frame (widgets that need to stay above the unit frame)
	local overlayFrame = CreateFrame ("frame", "$parentOverlayFrame", f)
	borderFrame:SetFrameLevel (f:GetFrameLevel() + 6)
	f.overlayFrame = overlayFrame
	
	--> unit frame layers
		do
			--artwork
			f.unitName = f:CreateFontString (nil, "artwork", "GameFontHighlightSmall")
			PixelUtil.SetPoint (f.unitName, "topleft", healthBar, "topleft", 2, -2, 1, 1)

			--target overlay - it's parented in the healthbar so other widgets won't get the overlay
			f.targetOverlay = overlayFrame:CreateTexture (nil, "artwork")
			f.targetOverlay:SetTexture (healthBar:GetTexture())
			f.targetOverlay:SetBlendMode ("ADD")
			f.targetOverlay:SetAlpha (.5)
			f.targetOverlay:SetAllPoints (healthBar)
		end

	--> mixins
		--inject mixins
		DF:Mixin (f, DF.UnitFrameFunctions)
		
		--create the settings table and copy the overrides into it, the table is set into the frame after the mixin
		local unitFrameSettings = DF.table.copy ({}, DF.UnitFrameFunctions.Settings)
		if (unitFrameSettingsOverride) then
			unitFrameSettings = DF.table.copy (unitFrameSettings, unitFrameSettingsOverride)
		end
		f.Settings = unitFrameSettings

	--> initialize scripts
		--unitframe
		f:Initialize()

	return f
end
	
	
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> horizontal scroll frame

local timeline_options = {
	width = 400,
	height = 700,
	line_height = 20,
	line_padding = 1,
	
	show_elapsed_timeline = true,
	elapsed_timeline_height = 20,
	
	--space to put the player/spell name and icons
	header_width = 150,
	
	--how many pixels will be use to represent 1 second
	pixels_per_second = 20,

	backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	backdrop_color = {0, 0, 0, 0.2},
	backdrop_color_highlight = {.2, .2, .2, 0.4},
	backdrop_border_color = {0.1, 0.1, 0.1, .2},
	
	title_template = "ORANGE_FONT_TEMPLATE",
	text_tempate = "OPTIONS_FONT_TEMPLATE",
	
	on_enter = DF.DataScrollFunctions.LineOnEnter,
	on_leave = DF.DataScrollFunctions.LineOnLeave,
}

local elapsedtime_frame_options = {
	backdrop = {bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
	backdrop_color = {.3, .3, .3, .7},

	text_color = {1, 1, 1, 1},
	text_size = 12,
	text_font = "Arial Narrow",
	text_outline = "NONE",
	
	height = 20,
	
	distance = 200, --distance in pixels between each label informing the time
	distance_min = 50, --minimum distance in pixels
	draw_line = true, --if true it'll draw a vertical line to represent a segment
	draw_line_color = {1, 1, 1, 0.3},
	draw_line_thickness = 1,
}

DF.TimeLineElapsedTimeFunctions = {
	--get a label and update its appearance
	GetLabel = function (self, index)
		local label = self.labels [index]
		
		if (not label) then
			label = self:CreateFontString (nil, "artwork", "GameFontNormal")
			label.line = self:CreateTexture (nil, "artwork")
			label.line:SetColorTexture (1, 1, 1)
			label.line:SetPoint ("topleft", label, "bottomleft", 0, -2)
			self.labels [index] = label
		end
		
		DF:SetFontColor (label, self.options.text_color)
		DF:SetFontSize (label, self.options.text_size)
		DF:SetFontFace (label, self.options.text_font)
		DF:SetFontOutline (label, self.options.text_outline)
		
		if (self.options.draw_line) then
			label.line:SetVertexColor (unpack (self.options.draw_line_color))
			label.line:SetWidth (self.options.draw_line_thickness)
			label.line:Show()
		else
			label.line:Hide()
		end
		
		return label
	end,
	
	Reset = function (self)
		for i = 1, #self.labels do
			self.labels [i]:Hide()
		end
	end,
	
	Refresh = function (self, elapsedTime, scale)
		local parent = self:GetParent()

		self:SetHeight (self.options.height)
		local effectiveArea = self:GetWidth() --already scaled down width
		local pixelPerSecond = elapsedTime / effectiveArea --how much 1 pixels correlate to time
		
		local distance = self.options.distance --pixels between each segment
		local minDistance = self.options.distance_min --min pixels between each segment
		
