local MER, F, E, L, V, P, G = unpack(select(2, ...))
local MERAY = MER:GetModule('MER_Armory')

--Cache global variables
--Lua functions
local _G = _G
local select = select
local tinsert = table.insert
--WoW API / Variables
local PaperDollFrame_UpdateStats = PaperDollFrame_UpdateStats
local UnitPowerType = UnitPowerType
-- GLOBALS:

local fontStyleList = {
	["NONE"] = NONE,
	["OUTLINE"] = 'OUTLINE',
	["MONOCHROMEOUTLINE"] = 'MONOCROMEOUTLINE',
	["THICKOUTLINE"] = 'THICKOUTLINE'
}

local function ArmoryTable()
	local ACH = E.Libs.ACH

	E.Options.args.mui.args.modules.args.armory = {
		type = "group",
		name = L["Armory"],

		disabled = function() return not E.db.general.itemLevel.displayCharacterInfo end,
		get = function(info) return E.db.mui.armory[ info[#info] ] end,
		set = function(info, value) E.db.mui.armory[ info[#info] ] = value; E:StaticPopup_Show("PRIVATE_RL"); end,
		args = {
			name = ACH:Header(MER:cOption(L["Armory"], 'orange'), 1),
			enable = {
				type = "toggle",
				order = 2,
				name = L["Enable"],
				desc = L["Enable/Disable the |cffff7d0aMerathilisUI|r Armory Mode."],
			},
			undressButton = {
				type = "toggle",
				order = 3,
				name = L["Undress Button"],
			},
			spacer = {
				type = "description",
				order = 8,
				name = ""
			},
			information = {
				type = "description",
				order = 9,
				name = L["ARMORY_DESC"],
			},
			durability = {
				order = 20,
				type = "group",
				name = L["Durability"],
				disabled = function() return not E.db.mui.armory.enable or not E.db.general.itemLevel.displayCharacterInfo end,
				get = function(info) return E.db.mui.armory.durability[ info[#info] ] end,
				set = function(info, value) E.db.mui.armory.durability[ info[#info] ] = value; MERAY:UpdatePaperDoll() end,
				args = {
					enable = {
						type = "toggle",
						order = 1,
						name = L["Enable"],
						desc = L["Enable/Disable the display of durability information on the character window."],
					},
					onlydamaged = {
						type = "toggle",
						order = 2,
						name = L["Damaged Only"],
						desc = L["Only show durability information for items that are damaged."],
						disabled = function() return not E.db.mui.armory.enable or not E.db.mui.armory.durability.enable end,
					},
					font = {
						order = 3,
						type = "select", dialogControl = "LSM30_Font",
						name = L["Font"],
						values = AceGUIWidgetLSMlists.font,
						disabled = function() return not E.db.mui.armory.enable or not E.db.mui.armory.durability.enable end,
						set = function(info, value) E.db.mui.armory.durability[ info[#info] ] = value; E:StaticPopup_Show("PRIVATE_RL") end,
					},
					textSize = {
						order = 4,
						name = FONT_SIZE,
						type = "range",
						min = 6, max = 22, step = 1,
						disabled = function() return not E.db.mui.armory.enable or not E.db.mui.armory.durability.enable end,
						set = function(info, value) E.db.mui.armory.durability[ info[#info] ] = value; E:StaticPopup_Show("PRIVATE_RL") end,
					},
					fontOutline = {
						order = 5,
						type = "select",
						name = L["Font Outline"],
						values = fontStyleList,
						disabled = function() return not E.db.mui.armory.enable or not E.db.mui.armory.durability.enable end,
						set = function(info, value) E.db.mui.armory.durability[ info[#info] ] = value; E:StaticPopup_Show("PRIVATE_RL") end,
					},
				},
			},
			stats = {
				type = 'group',
				name = STAT_CATEGORY_ATTRIBUTES,
				order = 22,
				disabled = function() return not E.db.mui.armory.enable or not E.db.general.itemLevel.displayCharacterInfo end,
				get = function(info) return E.db.mui.armory.stats[ info[#info] ] end,
				set = function(info, value) E.db.mui.armory.stats[ info[#info] ] = value; PaperDollFrame_UpdateStats() end,
				args = {
					OnlyPrimary = {
						order = 1,
						type = "toggle",
						name = L["Only Relevant Stats"],
						desc = L["Show only those primary stats relevant to your spec."],
					},
					Stats = {
						type = 'group',
						name = STAT_CATEGORY_ATTRIBUTES,
						order = 2,
						guiInline = true,
						get = function(info) return E.db.mui.armory.stats.List[ info[#info] ] end,
						set = function(info, value) E.db.mui.armory.stats.List[ info[#info] ] = value; MERAY:ToggleStats() end,
						args = {
							HEALTH = { order = 1, type = "toggle", name = HEALTH,},
							POWER = { order = 2, type = "toggle", name = function() local power = _G[select(2, UnitPowerType('player'))] or L["Power"]; return power end},
							ALTERNATEMANA = { order = 3, type = "toggle", name = ALTERNATE_RESOURCE_TEXT,},
							ATTACK_DAMAGE = { order = 4, type = "toggle", name = DAMAGE,},
							ATTACK_AP = { order = 5, type = "toggle", name = ATTACK_POWER,},
							ATTACK_ATTACKSPEED = { order = 6, type = "toggle", name = ATTACK_SPEED,},
							SPELLPOWER = { order = 7, type = "toggle", name = STAT_SPELLPOWER,},
							ENERGY_REGEN = { order = 8, type = "toggle", name = STAT_ENERGY_REGEN,},
							RUNE_REGEN = { order = 9, type = "toggle", name = STAT_RUNE_REGEN,},
							FOCUS_REGEN = { order = 10, type = "toggle", name = STAT_FOCUS_REGEN,},
