local _, GW = ...
local CharacterMenuBlank_OnLoad = GW.CharacterMenuBlank_OnLoad
local SavedItemSlots = GW.char_equipset_SavedItems
local WarningPrompt = GW.WarningPrompt

-- local forward function defs
local drawItemSetList

local function updateIngoredSlots(id)
    local ignoredSlots = C_EquipmentSet.GetIgnoredSlots(id)
    for slot, ignored in pairs(ignoredSlots) do
        if (ignored) then
            C_EquipmentSet.IgnoreSlotForSave(slot)
            SavedItemSlots[slot].ignoreSlotCheck:SetChecked(false)
        else
            C_EquipmentSet.UnignoreSlotForSave(slot)
            SavedItemSlots[slot].ignoreSlotCheck:SetChecked(true)
        end
    end
end
GW.AddForProfiling("character_equipset", "updateIngoredSlots", updateIngoredSlots)

local function toggleIgnoredSlots(show)
    for _, v in pairs(SavedItemSlots) do
        if show then
            v.ignoreSlotCheck:Show()
        else
            v.ignoreSlotCheck:Hide()
        end
    end
end
GW.AddForProfiling("character_equipset", "toggleIgnoredSlots", toggleIgnoredSlots)

local function outfitListButton_OnClick(self)
    if not self.saveOutfit:IsShown() then
        drawItemSetList()
        toggleIgnoredSlots(true)
        updateIngoredSlots(self.setID)
        self:SetHeight(80)
        self.saveOutfit:Show()
        self.editOutfit:Show()
        self.deleteOutfit:Show()
        self.equipOutfit:Show()
        self.ddbg:Show()
        self.deleteOutfit.icon:SetDesaturated(true)
        self.saveOutfit.icon:SetDesaturated(true)
        self.equipOutfit:SetText(EQUIPSET_EQUIP)

        GwPaperDollOutfits.selectedSetID = self.setID
    else
        self.saveOutfit:Hide()
        self.editOutfit:Hide()
        self.deleteOutfit:Hide()
        self.equipOutfit:Hide()
        self.ddbg:Hide()
        self:SetHeight(49)
    end
end
GW.AddForProfiling("character_equipset", "outfitListButton_OnClick", outfitListButton_OnClick)

local function outfitEquipButton_OnClick()
    local selectedSetID = GwPaperDollOutfits.selectedSetID
    if (selectedSetID ~= nil) then
        PlaySound(SOUNDKIT.IG_CHARACTER_INFO_TAB)

        C_EquipmentSet.UseEquipmentSet(selectedSetID)
    end
end
GW.AddForProfiling("character_equipset", "outfitEquipButton_OnClick", outfitEquipButton_OnClick)


local function GearSetButton_Edit(self)
    GearManagerDialogPopup:SetParent(GwDressingRoom)
    GearManagerDialogPopup:SetPoint("TOPLEFT", GwDressingRoom, "TOPRIGHT")
    GearManagerDialogPopup:Show()

    GearManagerDialogPopup.isEdit = true
    GearManagerDialogPopup.setID = self.setID
    GearManagerDialogPopup.origName = self.setName
    RecalculateGearManagerDialogPopup(self.setName, self.icon:GetTexture())
end

local function DropDownOutfit_OnLoad(self)
    self.Dropdown = self:GetParent().DropDownOutfitFrame
    UIDropDownMenu_Initialize(self.Dropdown, nil, "MENU")
    UIDropDownMenu_SetInitializeFunction(self.Dropdown, GWGearSetEditButtonDropDown_Initialize)
end

function GWGearSetEditButtonDropDown_Initialize(dropdownFrame)
    local gearSetButton = dropdownFrame:GetParent()
    local info = UIDropDownMenu_CreateInfo()
    info.text = EQUIPMENT_SET_EDIT
    info.notCheckable = true
    info.func = function() GearSetButton_Edit(gearSetButton) end
    UIDropDownMenu_AddButton(info, UIDROPDOWN_MENU_LEVEL)

    info = UIDropDownMenu_CreateInfo()
    info.text = EQUIPMENT_SET_ASSIGN_TO_SPEC
    info.isTitle = true
    info.notCheckable = true
    UIDropDownMenu_AddButton(info, UIDROPDOWN_MENU_LEVEL)

    local equipmentSetID = gearSetButton.setID
    for i = 1, GetNumSpecializations() do
        info = UIDropDownMenu_CreateInfo()
        info.checked = function()
            return C_EquipmentSet.GetEquipmentSetAssignedSpec(equipmentSetID) == i
        end

        info.func = function()
            local currentSpecIndex = C_EquipmentSet.GetEquipmentSetAssignedSpec(equipmentSetID)
            if currentSpecIndex ~= i then
                C_EquipmentSet.AssignSpecToEquipmentSet(equipmentSetID, i)
            else
                C_EquipmentSet.UnassignEquipmentSetSpec(equipmentSetID)
            end

