-- $Id: Atlas.lua 1541 2011-11-21 17:23:05Z arithmandar $
--[[

	Atlas, a World of Warcraft instance map browser
	Copyright 2005-2010 - Dan Gilbert <dan.b.gilbert@gmail.com>
	Copyright 2010 - Lothaer <lothayer@gmail.com>, Atlas Team
	Copyright 2011 - Arith Hsu, Atlas Team <atlas.addon@gmail.com>

	This file is part of Atlas.

	Atlas is free software; you can redistribute it and/or modify
	it under the terms of the GNU General Public License as published by
	the Free Software Foundation; either version 2 of the License, or
	(at your option) any later version.

	Atlas is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	GNU General Public License for more details.

	You should have received a copy of the GNU General Public License
	along with Atlas; if not, write to the Free Software
	Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

--]]

-- Atlas, an instance map browser
-- Initiator and previous author: Dan Gilbert, Lothaer
-- Maintainers: Arith, Dynaletik, Deadca7

local AL = LibStub("AceLocale-3.0"):GetLocale("Atlas");
local BZ = Atlas_GetLocaleLibBabble("LibBabble-SubZone-3.0");

-- Turn ON / OFF Atlas debug mode
local Atlas_DebugMode = false;
local function debug(info)
	if ( Atlas_DebugMode ) then
		DEFAULT_CHAT_FRAME:AddMessage("[Atlas] "..info);
	end
end

-- Initialization
ATLAS_VERSION = GetAddOnMetadata("Atlas", "Version");
ATLAS_DROPDOWNS = {};
ATLAS_INST_ENT_DROPDOWN = {};
ATLAS_NUM_LINES = 24;
ATLAS_CUR_LINES = 0;
ATLAS_SCROLL_LIST = {};
ATLAS_DATA = {};
ATLAS_SEARCH_METHOD = nil;
ATLAS_PLUGINS = {};
ATLAS_PLUGIN_DATA = {};
local GREN = "|cff66cc33";
local AtlasMap_NPC_Text_Frame_Num = 0;
-- To temporary disable the NPC Text feature until the function is ready
--Atlas_NPC_Text = false;

-- Only update this version number when the options have been revised and a force update is needed.
ATLAS_OLDEST_VERSION_SAME_SETTINGS = "1.18.2"; 

local DefaultAtlasOptions = {
	["AtlasVersion"] = ATLAS_OLDEST_VERSION_SAME_SETTINGS;
	["AtlasAlpha"] = 1.0;		-- Atlas frame's transparency
	["AtlasLocked"] = false;	-- lock Atlas frame position
	["AtlasAutoSelect"] = false;	-- auto select map
	["AtlasButtonPosition"] = 26;	-- minimap button position
	["AtlasButtonRadius"] = 78;	-- minimap button radius
	["AtlasButtonShown"] = true;	-- show / hide Atlas button
	["AtlasRightClick"] = false;	-- right click to open world map
	["AtlasType"] = 1;		-- default or last selected map type (category)
	["AtlasZone"] = 1;		-- default or last selected map / zone
	["AtlasAcronyms"] = true;	-- show dungeon's acronyms
	["AtlasScale"] = 1.0;		-- Atlas frame scale
	["AtlasClamped"] = true;	-- clamp to WoW window
	["AtlasSortBy"] = 1;		-- maps' sorting type, 1: CONTINENT; 2: LEVEL; 3: PARTYSIZE; 4: EXPANSION; 5: TYPE
	["AtlasCtrl"] = false;		-- press ctrl and mouse over to show full description text
	["AtlasBossDesc"] = true;	-- toggle to show boss description or not
	["AtlasBossDescScale"] = 0.9;	-- the boss description GameToolTip scale
};

--Code by Grayhoof (SCT)
local function Atlas_CloneTable(tablein)	-- return a copy of the table tablein
	local new_table = {};			-- create a new table
	local ka, va = next(tablein, nil);	-- ka is an index of tablein; va = tablein[ka]
	while ka do
		if type(va)=="table" then 
			va=Atlas_CloneTable(va);
		end 
		new_table[ka] = va;
		ka, va = next(tablein, ka);	-- get next index
	end
	return new_table;
end

function Atlas_FreshOptions()
	AtlasOptions = Atlas_CloneTable(DefaultAtlasOptions);
end


-- Below to temporary create a table to store the core map's data
-- in order to identify the dropdown's zoneID is belonging to the
-- core Atlas or plugins
Atlas_CoreMapsKey = {};
Atlas_CoreMapsKey_Index = 0;
for kc, vc in pairs(AtlasMaps) do
	Atlas_CoreMapsKey[Atlas_CoreMapsKey_Index] = kc;
	Atlas_CoreMapsKey_Index = Atlas_CoreMapsKey_Index + 1;
end

Atlas_MapTypes = {};
function Atlas_RegisterPlugin(name, myCategory, myData)
	--table.insert(ATLAS_PLUGINS, name);
	ATLAS_PLUGINS[name] = {};
	local i = getn(Atlas_MapTypes) + 1;
	Atlas_MapTypes[i] = GREN..myCategory; -- plugin category name to be added with green color, and then added to array
	
	for k,v in pairs(myData) do
		table.insert(ATLAS_PLUGINS[name], k);
		AtlasMaps[k] = v;
	end
	
	table.insert(ATLAS_PLUGIN_DATA, myData);
	
	if ( ATLAS_OLD_TYPE and ATLAS_OLD_TYPE <= getn(AtlasMaps) ) then
		AtlasOptions.AtlasType = ATLAS_OLD_TYPE;
		AtlasOptions.AtlasZone = ATLAS_OLD_ZONE;
	end
	