							MOVESPEED = { order = 11, type = "toggle", name = STAT_SPEED,},
						},
					},
				},
			},
			Fonts = {
				type = "group",
				name = STAT_CATEGORY_ATTRIBUTES..": "..L["Fonts"],
				order = 23,
				args = {
					statFonts = {
						type = 'group',
						name = STAT_CATEGORY_ATTRIBUTES,
						order = 1,
						guiInline = true,
						get = function(info) return E.db.mui.armory.stats.statFonts[ info[#info] ] end,
						set = function(info, value) E.db.mui.armory.stats.statFonts[ info[#info] ] = value; MERAY:PaperDollFrame_UpdateStats() end,
						args = {
							font = {
								type = 'select', dialogControl = 'LSM30_Font',
								name = L["Font"],
								order = 1,
								values = function()
									return AceGUIWidgetLSMlists and AceGUIWidgetLSMlists.font or {}
								end,
							},
							size = {
								type = 'range',
								name = L["Font Size"],
								order = 2,
								min = 6,max = 22,step = 1,
							},
							outline = {
								type = 'select',
								name = L["Font Outline"],
								order = 3,
								values = fontStyleList,
							},
						},
					},
					catFonts = {
						type = 'group',
						name = L["Categories"],
						order = 2,
						guiInline = true,
						get = function(info) return E.db.mui.armory.stats.catFonts[ info[#info] ] end,
						set = function(info, value) E.db.mui.armory.stats.catFonts[ info[#info] ] = value; MERAY:PaperDollFrame_UpdateStats() end,
						args = {
							font = {
								type = 'select', dialogControl = 'LSM30_Font',
								name = L["Font"],
								order = 1,
								values = function()
									return AceGUIWidgetLSMlists and AceGUIWidgetLSMlists.font or {}
								end,
							},
							size = {
								type = 'range',
								name = L["Font Size"],
								order = 2,
								min = 6,max = 22,step = 1,
							},
							outline = {
								type = 'select',
								name = L["Font Outline"],
								order = 3,
								values = fontStyleList,
							},
						},
					},
				},
			},
			gradient = {
				order = 24,
				type = 'group',
				name = L["Gradient"],
				disabled = function() return not E.db.mui.armory.enable or not E.db.general.itemLevel.displayCharacterInfo end,
				get = function(info) return E.db.mui.armory.gradient[ info[#info] ] end,
				set = function(info, value) E.db.mui.armory.gradient[ info[#info] ] = value; MERAY:UpdatePaperDoll() end,
				args = {
					enable = {
						type = 'toggle',
						name = L["Enable"],
						order = 1,
					},
					colorStyle = {
						order = 2,
						type = "select",
						name = COLOR,
						values = {
							["RARITY"] = RARITY,
							["VALUE"] = L["Value"],
							["CUSTOM"] = CUSTOM,
						},
					},
					color = {
						order = 3,
						type = "color",
						name = COLOR_PICKER,
						disabled = function() return E.db.mui.armory.gradient.colorStyle == "RARITY" or E.db.mui.armory.gradient.colorStyle == "VALUE" or not E.db.mui.armory.enable or not E.db.mui.armory.gradient.enable end,
						get = function(info)
							local t = E.db.mui.armory.gradient[ info[#info] ]
							local d = P.mui.armory.gradient[info[#info]]
							return t.r, t.g, t.b, d.r, d.g, d.b
						end,
						set = function(info, r, g, b)
							E.db.mui.armory.gradient[ info[#info] ] = {}
							local t = E.db.mui.armory.gradient[ info[#info] ]
							t.r, t.g, t.b = r, g, b
							MERAY:UpdatePaperDoll()
						end,
					},
				},
			},
			indicators = {
				order = 25,
				type = "group",
				name = L["Indicators"],
				disabled = function() return not E.db.mui.armory.enable or not E.db.general.itemLevel.displayCharacterInfo end,
				args = {
					transmog = {
						order = 1,
						type = "group",
						name = L["Transmog"],
						get = function(info) return E.db.mui.armory.transmog[ info[#info] ] end,
						set = function(info, value) E.db.mui.armory.transmog[ info[#info] ] = value; MERAY:UpdatePaperDoll() end,
						args = {
							enable = {
								type = "toggle",
								order = 1,
								name = L["Enable"],
								desc = L["Shows an arrow indictor for currently transmogrified items."],
							},
						},
					},
					illusion = {
						order = 2,
						type = "group",
						name = L["Illusion"],
						get = function(info) return E.db.mui.armory.illusion[ info[#info] ] end,
						set = function(info, value) E.db.mui.armory.illusion[ info[#info] ] = value; MERAY:UpdatePaperDoll() end,
						args = {
							enable = {
								type = "toggle",
								order = 1,
								name = L["Enable"],
								desc = L["Shows an indictor for weapon illusions."],
							},
						},
					},
					warning = {
						order = 3,
						type = "group",
						name = L["Warnings"],
						desc = L["Shows an indicator for missing sockets and enchants."],
						get = function(info) return E.db.mui.armory.warning[ info[#info] ] end,
						set = function(info, value) E.db.mui.armory.warning[ info[#info] ] = value; E:StaticPopup_Show("PRIVATE_RL") end,
						args = {
							enable = {
								type = "toggle",
								order = 1,
								name = L["Enable"],
								desc = L["Shows an arrow indictor for currently transmogrified items."],
							},
						},
					},
				},
			},
		},
	}
end
tinsert(MER.Config, ArmoryTable)