		--scale the distance between each label showing the time with the parent's scale
		distance = distance * scale
		distance = max (distance, minDistance)

		local amountSegments = ceil (effectiveArea / distance)
		
		for i = 1, amountSegments do
			local label = self:GetLabel (i)
			local xOffset = distance * (i - 1)
			label:SetPoint ("left", self, "left", xOffset, 0)
			
			local secondsOfTime = pixelPerSecond * xOffset
			
			label:SetText (DF:IntegerToTimer (floor (secondsOfTime)))
			
			if (label.line:IsShown()) then
				label.line:SetHeight (parent:GetParent():GetHeight())
			end
			
			label:Show()
		end
	end,
}

--creates a frame to show the elapsed time in a row
function DF:CreateElapsedTimeFrame (parent, name, options)
	local elapsedTimeFrame = CreateFrame ("frame", name, parent)
	
	DF:Mixin (elapsedTimeFrame, DF.OptionsFunctions)
	DF:Mixin (elapsedTimeFrame, DF.LayoutFrame)
	
	elapsedTimeFrame:BuildOptionsTable (elapsedtime_frame_options, options)
	
	DF:Mixin (elapsedTimeFrame, DF.TimeLineElapsedTimeFunctions)
	
	elapsedTimeFrame:SetBackdrop (elapsedTimeFrame.options.backdrop)
	elapsedTimeFrame:SetBackdropColor (unpack (elapsedTimeFrame.options.backdrop_color))
	
	elapsedTimeFrame.labels = {}
	
	return elapsedTimeFrame
end


DF.TimeLineBlockFunctions = {
	--self is the line
	SetBlock = function (self, index, blockInfo)
		--get the block information
		--see what is the current scale
		--adjust the block position
		
		local block = self:GetBlock (index)
		
		--need: 
			--the total time of the timeline
			--the current scale of the timeline
			--the elapsed time of this block
			--icon of the block
			--text
			--background color
		
	end,
	
	SetBlocksFromData = function (self)
		local parent = self:GetParent():GetParent()
		local data = parent.data
		local defaultColor = parent.defaultColor --guarantee to have a value
		
		self:Show()
		
		--none of these values are scaled, need to calculate
		local pixelPerSecond = parent.pixelPerSecond
		local totalLength = parent.totalLength
		local scale = parent.currentScale
		
		pixelPerSecond = pixelPerSecond * scale
		
		local headerWidth = parent.headerWidth
		
		--dataIndex stores which line index from the data this line will use
		--lineData store members: .text .icon .timeline
		local lineData = data.lines [self.dataIndex]
		
		--if there's an icon, anchor the text at the right side of the icon
		--this is the title and icon of the title
		if (lineData.icon) then
			self.icon:SetTexture (lineData.icon)
			self.text:SetText (lineData.text or "")
			self.text:SetPoint ("left", self.icon.widget, "right", 2, 0)
		else
			self.icon:SetTexture (nil)
			self.text:SetText (lineData.text or "")
			text:SetPoint ("left", self, "left", 2, 0)
		end
		
		local timelineData = lineData.timeline
		
		for i = 1, #timelineData do
			local blockInfo = timelineData [i]
			
			local time = blockInfo [1]
			local length = blockInfo [2]
			local color = blockInfo [3] or defaultColor
			local text = blockInfo [4]
			local icon = blockInfo [5]
			local tooltip = blockInfo [6]
			
			local xOffset = pixelPerSecond * time
			local width = pixelPerSecond * length
			
			local block = self:GetBlock (i)
			block:Show()
			PixelUtil.SetPoint (block, "left", self, "left", xOffset + headerWidth, 0)
			PixelUtil.SetSize (block, width, self:GetHeight())
			block.background:SetVertexColor (unpack (color))
			
			--guess where it is anchored
			--guess it's size
			--both taking in consideration the scroll scale
			
		end
	end,
	
	GetBlock = function (self, index)
		local block = self.blocks [index]
		if (not block) then
			block = CreateFrame ("frame", nil, self)
			self.blocks [index] = block
			
			local background = block:CreateTexture (nil, "background")
			background:SetColorTexture (1, 1, 1, 1)
			local icon = block:CreateTexture (nil, "artwork")
			local text = block:CreateFontString (nil, "artwork")
			
			background:SetAllPoints()
			icon:SetPoint ("left")
			text:SetPoint ("left", icon, "left", 2, 0)
			
			block.icon = icon
			block.text = text
			block.background = background
		end
		
		return block
	end,
	
	Reset = function (self)
		--attention, it doesn't reset icon texture, text and background color
		for i = 1, #self.blocks do
			self.blocks [i]:Hide()
		end
		self:Hide()
	end,
}