	Atlas_PopulateDropdowns();
	Atlas_Refresh();
end

function Atlas_Search(text)
	local data = nil;

	if (ATLAS_SEARCH_METHOD == nil) then
		data = ATLAS_DATA;
	else
		data = ATLAS_SEARCH_METHOD(ATLAS_DATA, text);
	end

	--populate the scroll frame entries list, the update func will do the rest
	local i = 1;
	while ( data[i] ~= nil ) do
		ATLAS_SCROLL_LIST[i] = data[i][1];
		i = i + 1;
	end

	ATLAS_CUR_LINES = i - 1;
end

function Atlas_SearchAndRefresh(text)
	Atlas_Search(text);
	AtlasScrollBar_Update();
end

local function Process_Deprecated()
	--list of deprecated Atlas modules.
	--first value is the name
	--second value is the version
	--nil version means NO version will EVER be loaded!
	--non-nil version mean ONLY IT OR NEWER versions will be loaded!
	local Deprecated_List = {
		--most recent (working) versions of known modules at time of release
		{ "Atlas_Battlegrounds", "1.21.0" },
		{ "Atlas_DungeonLocs", "1.21.0" },
		{ "Atlas_OutdoorRaids", "1.21.0" },
		{ "Atlas_Transportation", "1.21.0" },
		{ "Atlas_BurningCrusade", "1.21.0" },
		{ "Atlas_ClassicWoW", "1.21.0" },
		{ "Atlas_WrathoftheLichKing", "1.21.0" },
--		{ "AtlasWorld", "3.3.5.25" }, -- updated July 14, 2010 -- comment out because this plugin is no longer maintained
		{ "AtlasQuest", "4.6.6" }, -- updated Aug. 31, 2011
--		{ "AtlasMajorCities", "v1.5.3" }, -- updated November 15, 2010; -- comment out because this plugin is no longer maintained
		{ "AtlasLoot", "6.05.00" }, -- updated Nov. xx, 2011
		{ "Atlas_Arena", "1.3.4" }, -- updated June, 28, 2011
		{ "Atlas_WorldEvents", "2.3" }, -- updated June 28, 2011
	};

	--check for outdated modules, build a list of them, then disable them and tell the player.
	local OldList = {};
	for k,v in pairs(Deprecated_List) do
		local enabled, loadable = select(4, GetAddOnInfo(v[1]));
		if enabled and loadable then
			local oldVersion = true;			
			if v[2] ~= nil and GetAddOnMetadata(v[1], "Version") >= v[2] then
				oldVersion = false;
			end
			if oldVersion then
				table.insert(OldList, v[1]);
			end
		end
	end
	if table.getn(OldList) > 0 then
		local textList = "";
		for k,v in pairs(OldList) do
			textList = textList.."\n"..v..", "..GetAddOnMetadata(v, "Version");
			DisableAddOn(v);
		end
		StaticPopupDialogs["ATLAS_OLD_MODULES"] = {
			text = ATLAS_DEP_MSG1.."\n"..ATLAS_DEP_MSG2.."\n"..ATLAS_DEP_MSG3.."\n|cff6666ff"..textList.."|r";
			button1 = ATLAS_DEP_OK,
			timeout = 0,
			exclusive = 1,
			whileDead = 1,
		}
		StaticPopup_Show("ATLAS_OLD_MODULES")
	end
end

--Called when the Atlas frame is first loaded
--We CANNOT assume that data in other files is available yet!
function Atlas_OnLoad(self)

	Process_Deprecated();

	--Register the Atlas frame for the following events
	self:RegisterEvent("PLAYER_LOGIN");
	self:RegisterEvent("ADDON_LOADED");

	--Allows Atlas to be closed with the Escape key
	tinsert(UISpecialFrames, "AtlasFrame");
	
	--Dragging involves some special registration
	self:RegisterForDrag("LeftButton");
	
	--Setting up slash commands involves referencing some strage auto-generated variables
	SLASH_ATLAS1 = ATLAS_SLASH;
	SlashCmdList["ATLAS"] = Atlas_SlashCommand;
end

--Removal of articles in map names (for proper alphabetic sorting)
--For example: "The Deadmines" will become "Deadmines"
--Thus it will be sorted under D and not under T
local function Atlas_SanitizeName(text)
   text = string.lower(text);
   if (AtlasSortIgnore) then
	   for _,v in pairs(AtlasSortIgnore) do
		   local match; 
           if ( string.gmatch ) then 
                match = string.gmatch(text, v)();
           else 
                match = string.gfind(text, v)(); 
           end
		   if (match) and ((string.len(text) - string.len(match)) <= 4) then
			   return match;
		   end
	   end
   end
   return text;
end

--Comparator function for alphabetic sorting of maps
--yey, one function for everything
local function Atlas_SortZonesAlpha(a, b)
	local aa = Atlas_SanitizeName(AtlasMaps[a].ZoneName[1]);
	local bb = Atlas_SanitizeName(AtlasMaps[b].ZoneName[1]);
	return aa < bb;
end

