local addonName, MSUF = ...
MSUF = MSUF or {}
local M = MSUF.MSUF2 or {}
MSUF.MSUF2 = M

-- Menu2 Group Bars page.
-- Builds party/raid health, power, range, dispel overlay, and text controls for the selected
-- group scope. Applies are queued through GroupPage helpers to respect secure header runtime.
local W = M.Widgets
local T = M.Theme
local GP = M.GroupPage or {}
local UnitSectionShared = M.UnitSectionsShared or {}
local floor = math.floor
local max = math.max
local min = math.min
local VT = M.ValueTextList
local SCOPE_VALUES, HEALTH_MODES, TEXT_MODES, DELIMITER_VALUES, ANCHORS, GF_BAR_MODES, SIMPLE_TEXTURES, DISPEL_OVERLAY_STYLES, DEBUFF_STRIPE_EDGES = M.PickDefaults(GP, [[SCOPE_VALUES HEALTH_MODES TEXT_MODES DELIMITER_VALUES ANCHORS GF_BAR_MODES SIMPLE_TEXTURES DISPEL_OVERLAY_STYLES DEBUFF_STRIPE_EDGES]])
local GF, Conf, Val, QueueGF, Set, Bool, Num, ScopeSection, CurrentScope, BindScopeToggle, BindScopeDropdown, ScopeDropdown, ScopeSlider, ScopeColor, SetOptionEnabled, SetOptionsEnabled, FinalizeScopePage, SetSectionBadgesAndStatus, TrackSectionRefresh, OnOffBadge, BadgeNumber, OptionText = M.Pick(GP, [[GF Conf Val QueueGF Set Bool Num ScopeSection CurrentScope BindScopeToggle BindScopeDropdown ScopeDropdown ScopeSlider ScopeColor SetOptionEnabled SetOptionsEnabled FinalizeScopePage SetSectionBadgesAndStatus TrackSectionRefresh OnOffBadge BadgeNumber OptionText]])
OnOffBadge = OnOffBadge or M.OnOffBadge
BadgeNumber = BadgeNumber or M.BadgeNumber
OptionText = OptionText or M.OptionText
local GF_DISPEL_OVERLAY_TRIGGERS = VT("BORDER", "Use Dispel border detects", "BY_ME", "Dispellable by me", "DISPEL_TYPE", "Any dispel-type debuff", "ANY_DEBUFF", "Any debuff")
local function ScopeNumberSlider(ctx, parent, label, minValue, maxValue, step, width, key, default, mode, x, y, placeWidth, justify)
    local control = W.Slider(parent, label, minValue, maxValue, step, width)
    M.BindNumberWidget(ctx, control,
        function() return Num(CurrentScope(), key, default) end,
        function(value) Set(CurrentScope(), key, tonumber(value) or default, mode or "visual") end,
        default)
    if x then W.MoveWidget(control, parent, x, y, placeWidth or width, justify or "CENTER") end
    return control
end
local function NormalizeGFDispelOverlayTrigger(value)
    local gf = GF and GF()
    if gf and type(gf.NormalizeDispelOverlayTrigger) == "function" then return gf.NormalizeDispelOverlayTrigger(value) end
    local fn = _G.MSUF_NormalizeUnitDispelOverlayTrigger
    if type(fn) == "function" then return fn(value) end
    if value == "BORDER" or value == "INHERIT" or value == "SAME" then return "BORDER" end
    if value == "DISPEL_TYPE" or value == "TYPE" or value == "ANY_DISPEL_TYPE" then return "DISPEL_TYPE" end
    if value == "ANY_DEBUFF" or value == "ANY" or value == "ALL_DEBUFFS" then return "ANY_DEBUFF" end
    return "BY_ME"
end
local function BuildDispelOverlaySection(ctx, b)
    local sectionW = ctx.width or b.width or 720
    local probeW = min(900, max(320, sectionW - 40))
    local wide = probeW >= 760
    local dispel = b:CollapsibleSection("dispel", "Dispel Overlay", wide and 360 or 470, false)
    local dispelW = dispel._msuf2Width or b.width or 720
    local dispelCardW = min(900, max(320, dispelW - 40))
    wide = dispelCardW >= 760
    local dispelCardH = wide and 296 or 406
    local dispelCard = W.ControlCard(dispel, "Dispel Overlay", "Tints the health bar when a configured debuff condition is active.", 20, -38, dispelCardW, dispelCardH)
    local dispelToggle = BindScopeToggle(ctx, W.SwitchAt(dispelCard, "Dispel Overlay", dispelCardW - 62, -24, 0, "HIDDEN"), "dispelOverlayEnabled", false, "visual")
    local dispelTrigger = W.Dropdown(dispelCard, "Overlay detects", GF_DISPEL_OVERLAY_TRIGGERS, 300)
    M.BindDropdownWidget(ctx, dispelTrigger,
        function() return NormalizeGFDispelOverlayTrigger(Val(CurrentScope(), "dispelOverlayTrigger", "BORDER")) end,
        function(value)
            Set(CurrentScope(), "dispelOverlayTrigger", NormalizeGFDispelOverlayTrigger(value), "visual")
            if M.Refresh then M.Refresh(ctx) end
        end)
    W.MoveWidget(dispelTrigger, dispelCard, 16, -74, min(300, dispelCardW - 32), "LEFT")
    local dispelStyle = ScopeDropdown(ctx, dispelCard, "Overlay style", DISPEL_OVERLAY_STYLES, 300, "dispelOverlayStyle", "FULL", "visual", 16, -126, min(300, dispelCardW - 32))
    local dispelCurrent = BindScopeToggle(ctx, W.ToggleAt(dispelCard, "Show on current health only", 16, -174, dispelCardW - 32), "dispelOverlayOnHealth", true, "visual")
    local dispelAlpha = ScopeNumberSlider(ctx, dispelCard, "Overlay opacity", 0.05, 1, 0.05, 340, "dispelOverlayAlpha", 0.35, "visual", 16, -218, min(360, dispelCardW - 72)); local dispelControls = { dispelTrigger, dispelStyle, dispelCurrent, dispelAlpha }
    local function RefreshDispelState()
        local overlayOn = Bool(CurrentScope(), "dispelOverlayEnabled", false)
        SetOptionsEnabled(dispelControls, overlayOn)
        SetOptionEnabled(dispelToggle, true)
        SetSectionBadgesAndStatus(dispel, {
            OnOffBadge(overlayOn, "Active", "Off"),
            { text = OptionText(GF_DISPEL_OVERLAY_TRIGGERS, NormalizeGFDispelOverlayTrigger(Val(CurrentScope(), "dispelOverlayTrigger", "BORDER")), "Border"), kind = overlayOn and "info" or "muted" },
            { text = OptionText(DISPEL_OVERLAY_STYLES, Val(CurrentScope(), "dispelOverlayStyle", "FULL"), "Full Frame"), kind = overlayOn and "accent" or "muted" },
        })
    end