DF.TimeLineFunctions = {
	
	GetLine = function (self, index)
		local line = self.lines [index]
		if (not line) then
			--create a new line
			line = CreateFrame ("frame", "$parentLine" .. index, self.body)
			DF:Mixin (line, DF.TimeLineBlockFunctions)
			self.lines [index] = line
			
			--store the individual textures that shows the timeline information
			line.blocks = {}
			line.SetBlock = DF.TimeLineBlockFunctions.SetBlock
			line.GetBlock = DF.TimeLineBlockFunctions.GetBlock
			
			--set its parameters

			if (self.options.show_elapsed_timeline) then
				line:SetPoint ("topleft", self.body, "topleft", 1, -((index-1) * (self.options.line_height + 1)) - 2 - self.options.elapsed_timeline_height)
			else
				line:SetPoint ("topleft", self.body, "topleft", 1, -((index-1) * (self.options.line_height + 1)) - 1)
			end
			line:SetSize (1, self.options.line_height) --width is set when updating the frame
			
			line:SetScript ("OnEnter",	self.options.on_enter)
			line:SetScript ("OnLeave",	self.options.on_leave)
			
			line:SetBackdrop (self.options.backdrop)
			line:SetBackdropColor (unpack (self.options.backdrop_color))
			line:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))

			local icon = DF:CreateImage (line, "", self.options.line_height, self.options.line_height)
			icon:SetPoint ("left", line, "left", 2, 0)
			line.icon = icon
			
			local text = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.title_template))
			text:SetPoint ("left", icon.widget, "right", 2, 0)
			line.text = text
			
			line.backdrop_color = self.options.backdrop_color or {.1, .1, .1, .3}
			line.backdrop_color_highlight = self.options.backdrop_color_highlight or {.3, .3, .3, .5}
		end
		
		return line
	end,
	
	ResetAllLines = function (self)
		for i = 1, #self.lines do
			self.lines [i]:Reset()
		end
	end,

	AdjustScale = function (self, index)
		
	end,
	
	--~todo ~doing
	--+ just finished the blocks alignment and scale, looks to be working okay
	--+ at the moment the with and height doesn't look correct, the height is way to much and the width looks too short
	--+ make the blocks start AFTER the title, currently it is in from of them
	--+ need to create the time line with font string to show the time elapsed
	--+ make them to scale with a scale bar
	
	--make the on enter and leave tooltips
	--set icons and texts
	--skin the sliders
	
	RefreshTimeLine = function (self)
	
		--debug
		--self.currentScale = 1
	
		--calculate the total width
		local pixelPerSecond = self.options.pixels_per_second
		local totalLength = self.data.length
		local currentScale = self.currentScale
		
		--how many pixels represent 1 second
		local bodyWidth = totalLength * pixelPerSecond * currentScale
		self.body:SetWidth (bodyWidth + self.options.header_width)
		self.body.effectiveWidth = bodyWidth

		--reduce the default canvas size from the body with and don't allow the max value be negative
		local newMaxValue = max (bodyWidth - (self:GetWidth() - self.options.header_width), 0)
		
		--adjust the scale slider range
		local oldMin, oldMax = self.horizontalSlider:GetMinMaxValues()
		self.horizontalSlider:SetMinMaxValues (0, newMaxValue)
		self.horizontalSlider:SetValue (DF:MapRangeClamped (oldMin, oldMax, 0, newMaxValue, self.horizontalSlider:GetValue()))
		
		local defaultColor = self.data.defaultColor or {1, 1, 1, 1}
		
		--cache values
		self.pixelPerSecond = pixelPerSecond
		self.totalLength = totalLength
		self.defaultColor = defaultColor
		self.headerWidth = self.options.header_width
		
		--calculate the total height
		local lineHeight = self.options.line_height
		local linePadding = self.options.line_padding
		
		local bodyHeight = (lineHeight + linePadding) * #self.data.lines
		self.body:SetHeight (bodyHeight)
		self.verticalSlider:SetMinMaxValues (0, max (bodyHeight - self:GetHeight(), 0))
		self.verticalSlider:SetValue (0)
		
		--refresh lines
		self:ResetAllLines()
		for i = 1, #self.data.lines do
			local line = self:GetLine (i)
			line.dataIndex = i --this index is used inside the line update function to know which data to get
			line:SetBlocksFromData() --the function to update runs within the line object
		end
		