--Main Atlas event handler
function Atlas_OnEvent(self, event, ...)
	local arg1, arg2 = ...;
	if (event == "ADDON_LOADED" and arg1 == "Atlas") then
		Atlas_Init();
	end
	
end

function Atlas_PopulateDropdowns()
	local i = 1;
	local catName = Atlas_DropDownLayouts_Order[AtlasOptions.AtlasSortBy];
	local subcatOrder = Atlas_DropDownLayouts_Order[catName];
	for n = 1, getn(subcatOrder), 1 do
		local subcatItems = Atlas_DropDownLayouts[catName][subcatOrder[n]];
		
		ATLAS_DROPDOWNS[n] = {};
		
		for k,v in pairs(subcatItems) do
			table.insert(ATLAS_DROPDOWNS[n], v);
		end
		
		table.sort(ATLAS_DROPDOWNS[n], Atlas_SortZonesAlpha);
		
		i = n + 1;
	end
	
	if ( ATLAS_PLUGIN_DATA ) then
		for ka,va in pairs(ATLAS_PLUGIN_DATA) do
		
			ATLAS_DROPDOWNS[i] = {};
			
			for kb,vb in pairs(va) do
				if ( type(vb) == "table" ) then
					table.insert(ATLAS_DROPDOWNS[i], kb);
				end
			end
			
			table.sort(ATLAS_DROPDOWNS[i], Atlas_SortZonesAlpha);
			
			i = i + 1;
			
		end	
	end
end


ATLAS_OLD_TYPE = false;
ATLAS_OLD_ZONE = false;

--Initializes everything relating to saved variables and data in other lua files
--This should be called ONLY when we're sure our variables are in memory
function Atlas_Init()

	--fix for certain UI elements that appear on top of the Atlas window
	--[[
	MultiBarBottomLeft:SetFrameStrata("MEDIUM");
	MultiBarBottomRight:SetFrameStrata("MEDIUM");
	MultiBarLeft:SetFrameStrata("MEDIUM");
	MultiBarRight:SetFrameStrata("MEDIUM");
	MainMenuBarOverlayFrame:SetFrameStrata("LOW");
	--]]

	--make the Atlas window go all the way to the edge of the screen, exactly
	AtlasFrame:SetClampRectInsets(12, 0, -12, 0);

	--init saved vars for a new install
	if ( AtlasOptions == nil ) then
		Atlas_FreshOptions();
	end
	--init the newly added "AtlasBossDescScale" and don't bother user to reset everything
	--can be removed after 1.21.0 release
	
	if (AtlasOptions["AtlasBossDescScale"] == nil) then
		AtlasOptions["AtlasBossDescScale"] = 0.9;
	end
	if (AtlasOptions["AtlasBossDesc"] == nil) then
		AtlasOptions["AtlasBossDesc"] = true;
	end
	
	--saved options version check
	if ( AtlasOptions["AtlasVersion"] ~= ATLAS_OLDEST_VERSION_SAME_SETTINGS ) then
		Atlas_FreshOptions();
	end
	
	--populate the dropdown lists...yeeeah this is so much nicer!
	Atlas_PopulateDropdowns();
	
	if ( ATLAS_DROPDOWNS[AtlasOptions.AtlasType] == nil ) then
		ATLAS_OLD_TYPE = AtlasOptions.AtlasType;
		ATLAS_OLD_ZONE = AtlasOptions.AtlasZone;
		AtlasOptions.AtlasType = 1;
		AtlasOptions.AtlasZone = 1;
	end
	
	--Now that saved variables have been loaded, update everything accordingly
	Atlas_Refresh();
	Atlas_UpdateLock();
	Atlas_UpdateAlpha();
	AtlasFrame:SetClampedToScreen(AtlasOptions.AtlasClamped);
	AtlasButton_UpdatePosition();
	AtlasOptions_Init();
	
	--Make an LDB object
	LibStub:GetLibrary("LibDataBroker-1.1"):NewDataObject("Atlas", {
		type = "launcher",
		text = "Atlas",
		OnClick = function(_, msg)
			if msg == "LeftButton" then
				Atlas_Toggle();
			elseif msg == "RightButton" then
				AtlasOptions_Toggle();
			end
		end,
		icon = "Interface\\WorldMap\\WorldMap-Icon",
		OnTooltipShow = function(tooltip)
			if not tooltip or not tooltip.AddLine then return end
			tooltip:AddLine("|cffffffff"..ATLAS_TITLE)
			tooltip:AddLine(ATLAS_LDB_HINT)
		end,
	})
	
end

--Simple function to toggle the Atlas frame's lock status and update it's appearance
function Atlas_ToggleLock()
	AtlasOptions_ToggleLock();
end

--Updates the appearance of the lock button based on the status of AtlasLocked
function Atlas_UpdateLock()
	if(AtlasOptions.AtlasLocked) then
		AtlasLockNorm:SetTexture("Interface\\AddOns\\Atlas\\Images\\LockButton-Locked-Up");
		AtlasLockPush:SetTexture("Interface\\AddOns\\Atlas\\Images\\LockButton-Locked-Down");
	else
		AtlasLockNorm:SetTexture("Interface\\AddOns\\Atlas\\Images\\LockButton-Unlocked-Up");
		AtlasLockPush:SetTexture("Interface\\AddOns\\Atlas\\Images\\LockButton-Unlocked-Down");
	end
end