    TrackSectionRefresh(ctx, dispel, RefreshDispelState)
end
local function BuildDeadBgSection(ctx, b)
    local deadW = b.width or 720
    local deadSec = b:CollapsibleSection("deadbg", "Dead / Offline Background", 300, false)
    deadW = deadSec._msuf2Width or deadW
    local deadCardW = min(560, deadW - 40)
    local deadCard = W.ControlCard(deadSec, "Dead / Offline Background",
        "Tints the health background when a member is dead, a ghost, or offline. Event-driven, no per-frame polling.",
        20, -38, deadCardW, 224)
    local deadToggle = BindScopeToggle(ctx, W.SwitchAt(deadCard, "Dead Background", deadCardW - 62, -24, 0, "HIDDEN"), "deadBgEnabled", false, "visual")
    local deadColor = ScopeColor(ctx, deadCard, "Background color", min(360, deadCardW - 32), "deadBgR", "deadBgG", "deadBgB", { 0.60, 0.05, 0.05 }, "visual", 16, -74)
    local deadAlpha = ScopeNumberSlider(ctx, deadCard, "Background opacity", 0.05, 1, 0.05, 340, "deadBgA", 0.90, "visual", 16, -120, min(360, deadCardW - 72))
    local deadOffline = BindScopeToggle(ctx, W.ToggleAt(deadCard, "Also tint offline members", 16, -168, deadCardW - 32), "deadBgOffline", true, "visual"); local deadControls = { deadColor, deadAlpha, deadOffline }
    local function RefreshDeadBgState()
        local enabled = Bool(CurrentScope(), "deadBgEnabled", false)
        SetOptionsEnabled(deadControls, enabled)
        SetOptionEnabled(deadToggle, true)
        SetSectionBadgesAndStatus(deadSec, {
            OnOffBadge(enabled, "Active", "Off"),
            { text = Bool(CurrentScope(), "deadBgOffline", true) and "Dead + Offline" or "Dead only", kind = enabled and "info" or "muted" },
            { text = tostring(floor(Num(CurrentScope(), "deadBgA", 0.90) * 100 + 0.5)) .. "%", kind = enabled and "accent" or "muted" },
        })
    end
    TrackSectionRefresh(ctx, deadSec, RefreshDeadBgState)
end
local function HealthModeHint(mode)
    if not mode or mode == "GLOBAL" then return "follows global style" end
    if mode == "CLASS" then return "class-colored health bars" end
    if mode == "GRADIENT" then return "health gradient active" end
    if mode == "CUSTOM" then return "custom health color" end
    if mode == "dark" then return "dark bar style" end
    if mode == "unified" then return "unified bar style" end
    return tostring(mode)
end
local function BuildGFBars(ctx)
    local b = W.PageBuilder(ctx)
    ScopeSection(ctx, b)
    M.GroupPreview.Add(ctx, b)
    local AlphaLabel = M.AlphaLabel
    local hcolor = b:CollapsibleSection("hcolor", "Health Colors  (Global)", 156, true)
    local mode = W.Dropdown(hcolor, "Bar Color Mode", GF_BAR_MODES, 270)
    M.BindDropdownWidget(ctx, mode,
        function() return Conf(CurrentScope()).gfBarMode or "GLOBAL" end,
        function(v)
            local conf = Conf(CurrentScope())
            conf.gfBarMode = (v == "GLOBAL") and nil or v
            if v == "CLASS" or v == "GRADIENT" then conf.healthColorMode = v end
            QueueGF(CurrentScope(), "visual")
            if M.Refresh then M.Refresh(ctx) end
        end)
    local color = W.Color(hcolor, "Health bar")
    local colorHint = W.Text(hcolor, "", 12, -116, hcolor._msuf2Width or 640, T.colors.muted)
    if colorHint.SetWordWrap then colorHint:SetWordWrap(true) end
    local function CurrentGlobalBarColor()
        local getCache = _G.MSUF_UFCore_GetSettingsCache
        local cache = (type(getCache) == "function") and getCache() or nil
        local modeKey = cache and cache.barMode
        if modeKey == "unified" then
            return cache.unifiedBarR or 0.10, cache.unifiedBarG or 0.60, cache.unifiedBarB or 0.90
        elseif modeKey == "dark" then
            return cache.darkBarR or 0, cache.darkBarG or 0, cache.darkBarB or 0
        end
        local g = _G.MSUF_DB and _G.MSUF_DB.general
        return (g and g.unifiedBarR) or 0.10, (g and g.unifiedBarG) or 0.60, (g and g.unifiedBarB) or 0.90
    end
    M.BindColor(ctx, color,
        function()
            local conf = Conf(CurrentScope())
            local m = conf.gfBarMode
            if not m or m == "GLOBAL" then
                return CurrentGlobalBarColor()
            elseif m == "dark" then
                return conf.gfDarkR or 0, conf.gfDarkG or 0, conf.gfDarkB or 0
            elseif m == "unified" then
                return conf.gfUnifiedR or 0.10, conf.gfUnifiedG or 0.60, conf.gfUnifiedB or 0.90
            elseif m == "CUSTOM" then
                return conf.healthCustomR or 0.2, conf.healthCustomG or 0.8, conf.healthCustomB or 0.2
            end
            return 0.2, 0.8, 0.2
        end,
        function(r, g, b)
            local conf = Conf(CurrentScope())
            local m = conf.gfBarMode
            if m == "dark" then
                conf.gfDarkR, conf.gfDarkG, conf.gfDarkB = r, g, b
            elseif m == "unified" then
                conf.gfUnifiedR, conf.gfUnifiedG, conf.gfUnifiedB = r, g, b
            elseif m == "CUSTOM" then
                conf.healthCustomR, conf.healthCustomG, conf.healthCustomB = r, g, b
            else
                return
            end
            QueueGF(CurrentScope(), "visual")
        end)
    local function RefreshHealthColorState()
        local conf = Conf(CurrentScope())
        local m = conf.gfBarMode
        local editable = (m == "dark" or m == "unified" or m == "CUSTOM")
        SetOptionEnabled(color, editable)
        if not m or m == "GLOBAL" then
            colorHint:SetText("Follows Global Style > Colors. The swatch previews the current global bar color.")