            GearSetButton_UpdateSpecInfo(gearSetButton)
            PaperDollEquipmentManagerPane_Update(true)
        end

        local specID = GetSpecializationInfo(i)
        info.text = select(2, GetSpecializationInfoByID(specID))
        UIDropDownMenu_AddButton(info, UIDROPDOWN_MENU_LEVEL)
    end
end

local function outfitSaveButton_OnClick(self)
    WarningPrompt(
        TRANSMOG_OUTFIT_CONFIRM_SAVE:format(self:GetParent().setName),
        function()
            C_EquipmentSet.SaveEquipmentSet(self:GetParent().setID)
            drawItemSetList()
            toggleIgnoredSlots(false)
        end
    )
end
GW.AddForProfiling("character_equipset", "outfitSaveButton_OnClick", outfitSaveButton_OnClick)

local function outfitEditButton_OnClick(self)
    if self.gearSetButton ~= self:GetParent() then
        HideDropDownMenu(1)
        self.gearSetButton = self:GetParent()
    end   
    ToggleDropDownMenu(1, nil, self:GetParent().DropDownOutfitFrame, self, 0, 0)
end
GW.AddForProfiling("character_equipset", "outfitEditButton_OnClick", outfitEditButton_OnClick)

local function outfitDeleteButton_OnClick(self)
    WarningPrompt(
        TRANSMOG_OUTFIT_CONFIRM_DELETE:format(self:GetParent().setName),
        function()
            C_EquipmentSet.DeleteEquipmentSet(self:GetParent().setID)

            drawItemSetList()
        end
    )
end
GW.AddForProfiling("character_equipset", "outfitDeleteButton_OnClick", outfitDeleteButton_OnClick)

local function getNewEquipmentSetButton(i)
    if _G["GwPaperDollOutfitsButton" .. i] ~= nil then
        return _G["GwPaperDollOutfitsButton" .. i]
    end

    local f = CreateFrame("Button", "GwPaperDollOutfitsButton" .. i, GwPaperDollOutfits, "GwPaperDollOutfitsButton")
    f:SetScript("OnClick", outfitListButton_OnClick)
    f:SetScript("OnLeave", GameTooltip_Hide)
    CharacterMenuBlank_OnLoad(f)
    f.equipOutfit:SetScript("OnClick", outfitEquipButton_OnClick)
    f.saveOutfit:SetScript("OnClick", outfitSaveButton_OnClick)
    f.saveOutfit:SetScript("OnEnter", function(self)
        GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
        GameTooltip:ClearLines()
        GameTooltip_AddNormalLine(GameTooltip, SAVE)
        GameTooltip:Show()
    end)
    f.saveOutfit:SetScript("OnLeave", GameTooltip_Hide)
    f.editOutfit:SetScript("OnClick", outfitEditButton_OnClick)
    f.editOutfit:SetScript("OnEnter", function(self)
        GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
        GameTooltip:ClearLines()
        GameTooltip_AddNormalLine(GameTooltip, EDIT)
        GameTooltip:Show()
    end)
    f.editOutfit:SetScript("OnLeave", GameTooltip_Hide)
    f.deleteOutfit:SetScript("OnClick", outfitDeleteButton_OnClick)
    f.deleteOutfit:SetScript("OnEnter", function(self)
        GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
        GameTooltip:ClearLines()
        GameTooltip_AddNormalLine(GameTooltip, DELETE)
        GameTooltip:Show()
    end)
    f.deleteOutfit:SetScript("OnLeave", GameTooltip_Hide)

    if i > 1 then
        _G["GwPaperDollOutfitsButton" .. i]:SetPoint("TOPLEFT", _G["GwPaperDollOutfitsButton" .. (i - 1)], "BOTTOMLEFT")
    end
    GwPaperDollOutfits.buttons = GwPaperDollOutfits.buttons + 1

    f.standardOnClick = f:GetScript("OnEnter")

    f:GetFontString():ClearAllPoints()
    f:GetFontString():SetPoint("TOP", f, "TOP", 0, -20)

    return f
end
GW.AddForProfiling("character_equipset", "getNewEquipmentSetButton", getNewEquipmentSetButton)

drawItemSetList = function()
    if GwPaperDollOutfits.buttons == nil then
        GwPaperDollOutfits.buttons = 0
    end

    local numSets = C_EquipmentSet.GetNumEquipmentSets()
    local numButtons = GwPaperDollOutfits.buttons

    if numSets > numButtons then
        numButtons = numSets
    end
    local textureC = 1