--Begin moving the Atlas frame if it's unlocked
function Atlas_StartMoving(self)
	if(not AtlasOptions.AtlasLocked) then
		self:StartMoving();
	end
end

--Parses slash commands
--If an unrecognized command is given, toggle Atlas
function Atlas_SlashCommand(msg)
	if(msg == ATLAS_SLASH_OPTIONS) then
		AtlasOptions_Toggle();
	else
		Atlas_Toggle();
	end
end

--Sets the transparency of the Atlas frame based on AtlasAlpha
function Atlas_UpdateAlpha()
	AtlasFrame:SetAlpha(AtlasOptions.AtlasAlpha);
end

--Sets the scale of the Atlas frame based on AtlasScale
function Atlas_UpdateScale()
	AtlasFrame:SetScale(AtlasOptions.AtlasScale);
end

--Simple function to toggle the visibility of the Atlas frame
function Atlas_Toggle()
	if(AtlasFrame:IsVisible()) then
		HideUIPanel(AtlasFrame);
	else
		ShowUIPanel(AtlasFrame);
	end
end

-- Adopted some of the codes from AlasMajorCitiesEnhanced
-- function to cleanup the text frame
function Atlas_Clean_NPC_TextFrame()
	-- Clean up NPC text frames
	local i;
	if (AtlasMap_NPC_Text_Frame_Num == 0) then 
		return; 
	end
	if (AtlasMap_NPC_Text_Frame_Num > 0) then
		for i = 1, AtlasMap_NPC_Text_Frame_Num do
			local AtlasMap_NPC_Text_Frame = _G["AtlasMapNPCTextFrame"..i];
			if (AtlasMap_NPC_Text_Frame) then
				AtlasMap_NPC_Text_Frame:Hide();
				AtlasMap_NPC_Text_Frame:ClearAllPoints();
			end
			local AtlasMap_NPC_Text = _G["AtlasMapNPCText"..i];
			if (AtlasMap_NPC_Text) then
				AtlasMap_NPC_Text:SetText("");
			end
		end
		AtlasMap_NPC_Text_Frame_Num = 0;
	end
end

-- function to handle the boss description to be added as GameToolTip
-- description is adopted from Dungeon Journal
function AtlasMaps_NPC_Text_OnUpdate(self)
	if ( not GameTooltip:IsShown() ) then
		local ejbossname, description = EJ_GetEncounterInfo(self:GetID());
		if ( ejbossname ) then
			if ( (IsAddOnLoaded("AtlasLoot") and AtlasLootItemsFrame:IsShown()) ) then
				-- do nothing
			else
				GameTooltip:SetOwner(self, "ANCHOR_CURSOR");
				GameTooltip:SetBackdropColor(0, 0, 0, 1 * AtlasOptions["AtlasAlpha"]);
				GameTooltip:SetText(ejbossname, 1, 1, 1, nil, 1);
				GameTooltip:AddLine(description, nil, nil, nil, 1);
				GameTooltip:SetScale(AtlasOptions["AtlasBossDescScale"] * AtlasOptions["AtlasScale"]);
				GameTooltip:Show();
			end
		end
	else
		GameTooltip:Hide();
	end
end


function Atlas_MapRefresh()
	local zoneID = ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone];
	local data = AtlasMaps;
	local base = data[zoneID];

	if (AtlasOptions["AtlasBossDesc"]) then
		Atlas_Clean_NPC_TextFrame();
	end
	
	AtlasMap:ClearAllPoints();
	AtlasMap:SetWidth(512);
	AtlasMap:SetHeight(512);
	AtlasMap:SetPoint("TOPLEFT", "AtlasFrame", "TOPLEFT", 18, -84);

	-- searching for the map path from Atlas or from plugins
	for k,v in pairs(Atlas_CoreMapsKey) do
		-- if selected map is Atlas' core map
		if(zoneID == v) then
			if ( base.Module ) then
				-- if the map belong to a module, set the path to module
				AtlasMap:SetTexture("Interface\\AddOns\\"..base.Module.."\\Images\\"..zoneID);
			else
				AtlasMap:SetTexture("Interface\\AddOns\\Atlas\\Images\\Maps\\"..zoneID);
			end
			break;
		-- check if selected map is from plugin
		else
			-- searching for plugins
			for ka,va in pairs(ATLAS_PLUGINS) do
				-- searching for plugin's maps
				for kb,vb in pairs(ATLAS_PLUGINS[ka]) do
					if (zoneID == vb) then
						AtlasMap:SetTexture("Interface\\AddOns\\"..ka.."\\Images\\"..zoneID);
						break;
					end
				end
			end
		end
	end

	local AtlasMap_Text = _G["AtlasMap_Text"];
	if (not AtlasMap_Text) then
		AtlasMap_Text = AtlasFrame:CreateFontString("AtlasMap_Text", "OVERLAY", "GameFontHighlightLarge");
	end
	AtlasMap_Text:SetPoint("CENTER", "AtlasFrame", "LEFT", 256, -32);
	-- Check if the map image is available, if not replace with black and Map Not Found text
	if ( AtlasMap:GetTexture() == nil) then
		AtlasMap:SetTexture(0, 0, 0);
		AtlasMap_Text:SetText(AL["MapsNotFound"]);
		if (not AtlasMap_Text:IsShown() ) then
			AtlasMap_Text:Show();
		end
	else 
		AtlasMap_Text:SetText("");
	end