            colorHint:Show()
        elseif m == "CLASS" or m == "GRADIENT" then
            colorHint:SetText("Class Color and Health Gradient use runtime colors, not a single editable swatch.")
            colorHint:Show()
        else
            colorHint:Hide()
        end
        SetSectionBadgesAndStatus(hcolor, {
            { text = OptionText(GF_BAR_MODES, m or "GLOBAL", "Global"), kind = editable and "accent" or "info" },
            { text = HealthModeHint(m), kind = editable and "info" or "muted" },
        })
    end
    TrackSectionRefresh(ctx, hcolor, RefreshHealthColorState)
    local bars = b:CollapsibleSection("bars", "Bars  (Custom)", 206, false)
    BindScopeDropdown(ctx, W.Dropdown(bars, "Foreground Texture", SIMPLE_TEXTURES, 280), "barTexture", "", "visual")
    BindScopeDropdown(ctx, W.Dropdown(bars, "Background Texture", SIMPLE_TEXTURES, 280), "barBgTexture", "", "visual")
    BindScopeDropdown(ctx, W.Dropdown(bars, "Health color mode", HEALTH_MODES, 220), "healthColorMode", "CLASS", "visual")
    local power = b:CollapsibleSection("power", "Power Bar", 240, false)
    local powerW = power._msuf2Width or b.width or 720
    local powerGap = 16
    local powerLeftX = 20
    local powerInnerW = max(320, powerW - 40)
    local powerLeftW = floor((powerInnerW - powerGap) * 0.54)
    local powerRightX = powerLeftX + powerLeftW + powerGap
    local powerRightW = powerInnerW - powerLeftW - powerGap
    local powerSliderW = max(180, min(360, powerLeftW - 64))
    local function DefaultPowerHeight(kind)
        kind = kind or CurrentScope()
        return (kind == "raid" or kind == "mythicraid") and 4 or 6
    end
    local function IsPowerBarEnabled(kind)
        local conf = Conf(kind or CurrentScope())
        if not conf then return false end
        if conf.powerBarEnabled == false then return false end
        local raw = tonumber(conf.powerHeight)
        if raw ~= nil and raw <= 0 then return false end
        return true
    end
    local function CurrentPowerHeight(kind)
        kind = kind or CurrentScope()
        local raw = tonumber(Conf(kind).powerHeight)
        if raw and raw > 0 then return raw end
        return DefaultPowerHeight(kind)
    end
    local powerMainCard = W.ControlCard(power, "Power bar", "Global visibility and size for this group scope.", powerLeftX, -38, powerLeftW, 178)
    local powerRoleCard = W.ControlCard(power, "Roles", "Limit power display to selected group roles.", powerRightX, -38, powerRightW, 178)
    local powerEnabled = W.SwitchAt(powerMainCard, "Show Power Bar", powerLeftW - 62, -24, 0, "HIDDEN")
    M.BindBoolWidget(ctx, powerEnabled,
        function() return IsPowerBarEnabled(CurrentScope()) end,
        function(v)
            local scope = CurrentScope()
            Set(scope, "powerBarEnabled", v and true or false, "geometry")
            if v and (tonumber(Conf(scope).powerHeight) or 0) <= 0 then Set(scope, "powerHeight", DefaultPowerHeight(scope), "geometry") end
            if M.Refresh then M.Refresh(ctx) end
        end)
    local powerHeight = W.Slider(powerMainCard, "Power height", 1, 30, 1, powerSliderW)
    M.BindNumberWidget(ctx, powerHeight,
        function() return CurrentPowerHeight(CurrentScope()) end,
        function(v)
            v = floor(max(1, min(30, tonumber(v) or CurrentPowerHeight(CurrentScope()))) + 0.5)
            Set(CurrentScope(), "powerHeight", v, "geometry")
        end,
        3, { step = 1, roundStep = true })
    local smoothFill = BindScopeToggle(ctx, W.ToggleAt(powerMainCard, "Smooth fill", 16, -126, powerLeftW - 32), "powerSmoothFill", false, "visual")
    local powerHint = W.Text(powerMainCard, "Power text modes, delimiter and font size are in Text.", 16, -152, powerLeftW - 32, { 0.60, 0.75, 1.00, 1 })
    if powerHint.SetWordWrap then powerHint:SetWordWrap(true) end
    local roleLabel = powerRoleCard and powerRoleCard.title
    local showTank = BindScopeToggle(ctx, W.ToggleAt(powerRoleCard, "Tank", 16, -66, powerRightW - 32), "powerShowTank", true, "visual")
    local showHealer = BindScopeToggle(ctx, W.ToggleAt(powerRoleCard, "Healer", 16, -100, powerRightW - 32), "powerShowHealer", true, "visual")
    local showDamager = BindScopeToggle(ctx, W.ToggleAt(powerRoleCard, "DPS", 16, -134, powerRightW - 32), "powerShowDamager", false, "visual")
    W.MoveWidget(powerHeight, powerMainCard, 16, -76, powerSliderW, "LEFT"); local powerControls = { powerHeight, smoothFill, showTank, showHealer, showDamager }
    local function RefreshPowerState()
        local enabled = IsPowerBarEnabled(CurrentScope())
        SetOptionEnabled(powerEnabled, true)
        SetOptionsEnabled(powerControls, enabled)
        if roleLabel.SetTextColor then
            local c = enabled and T.colors.accent or T.colors.dim
            roleLabel:SetTextColor(c[1], c[2], c[3], c[4] or 1)
        end
        local roles = {}
        if Bool(CurrentScope(), "powerShowTank", true) then roles[#roles + 1] = "Tank" end
        if Bool(CurrentScope(), "powerShowHealer", true) then roles[#roles + 1] = "Healer" end
        if Bool(CurrentScope(), "powerShowDamager", false) then roles[#roles + 1] = "DPS" end
        SetSectionBadgesAndStatus(power, {
            OnOffBadge(enabled, "Shown", "Hidden"),