    local id_table = C_EquipmentSet.GetEquipmentSetIDs()
    for i = 1, numButtons do
        if numSets >= i then
            local frame = getNewEquipmentSetButton(i)

            local name, texture, setID, isEquipped, _, _, _, numLost, _ =
                C_EquipmentSet.GetEquipmentSetInfo(id_table[i])

            frame:Show()
            frame.saveOutfit:Hide()
            frame.editOutfit:Hide()
            frame.deleteOutfit:Hide()
            frame.equipOutfit:Hide()
            frame.ddbg:Hide()
            frame:SetHeight(49)

            frame:SetScript(
                "OnEnter",
                function(self)
                    GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
                    GameTooltip:SetEquipmentSet(self.setID)
                    self.standardOnClick(self)
                end
            )

            frame:SetText(name)
            frame.setName = name
            frame.setID = setID

            DropDownOutfit_OnLoad(frame.editOutfit, button)
            GearSetButton_UpdateSpecInfo(frame)

            if texture then
                frame.icon:SetTexture(texture)
            else
                frame.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark")
            end

            if textureC == 1 then
                frame:SetNormalTexture("Interface\\AddOns\\GW2_UI\\textures\\character\\menu-bg")
                textureC = 2
            else
                frame:SetNormalTexture(nil)
                textureC = 1
            end
            if isEquipped then
                frame:SetNormalTexture("Interface\\AddOns\\GW2_UI\\textures\\character\\menu-hover")
            end
            if numLost > 0 then
                frame:GetFontString():SetTextColor(1, 0.3, 0.3)
            else
                frame:GetFontString():SetTextColor(1, 1, 1)
            end
        else
            if _G["GwPaperDollOutfitsButton" .. i] ~= nil then
                _G["GwPaperDollOutfitsButton" .. i]:Hide()
            end
        end
    end
end
GW.AddForProfiling("character_equipset", "drawItemSetList", drawItemSetList)

--[[
function local GwPaperDollOutfits_OnEvent(self, event, ...)
    if (event == "EQUIPMENT_SWAP_FINISHED") then
        local completed, setName = ...
        if (completed) then
            PlaySound(1212) -- plays the equip sound for plate mail
            if (self:IsShown()) then
                self.selectedSetID = C_EquipmentSet.GetEquipmentSetID(setName)
                drawItemSetList()
            end
        end
    end

    if (self:IsShown()) then
        if (event == "EQUIPMENT_SETS_CHANGED") then
            drawItemSetList()
        elseif (event == "PLAYER_EQUIPMENT_CHANGED" or event == "BAG_UPDATE") then
            GwPaperDollOutfits:SetScript(
                "OnUpdate",
                function(self)
                    drawItemSetList()
                    GwPaperDollOutfits:SetScript("OnUpdate", nil)
                end
            )
        end
    end
end
--]]
local function LoadPDEquipset(fmMenu)
    local fmGPDO = CreateFrame("Frame", "GwPaperDollOutfits", GwPaperDoll, "GwPaperDollOutfits")
    local fnGPDO_newOutfit_OnClick = function(self)
        self.oldParent = GearManagerDialogPopup:GetParent()
        GearManagerDialogPopup:SetParent(GwDressingRoom)
        --GearManagerDialogPopup:GetParent():ClearAllPoints()
        GearManagerDialogPopup:ClearAllPoints()
        GearManagerDialogPopup:SetPoint("TOPLEFT", GwDressingRoom, "TOPRIGHT")
        PaperDollEquipmentManagerPane.selectedSetID = nil
        GearManagerDialogPopup:Show()
        PaperDollFrame_ClearIgnoredSlots()
        PaperDollFrame_IgnoreSlot(4)
        PaperDollFrame_IgnoreSlot(19)
    end
    fmGPDO.newOutfit:SetText(TRANSMOG_OUTFIT_NEW)
    fmGPDO.newOutfit:SetScript("OnClick", fnGPDO_newOutfit_OnClick)
    fmMenu:SetupBackButton(fmGPDO.backButton, CHARACTER .. ":\n" .. EQUIPMENT_MANAGER)

    GwPaperDollOutfits:SetScript("OnShow", drawItemSetList)
    GwPaperDollOutfits:SetScript(
        "OnHide",
        function()
            toggleIgnoredSlots(false)
        end
    )
    drawItemSetList()

    hooksecurefunc("GearManagerDialogPopupOkay_OnClick", drawItemSetList)
    GearManagerDialogPopup:SetScript(
        "OnShow",
        function(self)
            PlaySound(SOUNDKIT.IG_CHARACTER_INFO_OPEN)
            self.name = nil
            self.isEdit = false
            RecalculateGearManagerDialogPopup()
            RefreshEquipmentSetIconInfo()
        end
    )
end
GW.LoadPDEquipset = LoadPDEquipset