	-- The boss description to be added here
	if (AtlasOptions["AtlasBossDesc"]) then
		local NPC_Table = AtlasMaps_NPC_DB[zoneID];
		if ( NPC_Table ~= nil and AtlasMap_NPC_Text_Frame_Num == 0) then
			AtlasMap_NPC_Text_Frame_Num = 1;
			while ( NPC_Table[AtlasMap_NPC_Text_Frame_Num] ~= nil ) do
				local AtlasMap_NPC_Text_Frame = _G["AtlasMapNPCTextFrame"..AtlasMap_NPC_Text_Frame_Num];
				if (not AtlasMap_NPC_Text_Frame) then
					AtlasMap_NPC_Text_Frame = CreateFrame("Frame", "AtlasMapNPCTextFrame"..AtlasMap_NPC_Text_Frame_Num, AtlasFrame);
				else
					AtlasMap_NPC_Text_Frame:Show();
				end
				AtlasMap_NPC_Text_Frame:SetPoint("TOPLEFT", "AtlasFrame", "TOPLEFT", 20 + NPC_Table[AtlasMap_NPC_Text_Frame_Num][3], -80 - NPC_Table[AtlasMap_NPC_Text_Frame_Num][4]);
				AtlasMap_NPC_Text_Frame:SetWidth(15);
				AtlasMap_NPC_Text_Frame:SetHeight(15);
				AtlasMap_NPC_Text_Frame:SetID(NPC_Table[AtlasMap_NPC_Text_Frame_Num][2]);
				AtlasMap_NPC_Text_Frame:SetScript("OnEnter", AtlasMaps_NPC_Text_OnUpdate)
				AtlasMap_NPC_Text_Frame:SetScript("OnLeave", GameTooltip_Hide)

				local AtlasMap_NPC_Text = AtlasMap_NPC_Text_Frame:CreateFontString("AtlasMapNPCText"..AtlasMap_NPC_Text_Frame_Num, "MEDIUM", "GameFontHighlightLarge");
				AtlasMap_NPC_Text:SetPoint("CENTER", AtlasMap_NPC_Text_Frame, "CENTER", 0, 0);
				-- Disable the set text unless one day we want the text to be added dynamatically
				-- Or, enable it for debugging purpose
--				AtlasMap_NPC_Text:SetText(NPC_Table[AtlasMap_NPC_Text_Frame_Num][1]);

				AtlasMap_NPC_Text_Frame_Num = AtlasMap_NPC_Text_Frame_Num + 1;
			end
			-- We started the counting from 1, plus 1 in each loop, need to adjust by removing 1 after the loop is ended
			AtlasMap_NPC_Text_Frame_Num = AtlasMap_NPC_Text_Frame_Num - 1;
		end
	else
		Atlas_Clean_NPC_TextFrame();
	end
end


--Refreshes the Atlas frame, usually because a new map needs to be displayed
--The zoneID variable represents the internal name used for each map, ex: "BlackfathomDeeps"
--Also responsible for updating all the text when a map is changed
function Atlas_Refresh()
	
	local zoneID = ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone];
	local data = AtlasMaps;
	local base = data[zoneID];

	Atlas_MapRefresh();
	
	-- zone name acronym
	local tName = base.ZoneName[1];
	if ( AtlasOptions.AtlasAcronyms and base.Acronym ~= nil) then
		local _RED = "|cffcc3333";
		tName = tName.._RED.." ["..base.Acronym.."]";
	end
	AtlasText_ZoneName_Text:SetText(tName);
	
	local tLoc = "";
	local tLR = "";
	local tML = "";
	local tPL = "";
	if ( base.Location ) then
		tLoc = ATLAS_STRING_LOCATION..AL["Colon"]..base.Location[1];
	end
	AtlasText_Location_Text:SetText(tLoc);

	if ( base.LevelRange ) then
		tLR = ATLAS_STRING_LEVELRANGE..AL["Colon"]..base.LevelRange;
	end
	AtlasText_LevelRange_Text:SetText(tLR);

	if ( base.MinLevel ) then
		tML = ATLAS_STRING_MINLEVEL..AL["Colon"]..base.MinLevel;
	end
	AtlasText_MinLevel_Text:SetText(tML);

	if ( base.PlayerLimit ) then
		tPL = ATLAS_STRING_PLAYERLIMIT..AL["Colon"]..base.PlayerLimit;
	end
	AtlasText_PlayerLimit_Text:SetText(tPL);

	-- Check if Journal Encounter Instance is available
	if ( base.JournalInstanceID ) then
		Atlas_JournalEncounter_InstanceButton:Show();
	else
		Atlas_JournalEncounter_InstanceButton:Hide();
	end