            { text = BadgeNumber(CurrentPowerHeight(CurrentScope())) .. "px", kind = enabled and "info" or "muted" },
            { text = #roles > 0 and table.concat(roles, "/") or "No roles", kind = enabled and "accent" or "muted" },
        })
    end
    TrackSectionRefresh(ctx, power, RefreshPowerState)
    local text = b:CollapsibleSection("text", "Text", 620, false)
    text._msuf2CollapsibleBadgesOnlyWhenOpen = true
    local textW = text._msuf2Width or b.width or 720
    local textLeftX = 24
    local textCardW = min(520, max(360, textW - 48))
    local textRightX = textLeftX + textCardW + 28
    local textRightW = min(360, max(260, textW - textRightX - 28))
    local textSliderW = min(310, max(230, textCardW))
    local hpSliderW = min(310, max(230, textRightW))
    local textDropW = min(310, max(220, textCardW))
    local textHalfDropW = floor((textCardW - 44) / 2)
    local function TextModeExampleStr(mode, delim, isPower)
        local cur     = isPower and "100"  or "12,450"
        local max_    = isPower and "100"  or "15,000"
        local pct     = isPower and "100%" or "83%"
        local deficit = isPower and "0"    or "-2,550"
        if mode == "PERCENT"        then return pct
        elseif mode == "CURRENT"    then return cur
        elseif mode == "MAX"        then return max_
        elseif mode == "DEFICIT"    then return deficit
        elseif mode == "CURMAX"     then return cur  .. delim .. max_
        elseif mode == "MAXCUR"     then return max_ .. delim .. cur
        elseif mode == "CURPERCENT" then return cur  .. delim .. pct
        elseif mode == "CURMAXPERCENT"  then return cur  .. delim .. max_ .. delim .. pct
        elseif mode == "MAXPERCENT"     then return max_ .. delim .. pct
        elseif mode == "PERCENTCUR"     then return pct  .. delim .. cur
        elseif mode == "PERCENTMAX"     then return pct  .. delim .. max_
        elseif mode == "PERCENTCURMAX"  then return pct  .. delim .. cur  .. delim .. max_
        elseif mode == "PERCENTMAXCUR"  then return pct  .. delim .. max_ .. delim .. cur
        end
        return nil
    end
    local function ReverseHpPreviewMode(mode)
        local gf = MSUF and MSUF.GF
        if gf and gf.ReverseHealthTextMode then return gf.ReverseHealthTextMode(mode) end
        local rev = {
            CURPERCENT = "PERCENTCUR", PERCENTCUR = "CURPERCENT",
            CURMAX = "MAXCUR", MAXCUR = "CURMAX",
            CURMAXPERCENT = "PERCENTMAXCUR", PERCENTMAXCUR = "CURMAXPERCENT",
            MAXPERCENT = "PERCENTMAX", PERCENTMAX = "MAXPERCENT",
            PERCENTCURMAX = "CURMAXPERCENT",
        }
        return rev[mode] or mode
    end
    local function BuildTextPreviewStr(leftMode, centerMode, rightMode, delim, reverse, isPower)
        if reverse and not isPower then leftMode, centerMode, rightMode = ReverseHpPreviewMode(rightMode), ReverseHpPreviewMode(centerMode), ReverseHpPreviewMode(leftMode) end
        local slots = { leftMode, centerMode, rightMode }
        local parts = {}
        for _, mode in ipairs(slots) do
            local ex = TextModeExampleStr(mode, delim, isPower)
            if ex then parts[#parts + 1] = ex end
        end
        return #parts > 0 and table.concat(parts, "  ") or "(none)"
    end
    local hint = W.Text(text, "Font style is shared in Global Style > Fonts. Position can be adjusted here or dragged in Edit Mode.", 14, -38, textW - 210, { 0.60, 0.75, 1.00, 1 })
    if hint.SetWordWrap then hint:SetWordWrap(true) end
    local scopeLabel = T.Font(text, "GameFontDisableSmall", "", T.colors.dim)
    scopeLabel:SetPoint("TOPRIGHT", text, "TOPRIGHT", -16, -38)
    scopeLabel:SetJustifyH("RIGHT")
    scopeLabel:SetWidth(170)
    text._msuf2CursorY = -62
    local tabValues = VT("name", "Name", "hp", "HP Text", "power", "Power Text", "advanced", "Advanced")
    M.gfTextTabSelection = M.gfTextTabSelection or {}
    local function CurrentTextTab()
        local scope = CurrentScope()
        local key = M.gfTextTabSelection[scope] or "name"
        if key ~= "name" and key ~= "hp" and key ~= "power" and key ~= "advanced" then key = "name" end
        return key
    end
    local textSlotState = UnitSectionShared.MakeTextSlotState(M, CurrentScope, "gfTextSlotSelection", "gfTextMoveTogether")
    local CurrentSlot, SetCurrentSlot, SlotOffsetKeys = textSlotState.CurrentSlot, textSlotState.SetCurrentSlot, textSlotState.SlotOffsetKeys
    local MoveTogether, SetMoveTogether = textSlotState.MoveTogether, textSlotState.SetMoveTogether
    local refreshTextControls
    local function CurrentScopeKey()
        local scope = CurrentScope()
        if scope == "raid" then return "gf_raid" end
        if scope == "mythicraid" then return "gf_mythicraid" end
        return "gf_party"
    end
    local function FocusGFPreviewText(kind, slot, active)
        if type(M.FocusGFPreviewTextSlot) == "function" then M.FocusGFPreviewTextSlot(kind, slot, active == true) end
        if kind then
            if active == true then
                local set = _G.MSUF_EM2_SetFocusSelection
                if type(set) == "function" then set(CurrentScopeKey(), kind, slot, { source = "menu2", clearHover = true }) end
            else
                local hover = _G.MSUF_EM2_SetFocusHover
                if type(hover) == "function" then hover(CurrentScopeKey(), kind, slot, { source = "menu2" }) end