		--refresh elapsed time frame
		--the elapsed frame must have a width before the refresh function is called
		self.elapsedTimeFrame:ClearAllPoints()
		self.elapsedTimeFrame:SetPoint ("topleft", self.body, "topleft", self.options.header_width, 0)
		self.elapsedTimeFrame:SetPoint ("topright", self.body, "topright", 0, 0)
		self.elapsedTimeFrame:Reset()
		
		self.elapsedTimeFrame:Refresh (self.data.length, self.currentScale)
	end,
	
	SetData = function (self, data)
		self.data = data
		self:RefreshTimeLine()
	end,
	

	--[=[
		receives a table with
		--should be tables of indexes? to save memory on not using hash names
		
		header = {icon = "", name = ""}, --player name and player icon / need support for more things like boss casts / can be spell name and the icon of the spell / must be as generic as possible
		data = {time = when it happened, duration = size of the bar, spellID for tooltip, tooltip = {what to add to Cooltip} } --numeric table with data of spells used
		
		will it scroll vertically too in case there's more data to show?
		i think it can without any problem since the scroll bar does scroll on both directions
		
		parts it'll need
			- a time line
			- a scructure of lines (rows)
			- two sliders for vertical and horizontal
		
		how the zoom scaling will work?
		a slider in the bottom side of the main slider
		it starts in 0.5?
		
		how it will zoom?
			- change the scale? problem is the height will also be modified, so NO
			
			- change the width of each bar
			- change the timeline time
			- change the max value of the main slider
			
		
	--]=]
	

}

--creates a regular scroll in horizontal position
function DF:CreateTimeLineFrame (parent, name, options)

	local width = options and options.width or timeline_options.width
	local height = options and options.height or timeline_options.height
	local scrollWidth = 800 --placeholder until the timeline receives data
	local scrollHeight = 800 --placeholder until the timeline receives data

	local frameCanvas = CreateFrame ("scrollframe", name, parent)
	DF:Mixin (frameCanvas, DF.TimeLineFunctions)
	
	frameCanvas.data = {}
	frameCanvas.lines = {}
	frameCanvas.currentScale = 1
	frameCanvas:SetSize (width, height)
	frameCanvas:SetBackdrop({
			bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", 
			tile = true, tileSize = 16,
			insets = {left = 1, right = 1, top = 0, bottom = 1},})
	frameCanvas:SetBackdropColor (.1, .1, .1, .3)

	local frameBody = CreateFrame ("frame", nil, frameCanvas)
	frameBody:SetSize (scrollWidth, scrollHeight)
	
	frameCanvas:SetScrollChild (frameBody)
	frameCanvas.body = frameBody
	
	DF:Mixin (frameCanvas, DF.OptionsFunctions)
	DF:Mixin (frameCanvas, DF.LayoutFrame)
	
	frameCanvas:BuildOptionsTable (timeline_options, options)	
	
	--create elapsed time frame
	frameCanvas.elapsedTimeFrame = DF:CreateElapsedTimeFrame (frameBody)
	
	--create horizontal slider
		local horizontalSlider = CreateFrame ("slider", nil, parent)
		horizontalSlider.bg = horizontalSlider:CreateTexture (nil, "background")
		horizontalSlider.bg:SetAllPoints (true)
		horizontalSlider.bg:SetTexture (0, 0, 0, 0.5)
		
		horizontalSlider.thumb = horizontalSlider:CreateTexture (nil, "OVERLAY")
		horizontalSlider.thumb:SetTexture ("Interface\\Buttons\\UI-ScrollBar-Knob")
		horizontalSlider.thumb:SetSize (25, 25)
		
		horizontalSlider:SetThumbTexture (horizontalSlider.thumb)
		horizontalSlider:SetOrientation ("horizontal")
		horizontalSlider:SetSize (width, 20)
		horizontalSlider:SetPoint ("topleft", frameCanvas, "bottomleft")
		horizontalSlider:SetMinMaxValues (0, scrollWidth)
		horizontalSlider:SetValue (0)
		horizontalSlider:SetScript ("OnValueChanged", function (self)
		      frameCanvas:SetHorizontalScroll (self:GetValue())
		end)
		