	ATLAS_DATA = base;
	ATLAS_SEARCH_METHOD = data.Search;
	
	if ( data.Search == nil ) then
		ATLAS_SEARCH_METHOD = AtlasSimpleSearch;
	end
	
	if ( data.Search ~= false ) then
		AtlasSearchEditBox:Show();
		AtlasNoSearch:Hide();
	else
		AtlasSearchEditBox:Hide();
		AtlasNoSearch:Show();
		ATLAS_SEARCH_METHOD = nil;
	end

	--populate the scroll frame entries list, the update func will do the rest
	Atlas_Search("");
	AtlasSearchEditBox:SetText("");
	AtlasSearchEditBox:ClearFocus();

	--create and align any new entry buttons that we need
	for i=1,ATLAS_CUR_LINES do
		if ( not _G["AtlasEntry"..i] ) then
			local f = CreateFrame("Button", "AtlasEntry"..i, AtlasFrame, "AtlasEntryTemplate");
			if i==1 then
				f:SetPoint("TOPLEFT", "AtlasScrollBar", "TOPLEFT", 16, -2);
			else
				f:SetPoint("TOPLEFT", "AtlasEntry"..(i-1), "BOTTOMLEFT");
			end
		end
	end
	
	AtlasScrollBar_Update();
	
	
	--deal with the switch to entrance/instance button here
	--only display if appropriat
	
	--see if we should display the button or not, and decide what it should say
	local matchFound = {nil};
	local sayEntrance = nil;
	for k,v in pairs(Atlas_EntToInstMatches) do
		if ( k == zoneID ) then
			matchFound = v;
			sayEntrance = false;
		end
	end
	if ( not matchFound[1] ) then
		for k,v in pairs(Atlas_InstToEntMatches) do
			if ( k == zoneID ) then
				matchFound = v;
				sayEntrance = true;
			end
		end
	end
	
	--set the button's text, populate the dropdown menu, and show or hide the button
	if ( matchFound[1] ~= nil ) then
		ATLAS_INST_ENT_DROPDOWN = {};
		for k,v in pairs(matchFound) do
			table.insert(ATLAS_INST_ENT_DROPDOWN, v);
		end
		table.sort(ATLAS_INST_ENT_DROPDOWN, AtlasSwitchDD_Sort);
		if ( sayEntrance ) then
			AtlasSwitchButton:SetText(ATLAS_ENTRANCE_BUTTON);
		else
			AtlasSwitchButton:SetText(ATLAS_INSTANCE_BUTTON);
		end
		AtlasSwitchButton:Show();
		UIDropDownMenu_Initialize(AtlasSwitchDD, AtlasSwitchDD_OnLoad);
	else
		AtlasSwitchButton:Hide();
	end
	
	if ( TitanPanelButton_UpdateButton ) then
		TitanPanelButton_UpdateButton("Atlas");
	end
	
end

--when the switch button is clicked
--we can basically assume that there's a match
--find it, set it, then update menus and the maps
function AtlasSwitchButton_OnClick()
	local zoneID = ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone];
	
	if ( getn(ATLAS_INST_ENT_DROPDOWN) == 1 ) then
		--one link, so we can just go there right away
		AtlasSwitchDD_Set(1);
	else
		--more than one link, so it's dropdown menu time
		ToggleDropDownMenu(1, nil, AtlasSwitchDD, "AtlasSwitchButton", 0, 0);
	end
end

function AtlasSwitchDD_OnLoad()
	local info, i;
	for k,v in pairs(ATLAS_INST_ENT_DROPDOWN) do
		info = {
			text = AtlasMaps[v].ZoneName[1];
			func = AtlasSwitchDD_OnClick;
		};
		UIDropDownMenu_AddButton(info);
	end
end

function AtlasSwitchDD_OnClick(self)
	AtlasSwitchDD_Set(self:GetID());
end

function AtlasSwitchDD_Set(index)
	for k,v in pairs(ATLAS_DROPDOWNS) do
		for k2,v2 in pairs(v) do
			if ( v2 == ATLAS_INST_ENT_DROPDOWN[index] ) then
				AtlasOptions.AtlasType = k;
				AtlasOptions.AtlasZone = k2;
			end
		end
	end
	AtlasFrameDropDownType_OnShow();
	AtlasFrameDropDown_OnShow();
	Atlas_Refresh();
end

function AtlasSwitchDD_Sort(a, b)
	local aa = AtlasMaps[a].ZoneName[1];
	local bb = AtlasMaps[b].ZoneName[1];
	return aa < bb;
end

--Function used to initialize the map type dropdown menu
--Cycle through Atlas_MapTypes to populate the dropdown
function AtlasFrameDropDownType_Initialize()
	local info, i;
	local catName = Atlas_DropDownLayouts_Order[AtlasOptions.AtlasSortBy];
	local subcatOrder = Atlas_DropDownLayouts_Order[catName];
	for i = 1, getn(subcatOrder), 1 do
		info = {
			text = subcatOrder[i];
			func = AtlasFrameDropDownType_OnClick;
		};
		UIDropDownMenu_AddButton(info);
	end
	for i = 1, getn(Atlas_MapTypes), 1 do
		info = {
			text = Atlas_MapTypes[i];
			func = AtlasFrameDropDownType_OnClick;
		};
		UIDropDownMenu_AddButton(info);
	end
end