            end
        else
            local clear = _G.MSUF_EM2_ClearFocusHover
            if type(clear) == "function" then clear() end
        end
    end
    local function FocusActiveGFPreviewText()
        local tab = CurrentTextTab()
        if tab == "name" then
            FocusGFPreviewText("name", nil, true)
        elseif tab == "hp" then
            FocusGFPreviewText("hp", MoveTogether("hp") and nil or CurrentSlot("hp"), true)
        elseif tab == "power" then
            FocusGFPreviewText("power", MoveTogether("power") and nil or CurrentSlot("power"), true)
        else
            FocusGFPreviewText(nil, nil, false)
        end
    end
    local function ResolveFocusSlot(slot)
        if type(slot) == "function" then return slot() end
        return slot
    end
    local function RestoreGFPreviewTextFocus()
        if refreshTextControls then
            refreshTextControls()
        else
            FocusActiveGFPreviewText()
        end
    end
    local function ActivateGFPreviewText(kind, slot)
        local resolvedSlot = ResolveFocusSlot(slot)
        if (kind == "hp" or kind == "power") and resolvedSlot then SetCurrentSlot(kind, resolvedSlot) end
        FocusGFPreviewText(kind, resolvedSlot, true)
    end
    local function HookGFPreviewTextFocus(widget, kind, slot)
        if not (widget and widget.HookScript) then return end
        widget:HookScript("OnEnter", function()
            FocusGFPreviewText(kind, ResolveFocusSlot(slot), false)
        end)
        widget:HookScript("OnMouseDown", function()
            ActivateGFPreviewText(kind, slot)
        end)
        widget:HookScript("OnLeave", RestoreGFPreviewTextFocus)
    end
    local function ScopeDisplayName()
        local scope = CurrentScope() or "party"
        for i = 1, #SCOPE_VALUES do
            local info = SCOPE_VALUES[i]
            if info and info.value == scope then return info.text or scope end
        end
        scope = tostring(scope)
        return scope:sub(1, 1):upper() .. scope:sub(2)
    end
    local BadgeValue = UnitSectionShared.TextBadgeValue
    local GF_TEXT_SUMMARY_SLOTS = {
        hp = {
            { "right", "textRight", "NONE" },
            { "center", "textCenter", "PERCENT" },
            { "left", "textLeft", "NONE" },
        },
        power = {
            { "right", "powerTextRight", "CURPERCENT" },
            { "center", "powerTextCenter", "NONE" },
            { "left", "powerTextLeft", "NONE" },
        },
    }
    local function TextSlotSummary(kind)
        local scope = CurrentScope()
        return UnitSectionShared.TextSlotSummary(kind, GF_TEXT_SUMMARY_SLOTS, function(slot)
            return Val(scope, slot[2], slot[3])
        end, TEXT_MODES, OptionText)
    end
    local function UpdateTextHeaderBadges(tab, nameOn, hpOn, powerOn)
        local scope = CurrentScope()
        local badges
        if tab == "hp" then
            badges = {
                { text = hpOn and "Shown" or "Hidden", kind = hpOn and "ok" or "muted" },
                { text = TextSlotSummary("hp"), kind = hpOn and "info" or "muted" },
                { text = "X " .. BadgeNumber(Val(scope, "hpOffsetX", 0)) .. "  Y " .. BadgeNumber(Val(scope, "hpOffsetY", 0)), kind = hpOn and "accent" or "muted" },
            }
        elseif tab == "power" then
            badges = {
                { text = powerOn and "Shown" or "Hidden", kind = powerOn and "ok" or "muted" },
                { text = TextSlotSummary("power"), kind = powerOn and "info" or "muted" },
                { text = "X " .. BadgeNumber(Val(scope, "powerOffsetX", 0)) .. "  Y " .. BadgeNumber(Val(scope, "powerOffsetY", 0)), kind = powerOn and "accent" or "muted" },
            }
        elseif tab == "advanced" then
            badges = {
                { text = "Name " .. BadgeNumber(Val(scope, "nameTextLayer", 5)), kind = nameOn and "info" or "muted" },
                { text = "HP " .. BadgeNumber(Val(scope, "textLayer", 5)), kind = hpOn and "info" or "muted" },
                { text = "Power " .. BadgeNumber(Val(scope, "powerTextLayer", 2)), kind = powerOn and "info" or "muted" },
            }
        else
            badges = {
                { text = nameOn and "Shown" or "Hidden", kind = nameOn and "ok" or "muted" },
                { text = BadgeValue(OptionText(ANCHORS, Val(scope, "nameAnchor", "LEFT"))), kind = nameOn and "info" or "muted" },
                { text = "X " .. BadgeNumber(Val(scope, "nameOffsetX", 0)) .. "  Y " .. BadgeNumber(Val(scope, "nameOffsetY", 0)), kind = nameOn and "accent" or "muted" },
            }
        end
        SetSectionBadgesAndStatus(text, badges)
    end
    local function PreviewText(parent, textValue, x, y, width)
        local _, value = UnitSectionShared.PreviewText(parent, textValue, x, y, width, T.colors.dim)
        return value
    end
    local tabFrames = {}
    local TextCard = UnitSectionShared.TextCard
    local function IsPowerTextEnabled()
        local gf = GF()
        if gf and type(gf.IsPowerTextEnabled) == "function" then return gf.IsPowerTextEnabled(CurrentScope(), Conf(CurrentScope())) and true or false end
        return Bool(CurrentScope(), "showPowerText", false) or Bool(CurrentScope(), "showPower", false)
    end
    local function SetPowerTextEnabled(enabled)