		--[=[
		frameCanvas:EnableMouseWheel (true)
		frameCanvas:SetScript ("OnMouseWheel", function (self, delta)
			delta = delta * -1
			
			local current = horizontalSlider:GetValue()
			
			if (IsShiftKeyDown() and (delta > 0)) then
				horizontalSlider:SetValue(0)
				
			elseif (IsShiftKeyDown() and (delta < 0)) then
				horizontalSlider:SetValue (scrollWidth)
				
			elseif ((delta < 0) and (current < scrollWidth)) then
				horizontalSlider:SetValue (current + 20)
				
			elseif ((delta > 0) and (current > 1)) then
				horizontalSlider:SetValue (current - 20)
				
			end
		end)
		--]=]
		
		frameCanvas.horizontalSlider = horizontalSlider
	
	--create scale slider
		local scaleSlider = CreateFrame ("slider", nil, parent)
		scaleSlider.bg = scaleSlider:CreateTexture (nil, "background")
		scaleSlider.bg:SetAllPoints (true)
		scaleSlider.bg:SetTexture (0, 0, 0, 0.5)
		
		scaleSlider.thumb = scaleSlider:CreateTexture (nil, "OVERLAY")
		scaleSlider.thumb:SetTexture ("Interface\\Buttons\\UI-ScrollBar-Knob")
		scaleSlider.thumb:SetSize (25, 25)
		
		scaleSlider:SetThumbTexture (scaleSlider.thumb)
		scaleSlider:SetOrientation ("horizontal")
		scaleSlider:SetSize (width, 20)
		scaleSlider:SetPoint ("topleft", horizontalSlider, "bottomleft", 0, -2)
		scaleSlider:SetMinMaxValues (0.1, 1)
		scaleSlider:SetValue (1)
		scaleSlider:SetScript ("OnValueChanged", function (self)
			local current = scaleSlider:GetValue()
			frameCanvas.currentScale = current
			frameCanvas:RefreshTimeLine()
		end)
	
	--create vertical slider
		local verticalSlider = CreateFrame ("slider", nil, parent)
		verticalSlider.bg = verticalSlider:CreateTexture (nil, "background")
		verticalSlider.bg:SetAllPoints (true)
		verticalSlider.bg:SetTexture (0, 0, 0, 0.5)
		
		verticalSlider.thumb = verticalSlider:CreateTexture (nil, "OVERLAY")
		verticalSlider.thumb:SetTexture ("Interface\\Buttons\\UI-ScrollBar-Knob")
		verticalSlider.thumb:SetSize (25, 25)
		
		verticalSlider:SetThumbTexture (verticalSlider.thumb)
		verticalSlider:SetOrientation ("vertical")
		verticalSlider:SetSize (20, height)
		verticalSlider:SetPoint ("topleft", frameCanvas, "topright", 2, 0)
		verticalSlider:SetMinMaxValues (0, scrollHeight)
		verticalSlider:SetValue (0)
		verticalSlider:SetScript ("OnValueChanged", function (self)
		      frameCanvas:SetVerticalScroll (self:GetValue())
		end)
		
		frameCanvas:EnableMouseWheel (true)
		frameCanvas:SetScript ("OnMouseWheel", function (self, delta)
			delta = delta
			
			local current = verticalSlider:GetValue()
			
			if (IsShiftKeyDown() and (delta > 0)) then
				verticalSlider:SetValue(0)
				
			elseif (IsShiftKeyDown() and (delta < 0)) then
				verticalSlider:SetValue (scrollWidth)
				
			elseif ((delta < 0) and (current < scrollWidth)) then
				verticalSlider:SetValue (current + 20)
				
			elseif ((delta > 0) and (current > 1)) then
				verticalSlider:SetValue (current - 20)
				
			end
		end)
		
		frameCanvas.verticalSlider = verticalSlider
	
	return frameCanvas
end


--[=[
local f = CreateFrame ("frame", "TestFrame", UIParent)
f:SetPoint ("center")
f:SetSize (900, 420)
f:SetBackdrop({bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16,	insets = {left = 1, right = 1, top = 0, bottom = 1}})

local scroll = DF:CreateTimeLineFrame (f, "$parentTimeLine", {width = 880, height = 400})
scroll:SetPoint ("topleft", f, "topleft", 0, 0)

--need fake data to test fills
scroll:SetData ({
	length = 360,
	defaultColor = {1, 1, 1, 1},
	lines = {
			{text = "player 1", icon = "", timeline = {
				--each table here is a block shown in the line
				--is an indexed table with: [1] time [2] length [3] color (if false, use the default) [4] text [5] icon [6] tooltip: if number = spellID tooltip, if table is text lines
				{1, 10}, {13, 11}, {25, 7}, {36, 5}, {55, 18}, {76, 30}, {105, 20}, {130, 11}, {155, 11}, {169, 7}, {199, 16}, {220, 18}, {260, 10}, {290, 23}, {310, 30}, {350, 10}
			}
		}, --end of line 1
	},
})


f:Hide()

--scroll.body:SetScale (0.5)

--]=]

--functionn falsee truee breakk elsea endz 