--Called whenever the map type dropdown menu is shown
function AtlasFrameDropDownType_OnShow()
	UIDropDownMenu_Initialize(AtlasFrameDropDownType, AtlasFrameDropDownType_Initialize);
	UIDropDownMenu_SetSelectedID(AtlasFrameDropDownType, AtlasOptions.AtlasType);
	UIDropDownMenu_SetWidth(AtlasFrameDropDownType, 190);
end

--Called whenever an item in the map type dropdown menu is clicked
--Sets the main dropdown menu contents to reflect the category of map selected
function AtlasFrameDropDownType_OnClick(self)
	local thisID = self:GetID();
	UIDropDownMenu_SetSelectedID(AtlasFrameDropDownType, thisID);
	AtlasOptions.AtlasType = thisID;
	AtlasOptions.AtlasZone = 1;
	AtlasFrameDropDown_OnShow();
	Atlas_Refresh();
end

--Function used to initialize the main dropdown menu
--Looks at the status of AtlasType to determine how to populate the list
function AtlasFrameDropDown_Initialize()
	local info;
	for k,v in pairs(ATLAS_DROPDOWNS[AtlasOptions.AtlasType]) do
		info = {
			text = AtlasMaps[v].ZoneName[1];
			func = AtlasFrameDropDown_OnClick;
		};
		UIDropDownMenu_AddButton(info);
	end

end

--Called whenever the main dropdown menu is shown
function AtlasFrameDropDown_OnShow()
	UIDropDownMenu_Initialize(AtlasFrameDropDown, AtlasFrameDropDown_Initialize);
	UIDropDownMenu_SetSelectedID(AtlasFrameDropDown, AtlasOptions.AtlasZone);
	UIDropDownMenu_SetWidth(AtlasFrameDropDown, 190);
end

--Called whenever an item in the main dropdown menu is clicked
--Sets the newly selected map as current and refreshes the frame
function AtlasFrameDropDown_OnClick(self)
	i = self:GetID();
	UIDropDownMenu_SetSelectedID(AtlasFrameDropDown, i);
	AtlasOptions.AtlasZone = i;
	Atlas_Refresh();
end

--Modifies the value of GetRealZoneText to account for some naming conventions
--Always use this function instead of GetRealZoneText within Atlas
function Atlas_GetFixedZoneText()
	local currentZone = GetRealZoneText();
	if (AtlasZoneSubstitutions[currentZone]) then
		return AtlasZoneSubstitutions[currentZone];
	end
	return currentZone;
end 

--Checks the player's current location against all Atlas maps
--If a match is found display that map right away
--update for Outland zones contributed by Drahcir
--3/23/08 now takes SubZones into account as well
function Atlas_AutoSelect()
	local currentZone = Atlas_GetFixedZoneText();
	local currentSubZone = GetSubZoneText();
	debug("Using auto-select to open the best map.");
	
	-- Check if the current zone is defined in AssocDefaults table
	-- If yes, means there could be multiple maps for this zone
	-- And we will choose a proper one to be the default one.
	debug("currentZone: "..currentZone..", currentSubZone: "..currentSubZone);
	if ( Atlas_AssocDefaults[currentZone] ) then
		debug("currentZone: "..currentZone.." matched the one defined in Atlas_AssocDefaults{}.");
		local selected_map;

		if(Atlas_SubZoneData[currentZone]) then
			for k_instance_map, v_instance_map in pairs(Atlas_SubZoneData[currentZone]) do
				for k_subzone, v_subzone in pairs(Atlas_SubZoneData[currentZone][k_instance_map]) do
					if(v_subzone == currentSubZone) then
						selected_map = k_instance_map;
						debug("currentSubZone: "..currentSubZone.." matched found, now we will use map: \""..selected_map.."\" for instance: "..currentZone);
						break;
					end
				end
			end
		end
		if( selected_map == nil ) then
			debug("No subzone matched, now checking if we should specify a default map.");
			if ( currentZone == Atlas_SubZoneAssoc[ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]] ) then
				debug("You're in the same instance as the former map. Doing nothing.");
				return;
			else
				selected_map = Atlas_AssocDefaults[currentZone];
				debug("We will use the map: "..selected_map.." for the current zone: "..currentZone..".");
			end
		end
		debug("Selecting the map...");
		for k_DropDownType,v_DropDownType in pairs(ATLAS_DROPDOWNS) do
			for k_DropDownZone,v_DropDownZone in pairs(v_DropDownType) do         
				if ( selected_map == v_DropDownZone ) then
					AtlasOptions.AtlasType = k_DropDownType;
					AtlasOptions.AtlasZone = k_DropDownZone;
					Atlas_Refresh();
					debug("Map selected! Type: "..k_DropDownType..", Zone: "..k_DropDownZone..", "..ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]);
					return;
				end
			end
		end
	else
		debug("SubZone data isn't relevant here. Checking if it's outdoor zone.");
		if ( Atlas_OutdoorZoneToAtlas[currentZone] ) then
			debug("This world zone "..currentZone.." is associated with a map.");
			for k_DropDownType,v_DropDownType in pairs(ATLAS_DROPDOWNS) do
				for k_DropDownZone,v_DropDownZone in pairs(v_DropDownType) do         
					if ( Atlas_OutdoorZoneToAtlas[currentZone] == v_DropDownZone ) then
						AtlasOptions.AtlasType = k_DropDownType;
						AtlasOptions.AtlasZone = k_DropDownZone;
						Atlas_Refresh();
						debug("Map changed to the associated map: "..ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]);
						return;
					end
				end
			end
		debug("Checking if instance/entrance pair can be found.");
		elseif ( Atlas_InstToEntMatches[ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]] ) then
			for ka,va in pairs(Atlas_InstToEntMatches[ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]]) do
				if ( currentZone == AtlasMaps[va].ZoneName[1] ) then
					debug("Instance/entrance pair found. Doing nothing.");
					return;
				end
			end
		elseif ( Atlas_EntToInstMatches[ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]] ) then
			for ka,va in pairs(Atlas_EntToInstMatches[ATLAS_DROPDOWNS[AtlasOptions.AtlasType][AtlasOptions.AtlasZone]]) do
				if ( currentZone == AtlasMaps[va].ZoneName[1] ) then
					debug("Instance/entrance pair found. Doing nothing.");
					return;
				end
			end
		end
		debug("Searching through all maps for a ZoneName match.");
		for k_DropDownType,v_DropDownType in pairs(ATLAS_DROPDOWNS) do
			for k_DropDownZone,v_DropDownZone in pairs(v_DropDownType) do         
				-- Compare the currentZone to the new substr of ZoneName
				if ( currentZone == strsub(AtlasMaps[v_DropDownZone].ZoneName[1], strlen(AtlasMaps[v_DropDownZone].ZoneName[1]) - strlen(currentZone) + 1) ) then
					AtlasOptions.AtlasType = k_DropDownType;
					AtlasOptions.AtlasZone = k_DropDownZone;
					Atlas_Refresh();
					debug("Found a match. Map has been changed.");
					return;
				end
			end
		end
	end
	debug("Nothing changed because no match was found.");
end