        local gf = GF()
        if gf and type(gf.SetPowerTextEnabled) == "function" then
            gf.SetPowerTextEnabled(CurrentScope(), enabled and true or false)
            QueueGF(CurrentScope(), "visual")
        else
            Set(CurrentScope(), "showPowerText", enabled and true or false, "visual")
            Set(CurrentScope(), "showPower", enabled and true or false, "visual")
        end
    end
    local nameTab, hpTab, powerTab, advancedTab =
        M.UnitSectionsShared.MakeTabFrames(text, -118, textW, tabFrames, "name", "hp", "power", "advanced")
    local _, RefreshTextTabs = W.SegmentTabs(ctx, text, {
        label = "Text area", values = tabValues, width = min(520, textW - 48),
        frames = tabFrames, defaultTab = "name",
        get = CurrentTextTab,
        set = function(v) M.gfTextTabSelection[CurrentScope()] = v or "name" end,
        afterSet = function()
            FocusActiveGFPreviewText()
            if refreshTextControls then refreshTextControls() end
        end,
        x = 20, y = -68,
    })
    local nameContent = TextCard(nameTab, "Name text", "Controls whether names are shown on group frames.", textLeftX, -4, textCardW, 158)
    PreviewText(nameContent, "Mapko", 16, -54, textCardW - 32)
    local showName = BindScopeToggle(ctx, W.SwitchAt(nameContent, "Show Name", textCardW - 62, -24, 0, "HIDDEN"), "showName", true, "font")
    local hideNameOnStatus = BindScopeToggle(ctx, W.ToggleAt(nameContent, "Hide name on dead/offline", 16, -104, textCardW - 32), "hideNameOnDeadOffline", false, "visual")
    local namePosition = TextCard(nameTab, "Position", nil, textLeftX, -178, textCardW, 260)
    local nameAnchor = ScopeDropdown(ctx, namePosition, "Anchor", ANCHORS, textDropW, "nameAnchor", "LEFT", "font", 16, -48, textCardW - 32)
    local nameX = ScopeSlider(ctx, namePosition, "X Offset", -100, 100, 1, textSliderW, "nameOffsetX", 0, "font", 16, -112, textCardW - 72)
    local nameY = ScopeSlider(ctx, namePosition, "Y Offset", -100, 100, 1, textSliderW, "nameOffsetY", 0, "font", 16, -174, textCardW - 72)
    local nameAppearance = TextCard(nameTab, "Appearance", nil, textRightX, -4, textRightW, 150)
    local nameSize = ScopeSlider(ctx, nameAppearance, "Size", 6, 48, 1, hpSliderW, "nameFontSize", 12, "font", 16, -58, textRightW - 58)
    local SLOT_VALUES = VT("left", "Left", "center", "Center", "right", "Right")
    local function BuildValueTextTab(kind, tab, cfg)
        local controls = {}
        local content = TextCard(tab, "What text appears", "Slots are explained before advanced position controls.", textLeftX, -4, textCardW, 286)
        controls.preview = PreviewText(content, "", 16, -54, textCardW - 32)
        if cfg.showGet then
            controls.show = W.SwitchAt(content, cfg.showLabel, textCardW - 62, -24, 0, "HIDDEN")
            M.BindBoolWidget(ctx, controls.show, cfg.showGet, cfg.showSet)
        else
            controls.show = BindScopeToggle(ctx, W.SwitchAt(content, cfg.showLabel, textCardW - 62, -24, 0, "HIDDEN"), cfg.showKey, cfg.showDefault, "font")
        end
        local function SlotControl(slot, label, x, y, width)
            local spec = cfg.slots[slot]
            controls[slot] = ScopeDropdown(ctx, content, label, TEXT_MODES, width, spec.key, spec.default, "visual", x, y, width)
        end
        SlotControl("right", "Right slot", 16, -96, textCardW - 32)
        SlotControl("left", "Left slot", 16, -150, textHalfDropW)
        SlotControl("center", "Center slot", 28 + textHalfDropW, -150, textHalfDropW)
        controls.delimiter = ScopeDropdown(ctx, content, "Delimiter", DELIMITER_VALUES, textHalfDropW, cfg.delimiterKey, " / ", "visual", 16, -206, textHalfDropW)
        if cfg.reverseKey then controls.reverse = BindScopeToggle(ctx, W.ToggleAt(content, "Reverse order", 28 + textHalfDropW, -228, textHalfDropW), cfg.reverseKey, false, "visual") end
        local position = TextCard(tab, "Position", cfg.positionSubtitle, textRightX, -4, textRightW, 410)
        controls.x = ScopeSlider(ctx, position, "X Offset", -100, 100, 1, hpSliderW, cfg.xKey, 0, "font", 16, -64, textRightW - 58)
        controls.y = ScopeSlider(ctx, position, "Y Offset", -100, 100, 1, hpSliderW, cfg.yKey, 0, "font", 16, -122, textRightW - 58)
        controls.moveTogether = W.ToggleAt(position, "Move text as one group", 16, -176, textRightW - 32)
        M.BindBoolWidget(ctx, controls.moveTogether,
            function() return MoveTogether(kind) end,
            function(v)
                SetMoveTogether(kind, v)
                FocusGFPreviewText(kind, v and nil or CurrentSlot(kind), true)
                if M.RefreshGFNativePreviews then M.RefreshGFNativePreviews() end
                M.Refresh(ctx)
            end)
        controls.slot = W.Segment(tab, "Slot", SLOT_VALUES, hpSliderW)
        W.MoveWidget(controls.slot, position, 16, -220, textRightW - 32, "LEFT")
        M.BindSegment(ctx, controls.slot,
            function() return CurrentSlot(kind) end,
            function(v)
                SetCurrentSlot(kind, v)
                FocusGFPreviewText(kind, v, true)
                M.Refresh(ctx)
            end)
        local function SlotAxis(axis)
            local slider = W.Slider(position, "Slot " .. axis, -100, 100, 1, hpSliderW)
            controls["slot" .. axis] = slider
            PlaceSlider(position, slider, 16, axis == "X" and -284 or -342, textRightW - 58)
            M.BindNumberWidget(ctx, slider,
                function()
                    local xKey, yKey = SlotOffsetKeys(kind)
                    return Val(CurrentScope(), axis == "X" and xKey or yKey, 0)
                end,
                function(v)
                    local xKey, yKey = SlotOffsetKeys(kind)
                    Set(CurrentScope(), axis == "X" and xKey or yKey, v, "font")
                    FocusGFPreviewText(kind, CurrentSlot(kind), true)
                end,
                0, { step = 1, roundStep = true })
        end
        SlotAxis("X")
        SlotAxis("Y")
        local appearance = TextCard(tab, "Appearance", nil, textLeftX, -310, textCardW, 144)
        controls.size = ScopeSlider(ctx, appearance, "Size", 6, 48, 1, textSliderW, cfg.sizeKey, cfg.sizeDefault, "font", 16, -58, textCardW - 72)
        return controls
    end
    local hpControls = BuildValueTextTab("hp", hpTab, {
        showLabel = "Show HP Text",
        showKey = "showHPText",
        showDefault = true,
        slots = {
            left = { key = "textLeft", default = "NONE" },
            center = { key = "textCenter", default = "PERCENT" },
            right = { key = "textRight", default = "NONE" },
        },
        delimiterKey = "textDelimiter",
        reverseKey = "hpTextReverse",
        positionSubtitle = "Move all HP text together or adjust a selected slot.",
        xKey = "hpOffsetX",
        yKey = "hpOffsetY",
        sizeKey = "hpFontSize",
        sizeDefault = 10,
    })
    local powerControls = BuildValueTextTab("power", powerTab, {
        showLabel = "Show Power Text",
        showGet = IsPowerTextEnabled,
        showSet = function(v)
            SetPowerTextEnabled(v)
            if refreshTextControls then refreshTextControls() end
        end,
        slots = {
            left = { key = "powerTextLeft", default = "NONE" },
            center = { key = "powerTextCenter", default = "PERCENT" },
            right = { key = "powerTextRight", default = "NONE" },
        },
        delimiterKey = "powerTextDelimiter",
        positionSubtitle = "Move all power text together or adjust a selected slot.",
        xKey = "powerOffsetX",
        yKey = "powerOffsetY",
        sizeKey = "powerFontSize",
        sizeDefault = 9,
    })
    local advancedLayers = TextCard(advancedTab, "Text Layers", "Controls draw order when text overlaps bars, icons, or indicators.", textLeftX, -4, textCardW, 260)
    local nameLayer = ScopeSlider(ctx, advancedLayers, "Name layer", 1, 15, 1, textSliderW, "nameTextLayer", 5, "font", 16, -76, textCardW - 72)
    local hpLayer = ScopeSlider(ctx, advancedLayers, "HP layer", 1, 15, 1, textSliderW, "textLayer", 5, "font", 16, -136, textCardW - 72)
    local powerLayer = ScopeSlider(ctx, advancedLayers, "Power layer", 1, 15, 1, textSliderW, "powerTextLayer", 2, "font", 16, -196, textCardW - 72)
    local function HookTextControls(kind, controls)
        for i = 1, #controls do HookGFPreviewTextFocus(controls[i][1], kind, controls[i][2]) end
    end
    HookTextControls("name", { { showName }, { hideNameOnStatus }, { nameAnchor }, { nameX }, { nameY }, { nameSize }, { nameLayer } })
    local nameTextControls = { hideNameOnStatus, nameSize, nameAnchor, nameX, nameY, nameLayer }
    local hpTextControls, hpSlotControls = M.UnitSectionsShared.ValueTextControlSets("hp", hpControls, hpLayer, HookTextControls, CurrentSlot)
    local powerTextControls, powerSlotControls = M.UnitSectionsShared.ValueTextControlSets("power", powerControls, powerLayer, HookTextControls, CurrentSlot)
    refreshTextControls = function()
        local tab = CurrentTextTab()
        local nameOn = Bool(CurrentScope(), "showName", true)
        local hpOn = Bool(CurrentScope(), "showHPText", true)
        local powerOn = IsPowerTextEnabled()
        M.CallIf(RefreshTextTabs)
        scopeLabel:SetText(M.Format(M.Tr("Editing %s"), ScopeDisplayName()))
        SetOptionsEnabled(nameTextControls, nameOn)
        SetOptionsEnabled(hpTextControls, hpOn)
        SetOptionsEnabled(hpSlotControls, hpOn and not MoveTogether("hp"))
        SetOptionsEnabled(powerTextControls, powerOn)
        SetOptionsEnabled(powerSlotControls, powerOn and not MoveTogether("power"))
        SetOptionEnabled(showName, true)
        SetOptionEnabled(hpControls.show, true)
        SetOptionEnabled(powerControls.show, true)
        local kind = CurrentScope()
        if hpControls.preview then
            local delim = Val(kind, "textDelimiter", " / ")
            hpControls.preview:SetText(BuildTextPreviewStr(
                Val(kind, "textLeft", "NONE"), Val(kind, "textCenter", "PERCENT"), Val(kind, "textRight", "NONE"),
                delim, Bool(kind, "hpTextReverse", false), false))
        end
        if powerControls.preview then
            local delim = Val(kind, "powerTextDelimiter", " / ")
            powerControls.preview:SetText(BuildTextPreviewStr(
                Val(kind, "powerTextLeft", "NONE"), Val(kind, "powerTextCenter", "PERCENT"), Val(kind, "powerTextRight", "NONE"),
                delim, false, true))
        end
        UpdateTextHeaderBadges(tab, nameOn, hpOn, powerOn)