--Called whenever the Atlas frame is displayed
function Atlas_OnShow()
	if(AtlasOptions.AtlasAutoSelect) then
		Atlas_AutoSelect();
	end

	--sneakiness
	AtlasFrameDropDownType_OnShow();
	AtlasFrameDropDown_OnShow();
end

--Code provided by tyroney
--Bugfix code by Cold
--Runs when the Atlas frame is clicked on
--RightButton closes Atlas and open the World Map if the RightClick option is turned on
--[[ We don't need below function as to call it inside Atlas.xml will be more straight forward - Arith
function Atlas_OnClick()
	if ( arg1 == "RightButton" ) then
		if (AtlasOptions.AtlasRightClick) then
			Atlas_Toggle();
			ToggleFrame(WorldMapFrame);
		end
	end
end
]]

function AtlasScrollBar_Update()
	GameTooltip:Hide();
	local line, lineplusoffset;
	FauxScrollFrame_Update(AtlasScrollBar,ATLAS_CUR_LINES,ATLAS_NUM_LINES,15);
	for line=1,ATLAS_NUM_LINES do
		lineplusoffset = line + FauxScrollFrame_GetOffset(AtlasScrollBar);
		if ( lineplusoffset <= ATLAS_CUR_LINES ) then
			_G["AtlasEntry"..line.."_Text"]:SetText(ATLAS_SCROLL_LIST[lineplusoffset]);
			_G["AtlasEntry"..line]:Show();
		elseif ( _G["AtlasEntry"..line] ) then
			_G["AtlasEntry"..line]:Hide();
		end
	end
end

function AtlasSimpleSearch(data, text)
	local new = {};-- create a new table
	local i;
	local v;
	local n;
	
	local search_text = string.lower(text);
	search_text = search_text:gsub("([%^%$%(%)%%%.%[%]%+%-%?])", "%%%1");
	search_text = search_text:gsub("%*", ".*");
	local match;

	i, v = next(data, nil);-- i is an index of data, v = data[i]
	n = i;
	while i do
		if ( type(i) == "number" ) then
			if ( string.gmatch ) then 
				match = string.gmatch(string.lower(data[i][1]), search_text)();
			else 
				match = string.gfind(string.lower(data[i][1]), search_text)(); 
			end
			if ( match ) then
				new[n] = {};
				new[n][1] = data[i][1];
				n = n + 1;
			end
		end
		i, v = next(data, i);-- get next index
	end
	return new;
end

local function round(num, idp)
	local mult = 10 ^ (idp or 0);
	return math.floor(num * mult + 0.5) / mult;
end

function AtlasEntryTemplate_OnUpdate(self)
	if ( AtlasOptions.AtlasCtrl ) then
		if ( MouseIsOver(self) ) then
			if ( IsControlKeyDown() ) then
				if ( not GameTooltip:IsShown() ) then
					local str = _G[self:GetName().."_Text"]:GetText();
					if ( str ) then
						GameTooltip:SetOwner(self, "ANCHOR_CURSOR");
						GameTooltip:SetBackdropBorderColor(0,0,0,0);
						GameTooltip:SetBackdropColor(0,0,0,1);
						local colorCheck = string.sub(str, 1, 4);
						if ( colorCheck == "|cff" ) then
							local color = string.sub(str, 1, 10);
							local stripped = strtrim(string.sub(str, 11));
							GameTooltip:SetText(color..stripped,1,1,1,1);
						else
							GameTooltip:SetText(str,1,1,1,1);
						end
					end
				end
			else
				GameTooltip:Hide();
			end
		end
	end
end