        FocusActiveGFPreviewText()
    end
    TrackSectionRefresh(ctx, text, refreshTextControls)
    BuildDispelOverlaySection(ctx, b)
    BuildDeadBgSection(ctx, b)
    local stripe = b:CollapsibleSection("dstripe", "Debuff Stripe", 360, false)
    local stripeW = stripe._msuf2Width or b.width or 720
    local stripeCardW = min(560, stripeW - 40)
    local stripeCard = W.ControlCard(stripe, "Debuff Stripe", "Shows a thin colored stripe for debuffs matched by the debuff filter.", 20, -38, stripeCardW, 292)
    local stripeToggle = BindScopeToggle(ctx, W.SwitchAt(stripeCard, "Debuff Stripe", stripeCardW - 62, -24, 0, "HIDDEN"), "debuffStripeEnabled", false, "visual")
    local stripeEdge = ScopeDropdown(ctx, stripeCard, "Stripe edge", DEBUFF_STRIPE_EDGES, 260, "debuffStripeEdge", "BOTTOM", "visual", 16, -74, min(260, stripeCardW - 32))
    local stripeHeight = ScopeSlider(ctx, stripeCard, "Stripe height", 1, 8, 1, 300, "debuffStripeHeight", 3, "visual", 16, -126, min(360, stripeCardW - 72))
    local stripeAlpha = ScopeNumberSlider(ctx, stripeCard, "Stripe opacity", 0.10, 1, 0.05, 300, "debuffStripeAlpha", 0.60, "visual", 16, -174, min(360, stripeCardW - 72))
    local stripeColor = ScopeColor(ctx, stripeCard, "Stripe color", min(360, stripeCardW - 32), "debuffStripeColorR", "debuffStripeColorG", "debuffStripeColorB", { 0.80, 0.20, 0.20 }, "visual", 16, -236)
    local stripeControls = { stripeEdge, stripeHeight, stripeAlpha, stripeColor }
    local function RefreshStripeState()
        local enabled = Bool(CurrentScope(), "debuffStripeEnabled", false)
        SetOptionsEnabled(stripeControls, enabled)
        SetOptionEnabled(stripeToggle, true)
        SetSectionBadgesAndStatus(stripe, {
            OnOffBadge(enabled, "Active", "Off"),
            { text = OptionText(DEBUFF_STRIPE_EDGES, Val(CurrentScope(), "debuffStripeEdge", "BOTTOM"), "Bottom Edge"), kind = enabled and "info" or "muted" },
            { text = BadgeNumber(Num(CurrentScope(), "debuffStripeHeight", 3)) .. "px", kind = enabled and "accent" or "muted" },
        })
    end
    TrackSectionRefresh(ctx, stripe, RefreshStripeState)
    local range = b:CollapsibleSection("range", "Range Fade", 220, false)
    local rangeW = range._msuf2Width or b.width or 720
    local rangeGap = 16
    local rangeLeftX = 20
    local rangeInnerW = max(320, rangeW - 40)
    local rangeLeftWidth = floor((rangeInnerW - rangeGap) * 0.48)
    local rangeRightX = rangeLeftX + rangeLeftWidth + rangeGap
    local rangeRightWidth = rangeInnerW - rangeLeftWidth - rangeGap
    local rangeEffectCard = W.ControlCard(range, "Range Fade", "Controls what fades when group members are not reachable.", rangeLeftX, -38, rangeLeftWidth, 160)
    local rangeAlphaCard = W.ControlCard(range, "Alpha", "Opacity values used by range and offline states.", rangeRightX, -38, rangeRightWidth, 160)
    local rangeToggle = BindScopeToggle(ctx, W.SwitchAt(rangeEffectCard, "Range Fade", rangeLeftWidth - 62, -24, 0, "HIDDEN"), "rangeFadeEnabled", false, "visual")
    local function BindRangeAlphaSlider(key, label, default, y)
        local control = W.Slider(rangeAlphaCard, "", 0, 1, 0.05, rangeRightWidth)
        M.BindNumberWidget(ctx, control,
            function() return Num(CurrentScope(), key, default) end,
            function(v)
                local n = tonumber(v) or default or 0
                local conf = Conf(CurrentScope())
                if conf[key] == n then return end
                conf[key] = n
                QueueGF(CurrentScope(), "visual")
            end,
            default)
        W.MoveWidget(control, rangeAlphaCard, 16, y, rangeRightWidth - 58, "CENTER")
        return M.BindSliderLiveLabel(ctx, control, function() return Num(CurrentScope(), key, default) end,
            function(value) return AlphaLabel(label, tonumber(value) or default or 0) end, true)
    end
    local rangeModeW = min(240, rangeLeftWidth - 32)
    local rangeMode = W.Segment(rangeEffectCard, "Affects", VT("frame", "Frame", "health", "HP"), rangeModeW)
    M.BindSegment(ctx, rangeMode,
        function() return Val(CurrentScope(), "rangeFadeLayerMode", "frame") end,
        function(v) Set(CurrentScope(), "rangeFadeLayerMode", v or "frame", "visual") end)
    W.MoveWidget(rangeMode, rangeEffectCard, 16, -88, rangeModeW, "LEFT")
    local rangeControls = {
        rangeMode,
        BindRangeAlphaSlider("rangeFadeAlpha", "Out of range", 0.4, -70),
        BindRangeAlphaSlider("offlineAlpha", "Offline", 0.5, -124),
    }
    local function RefreshRangeState()
        local enabled = Bool(CurrentScope(), "rangeFadeEnabled", false)
        SetOptionsEnabled(rangeControls, enabled)
        SetOptionEnabled(rangeToggle, true)
        SetSectionBadgesAndStatus(range, {
            OnOffBadge(enabled, "Active", "Off"),
            { text = Val(CurrentScope(), "rangeFadeLayerMode", "frame") == "health" and "HP only" or "Whole frame", kind = enabled and "info" or "muted" },
            { text = tostring(floor(Num(CurrentScope(), "rangeFadeAlpha", 0.4) * 100 + 0.5)) .. "%", kind = enabled and "accent" or "muted" },
        })
    end
    TrackSectionRefresh(ctx, range, RefreshRangeState)
    FinalizeScopePage(ctx, b)
end
M.RegisterPage("gf_bars", { title = "MSUF Group Health & Text", build = BuildGFBars, version = 13 })
